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games:nexuiz_cvars_s

Nexuiz cvars s

cvar Funktion Default-Wert
registered indicates if this is running registered quake (whether gfx/pop.lmp was found) 1
samelevel repeats same level if level ends (due to timelimit or someone hitting an exit) 0
saved1 unused cvar in quake that is saved to config.cfg on exit, can be used by mods 0
saved2 unused cvar in quake that is saved to config.cfg on exit, can be used by mods 0
saved3 unused cvar in quake that is saved to config.cfg on exit, can be used by mods 0
saved4 unused cvar in quake that is saved to config.cfg on exit, can be used by mods 0
savedgamecfg unused cvar in quake that is saved to config.cfg on exit, can be used by mods 0
sbar_alpha_bg opacity value of the statusbar background image 0.7
sbar_alpha_fg opacity value of the statusbar weapon/item icons and numbers 1
sbar_border_thickness scoreboard border tickness 1
sbar_color_bg_b blue color component of the HUD background 0.17
sbar_color_bg_g green color component of the HUD background 0.25
sbar_color_bg_r red color component of the HUD background 0
sbar_color_bg_team team color multiplier of the HUD background 0.5
sbar_columns custom cvar default
sbar_flagstatus_pos pixel position of the Nexuiz flag status icons, from the bottom 115
sbar_flagstatus_right moves Nexuiz flag status icons to the right 0
sbar_fontsize custom cvar 11
sbar_gametime shows an overlay for the time left in the current match/level (or current game time if there is no timelimit set) 1
sbar_hud_accuracy 1 = weapon accuracy on HUD 0
sbar_hudselector selects which of the builtin hud layouts to use (meaning is somewhat dependent on gamemode, so nexuiz has a very different set of hud layouts than quake for example) 1
sbar_increment_maptime set to 1 if you prefer an increasing hud timer 0
sbar_info_pos pixel position of the info strings (such as showfps), from the bottom 50
sbar_miniscoreboard_size sets the size of the mini deathmatch overlay in items, or disables it when set to 0, or sets it to a sane default when set to -1 -1
sbar_scoreboard_alpha_bg scoreboard background alpha 0.28
sbar_scoreboard_highlight enable highlighting for rows and columns in the scoreboard 1
sbar_scorerank shows an overlay for your score (or team score) and rank in the scoreboard 1
sbar_showbinds 0 disables display of keybinds, 1 enables it, 2 displays longer strings 1
sbar_showbinds_limit display so many found keybinds, 0 for unlimited 2
sbar_showcurrentammo set to 1 to see only the ammo of the current ammo or 0 to see all 4 ammo counts 0
sbar_width custom cvar 560
scr_centersize custom cvar 11
scr_centertime how long centerprint messages show 2
scr_conalpha opacity of console background 0.8
scr_conbrightness brightness of console background (0 = black, 1 = image) 0.2
scr_conforcewhiledisconnected forces fullscreen console while disconnected 1
scr_menuforcewhiledisconnected forces menu while disconnected 0
scr_printspeed speed of intermission printing (episode end texts), a value of 0 disables the slow printing 0
scr_refresh allows you to completely shut off rendering for benchmarking purposes 1
scr_screenshot_gammaboost gamma correction on saved screenshots and videos, 1.0 saves unmodified images 1
scr_screenshot_hwgamma apply the video gamma ramp to saved screenshots and videos 1
scr_screenshot_jpeg save jpeg instead of targa 1
scr_screenshot_jpeg_quality image quality of saved jpeg 0.9
scr_screenshot_name prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running; the date is encoded using strftime escapes) nexuiz
scr_stipple interlacing-like stippling of the display 0
scr_zoomwindow displays a zoomed in overlay window 0
scr_zoomwindow_fov fov of zoom window 20
scr_zoomwindow_viewsizex horizontal viewsize of zoom window 20
scr_zoomwindow_viewsizey vertical viewsize of zoom window 20
scratch1 unused cvar in quake, can be used by mods 0
scratch2 unused cvar in quake, can be used by mods 0
scratch3 unused cvar in quake, can be used by mods 0
scratch4 unused cvar in quake, can be used by mods 0
sensitivity mouse speed multiplier 6
serverconfig custom cvar server.cfg
settemp_list custom cvar 0
settemp_var custom cvar _settemp_x
showbrand shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered) 3
showdate shows current date (useful on screenshots) 0
showdate_format format string for date %Y-%m-%d
showfps shows your rendered fps (frames per second) 0
shownetgraph shows a graph of packet sizes and other information, 0 = off, 1 = show client netgraph, 2 = show client and server netgraphs (when hosting a server) 0
showpause show pause icon when game is paused 1
showram show ram icon if low on surface cache memory (not used) 1
showsound shows number of active sound sources, sound latency, and other statistics 0
showspeed shows your current speed (qu per second); number selects unit: 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots 0
showtime shows current time of day (useful on screenshots) 0
showtime_format format string for time of day %H:%M:%S
showtopspeed shows your top speed (kept on screen for max 3 seconds); value -1 takes over the unit from showspeed, otherwise it's an unit number just like in showspeed 0
showturtle show turtle icon when framerate is too low 0
skill difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice) 1
skill_auto when 1, „skill“ gets adjusted to match the best player on the map 0
skin QW player skin name (example: base)
slowmo controls game speed, 0.5 is half speed, 2 is double speed 1.0
snd_channellayout channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout) 0
snd_channels number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound) 2
snd_csqcchannel0volume volume multiplier of the auto-allocate entity channel of the world entity 1
snd_csqcchannel1volume volume multiplier of the 1st entity channel of the world entity 1
snd_csqcchannel2volume volume multiplier of the 2nd entity channel of the world entity 1
snd_csqcchannel3volume volume multiplier of the 3rd entity channel of the world entity 1
snd_csqcchannel4volume volume multiplier of the 4th entity channel of the world entity 1
snd_csqcchannel5volume volume multiplier of the 5th entity channel of the world entity 1
snd_csqcchannel6volume volume multiplier of the 6th entity channel of the world entity 1
snd_csqcchannel7volume volume multiplier of the 7th entity channel of the world entity 1
snd_entchannel0volume volume multiplier of the auto-allocate entity channel of regular entities 1
snd_entchannel1volume volume multiplier of the 1st entity channel of regular entities 1
snd_entchannel2volume volume multiplier of the 2nd entity channel of regular entities 1
snd_entchannel3volume volume multiplier of the 3rd entity channel of regular entities 1
snd_entchannel4volume volume multiplier of the 4th entity channel of regular entities 1
snd_entchannel5volume volume multiplier of the 5th entity channel of regular entities 1
snd_entchannel6volume volume multiplier of the 6th entity channel of regular entities 1
snd_entchannel7volume volume multiplier of the 7th entity channel of regular entities 1
snd_initialized indicates the sound subsystem is active 1
snd_mutewhenidle whether to disable sound output when game window is inactive 1
snd_noextraupdate disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates 0
snd_playerchannel0volume volume multiplier of the auto-allocate entity channel of player entities 1
snd_playerchannel1volume volume multiplier of the 1st entity channel of player entities 1
snd_playerchannel2volume volume multiplier of the 2nd entity channel of player entities 1
snd_playerchannel3volume volume multiplier of the 3rd entity channel of player entities 1
snd_playerchannel4volume volume multiplier of the 4th entity channel of player entities 1
snd_playerchannel5volume volume multiplier of the 5th entity channel of player entities 1
snd_playerchannel6volume volume multiplier of the 6th entity channel of player entities 1
snd_playerchannel7volume volume multiplier of the 7th entity channel of player entities 1
snd_precache loads sounds before they are used 1
snd_show shows some statistics about sound mixing 0
snd_soundradius radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius) 2000
snd_spatialization_control enable spatialization control (headphone friendly mode) 0
snd_spatialization_max maximum spatialization of sounds 0.95
snd_spatialization_max_radius use maximum spatialization below this radius 100
snd_spatialization_min minimum spatializazion of sounds 0.70
snd_spatialization_min_radius use minimum spatialization above to this radius 10000
snd_spatialization_power exponent of the spatialization falloff curve (0: logarithmic) 0
snd_speed sound output frequency, in hertz 48000
snd_staticvolume volume of ambient sound effects (such as swampy sounds at the start of e1m2) 1
snd_streaming enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory) 1
snd_swapstereo swaps left/right speakers for old ISA soundblaster cards 0
snd_width sound output precision, in bytes (1 and 2 supported) 2
snd_worldchannel0volume volume multiplier of the auto-allocate entity channel of the world entity 1
snd_worldchannel1volume volume multiplier of the 1st entity channel of the world entity 1
snd_worldchannel2volume volume multiplier of the 2nd entity channel of the world entity 1
snd_worldchannel3volume volume multiplier of the 3rd entity channel of the world entity 1
snd_worldchannel4volume volume multiplier of the 4th entity channel of the world entity 1
snd_worldchannel5volume volume multiplier of the 5th entity channel of the world entity 1
snd_worldchannel6volume volume multiplier of the 6th entity channel of the world entity 1
snd_worldchannel7volume volume multiplier of the 7th entity channel of the world entity 1
sv_accelerate rate at which a player accelerates to sv_maxspeed 8
sv_adminnick nick name to use for admin messages instead of host name
sv_aim maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93 2
sv_airaccel_qw ratio of QW-style air control as opposed to simple acceleration 0.95
sv_airaccel_sideways_friction anti-sideways movement stabilization (reduces speed gain when zigzagging) 0.35
sv_airaccelerate rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead 5.5
sv_aircontrol CPMA-style air control 0
sv_airstopaccelerate when set, replacement for sv_airaccelerate when moving backwards 0
sv_airstrafeaccelerate when set, replacement for sv_airaccelerate when just strafing 0
sv_allow_shownames custom cvar 1
sv_allowdownloads whether to allow clients to download files from the server (does not affect http downloads) 1
sv_allowdownloads_archive whether to allow downloads of archives (pak/pk3) 0
sv_allowdownloads_config whether to allow downloads of config files (cfg) 0
sv_allowdownloads_dlcache whether to allow downloads of dlcache files (dlcache/) 0
sv_allowdownloads_inarchive whether to allow downloads from archives (pak/pk3) 1
sv_areagrid_mingridsize minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects 64
sv_autodemo_perclient set to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match); set it to 2 to also record client→server packets (for debugging) 0
sv_autodemo_perclient_nameformat The format of the sv_autodemo_perclient filename, followed by the map name, the client number and the IP address + port number, separated by underscores (the date is encoded using strftime escapes) sv_autodemos/%Y-%m-%d_%H-%M
sv_autoscreenshot if set to 1, the server forces all clients to create a local screenshot once the map ended 0
sv_cheats enables cheat commands in any game, and cheat impulses in dpmod 0
sv_checkforpacketsduringsleep uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets 0
sv_clmovement_enable whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players 1
sv_clmovement_inputtimeout when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld) 0.2
sv_clmovement_maxnetfps max amount of movement packets to accept per second 0
sv_clmovement_minping if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it) 0
sv_clmovement_minping_disabletime when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently) 1000
sv_clones number of clones a player may make (reset by the „kill“ command) 0
sv_cullentities_nevercullbmodels if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!) 0
sv_cullentities_pvs fast but loose culling of hidden entities 1
sv_cullentities_stats displays stats on network entities culled by various methods for each client 0
sv_cullentities_trace somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless 1
sv_cullentities_trace_delay number of seconds until the entity gets actually culled 1
sv_cullentities_trace_delay_players number of seconds until the entity gets actually culled if it is a player entity 0.2
sv_cullentities_trace_enlarge box enlargement for entity culling 0
sv_cullentities_trace_prediction also trace from the predicted player position 1
sv_cullentities_trace_samples number of samples to test for entity culling 1
sv_cullentities_trace_samples_extra number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight 2
sv_cullentities_trace_samples_players number of samples to test for entity culling when the entity is a player entity 8
sv_curl_defaulturl default autodownload source URL http://www.nexuiz.com/contentdownload/getmap.php?file=
sv_curl_serverpackages list of required files for the clients, separated by spaces
sv_debugmove disables collision detection optimizations for debugging purposes 0
sv_defaultcharacter master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables 0
sv_defaultplayercolors set to 16*shirt+pants to force a color, note: it does NOT depend on defaultcharacter! Set to „“ to disable
sv_defaultplayermodel default model selection, only works if sv_defaultcharacter is set to 1 models/player/nexus.zym
sv_defaultplayermodel_blue „“ means see sv_defaultplayermodel
sv_defaultplayermodel_pink „“ means see sv_defaultplayermodel
sv_defaultplayermodel_red „“ means see sv_defaultplayermodel
sv_defaultplayermodel_yellow „“ means see sv_defaultplayermodel
sv_defaultplayerskin each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1 0
sv_defaultplayerskin_blue custom cvar 0
sv_defaultplayerskin_pink custom cvar 0
sv_defaultplayerskin_red custom cvar 0
sv_defaultplayerskin_yellow custom cvar 0
sv_doublejump allow Quake 2-style double jumps 0
sv_echobprint prints gamecode bprint() calls to server console 1
sv_entpatch enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps) 1
sv_eventlog the master switch for efficiency reasons 0
sv_eventlog_console custom cvar 1
sv_eventlog_files custom cvar 0
sv_eventlog_files_counter custom cvar 0
sv_eventlog_files_nameprefix custom cvar nexuiz
sv_eventlog_files_namesuffix custom cvar .log
sv_eventlog_files_timestamps custom cvar 1
sv_fixedframeratesingleplayer allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate) 1
sv_foginterval custom cvar 0
sv_freezenonclients freezes time, except for players, allowing you to walk around and take screenshots of explosions 0
sv_friction how fast you slow down 7
sv_friction_on_land custom cvar 0
sv_gameplayfix_blowupfallenzombies causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them 1
sv_gameplayfix_delayprojectiles causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates 1
sv_gameplayfix_droptofloorstartsolid prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome) 0
sv_gameplayfix_droptofloorstartsolid_nudgetocorrect tries to nudge stuck items and monsters out of walls before droptofloor is performed 1
sv_gameplayfix_easierwaterjump changes water jumping to make it easier to get out of water (exactly like in QuakeWorld) 1
sv_gameplayfix_findradiusdistancetobox causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage 1
sv_gameplayfix_gravityunaffectedbyticrate fix some ticrate issues in physics. 0
sv_gameplayfix_grenadebouncedownslopes prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface 1
sv_gameplayfix_multiplethinksperframe allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons 1
sv_gameplayfix_noairborncorpse causes entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them 1
sv_gameplayfix_setmodelrealbox fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods 1
sv_gameplayfix_slidemoveprojectiles allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes 1
sv_gameplayfix_stepdown attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes) 0
sv_gameplayfix_stepwhilejumping applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge) 1
sv_gameplayfix_swiminbmodels causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities 1
sv_gameplayfix_upwardvelocityclearsongroundflag prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods 1
sv_gentle force gentle mode for everyone, also remove references to acts of killing from the messages 0
sv_gravity how fast you fall (512 = roughly earth gravity) 800
sv_heartbeatperiod how often to send heartbeat in seconds (only used if sv_public is 1) 120
sv_idealpitchscale how much to look up/down slopes and stairs when not using freelook 0.8
sv_intermission_cdtrack custom cvar
sv_jumpstep whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1) 1
sv_jumpvelocity cvar that can be used by QuakeC code for jump velocity 300
sv_loddistance1 custom cvar 1024
sv_loddistance2 custom cvar 4096
sv_logscores_bots exclude bots by default 0
sv_logscores_console print scores to server console 0
sv_logscores_file print scores to file 0
sv_logscores_filename filename scores.log
sv_mapchange_delay custom cvar 5
sv_master1 user-chosen master server 1
sv_master2 user-chosen master server 2
sv_master3 user-chosen master server 3
sv_master4 user-chosen master server 4
sv_masterextra1 ghdigital.com - default master server 1 (admin: LordHavoc) 69.59.212.88
sv_masterextra2 dpmaster.deathmask.net - default master server 2 (admin: Willis) 64.22.107.125
sv_masterextra3 dpmaster.tchr.no - default master server 3 (admin: tChr) 92.62.40.73
sv_maxairspeed maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction) 220
sv_maxairstrafespeed when set, replacement for sv_maxairspeed when just strafing 0
sv_maxidle custom cvar 0
sv_maxidle_spectatorsareidle custom cvar 0
sv_maxrate upper limit on client rate cvar, should reflect your network connection quality 1000000
sv_maxspeed maximum speed a player can accelerate to when on ground (can be exceeded by tricks) 400
sv_maxvelocity universal speed limit on all entities 1000000000
sv_motd custom cvar
sv_newflymove enables simpler/buggier player physics (not recommended) 0
sv_nostep prevents MOVETYPE_STEP entities (monsters) from moving 0
sv_playerphysicsqc enables QuakeC function to override player physics 1
sv_pogostick don't require releasing the space bar for jumping again 1
sv_precacheitems custom cvar 0
sv_precacheplayermodels custom cvar 1
sv_precacheweapons custom cvar 0
sv_progs selects which quakec progs.dat file to run progs.dat
sv_protocolname selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up) DP7
sv_public 1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect 0
sv_q3acompat_machineshotgunswap settemp this in mapinfo for instant Q3A map conversion 0
sv_qcweaponanimation custom cvar 0
sv_random_seed random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging
sv_ratelimitlocalplayer whether to apply rate limiting to the local player in a listen server (only useful for testing) 0
sv_ready_restart if set to 1 allow a map to be restarted once all players pressed the „ready“ button' 0
sv_ready_restart_after_countdown if set to 1 the players and map items are reset after the countdown ended, otherwise they're reset already at the beginning of the countdown 0
sv_ready_restart_repeatable allows the players to restart the game as often as needed 0
sv_servermodelsonly custom cvar 1
sv_sound_land sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)
sv_sound_watersplash sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound)
sv_spectate if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no specating) 1
sv_spectator_speed_multiplier custom cvar 1.5
sv_status_privacy do not show IP addresses in 'status' replies to clients 1
sv_status_show_qcstatus show the 'qcstatus' field in status replies, not the 'frags' field. Turn this on if your mod uses this field, and the 'frags' field on the other hand has no meaningful value. 1
sv_stepheight how high you can step up (TW_SV_STEPCONTROL extension) 34
sv_stopspeed how fast you come to a complete stop 100
sv_timeout allows a player to call a timeout, this will pause the game for some time 0
sv_timeout_leadtime how long the players will be informed that a timeout was calledbefore it starts, in seconds 4
sv_timeout_length how long the game will be paused at max, in seconds 120
sv_timeout_number how many timeouts one player is allowed to call (gets reset after a restart) 2
sv_timeout_resumetime how long the remaining timeout-time will be after a player called the resumegame command 3
sv_vote_call users can call a vote for the above commands 1
sv_vote_change set to 1 to allow to change you vote/mind 0
sv_vote_commands these commands can be voted restart fraglimit chmap gotomap endmatch reducematchtime extendmatchtime allready kick cointoss movetoteam_auto
sv_vote_majority_factor which quotient of the PLAYERS constitute a majority? (try: 0.667, 0.75 when using the above) 0.5
sv_vote_master users can call a vote to become master 1
sv_vote_master_commands maybe add kickban here (but then sv_vote_master 0) movetoteam_red movetoteam_blue movetoteam_yellow movetoteam_pink
sv_vote_master_password when set, users can use „vlogin PASSWORD“ to log in as master
sv_vote_nospectators if set only players can call a vote (thus spectators and observers can't call a vote) 0
sv_vote_only_commands custom cvar
sv_vote_override_mostrecent custom cvar 0
sv_vote_simple_majority_factor which quotient of the VOTERS constitute a majority too? (0 = off, otherwise it must be higher than or equal to sv_vote_majority_factor) 0
sv_vote_singlecount set to 1 to count votes once after timeout or to 0 to count with every vote 0
sv_vote_stop a player can not call a vote again for this many seconds when he stopped this vote (e.g. to correct it) 15
sv_vote_timeout a vote will timeout after this many seconds 60
sv_vote_wait a player can not call a vote again for this many seconds when his vote was not accepted 120
sv_wallfriction how much you slow down when sliding along a wall 1
sv_warsowbunny_accel how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed) 0.1593
sv_warsowbunny_airforwardaccel how fast you accelerate until you reach sv_maxspeed 1.00001
sv_warsowbunny_backtosideratio lower values make it easier to change direction without losing speed; the drawback is „understeering“ in sharp turns 0.8
sv_warsowbunny_topspeed soft speed limit (can get faster with rjs and on ramps) 925
sv_warsowbunny_turnaccel max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable) 0
sv_wateraccelerate rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead -1
sv_waterfriction how fast you slow down, if less than 0 the sv_friction variable is used instead -1
sv_writepicture_quality WritePicture quality offset (higher means better quality, but slower) 10
sys_colortranslation terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation) 1
sys_specialcharactertranslation terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output) 1
sys_ticrate how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics 0.05
sys_useclockgettime use POSIX clock_gettime function (which has issues if the system clock speed is far off, as it can't get fixed by NTP) for timing rather than gettimeofday (which has issues if the system time is stepped by ntpdate, or apparently on some Xen installations) 0
sys_usenoclockbutbenchmark don't use ANY real timing, and simulate a clock (for benchmarking); the game then runs as fast as possible. Run a QC mod with bots that does some stuff, then does a quit at the end, to benchmark a server. NEVER do this on a public server. 0

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games/nexuiz_cvars_s.txt · Zuletzt geändert: 2016-02-15-17-08 von 7saturn

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