This variable allows you to move the position of the crosshair on the X-axis by the specified amount of pixels.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable allows you to move the position of the crosshair on the Y-axis by the specified amount of pixels.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
value | description |
0 | Crosshair off. |
1 | Conchar crosshair (messagemode1 +). |
2 | Quakeworld crosshair. |
3 | A small cross crosshair. |
4 | A dot crosshair. |
5 | Star wars crosshair. |
6 | Happyface crosshair. |
7 | F22 simulator crosshair. |
This command regulates crosshair transparency, you can use any value from "0" to "1".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Opaque crosshair. |
0 | Transparent crosshair. |
This variable defines the color of the crosshair.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 255 255 255
Variable is float.
To load the crosshair use "crosshairimage image_name" where 'image_name' is the name of the crosshair image you put in the above directory. Example, if I have c:\quake\ezQuake\crosshairs\cross.png I'd use "crosshairimage cross" to load it.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
Basically crosshairsize scales the size of the crosshair. Example: crosshairsize 0.5 halves the size and crosshair 2 doubles it.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Don't filter backpacks. |
1 | Filter backpacks. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Don't filter dead bodies. |
1 | Filter dead bodies after they fall on the ground. |
2 | Instantly filter dead bodies. |
3 | Filter dead bodies (instantly) unless you are playing a TeamFortress game. |
Smoothes out shaft movement, 0 means no smoothing at all, 1 = 100% smoothing; a value of about 0.5 is recommended for modem players. Note that this only affects the visual display of the shaft beam; the 'true' beam remains in the original location.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Gibs are filtered. |
0 | Gibs are displayed. |
Toggles nails visibility.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Toggles rockets visibility. Variable cl_r2g must be 0 to cl_hiderockets 1 work.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This enables independent physics. This means that you can achieve more FPS in the game than allowed by the server. The amount of FPS used to communicate with the server is set by /cl_physfps and the amount of graphics FPS is set by /cl_maxfps. Note that you must have vid_vsync 0.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable independent physics. |
0 | Disable independent physics, |
This variable can only be switched from 0<->1 when disconnected from a server (Qizmo/eztv are also servers).
Enables linear interpolation on Quake monsters and creatures
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
This variable sets the maximum limit for frames-per-second. Please see vid_vsync, cl_independentphysics, and cl_physfps.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Rotating models bob up and down like in Quake3. |
0 | Off. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | All turned off. |
1 | All turned on. |
2 | Own flash off, all other on. |
Experimental rockets/grenades/spikes smoothing code. Default value 0.1 means: use 90% of our 'vision' and 10% of server 'vision'. Should be OK for most case, but floating ping (see remarks)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
[0..1]
This smoothing algorithm works good only with stable ping.
Allows you to disable the linear interpolation (lerp) of objects in the game. Information about objects' states arrive periodically via the net connection. By default between these moments the client tries to interpolate where the object are. After the new packet arrives client corrects the position of the object. If the interpolation is disabled, client will leave object in the state described in the last received packet until a new one arrives.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Disable interpolation |
0 | Interpolate objects |
Disables linear interpolation only when player is standing on an entity. It is a workaround to remove jittering of floating platforms under feets.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
No effect if fps independent physics is turned off. See cl_nolerp.
This variable has been updated
Turns off client-side vwep support (drawing of other players' weapon models). Effective after reconnecting, this will disable vweps support entirely: no vwep models will be downloaded, and no vwep info will be sent by the server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
This variable takes effect after reloading the map; for testing, use r_drawvweps instead.
Sets the amount of FPS used to communicate with the server. This variable is used when cl_independentphysics 1 is set, and controls the FPS sent/received to/from the server. The graphical FPS is limited by cl_maxfps (vid_vsync must be 0). When set to 0, the current cl_maxfps value is used. When cl_maxfps is set to 0 too, client displays as much FPS as server and data rate allows.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Amount of updates the client will send/receive while being spectator. Lower values make the client smooth-out the field of view movement greatly.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 30
Variable is integer.
This can increase your ping (only) when you are a spectator.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Converts all rockets to grenades. |
0 | Normal rockets models. |
This variable has been updated
Old name for the cl_fakeshaft cvar. Smoothes out shaft movement, 0 means no smoothing at all, 1 - 100% smoothing; a value of about 0.5 is recommended for modem players.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
Enables experimental fix for a delay vertical synchronization mode
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
When vid_vsync is set to 1, an artificial delay in the input can appear, enabling this should eliminate the delay
Custom value for experimental vertical synchronization delay reduction.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1.0
Variable is float.
Too low values (0.2 or lower) may significantly decrease FPS and make it not synced with display frequency. Too high values (10 and above) may turn off the effect of video lag fix completely. Use the lowest value that keeps stable FPS for you.
Turns on/off fine detailed textures.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | On (Looks awesome, but you will take a giant FPS hit if you don't have a good video card). |
0 | Off. |
Enables a flashing layer over players carrying powerups
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
Size of the powerupshells effect layer
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 5
Variable is integer.
Style of the powerupshells effect layer
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Instead of 3D item models in the game display 2D images representing them.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Enables lights blooming
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Lights will have a \"diamond\" effect near them
Transparency level of the blooming effect
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.5
Variable is integer.
Level of \"darkness\" of the blooming effect
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
Variable is integer.
Size of the diamond particle used in the blooming effect
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 8
Variable is integer.
Faster variant of the blooming effect.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Intensity of the blooming effect
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is integer.
Size of the particle used in the blooming effect
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 256
Variable is integer.
Opacity of chaticons.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.8
Variable is float.
0 mean no icons at all, 0.5 mean half opacity and 1 is opaque.
This variable can be used to disable that any object entities are drawn. This command is useful to map authors who wish to take a look at their map without drawing any objects such as lifts, buttons, platforms or items.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display all entities. |
0 | Display no entities. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display all flames. |
0 | Display no flames. |
Whether to draw vweps (other players' weapon models).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
In order for vweps to work, you must have the appropriate models (vwplayer.mdl and w_*.mdl), and the server you're playing on must have vwep support enabled.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | No explosion light. |
0.5 | 50% explosion light. |
1 | 100% explosion light. |
Determines the color of the explosion light.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Normal (light yellow) |
1 | Red |
2 | Blue |
3 | Purple |
4 | Green |
5 | Yellow |
6 | Cyan |
7 | White |
8 | Random |
0 = Fire + sparks 1 = Fire only 2 = Teleport 3 = Blood 4 = Big blood 5 = Double gunshot 6 = Blob effect 7 = Big explosion 8 = Fuel Rod Gun Explosion 9 = Sparks
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Normal |
1 | Red |
2 | Blue |
3 | Purple |
4 | Green |
5 | White |
Customizable grenade trails.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | No grenade trail. |
1 | Smoke (grenade) trail. |
2 | Normal (rocket) trail. |
3 | Alternative normal trail. |
4 | Slight blood trail. |
5 | Big blood trail. |
6 | Green Tracer trail. |
7 | Orange/Yellow Tracer trail. |
8 | Blue/White Plasma trail. |
9 | Lavaball trail. *GL ONLY* |
10 | Green Fuel Rod Gun trail. *GL ONLY* |
11 | Orange/Yellow Plasma Rocket Mk II trail. *GL ONLY* |
12 | Similar to 3, but with a white line and less smoke. *GL ONLY* |
13 | Motion trail rocket. Need gl_motiontrails 1. *GL ONLY* |
trails 8-13 are gl only.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable smoothing (watch people moving in mvd demos with cl_demospeed 0.1). |
0 | Disable smoothing. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Fix for interpolated muzzle flashes. |
0 | No fix for interpolated muzzle flashes. |
Determines the color of the blood (for standard particles). The QW-default value is 225.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 225
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable rocket/explosion/flag/powerup light flickering. |
0 | Disable rocket/explosion/flag/powerup light flickering. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Powerup glow is turned off on all players. |
1 | Powerup glow on. |
2 | Disables the powerup glow from yourself only. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Turn on dynamic lighting of rockets. |
0 | Turn off dynamic lighting of rockets. |
Determines the colour of the rocket light.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Normal |
1 | Red |
2 | Blue |
3 | Purple |
4 | Green |
5 | Yellow |
6 | Cyan |
7 | White |
Customizable rocket trails.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | No rocket trail. |
1 | Normal (rocket) trail. |
2 | Smoke (grenade) trail. |
3 | Alternative normal trail. |
4 | Slight blood trail. |
5 | Big blood trail. |
6 | Green Tracer trail. |
7 | Orange/Yellow Tracer trail. |
8 | Blue/White Plasma trail. |
9 | Lavaball trail. *GL ONLY* |
10 | Green Fuel Rod Gun trail. *GL ONLY* |
11 | Orange/Yellow Plasma Rocket Mk II trail. *GL ONLY* |
12 | Similar to 3, but with a white line and less smoke. *GL ONLY* |
13 | Motion trail rocket. Need gl_motiontrails 1. *GL ONLY* |
trails 8 - 13 are GL only
Adds transparency to the lightning gun beam (shaft).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Values from 0.0 (transparent) to 1.0 (opaque) possible
Disabled in ruleset smackdown
Shift start of the shaft lights.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Doesn't work with smackdown ruleset. Intended for movies.
Toggles teleport splash effect.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable teleport splashes. |
0 | Disable teleport splashes. |
Switch on/off colour of lighting from glowing items (quad, pent, flags in TF, etc)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Coloured lighting are on |
0 | Coloured lighting are off |
This implementation does not give a speed increase when gl_colorlights is set to 0, but it does not require a map restart for changes to take effect
Adds coronas to some effects:Explosions - Basically just a bright flash since the default explosions didn't feel powerful enough. Muzzleflashes. Lightning. Fire - Torches have glows. Rocket Lights.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Allows you to turn on/off blue light when spawning.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Spawn coronas on. |
0 | Spawn coronas off. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable "fullbright" colors on bsp models (World, health boxes, etc). |
0 | Might give you a couple more fps. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable "fullbright" colors on alias models (grenades, player models, etc). |
0 | Might also give you more fps. |
This variable affects when glow bubbles are displayed in the client. You can change the color of the rocket glow by r_rocketLightColor, the color of explosions by r_explosionLightColor, and the color of flag carriers by r_flagColor.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | No glow bubbles. |
1 | A glow bubble will appear on explosions and flag/quad/pent carrier. |
2 | Same as (1), but also around rockets in the air. |
Alias models are effected by coloured lights around them.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Alias models no longer have the same level of light on all sides. This may not work correctly if coloured lighting is disabled.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
value | description |
0 | Makes the map lighter, but fullbrights don't look as good. (0% overbrights) |
1 | Makes the map darker, but makes fullbrights stand out more (looks better). (33% overbrights) |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Load lit files. |
0 | Disable lit files. |
Helps customize rocket light independant of gl_flashblend. 0 - treated as feature off. 1 - rocket light looks like with gl_flashblend 2, but no dynamic lighting. 2 - rocket light looks like with gl_flashblend 0 or 1. 3 - rocket light looks like with gl_flashblend 2, with dynamic lighting, exactly the same.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Light shaft. |
0 | Dark shaft. |
This variable controls the amount of ambient lighting on the map. When this variable is increased the map will become brighter and all walls and objects will be rendered in a lighter color. It was removed in QWCL and has been re-introduced in this client, however it can only be used when the server is running with cheats enabled (for example "qwsv -cheats"), because it could be used as a cheat by making it easier to see players in dark corners when no fullbright skins are used.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display dynamic lighting. |
0 | Do not display dynamic lighting. |
This variable toggles the use of lights at full brightness on the map. This allows map authors to remove all of the lighting effects from the map, effectively removing all shadows.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Fullbrights the map (need -cheats or sv_cheats 1 enabled in server) |
0 | Do not fullbright the map. |
This variable can only be used when the server is running with cheats enabled (for example "mvdsv -cheats" or sv_cheats 1), because it could be used as a cheat by making it easier to see players in shadows.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable light sources on the map. |
0 | Disable light sources on the map. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display shadows for entities. |
0 | Do not display shadows for entities. |
Makes texture rendering quality better if set to 1. Note: 3dfx thing, not sure. //fuh check this.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Buildings that are destroyed in TF will continue to throw sparks until they disapear.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable will toggle the clearing of the screen between each frame. This can be helpful when specing a game and flying out of the map or during map development when the map maker must fly outside of the map to look has his map from the outside. Enabling this command will clear the areas which are not rendered outside of the map thus preventing the flickering effect when images repeat themselves repeatedly. However it causes problems when playing and going through the surfaces of a liquid (for example when diving into liquid), as you will see a red flash where the liquid texture would normally be repeated.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | On. |
0 | Off. |
Sets clear color (gl_clear 1)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0 0 0
Variable is float.
This variable toggles the use of internal OpenGL functions for removing covered objects. When this variable is set to "1" the game will depend on the OpenGL driver to use it's culling functions to remove certain objects from the calculations because they are covered up and would not be seen anyways. It is a good idea to leave this toggle enabled because it will increase rendering performance.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Use the OpenGL driver's culling functions. |
0 | Do not use culling to increase rendering performance. |
When a shambler is preparing to throw lightning, or a tesla coil (TF) is charging to fire, a particle effect is generated.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
A little green light appears on the detpack, and when the timer reaches 5, the light changes to red. gl_coronas must be turned on for this to work.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Misc trails that appear on objects that frequently move, such as TF grenades, caltrops, etc. Railguns in TF also leave behind unique trails.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable toggles the calling of the gl_finish() OpenGL function after each rendered frame.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Call the gl_finish() function after each frame. |
0 | Do not call the gl_finish() function after each frame. |
Changes speed of gl_inferno missile trail.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1000
Variable is float.
Changes type of gl_inferno missile trail.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Turns off particle lightning beams |
1 | Turns on particle lightning beams. |
The RGB color of particle lightning beam and sparks.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 120 140 255
Variable is string.
R G B alpha, each 0-255
Adjusts size of ligtning particle beam.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
Variable is float.
Sparks fly from walls when hit by lightning gun.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Size of lightning sparks.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 300
Variable is integer.
When enabled, flags and keys leave behind a kind of after-image. Fiends also leave trails when they pounce.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Same as gl_motiontrails but works for all players and creatures.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Adds a white trail onto nails as they fly around. This feature wont work on servers not running with sv_nailhack set to 1.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable nail trails. |
0 | Disable nail trails. |
Adds plasma trail to nails.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Blue plasma trail. |
0 | No plasma trail. |
Need gl_nailtrail 1.
Switches between two type of bubbles nails leave behind in water.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Smaller bubbles |
1 | Larger bubbles |
gl_turb_trails 1 needs to be set.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Don't use top/bottom colors. |
0 | Normal. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Smooth the textures on models. |
0 | Do not smooth the textures on models. |
Triple buffering of head up display graphics. If you have problems with screen graphics, turn this on.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | On. |
0 | Off. |
This has nothing to do with 3D rendering, it will not increase graphics "lag" or anything like that. It only affects 2D head up display graphics.
This variables toggles the use of a trick to prevent the clearning of the z-buffer between frames. When this variable is set to "1", the game will not clear the z-buffer between frames. This will result in increased performance but might cause problems for some display hardware.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Use the z-buffer trick. |
0 | Do not use the z-buffer trick. |
Can be used to overcome vision being limited to 4096 units in GL clients (good for xpress2 etc).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 4096
Variable is float.
See also: r_nearclip
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Controls whether sparks rebound off walls. |
0 | Disable. |
Bouncing particles look nicer, but may eat up CPU.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | this will limit the number of blended particles close to you. This gives a big FPS increase when blended particles take up a big proportion of your screen and challenge your video card's fillrate. |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Changes colour of blood.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Chooses among types of blood particles.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Turns particle alternatives to each r_explosiontype on or off.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Replaces torches with a particle flame effect. Includes people being burnt by the pyro in TF.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Color of the fire particle
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Adds particle effect when firing a weapon.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
0 - Turns off explosion shockwaves. 1 - Turns on explosion shockwaves.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Trails appear more beam-like and don't look stupid when they bounce. This applies for wizards and knights only.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Particle sparks on |
0 | Particle sparks off |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
X - Multiplies the length of the trail on particle trails.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
X - Multiplies the length of time the particle bounces around for.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Changes width of trail particle e.g.: wall hitted by nail, explosion particles trail, etc.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for blob explosions (EMP's) |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for blood effects. |
0 | Disable. |
Change color of the detpack explosion fire (TF).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is string.
Change the color of the detpack explosion rays (Team Fortress).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is string.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for explosions. |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for gunshots. |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for pyro flames in TF. |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for lava splashes (Spy Gren). |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for spikes (nailgun etc). |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Use classic quake teleport particles |
1 | Use 'new/eye-candy' teleport particles: 'dots' and 'rays' |
2 | Use 'new/eye-candy' teleport particles: 'dots' only |
Changes the color of the tracer1 trail, which allows you to customize the rockettrail color (see remarks).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0 124 0
Variable is string.
"R G B" format accepted, e.g. "255 255 0" for yellow
If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail color
Changes the color of the tracer2 trail, which allows you to customize the rockettrail color (see remarks).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 255 77 0
Variable is string.
"R G B" format accepted, e.g. "255 255 0" for yellow
If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail color
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Determines particles used for (rocket etc) trails. |
0 | Disable. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Might make tele particles faster for 3dfx wicked gl drivers. |
0 | Disable. |
Toggles between circle and square particles
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Maximum ammount of particles displayed
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2048
Variable is integer.
1024 or 2048 is quite enough
You can adjust graphics performance with this.
Controls weapon and item pickup flash.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | On. |
0 | Off. |
Reduces flash grenade effect when watching demos.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: .33
Variable is float.
Values from 0 to 1 are possible. 0 - flash effects disabled, 1 - original.
This variable sets the percentage value for palette shifting effects (damage flash, powerup blend). (needs gl_polyblend 1)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 100
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Hardware palette changing. |
0 | OpenGL routines. |
Note: 1 can be slow on wintNT/2K.
Controls a short burst of screen tinting on various events. Variables to look at are: gl_cshiftpercent (controls overall palette shifting) v_damagechisft v_quadcshift v_pentcshift v_ringcshift v_suitcshift.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable palette shifting when submerged, have powerup, or taking damage. (turns on screen tinting) |
0 | Disable palette shifting when submerged, have powerup, or taking damage. (turns off screen tinting) |
Turning this variable on will temporarily change the hue of your screen when inside liquid (water/slime/lava)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.33
value | description |
1 | On |
0 | Off |
This variable (0..1) will temporarily add a red hue to your screen when you've taken damage. Needs gl_polyblend 1.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.33
Variable is float.
Turning this variable on will blend light when you're inside a light bubble. Also need to set gl_flashblend 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | On |
0 | Off |
This variable (0..1) will add a temporary red hue to your screen if you are carry the Pent powerup. Requires gl_polyblend 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.75
Variable is float.
This variable (0..1) will add a temporary blue hue to your screen if you are carry the Quad powerup. Requires gl_polyblend 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.75
Variable is float.
This variable (0..1) will add a temporary yellow hue to your screen if you are carry the Ring powerup. Requires gl_polyblend 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.75
Variable is float.
This variable (0..1) will add a temporary green hue to your screen if you are carry the Suit powerup. Requires gl_polyblend 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.75
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Off. |
1 | Shows the time you spent on server (you'll also see it in the status bar when you press TAB). |
2 | Shows the time of day. |
Changes the format of the clock which is displayed if cl_clock is non-zero.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: %H:%M:%S
Variable is string.
Special chars are prefixed with the % sign in here
%H represents hours, %M minutes, %S seconds. There are many other flags you can use. See strftime (C language) documentation for closer info.
Horizontal coordinates of the clock.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Vertical coordinates of the clock. If < 0, the coordinates are calculated from bottom up, e.g. -1 means the screen line just above the scoreboard.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -1
Variable is float.
This sets whether to confirm on quit (1) or quit with no confirmation (0).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Ask for confirmation on quit. This will display the 'About' message box where you have to press [Y] to quit. |
0 | Do not ask for confirmation on quit. |
A clock showing how much time has elapsed since the start of the demo.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | On. |
0 | Off. |
Determine where the democlock is positioned on your screen on the X co-ordinate.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Determine where the democlock is positioned on your screen on the Y co-ordinate.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -2
Variable is float.
Displays clock with seconds on the screen.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Turned OFF |
1 | Counts up from the start of the match. |
2 | Counts down from the start of the match. |
3 | Same as 1 but only minutes:seconds (hours are not being displayed). |
4 | Same as 2 but only minutes:seconds (hours are not being displayed). |
Use cl_gameclock_x and cl_gameclock_y to place it anywhere on the screen.
Allows using gameclock in custom mods that don't support standard KT-like clock synchronization
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Some Capture The Flag or Team Fortress mods can take a use of this.
Adjusts horizontal placement of the clock with seconds.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
See cl_gameclock for detailed info about the clock.
Adjusts vertical placement of the clock with seconds.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -3
Variable is float.
See cl_gameclock for detailed info about the clock.
Enables/Disables strings-hud. Strings hud is not mqwcl hud. It gives you ability put any string (or value of some variable) on your hud.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Strings hud enabled |
0 | Strings hud disabled |
Strings hud banned for ruleset smackdown
This client adds a multiview component to mvd playback. Upto four views can be displayed at once. Use this variable to turn multiview on.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Multiview disabled |
1 | Still no multiview but you can use cl_mvdisplayhud to show small complex hud. |
2 | Two screens. |
3 | Three screens. |
4 | Four screens. |
Toggle drawing of small compact HUD in each screen of Multiview control.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Don't draw mini-HUDs when in multiview. |
1 | Draw original mini-HUDs when in multiview. (Only strings) |
2 | Draw names only. |
3 | Draw graphics. Icons for weapons, healthbar, armorbar. |
4 | Same as 3 but with values showing the health/armor on the bars. |
5 | Same as 4 but with a semitransparent black background. |
Also see cl_mvhudpos and cl_mvhudvertical when this is set to a value greater than 1.
Flips the mini-HUD in multiview mode.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Flip the mini-HUD drawing. |
0 | Don't flip the mini-HUD drawing. |
This only works when cl_mvdisplayhud is greater than 1. See also cl_mvhudvertical and cl_mvhudpos.
Sets the position of the multiview mini-HUDs.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: bottom center
value | description |
top left/tl | |
top center/tc | |
top right/tr | |
bottom left/bl | |
bottom center/bc | |
bottom right/br | |
gather/g | The mini-HUDs are all "gathered" towards the center of the screen. Top left view has the hud in the lower right corner; bottom left view has it in the upper left corner and so on. |
This only applies to the mini-HUD when cl_mvdisplayhud has a value greater than 1. Otherwise old mini-HUD will be used (just strings).
Set whetever the mini-HUDs in multiview mode will be drawn vertically or not.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Draw mini-HUDs vertically |
0 | Draw mini-HUDs horizontally |
This only applies if cl_mvdisplayhud has a value greater than 1, otherwise the old style is used for the mini-HUDs (only strings).
Turns inset screen with multitrack on/off.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display 2nd POV inside main screen in the right top corner. |
0 | Divide screen in 2/3/4 areas according to cl_multiview settings. |
Turn crosshair in inset POV in multiview on/off.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display crosshair in inset POV. |
0 | Do not display crosshair in inset POV. |
Turns inset HUD for inset POV with multiview on/off.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display inset HUD (usually nick of tracked player). |
0 | Do not display inset HUD. |
Tells what will be the start-up screen of the client
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: menu
value | description |
console | After start-up you can immediately type into the console |
menu | You'll see the main menu after the start-up |
browser | Server browser will be your start-up screen |
This variable toggles the display of current net info.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Do not display any information. |
1 | Print current incoming packet size in byte. |
2 | Print information about the current in coming packet and it's size. |
Enables the check on client startup for handling URLs starting with qw://
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
When enabled and the client is not associated with handling of qw:// URLs, user will be prompted if he wishes to associate the client with the protocol
Choose different window caption formats for your taskbar when you play in windowed mode or when the client is minimized in the taskbar.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Format: ezQuake: address |
1 | Format: <server state> - pl: <number of players> - <map> |
The caption doesn't refresh regularly on some configurations. We recommend to use vid_flashonactivity 1 as well.
will toggle playlist looping
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | will loop the demo playlist |
0 | will not loop the demo playlist |
will set the default track name in the demo playlist for mvd demos example: jogi, will always track the player jogi or versions of it (jogihoogi, angryjogi, etc)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
This variable has been renamed to scr_scoreboard_drawfps
Substitutes the "time" column with a "FPS" in scores showing how much FPS each player has.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
value | description |
1 | Replace "time" with "FPS" in the scoreboard |
0 | Keep "time" in the scoreboard |
Change contrast.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1.3
Variable is float.
Change GL gamma.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.8
Variable is float.
When enabled, it creates a window in the top right of the screen showing the number of particles and etc. in use.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Setting r_netgraph 1 is a diagnostic tool to help you tweak your rate. If you find that you suffer from short pauses in the game and you see red spikes in your netgraph, you should try setting the rate down a bit. The height of the pink lines towards the bottom is your latency on received packets. Red lines are lost packets. (bad) Yellow lines are from the rate command kicking in, it's data that wasn't sent to you because you didn't have the bandwidth for it. (OK) Blue lines are very bad, they invalid delta's, and are related to the U_REMOVE warnings.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display the netgraph. |
0 | Do not display the netgraph. |
If during your play, you frequently see a string of messages with the term "U_REMOVE" in them, and your play seems to freeze for serveral seconds, use the console command cl_nodelta 1. This is a slightly less efficient way for QuakeWorld to work, but if your ISP is overloaded or has some configuration problems, it may not pass packets to QuakeWorld properly and cause difficulty.
Shows information about ping, packetloss, average packet size and incoming/outgoing traffic. Equivalent with 'net' HUD element.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Draw network statistics. |
0 | Do not draw network statistics. |
Toggles the displaying of drawing time and stats of what is currently being viewed. Example: 32.7 ms 267/196/ 74 poly 3 surf 38.6 ms 267/196/ 74 poly 20 surf 60.4 ms 267/196/ 74 poly 18 surf 38.2 ms 267/196/ 73 poly 18 surf
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Controls the alignment of the extra frag messages window.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Extra frag messages window will be shown on the right side of the screen. |
0 | Extra frag messages window will be shown on the left side of the screen. |
Everytime you take, capture or drop a flag, the number of times is displayed on the screen.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
See r_tracker_*, cl_parseFrags and cl_loadFragFiles variables description for further info.
Controls which frag messages will be shown in extra window, beside the standard onscreen chat (notify area).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | No extra frag messages shown |
1 | Frag messages related to yourself will be shown in extra window |
2 | All frag messages will be shown in extra window |
Values 1 and 2 requires cl_loadfragfiles and cl_parsefrags to be set to 1.
Controls the opacity and color of the background of the extra frag messages window.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0 0 0 0
Variable is string.
<r g b><a> = red, green, blue and alpha values 0..255
See other r_tracker_* variables description for further info.
Maximum number of custom frag messages to be displayed in extra frag messages window.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 10
Variable is integer.
See other r_tracker_*, cl_parseFrags and cl_loadFragFiles variables description for further info.
If enabled frag tracker draws enemy suicides using color value of r_tracker_color_good variable.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Allows you to change the font size in the extra frag messages.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
See other r_tracker_* variables.
Everytime a player makes a set number of consecutive kills, it will display a message showing they are on a streak, when the player is killed, it will display the name of the person who ended that streak.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Number of seconds the tracker information is drawn on the screen.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 4
Variable is float.
Use positive numbers.
See other 'r_tracker_*' variables too.
Adjusts the position of extra frag messages window.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
horizontal position
See other r_tracker_* variables description for more info.
Adjusts the position of extra frag messages window.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
vertical position
See other r_tracker_* variables description for more info.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Hide players nick as spectator. |
1 | Show players nick as spectator. |
2 | Show health and armor over players' heads. |
3 | 2 + Show armor name. |
4 | 3 + Show if the user has RL (icon). |
5 | 3 + Show the users best weapon (icon). |
Only works when spectating. You can remove the drawing of the playername by using scr_autoid_drawname 0.
Shifts all centerprints. If you are playing in 1280x1024 and want to watch some demo recorded in 320x200 with +wp_stats (ktpro) or sbar_on (teamfortress) you can shift that text down.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Values from -999 to 999 are possible.
This variable sets the amount of time in seconds that centerprinted messages stay on the screen.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
value | description |
0 | Do not display any centerprints. |
1 | Display centerprints for 1 second. |
2 | Display centerprints for 2 seconds. |
Frag messages will be colored according to your teamcolor/enemycolor settings.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Coloring on |
0 | Coloring off |
Needs scr_coloredText 1, cl_parsefrags 1, cl_loadfragfiles 1.
Allows colored text in scoreboard, console and notify area. scr_coloredText
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Disable rainbow spectator text on the scoreboard. |
1 | Enable rainbow spectator text on the scoreboard. |
2 | Enable rainbow spectator text on the scoreboard plus parse colored console messages. |
See Colored text manual page for more details.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.7
value | description |
1 | Black mainmenu. |
0 | Transparent mainmenu. |
Draw HUD elements/crosshair/etc in background of main menu. Useful when HUD distracting you in server browser.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Draw HUD elements when in menus. |
0 | Don't draw HUD elements when in menus. |
Enables display of the QTV buffer status
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Makes it able to check how much of the stream is buffered on the client side
Horizontal position of the qtvbuffer counter
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Vertical position of the qtvbuffer counter
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -10
Variable is integer.
Substitutes the "time" column with a "FPS" in scores showing how much FPS each player has.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Replace time with FPS in scoreboard |
0 | Keep time in scoreboard |
Allows you to force the display of the crosshair when in menus or in scoreboard
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
Horizontal position of the shownick label
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Vertical position of the shownick label
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Switch on/off the text at the bottom of the screen when spectating in free mode: "SPECTATOR MODE | PRESS [ATTACK] for AutoCamera"
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | On |
0 | Off |
Displays team info when you are spectating or watching mvd demo.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display team info. |
0 | No team info. |
see scr_teaminfo_* for other options.
Aligns scr_teaminfo left or right
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Align scr_teaminfo right. |
0 | Align scr_teaminfo left. |
Changes %a to different styles.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
value | description |
0 | Does not display teammates' armor |
1 | Displays teammates' armor always in white. |
2 | Displays teammates' armor in white with the icon of the armor they have next to it. |
3 | Displays teammates' armor in the color of the armor they have. |
Changes the color and transparency of scr_teaminfo's frame.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 10 0 0 120
Variable is string.
R G B alpha, each 0-255
Sets the width for %l
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 5
Variable is integer.
From 0 (no loc display) to 20.
Sets a minimum health value to display red. E.g. if scr_teaminfo_low_health is 20, and a teammate has 20 health or less, then their health will be displayed red.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 10
Variable is float.
From 1-99
Sets name width in scr_teaminfo
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 6
Variable is integer.
From 0 (don't display name) to 20
Changes the order of displayed items in scr_teaminfo
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: %p%n $x10%l$x11 %a/%H %w
Variable is string.
Options: %p (powerup) %n (name) %h (health) %a (armor) %l (location) %w (weapon)
default: "%p%n [%l] %h/%a %w"
Scales scr_teaminfo.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
From 0 (very small) to 10 (very big)
Will show enemy players in the teaminfo table.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Show enemy players status in teaminfo table |
0 | Do not show enemy players status |
Works only for MVD playback (servers do not send info about enemies to you anyway).
Will show row with the status of the current player in the teaminfo table.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
value | description |
1 | Show tracked player in the teaminfo table |
0 | Do not show tracked player status in the teaminfo table |
Changes %w to different styles.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Displays teammates' weapon as a word (rl, lg, etc..) |
0 | Displays teammates' weapon as an icon |
Moves scr_teaminfo in the x-direction
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
from -255 to 255
Moves scr_teaminfo in the y-direction
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
from -255 to 255
Changes the format of descriptive text displayed when you are tracking someone as spectator or watching a demo where you can see player's team and name.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: Tracking %t %n, [JUMP] for next
Variable is string.
Pattern %n will be replaced with tracked player's name, %t will be replaced with player's team.
This variable affects scr_newhud 0. To change same text in new HUD (scr_newhud 1) use /tracking format (hud_tracking_format) settings.
Displays weapons stats on server that support it
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Accept next tokens %1 %2 %3 ... %8 which expands in to weapons accuracy, %1 - axe, %2 - sg ... %8 - lg. But, for axe accuracy is useless, so better use direct hits instead, for that you must use it like #1. Unrecognized tokens printed as-is, so for axe order will looks like "axe: #1" - that means print string "axe: " and axe hits. Also variable supports ezquake color sequences.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: &c990sg&r:%2 &c099ssg&r:%3 &c900
Variable is string.
Horizontal placement of the weapon stats table
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Vertical placement of the weapon stats table
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable text dump printing dropped packets |
0 | Disable text dump printing dropped packets |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display information about all network packets. |
0 | Do not display information about all network packets. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display that the pause icon is displayed when the game is paused. |
0 | Never display the pause icon. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Display the ram icon when running out of memory |
0 | Never display the ram icon |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display the turtle icon when your frame rate drops below 10. |
0 | Never display the turtle icon. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enables the display of the frames-per-second value. |
0 | Disables the display of the frames-per-second value. |
Determine where the show_fps is positioned on your screen on the X co-ordinate.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -5
Variable is float.
Determine where the show_fps is positioned on your screen on the Y co-ordinate.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -1
Variable is float.
Displays a speed counter in the top right corner in the client's units (Horizontal velocity). (320 - Normal walking speed, 440 - Accel jump, 450 - Bunnyhopping)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Off. |
1 | More accurate counter (Best used when LPB). |
2 | Predicted speed (Less laggy when HPB). |
Determine where the show_speed is positioned on your screen on the X co-ordinate.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -1
Variable is float.
Determine where the show_speed is positioned on your screen on the Y co-ordinate.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Shows your velocity as 3d vector and its projections (*GL ONLY*).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | off (default) |
1 | velocity and projections |
2 | only horizontal velocity and projections |
See also show_velocity_3d_offset_forward, show_velocity_3d_offset_down.
Change contrast.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Change gamma.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
You can set quality of jpeg screenshots with 'image_jpeg_quality_level x' where x is an integer from 0 to 100 inclusive. The larger x is, the better the quality of a jpeg screenshot, but also the bigger the size.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 75
Variable is float.
You can set the amount of png compression with 'image_png_compression_level x' where x is an integer from 0 to 9 inclusive. 0 gives no compression and 9 gives maximum compression (and slowest writing time).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Allow screenshot uploads to be requested by server. |
0 | Disable |
Add the map name as screenshot filename prefix.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Change the screenshot directory.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
tga = Tga screenshots (gl only) png = Png screenshots jpg = Jpg screenshots (gl only) pcx = Pcx screenshots (software only)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: png
Variable is float.
Not much is known about this variable except for that increasing the value will cause the player models to be displayed smaller.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 100
Variable is float.
Not much is known about this variable except for that increasing the value will cause the player models to be displayed smaller.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 200
Variable is float.
This variable changes the color of the areas outside the map, commonly seen when free floating as a spectator.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
Variable is float.
Allows you to see through object - for development purposes only.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | First draws closest object, then the more distanced ones. |
0 | Standard behaviour - first draws object far from you then closer to you. |
Not allowed in multiplayer. See 'developer 1' too.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display renderer speed statistics. |
0 | Do not display renderer speed statistics. |
This variable used to set the number of lines displayed in the "r_timegraph" command.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 15
Variable is float.
This variable sets the maximum number of plane surface edges to be rendered. Actual default (and minimal) value is 2000. On some new maps you may need to increase this value. See also r_maxsurfs, r_reportedgeout, r_reportsurfout.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2000
Variable is float.
This variable sets the maximum number of plane surfaces to be rendered. Actual default (and minimal) value is 2000. On some new maps you may need to increase this value. See also r_maxedges, r_reportedgeout, r_reportsurfout.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1000
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Print information about the number of edges. |
0 | Do not print information about the number of edges. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Print information about the number of surfaces. |
0 | Do not print information about the number of surfaces. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Print polygon model statistics. |
0 | Do not print polygon model statistics. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Report when running out of edges. |
0 | Do not report when running out of edges. |
Toggle the display of how many surfaces where not displayed. This shouldn't happen during normal game play, only when in noclip mode.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display the timegraph. |
0 | Do not display the timegraph. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Display the z-graph. |
0 | Do not display the z-graph. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | High texture detail. |
1 | Medium texture detail. |
2 | Low texture detail. |
3 | Minimum texture detail. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Full object detail |
1 | Some object detail |
2 | Medium object detail |
3 | Low object detail |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Perspective correction only every 16 pixels (faster, less accurate). |
0 | Precise texture mapping (slower, more accurate). |
Anisotropic filtering. Basically improved texture quality.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is integer.
0 and 1 means turned off, 16 is usually the highest quality
Depends on your Graphics card capabilities and settings. Make sure you have enabled "Application controled" in your Graphics card settings for Anisotropic filtering option.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable |
0 | Disable loading of external 24bit textures for |
non-world .bsp models (any .bsp that isn't the actual map. Ex. health and ammo boxes).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable. |
0 | Disable loading of external 24bit textures for the |
world .bsp model (i.e. the actual map).
Enable reducing memory held by textures on cards that support it (but textures loaded slower and may have less quality).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enabled |
0 | Disabled |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Better texture quality. |
0 | Faster loading maps (not more fps). |
Turns using of luma textures (named *_luma) ON when set to 1 and allowed by server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Some luma textures have black (in RGB format its 0,0,0) non-transparent pixels. This can make them transparent.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is integer.
e.g. value 10 makes particular pixels transparent if each color component LESS than 10
Setting this to 0 will disable the functionality. For some commonly used texture packs value 1 is necessary.
This variable determines the detail level for loaded textures. When set to "1", the objects and walls will be textured with 1x1 pixel textures.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2048
Variable is float.
It is essentially a GL 'equivalent' to d_mipcap in software. It has no affect when loading external 24bit textures.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Disables support of alternate 24bit textures. Requires a vid_restart to take effect.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Disable 24-bit textures |
0 | Allow 24-bit textures |
This variable determines the the level of detail for textures used on walls. You can use this variable to lower the texture detail used on walls thus increasing the game's performance.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Original size. |
1 | Half the dimensions. |
2 | One-fourth the dimensions. |
X = etc..
Determines the level of detail of player models. This variable is useful if you are experience game slowdown during multiplayer games when there are lots of players on your screen by shrinking the texture detail, but this will make the player models more blurry.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Full detail. |
1 | Medium detail. |
2 | Low detail. |
X = etc.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable |
0 | Disable scale model textures. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable. |
0 | Disable gl_picmip/gl_max_size/gl_miptexLevel affect turb textures (lava, water, slime, teleports). |
This variable sets the division value for the sky brushes. The higher the value the better the performance, but the smoothness of the sky suffers.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 64
Variable is float.
True textureless map textures, but preserving original colors. For custom colors - look for r_drawflat.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Textureless world |
0 | Normal textures |
The beauty of this is that u can toggle in realtime for any map. Same as with r_drawflat.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: GL_LINEAR_MIPMAP_NEAREST
value | description |
GL_NEAREST | Point sampled (software-like). Lowest quality, highest performance. |
GL_NEAREST_MIPMAP_NEAREST | GL_NEAREST but with a bit more quality for far objects. |
GL_NEAREST_MIPMAP_LINEAR | GL_NEAREST but with even more quality for far objects. |
GL_LINEAR | Linear filtering, no blending. |
GL_LINEAR_MIPMAP_NEAREST | Bilinear interpolation. |
GL_LINEAR_MIPMAP_LINEAR | Trilinear interpolation. Highest quality, lowest performance. |
GL_NEAREST* modes are often used with gl_miptexlevel 3
Texture mode used for objects in the head up display, such as font, image of armor, player's face or crosshair.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: GL_LINEAR
value | description |
See gl_texturemode for possible values.
Disables textures and walls and floors them with a solid color (/r_wallcolor or /r_floorcolor) depending on the angle.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Use textures for walls and floors. |
1 | Use a solid color for walls and floors |
2 | Use solid floors and textured walls. |
3 | Use solid walls and textured floors. |
Usually used for performance improvements at the expense of eyecandy. See r_wallcolor and r_floorcolor.
Changes color of floors and ceilings when r_drawflat is set to 1. Enter RGB value here, e.g. r_floorcolor "128 128 128" goes for gray floor.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 50 100 150
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Off. |
1 | Blend map textures. |
2 | Blend map textures and bsp entities (ammo, health etc.) |
Changes color of walls when r_drawflat is set to 1. Enter RGB value here, e.g. r_wallcolor "128 128 128" goes for gray walls.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 255 255 255
Variable is float.
Turns reflections on walls covered with liquids (water, lava, slime) when set to 1. Multi-texturing is required for this variable.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | On. |
0 | Off. |
Turns fog effect on and off (GL-Only). See /gl_fogstart /gl_fogend /gl_fogsky and /fog too.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Blue factor in the color of the fog
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.4
Variable is float.
Sets ending distance for rendering the fog. When fog is turned on, you cannot see behind this distance limit. See /gl_fog and /gl_fogstart too.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 800.0
Variable is float.
Green factor in the color of the fog
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.5
Variable is float.
Red factor in the color of the fog
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.6
Variable is float.
When turned on, fog effect affects sky too. We suggest turning this on otherwise fog looks ridiculous and unrealistic.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Sets starting distance for rendering the fog. The greater the number is, the better visibility in game is and the fog is "thinner".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 50.0
Variable is float.
Adds boiling bubbles over the lava.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | disabled |
1 | Small fumes |
2 | Large fumes |
3 | Like 1 but adjusted by HyperNewbie |
4 | Like 2 but adjusted by HyperNewbie |
Adds bubbles and fumes of slime over the slime.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | disabled |
1 | Small fumes |
2 | Large fumes |
3 | Like 1 but adjusted by HyperNewbie |
4 | Like 2 but adjusted by HyperNewbie |
This variable determines the level of opacity for liquids, which requires the use of maps that were VISed with transparent water. When using maps that have not been VISed in such a way, you have to use "r_novis 1". If "r_novis" is set to "1" or when using a map VISed with transparent water and using setting "gl_turbalpha" to a value lower than "1", the player will be able to see objects and walls through liquids if the server allows that. This is a very nice feature to have in the game, for more information refer to the "r_novis" command. You can use any value between "0" and "1" for "gl_turbalpha", here are some Examples:
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0.00 | Transparent. |
0.25 | Low opacity. |
0.50 | Medium opacity. |
0.75 | High opacity. |
1.00 | Solid. |
Controls amount of fog when inside liquid (water, lava, slime). Density is controlled by choosing a value from 0 to 1 and from 1 to 2.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Fog in liquids is turned OFF |
1 | Linear fog in liquids. |
2 | Logarithmic fog in liquids. |
Works only when multitexturing is enabled.
Control of density of liquid (water, lava, slime...) fog
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
[0...1] = [minimum...maximum] liquid fog density
Color of fog in lava.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 255 64 0
Variable is string.
R G B, each 0-255
Color of fog in slime.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 128 255 0
Variable is string.
R G B, each 0-255
Color of fog in water.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 32 64 128
Variable is string.
R G B, each 0-255
Put your life vests on, waves are coming! Creates an effect of waves on liquids.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Enabled only for viewing demos and observing games.
This gives rockets/grenades/nails and other things an alternate underwater trail. Very nice to have nailgun fights underwater...
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Turns on rain out of doors, the density of rain is equal to whatever gl_weather_rain is set to. If you set gl_weather_rain_fast to 1, you can turn off all splashes, if you set it to 2, you will turn off only the water splashes. Works on all non-iD maps except death32c, dakyne and some others.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Adjusts speed of rain.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable fastsky, helps fps a bit on maps with large sky areas. |
0 | Disable fastsky. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | All turbulences will be replaced by single-coloured surfaces. |
0 | All turbulences will be displayed normally. |
Changes colour of lava when r_fastturb set to 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 80 0 0
Variable is float.
This variable toggles the use of VIS information from the map data. When this variable is set to "1" the game will calculate it's own VIS information on the fly instead of using the information stored in the map data, this will cause a severe performance penalty in the game. When "r_novis" is set to "1", the variable "gl_turbalpha" has a value lower than "1" and the server allows the client to display liquid transparently the player will be able to see through liquids. This is a nice effect to see but it is not recommended to keep this variable set to "1" because of the huge performance penalty. It is possible to enable transparent liquids and still keep this variable set to "0" (and thus not experience such a severe performance drop) by using maps that are VISed accordingly. You can visit the official Water VIS site at "http://www.sod.net/" and download the vispatch program along with the patch data files which you would use to update the VIS data for all of your game maps. There are also map packs available that contain VISed versions of the original ID maps.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Calculate VIS information for unVISed maps. |
0 | Do not calculate VIS information for unVISed maps. |
Changes colour of sky when r_fastsky set to 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 40 80 150
Variable is float.
If you wan't to use skybox name snow type r_skyname snow, disable skybox with r_skyname ""
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
Changes colour of slime when r_fastturb set to 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 10 60 10
Variable is float.
Changes colour of teleport when r_fastturb set to 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 255 60 60
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enable warping of surfaces. |
0 | Disable warping of surfaces. |
SW only! This variable has the same effect as r_waterwarp in other quake clients.
Changes color of water when r_fastturb set to 1
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 10 50 80
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Block task-switching |
0 | Do not block task-switching |
When in windowed mode, window will not have a border
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Determines the color mode
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Highest quality is \"24\"
Keep the screen proportions to given aspect ratio.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is string.
4:3 or 16:9 or 16:10 etc.
Always changes vid_conheight when you change vid_conwidth.
This variable sets the width of the vid_mode 2 window, the minimum possible value is "640".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
This variable sets the width of the vid_mode 2 window, the minimum possible value is "400"
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
Height of the text layer.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 480
Variable is integer.
Cannot be higher than the height of the current game resolution.
Height of the text layer
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 640
Variable is integer.
Can\'t be higher than the height of the current game resolution
Screen resolution width for custom screen mode
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1024
Variable is integer.
vid_mode must be -1
Screen resolution height for custom screen mode
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1600
Variable is integer.
vid_mode must be -1
Sets horizontal frequency for your monitor (in hertz - Hz).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
When there is activity in the server, ezQuake's taskbar window will flash. Activity includes chat, high priority messages, disconnection from server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Force restore gamma after returning to minimized application.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Force restore in 1 sec |
0 | Old way of restoring gamma |
Might be usefull if you have ATI card.
Enables fullscreen mode, when disabled, sets windowed mode
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
This variable sets the full screen video mode that the game will switch to when the "vid_fullscreen" command is executed.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
value | description |
0 | Disables hardware gamma control. |
1 | Enables hardware gamma control. |
2 | Enables hwgamma in windowed mode. |
This variables sets the next video mode to be used, any change of this variable will cause the video mode to be changed immediately.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
Variable is float.
This variable toggles the use of page-flipping during supported video modes. By default the game will allow for page-flipping for video modes that support this feature. For example if a given VESA mode can support page flipping, then it defaults to page-flipped operation. A VESA mode can be forced to non-page-flipped operation by setting the "vid_nopageflip" variable to "1", then setting the mode (note that "vid_nopageflip" takes operation on the next, not the current video mode, and note that it then stays in effect permanently, even when the client is exited and restarted, unless it is manually set back to "0"). If there is not enough memory for two pages in a VESA mode, or if the adapter doesn't support page flipping, then the mode will automatically be non-page-flipped. Page-flipping works by drawing multiple virtual game screens at the same time in the video memory and then switching among them to display the current gamescreen. Page-flipped modes thus use less system memory than non-page-flipped modes, but require more video memory. When using page-flipping, visual quality may be higher, but performance of the game can change to better or worse, depending on the graphics adapter and other hardware (see the discussion of the Pentium Pro below, for a discussion of why page flipping can be faster but is sometimes much slower on that processor). However in most cases the performance (and thus frame rate) will be increased, but for people with hardware that has problems with page-flipping "vid_nopageflip 1" may help. The Pentium Pro is an example for such a hardware: it is an okay client platform (sniff!), but it has one weak spot, it is by default very slow on writes to video memory. This means that in default hardware configurations, you are usually much better off setting "vid_nopageflip" to "1" if you use VESA modes, so drawing is done to system memory instead of to video memory. Remember that you must set the mode after setting "vid_nopageflip" to "1" in order to get "vid_nopageflip" to take effect. "vid_nopageflip 1" can sometimes be faster on a Pentium too, but not by nearly as much in general, and it's often slower.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable (This is a workaround for the bug in some NVidia drivers, when you alt-tab out of |
0 | Disable. |
ezQuake and the screen gets garbaged. When enabled, the client will reset your Windows video mode every time you press alt-tab. Note that some NVidia drivers lock up your system completely when you alt-tab. vid_resetonswitch will not help in this case (try starting ezQuake with -dibonly).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
value | description |
1 | Enable (This variable toggles whether in "vid_mode 2" the picture should be rendered at |
0 | Disable. |
half-resolution in each direction and stretched up to the specified size.)
Syncs your FPS with your monitor's vertical refresh rate. This will override cl_maxfps.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Enable vsync. |
0 | Disable vsync. |
Recalculates screen proportions so that they suit wide-screen displays. If you toggle this variable from 0 to 1, it will recalculate your field of view (fov) and screen proportions (conwidth/conheight ratio) so that the resulting image looks similar on a 16:10 screen as it did on 4:3 screen.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Recalculate proportions to match 16:10 screens. |
0 | Keep the settings suitable for 4:3 screen. |
The effect of the variable is only changing values of "fov" and "vid_conheight" variables when you toggle the value of this variable. The algorithm used to get resulting values is described in the QuakeWorld wiki.
This variable sets the windowed video mode that the game will switch to when the "vid_windowed" command is executed.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
This variable sets the x-axis location of the top left corner of the game window on the desktop.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable sets the y-axis location of the top left corner of the game window on the desktop.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Horizontal position of the client window.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
Variable is integer.
Vertical position of the client window
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 22
Variable is integer.
This variable sets the default video mode that the client uses.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
Variable is float.
This variable sets the default video mode that the client uses when windowed.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Enabled windowed mouse support so you can use the mouse in the client. |
0 | Disable windowed mouse support so you can use the mouse in other applications. |
You can turn off the 'dodging' or 'rolling' effect for your own point of view while still see other player models affected by cl_rollangle.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 20
Variable is integer.
By using 0 you will not get affected by cl_rollangle setting
-ruleset smackdown disables it and sets the value to default
This variable controls how much your screen tilts when strafing.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 4
Variable is float.
This variable controls how quickly you and other players straighten out after strafing.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 200
Variable is float.
Very useful in TeamFortress, and other mods that reset your fov when you spawn to 90. Basically, when the server sends you "fov 90", your fov is set to default_fov.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 90
Variable is float.
-
This variable defines your field of vision, which determines how close your vision field is to the objects.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 110
Variable is float.
The default value is 90, however many players prefer using a higher FOV. Note that this would typically be scaled up when using a monitor with widescreen aspect ratio.
Distance of clipping nearest objects (v_models).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
See also: r_farclip
This variable determines how large the viewable screen size is.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 100
value | description |
30 | Minimum screen size |
100 | Normal screen size. |
110 | Large screen size, without the weapons status bar. |
120 | Maximum screen size, without any status bars. |
...
This variable sets the distance that the player must move before the screen automatically centers itself when "lookspring" is set to "1". This variable is only useful to people who only play with the keyboard, have "lookspring" set to "1" and do not have "+klook" or "+mlook" enabled at that time. When the player moves the distance specified in this variable the screen will pop back to the center position.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.15
Variable is float.
This variable sets how quickly your view returns to the center after looking up or down and moving after that and "lookspring" is set to "1". This variable is only useful to people who only play with the keyboard, have "lookspring" set to "1" and do not have "+klook" or "+mlook" enabled at that time. When the player moves the distance specified in this variable the screen will pop back to the center position.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 500
Variable is float.
Kickback effect when the weapon is fired.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable controls the amount that the screen should sway automatically. When this variable is set to a value above "0" the screen will start swaying in all directions, similar as if the player was drunk of had a concussion. If you want to have some real fun, set this variable to a value of "100" and run around some maps. The larger the value for this variable the more the screen will sway from side to side.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Disable automatic swaying. |
This variable controls the speed at which the screen should sway up and down when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
This variable controls the distance that the screen should sway up and down when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.3
Variable is float.
This variable controls the speed at which the screen should roll clockwise and counter clockwise when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.5
Variable is float.
This variable controls the distance the screen should roll clockwise and counter clockwise when "v_idlescale" is set to a value above "0".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.1
Variable is float.
Sets how quickly you look left and right when v_idlescale is active.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
Variable is float.
Sets how far you look left and right when v_idlescale is active.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.3
Variable is float.
This variable controls the distance that the screen should move up or down when the player is shot. Most players set this variable to "0" in order to remove the screen tilting effect when they are injured by a shot. This allows them to keep a perfect aim while being fired upon.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
v_kicktime must be >0 for this to take effect.
This variable controls the distance that the screen should roll clockwise or counter clockwise when the player is shot. Most players set this variable to "0" in order to remove the screen tilting effect when they are injured by a shot. This allows them to keep a perfect aim while being fired upon.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
v_kicktime must be >0 for this to take effect.
This variable controls the amount of time v_kickpitch and v_kickroll take effect.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
New variable v_viewheight can be used to get the effect of negative/zero values of cl_bobcycle etc in qw 2.33 . Negative values of v_viewheight = lower viewheight, positive = higher. Can't go below -7 or above 4 because that's the range you can get with qw 2.33 by exploiting the bob cycle bug. Using v_viewheight automatically turns off weapon model bobbing (cl_bob*).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable controls how much your weapon moves up and down when walking.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable determines how quickly your weapon moves up and down when walking.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.0
Variable is float.
This variable controls how long your weapon stays up before cycling when walking.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Prevents r_drawviewmodel from being changed by servers like Rocket Arena. |
0 | Off. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Do not display the weapon model. |
0.5 | 50% transparented. |
1 | Display the weapon model. |
Note: Transparency works in GL only.
Display last fired weapon instead of currently held one on MVD / QTV playback.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Moves the gun model to the right (positive value) or to the left (negative value). Good for people who like to see right/left-handed looking weapons.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is integer.
-10 to 10
You can also change Y and Z coordinates, just provide parameters in "X Y Z" format. See also r_shiftbeam variable.
This allows you to change the size of the viewmodel (the model of your active weapon displayed on the center of your screen) a little, useful if you prefer to use "r_drawviewmodel 1" and higher fov values (for demos for example). For "fov 110" you could try "r_viewmodelSize 0.8" or 0.85 for example.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Will show a gun that was picked as the best by weapon pre-selection.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Disaply the current pre-selected weapon |
0 | Display the weapon you really hold |
See cl_weaponpreselect and cl_weaponhide.
Last update: 09.11.2005 10:15 UTC
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