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ezQuake

Graphics

Crosshair Settings

cl_crossx
Description:
This variable allows you to move the position of the crosshair on the X-axis
by the specified amount of pixels.
Type:
float
cl_crossy
Description:
This variable allows you to move the position of the crosshair on the Y-axis
by the specified amount of pixels.
Type:
float
crosshair
Type:
enum
ValueDescription
0Crosshair off.
1Conchar crosshair (messagemode1 +).
2Quakeworld crosshair.
3A small cross crosshair.
4A dot crosshair.
5Star wars crosshair.
6Happyface crosshair.
7F22 simulator crosshair.
crosshairalpha
Description:
This command regulates crosshair transparency, you can use any value from "0"
to "1".
Type:
boolean
ValueDescription
falseTransparent crosshair.
trueOpaque crosshair.
crosshaircolor
Description:
This variable defines the color of the crosshair.
Type:
string
crosshairimage
Description:
To load the crosshair use "crosshairimage image_name" where
'image_name' is the name of the crosshair image you put in the above directory.
Example, if I have c:\quake\ezQuake\crosshairs\cross.png I'd use
"crosshairimage cross" to load it.
Type:
string
crosshairsize
Description:
Basically crosshairsize scales the size of the crosshair.
Example:
crosshairsize 0.5 halves the size and crosshair 2 doubles it.
Type:
float

FPS and EyeCandy Settings

cl_backpackfilter
Type:
boolean
ValueDescription
0Don't filter backpacks.
1Filter backpacks.
cl_deadbodyFilter
Type:
enum
ValueDescription
0Don't filter dead bodies.
1Filter dead bodies after they fall on the ground.
2Instantly filter dead bodies.
3Filter dead bodies (instantly) unless you are playing a TeamFortress game.
cl_fakeshaft
Description:
Smoothes out shaft movement, 0 means 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.
Type:
float
cl_fakeshaft_extra_updates
Type:
boolean
ValueDescription
0Update shaft position only when network packet received from server
1Update shaft position every frame
cl_gibFilter
Type:
boolean
ValueDescription
falseGibs are displayed.
trueGibs are filtered.
cl_hidenails
Description:
Toggles nails visibility.
Type:
float
cl_hiderockets
Description:
Toggles rockets visibility. Variable cl_r2g must be 0 to cl_hiderockets 1 work.
Type:
float
cl_independentPhysics
Description:
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.
Type:
boolean
Remarks:
This variable can only be switched from 0<->1 when disconnected from a server (Qizmo/eztv are also servers).
ValueDescription
falseDisable independent physics,
trueEnable independent physics.
cl_lerp_monsters
Description:
Enables linear interpolation on Quake monsters and creatures
Type:
boolean
ValueDescription
false
true
cl_maxfps
Description:
This variable sets the maximum limit for frames-per-second. Please see vid_vsync, cl_independentphysics, and cl_physfps.
Type:
float
cl_model_bobbing
Type:
boolean
ValueDescription
falseOff.
trueRotating models bob up and down like in Quake3.
cl_muzzleflash
Type:
enum
ValueDescription
0All turned off.
1All turned on.
2Own flash off, all other on.
cl_newlerp
Description:
Experimental rockets/grenades/spikes smoothing code.

Default value 0.1 means: use 90% of our 'vision' and 10% of server 'vision'. Should be OK for most case, but floating ping (see remarks)
Type:
float
Remarks:
Range between 0 and 1. This smoothing algorithm works well only with stable ping.
cl_nolerp
Description:
Allows you to disable the linear interpolation (lerp) of objects in the game. Information about objects' states arrive periodically via the net connection. By default between these moments the client tries to interpolate where the object are. After the new packet arrives client corrects the position of the object. If the interpolation is disabled, client will leave object in the state described in the last received packet until a new one arrives.
Type:
boolean
ValueDescription
falseInterpolate objects
trueDisable interpolation
cl_nolerp_on_entity
Description:
Disables linear interpolation only when player is standing on an entity.
It is a workaround to remove jittering of floating platforms under feets.
Type:
boolean
Remarks:
No effect if fps independent physics is turned off.
See cl_nolerp.
ValueDescription
false
true
cl_novweps
Description:
If set, disables support for zquake vwep extension
Type:
boolean
cl_physfps
Description:
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.
Type:
float
cl_physfps_spectator
Description:
Amount of updates the client will send/receive while being spectator. Lower values make the client smooth-out the field of view movement greatly.
Type:
integer
Remarks:
This can increase your ping (only) when you are a spectator.
cl_r2g
Type:
boolean
ValueDescription
falseNormal rockets models.
trueConverts all rockets to grenades.
gl_detail
Description:
Turns on/off fine detailed textures.
Type:
boolean
ValueDescription
falseOff.
trueOn (Looks awesome, but you will take a giant FPS hit if you don't have a good video card).
gl_motion_blur
Description:
Enables motion blur effect (set gl_motion_blur_* variables to configure)
Type:
boolean
gl_motion_blur_dead
Description:
Level of blending of current scene with previous, when the player is dead
Type:
float
gl_motion_blur_fps
Description:
How often to copy the current frame to apply motion blur effect. Defaults to 77.
Type:
integer
gl_motion_blur_hurt
Description:
Level of blending of current scene with previous, when the player has recently been hurt
Type:
float
gl_motion_blur_norm
Description:
Level of blending of current scene with previous, when the player is alive and not recently hurt
Type:
float
gl_powerupshells
Description:
Enables a flashing layer over players carrying powerups
Type:
boolean
ValueDescription
false
true
gl_powerupshells_base1level
Type:
float
gl_powerupshells_base2level
Type:
float
gl_powerupshells_effect1level
Type:
float
gl_powerupshells_effect2level
Type:
float
gl_powerupshells_size
Description:
Size of the powerupshells effect layer
Type:
integer
gl_powerupshells_style
Description:
Style of the powerupshells effect layer
Type:
integer
gl_simpleitems
Description:
Instead of 3D item models in the game display 2D images representing them.
Type:
boolean
ValueDescription
falseDraw 3D item models
trueDraw 2D sprites
gl_simpleitems_orientation
Type:
enum
ValueDescription
0Orientation based on player's view
1Facing the player, horizontally only
2Directly facing the player
3Items rotate
gl_simpleitems_size
Description:
Size of simple items. Max size 16.
Type:
integer
hud_fps_min_reset_interval
Type:
r_bloom
Description:
Enables lights blooming
Type:
boolean
Remarks:
Lights will have a \"diamond\" effect near them
ValueDescription
false
true
r_bloom_alpha
Description:
Transparency level of the blooming effect
Type:
float
r_bloom_darken
Description:
Level of \"darkness\" of the blooming effect
Type:
integer
r_bloom_diamond_size
Description:
Size of the diamond particle used in the blooming effect
Type:
integer
r_bloom_fast_sample
Description:
Faster variant of the blooming effect.
Type:
boolean
ValueDescription
false
true
r_bloom_intensity
Description:
Intensity of the blooming effect
Type:
integer
r_bloom_sample_size
Description:
Size of the particle used in the blooming effect
Type:
integer
r_chaticons_alpha
Description:
Opacity of chaticons.
Type:
float
ValueDescription
0 mean no icons at all, 0.5 mean half opacity and 1 is opaque.
r_drawentities
Description:
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.
Type:
boolean
ValueDescription
falseDisplay no entities.
trueDisplay all entities.
r_drawflame
Type:
boolean
ValueDescription
falseDisplay no flames.
trueDisplay all flames.
r_drawvweps
Description:
Whether to draw vweps (other players' weapon models).
Type:
boolean
Remarks:
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.
ValueDescription
false
true
r_explosionLight
Description:
Size of the light effect around explosions.
Type:
float
ValueDescription
0No explosion light.
0.550% explosion light.
1100% explosion light.
r_explosionLightColor
Description:
Determines the color of the explosion light.
Type:
enum
ValueDescription
0Normal (light yellow)
1Red
2Blue
3Purple
4Green
5Yellow
6Cyan
7White
8Random
r_explosionType
Description:
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
Type:
float
r_flagColor
Type:
enum
ValueDescription
0Normal
1Red
2Blue
3Purple
4Green
5White
r_grenadeTrail
Description:
Customizable grenade trails.
Type:
enum
ValueDescription
0No grenade trail.
1Smoke (grenade) trail.
2Normal (rocket) trail.
3Alternative normal trail.
4Slight blood trail.
5Big blood trail.
6Green Tracer trail.
7Orange/Yellow Tracer trail.
8Blue/White Plasma trail.
9Lavaball trail.
10Green Fuel Rod Gun trail.
11Orange/Yellow Plasma Rocket Mk II trail.
12Similar to 3, but with a white line and less smoke.
13Motion trail rocket. Need gl_motiontrails 1.
r_instagibTrail
Description:
Type of trail to use when viewing trails left in /instagib mode
Type:
enum
ValueDescription
0No railtrail.
1Normal grenade trail.
2Normal rocket trail.
3Alternative rocket trail.
4Slight blood trail.
5Big blood trail.
6Green Tracer trail.
7Orange/Yellow Tracer trail.
8Vore trail.
9Classic railtrail.
10New railtrail.
11Particle railtrail.
12Lava trail
13Particle rocket trail
r_lerpframes
Type:
boolean
ValueDescription
falseDisable smoothing.
trueEnable smoothing (watch people moving in mvd demos with cl_demospeed 0.1).
r_lerpmuzzlehack
Type:
boolean
ValueDescription
falseNo fix for interpolated muzzle flashes.
trueFix for interpolated muzzle flashes.
r_lgbloodColor
Description:
Determines the color of the blood (for standard particles). The QW-default value is 225.
Type:
float
r_lightflicker
Type:
boolean
ValueDescription
falseDisable rocket/explosion/flag/powerup light flickering.
trueEnable rocket/explosion/flag/powerup light flickering.
r_powerupGlow
Type:
enum
ValueDescription
0Powerup glow is turned off on all players.
1Powerup glow on.
2Disables the powerup glow from yourself only.
r_railTrail
Description:
Customizable rail trails.
Type:
enum
Remarks:
See /r_instagibTrail for customising /instagib mode in KTX.
ValueDescription
0No rail trail.
1Smoke trail.
2Normal (rocket) trail.
3Alternative normal trail.
4Slight blood trail.
5Big blood trail.
6Green Tracer trail.
7Orange/Yellow Tracer trail.
8Blue/White Plasma trail.
9Lavaball trail.
10Green Fuel Rod Gun trail.
11Orange/Yellow Plasma Rocket Mk II trail.
12Similar to 3, but with a white line and less smoke.
13Motion trail rocket. Need gl_motiontrails 1.
r_rocketLight
Type:
boolean
ValueDescription
falseTurn off dynamic lighting of rockets.
trueTurn on dynamic lighting of rockets.
r_rocketLightColor
Description:
Determines the colour of the rocket light.
Type:
enum
ValueDescription
0Normal
1Red
2Blue
3Purple
4Green
5Yellow
6Cyan
7White
r_rocketTrail
Description:
Customizable rocket trails.
Type:
enum
ValueDescription
0No rocket trail.
1Normal (rocket) trail.
2Smoke (grenade) trail.
3Alternative normal trail.
4Slight blood trail.
5Big blood trail.
6Green Tracer trail.
7Orange/Yellow Tracer trail.
8Blue/White Plasma trail.
9Lavaball trail.
10Green Fuel Rod Gun trail.
11Orange/Yellow Plasma Rocket Mk II trail.
12Similar to 3, but with a white line and less smoke.
13Motion trail rocket. Need gl_motiontrails 1.
r_shaftalpha
Description:
Adds transparency to the lightning gun beam (shaft).
Type:
float
Remarks:
Disabled in ruleset smackdown
ValueDescription
Values from 0.0 (transparent) to 1.0 (opaque) possible
r_shiftbeam
Description:
Shift start of the shaft lights.
Type:
float
Remarks:
Doesn't work with smackdown ruleset. Intended for movies.
r_telesplash
Description:
Toggles teleport splash effect.
Type:
boolean
ValueDescription
falseDisable teleport splashes.
trueEnable teleport splashes.

Lighting

gl_colorlights
Description:
Switch on/off colour of lighting from glowing items (quad, pent, flags in TF, etc)
Type:
boolean
Remarks:
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
ValueDescription
falseColoured lighting are off
trueColoured lighting are on
gl_coronas
Description:
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.
Type:
float
gl_coronas_tele
Description:
Allows you to turn on/off blue light when spawning.
Type:
boolean
ValueDescription
falseSpawn coronas off.
trueSpawn coronas on.
gl_fb_bmodels
Type:
boolean
ValueDescription
falseMight give you a couple more fps.
trueEnable "fullbright" colors on bsp models (World, health boxes, etc).
gl_fb_models
Type:
boolean
ValueDescription
falseMight also give you more fps.
trueEnable "fullbright" colors on alias models (grenades, player models, etc).
gl_flashblend
Description:
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.
Type:
enum
ValueDescription
0No glow bubbles.
1A glow bubble will appear on explosions and flag/quad/pent carrier.
2Same as (1), but also around rockets in the air.
gl_lighting_colour
Description:
Alias models are effected by coloured lights around them.
Type:
float
gl_lighting_vertex
Description:
Alias models no longer have the same level of light on all sides. This may not work correctly if coloured lighting is disabled.
Type:
float
gl_lightmode
Type:
boolean
Remarks:
Takes effect when the map reloads.
ValueDescription
falseMakes the map lighter, but fullbrights don't look as good. (0% overbrights)
trueMakes the map darker, but makes fullbrights stand out more (looks better). (33% overbrights)
gl_loadlitfiles
Description:
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.
Type:
enum
ValueDescription
0Disable 24-bit lighting.
1Load lit files & use inline colored lighting.
2Load lit files only.
3Use inline colored lighting only.
gl_rl_globe
Description:
Helps customize rocket light independant of gl_flashblend.
0 - treated as feature off.
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, exactly the same.
Type:
integer
gl_shaftlight
Type:
boolean
ValueDescription
falseDark shaft.
trueLight shaft.
r_dynamic
Type:
boolean
ValueDescription
falseDo not display dynamic lighting.
trueDisplay dynamic lighting.
r_fullbright
Description:
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.
Type:
boolean
Remarks:
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.
ValueDescription
falseDo not fullbright the map.
trueFullbrights the map (need -cheats or sv_cheats 1 enabled in server)
r_lightmap
Type:
boolean
ValueDescription
falseDisable light sources on the map.
trueEnable light sources on the map.
r_shadows
Type:
boolean
ValueDescription
falseDo not display shadows for entities.
trueDisplay shadows for entities.

OpenGL Rendering

gl_affinemodels
Description:
Makes texture rendering quality better if set to 1.
Note: 3dfx thing, not sure. //fuh check this.
Type:
float
gl_brush_polygonoffset
Description:
Value in range 0-25. Offset drawing of entity models, to stop z-fighting.
Type:
float
Remarks:
disabled for qcon (feature makes it possible to fix z-fighting causing flickering areas on Intel cards most often)
gl_buildingsparks
Description:
Buildings that are destroyed in TF will continue to throw sparks until they disapear.
Type:
float
gl_clear
Description:
This variable will toggle the clearing of the screen between each frame. This
can be helpful when specing a game and flying out of the map or during map
development when the map maker must fly outside of the map to look has his map
from the outside. Enabling this command will clear the areas which are not
rendered outside of the map thus preventing the flickering effect when images
repeat themselves repeatedly. However it causes problems when playing and
going through the surfaces of a liquid (for example when diving into liquid), as
you will see a red flash where the liquid texture would normally be repeated.
Type:
boolean
ValueDescription
falseOff.
trueOn.
gl_clearColor
Description:
Sets clear color (gl_clear 1)
Type:
string
gl_cull
Description:
This variable toggles the use of internal OpenGL functions for removing covered
objects. When this variable is set to "1" the game will depend on the OpenGL
driver to use it's culling functions to remove certain objects from the
calculations because they are covered up and would not be seen anyways. It is a
good idea to leave this toggle enabled because it will increase rendering
performance.
Type:
boolean
ValueDescription
falseDo not use culling to increase rendering performance.
trueUse the OpenGL driver's culling functions.
gl_cutf_tesla_effect
Description:
When a shambler is preparing to throw lightning, or a tesla coil (TF) is charging to fire, a particle effect is generated.
Type:
float
gl_detpacklights
Description:
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.
Type:
float
gl_extratrails
Description:
Misc trails that appear on objects that frequently move, such as TF grenades, caltrops, etc.
Railguns in TF also leave behind unique trails.
Type:
float
gl_finish
Description:
This variable toggles the calling of the gl_finish() OpenGL function after each
rendered frame.
Type:
boolean
ValueDescription
falseDo not call the gl_finish() function after each frame.
trueCall the gl_finish() function after each frame.
gl_gammacorrection
Type:
boolean
gl_inferno_speed
Description:
Changes speed of gl_inferno missile trail.
Type:
float
gl_inferno_trail
Description:
Changes type of gl_inferno missile trail.
Type:
float
gl_lightning
Type:
boolean
ValueDescription
0Turns off particle lightning beams
1Turns on particle lightning beams.
gl_lightning_color
Description:
The RGB color of particle lightning beam and sparks.
Type:
string
ValueDescription
R G B alpha, each 0-255
gl_lightning_size
Description:
Adjusts size of ligtning particle beam.
Type:
float
gl_lightning_sparks
Description:
Sparks fly from walls when hit by lightning gun.
Type:
float
gl_lightning_sparks_size
Description:
Size of lightning sparks.
Type:
integer
gl_maxtmu2
Description:
Allow only two texturing units. Sometimes usefull for buggy ATI cards. If you don't need this, don't use it. Lowers the performance.
Type:
boolean
ValueDescription
false
true
gl_modulate
Description:
Affects lightmap. Values from 0.5 to 3 are valid.
Type:
float
gl_motiontrails
Description:
When enabled, flags and keys leave behind a kind of after-image.
Fiends also leave trails when they pounce.
Type:
float
gl_motiontrails_wtf
Description:
Same as gl_motiontrails but works for all players and creatures.
Type:
float
gl_nailtrail
Description:
Adds a white trail onto nails as they fly around.
This feature wont work on servers not running with sv_nailhack set to 1.
Type:
boolean
ValueDescription
falseDisable nail trails.
trueEnable nail trails.
gl_nailtrail_plasma
Description:
Adds plasma trail to nails.
Type:
boolean
Remarks:
Need gl_nailtrail 1.
ValueDescription
falseNo plasma trail.
trueBlue plasma trail.
gl_nailtrail_turb
Description:
Switches between two type of bubbles nails leave behind in water.
Type:
enum
Remarks:
gl_turb_trails 1 needs to be set.
ValueDescription
0Smaller bubbles
1Larger bubbles
gl_nocolors
Type:
boolean
ValueDescription
falseNormal.
trueDon't use top/bottom colors.
gl_outline
Description:
If set, draws outline on models to create rotoscope effect.
Type:
boolean
gl_outline_width
Description:
Determines outline width when gl_outline enabled. Limits of 0.1 to 3.0
Type:
float
gl_smoothmodels
Type:
boolean
ValueDescription
falseDo not smooth the textures on models.
trueSmooth the textures on models.
gl_triplebuffer
Description:
Triple buffering of head up display graphics. If you have problems with screen graphics, turn this on.
Type:
boolean
Remarks:
This has nothing to do with 3D rendering, it will not increase graphics "lag" or anything like that. It only affects 2D head up display graphics.
ValueDescription
falseOff.
trueOn.
r_farclip
Description:
Can be used to overcome vision being limited to 4096 units in GL clients (good for xpress2 etc).
Type:
float
Remarks:
See also: r_nearclip

Particle Effects

gl_bounceparticles
Type:
boolean
Remarks:
Bouncing particles look nicer, but may eat up CPU.
ValueDescription
falseDisable.
trueControls whether sparks rebound off walls.
gl_clipparticles
Type:
boolean
ValueDescription
falseDisable.
truethis will limit the number of blended particles close to you. This gives a big FPS increase when blended particles take up a big proportion of your screen and challenge your video card's fillrate.
gl_part_blobs
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for blob explosions (EMP's)
gl_part_blood
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for blood effects.
gl_part_detpackexplosion_fire_color
Description:
Change color of the detpack explosion fire (TF).
Type:
string
gl_part_detpackexplosion_ray_color
Description:
Change the color of the detpack explosion rays (Team Fortress).
Type:
string
gl_part_explosions
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for explosions.
gl_part_gunshots
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for gunshots.
gl_part_inferno
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for pyro flames in TF.
gl_part_lavasplash
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for lava splashes (Spy Gren).
gl_part_spikes
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for spikes (nailgun etc).
gl_part_telesplash
Type:
enum
ValueDescription
0Use classic quake teleport particles
1Use 'new/eye-candy' teleport particles: 'dots' and 'rays'
2Use 'new/eye-candy' teleport particles: 'dots' only
gl_part_tracer1_color
Description:
Changes the color of the tracer1 trail, which allows you to customize the rockettrail color (see remarks).
Type:
string
Remarks:
If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail color
ValueDescription
"R G B" format accepted, e.g. "255 255 0" for yellow
gl_part_tracer1_size
Description:
Changes the size of the tracer1 trail, which allows you to customize the rockettrail size (see remarks).
Type:
float
Remarks:
If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail size
gl_part_tracer1_time
Description:
Changes the duration of the tracer1 trail, which allows you to customize the rockettrail (see remarks).
Type:
float
Remarks:
If you set r_rockettrail 6 and gl_part_trails 1, this variable will change your rockettrail duration
gl_part_tracer2_color
Description:
Changes the color of the tracer2 trail, which allows you to customize the rockettrail color (see remarks).
Type:
string
Remarks:
If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail color
ValueDescription
"R G B" format accepted, e.g. "255 255 0" for yellow
gl_part_tracer2_size
Description:
Changes the size of the tracer2 trail, which allows you to customize the rockettrail size (see remarks).
Type:
float
Remarks:
If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail size
gl_part_tracer2_time
Description:
Changes the duration of the tracer2 trail, which allows you to customize the rockettrail (see remarks).
Type:
float
Remarks:
If you set r_rockettrail 7 and gl_part_trails 1, this variable will change your rockettrail duration
gl_part_trails
Type:
boolean
ValueDescription
falseDisable.
trueDetermines particles used for (rocket etc) trails.
gl_particle_blobs
Description:
Determines size of blob explosions. If set to 0, standard non-particle explosions will be used instead.
Type:
float
gl_particle_blood
Description:
Determines size of blood effect. If set to 0, standard blood effect will be used instead.
Type:
float
gl_particle_blood_color
Description:
Changes colour of blood.
Type:
float
gl_particle_blood_type
Description:
Chooses among types of blood particles.
Type:
float
gl_particle_deatheffect
Description:
Adds extra blood effects to gibs
Type:
enum
ValueDescription
0No extra effects
1Death effect enabled for all corpses
2Death effect for gibbed players only
gl_particle_explosions
Description:
Turns particle alternatives to each r_explosiontype on or off.
Type:
float
gl_particle_fasttrails
Description:
Changes particle trails indicating motion
Type:
float
gl_particle_fire
Description:
Replaces torches with a particle flame effect. Includes people being burnt by the pyro in TF.
Type:
float
gl_particle_firecolor
Description:
Color of the fire particle
Type:
string
gl_particle_fulldetail
Description:
Allows full detail depth for gl_particle_* effects
Type:
boolean
gl_particle_gibtrails
Type:
float
gl_particle_gunshots
Type:
float
gl_particle_gunshots_type
Type:
float
gl_particle_muzzleflash
Description:
Adds particle effect when firing a weapon.
Type:
float
gl_particle_shockwaves
Description:
0 - Turns off explosion shockwaves.
1 - Turns on explosion shockwaves.
Type:
float
gl_particle_shockwaves_flat
Type:
float
gl_particle_sparks
Description:
Trails appear more beam-like and don't look stupid when they bounce. This applies for wizards and knights only.
Type:
boolean
ValueDescription
falseParticle sparks off
trueParticle sparks on
gl_particle_spikes
Type:
float
gl_particle_spikes_type
Type:
float
gl_particle_style
Type:
boolean
ValueDescription
falseRound particles
trueSquare particles (software style)
gl_particle_trail_detail
Type:
float
gl_particle_trail_lenght
Description:
X - Multiplies the length of the trail on particle trails.
Type:
float
gl_particle_trail_time
Description:
X - Multiplies the length of time the particle bounces around for.
Type:
float
gl_particle_trail_type
Type:
integer
gl_particle_trail_width
Description:
Changes width of trail particle e.g.: wall hitted by nail, explosion particles trail, etc.
Type:
float
gl_solidparticles
Type:
boolean
ValueDescription
falseDisable.
trueMight make tele particles faster for 3dfx wicked gl drivers.
gl_squareparticles
Description:
Toggles between circle and square particles
Type:
boolean
r_particles_count
Description:
Maximum ammount of particles displayed
Type:
integer
Remarks:
You can adjust graphics performance with this.
ValueDescription
1024 or 2048 is quite enough

Screen & Powerup Blends

cl_bonusflash
Description:
Controls weapon and item pickup flash.
Type:
boolean
ValueDescription
falseOff.
trueOn.
cl_demoplay_flash
Description:
Reduces flash grenade effect when watching demos.
Type:
float
Remarks:
Values from 0 to 1 are possible. 0 - flash effects disabled, 1 - original.
gl_cshiftpercent
Description:
This variable sets the percentage value for palette shifting effects (damage flash, powerup blend). (needs gl_polyblend 1)
Type:
float
gl_hwblend
Type:
boolean
Remarks:
Note: 1 can be slow on wintNT/2K.
ValueDescription
falseOpenGL routines.
trueHardware palette changing.
gl_polyblend
Description:
Controls a short burst of screen tinting on various events. Variables to look at are: gl_cshiftpercent (controls overall palette shifting) v_damagechisft v_quadcshift v_pentcshift v_ringcshift v_suitcshift.
Type:
boolean
ValueDescription
falseDisable palette shifting when submerged, have powerup, or taking damage. (turns off screen tinting)
trueEnable palette shifting when submerged, have powerup, or taking damage. (turns on screen tinting)
v_contentblend
Description:
Turning this variable on will temporarily change the hue of your screen when inside liquid (water/slime/lava) (requires gl_polyblend 1)
Type:
float
Remarks:
Specify a percentage value, between 0 and 1. 0 turns the effect off.
v_damagecshift
Description:
This variable (0..1) will temporarily add a red hue to your screen when you've taken damage. Needs gl_polyblend 1.
Type:
float
v_dlightcshift
Description:
Turning this variable on will blend light when you're inside a light bubble. Also need to set gl_flashblend 1
Type:
boolean
ValueDescription
falseOff
trueOn
v_pentcshift
Description:
This variable (0..1) will add a temporary red hue to your screen if you are carry the Pent powerup. Requires gl_polyblend 1
Type:
float
v_quadcshift
Description:
This variable (0..1) will add a temporary blue hue to your screen if you are carry the Quad powerup. Requires gl_polyblend 1
Type:
float
v_ringcshift
Description:
This variable (0..1) will add a temporary yellow hue to your screen if you are carry the Ring powerup. Requires gl_polyblend 1
Type:
float
v_suitcshift
Description:
This variable (0..1) will add a temporary green hue to your screen if you are carry the Suit powerup. Requires gl_polyblend 1
Type:
float

Screen Settings

cl_clock
Type:
enum
ValueDescription
0Off.
1Shows the time you spent on server (you'll also see it in the status bar when you press TAB).
2Shows the time of day.
cl_clock_format
Description:
Changes the format of the clock which is displayed if cl_clock is non-zero. Special chars are prefixed with %
Type:
string
Remarks:
%H represents hours, %M minutes, %S seconds. There are many other flags you can use. See strftime (C language) documentation for closer info.
cl_clock_x
Description:
Horizontal coordinates of the clock.
Type:
float
cl_clock_y
Description:
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.
Type:
float
cl_confirmquit
Description:
This sets whether to confirm on quit (1) or quit with no confirmation (0).
Type:
boolean
ValueDescription
falseDo not ask for confirmation on quit.
trueAsk for confirmation on quit. This will display the 'About' message box where you have to press [Y] to quit.
cl_democlock
Description:
A clock showing how much time has elapsed since the start of the demo.
Type:
boolean
ValueDescription
falseOff.
trueOn.
cl_democlock_x
Description:
Determine where the democlock is positioned on your screen on the X co-ordinate.
Type:
float
cl_democlock_y
Description:
Determine where the democlock is positioned on your screen on the Y co-ordinate.
Type:
float
cl_gameclock
Description:
Displays clock with seconds on the screen.
Type:
enum
Remarks:
Use cl_gameclock_x and cl_gameclock_y to place it anywhere on the screen.
ValueDescription
0Turned OFF
1Counts up from the start of the match.
2Counts down from the start of the match.
3Same as 1 but only minutes:seconds (hours are not being displayed).
4Same as 2 but only minutes:seconds (hours are not being displayed).
cl_gameclock_offset
Description:
Allows using gameclock in custom mods that don't support standard KT-like clock synchronization
Type:
integer
Remarks:
Some Capture The Flag or Team Fortress mods can take a use of this.
cl_gameclock_x
Description:
Adjusts horizontal placement of the clock with seconds.
Type:
float
Remarks:
See cl_gameclock for detailed info about the clock.
cl_gameclock_y
Description:
Adjusts vertical placement of the clock with seconds.
Type:
float
Remarks:
See cl_gameclock for detailed info about the clock.
cl_hud
Description:
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.
Type:
boolean
Remarks:
Strings hud banned for ruleset smackdown
ValueDescription
falseStrings hud disabled
trueStrings hud enabled
cl_multiview
Description:
This client adds a multiview component to mvd playback. Upto four views can be displayed at once. Use this variable to turn multiview on.
Type:
enum
ValueDescription
0Multiview disabled
1Still no multiview but you can use cl_mvdisplayhud to show small complex hud.
2Two screens.
3Three screens.
4Four screens.
cl_mvdisplayhud
Description:
Toggle drawing of small compact HUD in each screen of Multiview control.
Type:
enum
Remarks:
Also see cl_mvhudpos and cl_mvhudvertical when this is set to a value greater than 1.
ValueDescription
0Don't draw mini-HUDs when in multiview.
1Draw original mini-HUDs when in multiview. (Only strings)
2Draw names only.
3Draw graphics. Icons for weapons, healthbar, armorbar.
4Same as 3 but with values showing the health/armor on the bars.
5Same as 4 but with a semitransparent black background.
cl_mvhudflip
Description:
Flips the mini-HUD in multiview mode.
Type:
boolean
Remarks:
This only works when cl_mvdisplayhud is greater than 1. See also cl_mvhudvertical and cl_mvhudpos.
ValueDescription
falseDon't flip the mini-HUD drawing.
trueFlip the mini-HUD drawing.
cl_mvhudpos
Description:
Sets the position of the multiview mini-HUDs.
Type:
enum
Remarks:
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).
ValueDescription
bottom center/bc
bottom left/bl
bottom right/br
gather/gThe 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/tc
top left/tl
top right/tr
cl_mvhudvertical
Description:
Set whetever the mini-HUDs in multiview mode will be drawn vertically or not.
Type:
boolean
Remarks:
This only applies if cl_mvdisplayhud has a value greater than 1, otherwise the old style is used for the mini-HUDs (only strings).
ValueDescription
falseDraw mini-HUDs horizontally
trueDraw mini-HUDs vertically
cl_mvinset
Description:
Turns inset screen with multitrack on/off.
Type:
boolean
ValueDescription
falseDivide screen in 2/3/4 areas according to cl_multiview settings.
trueDisplay 2nd POV inside main screen in the right top corner.
cl_mvinsetcrosshair
Description:
Turn crosshair in inset POV in multiview on/off.
Type:
boolean
ValueDescription
falseDo not display crosshair in inset POV.
trueDisplay crosshair in inset POV.
cl_mvinsethud
Description:
Turns inset HUD for inset POV with multiview on/off.
Type:
boolean
ValueDescription
falseDo not display inset HUD.
trueDisplay inset HUD (usually nick of tracked player).
cl_onload
Description:
Tells what will be the start-up screen of the client
Type:
enum
ValueDescription
browserServer browser will be your start-up screen
consoleAfter start-up you can immediately type into the console
menuYou'll see the main menu after the start-up
<other>A command/script to be executed on start-up
cl_shownet
Description:
This variable toggles the display of current net info.
Type:
enum
ValueDescription
0Do not display any information.
1Print current incoming packet size in byte.
2Print information about the current in coming packet and it's size.
cl_verify_qwprotocol
Description:
Enables the check on client startup for handling URLs starting with qw://
Type:
enum
Remarks:
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
ValueDescription
0Do not check if client is associated with qw:// URLs
1Check if client is associated, prompt if not
2Always associate client with qw:// URLs
cl_window_caption
Description:
Choose different window caption formats for your taskbar when you play in windowed mode or when the client is minimized in the taskbar.
Type:
boolean
Remarks:
The caption doesn't refresh regularly on some configurations. We recommend to use vid_flashonactivity 1 as well.
ValueDescription
0Format: ezQuake: address
1Format: <server state> - pl: <number of players> - <map>
demo_playlist_loop
Description:
will toggle playlist looping
Type:
boolean
ValueDescription
falsewill not loop the demo playlist
truewill loop the demo playlist
demo_playlist_track_name
Description:
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)
Type:
string
gl_contrast
Description:
Change contrast.
Type:
float
gl_gamma
Description:
Change GL gamma.
Type:
float
r_glstats
Description:
When enabled, it creates a window in the top right of the screen showing the number of particles and etc. in use.
Type:
float
r_netgraph
Description:
Setting r_netgraph 1 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.
Type:
boolean
Remarks:
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.
ValueDescription
falseDo not display the netgraph.
trueDisplay the netgraph.
r_netstats
Description:
Shows information about ping, packetloss, average packet size and incoming/outgoing traffic. Equivalent with 'net' HUD element.
Type:
boolean
ValueDescription
falseDo not draw network statistics.
trueDraw network statistics.
r_speeds
Description:
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
Type:
float
r_tracker_align_right
Description:
Controls the alignment of the extra frag messages window.
Type:
boolean
ValueDescription
falseExtra frag messages window will be shown on the left side of the screen.
trueExtra frag messages window will be shown on the right side of the screen.
r_tracker_color_bad
Type:
string
r_tracker_color_fragonme
Description:
Color to use when reporting an opponent killed the current player
Type:
string
r_tracker_color_good
Description:
Color to use when reporting a kill by current player's team
Type:
string
r_tracker_color_myfrag
Description:
Color to use when reporting a frag by current player
Type:
string
r_tracker_color_suicide
Description:
Color to use when reporting a suicide
Type:
string
r_tracker_color_tkbad
Description:
Color to use when reporting a teamkill by current player's team
Type:
string
r_tracker_color_tkgood
Description:
Color to use when reporting an opponent's teamkill
Type:
string
r_tracker_flags
Description:
Everytime you take, capture or drop a flag, the number of times is displayed on the screen.
Type:
boolean
Remarks:
See r_tracker_*, cl_parseFrags and cl_loadFragFiles variables description for further info.
ValueDescription
false
true
r_tracker_frags
Description:
Controls which frag messages will be shown in extra window, beside the standard onscreen chat (notify area).
Type:
enum
Remarks:
Values 1 and 2 requires cl_loadfragfiles and cl_parsefrags to be set to 1.
ValueDescription
0No extra frag messages shown
1Frag messages related to yourself will be shown in extra window
2All frag messages will be shown in extra window
r_tracker_frame_color
Description:
Controls the opacity and color of the background of the extra frag messages window.
Type:
string
Remarks:
See other r_tracker_* variables description for further info.
ValueDescription
<r g b><a> = red, green, blue and alpha values 0..255
r_tracker_images_scale
Description:
Controls the size of images when using the tracker. Valid range 0.1-10
Type:
float
r_tracker_inconsole
Description:
If set, tracker messages will also appear in the console
Type:
boolean
Remarks:
To see full death messages in the console, use con_fragmessages 2
r_tracker_messages
Description:
Maximum number of custom frag messages to be displayed in extra frag messages window.
Type:
integer
Remarks:
See other r_tracker_*, cl_parseFrags and cl_loadFragFiles variables description for further info.
r_tracker_name_remove_prefixes
Description:
Space-separated list of prefixes to remove from player names before displaying in the tracker
Type:
string
Remarks:
Useful if one team has clan prefixes that stop the names appearing fully
r_tracker_name_width
Description:
Maximum length of player names in the tracker
Type:
integer
r_tracker_own_frag_prefix
Description:
Text to show before frag messages relating to the current player
Type:
string
r_tracker_positive_enemy_suicide
Description:
If enabled frag tracker draws enemy suicides using color value of r_tracker_color_good variable.
Type:
integer
r_tracker_scale
Description:
Allows you to change the font size in the extra frag messages.
Type:
float
Remarks:
See other r_tracker_* variables.
r_tracker_streaks
Description:
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.
Type:
float
r_tracker_string_died
Description:
Text appearing in the tracker when a player dies (typically lava, slime, drowning etc)
Type:
string
Remarks:
Relates to PLAYER_DEATH rules in fragfile.dat
r_tracker_string_enemy
Description:
Text appearing in the tracker when a player earns a frag
Type:
string
Remarks:
Relates to X_FRAGS_UNKNOWN rules in fragfile.dat
r_tracker_string_suicides
Type:
string
r_tracker_string_teammate
Type:
string
r_tracker_time
Description:
Number of seconds the tracker information is drawn on the screen.
Type:
float
Remarks:
See other 'r_tracker_*' variables too.
ValueDescription
Use positive numbers.
r_tracker_x
Description:
Adjusts the position of extra frag messages window.
Type:
integer
Remarks:
See other r_tracker_* variables description for more info.
ValueDescription
horizontal position
r_tracker_y
Description:
Adjusts the position of extra frag messages window.
Type:
integer
Remarks:
See other r_tracker_* variables description for more info.
ValueDescription
vertical position
scr_autoid
Type:
enum
Remarks:
Only works when spectating. You can remove the drawing of the playername by using scr_autoid_drawname 0.
ValueDescription
0Hide players nick as spectator.
1Show players nick as spectator.
2Show health and armor over players' heads.
32 + Show armor name.
43 + Show if the user has RL (icon).
53 + Show the users best weapon (icon).
scr_autoid_barlength
Description:
Sets a fixed length of the bar for autoid functionality.
Type:
integer
Remarks:
If 0, length will be based on scr_autoid_namelength and/or length of individual player's name
scr_autoid_namelength
Description:
Maximum number of characters in a player name above player's head with autoid
Type:
integer
scr_autoid_scale
Description:
Sets relative size of scr_autoid display
Type:
float
scr_autoid_weaponicon
Type:
boolean
ValueDescription
falsePlayer's weapon is indicated by text (RL, etc)
truePlayer's weapon is indicated by an icon
scr_autoid_weapons
Description:
When scr_autoid is > 4, this determines when the player's best weapon will appear
Type:
enum
Remarks:
The order of 'best' weapon can be controlled via the 'tp_weapon_order' variable
ValueDescription
1Shotgun or better
2Super-shotgun or better
4Nailgun or better
8Super nailgun or better
16Grenade launcher or better
32Rocket launcher or better
64Lightning gun or better
scr_centershift
Description:
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.
Type:
integer
ValueDescription
Values from -999 to 999 are possible.
scr_centertime
Description:
This variable sets the amount of time in seconds that centerprinted messages
stay on the screen.
Type:
enum
ValueDescription
0Do not display any centerprints.
1Display centerprints for 1 second.
2Display centerprints for 2 seconds.
scr_coloredfrags
Description:
Frag messages will be colored according to your teamcolor/enemycolor settings.
Type:
boolean
Remarks:
Needs scr_coloredText 1, cl_parsefrags 1, cl_loadfragfiles 1.
ValueDescription
falseColoring off
trueColoring on
scr_coloredText
Description:
Allows colored text in scoreboard, console and notify area.
scr_coloredText
Type:
enum
Remarks:
See Colored text manual page for more details.
ValueDescription
0Disable rainbow spectator text on the scoreboard.
1Enable rainbow spectator text on the scoreboard.
2Enable rainbow spectator text on the scoreboard plus parse colored console messages.
scr_menualpha
Description:
Opacity of the main menu's background.
Type:
float
ValueDescription
0Transparent mainmenu.
1Black mainmenu.
scr_menudrawhud
Description:
Draw HUD elements/crosshair/etc in background of main menu. Useful when HUD distracting you in server browser.
Type:
boolean
ValueDescription
falseDon't draw HUD elements when in menus.
trueDraw HUD elements when in menus.
scr_notifyalways
Type:
boolean
ValueDescription
falseThe notify area is hidden during intermission (chat messages go to console but not to screen)
trueThe notify area is always shown
scr_qtvbuffer
Description:
Enables display of the QTV buffer status
Type:
boolean
Remarks:
Makes it able to check how much of the stream is buffered on the client side
ValueDescription
false
true
scr_qtvbuffer_x
Description:
Horizontal position of the qtvbuffer counter
Type:
integer
scr_qtvbuffer_y
Description:
Vertical position of the qtvbuffer counter
Type:
integer
scr_scoreboard_drawfps
Description:
Substitutes the "time" column with a "FPS" in scores showing how much FPS each player has.
Type:
boolean
ValueDescription
falseKeep time in scoreboard
trueReplace time with FPS in scoreboard
scr_showcrosshair
Description:
Allows you to force the display of the crosshair when in menus or in scoreboard
Type:
boolean
ValueDescription
false
true
scr_shownick_frame_color
Description:
If using '/shownick 1' in KTX, this determines the color of the frame around the on-screen information
Type:
string
scr_shownick_name_width
Description:
Maximum length of player's name when using '/shownick 1' in KTX
Type:
integer
scr_shownick_order
Description:
Format string for results of '/shownick 1' in KTX
Type:
string
scr_shownick_scale
Description:
Adjusts relative size of text when showing results of '/shownick 1' in KTX
Type:
float
scr_shownick_time
Description:
Number of seconds to show results of '/shownick 1' command in KTX
Type:
float
scr_shownick_x
Description:
Horizontal position of the shownick label
Type:
integer
scr_shownick_y
Description:
Vertical position of the shownick label
Type:
integer
scr_spectatorMessage
Description:
Switch on/off the text at the bottom of the screen when spectating in free mode: "SPECTATOR MODE | PRESS [ATTACK] for AutoCamera"
Type:
boolean
ValueDescription
falseOff
trueOn
scr_teaminfo
Description:
Displays team info when you are spectating or watching mvd demo.
Type:
boolean
Remarks:
see scr_teaminfo_* for other options.
ValueDescription
falseNo team info.
trueDisplay team info.
scr_teaminfo_align_right
Description:
Aligns scr_teaminfo left or right
Type:
boolean
ValueDescription
falseAlign scr_teaminfo left.
trueAlign scr_teaminfo right.
scr_teaminfo_armor_style
Description:
Changes %a to different styles.
Type:
enum
ValueDescription
0Does not display teammates' armor
1Displays teammates' armor always in white.
2Displays teammates' armor in white with the icon of the armor they have next to it.
3Displays teammates' armor in the color of the armor they have.
scr_teaminfo_frame_color
Description:
Changes the color and transparency of scr_teaminfo's frame.
Type:
string
ValueDescription
R G B alpha, each 0-255
scr_teaminfo_loc_width
Description:
Sets the width for %l
Type:
integer
ValueDescription
From 0 (no loc display) to 20.
scr_teaminfo_low_health
Description:
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.
Type:
float
ValueDescription
From 1-99
scr_teaminfo_name_width
Description:
Sets name width in scr_teaminfo
Type:
integer
ValueDescription
From 0 (don't display name) to 20
scr_teaminfo_order
Description:
Changes the order of displayed items in scr_teaminfo
Type:
string
Remarks:
default: "%p%n [%l] %h/%a %w"
ValueDescription
Options: %p (powerup) %n (name) %h (health) %a (armor) %l (location) %w (weapon)
scr_teaminfo_powerup_style
Description:
Controls how powerup indicators are displayed in scr_teaminfo
Type:
enum
ValueDescription
1Powerup icons
2Player face
3Coloured text
scr_teaminfo_scale
Description:
Scales scr_teaminfo.
Type:
float
ValueDescription
From 0 (very small) to 10 (very big)
scr_teaminfo_show_enemies
Description:
Will show enemy players in the teaminfo table.
Type:
boolean
Remarks:
Works only for MVD playback (servers do not send info about enemies to you anyway).
ValueDescription
falseDo not show enemy players status
trueShow enemy players status in teaminfo table
scr_teaminfo_show_self
Description:
Will show row with the status of the current player in the teaminfo table.
Type:
enum
ValueDescription
0Do not show tracked player status in the teaminfo table
1Show tracked player in the teaminfo table
2Show tracked player when watching demos/QTV only
scr_teaminfo_weapon_style
Description:
Changes %w to different styles.
Type:
boolean
ValueDescription
falseDisplays teammates' weapon as an icon
trueDisplays teammates' weapon as a word (rl, lg, etc..)
scr_teaminfo_x
Description:
Moves scr_teaminfo in the x-direction
Type:
integer
ValueDescription
from -255 to 255
scr_teaminfo_y
Description:
Moves scr_teaminfo in the y-direction
Type:
integer
ValueDescription
from -255 to 255
scr_tracking
Description:
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.
Type:
string
Remarks:
This variable affects scr_newhud 0. To change same text in new HUD (scr_newhud 1) use /tracking format (hud_tracking_format) settings.
ValueDescription
Pattern %n will be replaced with tracked player's name, %t will be replaced with player's team.
scr_weaponstats
Description:
Displays weapons stats on server that support it
Type:
boolean
ValueDescription
false
true
scr_weaponstats_align_right
Type:
boolean
ValueDescription
falseDisplays weapon stats on the left hand side of the screen
trueDisplays weapon stats on the right hand side of the screen
scr_weaponstats_frame_color
Description:
Sets the color of the frame around scr_weaponstats display
Type:
string
scr_weaponstats_order
Description:
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.
Type:
string
scr_weaponstats_scale
Description:
Controls size of scr_weaponstats display. 1 = Normal text size
Type:
float
scr_weaponstats_x
Description:
Horizontal placement of the weapon stats table
Type:
integer
scr_weaponstats_y
Description:
Vertical placement of the weapon stats table
Type:
integer
show_fps
Type:
boolean
ValueDescription
falseDisables the display of the frames-per-second value.
trueEnables the display of the frames-per-second value.
show_fps_x
Description:
Determine where the show_fps is positioned on your screen on the X co-ordinate.
Type:
float
show_fps_y
Description:
Determine where the show_fps is positioned on your screen on the Y co-ordinate.
Type:
float
show_speed
Description:
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)
Type:
enum
ValueDescription
0Off.
1More accurate counter (Best used when LPB).
2Predicted speed (Less laggy when HPB).
show_speed_x
Description:
Determine where the show_speed is positioned on your screen on the X co-ordinate.
Type:
float
show_speed_y
Description:
Determine where the show_speed is positioned on your screen on the Y co-ordinate.
Type:
float
show_velocity_3d
Description:
Shows your velocity as 3d vector and its projections (*GL ONLY*).
Type:
enum
Remarks:
See also show_velocity_3d_offset_forward, show_velocity_3d_offset_down.
ValueDescription
0off (default)
1velocity and projections
2only horizontal velocity and projections
show_velocity_3d_offset_down
Type:
show_velocity_3d_offset_forward
Type:
float
showdrop
Type:
boolean
ValueDescription
falseDisable text dump printing dropped packets
trueEnable text dump printing dropped packets
showpackets
Type:
boolean
ValueDescription
falseDo not display information about all network packets.
trueDisplay information about all network packets.
showpause
Type:
boolean
ValueDescription
falseNever display the pause icon.
trueDisplay that the pause icon is displayed when the game is paused.
showram
Type:
boolean
ValueDescription
falseNever display the ram icon
trueDisplay the ram icon when running out of memory
showturtle
Type:
boolean
ValueDescription
falseNever display the turtle icon.
trueDisplay the turtle icon when your frame rate drops below 10.

Screenshot Settings

image_jpeg_quality_level
Description:
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.
Type:
float
image_png_compression_level
Description:
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).
Type:
float
scr_allowsnap
Type:
boolean
ValueDescription
falseDisable
trueAllow screenshot uploads to be requested by server.
sshot_autoname
Description:
Add the map name as screenshot filename prefix.
Type:
boolean
ValueDescription
false
true
sshot_dir
Description:
Change the screenshot directory.
Type:
string
sshot_format
Description:
tga = Tga screenshots (gl only)
png = Png screenshots
jpg = Jpg screenshots (gl only)
pcx = Pcx screenshots (software only)
Type:
string

Texture Settings

gl_anisotropy
Description:
Anisotropic filtering. Basically improved texture quality.
Type:
integer
Remarks:
Depends on your Graphics card capabilities and settings. Make sure you have enabled "Application controled" in your Graphics card settings for Anisotropic filtering option.
ValueDescription
0 and 1 means turned off, 16 is usually the highest quality
gl_ext_arb_texture_non_power_of_two
Type:
boolean
gl_ext_texture_compression
Description:
Enable reducing memory held by textures on cards that support it (but textures loaded slower and may have less quality).
Type:
boolean
ValueDescription
falseDisabled
trueEnabled
gl_externalTextures_bmodels
Type:
boolean
Remarks:
non-world .bsp models (any .bsp that isn't the actual map. Ex. health and ammo boxes).
ValueDescription
falseDisable loading of external 24bit textures for
trueEnable
gl_externalTextures_world
Type:
boolean
Remarks:
world .bsp model (i.e. the actual map).
ValueDescription
falseDisable loading of external 24bit textures for the
trueEnable.
gl_lerpimages
Type:
boolean
ValueDescription
falseFaster loading maps (not more fps).
trueBetter texture quality.
gl_luma_level
Description:
Some luma textures have black (in RGB format its 0,0,0) non-transparent pixels. This can make them transparent.
Type:
integer
Remarks:
Setting this to 0 will disable the functionality. For some commonly used texture packs value 1 is necessary.
ValueDescription
e.g. value 10 makes particular pixels transparent if each color component LESS than 10
gl_lumaTextures
Description:
Turns using of luma textures (named *_luma) ON when set to 1 and allowed by server.
Type:
float
gl_max_size
Description:
This variable determines the detail level for loaded textures. When set to "1",
the objects and walls will be textured with 1x1 pixel textures.
Type:
float
gl_miptexLevel
Description:
It is essentially a GL 'equivalent'
to d_mipcap in software. It has no affect when loading external 24bit textures.
Type:
float
gl_no24bit
Description:
Disables support of alternate 24bit textures. Requires a vid_restart to take effect.
Type:
boolean
ValueDescription
falseAllow 24-bit textures
trueDisable 24-bit textures
gl_picmip
Description:
This variable determines the the level of detail for textures used on walls. You
can use this variable to lower the texture detail used on walls thus increasing
the game's performance.
Type:
enum
Remarks:
X = etc..
ValueDescription
0Original size.
1Half the dimensions.
2One-fourth the dimensions.
gl_playermip
Description:
Determines the level of detail of player models. This variable is useful if you are
experience game slowdown during multiplayer games when there are lots of players on
your screen by shrinking the texture detail, but this will make the player models more blurry.
Type:
enum
Remarks:
X = etc.
ValueDescription
0Full detail.
1Medium detail.
2Low detail.
gl_scaleModelTextures
Type:
boolean
ValueDescription
falseDisable scale model textures.
trueEnable
gl_scaleTurbTextures
Type:
boolean
ValueDescription
falseDisable gl_picmip/gl_max_size/gl_miptexLevel affect turb textures (lava, water, slime, teleports).
trueEnable.
gl_subdivide_size
Description:
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.
Type:
float
gl_textureless
Description:
True textureless map textures, but preserving original colors.
For custom colors - look for r_drawflat.
Type:
boolean
Remarks:
The beauty of this is that u can toggle in realtime for any map.
Same as with r_drawflat.
ValueDescription
falseNormal textures
trueTextureless world
gl_texturemode
Type:
enum
Remarks:
GL_NEAREST* modes are often used with gl_miptexlevel 3
ValueDescription
GL_LINEARLinear filtering, no blending.
GL_LINEAR_MIPMAP_LINEARTrilinear interpolation. Highest quality, lowest performance.
GL_LINEAR_MIPMAP_NEARESTBilinear interpolation.
GL_NEARESTPoint sampled (software-like). Lowest quality, highest performance.
GL_NEAREST_MIPMAP_LINEARGL_NEAREST but with even more quality for far objects.
GL_NEAREST_MIPMAP_NEARESTGL_NEAREST but with a bit more quality for far objects.
gl_texturemode2d
Description:
Texture mode used for objects in the head up display, such as font, image of armor, player's face or crosshair.
Type:
string
Remarks:
See gl_texturemode for possible values.
r_drawflat
Description:
Disables textures and walls and floors them with a solid color (/r_wallcolor or /r_floorcolor) depending on the angle.
Type:
enum
Remarks:
Usually used for performance improvements at the expense of eyecandy. See r_wallcolor and r_floorcolor.
ValueDescription
0Use textures for walls and floors.
1Use a solid color for walls and floors
2Use solid floors and textured walls.
3Use solid walls and textured floors.
r_floorcolor
Description:
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.
Type:
string
r_wallcolor
Description:
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.
Type:
string

Turbulency and Sky Settings

gl_caustics
Description:
Turns reflections on walls covered with liquids (water, lava, slime) when set to 1.
Multi-texturing is required for this variable.
Type:
boolean
ValueDescription
falseOff.
trueOn.
gl_fog
Description:
Turns fog effect on and off (GL-Only). See /gl_fogstart /gl_fogend /gl_fogsky and /fog too.
Type:
float
gl_fogblue
Description:
Blue factor in the color of the fog
Type:
float
gl_fogend
Description:
Sets ending distance for rendering the fog. When fog is turned on, you cannot see behind this distance limit. See /gl_fog and /gl_fogstart too.
Type:
float
gl_foggreen
Description:
Green factor in the color of the fog
Type:
float
gl_fogred
Description:
Red factor in the color of the fog
Type:
float
gl_fogsky
Description:
When turned on, fog effect affects sky too. We suggest turning this on otherwise fog looks ridiculous and unrealistic.
Type:
float
gl_fogstart
Description:
Sets starting distance for rendering the fog. The greater the number is, the better visibility in game is and the fog is "thinner".
Type:
float
gl_surface_lava
Description:
Adds boiling bubbles over the lava.
Type:
enum
ValueDescription
0disabled
1Small fumes
2Large fumes
3Like 1 but adjusted by HyperNewbie
4Like 2 but adjusted by HyperNewbie
gl_surface_slime
Description:
Adds bubbles and fumes of slime over the slime.
Type:
enum
ValueDescription
0disabled
1Small fumes
2Large fumes
3Like 1 but adjusted by HyperNewbie
4Like 2 but adjusted by HyperNewbie
gl_turb_trails
Description:
This gives rockets/grenades/nails and other things an alternate underwater trail.
Very nice to have nailgun fights underwater...
Type:
float
gl_turbalpha
Description:
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:
Type:
enum
ValueDescription
0.00Transparent.
0.25Low opacity.
0.50Medium opacity.
0.75High opacity.
1.00Solid.
gl_turbfog
Description:
Controls amount of fog when inside liquid (water, lava, slime).
Density is controlled by choosing a value from 0 to 1 and from 1 to 2.
Type:
enum
Remarks:
Works only when multitexturing is enabled.
ValueDescription
0Fog in liquids is turned OFF
1Linear fog in liquids.
2Logarithmic fog in liquids.
gl_turbfog_color_lava
Description:
Color of fog in lava.
Type:
string
ValueDescription
R G B, each 0-255
gl_turbfog_color_slime
Description:
Color of fog in slime.
Type:
string
ValueDescription
R G B, each 0-255
gl_turbfog_color_water
Description:
Color of fog in water.
Type:
string
ValueDescription
R G B, each 0-255
gl_turbfogDensity
Description:
Control of density of liquid (water, lava, slime...) fog
Type:
float
ValueDescription
[0...1] = [minimum...maximum] liquid fog density
gl_turbripple
Description:
Put your life vests on, waves are coming! Creates an effect of waves on liquids.
Type:
float
Remarks:
Enabled only for viewing demos and observing games.
gl_weather_rain
Description:
Turns on rain out of doors, the density of rain is equal to whatever gl_weather_rain is set to.
If you set gl_weather_rain_fast to 1, you can turn off all splashes, if you set it to 2, you will turn off only the water splashes.
Works on all non-iD maps except death32c, dakyne and some others.
Type:
float
gl_weather_rain_fast
Description:
Adjusts speed of rain.
Type:
float
r_fastsky
Type:
boolean
ValueDescription
falseDisable fastsky.
trueEnable fastsky, helps fps a bit on maps with large sky areas.
r_fastturb
Type:
boolean
ValueDescription
falseAll turbulences will be displayed normally.
trueAll turbulences will be replaced by single-coloured surfaces.
r_lavacolor
Description:
Changes colour of lava when r_fastturb set to 1
Type:
string
r_novis
Description:
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.
Type:
boolean
ValueDescription
falseDo not calculate VIS information for unVISed maps.
trueCalculate VIS information for unVISed maps.
r_skycolor
Description:
Changes colour of sky when r_fastsky set to 1
Type:
string
r_skyname
Description:
If you wan't to use skybox name snow type r_skyname snow, disable skybox with r_skyname ""
Type:
string
r_slimecolor
Description:
Changes colour of slime when r_fastturb set to 1
Type:
string
r_telecolor
Description:
Changes colour of teleport when r_fastturb set to 1
Type:
string
r_watercolor
Description:
Changes color of water when r_fastturb set to 1
Type:
string

Video Settings

gl_multisamples
Description:
The number of samples used around each pixel for anti-aliasing. Range 0-16
Type:
integer
vid_24bit_depth
Type:
boolean
Remarks:
Visual artifacts may be visible if using a 16-bit depth-buffer (e.g. entities disappearing at distance)
ValueDescription
falseSize of depth-buffer will be system default
trueRequest 24-bit depth-buffer
vid_borderless
Description:
When in windowed mode, window will not have a border
Type:
boolean
ValueDescription
false
true
vid_colorbits
Description:
Determines the color mode
Type:
integer
Remarks:
Highest quality is \"24\"
vid_conaspect
Description:
Keep the screen proportions to given aspect ratio.
Type:
string
Remarks:
Always changes vid_conheight when you change vid_conwidth.
ValueDescription
4:3 or 16:9 or 16:10 etc.
vid_config_x
Description:
This variable sets the width of the vid_mode 2 window, the minimum possible
value is "640".
Type:
float
vid_config_y
Description:
This variable sets the width of the vid_mode 2 window, the minimum possible
value is "400"
Type:
float
vid_conheight
Description:
Height of the text layer.
Type:
integer
Remarks:
Cannot be higher than the height of the current game resolution.
vid_conscale
Description:
If vid_conwidth & vid_conheight are set to 0, vid_conheight will be scaled by the value of this variable
Type:
float
vid_conwidth
Description:
Height of the text layer
Type:
integer
Remarks:
Can\'t be higher than the height of the current game resolution
vid_customheight
Description:
Screen resolution width for custom screen mode
Type:
integer
Remarks:
vid_mode must be -1
vid_customwidth
Description:
Screen resolution height for custom screen mode
Type:
integer
Remarks:
vid_mode must be -1
vid_displayfrequency
Description:
Sets horizontal frequency for your monitor (in hertz - Hz).
Type:
integer
vid_displaynumber
Description:
Display/screen to use when in fullscreen mode.
Type:
integer
Remarks:
Use vid_displaylist command to enumerate displays.
vid_flashonactivity
Description:
When there is activity in the server, ezQuake's taskbar window will flash. Activity includes chat, high priority messages, disconnection from server.
Type:
float
vid_forcerestoregamma
Description:
Force restore gamma after returning to minimized application.
Type:
boolean
Remarks:
Might be usefull if you have ATI card.
ValueDescription
falseOld way of restoring gamma
trueForce restore in 1 sec
vid_fullscreen
Description:
Enables fullscreen mode, when disabled, sets windowed mode
Type:
boolean
ValueDescription
false
true
vid_fullscreen_mode
Description:
This variable sets the full screen video mode that the game will switch to when
the "vid_fullscreen" command is executed.
Type:
float
vid_height
Description:
Determines width of screen resolution when in fullscreen mode
Type:
integer
Remarks:
This value is ignored if vid_usedesktopres is set.
vid_hwgammacontrol
Type:
enum
ValueDescription
0Disables hwgamma control.
1Enables hwgamma control for fullscreen mode.
2Enables hwgamma control for fullscreen and windowed mode.
3Enables hwgamma even when window focus is lost but not minimized (Xorg only)
vid_mode
Description:
This variables sets the next video mode to be used, any change of this variable
will cause the video mode to be changed immediately.
Type:
float
vid_nopageflip
Description:
This variable toggles the use of page-flipping during supported video modes. By
default the game will allow for page-flipping for video modes that support this
feature. For example if a given VESA mode can support page flipping, then it
defaults to page-flipped operation. A VESA mode can be forced to
non-page-flipped operation by setting the "vid_nopageflip" variable to "1", then
setting the mode (note that "vid_nopageflip" takes operation on the next,
not the current video mode, and note that it then stays in effect permanently,
even when the client is exited and restarted, unless it is manually set back to "0").
If there is not enough memory for two pages in a VESA mode, or if the adapter
doesn't support page flipping, then the mode will automatically be
non-page-flipped.
Page-flipping works by drawing multiple virtual game screens at the same time in
the video memory and then switching among them to display the current
gamescreen. Page-flipped modes thus use less system memory than non-page-flipped
modes, but require more video memory. When using page-flipping, visual quality
may be higher, but performance of the game can change to better or worse,
depending on the graphics adapter and other hardware (see the discussion of the
Pentium Pro below, for a discussion of why page flipping can be faster but is
sometimes much slower on that processor). However in most cases the performance
(and thus frame rate) will be increased, but for people with hardware that has
problems with page-flipping "vid_nopageflip 1" may help.
The Pentium Pro is an example for such a hardware: it is an okay client platform (sniff!),
but it has one weak spot, it is by default very slow on writes to video memory.
This means that in default hardware configurations, you are usually much better
off setting "vid_nopageflip" to "1" if you use VESA modes, so drawing is done to
system memory instead of to video memory. Remember that you must set the mode
after setting "vid_nopageflip" to "1" in order to get "vid_nopageflip" to take
effect. "vid_nopageflip 1" can sometimes be faster on a Pentium too, but not by
nearly as much in general, and it's often slower.
Type:
float
vid_resetonswitch
Type:
boolean
Remarks:
ezQuake and the screen gets garbaged. When enabled, the client will reset your Windows video mode
every time you press alt-tab. Note that some NVidia drivers lock up your system completely
when you alt-tab. vid_resetonswitch will not help in this case (try starting ezQuake with -dibonly).
ValueDescription
falseDisable.
trueEnable (This is a workaround for the bug in some NVidia drivers, when you alt-tab out of
vid_showextensions
Description:
If set, GL_EXTENSIONS string will be displayed when printing graphics info.
Type:
boolean
vid_stretch_by_2
Type:
boolean
Remarks:
half-resolution in each direction and stretched up to the specified size.)
ValueDescription
falseDisable.
trueEnable (This variable toggles whether in "vid_mode 2" the picture should be rendered at
vid_usedesktopres
Description:
If set, vid_width/vid_height are ignored, and desktop resolution is used instead.
Type:
boolean
vid_verbose
Description:
If set, display graphics info on every vid_restart
Type:
boolean
vid_vsync
Description:
Syncs your FPS with your monitor's vertical refresh rate. This will override cl_maxfps.
Type:
boolean
ValueDescription
falseDisable vsync.
trueEnable vsync.
vid_vsync_lag_fix
Description:
Enables experimental fix for a delay vertical synchronization mode
Type:
boolean
Remarks:
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
Description:
Custom value for experimental vertical synchronization delay reduction.
Type:
float
Remarks:
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
Description:
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.
Type:
boolean
Remarks:
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.
ValueDescription
falseKeep the settings suitable for 4:3 screen.
trueRecalculate proportions to match 16:10 screens.
vid_width
Description:
Determines width of screen resolution when in fullscreen mode
Type:
integer
Remarks:
This value is ignored if vid_usedesktopres is set.
vid_win_borderless
Description:
If set, windowed mode will be in a borderless window (no title)
Type:
boolean
vid_win_displaynumber
Description:
Display/screen to use when in windowed mode.
Type:
integer
Remarks:
Use vid_displaylist command to enumerate displays.
vid_win_height
Description:
Height of display when in windowed mode.
Type:
integer
vid_win_save_pos
Description:
If set, window position variables will be set as window moved around screen
Type:
boolean
vid_win_save_size
Description:
If set, window size variables will be set as window resized
Type:
boolean
vid_win_width
Description:
Width of display when in windowed mode.
Type:
integer
vid_window_x
Description:
This variable sets the x-axis location of the top left corner of the game window
on the desktop.
Type:
float
vid_window_y
Description:
This variable sets the y-axis location of the top left corner of the game window
on the desktop.
Type:
float
vid_windowed_mode
Description:
This variable sets the windowed video mode that the game will switch to when the
"vid_windowed" command is executed.
Type:
float
vid_xpos
Description:
Horizontal position of the client window.
Type:
integer
vid_ypos
Description:
Vertical position of the client window
Type:
integer

View Settings

cl_rollalpha
Description:
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.
Type:
integer
Remarks:
0 disables, 1 is standard. Disabled by ruleset smackdown
cl_rollangle
Description:
This variable controls how much your screen tilts when strafing.
Type:
float
cl_rollspeed
Description:
This variable controls how quickly you and other players straighten out after
strafing.
Type:
float
default_fov
Description:
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.
Type:
float
Remarks:
-
fov
Description:
This variable defines your field of vision, which determines how close your vision field is to the objects.
Type:
float
Remarks:
The default value is 90, however many players prefer using a higher FOV. Note that this would typically be scaled up when using a monitor with widescreen aspect ratio.
r_nearclip
Description:
Distance of clipping nearest objects (v_models).
Type:
float
Remarks:
See also: r_farclip
scr_fovmode
Description:
Determines how to keep aspect ratio correct when viewsize is reduced.
Type:
enum
ValueDescription
0Standard QWCL behaviour - reduce vertical fov, cropping image
1Reduce horizontal size, keeping aspect ratio correct
v_centermove
Description:
This variable sets the distance that the player must move before the screen
automatically centers itself when "lookspring" is set to "1". This variable is
only useful to people who only play with the keyboard, have "lookspring" set to
"1" and do not have "+klook" or "+mlook" enabled at that time. When the player
moves the distance specified in this variable the screen will pop back to the
center position.
Type:
float
v_centerspeed
Description:
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.
Type:
float
v_gunkick
Description:
Kickback effect when the weapon is fired.
Type:
float
v_idlescale
Description:
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.
Type:
integer
v_ipitch_cycle
Description:
This variable controls the speed at which the screen should sway up and down
when "v_idlescale" is set to a value above "0".
Type:
float
v_ipitch_level
Description:
This variable controls the distance that the screen should sway up and down when "v_idlescale" is set to a value above "0".
Type:
float
v_iroll_cycle
Description:
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".
Type:
float
v_iroll_level
Description:
This variable controls the distance the screen should roll clockwise and counter
clockwise when "v_idlescale" is set to a value above "0".
Type:
float
v_iyaw_cycle
Description:
Sets how quickly you look left and right when v_idlescale is active.
Type:
float
v_iyaw_level
Description:
Sets how far you look left and right when v_idlescale is active.
Type:
float
v_kickpitch
Description:
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.
Type:
float
Remarks:
v_kicktime must be >0 for this to take effect.
v_kickroll
Description:
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.
Type:
float
Remarks:
v_kicktime must be >0 for this to take effect.
v_kicktime
Description:
This variable controls the amount of time v_kickpitch and v_kickroll take effect.
Type:
float
v_viewheight
Description:
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*).
Type:
float
viewsize
Description:
This variable determines how large the viewable screen size is.
Type:
enum
Remarks:
Value range is 30-120. Values 100 & 110 are affected by cl_sbar
ValueDescription
30Minimum screen size
100Normal screen size.
110Large screen size, without the weapons status bar.
120Maximum screen size, without any status bars.

Weapon View Model Settings

cl_bob
Description:
This variable controls how much your weapon moves up and down when walking.
Type:
float
cl_bobcycle
Description:
This variable determines how quickly your weapon moves up and down when walking.
Type:
float
cl_bobup
Description:
This variable controls how long your weapon stays up before cycling when
walking.
Type:
float
cl_filterdrawviewmodel
Type:
boolean
ValueDescription
falseOff.
truePrevents r_drawviewmodel from being changed by servers like Rocket Arena.
r_drawviewmodel
Description:
Controls transparency level of the currently-held weapon.
Type:
float
Remarks:
Example: 0.5 = 50% transparency.
r_drawviewmodel 2 will cause weapon to be hidden when fov > 90
ValueDescription
0Fully transparent.
1Fully opaque.
r_viewmodellastfired
Description:
Display last fired weapon instead of currently held one on MVD / QTV playback.
Type:
boolean
ValueDescription
false
true
r_viewmodeloffset
Description:
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.
Type:
string
Remarks:
You can also change Y and Z coordinates, just provide parameters in "X Y Z" format.
See also r_shiftbeam variable.
ValueDescription
-10 to 10
r_viewmodelSize
Description:
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.
Type:
float
r_viewpreselgun
Description:
Will show a gun that was picked as the best by weapon pre-selection.
Type:
boolean
Remarks:
See cl_weaponpreselect and cl_weaponhide.
ValueDescription
falseDisplay the weapon you really hold
trueDisaply the current pre-selected weapon