Console variables: Difference between revisions
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CL_AlwaysPlayFragsLeft True | CL_AlwaysPlayFragsLeft True | ||
|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 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. | ||
|- | |||
|CL_BackupCommands | |||
CL_BackupCommands 0 | |||
|Specifies how many backup copies of old move or weapon select commands (up to three) the client will send to the server per tic. This is useful if the client is suffering from noticeable packet loss, but due to the increased outbound net traffic, it's recommended that it only be enabled in those cases. | |||
|- | |- | ||
|CL_CapFPS | |CL_CapFPS | ||
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CL_Password "AlDaddyBundy" | CL_Password "AlDaddyBundy" | ||
|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 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. | ||
|- | |||
|CL_ProtectCVars | |||
CL_ProtectCVars True | |||
|When true, any CVars that were modified by [[ConsoleCommand]] will be restored to their original values upon exiting the game. This is used to prevent mods from changing a user's settings permanently, even maliciously. Note that manually changing a CVar's value still archives the new value, as expected. | |||
|- | |- | ||
|CL_RespawnOnFire | |CL_RespawnOnFire | ||
Line 174: | Line 182: | ||
|CL_TicsPerUpdate | |CL_TicsPerUpdate | ||
CL_TicsPerUpdate 3 | CL_TicsPerUpdate 3 | ||
|This | |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. | ||
*Time measured in tics; Doom tics 35 == 1 sec | *Time measured in tics; Doom tics 35 == 1 sec | ||
*Default value is 3 tics | *Default value is 3 tics | ||
Line 180: | Line 188: | ||
|CL_Unlagged | |CL_Unlagged | ||
CL_Unlagged True | CL_Unlagged True | ||
| | |When False, the client's own hitscan weapon hits will not use unlagged reconcilation, regardless of the server's Unlagged CVar. | ||
|- | |- | ||
|CL_UseOriginalWeaponOrder | |CL_UseOriginalWeaponOrder |
Latest revision as of 21:07, 29 December 2022
Zandronum Console Variables | |||||||||||||||||||||||||
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Updated to: Zandronum 1.1.1 - Revision: 130718-2050 | |||||||||||||||||||||||||
Command | Description | ||||||||||||||||||||||||
AutoAim
AutoAim 35 |
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.
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AutoSaveCount
AutoSaveCount 4 |
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. | ||||||||||||||||||||||||
Bot_AllowChat
Bot_AllowChat False |
This CVar allows or disallows the bot from ever talking within the game. | ||||||||||||||||||||||||
BotSkill
BotSkill 3 |
Changes the skill level of the Zandronum bots.
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Buckshot
Buckshot True |
When true, enables the Buckshot game mode modifier. | ||||||||||||||||||||||||
Chat_Sound
Chat_Sound 2 |
This CVar allows the client to change the sound when a new chat message is sent to all clients.
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CL_AllowMultipleAnnouncerSounds
CL_AllowMultipleAnnouncerSounds True |
When true, this will allow more than one announcement to be played. However, if false only one announcement will be played at a time. | ||||||||||||||||||||||||
CL_AlwaysPlayFragsLeft
CL_AlwaysPlayFragsLeft True |
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. | ||||||||||||||||||||||||
CL_BackupCommands
CL_BackupCommands 0 |
Specifies how many backup copies of old move or weapon select commands (up to three) the client will send to the server per tic. This is useful if the client is suffering from noticeable packet loss, but due to the increased outbound net traffic, it's recommended that it only be enabled in those cases. | ||||||||||||||||||||||||
CL_CapFPS
CL_CapFPS False |
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. | ||||||||||||||||||||||||
CL_DontRestoreFrags
CL_DontRestoreFrags False |
When false, the clients frag count will be stored and used again when playing on the same server again after disconnecting from a server. | ||||||||||||||||||||||||
CL_DrawCoopInfo
CL_DrawCoopInfo True |
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. | ||||||||||||||||||||||||
CL_HitScanDecalHack
CL_HitScanDecalHack True |
When true, decals should properly display when the bullet puff impacts a wall. | ||||||||||||||||||||||||
CL_Icons
CL_Icons True |
When true, the player is able to see the icons over other players head, including the clients player. | ||||||||||||||||||||||||
CL_IdentifyTarget
CL_IdentifyTarget True |
When false, the other player's name will not be shown on the HUD. By default, this is set to true. | ||||||||||||||||||||||||
CL_Medals
CL_Medals True |
When true, the player can view own and other players medals if earned ingame. | ||||||||||||||||||||||||
CL_OldFreeLookLimit
CL_OldFreeLookLimit False |
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. | ||||||||||||||||||||||||
CL_Password
CL_Password "AlDaddyBundy" |
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. | ||||||||||||||||||||||||
CL_ProtectCVars
CL_ProtectCVars True |
When true, any CVars that were modified by ConsoleCommand will be restored to their original values upon exiting the game. This is used to prevent mods from changing a user's settings permanently, even maliciously. Note that manually changing a CVar's value still archives the new value, as expected. | ||||||||||||||||||||||||
CL_RespawnOnFire
CL_RespawnOnFire True |
When true, this will allow the players to respawn without having to press the spacebar or any binded key for '+use'. | ||||||||||||||||||||||||
CL_ShowCommands
CL_ShowCommands False |
Displays all of the commands that is coming from the server to the player. | ||||||||||||||||||||||||
CL_ShowFullScreenVote
CL_ShowFullScreenVote False |
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. | ||||||||||||||||||||||||
CL_ShowLargeFragMessages
CL_ShowLargeFragMessages True |
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!) | ||||||||||||||||||||||||
CL_Skins
CL_Skins 2 |
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
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CL_SoundWhenNotActive
CL_SoundWhenNotActive True |
If enabled, the Windows client will keep playing sound as normal when the client is not the currently active application. | ||||||||||||||||||||||||
CL_SpectatorMove
CL_SpectatorMove 2 |
Controls the speed of movement while spectating. Default is 1. | ||||||||||||||||||||||||
CL_StartAsSpectator
CL_StartAsSpectator True |
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. | ||||||||||||||||||||||||
CL_STFullScreenHUD
CL_STFullScreenHUD True |
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. | ||||||||||||||||||||||||
CL_TicsPerUpdate
CL_TicsPerUpdate 3 |
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.
| ||||||||||||||||||||||||
CL_Unlagged
CL_Unlagged True |
When False, the client's own hitscan weapon hits will not use unlagged reconcilation, regardless of the server's Unlagged CVar. | ||||||||||||||||||||||||
CL_UseOriginalWeaponOrder
CL_UseOriginalWeaponOrder True |
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. | ||||||||||||||||||||||||
Con_ColorInMessages
Con_ColorInMessages 2 |
Allows the user to toggle if colors are processed in player names and chat messages.
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CrashLogs
CrashLogs 2 |
When the value of adjusting how Zandronum automatically treats all crash reports.
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CrashLog_Dir
CrashLog_Dir "F:\Zandronum\CrashDump" |
Specifies where the automatically generated crash dump files should be located. | ||||||||||||||||||||||||
Demo_Compress
Demo_Compress True |
Enable or disable demos from being compressed. | ||||||||||||||||||||||||
Demo_Pure
Demo_Pure True |
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. | ||||||||||||||||||||||||
DisableAutoSave
DisableAutoSave False |
When true, this will disable the AutoSave feature when advancing to the next map. | ||||||||||||||||||||||||
Domination
Domination True |
When true, enables the Domination game mode. | ||||||||||||||||||||||||
DuelLimit
DuelLimit 5 |
When set to a value greater than zero, the server will go to the next map after the duel limit quota has been reached. | ||||||||||||||||||||||||
FOV
FOV 100 |
Allows the user to alter his 'field of view'.
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FragLimit
FragLimit 50 |
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. | ||||||||||||||||||||||||
GL_Billboard_Mode
GL_Billboard_Mode 1 |
This CVar controls how Sprites are rendered in the OpenGL environment.
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GL_Interpolate_Model_Frames
GL_Interpolate_Model_Frames True |
MD2/DMD/MD3 model frame interpolation | ||||||||||||||||||||||||
GL_NoGL
GL_NoGL False |
Disables the OpenGL renderer and forces the Software renderer, but Zandronum must restart in order to make such changes. | ||||||||||||||||||||||||
GL_Particles_Style
GL_Particles_Style 2 |
This CVar controls how particles are rendered in the OpenGL environment.
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GL_Texture_Format
GL_Texture_Format 3 |
OpenGL texture compression
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GL_Texture_HQResize
GL_Texture_HQResize 1 |
This controls how 'detailed' the renderer is set by.
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GL_Texture_HQResize_MaxInputSize
GL_Texture_HQResize_MaxInputSize 512 |
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] | ||||||||||||||||||||||||
GL_Texture_HQResize_Target
GL_Texture_HQResize_Target 0 |
This specifies which should be rendered while using the Scale algorithm. [Default: 0]
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GL_Use_Models
GL_Use_Models True |
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. | ||||||||||||||||||||||||
GL_Vid_Compatibility
GL_Vid_Compatibility False |
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. | ||||||||||||||||||||||||
Handicap
Handicap 45 |
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.
| ||||||||||||||||||||||||
Instagib
Instagib True |
When true, enables the Instagib game mode modifier. | ||||||||||||||||||||||||
Invasion
Invasion True |
When true, enables the Invasion game mode. | ||||||||||||||||||||||||
LastManStanding
LastManStanding True |
When true, enables the 'Last Man Standing' game mode. | ||||||||||||||||||||||||
LMSAllowedWeapons
LMSAllwedWeapons 4 |
Allows the use to toggle what weapons are available in the 'Last Man Standing' game mode. This CVar uses values from other LMSFlags. | ||||||||||||||||||||||||
MasterHostname
MasterHostname master.zandronum.com
|
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.
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MaxViewPitch
MaxViewPitch 90 |
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
Name "My Player Name" |
Sets the clients 'Player name'.
| ||||||||||||||||||||||||
PointLimit
PointLimit 5 |
This sets how many points are needed in order to win the game. This CVar is mainly used for CTF and SkullTag game modes. | ||||||||||||||||||||||||
Possession
Possession True |
When true, enables the Possession game mode. | ||||||||||||||||||||||||
QueryIWAD
QueryIWAD True |
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. | ||||||||||||||||||||||||
R_DrawPlayerSprites
R_DrawPlayerSprites True |
When set to false, the players weapon that is displayed on HUD will be hidden and not rendered. | ||||||||||||||||||||||||
R_DrawSpectatingString
R_DrawSpectatingString True |
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. | ||||||||||||||||||||||||
R_MaxParticles
R_MaxParticles 4000 |
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.
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Skill
Skill 3 |
Sets the difficulty of the overall game when monsters are present. This CVar is usually is intended for cooperative based games.
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Skulltag
Skulltag True |
Skulltag the game mode. | ||||||||||||||||||||||||
Survival
Survival True |
When true, enables the Survival game mode. | ||||||||||||||||||||||||
SwitchOnPickUp
SwitchOnPickUp 0 |
When toggled, the player can either never automatically switch weapons on pickup, switch if the weapon is higher ranked, or always switch.
| ||||||||||||||||||||||||
TeamLMS
TeamLMS True |
When true, enables the 'Team Last Man Standing' game mode. | ||||||||||||||||||||||||
Terminator
Terminator True |
When true, enables the Terminator game mode. | ||||||||||||||||||||||||
TimeLimit
TimeLimit 5 |
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. | ||||||||||||||||||||||||
TeamDamage
TeamDamage 1.00 |
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. | ||||||||||||||||||||||||
TeamPossession
TeamPossession True |
When true, enables the 'Team Possession' game mode. | ||||||||||||||||||||||||
Turbo
Turbo 100 |
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. | ||||||||||||||||||||||||
Vid_Renderer
Vid_Renderer 1 |
Allows the user to toggle between video renderers of either OpenGL or Software mode.
| ||||||||||||||||||||||||
WinLimit
WinLimit 5 |
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. |