Used with cl_c2spps, it controls how many backup copies of packets with non-zero impulses are to be sent to the server. The recommended value is 3, but you can try 2 or even 1 to reduce traffic if you don't have any packet loss.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 3
Variable is float.
Packet filtering (a la Qizmo's .c2spps command). Use this to reduce network traffic if you're playing on a 28800 (or worse) connection and can't set cl_maxfps 72 because it causes lag. Also consider use of FPS independent physics in conjunction with cl_physfps.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Affects the download speed when using chunked downloads, more chunks per frame results in higher download speed
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 2
Variable is integer.
Servers can limit the amount of chunks sent per frame
Encrypts rcon messages sent to server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
Client will delay incoming and outgoing packets allowing user to increase his ping in the game.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
milliseconds to delay packets
Players can use this to get equivalent pings on server. If you enter delay of 20 miliseconds, incoming packets will be delayed by 10 miliseconds, outgoing packets too. It's preferred to use the least value that gives you your desired ping.
Read network data independently on physical frames. When using independent physics, network data will be read as early as possible, compared to the old way when it was read only on every physframe (77 times per second).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
A fix for buggy MVD demos, making the client to parse them properly
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Was caused by a flaw in MVDSV server
Control the network packet delta compression. When you get blue lines in your netgraph, you should set 'cl_nodelta 1'.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Disable delta compression. |
0 | Enable delta compression. |
For debugging, disables movement prediction for your character; other players are still predicted.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Don't predict movement |
0 | Predict movement |
Allow protocol extension for allowing more packet entities.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
Enables protocol extension called \"Chunked downloads\". Allows you to download maps and demos from servers faster.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
Allows other protocol extensions other than Chunked downloads
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Predicting half the move (QW 2.30 default) |
0 | Full prediction of players' movement (ezQuake default) |
The new default eliminates player models' jittering when independent physics is enabled; a possible downside is larger prediction errors of modem players' movement, hence the option to revert to old behavior.
This toggles the prediction for other players' movement. Unless you are having problems this variable should be left at "1".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
IP address of the proxy server to use while connecting to servers.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is string.
This will override the /connect and /reconnect commands so that the connection is established via given proxy server.
This variable has been updated
Whether the movement prediction engine should treat other players as solid.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | |
0 |
Default is 1 and there's no reason to change it.
This variable defines the timeout value in seconds until the client considers himself to be disconnected from the server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 60
Variable is float.
This toggles whether Qizmo should be used (if detected) to a server. When enabled the server browser will use an existing connection to a Qizmo when connecting another server by using the ezQuake Server Browser.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | use Qizmo to connect a server chosen in the Server Browser |
0 | do not use Qizmo to connect a server chosen in the Server Browser |
This variable is outdated and exists for compatibility with old configs.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: -999
Variable is integer.
Last update: 09.11.2005 10:15 UTC
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