Cvars
From Q4MAX
Q4Max-specific CVARs
The following CVARs have been added/changed in Q4Max.
Client variables:
- cg_logXMLStats - Enables / disables client-side logging of game statistics to a .xml file.
- cg_noChatBeep - Enables / disables the beep on chatting.
- cg_enemyModel - Specifies the model to be used for opposition players.
- cg_teamModel - Specifies the model to be used for teammates.
- cg_enemyColor - Specifies the color to skin opposition players.
- cg_teamColor - Specifies the color to skin teammates.
- cg_weaponFovEffect - Enables/disables automatic adjustment of the weapon model depending upon the g_fov setting.
- cg_blood - When enabled, shows bloodstains, spurts, etc on players.
- cg_gibs - explode corpses into itty bitty pieces, when enabled.
- cg_deadbody - dead body filter
- cg_smoke_RL - show rocket trail smoke.
- cg_smoke_GL - show grenade trail smoke.
- cg_railstyle - alternate rail trail styles.
- cg_ambientEffects - enable a number of world particle effects
- cg_usehitscantint - Specifies rail color usage
- cg_teamhitscantint - Team rail color
- cg_enemyhitscantint - Enemy team rail color
- g_crosshaircustom - Selects the first crosshair
- g_crosshairsize - Selects the first crosshair's size
- g_crosshaircustom2 - Selects the second crosshair
- g_crosshairsize2 - Selects the second crosshair's size
- g_crosshaircolor2 - Selects the second crosshair's color
- g_crosshairblink - Toggles crosshair blinking
- hud_FPS - A better implementation of com_showFPS.
- hud_style - Specifies which client HUD to use.
- hud_lagometerPosition - position of the net_clientLagOMeter on the HUD.
- hud_timerPosition - position of the timer on the HUD.
- r_vertexlight - Enables Vertex Lighting mode.
- s_ambient - Enables / disables world sound effects.
- ui_autoAction - Allows demos and screenshots to be automatically created.
- ui_showgun - Toggle inview gun model display mode.
- ui_autoswitch - Set weapon switching behaviour.
- fs_xslTemplate - The XSL template with which to associate the XML statistics logs.
Server variables:
- ref_password - Specifies the password that referees must use to log in.
- si_autoAction - Forces ui_action for all clients.
- si_mode - Sets the game mode - eg, FFA, TDM, CA etc.
- vote_allow_* - Allows the server operator to specify what options are votable.
- sv_logXMLStats - Enables / disables server-side logging of game statistics to a .xml
- sv_timeoutMaxLength - The maximum duration of a timeout.
- sv_maxTimeouts - The maximum number of timeouts per player / team.
- fs_xslTemplate - The XSL template with which to associate the XML statistics logs.
- g_feedscorebot - Enables the scorebot feed.
cg_logXMLStats
- Summary
- Enables / disables client side logging of game statistics to a .xml file.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.72 and upwards
- Description
- When set to 1, at the end of every game a dump of the game statistics is created in XML format. This can be viewed in your web-browser, however it is intended for processing by external tools. The files are created grouped by year, month, day, and then named by the game time. This is a client cvar - see sv_logXMLStats for a server-side version of this cvar.
cg_noChatBeep
- Summary
- Enables / disables the beep on chatting.
- Type
- bool
- Default value
- 0
- Q4Max versions
- 0.7 and upwards
- Description
- When set to 1 this turns off the sound played whenever someone uses the "say" command to chat.
cg_enemyModel
- Summary
- Specifies the model to be used for opposition players.
- Type
- String
- Default value
- None
- Q4Max versions
- 0.7 and upwards
- Description
- If set to the name of a model, this will be used to display all opposition players. The model name is exactly the same as would be used in the standard "model" cvar - eg "model_player_marine_cortez" for the Cortez model.
- This cvar can be found in the Settings / Multiplayer menu.
cg_teamModel
- Summary
- Specifies the model to be used for teammates.
- Type
- String
- Default value
- None
- Q4Max versions
- 0.7 and upwards
- Description
- If set to the name of a model, this will be used to display all players on the same team as you. As with cg_enemymodel, the value is exactly the same as the standard "model" cvar - eg "model_player_marine_cortez" for the Cortez model.
This cvar can be found in the Settings / Multiplayer menu.
cg_enemyColor
- Summary
- Specifies the color to skin opposition players.
- Type
- 3 numeric values
- Default value
- None
- Q4Max versions
- 0.7 and upwards
- Description
- This sets the color that enemy player skins will be set to. The color is specified as 3 numbers in the range 0 to 255, representing the Red Green and Blue components of the color. eg, "255 0 0" is bright red, and "0 0 255" is bright blue, and "255 255 0" is bright yellow. If set to blank, this will disable enemy skin colors.
- This cvar can be found in the Settings / Multiplayer menu.
cg_teamColor
- Summary
- Specifies the color to skin teammates.
- Type
- 3 numeric values
- Default value
- None
- Q4Max versions
- 0.7 and upwards
- Description
- This sets the color that teammates skins will be set to. The color is specified as 3 numbers in the range 0 to 255, representing the Red Green and Blue components of the color. eg, "255 0 0" is bright red, and "0 0 255" is bright blue, and "255 255 0" is bright yellow. If set to blank, this will disable team skin colors.
- This cvar can be found in the Settings / Multiplayer menu.
cg_weaponFovEffect
- Summary
- Enables/disables automatic adjustment of the weapon model depending upon the g_fov setting.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.7 and upwards
- Description
- When setting FOV to a value higher than 90 the gun model is distorted. To counteract this, the model can be pulled back to make it less obtrusive - this is what happens if this cvar is set to 1. Setting this to 0 returns this to default Quake 4 behaviour.
- This cvar can be found in the Settings / Competition menu.
cg_blood
- Summary
- When enabled, shows bloodstains, spurts, etc on players.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.71 and upwards
- Description
- This cvar controls whether blood effects should be drawn or not. Setting this variable, combined with cg_gibs turns off all significant gore effects.
- This cvar can be found in the Settings / Competition menu.
cg_gibs
- Summary
- Explodes corpses into itty bitty pieces, when enabled.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.71 and upwards
- Description
- This cvar controls whether gibs should be displayed or not. Setting this variable, combined with cg_blood turns off all significant gore effects.
- This cvar can be found in the Settings / Competition menu.
cg_deadbody
- Summary
- Filters out dead bodies.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.73 and upwards
- Description
- When this cvar is set to 1, dead bodies will be shown - if it is set to 0, they will not be drawn.
cg_smoke_RL
- Summary
- Show rocket trail smoke.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.71 and upwards
- Description
- When this cvar is set to 1, rocket trail smoke will be shown - if it is set to 0, it will not be drawn.
- This cvar can be found in the Settings / Competition menu.
cg_smoke_GL
- Summary
- Show grenade trail smoke.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.71 and upwards
- Description
- When this cvar is set to 1, trail smoke on the grande launcher will be shown - if it is set to 0, it will not be drawn.
- This cvar can be found in the Settings / Competition menu.
cg_railstyle
- Summary
- Alternate rail trail styles.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.75 and upwards
- Description
- Allows for two different rail trail styles : 1 is the Q4 default, 0 has no spiral and a slightly thinner core.
cg_ambientEffects
- Summary
- Enable a number of world particle effects
- Type
- bitmask
- Default value
- 3
- Q4Max versions
- 0.73 and upwards
- Description
- This cvar controls whether most world particle effects should be drawn or not (teleporters, jump pads...) and/or item effects (glow shells...).
- 0 - don't show any ambient particle effects
- 1 - show world effects
- 2 - show item effects
cg_usehitscantint
- Summary
- Specifies rail color usage
- Type
- integer
- Default value
- 3
- Q4Max versions
- 0.74 and upwards
- Description
- This replaces si_usehitscantint and allows clients to choose how rail colors should be handled.
- 0 - no tinting allowed
- 1 - player hitscan tinting allowed in DM, NO hitscan tinting in team games
- 2 - player hitscan tinting allowed in DM, use strogg-marine colors in team games
- 3 - player hitscan tinting allowed in DM, use teamcolor-enemycolor in team games
- 4 - enemies use cg_enemyhitscantint and teammates use cg_teamHitscanTint
- 5 - same as 4, except the local player uses ui_hitscantint
cg_teamhitscantint
- Summary
- Team rail color
- Type
- 3 floats
- Q4Max versions
- 0.74 and upwards
- Description
- When using cg_usehitscantint 4/5, rails shot by your team will match this color. The color is coded the same way as ui_hitscantint (hue 0-360 saturation 0-1 value 0.75-1).
cg_enemyhitscantint
- Summary
- Enemy team rail color
- Type
- 3 floats
- Q4Max versions
- 0.74 and upwards
- Description
- When using cg_usehitscantint 4/5, rails shot by the enmy team will match this color. The color is coded the same way as ui_hitscantint (hue 0-360 saturation 0-1 value 0.75-1).
g_crosshaircustom
- Summary
- Selects the first crosshair
- Type
- integer
- Q4Max versions
- 0.74 and upwards
- Description
- We have slightly changed the behaviour of this variable.
- 0 - no custom crosshair, use default per-weapon settings
- 1 to 24 - access to individual crosshairs.
- Before, you would switch crosshairs by having g_crosshaircustom 1 and specifying the path to a crosshair image in g_crosshaircustomfile. Now, the latter is irrelevant : you can simply select a crosshair by using a different value of g_crosshaircustom.
Using a value of 0 will stick to Quake 4's default per-weapon crosshair assignments and disable the second crosshair layer.
- 1 gfx/guis/crosshairs/crosshair_blaster.tga
- 2 gfx/guis/crosshairs/crosshair_grenadelauncher.tga
- 3 gfx/guis/crosshairs/crosshair_lightninggun.tga
- 4 gfx/guis/crosshairs/crosshair_machinegun.tga
- 5 gfx/guis/crosshairs/crosshair_nailgun.tga
- 6 gfx/guis/crosshairs/crosshair_railgun.tga
- 7 gfx/guis/crosshairs/crosshair_rocketlauncher.tga
- 8 gfx/guis/crosshairs/crosshair_shotgun.tga
- 9 gfx/guis/crosshairs/crosshair_q3_1.tga
- 10 gfx/guis/crosshairs/crosshair_q3_2.tga
- 11 gfx/guis/crosshairs/crosshair_q3_3.tga
- 12 gfx/guis/crosshairs/crosshair_q3_4.tga
- 13 gfx/guis/crosshairs/crosshair_q3_5.tga
- 14 gfx/guis/crosshairs/crosshair_q3_6.tga
- 15 gfx/guis/crosshairs/crosshair_q3_7.tga
- 16 gfx/guis/crosshairs/crosshair_q3_8.tga
- 17 gfx/guis/crosshairs/crosshair_q3_9.tga
- 18 gfx/guis/crosshairs/crosshair_q3_10.tga
If you use double crosshairs, you may notice raven's ones on 1,2,4,6,7,8 don't line up well with a lot of others. Use the following numbers if that is a problem to you.
- 19 gfx/guis/crosshairs/crosshair_blaster2.tga
- 20 gfx/guis/crosshairs/crosshair_grenadelauncher2.tga
- 21 gfx/guis/crosshairs/crosshair_machinegun2.tga
- 22 gfx/guis/crosshairs/crosshair_railgun2.tga
- 23 gfx/guis/crosshairs/crosshair_rocketlauncher2.tga
- 24 gfx/guis/crosshairs/crosshair_shotgun2.tga
g_crosshairsize
- Summary
- Selects the first crosshair's size
- Type
- integer
- Q4Max versions
- 0.74 and upwards
- Description
- The range of crosshair sizes is free between 4 and 100 now.
g_crosshaircustom2
- Summary
- Selects the second crosshair
- Type
- integer
- Q4Max versions
- 0.74 and upwards
- Description
- This allows you to have a second crosshair on top of the original. It is independant of the first crosshair, its attributes (number, size, color) are set in other variables which behave like those you already know.
- 0 - no second crosshair layer.
- 1 to 24 - access to individual crosshairs.
g_crosshairsize2
- Summary
- Selects the second crosshair's size
- Type
- integer
- Q4Max versions
- 0.74 and upwards
- Description
- Second crosshair layer control. Has similar functionality than g_crosshairsize.
g_crosshaircolor2
- Summary
- Selects the second crosshair's color
- Type
- floats
- Q4Max versions
- 0.74 and upwards
- Description
- Pick the second crosshair layer's color in the same fashion as g_crosshaircolor.
g_crosshairblink
- Summary
- Toggles crosshair blinking
- Type
- boolean
- Q4Max versions
- 0.74 and upwards
- Description
- Enables or disable the crosshairs blinking red when the enemy is hit.
hud_FPS
- Summary
- A better implementation of com_showFPS.
- Type
- boolean
- Default value
- 0
- Q4Max versions
- 0.72 and upwards
- Description
- com_showFPS calculates the FPS count 60 times a second. This isnt a very good way to measure how many frames you get per second since its assuming all frames are the same, which they are not. When using this variable it will display the number of frames actually rendered in a second - ie, a true representation of your FPS. Note that Q4 appears to lock the framerate to 62.5fps, not the 60fps that is often quoted. Therefore, when you have a rock solid framerate it will alternate between 62 and 63 each second.
hud_style
- Summary
- Specifies which client HUD to use
- Type
- String
- Default value
- cpmhud1
- Q4Max versions
- 0.5 and upwards
- Description
- Chooses which file to use as the main player HUD. The file guis/hud_style.gui will be used.
- It is possible to make your own HUD, see guis/cpmhud1.gui for an example. A number of Custom Huds have been created.
- This cvar can be found in the Settings / Competition menu.
hud_lagometerPosition
- Summary
- Position of the net_clientLagOMeter on the HUD.
- Type
- 2 numeric values - X Y
- Default value
- 10 380
- Q4Max versions
- 0.71 and upwards
- Description
- This cvar controls the position of the graph displayed when setting the cvar net_clientLogOMeter. The value is the coordinates of the top left of the graph, relative to the top-left of the screen. The bottom left of the screen is considered 640 480.
hud_timerPosition
- Summary
- Position of the timer on the HUD.
- Type
- 2 numeric values - X Y
- Default value
- 305 10
- Q4Max versions
- 0.75 and upwards
- Description
- This cvar controls the position of the timer. The value is the coordinates of the top left of the graph, relative to the top-left of the screen. The bottom left of the screen is considered 640 480.
r_vertexlight
- Summary
- Enables Vertex Lighting mode.
- Type
- bool
- Default value
- 0
- Q4Max versions
- 0.7 and upwards
- Description
- When set to 1 this enables the vertex lighting mode, and when set to 0 behaves the same as normal Quake 4. Vertex Lighting mode disables all dynamic lighting, and ensures that the entire level is lit. This gives a significant speed boost over the standard lighting. Note that this works with all maps.
- This cvar can be found in the Settings / Competition menu.
s_ambient
- Summary
- Enables / disables world sound effects.
- Type
- bool
- Default value
- 0
- Q4Max versions
- 0.7 and upwards
- Description
- When set to 1 this turns off world sound effects - ie ambient background noise.
- Changes take effect after a reconnect.
ui_autoAction
- Summary
- Allows demos and screenshots to be automatically created.
- Type
- String
- Default value
- None
- Q4Max versions
- 0.7 and upwards
- Description
- Setting this variable allows you to automatically record demos, take screenshots, or both. When this string contains "demo" it will automatically record a demo, which will be created with the names of the players and a timestamp. If the string contains "ss" it will take a screenshot at the end of the match. The string may be "demo ss" to both record a demo and take a screenshot.
ui_showgun
- Summary
- Toggle inview gun model display mode.
- Type
- integer
- Q4Max versions
- 0.74 and upwards
- Description
- We have added the option 2 to this stock variable. It displays the inview gun model, but removes the bobbing and swaying - the gun stays still then.
ui_autoswitch
- Summary
- Set weapon switching behaviour.
- Type
- bitmask
- Q4Max versions
- 0.75 and upwards
- Description
- ui_autoswitch used to enable automatic weapon switches - it now also allows switching to weapons that have no ammo. This variable now being a bitmask, you can combine the two possibilities if needed.
0 manual switches 1 auto switches 2 manual switches, empty weapons allowed
ref_password
- Summary
- Specifies the password that referees must use to log in.
- Type
- bool
- Default value
- None
- Q4Max versions
- 0.7 and upwards
- Description
- This specifies the password that clients must supply when using the "referee" command to become a referee.
si_autoAction
- Summary
- Forces ui_action for all clients.
- Type
- string
- Default value
- None
- Q4Max versions
- 0.7 and upwards
- Description
- This variable is similar to ui_autoAction, but is a server variable, which if set will trigger all clients to perform the auto action. As with ui_autoaction, the value may be any combination of "demo" and "ss".
si_mode
- Summary
- Sets the game mode - eg, FFA, TDM, CA etc.
- Type
- String
- Default value
- FFA
- Q4Max versions
- 0.7 and upwards
- Description
- This variable specifies the game mode that is currently being played. A game mode sets a number of settings to "standard" values with a single setting. There are a number of standard modes provided: DM, TDM, FFA, CTF, ACTF, CA, CTFS and Duel, as well as custom modes such as ATDM. Each of these will set a number of other cvars (eg fraglimit, timelimit, si_gametype etc). Both the current mode, and the settings controlled within the mode can be voted via the callvote command.
- For more information, see the page on Modes.
sv_logXMLStats
- Summary
- Enables / disables server-side logging of game statistics to a .xml file.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.72 and upwards
- Description
- When set to 1, at the end of every game a dump of the game statistics is created in XML format. This can be viewed in your web-browser, however it is intended for processing by external tools. The files are created grouped by year, month, day, and then named by the game time. This is a server cvar - see cg_logXMLStats for a client-side version of this cvar.
fs_xslTemplate
- Summary
- The XSL template with which to associate the XML statistics logs.
- Type
- string
- Default value
- "../../../basic/styl.xsl"
- Q4Max versions
- 0.73 and upwards
- Description
- The XML statistics logs (both server and clientside) can be displayed in a web-browser using XSL templates. This cvar controls the path and name of the file that will be written to all XSL files. This cvar is intended to allow server operators to use a different stylesheet / directory structure if they chose. Note that the MAXStats stylesheet and PHP scripts assume the default structure, so it is strongly recommended that this is not changed unnecessarily.
sv_timeoutMaxLength
- Summary
- The maximum duration of a timeout.
- Type
- int
- Default value
- 60
- Q4Max versions
- 0.73 and upwards
- Description
- When a player uses the timeout command it has a maximum period of time to prevent abuse. This cvar controls how long a period is allowed.
sv_maxTimeouts
- Summary
- The maximum number of timeouts per player / team.
- Type
- int
- Default value
- 5
- Q4Max versions
- 0.73 and upwards
- Description
- When a player uses the timeout command it has a maximum number of timeouts per match to prevent abuse. This cvar controls how long a period is allowed. Setting this cvar to 0 effectively disables player timeouts.
g_feedscorebot
- Summary
- Enables the scorebot feed.
- Type
- bool
- Default value
- 1
- Q4Max versions
- 0.70 and upwards
- Description
- Setting this cvar to 1 enables the scorebot feed. When this is active, a number of serverinfo variables are set on the server which can be read by scorebots and serverbrowsers to display the scores of the currently running game.