# Doomsday Help
# Generated by conhelp.py out of engine
#
# CONSOLE COMMANDS: engine
#

[activatebcontext]
desc = Activate a binding context.
inf = Input events can only trigger bindings in active binding contexts.\nSEE ALSO:\n- "Bindings" in wiki\n

[add]
desc = Add something to a cvar.

[after]
desc = Execute the specified command after a delay.
inf = Params: after (tics) (cmd)\nFor example, 'after 35 "echo End"'.

[alias]
desc = Create aliases for a (set of) console commands.

[apropos]
desc = Summarize all help containing a search term.

[bindcontrol]
desc = Bind an input device to a player control.

[bindevent]
desc = Bind a console command to an event.
inf = USAGE:\nbindevent [(context)] (spec) (command)\nThe event specification (spec) is composed of an event descriptor and optionally any additional conditions for the validity of the binding. The specification may be prefixed with a context name; if omitted, the binding is created in the default "game" context.\nEXAMPLES:\nbindevent key-M-down "toggle ctl-run"\nbindevent "mouse-right-up + key-shift" {print "RMB released while Shift down"}\nbindevent shortcut:key-f8 "toggle msg-show"\nbindevent key-equals-down "add view-size 1"\nbindevent key-equals-repeat "add view-size 1"\nSEE ALSO:\n- "Bindings" in wiki\n\n

[blc]
desc = Set color of light at cursor.
inf = Params: blc (red) (green) (blue)\nFor example, 'blc 1 0.5 0.2'.

[blclear]
desc = Delete all lights.

[bldel]
desc = Delete current/specified light.

[bldup]
desc = Duplicate current/specified light, grab it.

[bledit]
desc = Enter bias light edit mode.

[blgrab]
desc = Grab current/specified light, or ubgrab.

[blhue]
desc = Show/hide the hue circle for color selection.

[bli]
desc = Set intensity of light at cursor.

[bllock]
desc = Lock current/specified light.

[blmenu]
desc = Show/hide the bias menu.

[blnew]
desc = Allocate new light and grab it.

[blquit]
desc = Exit bias light edit mode.

[blsave]
desc = Write the current lights to a DED file.

[blunlock]
desc = Unlock current/specified light.

[centerwindow]
desc = Center the window on the desktop when in windowed mode.

[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.
inf = Params: conlocp (playernum)\nFor example, 'conlocp 1'.

[connect]
desc = Connect to a server using TCP/IP.

[conopen]
desc = Open the console prompt.

[contoggle]
desc = Open/close the console prompt.

[deactivatebcontext]
desc = Deactivate a binding context.
inf = Bindings in deactivated binding contexts cannot be triggered.\nSEE ALSO:\n- "Bindings" in wiki\n

[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.
inf = Params: demolump (demofile) (lumpfile)\nFor example, 'demolump demo1.dmo DEMO1'.

[dir]
desc = Print contents of directories.
inf = Params: dir (dirs) ...\nFor example, 'dir data/'.\nVirtual files are listed, too.\nPaths are relative to the base path.

[displaymode]
desc = Print information about the current display mode and window state.
inf = SEE ALSO:\n- 'listdisplaymodes'\n- 'setres'\n- 'setfullres'\n- 'setwinres'\n

[dump]
desc = Dump a data lump currently loaded in memory.
inf = Params: dump (name)\nFor example, 'dump PLAYPAL'.

[echo]
desc = Echo the parameters on separate lines.
inf = Params: echo (text) ...\nFor example, 'echo "hello world"'

[exec]
desc = Loads and executes a file containing console commands.
inf = Params: exec (file) ...\nFor example, 'exec "myconfig.cfg"'.

[flareconfig]
desc = Configure lens flares.

[fog]
desc = Modify fog settings.

[font]
desc = Modify console font settings.

[help]
desc = Show information about the console.

[if]
desc = Execute a command if the condition is true.

[inc]
desc = Add 1 to a cvar.

[inspectgame]
desc = Print detailed information about a registered game to the console.
inf = Params: inspectgame (identityKey)\nFor example, 'inspectgame doom1-ultimate'.

[inspectmap]
desc = Print extended information about the current map to the console.

[inspectmaterial]
desc = Print extended information about a Material to the console.
inf = Params: inspectmaterial (uri)\nFor example, 'inspectmaterial flats:fwater1'.

[inspectsavegame]
desc = Print detailed information about a saved game session to the console.
inf = USAGE:\ninspectsavegame (path)\nThe (path) is an absolute path and name of the saved game session to be inspected. User savegames are located in /home/savegames/< "Game identity key" in wiki >. If the saved session belongs to the currently loaded game, the path component may be omitted.\nEXAMPLES:\nInspect the Hexen savegame "hex1" while the game is loaded:inspectsavegame Hex1\nInspect the Doom savegame "doomsav1" at any time:inspectsavegame /home/savegames/doom1-ultimate/doomsav1

[inspecttexture]
desc = Print extended information about a Texture to the console.
inf = Params: inspecttexture (uri)\nFor example, 'inspecttexture flats:fwater1'.

[kick]
desc = Kick client out of the game (server only).
inf = Params: kick (playernum)\nFor example, 'kick 1'.

[lastupdated]
desc = Show when the latest check for updates was made.

[listaliases]
desc = List all aliases and their expanded forms.

[listbcontexts]
desc = List all binding contexts and their current state.

[listbindings]
desc = List all event bindings.

[listcmds]
desc = List all console commands.

[listcontrols]
desc = List the names of all player controls.

[listdisplaymodes]
desc = List all display modes supported by the graphics hardware.
inf = SEE ALSO:\n- 'displaymode'\n- 'setres'\n- 'setfullres'\n- 'setwinres'\n

[listfiles]
desc = List all loaded resource files.

[listfonts]
desc = List all known fonts.

[listgames]
desc = List all games.

[listinputdevices]
desc = List all currently active input devices and their controls.

[listlumps]
desc = List all loaded virtual resource files from container archives.

[listmaps]
desc = List all loaded maps.

[listmaterials]
desc = List all known surface materials.

[listmobjtypes]
desc = List all known mobj types.

[listtextures]
desc = List all known textures.

[listvars]
desc = List all console variables and their values.

[load]
desc = Load a complete game or one or more data files (e.g., a WAD or a lump).
inf = Params: load (name) ...\nFor example, 'load (gamename)' or 'load mylevel.wad'

[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.
inf = Params: ls (dirs) ...\nFor example, 'ls data/'.\nVirtual files are listed, too.\nPaths are relative to the base path.

[mipmap]
desc = Set the mipmapping mode.
inf = Params: mipmap (0-5)\n0 = GL_NEAREST\n1 = GL_LINEAR\n2 = GL_NEAREST_MIPMAP_NEAREST\n3 = GL_LINEAR_MIPMAP_NEAREST\n4 = GL_NEAREST_MIPMAP_LINEAR\n5 = GL_LINEAR_MIPMAP_LINEAR

[net]
desc = Network setup and control.

[pausedemo]
desc = Pause/resume demo recording.

[pausemusic]
desc = Pause the currently playing music track.

[ping]
desc = Ping the server (or a player if you're the server).

[playdemo]
desc = Play a demo.
inf = Params: playdemo (fileName)\nFor example, 'playdemo demo1.dmo'.

[playmusic]
desc = Play a music track, music lump, external file or a CD track.

[playsound]
desc = Play a sound effect.

[postfx]
desc = Set or clear the frame post-processing shader.
inf = USAGE:\npostfx (console) (shader) [(time)]\nEvery player has their own frame post-processing effects. The first argument specifies which player will be affected.\nThe frame post-processing shader is changed to "fx.post. (shader) ". If (time) is specified, and there is no shader currently in use, the new shader is faded in in (time) seconds. Otherwise the new shader is taken immediately into use.\nAs a special case, if (shader) is "none", the post-processing shader is faded out and removed.\nAnother special case is when (shader) is "opacity". This will set the opacity of the effect to the value of (time). However, hote that the shader does not necessarily implement opacity as simple alpha blending.\nEXAMPLES:\nFade in the "fx.post.monochrome" shader for player 0 in 2 seconds: 'postfx 0 monochrome 2'

[quit!]
desc = Exit immediately and return to the OS.

[quit]
desc = If a game is loaded execute a quit request, otherwise, exit immediately.

[recorddemo]
desc = Start recording a demo.

[reload]
desc = Reloads the current game (if loaded).

[rendedit]
desc = Open the Renderer Appearance editor in a sidebar.

[repeat]
desc = Repeat a command at given intervals.
inf = Params: repeat (count) (interval) (cmd)\nFor example, 'repeat 10 35 "screenshot"'.

[reset]
desc = Resets the engine (reloading all data files and definitions).

[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.

[setbpp]
desc = Change color depth (bits per pixel), either 16 or 32.
inf = Params: setbpp (bits)\nFor example, 'setbpp 32'.

[setcon]
desc = Set console and viewplayer.
inf = Params: setcon (playernum)\nFor example, 'setcon 1'.

[setfullres]
desc = Change to fullscreen mode using the specified resolution.
inf = USAGE:\nsetfullres (width) (height)\nSEE ALSO:\n- 'listdisplaymodes'\n- 'setwinres'\n- 'setres'\n

[setname]
desc = Set your name.
inf = Params: setname (name)\nFor example, 'setname "my name"'.

[setres]
desc = Change display mode resolution or window size.
inf = USAGE:\nsetres (width) (height)\nThe window retains its current mode, adjusting the display mode if in fullscreen and the window size if in a windowed mode.\nEXAMPLES:\nChange resolution to 1024 x 768: 'setres 1024 768'\nSEE ALSO:\n- 'listdisplaymodes'\n- 'setfullres'\n- 'setwinres'\n

[settics]
desc = Set number of game tics per second (default: 35).
inf = Params: settics (tics)\nFor example, 'settics 15'.

[setvidramp]
desc = Update display's hardware gamma ramp.

[setwinres]
desc = Set window size and change to windowed mode.
inf = USAGE:\nsetwinres (width) (height)\nSEE ALSO:\n- 'setfullres'\n- 'setres'\n- 'listdisplaymodes'\n

[stopdemo]
desc = Stop currently playing demo.

[stopmusic]
desc = Stop any currently playing music.

[sub]
desc = Subtract something from a cvar.

[taskbar]
desc = Open/close the task bar and console command prompt.

[texreset]
desc = Force a texture reload.

[toggle]
desc = Toggle the value of a cvar between zero and nonzero.
inf = Params: toggle (cvar)\nFor example, 'toggle rend-light'.

[togglefullscreen]
desc = Toggle between fullscreen and windowed modes.

[togglemaximized]
desc = Toggle between maximized and normal window modes.

[tutorial]
desc = Show a tutorial that introduces Doomsday's UI.

[uicolor]
desc = Change Doomsday user interface colors.
inf = Params: uicolor (object) (red) (green) (blue)\nFor example, 'uicolor text 1 1 1'.\nPossible objects are:\ntext, shadow, bglight, bgmed, bgdark,\nborhigh, bormed, borlow, help

[unload]
desc = Unload the current game or one or more data files.
inf = Params: unload (name) ...\nFor example, 'unload mylevel.wad'.

[update]
desc = Check for new available releases.

[updateandnotify]
desc = Check for new available releases and open the update notification dialog.

[updatesettings]
desc = Show the settings dialog for configuring automatic updates.

[varstats]
desc = Show detailed statistics for console variables.

[version]
desc = Show detailed version information.

[write]
desc = Write bindings and aliases to a file.
inf = Params: write (filename)\nFor example, 'write myconfig.cfg'.
#
# CONSOLE VARIABLES: engine
#

[blockmap-build]
desc = Automatically generate blockmap data when necessary, 0=Never, 1=When needed, 2=Always.

[bsp-cache]
desc = 1=Load generated GL nodes data from the bspcache directory. 0=Always generate new GL data.

[bsp-factor]
desc = glBSP: changes the cost assigned to edge splits (default: 7).

[client-connect-timeout]
desc = Maximum number of seconds to attempt connecting to a server.

[con-move-speed]
desc = Speed of console opening/closing.

[con-show-during-setup]
desc = 1=Show console when a map is being loaded.

[con-transition-tics]
desc = Duration of transition effect in tics. 0=Disabled.

[con-transition]
desc = Transition effect used when leaving busy mode: 0=Crossfade, 1=DOOM (smooth), 2=DOOM

[ctl-info]
desc = 1=Show player control state debugging information.

[edit-bias-blink]
desc = 1=Blink the cursor.

[edit-bias-blue]
desc = Blue component of the bias light color.

[edit-bias-grab-distance]
desc = Distance to the grabbed bias light.

[edit-bias-green]
desc = Green component of the bias light color.

[edit-bias-hide]
desc = 1=Hide bias light editor's HUD.

[edit-bias-intensity]
desc = Intensity of the bias light.

[edit-bias-red]
desc = Red component of the bias light color.

[edit-bias-show-indices]
desc = 1=Show source indices in 3D view.

[edit-bias-show-sources]
desc = 1=Show all light sources.

[file-startup]
desc = The list of WADs to be loaded at startup.

[input-conflict-zerocontrol]
desc = 1=If a control is influenced by two or more conflicting input device states, the control position gets zeroed.

[input-joy-device]
desc = ID of joystick to use (if more than one).

[input-joy]
desc = 1=Enable joystick input.

[input-mouse-filter]
desc = Filter strength for mouse movement.

[input-mouse-frequency]
desc = Mouse input polling frequency (events per second). 0=unlimited.

[input-sharp-lateprocessing]
desc = 1=Process sharp events after tickers during sharp tics. Increases input latency by 1/35 seconds.

[input-toggle-sharp]
desc = 1=Process toggle events only on sharp ticks for backwards compatible behavior.

[music-soundfont]
desc = Filename of the DLS/SF2 soundfont file to be used with MIDI playback (if supported by audio plugin).

[music-source]
desc = Preferred music source: 0=Original MUS, 1=External files, 2=CD.

[music-volume]
desc = Music volume (0-255).

[net-dev]
desc = Network development mode.

[net-ip-address]
desc = TCP/IP address for searching servers.

[net-ip-port]
desc = TCP port to use for control connections.

[net-name]
desc = Your name in multiplayer games.

[net-nosleep]
desc = 1=Don't sleep while waiting for tics.

[net-queue-show]
desc = Monitor send queue.

[refresh-rate-maximum]
desc = Maximum limit for the frame rate (default: 200).

[reject-build]
desc = Automatically generate reject data when necessary, 0=Never, 1=When needed, 2=Always.

[rend-bias-grid-blocksize]
desc = Size of a grid block in the light grid (default: 31).

[rend-bias-grid-debug-size]
desc = Size of a grid block in the light grid debug display.

[rend-bias-grid-debug]
desc = 1=Show the light grid (for debugging).

[rend-bias-grid-multisample]
desc = Sector to grid block, conversion accuracy multiplier.

[rend-bias-grid]
desc = 1=Smooth sector lighting is enabled.

[rend-bias-lightspeed]
desc = Milliseconds it takes for light changes to become effective.

[rend-bias-max]
desc = Sector lightlevel that retains its normal color.

[rend-bias-min]
desc = Sector lightlevel that is biased completely to zero.

[rend-bias]
desc = 1=Enable the experimental shadow bias test setup.

[rend-bloom-complexity]
desc = 0=One-pass bloom (faster). 1=Two-pass bloom (more realistic).

[rend-bloom-dispersion]
desc = Determines how much the bloom filter spreads out color values when blurring (1.0=normal).

[rend-bloom-intensity]
desc = Output intensity for the bloom filter.

[rend-bloom-threshold]
desc = Input threshold for bloom: pixels darker than this will not be affected by bloom (range: 0...1).

[rend-bloom]
desc = 1=Enable the bloom filter for frame post-processing. Bloom makes bright areas of the frame glow more intensely.

[rend-camera-fov]
desc = Field of view.

[rend-camera-smooth]
desc = 1=Filter camera movement between game tics (OBSOLETE).

[rend-dev-bias-affected]
desc = 1=Keep track which sources affect which surfaces.

[rend-dev-bias-sight]
desc = 1=Enable the use of line-of-sight checking with shadow bias.

[rend-dev-blockmap-size]
desc = Scale multiplier for the blockmap debug display.

[rend-dev-blockmap]
desc = Enable drawing of the blockmap debug display: 1=Mobjs, 2=Lines, 3=BspLeafs, 4=Polyobjs.

[rend-dev-cull-leafs]
desc = 1=Disable non-visible bsp leaf culling.

[rend-dev-fakeradio-update]
desc = 1=Enable updating of the shadow edges used with simulated radiosity.

[rend-dev-framecount]
desc = Frame counter.

[rend-dev-freeze]
desc = 1=Stop updating rendering lists.

[rend-dev-generator-show-indices]
desc = 1=Display particle generator indices.

[rend-dev-light-mod]
desc = Show the light-level mod range.

[rend-dev-lums]
desc = 1=Display lumobj debug display.

[rend-dev-mobj-bbox]
desc = 1=Render mobj bounding boxes (as used for collision detection).

[rend-dev-mobj-show-vlights]
desc = 1=Render mobj vlight vectors (for debug).

[rend-dev-nosprite]
desc = 1=Disable drawing of all sprites and masked walls.

[rend-dev-polyobj-bbox]
desc = 1=Render polyobj bounding boxes.

[rend-dev-sector-show-indices]
desc = 1=Enable drawing of sector indices, for debug.

[rend-dev-sky-always]
desc = 1=Always render the sky, even if there are no sky surfaces visible.

[rend-dev-sky]
desc = 1=Render the sky as a solid surface.

[rend-dev-soundorigins]
desc = 3-bit bitfield. Show sound origins (for debug): 0x1=Sector, 0x2=Plane, 0x4=Side.

[rend-dev-surface-show-vectors]
desc = 3-bit bitfield. Show surface tangent-space vectors (red:tangent, green:bitangent, blue:normal).

[rend-dev-tex-showfix]
desc = 1=Render the missing texture instead of fixing with a suitable game texture.

[rend-dev-vertex-show-bars]
desc = 1=Enable drawing of vertex z axis bars, for debug.

[rend-dev-vertex-show-indices]
desc = 1=Enable drawing of vertex indices, for debug.

[rend-dev-wireframe]
desc = 1=Render player view in wireframe mode. 2=Also render UI and text as wireframes.

[rend-fakeradio-darkness]
desc = Darkness of simulated radiosity shadows.

[rend-fakeradio]
desc = 1=Enable simulated radiosity lighting. 2=Process without rendering.

[rend-finale-stretch]
desc = Fixed aspect ratio finale stretch-scaling strategy 0=Smart, 1=Never, 2=Always.

[rend-fog-default]
desc = Default fog mode: 0=linear, 1=exp, 2=exp2.

[rend-glow-height]
desc = Max height of wall glow (default: 100).

[rend-glow-scale]
desc = A multiplier for glow height (default: 1).

[rend-glow-wall]
desc = 1=Render glow on walls.

[rend-glow]
desc = Glow strength factor (default: 1).

[rend-halo-bright]
desc = Halo/flare brightness.

[rend-halo-dim-far]
desc = Halo dimming relative end distance.

[rend-halo-dim-near]
desc = Halo dimming relative start distance.

[rend-halo-fade-far]
desc = Distance at which halos are no longer visible.

[rend-halo-fade-near]
desc = Distance to begin fading halos.

[rend-halo-occlusion]
desc = Rate at which occluded halos fade.

[rend-halo-radius-min]
desc = Minimum halo radius.

[rend-halo-realistic]
desc = 1=Use more realistic halo effects.

[rend-halo-secondary-limit]
desc = Minimum halo size.

[rend-halo-size]
desc = Size of halos.

[rend-halo-zmag-div]
desc = Halo Z magnification.

[rend-halo]
desc = Number of flares to draw per light.

[rend-hud-fov-shift]
desc = When FOV > 90 player weapon is shifted downward.

[rend-hud-offset-scale]
desc = Scaling of player weapon (x,y) offset.

[rend-hud-stretch]
desc = Fixed aspect ratio player weapon stretch-scaling strategy 0=Smart, 1=Never, 2=Always.

[rend-info-frametime]
desc = 1=Print frame time offsets.

[rend-info-lums]
desc = 1=Print lumobj count after rendering a frame.

[rend-info-rendpolys]
desc = 1=Print rendpoly pool state after rendering a frame.

[rend-info-tris]
desc = 1=Print triangle count after rendering a frame.

[rend-light-ambient]
desc = Ambient light level.

[rend-light-attenuation]
desc = Maximum light attentuation distance, in map units (default: 1024).

[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-compression]
desc = Sector light range compression (brighten dark areas / darken light areas).

[rend-light-decor-angle]
desc = Reduce brightness if surface/view angle too steep.

[rend-light-decor-bright]
desc = Brightness of light decorations.

[rend-light-decor-far]
desc = Maximum distance at which light decorations are visible.

[rend-light-decor]
desc = 1=Enable surface light decorations.

[rend-light-fog-bright]
desc = Brightness of dynamic lights when fog is enabled.

[rend-light-multitex]
desc = 1=Use multitexturing when rendering dynamic lights.

[rend-light-num]
desc = The maximum number of dynamic lights. 0=no limit.

[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-radius-scale]
desc = A multiplier for dynlight radii (default: 1).

[rend-light-sky-auto]
desc = 1=Enable automatic calculation of the sky light color.

[rend-light-sky]
desc = Sky light color blending factor for sky sectors (off: 0, default: .2).

[rend-light-wall-angle-smooth]
desc = 1=Enable smoothing of angle-based wall lighting.

[rend-light-wall-angle]
desc = Intensity of angle-based wall lighting delta.

[rend-light]
desc = 1=Render dynamic lights. 2=Process without rendering.

[rend-map-material-precache]
desc = 1=Precache materials during map setup.

[rend-mobj-light-auto]
desc = 1=Enable automatically calculated lights on mobjs.

[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-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-inter]
desc = 1=Interpolate frames.

[rend-model-lights]
desc = Maximum number of light sources on models.

[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-precache]
desc = 1=Precache 3D models at level setup (slow).

[rend-model-shiny-multitex]
desc = 1=Enable multitexturing with shiny model skins.

[rend-model-shiny-strength]
desc = General strength of model shininess effects.

[rend-model-spin-speed]
desc = Speed of model spinning, 1=normal.

[rend-model]
desc = Render using 3D models when possible.

[rend-particle-diffuse]
desc = Diffuse factor for particles near the camera.

[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-visible-near]
desc = Minimum visible distance for a particle.

[rend-particle]
desc = 1=Render particle effects.

[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.

[rend-shadow]
desc = 1=Render shadows under objects.

[rend-sky-detail]
desc = Number of sky sphere quadrant subdivisions.

[rend-sky-distance]
desc = Sky sphere radius.

[rend-sky-rows]
desc = Number of sky sphere rows.

[rend-sprite-align-angle]
desc = Maximum angle for slanted sprites (spralign 2).

[rend-sprite-align]
desc = 1=Always align sprites with the view plane. 2=Align to camera, unless slant > r_maxSpriteAngle.

[rend-sprite-alpha]
desc = 1=Enable variable translucency on sprites.

[rend-sprite-blend]
desc = 1=Use additive blending for sprites.

[rend-sprite-lights]
desc = Maximum number of light sources on sprites.

[rend-sprite-mode]
desc = 1=Draw sprites and masked walls with hard edges.

[rend-sprite-noz]
desc = 1=Don't write sprites in the Z buffer.

[rend-sprite-precache]
desc = 1=Precache sprites during map setup (slow).

[rend-tex-anim-smooth]
desc = 1=Enable interpolated texture animation.

[rend-tex-detail-multitex]
desc = 1=Use multitexturing when rendering detail textures.

[rend-tex-detail-scale]
desc = Global detail texture factor.

[rend-tex-detail-strength]
desc = Global detail texture strength factor.

[rend-tex-detail]
desc = 1=Render with detail textures.

[rend-tex-external-always]
desc = 1=Always use external texture resources (overrides -pwadtex).

[rend-tex-filter-anisotropic]
desc = Default level of anisotropic texture filtering -1=Best available, 0=Off, 1=2x, 2=4x, 3=8x, 4=16x.

[rend-tex-filter-mag]
desc = 1=Use bilinear filtering for texture magnification.

[rend-tex-filter-smart]
desc = 1=Use hq2x-filtering on all textures.

[rend-tex-filter-sprite]
desc = 1=Render smooth sprites.

[rend-tex-filter-ui]
desc = 1=User interface uses linear interpolation.

[rend-tex-gamma]
desc = Texture gamma correction factor.

[rend-tex-mipmap]
desc = The mipmapping mode for textures.

[rend-tex-quality]
desc = The quality of textures (0-8).

[rend-tex-shiny]
desc = 1=Enable shiny textures on surfaces of the map.

[rend-tex]
desc = 1=Render with textures. 2=Render with gray texture.

[server-frame-interval]
desc = Minimum number of tics between sent frames.

[server-info]
desc = The description given of this computer if it's a server.

[server-latencies]
desc = Show client latencies.

[server-name]
desc = The name of this computer if it's a server.

[server-password]
desc = Password for remote login.
inf = Password that shell users must know in order to connect to the server. Applicable only to shell users; regular clients wishing to join the game do not need the password.\nNOTE! Public servers must have a password to be accepted by the master server.

[server-player-limit]
desc = Maximum number of players on the server.

[server-public]
desc = 1=Send info to master server.

[sound-16bit]
desc = 1=16-bit sound effects/resampling.

[sound-3d]
desc = 1=Play sound effects in 3D.

[sound-info]
desc = 1=Show sound debug information.

[sound-overlap-stop]
desc = 1=Only allow one sound per emitter object (as in traditional Doom).

[sound-rate]
desc = Sound effects sample rate (11025, 22050, 44100).

[sound-reverb-volume]
desc = Reverb effects general volume (0=disable).

[sound-volume]
desc = Sound effects volume (0-255).

[ui-cursor-height]
desc = Mouse cursor height.

[ui-cursor-width]
desc = Mouse cursor width.

[ui-panel-help]
desc = 1=Enable help window in Control Panel.

[ui-panel-tips]
desc = 1=Show help indicators in Control Panel.

[vid-bright]
desc = Display brightness: -1=dark, 0=normal, 1=light.

[vid-contrast]
desc = Display contrast: 1=normal.

[vid-gamma]
desc = Display gamma correction factor: 1=normal.
# Control Panel help strings

#
# Video
#

[Gamma correction]
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 brightness]
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 source]
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 sound effects]
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 rate]
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 of channels]
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\nA = Attenuated\nE = Emitter\n3 = 3D\nP = Playing\nR = Repeat\nL = Reload

#
# Graphics
#

[Field Of View angle]
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 radius]
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.

[Shadow visible distance]
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.

#
# 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 radius]
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.

[Light range compression]
cvar = rend-light-compression
def = 0
desc = Sector light range compression. Positive values will brighten dark areas while negative values will darken light areas of the map.

[Floor/ceiling glow on walls]
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 per halo]
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).

[Use realistic halos]
cvar = rend-halo-realistic
def = Yes
desc = When enabled, halos are rendered in a more true-to-life way. This also means that secondary lens flares are disabled.

[Occlusion fade speed]
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 limitation]
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 magnification divisor]
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 = Depending on your system configuration, some textures must be resized so that their dimensions are powers of two. In these instances, this setting controls whether 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.

[Smart texture filtering]
cvar = rend-tex-filter-smart
def = No
desc = When enabled the hq2x texture filtering algorithm is used to enlarge all textures as opposed to linear scaling.

[Bilinear filtering]
desc = Controls which class(es) of graphics receive bilinear filtering. Disabling bilinear filtering results in "pixelated" textures when up close.

[Anisotropic filtering]
cvar = rend-tex-filter-anisotropic
def = Best
desc = When textures are drawn onto surfaces at high angles compared to the camera, bluring is introduced which reduces the overall quality of the visual. Anisotropic filtering can be used to help reduce this bluring. Sample multiplier: 0=Disabled, 1=2x, 2=4x, 3=8x, 4=16x.

#
# Graphics: Objects
#

[3D model visibility limit]
cvar = rend-model-distance
def = 1500
desc = Objects farther than this will never be rendered as 3D models.

[Align sprites to...]
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 distance]
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 factor]
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 distance]
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 tics]
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 password]
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 tics]
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 variables]
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 completion with Tab]
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.

