Graphics Settings
Crosshair Settings
cl_crossx float default: 0 This variable allows you to move the position of the crosshair on the X-axis by the specified amount of pixels. |
cl_crossy float default: 0 This variable allows you to move the position of the crosshair on the Y-axis by the specified amount of pixels. |
crosshair enum default: 4
|
crosshairalpha boolean default: 1 This command regulates crosshair transparency, you can use any value from "0" to "1".
|
crosshaircolor string default: 255 0 0 This variable defines the color of the crosshair. |
crosshairimage string The filename of the crosshair image. Crosshair images should be placed in ./ezquake/crosshairs or ./qw/crosshairs directory. |
crosshairscale enum default: 0 When using built-in crosshairs, increases the resolution of the crosshair, giving a crisper image on screen.
Max value 5. Increasing this value will require lowering of /crosshairsize to give same size image on screen. |
crosshairscalemethod boolean default: 0 Determines how crosshair images are scaled. When changing this value, /crosshairscale & /crosshairsize should be adjusted accordingly. |
crosshairsize float default: 1 Performs basic scaling of the crosshair. Maximum value 20. For example, /crosshairsize 0.5 halves the size, and /crosshair 2 doubles it. |
r_smoothcrosshair boolean default: 1 Controls texture filtering on the crosshair.
|
FPS and EyeCandy Settings
cl_backpackfilter boolean default: 0
|
cl_deadbodyFilter enum default: 0
|
cl_fakeshaft float default: 0 Smoothes out shaft movement.
0 = 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. |
cl_fakeshaft_extra_updates boolean default: 1
|
cl_gibFilter boolean default: 0
|
cl_hidenails float default: 0 Toggles nails visibility. |
cl_hiderockets float default: 0 Toggles rockets visibility. Variable cl_r2g must be 0 to cl_hiderockets 1 work. |
cl_independentPhysics boolean default: 1 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.
This variable can only be switched from 0<->1 when disconnected from a server (Qizmo/eztv are also servers). |
cl_lerp_monsters boolean default: 1 Enables linear interpolation on Quake monsters and creatures.
|
cl_maxfps float default: 0 This variable sets the maximum limit for frames-per-second while in-game. Please see cl_maxfps_menu, vid_vsync, cl_independentphysics, and cl_physfps. |
cl_maxfps_menu float default: 0 This variable sets the maximum limit for frames-per-second while disconnected, has a minimum of 30, set lower to use display frequency. |
cl_model_bobbing boolean default: 1
|
cl_muzzleflash enum default: 1
|
cl_newlerp float default: 0 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) Range between 0 and 1. This smoothing algorithm works well only with stable ping. |
cl_nolerp boolean default: 0 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.
|
cl_nolerp_on_entity boolean default: 0 Disables linear interpolation only when player is standing on an entity.
It is a workaround to remove jittering of floating platforms under feets.
No effect if fps independent physics is turned off. See cl_nolerp. |
cl_novweps boolean default: 0 If set, disables support for zquake vwep extension. |
cl_physfps float default: 0 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. |
cl_physfps_spectator integer default: 77 Amount of updates the client will send/receive while being spectator.
Lower values make the client smooth-out the field of view movement greatly. This can increase your ping (only) when you are a spectator. |
cl_r2g boolean default: 0
|
gl_detail boolean default: 0 Toggles an extra layer of fine detail over world textures. Can impact performance on weak GPUs. |
gl_motion_blur boolean default: 0 Enables motion blur effect (set gl_motion_blur_* variables to configure) |
gl_motion_blur_dead float default: 0.5 Level of blending of current scene with previous, when the player is dead. |
gl_motion_blur_fps integer default: 77 How often to copy the current frame to apply motion blur effect. Defaults to 77. |
gl_motion_blur_hurt float default: 0.5 Level of blending of current scene with previous, when the player has recently been hurt. |
gl_motion_blur_norm float default: 0.5 Level of blending of current scene with previous, when the player is alive and not recently hurt. |
gl_powerupshells boolean default: 1 Enables a flashing layer over players carrying powerups. |
gl_powerupshells_base1level float default: 0.05 |
gl_powerupshells_base2level float default: 0.1 |
gl_powerupshells_effect1level float default: 0.75 |
gl_powerupshells_effect2level float default: 0.4 |
gl_powerupshells_size integer default: 5 Size of the powerupshells effect layer. |
gl_simpleitems boolean default: 0 Toggles drawing simple icons instead of 3D item models. |
gl_simpleitems_orientation enum default: 2
|
gl_simpleitems_size integer default: 16 Size of simple items. Max size 16. |
hud_fps_min_reset_interval |
r_bloom boolean default: 0 Enables lights blooming.
Lights will have a "diamond" effect near them. |
r_bloom_alpha float default: 0.5 Transparency level of the blooming effect. |
r_bloom_darken integer default: 3 Level of "darkness" of the blooming effect. |
r_bloom_diamond_size integer default: 8 Size of the diamond particle used in the blooming effect. |
r_bloom_fast_sample boolean default: 0 Faster variant of the blooming effect.
|
r_bloom_intensity integer default: 1 Intensity of the blooming effect. |
r_bloom_sample_size integer default: 256 Size of the particle used in the blooming effect. |
r_chaticons_alpha float default: 0.8 Opacity of chaticons.
|
r_drawdisc boolean default: 1 Displays an indicator in top-right of screen when disk IO is in progress. |
r_drawentities boolean 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.
|
r_drawflame boolean default: 1
|
r_drawparticles boolean default: 1 Toggles drawing particle effects.
Intended for helping isolate rendering performance issues.
Limited by particle ruleset. |
r_drawvweps boolean default: 1 Whether to draw vweps (other players' weapon models).
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. |
r_explosionLight float default: 1 Size of the light effect around explosions.
|
r_explosionLightColor enum default: 0 Determines the color of the explosion light.
|
r_explosionType enum default: 1 Sets the type of effect used for explosions.
|
r_flagColor enum default: 0
|
r_grenadeTrail enum default: 1 Customizable grenade trails.
|
r_instagibTrail enum default: 1 Type of trail to use when viewing trails left in /instagib mode.
|
r_lerpframes boolean default: 1
|
r_lerpmuzzlehack boolean default: 1
|
r_sgbloodColor integer default: 73 Determines the (palletized) color of the blood particles emitted when hitting entities with weapons other than the lightning gun. |
r_lgbloodColor integer default: 225 Determines the (palletized) color of the blood particles emitted when hitting entities with the lightning gun. |
r_lightdecayrate float default: 2 Determines how fast lights decay (radius decreases).
Minimum value 1 (QWCL) |
r_lightflicker boolean default: 1
|
r_powerupGlow enum default: 1
|
r_railTrail enum default: 1 Customizable rail trails.
See /r_instagibTrail for customising /instagib mode in KTX. |
r_rocketLight float default: 1 Enables rocket lights.
Values from 0-1 can be used to scale the light.
|
r_rocketLightColor enum default: 0 Determines the color of the rocket lights.
|
r_rocketTrail enum default: 1 Customizable rocket trails.
|
r_shaftalpha float default: 1 Adds transparency to the lightning gun beam (shaft).
Disabled in ruleset smackdown. |
r_shiftbeam float default: 0 Shift start of the shaft lights. Doesn't work with smackdown ruleset. Intended for movies. |
r_telesplash boolean default: 1 Toggles teleport splash effect.
|
Lighting
gl_colorlights boolean default: 1 Toggles color on lighting from glowing items (quad, pent, flags in TF, etc). 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. |
gl_coronas float 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. |
gl_coronas_tele boolean default: 0 Allows you to turn on/off blue light when spawning.
|
gl_fb_bmodels boolean default: 1 Enable "fullbright" colors on bsp models (World, health boxes, etc). Might give you a couple more fps. |
gl_fb_models boolean default: 1 Enable "fullbright" colors on alias models (grenades, player models, etc). Might give you a couple more fps. |
gl_flashblend enum default: 0 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.
|
gl_lighting_color float default: 0 Alias models are effected by colored lights around them. |
gl_lighting_vertex float default: 0 Alias models no longer have the same level of light on all sides.
This may not work correctly if colored lighting is disabled. |
gl_lightmode boolean default: 1 Enables overbright lightmaps.
Brings more contrast, making world lighting look more like software Quake, and less like GLQuake.
Takes effect when the map reloads. |
gl_loadlitfiles enum default: 1 Controls when external 24-bit lighting will be used.
24-bit/colored lighting is either embedded in newer .bsp files, or loaded from external .lit files.
|
gl_oldlitscaling boolean default: 0 Scales lit files the 'old' way ('makes colored areas too dark'). |
gl_rl_globe integer default: 0 Helps customize rocket light independent of gl_flashblend.
|
gl_shaftlight boolean default: 1 Toggles between darker/fullbright shaft beams. |
r_dynamic enum default: 2 Controls dynamic lighting (muzzle-flash, quad & rocket glow, etc) on world surfaces.
|
r_fullbright boolean default: 0 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.
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. |
r_shadows boolean default: 0
|
OpenGL Rendering
gl_brush_polygonoffset float default: 2.0 Offset drawing of entity models to stop z-fighting.
Disabled for qcon (can cause flickering areas, most often on Intel cards). |
gl_brush_polygonoffset_factor float default: 0.05 Set the factor for gl_brush_polygonoffset. Negative values offset the brushes towards the player.
|
gl_buildingsparks float default: 0 Buildings that are destroyed in TF will continue to throw sparks until they disappear. |
gl_clear boolean default: 0 Clears the screen between each frame to prevent the hall-of-mirrors glitch when flying outside of the map. This can cause problems when going through the surface of a liquid, as you may see a colored flash where the liquid texture would normally glitch. |
gl_clearColor string default: 0 0 0 Sets clear color (gl_clear 1). |
gl_custom_grenade_color string Allows color of grenades to be set without requiring a texture change. Leave blank to disable.
See gl_custom_grenade_fullbright. |
gl_custom_grenade_fullbright boolean default: 1 Determines if gl_custom_grenade_color refers to a fullbright color or standard. Has no effect if gl_custom_grenade_color is blank. |
gl_custom_grenade_tf boolean default: 1 Allows gl_custom_grenade_* variables to be ignored when playing Team Fortress. |
gl_custom_lg_color string Allows color of lightning shaft to be set without requiring a texture change. Leave blank to disable.
Has no effect if particle shaft is enabled. |
gl_custom_lg_fullbright boolean default: 1 Determines if gl_custom_lg_color refers to a fullbright color or standard. Has no effect if gl_custom_lg_color is blank. |
gl_custom_lgpack_color string default: 64 64 255 Color lightning gun backpacks with this value. Leave blank to disable. QTV/MVD only, KTX 1.38+ only. |
gl_custom_rlpack_color string default: 255 64 64 Tints rocket launcher backpacks with this value. Leave blank to disable. QTV/MVD only, KTX 1.38+ only. |
gl_custom_rocket_color string Allows color of rockets to be set without requiring a texture change. Leave blank to disable.
See gl_custom_rocket_fullbright. |
gl_custom_rocket_fullbright boolean default: 1 Determines if gl_custom_rocket_color refers to a fullbright color or standard. Has no effect if gl_custom_rocket_color is blank. |
gl_custom_spike_color string Allows color of spikes/nails to be set without requiring a texture change. Leave blank to disable.
See gl_custom_spike_fullbright. |
gl_custom_spike_fullbright boolean default: 1 Determines if gl_custom_spike_color refers to a fullbright color or standard. Has no effect if gl_custom_spike_color is blank. |
gl_cutf_tesla_effect float default: 0 When a shambler is preparing to throw lightning, or a tesla coil (TF) is charging to fire, a particle effect is generated. |
gl_detpacklights float 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. |
gl_extratrails float 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. |
gl_finish boolean default: 0 Toggles the calling of the gl_finish() OpenGL function after each rendered frame. |
gl_inferno_speed float default: 1000 Changes speed of gl_inferno missile trail. |
gl_inferno_trail float default: 2 Changes type of gl_inferno missile trail. |
gl_lightning boolean default: 0 Toggles particle lightning beams.
May be restricted by rulesets. |
gl_lightning_color string default: 120 140 255 The RGB color of particle lightning beam and sparks.
|
gl_lightning_size float default: 3 Adjusts size of lightning particle beam. |
gl_lightning_sparks float default: 0 Sparks fly from walls when hit by lightning gun. |
gl_lightning_sparks_size integer default: 300 Size of lightning sparks. |
gl_modulate float default: 1 Controls how bright the lightmap gets. Values from 0.5 to 3 are valid. |
gl_nailtrail boolean default: 0 Adds a white trail onto nails as they fly around. This feature won't work on servers not running with sv_nailhack set to 1. |
gl_nailtrail_plasma boolean default: 0 Adds a blue plasma trail to nail trails. Requires gl_nailtrail 1. |
gl_nailtrail_turb enum default: 0 Switches between two type of bubbles nails leave behind in water.
gl_turb_trails 1 needs to be set. |
gl_nocolors boolean default: 0 Enable top/bottom colors on 8-bit .pcx skins. |
gl_outline enum default: 0 Controls outlining of models and map. Disallowed in qcon ruleset.
See /r_fx_geometry for edge outlining of the map. |
gl_program_aliasmodels integer default: 1 Determines if GLSL will be used to render aliasmodels. Applies to classic OpenGL renderer only. |
gl_program_hud integer default: 1 Determines if GLSL will be used to render the HUD. Applies to classic OpenGL renderer only. |
gl_program_sky integer default: 1 Determines if GLSL will be used to render skybox/skydome surfaces.
r_fastsky does not use this setting. Applies to classic OpenGL renderer only. |
gl_program_sprites integer default: 1 Determines if GLSL will be used to render sprites. Applies to classic OpenGL renderer only. |
gl_program_turbsurfaces integer default: 1 Determines if GLSL will be used to render 'liquid' surfaces.
r_fastturb does not use this setting. Applies to classic OpenGL renderer only. |
gl_program_world integer default: 1 Determines if GLSL will be used to render world surfaces (walls, floors..). Applies to classic OpenGL renderer only. |
gl_smoothmodels boolean default: 1 Toggles between flat-shaded and smooth shaded models. Applies to GLSL OpenGL renderer only. |
gl_triplebuffer boolean default: 1 Triple buffering of HUD graphics. If you have problems with screen graphics, turn this on. This has nothing to do with 3D rendering, it will not increase graphics "lag" or anything like that. It only affects 2D HUD graphics. |
gl_vbo_clientmemory boolean default: 0 Use client memory when rendering dynamic geometry. No effect unless using compatibility mode. |
r_farclip float default: 8192 Can be used to overcome vision being limited to 4096 units in GL clients (good for xpress2 etc). See also: r_nearclip. |
r_fx_geometry boolean default: 0 Outlines the world based on surface normals. Disallowed in qcon ruleset. Requires vid_framebuffer 1|2 and Modern OpenGL (vid_renderer 1). See /gl_outline for model outline |
vid_gammacorrection enum default: 0
|
Particle Effects
gl_bounceparticles boolean default: 1 Controls whether sparks bounce off walls. Bouncing particles look nicer, but may eat up CPU. |
gl_clipparticles boolean default: 1 Limits the number of blended particles close to you. This can give a big FPS increase when blended particles take up a big proportion of your screen and challenge your video card's fillrate. |
gl_part_blobs boolean default: 0 Determines particles used for blob explosions (EMPs). |
gl_part_blood boolean default: 0 Determines particles used for blood effects. |
gl_part_bubble boolean default: 1 Advanced particles for bubbles (drowning effect). |
gl_part_cache boolean default: 1
|
gl_part_detpackexplosion_fire_color string Change color of the detpack explosion fire (TF). |
gl_part_detpackexplosion_ray_color string Change the color of the detpack explosion rays (Team Fortress). |
gl_part_explosions boolean default: 0 Determines particles used for explosions. |
gl_part_gunshots boolean default: 0 Determines particles used for gunshots. |
gl_part_inferno boolean default: 0 Determines particles used for pyro flames in TF. |
gl_part_lavasplash boolean default: 0 Determines particles used for lava splashes (Spy Gren). |
gl_part_spikes boolean default: 0 Determines particles used for spikes (nailgun etc). |
gl_part_telesplash enum default: 0 Determines particles used for teleport effects.
|
gl_part_tracer1_color string default: 0 124 0 Changes the color of the tracer1 trail, which allows you to customize the rockettrail color (see remarks).
If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail color. |
gl_part_tracer1_size float default: 3.75 Changes the size of the tracer1 trail, which allows you to customize the rockettrail size (see remarks). If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail size. |
gl_part_tracer1_time float default: 0.5 Changes the duration of the tracer1 trail, which allows you to customize the rockettrail (see remarks). If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail duration. |
gl_part_tracer2_color string default: 255 77 0 Changes the color of the tracer2 trail, which allows you to customize the rockettrail color (see remarks).
If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail color. |
gl_part_tracer2_size float default: 3.75 Changes the size of the tracer2 trail, which allows you to customize the rockettrail size (see remarks). If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail size. |
gl_part_tracer2_time float default: 0.5 Changes the duration of the tracer2 trail, which allows you to customize the rockettrail (see remarks). If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail duration. |
gl_part_trails boolean default: 0 Determines particles used for (rocket etc) trails. |
gl_particle_blobs float default: 0 Determines size of blob explosions.
If set to 0, standard non-particle explosions will be used instead. |
gl_particle_blood float default: 0 Determines size of blood effect.
If set to 0, standard blood effect will be used instead. |
gl_particle_blood_color float default: 1 Changes color of blood particles. |
gl_particle_blood_type float default: 1 Chooses among types of blood particles. |
gl_particle_deatheffect enum default: 0 Adds extra blood effects to gibs.
|
gl_particle_explosions float default: 0 Determines alternate particles for explosions. |
gl_particle_fasttrails float default: 0 Changes particle trails indicating motion. |
gl_particle_fire float default: 0 Replaces torches with a particle flame effect.
Includes people being burnt by the pyro in TF. |
gl_particle_firecolor string Color of the fire particles. |
gl_particle_fulldetail boolean default: 0 Allows full detail depth for gl_particle_* effects. Requires vid_restart. |
gl_particle_gibtrails float default: 0 Enable alternate gib trails with bright blood. Requires gl_part_trails 1. |
gl_particle_gunshots float default: 0 Enable alternate gunshot impact effects. |
gl_particle_gunshots_type float default: 1 Selects alternate gunshot impact effects.
Light flashes also appear with gl_coronas 1. |
gl_particle_muzzleflash float default: 0 Adds a particle effect when monsters and other players fire a weapon. |
gl_particle_shockwaves boolean default: 0 Controls the volumetric shockwave for the alternate blob explosion effects (r_explosiontype 6). Requires gl_particle_explosions 1. |
gl_particle_shockwaves_flat float default: 0 Adds a flat, orange shockwave to alternate explosion effects. |
gl_particle_sparks boolean default: 0 Controls particle sparks.
Trails appear more beam-like and don't look stupid when they bounce.
This applies for wizards and knights only. |
gl_particle_spikes float default: 0 Enable alternate spike impact effects. Light flashes also appear with gl_coronas 1. |
gl_particle_spikes_type float default: 1 Selects alternate spike impact effects.
Light flashes also appear with gl_coronas 1. |
gl_particle_telesplash default: 0 Enable alternative teleport effect with extra sparks. |
gl_particle_trail_detail float default: 1 Controls the level of detail on the particle lightning beams, and some types of sparks. |
gl_particle_trail_length float default: 1 X - Multiplies the length of the trail on particle trails. |
gl_particle_trail_time float default: 1 X - Multiplies the length of time the particle bounces around for. |
gl_particle_trail_type integer default: 1 Changes the type of particle on alt. gunshots, fuel rod explosions...
|
gl_particle_trail_width float default: 3 Changes width of particle trails, e.g. wall hit by nail, explosion particles trail, etc. |
gl_squareparticles boolean default: 0 Toggles between circle and square particles. |
r_particles_count integer default: 2048 Maximum ammount of particles displayed.
You can adjust graphics performance with this. |
Screen & Powerup Blends
cl_bonusflash boolean default: 0 Controls weapon and item pickup flash.
|
cl_demoplay_flash float default: .33 Reduces flash grenade effect when watching demos.
Values from 0 to 1 are possible. |
gl_cshiftpercent float default: 100 This variable sets the percentage value for palette shifting effects (damage flash, powerup blend). (needs gl_polyblend 1). |
gl_hwblend boolean default: 0 Toggles between OpenGL and Hardware palette changing. 1 can be slow on WinNT/2K. |
gl_polyblend boolean default: 1 Controls a short burst of screen tinting when submerged, taking a powerup, or taking damage.
Variables to look at are: gl_cshiftpercent (controls overall palette shifting) v_damagechisft v_quadcshift v_pentcshift v_ringcshift v_suitcshift. |
v_contentblend float default: 0.2 Turning this variable on will temporarily change the hue of your screen when inside liquid (water/slime/lava) (requires gl_polyblend 1) Specify a percentage value, between 0 and 1. 0 turns the effect off. |
v_damagecshift float default: 0.2 This variable (0..1) will temporarily add a red hue to your screen when you've taken damage. Needs gl_polyblend 1. |
v_dlightcolor boolean default: 1 Controls if the color of a light affects your view
Requires gl_polyblend & gl_flashblend set |
v_dlightcshift enum default: 1 Controls when palette will change when inside a light bubble.
Also need to set gl_flashblend 1.
|
v_dlightcshiftpercent float default: 0.5 Strength of effect of v_dlightcshift, as a percentage |
v_pentcshift float default: 0.5 This variable (0..1) will add a temporary red hue to your screen if you are carry the Pent powerup. Requires gl_polyblend 1. |
v_quadcshift float default: 0.5 This variable (0..1) will add a temporary blue hue to your screen if you are carry the Quad powerup. Requires gl_polyblend 1. |
v_ringcshift float default: 0.5 This variable (0..1) will add a temporary yellow hue to your screen if you are carry the Ring powerup. Requires gl_polyblend 1. |
v_suitcshift float default: 0.5 This variable (0..1) will add a temporary green hue to your screen if you are carry the Suit powerup. Requires gl_polyblend 1. |
Screen Settings
cl_clock enum default: 0
|
cl_clock_format enum default: 0 Changes the format of the clock which is displayed if cl_clock is non-zero.
This was changed to an enumerated type in ezQuake 3.5, to match hud_clock_format. |
cl_clock_x float default: 0 Horizontal coordinates of the clock. |
cl_clock_y float 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. |
cl_confirmquit boolean default: 0 This sets whether to confirm on quit or quit with no confirmation.
|
cl_democlock boolean default: 0 A clock showing how much time has elapsed since the start of the demo.
|
cl_democlock_x float default: 0 Determine where the democlock is positioned on your screen on the X co-ordinate. |
cl_democlock_y float default: -2 Determine where the democlock is positioned on your screen on the Y co-ordinate. |
cl_gameclock enum default: 0 Displays clock with seconds on the screen.
Use cl_gameclock_x and cl_gameclock_y to place it anywhere on the screen. |
cl_gameclock_offset integer default: 0 Allows using gameclock in custom mods that don't support standard KT-like clock synchronization. Some Capture The Flag or Team Fortress mods can take a use of this. |
cl_gameclock_x float default: 0 Adjusts horizontal placement of the clock with seconds. See cl_gameclock for detailed info about the clock. |
cl_gameclock_y float default: -3 Adjusts vertical placement of the clock with seconds. See cl_gameclock for detailed info about the clock. |
cl_hud boolean default: 1 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.
Strings hud banned for ruleset smackdown. |
cl_multiview enum default: 0 This client adds a multiview component to mvd playback. Up to four views can be displayed at once. Use this variable to turn multiview on.
|
cl_mvdisplayhud enum default: 1 Toggle drawing of small compact HUD in each screen of Multiview control.
Also see cl_mvhudpos and cl_mvhudvertical when this is set to a value greater than 1. |
cl_mvhudflip boolean default: 0 Flips the mini-HUD in multiview mode.
This only works when cl_mvdisplayhud is greater than 1. See also cl_mvhudvertical and cl_mvhudpos. |
cl_mvhudpos enum default: bottom center Sets the position of the multiview mini-HUDs.
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). |
cl_mvhudvertical boolean default: 0 Set whetever the mini-HUDs in multiview mode will be drawn vertically or not.
This only applies if cl_mvdisplayhud has a value greater than 1, otherwise the old style is used for the mini-HUDs (only strings). |
cl_mvinset boolean default: 0 Turns inset screen with multitrack on/off.
|
cl_mvinsetcrosshair boolean default: 1 Turn crosshair in inset POV in multiview on/off.
|
cl_mvinsethud boolean default: 1 Turns inset HUD for inset POV with multiview on/off.
|
cl_onload enum default: menu Tells what will be the start-up screen of the client.
|
cl_shownet enum default: 0 This variable toggles the display of current net info.
|
cl_verify_qwprotocol enum default: 1 Enables the check on client startup for handling URLs starting with qw://
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. |
cl_window_caption enum default: 1 Choose different window caption formats for your taskbar when you play in windowed mode or when the client is minimized in the taskbar.
The caption doesn't refresh regularly on some configurations. We recommend to use vid_flashonactivity 1 as well. |
demo_jump_rewind float default: -10 Specifies the automatic rewind time before /demo_jump_mark or /demo_jump_status triggers normal playback. Time in seconds, must be negative. |
demo_jump_skip_messages boolean default: 1 Determines if messages should be printed to console during demo jumps.
|
demo_playlist_loop boolean default: 0 will toggle playlist looping.
|
demo_playlist_track_name string 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). |
gl_contrast float default: 1.0 Change contrast. |
gl_gamma float default: 1.0 Change gamma. |
hud_name_remove_prefixes string Space-separated list of prefixes to remove from player names before displaying in the tracker & teaminfo. Useful if one team has clan prefixes that stop the names appearing fully. |
r_glstats float default: 0 When enabled, it creates a window in the top right of the screen showing the number of particles and etc. in use. |
r_netgraph boolean default: 0 Netgraph 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.
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. |
r_netstats boolean default: 0 Shows information about ping, packetloss, average packet size and incoming/outgoing traffic.
Equivalent with 'net' HUD element.
|
r_speeds float 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 |
r_tracker_align_right boolean default: 1 Controls the alignment of the extra frag messages window.
|
r_tracker_color_bad string default: 900 Color to use when reporting a frag by opponent's team. |
r_tracker_color_fragonme string default: 900 Color to use when reporting an opponent killed the current player. |
r_tracker_color_good string default: 090 Color to use when reporting a kill by current player's team. |
r_tracker_color_myfrag string default: 090 Color to use when reporting a frag by current player. |
r_tracker_color_suicide string default: 900 Color to use when reporting a suicide. |
r_tracker_color_tkbad string default: 009 Color to use when reporting a teamkill by current player's team. |
r_tracker_color_tkgood string default: 990 Color to use when reporting an opponent's teamkill. |
r_tracker_flags boolean default: 0 Everytime you take, capture or drop a flag, the number of times is displayed on the screen.
See r_tracker_*, cl_parseFrags and cl_loadFragFiles variables description for further info. |
r_tracker_frags enum default: 1 Controls which frag messages will be shown in extra window, beside the standard onscreen chat (notify area).
Values 1 and 2 requires cl_loadfragfiles and cl_parsefrags to be set to 1. |
r_tracker_frame_color string default: 0 0 0 0 Controls the opacity and color of the background of the extra frag messages window.
See other r_tracker_* variables description for further info. |
r_tracker_images_scale float default: 1 Controls the size of images when using the tracker.
Valid range 0.1-10. |
r_tracker_inconsole enum default: 0 Controls how tracker messages will appear in the console/notify area.
To see full death messages in the console, use con_fragmessages 2. |
r_tracker_messages integer default: 20 Maximum number of custom frag messages to be displayed in extra frag messages window. See other r_tracker_*, cl_parseFrags and cl_loadFragFiles variables description for further info. |
r_tracker_name_width integer default: 0 Maximum length of player names in the tracker. |
r_tracker_own_frag_prefix string default: You fragged Text to show before frag messages relating to the current player. |
r_tracker_positive_enemy_suicide integer default: 0 If enabled frag tracker draws enemy suicides using color value of r_tracker_color_good variable. |
r_tracker_positive_enemy_vs_enemy integer default: 0 If enabled frag tracker draws enemy vs enemy kills using color value of r_tracker_color_good variable. |
r_tracker_scale float default: 1 Allows you to change the font size in the extra frag messages. See other r_tracker_* variables. |
r_tracker_streaks float default: 0 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. |
r_tracker_string_died string default: (died) Text appearing in the tracker when a player dies (typically lava, slime, drowning etc) Relates to PLAYER_DEATH rules in fragfile.dat. |
r_tracker_string_enemy string default: enemy Text appearing in the tracker when a player earns a frag. Relates to X_FRAGS_UNKNOWN rules in fragfile.dat. |
r_tracker_string_suicides string default: (suicides) |
r_tracker_string_teammate string default: teammate |
r_tracker_time float default: 4 Number of seconds the tracker information is drawn on the screen.
See other 'r_tracker_*' variables too. |
r_tracker_x integer default: 0 Adjusts the position of extra frag messages window.
See other r_tracker_* variables description for more info. |
r_tracker_y integer default: 0 Adjusts the position of extra frag messages window.
See other r_tracker_* variables description for more info. |
scr_autoid enum default: 5 Controls how names and other info are displayed above players, when spectating.
|
scr_autoid_armorbar_green_armor string default: 25 170 0 255 Color of the autoID armor bar when a player has the Green armor. |
scr_autoid_armorbar_red_armor string default: 255 0 0 255 Color of the autoID armor bar when a player has the Red armor. |
scr_autoid_armorbar_yellow_armor string default: 255 220 0 255 Color of the autoID armor bar when a player has the Yellow armor. |
scr_autoid_barlength integer default: 16 Sets a fixed length for health/armor bars in autoID. If 0, length will be based on scr_autoid_namelength and/or length of individual player's name. |
scr_autoid_healthbar_bg_color string default: 180 115 115 100 Background color of the autoID health bar. |
scr_autoid_healthbar_mega_color string default: 255 0 0 255 Color of the autoID health bar when a player has a Megahealth. |
scr_autoid_healthbar_normal_color string default: 80 0 0 255 Default color of the autoID health bar. |
scr_autoid_healthbar_two_mega_color string default: 255 100 0 255 Color of the autoID health bar when a player has multiple Megahealths. |
scr_autoid_healthbar_unnatural_color string default: 255 255 255 255 Color of the autoID health bar for any unusual situation (i.e invincibility during warmup). |
scr_autoid_namelength integer default: 0 Maximum number of characters for autoID player names. |
scr_autoid_scale float default: 1 Sets relative size of scr_autoid display. |
scr_autoid_weaponicon boolean default: 1 Sets the style of player's weapons in autoID.
|
scr_autoid_weapons enum default: 2 Determines the minimum best weapon to show for a player when scr_autoid > 4.
The order of 'best' weapon can be controlled via the 'tp_weapon_order' variable. |
scr_centershift integer 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.
|
scr_centertime enum default: 2 This variable sets the amount of time in seconds that centerprinted messages stay on the screen.
|
scr_coloredText enum default: 1 Allows colored text in scoreboard, console and notify area.
See Colored text manual page for more details. |
scr_coloredfrags boolean default: 0 Frag messages will be colored according to your teamcolor/enemycolor settings.
Needs scr_coloredText 1, cl_parsefrags 1, cl_loadfragfiles 1. |
scr_menualpha float default: 0.7 Opacity of the main menu's background.
|
scr_menudrawhud boolean default: 0 Draw HUD elements/crosshair/etc in background of main menu.
Useful when HUD distracting you in server browser.
|
scr_notifyalways boolean default: 0
|
scr_qtvbuffer boolean default: 0 Enables display of the QTV buffer status.
Makes it able to check how much of the stream is buffered on the client side. |
scr_qtvbuffer_x integer default: 0 Horizontal position of the qtvbuffer counter. |
scr_qtvbuffer_y integer default: -10 Vertical position of the qtvbuffer counter. |
scr_showcrosshair boolean default: 1 Allows you to force the display of the crosshair when in menus or in scoreboard.
|
scr_shownick_frame_color string default: 10 0 0 120 If using '/shownick 1' in KTX, this determines the color of the frame around the on-screen information. |
scr_shownick_name_width integer default: 6 Maximum length of player's name when using '/shownick 1' in KTX. |
scr_shownick_order string default: %p%n %a/%H %w Format string for results of '/shownick 1' in KTX. |
scr_shownick_scale float default: 1 Adjusts relative size of text when showing results of '/shownick 1' in KTX. |
scr_shownick_show_ammo boolean default: 0 Displays ammo count next to best weapon. |
scr_shownick_time float default: 0.8 Number of seconds to show results of '/shownick 1' command in KTX. |
scr_shownick_x integer default: 0 Horizontal position of the shownick label. |
scr_shownick_y integer default: 0 Vertical position of the shownick label. |
scr_spectatorMessage boolean default: 1 Switch on/off the text at the bottom of the screen when spectating in free mode:
"SPECTATOR MODE | PRESS [ATTACK] for AutoCamera"
|
scr_teaminfo boolean default: 1 Displays team info when you are spectating or watching mvd demo.
see scr_teaminfo_* for other options. |
scr_teaminfo_align_right boolean default: 1 Aligns scr_teaminfo left or right.
|
scr_teaminfo_armor_style enum default: 3 Changes %a to different styles.
|
scr_teaminfo_frame_color string default: 10 0 0 120 Changes the color and transparency of scr_teaminfo's frame.
|
scr_teaminfo_loc_width integer default: 5 Sets the width for %l.
|
scr_teaminfo_low_health float default: 25 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.
|
scr_teaminfo_name_width integer default: 6 Sets name width in scr_teaminfo.
|
scr_teaminfo_order string default: %p%n $x10%l$x11 %a/%H %w Changes the order of displayed items in scr_teaminfo.
default: "%p%n [%l] %h/%a %w" |
scr_teaminfo_powerup_style enum default: 1 Controls how powerup indicators are displayed in scr_teaminfo.
|
scr_teaminfo_flag_style enum
|
scr_teaminfo_scale float default: 1 Scales scr_teaminfo.
|
scr_teaminfo_show_ammo boolean default: 0 Will show ammo count next to best weapon in teaminfo table.
If disabled, ammo can still be displayed by adding %c to /scr_teaminfo_order |
scr_teaminfo_show_countdown boolean default: 0 Shows respawn time instead of powerups during wipeout mode.
If disabled, countdown can still be displayed by adding %r to /scr_teaminfo_order |
scr_teaminfo_show_enemies boolean default: 0 Will show enemy players in the teaminfo table.
Works only for MVD playback (servers do not send info about enemies to you anyway). |
scr_teaminfo_show_self enum default: 2 Will show row with the status of the current player in the teaminfo table.
|
scr_teaminfo_weapon_style boolean default: 1 Changes %w to different styles.
|
scr_teaminfo_x integer default: 0 Moves scr_teaminfo in the x-direction.
|
scr_teaminfo_y integer default: 0 Moves scr_teaminfo in the y-direction.
|
scr_tracking string 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.
This variable affects scr_newhud 0. To change same text in new HUD (scr_newhud 1) use /tracking format (hud_tracking_format) settings. |
scr_weaponstats boolean Displays weapons stats on server that support it.
|
scr_weaponstats_align_right boolean
|
scr_weaponstats_frame_color string Sets the color of the frame around scr_weaponstats display. |
scr_weaponstats_order string 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. |
scr_weaponstats_scale float Controls size of scr_weaponstats display.
1 - Normal text size. |
scr_weaponstats_x integer Horizontal placement of the weapon stats table. |
scr_weaponstats_y integer Vertical placement of the weapon stats table. |
show_fps boolean default: 0
|
show_fps_x float default: -5 Determine where the show_fps is positioned on your screen on the X co-ordinate. |
show_fps_y float default: -1 Determine where the show_fps is positioned on your screen on the Y co-ordinate. |
show_speed enum 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.
|
show_speed_x float default: -1 Determine where the show_speed is positioned on your screen on the X co-ordinate. |
show_speed_y float default: 1 Determine where the show_speed is positioned on your screen on the Y co-ordinate. |
show_velocity_3d enum default: 0 Shows your velocity as 3d vector and its projections (*GL ONLY*).
See also show_velocity_3d_offset_forward, show_velocity_3d_offset_down. |
show_velocity_3d_offset_down default: 5 |
show_velocity_3d_offset_forward float default: 2.5 |
showdrop boolean default: 0
|
showpackets enum default: 0
|
showpause boolean default: 1
|
showram boolean
|
showturtle boolean default: 0
|
sv_showpackets enum
|
Screenshot Settings
image_jpeg_quality_level float 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. |
image_png_compression_level float 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). |
scr_allowsnap boolean default: 1
|
sshot_autoname boolean default: 0 Add the map name as screenshot filename prefix.
|
sshot_dir string Change the screenshot directory. |
sshot_format string default: png File format used when saving screenshots.
|
vid_framebuffer_sshotmode boolean default: 1 Controls screenshot resolution when using scaled framebuffers.
|
Texture Settings
gl_anisotropy integer default: 16 Anisotropic filtering. Improves texture detail on angled surfaces.
Depends on your Graphics card capabilities and settings. Make sure you have set your graphic card's Anisotropic Filtering setting to "Application controlled". |
gl_ext_texture_compression boolean default: 0 Compress textures on GPUs that support it to save VRAM, at the cost of longer load times and degraded quality. No longer needed when you have many hundreds of Mb of VRAM. |
gl_externalTextures_bmodels boolean default: 1 Toggles loading external 24-bit textures for non-world bsp models, i.e. health and ammo boxes.
|
gl_externalTextures_world boolean default: 1 Toggles loading external 24-bit textures for the world, i.e. the actual map.
|
gl_lerpimages boolean default: 1 Improves quality of non-power of two textures, at a slight load time cost. No impact on framerates.
Only applies to GPUs which do not support non-power of two textures. |
gl_luma_level integer default: 1 Some luma textures have black non-transparent pixels. This can make them transparent.
Setting this to 0 will disable the functionality. For some commonly used texture packs value 1 is necessary. |
gl_lumatextures float default: 1 Turns using luma textures (named *_luma) ON when set to 1 and allowed by server. |
gl_max_size float default: 32768 This variable determines the detail level for loaded textures.
When set to "1", the objects and walls will be textured with 1x1 pixel textures. |
gl_miptexLevel float default: 0 Downscale textures in a way that looks like the 'd_mipcap' setting from classic software-rendered QW.
Has no effect on external 24-bit textures. |
gl_no24bit boolean default: 0 Disables support of alternate 24-bit textures.
|
gl_picmip float default: 0 Determines the level of detail for world textures.
Does not apply to models, liquids, simple icons, but you can also picmip these with the gl_playermip and gl_scale* cvars. |
gl_playermip enum default: 0 Determines the level of detail of player model textures.
|
gl_scaleModelSimpleTextures boolean default: 0 Applies picmip/max_size/miptexlevel to gl_simpleitem icons. |
gl_scaleModelTextures boolean default: 0 Applies picmip/max_size/miptexlevel to model textures. |
gl_scaleTurbTextures boolean default: 1 Applies picmip/max_size/miptexlevel to turb textures (lava, water, slime, teleports). |
gl_scaleskytextures boolean default: 0 Applies picmip/max_size/miptexlevel to sky textures (skydome and skybox). |
gl_subdivide_size float default: 64 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. |
gl_textureless boolean default: 0 Toggles between textures and flat colors based on the textures (looks like gl_max_size 1).
For custom colors, look for r_drawflat.
The effect varies with picmip/max_size.
Can not be changed during a match. |
gl_texturemode enum default: GL_LINEAR_MIPMAP_LINEAR
GL_NEAREST* modes are often used with gl_miptexlevel 3. |
gl_texturemode_viewmodels enum default: GL_LINEAR
GL_NEAREST* modes are often used with gl_miptexlevel 3. |
r_drawflat enum default: 0 Replaces wall/floor textures with a solid color (/r_wallcolor or /r_floorcolor, depending on the angle of the surface).
Usually used for performance improvements at the expense of eyecandy. See /r_wallcolor, /r_floorcolor & /r_drawflat_mode.
Can not be changed during a match. |
r_floorcolor string 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. Can not be changed during a match. |
r_smoothalphahack boolean default: 0 Controls the alpha blending style for HUD text.
|
r_smoothimages boolean default: 1 Controls texture filtering on HUD images (icons, radar...).
|
r_smoothtext boolean default: 1 Controls texture filtering on HUD text.
|
r_wallcolor string 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. Can not be changed during a match. |
Turbulency and Sky Settings
gl_caustics boolean default: 0 Enable reflections in submerged areas (under water, lava, slime). Multi-texturing is required for this setting. |
gl_surface_lava enum default: 0 Adds boiling bubbles over the lava.
|
gl_surface_slime enum default: 0 Adds bubbles and fumes of slime over the slime.
|
gl_turb_effects boolean default: 1 Controls if shotgun/nailgun impact points will spawn bubbles underwater. Requires QMB particles to be enabled (corresponding gl_particle_xxx option enabled). |
gl_turb_fire boolean default: 1 Controls if explosions/fire will spawn bubbles underwater. Requires QMB particles to be enabled (corresponding gl_particle_xxx option enabled). |
gl_turb_trails float default: 0 This gives rockets/grenades/nails and other things an alternate underwater trail.
Very nice to have nailgun fights underwater... |
gl_turbalpha float 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:
|
gl_weather_rain float default: 0 Turns on rain outdoors.
Rain density is equal to whatever gl_weather_rain is set to. Works on all custom maps except death32c, dakyne and some others. |
gl_weather_rain_fast float default: 0 Adjusts rain effects performance.
|
r_fastsky boolean default: 0
|
r_fastturb boolean default: 0
|
r_fx_fog enum default: 0 Enables fog.
See also other r_fx_fog cvars for fine-tuning. |
r_fx_fog_color_air string default: 153 128 103 Color of fog when not underwater.
|
r_fx_fog_color_lava string default: 255 64 0 Color of fog in lava.
|
r_fx_fog_color_slime string default: 128 255 0 Color of fog in slime.
|
r_fx_fog_color_water string default: 32 64 128 Color of fog in water.
|
r_fx_fog_density float default: 0.002 Sets the density of the fog when r_fx_fog_model is an exponential model (1 or 2) |
r_fx_fog_end float default: 800.0 Sets ending distance for rendering the fog when r_fx_fog_model is 0 (linear). |
r_fx_fog_model enum default: 2 Sets the fog rendering model.
|
r_fx_fog_sky float default: 0.3 Percentage of shading effect to apply to sky textures |
r_fx_fog_start float default: 50.0 Sets starting distance for rendering the fog when r_fx_fog_model is 0 (linear).
The greater the number is, the better visibility in game is and the fog is "thinner". |
r_fx_fog_usemap enum default: 2 When to use fog settings from the map, rather than config.
|
r_lavacolor string default: 80 0 0 Changes color of lava when r_fastturb set to 1. |
r_novis boolean 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.
|
r_skycolor string default: 40 80 150 Changes color of sky when r_fastsky set to 1. |
r_skyname string Allows the sky to be rendered using an external skybox, rather than using textures from the map |
r_slimecolor string default: 10 60 10 Changes color of slime when r_fastturb set to 1. |
r_telecolor string default: 255 60 60 Changes color of teleport when r_fastturb set to 1. |
r_watercolor string default: 10 50 80 Changes color of water when r_fastturb set to 1. |
Video Settings
gl_multisamples integer default: 0 The number of samples used around each pixel for anti-aliasing. Range 0-16. |
vid_24bit_depth boolean default: 1 Requests a 24-bit depth-buffer if possible.
Visual artifacts may be visible if using a 16-bit depth-buffer (e.g. entities disappearing at a distance). |
vid_colorbits integer default: 0 Determines the color mode. Highest quality is "24" |
vid_conaspect string Keep the screen proportions to given aspect ratio.
Always changes vid_conheight when you change vid_conwidth. |
vid_conheight integer default: 0 Height of the text layer. Cannot be higher than the height of the current game resolution. |
vid_conscale float default: 2.0 If vid_conwidth & vid_conheight are set to 0, vid_conheight will be scaled by the value of this variable. |
vid_conwidth integer default: 0 Height of the text layer. Cannot be higher than the height of the current game resolution. |
vid_customheight integer Screen resolution width for custom screen mode. vid_mode must be -1. |
vid_customwidth integer Screen resolution height for custom screen mode. vid_mode must be -1. |
vid_displayfrequency integer default: 0 Sets horizontal frequency for your monitor (in hertz - Hz). |
vid_displaynumber integer default: 0 Display/screen to use when in fullscreen mode. Use vid_displaylist command to enumerate displays. |
vid_flashonactivity float default: 1 When there is activity in the server, ezQuake's taskbar window will flash.
Activity includes chat, high priority messages, disconnection from server. |
vid_forcerestoregamma boolean Force restore gamma after returning to minimized application.
Might be usefull if you have ATI card. |
vid_framebuffer enum default: 0 Enables rendering to custom Framebuffer Objects. ezQuake uses these FBOs for improved color, "render scale" control, and other post-processing effects.
|
vid_framebuffer_blit boolean default: 0 Toggles blitting from the FBO to the front buffer instead of flipping buffers. Only available with "vid_framebuffer 1" + "vid_software_palette 0" and a supported GPU. |
vid_framebuffer_depthformat integer default: 0 Configures the depth-buffer precision for the framebuffer.
|
vid_framebuffer_hdr boolean default: 0 Enables increased, 16-bit float HDR color precision for the framebuffer. This reduces color banding, and allows e.g. tone mapping in post-processing. |
vid_framebuffer_hdr_tonemap boolean default: 0 Toggles tone mapping in HDR mode. |
vid_framebuffer_height integer default: 0 Sets a custom height for the FBO (200 pixels minimum). Setting vid_framebuffer_scale overrides custom FBO width/height. |
vid_framebuffer_multisample integer default: 0 The number of samples used around each pixel for anti-aliasing when using custom FBOs. Range 0-16. |
vid_framebuffer_scale float default: 1 Scales the FBOs down/up to the screen resolution. Similar to "render scale" in other games if combined with vid_framebuffer 2.
Takes precedence over vid_framebuffer_width/height. |
vid_framebuffer_smooth boolean default: 1 Toggles filtering when scaling the framebuffer up/down to the screen resolution (with either the vid_framebuffer_scale or width+height properties).
Disable smoothing if you want to go for a chunky pixel look with FBO upscaling. |
vid_framebuffer_width integer default: 0 Sets a custom width for the FBO (320 pixels minimum). Setting vid_framebuffer_scale overrides custom FBO width/height. |
vid_fullscreen boolean default: 1 Toggles between fullscreen and windowed mode.
alt + enter toggles the setting and applies the change without a vid_restart. |
vid_gl_core_profile boolean default: 0 Controls the level of backwards compatibility of the Classic Renderer with legacy OpenGL features.
|
vid_height integer default: 0 Determines width of screen resolution when in fullscreen mode. This value is ignored if vid_usedesktopres is set. |
vid_hwgamma_fps integer default: 60 Controls the frequency of hardware gamma updates per second. These updates have a performance cost, so it is preferred to not update every frame when playing at thousands of FPS.
This can really hurt performance on screen flashing effects, i.e when taking damage - the worst moment to suffer framerate dips! |
vid_hwgammacontrol enum default: 2
|
vid_minimize_on_focus_loss boolean default: 1 If set, ezQuake will minimise when running in fullscreen mode and it loses focus (e.g. alt-tab). |
vid_renderer enum default: 1 Selects which rendering mode to use.
(variable only available if multiple renderers available) |
vid_showextensions boolean default: 0 If set, GL_EXTENSIONS string will be displayed when printing graphics info. |
vid_software_palette boolean default: 1 Controls whether to adjust gamma at the display level, or as a color correction rendering effect.
|
vid_usedesktopres boolean default: 1 If set, vid_width/vid_height are ignored, and desktop resolution is used instead. |
vid_verbose boolean default: 0 If set, display graphics info on every vid_restart. |
vid_vsync boolean default: 0 Syncs your FPS with your monitor's vertical refresh rate. This will override cl_maxfps.
|
vid_vsync_lag_fix boolean default: 0 Enables experimental fix for a delay vertical synchronization mode. When vid_vsync is set to 1, an artificial delay in the input can appear, enabling this should eliminate the delay. |
vid_vsync_lag_tweak float default: 1.0 Custom value for experimental vertical synchronization delay reduction. 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. |
vid_wideaspect boolean 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.
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. |
vid_width integer default: 0 Determines width of screen resolution when in fullscreen mode. This value is ignored if vid_usedesktopres is set. |
vid_win_borderless boolean Enables borderless windowed mode (no window title, frame...). Useful for multi-monitor setups, where it can provide a fullscreen window that does not pause when out of focus.
|
vid_win_displaynumber integer default: 0 Display/screen to use when in windowed mode. Use vid_displaylist command to enumerate displays. |
vid_win_height integer default: 480 Height of display when in windowed mode. |
vid_win_save_pos boolean default: 1 If set, window position variables will be set as window moved around screen. |
vid_win_save_size boolean default: 1 If set, window size variables will be set as window resized. |
vid_win_width integer default: 640 Width of display when in windowed mode. |
vid_xpos integer default: 3 Horizontal position of the client window. |
vid_ypos integer default: 39 Vertical position of the client window. |
View Settings
cl_rollalpha integer default: 20 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. 0 disables, 1 is standard. Disabled by ruleset smackdown. |
cl_rollangle float default: 0 This variable controls how much your screen tilts when strafing. |
cl_rollspeed float default: 200 This variable controls how quickly you and other players straighten out after strafing. |
default_fov float 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. - |
fov float default: 90 This variable defines your field of vision, which determines how close your vision field is to the objects. 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. |
r_nearclip float default: 2 Distance of clipping nearest objects (v_models). See also: r_farclip. |
scr_fovmode enum default: 0 Determines how to keep aspect ratio correct when viewsize is reduced.
|
v_centermove float 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 nmoves the distance specified in this variable the screen will pop back to the center position. |
v_centerspeed float 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. |
v_gunkick float default: 0 Kickback effect when the weapon is fired. |
v_idlescale integer 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. |
v_ipitch_cycle float 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". |
v_ipitch_level float 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". |
v_iroll_cycle float 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". |
v_iroll_level float 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". |
v_iyaw_cycle float default: 2 Sets how quickly you look left and right when v_idlescale is active. |
v_iyaw_level float default: 0.3 Sets how far you look left and right when v_idlescale is active. |
v_kickpitch float 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. v_kicktime must be >0 for this to take effect. |
v_kickroll float 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. v_kicktime must be >0 for this to take effect. |
v_kicktime float default: 0.0 This variable controls the amount of time v_kickpitch and v_kickroll take effect. |
v_viewheight float default: 0 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*). |
viewsize enum default: 100 This variable determines how large the viewable screen size is.
Value range is 30-120.
Values 100 & 110 are affected by cl_sbar. |
Weapon View Model Settings
cl_bob float default: 0 This variable controls how much your weapon moves up and down when walking. |
cl_bobcycle float default: 0.0 This variable determines how quickly your weapon moves up and down when walking. |
cl_bobup float default: 0.0 This variable controls how long your weapon stays up before cycling when walking. |
cl_filterdrawviewmodel boolean default: 0
|
r_drawviewmodel float default: 1 Controls transparency level of the currently-held weapon.
Example: 0.5 = 50% transparency.
r_drawviewmodel 2 will cause weapon to be hidden when fov > 90. |
r_viewmodelSize float 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_viewmodelSize 0.8" or 0.85 for example. |
r_viewmodellastfired boolean default: 0 Display last fired weapon instead of currently held one on MVD / QTV playback.
|
r_viewmodeloffset string 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.
You can also change Y and Z coordinates, just provide parameters in "X Y Z" format.
See also r_shiftbeam variable. |
r_viewpreselgun boolean default: 0 Will show a gun that was picked as the best by weapon pre-selection.
See cl_weaponpreselect and cl_weaponhide. |