Important DarkPlaces cvars




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Important DarkPlaces cvars

Postby grabeskuehle » Mon 29. Aug 2016, 17:04

Here i start a list as quick reference for the cvars we might need regulary.
There are far commands included in the Engine, there is cvar which shows the all in the console (just have to remember it, lol).
I will try to categorize the different cvars as good as possible.

You can always find more cvars in the console, if you key in the starting letters of the cvars you want, and pressing tabulator.

most useful
  • condump
  • exit

developer stuff
  • csqc_progname ["csprogs.dat"] name of csprogs.dat file to load
  • developer ["0"] shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages
  • developer_texturelogging ["0"] produces a textures.log file containing names of skins and map textures the engine tried to load
  • gl_lightmaps ["0"] draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading
  • physics_ode ["0"] run ODE physics (VERY experimental and potentially buggy)


client
  • cl_particles ["1"] enables particle effects
  • r_drawparticles is "1" ["1"] enables drawing of particles

hud
  • fov ["90"] field of vision, 1-170 degrees, default 90, some players use 110-130
  • r_draw2d ["1"] draw 2D stuff (dangerous to turn off)

renderer and graphics
  • gl_combine ["1"] indicates whether the OpenGL 1.3 rendering path is active
  • r_glsl ["1"] indicates whether the OpenGL 2.0 rendering path is active
  • gl_dither ["1"] enables OpenGL dithering (16bit looks bad with this off)
  • gl_texture_anisotropy ["1"] anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values
  • r_bloom ["0"] enables bloom effect (makes bright pixels affect neighboring pixels)
  • r_drawexteriormodel ["1"] draw your player model (e.g. in chase cam, reflections)
  • r_drawfog ["1"] allows one to disable fog rendering
  • r_dynamic ["1"] enables dynamic lights (rocket glow and such)
  • r_enableshadowvolumes ["1"] Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off
  • r_fog_clear ["1"] clears renderbuffer with fog color before render starts
  • r_fxaa ["0"] fast approximate anti aliasing
  • r_glsl_deluxemapping ["1"] use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)
  • r_glsl_offsetmapping ["0"] offset mapping effect (also known as parallax mapping or virtual displacement mapping)
  • r_glsl_offsetmapping_reliefmapping ["0"] relief mapping effect (higher quality)
  • r_hdr_irisadaptation ["0"] adjust scene brightness according to light intensity at player location
  • r_hdr_scenebrightness ["1"] global rendering brightness
  • r_motionblur ["0"] screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!


performance
  • cl_minfps ["40"] minimum fps target - while the rendering performance is below this, it will drift toward lower quality
  • gl_finish is "0" ["0"] 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)
  • gl_max_lightmapsize ["1024"] maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)
  • gl_max_size ["2048"] maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192)
  • gl_picmip ["0"] reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%
  • gl_texturecompression ["0"] 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
  • gl_vbo ["3"] 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)
  • mod_bsp_portalize ["1"] enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal
  • r_depthfirst ["0"] 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
  • r_font_compress is "0" ["0"] use texture compression on font textures to save video memory
  • r_fullbright is "0" ["0"] makes map very bright and renders faster
  • r_mipnormalmaps is "1" ["1"] mipmaps normalmaps (turning it off looks sharper but may have aliasing)

sound


editlights
  • r_editlights ["0"] enables .rtlights file editing mode
  • r_editlights_current_ambient ["0"] ambient intensity of selected light
  • r_editlights_current_angles ["0 0 0"] angles of selected light
  • r_editlights_current_color ["1 1 1"] color of selected light
  • r_editlights_current_corona ["0"] corona intensity of selected light
  • r_editlights_current_coronasize ["0"] corona size of selected light
  • r_editlights_current_cubemap ["0"] cubemap of selected light
  • r_editlights_current_diffuse ["1"] diffuse intensity of selected light
  • r_editlights_current_normalmode ["0"] normalmode flag of selected light
  • r_editlights_current_origin ["0 0 0"] origin of selected light
  • r_editlights_current_radius ["0"] radius of selected light
  • r_editlights_current_realtimemode ["0"] realtimemode flag of selected light
  • r_editlights_current_shadows ["0"] shadows flag of selected light
  • r_editlights_current_specular ["1"] specular intensity of selected light
  • r_editlights_current_style ["0"] style of selected light
  • r_editlights_cursordistance ["1024"] maximum distance of cursor from eye
  • r_editlights_cursorgrid ["4"] snaps cursor to this grid size
  • r_editlights_cursorpushback ["0"] how far to pull the cursor back toward the eye
  • r_editlights_cursorpushoff ["4"] how far to push the cursor off the impacted surface
  • r_editlights_drawproperties ["1"] draw properties of currently selected light
  • r_editlights_quakelightsizescale ["1"] changes size of light entities loaded from a map
grabeskuehle
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Joined: Mon 29. Aug 2016, 15:43

by Advertising » Mon 29. Aug 2016, 17:04

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Re: Important DarkPlaces cvars

Postby grabeskuehle » Mon 29. Aug 2016, 22:39

reserved
grabeskuehle
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Posts: 5
Joined: Mon 29. Aug 2016, 15:43

Re: Important DarkPlaces cvars

Postby grabeskuehle » Mon 29. Aug 2016, 22:40

reserved
grabeskuehle
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Posts: 5
Joined: Mon 29. Aug 2016, 15:43


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