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games:nexuiz_cvars

Dies ist eine alte Version des Dokuments!


Nexuiz cvars

Dies ist eine Liste aller in Nexuiz 2.5.2 verfügbaren cvars.

cvar Beschreibung Default-Wert
_backup_con_chatvars_set custom cvar 0
_cl_color internal storage cvar for current player colors (changed by color command) 102
_cl_name internal storage cvar for current player name (changed by name command) Player
_cl_playermodel internal storage cvar for current player model in Nexuiz (changed by playermodel command) models/player/marine.zym
_cl_playerskin internal storage cvar for current player skin in Nexuiz (changed by playerskin command) 0
_cl_rate internal storage cvar for current rate (changed by rate command) 20000
_snd_mixahead how much sound to mix ahead of time 0.11
_supports_weaponpriority set to 1 by csqc if supported, and to 0 on disconnect 0
ambient_fade rate of volume fading when moving from one environment to another 100
ambient_level volume of environment noises (water and wind) 0.3
aot_secondrun custom cvar aot_secondrun_alias
bgmvolume volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg) 1
bot_ai_aimskill_blendrate How much correction will be applied to the aiming angle 2
bot_ai_aimskill_firetolerance_distdegrees custom cvar 180
bot_ai_aimskill_firetolerance_maxdegrees Maximum firing angle. Used on close range 60
bot_ai_aimskill_firetolerance_mindegrees Minimum angle tolerance. Used on large distances 2
bot_ai_aimskill_fixedrate custom cvar 15
bot_ai_aimskill_mouse How much of the aiming filters are applied 1
bot_ai_aimskill_offset Amount of error induced to the bots aim 0.3
bot_ai_aimskill_order_filter_1st Position filter 0.4
bot_ai_aimskill_order_filter_2nd Movement filter 0.4
bot_ai_aimskill_order_filter_3th Acceleration filter 0.2
bot_ai_aimskill_order_filter_4th Position prediction filter. Used rarely 0.4
bot_ai_aimskill_order_filter_5th Movement prediction filter. Used rarely 0.5
bot_ai_aimskill_order_mix_1st Amount of the 1st filter output to apply to the aiming angle 0.01
bot_ai_aimskill_order_mix_2nd Amount of the 1st filter output to apply to the aiming angle 0.1
bot_ai_aimskill_order_mix_3th Amount of the 1st filter output to apply to the aiming angle 0.01
bot_ai_aimskill_order_mix_4th Amount of the 1st filter output to apply to the aiming angle 0.05
bot_ai_aimskill_order_mix_5th Amount of the 1st filter output to apply to the aiming angle 0.01
bot_ai_aimskill_think Aiming velocity. Use values below 1 for slower aiming 1
bot_ai_bunnyhop_firstjumpdelay Start running to the goal only if it was seen for more than N seconds 0.5
bot_ai_bunnyhop_skilloffset Bots with skill equal or greater than this value will perform the „bunnyhop“ technique 7
bot_ai_bunnyhop_startdistance Run to goals located further than this distance 250
bot_ai_bunnyhop_stopdistance Stop jumping after reaching this distance to the goal 220
bot_ai_chooseweaponinterval How often the best weapon according to the situation will be chosen 0.3
bot_ai_custom_weapon_priority_close Desired weapons for close distances ordered by priority 11 7 3 13 14 8 6 4 2 5 15 1
bot_ai_custom_weapon_priority_distances Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons 300 850
bot_ai_custom_weapon_priority_far Desired weapons for far distances ordered by priority 11 7 15 14 4 5 8 13 6 1 3 9 2
bot_ai_custom_weapon_priority_mid Desired weapons for middle distances ordered by priority 11 9 4 5 3 7 15 14 6 13 8 2 1
bot_ai_dangerdetectioninterval How often scan for waypoints with dangers near 0.1
bot_ai_dangerdetectionupdates How many waypoints will be considered for danger detection 64
bot_ai_dodgeupdateinterval How often scan for items to dodge. Currently not in use. 0.1
bot_ai_enemydetectioninterval How often bots pick a new target 0.5
bot_ai_enemydetectionradius How far bots can see enemies 10000
bot_ai_friends_aware_pickup_radius Bots will not pickup items if a team mate is this distance near the item 500
bot_ai_ignoregoal_timeout Ignore goals making bots to get stuck in front of a wall for N seconds 3
bot_ai_keyboard_distance Keyboard emulation is disabled after this distance to the goal 250
bot_ai_keyboard_treshold custom cvar 0.57
bot_ai_navigation_jetpack Enable bots to navigat maps using the jetpack 1
bot_ai_navigation_jetpack_mindistance Bots will try fly to objects located farther than this distance 2500
bot_ai_strategyinterval How often a new objective is chosen 3
bot_ai_thinkinterval custom cvar 0.05
bot_ai_weapon_combo Enable bots to do weapon combos 1
bot_ai_weapon_combo_threshold Try to make a combo N seconds after the last attack 0.3
bot_config_file Name and path of the bot configuration file bots.txt
bot_god god mode for bots 0
bot_ignore_bots When set, bots don't shoot at other bots 0
bot_join_empty When set, bots also play if no player has joined the server 0
bot_navigation_ignoreplayers custom cvar 0
bot_nofire When set, bots never fire. Mainly for testing in g_waypointeditor mode 0
bot_number Minimum number of bots 0
bot_prefix Prefix in front of the bot names [BOT]
bot_sound_monopoly when enabled, only bots can make any noise 0
bot_suffix Suffix behind the bot names
bot_usemodelnames Use player model names for bot names 0
bot_vs_human Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count) 0
camera_chase_smoothly Attenuate player movements (only in chase mode) 0
camera_enable Enables the camera for demo playback 0
camera_forward_follows 0: Move the camera forwards without changing altitude. 1: Move towards what you are looking 1
camera_free Free camera instead of chasing the player 0
camera_look_attenuation Attenuation of „looking“ movements, only if camera_look_player is set. Bigger is smoother 8
camera_look_player Always look to the player. Mouse input is ignored in this mode 0
camera_mouse_treshold Use to ignore small mouse movements. This allows for smoother camera control 0.5
camera_reset Resets the camera position and switch to chase mode 0
camera_speed_attenuation Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements 10
camera_speed_chase Camera movement speed on the x/y/z axis while chasing the player 4
camera_speed_free Camera movement speed on the x/y/z axis in free mode 8
camera_speed_roll Camera rotation speed 0.9
capturelimit custom cvar 0
capturelimit_override Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
cdaudio CD playing mode (0 = never access CD drive, 1 = play CD tracks if no replacement available, 2 = play fake tracks if no CD track available, 3 = play only real CD tracks, 4 = play real CD tracks even instead of named fake tracks) 1
cdaudioinitialized indicates if CD Audio system is active 1
chase_active enables chase cam 0
chase_back chase cam distance from the player 48
chase_overhead chase cam looks straight down if this is not zero 0
chase_pitchangle chase cam pitch angle 55
chase_up chase cam distance from the player 24
cl_anglespeedkey how much +speed multiplies keyboard turning speed 1.5
cl_autodemo records every game played, using the date/time and map name to name the demo file 0
cl_autodemo_nameformat The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes) demos/%Y-%m-%d_%H-%M
cl_autoswitch automatically switch to newly picked up weapons if they are better than what you are carrying 1
cl_autotaunt automatically taunt enemies when fragging them 0
cl_backspeed backward movement speed 400
cl_beams_instantaimhack makes your lightning gun aiming update instantly 0
cl_beams_lightatend make a light at the end of the beam 0
cl_beams_polygons use beam polygons instead of models 1
cl_beams_quakepositionhack makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld) 1
cl_bob view bobbing amount 0.01
cl_bobcycle view bobbing speed 0
cl_bobmodel enables gun bobbing 1
cl_bobmodel_side gun bobbing sideways sway amount 0.15
cl_bobmodel_speed gun bobbing speed 7
cl_bobmodel_up gun bobbing upward movement amount 0.06
cl_bobup view bobbing adjustment that makes the up or down swing of the bob last longer 0.5
cl_capturevideo enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output) 0
cl_capturevideo_fps how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful) 30
cl_capturevideo_framestep when set to n >= 1, render n frames to capture one (useful for motion blur like effects) 1
cl_capturevideo_height scales all frames to this resolution before saving the video 0
cl_capturevideo_nameformat prefix for saved videos (the date is encoded using strftime escapes) dpvideo
cl_capturevideo_number number to append to video filename, incremented each time a capture begins 1
cl_capturevideo_ogg save captured video data as Ogg/Vorbis/Theora streams 1
cl_capturevideo_ogg_theora_bitrate video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better -1
cl_capturevideo_ogg_theora_keyframe_auto_threshold threshold for key frame decision (0 to 100) 80
cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier how much more bit rate to use for keyframes, specified as a factor of at least 1 1.5
cl_capturevideo_ogg_theora_keyframe_maxinterval maximum keyframe interval (1 to 1000) 64
cl_capturevideo_ogg_theora_keyframe_mininterval minimum keyframe interval (1 to 1000) 8
cl_capturevideo_ogg_theora_noise_sensitivity video noise sensitivity (0 to 6); lower is better 1
cl_capturevideo_ogg_theora_quality video quality factor (0 to 63), or -1 to use bitrate only; higher is better 32
cl_capturevideo_ogg_vorbis_quality audio quality (-1 to 10); higher is better 3
cl_capturevideo_printfps prints the frames per second captured in capturevideo (is only written to the log file, not to the console, as that would be visible on the video) 1
cl_capturevideo_realtime causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute 0
cl_capturevideo_width scales all frames to this resolution before saving the video 0
cl_casings enable or disable bullet casings 1
cl_casings_bronze_time bullet casings lifetime 10
cl_casings_shell_time shell casing lifetime 30
cl_curl_enabled whether client's download support is enabled 1
cl_curl_maxdownloads maximum number of concurrent HTTP/FTP downloads 1
cl_curl_maxspeed maximum download speed (KiB/s) 300
cl_deathnoviewmodel hides gun model when dead 1
cl_deathscoreboard shows scoreboard (+showscores) while dead 1
cl_decals enables decals (bullet holes, blood, etc) 1
cl_decals_fadetime how long decals take to fade away 1
cl_decals_time how long before decals start to fade away 2
cl_decals_visculling perform a very cheap check if each decal is visible before drawing 1
cl_demo_mousegrab Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always) 0
cl_dlights_decaybrightness reduces brightness of light flashes over time 1
cl_dlights_decayradius reduces size of light flashes over time 1
cl_effects_lightningarc_branchfactor_add custom cvar 0.1
cl_effects_lightningarc_branchfactor_start custom cvar 0.25
cl_effects_lightningarc_drift_end custom cvar 0.1
cl_effects_lightningarc_drift_start custom cvar 0.45
cl_effects_lightningarc_segmentlength custom cvar 64
cl_effects_lightningarc_simple custom cvar 0
cl_explosions_alpha_end end alpha of an explosion shell (just before it disappears) 0
cl_explosions_alpha_start starting alpha of an explosion shell 1.5
cl_explosions_lifetime how long an explosion shell lasts 0.5
cl_explosions_size_end ending alpha of an explosion shell (just before it disappears) 128
cl_explosions_size_start starting size of an explosion shell 16
cl_forceplayermodels custom cvar 0
cl_forceplayermodelsfromnexuiz custom cvar 0
cl_forwardspeed forward movement speed 400
cl_gameplayfix_soundsmovewithentities causes sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting position 1
cl_gentle client side gentle mode (only replaces gibs); when set to 1, white smoke replaces gibs, when set to 2, colorful clouds replace gibs 0
cl_gibs_damageforcescale force to push around gibs 3.5
cl_gibs_lifetime average lifetime of gibs 14
cl_gibs_velocity_random gib throw velocity randomness scale 1
cl_gibs_velocity_scale gib throw velocity force scale 1
cl_gibs_velocity_up extra z velocity for gibs 0
cl_gravity but ignored anyway 800
cl_gunalign Gun alignment; 1 = right, 2 = left, 3 = center 3
cl_handicap the higher, the more damage you will receive (client setting) 1
cl_hidewaypoints disable static waypoints, only show team waypoints 0
cl_hitsound play a hit notifier sound when you have hit an enemy 1
cl_iplog_name name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command darkplaces_iplog.txt
cl_itembobheight how much items bob up and down (try 8) 0
cl_itembobspeed how frequently items bob up and down 0.5
cl_joinbeforedownloadsfinish if non-zero the game will begin after the map is loaded before other downloads finish 1
cl_maxfps maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs) 0
cl_maxidlefps maximum fps cap when the game is not the active window (makes cpu time available to other programs 20
cl_minfps minimum fps target - while the rendering performance is below this, it will drift toward lower quality 40
cl_minfps_fade how fast the quality adapts to varying framerate 0.2
cl_minfps_qualitymax highest allowed drawdistance multiplier 1
cl_minfps_qualitymin lowest allowed drawdistance multiplier 0.25
cl_minfps_qualitypower raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate 4
cl_minfps_qualityscale multiplier for quality 0.5
cl_movement enables clientside prediction of your player movement 1
cl_movement_accelerate how fast you accelerate (should match sv_accelerate) 8
cl_movement_airaccel_qw ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw) 0.95
cl_movement_airaccel_sideways_friction anti-sideways movement stabilization (should match sv_airaccel_sideways_friction) 0.35
cl_movement_airaccelerate how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead 5.5
cl_movement_edgefriction how much to slow down when you may be about to fall off a ledge (should match edgefriction) 1
cl_movement_friction how fast you slow down (should match sv_friction) 7
cl_movement_jumpvelocity how fast you move upward when you begin a jump (should match the quakec code) 300
cl_movement_maxairspeed how fast you can move while in the air (should match sv_maxairspeed) 220
cl_movement_maxspeed how fast you can move (should match sv_maxspeed) 400
cl_movement_minping whether to use prediction when ping is lower than this value in milliseconds 0
cl_movement_stepheight how tall a step you can step in one instant (should match sv_stepheight) 34
cl_movement_stopspeed speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed) 100
cl_movement_track_canjump track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some „sliding“ slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too 0
cl_movement_wallfriction how fast you slow down while sliding along a wall (should match sv_wallfriction) 1
cl_movement_wateraccelerate how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead -1
cl_movement_waterfriction how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead -1
cl_movespeedkey how much +speed multiplies keyboard movement speed 2.0
cl_netfps how many input packets to send to server each second 20
cl_netimmediatebuttons sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon) 1
cl_netlocalping lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings) 0
cl_netpacketloss_receive drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc) 0
cl_netpacketloss_send drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc) 0
cl_netrepeatinput how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1) 1
cl_nettimesyncboundmode method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3 6
cl_nettimesyncboundtolerance how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1) 0.25
cl_nettimesyncfactor rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies) 0
cl_nodelta disables delta compression of non-player entities in QW network protocol 0
cl_nogibs reduce number of violence effects, or remove them totally 0
cl_nolerp network update smoothing 0
cl_noplayershadow hide player shadow 0
cl_particles enables particle effects 1
cl_particles_alpha multiplies opacity of particles 1
cl_particles_blood enables blood effects 1
cl_particles_blood_alpha opacity of blood 1
cl_particles_blood_bloodhack make certain quake particle() calls create blood effects instead 1
cl_particles_bubbles enables bubbles (used by multiple effects) 1
cl_particles_bulletimpacts enables bulletimpact effects 1
cl_particles_explosions_shell enables polygonal shell from explosions 0
cl_particles_explosions_sparks enables sparks from explosions 1
cl_particles_oldnexbeam Uses the old v2.3 Nexgun beam instead of the new beam, only works if server allows it (g_allow_oldnexbeam 1) 0
cl_particles_quake makes particle effects look mostly like the ones in Quake 0
cl_particles_quality multiplies number of particles 0.5
cl_particles_rain enables rain effects 1
cl_particles_size multiplies particle size 1
cl_particles_smoke enables smoke (used by multiple effects) 1
cl_particles_smoke_alpha smoke brightness 0.5
cl_particles_smoke_alphafade brightness fade per second 0.55
cl_particles_snow enables snow effects 1
cl_particles_sparks enables sparks (used by multiple effects) 1
cl_particles_visculling perform a costly check if each particle is visible before drawing 0
cl_pitchspeed keyboard pitch turning speed 150
cl_playerdetailreduction the higher, the less detailed player models are displayed (LOD) 0
cl_port forces client to use chosen port number if not 0 0
cl_prydoncursor enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc 0
cl_readpicture_force when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system 0
cl_rollangle how much to tilt the view when strafing 0
cl_rollspeed how much strafing is necessary to tilt the view 200
cl_serverextension_download indicates whether the server supports the download command 0
cl_shownames show player names pointed to (0: never, 1: teamplay only, 2: always) 1
cl_shownet 1 = print packet size, 2 = print packet message list 0
cl_showpressedkeys Show which movement keys someone is pressing: 1 for spectating, 2 for always 0
cl_showpressedkeys_position 1 0 would be upper right corner, 0.5 0.5 the center 1 0.8
cl_showspeed show the XY speed of the player 0
cl_showspeed_position Y-axis positioning of the numbers 0.3
cl_showspeed_size size of the numbers 14
cl_showspeed_z include the speed on the Z-axis 0
cl_sidespeed strafe movement speed 400
cl_sound_hknighthit sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
cl_sound_maptime_warning play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both 1
cl_sound_r_exp3 sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
cl_sound_ric_gunshot specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD 0
cl_sound_ric1 sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/ric1.wav
cl_sound_ric2 sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/ric2.wav
cl_sound_ric3 sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/ric3.wav
cl_sound_tink1 sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) weapons/tink1.wav
cl_sound_wizardhit sound to play during TE_WIZSPIKE (empty cvar disables sound)
cl_stainmaps stains lightmaps, much faster than decals but blurred 0
cl_stainmaps_clearonload clear stainmaps on map restart 1
cl_stairsmoothspeed how fast your view moves upward/downward when running up/down stairs 200
cl_stripcolorcodes experimental feature (notes: strips ALL color codes from messages!) 0
cl_teamradar show radar in teammatches when available 1
cl_teamradar_background_alpha set to -1 to disable 0
cl_teamradar_foreground_alpha alpha of the map 0.8
cl_teamradar_position 1 0 would be upper right corner, 0.5 0.5 the center, append a 2 at the end to disable the corner hack, and a 1 to disable half the hack 1 0
cl_teamradar_rotation rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north 0
cl_teamradar_scale distance you can see on the team radar 4096
cl_teamradar_size size of the team radar in pixels 128 128
cl_teamradar_zoommode zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out 0
cl_upspeed vertical movement speed (while swimming or flying) 400
cl_viewmodel_scale changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible 1
cl_voice_directional 0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional 1
cl_voice_directional_taunt_attenuation this defines the distance from which taunts can be heared 0.5
cl_weaponpriority weapon priority list (edit it using the menu, numbers see constants.qh) 11 9 7 4 13 8 6 15 3 5 14 2 1 12 10
cl_weaponpriority_useforcycling when set, weapon cycling by the mouse wheel makes use of the weapon priority list 0
cl_weaponpriority0 use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives 9 4 13 8 14
cl_weaponpriority1 use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy 11 7 6 5 1
cl_weaponpriority2 use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact 11 7 15 3
cl_weaponpriority3 use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all 11 7 15 3 2
cl_weaponpriority4 use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons 4 13 8 6 2
cl_weaponpriority5 use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving 1 12 10
cl_weaponpriority6 use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun
cl_weaponpriority7 use impulse 207 for prev gun from this list, 217 for best gun, 227 for next gun
cl_weaponpriority8 use impulse 208 for prev gun from this list, 218 for best gun, 228 for next gun
cl_weaponpriority9 use impulse 209 for prev gun from this list, 219 for best gun, 229 for next gun
cl_yawspeed keyboard yaw turning speed 140
cl_zoomfactor how much +zoom will zoom (1-16) 5
cl_zoomsensitivity how zoom changes sensitivity (0 = weakest, 1 = strongest) 0
cl_zoomspeed how fast it will zoom (0.5-16), negative values mean instant zoom 3.5
cmdline contains commandline the engine was launched with /home/tyler/nn_dev/nexuiz/nexuiz_vanilla/rev_7385/nexuiz-glx -basedir /home/tyler/nn_dev/nexuiz/nexuiz_vanilla/rev_7385 -userdir /home/tyler/.nexuiz_vanilla
collision_endnudge how much to bias collision trace end 0
collision_enternudge how much to bias collision entry fraction 0
collision_impactnudge how much to back off from the impact 0.03125
collision_leavenudge how much to bias collision exit fraction 0
collision_prefernudgedfraction whether to sort collision events by nudged fraction (1) or real fraction (0) 1
collision_startnudge how much to bias collision trace start 0
con_chat how many chat lines to show in a dedicated chat area 5
con_chatpos where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top) -7
con_chatsize chat text size in virtual 2D pixels (if con_chat is enabled) 10
con_chattime how long chat lines last, in seconds 30
con_chatwidth relative chat window width 0.6
con_closeontoggleconsole allows toggleconsole binds to close the console as well 1
con_completion_chmap custom cvar map
con_completion_exec completion pattern for the exec command *.cfg
con_completion_gotomap custom cvar map
con_completion_playdemo completion pattern for the playdemo command *.dem
con_completion_ply custom cvar *.dem
con_completion_tdem custom cvar *.dem
con_completion_timedemo completion pattern for the timedemo command *.dem
con_completion_vdomap custom cvar map
con_completion_vmap custom cvar map
con_nickcompletion tab-complete nicks in console and message input 1
con_nickcompletion_flags Bitfield: 0: add nothing after completion. 1: add the last color after completion. 2: add a quote when starting a quote instead of the color. 4: will replace 1, will force color, even after a quote. 8: ignore non-alphanumerics. 16: ignore spaces. 11
con_notify how many notify lines to show 4
con_notifyalign how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default) 0
con_notifysize notify text size in virtual 2D pixels 10
con_notifytime how long notify lines last, in seconds 3
con_textsize console text size in virtual 2D pixels 8
coop coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch) 0
crosshair selects crosshair to use (0 is none) 5
crosshair_campingrifle crosshair to display when wielding the campingrifle
crosshair_campingrifle_color_alpha crosshair alpha value to display when wielding the campingrifle 1
crosshair_campingrifle_color_blue crosshair color blue component to display when wielding the campingrifle 0.25
crosshair_campingrifle_color_green crosshair color green component to display when wielding the campingrifle 0.5
crosshair_campingrifle_color_red crosshair color red component to display when wielding the campingrifle 0.85
crosshair_campingrifle_ring_size bullet counter ring size around campingrifle crosshair, multiple of crosshair_campingrifle_size 1.5
crosshair_campingrifle_size crosshair size when wielding the campingrifle 0.65
crosshair_color_alpha how opaque the crosshair should be 1
crosshair_color_blue customizable crosshair color 0
crosshair_color_green customizable crosshair color 0
crosshair_color_override when 1, crosshair_color_* overrides the per-weapon color 0
crosshair_color_red customizable crosshair color 1
crosshair_crylink crosshair to display when wielding the crylink
crosshair_crylink_color_alpha crosshair alpha value to display when wielding the crylink 0.85
crosshair_crylink_color_blue crosshair color blue component to display when wielding the crylink 1
crosshair_crylink_color_green crosshair color green component to display when wielding the crylink 0.25
crosshair_crylink_color_red crosshair color red component to display when wielding the crylink 0.85
crosshair_crylink_size crosshair size when wielding the crylink 0.4
crosshair_electro crosshair to display when wielding the electro
crosshair_electro_color_alpha crosshair alpha value to display when wielding the electro 1
crosshair_electro_color_blue crosshair color blue component to display when wielding the electro 1
crosshair_electro_color_green crosshair color green component to display when wielding the electro 0.5
crosshair_electro_color_red crosshair color red component to display when wielding the electro 0.35
crosshair_electro_size crosshair size when wielding the electro 0.5
crosshair_grenadelauncher crosshair to display when wielding the mortar
crosshair_grenadelauncher_color_alpha crosshair alpha value to display when wielding the mortar 1.15
crosshair_grenadelauncher_color_blue crosshair color blue component to display when wielding the mortar 0
crosshair_grenadelauncher_color_green crosshair color green component to display when wielding the mortar 0.15
crosshair_grenadelauncher_color_red crosshair color red component to display when wielding the mortar 1
crosshair_grenadelauncher_size crosshair size when wielding the mortar 0.7
crosshair_hagar crosshair to display when wielding the hagar
crosshair_hagar_color_alpha crosshair alpha value to display when wielding the hagar 1
crosshair_hagar_color_blue crosshair color blue component to display when wielding the hagar 0.35
crosshair_hagar_color_green crosshair color green component to display when wielding the hagar 0.5
crosshair_hagar_color_red crosshair color red component to display when wielding the hagar 0.85
crosshair_hagar_size crosshair size when wielding the hagar 0.8
crosshair_hittest do a crosshair hit evaluation; also, the crosshair is scaled by the given number when aiming at an enemy, and blurred when aiming at a team mate 1
crosshair_hittest_blur blur the crosshair if the shot is obstructed 1
crosshair_hittest_showimpact move the crosshair to the actual impact location if obstructed 0
crosshair_hlac crosshair to display when wielding the H.L.A.C
crosshair_hlac_color_alpha crosshair alpha value to display when wielding the H.L.A.C. 1
crosshair_hlac_color_blue crosshair color blue component to display when wielding the H.L.A.C. 0.2
crosshair_hlac_color_green crosshair color green component to display when wielding the H.L.A.C. 0.65
crosshair_hlac_color_red crosshair color red component to display when wielding the H.L.A.C. 1
crosshair_hlac_size crosshair size when wielding the H.L.A.C. 0.6
crosshair_hook crosshair to display when wielding the hook
crosshair_hook_color_alpha crosshair alpha value to display when wielding the hook 0.85
crosshair_hook_color_blue crosshair color blue component to display when wielding the hook 0.85
crosshair_hook_color_green crosshair color green component to display when wielding the hook 1
crosshair_hook_color_red crosshair color red component to display when wielding the hook 0.65
crosshair_hook_size crosshair size when wielding the hook 0.5
crosshair_laser crosshair to display when wielding the laser
crosshair_laser_color_alpha crosshair alpha value to display when wielding the laser 0.75
crosshair_laser_color_blue crosshair color blue component to display when wielding the laser 0.2
crosshair_laser_color_green crosshair color green component to display when wielding the laser 0.35
crosshair_laser_color_red crosshair color red component to display when wielding the laser 1
crosshair_laser_size crosshair size when wielding the laser 0.4
crosshair_minstanex crosshair to display when wielding the minstanex gun
crosshair_minstanex_color_alpha crosshair alpha value to display when wielding the minstanex gun 1
crosshair_minstanex_color_blue crosshair color blue component to display when wielding the minstanex gun 1
crosshair_minstanex_color_green crosshair color green component to display when wielding the minstanex gun 0.65
crosshair_minstanex_color_red crosshair color red component to display when wielding the minstanex gun 0.65
crosshair_minstanex_size crosshair size when wielding the minstanex gun 0.4
crosshair_nex crosshair to display when wielding the nex gun
crosshair_nex_color_alpha crosshair alpha value to display when wielding the nex gun 0.85
crosshair_nex_color_blue crosshair color blue component to display when wielding the nex gun 1
crosshair_nex_color_green crosshair color green component to display when wielding the nex gun 0.9
crosshair_nex_color_red crosshair color red component to display when wielding the nex gun 0
crosshair_nex_size crosshair size when wielding the nex gun 0.65
crosshair_per_weapon when 1, each gun will display a different crosshair 0
crosshair_porto crosshair to display when wielding the porto
crosshair_porto_color_alpha crosshair alpha value to display when wielding the porto 0.85
crosshair_porto_color_blue crosshair color blue component to display when wielding the porto 0.5
crosshair_porto_color_green crosshair color green component to display when wielding the porto 1
crosshair_porto_color_red crosshair color red component to display when wielding the porto 0.5
crosshair_porto_size crosshair size when wielding the porto 0.6
crosshair_rocketlauncher crosshair to display when wielding the rocketlauncher
crosshair_rocketlauncher_color_alpha crosshair alpha value to display when wielding the rocketlauncher 1
crosshair_rocketlauncher_color_blue crosshair color blue component to display when wielding the rocketlauncher 0.2
crosshair_rocketlauncher_color_green crosshair color green component to display when wielding the rocketlauncher 0.75
crosshair_rocketlauncher_color_red crosshair color red component to display when wielding the rocketlauncher 1
crosshair_rocketlauncher_size crosshair size when wielding the rocketlauncher 0.5875
crosshair_seeker custom cvar
crosshair_seeker_color_alpha custom cvar 0.9
crosshair_seeker_color_blue custom cvar 0.35
crosshair_seeker_color_green custom cvar 0.35
crosshair_seeker_color_red custom cvar 1
crosshair_seeker_size custom cvar 1.15
crosshair_shotgun crosshair to display when wielding the shotgun
crosshair_shotgun_color_alpha crosshair alpha value to display when wielding the shotgun 1.1
crosshair_shotgun_color_blue crosshair color blue component to display when wielding the shotgun 0.7
crosshair_shotgun_color_green crosshair color green component to display when wielding the shotgun 0.7
crosshair_shotgun_color_red crosshair color red component to display when wielding the shotgun 0.7
crosshair_shotgun_size crosshair size when wielding the shotgun 0.65
crosshair_size adjusts size of the crosshair on the screen 1
crosshair_tuba crosshair to display when wielding the tuba
crosshair_tuba_color_alpha crosshair alpha value to display when wielding the tuba 1
crosshair_tuba_color_blue crosshair color blue component to display when wielding the tuba 0.25
crosshair_tuba_color_green crosshair color green component to display when wielding the tuba 0.5
crosshair_tuba_color_red crosshair color red component to display when wielding the tuba 0.85
crosshair_tuba_size crosshair size when wielding the tuba 1
crosshair_uzi crosshair to display when wielding the machinegun
crosshair_uzi_color_alpha crosshair alpha value to display when wielding the machinegun 0.9
crosshair_uzi_color_blue crosshair color blue component to display when wielding the machinegun 0.35
crosshair_uzi_color_green crosshair color green component to display when wielding the machinegun 0.9
crosshair_uzi_color_red crosshair color red component to display when wielding the machinegun 0.4
crosshair_uzi_size crosshair size when wielding the machinegun 0.6
csqc_progcrc CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 -1
csqc_progname name of csprogs.dat file to load csprogs.dat
csqc_progsize file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 -1
cutscene enables cutscenes in nehahra, can be used by other mods 1
cvar_check_default custom cvar cf10a5c13c0767a0f40fd748ce9a472c
cvar_check_weapons custom cvar a7ca57b891d66754b856e24e5c1745e3
deathmatch deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons) 1
deathmatch_force_teamplay Always play TDM instead of DM 0
demo_nehahra reads all quake demos as nehahra movie protocol 0
developer prints additional debugging messages and information (recommended for modders and level designers) 0
developer_entityparsing prints detailed network entities information each time a packet is received 0
developer_loadfile prints name and size of every file loaded via the FS_LoadFile function (which is almost everything) 0
developer_loading prints information about files as they are loaded or unloaded successfully 0
developer_memory prints debugging information about memory allocations 0
developer_memorydebug enables memory corruption checks (very slow) 0
developer_networkentities prints received entities, value is 0-4 (higher for more info) 0
developer_networking prints all received and sent packets (recommended only for debugging) 0
developer_texturelogging produces a textures.log file containing names of skins and map textures the engine tried to load 0
edgefriction how much you slow down when nearing a ledge you might fall off, multiplier of sv_friction (Quake used 2, QuakeWorld used 1 due to a bug in physics code) 1
ekg Throw huge amounts of gibs 0
forceqmenu enables the quake menu instead of the quakec menu.dat (if present) 0
fov field of vision, 1-170 degrees, default 90, some players use 110-130 90
fraglimit ends level if this many frags is reached by any player 0
fraglimit_override Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
freelook mouse controls pitch instead of forward/back 1
fs_empty_files_in_pack_mark_deletions if enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' files 1
fs_gamedir the list of currently selected gamedirs (use the 'gamedir' command to change this)
g_allow_oldnexbeam If enabled, clients are allowed to use old v2.3 Nexgun beam 0
g_antilag AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan) 2
g_antilag_bullets Bullets AntiLag (0 = no AntiLag, 1 = server side hit scan in the past) - DO NOT TOUCH (severely changes weapon balance) 1
g_arena Arena: many one-on-one rounds are played to find the winner 0
g_arena_maxspawned maximum number of players to spawn at once (the rest is spectating, waiting for their turn) 2
g_arena_powerups enables powerups (superhealth, strength and shield), which are removed by default 0
g_arena_roundbased if disabled, the next player will spawn as soon as someone dies 1
g_arena_warmup time, newly spawned players have to prepare themselves in round based matches 5
g_assault Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win 0
g_balance_armor_blockpercent custom cvar 0.6
g_balance_armor_limit custom cvar 999
g_balance_armor_regen custom cvar 0
g_balance_armor_regenlinear custom cvar 0
g_balance_armor_regenstable custom cvar 100
g_balance_armor_rot custom cvar 0.1
g_balance_armor_rotlinear custom cvar 0
g_balance_armor_rotstable custom cvar 100
g_balance_armor_start custom cvar 0
g_balance_campingrifle_auto_reload_after_changing_weapons custom cvar 0
g_balance_campingrifle_magazinecapacity custom cvar 8
g_balance_campingrifle_primary_ammo custom cvar 10
g_balance_campingrifle_primary_animtime custom cvar 0.3
g_balance_campingrifle_primary_bulletconstant custom cvar 130
g_balance_campingrifle_primary_damage custom cvar 60
g_balance_campingrifle_primary_force custom cvar 2
g_balance_campingrifle_primary_headshotaddeddamage custom cvar 100
g_balance_campingrifle_primary_lifetime custom cvar 5
g_balance_campingrifle_primary_refire custom cvar 0.7
g_balance_campingrifle_primary_speed custom cvar 35000
g_balance_campingrifle_primary_spread custom cvar 0
g_balance_campingrifle_reloadtime custom cvar 2
g_balance_campingrifle_secondary_ammo custom cvar 10
g_balance_campingrifle_secondary_animtime custom cvar 0.1
g_balance_campingrifle_secondary_bulletconstant custom cvar 130
g_balance_campingrifle_secondary_damage custom cvar 35
g_balance_campingrifle_secondary_force custom cvar 1
g_balance_campingrifle_secondary_headshotaddeddamage custom cvar 15
g_balance_campingrifle_secondary_lifetime custom cvar 5
g_balance_campingrifle_secondary_refire custom cvar 0.12
g_balance_campingrifle_secondary_speed custom cvar 20000
g_balance_campingrifle_secondary_spread custom cvar 8
g_balance_cloaked_alpha custom cvar 0.25
g_balance_crylink_primary_ammo custom cvar 2
g_balance_crylink_primary_animtime custom cvar 0.3
g_balance_crylink_primary_bouncedamagefactor custom cvar 0.5
g_balance_crylink_primary_bounces custom cvar 1
g_balance_crylink_primary_damage custom cvar 18
g_balance_crylink_primary_edgedamage custom cvar 0
g_balance_crylink_primary_force custom cvar -55
g_balance_crylink_primary_middle_fadetime custom cvar 5
g_balance_crylink_primary_middle_lifetime custom cvar 5
g_balance_crylink_primary_other_fadetime custom cvar 0.25
g_balance_crylink_primary_other_lifetime custom cvar 0.1
g_balance_crylink_primary_radius custom cvar 80
g_balance_crylink_primary_refire custom cvar 0.4
g_balance_crylink_primary_shots custom cvar 4
g_balance_crylink_primary_speed custom cvar 7000
g_balance_crylink_primary_spread custom cvar 0.03
g_balance_crylink_primary_star_fadetime custom cvar 0.25
g_balance_crylink_primary_star_lifetime custom cvar 0.1
g_balance_crylink_secondary_ammo custom cvar 2
g_balance_crylink_secondary_animtime custom cvar 0.3
g_balance_crylink_secondary_bouncedamagefactor custom cvar 0.5
g_balance_crylink_secondary_bounces custom cvar 0
g_balance_crylink_secondary_damage custom cvar 18
g_balance_crylink_secondary_edgedamage custom cvar 0
g_balance_crylink_secondary_force custom cvar -55
g_balance_crylink_secondary_line_fadetime custom cvar 2
g_balance_crylink_secondary_line_lifetime custom cvar 2
g_balance_crylink_secondary_middle_fadetime custom cvar 5
g_balance_crylink_secondary_middle_lifetime custom cvar 5
g_balance_crylink_secondary_radius custom cvar 3
g_balance_crylink_secondary_refire custom cvar 0.5
g_balance_crylink_secondary_shots custom cvar 7
g_balance_crylink_secondary_speed custom cvar 7000
g_balance_crylink_secondary_spread custom cvar 0.08
g_balance_ctf_damageforcescale custom cvar 1
g_balance_ctf_delay_collect custom cvar 1.0
g_balance_curse_empathy_minhealth custom cvar 20
g_balance_curse_empathy_takedamage custom cvar -0.4
g_balance_curse_slow_atkrate custom cvar 1.5
g_balance_curse_slow_jumpheight custom cvar 1.0
g_balance_curse_slow_moverate custom cvar 0.8
g_balance_curse_venom_hpmod custom cvar 0.6
g_balance_curse_venom_limitmod custom cvar 1
g_balance_curse_venom_rotrate custom cvar 3.0
g_balance_curse_vulner_takedamage custom cvar 2.0
g_balance_curse_weak_damage custom cvar 0.5
g_balance_curse_weak_force custom cvar 0.6
g_balance_electro_combo_damage custom cvar 80
g_balance_electro_combo_edgedamage custom cvar 0
g_balance_electro_combo_force custom cvar 200
g_balance_electro_combo_radius custom cvar 250
g_balance_electro_combo_speed custom cvar 2000
g_balance_electro_primary_ammo custom cvar 2
g_balance_electro_primary_animtime custom cvar 0.3
g_balance_electro_primary_damage custom cvar 65
g_balance_electro_primary_edgedamage custom cvar 0
g_balance_electro_primary_force custom cvar 200
g_balance_electro_primary_lifetime custom cvar 30
g_balance_electro_primary_radius custom cvar 150
g_balance_electro_primary_refire custom cvar 0.6
g_balance_electro_primary_speed custom cvar 2000
g_balance_electro_secondary_ammo custom cvar 2
g_balance_electro_secondary_animtime custom cvar 0.3
g_balance_electro_secondary_damage custom cvar 50
g_balance_electro_secondary_damageforcescale custom cvar 4
g_balance_electro_secondary_edgedamage custom cvar 0
g_balance_electro_secondary_force custom cvar 200
g_balance_electro_secondary_health custom cvar 5
g_balance_electro_secondary_lifetime custom cvar 5
g_balance_electro_secondary_radius custom cvar 150
g_balance_electro_secondary_refire custom cvar 0.3
g_balance_electro_secondary_speed custom cvar 900
g_balance_electro_secondary_speed_up custom cvar 200
g_balance_electro_secondary_spread custom cvar 0.05
g_balance_falldamage_deadminspeed custom cvar 150
g_balance_falldamage_factor custom cvar 0.15
g_balance_falldamage_maxdamage custom cvar 25
g_balance_falldamage_minspeed custom cvar 1400
g_balance_fuel_limit custom cvar 999
g_balance_fuel_regen fuel regeneration (only applies if the player owns IT_FUEL_REGEN) 0.1
g_balance_fuel_regenlinear custom cvar 0
g_balance_fuel_regenstable custom cvar 50
g_balance_fuel_rot custom cvar 0.05
g_balance_fuel_rotlinear custom cvar 0
g_balance_fuel_rotstable custom cvar 100
g_balance_grapplehook_airfriction custom cvar 0.2
g_balance_grapplehook_force_rubber custom cvar 2000
g_balance_grapplehook_force_rubber_overstretch custom cvar 1000
g_balance_grapplehook_health custom cvar 130
g_balance_grapplehook_length_min custom cvar 50
g_balance_grapplehook_speed_fly custom cvar 1800
g_balance_grapplehook_speed_pull custom cvar 2000
g_balance_grapplehook_stretch custom cvar 50
g_balance_grenadelauncher_primary_ammo custom cvar 2
g_balance_grenadelauncher_primary_animtime custom cvar 0.3
g_balance_grenadelauncher_primary_damage custom cvar 70
g_balance_grenadelauncher_primary_edgedamage custom cvar 38
g_balance_grenadelauncher_primary_force custom cvar 400
g_balance_grenadelauncher_primary_lifetime custom cvar 30
g_balance_grenadelauncher_primary_radius custom cvar 140
g_balance_grenadelauncher_primary_refire custom cvar 0.8
g_balance_grenadelauncher_primary_speed custom cvar 2000
g_balance_grenadelauncher_primary_speed_up custom cvar 200
g_balance_grenadelauncher_secondary_ammo custom cvar 2
g_balance_grenadelauncher_secondary_animtime custom cvar 0.3
g_balance_grenadelauncher_secondary_damage custom cvar 70
g_balance_grenadelauncher_secondary_damageforcescale custom cvar 4
g_balance_grenadelauncher_secondary_edgedamage custom cvar 38
g_balance_grenadelauncher_secondary_force custom cvar 400
g_balance_grenadelauncher_secondary_health custom cvar 10
g_balance_grenadelauncher_secondary_lifetime custom cvar 2.5
g_balance_grenadelauncher_secondary_radius custom cvar 140
g_balance_grenadelauncher_secondary_refire custom cvar 0.7
g_balance_grenadelauncher_secondary_speed custom cvar 1400
g_balance_grenadelauncher_secondary_speed_up custom cvar 200
g_balance_hagar_primary_ammo custom cvar 1
g_balance_hagar_primary_damage custom cvar 37
g_balance_hagar_primary_edgedamage custom cvar 15
g_balance_hagar_primary_force custom cvar 100
g_balance_hagar_primary_lifetime custom cvar 30
g_balance_hagar_primary_radius custom cvar 65
g_balance_hagar_primary_refire custom cvar 0.15
g_balance_hagar_primary_speed custom cvar 3000
g_balance_hagar_primary_spread custom cvar 10
g_balance_hagar_secondary_ammo custom cvar 1
g_balance_hagar_secondary_damage custom cvar 37
g_balance_hagar_secondary_edgedamage custom cvar 15
g_balance_hagar_secondary_force custom cvar 100
g_balance_hagar_secondary_lifetime custom cvar 30
g_balance_hagar_secondary_radius custom cvar 65
g_balance_hagar_secondary_refire custom cvar 0.15
g_balance_hagar_secondary_speed custom cvar 1400
g_balance_hagar_secondary_spread custom cvar 15
g_balance_health_limit custom cvar 999
g_balance_health_regen custom cvar 0.1
g_balance_health_regenlinear custom cvar 0
g_balance_health_regenstable custom cvar 100
g_balance_health_rot custom cvar 0.1
g_balance_health_rotlinear custom cvar 0
g_balance_health_rotstable custom cvar 100
g_balance_health_start custom cvar 150
g_balance_hlac_primary_ammo custom cvar 1
g_balance_hlac_primary_animtime custom cvar 0.4
g_balance_hlac_primary_damage custom cvar 23
g_balance_hlac_primary_edgedamage custom cvar 10
g_balance_hlac_primary_force custom cvar 100
g_balance_hlac_primary_lifetime custom cvar 5
g_balance_hlac_primary_radius custom cvar 70
g_balance_hlac_primary_refire custom cvar 0.1
g_balance_hlac_primary_speed custom cvar 9000
g_balance_hlac_primary_spread_add custom cvar 0.0045
g_balance_hlac_primary_spread_crouchmod custom cvar 0.25
g_balance_hlac_primary_spread_max custom cvar 0.25
g_balance_hlac_primary_spread_min custom cvar 0.01
g_balance_hlac_secondary_ammo custom cvar 10
g_balance_hlac_secondary_animtime custom cvar 0.3
g_balance_hlac_secondary_damage custom cvar 23
g_balance_hlac_secondary_edgedamage custom cvar 10
g_balance_hlac_secondary_force custom cvar 100
g_balance_hlac_secondary_lifetime custom cvar 5
g_balance_hlac_secondary_radius custom cvar 70
g_balance_hlac_secondary_refire custom cvar 1
g_balance_hlac_secondary_shots custom cvar 6
g_balance_hlac_secondary_speed custom cvar 9000
g_balance_hlac_secondary_spread custom cvar 0.15
g_balance_hlac_secondary_spread_crouchmod custom cvar 0.5
g_balance_hook_primary_animtime custom cvar 0.3
g_balance_hook_primary_fuel custom cvar 10
g_balance_hook_primary_hooked_fuel custom cvar 8
g_balance_hook_primary_hooked_time_free custom cvar 2
g_balance_hook_primary_hooked_time_max custom cvar 0
g_balance_hook_primary_refire custom cvar 0
g_balance_hook_secondary_ammo custom cvar 25
g_balance_hook_secondary_animtime custom cvar 0.3
g_balance_hook_secondary_damage custom cvar 25
g_balance_hook_secondary_duration custom cvar 1.5
g_balance_hook_secondary_edgedamage custom cvar 5
g_balance_hook_secondary_force custom cvar -2000
g_balance_hook_secondary_gravity custom cvar 5
g_balance_hook_secondary_lifetime custom cvar 30
g_balance_hook_secondary_power custom cvar 3
g_balance_hook_secondary_radius custom cvar 500
g_balance_hook_secondary_refire custom cvar 3
g_balance_hook_secondary_speed custom cvar 0
g_balance_keyhunt_damageforcescale custom cvar 1
g_balance_keyhunt_delay_collect custom cvar 1.5
g_balance_keyhunt_delay_drop custom cvar 0.4
g_balance_keyhunt_delay_fadeout custom cvar 2
g_balance_keyhunt_delay_return custom cvar 60
g_balance_keyhunt_delay_round custom cvar 5
g_balance_keyhunt_delay_tracking custom cvar 10
g_balance_keyhunt_dropvelocity custom cvar 300
g_balance_keyhunt_maxdist custom cvar 150
g_balance_keyhunt_protecttime custom cvar 0.8
g_balance_keyhunt_score_capture custom cvar 100
g_balance_keyhunt_score_carrierfrag custom cvar 2
g_balance_keyhunt_score_collect custom cvar 3
g_balance_keyhunt_score_destroyed custom cvar 50
g_balance_keyhunt_score_destroyed_ownfactor custom cvar 1
g_balance_keyhunt_score_push custom cvar 60
g_balance_keyhunt_throwvelocity custom cvar 400
g_balance_kill_delay custom cvar 5
g_balance_laser_primary_animtime custom cvar 0.3
g_balance_laser_primary_damage custom cvar 35
g_balance_laser_primary_edgedamage custom cvar 10
g_balance_laser_primary_force custom cvar 400
g_balance_laser_primary_lifetime custom cvar 30
g_balance_laser_primary_radius custom cvar 70
g_balance_laser_primary_refire custom cvar 0.7
g_balance_laser_primary_speed custom cvar 9000
g_balance_laser_secondary custom cvar 0
g_balance_laser_secondary_animtime custom cvar 0.3
g_balance_laser_secondary_damage custom cvar 35
g_balance_laser_secondary_edgedamage custom cvar 10
g_balance_laser_secondary_force custom cvar 400
g_balance_laser_secondary_lifetime custom cvar 30
g_balance_laser_secondary_radius custom cvar 70
g_balance_laser_secondary_refire custom cvar 0.7
g_balance_laser_secondary_speed custom cvar 9000
g_balance_minstanex_ammo custom cvar 10
g_balance_minstanex_animtime custom cvar 0.3
g_balance_minstanex_refire custom cvar 1
g_balance_nex_ammo custom cvar 5
g_balance_nex_animtime custom cvar 0.3
g_balance_nex_damage custom cvar 110
g_balance_nex_force custom cvar 600
g_balance_nex_refire custom cvar 1.5
g_balance_nexball_primary_animtime launching animtime 0.3
g_balance_nexball_primary_refire launching refire 0.7
g_balance_nexball_primary_speed launching speed 1000
g_balance_nexball_secondary_animtime stealing projectile animtime 0.3
g_balance_nexball_secondary_force stealing projectile force 500
g_balance_nexball_secondary_lifetime stealing projectile lifetime 0.15
g_balance_nexball_secondary_refire stealing projectile refire 0.6
g_balance_nexball_secondary_speed stealing projectile speed 3000
g_balance_nixnex_ammo_cells custom cvar 15
g_balance_nixnex_ammo_fuel custom cvar 0
g_balance_nixnex_ammo_nails custom cvar 45
g_balance_nixnex_ammo_rockets custom cvar 15
g_balance_nixnex_ammo_shells custom cvar 15
g_balance_nixnex_ammoincr_cells custom cvar 2
g_balance_nixnex_ammoincr_fuel custom cvar 2
g_balance_nixnex_ammoincr_nails custom cvar 6
g_balance_nixnex_ammoincr_rockets custom cvar 2
g_balance_nixnex_ammoincr_shells custom cvar 2
g_balance_nixnex_incrtime custom cvar 1.6
g_balance_nixnex_roundtime custom cvar 25
g_balance_pause_armor_rot custom cvar 5
g_balance_pause_armor_rot_spawn custom cvar 10
g_balance_pause_fuel_regen custom cvar 2
g_balance_pause_fuel_rot custom cvar 5
g_balance_pause_fuel_rot_spawn custom cvar 10
g_balance_pause_health_regen custom cvar 5
g_balance_pause_health_regen_spawn custom cvar 0
g_balance_pause_health_rot custom cvar 5
g_balance_pause_health_rot_spawn custom cvar 10
g_balance_portal_health custom cvar 200
g_balance_portal_lifetime custom cvar 15
g_balance_porto_primary_ammo custom cvar 25
g_balance_porto_primary_lifetime custom cvar 30
g_balance_porto_primary_refire custom cvar 1.5
g_balance_porto_primary_speed custom cvar 2000
g_balance_powerup_invincible_takedamage custom cvar 0.2
g_balance_powerup_invincible_time custom cvar 30
g_balance_powerup_strength_damage custom cvar 3
g_balance_powerup_strength_force custom cvar 4
g_balance_powerup_strength_selfdamage custom cvar 1.5
g_balance_powerup_strength_selfforce custom cvar 1.5
g_balance_powerup_strength_time custom cvar 30
g_balance_rocketlauncher_ammo custom cvar 3
g_balance_rocketlauncher_animtime custom cvar 0.3
g_balance_rocketlauncher_damage custom cvar 105
g_balance_rocketlauncher_damageforcescale custom cvar 4
g_balance_rocketlauncher_detonatedelay custom cvar 0.2
g_balance_rocketlauncher_edgedamage custom cvar 40
g_balance_rocketlauncher_force custom cvar 600
g_balance_rocketlauncher_guidedelay custom cvar 0.15
g_balance_rocketlauncher_guidegoal custom cvar 512
g_balance_rocketlauncher_guiderate custom cvar 90
g_balance_rocketlauncher_health custom cvar 40
g_balance_rocketlauncher_laserguided_allow_steal custom cvar 1
g_balance_rocketlauncher_laserguided_speed custom cvar 1000
g_balance_rocketlauncher_laserguided_speedaccel custom cvar 0
g_balance_rocketlauncher_laserguided_speedstart custom cvar 1000
g_balance_rocketlauncher_laserguided_turnrate custom cvar 0.75
g_balance_rocketlauncher_lifetime custom cvar 30
g_balance_rocketlauncher_radius custom cvar 150
g_balance_rocketlauncher_refire custom cvar 1
g_balance_rocketlauncher_speed custom cvar 850
g_balance_rocketlauncher_speedaccel custom cvar 0
g_balance_rocketlauncher_speedstart custom cvar 850
g_balance_rune_defense_combo_takedamage custom cvar 1.0
g_balance_rune_defense_takedamage custom cvar 0.5
g_balance_rune_regen_combo_hpmod custom cvar 0.9
g_balance_rune_regen_combo_limitmod custom cvar 1
g_balance_rune_regen_combo_regenrate custom cvar 0.5
g_balance_rune_regen_combo_rotrate custom cvar 1.5
g_balance_rune_regen_hpmod custom cvar 1.75
g_balance_rune_regen_limitmod custom cvar 1
g_balance_rune_regen_regenrate custom cvar 3.0
g_balance_rune_speed_atkrate custom cvar 0.66
g_balance_rune_speed_combo_atkrate custom cvar 1.2
g_balance_rune_speed_combo_jumpheight custom cvar 1.0
g_balance_rune_speed_combo_moverate custom cvar 0.9
g_balance_rune_speed_jumpheight custom cvar 1.4
g_balance_rune_speed_moverate custom cvar 1.25
g_balance_rune_strength_combo_damage custom cvar 0.9
g_balance_rune_strength_combo_force custom cvar 1.0
g_balance_rune_strength_damage custom cvar 2.0
g_balance_rune_strength_force custom cvar 1.5
g_balance_rune_vampire_absorb custom cvar 0.4
g_balance_rune_vampire_combo_absorb custom cvar -0.1
g_balance_rune_vampire_combo_minhealth custom cvar 40
g_balance_rune_vampire_maxhealth custom cvar 500
g_balance_selfdamagepercent custom cvar 0.6
g_balance_shotgun_primary_ammo custom cvar 1
g_balance_shotgun_primary_animtime custom cvar 0.2
g_balance_shotgun_primary_bulletconstant custom cvar 75
g_balance_shotgun_primary_bullets custom cvar 6
g_balance_shotgun_primary_damage custom cvar 12
g_balance_shotgun_primary_force custom cvar 60
g_balance_shotgun_primary_refire custom cvar 0.5
g_balance_shotgun_primary_speed custom cvar 12000
g_balance_shotgun_primary_spread custom cvar 0.07
g_balance_shotgun_secondary_ammo custom cvar 1
g_balance_shotgun_secondary_animtime custom cvar 0.2
g_balance_shotgun_secondary_bulletconstant custom cvar 75
g_balance_shotgun_secondary_bullets custom cvar 6
g_balance_shotgun_secondary_damage custom cvar 12
g_balance_shotgun_secondary_force custom cvar 60
g_balance_shotgun_secondary_refire custom cvar 1.35
g_balance_shotgun_secondary_speed custom cvar 12000
g_balance_shotgun_secondary_spread custom cvar 0.1
g_balance_teams automatically balance out players entering instead of asking them for their preferred team 0
g_balance_teams_force automatically balance out teams when players move or disconnect 0
g_balance_teams_prevent_imbalance prevent players from changing to larger teams 0
g_balance_tuba_animtime custom cvar 0.25
g_balance_tuba_attenuation custom cvar 0.5
g_balance_tuba_damage custom cvar 25
g_balance_tuba_edgedamage custom cvar 0
g_balance_tuba_force custom cvar 200
g_balance_tuba_radius custom cvar 200
g_balance_tuba_refire custom cvar 0.25
g_balance_tuba_volume custom cvar 1
g_balance_uzi_bulletconstant custom cvar 115
g_balance_uzi_first_ammo custom cvar 1
g_balance_uzi_first_damage custom cvar 35
g_balance_uzi_first_force custom cvar 50
g_balance_uzi_first_refire custom cvar 0.2
g_balance_uzi_first_spread custom cvar 15
g_balance_uzi_speed custom cvar 18000
g_balance_uzi_sustained_ammo custom cvar 1
g_balance_uzi_sustained_damage custom cvar 20
g_balance_uzi_sustained_force custom cvar 27
g_balance_uzi_sustained_refire custom cvar 0.1
g_balance_uzi_sustained_spread custom cvar 0.05
g_balance_weaponswitchdelay custom cvar 0.15
g_ballistics_materialconstant custom cvar 1414213562
g_ban_default_bantime 90 minutes 5400
g_ban_default_masksize whole 255.255.255.0 networks (set to 4 for single IPs) 3
g_ban_sync_interval sync every 5 minutes 5
g_ban_sync_timeout time out in seconds for the ban sync requests 45
g_ban_sync_trusted_servers request ban lists from these nexuiz servers (do not include your own server there, or unbanning may fail)
g_ban_sync_trusted_servers_verify when set to 1, additional bans sent by the servers are ignored, and only bans for the requested IP are used 0
g_ban_sync_uri sync using this ban list provider (empty string to disable)
g_banned_list format: IP remainingtime IP remainingtime …
g_bloodloss amount of health below which blood loss occurs 0
g_bugrigs custom cvar 0
g_bugrigs_accel acceleration 800
g_bugrigs_air_steering NFS bug emulation 1
g_bugrigs_angle_smoothing smooth the car angle a bit, looks nice 5
g_bugrigs_friction_air (very small) v ← v - v2 * g_bugrigs_friction_air 0.00001
g_bugrigs_friction_brake units/sec friction for braking 950
g_bugrigs_friction_floor units/sec friction on floor 50
g_bugrigs_planar_movement BROTRR bug emulation 1
g_bugrigs_planar_movement_car_jumping my own bug 1
g_bugrigs_reverse_speeding BROTRR bug emulation 1
g_bugrigs_reverse_spinning BROTRR bug emulation 1
g_bugrigs_reverse_stopping BROTRR bug emulation 1
g_bugrigs_speed_pow reference power for accel and steer responsiveness 2
g_bugrigs_speed_ref reference speed for accel and steer responsiveness 400
g_bugrigs_steer steering amount 1
g_campaign custom cvar 0
g_campaign_index custom cvar 0
g_campaign_name custom cvar Nexuiz25
g_campaign_skill custom cvar 0
g_campaignNexuiz25_index custom cvar 1
g_casings specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client 2
g_cdtracks_dontusebydefault list used by mapinfo system to automatically assign cdtracks - must be a subset of g_cdtracks_remaplist digital-pursuit thunder brokenlight
g_cdtracks_remaplist list used by mapinfo system to automatically assign cdtracks - must match the cd remap command digital-pursuit breakdown-easy brainsukker chaos-fog infight neuronal-diving subcities thru-the-mirror calling-bogus beast-of-insanity thunder brokenlight brokenlight stairs sixtyfour_ desert3 ninesix sixtyfour_revisited northern-lights
g_changeteam_banned not allowed to change team 0
g_changeteam_fragtransfer % of frags you get to keep when you change teams (rounded down) 0
g_chat_flood_burst normal chat: allow bursts of so many chat lines 2
g_chat_flood_burst_team team chat: allow bursts of so many chat lines 2
g_chat_flood_burst_tell team chat: allow bursts of so many chat lines 2
g_chat_flood_lmax normal chat: maximum number of lines per chat message at once 2
g_chat_flood_lmax_team team chat: maximum number of lines per chat message at once 2
g_chat_flood_lmax_tell team chat: maximum number of lines per chat message at once 2
g_chat_flood_notify_flooder when 0, the flooder still can see his own message 1
g_chat_flood_spl normal chat: seconds between lines to not count as flooding 3
g_chat_flood_spl_team team chat:seconds between lines to not count as flooding 1
g_chat_flood_spl_tell team chat:seconds between lines to not count as flooding 1
g_chat_nospectators if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage 0
g_chat_teamcolors colorize nicknames in team color for chat 0
g_cloaked display all players mostly invisible 0
g_configversion Configuration file version (used to upgrade settings) 0: first run, or previous start was <2.4.1 Later, it's overridden by config.cfg, version ranges are defined in config_update.cfg 0
g_ctf Capture The Flag: take the enemy flag and bring it to yours at your base to score 0
g_ctf_allow_drop dropping allows circumventing carrierkill score, so enable this with care! 1
g_ctf_captimerecord_allow_assisted if enabled, assisted CTF records (with other players on the server) are recorded too 0
g_ctf_capture_limit CTF capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_ctf_dynamiclights custom cvar 0
g_ctf_flag_blue_model custom cvar models/ctf/flags.md3
g_ctf_flag_blue_skin custom cvar 1
g_ctf_flag_capture_effects custom cvar 1
g_ctf_flag_glowtrails custom cvar 0
g_ctf_flag_pickup_effects custom cvar 1
g_ctf_flag_red_model custom cvar models/ctf/flags.md3
g_ctf_flag_red_skin custom cvar 0
g_ctf_flag_returntime custom cvar 30
g_ctf_flagcarrier_selfdamage custom cvar 1
g_ctf_flagcarrier_selfforce custom cvar 1
g_ctf_flagpenalty_drop custom cvar 2
g_ctf_flagpenalty_returned custom cvar 1
g_ctf_flagpenalty_suicidedrop custom cvar 2
g_ctf_flagscore_capture custom cvar 28
g_ctf_flagscore_kill custom cvar 2
g_ctf_flagscore_pickup_base custom cvar -3
g_ctf_flagscore_pickup_dropped_early custom cvar 2
g_ctf_flagscore_pickup_dropped_late custom cvar 2
g_ctf_flagscore_return custom cvar 5
g_ctf_flagscore_return_by_killer custom cvar 6
g_ctf_flagscore_return_rogue custom cvar 10
g_ctf_flagscore_return_rogue_by_killer custom cvar 10
g_ctf_fullbrightflags custom cvar 0
g_ctf_ignore_frags 1: regular frags give no points 0
g_ctf_personalpenalty_drop custom cvar 2
g_ctf_personalpenalty_returned custom cvar 1
g_ctf_personalpenalty_suicidedrop custom cvar 2
g_ctf_personalscore_capture custom cvar 28
g_ctf_personalscore_kill custom cvar 2
g_ctf_personalscore_pickup_base custom cvar -3
g_ctf_personalscore_pickup_dropped_early custom cvar 2
g_ctf_personalscore_pickup_dropped_late custom cvar 2
g_ctf_personalscore_return custom cvar 5
g_ctf_personalscore_return_by_killer custom cvar 6
g_ctf_personalscore_return_rogue custom cvar 10
g_ctf_personalscore_return_rogue_by_killer custom cvar 10
g_ctf_respawn_delay custom cvar 0
g_ctf_respawn_waves custom cvar 0
g_ctf_reverse when 1, bases/flags are switched :P you have to capture your OWN flag by bringing it to the ENEMY's 0
g_ctf_shield_force push force of the shield 100
g_ctf_shield_max_ratio shield at most 0% of a team from the enemy flag (try: 0.4 for 40%) 0
g_ctf_shield_min_negscore shield the player from the flag if he's got -20 points or less 20
g_ctf_win_mode 0: captures only, 1: captures, then points, 2: points only 0
g_cts CTS: complete the stage 0
g_dm Deathmatch: killing any other player is one frag, player with most frags wins 1
g_dm_respawn_delay custom cvar 0
g_dm_respawn_waves custom cvar 0
g_dom_respawn_delay custom cvar 0
g_dom_respawn_waves custom cvar 0
g_domination Domination: capture and hold control points to gain points 0
g_domination_default_teams default number of teams for maps that aren't domination-specific 2
g_domination_disable_frags players can't get frags normally, only get points from kills 0
g_domination_point -1 lead_leadlimit
g_domination_point_amt override: how many points to get per ping 0
g_domination_point_capturetime how long it takes to capture a point (given no interference) 0.1
g_domination_point_fullbright domination point fullbright 0
g_domination_point_glow domination point glow (warning, slow) 0
g_domination_point_limit Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_domination_point_rate override: how often to give those points 0
g_footsteps serverside footstep sounds 0
g_forced_respawn if set to 1 and a player died, that player gets automatically respawned once seconds are over 0
g_friendlyfire for teamplay 4: fiendly fire factor 0.1
g_full_getstatus_responses this currently breaks qstat 0
g_fullbrightitems brightens up items 0
g_fullbrightplayers brightens up player models (note that the color, skin or model of the players does not change!) 0
g_grappling_hook let players spawn with the grappling hook which allows them to pull themselves up 0
g_grappling_hook_tarzan custom cvar 2
g_hitplots when set to 1, hitplots are stored by the server to provide a means of proving that a triggerbot was used 0
g_jetpack Jetpack mutator (uses the hook's button, can't coexist with the offhand hook, but only with the onhand one) 0
g_jetpack_acceleration_side acceleration of the jetpack in xy direction 1200
g_jetpack_acceleration_up acceleration of the jetpack in z direction (note: you have to factor in gravity here, if antigravity is not 1) 600
g_jetpack_antigravity factor of gravity compensation of the jetpack 0.8
g_jetpack_attenuation jetpack sound attenuation 2
g_jetpack_fuel fuel per second for jetpack 8
g_jetpack_maxspeed_side max speed of the jetpack in xy direction 1500
g_jetpack_maxspeed_up max speed of the jetpack in z direction 600
g_jump_grunt Do you make a grunting noise every time you jump? Is it the same grunting noise every time? 0
g_keyhunt Key Hunt: collect all keys from the enemies and bring them together to score 0
g_keyhunt_point_leadlimit Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_keyhunt_point_limit Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_keyhunt_teams custom cvar 0
g_keyhunt_teams_override custom cvar 0
g_laserguided_missile if set to 1 the rockets of the rocket launcher can be steered using a laserpointer 0
g_lms Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins 0
g_lms_campcheck_damage custom cvar 100
g_lms_campcheck_distance custom cvar 1800
g_lms_campcheck_interval custom cvar 10
g_lms_campcheck_message custom cvar 1Don't camp!
g_lms_join_anytime if true, new players can join, but get same amount of lives as the worst player 1
g_lms_last_join if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives 3
g_lms_lives_override custom cvar -1
g_lms_regenerate custom cvar 0
g_lms_respawn_delay custom cvar 0
g_lms_respawn_waves custom cvar 0
g_lms_start_ammo_cells custom cvar 50
g_lms_start_ammo_fuel custom cvar 0
g_lms_start_ammo_nails custom cvar 150
g_lms_start_ammo_rockets custom cvar 50
g_lms_start_ammo_shells custom cvar 50
g_lms_start_armor custom cvar 100
g_lms_start_health custom cvar 250
g_mapinfo_settemp_acl ACL for mapinfo setting cvars +*
g_maplist custom cvar accident aggressor aneurysm basement basementctf bleach bloodprison bloodprisonctf bluesky cyberparcour01 darkzone desertfactory dieselpower downer eggandbacon evilspace farewell final_rage ons-reborn racetrack reslimed ruiner runningman runningman_1on1remix runningmanctf silvercity skyway slimepit soylent starship stormkeep strength toxic warfare
g_maplist_allow_frustrating allow impossible maps to be, e.g., voted for and in the maplist (if set to 2, ONLY impossible maps are allowed) 0
g_maplist_allow_hidden allow hidden maps to be, e.g., voted for and in the maplist 0
g_maplist_check_waypoints when 1, maps are skipped if there currently are bots, but the map has no waypoints 0
g_maplist_index this is used internally for saving position in maplist cycle 0
g_maplist_mostrecent contains the name of the maps that were most recently played
g_maplist_mostrecent_count number of most recent maps that are blocked from being played again 3
g_maplist_selectrandom if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle 0
g_maplist_shuffle new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list 1
g_maplist_votable number of maps that are shown in the map voting at the end of a match 6
g_maplist_votable_abstain when 1, you can abstain from your vote 0
g_maplist_votable_keeptwotime custom cvar 15
g_maplist_votable_nodetail nodetail only shows total count instead of all vote counts per map, so votes don't influence others that much 1
g_maplist_votable_screenshot_dir where to look for map screenshots maps
g_maplist_votable_suggestions custom cvar 2
g_maplist_votable_suggestions_override_mostrecent custom cvar 0
g_maplist_votable_timeout timeout for the map voting; must be below 50 seconds! 30
g_maxplayers maximum number of players allowed to play at the same time, set to 0 to allow all players to join the game 0
g_maxplayers_spectator_blocktime if the players voted for the „nospectators“ command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked 5
g_maxpushtime timeout for kill credit when your damage knocks someone into a death trap 8.0
g_midair if set to 1 you can only apply damage to your opponent while he is airborne 0
g_midair_shieldtime number of seconds you are still invincible since you lost contact to the ground 0.3
g_minstagib enable minstagib 0
g_minstagib_ammo_drop how much ammo you'll get for weapons or cells 5
g_minstagib_ammo_start starting ammo 10
g_minstagib_extralives how many extra lives you will get per powerup 2
g_minstagib_invis_alpha custom cvar 0.15
g_minstagib_speed_jumpheight jump height multiplier that applies while you carry the invincibility powerup 1.8
g_minstagib_speed_moverate speed-multiplier that applies while you carry the invincibility powerup 1.25
g_mirrordamage for teamplay 4: mirror damage factor 0.3
g_nexball Nexball: Basketball and Soccer go Nexuiz 0
g_nexball_basketball_bouncefactor velocity loss when the ball bounces 0.6
g_nexball_basketball_bouncestop speed at which the ball stops when it hits the ground (multiplied by sv_gravity) 75
g_nexball_basketball_carrier_speed speed multiplier for the ballcarrier 0.9
g_nexball_basketball_delay_hold time before a player who caught the ball loses it (anti-ballcamp) 20
g_nexball_basketball_delay_hold_forteam time before a ball reset when a team holds the ball for too long 60
g_nexball_basketball_effects_default default: dim light. The original version used 1024 (fire) but it gives bad performance 8
g_nexball_basketball_meter use the power meter for basketball 1
g_nexball_basketball_meter_maxpower maximal multiplier to the launching speed when using the power meter 1.2
g_nexball_basketball_meter_minpower minimal multiplier to the launching speed when using the power meter 0.5
g_nexball_basketball_teamsteal 1 to allow players to steal from teammates, 0 to disallow 1
g_nexball_basketball_trail 1 to leave a trail 1
g_nexball_delay_collect time before the same player can catch the ball he launched 0.5
g_nexball_delay_goal delay between a goal and a ball reset 3
g_nexball_delay_idle maximal idle time before a reset 10
g_nexball_delay_start time the ball stands on its spawn before being released 3
g_nexball_football_boost_forward forward velocity boost when the ball is touched 100
g_nexball_football_boost_up vertical velocity boost when the ball is touched 200
g_nexball_football_bouncefactor velocity loss when the ball bounces 0.6
g_nexball_football_bouncestop speed at which the ball stops when it hits the ground (multiplied by sv_gravity) 75
g_nexball_football_physics 0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try 2
g_nexball_football_trail 1 to leave a trail 0
g_nexball_goalleadlimit Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_nexball_goallimit Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_nexball_meter_period time to make a full cycle on the power meter 1
g_nexball_radar_showallplayers 1: show every player and the ball on the radar 0: only show teammates and the ball on the radar 1
g_nexball_sound_bounce bouncing sound (0: off) 1
g_nexball_trail_color 1-256 for different colors (Quake palette, 254 is white) 254
g_nexuizversion Nexuiz version (formatted for humans) 2.5svn
g_nick_flood_penalty duration of the nick flood penalty 0.5
g_nick_flood_penalty_red number of changes to allow before totally disorienting the player 30
g_nick_flood_penalty_yellow number of changes to allow before warning and movement blocking 3
g_nick_flood_timeout time after which nick flood protection resets (set to 0 to disable nick flood checking) 120
g_nixnex No Items Nexuiz - instead of pickup items, everyone plays with the same weapon. After some time, a countdown will start, after which everyone will switch to another weapon, and so on 0
g_nixnex_with_laser always carry the laser as an additional weapon in NixNex 0
g_norecoil if set to 1 shooting weapons won't make you crosshair to move upwards (recoil) 0
g_onslaught Onslaught: take control points towards the enemy generator and then destroy it 0
g_onslaught_cp_buildhealth custom cvar 100
g_onslaught_cp_buildtime custom cvar 10
g_onslaught_cp_health custom cvar 1000
g_onslaught_cp_regen custom cvar 20
g_onslaught_gen_health custom cvar 5000
g_pickup_armorbig custom cvar 50
g_pickup_armorbig_max custom cvar 999
g_pickup_armorlarge custom cvar 100
g_pickup_armorlarge_max custom cvar 999
g_pickup_armormedium custom cvar 25
g_pickup_armormedium_max custom cvar 999
g_pickup_armorsmall custom cvar 5
g_pickup_armorsmall_max custom cvar 999
g_pickup_cells custom cvar 25
g_pickup_cells_max custom cvar 999
g_pickup_fuel custom cvar 25
g_pickup_fuel_jetpack custom cvar 50
g_pickup_fuel_max custom cvar 999
g_pickup_healthlarge custom cvar 50
g_pickup_healthlarge_max custom cvar 999
g_pickup_healthmedium custom cvar 25
g_pickup_healthmedium_max custom cvar 999
g_pickup_healthmega custom cvar 100
g_pickup_healthmega_max custom cvar 999
g_pickup_healthsmall custom cvar 5
g_pickup_healthsmall_max custom cvar 999
g_pickup_items if set to 0 all items (health, armor, ammo, weapons…) are removed from the map 1
g_pickup_nails custom cvar 80
g_pickup_nails_max custom cvar 999
g_pickup_respawntime_ammo custom cvar 15
g_pickup_respawntime_long custom cvar 30
g_pickup_respawntime_medium custom cvar 20
g_pickup_respawntime_powerup custom cvar 120
g_pickup_respawntime_short custom cvar 15
g_pickup_respawntime_weapon custom cvar 15
g_pickup_respawntimejitter_ammo custom cvar 0
g_pickup_respawntimejitter_long custom cvar 0
g_pickup_respawntimejitter_medium custom cvar 0
g_pickup_respawntimejitter_powerup custom cvar 10
g_pickup_respawntimejitter_short custom cvar 0
g_pickup_respawntimejitter_weapon custom cvar 0
g_pickup_rockets custom cvar 15
g_pickup_rockets_max custom cvar 999
g_pickup_shells custom cvar 15
g_pickup_shells_max custom cvar 999
g_pinata if set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed 0
g_player_alpha custom cvar 1
g_player_brightness set to 2 for brighter players 0
g_powerup_shield if set to 0 the shield (invincibility) powerup will not spawn on the map 1
g_powerup_strength if set to 0 the strength powerup will not spawn on the map 1
g_powerup_superhealth if set to 0 the mega health powerup will not spawn on the map 1
g_projectiles_newton_style custom cvar 2
g_race Race: be faster than your opponents 0
g_race_laps_limit Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_race_qualifying_timelimit custom cvar 0
g_race_qualifying_timelimit_override custom cvar -1
g_race_teams when 2, 3, or 4, the race is played as a team game (the team members can add up their laps) 0
g_respawn_delay number of seconds you have to wait before you can respawn again 2
g_respawn_mapsettings custom cvar 1
g_respawn_waves custom cvar 0
g_rune_respawn_delay custom cvar 0
g_rune_respawn_waves custom cvar 0
g_runematch Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse) 0
g_runematch_allow_same allow matching rune-curse pairs 0
g_runematch_drop_runes_max only drop up to 2 runes, the rest should respawn 2
g_runematch_fixedspawns use fixed runematch spawns if available 1
g_runematch_frags_killed_runeholder custom cvar 5
g_runematch_frags_killedby_runeholder custom cvar 4
g_runematch_frags_norune custom cvar 0
g_runematch_point_leadlimit Runematch point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_runematch_point_limit Runematch point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
g_runematch_pointamt custom cvar 1
g_runematch_pointrate custom cvar 5
g_runematch_respawntime how soon after being dropped to respawn 15
g_runematch_rune_alpha custom cvar 0.78
g_runematch_rune_color_strength custom cvar 1.0
g_runematch_rune_effects EF_ADDITIVE + EF_FULLBRIGHT = 544 544
g_runematch_rune_glow_color custom cvar 0
g_runematch_rune_glow_size custom cvar 0
g_runematch_shuffletime how often runes change position 30
g_shootfromcenter weapon gets moved to the center, shots still come from the barrel of your weapon 0
g_shootfromclient let client decide if it has the gun left, center or right (WARNING: cheating potential) 0
g_shootfromeye shots are fired from your eye/crosshair 0
g_shootfromfixedorigin if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used
g_showweaponspawns 1: display sprites for weapon spawns found on the map when a weapon key is pressed and the weapon is not available 0
g_spawn_furthest custom cvar 0.5
g_spawnpoints_auto_move_out_of_solid if set to 1 you will see a warning if a spawn point was placed inside a solid 0
g_spawnpoints_autodrop if set to 1, automatically drop spawn point locations if they were placed too high 0
g_spawnshieldtime number of seconds you are invincible after you spawned, this shield is lost after you fire 0
g_spawnsound set to 0 if you don't want to hear the spawn sound when a player spawns 1
g_start_ammo_cells custom cvar 0
g_start_ammo_fuel custom cvar 0
g_start_ammo_nails custom cvar 0
g_start_ammo_rockets custom cvar 0
g_start_ammo_shells custom cvar 40
g_start_delay delay before the game starts, so everyone can join; recommended to set this to like 15 on a public server 0
g_start_weapon_campingrifle 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_crylink 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_electro 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_grenadelauncher 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_hagar 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_hlac 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_hook 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_laser 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_minstanex 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_nex 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_porto 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_rocketlauncher 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_shotgun 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_tuba 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_start_weapon_uzi 0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default -1
g_tdm Team Deathmatch: the team who kills their opponents most often wins 0
g_tdm_respawn_delay custom cvar 0
g_tdm_respawn_waves custom cvar 0
g_tdm_teams how many teams are in team deathmatch (set by mapinfo) 2
g_tdm_teams_override how many teams are in team deathmatch 0
g_teamdamage_resetspeed for teamplay 4: how fast player's teamdamage count decreases 30
g_teamdamage_threshold for teamplay 4: threshold over which to apply mirror damage 50
g_telefrags custom cvar 1
g_throughfloor set to 0 to disable damage through floor 1
g_touchexplode custom cvar 0
g_touchexplode_damage custom cvar 10
g_touchexplode_edgedamage custom cvar 0
g_touchexplode_force custom cvar 150
g_touchexplode_radius custom cvar 50
g_turrets custom cvar 1
g_turrets_aimidle_delay custom cvar 5
g_turrets_nofire custom cvar 0
g_turrets_reloadcvars custom cvar 0
g_turrets_targetscan_maxdelay custom cvar 1
g_turrets_targetscan_mindelay custom cvar 0.1
g_turrets_unit_ewheel_speed_fast custom cvar 500
g_turrets_unit_ewheel_speed_slow custom cvar 150
g_turrets_unit_ewheel_speed_slower custom cvar 50
g_turrets_unit_ewheel_speed_stop custom cvar 25
g_turrets_unit_ewheel_std_aim_firetolerance_dist custom cvar 150
g_turrets_unit_ewheel_std_aim_maxpitch custom cvar 45
g_turrets_unit_ewheel_std_aim_maxrot custom cvar 20
g_turrets_unit_ewheel_std_aim_speed custom cvar 90
g_turrets_unit_ewheel_std_ammo custom cvar 500
g_turrets_unit_ewheel_std_ammo_max custom cvar 4000
g_turrets_unit_ewheel_std_ammo_recharge custom cvar 50
g_turrets_unit_ewheel_std_health custom cvar 200
g_turrets_unit_ewheel_std_respawntime custom cvar 30
g_turrets_unit_ewheel_std_shot_dmg custom cvar 20
g_turrets_unit_ewheel_std_shot_force custom cvar 50
g_turrets_unit_ewheel_std_shot_radius custom cvar 50
g_turrets_unit_ewheel_std_shot_refire custom cvar 0.1
g_turrets_unit_ewheel_std_shot_speed custom cvar 3000
g_turrets_unit_ewheel_std_shot_spread custom cvar 25
g_turrets_unit_ewheel_std_shot_volly custom cvar 2
g_turrets_unit_ewheel_std_shot_volly_refire custom cvar 1
g_turrets_unit_ewheel_std_target_range custom cvar 5000
g_turrets_unit_ewheel_std_target_range_min custom cvar 0.1
g_turrets_unit_ewheel_std_target_range_optimal custom cvar 900
g_turrets_unit_ewheel_std_target_select_anglebias custom cvar 0.5
g_turrets_unit_ewheel_std_target_select_missilebias custom cvar 0
g_turrets_unit_ewheel_std_target_select_playerbias custom cvar 1
g_turrets_unit_ewheel_std_target_select_rangebias custom cvar 0.25
g_turrets_unit_ewheel_std_target_select_samebias custom cvar 2
g_turrets_unit_ewheel_std_track_type custom cvar 1
g_turrets_unit_ewheel_turnrate custom cvar 200
g_turrets_unit_flac_std_aim_firetolerance_dist custom cvar 150
g_turrets_unit_flac_std_aim_maxpitch custom cvar 35
g_turrets_unit_flac_std_aim_maxrot custom cvar 360
g_turrets_unit_flac_std_aim_speed custom cvar 360
g_turrets_unit_flac_std_ammo custom cvar 400
g_turrets_unit_flac_std_ammo_max custom cvar 1000
g_turrets_unit_flac_std_ammo_recharge custom cvar 100
g_turrets_unit_flac_std_health custom cvar 700
g_turrets_unit_flac_std_respawntime custom cvar 90
g_turrets_unit_flac_std_shot_dmg custom cvar 20
g_turrets_unit_flac_std_shot_force custom cvar 25
g_turrets_unit_flac_std_shot_radius custom cvar 100
g_turrets_unit_flac_std_shot_refire custom cvar 0.1
g_turrets_unit_flac_std_shot_speed custom cvar 2000
g_turrets_unit_flac_std_shot_spread custom cvar 0.02
g_turrets_unit_flac_std_shot_volly custom cvar 0
g_turrets_unit_flac_std_shot_volly_refire custom cvar 0
g_turrets_unit_flac_std_target_range custom cvar 4000
g_turrets_unit_flac_std_target_range_min custom cvar 500
g_turrets_unit_flac_std_target_range_optimal custom cvar 1250
g_turrets_unit_flac_std_target_select_anglebias custom cvar 0.5
g_turrets_unit_flac_std_target_select_missilebias custom cvar 1
g_turrets_unit_flac_std_target_select_playerbias custom cvar 0
g_turrets_unit_flac_std_target_select_rangebias custom cvar 0.25
g_turrets_unit_flac_std_target_select_samebias custom cvar 1
g_turrets_unit_flac_std_track_accel_pitch custom cvar 0.25
g_turrets_unit_flac_std_track_accel_rot custom cvar 0.8
g_turrets_unit_flac_std_track_blendrate custom cvar 0.6
g_turrets_unit_flac_std_track_type custom cvar 3
g_turrets_unit_fusreac_std_ammo custom cvar 0
g_turrets_unit_fusreac_std_ammo_max custom cvar 300
g_turrets_unit_fusreac_std_ammo_recharge custom cvar 150
g_turrets_unit_fusreac_std_health custom cvar 700
g_turrets_unit_fusreac_std_respawntime custom cvar 90
g_turrets_unit_fusreac_std_shot_dmg custom cvar 25
g_turrets_unit_fusreac_std_shot_refire custom cvar 0.1
g_turrets_unit_fusreac_std_shot_speed custom cvar 1
g_turrets_unit_fusreac_std_target_range custom cvar 1024
g_turrets_unit_fusreac_std_target_range_min custom cvar 1
g_turrets_unit_hellion_std_aim_firetolerance_dist custom cvar 200
g_turrets_unit_hellion_std_aim_maxpitch custom cvar 20
g_turrets_unit_hellion_std_aim_maxrot custom cvar 360
g_turrets_unit_hellion_std_aim_speed custom cvar 100
g_turrets_unit_hellion_std_ammo custom cvar 100
g_turrets_unit_hellion_std_ammo_max custom cvar 200
g_turrets_unit_hellion_std_ammo_recharge custom cvar 50
g_turrets_unit_hellion_std_health custom cvar 500
g_turrets_unit_hellion_std_respawntime custom cvar 90
g_turrets_unit_hellion_std_shot_dmg custom cvar 50
g_turrets_unit_hellion_std_shot_force custom cvar 250
g_turrets_unit_hellion_std_shot_radius custom cvar 80
g_turrets_unit_hellion_std_shot_refire custom cvar 0.25
g_turrets_unit_hellion_std_shot_speed custom cvar 650
g_turrets_unit_hellion_std_shot_speed_gain custom cvar 1.01
g_turrets_unit_hellion_std_shot_speed_max custom cvar 4000
g_turrets_unit_hellion_std_shot_spread custom cvar 0.08
g_turrets_unit_hellion_std_shot_volly custom cvar 2
g_turrets_unit_hellion_std_shot_volly_refire custom cvar 4
g_turrets_unit_hellion_std_target_range custom cvar 6000
g_turrets_unit_hellion_std_target_range_min custom cvar 150
g_turrets_unit_hellion_std_target_range_optimal custom cvar 4500
g_turrets_unit_hellion_std_target_select_anglebias custom cvar 0.01
g_turrets_unit_hellion_std_target_select_missilebias custom cvar 0
g_turrets_unit_hellion_std_target_select_playerbias custom cvar 1
g_turrets_unit_hellion_std_target_select_rangebias custom cvar 0.7
g_turrets_unit_hellion_std_target_select_samebias custom cvar 0.01
g_turrets_unit_hellion_std_track_accel_pitch custom cvar 0.25
g_turrets_unit_hellion_std_track_accel_rot custom cvar 0.5
g_turrets_unit_hellion_std_track_blendrate custom cvar 0.75
g_turrets_unit_hellion_std_track_type custom cvar 3
g_turrets_unit_hk_std_aim_firetolerance_dist custom cvar 500
g_turrets_unit_hk_std_aim_maxpitch custom cvar 20
g_turrets_unit_hk_std_aim_maxrot custom cvar 360
g_turrets_unit_hk_std_aim_speed custom cvar 100
g_turrets_unit_hk_std_ammo custom cvar 120
g_turrets_unit_hk_std_ammo_max custom cvar 240
g_turrets_unit_hk_std_ammo_recharge custom cvar 16
g_turrets_unit_hk_std_health custom cvar 500
g_turrets_unit_hk_std_respawntime custom cvar 90
g_turrets_unit_hk_std_shot_dmg custom cvar 120
g_turrets_unit_hk_std_shot_force custom cvar 600
g_turrets_unit_hk_std_shot_radius custom cvar 200
g_turrets_unit_hk_std_shot_refire custom cvar 5
g_turrets_unit_hk_std_shot_speed custom cvar 500
g_turrets_unit_hk_std_shot_speed_accel custom cvar 1025
g_turrets_unit_hk_std_shot_speed_accel2 custom cvar 1.05
g_turrets_unit_hk_std_shot_speed_decel custom cvar 0.9
g_turrets_unit_hk_std_shot_speed_max custom cvar 1000
g_turrets_unit_hk_std_shot_speed_turnrate custom cvar 0.25
g_turrets_unit_hk_std_shot_spread custom cvar 0
g_turrets_unit_hk_std_shot_volly custom cvar 0
g_turrets_unit_hk_std_shot_volly_refire custom cvar 0
g_turrets_unit_hk_std_target_range custom cvar 6000
g_turrets_unit_hk_std_target_range_min custom cvar 220
g_turrets_unit_hk_std_target_range_optimal custom cvar 5000
g_turrets_unit_hk_std_target_select_anglebias custom cvar 0.1
g_turrets_unit_hk_std_target_select_missilebias custom cvar 0
g_turrets_unit_hk_std_target_select_playerbias custom cvar 1
g_turrets_unit_hk_std_target_select_rangebias custom cvar 0.5
g_turrets_unit_hk_std_target_select_samebias custom cvar 0.01
g_turrets_unit_hk_std_track_accel_pitch custom cvar 0.25
g_turrets_unit_hk_std_track_accel_rot custom cvar 0.5
g_turrets_unit_hk_std_track_blendrate custom cvar 0.25
g_turrets_unit_hk_std_track_type custom cvar 3
g_turrets_unit_machinegun_std_aim_firetolerance_dist custom cvar 70
g_turrets_unit_machinegun_std_aim_maxpitch custom cvar 25
g_turrets_unit_machinegun_std_aim_maxrot custom cvar 360
g_turrets_unit_machinegun_std_aim_speed custom cvar 200
g_turrets_unit_machinegun_std_ammo custom cvar 300
g_turrets_unit_machinegun_std_ammo_max custom cvar 1500
g_turrets_unit_machinegun_std_ammo_recharge custom cvar 75
g_turrets_unit_machinegun_std_health custom cvar 256
g_turrets_unit_machinegun_std_respawntime custom cvar 60
g_turrets_unit_machinegun_std_shot_dmg custom cvar 10
g_turrets_unit_machinegun_std_shot_force custom cvar 20
g_turrets_unit_machinegun_std_shot_radius custom cvar 0
g_turrets_unit_machinegun_std_shot_refire custom cvar 0.1
g_turrets_unit_machinegun_std_shot_speed custom cvar 34920
g_turrets_unit_machinegun_std_shot_spread custom cvar 15
g_turrets_unit_machinegun_std_shot_volly custom cvar 6
g_turrets_unit_machinegun_std_shot_volly_refire custom cvar 1
g_turrets_unit_machinegun_std_target_range custom cvar 4500
g_turrets_unit_machinegun_std_target_range_min custom cvar 2
g_turrets_unit_machinegun_std_target_range_optimal custom cvar 1000
g_turrets_unit_machinegun_std_target_select_anglebias custom cvar 0.5
g_turrets_unit_machinegun_std_target_select_missilebias custom cvar 0
g_turrets_unit_machinegun_std_target_select_playerbias custom cvar 1
g_turrets_unit_machinegun_std_target_select_rangebias custom cvar 0.25
g_turrets_unit_machinegun_std_target_select_samebias custom cvar 0.25
g_turrets_unit_machinegun_std_track_accel_pitch custom cvar 0.25
g_turrets_unit_machinegun_std_track_accel_rot custom cvar 0.8
g_turrets_unit_machinegun_std_track_blendrate custom cvar 0.3
g_turrets_unit_machinegun_std_track_type custom cvar 3
g_turrets_unit_mlrs_std_aim_firetolerance_dist custom cvar 125
g_turrets_unit_mlrs_std_aim_maxpitch custom cvar 15
g_turrets_unit_mlrs_std_aim_maxrot custom cvar 360
g_turrets_unit_mlrs_std_aim_speed custom cvar 125
g_turrets_unit_mlrs_std_ammo custom cvar 420
g_turrets_unit_mlrs_std_ammo_max custom cvar 420
g_turrets_unit_mlrs_std_ammo_recharge custom cvar 35
g_turrets_unit_mlrs_std_health custom cvar 500
g_turrets_unit_mlrs_std_respawntime custom cvar 60
g_turrets_unit_mlrs_std_shot_dmg custom cvar 70
g_turrets_unit_mlrs_std_shot_force custom cvar 25
g_turrets_unit_mlrs_std_shot_radius custom cvar 125
g_turrets_unit_mlrs_std_shot_refire custom cvar 0.2
g_turrets_unit_mlrs_std_shot_speed custom cvar 2000
g_turrets_unit_mlrs_std_shot_spread custom cvar 25
g_turrets_unit_mlrs_std_shot_volly custom cvar 3
g_turrets_unit_mlrs_std_shot_volly_refire custom cvar 2.5
g_turrets_unit_mlrs_std_target_range custom cvar 3000
g_turrets_unit_mlrs_std_target_range_min custom cvar 500
g_turrets_unit_mlrs_std_target_range_optimal custom cvar 500
g_turrets_unit_mlrs_std_target_select_anglebias custom cvar 0.5
g_turrets_unit_mlrs_std_target_select_missilebias custom cvar 0
g_turrets_unit_mlrs_std_target_select_playerbias custom cvar 1
g_turrets_unit_mlrs_std_target_select_rangebias custom cvar 0.25
g_turrets_unit_mlrs_std_target_select_samebias custom cvar 0.25
g_turrets_unit_mlrs_std_track_accel_pitch custom cvar 0.25
g_turrets_unit_mlrs_std_track_accel_rot custom cvar 0.8
g_turrets_unit_mlrs_std_track_blendrate custom cvar 0.3
g_turrets_unit_mlrs_std_track_type custom cvar 3
g_turrets_unit_phaser_std_aim_firetolerance_dist custom cvar 100
g_turrets_unit_phaser_std_aim_maxpitch custom cvar 30
g_turrets_unit_phaser_std_aim_maxrot custom cvar 360
g_turrets_unit_phaser_std_aim_speed custom cvar 150
g_turrets_unit_phaser_std_ammo custom cvar 1000
g_turrets_unit_phaser_std_ammo_max custom cvar 2000
g_turrets_unit_phaser_std_ammo_recharge custom cvar 25
g_turrets_unit_phaser_std_health custom cvar 500
g_turrets_unit_phaser_std_respawntime custom cvar 90
g_turrets_unit_phaser_std_shot_dmg custom cvar 100
g_turrets_unit_phaser_std_shot_force custom cvar 5
g_turrets_unit_phaser_std_shot_radius custom cvar 8
g_turrets_unit_phaser_std_shot_refire custom cvar 4
g_turrets_unit_phaser_std_shot_speed custom cvar 4
g_turrets_unit_phaser_std_shot_spread custom cvar 0
g_turrets_unit_phaser_std_shot_volly custom cvar 0
g_turrets_unit_phaser_std_shot_volly_refire custom cvar 5
g_turrets_unit_phaser_std_target_range custom cvar 3000
g_turrets_unit_phaser_std_target_range_min custom cvar 0
g_turrets_unit_phaser_std_target_range_optimal custom cvar 1500
g_turrets_unit_phaser_std_target_select_anglebias custom cvar 0.25
g_turrets_unit_phaser_std_target_select_missilebias custom cvar 0
g_turrets_unit_phaser_std_target_select_playerbias custom cvar 1
g_turrets_unit_phaser_std_target_select_rangebias custom cvar 0.85
g_turrets_unit_phaser_std_target_select_samebias custom cvar 0
g_turrets_unit_phaser_std_track_accel_pitch custom cvar 0.5
g_turrets_unit_phaser_std_track_accel_rot custom cvar 0.9
g_turrets_unit_phaser_std_track_blendrate custom cvar 0.1
g_turrets_unit_phaser_std_track_type custom cvar 3
g_turrets_unit_plasma_dual_aim_firetolerance_dist custom cvar 300
g_turrets_unit_plasma_dual_aim_maxpitch custom cvar 30
g_turrets_unit_plasma_dual_aim_maxrot custom cvar 360
g_turrets_unit_plasma_dual_aim_speed custom cvar 150
g_turrets_unit_plasma_dual_ammo custom cvar 320
g_turrets_unit_plasma_dual_ammo_max custom cvar 640
g_turrets_unit_plasma_dual_ammo_recharge custom cvar 40
g_turrets_unit_plasma_dual_health custom cvar 500
g_turrets_unit_plasma_dual_respawntime custom cvar 60
g_turrets_unit_plasma_dual_shot_dmg custom cvar 80
g_turrets_unit_plasma_dual_shot_force custom cvar 100
g_turrets_unit_plasma_dual_shot_radius custom cvar 150
g_turrets_unit_plasma_dual_shot_refire custom cvar 0.35
g_turrets_unit_plasma_dual_shot_speed custom cvar 2000
g_turrets_unit_plasma_dual_shot_spread custom cvar 15
g_turrets_unit_plasma_dual_shot_volly custom cvar 0
g_turrets_unit_plasma_dual_shot_volly_refire custom cvar 0
g_turrets_unit_plasma_dual_target_range custom cvar 3000
g_turrets_unit_plasma_dual_target_range_min custom cvar 80
g_turrets_unit_plasma_dual_target_range_optimal custom cvar 1000
g_turrets_unit_plasma_dual_target_select_anglebias custom cvar 0.4
g_turrets_unit_plasma_dual_target_select_missilebias custom cvar 0
g_turrets_unit_plasma_dual_target_select_playerbias custom cvar 1
g_turrets_unit_plasma_dual_target_select_rangebias custom cvar 0.2
g_turrets_unit_plasma_dual_target_select_samebias custom cvar 0.4
g_turrets_unit_plasma_dual_track_accel_pitch custom cvar 0.25
g_turrets_unit_plasma_dual_track_accel_rot custom cvar 0.8
g_turrets_unit_plasma_dual_track_blendrate custom cvar 0.4
g_turrets_unit_plasma_dual_track_type custom cvar 3
g_turrets_unit_plasma_std_aim_firetolerance_dist custom cvar 100
g_turrets_unit_plasma_std_aim_maxpitch custom cvar 30
g_turrets_unit_plasma_std_aim_maxrot custom cvar 360
g_turrets_unit_plasma_std_aim_speed custom cvar 200
g_turrets_unit_plasma_std_ammo custom cvar 320
g_turrets_unit_plasma_std_ammo_max custom cvar 640
g_turrets_unit_plasma_std_ammo_recharge custom cvar 40
g_turrets_unit_plasma_std_health custom cvar 500
g_turrets_unit_plasma_std_respawntime custom cvar 60
g_turrets_unit_plasma_std_shot_dmg custom cvar 80
g_turrets_unit_plasma_std_shot_force custom cvar 100
g_turrets_unit_plasma_std_shot_radius custom cvar 150
g_turrets_unit_plasma_std_shot_refire custom cvar 0.6
g_turrets_unit_plasma_std_shot_speed custom cvar 2000
g_turrets_unit_plasma_std_shot_spread custom cvar 15
g_turrets_unit_plasma_std_shot_volly custom cvar 0
g_turrets_unit_plasma_std_shot_volly_refire custom cvar 0
g_turrets_unit_plasma_std_target_range custom cvar 3500
g_turrets_unit_plasma_std_target_range_min custom cvar 200
g_turrets_unit_plasma_std_target_range_optimal custom cvar 500
g_turrets_unit_plasma_std_target_select_anglebias custom cvar 0.25
g_turrets_unit_plasma_std_target_select_missilebias custom cvar 0
g_turrets_unit_plasma_std_target_select_playerbias custom cvar 1
g_turrets_unit_plasma_std_target_select_rangebias custom cvar 0.5
g_turrets_unit_plasma_std_target_select_samebias custom cvar 0.01
g_turrets_unit_plasma_std_track_accel_pitch custom cvar 0.25
g_turrets_unit_plasma_std_track_accel_rot custom cvar 0.8
g_turrets_unit_plasma_std_track_blendrate custom cvar 0.4
g_turrets_unit_plasma_std_track_type custom cvar 3
g_turrets_unit_tesla_std_ammo custom cvar 200
g_turrets_unit_tesla_std_ammo_max custom cvar 1000
g_turrets_unit_tesla_std_ammo_recharge custom cvar 15
g_turrets_unit_tesla_std_health custom cvar 1000
g_turrets_unit_tesla_std_respawntime custom cvar 120
g_turrets_unit_tesla_std_shot_dmg custom cvar 100
g_turrets_unit_tesla_std_shot_force custom cvar 400
g_turrets_unit_tesla_std_shot_refire custom cvar 1
g_turrets_unit_tesla_std_shot_volly custom cvar 1
g_turrets_unit_tesla_std_shot_volly_refire custom cvar 2.5
g_turrets_unit_tesla_std_target_range custom cvar 1000
g_turrets_unit_tesla_std_target_range_min custom cvar 0
g_turrets_unit_tesla_std_target_select_missilebias custom cvar 1
g_turrets_unit_tesla_std_target_select_playerbias custom cvar 1
g_turrets_unit_walker_speed_jump custom cvar 800
g_turrets_unit_walker_speed_roam custom cvar 100
g_turrets_unit_walker_speed_run custom cvar 300
g_turrets_unit_walker_speed_stop custom cvar 90
g_turrets_unit_walker_speed_swim custom cvar 200
g_turrets_unit_walker_speed_walk custom cvar 200
g_turrets_unit_walker_std_aim_firetolerance_dist custom cvar 100
g_turrets_unit_walker_std_aim_maxpitch custom cvar 15
g_turrets_unit_walker_std_aim_maxrot custom cvar 90
g_turrets_unit_walker_std_aim_speed custom cvar 45
g_turrets_unit_walker_std_ammo custom cvar 500
g_turrets_unit_walker_std_ammo_max custom cvar 4000
g_turrets_unit_walker_std_ammo_recharge custom cvar 100
g_turrets_unit_walker_std_health custom cvar 500
g_turrets_unit_walker_std_meele_dmg custom cvar 100
g_turrets_unit_walker_std_meele_force custom cvar 600
g_turrets_unit_walker_std_meele_range custom cvar 150
g_turrets_unit_walker_std_respawntime custom cvar 60
g_turrets_unit_walker_std_rocket_dmg custom cvar 50
g_turrets_unit_walker_std_rocket_force custom cvar 150
g_turrets_unit_walker_std_rocket_radius custom cvar 150
g_turrets_unit_walker_std_rocket_refire custom cvar 10
g_turrets_unit_walker_std_rocket_speed custom cvar 900
g_turrets_unit_walker_std_rocket_tunrate custom cvar 0.4
g_turrets_unit_walker_std_rockets_range custom cvar 4000
g_turrets_unit_walker_std_rockets_range_min custom cvar 500
g_turrets_unit_walker_std_shot_dmg custom cvar 5
g_turrets_unit_walker_std_shot_force custom cvar 10
g_turrets_unit_walker_std_shot_radius custom cvar 0
g_turrets_unit_walker_std_shot_refire custom cvar 0.05
g_turrets_unit_walker_std_shot_speed custom cvar 18000
g_turrets_unit_walker_std_shot_spread custom cvar 25
g_turrets_unit_walker_std_shot_volly custom cvar 10
g_turrets_unit_walker_std_shot_volly_refire custom cvar 1
g_turrets_unit_walker_std_target_range custom cvar 5000
g_turrets_unit_walker_std_target_range_min custom cvar 0
g_turrets_unit_walker_std_target_range_optimal custom cvar 100
g_turrets_unit_walker_std_target_select_anglebias custom cvar 0.5
g_turrets_unit_walker_std_target_select_missilebias custom cvar 0
g_turrets_unit_walker_std_target_select_playerbias custom cvar 1
g_turrets_unit_walker_std_target_select_rangebias custom cvar 0.25
g_turrets_unit_walker_std_target_select_samebias custom cvar 0.25
g_turrets_unit_walker_std_track_type custom cvar 1
g_use_ammunition if set to 0 all weapons you pick up have unlimited ammunition 1
g_vampire set to 1 to enable the vampire mode, where the damage done to your opponent gets added to your own health 0
g_voice_flood_spv normal voices: seconds between voices to not count as flooding 4
g_voice_flood_spv_team team voices: seconds between voices to not count as flooding 2
g_warmup split the game into a warmup- and match-stage when set to 1 0
g_warmup_allguns if set players start with all guns in warmup mode 0
g_warmup_allow_timeout if set to 0 you cannot use the calltimeout command during the warmup-stage but only during the match stage 0
g_warmup_limit if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage, otherwise warmup will be limited to this time in SECONDS (useful for public matches) 60
g_warmup_start_ammo_cells starting values when being in warmup-stage 50
g_warmup_start_ammo_fuel starting values when being in warmup-stage 0
g_warmup_start_ammo_nails starting values when being in warmup-stage 150
g_warmup_start_ammo_rockets starting values when being in warmup-stage 50
g_warmup_start_ammo_shells starting values when being in warmup-stage 50
g_warmup_start_armor starting values when being in warmup-stage 100
g_warmup_start_health starting values when being in warmup-stage 250
g_waypointeditor custom cvar 0
g_waypoints_for_items make waypoints out of items, values: 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always 1
g_waypointsprite_deadlifetime custom cvar 1
g_waypointsprite_deployed_lifetime custom cvar 10
g_waypointsprite_distancealphaexponent custom cvar 2
g_waypointsprite_limitedrange custom cvar 5120
g_waypointsprite_minalpha custom cvar 0.4
g_waypointsprite_minscale custom cvar 1
g_waypointsprite_normdistance custom cvar 512
g_waypointsprite_scale custom cvar 1
g_waypointsprite_stuffbinds custom cvar 0
g_waypointsprite_timealphaexponent custom cvar 1
g_weapon_stay if set to 1 or 2, weapons stay after they were picked up (1: weapons you don't have yet give you ammo of their type, 2: weapons don't give ammo, but instead players start with one pickup-load of ammo by default) 0
g_weaponarena put in a list of weapons to enable a weapon arena mode, or try „all“ or „most“ 0
g_weapondamagefactor weapon damage multiplier 1
g_weaponforcefactor weapon force multiplier 1
g_weaponratefactor weapon fire rate multiplier 1
g_weaponreplace_campingrifle custom cvar
g_weaponreplace_crylink custom cvar
g_weaponreplace_electro custom cvar
g_weaponreplace_grenadelauncher custom cvar
g_weaponreplace_hagar custom cvar
g_weaponreplace_hlac custom cvar
g_weaponreplace_hook custom cvar
g_weaponreplace_laser custom cvar
g_weaponreplace_minstanex custom cvar
g_weaponreplace_nex custom cvar
g_weaponreplace_porto custom cvar
g_weaponreplace_rocketlauncher custom cvar
g_weaponreplace_shotgun custom cvar
g_weaponreplace_tuba custom cvar
g_weaponreplace_uzi custom cvar
g_weaponspeedfactor weapon projectile speed multiplier 1
gamecfg unused cvar in quake, can be used by mods 1
gameversion version of game data (mod-specific) to be sent to querying clients 20000
gameversion_max maximum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone 20699
gameversion_min minimum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone 20000
gl_combine faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above) 1
gl_dither enables OpenGL dithering (16bit looks bad with this off) 1
gl_ext_separatestencil make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension 1
gl_ext_stenciltwoside make use of GL_EXT_stenciltwoside extension (NVIDIA only) 1
gl_finish make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines) 0
gl_flashblend render bright coronas for dynamic lights instead of actual lighting, fast but ugly 0
gl_lightmaps draws only lightmaps, no texture (for level designers) 0
gl_lockarrays enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal 0
gl_lockarrays_minimumvertices minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance 1
gl_max_size maximum allowed texture size, can be used to reduce video memory usage, note: this is automatically reduced to match video card capabilities (such as 256 on 3Dfx cards before Voodoo4/5) 2048
gl_mesh_drawrangeelements use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing) 1
gl_mesh_prefer_short_elements use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT 1
gl_mesh_testarrayelement use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements) 0
gl_mesh_testmanualfeeding use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements) 0
gl_paranoid enables OpenGL error checking and other tests 0
gl_picmip reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75% 1
gl_polyblend tints view while underwater, hurt, etc 1
gl_printcheckerror prints all OpenGL error checks, useful to identify location of driver crashes 0
gl_texture_anisotropy anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values 1
gl_texturecompression whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup 0
gl_texturecompression_2d whether to compress 2d (hud/menu) textures other than the font 0
gl_texturecompression_color whether to compress colormap (diffuse) textures 1
gl_texturecompression_gloss whether to compress glossmap (specular) textures 1
gl_texturecompression_glow whether to compress glowmap (luma) textures 1
gl_texturecompression_lightcubemaps whether to compress light cubemaps (spotlights and other light projection images) 1
gl_texturecompression_normal whether to compress normalmap (normalmap) textures 0
gl_texturecompression_q3bspdeluxemaps whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these) 0
gl_texturecompression_q3bsplightmaps whether to compress lightmaps in q3bsp format levels 0
gl_texturecompression_sky whether to compress sky textures 1
gl_vbo make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface) 3
halflifebsp indicates the current map is hlbsp format (useful to know because of different bounding box sizes) 0
host_framerate locks 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 speed 0
host_sleep gives up some processing time to other applications each frame, value in milliseconds 0
host_speeds reports how much time is used in server/graphics/sound 0
hostname server message to show in server browser Nexuiz 2.5svn Server
in_pitch_max how far upward you can aim (quake used 80 90
in_pitch_min how far downward you can aim (quake used -70 -90
joy_deadzoneforward custom cvar 0.05
joy_deadzonepitch custom cvar 0.05
joy_deadzoneside custom cvar 0.05
joy_deadzoneup custom cvar 0.05
joy_deadzoneyaw custom cvar 0.05
joy_sensitivitypitch custom cvar 0.9
joy_sensitivityyaw custom cvar -1.8
joyadvanced custom cvar 1
joyadvaxisr custom cvar 2
joyadvaxisx custom cvar 3
joyadvaxisy custom cvar 1
joyadvaxisz custom cvar 4
joypitchsensitivity custom cvar 0.9
joysidesensitivity custom cvar 1.0
joyyawsensitivity custom cvar -1.8
lastlevel custom cvar
leadlimit custom cvar 0
leadlimit_override Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
locs_enable enables 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_show shows defined locations for editing purposes 0
log_dest_udp UDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE
log_file filename to log messages to
lookspring returns pitch to level with the floor when no longer holding a pitch key 0
lookstrafe move instead of turning 0
m_accelerate mouse acceleration factor (try 2) 1
m_accelerate_filter mouse acceleration factor filtering 0.1
m_accelerate_maxspeed above this speed, full acceleration is done 10000
m_accelerate_minspeed below this speed, no acceleration is done 5000
m_filter smoothes mouse movement, less responsive but smoother aiming 0
m_forward mouse forward speed multiplier 1
m_pitch mouse pitch speed multiplier 22
m_side mouse side speed multiplier 0.8
m_yaw mouse yaw speed multiplier 22
menu_cdtrack custom cvar brokenlight
menu_maxplayers maxplayers value when the menu starts a game 8
menu_mouse_absolute TODO make this seta if the engine understands this right 0
menu_mouse_speed speed multiplier for the mouse in the menu (does not affect in-game aiming) 1
menu_options_colorcontrol_correctionvalue intensity value that matches up to white/black dither pattern, should be 0.5 for linear color 0.5
menu_skin custom cvar wickedz
menu_slist_modfilter custom cvar =
menu_slist_showempty show servers even if they are no empty and have no opponents to play against 1
menu_slist_showfull show servers even if they are full and have no slots to join 1
menu_slowmo custom cvar 1
menu_updatecheck custom cvar 1
menu_use_default_hostname custom cvar 1
menu_vid_conheight custom cvar 600
menu_vid_conwidth custom cvar 800
menu_video_played custom cvar 1
menu_weaponarena_with_laser also enable the Laser in this weapon arena 0
minplayers number of players playing at the same time (if not enough real players are there the remaining slots are filled with bots) 0
mod_alias_supporttagscale support scaling factors in bone/tag attachment matrices as supported by MD3 1
mod_q3bsp_curves_collisions enables collisions with curves (SLOW) 1
mod_q3bsp_curves_collisions_stride collisions against curves: optimize performance by doing a combined collision check for this triangle amount first 16
mod_q3bsp_curves_stride particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first 16
mod_q3bsp_debugtracebrush selects different tracebrush bsp recursion algorithms (for debugging purposes only) 0
mod_q3bsp_lightmapmergepower merges 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_nolightmaps do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly) 0
mod_q3bsp_optimizedtraceline whether to use optimized traceline code for line traces (as opposed to tracebox code) 1
net_address network address to open ipv4 ports on (if empty, use default interfaces)
net_address_ipv6 network address to open ipv6 ports on (if empty, use default interfaces)
net_connectfloodblockingtimeout when 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_connecttimeout after 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_messagetimeout drops players who have not sent any packets for this many seconds 300
net_slist_favorites contains a list of IP addresses and ports to always query explicitly
net_slist_maxtries how many times to ask the same server for information (more times gives better ping reports but takes longer) 3
net_slist_pause when set to 1, the server list won't update until it is set back to 0 0
net_slist_queriesperframe maximum number of server information requests to send each rendered frame (guards against low framerates causing problems) 4
net_slist_queriespersecond how many server information requests to send per second 20
net_slist_timeout how long to listen for a server information response before giving up 4
nextmap override the maplist when switching to the next map
noaim QW option to disable vertical autoaim 1
noexit kills anyone attempting to use an exit 0
nomonsters unused cvar in quake, can be used by mods 0
nosound disables sound 0
pausable allow players to pause or not 0
port server port for players to connect to 26000
pr_checkextension indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions) 1
prvm_backtraceforwarnings print a backtrace for warnings too 0
prvm_errordump write a savegame on crash to crash-server.dmp 0
prvm_leaktest try to detect memory leaks in strings or entities 0
prvm_leaktest_ignore_classnames classnames 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_statementprofiling counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled) 0
prvm_traceqc prints every QuakeC statement as it is executed (only for really thorough debugging!) 0
qport identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes) 3099
quit_and_redirect set 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_empty set to 1, then the server exits when the next level would start but is empty 0
r_ambient brightens map, value is 0-128 4
r_batchmode selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc…) 1
r_bloom enables bloom effect (makes bright pixels affect neighboring pixels) 0
r_bloom_blur how large the glow is 4
r_bloom_brighten how bright the glow is, after subtract/power 2
r_bloom_colorexponent how exagerated the glow is 1
r_bloom_colorscale how bright the glow is 1
r_bloom_colorsubtract reduces bloom colors by a certain amount 125
r_bloom_resolution what resolution to perform the bloom effect at (independent of screen resolution) 320
r_colormap_palette name 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 colors gfx/colormap_palette.lmp
r_coronas brightness of corona flare effects around certain lights, 0 disables corona effects 1
r_coronas_occlusionquery use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) 1
r_coronas_occlusionsizescale size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity 0.1
r_cullentities_trace probabistically cull invisible entities 1
r_cullentities_trace_delay number of seconds until the entity gets actually culled 1
r_cullentities_trace_enlarge box enlargement for entity culling 0
r_cullentities_trace_samples number of samples to test for entity culling 2
r_damageblur motionblur based on damage; requires r_motionblur to have a value 0
r_depthfirst renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth 0
r_drawdecals enables drawing of decals 1
r_drawdecals_drawdistance decals further than drawdistance*size will not be drawn 300
r_draweffects renders temporary sprite effects 1
r_drawentities draw entities (doors, players, projectiles, etc) 1
r_drawexplosions enables rendering of explosion shells (see also cl_particles_explosions_shell) 1
r_drawfog allows one to disable fog rendering 1
r_drawparticles enables drawing of particles 1
r_drawparticles_drawdistance particles further than drawdistance*size will not be drawn 1000
r_drawportals shows portals (separating polygons) in world interior in quake1 maps 0
r_drawviewmodel draw your weapon model 1
r_dynamic enables dynamic lights (rocket glow and such) 1
r_editlights enables .rtlights file editing mode 0
r_editlights_cursordistance maximum distance of cursor from eye 1024
r_editlights_cursorgrid snaps cursor to this grid size 4
r_editlights_cursorpushback how far to pull the cursor back toward the eye 0
r_editlights_cursorpushoff how far to push the cursor off the impacted surface 4
r_editlights_quakelightsizescale changes size of light entities loaded from a map 1
r_explosionclip enables collision detection for explosion shell (so that it flattens against walls and floors) 1
r_fixtrans_auto automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory) 0
r_fog_exp2 uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog 0
r_fullbright makes map very bright and renders faster 0
r_fullbrights enables glowing pixels in quake textures (changes need r_restart to take effect) 1
r_glsl enables use of OpenGL 2.0 pixel shaders for lighting 1
r_glsl_contrastboost by how much to multiply the contrast in dark areas (1 is no change) 1
r_glsl_deluxemapping use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps) 1
r_glsl_offsetmapping offset mapping effect (also known as parallax mapping or virtual displacement mapping) 0
r_glsl_offsetmapping_reliefmapping relief mapping effect (higher quality) 0
r_glsl_offsetmapping_scale how deep the offset mapping effect is 0.02
r_glsl_postprocess use a GLSL postprocessing shader 0
r_glsl_postprocess_uservec1 a 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_uservec2 a 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_uservec3 a 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_uservec4 a 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_saturation saturation multiplier (only working in glsl!) 1
r_glsl_usegeneric use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose) 1
r_hdr enables High Dynamic Range bloom effect (higher quality version of r_bloom) 0
r_hdr_glowintensity how bright light emitting textures should appear 1
r_hdr_range how 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_scenebrightness global rendering brightness 1
r_labelsprites_roundtopixels try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible 1
r_labelsprites_scale global scale to apply to label sprites before conversion to HUD coordinates 0.40625
r_lerpimages bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0) 1
r_lerplightstyles enable animation smoothing on flickering lights 0
r_lerpmodels enables animation smoothing on models 1
r_lerpsprites enables animation smoothing on sprites 1
r_letterbox reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes) 0
r_lightningbeam_color_blue color of the lightning beam effect 1
r_lightningbeam_color_green color of the lightning beam effect 1
r_lightningbeam_color_red color of the lightning beam effect 1
r_lightningbeam_qmbtexture load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better 0
r_lightningbeam_repeatdistance how far to stretch the texture along the lightning beam effect 128
r_lightningbeam_scroll speed of texture scrolling on the lightning beam effect 5
r_lightningbeam_thickness thickness of the lightning beam effect 4
r_lockpvs disables 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_lockvisibility disables 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_mipskins mipmaps 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 colors 1
r_mipsprites mipmaps sprites so they render faster in the distance and do not display noise artifacts 1
r_motionblur motionblur frame-by-frame alpha control {0 to 1} - 0.7 recommended 0
r_motionblur_bmin velocity at which there is no blur yet (may be negative to always have some blur) 0.5
r_motionblur_debug outputs current motionblur alpha value 0
r_motionblur_maxblur cap for the alpha level of the motion blur variable 0.88
r_motionblur_randomize randomizing coefficient to fix ghosting 0.1
r_motionblur_vcoeff sliding average reaction time for velocity 0.05
r_motionblur_vmax velocity at which there is full blur 600
r_motionblur_vmin velocity at which there is minimum blur 300
r_nearclip distance from camera of nearclip plane 1
r_nosurftextures pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case) 0
r_novis draws whole level, see also sv_cullentities_pvs 0 0
r_picmipsprites make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games) 0
r_picmipworld whether gl_picmip shall apply to world textures too 0
r_polygonoffset_submodel_factor biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps 0
r_polygonoffset_submodel_offset biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps 2
r_precachetextures 0 = 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_skymasking allows sky polygons in quake1 maps to obscure other geometry 1
r_q3bsp_renderskydepth draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things 0
r_render enables rendering calls (you want this on!) 1
r_shadow_bumpscale_basetexture generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect 0
r_shadow_bumpscale_bumpmap what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect 4
r_shadow_culltriangles performs more expensive tests to remove unnecessary triangles of lit surfaces 1
r_shadow_debuglight renders only one light, for level design purposes or debugging -1
r_shadow_frontsidecasting whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model) 1
r_shadow_gloss 0 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_gloss2intensity how bright the forced flat gloss should look if r_shadow_gloss is 2 125
r_shadow_glossexact use exact reflection math for gloss (slightly slower, but should look a tad better) 0
r_shadow_glossexponent how 'sharp' the gloss should appear (specular power) 32
r_shadow_glossintensity how bright textured glossmaps should look if r_shadow_gloss is 1 or 2 1
r_shadow_lightattenuationdividebias changes attenuation texture generation 1
r_shadow_lightattenuationlinearscale changes attenuation texture generation 2
r_shadow_lightintensityscale renders all world lights brighter or darker 1
r_shadow_lightradiusscale renders all world lights larger or smaller 1
r_shadow_polygonfactor how much to enlarge shadow volume polygons when rendering (should be 0!) 0
r_shadow_polygonoffset how 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_portallight use portal culling to exactly determine lit triangles when compiling world lights 1
r_shadow_projectdistance how far to cast shadows 1000000
r_shadow_realtime_dlight enables rendering of dynamic lights such as explosions and rocket light 1
r_shadow_realtime_dlight_portalculling enables portal optimization on dynamic lights (slow!) 0
r_shadow_realtime_dlight_shadows enables rendering of shadows from dynamic lights 0
r_shadow_realtime_dlight_svbspculling enables svbsp optimization on dynamic lights (very slow!) 0
r_shadow_realtime_world enables 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_compile enables compilation of world lights for higher performance rendering 1
r_shadow_realtime_world_compileportalculling enables portal-based culling optimization during compilation 1
r_shadow_realtime_world_compileshadow enables compilation of shadows from world lights for higher performance rendering 1
r_shadow_realtime_world_compilesvbsp enables svbsp optimization during compilation 1
r_shadow_realtime_world_lightmaps brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance 1
r_shadow_realtime_world_shadows enables rendering of shadows from world lights 0
r_shadow_scissor use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light) 1
r_shadow_texture3d use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting) 1
r_shadow_usenormalmap enables use of directional shading on lights 1
r_shadows casts 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 lighting 0
r_shadows_throwdistance how far to cast shadows from models 500
r_showbboxes shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%) 0
r_showcollisionbrushes draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!) 0
r_showcollisionbrushes_polygonfactor expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls -1
r_showcollisionbrushes_polygonoffset nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls 0
r_showdisabledepthtest disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing 0
r_showlighting shows 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 useful 0
r_shownormals shows per-vertex surface normals and tangent vectors for bumpmapped lighting 0
r_showshadowvolumes shows 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 useful 0
r_showsurfaces 1 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_showtris shows triangle outlines, value controls brightness (can be above 1) 0
r_skeletal_debugbone development cvar for testing skeletal model code -1
r_skeletal_debugbonecomponent development cvar for testing skeletal model code 3
r_skeletal_debugbonevalue development cvar for testing skeletal model code 100
r_skeletal_debugtranslatex development cvar for testing skeletal model code 1
r_skeletal_debugtranslatey development cvar for testing skeletal model code 1
r_skeletal_debugtranslatez development cvar for testing skeletal model code 1
r_sky enables sky rendering (black otherwise) 1
r_skyscroll1 speed at which upper clouds layer scrolls in quake sky 1
r_skyscroll2 speed at which lower clouds layer scrolls in quake sky 2
r_smoothnormals_areaweighting uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents 1
r_speeds displays rendering statistics and per-subsystem timings 0
r_stereo_angle separation 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_redblue red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too) 0
r_stereo_redcyan red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D 0
r_stereo_redgreen red/green anaglyph stereo glasses (for those who don't mind yellow) 0
r_stereo_separation separation distance of eyes in the world (negative values are only useful for cross-eyed viewing) 4
r_stereo_sidebyside side 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_maxtess maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) 1024
r_subdivisions_collision_maxvertices maximum vertices allowed per subdivided curve 4225
r_subdivisions_collision_mintess minimum number of subdivisions (values above 0 will smooth curves that don't need it) 0
r_subdivisions_collision_tolerance maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering) 15
r_subdivisions_maxtess maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) 1024
r_subdivisions_maxvertices maximum vertices allowed per subdivided curve 65536
r_subdivisions_mintess minimum number of subdivisions (values above 0 will smooth curves that don't need it) 0
r_subdivisions_tolerance maximum 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_test internal development use only, leave it alone (usually does nothing anyway) 0
r_textbrightness additional brightness for text color codes (0 keeps colors as is, 1 makes them all white) 0.2
r_textcontrast additional contrast for text color codes (1 keeps colors as is, 0 makes them all black) 0.8
r_textshadow draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc) 1
r_textureunits number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine) 32
r_track_sprites track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to 1
r_track_sprites_flags 1: Rotate sprites accodringly, 2: Make it a continuous rotation 1
r_track_sprites_scaleh height scaling of tracked sprites 1
r_track_sprites_scalew width scaling of tracked sprites 1
r_useinfinitefarclip enables use of a special kind of projection matrix that has an extremely large farclip 1
r_useportalculling improve 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_water whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1) 0
r_water_clippingplanebias a rather technical setting which avoids black pixels around water edges 1
r_water_reflectdistort how much water reflections shimmer 0.01
r_water_refractdistort how much water refractions shimmer 0.01
r_water_resolutionmultiplier multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster 0.5
r_wateralpha opacity of water polygons 1
r_waterscroll makes water scroll around, value controls how much 1
r_waterwarp warp view while underwater 1
rcon_address server address to send rcon commands to (when not connected to a server)
rcon_password password to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password
rcon_restricted_commands allowed commands for rcon when the restricted mode password was used restart 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_password password to authenticate rcon commands in restricted mode
rcon_secure force secure rcon authentication; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password 1
rcon_secure_maxdiff maximum time difference between rcon request and server system clock (to protect against replay attack) 5
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
team QW team (4 character limit, example: blue) none
teamplay teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self 0
teamplay_default default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the following four cvars 4
teamplay_lockonrestart it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams) 0
temp1 general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes) 0
timeformat time format to use on timestamped console messages [%Y-%m-%d %H:%M:%S]
timelimit ends level at this time (in minutes) 0
timelimit_decrement custom cvar 5
timelimit_increment custom cvar 5
timelimit_max custom cvar 60
timelimit_min custom cvar 5
timelimit_override Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit) -1
timelimit_overtime duration in minutes of one added overtime, added to the timelimit 2
timelimit_overtimes how many overtimes to add at max 0
timelimit_suddendeath number of minutes suddendeath mode lasts after all overtimes were added and still no winner was found 5
timestamps prints timestamps on console messages 0
userbind1_description custom cvar team: quad soon
userbind1_press custom cvar say_team quad soon
userbind1_release custom cvar
userbind10_description custom cvar team: roaming, icon
userbind10_press custom cvar say_team roaming (l:%l7) (h:%h7 a:%a7 w:%w7); g_waypointsprite_team_here
userbind10_release custom cvar
userbind11_description custom cvar team: attacking, icon
userbind11_press custom cvar say_team attacking (l:%l7) (h:%h7 a:%a7 w:%w7); g_waypointsprite_team_here
userbind11_release custom cvar
userbind12_description custom cvar team: killed flag, icon
userbind12_press custom cvar say_team killed flagcarrier (l:%y7); g_waypointsprite_team_p
userbind12_release custom cvar
userbind13_description custom cvar team: dropped flag, icon
userbind13_press custom cvar say_team dropped flag (l:%d7); g_waypointsprite_team_here_d
userbind13_release custom cvar
userbind14_description custom cvar team: drop gun, icon
userbind14_press custom cvar say_team dropped gun %w7 (l:%l7); g_waypointsprite_team_here; wait; dropweapon
userbind14_release custom cvar
userbind15_description custom cvar team: drop flag/key, icon
userbind15_press custom cvar say_team dropped flag/key %w7 (l:%l7); g_waypointsprite_team_here; wait; +use
userbind15_release custom cvar -use
userbind16_description custom cvar chat: nice one
userbind16_press custom cvar say :-) / nice one
userbind16_release custom cvar
userbind17_description custom cvar chat: good game
userbind17_press custom cvar say good game
userbind17_release custom cvar
userbind18_description custom cvar chat: hi / good luck
userbind18_press custom cvar say hi / good luck and have fun
userbind18_release custom cvar
userbind19_description custom cvar scoreboard / chat history
userbind19_press custom cvar +showscores; +con_chat_maximize
userbind19_release custom cvar -showscores; -con_chat_maximize
userbind2_description custom cvar team: free item, icon
userbind2_press custom cvar say_team free item %x7 (l:%y7); g_waypointsprite_team_here_p
userbind2_release custom cvar
userbind20_description custom cvar toggle recording .avi
userbind20_press custom cvar toggle cl_capturevideo
userbind20_release custom cvar
userbind21_description custom cvar toggle fullscreen
userbind21_press custom cvar toggle vid_fullscreen; vid_restart
userbind21_release custom cvar
userbind22_description custom cvar
userbind22_press custom cvar
userbind22_release custom cvar
userbind23_description custom cvar
userbind23_press custom cvar
userbind23_release custom cvar
userbind24_description custom cvar
userbind24_press custom cvar
userbind24_release custom cvar
userbind25_description custom cvar
userbind25_press custom cvar
userbind25_release custom cvar
userbind26_description custom cvar
userbind26_press custom cvar
userbind26_release custom cvar
userbind27_description custom cvar
userbind27_press custom cvar
userbind27_release custom cvar
userbind28_description custom cvar
userbind28_press custom cvar
userbind28_release custom cvar
userbind29_description custom cvar
userbind29_press custom cvar
userbind29_release custom cvar
userbind3_description custom cvar team: took item, icon
userbind3_press custom cvar say_team took item (l:%l7); g_waypointsprite_team_here
userbind3_release custom cvar
userbind30_description custom cvar
userbind30_press custom cvar
userbind30_release custom cvar
userbind31_description custom cvar
userbind31_press custom cvar
userbind31_release custom cvar
userbind32_description custom cvar
userbind32_press custom cvar
userbind32_release custom cvar
userbind4_description custom cvar team: negative
userbind4_press custom cvar say_team negative
userbind4_release custom cvar
userbind5_description custom cvar team: positive
userbind5_press custom cvar say_team positive
userbind5_release custom cvar
userbind6_description custom cvar team: need help, icon
userbind6_press custom cvar say_team need help (l:%l7) (h:%h7 a:%a7 w:%w7); g_waypointsprite_team_helpme; cmd voice needhelp
userbind6_release custom cvar
userbind7_description custom cvar team: enemy seen, icon
userbind7_press custom cvar say_team enemy seen (l:%y7); g_waypointsprite_team_danger_p; cmd voice incoming
userbind7_release custom cvar
userbind8_description custom cvar team: flag seen, icon
userbind8_press custom cvar say_team flag seen (l:%y7); g_waypointsprite_team_here_p; cmd voice seenflag
userbind8_release custom cvar
userbind9_description custom cvar team: defending, icon
userbind9_press custom cvar say_team defending (l:%l7) (h:%h7 a:%a7 w:%w7); g_waypointsprite_team_here
userbind9_release custom cvar
v_brightness brightness of black, useful for monitors that are too dark 0
v_centermove how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off) 0.15
v_centerspeed how fast the view centers itself 500
v_color_black_b desired color of black 0
v_color_black_g desired color of black 0
v_color_black_r desired color of black 0
v_color_enable enables black-grey-white color correction curve controls 0
v_color_grey_b desired color of grey 0.5
v_color_grey_g desired color of grey 0.5
v_color_grey_r desired color of grey 0.5
v_color_white_b desired color of white 1
v_color_white_g desired color of white 1
v_color_white_r desired color of white 1
v_contrast brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma) 1
v_contrastboost by how much to multiply the contrast in dark areas (1 is no change) 1
v_deathtilt whether to use sideways view when dead 0
v_deathtiltangle what roll angle to use when tilting the view while dead 80
v_flipped mirror the screen (poor man's left handed mode) 0
v_gamma inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull 1.125000
v_glslgamma enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma) 0
v_hwgamma enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not 1
v_idlescale how much of the quake 'drunken view' effect to use 0
v_ipitch_cycle v_idlescale pitch speed 1
v_ipitch_level v_idlescale pitch amount 0.3
v_iroll_cycle v_idlescale roll speed 0.5
v_iroll_level v_idlescale roll amount 0.1
v_iyaw_cycle v_idlescale yaw speed 2
v_iyaw_level v_idlescale yaw amount 0.3
v_kickpitch how much a view kick from damage pitches your view 0.6
v_kickroll how much a view kick from damage rolls your view 0.6
v_kicktime how long a view kick from damage lasts 0.5
v_psycho easter egg (does not work on Windows2000 or above) 0
vid_bitsperpixel how many bits per pixel to render at (32 or 16, 32 is recommended) 32
vid_conheight virtual height of 2D graphics system 600
vid_conwidth virtual width of 2D graphics system 800
vid_dgamouse make use of DGA mouse input 0
vid_fullscreen use fullscreen (1) or windowed (0) 1
vid_grabkeyboard whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards) 0
vid_hardwaregammasupported indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps) 1
vid_height resolution 768
vid_minheight minimum vid_height that is acceptable (to be set in default.cfg in mods) 0
vid_minwidth minimum vid_width that is acceptable (to be set in default.cfg in mods) 0
vid_mouse whether to use the mouse in windowed mode (fullscreen always does) 1
vid_netwmfullscreen make use _NET_WM_STATE_FULLSCREEN; turn this off if fullscreen does not work for you 0
vid_pixelheight adjusts vertical field of vision to account for non-square pixels (1280×1024 on a CRT monitor for example) 1
vid_refreshrate refresh rate to use, in hz (higher values flicker less, if supported by your monitor) 60
vid_resizable 0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted 1
vid_samples how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster) 1
vid_stereobuffer enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers 0
vid_stick_mouse have the mouse stuck in the center of the screen 0
vid_userefreshrate set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default 0
vid_vsync sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks 0
vid_width resolution 1024
vid_x11_display nexuiz-linux-*.sh will use this to start nexuiz on an other/new X display
viewsize how large the view should be, 110 disables inventory bar, 120 disables status bar 100
volume volume of sound effects 0.5
welcome_message_time custom cvar 8

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games/nexuiz_cvars.1455554027.txt.gz · Zuletzt geändert: 2016-02-15-17-33 von 7saturn

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