cl_stainmaps_clearonload 1 clear stainmaps on map restart\r
cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs\r
cl_upspeed 400 vertical movement speed (while swimming or flying)\r
-cl_viewmodel_scale 0.3 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible\r
+cl_viewmodel_scale 1 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible\r
cl_yawspeed 140 keyboard yaw turning speed\r
cmdline 0 contains commandline the engine was launched with\r
collision_endnudge 0 how much to bias collision trace end\r
prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)\r
prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!)\r
qport 0 identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)\r
-r_ambient 0 brighter world cheat (not allowed in multiplayer), value is 0-128\r
+r_ambient 0 brightens map, value is 0-128\r
r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)\r
r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels)\r
r_bloom_blur 4 how large the glow is\r
r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface\r
r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map\r
r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors)\r
-r_fullbright 0 make everything bright cheat (not allowed in multiplayer)\r
+r_fullbright 0 makes map very bright and renders faster\r
r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect)\r
r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting\r
r_glsl_deluxemapping 1 use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)\r
r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation\r
r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering\r
r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation\r
-r_shadow_realtime_world_dlightshadows 1 enables shadows from dynamic lights when using full world lighting\r
r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance\r
r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights\r
r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)\r
-r_shadow_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
-r_shadow_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
+r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
+r_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)\r
r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)\r
r_shadows_throwdistance 500 how far to cast shadows from models\r
vid_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended)\r
vid_conheight 480 virtual height of 2D graphics system\r
vid_conwidth 640 virtual width of 2D graphics system\r
-vid_dga 1 make use of DGA mouse input\r
-vid_dga_mouseaccel 1 speed of mouse when using DGA mouse input\r
+vid_dgamouse 1 make use of DGA mouse input\r
vid_fullscreen 1 use fullscreen (1) or windowed (0)\r
vid_grabkeyboard 1 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)\r
vid_hardwaregammasupported 1 indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)\r
sizedown decrease view size (decreases viewsize cvar)\r
sizeup increase view size (increases viewsize cvar)\r
skins downloads missing qw skins from server\r
-snd_reload reload all sound files\r
+snd_unloadallsounds unload all sound files\r
snd_restart restart sound system\r
soundinfo print sound system information (such as channels and speed)\r
soundlist list loaded sounds\r