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Text File | 2001-11-22 | 42.5 KB | 2,728 lines |
- MonitorsOn():
- -
- Enable multi-monitor support in Windows 98.
- You may use this to re-enable the second monitor once the display mode
- has been set and OpenGL has stabilized.
- -
- $
-
- MonitorsOff():
- -
- Disable multi-monitor support in Windows98.
- -
- $
-
-
-
- ogl_bUseCompiledVertexArrays:
- -
- =XYZ (each of 0 or 1)
- Enable/disable usage of Compiled Vertex Arrays for rendering of
- particles (X), world (Y) and/or models (Z). Enabling this can speedup
- rendering process, but may cause artefacts, crashes or heavy slowdowns
- on some boards.
- -
- $
-
-
- ogl_iMaxBurstSize:
- -
- Minumum number of vertices that can to passed to OpenGL in one vertex array.
- (0 = unlimited)
- -
- $
-
-
-
- gap_iUseTextureUnits:
- -
- Specify how much texture units to use for multi-texturing.
- (number of maximum units is limited by the hardware)
- 1 = no multi-texturing
- 2 = dual-texturing
- 3 = triple-texturing
- 4 = quad-texturing
- -
- $
-
-
- ogl_iTextureCompressionType:
- -
- Specify texture compression type to use:
- 0 = no compression allowed
- 1 = default compression (thru ARB extension)
- 2 = S3TC
- 3 = FTX1
- 4 = S3TC (old)
- If specified texture compression type is not supported,
- it'll automatically revert to first supported type.
- (order: 2 <-> 3 -> 1 -> 4 ->0)
- NOTE: It is recommended to set tex_iCompressionFormat=00,
- before changing compression type.
- -
- $
-
-
- gap_bOptimizeStateChanges:
- -
- Ignore redundant state changes.
- -
- $
-
- gap_iOptimizeClipping:
- -
- Signal to GfxAPI whether clipping is needed or not for specific model.
- 0 = allways needed (safe)
- 1 = maybe not needed for mirror-plane (optimal for T&L boards)
- 2 = maybe not needed for frustum (optimal for non-T&L boards)
- -
- $
-
- gap_iDithering:
- -
- Select dithering method for 16-bit display modes.
- 0 = don't dither at all (not recommended)
- 1 = don't dither when blending (when dithering patterns are too visible)
- 2 = always dither (the best choice for most cases)
- -
- $
-
-
- gap_iFinish:
- -
- 0 = do not force API to finish rendering (performance)
- 1 = finish all rendering before begining of next frame (optimal)
- 2 = force finish of rendering before swapping of buffers (safe)
- 3 = force finish of rendering before matrix change
- and after swapping of buffers (paranoid)
- -
- $
-
-
- gap_iSwapInterval:
- -
- Number of vertical retraces to wait before swapping of buffers (0-9).
- -
- $
-
-
- ogl_bExclusive:
- -
- Claim exclusive window access in full screen mode.
- (might cause problems with some drivers)
- -
- $
-
-
- gap_bAllowSingleMipmap:
- -
- Allow of only one mipmap for textures with one mipmap,
- instead of generating all lower mipmaps.
- -
- $
-
- gap_bAllowGrayTextures:
- -
- Allow usage of grayscale internal formats for gray textures.
- -
- $
-
- ogl_bAllowQuadArrays:
- -
- Select different rendering method for 2D primitives, simple model shadows
- and particles. This might improve or degrade performance and compatibility.
- (use with caution!)
- -
- $
-
-
- gap_iTextureFiltering:
- -
- Texture filtering mode (=XYZ).
- Interpolation types for X=magnification, Y=minification, Z=mipmap filter:
- X=0 - same as Y-value
- X=1 - nearest-neighbour
- X=2 - bilinear
- Y=1 - nearest-neighbour
- Y=2 - bilinear
- Z=0 - none (no mipmapping)
- Z=1 - bilinear
- Z=2 - trilinear
- -
- $
-
- gap_fTextureLODBias:
- -
- LOD bias for mipmap switching.
- <0 = more details (somewhat slower performance)
- 0 = default
- >0 = less details (faster performance)
- (values lower than -2 might cause rendering slowdowns)
- -
- $
-
- gap_iTextureAnisotropy:
- -
- Anisotropy degree for texture filtering (>=1).
- 1 = default (isotropic filtering)
- >1 = anisotropic (2 is minimum)
- -
- $
-
-
- gap_iOptimizeDepthReads:
- -
- How and when to issue read from z-buffer requests (for lens flares).
- 0 = immediately upon request
- 1 = at every frame
- 2 = 10 times a second
- -
- $
-
- gap_bForceTruform:
- -
- Use Truform (N-Patches) tesselation even on models
- that are not prepared for it.
- -
- $
-
- gap_iTruformLevel:
- -
- Specifiy tesselation level (detail).
- (0 = no tesselation)
- -
- $
-
-
- d3d_bUseHardwareTnL:
- -
- Specify whether to use HW T&L (if present) or not.
- Note: requires ApplyVideoMode()
- -
- $
-
- d3d_iMaxBurstSize:
- -
- Minumum number of vertices that can to passed to Direct3D in one vertex array.
- (0 = unlimited)
- -
- $
-
-
- d3d_iVertexBuffersSize:
- -
- Specify size of buffer that holds geometry for Direct3D.
- -
- $
-
- d3d_bAlternateDepthReads:
- -
- Setting this will improve performance of lens-flares,
- but might cause artefacts on some occasions.
- -
- $
-
- d3d_bOptimizeVertexBuffers:
- -
- Use alternate approach when submiting vertices to Direct3D.
- (0 is recommended for non-T&L boards)
- -
- $
-
-
- ogl_iTBufferEffect:
- -
- Type of T-Buffer effect to use:
- 0 = none
- 1 = partial anti-aliasing (doesn't blur text and 2D)
- 2 = motion blur
- NOTE: On some system configurations T-Buffer effect(s) might not work
- properly. (driver issues)
- -
- $
-
- ogl_iTBufferSamples:
- -
- Number of T-Buffers to use for effect (2, 4 or 8).
- -
- $
-
-
-
- mdl_bCreateStrips:
- -
- Create triangle strips when loading models.
- -
- $
-
- mdl_bShowStrips:
- -
- DEBUG: Show model triangle strips in color.
- -
- $
-
- mdl_bFineQuality:
- -
- (should be left to 1 for now)
- -
- $
-
- mdl_iShadowQuality:
- -
- Quality of model shadow:
- 0 = no shadow
- 1 = low quality (single polygon - fast)
- 2 = high quality from one light (multiple polygons - slow)
- 3 = high quality from all lights (multiple shadows & polygons - very slow)
- -
- $
-
- mdl_fLODMul:
- -
- Multiplier for models LOD factor (default=1).
- -
- $
-
- mdl_fLODAdd:
- -
- Bias for models LOD factor (default=0).
- -
- $
-
- mdl_iLODDisappear:
- -
- When LOD model will disappear:
- 0 = never
- 1 = ignore bias level
- 2 = with bias level
- -
- $
-
-
- mdl_bRenderDetail:
- -
- Allow detail textures on models.
- -
- $
-
- mdl_bRenderSpecular:
- -
- Allow specular reflection on models.
- -
- $
-
- mdl_bRenderReflection:
- -
- Allow reflection mapping on models.
- -
- $
-
- mdl_bAllowOverbright:
- -
- Allow 'shiny' lighting on models (recommended).
- -
- $
-
-
- gap_iDepthBits:
- -
- Requested number of bits for z-buffer (24 or 32).
- Note: requires ApplyVideoMode()
- -
- $
-
- gap_iStencilBits:
- -
- Requested number of bits for stencil buffer (0 or 8).
- Note: requires ApplyVideoMode()
- -
- $
-
-
- gfx_fEnvParticlesDensity:
- -
- Specify density of grass and other environment particles.
- (1 = default)
- -
- $
-
- gfx_fEnvParticlesRange:
- -
- Specify dissapearing radius of grass and other environment particles.
- (1 = default)
- -
- $
-
-
- gfx_bRenderParticles:
- -
- Allow rendering of particle effects.
- -
- $
-
- gfx_bRenderFog:
- -
- Allow rendering of fog and haze.
- -
- $
-
- gfx_bRenderWorld:
- -
- Allow rendering of world.
- -
- $
-
- gfx_bRenderModels:
- -
- Allow rendering of models.
- -
- $
-
- gfx_bRenderPredicted:
- -
- Render entities that are predicted in network play.
- -
- $
-
-
- gfx_bClearScreen:
- -
- DEBUG: Fill video buffer with black at the begining of each frame.
- -
- $
-
- gap_iRefreshRate:
- -
- Set default screen refresh rate (in Hz; 0=don't set).
- -
- $
-
- gfx_bDisableMultiMonSupport:
- -
- This is needed for systems that don't support multimonitor & OpenGL (Win98).
- If it is not set in Win98, OpenGL probably won't start.
- (has no effect on WinNT/2k)
- -
- $
-
-
- gfx_ctMonitors:
- -
- How many monitors are attached to the system.
- -
- $
-
- gfx_bMultiMonDisabled:
- -
- Set if multimonitor is currently disabled.
- -
- $
-
- ogl_bGrabDepthBuffer:
- -
- When capturing screenshots, store Z-buffer values in screenshot alpha channel.
- -
- $
-
-
- gfx_bDecoratedText:
- -
- Allow decorated text output (bold, italic, color/alpha change and flashing).
- -
- $
-
- gfx_fSaturation:
- -
- Adjust global saturation:
- 0 = grayscale
- 0-1 = less color
- 1 = normal
- 1-2 = more color
- >2 = color wrapping occurs (might get some nice psychedelic effects!)
- NOTE: requires /RefreshTestures()
- -
- $
-
- gfx_iHueShift:
- -
- Shift global HUE color component (0-359).
- NOTE: requires /RefreshTestures()
- -
- $
-
- gfx_fBrightness:
- -
- Adjust display brightness:
- <0 = darken
- 0 = standard
- >0 = brighten
- (doesn't work on NT4 platform)
- -
- $
-
- gfx_fContrast:
- -
- Adjust display contrast:
- <1 = low contrast
- 1 = standard
- >1 = high contrast
- (doesn't work on NT4 platform)
- -
- $
-
- gfx_fGamma:
- -
- Adjust display gamma factor:
- <1 = darken
- 1 = standard
- >1 = brighten
- (doesn't work on NT4 platform)
- -
- $
-
- gfx_iLevels:
- -
- Adjust color levels (posterization).
- 256 = standard
- (doesn't work on NT4 platform)
- -
- $
-
-
- gfx_tmProbeDecay:
- -
- How long texture can remain unreferenced before probing. (in seconds)
- (60 is recommended)
- -
- $
-
- gfx_fProbeRatio:
- -
- Maximum allowed texture and shadowmap upload/binds in one frame.
- (relative to maximum allowed texture size; 0.5 is recommended)
- -
- $
-
-
- gfx_bDisableWindowsKeys:
- -
- Disable windows keys when in full-screen. (recommended)
- -
- $
-
-
-
- tex_fSaturation:
- -
- Adjust texture saturation:
- 0 = grayscale
- 0-1 = less color
- 1 = normal
- 1-2 = more color
- >2 = color wrapping occurs (might get some nice psychedelic effects!)
- -
- $
-
- tex_iHueShift:
- -
- Shift texture HUE color component (0-359).
- -
- $
-
-
- shd_fSaturation:
- -
- Adjust light/shadow saturation:
- 0 = grayscale
- 0-1 = less color
- 1 = normal
- 1-2 = more color
- >2 = color wrapping occurs (might get some nice psychedelic effects!)
- -
- $
-
-
- shd_iHueShift:
- -
- Shift light/shadow HUE color component (0-359).
- -
- $
-
-
- gfx_iLensFlareQuality:
- -
- Quality of lens flare:
- 0 = do not render lens flare (and no z-buffer testing, also)
- 1 = render flare with corona only
- 2 = render flare with corona and reflections
- 3 = render flare with corona, reflections and glare effect
- -
- $
-
-
- GAPInfo():
- -
- Printout info about Graphics API subsystem (OpenGL or Direct3D).
- -
- $
-
- SoundInfo():
- -
- Printout info about sound subsystem.
- -
- $
-
- ModelsInfo():
- -
- Printout info about model rendering subsystem.
- -
- $
-
- WorldInfo():
- -
- Printout info about world rendering subsystem.
- -
- $
-
- NetworkInfo():
- -
- Printout info about networking subsystem.
- -
- $
-
-
- TexturesInfo():
- -
- Printout extensive report about texture memory usage.
- -
- $
-
- RefreshTextures():
- -
- Reload all loaded textures and uncache all cached shadow maps.
- -
- $
-
- UncacheShadows():
- -
- Uncache all cached shadow maps.
- -
- $
-
- CacheShadows():
- -
- Cache all shadow maps in world.
- (CAREFUL! - only for systems with lots of RAM)
- -
- $
-
- RecacheShadows():
- -
- Recache all shadow maps (uncache and eventually cache all).
- -
- $
-
-
- ReloadModels():
- -
- Reload all models.
- (this happens automatically when model precision is changed)
- -
- $
-
-
- tex_iNormalQuality:
- -
- Quality of normal (single-frame) textures:
- (=XY, X for opaque textures, Y for translucent textures)
- 0 = optimal format (texture that requires 32-bit will be in 32-bit mode)
- 1 = 16-bit format (high-color, conserve memory, low gradients' quality)
- 2 = 32-bit format (true-color, requires more memory, looks great!)
- 3 = compressed format
- -
- $
-
- tex_iAnimationQuality:
- -
- Quality of animation (multi-frame) textures:
- (=XY, X for opaque textures, Y for translucent textures)
- 0 = optimal format (texture that requires 32-bit will be in 32-bit mode)
- 1 = 16-bit format (high-color, conserve memory, low gradients' quality)
- 2 = 32-bit format (true-color, requires more memory, looks great!)
- 3 = compressed format
- -
- $
-
- tex_bDynamicMipmaps:
- -
- Select whether to let effect textures to generated mipmaps or not.
- -
- $
-
- tex_iDithering:
- -
- Dithering type for 16-bit textures (0-10):
- 0 = none
- 1-3 = low (recommended)
- 4-7 = medium
- 8-10 = high
- -
- $
-
- tex_iNormalSize:
- -
- Maximum allowed size for normal textures (5-11).
- TexWidth*TexHeight <= 2^(tex_fNormalSize*2)
- -
- $
-
- tex_iAnimationSize:
- -
- Maximum allowed size for animation textures (4-9).
- TexWidth*TexHeight <= 2^(tex_fAnimationSize*2)
- -
- $
-
- tex_iEffectSize:
- -
- Maximum allowed size for effect textures (5-8).
- TexWidth*TexHeight <= 2^(tex_fEffectSize*2)
- -
- $
-
- tex_iFogSize:
- -
- Maximum allowed size for fog texture (4-8).
- TexWidth*TexHeight <= 2^(tex_iFogSize*2)
- -
- $
-
-
- tex_bFineEffect:
- -
- Set 32-bit quality for effect textures.
- (only if normal textures haven't been dithered)
- -
- $
-
- tex_bFineFog:
- -
- Set 32-bit quality for fog/haze textures.
- -
- $
-
- tex_iFiltering:
- -
- Filter type and strength for normal and animation textures (-6 to +6).
- <0 = more sharpen
- 0 = no filter
- >0 = more blur
- -
- $
-
- tex_iEffectFiltering:
- -
- Filter type for fire/plasma effect textures (-6 to +6).
- <0 = more sharpen
- 0 = no filter
- >0 = more blur
- -
- $
-
- tex_bProgressiveFilter:
- -
- Allow mipmap filtering in creation time (boosts filter strength).
- -
- $
-
- tex_bCompressAlphaChannel:
- -
- When compressing translucent textures, also compress alpha channel.
- -
- $
-
- tex_bAlternateCompression:
- -
- Use better (but lower) compression for opaque textures.
- -
- $
-
-
- tex_bColorizeMipmaps:
- -
- DEBUG: Colorize mipmap levels.
- -
- $
-
-
- shd_bFineQuality:
- -
- Allow 32-bit quality for shadow maps.
- -
- $
-
- shd_iFiltering:
- -
- Blur filter strength for shadow maps (0=none; 6=max).
- -
- $
-
- shd_iDithering:
- -
- Dithering type for 16-bit shadow maps (0-5):
- 0 = none
- 1,2 = low (recommended)
- 3,4 = medium
- 5 = high
- -
- $
-
- shd_iStaticSize:
- -
- Maximum allowed size for static shadow maps (5-8).
- ShdWidth*ShdHeight <= 2^(shd_fStaticSize*2)
- -
- $
-
- shd_iDynamicSize:
- -
- Maximum allowed size for dynamic shadow maps (5-8).
- ShdWidth*ShdHeight <= 2^(shd_fDynamicSize*2)
- -
- $
-
- shd_iAllowDynamic:
- -
- Controls mixing and rendering of dynamic shadow maps.
- 0 = disallow (speed)
- 1 = allow only on some polygons (optimal)
- 2 = allow on every polygon (quality)
- -
- $
-
- shd_bDynamicMipmaps:
- -
- Allow dynamic shadow maps to be generated with all mipmaps (faster).
- (depends on 'gap_bAllowSingleMipmap')
- -
- $
-
- shd_tmFlushDelay:
- -
- How many seconds to keep stale cached shadow maps.
- -
- $
-
- shd_fCacheSize:
- -
- Size of buffer for cached shadow maps (in MB).
- -
- $
-
- shd_bCacheAll:
- -
- Cache all shadowmap upon level initialization.
- (CAREFUL! - only for systems with lots of RAM)
- -
- $
-
- shd_bColorize:
- -
- Show shadomap texture size with colorization.
- Green = small
- Yellow = medium
- Red = large
- -
- $
-
-
- shd_bAllowFlats:
- -
- Allow optimization of single colored (flat) shadowmaps to be optimized.
- -
- $
-
- shd_bShowFlats:
- -
- Show shadomaps that are optimized as flat in blue color.
- -
- $
-
-
-
- wld_bShowTriangles:
- -
- Show world triangles in wireframe.
- -
- $
-
- wld_bShowDetailTextures:
- -
- DEBUG: Show detail textures in color.
- -
- $
-
- wld_fEdgeOffsetI:
- -
- DEBUG: Rendering adjustment variable.
- -
- $
-
- wld_fEdgeAdjustK:
- -
- DEBUG: Rendering adjustment variable.
- -
- $
-
- wld_bAlwaysAddAll:
- -
- DEBUG: Allow adding of an entire world to rendering process.
- -
- $
-
- wld_bRenderEmptyBrushes:
- -
- DEBUG: Allow rendering of empty brushes.
- -
- $
-
- wld_bRenderShadowMaps:
- -
- DEBUG: Allow rendering of shadow maps layer.
- -
- $
-
- wld_bRenderTextures:
- -
- DEBUG: Allow rendering of all texture layers.
- -
- $
-
- wld_bTextureLayers:
- -
- Allow rendering of cpecified texture layer(s).
- Valid value is bitmask XYZ (each can be only 0 or 1):
- X - set rendering state of texture layer 1
- Y - set rendering state of texture layer 2
- Z - set rendering state of texture layer 3
- -
- $
-
-
- wld_bRenderDetailPolygons:
- -
- DEBUG: Allow rendering of detail polygons in world.
- -
- $
-
- wld_iDetailRemovingBias:
- -
- LOD bias for removing detail textures.
- (3 is recommended)
- -
- $
-
- wld_bRenderMirrors:
- -
- Allow rendering of mirrors and portals.
- -
- $
-
-
- wld_bFastObjectOptimization:
- -
- EDITOR ONLY: Uses O(n log n) object optimization after CSG if enabled.
- Disable to use more accurate, but significantly slower O(n^2) algorithm.
- -
- $
-
-
-
- con_bNoWarnings:
- -
- If set, warnings are reported to console only, not as requesters.
- Always should be off in the game. Only on in editors.
- -
- $
-
- con_iLastLines:
- -
- Number of last console lines to be displayed on screen (0-15).
- -
- $
-
- con_tmLastLines:
- -
- How many seconds to keep last console lines on screen (0-10).
- -
- $
-
- con_fHeightFactor:
- -
- what part of screen height will console overtake (0.1-1.0)
- -
- $
-
-
- ListSymbols():
- -
- List user shell symbols.
- -
- $
-
- MakeAccessViolation():
- -
- DEBUG: Make an access violation. Use at own risk.
- -
- $
-
- MakeStackOverflow():
- -
- DEBUG: Make a stack overflow. Use at own risk.
- -
- $
-
- MakeFatalError():
- -
- DEBUG: Make fatal error. Use at own risk.
- -
- $
-
- MemoryInfo():
- -
- Report memory usage (heap walk; works only on WinNT/Win2K).
- -
- $
-
-
- dbg_bBreak:
- -
- DEBUG: Invoke breakpoint. Meaningless if not running from debugger.
- -
- $
-
-
- StockInfo():
- -
- Print info on memory used by each stock.
- -
- $
-
- StockDump():
- -
- Dump detailed information on all stocks to a 'Temp\StockDump.txt'.
- -
- $
-
- FreeUnusedStock():
- -
- Free all unused objects from all stocks.
- -
- $
-
- RendererInfo():
- -
- Print info on memory used by renderer.
- -
- $
-
- ClearRenderer():
- -
- Free all renderer buffers.
- -
- $
-
-
- dem_tmTimer:
- -
- Timer for demo playback [sec], you may increase this to skip forward,
- or you may move it slowly while in paused mode.
- -
- $
-
- dem_fSyncRate:
- -
- Demo sync speed [in FPS] - can be fractional.
- 0.0 = realtime sync
- -1.0 = playing is paused (use dem_tmTimer to advance frame by frame)
- -
- $
-
- dem_fRealTimeFactor:
- -
- Slow/fast playback factor.
- Active only when in realtime mode (dem_fSyncRate=0).
- -
- $
-
- dem_bOnScreenDisplay:
- -
- On-screen-display of demo playing info.
- -
- $
-
- dem_bPlay:
- -
- Play 'Temp\Play.dem' on next test game from within editor.
- -
- $
-
- dem_bPlayByName:
- -
- Play demo given as world filename from command line.
- -
- $
-
-
- dem_bProfile:
- -
- Enable/disable extensive demo profiling.
- -
- $
-
- dem_iProfileRate:
- -
- Demo profile dump rate [in seconds, >=1].
- (how often to report average FPS in dump file)
- -
- $
-
-
- dem_iRecordedNumber:
- -
- Current number of quick-recorded demo.
- -
- $
-
- StartDemoRecording():
- -
- Starts recording of a new demo, by dem_iRecordedNumber into
- 'Temp\RecordedXX.dem'.
- -
- $
-
- StopDemoRecording():
- -
- Stops recording of current demo, either from normal recording or
- from quick recording.
- -
- $
-
-
- ReportDemoProfile():
- -
- Printout extensive demo profile to console - dem_bProfile must be enabled.
- (automatically invoked after playing of demo has been finished)
- -
- $
-
- DumpDemoProfile():
- -
- Dump extensive demo profile to file 'temp\DemoProfile.lst'.
- (output rate is controled thru dem_iProfileRate)
- -
- $
-
-
-
- gam_bPretouch:
- -
- Allow pretouching of memory after loading.
- This might improve performance on systems with 128+ MB of RAM,
- but can cause some compatibility problems on Win9X/ME systems.
- -
- $
-
-
- gam_fRealTimeFactor:
- -
- Realtime factor in game.
- <1 = slower
- 1 = normal
- >1 = faster
- -
- $
-
- gam_iPrecachePolicy:
- -
- when and what to precache
- -
- $
-
- dem_iAnimFrame:
- -
- Set to >=0 to start recording each frame of the replayed demo
- as one screenshot. Used for making movies from game demos.
- -
- $
-
-
- gam_fManaTransferFactor:
- -
- How much mana to transfer when fragged another player.
- -
- $
-
- gam_iInitialMana:
- -
- Initial mana of a player after starting.
- -
- $
-
- gam_bQuickLoad:
- -
- Initiate quick-load in game.
- -
- $
-
- gam_bQuickSave:
- -
- Initiate quick-save in game.
- -
- $
-
- gam_iQuickStartDifficulty:
- -
- Difficulty level for testgame in SeriousEditor:
- 0 = easy
- 1 = normal
- 2 = hard
- 3 = serious
- -
- $
-
- gam_iQuickStartMode:
- -
- Game mode for testgame in SeriousEditor:
- -1 = Flyover
- 0 = Cooperative
- 1 = DeathMatch
- (to be extended...)
- -
- $
-
-
- ser_bReportSyncOK:
- -
- Set to make server report when received OK sync-check from a client.
- -
- $
-
- ser_bReportSyncBad:
- -
- Set to make server report when received bad sync-check from a client.
- -
- $
-
- ser_bPauseOnSyncBad:
- -
- Pause game when syncbad occurs on any client.
- -
- $
-
-
- cmd_tmTick:
- -
- FOR SCRIPTS: current game tick
- -
- $
-
- cmd_cmdOnTick:
- -
- FOR SCRIPTS: command(s) to be executed on each tick
- -
- $
-
- cmd_cmdOnChat:
- -
- FOR SCRIPTS: command(s) to be executed on each chat message
- -
- $
-
- cmd_strChatSender:
- -
- FOR SCRIPTS: sender of current message (can be modified)
- -
- $
-
- cmd_strChatMessage:
- -
- FOR SCRIPTS: current chat message (can be modified)
- -
- $
-
-
- net_tmLatency:
- -
- FOR SCRIPTS: current latency
- -
- $
-
- net_tmLatencyAvg:
- -
- How often to refresh latency for on-screen display.
- -
- $
-
-
- net_iCompression:
- -
- Type of compression used when sending packets:
- 0 = no compression
- 1 = optimal compression - fast
- 2 = best compression - slow
- Use high compression only for dedicated servers with lots of players.
- It is not needed if player count is low (<8), and it can drain CPU too much
- if server is not dedicated.
- -
- $
-
- net_strLocalHost:
- -
- Name of local network interface to bind to. Both numeric and symbolic
- names are allowed.
- Use this for multihomed system in order to host a game, or connect to a game
- using a specific interface.
- -
- $
-
- net_strLocationCode:
- -
- Location code for country or state where the server is running.
- This is used for reporting server locaction in internet games, so
- that users would know which server is closer to them. This should be set to a
- 5 digit ZIP code (for US) or 2 letter abbreviation by ISO Standard 3166
- (for other conutries).
- If set to empty string (default), engine will look up default country locale
- set in system.
- -
- $
-
-
- net_bDumpStreamBlocks:
- -
- DEBUG: dump network stream blocks to file.
- -
- $
-
- net_bDumpConnectionInfo:
- -
- DEBUG: dump network connection info to file.
- -
- $
-
-
- net_strConnectPassword:
- -
- Password for connecting to server.
- -
- $
-
- net_strAdminPassword:
- -
- Password for remote administration of the server.
- -
- $
-
- Admin():
- -
- Remote-execute a console command on the server. You must have a valid net_strAdminPassword set for that server. If
- your password is wrong, you will be kicked out.
-
- Example:
- /Admin("NetworkInfo();")
-
- Will give you list of all players and their info.
- -
- $
-
- net_bReportSockets:
- -
- Report debugging information on TCP/IP socket connections.
- -
- $
-
- ser_tmSyncCheckFrequency:
- -
- How often should client generate sync-check (in seconds).
- The value is taken at server start and frozen for entire duration of the game.
- -
- $
-
- ser_iSyncCheckBuffer:
- -
- How many old sync-checks should server keep buffered.
- -
- $
-
- ser_tmKeepAlive:
- -
- How often to send keep-alive messages. (in seconds)
- -
- $
-
- ser_tmPingUpdate:
- -
- How often to send ping-update from other clients. (in seconds)
-
- -
- $
-
- ser_bWaitFirstPlayer:
- -
- Game is paused until the first player has been joined.
- -
- $
-
- ser_iMaxAllowedBPS:
- -
- Limit maxium outgoing bandwidth per client (bytes per second).
- -
- $
-
-
-
- Kick():
- -
- Kicks player from server.
- Input parameters are client number (you can find it with NetworkInfo()), and explanation message.
- Example:
-
- /Kick(2, "please behave")
- -
- $
-
-
- net_iPort:
- -
- TCP port to use for network connection. Two more successive ports may be used.
- -
- $
-
- net_tmTimeOut:
- -
- Timeout value (in seconds) for receiving data from server.
- If no data is received in given ammount of time,
- the connection is considered lost.
- -
- $
-
- net_bReportCRC:
- -
- If set, all CRC values will be reported to the console,
- so you can check which file has wrong CRC.
- -
- $
-
- ser_iRememberBehind:
- -
- Number of ticks remembered by server for resending.
- -
- $
-
- cli_iReceiveBehind:
- -
- Number of last ticks that server replicates when sending actions to this to
- client. Remote-configurable at client.
- 1 = no replication
- -
- $
-
- cli_iSendBehind:
- -
- Number of last ticks that client replicates when sending actions to the server.
- 1 = no replication
- -
- $
-
-
- cli_iBufferActions:
- -
- Number of last ticks buffered on server to compensate for lag-oscillation.
- Remote-configurable at client.
- 1 = no compensation
- -
- $
-
- net_iGraphBuffer:
- -
- How many last net-info values to hold in buffer (20-1000).
- -
- $
-
- hud_bShowNetGraph:
- -
- Show net graph on screen.
- -
- $
-
- hud_bShowMessages:
- -
- Show counter of unread messages.
- -
- $
-
-
- net_iExactTimer:
- -
- Exactness level for network timer handling:
- 0 = lowest possible (if network is busy when timer is due, timer is skipped)
- 1 = partial (timers can be skipped, but are compensated later)
- 2 = highest possible (if network is busy, timer waits)
- Default value is 2, lowering could give some small performance
- bonus in single player, but will produce jerky movement in network play.
- -
- $
-
- cli_bEmulateDesync:
- -
- Pretend this computer has lost sync.
- -
- $
-
- ser_iExtensiveSyncCheck:
- -
- Do sync-check on all entities in the world. Configured on server before
- starting the session.
- -
- $
-
- cli_bDumpSync:
- -
- Dump sync data to file.
- -
- $
-
- cli_bDumpSyncEachTick:
- -
- DEBUG: Dump sync data to file at each tick. (careful!)
- -
- $
-
-
-
- ser_iExtensiveSyncCheck:
- -
- DEBUG: Do extensive sync check on server. (careful!)
- 0 = minimal (default)
- 1 = check all players and movers
- 2 = check all entities in world
- 3 = check all entities extensively
- -
- $
-
-
- ser_bClientsMayPause:
- -
- If set, clients may pause. If not set, only server may pause the game.
- -
- $
-
- ser_bEnumeration:
- -
- Enable/disable server from beeing enumerated in any way, either on LAN or iNet.
- Clients will have to know exact address of the server to connect.
- -
- $
-
- ser_bHeartbeatGameSpy:
- -
- Enable/disable server from reporting to GameSpy master server.
- This must be adjusted before the server is started.
- Changing this value while the server is running
- has no effect until restart of server.
- -
- $
-
-
- cli_bPrediction:
- -
- Enable/disable prediction.
- -
- $
-
- cli_iMaxPredictionSteps:
- -
- Maximum upper limit for prediction (one step = 0.05s).
- If lag gets above that value, it will be visible.
- -
- $
-
- cli_bPredictIfServer:
- -
- DEBUG: If this is set, prediction will be active even on server.
- -
- $
-
- cli_bPredictLocalPlayers:
- -
- If this is set local players will be predicted.
- -
- $
-
-
- cli_bReportPredicted:
- -
- Printout entities that are predicted.
- -
- $
-
-
- cli_bPredictRemotePlayers:
- -
- If this is set remote players will be predicted.
- -
- $
-
- cli_fPredictEntitiesRange:
- -
- If this is set to a number greater that 0, all predictable entities (enemies,
- projectiles,...) within the given range (in meters) will be predicted.
- -
- $
-
- cli_bAutoAdjustSettings:
- -
- If on, engine will automatically adjust prediction settings (cli_bPrediction
- and cli_iBufferActions) depending on current lag.
- -
- $
-
- cli_tmAutoAdjustThreshold:
- -
- Time value (in seconds) of apparent lag allowed before prediction is turned on.
- -
- $
-
- cli_bLerping:
- -
- Controls linear interpolation of current frame between two game 'ticks'.
- If you turn this off, the game will appear as if running
- at the frequency of 20Hz.
- -
- $
-
- cli_bLerpActions:
- -
- Controls linear interpolation of current player actions
- between two game 'ticks'.
- (not functional yet)
- -
- $
-
- net_bLookupHostNames:
- -
- Resolve numeric IP addresses of remote hosts into symbolic name.
- If your DNS is set up wrong, or is too slow, clients won't be able to connect
- to this computer if you turn this off.
- -
- $
-
- inp_iKeyboardReadingMethod:
- -
- How to read keyboard:
- 0 = using GetAsyncKey() (causes sticky mouse buttons on Win95)
- 1 = trapping virtual key messages (doesn't distinguish left & right keys)
- 2 = trapping keyboard scan codes (best method)
- -
- $
-
- inp_fMouseSensitivity:
- -
- Global sensitivity for mouse movement.
- -
- $
-
- inp_bInvertMouse:
- -
- Invert Y axis on mouse.
- -
- $
-
- inp_i2ndMousePort:
- -
- COM port used for .
- -
- $
-
-
- snd_fEarsDistance:
- -
- Distance between listener's ears.
- -
- $
-
- snd_fDelaySoundSpeed:
- -
- Sound speed used for delay [m/s].
- -
- $
-
- snd_fDopplerSoundSpeed:
- -
- Sound speed used for doppler effect [m/s].
- -
- $
-
- snd_fPanStrength:
- -
- Panning modifier.
- -
- $
-
- snd_fLRFilter:
- -
- Strength of left/right filter.
- -
- $
-
- snd_fBFilter:
- -
- Strength of back filter.
- -
- $
-
- snd_fUFilter:
- -
- Strength of up filter.
- -
- $
-
- snd_fDFilter:
- -
- Strength of down filter.
- -
- $
-
- snd_fSoundVolume:
- -
- Master volume for sound effects, wave output (0-1, 0=off, 1=max).
- -
- $
-
- snd_fMusicVolume:
- -
- Master volume for music, MPEG output (0-1, 0=off, 1=max).
- -
- $
-
- snd_tmMixAhead:
- -
- How many seconds to mix sound ahead (0.1 - 1.0).
- -
- $
-
- snd_bMono:
- -
- Simulate mono output.
- -
- $
-
- snd_fNormalizer:
- -
- How aggressive to normalize clipped sounds (0-1).
- 0 = don't normalize at all
- 1 = complete normalization
- -
- $
-
- snd_iMaxExtraChannels:
- -
- How many extra channels to take if device supports multiple channels.
- Used to prevent background sound from popping in on SBLive and similar.
- -
- $
-
- snd_iFormat:
- -
- Set sound format frequency (0-3).
- 0 = no sound
- 1 = 11 kHz
- 2 = 22 kHz
- 3 = 44 kHz
- (all formats are 16bit stereo)
- -
- $
-
- snd_iDevice:
- -
- Which sound device to use, if multiple sound cards are present in system.
- -
- $
-
- snd_iInterface:
- -
- What API to use for sound output:
- 0 = WaveOut (in case of compatibility problems)
- 1 = DirectSound
- 2 = EAX (if supported)
- -
- $
-
- snd_fEAXPanning:
- -
- Adjust panning for EAX (only if needed).
- <1 = pan left
- 0 = center (recommended)
- >1 = pan right
- -
- $
-
-
- snd_iMaxOpenRetries:
- -
- How many times to retry when opening sound output.
- -
- $
-
- snd_tmOpenFailDelay:
- -
- How long to wait when retrying to retry open sound output.
- -
- $
-
-
-
- ctl_tmComputerDoubleClick:
- -
- Double click delay for calling computer.
- -
- $
-
- ctl_fButtonRotationSpeedH:
- -
- Speed of rotating via keyboard around heading axis.
- -
- $
-
- ctl_fButtonRotationSpeedP:
- -
- Speed of rotating via keyboard around pitch axis.
- -
- $
-
- ctl_fButtonRotationSpeedB:
- -
- Speed of rotating via keyboard around banking axis.
- -
- $
-
- ctl_fAxisStrafingModifier:
- -
- How sensitive is mouse or joystick when strafing.
- (relative to rotation speed)
- -
- $
-
-
- hud_bShowInfo:
- -
- Show general HUD information.
- -
- $
-
- hud_iShowPlayers:
- -
- Show a list of all connected players:
- 1 = show list
- 0 = hide list
- -1 = automatic, i.e. show only in multiplayer
- -
- $
-
- hud_iSortPlayers:
- -
- Sort players' list by:
- -1 = autosort
- 0 = unsorted
- 1 = name
- 2 = health
- 3 = score
- 4 = mana
- 5 = frags
- 6 = deaths
- autosort sorts:
- - by frags for fragmatch
- - by score for scorematch
- - by health for cooperative
- -
- $
-
- hud_tmLatencySnapshot:
- -
- How often to calculate latency.
- -
- $
-
- hud_bShowLatency:
- -
- Show latency.
- -
- $
-
- hud_bShowWeapon:
- -
- Show current weapon on screen.
- -
- $
-
- hud_bColorize:
- -
- Add cyan and yellow colors for graduation of ammounts.
- -
- $
-
- hud_iColor:
- -
- Set HUD color (in RGB).
- -
- $
-
- hud_fOpacity:
- -
- Set HUD opacity (0-1).
- -
- $
-
- hud_fScaling:
- -
- Set HUD scaling factor.
- -
- $
-
- hud_tmWeaponsOnScreen:
- -
- How many seconds will weapon list remain on screen when changing weapons.
- -
- $
-
-
- plr_fBreathingStrength:
- -
- Strength of player breathing.
- -
- $
-
- plr_tmSnoopingTime:
- -
- How many seconds to keep snooping info after targeting player.
- -
- $
-
- plr_tmSnoopingDelay:
- -
- How many seconds will pass when targeting player before snooping mode
- will be activated.
- -
- $
-
-
- cht_bGod:
- -
- Allow invulnerability.
- -
- $
-
- cht_bFly:
- -
- Allow flying.
- -
- $
-
- cht_bGhost:
- -
- Allow walking thru walls.
- -
- $
-
- cht_bInvisible:
- -
- Enemies cannot see you.
- -
- $
-
- cht_fTranslationMultiplier:
- -
- Player speed multiplier (turbo mode).
- -
- $
-
- cht_bGiveAll:
- -
- Give all weapons and ammo.
- -
- $
-
- cht_bKillAll:
- -
- Kill all enemies that have you as target.
- -
- $
-
- cht_bOpen:
- -
- Open door that is targeted.
- (in case you've stuck somewhere)
- -
- $
-
- cht_bAllMessages:
- -
- Receive all NETRICSA messages.
- -
- $
-
- cht_bRefresh:
- -
- Refresh health.
- -
- $
-
- cht_iGoToMarker:
- -
- Number of start marker to go to.
- -
- $
-
- plr_fFOV:
- -
- Change player field-of-view.
- -
- $
-
- plr_fFrontClipDistance:
- -
- At what distance from eye-view, clipping to front plane will occur (0.05-0.5).
- (works only in-game, not in editor views)
- -
- $
-
- plr_bRenderPicked:
- -
- If on, you can still see items that you have picked if WeaponsStay is on.
- -
- $
-
- plr_bRenderPickedParticles:
- -
- If on, you can still see particles on items that you have picked
- if WeaponsStay is on.
- -
- $
-
- plr_bOnlySam:
- -
- Disable all player models except Serious Sam (to conserve memory)
- -
- $
-
-
- hud_bCrosshairFixed:
- -
- Render crosshair always in center of screen with constant size.
- -
- $
-
- hud_bCrosshairColoring:
- -
- Crosshair color represents enemy's energy.
- -
- $
-
- hud_iCrosshairType:
- -
- Selects type of crosshir (0=none).
- -
- $
-
- hud_fCrosshairScale:
- -
- Sets crosshair size (relative scaling factor).
- -
- $
-
- hud_fCrosshairRatio:
- -
- Sets crosshair size ratio with distance (relative scaling factor).
- -
- $
-
- hud_fCrosshairOpacity:
- -
- Set opacity for crosshair.
- -
- $
-
- hud_bShowResolution:
- -
- Displays current window or screen resolution.
- -
- $
-
- hud_bShowPlayerName:
- -
- Show name of targeted player (in multiplayer).
- -
- $
-
- hud_bShowUse:
- -
- Show when 'use' function can be invoked.
- -
- $
-
- hud_bShowCoords:
- -
- Show coordinates where player crosshair points to.
- -
- $
-
- hud_bShowTime:
- -
- Show elapsed playing time.
- -
- $
-
- hud_iStats:
- -
- Show frame statistics:
- 0 = none
- 1 = only FPS
- 2 = extensive timers
- -
- $
-
- plr_iSelectPickedWeapon:
- -
- Automatically select picked weapon:
- 0 = never
- 1 = only if weapon is picked for the first time
- 2 = always
- -
- $
-
-
- MakeWorldStatistics():
- -
- Dump statistics about current level to file.
- -
- $
-
- ReoptimizeAllBrushes():
- -
- EDITOR ONLY: Re-optimize all brushes in the world.
- -
- $
-
-
- SaveScreenShot():
- -
- Saves a screenshot to 'Screenshots\' directory.
- -
- $
-
-
-
- sam_bWideScreen:
- -
- Play in wide screen format (requires video mode restart).
- -
- $
-
- sam_bToggleConsole:
- -
- Invokes/shuts console (for key binding).
- -
- $
-
- sam_bFastAltTab:
- -
- Allow fast Alt-TAB switching, without reloading driver.
- -
- $
-
- sam_iMaxFPSActive:
- -
- Maximum refresh rate when active (in FPS).
- -
- $
-
- sam_iMaxFPSInactive:
- -
- Maximum refresh rate when inactive (in FPS).
- -
- $
-
- sam_tmDisplayModeReport:
- -
- How may seconds to keep display mode info on screen.
- -
- $
-
- sam_iVideoSetup:
- -
- Select predefined rendering preferences:
- 0 = speed
- 1 = normal (default)
- 2 = quality
- 3 = custom
- -
- $
-
- sam_bAutoPlayDemos:
- -
- Allow auto-playing of demos.
- -
- $
-
-
- ApplyRenderingPreferences():
- -
- Applies current rendering preferences.
- -
- $
-
- ApplyVideoMode():
- -
- Restarts video interface.
- -
- $
-
-
- Quit():
- -
- Quit Serious Sam.
- -
- $
-
- Benchmark():
- -
- Measure 3D accelerator OpenGL performance.
- -
- $
-
-
-
- wed_bSaveTestGameFirstTime:
- -
- Save test game when starting testgame first time, even if nothing was changed.
- This is to enable reinitialization of entities.
- Turn it off if you want to record demos from within editor.
- -
- $
-
- wed_bIgnoreTJunctions:
- -
- Edges that share t-junction do not touch.
- -
- $
-
- wed_fFrontClipDistance:
- -
- At what distance from eye-view, clipping to front plane will occur (0.02-2.0).
- (works only in editor views, not in-game)
- -
- $
-
-
- fil_bPreferZips:
- -
- If set, files are first searched in group files,
- instead of looking on disk first.
- -
- $
-
- ser_bReportSyncLate:
- -
- If set, server reports incoming syncs that come from client too late (after
- server has already flushed them from buffer).
- -
- $
-
- ser_bReportSyncEarly:
- -
- If set, server reports incoming syncs that come from client too early.
- This can happen if the server gets very slow, or is emulating a local lag.
- -
- $
-
- ser_iKickOnSyncBad:
- -
- Determines how many bad syncs will a server tolerate before kicking a client.
- 0 means no kicking at all - note that that can lead to complete
- desynchronization of a game.
- -
- $
-
- ser_bKickOnSyncLate:
- -
- If set, server kicks a client when no sync was received for more than 2x
- entire sync buffer on the server. It is assumed that the client has stopped
- responding.
- -
- $
-
- net_tmConnectionTimeout:
- -
- Timeout before a connection attempt is canceled. (in seconds)
- -
- $
-
- net_tmProblemsTimeout:
- -
- Timeout before 'Connection unstable' is reported. (in seconds)
- -
- $
-
- net_tmDisconnectTimeout:
- -
- How long to wait for packets from server before disconnection. (in seconds)
- -
- $
-
-
- net_bReportTraffic:
- -
- DEBUG: Report sizes of all incoming/outgoing packets.
- -
- $
-
- net_bLerping:
- -
- Controls interpolation between frames.
- -
- $
-
- cli_fPredictionFilter:
- -
- Amount of filtering in between prediction errors.
- 0=no filtering
- must be <1, or entities will run out of control.
- -
- $
-
- cli_iMaxBPS:
- -
- Server side client configurable.
- Controls upper limit on outgoing traffic from client to server during
- connection. This limits overload on the client's connection.
- Determined in bytes per second.
- -
- $
-
- cli_iMinBPS:
- -
- Server side client configurable.
- Controls lower limit on outgoing traffic from client to server during play
- time. If higher than minimum needed to keep the connection, it will cause
- replicated packets from server to client. That is good because it compensates
- for lost packets. But setting it too high can choke a clients incoming
- bandwidth.
- Determined in bytes per second.
- -
- $
-
- net_fLimitLatencySend:
- -
- Emulate outgoing latency (seconds)
- -
- $
-
- net_fLimitLatencyRecv:
- -
- Emulate incoming latency (seconds)
- -
- $
-
- net_fLatencyVariationSend:
- -
- Emulate outgoing latency variation (seconds)
- -
- $
-
- net_fLatencyVariationRecv:
- -
- Emulate incoming latency variation (seconds)
- -
- $
-
- net_fLimitBandwidthSend:
- -
- Emulate outgoing bandwidth limit (bits per second).
- -
- $
-
- net_fLimitBandwidthRecv:
- -
- Emulate incoming bandwidth limit (bits per second).
- -
- $
-
- net_fDropPackets:
- -
- Emulate packet loss (factor 0-1).
- -
- $
-
-
- phy_fCollisionCacheAhead:
- -
- FOR DEBUGGING PURPOSES ONLY - DO NOT CHANGE!
- -
- $
-
- phy_fCollisionCacheAround:
- -
- FOR DEBUGGING PURPOSES ONLY - DO NOT CHANGE!
- -
- $
-
-
- inp_bAllowMouseAcceleration:
- -
- Enable/disable mouse acceleration in game.
- (it should be enabled if 'sharp turning' is on)
- -
- $
-
-
- inp_bMousePrecision:
- -
- Reduce mouse sensitivity for sharp aiming.
- (not recommended)
- -
- $
-
- inp_fMousePrecisionFactor:
- -
- For mouse precision mode control. (obsolete)
- -
- $
-
- inp_fMousePrecisionThreshold:
- -
- For mouse precision mode control. (obsolete)
- -
- $
-
- inp_fMousePrecisionTimeout:
- -
- For mouse precision mode control. (obsolete)
- -
- $
-
- inp_bFilterMouse:
- -
- Allow mouse filtering (smoothing).
- -
- $
-
- inp_bAllowPrescan:
- -
- Allow reading of input actions on each frame, instead each tick.
- (required for sharp turning)
- -
- $
-
- inp_ctJoysticksAllowed:
- -
- Maximum number of joystick ports to read.
- -
- $
-
- inp_bForceJoystickPolling:
- -
- Force polling of joystick even if no players have joystick configured.
- -
- $
-
- inp_bAutoDisableJoysticks:
- -
- Automatically disable any joystick that has failed a poll.
- -
- $
-
-
- inp_bMsgDebugger:
- -
- Printout of all user messages (>WM_USER) to console. You can use this to
- determine mouse messages for your custom mouse buttons.
- -
- $
-
- inp_iMButton4Up:
- -
- Windows message for releasing the 4th mouse button.
- -
- $
-
- inp_iMButton4Dn:
- -
- Windows message for pressing the 4th mouse button.
- -
- $
-
- inp_iMButton5Up:
- -
- Windows message for releasing the 5th mouse button.
- -
- $
-
- inp_iMButton5Dn:
- -
- Windows message for pressing the 5th mouse button.
- -
- $
-
- cli_fPredictPlayersRange:
- -
- Range inside which all players will be predicted, no matter if local or remote.
- -
- $
-
- cli_fPredictItemsRange:
- -
- Range inside items get predicted - for smoother item pickup.
- -
- $
-
- cli_tmPredictFoe:
- -
- How long (in secs) to predict you foe player after last time you targeted it.
- Used in deathmatch.
- -
- $
-
- cli_tmPredictAlly:
- -
- How long (in secs) to predict your ally player after last time you targeted it.
- Used in cooperative.
- -
- $
-
- cli_tmPredictEnemy:
- -
- How long (in secs) to predict you an enemy after last time you targeted it.
- Used in cooperative.
- -
- $
-
- cli_tmPredictEnemy:
- -
- How long (in seconds) to predict you an enemy after last time you targeted it.
- Used in cooperative.
- -
- $
-
- gam_iCredits:
- -
- Number of credits available for respawning in coop.
- -1 = infinite
- 0 = no respawning
- -
- $
-
- gam_iScoreLimit:
- -
- Score limit for scorematch.
- -
- $
-
- gam_iScoreLimit:
- -
- Score limit for scorematch.
- 0=nolimit
- -
- $
-
- gam_iFragLimit:
- -
- Frag limit for fragmatch.
- 0=nolimit
- -
- $
-
- gam_iTimeLimit:
- -
- Time limit for fragmatch/scorematch (minutes).
- 0=nolimit
- -
- $
-
- gam_ctMaxPlayers:
- -
- Maximum number of players allowed to connect.
- -
- $
-
- gam_bWaitAllPlayers:
- -
- If turned on, game is paused until all players join in. Useful if you
- connection is slow.
- -
- $
-
- gam_bWeaponsStay:
- -
- Whether weapons stay after beeing picked up.
- -
- $
-
- gam_iQuickSaveSlots:
- -
- Number of slots to reserve for quicksaving. After all the slots are used,
- quick saves wrap around.
- -
- $
-
- gam_iStartDifficulty:
- -
- Difficulty level:
- -1 = tourist
- 0 = easy
- 1 = normal
- 2 = hard
- 3 = serious
- -
- $
-
- gam_iStartMode:
- -
- Game mode:
- 0 = coop
- 1 = scorematch
- 2 = fragmatch
- -
- $
-
- gam_iObserverConfig:
- -
- Split screen configuration (1-4 players) for observing,
- demo replay or advanced observing.
- -
- $
-
- gam_iObserverOffset:
- -
- Scroll between players when observing.
- -
- $
-
- gam_tmSpawnInvulnerability:
- -
- How long the player is invulnerable after respawning. (in seconds)
- -
- $
-
- gam_iBlood:
- -
- Type of blood in game:
- 0 = none
- 1 = green
- 2 = red
- 3 = hippie (flower-power!)
- (cannot be changed during game)
- -
- $
-
- gam_bGibs:
- -
- Allow/dissalow gibbing and body explosions.
- (cannot be changed during game)
- -
- $
-
- gam_bAmmoStays:
- -
- -
- $
-
- gam_bHealthArmorStays:
- -
- -
- $
-
- gam_bAllowHealth:
- -
- -
- $
-
- gam_bAllowArmor:
- -
- -
- $
-
- gam_bInfiniteAmmo:
- -
- -
- $
-
- gam_bFriendlyFire:
- -
- -
- $
-
- gam_bPlayEntireGame:
- -
- -
- $
-
- gam_bRespawnInPlace:
- -
- When set, players will respawn in place - if killed by a monster. When killed by an environmental hazard,
- player will always respawn at last marker.
- -
- $
-
- gam_fExtraEnemyStrength:
- -
- How much to increase enemy strength (for coop play).
- i.e: 0.15 = 15%
- -
- $
-
- gam_fExtraEnemyStrengthPerPlayer:
- -
- How much to increase enemy strength per each player (for coop play).
- i.e: 0.1 for 5 player = 50% in total
- -
- $
-
-
-
- Say:
- -
- void Say(CTString)
- Used for binding sentences to keys. Like 'Say("Sorry")'.
- -
- $
-
- SayFromTo:
- -
- void SayFromTo(void)
- Say message to from one player to one or more other players.
- SayFromTo(1<<ctl_iCurrentPlayer, -1, "Just stay serious!");
- -
- $
-
- ctl_iCurrentPlayer:
- -
- Number of current player when executing key bindings. Use for bindings, like
- SayFromTo(1<<ctl_iCurrentPlayer, -1, "Just stay serious!");
- -
- $
-
- ded_bRestartWhenEmpty:
- -
- Controls what dedicated server does when all players disconnect.
- 1 = resets to the first map in the map cycle
- 0 = keep current map
- -
- $
-
- mth_fCSGEpsilon:
- -
- Multiplier for CSG operations epsilon. 1.0 is default. Set to a higher value
- as a workaround for numerical errors if you have problems with cracks in polygons.
- -
- $