Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable allows you to move the position of the crosshair on the X-axis by the specified amount of pixels.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable allows you to move the position of the crosshair on the Y-axis by the specified amount of pixels.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
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 *gl only*. |
6 | Happyface crosshair *gl only*. |
7 | F22 simulator crosshair *gl only*. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
This command regulates crosshair transparency, you can use any value from "0" to "1".
value | description |
0 | Transparent crosshair. |
1 | Opaque crosshair. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 255 255 255
This variable defines the color of the crosshair.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default:
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Basically crosshairsize scales the size of the crosshair. Example: crosshairsize 0.5 halves the size and crosshair 2 doubles it.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Don't filter dead bodies. |
1 | Filter dead bodies. |
2 | Filter dead bodies instant. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Gibs on. |
1 | Gibs are turned off. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Toggles nails visibility.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Toggles rockets visibility. Variable cl_r2g must be 0 to cl_hiderockets 1 work.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable sets the maximum limit for frames-per-second.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Off. |
1 | Rotating models bob up and down like in Quake3. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | All turned off. |
1 | All turned on. |
2 | Own's flash off, all other on. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Objects interpolation.
value | description |
0 = False | Normally in a netgame, when you are playing Quake plays for a bit, then check for the other players TCP/IP packets. This causes smooth play with the occasional jerk as it loads positions. |
1 = True | This causes the game to only display 1 frame per loading of positions, so it loads a positions in, displays a frame then loads positions, displays a frame, etc. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Sets amount of FPS used to communicate with server. This variable is used when +set cl_independentphysics 1 is set so your current amount of FPS is limited by cl_maxfps while this variable limits amout of FPS sent/received to/from server. When set to zero current cl_maxfps value is used. When cl_maxfps is set to zero too, client displays as much FPS as server and data rate allows.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Normal rockets models. |
1 | Converts all rockets to grenades. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Turns on/off fine detailed textures.
value | description |
0 | Off. |
1 | On (Looks awesome, but you will take a giant FPS hit if you don't have a good video card). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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.
value | description |
0 | Display no entities. |
1 | Display all entities. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Display no flames. |
1 | Display all flames. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | No explosion light. |
0.5 | 50% explosion light. |
1 | 100% explosion light. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Determines the colour of the explosion light.
value | description |
0 | Normal |
1 | Red |
2 | Blue |
3 | Purple |
4 | Green |
5 | White |
6 | Random |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Normal |
1 | Red |
2 | Blue |
3 | Purple |
4 | Green |
5 | White |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Customizable grenade trails 0 = No rocket trail 1 = Normal 2 = Grenade trail 3 = Alt normal trail 4 = Slight blood trail 5 = Big blood trail 6 = Tracer1 trail 7 = Tracer2 trail 8 = Plasma trail 9 = Lavaball trail 10 = Fuel Rod Gun trail 11 = Plasma Rocket Mk II trail
Works the same way as r_rockettrail, but for grenades.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable smoothing. |
1 | Enable smoothing (watch people moving in mvd demos with cl_demospeed 0.1). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | No fix for interpolated muzzle flashes. |
1 | Fix for interpolated muzzle flashes. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 225
Determines the color of the blood (for standard particles). The QW-default value is 225.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable rocket/explosion/flag/powerup light flickering. |
1 | Enable rocket/explosion/flag/powerup light flickering. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Turn off dynamic lighting of rockets. |
1 | Turn on dynamic lighting of rockets. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Determines the colour of the rocket light.
value | description |
0 | Normal |
1 | Red |
2 | Blue |
3 | Purple |
4 | Green |
5 | White |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
0 = No rocket trail 1 = Normal 2 = Grenade trail 3 = Alt normal trail 4 = Slight blood trail 5 = Big blood trail 6 = Tracer1 trail 7 = Tracer2 trail 8 = Plasma trail 9 = Lavaball trail 10 = Fuel Rod Gun trail 11 = Plasma Rocket Mk II trail
Note that if you use the rocket trails, you will have to change the explosion colours and things like that yourself. And you might want to try hiding the rockets with the new cl_hiderockets cvar for some trails are intended to be "beam" trails.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Toggles teleport splash effect.
value | description |
0 = False | Disable teleport splashes. |
1 = True | Enable teleport splashes. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Switch on/off colour of lighting from glowing items (quad, pent, flags in TF, etc)
value | description |
0 = False | Coloured lighting are off |
1 = True | Coloured lighting are on |
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
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Allows you to turn on/off blue light when spawning.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Might give you a couple more fps. |
1 | Enable "fullbright" colors on bsp models (World, health boxes, etc). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Might also give you more fps. |
1 | Enable "fullbright" colors on alias models (grenades, player models, etc). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Use proper lighting for light sources (powerups etc.). |
1 | Just draw a shaded ball of the color of the light. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Alias models are effected by coloured lights around them.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 2
value | description |
0 | Makes the map lighter, but fulbrights don't look as good. |
2 | Makes the map darker, but makes fullbrights stand out more (looks better). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable lit files. |
1 | Load lit files. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Dark shaft. |
1 | Light shaft. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Do not display dynamic lighting. |
1 | Display dynamic lighting. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not fullbright the map. |
1 | Enable fullbright display of the map. |
This variable toggles the use of lights at full brightness on the map. When this variable is set to "1" the renderer system will render all textures on the map at full brightness. This will allow map authors to remove all of the lighting effects from the map. This variable 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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable light sources on the map. |
1 | Enable light sources on the map. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not display shadows for entities. |
1 | Display shadows for entities. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Makes texture rendering quality better if set to 1. Note: 3dfx thing, not sure. //fuh check this.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Buildings that are destroyed in TF will continue to throw sparks until they disapear.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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 and during map development when the map maker must fly outside of the map to look has his map from the outside. Enabling this toggle will clear the areas which are not rendered outside of the map thus preventing the flickering effect when images repeat themselves over and over. 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.
value | description |
0 | Off. |
1 | On. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0 0 0
Sets clear color (gl_clear 1)
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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.
value | description |
0 | Do not use culling to increase rendering performance. |
1 | Use the OpenGL driver's culling functions. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
When a shambler is preparing to throw lightning, or a tesla coil (TF) is charging to fire, a particle effect is generated.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable toggles the calling of the gl_finish() OpenGL function after each rendered frame.
value | description |
0 | Do not call the gl_finish() function after each frame. |
1 | Call the gl_finish() function after each frame. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1000
Changes speed of gl_inferno missile trail.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 2
Changes type of gl_inferno missile trail.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
0 - Turns off coronas on lightning beams 1 - Turns on coronas on lightning beams.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 3
Adjusts size of ligtning particle beam.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Sparks fly from walls when hit by lightning gun.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
When enabled, flags and keys leave behind a kind of after-image. Fiends also leave trails when they pounce.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Same as gl_motiontrails but works for all players and creatures.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Adds plazma trail after nails.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Switches between two type of bubbles nails leave behind in water.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Normal. |
1 | Don't use top/bottom colors. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Do not smooth the textures on models. |
1 | Smooth the textures on models. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Triple buffering of video memory related stuff (Triplebuffer = good).
value | description |
0 | Off. |
1 | On. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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.
value | description |
0 | Do not use the z-buffer trick. |
1 | Use the z-buffer trick. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 4096
Can be used to overcome vision being limited to 4096 units in GL clients (good for xpress2 etc).
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable. |
1 | Controls whether sparks rebound off walls. |
Bouncing particles look nicer, but may eat up CPU.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable. |
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. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for blob explosions (EMP's) |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for blood effects. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for explosions. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for gunshots. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for pyro flames in TF. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for lava splashes (Spy Gren). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for spikes (nailgun etc). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for teleport splashes. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Determines particles used for (rocket etc) trails. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Changes colour of blood.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Chooses among types of blood particles.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Turns particle alternatives to each r_explosiontype on or off.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Replaces torches with a particle flame effect. Includes people being burnt by the pyro in TF.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Adds particle effect when firing a weapon.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
0 - Turns off explosion shockwaves. 1 - Turns on explosion shockwaves.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Trails appear more beam-like and don't look stupid when they bounce.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
X - Multiplies the length of the trail on particle trails.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
X - Multiplies the length of time the particle bounces around for.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 3
Changes width of trail particle e.g.: wall hitted by nail, explosion particles trail, etc.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Might make tele particles faster for 3dfx wicked gl drivers. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Controls weapon and item pickup flash.
value | description |
0 | Off. |
1 | On. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Reduces flash grenade effect when watching demos.
Float. Values from 0 to 1 are possible. 0 - flash effects disabled, 1 - original.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 100
This variable sets the percentage value for palette shifting effects (damage flash, powerup blend).
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | OpenGL routines. |
1 | Hardware palette changing. |
Note: 1 can be slow on wintNT/2K.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable palette shifting when submerged or poweruped. |
1 | Enable palette shifting when submerged or poweruped. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.33
value | description |
0 | Off (no palette shifting when you're in liquid). |
1 | On (palette shifts when you're in liquid). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.33
value | description |
0 | Damage filter on. |
0.5 | 50% Damage filter on. |
1 | Damage filter off. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Turns off light blend when you're inside a light bubble (with gl_flashblend 1). |
1 | Turns onn light blebd when you're inside a light bubble (with gl_flashblend 1). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.75
Flash coefficient for when you take the pent.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.75
Flash coefficient for when you take the quad.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.75
Flash coefficient for when you take the ring.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.75
Flash coefficient for when you take the suit.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
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. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Horizontal coordinates of the clock.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: -1
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
When set to 1 you don't have to confirm the Quit screen with [Y] key.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
A clock showing how much time has elapsed since the start of the demo.
value | description |
0 | Off. |
1 | On. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Determine where the democlock is positioned on your screen on the X co-ordinate.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: -2
Determine where the democlock is positioned on your screen on the Y co-ordinate.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Displays clock with seconds on the screen.
value | description |
0 | Turned OFF |
1 | Counts down from the start of the match. |
2 | Counts up from the start of the match. |
Use cl_gameclock_x and cl_gameclock_y to place it anywhere on the screen.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Adjusts horizontal placement of the clock with seconds.
See cl_gameclock for detailed info about the clock.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: -3
Adjusts vertical placement of the clock with seconds.
See cl_gameclock for detailed info about the clock.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This client adds a multiview component to mvd playback. Upto four views can be displayed at once. Use this variable to turn multiview on.
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. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Toggle drawing of small compact HUD in each screen of Multiview control.
value | description |
0 = False | Don't draw compact HUD. |
1 = True | Show compact HUD. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Turns inset screen with multitrack on/off.
value | description |
0 = False | Divide screen in 2/3/4 areas according to cl_multiview settings. |
1 = True | Display 2nd POV inside main screen in the right top corner. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Turn crosshair in inset POV in multiview on/off.
value | description |
0 = False | Do not display crosshair in inset POV. |
1 = True | Display crosshair in inset POV. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Turns inset HUD for inset POV with multiview on/off.
value | description |
0 = False | Do not display inset HUD. |
1 = True | Display inset HUD (usually nick of tracked player). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable toggles the display of current net info.
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. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
will toggle playlist looping
value | description |
0 = False | will not loop the demo playlist |
1 = True | will loop the demo playlist |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default:
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Substitutes substitues the "time" column with a "FPS" in scores showing how much FPS each player has.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1.3
Change contrast.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1.0
Change GL gamma.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
When enabled, it creates a window in the top right of the screen showing the number of particles and etc. in use.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not display the netgraph. |
1 | Display the netgraph. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Shows information about ping, packetloss, average packet size and incoming/outgoing traffic. Equivalent with 'net' HUD element.
value | description |
0 = False | Do not draw network statistics. |
1 = True | Draw network statistics. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Everytime you take, capture or drop a flag, the number of times is displayed on the screen.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Everytime you make a kill or die, the number of kills/deaths/suicides with that weapon is displayed on the screen.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 10
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 4
Number of seconds the tracker information is drawn on the screen.
Float. Use positive numbers.
See other 'r_tracker_*' variables too.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Hide players nick as spectator. |
1 | Show players nick as spectator. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Off. |
1 | Centers the menu vertically (has no effect if you're playing in 320x200 mode, same applies to scr_centersbar). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 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.
Integer. Values from -999 to 999 are possible.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 2
This variable sets the amount of time in seconds that centerprinted messages stay on the screen.
value | description |
0 | Do not display any centerprints. |
1 | Display centerprints for 1 second. |
2 | Display centerprints for 2 seconds. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable rainbow spectator text on the scoreboard. |
1 | Enable rainbow spectator text on the scoreboard. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.7
value | description |
0 | Transparent mainmenu. |
1 | Black mainmenu. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable scaling. |
1 | Scales the frontend menu to match the resolution you are using. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Switch on/off text at bottom of screen when spectateing in free mode
value | description |
0 = False | No text at bottom of screen will be displayed |
1 = True | Text at bottom of screen will be displayed |
/------------------------------\ |SPECTATOR MODE | |Press [ATTACK] for AutoCamera | \------------------------------/
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: Tracking %t %n, [JUMP] for next
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.
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.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disables the display of the frames-per-second value. |
1 | Enables the display of the frames-per-second value. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: -5
Determine where the show_fps is positioned on your screen on the X co-ordinate.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: -1
Determine where the show_fps is positioned on your screen on the Y co-ordinate.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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)
value | description |
0 | Off. |
1 | More accurate counter (Best used when LPB). |
2 | Predicted speed (Less laggy when HPB). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: -1
Determine where the show_speed is positioned on your screen on the X co-ordinate.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Determine where the show_speed is positioned on your screen on the Y co-ordinate.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable output how dropped packets. |
1 | Enable output how dropped packets. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not display information about all network packets. |
1 | Display information about all network packets. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Never display the pause icon. |
1 | Display that the pause icon is displayed when the game is paused. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Never display the ram icon |
1 | Display the ram icon when running out of memory |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Never display the turtle icon. |
1 | Display the turtle icon when your frame rate drops below 10. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Change contrast.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1.0
Change gamma.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 75
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable |
1 | Allow screenshot uploads to be requested by server. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default:
Change the screenshot directory.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: pcx or tga or tga or tga or tga
tga = Tga screenshots (gl only) png = Png screenshots jpg = Jpg screenshots (gl only) pcx = Pcx screenshots (software only)
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This client adds a multiview component to mvd playback. Upto four views can be displayed at once. Use this variable to turn multiview on.
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. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Toggle drawing of small compact HUD in each screen of Multiview control.
value | description |
0 = False | Don't draw compact HUD. |
1 = True | Show compact HUD. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Turns inset screen with multitrack on/off.
value | description |
0 = False | Divide screen in 2/3/4 areas according to cl_multiview settings. |
1 = True | Display 2nd POV inside main screen in the right top corner. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Turn crosshair in inset POV in multiview on/off.
value | description |
0 = False | Do not display crosshair in inset POV. |
1 = True | Display crosshair in inset POV. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Turns inset HUD for inset POV with multiview on/off.
value | description |
0 = False | Do not display inset HUD. |
1 = True | Display inset HUD (usually nick of tracked player). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 100
Not much is known about this variable except for that increasing the value will cause the player models to be displayed smaller.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 200
Not much is known about this variable except for that increasing the value will cause the player models to be displayed smaller.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 2
This variable can be used to change the color for the areas which are not part of the map when free floating outside of the map as spectator.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Allows you to see through object - for development purposes only.
value | description |
0 = False | Standard behaviour - first draws object far from you then closer to you. |
1 = True | First draws closest object, then the more distanced ones. |
Not allowed in multiplayer. See 'developer 1' too.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not display renderer speed statistics. |
1 | Display renderer speed statistics. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 15
This variable used to set the number of lines displayed in the "r_timegraph" command.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable sets the maximum number of plane surface edges to be rendered.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable sets the maximum number of plane surfaces to be rendered.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not print information about the number of edges. |
1 | Print information about the number of edges. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not print information about the number of surfaces. |
1 | Print information about the number of surfaces. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not print polygon model statistics. |
1 | Print polygon model statistics. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not report when running out of edges. |
1 | Report when running out of edges. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not display the timegraph. |
1 | Display the timegraph. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not display the z-graph. |
1 | Display the z-graph. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | High texture detail. |
1 | Medium texture detail. |
2 | Low texture detail. |
3 | Minimum texture detail. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Full object detail |
1 | Some object detail |
2 | Medium object detail |
3 | Low object detail |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Precise texture mapping (slower, more accurate). |
1 | Perspective correction only every 16 pixels (faster, less accurate). |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Enable reduce memory held by textures on cards that support it (but |
textures loaded slower and may have less quality).
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable loading of external 24bit textures for |
1 | Enable |
non-world .bsp models (any .bsp that isn't the actual map. Ex. health and ammo boxes).
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable loading of external 24bit textures for the |
1 | Enable. |
world .bsp model (i.e. the actual map).
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Faster loading maps (not more fps). |
1 | Better texture quality. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Turns using of luma textures (named *_luma) ON when set to 1 and allowed by server.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 4096
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
It is essentially a GL 'equivalent' to d_mipcap in software. It has no affect when loading external 24bit textures.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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.
value | description |
0 | Original size. |
1 | Half the dimensions. |
2 | One-fourth the dimensions. |
X = etc..
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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.
value | description |
0 | Full detail. |
1 | Medium detail. |
2 | Low detail. |
X = etc.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable scale model textures. |
1 | Enable |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable gl_picmip/gl_max_size/gl_miptexLevel affect turb textures (lava, water, slime, teleports). |
1 | Enable. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 128
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: GL_LINEAR_MIPMAP_NEAREST
value | description |
GL_NEAREST | Point sampled |
GL_NEAREST_MIPMAP_NEAREST | |
GL_LINEAR | |
GL_LINEAR_MIPMAP_NEAREST | |
GL_LINEAR_MIPMAP_LINEAR | Trilinear interpolation |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Disables textures and fills them with a color (/r_wallcolor or /r_floorcolor) depending on the angle.
value | description |
0 | Walls with standard textures |
1 | Walls are single-coloured |
See r_wallcolor and r_floorcolor.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 50 100 150
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Off. |
1 | Blend map textures. |
2 | Blend map textures and bsp entities (ammo, health etc.) |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 255 255 255
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Turns reflections on walls covered with liquids (water, lava, slime) when set to 1. Multi-texturing is required for this variable.
value | description |
0 | Off. |
1 | On. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Turns fog effect on and off (GL-Only). See /gl_fogstart /gl_fogend /gl_fogsky and /fog too.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 800.0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
When turned on, fog effect affects sky too. We suggest turning this on otherwise fog looks ridiculous and unrealistic.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 50.0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Adds boiling bubbles over the lava.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Adds bubbles and fumes of slime over the slime.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This gives rockets/grenades/nails and other things an alternate underwater trail. Very nice to have nailgun fights underwater...
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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:
value | description |
0.00 | Transparent. |
0.25 | Low opacity. |
0.50 | Medium opacity. |
0.75 | High opacity. |
1.00 | Solid. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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.
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.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Control of density of liquid (water, lava, slime...) fog
Float. [0...1] = [minimum...maximum] liquid fog density
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Put your life vests on, waves are coming!
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Adjusts speed of rain.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable fastsky. |
1 | Enable fastsky, helps fps a bit on maps with large sky areas. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | All turbulences will be displayed normally. |
1 | All turbulences will be replaced by single-coloured surfaces. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 73 or 80 0 0 or 80 0 0 or 80 0 0 or 80 0 0
Changes colour of lava when r_fastturb set to 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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.
value | description |
0 | Do not calculate VIS information for unVISed maps. |
1 | Calculate VIS information for unVISed maps. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 172 or 40 80 150 or 40 80 150 or 40 80 150 or 40 80 150
Changes colour of sky when r_fastsky set to 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: bloody-marvelous512
If you wan't to use skybox name snow type r_skyname snow, disable skybox with r_skyname ""
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 53 or 10 60 10 or 10 60 10 or 10 60 10 or 10 60 10
Changes colour of slime when r_fastturb set to 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 26 or 255 60 60 or 255 60 60 or 255 60 60 or 255 60 60
Changes colour of teleport when r_fastturb set to 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable warping of surfaces. |
1 | Enable warping of surfaces. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 36 or 50 80 120 or 50 80 120 or 50 80 120 or 50 80 120
Changes colour of lava when r_fastturb set to 1
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable sets the default video mode that the client uses.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 3
This variable sets the default video mode that the client uses when windowed.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable windowed mouse support so you can use the mouse in other applications. |
1 | Enabled windowed mouse support so you can use the mouse in the client. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Do not block task-switching |
1 | Block task-switching |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 800
This variable sets the width of the vid_mode 2 window, the minimum possible value is "640".
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 600
This variable sets the width of the vid_mode 2 window, the minimum possible value is "400"
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Sets horizontal frequency for your monitor (in hertz - Hz).
This variable can be set only using command line switch '+set cl_independentPhysics 1'.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
Will cause ezQuake to flash ezQuake button in the taskbar, when it is not active and there is activity (chat text, high priority messages, disconnection) in console.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 3
This variable sets the full screen video mode that the game will switch to when the "vid_fullscreen" command is executed.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disables hardware gamma control. |
1 | Enables hardware gamma control. |
2 | Enables hwgamma in windowed mode. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Disable. |
1 | Enable (This is a workaround for the bug in some NVidia drivers, when you alt-tab out of |
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
value | description |
0 | Disable. |
1 | Enable (This variable toggles whether in "vid_mode 2" the picture should be rendered at |
half-resolution in each direction and stretched up to the specified size.)
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default:
value | description |
0 | Disable vsync. |
1 | Enable vsync. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable sets the x-axis location of the top left corner of the game window on the desktop.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable sets the y-axis location of the top left corner of the game window on the desktop.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable sets the windowed video mode that the game will switch to when the "vid_windowed" command is executed.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
This variable controls how much your screen tilts when strafing.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 200
This variable controls how quickly you and other players straighten out after strafing.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 90
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 90
This variable defines your field of vision, which determines how close your vision field is to the objects.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1 2 3 2 3 5 8 8 1 2 3 0 0 0
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1 2 3 2 3 5 8 8 1 2 3 500 900 1000
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1 2 4 2 4 6 10 10 1 2 3 500 900 1000
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1 2 3 2 3 6 6 1 2 3 500 900 1000
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
When watching Multi View Demo (.mvd) you can show a table on the screen with full info about players' status.
value | description |
0 | Turned OFF |
1 | Turned ON |
See scr_mvdinfo_setup for setting up displayed informations.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: %6n %3f %10l %4a %4h %3w
You can change the informations contained in Players' info table. Use following strings in format string:
value | description |
%a | Armor |
%f | Frags |
%h | Health |
%l | Location |
%n | Nickname |
%p | Powerups |
%P | Ping |
%w | Current Weapon:ammo |
%w | Best Weapon:ammo |
Example: "%p %f %n %l %h" will display powerup, frags, nickname, location and health of each player. See scr_mvdinfo and scr_mvdinfo_setup description for more details.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
You can adjust horizontal placement of Players' info table
See scr_mvdinfo and scr_mvdinfo_setup description for more details.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
You can adjust vertical placement of Players' info table
See scr_mvdinfo and scr_mvdinfo_setup description for more details.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.15
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 500
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
Kickback effect when the weapon is fired.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
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.
value | description |
0 | Disable automatic swaying. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.3
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.5
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.1
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 2
Sets how quickly you look left and right when v_idlescale is active.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.3
Sets how far you look left and right when v_idlescale is active.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.0
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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.0
This variable controls the amount of time that the screen should remain tilted after the player has been 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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
New variable v_viewheight cam 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: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 100
This variable determines how large the viewable screen size is.
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. |
...
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.00
This variable controls how much your weapon moves up and down when walking.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.0
This variable determines how quickly your weapon moves up and down when walking.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0.0
This variable controls how long your weapon stays up before cycling when walking.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 0
value | description |
0 | Off. |
1 | Prevents r_drawviewmodel from being changed by servers like Rocket Arena. |
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
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.
Support: Windows: Software Windows: OpenGL Linux: X11 Linux: GLX Linux: SVGA
Default: 1
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_viewmodelscale 0.8" or 0.85 for example.
Last update: 22.07.2005 17:56 CET (GMT+01:00)