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Quake 2021 - Cvar / Command List #gistpad-doc
// Modifier/General Function Keys
space
lshift
rshift
lalt
ralt
lctrl
rctrl
tab
enter
slash
backslash
left_brack
right_brack
backspace
semicolon
escape
caps_lock
pageup
pagedown
home
end
insert
delete
scrlock
// Arrow Keys
right
left
down
up
// Mouse Inputs
mouse_left
mouse_middle
mouse_right
mouse_wheel_up
mouse_wheel_down
mouse_misc1
mouse_misc2
mouse_misc3
mouse_misc4
mouse_misc5
// Number Pad
kp_0
kp_1
kp_2
kp_3
kp_4
kp_5
kp_6
kp_7
kp_8
kp_9
kp_period
kp_minus
kp_plus
kp_divide
kp_mul
kp_enter
numlock
// Number Keys
1
2
3
4
5
6
7
8
9
0
// Letter Keys
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
// Fn Keys
f1
f2
f3
f4
f5
f6
f7
f8
f9
f10
f11
f12
f13
f14
f15
f16
f17
f18
f19
f20
f21
f22
f23
f24
// Joystick
joy_1
joy_2
joy_3
joy_4
joy_5
joy_6
joy_7
joy_8
joy_9
joy_10
joy_11
joy_12
joy_13
joy_14
joy_15
joy_16
joy_17
joy_18
joy_19
joy_20
joy_21
joy_22
joy_23
joy_24
joy_25
joy_26
joy_27
joy_28
joy_29
joy_30
joy_31
//#section Commands
addbot
alias
bind
bugit
bot_reloadsettings
begin
bf
clear
color
changelevel
connect
connectpf
clearalias
cmd
centerview
connectip
disconnect
demos
dumpvkmemory
dxgi_listadapters
entities
edictinfo
edict
edicts
edictcount
exec
fog
fly
flush
game
god
give
help
in_up
in_down
in_left
in_right
in_forward
in_back
in_lookup
in_lookdown
in_moveleft
in_moveright
in_speed
in_strafe
in_attack
in_use
in_jump
impulse
internetenable
kickbot
kill
kick
kscores
listtextures
listbinds
listcmds
listvars
load
listen
listresolutions
listjoysticks
loadAllVKShaders
loadAllDX11Shaders
listRuntimeClasses
map
mcache
maxplayers
menu_up
menu_right
menu_down
menu_left
menu_back
menu_subaction
menu_subaction2
menu_select
menu_activate
menu_quicksave
menu_quickload
messagemode
menu_main
menu_singleplayer
menu_load
menu_save
menu_multiplayer
menu_keys
menu_help
menu_credits
menu_quit
menu_resetsettings
notarget
noclip
nav_save
nav_update_connections
name
netshutdown
pointfile
playdemo
pushtotalk
pframes
path
ping
pause
prespawn
port
profile
printcaches
printhunks
printvkdescriptorsets
pf_entities
pf_blocks
quit
qc_printglobal
reloadshaders
restartserver
reconnect
restart
seta
screenshot
stat
stop
switchweapon
status
spawn_save
spawn_ai
save
say
say_team
spawn
startdemos
stopdemo
slist
showachievements
showscores
soundlist
spawnipserver
toggle
timedemo
timeline
tell
testerror
terminate
togglemenu
unbind
unbindkey
unalias
vibrate
viewmodel
viewframe
viewnext
viewprev
v_cshift
weaponwheel
where
wait
writeuserconfig
//#section Cvars: A
// The rate in which aim assist interpolates the friction
aa_interpolaterate // (0.6)
// Interpolate the aim assist friction
aa_allowinterpolate // (1)
// Enables aim assist
aa_enable // (0)
// Visualize aim assist selector (debugging)
aa_debugselector // (0)
// The Maximum Distance away for a target to be considered for adhesion, friction and target lock-to
aa_selection_maxdistance // (950.0)
// The Maximum angular separation from the aim axis
aa_selection_maxdegrees // (10.0)
// Distance for ramping down distance modifier
aa_distance_rampdown // (10.0)
// Distance for ramping up distance modifier
aa_distance_rampup // (1000.0)
// Minimum Optimal Distance for aim assist effect
aa_distance_min // (0.0)
// Maximum Optimal Distance for aim assist effect
aa_distance_max // (500.0)
// The expanded multiplier for target radius, friction radius and adhesive radius
aa_distance_expandradiusmultiplier // (8.0)
// Min fractional distance before expanding kicks in (smoothstep formula)
aa_distance_expandradiusdistmin // (0.3)
// Max fractional distance before expanding kicks in (smoothstep formula)
aa_distance_expandradiusdistmax // (1.0)
// Optimal Distance for Friction to take an effect
aa_friction_optimalradius // (50.0)
// Friction Collision Sphere Radius
aa_friction_radius // (25.0)
// The percentage of the calculated radius to use as the inner radius for rolloff calculation
aa_friction_innterradiusrolloffpct // (0.6)
// Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value
aa_friction_multipliermin // (0.0)
// Maximum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value
aa_friction_multipliermax // (0.4)
// Optimal Distance for adhesion to take an effect
aa_adhesion_optimalradius // (30.0)
// Radius used to apply adhesion amount
aa_adhesion_radius // (15.0)
// The percentage of the calculated radius to use as the inner radius for rolloff calculation
aa_adhesion_innterradiusrolloffpercent // (0.6)
// Max Yaw Adhesion Speed
aa_adhesion_yawspeedmax // (25.0)
// Max Pitch Adhesion Speed
aa_adhesion_pitchspeedmax // (15.0)
// Max Adhesion Contribution Percentage (Value must be in 0..1 range)
aa_adhesion_contributionpercentmax // (0.6)
//#section Cvars: B
// Slayers Club successfully unlocked - Internal use only
bnet_scEntitlementUnlocked // (1)
// Slayers Club platform ID (internal use only)
bnet_scEntitlementPlatfId // ()
// Internal use only
bnet_doQuickAccountProcess // (1)
// 1 = Draw Debug Info About All Entities In The World
bot_entityDebug // (0)
// Set To The Bot Number You Want To Debug
bot_num_debug // (0)
// Bot Skill Level. Valid Values 0( Training ) - 5( Nightmare )
bot_skill // (2)
// Set How Many Clients You Want In Want The Server. -1 = Disable. 0 = No Bots Allowed
bot_minClients // (-1)
// Set How Many Bots You Want In Want The Server. 0 = Disable. > 0 = Number Of Bots To Spawn
bot_numBots // (-1)
// Default Respawn Time For Bots
bot_respawnTime // (0)
// 1 = Pause Bot Thinking
bot_pause // (0)
// 1 = Bots Can't Move
bot_move_disable // (0)
// 1 = Debug Bot Movement
bot_move_debug // (0)
// 1 = Bots Can't Jump
bot_jump_disable // (0)
// 1 = Disable Bot Senses
bot_senses_disabled // (0)
// 1 = Enable Debugging Of Bot Aiming
bot_aim_debug // (0)
// 1 = Disable Bot Aiming
bot_aim_disabled // (0)
// 1 = Bots Are Aimbots - For Testing
bot_aim_instant // (0)
// 1 = Bots Don't Use Weapons
bot_weapons_disable // (0)
// 1 = Bots Don't Go Into Combat Behaviors
bot_combatDisabled // (0)
// 1 = Bots Don't Use Melee Combat Behaviors
bot_meleeDisabled // (0)
// 1 = Bots ONLY Use Melee Weapons In Combat
bot_axeAttack // (0)
// 1 = Bots Follow Around The Local Player
bot_followPlayer // (0)
// 1 = Bots Show The Path To Their Current Goal
bot_showPaths // (0)
// 1 = Bots Always Track The Local Player
bot_trackPlayer // (0)
// >= 0 - Bots Will Move To This Nav Node In The World
bot_navNodeGoal // (-1)
// 1 = Show All Bots In The World
bot_showBots // (0)
// Delta Time ( In Seconds ) Between Bot Updates)
bot_deltaTime // (0.0167)
// General = 1/Behavior Tree = 2/PowerItemDebug = 3/Move Goal Debug = 4/World State Debug = 5/Trace Manager Debug = 6
bot_debugSystem // (0)
// 1 = Bots Draw Nav Nodes In The World
bot_drawNavNodes // (0)
// 1 = Debug Bot Path Behavior
bot_pathTest // (0)
// Silence BNET debug log messages in console for user convenience
bnet_silentLog // (0)
// BNet anonymous account ID (internal use only)
bnet_anonbuid // (anonymous)
// BNet account type (internal use only)
bnet_acctType // (69)
// BNet platform ID (internal use only)
bnet_platformId // (steamid)
// BNet client UUID (internal use only)
bnet_uuid // (base)
// BNet client BUID (internal use only)
bnet_lastbuid // (id1)
//#section Cvars: C
// Overlays the console output to screen
con_alwaysShowConsole // (0)
// Displays current FPS
con_showfps // (1)
// Sets size of console font (requires restart)
con_fontsize // (14)
// Sets the number of lines to scroll in console
con_scrollamount // (1)
// Frames per second the renderer runs at
cl_engineFPS // (60)
// Frames per second to run the game logic at
cl_engineHZ // (60)
// Don't sleep if the game is running too fast
cl_engineNoSleep // (0)
// If enabled, screenshots will be saved out as JPEG instead of PNG
cl_saveScreenshotsAsJPEG // (0)
// Number of times in milliseconds to query CPU utilization. Higher frequencies will cause the result to be less accurate
cl_updateCPUUsageFrequency // (500)
// If disabled, screenshots will save in the same directory as executable, otherwise will save to user save game folder
cl_saveScreenshotUserDirectory // (1)
// Enables interpolation (for high FPS and 144hz users)
cl_interpolation // (1)
// Sets size of fonts for stat system (requires restart)
con_statfontsize // (12)
// 1 = No HUD
cl_skipHud // (0)
//
chase_back // (100.0)
//
chase_up // (16.0)
//
chase_right // (0.0)
//
chase_active // (0)
// Enable always run
cl_run // (1)
//
cl_upspeed // (200.0)
//
cl_forwardspeed // (400.0)
//
cl_backspeed // (200.0)
//
cl_sidespeed // (350.0)
//
cl_movespeedkey // (2.0)
//
cl_yawspeed // (140.0)
//
cl_pitchspeed // (150.0)
//
cl_anglespeedkey // (1.5)
// If enabled, interpolates move stepping for certain entities
cl_movelerping // (1)
// If enabled, interpolates alias model animations
cl_animlerping // (1)
//
cl_name // (Quake)
//
cl_color // (164)
//
cl_shownet // (0)
//
cl_nolerp // (0)
//
cl_lookspring // (0)
//
cl_lookstrafe // (0)
//
cl_sensitivity // (3.69)
// Turn on prediction
cl_predict // (1)
// Show prediction debugging info. Off, Server Origin (Green) vs Furthest Attempted Prediction (Cyan), Prediction Origin (White) vs Camera with nudge (Yellow)
cl_predict_debug // (0)
// Displays in-game messages
cl_displayMessages // (1)
//
coop // (0)
// Invert joystick look
cl_joyinvertlook // (0)
// Joystick Look speed (x-axis)
cl_joylookspeed_x // (0.5)
// Joystick Look speed (y-axis)
cl_joylookspeed_y // (0.5)
// Sets joystick acceleration speed
cl_joy_accel_speed // (64.0)
// Sets joystick threshold to dampen acceleration when making slow turns
cl_joy_accel_precision_threshold // (0.7)
// Joystick Move sensitivity
cl_joymovesensitivity // (4.0)
// Swaps joysticks for movement and turning
cl_swapjoysticks // (0)
// Set smooth mouse threshold
cl_mousesmooth // (1)
// Allow gyroscope input
cl_usegyros // (0)
// Gyroscope turning sensitivity
cl_gyroSensitivityX // (4.0)
// Gyroscope look sensitivity
cl_gyroSensitivityY // (3.5)
// no hud, transparent hud, standard hud, standard hud with ammo
cl_hud // (3)
//
cl_rollspeed // (200.0)
//
cl_rollangle // (2.0)
//
cl_bob // (0.02)
//
cl_bobcycle // (0.6)
//
cl_bobup // (0.5)
//
crosshair // (1)
// 1 = Skip Drawing Crosshair
cl_skipCrosshair // (0)
// 1 = Skip View Bob
cl_skipViewBob // (0)
//
cl_crossx // (0.0)
//
cl_crossy // (0.0)
// X offset for face icon (HD Hud)
cl_hdhud_face_x // (20)
// Y offset for face icon (HD Hud)
cl_hdhud_face_y // (34)
// X offset for armor icon (HD Hud)
cl_hdhud_armor_x // (20)
// Y offset for armor icon (HD Hud)
cl_hdhud_armor_y // (58)
// X offset for ammo icon (HD Hud)
cl_hdhud_ammo_x // (44)
// Y offset for ammo icon (HD Hud)
cl_hdhud_ammo_y // (34)
// X offset for health num (HD Hud)
cl_hdhud_health_num_x // (50)
// Y offset for health num (HD Hud)
cl_hdhud_health_num_y // (34)
// X offset for armor num (HD Hud)
cl_hdhud_armor_num_x // (50)
// Y offset for armor num (HD Hud)
cl_hdhud_armor_num_y // (58)
// X offset for ammo num (HD Hud)
cl_hdhud_ammo_num_x // (132)
// Y offset for ammo num (HD Hud)
cl_hdhud_ammo_num_y // (34)
// X offset for key icon (HD Hud)
cl_hdhud_key_x // (36)
// Y offset for key icon (HD Hud)
cl_hdhud_key_y // (52)
// Sets screen alignment for face icon (-1 = left, 0 = center, 1 = right) (HD Hud)
cl_hdhud_face_alignment // (-1)
// Sets screen alignment for armor icon (-1 = left, 0 = center, 1 = right) (HD Hud)
cl_hdhud_armor_alignment // (-1)
// Sets screen alignment for ammo icon (-1 = left, 0 = center, 1 = right) (HD Hud)
cl_hdhud_ammo_alignment // (1)
// Sets screen alignment for health num (-1 = left, 0 = center, 1 = right) (HD Hud)
cl_hdhud_healthnum_alignment // (-1)
// Sets screen alignment for armor num (-1 = left, 0 = center, 1 = right) (HD Hud)
cl_hdhud_armornum_alignment // (-1)
// Sets screen alignment for ammo num (-1 = left, 0 = center, 1 = right) (HD Hud)
cl_hdhud_ammonum_alignment // (1)
// Sets screen alignment for key icons (-1 = left, 0 = center, 1 = right) (HD Hud)
cl_hdhud_key_alignment // (1)
// Number of players for split screen (must be in co-op or deathmatch)
cl_localplayers // (1)
// The number of messages the server will try to resend in a single frame
cl_maxresendqueue // (1)
// Connect to voice in multiplayer lobbies
cl_connectvoice // (0)
//#section Cvars: D E F G
// Developer mode
developer // (0)
// Deathmatch style to use. 0 turns off Deathmatch completely.
deathmatch // (0)
// Compress demo commands
dem_compress // (1)
// Record demos
dem_record // (0)
// Prevent DXGI from responding to an alt-enter sequence (requires restart)
d3d11_noAltEnter // (1)
// Force select an adapter
d3d11_adapter // (-1)
// If enabled, then compile direct x shaders at RHI initialization
d3d11_compileShaders // (0)
//
edgefriction // (2.0)
// Number of frags to win the game.
fraglimit // (0)
// Allow haptic vibrations
g_vibration // (0)
// Haptic vibration intensity
g_vibrationVolume // (0.1)
// Language localization
g_language // (en)
// Wrap strings in angled brackets when loading strings from loc file, must be set at command line
g_debuglocalization // (0)
//
gamecfg // (0)
// Play intro movies on startup
g_showintromovie // (0)
// System language setting
g_sys_language // (en)
//
gl_cshiftpercent // (100.0)
//
gamma // (1.0)
// Set To 1 To Show In-Game Spawn Points
g_showSpawnPoints // (0)
// Set To 1 To Show In-Game Ruler
g_showRuler // (0)
// 1 = Show Walk Path To Where Your Looking. 2 = Set Start/Goal By Shooting
g_drawWalkPath // (0)
// Set To 1 To Show In-Game Entities
g_showEnts // (0)
// Set To 1 To Show In-Game Monsters
g_showMonsters // (0)
//#section Cvars: H I J K M
//
hostname // (Quake)
// > 0 = Override The Scale IMGUI Menus Use
imgui_scale // (0)
// Specifies the joystick 'x' axis
in_joystick_xaxis // (2)
// Inverts joystick 'x' axis
in_joystick_xinvert // (0)
// Specifies the joystick 'y' axis
in_joystick_yaxis // (1)
// Inverts joystick 'y' axis
in_joystick_yinvert // (1)
// Specifies the joystick axis for left/right
in_joystick_strafeaxis // (0)
// Inverts joystick left/right
in_joystick_strafeinvert // (0)
// Specifies the joystick axis for up/down
in_joystick_lookaxis // (3)
// Inverts joystick up/down
in_joystick_lookinvert // (0)
// Sets dead zone threshold for left axis
in_joystick_laxisdeadzone // (0.24)
// Sets dead zone threshold for right axis
in_joystick_raxisdeadzone // (0.265)
// Display joystick button ID in console when pressed
in_profilejoybuttons // (0)
// Disables joystick activation
in_nojoy // (0)
// Prevents player one from being assigned a controller, controllers are passed to the next slot
in_skipplayerone // (1)
// Enables tasks to be distributed into job threads for performance
jobs_enable // (1)
// Specifies number of concurrent threads to process jobs. if none specified then all jobs are executed immediately. (Requires restart)
jobs_concurrentThreads // (-1)
// Base file path to look for files
kf_basepath // (Q:\Quake\rerelease\)
//
m_pitch // (0.022)
//
m_yaw // (0.022)
//
m_forward // (0.0)
//
m_side // (0.8)
//#section Cvars: N P
// 1 = Play Sounds In The Nav Editor
navEdit_playSounds // (1)
// 1 = Only Show Nodes With One Way Links
navEdit_showOneWayLinks // (0)
// The Distance The Editor Draws Nav Nodes
navEdit_nodeDrawDist // (1024)
// 1 = Skip Editor Validation Check When Saving Nav Nodes
navEdit_skipValidation // (0)
//
noexit // (0)
// Enables compression of packets
net_compress // (1)
//
net_messagetimeout // (20)
//
net_config_com_port // (1016)
//
net_config_com_irq // (4)
//
net_config_com_baud // (57600)
//
net_config_com_modem // (1)
//
net_config_modem_dialtype // (T)
//
net_config_modem_clear // (ATZ)
//
net_config_modem_init // ()
//
net_config_modem_hangup // (AT H)
//
nomonsters // (0)
// Enables the operation of crossplatform lobbies
net_crossplay // (0)
// Enables voice chat in multiplayer
net_voip // (0)
// Enables the local microphone for voice chat
net_voipmic // (0)
// Enables push to talk on the local mic
net_voipptt // (0)
// Enables Text To Speech
net_texttospeech // (0)
// Enables Speech To Text
net_speechtotext // (0)
// Enables direct connections
net_directconn // (0)
// Controls whether matchmaking queues in controller-only lobbies
net_queueController // (0)
// Set To 1 To Activate Nav Editor
nav_edit // (0)
// 1 = When Connecting A Source Node To A Target, Try To Automatically Connect The Target Back To The Source
navEdit_autoConnectNodes // (1)
// 0 = Keep The Source Node Selected. 1 = Switch To The Target Node After Connection Is Complete
navEdit_postConnectToNodeAction // (1)
// 1 = Update Source Node History Any Time You Connect/Disconnect It From Another Node
navEdit_updateSourceHistoryOnConnectionChange // (1)
//
pausable // (1)
// 1 = Don't Update Touching Edicts
p_skipEdictTouch // (0)
// A player name to use if no social service is available
playername // (Ranger)
//#section Cvars: R
// Controls if 2 player splitscreen is vertical or horizontal
r_verticalsplitscreen // (0)
// Field of view
r_fov // (100.0)
// Enable resolution scaling - can either be at a fixed scale or dynamically adjust based on performance
r_resolutionscale // (0)
// Forces the resolution to scale at this value (ignored if dynamic scaling is enabled)
r_resolutionscale_fixedscale // (1.0)
// The targeted session draw time before downscaling the resolution (Note: use the statrhi command to see the session draw time)
r_resolutionscale_targetdrawtime // (0.9)
// The required time in which the session draw time must fall under in order to upscale the resolution (Note: use the statrhi command to see the session draw time)
r_resolutionscale_gooddrawtime // (0.75)
// Sets how fast to downscale the resolution
r_resolutionscale_lowerspeed // (0.1)
// Sets how fast to upscale the resolution
r_resolutionscale_increasespeed // (0.1)
// Number of frames to wait before increasing resolution when performance is good
r_resolutionscale_numframesbeforeraising // (10)
// Number of frames to wait before decreasing resolution when performance is bad
r_resolutionscale_numframesbeforelowering // (2)
// If enabled, resolution scale will adjust aggressively
r_resolutionscale_aggressive // (0)
// Filter list that excludes any entities matching the specified model to not perform any animation interpolation
r_nolerp_list // (progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl)
// Sets AO full resolution
r_aofullres // (0)
// Sets AO radius
r_aoradius // (8.0)
// Sets AO depth bias
r_aodepthbias // (4.0)
// Sets AO intensity
r_aointensity // (4.0)
// Sets AO min radius
r_aominradius // (2.0)
// Sets AO max radius shrink
r_aomaxradiusshrink // (0.25)
// Sets AO blur precision factor. Used to fix halo artifacts
r_aoblurprecision // (250.0)
// Display tile lighting overdraw - blue indicates good, red indicates bad (debugging)
r_showoverdraw // (0)
// Display surface normals (debugging)
r_shownormals // (0)
// Draw View Model
r_drawViewModel // (1)
// Enables fog
r_enablefog // (1)
// Render geometry as wireframe (debugging)
r_showtris // (0)
// Force Clear Screen Every Frame
r_clear // (0)
// Draw Entities In The World
r_drawEntities // (1)
// Render MD5 models instead of alias models (if available)
r_md5models // (1)
// 1 = Draw Water View FX When In Water
r_renderWaterViewFX // (1)
//
r_subdivide_size // (128)
// Particles are displayed as solid quads (Quake64)
r_squareparticles // (1)
// Sets a depth bias for particles
r_partdepthbias // (-0.0001)
// Sets a slope bias for particles
r_partslopebias // (-4.0)
// Sets DOF blur range (debugging)
r_dofBlurRange // (0.0)
// Sets DOF focus distance (debugging)
r_dofFocusDistance // (0.0)
// Sets DOF focus range (debugging)
r_dofFocusRange // (0.0)
// Enables depth of field
r_dof // (0)
// Applies overall display brightness
r_brightness // (0.0)
// Enables CRT emulation (Quake 64 only)
r_crtmode // (0)
// Enables shadow mapping
r_shadows // (1)
// Displays the shadow map atlas (debugging)
r_showshadowatlas // (0)
// Filter list that excludes any entities matching the specified model to not cast shadows
r_noEntityCastShadowList // (progs/missile.mdl,progs/flame.mdl,progs/flame2.mdl,progs/lavaball.mdl,progs/grenade.mdl,progs/spike.mdl,progs/s_spike.mdl,progs/laser.mdl,progs/lspike.mdl,progs/candle.mdl)
// Disables lightmaps
r_fullbright // (0)
// If enabled, lightmaps will display as grayscale
r_monochromelightmaps // (0)
// Sets a depth bias for brush models
r_brushmodeldepthbias // (-1e-06)
// Sets a slope bias for brush models
r_brushmodelslopebias // (0.5)
// Display lightmap texture (num = which page to display) (debugging)
r_previewlightmap // (-1)
// Sets the weight value for OIT blending
r_oitWeight // (10000.0)
// Sets weight clamp value for OIT blending
r_oitClamp // (3000.0)
// Enables compute shader to backface cull triangles in world
r_gpuCulling // (1)
// Sets alpha for all water surfaces
r_wateralpha // (0.7)
// Sets alpha for all teleport surfaces
r_telealpha // (0.96)
// Sets alpha for all slime surfaces
r_slimealpha // (0.7)
// Sets alpha for all lava surfaces
r_lavaalpha // (0.666)
// Disables texture mapping
r_notextures // (0)
// Generate mip maps at runtime instead of loading from BSP (requires level restart)
r_generateMipMapsRunTime // (1)
// Sets texture mode
r_textureMode // (nearest_mipmap_nearest)
// Compute vertex normals at runtime instead of using a pre-defined table
r_computenormals // (1)
// Sets subvided size for sky and water surfaces
r_subdivide_size // (64)
// Determines if game is shareware or fully registered copy
registered // (1)
// Sets a antialiasing mode
r_antialiasing // (1)
// Enables ambient occlusion
r_ambientOcclusion // (0)
// Show ambient occlusion results (debugging)
r_visualizeAO // (0)
// Enables bloom
r_bloom // (0)
// Enables motion blur
r_motionBlur // (0)
// Sets the motion blur shutter speed. Smaller the value, the more sensitive the blur will become
r_motionBlurShutterSpeed // (250.0)
// Enables debugging visualization of motion blur
r_motionBlurVisualize // (0)
// The kind of gamepad style to use for drawing bindings.
r_gamepadStyle // (detect)
// Font hinting mode (Requires restart) (0 = normal, 1 = light, 2 = monochrome, -1 = none)
r_fontHinting // (0)
// Determines the threshold to re-issue an occlusion query
r_maxocclusionunit // (0.01)
// Sets quality level for anisotropic texture filtering
r_rhimaxanisotropic // (16)
// Set which graphics driver API to use
r_rhirenderfamily // (vulkan)
//#section Cvars: S
// Sound volume
snd_volume // (0.7)
// Music volume
snd_musicvolume // (1.0)
// Enable hardware reverb effects
snd_hardwarereverb // (1)
// Enable low pass filter for digital sound effects
snd_lowpassfilter // (1)
// Low pass filter gain for high frequencies
snd_lowpassgain // (0.8)
// Specifies the cut-off frequency for the low pass filter
snd_lowpasscutofffreq // (6833)
// Language of voice effects
snd_voicelanguage // (0)
// Load all KPF files into RAM
sys_kpfram // (0)
// Enables screen flashes (powerups, damage, pickups, etc)
scr_polyblend // (1)
// Emulates VGA 320x240 resolution
scr_dosresolution // (0)
// Blur background when menu is active
scr_blurbackgroundformenu // (1)
// Set scale for on-screen overlay. If zero, then it will auto-scale based on resolution
scr_screenscale // (0.0)
// Sets the number of strips for the underwater effect
scr_underwater_strips // (240)
// Sets magnitude of the underwater wave effect
scr_underwater_magnitude // (6.0)
// Sets speed of the underwater wave effect
scr_underwater_speed // (80.0)
// Sets spread of the underwater wave effect
scr_underwater_spread // (3)
//
scr_centertime // (5)
//
scr_showram // (1)
//
scr_showturtle // (0)
//
scr_showpause // (1)
//
scr_printspeed // (8)
// Sets threshold for fading out center text
scr_textfadethreshold // (0.25)
// Enable Unicode font rendering, can be set by mods that are aware of localization.
scr_usekfont // (1)
// Displays centered in-game messages
scr_displayCenterMessages // (1)
// Maximum amount of lines to display on screen at once.
scr_maxlines // (4)
// PlayFab matchmaking distinguishes between devices in use
sv_controlleronly // (0)
//
serverprofile // (0)
//
samelevel // (0)
//
skill // (1)
// Enable cheats in multiplayer
sv_cheats // (0)
// Instructs server to exit instead of changing level
sv_quitAfterChangelevel // (0)
//
scratch1 // (0.0)
//
scratch2 // (0.0)
//
scratch3 // (0.0)
//
scratch4 // (0.0)
//
savedgamecfg // (0)
//
saved1 // (0)
//
saved2 // (0)
//
saved3 // (0)
//
saved4 // (0)
// Show resource loading debug messages
sys_logresourcemsgs // (0)
//
scr_ofsx // (0.0)
//
scr_ofsy // (0.0)
//
scr_ofsz // (0.0)
// Sets ambient fade factor
snd_ambient_fade // (100.0)
// Sets ambient level threshold
snd_ambient_level // (0.3)
// Disables audio on startup
snd_nosound // (0)
// Precaches audio on level load
snd_precache // (1)
// Sets mix ahead value for the sound mixer
snd_mixahead // (0.1)
// Friction is applied to players when angle is facing a wall
sv_wallfriction // (0)
// Give clients a slight bit of authority over their own position
sv_clientauth // (1)
//
sv_friction // (4.0)
//
sv_stopspeed // (100.0)
//
sv_gravity // (800.0)
// Gravity Of Gibs
sv_gibgravity // (350.0)
//
sv_maxvelocity // (2000.0)
//
sv_nostep // (0)
//
sv_idealpitchscale // (0.8)
//
sv_maxspeed // (320.0)
//
sv_accelerate // (10.0)
// 1 = Don't Update Touching Edicts
sv_skipEdictTouch // (0)
// 0 = Draw Spawn Nodes Through The World
spawnEdit_renderDepthTested // (0)
// 1 = New Spawn Nodes Will Only Work For Monsters
spawnEdit_monstersOnly // (1)
// 1 = Play Sounds In The Spawn Editor
spawnEdit_playSounds // (1)
// How Far To Draw Spawn Nodes In-World
spawnEdit_spawnDrawDist // (2048)
// Set To 1 To Activate Spawn Editor
spawn_edit // (0)
//#section Cvars: T U V W
// Maximum amount of time the game can last for, in minutes.
timelimit // (0)
//
teamplay // (0)
// Base URL for the add-ons directory
ui_addonsBaseURL // (https://www.bethesda.net/)
// Sets both move lerp and anim lerp at once
ui_modellerp // (1)
// Shows full matches in the match browser
ui_showfull // (1)
// Scale factor for the credits speed
ui_creditspeed // (1.0)
// Shows quit message when exiting client
ui_showquitmessage // (1)
//
v_kicktime // (0.5)
//
v_kickroll // (0.6)
//
v_kickpitch // (0.6)
//
v_iyaw_cycle // (2.0)
//
v_iroll_cycle // (0.5)
//
v_ipitch_cycle // (1.0)
//
v_iyaw_level // (0.3)
//
v_iroll_level // (0.1)
//
v_ipitch_level // (0.3)
//
v_idlescale // (0.0)
//
v_centermove // (0.15)
//
v_centerspeed // (500.0)
// Video resoultion width
v_width // (1920)
// Video resolution height
v_height // (1080)
// Set either windowed or fullscreen mode
v_windowed // (1)
// Hide window border for non-fullscreen mode
v_borderless // (1)
// Video refresh rate (fullscreen only)
v_refresh // (60)
// Vertical sync (0 = off, 1 = on, -1 = adaptive)
v_vsync // (0)
// Set index for which monitor to display
v_displaymonitor // (1)
// Internal use only - do not modify
v_displayrestart // (-1)
// Sets X Offset of window (window mode only, use restart command to take effect)
v_windowXPos // (0)
// Sets Y Offset of window (window mode only, use restart command to take effect)
v_windowYPos // (0)
// If enabled, an assert will trigger if validation reporter triggers a warning or error
vk_assertOnValidationError // (0)
// Always wait on all command buffers during swap chain presentation (debugging)
vk_waitOnCommandDuringPresentation // (0)
// If enabled, then compile spriv shaders at RHI initialization (requires Vulkan SDK to be installed)
vk_compileShaders // (0)
// Enables layer validation and debug outputs (requires a restart)
vk_enableDebugging // (0)
// How fast the weapon wheel fades in and out
ww_timer_speed // (3.0)
// Weapon wheel size - smaller the value, the larger the display
ww_size // (640.0)
// Sets horizontal fractional value of the screen for the wheel to display at
ww_screen_frac_x // (0.76)
// Sets vertical fractional value of the screen for the wheel to display at
ww_screen_frac_y // (0.5)
// Sets the offset position for weapon wheel selection arrow
ww_arrow_offset // (102.0)
// Size of ammo counter display for weapon wheel
ww_ammo_size // (24.0)
// Sets weapon wheel underline icon offset
ww_underpic_nudge_amount // (4.0)
// Sets how far to pop out the selected weapon icon for weapon wheel
ww_popout_amount // (4.0)
// Sets how fast to pop out the selected weapon icon for weapon wheel
ww_popout_speed // (7.2)
// Sets how much to shade the item if not available in inventory for weapon wheel
ww_unavailable_shade_value // (80)
//
win_mdmpwithheap // (0)
// If 0, then let the OS deal with scheduling, if not then affinity mask is set by the engine
win_allowmanualaffinitymask // (0)
// Specifies the desired NUMA Node to use on the system to keep all threads on the same node. -1 skips this and allows allocation on any thread.
win_numanode // (0)

Quake (2021) Configuration

Config File Locations

Based on stdout.txt found in C:\Users\%USERNAME%\Saved Games\Nightdive Studios\Quake

Windows

Base config file: C:\Users\%USERNAME%\Saved Games\Nightdive Studios\Quake\kexengine.cfg

Common config names also loaded at start, if found:

  • C:\Users\%USERNAME%\Saved Games\Nightdive Studios\Quake\default.cfg
  • C:\Users\%USERNAME%\Saved Games\Nightdive Studios\Quake\config.cfg
  • C:\Users\%USERNAME%\Saved Games\Nightdive Studios\Quake\autoexec.cfg (common location for actual user configuration)

Remaster Commands

switchweapon <weapon-index> [...<weapon-index>]

Cycle through weapons via the following weapon-index values:

  • 0: Shotgun

  • 1: Super Shotgun

  • 2: Nailgun

  • 3: Super Nailgun

  • 4: Grenade Launcher

  • 5: Rocket Launcher

  • 6: Thunderbolt

  • 7: Axe

  • 8: image (Don't go past 7, generally)

Note: switchweapon 0 7 will cycle between Axe and Shotgun, however it seems switchweapon <0-6> 7 will never change after cycling to Axe (may be a bug, unsure).


Sources

The FULL list of current Cvar & Commands for Quake 2021 KEX Enhanced

Kex Engine 4.0 (bastet) Quake 1.0.4126 (Standard PC Platform) BetaSubmission(MS5)-1646-gdf5a05b9 Aug 18 2021 13:59:39

(note: some are not defaults, will re-aquire defaults later) (maybe...or maybe not)

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