DarkPlaces engine was started because I was unsatisfied with the other engines available soon after the quake source release (which did little more than add some flashy effects), and craved modding features for my DarkPlaces mod, and wanted some real enhancements to the online gaming experience as well.
DarkPlaces engine is the result, I hope everyone likes it.
I am not very good at writing documentation, so this readme is organized as a feature list, with information on each feature, I hope it is still adequate documentation.
If you have any suggestions for features to document in detail in the readme or any other questions/comments/bugreports/suggestions/etc, send me an email with the address darkplacesengine gmail com (add @ and . characters as appropriate)
If mouse movement is jerky but framerate is high, try typing "gl_finish 1" (without quotes) into the console (makes cpu wait for gpu before ending frame, which gives lousy input drivers a chance to catch up).
Visit the Color Control submenu of Options, it's near the top, fiddle with gamma (or grey level if using the color levels mode) until the grey box surrounding the white/black dither pattern matches up with the grey you see while looking at the dither from a distance, this will calibrate quake to look approximately as id Software intended, and ensure everyone sees it the same. Note: Different resolutions may be different intensities depending on monitor. Note2: ATI Radeon Catalyst 3.10 drivers seem to have a weird gamma limiting 'feature' which rejects gamma settings it doesn't like, feel free to complain to ATI about this if it gets in your way (it probably will).
Visit the Effects Options submenu of Options, and check out the options.
Visit the Player Setup submenu of the Multiplayer menu to configure your network speed (as well as the usual settings from quake like name and colors).
To host a server behind a router/firewall, simply set up a port forward on the UDP port you are running the server on (default is 26000), to forward incoming UDP packets on that port to the server, then people can connect.
To make your server show up on the server browser (in the Join Game menu), either set sv_public 1 in the console, or use the multiplayer new game menu and check the Public server checkbox.
These games are considered officially supported, if any problems are seen, please make sure you are running the latest version of the game and engine, if you are, please report the problem.
Formats supported: tga (recommended), png (loads very slowly), jpg (loads slowly), pcx, wal, lmp
Usually you want to put replacement content in either id1/ or another directory such as pretty/ inside your quake directory, in DarkPlaces you can run multiple -game options at once (such as -game ctf -game pretty -game dpmod to have texture overrides from pretty, maps from ctf, and gameplay from dpmod) or multiple gamedirs specified with the gamedir console command (gamedir ctf pretty dpmod).
All texture layers are optional except diffuse (the others are NOT loaded without it)
same as in Quake, you can replace a model with exactly the same file name (including file extension), so for example an md3 player model has to be renamed progs/player.mdl, and a small box of shells in md3 format has to be renamed maps/b_shell0.bsp
These files use the same format as the ones in Quake3 (except being named modelname_0.skin, modelname_1.skin, and so on), they specify what texture to use on each part of the md3 (or zym or dpm or psk) model, their contents look like the following...
torso,progs/player_default.tga | says that the model part named "torso" should use the image progs/player_default.tga |
gun,progs/player_default.tga | says that the model part named "gun" should use the image progs/player_default.tga |
muzzleflash,progs/player_default_muzzleflash.tga | says that the model part named "muzzleflash" should use the image progs/player_default_muzzleflash.tga - this is useful for transparent skin areas which should be kept separate from opaque skins |
tag_head, | says that the first tag is named "tag_head" - this is only useful for QuakeC mods using segmented player models so that they can look up/down without their legs rotating, don't worry about it as a user |
tag_torso, | second tag name |
tag_weapon, | third tag name |
These files must be in ogg or wav format, and numbers begin at 002 if you wish to replace (or install) the Quake cd music - since track 001 was the Quake data track.
quake/id1/sound/cdtracks/track002.ogg | replacement track for "cd loop 2" |
quake/id1/sound/cdtracks/track003.ogg | replacement track for "cd loop 3" |
quake/id1/progs/player.mdl | replaces the player model) |
quake/id1/progs/player.mdl_0.skin | text file that specifies textures to use on an md3 model) |
quake/id1/progs/player_default.tga | texture referenced by the .skin, make sure that any special parts of this are black, like pants should be black here otherwise you get pink pants when you use a red color ingame) |
quake/id1/progs/player_default_pants.tga | white pants area of the skin, this is colored by the engine according to your color settings, additive blended (which is called "Screen" mode in Photoshop if you wish to preview the layers)) |
quake/id1/progs/player_default_shirt.tga | white shirt area of the skin, similar to pants described above) |
quake/id1/progs/player_default_norm.tga | normalmap texture for player_default, alpha channel can contain a heightmap for offsetmapping (r_glsl_offsetmapping 1 in console) to use, alternatively you can use _bump.tga instead of this which is only a heightmap and the engine will generate the normalmap for you) |
quake/id1/progs/player_default_gloss.tga | glossmap (shiny areas) for player_default) |
quake/id1/progs/player_default_glow.tga | glowmap (glowing stuff) for player_default, this is fullbrights and such, be sure the corresponding pixels are black in the player_default.tga, because just like pants/shirt this is additive blended) |
quake/id1/textures/quake.tga | replaces the quake logo on the arch in start.bsp) |
quake/id1/textures/quake_norm.tga | same as for a player) |
quake/id1/textures/quake_gloss.tga | same as for a player) |
quake/id1/textures/#water1.tga | replaces *water1 texture in the maps, # is used instead of * in filenames) |
quake/id1/gfx/conchars.tga | replacement font image, this was in gfx.wad in quake) |
quake/id1/gfx/conback.tga | replacement console background, just like in quake) |
quake/id1/gfx/mainmenu.tga | replacement main menu image, just like in quake) |
quake/id1/maps/b_bh25.bsp | replacement for normal health pack, for example this could be an md3 model instead) |
quake/id1/sound/cdtracks/track002.ogg | replacement track for "cd loop 2" |
quake/id1/sound/cdtracks/track003.ogg | replacement track for "cd loop 3" |
_cl_color | 0 | internal storage cvar for current player colors (changed by color command) |
_cl_name | player | internal storage cvar for current player name (changed by name command) |
_cl_playermodel | internal storage cvar for current player model in Nexuiz (changed by playermodel command) | |
_cl_playerskin | internal storage cvar for current player skin in Nexuiz (changed by playerskin command) | |
_cl_pmodel | 0 | internal storage cvar for current player model number in nehahra (changed by pmodel command) |
_cl_rate | 10000 | internal storage cvar for current rate (changed by rate command) |
_snd_mixahead | 0.1 | how much sound to mix ahead of time |
ambient_fade | 100 | rate of volume fading when moving from one environment to another |
ambient_level | 0.3 | volume of environment noises (water and wind) |
bgmvolume | 1 | volume of background music (such as CD music or replacement files such as id1/sound/cdtracks/track002.ogg) |
cdaudioinitialized | 0 | indicates if CD Audio system is active |
chase_active | 0 | enables chase cam |
chase_back | 48 | chase cam distance from the player |
chase_stevie | 0 | chase cam view from above (used only by GoodVsBad2) |
chase_up | 24 | chase cam distance from the player |
cl_anglespeedkey | 1.5 | how much +speed multiplies keyboard turning speed |
cl_autodemo | 0 | records every game played, using the date/time and map name to name the demo file |
cl_autodemo_nameformat | %Y-%m-%d_%H-%M | The format of the cl_autodemo filename, followed by the map name |
cl_backspeed | 400 | backward movement speed |
cl_beams_instantaimhack | 1 | makes your lightning gun aiming update instantly |
cl_beams_lightatend | 0 | make a light at the end of the beam |
cl_beams_polygons | 1 | use beam polygons instead of models |
cl_beams_quakepositionhack | 1 | makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld) |
cl_bob | 0.02 | view bobbing amount |
cl_bobcycle | 0.6 | view bobbing speed |
cl_bobmodel | 1 | enables gun bobbing |
cl_bobmodel_side | 0.05 | gun bobbing sideways sway amount |
cl_bobmodel_speed | 7 | gun bobbing speed |
cl_bobmodel_up | 0.02 | gun bobbing upward movement amount |
cl_bobup | 0.5 | view bobbing adjustment that makes the up or down swing of the bob last longer |
cl_capturevideo | 0 | enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output) |
cl_capturevideo_fps | 30 | how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful) |
cl_capturevideo_number | 1 | number to append to video filename, incremented each time a capture begins |
cl_capturevideo_realtime | 0 | causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over 1 second |
cl_curl_enabled | 0 | whether client's download support is enabled |
cl_curl_maxdownloads | 1 | maximum number of concurrent HTTP/FTP downloads |
cl_curl_maxspeed | 100 | maximum download speed (KiB/s) |
cl_deathnoviewmodel | 1 | hides gun model when dead |
cl_deathscoreboard | 1 | shows scoreboard (+showscores) while dead |
cl_decals | 0 | enables decals (bullet holes, blood, etc) |
cl_decals_fadetime | 20 | how long decals take to fade away |
cl_decals_time | 0 | how long before decals start to fade away |
cl_dlights_decaybrightness | 1 | reduces brightness of light flashes over time |
cl_dlights_decayradius | 1 | reduces size of light flashes over time |
cl_explosions_alpha_end | 0 | end alpha of an explosion shell (just before it disappears) |
cl_explosions_alpha_start | 1.5 | starting alpha of an explosion shell |
cl_explosions_lifetime | 0.5 | how long an explosion shell lasts |
cl_explosions_size_end | 128 | ending alpha of an explosion shell (just before it disappears) |
cl_explosions_size_start | 16 | starting size of an explosion shell |
cl_forwardspeed | 400 | forward movement speed |
cl_gravity | 800 | how much gravity to apply in client physics (should match sv_gravity) |
cl_itembobheight | 0 | how much items bob up and down (try 8) |
cl_itembobspeed | 0.5 | how frequently items bob up and down |
cl_joinbeforedownloadsfinish | 1 | if non-zero the game will begin after the map is loaded before other downloads finish |
cl_maxfps | 1000 | maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs) |
cl_movement | 0 | enables clientside prediction of your player movement |
cl_movement_accelerate | 10 | how fast you accelerate (should match sv_accelerate) |
cl_movement_airaccel_qw | 1 | ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw) |
cl_movement_airaccel_sideways_friction | 0 | anti-sideways movement stabilization (should match sv_airaccel_sideways_friction) |
cl_movement_airaccelerate | -1 | how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead |
cl_movement_edgefriction | 2 | how much to slow down when you may be about to fall off a ledge (should match edgefriction) |
cl_movement_friction | 4 | how fast you slow down (should match sv_friction) |
cl_movement_jumpvelocity | 270 | how fast you move upward when you begin a jump (should match the quakec code) |
cl_movement_latency | 0 | compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers or quakeworld servers |
cl_movement_maxairspeed | 30 | how fast you can move while in the air (should match sv_maxairspeed) |
cl_movement_maxspeed | 320 | how fast you can move (should match sv_maxspeed) |
cl_movement_stepheight | 18 | how tall a step you can step in one instant (should match sv_stepheight) |
cl_movement_stopspeed | 100 | speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed) |
cl_movement_wateraccelerate | -1 | how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead |
cl_movement_waterfriction | -1 | how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead |
cl_movespeedkey | 2.0 | how much +speed multiplies keyboard movement speed |
cl_netinputpacketlosstolerance | 4 | how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server) |
cl_netinputpacketspersecond | 50 | how many input packets to send to server each second |
cl_netlocalping | 0 | lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings) |
cl_netpacketloss | 0 | drops this percentage of packets (incoming and outgoing), useful for testing network protocol robustness (effects failing to start, sounds failing to play, etc) |
cl_nettimesyncmode | 2 | selects method of time synchronization in client with regard to server packets, values are: 0 = no sync, 1 = exact sync (reset timing each packet), 2 = loose sync (reset timing only if it is out of bounds), 3 = tight sync and bounding |
cl_nodelta | 0 | disables delta compression of non-player entities in QW network protocol |
cl_nolerp | 0 | network update smoothing |
cl_noplayershadow | 0 | hide player shadow |
cl_particles | 1 | enables particle effects |
cl_particles_blood | 1 | enables blood effects |
cl_particles_blood_alpha | 0.5 | opacity of blood |
cl_particles_blood_bloodhack | 1 | make certain quake particle() calls create blood effects instead |
cl_particles_bubbles | 1 | enables bubbles (used by multiple effects) |
cl_particles_bulletimpacts | 1 | enables bulletimpact effects |
cl_particles_explosions_shell | 0 | enables polygonal shell from explosions |
cl_particles_explosions_smokes | 0 | enables smoke from explosions |
cl_particles_explosions_sparks | 1 | enables sparks from explosions |
cl_particles_quake | 0 | makes particle effects look mostly like the ones in Quake |
cl_particles_quality | 1 | multiplies number of particles and reduces their alpha |
cl_particles_size | 1 | multiplies particle size |
cl_particles_smoke | 1 | enables smoke (used by multiple effects) |
cl_particles_smoke_alpha | 0.5 | smoke brightness |
cl_particles_smoke_alphafade | 0.55 | brightness fade per second |
cl_particles_sparks | 1 | enables sparks (used by multiple effects) |
cl_pitchspeed | 150 | keyboard pitch turning speed |
cl_port | 0 | forces client to use chosen port number if not 0 |
cl_prydoncursor | 0 | enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc |
cl_rollangle | 2.0 | how much to tilt the view when strafing |
cl_rollspeed | 200 | how much strafing is necessary to tilt the view |
cl_serverextension_download | 0 | indicates whether the server supports the download command |
cl_shownet | 0 | 1 = print packet size, 2 = print packet message list |
cl_sidespeed | 350 | strafe movement speed |
cl_slowmo | 1 | speed of game time (should match slowmo) |
cl_sound_hknighthit | hknight/hit.wav | sound to play during TE_KNIGHTSPIKE (empty cvar disables sound) |
cl_sound_r_exp3 | weapons/r_exp3.wav | sound to play during TE_EXPLOSION and related effects (empty cvar disables sound) |
cl_sound_ric1 | weapons/ric1.wav | sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
cl_sound_ric2 | weapons/ric2.wav | sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
cl_sound_ric3 | weapons/ric3.wav | sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
cl_sound_tink1 | weapons/tink1.wav | sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
cl_sound_wizardhit | wizard/hit.wav | sound to play during TE_WIZSPIKE (empty cvar disables sound) |
cl_stainmaps | 1 | stains lightmaps, much faster than decals but blurred |
cl_stainmaps_clearonload | 1 | clear stainmaps on map restart |
cl_stairsmoothspeed | 160 | how fast your view moves upward/downward when running up/down stairs |
cl_upspeed | 400 | vertical movement speed (while swimming or flying) |
cl_viewmodel_scale | 0.3 | changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible |
cl_yawspeed | 140 | keyboard yaw turning speed |
cmdline | 0 | contains commandline the engine was launched with |
collision_endnudge | 0 | how much to bias collision trace end |
collision_enternudge | 0 | how much to bias collision entry fraction |
collision_impactnudge | 0.03125 | how much to back off from the impact |
collision_leavenudge | 0 | how much to bias collision exit fraction |
collision_prefernudgedfraction | 1 | whether to sort collision events by nudged fraction (1) or real fraction (0) |
collision_startnudge | 0 | how much to bias collision trace start |
con_closeontoggleconsole | 1 | allows toggleconsole binds to close the console as well |
con_notify | 4 | how many notify lines to show (0-32) |
con_notifytime | 3 | how long notify lines last, in seconds |
con_textsize | 8 | console text size in virtual 2D pixels |
coop | 0 | coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch) |
crosshair | 0 | selects crosshair to use (0 is none) |
crosshair_color_alpha | 1 | how opaque the crosshair should be |
crosshair_color_blue | 0 | customizable crosshair color |
crosshair_color_green | 0 | customizable crosshair color |
crosshair_color_red | 1 | customizable crosshair color |
crosshair_size | 1 | adjusts size of the crosshair on the screen |
csqc_progcrc | -1 | CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 |
csqc_progname | csprogs.dat | name of csprogs.dat file to load |
csqc_progsize | -1 | file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 |
cutscene | 1 | enables cutscenes in nehahra, can be used by other mods |
deathmatch | 0 | deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons) |
demo_nehahra | 0 | reads all quake demos as nehahra movie protocol |
developer | 0 | prints additional debugging messages and information (recommended for modders and level designers) |
developer_entityparsing | 0 | prints detailed network entities information each time a packet is received |
developer_memory | 0 | prints debugging information about memory allocations |
developer_memorydebug | 0 | enables memory corruption checks (very slow) |
developer_networkentities | 0 | prints received entities, value is 0-4 (higher for more info) |
developer_networking | 0 | prints all received and sent packets (recommended only for debugging) |
developer_texturelogging | 0 | produces a textures.log file containing names of skins and map textures the engine tried to load |
edgefriction | 2 | how much you slow down when nearing a ledge you might fall off |
forceqmenu | 0 | enables the quake menu instead of the quakec menu.dat (if present) |
fov | 90 | field of vision, 1-170 degrees, default 90, some players use 110-130 |
fraglimit | 0 | ends level if this many frags is reached by any player |
freelook | 1 | mouse controls pitch instead of forward/back |
gamecfg | 0 | unused cvar in quake, can be used by mods |
gameversion | 0 | version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible |
gl_combine | 1 | faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above) |
gl_dither | 1 | enables OpenGL dithering (16bit looks bad with this off) |
gl_ext_separatetencil | 1 | make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension |
gl_ext_stenciltwoside | 1 | make use of GL_EXT_stenciltwoside extension (NVIDIA only) |
gl_finish | 0 | make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines) |
gl_flashblend | 0 | render bright coronas for dynamic lights instead of actual lighting, fast but ugly |
gl_fogblue | 0.3 | nehahra fog color blue value (for Nehahra compatibility only) |
gl_fogdensity | 0.25 | nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only) |
gl_fogenable | 0 | nehahra fog enable (for Nehahra compatibility only) |
gl_fogend | 0 | nehahra fog end distance (for Nehahra compatibility only) |
gl_foggreen | 0.3 | nehahra fog color green value (for Nehahra compatibility only) |
gl_fogred | 0.3 | nehahra fog color red value (for Nehahra compatibility only) |
gl_fogstart | 0 | nehahra fog start distance (for Nehahra compatibility only) |
gl_lightmaps | 0 | draws only lightmaps, no texture (for level designers) |
gl_lockarrays | 0 | enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal |
gl_lockarrays_minimumvertices | 1 | minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance |
gl_max_size | 2048 | maximum allowed texture size, can be used to reduce video memory usage, note: this is automatically reduced to match video card capabilities (such as 256 on 3Dfx cards before Voodoo4/5) |
gl_mesh_drawrangeelements | 1 | use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing) |
gl_mesh_testarrayelement | 0 | use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements) |
gl_mesh_testmanualfeeding | 0 | use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements) |
gl_paranoid | 0 | enables OpenGL error checking and other tests |
gl_picmip | 0 | reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75% |
gl_polyblend | 1 | tints view while underwater, hurt, etc |
gl_printcheckerror | 0 | prints all OpenGL error checks, useful to identify location of driver crashes |
gl_texture_anisotropy | 1 | anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values |
halflifebsp | 0 | indicates the current map is hlbsp format (useful to know because of different bounding box sizes) |
host_framerate | 0 | locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed |
host_speeds | 0 | reports how much time is used in server/graphics/sound |
hostname | UNNAMED | server message to show in server browser |
in_pitch_max | 90 | how far upward you can aim (quake used 80 |
in_pitch_min | -90 | how far downward you can aim (quake used -70 |
joy_axisforward | 1 | which joystick axis to query for forward/backward movement |
joy_axispitch | 3 | which joystick axis to query for looking up/down |
joy_axisroll | -1 | which joystick axis to query for tilting head right/left |
joy_axisside | 0 | which joystick axis to query for right/left movement |
joy_axisup | -1 | which joystick axis to query for up/down movement |
joy_axisyaw | 2 | which joystick axis to query for looking right/left |
joy_deadzoneforward | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
joy_deadzonepitch | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
joy_deadzoneroll | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
joy_deadzoneside | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
joy_deadzoneup | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
joy_deadzoneyaw | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
joy_detected | 0 | number of joysticks detected by engine |
joy_enable | 1 | enables joystick support |
joy_index | 0 | selects which joystick to use if you have multiple |
joy_sensitivityforward | -1 | movement multiplier |
joy_sensitivitypitch | 1 | movement multiplier |
joy_sensitivityroll | 1 | movement multiplier |
joy_sensitivityside | 1 | movement multiplier |
joy_sensitivityup | 1 | movement multiplier |
joy_sensitivityyaw | -1 | movement multiplier |
joyadvanced | 0 | use more than 2 axis joysticks (configuring this is very technical) |
joyadvaxisr | 0 | axis mapping for joyadvanced 1 mode |
joyadvaxisu | 0 | axis mapping for joyadvanced 1 mode |
joyadvaxisv | 0 | axis mapping for joyadvanced 1 mode |
joyadvaxisx | 0 | axis mapping for joyadvanced 1 mode |
joyadvaxisy | 0 | axis mapping for joyadvanced 1 mode |
joyadvaxisz | 0 | axis mapping for joyadvanced 1 mode |
joyforwardsensitivity | -1.0 | how fast the joystick moves forward |
joyforwardthreshold | 0.15 | minimum joystick movement necessary to move forward |
joyname | joystick | name of joystick to use (informational only, used only by joyadvanced 1 mode) |
joypitchsensitivity | 1.0 | how fast the joystick looks up/down |
joypitchthreshold | 0.15 | minimum joystick movement necessary to look up/down |
joysidesensitivity | -1.0 | how fast the joystick moves sideways (strafing) |
joysidethreshold | 0.15 | minimum joystick movement necessary to move sideways (strafing) |
joystick | 0 | enables joysticks |
joywwhack1 | 0.0 | special hack for wingman warrior |
joywwhack2 | 0.0 | special hack for wingman warrior |
joyyawsensitivity | -1.0 | how fast the joystick turns left/right |
joyyawthreshold | 0.15 | minimum joystick movement necessary to turn left/right |
locs_enable | 1 | enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level) |
locs_show | 0 | shows defined locations for editing purposes |
log_file | filename to log messages to | |
lookspring | 0 | returns pitch to level with the floor when no longer holding a pitch key |
lookstrafe | 0 | move instead of turning |
m_filter | 0 | smoothes mouse movement, less responsive but smoother aiming |
m_forward | 1 | mouse forward speed multiplier |
m_pitch | 0.022 | mouse pitch speed multiplier |
m_side | 0.8 | mouse side speed multiplier |
m_yaw | 0.022 | mouse yaw speed multiplier |
mcbsp | 0 | indicates the current map is mcbsp format (useful to know because of different bounding box sizes) |
menu_options_colorcontrol_correctionvalue | 0.5 | intensity value that matches up to white/black dither pattern, should be 0.5 for linear color |
mod_q3bsp_curves_collisions | 1 | enables collisions with curves (SLOW) |
mod_q3bsp_debugtracebrush | 0 | selects different tracebrush bsp recursion algorithms (for debugging purposes only) |
mod_q3bsp_lightmapmergepower | 4 | merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ... |
mod_q3bsp_optimizedtraceline | 1 | whether to use optimized traceline code for line traces (as opposed to tracebox code) |
nehx00 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx01 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx02 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx03 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx04 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx05 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx06 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx07 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx08 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx09 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx10 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx11 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx12 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx13 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx14 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx15 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx16 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx17 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx18 | 0 | nehahra data storage cvar (used in singleplayer) |
nehx19 | 0 | nehahra data storage cvar (used in singleplayer) |
net_address | 0.0.0.0 | network address to open ports on |
net_address_ipv6 | [0:0:0:0:0:0:0:0] | network address to open ipv6 ports on |
net_connectfloodblockingtimeout | 5 | when a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods) |
net_connecttimeout | 10 | after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods) |
net_messagetimeout | 300 | drops players who have not sent any packets for this many seconds |
net_slist_maxtries | 3 | how many times to ask the same server for information (more times gives better ping reports but takes longer) |
net_slist_queriesperframe | 4 | maximum number of server information requests to send each rendered frame (guards against low framerates causing problems) |
net_slist_queriespersecond | 20 | how many server information requests to send per second |
net_slist_timeout | 4 | how long to listen for a server information response before giving up |
noaim | 1 | QW option to disable vertical autoaim |
noexit | 0 | kills anyone attempting to use an exit |
nomonsters | 0 | unused cvar in quake, can be used by mods |
nosound | 0 | disables sound |
pausable | 1 | allow players to pause or not |
port | 26000 | server port for players to connect to |
pr_checkextension | 1 | indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions) |
prvm_boundscheck | 1 | enables detection of out of bounds memory access in the QuakeC code being run (in other words, prevents really exceedingly bad QuakeC code from doing nasty things to your computer) |
prvm_statementprofiling | 0 | counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled) |
prvm_traceqc | 0 | prints every QuakeC statement as it is executed (only for really thorough debugging!) |
qport | 0 | identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes) |
r_ambient | 0 | brighter world cheat (not allowed in multiplayer), value is 0-128 |
r_batchmode | 1 | selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...) |
r_bloom | 0 | enables bloom effect (makes bright pixels affect neighboring pixels) |
r_bloom_blur | 4 | how large the glow is |
r_bloom_brighten | 2 | how bright the glow is, after subtract/power |
r_bloom_colorexponent | 1 | how exagerated the glow is |
r_bloom_colorscale | 1 | how bright the glow is |
r_bloom_colorsubtract | 0.125 | reduces bloom colors by a certain amount |
r_bloom_resolution | 320 | what resolution to perform the bloom effect at (independent of screen resolution) |
r_coronas | 1 | brightness of corona flare effects around certain lights, 0 disables corona effects |
r_cullentities_trace | 1 | probabistically cull invisible entities |
r_cullentities_trace_delay | 1 | number of seconds until the entity gets actually culled |
r_cullentities_trace_enlarge | 0 | box enlargement for entity culling |
r_cullentities_trace_samples | 2 | number of samples to test for entity culling |
r_draweffects | 1 | renders temporary sprite effects |
r_drawentities | 1 | draw entities (doors, players, projectiles, etc) |
r_drawexplosions | 1 | enables rendering of explosion shells (see also cl_particles_explosions_shell) |
r_drawparticles | 1 | enables drawing of particles |
r_drawportals | 0 | shows portals (separating polygons) in world interior in quake1 maps |
r_drawviewmodel | 1 | draw your weapon model |
r_dynamic | 1 | enables dynamic lights (rocket glow and such) |
r_editlights | 0 | enables .rtlights file editing mode |
r_editlights_cursordistance | 1024 | maximum distance of cursor from eye |
r_editlights_cursorgrid | 4 | snaps cursor to this grid size |
r_editlights_cursorpushback | 0 | how far to pull the cursor back toward the eye |
r_editlights_cursorpushoff | 4 | how far to push the cursor off the impacted surface |
r_editlights_quakelightsizescale | 1 | changes size of light entities loaded from a map |
r_explosionclip | 1 | enables collision detection for explosion shell (so that it flattens against walls and floors) |
r_fullbright | 0 | make everything bright cheat (not allowed in multiplayer) |
r_fullbrights | 1 | enables glowing pixels in quake textures (changes need r_restart to take effect) |
r_glsl | 1 | enables use of OpenGL 2.0 pixel shaders for lighting |
r_glsl_deluxemapping | 1 | use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps) |
r_glsl_offsetmapping | 0 | offset mapping effect (also known as parallax mapping or virtual displacement mapping) |
r_glsl_offsetmapping_reliefmapping | 0 | relief mapping effect (higher quality) |
r_glsl_offsetmapping_scale | 0.04 | how deep the offset mapping effect is |
r_hdr | 0 | enables High Dynamic Range bloom effect (higher quality version of r_bloom) |
r_hdr_glowintensity | 1 | how bright light emitting textures should appear |
r_hdr_range | 4 | how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value) |
r_hdr_scenebrightness | 1 | global rendering brightness |
r_lerpimages | 1 | bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0) |
r_lerpmodels | 1 | enables animation smoothing on models |
r_lerpsprites | 1 | enables animation smoothing on sprites (requires r_lerpmodels 1) |
r_letterbox | 0 | reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes) |
r_lightmaprgba | 1 | whether to use RGBA (32bit) or RGB (24bit) lightmaps |
r_lightningbeam_color_blue | 1 | color of the lightning beam effect |
r_lightningbeam_color_green | 1 | color of the lightning beam effect |
r_lightningbeam_color_red | 1 | color of the lightning beam effect |
r_lightningbeam_qmbtexture | 0 | load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better |
r_lightningbeam_repeatdistance | 128 | how far to stretch the texture along the lightning beam effect |
r_lightningbeam_scroll | 5 | speed of texture scrolling on the lightning beam effect |
r_lightningbeam_thickness | 4 | thickness of the lightning beam effect |
r_lockpvs | 0 | disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn) |
r_lockvisibility | 0 | disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn) |
r_mipskins | 0 | mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin |
r_mipsprites | 1 | mipmaps skins (so they become blurrier in the distance), unlike skins the sprites do not have strange border colors |
r_nearclip | 1 | distance from camera of nearclip plane |
r_nosurftextures | 0 | pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case) |
r_novis | 0 | draws whole level, see also sv_cullentities_pvs 0 |
r_precachetextures | 1 | 0 = never upload textures until used, 1 = upload most textures before use (exceptions: rarely used skin colormap layers), 2 = upload all textures before use (can increase texture memory usage significantly) |
r_q3bsp_renderskydepth | 0 | draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things |
r_qb1sp_skymasking | 1 | allows sky polygons in quake1 maps to obscure other geometry |
r_render | 1 | enables rendering calls (you want this on!) |
r_shadow_bumpscale_basetexture | 0 | generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect |
r_shadow_bumpscale_bumpmap | 4 | what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect |
r_shadow_culltriangles | 1 | performs more expensive tests to remove unnecessary triangles of lit surfaces |
r_shadow_debuglight | -1 | renders only one light, for level design purposes or debugging |
r_shadow_frontsidecasting | 1 | whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model) |
r_shadow_gloss2intensity | 0.125 | how bright the forced flat gloss should look if r_shadow_gloss is 2 |
r_shadow_gloss | 1 | 0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae) |
r_shadow_glossexponent | 32 | how 'sharp' the gloss should appear (specular power) |
r_shadow_glossintensity | 1 | how bright textured glossmaps should look if r_shadow_gloss is 1 or 2 |
r_shadow_lightattenuationpower | 0.5 | changes attenuation texture generation (does not affect r_glsl lighting) |
r_shadow_lightattenuationscale | 1 | changes attenuation texture generation (does not affect r_glsl lighting) |
r_shadow_lightintensityscale | 1 | renders all world lights brighter or darker |
r_shadow_lightradiusscale | 1 | renders all world lights larger or smaller |
r_shadow_portallight | 1 | use portal culling to exactly determine lit triangles when compiling world lights |
r_shadow_projectdistance | 1000000 | how far to cast shadows |
r_shadow_realtime_dlight | 1 | enables rendering of dynamic lights such as explosions and rocket light |
r_shadow_realtime_dlight_portalculling | 0 | enables portal optimization on dynamic lights (slow!) |
r_shadow_realtime_dlight_shadows | 1 | enables rendering of shadows from dynamic lights |
r_shadow_realtime_dlight_svbspculling | 0 | enables svbsp optimization on dynamic lights (very slow!) |
r_shadow_realtime_world | 0 | enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight) |
r_shadow_realtime_world_compile | 1 | enables compilation of world lights for higher performance rendering |
r_shadow_realtime_world_compileportalculling | 1 | enables portal-based culling optimization during compilation |
r_shadow_realtime_world_compileshadow | 1 | enables compilation of shadows from world lights for higher performance rendering |
r_shadow_realtime_world_compilesvbsp | 1 | enables svbsp optimization during compilation |
r_shadow_realtime_world_dlightshadows | 1 | enables shadows from dynamic lights when using full world lighting |
r_shadow_realtime_world_lightmaps | 0 | brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance |
r_shadow_realtime_world_shadows | 1 | enables rendering of shadows from world lights |
r_shadow_scissor | 1 | use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light) |
r_shadow_shadow_polygonfactor | 0 | how much to enlarge shadow volume polygons when rendering (should be 0!) |
r_shadow_shadow_polygonoffset | 1 | how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0) |
r_shadow_texture3d | 1 | use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting) |
r_shadows | 0 | casts fake stencil shadows from models onto the world (rtlights are unaffected by this) |
r_shadows_throwdistance | 500 | how far to cast shadows from models |
r_showcollisionbrushes | 0 | draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!) |
r_showcollisionbrushes_polygonfactor | -1 | expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls |
r_showcollisionbrushes_polygonoffset | 0 | nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls |
r_showdisabledepthtest | 0 | disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing |
r_showlighting | 0 | shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful |
r_shownormals | 0 | shows per-vertex surface normals and tangent vectors for bumpmapped lighting |
r_showshadowvolumes | 0 | shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful |
r_showsurfaces | 0 | 1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache) |
r_showtris | 0 | shows triangle outlines, value controls brightness (can be above 1) |
r_skeletal_debugbone | -1 | development cvar for testing skeletal model code |
r_skeletal_debugbonecomponent | 3 | development cvar for testing skeletal model code |
r_skeletal_debugbonevalue | 100 | development cvar for testing skeletal model code |
r_skeletal_debugtranslatex | 1 | development cvar for testing skeletal model code |
r_skeletal_debugtranslatey | 1 | development cvar for testing skeletal model code |
r_skeletal_debugtranslatez | 1 | development cvar for testing skeletal model code |
r_sky | 1 | enables sky rendering (black otherwise) |
r_skyscroll1 | 1 | speed at which upper clouds layer scrolls in quake sky |
r_skyscroll2 | 2 | speed at which lower clouds layer scrolls in quake sky |
r_smoothnormals_areaweighting | 1 | uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents |
r_speeds | 0 | displays rendering statistics and per-subsystem timings |
r_stereo_redblue | 0 | red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too) |
r_stereo_redcyan | 0 | red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D |
r_stereo_redgreen | 0 | red/green anaglyph stereo glasses (for those who don't mind yellow) |
r_stereo_separation | 4 | separation of eyes in the world (try negative values too) |
r_stereo_sidebyside | 0 | side by side views (for those who can't afford glasses but can afford eye strain) |
r_subdivide_size | 128 | how large water polygons should be (smaller values produce more polygons which give better warping effects) |
r_subdivisions_collision_maxtess | 1024 | maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) |
r_subdivisions_collision_maxvertices | 4225 | maximum vertices allowed per subdivided curve |
r_subdivisions_collision_mintess | 1 | minimum number of subdivisions (values above 1 will smooth curves that don't need it) |
r_subdivisions_collision_tolerance | 15 | maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering) |
r_subdivisions_maxtess | 1024 | maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) |
r_subdivisions_maxvertices | 65536 | maximum vertices allowed per subdivided curve |
r_subdivisions_mintess | 1 | minimum number of subdivisions (values above 1 will smooth curves that don't need it) |
r_subdivisions_tolerance | 4 | maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality) |
r_test | 0 | internal development use only, leave it alone (usually does nothing anyway) |
r_textshadow | 0 | draws a shadow on all text to improve readability |
r_textureunits | 32 | number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine) |
r_useportalculling | 1 | use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps |
r_wateralpha | 1 | opacity of water polygons |
r_waterscroll | 1 | makes water scroll around, value controls how much |
r_waterwarp | 1 | warp view while underwater |
rcon_address | server address to send rcon commands to (when not connected to a server) | |
rcon_password | password to authenticate rcon commands | |
registered | 0 | indicates if this is running registered quake (whether gfx/pop.lmp was found) |
samelevel | 0 | repeats same level if level ends (due to timelimit or someone hitting an exit) |
saved1 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
saved2 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
saved3 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
saved4 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
savedgamecfg | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
sbar_alpha_bg | 0.4 | opacity value of the statusbar background image |
sbar_alpha_fg | 1 | opacity value of the statusbar weapon/item icons and numbers |
scr_centertime | 2 | how long centerprint messages show |
scr_conalpha | 1 | opacity of console background |
scr_conbrightness | 1 | brightness of console background (0 = black, 1 = image) |
scr_conforcewhiledisconnected | 1 | forces fullscreen console while disconnected |
scr_menuforcewhiledisconnected | 0 | forces menu while disconnected |
scr_printspeed | 8 | speed of intermission printing (episode end texts) |
scr_refresh | 1 | allows you to completely shut off rendering for benchmarking purposes |
scr_screenshot_gammaboost | 1 | gamma correction on saved screenshots and videos, 1.0 saves unmodified images |
scr_screenshot_jpeg | 1 | save jpeg instead of targa |
scr_screenshot_jpeg_quality | 0.9 | image quality of saved jpeg |
scr_screenshot_name | dp | prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running) |
scr_stipple | 0 | interlacing-like stippling of the display |
scr_zoomwindow | 0 | displays a zoomed in overlay window |
scr_zoomwindow_fov | 20 | fov of zoom window |
scr_zoomwindow_viewsizex | 20 | horizontal viewsize of zoom window |
scr_zoomwindow_viewsizey | 20 | vertical viewsize of zoom window |
scratch1 | 0 | unused cvar in quake, can be used by mods |
scratch2 | 0 | unused cvar in quake, can be used by mods |
scratch3 | 0 | unused cvar in quake, can be used by mods |
scratch4 | 0 | unused cvar in quake, can be used by mods |
sensitivity | 3 | mouse speed multiplier |
showbrand | 0 | shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered) |
showdate | 0 | shows current date (useful on screenshots) |
showdate_format | %Y-%m-%d | format string for date |
showfps | 0 | shows your rendered fps (frames per second) |
showpause | 1 | show pause icon when game is paused |
showram | 1 | show ram icon if low on surface cache memory (not used) |
showtime | 0 | shows current time of day (useful on screenshots) |
showtime_format | %H:%M:%S | format string for time of day |
showturtle | 0 | show turtle icon when framerate is too low (not used) |
skill | 1 | difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice) |
skin | QW player skin name (example: base) | |
slowmo | 1.0 | controls game speed, 0.5 is half speed, 2 is double speed |
snd_channellayout | 0 | channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout) |
snd_channels | 2 | number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound) |
snd_initialized | 0 | indicates the sound subsystem is active |
snd_noextraupdate | 0 | disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates |
snd_precache | 1 | loads sounds before they are used |
snd_show | 0 | shows some statistics about sound mixing |
snd_soundradius | 1000 | radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius) |
snd_speed | 48000 | sound output frequency, in hertz |
snd_staticvolume | 1 | volume of ambient sound effects (such as swampy sounds at the start of e1m2) |
snd_streaming | 1 | enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory) |
snd_swapstereo | 0 | swaps left/right speakers for old ISA soundblaster cards |
snd_width | 2 | sound output precision, in bytes (1 and 2 supported) |
sv_accelerate | 10 | rate at which a player accelerates to sv_maxspeed |
sv_adminnick | nick name to use for admin messages instead of host name | |
sv_aim | 2 | maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93 |
sv_airaccelerate | -1 | rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead |
sv_allowdownloads | 1 | whether to allow clients to download files from the server (does not affect http downloads) |
sv_allowdownloads_archive | 0 | whether to allow downloads of archives (pak/pk3) |
sv_allowdownloads_config | 0 | whether to allow downloads of config files (cfg) |
sv_allowdownloads_dlcache | 0 | whether to allow downloads of dlcache files (dlcache/) |
sv_allowdownloads_inarchive | 0 | whether to allow downloads from archives (pak/pk3) |
sv_areagrid_mingridsize | 64 | minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects |
sv_cheats | 0 | enables cheat commands in any game, and cheat impulses in dpmod |
sv_clmovement_enable | 1 | whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players |
sv_clmovement_minping | 0 | if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it) |
sv_clmovement_minping_disabletime | 1000 | when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently) |
sv_clmovement_waitforinput | 16 | when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld) |
sv_cullentities_nevercullbmodels | 0 | if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!) |
sv_cullentities_pvs | 1 | fast but loose culling of hidden entities |
sv_cullentities_stats | 0 | displays stats on network entities culled by various methods for each client |
sv_cullentities_trace | 0 | somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless |
sv_cullentities_trace_delay | 1 | number of seconds until the entity gets actually culled |
sv_cullentities_trace_enlarge | 0 | box enlargement for entity culling |
sv_cullentities_trace_prediction | 1 | also trace from the predicted player position |
sv_cullentities_trace_samples | 1 | number of samples to test for entity culling |
sv_cullentities_trace_samples_extra | 2 | number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight |
sv_curl_defaulturl | default autodownload source URL | |
sv_curl_serverpackages | list of required files for the clients, separated by spaces | |
sv_debugmove | 0 | disables collision detection optimizations for debugging purposes |
sv_echobprint | 1 | prints gamecode bprint() calls to server console |
sv_entpatch | 1 | enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps) |
sv_fixedframeratesingleplayer | 0 | allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate) |
sv_freezenonclients | 0 | freezes time, except for players, allowing you to walk around and take screenshots of explosions |
sv_friction | 4 | how fast you slow down |
sv_gameplayfix_blowupfallenzombies | 1 | causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them |
sv_gameplayfix_droptofloorstartsolid | 1 | prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome) |
sv_gameplayfix_findradiusdistancetobox | 1 | causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage |
sv_gameplayfix_grenadebouncedownslopes | 1 | prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface |
sv_gameplayfix_noairborncorpse | 1 | causes entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them |
sv_gameplayfix_qwplayerphysics | 1 | changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping |
sv_gameplayfix_setmodelrealbox | 1 | fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods |
sv_gameplayfix_stepdown | 0 | attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes) |
sv_gameplayfix_stepwhilejumping | 1 | applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge) |
sv_gameplayfix_swiminbmodels | 1 | causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities |
sv_gameplayfix_upwardvelocityclearsongroundflag | 1 | prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods |
sv_gravity | 800 | how fast you fall (512 = roughly earth gravity) |
sv_heartbeatperiod | 120 | how often to send heartbeat in seconds (only used if sv_public is 1) |
sv_idealpitchscale | 0.8 | how much to look up/down slopes and stairs when not using freelook |
sv_jumpstep | 0 | whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1) |
sv_master1 | user-chosen master server 1 | |
sv_master2 | user-chosen master server 2 | |
sv_master3 | user-chosen master server 3 | |
sv_master4 | user-chosen master server 4 | |
sv_maxairspeed | 30 | maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction) |
sv_maxrate | 10000 | upper limit on client rate cvar, should reflect your network connection quality |
sv_maxspeed | 320 | maximum speed a player can accelerate to when on ground (can be exceeded by tricks) |
sv_maxvelocity | 2000 | universal speed limit on all entities |
sv_newflymove | 0 | enables simpler/buggier player physics (not recommended) |
sv_nostep | 0 | prevents MOVETYPE_STEP entities (monsters) from moving |
sv_playerphysicsqc | 1 | enables QuakeC function to override player physics |
sv_progs | progs.dat | selects which quakec progs.dat file to run |
sv_protocolname | DP7 | selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up) |
sv_public | 0 | 1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect |
sv_qwmaster1 | user-chosen qwmaster server 1 | |
sv_qwmaster2 | user-chosen qwmaster server 2 | |
sv_qwmaster3 | user-chosen qwmaster server 3 | |
sv_qwmaster4 | user-chosen qwmaster server 4 | |
sv_random_seed | random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging | |
sv_ratelimitlocalplayer | 0 | whether to apply rate limiting to the local player in a listen server (only useful for testing) |
sv_sound_land | demon/dland2.wav | sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound) |
sv_sound_watersplash | misc/h2ohit1.wav | sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound) |
sv_stepheight | 18 | how high you can step up (TW_SV_STEPCONTROL extension) |
sv_stopspeed | 100 | how fast you come to a complete stop |
sv_wallfriction | 1 | how much you slow down when sliding along a wall |
sv_wateraccelerate | -1 | rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead |
sv_waterfriction | -1 | how fast you slow down, if less than 0 the sv_friction variable is used instead |
sys_colortranslation | 0 | terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation) |
sys_colortranslation | 1 | terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation) |
sys_specialcharactertranslation | 1 | terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output) |
sys_ticrate | 0.05 | how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players) |
sys_usetimegettime | 1 | use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) |
team | none | QW team (4 character limit, example: blue) |
teamplay | 0 | teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self |
temp1 | 0 | general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes) |
timeformat | [%Y-%m-%d %H:%M:%S] | time format to use on timestamped console messages |
timelimit | 0 | ends level at this time (in minutes) |
timestamps | 0 | prints timestamps on console messages |
v_brightness | 0 | brightness of black, useful for monitors that are too dark |
v_centermove | 0.15 | how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off) |
v_centerspeed | 500 | how fast the view centers itself |
v_color_black_b | 0 | desired color of black |
v_color_black_g | 0 | desired color of black |
v_color_black_r | 0 | desired color of black |
v_color_enable | 0 | enables black-grey-white color correction curve controls |
v_color_grey_b | 0.5 | desired color of grey |
v_color_grey_g | 0.5 | desired color of grey |
v_color_grey_r | 0.5 | desired color of grey |
v_color_white_b | 1 | desired color of white |
v_color_white_g | 1 | desired color of white |
v_color_white_r | 1 | desired color of white |
v_contrast | 1 | brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma) |
v_deathtilt | 1 | whether to use sideways view when dead |
v_deathtiltangle | 80 | what roll angle to use when tilting the view while dead |
v_gamma | 1 | inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull |
v_hwgamma | 1 | enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not |
v_idlescale | 0 | how much of the quake 'drunken view' effect to use |
v_ipitch_cycle | 1 | v_idlescale pitch speed |
v_ipitch_level | 0.3 | v_idlescale pitch amount |
v_iroll_cycle | 0.5 | v_idlescale roll speed |
v_iroll_level | 0.1 | v_idlescale roll amount |
v_iyaw_cycle | 2 | v_idlescale yaw speed |
v_iyaw_level | 0.3 | v_idlescale yaw amount |
v_kickpitch | 0.6 | how much a view kick from damage pitches your view |
v_kickroll | 0.6 | how much a view kick from damage rolls your view |
v_kicktime | 0.5 | how long a view kick from damage lasts |
v_psycho | 0 | easter egg (does not work on Windows2000 or above) |
vid_bitsperpixel | 32 | how many bits per pixel to render at (32 or 16, 32 is recommended) |
vid_conheight | 480 | virtual height of 2D graphics system |
vid_conwidth | 640 | virtual width of 2D graphics system |
vid_dga | 1 | make use of DGA mouse input |
vid_dga_mouseaccel | 1 | speed of mouse when using DGA mouse input |
vid_fullscreen | 1 | use fullscreen (1) or windowed (0) |
vid_grabkeyboard | 0 | whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards) |
vid_hardwaregammasupported | 1 | indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps) |
vid_height | 480 | resolution |
vid_minheight | 0 | minimum vid_height that is acceptable (to be set in default.cfg in mods) |
vid_minwidth | 0 | minimum vid_width that is acceptable (to be set in default.cfg in mods) |
vid_mouse | 1 | whether to use the mouse in windowed mode (fullscreen always does) |
vid_pixelheight | 1 | adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example) |
vid_refreshrate | 60 | refresh rate to use, in hz (higher values flicker less, if supported by your monitor) |
vid_stereobuffer | 0 | enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers |
vid_vsync | 0 | sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks |
vid_width | 640 | resolution |
viewsize | 100 | how large the view should be, 110 disables inventory bar, 120 disables status bar |
volume | 0.7 | volume of sound effects |
+attack | begin firing |
+back | move backward |
+button3 | activate button3 (behavior depends on mod) |
+button4 | activate button4 (behavior depends on mod) |
+button5 | activate button5 (behavior depends on mod) |
+button6 | activate button6 (behavior depends on mod) |
+button7 | activate button7 (behavior depends on mod) |
+button8 | activate button8 (behavior depends on mod) |
+button9 | activate button9 (behavior depends on mod) |
+button10 | activate button10 (behavior depends on mod) |
+button11 | activate button11 (behavior depends on mod) |
+button12 | activate button12 (behavior depends on mod) |
+button13 | activate button13 (behavior depends on mod) |
+button14 | activate button14 (behavior depends on mod) |
+button15 | activate button15 (behavior depends on mod) |
+button16 | activate button16 (behavior depends on mod) |
+forward | move forward |
+jump | jump |
+klook | activate keyboard looking mode, do not recenter view |
+left | turn left |
+lookdown | look downward |
+lookup | look upward |
+mlook | activate mouse looking mode, do not recenter view |
+movedown | swim downward |
+moveleft | strafe left |
+moveright | strafe right |
+moveup | swim upward |
+right | turn right |
+showscores | show scoreboard |
+speed | activate run mode (faster movement and turning) |
+strafe | activate strafing mode (move instead of turn) |
+use | use something (may be used by some mods) |
-attack | stop firing |
-back | stop moving backward |
-button3 | deactivate button3 |
-button4 | deactivate button4 |
-button5 | deactivate button5 |
-button6 | deactivate button6 |
-button7 | deactivate button7 |
-button8 | deactivate button8 |
-button9 | deactivate button9 |
-button10 | deactivate button10 |
-button11 | deactivate button11 |
-button12 | deactivate button12 |
-button13 | deactivate button13 |
-button14 | deactivate button14 |
-button15 | deactivate button15 |
-button16 | deactivate button16 |
-forward | stop moving forward |
-jump | end jump (so you can jump again) |
-klook | deactivate keyboard looking mode |
-left | stop turning left |
-lookdown | stop looking downward |
-lookup | stop looking upward |
-mlook | deactivate mouse looking mode |
-movedown | stop swimming downward |
-moveleft | stop strafing left |
-moveright | stop strafing right |
-moveup | stop swimming upward |
-right | stop turning right |
-showscores | hide scoreboard |
-speed | deactivate run mode |
-strafe | deactivate strafing mode |
-use | stop using something |
alias | create a script function (parameters are passed in as $1 through $9, and $* for all parameters) |
begin | signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received) |
bestweapon | send an impulse number to server to select the first usable weapon out of several (example: 87654321) |
bf | briefly flashes a bright color tint on view (used when items are picked up) |
bind | binds a command to the specified key in bindmap 0 |
bottomcolor | QW command to set bottom color without changing top color |
cd | execute a CD drive command (cd on/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd by itself for usage |
cddrive | select an SDL-detected CD drive by number |
centerview | gradually recenter view (stop looking up/down) |
changelevel | change to another level, bringing along all connected clients |
changing | sent by qw servers to tell client to wait for level change |
cl_areastats | prints statistics on entity culling during collision traces |
cl_begindownloads | used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones) |
cl_downloadbegin | (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer |
cl_downloadfinished | signals that a download has finished and provides the client with file size and crc to check its integrity |
cl_particles_reloadeffects | reloads effectinfo.txt |
clear | clear console history |
cmd | send a console commandline to the server (used by some mods) |
cmdlist | lists all console commands beginning with the specified prefix |
color | change your player shirt and pants colors |
condump | output console history to a file (see also log_file) |
connect | connect to a server by IP address or hostname |
curl | download data from an URL and add to search path |
cvar_lockdefaults | stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg |
cvar_resettodefaults_all | sets all cvars to their locked default values |
cvar_resettodefaults_nosaveonly | sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg) |
cvar_resettodefaults_saveonly | sets all saved cvars to their locked default values (variables that will be saved to config.cfg) |
cvarlist | lists all console variables beginning with the specified prefix |
demos | restart looping demos defined by the last startdemos command |
dir | list files in searchpath matching an * filename pattern, one per line |
disconnect | disconnect from server (or disconnect all clients if running a server) |
download | downloads a specified file from the server |
echo | print a message to the console (useful in scripts) |
entities | print information on network entities known to client |
envmap | render a cubemap (skybox) of the current scene |
exec | execute a script file |
fly | fly mode (flight) |
fog | set global fog parameters (density red green blue) |
force_centerview | recenters view (stops looking up/down) |
fs_rescan | rescans filesystem for new pack archives and any other changes |
fullinfo | allows client to modify their userinfo |
fullserverinfo | internal use only, sent by server to client to update client's local copy of serverinfo string |
gamedir | changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf) |
give | alter inventory |
gl_texturemode | set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc) |
god | god mode (invulnerability) |
heartbeat | send a heartbeat to the master server (updates your server information) |
help | open the help menu |
impulse | send an impulse number to server (select weapon, use item, etc) |
in_bind | binds a command to the specified key in the selected bindmap |
in_bindmap | selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing |
in_unbind | removes command on the specified key in the selected bindmap |
joyadvancedupdate | applies current joyadv* cvar settings to the joystick driver |
kick | kick a player off the server by number or name |
kill | die instantly |
load | load a saved game file |
loadconfig | reset everything and reload configs |
loadsky | load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on) |
locs_add | add a point or box location (usage: x y z[ x y z] \ |
locs_clear | remove all loc points/boxes |
locs_reload | reload .loc file for this map |
locs_removenearest | remove the nearest point or box (note: you need to be very near a box to remove it) |
locs_save | save .loc file for this map containing currently defined points and boxes |
ls | list files in searchpath matching an * filename pattern, multiple per line |
map | kick everyone off the server and start a new level |
maps | list information about available maps |
maxplayers | sets limit on how many players (or bots) may be connected to the server at once |
memlist | prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations) |
memstats | prints memory system statistics |
menu_credits | open the credits menu |
menu_fallback | switch to engine menu (unload menu.dat) |
menu_keys | open the key binding menu |
menu_load | open the loadgame menu |
menu_main | open the main menu |
menu_multiplayer | open the multiplayer menu |
menu_options | open the options menu |
menu_options_colorcontrol | open the color control menu |
menu_options_effects | open the effects options menu |
menu_options_graphics | open the graphics options menu |
menu_quit | open the quit menu |
menu_reset | open the reset to defaults menu |
menu_restart | restart menu system (reloads menu.dat |
menu_save | open the savegame menu |
menu_setup | open the player setup menu |
menu_singleplayer | open the singleplayer menu |
menu_transfusion_episode | open the transfusion episode select menu |
menu_transfusion_skill | open the transfusion skill select menu |
menu_video | open the video options menu |
messagemode | input a chat message to say to everyone |
messagemode2 | input a chat message to say to only your team |
modellist | prints a list of loaded models |
modelprecache | load a model |
name | change your player name |
net_slist | query dp master servers and print all server information |
net_slistqw | query qw master servers and print all server information |
net_stats | print network statistics |
nextul | sends next fragment of current upload buffer (screenshot for example) |
noclip | noclip mode (flight without collisions, move through walls) |
notarget | notarget mode (monsters do not see you) |
packet | send a packet to the specified address:port containing a text string |
path | print searchpath (game directories and archives) |
pause | pause the game (if the server allows pausing) |
pausedemo | pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies) |
ping | print ping times of all players on the server |
pingplreport | command sent by server containing client ping and packet loss values for scoreboard, triggered by pings command from client (not used by QW servers) |
pings | command sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers) |
play | play a sound at your current location (not heard by anyone else) |
play2 | play a sound globally throughout the level (not heard by anyone else) |
playdemo | watch a demo file |
playermodel | change your player model |
playerskin | change your player skin number |
playvideo | play a .dpv video file |
playvol | play a sound at the specified volume level at your current location (not heard by anyone else) |
pmodel | change your player model choice (Nehahra specific) |
pointfile | display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level) |
prespawn | signon 1 (client acknowledges that server information has been received) |
prvm_edict | print all data about an entity number in the selected VM (server, client, menu) |
prvm_edictcount | prints number of active entities in the selected VM (server, client, menu) |
prvm_edicts | set a property on an entity number in the selected VM (server, client, menu) |
prvm_edictset | changes value of a specified property of a specified entity in the selected VM (server, client, menu) |
prvm_fields | prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu) |
prvm_global | prints value of a specified global variable in the selected VM (server, client, menu) |
prvm_globals | prints all global variables in the selected VM (server, client, menu) |
prvm_globalset | sets value of a specified global variable in the selected VM (server, client, menu) |
prvm_printfunction | prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu) |
prvm_profile | prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu) |
quit | quit the game |
r_editlights_clear | removes all world lights (let there be darkness!) |
r_editlights_copyinfo | store a copy of all properties (except origin) of the selected light |
r_editlights_edit | changes a property on the selected light |
r_editlights_editall | changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties) |
r_editlights_help | prints documentation on console commands and variables in rtlight editing system |
r_editlights_importlightentitiesfrommap | load lights from .ent file or map entities (ignoring .rtlights or .lights file) |
r_editlights_importlightsfile | load lights from .lights file (ignoring .rtlights or .ent files and map entities) |
r_editlights_pasteinfo | apply the stored properties onto the selected light (making it exactly identical except for origin) |
r_editlights_reload | reloads rtlights file (or imports from .lights file or .ent file or the map itself) |
r_editlights_remove | remove selected light |
r_editlights_save | save .rtlights file for current level |
r_editlights_spawn | creates a light with default properties (let there be light!) |
r_editlights_togglecorona | toggle on/off the corona option on the selected light |
r_editlights_toggleshadow | toggle on/off the shadow option on the selected light |
r_glsl_restart | unloads GLSL shaders, they will then be reloaded as needed |
r_listmaptextures | list all textures used by the current map |
r_replacemaptexture | override a map texture for testing purposes |
r_restart | restarts renderer |
r_shadow_help | prints documentation on console commands and variables used by realtime lighting and shadowing system |
r_texturestats | print information about all loaded textures and some statistics |
rate | change your network connection speed |
rcon | sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's) |
reconnect | reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server) |
record | record a demo |
restart | restart current level |
save | save the game to a file |
saveconfig | save settings to config.cfg immediately (also automatic when quitting) |
say | send a chat message to everyone on the server |
say_team | send a chat message to your team on the server |
screenshot | takes a screenshot of the next rendered frame |
sendcvar | sends the value of a cvar to the server as a sentcvar command, for use by QuakeC |
set | create or change the value of a console variable |
seta | create or change the value of a console variable that will be saved to config.cfg |
setinfo | modifies your userinfo |
sizedown | decrease view size (decreases viewsize cvar) |
sizeup | increase view size (increases viewsize cvar) |
skins | downloads missing qw skins from server |
snd_reload | reload all sound files |
snd_restart | restart sound system |
soundinfo | print sound system information (such as channels and speed) |
soundlist | list loaded sounds |
spawn | signon 2 (client has sent player information, and is asking server to send scoreboard rankings) |
startdemos | start playing back the selected demos sequentially (used at end of startup script) |
status | print server status information |
stop | stop recording or playing a demo |
stopdemo | stop playing or recording demo (like stop command) and return to looping demos |
stopdownload | terminates a download |
stopsound | silence |
stopul | aborts current upload (screenshot for example) |
stopvideo | stop playing a .dpv video file |
stuffcmds | execute commandline parameters (must be present in quake.rc script) |
sv_areastats | prints statistics on entity culling during collision traces |
sv_saveentfile | save map entities to .ent file (to allow external editing) |
sv_startdownload | begins sending a file to the client (network protocol use only) |
tell | send a chat message to only one person on the server |
timedemo | play back a demo as fast as possible and save statistics to benchmark.log |
timerefresh | turn quickly and print rendering statistcs |
toggle | toggles a console variable's values (use for more info) |
toggleconsole | opens or closes the console |
togglemenu | opens or closes menu |
topcolor | QW command to set top color without changing bottom color |
unbind | removes a command on the specified key in bindmap 0 |
unbindall | removes all commands from all keys in all bindmaps (leaving only shift-escape and escape) |
user | prints additional information about a player number or name on the scoreboard |
users | prints additional information about all players on the scoreboard |
v_cshift | sets tint color of view |
version | print engine version |
vid_restart | restarts video system (closes and reopens the window, restarts renderer) |
viewframe | change animation frame of viewthing entity in current level |
viewmodel | change model of viewthing entity in current level |
viewnext | change to next animation frame of viewthing entity in current level |
viewprev | change to previous animation frame of viewthing entity in current level |
wait | make script execution wait for next rendered frame |
This documentation provided by divverent.
The console does the following preprocessing:
Note: when expanding an alias, cvar expansion is done in the SAME step as alias expansion so that alias parameters or cvar values containing dollar signs have no unwanted bad side effects. However, this needs to be accounted for when writing complex aliases. For example,
alias foo "set x NEW; echo $x"
actually expands to
"set x NEW; echo OLD"
and will print OLD! To work around this, use a second alias:
alias foo "set x NEW; foo2"
alias foo2 "echo $x"
Also note: lines starting with alias are exempt from cvar expansion.
If you want cvar expansion, write "alias" instead:
set x 1
alias foo "echo $x"
"alias" bar "echo $x"
set x 2
foo will print 2, because the variable $x will be expanded when the alias gets expanded. bar will print 1, because the variable $x was expanded at definition time. foo can be equivalently defined as:
"alias" foo "echo $$x"
because at definition time, $$ will get replaced to a single $.
All that DarkPlaces needs from the Quake CD is pak files (be sure not to copy opengl32.dll from the Quake CD, it will not work with DarkPlaces!), with this in mind, all you need to do is make a Quake directory, extract the darkplaces engine zip to that directory, then make a quake/id1 directory, and put the pak0.pak and pak1.pak from your Quake CD into the quake/id1 directory, then all should be well.
Try to use the DOS Quake installer if you can, use DOSBox if necessary to run the installer, then copy the pak0.pak and pak1.pak to your id1 directory in the darkplaces installation. ( http://dosbox.sourceforge.net )
Copy the D:\Data\id1\pak0.pak and pak1.pak to your id1 directory.
Find an archiver (perhaps 7zip or winrar) that can extract files from rpm archives, locate the pak files and copy them to your id1 directory.
All that DarkPlaces needs from the Quake CD is pak files, with this in mind, all you need to do is make a ~/quake directory, extract the darkplaces engine zip to that directory, then make a quake/id1 directory, and put the pak0.pak and pak1.pak from your Quake CD into the quake/id1 directory, then all should be well, you will probably also want to make a ~/bin/darkplaces script containing the following text:
#!/bin/sh
cd ~/quake
./darkplaces-sdl $*
Then do chmod +x ~/bin/darkplaces
For more information on Quake installation on Linux see the Linux Quake How To
cat /media/cdrom/resource.001 /media/cdrom/resource.002 >quake.lha
unlha x quake.lha
If you can't get unlha or lha for your distribution, try using DOSBox to run the Quake installer.
Copy the /media/cdrom/data/id1/pak*.pak to your id1 directory.
mkdir temp
cd temp
# in the following line replace quake.rpm with a correct rpm filename
cat /media/cdrom/quake.rpm | rpm2cpio | cpio -i
Now you should have a mess of subdirectories, locate the pak files and copy to your id1 directory.
Alternatively if you have an rpm-based distribution you could install the rpm, but it is easier to maintain your ~/quake directory than /usr/share/games/quake so you may want to copy the id1/pak*.pak from there and uninstall the rpm.
All that DarkPlaces needs from the Quake CD is pak files, with this in mind, make a folder named Quake, drag the Darkplaces.app into this Quake folder, make a folder inside the Quake folder (alongside Darkplaces) named id1, and put the pak0.pak and pak1.pak from your Quake CD into the quake/id1 directory, then all should be well, simply run the Darkplaces app
Unknown. Linux solution may work if you can get hold of lha, otherwise use DOSBox to run the Quake installer.
Find the data folder on the cdrom and copy the data/id1/pak*.pak files to your id1 folder.
Unknown. If you can get hold of rpm2cpio and cpio you should be able to follow the Linux method.