CVAR Name |
Default Value |
Description |
Data Type |
Flags |
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. |
Integer |
Flags |
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. |
Integer |
Flags |
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. |
Boolean |
Flags |
cg_thirdPerson |
0 |
Dat ass... |
Boolean |
Flags |
cg_thirdPersonAngle |
0 |
Change the camera's angle around the player being followed. |
Integer |
Flags |
cg_thirdPersonRange |
40 |
Distance, in units, between the camera and the player being followed. |
Integer |
Flags |
cg_footsteps |
1 |
When you put your foot down, it makes a sound. Usually. Turn this on to enable that. |
Boolean |
Flags |
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). |
Boolean |
Flags |
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). |
Boolean |
Flags |
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. |
Boolean |
Flags |
cg_errordecay |
100 |
Detects prediction errors and helps to smooth these errors out over a few frames to ease jerking. |
Integer |
Flags |
cg_debugevents |
0 |
Debug events (this is really useful for playing back demos that are unsupported, or have weird anomalies). It will tell you the name of the event taking place. Note that cg_drawEventNumbers is a direct copy of this. |
Boolean |
Flags |
cg_debugposition |
0 |
Debug player position. I see nothing when I turn this on. |
Boolean |
Flags |
cg_debuganim |
0 |
Debug player animations. The information gathered from this is pretty worthless. |
Boolean |
Flags |
cg_animspeed |
0 |
Allows linear interpolation between frames in player model animations. As if I know what that means lol. Basically enable/disable player animations. |
Boolean |
Flags |
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 ;) |
Integer |
Flags |
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. |
Boolean |
Flags |
cg_autoswitch |
0 |
Automatically switch to any weapon picked up. Really annoying. Turn off immediately. |
Boolean |
Flags |
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. |
Boolean |
Flags |
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. |
Integer |
Flags |
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! |
Boolean |
Flags |
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. |
Integer |
Flags |
cg_drawCrosshairNames |
1 |
Show the name of the player you're aiming at above the crosshair. Or is it below? You can change where it's displayed, making that irrelevant. |
Boolean |
Flags |
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. |
Integer |
Flags |
cg_zoomTime |
150 |
This is how long the zooming animation lasts, in milliseconds. |
Integer |
Flags |
cg_zoomIgnoreTimescale |
1 |
If this is enabled, then the zoom animation will not change speed no matter what timescale you're at. |
Boolean |
Flags |
cg_zoomBroken |
1 |
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. |
Boolean |
Flags |
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. Note that setting this to 1 also messes with cg_fovY behavior. |
Boolean |
Flags |
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). |
Integer |
Flags |
cg_gibs |
15 |
More gibs mean more blood, and everyone knows that bitches love blood! |
Integer |
Flags |
cg_gibColor |
|
Sets the colour of the gibs that are launched (unlike cg_gibSparksColor, which only controls the trail). |
Hex |
Flags |
cg_gibJump |
0 |
Higher values make gibs bounce more. |
Integer |
Flags |
cg_gibVelocityRandomness |
250 |
Higher values make gibs eject at more randomier speeds. |
Integer |
Flags |
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. |
Float |
Flags |
cg_gibOriginOffset |
0 |
Offsets all gibs on the horizontal axis by this much. There is no documentation as far as I know. |
Integer |
Flags |
cg_gibOriginOffsetZ |
0 |
Offsets all gibs on the vertical axis by this much. |
Integer |
Flags |
cg_gibRandomness |
250 |
Randomises the direction the gibs travel in, horizontally I guess. |
Integer |
Flags |
cg_gibRandomnessZ |
0 |
Randomises the direction the gibs travel in, vertically I guess. |
Integer |
Flags |
cg_gibTime |
1000 |
The lifetime of the gibs. How long they last before they disappear. When this many milliseconds pass, the gibs will disappear. |
Integer |
Flags |
cg_gibStepTime |
50 |
How often, in milliseconds, each gib leaves a spark trail. |
Integer |
Flags |
cg_gibBounceFactor |
0.6 |
I guess this makes the gibs more bouncy. |
Integer |
Flags |
cg_gibGravity |
800 |
Increasing the gravity will make the gibs float up less. |
Integer |
Flags |
cg_gibSparksSize |
3.5 |
Size of the spark trails. This is NOT the size of the gibs themselves. |
Integer |
Flags |
cg_gibSparksColor |
|
Colour of the spark trails. Once again, NOT the gibs themselves! |
Hex |
Flags |
cg_gibSparksHighlight |
|
Draws a single white pixel at the center of the spark to make things a little more visible. I see nothing when I modify the value. |
Boolean? |
Flags |
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. |
Integer |
Flags |
cg_gibFloatingRandomness |
75 |
I guess this is how much the slowest and fastest gibs will differ in velocity? |
Integer |
Flags |
cg_gibFloatingOriginOffset |
30 |
These "floating gibs" are randomly placed in a square pattern this big, in units. |
Integer |
Flags |
cg_gibFloatingOriginOffsetZ |
0 |
Said gibs will also be randomly placed vertically if this is set to a positive value. |
Integer |
Flags |
cg_impactSparks |
1 |
When a player is hit, emit a spark. |
Boolean |
Flags |
cg_impactSparksLifetime |
250 |
This is how long said hit sparks will last. |
Integer |
Flags |
cg_impactSparksSize |
8 |
And this is how big they are. |
Integer |
Flags |
cg_impactSparksVelocity |
128 |
This one controls how fast they move up (they don't move horizontally - they just float up). |
Integer |
Flags |
cg_impactSparksColor |
|
If you want the sparks to be green, set this to 0x00FF00. |
Hex |
Flags |
cg_impactSparksHighlight |
0 |
Draw a white pixel at the center of the spark (I actually see no effect). |
Boolean? |
Flags |
cg_shotgunImpactSparks |
1 |
Because of the way shotgun spread works, 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? |
Boolean |
Flags |
cg_shotgunMarks |
1 |
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. |
Boolean |
Flags |
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. |
Integer |
Flags |
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). |
Integer |
Flags |
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. |
Boolean |
Flags |
cg_drawTimer |
1 |
This only affects the timer on the Q3 HUD. On the QL HUD, the timer is part of cg_drawStatus. |
Boolean |
Flags |