cg_thinshaft
- Summary
-
- Alternate lightning gun beam styles.
- Type
-
- integer
- Q4Max versions
-
- 0.76 and upwards
- Description
-
- 0 - Standard LG beam.
- 1 - Thin LG beam.
- 2 - Thinner LG beam.
cg_drawcrosshairnames
- Summary
-
- Enables displaying player names under the crosshair.
- Type
-
- integer
- Q4Max versions
-
- 0.76 and upwards
- Description
-
- 0 - no crosshair names
- 1 - draw crosshair names
- 2 - draw crosshair names, teammates use ui_nick.
cg_teamchatsonly
- Summary
-
- Toggle showing team chat messages in team games.
- Type
-
- bool
- Q4Max versions
-
- 0.77 and upwards
- Description
-
- This bool allows you to select whether you want to only see your team's chat messages or not. All chat is visible by default. If used in non-team gamemodes, you will not see any chat.
cg_notvchat
- Summary;
- Allow spectator chat on Q4TV.
- Type
-
- bool
- Q4Max versions
-
- 0.78 and upwards
- Description
-
- Allows Q4TV viewers to disable TV chat. (needs to be allowed server-side with g_notvchat).
cg_unsmoothclients
- Summary
-
- This cvar controls how the position of other players is predicted.
- Type
-
- int
- Default value
-
- 2
- Q4Max versions
-
- 0.82 and upwards
- Description
-
- Value 0 is equivalent to pre 0.82 behaviour, and gives the least accurate representation of the players position, but they move smoothly. Value 2 (default) gives the most accurate position, but can be a bit "warpy" when players dodge if you have a high ping. However, using a value of 2, players may find they are able to play at much higher pings than they previously thought acceptable - the extra warping does not become a big issue until over 100ms ping.
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 22 - 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_gauntlet.tga
- 2 gfx/guis/crosshairs/crosshair_machinegun.tga
- 3 gfx/guis/crosshairs/crosshair_shotgun.tga
- 4 gfx/guis/crosshairs/crosshair_blaster.tga
- 5 gfx/guis/crosshairs/crosshair_grenadelauncher.tga
- 6 gfx/guis/crosshairs/crosshair_nailgun.tga
- 7 gfx/guis/crosshairs/crosshair_rocketlauncher.tga
- 8 gfx/guis/crosshairs/crosshair_railgun.tga
- 9 gfx/guis/crosshairs/crosshair_lightninggun.tga
- 10 gfx/guis/crosshairs/crosshair_grenadelauncher.tga (That's what the dmg uses)
- 11 gfx/guis/crosshairs/crosshair_napalm.tga
- 12 gfx/guis/crosshairs/crosshair_q3_1.tga
- 13 gfx/guis/crosshairs/crosshair_q3_2.tga
- 14 gfx/guis/crosshairs/crosshair_q3_3.tga
- 15 gfx/guis/crosshairs/crosshair_q3_4.tga
- 16 gfx/guis/crosshairs/crosshair_q3_5.tga
- 17 gfx/guis/crosshairs/crosshair_q3_6.tga
- 18 gfx/guis/crosshairs/crosshair_q3_7.tga
- 19 gfx/guis/crosshairs/crosshair_q3_8.tga
- 20 gfx/guis/crosshairs/crosshair_q3_9.tga
- 21 gfx/guis/crosshairs/crosshair_q3_10.tga
- 22 gfx/guis/crosshairs/crosshair_cross.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 22 - 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 at the default tickrate, 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. Likewise, when the tickrate is 90, it'll alternate between 91 and 90 in a regular fashion, because that will be 90.9090 fps.
(see also this quip on Framerates)
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 hud/hud_style.cfg will be used.
- It is possible to make your own HUD, see hud/cpmhud1.cfg for an example, and the documentation on the SuperHud for the syntax.
hud_lagometerPosition
- Summary
-
- Position of the net_clientLagOMeter on the HUD.
- Type
-
- 2 integer 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_clientLagOMeter. The value is the coordinates of the top left of the graph, relative to the top-left of the screen. The bottom right of the screen is considered 640 480.
hud_timer
- Summary
-
- Timer style.
- Type
-
- integer
- Default value
-
- 1
- Q4Max versions
-
- 0.75 and upwards
- Description
-
- Changing this will make the timer count up (-1), or down (1, standard Q4 behaviour). Alternatively you can turn it off altogether by setting this to 0.
hud_showspeed
- Summary
-
- Show the speed meter.
- Type
-
- bool
- Default value
-
- 1
- Q4Max versions
-
- 0.78 and upwards
- Description
-
- Draws a speed meter on your hud, allowing you to fine tune your movement skills.
hud_multipovstyle
- Summary
-
- Multipov window layout style.
- Type
-
- integer
- Default value
-
- 1
- Q4Max versions
-
- 0.78 and upwards
- Description
-
- Selects the layout style used when viewing with the multipov command.
- Values from 0 to 4.
hud_multipovMinHud
- Summary
-
- Toggles the display of a full hud in the main pov.
- Type
-
- bool
- Default value
-
- 1
- Q4Max versions
-
- 0.80 and upwards
- Description
-
- When enabled, the primary view in multipov mode will have a scaled hud instead of name/health/armor.
hud_textQuality
- Summary
-
- Superhud text quality.
- Type
-
- float
- Default value
-
- 1
- Q4Max versions
-
- 0.81 and upwards
- Description
-
- Like Quake 4, the superhud swaps between three font sizes depending on the text scale. At some resolutions, some textscales might be rendered with a font size that's not detailed enough.
- This variable allows you to control the point at which the superhud will switch between font sizes to correct this effect if needed.
hud_useTeamColors
- Summary
-
- Apply team/enemy colors to guis and huds.
- Type
-
- bool
- Default value
-
- 0
- Q4Max versions
-
- 0.81 and upwards
- Description
-
- When enabled, your cg_team/enemycolors will be applied to hud elements using the color T/E property, as well as the scoreboard. Otherwise, these elements will use the fixed marine/strogg colors.
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.
r_ambientscale
- Summary
-
- Changes the world brightness when r_vertexlight is on.
- Type
-
- float
- Default value
-
- 0.25
- Q4Max versions
-
- 0.77 and upwards
- Description
-
- Sets vertexlight brightness - equivalent to r_forceambient brightness, but can go higher than 1. This does not affect dynamic lights, i.e powerup carrier lights and rockets.
r_archivedLightDetailLevel
- Summary
-
- Archived light detail level.
- Type
-
- integer
- Default value
-
- 0
- Q4Max versions
-
- 0.78 and upwards
- Description
-
- Archived light detail level. allows you to save a light LOD, which is applied when you join a game. This is a replacement for r_lightdetaillevel, which can't be archived properly.
r_viewSizePercent
- Summary
-
- Percentage of the screen that the 3D view takes up.
- Type
-
- integer
- Default value
-
- 100
- Q4Max versions
-
- 0.78 and upwards
- Description
-
- Percentage of the screen that the 3D view takes up. See also the 'viewSizeUp/viewSizeDown'commands.
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_nick
- Summary
-
- Short nick for teamplay.
- Type
-
- string, length of 5 characters
- Q4Max versions
-
- 0.77 and upwards
- Description
-
- Set a short name to use for team chat/overlay. Limited to 5 visible characters, but allows colours and icons.
ui_handicap
- Summary
-
- Lowers the health of the player to this value, and adjusts damage done by the player.
- Type
-
- integer
- Default value
-
- 100
- Q4Max versions
-
- 0.76 and upwards
- Description
-
- When you lower this, your health will tickdown to that value. The damage you give is scaled accordingly.
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 - autoswitch on pickup
- 2 - switch to empty weapons
demo_aviscreenshotJPEG
- Summary
-
- Sets whether to use tga or jpeg when doing avinetdemo screenshots.
- Type
-
- bool
- Q4Max versions
-
- 0.77 and upwards
See the Videomaking page for more usage info.
demo_aviDemoName
- Summary
-
- Name of the demo being screenshotted.
- Type
-
- string
- Default
-
- Unknown
- Q4Max versions
-
- 0.77 and upwards
- Description
-
- This is automatically set by the avinetdemo command. When manually dumping screenshots with demo_aviscreenshots, you may want to override the default of "Unknown" to save screenshots in q4max/screenshots/avidemo/<whatever>
See also the Videomaking page for more usage info.
demo_aviscreenshots
- Summary
-
- Toggles capturing screenshots during netdemo playback.
- Type
-
- bool
- Q4Max versions
-
- 0.77 and upwards
- Description
-
- This is automatically set by the avinetdemo command.
You can also use it to manually screenshot parts of a netdemo, or to interrupt an aviNetdemo in progress.
See also the Videomaking page for more usage info.