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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