// Generated by KittenIgnition // Modify as you see fit // rev. 0.1 March 5, 2014 unbindall //cvar_restart // I use this, but for it to work correctly, you would need to set q3config.cfg to read-only. // ------------- // // General cvars // // ------------- // seta sensitivity "5" //Mouse sensitivity base. Sens * m_yaw * 65536 / 360 = internal sens. seta m_pitch "0.022" //Mouse vertical sensitivity multiplier. seta m_yaw "0.022" //Mouse horizontal sensitivity multiplier. seta cg_hudFiles "ui/hud.txt" //Location of the HUD files to load. For more information, and an easy way to make your own HUDs, visit http://www.visualhud.pk69.com/ seta cg_fxFile "" //Location of the FX file to load. This is used for all sorts of custom weapon and environment modification scripting. For more information, visit http://www.ihavenoidea.com/ seta name "^1K^6itten^1I^6gnition" //This is my name. This is never going to matter. Keep this as a token to remember me by. seta model "bones/kitteh" //This is a secret model that doesn't actually exist, but it will eventually. This will matter if you want to change the model of the demo recorder in some demos. seta color1 "1" //This is the colour of the rail beam. It can be referenced in FX files, along with many other cvars, to change colours or other specific effects. seta color2 "20" //This is the colour of the rail core, or the rail discs. It too can be referenced in FX files. seta r_useFbo "0" //Turn on the frame-buffer (Frame Buffer Object). This allows you to capture at higher resolutions than your monitor can support, along with other cute effects. Note that GPU settings won't have any effect with this on. seta r_fboStencil "1" //An extension to enable stencil shadows while using FBO? I don't really get it, but it seems to have no visible effect. seta r_fboAntiAlias "8" //How many anti-alias samples will be used. This softens hard edges of textures/brushes. Max of 8 samples. seta r_visibleWindowWidth "1280" //This is the width of the visible window. Unlike in Q3MME, r_customWidth controls the width of the actual window, while in MME it would control the size of the visible window. These are more logically named here. seta r_visibleWindowHeight "720" //This is the height of the visible window. Make sure your monitor can support this resolution, and your graphics card can support r_customHeight. seta r_customWidth "1920" //This is the width of the buffered window. This is the resolution that your screenshots and captured video will be, and must be supported by your graphics card (crazy resolutions like 16k might not work, for example). seta r_customHeight "1080" //This is the height of the buffered window. While you may want to push this very high, note that some other cvars will take up a lot of VRAM, and will result in a better picture (most notably, mme_blurOverlap). seta cg_drawCrosshair "0" //Change what your crosshair will be. There are a lot of crosshairs in QL, but chances are you want it off. seta cg_draw2D "1" //Turn on or off the display of all HUD items. Since you can turn on and off each individual piece, this is best left on, with all the other clutter disabled. seta cg_drawStatus "0" //The "status" is the HUD and score overlay in QL. With a Q3 HUD, the score and timer would be in their own sections, but in here they are all part of cg_drawStatus. seta cg_fragMessageStyle "0" //Setting this to 1 will display the score information underneath the frag message only when appropriate (duel etc.), setting it to 2 will always display it. Disabling is recommended. seta cg_drawFragMessageSeparate "1" //Normally, the frag message is controlled by cg_drawCenterPrint, the cvar that enables/disables all sorts of annoying text (disconnects, etc.). Turning this on will let you modify the frag message and its placement alone. seta cg_brassTime "10000" //Set the lifetime of "ejecting brass". A confusing term, basically means shotgun shells and machinegun casings. seta cg_marks "1" //Turn on or off burn marks on surfaces from weapons. seta cg_shotgunMarks "1" //Because the shotgun spread isn't exactly stored in the demo, it's randomly calculated every time the shotgun is fired. This can cause the marks to go places you might not want. There's no real reason disable this though. seta cg_markTime "10000" //How long the marks last before they disappear. How long the marks are fully opaque is lessened by the value of cg_markFadeTime. seta cg_markFadeTime "1000" //How long it takes for the marks to disappear. This basically controls the speed of the decay. With cg_markTime 1000 and cg_markFadeTime 500, the marks will start fading after 500ms, and be completely gone after 1000ms. seta cg_hitBeep "1" //Play a beep every time the player hits someone. To play a higher-pitched sound for lower damage (CPMA-style), set to 2. For a lower-pitched sound, set to 2. Lots of people like this setting, but I personally hate it. seta cg_drawGun "1" //Control the display of the first-person weapon model. To disable weapon bobbing, set to 2. seta cg_gunX "2.5" //Move the first-person gun model this many units on the X axis (forward and back). seta cg_gunY "0" //Y-axis displacement of the first-person gun model (left and right). seta cg_gunZ "2" //Move the gun up or down. seta cg_fov "113" //Field of view (horizontal). This is Quake 3-style, so it differs a bit from QL at widescreen resolutions. For more information, visit http://www.ihavenoidea.com/ seta cg_fovy "" //Field of view (vertical). This automatically changes depending on cg_fov, but if you want to mess around with it, go ahead. seta sex "yes I like it!" //Do you like sex? (Complements of al|en) seta protocol "73" //This is read-only, but should be changed in the command-line if you want to play Q3 demos (you can find a list of mods I personally know are supported at: http://www.ihavenoidea.com/) seta version "" //This is read-only. It is the version number of the binary. // -------- // // Keybinds // // -------- // bind TAB "+scores" bind z "freecam" bind c "pause" bind a "+moveleft" bind d "+moveright" bind e "viewunlockyaw" bind j "+rollleft" bind k "+rollstopzero" bind l "+rollright" bind q "viewunlockpitch" bind s "+back" bind w "+forward" bind F5 "clearscene" bind F6 "fxload" bind F11 "condump" bind F12 "screenshotjpeg" bind ALT "+movedown" bind CTRL "+speed" bind MOUSE1 "+attack" bind MOUSE2 "+moveup" bind SHIFT "+mouseseek" // ------------- // // Q3MME settings // // ------------- // seta mme_blurFrames "0" //How many frames are going to be blurred together. This is based on the velocity of the frame being blurred, which means that a lower timescale will result in a "tighter" blur (there is less motion between frames). Limitless. seta mme_blurOverlap "0" //Number of prior frames kept for blurring. Normally you will blur between two frames, but this adds in previous frames to make it... more blurry. This takes a lot of VRAM. seta mme_blurType "median" //The algorithm for blurring. Gaussian, triangle, and median. For more information, visit http://www.q3mme.proboards.com/ seta mme_depthRange "0" //Controls how blurry the out-of-focus areas are. Basically the distance before everything is totally blurred, like how fog shaders work :P seta mme_depthFocus "0" //Distance between the camera and the focal point. Everything beyond and before this point will be blurred. seta mme_saveDepth "0" //Turning this on will write a png file alongside each outputted frame, containing depth data for use in external programs. For more information, visit http://www.q3mme.proboards.com/ seta mme_workMegs "32" //How much RAM is allocated specifically to blurring and storing data for that purpose. // -------------------- // // Client-Game settings // // -------------------- // seta cg_timescaleFadeSpeed "0" //How long it takes for one timescale to fade into the other. "The other" is actually cg_timescaleFadeEnd. Don't use outside of a demo lol. seta cg_timescaleFadeEnd "1" //You change this if you want to fade from "timescale" to "cg_timescaleFadeEnd" over "cg_timescaleFadeSpeed" in seconds. With the addition of cvarinterp, this is nothing but useless clutter. seta cg_stats "0" //I guess this is some sort of debugging tool that prints what frame is being rendered (cg_clientFrame:1440). Doesn't seem all that useful, even for debugging. seta cg_thirdPerson "0" //Look at dat ass! seta cg_thirdPersonAngle "0" //Dayum that's a good view! seta cg_thirdPersonRange "40" //Get up close and personal. seta cg_footsteps "1" //When you put your foot down, it makes a sound. Usually. Turn this on to enable that. seta cg_showmiss "0" //Print any missed packets or predictions. It's actually kinda useful to see what exactly is being client predicted (hint: most teleporters and jump pads are predicted). seta cg_noplayeranims "0" //This will disable all player animations. This includes, but is not limited to: walking animations, swimming animations, jump animations. It will display the raw orientation of the .MD3 model (it looks silly). seta cg_nopredict "0" //This will disable all client-side prediction of events (hint: most teleporters and jump pads are predicted). It is useless when playing back demos. I also don't recommend using this when playing online. seta cg_errordecay "100" //Detects prediction errors and helps to smooth these errors out over a few frames to ease jerking. seta cg_debugevents "0" //Debug events (this is really useful for playing back demos that are unsupported, or have weird anomalies). seta cg_debugposition "0" //Debug player position. I see nothing when I turn this on. seta cg_debuganim "0" //Debug player animations. The information gathered from this is pretty worthless. seta cg_animspeed "1" //Allows linear interpolation between frames in player model animations. As if I know what that means lol. The only change I saw was that all player animations turned off when at 0. seta cg_swingSpeed "0.3" //This is a fun cvar. This controls how fast the model's body turns to correctly re-orientate itself with the player's view. Setting it to 0 results in some interesting effects ;) seta cg_ignore "0" //The only thing I found in the game's code is that it is "used for debugging". It seems to have no effect whatsoever. It cannot be found anywhere else. seta cg_autoswitch "0" //Automatically switch to any weapon picked up. Really annoying. Turn off immediately. seta cg_predictItems "1" //Client-prediction of item spawns and pickups. This is what plays the little sound when an item spawns. It's also why you sometimes pick up an item and get knocked away or die, and end up not having picked it up. seta cg_viewsize "100" //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. seta cg_stereoSeparation "0" //"Make sure cg_stereoSeparation is zero as that variable is deprecated and should not be used anymore." You heard the man! Do not touch! seta cg_shadows "1" //Turn on the ugly blob underneath the player. Set it to 2 for not-good shadows from items (dunno why the player doesn't cast one), or 3 for an opaque player shadow. If it were less buggy, it would be really nice. seta cg_drawCrosshairNames "0" //Show the name of the player you're aiming at above the crosshair. Or is it below? You can change where it's displayed, so that doesn't even matter anymore. seta cg_zoomfov "22.5" //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. seta cg_zoomTime "150" //This is how long the zooming animations lasts, in milliseconds. seta cg_zoomIgnoreTimescale "1" //If this is enabled, then the zoom animation will not change speed depending on what timescale you're at. seta cg_zoomBroken "0" //Why this is default, I have no idea... If set to 1, it enables the annoying zoom bug, where if you let go of +zoom before the animation is complete, it will restart the animation from a fully zoomed-in state. seta cg_fovStyle "1" //This basically switches between Q3-style FOV (0), and QL-style FOV (1). It's a little confusing, but know that QL-style is more of a "true" widescreen experience. It also effectively increases your FOV in general. seta cg_fovIntermission "90" //Forces this FOV during intermissions (an intermission is the default view orientation, used to spawn a spectator and when displaying a scoreboard at the end of a match). seta cg_gibs "15" //More gibs mean more blood, and everyone knows that bitches love blood! seta cg_gibColor "" //Sets the colour of the gibs that are launched (unlike cg_gibSparksColor, which only controls the trail). seta cg_gibJump "0" //Higher values make gibs bounce more. seta cg_gibVelocity "600" //Higher values make gibs travel faster. seta cg_gibVelocityRandomness "250" //Higher values make gibs eject at randomier speeds. seta cg_gibDirScale "1.0" //I have no idea what this does. It's a float between 0 and 1, and 1 seems to make the gibs travel less randomly. seta cg_gibOriginOffset "0" //Offsets all gibs on the horizontal axis by this much. There is no documentation as far as I know. seta cg_gibOriginOffsetZ "0" //Offsets all gibs on the vertical axis by this much. seta cg_gibRandomness "250" //Randomises the direction the gibs travel in, horizontally I guess. seta cg_gibRandomnessZ "0" //Randomises the direction the gibs travel in, vertically I guess. seta cg_gibTime "1000" //The lifetime of the gibs. seta cg_gibStepTime "50" //How often, in milliseconds, each gib leaves a spark trail. seta cg_gibBounceFactor "0.6" //I guess this makes the gibs more bouncy. seta cg_gibGravity "800" //Increasing the gravity will make the gibs float up less. seta cg_gibSparksSize "3.5" //Size of the spark trails. This is NOT the size of the gibs themselves. seta cg_gibSparksColor "" //Colour of the spark trails. Once again, NOT the gibs themselves! seta cg_gibSparksHighlight "" //Draws a single white pixel at the center of the spark to make things a little more visible. seta cg_gibFloatingVelocity "125" //When a player is gibbed, a large number of the gibs sit around where the gibbing happened. They float up. This is how fast they float up. seta cg_gibFloatingRandomness "75" //I guess this is how much the slowest and fastest gibs will differ in velocity? seta cg_gibFloatingOriginOffset "30" //These "floating gibs" are randomly placed in a square pattern this big, in units. seta cg_gibFloatingOriginOffsetZ "0" //Said gibs will also be randomly placed vertically if this is set to a positive value. seta cg_impactSparks "0" //When a player is hit, emit a spark. seta cg_impactSparksLifetime "250" //This is how long said hit sparks will last. seta cg_impactSparksSize "8" //And this is how big they are. seta cg_impactSparksVelocity "128" //This one controls how fast they move up (they don't move horizontally - they just float up). seta cg_impactSparksColor "" //If you want the sparks to be green, set this to 0x00FF00. seta cg_impactSparksHighlight "0" //Draw a white pixel at the center of the spark (I actually see no effect). seta cg_shotgunImpactSparks "0" //Because of the previously mentioned shotgun spread issue, sometimes you might not want to draw impact sparks for shotguns. If you hit someone with 4 pellets, maybe when the demo is played only 1 hits him? Maybe 8? seta cg_shotgunStyle "1" //If you don't want it to be random, you can change the way shotgun spread works. For it to be totally random, set it to 0. If you want QL's pattern, set it to 1. For a QL kind of random, set it to 2. seta cg_shotgunRandomness "2.0" //Brugal really likes letting you choose just how random his random really is, huh? Note that this doesn't affect style 0 (Q3 style). seta cg_drawTeamBackground "1" //When using the Q3 HUD, there is usually a big bar across the bottom of the screen, indicating your team colour. Turn this off if you want to disable said bar. It doesn't affect the QL HUD. seta cg_drawTimer "0" //This only affects the timer on the Q3 HUD. On the QL HUD, the timer is part of cg_drawStatus. seta cg_drawClientItemTimer "0" //QL has a crappy little item timer on the right side of the screen. This is basically that, but QL's is server-side/spectator-only, so this is pretty much all predicted. seta cg_drawClientItemTimerX "635" //--- seta cg_drawClientItemTimerY "150" //--- seta cg_drawClientItemTimerScale "0.4" //--- seta cg_drawClientItemTimerTextColor "" //--- seta cg_drawClientItemTimerFont "q3small" //--- seta cg_drawClientItemTimerPointSize "24" //--- seta cg_drawClientItemTimerAlpha "255" //--- seta cg_drawClientItemTimerStyle "6" //--- seta cg_drawClientItemTimerAlign "2" //--- seta cg_drawClientItemTimerSpacing "" //--- seta cg_drawClientItemTimerIcon "1" //--- seta cg_drawClientItemTimerIconSize "20" //--- seta cg_drawClientItemTimerIconXoffset "-55" //--- seta cg_drawClientItemTimerIconYoffset "0" //--- seta cg_itemSpawnPrint "0" //If a demo was recorded from a spectator's POV, and he had the item timer enabled, a chat message will appear every time an item respawns. seta cg_drawFPS "1" //Chances are you'll get 125fps, but it's a comforting sight to see. seta cg_drawFPSNoText "0" //This is for the people who know what the stupid number means already, and don't need the text. seta cg_drawFPSX "1920" //--- seta cg_drawFPSY "" //--- seta cg_drawFPSAlign "2" //--- seta cg_drawFPSStyle "3" //--- seta cg_drawFPSFont "q3big" //--- seta cg_drawFPSPointSize "24" //--- seta cg_drawFPSScale "0.4" //--- seta cg_drawFPSColor "0xffffff" //--- seta cg_drawFPSAlpha "255" //--- seta cg_drawSnapshot "0" //Display some juicy snapshot info in the top right corner of the screen. Amazing debugging tool. seta cg_drawSnapshotX "635" //--- seta cg_drawSnapshotY "" //--- seta cg_drawSnapshotAlign "2" //--- seta cg_drawSnapshotStyle "3" //--- seta cg_drawSnapshotFont "q3big" //--- seta cg_drawSnapshotPointSize "24" //--- seta cg_drawSnapshotScale "0.25" //--- seta cg_drawSnapshotColor "0xffffff" //--- seta cg_drawSnapshotAlpha "255" //--- seta cg_draw3dIcons "1" //Icons such as your player icon and attacker icons will use that player's head model instead of their icon. seta cg_drawIcons "1" //I'm actually not too sure what icons this controls exactly. seta cg_drawAmmoWarning "0" //When you're low on ammo, if the really annoying sound isn't enough, here's a really annoying text message that you can't get off of your screen! How neat! seta cg_drawAmmoWarningX "960" //--- seta cg_drawAmmoWarningY "640" //--- seta cg_drawAmmoWarningAlign "1" //--- seta cg_drawAmmoWarningStyle "0" //--- seta cg_drawAmmoWarningFont "q3big" //--- seta cg_drawAmmoWarningPointSize "128" //--- seta cg_drawAmmoWarningScale ".5" //--- seta cg_drawAmmoWarningColor "0xffffff" //--- seta cg_drawAmmoWarningAlpha "255" //--- seta cg_lowAmmoWarningStyle "1" //--- seta cg_lowAmmoWarningPercentile "0.20" //--- seta cg_lowAmmoWarningSound "1" //--- seta cg_lowAmmoWeaponBarWarning "2" //--- seta cg_lowAmmoWarningGauntlet "5" //--- seta cg_lowAmmoWarningMachineGun "30" //--- seta cg_lowAmmoWarningShotgun "5" //--- seta cg_lowAmmoWarningGrenadeLauncher "5" //--- seta cg_lowAmmoWarningRocketLauncher "5" //--- seta cg_lowAmmoWarningLightningGun "30" //--- seta cg_lowAmmoWarningRailGun "5" //--- seta cg_lowAmmoWarningPlasmaGun "30" //--- seta cg_lowAmmoWarningBFG "5" //--- seta cg_lowAmmoWarningGrapplingHook "5" //--- seta cg_lowAmmoWarningNailGun "30" //--- seta cg_lowAmmoWarningProximityLauncher "30" //--- seta cg_lowAmmoWarningChainGun "30" //--- seta cg_drawAttacker "0" //Show an icon and name at the top right corner if someone attacks you. seta cg_drawAttackerX "640" //--- seta cg_drawAttackerY "" //--- seta cg_drawAttackerAlign "2" //--- seta cg_drawAttackerStyle "3" //--- seta cg_drawAttackerFont "" //--- seta cg_drawAttackerPointSize "24" //--- seta cg_drawAttackerScale "0.25" //--- seta cg_drawAttackerImageScale "3" //--- seta cg_drawAttackerTime "10000" //--- seta cg_drawAttackerColor "0xffffff" //--- seta cg_drawAttackerAlpha "255" //--- seta cg_drawAttackerFade "1" //--- seta cg_drawAttackerFadeTime "10000" //--- seta cg_drawCrosshairNamesX "320" //--- seta cg_drawCrosshairNamesY "190" //--- seta cg_drawCrosshairNamesAlign "1" //--- seta cg_drawCrosshairNamesStyle "3" //--- seta cg_drawCrosshairNamesFont "" //--- seta cg_drawCrosshairNamesPointSize "24" //--- seta cg_drawCrosshairNamesScale "0.4" //--- seta cg_drawCrosshairNamesTime "1000" //--- seta cg_drawCrosshairNamesColor "0xffffff" //--- seta cg_drawCrosshairNamesAlpha "77" //--- seta cg_drawCrosshairNamesFade "1" //--- seta cg_drawCrosshairNamesFadeTime "1000" //--- seta cg_drawCrosshairTeammateHealth "1" //When you move your crosshair over a teammate, it will show their health and armour. seta cg_drawCrosshairTeammateHealthX "320" //--- seta cg_drawCrosshairTeammateHealthY "200" //--- seta cg_drawCrosshairTeammateHealthAlign "1" //--- seta cg_drawCrosshairTeammateHealthStyle "3" //--- seta cg_drawCrosshairTeammateHealthFont "" //--- seta cg_drawCrosshairTeammateHealthPointSize "24" //--- seta cg_drawCrosshairTeammateHealthScale "0.125" //--- seta cg_drawCrosshairTeammateHealthTime "1000" //--- seta cg_drawCrosshairTeammateHealthColor "" //--- seta cg_drawCrosshairTeammateHealthAlpha "77" //--- seta cg_drawCrosshairTeammateHealthFade "1" //--- seta cg_drawCrosshairTeammateHealthFadeTime "1000" //--- seta cg_drawRewards "1" //Excellent! Impressive! Gauntlet humiliation! seta cg_drawRewardsMax "10" //When you're super pro, and you get 30 humiliations in every match, you might not want every single one to be displayed individually, so instead just show a number. Otherwise it gets too hard to count. seta cg_drawRewardsX "320" //--- seta cg_drawRewardsY "56" //--- seta cg_drawRewardsAlign "1" //--- seta cg_drawRewardsStyle "3" //--- seta cg_drawRewardsFont "" //--- seta cg_drawRewardsPointSize "24" //--- seta cg_drawRewardsScale "0.25" //--- seta cg_drawRewardsImageScale "1.0" //--- seta cg_drawRewardsTime "3000" //--- seta cg_drawRewardsColor "0xffffff" //--- seta cg_drawRewardsAlpha "255" //--- seta cg_drawRewardsFade "1" //--- seta cg_drawRewardsFadeTime "200" //--- seta cg_rewardsStack "1" //If you want the announcer to cheat and say multiple rewards at once, set this to 1. seta cg_crosshairSize "32" //--- seta cg_crosshairColor "0xffffff" //--- seta cg_crosshairPulse "0" //Every time you pick up an item, your crosshair will pulse. seta cg_crosshairHealth "0" //When you're low on health because you're bad at this game, your crosshair will change colour. seta cg_crosshairHitStyle "0" //--- seta cg_crosshairHitColor "0xff0000" //--- seta cg_crosshairHitTime "200" //--- seta cg_crosshairX "0" //--- seta cg_crosshairY "0" //--- seta cg_crosshairBrightness "1.0" //--- seta cg_crosshairAlpha "255" //--- seta cg_crosshairAlphaAdjust "0" //--- seta cg_simpleItems "0" //Instead of the shitty weapon model floating in the air, draw a shitty sprite floating in the air! seta cg_simpleItemsScale "1.0" //--- seta cg_simpleItemsBob "0" //--- seta cg_simpleItemsHeightOffset "0" //--- seta cg_itemsWh "0" //Basically cg_wh but for items. seta cg_itemFx "7" //Bitmask to control what item effects are enabled. 1 = bounce 2 = rotate 4 = spawn animation. seta cg_itemSize "1.0" //--- seta cg_debugImpactOrigin "0" //Prints the exact location that an impact occurs (not where you're firing or aiming! remember that the machine gun has spread). seta cg_lagometer "0" //Ping and packetloss. seta cg_lagometerX "640" //--- seta cg_lagometerY "336" //--- seta cg_lagometerFlash "1" //--- seta cg_lagometerFlashValue "80" //--- seta cg_lagometerFontAlign "0" //--- seta cg_lagometerAlign "2" //--- seta cg_lagometerFontStyle "3" //--- seta cg_lagometerFont "q3big" //--- seta cg_lagometerFontPointSize "24" //--- seta cg_lagometerFontScale "0.25" //--- seta cg_lagometerScale "1.0" //--- seta cg_lagometerFontColor "0xffffff" //--- seta cg_lagometerAlpha "255" //--- seta cg_lagometerFontAlpha "255" //--- seta cg_lagometerAveragePing "1" //--- seta cg_lagometerSnapshotPing "1" //--- seta cg_railTrailTime "400" //How long it takes for a rail beam to fade out. seta cg_railQL "1" //QL-style rail with rings all over the beam. I think this, and subsequently all other cg_rail* cvars, is broken. seta cg_railQLRailRingWhiteValue "0.45" //Basically alpha (transparency). I don't know why it's not just called that in the first place. seta cg_railNudge "0" //Makes the rail impact below the crosshair. I don't know why this even exists, as it causes issues with other cvars. seta cg_railRings "0" //Turn on the big spiral around the rail beam. seta cg_railRadius "4" //Width of the rail spiral. seta cg_railRotation "1" //Rotate the rings (effectively tcMod rotate). seta cg_railSpacing "5" //Distance between rail rings. seta cg_railItemColor "0xd4af37" //Changes the color of rail items lying around the map. seta cg_railUseOwnColors "0" //Use your own player colour for the railgun item. seta cg_railFromMuzzle "1" //This changes the origin of the rail beam to always follow the muzzle. The reason one might not want this is because the gun moves around when walking, and rails normally originate from your face anyway. seta cg_gunSize "1.0" //Make the first-person gun bigger or smaller. It's kinda buggy with some weapons though, such as the machine gun because it uses two model files. seta cg_gunSizeThirdPerson "1.0" //Same as above, but for third-person views. This makes it a lot more obvious just how broken the machine gun is. seta cg_bobup "0.00125" //When running, the camera bobs up and down this much. Not sure what it's measured in, but it needs very low values (.001 type thing). seta cg_bobpitch "0.00125" //The camera also pitches and rolls when running. Even more importantly than cg_bobup, don't use anything greater than .005, or risk eye strain. It's really hard to watch. seta cg_bobroll "0.00125" //Camera roll while running. Super low values etc. etc. seta cg_tracerChance "0.4" //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. seta cg_tracerWidth "1" //How many units wide the tracer is. seta cg_tracerLength "100" //How many units long the tracer is. seta cg_teamChatTime "3000" //--- seta cg_teamChatHeight "0" //--- seta cg_forceModel "0" //This cvar is really unnecessary, but it forces every other model to the same one as the player. seta cg_forcePovModel "0" //If set to 1, forces the POV model to the "model" string. seta cg_deferPlayers "0" //If this is on, then a player's model will be loaded as soon as they connect or when the player dies, rather than when they press tab (+scores). seta cg_drawTeamOverlay "1" //Team overlay at the top right corner of the screen. seta cg_drawTeamOverlayX "640" //--- seta cg_drawTeamOverlayY "" //--- seta cg_drawTeamOverlayFont "q3tiny" //--- seta cg_drawTeamOverlayPointSize "24" //--- seta cg_drawTeamOverlayAlign "2" //--- seta cg_drawTeamOverlayScale "0.4" //--- seta cg_drawJumpSpeeds "0" //A hack to try and display jump speeds, like in Defrag. It doesn't work nearly as well, but at least it's something. seta cg_drawJumpSpeedsNoText "0" //--- seta cg_drawJumpSpeedsMax "12" //--- seta cg_drawJumpSpeedsX "5" //--- seta cg_drawJumpSpeedsY "300" //--- seta cg_drawJumpSpeedsAlign "0" //--- seta cg_drawJumpSpeedsStyle "0" //--- seta cg_drawJumpSpeedsFont "q3big" //--- seta cg_drawJumpSpeedsPointSize "24" //--- seta cg_drawJumpSpeedsScale "0.25" //--- seta cg_drawJumpSpeedsColor "0xffff00" //--- seta cg_drawJumpSpeedsAlpha "255" //--- seta cg_drawJumpSpeedsTime "0" //Also show the time at which the jump took place, starting from the first jump. Note that these reset once the player's speed reaches 0. Also this doesn't require cg_drawJumpSpeeds to be enabled. seta cg_drawJumpSpeedsTimeNoText "0" //--- seta cg_drawJumpSpeedsTimeX "5" //--- seta cg_drawJumpSpeedsTimeY "320" //--- seta cg_drawJumpSpeedsTimeAlign "0" //--- seta cg_drawJumpSpeedsTimeStyle "0" //--- seta cg_drawJumpSpeedsTimeFont "q3big" //--- seta cg_drawJumpSpeedsTimePointSize "24" //--- seta cg_drawJumpSpeedsTimeScale "0.25" //--- seta cg_drawJumpSpeedsTimeColor "0xffffff" //--- seta cg_drawJumpSpeedsTimeAlpha "255" //--- seta cg_drawFriend "3" //Draw a big ugly yellow arrow above all your teammates' heads. To draw it only when the player is visible, use 1. To always draw it, use 2. To only draw it during freeze tag, use 3. seta cg_drawFriendMinWidth "4.0" //--- seta cg_drawFriendMaxWidth "24.0" //--- seta cg_drawFoe "0" //Same as cg_drawFriend, but it's a red arrow this time for all enemies. Also there is no "3" value. seta cg_drawFoeMinWidth "4.0" //--- seta cg_drawFoeMaxWidth "24.0" //--- seta cg_drawSelf "2" //Again, it's the same as the previous ones but for the demo recorder only. Also there is no "3" value. seta cg_drawSelfMinWidth "4.0" //--- seta cg_drawSelfMaxWidth "24.0" //--- seta cg_teamChatsOnly "0" //Remove all chat from enemies, so all you see is team chat. seta cg_currentSelectedPlayer "0" //Used in hud code and for team arena orders. seta cg_currentSelectedPlayerName "" //Used in hud code and for team arena orders. seta cg_cameraOrbit "0" //Changes the camera orbit rotation increment, for when in third person, dead, or at the end of the game. seta cg_cameraOrbitDelay "50" //Sets how often the third person angle is adjusted when cg_cameraOrbit 1. seta cg_scorePlums "1" //This is the cvar that so many people are confused by. It turns on those stupid score sprites in the game world, for when you get a frag or capture a flag; basically every time you score a point. seta cg_smoothClients "0" //Smooth out other player's movement when they experience packet loss. seta cg_noTaunt "0" //Disable all player taunts. It only disables the sound, so you still get to see Keel swing his arms around like an idiot. seta cg_noProjectileTrail "0" //Turn off all smoke trails, from rockets and grenades and the like. Note that this does not disable the plasma trail. seta cg_smokeRadius_SG "32" //--- seta cg_smokeRadius_GL "32" //--- seta cg_smokeRadius_NG "16" //--- seta cg_smokeRadius_RL "64" //--- seta cg_smokeRadius_PL "32" //--- seta cg_smokeRadius_breath "16" //--- seta cg_enableBreath "1" //Turn on little puffs of breath from the player's head on maps that have this worldspawn key set. 1: when enabled on server, 2: if map has breath, 3: always. This uses smokepuff, so it looks stupid. seta cg_smokeRadius_dust "24" //--- seta cg_enableDust "1" //Turn on little puffs of dust when landing on a "surfaceparm dust" surface in a map with this key enabled. 1: when enabled on server, 2: if map has dust, 3: on all dusty surfaces, 4: always. seta cg_smokeRadius_flight "8" //--- seta cg_smokeRadius_haste "8" //--- seta cg_oldRocket "1" //Change how the rocket explosion looks. It's silly that 0 is the same as 1, but whatever. 1 is normal, 2 draws a little puff of flame that emits perpendicular to the surface that the rocket impacted on. seta cg_plasmaStyle "1" //This has the same stupidity as cg_oldRocket, where 0 and 1 are the same. 2 turns on the weird trail of particles behind each plasma ball. seta cg_trueLightning "1.0" //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. seta cg_drawSpeed "0" //1234UPS at the top right corner of the screen, just under FPS. There's no way to change or disable the colour of the text, sadly. seta cg_drawSpeedX "635" //--- seta cg_drawSpeedY "" //--- seta cg_drawSpeedNoText "0" //--- seta cg_drawSpeedAlign "2" //--- seta cg_drawSpeedStyle "3" //--- seta cg_drawSpeedFont "q3big" //--- seta cg_drawSpeedPointSize "24" //--- seta cg_drawSpeedScale "0.4" //--- seta cg_drawSpeedColor "0xffffff" //--- seta cg_drawSpeedAlpha "255" //--- seta cg_drawOrigin "0" //X Y Z P Y R Time. Shows you where you are and what direction you're looking, as well as servertime. Servertime is also shown in cg_drawSnapshot seta cg_drawOriginX "5" //--- seta cg_drawOriginY "420" //--- seta cg_drawOriginAlign "0" //--- seta cg_drawOriginStyle "0" //--- seta cg_drawOriginFont "q3big" //--- seta cg_drawOriginPointSize "24" //--- seta cg_drawOriginScale "0.25" //--- seta cg_drawOriginColor "0xffffff" //--- seta cg_drawOriginAlpha "255" //--- seta cg_drawScores "1" //This only affects the Q3 HUD. It turns on the shitty block of scores in the bottom right. seta cg_drawPlayersLeft "1" //This also only affects the Q3 HUD. I assume it's to turn on/off the message, "player has disconnected". seta cg_drawPowerups "0" //Show the powerup(s) held and the time left in the bottom right corner of the screen. seta cg_drawItemPickups "0" //In the bottom left corner of the screen, each item picked up will be shown. seta cg_drawItemPickupsX "8" //--- seta cg_drawItemPickupsY "360" //--- seta cg_drawItemPickupsImageScale "0.5" //--- seta cg_drawItemPickupsAlign "0" //--- seta cg_drawItemPickupsStyle "0" //--- seta cg_drawItemPickupsFont "q3small" //--- seta cg_drawItemPickupsPointSize "24" //--- seta cg_drawItemPickupsScale "0.4" //--- seta cg_drawItemPickupsTime "3000" //--- seta cg_drawItemPickupsColor "0xffffff" //--- seta cg_drawItemPickupsAlpha "255" //--- seta cg_drawItemPickupsFade "1" //--- seta cg_drawItemPickupsFadeTime "3000" //--- seta cg_drawItemPickupsCount "1" //--- seta cg_drawFollowing "1" //This is for spectators only, and shows the name of the player being spectated. seta cg_drawFollowingX "320" //--- seta cg_drawFollowingY "50" //--- seta cg_drawFollowingAlign "1" //--- seta cg_drawFollowingStyle "6" //--- seta cg_drawFollowingFont "q3big" //--- seta cg_drawFollowingPointSize "24" //--- seta cg_drawFollowingScale "0.4" //--- seta cg_drawFollowingColor "0xffffff" //--- seta cg_drawFollowingAlpha "255" //--- seta cg_testQlFont "0" //This replaces all of the Q3 monospace fonts with their QL equivalents - that is, all fonts used for text (q3big, q3small etc. but not the HUD or scoreplums or timers). seta cg_qlhud "1" //Toggle between the QL and Q3 HUDs. Honestly, if you need to use a HUD, make your own, which is work. And I hate work. (Note that I wrote this all by hand.) seta cg_qlFontScaling "1" //This controls the behaviour of small fonts. At 1, "qlbig" will switch to "qlsmall" when the font gets too small. At 2, it will always use "qlbig", and just scale it down. seta cg_weaponBar "0" //Turn off the stupid weapon docked on the left side of the screen. It looks like crap and is useless anyway. seta cg_weaponBarX "" //--- seta cg_weaponBarY "" //--- seta cg_weaponBarFont "" //--- seta cg_weaponBarPointSize "24" //--- seta cg_drawFullWeaponBar "1" //If this is off, any weapons that aren't in the player's inventory will not be displayed. seta cg_scoreBoardStyle "1" //0: QL-style; 1: switch model icon for best weapon icon, put accuracy before name; 2: switch model icon for country flag and put accuracy before name. Note that putting accuracy before name breaks the name. seta cg_scoreBoardSpectatorScroll "0" //Scroll the spectator names across the bottom of the scoreboard. seta cg_scoreBoardWhenDead "1" //Show the scoreboard when the player is dead. seta cg_scoreBoardAtIntermission "1" //Show the scoreboard during intermissions. seta cg_scoreBoardWarmup "1" //Show the scoreboard when the player is dead during warmup. seta cg_scoreBoardOld "0" //use the non-premium scoreboard (lol). Actually this just uses the Q3 scoreboard... seta cg_drawSpawns "0" //This puts a big glowy ball at every spawn point. To draw them through walls, set it to 2. seta cg_drawSpawnsInitial "1" //These are all the team_CTF_blueplayer/redplayer entities on the map. seta cg_drawSpawnsInitalZ "0.0" //Note that this is misspelled. seta cg_drawSpawnsRespawns "1" //These are all the team_CTF_bluespawn/redspawn entities on the map. seta cg_drawSpawnsRespawnsZ "0.0" //Note that this is not misspelled. seta cg_drawSpawnsShared "1" //These are all the info_player_deathmatch/info_player_start entities on the map. seta cg_drawSpawnsSharedZ "0.0" //This is also not misspelled. seta cg_freecam_noclip "1" //Turn off clipping when in freecam mode. Sometimes it might be useful to have off, but for the most part you'll want this on. seta cg_freecam_sensitivity "0.1" //Sensitivity base for freecam. This shouldn't exist, and it doesn't make sense anyway, because .1 makes freecam sens = normal sens. It should be 1 or something. seta cg_freecam_yaw "1.0" //Horizontal sensitivity multiplier for freecam mode. None of these should exist... seta cg_freecam_pitch "1.0" //Vertical sensitivity multiplier for freecam mode. seta cg_freecam_speed "400" //Set your movement speed. Something relatively high is recommended, as traveling around at 320 is tedious. seta cg_freecam_crosshair "1" //This is only used if you have a crosshair in first person and don't want one in third. seta cg_freecam_useTeamSettings "2" //Leaving this at 0 should leave the player's model at whatever they chose, but it seems ineffective. seta cg_freecam_rollValue "0.5" //No idea. seta cg_freecam_useServerView "1" //This is supposed to basically disable cg_useOriginalInterpolation while freecamming, but it seems to enable it or something. The only real effect is that turning it off messes with mouse seeking. seta cg_freecam_unlockPitch "1" //Congratulations! You can now move your view greater than 90 degrees vertically! Have fun! seta cg_chatTime "5000" //Chat display duration. seta cg_chatLines "10" //Chat display... lines. seta cg_chatHistoryLength "15" //When using +chat, how many lines of history to display. seta cg_chatBeep "0" //Turn off that infernal beeping noise! seta cg_chatBeepMaxTime "0" //Use this for spammers. seta cg_teamChatBeep "1" //Sometimes you don't want team chat to beep. When that time comes, turn this off. seta cg_teamChatBeepMaxTime "0" //Use this for team chat spammers. seta cg_serverPrint "0" //Stop server messages being sent to the center of the screen. seta cg_serverPrintToChat "1" //Instead, send them to the chat! seta cg_serverPrintToConsole "1" //Also send them to the console! seta cg_serverCenterPrint "1" //Uh... I don't see the point of this.... seta cg_serverCenterPrintToChat "0" //What.... seta cg_serverCenterPrintToConsole "1" //Am confuse.... seta cg_drawCenterPrint "1" //FUCK CENTERPRINT! TURN THAT SHIT OFF! seta cg_drawCenterPrintX "320" //--- seta cg_drawCenterPrintY "" //--- seta cg_drawCenterPrintAlign "1" //--- seta cg_drawCenterPrintStyle "6" //--- seta cg_drawCenterPrintFont "" //--- seta cg_drawCenterPrintPointSize "24" //--- seta cg_drawCenterPrintScale "0.35" //--- seta cg_drawCenterPrintTime "3000" //--- seta cg_drawCenterPrintColor "0xffffff" //--- seta cg_drawCenterPrintAlpha "255" //--- seta cg_drawCenterPrintFade "1" //--- seta cg_drawCenterPrintFadeTime "200" //--- seta cg_drawVote "1" //If you get bored of the pricks at #uscpmpickup callvoting q3wcp14, turn this off. seta cg_drawVoteX "0" //--- seta cg_drawVoteY "300" //--- seta cg_drawVoteAlign "0" //--- seta cg_drawVoteStyle "3" //--- seta cg_drawVoteFont "" //--- seta cg_drawVotePointSize "24" //--- seta cg_drawVoteScale "0.25" //--- seta cg_drawVoteColor "0xffffff" //--- seta cg_drawVoteAlpha "255" //--- seta cg_drawTeamVote "1" //I assume this is the same as above, but for votes called by your own team? seta cg_drawTeamVoteX "0" //--- seta cg_drawTeamVoteY "300" //--- seta cg_drawTeamVoteAlign "0" //--- seta cg_drawTeamVoteStyle "3" //--- seta cg_drawTeamVoteFont "" //--- seta cg_drawTeamVotePointSize "24" //--- seta cg_drawTeamVoteScale "0.25" //--- seta cg_drawTeamVoteColor "0xffffff" //--- seta cg_drawTeamVoteAlpha "255" //--- seta cg_drawWaitingForPlayers "1" //It can get really annoying when you're waiting on your sixth and he's getting his pizza pockets out of the toaster oven. seta cg_drawWaitingForPlayersX "320" //--- seta cg_drawWaitingForPlayersY "60" //--- seta cg_drawWaitingForPlayersAlign "1" //--- seta cg_drawWaitingForPlayersStyle "6" //--- seta cg_drawWaitingForPlayersFont "" //--- seta cg_drawWaitingForPlayersPointSize "24" //--- seta cg_drawWaitingForPlayersScale "0.4" //--- seta cg_drawWaitingForPlayersColor "0xffffff" //--- seta cg_drawWaitingForPlayersAlpha "255" //--- seta cg_drawWarmupString "1" //This cvar reminds me of all the times we spent 30 minutes in warmup for a 15 minute game in #uscpmpickup. Ah, memories... seta cg_drawWarmupStringX "320" //--- seta cg_drawWarmupStringY "60" //--- seta cg_drawWarmupStringAlign "1" //--- seta cg_drawWarmupStringStyle "6" //--- seta cg_drawWarmupStringFont "" //--- seta cg_drawWarmupStringPointSize "24" //--- seta cg_drawWarmupStringScale "0.6" //--- seta cg_drawWarmupStringColor "0xffffff" //--- seta cg_drawWarmupStringAlpha "255" //--- seta cg_ambientSounds "2" //0: duh, disable all map sounds, 1: play all map sounds, 2: only play sounds for powerup respawns and doors and the like, 3: effectively s_ambient 0 (disables all looping map sounds) seta cg_weather "1" //What even counts as weather in Quake? Everything is shader based! There is no "rain" or "snow" worldspawn key. seta cg_interpolateMissiles "1" //When using cg_useOriginalInterpolation this is useless, but if it's off, you might want to turn this on to keep the interpolated projectiles, while also retaining the accuracy of player positions. seta cg_wh "0" //Turn on a wallhack effect for all players, so they can be seen through walls. By default, it uses the quad shader. seta cg_whIncludeDeadBody "1" //Also apply the effect to corpses. seta cg_whIncludeProjectile "1" //And projectiles too. seta cg_whShader "" //If you want to use a different shader (potentially no shader at all) for the wallhack effect, this is the cvar you want. seta cg_playerShader "" //This is a shader to be applied to any non-wall hacked model. seta cg_useOriginalInterpolation "1" //If this is set to 0, no interpolation will be applied to the player's screen, which means you will see exactly what they did (assuming it's a client demo, heh). seta cg_drawBBox "0" //Draw a bounding box around the players. This is not accurate to Quake Live or Quake 3's hitboxes. seta cg_weaponRedTeamColor "0xf40000" //--- seta cg_weaponBlueTeamColor "0x3266f4" //--- seta cg_hudRedTeamColor "0xf40000" //--- seta cg_hudBlueTeamColor "0x3266f4" //--- seta cg_hudNoTeamColor "0xf2db1f" //--- seta cg_hudForceRedTeamClanTag "" //--- seta cg_hudForceBlueTeamClanTag "" //--- seta cg_enemyModel "keel/bright" //Killing robots is more kid-friendly than killing humans. seta cg_enemyHeadSkin "" //--- seta cg_enemyTorsoSkin "" //--- seta cg_enemyLegsSkin "" //--- seta cg_enemyHeadColor "0x2a8000" //--- seta cg_enemyTorsoColor "0x2a8000" //--- seta cg_enemyLegsColor "0x2a8000" //--- seta cg_enemyRailColor1 "" //--- seta cg_enemyRailColor2 "" //--- seta cg_enemyRailColor1Team "0" //--- seta cg_enemyRailColor2Team "0" //--- seta cg_enemyRailRings "0" //--- seta cg_enemyRailNudge "1" //--- seta cg_enemyRailItemColor "" //--- seta cg_enemyRailItemColorTeam "0" //--- seta cg_enemyFlagColor "0x00ff00" //--- seta cg_useDefaultTeamSkins "1" //If you aren't forcing any team skins, set this to 0 and you can see what models all your teammates actually have selected (Klesk/spectre would normally turn to Klesk/red if he were on the red team). seta cg_teamModel "" //--- seta cg_teamHeadSkin "" //--- seta cg_teamTorsoSkin "" //--- seta cg_teamLegsSkin "" //--- seta cg_teamHeadColor "0xffffff" //--- seta cg_teamTorsoColor "0xffffff" //--- seta cg_teamLegsColor "0xffffff" //--- seta cg_teamRailColor1 "" //--- seta cg_teamRailColor2 "" //--- seta cg_teamRailColor1Team "0" //--- seta cg_teamRailColor2Team "0" //--- seta cg_teamRailRings "0" //--- seta cg_teamRailNudge "1" //--- seta cg_teamRailItemColor "" //--- seta cg_teamRailItemColorTeam "0" //--- seta cg_teamFlagColor "0xffffff" //--- seta cg_neutralFlagColor "0xf6f600" //--- seta cg_deadBodyColor "0x101010" //Colour those corpses so as to not confuse them with live players in your puny little mind. seta cg_disallowEnemyModelForTeammates "1" //This is kind of awesome. If this is 1, and if you don't have a team model set, none of your teammates will have the same model as your enemies. This means a teammate using Keel will switch to Sarge. seta cg_audioAnnouncer "1" //Turn on or off the scary voice telling you you did excellently. seta cg_audioAnnouncerRewards "1" //--- seta cg_audioAnnouncerRewardsFirst "1" //--- seta cg_audioAnnouncerRound "1" //--- seta cg_audioAnnouncerRoundReward "1" //--- seta cg_audioAnnouncerWarmup "1" //--- seta cg_audioAnnouncerVote "1" //--- seta cg_audioAnnouncerTeamVote "1" //--- seta cg_audioAnnouncerFlagStatus "1" //--- seta cg_audioAnnouncerLead "1" //--- seta cg_audioAnnouncerTimeLimit "1" //--- seta cg_audioAnnouncerFragLimit "1" //--- seta cg_audioAnnouncerWin "1" //--- seta cg_audioAnnouncerScore "1" //--- seta cg_audioAnnouncerLastStanding "0" //--- seta cg_audioAnnouncerDominationPoint "1" //--- seta cg_printTimeStamps "1" //Turn on console time stamps. 1: game clock, 2: cgame time. seta cg_screenDamageAlpha_Team "200" //--- seta cg_screenDamage_Team "0x700000" //--- seta cg_screenDamageAlpha_Self "0" //--- seta cg_screenDamage_Self "0x000000" //--- seta cg_screenDamageAlpha "200" //--- seta cg_screenDamage "0x700000" //--- seta cg_echoPopupTime "1000" //How long a message lasts when using echopopup or echopopupcvar. seta cg_echoPopupX "30" //--- seta cg_echoPopupY "340" //--- seta cg_echoPopupScale "0.3" //--- seta cg_accX "450" //--- seta cg_accY "100" //--- seta cg_loadDefaultMenus "1" //This loads the default QL scoreboard. Actually it loads the scoreboard. Setting this to 0 will disable the scoreboard. seta cg_grenadeColor "0xffffff" //--- seta cg_grenadeColorAlpha "255" //--- seta cg_grenadeTeamColor "0xffff00" //--- seta cg_grenadeTeamColorAlpha "255" //--- seta cg_grenadeEnemyColor "0x00ff00" //--- seta cg_grenadeEnemyColorAlpha "255" //--- seta cg_donka_rtcw_good_spellers "0" //lol seta cg_drawFragMessageX "960" //--- seta cg_drawFragMessageY "250" //--- seta cg_drawFragMessageAlign "1" //--- seta cg_drawFragMessageStyle "6" //--- seta cg_drawFragMessageFont "" //--- seta cg_drawFragMessagePointSize "24" //--- seta cg_drawFragMessageScale ".5" //--- seta cg_drawFragMessageTime "3000" //--- seta cg_drawFragMessageColor "0xffffff" //--- seta cg_drawFragMessageAlpha "255" //--- seta cg_drawFragMessageFade "1" //--- seta cg_drawFragMessageFadeTime "200" //--- seta cg_drawFragMessageTokens "You fragged %v" //--- seta cg_drawFragMessageTeamTokens "You fragged %v, your teammate" //--- seta cg_drawFragMessageThawTokens "You thawed %v" //--- seta cg_drawFragMessageFreezeTokens "You froze %v" //--- seta cg_drawFragMessageFreezeTeamTokens "You froze %v, your teammate" //--- seta cg_drawFragMessageIconScale "1.5" //--- seta cg_obituaryTokens "%k %i %v" //--- seta cg_obituaryIconScale "1.5" //--- seta cg_obituaryRedTeamColor "0xf40000" //--- seta cg_obituaryBlueTeamColor "0x3266f4" //--- seta cg_obituaryTime "3000" //--- seta cg_obituaryFadeTime "1000" //--- seta cg_fragTokenAccuracyStyle "0" //How the accuracy token displays. 0: 35%, 1: 35, 2: 0.35. seta cg_drawPlayerNames "0" //Draw names above every player's head. To ignore walls, set it to 2. seta cg_drawPlayerNamesY "64" //--- seta cg_drawPlayerNamesStyle "3" //--- seta cg_drawPlayerNamesFont "" //--- seta cg_drawPlayerNamesPointSize "16" //--- seta cg_drawPlayerNamesScale "0.25" //--- seta cg_drawPlayerNamesColor "" //--- seta cg_drawPlayerNamesAlpha "255" //--- seta cg_perKillStatsExcludePostKillSpam "1" //Per-kill accuracy will reset after you stop firing, not after the target dies. That way, any extra shots fired after the target's death won't carry over to the next kill (the lightning gun comes to mind). seta cg_perKillStatsClearNotFiringTime "3000" //This is how long you need to not be firing for per-kill stats to be reset. seta cg_perKillStatsClearNotFiringExcludeSingleClickWeapons "1" //Holy shit Brugal likes to name his cvars precisely... Anyway, this excludes single-click weapons from the stat resets that you wouldn't normally hold down +attack for (rocket launcher, shotgun). seta cg_printSkillRating "0" //Every time a player connects, this would show their skill rating along with the connect message. seta cg_lightningImpact "1" //Whenever the lightnig gun beam hits something, draw a little sprite at the impact point to indicate this. seta cg_lightningImpactSize "1.0" //Scaling of said sprite. seta cg_lightningImpactOthersSize "0.0" //Scaling of said sprite when the player is hit by someone else's lightning gun. seta cg_lightningImpactCap "192" //If the impact point is closer to the player's view than this, don't make it any bigger, otherwise it would end up filling the entire screen. seta cg_lightningImpactCapMin "60" //This one is the opposite: don't make the sprite any smaller than this many pixels (for when it gets really far away, duh). seta cg_lightningImpactProject "1" //Moves the sprite this many units toward the player along the beam. seta cg_lightningStyle "1" //LG beam style. seta cg_lightningRenderStyle "1" //This controls how the LG beam interacts with objects in the game world. 0 will force it to draw underneath everything, while 1 will enable a depth hack to make it more realistic. seta cg_lightningAngleOriginStyle "1" //This controls how the LB beam moves with the player, but I don't understand it, and thus don't know how to test it. seta cg_debugLightningImpactDistance "0" //Print the distance from the player that the lightning impacts at. seta cg_lightningSize "8" //--- seta cg_drawEntNumbers "0" //Draw each entity's number above it. This is mainly used for debugging or camera tracking. seta cg_drawEventNumbers "0" //It's funny how Brugal adds all these debugging cvars, but they already existed! This is just a renamed copy of cg_debugEvents. seta cg_demoSmoothing "1" //1: look ahead to see if, in the following snapshots, you have velocity but your origin hasn't changed, and smooth accordingly; 2: simply interpolate between current and next snapshots. Values greater than 2 will simply skip this many snapshots. seta cg_demoSmoothingAngles "1" //Set this to 0 if you only want to smoothen player movements but not player view angles. seta cg_demoSmoothingTeleportCheck "1" //Set this to 0 if you want to ignore the frame-long freeze when entering a teleporter, and instead move through the world to the destination. seta cg_drawCameraPath "1" //Show the camera path and all camera points. seta cg_drawCameraPointInfo "1" //Show the ridiculous amount of useless information about the camera points on the HUD. seta cg_drawCameraPointInfoX "60" //--- seta cg_drawCameraPointInfoY "60" //--- seta cg_drawCameraPointInfoAlign "0" //--- seta cg_drawCameraPointInfoStyle "0" //--- seta cg_drawCameraPointInfoFont "" //--- seta cg_drawCameraPointInfoPointSize "24" //--- seta cg_drawCameraPointInfoScale "0.25" //--- seta cg_drawCameraPointInfoColor "0xffffff" //--- seta cg_drawCameraPointInfoSelectedColor "0xff5a5a" //--- seta cg_drawCameraPointInfoAlpha "255" //--- seta cg_drawViewPointMark "0" //Some camera shit I assume. seta cg_levelTimerDirection "0" //Changes how the timer works. To make it reset and count up during overtimes, set it to 1. To make it not reset for overtimes, set it to 2. To count down toward cg_levelTimerDefaultTimeLimit, set it to 3. To count down toward the end of the match, set it to 4. seta cg_levelTimerDefaultTimeLimit "60" //Set the default time limit for values 3 and 4 above. seta cg_checkForOfflineDemo "1" //Fixes stutters during playback of offline demos. seta cg_muzzleFlash "1" //Enable muzzle flashes (flares when firing weapons). seta cg_weaponDefault "" //These are all inbuilt vstrs for switching between weapons. They are triggered as soon as the weapon is equipped. seta cg_weaponNone "" //--- seta cg_weaponGauntlet "" //--- seta cg_weaponShotgun "" //--- seta cg_weaponMachineGun "" //--- seta cg_weaponGrenadeLauncher "" //--- seta cg_weaponRocketLauncher "" //--- seta cg_weaponLightningGun "" //--- seta cg_weaponRailGun "" //--- seta cg_weaponPlasmaGun "" //--- seta cg_weaponBFG "" //--- seta cg_weaponGrapplingHook "" //--- seta cg_weaponNailGun "" //--- seta cg_weaponProximityLauncher "" //--- seta cg_weaponChainGun "" //--- seta cg_spawnArmorTime "500" //How long to show the spawn protection shader. seta cg_fxinterval "25" //This is how often the scripting code is run. Lower values allow for higher emitter values I guess? seta cg_fxratio "0.002" //If an entity is too small or distant to be seen, ignore it. seta cg_fxScriptMinEmitter "0.0" //Set the minimum allowed emitters, so they don't go below this. seta cg_fxScriptMinDistance "0.001" //Same as above, for distance. seta cg_fxScriptMinInterval "0.001" //Same as above, for interval. seta cg_fxLightningGunImpactFps "125" //This sets a static framerate at which to re-read LG impacts. Basically, if you're holding down +attack, the game will assume 125 impacts per second. Set to 0 to disable. Note that higher values will eat through the maximum allowed impact marks like nothing. seta cg_fxDebugEntities "0" //1: print a message when a non-low priority entity is dropped, 2: print a message even for low priority entities, 3: add an on-screen display showing number of entities, 4: even more info. Set to -1 for only the OSD. seta cg_fxCompiled "1" //Setting this to 1 enables FX performance optimisations. Setting it to greater than 1 also enables debugging info. seta cg_vibrate "0" //Enable screen vibrations when there is an explosion near the player. seta cg_vibrateTime "150.0" //How long screen vibrations last. seta cg_vibrateMaxDistance "800" //How close the explosion has to be in order to effect a vibration. seta cg_vibrateForce "1.0" //How powerful the vibration is. seta cg_animationsIgnoreTimescale "0" //Setting this to 1 will play all animations at normal speed while using a non-default timescale value. seta cg_animationsRate "1" //Obviously, this is used to change the speed of animations. Set it to 0 to disable animations. It can result in some cool effects when combined properly with good camera work. seta cg_quadFireSound "1" //Even more obvious, this is used to disable the annoying sound played when firing a weapon with quad damage. seta cg_kickScale "1.0" //Increase or decrease the force of screen kicks when taking damage. seta cg_gameType "1" //Used as a game type test for adapting the UI to the specific game type. seta cg_compMode "0" //Enables competition mode for private servers. seta cg_drawSpecMessages "1" //Turn on or off messages from spectators. seta cg_waterWarp "1" //When the player is fully submerged, the view bends and shifts. Set this to 0 to disable this effect. seta cg_allowLargeSprites "0" //Sometimes sprites get too big when close to the player's face, and if you like that sort of thing, turn this on. seta cg_allowSpritePassThrough "1" //If this is on, sprites won't get deleted once you pass through them. I was unaware that they were. seta cg_drawSprites "1" //This enables the "frozen" sprite in freeze tag. seta cg_drawSpriteSelf "0" //Same as above, but for self specifically. seta cg_playerLeanScale "1.0" //Use this to help fix those weird model bugs when moving at high speeds. I was sure there was a cg_playerLeanMax, but I guess not. seta cg_cameraRewindTime "0" //When playing a camera script, look back this many seconds to properly sync any sprites or animations. seta cg_cameraQue "1" //Setting this to 1 will play back cameras without needing to use the playcamera command. Setting it to 2 does something else that I don't understand. seta cg_cameraUpdateFreeCam "1" //If this is disabled, after a camera is done being played back, you will be moved back to wherever you were before the camera started playing. seta cg_cameraAddUsePreviousValues "1" //Duplicate settings of previous camera point when adding a new one. seta cg_cameraDefaultOriginType "curve" //What type of movement the camera uses by default to switch between points. Curve, spline, interp, jump. seta cg_cameraDebugPath "0" //Puts a model on the camera track instead of your view, so you can see what the camera is doing more clearly. seta cg_cameraSmoothFactor "1.5" //Dunno what it does, but it's between 1.0 and 2.0, and is used for ecam smooth. seta cg_flightTrail "1" //Turn on or off the flight trail. seta cg_hasteTrail "1" //Turn on or off the haste trail. seta cg_noItemUseMessage "1" //Display a message when the player tries to use an item, but doesn't have one. seta cg_noItemUseSound "1" //Play the annoying clicking sound when the player tries to use an item, but doesn't have one. seta cg_itemUseMessage "1" //Display a message when the player tries to use an item, and actually has one. seta cg_itemUseSound "1" //Play the potentially annoying sound when the player tries to use an item, and actually has one. seta cg_localTime "0" //0: demo time, 1: use your computer time. seta cg_localTimeStyle "1" //Clock style. 0: 24-hour, 1: 12-hour. seta cg_warmupTime "1" //Whether or not and how to show the clock during warmup. 0: draw 0 in clock, 1: draw warmup time and "warmup" text, 2: draw 0 and "warmup" text, 3: draw warmup time only. seta cg_clientOverrideIgnoreTeamSettings "1" //If this is enabled, clientoverride settings take precedence over any other settings, such as cg_enemyModel. seta cg_killBeep "0" //Play a noise when a frag is scored. seta cg_deathStyle "1" //How the camera behaves after death. 0: no change in angles, 1: turn toward killer, 2: track killer, 3: set yaw to 0, 4: tilt camera like Quake 1. seta cg_deathShowOwnCorpse "1" //Show your corpse falling to the ground when you die. seta cg_mouseSeekScale "1.0" //How much each tick moves you when using +mouseseek. seta cg_mouseSeekPollInterval "1" //When will Wolfcam check for a mouse movement? Every this many milliseconds! Now that demos are stored in RAM, this is a lot faster. I assume Q3MME used something like this, but it wasn't a cvar. seta cg_mouseSeekUseTimescale "2" //Modify the behaviour of mouse seeking based on the timescale value. 1: scale based on timescale, 2: only scale when timescale is less than 1. seta cg_teamKillWarning "1" //Display a warning message when you kill a teammate. seta cg_inheritPowerupShader "0" //When you have multiple power-ups, apply the shader from the first to the second. Don't turn this on unless you have a reason; it doesn't apply the shader, it overrides it. seta cg_fadeColor "0x000000" //Colour of the screen when fading, but when does the screen fade? seta cg_fadeAlpha "0" //The alpha (brightness) of the screen while fading. seta cg_fadeStyle "0" //How the fade works in relation to the HUD. 0: fade before drawing HUD, 1: fade after drawing HUD. seta cg_enableAtCommands "1" //Turn on the "at" commands. Visit http://www.ihavenoidea.com/ for more information. seta cg_quadKillCounter "1" //Show how many kills were achieved while quad damage is active. seta cg_battleSuitKillCounter "1" //Same as cg_quadKillCounter, but for battle suit. seta cg_wideScreen "1" //Enable widescreen HUD hack. Use at your own risk. Setting it to 1 will remove the 640*480 "lock" on HUD items, but the QL HUD is locked to that resolution, so it will be stuck in the top left corner. Set it to 2 to move everything over a bit. Set it to 3 if you only want a widescreen crosshair. seta cg_wideScreenScoreBoardHack "0" //Setting this to 1 will center the scoreboard without stretching it. Setting it to 2 will center it and stretch it to its original size. seta cg_adShaderOverride "0" //This lets you use the cvars "cg_adShader[num]" to replace the default ad shaders with your own, without having to replace or override any files. seta cg_firstPersonSwitchSound "sound/wc/beep05" //Play this sound when the POV switches during a spectator demo. seta cg_proxMineTick "1" //When stuck with a proximity mine, a ticking sound is played. Set this to 0 to disable. seta cg_drawProxWarning "1" //When stuck with a proximity mine, a text warning is also displayed. Set this to 0 to disable. seta cg_drawProxWarningX "320" //--- seta cg_drawProxWarningY "80" //--- seta cg_drawProxWarningAlign "1" //--- seta cg_drawProxWarningStyle "6" //--- seta cg_drawProxWarningFont "q3big" //--- seta cg_drawProxWarningPointSize "24" //--- seta cg_drawProxWarningScale "0.4" //--- seta cg_drawProxWarningColor "0xfe0000" //--- seta cg_drawProxWarningAlpha "255" //--- seta cg_customMirrorSurfaces "0" //This is supposed to be a way to carry mirror info from one map to another using r_forceMap. I don't know any maps that have mirrors though, so I can't test it. seta cg_demoStepSmoothing "1" //Smooth the motion of the camera when walking up steps. seta cg_stepSmoothTime "100" //Higher values smooth over a longer time, so increasing this will allow for more time between steps, while still smoothing out the movement. seta cg_stepSmoothMaxChange "32" //I think this is just how high the steps are. If the player moves more than this, smoothing won't be applied. seta cg_pathRewindTime "0" //How far back, in milliseconds, the game will search for things like animations, wall marks and rail trails. seta cg_pathSkipNum "0" //To do with path smoothing - how many points to skip and smooth between. I don't do cameras so this doesn't mean much to me. seta cg_dumpEntsUseServerTime "0" //When using the dumpents command, also save server time. seta cg_playerModelForceScale "" //--- seta cg_playerModelForceLegsScale "" //--- seta cg_playerModelForceTorsoScale "" //--- seta cg_playerModelForceHeadScale "" //--- seta cg_playerModelForceHeadOffset "" //--- seta cg_playerModelAutoScaleHeight "57" //--- seta cg_playerModelAllowServerScale "1" //--- seta cg_playerModelAllowServerScaleDefault "1.1" //--- seta cg_playerModelAllowServerOverride "1" //--- seta cg_allowServerOverride "1" //Allow custom gametype messages, sounds, etc. seta cg_powerupLight "1" //When you pick up a power-up, it will cast a light around you. Set this to 0 to disable said effect. seta cg_buzzerSound "1" //At the end of a match, a buzzer sound is played. Set this to 0 to disable said sound. seta cg_flagStyle "1" //The documentation seems to be wrong about this one. Set this to 1 to enable QL's holographic flags. Setting it to 2 seems to be the same thing. Setting it to 3 allows you to use cg_teamFlagColor/cg_enemyFlagColor/cg_neutralFlagColor to change its colour. seta cg_helpIconStyle "3" //I don't know what a help icon is... seta cg_helpIconMinWidth "16.0" //--- seta cg_helpIconMaxWidth "32.0" //--- seta cg_dominationPointTeamColor "" //--- seta cg_dominationPointTeamAlpha "" //--- seta cg_dominationPointEnemyColor "" //--- seta cg_dominationPointEnemyAlpha "" //--- seta cg_dominationPointNeutralColor "" //--- seta cg_dominationPointNeutralAlpha "" //--- seta cg_attackDefendVoiceStyle "1" //You can make the announcer simply say, "fight" by setting this to 0. Leaving it at 1 will use the QL sound, "defend the flag" (doesn't work for CTFS D:). seta cg_drawDominationPointStatus "1" //--- seta cg_drawDominationPointStatusX "258" //--- seta cg_drawDominationPointStatusY "365" //--- seta cg_drawDominationPointStatusFont "" //--- seta cg_drawDominationPointStatusPointSize "24" //--- seta cg_drawDominationPointStatusScale "1.0" //--- seta cg_drawDominationPointStatusEnemyColor "" //--- seta cg_drawDominationPointStatusTeamColor "" //--- seta cg_drawDominationPointStatusBackgroundColor "0x000000" //--- seta cg_drawDominationPointStatusAlpha "255" //--- seta cg_drawDominationPointStatusTextColor "0xffffff" //--- seta cg_drawDominationPointStatusTextAlpha "255" //--- seta cg_drawDominationPointStatusTextStyle "3" //--- seta cg_roundScoreBoard "1" //Use a scoreboard specifically made for attack and defend. seta cg_headShots "1" //If the server supports it, use the headshot reward. seta cg_spectatorListSkillRating "1" //Show the skill rating of spectators if available. seta cg_spectatorListScore "1" //wat seta cg_spectatorListQue "1" //wat seta cg_rocketAimBot "0" //Turn on a rocket aimbot!?!?!?! This shows exactly where you would need to fire a rocket to hit the target in this exact frame, assuming they don't change directions. Kinda cool. seta cg_drawTieredArmorAvailability "1" //wat seta cg_drawDeadFriendTime "3000" //wat seta cg_drawHitFriendTime "1500" //wat seta cg_racePlayerShader "1" //During race mode, apply a translucent shader to all other players. // ------------------------ // // Video rendering settings // // ------------------------ // seta r_cloudHeightOrig "512" //The original value of r_cloudheight. seta r_availableModes "" //Sets the resolutions for each r_mode value (ex: 1024x768 1280x1024 would make r_mode 1 1024x768 and r_mode 2 1280x1024) seta r_sdlDriver "directx" //Indicates the SDL driver backend being used. seta r_allowSoftwareGL "0" //Enables the use of the default OpenGL drivers provided by the operating system. seta r_maxpolyverts "180000" //Maximum number of vertices from polygons drawn to screen. seta r_maxpolys "36000" //Sets the maximum number of polygons drawn to the screen. seta r_noportals "0" //Disable portal cameras. seta r_lockpvs "0" //Locks the Potentially Visible Set table to your current location, resulting in area visibilities not being rendered. If you set this to 1 and walk to the other side of the map, nothing will be rendered. seta r_drawBuffer "GL_BACK" //Sets which frame buffer to draw into. seta r_polygonFill "1" //Dunno what this is, but disabling it causes z-fighting with impact marks. seta r_offsetunits "-2" //How many units to offset any polys that have polygonOffset. seta r_offsetfactor "-1" //Multiplier for r_offsetunits? seta r_shownormals "0" //Shows wireframe normals on model polygons and brush faces. seta r_showsky "0" //Forces sky in front of all surfaces. seta r_showtris "0" //Enables wireframe rendering of the world. seta r_nobind "0" //Disables binding of textures to triangles. seta r_debugSurface "0" //Debugging tool: shows bounding boxes of patch mesh surfaces that are targeted by the camera view. seta r_logFile "0" //Sets the number of frames to emit GL logs. seta r_verbose "0" //Lists occurring rendering commands in the console. seta r_speeds "0" //Shows rendering information display, providing useful information to developers (especially map designers) on rendering speeds. seta r_showcluster "0" //Displays clusters loaded by number. seta r_novis "0" //Renders the whole map upon loading, not just what you see, when you see it. seta r_nocull "0" //Disables culling of textures you can't see. This greatly lowers framerate, with no positive effect. seta r_ignore "1" //wat seta r_drawentities "1" //Enables the drawing of world entities, such as rockets, players, ammo crates, items, explosions etc. seta r_norefresh "0" //Disables rendering refreshes. Stops all rendering, removing the whole game world. seta r_lodscale "1000" //Level of Detail scale adjustment. seta r_measureOverdraw "0" //Activate special rendering mode that visualizes the rendering cost per pixel by colour. seta r_skipBackEnd "0" //A debugging tool that skips the rendering of the back end. seta r_showSmp "0" //Shows Symmetric MultiProcessing information on the HUD. seta r_flareCoeff "150" //wat seta r_flareFade "7" //wat seta r_flareSize "40" //wat seta r_portalOnly "0" //A debug option to see exactly what is being mirrored when drawing portal surfaces. seta r_drawworld "1" //Enables rendering of the map. seta r_nocurves "0" //Disables rendering of curved surfaces. seta r_saveFontData "0" //Developer cvar to create that font images that get shipped with the game. seta r_printShaders "0" //A debugging tool that prints out all the shaders that are utilised by a level. seta r_debugSort "0" //A debugging tool that only renders those sort layers that are greater than the value of the variable set. seta r_debuglight "0" //A debugging tool that writes ambient light data to console. seta r_showImages "0" //A debugging tool that displays loaded textures on screen. seta r_znear "4" //Sets distance from player in which objects are clipped out of the scene. seta r_colorMipLevels "0" //A developer aid to see texture mip usage. seta r_uiFullScreen "0" //Sets the UI running fullscreen. seta r_inGameVideo "1" //Enables in-game videos. seta r_allowExtensions "1" //Global enabling of all OpenGL extensions. seta r_ext_compressed_textures "0" //Enables external texture compression. seta r_ext_multitexture "1" //Enables external hardware multi-texturing. seta r_ext_compiled_vertex_array "1" //Enables hardware compiled vertex array rendering. seta r_ext_texture_env_add "1" //Enables additive blending when using multi-texturing. seta r_ext_texture_filter_anisotropic "1" //If enabled, external anisotropic filtering settings will be used. seta r_ext_max_anisotropy "2" //Sets the maximum level of anisotropic filtering. seta r_picmip "0" //Texture color average/level of detail. seta r_roundImagesDown "0" //Makes textures look like shit. seta r_detailtextures "1" //Enables the usage of detail texturing stages. This is not in use ever, but who knows? Maybe someone will use it some day. seta r_texturebits "32" //Sets texture quality level. seta r_colorbits "32" //Sets video color depth. seta r_stencilbits "32" //Sets stencil buffer size. seta r_depthbits "32" //Sets Z-buffer depth. seta r_ext_multisample "4" //Activates OpenGL texture multisampling. seta r_overBrightBits "1" //Ambient lighting applied to in-game entities or objects. seta r_overBrightBitsValue "1.0" //Sets the value of r_overBrightBits. r_overBrightBits increases by powers of 2. seta r_ignorehwgamma "0" //Ignore hardware gamma settings. seta r_mode "-1" //Screen resolution setting. -1 enables r_customheight and r_customwidth. seta r_noborder "0" //Remove window decoration from window managers, like borders and titlebar. seta r_customPixelAspect "1" //??? seta r_simpleMipMaps "1" //Enables simple MIP mapping. seta r_vertexLight "0" //Enables vertex lighting. seta r_subdivisions "4" //Patch mesh/curve sub divisions. seta r_smp "0" //Enables symmetric multiprocessing acceleration. seta r_stereoEnabled "0" //Enables stereo seperation, for 3D effects. seta r_ignoreFastPath "1" //Enables ignoring of Tess fast paths. seta r_greyscale "0" //Enables greyscaling of everything. seta r_greyscaleValue "1.0" //Sets how much color you want (higher values = less colors) seta r_mapGreyScale "0" //Enables greyscaling of map textures only. seta r_picmipGreyScale "0" //Same as r_greyScale but only apply when picmip is allowed. seta r_picmipGreyScaleValue "0.5" //How low r_picmip has to be for r_greyscale to take effect. seta r_fullbright "0" //Renders all textures on the map at full brightness. seta r_mapOverBrightBits "2" //Ambient lighting and radiance of the map. seta r_mapOverBrightBitsValue "1.0" //Sets the value of r_mapOverBrightBits. r_mapOverBrightBits increases by powers of 2. seta r_mapOverBrightBitsCap "255" //Sets how bright the map can get with r_mapOverBrightBits. seta r_intensity "1" //Intensifies the level of brightness added to textures and model skins. seta r_singleShader "0" //Set to 1 to use one shader for the whole map. For when you want to override all textures on a map with something else. seta r_singleShaderName "mme/green" //The name of the shader to be used when r_singleshader is set to 1. seta r_lodCurveError "10000" //Level of detail curve error setting. seta r_lodbias "-2" //Geometry Level of Detail. seta r_flares "1" //Enables projectile flare and lighting effects. seta r_zproj "64" //Distance of observer camera to projection plane. seta r_stereoSeparation "64" //Control eye separation. Resulting separation is r_zProj divided by this value. seta r_ignoreGLErrors "1" //Enables ignoring of OpenGL errors and to attempt to continue rendering. seta r_fastsky "0" //Disable sky boxes and portal camera views. seta r_fastSkyColor "" //Sets the sky color when r_fastSky 1. seta r_drawSkyFloor "1" //Enables a visual fix of the glitchy scrolling sky floors, removing the hall-of-mirrors effect. seta r_cloudHeight "" //??? seta r_forceSky "" //Forces the sky to a specific shader. Allows manual overriding of skies, so you can switch skies from map to map. seta r_drawSun "0" //Controls the way in which lighting of models and objects is handled by simulating effects of sunlight. seta r_dynamiclight "1" //Enables dynamic light from rockets etc. Fixed dynamiclights: 1, use original broken code: 2, debug: 3. seta r_dlightBacks "1" //Enables dynamic light compensation for darker or brighter areas. seta r_finish "0" //Enables synchronization of rendered frames. seta r_textureMode "GL_LINEAR_MIPMAP_LINEAR" //Sets texture filter. seta r_swapInterval "0" //Forces vertical synchronization, used in combination with r_displayrefresh. seta r_gamma "1" //Amount of image luminance applied to the in-game display. seta r_facePlaneCull "1" //Enables culling of brush faces you can't see. seta r_railWidth "16" //Diameter of rail beam and impact effects. seta r_railCoreWidth "6" //Rail trail core effect diameter. seta r_railSegmentLength "32" //Length of rail beam segments. seta r_primitives "0" //Sets rendering method. seta r_ambientScale "10" //Controls the amount of ambient light cast among players. seta r_directedScale "1" //Sets the lighting intensity applied to world objects. seta r_anaglyphMode "0" //Enables anaglyph rendering, for 3D effects. seta r_anaglyph2d "0" //Enable/disable color splitting for 2D HUD objects when using anaglyph rendering. seta r_lightmap "0" //Enables the light data lighting model. seta r_lightmapColor "" //Changes the color of the light when r_lightmap 1. seta r_darknessThreshold "0" //Brighten darker areas on the map without heavily modifying the brighter areas. seta r_clear "0" //Enables the clearing of the screen between video frames. seta r_clearColor "" //Change the colour of the cleared screen. seta r_marksOnTriangleMeshes "1" //Enables marks on triangle meshes, such as map objects. seta r_jpegCompressionQuality "100" //The quality of all JPEG outputs. seta r_forceMap "" //Forces a specific map to load instead of the one called for by the demo. This allows you to play different versions of the same map. seta r_enablePostProcess "1" //Enables post processing, which offers extra graphical features and quality. seta r_enableColorCorrect "1" //Enables color correction when r_enablePostProcess 1. seta r_contrast "1.0" //Sets the level of contrast. seta r_enableBloom "0" //Enables light bloom effects when r_enablePostProcess 1. seta r_BloomBlurScale "1.0" //??? seta r_BloomBlurFalloff "0.75" //??? seta r_BloomBlurRadius "5" //??? seta r_BloomPasses "1" //Sets the number of rendering passes for bloom effect. seta r_BloomSceneIntensity "1.000" //Sets the intensity of brightness applied to the non-bloomed world. seta r_BloomSceneSaturation "1.000" //Sets the degree of color saturation applied to the non-bloomed world. seta r_BloomIntensity "0.750" //Sets the bloom intensity. seta r_BloomSaturation "0.800" //Sets the degree of color saturation applied to the bloom effect. seta r_BloomBrightThreshold "0.125" //Sets the bloom threshold. seta r_BloomTextureScale "0.5" //Sets the size of the screenshot that is used for post processing. seta r_BloomDebug "0" //A debugging tool for bloom that shows each bloom pass inside a screen at the top left of the game window. seta r_portalBobbing "1" //Enable the slow bobbing of portalcams. seta r_teleporterFlash "1" //When you go through a teleporter, the screen flashes for the single frame of travel. To turn the screen black during that frame, set this to 0. To turn it white, set it to 1. To simply not refresh the screen until through the teleporter, set to 2. seta r_debugMarkSurface "0" //Turn this on to find out what shaders are used on what surfaces. If you shoot a wall, that wall's shader will be printed. Note that shadows (cg_shadows) count as marks. seta r_ignoreNoMarks "0" //If this is enabled, impact marks will be allowed on surfaces even if they have "surfaceparm nomarks". seta r_fog "1" //Pretty self-explanatory, turn this off to disable all fog. seta r_ignoreEntityMergable "2" //This is to prevent a bug with mme_saveDepth. 0: use shader's entityMergable flag, 1: ignore said flag, 2: ignore only if depth buffer is being saved. seta r_allowResize "0" //Resize the game by dragging the edge of the game window. Automatically does a vid_restart when you let go of the edge. Note that this changes r_customWidth, not r_visibleWindowWidth (bug). seta r_centerWindow "1" //Automatically center the game window when you do a vid_restart (it centers the game window in your screen). seta r_colorSkinsFuzz "20" //Controls how much of the model is covered by the color skin. seta r_colorSkinsIntensity "1.0" //Controls the brightness of color skins. seta r_fullscreen "0" //Enables full-screen view. // -------------------- // // Client-side settings // // -------------------- // seta cl_downloadName "" //Holds the name of the file currently downloading. seta cl_guid "" //Your "Globally Unique IDentification". seta cl_voipSendTarget "all" //Sets the target(s) for Voice over IP chat. seta cl_voipSend "0" //Enables Voice over IP chat. seta cl_motdString "" //Message of the day string. seta cl_serverStatusResendTime "750" //Sets the amount of time (in milliseconds) between heartbeats sent to the master server. seta cl_conXOffset "0" //Sets the offset of the console message display. seta cl_showmouserate "0" //Toggles the display of mouse input info seta cl_anglespeedkey "1.5" //Sets the speed in which the directional keys (binded to +left, +right, +lookdown or +lookup) change the viewing angle. seta cl_forceavidemo "0" //Forces all demo recording into a sequence of screenshots in TGA format. seta cl_freezeDemo "0" //Essentially halts demo playback. seta cl_showTimeDelta "0" //Displays time delta between server updates. seta cl_showSend "0" //A network debugging tool, showing packets sent. seta cl_shownet "0" //Displays information about the network quality. seta cl_timeNudge "0" //Allows more or less latency to be added in the interest of better smoothness or better responsiveness. seta cl_timeout "200" //Time (in seconds) that it takes to be kicked when lagging. seta cl_motd "1" //Enables the displaying of the message of the day string. seta cl_noprint "0" //Disables message printing to HUD. seta cl_debugMove "0" //Displays a real-time graph on the lower part of the screen illustrating mouse speed. seta cl_nodelta "0" //Disables delta compression. seta cl_running "1" //Dictates whether or not a client game is running or if client/server mode. seta cl_packetdelay "0" //Artificially set the client's latency. seta cl_paused "0" //Automatically toggled when the game is paused. seta cl_timedemoLog "" //Controls what file to save timedemo information to. seta cl_autoRecordDemo "0" //Automatically record a demo after entering the game. seta cl_aviFrameRate "50" //The framerate used for capturing video. seta cl_aviCodec "uncompressed" //What codec to use when capturing staright to AVI. uncompressed, huffyuv, mjpeg. seta cl_aviAllowLargeFiles "1" //Enables OpenDML large avi file support. seta cl_aviFetchMode "GL_RGB" //Sets what format the video card sends back while taking a screenshot. Different orders increase performace on some video cards. seta cl_aviExtension "avi" //Changes the extension for outputted avi files. seta cl_aviNoAudioHWOutput "1" //Don't pass audio data to sound card while recording. seta cl_freezeDemoPauseVideoRecording "0" //Pause recording of video/screenshots while paused. seta cl_yawspeed "140" //Sets the yaw speed for +left and +right. seta cl_pitchspeed "140" //Sets the pitch speed for +lookup and +lookdown. seta cl_maxpackets "30" //Controls how many updates you send to the server. seta cl_packetdup "1" //Determines how many duplicate packets you send to the server to avoid packet loss. seta cl_run "1" //Enables ‘always run’. seta cl_mouseAccel "0" //Mouse acceleration factor. seta cl_freelook "1" //Enables the ability to look around with your mouse. seta cl_mouseAccelStyle "0" //Sets mouse acceleration style. seta cl_mouseAccelOffset "5" //Sets mouse acceleration sensitivity offset. seta cl_allowDownload "0" //Set to 1 to download referenced pk3s from a server that has sv_allowdownload 1. seta cl_cURLLib "libcurl-3.dll" //??? seta cl_maxPing "800" //Maximum ping before disconnecting from server. seta cl_lanForcePackets "1" //??? seta cl_guidServerUniq "1" //??? seta cl_consoleKeys "~ ` 0x7e 0x60" //Selects what keys to use for toggling the console. seta cl_anonymous "1" //Appear anonymous to the server. seta cl_useMumble "0" //Enables Mumble voice chat. seta cl_mumbleScale "0.0254" //??? seta cl_voipGainDuringCapture "0.2" //??? seta cl_voipCaptureMult "2.0" //??? seta cl_voipUseVAD "0" //??? seta cl_voipVADThreshold "0.25" //??? seta cl_voipShowMeter "1" //??? seta cl_voip "1" //Enable Voice Over IP chat. seta cl_useq3gibs "0" //Enables Quake 3 style blood and gibs. seta cl_consoleAsChat "0" //Enables console chat, so you have to prefix every cvar/cmd with a "/". seta cl_numberPadInput "0" //Disable number pad functions and allow them as input. seta cl_maxRewindBackups "12" //How many seek points to create for fastforwarding and rewinding demos. Each seek point supposedly takes around 1.7MB, so be wary. seta cl_keepDemoFileInMemory "1" //Improves performance when fastforwarding and rewinding. This cvar exists solely because some people stream live demos with Wolfcam, which means the demo isn't complete and thus can't be saved to memory. // --------------- // // Common settings // // --------------- // seta com_errorMessage "" //wat seta com_standalone "0" //Run in standalone mode seta com_minimized "0" //Automatically toggled when the game window is minimized. seta com_unfocused "0" //Automatically toggled when the game window is unfocused. seta com_buildScript "0" //??? seta com_cameraMode "0" //Turns the demo taker invisible, but allows any key to be used for binds. Not used in wolfcam. seta com_speeds "0" //Displays the reporting of game speed data. seta com_dropsim "0" //Testing cvar to simulate packet loss during communication drops. seta com_showtrace "0" //Displays packet traces. seta com_altivec "1" //Enables some crap for macs. seta com_maxfps "125" //Maximum rendered frames per second. seta com_blood "1" //Enable blood and gibs. seta com_timescaleSafe "1" //Makes sure that no demo snapshots are lost at high timescales, so that information like frags aren't skipped. seta com_ansiColor "1" //Enable use of ANSI escape codes in the tty (lolwut). seta com_maxfpsUnfocused "0" //Sets the maximum rendered frames per second when the game window is unfocused. seta com_maxfpsMinimized "0" //Sets the maximum rendered frames per second when the game window is minimized. seta com_introplayed "1" //Play the stupid game intro on startup. Wolfcam doesn't have an intro. seta com_autoWriteConfig "2" //wat seta com_execVerbose "0" //Enable to see all the annoying info when executing a config. Off by default to make life more enjoyable. seta com_qlColors "1" //Use Quake Live colours for HUD and chat. QL colours are more pastel and replaces blue with baby blue. seta com_soundMegs "8" //Allocates memory to game sounds. seta com_zoneMegs "24" //Sets the amount of memory reserved for the game. seta com_hunkMegs "128" //Sets the amount of memory reserved for the game, including com_soundMegs and com_zoneMegs. // --------------- // // Console settings // // --------------- // seta con_notifytime "3" //How long, in seconds, console notifications are displayed onscreen. seta con_conspeed "1000" //Sets the console dropdown speed. Not very well named, but I suppose it's a tad better than scr_conspeed. In a sense. seta con_transparency ".5" //Sets the level of transparency of the console. seta con_fracSize "0" //Sets the height of the console. seta con_rgb "" //Sets the color of the console. seta con_scale "1.0" //Size of text in the console. seta con_lineWidth "78" //How many characters are in each console line // ------------- // // Sound settings // // ------------- // seta s_testsound "0" //Loops a testing sound designed for testing. For testing audio during audio tests. seta s_show "0" //Displays sounds that are currently playing to console. seta s_initsound "1" //Enables the sound system. seta s_backend "base" //Indicates the current sound backend. seta s_muted "0" //If enabled, game sounds are muted. Automatically enabled if minimized/unfocused while s_muteWhenMinimized/s_muteWhenUnfocused 1. seta s_volume ".05" //Sets sound effects volume. seta s_musicvolume "0" //Sets volume of the background music. seta s_doppler "1" //Enable doppler sounds when rockets fly close to the camera. seta s_muteWhenMinimized "0" //If set to 1, the game sounds will be muted when the game window is minimized. seta s_muteWhenUnfocused "0" //If set to 1, the game sounds will be muted when the game window is unfocused. seta s_announcerVolume "1.0" //Sets the volume of the audio announcer. seta s_useTimescale "0" //Adjusts audio pitch according to timescale, just like in Q3MME seta s_forceScale "0.0" //Forces audio pitch, not very similar to Q3MME at all. seta s_showMiss "0" //Prints the name of any audio file that was skipped. 1: file skipped because of max repeat rate, 2: also if it was because of max number of sounds being played. Any value greater than 2 will simply show if the sound challen couldn't be allocated. seta s_maxSoundRepeatTime "0" //Don't play a sound if it's repeated more often than this. Q3 uses a value of 50, which caused LG hits to be less satisfying to hear. seta s_maxSoundInstances "96" //How many sounds can be played at any given time. Set to -1 to copy Q3 behaviour, which limits 4 or 8 sounds to each entity, with the world counting as an entity. seta s_qlAttenuate "1" //Distance falloff for sound volume. 0: Q3-style - use smaller distances for sound volume calculation and play at full volume any sound that is within 80 game units, 1: probably better calculation, which is what QL does. seta s_debugMissingSounds "0" //I assume this helps you find out what sound is not being played? seta s_useOpenAL "0" //Use the OpenAL sound backend if it’s available. seta s_mixahead "0.2" //Sets the time delay before mixing sound samples. seta s_mixPreStep "0.05" //The mixer will mix this many seconds every mixing step. seta s_sdlBits "16" //SDL bit resolution. seta s_sdlSpeed "0" //SDL sample rate. seta s_sdlChannels "2" //SDL number of channels. seta s_sdlDevSamps "0" //SDL DMA buffer size override. seta s_sdlMixSamps "0" //SDL mix buffer size override. // ---------------- // // Wolfcam settings // // ---------------- // seta wolfcam_hoverTime "2000" //When following another player, wait this long before switching back to the demo taker's POV when they die. seta wolfcam_switchMode "0" //What to do when POV unavailable. Switch to demo taker's POV: 1, try killer/victim, then demo taker: 2, closest opponent, then demo taker: 0. seta wolfcam_firstPersonSwitchSoundStyle "1" //How to utilise cg_firstPersonSwitchSound. 0: don't ever play sound, 1: only play when switching back and forth from selected player, 2: always play switch sound when view changes. seta wolfcam_fixedViewAngles "0" //Test/debug cvar. It'll only update the viewangles of the /follow pov this many milliseconds. seta wolfcam_drawFollowing "2" //Draw the name of the player you're following with /follow. Normal: 1, highlight name: 2. seta wolfcam_drawFollowingOnlyName "0" //Only show the player name when wolfcam_drawFollowing 1-2. // ------------- // // END OF CONFIG // // ------------- //