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games:nexuiz_cvars [2016-02-15-17-33] – angelegt 7saturngames:nexuiz_cvars [2016-02-15-17-55] (aktuell) 7saturn
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 ====== Nexuiz cvars ====== ====== Nexuiz cvars ======
-Dies ist eine Liste aller in Nexuiz 2.5.2 verfügbaren cvars+Die Liste der verfügbaren cvars für Nexuiz ist recht langsodass aus technischen Gründen hier nur Pointer zu weiteren Tabellen vorhanden sein können: 
-^  cvar  ^  Beschreibung  ^  Default-Wert +  * [[Nexuiz cvars bis b]
-| _backup_con_chatvars_set | custom cvar | 0 | +  * [[Nexuiz cvars c]] 
-| _cl_color | internal storage cvar for current player colors (changed by color command) | 102 | +  * [[Nexuiz cvars d bis f]] 
-| _cl_name | internal storage cvar for current player name (changed by name command) | Player | +  * [[Nexuiz cvars g Teil 1]] 
-| _cl_playermodel | internal storage cvar for current player model in Nexuiz (changed by playermodel command) | models/player/marine.zym | +  * [[Nexuiz cvars g Teil 2]] 
-| _cl_playerskin | internal storage cvar for current player skin in Nexuiz (changed by playerskin command) | 0 | +  * [[Nexuiz cvars h bis r]] 
-| _cl_rate | internal storage cvar for current rate (changed by rate command) | 20000 | +  * [[Nexuiz cvars s]] 
-| _snd_mixahead | how much sound to mix ahead of time | 0.11 | +  * [[Nexuiz cvars bis w]]
-| _supports_weaponpriority | set to 1 by csqc if supportedand 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 | | +
-| 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 - v^2 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), %(health), %a (armor), %x (rockets), %c (cells), %(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 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ... | 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'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:%l^7) (h:%h^7 a:%a^7 w:%w^7); g_waypointsprite_team_here | +
-| userbind10_release | custom cvar |  | +
-| userbind11_description | custom cvar | team: attacking, icon | +
-| userbind11_press | custom cvar | say_team attacking (l:%l^7) (h:%h^7 a:%a^7 w:%w^7); 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:%y^7); 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:%d^7); 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 %w^7 (l:%l^7); 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 %w^7 (l:%l^7); 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 %x^7 (l:%y^7); 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:%l^7); 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:%l^7) (h:%h^7 a:%a^7 w:%w^7); 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:%y^7); 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:%y^7); 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:%l^7) (h:%h^7 a:%a^7 w:%w^7); 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 (1280x1024 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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