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//#section Cvars: A |
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// The rate in which aim assist interpolates the friction |
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aa_interpolaterate // (0.6) |
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// Interpolate the aim assist friction |
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aa_allowinterpolate // (1) |
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// Enables aim assist |
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aa_enable // (0) |
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// Visualize aim assist selector (debugging) |
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aa_debugselector // (0) |
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// The Maximum Distance away for a target to be considered for adhesion, friction and target lock-to |
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aa_selection_maxdistance // (950.0) |
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// The Maximum angular separation from the aim axis |
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aa_selection_maxdegrees // (10.0) |
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// Distance for ramping down distance modifier |
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aa_distance_rampdown // (10.0) |
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// Distance for ramping up distance modifier |
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aa_distance_rampup // (1000.0) |
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// Minimum Optimal Distance for aim assist effect |
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aa_distance_min // (0.0) |
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// Maximum Optimal Distance for aim assist effect |
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aa_distance_max // (500.0) |
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// The expanded multiplier for target radius, friction radius and adhesive radius |
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aa_distance_expandradiusmultiplier // (8.0) |
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// Min fractional distance before expanding kicks in (smoothstep formula) |
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aa_distance_expandradiusdistmin // (0.3) |
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// Max fractional distance before expanding kicks in (smoothstep formula) |
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aa_distance_expandradiusdistmax // (1.0) |
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// Optimal Distance for Friction to take an effect |
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aa_friction_optimalradius // (50.0) |
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// Friction Collision Sphere Radius |
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aa_friction_radius // (25.0) |
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// The percentage of the calculated radius to use as the inner radius for rolloff calculation |
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aa_friction_innterradiusrolloffpct // (0.6) |
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// Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value |
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aa_friction_multipliermin // (0.0) |
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// Maximum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value |
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aa_friction_multipliermax // (0.4) |
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// Optimal Distance for adhesion to take an effect |
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aa_adhesion_optimalradius // (30.0) |
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// Radius used to apply adhesion amount |
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aa_adhesion_radius // (15.0) |
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// The percentage of the calculated radius to use as the inner radius for rolloff calculation |
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aa_adhesion_innterradiusrolloffpercent // (0.6) |
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// Max Yaw Adhesion Speed |
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aa_adhesion_yawspeedmax // (25.0) |
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// Max Pitch Adhesion Speed |
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aa_adhesion_pitchspeedmax // (15.0) |
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// Max Adhesion Contribution Percentage (Value must be in 0..1 range) |
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aa_adhesion_contributionpercentmax // (0.6) |
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//#section Cvars: B |
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// Slayers Club successfully unlocked - Internal use only |
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bnet_scEntitlementUnlocked // (1) |
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// Slayers Club platform ID (internal use only) |
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bnet_scEntitlementPlatfId // () |
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// Internal use only |
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bnet_doQuickAccountProcess // (1) |
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// 1 = Draw Debug Info About All Entities In The World |
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bot_entityDebug // (0) |
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// Set To The Bot Number You Want To Debug |
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bot_num_debug // (0) |
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// Bot Skill Level. Valid Values 0( Training ) - 5( Nightmare ) |
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bot_skill // (2) |
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// Set How Many Clients You Want In Want The Server. -1 = Disable. 0 = No Bots Allowed |
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bot_minClients // (-1) |
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// Set How Many Bots You Want In Want The Server. 0 = Disable. > 0 = Number Of Bots To Spawn |
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bot_numBots // (-1) |
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// Default Respawn Time For Bots |
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bot_respawnTime // (0) |
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// 1 = Pause Bot Thinking |
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bot_pause // (0) |
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// 1 = Bots Can't Move |
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bot_move_disable // (0) |
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// 1 = Debug Bot Movement |
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bot_move_debug // (0) |
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// 1 = Bots Can't Jump |
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bot_jump_disable // (0) |
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// 1 = Disable Bot Senses |
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bot_senses_disabled // (0) |
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// 1 = Enable Debugging Of Bot Aiming |
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bot_aim_debug // (0) |
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// 1 = Disable Bot Aiming |
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bot_aim_disabled // (0) |
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// 1 = Bots Are Aimbots - For Testing |
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bot_aim_instant // (0) |
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// 1 = Bots Don't Use Weapons |
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bot_weapons_disable // (0) |
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// 1 = Bots Don't Go Into Combat Behaviors |
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bot_combatDisabled // (0) |
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// 1 = Bots Don't Use Melee Combat Behaviors |
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bot_meleeDisabled // (0) |
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// 1 = Bots ONLY Use Melee Weapons In Combat |
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bot_axeAttack // (0) |
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// 1 = Bots Follow Around The Local Player |
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bot_followPlayer // (0) |
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// 1 = Bots Show The Path To Their Current Goal |
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bot_showPaths // (0) |
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// 1 = Bots Always Track The Local Player |
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bot_trackPlayer // (0) |
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// >= 0 - Bots Will Move To This Nav Node In The World |
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bot_navNodeGoal // (-1) |
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// 1 = Show All Bots In The World |
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bot_showBots // (0) |
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// Delta Time ( In Seconds ) Between Bot Updates) |
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bot_deltaTime // (0.0167) |
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// General = 1/Behavior Tree = 2/PowerItemDebug = 3/Move Goal Debug = 4/World State Debug = 5/Trace Manager Debug = 6 |
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bot_debugSystem // (0) |
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// 1 = Bots Draw Nav Nodes In The World |
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bot_drawNavNodes // (0) |
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// 1 = Debug Bot Path Behavior |
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bot_pathTest // (0) |
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// Silence BNET debug log messages in console for user convenience |
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bnet_silentLog // (0) |
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// BNet anonymous account ID (internal use only) |
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bnet_anonbuid // (anonymous) |
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// BNet account type (internal use only) |
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bnet_acctType // (69) |
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// BNet platform ID (internal use only) |
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bnet_platformId // (steamid) |
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// BNet client UUID (internal use only) |
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bnet_uuid // (base) |
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// BNet client BUID (internal use only) |
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bnet_lastbuid // (id1) |
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//#section Cvars: C |
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// Overlays the console output to screen |
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con_alwaysShowConsole // (0) |
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// Displays current FPS |
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con_showfps // (1) |
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// Sets size of console font (requires restart) |
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con_fontsize // (14) |
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// Sets the number of lines to scroll in console |
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con_scrollamount // (1) |
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// Frames per second the renderer runs at |
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cl_engineFPS // (60) |
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// Frames per second to run the game logic at |
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cl_engineHZ // (60) |
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// Don't sleep if the game is running too fast |
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cl_engineNoSleep // (0) |
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// If enabled, screenshots will be saved out as JPEG instead of PNG |
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cl_saveScreenshotsAsJPEG // (0) |
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// Number of times in milliseconds to query CPU utilization. Higher frequencies will cause the result to be less accurate |
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cl_updateCPUUsageFrequency // (500) |
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// If disabled, screenshots will save in the same directory as executable, otherwise will save to user save game folder |
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cl_saveScreenshotUserDirectory // (1) |
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// Enables interpolation (for high FPS and 144hz users) |
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cl_interpolation // (1) |
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// Sets size of fonts for stat system (requires restart) |
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con_statfontsize // (12) |
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// 1 = No HUD |
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cl_skipHud // (0) |
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// |
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chase_back // (100.0) |
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// |
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chase_up // (16.0) |
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// |
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chase_right // (0.0) |
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// |
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chase_active // (0) |
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// Enable always run |
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cl_run // (1) |
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// |
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cl_upspeed // (200.0) |
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// |
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cl_forwardspeed // (400.0) |
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// |
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cl_backspeed // (200.0) |
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// |
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cl_sidespeed // (350.0) |
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// |
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cl_movespeedkey // (2.0) |
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// |
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cl_yawspeed // (140.0) |
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// |
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cl_pitchspeed // (150.0) |
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// |
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cl_anglespeedkey // (1.5) |
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// If enabled, interpolates move stepping for certain entities |
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cl_movelerping // (1) |
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// If enabled, interpolates alias model animations |
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cl_animlerping // (1) |
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// |
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cl_name // (Quake) |
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// |
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cl_color // (164) |
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// |
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cl_shownet // (0) |
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// |
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cl_nolerp // (0) |
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// |
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cl_lookspring // (0) |
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// |
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cl_lookstrafe // (0) |
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// |
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cl_sensitivity // (3.69) |
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// Turn on prediction |
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cl_predict // (1) |
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// Show prediction debugging info. Off, Server Origin (Green) vs Furthest Attempted Prediction (Cyan), Prediction Origin (White) vs Camera with nudge (Yellow) |
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cl_predict_debug // (0) |
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// Displays in-game messages |
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cl_displayMessages // (1) |
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// |
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coop // (0) |
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// Invert joystick look |
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cl_joyinvertlook // (0) |
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// Joystick Look speed (x-axis) |
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cl_joylookspeed_x // (0.5) |
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// Joystick Look speed (y-axis) |
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cl_joylookspeed_y // (0.5) |
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// Sets joystick acceleration speed |
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cl_joy_accel_speed // (64.0) |
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// Sets joystick threshold to dampen acceleration when making slow turns |
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cl_joy_accel_precision_threshold // (0.7) |
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// Joystick Move sensitivity |
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cl_joymovesensitivity // (4.0) |
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// Swaps joysticks for movement and turning |
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cl_swapjoysticks // (0) |
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// Set smooth mouse threshold |
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cl_mousesmooth // (1) |
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// Allow gyroscope input |
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cl_usegyros // (0) |
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// Gyroscope turning sensitivity |
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cl_gyroSensitivityX // (4.0) |
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// Gyroscope look sensitivity |
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cl_gyroSensitivityY // (3.5) |
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// no hud, transparent hud, standard hud, standard hud with ammo |
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cl_hud // (3) |
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// |
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cl_rollspeed // (200.0) |
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// |
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cl_rollangle // (2.0) |
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// |
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cl_bob // (0.02) |
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// |
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cl_bobcycle // (0.6) |
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// |
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cl_bobup // (0.5) |
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// |
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crosshair // (1) |
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// 1 = Skip Drawing Crosshair |
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cl_skipCrosshair // (0) |
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// 1 = Skip View Bob |
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cl_skipViewBob // (0) |
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// |
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cl_crossx // (0.0) |
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// |
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cl_crossy // (0.0) |
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// X offset for face icon (HD Hud) |
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cl_hdhud_face_x // (20) |
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// Y offset for face icon (HD Hud) |
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cl_hdhud_face_y // (34) |
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// X offset for armor icon (HD Hud) |
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cl_hdhud_armor_x // (20) |
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// Y offset for armor icon (HD Hud) |
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cl_hdhud_armor_y // (58) |
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// X offset for ammo icon (HD Hud) |
|
cl_hdhud_ammo_x // (44) |
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// Y offset for ammo icon (HD Hud) |
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cl_hdhud_ammo_y // (34) |
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// X offset for health num (HD Hud) |
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cl_hdhud_health_num_x // (50) |
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// Y offset for health num (HD Hud) |
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cl_hdhud_health_num_y // (34) |
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// X offset for armor num (HD Hud) |
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cl_hdhud_armor_num_x // (50) |
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// Y offset for armor num (HD Hud) |
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cl_hdhud_armor_num_y // (58) |
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// X offset for ammo num (HD Hud) |
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cl_hdhud_ammo_num_x // (132) |
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// Y offset for ammo num (HD Hud) |
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cl_hdhud_ammo_num_y // (34) |
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// X offset for key icon (HD Hud) |
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cl_hdhud_key_x // (36) |
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// Y offset for key icon (HD Hud) |
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cl_hdhud_key_y // (52) |
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// Sets screen alignment for face icon (-1 = left, 0 = center, 1 = right) (HD Hud) |
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cl_hdhud_face_alignment // (-1) |
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// Sets screen alignment for armor icon (-1 = left, 0 = center, 1 = right) (HD Hud) |
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cl_hdhud_armor_alignment // (-1) |
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// Sets screen alignment for ammo icon (-1 = left, 0 = center, 1 = right) (HD Hud) |
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cl_hdhud_ammo_alignment // (1) |
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// Sets screen alignment for health num (-1 = left, 0 = center, 1 = right) (HD Hud) |
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cl_hdhud_healthnum_alignment // (-1) |
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// Sets screen alignment for armor num (-1 = left, 0 = center, 1 = right) (HD Hud) |
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cl_hdhud_armornum_alignment // (-1) |
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// Sets screen alignment for ammo num (-1 = left, 0 = center, 1 = right) (HD Hud) |
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cl_hdhud_ammonum_alignment // (1) |
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// Sets screen alignment for key icons (-1 = left, 0 = center, 1 = right) (HD Hud) |
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cl_hdhud_key_alignment // (1) |
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// Number of players for split screen (must be in co-op or deathmatch) |
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cl_localplayers // (1) |
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// The number of messages the server will try to resend in a single frame |
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cl_maxresendqueue // (1) |
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// Connect to voice in multiplayer lobbies |
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cl_connectvoice // (0) |
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//#section Cvars: D E F G |
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// Developer mode |
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developer // (0) |
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// Deathmatch style to use. 0 turns off Deathmatch completely. |
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deathmatch // (0) |
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// Compress demo commands |
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dem_compress // (1) |
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// Record demos |
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dem_record // (0) |
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// Prevent DXGI from responding to an alt-enter sequence (requires restart) |
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d3d11_noAltEnter // (1) |
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// Force select an adapter |
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d3d11_adapter // (-1) |
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// If enabled, then compile direct x shaders at RHI initialization |
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d3d11_compileShaders // (0) |
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// |
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edgefriction // (2.0) |
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// Number of frags to win the game. |
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fraglimit // (0) |
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// Allow haptic vibrations |
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g_vibration // (0) |
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// Haptic vibration intensity |
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g_vibrationVolume // (0.1) |
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// Language localization |
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g_language // (en) |
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// Wrap strings in angled brackets when loading strings from loc file, must be set at command line |
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g_debuglocalization // (0) |
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// |
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gamecfg // (0) |
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// Play intro movies on startup |
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g_showintromovie // (0) |
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// System language setting |
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g_sys_language // (en) |
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// |
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gl_cshiftpercent // (100.0) |
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// |
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gamma // (1.0) |
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// Set To 1 To Show In-Game Spawn Points |
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g_showSpawnPoints // (0) |
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// Set To 1 To Show In-Game Ruler |
|
g_showRuler // (0) |
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|
// 1 = Show Walk Path To Where Your Looking. 2 = Set Start/Goal By Shooting |
|
g_drawWalkPath // (0) |
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// Set To 1 To Show In-Game Entities |
|
g_showEnts // (0) |
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// Set To 1 To Show In-Game Monsters |
|
g_showMonsters // (0) |
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|
|
//#section Cvars: H I J K M |
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// |
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hostname // (Quake) |
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|
// > 0 = Override The Scale IMGUI Menus Use |
|
imgui_scale // (0) |
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|
// Specifies the joystick 'x' axis |
|
in_joystick_xaxis // (2) |
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|
// Inverts joystick 'x' axis |
|
in_joystick_xinvert // (0) |
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// Specifies the joystick 'y' axis |
|
in_joystick_yaxis // (1) |
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// Inverts joystick 'y' axis |
|
in_joystick_yinvert // (1) |
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// Specifies the joystick axis for left/right |
|
in_joystick_strafeaxis // (0) |
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// Inverts joystick left/right |
|
in_joystick_strafeinvert // (0) |
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// Specifies the joystick axis for up/down |
|
in_joystick_lookaxis // (3) |
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// Inverts joystick up/down |
|
in_joystick_lookinvert // (0) |
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// Sets dead zone threshold for left axis |
|
in_joystick_laxisdeadzone // (0.24) |
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// Sets dead zone threshold for right axis |
|
in_joystick_raxisdeadzone // (0.265) |
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|
// Display joystick button ID in console when pressed |
|
in_profilejoybuttons // (0) |
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|
// Disables joystick activation |
|
in_nojoy // (0) |
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|
|
// Prevents player one from being assigned a controller, controllers are passed to the next slot |
|
in_skipplayerone // (1) |
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|
// Enables tasks to be distributed into job threads for performance |
|
jobs_enable // (1) |
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|
// Specifies number of concurrent threads to process jobs. if none specified then all jobs are executed immediately. (Requires restart) |
|
jobs_concurrentThreads // (-1) |
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|
// Base file path to look for files |
|
kf_basepath // (Q:\Quake\rerelease\) |
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// |
|
m_pitch // (0.022) |
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// |
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m_yaw // (0.022) |
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// |
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m_forward // (0.0) |
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// |
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m_side // (0.8) |
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|
|
//#section Cvars: N P |
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|
|
// 1 = Play Sounds In The Nav Editor |
|
navEdit_playSounds // (1) |
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|
// 1 = Only Show Nodes With One Way Links |
|
navEdit_showOneWayLinks // (0) |
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|
// The Distance The Editor Draws Nav Nodes |
|
navEdit_nodeDrawDist // (1024) |
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|
// 1 = Skip Editor Validation Check When Saving Nav Nodes |
|
navEdit_skipValidation // (0) |
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// |
|
noexit // (0) |
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|
|
// Enables compression of packets |
|
net_compress // (1) |
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// |
|
net_messagetimeout // (20) |
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// |
|
net_config_com_port // (1016) |
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// |
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net_config_com_irq // (4) |
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// |
|
net_config_com_baud // (57600) |
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// |
|
net_config_com_modem // (1) |
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// |
|
net_config_modem_dialtype // (T) |
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// |
|
net_config_modem_clear // (ATZ) |
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// |
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net_config_modem_init // () |
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// |
|
net_config_modem_hangup // (AT H) |
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// |
|
nomonsters // (0) |
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|
|
// Enables the operation of crossplatform lobbies |
|
net_crossplay // (0) |
|
|
|
// Enables voice chat in multiplayer |
|
net_voip // (0) |
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|
|
// Enables the local microphone for voice chat |
|
net_voipmic // (0) |
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|
// 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) |