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cvars.txt
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cvars.txt
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Console variables (cvars):
Example mask:
cvarName [value] Explanation (requirement/limitation):
value = explanation
? - integer(1337), ?.? - float(13.37), text - path/name/filename("mme/shader", "captureName"),
?..? - range(0..2), #HEXCOL - colour in hexadecimal representation (x00d52f)(0..f)
Q3MME CLIENT GAME
mov_chatBeep [0, 1] Turn off/on chat beep sound
mov_seekInterval [0..?.?] Set time interval in seconds that will be used in demo seeking
mov_deltaYaw [-?.?..?.?] Add additional angle in degrees around horizontal left-to-right axis
mov_deltaPitch [-?.?..?.?] Add additional angle in degrees around vertical
mov_deltaRoll [-?.?..?.?] Add additional angle in degrees around horizontal back-to-forward axis
mov_chaseRange [0..?.?] Range of chase camera distance when chase camera switches to entity pov
mov_captureCamera [0, 1] Capture camera postion, angles and fov to a data file
mov_captureCvars [text] Save cvars and their values into current project in format mov_captureCvars "cvar cvar cvar"
mov_captureName [text] Set a name for outputs
mov_captureFPS [1..?] Set desired frame rate in frames per second for future video
mov_wallhack [0, bit-field: 1..8] See selected entities through walls:
0 = disabled, 1 = see the predicted client, 2 = see everyone except the predicted client,
4 = see all projectiles (rockets, granades, plsma balls etc), 8 = see pickable items, 16 = see flags
mov_filterMask [0, bit-field: 1..8] Hide selected entities:
0 = everything is visible, 1 = hide the predicted client, 2 = hide everyone except the predicted client,
4 = hide all projectiles (rockets, granades, blaster shots etc), 8 = hide pickable items, 16 = hide flags
mov_musicFile [text] Play MP3 or WAV file from either "mme" or "baseq3" folder, or from a subfolder in format:
filename or subfolder/subfolder/filename
mov_musicStart [-?..?] Offset music start time in seconds
mov_ratioFix [0, 1] Use ratio fix for non-4:3 resolutions; disable if it makes custom HUD look wrong
mov_fontName [text] Uses font in TTF format in centre printing messages, speedometer and movememnt keys from either "mme" or "baseq3" folder, or from a subfolder in format:
filename or subfolder/subfolder/filename
mov_fontSize [0..?] Quality of custom TTF font (mov_fontName)
mov_teamSkins [0, 1] Disable/enable team skins in team game modes
mov_hudOverlay [text] Set custom shader to draw on screen behind the demo hud
mov_Obituaries [0, 1] Display obituaries message in the console
mov_fragFormat [text, %format] Draw frag message in certain colours (^ and the colour key) with certain formatting:
%t = target, %p = place, %n = new line, %a = attacker, %s = score, %% = %
mov_gameType [0, 1..8] Force demos to emulate certain gametype:
0 = use current gametype, 1 = FFA, 2 = duel, 3 = single player FFA (just FFA eh?), 4 = TDM, 5 = CTF
mov_debug [0, bit-field: 1..2] Disaply debug information of client game:
0 = hidden, 1 = disaply regular info, 2 = display additional info
mov_rewardCount [0..?] Set the number that reward counter start displaying a single reward from with counter number
mov_bobScale [-1, 0.0..?.?] Weapon bobbing facotr:
-1 = fully disabled, 0 = only shooting animation is enabled, >0 = custom bobbing factor
mov_hitSounds [0, 1, 2] Select hit sounds type:
0 = disabled, 1 = default hit sounds (CPMA hit sounds if CPMA demo detected (fs_extraGames "CPMA")), 2 = CPMA hit sounds (forced) (fs_extraGames "CPMA")
mov_smoothCamPos [0, 1.0..?.?] Smoothing camera position movement factor for slowly moving camera:
0 = no smoothing, >=1 = x times smoothing factor
mov_view6DoFRotation [0, 1] Control view rotation with 6 degrees of freedom rather than Euler angles - WYSIWYG
mov_chatBox [0..?] Set time of chat box displaying on screen in milliseconds
mov_chatBoxHeight [0.0..?.?] Vertical position of chat box
mov_chatBoxScale [0.0..?.?] Set scale of chat box messages
mov_defragTimer [0, 1] Draw DeFRaG timer (DeFRaG demo)
mov_defragTimerScale [0.0..?.?] Set scale of speedometer (mov_defragTimer 1)
mov_defragTimerPos [0.0..?.? 0.0..?.?] Set on screen position of DeFRaG timer with two arguements (mov_defragTimer 1)
mov_defragTimerPrecision[0, 1, 2, 3] Set the number of decimals for milliseconds (mov_defragTimer 1)
mov_defragTimerAlignment[left, right, center, msec] Align DeFRaG timer from [mov_defragTimerPos X] (mov_defragTimer 1):
left = to the right, right = to the left, center = equally to the left and to the right, msec = to the left and to the right from the milliseconds delimiter
mov_defragTimerInterpolated[0, 1] Interpolate value of DeFRaG timer between next and previous time (mov_defragTimer 1)
mov_defragTimerColor [0, 1..9, a..z, #HEXCOL] Set colour of DeFRaG timer (mov_defragTimer 1)
mov_cpmaAutoMultiview [0, 1] Automatically enables multispec feature if CPMA MVD detected
cg_drawSpeedometer [0, 1] Draw speedometer in ups on screen
cg_drawSpeedometerScale [0.0..?.?] Set scale of speedometer (cg_drawSpeedometer 1)
cg_drawSpeedometerPos [0.0..?.? 0.0..?.?] Set on screen position of speedometer with two arguements (cg_drawSpeedometer 1)
cg_drawSpeedometerFormat[text, %format] Draw speedometer in certain colours (^ and the colour key) and certain tabulation (cg_drawSpeedometer 1):
%s = draw speed number directly, %t = draw speed number tabulated by 4 letters, %% = %
cg_drawSpeedometerAlignment[left, right, center] Align speedometer from [cg_drawSpeedometerPos X] (cg_drawSpeedometer 1):
left = to the right, right = to the left, center = equally to the left and to the right
cg_drawMovementKeys [0, 1] Draw movement keys such as W A S D v ^
cg_drawMovementKeysPos [0..?.? 0..?.?] Set on screen position of movement keys with two arguements (cg_drawMovementKeys 1)
cg_drawMovementKeysScale[0.0..?.?] Set scale of movement keys (cg_drawMovementKeys 1)
cg_commandSmooth [0, 1, 2] Set clients' movements smoothing:
0 = disabled, 1 = enabled for the predicted client only, 2 = enabled for all clients
cg_thirdPersonHorzOffset[-?.?..?.?] Set horizontal position offset in third person view (cg_thirdPerson 1)
cg_thirdPersonVertOffset[-?.?..?.?] Set vertical position offset in third person view (cg_thirdPerson 1)
Q3MME CLIENT (ENGINE)
mme_saveWav [0, 1, 2] Record audio:
0 = disabled, 1 = record to wav, 2 = record to avi file (mme_screenShotFormat "avi")
mme_gameoverride [text] Fool the game that we are loading certain mod
mme_demoFileName [text] Resets when loading demo, uses demo name from current demo; use for saving pathes:
project/[mme_demoFileName]/, capture/[mme_demoFileName]/
mme_demoConvert [0, 1] Convert demos to new .mme format for fast access to demo time; should be always ON for work with jamme
mme_demoSmoothen [0, 1] Smooth demos that have been recorded with low cl_maxpackets and similar limiters
mme_demoFileName [text] Resets when loading demo, uses demo name from current demo to convert to .mme file and to save demo stuff; use for needed saving pathes:
project/[mme_demoFileName]/, capture/[mme_demoFileName]/
mme_demoStartProject [text] Set project that demoList feature will use in current demo; used by the game and usually not touched
mme_demoListQuit [0, 1] Quit the game after completing capturing all demos from demoList feature
mme_demoAutoQuit [0, 1, 2] Stop the demo playback if it got to the end:
0 = disabled, 1 = get back to menu, 2 = quit the game
mme_anykeystopsdemo [0, 1] Any pressed key can stop demo playback
com_affinity [bit-field: 0..32 in HEX] Set cores that the game will use (the game works very smoothly with 1 core, but captures very fast with pipe with all cores (value of 0))
fs_extraGames [text text] Tell the game which mod folders it can load files from:
fs_extraGames "japlus" will load files from japlus folder like custom models and maps or
fs_extraGames "makermod japp" will load files from japp and makermod folders
s_dopplerSpeed [-?.?..?.?] Adjust speed of full doppler effect (s_doppler 2)
s_dopplerFactor [-?.?..?.?] Adjust speed coefficient of full doppler effect (s_doppler 2)
s_timescale [0, 1] Disable/enable sound speed scaling
s_mixSame [0..?] How many same sounds can come from the same entity at the same time
s_mixSameTime [0.0..?.?] Set range of "the same time" of "s_mixSame" cvar in seconds
s_attenuate [0.0..?.?] Set sound attenuation range:
0.0 = all sounds are hearable everywhere, 1.0 = regular attenuation, >1.0 is lower hearing range.
Between 1.0 and 2.5 is probably the best choice.
s_effects [0..6] Use the underwater sound effect:
0 = disabled, 1 = basic, 2 = circular, 3 = shuffle, 4 = split, 5 = double z, 6 = double h
Values over 0 are different instructions, but they produce almost the same effect.
com_soundMegs [0..?] Set how many megabytes are allocated for sounds.
cl_dlURL [text] Set URL to download missing maps from (cl_mapAutoDownload 1)
cl_mapAutoDownload [0, 1] Automatically download missing maps
MME FX
fx_Megs [0..?] Set how many megabytes are allocated for mme fx system.
fx_Vibrate [0..?.?] Set power of camera shake: 0 = no shake, >0 = mme style shake
fx_Override [text] Set custom folder where to load effect files (.fx) from
fx_Debug [0, 1, 2] Display debug information of mme fx system:
0 = hidden, 1 = display regular info, >1 = display enhanced info
Q3MME RENDERER
mme_aviFormat [0, 1] Compress AVI output with mpeg
mme_screenShotFormat [jpg, png, tga, avi] Set output format
mme_screenShotGamma [0, 1] Correct gamma in output
mme_screenShotAlpha [0, 1] Capture alpha channel for PNG or TGA outputs
mme_jpegQuality [0..100] Set quality for JPEG output
mme_jpegDownsampleChroma[0, 1] Currently does nothing
mme_jpegOptimizeHuffman [0, 1] Currently does nothing
mme_tgaCompression [0, 1] Use lossless compression for TGA output
mme_pngCompression [0..9] Lossless compression level for PNG output
mme_skykey [0, 1..9, a..z, #HEXCOL] Set a colour for skybox; could be used as chroma key
mme_worldShader [text] Replace environment textures with yours
mme_pip [0, 1] Replaces textures on the map to old couple having fun
mme_blurFrames [0..256] Number of frames that will be merged into one
mme_blurType [gaussian, triangle, median] Set different type of merging frames
mme_blurOverlap [0..256] Set number of frames that will be additively merged in current one
mme_blurGamma [0, 1] Correct gamma in every frame that will be merged
mme_blurJitter [0..?.?] Jitter effect (random offset) power for blur frames
mme_blurStrength [0, 1.0..?.?] Strength of blur frames blending (r_fbo 0)
mme_dofFrames [0..256] Number of frames that will be captured at the same time with view offset each and merged into one to emulate realistic DOF (r_fbo 0 and mme_saveCubemap 0)
mme_dofRadius [0.0..?.?] Set view offset for every dof frame (power of dof blur) (r_fbo 0 and mme_saveCubemap 0)
mme_renderWidth [0, 1..?] Width of resolution that game will capture frames with in demoList feature
mme_renderHeight [0, 1..?] Height of resolution that game will capture frames with in demoList feature
mme_workMegs [1..2048] Set megabytes that will be allocated for capturing output
mme_depthFocus [0..?] Focus position from your current camera postion to given focus number (mme_saveDepth 1)
mme_depthRange [0..?] Range from focus position to your camera direction and reversely from your camera direction (mme_saveDepth 1)
mme_saveOverwrite [0, 1] Overwrite outputs with existing ones if their names match each other
mme_saveShot [0, 1, 2] Save output:
0 = don't save regular output, 1 = merge blur frames (if have) and save, 2 = save every blur frame (if have) as a single frame
mme_saveDepth [0, 1, 2] Save depth of field mask outputs:
0 = don't save dof output, 1 = merge dof blur frames (if have) and save, 2 = save every dof blur frame (if have) as a single frame
mme_saveStencil [0, 1, 2] Save stencil mask outputs:
0 = don't save stencil output, 1 = merge stencil blur frames (if have) and save, 2 = save every stencil blur frame (if have) as a single frame
mme_saveCubemap [-2, -1, 0, 1, 2] Save cubemap output:
0 = don't save cubemap output, 1 = save fast cubemap 1x6 (vertical), 2 = save human-pleasing cubemap 6x1 (horizontal),
-1 = same as 1 but view angles are not locked, -2 = same as 2 but view angles are not locked
mme_cpuSSE2 [0, 1] Use SSE2 instruction to make motion blur (faster way, may crash on old CPUs)
mme_pbo [0, 1] Use PBO instruction to increase capture speed in times (r_stereoSeparation 0.0)
mme_pipeCommand [text, %format] Set the command that opens its stdin for reading from the game raw input and set the supported output with the given format:
%o = output name, %a - absolute path to the game, %f = fps (from capture command), %w = game width, %h = game height, %q = double quote character ", %% = %
auto = automatically choose the best pipe command for current settings: default, stereo, VR180, VR360
mme_combineStereoShots [0, 1, 2] Combine 2 stereo shots into 1 (r_stereoSeparation not 0.0):
0 = save stereo shots separately, 1 = combine stereo shots fast and save (top-bottom), 2 = combine stereo shots human-pleasing and save (side-by-side)
r_zproj [0..?.?] Stereo focus position
r_stereoSeparation [-?.?..?.?] Camera stereo offset by horizontal left-to-right axis by stereo focus position;
use not-null value to let the game capture stereo frames
r_multiSample [0, 2, 4, 8] Anti-aliasing factor; use together with mme_renderWidth and mme_renderHeight in demoList feature
r_multiSampleNvidia [0, 1] Let the game use Nvidia cards for anti-aliasing (r_multiSample > 0)
r_anisotropy [0, 2, 4, 8, 16] Anisotropic filter factor
r_fogMinOpaqueDistance [-?.?..?.?] Minimal distance that fog starts clipping from
r_bloom [0, 1, 2] Draws glowing effect over the whole screen (mme_saveCubemap 0 or mme_saveCubemap not 0 and all 2D disabled: cg_draw2D 0, con_notifytime -1)
0 - disabled, 1 - warsow style, 2 - warsow style + custom style
r_bloom_sample_size [0..?] Set the bloom texture size (r_bloom 1)
r_bloom_fast_sample [0, 1] Unused, undocumented (r_bloom 1)
r_bloom_alpha [0.0..1.0] Opacity of bloom (r_bloom 1)
r_bloom_darken [0..?] Intensity of dark parts of bloom (r_bloom 1)
r_bloom_intensity [0.0..?.?] Intensity for light parts of bloom (r_bloom 1 and r_bloom_diamond_size > 0)
r_bloom_diamond_size [0, 4, 6, 8] Size of bloom matrix (r_bloom 1)
r_bloom_range [1.0..16.0] Length of rays of cross glowing (r_bloom 2)
FRAME BUFFER OBJECT
r_fbo [0, 1] Use framebuffer object feature (r_fboWidth > 0 and r_fboHeight > 0)
r_fboMultiSample [0, 2, 4, 8] Anti-aliasing in FBO mode (r_fbo 1)
r_fboBlur [0, 1, 2] Motion blur capture in FBO mode (very fast) (mme_blurFrames > 0; gpu or cpu with opengl 2.0 or higher support):
0 = disabled, 1 = 16 bit colour buffer, 2 = 32 bit colour buffer
r_fboWidth [0..?] Width of resolution in FBO mode, not depended on current game resolution and will be fit in it
r_fboHeight [0..?] Height of resolution in FBO mode, not depended on current game resolution and will be fit in it