bot_challenge
challenging bot
looks like it forces >90% accuracy if the bot can see you at all?
default value: 0
bot_fastchat
fast chatting bots
bots will take time to type their random remarks, fastchat makes them send messages instantly
default value: 0
bot_thinktime
msec the bots thinks
higher values mean bots are dumber and slower
default value: 100
bot_visualizejumppads
show jumppads
what does "show" mean for all these bot debug cvars?
default value: 0
cg_accWideScreen
widescreen compatibility for accuracy popup
value range: 0-3, idk what they actually do though
default value: 3
cg_adShaderOverride
when set to 1 you can use cg_adShader[num] to replace the ad. It needs to be the name of a shader
default value: 0
cg_allowLargeSprites
if a sprite is big enough and you are close to it the quake3 engine won't draw it
default value: 0
cg_ambientSounds
how to handle map sounds
0: disable all sounds;
1: play all sounds;
2: disable target_speakers(I think);
3: disables looping map sounds (mimics QL's s_ambient behaviour).
default value: 2
cg_animationsIgnoreTimescale
animations will play in real-time regardless of what timescale setting is.
this includes the "pause" command (cl_freezeDemo 1)
default value: 0
cg_armorTiered
idk what it does, but it's to do with CPMA's tiered armor system
probably used for HUD elements
default value: 0
cg_attackDefendVoiceStyle
0: 'fight!'; 1: like quake live -- 'attack/defend the flag'
default value: 1
cg_audioAnnouncer
Which announcer voice to use.
1: Vadrigar (Classic Q3);
2: Daemia (Female);
3: New QL announcer.
default value: 1
cg_audioAnnouncerRewardsFirst
enable first reward having a unique voice over
Two frags in two seconds. Excellent!
default value: 1
cg_audioAnnouncerVote
Vote now, vote passed, vote failed
overrules cg_audioAnnouncerTeamVote if set to 0
default value: 1
cg_autoChaseMissileFilter
whitespace separated list of weapon tokens that can be chased
default value: gl rl pg bfg gh ng pl
cg_autoFontScaling
Automatically increase and decrease point size when scaling fonts
default value: 1
cg_autoSwitch
Automatically switch to the weapon you just picked up
Gameplay, not moviemaking. Delete IMO
default value: 0
cg_bobpitch
Pitch the screen back and forth, scales with player speed, amplified when crouching
default value: 0
cg_brassTime
Lifetime of ejecting brass - casings from machine gun and shotgun
default value: 2500
cg_cameraAddUsePreviousValues
duplicates settings (camera type, etc.) of last added camera point when adding a new one
default value: 1
cg_cameraDebugPath
adds a model showing the camera path without updating freecam origin and angles.
If both camera types are present (q3mme and wolfcamql) it will draw a model for each of them.
default value: 0
cg_cameraDefaultOriginType
Default camera origin type (lol)
spline, interp, jump, curve, splinebezier, splinecatmullrom
default value: splineBezier
cg_cameraOrbit
I think it's only used at the end of matches, and only in single player(?)
default value: 0
cg_cameraQue
Allow camera to play even without "/playcamera" command
1: don't play commands associated with camera points;
2: play camerapoint commands.
default value: 1
cg_cameraRewindTime
When playing a camera script will seek to this many seconds before the start of the camera path in order to allow animations and local entities (rail trails, wall marks, blood, smoke, etc...) to sync up and/or appear.
default value: 0
cg_cameraSmoothFactor
Smoothing multiplier for "/ecam smooth
" Brugal says only values between 1.0 and 2.0 are valid
default value: 1.5
cg_cameraUpdateFreeCam
transfers origin and angles to freecam state
idk, the camera stuff confuses the hell out of me right now
default value: 1
cg_centerTime
How long to draw center print text (frag messages, disconnects? etc.)
Wolfcam has changed this to cg_drawCenterPrintTime
default value: 3
cg_chaseMovementKeys
enables changing x, y, and z offsets using movement keys when cg_chaseThirdPerson is not used. Changes are based on view angles.
default value: 1
cg_chaseUpdateFreeCam
to enable updating freecam position and angles in chase mode
default value: 1
cg_chatBeep
Play the little chirp on chat messages
I use this sound for my cell phone notification sound btw, I love it.
default value: 1
cg_chatBeepMaxTime
Minimum delay between chat beeps, in seconds
This prevents spam binds getting on your nerves.
default value: 0
cg_chatHistoryLength
Adjust how many lines of chat history are displayed while chatting or viewing the chat history.
I don't know how +chat works :(
default value: 15
cg_chatTime
How long the chat area appears on your screen every time a message is sent.
default value: 5000
cg_checkForOfflineDemo
Demos recorded using /devmap or offline bot play wont stutter.
Why they would stutter in the first place is beyond me.
default value: 1
cg_clientOverrideIgnoreTeamSettings
Setting this to 1 will ignore settings such as cg_enemyModel, and instead use whatever was set via /clientoverride.
default value: 1
cg_colorCodeUseForegroundAlpha
For hud files, this controls whether using color codes overrides foreground alpha setting.
default value: 0
cg_colorCodeWhiteUseForegroundColor
For hud files, this controls whether white ('^7') color code forces white or uses foreground color.
default value: 0
cg_cpmaSound
CPMA pro-sound algorithm, only plays sounds within the Potentially Visible Set, and within 1280 units. Broadcast and speaker sounds are excepted.
0: disable;
1: use with CPMA demos only;
2: use with all demos;
3: (debug) use with all demos, and print dropped sounds.
default value: 1
cg_crosshairAlphaAdjust
Adjust the opacity of the semi-transparent bits of some crosshairs.
Values greater than 0 will make them more visible, while values lower than 0 will make them more transparent.
default value: 0
cg_crosshairBrightness
Control the brightness of your crosshair. Values below 1 will make the crosshair darker than normal, while values above 1 will shift the integer amount of the pixels toward white.
cg_crosshairBrightness 0 would turn every pixel black, while 255 would turn every pixel solid white.
default value: 1.0
cg_crosshairColor
Control the color of your crosshair.
Mods other than Wolfcam will use the stancard Q3 color codes only (^1, ^2, etc.)
default value: 0xffffff
cg_crosshairHealth
Color the crosshair based on the player's health.
Fun note: CG_SHOW_HEALTHCRITICAL is hard-coded to be "< 25", but most other similarly hard-coded values are set to "> 25". This means that everything in the game thinks 25HP is "critical", except for CG_SHOW_HEALTHCRITICAL, which thinks 24HP is "critical".
default value: 0
cg_crosshairHitColor
Change the color of the crosshair whenever you hit an enemy.
default value: 0xff0000
cg_crosshairHitStyle
Every time you land a shot, the crosshair will change in some way.
1: change color based on damage dealt;
2: flash red when damage dealt;
3: pulse on damage dealt;
4: pulse + damage-based color;
5: pulse + red on hit;
6: looks just like 3;
7: looks just like 4;
8: looks just like 5.
default value: 0
cg_crosshairHitTime
Length of the effect from cg_crosshairHitStyle, in milliseconds.
default value: 200
cg_crosshairPulse
The crosshair will pulse whenever an item is picked up.
It stretches horizontally only, not vertically.
default value: 0
cg_crosshairX
X-axis offset for the crosshair.
0 is dead-center on the screen, I'm not sure why anyone would want to mess with this.
default value: 0
cg_customMirrorSurfaces
when using r_forcemap will use the map's mirror information to add reflected scenes
test command: /addmirrorsurface
default value: 0
cg_damagePlum
Choose which weapons to show damage plumes for
default value: none g mg sg gl rl lg rg pg bfg gh cg ng pl hmg
cg_damagePlumColorStyle
Changes how the damage plume is colored
0: always white;
1: white at 0, red at 100;
2: blue at 1-25, yellow at 26-50, orange at 51-75, red at 76-100;
3: color based on weapon used.
default value: 1
cg_damagePlumTarget
Who can see damage plumes
0: nobody;
1: only the current POV;
2: everyone.
default value: 1
cg_deathStyle
0: don't alter view angles, 1: turn towards killer (like quake3 and quake live)(default), 2: keep tracking killer after you die, 3: set yaw to 0 (old behavior), 4: tilt camera like quake1
default value: 1
cg_debuganim
Prints to the console every time an animation is played, and which one
default value: 0
cg_debugImpactOrigin
to print to the console the origin of the last impact mark
Also applies to player shadows (maybe fixed/removed, need to test)
default value: 0
cg_debugLightningImpactDistance
prints distance from you to impact point in console
default value: 0
cg_debugServerCommands
0: only print message for unknown commands, 1: print all commands and arguments, 2: only print message and arguments for unknown commands
default value: 0
cg_deferPlayers
Defers loading new player models to a later time
0: load player models as needed, i.e. when a new player connects (causes a small lag every time someone connects);
1: load them when you press tab, or when "/loaddeferred" is used.
default value: 0
cg_demoSmoothing
1: Look ahead in the demo to see if there are sequential snapshots where you have some type of velocity in both snapshots but your origin hasn't changed. That means the server hasn't gotten around to playing the packets you sent, which will make demo playback jerky. A cyan bar will be drawn in the lagometer whenever this happens. Applies to demo pov as well as other players; 2: Smooth demo taker's pov using current and next snapshots (quake3 default behavior is to just use the current snapshot origin and angles without smoothing). values higher than 2: Skip this number of snapshots when smoothing. The higher the value the more robotic and unnatural movement will become. Position will become more inaccurate and it's possible to clip through walls and trigger other similar bugs.
default value: 1
cg_demoSmoothingTeleportCheck
0: always transition player position when using cg_demoSmoothing
default value: 1
cg_demoStepSmoothing
move up steps smoothly instead of stuttering up and down during demo playback the same as is done when playing the game
default value: 1
cg_disallowEnemyModelForTeammates
If cg_teamModel isn't set and teammates use their own models this will prevent them from using the model set with cg_enemyModel. The replacement model is set with cg_fallbackModel and cg_fallbackHeadModel. With a setting of 1 it will also apply to first person view. With a setting of 2 it only applies to teammates and not the person being viewed.
default value: 1
cg_draw3dIcons
Draw self on Q3 HUD, and attacker, with 3D head models instead of just player icons.
default value: 1
cg_drawAmmoWarningWideScreen
Ammo warning widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 2
cg_drawAttackerFade
Fade out the attacker warning, as opposed to popping it out immediately
default value: 1
cg_drawAttackerTime
How long to draw attacker for
(includes fade time or not? need to test)
default value: 10000
cg_drawAttackerWideScreen
Attacker widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 3
cg_drawCameraPointInfo
Draw insanely detailed camera point info
0: disable camera point information;
1: info for wolfcamql or q3mme camera points;
2: info for wolfcamql camera points;
3: info for q3mme camera points.
default value: 1
cg_drawCameraPointInfoAlign
Camera point text alignment
1: Center;
2: Left;
3: Right.
default value: 0
cg_drawCameraPointInfoSelectedColor
Change the color of the "origin" field
default value: 0xff5a5a
cg_drawCameraPointInfoWideScreen
Camera point text widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 1
cg_drawCenterPrintWideScreen
Centerprint widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 2
cg_drawClientItemTimerFilter
Which items to display on the item timer
r = red armor;
m = mega health;
y = yellow armor;
g = green armor;
q = quad damage;
b = battle suit.
default value: rmygqb
cg_drawClientItemTimerForceMegaHealthWearOff
for use with demos were mega health wear off behavior can't automatically be detected
default value: 0
cg_drawClientItemTimerWideScreen
Item timer widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 3
cg_drawCpmaMvdIndicatorAlign
MVD indicator alignment
1: Center;
2: Left;
3: Right.
default value: 1
cg_drawCpmaMvdIndicatorWideScreen
MVD indicator widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 2
cg_drawCrosshair
Little dot thingy in the center of the screen. There are many styles.
default value: 0
cg_drawCrosshairNamesFade
Fade out the crosshair name toward the end of its lifetime
default value: 1
cg_drawCrosshairNamesFadeTime
How long it takes for the crosshair name to fade out
default value: 1000
cg_drawCrosshairNamesWideScreen
Crosshair name widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 2
cg_drawCrosshairTeammateHealth
Show the health/armor of teammates when the crosshair passes over them.
default value: 0
cg_drawCrosshairTeammateHealthFade
Fade out the crosshair teammate health toward the end of its lifetime
default value: 1
cg_drawCrosshairTeammateHealthFadeTime
How long it takes the crosshair teammate health to fade out
default value: 1000
cg_drawCrosshairTeammateHealthWideScreen
Crosshair teammate health widescreen placement
0: widescreen stretch;
1: widescreen left;
2: widescreen center;
3: widescreen right.
default value: 2
cg_drawDeadFriendTime
Change the yellow "friend" triangle to red upon death for this many milliseconds
default value: 3000
cg_drawEntNumbers
Display each entity's number above it ingame
Mostly for camera tracking, client-overriding, or debugging
default value: 0
cg_drawFlagCarrier
to control flag carrier icons
0: disabled;
1: show only for team flag;
2: show for both teams.
default value: 1
cg_drawFPS
Show FPS info on the HUD
1: Show FPS, averaged from last four frames;
2: more precise, and use cgame time - for debugging;
3: use only current frame value.
default value: 0
cg_drawFragMessageTokens
Change the frag message. Supports many tokens for customization.
%v: victim name;
%q: q3-style;
%w: weapon name;
%i: weapon icon;
%a: kill accuracy;
%n: victim's country flag;
%{newline
}: new line and height; %{scale
}: font scale.
Check README-wolfcam.txt for more.
default value: You fragged %v
cg_drawFriend
Show a yellow arrow above team-mates' heads
1: Show through walls;
2: Only show when visible;
3: Also show through walls in freezetag.
default value: 3
cg_drawFullWeaponBar
Show weapons on the bar even if they haven't been picked up yet
default value: 1
cg_drawGun
Show first-person weapon model
0: Disable weapon model;
1: Show animated weapon;
2: Static model only;
3: Transparent static model;
4: Transparent model with animations.
default value: 1
cg_drawIcons
Draw icons on the screen or not (for example, 2D icons while using "cg_draw3dIcons 0"
default value: 1
cg_drawJumpSpeeds
Show jump speeds on the HUD.
1: clear when velocity close to zero (like defrag);
2: don't automatically clear.
default value: 0
cg_drawKeyPress
to enable drawing player key press information
Also added WCG_PLAYER_KEY_PRESS_[FORWARD|BACK|RIGHT|LEFT|FIRE|JUMP|CROUCH] hud ownerdraws. See ui/wckeypress.menu for an example. '/loadmenu ui/wckeypress.menu' to test.
default value: 0
cg_drawPlayerNames
show player names above their heads
1: adds names above all players heads;
2: with wall hack.
default value: 0
cg_drawPlayersLeft
show how many players are left for each team on the HUD
also displays the number of captured control points in Domination
default value: 1
cg_drawRewards
Show "Excellent", "Impressive", etc. medals
1: Show count to the right of the icon;
2: Show count below the icon;
3: Show multiple icons, like CPMA.
default value: 1
cg_drawTeamBackground
Enable/disable drawing the team colored bar at the bottom of the hud in the original quake3 hud (cg_qlhud 0).
default value: 1
cg_errordecay
Detects prediction errors and helps to smooth these errors out over a few frames to ease jerking.
default value: 100
cg_forceModel
Force all models to use the same model as the POV player
1: All other players use the same model, but their respective team skins;
2: Ignore team skins.
default value: 0
cg_forcePovModel
will use 'model' and 'headmodel' settings for 1st person pov
1: Also sets team skins and colors;
2: Sets model and ignores team settings.
If model or headmodel are set to "" it will use the original player values. Setting to "" can be used with cg_forcePovModel 1 to use team settings (team colors, skins, fallback if enemy model) for demo taker's model.
default value: 0
cg_fovStyle
Changes how FOV is calculated, to match with different games or screen sizes or whatever.
0: Same as quake3. cg_fov sets the actual horizontal fov and the vertical fov is adjusted according to this. This avoids stretching the ingame world view but has the effect of zooming in as the screen width increases;
1: (default) This preserves vertical fov as if the screen dimensions were 4:3. Horizontal fov is adjusted according to this. This avoids stretching the ingame world view and has the effect of showing more of the horizontal view when the screen width increases;
2: Same as quakelive. This is similar to 1 but uses fixed aspect ratios (5:4, 4:3, 16:10, and 16:9). Vertical fov is preserved and more of the horizontal view is shown as the screen width increases and passes through each aspect threshold. This stretches the ingame world view to match the highest apsect ratio matched and has an upper limit of 16:9.
default value: 0
cg_fragIconHeightFixed
for frag and obiturary messages controls whether icon height is based on the height of the surrounding text (leads to variable icon sizes) or on a fixed height value per font (matches quake live)
default value: 1
cg_fragMessageStyle
Whether to show the demo taker's position in the match
0: never draw;
1: (default) only for the appropriate game types;
2: always.
default value: 1
cg_fragTokenAccuracyStyle
How to display the accuracy token
0: "35%";
1: "35";
2: "0.35".
default value: 0
cg_freecam_crosshair
Draw a crosshair in freecam or not
Uses "cg_drawCrosshair"'s setting
default value: 0
cg_freecam_rollValue
Roll (left and right lean) movement scaling for freecam
This is for "+rollleft" and "+rollright"
default value: 0.5
cg_freecam_sensitivity
Freecam overall sensitivity scaling
not sure why 0.1 = 1, but whatever
default value: 0.1
cg_freecam_unlockPitch
When enabled, allows you to look beyond straight up, and essentially do a backflip
default value: 1
cg_freecam_useServerView
automatically turn off matching demo taker's screen (cg_useOriginalInterpolation 1) since it's pointless in third person. Default is 1. This also applies when using cg_thirdPerson.
default value: 1
cg_freecam_useTeamSettings
Whether to use the player's own skin or his team's skin in freecam
1: set demo takers skin/model to match teammates;
2: same as 1, but also use pov settings (ex: showing flag taker capture point)
default value: 2
cg_fxCompiled
enable/disable performance optimization (2 or higher enables debugging output)
default value: 1
cg_fxDebugEntities
(1: print a message when a non low priority entity needed to be dropped, 2: print a dropped message even for low priority entities, 3: add on screen display of number of local entities, 4: additional debugging information, -1: only on screen display of number of local entities)
default value: 0
cg_fxinterval
how often in milliseconds the scripting code is run. Lowering lowers performance.
default value: 25
cg_fxLightningGunImpactFps
how often to run lg impact and look the same at any frame per second value (default is 125, 0 to disable)
default value: 125
cg_fxratio
ratio of distance and size to determine if script code should be run for an entity. Lowering lowers performance
default value: 0.002
cg_gibs
How many gib projectiles to create?
Non-Wolfcam mods will just be a toggle, 0/1
default value: 15
cg_helpIconStyle
Controls how the help icons are shown
0: no icon;
1: icon only;
2: icon + wallhack effect;
3: wall hack effect + icon size doesn't change with distance, like Quake Live.
default value: 3
cg_hudNeutralTeamColor
for use with hud element WCG_ONEFLAG_STATUS_COLOR and neutral flag
default value: 0xffffff
cg_levelTimerDirection
Changes the way the level timer ticks.
0: don't show timer?;
1: same as quakelive, including bugs (always count up during overtimes regardless of the settings you have chosen);
2: count up and don't reset to 0 during overtimes (ex: 14:53 is shown for duel 53 seconds into the second overtime);
3: countdown even during overtime and for matches with no time-limit use cg_levelTimerDefaultTimeLimit;
4: always count down and try to use the end of game time parsed from the demo -- otherwise use cg_levelTimerDefaultTimeLimit.
default value: 0
cg_levelTimerOvertimeReset
Controls how overtimes are counted.
0: (default) shows total overtime amount;
1: shows current overtime amount.
When cg_levelTimerDirection is 3 (always count down) this setting is ignored and it always shows current overtime amount
default value: 0
cg_lightningAngleOriginStyle
Controls how the LG beam's origin is decided.
0: like q3 ignoring step adjustments;
1: like ql/cpma beam takes out client side screen effects like step adjustment and damage kick;
2: use player angles and origin without client side effects.
default value: 1
cg_lightningImpact
Show a lil zappy animation when the lg beam impacts something.
default value: 1
cg_lightningImpactCap
Don't draw the impact point any bigger than it is at this distance with respect to screen size.
default value: 192
cg_lightningImpactOthersSize
Size of lg impact when demo taker or pov gets hit.
I guess this is so the impact doesn't fill your screen when hit with LG.
default value: 0.0
cg_lightningRenderStyle
Controls the LG beam visiblity when intersecting with objects.
0: like q3/ql lg beam embeds into objects;
1: lg beam with depth hack drawn over objects.
default value: 1
cg_localTime
Changes local time? where is this even used?
0: use demo time;
1: real time).
default value: 0
cg_marks
Show burn marks on walls from weapon shots
Player shadows are considered marks, so if you want player shadows you also need marks enabled
default value: 1
cg_nopredict
disable client-side prediction of events
essentially, play with the full delay of your ping (not recommended for >20 ping servers)
default value: 0
cg_noVoiceChats
Doesn't seem to do anything. Probably intended for other games with actual voice chat, like Team Arena and Wolfenstein: Enemy Territory
default value: 0
cg_noVoiceText
Doesn't seem to do anything. Probably intended for other games with actual voice chat, like Team Arena and Wolfenstein: Enemy Territory
default value: 0
cg_oldPlasma
Turn off for a fancy trail behind plasma balls
Renamed to "cg_plasmaStyle" in Wolfcam
default value: 1
cg_oldRail
Turn off for a fancy spiral around rail cores
Replaced by "cg_railRings" in Wolfcam
default value: 1
cg_oldRocket
Turn off for a fancy secondary explosion that floats up from rocket explosions
default value: 1
cg_perKillStatsClearNotFiringTime
For per-kill accuracy stats they will be reset if this amount of time (in milliseconds) passes and you haven't fired your weapon.
default value: 3000
cg_perKillStatsExcludePostKillSpam
Will reset per-kill accuracy when you stop firing, not when you get the kill, so that the extra shots don't carry into the next kill's stats.
Used in concert with "cg_drawFragMessageTokens %a".
default value: 1
cg_playerShader
Adds a shader effect to non-wallhacked players.
Used in concert with cg_wh to make it more obvious when a player becomes visible.
default value:
cg_powerupKillCounter
enable or disable kill counter when powerup is drawn in hud
default value: 1
cg_predictItems
Prediction for item pickups. Will play a sound when an item spawns.
When playing online, this prediction can result in you thinking you picked up an item when in reality your opponent beat you to it. Beware.
default value: 1
cg_printSkillRating
Add a message to the chat area indicating a player's skill rating when they connect or disconnect.
default value: 0
cg_qlhud
Changes between the classic q3 HUD and the fancy, modern, scriptable, customizable, QL HUD.
0: use quake3 hud;
1: use quake live scripted hud.
default value: 1
cg_serverCenterPrint
to enable/disable printing server centerprint messages in the center of the screen
in quakelive 'server center print' messages include things like 'player switched teams'
default value: 1
cg_serverCenterPrintToChat
to enable/disable printing server centerprint messages in the chat area
in quakelive 'server center print' messages include things like 'player switched teams'
default value: 0
cg_serverCenterPrintToConsole
to enable/disable printing server centerprint messages in the console
in quakelive 'server center print' messages include things like 'player switched teams'
default value: 1
cg_serverPrint
to enable/disable printing server messages in the center of the screen
in quakelive 'server print' messages include things like 'player disconnected', 'vote failed', and ctf flag status messages
default value: 0
cg_serverPrintToChat
to enable/disable printing server messages in the chat area
in quakelive 'server print' messages include things like 'player disconnected', 'vote failed', and ctf flag status messages
default value: 1
cg_serverPrintToConsole
to enable/disable printing server messages in the console
in quakelive 'server print' messages include things like 'player disconnected', 'vote failed', and ctf flag status messages
default value: 1
cg_shadows
Show player shadows
0: No shadows;
1: Simple blob shadows;
2: Semi-transparent stencil shadows (quite buggy);
3: Opaque stencil shadows.
default value: 1
cg_stereoSeparation
Stereoscopic separation
"Make sure cg_stereoSeparation" is zero as that variable is deprecated and should not be used anymore.
default value: 0
cg_thirdPerson
Turn on the third-person perspective
This view is locked to the player, and in non-Wolfcam mods, is also locked to their view angles
default value: 0
cg_thirdPersonMovementKeys
allow changing range, z offset, and angle with movement keys
default value: 1
cg_thirdPersonPlayerCrouchHeightChange
adjust thirdperson camera height when player crouches
default value: 1
cg_thirdPersonRange
Distance between the camera and the player in third-person mode
default value: 40
cg_timescaleFadeSpeed
Speed at which to fade from current timescale to "cg_timescaleFadeEnd"
default value: 0
cg_tracerChance
When firing the machine gun, for every 1 shot fired, this many will eject a weird little sprite from the weapon in the direction of the shot fired.
default value: 0.4
cg_trueLightning
Flexibility of the LG shaft
I don't know if this has any technical application (displaying the "true" location of the LG, like cg_noPredict), or if it's just supposed to look weird
default value: 1.0
cg_viewsize
Percentage of the screen the game appears on
Remember when Fatal1ty did a little fan competition where he would play on viewsize 25, or play with just his mouse? Good, because I wish I also didn't
default value: 100
cg_warmupTime
Controls how warmup time is handled by the level timer.
0: draw 0 in clock;
1: draw time in warmup and '(warmup)' string;
2: draw 0 and '(warmup)' string;
3: draw only the time.
default value: 1
cg_whShader
Lets you change the wallhack effect to something other than "wc/wallhack".
default value:
cg_wideScreen
Changes the way the HUD works. The default HUD stretches an 800x600 grid across the screen, meaning that 16:9 and higher resolutions don't get to make use of all that extra space for HUD elements.
The description is very complicated and thorough. Check README-wolfcam.txt for more info.
default value: 5
cg_zoomFov
Zooming in changes your fov from cg_fov to cg_zoomFov over cg_zoomTime in milliseconds
Your zoom FOV can be higher than your normal FOV, and it will work fine as far as I know
default value: 22.5
cl_allowDownload
Client setting to attempt downloading missing maps from the server.
default value: 0
cl_anglespeedkey
This variable sets multiplier by which your "cl_yawspeed" (how fast you turn) is multiplied when running (+speed).
default value: 1.5
cl_aviCodec
Specify codec to be used for AVI encoding
uncompressed, mjpeg, huffyuv
default value: uncompressed
cl_aviFetchMode
When you take a screen-shot you select what format you would like the video card to send back. Some video cards might be faster or slower with certain formats.
gl_rgba;
gl_rgb;
gl_bgr;
gl_bgra.
default value: gl_bgra
cl_aviFrameRateDivider
Drop every "x" frames for final output.
This is for settings such as motion blur or fx emitters.
default value: 1
cl_aviNoAudioHWOutput
don't pass audio data to sound card when recording.
This means it won play audio while recording, but it does still record audio!
default value: 1
cl_cinematicIgnoreSeek
to allow or disable seeking with videoMap shaders
This allows timeline control of .RoQ videos, so they don't keep playing while paused or seeking backwards or whatever.
default value: 0
cl_demoFileCheckSystem
check for demo file in the local file system as well as wolfcam and quake live directories.
0: no check;
1: check local directory before wolfcam or quake live;
2: check if not found in wolfcam or quake live directories.
default value: 2
com_brokenDemo
this is set on the command and tries to continue parsing of demo files that have errors.
Broken demo playback isn't guaranteed and setting this cvar can lead to very long demo parsing times.default value: 0
mme_blurJitter
When blurring frames together for the final result blurjitter controls screen shaking between frames.
With each frame mme can slightly shift the screen to give anti-aliasing.
You can use values like 0.5 or 1.5 for sub pixel shifting too.default value: 1
r_availableModes
description
default value: 1280x720 1600x900 1920x1080 1280x768 1280x800 1440x900 1680x1050
r_darknessThreshold
Control the brightness of map shadows and dark areas without changing too much the color and brightness levels of the lit portions.
default value: 0
r_drawSkyFloor
Enables a visual fix of the glitchy scrolling sky floors, removing the "hall of mirrors" effect.
default value: 1
r_dynamiclight
Shows a cool glow around certain entities.
1: fixes square lights;
2 original q3 code (sometimes textures have light added to the wrong side);
3 testing only determine if lighting applies in one place in the source code(???).
default value: 1
r_fastsky
Replaces sky shaders with solid black.
0: Use level shader or r_forceSky;
1: Turn the sky black;
2: Same as 1 but don't disable portal views.
default value: 0
r_jpegCompressionQuality
For screenshots, jpg image sequences, and "Cl_aviCodec mjpeg".
default value: 90
r_singleShader
Replace all map shaders with one specified by r_singleShaderName.
1: replace all textures (including advertisements) and don't apply lightmap;
2: same as 1 but apply lightmap;
3 replace all map textures (except advertisements) and don't apply lightmap;
4 same as 3 but apply lightmap.
Weather shaders (see r_weather description) aren't replaced by r_singleShader.
default value: 0
r_singleShaderName
Specifies the shader to be used by r_singleShader.
If a shader is specified and lightmaps are used (r_vertexLight 0), the shader should include a lightmap stage. See wolfcam-ql/scripts/wcmap.shader.
default value:
r_weather
eliminate rain and snow
This is a hack which checks for the following weather shaders and replaces them with "wc/empty":
textures/sfx/rain
textures/proto2/snow01
gfx/misc/snowdefault value: 1
s_sdlWindowsForceDirectSound
needed for video recording and playback if wsapi reports more than 2 channels
default value: 1
vm_cgame
library loading stuff?
vm_* 0 means .dll files are used (windows)
vm_* 1 means .so files are used (mac, linux)
vm_* 2 (default) means qvm files are used.default value: 0
vm_game
library loading stuff?
vm_* 0 means .dll files are used (windows)
vm_* 1 means .so files are used (mac, linux)
vm_* 2 (default) means qvm files are used.default value: 0
vm_ui
library loading stuff?
vm_* 0 means .dll files are used (windows)
vm_* 1 means .so files are used (mac, linux)
vm_* 2 (default) means qvm files are used.default value: 0
wolfcam_firstPersonSwitchSoundStyle
When to play "cg_firstPersonSwitchSound" during "/follow" events
0: don't play sound at all;
1: only play when switching back and forth from selected player, including "/follow [victim|killer];
2: always play switch sound when view changes.
default value: 1
wolfcam_fixedViewAngles
Test/debug cvar. It'll only update the viewangles of the /follow pov this many milliseconds.
default value: 0
wolfcam_hoverTime
When you are following other players and they die don't automatically switch to a different pov, wait this amount of time in milliseconds before switching.
default value: 2000
wolfcam_painHealth
option to use server pain events to update health value for followed players that normally don't have health information available
default value: 1
wolfcam_painHealthAlpha
hud alpha value when pain event is used to determine health
default value: 255
wolfcam_painHealthColor
hud color when pain event is used to determine health value
default value: 0xff00ff
wolfcam_painHealthStyle
checks demo protocol to determine if only '-' is shown for max health value
default value: 1