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  • Quake.Fr - Quake Wars Enemy Territory
    context fieldops g class context infiltrator g class context medic g class context oppressor g class context solider g class context technician g collisionModelMask g commandMapZoom command map zoom level g commandMapZoomStep percent to increase decrease command map zoom by g compiledScriptSafety enables extra safety checks in exported scripts g complaintGUIDLimit Total unique complaints at which a player will be kicked g complaintLimit Total complaints at which a player will be kicked g damageIndicatorAlphaScale alpha of the damage indicators g damageIndicatorColor color of the damage indicators g damageIndicatorFadeTime number of seconds that a damage indicator stays visible g damageIndicatorHeight height of the damage indicators g damageIndicatorWidth width of the damage indicators g debugAnim displays information on which animations are playing on the specified entity number set to 1 to disable g debugAnimLookups prints successful animation lookups g debugAnimStance displays information on which stances are set on the specified entity number set to 1 to disable g debugBounds checks for models with bounds 2048 g debugCinematic g debugDamage g debugFootsteps prints which surfacetype the player is walking on g debugForceFields g debugFrameCommands Prints out frame commands as they are called g debugFrameCommandsFilter Filter the type of framecommands g debugGUI Show GUI window outlines g debugGUIEvents Show the results of events g debugGUIRenderWorld Output information for GUI based renderWorlds g debugGUITextRect Show windows text rectangle outlines g debugGUITextScale Size that the debug GUI info font is drawn in g debugLocations g debugMask debugs a deployment mask g debugNetworkWrite g debugPlayerList fills UI lists with fake players g debugProficiency g debugScript g debugSpecatorList fills the spectator list with fake players g debugVehicleDriveForces show info about wheeled drive forces g debugVehicleFeedback show info about wheeled suspension feedback g debugVehicleFrictionFeedback show info about wheeled surface friction feedback g debugVehicleHoverPads show info about hoverpads g debugVehicleHurtZones show info about the hurtZone component g debugVehiclePseudoHover show info about the pseudoHover component g debugVehicleWheelForces show info about wheel forces g debugWakes Debug the vehicle wakes g debugWeapon g debugWeaponSpread displays the current spread value for the weapon g debugWorldTasks draws a sphere around ranged based tasks g decals show decals such as bullet holes g demoAnalyzationSectorSize sector size for stat generation g demoAnalyze analyze demo during playback g demoOutputMDF output entity keyframe data from demo g disableFootsteps enable disable footsteps g disableGlobalAudio disable global VOIP communication g disableGlobalChat disable global text communication g disableTransportDebris g disableVehicleSpawns disables vehicles spawning from construction pads g disasm disassemble script into base script disasm txt on the local drive when script is compiled g dragDamping g dragEntity allows dragging physics objects around by placing the crosshair over them and holding the fire button g dragMaxforce g dragShowSelection g drawContacts draw physics object contacts g drawPlayerDamage Draws numbers above the player s head every time they take damage Must be enabled on the server too g drawPlayerIcons Enables Disables player icons g drawRouteConstraints draws lines showing route constraints g editEntityMode 0 off 1 lights 2 sounds 3 articulated figures 4 particle systems 5 monsters 6 entity names 7 entity models g enemyColor color of enemy units g execMapConfigs Execute map cfg with same name g exportMask g forceClear forces clearing of color buffer on main game draw faster g fov g frametime displays timing information for each game frame g friendlyColor color of friendly units g gameReviewPause Time in minutes for scores review time g gameReviewReadyWait wait for players to ready up before going to the next map g gravity g guiSpeeds Show GUI speeds g gunX g gunY g gunZ g hitBeep play hit beep sound when you inflict damage 0 do nothing 1 beep flash cross hair 2 beep 3 flash cross hair g kickAmplitude g kickBanLength length of time a kicked player will be banned for g kickTime g knockback g logObjectives log objective completion info g logProficiency log proficiency data g maxPlayerWarnings maximum warnings before player is kicked g maxShowDistance g maxSpectateTime maximum length of time a player may spectate for g maxTransportDebrisExtraHigh The maximum number of pieces of extra high priority really large debris 1 means no limit g maxTransportDebrisHigh The maximum number of pieces of high priority large debris 1 means no limit g maxTransportDebrisLow The maximum number of pieces of low priority small debris 1 means no limit g maxTransportDebrisMedium The maximum number of pieces of medium priority middling debris 1 means no limit g maxVoiceChats maximum number of voice chats a player may do in a period of time g maxVoiceChatsOver time over which the maximum number of voice chat limit is applied g muteSpecs Send all spectator global chat to team chat g neutralColor color of neutral units g nextMap commands to execute when the current map campaign ends g noBotSpectate disables the ability to spectate bots g noProficiency enable disable XP g noRouteConstraintKick enables disables players being kicked for deviating from routes g noRouteMaskDestruction enables disables the mcp being destroyed when driven outside the mask g noVehicleDecay enables disables vehicle decay g password game password g playerArrowIconSize Size of the screen space player arrow icons g playerIconAlphaScale alpha to apply to world based objective icons g playerIconSize Size of the screen space player icons g playerPushForce force players can be pushed by other players g playTooltipSound Play the sound attached to a tooltip when it is shown g privatePassword game password for private slots g radialMenuMouseInput 0 no mouse input 1 mouse input no view movement 2 mouse input view movement g radialMenuMouseSensitivity Mouse input scale g radialMenuStyle Sets the style of the quick chat menu 0 radial 1 vertical g radialMenuUseNumberShortcuts Use numbers instead of alpha numeric shortcuts g removeStaticEntities Remove non dynamic entities on map spawn when they aren t needed g rotateCommandMap Rotate the command map around the player g showActiveEntities draws boxes around thinking entities g showAreaClipSectors g showcamerainfo displays the current frame for the camera when playing cinematics g showChatLocation show hide locations in chat text g showClipSectorFilter g showClipSectors g showCollisionModels g showCollisionTraces g showCollisionWorld g showCommandMapNames Show hide location text on the commandmap g showCompileStats sets whether to show stats at the end of compilation or not g showCrosshairInfo shows information about the entity under your crosshair g showDemoHud draw the demo hud gui g showDemoView show player s calculated view when paused instead of free fly cam g showEntityInfo g showEntityInfoPrint g showFireTeamLocation show hide locations in fireteam box text g showHud draw the hud gui g showLocationWayPoints Show hide location waypoints in the world g showPlayerShadow enables shadow of player model g showPlayerSpeed displays player movement speed g showPVS g showRenderModelBounds g showTargets draws entities and their targets hidden entities are drawn grey g showTestModelFrame displays the current animation and frame for testmodels g showTriggers draws trigger entities orange and their targets green disabled triggers are drawn grey g showVehiclePathNodes g showWayPoints show or hide world based objective icons g skipDeployChecks Skips deployment territory checks etc g skipIntro skip the opening intro movie g skipLocalizedPrecipitation Enable disable precipitation effects g skipPostProcess draw the post process gui g skipPrecipitation Enable disable precipitation effects g skipVehicleAccelFeedback skip acceleration effects on wheeled suspensions g skipVehicleFrictionFeedback ignore the effects of surface friction g skipVehicleTurnFeedback skip turn ducking effects on wheeled suspensions g skipViewEffects skip damage and other view effects g skipWeaponSwitchAnimations If 1 players won t play their weapon switching animations g spectateLerpScale Controls view smoothing for spectators g stopWatchMode stopwatch mode 0 ABBA 1 ABAB g teamSwitchDelay Delay in seconds before player can change teams again g testLadders g testModelAnimate test model animation 0 cycle anim with origin reset 1 cycle anim with fixed origin 2 cycle anim with continuous origin 3 frame by frame with continuous origin 4 play anim once g testModelBlend number of frames to blend g testModelRotate test model rotation speed g testParticle test particle visualization set by the particle editor g testParticleName name of the particle being tested by the particle editor g testPostProcess name of material to draw over screen g testSpectator g testViewSkin name of skin to use for the view g transportDebrisExtraHighCutoff Beyond this distance from the viewpoint extra high priority debris will not be spawned 1 means no limit g transportDebrisHighCutoff Beyond this distance from the viewpoint high priority debris will not be spawned 1 means no limit g transportDebrisLowCutoff Beyond this distance from the viewpoint low priority debris will not be spawned 1 means no limit g transportDebrisMediumCutoff Beyond this distance from the viewpoint medium priority debris will not be spawned 1 means no limit g unlock interpolateMoving interpolate moving objects in fps unlock mode g unlock updateAngles update view angles in fps unlock mode g unlock updateViewpos update view origin in fps unlock mode g unlock viewStyle 0 extrapolate view origin 1 interpolate view origin g useCompiledScript enable disable native compiled scripts g useSimpleStats only look up local server stats g useTraceCollection Use optimized trace collections g vehicleForce g vehicleSteerKeyScale The scale of the wheeled vehicle steering keys 1 is standard 2 is twice as fast etc g vehicleSuspensionDamping g vehicleSuspensionDown g vehicleSuspensionKCompress g vehicleSuspensionUp g vehicleTireFriction g vehicleVelocity g vehicleWheelTracesPerFrame What fraction of the wheels are updated per frame g version game version g volumeMusic dB music volume in dB g votePassPercentage Percentage of yes votes required for a vote to pass g voteWait Delay in minutes before player may perform a callvote again g walkerTraceDistance distance to check for space for the walker to move g warmup Length in minutes of warmup period g warmupDamage Enable disable players taking damage during warmup g waypointAlphaScale alpha to apply to world based objective icons g waypointDistanceMax min distance at which to show max icon size g waypointDistanceMin max distance at which to show min icon size g waypointSizeMax max world view icon size g waypointSizeMin min world view icon size g weaponSwitchTimeout g xpSave stores xp for disconnected players which will be given back if they reconnect gamedate gamename gui crosshairAlpha alpha of crosshair gui crosshairColor RGB color tint for crosshair elements gui crosshairDef name of def containing crosshair gui crosshairGrenadeAlpha alpha of grenade timer components gui crosshairKey name of crosshair key in def specified by gui crosshairDef gui crosshairSpreadAlpha alpha of spread components gui crosshairSpreadScale amount to scale the spread indicator movement gui crosshairStatsAlpha alpha of health ammo reload components gui debugLayout Debug UI layout classes gui debugRadialMenus Show radial menu debugging info gui doubleClickTime Delay in seconds between considering two mouse clicks a double click gui notificationPause length of time between successive notifications in seconds gui notificationTime length of time a user notification is on screen in seconds gui scoreBoardSort 0 group by XP 1 group by fireteam then by XP gui showTooltips Globally enable or disable tooltips gui tooltipDelay Delay in seconds before tooltips pop up ik debug show IK debug lines ik enable enable IK image anisotropy set the maximum texture anisotropy if available image bumpPicMip Uses a miplevel X steps down image colorMipLevels development aid to see texture mip usage image detailPower Controls how fast the detail textures fade out 0 normal mipmaps 1 is falloff after the first level image diffusePicMip Uses a miplevel X steps down image editorPicMip image filter changes texture filtering on mipmapped images image globalPicMip globally uses a miplevel X steps down image ignoreHighQuality ignore high quality setting on materials image lodbias change lod bias on mipmapped images image lodDistance Distance at wich images don t need full resolution image picMip Uses a miplevel X steps down image picMipEnable Enable picmip image roundDown round bad sizes down to nearest power of two image showBackgroundLoads 1 print number of outstanding background loads image skipUpload used during the build process will skip uploads image specularPicMip Uses a miplevel X steps down image useAllFormats allow alpha intensity luminance luminance alpha image useBackgroundLoads 1 enable background loading of images image useCompression 0 force everything to high quality image useNormalCompression 2 use rxgb compression for normal maps 1 use 256 color compression for normal maps if available image useOfflineCompression write a batch file for offline compression of DDS files image usePrecompressedTextures use dds files if present image writeNormalTGA write tgas of the final normal maps for debugging image writeNormalTGAPalletized write tgas of the final palletized normal maps for debugging image writePrecompressedTextures write dds files if necessary image writeTGA write tgas of the non normal maps for debugging in anglespeedkey angle change scale when holding down speed button in car pitch axis which controller axis is used in car pitch deadZone specifies how far large the dead zone is on the controller axis in car pitch invert inverts the axis in car pitch joy the joystick number used in car pitch offset the step up the dead zone in car pitch power the power of the curve after dead zone ie acceleration in car pitch speed speed of the controller input in car steering axis which controller axis is used in car steering deadZone specifies how far large the dead zone is on the controller axis in car steering invert inverts the axis in car steering joy the joystick number used in car steering offset the step up the dead zone in car steering power the power of the curve after dead zone ie acceleration in car steering speed speed of the controller input in car throttle axis which controller axis is used in car throttle deadZone specifies how far large the dead zone is on the controller axis in car throttle invert inverts the axis in car throttle joy the joystick number used in car throttle offset the step up the dead zone in car throttle power the power of the curve after dead zone ie acceleration in car throttle speed speed of the controller input in car yaw axis which controller axis is used in car yaw deadZone specifies how far large the dead zone is on the controller axis in car yaw invert inverts the axis in car yaw joy the joystick number used in car yaw offset the step up the dead zone in car yaw power the power of the curve after dead zone ie acceleration in car yaw speed speed of the controller input in freeLook look around with mouse reverse mlook button in heli forward axis which controller axis is used in heli forward deadZone specifies how far large the dead zone is on the controller axis in heli forward invert inverts the axis in heli forward joy the joystick number used in heli forward offset the step up the dead zone in heli forward power the power of the curve after dead zone ie acceleration in heli forward speed speed of the controller input in heli side axis which controller axis is used in heli side deadZone specifies how far large the dead zone is on the controller axis in heli side invert inverts the axis in heli side joy the joystick number used in heli side offset the step up the dead zone in heli side power the power of the curve after dead zone ie acceleration in heli side speed speed of the controller input in heli throttle axis which controller axis is used in heli throttle deadZone specifies how far large the dead zone is on the controller axis in heli throttle invert inverts the axis in heli throttle joy the joystick number used in heli throttle offset the step up the dead zone in heli throttle power the power of the curve after dead zone ie acceleration in heli throttle speed speed of the controller input in heli yaw axis which controller axis is used in heli yaw deadZone specifies how far large the dead zone is on the controller axis in heli yaw invert inverts the axis in heli yaw joy the joystick number used in heli yaw offset the step up the dead zone in heli yaw power the power of the curve after dead zone ie acceleration in heli yaw speed speed of the controller input in hovertank forward axis which controller axis is used in hovertank forward deadZone specifies how far large the dead zone is on the controller axis in hovertank forward invert inverts the axis in hovertank forward joy the joystick number used in hovertank forward offset the step up the dead zone in hovertank forward power the power of the curve after dead zone ie acceleration in hovertank forward speed speed of the controller input in hovertank pitch axis which controller axis is used in hovertank pitch deadZone specifies how far large the dead zone is on the controller axis in hovertank pitch invert inverts the axis in hovertank pitch joy the joystick number used in hovertank pitch offset the step up the dead zone in hovertank pitch power the power of the curve after dead zone ie acceleration in hovertank pitch speed speed of the controller input in hovertank side axis which controller axis is used in hovertank side deadZone specifies how far large the dead zone is on the controller axis in hovertank side invert inverts the axis in hovertank side joy the joystick number used in hovertank side offset the step up the dead zone in hovertank side power the power of the curve after dead zone ie acceleration in hovertank side speed speed of the controller input in hovertank turn axis which controller axis is used in hovertank turn deadZone specifies how far large the dead zone is on the controller axis in hovertank turn invert inverts the axis in hovertank turn joy the joystick number used in hovertank turn offset the step up the dead zone in hovertank turn power the power of the curve after dead zone ie acceleration in hovertank turn speed speed of the controller input in hovertank yaw axis which controller axis is used in hovertank yaw deadZone specifies how far large the dead zone is on the controller axis in hovertank yaw invert inverts the axis in hovertank yaw joy the joystick number used in hovertank yaw offset the step up the dead zone in hovertank yaw power the power of the curve after dead zone ie acceleration in hovertank yaw speed speed of the controller input in joy1 device the hash of the controller device named joy1 in joy2 device the hash of the controller device named joy2 in joy3 device the hash of the controller device named joy3 in joy4 device the hash of the controller device named joy4 in mouse enable mouse input in pitchspeed pitch change speed when holding down look lookUp or lookDown button in player forward axis which controller axis is used in player forward deadZone specifies how far large the dead zone is on the controller axis in player forward invert inverts the axis in player forward joy the joystick number used in player forward offset the step up the dead zone in player forward power the power of the curve after dead zone ie acceleration in player forward speed speed of the controller input in player pitch axis which controller axis is used in player pitch deadZone specifies how far large the dead zone is on the controller axis in player pitch invert inverts the axis in player pitch joy the joystick number used in player pitch offset the step up the dead zone in player pitch power the power of the curve after dead zone ie acceleration in player pitch speed speed of the controller input in player side axis which controller axis is used in player side deadZone specifies how far large the dead zone is on the controller axis in player side invert inverts the axis in player side joy the joystick number used in player side offset the step up the dead zone in player side power the power of the curve after dead zone ie acceleration in player side speed speed of the controller input in player yaw axis which controller axis is used in player yaw deadZone specifies how far large the dead zone is on the controller axis in player yaw invert inverts the axis in player yaw joy the joystick number used in player yaw offset the step up the dead zone in player yaw power the power of the curve after dead zone ie acceleration in player yaw speed speed of the controller input in toggleRun pressing speed button toggles run on off in toggleSprint pressing sprint button toggles run on off in yawspeed yaw change speed when holding down left or right button logFile 1 buffer log 2 flush after each print logFileName name of log file if empty console log will be used Y year M month D day h hour m minute s second logTimeStamps add time stamps to console log m helicopterPitch helicopter mouse pitch scale m helicopterYaw helicopter mouse yaw scale m pitch mouse pitch scale m showMouseRate shows mouse movement m smooth number of samples blended for mouse viewing m strafeScale mouse strafe movement scale m strafeSmooth number of samples blended for mouse moving m yaw mouse yaw scale msv useSampleGame use the sample game instead of the etqw SKU net allowCheats Allow cheats in network game net aorPVSScale AoR scale for outside of PVS net autoLANScan automatically scan for LAN servers net channelShowDrop show dropped packets net channelShowPackets show all packets net checkSync enable data synchronization net clientAORFilter net clientLagOMeter draw prediction graph net clientMaxPrediction maximum number of milliseconds a client can predict ahead of server net clientMaxRate maximum rate requested by client from server in bytes sec net clientPrediction additional client side prediction in milliseconds net clientPunkbusterEnabled is client side PunkBuster enabled net clientRemoteConsoleAddress remote console address net clientRemoteConsolePassword remote console password net clientSelfSmoothing smooth local client position net clientServerTimeout server time out in seconds net clientShowAOR net clientShowSnapshot net clientShowSnapshotRadius net clientSkipUsercmd skip ucmds generation 0 no skipping 1 no skipping when multiple game frames send single packet 2 skip when multiple game frames send only first 3 skip when multiple game frames send only last net clientUsercmdBackup number of usercmds to resend net demoErrorOnInvalidUserCmds Will cause an error instead of a warning when playing back a demo with no usercmds net forceDrop percentage packet loss net forceLatency milliseconds latency net httpPassword Password used with HTTP authentication to download server assets net httpProxy Use an http proxy to download game content from servers Use http proxy address proxy port See net httpProxyUser net httpProxyPassword net httpProxyMode net httpProxyMode Proxy configuration mode 0 don t use a proxy 1 attempt to read from environment over write cvar settings on launch 2 use cvar settings net httpProxyPassword Password used with http proxy authentication net httpProxyUser Username used with http proxy authentication net httpUser Username used with HTTP authentication to download server assets net ip local IP address net limitApparentMaxErrorAllowanc e fraction of the current physics speed added to the maximum apparent speed due to client prediction error net limitApparentMaxLagAllowance fraction of the current physics speed added to the maximum apparent speed due to client lag net limitApparentMinSpeed minimum value for maximum apparent speed to reach net limitApparentVelocity limit the apparent velocity of objects in prediction to realistic levels net maxPlayerCollisionMerge maximum number of player collision steps to merge together during client reprediction net port local IP port number net predictionErrorDecay Enable disable prediction error decay net serverAllowServerMod allow server side mods net serverBalanceSnapshotTimes balance snapshot times for a good repartition over game frames net serverClientTimeout client time out in seconds net serverDedicated 1 text console dedicated server 2 graphical dedicated server net serverDrawClient number of client for which to draw view on server net serverLicenseCodeFile If not empty allows license code to be stored outside of the game file system net serverMaxClientRate maximum rate to a client in bytes sec net serverMaxReservedClientSlots maximum number of player slots reserved for session invites net serverMaxUsercmdRelay maximum number of usercmds from other clients the server relays to a client net serverPunkbusterEnabled is server side PunkBuster enabled net serverReloadEngine perform a full reload on next map restart including flushing referenced pak files decreased if 0 net serverRemoteConsolePassword remote console password net serverSnapshotDelay delay between snapshots in number of game frames net serverStoreLicenseCode Store the license code for dedicated server on disk 1 encrypted 2 not encrypted net serverZombieTimeout disconnected client timeout in seconds net showAsyncStats show async network stats net socksEnabled net socksPassword net socksPort net socksServer net socksUsername net staggerPlayerGroundChecks skip every other ground check during forward prediction net updateAutoDownload control auto download of game updates 0 no 1 prompt on client auto download on server 2 always auto download net updateAutoExecute execute the installer once downloaded 0 no 1 yes on client not on server 2 yes net useAOR Enable Disable Area of Relevance net useUPnP Use UPnP for external address identification net verbose 1 verbose output 2 3 even more verbose output password client password used when connecting pm bboxwidth x y size of player s bounding box pm bobpitch pm bobroll pm bobup pm crouchbob bob much faster when crouched pm crouchheight height of player s bounding box while crouched pm crouchrate time it takes for player s view to change from standing to crouching pm crouchspeed speed the player can move while crouched pm crouchviewheight height of player s view while crouched pm deadheight height of player s bounding box while dead pm deadviewheight height of player s view while dead pm deathThirdPersonAngle direction of camera from player in 3rd person in degrees 0 behind player 180 in front pm deathThirdPersonHeight height of camera from normal view height in 3rd person pm deathThirdPersonRange camera distance from player in 3rd person pm democamspeed speed the player can move while flying around in a demo pm deployThirdPersonAngle direction of camera from player in 3rd person in degrees 0 behind player 180 in front pm deployThirdPersonHeight height of camera from normal view height in 3rd person pm deployThirdPersonRange camera distance from player in 3rd person pm friction friction applied to player on the ground pm jumpheight approximate height the player can jump pm maxproneviewpitch amount player s view can look down when prone pm maxviewpitch amount player s view can look down pm minproneviewpitch amount player s view can look up when prone negative values are up pm minviewpitch amount player s view can look up negative values are up pm noclipspeed speed the player can move while in noclip pm noclipspeedsprint speed the player can move while in noclip and sprinting pm noclipspeedwalk speed the player can move while in noclip and walking pm normalheight height of player s bounding box while standing pm normalviewheight height of player s view while standing pm pausePhysics pauses physics pm powerslide adjust the push when pm slidevelocity 1 set power more speed 1 closer to pm slidevelocity 0 pm proneheight height of player s bounding box while prone pm pronespeed speed the player can move while prone pm proneviewdistance distance in front of the player s view while prone pm proneviewheight height of player s view while prone pm runbob bob faster when running pm runpitch pm runroll pm runspeed speed the player can move while running pm runspeedback speed the player can move backwards while running pm runspeedforward speed the player can move forwards while running pm runspeedstrafe speed the player can move sideways while running pm slidevelocity what to do with velocity when hitting a surface at an angle 0 use horizontal speed 1 keep some of the impact speed to push along the slide pm spectatebbox size of the spectator bounding box pm spectatespeed speed the player can move while spectating pm spectatespeedsprint speed the player can move while spectating and sprinting pm sprintspeed speed the player can move while sprinting pm sprintspeedforward speed the player can move forwards while sprinting pm sprintspeedstrafe speed the player can move sideways while sprinting pm stepsize maximum height the player can step up without jumping pm thirdPerson enables third person view pm thirdPersonAngle direction of camera from player in 3rd person in degrees 0 behind player 180 in front pm thirdPersonClip clip third person view into world space pm thirdPersonHeight height of camera from normal view height in 3rd person pm thirdPersonNoPitch ignore camera pitch when in third person mode pm thirdPersonOrbit if set will automatically increment pm thirdPersonAngle every frame pm thirdPersonRange camera distance from player in 3rd person pm vehicleSoundLerpScale pm walkbob bob slowly when walking pm walkspeed speed the player can move while walking pm waterFloatValue fraction of water coverage at which the player will try to float pm waterSpeed speed player will be pushed up in water when totally under water r 32ByteVtx Uses 32bit vtx r ambientARB 0 ambient cube map rendering done through ff pipeline 1 ambient cube map rendering done through ARB program r ambientLightDrawMode 0 is blended sphere 1 is circle outline 2 is completely off r ambientMap ambient cube map base name r ambientMapNoUpdate disabled dynamic ambient cubemap texture uploading r ambientScale ambient cube mapping brightness r aspectRatio aspect ratio 0 is 4 3 1 is 16 9 2 is 16 10 3 is 5 4 1 uses r customAspectRatioH and r customAspectRatioV r atmosScale atmosphere brightness r brightness changes gamma tables r checkBounds compare all surface bounds with precalculated ones r clear force screen clear every frame 1 purple 2 black r g b custom r combinedReflectDist Distance where the planar reflection gets cut of r customAspectRatioH horizontal custom aspect ratio r customAspectRatioV vertical custom aspect ratio r customHeight custom screen height r customWidth custom screen width r debugArrowStep step size of arrow cone line rotation in degrees r debugAxisLength used to set the length of drawn debug axis r debugEntityRefs r debugImposters Show some extra information on imposter rendering r debugLineDepthTest perform depth test on debug lines r debugLineWidth width of debug lines r debugPolygonFilled draw a filled polygon r debugViewEntities r depthFill Enable depth only pass r depthFillCutoff Screen Rect Area required to render r depthFillNoColour Disable depth fill colour write r depthRangeStartDefault r depthRangeWeaponHackEnd r depthRangeWeaponHackScale r detailFade Distance fading control reloadImages all needed r detailRatio Ratio of detail texture to main texture r detailTexture Detail texture on landscape reparseDecls renderProgram needed r displayRefresh optional display refresh rate option for vid mode r dumpShaders Dump compiled and preprocessed shaders to text files r dynamicModelCacheMegs Number of megabytes to cache dynamic model instantiations in r farPlaneDist Optional far plane clipping r finish force a call to glFinish every frame r flareSize scale the flare deforms from the material def r flushPurgeableModels Delete all cached purgeable models r forceDistancePortalCull r forceGLFinish force finish within backend r forceLoadImages draw all images to screen after registration r frontBuffer draw to front buffer for debugging r fullscreen 0 windowed 1 full screen r gamma changes gamma tables r generateInteractions Generate all interactions after a map load r glDriver opengl32 etc r glDriverVendor OpenGL driver vendor r glowbase base glare level r ignore used for random debugging without defining new vars r ignore2 used for random debugging without defining new vars r ignoreGLErrors ignore GL errors r imposterCoverage r imposterCutoff Size in pixels at which imposters stop drawing r imposterFadeEnd Size in pixels at which imposters are fully faded in and the original stops drawing r imposterFadeStart Size in pixels at which imposters start to fade in r inhibitFBO Disable the fbo extension r jitter randomly subpixel jitter the projection matrix r jitterBias jitter radius bias r jitterRadial radial jitter view matrix around the specified distance r jitterRadius offset from screen origin for jitter r jointNameOffset offset of joint names when r showskel is set to 1 r jointNameScale size of joint names when r showskel is set to 1 r keepOldViewEntities r lightAllBackFaces light all the back faces even when they would be shadowed r lightScale all light intensities are multiplied by this r lightSourceRadius for soft shadow sampling r lispAlternateOrigin Use alternative ways of calculating the shadow view origin r lispAlternateZfar Use a different calculation for the warp factor r lispAngle Angle to rotate the shadowview in ndc space r lispCorrectForViewAngle Correct warp factor based on the angle with the light r lispDebugFrustum Allow the use of the existing projeciton matrix to debug certain lightspace cases r lispflipx Test some stuff r lispflipy Test some stuff r lispflipz Test some stuff r lisptest Test some stuff r lispUseBodyVector Use body vector instead of the view vector r listMissingInstanceProgs list mia render programs for instancing r loadAnimB Attempt loading of binary version of animations r loadModelBs allow loading of modelb render models r lockDebugLines r lockedView r lockSurfaces allow moving the view point without changing the composition of the scene including culling r logFile number of frames to emit GL logs r mapShotAngles Pitch Yaw Roll of mapshot angles r materialOverride overrides all materials r matey AVAST r maxViewEntities r MD5FreeScaledAndBase r MD5LoadBinary r MD5LodAltLodNaming r MD5LodBias LOD bias for a MD5 mesh r MD5LodPrint Print a message when an LOD state changes r MD5LodScale LOD scaling for a MD5 mesh r MD5MaxLodStages maximum number of LOD stages loaded for a MD5 mesh r MD5UseDrawVertFast r MD5UseHardwareSkinning Do MD5 skinning partially on the GPU r MD5WriteBinary r megaDrawMethod r megaFadeTime r megaShowGrid show a grid pattern r megaShowTileSize show tile sizes r megaStreamBlocks r megaStreamFromDVD r megaTilesPerSecond only update a limited number of mega texture tiles per second r megaUpscale r mergeModelSurfaces combine model surfaces with the same material r mirrorplaneslop Amount to offset reflection clipping planes r mode video mode number r multiSamples number of antialiasing samples r noDoubleAtmosphere Uses the stencil buffer to avoid atmosphere ing r normalizeNormalMaps Normalize normalmaps after lookup r notchDir refraction plane offset direction r occlusionBBDebug Display occlusion BB test r occlusionCutoff Don t do occlusion queries if screen space in pixels is bigger than this r occlusionDebug Print debug info on occlusion queries 2 skip all oq gl commands 3 skip oq readback command r occlusionFlush Use explicit glFlush after firing off queries r occlusionSystem 0 Clever 1 Frame delay r occlusionThreshold Consider object as occluded if less or equal than x pixels are visible r occlusionWaitPredict Predict as objects as visibe when waiting for result r offsetfactor polygon offset parameter r offsetunits polygon offset parameter r orderIndexes perform index reorganization to optimize vertex use r refractFovChange FOV modification used during refraction subview rendering r refractOffset refraction plane offset r renderProgramLodDistance Sets global render program lod distance r renderProgramLodFade Sets global render program fade distance r screenFraction for testing fill rate the resolution of the entire screen can be changed r selectedAmbientLight Which ambient light should be drawn as selected r shaderPreferALU Use ALU instructions instead of textures in shaders r shaderQuality Sets the level of detail to use for shaders 0 highest r shaderSkipSpecCubeMaps Use specular cube maps r shadowPass enable shadow pass r shadowPolygonFactor scale value for stencil shadow drawing r shadowPolygonOffset bias value added to depth test for stencil shadow drawing r shadows enable shadows r showAlloc report alloc free counts r showAmbientLights show ambient light sources r showBackendSpeeds show the backend timing split r showBatches draw each batch with a different color r showBatchInfo report batch counts for various types r showBatchSize highlighting of draw batches that fall below the desired polygons per draw call purple really bad red bad yellow moderate green good 1 only draw visible ones 2 draw all front facing 3 draw all r showCull report sphere and box culling stats r showCullSectors Show cull sectors r showDefaultRenderEnts r showDefs report the number of modeDefs and lightDefs in view r showDemo report reads and writes to the demo file r showDepth display the contents of the depth buffer and the depth range r showDominantTri draw lines from vertexes to center of dominant triangles r showDrawOrder r showDynamic report stats on dynamic surface generation r showDynamicDefs Show dynamic updating entities i e freeing cached models and or shadow volumes purple entity def changed cyan model callback forced update r showEdges draw the sil edges r showEntityScissors show entity scissor rectangles r

    Original URL path: http://www.quake.fr/index.php?f_id_contenu=635&f_id_type=53 (2015-10-11)
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  • Quake.Fr - Quake Wars Enemy Territory
    01 01 Bonne année 01 01 Bonne année 01 01 Bonne année 2011 12 16 Mumble 1 2 0 03 25 Mumble 1 1 8 02 03 ETQWPro 1 0 beta 01 04 Game Scanner 1 28 12 15 Game Scanner 1 27 11 02 Game Scanner 1 25 10 19 Game Scanner 1 24 Login Identifiant Mot de passe Inscription Perte mot de passe Explorateur de fichier client demo maps mods server video Nom Taille Date Type ETQW client 1 0 1 1 up 26 43 Mo 01 10 07 App MS ETQW client 1 0 1 2 up 282 95 Mo 16 12 07 App MS ETQW client 1 0 1 4 up 456 13 Mo 15 01 08 App MS ETQW client 1 0 1 5 up 361 16 Mo 29 02 08 App MS ETQW client 1 0 1 5 up 528 85 Mo 23 05 08 App MS ETQW client 1 2 full r 272 88 Mo 16 12 07 App Linux ETQW client 1 2 nomedi 18 50 Mo 16 12 07 App Linux ETQW client 1 4 1 5 up 64 22 Mo 29 02 08 App MS ETQW client 1 4 1

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  • Quake.Fr - Quake Wars Enemy Territory
    01 01 Bonne année 01 01 Bonne année 01 01 Bonne année 2011 12 16 Mumble 1 2 0 03 25 Mumble 1 1 8 02 03 ETQWPro 1 0 beta 01 04 Game Scanner 1 28 12 15 Game Scanner 1 27 11 02 Game Scanner 1 25 10 19 Game Scanner 1 24 Login Identifiant Mot de passe Inscription Perte mot de passe Explorateur de fichier client demo maps mods server video Nom Taille Date Type ETQW client 1 0 1 1 up 26 43 Mo 01 10 07 App MS ETQW client 1 0 1 2 up 282 95 Mo 16 12 07 App MS ETQW client 1 0 1 4 up 456 13 Mo 15 01 08 App MS ETQW client 1 0 1 5 up 361 16 Mo 29 02 08 App MS ETQW client 1 0 1 5 up 528 85 Mo 23 05 08 App MS ETQW client 1 2 full r 272 88 Mo 16 12 07 App Linux ETQW client 1 2 nomedi 18 50 Mo 16 12 07 App Linux ETQW client 1 4 1 5 up 64 22 Mo 29 02 08 App MS ETQW client 1 4 1

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  • Quake.Fr - Quake Wars Enemy Territory
    01 01 Bonne année 01 01 Bonne année 01 01 Bonne année 2011 12 16 Mumble 1 2 0 03 25 Mumble 1 1 8 02 03 ETQWPro 1 0 beta 01 04 Game Scanner 1 28 12 15 Game Scanner 1 27 11 02 Game Scanner 1 25 10 19 Game Scanner 1 24 Login Identifiant Mot de passe Inscription Perte mot de passe Explorateur de fichier client demo maps mods server video Nom Taille Date Type ETQW client 1 0 1 1 up 26 43 Mo 01 10 07 App MS ETQW client 1 0 1 2 up 282 95 Mo 16 12 07 App MS ETQW client 1 0 1 4 up 456 13 Mo 15 01 08 App MS ETQW client 1 0 1 5 up 361 16 Mo 29 02 08 App MS ETQW client 1 0 1 5 up 528 85 Mo 23 05 08 App MS ETQW client 1 2 full r 272 88 Mo 16 12 07 App Linux ETQW client 1 2 nomedi 18 50 Mo 16 12 07 App Linux ETQW client 1 4 1 5 up 64 22 Mo 29 02 08 App MS ETQW client 1 4 1

    Original URL path: http://www.quake.fr/index.php?mod=50001&dir=%2Fhome%2Fwww%2F88cb96f23cd3f1f84e23bb6375feec0c%2Fweb%2F%2Ffichier%2Fstuff%2Fquakew%2Fclient&order=date&asc=a&order0=name (2015-10-11)
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  • Quake.Fr - Quake Wars Enemy Territory
    01 01 Bonne année 01 01 Bonne année 01 01 Bonne année 2011 12 16 Mumble 1 2 0 03 25 Mumble 1 1 8 02 03 ETQWPro 1 0 beta 01 04 Game Scanner 1 28 12 15 Game Scanner 1 27 11 02 Game Scanner 1 25 10 19 Game Scanner 1 24 Login Identifiant Mot de passe Inscription Perte mot de passe Explorateur de fichier client demo maps mods server video Nom Taille Date Type ETQW client 1 0 1 1 up 26 43 Mo 01 10 07 App MS ETQW client 1 0 1 2 up 282 95 Mo 16 12 07 App MS ETQW client 1 0 1 4 up 456 13 Mo 15 01 08 App MS ETQW client 1 0 1 5 up 361 16 Mo 29 02 08 App MS ETQW client 1 0 1 5 up 528 85 Mo 23 05 08 App MS ETQW client 1 2 full r 272 88 Mo 16 12 07 App Linux ETQW client 1 2 nomedi 18 50 Mo 16 12 07 App Linux ETQW client 1 4 1 5 up 64 22 Mo 29 02 08 App MS ETQW client 1 4 1

    Original URL path: http://www.quake.fr/index.php?mod=50001&dir=%2Fhome%2Fwww%2F88cb96f23cd3f1f84e23bb6375feec0c%2Fweb%2F%2Ffichier%2Fstuff%2Fquakew%2Fclient&order=ext&asc=a&order0=name (2015-10-11)
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