ambient_fade 100 rate of volume fading when moving from one environment to another\r
ambient_level 0.3 volume of environment noises (water and wind)\r
bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)\r
-bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)\r
cdaudioinitialized 0 indicates if CD Audio system is active\r
chase_active 0 enables chase cam\r
chase_back 48 chase cam distance from the player\r
snd_channellayout 0 channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)\r
snd_channels 2 number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)\r
snd_initialized 0 indicates the sound subsystem is active\r
-snd_initialized 0 indicates the sound subsystem is active\r
snd_noextraupdate 0 disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates\r
snd_precache 1 loads sounds before they are used\r
snd_show 0 shows some statistics about sound mixing\r
snd_soundradius 1000 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)\r
snd_speed 48000 sound output frequency, in hertz\r
snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)\r
-snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)\r
snd_streaming 1 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)\r
snd_swapstereo 0 swaps left/right speakers for old ISA soundblaster cards\r
snd_width 2 sound output precision, in bytes (1 and 2 supported)\r
sys_specialcharactertranslation 1 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)\r
sys_ticrate 0.05 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)\r
sys_usetimegettime 1 use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power)\r
-sys_usetimegettime 1 use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power)\r
team none QW team (4 character limit, example: blue)\r
teamplay 0 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\r
temp1 0 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)\r
vid_width 640 resolution\r
viewsize 100 how large the view should be, 110 disables inventory bar, 120 disables status bar\r
volume 0.7 volume of sound effects\r
-volume 0.7 volume of sound effects\r
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