ZQuake Client Console Variables List



NOTE: this list is far from being finished

_vid_default_mode
Default: 0

_vid_default_mode_win
Default: 3

_vid_wait_override
Default: 0

_windowed_mouse
Whether to use the mouse in windowed display modes
Default: 1 for GL, 0 for software targets

baseskin
Default: "base"

bgmvolume
CD music volume. On Windows systems, the only possible values are 0 and 1.
Default: 1

block_switch
Disables alt+tab switching in Win9x systems. Non-functional in WinNT/2k
Default: 0
Comment: Windows software targets only

bottomcolor
Just what it says, color of the bottom part of your player model.
Flags: archive, userinfo
Default: 0

cl_anglespeedkey
Default:

cl_backspeed
Flags: archive
Default: 200

cl_bob
Default: 0.02

cl_bobcycle
Default: 0.6

cl_bobup
Default: 0.5

cl_bonusflash
Default: 1

cl_c2sImpulseBackup
Default: 3

cl_c2spps
Equivalent to Qizmo proxy .c2spps command - controls how many packets you want to be sent to the server every settings. Low values make movement of players and other entities a bit choppy, but let you play with cl_maxfps 72 without lags.
You shouldn't ever need to change this variable when playing on LAN (or on cable)
Default: 0

cl_chasecam
Turns on "through the eyes" view when tracking players in spectator mode. When disabled, the client will automatically try to find a good position for observing.
Default: 0

cl_chatmode
Default: 2

cl_clock
Default: 0

cl_clock_x
Default: 0

cl_clock_y
Default: -1

cl_crossx
Horizontal offset of the crosshair, in pixels.
Default: 0

cl_crossy
Vertical offset of the crosshair, in pixels.
Default: 0

cl_deadbodyFilter
When enabled, bodies of dead players are not drawn -- saves some fps. It's not a good idea to use this in Team Fortress because you won't be able to see a feigned spy.
Default: 0

cl_demoPingInterval
How often to request ping updates when recording demos. Default is 5 seconds; a zero value disables automatic ping requests.
This variable doesn't affect ping updates when the scoreboard is shown (they are always one update per 2 seconds).
Default: 5

cl_demoSpeed
How fast demos are played back. 1 is normal speed, 2 is double speed, 0.5 is half speed, etc. Valid values are from 0.1 to 10.
Default: 1

cl_explosion
Lets you change standard explosions to less fps-hogging ones. Possible values are:
0 - normal
1 - no particles
2 - no dynamic lighting
3 - no particles, no dynamic lighting (a lot faster than the default setting)
6 - teleport effect
7 - blood (a la Qizmo)
8 - more blood :-E~
Default: 0

cl_filterdrawviewmodel
When enabled, r_drawviewmodel changes received from the server are ignored. Useful when playing Rocket Arena if you play with r_drawviewmodel 0 and don't want stupid RA servers to set it to 1.
Default: 0

cl_forwardspeed
Flags: archive
Default: 200

cl_gibFilter
When enabled, gibs are not drawn -- saves some fps. It's a good idea to use this feature when you're playing an important game, but remember to flip it back to 0 sometimes when you're playing an FFA game or just having fun with bots -- you might have forgot how cool it looks when you gib a player with a quad rocket and meat sprays in all directions :-)
Default: 0

cl_hightrack
Enables automatic switching to the player with the maximum amount of frags. Spectator mode only.
Default: 0

cl_hudswap
When enabled, the inventory is drawn on the left side of the screen.
Only works in "headsup" mode (cl_sbar = 0 and viewsize >= 100).
Default: 0

cl_keypad
Whether to generate keypad key events /FIXME/
A value of 0 is QW compatibility mode
Default: 1

cl_maxfps
The upper limit of the number of frames that can be drawn each second.
Valid values are from 30 to 72, so setting cl_maxfps 10 is equivalent to cl_maxfps 30.
A value of 0 can also be used, in this case the fps cap is calculated from the rate setting: fps = max (30.0, min (rate.value/80.0, 72.0)).
Note that increasing cl_maxfps also increases both client and server traffic.
Flags: archive
Default: 0

cl_movespeedkey
Flags: archive
Default: 2.0

cl_muzzleflash
Whether to draw muzzle flashes (the flashes when a gun is shot)
0 - all turned off
1 - all turned on (default)
2 - own flashes off, all other on
Default: 1

cl_nodelta
Disables delta compression of server-to-client traffic. This increases ping, but makes recovery from lags faster.
Default: 0

cl_nofake
When set, disables "fake" messages sent by other players.
0 - Allow fake messages
1 - Disallow fake messages
2 - Allow fakes messages from teammates only
Comments: To "unfake" a message, ZQuake replaces all line feed (0x0A) and carriage return (0x0D) characters with a space symbol. A value of 2 disables fake messages from enemies but lets teammates use shorter names, so I suggest always using 2.
It must be noted that ZQuake cannot always determine who exactly sent the message when there is, for a example, a guy named "unnamed" in your team and "(unnamed)" in the enemy team, because a normal messsage from (unnamed) and a team message from unnamed will look identically. In this case ZQuake will "unfake" messages from both players.
Default: 0

cl_nopred
Disables client side movement prediction. Should only be used for testing.
Default:: 0

cl_oldPL
Default:: 0

cl_parseFunChars
Default:: 1

cl_parseSay
Default:: 0

cl_parseWhiteText
Default:: 1

cl_pitchspeed
Default: 150

cl_predict_players
Whether to predict other players' movement.
Default:: 1

cl_r2g
Default:: 0

cl_rollangle
Default:: 2.0

cl_rollspeed
Default:: 200

cl_sbar

cl_shownet

cl_sidespeed
Default: 350

cl_solid_players
Default: 1

cl_staticsounds
Setting to 0 disables all static sounds. Only takes effect after reconnecting.
Default: 1

cl_timeout

cl_triggers

cl_trueLightning
Smoothes out shaft movement. Valid values are in 0..1 range. A zero value disables smoothing, 1 is 100% smoothing.
Default: 0

cl_upspeed

cl_warncmd

cl_writecfg

cl_yawspeed
Default: 140

con_notifylines
Default: 4

con_notifytime
Default: 3

contrast
Default: 1

crosshair
Type of the crosshair.
0 - no crosshair at all
1 - a "+" character is used as the crosshair.
2 - QuakeWorld crosshair (a cross).
3 - New ZQuake crosshair (a small cross).
4 - New ZQuake crosshair (a dot).
Default: 2

crosshaircolor
Color of the crosshair. Has no effect on crosshair 1.
Default: 79 (red)

d_mipcap
Software targets only.
Default: 0

d_mipscale
Software targets only.
Default: 1

d_subdiv16
Enables 16-pixel subdivision in bmodel rendering code. Reduces the quality of walls a bit, but gives a slight (around 5%) speedup.
Software targets only.
Default: 1

default_fov
See also: fov
Default: 0

developer
Enables printing of developer messages.
Default: 0

enemyskin
Default: ""

entlatency
Unused
Default: 20

fov
Horizontal field of view, in angles. Low values produce a zoom effect, high values (110, 120) look weird but are used by many deathmatch players because of the additional field of view it provides<.br> Default: 90

freelook
Enables free look mode, that is, moving the mouse forward and back moves your view direction up or down. Both -mlook and freelook 0 must be specified to disable free look mode.
Default: 1

gamma
Flags: archive
Default:

host_speeds
Default: 0

joyadvanced
Default:

joyadvaxisr
Default:

joyadvaxisu
Default:

joyadvaxisv
Default:

joyadvaxisx
Default:

joyadvaxisy
Default:

joyadvaxisz
Default:

joyforwardsensitivity
Default:

joyforwardthreshold
Default:

joyname
Default:

joypitchsensitivity
Default:

joypitchthreshold
Default:

joysidesensitivity
Default:

joysidethreshold
Default:

joystick
Default:

joywwhack1
Default:

joywwhack2
Default:

joyyawsensitivity
Default:

joyyawthreshold
Default:

loadas8bit
When enabled, all sounds are converted to 8 bit on load. This reduces sound quality, but also lowers memory usage. Quake automatically sets it to 1 on startup if you have 8 Mb of memory (or less).
Default:

localid
Used by GameSpy software (GameSpy adds a +localid parameter to the client's command line). Setting to "" disables execution of GameSpy commands.
Default: ""

lookspring
Default:

lookstrafe
Default:

m_filter
Interpolates mouse movement, providing a smoother gameplay on 40Hz mice, but increases "mouse lag".
Default: 0

m_forward
Default: 1

m_pitch
Y-axis mouse sensitivity. Selecting "invert mouse" in the Options menu sets m_pitch to a negative value.
Flags: archive
Default: 0.022

m_side
Default: 0.8

m_yaw
X-axis mouse sensitivity. Don't change this, use the sensitivity variable instead.
Default: 0.022

mapname
Short name of the map being played (e.g. e1m1, dm6).
Flags: Read only
Default: ""

msg
Tells the server what messages you want to see.
0 - all messages
1 - all, but pickup messages
2 - all, but pickup and death messages
3 - chat messages only
4 - no messages at all.
The higher the value of msg, the less information will be printed on your screen; higher values also reduce server traffic.
Flags: archive, userinfo
Default: 1

name
Your name as it will be shown in the scoreboard
Flags: archive, userinfo
Default: unnamed

noaim
Disables automatic Y-axis aim unless it's already disabled on the server. Pretty useless because autoaim is disabled in qw servers by default.
Flags: archive, userinfo
Default: 1

noskins
Setting it to 1 disables external player skins completely (only the skins built into player.mdl will be used). noskins 2 also lets you use skins, but QW won't try to download missing skins when connecting to a server.
Default: 0

nosound
Default: 0

password
Flags: userinfo
Default: ""

pm_jumpfixtime
Don't mess with this...
Default:

pm_ktphysics
Enables Kombat Teams style jump prediction on sloping surfaces. Set it to 1 if you're playing on KT servers to avoid prediction errors when your ping is high.
Default: 0

pm_slidefix
Default: 0

pushlatency
Default: -999

qizmo_dir
Default: "qizmo"

qport
Default: N/A

r_aliastransadj
Software renderer only.
Default:

r_aliastransbase
Software renderer only.
Default:

r_ambient
Default: 0

r_clearcolor
Software renderer only.
Default: 2 (dark grey)

r_drawentities
Default: 1

r_drawflame
When set to 0, torch models are not drawn. On maps like dm6 this gives you a noticeable speedup.
Default: 1

r_draworder
Default:

r_drawviewmodel
Whether to draw the view weapon model.
0 - don't draw.
1 - always draw.
2 - only draw when fov is 90 or less
Default: 1 for GL and 2 for software.

r_dspeeds
Software renderer only.
Default: 0

r_fastsky
Setting it to 1 draws flat polygons instead of normal sky. Helps fps a bit on maps with large sky areas, like dm2, dm3, or q1dm17.
See also: r_skycolor
Default: 0

r_fullbright
Default: 0

r_fullbrightSkins
Default: 0

r_graphheight
Default:

r_grenadeTrail
Setting it to 0 hides grenade trails
Default: 1

r_maxedges
Default:

r_maxsurfs
Default:

r_netgraph
Default: 0

r_numedges

r_numsurfs

r_polymodelstats

r_powerupGlow

r_reportedgeout

r_reportsurfout

r_rocketLight
Setting this variable to 0 disables dynamic lighting from rockets, thus giving a noticeable fps boost.
Default: 1

r_rocketTrail
Lets you change the way rocket trails look or hide them completely.
0 - don't draw rocket trails.
1 - show default rocket trails.
2 - change rocket trails to grenade trails.
Default: 1

r_skycolor
Changes the color of sky polygons when r_fastsky is enabled.
The values are Quake palette indexes, in 0..255 range. 0 is black, 15 is white, the values in between are shades of gray.
Default: 4 (dark gray)

r_speeds

r_timegraph

r_waterwarp

r_zgraph

rate

rcon_address

rcon_password

registered

s_ambientfade
How fast the volume of ambient sounds changes as you move around the map.
Default: 100

s_ambientlevel
Volume level of ambient sounds (produced by water and sky brushes).
Default: 0.3

s_mixahead
How far ahead to mix sounds (in seconds). High values make sound "laggy" (e.g. you fire a rocket but only hear the sound a split second later). Lower values can make sound choppy.
Default: 0.1

s_noextraupdate
When enabled, gives a slight increase in perfomance, but sound may become choppy if your computer is really slow.
Default: 0

s_precache
When enabled, all necessary sounds are loaded automatically when entering a new map. When disabled, sounds are only loaded on demand.
Default: 1

s_show
When set, keeps printing to the console the number of sounds currently being played, in "--- (x) ---" style. Used for debugging
Default: 0

scr_allowsnap
Whether to allow screenshot uploads to be requested by server.
Default: 1

scr_centerMenu
When enabled, the menu is centered vertically, otherwise it sticks to the top of the screen. Has no effect in 320x200 mode.
Default: 1

scr_centerSbar

scr_centertime

scr_consize

scr_conspeed

scr_printspeed

sensitivity
Mouse sensitivity, controls how much your view direction changes when you move the mouse.
Flags: archive
Default: 3

show_fps
When enabled, the frames per second counter is draw in the bottom right corner of the screen, just above the status bar
Default: 0

show_speed
When enabled, prints your horizontal velocity in the upper right corner of the screen. Useful for practising bunny hopping
A value of 1 shows your 'real' velocity. It is precise, but somewhat "laggy" when you have a high ping; show_speed 2, however, displays predicted velocity, it's may not be correct in some cases, but is updated faster.
Default: 0

showdrop

showpackets

showpause
When disabled, the "PAUSED" message is never printed on the screen. Useful for taking screenshots.
Default: 1

showram
Default: 1

showturtle
Default: 0

skin
Name of a .pcx file that should be used as a skin for your player model.
Other players will only see it if they have an identically named .pcx file in their qw/skins folder, and haven't disabled skins with the "noskins 1" command.
If you created a nice looking skin for yourself and want to use it on a public server, ask the server admin to put your skin into the server's qw/skins folder. QuakeWorld automatically downloads skins from the server when connecting (unless noskins 1 or noskins 2 is set). Flags: archive, userinfo
Default: ""

spectator
Flags: userinfo
Default: 0

team
The name of the team you're on.
Flags: archive, userinfo
Default: ""

teamskin
Default: ""

topcolor
Just what it says, color of the upper half of your player model.
Flags: archive, userinfo
Default: 0

tp_forceTriggers
Default: 0

tp_loadlocs
Whether to load .loc files automatically when going to a new map.
Default: 1

tp_name_at
Default: "at"

tp_name_axe tp_name_backpack tp_name_cells tp_name_flag tp_name_ga tp_name_gl tp_name_health tp_name_lg tp_name_mh tp_name_nails tp_name_ng tp_name_nothing tp_name_pent tp_name_quad tp_name_ra tp_name_ring tp_name_rl tp_name_rockets tp_name_sg tp_name_shells tp_name_sng tp_name_someplace tp_name_ssg tp_name_suit tp_name_ya tp_need_cells tp_need_ga tp_need_health tp_need_nails tp_need_ra tp_need_rl tp_need_rockets tp_need_shells tp_need_weapon
tp_need_ya
Default:

tp_soundtrigger
Default:

v_centermove
Default: 0.15

v_centerspeed
Default: 500

v_contentblend
Default: 1

v_damagecshift
Default: 1

v_idlescale
Default: 0

v_ipitch_cycle
Default: 1

v_ipitch_level
Default: 0.3

v_iroll_cycle
Default: 0.5

v_iroll_level
Default: 0.1

v_iyaw_cycle
Default: 2.0

v_iyaw_level
Default: 0.3

v_kickpitch
Default: 0.6

v_kickroll
Default: 0.6

v_kicktime
Default: 0.5

v_pentcshift
Default: 1

v_quadcshift
Default: 1

v_ringcshift
Default: 1

v_suitcshift
Default: 1

vid_config_x
Default: 800

vid_config_y
Default: 600

vid_fullscreen_mode
Default: 3

vid_mode
Default: 0

vid_nopageflip
Default: 0

vid_resetonswitch
This is a workaround for the bug in some NVidia drivers, when you alt-tab out of quake and the screen gets garbaged.
When enabled, ZQuake will reset your Windows video mode every time you press alt-tab.
Note that some NVidia drivers lock up your system completely when you alt-tab. vid_resetonswitch will not help in this case (try starting ZQuake with -dibonly).
Default: 0
Comment: Windows software targets only

vid_stretch_by_2
Default: 1

vid_wait
Default: 0

vid_window_x
Default:

vid_window_y
Default:

vid_windowed_mode
Default:

viewsize
Flags: archive
Default: 100

volume
Master sound volume. Controls volume of all game sounds, including ambient and static sounds.
Flags: archive
Default: 0.7


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