From: TimePath Date: Sun, 17 May 2015 05:46:12 +0000 (+1000) Subject: Restructure X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=22b7a638c3c53bbe50c72f04ac2ba3aa04124c25;p=xonotic%2Fxonotic.wiki.git Restructure --- diff --git a/1v1_Duel.md b/1v1_Duel.md deleted file mode 100644 index d13a718..0000000 --- a/1v1_Duel.md +++ /dev/null @@ -1,25 +0,0 @@ -1v1 Duel -======== - -Object of the Game ------------------- - -Deathmatch is one of the most popular (and easiest) gamemodes in Xonotic. It is a simple free for all fight where everyone plays versus everyone. Each frag (-\> kill) awards you 1 point. To win a map you need 30 points. Note: You lose 1 point if you suicide (e.g. fall in space, lava or kill yourself with a weapon). - -Map Entities ------------- - -_(Insert Map Entities here)_ - -Helpful Hints and Tips ----------------------- - -_(Insert Helpful Hints and Tips here)_ - -List of Demos and Videos ------------------------- - -- Demo: _(Insert Demo or Video Here)_ -- Players: _(Insert Player Names Here)_ -- Key Points: _(Insert key points in match here)_ - diff --git a/Announcement.md b/Announcement.md deleted file mode 100644 index 5d7c2dc..0000000 --- a/Announcement.md +++ /dev/null @@ -1,209 +0,0 @@ -Our announcement -================ - -(Here is where the announcement copy will start) - -We’d like to formally announce the beginnings of our new community project, Xonotic. The founders of Xonotic were first Nexuiz[link] developers, contributors and believers. On March 3rd 2010 IllFonic announced[AT link] their aquisition of nexuiz.com[link], rights to the name and a commercial license from Id Software[link] for the original Quake 1 game engine, so build a closed source console version of Nexuiz. A large portion of the community was very upset by this surprise because Lee Vermeulen failed to complete his due diligence to contributors and more importantly the development team known as ‘Alientrap’, which in this deal only consisted of Lee Vermeulen and Forest Hale (Darkplaces Engine creator). - -An open-letter[link] fell on deaf ears, Vermeulen didn’t apologize and trust has been lost. - -Developers and contributors joined together to create Xonotic. Beyond being a first person shooter based on Nexuiz (GPL) 2.5.2svn[link], Xonotic aims to be a rethink and reorganization of how we share a GPL video game and organize the services around it. - -[still reworking] - -v2 expanded by Spaceman -======================= - -We formally announce the beginning of our new community project, Xonotic[link]. - -The founders of the Xonotic[link] project and community were once Nexuiz[link] developers, contributors and believers. - -On March 3rd 2010 IllFonic announced[AT link] their aquisition of nexuiz.com[link], the rights to the games name and a commercial licence for the original Quake 1 game engine for a closed source console version of Nexuiz. - -Following their announcement a large portion of the community joined together to create Team Xonotic[link] and an enduring legacy. Beyond being a first person shooter based on Nexuiz (GPL), Team Xonotic aims to be a rethink and reorganization of how a community creates an open source video game and organizes the services around it. - -A distinct lack of leadership (the announced 253 hot fix is 5 months late), the underhand manner that AlienTrap used to sell the game code and the loss of the Nexuiz identity caused a huge uproar in the game community. This brought together the game coders and players in a community revolt. - -Team Xonotic[link] will be run by a small team of volunteers with no one in total control. All significant decisions will be made by an elected body of six people. - -Xonotic 1.0 is planned to be released in about 6 months. Today a compatibilty pack has been released that will rebrand Nexuiz 252. - -Team Xonotic - -v3, edited by a grue — re-edited by -z- -======================================= - -On March 3rd, 2010, game developer IllFonic[link] announced that they had acquired a commercial, closed-source license for Nexuiz[link], its engine (darkplaces[link]) and the rights to the game’s name from Alientrap. Much to the surprise of everyone who considered themselves part of Alientrap, only Lee Vermeulen (Nexuiz’s original creator) was ‘Alientrap’ in this deal. After exhausting all options for compromise with Lee and IllFonic, including an open letter from the community[link], it became clear that the deal had been finalized and the trust was gone. A large portion of the community, including several major Nexuiz developers and contributors, joined together to continue development under a new name, to preserve freedoms and better distribute power for such decisions. - -While functionality-wise being a direct successor to Nexuiz, the Xonotic[link] project is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under the community control and streamline the contribution process. A major organizational structure change is that decisions affecting the game at large will be made by an elected group of three to six people, XSG (Xonotic Steering Group), with no single person maintaining total control. - -Without getting into much detail, a few other mentionable changes in planning are: - -Project Changes: - -1. use of git versioning system instead of svn -2. better attention to marketing and public relations -3. a more defined artistic direction - -Game Changes: - -1. new set of player models -2. new set of sounds -3. default maps will get a makeover -4. new names for some weapons and gamemodes, especially ones using the “nex” prefix - -An explanation is due regarding the name choice. It was decided by a voting from a list of names, which was compiled based on several factors, primarily availability of the domain name and pronouncability. The choice had to be kept secret to avoid cybersquatting attempts. - -While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates here, the new website[link] and on IRC: - -\#xonotic on irc.quakenet.org - general discussion -\#xonotic on irc.freenode.org - development discussion - -We look forward to creating a game that everyone can feel a part of. Your support is much appreciated. - -The Xonotic team. - -v4, edited by merlijn -===================== - -**[Xonotic](http://xonotic.org) is a free software (GPL) game project, which runs on Microsoft Windows, Mac OSX and Linux. It is not a new project, but it attempts to pick up where the [Nexuiz project](http://alientrap.org/nexuiz) came to a halt. Due to recent events, we felt the need to start with a clean slate which will benefit everyone involved. Xonotic will stay true to the values we have grown to love about Nexuiz, namely high quality graphics and very fast gameplay.** - -On March 3rd, 2010, game development company **[IllFonic](http://illfonic.com)** announced that they had acquired a commercial, closed-source license for **[Nexuiz](http://alientrap.org/nexuiz)**, its engine ([darkplaces](http://icculus.org/twilight/darkplaces/)) and the rights to the games name and domain from Alientrap. Much to the surprise of everyone who considered themselves part of Alientrap, only Lee Vermeulen (Nexuiz’s original creator) was ‘Alientrap’ in this deal. After exhausting all options for compromise with Lee and IllFonic, including an open letter from the community **[link no longer exists]**, it became clear that the deal had been finalized and the trust in leadership was gone. A large portion of the community, including several major Nexuiz developers and contributors, joined together to continue development under a new name, to preserve freedoms and better distribute power for such decisions. - -While functionality-wise being a direct successor to Nexuiz, the **[Xonotic project](http://xonotic.org)** is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under the community control and streamline the contribution process. A major organizational structure change is that decisions affecting the game at large will be made by an elected group of three to six people, XSG (Xonotic Steering Group), with no single person maintaining total control. - -Without getting into much detail, a few other mentionable changes in planning are: - -Project Changes: - -1. use of git versioning system instead of svn -2. better attention to marketing and public relations -3. a more defined artistic direction - -Game Changes: - -1. new set of player models -2. new set of sounds -3. default maps will get a makeover -4. new names for some weapons and gamemodes, especially ones using the “nex” prefix - -While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates here, the new website[link] and on IRC: - -\#xonotic on irc.quakenet.org - general discussion -\#xonotic on irc.freenode.org - development discussion - -We look forward to creating a game that everyone can feel a part of. You are very much welcome to help in any way you can, please contact us to discuss your ideas. -The Xonotic team. - -v5, edited by Dokujisan -======================= - -We would like to formally announce the arrival of a new free-software (GPL) game project called **[Xonotic](http://xonotic.org)**. Xonotic is a fast-paced, first-person shooter that runs on Microsoft Windows, Mac OSX and Linux. This project is a derivative of the **[Nexuiz project](http://alientrap.org/nexuiz)**, which has recently undergone some troublesome **[changes](Faq#what-prompted-the-split-from-nexuiz)** that has left many of the core contributors feeling the project has been **[mishandled](http://alientrap.org/forum/viewtopic.php?f=1&t=6043)**. As a result, we felt the need to organize a departure to start with a clean slate. - -**[Xonotic](http://xonotic.org)** will place focus on the things we love about Nexuiz, but also extend our goals to become the game that many thought Nexuiz should have been. - -While technically being a direct successor to Nexuiz, the **[Xonotic](http://xonotic.org)** project is a rethink and reorganization of how a community creates an open source video game and organizes the services around it. The idea is to bring game development and design under community control and improve the contribution process. The organizational structure will make sure that no single person ever maintains total control of the project. - -Some of the plans so far include: - -**Project Changes:** - -1. use of GIT versioning system instead of SVN -2. better attention to marketing and public relations -3. a more defined artistic direction -4. more emphasis on recruiting -5. better organization of contributors -6. more focus on community activities (tournaments, contests, etc) - -**Game Changes:** - -1. new set of player models -2. new set of sounds -3. new music -4. default maps will get a makeover -5. new names for weapons and gamemodes (especially ones using the “nex” prefix) - -While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates on **[our website](http://xonotic.org)**, on **[twitter](http://twitter.com/xonotic)**, **[facebook](http://facebook.com/xonotic)** and in IRC: \#xonotic on irc.quakenet.org -Before you visit us in IRC, please visit our **[FAQ Page](http://xonotic.org/faq)** for more detailed information about this project. - -We look forward to creating a game that everyone can feel a part of. You are very much welcome to help in any way you can. We appreciate all of your support. - -The Xonotic team. - -v6 edited by Xeno -================= - -The **[Nexuiz](http://alientrap.org/nexuiz)** community recently arrived at a difficult **[crossroad](http://alientrap.org/forum/viewtopic.php?f=1&t=6043)** and after much discussion, many of us have decided that it was time for a fresh start in a new direction, a direction which stays true to all that which has taken us so far while eliminating that which has held us back. This new direction will focus on the momentum of our community and reforge the project around it. - -It is therefore with great pleasure that we formally announce the birth of **[Xonotic](http://xonotic.org)**, a free (GPL), fast-paced first-person shooter and direct successor to Nexuiz. Xonotic is a rethink of the Nexuiz project which recognizes that the community around it is its principle driving force and which will restructure itself to respect that. In particular this means that there will be no single person with total control over the project. In additon to the sharper focus on the community, Xonotic will also pursue a clearer agenda which includes the following: - -1. a more defined artistic direction -2. better organization of contributors -3. more emphasis on recruiting -4. more focus on community activities (tournaments, contests, etc) -5. use of Git versioning control instead of SVN -6. better attention to marketing and public relations - -This agenda will lead to the following game changes in the short term: - -1. new set of player models -2. new set of sounds -3. new music -4. makeover of default maps -5. new names for weapons and gamemodes - -We do not yet have a fixed timeline but work is well underway and we hope to have a release ready soon. You can track our progress, receive updates and contact us via our **[website](http://xonotic.org)**, **[twitter](http://twitter.com/xonotic)**, **[facebook](http://facebook.com/xonotic)** and IRC (\#xonotic on irc.quakenet.org). - -More detailed information about the project is available in **[our FAQ](http://xonotic.org/faq)** - -The Xonotic team. - - Notes - ----- - - 1. This is just a first draft - 2. Perhaps add a passage about who the Xonotic team is (Nexuiz developers, contributors, etc) and an open invitation to for others to get involved. - 3. I’ve re-ordered the project changes to place emphasis on the community focus and artistic direction of the project. Most users couldn’t care less about the VCS or general PR but will be excited about a new artistic direction and more contributions. - 4. Maybe change “birth” to “launch”. - 5. Original opener (deemed too dramatic): “All too often the paths that lie ahead of us lead us to crossroads which we had not foreseen. The Nexuiz [link] community recently arrived at such a crossroad [link]…” - -v7, edited by Dokujisan -======================= - -**Combining some ideas from V5 and V6** - -We would like to formally announce the arrival of **[Xonotic](http://xonotic.org)** - A free (GPL), fast-paced first-person shooter that works on Microsoft Windows, Mac OSX and Linux. Xonotic is a direct successor of the **[Nexuiz Project](http://alientrap.org/nexuiz)**. - -Xonotic came about in the wake of recent troublesome **[changes](Faq#what-prompted-the-split-from-nexuiz)** to the Nexuiz project, changes that have left many of the core contributors and community members feeling that the project has been **[mishandled](http://alientrap.org/forum/viewtopic.php?f=4&t=6079)**. As a result, we felt the need to organize a departure to start with a clean slate. - -**[Xonotic](http://xonotic.org)** will place focus on the things we love about Nexuiz, and extend our goals to become the game that many thought Nexuiz should have been. -While technically being a direct successor of Nexuiz, the **[Xonotic](http://xonotic.org)** project is a rethink of the Nexuiz project that recognizes the **community** around it as its principal driving force and will restructure itself to respect that. This means that there will never be a single person with total control over the project. In addition to the stronger focus on the community, Xonotic will also pursue a clearer agenda including the following: - -**Game Changes:** - -1. A new set of player models and animations -2. A new set of sounds -3. New music -4. Default maps will get a makeover -5. New stronger bot AI -6. New names for weapons and gamemodes (especially ones using the “nex” prefix) -7. Low quality content will be dropped and replaced with higher quality ones - -**Project Changes:** - -1. Use of GIT versioning system instead of SVN -2. Better attention to marketing and public relations -3. A more defined artistic direction -4. More emphasis on recruiting -5. Better organization of contributors -6. More focus on community activities (tournaments, contests, etc) -7. More frequent releases -8. Global player stats tracking system, supporting anonymous player as well - -While we don’t have a specific timeline for the first release under the new title, you can track the progress and updates on **[our website](http://xonotic.org)**, on **[twitter](http://twitter.com/xonotic)**, **[facebook](http://facebook.com/xonotic)** and in IRC: \#xonotic on irc.quakenet.org -Please visit our **[FAQ Page](http://xonotic.org/faq)** for more detailed information about this project. - -We look forward to creating a game that everyone can feel a part of. You are very much welcome to help in any way you can. We appreciate all of your support. - -The Xonotic team. - diff --git a/Announcement_script.md b/Announcement_script.md deleted file mode 100644 index 7960de8..0000000 --- a/Announcement_script.md +++ /dev/null @@ -1,16 +0,0 @@ -In-game announcement script by MirceaKitsune -============================================ - -I made an announcement script that can be used on pubic servers, for notifying players in-game. - -To use, copy the script below in your autoexec.cfg. If you don’t already have one, create a file called autoexec.cfg in your Nexuiz data folder and put the script in it. Type “news” in the console (\~ button) to echo the message while playing. - -Please read the comment lines, especially the one about spamming! Feel free to share and modify the script to spread the information. Here it is: - - // Nexuiz name changing announcement. To use, write "news" (without "") in the console while playing on a public server, or bind it to a custom keybind in the menu. - // DO NOT UNDER ANY CIRCUMSTANCES SPAM THIS!!! Never post it more often than 20 minutes on the same server! The purpose of this announcement is to inform players, not to annoy them. Thanks. - alias news_1 "say ^1Important! ^2Although the news has reached many players, Nexuiz is being renamed and continuing as a new project called Xonotic." - alias news_2 "say ^2Players must eventually switch to the new branch as Nexuiz is being discontinued. For more information visit xonotic.org or dev.xonotic.org/projects/xonotic/wiki. Thank you." - alias news_enable "alias news \"echo ^1Remember, don't spam this! Only post it again 20-30 minutes from now (unless you switch servers);news_1;defer 8 news_2;news_disable\"" - alias news_disable "alias news \"echo ^1News announcer: Please wait at least 3 minutes between posts to avoid accidental spam.\";defer 180 news_enable" - news_enable diff --git a/Announcement_vote.md b/Announcement_vote.md deleted file mode 100644 index 5b786b5..0000000 --- a/Announcement_vote.md +++ /dev/null @@ -1,92 +0,0 @@ -Announcement vote -================= - -and now .. lets vote for our official Announcement !!! - -Candidates ----------- - -See current candidates at [Announcement](Announcement) - -v1 by -z- -v2 by Spaceman -v3 by a_grue and -z- -v4 by merlijn -v5 by Dokujisan -v6 by Xeno -v7 (mix of 5 and 6) - -Votes ------ - -Place your vote here, include your suggested changes if you wish or apply them directly to the wiki (ask the author first) - -mand1nga: v7 - -Dokujisan: v7 - -DiaboliK: v7 - -MirceaKitsune: -1. V3 (great but could be less negative at the start, and less harsh about what happened since there’s been a lot of that for everyone) -2. V4 (same regarding the part from V3) -3. V7 (if anything other than V3 / V4) -I don’t like the others at all. They’re much too formal imo, and best for announcing to a new public or at a conference. V3 is well addressed to the community, and easiest to understand for current players and new players alike. Other versions also sound like we’re announcing something completely new. It’s the same Nexuiz we know, but with a different name, artistic dirrection and differently organized team and objectives. Looking like we’re starting all new can have its advantages, but if done excessively may cause more confusion and hurt to part of the existing community. - -lda17h: -1. V6 -2. V5 -I don’t like the rest too much, since they bring up negative points (bashing illfonic or verm indirectly or directly). I would rather see only positive points in an announcement (I’m a feel good guy and hate conflicts). -Also i wouldn’t state using GIT as a pro by itself, but rather as a technical means to reach a “noble” goal, i.e. streamline and open the development process. Something like “Making it easier for the community to work on and contribute changes. Using a distributed CVS like GIT instead of SVN will help with this”. - -tZork: -hmm acctualy v4 gets my vote. its imporatant to say why too. - -Ronan: -1. v3 edited by grue & z -2. v4 edited by merlijn -these versions clearly express why a fork is required outside the alientrap’s scope - -C.Brutail: -v6 - -Psychcf: -v7, although I feel that there should be something mentioning why we’re forking, without pointing fingers. We can simply just state that we weren’t happy with the way the project was run, so we decided to fork it. We don’t want to appear as a bunch of angry trigger happy revolutionaries. Also, we can use both GIT and SVN, since there’s a git-svn plugin. That way people can just use what they’re comfortable with. We should also mention that using git will make it easier to accept outside contributions, since that statement carries little meaning otherwise. - -Morphed: -1. V3 -2. V4 - -a grue: -1. v5 OR v3 with style corrections, expanded changes list and removal of Lee’s name -2. v7 -3. v3 with style corrections and expanded changes list - -Blub: -v4 -or v6 / v7 in case we do not want to directly mention certain names - -Oblivion: -1. v6 -2. v7 -I want the least mention of the Nexuiz debacle as possible. It should be about Xonotic not focusing still on Nexuiz. Giving detailed reasons of the fork and pointing fingers would only foment more bad feelings. A fresh start should be a fresh start (also, it would be giving them undue publicity). - -divVerent: -1. v7 -2. v5 - -RoKenn: -1. v4 (preferably with the game/project changes from v6) -2. v7 (preferably with the game/project changes from v6) - -Xeno -1. v7 -2. v6 (with updated lists from v7 -3. v3 or v4, but with some changes: - -Regular users do not care about VCSs and I doubt open-source fans will interpret “better attention to marketting and public relations” as a great change for the better. I recommend using the list of game changes from v7, keeping the same order which places emphasis on aspects of actual gameplay. - -I still don’t think that we should place too much emphasis on the negative aspects of the fork (i.e. fingerpointing at IllFonic). It just looks childish. Mention it indirectly and let people check the FAQ for more info. I think it’s better to present the project as re-invigorated with a new focus rather than something based on a negative (getting away from big, bad Vermeulen and the evil capitalists), even if the latter was the catalyst, which will be very clear from the FAQ and other info floating around. - -BennyDacks -v7 I think this one is the most comprehensive of the bunch diff --git a/Announcement_vote_results.md b/Announcement_vote_results.md deleted file mode 100644 index a0ac0f4..0000000 --- a/Announcement_vote_results.md +++ /dev/null @@ -1,94 +0,0 @@ -Announcement vote results -========================= - -Comments and other votes have been ignored ------------------------------------------- - -1st place is awarded 3 points -2nd place is awarded 2 points -3rd place is awarded 1 points - -The results ------------ - -The winner with 29 points is Announcement v7 - -v1 by -z-: (0 \* 3 + 0 \* 2 + 0 \* 1) = 0 points -v2 by Spaceman: (0 \* 3 + 0 \* 2 + 0 \* 1) = 0 points -v3 by a_grue and -z-: 1st, 1st, 1st, 3rd, 3rd (3 \* 3 + 0 \* 2 + 2 \* 1) = 11 points -v4 by merlijn: 2nd, 1st, 2nd, 2nd, 1st, 1st (3 \* 3 + 3 \* 2 + 0 \* 1) = 15 points -v5 by Dokujisan: 2nd, 1st, 2nd (1 \* 3 + 2 \* 2 + 0 \* 1) = 7 points -v6 by Xeno: 1st, 1st, 2nd, 1st, 2nd (3 \* 3 + 2 \* 2 + 0 \* 1) = 13 points -**v7 (mix of 5 and 6): 1st, 1st, 1st, 3rd, 1st, 2nd, 3rd, 2nd, 1st, 2nd, 1st, 1st (8 \* 3 + 3 \* 2 + 2 \* 1) = 32 points** - -The cleaned and tidied votes ----------------------------- - -**mand1nga** -1. v7 - -**Dokujisan** -1. v7 - -**DiaboliK** -1. v7 - -**MirceaKitsune** -1. v3 -2. v4 -3. v7 - -**lda17h** -1. V6 -2. V5 - -**tZork** -1. v4 - -**Ronan** -1. v3 -2. v4 - -**C.Brutail** -1. v6 - -**Psychcf** -1. v7 - -**Morphed** -1. v3 -2. v4 - -**a grue** -1. v5 -2. v7 -3. v3 - -**Blub** -1. v4 -2. v6 -3. v7 - -**Oblivion** -1. v6 -2. v7 - -**divVerent** -1. v7 -2. v5 - -**RoKenn** -1. v4 -2. v7 - -**Xeno** -1. v7 -2. v6 -3. v3 - -**BennyDacks** -1. v7 - -**FruitieX** -1. v7 - diff --git a/Announcements.md b/Announcements.md index 8808cc2..cb706f6 100644 --- a/Announcements.md +++ b/Announcements.md @@ -4,8 +4,8 @@ Announcements First Public announcement ------------------------- -- [Announcement](Announcement) drafts -- [Announcement vote](Announcement_vote) -- [Vote results](Announcement_vote_results) -- [In-game announcement script](Announcement_script) +- [Announcement drafts](Planning/Announcement/Announcement) +- [Announcement vote](Planning/Announcement/Announcement_vote) +- [Vote results](Planning/Announcement/Announcement_vote_results) +- [In-game announcement script](Planning/Announcement/Announcement_script) diff --git a/Archive/Compiling_In_Windows.md b/Archive/Compiling_In_Windows.md new file mode 100644 index 0000000..422ee44 --- /dev/null +++ b/Archive/Compiling_In_Windows.md @@ -0,0 +1,132 @@ +Compiling In Windows +==================== + +**This guide has been replaced by a shorter alternative.** This guide should still work, and get you a standalone MinGW/MSYS environment with access to msysgit. The new method only makes use of msysgit and is therefore easier and faster to set up. See the [Repository Access](Repository_Access#windows) page. + +This is an unofficial updated version of the outdated [Compiling in Windows](Outdated_Compiling_in_Windows) page. There are no more automated tools in this version of the guide. + +You will need about 10 gigabytes of disk space to keep the sources (the uncompressed texture files are quite large and git keeps a backup copy, doubling the actual size of the sources). + +Step 1: installing the prerequisites +------------------------------------ + +To compile and run Xonotic in Windows, you will need to download the following. Do not install anything yet, this is covered in the next section. + +- The latest version of [MinGW](http://sourceforge.net/projects/mingw/files/). At the time of writing this guide, mingw provides an installer (mingw-get-inst). More up-to-date information on how to get MinGW can be found on http://mingw.org +- [msysgit](https://code.google.com/p/msysgit/downloads/list). Make sure you get the latest **full installer for official Git** (not the self-contained packages). At the time of writing this, the latest installer is called Git-1.7.11-preview20120710.exe. + +### Installing MinGW + +These instructions apply to mingw-get-inst. Run the installer. When setting up the path, if you do not pick the default, make at least sure that the installation path you choose contains no space in it. Thus, Program Files is out of question. + +When you reach the “select components” section, you need to check “MSYS Basic System” (**not** “MinGW Developer Toolkit”). You will also need the C compiler, which should be selected by default. + +When the setup is complete, you will get a “MinGW Shell” in your start menu. This is a Unix-like shell that you will soon use to manage and compile the Xonotic source files. It will also be used to launch the game. + +### Installing msysgit + +Run the installer. +At the component selection screen (screenshot), uncheck the “Associate .sh files” option. + +![](assets/images/git-1-components.png) + +Windows Explorer Integration can also optionnally be unselected — it is only useful if you plan on contributing and do not like using git purely from the command line to do so. +When you get to the PATH adjusting screen (screenshot), you need to select the second option (Run Git from the Windows Command Prompt). + +![](assets/images/git-2-path.png) + +This ensures that git can be run from the MinGW shell, as we will not use the shell that comes with msysgit for this. +Finally, in the line ending screen (screenshot), keep the first option selected unless you know what you’re doing. + +![](assets/images/git-3-crlf.png) + +### Installing the dependencies in MinGW + +Xonotic requires a few more packages in MinGW that are not provided by default. Installing them is quite simple, just open a MinGW Shell and type the following line: + + mingw-get install msys-wget msys-unzip mingw32-libiconv mingw32-libintl msys-libopenssl + +You can paste text in the shell by right-clicking the title bar and selecting *Edit* \> *Paste*. But be careful with this, mistakes can happen! + +To close a MinGW Shell, just type + + exit + +But keep this one open, we’re going to use it some more. + +To close a MinGW Shell, just type + + exit + +But keep this one open, we’re going to use it some more. + +Step 2: downloading the Xonotic source files +-------------------------------------------- + +In this step, we will clone the Xonotic git repositories inside MinGW’s install directory. + +In your MinGW Shell, type + + git clone git://git.xonotic.org/xonotic/xonotic.git + +This will clone the base repository, which contains a script called “`all`” that will manage the subrepositories. I will call this script `./all` to avoid confusion, as this is how we will be using it in the terminal. + +Next, type + + cd xonotic + ./all update -l best + +The `cd` line tells the Shell to go inside the `xonotic` directory, where `./all` is located. In the second line, the `-l best` part asks `./all` to pick the best available mirror. This step will dowload several gigabytes of data, so expect it to take a while. + +Step 3: compiling +----------------- + +Compiling the game is quite simple. In your MinGW Shell, just type + + ./all compile + +This will compile fteqcc (which is a compiler for the QuakeC language), then the game code using fteqcc, then the DarkPlaces engine. + +This step can take a few minutes, so be patient! When it’s over, check the last few lines to see if it reports any errors. + +Step 4: running the game! +------------------------- + +To run the game, you have to use `./all` again: + + ./all run + +If you ever need to start the game in windowed mode, you can launch it this way: + + ./all run +vid_fullscreen 0 + +By default, `./all` uses the SDL build (called `xonotic-sdl.exe` in releases). You can use the WGL build (`xonotic.exe`) like this: + + ./all run wgl + +You will always need to use `./all` to launch the game. Do not forget that you need to be in the `xonotic` directory when you use the `./all` command. That means you have to type + + cd xonotic + +when you start a MinGW Shell before updating, compiling, or running Xonotic. + +Keeping up to date +------------------ + +To keep up to date, all you need to do is repeat some of the steps above. More precisely, here is what you will usually type in a new MinGW Shell to update Xonotic to the latest git revision: + + cd xonotic + ./all update + ./all compile + +You can optionally use this as the third line if the compilation does not work: + + ./all compile -c + +This will remove the partially compiled files from the previous compiles. It has been known to resolve some errors before, but it can take a little longer to recompile everything. + +Getting help +------------ + +You can always ask for help in the [Xonotic forums](http://forums.xonotic.org), under the Help and Support section. + diff --git a/Archive/Outdated_Compiling_In_Windows.md b/Archive/Outdated_Compiling_In_Windows.md new file mode 100644 index 0000000..e198b67 --- /dev/null +++ b/Archive/Outdated_Compiling_In_Windows.md @@ -0,0 +1,79 @@ +Compiling in Windows +==================== + +**THIS IS OUTDATED**: the versions of MinGW and MSYS are not recent enough to compile Xonotic. **Do not use xonpatch.** If you want to set up a build environment, you will need the tools mentioned in this deprecated article in more recent versions. Feel free to ask for assistance on the forums or on ouc IRC channels. If you succeed, please consider updating this page. + +**NOTE**: there is an experimental automated building pack for Windows that uses a portable version of the tools mentioned in this article. +If you are planning on contributing to the project, it is best to follow the tutorial. If you are just interested in running and testing the game, you can find the build system [here](http://forums.xonotic.org/showthread.php?tid=666). + +Prerequisites +------------- + +### MinGW / MSYS + +You first need to install a compiler and a shell environment to run the build scripts. On windows, we use MinGW and MSYS. Those two work together, so you have to install MinGW first. +It can be found [here](http://sourceforge.net/projects/mingw/files/) . Run the automated installer, and do not check any of the optional components, all you need from MinGW is its C compiler, which is always installed. +**Important**: install MinGW in a path containing no spaces. The default path is good: `c:\mingw` + +Next, you need to install MSYS. The recent versions don’t have an installer, so it is easier to install [version 1.0.11](http://downloads.sourceforge.net/mingw/MSYS-1.0.11.exe). +**Important**: again, the installation path should contain no spaces. The default is `c:\msys`. +After it is done installing, a terminal will pop up, asking you to run the post-install script. Answer yes, and when it asks for the MinGW install path, input it as `c:/mingw`. +**Note**: If the terminal window instantly closed it self and you never got a chance to input the mingw path etc (And if you’re on Vista or Win7). Then go to `c:\msys\1.0\postinstall\` and right-click `pi.bat` and choose ‘Run as administrator’. + +### msysGit + +You will need msysGit to download the Xonotic source files from the repositories and keep them up to date. You can get msysGit [here](http://code.google.com/p/msysgit/). Download the “Full installer for official Git” file. +The default install options should be good. + +Downloading the Xonotic sources +------------------------------- + +Open git bash, and type those two commands: + + cd /c/msys/1.0 + git clone git://git.xonotic.org/xonotic/xonotic.git + +(Tip: you can paste text in the console with the `Shift+Insert` keyboard shortcut) + +This will install the Xonotic root repository in `c:\msys\1.0\xonotic` + +When the download is done, type + + cd xonotic + ./all update -l best + +This will download approximately 2 gigabytes of data, and use 4 gigabytes in disk space. +*(It's closer to 20 gigabytes, all together, in disk space in 2014 now)* +This will take a while, but you can already get started on the next step. + +Setting up the environment +-------------------------- + +To run and compile Xonotic, the “all” script must be able to access msysGit from MSYS, as well as wget and unzip. The xonpatch bundle patches your MSYS installation to sort this out. + +**Important**: if you have followed a previous version of this guide where the “profile” file had to be edited manually, download the original msys1.0.11 profile file from [this link](http://dev.xonotic.org/attachments/84/profile.zip), and unzip it in `c:\msys\1.0\etc` before applying the xonpatch. + +The process is simple: download the latest xonpatch from [this link](http://dev.xonotic.org/attachments/91/xonpatch_1-2.zip), and extract it in `c:\msys\1.0`. Then launch `xonpatch.bat`. This will make msysGit visible from MSYS, and add wget as well as unzip. + +Compiling and running the game +------------------------------ + +When the cloning of all the repositories is done, open **MSYS** (not git bash this time) and type: + + cd /xonotic + ./all compile + +This will compile the engine, QC compiler, and game progs. When this is done, you can then run the game with: + + ./all run + +Updating +-------- + +To update, all you need to do is open MSYS and: + + cd /xonotic + ./all update + ./all compile + +The most recent Xonotic development version is then ready to run. diff --git a/Arena.md b/Arena.md deleted file mode 100644 index 4585e13..0000000 --- a/Arena.md +++ /dev/null @@ -1,25 +0,0 @@ -Arena -===== - -Object of the Game ------------------- - -In Arena there are always 2 players playing (like little 1vs1 duels) and try to frag the other one. Other players have to spectate in meanwhile. If one player dies he has to spectate and the player which survived is allowed to stay. Now some of the other spectators joins and tries to frag the other player. - -Map Entities ------------- - -_(Insert Map Entities here)_ - -Helpful Hints and Tips ----------------------- - -- _(Insert Hints Here)_ - -List of Demos and Videos ------------------------- - -- Demo: _(Insert Demo or Video Here)_ -- Players: _(Insert Player Names Here)_ -- Key Points: _(Insert key points in match here)_ - diff --git a/Assault.md b/Assault.md deleted file mode 100644 index c337951..0000000 --- a/Assault.md +++ /dev/null @@ -1,32 +0,0 @@ -Assault (AS) -============ - -Object of the Game ------------------- - -In Assault there are 2 teams (red & blue). The goal in Assault is to destroy objects (if you destroy some it will open new doors/ways to new objects until a main object (the last one)). 1 team has to defend the objects and the other team has to destroy them! The defending team wins when the time is over and the main object is still “alive”. The attacking team wins if they destroy the main object. After the attacking team accomplishes that (or the time is over) both teams are switching their roles (defending team attacks now/attacking team defends). The team that attacks now has got the same amount of time to destroy everything, that the first attacking team needed to destroy all objects. A team wins the map if it’s able to ‘win’ the attacking and defending part. Obviously a map can be tied too if a) both teams defend well or b) both teams destroyed all objects. - -How To: - -- Find an object? Objects have waypoints (which show their “health” also) to show their position. -- Destroy an object? Just shoot it with any weapon until it is destroyed. -- Destroy the main object? The same way like a normal object, only difference is that the main object got more “health”. - -Map Entities ------------- - -_(Insert Map Entities here)_ - -Helpful Hints and Tips ----------------------- - -- [Binds](Binds) like “Enemy seen” are useful to inform the team. -- Maps can include [Turrets](Turrets) (machines that fire e.g. rockets or laser at you). They can be destroyed if you shot them for a while. - -List of Demos and Videos ------------------------- - -- Demo: _(Insert Demo or Video Here)_ -- Players: _(Insert Player Names Here)_ -- Key Points: _(Insert key points in match here)_ - diff --git a/Audio/Music.md b/Audio/Music.md new file mode 100644 index 0000000..7f0650e --- /dev/null +++ b/Audio/Music.md @@ -0,0 +1,90 @@ +Music +===== + +Requirements +------------ + +- Vorbis OGG -q4 or above (-q7 or above preferred), or a format good enough for being able to be converted to that (e.g. FLAC, WAV) +- GPL v2 compatible _(for more information see our [legal](legal) page)_ +- About 3 to 10 minutes +- Preferably with matching ending and beginning _(so the track loops smoothly)_ + +Music Style +----------- + +### Overview + +While we don’t want to tie us to a specific genre, the music must match the visuals of the game. As it is being discussed on [this thread](http://forums.xonotic.org/showthread.php?tid=81) seems that we are about to use a futuristic ambient for the game, so its more than likely that the kind of music that we want will fit within the Electronic genre. + +### Track Duration + +Currently most contributions come in the format of a regular CD track, that is 3, 4 or 5 minutes long. This is currently an issue because the duration of most matches is about 15-20 minutes, that means that one listens to the very same track many times in row, which is kind of boring. For this reason we would like to have longer tracks, as long as this is possible for artists. However tracks longer than 10 or 15 minutes are not advisable as that will increase dramatically the size of the release package. Note that this is a file size size constraint, not a duration one, tracks that are more easily compressed can have a longer duration. + +### Matching start and ending + +In spite of having longer tracks its more than likely that a track gets played at two or more times during a match, for this is important that the end and beginning of the track can be matched without disruptions, giving a sense of continuity. + +For this the ideal way is to find a start and end sample index, so that that region is perfectly (clickless) loopable. These can be set as LOOP\_START and LOOP\_END tags in the Vorbis file, and the engine will seek back to LOOP\_START when reaching LOOP\_END. + +### Complexity + +As this game is extremely fast we don’t want to have overly complex tracks at the point of being distracting or that one can’t even understand while playing (e.g. a mad breakbeat tune) + +### Variations + +Furthermore this game is based a lot on listening, as a way to know if a shot hit or not, or if there is someone nearby picking up items, etc. For this reason we want to avoid abrupt variations in the volume of tracks and/or the abuse of very high pitched sounds. + +### Suggested Genres + +Electronica, Drum and Bass, House, Jungle, 8 bit, Fake bit, Techno, Hybrid, Ambient, Experimental + +### Moods + +- Wanted + - Intense, Trippy, Energetic, Cerebral, Hypnotic, Playful, Ominous, Ambitious, Fast +- Unwanted + - Dramatic, Complex, Clinical, Visceral + +### Reference tracks + +Following tracks could be taken as a reference of the style that we want + +[Forgotten Tides](http://www.jamendo.com/en/track/145959) +[Foregone Destruction](http://www.youtube.com/watch?v=yNrI6N2jQCk&feature=related) +[Skyward Fire](http://www.youtube.com/watch?v=2bFUNKg0mzg&feature=related) +[Botpack 9](http://www.youtube.com/watch?v=6gwdsQDwAb8&feature=related) +[Stairs](http://blkrbt.googlepages.com/stairs.ogg) +[Rabble Rouser](http://www.youtube.com/watch?v=ki71pm8yDKI&hd=1) + +Links +----- + +- Licensing + - Our [Legal](../Legal) wiki page + - http://wiki.creativecommons.org/GarageBand +- Tools + - OpenMPT http://www.lpchip.com/modplug + - LMMS http://www.lmms.sourceforge.net + - Ardour http://www.ardour.org + - Rosegarden http://www.rosegardenmusic.com/ + - http://linux-sound.org/ +- Sound banks + - [The Free Sound Project](http://www.freesound.org/tagsViewSingle.php?id=99) + - http://ccmixter.org/ + - http://freepats.zenvoid.org/olpc-sounds/ + - http://lopho.org/xonotic/olpc\_sound\_samples\_v2.torrent + +How-To’s +-------- + +**How to add a sound track to Xonotic?** + +- Copy the track file to the `data/sound/cdtracks` folder +- Add the name of the track (without the extension) at the end of the cvar `g_cdtracks_remaplist`, on the file `defaultXonotic.cfg`. Count all tracks and remember the position of the added one, this information will be used on the following step. +- Open the file `.mapinfo` (on `data/xonotic-maps.pk3dir/maps`) and add a line with the text `cd loop x`. This `x` should be the position of the track within the cvar `g_cdtracks_remaplist`. + +**How to add a sound track to a non official map?** + +- Copy the track to the folder `sound/cdtracks/` (inside the pk3 file) +- Open the file `.mapinfo` and add a line with the text `cd loop ` + diff --git a/Audio/Music_contributions.md b/Audio/Music_contributions.md new file mode 100644 index 0000000..4b75054 --- /dev/null +++ b/Audio/Music_contributions.md @@ -0,0 +1,93 @@ +Music contributions +=================== + +Contributions +------------- + +This is the list of pre-selected tracks that we have so far _(work in progress)_. Artist names are ordered alphabetically. Tracks not followed by “(S)” (and not bold) are missing sources, and therefore are not GPL (and therefore may not be included in the game or any maps in the official release) or the source for them exists but has not been found. If the (S) is no link, the sources are in our git repository, on http://www.xonotic.org/mapping/recommended-music-for-maps/ or on http://www.xonotic.org/mapping/recommended-music-for-maps/.waiting/ + +| Artists | Tracks | Status | +|---------|--------|--------| +|[blkrbt](http://soundcloud.com/blkrbt)|**[Quiet](http://blkrbt.googlepages.com/nexuiz_quiet.ogg) ([S](http://blkrbt.googlepages.com/nexuiz_quiet.xrns))**|ACCEPTED| +||**[Traveler](http://blkrbt.googlepages.com/nexuiz_traveler.ogg) ([S](http://blkrbt.googlepages.com/nexuiz_traveler.xrns))**|NEXT POLL| +||**[Nine Six](http://blkrbt.googlepages.com/ninesix.ogg) (S)**|ADDED| +||**[Stairs](http://blkrbt.googlepages.com/stairs.ogg) (S)**|ADDED| +||**[Variable](http://blkrbt.googlepages.com/nexuiz_variable.ogg) ([S](http://sites.google.com/site/blkrbt2/nexuiz_variable.xrns?attredirects=0&d=1))**|NEXT POLL| +|[Chooksta](http://forums.xonotic.org/member.php?action=profile&uid=44)|[Fisheyzemaster](http://chookstamusic.com/songs/fisheyzemaster.mp3)|NEED SOURCE| +||[Pride Roar](http://chookstamusic.com/songs/prideroar.mp3)|NEED SOURCE| +||[Rumble Drum](http://chookstamusic.com/songs/rumble_drum.mp3)|NEED SOURCE| +||[Wooookiiie2](http://chookstamusic.com/songs/wooookiiie2.mp3)|NEED SOURCE| +||**[t album](http://forums.xonotic.org/showthread.php?tid=826) (S)**|NEXT POLL| +|[Jenetik](http://forums.xonotic.org/member.php?action=profile&uid=320)|[Suttle](http://www.jenetik.com/music/Jenetik_-_Suttle.mp3)|NEED SOURCE| +||[Xonotic](http://www.jenetik.com/music/Jenetik_-_Xontic.mp3)|NEED SOURCE| +||[Untitled](http://www.jenetik.com/music/Jenetik_-_untitled.mp3)|NEED SOURCE| +||[Ambience](http://www.jenetik.com/music/Jenetik_-_Ambience.mp3)|NEED SOURCE| +|[Kay](http://forums.xonotic.org/member.php?action=profile&uid=219)|[Xono](http://pisarowitz.com/Xonotic/XONOTIC9.mp3)|NEED SOURCE| +||[Unnecessary](http://pisarowitz.com/kay/Unnecessary.mp3)|NEED SOURCE| +||[Scanning](http://pisarowitz.com/kay/Scanning.mp3)|NEED SOURCE| +||[Sad Face](http://pisarowitz.com/kay/SadFace.mp3)|NEED SOURCE| +||[Rat’s Heaven](http://pisarowitz.com/kay/ratsheaven.mp3)|NEED SOURCE| +||[High End](http://pisarowitz.com/kay/HighEnd.mp3)|NEED SOURCE| +||[Brutal](http://pisarowitz.com/kay/brutal.mp3)|NEED SOURCE| +||[Breakfast](http://pisarowitz.com/kay/Breakfast.mp3)|NEED SOURCE| +||[Sad Jungle](http://pisarowitz.com/kay/Sad%20Jungle2.mp3)|NEED SOURCE| +||[DB7](http://pisarowitz.com/kay/DB7.mp3)|NEED SOURCE| +|[michaelb](http://michaelb.org/)|[Forgotten Tides](http://www.jamendo.com/en/track/145959)|NEED SOURCE| +||[Symmetry](http://www.jamendo.com/en/track/145611)|NEED SOURCE| +||[Twenty Six Hundred](http://www.jamendo.com/en/track/145612)|NEED SOURCE| +||[Alive](http://www.jamendo.com/en/track/145559)|NEED SOURCE| +||[Unexpected Incident](http://www.jamendo.com/en/track/145616)|NEED SOURCE| +||[Controlled decay](http://www.jamendo.com/en/track/145567)|NEED SOURCE| +||[Battle Sequence](http://michaelb.org/music/music/symphonic/michaelb-battle_sequence.mp3)|NEED SOURCE| +|[SC0RP](http://soundcloud.com/sc0rp)|[Xonotic Theme Tune v2](http://soundcloud.com/sc0rp/xonotic-theme-tune-v-2)|NEED SOURCE| +||[Electrolosis](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_ELECTROLOSIS.ogg)|NEED SOURCE| +||[In A Dream](http://soundcloud.com/sc0rp/in-a-dream)|NEED SOURCE| +||**[Inner Peace](http://soundcloud.com/sc0rp/inner-peace) (S)**|NEXT POLL| +||**[Meltdown](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_MELTDOWN.ogg) (S)**|ADDED| +||**[Neon](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_NEON.ogg) (S)**|ACCEPTED| +||**[Northern Lights](http://soundcloud.com/sc0rp/northern-lights-7) (S)**|ADDED| +||**[Out There](http://soundcloud.com/sc0rp/out-there) (S)**|ACCEPTED| +||**[The Laws Of Physics](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_LAWS_OF_PHYSICS.ogg) (S)**|NEXT POLL| +||[The Maths](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_MATHS.ogg)|REJECTED| +||[The Maths Remix](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_MATHS_REMIX.ogg)|NEED SOURCE| +||**[The Wall](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_THE_WALL.ogg) (S)**|NEXT POLL| +||**[Total Meltdown](http://mand1nga.com.ar/xonotic/music/SC0RP/SC0RP_TOTAL_MELTDOWN.ogg) (S)**|REJECTED| +||[Total Meltdown v2](http://soundcloud.com/sc0rp/total-meltdown-v-2)|NEED SOURCE| +||[Dusk On Planet Dust](http://soundcloud.com/sc0rp/dusk-on-planet-dust)|REJECTED| +|[toolbox](http://drop.io/praetoolbox)|[Iron Bear, The Warrior of Heldenbord](http://drop.io/praetoolbox/asset/iron-bear-the-warrior-of-heldenbord-mp3)|NEED SOURCE| +||[Iron Bear 2 Dec 13th adjusted](http://drop.io/praetoolbox/asset/iron-bear-2-dec-13th-adjusted-mp3)|NEED SOURCE| +|[unfa](http://forums.xonotic.org/member.php?action=profile&uid=234)|**[25.6](http://www.mediafire.com/?ngkzmmudcw1) ([S](http://www.mediafire.com/?nzmtzmqzw2f))**|NEXT POLL| +||**[23.8](http://www.mediafire.com/?d5gqjmnzlhh) ([S](http://www.mediafire.com/?m2zimwzijl3))**|NEXT POLL| +||**[Draswa](http://www.mediafire.com/download.php?zz2zgtj1yyz) ([S](http://www.mediafire.com/?1t7lt15e92v7lto))**|NEXT POLL| +||**[29.4](http://www.mediafire.com/?z3mziltzmj5) ([S](http://www.mediafire.com/?t2izmmnozdo))**|NEXT POLL| +||**[33.3](http://www.mediafire.com/?vjlg4r1q2g2i70o) ([S](http://www.mediafire.com/?o0bf68e1ranvbo0))**|NEXT POLL| +||**[35.5](http://www.mediafire.com/?77c6eo327b5zmyh) ([S](http://www.mediafire.com/?s5e8aec7eeu9j1c))**|NEXT POLL| +||**[No More-2](http://www.mediafire.com/?fps4amxc7c9yyoh) ([S](http://www.mediafire.com/?cm3lpr929f5d2ro))**|NEXT POLL| +||**[Experiment 4](http://www.mediafire.com/?n36yakq2c3xc6rb) ([S](http://www.mediafire.com/?4ehr2ba80ioa340))**|NEXT POLL| +||**[Rebellion of the Forks](http://www.mediafire.com/?t44s5a7szwqfslz) ([S](http://www.mediafire.com/?36kqu01v40gluba))**|NEXT POLL| +||**[Balance](http://www.mediafire.com/?zdz4mdt1wbwhc10) ([S](http://www.mediafire.com/?u8dvbkodc68v89l))**|NEXT POLL| +|master[mind]|**[Rising of the Phoenix](http://forums.xonotic.org/showthread.php?tid=795) ([S](http://forums.xonotic.org/showthread.php?tid=795))**|ADDED| +||**[To the East](http://www.4shared.com/file/250363291/cd3f1a3/To_the_East.html) ([S](http://www.4shared.com/file/250360264/e994b60d/To_the_East.html))**|NEXT POLL| +|mickrippon|**[Jumping in Space](http://mickrippon.com/xonotic/music_jumpinginspace.zip) (S)**|ACCEPTED| +||[Ribcage 2](http://www.mickrippon.com/temp/ribcage2.ogg)|REJECTED| +|divVerent|**[Foo hundred and eighty](http://rm.endoftheinternet.org/~xonotic/foo180.ogg) ([S](http://rm.endoftheinternet.org/~xonotic/foo180.mmpz))**|NEXT POLL| + +Status legend +------------- + +- NEED SOURCE: the track needs source files and won’t be considered until source is presented +- NEXT POLL: the track will appear in the next poll (a track stays in this state if a poll result was inconclusive) +- REJECTED: track was decided to not to be used in Xonotic for now. However, a new map using that track, especially if it works very well with it, can possibly bring the track “back to life”. +- ACCEPTED: the track is provided on http://www.xonotic.org/mapping/recommended-music-for-maps/ and is just waiting for someone to use it on an official map +- ADDED: the track has been added to the git repository + +Potential contributors +---------------------- + +People interested in contributing music: +- ProfessorKliq + * http://professorkliq.com/guns.html (*Japanese Synthesizer* and *Dirtiest* are good examples) + * He’s willing to work with *Tenshihan* and *michaelb* for an orchestral + Techno sort of style. +- d3adrocks + * http://forums.xonotic.org/showthread.php?tid=245 + diff --git a/Audio/Sound_FX.md b/Audio/Sound_FX.md new file mode 100644 index 0000000..d2e1441 --- /dev/null +++ b/Audio/Sound_FX.md @@ -0,0 +1,10 @@ +Sound FX +======== + +New placeholder for Sound FX page +(Previous one was apparently deleted) + +Needed: guidelines for Sound FX similar to the [Music](Music) page. + +In the meantime, view the [Sound FX contributions](Sound_FX_contributions) page. + diff --git a/Audio/Sound_FX_contributions.md b/Audio/Sound_FX_contributions.md new file mode 100644 index 0000000..b1a2381 --- /dev/null +++ b/Audio/Sound_FX_contributions.md @@ -0,0 +1,27 @@ +Sound FX contributions +====================== + +Contributions +------------- + +(This was copied from the [Music contributors](Music_contributions) page and modified. Needs more refinement.) + +|Foley Artist|Sound Pack|Status|Notes| +|------------|----------|------|-----| +|tenshihan|[Sound Pack v6.6](http://www.nullgaming.com/xonotic/sound/tenshihan-nexuiz.v6.6.pk3) (S: None)|**ADDED**|Created immediately after Xonotic fork, before the name was chosen.| + +Status legend +------------- + +- PENDING LICENSE: Being reviewed for licensing and attribution. +- NEXT POLL: The track will appear in the next poll +- REJECTED: Sound pack was decided to not to be used in Xonotic for now. However, a new map using that track, especially if it works very well with it, can possibly bring the track “back to life”. +- PARTIAL: Some sounds are accepted for us in Xonotic. +- ACCEPTED: the pack accepted for use in Xonotic. +- ADDED: the sounds has been added to the git repository + +Potential contributors +---------------------- + +People interested in contributing sounds: +- T0olbox diff --git a/Basic_mapping_in_Radiant.md b/Basic_mapping_in_Radiant.md deleted file mode 100644 index bacf79a..0000000 --- a/Basic_mapping_in_Radiant.md +++ /dev/null @@ -1,33 +0,0 @@ -Basic mapping in Radiant -======================== - -Layout of Radiant ------------------ - -This section will introduce the Radiant interface. Before you begin mapping, one must become acquainted with the basic user interface first. Radiant has five main sections by default, as numbered in the screenshot below. Let’s examine these panels a bit more in depth: - -[![Radient](assets/images/radiant_sections_thumb.png)](assets/images/radiant_sections.png) - -The Workspace -------------- - -### *Fig. 1* - 2D View - -This area allows you to view the map straight on from a certain axis, similar to what you may find in a CAD program. This is useful for aligning things flush with walls or other surfaces and for finer movement/scaling control. Numbers on the top and left edges mark distances on the grid, to help in the placement and measurement of objects or in the creation of symmetric structures. - -### *Fig. 2* - 3D View - -Provides a basic 3D render of how your finished map will look. It does not render lighting or special effects, but it does render the textures and geometry as you will see them in-game. Some vital information (e.g. primitive count, transformations, etc.) are displayed in the bottom left-hand corner of the viewport. - -### *Fig. 3* - Texture View - -Lets you browse and manage your map’s texture sets. Scroll through the list on left-hand panel and select a texture set to see thumbnails of its contents in the open space to the right. - -### *Fig. 4* - Console - -This is a short, moderated version of the console output of Radiant’s console output. It displays the status of the map’s build progress and various OpenGL information. Generally, the output from your native system’s console may be much more complete and verbose than the in-editor one, particularly during compile time. - -### *Fig. 5* - Tools - -The standard toolbar. Contains all of the necessary tools and actions that you can use on your map, such as opening and saving existing maps, selecting meshes, rotating objects, flipping objects on an axis, etc. To see what an icon means, hover your cursor over the item and the tool’s name and a brief description should appear on the bottom left-hand corner of the window in the status bar. - diff --git a/Before_Announcement.md b/Before_Announcement.md deleted file mode 100644 index 7c8ab87..0000000 --- a/Before_Announcement.md +++ /dev/null @@ -1,14 +0,0 @@ -Before the announcement -======================= - -This is a quick list of the tasks that we want to get done before making public our announcement - -- Website - - Xonotic.org Homepage - - Review and make public our FAQ - -- Other - - Create Facebook group _(just to reserve the name)_ - - Create Twitter feed - - Make redistributable versions of the logo so it can be linked from other sites - diff --git a/Blender_to_IQM.md b/Blender_to_IQM.md deleted file mode 100644 index 824d8c4..0000000 --- a/Blender_to_IQM.md +++ /dev/null @@ -1,33 +0,0 @@ -Blender to IQM -============== - -Blender when exporting to IQM ------------------------------ - -### Needed/Example files - -* Bounding Box for Stand and Crouch: [bbox_crouch.blend](assets/files/bbox_crouch_stand/bbox_crouch.blend), [bbox_standing.blend](assets/files/bbox_crouch_stand/bbox_standing.blend) -* Erebus example blend: [erebus.blend](https://gitlab.com/xonotic/mediasource/raw/master/models/player/erebus.blend) -* Erebus example framegroups: [erebus.iqm.framegroups](https://gitlab.com/xonotic/xonotic-data.pk3dir/raw/master/models/player/erebus.iqm.framegroups) -* Link to exporter: http://sauerbraten.org/iqm/ - -### Before You Start - -* use the bbox.blend in order to see the size that your model should be. Iqm exporter scale function untested. -* use the duck_bbox.blend in order to see the size that your model should be when crouching. -* for more information on bbox size refer to div0’s model specs [Player_Model_Spec](Player_Model_Spec) -* naming conventions for textures and model go as follow assuming the example is the umbra model: modelname: umbra.iqm, framegroups: umbra.iqm.framegroups, textures: umbra.tga or (jpg), umbra_norm.tga, umbra_gloss.tga, (need to add more) - -### Exporting - -1. Select both mesh and armature in object mode. -2. Go to scripts \> export \> inter-quake-model. -3. Now make sure bounding boxes and meshes are both highlighted in the script window. -4. Export to a file path of your choosing, /path/to/umbra.iqm. Put the names of all the animations in the animations box, using commas for multiple anims. Then hit the export button and hopefully it will work without any errors. -5. Your model will need a .framegroups file to be used in Xonotic, look at the example file at the beginning of this article or check the [Framegroups](Framegroups) section of this wiki. - -### Notes - -As of 01/06/2012, Xonotic uses these animations: - - dieone,dietwo,draw,duck,duckwalk,duckjump,duckidle,idle,jump,painone,paintwo,shoot,taunt,run,runbackwards,strafeleft,straferight,deadone,deadtwo,forwardright,forwardleft,backright,backleft,melee,duckwalkbackwards,duckstrafeleft,duckstraferight,duckforwardright,duckwalkforwardleft,duckbackwardright,duckbackwardleft diff --git a/Blender_to_dpm.md b/Blender_to_dpm.md deleted file mode 100644 index 0acd413..0000000 --- a/Blender_to_dpm.md +++ /dev/null @@ -1,47 +0,0 @@ -Blender to dpm, a mini tutorial -=============================== - -Pre-required tools and reading ------------------------------- - -- Go here - http://developer.valvesoftware.com/wiki/Blender#Installation and download the export script. -- Rig / Animate as outlined here - http://developer.valvesoftware.com/wiki/Animation_in_Blender. -- Only works with Blender 248a -- 249b (2.50 is a no go). - -Blender work flow ------------------ - -- Select your mesh and armature, export as smd. select Static Mesh. You only need to re-export this smd if the mesh or the rig change. -- Now export as Animation Sequence. Preferably you have one track (and smd file) per animation. name it so you know what it is (modelname_attack1.smd for example). -- You could possibly use the “Animation Sequence ( ALL )” or “All…” options, but I haven’t tried so i cant say if it works. - -dpmodel work flow ------------------ - -- dpmodel needs and a text file telling it how to bake the mesh and animation(s) into a dpm. This text file should look something like: - - ``` - # save the model as model.dpm - model model - # move the model this much before saving - origin 0 0 0 - # rotate the model 90 degrees around vertical - rotate 90 - # scale the model by this amount, 0.5 would be half size and 2.0 would be double size - scale 1 - # load the mesh file, this is stored into the dpm as frame 0 - scene model.smd - # Each following (if any) smd's are animations - scene model_action1.smd fps 30 - scene model_action2.smd fps 30 - ``` - -- Place all smd’s and the text file in the same place, execute `dpmodel whatever_you_named_that_text_file`. If all goes well you should now have a working dpm (and .framegroups file if its animated) - -Caveats: --------- - -- Your mesh needs to have a material assigned to it. The name of the material is what dp will look for to use as texture/shader on the model/mesh/es. -- Blender exports what you got selected. make sure you have the relevant (and only the relevant) objects selected. -- If export script fail with a encoding error, open it in a text editor and remove the whole top comment block (lines starting with \#). There’s an illegal character in there according to pyton. I haven’t bothered to check closer witch one it could be. - diff --git a/Bot.md b/Bot.md deleted file mode 100644 index 21feef4..0000000 --- a/Bot.md +++ /dev/null @@ -1,62 +0,0 @@ -Bot -=== - -General behaviour ------------------ - -### Goals - -Pathfinding ------------ - -### Goals - -- Plan A - Grid based - -- Plan B - Waypoints based - - Cached waypoint links - -- A\* based - -- Cached nodes _(applies to both plans)_ - - This means that most of map discovery or waypoint creation will be done offline - -Navigation ----------- - -### Goals - -- Steering behaviour - -- Swimming - - Support getting out of water - - Float in the same place if until a path is found - - Eventually support navigation under water as long as the pathfinder supports it too - -- Able to get out of lava, acid, etc - - Ideally it should request quickly a new path to the pathfinder, instead of improvising on the movement code - -- Never, ever, get stuck in the same place. Wander around if there nothing better to do. - -- Able to rocket-jump _(as a last resource measure, when they're thrown into space void)_ - -- Plan A - Waypoint based - - Avoid path congestion _(this happens when more than one bot on the same team are traveling over the same path)_ - -- Filter insanely quick movements (aka shaking) - -Talking -------- - -### Goals - -Aiming ------- - -### Goals - -Coding guidelines ------------------ - -Links ------ diff --git a/CTF_-_Capture_the_flag.md b/CTF_-_Capture_the_flag.md deleted file mode 100644 index 71b2d6c..0000000 --- a/CTF_-_Capture_the_flag.md +++ /dev/null @@ -1,32 +0,0 @@ -CTF - Capture the flag -====================== - -There are three basic types of level layouts that tend to be favored. Each has its advantages and disadvantages. - -Rectangular ------------ - -Maps with a straightforward, linear route from flag to flag. The map is typically divided into three portions: a base area for each team, with a middle area connecting both of them to one another. - -**Levels**: Gasoline powered, mentalspace, hydro, facing worlds -**Advantages**: Teammate positions on map are apparent, with attacker, defender, and roamer clearly defined. Fastest way to base is also apparent, with detours leading to health and items. These maps are great for new players because of the simplicity of the layout. Stalemates are easily resolved due to there being no real hiding place for flag carriers. -**Disadvantages**: Very easy to defend which results in camping, often making predictable game play. - -Ant hill --------- - -These maps are often the same shape as rectangular maps, but have many different paths to the bases. They are often enclosed or semi-enclosed, which makes the paths tunnel-like (hence, like an ant hill or a termite mound). For effective play, more attention must be given to the mini-map and and teammate communication than in an ordinary rectangular map. - -**Levels**: Mikectf, moonstone -**Advantages**: Interesting game play, making confrontation with the enemy less frequent, bringing the game back to capture the flag. Deference is a little harder unless spawn points are in base. -**Disadvantages**: Carrier is easily hidden. Often resulting in a stalemates which slows game play. Players have to work all positions on the field to be successful. Game becomes very “chase to flag carrier through the tunnels” - -S- or Z-shaped --------------- - -This is a non-linear map with a few detours and alternative routes to the bases. It tends to be a balanced level layout that offers a good deal of straightforwardness like a rectangular map with the variety of paths between bases like an ant hill map. - -**Levels**: dm_castle, Dance -**Advantages**: Camping does not offer defense of the entire base so more offensive strategies must be used, leading to more dynamic game play. Positions are still apparent, making team organization easy -**Disadvantages**: Harder for new players due to more complicated routes to flags, slowing game play. Although laser walling resolves this problem. - diff --git a/Capture_the_Flag.md b/Capture_the_Flag.md deleted file mode 100644 index 52999c6..0000000 --- a/Capture_the_Flag.md +++ /dev/null @@ -1,39 +0,0 @@ -Capture The Flag (CTF) -====================== - -[![](http://pics.nexuizninjaz.com/images/zh1xq7e8jbjjwxk6ggh.jpg)](http://pics.nexuizninjaz.com/images/r9bwz58b2dli06rrqdsx.jpg) -[![](http://pics.nexuizninjaz.com/images/hm0x93hvbm1npbecvi30.jpg)](http://pics.nexuizninjaz.com/images/r9d27gmnj4kv5piexh6t.jpg) -*Click for bigger pictures* - -Object of the Game ------------------- - -In CTF there are 2 teams (red & blue), while each team got a base with their flag. The goal is to steal the other teams’ flag and bring it to your own to capture it. That’s only possible if your own flag is in your base and not taken by the other team. Usually a team needs 10 captures (caps) to win a map. - -![](http://pics.nexuizninjaz.com/images/tn6dbyyeq2hjoq1rwwu7.jpg) - -How To: - -- Get the flag? Just walk over it. -- Return our flag? Kill the enemy and walk over the flag. -- Capture the flag? Hold the enemy’s flag and walk over your own in your base. - -Map Entities ------------- - -_(Insert Map Entities here)_ - -Helpful Hints and Tips ----------------------- - -- Some maps can contain powerups like “[Strength](Strength)” or “[Shield](Shield)” (which usually spawn every 2 minutes). They can be useful tools to win a match! -- [Binds](Binds) are useful to organize your team, e.g. to let them know if you are going to attack. There are several default binds on the Numpad. -- There is always a yellow waypoint above your Flag Carrier (FC) with a bar that shows his health and obviously it shows his position. Especially if he is on very low health try to assist and help him to capture the flag. - -List of Demos and Videos ------------------------- - -- Demo: _(Insert Demo or Video Here)_ -- Players: _(Insert Player Names Here)_ -- Key Points: _(Insert key points in match here)_ - diff --git a/Clan_Arena.md b/Clan_Arena.md deleted file mode 100644 index 4219766..0000000 --- a/Clan_Arena.md +++ /dev/null @@ -1,25 +0,0 @@ -Clan Arena (CA) -=============== - -Object of the Game ------------------- - -Clan Arena is basically Team [LMS](Last_Man_Standing) (you spawn with almost all weapons as well) where 2 teams (red & blue) fight against each other. Once you die you have to spectate. If 1 team is 100% dead the other team gets 1 point. 10 points to win a map. - -Map Entities ------------- - -_(Insert Map Entities here)_ - -Helpful Hints and Tips ----------------------- - -- Team [binds](binds) are again useful to show your position (e.g. “Roaming” bind on 8 [Numpad]) or to show enemy’s position. - -List of Demos and Videos ------------------------- - -- Demo: _(Insert Demo or Video Here)_ -- Players: _(Insert Player Names Here)_ -- Key Points: _(Insert key points in match here)_ - diff --git a/Close_to_home.md b/Close_to_home.md deleted file mode 100644 index 7ff5f3c..0000000 --- a/Close_to_home.md +++ /dev/null @@ -1,33 +0,0 @@ -Close to home -============= - -Background ----------- - -Date: Late 24th century, AD -Region: Local Interstellar Cloud, distance inhibited by space travel technology. Antimatter drives offer speeds up to 78% of the speed of light. http://en.wikipedia.org/wiki/Local_Interstellar_Cloud - -Gameplay --------- - -Xonotic single player will become a strategic FPS. Eventfully carrying game modes to multiplayer. Focus will stay on fast-paced action, although story and other control will be available between levels. At the beginning of the game you select between a faction and presented a brief background story. -The menu between first person matches will be of a solar system, which then zooms out to the local interstellar group, much like the game star control 2 http://sc2.sourceforge.net/. Battles take place on potentially inhabitable planets, moons, space stations and asteroids. Much of the story can revolve around a main event. An example being the synchrotron particle accelerator being constructed around a gas giants asteroid belt in the effort to create civilizations first interstellar warpzone. - -Background ----------- - -With Earth polluted and over populated, due to capitalism taking full force in the early 3rd millennium, technology and production thrived. Creation of the fusion reactor led to an abundance of energy available to the world, but was monopolized by Global Industries: a sprawling, mega-conglomerate corporation. With corporations more powerful than the government, many fled to new worlds hoping to escape the monopoly of these few elite businessmen and the corporations they hide behind. -The major gap between the rich and poor led to the formation of the Rebel Alliance. The Rebels where able to seize control of partly terra-formed Mars in the 22nd century. Global Industries share prices plummeted, leading to a temporary peace. -With Artificial Intelligence observed in most supercomputers, focus lead into creating a private artificial army. This only led to more problems. Robots were disobedient. With collectively thinking between artificial intelligences taking place without human knowledge, eventually the robot army created to destroy the rebels, left the solar system to pursue their own endeavors. They have not been found since. -As Global Industries shifted focused on controlling other star systems… - -Factions --------- - -|Name|Native Color|Species|Place of Origin|Bio|Player Models| -|----|------------|-------|---------------|---|-------------| -|Global Indutries|Blue/Cyan|Cyborg|Earth - Sol http://en.wikipedia.org/wiki/Earth|Those who stayed on earth indulged in taking evolution entirely into there own hands using technology. With augmentations put to the extremes, with digestive systems removed and replaced with fusion cells, entire nervous systems and limbs replaced for enhanced dexterity, and even large parts of the brain were replaced.|Umbra| -|?|Red/Orange|Martians|Mars - Sol http://en.wikipedia.org/wiki/Terraforming_mars|After humankind’s gradual terra-forming of Mars was completed, sanctions were imposed agents capitalism in-order to prevent the degradation of the newly formed environment. Superior through genetics, via eugenics and socialist rule, the martians accelerated their evolution, only allowing the strongest to survive. Have various other out posts in the local interstellar cloud and are at a constant cold war with the Cyborgs.|Ignis, Pyria| -|UAF (United Artificial Federation)|Yellow/Grey|Robots|Planet X - Alpha Centauri 4.37 light years away from Sol http://en.wikipedia.org/wiki/Alpha_Centauri|After computer power increased, due to a enormous amounts of research from the push of capitalism, robots with artificial intelligence began to appear. The artificial species segregated on earth, only kept slaves on, one by one escaped. First inhabiting the moons of Saturn. Eventually the robotic was slowly push out of Sol until it made its way to the star system Alpha Centauri. Once the system was inhabited, no cyborgs where permitted within. Although they do have close relations to the Martians.|| -|?|Green/Purple|Aliens|Planet Y - Epsilon Eridani 10.5 light years away from Sol http://en.wikipedia.org/wiki/Epsilon_Eridani|First and only alien race discovered in the galaxy. Their umanoid appearance only suggests that both humans and aliens eventuated from the same origin, hence the hunt for the origin of life and Xonotic (what ever that may be; possibly an ancient alien race that are so evolved, that they are inter-dimensional god-like beings). They have 3 fingers and have green blood. Are in regular trade with the Cyborgs.|Gak| - diff --git a/Compiling_In_Windows.md b/Compiling_In_Windows.md deleted file mode 100644 index 422ee44..0000000 --- a/Compiling_In_Windows.md +++ /dev/null @@ -1,132 +0,0 @@ -Compiling In Windows -==================== - -**This guide has been replaced by a shorter alternative.** This guide should still work, and get you a standalone MinGW/MSYS environment with access to msysgit. The new method only makes use of msysgit and is therefore easier and faster to set up. See the [Repository Access](Repository_Access#windows) page. - -This is an unofficial updated version of the outdated [Compiling in Windows](Outdated_Compiling_in_Windows) page. There are no more automated tools in this version of the guide. - -You will need about 10 gigabytes of disk space to keep the sources (the uncompressed texture files are quite large and git keeps a backup copy, doubling the actual size of the sources). - -Step 1: installing the prerequisites ------------------------------------- - -To compile and run Xonotic in Windows, you will need to download the following. Do not install anything yet, this is covered in the next section. - -- The latest version of [MinGW](http://sourceforge.net/projects/mingw/files/). At the time of writing this guide, mingw provides an installer (mingw-get-inst). More up-to-date information on how to get MinGW can be found on http://mingw.org -- [msysgit](https://code.google.com/p/msysgit/downloads/list). Make sure you get the latest **full installer for official Git** (not the self-contained packages). At the time of writing this, the latest installer is called Git-1.7.11-preview20120710.exe. - -### Installing MinGW - -These instructions apply to mingw-get-inst. Run the installer. When setting up the path, if you do not pick the default, make at least sure that the installation path you choose contains no space in it. Thus, Program Files is out of question. - -When you reach the “select components” section, you need to check “MSYS Basic System” (**not** “MinGW Developer Toolkit”). You will also need the C compiler, which should be selected by default. - -When the setup is complete, you will get a “MinGW Shell” in your start menu. This is a Unix-like shell that you will soon use to manage and compile the Xonotic source files. It will also be used to launch the game. - -### Installing msysgit - -Run the installer. -At the component selection screen (screenshot), uncheck the “Associate .sh files” option. - -![](assets/images/git-1-components.png) - -Windows Explorer Integration can also optionnally be unselected — it is only useful if you plan on contributing and do not like using git purely from the command line to do so. -When you get to the PATH adjusting screen (screenshot), you need to select the second option (Run Git from the Windows Command Prompt). - -![](assets/images/git-2-path.png) - -This ensures that git can be run from the MinGW shell, as we will not use the shell that comes with msysgit for this. -Finally, in the line ending screen (screenshot), keep the first option selected unless you know what you’re doing. - -![](assets/images/git-3-crlf.png) - -### Installing the dependencies in MinGW - -Xonotic requires a few more packages in MinGW that are not provided by default. Installing them is quite simple, just open a MinGW Shell and type the following line: - - mingw-get install msys-wget msys-unzip mingw32-libiconv mingw32-libintl msys-libopenssl - -You can paste text in the shell by right-clicking the title bar and selecting *Edit* \> *Paste*. But be careful with this, mistakes can happen! - -To close a MinGW Shell, just type - - exit - -But keep this one open, we’re going to use it some more. - -To close a MinGW Shell, just type - - exit - -But keep this one open, we’re going to use it some more. - -Step 2: downloading the Xonotic source files --------------------------------------------- - -In this step, we will clone the Xonotic git repositories inside MinGW’s install directory. - -In your MinGW Shell, type - - git clone git://git.xonotic.org/xonotic/xonotic.git - -This will clone the base repository, which contains a script called “`all`” that will manage the subrepositories. I will call this script `./all` to avoid confusion, as this is how we will be using it in the terminal. - -Next, type - - cd xonotic - ./all update -l best - -The `cd` line tells the Shell to go inside the `xonotic` directory, where `./all` is located. In the second line, the `-l best` part asks `./all` to pick the best available mirror. This step will dowload several gigabytes of data, so expect it to take a while. - -Step 3: compiling ------------------ - -Compiling the game is quite simple. In your MinGW Shell, just type - - ./all compile - -This will compile fteqcc (which is a compiler for the QuakeC language), then the game code using fteqcc, then the DarkPlaces engine. - -This step can take a few minutes, so be patient! When it’s over, check the last few lines to see if it reports any errors. - -Step 4: running the game! -------------------------- - -To run the game, you have to use `./all` again: - - ./all run - -If you ever need to start the game in windowed mode, you can launch it this way: - - ./all run +vid_fullscreen 0 - -By default, `./all` uses the SDL build (called `xonotic-sdl.exe` in releases). You can use the WGL build (`xonotic.exe`) like this: - - ./all run wgl - -You will always need to use `./all` to launch the game. Do not forget that you need to be in the `xonotic` directory when you use the `./all` command. That means you have to type - - cd xonotic - -when you start a MinGW Shell before updating, compiling, or running Xonotic. - -Keeping up to date ------------------- - -To keep up to date, all you need to do is repeat some of the steps above. More precisely, here is what you will usually type in a new MinGW Shell to update Xonotic to the latest git revision: - - cd xonotic - ./all update - ./all compile - -You can optionally use this as the third line if the compilation does not work: - - ./all compile -c - -This will remove the partially compiled files from the previous compiles. It has been known to resolve some errors before, but it can take a little longer to recompile everything. - -Getting help ------------- - -You can always ask for help in the [Xonotic forums](http://forums.xonotic.org), under the Help and Support section. - diff --git a/Complete_list_of_command_line_parameters.md b/Complete_list_of_command_line_parameters.md deleted file mode 100644 index 31f3f6a..0000000 --- a/Complete_list_of_command_line_parameters.md +++ /dev/null @@ -1,219 +0,0 @@ -Complete list of command line parameters -======================================== - -Common options --------------- - -- **`-connect` address:** Talk to a NetRadiant instance using a specific XML based protocol -- **`-force`:** Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash -- **`-fs_basepath` path:** Sets the given path as main directory of the game (can be used more than once to look in multiple paths) -- **`-fs_game` gamename:** Sets a different game directory name (default for Q3A: baseq3) -- **`-fs_homebase` dir:** Specifies where the user home directory name is on Linux (default for Q3A: .q3a) -- **`-game` gamename:** Load settings for the given game (default: quake3) -- **`-subdivisions` F:** multiplier for patch subdivisions quality -- **`-threads` N:** number of threads to use -- **`-v`:** Verbose mode - -BSP stage ---------- - -- **`-bsp` ... filename.map:** Switch that enters this stage -- **`-altsplit`:** Alternate BSP tree splitting weights (should give more fps) -- **`-celshader` shadername:** Sets a global cel shader name -- **`-custinfoparms`:** Read scripts/custinfoparms.txt -- **`-debuginset`:** Push all triangle vertexes towards the triangle center -- **`-debugportals`:** Make BSP portals visible in the map -- **`-debugsurfaces`:** Color the vertexes according to the index of the surface -- **`-deep`:** Use detail brushes in the BSP tree, but at lowest priority (should give more fps) -- **`-de` F:** Distance epsilon for plane snapping etc. -- **`-fakemap`:** Write fakemap.map containing all world brushes -- **`-flares`:** Turn on support for flares (TEST?) -- **`-flat`:** Enable flat shading (good for combining with -celshader) -- **`-fulldetail`:** Treat detail brushes as structural ones -- **`-leaktest`:** Abort if a leak was found -- **`-meta`:** Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS) -- **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu -- **`-mi` N:** Sets the maximum number of indexes per surface -- **`-mv` N:** Sets the maximum number of vertices of a lightmapped surface -- **`-ne` F:** Normal epsilon for plane snapping etc. -- **`-nocurves`:** Turn off support for patches -- **`-nodetail`:** Leave out detail brushes -- **`-noflares`:** Turn off support for flares -- **`-nofog`:** Turn off support for fog volumes -- **`-nohint`:** Turn off support for hint brushes -- **`-nosubdivide`:** Turn off support for `q3map_tessSize` (breaks water vertex deforms) -- **`-notjunc`:** Do not fix T-junctions (causes cracks between triangles, do not use) -- **`-nowater`:** Turn off support for water, slime or lava (Stef, this is for you) -- **`-np` A:** Force all surfaces to be nonplanar with a given shade angle -- **`-onlyents`:** Only update entities in the BSP -- **`-patchmeta`:** Turn patches into triangle meshes for display -- **`-rename`:** Append “bsp” suffix to miscmodel shaders (needed for SoF2) -- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu -- **`-skyfix`:** Turn sky box into six surfaces to work around ATI problems -- **`-snap` N:** Snap brush bevel planes to the given number of units -- **`-tempname` filename.map:** Read the MAP file from the given file name -- **`-texrange` N:** Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met -- **`-tmpout`:** Write the BSP file to /tmp -- **`-verboseentities`:** Enable `-v` only for map entities, not for the world - -VIS stage ---------- - -- **`-vis` ... filename.map:** Switch that enters this stage -- **`-fast`:** Very fast and crude vis calculation -- **`-mergeportals`:** The less crude half of `-merge`, makes vis sometimes much faster but doesn’t hurt fps usually -- **`-merge`:** Faster but still okay vis calculation -- **`-nopassage`:** Just use PortalFlow vis (usually less fps) -- **`-nosort`:** Do not sort the portals before calculating vis (usually slower) -- **`-passageOnly`:** Just use PassageFlow vis (usually less fps) -- **`-saveprt`:** Keep the PRT file after running vis (so you can run vis again) -- **`-tmpin`:** Use /tmp folder for input -- **`-tmpout`:** Use /tmp folder for output - -LIGHT stage ------------ - -- **`-light` ... filename.map:** Switch that enters this stage -- **`-vlight` ... filename.map:** Deprecated alias for `-light -fast` ... filename.map -- **`-approx` N:** Vertex light approximation tolerance (never use in conjunction with deluxemapping) -- **`-areascale` F, `-area` F:** Scaling factor for area lights (surfacelight) -- **`-border`:** Add a red border to lightmaps for debugging -- **`-bouncegrid`:** Also compute radiosity on the light grid -- **`-bounceonly`:** Only compute radiosity -- **`-bouncescale` F:** Scaling factor for radiosity -- **`-bounce` N:** Number of bounces for radiosity -- **`-cheapgrid`:** Use `-cheap` style lighting for radiosity -- **`-cheap`:** Abort vertex light calculations when white is reached -- **`-compensate` F:** Lightmap compensate (darkening factor applied after everything else) -- **`-cpma`:** CPMA vertex lighting mode -- **`-custinfoparms`:** Read scripts/custinfoparms.txt -- **`-dark`:** Darken lightmap seams -- **`-debugaxis`:** Color the lightmaps according to the lightmap axis -- **`-debugcluster`:** Color the lightmaps according to the index of the cluster -- **`-debugdeluxe`:** Show deluxemaps on the lightmap -- **`-debugnormals`:** Color the lightmaps according to the direction of the surface normal -- **`-debugorigin`:** Color the lightmaps according to the origin of the luxels -- **`-debugsurfaces`, `-debugsurface`:** Color the lightmaps according to the index of the surface -- **`-debugunused`:** This option does nothing -- **`-debug`:** Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red -- **`-deluxemode 0`:** Use modelspace deluxemaps (DarkPlaces) -- **`-deluxemode 1`:** Use tangentspace deluxemaps -- **`-deluxe`, `-deluxemap`:** Enable deluxemapping (light direction maps) -- **`-dirtdebug`, `-debugdirt`:** Store the dirtmaps as lightmaps for debugging -- **`-dirtdepth`:** Dirtmapping depth -- **`-dirtgain`:** Dirtmapping exponent -- **`-dirtmode 0`:** Ordered direction dirtmapping -- **`-dirtmode 1`:** Randomized direction dirtmapping -- **`-dirtscale`:** Dirtmapping scaling factor -- **`-dirty`:** Enable dirtmapping -- **`-dump`:** Dump radiosity from `-bounce` into numbered MAP file prefabs -- **`-export`:** Export lightmaps when compile finished (like `-export` mode) -- **`-exposure` F:** Lightmap exposure to better support overbright spots -- **`-external`:** Force external lightmaps even if at size of internal lightmaps -- **`-extravisnudge`:** Broken feature to nudge the luxel origin to a better vis cluster -- **`-extrawide`:** Deprecated alias for `-super 2 -filter` -- **`-extra`:** Deprecated alias for `-super 2` -- **`-fastbounce`:** Use `-fast` style lighting for radiosity -- **`-faster`:** Use a faster falloff curve for lighting; also implies `-fast` -- **`-fastgrid`:** Use `-fast` style lighting for the light grid -- **`-fast`:** Ignore tiny light contributions -- **`-filter`:** Lightmap filtering -- **`-floodlight`:** Enable floodlight (zero-effort somewhat decent lighting) -- **`-gamma` F:** Lightmap gamma -- **`-gridambientscale` F:** Scaling factor for the light grid ambient components only -- **`-gridscale` F:** Scaling factor for the light grid only -- **`-keeplights`:** Keep light entities in the BSP file after compile -- **`-lightmapdir` directory:** Directory to store external lightmaps (default: same as map name without extension) -- **`-lightmapsize` N:** Size of lightmaps to generate (must be a power of two) -- **`-lomem`:** Low memory but slower lighting mode -- **`-lowquality`:** Low quality floodlight (appears to currently break floodlight) -- **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu -- **`-nocollapse`:** Do not collapse identical lightmaps -- **`-nodeluxe`, `-nodeluxemap`:** Disable deluxemapping -- **`-nogrid`:** Disable grid light calculation (makes all entities fullbright) -- **`-nolightmapsearch`:** Do not optimize lightmap packing for GPU memory usage (as doing so costs fps) -- **`-normalmap`:** Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?) -- **`-nostyle`, `-nostyles`:** Disable support for light styles -- **`-nosurf`:** Disable tracing against surfaces (only uses BSP nodes then) -- **`-notrace`:** Disable shadow occlusion -- **`-novertex`:** Disable vertex lighting -- **`-patchshadows`:** Cast shadows from patches -- **`-pointscale` F, `-point` F:** Scaling factor for point lights (light entities) -- **`-q3`:** Use nonlinear falloff curve by default (like Q3A) -- **`-samplescale` F:** Scales all lightmap resolutions -- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu -- **`-samples` N:** Adaptive supersampling quality -- **`-scale` F:** Scaling factor for all light types -- **`-shadeangle` A:** Angle for phong shading -- **`-shade`:** Enable phong shading at default shade angle -- **`-skyscale` F, `-sky` F:** Scaling factor for sky and sun light -- **`-smooth`:** Deprecated alias for `-samples 2` -- **`-style`, `-styles`:** Enable support for light styles -- **`-sunonly`:** Only compute sun light -- **`-super` N, `-supersample` N:** Ordered grid supersampling quality -- **`-thresh` F:** Triangle subdivision threshold -- **`-trianglecheck`:** Broken check that should ensure luxels apply to the right triangle -- **`-trisoup`:** Convert brush faces to triangle soup -- **`-wolf`:** Use linear falloff curve by default (like W:ET) - -Analyzing BSP-like file structure ---------------------------------- - -- **`-analyze` ... filename.bsp:** Switch that enters this mode -- **`-lumpswap`:** Swap byte order in the lumps - -Converting & Decompiling ------------------------- - -- **`-convert` ... filename.bsp:** Switch that enters this mode -- **`-de` number:** Distance epsilon for the conversion -- **`-format` converter:** Select the converter (available: map, ase, or game names) -- **`-ne` F:** Normal epsilon for the conversion -- **`-shadersasbitmap`:** (only for ase) use the shader names as \*BITMAP key so they work as prefabs - -Exporting lightmaps -------------------- - -- **`-export` filename.bsp:** Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff - -Fixing AAS checksum -------------------- - -- **`-fixaas` filename.bsp:** Switch that enters this mode - -Get info about BSP file ------------------------ - -- **`-info` filename.bsp:** Switch that enters this mode - -Importing lightmaps -------------------- - -- **`-import` filename.bsp:** Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP - -MiniMap -------- - -- **`-minimap` ... filename.bsp:** Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga` -- **`-black`:** Write the minimap as a black-on-transparency RGBA32 image -- **`-boost` F:** Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero -- **`-border` F:** Sets the amount of border pixels relative to the total image size -- **`-gray`:** Write the minimap as a white-on-black GRAY8 image -- **`-keepaspect`:** Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect) -- **`-minmax` xmin ymin zmin xmax ymax zmax:** Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides) -- **`-nokeepaspect`:** Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening) -- **`-o` filename.tga:** Sets the output file name -- **`-random` N:** Sets the randomized supersampling count (cannot be combined with `-samples`) -- **`-samples` N:** Sets the ordered supersampling count (cannot be combined with `-random`) -- **`-sharpen` F:** Sets the sharpening coefficient -- **`-size` N:** Sets the width and height of the output image -- **`-white`:** Write the minimap as a white-on-transparency RGBA32 image - -Scaling -------- - -- **`-scale` S filename.bsp:** Scale uniformly -- **`-scale` SX SY SZ filename.bsp:** Scale non-uniformly -- **`-scale -tex` S filename.bsp:** Scale uniformly without texture lock -- **`-scale -tex` SX SY SZ filename.bsp:** Scale non-uniformly without texture lock - diff --git a/Complete_list_of_entity_keys.md b/Complete_list_of_entity_keys.md deleted file mode 100644 index 409a1e5..0000000 --- a/Complete_list_of_entity_keys.md +++ /dev/null @@ -1,97 +0,0 @@ -Complete list of entity keys -============================ - -- On all entities - - **`angle`:** shorthand for just setting the yaw angle - - **`angles`:** angles vector - - **`origin`:** origin vector - - **`targetname`:** name of the entity so it can be referenced by **`target`** keys. -- On brush entities, classname **`func_group`** and classname **`misc_model`**: - - **`_castShadows`, `_cs`:** sets whether the entity casts shadows - - **`_celshader`:** [CelShader](CelShader) to use - - **`_lightmapsamplesize`, `_samplesize`:** sample size to use for surfaces of this entity - - **`_receiveShadows`, `_rs`:** sets whether the entity receives shadows - - **`_shadeangle`, `_smoothnormals`, `_sn`, `_smooth`:** largest angle between faces to allow to treat them part of the same nonplanar surface - - **`lightmapscale`, `_lightmapscale`, `_ls`:** scaling factor for the lightmap resolution -- On brush entities and on classname **`func_group`**: - - **`_indexmap`, `alphamap`:** file name of index map image for terrain blending - - **`_layers`, `layers`:** number of layers of the index map image (encoded as brightness levels) - - **`_offsets`, `offsets`:** space separated list of z offsets - - **`_shader`, `shader`:** shader name prefix of the index map (when this is set to `X`, the shader names that are generated will be like `textures/X_42` and `textures/X_23to42` -- On brush entities - - **`_clone`, `_ins`, `_instance`:** **`_clonename`** field value of a brush entity to clone brushes from (can be used to use the same brush model multiple times) - - **`_clonename`:** see **`_clone`** - - **`_patchMeta`, `patchMeta`:** generate a triangle soup from patches in this entity - - **`_patchQuality`:** quality multiplier for patches on this surface when **`_patchMeta`** is used - - **`_patchSubdivide`:** absolute quality setting for patches on this surface when **`_patchMeta`** is used - - **`max`:** override the `maxs` vector of this brush entity - - **`min`:** override the `mins` vector of this brush entity -- On classname **`worldspawn`** - - **`_ambient`, `ambient`:** amount of ambient light - - **`_blocksize`, `blocksize`, `chopsize`:** block size for unconditional BSP subdivisions - - **`_farplanedist`, `fogclip`, `distancecull`:** far plane distance for vis culling — this must be the shortest distance at which nothing can be seen any more due to fog - - **`_floodlight`:** a quintuple of values “r g b dist intensity” to set global floodlight parameters (good defaults are 240 240 255 1024 128) - - **`_fog`, `fog`:** if set, the whole map is fogged using the given shader name - - **`_foghull`:** must be set to a sky shader when `_fog` is used - - **`_ignoreleaks`, `ignoreleaks`:** when set, no leak test is performed - - **`_keepLights`:** if set, **`light`** entities are not stripped from the `BSP` file when compiling - - **`_mingridlight`:** amount of minimum grid light - - **`_minlight`:** amount of minimum light - - **`_minvertexlight`:** amount of minimum vertex light - - **`_noshadersun`:** if set, sun light from shaders is suppressed - - **`_q3map_cmdline`:** written by q3map2; contains the command line the map was compiled with - - **`_q3map_version`:** written by q3map2; contains the version of q3map2 the map was compiled with - - **`_style42alphagen`:** |alphaGen|-like shader definition string for light style 442 (works the same way for all style numbers) - - **`_style42rgbgen`:** |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers) - - **`gridsize`:** resolution of the light grid -- On classname **`light`** and classname **`lightJunior`** - - Note: **`lightJunior`** entities only affect the light grid. - - **`_anglescale`:** scales angle attenuation - - **`_color`:** color of the light - - **`_deviance`, `_deviation`, `_jitter`:** position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2\*\_deviance around the origin), or angle deviance of the sun light samples in radians - - **`_filterradius`, `_filteradius`, `_filter`:** filter radius for this light, similar to -light -filter - - **`_samples`:** number of samples to use to get soft shadows from a light - - **`_sun`:** if 1, this light is an infinite sun light - - **`fade`:** Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance **`light`**/(**`fade`** \* 8000), so if you want the light to vanish at distance X, specify **`light`**/(8000\*X) here. - - **`light`:** intensity factor (default: 300) - - **`radius`:** radius of a spotlight at the target point (default: 64) - - **`scale`:** intensity multiplier - - **`spawnflags`:** 1 = linear attenuation (inverted in `-wolf` lighting mode) - - **`spawnflags`:** 2 = no angle attenuation (inverted in `-wolf` lighting mode) - - **`spawnflags`:** 32 = the light color is not normalized - - **`spawnflags`:** 64 = force distance attenuation (why did vortex add this, this is always set...?) - - **`target`:** target of a spotlight - - **`targetname`:** when set, the light can be toggled in game by some engine provided way -- On classname **`light`** - - **`_flare`:** when set, this light is a flare without a specified shader - - **`_flareshader`:** shader for a flare surface generated by this light - - **`_style`, `style`:** light style number - - **`spawnflags`:** 16 = light does not affect the grid -- On classname **`advertisement`** (QuakeLive only) - - Brushes/Patches: must be a single rectangular patch surface where the ad will be placed - - **`cellId`:** identifier of the ad, must be used only once (??) -- On classname **`_decal`** - - Brushes/Patches: must be a single rectangular patch surface - - **`target`:** positional target to set the projection direction of the decal -- On classname **`misc_model`** - - **`_castShadows`, `_cs`:** sets whether the entity casts shadows - - **`_frame2`:** frame of second model to load - - **`_frame`:** frame of model to load - - **`_receiveShadows`, `_rs`:** sets whether the entity receives shadows - - **`_remapXXX`:** `XXX` can be any string to allow multiple keys for this; contains a string of the form `from;to`, and any shader `from` in the model will be replaced by `to`; the special value `*` in `from` matches all shader names - - **`model2`:** path name of second model to load - - **`model`:** path name of model to load - - **`modelscale`:** scaling factor for the model to include - - **`modelscale_vec`:** non-uniform scaling vector for the model to include - - **`spawnflags`:** 1 = in SoF2, append a `_RMG_BSP` suffix to shader names instead of `_BSP` - - **`spawnflags`:** 2 = generate clipping brushes from the model - - **`spawnflags`:** 4 = force this model through meta surface merging - - **`spawnflags`:** 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals - - **`spawnflags`:** 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain) - - **`spawnflags`:** 24 = when generating clipping planes, perform extrusion by distance zero (needs engine changes to support zero-volume clipping brushes) - - **`spawnflags`:** 32 = turn vertex color from the model into alpha (for terrain blending) - - **`spawnflags`:** 64 = do not let picomodel do surface normal smoothing -- On classname **`_skybox`** - - To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces - - **`_scale`:** scaling factor or vector for the portal sky (default: 64) - diff --git a/Complete_list_of_shader_keywords.md b/Complete_list_of_shader_keywords.md deleted file mode 100644 index be9a00e..0000000 --- a/Complete_list_of_shader_keywords.md +++ /dev/null @@ -1,116 +0,0 @@ -Complete list of shader keywords -================================ - -Note: You can append a `:q3map` suffix to a shader name to make q3map2 use the shader but the engine ignore it. - -Note: This list does not contain all possible shader keywords, but just those that q3map2 uses for anything. More keywords are likely to be supported by your engine. Check the documentation or the source code of your engine on this. - -Inside shader stages --------------------- - -- **`map` texture:** loads a texture and displays it repeating -- **`clampMap` texture:** loads a texture and displays it non-repeating -- **`animMap` fps texture texture...:** loads an animation and displays it repeating -- **`clampAnimMap` fps texture texture...:** loads an animation and displays it non-repeating -- **`mapComp` texture:** ? -- **`mapNoComp` texture:**? - -In the shader preamble: ------------------------ - -- **`cull none`, `cull disable`, `cull twosided`:** treat the surface as two sided for lighting -- **`damageShader` shadername:** sets the given shader as damage shader (for SoF2 mods) -- **`fogparms` ...:** marks the brush as a fog volume; otherwise handled by the engine -- **`implicitBlend`:** ? -- **`implicitMap`:**? -- **`implicitMask`:** ? -- **`light` shadername:** sets the given shader as flare shader -- **`polygonoffset`:** enable polygon offset -- **`q3map_backShader` shadername:** sets the given shader as shader for back faces -- **`q3map_backsplash` percent distance:** configures light backsplash (self-surfacelight) -- **`q3map_baseShader` shadername:** inherit parameters from a shader -- **`q3map_bounce` F, `q3map_bounceScale` F:** scales the intensity of radiosity -- **`q3map_clipmodel`:**? -- **`q3map_cloneShader` shadername:** ? -- **`q3map_colorGen`:** FIXME later -- **`q3map_deprecateShader` shadername:**? -- **`q3map_flare` shadername, `q3map_flareShader` shadername:** sets the given shader as flare shader -- **`q3map_floodLight` r g b dist intensity power:** overrides the global floodlight parameters -- **`q3map_fogDir` ( x y z ):** sets the direction a fog shader fades from transparent to opaque -- **`q3map_foliage` path scale density odds invertalpha:** ? -- **`q3map_forceMeta`:** forces brush faces and/or triangle models to go through the metasurface pipeline -- **`q3map_forceSunlight`:**? -- **`q3map_fur` layers offset fade:** ? -- **`q3map_globaltexture`:**? -- **`q3map_indexed`:** ? -- **`q3map_invert`:** inverts the direction from which the face is visible -- **`q3map_lightRGB` r g b:** overrides the light color of the texture -- **`q3map_lightStyle` N:** sets the light style (SoF2, JK2) -- **`q3map_lightSubdivide` N:** subdivision interval for `q3map_surfacelight` -- **`q3map_lightmapAxis` axis:** sets the lightmap axis to one of `x`, `y`, `z` (useful for terrain) -- **`q3map_lightmapBrightness` F, `q3map_lightmapGamma` F:** overrides lightmap brightness -- **`q3map_lightmapFilterRadius` self other:**? -- **`q3map_lightmapMergable`:** allows merging the lightmap with other surfaces on another plane -- **`q3map_lightmapSampleOffset` F:** multiplies samplesize by a factor -- **`q3map_lightmapSampleSize` N:** overrides samplesize -- **`q3map_lightmapSize` N:** overrides the lightmap size (forces an external lightmap for this surface) -- **`q3map_material` materialname:** ? -- **`q3map_noFast`:** disable `-fast` style lighting for this surface -- **`q3map_noVertexLight`:** turns off vertex lighting for this surface -- **`q3map_noVertexShadows`:**? -- **`q3map_noclip`:** do not clip the surface by the BSP tree -- **`q3map_nofog`:** ? -- **`q3map_nonplanar`:** marks the surface as nonplanar for meta surface merging -- **`q3map_notjunc`:** do not do t-junction elimination -- **`q3map_offset` F:**? -- **`q3map_onlyVertexLighting`:** same as using `surfaceparm pointlight` -- **`q3map_patchShadows`:** force shadowing from patches using this shader -- **`q3map_remapShader` shadername:** ? -- **`q3map_shadeAngle` F:** sets the shading angle for nonplanar surfaces -- **`q3map_skyLight` value iterations:** sets the amount of sky light from this surface -- **`q3map_splotchfix`:**? -- **`q3map_styleMarker2`:** ? -- **`q3map_styleMarker`:**? -- **`q3map_sunext` r g b intensity degrees elevation deviance samples:** sets an unsharp sun for the map -- **`q3map_sun` r g b intensity degrees elevation, `sun` r g b intensity degrees elevation:** sets a sharp sun for the map -- **`q3map_surfacelight` F:** sets the amount of surface light from this surface -- **`q3map_surfacemodel` path density minscale maxscale minangle maxangle oriented:** randomly place models on the surface -- **`q3map_tcGen ivector` ( sx sy sz ) ( tx ty tz ):** same as `q3map_tcGen vector` but with inverted values -- **`q3map_tcGen vector` ( sx sy sz ) ( tx ty tz ):** overrides texcoords based on world coordinates (for terrain) -- **`q3map_tcMod rotate` a:** rotates the texture -- **`q3map_tcMod scale` s t:** multiplies texcoords by factors -- **`q3map_tcMod translate` s t:** translates texcoords by a vector -- **`q3map_terrain`:** ? -- **`q3map_textureSize` width height:** overrides the texture size for texcoords -- **`q3map_vertexScale` F:** scales vertex lighting amount by a factor -- **`q3map_vertexShadows`:**? -- **`qer_editorImage` texture:** sets the texture to show for radiant -- **`qer_lightImage` texture:** sets the image to take the light color from -- **`qer_normalImage` texture:** sets the normal map for bump mapping -- **`skyparms` outerimage cloudheight innerimage:** loads a skybox -- **`surfaceparm` alphashadow:** use the alpha channel of the shader image as shadow mask -- **`surfaceparm` areaportal:** ? -- **`surfaceparm` botclip:**? -- **`surfaceparm` clusterportal:** ? -- **`surfaceparm` detail:** ignore this surface for vis -- **`surfaceparm` donotenter:**? -- **`surfaceparm` fog:** ??? -- **`surfaceparm` hint:** use this surface as a hint to generate BSP splits -- **`surfaceparm` lava:** Stef hates this brush -- **`surfaceparm` lightfilter:** use the color channel of the shader image as shadow mask -- **`surfaceparm` monsterclip:** monsters can’t go through this brush, but shots can -- **`surfaceparm` nodraw:** do not generate draw surfaces -- **`surfaceparm` nodrop:** items can’t be dropped on this brush -- **`surfaceparm` nolightmap, `surfaceparm` pointlight:** do not lightmap this surface -- **`surfaceparm` nomarks:** this surface is stain free -- **`surfaceparm` nonsolid:** do not make this surface solid -- **`surfaceparm` origin:** the center of this brush shall be the origin of this brush model -- **`surfaceparm` playerclip:** players can’t go through this brush, but shots can -- **`surfaceparm` sky:** this surface shows the skybox -- **`surfaceparm` slime:** this brush contains more poisonous stuff than dihydrogene monoxide -- **`surfaceparm` structural:** use this surface for vis -- **`surfaceparm` trans:** cast no shadows -- **`surfaceparm` trigger:** this is a trigger brush (translucent and solid) -- **`surfaceparm` water:** this brush contains dihydrogene monoxide -- **`tessSize` F, `q3map_tessSize` F:** subdivides the polygons to ensure no parts are larger than the given size - diff --git a/Concept_Art.md b/Concept_Art.md deleted file mode 100644 index 69be3c7..0000000 --- a/Concept_Art.md +++ /dev/null @@ -1,9 +0,0 @@ -Concept Art -=========== - -Logos and Emblems ------------------ - -[![](assets/images/xonotic_phoenix-1g.png)](assets/images/xonotic_phoenix-1g.svg) - -Phoenix 1b Concept by -z- diff --git a/Creating_Maps.md b/Creating_Maps.md deleted file mode 100644 index 851567b..0000000 --- a/Creating_Maps.md +++ /dev/null @@ -1,63 +0,0 @@ -Creating Maps -============= - -This tutorial is incomplete … if you are looking for the old creating maps page … click on the link at the bottom of the page -h2. This page is also being maintained by hutty … if you have an issue … or need a certain tutorial sooner … contact him on the forums --------------------------------------------------------------------------------------------------------------------------------------- - -So … -you are interested in mapping … -Hopefully this tutorial section will teach you most of what you need to know … - -Main Tutorial -------------- - -**— Prologue —** -[mapping-Introduction](mapping-Introduction) -[mapping-Setup](mapping-Setup) -[mapping-NetRadiant](mapping-NetRadiant) -[mapping-FirstRoom](mapping-FirstRoom) - -Advanced Mapping Tutorials --------------------------- - -... - -Advanced Texturing Tuorials ---------------------------- - -[skyboxes (with blender)](Mapping-textures-skybox-blender) - -Entity Tutorials ----------------- - -[_decal](mapping-entity-_decal) -[_skybox](mapping-entity-_skybox) -[dom_controlpoint](mapping-entity-dom_controlpoint) -[dom_team](mapping-entity-dom_team) -[func_assault_destructable](mapping-entity-func_assault_destructable) -[func_assault_wall](mapping-entity-func_assault_wall) -[func_bobbing](mapping-entity-func_bobbing) -[func_breakable](mapping-entity-func_breakable) -[func_button](mapping-entity-func_button) -[func_camera](mapping-entity-func_camera) -[func_clientillusionary](mapping-entity-func_clientillusionary) -[func_conveyor](mapping-entity-func_conveyor) -[func_door](mapping-entity-func_door) - -… i’ll add the rest later … - -Links to Even More Tutorials ----------------------------- - -- Alpha Blended Terrain — by tZork http://forums.xonotic.org/showthread.php?tid=3237 - -Help ----- - -\#xonotic.editing on irc.quakenet.org — live chat -http://forums.xonotic.org -- the forums . - -[Old_Creating_Maps](Old_Creating_Maps) -[Français](Creation_de_cartes) - diff --git a/Creation_de_cartes.md b/Creation_de_cartes.md deleted file mode 100644 index d600efa..0000000 --- a/Creation_de_cartes.md +++ /dev/null @@ -1,105 +0,0 @@ -Création de cartes -================== - -Introduction ------------- - -Créer des cartes nécéssite [Netradiant](Netradiant), un gtkradiant, un logiciel de fabrication de cartes qui génère des fichiers .bsp compilés en q3map2. Il aide à obtenir une [carte bien empaquetée](carte bien empaquetée) tout en lisant cet article. - -Utiliser Netradiant -------------------- - -NetRadiant est un fork de l’éditeur de jeu Quake basé populaire, GtkRadiant, si vous avez connaissance de ce logiciel ou un autre dérivé de celui-ci, ce sera plus facile. -Pour plus d’informations et plus en profondeur les détails, reportez-vous à la page [Netradiant](Netradiant). - -### Compilation de la source - -NetRadiant est inclus avec le git checkout de la [Accès référentiel](référentiel). Sur un système Linux/UNIX, la technique de base pour la construction est de changer votre dossier **./xonotic/netradiant** et d’utiliser ‘make’ pour le compiler. Résolvez toutes les dépendances. Le fichier binaire se trouve dans **./xonotic/netradiant/install**, ‘radiant.x86’. - -*Indications pour compiler sur windows (A faire ?)* - -### Constructions - -http://www.icculus.org/netradiant/files/ - -Forfaits Carte --------------- - -Les cartes sont emballé comme un fichier .zip avec une extension .pk3. Ils peuvent être ouvert avec n’importe quel programme qui ouvre des fichiers zip. Le pk3 est chargé lorsque vous démarrez le jeu, [Xonotic](Xonotic). Le moteur, [Darkplaces](Darkplaces) lit les fichiers pk3 comme un système normal de fichiers. Vous pouvez ainsi créer un package pk3 avec tous les fichiers que le moteur peut normalement lire. (besoin d’un exemple de carte bien emballée en pk3) - -### Arts appliqués aux paquets - -#### Conventions de nom - - doit être uniquement alphanumérique, minuscules avec des tirets, des nombres et soulignements, ([a-z0-9-\_.]+).pk3 — de préférence ils sont suffixés avec une version et de révision. Suite à cette convention donnera de meilleurs résultats à partir de scripts qui utilisent ce format pour aider à distribuer votre carte. - -#### Fichiers requis - -`maps/.bsp` - Ceci est votre fichier de carte compilé -`maps/.map` - Ceci est un jeu open-source, aider les autres à apprendre. Ce fichier est requis pour être dans le match. -`maps/.mapinfo` - Ce fichier a la méta-information, le suivi mondial de la musique, mode de jeu (s) et les paramètres de jeu -`maps/.tga|png|jpg` - Ce fichier est une capture d’écran de votre carte. Si vous n’incluez pas cela, vous carte ne possède pas de photo dans le menu ou l’écran de vote pour les serveurs et pleurer les anges. -`maps/.waypoints` - Ceci est nécessaire pour être ajouté au jeu, c’est pour les bots [[ajouter des points de passages|points de passages] -`maps/gfx/\_mini.tga|png|jpg` - Ceci est nécessaire pour être ajouté au jeu, c’est un radar de la carte. Ceux-ci peuvent être générés avec la commande “\<”. - -#### Facultatif / Fichiers suggérée - -Ce n’est pas une liste exhaustive, souvenez-vous, vous pouvez inclure presque n’importe quel fichier qui se charge avec une carte. (Liste des besoins des fichiers) - -#### Fichiers que vous devriez jamais inclure - -csprogs.dat -progs.dat -effectsinfo.txt - -En incluant l’un des fichiers ci-dessus, vous pourriez provoquer des résultats indésirables. Essayez d’utiliser le sens commun sur la façon dont vous ajoutez dimension à votre carte, si vous avez des questions, demandez de l’aide. - -Exemples --------- - -maps/tutorial-world-v1\_r2.bsp -maps/tutorial-world-v1\_r2.map -maps/tutorial-world-v1\_r2.mapinfo -maps/tutorial-world-v1\_r2.png -maps/tutorial-world-v1\_r2.waypoints -maps/gfx/tutorial-world-v1\_r2\_mini.png -maps/models/tutorial-world/crate.md3 -maps/models/tutorial-world/jumppad.md3 -scripts/tutorial-world/map-tutorial-world.shader -maps/sound/cdtracks/tutorial-world/main-room.ogg -maps/sound/tutorial-world/jumppad.ogg -maps/sound/tutorial-world/wind.ogg -maps/textures/tutorial-world/base\_1.tga -maps/textures/tutorial-world/floor\_1.tga -maps/textures/tutorial-world/floor\_2.tga -maps/textures/tutorial-world/floor\_1.tga -maps/textures/tutorial-world/wall\_1.tga -maps/textures/tutorial-world/wall\_2.tga - -*ajoutez une carte bien emballée* - -Tests de cartes ---------------- - -Vous pouvez compiler votre carte localement ou sur le serveur de construction. Le serveur de construction (nécessite un [référentiel d’accès](référentiel d’accès)) nécessite un fichier .nomdoptions. Pour vérifier, et plus d’info, demandez dans \#xonotic.editing sur irc.quakenet.org - -Cartes sur les serveurs ------------------------ - -Trouver un serveur admin pour ajouter votre carte. (Cette section doit être travaillée) - -Dépôts de carte ---------------- - -***Les cartes doivent être correctement emballés pour être inclus dans un référentiel*** - -Un référentiel carte officielle est en cours de planification, s’il vous plaît, revenez plus tard ou trouvez de l’aide sur IRC. - -Aide ----- - -\#xonotic.editing on irc.quakenet.org -http://forums.xonotic.org - -[English](Creating_Maps) - diff --git a/DarkPlaces_Authors.md b/DarkPlaces_Authors.md deleted file mode 100644 index ca77fec..0000000 --- a/DarkPlaces_Authors.md +++ /dev/null @@ -1,28 +0,0 @@ -DarkPlaces Wiki -=============== - -Darkplaces Authors -================== - -Darkplaces was created by LordHavoc, and contributed to by a long list of people over the years. Here are just some of the people who have contributed code, artwork, bug fixes, hosting, etc. - -Supporters & Contributors -------------------------- - -- David Cristian -- Rudolf 'divverent' Polzer -- Dresk -- SavageX -- Tomaz -- Andreas 'Black' Kirsch -- Mathieu 'Elric' Olivier -- MoALTz -- Joseph Caporale -- KGB|romi -- Zombie -- FrikaC -- Transfusion Project -- de-we -- |Rain| -- VorteX -- Ludwig Nussel diff --git a/DarkPlaces_CSQC.md b/DarkPlaces_CSQC.md deleted file mode 100644 index 9c54db4..0000000 --- a/DarkPlaces_CSQC.md +++ /dev/null @@ -1,55 +0,0 @@ -DarkPlaces Wiki -=============== - -Client-Side QuakeC -================== - -What is Client-Side QuakeC (CSQC) ? ------------------------------------ - -CSQC is a QuakeC virtual machine that will run your compiled QuakeC code only on the client offering special handling for doing all kinds of stuff such as simulating trivial effects to gameplay like: - -- brass ejections -- muzzleflashes -- gibs -- rendering a HUD / images and text with ease -- simulating movement (for projectiles, players, or any object) -- poll for input such as mouse movements or key strokes for things like menus, inventory, chat boxes, etc -- various other effects without relying on the normal sever side only QuakeC code (Quake only had the equivalent of server side qc available for modders) - -CSQC like SVQC (just known as QuakeC for classic Quake mods) is compiled into a .dat. The default naming convention is csprogs.dat, whereas SVQC was compiled to a progs.dat - -CSQC shares many builtins with SVQC however has of course it's own unique ones (for example printing text or rendering your viewport). - -CSQC is compiled with the same compiler you'd use typically for your normal QuakeC (such as fteqcc or frikqcc). -You simply have it compile from a different .src file have it name the output csprogs.dat for the engine to read it (default naming scheme for .dat can be changed however this is the default). - -But can't normal QuakeC do stuff like muzzleflashes and some of the stuff you mention? --------------------------------------------------------------------------------------- - -Yes! And a lot of mods out there that didn't have the oppurtunity to use CSQC did in fact to varying degrees of success implement things such as muzzle flashes, printing stuff on the HUD, and simulating their own movement or chase cameras. -However these implementation were limited to very strict builtins. For example: - -- Printing stuff on the HUD of the player could only be done via forcibly spamming the print functions to clients and tediously size them to fit the screens format with not much control. - This info had to be continually forced down to each player from the server to have it print and offered no control on position, fading of objects, modifying fonts, pictures, or any snazzy stuff people want to do with their HUDS -- Muzzle Flashes and Brass ejections could be spawned in the world surely and since they're using the classic Quake entities would reliably be sent to everyone in online games, - however the unnecessary bandwidth and potential choppiness of updates for these entities (such as smoothly fading away objects or updating their origin lagging behind the player) makes this system in many cases either far too bandwidth inefficient or simply incapable of keeping up with the demands of visuals people want to make. - -With CSQC you're harnessing the concept of the client/server architecture. -Depending on your personal choices you can either rely heavily still on server side stuff for entities (like vanilla QuakeC mods did entirely), -or decided to share some entities so you can update their visuals locally such as for player models, projectiles, and other things to have faster updates on entities and more rendering options such as rendering players names above their heads or seeing multiple animations played on a model. -Or you can rely heavily on the power of CSQC and have it simulate entire concepts of entities such as firing a weapon and having it know what weapon you're holding and choose a brass ejection to spawn without even having to touch the vanilla QuakeC! -Don't fret though, this may all be over your head right now, but just be aware you have a breadth of knowledge to grasp to use CSQC to it's greatest potential and it's extremely powerful and convenient once you get the hang of it which hopefully this can help you with! - -So lets recap, what does CSQC offer me in less words? ------------------------------------------------------ - -- superior control to print fonts, images, and models onto the player's screen -- save bandwidth for online games simulating objects trivial to the gameplay but important for visuals -- share only data that you want to share with clients from server -- do all kinds of multi-animation models, multiple projectiles, and other things that'd usually choke if forced down from server locally with ease - -So shortest short hand imaginable: Save bandwidth, more control to QuakeC scripters, its just that simple! - -_(There was a 2nd page linked here, that has been lost)_ - diff --git a/DarkPlaces_CVars.md b/DarkPlaces_CVars.md deleted file mode 100644 index 47bf5a2..0000000 --- a/DarkPlaces_CVars.md +++ /dev/null @@ -1,937 +0,0 @@ -DarkPlaces Wiki -=============== - -Console Variables -================= - -Here you will find all Console Variables for changing even the most minute aspect of Darkplaces. To access the console to modify these variables, simply press the `~` key on your keyboard. This is the default bind for this action. - -You may also get to it through this menu sequence: `Main Menu -> Options -> Go To Console` or possibly using `Shift + Escape`. - - _cl_color is "179" ["0"] internal storage cvar for current player colors (changed by color command) - _cl_name is "Error" ["player"] internal storage cvar for current player name (changed by name command) - _cl_playermodel is "" [""] internal storage cvar for current player model in Nexuiz (changed by playermodel command) - _cl_playerskin is "" [""] internal storage cvar for current player skin in Nexuiz (changed by playerskin command) - _cl_rate is "20000" ["20000"] internal storage cvar for current rate (changed by rate command) - _snd_mixahead is "0.15" ["0.15"] how much sound to mix ahead of time - ambient_fade is "100" ["100"] rate of volume fading when moving from one environment to another - ambient_level is "0.3" ["0.3"] volume of environment noises (water and wind) - bgmvolume is "1" ["1"] volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg) - cdaudio is "1" ["1"] 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) - cdaudioinitialized is "1" ["1"] indicates if CD Audio system is active - chase_active is "0" ["0"] enables chase cam - chase_back is "48" ["48"] chase cam distance from the player - chase_overhead is "0" ["0"] chase cam looks straight down if this is not zero - chase_pitchangle is "55" ["55"] chase cam pitch angle - chase_up is "24" ["24"] chase cam distance from the player - cl_anglespeedkey is "1.5" ["1.5"] how much +speed multiplies keyboard turning speed - cl_autodemo is "0" ["0"] records every game played, using the date/time and map name to name the demo file - cl_autodemo_nameformat is "autodemos/%Y-%m-%d_%H-%M" ["autodemos/%Y-%m-%d_%H-%M"] The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes) - cl_backspeed is "400" ["400"] backward movement speed - cl_beams_instantaimhack is "0" ["0"] makes your lightning gun aiming update instantly - cl_beams_lightatend is "1" ["0"] make a light at the end of the beam - cl_beams_polygons is "1" ["1"] use beam polygons instead of models - cl_beams_quakepositionhack is "1" ["1"] makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld) - cl_bob is "0.02" ["0.02"] view bobbing amount - cl_bobcycle is "0.6" ["0.6"] view bobbing speed - cl_bobmodel is "1" ["1"] enables gun bobbing - cl_bobmodel_side is "0.15" ["0.15"] gun bobbing sideways sway amount - cl_bobmodel_speed is "7" ["7"] gun bobbing speed - cl_bobmodel_up is "0.06" ["0.06"] gun bobbing upward movement amount - cl_bobup is "0.5" ["0.5"] view bobbing adjustment that makes the up or down swing of the bob last longer - cl_capturevideo is "0" ["0"] 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) - cl_capturevideo_fps is "30" ["30"] how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful) - cl_capturevideo_framestep is "1" ["1"] when set to n >= 1, render n frames to capture one (useful for motion blur like effects) - cl_capturevideo_height is "0" ["0"] scales all frames to this resolution before saving the video - cl_capturevideo_nameformat is "dpvideo" ["dpvideo"] prefix for saved videos (the date is encoded using strftime escapes) - cl_capturevideo_number is "1" ["1"] number to append to video filename, incremented each time a capture begins - cl_capturevideo_ogg is "1" ["1"] save captured video data as Ogg/Vorbis/Theora streams - cl_capturevideo_ogg_theora_bitrate is "-1" ["-1"] video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better - cl_capturevideo_ogg_theora_keyframe_auto_threshold is "80" ["80"] threshold for key frame decision (0 to 100) - cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier is "1.5" ["1.5"] how much more bit rate to use for keyframes, specified as a factor of at least 1 - cl_capturevideo_ogg_theora_keyframe_maxinterval is "64" ["64"] maximum keyframe interval (1 to 1000) - cl_capturevideo_ogg_theora_keyframe_mininterval is "8" ["8"] minimum keyframe interval (1 to 1000) - cl_capturevideo_ogg_theora_noise_sensitivity is "1" ["1"] video noise sensitivity (0 to 6); lower is better - cl_capturevideo_ogg_theora_quality is "32" ["32"] video quality factor (0 to 63), or -1 to use bitrate only; higher is better - cl_capturevideo_ogg_vorbis_quality is "3" ["3"] audio quality (-1 to 10); higher is better - cl_capturevideo_printfps is "1" ["1"] 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) - cl_capturevideo_realtime is "0" ["0"] 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 - cl_capturevideo_width is "0" ["0"] scales all frames to this resolution before saving the video - cl_curl_enabled is "1" ["1"] whether client's download support is enabled - cl_curl_maxdownloads is "1" ["1"] maximum number of concurrent HTTP/FTP downloads - cl_curl_maxspeed is "300" ["300"] maximum download speed (KiB/s) - cl_deathfade is "0" ["0"] fade screen to dark red when dead, value represents how fast the fade is (higher is faster) - cl_deathnoviewmodel is "1" ["1"] hides gun model when dead - cl_deathscoreboard is "1" ["1"] shows scoreboard (+showscores) while dead - cl_decals is "1" ["1"] enables decals (bullet holes, blood, etc) - cl_decals_bias is "0.125" ["0.125"] distance to bias decals from surface to prevent depth fighting - cl_decals_fadetime is "1" ["1"] how long decals take to fade away - cl_decals_max is "4096" ["4096"] maximum number of decals allowed to exist in the world at once - cl_decals_models is "0" ["0"] enables decals on animated models (if newsystem is also 1) - cl_decals_newsystem is "0" ["0"] enables new advanced decal system - cl_decals_newsystem_intensitymultiplier is "2" ["2"] boosts intensity of decals (because the distance fade can make them hard to see otherwise) - cl_decals_time is "20" ["20"] how long before decals start to fade away - cl_decals_visculling is "1" ["1"] perform a very cheap check if each decal is visible before drawing - cl_demo_mousegrab is "0" ["0"] Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always) - cl_dlights_decaybrightness is "1" ["1"] reduces brightness of light flashes over time - cl_dlights_decayradius is "1" ["1"] reduces size of light flashes over time - cl_explosions_alpha_end is "0" ["0"] end alpha of an explosion shell (just before it disappears) - cl_explosions_alpha_start is "1.5" ["1.5"] starting alpha of an explosion shell - cl_explosions_lifetime is "0.5" ["0.5"] how long an explosion shell lasts - cl_explosions_size_end is "128" ["128"] ending alpha of an explosion shell (just before it disappears) - cl_explosions_size_start is "16" ["16"] starting size of an explosion shell - cl_forwardspeed is "400" ["400"] forward movement speed - cl_gameplayfix_soundsmovewithentities is "1" ["1"] 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 - cl_iplog_name is "darkplaces_iplog.txt" ["darkplaces_iplog.txt"] name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command - cl_itembobheight is "0" ["0"] how much items bob up and down (try 8) - cl_itembobspeed is "0.5" ["0.5"] how frequently items bob up and down - cl_joinbeforedownloadsfinish is "1" ["1"] if non-zero the game will begin after the map is loaded before other downloads finish - cl_lerpanim_maxdelta_framegroups is "0.1" ["0.1"] maximum frame delta for smoothing between framegroups (when 0, one network frame) - cl_lerpanim_maxdelta_server is "0.1" ["0.1"] maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame) - cl_maxfps is "0" ["0"] 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) - cl_maxfps_alwayssleep is "1" ["1"] gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0 - cl_maxidlefps is "20" ["20"] maximum fps cap when the game is not the active window (makes cpu time available to other programs - cl_minfps is "40" ["40"] minimum fps target - while the rendering performance is below this, it will drift toward lower quality - cl_minfps_fade is "0.2" ["0.2"] how fast the quality adapts to varying framerate - cl_minfps_qualitymax is "1" ["1"] highest allowed drawdistance multiplier - cl_minfps_qualitymin is "0.25" ["0.25"] lowest allowed drawdistance multiplier - cl_minfps_qualitypower is "4" ["4"] raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate - cl_minfps_qualityscale is "0.5" ["0.5"] multiplier for quality - cl_movecliptokeyboard is "0" ["0"] if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount - cl_movement is "0" ["0"] enables clientside prediction of your player movement - cl_movement_accelerate is "10" ["10"] how fast you accelerate (should match sv_accelerate) - cl_movement_airaccel_qw is "1" ["1"] ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move - cl_movement_airaccel_sideways_friction is "0" ["0"] anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger - cl_movement_airaccelerate is "-1" ["-1"] how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead - cl_movement_edgefriction is "1" ["1"] how much to slow down when you may be about to fall off a ledge (should match edgefriction) - cl_movement_friction is "4" ["4"] how fast you slow down (should match sv_friction) - cl_movement_jumpvelocity is "270" ["270"] how fast you move upward when you begin a jump (should match the quakec code) - cl_movement_maxairspeed is "30" ["30"] how fast you can move while in the air (should match sv_maxairspeed) - cl_movement_maxspeed is "320" ["320"] how fast you can move (should match sv_maxspeed) - cl_movement_minping is "0" ["0"] whether to use prediction when ping is lower than this value in milliseconds - cl_movement_nettimeout is "0.3" ["0.3"] stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds - cl_movement_stepheight is "18" ["18"] how tall a step you can step in one instant (should match sv_stepheight) - cl_movement_stopspeed is "100" ["100"] speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed) - cl_movement_track_canjump is "1" ["1"] 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 - cl_movement_wallfriction is "1" ["1"] how fast you slow down while sliding along a wall (should match sv_wallfriction) - cl_movement_wateraccelerate is "-1" ["-1"] how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead - cl_movement_waterfriction is "-1" ["-1"] how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead - cl_movespeedkey is "2.0" ["2.0"] how much +speed multiplies keyboard movement speed - cl_netfps is "72" ["72"] how many input packets to send to server each second - cl_netimmediatebuttons is "1" ["1"] sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon) - cl_netlocalping is "0" ["0"] lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings) - cl_netpacketloss_receive is "0" ["0"] drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc) - cl_netpacketloss_send is "0" ["0"] drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc) - cl_netrepeatinput is "1" ["1"] 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) - cl_nettimesyncboundmode is "6" ["6"] 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 - cl_nettimesyncboundtolerance is "0.25" ["0.25"] 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) - cl_nettimesyncfactor is "0" ["0"] rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies) - cl_nodelta is "0" ["0"] disables delta compression of non-player entities in QW network protocol - cl_nolerp is "0" ["0"] network update smoothing - cl_noplayershadow is "0" ["0"] hide player shadow - cl_particles is "1" ["1"] enables particle effects - cl_particles_alpha is "1" ["1"] multiplies opacity of particles - cl_particles_blood is "1" ["1"] enables blood effects - cl_particles_blood_alpha is "1" ["1"] opacity of blood, does not affect decals - cl_particles_blood_bloodhack is "1" ["1"] make certain quake particle() calls create blood effects instead - cl_particles_blood_decal_alpha is "1" ["1"] opacity of blood decal - cl_particles_blood_decal_scalemax is "2" ["2"] maximal random scale of decal - cl_particles_blood_decal_scalemin is "1.5" ["1.5"] minimal random scale of decal - cl_particles_bubbles is "1" ["1"] enables bubbles (used by multiple effects) - cl_particles_bulletimpacts is "1" ["1"] enables bulletimpact effects - cl_particles_collisions is "1" ["1"] allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc) - cl_particles_explosions_shell is "1" ["0"] enables polygonal shell from explosions - cl_particles_explosions_sparks is "1" ["1"] enables sparks from explosions - cl_particles_quake is "1" ["0"] makes particle effects look mostly like the ones in Quake - cl_particles_quality is "1" ["1"] multiplies number of particles - cl_particles_rain is "1" ["1"] enables rain effects - cl_particles_size is "1" ["1"] multiplies particle size - cl_particles_smoke is "1" ["1"] enables smoke (used by multiple effects) - cl_particles_smoke_alpha is "0.5" ["0.5"] smoke brightness - cl_particles_smoke_alphafade is "0.55" ["0.55"] brightness fade per second - cl_particles_snow is "1" ["1"] enables snow effects - cl_particles_sparks is "1" ["1"] enables sparks (used by multiple effects) - cl_particles_visculling is "0" ["0"] perform a costly check if each particle is visible before drawing - cl_pitchspeed is "150" ["150"] keyboard pitch turning speed - cl_port is "0" ["0"] forces client to use chosen port number if not 0 - cl_prydoncursor is "0" ["0"] 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 - cl_prydoncursor_notrace is "0" ["0"] disables traceline used in prydon cursor reporting to the game, saving some cpu time - cl_readpicture_force is "0" ["0"] when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system - cl_rollangle is "2.0" ["2.0"] how much to tilt the view when strafing - cl_rollspeed is "200" ["200"] how much strafing is necessary to tilt the view - cl_serverextension_download is "2" ["0"] indicates whether the server supports the download command - cl_shownet is "0" ["0"] 1 = print packet size, 2 = print packet message list - cl_sidespeed is "350" ["350"] strafe movement speed - cl_sound_hknighthit is "hknight/hit.wav" ["hknight/hit.wav"] sound to play during TE_KNIGHTSPIKE (empty cvar disables sound) - cl_sound_r_exp3 is "weapons/r_exp3.wav" ["weapons/r_exp3.wav"] sound to play during TE_EXPLOSION and related effects (empty cvar disables sound) - cl_sound_ric1 is "weapons/ric1.wav" ["weapons/ric1.wav"] sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) - cl_sound_ric2 is "weapons/ric2.wav" ["weapons/ric2.wav"] sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) - cl_sound_ric3 is "weapons/ric3.wav" ["weapons/ric3.wav"] sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) - cl_sound_ric_gunshot is "0" ["0"] 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 - cl_sound_tink1 is "weapons/tink1.wav" ["weapons/tink1.wav"] sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) - cl_sound_wizardhit is "wizard/hit.wav" ["wizard/hit.wav"] sound to play during TE_WIZSPIKE (empty cvar disables sound) - cl_stainmaps is "0" ["0"] stains lightmaps, much faster than decals but blurred - cl_stainmaps_clearonload is "1" ["1"] clear stainmaps on map restart - cl_stairsmoothspeed is "160" ["160"] how fast your view moves upward/downward when running up/down stairs - cl_upspeed is "400" ["400"] vertical movement speed (while swimming or flying) - cl_viewmodel_scale is "1" ["1"] 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 - cl_yawspeed is "140" ["140"] keyboard yaw turning speed - cmdline is "C:\Quake\darkplaces.exe " ["C:\Quake\darkplaces.exe "] contains commandline the engine was launched with - collision_debug_tracelineasbox is "0" ["0"] workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat - collision_endnudge is "0" ["0"] how much to bias collision trace end - collision_endposnudge is "0" ["0"] workaround to fix trace_endpos sometimes being returned where it would be inside solid by making that collision hit (recommended: values like 1) - collision_enternudge is "0" ["0"] how much to bias collision entry fraction - collision_impactnudge is "0.03125" ["0.03125"] how much to back off from the impact - collision_leavenudge is "0" ["0"] how much to bias collision exit fraction - collision_prefernudgedfraction is "1" ["1"] whether to sort collision events by nudged fraction (1) or real fraction (0) - collision_startnudge is "0" ["0"] how much to bias collision trace start - con_chat is "0" ["0"] how many chat lines to show in a dedicated chat area - con_chatpos is "0" ["0"] where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top) - con_chatsize is "8" ["8"] chat text size in virtual 2D pixels (if con_chat is enabled) - con_chatsound is "1" ["1"] enables chat sound to play on message - con_chattime is "30" ["30"] how long chat lines last, in seconds - con_chatwidth is "1.0" ["1.0"] relative chat window width - con_closeontoggleconsole is "1" ["1"] allows toggleconsole binds to close the console as well - con_completion_exec is "*.cfg" ["*.cfg"] completion pattern for the exec command - con_completion_playdemo is "*.dem" ["*.dem"] completion pattern for the playdemo command - con_completion_timedemo is "*.dem" ["*.dem"] completion pattern for the timedemo command - con_nickcompletion is "1" ["1"] tab-complete nicks in console and message input - con_nickcompletion_flags is "11" ["11"] 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. - con_notify is "4" ["4"] how many notify lines to show - con_notifyalign is "" [""] how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default) - con_notifysize is "8" ["8"] notify text size in virtual 2D pixels - con_notifytime is "3" ["3"] how long notify lines last, in seconds - con_textsize is "8" ["8"] console text size in virtual 2D pixels - coop is "0" ["0"] coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch) - crosshair is "0" ["0"] selects crosshair to use (0 is none) - crosshair_color_alpha is "1" ["1"] how opaque the crosshair should be - crosshair_color_blue is "0" ["0"] customizable crosshair color - crosshair_color_green is "0" ["0"] customizable crosshair color - crosshair_color_red is "1" ["1"] customizable crosshair color - crosshair_size is "1" ["1"] adjusts size of the crosshair on the screen - csqc_progcrc is "-1" ["-1"] CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 - csqc_progname is "csprogs.dat" ["csprogs.dat"] name of csprogs.dat file to load - csqc_progsize is "-1" ["-1"] file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 - cutscene is "1" ["1"] enables cutscenes in nehahra, can be used by other mods - deathmatch is "0" ["0"] 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) - demo_nehahra is "0" ["0"] reads all quake demos as nehahra movie protocol - developer is "0" ["0"] prints debugging messages and information (recommended for all developers and level designers) - developer_entityparsing is "0" ["0"] prints detailed network entities information each time a packet is received - developer_extra is "0" ["0"] prints additional debugging messages, often very verbose! - developer_font is "0" ["0"] prints debug messages about fonts - developer_insane is "0" ["0"] prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended! - developer_loadfile is "0" ["0"] prints name and size of every file loaded via the FS_LoadFile function (which is almost everything) - developer_loading is "0" ["0"] prints information about files as they are loaded or unloaded successfully - developer_memory is "0" ["0"] prints debugging information about memory allocations - developer_memorydebug is "0" ["0"] enables memory corruption checks (very slow) - developer_networkentities is "0" ["0"] prints received entities, value is 0-4 (higher for more info) - developer_networking is "0" ["0"] prints all received and sent packets (recommended only for debugging) - developer_texturelogging is "0" ["0"] produces a textures.log file containing names of skins and map textures the engine tried to load - edgefriction is "1" ["1"] 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) - forceqmenu is "0" ["0"] enables the quake menu instead of the quakec menu.dat (if present) - fov is "90" ["90"] field of vision, 1-170 degrees, default 90, some players use 110-130 - fraglimit is "0" ["0"] ends level if this many frags is reached by any player - freelook is "1" ["1"] mouse controls pitch instead of forward/back - fs_empty_files_in_pack_mark_deletions is "0" ["0"] 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 - fs_gamedir is "" [""] the list of currently selected gamedirs (use the 'gamedir' command to change this) - gamecfg is "0" ["0"] unused cvar in quake, can be used by mods - gameversion is "0" ["0"] version of game data (mod-specific) to be sent to querying clients - gameversion_max is "-1" ["-1"] 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 - gameversion_min is "-1" ["-1"] 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 - gl_combine is "1" ["1"] indicates whether the OpenGL 1.3 rendering path is active - gl_dither is "1" ["1"] enables OpenGL dithering (16bit looks bad with this off) - gl_ext_separatestencil is "1" ["1"] make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension - gl_ext_stenciltwoside is "1" ["1"] make use of GL_EXT_stenciltwoside extension (NVIDIA only) - 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_flashblend is "1" ["0"] render bright coronas for dynamic lights instead of actual lighting, fast but ugly - gl_info_driver is "opengl32.dll" [""] name of driver library (opengl32.dll, libGL.so.1, or whatever). - gl_info_extensions is " 1.1 GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_shader GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_combine GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_vertex_buffer_object GL_ARB_vertex_shader 2.0 GL_EXT_blend_minmax GL_EXT_blend_subtract 1.2 GL_EXT_framebuffer_object GL_EXT_stencil_two_side GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_filter_anisotropic " [""] indicates extension list found by engine, space separated. - gl_info_platform is "WGL" [""] indicates GL platform: WGL, GLX, or AGL. - gl_info_renderer is "GeForce 7950 GT/PCI/SSE2/3DNOW!" [""] indicates graphics chip model and other information - gl_info_vendor is "NVIDIA Corporation" [""] indicates brand of graphics chip - gl_info_version is "2.1.2" [""] indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc. - gl_lightmaps is "0" ["0"] draws only lightmaps, no texture (for level designers) - gl_max_lightmapsize is "1024" ["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 is "2048" ["2048"] maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192) - gl_mesh_drawrangeelements is "1" ["1"] use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing) - gl_mesh_prefer_short_elements is "1" ["1"] use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT - gl_mesh_testarrayelement is "0" ["0"] use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements) - gl_mesh_testmanualfeeding is "0" ["0"] use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements) - gl_nopartialtextureupdates is "1" ["1"] use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver - gl_paranoid is "0" ["0"] enables OpenGL error checking and other tests - gl_picmip is "0" ["0"] reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75% - gl_polyblend is "1" ["1"] tints view while underwater, hurt, etc - gl_printcheckerror is "0" ["0"] prints all OpenGL error checks, useful to identify location of driver crashes - gl_texture_anisotropy is "16" ["1"] anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values - gl_texturecompression is "0" ["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_texturecompression_2d is "0" ["0"] whether to compress 2d (hud/menu) textures other than the font - gl_texturecompression_color is "1" ["1"] whether to compress colormap (diffuse) textures - gl_texturecompression_gloss is "1" ["1"] whether to compress glossmap (specular) textures - gl_texturecompression_glow is "1" ["1"] whether to compress glowmap (luma) textures - gl_texturecompression_lightcubemaps is "1" ["1"] whether to compress light cubemaps (spotlights and other light projection images) - gl_texturecompression_normal is "0" ["0"] whether to compress normalmap (normalmap) textures - gl_texturecompression_q3bspdeluxemaps is "0" ["0"] whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these) - gl_texturecompression_q3bsplightmaps is "0" ["0"] whether to compress lightmaps in q3bsp format levels - gl_texturecompression_reflectmask is "1" ["1"] whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap) - gl_texturecompression_sky is "0" ["0"] whether to compress sky textures - gl_vbo is "3" ["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) - halflifebsp is "0" ["0"] indicates the current map is hlbsp format (useful to know because of different bounding box sizes) - host_framerate is "0" ["0"] 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 - host_speeds is "0" ["0"] reports how much time is used in server/graphics/sound - hostname is "UNNAMED" ["UNNAMED"] server message to show in server browser - in_pitch_max is "90" ["90"] how far upward you can aim (quake used 80 - in_pitch_min is "-90" ["-90"] how far downward you can aim (quake used -70 - joyadvanced is "0" ["0"] use more than 2 axis joysticks (configuring this is very technical) - joyadvaxisr is "0" ["0"] axis mapping for joyadvanced 1 mode - joyadvaxisu is "0" ["0"] axis mapping for joyadvanced 1 mode - joyadvaxisv is "0" ["0"] axis mapping for joyadvanced 1 mode - joyadvaxisx is "0" ["0"] axis mapping for joyadvanced 1 mode - joyadvaxisy is "0" ["0"] axis mapping for joyadvanced 1 mode - joyadvaxisz is "0" ["0"] axis mapping for joyadvanced 1 mode - joyforwardsensitivity is "-1.0" ["-1.0"] how fast the joystick moves forward - joyforwardthreshold is "0.15" ["0.15"] minimum joystick movement necessary to move forward - joyname is "joystick" ["joystick"] name of joystick to use (informational only, used only by joyadvanced 1 mode) - joypitchsensitivity is "1.0" ["1.0"] how fast the joystick looks up/down - joypitchthreshold is "0.15" ["0.15"] minimum joystick movement necessary to look up/down - joysidesensitivity is "-1.0" ["-1.0"] how fast the joystick moves sideways (strafing) - joysidethreshold is "0.15" ["0.15"] minimum joystick movement necessary to move sideways (strafing) - joystick is "0" ["0"] enables joysticks - joywwhack1 is "0.0" ["0.0"] special hack for wingman warrior - joywwhack2 is "0.0" ["0.0"] special hack for wingman warrior - joyyawsensitivity is "-1.0" ["-1.0"] how fast the joystick turns left/right - joyyawthreshold is "0.15" ["0.15"] minimum joystick movement necessary to turn left/right - locs_enable is "1" ["1"] enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level) - locs_show is "0" ["0"] shows defined locations for editing purposes - log_dest_udp is "" [""] 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 is "" [""] filename to log messages to - lookspring is "0" ["0"] returns pitch to level with the floor when no longer holding a pitch key - lookstrafe is "0" ["0"] move instead of turning - m_accelerate is "1" ["1"] mouse acceleration factor (try 2) - m_accelerate_filter is "0.1" ["0.1"] mouse acceleration factor filtering - m_accelerate_maxspeed is "10000" ["10000"] above this speed, full acceleration is done - m_accelerate_minspeed is "5000" ["5000"] below this speed, no acceleration is done - m_filter is "0" ["0"] smoothes mouse movement, less responsive but smoother aiming - m_forward is "1" ["1"] mouse forward speed multiplier - m_pitch is "0.022" ["0.022"] mouse pitch speed multiplier - m_side is "0.8" ["0.8"] mouse side speed multiplier - m_yaw is "0.022" ["0.022"] mouse yaw speed multiplier - menu_options_colorcontrol_correctionvalue is "0.5" ["0.5"] intensity value that matches up to white/black dither pattern, should be 0.5 for linear color - mod_alias_supporttagscale is "1" ["1"] support scaling factors in bone/tag attachment matrices as supported by MD3 - mod_collision_bih is "1" ["1"] enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code - mod_generatelightmaps_borderpixels is "2" ["2"] extra space around polygons to prevent sampling artifacts - mod_generatelightmaps_gridradius is "64" ["64"] sampling area around each lightgrid cell center - mod_generatelightmaps_gridsamples is "64" ["64"] number of shadow tests done per lightgrid cell - mod_generatelightmaps_lightmapradius is "16" ["16"] sampling area around each lightmap pixel - mod_generatelightmaps_lightmapsamples is "16" ["16"] number of shadow tests done per lightmap pixel - mod_generatelightmaps_texturesize is "1024" ["1024"] size of lightmap textures - mod_generatelightmaps_unitspersample is "8" ["8"] lightmap resolution - mod_generatelightmaps_vertexradius is "16" ["16"] sampling area around each vertex - mod_generatelightmaps_vertexsamples is "16" ["16"] number of shadow tests done per vertex - mod_q1bsp_polygoncollisions is "0" ["0"] disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations) - mod_q3bsp_curves_collisions is "1" ["1"] enables collisions with curves (SLOW) - mod_q3bsp_curves_collisions_stride is "16" ["16"] collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests) - mod_q3bsp_curves_stride is "16" ["16"] particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests) - mod_q3bsp_debugtracebrush is "0" ["0"] selects different tracebrush bsp recursion algorithms (for debugging purposes only) - mod_q3bsp_lightmapmergepower is "4" ["4"] 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, ... - mod_q3bsp_nolightmaps is "0" ["0"] do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly) - mod_q3bsp_optimizedtraceline is "1" ["1"] whether to use optimized traceline code for line traces (as opposed to tracebox code) - mod_q3bsp_tracelineofsight_brushes is "0" ["0"] enables culling of entities behind detail brushes, curves, etc - mod_q3shader_default_offsetmapping is "1" ["1"] use offsetmapping by default on all surfaces - mod_recalculatenodeboxes is "1" ["1"] enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler - music_playlist_current0 is "0" ["0"] current track index to play in list - music_playlist_current1 is "0" ["0"] current track index to play in list - music_playlist_current2 is "0" ["0"] current track index to play in list - music_playlist_current3 is "0" ["0"] current track index to play in list - music_playlist_current4 is "0" ["0"] current track index to play in list - music_playlist_current5 is "0" ["0"] current track index to play in list - music_playlist_current6 is "0" ["0"] current track index to play in list - music_playlist_current7 is "0" ["0"] current track index to play in list - music_playlist_current8 is "0" ["0"] current track index to play in list - music_playlist_current9 is "0" ["0"] current track index to play in list - music_playlist_index is "-1" ["-1"] selects which of the music_playlist_ variables is the active one, -1 disables playlists - music_playlist_list0 is "" [""] list of tracks to play - music_playlist_list1 is "" [""] list of tracks to play - music_playlist_list2 is "" [""] list of tracks to play - music_playlist_list3 is "" [""] list of tracks to play - music_playlist_list4 is "" [""] list of tracks to play - music_playlist_list5 is "" [""] list of tracks to play - music_playlist_list6 is "" [""] list of tracks to play - music_playlist_list7 is "" [""] list of tracks to play - music_playlist_list8 is "" [""] list of tracks to play - music_playlist_list9 is "" [""] list of tracks to play - music_playlist_random0 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random1 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random2 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random3 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random4 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random5 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random6 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random7 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random8 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_random9 is "0" ["0"] enables random play order if 1, 0 is sequential play - music_playlist_sampleposition0 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition1 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition2 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition3 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition4 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition5 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition6 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition7 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition8 is "-1" ["-1"] resume position for track, -1 restarts every time - music_playlist_sampleposition9 is "-1" ["-1"] resume position for track, -1 restarts every time - net_address is "" [""] network address to open ipv4 ports on (if empty, use default interfaces) - net_address_ipv6 is "" [""] network address to open ipv6 ports on (if empty, use default interfaces) - net_connectfloodblockingtimeout is "5" ["5"] 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) - net_connecttimeout is "15" ["15"] 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. - net_messagetimeout is "300" ["300"] drops players who have not sent any packets for this many seconds - net_slist_favorites is "" [""] contains a list of IP addresses and ports to always query explicitly - net_slist_maxtries is "3" ["3"] how many times to ask the same server for information (more times gives better ping reports but takes longer) - net_slist_pause is "0" ["0"] when set to 1, the server list won't update until it is set back to 0 - net_slist_queriesperframe is "4" ["4"] maximum number of server information requests to send each rendered frame (guards against low framerates causing problems) - net_slist_queriespersecond is "20" ["20"] how many server information requests to send per second - net_slist_timeout is "4" ["4"] how long to listen for a server information response before giving up - noaim is "1" ["1"] QW option to disable vertical autoaim - noexit is "0" ["0"] kills anyone attempting to use an exit - nomonsters is "0" ["0"] unused cvar in quake, can be used by mods - nosound is "0" ["0"] disables sound - pausable is "1" ["1"] allow players to pause or not - port is "26000" ["26000"] server port for players to connect to - pr_checkextension is "1" ["1"] indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions) - prvm_backtraceforwarnings is "0" ["0"] print a backtrace for warnings too - prvm_errordump is "0" ["0"] write a savegame on crash to crash-server.dmp - prvm_language is "" [""] when set, loads progs.dat.LANGUAGENAME.po for string translations; when set to dump, progs.dat.dump.po is written from the strings in the progs - prvm_leaktest is "0" ["0"] try to detect memory leaks in strings or entities - prvm_leaktest_ignore_classnames is "" [""] 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) - prvm_reuseedicts_neverinsameframe is "1" ["1"] never allows re-use of freed entity slots during same frame - prvm_reuseedicts_startuptime is "2" ["2"] allows immediate re-use of freed entity slots during start of new level (value in seconds) - prvm_statementprofiling is "0" ["0"] counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled) - prvm_traceqc is "0" ["0"] prints every QuakeC statement as it is executed (only for really thorough debugging!) - qport is "31514" ["31514"] identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes) - r_ambient is "0" ["0"] brightens map, value is 0-128 - r_batchmode is "1" ["1"] selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...) - r_bloom is "1" ["0"] enables bloom effect (makes bright pixels affect neighboring pixels) - r_bloom_blur is "4" ["4"] how large the glow is - r_bloom_brighten is "2" ["2"] how bright the glow is, after subtract/power - r_bloom_colorexponent is "1" ["1"] how exagerated the glow is - r_bloom_colorscale is "1" ["1"] how bright the glow is - r_bloom_colorsubtract is "0.125" ["0.125"] reduces bloom colors by a certain amount - r_bloom_resolution is "320" ["320"] what resolution to perform the bloom effect at (independent of screen resolution) - r_colormap_palette is "gfx/colormap_palette.lmp" ["gfx/colormap_palette.lmp"] 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 - r_coronas is "1" ["1"] brightness of corona flare effects around certain lights, 0 disables corona effects - r_coronas_occlusionquery is "1" ["1"] use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - r_coronas_occlusionsizescale is "0.1" ["0.1"] size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity - r_cullentities_trace is "1" ["1"] probabistically cull invisible entities - r_cullentities_trace_delay is "1" ["1"] number of seconds until the entity gets actually culled - r_cullentities_trace_enlarge is "0" ["0"] box enlargement for entity culling - r_cullentities_trace_samples is "2" ["2"] number of samples to test for entity culling (in addition to center sample) - r_cullentities_trace_tempentitysamples is "-1" ["-1"] number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies) - r_damageblur is "0" ["0"] motionblur based on damage - r_depthfirst is "0" ["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_drawdecals is "1" ["1"] enables drawing of decals - r_drawdecals_drawdistance is "500" ["500"] decals further than drawdistance*size will not be drawn - r_draweffects is "1" ["1"] renders temporary sprite effects - r_drawentities is "1" ["1"] draw entities (doors, players, projectiles, etc) - r_drawexplosions is "1" ["1"] enables rendering of explosion shells (see also cl_particles_explosions_shell) - r_drawexteriormodel is "1" ["1"] draw your player model (e.g. in chase cam, reflections) - r_drawfog is "1" ["1"] allows one to disable fog rendering - r_drawparticles is "1" ["1"] enables drawing of particles - r_drawparticles_drawdistance is "2000" ["2000"] particles further than drawdistance*size will not be drawn - r_drawportals is "0" ["0"] shows portals (separating polygons) in world interior in quake1 maps - r_drawviewmodel is "1" ["1"] draw your weapon model - r_dynamic is "1" ["1"] enables dynamic lights (rocket glow and such) - r_editlights is "0" ["0"] enables .rtlights file editing mode - r_editlights_cursordistance is "1024" ["1024"] maximum distance of cursor from eye - r_editlights_cursorgrid is "4" ["4"] snaps cursor to this grid size - r_editlights_cursorpushback is "0" ["0"] how far to pull the cursor back toward the eye - r_editlights_cursorpushoff is "4" ["4"] how far to push the cursor off the impacted surface - r_editlights_quakelightsizescale is "1" ["1"] changes size of light entities loaded from a map - r_equalize_entities_by is "0.7" ["0.7"] light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) - r_equalize_entities_fullbright is "0" ["0"] render fullbright entities by equalizing their lightness, not by not rendering light - r_equalize_entities_minambient is "0.5" ["0.5"] light equalizing: ensure at least this ambient/diffuse ratio - r_equalize_entities_to is "0.8" ["0.8"] light equalizing: target light level - r_explosionclip is "1" ["1"] enables collision detection for explosion shell (so that it flattens against walls and floors) - r_farclip_base is "65536" ["65536"] farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0 - r_farclip_world is "2" ["2"] adds map size to farclip multiplied by this value - r_fixtrans_auto is "0" ["0"] automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory) - r_fog_exp2 is "0" ["0"] uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog - r_font_antialias is "1" ["1"] 0 = monochrome, 1 = grey - r_font_disable_freetype is "1" ["1"] disable freetype support for fonts entirely - r_font_hinting is "3" ["3"] 0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting - r_font_kerning is "1" ["1"] Use kerning if available - r_font_postprocess_blur is "0" ["0"] font blur amount - r_font_postprocess_outline is "0" ["0"] font outline amount - r_font_postprocess_shadow_x is "0" ["0"] font shadow X shift amount, applied during outlining - r_font_postprocess_shadow_y is "0" ["0"] font shadow Y shift amount, applied during outlining - r_font_postprocess_shadow_z is "0" ["0"] font shadow Z shift amount, applied during blurring - r_font_size_snapping is "1" ["1"] stick to good looking font sizes whenever possible - bad when the mod doesn't support it! - r_font_use_alpha_textures is "0" ["0"] use alpha-textures for font rendering, this should safe memory - r_framedatasize is "1" ["1"] size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc) - r_fullbright is "0" ["0"] makes map very bright and renders faster - r_fullbrights is "1" ["1"] enables glowing pixels in quake textures (changes need r_restart to take effect) - r_glsl is "1" ["1"] indicates whether the OpenGL 2.0 rendering path is active - r_glsl_deluxemapping is "1" ["1"] use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps) - r_glsl_offsetmapping is "0" ["0"] offset mapping effect (also known as parallax mapping or virtual displacement mapping) - r_glsl_offsetmapping_reliefmapping is "0" ["0"] relief mapping effect (higher quality) - r_glsl_offsetmapping_scale is "0.04" ["0.04"] how deep the offset mapping effect is - r_glsl_postprocess is "0" ["0"] use a GLSL postprocessing shader - r_glsl_postprocess_uservec1 is "0 0 0 0" ["0 0 0 0"] a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized) - r_glsl_postprocess_uservec2 is "0 0 0 0" ["0 0 0 0"] a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized) - r_glsl_postprocess_uservec3 is "0 0 0 0" ["0 0 0 0"] a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized) - r_glsl_postprocess_uservec4 is "0 0 0 0" ["0 0 0 0"] a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized) - r_glsl_saturation is "1" ["1"] saturation multiplier (only working in glsl!) - r_hdr is "1" ["0"] enables High Dynamic Range bloom effect (higher quality version of r_bloom) - r_hdr_glowintensity is "1" ["1"] how bright light emitting textures should appear - r_hdr_range is "4" ["4"] 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) - r_hdr_scenebrightness is "1" ["1"] global rendering brightness - r_labelsprites_roundtopixels is "1" ["1"] 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 - r_labelsprites_scale is "1" ["1"] global scale to apply to label sprites before conversion to HUD coordinates - r_lerpimages is "1" ["1"] bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0) - r_lerplightstyles is "0" ["0"] enable animation smoothing on flickering lights - r_lerpmodels is "1" ["1"] enables animation smoothing on models - r_lerpsprites is "0" ["0"] enables animation smoothing on sprites - r_letterbox is "0" ["0"] reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes) - r_lightningbeam_color_blue is "1" ["1"] color of the lightning beam effect - r_lightningbeam_color_green is "1" ["1"] color of the lightning beam effect - r_lightningbeam_color_red is "1" ["1"] color of the lightning beam effect - r_lightningbeam_qmbtexture is "0" ["0"] load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better - r_lightningbeam_repeatdistance is "128" ["128"] how far to stretch the texture along the lightning beam effect - r_lightningbeam_scroll is "5" ["5"] speed of texture scrolling on the lightning beam effect - r_lightningbeam_thickness is "4" ["4"] thickness of the lightning beam effect - r_lockpvs is "0" ["0"] 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) - r_lockvisibility is "0" ["0"] 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) - r_mipskins is "0" ["0"] 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 - r_mipsprites is "1" ["1"] mipmaps sprites so they render faster in the distance and do not display noise artifacts - r_motionblur is "0" ["0"] motionblur value scale - 0.5 recommended - r_motionblur_bmin is "0.5" ["0.5"] velocity at which there is no blur yet (may be negative to always have some blur) - r_motionblur_maxblur is "0.88" ["0.88"] cap for motionblur alpha value - r_motionblur_randomize is "0.1" ["0.1"] randomizing coefficient to workaround ghosting - r_motionblur_vcoeff is "0.05" ["0.05"] sliding average reaction time for velocity - r_motionblur_vmax is "600" ["600"] maximum influence from velocity - r_motionblur_vmin is "300" ["300"] minimum influence from velocity - r_nearclip is "1" ["1"] distance from camera of nearclip plane - r_nosurftextures is "0" ["0"] pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case) - r_novis is "0" ["0"] draws whole level, see also sv_cullentities_pvs 0 - r_overheadsprites_perspective is "0.15" ["0.15"] fake perspective effect for SPR_OVERHEAD sprites - r_overheadsprites_pushback is "16" ["16"] how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models) - r_picmipsprites is "1" ["1"] make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games) - r_picmipworld is "1" ["1"] whether gl_picmip shall apply to world textures too - r_polygonoffset_decals_factor is "0" ["0"] biases depth values of decals to prevent z-fighting artifacts - r_polygonoffset_decals_offset is "-14" ["-14"] biases depth values of decals to prevent z-fighting artifacts - r_polygonoffset_submodel_factor is "0" ["0"] biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps - r_polygonoffset_submodel_offset is "14" ["14"] biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps - r_q1bsp_skymasking is "1" ["1"] allows sky polygons in quake1 maps to obscure other geometry - r_q3bsp_renderskydepth is "0" ["0"] draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things - r_render is "1" ["1"] enables rendering 3D views (you want this on!) - r_renderview is "1" ["1"] enables rendering 3D views (you want this on!) - r_shadow_bumpscale_basetexture is "0" ["0"] generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect - r_shadow_bumpscale_bumpmap is "4" ["4"] what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect - r_shadow_debuglight is "-1" ["-1"] renders only one light, for level design purposes or debugging - r_shadow_deferred is "0" ["0"] uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping - r_shadow_deferred_8bitrange is "2" ["2"] dynamic range of image-based lighting when using 32bit color (does not apply to fp) - r_shadow_frontsidecasting is "1" ["1"] whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model) - r_shadow_gloss is "1" ["1"] 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) - r_shadow_gloss2exponent is "32" ["32"] same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces - r_shadow_gloss2intensity is "0.125" ["0.125"] how bright the forced flat gloss should look if r_shadow_gloss is 2 - r_shadow_glossexact is "0" ["0"] use exact reflection math for gloss (slightly slower, but should look a tad better) - r_shadow_glossexponent is "32" ["32"] how 'sharp' the gloss should appear (specular power) - r_shadow_glossintensity is "1" ["1"] how bright textured glossmaps should look if r_shadow_gloss is 1 or 2 - r_shadow_lightattenuationdividebias is "1" ["1"] changes attenuation texture generation - r_shadow_lightattenuationlinearscale is "2" ["2"] changes attenuation texture generation - r_shadow_lightintensityscale is "1" ["1"] renders all world lights brighter or darker - r_shadow_lightradiusscale is "1" ["1"] renders all world lights larger or smaller - r_shadow_polygonfactor is "0" ["0"] how much to enlarge shadow volume polygons when rendering (should be 0!) - r_shadow_polygonoffset is "1" ["1"] how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0) - r_shadow_projectdistance is "0" ["0"] how far to cast shadows - r_shadow_realtime_dlight is "1" ["1"] enables rendering of dynamic lights such as explosions and rocket light - r_shadow_realtime_dlight_portalculling is "0" ["0"] enables portal optimization on dynamic lights (slow!) - r_shadow_realtime_dlight_shadows is "1" ["1"] enables rendering of shadows from dynamic lights - r_shadow_realtime_dlight_svbspculling is "0" ["0"] enables svbsp optimization on dynamic lights (very slow!) - r_shadow_realtime_world is "0" ["0"] 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) - r_shadow_realtime_world_compile is "1" ["1"] enables compilation of world lights for higher performance rendering - r_shadow_realtime_world_compileportalculling is "0" ["0"] enables portal-based culling optimization during compilation (overrides compilesvbsp) - r_shadow_realtime_world_compileshadow is "1" ["1"] enables compilation of shadows from world lights for higher performance rendering - r_shadow_realtime_world_compilesvbsp is "1" ["1"] enables svbsp optimization during compilation (slower than compileportalculling but more exact) - r_shadow_realtime_world_lightmaps is "0" ["0"] brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance - r_shadow_realtime_world_shadows is "1" ["1"] enables rendering of shadows from world lights - r_shadow_scissor is "1" ["1"] use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light) - r_shadow_shadowmapping is "0" ["0"] enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1 - r_shadow_shadowmapping_bias is "0.03" ["0.03"] shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize) - r_shadow_shadowmapping_bordersize is "4" ["4"] shadowmap size bias for filtering - r_shadow_shadowmapping_depthbits is "24" ["24"] requested minimum shadowmap texture depth bits - r_shadow_shadowmapping_filterquality is "-1" ["-1"] shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow) - r_shadow_shadowmapping_maxsize is "512" ["512"] shadowmap size limit - r_shadow_shadowmapping_minsize is "32" ["32"] shadowmap size limit - r_shadow_shadowmapping_nearclip is "1" ["1"] shadowmap nearclip in world units - r_shadow_shadowmapping_polygonfactor is "2" ["2"] slope-dependent shadowmapping bias - r_shadow_shadowmapping_polygonoffset is "0" ["0"] constant shadowmapping bias - r_shadow_shadowmapping_precision is "1" ["1"] makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels - r_shadow_shadowmapping_texturetype is "-1" ["-1"] shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap - r_shadow_shadowmapping_vsdct is "1" ["1"] enables use of virtual shadow depth cube texture - r_shadow_texture3d is "1" ["1"] use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path) - r_shadow_usenormalmap is "1" ["1"] enables use of directional shading on lights - r_shadows is "0" ["0"] casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting. - r_shadows_castfrombmodels is "0" ["0"] do cast shadows from bmodels - r_shadows_darken is "0.5" ["0.5"] how much shadowed areas will be darkened - r_shadows_drawafterrtlighting is "0" ["0"] draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows. - r_shadows_focus is "0 0 0" ["0 0 0"] offset the shadowed area focus - r_shadows_shadowmapscale is "1" ["1"] increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON. - r_shadows_throwdirection is "0 0 -1" ["0 0 -1"] override throwing direction for r_shadows 2 - r_shadows_throwdistance is "500" ["500"] how far to cast shadows from models - r_showbboxes is "0" ["0"] shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%) - r_showcollisionbrushes is "0" ["0"] draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!) - r_showcollisionbrushes_polygonfactor is "-1" ["-1"] expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls - r_showcollisionbrushes_polygonoffset is "0" ["0"] nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls - r_showdisabledepthtest is "0" ["0"] disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing - r_showlighting is "0" ["0"] 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 - r_shownormals is "0" ["0"] shows per-vertex surface normals and tangent vectors for bumpmapped lighting - r_showshadowvolumes is "0" ["0"] 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 - r_showsurfaces is "0" ["0"] 1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache) - r_showtris is "0" ["0"] shows triangle outlines, value controls brightness (can be above 1) - r_skeletal_debugbone is "-1" ["-1"] development cvar for testing skeletal model code - r_skeletal_debugbonecomponent is "3" ["3"] development cvar for testing skeletal model code - r_skeletal_debugbonevalue is "100" ["100"] development cvar for testing skeletal model code - r_skeletal_debugtranslatex is "1" ["1"] development cvar for testing skeletal model code - r_skeletal_debugtranslatey is "1" ["1"] development cvar for testing skeletal model code - r_skeletal_debugtranslatez is "1" ["1"] development cvar for testing skeletal model code - r_sky is "1" ["1"] enables sky rendering (black otherwise) - r_skyscroll1 is "1" ["1"] speed at which upper clouds layer scrolls in quake sky - r_skyscroll2 is "2" ["2"] speed at which lower clouds layer scrolls in quake sky - r_smoothnormals_areaweighting is "1" ["1"] uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents - r_speeds is "0" ["0"] displays rendering statistics and per-subsystem timings - r_stereo_angle is "0" ["0"] 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) - r_stereo_redblue is "0" ["0"] red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too) - r_stereo_redcyan is "0" ["0"] red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D - r_stereo_redgreen is "0" ["0"] red/green anaglyph stereo glasses (for those who don't mind yellow) - r_stereo_separation is "4" ["4"] separation distance of eyes in the world (negative values are only useful for cross-eyed viewing) - r_stereo_sidebyside is "0" ["0"] 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) - r_subdivisions_collision_maxtess is "1024" ["1024"] maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) - r_subdivisions_collision_maxvertices is "4225" ["4225"] maximum vertices allowed per subdivided curve - r_subdivisions_collision_mintess is "0" ["0"] minimum number of subdivisions (values above 0 will smooth curves that don't need it) - r_subdivisions_collision_tolerance is "15" ["15"] maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering) - r_subdivisions_maxtess is "1024" ["1024"] maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) - r_subdivisions_maxvertices is "65536" ["65536"] maximum vertices allowed per subdivided curve - r_subdivisions_mintess is "0" ["0"] minimum number of subdivisions (values above 0 will smooth curves that don't need it) - r_subdivisions_tolerance is "4" ["4"] 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) - r_test is "0" ["0"] internal development use only, leave it alone (usually does nothing anyway) - r_textbrightness is "0" ["0"] additional brightness for text color codes (0 keeps colors as is, 1 makes them all white) - r_textcontrast is "1" ["1"] additional contrast for text color codes (1 keeps colors as is, 0 makes them all black) - r_textshadow is "0" ["0"] draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc) - r_texture_convertsRGB_2d is "0" ["0"] load textures as sRGB and convert to linear for proper shading - r_texture_convertsRGB_cubemap is "0" ["0"] load textures as sRGB and convert to linear for proper shading - r_texture_convertsRGB_particles is "0" ["0"] load textures as sRGB and convert to linear for proper shading - r_texture_convertsRGB_skin is "0" ["0"] load textures as sRGB and convert to linear for proper shading - r_texture_convertsRGB_skybox is "0" ["0"] load textures as sRGB and convert to linear for proper shading - r_texture_dds_load is "0" ["0"] load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support) - r_texture_dds_save is "0" ["0"] save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time - r_textureunits is "4" ["32"] number of texture units to use in GL 1.1 and GL 1.3 rendering paths - r_track_sprites is "1" ["1"] track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to - r_track_sprites_flags is "1" ["1"] 1: Rotate sprites accodringly, 2: Make it a continuous rotation - r_track_sprites_scaleh is "1" ["1"] height scaling of tracked sprites - r_track_sprites_scalew is "1" ["1"] width scaling of tracked sprites - r_transparentdepthmasking is "0" ["0"] enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh - r_useinfinitefarclip is "1" ["1"] enables use of a special kind of projection matrix that has an extremely large farclip - r_useportalculling is "1" ["1"] 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) - r_water is "0" ["0"] whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1) - r_water_clippingplanebias is "1" ["1"] a rather technical setting which avoids black pixels around water edges - r_water_reflectdistort is "0.01" ["0.01"] how much water reflections shimmer - r_water_refractdistort is "0.01" ["0.01"] how much water refractions shimmer - r_water_resolutionmultiplier is "0.5" ["0.5"] multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster - r_wateralpha is ".2" ["1"] opacity of water polygons - r_waterscroll is "1" ["1"] makes water scroll around, value controls how much - r_waterwarp is "1" ["1"] warp view while underwater - rcon_address is "" [""] server address to send rcon commands to (when not connected to a server) - rcon_password is "********" [""] password to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations - rcon_restricted_commands is "" [""] allowed commands for rcon when the restricted mode password was used - rcon_restricted_password is "********" [""] password to authenticate rcon commands in restricted mode; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations - rcon_secure is "0" ["0"] force secure rcon authentication (1 = time based, 2 = challenge based); NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password - rcon_secure_challengetimeout is "5" ["5"] challenge-based secure rcon: time out requests if no challenge came within this time interval - rcon_secure_maxdiff is "5" ["5"] maximum time difference between rcon request and server system clock (to protect against replay attack) - registered is "1" ["1"] indicates if this is running registered quake (whether gfx/pop.lmp was found) - samelevel is "0" ["0"] repeats same level if level ends (due to timelimit or someone hitting an exit) - saved1 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit, can be used by mods - saved2 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit, can be used by mods - saved3 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit, can be used by mods - saved4 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit, can be used by mods - savedgamecfg is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit, can be used by mods - sbar_alpha_bg is "0.4" ["0.4"] opacity value of the statusbar background image - sbar_alpha_fg is "1" ["1"] opacity value of the statusbar weapon/item icons and numbers - sbar_gametime is "1" ["1"] shows an overlay for the time left in the current match/level (or current game time if there is no timelimit set) - sbar_hudselector is "0" ["0"] 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) - sbar_info_pos is "0" ["0"] pixel position of the info strings (such as showfps), from the bottom - sbar_miniscoreboard_size is "-1" ["-1"] 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 - sbar_scorerank is "1" ["1"] shows an overlay for your score (or team score) and rank in the scoreboard - scr_centertime is "2" ["2"] how long centerprint messages show - scr_conalpha is "1" ["1"] opacity of console background - scr_conbrightness is "1" ["1"] brightness of console background (0 = black, 1 = image) - scr_conforcewhiledisconnected is "1" ["1"] forces fullscreen console while disconnected - scr_loadingscreen_background is "0" ["0"] show the last visible background during loading screen (costs one screenful of video memory) - scr_loadingscreen_count is "1" ["1"] number of loading screen files to use randomly (named loading.tga, loading2.tga, loading3.tga, ...) - scr_menuforcewhiledisconnected is "0" ["0"] forces menu while disconnected - scr_printspeed is "0" ["0"] speed of intermission printing (episode end texts), a value of 0 disables the slow printing - scr_refresh is "1" ["1"] allows you to completely shut off rendering for benchmarking purposes - scr_screenshot_gammaboost is "1" ["1"] gamma correction on saved screenshots and videos, 1.0 saves unmodified images - scr_screenshot_hwgamma is "1" ["1"] apply the video gamma ramp to saved screenshots and videos - scr_screenshot_jpeg is "1" ["1"] save jpeg instead of targa - scr_screenshot_jpeg_quality is "0.9" ["0.9"] image quality of saved jpeg - scr_screenshot_name is "dp" ["dp"] 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) - scr_screenshot_name_in_mapdir is "0" ["0"] if set to 1, screenshots are placed in a subdirectory named like the map they are from - scr_screenshot_png is "0" ["0"] save png instead of targa - scr_stipple is "0" ["0"] interlacing-like stippling of the display - scr_zoomwindow is "0" ["0"] displays a zoomed in overlay window - scr_zoomwindow_fov is "20" ["20"] fov of zoom window - scr_zoomwindow_viewsizex is "20" ["20"] horizontal viewsize of zoom window - scr_zoomwindow_viewsizey is "20" ["20"] vertical viewsize of zoom window - scratch1 is "0" ["0"] unused cvar in quake, can be used by mods - scratch2 is "0" ["0"] unused cvar in quake, can be used by mods - scratch3 is "0" ["0"] unused cvar in quake, can be used by mods - scratch4 is "0" ["0"] unused cvar in quake, can be used by mods - sensitivity is "3" ["3"] mouse speed multiplier - showblur is "0" ["0"] shows the current alpha level of motionblur - showbrand is "0" ["0"] shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered) - showdate is "0" ["0"] shows current date (useful on screenshots) - showdate_format is "%Y-%m-%d" ["%Y-%m-%d"] format string for date - showfps is "0" ["0"] shows your rendered fps (frames per second) - shownetgraph is "0" ["0"] 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) - showpause is "1" ["1"] show pause icon when game is paused - showram is "1" ["1"] show ram icon if low on surface cache memory (not used) - showsound is "0" ["0"] shows number of active sound sources, sound latency, and other statistics - showspeed is "0" ["0"] shows your current speed (qu per second); number selects unit: 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots - showtime is "0" ["0"] shows current time of day (useful on screenshots) - showtime_format is "%H:%M:%S" ["%H:%M:%S"] format string for time of day - showtopspeed is "0" ["0"] 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 - showturtle is "0" ["0"] show turtle icon when framerate is too low - skill is "1" ["1"] 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) - skin is "" [""] QW player skin name (example: base) - slowmo is "1.0" ["1.0"] controls game speed, 0.5 is half speed, 2 is double speed - snd_channellayout is "1" ["0"] channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout) - snd_channels is "2" ["2"] number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound) - snd_csqcchannel0volume is "1" ["1"] volume multiplier of the auto-allocate entity channel of the world entity - snd_csqcchannel1volume is "1" ["1"] volume multiplier of the 1st entity channel of the world entity - snd_csqcchannel2volume is "1" ["1"] volume multiplier of the 2nd entity channel of the world entity - snd_csqcchannel3volume is "1" ["1"] volume multiplier of the 3rd entity channel of the world entity - snd_csqcchannel4volume is "1" ["1"] volume multiplier of the 4th entity channel of the world entity - snd_csqcchannel5volume is "1" ["1"] volume multiplier of the 5th entity channel of the world entity - snd_csqcchannel6volume is "1" ["1"] volume multiplier of the 6th entity channel of the world entity - snd_csqcchannel7volume is "1" ["1"] volume multiplier of the 7th entity channel of the world entity - snd_entchannel0volume is "1" ["1"] volume multiplier of the auto-allocate entity channel of regular entities - snd_entchannel1volume is "1" ["1"] volume multiplier of the 1st entity channel of regular entities - snd_entchannel2volume is "1" ["1"] volume multiplier of the 2nd entity channel of regular entities - snd_entchannel3volume is "1" ["1"] volume multiplier of the 3rd entity channel of regular entities - snd_entchannel4volume is "1" ["1"] volume multiplier of the 4th entity channel of regular entities - snd_entchannel5volume is "1" ["1"] volume multiplier of the 5th entity channel of regular entities - snd_entchannel6volume is "1" ["1"] volume multiplier of the 6th entity channel of regular entities - snd_entchannel7volume is "1" ["1"] volume multiplier of the 7th entity channel of regular entities - snd_initialized is "1" ["1"] indicates the sound subsystem is active - snd_mutewhenidle is "1" ["1"] whether to disable sound output when game window is inactive - snd_noextraupdate is "0" ["0"] disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates - snd_playerchannel0volume is "1" ["1"] volume multiplier of the auto-allocate entity channel of player entities - snd_playerchannel1volume is "1" ["1"] volume multiplier of the 1st entity channel of player entities - snd_playerchannel2volume is "1" ["1"] volume multiplier of the 2nd entity channel of player entities - snd_playerchannel3volume is "1" ["1"] volume multiplier of the 3rd entity channel of player entities - snd_playerchannel4volume is "1" ["1"] volume multiplier of the 4th entity channel of player entities - snd_playerchannel5volume is "1" ["1"] volume multiplier of the 5th entity channel of player entities - snd_playerchannel6volume is "1" ["1"] volume multiplier of the 6th entity channel of player entities - snd_playerchannel7volume is "1" ["1"] volume multiplier of the 7th entity channel of player entities - snd_precache is "1" ["1"] loads sounds before they are used - snd_show is "0" ["0"] shows some statistics about sound mixing - snd_soundradius is "2000" ["2000"] 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) - snd_spatialization_control is "0" ["0"] enable spatialization control (headphone friendly mode) - snd_spatialization_max is "0.95" ["0.95"] maximum spatialization of sounds - snd_spatialization_max_radius is "100" ["100"] use maximum spatialization below this radius - snd_spatialization_min is "0.70" ["0.70"] minimum spatializazion of sounds - snd_spatialization_min_radius is "10000" ["10000"] use minimum spatialization above to this radius - snd_spatialization_occlusion is "1" ["1"] enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world - snd_spatialization_power is "0" ["0"] exponent of the spatialization falloff curve (0: logarithmic) - snd_speed is "48000" ["48000"] sound output frequency, in hertz - snd_staticvolume is "1" ["1"] volume of ambient sound effects (such as swampy sounds at the start of e1m2) - snd_streaming is "1" ["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) - snd_swapstereo is "0" ["0"] swaps left/right speakers for old ISA soundblaster cards - snd_wav_partitionsize is "1024" ["1024"] controls sound delay in samples, values too low will cause crackling, too high will cause delayed sounds - snd_width is "2" ["2"] sound output precision, in bytes (1 and 2 supported) - snd_worldchannel0volume is "1" ["1"] volume multiplier of the auto-allocate entity channel of the world entity - snd_worldchannel1volume is "1" ["1"] volume multiplier of the 1st entity channel of the world entity - snd_worldchannel2volume is "1" ["1"] volume multiplier of the 2nd entity channel of the world entity - snd_worldchannel3volume is "1" ["1"] volume multiplier of the 3rd entity channel of the world entity - snd_worldchannel4volume is "1" ["1"] volume multiplier of the 4th entity channel of the world entity - snd_worldchannel5volume is "1" ["1"] volume multiplier of the 5th entity channel of the world entity - snd_worldchannel6volume is "1" ["1"] volume multiplier of the 6th entity channel of the world entity - snd_worldchannel7volume is "1" ["1"] volume multiplier of the 7th entity channel of the world entity - sv_accelerate is "10" ["10"] rate at which a player accelerates to sv_maxspeed - sv_adminnick is "" [""] nick name to use for admin messages instead of host name - sv_aim is "2" ["2"] maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93 - sv_airaccel_qw is "1" ["1"] ratio of QW-style air control as opposed to simple acceleration; when < 0, the speed is clamped against the maximum allowed forward speed after the move - sv_airaccel_sideways_friction is "" [""] anti-sideways movement stabilization (reduces speed gain when zigzagging); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger - sv_airaccelerate is "-1" ["-1"] rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead - sv_aircontrol is "0" ["0"] CPMA-style air control - sv_airstopaccelerate is "0" ["0"] when set, replacement for sv_airaccelerate when moving backwards - sv_airstrafeaccelerate is "0" ["0"] when set, replacement for sv_airaccelerate when just strafing - sv_allowdownloads is "1" ["1"] whether to allow clients to download files from the server (does not affect http downloads) - sv_allowdownloads_archive is "0" ["0"] whether to allow downloads of archives (pak/pk3) - sv_allowdownloads_config is "0" ["0"] whether to allow downloads of config files (cfg) - sv_allowdownloads_dlcache is "0" ["0"] whether to allow downloads of dlcache files (dlcache/) - sv_allowdownloads_inarchive is "0" ["0"] whether to allow downloads from archives (pak/pk3) - sv_areagrid_mingridsize is "128" ["128"] minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects - sv_autodemo_perclient is "0" ["0"] 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) - sv_autodemo_perclient_nameformat is "sv_autodemos/%Y-%m-%d_%H-%M" ["sv_autodemos/%Y-%m-%d_%H-%M"] 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_cheats is "0" ["0"] enables cheat commands in any game, and cheat impulses in dpmod - sv_checkforpacketsduringsleep is "0" ["0"] 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 - sv_clmovement_enable is "1" ["1"] whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players - sv_clmovement_inputtimeout is "0.2" ["0.2"] when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld) - sv_clmovement_minping is "0" ["0"] 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) - sv_clmovement_minping_disabletime is "1000" ["1000"] 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) - sv_cullentities_nevercullbmodels is "0" ["0"] 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!) - sv_cullentities_pvs is "1" ["1"] fast but loose culling of hidden entities - sv_cullentities_stats is "0" ["0"] displays stats on network entities culled by various methods for each client - sv_cullentities_trace is "0" ["0"] somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless - sv_cullentities_trace_delay is "1" ["1"] number of seconds until the entity gets actually culled - sv_cullentities_trace_delay_players is "0.2" ["0.2"] number of seconds until the entity gets actually culled if it is a player entity - sv_cullentities_trace_enlarge is "0" ["0"] box enlargement for entity culling - sv_cullentities_trace_entityocclusion is "0" ["0"] also check if doors and other bsp models are in the way - sv_cullentities_trace_prediction is "1" ["1"] also trace from the predicted player position - sv_cullentities_trace_prediction_time is "0.2" ["0.2"] how many seconds of prediction to use - sv_cullentities_trace_samples is "2" ["2"] number of samples to test for entity culling - sv_cullentities_trace_samples_extra is "2" ["2"] number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight - sv_cullentities_trace_samples_players is "8" ["8"] number of samples to test for entity culling when the entity is a player entity - sv_curl_defaulturl is "" [""] default autodownload source URL - sv_curl_maxspeed is "0" ["0"] maximum download speed for clients downloading from sv_curl_defaulturl (KiB/s) - sv_curl_serverpackages is "" [""] list of required files for the clients, separated by spaces - sv_debugmove is "0" ["0"] disables collision detection optimizations for debugging purposes - sv_echobprint is "1" ["1"] prints gamecode bprint() calls to server console - sv_entpatch is "1" ["1"] 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) - sv_fixedframeratesingleplayer is "1" ["1"] allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate) - sv_freezenonclients is "0" ["0"] freezes time, except for players, allowing you to walk around and take screenshots of explosions - sv_friction is "4" ["4"] how fast you slow down - sv_gameplayfix_blowupfallenzombies is "1" ["1"] causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them - sv_gameplayfix_consistentplayerprethink is "1" ["1"] improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then runing all PlayerPostThink functions - sv_gameplayfix_delayprojectiles is "1" ["1"] 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 - sv_gameplayfix_downtracesupportsongroundflag is "1" ["1"] prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps) - sv_gameplayfix_droptofloorstartsolid is "1" ["1"] 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) - sv_gameplayfix_droptofloorstartsolid_nudgetocorrect is "1" ["1"] tries to nudge stuck items and monsters out of walls before droptofloor is performed - sv_gameplayfix_easierwaterjump is "1" ["1"] changes water jumping to make it easier to get out of water (exactly like in QuakeWorld) - sv_gameplayfix_findradiusdistancetobox is "1" ["1"] 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 - sv_gameplayfix_gravityunaffectedbyticrate is "0" ["0"] fix some ticrate issues in physics. - sv_gameplayfix_grenadebouncedownslopes is "1" ["1"] prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface - sv_gameplayfix_multiplethinksperframe is "1" ["1"] allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons - sv_gameplayfix_noairborncorpse is "1" ["1"] causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them - sv_gameplayfix_noairborncorpse_allowsuspendeditems is "1" ["1"] causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items) - sv_gameplayfix_nudgeoutofsolid is "1" ["1"] attempts to fix physics errors (where an object ended up in solid for some reason) - sv_gameplayfix_nudgeoutofsolid_bias is "0" ["0"] over-correction on nudgeoutofsolid logic, to prevent constant contact - sv_gameplayfix_q2airaccelerate is "0" ["0"] Quake2-style air acceleration - sv_gameplayfix_setmodelrealbox is "1" ["1"] 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 - sv_gameplayfix_slidemoveprojectiles is "1" ["1"] 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 - sv_gameplayfix_stepdown is "0" ["0"] attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes) - sv_gameplayfix_stepmultipletimes is "1" ["1"] applies step-up onto a ledge more than once in a single frame, when running quickly up stairs - sv_gameplayfix_stepwhilejumping is "1" ["1"] 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) - sv_gameplayfix_swiminbmodels is "1" ["1"] 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 - sv_gameplayfix_upwardvelocityclearsongroundflag is "1" ["1"] prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods - sv_gravity is "800" ["800"] how fast you fall (512 = roughly earth gravity) - sv_heartbeatperiod is "120" ["120"] how often to send heartbeat in seconds (only used if sv_public is 1) - sv_idealpitchscale is "0.8" ["0.8"] how much to look up/down slopes and stairs when not using freelook - sv_jumpstep is "0" ["0"] whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1) - sv_jumpvelocity is "270" ["270"] cvar that can be used by QuakeC code for jump velocity - sv_master1 is "" [""] user-chosen master server 1 - sv_master2 is "" [""] user-chosen master server 2 - sv_master3 is "" [""] user-chosen master server 3 - sv_master4 is "" [""] user-chosen master server 4 - sv_masterextra1 is "69.59.212.88" ["69.59.212.88"] ghdigital.com - default master server 1 (admin: LordHavoc) - sv_masterextra2 is "64.22.107.125" ["64.22.107.125"] dpmaster.deathmask.net - default master server 2 (admin: Willis) - sv_masterextra3 is "92.62.40.73" ["92.62.40.73"] dpmaster.tchr.no - default master server 3 (admin: tChr) - sv_maxairspeed is "30" ["30"] maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction) - sv_maxairstrafespeed is "0" ["0"] when set, replacement for sv_maxairspeed when just strafing - sv_maxrate is "1000000" ["1000000"] upper limit on client rate cvar, should reflect your network connection quality - sv_maxspeed is "320" ["320"] maximum speed a player can accelerate to when on ground (can be exceeded by tricks) - sv_maxvelocity is "2000" ["2000"] universal speed limit on all entities - sv_nostep is "0" ["0"] prevents MOVETYPE_STEP entities (monsters) from moving - sv_onlycsqcnetworking is "0" ["0"] disables legacy entity networking code for higher performance (except on clients, which can still be legacy) - sv_playerphysicsqc is "1" ["1"] enables QuakeC function to override player physics - sv_progs is "progs.dat" ["progs.dat"] selects which quakec progs.dat file to run - sv_protocolname is "DP7" ["DP7"] selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up) - sv_public is "0" ["0"] 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 - sv_random_seed is "" [""] 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 is "0" ["0"] whether to apply rate limiting to the local player in a listen server (only useful for testing) - sv_sound_land is "demon/dland2.wav" ["demon/dland2.wav"] sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound) - sv_sound_watersplash is "misc/h2ohit1.wav" ["misc/h2ohit1.wav"] sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound) - sv_status_privacy is "0" ["0"] do not show IP addresses in 'status' replies to clients - sv_status_show_qcstatus is "0" ["0"] 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. - sv_stepheight is "18" ["18"] how high you can step up (TW_SV_STEPCONTROL extension) - sv_stopspeed is "100" ["100"] how fast you come to a complete stop - sv_wallfriction is "1" ["1"] how much you slow down when sliding along a wall - sv_warsowbunny_accel is "0.1585" ["0.1585"] how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed) - sv_warsowbunny_airforwardaccel is "1.00001" ["1.00001"] how fast you accelerate until you reach sv_maxspeed - sv_warsowbunny_backtosideratio is "0.8" ["0.8"] lower values make it easier to change direction without losing speed; the drawback is "understeering" in sharp turns - sv_warsowbunny_topspeed is "925" ["925"] soft speed limit (can get faster with rjs and on ramps) - sv_warsowbunny_turnaccel is "0" ["0"] max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable) - sv_wateraccelerate is "-1" ["-1"] rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead - sv_waterfriction is "-1" ["-1"] how fast you slow down, if less than 0 the sv_friction variable is used instead - sv_writepicture_quality is "10" ["10"] WritePicture quality offset (higher means better quality, but slower) - sys_colortranslation is "0" ["0"] terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation) - sys_debugsleep is "0" ["0"] write requested and attained sleep times to standard output, to be used with gnuplot - sys_specialcharactertranslation is "1" ["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) - sys_ticrate is "0.0138889" ["0.0138889"] 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 - sys_usenoclockbutbenchmark is "0" ["0"] 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. - sys_usequeryperformancecounter is "0" ["0"] use windows QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) for timing rather than timeGetTime function (which has issues on some motherboards) - team is "none" ["none"] QW team (4 character limit, example: blue) - teamplay is "0" ["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 - temp1 is "0" ["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) - timedemo_screenshotframelist is "" [""] when performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401 - timeformat is "[%Y-%m-%d %H:%M:%S] " ["[%Y-%m-%d %H:%M:%S] "] time format to use on timestamped console messages - timelimit is "0" ["0"] ends level at this time (in minutes) - timestamps is "0" ["0"] prints timestamps on console messages - utf8_enable is "0" ["0"] Enable UTF-8 support. For compatibility, this is disabled by default in most games. - v_brightness is "0" ["0"] brightness of black, useful for monitors that are too dark - v_centermove is "0.15" ["0.15"] how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off) - v_centerspeed is "500" ["500"] how fast the view centers itself - v_color_black_b is "0" ["0"] desired color of black - v_color_black_g is "0" ["0"] desired color of black - v_color_black_r is "0" ["0"] desired color of black - v_color_enable is "0" ["0"] enables black-grey-white color correction curve controls - v_color_grey_b is "0.5" ["0.5"] desired color of grey - v_color_grey_g is "0.5" ["0.5"] desired color of grey - v_color_grey_r is "0.5" ["0.5"] desired color of grey - v_color_white_b is "1" ["1"] desired color of white - v_color_white_g is "1" ["1"] desired color of white - v_color_white_r is "1" ["1"] desired color of white - v_contrast is "1" ["1"] brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma) - v_contrastboost is "1" ["1"] by how much to multiply the contrast in dark areas (1 is no change) - v_deathtilt is "1" ["1"] whether to use sideways view when dead - v_deathtiltangle is "80" ["80"] what roll angle to use when tilting the view while dead - v_flipped is "0" ["0"] mirror the screen (poor man's left handed mode) - v_gamma is "1.500000" ["1"] inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull - v_glslgamma is "0" ["0"] enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma) - v_hwgamma is "1" ["1"] 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 - v_idlescale is "0" ["0"] how much of the quake 'drunken view' effect to use - v_ipitch_cycle is "1" ["1"] v_idlescale pitch speed - v_ipitch_level is "0.3" ["0.3"] v_idlescale pitch amount - v_iroll_cycle is "0.5" ["0.5"] v_idlescale roll speed - v_iroll_level is "0.1" ["0.1"] v_idlescale roll amount - v_iyaw_cycle is "2" ["2"] v_idlescale yaw speed - v_iyaw_level is "0.3" ["0.3"] v_idlescale yaw amount - v_kickpitch is "0.6" ["0.6"] how much a view kick from damage pitches your view - v_kickroll is "0.6" ["0.6"] how much a view kick from damage rolls your view - v_kicktime is "0.5" ["0.5"] how long a view kick from damage lasts - v_psycho is "0" ["0"] easter egg (does not work on Windows2000 or above) - vid_bitsperpixel is "32" ["32"] how many bits per pixel to render at (32 or 16, 32 is recommended) - vid_conheight is "480" ["480"] virtual height of 2D graphics system - vid_conwidth is "640" ["640"] virtual width of 2D graphics system - vid_forcerefreshrate is "0" ["0"] try to set the given vid_refreshrate even if Windows doesn't list it as valid video mode - vid_fullscreen is "0" ["1"] use fullscreen (1) or windowed (0) - vid_gl13 is "1" ["1"] enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension) - vid_gl20 is "1" ["1"] enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension) - vid_grabkeyboard is "0" ["0"] whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards) - vid_hardwaregammasupported is "0" ["1"] indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps) - vid_height is "768" ["480"] resolution - vid_minheight is "0" ["0"] minimum vid_height that is acceptable (to be set in default.cfg in mods) - vid_minwidth is "0" ["0"] minimum vid_width that is acceptable (to be set in default.cfg in mods) - vid_mouse is "1" ["1"] whether to use the mouse in windowed mode (fullscreen always does) - vid_pixelheight is "1" ["1"] adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example) - vid_refreshrate is "60" ["60"] refresh rate to use, in hz (higher values flicker less, if supported by your monitor) - vid_resizable is "0" ["0"] 0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted - vid_samples is "1" ["1"] how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster) - vid_stereobuffer is "0" ["0"] enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers - vid_stick_mouse is "0" ["0"] have the mouse stuck in the center of the screen - vid_userefreshrate is "0" ["0"] set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default - vid_vsync is "0" ["0"] 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 - vid_width is "1024" ["640"] resolution - viewsize is "120" ["100"] how large the view should be, 110 disables inventory bar, 120 disables status bar - volume is "0.7" ["0.7"] volume of sound effects - diff --git a/DarkPlaces_Commands.md b/DarkPlaces_Commands.md deleted file mode 100644 index 35af194..0000000 --- a/DarkPlaces_Commands.md +++ /dev/null @@ -1,305 +0,0 @@ -DarkPlaces Wiki -=============== - -Console Commands -================ - -!!**documentation needed**!! how to use console commands through console and alias commands - - +attack : begin firing - +back : move backward - +button10 : activate button10 (behavior depends on mod) - +button11 : activate button11 (behavior depends on mod) - +button12 : activate button12 (behavior depends on mod) - +button13 : activate button13 (behavior depends on mod) - +button14 : activate button14 (behavior depends on mod) - +button15 : activate button15 (behavior depends on mod) - +button16 : activate button16 (behavior depends on mod) - +button3 : activate button3 (behavior depends on mod) - +button4 : activate button4 (behavior depends on mod) - +button5 : activate button5 (behavior depends on mod) - +button6 : activate button6 (behavior depends on mod) - +button7 : activate button7 (behavior depends on mod) - +button8 : activate button8 (behavior depends on mod) - +button9 : activate button9 (behavior depends on mod) - +forward : move forward - +jump : jump - +klook : activate keyboard looking mode, do not recenter view - +left : turn left - +lookdown : look downward - +lookup : look upward - +mlook : activate mouse looking mode, do not recenter view - +movedown : swim downward - +moveleft : strafe left - +moveright : strafe right - +moveup : swim upward - +right : turn right - +showscores : show scoreboard - +speed : activate run mode (faster movement and turning) - +strafe : activate strafing mode (move instead of turn) - +use : use something (may be used by some mods) - -attack : stop firing - -back : stop moving backward - -button10 : deactivate button10 - -button11 : deactivate button11 - -button12 : deactivate button12 - -button13 : deactivate button13 - -button14 : deactivate button14 - -button15 : deactivate button15 - -button16 : deactivate button16 - -button3 : deactivate button3 - -button4 : deactivate button4 - -button5 : deactivate button5 - -button6 : deactivate button6 - -button7 : deactivate button7 - -button8 : deactivate button8 - -button9 : deactivate button9 - -forward : stop moving forward - -jump : end jump (so you can jump again) - -klook : deactivate keyboard looking mode - -left : stop turning left - -lookdown : stop looking downward - -lookup : stop looking upward - -mlook : deactivate mouse looking mode - -movedown : stop swimming downward - -moveleft : stop strafing left - -moveright : stop strafing right - -moveup : stop swimming upward - -right : stop turning right - -showscores : hide scoreboard - -speed : deactivate run mode - -strafe : deactivate strafing mode - -use : stop using something - alias : create a script function (parameters are passed in as $X (being X a number), $* for all parameters, $X- for all parameters starting from $X). Without arguments show the list of all alias - apropos : lists all console variables/commands/aliases containing the specified string in the name or description - begin : signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received) - bestweapon : send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1) - bf : briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks - bind : binds a command to the specified key in bindmap 0 - bindlist : bindlist: displays bound keys for bindmap 0 bindmaps - bottomcolor : QW command to set bottom color without changing top color - cd : execute a CD drive command (cd on/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd by itself for usage - centerview : gradually recenter view (stop looking up/down) - changelevel : change to another level, bringing along all connected clients - changing : sent by qw servers to tell client to wait for level change - cl_areastats : prints statistics on entity culling during collision traces - cl_begindownloads : used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones) - cl_cmd : calls the client QC function GameCommand with the supplied string as argument - cl_downloadbegin : (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer - cl_downloadfinished : signals that a download has finished and provides the client with file size and crc to check its integrity - cl_modelindexlist : list information on all models in the client modelindex - cl_particles_reloadeffects : reloads effectinfo.txt and maps/levelname_effectinfo.txt (where levelname is the current map) - cl_soundindexlist : list all sounds in the client soundindex - clear : clear console history - cmd : send a console commandline to the server (used by some mods) - cmdlist : lists all console commands beginning with the specified prefix or matching the specified wildcard pattern - color : change your player shirt and pants colors - commandmode : input a console command - condump : output console history to a file (see also log_file) - connect : connect to a server by IP address or hostname - cprint : print something at the screen center - curl : download data from an URL and add to search path - cvar_lockdefaults : stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg - cvar_resettodefaults_all : sets all cvars to their locked default values - cvar_resettodefaults_nosaveonly : sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg) - cvar_resettodefaults_saveonly : sets all saved cvars to their locked default values (variables that will be saved to config.cfg) - cvarlist : lists all console variables beginning with the specified prefix or matching the specified wildcard pattern - defer : execute a command in the future - demos : restart looping demos defined by the last startdemos command - dir : list files in searchpath matching an * filename pattern, one per line - disconnect : disconnect from server (or disconnect all clients if running a server) - download : downloads a specified file from the server - echo : print a message to the console (useful in scripts) - entities : print information on network entities known to client - envmap : render a cubemap (skybox) of the current scene - exec : execute a script file - fixtrans : change alpha-zero pixels in an image file to sensible values, and write out a new TGA (warning: SLOW) - fly : fly mode (flight) - fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]]) - fog_heighttexture : set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga) - force_centerview : recenters view (stops looking up/down) - fs_rescan : rescans filesystem for new pack archives and any other changes - fullinfo : allows client to modify their userinfo - fullserverinfo : internal use only, sent by server to client to update client's local copy of serverinfo string - gamedir : changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf) - gecko_create : Create a gecko browser instance - gecko_destroy : Destroy a gecko browser instance - gecko_injecttext : Injects text into a browser - gecko_movecursor : Move the cursor to a certain position - gecko_navigate : Navigate a gecko browser to a URI - give : alter inventory - gl_texturemode : set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc); an additional argument 'force' forces the texture mode even in cases where it may not be appropriate - gl_vbostats : prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them - god : god mode (invulnerability) - heartbeat : send a heartbeat to the master server (updates your server information) - help : open the help menu - impulse : send an impulse number to server (select weapon, use item, etc) - in_bind : binds a command to the specified key in the selected bindmap - in_bindlist : bindlist: displays bound keys for all bindmaps, or the given bindmap - in_bindmap : selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing - in_unbind : removes command on the specified key in the selected bindmap - infobar : display a text in the infobar (usage: infobar expiretime string) - iplog_list : lists names of players whose IP address begins with the supplied text (example: iplog_list 123.456.789) - joyadvancedupdate : applies current joyadv* cvar settings to the joystick driver - kick : kick a player off the server by number or name - kill : die instantly - load : load a saved game file - loadconfig : reset everything and reload configs - loadfont : loadfont function tganame loads a font; example: loadfont console gfx/veramono; loadfont without arguments lists the available functions - loadsky : load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on) - locs_add : add a point or box location (usage: x y z[ x y z] "name", if two sets of xyz are supplied it is a box, otherwise point) - locs_clear : remove all loc points/boxes - locs_reload : reload .loc file for this map - locs_removenearest : remove the nearest point or box (note: you need to be very near a box to remove it) - locs_save : save .loc file for this map containing currently defined points and boxes - ls : list files in searchpath matching an * filename pattern, multiple per line - map : kick everyone off the server and start a new level - maps : list information about available maps - maxplayers : sets limit on how many players (or bots) may be connected to the server at once - memlist : prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations) - memstats : prints memory system statistics - menu_cmd : calls the menu QC function GameCommand with the supplied string as argument - menu_credits : open the credits menu - menu_keys : open the key binding menu - menu_load : open the loadgame menu - menu_main : open the main menu - menu_mods : open the mods browser menu - menu_multiplayer : open the multiplayer menu - menu_options : open the options menu - menu_options_colorcontrol : open the color control menu - menu_options_effects : open the effects options menu - menu_options_graphics : open the graphics options menu - menu_quit : open the quit menu - menu_reset : open the reset to defaults menu - menu_restart : restart menu system (reloads menu.dat) - menu_save : open the savegame menu - menu_setup : open the player setup menu - menu_singleplayer : open the singleplayer menu - menu_transfusion_episode : open the transfusion episode select menu - menu_transfusion_skill : open the transfusion skill select menu - menu_video : open the video options menu - messagemode : input a chat message to say to everyone - messagemode2 : input a chat message to say to only your team - mod_generatelightmaps : rebuilds lighting on current worldmodel - modeldecompile : exports a model in several formats for editing purposes - modellist : prints a list of loaded models - modelprecache : load a model - name : change your player name - net_refresh : query dp master servers and refresh all server information - net_slist : query dp master servers and print all server information - net_slistqw : query qw master servers and print all server information - net_stats : print network statistics - nextul : sends next fragment of current upload buffer (screenshot for example) - noclip : noclip mode (flight without collisions, move through walls) - notarget : notarget mode (monsters do not see you) - packet : send a packet to the specified address:port containing a text string - path : print searchpath (game directories and archives) - pause : pause the game (if the server allows pausing) - pausedemo : pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies) - ping : print ping times of all players on the server - pingplreport : command sent by server containing client ping and packet loss values for scoreboard, triggered by pings command from client (not used by QW servers) - pings : command sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers) - play : play a sound at your current location (not heard by anyone else) - play2 : play a sound globally throughout the level (not heard by anyone else) - playdemo : watch a demo file - playermodel : change your player model - playerskin : change your player skin number - playvideo : play a .dpv video file - playvol : play a sound at the specified volume level at your current location (not heard by anyone else) - pointfile : display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level) - pqrcon : sends a command to a proquake server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's) - prespawn : signon 1 (client acknowledges that server information has been received) - prvm_callprofile : prints execution statistics about the most time consuming QuakeC calls from the engine in the selected VM (server, client, menu) - prvm_childprofile : prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu), sorted by time taken in function with child calls - prvm_edict : print all data about an entity number in the selected VM (server, client, menu) - prvm_edictcount : prints number of active entities in the selected VM (server, client, menu) - prvm_edictget : retrieves the value of a specified property of a specified entity in the selected VM (server, client menu) into a cvar or to the console - prvm_edicts : prints all data about all entities in the selected VM (server, client, menu) - prvm_edictset : changes value of a specified property of a specified entity in the selected VM (server, client, menu) - prvm_fields : prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu) - prvm_global : prints value of a specified global variable in the selected VM (server, client, menu) - prvm_globalget : retrieves the value of a specified global variable in the selected VM (server, client menu) into a cvar or to the console - prvm_globals : prints all global variables in the selected VM (server, client, menu) - prvm_globalset : sets value of a specified global variable in the selected VM (server, client, menu) - prvm_printfunction : prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu) - prvm_profile : prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu) - quit : quit the game - r_editlights_clear : removes all world lights (let there be darkness!) - r_editlights_copyinfo : store a copy of all properties (except origin) of the selected light - r_editlights_edit : changes a property on the selected light - r_editlights_editall : changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties) - r_editlights_help : prints documentation on console commands and variables in rtlight editing system - r_editlights_importlightentitiesfrommap : load lights from .ent file or map entities (ignoring .rtlights or .lights file) - r_editlights_importlightsfile : load lights from .lights file (ignoring .rtlights or .ent files and map entities) - r_editlights_pasteinfo : apply the stored properties onto the selected light (making it exactly identical except for origin) - r_editlights_reload : reloads rtlights file (or imports from .lights file or .ent file or the map itself) - r_editlights_remove : remove selected light - r_editlights_save : save .rtlights file for current level - r_editlights_spawn : creates a light with default properties (let there be light!) - r_editlights_togglecorona : toggle on/off the corona option on the selected light - r_editlights_toggleshadow : toggle on/off the shadow option on the selected light - r_glsl_dumpshader : dumps the engine internal default.glsl shader into glsl/default.glsl - r_glsl_restart : unloads GLSL shaders, they will then be reloaded as needed - r_listmaptextures : list all textures used by the current map - r_replacemaptexture : override a map texture for testing purposes - r_restart : restarts renderer - r_texturestats : print information about all loaded textures and some statistics - rate : change your network connection speed - rcon : sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); note: if rcon_secure is set, client and server clocks must be synced e.g. via NTP - reconnect : reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server) - record : record a demo - register_bestweapon : (for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect - restart : restart current level - save : save the game to a file - saveconfig : save settings to config.cfg (or a specified filename) immediately (also automatic when quitting) - say : send a chat message to everyone on the server - say_team : send a chat message to your team on the server - screenshot : takes a screenshot of the next rendered frame - sendcvar : sends the value of a cvar to the server as a sentcvar command, for use by QuakeC - set : create or change the value of a console variable - seta : create or change the value of a console variable that will be saved to config.cfg - setinfo : modifies your userinfo - sizedown : decrease view size (decreases viewsize cvar) - sizeup : increase view size (increases viewsize cvar) - skins : downloads missing qw skins from server - snd_restart : restart sound system - snd_unloadallsounds : unload all sound files - soundinfo : print sound system information (such as channels and speed) - soundlist : list loaded sounds - spawn : signon 2 (client has sent player information, and is asking server to send scoreboard rankings) - srcon : sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); this always works as if rcon_secure is set; note: client and server clocks must be synced e.g. via NTP - startdemos : start playing back the selected demos sequentially (used at end of startup script) - status : print server status information - stop : stop recording or playing a demo - stopdemo : stop playing or recording demo (like stop command) and return to looping demos - stopdownload : terminates a download - stopsound : silence - stopul : aborts current upload (screenshot for example) - stopvideo : stop playing a .dpv video file - stuffcmds : execute commandline parameters (must be present in quake.rc script) - sv_areastats : prints statistics on entity culling during collision traces - sv_cmd : calls the server QC function GameCommand with the supplied string as argument - sv_saveentfile : save map entities to .ent file (to allow external editing) - sv_startdownload : begins sending a file to the client (network protocol use only) - tell : send a chat message to only one person on the server - timedemo : play back a demo as fast as possible and save statistics to benchmark.log - timerefresh : turn quickly and print rendering statistcs - toggle : toggles a console variable's values (use for more info) - toggleconsole : opens or closes the console - togglemenu : opens or closes menu - topcolor : QW command to set top color without changing bottom color - unalias : remove an alias - unbind : removes a command on the specified key in bindmap 0 - unbindall : removes all commands from all keys in all bindmaps (leaving only shift-escape and escape) - user : prints additional information about a player number or name on the scoreboard - users : prints additional information about all players on the scoreboard - v_cshift : sets tint color of view - version : print engine version - vid_restart : restarts video system (closes and reopens the window, restarts renderer) - viewframe : change animation frame of viewthing entity in current level - viewmodel : change model of viewthing entity in current level - viewnext : change to next animation frame of viewthing entity in current level - viewprev : change to previous animation frame of viewthing entity in current level - wait : make script execution wait for next rendered frame - which : accepts a file name as argument and reports where the file is taken from - diff --git a/DarkPlaces_Effectinfo.md b/DarkPlaces_Effectinfo.md deleted file mode 100644 index bd5f2e5..0000000 --- a/DarkPlaces_Effectinfo.md +++ /dev/null @@ -1,302 +0,0 @@ -DarkPlaces Wiki -=============== - -Effectinfo Scripting Reference -============================== - -EffectInfo is built-in scripting language to describe particle effects in DarkPlaces, it's pretty simple and contains basic scripting functions. - -Each effect can have several emitters which is defined in `effectinfo.txt` or `maps/mapname_effectinfo.txt` - -General syntax --------------- - - // emitter 1 - effect EFFECT_NAME - parm value - parm2 value - ... - - // emitter 2 - effect EFFECT_NAME - parm value - parm2 value - ... - - // emitter for another effect - effect ANOTHER_EFFECT - parm value - parm2 value - ... - -Console variables ------------------ - -`r_drawparticles`: toggle drawing of all particles - -`r_drawparticles_drawdistance`: set a maximal distance to draw particles at - -`cl_particles_size`: this will scale a size of all particles - -`cl_particles_quality`: multiplier of particles count spawned by emitters, better quality = more particles (1 - min, 4 - max. quality) - -`cl_particles_reloadeffects`: reloads effectinfo.txt while in the game; that eliminates a need to quit and restart DP to see updated effects - -Particle parameters -------------------- - - effect - -Defines a new emitter with effectname is belongs to, all parms after that will be applied to that emitter. - - effect - -Defines a new emitter with effectname is belongs to, all parms after that will be applied to that emitter. - - count - -How many particles to spawn at this emitter, this setting is affected by cl_particles_quality cvar - - countabsolute - -Defines a count of particles spawned regardless of cl_particles_quality setting -Total particles count = countabsolute + count * cl_particles_quality - - type - -Sets a generic particle type, affect appearance, blending, physics. -List of particle types: - -- alphastatic : alpha-blended billboard -- static : additive-blended billboard -- spark : additive blended, stretched (based on velocity) -- beam : a beam particle, drawn from origin to origin + velocity -- rain : a rain particle, alpha-blended spart that will cause splash effect on impact -- raindecal: oriented rain decal, additive-blended -- snow: alpha blended, velocity jitters in realtime -- bubble: alpha-blended -- blood: inverse-modulated, leaves decal -- smoke: alpha-blended billboard -- decal: makes a decal on nearest surface -- entityparticle: alpha-blended, this particle gets removed after being drawn (used on EF_BRIGHTFIELD) - - - - blend - -Generic blend is set by type, but with this parm it cound be changed after type is defined. -List of blend types: - -- alpha : alpha blended -- add: additive blended -- invmod: inverse modulation (used on blood and blood decals) - - - - orientation - -Same as for blend, generic orientation is set by type, could be altered by this parm. -List of orientation types: - -- billboard : always turned to viewer -- oriented : ignores viewwer, turned to velocity -- beam : facing viewer on 2 axises, stretched from origin to origin + velocity -- spark : facing viewer on 2 axises, stretched (based on velocity) - - - - color - -Sets a color for particles. On each particle spawn, it's color is linearly randomized betwen two given colors. Color should be defined as HEX 0xRRGGBB, like 0xFFFFFF is white, and 0xFF0000 is red. - - tex - -Sets a index of particle from particlefont. Indexes are counted from left to right, from up to down, last index is 63, first is 0. Randomized linearly on each particle spawn. - - size - -Size of particle in game units, typical value is 4, randomized. - - sizeincrease - -This will make particle grow or diminish over time. is to how much utits to add or subtract per second. Note that while diminishing particle, engine will not check if particle will go to negative size, it will just invert it. - - alpha - -Opacity of particles, 256 is opaque, 0 is transparent. Randomized. Could be more that 256 (to simulate fade delay). Fade rate is how huch alpha to throw away per second, once particle gets alpha 0 (full transparence), it gets removed. - - time - -Particle time-to-live in seconds, randomized. - - gravity - -Particle gravity modifier, 1 is full gravity, 0.5 is half etc., negative values are supported (particle go up). - - bounce - -Particle bounce-of-walls factor, 1 - bounce with full speed, 0.5 bounce with half speed. A value of -1 means particle will be removed on impact. Not that particle physics considered slow and spawning lots of bouncing particles is not recommended. - - airfriction - -Particle friction while moving in air, good option for smoke emitters. A value of 0 means no friction, negative values will do acceleration. - - liquidfriction - -Particle friction while moving in liquids. - - originoffset - -Offset particle spawning origin by this values. Coordspace are world, x - forward, y - right, z - up. - - velocityoffset - -Add this amount of constant velocity to particle on spawn. - - originjitter - -Like originoffset but each axis is jittered between -value/+value. Hence it is defining spherical shape of particle random spawning. - - velocityjitter - -Same as originjitter but for velocity. - - velocitymultiplier - -Multiply particle starting velocity (one that set by QC or engine, whatever calls effect) by this value. Useful with trails. Negative values are supported. - - underwater - -Sets underwater flag for particles. Particles that are underwater will be removed in air. Useful for water bubbles. - - notunderwater - -Sets notunderwater flag for particles. Particles that are notunderwater will be removed in liquid. Useful for fire particles. - - trailspacing - -This parm is only useful when effect is spawned as trail, defines a game units gap between effect invocations. - - stretchfactor - -A custom stretch factor that is used on sparks. - - rotate - -Used to rotate particle, first 2 parms is start angle, other two are spin velocity. - -Particles leaving decals ------------------------- - -Particles can leave decals once hit something. For this behavior a special set of parms should be used. This section is unfinished, futher explanation is required. - - staincolor - -A randomized color for decal particle. - - stainalpha - -A randomized alpha. - - stainsize - -A randomized size. - - staintex - -A randomized index into particlefont. - - stainless - -Disables decal spawning and returns all parms to it's default values. - -Dynamic lights --------------- - -Dynamic realtime lights could be placed in particle effects (useful for explosions) with this range of parms. These params apply just like standard ones. - - lightradius - -Radius of light in game units. Typical value is 200. - - lightradiusfade - -Radius fade rate, how many units to add/subtract per second. Once light reaches radius of 0 it gets removed. - - lighttime