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en:games:nexuiz:cvars_h_to_r

Nexuiz cvars h to r

cvar Function Default Value
halflifebspindicates the current map is hlbsp format (useful to know because of different bounding box sizes)0
host_frameratelocks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed0
host_sleepgives up some processing time to other applications each frame, value in milliseconds0
host_speedsreports how much time is used in server/graphics/sound0
hostnameserver message to show in server browserNexuiz 2.5svn Server
in_pitch_maxhow far upward you can aim (quake used 8090
in_pitch_minhow far downward you can aim (quake used -70-90
joy_deadzoneforwardcustom cvar0.05
joy_deadzonepitchcustom cvar0.05
joy_deadzonesidecustom cvar0.05
joy_deadzoneupcustom cvar0.05
joy_deadzoneyawcustom cvar0.05
joy_sensitivitypitchcustom cvar0.9
joy_sensitivityyawcustom cvar-1.8
joyadvancedcustom cvar1
joyadvaxisrcustom cvar2
joyadvaxisxcustom cvar3
joyadvaxisycustom cvar1
joyadvaxiszcustom cvar4
joypitchsensitivitycustom cvar0.9
joysidesensitivitycustom cvar1.0
joyyawsensitivitycustom cvar-1.8
lastlevelcustom cvar
leadlimitcustom cvar0
leadlimit_overrideLead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)-1
locs_enableenables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)0
locs_showshows defined locations for editing purposes0
log_dest_udpUDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE
log_filefilename to log messages to
lookspringreturns pitch to level with the floor when no longer holding a pitch key0
lookstrafemove instead of turning0
m_acceleratemouse acceleration factor (try 2)1
m_accelerate_filtermouse acceleration factor filtering0.1
m_accelerate_maxspeedabove this speed, full acceleration is done10000
m_accelerate_minspeedbelow this speed, no acceleration is done5000
m_filtersmoothes mouse movement, less responsive but smoother aiming0
m_forwardmouse forward speed multiplier1
m_pitchmouse pitch speed multiplier22
m_sidemouse side speed multiplier0.8
m_yawmouse yaw speed multiplier22
menu_cdtrackcustom cvarbrokenlight
menu_maxplayersmaxplayers value when the menu starts a game8
menu_mouse_absoluteTODO make this seta if the engine understands this right0
menu_mouse_speedspeed multiplier for the mouse in the menu (does not affect in-game aiming)1
menu_options_colorcontrol_correctionvalueintensity value that matches up to white/black dither pattern, should be 0.5 for linear color0.5
menu_skincustom cvarwickedz
menu_slist_modfiltercustom cvar=
menu_slist_showemptyshow servers even if they are no empty and have no opponents to play against1
menu_slist_showfullshow servers even if they are full and have no slots to join1
menu_slowmocustom cvar1
menu_updatecheckcustom cvar1
menu_use_default_hostnamecustom cvar1
menu_vid_conheightcustom cvar600
menu_vid_conwidthcustom cvar800
menu_video_playedcustom cvar1
menu_weaponarena_with_laseralso enable the Laser in this weapon arena0
minplayersnumber of players playing at the same time (if not enough real players are there the remaining slots are filled with bots)0
mod_alias_supporttagscalesupport scaling factors in bone/tag attachment matrices as supported by MD31
mod_q3bsp_curves_collisionsenables collisions with curves (SLOW)1
mod_q3bsp_curves_collisions_stridecollisions against curves: optimize performance by doing a combined collision check for this triangle amount first16
mod_q3bsp_curves_strideparticle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first16
mod_q3bsp_debugtracebrushselects different tracebrush bsp recursion algorithms (for debugging purposes only)0
mod_q3bsp_lightmapmergepowermerges the quake3 128×128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256×256, 2 = 512×512, 3 = 1024×1024, 4 = 2048×2048, 5 = 4096×4096, …3
mod_q3bsp_nolightmapsdo not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)0
mod_q3bsp_optimizedtracelinewhether to use optimized traceline code for line traces (as opposed to tracebox code)1
net_addressnetwork address to open ipv4 ports on (if empty, use default interfaces)
net_address_ipv6network address to open ipv6 ports on (if empty, use default interfaces)
net_connectfloodblockingtimeoutwhen a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods)5
net_connecttimeoutafter requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods). Must be above 10 seconds.30
net_messagetimeoutdrops players who have not sent any packets for this many seconds300
net_slist_favoritescontains a list of IP addresses and ports to always query explicitly
net_slist_maxtrieshow many times to ask the same server for information (more times gives better ping reports but takes longer)3
net_slist_pausewhen set to 1, the server list won't update until it is set back to 00
net_slist_queriesperframemaximum number of server information requests to send each rendered frame (guards against low framerates causing problems)4
net_slist_queriespersecondhow many server information requests to send per second20
net_slist_timeouthow long to listen for a server information response before giving up4
nextmapoverride the maplist when switching to the next map
noaimQW option to disable vertical autoaim1
noexitkills anyone attempting to use an exit0
nomonstersunused cvar in quake, can be used by mods0
nosounddisables sound0
pausableallow players to pause or not0
portserver port for players to connect to26000
pr_checkextensionindicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)1
prvm_backtraceforwarningsprint a backtrace for warnings too0
prvm_errordumpwrite a savegame on crash to crash-server.dmp0
prvm_leaktesttry to detect memory leaks in strings or entities0
prvm_leaktest_ignore_classnamesclassnames of entities to NOT leak check because they are found by find(world, classname, …) but are actually spawned by QC code (NOT map entities)ctf_team dom_team tdm_team
prvm_statementprofilingcounts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)0
prvm_traceqcprints every QuakeC statement as it is executed (only for really thorough debugging!)0
qportidentification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)3099
quit_and_redirectset to an IP to redirect all players at the end of the match to another server. Set to “self” to let all players reconnect at the end of the match (use it to make seamless engine updates)
quit_when_emptyset to 1, then the server exits when the next level would start but is empty0
r_ambientbrightens map, value is 0-1284
r_batchmodeselects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc…)1
r_bloomenables bloom effect (makes bright pixels affect neighboring pixels)0
r_bloom_blurhow large the glow is4
r_bloom_brightenhow bright the glow is, after subtract/power2
r_bloom_colorexponenthow exagerated the glow is1
r_bloom_colorscalehow bright the glow is1
r_bloom_colorsubtractreduces bloom colors by a certain amount125
r_bloom_resolutionwhat resolution to perform the bloom effect at (independent of screen resolution)320
r_colormap_palettename of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colorsgfx/colormap_palette.lmp
r_coronasbrightness of corona flare effects around certain lights, 0 disables corona effects1
r_coronas_occlusionqueryuse GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)1
r_coronas_occlusionsizescalesize of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity0.1
r_cullentities_traceprobabistically cull invisible entities1
r_cullentities_trace_delaynumber of seconds until the entity gets actually culled1
r_cullentities_trace_enlargebox enlargement for entity culling0
r_cullentities_trace_samplesnumber of samples to test for entity culling2
r_damageblurmotionblur based on damage; requires r_motionblur to have a value0
r_depthfirstrenders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth0
r_drawdecalsenables drawing of decals1
r_drawdecals_drawdistancedecals further than drawdistance*size will not be drawn300
r_draweffectsrenders temporary sprite effects1
r_drawentitiesdraw entities (doors, players, projectiles, etc)1
r_drawexplosionsenables rendering of explosion shells (see also cl_particles_explosions_shell)1
r_drawfogallows one to disable fog rendering1
r_drawparticlesenables drawing of particles1
r_drawparticles_drawdistanceparticles further than drawdistance*size will not be drawn1000
r_drawportalsshows portals (separating polygons) in world interior in quake1 maps0
r_drawviewmodeldraw your weapon model1
r_dynamicenables dynamic lights (rocket glow and such)1
r_editlightsenables .rtlights file editing mode0
r_editlights_cursordistancemaximum distance of cursor from eye1024
r_editlights_cursorgridsnaps cursor to this grid size4
r_editlights_cursorpushbackhow far to pull the cursor back toward the eye0
r_editlights_cursorpushoffhow far to push the cursor off the impacted surface4
r_editlights_quakelightsizescalechanges size of light entities loaded from a map1
r_explosionclipenables collision detection for explosion shell (so that it flattens against walls and floors)1
r_fixtrans_autoautomatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)0
r_fog_exp2uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog0
r_fullbrightmakes map very bright and renders faster0
r_fullbrightsenables glowing pixels in quake textures (changes need r_restart to take effect)1
r_glslenables use of OpenGL 2.0 pixel shaders for lighting1
r_glsl_contrastboostby how much to multiply the contrast in dark areas (1 is no change)1
r_glsl_deluxemappinguse per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)1
r_glsl_offsetmappingoffset mapping effect (also known as parallax mapping or virtual displacement mapping)0
r_glsl_offsetmapping_reliefmappingrelief mapping effect (higher quality)0
r_glsl_offsetmapping_scalehow deep the offset mapping effect is0.02
r_glsl_postprocessuse a GLSL postprocessing shader0
r_glsl_postprocess_uservec1a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)0 0 0 0
r_glsl_postprocess_uservec2a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)0 0 0 0
r_glsl_postprocess_uservec3a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)0 0 0 0
r_glsl_postprocess_uservec4a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)0 0 0 0
r_glsl_saturationsaturation multiplier (only working in glsl!)1
r_glsl_usegenericuse shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)1
r_hdrenables High Dynamic Range bloom effect (higher quality version of r_bloom)0
r_hdr_glowintensityhow bright light emitting textures should appear1
r_hdr_rangehow much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)4
r_hdr_scenebrightnessglobal rendering brightness1
r_labelsprites_roundtopixelstry to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible1
r_labelsprites_scaleglobal scale to apply to label sprites before conversion to HUD coordinates0.40625
r_lerpimagesbilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)1
r_lerplightstylesenable animation smoothing on flickering lights0
r_lerpmodelsenables animation smoothing on models1
r_lerpspritesenables animation smoothing on sprites1
r_letterboxreduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)0
r_lightningbeam_color_bluecolor of the lightning beam effect1
r_lightningbeam_color_greencolor of the lightning beam effect1
r_lightningbeam_color_redcolor of the lightning beam effect1
r_lightningbeam_qmbtextureload the qmb textures/particles/lightning.pcx texture instead of generating one, can look better0
r_lightningbeam_repeatdistancehow far to stretch the texture along the lightning beam effect128
r_lightningbeam_scrollspeed of texture scrolling on the lightning beam effect5
r_lightningbeam_thicknessthickness of the lightning beam effect4
r_lockpvsdisables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)0
r_lockvisibilitydisables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)0
r_mipskinsmipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors1
r_mipspritesmipmaps sprites so they render faster in the distance and do not display noise artifacts1
r_motionblurmotionblur frame-by-frame alpha control {0 to 1} - 0.7 recommended0
r_motionblur_bminvelocity at which there is no blur yet (may be negative to always have some blur)0.5
r_motionblur_debugoutputs current motionblur alpha value0
r_motionblur_maxblurcap for the alpha level of the motion blur variable0.88
r_motionblur_randomizerandomizing coefficient to fix ghosting0.1
r_motionblur_vcoeffsliding average reaction time for velocity0.05
r_motionblur_vmaxvelocity at which there is full blur600
r_motionblur_vminvelocity at which there is minimum blur300
r_nearclipdistance from camera of nearclip plane1
r_nosurftexturespretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)0
r_novisdraws whole level, see also sv_cullentities_pvs 00
r_picmipspritesmake gl_picmip affect sprites too (saves some graphics memory in sprite heavy games)0
r_picmipworldwhether gl_picmip shall apply to world textures too0
r_polygonoffset_submodel_factorbiases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps0
r_polygonoffset_submodel_offsetbiases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps2
r_precachetextures0 = never upload textures until used, 1 = upload most textures before use (exceptions: rarely used skin colormap layers), 2 = upload all textures before use (can increase texture memory usage significantly)1
r_q1bsp_skymaskingallows sky polygons in quake1 maps to obscure other geometry1
r_q3bsp_renderskydepthdraws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things0
r_renderenables rendering calls (you want this on!)1
r_shadow_bumpscale_basetexturegenerate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect0
r_shadow_bumpscale_bumpmapwhat magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect4
r_shadow_culltrianglesperforms more expensive tests to remove unnecessary triangles of lit surfaces1
r_shadow_debuglightrenders only one light, for level design purposes or debugging-1
r_shadow_frontsidecastingwhether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)1
r_shadow_gloss0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)1
r_shadow_gloss2intensityhow bright the forced flat gloss should look if r_shadow_gloss is 2125
r_shadow_glossexactuse exact reflection math for gloss (slightly slower, but should look a tad better)0
r_shadow_glossexponenthow 'sharp' the gloss should appear (specular power)32
r_shadow_glossintensityhow bright textured glossmaps should look if r_shadow_gloss is 1 or 21
r_shadow_lightattenuationdividebiaschanges attenuation texture generation1
r_shadow_lightattenuationlinearscalechanges attenuation texture generation2
r_shadow_lightintensityscalerenders all world lights brighter or darker1
r_shadow_lightradiusscalerenders all world lights larger or smaller1
r_shadow_polygonfactorhow much to enlarge shadow volume polygons when rendering (should be 0!)0
r_shadow_polygonoffsethow much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)1
r_shadow_portallightuse portal culling to exactly determine lit triangles when compiling world lights1
r_shadow_projectdistancehow far to cast shadows1000000
r_shadow_realtime_dlightenables rendering of dynamic lights such as explosions and rocket light1
r_shadow_realtime_dlight_portalcullingenables portal optimization on dynamic lights (slow!)0
r_shadow_realtime_dlight_shadowsenables rendering of shadows from dynamic lights0
r_shadow_realtime_dlight_svbspcullingenables svbsp optimization on dynamic lights (very slow!)0
r_shadow_realtime_worldenables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)0
r_shadow_realtime_world_compileenables compilation of world lights for higher performance rendering1
r_shadow_realtime_world_compileportalcullingenables portal-based culling optimization during compilation1
r_shadow_realtime_world_compileshadowenables compilation of shadows from world lights for higher performance rendering1
r_shadow_realtime_world_compilesvbspenables svbsp optimization during compilation1
r_shadow_realtime_world_lightmapsbrightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance1
r_shadow_realtime_world_shadowsenables rendering of shadows from world lights0
r_shadow_scissoruse scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)1
r_shadow_texture3duse 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)1
r_shadow_usenormalmapenables use of directional shading on lights1
r_shadowscasts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting0
r_shadows_throwdistancehow far to cast shadows from models500
r_showbboxesshows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)0
r_showcollisionbrushesdraws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)0
r_showcollisionbrushes_polygonfactorexpands outward the brush polygons a little bit, used to make collision brushes appear infront of walls-1
r_showcollisionbrushes_polygonoffsetnudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls0
r_showdisabledepthtestdisables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing0
r_showlightingshows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful0
r_shownormalsshows per-vertex surface normals and tangent vectors for bumpmapped lighting0
r_showshadowvolumesshows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful0
r_showsurfaces1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)0
r_showtrisshows triangle outlines, value controls brightness (can be above 1)0
r_skeletal_debugbonedevelopment cvar for testing skeletal model code-1
r_skeletal_debugbonecomponentdevelopment cvar for testing skeletal model code3
r_skeletal_debugbonevaluedevelopment cvar for testing skeletal model code100
r_skeletal_debugtranslatexdevelopment cvar for testing skeletal model code1
r_skeletal_debugtranslateydevelopment cvar for testing skeletal model code1
r_skeletal_debugtranslatezdevelopment cvar for testing skeletal model code1
r_skyenables sky rendering (black otherwise)1
r_skyscroll1speed at which upper clouds layer scrolls in quake sky1
r_skyscroll2speed at which lower clouds layer scrolls in quake sky2
r_smoothnormals_areaweightinguses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents1
r_speedsdisplays rendering statistics and per-subsystem timings0
r_stereo_angleseparation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right)0
r_stereo_redbluered/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)0
r_stereo_redcyanred/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D0
r_stereo_redgreenred/green anaglyph stereo glasses (for those who don't mind yellow)0
r_stereo_separationseparation distance of eyes in the world (negative values are only useful for cross-eyed viewing)4
r_stereo_sidebysideside by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing)0
r_subdivisions_collision_maxtessmaximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)1024
r_subdivisions_collision_maxverticesmaximum vertices allowed per subdivided curve4225
r_subdivisions_collision_mintessminimum number of subdivisions (values above 0 will smooth curves that don't need it)0
r_subdivisions_collision_tolerancemaximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)15
r_subdivisions_maxtessmaximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)1024
r_subdivisions_maxverticesmaximum vertices allowed per subdivided curve65536
r_subdivisions_mintessminimum number of subdivisions (values above 0 will smooth curves that don't need it)0
r_subdivisions_tolerancemaximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)3
r_testinternal development use only, leave it alone (usually does nothing anyway)0
r_textbrightnessadditional brightness for text color codes (0 keeps colors as is, 1 makes them all white)0.2
r_textcontrastadditional contrast for text color codes (1 keeps colors as is, 0 makes them all black)0.8
r_textshadowdraws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)1
r_textureunitsnumber of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)32
r_track_spritestrack SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to1
r_track_sprites_flags1: Rotate sprites accodringly, 2: Make it a continuous rotation1
r_track_sprites_scalehheight scaling of tracked sprites1
r_track_sprites_scalewwidth scaling of tracked sprites1
r_useinfinitefarclipenables use of a special kind of projection matrix that has an extremely large farclip1
r_useportalcullingimprove framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)1
r_waterwhether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)0
r_water_clippingplanebiasa rather technical setting which avoids black pixels around water edges1
r_water_reflectdistorthow much water reflections shimmer0.01
r_water_refractdistorthow much water refractions shimmer0.01
r_water_resolutionmultipliermultiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster0.5
r_wateralphaopacity of water polygons1
r_waterscrollmakes water scroll around, value controls how much1
r_waterwarpwarp view while underwater1
rcon_addressserver address to send rcon commands to (when not connected to a server)
rcon_passwordpassword to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password
rcon_restricted_commandsallowed commands for rcon when the restricted mode password was usedrestart fraglimit chmap gotomap endmatch reducematchtime extendmatchtime allready kick kickban “sv_cmd bans” “sv_cmd unban” status “sv_cmd teamstatus” movetoteam_auto movetoteam_red movetoteam_blue movetoteam_yellow movetoteam_pink
rcon_restricted_passwordpassword to authenticate rcon commands in restricted mode
rcon_secureforce secure rcon authentication; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password1
rcon_secure_maxdiffmaximum time difference between rcon request and server system clock (to protect against replay attack)5

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en/games/nexuiz/cvars_h_to_r.txt · Last modified: 2022-04-01-21-42 by 7saturn

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