Dear all,
As many of you know, Error started the dpwiki (now available here)with tons of informations about DarkPlaces.
I cannot thank him enough for this unique documentation !
Many people asked LordHavoc to implement more adjustable settings/cvars into the games "Options" menu. It is clear, that it is impossible to implement all of them.
During my recent search for a special cvar, I had this idea to create a thread about very useful cvars, that are not listed in the "Options" menu of DP.
So that more people have the chance to find out about some of the "hidden ones".
It would be a pity if they are overseen...
Some of them are already mentioned in various threads, spreaded all over this forum.
Please feel free to extend this list. It is just a beginning.
Value in brackets are the default one.
1.) Newer DP builds have a much darker 2D text color. To adjust it:
r_textbrightness ["0"]
additional brightness for text color codes (0 keeps colors as is, 1 makes them all white, negative values makes them darker)
2.) See a screenshot during loading time:
scr_loadingscreen_background ["0"]
show the last visible background during loading screen (costs one screenful of video memory)
3.) Freeze your world and walk in it (just like Adam Sandler�s "Click")
sv_freezenonclients ["0"]
freezes time, except for players, allowing you to walk around and take screenshots of explosions
4.) Motion-/Damageblur:
r_motionblur ["0"]
motionblur value scale - 0.5 recommended (see also other adjusting cvars !)
r_damageblur ["0"]
motionblur based on damage
5.) Improve your "DP pretty water":
r_water_resolutionmultiplier ["0.5"]
multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster
r_water_reflectdistort ["0.01"]
how much water reflections shimmer
r_water_refractdistort ["0.01"]
how much water reflections shimmer
Use the last two cvars to get rid of the errors on water pool edges !!
sample
6.) Decals related (blood, etc.)
cl_decals_fadetime ["1"]
how long decals take to fade away. Highly suggested to raise it !!
cl_decals_time ["20"]
how long before decals start to fade away
cl_particles_blood_decal_scalemax ["2"]
maximal random scale of decal. To scale your BLOOD decal bigger.
cl_decals_models ["0"]
enables decals on animated models (if newsystem is also 1)
7.) Parallax Mapping / Offsetmapping:
r_glsl_offsetmapping ["0"]
offset mapping effect (also known as parallax mapping or virtual displacement mapping)
r_glsl_offsetmapping_scale ["0.04"]
how deep the offset mapping effect is
8.) HUD / 2D�s size:
vid_conheight ["480"]
virtual height of 2D graphics system
vid_conwidth ["640"]
virtual width of 2D graphics system
See screenshot comparism
9.) console properties:
scr_conalpha ["1"]
opacity of console background. Try "0"
con_textsize ["8"]
console text size in virtual 2D pixels. If you have difficulties reading it.
10.) Mission text printing speed.
scr_printspeed ["0"]
speed of intermission printing (episode end texts), a value of 0 disables the slow printing. Try "15" for original Quake behaviour.
11.) Item bobbing (powerups, keys, ground_weapons)
cl_itembobheight ["0"]
how much items bob up and down. Try "4"
12.) Stereo glasses support:
r_stereo_redcyan ["0"]
red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D. Other stereo types are supported too. See also other adjusting cvars. more details
13.) Activate 3rd person view:
chase_active ["0"]
enables chase cam
chase_back ["48"]
chase cam distance from the player
chase_up ["24"]
chase cam distance from the player
14.) Adjust game speed:
slowmo ["1.0"]
controls game speed, 0.5 is half speed, 2 is double speed. Works also for demo playback.
15.) Save content of console into a file ("command"):
condump <filename>
output console history to a file (see also log_file). VERY useful for troubleshooting.
16.) Fade your screen to red when dying:
cl_deathfade ["0"]
Fade screen to dark red when dead, value represents how fast the fade is (higher is faster).
17.) Limit your max. frames per second:
cl_maxfps ["0"]
maximum fps cap, 0 = unlimited. Sometimes very useful to cap your max. fps.
18.) Search for cvars/commands via console:
apropos <string>
lists all console variables/commands/aliases containing the specified string in the name or description.
19.) Enable realistic HUD/View weapon movement:
cl_leanmodel ["0"]
enables weapon leaning effect when looking around.
Makes the weapon behaviour much more realistic.
There are also several sub-cvars to finetune this effect.
20.) Enable realistic HUD/View weapon movement:
cl_followmodel ["0"]
enables weapon pushing / pulling effect when walking.
Makes the weapon behaviour much more realistic.
There are also several sub-cvars to finetune this effect.
21.) Slightly random view tilt (also known as Quake�s "drunken" view):
v_idlescale ["0"]
Makes the in-game view much more realistic.
The bigger the value, the more intense the effect (try "1" first, before you go higher !).
There are also several sub-cvars to finetune this effect.
Kind regards,
Seven
As many of you know, Error started the dpwiki (now available here)with tons of informations about DarkPlaces.
I cannot thank him enough for this unique documentation !
Many people asked LordHavoc to implement more adjustable settings/cvars into the games "Options" menu. It is clear, that it is impossible to implement all of them.
During my recent search for a special cvar, I had this idea to create a thread about very useful cvars, that are not listed in the "Options" menu of DP.
So that more people have the chance to find out about some of the "hidden ones".
It would be a pity if they are overseen...
Some of them are already mentioned in various threads, spreaded all over this forum.
Please feel free to extend this list. It is just a beginning.
Value in brackets are the default one.
1.) Newer DP builds have a much darker 2D text color. To adjust it:
r_textbrightness ["0"]
additional brightness for text color codes (0 keeps colors as is, 1 makes them all white, negative values makes them darker)
2.) See a screenshot during loading time:
scr_loadingscreen_background ["0"]
show the last visible background during loading screen (costs one screenful of video memory)
3.) Freeze your world and walk in it (just like Adam Sandler�s "Click")
sv_freezenonclients ["0"]
freezes time, except for players, allowing you to walk around and take screenshots of explosions
4.) Motion-/Damageblur:
r_motionblur ["0"]
motionblur value scale - 0.5 recommended (see also other adjusting cvars !)
r_damageblur ["0"]
motionblur based on damage
5.) Improve your "DP pretty water":
r_water_resolutionmultiplier ["0.5"]
multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster
r_water_reflectdistort ["0.01"]
how much water reflections shimmer
r_water_refractdistort ["0.01"]
how much water reflections shimmer
Use the last two cvars to get rid of the errors on water pool edges !!

6.) Decals related (blood, etc.)
cl_decals_fadetime ["1"]
how long decals take to fade away. Highly suggested to raise it !!
cl_decals_time ["20"]
how long before decals start to fade away
cl_particles_blood_decal_scalemax ["2"]
maximal random scale of decal. To scale your BLOOD decal bigger.
cl_decals_models ["0"]
enables decals on animated models (if newsystem is also 1)
7.) Parallax Mapping / Offsetmapping:
r_glsl_offsetmapping ["0"]
offset mapping effect (also known as parallax mapping or virtual displacement mapping)
r_glsl_offsetmapping_scale ["0.04"]
how deep the offset mapping effect is
8.) HUD / 2D�s size:
vid_conheight ["480"]
virtual height of 2D graphics system
vid_conwidth ["640"]
virtual width of 2D graphics system
See screenshot comparism
9.) console properties:
scr_conalpha ["1"]
opacity of console background. Try "0"
con_textsize ["8"]
console text size in virtual 2D pixels. If you have difficulties reading it.
10.) Mission text printing speed.
scr_printspeed ["0"]
speed of intermission printing (episode end texts), a value of 0 disables the slow printing. Try "15" for original Quake behaviour.
11.) Item bobbing (powerups, keys, ground_weapons)
cl_itembobheight ["0"]
how much items bob up and down. Try "4"
12.) Stereo glasses support:
r_stereo_redcyan ["0"]
red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D. Other stereo types are supported too. See also other adjusting cvars. more details
13.) Activate 3rd person view:
chase_active ["0"]
enables chase cam
chase_back ["48"]
chase cam distance from the player
chase_up ["24"]
chase cam distance from the player
14.) Adjust game speed:
slowmo ["1.0"]
controls game speed, 0.5 is half speed, 2 is double speed. Works also for demo playback.
15.) Save content of console into a file ("command"):
condump <filename>
output console history to a file (see also log_file). VERY useful for troubleshooting.
16.) Fade your screen to red when dying:
cl_deathfade ["0"]
Fade screen to dark red when dead, value represents how fast the fade is (higher is faster).
17.) Limit your max. frames per second:
cl_maxfps ["0"]
maximum fps cap, 0 = unlimited. Sometimes very useful to cap your max. fps.
18.) Search for cvars/commands via console:
apropos <string>
lists all console variables/commands/aliases containing the specified string in the name or description.
19.) Enable realistic HUD/View weapon movement:
cl_leanmodel ["0"]
enables weapon leaning effect when looking around.
Makes the weapon behaviour much more realistic.
There are also several sub-cvars to finetune this effect.
20.) Enable realistic HUD/View weapon movement:
cl_followmodel ["0"]
enables weapon pushing / pulling effect when walking.
Makes the weapon behaviour much more realistic.
There are also several sub-cvars to finetune this effect.
21.) Slightly random view tilt (also known as Quake�s "drunken" view):
v_idlescale ["0"]
Makes the in-game view much more realistic.
The bigger the value, the more intense the effect (try "1" first, before you go higher !).
There are also several sub-cvars to finetune this effect.
Kind regards,
Seven
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