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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
  • 0: Crosshair off.
  • 1: Conchar crosshair (messagemode1 +).
  • 2: Quakeworld crosshair.
  • 3: A small cross crosshair.
  • 4: A dot crosshair.
  • 5: Star wars crosshair.
  • 6: F22 simulator crosshair.
  • 7: (same as 6)

crosshairalpha

boolean default: 1
This command regulates crosshair transparency, you can use any value from "0" to "1".
  • false: Transparent crosshair.
  • true: Opaque crosshair.

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.
  • 0: 8x8
  • 1: 16x16
  • 2: 32x32
  • 3: 64x64
  • 4: 128x128
  • 5: 256x256
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.
  • false: Nearest filtering - sharp, pixelated crosshair.
  • true: Linear filtering - smooth crosshair.

FPS and EyeCandy Settings

cl_backpackfilter

boolean default: 0
  • 0: Don't filter backpacks.
  • 1: Filter backpacks.

cl_deadbodyFilter

enum default: 0
  • 0: Don't filter dead bodies.
  • 1: Filter dead bodies after they fall on the ground.
  • 2: Instantly filter dead bodies.
  • 3: Filter dead bodies (instantly) unless you are playing a TeamFortress game.

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
  • 0: Update shaft position only when network packet received from server
  • 1: Update shaft position every frame

cl_gibFilter

boolean default: 0
  • false: Gibs are displayed.
  • true: Gibs are filtered.

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.
  • false: Disable independent physics.
  • true: Enable independent physics.
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.
  • false:
  • true:

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
Rotating models bob up and down like in Quake3.

cl_muzzleflash

enum default: 1
  • 0: All turned off.
  • 1: All turned on.
  • 2: Own flash off, all other on.

cl_newlerp

float default: 0
Experimental rockets/grenades/spikes smoothing code. For example, a value of 0.1 means use 90% of our 'vision' and 10% of server 'vision'. Should be OK for most cases (see remarks).
Range between 0 and 1. This smoothing algorithm only works well 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 objects 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.
  • false: Interpolate objects
  • true: Disable interpolation

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.
  • false:
  • true:
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
  • false: Normal rockets models.
  • true: Converts all rockets to grenades.

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
  • 0: Orientation based on player's view
  • 1: Facing the player, horizontally only
  • 2: Directly facing the player
  • 3: Items rotate

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.
  • false:
  • true:
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.
  • false:
  • true:

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.
  • *: 0 mean no icons at all, 0.5 mean half opacity and 1 is opaque.

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.
  • false: Display no entities.
  • true: Display all entities.

r_drawflame

boolean default: 1
  • false: Display no flames.
  • true: Display all flames.

r_drawparticles

boolean default: 1
Toggles drawing particle effects. Intended for helping isolate rendering performance issues.
  • 0: Hide particles
  • 1: Draw particles
Limited by particle ruleset.

r_drawvweps

boolean default: 1
Whether to draw vweps (other players' weapon models).
  • false:
  • true:
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.
  • 0: No explosion light.
  • 0.5: 50% explosion light.
  • 1: 100% explosion light.

r_explosionLightColor

enum default: 0
Determines the color of the explosion light.
  • 0: Normal (light yellow)
  • 1: Red
  • 2: Blue
  • 3: Purple
  • 4: Green
  • 5: Yellow
  • 6: Cyan
  • 7: White
  • 8: Random

r_explosionType

enum default: 1
Sets the type of effect used for explosions.
  • 0: Fire + sparks
  • 1: Fire only
  • 2: Teleport
  • 3: Blood
  • 4: Big blood
  • 5: Double gunshot
  • 6: Blob effect
  • 7: Big explosion
  • 8: Fuel Rod Gun explosion
  • 9: Sparks
  • 10: None

r_flagColor

enum default: 0
  • 0: Normal
  • 1: Red
  • 2: Blue
  • 3: Purple
  • 4: Green
  • 5: White

r_grenadeTrail

enum default: 1
Customizable grenade trails.
  • 0: No grenade trail.
  • 1: Smoke (grenade) trail.
  • 2: Normal (rocket) trail.
  • 3: Alternative normal trail.
  • 4: Slight blood trail.
  • 5: Big blood trail.
  • 6: Green Tracer trail.
  • 7: Orange/Yellow Tracer trail.
  • 8: Blue/White Plasma trail.
  • 9: Lavaball trail.
  • 10: Green Fuel Rod Gun trail.
  • 11: Orange/Yellow Plasma Rocket Mk II trail.
  • 12: Similar to 3, but with a white line and less smoke.

r_instagibTrail

enum default: 1
Type of trail to use when viewing trails left in /instagib mode.
  • 0: No railtrail.
  • 1: Normal grenade trail.
  • 2: Normal rocket trail.
  • 3: Alternative rocket trail.
  • 4: Slight blood trail.
  • 5: Big blood trail.
  • 6: Green Tracer trail.
  • 7: Orange/Yellow Tracer trail.
  • 8: Vore trail.
  • 9: Classic railtrail.
  • 10: New railtrail.
  • 11: Particle railtrail.
  • 12: Lava trail
  • 13: Particle rocket trail

r_lerpframes

boolean default: 1
  • false: Disable smoothing.
  • true: Enable smoothing (watch people moving in mvd demos with cl_demospeed 0.1).

r_lerpmuzzlehack

boolean default: 1
  • false: No fix for interpolated muzzle flashes.
  • true: Fix for interpolated muzzle flashes.

r_lgbloodColor

integer default: 225
Determines the 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
  • false: Disable rocket/explosion/flag/powerup light flickering.
  • true: Enable rocket/explosion/flag/powerup light flickering.

r_powerupGlow

enum default: 1
  • 0: Powerup glow is turned off on all players.
  • 1: Powerup glow on.
  • 2: Disables the powerup glow from yourself only.

r_railTrail

enum default: 1
Customizable rail trails.
  • 0: No rail trail.
  • 1: Smoke trail.
  • 2: Normal (rocket) trail.
  • 3: Alternative normal trail.
  • 4: Slight blood trail.
  • 5: Big blood trail.
  • 6: Green Tracer trail.
  • 7: Orange/Yellow Tracer trail.
  • 8: Blue/White Plasma trail.
  • 9: Lavaball trail.
  • 10: Green Fuel Rod Gun trail.
  • 11: Orange/Yellow Plasma Rocket Mk II trail.
  • 12: Similar to 3, but with a white line and less smoke.
See /r_instagibTrail for customising /instagib mode in KTX.

r_rlbloodColor_big

integer default: 73
Determines the color of the blood particles emitted when hitting entities with the rocket launcher. Requires the rocket explosion to be big blood (cl_explosiontype 4).

r_rlbloodColor_small

integer default: 225
Determines the color of the blood particles emitted when hitting entities with the rocket launcher. Requires the rocket explosion to be small blood (cl_explosiontype 3).

r_rocketLight

float default: 1
Enables rocket lights. Values from 0-1 can be used to scale the light.
  • 0: Disable dynamic rocket lights.
  • 1: Enable dynamic rocket lights, maximum scale.

r_rocketLightColor

enum default: 0
Determines the color of the rocket lights.
  • 0: Normal
  • 1: Red
  • 2: Blue
  • 3: Purple
  • 4: Green
  • 5: Yellow
  • 6: Cyan
  • 7: White

r_rocketTrail

enum default: 1
Customizable rocket trails.
  • 0: No rocket trail.
  • 1: Normal (rocket) trail.
  • 2: Smoke (grenade) trail.
  • 3: Alternative normal trail.
  • 4: Slight blood trail.
  • 5: Big blood trail.
  • 6: Green Tracer trail.
  • 7: Orange/Yellow Tracer trail.
  • 8: Blue/White Plasma trail.
  • 9: Lavaball trail.
  • 10: Green Fuel Rod Gun trail.
  • 11: Orange/Yellow Plasma Rocket Mk II trail.
  • 12: Similar to 3, but with a white line and less smoke.

r_sgbloodColor

integer default: 73
Determines the color of the blood particles emitted when hitting entities with weapons other than the lightning gun.

r_shaftalpha

float default: 1
Adds transparency to the lightning gun beam (shaft).
  • *: Values from 0.0 (transparent) to 1.0 (opaque) possible
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.
  • false: Disable teleport splashes.
  • true: Enable teleport splashes.

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.
  • false: Spawn coronas off.
  • true: Spawn coronas on.

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.
  • 0: No glow bubbles.
  • 1: A glow bubble will appear on explosions and flag/quad/pent carrier.
  • 2: Same as (1), but also around rockets in the air.

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.
  • false: Makes the map lighter, but fullbrights don't look as good. (0% overbrights)
  • true: Makes the map darker, but makes fullbrights stand out more (looks better). (33% overbrights)
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.
  • 0: Disable 24-bit lighting.
  • 1: Load lit files & use inline colored lighting.
  • 2: Load lit files only.
  • 3: Use inline colored lighting only.

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.
  • 0: Rocket light controlled by gl_flashblend
  • 1: Rocket light looks like with gl_flashblend 2, but no dynamic lighting
  • 2: Rocket light looks like with gl_flashblend 0 or 1
  • 3: Rocket light looks like with gl_flashblend 2, with dynamic lighting

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.
  • 0: Do not display dynamic lighting.
  • 1: Display dynamic lighting (calculated on CPU)
  • 2: Display dynamic lighting (calculated on GPU - GLSL only)

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.
  • false: Do not fullbright the map.
  • true: Fullbrights the map (need -cheats or sv_cheats 1 enabled in server)
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
  • false: Do not display shadows for entities.
  • true: Display shadows for entities.

OpenGL Rendering

gl_brush_polygonoffset

float default: 2.0
Offset drawing of entity models to stop z-fighting.
  • *: Value in range 0 to 2.
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.
  • *: Value in range -1 to 1.

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.
  • *: R G B alpha, each 0-255

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.
  • 0: Smaller bubbles
  • 1: Larger bubbles
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.
  • 0: Outlining disabled
  • 1: Outline models
  • 2: Outline world
  • 3: Outline models and world
World outlines require vid_framebuffer 1|2 and Modern OpenGL (vid_renderer 1). With vid_renderer 0, ruleset default and sv_cheats 1, gl_outline 2 draws outlines of every surface that is rendered.

gl_outline_color_enemy

string
Determines the outline color of enemy players. Set to "" to use the value of gl_outline_color_model.
Requires vid_renderer 1

gl_outline_color_model

string default: 0 0 0
Determines the color of model outlines.
Requires vid_renderer 1

gl_outline_color_team

string
Determines the outline color of friendly players. Set to "" to use the value of gl_outline_color_model.
Requires vid_renderer 1

gl_outline_color_world

string default: 0 0 0
Determines the color of world outlines.

gl_outline_scale_model

float default: 1
Determines the scale of model outlines. Allows values 0 to 1 for rulesets smackdown and qcon, and 0 to 5 for other rulesets.
Requires vid_renderer 1

gl_outline_use_player_color

boolean default: 0
Use the top and bottom color for drawing player outlines
Requires vid_renderer 1

gl_outline_world_normal_threshold

float default: 0.997
Threshold for finding edges face orientation. Higher value is more edges. The allowed range is 0 to 0.999.

gl_outline_world_depth_threshold

float default: 4
Threshold for finding edges with depth values. Higher value means vanishing lines at close range. Lower value means false positives at longer range.

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_spec_xray

boolean default: 0
See players through walls (demo/qtv only). Is affected by gl_outline_* values like color, scale, etc.
Requires vid_renderer 1

gl_spec_xray_distance

float default: 1500
Distance from which you can see the players through walls, see gl_spec_xray

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_remove_collinear_vertices

boolean default: 0
Filter out vertices causing triangles to have zero area. These types of triangles are a sore spot in some GPUs that risk introducing glitches. An expected side effect is a risk of seeing a sparkling pixel.
  • false: Disable filtering of collinear vertices.
  • true: Enable filtering of collinear vertices.
For macOS arm64 this is force-enabled to prevent cheating. This filtering is a temporary workaround before adding code to avoid generating such triangles in the first place.

vid_gammacorrection

enum default: 0
  • 0: Do not use sRGB rendering context.
  • 1: Request sRGB rendering context, use if possible.
  • 2: Request sRGB rendering context, reject non-sRGB contexts.

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_bloodtrails

boolean default: 1
Determines particles used for blood trails (gibs).

gl_part_bubble

boolean default: 1
Advanced particles for bubbles (drowning effect).

gl_part_cache

boolean default: 1
  • false: Do not cache hull-traces
  • true: Reduce hull-traces as particles move

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.
  • 0: Use classic quake teleport particles.
  • 1: Use 'new/eye-candy' teleport particles: 'dots' and 'rays'
  • 2: Use 'new/eye-candy' teleport particles: 'dots' only

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).
  • *: "R G B" format accepted, e.g. "255 255 0" for yellow
If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail color.

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).
  • *: "R G B" format accepted, e.g. "255 255 0" for yellow
If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail color.

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.
  • 0: No extra effects
  • 1: Death effect enabled for all corpses
  • 2: Death effect for gibbed players only

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.
  • 0 and 1: Long, thin, curving orange sparks.
  • 2 and 3: Large, bright yellowish sparks.
  • 4: Short, straight orange sparks.
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.
  • 0 and 1: Long, thin, curving orange sparks.
  • 2 and 3: Large, bright yellowish sparks.
  • 4: Short, straight orange sparks.
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...
  • 0 and 1: Long, thin, curving orange sparks.
  • 2: A mist of small white pebbles.

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.
  • *: 1024 or 2048 is quite enough
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: 0.33
Reduces flash grenade effect when watching demos.
  • 0: Flash effects disabled
  • 1: Original
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.
  • 0: Off.
  • 1: On.
  • 2: On, but excludes lights around players.

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
  • 0: Off.
  • 1: Shows the time you spent on server.
  • 2: Shows the time of day.

cl_clock_format

enum default: 0
Changes the format of the clock which is displayed if cl_clock is non-zero.
  • 0: 24hr time with seconds
  • 1: 12hr time (AM/PM) without seconds
  • 2: 12hr time (AM/PM) with seconds
  • 3: 24hr time without seconds
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.
  • false: Do not ask for confirmation on quit.
  • true: Ask for confirmation on quit. This will display the 'About' message box where you have to press [Y] to quit.

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.
  • 0: Turned OFF
  • 1: Counts up from the start of the match.
  • 2: Counts down from the start of the match.
  • 3: Same as 1 but only minutes:seconds (hours are not being displayed).
  • 4: Same as 2 but only minutes:seconds (hours are not being displayed).
Use cl_gameclock_x and cl_gameclock_y to place it anywhere on the screen.

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.
  • false: Strings hud disabled
  • true: Strings hud enabled
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.
  • 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.

cl_mvdisplayhud

enum default: 1
Toggle drawing of small compact HUD in each screen of Multiview control.
  • 0: Don't draw mini-HUDs when in multiview.
  • 1: Draw original mini-HUDs when in multiview. (Only strings)
  • 2: Draw names only.
  • 3: Draw graphics. Icons for weapons, healthbar, armorbar.
  • 4: Same as 3 but with values showing the health/armor on the bars.
  • 5: Same as 4 but with a semitransparent black background.
Also see cl_mvhudpos and cl_mvhudvertical when this is set to a value greater than 1.

cl_mvhudflip

boolean default: 0
Flips the mini-HUD in multiview mode.
  • false: Don't flip the mini-HUD drawing.
  • true: Flip the mini-HUD drawing.
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.
  • bottom center: bottom, centered horizontally
  • bottom left: bottom, left hand side
  • bottom right: bottom, right hand side
  • gather: The mini-HUDs are all "gathered" towards the center of the screen. Top left view has the hud in the lower right corner; bottom left view has it in the upper left corner and so on.
  • top center: top, centered horizontally
  • top left: top, left hand side
  • top right: top, right hand side
  • bc: bottom, centered horizontally
  • bl: bottom, left hand side
  • br: bottom, right hand side
  • g: The mini-HUDs are all "gathered" towards the center of the screen. Top left view has the hud in the lower right corner; bottom left view has it in the upper left corner and so on.
  • tc: top, centered horizontally
  • tl: top, left hand side
  • tr: top, right hand side
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.
  • false: Draw mini-HUDs horizontally
  • true: Draw mini-HUDs vertically
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.
  • false: Divide screen in 2/3/4 areas according to cl_multiview settings.
  • true: Display 2nd POV inside main screen in the right top corner.

cl_mvinsetcrosshair

boolean default: 1
Turn crosshair in inset POV in multiview on/off.
  • false: Do not display crosshair in inset POV.
  • true: Display crosshair in inset POV.

cl_mvinsethud

boolean default: 1
Turns inset HUD for inset POV with multiview on/off.
  • false: Do not display inset HUD.
  • true: Display inset HUD (usually nick of tracked player).

cl_onload

enum default: menu
Tells what will be the start-up screen of the client.
  • browser: Server browser will be your start-up screen
  • console: After start-up you can immediately type into the console
  • menu: You'll see the main menu after the start-up
  • <other>: A command/script to be executed on start-up

cl_shownet

enum default: 0
This variable toggles the display of current net info.
  • 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.

cl_verify_qwprotocol

enum default: 1
Enables the check on client startup for handling URLs starting with qw://
  • 0: Do not check if client is associated with qw:// URLs
  • 1: Check if client is associated, prompt if not
  • 2: Always associate client with qw:// URLs
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.
  • 0: Format: ezQuake: address
  • 1: Format: <server state> - pl: <number of players> - <map>
  • 2: Fixed: ezQuake
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.
  • false: Display all messages during demo jump.
  • true: Skip messages during demo jump.

demo_playlist_loop

boolean default: 0
will toggle playlist looping.
  • false: will not loop the demo playlist
  • true: will loop the demo playlist

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.
  • false: Do not display the netgraph.
  • true: Display the netgraph.
If during your play, you frequently see a string of messages with the term "U_REMOVE" in them, and your play seems to freeze for serveral seconds, use the console command cl_nodelta 1. This is a slightly less efficient way for QuakeWorld to work, but if your ISP is overloaded or has some configuration problems, it may not pass packets to QuakeWorld properly and cause difficulty.

r_netstats

boolean default: 0
Shows information about ping, packetloss, average packet size and incoming/outgoing traffic. Equivalent with 'net' HUD element.
  • false: Do not draw network statistics.
  • true: Draw network statistics.

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.
  • false: Extra frag messages window will be shown on the left side of the screen.
  • true: Extra frag messages window will be shown on the right side of the screen.

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_colorfix

integer default: 0
Both players in fragline will be colored according to good/bad/myfrag/etc values.

r_tracker_flags

boolean default: 0
Everytime you take, capture or drop a flag, the number of times is displayed on the screen.
  • false:
  • true:
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).
  • 0: No extra frag messages shown.
  • 1: Frag messages related to yourself will be shown in extra window.
  • 2: All frag messages will be shown in extra window.
Values 1 and 2 requires cl_loadfragfiles and cl_parsefrags to be set to 1.

r_tracker_frame_color

string default: 0 0 0 0
Controls the opacity and color of the background of the extra frag messages window.
  • *: <r g b><a> = red, green, blue and alpha values 0..255.
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.
  • 0: Tracker messages will not be shown in the console.
  • 1: Tracker messages will be shown in console and notify area (disables regular tracker messages)
  • 2: Tracker messages will be shown in console and notify area (regular tracker messages enabled)
  • 3: Tracker messages will be shown in console and regular tracker area but not in notify area.
To see full death messages in the console, use con_fragmessages 2.

r_tracker_inconsole_colored_weapon

enum default: 0
Use colored weapon string in death messages
  • 0: Weapon text will not be colored
  • 1: Weapon text will be colored
The colors will be selected from r_tracker_color_good, r_tracker_color_bad, r_tracker_color_myfrag and r_tracker_color_fragonme

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_string_inconsole_prefix

string
Prefix to prepend before tracker messages in the console
The prefix is only visible when r_tracker_inconsole has a value greater than 0

r_tracker_time

float default: 4
Number of seconds the tracker information is drawn on the screen.
  • *: Use positive numbers.
See other 'r_tracker_*' variables too.

r_tracker_x

integer default: 0
Adjusts the position of extra frag messages window.
  • *: horizontal position.
See other r_tracker_* variables description for more info.

r_tracker_y

integer default: 0
Adjusts the position of extra frag messages window.
  • *: vertical position.
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.
  • 0: Do not show any player info.
  • 1: Show name.
  • 2: Name + health and armor bars.
  • 3: 2 + Show armor name/icon.
  • 4: 3 + Show if the user's best weapon is RL.
  • 5: 3 + Show the user's best weapon name/icon. Minimum best weapon set with scr_autoid_weapons.

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.
  • false: Player's weapon is indicated by text (RL, etc).
  • true: Player's weapon is indicated by an icon.

scr_autoid_weapons

enum default: 2
Determines the minimum best weapon to show for a player when scr_autoid > 4.
  • 1: Shotgun or better.
  • 2: Super shotgun or better.
  • 4: Nailgun or better.
  • 8: Super nailgun or better.
  • 16: Grenade launcher or better.
  • 32: Rocket launcher or better.
  • 64: Lightning gun or better.
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.
  • *: Values from -999 to 999 are possible.

scr_centertime

enum default: 2
This variable sets the amount of time in seconds that centerprinted messages stay on the screen.
  • 0: Do not display any centerprints.
  • 1: Display centerprints for 1 second.
  • 2: Display centerprints for 2 seconds.

scr_coloredText

enum default: 1
Allows colored text in scoreboard, console and notify area.
  • 0: Disable rainbow spectator text on the scoreboard.
  • 1: Enable rainbow spectator text on the scoreboard.
  • 2: Enable rainbow spectator text on the scoreboard plus parse colored console messages.
See Colored text manual page for more details.

scr_coloredfrags

boolean default: 0
Frag messages will be colored according to your teamcolor/enemycolor settings.
  • false: Coloring off.
  • true: Coloring on.
Needs scr_coloredText 1, cl_parsefrags 1, cl_loadfragfiles 1.

scr_menualpha

float default: 0.7
Opacity of the main menu's background.
  • 0: Transparent mainmenu.
  • 1: Black mainmenu.

scr_menudrawhud

boolean default: 0
Draw HUD elements/crosshair/etc in background of main menu. Useful when HUD distracting you in server browser.
  • false: Don't draw HUD elements when in menus.
  • true: Draw HUD elements when in menus.

scr_notifyalways

boolean default: 0
  • false: The notify area is hidden during intermission (chat messages go to console but not to screen)
  • true: The notify area is always shown.

scr_qtvbuffer

boolean default: 0
Enables display of the QTV buffer status.
  • false:
  • true:
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.
  • false:
  • true:

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.
  • false: No team info.
  • true: Display team info.
see scr_teaminfo_* for other options.

scr_teaminfo_align_right

boolean default: 1
Aligns scr_teaminfo left or right.
  • false: Align scr_teaminfo left.
  • true: Align scr_teaminfo right.

scr_teaminfo_armor_style

enum default: 3
Changes %a to different styles.
  • 0: Does not display teammates' armor.
  • 1: Displays teammates' armor always in white.
  • 2: Displays teammates' armor in white with the icon of the armor they have next to it.
  • 3: Displays teammates' armor in the color of the armor they have.

scr_teaminfo_flag_style

enum default: 1
  • 1: Flag icons.
  • 2: Colored text.

scr_teaminfo_frame_color

string default: 10 0 0 120
Changes the color and transparency of scr_teaminfo's frame.
  • *: R G B alpha, each 0-255.

scr_teaminfo_loc_width

integer default: 5
Sets the width for %l.
  • *: From 0 (no loc display) to 20.

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.
  • *: From 1-99.

scr_teaminfo_name_width

integer default: 6
Sets name width in scr_teaminfo.
  • *: From 0 (don't display name) to 20.

scr_teaminfo_order

string default: %p%n $x10%l$x11 %a/%H %w
Changes the order of displayed items in scr_teaminfo.
  • *: Options: %p (powerup) %n (name) %h (health) %a (armor) %l (location) %w (weapon)
default: "%p%n [%l] %h/%a %w"

scr_teaminfo_powerup_style

enum default: 1
Controls how powerup indicators are displayed in scr_teaminfo.
  • 1: Powerup icons.
  • 2: Player face.
  • 3: Colored text.

scr_teaminfo_scale

float default: 1
Scales scr_teaminfo.
  • *: From 0 (very small) to 10 (very big)

scr_teaminfo_show_ammo

boolean default: 0
Will show ammo count next to best weapon in teaminfo table.
  • 0: Do not show ammo next to best weapon.
  • 1: Show ammo next to best weapon.
If disabled, ammo can still be displayed by adding %c to /scr_teaminfo_order

scr_teaminfo_show_countdown

boolean default: 1
Shows respawn time instead of powerups during wipeout mode.
  • 0: Do not show respawn time instead of powerups in wipeout mode
  • 1: Show respawn time instead of powerups in 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.
  • false: Do not show enemy players status.
  • true: Show enemy players status in 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.
  • 0: Do not show tracked player status in the teaminfo table.
  • 1: Show tracked player in the teaminfo table.
  • 2: Show tracked player when watching demos/QTV only.

scr_teaminfo_weapon_style

boolean default: 1
Changes %w to different styles.
  • false: Displays teammates' weapon as an icon.
  • true: Displays teammates' weapon as a word (rl, lg, etc..)

scr_teaminfo_x

integer default: 0
Moves scr_teaminfo in the x-direction.
  • *: from -255 to 255.

scr_teaminfo_y

integer default: 0
Moves scr_teaminfo in the y-direction.
  • *: from -255 to 255.

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.
  • *: 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.

scr_weaponstats

boolean
Displays weapons stats on server that support it.
  • false:
  • true:

scr_weaponstats_align_right

boolean
  • false: Displays weapon stats on the left hand side of the screen.
  • true: Displays weapon stats on the right hand side of the screen.

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
  • false: Disables the display of the frames-per-second value.
  • true: Enables the display of the frames-per-second value.

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.
  • 0: Off.
  • 1: More accurate counter (Best used when LPB).
  • 2: Predicted speed (Less laggy when HPB).

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*).
  • 0: off (default)
  • 1: velocity and projections.
  • 2: only horizontal velocity and projections.
See also show_velocity_3d_offset_forward, show_velocity_3d_offset_down.

show_velocity_3d_offset_down

default: 5

show_velocity_3d_offset_forward

float default: 2.5

showdrop

boolean default: 0
  • false: Disable text dump printing dropped packets.
  • true: Enable text dump printing dropped packets.

showpackets

enum default: 0
  • 0: Do not display information about all network packets.
  • 1: Display information about all network packets.
  • 2: Display information about incoming network packets only.
  • 3: Display information about outgoing network packets only.

showpause

boolean default: 1
  • false: Never display the pause icon.
  • true: Display that the pause icon is displayed when the game is paused.

showram

boolean
  • false: Never display the ram icon.
  • true: Display the ram icon when running out of memory.

showturtle

boolean default: 0
  • false: Never display the turtle icon.
  • true: Display the turtle icon when your frame rate drops below 10.

sv_showpackets

enum
  • 0: Do not display information about all network packets.
  • 1: Display information about all network packets.
  • 2: Display information about incoming network packets only.
  • 3: Display information about outgoing network packets only.

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
  • false: Disable.
  • true: Allow screenshot uploads to be requested by server.

sshot_autoname

boolean default: 0
Add the map name as screenshot filename prefix.
  • false:
  • true:

sshot_dir

string
Change the screenshot directory.

sshot_format

string default: png
File format used when saving screenshots.
  • tga: TGA screenshots (gl only)
  • png: PNG screenshots
  • jpg: JPEG screenshots (gl only)
  • pcx: Pcx screenshots (software only)

vid_framebuffer_sshotmode

boolean default: 1
Controls screenshot resolution when using scaled framebuffers.
  • false: Fullscreen/windowed resolution.
  • true: Framebuffer resolution.

Texture Settings

gl_anisotropy

integer default: 16
Anisotropic filtering. Improves texture detail on angled surfaces.
  • *: 0 and 1 means turned off, then usually up to 16 for the highest quality.
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.
  • false: Disable (classic look).
  • true: Enable.

gl_externalTextures_world

boolean default: 1
Toggles loading external 24-bit textures for the world, i.e. the actual map.
  • false: Disable (classic look).
  • true: Enable.

gl_lerpimages

boolean default: 1
Improves quality of non-power of two textures, at a slight load time cost. No impact on framerates.
  • false: Worse texture quality, faster loading maps.
  • true: Better texture quality, slower loading maps.
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.
  • *: e.g. value 10 makes particular pixels transparent if each color component is LESS than 10.
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.
  • false: Allow 24-bit textures
  • true: Disable 24-bit textures

gl_picmip

float default: 0
Determines the level of detail for world textures.
  • 0: Original size.
  • 1: Half the dimensions.
  • 2: One-fourth the dimensions.
  • x: Etc...
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.
  • 0: Full detail.
  • 1: Medium detail.
  • 2: Low detail.
  • x: Etc...

gl_scaleAlphaTextures

boolean default: 0
Applies picmip/max_size/miptexlevel to alpha masked textures (fence).

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.
  • false: Use world textures.
  • true: Use flat colors based on the world textures.
The effect varies with picmip/max_size. Can not be changed during a match.

gl_texturemode

enum default: GL_LINEAR_MIPMAP_LINEAR
  • GL_LINEAR: Linear filtering, no blending.
  • GL_LINEAR_MIPMAP_LINEAR: Trilinear interpolation. Highest quality, lowest performance.
  • GL_LINEAR_MIPMAP_NEAREST: Bilinear interpolation.
  • GL_NEAREST: Point sampled (software-like). Lowest quality, highest performance.
  • GL_NEAREST_MIPMAP_LINEAR: GL_NEAREST but with even more quality for far objects.
  • GL_NEAREST_MIPMAP_NEAREST: GL_NEAREST but with a bit more quality for far objects.
GL_NEAREST* modes are often used with gl_miptexlevel 3.

gl_texturemode_viewmodels

enum default: GL_LINEAR
  • GL_LINEAR: Linear filtering, no blending.
  • GL_LINEAR_MIPMAP_LINEAR: Trilinear interpolation. Highest quality, lowest performance.
  • GL_LINEAR_MIPMAP_NEAREST: Bilinear interpolation.
  • GL_NEAREST: Point sampled (software-like). Lowest quality, highest performance.
  • GL_NEAREST_MIPMAP_LINEAR: GL_NEAREST but with even more quality for far objects.
  • GL_NEAREST_MIPMAP_NEAREST: GL_NEAREST but with a bit more quality for far objects.
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).
  • 0: Use textures for walls and floors.
  • 1: Use custom colored walls and floors.
  • 2: Use colored floors and textured walls.
  • 3: Use colored walls and textured floors.
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.
  • false: Corrected HUD text alpha blending (clean edges).
  • true: Pre-ezQuake 3.6 HUD text alpha blending (creats faint outlines around the edges).

r_smoothimages

boolean default: 1
Controls texture filtering on HUD images (icons, radar...).
  • false: Nearest filtering - sharp, pixelated icons.
  • true: Linear filtering - smooth icons.

r_smoothtext

boolean default: 1
Controls texture filtering on HUD text.
  • false: Nearest filtering - sharp, pixelated text.
  • true: Linear filtering - smooth 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.
  • 0: Disabled
  • 1: Small fumes
  • 2: Large fumes
  • 3: Like 1 but adjusted by HyperNewbie
  • 4: Like 2 but adjusted by HyperNewbie

gl_surface_slime

enum default: 0
Adds bubbles and fumes of slime over the slime.
  • 0: Disabled
  • 1: Small fumes
  • 2: Large fumes
  • 3: Like 1 but adjusted by HyperNewbie
  • 4: Like 2 but adjusted by HyperNewbie

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:
  • 0.00: Transparent.
  • 0.25: Low opacity.
  • 0.50: Medium opacity.
  • 0.75: High opacity.
  • 1.00: Solid.

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.
  • 0: Default
  • 1: Turn off all splashes
  • 2: Turn off only water splashes

r_fastsky

boolean default: 0
  • false: Disable fastsky.
  • true: Enable fastsky, helps fps a bit on maps with large sky areas.

r_fastturb

boolean default: 0
  • false: All turbulences will be displayed normally.
  • true: All turbulences will be replaced by single-colored surfaces.

r_fx_fog

enum default: 0
Enables fog.
  • 0: Off
  • 1: On
  • 2: In water/slime/lava only
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 G B, each 0-255

r_fx_fog_color_lava

string default: 255 64 0
Color of fog in lava.
  • *: R G B, each 0-255

r_fx_fog_color_slime

string default: 128 255 0
Color of fog in slime.
  • *: R G B, each 0-255

r_fx_fog_color_water

string default: 32 64 128
Color of fog in water.
  • *: R G B, each 0-255

r_fx_fog_density

float default: 0.125
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.
  • 0: Linear - range is r_fx_fog_start/r_fx_fog_end
  • 1: Exponential - density r_fx_fog_density
  • 2: Exponential squared - density r_fx_fog_density. Used when map fog is enabled

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.
  • 0: Never use map-specific settings
  • 1: Always use map-specific settings, if specified
  • 2: Only use map-specific settings in local single-player mode

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.
  • false: Do not calculate VIS information for unVISed maps.
  • true: Calculate VIS information for unVISed 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
Specifying a value will disable loading of skyboxes specified by the map. Skyboxes should be placed in 'env' or 'gfx/env' folders

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.
  • false: Size of depth-buffer will be system default.
  • true: Request 24-bit depth-buffer.
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.
  • *: 4:3 or 16:9 or 16:10 etc.
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.
  • false: Old way of restoring gamma.
  • true: Force restore in 1 sec.
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.
  • 0: Only uses the default framebuffer.
  • 1: Render everything to a FBO.
  • 2: Use separate FBOs for the 3D scene and HUD (allows scaling the two separately).

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.
  • 0: Use the best precision available (up to 32-bit float).
  • 1: Use 16-bit float precision.
  • 2: Use 24-bit float precision.
  • 3: Use 32-bit precision.
  • 4: Use 32-bit float precision.

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.
  • 0 or 1: Disable scaling.
  • 0.25 - 1: Render to a larger FBO, then scale down.
  • 1.x+: Render to a smaller FBO, then scale up.
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).
  • false: Nearest filtering - blocky scaling.
  • true: Linear filtering - smooth scaling.
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.
  • false: Windowed mode.
  • true: Fullscreen 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.
  • false: More backwards compatibility with older OpenGL.
  • true: Use the OpenGL Core profile, which drops older features. Disables immediate mode.

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.
  • 0: Update hardware gamma every frame.
  • *: Update hardware gamma at the specified frame rate.
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: 0
  • 0: Disables hwgamma control.
  • 1: Enables hwgamma control for fullscreen mode.
  • 2: Enables hwgamma control for fullscreen and windowed mode.
  • 3: Enables hwgamma even when window focus is lost but not minimized (Xorg only).

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.
  • 0: OpenGL, classic.
  • 1: OpenGL, GLSL-only (requires OpenGL 4.3 driver)
(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.
  • false: Use hardware gamma (classic style).
  • true: Adjust gamma in post-processing.

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.
  • false: Disable vsync.
  • true: Enable vsync.

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.
  • false: Keep the settings suitable for 4:3 screen.
  • true: Recalculate proportions to match 16:10 screens.
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 default: 0
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.
  • false: Standard windowed mode.
  • true: Borderless windowed mode.

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.
While the default is 90, 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.
  • 0: Standard QWCL behaviour: reduce vertical fov, cropping image.
  • 1: Reduce horizontal size, keeping aspect ratio correct.

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.
  • 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.
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
Prevents r_drawviewmodel from being changed by servers like Rocket Arena.

r_drawviewmodel

float default: 1
Controls transparency level of the currently-held weapon.
  • 0: Fully transparent.
  • 1: Fully opaque.
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.
  • false:
  • true:

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.
  • *: -10 to 10.
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.
  • false: Display the weapon you really hold.
  • true: Disaply the current pre-selected weapon.
See cl_weaponpreselect and cl_weaponhide.