|Zandronum Console Variables|
|Updated to: Zandronum 1.1.1 - Revision: 130718-2050|
|When the integer is greater than zero, this changes the precision of AutoAim. This feature that was also included in both Doom and Doom2, allows the players to use AutoAim for horizontal purposes. While before, the Doom engine did not allow players to view angles in a horizontal sense. As ZDoom does allow this behavior in the software renderer, but the software renderer does not allow the players to view at extreme angles as opposed to GZDoom's OpenGL renderer.
|Specifies how many saves to automatically utilize. If using a greater number than one, this will allow the user to go back to a previous map or last known save that was automatically done.|
|This CVar allows or disallows the bot from ever talking within the game.|
|Changes the skill level of the Zandronum bots.
|When true, enables the Buckshot game mode modifier.|
|This CVar allows the client to change the sound when a new chat message is sent to all clients.
|When true, this will allow more than one announcement to be played. However, if false only one announcement will be played at a time.|
|When true, the announcer will repeat how many frags are left in a competitive game mode. Such occasions for this settings being, both opponents are three frags before reaching the FragLimit. Additionally, if the winning player suicides or losses a frag during the game, the announced frags left will be stated again.|
|When true, the game is limited to 35 FPS, as it was originally in Doom. When false, the game frame rate will be as high as your machine is capable of. You can use this in conjunction with vid_vsync to control whether or not the maximum frame rate is restricted to your monitor's refresh rate.|
|When false, the clients frag count will be stored and used again when playing on the same server again after disconnecting from a server.|
|When enabled, this will display the status of other players (health, armor, weapon, and ammo) in cooperative related game modes and team based game modes.|
|When true, decals should properly display when the bullet puff impacts a wall.|
|When true, the player is able to see the icons over other players head, including the clients player.|
|When false, the other player's name will not be shown on the HUD. By default, this is set to true.|
|When true, the player can view own and other players medals if earned ingame.|
|When false, this increases the Software's freelook to +/-56 degrees and thus allowing the client to view at extreme angles that were never possible before.|
|When used, this will allow the clients with the correct password key to access the server; however, CL_Password must be set with the key before attempting to join the server.|
|When true, this will allow the players to respawn without having to press the spacebar or any binded key for '+use'.|
|Displays all of the commands that is coming from the server to the player.|
|This CVar allows the user to view further information regarding the 'called vote.' When true, this will display who called the vote, what the vote effects, and the users that have casted their votes. However, when false, the 'called vote' will only display what the vote effects, and how many players voted.|
|When true and a player fragged an opponent, a large message will appear in the middle of the HUD stating that a player was fragged, but also displays if the client himself was fragged by another player. (e.i Tiger was fragged by Rivecoder!)|
|Used to toggle certain skins or to disable skins. However, if the client does not have the SkullTag Fun Skin Pack, this CVar will not make any noticeable changes
|If enabled, the Windows client will keep playing sound as normal when the client is not the currently active application.|
|Controls the speed of movement while spectating. Default is 1.|
|When true, forces the client to spectate the game before automatically joining ingame once connected to the server. When this CVar is false, the client is automatically forced to join in the game.|
|When true, this CVar will allow the use of the Zandronum HUD to be displayed. This HUD can display flag, skull, terminator, and who possess the Hell Stone information during the game play. However when the value false the standard Doom HUD will be used instead. This will only display the current health/ammor and ammunition for the selected weapon.|
|This value is how many tics it takes the client to update the positions of other clients based on server data. In between server data updates, other client positions are extrapolated as traveling in their current directions at their current velocities. The lower the value, the higher bandwidth consumption will be. The values that can be used are limited to only 1 tic, 2 tics, and 3 tics.
|When False, the client's own hitscan weapon hits will not use unlagged reconcilation, regardless of the server's Unlagged CVar.|
|When true, this CVar will cycle through the clients weapons that are available in inventory while using the 'WeapNext' and 'WeapPrev' CCMD. However, when this is false, the client will scroll through a specified weapon order.|
|Allows the user to toggle if colors are processed in player names and chat messages.
|When the value of adjusting how Zandronum automatically treats all crash reports.
|Specifies where the automatically generated crash dump files should be located.|
|Enable or disable demos from being compressed.|
|Enable or disable demo authentication. With this enabled, protected lumps and maps will be checked to prevent demo playback with bad WADs. If demo authentication fails, the list of WADs the demo was recorded with is printed as a hint for the user.|
|When true, this will disable the AutoSave feature when advancing to the next map.|
|When true, enables the Domination game mode.|
|When set to a value greater than zero, the server will go to the next map after the duel limit quota has been reached.|
|Allows the user to alter his 'field of view'.
|When the value is greater than zero, players in a Deathmatch related game mode must reach the FragLimit quota. When the FragLimit has been reached, players are advanced to the next map. However, if the Duel CVar is true, players can only advance to the next match once the DuelLimit has been reached.|
|This CVar controls how Sprites are rendered in the OpenGL environment.
|MD2/DMD/MD3 model frame interpolation|
|Disables the OpenGL renderer and forces the Software renderer, but Zandronum must restart in order to make such changes.|
|This CVar controls how particles are rendered in the OpenGL environment.
|OpenGL texture compression
|This controls how 'detailed' the renderer is set by.
Maxim Stepin's hq2x/3x/4x pixel upsampling algorithm
|If the texture and/or sprite width or height exceeds the value of this CVar, then the texture or sprite will not be upsampled while using the Scale algorithm. [Default: 512]|
|This specifies which should be rendered while using the Scale algorithm. [Default: 0]
|If true, this enables the use of 3D Models. All ACTORS will be replaced with available 3D Models. But if the ACTOR does not have a 3D Model, then it will remain using standard SPRITES.|
|This CVar reverts the OpenGL to version 1.1 to be the renderer. However, use this CVar if the graphics card is having difficulty with the current version (2.1). Some features will not be rendered within the map, for example, horizon lines.|
|When used, the player's health will be decreased to the new value specified when spawned. For example, if the player's handicap is set to 20, then the players health when spawned will be set as 80.
|When true, enables the Instagib game mode modifier.|
|When true, enables the Invasion game mode.|
|When true, enables the 'Last Man Standing' game mode.|
|Allows the use to toggle what weapons are available in the 'Last Man Standing' game mode. This CVar uses values from other LMSFlags.|
|Sets the value for sending discoverable packets to the 'Zandronum Master Server'. When the individual server or clusters of servers are publicly available to the Zandronum player base (whether official or another community), this sends a discovery packet to the server along with other information and notifies that the server(s) are available.
|Limits the maximum pitch of freelook. Can be used to limit OpenGL players' freelook to the same as Software by setting MaxViewPitch to 56.|
Name "My Player Name"
|Sets the clients 'Player name'.
|This sets how many points are needed in order to win the game. This CVar is mainly used for CTF and SkullTag game modes.|
|When true, enables the Possession game mode.|
|If true, this CVar will display the Zandronum Welcome Screen. From this screen, the user can select which IWAD to utilize for the session. This CVar, however, will only take effect when Zandronum restarts.|
|When set to false, the players weapon that is displayed on HUD will be hidden and not rendered.|
|When the value is true, this will display a "Spectating - Press USE to join" message while spectating. However, when false, this message is not displayed.|
|When the value is greater than zero, this allows and controls how many particles that can be displayed and rendered. If the integer is zero, no particles will be displayed and rendered.
|Sets the difficulty of the overall game when monsters are present. This CVar is usually is intended for cooperative based games.
|Skulltag the game mode.|
|When true, enables the Survival game mode.|
|When toggled, the player can either never automatically switch weapons on pickup, switch if the weapon is higher ranked, or always switch.
|When true, enables the 'Team Last Man Standing' game mode.|
|When true, enables the Terminator game mode.|
|When set, the players within the game have a certain amount of minutes to complete the game. This CVar works mainly for competitive game modes, omitting cooperative game modes.|
|Sets the team damage (friendly fire) factor between players within the same team or allies in cooperative. 0.00 means friendly fire disabled, 1.00 means full team damage, 0.50 is half damage etc.|
|When true, enables the 'Team Possession' game mode.|
|Sets the speed of the player. If less than a hundred the player will move slow, but if the value is greater than a hundred the player will move fast. The standard value is 100.|
|Allows the user to toggle between video renderers of either OpenGL or Software mode.
|When a value is greater than zero, players or teams in the 'Last Man Standing' game mode will have a certain amount of wins to accomplish before advancing into the next map. However, if the integer is zero, the map will never change.|