Client Configuration

Quake2World strongly adheres to the philosophy of sane defaults, i.e. it should just work out of the box. Inexperienced players may find that the stock configuration suits them perfectly, while veterans will want to tweak key bindings and advanced preferences. Of course, there are a some settings that you'll need to adjust to suit your computer.

Just like QuakeWorld, Quake2World does not have an in-game menu system. The game is configured via a plain text file. Several alternative configurations are provided with the game. You can find them in the quake2world/default/configs directory.

Userinfo Variables

color
Controls player's color for rail slug trail. Other players will see your color. Valid color names are "red", "green", "blue", .. Defaults to "default".
msg
Controls message level filtering of server print messages. Values from 0 through 3 are valid. Defaults to 0 (unfiltered).
name
Specifies player's net handle. Defaults to "newbie".
password
Specifies password for protected servers. Defaults to "".
rate
Controls maximum bandwidth, in bytes, to be sent by the server. Values from 6000 through 25000 are valid. Defaults to 10000.
skin
Specifies player's model and skin. Defaults to "ichabod/ichabod".

Remote Console Variables

rcon_password
Specifies password for remote console command execution. Defaults to "".
rcon_address
Specifies remote hostname for remote connectionless console command execution. Defaults to "".

Benchmarking Variables

timedemo
Controls synchronization with system clock. Set to 1 for benchmarking. Defaults to 0.

General Variables

cl_addentities
Controls passing entities (players, projectiles, etc..) to the renderer. 0 means disabled, 1 means enabled. Defaults to 1.
cl_addparticles
Controls passing particles (smoke plumes, rain, etc..) to the renderer. 0 means disabled, 1 means enabled. Defaults to 1.
cl_async
Controls explicit separation of outgoing network packet rate and renderer refresh rate. 0 means disabled, 1 means enabled. Defaults to 0.
cl_blend
Controls screen flash effect when picking up items or receiving damage. 0 means disabled, 1 means enabled. Defaults to 1.
cl_chatsound
Specifies the sound which accompanies chat messages. Set to "" to disable. Deafults to "misc/chat.wav".
cl_counters
Controls the display of speed, framerate, and bandwidth counters. 0 means disabled, 1 means enabled. Defaults to 1.
cl_crosshair
Specifies the crosshair image from a preset list. Values from 0 to 7 are valid. Defaults to 1.
cl_crosshaircolor
Specifies crosshair color. Supported values include "red", "green", "yellow", and "orange". Defaults to "default".
cl_emits
Controls client-side "misc_emit" entities. 0 means disabled, 1 means enabled. Defaults to 1.
cl_footsteps
Controls playback of footstep event sounds from players. 0 means disabled, 1 means enabled. Defaults to 1.
cl_fov
Specifies horizontal field of view, in degrees. Values from 10 to 179 are valid. Defaults to 100.
cl_hud
Controls display of the heads up display. 0 means disabled, 1 means enabled. Defaults to 1.
cl_ignore
Specifies a pattern to identify chat messages which should be discarded. Defaults to "".
cl_maxfps
Specifies maximum number of frames rendered per second. Values greater than 10 are valid. Defaults to 0 (unlimited).
cl_maxpps
Specifies maximum number of outgoing network packets per second. Values greater than 10 and less than 101 are valid. Defaults to 0 (unlimited).
cl_netgraph
Controls display of the network profile graph. 0 means disabled, 1 means enabled. Defaults to 1.
cl_predict
Controls client sided movement prediction. 0 means disabled, 1 means enabled. Defaults to 1.
cl_railtrail
Controls appearance of the rail slug trail. 1 means simple trail, 2 means complex. Defaults to 2.
cl_showclamp
Report long frame times. 0 means disabled, 1 means enabled. Defaults to 0.
cl_showmiss
Report client sided prediction errors. 0 means disabled, 1 means enabled. Defaults to 0.
cl_shownet
Controls the display of network packet information. Values 0 through 3 are valid. 0 means disabled, 3 means verbose. Defaults to 0.
cl_timeout
Specifies interval (in seconds) that elapse without network activity before the client disconnects from the server. Defaults to 120.
cl_viewsize
Specifies the percentage of the screen eligible for 3D rendering. Values from 40 through 100 are valid. Defaults to 100.
cl_weather
Controls intensity of atmospheric weather effects. 0 means disabled, positive values increase intensity. Defaults to 1.

Commands

Renderer Configuration

The Quake2World renderer is highly configurable, and extremely performant on current generation hardware. It requires an OpenGL implementation of version 1.2.1 or better, and will use features from later versions (GLSL, VBO, ..) if available.

Variables

r_brightness
Controls texture brightness. Defaults to 1.5.
r_bumpmap
Controls bump mapping (per pixel lighting). 0.0 means disabled, positive values increase effect intensity. Defaults to 1.0.
r_contrast
Controls texture contrast. Defaults to 1.0.
r_coronas
Controls coronas (flares). 0 means disabled, 1 means enabled. Defaults to 1.
r_flares
Controls light flares. 0.0 means disabled, values between 0.0 and 1.0 control flare alpha. Defaults to 1.0.
r_fog
Controls global fog. 0 means disabled, 1 means auto (by weather effects), 2 means always enabled. Defaults to 1.
r_fullscreen
Controls fullscreen mode. 0 means disabled, 1 means enabled. Defaults to 1. Press F11 for fast toggle.
r_gamma
Controls overall brightness. Values from 0.0 to 3.0 are valid. Defaults to 1.0.
r_height
Controls screen resolution height. Defaults to 768.
r_invert
Controls inverted textures and lightmaps. Value is bitmapped: 1 -> textures, 2 -> lightmaps, 3-> both. Defaults to 0.
r_lighting
Controls all realtime lighting for cards supporting GLSL (see r_bumpmap, r_lights, ..). 0 means disabled, 1 means enabled. Defaults to 1.
r_lightmap
Controls modulate versus replace texture environment for lightmaps. 0 means modulate, 1 means replaced. Defaults to 0.
r_lightmapsize
Controls lightmap block size, useful for tuning on older cards. Must be a power of 2. Defaults to 2048.
r_lights
Controls dynamic light sources for cards supporting GLSL. 0 means disabled, 1 means enabled. Defaults to 1.
r_materials
Controls materials system activation (texture animations, environment maps, etc..). 0 means disabled, 1 means enabled. Defaults to 1.
r_modulate
Controls lightmap brightness. All positive values are valid. Values from 1.5 to 5.0 are useful. Defaults to 3.0.
r_monochrome
Controls monochromatic textures and lightmaps. Value is bitmapped: 1 -> textures, 2 -> lightmaps, 3-> both. Defaults to 0.
r_multisample
Controls multisampling (anti-aliasing). Values 0 through 4 are accepted, 0 means disabled. Defaults to 0.
r_optimize
Controls BSP recursion optimization strategy. 0 means disabled, 1 means enabled. Defaults to 1.
r_programs
Controls all GLSL program management. 0 means disabled, 1 means enabled. Defaults to 1.
r_rendermode
Controls rendering mode. Supported modes are pro and default. Defaults to default.
r_saturation
Controls image color saturation. All positive values are valid. Defaults to 1.0.
r_shadows
Controls blob shadows for entities. 0 means disabled, 1 means enabled. Defaults to 1.
r_soften
Controls lightmap softening. 0 means disabled, positive values increase softness. Defaults to 0.
r_specular
Controls specular highlights for bump mapping (see r_bumpmap). All positive values are valid, with higher values increasing highlight intensity. Defaults to 1.0.
r_swapinterval
Controls swap interval synchronization (V-Sync). 0 means disabled, 1 means enabled. Defaults to 0.
r_threads
Controls multi-threading (experimental). 0 means disabled, 1 means enabled. Defaults to 0.
r_vertexbuffers
Controls usage of OpenGL Vertex Buffer Objects (VBO) versus legacy vertex arrays. Value is bitmapped: 1 -> world 2 -> mesh entites 3-> both. Defaults to 3.
r_warp
Controls warping of liquid surfaces on cards supporting GLSL. 0 means disabled, 1 means enabled. Defaults to 1.
r_width
Controls screen resolution width. Defaults to 1024.



Commands

r_listimages
Lists all resident image files, with type and size information.
r_listmodels
Lists all resident model files, with type and size information.
r_screenshot
Captures the framebuffer image to file, e.g. ~/.quake2world/default/screenshots/quake2world00.tga.
r_reload
Forces all image data to be refreshed. This is required for e.g. r_brightness, r_contrast, r_modulate, r_monochrome, r_invert, ..to take effect.
r_restart
Apply screen resolution changes. Required for e.g. r_width, r_height, r_fullscreen, ..to take effect.

Movement & Controls

Command Default Bind Description
+attack MOUSE1 Fire weapon.
+forward W Move forward.
+back S Move backward.
+moveleft A Strafe left.
+moveright D Strafe right.
+moveup SPACE Jump or swim upward.
+movedown C Crouch or swim downward.
+speed SHIFT Toggle walk/run.
messagemode T Chat to other players.
messagemode2 Y Chat to teammates.
score X Toggle scoreboard.
screenshot F12 Capture a screenshot.
spectate Toggle spectator mode.
join <team> Join game.
vote <command|yes|no> F1|F2 Call vote, or vote on pending vote.

Location Files

Location files are strictly-formatted text files which contain coordinate-description pairs. They are used by Team Chat Macros to quickly report whereabouts to your team mates. You may create your own location files for any level. Simply spawn into a level, navigate to a key position in the level, and issue addloc My description. Repeat until you have captured a satisfactory number of locations -- you may store up to 1024 locations per level. When finished, issue savelocs before exiting the level. Your locations will be flushed to default/maps/level.loc, where level is the .bsp name.

Example: addloc above the rocket launcher

say_team I am %l with %h health.

newbie> I am above the rocket launcher with 94 health.

savelocs

You're encouraged to share your location files with friends, or post them in the Forums for others to download and use.

Team Chat Macros

Quake2World supports macro expansion for chat messages. This can be combined and embedded into chat binds to alert your teammates of your status. A table of available macros and their expanded values are listed below.

Macro Value
%l Location.*
%L Line of sight.*
%h Health points.
%a Armor points.
%d Last dropped item.

* Requires a valid location file for the current level. Example: bind MOUSE3 "say_team I am at %l with %h health and %a armor."

bind MOUSE4 "say_team Dropping %d at %l."