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File tyrquake.html of Package tyrquake
<!-- Creator : groff version 1.22.4 --> <!-- CreationDate: Sat Feb 19 04:20:48 2022 --> <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta name="generator" content="groff -Thtml, see www.gnu.org"> <meta http-equiv="Content-Type" content="text/html; charset=US-ASCII"> <meta name="Content-Style" content="text/css"> <style type="text/css"> p { margin-top: 0; margin-bottom: 0; vertical-align: top } pre { margin-top: 0; margin-bottom: 0; vertical-align: top } table { margin-top: 0; margin-bottom: 0; vertical-align: top } h1 { text-align: center } </style> <title>TYRQUAKE</title> </head> <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>
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