Cvars list ?


(Balu88) #1

Hi,

i need a list with ALL Cvars and there meanings / affects !
I found one Cvar list on rtcw.co.uk, but this Cvar list isn’t ready and will never get ready it seems to be.
Maybe you can help me with following Cvars (what they mean and if they’re useful/if they works) :

seta in_midi
seta in_midiport
seta in_midichannel
seta in_mididevice
-----------------------
seta cm_playerCurveClip 
seta mv_sensitivity
seta scr_conspeed
-----------------------
seta r_ati_truform_normalmode 
seta r_ati_truform_pointmode
seta r_clampToEdge
seta r_customaspect
seta r_customheight
seta r_customwidth 
seta r_detailtexture 
seta r_directedScale
seta r_glDriver
seta r_glIgnoreWicked3D
seta r_highQualityVideo
seta r_inGameVideo
seta r_lastValidRenderer
seta r_lightningSegmentLength
seta r_lodscale
seta r_mapOverBrightBits
seta r_normallength
seta r_nv_fogdist_mode
seta r_primitives 
seta r_railCoreWidth
seta r_railSegmentLength 
seta r_railWidth
seta r_rmse
seta r_smp
seta r_stencilbits
seta r_stereo
seta r_texturebits
seta r_trisColor
seta r_vertexlighting 
seta r_wateralpha 
-----------------------
seta s_loadas8bit
-----------------------
seta cg_fastSolids "1"
seta cg_backupPredict "0" 
seta cl_maxPing "800"    

Many Cvars but hope some guys can help me with their meaning and if they’re useful or if they works.

I have time so you can write in detail. :slight_smile:
And sorry for my bad english :smiley:

Thx anyway

  • Balu88

(EB) #2

This will be the first time I say this so bluntly… “Google”

We are not here to serve the mighty Balu88…hehehe. I am positive you can find 90% of the meanings and even the relavent ones out there.

Go on, give it a try, I dare you to put forth more effort for yourself!!! …lol :cool:
Afterall, this isn’t a small task.


(Balu88) #3

I searched at Google…omg :-/
I searched even the listed Cvars at the top… sure i had more Cvars and found them but not this Cvars !
I’m not that stupid :frowning:
And if one is too lazy to explain them ok that’s an other thing :wink:


(PH@TIE) #4

One of the first hits on a google search :drink:

http://www.rtcw.jolt.co.uk/content/enemy_territory/cmdcvarlist/

just scroll down to the bottom, and settle in for a long read.


(DG) #5

yeah he already slated that one :’(

fwiw it was updated yesterday with another load filled in (though for whatever reason I keep getting the old one from my browser cache and have to hit refresh). it is still far from finished tho, it was only stuck up originally because someone was looking for something at the time and i had the draft sitting on my PC.

scrolling down ~ yeah i was wondering about shifting the blurb stuff down to the end as an appendix type thing, and hence having the meat at the top. The online version doesnt get updated nearly as frequently as i’m woking on it since i have to convert a database to html and its rather tedious (as is filling the blanks tbh).

btw most of the r_ ones listed in the original post should have descriptions on any tweaker/configs site, the ones of any real interest anyway.


(DarkangelUK) #6

For RTCW but still handy. Wolfenscript


(EB) #7

I mean google them independently !!!
So you think I am lazy for not being your ‘cvar slave’ and I think you’re lazy for not Google’ing your butt off with descriptive search words.

At least we agree…hehehehehe…I will tell you a few good places though. Now go and read (while searching) !!!

http://www.planetwolfenstein.com/4newbies/tweaking.htm

http://www.planetquake.com/code3arena/articles/article9.shtml

-Welcome , from the lazy guy to the other lazy guy ! :wink:


(Nail) #8

can’t guarantee all of these but:

seta r_allowExtensions - 0: OpenGL extensions aren’t allowed.

  • 1: OpenGL extensions are allowed.
    r_ati_fsaa_samples - A debuging cvar leave it at 0 unless u have problems with kb/mouse (most leagues/laddars have this set to 0)
    r_ati_truform_tess - 0: Don’t use truform on ATI graphics adapters
  • 1: Use truform on ATI graphics adapters
    r_clampToEdge - On ATI cards setting this to 0 removes fog
    r_clear - 0: Do fill cracks in textures
  • 1: Do not fill cracks in textures. Improves performance.
    r_colorbits - Number of bits used for colors
    r_compressmodels - Compress character textures
    r_customaspect - 0: custom aspect ratio isn’t allowed.
  • 1: custom aspect ratio is allowed.
    r_customheight - Sets height resolution.
    r_customwidth - Sets width resolution.
    r_depthbits - Number of colors for color depth
    r_detailtexture - Sets the currently used detailted textures
    r_detailtextures - 0: Don’t use detailed textures.
  • 1: Use detailed textures.
    r_displayRefresh - Determines the refresh rate
    r_dlightBacks - 0: Dynamic light won’t be rendered through walls
  • 1: Dynamic light will be rendered through walls
    r_drawSun - 0: Sun isn’t drawn.
  • 1: Sun is drawn.
    r_dynamiclight - 0: Dynamic lighting off
  • 1: Dynamic lighting on.
    r_ext_compiled_vertex_array - If you experience flickering textures in the game set this to “0”.
    r_ext_compressed_textures - 0: Doesn’t allow compressed texture support.
  • 1: Does allow compressed texture support.
    r_ext_gamma_control - Toggles ability to affect in-game gamma via video card’s Windows9x gamma control if available
    r_ext_multitexture - 0: Multitexturing won’t provide optimal performance.
  • 1: Multitexturing will provide optimal performance.
    r_ext_texture_env_add - 0: Additive blending in multi texture won’t be used.
  • 1: Additive blending in multi texture will be used.
    r_ext_texture_filter_anisotropic - 0: External anisotropic filtering settings won’t be used.
  • 1: External anisotropic filtering settings will be used.
    r_facePlaneCull - 0: Brush faces not in view won’t be culled.
  • 1: Brush faces not in view will be culled.
    r_fastsky - 0: Use normal sky
  • 1: Draw simple sky, increases framerate.
    r_finish - 0: do sent out a gl_finish() call at the end of each frame for proper timing.
  • 1: do not sent out a gl_finish call at the end of each frame for proper timing.
    r_flares - 0: Don’t draw lensflares.
  • 1: Draw lensflares.
    r_fullscreen - 0: Don’t use fullscreen.
  • 1: Use fullscreen.
    r_gamma - Sets overall brightness.
    r_glDriver - Sets OpenGL driver.
    r_glIgnoreWicked3D - 0: Don’t ignore Wicked3D drivers.
  • 1: Ignore Wicked3D drivers.
    r_highQualityVideo - 0: Don’t use high quality in-game video.
  • 1: Use high quality in-game video.
    r_ignoreFastPath - 0: Don’t ignore optimized rendering paths.
  • 1: Ignore optimized rendering paths.
    r_ignoreGLErrors - 0: Don’t ignore OpenGL errors.
  • 1: Ignore OpenGL errors.
    r_ignorehwgamma - 0: Don’t ignore gamma settings of graphics adapter.
  • 1: Ignore gamma settings of graphics adapter.
    r_inGameVideo - 0: In-game videos off
  • 1: In-game videos on
    r_intensity - Sets overall game intensity.
    r_lastValidRenderer - The last graphics card you used
    r_lightmap - Turns of textures on light mapped surfaces
    r_lodbias - Sets level of detail in models.
    r_lodCurveError - Sets polygon detail distance. Lower setting means polygons will be culled at shorter distance
    r_lowMemTextureSize - Forces resolution reduction
    r_mapOverBrightBits - Sets factor used to brightens up the map.
    r_mode - Controls resolution
    r_nocull - 0: Not all object will be rendered
  • 1: All object will be rendered, even when out of view.
    r_nocurves - 0: Curves will be drawn.
  • 1: No curves will be drawn
    r_nv_fogdist_mode - Sets fog distance for nvidia cards.
    r_overBrightBits - Sets overall game brightness.
    r_picmip - Shrinks textures down 2^x.
    r_primitives - Primitives have an influence on how RTCW renders its graphics. “0” is auto select, “1” is single gldrawelements, “2” is multiple gldrawelements.
    r_preloadTextures - Preloads textures to stop CPU lag
    r_rmse - Drops leafs from trees and gives clearer vision.
    r_roundImagesDown - Smoothens and rounds textures if they need to be resized.
    r_shownormals - Ingame wall hack
    r_showtris - Displays the triangles drawn by the game engine
    r_simpleMipMaps - 0: Don’t use mipmapping.
  • 1: Use mipmapping.
    r_smp - Enable this if your computer has dual CPU architecture.
    r_stencilbits - If you want volumetric shadows.
    r_stereo - Enable this if you use VR goggles.
    r_subdivisions - Sets detail of curves, lower is more detailed.
    r_swapInterval - Enable this to use RTCW version of vsync.
    r_texturebits - Amount of bits used for textures
    r_textureMode - Sets texture filtering used.
    r_trisColor - color of the triangles set by r_showtris
    r_uiFullScreen - If enabled, the map wil be brightened.
    r_verbose - 0: Don’t display of rendering commands as they happen on the console,
  • 1: Display of rendering commands as they happen on the console,
    r_vertexLight - 0: Vertex lighting off
  • 1: Vertex lighting on.
    r_vertexlighting - Turns on vertex lighing

another guide


(SCDS_reyalP) #9

huh ? that cannot be right. This has to be something related to ati full screen antialiasing.

r_clampToEdge - On ATI cards setting this to 0 removes fog

controls texture clamping, this probably affects skybox seams too.

r_clear - 0: Do fill cracks in textures

do not clear the screen between frames.

r_depthbits - Number of colors for color depth

Number of bits in depth buffer. Not that this is just a request to the game. On many video cards, the number of depth bits is controled by the number of color bits, e.g. 16 bit color gives you a 16 bit depth buffer, and 24/32 bit color gives you a 24 bit depth buffer. 16 bit depth buffer gives you z-fighting (somewhat wallhack like effect) at long range on many maps.

r_detailtextures - 0: Don’t use detailed textures.

  • 1: Use detailed textures.

Detail textures are an extra pass that can be put in the shader. I’m not sure if any default et shaders use them, not commonly used.

r_displayRefresh - Determines the refresh rate

in many cases, the OS or driver will ignore this setting.

r_ext_compiled_vertex_array - If you experience flickering textures in the game set this to “0”.

this can often have a significant impact on performance, however, which setting is better depends on the system.

r_fastsky - 0: Use normal sky

  • 1: Draw simple sky, increases framerate.

also affects portal and mirror rendering.

r_nv_fogdist_mode - Sets fog distance for nvidia cards.

this sets the fog distance mode (either linear, which is the default opengl way, or eye-radial which is more realistic, but provides less peripheral vision.

r_rmse - Drops leafs from trees and gives clearer vision.

this was removed from et 2.56. It does NOTHING in current ET. In other games, it reduce texture quality like picmip, but affects all shaders including ones that specify nopicmip.

r_roundImagesDown - Smoothens and rounds textures if they need to be resized.

O_o

r_shownormals - Ingame wall hack

technically, it shows you the normals of polygons. the wallhack is just a side effect.

r_showtris - Displays the triangles drawn by the game engine

0 == off
1 == on, but z-tested (you don’t see them through walls)
2 == on, not z-tested (you do see through walls). This is the same as 1 in other quake games.

r_simpleMipMaps - 0: Don’t use mipmapping.

  • 1: Use mipmapping.

o_O

r_smp - Enable this if your computer has dual CPU architecture.

pretty sure it is broken in ET, but not certain.

r_stencilbits - If you want volumetric shadows.

stencil shadows are incomplete, can be used as a wall hack, and make et crash.

r_uiFullScreen - If enabled, the map wil be brightened.

doesn’t do anything interesting in et.

r_vertexLight - 0: Vertex lighting off

  • 1: Vertex lighting on.
    r_vertexlighting - Turns on vertex lighing

removed from et. doesn’t do anything.


(Nail) #10

cool, now with my vague answer and your corrections, should be hunky dory


(SCDS_reyalP) #11

Oh, a few more from the original question.

seta mv_sensitivity

multiview sensitivity

seta scr_conspeed

speed the console window goes up and down when you press ~. Set to 999 to be l33t.

the r_rail* cvars control quake3 style railtrails, which are only used for debugging in et. (g_debugbullets etc)

r_lastvalidrenderer saves the opengl driver description string, so et knows if you change your vid card.
pedantic edit: above is the GL_RENDERER string, not the version. This is usually the vendors name for the card.

r_vertexlighting doesn’t exist. There was an r_vertexlight in previous games, but that doesn’t exist in et either.

seta r_wateralpha
doesn’t exist. try b_watermarkalpha

cl_maxping likely has to do with in game server browsing.

r_normallength most likely affects r_shownormals.


(Nail) #12

:notworthy: thanks


(digibob) #13

Further to SCDS_reyalP’s notes, none of the r_ati* cvars do anything in ET as far as i am aware, the truform one certinaly didn’t even do anything in RtCW MP, it was an SP only cvar, even if it did show up in the list in the MP exe too.


(Jaquboss) #14

yeah , r_ati* is mess , it survived to Call of Duty too , but even there it is just dummy …
and dunno what happened to shadow planes , cg_shadows 3 renders nothing , o_0


(Balu88) #15

Ok thanks to all for your help!
I see many things even aren’t needed in ET or don’t work.
Stupid CFG i had with Quake3,RTCW and CoD Cvars :frowning:
But now i can clear it hehe :slight_smile:

Uhm,some things i don’t unterstand really and there some things you didn’t explained what they’re mean and so i uploaded the CFG with all Cvars which meanings i didn’t unterstand / had yet :
http://cd-strike.de/wrong.cfg <-- there’s the CFG

Would be nice if you correct all and complete the CFG or copy the corrected content into this thread :slight_smile:
Is much easier for me ; i searched in the thread all details but isn’t so easy (yeah my english :frowning: )


(DG) #16

i dont suppose anyone at SD can remember what the LMS settings do yet?

:blah:


(digibob) #17

Look, over there, it’s a banana -------------------> :banana:

runs