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en:games:star_trek_-_voyager_elite_force:cvars [2022-04-02-11-53] – [Star Trek: Voyager - Elite Force Cvars] 7saturn | en:games:star_trek_-_voyager_elite_force:cvars [2023-11-25-09-27] – [Unknown Cvars] 7saturn |
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====== Star Trek: Voyager Elite Force Cvars ====== | ====== Star Trek: Voyager Elite Force Cvars ====== |
There is quite a number of [[en:game_tech:cvar|cvars]] for [[..:Star Trek - Voyager Elite Force|Star Trek: Voyager Elite Force]]. Here you can see all of them, take from vanilla version 1.2 and taken from Lilium Voyager. | Console Variables or [[..:..:game_tech:cvar|cvars]] are usually defined with ''set'' or a derivative thereof by the principle ''set variable <nowiki>"value"</nowiki>''. The following variations of ''set'' are available: |
| ^ ''set'' variation ^ Meaning ^ |
| | ''set'' | sets a cvar | |
| | ''seta'' | sets a cvar and marks it as archive (meaning it will be included in the config, in ''hmconfig.cfg'' in the respective mod folders or ''baseEF'') | |
| | ''sets'' | sets a cvar marks it as server information | |
| | ''sett'' | sets a cvar marks it as a tool | |
| | ''setu'' | sets a cvar marks it as user information | |
| |
| ''sv_'' at the beginning of a variable name usually stands for server variables, ''cl_'' at the beginning usually stands for client variables. |
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| There is quite a number of [[en:game_tech:cvar|cvars]] for [[..:Star Trek - Voyager Elite Force|Star Trek: Voyager Elite Force]]. Below is a list of all of them, taken from vanilla version 1.2 and taken from Lilium Voyager. |
===== Only Vanilla 1.2 ===== | ===== Only Vanilla 1.2 ===== |
^ Cvar ^ Default Value ^ Description ^ | ^ Cvar ^ Default Value ^ Description ^ |
| j_yaw_axis | "4" | | | | j_yaw_axis | "4" | | |
| net_dropsim | "" | | | | net_dropsim | "" | | |
| net_enabled | "3" | | | | ''net_enabled'' | ''3'' | Defines which network protocols are used. The sum of some of the following values can be set here, to activate these options: \\ ''1'': use IPv4 \\ ''2'': use IPv6 \\ ''4'': prefer IPv6 over 4 (specifically queries only IPv6 servers from the master) \\ ''8'': disable multicast support for IPv6 | |
| net_ip6 | "::" | IPv6 address of the local network card to be listened on, not used in ioQuake derivatives | | | net_ip6 | "::" | IPv6 address of the local network card to be listened on, not used in ioQuake derivatives | |
| net_mcast6addr | "ff04::696f:6566" | | | | //net_mcast6addr// | //ff04::696f:6566// | The multicast address to be used for LAN server discovery. | |
| net_mcast6iface | "" | | | | net_mcast6iface | "" | | |
| net_port6 | "27960" | UDPv6 port on which the EF server will be made accessible for connections | | | net_port6 | "27960" | UDPv6 port on which the EF server will be made accessible for connections | |
| g_friendlyfire | "1" | Is friendly fire on? ''1'' = //yes//, ''0'' = //no// | | | g_friendlyfire | "1" | Is friendly fire on? ''1'' = //yes//, ''0'' = //no// | |
| g_gametype | "0" | Game type, ''0'' = //FFA//, ''1'' = //1 on 1 (Tournament)//, ''2'' = //Single player//, ''3'' = //Team Holomatch//, ''4'' = //CTF// | | | g_gametype | "0" | Game type, ''0'' = //FFA//, ''1'' = //1 on 1 (Tournament)//, ''2'' = //Single player//, ''3'' = //Team Holomatch//, ''4'' = //CTF// | |
| g_ghostRespawn | "5" | | | | g_ghostRespawn | "5" | The time of spawn protection in seconds. | |
| g_gravity | "800" | Intensity of gravity | | | g_gravity | "800" | Intensity of gravity | |
| g_holoIntro | "0" | Should the holodeck intro be played when joining? 1=yes, 0 =no | | | g_holoIntro | "0" | Should the holodeck intro be played when joining? 1=yes, 0 =no | |
| r_intensity | "1" | | | | r_intensity | "1" | | |
| r_lastValidRenderer | "" | | | | r_lastValidRenderer | "" | | |
| r_lightmap | "0" | | | | r_lightmap | //0// | Turns on the light map view, where only the light mapping is displayed, not the actual textures. ''0'' is the default (off), ''1'' turns it on. | |
| r_lockpvs | "0" | | | | r_lockpvs | "0" | | |
| r_lodbias | "0" | Model detail level, values between 0 and 2 are allowed, with 2 least detailed, but highest FPS rate. | | | r_lodbias | "0" | Model detail level, values between 0 and 2 are allowed, with 2 least detailed, but highest FPS rate. | |
| vm_ui | "0" | | | | vm_ui | "0" | | |
===== Unknown Cvars ===== | ===== Unknown Cvars ===== |
Some of the following Cvars have been reported, but could not be found by executing the command ''cvarlist'' on either vanilla EF 1.2 nor on Lilium Voyager. | Some of the following Cvars have been reported, but could not be found by executing the command ''cvarlist'' on either vanilla EF 1.2 nor on Lilium Voyager. They may, however be part of the single-player of EF. |
^ Cvar ^ Description ^ | ^ Cvar ^ Description ^ |
| com_FirstTime Has the intro not been played yet? (''1''=yes, ''0''=no, if no, it will be played once after the start of the game) | | //com_FirstTime// | Has the intro not been played yet? (''1'' = yes, ''0'' = no, if no, it will be played once after the start of the game) | |
| ''com_soundMegs'' | Memory in MB that EF is allowed to use for sounds. | | | ''com_soundMegs'' | Memory in MB that EF is allowed to use for sounds. | |
| ''g_subtitles'' | Should subtitles be displayed? (''2''=in cinematics, ''1''=yes, ''0''=no) | | | ''g_subtitles'' | Should subtitles be displayed? (''2''=in cinematics, ''1''=yes, ''0''=no) | |