Andrey Nazarov [email protected]
and
Copyright (c) 2019, NVIDIA Corporation. All right reserved.
Q2RTX is built upon Q2VKPT and Q2PRO source ports of Quake 2 and inherits most of their settings and commands, listed in this manual. It also adds many settings and commands of its own, also listed here. Many of them are primarily intended for renderer development and debugging.
Q2PRO is an enhanced, multiplayer oriented Quake 2 client, compatible with existing Quake 2 ports and licensed under GPLv2. This document provides descriptions of console variables and commands added to or modified by Q2PRO since the original Quake 2 release. Cvars and commands inherited from original Quake 2 are not described here (yet).
Q2PRO client supports separation of outgoing packet rate, physics frame rate
and rendering frame rate. Separation of physics and rendering frame rates is
accomplished in R1Q2 cl_async
style and is enabled by default.
In addition to this, Q2PRO network protocol is able to pack several input commands into the single network packet for outgoing packet rate reduction. This is very useful for some types of network links like Wi-Fi that can't deal with large number of small packets and cause packet delay or loss. Q2PRO protocol is only in use when connected to a Q2PRO server.
For the default Quake 2 protocol and R1Q2 protocol a hacky solution exists, which exploits dropped packet recovery mechanism for the purpose of packet rate reduction. This hack is disabled by default.
Specifies preferred network protocol version to use when connecting to servers. If the server doesn't support the specified protocol, client will fall back to the previous supported version. Default value is 0.
- 0 — automatically select the highest protocol version supported
- 34 — use default Quake 2 protocol
- 35 — use enhanced R1Q2 protocol
- 36 — use enhanced Q2PRO protocol
Number of packets client sends per second. 0 means no particular limit.
Unless connected using Q2PRO protocol, this variable is ignored and packets
are sent in sync with client physics frame rate, controlled with
cl_maxfps
variable. Default value is 30.
Enables cl_maxpackets
limit even if Q2PRO protocol is not in use by
dropping packets. This is not a generally recommended thing to do, but can
be enabled if nothing else helps to reduce ping. Default value is 0
(disabled).
Number of backup movement commands client includes in each new packet, directly impacts upload rate. Unless connected using Q2PRO protocol, hardcoded value of 2 backups per packet is used. Default value is 1.
Specifies if important events such as pressing +attack
or +use
are sent
to the server immediately, ignoring any rate limits. Default value is 1
(enabled).
Controls rendering frame rate and physics frame rate separation. Default
value is 1. Influence of cl_async
on client framerates is summarized in
the table below.
- 0 — run synchronous, like original Quake 2 does
- 1 — run asynchronous
- 2 — run asynchronous, limit rendering frame rate to monitor's vertical retrace frequency (supported only by X11/GLX drivers)
Rate limits depending on cl_async
value:
Value of cl_async |
Rendering | Physics | Main loop |
---|---|---|---|
0 | cl_maxfps |
cl_maxfps |
cl_maxfps |
1 | r_maxfps |
cl_maxfps |
unlimited |
2 | vertical refresh | cl_maxfps |
unlimited |
Specifies maximum rendering frame rate if cl_async
is set to 1, otherwise
ignored. Default value is 0, which means no particular limit.
Specifies client physics frame rate if cl_async
1 or 2 is used.
Otherwise, limits both rendering and physics frame rates. Default value is
60.
Controls rendering of entities with EF_GIB
flag set. When using Q2PRO
protocol, disabling this saves some bandwidth since the server stops
sending these entities at all. Default value is 1 (enabled).
Controls rendering of the player's own gun model. When using R1Q2 or Q2PRO protocol, disabling this saves some bandwidth since the server stops sending gun updates at all. Default value is 1 (enabled).
Controls footstep sounds. When using Q2PRO protocol, disabling this saves some bandwidth since the server stops sending footstep events at all. Default value is 1 (enabled).
Specifies the perferred update rate requested from Q2PRO servers. Only used when server is running in variable FPS mode, otherwise default rate of 10 packets per second is used. Specified rate should evenly divide native server frame rate. Default value is 0, which means to use the highest update rate available (that is, native server frame rate).
Enables IPv6 support. Default value is 1 on systems that support IPv6 and 0 otherwise.
- 0 — disable IPv6, use IPv4 only
- 1 — enable IPv6, but prefer IPv4 over IPv6 when resolving host names with multiple addresses
- 2 — enable IPv6, use normal address resolver priority configured by OS
Specifies network interface address client should use for outgoing UDP connections using IPv4. Default value is empty, which means that default network interface is used.
Specifies network interface address client should use for outgoing UDP
connections using IPv6. Default value is empty, which means that default
network interface is used. Has no effect unless net_enable_ipv6
is set to
non-zero value.
Specifies UDP port number client should use for outgoing connections (using IPv4 or IPv6). Default value is -1, which means that random port number is chosen at socket creation time.
Specifies maximum server to client packet size client will request from servers. 0 means no hard limit. Default value is conservative 1390 bytes. It is nice to have this variable as close to your network link MTU as possible (accounting for headers). Thus for normal Ethernet MTU of 1500 bytes 1462 can be specified (10 bytes quake header, 8 bytes UDP header, 20 bytes IPv4 header). Higher values may cause IP fragmentation which is better to avoid. Servers will cap this variable to their own maximum values. Please don't change this variable unless you know exactly what you are doing.
Specifies if enhanced Q2PRO network channel implementation is enabled when connecting to Q2PRO servers. Q2PRO netchan supports application-level fragmentation of datagrams that results is better gamestate compression ratio and faster map load times. Default value is 1 (enabled).
Specifies command to be executed each time client enters a new map. Default value is empty.
Specifies command to be executed each time client begins loading a new map. Default value is empty.
Specifies command to be executed each time client disconnects from the server. Default value is empty.
See also trigger
client command description.
Colors can be specified in one of the following formats:
#RRGGBBAA
, whereR
,G
,B
andA
are hex digits#RRGGBB
, which implies alpha value ofFF
#RGB
, which is expanded to#RRGGBB
by duplicating digits- one of the predefined color names (black, red, etc)
Defines which type of rail trail effect to use. Default value is 0.
- 0 — use original effect
- 1 — use alternative effect, draw rail core only
- 2 — use alternative effect, draw rail core and spiral
NOTE: Rail trail variables listed below apply to the alternative effect only.
Time, in seconds, for the rail trail to be visible. Default value is 1.0.
Color of the rail core beam. Default value is "red".
Width of the rail core beam. Default value is 3.
Color of the rail spiral. Default value is "blue".
Radius of the rail spiral. Default value is 3.
Disables rendering of particles for the following effects. This variable is a bitmask. Default value is 0.
- 1 — grenade explosions
- 2 — grenade trails
- 4 — rocket explosions
- 8 — rocket trails
TIP: Bitmask cvars allow multiple features to be enabled. To enable the needed set of features, their values need to be summed.
Disables rendering of animated models for the following effects. This variable is a bitmask. Default value is 0.
- 1 — grenade explosions
- 2 — rocket explosions
Specifies the time, in milliseconds, between consecutive animation frames for the sprite explosion effects. Default value is 20 ms.
When this variable is set to 1, regular mushroom explosion models are replaced with sprites. Affects both OpenGL and RTX renderers. Default value is 1.
Disables the glowing effect on bonus entities like ammo, health, etc. Default value is 0 (glowing enabled).
Specifies opacity level of the player's own gun model. Default value is 1 (fully opaque).
Multiplier for the count of particles generated for various effects such as water splashes. Default value is 1.
Specifies which sound engine to use. Default value is 2.
- 0 — sound is disabled
- 1 — use DMA (software mixer) sound engine
- 2 — use OpenAL sound engine if available, DMA otherwise
Specifies if ambient sounds are played. Default value is 1.
- 0 — all ambient sounds are disabled
- 1 — all ambient sounds are enabled
- 2 — only ambient sounds from visible entities are enabled (rocket flybys, etc)
- 3 — only ambient sounds from player entity are enabled (railgun hum, hand grenade ticks, etc)
Specifies the minimum focus level main Q2PRO window should have for sound to be activated. Default value is 0.
- 0 — sound is always activated
- 1 — sound is activated when main window is visible, and deactivated when it is iconified, or moved to another desktop
- 2 — sound is activated when main window has input focus, and deactivated when it loses it
Specifies the sound sampling rate, in kHz. Default value is 44.
Specifies the amount of time between sound being mixed and played, in seconds. Lower values make sound more responsive, but it may become unstable. Higher values add more delay. Only affects the DMA sound engine. Default value is 0.1.
Swap left and right audio channels. Only effective when using DMA sound engine. Default value is 0 (don't swap).
Specifies the name of OpenAL driver to use. Default value is openal32
on Windows, and ‘libopenal.so.1’ on Linux.
Specifies the name of OpenAL device to use. Format of this value depends on your OpenAL implementation. Default value is empty, which means default sound output device is used.
TIP: On Windows, there are two well-known OpenAL implementations available:
OpenAL32 from Creative, with
support for harware acceleration on certain audio cards, and an open source
software implementation named OpenAL Soft.
Both should work with Q2PRO, but to get the results most perceptually close to
original Quake 2 sound, I recommend using OpenAL Soft. Creative's
implementation seems to perform some default effects processing even when not
requested, and that makes it sound somewhat differently. With OpenAL Soft in
stereo configuration I can't really tell if I'm using OpenAL or default Quake 2
sound engine. Of course you can install both implementations and switch between
them by changing al_driver
variable between openal32
and soft_oal
.
Enables playback of OGG Vorbis music tracks. Please refer to the Readme for additional instructions. Default value is 1.
Enables shuffle playback of music tracks. Default value is 1.
Controls the volume of music playback, between 0 and 1. Music volume is
also multiplied by master volume s_volume
. Default value is 1.
Toggles drawing of the digital clock at the lower right corner of console. Default value is 0 (disabled).
Fraction of the screen in-game console occupies. Default value is 0.5.
Opacity of in-game console background. 0 is fully transparent, 1 is opaque. Default value is 1.
Scaling factor of the console text. Takes effect in OpenGL mode only. Default value is 1. Automatically scales depending on current display resolution when set to 0.
Font used for drawing console text. Default value is "conchars".
Image used as console background. Default value is "conback".
Number of the last console lines displayed in the notification area in game. Default value is 4.
Specifies how many lines to save into console history file before exiting Q2PRO, to be reloaded on next startup. Maximum number of history lines is 128. Default value is 0.
Controls automatic scrolling of console text when some event occurs. This variable is a bitmask. Default value is 0.
- 1 — when new command is entered
- 2 — when new lines are printed
Toggles drawing of 2D elements on the screen. Default value is 2.
- 0 — do not draw anything
- 1 — do not draw stats program
- 2 — draw everything
Toggles drawing of various network error conditions at the lower left corner of the screen. Default value is 1 (draw all errors except of SUPPRESSED, CLIENTDROP and SERVERDROP). Values higher than 1 draw all errors.
Types of network errors:
Code | Meaning |
---|---|
SERVERDROP |
Packets from server to client were dropped by the network. |
CLIENTDROP |
A few packets from client to server were dropped by the network. Server recovered player's movement using backup commands. |
CLIENTPRED |
Many packets from client to server were dropped by the network. Server ran out of backup commands and had to predict player's movement. |
NODELTA |
Server sent an uncompressed frame. Typically occurs during a heavy lag, when a lot of packets are dropped by the network. |
SUPPRESSED |
Server suppressed packets to client because rate limit was exceeded. |
BADFRAME |
Server sent an invalid delta compressed frame. |
OLDFRAME |
Server sent a delta compressed frame that is too old and can't be recovered. |
OLDENT |
Server sent a delta compressed frame whose entities are too old and can't be recovered. |
Toggles drawing of progress bar at the bottom of the screen during demo playback. Default value is 1.
- 0 — do not draw demo bar
- 1 — draw demo bar and demo completion percentage
- 2 — draw demo bar, demo completion percentage and current demo time
Toggles drawing of pause indicator on the screen. Default value is 1.
- 0 — do not draw pause indicator
- 1 — draw pic in center of the screen
- 2 — draw text in demo bar (visible only during demo playback)
Toggles display of the name of the currently selected inventory item in the status bar next to the item icon.
- 0 — do not show the item name
- 1 — show the name for a second after the item is changed, then hide
- 2 — always show the name
Scaling factor of the HUD elements. Takes effect in OpenGL mode only. Default value is 2. Automatically scales depending on current display resolution when set to 0.
Opacity of the HUD elements. 0 is fully transparent, 1 is opaque. Default value is 1.
Font used for drawing HUD text. Default value is "conchars".
Enables the FPS and, optionally, resolution scale display in the upper right corner of the screen. The same effect can be obtained with draw commands, but a separate cvar makes the setting accessible from the game menu. Default value is 0.
- 0 — do not draw anything
- 1 — draw the FPS counter
- 2 — draw the FPS counter and resolution scale
Toggles drawing of small (48x48 pixels) ping graph on the screen. Default value is 0.
- 0 — do not draw graph
- 1 — draw transparent graph
- 2 — overlay graph on gray background
Absolute value of this cvar specifies horizontal placement of the ping graph, counted in pixels from the screen edge. Negative values align graph to the right edge of the screen instead of the left edge. Default value is -1.
Absolute value of this cvar specifies vertical placement of the ping graph, counted in pixels from the screen edge. Negative values align graph to the bottom edge of the screen intead of the top edge. Default value is -1.
Specifies ping graph offset by defining the minimum value that can be displayed. Default value is 0.
Specifies ping graph scale by defining the maximum value that can be displayed. Default value is 200.
Toggles drawing of the last chat lines on the screen. Default value is 0.
- 0 — do not draw chat lines
- 1 — draw chat lines in normal color
- 2 — draw chat lines in alternative color
Specifies number of the last chat lines drawn on the screen. Default value is 4. Maximum value is 32.
Specifies visibility time of each chat line, counted in seconds. Default value is 0 (lines never fade out).
Absolute value of this cvar specifies horizontal placement of the chat HUD, counted in pixels from the screen edge. Negative values align graph to the right edge of the screen instead of the left edge. Default value is 8.
Absolute value of this cvar specifies vertical placement of the chat HUD, counted in pixels from the screen edge. Negative values align graph to the bottom edge of the screen intead of the top edge. Default value is -64.
Enables dynamic crosshair coloring based on the health statistic seen in the player's HUD. Default value is 0 (use static color).
These variables specify the color of crosshair image. Default values are 1
(draw in white color). Ignored if ch_health
is enabled.
Opacity level of crosshair image. Default value is 1 (fully opaque).
Scaling factor of the crosshair image. Default value is 1 (original size).
These variables specify the crosshair image offset, counted in pixels from the default position in center of the game screen. Default values are 0 (draw in center).
Hard coded list of the fullscreen video modes is gone from Q2PRO, you can
specify your own list in configuration files. Vertical refresh frequency freq
and bit depth bpp
can be specified individually for each mode.
Video mode change no longer requires vid_restart
and is nearly instant. In
windowed mode, size as well as position of the main window can be changed
freely.
Space separated list of fullscreen video modes. Both freq
and bpp
parameters are optional. Full syntax is: WxH[@freq][:bpp] [...]
. Default
value is 640x480 800x600 1024x768
. On Linux, freq
parameter is currently
ignored. Special keyword desktop
means to use default desktop video mode.
Index of the display that should be used for the fullscreen mode. Default value is 0.
Read-only cvar that contains a list of displays available in the system, as value-key pairs suitable for use with the "pairs" type menu item.
If set to non zero value, run in the specified fullscreen mode. This way,
value acts as index into the list of video modes specified by
vid_modelist
. Default value is 0, which means to run in windowed mode.
Size and optional position of the main window on virtual desktop.
Full syntax is: WxH[+X+Y]
. Default value is 640x480
.
On Windows, specifies if original video mode is automatically restored when switching from fullscreen Q2PRO to another application or desktop. Default value is 0 (don't switch video modes).
Instructs the video driver to use hardware gamma correction for
implementing vid_gamma
. Default value is 0 (use software gamma).
Switches between the OpenGL (0) and Vulkan RTX (1) renderers. Default value is 1.
Enables vertical synchronization. Default value is 0.
The following lines define 2 video modes: 640x480 and 800x600 at 75 Hz vertical refresh and 32 bit framebuffer depth, and select the last 800x600 mode.
/set vid_modelist "640x480@75:32 800x600@75:32"
/set vid_fullscreen 2
The following variables are specific to the Windows port of Q2PRO.
Disables the Alt-Tab key combination to prevent it from interfering with game when pressed. Default is 0 (don't disable).
Disables the default Windows key action to prevent it from interfering with game when pressed. Default is 0 (don't disable).
Prevents the main window from resizing by dragging the border. Default is 0 (allow resizing).
Hides the main window title bar. Default is 0 (show title bar).
Puts the main window on top of other windows. Default is 0 (main window can be obscured by other windows).
Temporary disables mouse acceleration setting applied by the OS. Only effective when legacy Windows mouse input is in use, otherwise ignored. Default value is 0 (don't modify OS setting).
Enables raw mouse input instead of legacy Windows mouse input. Default value is 1 (use raw input).
NOTE: The variables are listed here in a mostly alphabetic order. Many of them are intended for renderer development and tuning. Advanced parameters are not listed here, but they can be found in global_ubo.h.
Enables the bloom post-processing effect. Default value is 1.
Controls the blending intensity of the bloom effect, with 0 meaning no bloom, and 1 meaning the image completely replaced with bloom. Default value is 0.002.
Controls the blending intensity of the bloom effect when the player is underwater. Default value is 0.2.
Controls the width of the bloom effect, in fractions of the screen height. Default value is 0.037.
Controls the width of the bloom effect when the player is underwater. Default value is 0.037.
Enables loading and displaying the "shader balls" model. The model is loaded from the
develop/objects/ShaderBallArray/ShaderBallArray16.MD3
file in the game filesystem.
Once loaded, the model is placed in the world origin (0) location and can be moved with
the drop_balls
command.
Enables the Dynamic Resolution Scaling (DRS) system. When enabled, the renderer
will try to keep the target frame rate specified as drs_target
FPS by adjusting the
resolution scale between drs_minscale
and drs_maxscale
percent. Default value is 0.
Target frame rate for the DRS system, in frames per second. Default value is 60.
Minimum resolution scale for DRS, in percents. If the current resolution scale is at that
value and the frame rate is still lower than drs_target
, the scale will not be reduced
further. Default value is 50%.
Maximum resolution scale for DRS, in percents. If the current resolution scale is at that
value and the frame rate is still higher than drs_target
, the scale will not be increased
further. Default value is 100%.
Specifies the percentage of target frame time when the DRS system starts adjusting
the resolution scale up. For example, when target frame rate drs_target
is 60 and
drs_adjust_up
is 0.92, the resolution will be reduced if actual frame time exceeds
(1000 / 60) * 0.98 = 16.33 ms. Default value is 0.98.
Specifies the percentage of target frame time when the DRS system starts adjusting
the resolution scale down. For example, when target frame rate drs_target
is 60 and
drs_adjust_down
is 0.98, the resolution will be reduced if actual frame time exceeds
(1000 / 60) * 0.98 = 15.33 ms. Default value is 0.92.
Multiplier for the actual to target frame time ratio that is used to compute the amount of resolution scale adjustment. Higher values mean quicker reaction to frame time changes. Default value is 20.
Enables the post-raytracing filter stack, including denoising and temporal antialiasing. Default value is 1.
If set to a nonzero value, replaces surface albedo with that value after filtering. Use this setting for a "no-textures" mode. Default value is 0.
Scales for the three lighting denoiser channels. Default values are all 1.
Scale for the overlay (transparency) channel that is not denoised. Default value is 1.
Enables the display of inter-frame gradients that are used for temporal filtering. Red channel shows low-frequency (GI) gradients, green channel shows direct diffuse gradients, and blue channel shows direct specular gradients. Default value is 0.
Enables temporal anti-aliasing and primary ray direction jitter. Default value is 1.
Enables the god rays (volumetric lighting) effect. Default value is 1.
Controls the eccentricity parameter of the volumetric lighting effect's scattering function (Henyey-Greenstein scattering). The value can be between -1 and 1, where 1 means that all light is scattered in the direction of the incoming light or forward scattering, 0 means uniform scatter, and -1 means back scattering. Default value is 0.75.
Controls the intensity of the volumetric lighting effects. Default value is 2.
Minimum NVIDIA driver version for the game to run with the RTX renderer. When this variable
is set to an empty string, the driver version is not checked. When the GPU manufacturer
is not NVIDIA, driver version is also not checked, but the driver must implement the
VK_NV_ray_tracing
extension anyway. Default value is 430.86.
Selects the type of the environment to use. Default value is 2.
- 0 — original Quake 2 environment maps
- 1 — Earth atmosphere simulation
- 2 — Stroggos atmosphere simulation (obviously, fiction)
Brightness for the procedural simulated environment maps, in log-2 scale, between -10 and +2. Default value is 0.
Enables rendering of clouds on the procedural environment maps. Clouds are rendered through ray marching and therefore are relatively expensive, when the environment is updated. Default value is 1.
Controls whether the space procedural environment should be used instead of the planetary one.
Normally set from the map-specific scripts, like maps/space.cfg
. When physical_sky_space
is set to 1, god rays are disabled by the renderer. Default value is 0.
Enables display of the GPU profiler, i.e. rendering time distribution between passes. Default value is 0.
Controls whether accumulation rendering (photo mode) should be used when the game is paused, and how to handle the UI in that case. Default value is 1.
- 0 — disable accumulation rendering
- 1 — enable accumulation rendering and fade out the UI when it's done
- 2 — enable accumulation rendering and immediately hide the UI
Controls the number of frames that will be accumulated in the photo mode. Default value is 500.
Controls the size of the camera aperture for the Depth of Field effect, in world units.
Sets the rotation angle of the camera aperture.
Sets the type of the camera aperture. 0-2 means circular aperture, 3 or more specifies the number of edges for a polygonal aperture.
Enables and controls the intensity of polygonal lights attached to the laser beams. 0 means disabled, anything higher is treated as an intensity multiplier. Default value is 1.0.
Width of the laser beam geometry, in world units. Default value is 1.0.
Global scale for normal maps, combined with the per-material scales. Default value is 1.
Enables replacement of certain materials' (CAMERA
type) emissive textures with live path traced
security camera views. Default value is 1.
Enables the water caustics and tinted glass transmission effects. The setting is shared because these effects use the same ray query to find the transparent surfaces. Default value is 1.
Switch for direct light sampling mode. Default values are 1.
- -1 — sample direct lights with GI rays as regular emissive surfaces (only for polygonal lights)
- 0 — do not include direct lights
- 1 — sample direct lights with next event estimation
Switch for indirect light sampling mode. See above. Default values are 1.
Enables direct lighting from the sun. Default value is 1.
Controls if the Depth of Field effect should be used in various rendering modes:
- 0 — always disabled
- 1 — enabled only in the photo mode (default)
- 2 — enabled in the photo mode and when the denoiser is disabled
- 3 — always enabled (NOTE: do not expect good image quality with the denoiser)
Enables the laser beam effects. Default value is 1.
When this cvar is set to 1, all BSP surfaces marked with the SURF_NODRAW
flag
will be removed from the world at map load time. Should be enabled on some
maps outside of the base Quake 2 game where such surfaces are used to provide
fake indoor lighting, normally appearing as sky blocks in the middle of a room.
Default value is 0.
Enables the particle effects. Default value is 1.
Enables the sprite effects, such as explosions and BFG. Default value is 1.
Materials with roughness above this setting will be rendered with fake indirect
specular reflections in order to reduce noise. This setting does not affect the
photo mode. Set pt_fake_roughness_threshold
to 1.02 or higher
to disable fake specular. Default value is 0.2.
Sets the distance to the focal plane for the Depth of Field effect.
Enables free floating camera when the game is paused. Default value is 1.
Enables an experimental algorithm that improves light sampling quality by counting rays that hit or missed a particular light from a given BSP cluster. Default value is 1.
Global override for metalness of all materials. Negative values mean there is no override. Default value is -1.
Number of indirect light sampling rays per pixel, also known as the Global Illumination setting in the menu. Default value is 1.
- 0 — no indirect lighting, it is replaced by flat albedo
- 0.5 — one diffuse ray for every other pixel (GI set to Low)
- 1 — one diffuse or specular ray for every pixel (GI set to Medium)
- 2 — one diffuse or specular ray, followed by one diffuse ray for the second bounce (GI set to High)
Intensity scale for emissive particle effects, such as blaster trail sparks. Default value is 10.
Size of new particles, before they fade out, in world units. Default value is 0.35.
Selects the projection to use for rendering. Default value is 0.
- 0 — regular perspective projection
- 1 — cylindrical projection
Number of reflection or refraction bounces to trace. Default value is 2.
Global override for roughness of all materials. Negative values mean there is no override. Default value is -1.
Enables visualization of skybox geometry, useful for tuning maps for the RTX renderer
because one can use the cl_clusterthere
macro to display the clusters for the sky
and list those clusters in the baseq2/sky_clusters.txt
file. Default value is 0.
LOD bias for texture sampling. Negative values mean sharper textures, positive values mean blurrier textures. Default value is 0.
Switch for the experimental thick glass refraction feature. Default value is 0.
- 0 — assume all glass is infinitely thin and single-sided, with normal map on the visible side
- 1 — enable physically accurate thick glass refraction and reflection in the photo mode only
- 2 — enable accurate thick glass refraction in the photo mode, and less accurate in the real-time mode
Extinction coefficient scaler for water, slime and lava. Higher values make water thicker. Default value is 0.5.
Controls the eccentricity of the scattering phase function for the ambient light scattering in the clouds. Default value is 0.3.
Controls the eccentricity of the scattering phase function for the direct sun light scattering in the clouds. Default value is 0.9.
Controls the amount of light in-scattered by the clouds, i.e. cloud brightness. Default value is 5.0.
Controls the amount of light blocked by the clouds. Default value is 10.0.
Enables the multi-GPU rendering support, when it is available on the system.
Changing the value of sli
will invoke vid_restart
and can be done without
restarting the game. Default value is 1.
Angular size of the sun in the sky, in degrees. This variable is set automatically
when physical_sky
is modified. Default value is 1.0.
When this cvar has nonzero value, the sun will move around the sky with speed proportional to the value. Default value is 0.
NOTE: Using the sun_animate
mode makes the game slower because any
change in sun direction results in an environment map update. Same argument
applies to moving the sun in real time with a gamepad or through rcon.
Azimuth (horizontal direction) of the sun in the sky, in degrees. Only effective
if sun_preset
is set to 0. Default value is 345.
Elevation (vertical direction measured from the horizon) of the sun in the sky,
in degrees. Only effective if sun_preset
is set to 0. Default value is 45.
Scale for indirect illumination coming from sun light. Default and physically correct value is 1.0.
Color of the sun light, three components. These variables are set automatically
when physical_sky
is modified.
Scale for the brightness of the sun, and therefore sky because sun light is
scattered in the atmosphere. Effectively, same as physical_sky_brightness
but
in linear scale. Default value is 10.
Enables controlling the sun direction with a gamepad. Set to 1 for the left
gamepad stick, set to 2 for the right gamepad stick. Only effective if
sun_preset
is set to 0. Default value is 0.
Latitude (on Earth) of the game location that is used to compute the
direction of the sun in automatic presets, i.e. when sun_preset
is set
to 1 or 2. Default value is 32.9, which is the latitude of of former
headquarters of id Software in Richardson, Texas.
Controls how the sun direction is set. Default value is 5 (morning).
- 0 — manual sun positioning using
sun_elevation
andsun_azimuth
- 1 — automatic sun positioning using the system clock
- 2 — automatic sun positioning using the system clock multiplied by 12
- 3 — night (elevation -90, azimuth 0)
- 4 — dawn (elevation -3, azimuth 0)
- 5 — morning (elevation 25, azimuth -15)
- 6 — noon (elevation 80, azimuth -75)
- 7 — evening (elevation 15, azimuth 190)
- 8 — dusk (elevation -6, azimuth 205)
Enables the tone mapper, otherwise the game shows the HDR image clipped to the display range. Default value is 1.
Exposure bias for the tone mapper. Positive values make the image brighter. Default value is -1.0.
Tone mapper auto-exposure speed controls, higher values mean quicker response.
Zero means instant auto-exposure. The up
parameter is used when the scene
becomes brighter, and the down
parameter is used when the scene becomes
darker. Default values are 2.0 and 1.0, respectively.
Minimum and maximum luminance values for the auto-exposure adjustment. Can be adjusted if some areas appear too dark although there is some light there. Default values are 0.0002 and 1.0, respectively.
This parameter is used to blend between the output of the adaptive curve tone mapper (0.0) and the Reinhard auto-exposure tone mapper (1.0). Higher values give more contrast, lower values give more detail in the shadows but also crush the highlights. More information about the tone mapper can be found in tone_mapping_histogram.comp. Default value is 0.5.
Controls the resolution scale in percents. Default value is 100. The variable
name is legacy for the setting that used to control viewport size, and it
can be adjusted with the +
and -
keys. Also see the DRS cvars,
such as drs_enable
. Default value is 100.
Apply software gamma scaling not only to textures and skins, but to HUD pictures also. Default value is 0 (don't apply to pics).
By default, OpenGL renderer combines small HUD pictures into the single texture called scrap. This usually speeds up rendering a bit, and allows pixel precise rendering of non power of two sized images. If you don't like this optimization for some reason, this cvar can be used to disable it. Default value is 0 (optimize).
Enables bilinear filtering of charset images. Default value is 0 (disabled).
Enables bilinear filtering of HUD pictures. Default value is 1.
- 0 — disabled for all pictures
- 1 — enabled for large pictures that don't fit into the scrap
- 2 — enabled for all pictures, including the scrap texture itself
Enables upscaling of PCX images using HQ2x and HQ4x filters. This improves rendering quality when screen scaling is used. Default value is 0.
- 0 — don't upscale
- 1 — upscale 2x (takes 5x more memory)
- 2 — upscale 4x (takes 21x more memory)
Enables use of non power-of-two sized textures without resampling on OpenGL 3.0 and higher compliant hardware. Default value is 1.
Specifies if skins are downsampled just like world textures are. When
disabled, gl_round_down
, gl_picmip
cvars have no effect on skins.
Default value is 1 (downsampling enabled).
Enable skybox texturing. 0 means to draw sky box in solid black color. Default value is 1 (enabled).
Specifies font shadow width, in pixels, ranging from 0 to 2. Default value is 0 (no shadow).
Specifies minimum size of particles. Default value is 2.
Specifies drawing style of particles. Default value is 0.
- 0 — blend colors
- 1 — saturate colors
Enables drawing black contour lines around 3D models (aka celshading
).
Value of this variable specifies thickness of the lines drawn. Default
value is 0 (celshading disabled).
Enables dotshading effect when drawing 3D models, which helps them look truly 3D-ish by simulating diffuse lighting from a fake light source. Default value is 1 (enabled).
Enables grayscaling of world textures. 1 keeps original colors, 0 converts textures to grayscale format (this may save some video memory and speed up rendering a bit since textures are uploaded at 8 bit per pixel instead of 24), any value in between reduces colorfulness. Default value is 1 (keep original colors).
Inverts colors of world textures. In combination with ‘gl_saturation 0’ effectively makes textures look like black and white photo negative. Default value is 0 (do not invert colors).
When set to 2 and higher, enables anisotropic filtering of world textures, if supported by your OpenGL implementation. Default value is 8.
Specifies a brightness value that is added to each pixel of world lightmaps. Positive values make lightmaps brighter, negative values make lightmaps darker. Default value is 0 (keep original brightness).
Enables grayscaling of world lightmaps. 1 keeps original colors, 0 converts lightmaps to grayscale format, any value in between reduces colorfulness. Default value is 1 (keep original colors).
Specifies a primary modulation factor that each pixel of world lightmaps is multiplied by. This cvar affects entity lighting as well. Default value is 1 (identity).
Specifies an secondary modulation factor that each pixel of world lightmaps is multiplied by. This cvar does not affect entity lighting. Default value is 1 (identity).
Specifies an secondary modulation factor that entity lighting is multiplied by. This cvar does not affect world lightmaps. Default value is 1 (identity).
TIP: An old trick to make entities look brighter in Quake 2 was setting
gl_modulate
to a high value without issuing vid_restart
afterwards. This
way it was possible to keep gl_modulate
from applying to world lightmaps, but
only until the next map was loaded. In Q2PRO this trick is no longer needed
(and it won't work, since gl_modulate
is applied dynamically). To get the
similar effect, set the legacy gl_modulate
variable to 1, and configure
gl_modulate_world
and gl_modulate_entities
to suit your needs.
Specifies if combined modulation factor is applied to entity lighting one more time just before final lighting value is calculated, to simulate a bug (?) in the original Quake 2 renderer. Default value is 1 (apply twice).
Entity lighting is calculated based on the color of the lightmap sample from
the world surface directly beneath the entity. This means any cvar affecting
lightmaps affects entity lighting as well (with exception of gl_modulate_world
).
Cvars that have effect only on the entity lighting are gl_modulate_entities
and gl_doublelight_entities
. Yet another cvar affecting entity lighting is
gl_dotshading
, which typically makes entities look a bit brighter. See also
cl_noglow
cvar which removes the pulsing effect (glowing) on bonus entities.
Controls dynamic lightmap updates. Default value is 1.
- 0 — all dynamic lighting is disabled
- 1 — all dynamic lighting is enabled
- 2 — most dynamic lights are disabled, but lightmap updates are still allowed for switchable lights to work
NOTE: Dynamic lights may noticeably hurt rendering performance on some video cards and drivers, therefore they are disabled by default.
Makes dynamic lights look a bit smoother, opposed to original jagged Quake 2 style. Default value is 1 (enabled).
Enables GL_ARB_fragment_program
extension, if supported by your OpenGL
implementation. Currently this extension is used only for warping effect
when drawing liquid surfaces. Default value is 1 (enabled).
Enables GL_ARB_vertex_buffer_object
extension, if supported by your
OpenGL implementation. This extension allows world surfaces to be stored in
high-performance video memory, which usually speeds up rendering. Default
value is 1 (enabled).
On X11/GLX, enables GLX_SGI_video_sync
extension. This extension allows
synchronizing rendering framerate to monitor vertical retrace frequency.
Default value is 1 (enabled). See also cl_async
variable.
Specifies desired size of color buffer, in bits, requested from OpenGL implementation (should be typically 0, 24 or 32). Default value is 0 (determine the best value automatically).
Specifies desired size of depth buffer, in bits, requested from OpenGL implementation (should be typically 0 or 24). Default value is 0 (determine the best value automatically).
Specifies desired size of stencil buffer, in bits, requested from OpenGL implementation (should be typically 0 or 8). Currently stencil buffer is used only for drawing projection shadows. Default value is 8. 0 means no stencil buffer requested.
Specifies number of samples per pixel used to implement multisample anti-aliasing, if supported by OpenGL implementation. Values 0 and 1 are equivalent and disable MSAA. Values from 2 to 32 enable MSAA. Default value is 0.
Specifies number of bits per texel used for internal texture storage (should be typically 0, 8, 16 or 32). Default value is 0 (choose the best internal format automatically).
Specifies image format screenshot
command uses. Possible values are
"png", "jpg" and "tga". Default value is "jpg".
Specifies image quality of JPG screenshots. Values range from 0 (worst quality) to 100 (best quality). Default value is 100.
Specifies compression level of PNG screenshots. Values range from 0 (no compression) to 9 (best compression). Default value is 6.
Enables rendering of shadows under dynamic entities. Default value is 1.
Enables automatic overriding of palettized textures (in WAL or PCX format)
with truecolor replacements (in PNG, JPG or TGA format) by stripping off
original file extension and searching for alternative filenames in the
order specified by r_texture_formats
variable. Default value is 1
(enabled).
Specifies the order in which truecolor texture replacements are searched. Default value is "pjt", which means to try ‘.png’ extension first, then ‘.jpg’, then ‘.tga’.
Gamma setting for the OpenGL renderer. The RTX renderer uses a more sophisticated tone mapping system. Default value is 0.8.
When Q2PRO attempts to load an alias model from disk, it determines actual model format by file contents, rather than by filename extension. Therefore, if you wish to override MD2 model with MD3 replacement, simply rename the MD3 model to ‘tris.md2’ and place it in appropriate packfile to make sure it gets loaded first.
These variables control automatic client downloads (both legacy UDP and HTTP downloads).
Globally allows or disallows client downloads. Remaining variables listed below are effective only when downloads are globally enabled. Default value is 1.
- -1 — downloads are permanently disabled (once this value is set, it can't be modified)
- 0 — downloads are disabled
- 1 — downloads are enabled
Enables automatic downloading of maps. Default value is 1.
Enables automatic downloading of non-player models, sprites and skins. Default value is 1.
Enables automatic downloading of non-player sounds. Default value is 1.
Enables automatic downloading of HUD pictures. Default value is 1.
Enables automatic downloading of player models, skins, sounds and icons. Default value is 1.
Enables automatic downloading of map textures. Default value is 1.
Enables HTTP downloads, if server advertises download URL. Default value is 1 (enabled).
When a first file is about to be downloaded from HTTP server, send a
filelist request, and download any additional files specified in the filelist.
Filelists provide a pushing
mechanism for server operator to make sure
all clients download complete set of data for the particular mod, instead
of requesting files one-by-one. Default value is 1 (request filelists).
Maximum number of simultaneous connections to the HTTP server. Default value is 2.
HTTP proxy server to use for downloads. Default value is empty (direct connection).
Client side location files provide a way to report player's position on the map
in team chat messages without depending on the game mod. Locations are loaded
from ‘locs/.loc’ file. Once location file is loaded, loc_here
and
loc_there
macros will expand to the name of location closest to the given
position. Variables listed below control some aspects of location selection.
When enabled, location must be directly visible from the given position (not obscured by solid map geometry) in order to be selected. Default value is 0, which means any closest location will satisfy, even if it is placed behind the wall.
Maximum distance to the location, in world units, for it to be considered by the location selection algorithm. Default value is 500.
Enables visualization of location positions. Default value is 0 (disabled).
On Linux, enables Evdev interface for direct mouse input. Otherwise, standard input facilities provided by the window system are used. Default value is 1 (use direct input).
On Linux, specifies device file to use for direct mouse input. Normally, it should be one of ‘/dev/input/eventX’ files (reading permissions are required). Default value is empty and needs to be filled by user.
Specifies mouse grabbing policy in windowed mode. Normally, mouse is always grabbed in-game and released when console or menu is up. In addition to that, smart policy mode automatically releases the mouse when its input is not needed (playing a demo, or spectating a player). Default value is 1.
- 0 — don't grab mouse
- 1 — normal grabbing policy
- 2 — smart grabbing policy
Enables automatic scaling of mouse sensitivity proportional to the current player field of view. Values between 90 and 179 specify the default FOV value to scale sensitivity from. Zero disables automatic scaling. Any other value assumes default FOV of 90 degrees. Default value is 0.
Specifies mouse acceleration factor. Default value is 0 (acceleration disabled).
When enabled, mouse movement is averaged between current and previous samples. Default value is 0 (filtering disabled).
Mouse sensitivity for forward and backward motion when mouse look is not used. Default value is 1.0.
Enables inverted vertical aiming with the mouse. Default value is 0.
Mouse sensitivity in the vertical (pitch) direction. Default value is 0.022.
Mouse sensitivity for strafe motion when mouse look is not used. Default value is 1.0.
Mouse sensitivity in the horizontal (yaw) direction. Default value is 0.022.
On Linux, enables input from the LIRC daemon, which allows menu navigation and command execution from your infrared remote control device. Default value is 0 (disabled).
On Linux, specifies LIRC configuration file to use. Default value is empty,
which means to use the default ~/.lircrc
file. This variable may only be
set from command line. See README.lirc file for command syntax description.
Specifies whether to display chat lines in the notify area. Default value is 1 (enabled).
Specifies sound effect to play each time chat message is received. Default value is 1.
- 0 — don't play chat sound
- 1 — play normal sound (‘misc/talk.wav’)
- 2 — play alternative sound (‘misc/talk1.wav’)
Specifies if unprintable characters are filtered from incoming chat messages, to prevent common exploits like hiding player names. Default value is 0 (don't filter).
Restricts which models and skins players can use. Default value is 0.
- 0 — no restrictions, if skins exists, it will be loaded
- 1 — do not allow any skins except of ‘male/grunt’
- 2 — do not allow any skins except of ‘male/grunt’ and ‘female/athena’
TIP: With cl_noskins
set to 2, it is possible to keep just 2 model/skin pairs
(male/grunt
and female/athena
) to save memory and reduce map load times.
This will not affect model-based TDM gameplay, since any male skin will be
replaced by male/grunt
and any female skin will be replaced by
female/athena
.
Default OpenGL renderer in Quake 2 contained a bug that caused roll
angle
of 3D models to be inverted during rotation. Due to this bug, player
models did lean in the opposite direction when strafing. New Q2PRO renderer
doesn't have this bug, but since many players got used to it, Q2PRO is able
to simulate original behavior. This cvar chooses in which direction player
models will lean. Default value is 1 (invert roll
angle).
Specifies if horizontal field of view is automatically adjusted for screens with aspect ratio different from 4/3. Default value is 1.
Specifies time interval, in seconds, between saving snapshots
in memory
during demo playback. Snapshots enable backward seeking in demo (see seek
command description), and speed up repeated forward seeks. Setting this
variable to 0 disables snapshotting entirely. Default value is 10.
Specifies default maximum message size used for demo recording. Default
value is 1390. See record
command description for more information on
demo packet sizes.
Specifies if demo playback is automatically paused at the last frame in demo file. Default value is 0 (finish playback).
Specifies if single player game or demo playback is automatically paused once client console or menu is opened. Default value is 1 (pause game).
Controls how the player character model appears in the game.
- 0 — no model or gun visible
- 1 — gun visible in first person view
- 2 — gun and character model visible in first person view
- 3 — third person view
Enables a debug visualization of dynamic lights (dlights) as particles. Default value is 0.
Read-only cvar that indicates if the game is using shareware demo .pak files.
Specifies if menu is automatically opened on startup, instead of full screen console. Default value is 1 (open menu).
Specifies image to use as menu background. Default value is empty, which just fills the screen with solid black color.
Scaling factor of the UI widgets. Takes effect in OpenGL mode only. Default value is 2. Automatically scales depending on current display resolution when set to 0.
Specifies default sorting order of entries in demo browser. Default value is 1. Negate the values for descending sorting order instead of ascending.
- 0 — don't sort
- 1 — sort by name
- 2 — sort by date
- 3 — sort by size
- 4 — sort by map
- 5 — sort by POV
List all demos, including demos in packs and demos in base directories. Default value is 0 (limit the search to physical files within the current game directory).
Specifies default sorting order of entries in server browser. Default value is 0. Negate the values for descending sorting order instead of ascending.
- 0 — don't sort
- 1 — sort by hostname
- 2 — sort by mod
- 3 — sort by map
- 4 — sort by players
- 5 — sort by RTT
Enables highlighting of entries in server browser with different colors. Currently, this option grays out password protected and anticheat enforced servers. Default value is 0 (disabled).
Specifies the server pinging rate used by server browser, in packets per
second. Default value is 0, which estimates the default pinging rate based
on rate
client variable.
Time format used by com_time
macro. Default value is "%H.%M" on Win32 and
"%H:%M" on UNIX. See strftime(3) for syntax description.
Date format used by com_date
macro. Default value is "%Y-%m-%d". See
strftime(3) for syntax description.
Enables running the UDP server in single player mode. Mostly useful to
enable the remote console for game or renderer configuration with external
tools, for example korgi. When backdoor
is enabled, also set rcon_password
to be nonempty. Default value is 0.
Macros behave like automated console variables. When macro expansion is performed, macros are searched first, then console variables.
Each of the following examples are valid and produce the same output:
/echo $loc_here
/echo $loc_here$
/echo ${loc_here}
/echo ${$loc_here}
Macro | Meaning |
---|---|
cl_armor |
armor statistic seen in the HUD |
cl_ammo |
ammo statistic seen in the HUD |
cl_weaponmodel |
current weapon model |
cl_timer |
time since level load |
cl_demopos |
current position in demo, in timespec syntax |
cl_server |
address of the server client is connected to |
cl_mapname |
name of the current map |
loc_there |
name of the location player is looking at |
loc_here |
name of the location player is standing at |
cl_ping |
average round trip time to the server |
cl_lag |
incoming packet loss percentage |
cl_fps |
main client loop frame rate footnote: This is not the framerate cl_maxfps limits. Think of it as an input polling frame rate, or a master framerate. |
cl_mps |
movement commands generation rate in movements per second footnote: Can be also called "physics" frame rate. This is what cl_maxfps limits. |
cl_pps |
movement packets transmission rate in packets per second |
cl_ups |
player velocity in world units per second |
r_fps |
rendering frame rate |
com_time |
current time formatted according to com_time_format |
com_date |
current date formatted according to com_date_format |
com_uptime |
engine uptime in short format |
net_dnrate |
current download rate in bytes/sec |
net_uprate |
current upload rate in bytes/sec |
random |
expands to the random decimal digit |
cl_cluster * |
BSP cluster that contains the player |
cl_clusterthere * |
BSP cluster that contains the surface at the crosshair |
cl_hdr_color * |
pre-tone-mapping HDR color of the pixel in the screen center |
cl_health |
health statistic seen in the HUD |
cl_lightpolys * |
number of light polygons visible from the surface at the crosshair |
cl_material_override * |
path to the actual diffuse texture of the surface at the crosshair, including overrides |
cl_material * |
path to the base texture of the surface at the crosshair |
cl_resolution_scale * |
current resolution scale, regardless of whether it's static or coming from DRS |
cl_viewdir * |
view direction of the camera |
cl_viewpos * |
position of the camera |
* RTX renderer only
Macro | Meaning |
---|---|
qt |
expands to double quote |
sc |
expands to semicolon |
$:: |
expands to dollar sign |
Begins demo playback. This command does not require file extension to be
specified and supports filename autocompletion on TAB. Loads file from
demos/
unless slash is prepended to filename
, otherwise loads from the
root of quake file system. Can be used to launch MVD playback as well, if
MVD file type is detected, it will be automatically passed to the server
subsystem. To stop demo playback, type disconnect
.
Seeks the given amount of time during demo playback. Prepend with +
to
seek forward relative to current position, prepend with -
to seek
backward relative to current position. Without prefix, seeks to an absolute
position within the demo file. See below for timespec syntax description.
Initial forward seek may be slow, so be patient.
NOTE: The seek
command actually operates on demo frame numbers, not pure
server time. Therefore, ‘seek +300’ does not exactly mean ‘skip 5 minutes of
server time’, but just means ‘skip 3000 demo frames’, which may account for
more than 5 minutes if there were dropped frames. For most demos, however,
correspondence between frame numbers and server time should be reasonably
close.
Absolute or relative demo time can be specified in one of the following formats:
.FF
, whereFF
are framesSS
, whereSS
are secondsSS.FF
, whereSS
are seconds,FF
are framesMM:SS
, whereMM
are minutes,SS
are secondsMM:SS.FF
, whereMM
are minutes,SS
are seconds,FF
are frames
Begins demo recording into demos/_filename_.dm2
, or prints some
statistics if already recording. If neither --extended
nor --standard
options are specified, this command uses maximum demo message size defined
by cl_demomsglen
cvar.
-h
or--help
: display help message-z
or--compress
: compress demo with gzip-e
or--extended
: use extended packet size (4086 bytes)-s
or--standard
: use standard packet size (1390 bytes)
TIP: With Q2PRO it is possible to record a demo while playing back another one.
Stops demo recording and prints some statistics about recorded demo.
Pauses and resumes demo recording.
Packet size options limit maximum demo message size and thus define
compatibility level of the recorded demo. Original Quake 2 supports just 1390
bytes (standard
size), while Q2PRO and R1Q2 support message sizes up to 4086
bytes (extended
size). When Q2PRO or R1Q2 protocols are in use, demo written
to disk is automatically downgraded to protocol 34. This can result in dropping
of large frames that don't fit into standard protocol 34 limit. Demo packet
size can be extended to overcome this, but the resulting demo will be playable
only by Q2PRO and R1Q2 clients and will be incompatible with other Quake 2
clients or demo editing tools. By default, standard
packet size is used. This
default can be changed using cl_demomsglen
cvar.
If values are omitted, toggle the specified cvar between 0 and 1. If two or more values are specified, cycle through them.
If value is omitted, add 1 to the value of cvar. Otherwise, add the specified floating point value.
If value is omitted, subtract 1 from the value of cvar. Otherwise, subtract the specified floating point value.
Reset the specified cvar to it's default value.
Resets all cvars to their default values.
If 2 arguments are given, sets the specified cvar to value. If 3
arguments are given, and the last argument is u
or s
, sets cvar to
value and marks the cvar with userinfo
or serverinfo
flags,
respectively. Otherwise, sets cvar to value, which is handled as
consisting from multiple tokens.
Sets the specified cvar to value, and marks the cvar with userinfo
flag. Value may be composed from multiple tokens.
Sets the specified cvar to value, and marks the cvar with serverinfo
flag. Value may be composed from multiple tokens.
Sets the specified cvar to value, and marks the cvar with archive
flag. Value may be composed from multiple tokens.
Display the list of registered cvars and their current values with filtering by cvar name or by cvar flags. If no options are given, all cvars are listed. Supported options are reproduced below.
-a
or--archive
: list archived cvars-c
or--cheat
: list cheat protected cvars-h
or--help
: display help message-l
or--latched
: list latched cvars-m
or--modified
: list modified cvars-n
or--noset
: list command line cvars-r
or--rom
: list read-only cvars-s
or--serverinfo
: list serverinfo cvars-t
or--custom
: list user-created cvars-u
or--userinfo
: list userinfo cvars-v
or--verbose
: display flags of each cvar-w
or--wildcard=<string>
: list cvars matching wildcardstring
Display the list of registered macros and their current values.
Message triggers provide a form of automatic command execution when some game event occurs. Each trigger is composed from a command string to execute and a match string. When a non-chat message is received from server, a list of message triggers is examined. For each trigger, match is macro expanded and wildcard compared with the message, ignoring any unprintable characters. If the message matches, command is stuffed into the command buffer and executed.
Adds new message trigger. When called without arguments, prints a list of registered triggers.
Removes the specified trigger. Specify all to remove all triggers. When called without arguments, prints a list of registered triggers.
Chat filters allow messages from annoying players to be ignored. Each chat filter is composed from a match string. When a chat message is received from server, a list of chat filters is examined. For each filter, match is wildcard compared with the message, ignoring any unprintable characters. If the message matches, it is silently dropped.
Adds new chat filter. When called without arguments, prints a list of registered filters.
Removes the specified chat filter. Specify all to remove all filters. When called without arguments, prints a list of registered filters.
Automatically composes and adds two chat filters: _nickname_: *
and
(_nickname_): *
. This command supports nickname completion. When called
without arguments, prints a list of registered filters.
Automatically composes and removes two chat filters: _nickname_: *
and
(_nickname_): *
. This command supports nickname completion. When called
without arguments, prints a list of registered filters.
Draw objects provide a uniform way to display values of arbitrary cvars and macros on the game screen. By default, text is positioned relative to the top left corner of the screen, which has coordinates (0, 0). Use negative values to align text to the opposite edge, e.g. point with coordinates (-1, -1) is at the bottom right corner of the screen. Absolute value of each coordinate specifies the distance from the corresponding screen edge, counted in pixels.
Add console variable or macro identified by name
(without the $
prefix)
to the list of objects drawn on the screen at position (x
, y
), drawn
in optional color
.
Remove object identified by name from the list of objects drawn on the
screen. Specify all
to remove all objects.
/draw cl_fps -1 -1 // bottom right
/draw com_time 0 -1 // bottom left
Standard command to take a screenshot. If format
argument is given,
takes the screenshot in this format. Otherwise, takes in the format
specified by gl_screenshot_format
variable. File name is picked up
automatically from the screenshots/quakeNNN.EXT
template.
Takes the screenshot in PNG format. If filename
argument is given, saves
the screenshot into screenshots/_filename_.png
. Otherwise, file name is
picked up automatically. If compression
argument is given, saves with this
compression level. Otherwise, saves with gl_screenshot_compression
level.
Takes the screenshot in JPG format. If filename
argument is given, saves
the screenshot into screenshots/_filename_.jpg
. Otherwise, file name is
picked up automatically. If quality
argument is given, saves with this
quality level. Otherwise, saves with gl_screenshot_quality
level.
Takes the screenshot in TGA format. If filename
argument is given, saves
the screenshot into screenshots/_filename_.tga
. Otherwise, file name is
picked up automatically.
Adds new location with the specified name at current player position.
Deletes location closest to player position.
Changes name of location closest to player position.
Saves current location list into locs/<mapname>.loc
file.
NOTE: Edit locations on a local server and don't forget to execute loc_write
command once you are finished. Otherwise all changes to location list will be
lost on map change or disconnect.
Perform complete shutdown and reinitialization of the renderer and video subsystem. Rarely needed.
Flush all media registered by the client (textures, models, sounds, etc), restart the file system and reload the current level.
Flush and reload all media registered by the renderer (textures and models).
Weaker form of fs_restart
.
TIP: In Q2PRO, you don't have to issue vid_restart
after changing most of the
settings, a fs_restart
or r_reload
usually suffice. This helps to avoid
main window recreation and changing video modes back and forth, and is much
faster.
Toggle passive connection mode. When enabled, client waits for the first
passive_connect
packet from server and starts usual connection procedure
once this packet is received. This command is useful for connecting to
servers behind NATs or firewalls. See pickclient [[server]]
command for
more details.
Request the status string from the server at specified address
,
display server info and list of players sorted by frags. If connected
to the server, address
may be omitted, in this case current server is
queried.
Attempts to connect to the IP address recently seen in chat messages.
Optional count
argument specifies how far to go back in message history
(it should be positive integer). If count
is omitted, then the most
recent IP address is used.
Reloads the shader binaries from compiled files. The files should be located
in the shader_vkpt
folder within the game file system. Typically, they
will be found in the shaders.pkz
package, which can be overridden by
loose files in the baseq2/shader_vkpt
folder if the game is built from source.
The command will also invoke the compile_shaders.bat
script (on Windows)
before reolading the shaders.
Reloads the textures that were modified since the map load or previous use of this command. Note that some aspects of the textures are not affected by this reload, specifically the direct lighting information will not be recomputed on reload. Also, sometimes texture coordinates break after reloading the textures and then switching maps - in that case, restart the game.
Reloads the materials from the materials.csv
file within the game file system.
Modified textures, if any, are also reloaded. Note that changing material types,
for example from regular to glass, require a map reload or a vid_restart
.
Saves the current runtime version of the materials into the materials.csv
file.
Modifies a certain aspect of the material pointed at by the crosshair. Available parameters are:
bump_scale
- scaler for the normal maproughness_override
- minimum roughnessspecular_scale
- scaler for the metalnessemissive_scale
- scaler for the emissive mapkind
- material kind, one ofCHROME
,GLASS
,WATER
,LAVA
,SKY
,SLIME
,INVISIBLE
,SCREEN
,CAMERA
light_flag
- flag that controls if the objects with this material are regular objects (0), analytic lights (1) or analytic lights that ignore the light styles (2)correct_albedo_flag
- flag that enables nonlinear (de-gamma) correction of the albedo map for this material
Prints the information about the material pointed at by the crosshair.
Applies color coding to the map geometry that shows the surfaces within the same
BSP cluster as the surface pointed to (red) and surfaces within the PVS
of that cluster (yellow). To clear the display, look at the sky and execute
show_pvs
again.
Switches to the next sun location preset, between night and dusk. See sun_preset
for more information.
Moves the shader balls model to the current player location. See cl_shaderballs
for more information.
Q2PRO client tries to be compatible with other Quake 2 ports, including original Quake 2 release. Compatibility, however, is defined in terms of full file format and network protocol compatibility. Q2PRO is not meant to be a direct replacement of your regular Quake 2 client. Some features are implemented differently in Q2PRO, some may be not implemented at all. You may need to review your config and adapt it for Q2PRO. This section tries to document most of these incompatibilities so that when something doesn't work as it used to be you know where to look. The following list may be incomplete.
-
Q2PRO has a built-in renderer and doesn't support run-time loading of external renderers. Thus,
vid_ref
cvar has been made read-only and exists only for informational purpose. -
Default value of
gl_dynamic
variable has been changed from 1 to 2. This means dynamic lights will be disabled by default. -
Changes to
gl_modulate
variable in Q2PRO take effect immediately. To set separate modulation factors for world lightmaps and entities please usegl_modulate_world
andgl_modulate_entities
variables. -
Default value of R1GL-specific
gl_dlight_falloff
variable has been changed from 0 to 1. -
gl_particle_*
series of variables are gone, as well asgl_ext_pointparameters
and R1GL-specificgl_ext_point_sprite
. For controlling size of particles, which are always drawn as textured triangles, Q2PRO supports it's owngl_partscale
variable. -
ip
variable has been renamed tonet_ip
. -
clientport
variable has been renamed tonet_clientport
, andip_clientport
alias is no longer supported. -
demomap
command has been removed in favor ofdemo
andmvdplay
. -
Q2PRO works only with virtual paths constrained to the quake file system. All paths are normalized before use so that it is impossible to go past virtual filesystem root using
../
components. This means commands like these are equivalent and all reference the same file:exec ../global.cfg
,exec /global.cfg
,exec global.cfg
. If you have any config files in your Quake 2 directory root, you should consider moving them intobaseq2/
to make them accessible. -
Likewise,
link
command syntax has been changed to work with virtual paths constrained to the quake file system. All arguments tolink
are normalized. -
Cinematics are not supported.
-
Joysticks are not supported.
-
Single player savegame format has been rewritten from scratch for better robustness and portability. Only the
baseq2
game library included in Q2PRO distribution has been converted to use the new improved savegame format. Q2PRO will refuse to load and save games in old format for security reasons. -
CD music is not supported, only OGG Vorbis music is supported.