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<title>TYRQUAKE</title>
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<body>
<h1 align="center">TYRQUAKE</h1>
<a href="#NAME">NAME</a><br>
<a href="#SYNOPSIS">SYNOPSIS</a><br>
<a href="#DESCRIPTION">DESCRIPTION</a><br>
<a href="#OPTIONS">OPTIONS</a><br>
<a href="#CONSOLE COMMANDS">CONSOLE COMMANDS</a><br>
<a href="#CONSOLE VARIABLES">CONSOLE VARIABLES</a><br>
<a href="#FILES">FILES</a><br>
<a href="#ENVIRONMENT">ENVIRONMENT</a><br>
<a href="#BUGS">BUGS</a><br>
<a href="#AUTHOR">AUTHOR</a><br>
<a href="#COPYRIGHT">COPYRIGHT</a><br>
<a href="#SEE ALSO">SEE ALSO</a><br>
<hr>
<h2>NAME
<a name="NAME"></a>
</h2>
<p style="margin-left:11%; margin-top: 1em">tyr−quake,
tyr−glquake, tyr−qwcl, tyr−glqwcl,
tyr−qwsv − Client and server programs for the
computer game <b>Quake</b></p>
<h2>SYNOPSIS
<a name="SYNOPSIS"></a>
</h2>
<p style="margin-left:11%; margin-top: 1em"><b>tyr−quake</b>
[−<i>OPTION</i> [<i>arg</i>]]... [+<i>COMMAND</i>
[<i>arg</i>]]... <b><br>
tyr−glquake</b> [−<i>OPTION</i> [<i>arg</i>]]...
[+<i>COMMAND</i> [<i>arg</i>]]... <b><br>
tyr−qwcl</b> [−<i>OPTION</i> [<i>arg</i>]]...
[+<i>COMMAND</i> [<i>arg</i>]]... <b><br>
tyr−glqwcl</b> [−<i>OPTION</i> [<i>arg</i>]]...
[+<i>COMMAND</i> [<i>arg</i>]]... <b><br>
tyr−qwsv</b> [−<i>OPTION</i> [<i>arg</i>]]...
[+<i>COMMAND</i> [<i>arg</i>]]...</p>
<h2>DESCRIPTION
<a name="DESCRIPTION"></a>
</h2>
<p style="margin-left:11%; margin-top: 1em"><b>TyrQuake</b>
is a port of <i>id Software</i>’s <b>Quake</b> engine
which attempts to maintain the original look and feel of the
game while also providing support for modern platforms and
user created content.</p>
<p style="margin-left:11%; margin-top: 1em">Currently
<b>TyrQuake</b> is implemented as five separate programs;
two NetQuake clients (<b>tyr−quake</b> and
<b>tyr−glquake</b>), two Quakeworld clients
(<b>tyr−qwcl</b> and <b>tyr−glqwcl</b>) and a
Quakeworld server (<b>tyr−qwsv</b>). The
’gl’ notation indicates the OpenGL accelerated
clients and the non-gl versions use a software-only
renderer.</p>
<h2>OPTIONS
<a name="OPTIONS"></a>
</h2>
<p style="margin-left:11%; margin-top: 1em"><b>−heapsize
n, −mem n</b></p>
<p style="margin-left:22%;">Specifies the size of
Quake’s internal memory heap. For historical reasons,
when using <b>−heapsize</b> n is specified in kB and
when using <b>-mem</b> n is specified in MB. Default
256MB.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>−zone</b></p></td>
<td width="4%"></td>
<td width="78%">
<p>Specifies the amount of memory in kB to reserve for
Quake’s dynamic memory allocator. Default 256kB.</p></td></tr>
</table>
<p style="margin-left:11%;"><b>−minmemory</b></p>
<p style="margin-left:22%;">Allocate only a minimal sized
heap for Quake. If playing standard quake
(<b>−game</b> <i>id1</i>) this is ~5.5MB, otherwise
~15.5MB. Probably only useful for testing purposes.</p>
<p style="margin-left:11%;"><b>−basedir</b>
<i>directory</i></p>
<p style="margin-left:22%;">Specify the base directory
where the Quake data is located. The default is OS and
distribution dependent.</p>
<p style="margin-left:11%;"><b>−game</b>
<i>directory</i></p>
<p style="margin-left:22%;">Specify a game directory under
<i>basedir</i> to search for game data. Default is
<i>id1</i>. If this option is specified, then the given
<i>directory</i> will be searched first, followed by
<i>id1</i>.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>−rogue</b></p></td>
<td width="2%"></td>
<td width="78%">
<p>Set up game directories and customised HUD for use with
the Rogue expansion pack "Dissolution of
Eternity".</p> </td></tr>
</table>
<p style="margin-left:11%;"><b>−hipnotic</b></p>
<p style="margin-left:22%;">Set up game directories and
customised HUD for use with the Hipnotic expansion pack
"Scourge of Armagon".</p>
<p style="margin-left:11%;"><b>−window,
−w</b></p>
<p style="margin-left:22%;">Start the game in windowed
mode.</p>
<p style="margin-left:11%;"><b>−width n,
−height n</b></p>
<p style="margin-left:22%;">Specify the width and/or height
of the game window in pixels.</p>
<p style="margin-left:11%;"><b>−bpp n</b>
(tyr-glquake,tyr-glqwcl Windows only)</p>
<p style="margin-left:22%;">Request an OpenGL context with
the specified bits-per-pixel.</p>
<p style="margin-left:11%;"><b>−nomtex</b></p>
<p style="margin-left:22%;">Disable use of OpenGL
Multitexture extenstions.</p>
<p style="margin-left:11%;"><b>−nonpot</b></p>
<p style="margin-left:22%;">Disable use of OpenGL
non-power-of-two textures. Textures will be stretched or
padded to power-of two sizes as needed.</p>
<p style="margin-left:11%;"><b>−noglcompression</b></p>
<p style="margin-left:22%;">Disable the use of compressed
textures. There is a slight quality hit when compressed
textures are enable, so use this parameter if higher quality
at the expense of more memory usage is preferred.</p>
<p style="margin-left:11%;"><b>−gamma n</b></p>
<p style="margin-left:22%;">Set the video gamma value.
Default 1.0.</p>
<p style="margin-left:11%;"><b>−fullsbar</b>
(tyr-glquake,tyr-glqwcl Windows only)</p>
<p style="margin-left:22%;">Work around for buggy use of
double/triple buffers and glClear. Force the renderer to
redraw the full status bar every frame.</p>
<p style="margin-left:11%;"><b>−noautostrectch</b>
(tyr-quake,tyr-qwcl Windows only)</p>
<p style="margin-left:22%;">By default Quake will try to
adjust up the default video mode and select a resolution
appropriate for your monitor resolution. Use this command
line switch to prevent this behaviour.</p>
<p style="margin-left:11%;"><b>−resetwinpos</b>
(tyr-quake,tyr-qwcl Windows only)</p>
<p style="margin-left:22%;">By default Quake will try to
remember the previous window position and place the window
in the same position. Specify this command line option to
reset the window position to the top left corner of the
screen.</p>
<p style="margin-left:11%;"><b>−nomouse</b></p>
<p style="margin-left:22%;">Disable mouse input.</p>
<p style="margin-left:11%;"><b>−nodinput</b> (Windows
only)</p>
<p style="margin-left:22%;">Disable direct input.</p>
<p style="margin-left:11%;"><b>−noforcemspd</b>
(Windows only)</p>
<p style="margin-left:22%;">Don’t reset the mouse
speed while the game is active.</p>
<p style="margin-left:11%;"><b>−moforcemaccel</b>
(Windows only)</p>
<p style="margin-left:22%;">Don’t disable mouse
acceleration while the game is active.</p>
<p style="margin-left:11%;"><b>−noforcemparms</b>
(Windows only)</p>
<p style="margin-left:22%;">Don’t change mouse
parameters at all while the game is active.</p>
<p style="margin-left:11%;"><b>−nojoy</b> (Windows
only)</p>
<p style="margin-left:22%;">Disable joystick input.</p>
<p style="margin-left:11%;"><b>−cddev dev</b>
(Linux/BSD only)</p>
<p style="margin-left:22%;">Set the cd device filname to
dev. Default /dev/cdrom.</p>
<p style="margin-left:11%;"><b>−nocdaudio</b></p>
<p style="margin-left:22%;">Disable CD audio.</p>
<p style="margin-left:11%;"><b>−noextmusic</b></p>
<p style="margin-left:22%;">Disable the use of music files
in place of CD audio tracks.</p>
<p style="margin-left:11%;"><b>−nosound</b></p>
<p style="margin-left:22%;">Disable sound support.</p>
<p style="margin-left:11%;"><b>−simsound</b></p>
<p style="margin-left:22%;">Disable sound output, but still
perform all mixing. For testing purposes only.</p>
<p style="margin-left:11%;"><b>−sndbits n</b> (Linux,
OSS/SDL/PulseAudio)</p>
<p style="margin-left:22%;">Specify number of bits per
sample for sound output format, 8 or 16. Default 8.</p>
<p style="margin-left:11%;"><b>−sndspeed n (Linux,
OSS/SDL/PulseAudio)</b></p>
<p style="margin-left:22%;">Specify sample speed for sound
output. Default 11025.</p>
<p style="margin-left:11%;"><b>−sndmono</b> (Linux,
BSD only)</p>
<p style="margin-left:22%;">Request only a single channel
for sound output.</p>
<p style="margin-left:11%;"><b>−sndstereo (Linux, BSD
only)</b></p>
<p style="margin-left:22%;">Request stereo sound output
channels (Default).</p>
<p style="margin-left:11%;"><b>−snoforceformat</b>
(Windows only)</p>
<p style="margin-left:22%;">Do not try to set the sound
format of the primary sound buffer (Direct Sound).</p>
<p style="margin-left:11%;"><b>−primarysound</b>
(Windows only)</p>
<p style="margin-left:22%;">Mix directly into the primary
sound buffer. By default, Quake will set up and use a
secondary sound buffer.</p>
<p style="margin-left:11%;"><b>−wavonly</b> (Windows
only)</p>
<p style="margin-left:22%;">Do not initialize direct sound,
use the Windows media API only.</p>
<p style="margin-left:11%;"><b>−surfcachesize
n</b></p>
<p style="margin-left:22%;">Explicitly set the size of the
surface cache (in kB) used by the software renderer. By
default Quake will automatically calculate a suitable size
for the screen resolution selected.</p>
<p style="margin-left:11%;"><b>−particles n</b></p>
<p style="margin-left:22%;">Set the maximum number of
particles supported by the renderer. It can be useful to
increase this if debugging a leak in a map where the
pointfile is very large. Default 2048.</p>
<p style="margin-left:11%;"><b>−cheats</b> (tyr-qwsv
only)</p>
<p style="margin-left:22%;">Enable clients to send cheat
commands.</p>
<p style="margin-left:11%;"><b>−developer</b></p>
<p style="margin-left:22%;">Sets the <b>developer</b>
console variable to 1. Useful for getting developer debug
messages early in the init process, before config.cfg and
autoexec.cfg have been executed.</p>
<p style="margin-left:11%;"><b>−condebug</b></p>
<p style="margin-left:22%;">Causes Quake to append all
console messages to a file <i>qconsole.log</i> in the
current game directory. By default the log is not
written.</p>
<p style="margin-left:11%;"><b>−noconinput</b>
(Linux, BSD only)</p>
<p style="margin-left:22%;">Disables console input from
stdin.</p>
<p style="margin-left:11%;"><b>−nostdout</b></p>
<p style="margin-left:22%;">Disables console output on
stdout.</p>
<p style="margin-left:11%;"><b>−dedicated [n]</b>
(tyr-quake, tyr-glquake only)</p>
<p style="margin-left:22%;">Start the engine in dedicated
server mode (server only, no client) supporting up to
<i>n</i> clients (<i>n</i> must be between 1 and 16). If
<b>−dedicated</b> is the last command line argument,
then the server will default to supporting 8 clients.</p>
<p style="margin-left:11%;"><b>−listen [n]</b>
(tyr-quake, tyr-glquake only)</p>
<p style="margin-left:22%;">Start the engine in listen mode
(both client and server) supporting up to <i>n</i> clients
(<i>n</i> must be between 1 and 16). If <b>−listen</b>
is not specified, then the server will support up to 4
clients. If <b>−listen</b> is specified as the last
command line argument, then the server will default to
supporting 8 clients.</p>
<p style="margin-left:11%;"><b>−nolan</b> (tyr-quake,
tyr-glquake only)</p>
<p style="margin-left:22%;">Disable LAN support.</p>
<p style="margin-left:11%;"><b>−port n</b></p>
<p style="margin-left:22%;">Set the UDP port that the LAN
server will listen on.</p>
<p style="margin-left:11%;"><b>−udpport</b>
(tyr-quake, tyr-glquake only)</p>
<p style="margin-left:22%;">Same as <b>−port</b>.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>−ip ip</b></p></td>
<td width="2%"></td>
<td width="78%">
<p>Specify an IP address to restrict Quake to use only that
address. Note that with this enabled, if you start a server
it will not be discoverable via broadcast messages. Players
will have to connect directly. By default we bind to any/all
interfaces so that any connected network may be used.</p></td></tr>
</table>
<p style="margin-left:11%;"><b>−localip ip</b></p>
<p style="margin-left:22%;">Specify an IP address to
advertise as your visible IP for network play. Use if you
need to advertise a different IP address than the one
locally detected, e.g. if you are behind NAT or similar.</p>
<p style="margin-left:11%;"><b>−noudp</b> (tyr-quake,
tyr-glquake only)</p>
<p style="margin-left:22%;">Disables UDP networking.
Essentially the same effect as <b>−nolan</b>.</p>
<p style="margin-left:11%;"><b>−HFILE n,
−HPARENT n, −HCHILD n</b> (tyr-quake,
tyr-glquake, Windows only)</p>
<p style="margin-left:22%;">Originally intended for
<b>QHost</b>, which as I understand provides a function
similar to screen/tmux on unix for the Quake console. You
probably don’t want to use this (and it probably
doesn’t even work anymore!)</p>
<h2>CONSOLE COMMANDS
<a name="CONSOLE COMMANDS"></a>
</h2>
<p style="margin-left:11%; margin-top: 1em"><b>cd</b>
[command] [arguments]</p>
<p style="margin-left:22%;">Passes commands to the CD audio
subsystem. Sub-commands are listed below.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>on</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Enable the CD audio subsystem.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>off</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Disable the CD audio subsystem.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>play n</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Play CD audio track <i>n</i>.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>loop n</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Play CD audio track <i>n</i> in a loop.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>stop</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Stop playing CD audio.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>pause</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Pause CD audio playback.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>resume</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Resume playing CD audio (if currently paused).</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>eject</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Eject the CD media.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="9%">
<p><b>close</b></p></td>
<td width="1%"></td>
<td width="68%">
<p>Request the CD tray to close.</p></td></tr>
</table>
<p style="margin-left:22%;"><b>remap x y</b></p>
<p style="margin-left:32%;">Given two track numbers
<i>x</i> and <i>y</i>, remap a CD track number such that a
request to play track <i>x</i> will result in real track
<i>y</i> being played. Remappings can be reset with the
<i>cd reset</i> command.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="22%"></td>
<td width="7%">
<p><b>reset</b></p></td>
<td width="3%"></td>
<td width="68%">
<p>Stop playing audio, remove any CD track remappings and
re-read the CD table of contents.</p></td></tr>
<tr valign="top" align="left">
<td width="22%"></td>
<td width="7%">
<p><b>info</b></p></td>
<td width="3%"></td>
<td width="68%">
<p>Displays number of tracks on the currently loaded CD,
which track is currently playing or paused (if any) and the
current CD audio volume.</p></td></tr>
</table>
<p style="margin-left:11%;"><b>music
<filename></b></p>
<p style="margin-left:22%;">Start playing the given music
file. If the file extension is not specified, then the
supported file extensions will be tried in sequence (ogg,
mp3, flac, wav).</p>
<p style="margin-left:11%;"><b>music_stop</b></p>
<p style="margin-left:22%;">Stop the currently playing
music file.</p>
<p style="margin-left:11%;"><b>music_pause</b></p>
<p style="margin-left:22%;">Pause the currently playing
music file.</p>
<p style="margin-left:11%;"><b>music_resume</b></p>
<p style="margin-left:22%;">Resume playing the currently
paused music file.</p>
<p style="margin-left:11%;"><b>stuffcmds</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>exec</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>echo</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>alias</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>wait</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>cmd</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>path</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>toggleconsole <br>
messagemode <br>
messagemode2</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>clear</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>maplist <br>
gl_texturemode <br>
gl_printtextures [active|inactive|free|all]</b></p>
<p style="margin-left:22%;">Prints the list of currently
loaded textures (GLQuake/GLQWCL)</p>
<p style="margin-left:11%;"><b>gl_extensions</b></p>
<p style="margin-left:22%;">Prints the available OpenGL
extensions (GLQuake/GLQWCL)</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>envmap</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>pointfile <br>
timerefresh <br>
force_centerview <br>
joyadvancedupdate</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>bind</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>unbind</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>unbindall <br>
pvscache</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>edict</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>edicts</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>edictcount <br>
profile <br>
screenshot</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>sizeup</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>sizedown</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>snap</b></p></td>
<td width="83%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>hudscale</b></p>
<p style="margin-left:22%;">Prints the active hud scaling
factor, relative the the current resolution. If given a
parameter, sets this as the new scaling factor. See also
<i>scr_hudscale</i> under CONSOLE VARIABLES.</p>
<p style="margin-left:11%;"><b>fog</b> (glquake, glqwcl
only)</p>
<p style="margin-left:22%;">Sets fog parameters on the
current map. The command takes one, three or four arguments
between 0 and 1. The command can set the desity of the fog
from 0 (no fog) to 1 (completely opaque fog) as well as the
color of the fog, expressed as fractions of red, green and
blue. E.g.: <b><br>
fog (density) <br>
fog (red) (green) (blue) <br>
fog (density) (red) (green) (blue)</b></p>
<p style="margin-left:11%;"><b>sky</b> name</p>
<p style="margin-left:22%;">Load the named skybox for the
current level.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>play</b></p></td>
<td width="83%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>playvol <br>
stopsound <br>
soundlist <br>
soundinfo <br>
vid_nummodes</b></p>
<p style="margin-left:22%;">Prints the number of video
modes provided by the window/operating system.</p>
<p style="margin-left:11%;"><b>vid_describemodes</b></p>
<p style="margin-left:22%;">Prints out the list of video
modes available on the window/operating system. Each mode is
assigned a number which can be passed to the <i>vid_mode</i>
command to set the mode directly.</p>
<p style="margin-left:11%;"><b>vid_mode</b></p>
<p style="margin-left:22%;">With no parameters, prints the
current video mode as an integer or just
’windowed’ if in windowed mode. If given an
integer argument for a valid video mode as described by the
<i>vid_describemodes</i> command, then sets the video mode
to one of the described fullscreen modes.</p>
<p style="margin-left:11%;"><b>vid_describecurrentmode</b></p>
<p style="margin-left:22%;">Prints a brief description of
the current video mode.</p>
<p style="margin-left:11%;"><b>vid_minimize <br>
vid_restart</b></p>
<p style="margin-left:22%;">Restarts the entire video
system. Used to change the window or screen resolution
according to the <i>vid_width</i>, <i>vid_height</i>,
<i>vid_bpp</i>, <i>vid_fullscreen</i>,
<i>vid_refreshrate</i> and <i>vid_vsync</i> console
variables.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>flush</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>hunk print|printall</b></p>
<p style="margin-left:22%;">Print information about
internal memory allocations on the hunk. If the argument
<i>print</i> is given, sequential allocations with the same
hunk tag are totaled into one line. If the <i>printall</i>
argument is given, details for every individual allocation
are printed.</p>
<p style="margin-left:11%;"><b>zone print|printall</b></p>
<p style="margin-left:22%;">Print information about memory
allocations in the zone allocator. If the argument
<i>print</i> is given, only summary statistics are printed.
If the <i>printall</i> argument is given, information about
every memory block in the zone is printed.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>cache</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>+moveup, −moveup <br>
+movedown, −movedown <br>
+left, −left <br>
+right, −right <br>
+forward, −forward <br>
+back, −back <br>
+lookup, −lookup <br>
+lookdown, −lookdown <br>
+strafe, −strafe <br>
+moveleft, −moveleft <br>
+moveright, −moveright <br>
+speed, −speed <br>
+attack, −attack <br>
+use, −use <br>
+jump, −jump <br>
+klook, −klook <br>
+mlook, −mlook</b></p>
<p style="margin-left:22%;">When the mlook key is
depressed, mouse movement controls the view orientation
instead of direction of movement. If cvar
"m_freelook" is 1, then the reverse is true, with
mouse look enabled by default and the mlook key activates
mouse movement instead.</p>
<p style="margin-left:11%;"><b>impulse <br>
entities <br>
disconnect</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>record</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>stop</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>playdemo <br>
timedemo</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>mcache</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>status</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>quit</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>god</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>notarget</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="4%">
<p><b>fly</b></p></td>
<td width="85%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>restart</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="4%">
<p><b>map</b></p></td>
<td width="85%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>changelevel <br>
connect <br>
reconnect</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>name</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>noclip</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>version</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="4%">
<p><b>say</b></p></td>
<td width="85%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>say_team</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>tell</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>color</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>kill</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>pause</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>spawn</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>begin</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>prespawn</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>kick</b></p></td>
<td width="83%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>ping</b></p></td>
<td width="83%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>load</b></p></td>
<td width="83%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>save</b></p></td>
<td width="83%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>give</b></p></td>
<td width="83%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>startdemos</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>demos</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>stopdemo <br>
viewmodel <br>
viewframe <br>
viewnext <br>
viewprev <br>
togglemenu <br>
menu_main <br>
menu_singleplayer <br>
menu_load <br>
menu_save <br>
menu_multiplayer <br>
menu_setup <br>
menu_options <br>
menu_keys <br>
menu_video</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>help</b></p></td>
<td width="83%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>menu_quit <br>
net_stats</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>ban</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>test</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>test2</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>slist</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>listen</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>maxplayers</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>port</b></p></td>
<td width="83%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>+showscores,
−showscores <br>
sv_protocol <br>
v_cshift</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="3%">
<p><b>bf</b></p></td>
<td width="86%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>centerview <br>
changing <br>
rerecord</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>skins</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>allskins</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>rcon</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>packet</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>user</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>users</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>setinfo <br>
fullinfo <br>
fullserverinfo <br>
download</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>nextul</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>stopul</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>serverinfo <br>
windows <br>
+showteamscores, −showteamscores <br>
logfile <br>
fraglogfile <br>
snapall <br>
setmaster <br>
heartbeat <br>
localinfo <br>
game <directory> [-hipnotic|-rogue|-quoth]</b></p>
<p style="margin-left:22%;">End the current game and load
the specified game (mod) directory. Optionally specify one
of -hipnotic, -rogue, -quoth to enable the game specific HUD
changes for these mods.</p>
<p style="margin-left:11%;"><b>gamedir <br>
sv_gamedir <br>
floodprot <br>
floodprotmsg <br>
addip ip</b>[<b>/mask</b>]</p>
<p style="margin-left:22%;">Add an IP filter to drop
packets from the specified IP address or network. IP
addresses are specified in the standard form <i>A.B.C.D</i>.
A network can be specified using a netmask length, e.g.
<b>addip 10.10.10.0/24</b> or by giving only the first one,
two or three octets; e.g. <b>addip 10.10.10</b>.</p>
<p style="margin-left:11%;"><b>removeip
ip</b>[<b>/mask</b>]</p>
<p style="margin-left:22%;">Remove an IP address or network
from the IP filter list. Note that if an IP address is
filtered as part of a network filter, you can only un-filter
the IP by removing the network filter.</p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>listip</b></p></td>
<td width="2%"></td>
<td width="49%">
<p>Show the current IP filter list.</p></td>
<td width="29%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>writeip</b></p>
<p style="margin-left:22%;">Writes commands to re-construct
the current IP filter list to the file listip.cfg which can
later be restored with ’exec listip.cfg’.</p>
<h2>CONSOLE VARIABLES
<a name="CONSOLE VARIABLES"></a>
</h2>
<p style="margin-left:11%; margin-top: 1em"><b>bgmvolume</b></p>
<p style="margin-left:22%;">Set volume level for background
music. Valid values are between 0.0 (off) and 1.0 (full
volume). Default 1.0.</p>
<p style="margin-left:11%;"><b>bgm_extmusic</b></p>
<p style="margin-left:22%;">If set to 1, then external
music files will be used in place of CD audio if available.
Files should be placed in a ’music’ directory,
within the game directory (e.g. id1/music). CD tracks should
be named track02.<ext>, track03.<ext>, etc.
where ’<ext>’ is one of the supported file
extensions (ogg, mp3, flac, wav). E.g.
id1/music/track02.flac. Music files may also be placed
inside pack files using the same relative paths. Default
1.</p>
<p style="margin-left:11%;"><b>music_loop</b></p>
<p style="margin-left:22%;">If set to 1 then external music
files will loop. If set to 0, music files play once and then
stop. Default 1.</p>
<p style="margin-left:11%;"><b>registered <br>
cmdline <br>
con_notifytime <br>
d_subdiv16 <br>
d_mipcap <br>
d_mipscale <br>
gl_nobind <br>
gl_picmip <br>
gl_constretch <br>
gl_max_size <br>
gl_max_textures</b></p>
<p style="margin-left:22%;">The maximum number of textures
that will be kept in memory at one time. If changed at
runtime, a <i>vid_restart</i> is required for the change to
take effect. Default 2048.</p>
<p style="margin-left:11%;"><b>gl_npot</b></p>
<p style="margin-left:22%;">If 1, allow use of
non-power-of-two sized textures in OpenGL (if the ARB
extension is advertised). Set to zero to force
stretching/padding of textures to power-of-two sizes.
Default 1.</p>
<p style="margin-left:11%;"><b>gl_texture_anisotropy</b></p>
<p style="margin-left:22%;">Set the degree of anisotropic
filtering applied to textures. Higher numbers will give
sharper detail to surfaces that are at sharper angles to the
screen at the cost of some performance. 1 is the lower
bound, which is effectively disabled. Drivers/hardware
determine the upper limit. Default 1.0f.</p>
<p style="margin-left:11%;"><b>r_lockpvs <br>
r_lockfrustum <br>
r_drawflat <br>
r_speeds <br>
r_fullbright <br>
r_drawentities <br>
r_drawviewmodel <br>
r_lerpmodels 0</b>|<b>1</b></p>
<p style="margin-left:22%;">If 1, smooth out animation of
alias models by interpolating between animation frames. If
enabling this setting, it is recommended to enable
r_lerpmove as well. Default 0.</p>
<p style="margin-left:11%;"><b>r_lerpmove
0</b>|<b>1</b></p>
<p style="margin-left:22%;">If 1, interpolate movement of
alias model entities. Default 0.</p>
<p style="margin-left:11%;"><b>r_norefresh <br>
r_lightmap <br>
r_shadows <br>
r_mirroralpha <br>
r_wateralpha, r_slimealpha, r_lavaalpha, r_telealpha</b></p>
<p style="margin-left:22%;">Set to a fraction between 0
(fully transparent) and 1 (fully opaque) to control the
transparency of water/slime/lava/teleport surfaces. Default
1.</p>
<p style="margin-left:11%;"><b>r_warpspeed</b></p>
<p style="margin-left:22%;">Controls the speed at which the
water surface warping effect displays. Higher values are
faster, lower values are slower. Default 4.</p>
<p style="margin-left:11%;"><b>r_warpfactor</b></p>
<p style="margin-left:22%;">Controls the amount of warping
taking place. Higher values warp more and lower values less.
Default 2.</p>
<p style="margin-left:11%;"><b>r_warpscale</b></p>
<p style="margin-left:22%;">Controls the amount of movement
in the warping surface. Higher values move the surface more,
lower values less. Default 8.</p>
<p style="margin-left:11%;"><b>r_particle_scale</b></p>
<p style="margin-left:22%;">Scale the size of particles on
the screen. Values greater than one increase the size and
values less than one decrease the size. Default 1.</p>
<p style="margin-left:11%;"><b>r_dynamic <br>
r_novis <br>
r_waterwarp <br>
r_skyfog</b></p>
<p style="margin-left:22%;">Add a flat level of fog to the
sky between 0 (no fog) and 1 (fully obscured by fog).
Default 0.</p>
<p style="margin-left:11%;"><b>r_skyalpha</b></p>
<p style="margin-left:22%;">Set the transparency level of
the sky foreground image for scrolling skies. Set between 0
(fully transparent) and 1 (fully opaque). Default 1.</p>
<p style="margin-left:11%;"><b>r_sky_quality</b>
(tyr-glquake, tyr-glqwcl)</p>
<p style="margin-left:22%;">Sets the level of tesselation
used to simulate the curved scrolling sky. Lower numbers may
improve performance, while higher numbers may improve
quality. Default 16.</p>
<p style="margin-left:11%;"><b>r_fastsky</b></p>
<p style="margin-left:22%;">Set to 1 to prevent drawing
skybox or scrolling skies and instead just draw a flat color
where the sky should be. May be helpful on very low
performance systems. Default 0.</p>
<p style="margin-left:11%;"><b>gl_finish <br>
gl_texsort <br>
_gl_allowgammafallback <br>
_gl_drawhull <br>
gl_cull <br>
gl_smoothmodels <br>
gl_affinemodels <br>
gl_polyblend <br>
gl_playermip <br>
gl_nocolors <br>
gl_keeptjunctions <br>
gl_reporttjunctions <br>
gl_doubleeyes <br>
gl_zfix</b></p>
<p style="margin-left:22%;">If 1, implements a workaround
for z-fighting where world and brush models co-incide (e.g.
the elevator to the E1M1 quad secret). Causes some
undesirable side effects such as cracks or ridges where
brush models and the world would otherwise meet flush.
Default 0.</p>
<p style="margin-left:11%;"><b>gl_meminfo</b></p>
<p style="margin-left:22%;">If 1, print some information
about OpenGL memory usage each frame. Default 0.</p>
<p style="margin-left:11%;"><b>r_netgraph <br>
in_snd_block <br>
m_filter <br>
_windowed_mouse <br>
in_cfg_unbindall</b></p>
<p style="margin-left:22%;">If 1, write an <i>unbindall</i>
command before saving key bindings to config.cfg, so that
any explicitly unbound keys are no longer restored to their
defaults after reloading the engine. Default 1.</p>
<p style="margin-left:11%;"><b>in_joystick <br>
joy_name <br>
joy_advanced <br>
joy_advaxisx <br>
joy_advaxisy <br>
joy_advaxisz <br>
joy_advaxisr <br>
joy_advaxisu <br>
joy_advaxisv <br>
joy_forwardthreshold <br>
joy_sidethreshold <br>
joy_pitchthreshold <br>
joy_yawthreshold <br>
joy_forwardsensitivity <br>
joy_sidesensitivity <br>
joy_pitchsensitivity <br>
joy_yawsensitivity <br>
joy_wwhack1 <br>
joy_wwhack2 <br>
nomonsters <br>
gamecfg <br>
scratch1 <br>
scratch2 <br>
scratch3 <br>
scratch4 <br>
savedgamecfg</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>saved1</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>saved2</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>saved3</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>saved4</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>r_draworder <br>
r_speeds <br>
r_graphheight <br>
r_clearcolor <br>
r_waterwarp <br>
r_drawentities <br>
r_drawviewmodel</b></p>
<p style="margin-left:22%;">Controls drawing the
player’s weapon model in the view. When 1, the weapon
is drawn. When zero, no weapon is drawn. If a fractional
value less than one is set, the weapon will be drawn
translucent. Default 1.</p>
<p style="margin-left:11%;"><b>r_drawflat <br>
r_ambient <br>
r_timegraph <br>
r_aliasstats <br>
r_dspeeds <br>
r_maxsurfs</b>, <b>r_maxedges</b></p>
<p style="margin-left:22%;">This is mostly a legacy setting
that was used to allow the software render to render more
complex scenes. Now the engine will automatically adjust the
resources as needed if it encounters more complex scenes.
However, these settings remain available if you wish to
preempt the auto-adjustment and allow for more complex
scenes right away to avoid the frame or two of latency as
the engine automatically adjusts. In effect, these are now
minimum settings as the engine will adjust upwards
automatically as-needed. Defaults 768/2304.</p>
<p style="margin-left:11%;"><b>r_aliastransbase <br>
r_aliastransadj <br>
r_netgraph <br>
r_zgraph <br>
scr_fov <br>
scr_viewsize <br>
scr_conspeed <br>
scr_hudscale</b></p>
<p style="margin-left:22%;">Scale the console text and
status bar by some factor. When set to 1, the console text
and status bar pics are drawn at their pixel size. This can
be very small when using a high resolution video mode.
Setting to 2 will make the text twice as big, etc.
Fractional values > 1 are allowed. If set to zero, the
engine will try to pick a reasonable size based on the video
mode. Can be queried/set via the <i>hudscale</i> command.
Default 0.</p>
<p style="margin-left:11%;"><b>scr_sbaralpha</b></p>
<p style="margin-left:22%;">Set to a value between 0 (fully
transparent) and 1 (fully opaque) to draw the status bar
semi-transparently. Default 0.75.</p>
<p style="margin-left:11%;"><b>scr_showram <br>
scr_showturtle <br>
scr_showpause <br>
scr_centertime <br>
scr_printspeed <br>
show_fps <br>
scr_allowsnap <br>
nosound</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>volume</b></p></td>
<td width="2%"></td>
<td width="78%">
<p>Sets the volume of sound effects between 0 (off) and 1
(full volume). Default 0.7.</p></td></tr>
</table>
<p style="margin-left:11%;"><b>precache <br>
precache <br>
loadas8bit <br>
bgmbuffer <br>
ambient_level <br>
ambient_fade <br>
snd_noextraupdate <br>
snd_show <br>
snd_crossfade_effects</b></p>
<p style="margin-left:22%;">When enabled, entity sounds
that are cut off by another sound starting will fade out
very quickly and smoothly instead of cutting off suddenly,
as long as a sound channel is available to do so. This
avoids some audio artifacts that can otherwise be heard if
the cut off is instantaneous. Default 1.</p>
<p style="margin-left:11%;"><b>snd_filterquality</b></p>
<p style="margin-left:22%;">Set to an integer value between
1 and 5 to control the quality of the sound filter used when
resampling audio. 1 is the fastest but lowest quality and 5
is the highest quality, but slowest. Set to 0 to completely
disable audio filtering. Default 3.</p>
<p style="margin-left:11%;"><b>_snd_mixahead</b></p>
<p style="margin-left:22%;">Specifies how far ahead (in
seconds) to mix sound effects. Lower values provide better
audio latency, while higher values help prevent audio
skipping when framerate drops. Default 0.1.</p>
<p style="margin-left:11%;"><b>sys_nostdout <br>
vid_fullscreen</b></p>
<p style="margin-left:22%;">If set to 1, switch to
fullscreen mode on the next <i>vid_restart</i>. Default
0.</p>
<p style="margin-left:11%;"><b>vid_width</b>,
<b>vid_height</b></p>
<p style="margin-left:22%;">Specifies the width and height
in pixels of the window or fullscreen mode to set on the
next <i>vid_restart</i>. Default 800 x 600.</p>
<p style="margin-left:11%;"><b>vid_bpp</b></p>
<p style="margin-left:22%;">Specifies the color depth of
the display mode to be set on the next <i>vid_restart</i>.
Valid values depend on the system, but typically 32, 16 or
8. Default 32.</p>
<p style="margin-left:11%;"><b>vid_refreshrate</b></p>
<p style="margin-left:22%;">Specifies the refresh rate of
the display mode to be set on the next <i>vid_restart</i>.
Ignored for windowed modes. Valid values depend on the
system. Default 60.</p>
<p style="margin-left:11%;"><b>vid_vsync</b></p>
<p style="margin-left:22%;">When 0, rendering occurs as
fast as possible with no synchronization to vertical
refresh. When ’1’, synchronize display of frames
with vertical refresh to avoid tearing. When
’2’, use ’adaptive vsync’ - wait for
vertical refresh to display the frame if the rendering
completed ahead of the vertical refresh. If rendering was
slower than the vertical refresh, display immediately. Not
all modes are supported on all systems. Default
’1’.</p>
<p style="margin-left:11%;"><b>vid_render_resolution_scale</b></p>
<p style="margin-left:22%;">Optionally scales up the pixel
size rendered by the software renderer to improve
performance or for aesthetic preference. When 1 (default),
renders each pixel of the window individually. When 2 the
rendered pixel size is 2x2 so only 1/4 of the work is
required by the 3d renderer. For example with an 800x600
window and scale set to 2, the render will draw the scene at
400x300 and scale up the pixels by 2 to fill the window.
When set to 0, the render resolution is specified by the
<i>vid_render_resolution_width</i> and
<i>vid_render_resolution_height</i> variables manually.
Default 1.</p>
<p style="margin-left:11%;"><b>vid_render_resolution_width</b>,
<b>vid_render_resolution_height</b></p>
<p style="margin-left:22%;">When
<i>vid_render_resolution_scale</i> is 0, sets the width and
height of the resolution to render the scene at which will
then be stretched up to the window or screen size. Default
320 x 200.</p>
<p style="margin-left:11%;"><b>vid_window_centered</b></p>
<p style="margin-left:22%;">When 1, place the window
centered on the screen. When 0, either use the previously
remembered position if <i>vid_window_remember_position</i>
is 1, otherwise allow the window manager to place the
window. Default 1.</p>
<p style="margin-left:11%;"><b>vid_window_remember_position</b></p>
<p style="margin-left:22%;">When 1, record the placement of
the game window in the <i>vid_window_x</i> and
<i>vid_window_y</i> console variables so the position can be
restored next time the game starts or restarts. Note that if
<i>vid_window_centered</i> is 1, then the window will be
centered and the remembered position will be ignored.
Default 1.</p>
<p style="margin-left:11%;"><b>vid_window_x <br>
vid_window_y</b></p>
<p style="margin-left:22%;">Records the window position of
the application at the time it was last closed.</p>
<p style="margin-left:11%;"><b>host_framerate <br>
chase_back <br>
chase_up <br>
chase_right <br>
chase_active <br>
cl_name <br>
cl_color <br>
cl_upspeed <br>
cl_forwardspeed <br>
cl_forwardspeed <br>
cl_backspeed <br>
cl_sidespeed <br>
cl_movespeedkey <br>
cl_yawspeed <br>
cl_pitchspeed <br>
cl_anglespeedkey</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>cl_run</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>cl_shownet <br>
cl_nolerp <br>
lookspring <br>
lookstrafe <br>
sensitivity <br>
m_pitch</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>m_yaw</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>m_forward</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>m_side</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>m_freelook</b></p>
<p style="margin-left:22%;">If 1, view orientation is
controlled by mouse and the <i>mouse look</i> key (+mlook)
has the inverse effect of temporarily disabling free look
mode while depressed.</p>
<p style="margin-left:11%;"><b>host_speeds <br>
sys_ticrate <br>
serverprofile <br>
fraglimit <br>
timelimit <br>
teamplay <br>
samelevel</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>noexit</b></p></td>
<td width="80%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>skill</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>deathmatch</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>coop</b></p></td>
<td width="83%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>pausable</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>temp1</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>developer <br>
net_messagetimeout <br>
hostname <br>
sv_maxvelocity <br>
sv_gravity <br>
sv_friction <br>
sv_edgefriction <br>
sv_stopspeed <br>
sv_maxspeed <br>
sv_accelerate <br>
sv_idealpitchscale</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>sv_aim</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>sv_nostep <br>
v_centermove <br>
v_centerspeed <br>
v_iyaw_cycle <br>
v_iroll_cycle <br>
v_ipitch_cycle <br>
v_iyaw_level <br>
v_iroll_level <br>
v_ipitch_level <br>
v_idlescale <br>
crosshair <br>
crosshaircolor <br>
cl_crossx <br>
cl_crossy <br>
gl_cshiftpercent <br>
scr_ofsx <br>
scr_ofsy <br>
scr_ofsz <br>
cl_rollspeed <br>
cl_rollangle</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>cl_bob</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>cl_bobcycle <br>
cl_bobup <br>
v_kicktime <br>
v_kickroll <br>
v_kickpitch <br>
v_gamma <br>
cl_hightrack <br>
cl_chasecam <br>
cl_nodelta <br>
cl_warncmd <br>
cl_sbar <br>
cl_hudswap <br>
cl_maxfps <br>
cl_timeout <br>
rcon_password <br>
rcon_address <br>
entlatency <br>
cl_predict_players <br>
cl_predict_players2 <br>
cl_solid_players <br>
localid <br>
baseskin <br>
noskins <br>
password <br>
spectator</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>skin</b></p></td>
<td width="83%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="6%">
<p><b>team</b></p></td>
<td width="83%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>topcolor <br>
bottomcolor</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>rate</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>msg</b></p></td>
<td width="82%">
</td></tr>
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>noaim</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>cl_pushlatency <br>
cl_nopred <br>
v_contentblend <br>
showpackets <br>
showdrop</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="7%">
<p><b>qport</b></p></td>
<td width="82%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>spectator_password <br>
sv_mintic <br>
sv_maxtic <br>
maxclients <br>
maxspectators <br>
watervis <br>
zombietime <br>
sv_spectatormaxspeed <br>
sv_airaccelerate <br>
sv_wateraccelerate <br>
sv_waterfriction <br>
filterban <br>
allow_download <br>
allow_download_skins <br>
allow_download_models <br>
allow_download_sounds <br>
allow_download_maps <br>
sv_highchars</b></p>
<table width="100%" border="0" rules="none" frame="void"
cellspacing="0" cellpadding="0">
<tr valign="top" align="left">
<td width="11%"></td>
<td width="9%">
<p><b>sv_phs</b></p></td>
<td width="80%">
</td></tr>
</table>
<p style="margin-left:11%;"><b>sv_spectalk <br>
sv_mapcheck <br>
sys_extrasleep <br>
_debug_models</b></p>
<p style="margin-left:22%;">(for debugging purposes only)
If 1, draw some debugging information above each model
(GLQuake only for now). Default 0.</p>
<h2>FILES
<a name="FILES"></a>
</h2>
<h2>ENVIRONMENT
<a name="ENVIRONMENT"></a>
</h2>
<h2>BUGS
<a name="BUGS"></a>
</h2>
<h2>AUTHOR
<a name="AUTHOR"></a>
</h2>
<h2>COPYRIGHT
<a name="COPYRIGHT"></a>
</h2>
<p style="margin-left:11%; margin-top: 1em">Copyright (C)
2013-2021 Kevin Shanahan <br>
Copyright (C) 1997 id Software</p>
<p style="margin-left:11%; margin-top: 1em">License GPLv2+:
GNU GPL version 2 or later <br>
<http://gnu.org/licenses/gpl2.html>.</p>
<p style="margin-left:11%; margin-top: 1em">This is free
software: you are free to change and redistribute it. There
is NO WARRANTY, to the extent permitted by law.</p>
<h2>SEE ALSO
<a name="SEE ALSO"></a>
</h2>
<hr>
</body>
</html>