Chooses between basic multiplayer gameplay modes; 1 = weapons disappear after pickup (used in 4on4), 2 = weapons stay after pickup, ammo/armor does not (not used), 3 = weapons stay after pickup (used in 1on1), 4 = arena mode (players have all weapons and full health/armor)
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is integer.
Amount of frags any player has to reach before the match is over
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
When set to 0, there won't be any limit
Highest number of players allowed on the server
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 8
Variable is integer.
Highest number of spectators allowed to connect to the server
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 8
Variable is integer.
When enabled, the same level will be played once the match is over
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Teamplay mode
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
Nowadays only value 2 is used; value 1 prevents you from killing your teammates including yourself
Number of minutes the match will take
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is integer.
This server-side cvar is mirrored to serverinfo as a hint to clients on whether the server is using the so-called watervised maps.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | GLQuake users can see through liquids if they set gl_turbalpha to a value < 1. |
0 | No watervis. |
It's a bad idea to use watervis 1 if the maps the server is using are not watervised. Liquids will appear 'transparent' but you won't be able to see any items/players/etc through it. And it is a bad idea anyway because Quake maps were not designed for transparent water (or other liquids); enabling it changes gameplay, decreases fps and produces more network traffic and puts non-GL players at a disadvantage because the software renderer doesn't support transparent water (yet). Not saved to config with cfg_save command.
Last update: 09.11.2005 10:15 UTC
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