/
cphelp.txt
1133 lines (794 loc) · 30.8 KB
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cphelp.txt
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# Doomsday Control Panel Help.
#
# [ID]
# Key = ...
# Key = ...
#
# Values can be split on multiple lines like this:
# Key = begins... \
# ...and continues \
# like so.
#
# VIDEO
#
[Gamma]
cvar = vid-gamma
def = 1.0
desc = Smaller values result in a darker picture. In order for this setting to work your display adapter must support color adjustments. You should lower the gamma correction value until dark areas in maps become sufficiently dark. Note that with some monitors different resolutions require different gamma correction levels.\bUse the -noramp option to disable all color adjustments.
[Display contrast]
cvar = vid-contrast
def = 1.0
desc = Modifies the steepness of the gamma ramp. Values greater than 1.0 result in a more colorful picture but since the colors are clamped, some are lost in both the bright and dark ends of the ramp. Values less than 1.0 fade the picture towards gray. In order for this setting to work your display adapter must support color adjustments.\bUse the -noramp option to disable all color adjustments.
[Display bright]
cvar = vid-bright
def = 0.0
desc = Applies an offset to the gamma ramp. Positive values make the picture lighter, negative ones darker. For the best results, use a small positive brightness value with dark gamma and slightly increased contrast. In order for this setting to work your display adapter must support color adjustments.\bUse the -noramp option to disable all color adjustments.
#
# AUDIO
#
[Preferred music]
cvar = music-source
def = External files
desc = There can be a WAD lump, external file and a CD track associated with each song. This setting controls which of these resources is actually played when the song is started. If the selected resource is not available, one that is will be chosen instead.
[16-bit]
cvar = sound-16bit
def = No
desc = When this setting is activated, 8-bit sounds are converted to 16-bit before playing. In order for this to be effective you must also choose a sample rate higher than 11025 Hz.
[Sound effects sample]
cvar = sound-rate
def = 11025 Hz
desc = The minimum sample rate for all sound effects. Samples with a smaller rate will be resampled to this rate before playing. To increase the quality of the resampling, activate the 16-bit sound effects option.
[Show status]
cvar = sound-info
def = No
desc = The status of all sound channels is drawn on screen. This is intended for debugging. The displayed information consists of sample cache size, channel flags, volume, frequency, latest start time, cursor positions, buffer flags and sample information.\bO = Origin, A = Attenuated, E = Emitter, 3 = 3D, P = Playing, R = Repeat, L = Reload.
#
# INPUT
#
[Joystick sensi]
cvar = input-joy-sensi
def = 5
desc = With the sensitivity value of zero the whole axis range is in use. When the sensitivity is increased, the axis values are scaled so that their limits are closer to the center position. Use small values like zero or one for the best control with joysticks. With pad controllers this setting may have little effect, but it's best to keep the sensitivity at the default value of five.
#
# GRAPHICS
#
[Smooth cam]
cvar = rend-camera-smooth
def = No
desc = Camera movement is interpolated between the ticks of the 35 Hz game clock. Note that this does not affect the movement of game objects such as missiles. They may seem to stutter a bit as they move, even though they move the same way as with camera smoothing turned off. Also, player controls may seem somewhat lagged: because of the interpolation, the movement of the camera is delayed 1/35 seconds.
[Field Of View]
cvar = rend-camera-fov
def = 90
desc = Adjust the camera's Field Of View angle according to your monitor configuration. If you have a large monitor and view it close by, using a larger FOV angle (around 100 degrees) will result in a more natural game view. With small monitors it's best to stick to 90 degrees or else the fish eye effect may become distracting.
[Sky sphere]
cvar = rend-sky-distance
def = 1600
desc = The sky is composed of two capped hemispheres rendered around the camera location. The sky sphere radius is the radius of these hemispheres. The primary purpose of this setting is to determine how large an impact fog has on the sky. Larger radii will result in a sky with heavier fog.
[Always render full sky]
cvar = rend-sky-full
def = No
desc = Always render both the upper and lower sky hemispheres, even if one of them might be fully occluded by world geometry. If your video card has sufficient fill rate, keeping this set to Yes is a good idea. In some maps there may be a hall-of-mirrors effect visible in the sky when this is set to No.
[Shadow visible]
cvar = rend-shadow-far
def = 1000
desc = Maximum distance at which shadows under objects are visible. If the object is farther than this, no shadow will be drawn. Since the shadows are extremely simple, posing little fear of performance loss, it's safe to increase this value as needed.
[Print tri]
cvar = rend-info-tris
desc = Print scene and model triangle counts in the console after rendering each frame.\bThe first figure is the number of triangles rendered during the entire frame, and the second figure (in parentheses) is the number of triangles in the rendered 3D models.
#
# GRAPHICS: LIGHTS
#
[Blending mode]
cvar = rend-light-blend
def = Multiply
desc = The method used to draw dynamic lights. In the Multiply mode, color from dynamic lights is multiplied with the underlying surface pixels. This allows dark areas to be correctly lit up by the lights. The Add mode is faster but doesn't look as realistic.\bThe third mode, Process wo/rendering, is for debugging. In it, all dynamic light polygons are calculated but none are rendered.
[Dynamic light radius factor]
cvar = rend-light-radius-scale
def = 3
desc = The radius of all dynamic lights is multiplied by this factor. Lights are never larger than the Maximum dynamic light radius, though.
[Maximum dynamic light rad]
cvar = rend-light-radius-max
def = 256
desc = The maximum radius a dynamic light can have. This is just a limit: to make the lights larger, you also need to increase the Dynamic light radius factor.
[Floor/ceiling glow on w]
cvar = rend-glow-wall
def = Yes
desc = Glowing floor and ceiling textures will cast a dynamic light on surrounding walls.
#
# GRAPHICS: HALOS
#
[Number of flares]
cvar = rend-halo
def = 5
desc = Maximum number of lens flares originating from a luminous object. To disable lens flares, set this to None (zero).
[Occlusion fade]
cvar = rend-halo-occlusion
def = 48
desc = The rate at which a halo changes state from "visible" to "occluded" and vice versa. A small fade speed results in halos that appear and disappear softly, but are visible through walls for a short while before disappearing.
[Flare visibility lim]
cvar = rend-halo-secondary-limit
def = 1
desc = Controls when secondary lens flares become visible. They are only visible when the light source is close enough to the camera. The larger the number, the farther away secondary flares are visible.
[Z magn]
cvar = rend-halo-zmag-div
def = 100
desc = The higher the number, the smaller lens flares become when the source is far away. Normally halos grow slightly larger as they move away from the camera.
#
# GRAPHICS: TEXTURES
#
[Texture quality]
cvar = rend-tex-quality
def = 8
desc = All textures must be resized so that their dimensions are powers of two. Depending on this setting either the higher or smaller matching power of two is chosen. At quality zero, all textures are reduced in size, to match the largest power of two smaller than the original size. At quality 8, the resizing is always done upwards.\bYou should reset textures if you change this setting.
#
# GRAPHICS: OBJECTS
#
[3D model vis]
cvar = rend-model-distance
def = 1500
desc = Objects farther than this will never be rendered as 3D models.
[Align sprites]
cvar = rend-sprite-align
def = Camera
desc = This setting controls which direction sprites face. Aligning to camera means the sprites are always upright (to make them appear more 3D) but they will turn to face the camera coordinates. Aligning to view plane resembles the way the sprites were drawn in software. The "limited" options restrict how much the sprite can tilt vertically.
[LOD level zero]
cvar = rend-model-lod
def = 256
desc = The distance where LOD level zero becomes LOD level one. Only affects 3D models that have Level Of Detail information (DMDs).
#
# GRAPHICS: PARTICLES
#
[Near diffusion]
cvar = rend-particle-diffuse
def = 4
desc = Particles may cause excessive overdraw if many are visible just in front of the camera. This setting makes large particles near the camera more transparent and ultimately invisible. The larger the diffuse factor, the smaller particles will be affected. The end result is that particles will not be visible near the camera. Increase the setting if framerate drops alarmingly when in smoke.
[Near clip dist]
cvar = rend-particle-visible-near
def = Disabled
desc = Particles that are closer to the camera than this are not drawn at all.
#
# NETWORK
#
[Cl-to-sv pos transmit]
cvar = client-pos-interval
def = 10
desc = The client periodically sends its coordinates to the server in order to keep it synchronized with the player position the client perceives as correct. The interval between the coordinate transmissions as a number of 35 Hz tics. Use a larger interval with low-bandwidth connections (can lead to more warping, though).
[Server login pass]
cvar = server-password
desc = If a client wishes to make a remote console connection to the server it must specify this password. If the password is empty, clients can issue console commands on the server without specifying a password. Clients use the "login" and "logout" commands to begin and end a remote connection.
[Frame interval]
cvar = server-frame-interval
def = 1
desc = Number of 35 Hz ticks between frames sent to clients. Only for the server. Small intervals require more bandwidth but result in smoother animation and other world events. Use larger intervals (2..5) with low-bandwidth connections.
#
# CONSOLE
#
[Silent console]
cvar = con-var-silent
def = No
desc = Normally when the value of a console variable is changed, its name and the new value get printed in the console. If the variables are silent, this will not happen and the value can be changed without anything being printed as a confirmation.
[Command compl]
cvar = con-completion
def = List with values
desc = The Tab key is used to complete words in the console. The console knows how to complete command, variable and alias names. The completion can work in two ways. In the "List with values" mode, pressing Tab will complete the unambiguous part of the word and print a list of possible completions. Variables will be printed with their values. In the "Cycle" mode, Tab is used to cycle through all the choices.
#
# NETWORK SETUP
#
[TCP/IP]
desc = The TCP/IP protocol can be used for internet games as well as Local Area Network games.\bThe TCP/IP port setting specifies the port that this computer will be using for all Doomsday-related communications. If you're behind a firewall, you can use the port setting to make sure that only this one port is used. You will still need to open the port in the firewall. Otherwise, if port zero is used, the actual port will be selected automatically, and may be blocked by a firewall.\bIn order to connect, a client must know the address of the server. If the server is on the local network, the Search Address box on the Client Setup screen can be left empty. Otherwise, the client must type in a valid URL or IP address: e.g. "example.doom.com" or "127.0.0.1".
[IPX]
desc = The IPX (Internetwork Packet Exchange) protocol requires no configuration. It can only be used on Local Area Networks. If you want to play over the internet, you must use the TCP/IP protocol.
[Modem]
desc = If you have several modem devices, select the one to use here.\bWhen hosting a game, the modem protocol does not need any further configuration. In order to connect, a client must type in the phone number of the server on the Client Setup screen.\bThe modem protocol is limited to 2-player games.
[Serial Link]
desc = Make sure both computers are using the same settings.
#
# CONSOLE COMMANDS
#
[actions]
desc = List all action commands.
[add]
desc = Add something to a cvar.
[after]
desc = Execute the specified command after a delay.
[alias]
desc = Create aliases for a (set of) console commands.
[bgturn]
desc = Set console background rotation speed.
[bind]
desc = Bind a console command to an event.
[bindr]
desc = Bind a console command to an event (keys with repeat).
[bledit]
desc = Enter bias light edit mode.
[blquit]
desc = Exit bias light edit mode.
[blclear]
desc = Delete all lights.
[blsave]
desc = Write the current lights to a DED file.
[blnew]
desc = Allocate new light and grab it.
[bldel]
desc = Delete current/specified light.
[bllock]
desc = Lock current/specified light.
[blunlock]
desc = Unlock current/specified light.
[blgrab]
desc = Grab current/specified light, or ubgrab.
[bldup]
desc = Duplicate current/specified light, grab it.
[blc]
desc = Set color of light at cursor.
[bli]
desc = Set intensity of light at cursor.
[blhue]
desc = Show/hide the hue circle for color selection.
[blmenu]
desc = Show/hide the bias menu.
[chat]
desc = Broadcast a chat message.
[chatnum]
desc = Send a chat message to the specified player.
[chatto]
desc = Send a chat message to the specified player.
[clear]
desc = Clear the console buffer.
[clearbinds]
desc = Deletes all existing bindings.
[conclose]
desc = Close the console prompt.
[conlocp]
desc = Connect a local player.
[connect]
desc = Connect to a server using TCP/IP.
[conopen]
desc = Open the console prompt.
[contoggle]
desc = Open/close the console prompt.
[dec]
desc = Subtract 1 from a cvar.
[delbind]
desc = Deletes all bindings to the given console command.
[demolump]
desc = Write a reference lump file for a demo.
[dir]
desc = Print contents of directories.
[dump]
desc = Dump a data lump currently loaded in memory.
[dumpkeymap]
desc = Write the current keymap to a file.
[echo]
desc = Echo the parameters on separate lines.
[enablebindclass]
desc = Enable a binding class.
[exec]
desc = Loads and executes a file containing console commands.
[flareconfig]
desc = Configure lens flares.
[fog]
desc = Modify fog settings.
[font]
desc = Modify console font settings.
[help]
desc = Show information about the console.
[huffman]
desc = Print Huffman efficiency and number of bytes sent.
[if]
desc = Execute a command if the condition is true.
[inc]
desc = Add 1 to a cvar.
[keymap]
desc = Load a DKM keymap file.
[kick]
desc = Kick client out of the game.
[listaliases]
desc = List all aliases and their expanded forms.
[listbindings]
desc = List all event bindings.
[listbindclasses]
desc = List all event binding classes.
[listcmds]
desc = List all console commands.
[listfiles]
desc = List all the loaded data files and show information about them.
[listmaps]
desc = List all loaded maps.
[listmobjs]
desc = List all known mobj types.
[listvars]
desc = List all console variables and their values.
[load]
desc = Load a data file (a WAD or a lump).
[login]
desc = Log in to server console.
[logout]
desc = Terminate remote connection to server console.
[lowres]
desc = Select the poorest rendering quality.
[ls]
desc = Print contents of directories.
[mipmap]
desc = Set the mipmapping mode.
[net]
desc = Network setup and control.
[panel]
desc = Open the Doomsday Control Panel.
[pausedemo]
desc = Pause/resume demo recording.
[ping]
desc = Ping the server (or a player if you're the server).
[playdemo]
desc = Play a demo.
[playext]
desc = Play an external music file.
[playmusic]
desc = Play a an external music file or a CD track.
[playsound]
desc = Play a sound effect.
[quit!]
desc = Exit the game immediately.
[recorddemo]
desc = Start recording a demo.
[repeat]
desc = Repeat a command at given intervals.
[reset]
desc = Reset the data files into what they were at startup.
[safebind]
desc = Bind a command to an unless the event is already bound.
[safebindr]
desc = Bind a command to an unless the event is already bound.
[say]
desc = Broadcast a chat message.
[saynum]
desc = Send a chat message to the specified player.
[sayto]
desc = Send a chat message to the specified player.
[setcon]
desc = Set console and viewplayer.
[setgamma]
desc = Set the gamma correction level.
[setname]
desc = Set your name.
[setres]
desc = Change video mode resolution or window size.
[settics]
desc = Set number of game tics per second (default: 35).
[setvidramp]
desc = Update display's hardware gamma ramp.
[skydetail]
desc = Set the number of sky sphere quadrant subdivisions.
[skyrows]
desc = Set the number of sky sphere rows.
[smoothscr]
desc = Set the rendering mode of fullscreen images.
[stopdemo]
desc = Stop currently playing demo.
[stopmusic]
desc = Stop any currently playing music.
[sub]
desc = Subtract something from a cvar.
[texreset]
desc = Force a texture reload.
[toggle]
desc = Toggle the value of a cvar between zero and nonzero.
[uicolor]
desc = Change Doomsday user interface colors.
[unload]
desc = Unload a data file from memory.
[version]
desc = Show detailed version information.
[write]
desc = Write bindings and aliases to a file.
#
# CONSOLE VARIABLES
#
[con-alpha]
desc = Console background translucency.
[con-light]
desc = Console background light level.
[con-completion]
desc = How to complete words when pressing Tab: 0=Show completions, 1=Cycle through them.
[con-dump]
desc = 1=Dump all console messages to Doomsday.out.
[con-key-activate]
desc = Key to activate the console (ASCII code, default is tilde, 96).
[con-key-show]
desc = 1=Show ASCII codes of pressed keys in the console.
[con-var-silent]
desc = 1=Don't show the value of a cvar when setting it.
[con-progress]
desc = 1=Show progress bar.
[con-fps]
desc = 1=Show FPS counter on screen.
[con-text-shadow]
desc = 1=Text in the console has a shadow (might be slow).
[con-move-speed]
desc = Speed of console opening/closing.
[ui-panel-help]
desc = 1=Enable help window in Control Panel.
[ui-panel-tips]
desc = 1=Show help indicators in Control Panel.
[ui-cursor-width]
desc = Mouse cursor width.
[ui-cursor-height]
desc = Mouse cursor height.
[vid-res-x]
desc = Default resolution (X).
[vid-res-y]
desc = Default resolution (Y).
[vid-gamma]
desc = Display gamma correction factor: 1=normal.
[vid-contrast]
desc = Display contrast: 1=normal.
[vid-bright]
desc = Display brightness: -1=dark, 0=normal, 1=light.
[rend-dev-wireframe]
desc = 1=Render player view in wireframe mode.
[rend-dev-framecount]
desc = Frame counter.
[rend-info-lums]
desc = =Print lumobj count after rendering a frame.
[rend-light-ambient]
desc = Ambient light level.
[rend-light]
desc = 1=Render dynamic lights.
[rend-light-blend]
desc = Dynamic lights color blending mode: 0=normal, 1=additive, 2=no blending.
[rend-light-bright]
desc = Intensity factor for dynamic lights.
[rend-light-num]
desc = The maximum number of dynamic lights. 0=no limit.
[rend-light-radius-scale]
desc = A multiplier for dynlight radii (default: 1).
[rend-light-radius-max]
desc = Maximum radius of dynamic lights (default: 128).
[rend-light-radius-min-bias]
desc = Minimum dynamic light radius to convert to BIAS light source.
[rend-light-wall-angle]
desc = Intensity of angle-based wall light.
[rend-light-multitex]
desc = 1=Use multitexturing when rendering dynamic lights.
[rend-light-decor]
desc = 1=Enable surface light decorations.
[rend-light-decor-plane-far]
desc = Maximum distance at which plane light decorations are visible.
[rend-light-decor-wall-far]
desc = Maximum distance at which wall light decorations are visible.
[rend-light-decor-plane-bright]
desc = Brightness of plane light decorations.
[rend-light-decor-wall-bright]
desc = Brightness of wall light decorations.
[rend-light-decor-angle]
desc = Reduce brightness if surface/view angle too steep.
[rend-light-sky]
desc = 1=Use special light color in sky sectors.
[rend-glow]
desc = 1=Enable glowing textures.
[rend-glow-wall]
desc = 1=Render glow on walls.
[rend-glow-height]
desc = Max height of wall glow (default: 100).
[rend-glow-scale]
desc = A multiplier for glow height (default: 1).
[rend-glow-fog-bright]
desc = Brightness of wall glow when fog is enabled.
[rend-halo]
desc = Number of flares to draw per light.
[rend-halo-realistic]
desc = 1=Use more realistic halo effects.
[rend-halo-bright]
desc = Halo/flare brightness.
[rend-halo-occlusion]
desc = Rate at which occluded halos fade.
[rend-halo-size]
desc = Size of halos.
[rend-halo-secondary-limit]
desc = Minimum halo size.
[rend-halo-fade-far]
desc = Distance at which halos are no longer visible.
[rend-halo-fade-near]
desc = Distance to begin fading halos.
[rend-tex]
desc = 1=Render with textures.
[rend-tex-gamma]
desc = The gamma correction level (0-4).
[rend-tex-mipmap]
desc = The mipmapping mode for textures.
[rend-tex-paletted]
desc = 1=Use the GL_EXT_shared_texture_palette extension.
[rend-tex-external-always]
desc = 1=Always use external texture resources (overrides -pwadtex).
[rend-tex-quality]
desc = The quality of textures (0-8).
[rend-tex-filter-sprite]
desc = 1=Render smooth sprites.
[rend-tex-filter-raw]
desc = 1=Fullscreen images (320x200) use linear interpolation.
[rend-tex-filter-smart]
desc = 1=Use hq2x-filtering on all textures.
[rend-tex-filter-mag]
desc = 1=Use bilinear filtering for texture magnification.
[rend-tex-detail]
desc = 1=Render with detail textures.
[rend-tex-detail-scale]
desc = Global detail texture factor.
[rend-tex-detail-strength]
desc = Global detail texture strength factor.
[rend-tex-detail-multitex]
desc = 1=Use multitexturing when rendering detail textures.
[rend-sky-detail]
desc = Number of sky sphere quadrant subdivisions.
[rend-sky-rows]
desc = Number of sky sphere rows.
[rend-sky-distance]
desc = Sky sphere radius.
[rend-sky-full]
desc = 1=Always render the full sky sphere.
[rend-sky-simple]
desc = Sky rendering mode: 0=normal, 1=quads.
[rend-sprite-align-angle]
desc = Maximum angle for slanted sprites (spralign 2).
[rend-sprite-noz]
desc = 1=Don't write sprites in the Z buffer.
[rend-sprite-precache]
desc = 1=Precache sprites at level setup (slow).
[rend-sprite-align]
desc = 1=Always align sprites with the view plane. 2=Align to camera, unless slant > r_maxSpriteAngle.
[rend-sprite-blend]
desc = 1=Use additive blending for explosions.
[rend-sprite-lit]
desc = 1=Sprites lit using dynamic lights.
[rend-sprite-mode]
desc = 1=Draw sprites and masked walls with hard edges.
[rend-model]
desc = Render using 3D models when possible.
[rend-model-lights]
desc = Maximum number of light sources on models.
[rend-model-inter]
desc = 1=Interpolate frames.
[rend-model-aspect]
desc = Scale for MD2 z-axis when model is loaded.
[rend-model-distance]
desc = Farther than this models revert back to sprites.
[rend-model-precache]
desc = 1=Precache 3D models at level setup (slow).
[rend-model-lod]
desc = Custom level of detail factor. 0=LOD disabled, 1=normal.
[rend-model-mirror-hud]
desc = 1=Mirror HUD weapon models.
[rend-model-spin-speed]
desc = Speed of model spinning, 1=normal.
[rend-model-shiny-multitex]
desc = 1=Enable multitexturing with shiny model skins.
[rend-hud-offset-scale]
desc = Scaling of player weapon (x,y) offset.
[rend-hud-fov-shift]
desc = When FOV > 90 player weapon is shifted downward.
[rend-mobj-smooth-move]
desc = 1=Use short-range visual offsets for models. 2=Use SRVO for sprites, too (unjags actor movement).
[rend-mobj-smooth-turn]
desc = 1=Use separate visual angle for mobjs (unjag actors).
[rend-particle]
desc = 1=Render particle effects.
[rend-particle-max]
desc = Maximum number of particles to render. 0=no limit.
[rend-particle-rate]
desc = Particle spawn rate multiplier (default: 1).
[rend-particle-diffuse]
desc = Diffuse factor for particles near the camera.
[rend-particle-visible-near]
desc = Minimum visible distance for a particle.
[rend-shadow]
desc = 1=Render shadows under objects.
[rend-shadow-darkness]
desc = Darkness factor for object shadows.
[rend-shadow-far]
desc = Maximum distance where shadows are visible.
[rend-shadow-radius-max]
desc = Maximum radius of object shadows.
[server-name]
desc = The name of this computer if it's a server.
[server-info]
desc = The description given of this computer if it's a server.
[server-public]
desc = 1=Send info to master server.
[net-name]
desc = Your name in multiplayer games.
[net-master-address]
desc = Master server IP address / name.
[net-master-port]
desc = Master server TCP/IP port.
[net-master-path]
desc = Master server path name.
[sound-volume]
desc = Sound effects volume (0-255).
[sound-info]
desc = 1=Show sound debug information.
[sound-rate]
desc = Sound effects sample rate (11025, 22050, 44100).
[sound-16bit]
desc = 1=16-bit sound effects/resampling.
[sound-3d]
desc = 1=Play sound effects in 3D.
[sound-reverb-volume]
desc = Reverb effects general volume (0=disable).
[music-volume]
desc = Music volume (0-255).
[music-source]
desc = Preferred music source: 0=Original MUS, 1=External files, 2=CD.
[file-startup]
desc = The list of WADs to be loaded at startup.
[blockmap-build]
desc = Automatically generate blockmap data when necessary, 0=Never, 1=When needed, 2=Always.
[reject-build]
desc = Automatically generate reject data when necessary, 0=Never, 1=When needed, 2=Always.
[refresh-rate-maximum]
desc = Maximum limit for the frame rate (default: 200).
[input-key-delay1]
desc = The number of milliseconds to wait before first key repeat.
[input-key-delay2]
desc = The number of milliseconds to wait between key repeats.
[input-key-show-scancodes]
desc = 1=Show scancodes of all pressed keys in the console.
[input-joy-sensi]
desc = Joystick sensitivity.
[input-joy-deadzone]
desc = Joystick dead zone, in percents.
[input-mouse-wheel-sensi]
desc = Mouse wheel sensitivity.
[input-mouse-x-disable]
desc = 1=Disable mouse X axis.
[input-mouse-y-disable]
desc = 1=Disable mouse Y axis.
[input-mouse-y-inverse]
desc = 1=Inversed mouse Y axis.
[input-mouse-filter]
desc = Filter strength for mouse movement.
[input-mouse-frequency]
desc = Mouse input polling frequency (events per second). 0=unlimited.
[input-joy-device]
desc = ID of joystick to use (if more than one).
[input-joy]
desc = 1=Enable joystick input.
[input-joy-x-inverse]
desc = 1=Inverse joystick X axis.
[input-joy-y-inverse]
desc = 1=Inverse joystick Y axis.
[input-joy-z-inverse]
desc = 1=Inverse joystick Z axis.
[input-joy-rx-inverse]
desc = 1=Inverse joystick RX axis.
[input-joy-ry-inverse]
desc = 1=Inverse joystick RY axis.
[input-joy-rz-inverse]
desc = 1=Inverse joystick RZ axis.
[input-joy-slider1-inverse]
desc = 1=Inverse joystick slider 1.
[input-joy-slider2-inverse]
desc = 1=Inverse joystick slider 2.
[net-ip-address]
desc = TCP/IP address for searching servers.
[net-ip-port]
desc = TCP port to use for control connections.
[net-port-control]
desc = TCP port to use for control connections.
[net-port-data]
desc = UDP port to use for client data traffic.
[net-queue-show]
desc = Monitor send queue.
[net-dev]
desc = Network development mode.
[net-nosleep]
desc = 1=Don't sleep while waiting for tics.
[client-pos-interval]
desc = Number of tics between client coord packets.
[client-connect-timeout]
desc = Maximum number of seconds to attempt connecting to a server.
[server-password]
desc = Password for remote login.
[server-latencies]
desc = Show client latencies.
[server-frame-interval]
desc = Minimum number of tics between sent frames.
[server-player-limit]
desc = Maximum number of players on the server.
[rend-bias-grid]
desc = 1=Smooth sector lighting is enabled.
[rend-bias-grid-debug]
desc = 1=Show the light grid (for debugging).
[rend-bias-grid-debug-size]
desc = Size of a grid block in the light grid debug display.
[rend-bias-grid-blocksize]
desc = Size of a grid block in the light grid (default: 31).
[rend-bias-grid-multisample]