Q2PRO-X 1.6 Beta 5 by ly — Q2PRO-X 1.6 Beta 5 Interface, Menu and Console Guide
The complete guide in HTML. The original DOCX is available from its documentation card.
Q2PRO-X 1.6 Beta 5 by ly
Q2PRO-X 1.6 Beta 5 Interface, Menu and Console Guide
Project author: ly
The complete in-game menu map, the console, quick commands and interface profiles
English edition • Q2PRO-X 1.6 Beta 5 by ly • 2026-10-10
Contents
The entries are links: click one to jump to that section.
1. Two menu profiles and how to switch
1.2. The (X), (G) and (M) badges
2.1. Visual style, font, scale and opacity
2.3. Whether the menu opens at launch
3.1. What the Q2PRO-X console can do
3.2. Russian input and translation
5. The cvar reference and diagnostics
5.1. The Help / about Q2PRO-X page
5.3. The performance and budget HUD
6.1. "I want a simple menu before a match"
6.2. "I cannot read the captions, the font is too small"
6.3. "I need a specific variable and cannot remember its name"
6.4. "The menu looks unfamiliar"
Appendix. The complete menu navigation map
Command and menu help in Beta 5
Beta4: console presentation
Player names are bold. Chat preserves name formatting and displays green message text over a contrasting grey background controlled by con_alpha. System events use consistent name emphasis with ordinary event text. Shader prewarm, AVFX, Voice and timer authorization provide explicit output categories, so prefix color does not depend on wording or capitalization. Normal and green glyph heights are consistent in English and Russian fonts. The public Beta4 menu excludes bot launch; OpenTDM-X is distributed separately.
Beta 3 navigation
Both main and in-game menus use a single Presets entry with four domains. Lighting separates game, AVFX-oriented and custom presets. Lighting/Visibility explain mod-dependent settings and link to related options and mod configs.
The unified preset hub.
With ui_scale 0, menus adapt after resolution changes without another vid_restart. Cvar Browser adds missing help for health ambient, highlights, sound categories and window mode.
Beta 2 interface
The modern browser adds History after Favorites; network settings add recent-server retention and automatic connection. Extra Quality adds Metallic Lustre, and floor/wall material pickers add metals. Legacy server colored text and special glyphs are restored in console and HUD while preserving Russian UTF-8.
How the Q2PRO-X menu is built
The new Guided menu is the primary Q2PRO-X interface. It does not hide capabilities in autoexec.cfg; it leads you through logical sections: visuals, HDR, AVFX, highlights, network, demos, voice, single-player experiments and mods.
The Guided menu has two content profiles: Full and Multiplayer. The Multiplayer profile opens a separate compact menu for online players, while Full provides every Q2PRO-X section. The profiles differ in content, not presentation; both belong to the same Guided menu. Most rows can be opened both from the menu and by a console command.
| The complete navigation map of every page is collected in the appendix at the end of this document. It is generated from the release menu file itself, so it matches what you see in the game. |
|---|
The main entry points
| Entry | What it opens | When to use it |
|---|---|---|
| AVFX… | Weather, sky, water, snow, fog, lightning, surfaces and AVFX presets | Tuning the visual atmosphere and the performance |
| Video & display… | Renderer, backend, fullscreen, HDR, post-processing, screenshots | Screen, HDR, brightness, output format |
| Visibility & visuals… | Items, weapons, players, team colours, model parts, presets | Readability of players and items, demos, practice |
| Advanced Q2PRO-X… | LagHax, prediction, movement, capture, demos, network, mod overlay, tools | Everything belonging to advanced client setup |
| Online play setup… | Network God, LagHax, Ping Adaptation, movement, prediction, item timers, player profile | Preparing for online play |
| Mods… | Scanning mods, launching 64-bit and 32-bit mods through the bridge | Local mods without typing game in the console |
| Voice chat… | Rooms, autojoin, VAD/PTT, microphone, volume | Voice chat inside the client |
| Help / about Q2PRO-X… | The cvar reference, diagnostic prints, the performance HUD | Finding an exact variable, or checking a state |
| Demos | Demo browser and player, MVD/DM2, analytics, timers | Watching and analysing demos |
| Online music… | Search, playback, the player overlay | Music over the game or a demo |
| Primary settings masters | Startup intro, logo light, statistics in the intro, the main visual masters | One page with the most important switches |
1. Two menu profiles and how to switch
The menu profile is not a visual theme; it is the size of the menu.
| Profile | What it gives |
|---|---|
| Full | Every Q2PRO-X page without exception |
| Multiplayer | A reduced set: the main, game and options pages are replaced with compact network pages |
The reduced profile is for a player who does not want to walk past dozens of visual submenus before a match. Full access to the configuration settings is preserved.
1.1. The menu settings page
Menu Settings
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Behavior | Behavior | ||
| Toggle | Behavior | Open menu on startup | ui_open | Default ON. On an ordinary launch, open the Q2PRO-X main menu. OFF leaves the full-screen console; ESC still opens the menu. |
| List | Behavior | Menu profile | cl_q2prox_menu_profile | Select the complete menu or the shorter multiplayer-focused root. Applies immediately. [Full / Multiplayer] |
| Section | Appearance | Appearance | ||
| List | Appearance | Game menu language | cl_menu_utf8_ru | Inherit the interface language or force English/Russian only for game menus. [Inherit global / English / Russian] |
| List | Appearance | Menu font | cl_menu_font_mode | Choose the classic bitmap font or the smooth Jost Medieval menu font. Applies immediately. [Legacy / Jost Medieval] |
| List | Appearance | Menu visual style | cl_menu_visual_style | Choose the classic menu look or modern Q2PRO-X panels and controls. Applies immediately. [Legacy / Modern] |
| Toggle | Appearance | Menu autoscale | cl_menu_modern_autoscale | Fit modern menus to the screen automatically while menu scale is Auto. Applies immediately. |
| Navigation | Appearance | Menu scale: auto | set ui_scale 0 | Return menu scale to automatic selection. |
| Slider | Appearance | Menu scale | ui_scale | Manual menu scale. Use the Auto action above to restore automatic fitting. Applies immediately. |
| Slider | Appearance | Menu opacity | cl_menu_alpha | Menu background opacity from fully transparent to opaque. Applies immediately. |
| Section | Hints & Badges | Hints & Badges | ||
| Toggle | Hints & Badges | Show bottom menu hint | cl_q2prox_menu_bottom_hint | Show the compact bottom hint band for the selected menu item. Default ON. Applies immediately. |
| Toggle | Hints & Badges | Hover hints | cl_q2prox_menu_hover_hints | Show the same hint near the mouse cursor after a short delay. Applies immediately. |
| Slider | Hints & Badges | Hint delay | cl_q2prox_menu_hover_hint_delay | Delay before a mouse-hover hint appears. Applies immediately. |
| Slider | Hints & Badges | Hover hint background | cl_q2prox_menu_hover_hint_alpha | Opacity of the floating hint background; its text stays visible. Applies immediately. |
| Toggle | Hints & Badges | Q2PRO-X badges | cl_q2prox_menu_badges | Show green (X) markers on Q2PRO-X menu items. Applies immediately. |
| Toggle | Hints & Badges | Global-setting badges | cl_q2prox_menu_global_badges | Show (G) on settings saved globally for every mod. Applies immediately. |
| Toggle | Hints & Badges | Mod-setting badges | cl_q2prox_menu_mod_badges | Show (M) on settings saved only for the current mod. Applies immediately. |
1.2. The (X), (G) and (M) badges
The badges show the scope of a setting, not its importance:
| Badge | Meaning |
|---|---|
| (X) | A Q2PRO-X layer setting, local to the client |
| (G) | A global setting: it lives across mods |
| (M) | A mod-related setting: it can differ per game folder |
Each kind of badge is disabled separately if the interface feels crowded. That does not change a setting's scope — only its caption.
1.3. Hints
The hint for one row is shown in two places: as a compact line at the bottom of the screen, and as a pop-up near the cursor after a short delay. Both are enabled separately; the delay and the pop-up background opacity are configurable.
The hint text is the variable's description from the client's built-in reference. That is why the menu hint and the description in the cvar browser always say the same thing.
2. The appearance of the menu
2.1. Visual style, font, scale and opacity
All of these apply immediately and need no restart.
2.2. Language
The interface language is set once in the main menu, on the Interface language row: Auto, Off (English) or On (Russian). Game menus have a row of their own that either inherits the global choice or forces English or Russian.
The interface language also decides the language of the startup intro track — see the startup intro guide for details.
2.3. Whether the menu opens at launch
The Open the menu at startup row is on by default. Turning it off leaves a fullscreen console at start; the ESC key still opens the menu.
3. The console
3.1. What the Q2PRO-X console can do
The console supports scaling, opacity, fonts and readable sizes for large displays, Unicode clipboard handling, copying with Ctrl+C, and correct Russian input.
The console is convenient for:
1. Making a quick jump with a slash command.
2. Checking diagnostics: cl_avfx_info, gl_hdr_info, version, gl_render_scale_info and others.
3. Copying a variable's description from the reference into a chat, a defect report, or your own .cfg.
3.2. Russian input and translation
Q2PRO-X solves two separate problems: safe Russian input and transliteration for the Quake II console and chat, and a separate command that translates Russian text into English before it is sent to chat.
Details about input, layouts and binds are in the controls guide.
4. Quick commands
A quick command is a short slash alias that opens a menu or an overlay, or runs a diagnostic command. Every command has an English and a Russian alias: either can be typed.
This section is generated from the release quick-command table ru_input.c. Every row is a real command you can type in the console or on the chat line. Commands: 146.
AVFX and weather
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /avfx | /avfx | AVFX | Menu | pushmenu q2prox_avfx | Open the main Advanced Visual Effects menu. |
| /avfxp | /пресеты | AVFX presets | Menu | pushmenu q2prox_avfx_presets | Open AVFX preset packs for rain, storm and snow quality modes. |
| /rain | /дождь | Rain | Menu | pushmenu q2prox_avfx_rain | Open rain settings: close raindrops, rain ripples on water, hard-surface splashes, rain-on-eyes wet lens. |
| /water | /вода | Water | Menu | pushmenu q2prox_avfx_water | Open water surface settings: enhanced water, quality, color, ripples, foam, celestial response. |
| /puddles | /лужи | Puddles | Menu | pushmenu q2prox_avfx_puddles | Open puddle settings: life cycle, rings, runoff, dust, water contact, step splashes, specular. |
| /snow | /снег | Snow | Menu | pushmenu q2prox_avfx_snow | Open general snow settings. |
| /snowflakes | /снежинки | Snowflakes | Menu | pushmenu q2prox_avfx_snowflakes | Open snowflake density, 3D flakes, shape, size and tumble settings. |
| /snowcover | /покров | Snow cover | Menu | pushmenu q2prox_avfx_snow_cover | Open accumulation, snowdrift, footprint and soft-edge settings. |
| /sky | /небо | Sky & clouds | Menu | pushmenu q2prox_avfx_storm_sky | Open weather sky, cloud overlay and fog settings. |
| /storm | /гроза | Storm | Menu | pushmenu q2prox_avfx_storm_settings | Open thunderstorm, lightning, surface arcs, water reactions, monster wraps, and lightning damage settings. |
| /avfxs | /звукиavfx | AVFX sounds | Menu | pushmenu q2prox_avfxvol | Open AVFX sound volume layers: ambience, rain, snow, water, steam, thunder, meteor and surface-step sounds. |
| /steam | /пар | Steam / other effects | Menu | pushmenu q2prox_avfx_other | Open visual steam, ash ember lights and other AVFX effects. |
| /avfxr | /сбросavfx | AVFX runtime reset | Command | avfx_reset | Clear already generated AVFX runtime state: puddles, snow fields, particles and transient marks. |
| /avfxi | /инфоavfx | AVFX diagnostics | Command | cl_avfx_info | Print current AVFX state, renderer gates and diagnostic counters to the console. |
| /basicpresets | /базовыепресеты | Basic presets | Menu | pushmenu q2prox_avfx_presets_basic | Open the basic AVFX preset folder. |
| /spacepresets | /космос | Space presets | Menu | pushmenu q2prox_avfx_presets_space | Open the space-themed AVFX preset folder. |
| /miscpresets | /разныепресеты | Misc presets | Menu | pushmenu q2prox_avfx_presets_misc | Open the miscellaneous AVFX preset folder. |
| /musicpresets | /музыкальные | Music presets | Menu | pushmenu q2prox_avfx_presets_music | Open the music-themed AVFX preset folder. |
| /extrapresets | /экстра | Extra presets | Menu | pushmenu q2prox_avfx_presets_extra | Open the extra AVFX preset folder. |
| /canrunpresets | /тестпк | Can-run presets | Menu | pushmenu q2prox_avfx_presets_can_run | Open presets tuned to test what your PC can run. |
| /hdrpresets | /хдрпресеты | HDR presets | Menu | pushmenu q2prox_avfx_presets_hdr | Open AVFX presets tuned for HDR rendering. |
| /custompresets | /пользовательские | Custom presets | Menu | pushmenu q2prox_avfx_presets_custom | Open your saved custom AVFX presets. |
| /avfxdetails | /деталиavfx | AVFX details | Menu | pushmenu q2prox_avfx_details | Open the detailed AVFX tuning menu. |
| /avfxenhanced | /расширенныеavfx | Enhanced AVFX | Menu | pushmenu q2prox_avfx_enhanced | Open enhanced AVFX effect settings. |
| /ashdustmist | /пепел | Ash, dust, mist | Menu | pushmenu q2prox_avfx_ash_dust_mist | Open ash, dust and mist air-effect settings. |
| /weaponimpacts | /попаданияоружия | Weapon impacts | Menu | pushmenu q2prox_avfx_weapon_impacts | Open weapon impact effect settings. |
| /snowimpacts | /попаданиявснег | Weapon snow impacts | Menu | pushmenu q2prox_avfx_weapon_snow_impacts | Open weapon-on-snow impact settings. |
| /lightning | /молния | Lightning | Menu | pushmenu q2prox_avfx_lightning_settings | Open lightning and thunderstorm settings. |
| /discharges | /разряды | Lightning discharges | Menu | pushmenu q2prox_avfx_lightning_discharges | Open surface arc and discharge settings. |
| /watersurface | /поверхностьводы | Water surface | Menu | pushmenu q2prox_avfx_water_realistic_surface | Open realistic water surface settings. |
| /realwater | /реалвода | Realistic water | Menu | pushmenu q2prox_avfx_water_realistic_reflect | Open realistic water reflection settings. |
| /watercolor | /цветводы | Water color & depth | Menu | pushmenu q2prox_avfx_water_color_depth | Open water color and depth settings. |
| /waterfoam | /пенаводы | Water foam & shore | Menu | pushmenu q2prox_avfx_water_foam_shore | Open water foam and shoreline settings. |
| /waterreflections | /отраженияводы | Water reflections | Menu | pushmenu q2prox_avfx_water_reflections | Open water reflection settings. |
| /puddledetail | /деталилуж | Puddle detail | Menu | pushmenu q2prox_avfx_puddle_detail | Open detailed puddle settings. |
| /puddlereflections | /отражениялуж | Puddle reflections | Menu | pushmenu q2prox_avfx_puddle_reflections | Open puddle reflection settings. |
| /fractalsnow | /снежинкиформа | Fractal snowflakes | Menu | pushmenu q2prox_avfx_snowflakes_fractal | Open fractal snowflake shape settings. |
| /snowshape | /краяснега | Snow cover shape | Menu | pushmenu q2prox_avfx_snow_cover_shape | Open snow cover edge and shape settings. |
| /snowvolume | /сугробы | Snowdrifts | Menu | pushmenu q2prox_avfx_snow_cover_volume | Open snowdrift volume settings. |
| /snowlight | /светснега | Snow lighting | Menu | pushmenu q2prox_avfx_snow_cover_lighting | Open snow cover lighting settings. |
| /sun | /солнце | Sun | Menu | pushmenu q2prox_avfx_sun | Open sun disk, lighting and ray settings. |
| /sunbeams | /лучисолнца | Sun beams | Menu | pushmenu q2prox_avfx_sun_cloud_beams | Open sun cloud-beam settings. |
| /moon | /луна | Moon | Menu | pushmenu q2prox_avfx_moon | Open moon disk and moonlight settings. |
| /stars | /звёзды | Stars | Menu | pushmenu q2prox_avfx_stars | Open star field settings. |
| /earth | /земля | Earth | Menu | pushmenu q2prox_avfx_earth | Open the AVFX Earth body settings. |
| /blackhole | /чёрнаядыра | Black hole | Menu | pushmenu q2prox_avfx_blackhole | Open the AVFX Black Hole settings. |
| /surfacematerials | /материалыповерхностей | Surface materials | Menu | pushmenu q2prox_avfx_surface_materials | Open the AVFX Surface Materials settings. |
| /spaceships | /корабли | Spaceships | Menu | pushmenu q2prox_avfx_spaceships | Open the AVFX sky spaceship settings. |
| /grass | /трава | Grass | Menu | pushmenu q2prox_avfx_surface_objects | Open the AVFX surface objects (grass) settings. |
| /mirrors | /зеркала | Mirrors | Menu | pushmenu q2prox_avfx_mirror_surfaces | Open the AVFX mirror surfaces settings. |
| /starvisibility | /видимостьзвезд | Star visibility | Menu | pushmenu q2prox_avfx_stars_visibility | Open star visibility settings. |
| /starcatalog | /каталогзвезд | Star catalog | Menu | pushmenu q2prox_avfx_stars_catalog | Open the star catalog settings. |
| /starcolors | /цветазвезд | Star colors | Menu | pushmenu q2prox_avfx_stars_color | Open star color settings. |
| /skyobjects | /объектынеба | Sky objects | Menu | pushmenu q2prox_avfx_stars_objects | Open extra sky object settings. |
| /milkyway | /млечныйпуть | Milky Way | Menu | pushmenu q2prox_avfx_stars_milky_way | Open Milky Way settings. |
| /planets | /планеты | Planets | Menu | pushmenu q2prox_avfx_stars_planets | Open planet settings. |
| /constellations | /созвездия | Constellations | Menu | pushmenu q2prox_avfx_stars_constellations | Open constellation settings. |
| /meteors | /метеоры | Meteors | Menu | pushmenu q2prox_avfx_meteors | Open meteor shower settings. |
| /comets | /кометы | Comets | Menu | pushmenu q2prox_avfx_comets | Open comet settings. |
| /impactmeteors | /падающиеметеоры | Impact meteors | Menu | pushmenu q2prox_avfx_meteor_impact | Open falling/impact meteor settings. |
| /meteordamage | /уронметеоров | Meteor damage | Menu | pushmenu q2prox_avfx_meteor_impact_damage | Open meteor impact damage settings. |
| /volfog | /туман | Volumetric fog | Menu | pushmenu q2prox_avfx_volfog | Open volumetric fog settings. |
| /fogshape | /форматумана | Fog shape | Menu | pushmenu q2prox_avfx_volfog_shape | Open fog shape settings. |
| /foglook | /видтумана | Fog look | Menu | pushmenu q2prox_avfx_volfog_look | Open fog appearance settings. |
| /foglighting | /светтумана | Fog lighting | Menu | pushmenu q2prox_avfx_volfog_lighting | Open fog lighting settings. |
| /volclouds | /облака | Volumetric clouds | Menu | pushmenu q2prox_avfx_volclouds | Open volumetric cloud settings. |
| /cloudshape | /формаоблаков | Cloud shape | Menu | pushmenu q2prox_avfx_volclouds_shape | Open cloud shape settings. |
| /clouddetail | /деталиоблаков | Cloud detail | Menu | pushmenu q2prox_avfx_volclouds_detail | Open cloud detail settings. |
| /cloudlighting | /светоблаков | Cloud lighting | Menu | pushmenu q2prox_avfx_volclouds_lighting | Open cloud lighting settings. |
| /cloudlayers | /слоиоблаков | Cloud layers | Menu | pushmenu q2prox_avfx_volclouds_layers | Open cloud layer settings. |
| /cloudlayer1 | /слойоблаков1 | Cloud layer 1 | Menu | pushmenu q2prox_avfx_volclouds_layer1 | Open cloud layer 1 settings. |
| /cloudlayer2 | /слойоблаков2 | Cloud layer 2 | Menu | pushmenu q2prox_avfx_volclouds_layer2 | Open cloud layer 2 settings. |
| /cloudlayer3 | /слойоблаков3 | Cloud layer 3 | Menu | pushmenu q2prox_avfx_volclouds_layer3 | Open cloud layer 3 settings. |
| /flashlight | /фонарик | Flashlight | Menu | pushmenu q2prox_avfx_flashlight | Open flashlight settings. |
| /flashlightshadows | /тенифонарика | Flashlight shadows | Menu | pushmenu q2prox_avfx_flashlight_shadows | Open flashlight shadow settings. |
| /monstercontacts | /контактымонстров | Monster contacts | Menu | pushmenu q2prox_avfx_monster_contacts | Open monster-environment contact settings. |
Browsers and tools
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /servers | /серверы | Server browser | Overlay | serverbrowser_open | Open the modern server browser. |
| /demos | /демки | Demo browser | Overlay | demo_browser_open | Open the modern demo browser. |
| /cvars | /квары | Cvar browser | No action | cvar_browser_toggle | Toggle the cvar reference browser. |
| /serverbrowser | /браузерсерверов | Server browser settings | Menu | pushmenu q2prox_serverbrowser | Settings page for the server browser overlay. |
| /demobrowser | /браузердемок | Demo browser settings | Menu | pushmenu q2prox_demobrowser | Settings page for the demo browser overlay. |
| /cvarbrowser | /справочник | Cvar browser settings | Menu | pushmenu q2prox_cvarbrowser | Settings page for the cvar reference overlay. |
Controls
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /controls | /управление | Controls | Menu | pushmenu g_controls | Open general controls / input settings. |
| /input | /ввод | Input | Menu | pushmenu g_input | Open input settings page. |
| /keys | /клавиши | Key bindings | Menu | pushmenu g_keys | Open key-binding settings. |
| /weaponbinds | /биндыоружия | Weapon binds | Menu | pushmenu g_weapons | Open weapon-bind settings. |
| /weaponview | /видоружия | Weapon view | Menu | pushmenu g_weapon_view | Open weapon-view (model) settings. |
| /mouse | /мышь | Mouse / zoom | Menu | pushmenu q2prox_mouse | Open mouse and zoom settings. |
| /crosshair | /прицел | Crosshair | Menu | pushmenu g_interface_crosshair | Open crosshair settings. |
Demos
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /gamestats | /статистикаигры | Game statistics | Overlay | game_stats_toggle | Open the Game Statistics overlay built from the demo library. |
| /demoplayer | /плеердемо | Demo player | Menu | pushmenu q2prox_demoplayer | Modern demo player overlay settings. |
| /demoanalytics | /аналитикадемо | Demo analytics | Menu | pushmenu q2prox_demoanalytics | Demo analytics / heatmap settings. |
| /analyticscolors | /цветааналитики | Analytics colors | Menu | pushmenu q2prox_demoanalytics_colors | Demo analytics palette. |
| /itemtimers | /таймеры | Item timers | Menu | pushmenu q2prox_demoitemtimers | Demo-only item respawn timers. |
| /itemtimercolors | /цветатаймеров | Item timer colors | Menu | pushmenu q2prox_demoitemtimers_colors | Per-item timer colour overrides. |
Gameplay and prediction
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /laghax | /лагхакс | Laghax | Menu | pushmenu q2prox_laghax | Adaptive prediction-error smoothing tuning. |
| /predict | /предикт | Weapon predicts | Menu | pushmenu q2prox_predict | Ghost weapon prediction toggles + debug. |
| /weaponfx | /частиоружия | Weapon parts | Menu | pushmenu q2prox_weaponfx | Predict-aware muzzle/projectile/impact filter. |
| /movement | /движение | Movement | Menu | pushmenu q2prox_movement | FPS-independent movement and player predict. |
| /movementbasics | /физика | Movement basics | Menu | pushmenu g_movement_basics | Q2PRO movement-basics page (fixedmove etc.). |
| /experiments | /эксперименты | SP experiments | Menu | pushmenu q2prox_sp_experiments | Open the single-player experiments menu. |
| /training | /тренировка | Training | Menu | pushmenu q2prox_sp_training_root | Open the training menu. |
| /dmtraining | /дмтренировка | DM training | Menu | pushmenu q2prox_sp_dm_training | Open the deathmatch training menu. |
| /mutator | /мутатор | Mutator | Menu | pushmenu q2prox_sp_mutator | Open the single-player mutator menu. |
| /geometry | /геометрия | Geometry deform | Menu | pushmenu q2prox_sp_geo_deform | Open the geometry deformation menu. |
| /monstervariants | /монстрывнешность | Monster variants | Menu | pushmenu q2prox_sp_monster_variants | Open the monster appearance variants menu. |
| /liquidswap | /подменажидкостей | Liquid swap | Menu | pushmenu q2prox_sp_liquid_swap | Open the liquid swap menu. |
| /liveitemtimers | /\xeb\xe0\xe9\xe2\xf2\xe0\xe9\xec\xe5\xf0\xfb | Live item timers | Menu | pushmenu q2prox_live_item_timers | Live multiplayer item respawn timers. |
Interface, mods and HUD
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /masters | /мастеры | Primary masters | Menu | pushmenu q2prox_primary_masters | Open the primary settings masters page. |
| /interface | /интерфейс | Interface / HUD | Menu | pushmenu g_interface | Open interface / HUD settings. |
| /layout | /размер | Interface size | Menu | pushmenu g_interface_size | HUD size / layout sub-page. |
| /alpha | /прозрачность | Interface alpha | Menu | pushmenu g_interface_alpha | HUD alpha / transparency sub-page. |
| /modhelp | /оверлеймода | Mod overlay | Menu | pushmenu q2prox_modhelp | Mod help / overlay settings (OpenTDM, OpenFFA). |
| /teamhud | /командныйhud | OpenTDM team HUD | Menu | pushmenu q2prox_opentdm_teamhud | Passive same-team HUD for OpenTDM matches. |
| /scripts | /скрипты | Scripts / binds | Menu | pushmenu q2prox_scripts | Q2PRO-X command-bind macros and scripts. |
System and audio
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /video | /видео | Video menu | Menu | pushmenu q2prox_video | Open video / display settings. |
| /HDR | /хдр | HDR settings | Menu | pushmenu q2prox_hdr | Open HDR rendering and HDR output settings. |
| /sound | /звук | Sound menu | Menu | pushmenu q2prox_sound | Open sound / acoustics settings. |
| /soundactive | /активныйзвук | Active sound channels | Command | soundactive | Print currently reserved AVFX ambient channels, audible one-shot sounds, autosounds and the last submitted AVFX ambient loops. Useful for diagnosing stuck rain/wind/snow ambience. |
| /binaural | /бинаурал | Binaural / 3D | Menu | pushmenu q2prox_binaural | Headphone binaural 3D sound + HRTF tuning. |
| /volumes | /громкость | Sound volumes | Menu | pushmenu q2prox_sound_vol | Open sound volume controls: weapons, other sound categories, AVFX sounds. |
| /weaponvol | /громкостьоружия | Weapon volumes | Menu | pushmenu q2prox_weaponvol | Open per-weapon volume sliders (blaster, shotgun, machinegun, etc.). |
| /othervol | /прочиезвуки | Other sound volumes | Menu | pushmenu q2prox_othervol | Open non-weapon category volumes (player, voice, environment, demo player, ambient, etc.). |
| /avfxvol | /громкостьavfx | AVFX sound volumes | Menu | pushmenu q2prox_avfxvol | Open AVFX sound layer settings (rain, snow, wind, water, steam, thunder, meteor, surface steps). |
| /voice | /голос | Voice chat | Menu | pushmenu q2prox_voice | Open voice chat settings. |
| /mic | /микрофон | Microphone | Menu | pushmenu q2prox_voice_mic_pick | Pick voice chat microphone. |
| /onlinemusic | /музыка | Online music player | Command | music_online_open | Open the online music (PROMODJ) overlay player: search, play, queue. |
| /onlinemusicmenu | /музыкаменю | Online music settings | Menu | pushmenu q2prox_online_music | Open the online music settings menu (provider, genres, queue, overlay). |
| /musiclucky | /повезёт | Online music: lucky | Command | music_online_lucky | Pick and play a random online track by the current lucky scope. |
| /oled | /олед | OLED protection | Menu | pushmenu q2prox_oled | Open OLED protection / idle dim settings. |
| /config | /конфиг | Config | Menu | pushmenu g_config | Open Q2PRO-X config / save / reset menu. |
| /network | /сеть | Network | Menu | pushmenu q2prox_advanced_network | Open advanced network settings. |
Visuals and highlights
| Command | Russian alias | Title | Type | Executes | Description |
|---|---|---|---|---|---|
| /tessellation | /тесселяция | Tessellation | Menu | pushmenu q2prox_bsp_tessellation | Open the WGL BSP hardware tessellation settings. |
| /visibility | /подсветка | Visibility | Menu | pushmenu q2prox_vis | Item and player highlights with colors. |
| /itemtoggles | /предметы | Item toggles | Menu | pushmenu q2prox_vis_toggles | Per-item highlight on/off toggles. |
| /itemcolors | /цветапредметов | Item colors | Menu | pushmenu q2prox_vis_colors | Per-item highlight colors. |
| /weapontoggles | /подсветкаоружия | Weapon toggles | Menu | pushmenu q2prox_vis_weapon_toggles | Per-weapon highlight on/off toggles. |
| /weaponcolors | /цветаоружия | Weapon colors | Menu | pushmenu q2prox_vis_weapon_colors | Per-weapon highlight colors. |
| /playermodelcolors | /цветамоделей | Player model colors | Menu | pushmenu q2prox_vis_player_model_colors | Per-model color overrides for player visibility. |
| /vfx | /эффекты | Visual FX | Menu | pushmenu q2prox_vfx | Bloom / fog / sharpen / colour grading. |
| /particles | /частицы | Particles | Menu | pushmenu g_particles | Particle effects settings. |
| /railtrail | /рейлтрейл | Rail trail | Menu | pushmenu g_railtrail | Rail trail visual settings. |
| /skins | /скины | Skins | Menu | pushmenu g_skins | Player/enemy skin overrides. |
| /downloads | /загрузки | Downloads | Menu | pushmenu g_downloads | Auto-download / paks settings. |
| /shadercacheinfo | /кешшейдеров | Shader cache info | Command | shader_cache_info | Print persistent shader binary cache status: supported, formats, enabled, hits, misses, loaded_from_binary, compiled_from_source, saved, last_error. Diagnostic only. |
| /shadercacheclear | /очиститькешшейдеров | Clear shader cache | Command | shader_cache_clear | Delete cached shader binary FILES under baseq2/q2pro-x/shcache. GL programs already loaded this renderer session stay active; the cache refills from source after a renderer/game restart or when a program is created again. |
5. The cvar reference and diagnostics
5.1. The Help / about Q2PRO-X page
Help / About Q2PRO-X
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Reference | Reference | ||
| Navigation | Reference | Cvar reference... | cvar_help | Open the live cvar reference: search, description, values, source. |
| Navigation | Reference | Cvar browser settings... | q2prox_cvarbrowser | Open cvar-browser settings: opacity, language, text scale. |
| Section | Diagnostics | Diagnostics | ||
| Navigation | Diagnostics | Version info... | version | Print the Q2PRO-X build version and component info to console. |
| Navigation | Diagnostics | Movement feel info... | movementfeel_info | Print the current movement feel and the backend actually applied. |
| Navigation | Diagnostics | Render scale info... | gl_render_scale_info | Print the render-scale pipeline path, max resolution and tile grid. |
| Navigation | Diagnostics | OLED info... | vid_oled_info | Print OLED-protection status and the reasons each stage is/isn't active. |
| Navigation | Diagnostics | Reverb info... | al_reverb_info | Print reverb classifier state and the current EAX preset data. |
| Navigation | Diagnostics | Binaural info... | al_binaural_info | Print the current binaural (3D headphone) runtime state. |
| Navigation | Diagnostics | Visual fx info... | gl_visual_fx_info | Print the status of the visual-FX subsystems. |
| Navigation | Diagnostics | Vis items info... | cl_vis_items_info | Print how items are classified for the visibility layer. |
| Section | Tools | Tools | ||
| Navigation | Tools | Performance & Budget HUD... | q2prox_perf_hud | Live performance and budget HUD: occupancy bars plus measured CPU/GPU cost for the frame, dynamic lighting and the enabled AVFX families. Default off. |
| Navigation | Tools | List macros... | macrolist | List all available console macros. |
5.2. The cvar reference
The cvar reference is a live search window: it finds a variable by part of its name, shows its description, its accepted values, its source and its scope, and lets you reset the value. It is described in detail in the cvars and cvar browser guide.
5.3. The performance and budget HUD
The live HUD shows occupancy bars and the measured CPU and GPU cost of the frame, of dynamic lighting and of the enabled AVFX families. It is off by default.
It is the right tool when you need to know what exactly is expensive, instead of switching things off at random.
6. Practical scenarios
6.1. "I want a simple menu before a match"
1. Open Main menu → Options → Menu Settings.
2. Set Menu profile to Multiplayer.
3. Optionally disable the badges and the pop-up hints.
6.2. "I cannot read the captions, the font is too small"
1. Raise Menu scale, or leave it on Auto and enable Menu autoscale.
2. For the console and the HUD, use their own sizes — they are configured separately in the interface section.
6.3. "I need a specific variable and cannot remember its name"
1. Open the cvar reference from Help / about Q2PRO-X.
2. Type part of the name, or a word from the description.
3. Read the description and the accepted values right there in the window.
6.4. "The menu looks unfamiliar"
Make sure the appropriate Guided menu profile is selected: Full for every section, or Multiplayer for the compact online-play menu. For a more familiar presentation, select the classic visual style and bitmap font. This changes only the presentation of the same Guided menu, not its structure or set of pages.
Appendix. The complete menu navigation map
Every menu page of the release, its path and all of its rows are listed below. This is a reference section: there is no need to read it end to end.
This reference is generated from the release menu file q2pro-x.menu2. It lists the real pages, rows, navigation targets, variables and hints present in the built client.
Menu pages: 388. Menu rows: 6145. Of those, interactive controls: 3270.
Main menu (main)
Path: Main menu
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Play | Play | ||
| Navigation | Play | Play offline... | play_offline | Single-player: skill-based campaign, DM-map training, save/load and player setup. |
| Navigation | Play | Join online... | join_online | Server browsers (modern/legacy), online-play tuning, player setup and downloads. |
| Navigation | Play | Online play setup... | j_online_setup | Q2PRO-X online tuning + player setup: laghax, movement, weapon predicts, visibility, item timers, player profile, downloads, demos. |
| Navigation | Play | Mods... | mods | Browse and launch locally installed mods (native 64-bit, or 32-bit via the bridge). |
| Section | Setup & Media | Setup & Media | ||
| Navigation | Setup & Media | Quick setup... | quick_setup | One-page essentials: video backend/resolution, sound engine, crosshair, menu opacity. |
| Navigation | Setup & Media | Primary settings masters | q2prox_primary_masters | One compact page with the primary startup and visual-system master switches. |
| Navigation | Setup & Media | Video & display... | g_video | Display mode, resolution, render scale, gamma, HDR, GL and renderer submenus. |
| Navigation | Setup & Media | Options... | options | Settings hub: video, sound, interface, controls, visibility, skins, advanced, config. |
| Navigation | Setup & Media | Help / about Q2PRO-X | g_help | Cvar reference browser plus diagnostic prints (version, render scale, reverb, etc.). |
| Navigation | Setup & Media | Demos | demos | Built-in demo browser: pick and play back recorded .dm2/.mvd2 demo files. |
| Navigation | Setup & Media | AVFX... | q2prox_avfx | Open AVFX main menu: presets, rain, snow, storm, sky, sun, moon, volumetric fog/clouds, flashlight and surface effects. / For best performance, use the win32egl backend. |
| Navigation | Setup & Media | Presets... | q2prox_presets | Choose AVFX, player contact, lighting or visibility presets. |
| Navigation | Setup & Media | Online music... | q2prox_online_music | Open the online music player (PROMODJ): search, play, overlay. |
| Section | System | System | ||
| Navigation | System | Quit | quit | Quit the game. |
| List | System | Interface language | cl_console_utf8_ru | Global Russian display localization. auto = Russian on Russian Windows, off = English/legacy, on = forced Russian. Applies immediately. [Auto / Off / On] |
In-game menu (game)
Path: In-game menu
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Game | Game | ||
| Navigation | Game | Resume game | forcemenuoff | Close the menu and return to the game. |
| Navigation | Game | Load game... | loadgame | Open the single-player load-game menu for the current mod. |
| Navigation | Game | Save game... | savegame | Open the single-player save-game menu for the current mod. |
| Navigation | Game | Single Player Experiments... | q2prox_sp_experiments | Open local single-player experiments: spawn mutators, DM-map training, monster visual variants, and geometry deformation. |
| Section | Online & Mods | Online & Mods | ||
| Navigation | Online & Mods | Cvar reference... | cvar_help | Browse every cvar live: search, description, values, source. |
| Navigation | Online & Mods | Browse servers... | serverbrowser_open_modern | Modern Q2PRO-X server browser overlay. |
| Navigation | Online & Mods | Join online... | join_online | Server browsers (modern/legacy), online-play tuning, player setup and downloads. |
| Navigation | Online & Mods | Online play setup... | j_online_setup | Q2PRO-X online tuning + player setup: laghax, movement, weapon predicts, visibility, item timers, player profile, downloads, demos. |
| Navigation | Online & Mods | Mods... | mods | Browse and launch locally installed mods (native 64-bit, or 32-bit via the bridge). |
| Navigation | Online & Mods | Mod command overlay | modhelp_toggle | Toggle the mod command overlay (quick OpenTDM/OpenFFA commands) on screen. |
| Section | Settings & Media | Settings & Media | ||
| Navigation | Settings & Media | Quick setup... | quick_setup | One-page essentials: video backend/resolution, sound engine, crosshair, menu opacity. |
| Navigation | Settings & Media | Primary settings masters | q2prox_primary_masters | One compact page with the primary startup and visual-system master switches. |
| Navigation | Settings & Media | Video & display... | g_video | Display mode, resolution, render scale, gamma, HDR, GL and renderer submenus. |
| Navigation | Settings & Media | Options... | options | Settings hub: video, sound, interface, controls, visibility, skins, advanced, config. |
| Navigation | Settings & Media | Demos | demos | Built-in demo browser: pick and play back recorded .dm2/.mvd2 demo files. |
| Navigation | Settings & Media | AVFX... | q2prox_avfx | Open AVFX main menu: presets, rain, snow, storm, sky, sun, moon, volumetric fog/clouds, flashlight and surface effects. / For best performance, use the win32egl backend. |
| Navigation | Settings & Media | Presets... | q2prox_presets | Choose AVFX, player contact, lighting or visibility presets. |
| Navigation | Settings & Media | Online music... | q2prox_online_music | Open the online music player (PROMODJ): search, play, overlay. |
| Section | Session | Session | ||
| Navigation | Session | Disconnect | disconnect | Disconnect from the current server. |
| Navigation | Session | Quit | quit | Quit the game. |
Options (options)
Path: Main menu → Options
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Display & Sound | Display & Sound | ||
| Navigation | Display & Sound | Video & display... | g_video | Display mode, resolution, render scale, gamma, HDR, GL and renderer submenus. |
| Navigation | Display & Sound | Sound & acoustics... | g_sound | Sound engine, volumes, ambient, OpenAL acoustics, HRTF and voice-chat submenus. |
| Navigation | Display & Sound | Interface & HUD... | g_interface | HUD/console/menu size and transparency, crosshair, and pickup-notify identity. |
| Section | Play & Visibility | Play & Visibility | ||
| Navigation | Play & Visibility | Controls & weapon view... | g_controls | Input setup, key and weapon binds, weapon view, movement basics, mouse and zoom. |
| Navigation | Play & Visibility | Visibility & visuals... | g_visibility | Item/player highlights, particle & effect visibility, rail trail, visual effects. |
| Navigation | Play & Visibility | Skins & models... | g_skins | Player identity, disable custom skins, visible weapons, download options. |
| Section | System | System | ||
| Navigation | System | Advanced Q2PRO-X... | g_advanced | Advanced hub: laghax, predicts, movement, capture, demos, network, mod overlay, tools. |
| Navigation | System | Config & files... | g_config | Save/load and reset configs, autosave, mod scan, menu/console language and fonts. |
| Navigation | System | Menu settings... | g_menu_settings | Menu behavior, language, font, scale, opacity, badges and hints. |
| Navigation | System | Help / about Q2PRO-X... | g_help | Cvar reference browser plus diagnostic prints (version, render scale, reverb, etc.). |
Play offline (play_offline)
Path: Main menu → Play offline
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Campaign | Campaign | ||
| Navigation | Campaign | easy | Skill 0; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Navigation | Campaign | medium | Skill 1; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Navigation | Campaign | hard | Skill 2; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Navigation | Campaign | nightmare | Skill 3; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Section | Experiments | Experiments | ||
| Navigation | Experiments | DM Map Training... | q2prox_sp_training_root | Open DM-map training: play multiplayer maps in local single player with monsters and optional scoring. |
| Navigation | Experiments | Single Player Experiments... | q2prox_sp_experiments | Open local single-player experiments: spawn mutators, DM-map training, monster visual variants, and geometry deformation. |
| Section | Saves & Profile | Saves & Profile | ||
| Navigation | Saves & Profile | Load game... | loadgame | Load a saved single-player game from a slot. |
| Navigation | Saves & Profile | Save game... | savegame | Save the current single-player game to a slot. |
| Navigation | Saves & Profile | Player setup (Q2PRO-X) | q2prox_player_identity | Edit name / skin / handedness / fov via Q2PRO-X DSL rows. |
| Navigation | Saves & Profile | Player setup (3D preview) | players | Built-in player setup page with the 3D player model preview. |
Load game (loadgame)
Path: In-game menu → Load game
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Load | save0 | |||
| Load | save1 | |||
| Load | save2 | |||
| Load | save3 | |||
| Load | save4 | |||
| Load | save5 | |||
| Load | save6 | |||
| Load | save7 | |||
| Load | save8 | |||
| Load | save9 | |||
| Load | save10 | |||
| Load | save11 | |||
| Load | save12 | |||
| Load | save13 | |||
| Load | save14 | |||
| Load | save15 |
Save game (savegame)
Path: In-game menu → Save game
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Save | save1 | |||
| Save | save2 | |||
| Save | save3 | |||
| Save | save4 | |||
| Save | save5 | |||
| Save | save6 | |||
| Save | save7 | |||
| Save | save8 | |||
| Save | save9 | |||
| Save | save10 | |||
| Save | save11 | |||
| Save | save12 | |||
| Save | save13 | |||
| Save | save14 | |||
| Save | save15 |
Join Online (join_online)
Path: Main menu → Join Online
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Servers | Servers | ||
| Navigation | Servers | Browse servers... | serverbrowser_open_modern | Modern Q2PRO-X server browser overlay (q2servers.com / favorites / LAN). |
| Navigation | Servers | Legacy browser / join by address... | j_legacy | Classic legacy server browser (Q2PRO address book + servers.lst). |
Legacy Browser / Join By Address (j_legacy)
Path: Main menu → Join Online → Legacy Browser / Join By Address
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Legacy server browser... | serverbrowser_open_legacy | Launch the legacy address-book-driven server browser. | |
| Navigation | Address book... | g_addressbook | Edit the 16-slot address book (adr0..adr15). | |
| Navigation | Modern browser... | serverbrowser_open_modern | Open the modern browser overlay instead. |
Online Play Setup (j_online_setup)
Path: Main menu → Online Play Setup
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Network & Predict | Network & Predict | ||
| Navigation | Network & Predict | Q2PRO-X Network God... | q2prox_network_god | One place for the whole network: what is wrong, what to do about it, protection, reports and every network module. |
| Navigation | Network & Predict | Laghax... | q2prox_laghax | Adaptive prediction-error smoothing (laghax), HUD, weights. |
| Navigation | Network & Predict | Ping adaptation... | q2prox_ping_adaptation | Hold an absolute target ping, manually or following the opposing players. |
| Navigation | Network & Predict | Network & port scanner... | q2prox_advanced_network | Bandwidth, packet rates and the client UDP port scanner. The scanner briefly owns the connection while it runs, and ping adaptation stands down for its duration. |
| Navigation | Network & Predict | Movement & player... | q2prox_movement | FPS-independent movement timing + local player prediction. |
| Slider | Network & Predict | Movement view bob | cl_viewbob | How much of the walking movement stays in your view: 1.00 = normal, 0.00 = neither the up-and-down bounce nor the tilt when running and strafing. Works on any server, including someone else's. A server that sends no movement effect is left alone. Applies immediately. |
| Navigation | Network & Predict | Weapon predicts... | q2prox_predict | Weapon predict toggles (ghost rockets, rail, shotgun, HB, etc.). |
| Section | Visibility & Sound | Visibility & Sound | ||
| Navigation | Visibility & Sound | Visibility & highlights... | q2prox_vis | Item / player highlighting for readability. |
| Navigation | Visibility & Sound | Item respawn timers... | q2prox_live_item_timers | Live respawn timers for strategic items: manual + own-pickup countdowns on a HUD strip. |
| Navigation | Visibility & Sound | Sound... | g_sound | OpenAL profile, HRTF, reverb, weapon / player volumes. |
| Navigation | Visibility & Sound | Frag messages... | q2prox_fragfeed | Highlight your opponent in confirmed frag messages; optional kill and death HUD notifications. |
| Section | Player & Files | Player & Files | ||
| Navigation | Player & Files | Skins & models... | g_skins | Player identity, both player-setup pages, skin restrictions, local per-mod overrides, model settings and downloads. |
| Navigation | Player & Files | Downloads... | g_downloads | Per-type download permissions (maps, skins, models, sounds) and HTTP downloads. |
| Navigation | Player & Files | Mod config profiles... | q2prox_modcfg | Choose per-mod config profiles. A profile changes the live controls and settings without overwriting Q2PRO-X managed configs. |
| Navigation | Player & Files | Mod command overlay... | q2prox_modhelp | Mod command overlay (OpenTDM/OpenFFA). |
| Navigation | Player & Files | Demos | demos | Built-in demo browser: pick and play back recorded .dm2/.mvd2 demo files. |
Live Item Timers (q2prox_live_item_timers)
Path: Main menu → Online Play Setup → Live Item Timers
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | General | General | ||
| Toggle | General | Live item timers | cl_it | Master switch for live item respawn timers (manual + own-pickup). Applies immediately. |
| Toggle | General | Auto-start on own pickup | cl_it_auto_own | Auto-start only for your pickups at permanent BSP map spawns. Dropped/corpse items are ignored (no wallhack / hidden state); a dropped quad uses the time left that the server shows you: its spawn counts from the original take, or no timer. Applies immediately. |
| Toggle | General | Show HUD strip | cl_it_hud | Draw the on-screen countdown strip. Applies immediately. |
| Toggle | General | Reset on POV change | cl_it_reset_on_pov_change | When spectating, clear all timers after switching to another player's POV, entering free observer, or returning to play. Applies immediately. |
| Section | Sections | Sections | ||
| Navigation | Sections | HUD strip... | q2prox_lit_hud | HUD strip position, scale, opacity, warning window, unknown-item policy. |
| Navigation | Sections | Warning sound... | q2prox_lit_sound | Optional local warning sound (code path only; silent if the asset is missing). |
| Navigation | Sections | Tracked items... | q2prox_lit_items | Choose which items are tracked and shown. |
| Navigation | Sections | Respawn intervals... | q2prox_lit_intervals | Per-item fallback respawn intervals + global defaults. |
| Navigation | Sections | Instances & locations... | q2prox_lit_world | Per-instance timers by BSP spawn location: ordinals + world observation (PVS-only). |
| Navigation | Sections | Per-item HUD/sound/color... | q2prox_lit_advanced | Per-item HUD window, sound and color, by class. |
| Navigation | Sections | Manual timers & binds... | q2prox_lit_binds | Bind keys for manual timers (it_start / it_cancel / modifier). |
| Navigation | Sections | Print timer info | it_info | Print the catalog + active timers to the console. |
Live Timers — HUD (q2prox_lit_hud)
Path: Main menu → Online Play Setup → Live Item Timers → Live Timers — HUD
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Strip | Strip | ||
| Toggle | Strip | Show HUD strip | cl_it_hud | Draw the on-screen countdown strip. Applies immediately. |
| Toggle | Strip | Show under menu | cl_it_hud_in_menu | Keep timer HUDs visible underneath an open menu. Menu opacity still applies; a fully opaque menu covers them. Applies immediately. |
| Slider | Strip | Strip scale | cl_it_hud_scale | HUD strip size multiplier. Applies immediately. |
| Slider | Strip | Strip opacity | cl_it_hud_alpha | HUD strip opacity. Applies immediately. |
| Slider | Strip | Max cells | cl_it_hud_max | Maximum number of timer cells shown at once (per strip). Applies immediately. |
| Toggle | Strip | Labels under icons | cl_it_hud_labels | Show the short English item code (RL, RG, RA, Q...) under each icon. Applies immediately. |
| Section | Position (single strip) | Position (single strip) | ||
| Slider | Position (single strip) | Position X (-1 = auto) | cl_it_hud_x | Horizontal position in HUD pixels; -1 = auto (right-aligned). Applies immediately. |
| Slider | Position (single strip) | Position Y (-1 = auto) | cl_it_hud_y | Vertical position in HUD pixels; -1 = auto (Y=80, below the server Frags/Rank/Time block). Applies immediately. |
| Section | Split by class | Split by class | ||
| Toggle | Split by class | Split by class | cl_it_hud_split | Split the strip into four separate HUDs by class (Armor / Powerups / Weapons / Other). Off = one combined strip (default). Scale, opacity and max cells stay common. Applies immediately. |
| Slider | Split by class | Armor X (-1 = auto) | cl_it_hud_armor_x | Armor HUD X (-1 = auto: stacks top-right below the panel above it). Applies immediately. |
| Slider | Split by class | Armor Y (-1 = auto) | cl_it_hud_armor_y | Armor HUD Y (-1 = auto stack). Applies immediately. |
| Slider | Split by class | Powerups X (-1 = auto) | cl_it_hud_pow_x | Powerups HUD X (-1 = auto stack). Applies immediately. |
| Slider | Split by class | Powerups Y (-1 = auto) | cl_it_hud_pow_y | Powerups HUD Y (-1 = auto stack). Applies immediately. |
| Slider | Split by class | Weapons X (-1 = auto) | cl_it_hud_wpn_x | Weapons HUD X (-1 = auto stack). Applies immediately. |
| Slider | Split by class | Weapons Y (-1 = auto) | cl_it_hud_wpn_y | Weapons HUD Y (-1 = auto stack). Applies immediately. |
| Slider | Split by class | Other X (-1 = auto) | cl_it_hud_misc_x | Other HUD X (-1 = auto stack). Applies immediately. |
| Slider | Split by class | Other Y (-1 = auto) | cl_it_hud_misc_y | Other HUD Y (-1 = auto stack). Applies immediately. |
| Section | Behavior | Behavior | ||
| Slider | Behavior | Warning window, s | cl_it_warn_s | Warning window: seconds before respawn when the cell turns red (and sound fires). Applies immediately. |
| Toggle | Behavior | Show all timers | cl_it_hud_show_all | Show every tracked timer from the start, ignoring per-item HUD windows. Off = a cell appears only within its item HUD window. Applies immediately. |
| Toggle | Behavior | Border blink | cl_it_hud_blink | Smoothly pulse the tile border (dimmer-style) inside the warning window, faster as respawn nears (5 Hz when ready), with a bloom glow. Common to all tiles. Applies immediately. |
| Toggle | Behavior | Icon pulse | cl_it_hud_icon_pulse | Independent: smoothly pulse the item icon (dimmer-style) with a bloom glow inside the warning window. Common to all tiles. Applies immediately. |
| Toggle | Behavior | Running border | cl_it_hud_border_run | Independent: a bright comet runs clockwise around the tile border inside the warning window, faster as respawn nears. Common to all tiles. Applies immediately. |
| List | Behavior | Unknown interval | cl_it_unknown_policy | What to do with an item that has no known respawn interval. Dynamic automatic Mega timing is handled separately. Applies immediately. [hide / show ?] |
Live Timers — Sound (q2prox_lit_sound)
Path: Main menu → Online Play Setup → Live Item Timers → Live Timers — Sound
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Warning | Warning | ||
| Toggle | Warning | Warning sound | cl_it_sound | Play a local warning sound when a timer enters the warning window. Optional asset (sound/q2prox/it/warn.wav); silent if missing. Applies immediately. |
| Slider | Warning | Volume | cl_it_sound_vol | Warning sound volume. Applies immediately. |
| Section | Mode & events | Mode & events | ||
| List | Mode & events | Sound mode | cl_it_sound_mode | Sound mode: off / generic cues / rich per-item voice with fallback. All sound files are optional; missing files silently skip. Applies immediately. [off / generic / rich] |
| Toggle | Mode & events | Countdown numbers | cl_it_sound_countdown | Per-second countdown number cues inside the sound window (optional assets). Applies immediately. |
| Toggle | Mode & events | Item-up sound | cl_it_sound_up | Play the item-up cue when a timer reaches respawn (optional asset). Applies immediately. |
Live Timers — Tracked Items (q2prox_lit_items)
Path: Main menu → Online Play Setup → Live Item Timers → Live Timers — Tracked Items
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Armor | Armor | ||
| Toggle | Armor | Green Armor | cl_it_ga_show | Track Green (jacket) Armor. Applies immediately. |
| Toggle | Armor | Yellow Armor | cl_it_ya_show | Track Yellow (combat) Armor. Applies immediately. |
| Toggle | Armor | Red Armor | cl_it_ra_show | Track Red (body) Armor. Applies immediately. |
| Toggle | Armor | Power Screen | cl_it_pws_show | Track Power Screen. Applies immediately. |
| Toggle | Armor | Power Shield | cl_it_pwh_show | Track Power Shield. Applies immediately. |
| Section | Powerups | Powerups | ||
| Toggle | Powerups | Quad Damage | cl_it_quad_show | Track Quad Damage. Applies immediately. |
| Toggle | Powerups | Invulnerability | cl_it_inv_show | Track Invulnerability (Pentagram). Applies immediately. |
| Section | Weapons | Weapons | ||
| Toggle | Weapons | Rocket Launcher | cl_it_rl_show | Track Rocket Launcher. Applies immediately. |
| Toggle | Weapons | Railgun | cl_it_rail_show | Track Railgun. Applies immediately. |
| Toggle | Weapons | BFG10K | cl_it_bfg_show | Track BFG10K. Applies immediately. |
| Toggle | Weapons | Grenade Launcher | cl_it_gl_show | Track Grenade Launcher. Applies immediately. |
| Toggle | Weapons | HyperBlaster | cl_it_hb_show | Track HyperBlaster. Applies immediately. |
| Toggle | Weapons | Chaingun | cl_it_cg_show | Track Chaingun. Applies immediately. |
| Toggle | Weapons | Shotgun | cl_it_sg_show | Track Shotgun. Applies immediately. |
| Toggle | Weapons | Super Shotgun | cl_it_ssg_show | Track Super Shotgun. Applies immediately. |
| Toggle | Weapons | Machinegun | cl_it_mg_show | Track Machinegun. Applies immediately. |
| Toggle | Weapons | Hand Grenades | cl_it_hg_show | Track Hand Grenades. Applies immediately. |
| Section | Other | Other | ||
| Toggle | Other | Mega Health | cl_it_mh_show | Track Mega Health. By default its automatic timer follows stock health decay, then counts the post-decay delay. Applies immediately. |
| Toggle | Other | Silencer | cl_it_sil_show | Track Silencer. Applies immediately. |
| Toggle | Other | Rebreather | cl_it_reb_show | Track Rebreather. Applies immediately. |
| Toggle | Other | Environment Suit | cl_it_env_show | Track Environment Suit. Applies immediately. |
| Toggle | Other | Adrenaline | cl_it_adr_show | Track Adrenaline. Applies immediately. |
| Toggle | Other | Bandolier | cl_it_band_show | Track Bandolier. Applies immediately. |
| Toggle | Other | Ammo Pack | cl_it_pack_show | Track Ammo Pack. Applies immediately. |
Live Timers — Intervals (q2prox_lit_intervals)
Path: Main menu → Online Play Setup → Live Item Timers → Live Timers — Intervals
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Global | Global | ||
| Slider | Global | Default interval, s | cl_it_default_s | Global fallback respawn seconds when a per-item interval is 0 (Mega excluded). Applies immediately. |
| Slider | Global | Fixed Mega fallback, s | cl_it_mh_fb_s | Fixed Mega override. 0 = Automatic stock behavior: wait at least 5 s until health reaches 100, then use the post-decay delay below. Applies immediately. |
| Slider | Global | Mega after decay, s | cl_it_mh_post_decay_s | Automatic stock Mega countdown after excess health reaches 100. Baseq2 uses 20 seconds. Applies immediately. |
| Slider | Global | READY hold, s | cl_it_ready_hold_s | Keep a READY cell on screen this many seconds after the countdown ends. Applies immediately. |
| Section | Armor | Armor | ||
| Slider | Armor | Green Armor, s | cl_it_ga_s | Green Armor fallback respawn seconds. Applies immediately. |
| Slider | Armor | Yellow Armor, s | cl_it_ya_s | Yellow Armor fallback respawn seconds. Applies immediately. |
| Slider | Armor | Red Armor, s | cl_it_ra_s | Red Armor fallback respawn seconds. Applies immediately. |
| Slider | Armor | Power Screen, s | cl_it_pws_s | Power Screen fallback respawn seconds. Applies immediately. |
| Slider | Armor | Power Shield, s | cl_it_pwh_s | Power Shield fallback respawn seconds. Applies immediately. |
| Section | Powerups | Powerups | ||
| Slider | Powerups | Quad Damage, s | cl_it_quad_s | Quad fallback respawn seconds. Applies immediately. |
| Slider | Powerups | Invulnerability, s | cl_it_inv_s | Invulnerability (Pentagram) fallback respawn seconds. Applies immediately. |
| Section | Weapons | Weapons | ||
| Slider | Weapons | Rocket Launcher, s | cl_it_rl_s | Rocket Launcher fallback respawn seconds. Applies immediately. |
| Slider | Weapons | Railgun, s | cl_it_rail_s | Railgun fallback respawn seconds. Applies immediately. |
| Slider | Weapons | BFG10K, s | cl_it_bfg_s | BFG10K fallback respawn seconds. Applies immediately. |
| Slider | Weapons | Grenade Launcher, s | cl_it_gl_s | Grenade Launcher fallback respawn seconds. Applies immediately. |
| Slider | Weapons | HyperBlaster, s | cl_it_hb_s | HyperBlaster fallback respawn seconds. Applies immediately. |
| Slider | Weapons | Chaingun, s | cl_it_cg_s | Chaingun fallback respawn seconds. Applies immediately. |
| Slider | Weapons | Shotgun, s | cl_it_sg_s | Shotgun fallback respawn seconds. Applies immediately. |
| Slider | Weapons | Super Shotgun, s | cl_it_ssg_s | Super Shotgun fallback respawn seconds. Applies immediately. |
| Slider | Weapons | Machinegun, s | cl_it_mg_s | Machinegun fallback respawn seconds. Applies immediately. |
| Slider | Weapons | Hand Grenades, s | cl_it_hg_s | Hand Grenades fallback respawn seconds. Applies immediately. |
| Section | Other | Other | ||
| Slider | Other | Mega: fixed, s | cl_it_mh_s | Per-item fixed Mega override. 0 = Fixed fallback above, then dynamic health-decay timing when both are 0. Applies immediately. |
Live Timers — Binds (q2prox_lit_binds)
Path: Main menu → Online Play Setup → Live Item Timers → Live Timers — Binds
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Modifier | Modifier | ||
| Key | Modifier | Cancel modifier (hold) | +it_mod | Hold this key so that a manual it_start acts as it_cancel for the same item. |
| Section | Manual timer start | Manual timer start | ||
| Key | Manual timer start | Start: Red Armor | it_start | Start / refresh the Red Armor timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: Yellow Armor | it_start | Start / refresh the Yellow Armor timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: Green Armor | it_start | Start / refresh the Green Armor timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: Mega | it_start | Start / refresh the Mega timer (needs a fallback interval; see Intervals). |
| Key | Manual timer start | Start: Quad | it_start | Start / refresh the Quad timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: Pentagram | it_start | Start / refresh the Pentagram timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: Power Shield | it_start | Start / refresh the Power Shield timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: Rocket Launcher | it_start | Start / refresh the Rocket Launcher timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: Railgun | it_start | Start / refresh the Railgun timer (hold the modifier to cancel). |
| Key | Manual timer start | Start: BFG10K | it_start | Start / refresh the BFG10K timer (hold the modifier to cancel). |
| Section | Other | Other | ||
| Key | Other | Open timers menu | it_menu | Open this Live Item Timers menu. |
| Navigation | Other | Reset timers | it_reset | Clear all active timers and session-learned per-instance intervals. |
Per-item HUD / Sound / Color (q2prox_lit_advanced)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | By class | By class | ||
| Navigation | By class | Armor... | q2prox_lit_adv_armor | Armor: per-item HUD window, sound, color. |
| Navigation | By class | Powerups... | q2prox_lit_adv_pow | Powerups: per-item HUD window, sound, color. |
| Navigation | By class | Weapons... | q2prox_lit_adv_wpn | Weapons: per-item HUD window, sound, color. |
| Navigation | By class | Other... | q2prox_lit_adv_misc | Other: per-item HUD window, sound, color. |
Per-item — Armor (q2prox_lit_adv_armor)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color → Per-item — Armor
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Green Armor | Green Armor | ||
| Toggle | Green Armor | Show on HUD | cl_it_ga_hud | Show Green Armor on the HUD strip. Applies immediately. |
| Slider | Green Armor | HUD window, s | cl_it_ga_hud_s | Green Armor: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Green Armor | Sound | cl_it_ga_snd | Enable warning sounds for Green Armor. Applies immediately. |
| Slider | Green Armor | Sound window, s | cl_it_ga_snd_s | Green Armor: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Green Armor | Color | cl_it_ga_color | Green Armor accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Yellow Armor | Yellow Armor | ||
| Toggle | Yellow Armor | Show on HUD | cl_it_ya_hud | Show Yellow Armor on the HUD strip. Applies immediately. |
| Slider | Yellow Armor | HUD window, s | cl_it_ya_hud_s | Yellow Armor: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Yellow Armor | Sound | cl_it_ya_snd | Enable warning sounds for Yellow Armor. Applies immediately. |
| Slider | Yellow Armor | Sound window, s | cl_it_ya_snd_s | Yellow Armor: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Yellow Armor | Color | cl_it_ya_color | Yellow Armor accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Red Armor | Red Armor | ||
| Toggle | Red Armor | Show on HUD | cl_it_ra_hud | Show Red Armor on the HUD strip. Applies immediately. |
| Slider | Red Armor | HUD window, s | cl_it_ra_hud_s | Red Armor: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Red Armor | Sound | cl_it_ra_snd | Enable warning sounds for Red Armor. Applies immediately. |
| Slider | Red Armor | Sound window, s | cl_it_ra_snd_s | Red Armor: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Red Armor | Color | cl_it_ra_color | Red Armor accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Power Screen | Power Screen | ||
| Toggle | Power Screen | Show on HUD | cl_it_pws_hud | Show Power Screen on the HUD strip. Applies immediately. |
| Slider | Power Screen | HUD window, s | cl_it_pws_hud_s | Power Screen: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Power Screen | Sound | cl_it_pws_snd | Enable warning sounds for Power Screen. Applies immediately. |
| Slider | Power Screen | Sound window, s | cl_it_pws_snd_s | Power Screen: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Power Screen | Color | cl_it_pws_color | Power Screen accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Power Shield | Power Shield | ||
| Toggle | Power Shield | Show on HUD | cl_it_pwh_hud | Show Power Shield on the HUD strip. Applies immediately. |
| Slider | Power Shield | HUD window, s | cl_it_pwh_hud_s | Power Shield: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Power Shield | Sound | cl_it_pwh_snd | Enable warning sounds for Power Shield. Applies immediately. |
| Slider | Power Shield | Sound window, s | cl_it_pwh_snd_s | Power Shield: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Power Shield | Color | cl_it_pwh_color | Power Shield accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Per-item — Powerups (q2prox_lit_adv_pow)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color → Per-item — Powerups
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Quad | Quad | ||
| Toggle | Quad | Show on HUD | cl_it_quad_hud | Show Quad on the HUD strip. Applies immediately. |
| Slider | Quad | HUD window, s | cl_it_quad_hud_s | Quad: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Quad | Sound | cl_it_quad_snd | Enable warning sounds for Quad. Applies immediately. |
| Slider | Quad | Sound window, s | cl_it_quad_snd_s | Quad: seconds before respawn to start sounds and turn the cell red (0 = global warning window). Applies immediately. |
| List | Quad | Color | cl_it_quad_color | Quad accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Pentagram | Pentagram | ||
| Toggle | Pentagram | Show on HUD | cl_it_inv_hud | Show Pentagram on the HUD strip. Applies immediately. |
| Slider | Pentagram | HUD window, s | cl_it_inv_hud_s | Pentagram: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Pentagram | Sound | cl_it_inv_snd | Enable warning sounds for Pentagram. Applies immediately. |
| Slider | Pentagram | Sound window, s | cl_it_inv_snd_s | Pentagram: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Pentagram | Color | cl_it_inv_color | Pentagram accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Per-item — Weapons (q2prox_lit_adv_wpn)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color → Per-item — Weapons
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Weapon groups | Weapon groups | ||
| Navigation | Weapon groups | Heavy weapons... | q2prox_lit_adv_wpn_heavy | Rocket Launcher, Railgun, BFG10K and Grenade Launcher HUD, sound and color. |
| Navigation | Weapon groups | Rapid-fire weapons... | q2prox_lit_adv_wpn_rapid | HyperBlaster, Chaingun and Machinegun HUD, sound and color. |
| Navigation | Weapon groups | Shotguns & grenades... | q2prox_lit_adv_wpn_close | Shotgun, Super Shotgun and Hand Grenades HUD, sound and color. |
Per-item — Heavy Weapons (q2prox_lit_adv_wpn_heavy)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color → Per-item — Weapons → Per-item — Heavy Weapons
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Rocket Launcher | Rocket Launcher | ||
| Toggle | Rocket Launcher | Show on HUD | cl_it_rl_hud | Show Rocket Launcher on the HUD strip. Applies immediately. |
| Slider | Rocket Launcher | HUD window, s | cl_it_rl_hud_s | Rocket Launcher: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Rocket Launcher | Sound | cl_it_rl_snd | Enable warning sounds for Rocket Launcher. Applies immediately. |
| Slider | Rocket Launcher | Sound window, s | cl_it_rl_snd_s | Rocket Launcher: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Rocket Launcher | Color | cl_it_rl_color | Rocket Launcher accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Railgun | Railgun | ||
| Toggle | Railgun | Show on HUD | cl_it_rail_hud | Show Railgun on the HUD strip. Applies immediately. |
| Slider | Railgun | HUD window, s | cl_it_rail_hud_s | Railgun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Railgun | Sound | cl_it_rail_snd | Enable warning sounds for Railgun. Applies immediately. |
| Slider | Railgun | Sound window, s | cl_it_rail_snd_s | Railgun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Railgun | Color | cl_it_rail_color | Railgun accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | BFG10K | BFG10K | ||
| Toggle | BFG10K | Show on HUD | cl_it_bfg_hud | Show BFG10K on the HUD strip. Applies immediately. |
| Slider | BFG10K | HUD window, s | cl_it_bfg_hud_s | BFG10K: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | BFG10K | Sound | cl_it_bfg_snd | Enable warning sounds for BFG10K. Applies immediately. |
| Slider | BFG10K | Sound window, s | cl_it_bfg_snd_s | BFG10K: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | BFG10K | Color | cl_it_bfg_color | BFG10K accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Grenade Launcher | Grenade Launcher | ||
| Toggle | Grenade Launcher | Show on HUD | cl_it_gl_hud | Show Grenade Launcher on the HUD strip. Applies immediately. |
| Slider | Grenade Launcher | HUD window, s | cl_it_gl_hud_s | Grenade Launcher: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Grenade Launcher | Sound | cl_it_gl_snd | Enable warning sounds for Grenade Launcher. Applies immediately. |
| Slider | Grenade Launcher | Sound window, s | cl_it_gl_snd_s | Grenade Launcher: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Grenade Launcher | Color | cl_it_gl_color | Grenade Launcher accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Per-item — Rapid-fire Weapons (q2prox_lit_adv_wpn_rapid)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color → Per-item — Weapons → Per-item — Rapid-fire Weapons
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | HyperBlaster | HyperBlaster | ||
| Toggle | HyperBlaster | Show on HUD | cl_it_hb_hud | Show HyperBlaster on the HUD strip. Applies immediately. |
| Slider | HyperBlaster | HUD window, s | cl_it_hb_hud_s | HyperBlaster: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | HyperBlaster | Sound | cl_it_hb_snd | Enable warning sounds for HyperBlaster. Applies immediately. |
| Slider | HyperBlaster | Sound window, s | cl_it_hb_snd_s | HyperBlaster: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | HyperBlaster | Color | cl_it_hb_color | HyperBlaster accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Chaingun | Chaingun | ||
| Toggle | Chaingun | Show on HUD | cl_it_cg_hud | Show Chaingun on the HUD strip. Applies immediately. |
| Slider | Chaingun | HUD window, s | cl_it_cg_hud_s | Chaingun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Chaingun | Sound | cl_it_cg_snd | Enable warning sounds for Chaingun. Applies immediately. |
| Slider | Chaingun | Sound window, s | cl_it_cg_snd_s | Chaingun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Chaingun | Color | cl_it_cg_color | Chaingun accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Machinegun | Machinegun | ||
| Toggle | Machinegun | Show on HUD | cl_it_mg_hud | Show Machinegun on the HUD strip. Applies immediately. |
| Slider | Machinegun | HUD window, s | cl_it_mg_hud_s | Machinegun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Machinegun | Sound | cl_it_mg_snd | Enable warning sounds for Machinegun. Applies immediately. |
| Slider | Machinegun | Sound window, s | cl_it_mg_snd_s | Machinegun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Machinegun | Color | cl_it_mg_color | Machinegun accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Per-item — Shotguns & Grenades (q2prox_lit_adv_wpn_close)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color → Per-item — Weapons → Per-item — Shotguns & Grenades
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Shotgun | Shotgun | ||
| Toggle | Shotgun | Show on HUD | cl_it_sg_hud | Show Shotgun on the HUD strip. Applies immediately. |
| Slider | Shotgun | HUD window, s | cl_it_sg_hud_s | Shotgun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Shotgun | Sound | cl_it_sg_snd | Enable warning sounds for Shotgun. Applies immediately. |
| Slider | Shotgun | Sound window, s | cl_it_sg_snd_s | Shotgun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Shotgun | Color | cl_it_sg_color | Shotgun accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Super Shotgun | Super Shotgun | ||
| Toggle | Super Shotgun | Show on HUD | cl_it_ssg_hud | Show Super Shotgun on the HUD strip. Applies immediately. |
| Slider | Super Shotgun | HUD window, s | cl_it_ssg_hud_s | Super Shotgun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Super Shotgun | Sound | cl_it_ssg_snd | Enable warning sounds for Super Shotgun. Applies immediately. |
| Slider | Super Shotgun | Sound window, s | cl_it_ssg_snd_s | Super Shotgun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Super Shotgun | Color | cl_it_ssg_color | Super Shotgun accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Hand Grenades | Hand Grenades | ||
| Toggle | Hand Grenades | Show on HUD | cl_it_hg_hud | Show Hand Grenades on the HUD strip. Applies immediately. |
| Slider | Hand Grenades | HUD window, s | cl_it_hg_hud_s | Hand Grenades: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Hand Grenades | Sound | cl_it_hg_snd | Enable warning sounds for Hand Grenades. Applies immediately. |
| Slider | Hand Grenades | Sound window, s | cl_it_hg_snd_s | Hand Grenades: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Hand Grenades | Color | cl_it_hg_color | Hand Grenades accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Per-item — Other (q2prox_lit_adv_misc)
Path: Main menu → Online Play Setup → Live Item Timers → Per-item HUD / Sound / Color → Per-item — Other
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Mega | Mega | ||
| Toggle | Mega | Show on HUD | cl_it_mh_hud | Show Mega on the HUD strip. Applies immediately. |
| Slider | Mega | HUD window, s | cl_it_mh_hud_s | Mega: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Mega | Sound | cl_it_mh_snd | Enable warning sounds for Mega. Applies immediately. |
| Slider | Mega | Sound window, s | cl_it_mh_snd_s | Mega: seconds before respawn to start sounds and turn the cell red (0 = global warning window). Applies immediately. |
| List | Mega | Color | cl_it_mh_color | Mega accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Silencer | Silencer | ||
| Toggle | Silencer | Show on HUD | cl_it_sil_hud | Show Silencer on the HUD strip. Applies immediately. |
| Slider | Silencer | HUD window, s | cl_it_sil_hud_s | Silencer: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Silencer | Sound | cl_it_sil_snd | Enable warning sounds for Silencer. Applies immediately. |
| Slider | Silencer | Sound window, s | cl_it_sil_snd_s | Silencer: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Silencer | Color | cl_it_sil_color | Silencer accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Rebreather | Rebreather | ||
| Toggle | Rebreather | Show on HUD | cl_it_reb_hud | Show Rebreather on the HUD strip. Applies immediately. |
| Slider | Rebreather | HUD window, s | cl_it_reb_hud_s | Rebreather: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Rebreather | Sound | cl_it_reb_snd | Enable warning sounds for Rebreather. Applies immediately. |
| Slider | Rebreather | Sound window, s | cl_it_reb_snd_s | Rebreather: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Rebreather | Color | cl_it_reb_color | Rebreather accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Environment Suit | Environment Suit | ||
| Toggle | Environment Suit | Show on HUD | cl_it_env_hud | Show Environment Suit on the HUD strip. Applies immediately. |
| Slider | Environment Suit | HUD window, s | cl_it_env_hud_s | Environment Suit: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Environment Suit | Sound | cl_it_env_snd | Enable warning sounds for Environment Suit. Applies immediately. |
| Slider | Environment Suit | Sound window, s | cl_it_env_snd_s | Environment Suit: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Environment Suit | Color | cl_it_env_color | Environment Suit accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Adrenaline | Adrenaline | ||
| Toggle | Adrenaline | Show on HUD | cl_it_adr_hud | Show Adrenaline on the HUD strip. Applies immediately. |
| Slider | Adrenaline | HUD window, s | cl_it_adr_hud_s | Adrenaline: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Adrenaline | Sound | cl_it_adr_snd | Enable warning sounds for Adrenaline. Applies immediately. |
| Slider | Adrenaline | Sound window, s | cl_it_adr_snd_s | Adrenaline: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Adrenaline | Color | cl_it_adr_color | Adrenaline accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Bandolier | Bandolier | ||
| Toggle | Bandolier | Show on HUD | cl_it_band_hud | Show Bandolier on the HUD strip. Applies immediately. |
| Slider | Bandolier | HUD window, s | cl_it_band_hud_s | Bandolier: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Bandolier | Sound | cl_it_band_snd | Enable warning sounds for Bandolier. Applies immediately. |
| Slider | Bandolier | Sound window, s | cl_it_band_snd_s | Bandolier: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Bandolier | Color | cl_it_band_color | Bandolier accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Ammo Pack | Ammo Pack | ||
| Toggle | Ammo Pack | Show on HUD | cl_it_pack_hud | Show Ammo Pack on the HUD strip. Applies immediately. |
| Slider | Ammo Pack | HUD window, s | cl_it_pack_hud_s | Ammo Pack: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately. |
| Toggle | Ammo Pack | Sound | cl_it_pack_snd | Enable warning sounds for Ammo Pack. Applies immediately. |
| Slider | Ammo Pack | Sound window, s | cl_it_pack_snd_s | Ammo Pack: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately. |
| List | Ammo Pack | Color | cl_it_pack_color | Ammo Pack accent color (Default = the item colour). Applies immediately. [Default / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Live Timers — Instances (q2prox_lit_world)
Path: Main menu → Online Play Setup → Live Item Timers → Live Timers — Instances
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | How it works — no hidden data | How it works — no hidden data | ||
| Section | World observation (PVS) | World observation (PVS) | ||
| Toggle | World observation (PVS) | World observation | cl_it_world_observe | Use only item entities already received in the current POV's normal snapshot/PVS plus static BSP map spawns. It never reveals hidden items or starts a timer from PVS churn alone. Automatic start requires a confirmed current-POV pickup at a permanent map spawn. Applies immediately. |
| Toggle | World observation (PVS) | Instance ordinals | cl_it_ordinals | Show the BSP ordinal (1,2,...) on the HUD when a map has more than one of that item. Applies immediately. |
| Section | Learning & radii | Learning & radii | ||
| Toggle | Learning & radii | Per-instance learning | cl_it_learn | Learn a session-only interval from the SAME BSP spawn disappearing/reappearing. Dynamic Mega is excluded unless it has a fixed override. Applies immediately. |
| Slider | Learning & radii | BSP match radius | cl_it_bsp_match_radius | Match radius between a visible item and its BSP spawn record. Applies immediately. |
| Slider | Learning & radii | Cluster radius | cl_it_instance_cluster_radius | Merge radius for near-duplicate BSP spawn origins of the same item. Applies immediately. |
| Slider | Learning & radii | Own pickup radius | cl_it_own_touch_radius | How close a vanishing item must be to count as YOUR pickup of that exact instance (makes two identical items time separately). Applies immediately. |
| Slider | Learning & radii | Manual attach radius | cl_it_pickup_attach_radius | Manual it_start <id> <seconds>: how close a BSP spawn must be to attach that manual timer to the nearest instance. Applies immediately. |
| Section | Diagnostics | Diagnostics | ||
| Toggle | Diagnostics | World debug | cl_it_world_debug | Verbose world-observation logging to the console (BSP parse, ignored candidates). Applies immediately. |
| Navigation | Diagnostics | Print world info | it_info | Print the BSP spawn catalog + observed instances to the console. |
Quick Setup (quick_setup)
Path: Main menu → Quick Setup
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Video | Video | ||
| List | Video | Video backend | vid_driver | vid_driver: win32wgl = default (fast cold AVFX startup), win32egl = explicit capture-friendly ANGLE / true-HDR choice. [Win32egl / Win32wgl] |
| Toggle | Video | Windowed mode | vid_windowed | vid_windowed: run in a window instead of fullscreen. |
| List | Video | Fullscreen mode | vid_fullscreen_type | Borderless desktop vs classic exclusive mode. [Desktop fullscreen / Exclusive fullscreen] |
| Value list | Video | Resolution | vid_resolution | vid_resolution: desktop = native monitor mode. |
| Value list | Video | Refresh rate | vid_refresh | vid_refresh: max = highest available; ignored in windowed / desktop modes. |
| Slider | Video | Render scale | gl_render_scale | Internal 3D scene resolution (100=native, step 1%). |
| Section | Sound & UI | Sound & UI | ||
| List | Sound & UI | Sound engine | s_enable | s_enable: OpenAL is required for HRTF + room acoustics. Applies immediately. [no sound / software / OpenAL] |
| Navigation | Sound & UI | OpenAL & acoustics... | q2prox_sound | OpenAL profile / reverb / HRTF / volumes. |
| Navigation | Sound & UI | Headphone 3D sound... | q2prox_binaural | Headphone 3D / HRTF / crossfeed. |
| Navigation | Sound & UI | Voice chat... | q2prox_voice | In-game voice chat (PTT / VAD, LiveKit; OpenAL required for transmit and receive). |
| List | Sound & UI | Crosshair | crosshair | crosshair: aim cursor style (none/cross/dot/angle). Applies immediately. [none / cross / dot / angle] |
| Slider | Sound & UI | Menu opacity | cl_menu_alpha | Menu background transparency. Applies immediately. |
| Section | Actions | Actions | ||
| Navigation | Actions | Browse servers... | serverbrowser_open_modern | Open the modern server browser overlay. |
| Navigation | Actions | Restart video... | vid_restart | Re-apply video backend / fullscreen mode |
Primary Settings Masters (q2prox_primary_masters)
Path: Main menu → Primary Settings Masters
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Startup & Main Menu | Startup & Main Menu | ||
| Toggle | Startup & Main Menu | Menu on startup | ui_open | Default ON. Open the existing Q2PRO-X main menu on an ordinary cold launch. Direct map/server/demo starts are unchanged. |
| Toggle | Startup & Main Menu | Startup intro | cl_q2prox_startup_intro | Default ON. Play the separate Q2PRO-X intro only on a cold menu/console launch; any map load stops it. |
| Toggle | Startup & Main Menu | Automatic game statistics | cl_game_stats_auto | Default OFF. Refresh your personal game statistics automatically on a plain cold start. Nothing is scanned or parsed in the background while this is off. Applies immediately. |
| Toggle | Startup & Main Menu | Statistics in intro | cl_game_stats_intro | Default ON, and inert unless both automatic game statistics and the startup intro are active. During the intro it shows a short sequence of personal moments beside the menu — one fact at a time, appearing and dissolving. With no qualifying match nothing is drawn at all. Applies immediately. |
| Navigation | Startup & Main Menu | Intro statistics content... | q2prox_game_statistics_intro | Choose every type of personal fact that may appear in the startup intro. All types are enabled by default. |
| Toggle | Startup & Main Menu | Persistent logo light | cl_q2prox_menu_logo_light | Default OFF. Keep the smooth Q2PRO-X logo brightness, bloom and downward menu spotlights running on the top-level Guided menu while the modern visual style is active after Intro. Independent of Startup intro; no fireworks or travelling objects. Applies immediately. |
| Toggle | Startup & Main Menu | Persistent logo lightning | cl_q2prox_menu_logo_lightning | Default OFF. Keep the animated electrical discharges around the Q2PRO-X logo running on the top-level Guided menu while the modern visual style is active after Intro. Independent of the persistent logo-light master. Applies immediately. |
| Section | Visual Systems | Visual Systems | ||
| List | Visual Systems | AVFX globally | cl_avfx_global_disable | Global AVFX override shared by every mod. ON preserves and uses each mod's own AVFX settings. OFF suppresses AVFX globally without erasing them. Applies immediately. [On / Off] |
| Toggle | Visual Systems | Current-mod AVFX | cl_avfx | Master switch for the active mod's AVFX atmospheric layer and its dependent effects. Applies immediately. |
| Toggle | Visual Systems | Visual highlights | cl_vis_enable | Master switch for item, weapon and player visibility highlighting. Applies immediately. |
| Toggle | Visual Systems | Particles | cl_particles | Master switch for all classic particle effects. Applies immediately. |
| Section | Renderer Effects | Renderer Effects | ||
| List | Renderer Effects | Dynamic lighting | gl_dynamic | Master mode for dynamic lightmap lighting. Applies immediately. [no / yes / only switchable] |
| List | Renderer Effects | Bloom | gl_bloom | Bloom master and blur-pass count. Off disables bloom; 1..8 select its quality/strength path. Applies immediately. [off / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8] |
| Toggle | Renderer Effects | Post-process | gl_postfx | Master switch for the selected Pixel/CRT/Film/VHS/Noir/Sepia post-process. Applies immediately. |
| Section | Online Music | Online Music | ||
| Toggle | Online Music | Online music | cl_music_online_enable | Master switch for the online music player. Off means no network activity at all. Same setting as the Online Music page. Applies immediately. |
| Slider | Online Music | Volume | cl_music_online_volume | Online music volume. The global sound volume stays the master. Applies immediately. |
| Toggle | Online Music | Autoplay | cl_music_online_autoplay | Start a track by itself at launch. The startup intro always plays first; autoplay begins when it ends. Applies immediately. |
| Toggle | Online Music | Pause in game | cl_music_online_autopause_game | Pause the online music while you are in a map. Applies immediately. |
| Toggle | Online Music | Resume after game | cl_music_online_resume_after_game | Resume it when you come back to the menu, if it was paused automatically. Applies immediately. |
| Section | Diagnostics | Diagnostics | ||
| Toggle | Diagnostics | Performance HUD | cl_perf_hud | Default OFF. Live performance and budget HUD: occupancy bars plus measured CPU/GPU cost. Informative only; with it off nothing is measured, queried, counted or drawn. Applies immediately. |
Video & Display (g_video)
Path: Main menu → Video & Display
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Display Mode | Display Mode | ||
| List | Display Mode | Video backend | vid_driver | vid_driver: win32wgl = default (fast cold AVFX startup), win32egl = explicit capture-friendly ANGLE / true-HDR choice. [Win32egl / Win32wgl] |
| Value list | Display Mode | Resolution | vid_resolution | vid_resolution: desktop = native monitor mode. |
| Toggle | Display Mode | Windowed mode | vid_windowed | vid_windowed: run in a normal resizable window. |
| List | Display Mode | Fullscreen mode | vid_fullscreen_type | Fullscreen flavor when windowed is off. [Desktop fullscreen / Exclusive fullscreen] |
| Value list | Display Mode | Refresh rate | vid_refresh | vid_refresh: max = highest available. |
| List | Display Mode | Fullscreen fit | vid_desktop_fullscreen_fit | Fill = stretch to monitor, aspect = keep selected mode aspect with black bars. Applies immediately. [fill / aspect] |
| List | Display Mode | Deep-color Alt-Tab | vid_desktop_fullscreen_margin | Exact fullscreen is the default and keeps maximum native-WGL FPS. Fast Alt-Tab sets vid_desktop_fullscreen_margin 0: on desktops deeper than 8 bpc it leaves a narrow right edge and may reduce FPS. Needs vid_restart. [Exact fullscreen / Fast Alt-Tab] |
| Section | Scale, Gamma & FPS | Scale, Gamma & FPS | ||
| Slider | Scale, Gamma & FPS | Render scale | gl_render_scale | Internal 3D scene resolution (100=native, step 1%). |
| List | Scale, Gamma & FPS | Scale mode | gl_render_scale_mode | Auto = best path, texture = bloom/waterwarp, blit = high range, tiled = extreme. [auto / texture / blit / tiled] |
| List | Scale, Gamma & FPS | Scale filter | gl_render_scale_filter | Resolve quality (fast / balanced / quality). [fast / balanced / quality] |
| Slider | Scale, Gamma & FPS | World light intensity | intensity | intensity: primary renderer light intensity multiplier used by shaders. 2 is the Q2PRO default; higher brightens the level, lower darkens it. When Global Q2PRO-X prefs / Video is enabled, this value is stored in the unified global config. Applies immediately. |
| Slider | Scale, Gamma & FPS | Texture gamma (compatibility) | vid_gamma | Compatibility texture gamma for existing configs. On programmable WGL/EGL it affects wall/skin texture uploads and needs r_reload or vid_restart; it never changes the final frame. |
| Slider | Scale, Gamma & FPS | Full-frame gamma | vid_display_gamma | Explicit live final-composite gamma in programmable WGL/EGL. 1.0 is neutral and never inherits legacy vid_gamma; lower brightens the complete frame, higher darkens it. Applies immediately. |
| Toggle | Scale, Gamma & FPS | Hardware gamma | vid_hwgamma | Apply the legacy vid_gamma curve through the display driver's hardware gamma ramp. Enabling requires vid_restart and driver support; independent from vid_display_gamma. |
| Slider | Scale, Gamma & FPS | Renderer FPS limit | r_maxfps | r_maxfps: renderer-only framerate cap. 0 = uncapped. Applies when cl_async 1; otherwise cl_maxfps is the gate. Applies immediately. |
| Section | Submenus & Actions | Submenus & Actions | ||
| Navigation | Submenus & Actions | OLED protection... | q2prox_oled | OLED protection suite: burn-in guards, dimming and static-image safeguards. |
| Navigation | Submenus & Actions | HDR settings... | q2prox_hdr | HDR rendering / tone mapping settings. |
| Navigation | Submenus & Actions | Post-process effects... | q2prox_postfx | Post-process camera/display effects (pixel, CRT, film, VHS). |
| Navigation | Submenus & Actions | Visual effects... | q2prox_vfx | Fog, bloom, color grading, sharpen, cel-shading and other visual effects. |
| Navigation | Submenus & Actions | Dynamic lighting... | q2prox_dynamic_lighting | Dynamic lights, emissive map lights, spawn lights, sparks and model shadows. |
| Navigation | Submenus & Actions | GL settings... | q2prox_gl_settings | GL textures and visual style: vsync, filter, anisotropy, picmip, particles, beams, bilerp, font shadow, damage blend. |
| Navigation | Submenus & Actions | Renderer settings... | q2prox_renderer_settings | Renderer lighting and pipeline: vertex lighting, modulation, dlight falloff, lightgrid, waterwarp, GL shaders / MD5 / texture bits (some require vid_restart). |
| Navigation | Submenus & Actions | Restart video... | vid_restart | Apply vid_driver / fullscreen changes now |
| Navigation | Submenus & Actions | Render scale info... | gl_render_scale_info | Print render scale path, max resolution and tile grid to the console. |
Q2PRO-X / GL settings (q2prox_gl_settings)
Path: Main menu → Video & Display → Q2PRO-X / GL settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Sections | Sections | ||
| Navigation | Sections | Sync and filtering... | q2prox_gl_sync_filter | |
| Navigation | Sections | Shader compile and cache... | q2prox_gl_shader_cache | |
| Navigation | Sections | Texture detail... | q2prox_gl_texture_detail | |
| Navigation | Sections | Particles and beams... | q2prox_gl_particles_beams |
Q2PRO-X / GL sync and filtering (q2prox_gl_sync_filter)
Path: Main menu → Video & Display → Q2PRO-X / GL settings → Q2PRO-X / GL sync and filtering
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Sync & filtering | Sync & filtering | ||
| List | Sync & filtering | Vertical sync | gl_swapinterval | gl_swapinterval: vertical sync. 0 = off (uncapped), 1 = vsync, -1 = adaptive vsync where supported. Applies immediately. [Off / On / Adaptive] |
| List | Sync & filtering | Texture filter | gl_texturemode | gl_texturemode: texture filtering. GL_NEAREST = nearest neighbour (sharp pixels), GL_LINEAR = bilinear smoothing, GL_NEAREST_MIPMAP_LINEAR = balanced, GL_LINEAR_MIPMAP_LINEAR = trilinear (smoothest). Applies immediately. [Nearest (sharp) / Linear / Nearest+mip / Trilinear] |
| Slider | Sync & filtering | Anisotropy | gl_anisotropy | gl_anisotropy: anisotropic filtering. 1 = off, 2/4/8/16 = increasing quality. Improves angled-surface texture clarity. Applies immediately. |
| List | Sync & filtering | MSAA | gl_multisamples | gl_multisamples: multi-sample anti-aliasing for the GL context. 0 = off, 2/4/8/16/32 = increasing quality. CVAR_REFRESH — takes effect after vid_restart; driver may downgrade unsupported levels. [Off / 2x / 4x / 8x / 16x / 32x] |
| List | Sync & filtering | WGL color buffer | gl_colorbits | WGL color buffer: Auto matches the target display precision. RGB8 uses 8 bits per RGB channel; RGB10A2 uses 10 bits per RGB channel. Applies after video restart. True HDR uses its separate FP16 path. [Auto / RGB8 / RGB10A2 / Legacy 16 / Legacy 32] |
| Navigation | Sync & filtering | Back | popmenu |
Q2PRO-X / Shader compile and cache (q2prox_gl_shader_cache)
Path: Main menu → Video & Display → Q2PRO-X / GL settings → Q2PRO-X / Shader compile and cache
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Shader compile & cache | Shader compile & cache | ||
| List | Shader compile & cache | Shader prewarm | gl_shader_prewarm | Shader prewarm policy. Off = never auto-prewarm. Auto (default) prewarms when AVFX (cl_avfx) OR a renderer feature such as HDR (gl_hdr) is enabled, so unaffected players get no extra loading step. Always keeps the old aggressive stock+AVFX prewarm for diagnostics. [Off / Auto / Always] |
| Toggle | Shader compile & cache | AVFX prewarm | gl_shader_prewarm_avfx | Real include/exclude gate for AVFX-specific shader paths. Used only when the prewarm policy allows running and cl_avfx is on. Default ON. When OFF, prewarm is stock-only and AVFX programs may lazy-compile on first use. Applies immediately. |
| Toggle | Shader compile & cache | Prewarm verbose log | gl_shader_prewarm_verbose | Print per-run prewarm stats to the console (reason / attempted / compiled_new / already_cached / failed / time_ms). Default OFF. Applies immediately. |
| Toggle | Shader compile & cache | Shader binary cache | gl_shader_binary_cache | Load/save persistent OpenGL program binaries under baseq2/q2pro-x/shcache so warm runs skip GLSL compile. Bad/incompatible binaries fall back to source compile automatically. Default ON. Applies immediately. |
| Toggle | Shader compile & cache | Write shader cache | gl_shader_binary_cache_write | Write newly compiled program binaries to the cache. Turn off to use existing cache read-only without adding new files. Default ON. Applies immediately. |
| Toggle | Shader compile & cache | Shader prewarm progress | gl_shader_prewarm_progress | Show a visible progress indicator while shaders compile / load from cache during a cold map load. Default ON. Applies immediately. |
| List | Shader compile & cache | Parallel shader compile | gl_shader_parallel_compile | Parallel shader compile during prewarm (GL_ARB/KHR_parallel_shader_compile). Off=serial. Auto (default)=a safe CPU-scaled EGL pool; native WGL Auto stays serial. Aggressive allows the driver maximum or a forced thread count. [Off / Auto / Aggressive] |
| List | Shader compile & cache | Shader compile threads | gl_shader_compile_threads | Background shader-compiler threads. Auto (-1, default)=half the logical CPUs, capped at 8 in normal EGL Auto. Aggressive+Auto requests the driver maximum. None (0)=off; N=fixed count. [Auto / None / 2 / 4 / 8] |
| List | Shader compile & cache | Async in-flight compiles | gl_shader_parallel_inflight | Async shader programs queued during prewarm. Auto (0, default)=twice the safe compiler pool, clamped to 2..16; N=explicit (1..64). Use explicit higher values only with Aggressive mode. [Auto / 8 / 16 / 24 / 32] |
| List | Shader compile & cache | Draw-variant warmup | gl_shader_variant_warmup | Warm backend draw-time shader variants (ANGLE/D3D) that compile/link prewarm misses, via a tiny scoped sky/water draw + post-draw save. Off/Auto (default)/Aggressive. No effect when cl_avfx is off. [Off / Auto / Aggressive] |
| Navigation | Shader compile & cache | Clear shader cache... | shader_cache_clear | Delete cached shader binary FILES under baseq2/q2pro-x/shcache. GL programs already loaded this renderer session stay active. The cache refills from source after a renderer/game restart, or when a program has to be created again. |
| Navigation | Shader compile & cache | Shader cache info... | shader_cache_info | Print shader binary cache status (supported, hits, misses, loaded_from_binary, compiled_from_source, saved) to the console. |
| Navigation | Shader compile & cache | Shader prewarm info... | shader_prewarm_info | Print shader prewarm metrics to the console: parallel-compile capability + mode, last prewarm stats (attempted / compiled_new / already_cached / failed), production variant warmup, named resource warmup steps, and lazy-after-prewarm count. |
| Navigation | Shader compile & cache | Back | popmenu |
Q2PRO-X / Texture detail (q2prox_gl_texture_detail)
Path: Main menu → Video & Display → Q2PRO-X / GL settings → Q2PRO-X / Texture detail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Texture detail | Texture detail | ||
| Slider | Texture detail | Texture detail | gl_picmip | gl_picmip: world-texture mip reduction, 0..31. Each +1 halves both upload dimensions until that texture reaches 1x1. Most users keep 0. Applies immediately. |
| Slider | Texture detail | Texture saturation | gl_saturation | gl_saturation: texture upload saturation. 1.0 = original colour, 0 = grayscale. Requires video restart / texture reload. Use Visual effects -> Vibrance for live render saturation. |
| Section | Bilinear filtering | Bilinear filtering | ||
| Toggle | Bilinear filtering | Bilerp chars | gl_bilerp_chars | Bilinear filtering for charset (HUD font) images. Default off keeps the classic pixelated font. Applies immediately. |
| List | Bilinear filtering | Bilerp pics | gl_bilerp_pics | Bilinear filtering for HUD pictures. 0 = off, 1 = enabled for large pictures, 2 = enabled for all pictures. Applies immediately. [Off / Large / All] |
| Toggle | Bilinear filtering | Bilerp skies | gl_bilerp_skies | Bilinear filtering for skybox textures. Applies immediately. |
| Navigation | Bilinear filtering | Back | popmenu |
Q2PRO-X / Particles and beams (q2prox_gl_particles_beams)
Path: Main menu → Video & Display → Q2PRO-X / GL settings → Q2PRO-X / Particles and beams
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Particles & beams | Particles & beams | ||
| Slider | Particles & beams | Particle scale | gl_partscale | gl_partscale: minimum particle size. Default 2. Applies immediately. |
| List | Particles & beams | Particle shape | gl_partshape | gl_partshape: particle shape. 0 = faded circle (default), 1 = square, 2 = fuller less-faded circle. Applies immediately. [Faded / Square / Full] |
| List | Particles & beams | Particle style | gl_partstyle | gl_partstyle: particle drawing style. 0 = blend colors (default), 1 = saturate colors. Applies immediately. [Blend / Saturate] |
| List | Particles & beams | Beam style | gl_beamstyle | gl_beamstyle: laser beam drawing style. 0 = textured billboard beam (default), 1 = flat polygonal beam. Applies immediately. [Textured / Polygonal] |
| Slider | Particles & beams | Damage blend | gl_damageblend_frac | Damage screen-blend intensity. 0 = no red flash, 0.5 = engine maximum (renderer clamps anything higher). Default 0.2. Applies immediately. |
| Slider | Particles & beams | Flare speed | gl_flarespeed | gl_flarespeed: flare fading speed. 0 = instant snap (no smoothing), 8 = default, higher = faster fade. Applies immediately. |
| List | Particles & beams | Font shadow | gl_fontshadow | gl_fontshadow: font shadow width in pixels. 0 = no shadow (default), 1, 2. Applies immediately. [Off / 1 px / 2 px] |
| Navigation | Particles & beams | Back | popmenu |
Q2PRO-X / Renderer settings (q2prox_renderer_settings)
Path: Main menu → Video & Display → Q2PRO-X / Renderer settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Sections | Sections | ||
| Navigation | Sections | Lighting model... | q2prox_renderer_lighting | |
| Navigation | Sections | Level tessellation... | q2prox_bsp_tessellation | General WGL hardware tessellation for BSP world surfaces. Independent of Single Player Geometry Deformation and available in multiplayer. EGL uses the normal CPU world path. |
| Navigation | Sections | Water and fog... | q2prox_renderer_environment | |
| Navigation | Sections | Pipeline and models... | q2prox_renderer_pipeline | |
| Navigation | Sections | Texture overrides... | q2prox_renderer_texture_overrides |
Q2PRO-X / Lighting model (q2prox_renderer_lighting)
Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / Lighting model
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Lighting model | Lighting model | ||
| Toggle | Lighting model | Vertex lighting | gl_vertexlight | gl_vertexlight: per-vertex world lighting (retro look). Default off keeps lightmap shading. Applies immediately. |
| Slider | Lighting model | Lightmap modulate | gl_modulate | gl_modulate: primary lightmap modulation factor. 1.0 = identity, higher = brighter, lower = dimmer. Applies immediately. |
| Slider | Lighting model | World modulate | gl_modulate_world | Secondary modulation applied to world geometry only. Multiplies with gl_modulate. Applies immediately. |
| Slider | Lighting model | Entities modulate | gl_modulate_entities | Secondary modulation applied to entities (models). Multiplies with gl_modulate. Applies immediately. |
| Slider | Lighting model | World light intensity | intensity | intensity: primary renderer light intensity multiplier used by shaders. 2 is the Q2PRO default; higher brightens the level, lower darkens it. When Global Q2PRO-X prefs / Video is enabled, this value is stored in the unified global config. Applies immediately. |
| Slider | Lighting model | Dlight falloff | gl_dlight_falloff | Smoother dynamic light falloff (1 = enabled smoother, 0 = original jagged Q2 style). Applies immediately. |
| Toggle | Lighting model | Double-light entities | gl_doublelight_entities | Apply both world and entity light modulation to entities (more vivid lighting). Applies immediately. |
| List | Lighting model | Dotshading | gl_dotshading | gl_dotshading: fake diffuse shading for 3D models. 0 = off, 1 = default, 2 = stronger. Applies immediately. [Off / Default / Stronger] |
| Toggle | Lighting model | Lightgrid | gl_lightgrid | gl_lightgrid: use BSP lightgrid for entity lighting. Applies immediately. |
| Navigation | Lighting model | Back | popmenu |
Q2PRO-X / Water and fog (q2prox_renderer_environment)
Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / Water and fog
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Water & fog | Water & fog | ||
| Toggle | Water & fog | Waterwarp | gl_waterwarp | gl_waterwarp: screen-warp effect when underwater. GLSL backend only. Applies immediately. |
| Toggle | Water & fog | Fog support (re-release) | gl_fog | gl_fog: enable re-release fog effect (renderer master switch). Use Visual FX -> Fog rows for actual usefog/fogdensity/foghue tuning. Applies immediately. |
| Navigation | Water & fog | Back | popmenu |
Q2PRO-X / Pipeline and models (q2prox_renderer_pipeline)
Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / Pipeline and models
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Advanced (vid_restart) | Advanced (vid_restart) | ||
| List | Advanced (vid_restart) | GLSL shaders | gl_shaders | GLSL backend. Off is rejected while dependent effects are enabled; the console lists them in red. CVAR_FILES — requires vid_restart. [Off / On] |
| Toggle | Advanced (vid_restart) | MD5 load | gl_md5_load | Load re-release MD5 replacement models. CVAR_FILES — requires vid_restart or map reload. |
| Toggle | Advanced (vid_restart) | MD5 use | gl_md5_use | Use loaded MD5 models. Only effective if gl_md5_load is enabled. Applies immediately. |
| Slider | Advanced (vid_restart) | MD5 distance | gl_md5_distance | Only use MD5 replacement model if entity is closer than this distance to the viewer. 0 = no distance LOD. Applies immediately. |
| List | Advanced (vid_restart) | GPU model lerp | gl_gpulerp | gl_gpulerp: GPU-side alias model interpolation. 0 = disabled, 1 = auto (default, enabled on OpenGL 4.3+), 2 = force enabled. Applies immediately. [Off / Auto / Force] |
| List | Advanced (vid_restart) | Lightmap size | gl_lightmap_bits | Lightmap texture size as base-2 log of edge texel count. 0 = auto (8 classic / 10 re-release). Non-zero values are clamped to 7..10 (128, 256, 512, 1024 px). Requires map reload. [Auto / 128 px / 256 px / 512 px / 1024 px] |
| List | Advanced (vid_restart) | Texture bits | gl_texturebits | gl_texturebits: texture storage precision. 0 = driver default, common values 0/8/16/32. CVAR_FILES — requires vid_restart. [Auto / 8 / 16 / 32] |
| Toggle | Advanced (vid_restart) | Round textures down | gl_round_down | Round texture sizes down to power of 2. CVAR_FILES — requires vid_restart. |
| Toggle | Advanced (vid_restart) | Downsample skins | gl_downsample_skins | Downsample skins along with world textures (off makes gl_round_down/gl_picmip skip skins). CVAR_FILES — requires vid_restart. |
| Toggle | Advanced (vid_restart) | Gamma for pics | gl_gamma_scale_pics | Apply software gamma scaling to HUD pictures too. CVAR_FILES — requires vid_restart. |
| List | Advanced (vid_restart) | PCX upscale | gl_upscale_pcx | Upscale PCX images using HQ2x/HQ4x filters. CVAR_FILES — requires vid_restart. 1 = 2x (5x memory), 2 = 4x (21x memory). [Off / HQ2x / HQ4x] |
| Toggle | Advanced (vid_restart) | Invert textures | gl_invert | gl_invert: invert world texture colors (negative-photo look with gl_saturation 0). CVAR_FILES — requires vid_restart. |
| Toggle | Advanced (vid_restart) | Cubemap skies | gl_cubemaps | gl_cubemaps: use cubemaps for skybox drawing (multi-tex skies / re-release N64 skies). Requires gl_shaders. |
| Toggle | Advanced (vid_restart) | Allow software OpenGL | gl_allow_software | Permit software OpenGL fallback when hardware acceleration is unavailable. Affects WGL backend only. |
| Navigation | Advanced (vid_restart) | Back | popmenu |
Q2PRO-X / Texture overrides (q2prox_renderer_texture_overrides)
Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / Texture overrides
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Texture overrides (reload) | Texture overrides (reload) | ||
| List | Texture overrides (reload) | Texture overrides | r_override_textures | Replace palettized WAL/PCX textures with PNG/JPG/TGA truecolor variants found via r_texture_formats. 0 = no override (stock palettized textures), 1 = override only palettized originals (default), 2 = override every texture. CVAR_FILES — needs r_reload / vid_restart / map reload. [off / palettized only / all] |
| Field | Texture overrides (reload) | Texture format order | r_texture_formats | Search order for replacement texture file extensions. Default "png jpg tga". Space-separated. CVAR_FILES — needs r_reload / vid_restart / map reload. |
| Field | Texture overrides (reload) | Texture override mask | r_texture_overrides | Bitmask of texture types eligible for override (1=HUD pictures, 2=HUD fonts, 4=skins, 8=sprites, 16=walls, 32=sky). Default -1 (all types). CVAR_FILES — needs r_reload / vid_restart / map reload. |
| Toggle | Texture overrides (reload) | Glowmaps | r_glowmaps | r_glowmaps: load glowmap images (re-release). Only takes effect when gl_shaders is enabled. CVAR_FILES — needs r_reload / vid_restart / map reload. |
| Navigation | Texture overrides (reload) | Restart video... | vid_restart | Apply CVAR_FILES changes now (rebuild texture pipeline). |
| Navigation | Texture overrides (reload) | Back | popmenu |
Q2PRO-X / BSP Tessellation (q2prox_bsp_tessellation)
Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / BSP Tessellation
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main settings | Main settings | ||
| Toggle | Main settings | BSP tessellation | gl_bsp_tessellation | Enable hardware subdivision of eligible static BSP world surfaces on capable desktop OpenGL/WGL. Off by default. Multiplayer and Single Player use the same renderer path. Applies immediately. |
| List | Main settings | Quality | gl_bsp_tess_quality | BSP subdivision and liquid-wave detail. Higher tiers preserve more geometry and wave harmonics. Applies immediately. [Performance / Balanced / High / Ultra] |
| Section | Architecture relief | Architecture relief | ||
| Toggle | Architecture relief | Level architecture | gl_bsp_tess_architecture | Master for tessellated relief on solid BSP floors, slopes and walls. Turning it off restores the original level architecture while geometric water waves remain independently available. Applies immediately. |
| Toggle | Architecture relief | Walls and ceilings | gl_bsp_tess_architecture_walls | Apply generic architecture relief to walls and ceilings. Applies immediately. |
| Toggle | Architecture relief | Floors and slopes | gl_bsp_tess_architecture_floors | Apply generic architecture relief to floors and upward slopes. Applies immediately. |
| Slider | Architecture relief | Relief strength | gl_bsp_tess_smoothing | Strength of camera-invariant procedural detail added inside solid BSP faces. 0 keeps the original plane. Applies immediately. |
| Slider | Architecture relief | Relief height | gl_bsp_tess_radius | Maximum outward detail height in world units. Solid surfaces never retreat behind the original BSP plane. Applies immediately. |
| Slider | Architecture relief | Detail scale | gl_bsp_tess_detail_scale | World-space size of hills and bumps. Lower values produce finer relief; higher values produce broader unevenness. Applies immediately. |
| Slider | Architecture relief | Boundary guard | gl_bsp_tess_edge_guard | Width of the fixed guard along every original BSP perimeter. Prevents tessellation from opening visibility holes. Applies immediately. |
| Section | Geometric water waves | Geometric water waves | ||
| Toggle | Geometric water waves | Geometric waves | gl_bsp_tess_water | Tessellate and geometrically displace both transparent and opaque BSP water. Lava and slime are not affected. Applies immediately. |
| Slider | Geometric water waves | Wave height | gl_bsp_tess_water_height | Maximum geometric wave height in world units. Waves fade to zero at the original shoreline. Applies immediately. |
| Slider | Geometric water waves | Wavelength | gl_bsp_tess_water_scale | Average wavelength in world units; the shader combines four independently moving wave bands. Applies immediately. |
| Slider | Geometric water waves | Wave speed | gl_bsp_tess_water_speed | Geometric wave animation speed. 0 freezes the current wave shape. Applies immediately. |
| Section | Geometric lava waves | Geometric lava waves | ||
| Toggle | Geometric lava waves | Geometric lava | gl_bsp_tess_lava | Geometrically displace BSP lava on WGL. Uses a sealed shore and does not affect water or slime. Applies immediately. |
| Slider | Geometric lava waves | Lava height | gl_bsp_tess_lava_height | Maximum lava-wave height. The wave fades smoothly to the original shore. Applies immediately. |
| Slider | Geometric lava waves | Lava wavelength | gl_bsp_tess_lava_scale | Average world-space wavelength of the moving lava relief. Applies immediately. |
| Slider | Geometric lava waves | Lava speed | gl_bsp_tess_lava_speed | Lava-wave animation speed. 0 freezes the current shape. Applies immediately. |
| Section | Distance | Distance | ||
| Toggle | Distance | Distance LOD | gl_bsp_tess_lod | Reduce distant BSP density and liquid-wave detail while preserving shared-edge continuity. Applies immediately. |
| Slider | Distance | LOD distance | gl_bsp_tess_lod_distance | Distance where LOD reaches the minimum tessellation factor. Shared-edge evaluation prevents cracks while the camera moves. Applies immediately. |
| Navigation | Distance | Tessellation info... | bsp_tess_info | Print requested/effective backend, hardware limits, patch resources, quality and verification results. |
Sound & Acoustics (g_sound)
Path: Main menu → Options → Sound & Acoustics
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| List | Basics | Sound engine | s_enable | s_enable: OpenAL is required for al_profile, HRTF, room acoustics. Applies immediately. [no sound / software / OpenAL] |
| Toggle | Basics | Follow default output device | s_auto_device | Follow the OS default audio output live. When you switch the Windows output (headphones <-> speakers), the game moves to it automatically with no snd_restart. OpenAL + default device only (a specific al_device is left alone). Default ON. Applies immediately. |
| Slider | Basics | Master volume | s_volume | s_volume: master sound volume (0..1). Applies immediately. |
| Slider | Basics | Music volume | ogg_volume | ogg_volume: OGG music / soundtrack volume (0..1). Applies immediately. |
| List | Basics | Ambient sounds | s_ambient | s_ambient: looping ambient world sounds. 0 = off, 1 = on, 2 = only from visible (model) entities, e.g. rocket flybys. Applies immediately. [no / yes / only player's own] |
| Slider | Basics | Max voices | s_maxchannels | s_maxchannels: max simultaneous voices (default 64). Raise if sounds drop in heavy storms/AVFX; driver may cap OpenAL lower (see soundinfo). Applies via snd_restart. |
| Section | Submenus | Submenus | ||
| Navigation | Submenus | OpenAL & acoustics... | q2prox_sound | OpenAL profile, reverb, HRTF, room acoustics. |
| Navigation | Submenus | Headphone 3D sound... | q2prox_binaural | Headphone 3D / HRTF / crossfeed / encoding. |
| Navigation | Submenus | Sound volumes... | q2prox_sound_vol | Sound volume hub: weapons, other categories, AVFX sounds |
| Navigation | Submenus | Advanced audio... | q2prox_advanced_audio | Underwater filter, focus, mix-ahead, swap stereo, music (ogg) options. |
| Navigation | Submenus | Voice chat... | q2prox_voice | In-game voice chat (PTT / VAD, LiveKit; OpenAL required for transmit and receive). |
| Navigation | Submenus | Online music... | q2prox_online_music | Open the online music player (PROMODJ): search, play, overlay. |
| Navigation | Submenus | Player state ambient... | q2prox_health_ambient | Adaptive music based on health and protection. |
| Section | Behavior | Behavior | ||
| Toggle | Behavior | Mute when inactive | s_mute_when_inactive | Mute audio when the window is not focused (Alt+Tab). Applies immediately. |
| Navigation | Behavior | Restart sound... | snd_restart | Restart the sound engine to apply s_enable / s_maxchannels changes. |
Q2PRO-X / Advanced audio (q2prox_advanced_audio)
Path: Main menu → Options → Sound & Acoustics → Q2PRO-X / Advanced audio
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Sound engine | Sound engine | ||
| List | Sound engine | Sound and window focus | s_auto_focus | Choose when audio plays: always, while the window is visible, or only with input focus. Mute when inactive overrides background playback. Applies immediately. [Always / While visible / Only when focused] |
| Toggle | Sound engine | Underwater filter | s_underwater | s_underwater: enable underwater audio low-pass filter when the player camera is submerged. Applies immediately. |
| Slider | Sound engine | Underwater HF gain | s_underwater_gain_hf | High-frequency gain when underwater filter is on. 0 = fully muffled, 1 = no muffling. Applies immediately. |
| Slider | Sound engine | Mix-ahead | s_mixahead | s_mixahead: audio mix lookahead in seconds. Lower = less latency, may underrun on slower systems. Default 0.1. Applies immediately. |
| Toggle | Sound engine | Swap L/R | s_swapstereo | s_swapstereo: swap left/right channels (useful for headphones plugged in reverse). Applies immediately. |
| Section | Music (OGG) | Music (OGG) | ||
| Toggle | Music (OGG) | OGG music | ogg_enable | ogg_enable: enable OGG music playback (game soundtrack and MOD music). Applies immediately. |
| Toggle | Music (OGG) | Shuffle music | ogg_shuffle | ogg_shuffle: shuffle music playlist instead of playing in order. Applies immediately. |
| Field | Music (OGG) | Menu track | ogg_menu_track | Track filename to play in the main menu (empty = no menu music). |
| Toggle | Music (OGG) | Remap tracks per map | ogg_remap_tracks | Enable per-map track remapping via track*_remap entries in the music index. Applies immediately. |
| Section | Online music | Online music | ||
| Navigation | Online music | Online music... | q2prox_online_music | Online music player (PROMODJ): search, play, overlay. |
Online Music (PROMODJ) (q2prox_online_music)
Path: Main menu → Online Music (PROMODJ)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Playback | Playback | ||
| Toggle | Playback | Online music | cl_music_online_enable | Master (off = no network). Applies immediately. |
| Field | Playback | Provider | cl_music_online_provider | cl_music_online_provider (one provider today: promodj). |
| Slider | Playback | Volume | cl_music_online_volume | cl_music_online_volume (s_volume stays master). Applies immediately. |
| Toggle | Playback | Console messages | cl_music_online_console_status | Show online-player status/debug messages in the console. Off keeps routine playback silent. Applies immediately. |
| Toggle | Playback | Autoplay | cl_music_online_autoplay | cl_music_online_autoplay. Applies immediately. |
| Toggle | Playback | Pause in game | cl_music_online_autopause_game | cl_music_online_autopause_game. Applies immediately. |
| Toggle | Playback | Resume after game | cl_music_online_resume_after_game | cl_music_online_resume_after_game. Applies immediately. |
| Section | Genres & Queue | Genres & Queue | ||
| List | Genres & Queue | Genre mode | cl_music_online_genre_mode | cl_music_online_genre_mode. Applies immediately. [All / Selected / Random] |
| Toggle | Genres & Queue | Random | cl_music_online_random | cl_music_online_random. Applies immediately. |
| Toggle | Genres & Queue | Autoplay results | cl_music_online_autoplay_results | cl_music_online_autoplay_results. Applies immediately. |
| List | Genres & Queue | Queue mode | cl_music_online_queue_mode | cl_music_online_queue_mode. Applies immediately. [Sequential / Roulette] |
| List | Genres & Queue | End mode | cl_music_online_end_mode | cl_music_online_end_mode. Applies immediately. [Stop / Loop playlist / Loop track] |
| List | Genres & Queue | Lucky scope | cl_music_online_lucky_scope | cl_music_online_lucky_scope. Applies immediately. [Selected genre / Random genre / All music] |
| Toggle | Genres & Queue | Lucky continuous | cl_music_online_lucky_continuous | cl_music_online_lucky_continuous. Applies immediately. |
| Field | Genres & Queue | Base URL | cl_music_online_base_url | cl_music_online_base_url. |
| Field | Genres & Queue | Preferred genres | cl_music_online_preferred_genres | Genre slugs separated by ;, for example dark_ambient;trance. Spaces in a name become underscores. |
| Section | Player & Overlay | Player & Overlay | ||
| Navigation | Player & Overlay | Open player... | music_online_open | Open the online music overlay. |
| Navigation | Player & Overlay | I'm feeling lucky | music_online_lucky | Play a random track (lucky). |
| Navigation | Player & Overlay | Probe... | music_online_probe | Diagnostic probe (console output). |
| Navigation | Player & Overlay | Overlay appearance... | q2prox_online_music_overlay | Overlay appearance settings. |
| Navigation | Player & Overlay | Demo player profile... | q2prox_online_music_demo | Demo player music profile. |
| Key | Player & Overlay | Toggle player | music_online_toggle | Bind a key to open/close the online music player overlay. |
| Navigation | Player & Overlay | Sound settings... | g_sound | Open the main sound & acoustics menu. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset... | set cl_music_online_enable 0; set cl_music_online_provider promodj; set cl_music_online_base_url https://promodj.com/music; set cl_music_online_preferred_genres ""; set cl_music_online_volume 0.70; set cl_music_online_console_status 0; set cl_music_online_autoplay 0; set cl_music_online_autopause_game 1; set cl_music_online_resume_after_game 1; set cl_music_online_genre_mode 0; set cl_music_online_random 0; set cl_music_online_autoplay_results 0; set cl_music_online_queue_mode 0; set cl_music_online_end_mode 0; set cl_music_online_lucky_scope 0; set cl_music_online_lucky_continuous 1 | Reset online music to defaults. |
Online Music / Overlay (q2prox_online_music_overlay)
Path: Main menu → Online Music (PROMODJ) → Online Music / Overlay
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Opacity | cl_music_online_overlay_alpha | cl_music_online_overlay_alpha. Applies immediately. | |
| Slider | Scale | cl_music_online_overlay_scale | cl_music_online_overlay_scale. Applies immediately. | |
| Toggle | Compact | cl_music_online_overlay_compact | cl_music_online_overlay_compact. Applies immediately. | |
| Toggle | Show styles | cl_music_online_overlay_show_styles | cl_music_online_overlay_show_styles. Applies immediately. | |
| Slider | Autohide | cl_music_online_overlay_autohide_sec | cl_music_online_overlay_autohide_sec (0=off). Applies immediately. | |
| Navigation | Reset placement... | set cl_music_online_overlay_x -2147483648; set cl_music_online_overlay_y -2147483648; set cl_music_online_overlay_w 0; set cl_music_online_overlay_h 0 | Reset overlay placement (x/y/w/h). | |
| Navigation | Reset appearance... | set cl_music_online_overlay_alpha 0.90; set cl_music_online_overlay_scale 1.20; set cl_music_online_overlay_compact 0; set cl_music_online_overlay_show_styles 1; set cl_music_online_overlay_autohide_sec 0 | Reset overlay appearance. |
Online Music / Demo Profile (q2prox_online_music_demo)
Path: Main menu → Online Music (PROMODJ) → Online Music / Demo Profile
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Playback | Playback | ||
| Toggle | Playback | Enable for demos | cl_demoplayer_music_online_enable | cl_demoplayer_music_online_enable. Applies immediately. |
| Field | Playback | Provider (demo) | cl_demoplayer_music_online_provider | cl_demoplayer_music_online_provider. |
| Field | Playback | Base URL (demo) | cl_demoplayer_music_online_base_url | cl_demoplayer_music_online_base_url. |
| Slider | Playback | Demo volume | cl_demoplayer_music_online_volume | cl_demoplayer_music_online_volume. Applies immediately. |
| Toggle | Playback | Demo autoplay | cl_demoplayer_music_online_autoplay | cl_demoplayer_music_online_autoplay. Applies immediately. |
| Toggle | Playback | Pause with demo | cl_demoplayer_music_online_pause_with_demo | cl_demoplayer_music_online_pause_with_demo. Applies immediately. |
| Section | Genres & queue | Genres & queue | ||
| Field | Genres & queue | Preferred genres (demo) | cl_demoplayer_music_online_preferred_genres | cl_demoplayer_music_online_preferred_genres (slugs, ; separated). |
| List | Genres & queue | Demo genre mode | cl_demoplayer_music_online_genre_mode | cl_demoplayer_music_online_genre_mode. Applies immediately. [All / Selected / Random] |
| Toggle | Genres & queue | Demo random | cl_demoplayer_music_online_random | cl_demoplayer_music_online_random. Applies immediately. |
| Toggle | Genres & queue | Demo autoplay results | cl_demoplayer_music_online_autoplay_results | cl_demoplayer_music_online_autoplay_results. Applies immediately. |
| List | Genres & queue | Demo queue | cl_demoplayer_music_online_queue_mode | cl_demoplayer_music_online_queue_mode. Applies immediately. [Sequential / Roulette] |
| List | Genres & queue | Demo end | cl_demoplayer_music_online_end_mode | cl_demoplayer_music_online_end_mode. Applies immediately. [Stop / Loop playlist / Loop track] |
| List | Genres & queue | Demo lucky scope | cl_demoplayer_music_online_lucky_scope | cl_demoplayer_music_online_lucky_scope. Applies immediately. [Selected genre / Random genre / All music] |
| Toggle | Genres & queue | Demo lucky continuous | cl_demoplayer_music_online_lucky_continuous | cl_demoplayer_music_online_lucky_continuous. Applies immediately. |
| Navigation | Genres & queue | Reset... | set cl_demoplayer_music_online_enable 0; set cl_demoplayer_music_online_provider promodj; set cl_demoplayer_music_online_base_url https://promodj.com/music; set cl_demoplayer_music_online_volume 0.70; set cl_demoplayer_music_online_autoplay 0; set cl_demoplayer_music_online_pause_with_demo 0; set cl_demoplayer_music_online_preferred_genres ""; set cl_demoplayer_music_online_genre_mode 0; set cl_demoplayer_music_online_random 0; set cl_demoplayer_music_online_autoplay_results 0; set cl_demoplayer_music_online_queue_mode 0; set cl_demoplayer_music_online_end_mode 0; set cl_demoplayer_music_online_lucky_scope 0; set cl_demoplayer_music_online_lucky_continuous 1 | Reset demo music profile. |
Interface & HUD (g_interface)
Path: Main menu → Options → Interface & HUD
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Size & layout... | g_interface_size | HUD size, console scale, menu scale, viewsize, ping graph. | |
| Navigation | Transparency... | g_interface_alpha | HUD / console / menu transparency. | |
| Navigation | Crosshair... | g_interface_crosshair | Crosshair style, scale, health coloring and RGBA. | |
| Navigation | Pickup notify... | g_interface_pickup_notify | Pickup notify identity: exact server output or Q2PRO-X client-side item identity override. |
Size & Layout (g_interface_size)
Path: Main menu → Options → Interface & HUD → Size & Layout
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Screen / viewsize | viewsize | viewsize: 3D view size. Below 100 shrinks the scene and tiles a border around it (100 = full screen). Applies immediately. | |
| Navigation | HUD scale: auto | set scr_scale 0 | Reset HUD scale to auto (engine picks based on resolution). | |
| Slider | HUD scale | scr_scale | scr_scale: HUD scale, manual range 1.0..10.0 (0 = auto). Applies immediately. | |
| Navigation | Console scale: auto | set con_scale 0 | Reset console scale to auto. | |
| Slider | Console scale | con_scale | con_scale: console scale, manual range 1.0..10.0 (0 = auto). Applies immediately. | |
| Navigation | Menu scale: auto | set ui_scale 0 | Reset menu scale to auto. | |
| Slider | Menu scale | ui_scale | ui_scale: menu scale, manual range 1.0..10.0 (0 = auto). Applies immediately. | |
| Toggle | Ping graph | scr_lag_draw | Show the small network lag/ping graph on screen. Applies immediately. | |
| List | Demo bar | scr_demobar | scr_demobar: demo playback progress bar with percent (verbose also shows elapsed time). Applies immediately. [no / yes / verbose] |
Transparency (g_interface_alpha)
Path: Main menu → Options → Interface & HUD → Transparency
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | HUD opacity | scr_alpha | scr_alpha: HUD opacity (0..1). Applies immediately. | |
| Slider | Console opacity | con_alpha | con_alpha: console background opacity (0..1). Applies immediately. | |
| Slider | Menu opacity | cl_menu_alpha | Menu background transparency (0..1). Applies immediately. |
Pickup Notify (g_interface_pickup_notify)
Path: Main menu → Options → Interface & HUD → Pickup Notify
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Item identity | cl_pickup_icon_override | Server exact = draw pickup notify and selected-weapon icons exactly as sent by the server. Q2PRO-X identity = client-side render-only override for health subtypes, armor shard, and selected hand grenades when assets are installed. Applies immediately. [Server exact / Q2PRO-X] | |
| Toggle | Classifier debug | cl_pickup_icon_debug | Print pickup identity classification decisions to the console. Diagnostic only. Applies immediately. |
Crosshair / Aim Cursor (g_interface_crosshair)
Path: Main menu → Options → Interface & HUD → Crosshair / Aim Cursor
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Crosshair style | crosshair | crosshair: aim cursor style (none/cross/dot/angle). Applies immediately. [none / cross / dot / angle] | |
| Slider | Crosshair scale | ch_scale | ch_scale: crosshair scale, 0.25..10.0 step 0.1. Applies immediately. | |
| Toggle | Color by health | ch_health | ch_health: tint the crosshair by current health (overrides the RGB channels below). Applies immediately. | |
| Slider | Red channel | ch_red | ch_red: crosshair red channel (ignored when Color by health is on). Applies immediately. | |
| Slider | Green channel | ch_green | ch_green: crosshair green channel (ignored when Color by health is on). Applies immediately. | |
| Slider | Blue channel | ch_blue | ch_blue: crosshair blue channel (ignored when Color by health is on). Applies immediately. | |
| Slider | Alpha channel | ch_alpha | ch_alpha: crosshair opacity (0..1). Applies immediately. |
Controls & Weapon View (g_controls)
Path: Main menu → Options → Controls & Weapon View
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Binds | Binds | ||
| Navigation | Binds | Input setup... | g_input | Mouse sensitivity, auto-sens, mouse filter, free look and always-run toggles. |
| Navigation | Binds | Key bindings... | g_keys | Bind keys for movement, attack, weapon switch, inventory, chat and scoreboard. |
| Navigation | Binds | Weapon bindings... | g_weapons | Bind a key to select each weapon directly (blaster … BFG10K, grenades). |
| Section | View & Movement | View & Movement | ||
| Navigation | View & Movement | Weapon view & hand... | g_weapon_view | Hand, view-weapon visibility/opacity/FOV and X/Y/Z position offsets. |
| Navigation | View & Movement | Movement basics... | g_movement_basics | Mouse feel, movement/predict modes, step smoothing and fixed-move timing. |
| Navigation | View & Movement | Mouse & zoom... | q2prox_mouse | Mouse & zoom: sensitivity, mouse feel, FOV, and hold-to-zoom settings. |
Input Setup (g_input)
Path: Main menu → Options → Controls & Weapon View → Input Setup
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Field | Mouse sens | sensitivity | sensitivity: base mouse look sensitivity. Higher = faster turning. | |
| Toggle | Auto sens | m_autosens | m_autosens: scale sensitivity to your FOV so aim feel stays constant when FOV/zoom changes. | |
| Toggle | Mouse filter | m_filter | m_filter: smooth the mouse by averaging with the previous sample (less jitter, slight lag). | |
| Toggle | Free look | freelook | freelook: mouse always controls looking up/down (no +mlook hold needed). | |
| Toggle | Always run | cl_run | cl_run: always move at run speed without holding the run key. |
Key Bindings (g_keys)
Path: Main menu → Options → Controls & Weapon View → Key Bindings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Combat | Combat | ||
| Key | Combat | Attack | +attack | +attack: fire the currently selected weapon. |
| Key | Combat | Next weapon | weapnext | weapnext: switch to the next weapon. |
| Key | Combat | Previous weapon | weapprev | weapprev: switch to the previous weapon. |
| Section | Movement | Movement | ||
| Key | Movement | Walk forward | +forward | +forward: move forward. |
| Key | Movement | Backpedal | +back | +back: move backward. |
| Key | Movement | Run | +speed | +speed: hold to run (or to walk if Always run is on). |
| Key | Movement | Step left | +moveleft | +moveleft: strafe left (sidestep). |
| Key | Movement | Step right | +moveright | +moveright: strafe right (sidestep). |
| Key | Movement | Up / jump | +moveup | +moveup: jump / swim up. |
| Key | Movement | Down / crouch | +movedown | +movedown: crouch / swim down. |
| Section | Inventory | Inventory | ||
| Key | Inventory | Inventory | inven | inven: open or close the inventory. |
| Key | Inventory | Use item | invuse | invuse: use the highlighted inventory item. |
| Key | Inventory | Drop item | invdrop | invdrop: drop the highlighted inventory item. |
| Key | Inventory | Prev item | invprev | invprev: highlight the previous inventory item. |
| Key | Inventory | Next item | invnext | invnext: highlight the next inventory item. |
| Section | Interface | Interface | ||
| Key | Interface | Help computer | help | help: open the help computer / objectives screen. |
| Key | Interface | Pause game | pause | pause: pause the game (single player). |
| Key | Interface | Scoreboard | score | score: show the scoreboard. |
| Key | Interface | Chat | messagemode | messagemode: open the chat prompt to type a message. |
| Navigation | Interface | Legacy keys... | g_legacykeys | Legacy binds: keyboard turn/strafe, look up/down, center view, mouse/keyboard look. |
Legacy Key Bindings (g_legacykeys)
Path: Main menu → Options → Controls & Weapon View → Key Bindings → Legacy Key Bindings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Key | Turn left | +left | +left: turn left (keyboard yaw). | |
| Key | Turn right | +right | +right: turn right (keyboard yaw). | |
| Key | Sidestep | +strafe | +strafe: hold to make the turn keys strafe sideways instead. | |
| Key | Look up | +lookup | +lookup: tilt the view up (keyboard pitch). | |
| Key | Look down | +lookdown | +lookdown: tilt the view down (keyboard pitch). | |
| Key | Center view | centerview | centerview: snap the view back to level (no pitch). | |
| Key | Mouse look | +mlook | +mlook: hold to look with the mouse (when freelook is off). | |
| Key | Keyboard look | +klook | +klook: hold to make the forward/back keys look up/down. |
Weapon Bindings (g_weapons)
Path: Main menu → Options → Controls & Weapon View → Weapon Bindings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Guns | Guns | ||
| Key | Guns | Blaster | use Blaster | Select the Blaster (use Blaster). |
| Key | Guns | Shotgun | use Shotgun | Select the Shotgun (use Shotgun). |
| Key | Guns | Super shotgun | use Super Shotgun | Select the Super Shotgun (use Super Shotgun). |
| Key | Guns | Machinegun | use Machinegun | Select the Machinegun (use Machinegun). |
| Key | Guns | Chaingun | use Chaingun | Select the Chaingun (use Chaingun). |
| Section | Explosive | Explosive | ||
| Key | Explosive | Grenade launcher | use Grenade Launcher | Select the Grenade Launcher (use Grenade Launcher). |
| Key | Explosive | Rocket launcher | use Rocket Launcher | Select the Rocket Launcher (use Rocket Launcher). |
| Section | Energy | Energy | ||
| Key | Energy | Hyperblaster | use HyperBlaster | Select the HyperBlaster (use HyperBlaster). |
| Key | Energy | Railgun | use Railgun | Select the Railgun (use Railgun). |
| Key | Energy | Bfg10k | use BFG10K | Select the BFG10K (use BFG10K). |
| Section | Grenades | Grenades | ||
| Key | Grenades | Grenades | use Grenades | Select hand grenades (use Grenades). |
Weapon View & Hand (g_weapon_view)
Path: Main menu → Options → Controls & Weapon View → Weapon View & Hand
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Hand | hand | hand: which side you hold weapons — right/left/center. Server-visible; affects the projectile spawn side. Applies immediately. [right / left / center] | |
| List | View weapon | cl_gun | cl_gun: show your first-person weapon model — off, normal, or centered. Applies immediately. [off / on / centered] | |
| Slider | View weapon alpha | cl_gunalpha | cl_gunalpha: opacity of your view weapon (1 = solid, lower = see-through). Applies immediately. | |
| Slider | View weapon FOV | cl_gunfov | cl_gunfov: FOV used to draw the view weapon (90 = default; higher pushes it back). Applies immediately. | |
| Slider | View weapon X | cl_gun_x | Move the view weapon left/right. Applies immediately. | |
| Slider | View weapon Y | cl_gun_y | Move the view weapon forward/back. Applies immediately. | |
| Slider | View weapon Z | cl_gun_z | Move the view weapon up/down. Applies immediately. |
Movement Basics (g_movement_basics)
Path: Main menu → Options → Controls & Weapon View → Movement Basics
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Mouse behavior | cl_mouse_behavior_mode | Overall mouse feel — Q2PRO (raw input + m_accel + m_autosens) or r1q2 compatibility. [q2pro / r1q2] | |
| List | Movement feel | cl_movement_feel_mode | Timing of movement commands — Q2PRO or classic r1q2-like. [q2pro / r1q2-like] | |
| List | Client predict | cl_predict_move_mode | Movement-prediction engine — modern (Q2PRO-X) or legacy (q2pro-m/r1826). [modern (new q2pro/Q2PRO-X) / legacy (q2pro-m/q2pro r1826)] | |
| List | Step smoothing | cl_step_smoothing_mode | How the view smooths when stepping up stairs — Q2PRO or r1q2 variants. [q2pro / r1q2-1 / r1q2-2 / r1q2-3] | |
| Toggle | Fixed move | cl_fixedmove | cl_fixedmove: send movement on a fixed 10 ms clock for consistent feel across framerates. | |
| Toggle | Fixedmove-aware wait | cl_fixedmove_wait_mode | Gameplay wait aliases advance on fixedmove's 10 ms movement ticks instead of render frames. Recommended with fixedmove; turn off only for legacy script timing. Default ON. | |
| Toggle | Fixedmove wait debug | cl_fixedmove_wait_debug | Per-sub-cmd diagnostics for the fixedmove-aware wait path (wait count, queue size, drain flag, upmove). Level 1 = only interesting sub-cmds, 2 = verbose. | |
| List | Predict player | cl_predict_player | Locally predict your own jumps and falls; Debug prints prediction data to the console. [off / on / debug] | |
| Section | Movement camera | Movement camera | ||
| Slider | Movement camera | Movement view bob | cl_viewbob | How much of the walking movement stays in your view: 1.00 = normal, 0.00 = neither the up-and-down bounce nor the tilt when running and strafing. Works on any server, including someone else's. A server that sends no movement effect is left alone. Applies immediately. |
| Navigation | Movement camera | Movement feel info... | movementfeel_info | Print the resolved movement-feel state (active modes) to the console. |
Q2PRO-X / Mouse & Zoom (q2prox_mouse)
Path: Main menu → Options → Controls & Weapon View → Q2PRO-X / Mouse & Zoom
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Field of view | Field of view | ||
| Slider | Field of view | Field of view | fov | fov: horizontal field of view (degrees). 90 = stock Q2 default, 100..110 popular for wide monitors. Server-visible userinfo cvar — affects what the server reports as your FOV. Applies immediately. |
| Slider | Field of view | Movement view bob | cl_viewbob | How much of the walking movement stays in your view: 1.00 = normal, 0.00 = neither the up-and-down bounce nor the tilt when running and strafing. Works on any server, including someone else's. A server that sends no movement effect is left alone. Applies immediately. |
| Section | Mouse | Mouse | ||
| List | Mouse | Mouse behavior | cl_mouse_behavior_mode | Overall mouse feel — Q2PRO default or r1q2 compatibility. Applies immediately. [q2pro / r1q2] |
| Slider | Mouse | Sensitivity | sensitivity | sensitivity: base mouse look sensitivity. Higher = faster turning. Applies immediately. |
| Slider | Mouse | Pitch gain | m_pitch | m_pitch: vertical look gain; a negative value inverts the Y axis. Applies immediately. |
| Slider | Mouse | Yaw gain | m_yaw | m_yaw: horizontal look gain (turn amount per mouse movement). Applies immediately. |
| Slider | Mouse | Mouse accel | m_accel | m_accel: mouse acceleration — faster flicks turn more. No effect in r1q2 mode. Applies immediately. |
| Toggle | Mouse | Mouse filter | m_filter | m_filter: smooth the mouse by averaging with the previous frame (less jitter, slight lag). Applies immediately. |
| Slider | Mouse | Baseline auto-sens FOV | m_autosens | m_autosens: scale non-zoom sensitivity to FOV (Q2PRO mouse path). 0=off; 91..179 set the base FOV. Separate from +zoom. Applies immediately. |
| Toggle | Mouse | Freelook | freelook | freelook: mouse always controls looking, no +mlook hold needed. Applies immediately. |
| Section | Zoom | Zoom | ||
| Slider | Zoom | Zoom FOV | cl_zoom_fov | Horizontal FOV while +zoom is held. Never exceeds your base FOV — zoom-in only. Applies immediately. |
| List | Zoom | Zoom sens mode | cl_zoom_sensitivity_mode | Auto scales sensitivity by FOV ratio (geometrically correct); Manual uses the cvar below. Applies immediately. [auto / manual] |
| Slider | Zoom | Zoom sensitivity | cl_zoom_sensitivity | Sensitivity at full zoom (same units as sensitivity). Manual mode only. Applies immediately. |
| Slider | Zoom | Zoom time | cl_zoom_time | Zoom in/out duration (sec); 0 = instant. FOV and sensitivity share one transition so they never desync. Applies immediately. |
| Toggle | Zoom | Walk while zoomed | cl_zoom_walk | Also hold +speed while +zoom is held (walk while zoomed). Off by default. Applies immediately. |
| Section | Zoom crosshair | Zoom crosshair | ||
| Toggle | Zoom crosshair | Zoom crosshair | cl_zoom_crosshair_enable | Swap to the zoom crosshair below while zoomed; off keeps your normal crosshair. Applies immediately. |
| List | Zoom crosshair | Zoom style | cl_zoom_crosshair | Crosshair shape while zoomed (needs Zoom crosshair on). Applies immediately. [none / cross / dot / angle] |
| Slider | Zoom crosshair | Zoom scale | cl_zoom_ch_scale | Size of the zoom crosshair (0.25..10.0). Applies immediately. |
| Toggle | Zoom crosshair | Zoom color by health | cl_zoom_ch_health | Tint the zoom crosshair by your current health (overrides the RGB below). Applies immediately. |
| Slider | Zoom crosshair | Zoom red | cl_zoom_ch_red | Zoom crosshair red level (ignored if color-by-health is on). Applies immediately. |
| Slider | Zoom crosshair | Zoom green | cl_zoom_ch_green | Zoom crosshair green level (ignored if color-by-health is on). Applies immediately. |
| Slider | Zoom crosshair | Zoom blue | cl_zoom_ch_blue | Zoom crosshair blue level (ignored if color-by-health is on). Applies immediately. |
| Slider | Zoom crosshair | Zoom alpha | cl_zoom_ch_alpha | Opacity of the zoom crosshair (1 = solid). Applies immediately. |
| Section | Bind | Bind | ||
| Key | Bind | Hold: zoom | +zoom | Hold to zoom in to cl_zoom_fov; release to return to your base FOV. |
Visibility & Visuals (g_visibility)
Path: Main menu → Options → Visibility & Visuals
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Presets | Presets | ||
| Navigation | Presets | Lighting presets... | q2prox_lighting_presets_hub | Apply lighting and colour presets. |
| Navigation | Presets | Visibility presets... | q2prox_visibility_presets | Apply visibility highlight and bloom presets. |
| Section | Effects | Effects | ||
| Navigation | Effects | Visibility highlights... | q2prox_vis | Visibility highlights: outline/tint items, players and weapons for readability. |
| Navigation | Effects | Particles & effect visibility... | g_particles | Particles & effect visibility: toggle explosion/trail/blood particles and water warp. |
| Navigation | Effects | Rail trail setup... | g_railtrail | Rail trail setup: rail beam style, duration, core/spiral width and colors. |
| Navigation | Effects | Visual effects... | q2prox_vfx | Visual effects: Q2PRO-X weapon and world visual-FX settings. |
| Navigation | Effects | Dynamic lighting... | q2prox_dynamic_lighting | Dynamic lighting: dynamic lights (shots/explosions/sparks), emissive map lights and model shadows. |
Particles & Effect Visibility (g_particles)
Path: Main menu → Options → Visibility & Visuals → Particles & Effect Visibility
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Particles | Particles | ||
| Toggle | Particles | Particles | cl_particles | cl_particles: master switch for all particle effects. Applies immediately. |
| Toggle | Particles | Grenade explosion particles | cl_disable_particles | Show grenade-explosion particles (cl_disable_particles bit 0). Applies immediately. |
| Toggle | Particles | Grenade trail particles | cl_disable_particles | Show grenade-trail particles (cl_disable_particles bit 1). Applies immediately. |
| Toggle | Particles | Rocket explosion particles | cl_disable_particles | Show rocket-explosion particles (cl_disable_particles bit 2). Applies immediately. |
| Toggle | Particles | Rocket trail particles | cl_disable_particles | Show rocket-trail particles (cl_disable_particles bit 3). Applies immediately. |
| Toggle | Particles | Blood particles | cl_disable_particles | Show blood particles (cl_disable_particles bit 4). Applies immediately. |
| Toggle | Particles | Own blood / armor | cl_own_blood | Show your own blood and ordinary armor-hit visuals. Enemy and world impacts remain visible. Applies immediately. |
| Toggle | Particles | Blaster trail particles | cl_disable_particles | Show blaster-trail particles (cl_disable_particles bit 5). Applies immediately. |
| Section | Explosion sprites | Explosion sprites | ||
| Toggle | Explosion sprites | Grenade explosion sprites | cl_disable_explosions | Show grenade-explosion sprites (cl_disable_explosions bit 0). Applies immediately. |
| Toggle | Explosion sprites | Rocket explosion sprites | cl_disable_explosions | Show rocket-explosion sprites (cl_disable_explosions bit 1). Applies immediately. |
| Section | Other | Other | ||
| Toggle | Other | Water warp | gl_waterwarp | gl_waterwarp: wavy screen distortion while underwater (GLSL backend only). Applies immediately. |
Rail Trail Setup (g_railtrail)
Path: Main menu → Options → Visibility & Visuals → Rail Trail Setup
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Rail trail type | cl_railtrail_type | Rail trail style — original, core only, or core + spiral. Applies immediately. [default / core only / core and spiral] | |
| Slider | Duration | cl_railtrail_time | How long the rail trail stays visible, in seconds. Applies immediately. | |
| Slider | Core width | cl_railcore_width | Thickness of the rail core beam. Applies immediately. | |
| Slider | Spiral radius | cl_railspiral_radius | Radius of the rail spiral. Applies immediately. | |
| Value list | Core color | cl_railcore_color | Color of the rail core beam. Applies immediately. | |
| Value list | Spiral color | cl_railspiral_color | Color of the rail spiral. Applies immediately. |
Standard Particles (q2prox_particle_colors)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Colour | Colour | ||
| Toggle | Colour | Custom colours | cl_particle_rgb_enable | Master for the custom colours of STANDARD families only. Off draws their stock colour and keeps each choice stored. Never changes emission, AVFX or Player Contact. Applies immediately. |
| Section | Families | Families | ||
| Navigation | Families | Blood and biological... | q2prox_pfx_g_blood | Blood, heavy blood, green blood and gib trails. 5 families on this page. |
| Navigation | Families | Weapons and trails... | q2prox_pfx_g_weapons | Projectile trails and weapon aura particles. 14 families on this page. |
| Navigation | Families | Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Wall puffs, explosion debris, heat beam and spark families. 13 families on this page. |
| Navigation | Families | Water, splashes and teleport... | q2prox_pfx_g_water | Splash subtypes, bubbles and teleport particles. 12 families on this page. |
| Navigation | Families | World and entity effects... | q2prox_pfx_g_world | Login, respawn, flags, flies, muzzle puffs and smoke particles. 11 families on this page. |
| Navigation | Families | Expansion and advanced... | q2prox_pfx_g_expansion | Expansion pack effects and families whose colour comes from the server. 10 families on this page. |
| Navigation | Families | Rail compatibility... | q2prox_pfx_g_rail | Classic and modern rail particle families and the legacy colour bridge. 3 families on this page. |
| Section | How this works | How this works | ||
| Navigation | How this works | Global settings | echo Standard particle settings are global Q2PRO-X preferences. | These are global Q2PRO-X preferences for the standard Quake II particle families. They survive maps, mods, servers and ordinary AVFX or Player Contact preset changes. |
| Navigation | How this works | Particles off | echo Particles off suppresses only future particles of that family. | Turning a family off stops only its future particles, before they are allocated or submitted. Particles already in the air finish normally, and the event's count, physics, lifetime, sound and gameplay are unchanged. |
| Navigation | How this works | Order of the switches | echo cl_particles and the legacy switches take precedence over the family switches. | The broad Particles master and the legacy per-effect switches decide first and always win when they hide something; the family switch is the finest step after them. The colour master above changes the colour of STANDARD families only. |
| Navigation | How this works | AVFX and Player Contact | echo AVFX and Player Contact particles have their own controls. | AVFX effects that reuse a stock particle producer are switched and recoloured on their own AVFX pages and in ordinary AVFX presets. Player Contact blood is tuned in Player Contact presets. Nothing here touches either of them. |
| Section | Related pages | Related pages | ||
| Navigation | Related pages | Particles & effect visibility... | g_particles | The broad particle master, the legacy per-effect switches, own blood/armor and water warp. |
| Navigation | Related pages | Rail trail setup... | g_railtrail | Rail beam style, duration, core and spiral width, and the core and spiral colour lists. |
| Navigation | Related pages | Reset all standard particles | q2prox_particle_reset all | Turn every standard family's Particles back on, turn every Custom colour off and restore every stock reference colour. AVFX, Player Contact, the broad visibility switches, particle shape and rail geometry are not touched. |
Standard Particles: Blood and biological (q2prox_pfx_g_blood)
Path: q2prox_pfx_g_blood → Standard Particles → Standard Particles: Blood and biological
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Red blood... | q2prox_pfx_f_blood_red | Ordinary flesh-hit blood: the server TE_BLOOD event, the predicted local copy, and the Player Contact replay of an unattributed flesh event. |
| Navigation | Families | Heavy blood... | q2prox_pfx_f_blood_heavy | The gib-scale flesh burst: TE_MOREBLOOD and the Contact replay of it. |
| Navigation | Families | Green blood... | q2prox_pfx_f_blood_green | The TE_GREENBLOOD event used by non-human targets (exact palette entry, no ramp). |
| Navigation | Families | Red gib trail... | q2prox_pfx_f_gib_trail_red | The blood trail dragged behind flying gibs (EF_GIB). |
| Navigation | Families | Green gib trail... | q2prox_pfx_f_gib_trail_green | The trail dragged behind EF_GREENGIB debris. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset this page | q2prox_particle_reset page blood | Turn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched. |
| Navigation | Reset | Back to Standard particles... | q2prox_particle_colors | Return to the standard particle hub. |
Standard Particles: Weapons and trails (q2prox_pfx_g_weapons)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Blaster trail... | q2prox_pfx_f_blaster_trail | The yellow particle trail behind a blaster bolt; also used by the EF_PLASMA projectile trail. |
| Navigation | Families | Blaster impact... | q2prox_pfx_f_blaster_impact | The yellow impact burst of a blaster bolt: TE_BLASTER, both blue hyperblaster temp entities, and the predicted local impact. |
| Navigation | Families | Green bolt trail... | q2prox_pfx_f_hyperblaster_trail | The green particle trail of a tracker-flagged blaster bolt. |
| Navigation | Families | Green bolt impact... | q2prox_pfx_f_hyperblaster_impact | The green impact burst of TE_BLASTER2. |
| Navigation | Families | Flechette impact... | q2prox_pfx_f_flechette_impact | The cold blue impact burst of TE_FLECHETTE. |
| Navigation | Families | Rocket smoke trail... | q2prox_pfx_f_rocket_smoke | The grey diminishing smoke stream behind a rocket. Independent from the rocket fire sub-stream. |
| Navigation | Families | Rocket fire trail... | q2prox_pfx_f_rocket_fire | The bright non-diminishing fire sparks inside the rocket trail. Independent from the rocket smoke stream. |
| Navigation | Families | Grenade smoke trail... | q2prox_pfx_f_grenade_smoke | The grey diminishing smoke stream behind a grenade. |
| Navigation | Families | Fireball trail... | q2prox_pfx_f_fireball_trail | The trail of an EF_ROCKET/EF_GIB fireball; its shade follows the projectile's own trail counter instead of a random draw. |
| Navigation | Families | BFG aura... | q2prox_pfx_f_bfg_aura | The green particle sphere that surrounds a flying BFG ball; its shade follows the distance from the ball centre. |
| Navigation | Families | Ionripper trail... | q2prox_pfx_f_ionripper_trail | The alternating warm trail behind an EF_IONRIPPER projectile. |
| Navigation | Families | Tracker trail... | q2prox_pfx_f_tracker_trail | The dark weaving trail behind an EF_TRACKER projectile. |
| Navigation | Families | Tracker shell... | q2prox_pfx_f_tracker_shell | The dark particle shell around an entity carrying EF_TRACKERTRAIL. |
| Navigation | Families | Monster plasma shell... | q2prox_pfx_f_monster_plasma_shell | The warm particle shell drawn at a monster plasma beam origin. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset this page | q2prox_particle_reset page weapons | Turn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched. |
| Navigation | Reset | Back to Standard particles... | q2prox_particle_colors | Return to the standard particle hub. |
Standard Particles: Impacts, explosions and sparks (q2prox_pfx_g_impacts)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Bullet wall puff... | q2prox_pfx_f_gun_puff | The grey dust puff of a bullet or shotgun pellet hitting a wall, for both the server event and the predicted local copy. The smoke sprite beside it is a separate model effect. |
| Navigation | Families | Armor sparks... | q2prox_pfx_f_armor_sparks | The small warm spark burst of TE_SPARKS / TE_BULLET_SPARKS on armor. |
| Navigation | Families | Grenade explosion debris... | q2prox_pfx_f_explosion_grenade | The warm debris cloud of a grenade explosion. The legacy cl_disable_particles grenade bit still applies on top. |
| Navigation | Families | Rocket explosion debris... | q2prox_pfx_f_explosion_rocket | The warm debris cloud of a rocket explosion, server and predicted. The legacy cl_disable_particles rocket bit still applies on top. |
| Navigation | Families | Other explosion debris... | q2prox_pfx_f_explosion_generic | The warm debris cloud of every other explosion event: TE_EXPLOSION1, TE_EXPLOSION2, their no-light variants and TE_PLASMA_EXPLOSION. |
| Navigation | Families | BFG explosion debris... | q2prox_pfx_f_bfg_explosion | The green debris cloud of TE_BFG_BIGEXPLOSION. |
| Navigation | Families | Tracker explosion... | q2prox_pfx_f_tracker_explosion | The dark particle burst of TE_TRACKER_EXPLOSION. |
| Navigation | Families | Heat beam particles... | q2prox_pfx_f_heatbeam_particles | The rotating particle sleeve that forms the heat beam itself. |
| Navigation | Families | Heat beam sparks... | q2prox_pfx_f_heatbeam_sparks | The grey spark puff of TE_HEATBEAM_SPARKS at the beam impact point. |
| Navigation | Families | Heat beam steam... | q2prox_pfx_f_heatbeam_steam | The warm steam puff of TE_HEATBEAM_STEAM. |
| Navigation | Families | Screen sparks... | q2prox_pfx_f_screen_sparks | The green spark burst of TE_SCREEN_SPARKS. |
| Navigation | Families | Shield sparks... | q2prox_pfx_f_shield_sparks | The blue spark burst of TE_SHIELD_SPARKS. |
| Navigation | Families | Electric sparks... | q2prox_pfx_f_electric_sparks | The cold spark burst of TE_ELECTRIC_SPARKS. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset this page | q2prox_particle_reset page impacts | Turn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched. |
| Navigation | Reset | Back to Standard particles... | q2prox_particle_colors | Return to the standard particle hub. |
Standard Particles: Water, splashes and teleport (q2prox_pfx_g_water)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Unclassified splash... | q2prox_pfx_f_splash_generic | TE_SPLASH with no subtype, or a subtype the client does not know: the stock grey splash. |
| Navigation | Families | Water splash... | q2prox_pfx_f_splash_water | The blue-water subtype of TE_SPLASH, and the predicted local pellet splash when a shotgun pellet lands in a fluid. |
| Navigation | Families | Brown water splash... | q2prox_pfx_f_splash_brown_water | The brown-water subtype of TE_SPLASH. |
| Navigation | Families | Slime splash... | q2prox_pfx_f_splash_slime | The slime subtype of TE_SPLASH. |
| Navigation | Families | Lava splash... | q2prox_pfx_f_splash_lava | The lava subtype of TE_SPLASH. |
| Navigation | Families | Spark splash... | q2prox_pfx_f_splash_sparks | The spark subtype of TE_SPLASH. Its ricochet sound is independent of this family. |
| Navigation | Families | Blood splash... | q2prox_pfx_f_splash_blood | The blood subtype of TE_SPLASH. Separate from the flesh-hit blood family. |
| Navigation | Families | Electric splash (N64)... | q2prox_pfx_f_splash_electric_n64 | The mixed electric splash of the extended TE_SPLASH variant: both of its colour bands keep their stock brightness curve. |
| Navigation | Families | Bubble trail... | q2prox_pfx_f_bubble_trail | Underwater bubbles: both the TE_BUBBLETRAIL and TE_BUBBLETRAIL2 implementations. |
| Navigation | Families | Teleporter idle... | q2prox_pfx_f_teleporter_idle | The steady yellow particles rising from an idle teleporter pad: both implementations. |
| Navigation | Families | Teleport burst... | q2prox_pfx_f_teleport_burst | The grey particle cube produced when a player teleports. |
| Navigation | Families | Boss teleport burst... | q2prox_pfx_f_big_teleport | The large four-band swirl of TE_BOSSTPORT. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset this page | q2prox_particle_reset page water | Turn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched. |
| Navigation | Reset | Back to Standard particles... | q2prox_particle_colors | Return to the standard particle hub. |
Standard Particles: World and entity effects (q2prox_pfx_g_world)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Player login... | q2prox_pfx_f_login | The green column of particles when a player joins the game. |
| Navigation | Families | Player logout... | q2prox_pfx_f_logout | The red column of particles when a player leaves the game. |
| Navigation | Families | Player respawn... | q2prox_pfx_f_respawn | The yellow column of particles when a player respawns. |
| Navigation | Families | Item respawn... | q2prox_pfx_f_item_respawn | The green sparkle when an item respawns on its pad. |
| Navigation | Families | Flies... | q2prox_pfx_f_flies | The dark swarm circling a corpse (EF_FLIES). |
| Navigation | Families | Red flag trail... | q2prox_pfx_f_flag_trail_red | The red trail behind a carried EF_FLAG1 flag. |
| Navigation | Families | Blue flag trail... | q2prox_pfx_f_flag_trail_blue | The blue trail behind a carried EF_FLAG2 flag. |
| Navigation | Families | Tag trail... | q2prox_pfx_f_tag_trail | The yellow trail behind an EF_TAGTRAIL entity. |
| Navigation | Families | Monster muzzle puff... | q2prox_pfx_f_monster_muzzle_puff | The grey particle puff at a monster muzzle flash. The flash model and its dynamic light are separate effects. |
| Navigation | Families | Chainfist smoke... | q2prox_pfx_f_chainfist_smoke | The grey particle smoke of TE_CHAINFIST_SMOKE. |
| Navigation | Families | Exploding barrel smoke... | q2prox_pfx_f_barrel_smoke | The four-band smoke of an exploding barrel, emitted from six points around it; all four bands keep their stock brightness curve. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset this page | q2prox_particle_reset page world | Turn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched. |
| Navigation | Reset | Back to Standard particles... | q2prox_particle_colors | Return to the standard particle hub. |
Standard Particles: Expansion and advanced (q2prox_pfx_g_expansion)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Trap particles... | q2prox_pfx_f_trap | The warm column and the sparkling cluster of an EF_TRAP entity. |
| Navigation | Families | Hologram... | q2prox_pfx_f_hologram | The rotating green particle sphere of the EFX_HOLOGRAM effect. |
| Navigation | Families | Widow beam-out... | q2prox_pfx_f_widow_beamout | The four-band particle sphere of the Widow beam-out sustain effect. |
| Navigation | Families | Widow splash... | q2prox_pfx_f_widow_splash | The four-band particle burst of TE_WIDOWSPLASH. |
| Navigation | Families | Nuke blast... | q2prox_pfx_f_nuke_blast | The expanding four-band sphere of the nuke sustain effect. |
| Navigation | Families | Berserk slam... | q2prox_pfx_f_berserk_slam | The four-band ground burst of TE_BERSERK_SLAM. |
| Navigation | Families | Power splash... | q2prox_pfx_f_power_splash | The green shell burst of TE_POWER_SPLASH around a protected entity. |
| Navigation | Families | Server-coloured sparks... | q2prox_pfx_f_server_sparks | Laser, welding and tunnel sparks whose colour is chosen by the server or the mod. Stock keeps the incoming colour; Custom replaces it. |
| Navigation | Families | Server steam... | q2prox_pfx_f_server_steam | TE_STEAM and its sustained variant, whose colour, count and magnitude come from the server message. Stock keeps the incoming colour. |
| Navigation | Families | Force wall... | q2prox_pfx_f_force_wall | The falling curtain of TE_FORCEWALL, whose colour comes from the server message. Stock keeps the incoming colour. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset this page | q2prox_particle_reset page expansion | Turn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched. |
| Navigation | Reset | Back to Standard particles... | q2prox_particle_colors | Return to the standard particle hub. |
Standard Particles: Rail compatibility (q2prox_pfx_g_rail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Rail compatibility
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Classic rail spiral... | q2prox_pfx_f_rail_classic_spiral | The blue particle spiral of the classic rail trail (rail trail type 'default'). |
| Navigation | Families | Classic rail core particles... | q2prox_pfx_f_rail_classic_core | The grey particle core of the classic rail trail. This is the particle core, not the modern laser beam. |
| Navigation | Families | Modern rail spiral... | q2prox_pfx_f_rail_modern_spiral | The modern rail spiral. Its colour is shared with the classic Spiral colour list on the rail trail page: the sliders and that list are two views of one setting. |
| Section | Reset | Reset | ||
| Navigation | Reset | Reset this page | q2prox_particle_reset page rail | Turn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched. |
| Navigation | Reset | Back to Standard particles... | q2prox_particle_colors | Return to the standard particle hub. |
Red blood (q2prox_pfx_f_blood_red)
Path: q2prox_pfx_g_blood → Standard Particles → Standard Particles: Blood and biological → Red blood
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_blood_red_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_blood_red_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_blood_red_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_blood_red_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_blood_red_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family blood_red | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family blood_red | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Blood and biological... | q2prox_pfx_g_blood | Return to the blood and biological page. |
Heavy blood (q2prox_pfx_f_blood_heavy)
Path: q2prox_pfx_g_blood → Standard Particles → Standard Particles: Blood and biological → Heavy blood
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_blood_heavy_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_blood_heavy_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_blood_heavy_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_blood_heavy_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_blood_heavy_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family blood_heavy | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family blood_heavy | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Blood and biological... | q2prox_pfx_g_blood | Return to the blood and biological page. |
Green blood (q2prox_pfx_f_blood_green)
Path: q2prox_pfx_g_blood → Standard Particles → Standard Particles: Blood and biological → Green blood
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_blood_green_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_blood_green_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_blood_green_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_blood_green_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_blood_green_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family blood_green | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family blood_green | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Blood and biological... | q2prox_pfx_g_blood | Return to the blood and biological page. |
Red gib trail (q2prox_pfx_f_gib_trail_red)
Path: q2prox_pfx_g_blood → Standard Particles → Standard Particles: Blood and biological → Red gib trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_gib_trail_red_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_gib_trail_red_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_gib_trail_red_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_gib_trail_red_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_gib_trail_red_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family gib_trail_red | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family gib_trail_red | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Blood and biological... | q2prox_pfx_g_blood | Return to the blood and biological page. |
Green gib trail (q2prox_pfx_f_gib_trail_green)
Path: q2prox_pfx_g_blood → Standard Particles → Standard Particles: Blood and biological → Green gib trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_gib_trail_green_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_gib_trail_green_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_gib_trail_green_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_gib_trail_green_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_gib_trail_green_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family gib_trail_green | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family gib_trail_green | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Blood and biological... | q2prox_pfx_g_blood | Return to the blood and biological page. |
Blaster trail (q2prox_pfx_f_blaster_trail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Blaster trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_blaster_trail_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_blaster_trail_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_blaster_trail_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_blaster_trail_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_blaster_trail_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family blaster_trail | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family blaster_trail | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Blaster impact (q2prox_pfx_f_blaster_impact)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Blaster impact
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_blaster_impact_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_blaster_impact_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_blaster_impact_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_blaster_impact_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_blaster_impact_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family blaster_impact | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family blaster_impact | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Green bolt trail (q2prox_pfx_f_hyperblaster_trail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Green bolt trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_hyperblaster_trail_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_hyperblaster_trail_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_hyperblaster_trail_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_hyperblaster_trail_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_hyperblaster_trail_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family hyperblaster_trail | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family hyperblaster_trail | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Green bolt impact (q2prox_pfx_f_hyperblaster_impact)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Green bolt impact
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_hyperblaster_impact_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_hyperblaster_impact_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_hyperblaster_impact_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_hyperblaster_impact_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_hyperblaster_impact_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family hyperblaster_impact | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family hyperblaster_impact | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Flechette impact (q2prox_pfx_f_flechette_impact)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Flechette impact
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_flechette_impact_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_flechette_impact_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_flechette_impact_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_flechette_impact_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_flechette_impact_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family flechette_impact | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family flechette_impact | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Rocket smoke trail (q2prox_pfx_f_rocket_smoke)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Rocket smoke trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_rocket_smoke_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_rocket_smoke_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_rocket_smoke_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_rocket_smoke_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_rocket_smoke_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family rocket_smoke | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family rocket_smoke | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Rocket fire trail (q2prox_pfx_f_rocket_fire)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Rocket fire trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_rocket_fire_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_rocket_fire_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_rocket_fire_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_rocket_fire_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_rocket_fire_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family rocket_fire | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family rocket_fire | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Grenade smoke trail (q2prox_pfx_f_grenade_smoke)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Grenade smoke trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_grenade_smoke_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_grenade_smoke_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_grenade_smoke_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_grenade_smoke_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_grenade_smoke_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family grenade_smoke | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family grenade_smoke | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Fireball trail (q2prox_pfx_f_fireball_trail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Fireball trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_fireball_trail_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_fireball_trail_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_fireball_trail_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_fireball_trail_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_fireball_trail_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family fireball_trail | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family fireball_trail | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
BFG aura (q2prox_pfx_f_bfg_aura)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → BFG aura
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_bfg_aura_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_bfg_aura_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_bfg_aura_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_bfg_aura_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_bfg_aura_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family bfg_aura | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family bfg_aura | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Ionripper trail (q2prox_pfx_f_ionripper_trail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Ionripper trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_ionripper_trail_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_ionripper_trail_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_ionripper_trail_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_ionripper_trail_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_ionripper_trail_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family ionripper_trail | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family ionripper_trail | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Tracker trail (q2prox_pfx_f_tracker_trail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Tracker trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_tracker_trail_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_tracker_trail_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_tracker_trail_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_tracker_trail_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_tracker_trail_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family tracker_trail | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family tracker_trail | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Tracker shell (q2prox_pfx_f_tracker_shell)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Tracker shell
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_tracker_shell_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_tracker_shell_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_tracker_shell_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_tracker_shell_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_tracker_shell_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family tracker_shell | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family tracker_shell | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Monster plasma shell (q2prox_pfx_f_monster_plasma_shell)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Weapons and trails → Monster plasma shell
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_monster_plasma_shell_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_monster_plasma_shell_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_monster_plasma_shell_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_monster_plasma_shell_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_monster_plasma_shell_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family monster_plasma_shell | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family monster_plasma_shell | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Weapons and trails... | q2prox_pfx_g_weapons | Return to the weapons and trails page. |
Bullet wall puff (q2prox_pfx_f_gun_puff)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Bullet wall puff
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_gun_puff_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_gun_puff_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_gun_puff_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_gun_puff_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_gun_puff_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family gun_puff | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family gun_puff | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Armor sparks (q2prox_pfx_f_armor_sparks)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Armor sparks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_armor_sparks_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_armor_sparks_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_armor_sparks_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_armor_sparks_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_armor_sparks_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family armor_sparks | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family armor_sparks | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Grenade explosion debris (q2prox_pfx_f_explosion_grenade)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Grenade explosion debris
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_explosion_grenade_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_explosion_grenade_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_explosion_grenade_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_explosion_grenade_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_explosion_grenade_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family explosion_grenade | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family explosion_grenade | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Rocket explosion debris (q2prox_pfx_f_explosion_rocket)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Rocket explosion debris
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_explosion_rocket_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_explosion_rocket_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_explosion_rocket_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_explosion_rocket_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_explosion_rocket_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family explosion_rocket | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family explosion_rocket | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Other explosion debris (q2prox_pfx_f_explosion_generic)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Other explosion debris
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_explosion_generic_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_explosion_generic_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_explosion_generic_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_explosion_generic_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_explosion_generic_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family explosion_generic | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family explosion_generic | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
BFG explosion debris (q2prox_pfx_f_bfg_explosion)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → BFG explosion debris
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_bfg_explosion_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_bfg_explosion_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_bfg_explosion_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_bfg_explosion_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_bfg_explosion_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family bfg_explosion | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family bfg_explosion | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Tracker explosion (q2prox_pfx_f_tracker_explosion)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Tracker explosion
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_tracker_explosion_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_tracker_explosion_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_tracker_explosion_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_tracker_explosion_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_tracker_explosion_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family tracker_explosion | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family tracker_explosion | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Heat beam particles (q2prox_pfx_f_heatbeam_particles)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Heat beam particles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_heatbeam_particles_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_heatbeam_particles_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_heatbeam_particles_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_heatbeam_particles_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_heatbeam_particles_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family heatbeam_particles | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family heatbeam_particles | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Heat beam sparks (q2prox_pfx_f_heatbeam_sparks)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Heat beam sparks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_heatbeam_sparks_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_heatbeam_sparks_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_heatbeam_sparks_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_heatbeam_sparks_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_heatbeam_sparks_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family heatbeam_sparks | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family heatbeam_sparks | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Heat beam steam (q2prox_pfx_f_heatbeam_steam)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Heat beam steam
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_heatbeam_steam_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_heatbeam_steam_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_heatbeam_steam_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_heatbeam_steam_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_heatbeam_steam_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family heatbeam_steam | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family heatbeam_steam | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Screen sparks (q2prox_pfx_f_screen_sparks)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Screen sparks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_screen_sparks_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_screen_sparks_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_screen_sparks_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_screen_sparks_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_screen_sparks_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family screen_sparks | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family screen_sparks | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Shield sparks (q2prox_pfx_f_shield_sparks)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Shield sparks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_shield_sparks_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_shield_sparks_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_shield_sparks_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_shield_sparks_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_shield_sparks_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family shield_sparks | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family shield_sparks | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Electric sparks (q2prox_pfx_f_electric_sparks)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Impacts, explosions and sparks → Electric sparks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_electric_sparks_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_electric_sparks_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_electric_sparks_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_electric_sparks_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_electric_sparks_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family electric_sparks | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family electric_sparks | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Impacts, explosions and sparks... | q2prox_pfx_g_impacts | Return to the impacts, explosions and sparks page. |
Unclassified splash (q2prox_pfx_f_splash_generic)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Unclassified splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_generic_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_generic_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_generic_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_generic_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_generic_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_generic | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_generic | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Water splash (q2prox_pfx_f_splash_water)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Water splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_water_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_water_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_water_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_water_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_water_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_water | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_water | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Brown water splash (q2prox_pfx_f_splash_brown_water)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Brown water splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_brown_water_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_brown_water_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_brown_water_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_brown_water_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_brown_water_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_brown_water | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_brown_water | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Slime splash (q2prox_pfx_f_splash_slime)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Slime splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_slime_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_slime_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_slime_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_slime_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_slime_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_slime | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_slime | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Lava splash (q2prox_pfx_f_splash_lava)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Lava splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_lava_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_lava_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_lava_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_lava_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_lava_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_lava | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_lava | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Spark splash (q2prox_pfx_f_splash_sparks)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Spark splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_sparks_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_sparks_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_sparks_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_sparks_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_sparks_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_sparks | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_sparks | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Blood splash (q2prox_pfx_f_splash_blood)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Blood splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_blood_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_blood_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_blood_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_blood_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_blood_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_blood | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_blood | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Electric splash (N64) (q2prox_pfx_f_splash_electric_n64)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Electric splash (N64)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_splash_electric_n64_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_splash_electric_n64_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_splash_electric_n64_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_splash_electric_n64_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_splash_electric_n64_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family splash_electric_n64 | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family splash_electric_n64 | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Bubble trail (q2prox_pfx_f_bubble_trail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Bubble trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_bubble_trail_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_bubble_trail_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_bubble_trail_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_bubble_trail_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_bubble_trail_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family bubble_trail | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family bubble_trail | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Teleporter idle (q2prox_pfx_f_teleporter_idle)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Teleporter idle
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_teleporter_idle_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_teleporter_idle_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_teleporter_idle_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_teleporter_idle_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_teleporter_idle_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family teleporter_idle | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family teleporter_idle | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Teleport burst (q2prox_pfx_f_teleport_burst)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Teleport burst
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_teleport_burst_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_teleport_burst_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_teleport_burst_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_teleport_burst_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_teleport_burst_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family teleport_burst | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family teleport_burst | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Boss teleport burst (q2prox_pfx_f_big_teleport)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Water, splashes and teleport → Boss teleport burst
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_big_teleport_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_big_teleport_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_big_teleport_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_big_teleport_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_big_teleport_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family big_teleport | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family big_teleport | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Water, splashes and teleport... | q2prox_pfx_g_water | Return to the water, splashes and teleport page. |
Player login (q2prox_pfx_f_login)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Player login
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_login_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_login_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_login_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_login_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_login_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family login | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family login | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Player logout (q2prox_pfx_f_logout)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Player logout
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_logout_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_logout_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_logout_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_logout_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_logout_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family logout | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family logout | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Player respawn (q2prox_pfx_f_respawn)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Player respawn
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_respawn_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_respawn_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_respawn_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_respawn_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_respawn_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family respawn | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family respawn | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Item respawn (q2prox_pfx_f_item_respawn)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Item respawn
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_item_respawn_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_item_respawn_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_item_respawn_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_item_respawn_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_item_respawn_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family item_respawn | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family item_respawn | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Flies (q2prox_pfx_f_flies)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Flies
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_flies_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_flies_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_flies_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_flies_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_flies_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family flies | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family flies | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Red flag trail (q2prox_pfx_f_flag_trail_red)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Red flag trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_flag_trail_red_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_flag_trail_red_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_flag_trail_red_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_flag_trail_red_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_flag_trail_red_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family flag_trail_red | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family flag_trail_red | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Blue flag trail (q2prox_pfx_f_flag_trail_blue)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Blue flag trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_flag_trail_blue_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_flag_trail_blue_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_flag_trail_blue_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_flag_trail_blue_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_flag_trail_blue_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family flag_trail_blue | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family flag_trail_blue | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Tag trail (q2prox_pfx_f_tag_trail)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Tag trail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_tag_trail_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_tag_trail_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_tag_trail_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_tag_trail_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_tag_trail_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family tag_trail | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family tag_trail | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Monster muzzle puff (q2prox_pfx_f_monster_muzzle_puff)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Monster muzzle puff
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_monster_muzzle_puff_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_monster_muzzle_puff_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_monster_muzzle_puff_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_monster_muzzle_puff_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_monster_muzzle_puff_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family monster_muzzle_puff | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family monster_muzzle_puff | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Chainfist smoke (q2prox_pfx_f_chainfist_smoke)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Chainfist smoke
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_chainfist_smoke_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_chainfist_smoke_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_chainfist_smoke_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_chainfist_smoke_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_chainfist_smoke_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family chainfist_smoke | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family chainfist_smoke | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Exploding barrel smoke (q2prox_pfx_f_barrel_smoke)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: World and entity effects → Exploding barrel smoke
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_barrel_smoke_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_barrel_smoke_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_barrel_smoke_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_barrel_smoke_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_barrel_smoke_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family barrel_smoke | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family barrel_smoke | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to World and entity effects... | q2prox_pfx_g_world | Return to the world and entity effects page. |
Trap particles (q2prox_pfx_f_trap)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Trap particles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_trap_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_trap_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_trap_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_trap_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_trap_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family trap | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family trap | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Hologram (q2prox_pfx_f_hologram)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Hologram
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_hologram_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_hologram_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_hologram_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_hologram_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_hologram_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family hologram | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family hologram | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Widow beam-out (q2prox_pfx_f_widow_beamout)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Widow beam-out
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_widow_beamout_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_widow_beamout_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_widow_beamout_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_widow_beamout_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_widow_beamout_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family widow_beamout | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family widow_beamout | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Widow splash (q2prox_pfx_f_widow_splash)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Widow splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_widow_splash_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_widow_splash_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_widow_splash_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_widow_splash_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_widow_splash_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family widow_splash | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family widow_splash | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Nuke blast (q2prox_pfx_f_nuke_blast)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Nuke blast
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_nuke_blast_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_nuke_blast_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_nuke_blast_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_nuke_blast_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_nuke_blast_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family nuke_blast | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family nuke_blast | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Berserk slam (q2prox_pfx_f_berserk_slam)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Berserk slam
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_berserk_slam_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_berserk_slam_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_berserk_slam_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_berserk_slam_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_berserk_slam_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family berserk_slam | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family berserk_slam | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Power splash (q2prox_pfx_f_power_splash)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Power splash
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_power_splash_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_power_splash_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_power_splash_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_power_splash_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_power_splash_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family power_splash | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family power_splash | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Server-coloured sparks (q2prox_pfx_f_server_sparks)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Server-coloured sparks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_server_sparks_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_server_sparks_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_server_sparks_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_server_sparks_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_server_sparks_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family server_sparks | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family server_sparks | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Server steam (q2prox_pfx_f_server_steam)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Server steam
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_server_steam_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_server_steam_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_server_steam_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_server_steam_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_server_steam_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family server_steam | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family server_steam | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Force wall (q2prox_pfx_f_force_wall)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Expansion and advanced → Force wall
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_force_wall_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_force_wall_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_force_wall_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_force_wall_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_force_wall_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family force_wall | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family force_wall | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Expansion and advanced... | q2prox_pfx_g_expansion | Return to the expansion and advanced page. |
Classic rail spiral (q2prox_pfx_f_rail_classic_spiral)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Rail compatibility → Classic rail spiral
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_rail_classic_spiral_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_rail_classic_spiral_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_rail_classic_spiral_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_rail_classic_spiral_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_rail_classic_spiral_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family rail_classic_spiral | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family rail_classic_spiral | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Rail compatibility... | q2prox_pfx_g_rail | Return to the rail compatibility page. |
Classic rail core particles (q2prox_pfx_f_rail_classic_core)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Rail compatibility → Classic rail core particles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_rail_classic_core_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_rail_classic_core_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_rail_classic_core_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_rail_classic_core_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_rail_classic_core_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family rail_classic_core | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family rail_classic_core | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Rail compatibility... | q2prox_pfx_g_rail | Return to the rail compatibility page. |
Modern rail spiral (q2prox_pfx_f_rail_modern_spiral)
Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles → Standard Particles: Rail compatibility → Modern rail spiral
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Particles | cl_particle_rail_modern_spiral_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. | |
| Toggle | Custom color | cl_particle_rgb_rail_modern_spiral_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. | |
| Slider | Red | cl_particle_rgb_rail_modern_spiral_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Green | cl_particle_rgb_rail_modern_spiral_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Slider | Blue | cl_particle_rgb_rail_modern_spiral_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. | |
| Navigation | Reset color to stock | q2prox_particle_reset color family rail_modern_spiral | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. | |
| Navigation | Reset this family | q2prox_particle_reset family rail_modern_spiral | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. | |
| Navigation | Back to Rail compatibility... | q2prox_pfx_g_rail | Return to the rail compatibility page. |
Skins & Models (g_skins)
Path: Main menu → Options → Skins & Models
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Player Profile | Player Profile | ||
| Navigation | Player Profile | Player setup (Q2PRO-X) | q2prox_player_identity | Edit your name, skin, handedness and FOV via Q2PRO-X rows. |
| Navigation | Player Profile | Player setup (3D preview) | players | Built-in player setup page with the 3D player model preview. |
| Navigation | Player Profile | Player highlighting... | q2prox_vis_players | Open player visibility highlight settings: modes, model colours, body-part colours, team and duel logic. |
| Section | Models & Visibility | Models & Visibility | ||
| List | Models & Visibility | Skin restriction | cl_noskins | cl_noskins: restrict which player models and skins are loaded. Off keeps every custom skin; male/grunt only forces the stock male model for everyone; + female/athena additionally allows that one stock female skin. Applies immediately. [Off / male/grunt only / male/grunt + female/athena] |
| Toggle | Models & Visibility | Visible weapons on players | cl_vwep | cl_vwep: show each player's currently held weapon on their model. Applies immediately. |
| Toggle | Models & Visibility | MD5 load | gl_md5_load | Load re-release MD5 replacement models. CVAR_FILES — requires vid_restart or map reload. |
| Toggle | Models & Visibility | MD5 use | gl_md5_use | Use loaded MD5 models. Only effective if gl_md5_load is enabled. Applies immediately. |
| Slider | Models & Visibility | MD5 distance | gl_md5_distance | Only use MD5 replacement model if entity is closer than this distance to the viewer. 0 = no distance LOD. Applies immediately. |
| Section | Local Override | Local Override | ||
| Toggle | Local Override | Mod skin override | cl_mod_skin_override | Local-only player skin substitution. When on, the local renderer and local sexed-sound resolver can use a chosen model/skin for the local player and/or everyone else. Server userinfo and other clients are unaffected. Saved per mod (OpenFFA/OpenTDM/baseq2 keep separate values). Applies immediately. |
| List | Local Override | Self skin | cl_mod_skin_override_self | Model/skin shown and heard locally for the LOCAL player. Empty = keep real server skin and sounds. Applies immediately. [Real server skin / female / athena / female / voodoo / female / jezebel / male / grunt / male / cipher / male / deaddude / cyborg / oni911] |
| List | Local Override | Others skin | cl_mod_skin_override_others | Model/skin shown and heard locally for ALL OTHER players. Empty = keep real server skins and sounds. Applies immediately. [Real server skin / female / athena / female / voodoo / female / jezebel / male / grunt / male / cipher / male / deaddude / cyborg / oni911] |
| Navigation | Local Override | Preset: me female, others male | set cl_mod_skin_override 1; set cl_mod_skin_override_self female/athena; set cl_mod_skin_override_others male/grunt | Preset: enable override, set self=female/athena, others=male/grunt (OpenFFA DM look) |
| Navigation | Local Override | Clear override values | reset cl_mod_skin_override_self; reset cl_mod_skin_override_others | Clear self/others override values (keeps master toggle) |
| Navigation | Local Override | Override status... | mso_status | Print current mod skin override state and resolved assets to the console. |
| Section | Files & Mods | Files & Mods | ||
| Navigation | Files & Mods | Download options... | g_downloads | Auto-download options for maps, models, skins, textures, sounds and HTTP. |
| Navigation | Files & Mods | Mod command overlay... | q2prox_modhelp | Mod command overlay for mod-specific skin commands (teamskin, eskin, etc.). |
Downloads (g_downloads)
Path: Main menu → Online Play Setup → Downloads
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Allow downloading | allow_download | Master switch for downloading missing files from servers. Applies immediately. | |
| Toggle | Maps | allow_download_maps | Download missing map (.bsp) files. Applies immediately. | |
| Toggle | Player models / skins | allow_download_players | Download missing player models and skins. Applies immediately. | |
| Toggle | Models | allow_download_models | Download missing model files. Applies immediately. | |
| Toggle | Textures | allow_download_textures | Download missing world textures. Applies immediately. | |
| Toggle | Sounds | allow_download_sounds | Download missing sound files. Applies immediately. | |
| Toggle | Pics | allow_download_pics | Download missing image / HUD files. Applies immediately. | |
| Toggle | HTTP downloads | cl_http_downloads | Allow fast HTTP downloads when the server offers a URL. Applies immediately. |
Advanced Q2PRO-X (g_advanced)
Path: Main menu → Options → Advanced Q2PRO-X
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Gameplay & Network | Gameplay & Network | ||
| Navigation | Gameplay & Network | Network God | q2prox_network_god | Network God: one hub for network health, advice, protection, reports and the existing network modules. |
| Navigation | Gameplay & Network | Laghax | q2prox_laghax | Laghax: adaptive prediction-error smoothing, its HUD and tuning weights. |
| Navigation | Gameplay & Network | Weapon predicts | q2prox_predict | Weapon prediction: ghost-weapon prediction toggles and debug. |
| Navigation | Gameplay & Network | Weapon parts visibility | q2prox_weaponfx | Weapon parts visibility: visual-only filter for muzzle, projectiles, impacts, explosions. |
| Navigation | Gameplay & Network | Movement & player | q2prox_movement | Movement & player: movement feel, prediction mode, step smoothing, fixed move. |
| Navigation | Gameplay & Network | Standard particles | q2prox_particle_colors | Standard particles: switch each standard Quake II particle family on or off and give it your own colour. Global Q2PRO-X settings. |
| Section | Video & Sound | Video & Sound | ||
| Navigation | Video & Sound | Display & capture | q2prox_video | Display & capture: display backend, desktop fullscreen, render scale. |
| Navigation | Video & Sound | Sound & acoustics | q2prox_sound | Sound & acoustics: OpenAL profile, HRTF, reverb and runtime sound actions. |
| Navigation | Video & Sound | Binaural / 3D | q2prox_binaural | Binaural / 3D: headphone binaural 3D-sound settings. |
| Navigation | Video & Sound | Sound volumes | q2prox_sound_vol | Sound volume hub: weapons, other categories, AVFX sounds |
| Section | Browsers & Online | Browsers & Online | ||
| Navigation | Browsers & Online | Server browser | q2prox_serverbrowser | Server browser: settings for the modern server-browser overlay. |
| Navigation | Browsers & Online | Demo browser | q2prox_demobrowser | Demo browser: searchable demo library backed by a central demo index. |
| Navigation | Browsers & Online | Demo player | q2prox_demoplayer | Demo player: play/pause, seek, draggable timeline and .mvd2 extras. |
| Navigation | Browsers & Online | Game statistics | q2prox_game_statistics | Game statistics: real matches, frags, results, opponents, maps and modes built from your demo library, plus a separate honest count of every recorded session. |
| Navigation | Browsers & Online | Advanced network | q2prox_advanced_network | Advanced network: client UDP source-port auto-probe and related options. |
| Navigation | Browsers & Online | Ping adaptation | q2prox_ping_adaptation | Ping adaptation: hold an absolute target ping, manually or following the opposing players. |
| Navigation | Browsers & Online | Mod overlay | q2prox_modhelp | Mod overlay: command overlay for mods (OpenTDM/OpenFFA). |
| Navigation | Browsers & Online | OpenTDM team HUD | q2prox_opentdm_teamhud | OpenTDM team HUD: passive teammate HUD — health/armor/position, weapon, freshness. |
| Section | Tools | Tools | ||
| Navigation | Tools | Visibility / highlights | q2prox_vis | Visibility / highlights: item and player visibility highlighting. |
| Navigation | Tools | Scripts / binds | q2prox_scripts | Scripts / binds: useful command binds, weapon-drop modifier, macros. |
| Navigation | Tools | Single Player Experiments | q2prox_sp_experiments | Local single-player tools: randomize items and monsters, train on DM maps, and visually reshape level geometry. Works with deathmatch 0 and the Q2PRO-X game DLL. |
Q2PRO-X / Single Player Experiments (q2prox_sp_experiments)
Path: In-game menu → Q2PRO-X / Single Player Experiments
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Modes | Modes | ||
| Navigation | Modes | Item and Monster Randomizer | q2prox_sp_mutator | Randomize item and monster classes when a map is loaded. Seed 0 gives a fresh layout every load; non-zero seed repeats the same layout. |
| Navigation | Modes | DM Map Training | q2prox_sp_dm_training | Play DM maps in local single player with monsters spawned at multiplayer start points, optional respawn and optional scoring. |
| Navigation | Modes | Geometry Deformation | q2prox_sp_geo_deform | Visually changes the level mesh for local single player: uneven surfaces, stronger geometry variation, and optional rounded corners. Movement and collision stay original. |
| Navigation | Modes | Monster Appearance Variants | q2prox_sp_monster_variants | Make repeated monsters look like different individuals: subtle size and color variation, with feet kept planted on the floor. Local single player only; no gameplay or hitbox changes. |
| Navigation | Modes | Liquid Swap | q2prox_sp_liquid_swap | Replace water with lava (or lava with water) in local single player: real damage, physics, material and AVFX. Off by default; no effect in deathmatch/coop/demo. |
| Section | Monsters | Monsters | ||
| Toggle | Monsters | Free World | cl_sp_free_world | Idle monsters walk around the level instead of standing still until they see you. They walk, never run, and go where they are facing. Ambush monsters and patrols wander too - that is the point. Off by default. Local single player only. Applies immediately. |
| Toggle | Monsters | Skill-based monster speed | cl_sp_monster_skill_speed | Applies DM-training-like skill speed (1x/1.5x/3x/5x at skill 0/1/2/3) to ordinary local single-player campaign monsters. Off by default. Does not affect deathmatch, coop, demo, or DM-training maps. Applies immediately. |
| Slider | Monsters | Skill speed intensity | cl_sp_monster_skill_speed_scale | Strength of the skill speed multiplier above 1.0x. Default 1.0 = exact P1d table; 0.5 = half the additional speed. 2.0 = Double the additional speed. Applies immediately. |
| Section | Lightning | Lightning | ||
| Toggle | Lightning | Lightning damages monsters | cl_sp_avfx_lightning_damage | Lightning radial-damages nearby monsters in local single-player and DM-training. Off by default. No effect in deathmatch / coop / demos / remote multiplayer. Player and items not damaged. Bosses included by default. (Mirrored from AVFX / Storm & Sky for convenience.) Applies immediately. |
| Slider | Lightning | Lightning damage amount | cl_sp_avfx_lightning_damage_amount | Damage at strike center (rocket-class default 120). Falls off to ~25% at the radius edge. Tougher monsters survive more strikes. Applies immediately. |
| Slider | Lightning | Lightning damage radius | cl_sp_avfx_lightning_damage_radius | Damage radius in world units (default 800, ~5x grenade launcher splash). Damage falls off with distance from strike center. Applies immediately. |
| Toggle | Lightning | Require line of sight | cl_sp_avfx_lightning_damage_los | Require line-of-sight from strike point to monster center: lightning does not hurt monsters behind thick walls (MASK_SOLID trace). Applies immediately. |
| Toggle | Lightning | Lightning breaks objects | cl_sp_avfx_lightning_damage_breakables | Allow AVFX lightning to damage nearby explosive barrels (misc_explobox) and breakable func_explosive brushes using the same amount/radius/falloff settings as monster lightning damage. Off by default. Doors, buttons, triggers and scripted entities are never affected. Applies immediately. |
| Section | Contacts & Diagnostics | Contacts & Diagnostics | ||
| Navigation | Contacts & Diagnostics | Monster AVFX contacts... | q2prox_avfx_monster_contacts | Monster AVFX contacts: footprints on snow, puddle ripples, landing splashes (local SP / DM-training). |
| Navigation | Contacts & Diagnostics | Mutator info... | sv | Print active mutation mode, seed, map name, and per-load mutation counters. |
Q2PRO-X / Single Player — Liquid Swap (q2prox_sp_liquid_swap)
Path: In-game menu → Q2PRO-X / Single Player Experiments → Q2PRO-X / Single Player — Liquid Swap
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Water to lava | cl_sp_mutate_water_to_lava | Water becomes real lava in local SP: lava damage, physics and lava material/visuals. Off by default. No effect in deathmatch/coop/demo. Applies immediately. | |
| Toggle | Lava to water | cl_sp_mutate_lava_to_water | Lava becomes water in local SP: no lava damage, water physics and water material/visuals. Off by default. If both directions are ON, real BSP water becomes lava and real BSP lava becomes water independently. Applies immediately. | |
| Toggle | Swap visuals | cl_sp_mutate_liquid_swap_visuals | Render the swapped liquid with the effective material (former water shows the lava texture). Requires cl_avfx 1 for the full enhanced look. Applies immediately. | |
| Toggle | Swap AVFX contacts | cl_sp_mutate_liquid_swap_avfx | Make AVFX contacts follow the effective liquid: weapon/rain/snow on former water use lava effects (and vice versa). Requires cl_avfx 1. Applies immediately. | |
| Toggle | Liquid swap debug | cl_sp_mutate_liquid_swap_debug | Print one diagnostic line when a liquid-swap cvar changes. For testing only. Applies immediately. | |
| Navigation | Liquid swap info... | sv | Print liquid swap status: effective mode, gate, and toggles. |
Q2PRO-X / Single Player — Monster Appearance (q2prox_sp_monster_variants)
Path: In-game menu → Q2PRO-X / Single Player Experiments → Q2PRO-X / Single Player — Monster Appearance
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| Toggle | Basics | Enable monster variants | cl_sp_monster_variants | Master switch: makes repeated monster instances visibly different by size and color in local single player. No gameplay or hitbox changes. Applies immediately. |
| Slider | Basics | Variant seed | cl_sp_monster_variant_seed | Variation seed. Same map, seed and settings give the same visual layout; 0 reshuffles on every map load. Applies immediately. |
| Slider | Basics | Overall strength | cl_sp_monster_variant_strength | Overall strength of all variation. 0 disables variation; 100 uses the full configured range. Applies immediately. |
| Section | Size | Size | ||
| Toggle | Size | Auto size variation | cl_sp_monster_variant_auto_scale | Vary overall body size of each monster within the min/max range below, with feet kept planted on the floor. Applies immediately. |
| Slider | Size | Minimum model size | cl_sp_monster_variant_scale_min | Smallest monster size as a multiplier of original (0.85 = 85%). Extreme values are an experimental setting. Applies immediately. |
| Slider | Size | Maximum model size | cl_sp_monster_variant_scale_max | Largest monster size as a multiplier of original (1.20 = 120%). Extreme values are an experimental setting. Applies immediately. |
| Section | Color & shape | Color & shape | ||
| Slider | Color & shape | Color variation | cl_sp_monster_variant_color | How strongly monsters get tinted into different colors. Keep low to preserve readability; high values are stylized. Applies immediately. |
| Slider | Color & shape | Body shape variation | cl_sp_monster_variant_shape | Per-monster body proportion variation (torso/head/leg radial width). Render-only; no hitbox/collision changes. MD2 and MD5 monsters supported. Applies immediately. |
| Slider | Color & shape | Asymmetry | cl_sp_monster_variant_asymmetry | Mild left/right asymmetric lean per monster instance. Subtle by default; high values look obviously crooked. Applies immediately. |
| Section | Bosses & service | Bosses & service | ||
| Toggle | Bosses & service | Apply to bosses | cl_sp_monster_variant_apply_bosses | Also apply variants to boss-class monsters. Off by default because bosses are designed to look distinct already. Applies immediately. |
| Navigation | Bosses & service | Monster variants info... | sp_monster_variants_info | Print master state, gate reason, current seed, and per-frame / per-map classification counters. |
Q2PRO-X / Single Player — Geometry (q2prox_sp_geo_deform)
Path: In-game menu → Q2PRO-X / Single Player Experiments → Q2PRO-X / Single Player — Geometry
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| Toggle | Basics | Deform geometry | cl_sp_geo_deform | Turns visual level deformation on or off for local single player. Movement, collision, saves and server logic stay unchanged. Applies immediately. |
| Slider | Basics | Deformation strength | cl_sp_geo_deform_preset | Overall geometry variation. 0 turns the feature off. Higher values make the level shape more visibly uneven, up to the safe maximum at 100. Applies immediately. |
| Slider | Basics | Variation seed | cl_sp_geo_deform_seed | Repeatable variation seed. Same map, seed and settings give the same visual shape; changing it rerolls the level look. Applies immediately. |
| Toggle | Basics | AVFX follows surface | cl_sp_geo_deform_avfx_sync | Lets AVFX visual overlays such as puddles, snow and rings follow the changed visible surface where possible. Applies immediately. |
| Section | Rounded corners | Rounded corners | ||
| Toggle | Rounded corners | Round corners | cl_sp_geo_round_edges | Adds visual rounded corners to suitable static wall edges. Moving platforms, liquids, sky and transparent surfaces are left untouched. Applies immediately. |
| Slider | Rounded corners | Corner roundness | cl_sp_geo_round_edges_amount | How strongly corners are rounded. 0 hides the rounded surfaces; 100 uses the full selected radius. Applies immediately. |
| Slider | Rounded corners | Corner radius | cl_sp_geo_round_edges_radius | Approximate width of rounded corners in world units. Short edges are limited automatically. Applies immediately. |
| Slider | Rounded corners | Corner smoothness | cl_sp_geo_round_edges_segments | Smoothness of rounded corners. Higher values look smoother but add more geometry. Applies immediately. |
| Slider | Rounded corners | Corner angle threshold | cl_sp_geo_round_edges_angle_threshold | Which angles are sharp enough to receive rounding. Higher values affect fewer, sharper corners. Applies immediately. |
| Section | Manual displacement | Manual displacement | ||
| Slider | Manual displacement | Large displacement | cl_sp_geo_deform_strength | Manual broad displacement amount. Usually controlled by the main strength row above. Applies immediately. |
| Slider | Manual displacement | Surface tilt | cl_sp_geo_deform_tilt | Manual surface tilt amount. Higher values make surfaces lean more. Applies immediately. |
| Slider | Manual displacement | Fine roughness | cl_sp_geo_deform_noise | Manual fine roughness. Lower it if very small visual noise is unwanted. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Apply now... | sp_geo_deform_apply | Rebuild the visible level geometry immediately with the current settings. |
| Navigation | Service | Geometry info... | sp_geo_deform_info | Print current geometry settings and rebuild counters to the console. |
Q2PRO-X / Single Player — Item and Monster Randomizer (q2prox_sp_mutator)
Path: In-game menu → Q2PRO-X / Single Player Experiments → Q2PRO-X / Single Player — Item and Monster Randomizer
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Items | Items | ||
| Toggle | Items | Randomize items | cl_sp_mutate_items | Replace item pickups when a single-player map is loaded. Keys are never replaced; scripted items stay protected by default. |
| List | Items | Item mode | cl_sp_mutate_item_mode | Chooses how freely items may change: same family, combat-related families, or full chaos for any non-key item. [Same category / Combat set / Chaos] |
| Slider | Items | Item categories | cl_sp_mutate_item_cats | Item category mask: 1 armor, 2 ammo, 4 weapons, 8 powerups, 16 health; 31 means all categories. |
| Section | Monsters | Monsters | ||
| Toggle | Monsters | Randomize monsters | cl_sp_mutate_monsters | Replace monster classes when a single-player map is loaded. Bosses and scripted monsters stay protected unless explicitly allowed. |
| List | Monsters | Monster mode | cl_sp_mutate_monster_mode | Chooses how far monster replacements may move by strength: same strength, nearby strength, or chaos. [Same strength / Nearby strength / Chaos] |
| Section | Layout & pool | Layout & pool | ||
| Slider | Layout & pool | Layout seed | cl_sp_mutate_seed | 0 gives a fresh random layout every map load. Non-zero values repeat the same layout for testing or sharing. |
| Toggle | Layout & pool | Affect scripted entities | cl_sp_mutate_allow_linked_entities | Also replace scripted or connected entities. Leave off for normal play, because some maps can become impossible to finish. |
| Toggle | Layout & pool | Bosses in pool | cl_sp_mutate_allow_bosses | Allow boss monsters in the replacement pool. This can sharply raise difficulty. |
| Section | Destruction (AVFX) | Destruction (AVFX) | ||
| Toggle | Destruction (AVFX) | Lightning breaks objects | cl_sp_avfx_lightning_damage_breakables | Mirror of AVFX / Storm Settings: allow AVFX lightning to damage nearby explosive barrels (misc_explobox) and breakable func_explosive brushes. Uses the lightning damage amount/radius/LOS settings. Off by default; doors, buttons, triggers and scripted entities are never affected. Applies immediately. |
| Toggle | Destruction (AVFX) | Meteors hit monsters | cl_sp_avfx_meteor_impact_damage | Mirror of AVFX / Impact Meteors: meteor damage to monsters in SP / SP-training. Off by default. |
| Toggle | Destruction (AVFX) | Meteors break objects | cl_sp_avfx_meteor_impact_damage_breakables | Mirror of AVFX / Impact Meteors: meteor detonates misc_explobox + damages func_explosive. |
| Navigation | Destruction (AVFX) | Applies on next map command | echo | Apply the current settings on the next map load. Start a fresh map via the standard game menu or map <name>. |
| Navigation | Destruction (AVFX) | Mutator info... | sv | Print active mutation mode, seed, map name, and per-load mutation counters. |
Q2PRO-X / Single Player — DM Map Training (q2prox_sp_dm_training)
Path: In-game menu → Q2PRO-X / Single Player Experiments → Q2PRO-X / Single Player — DM Map Training
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| Toggle | Basics | Enable training | cl_sp_mutate_dm_training | Populates suitable DM maps with monsters at multiplayer spawn points when loaded in local single player. |
| Slider | Basics | Monster count | cl_sp_mutate_dm_count | Desired number of training monsters. The map's spawn point count can limit the final number. |
| Section | Respawn | Respawn | ||
| Toggle | Respawn | Respawn dead monsters | cl_sp_mutate_dm_respawn | Respawn dead training monsters at a free DM spawn point after the configured delay. Skips points too close to the player or another live training monster. |
| Slider | Respawn | Respawn delay | cl_sp_mutate_dm_respawn_delay | Seconds between a training monster's death and its respawn. Only when respawn is on. Minimum 1. |
| Toggle | Respawn | Respawn items | cl_sp_mutate_dm_respawn_items | When SP DM-training is active, weapons, armor, health, ammo and powerups respawn at their original pickup points like in multiplayer. Keys, dropped items and scripted progression items never respawn. Default ON. |
| Section | Scoring | Scoring | ||
| Toggle | Scoring | Scoring mode | cl_sp_mutate_dm_score | Enables a score-based training round: kills give points, monster damage subtracts points, player death ends the round. |
| Slider | Scoring | Score target | cl_sp_mutate_dm_score_limit | Score needed to win the round. |
| Slider | Scoring | Damage penalty | cl_sp_mutate_dm_score_damage_scale | How strongly monster damage subtracts score. 0 disables the damage penalty. |
| Toggle | Scoring | Show score | cl_sp_mutate_dm_score_hud | Shows the current score and round state on the HUD. |
| Slider | Scoring | Score X | cl_sp_mutate_dm_score_hud_x | Horizontal position of the score display. Applies immediately. |
| Slider | Scoring | Score Y | cl_sp_mutate_dm_score_hud_y | Vertical position of the score display. Applies immediately. |
| Section | Spawn & pool | Spawn & pool | ||
| Slider | Spawn & pool | Min player distance | cl_sp_mutate_dm_min_player_dist | Minimum distance in Q2 units between a (re)spawn point and the player. Closer points are skipped. |
| Slider | Spawn & pool | Min monster distance | cl_sp_mutate_dm_min_monster_dist | Minimum distance in Q2 units between two simultaneously-living training monsters. |
| Toggle | Spawn & pool | Heavy monsters | cl_sp_mutate_dm_allow_heavy | Allow heavy monsters in the training pool. |
| Toggle | Spawn & pool | Boss monsters | cl_sp_mutate_dm_allow_bosses | Allow boss monsters in the training pool. |
| Navigation | Spawn & pool | Applies on next map command | echo | Apply the current DM training settings on the next map load. Start a fresh DM map via the console (map q2dm1 etc.) or game menu. |
| Navigation | Spawn & pool | Mutator info... | sv | Print DM training status, spawn point count, alive/target monster counts, and skip counters. |
Config & Files (g_config)
Path: Main menu → Options → Config & Files
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| Toggle | Basics | Startup intro | cl_q2prox_startup_intro | Default ON. Plays the separate Q2PRO-X intro once on a cold menu/console launch. Game-music settings do not affect it. Direct map/server/demo starts suppress it; loading a map stops it. OFF stops it now; ON applies next launch. |
| Toggle | Basics | Automatic game statistics | cl_game_stats_auto | Default OFF. Refresh your personal game statistics automatically on a plain cold start. Nothing is scanned or parsed in the background while this is off. Applies immediately. |
| Toggle | Basics | Statistics in intro | cl_game_stats_intro | Default ON, and inert unless both automatic game statistics and the startup intro are active. During the intro it shows a short sequence of personal moments beside the menu — one fact at a time, appearing and dissolving. With no qualifying match nothing is drawn at all. Applies immediately. |
| Toggle | Basics | Autosave config | cl_q2prox_cfg_autosave | Auto-save the Q2PRO-X config (global + mod-local) whenever you change a setting in the menu. Applies immediately. |
| Toggle | Basics | Mod scanning | cl_q2prox_modscan | Scan first-level mod folders at startup for game DLLs (feeds the Mods menu). Off = Mods menu shows only baseq2 (local). Applies immediately. |
| Toggle | Basics | Disable AVFX globally | cl_avfx_global_disable | Global override for all mods. When enabled, AVFX is effectively off everywhere without changing each mod's local AVFX preset. Turn it off later to restore the per-mod AVFX settings. Applies immediately. |
| Navigation | Basics | Mod configs... | q2prox_modcfg | Per-mod config profiles for BaseQ2, OpenTDM and OpenFFA: four named presets each, one of them the default that is applied automatically when you enter that mod. A preset is applied on top of your settings and is never written into a saved config. |
| Navigation | Basics | Import missing legacy settings... | q2prox_global_prefs | Adds Q2PRO-X global settings that are still missing from the global config. Existing values and every key binding are left exactly as they are; nothing is replaced and no per-mod config is touched. |
| Toggle | Basics | Alt+F4 quit | cl_altf4_exit | Let Alt+F4 immediately quit the game. Applies immediately. |
| Section | Language & Other Fonts | Language & Other Fonts | ||
| List | Language & Other Fonts | Russian display localization | cl_console_utf8_ru | Russian display-localization baseline. Auto = on for Russian Windows, Off = English/legacy, On = forced Russian. Display only; does not enable Russian console input. [Auto / Off / On] |
| List | Language & Other Fonts | Console font | cl_console_font_mode | Console font. Legacy = stock conchars, San Francisco = SFUIText Regular fixed-cell. Console only. Applies immediately. [Legacy / San Francisco] |
| List | Language & Other Fonts | Browsers font | cl_browser_font_mode | Browser/UI chrome typography. legacy = stock conchars, Iskra = Iskra Cyrillic Regular fixed-cell. Wired: server / cvar / demo browser, demo player overlay chrome, modhelp local UI. Raw server names / demo filenames stay on the byte-exact legacy path. Applies immediately. [Legacy / Iskra] |
| List | Language & Other Fonts | HUD font | cl_hud_font_mode | HUD/local-overlay typography. legacy = stock conchars, Iskra = Iskra Cyrillic Regular fixed-cell. Wired trusted: net autoport, demo item timers, demo analytics, screen.c local labels (demo bar, LAGHAX), OpenTDM team HUD trusted chrome. Server-supplied layout / configstring / chat / scoreboard names stay on the byte-exact legacy path. Applies immediately. [Legacy / Iskra] |
| Section | Binds & Save | Binds & Save | ||
| Key | Binds & Save | Cvar browser toggle key | cvar_browser_toggle | Key that shows/hides the Q2PRO-X cvar reference overlay. |
| List | Binds & Save | Bare writeconfig saves | cl_writeconfig_full | What a bare writeconfig <file> (typed with no -a/-b/-c/-m) saves. Explicit flags always win and are never broadened by this. This is a manual CFG export, not Q2PRO-X preset saving. Applies immediately. [Bindings + archived / Everything (-b -m -a)] |
| Navigation | Binds & Save | Save all configs... | q2prox_cfg_save | Save all Q2PRO-X settings (both global and mod-local configs). |
| Navigation | Binds & Save | Save global config... | q2prox_cfg_save_global | Save global settings to baseq2/q2pro-x/q2pro-x.cfg. |
| Navigation | Binds & Save | Save local config... | q2prox_cfg_save_local | During normal play saves the mod-local config. During .dm2/.mvd2 playback saves the demo-visual preset. Target filename is printed to console. |
| Navigation | Binds & Save | Save demo visual config... | q2prox_cfg_save_demo_visual | Always writes baseq2/q2pro-x/demo_visual/q2pro-x.demo.cfg. The visual preset used only during demo playback. |
| Section | Reset | Reset | ||
| Navigation | Reset | Defaults all... | q2prox_cfg_defaults | Reset every Q2PRO-X setting back to its default. |
| Navigation | Reset | Defaults global... | q2prox_cfg_defaults_global | Reset only the global settings to defaults. |
| Navigation | Reset | Defaults local... | q2prox_cfg_defaults_local | Reset local cvars. During demo playback: only visual cvars (binds kept) into the demo-visual target. Otherwise: mod-local cvars + binds. |
| Navigation | Reset | Defaults demo visual... | q2prox_cfg_defaults_demo_visual | Reset only the demo-visual cvars to defaults (binds always kept). Run q2prox_cfg_save_demo_visual afterwards to persist. |
Menu Settings (g_menu_settings)
Path: Main menu → Options → Menu Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Behavior | Behavior | ||
| Toggle | Behavior | Open menu on startup | ui_open | Default ON. On an ordinary launch, open the Q2PRO-X main menu. OFF leaves the full-screen console; ESC still opens the menu. |
| List | Behavior | Menu profile | cl_q2prox_menu_profile | Select the complete menu or the shorter multiplayer-focused root. Applies immediately. [Full / Multiplayer] |
| Section | Appearance | Appearance | ||
| List | Appearance | Game menu language | cl_menu_utf8_ru | Inherit the interface language or force English/Russian only for game menus. [Inherit global / English / Russian] |
| List | Appearance | Menu font | cl_menu_font_mode | Choose the classic bitmap font or the smooth Jost Medieval menu font. Applies immediately. [Legacy / Jost Medieval] |
| List | Appearance | Menu visual style | cl_menu_visual_style | Choose the classic menu look or modern Q2PRO-X panels and controls. Applies immediately. [Legacy / Modern] |
| Toggle | Appearance | Menu autoscale | cl_menu_modern_autoscale | Fit modern menus to the screen automatically while menu scale is Auto. Applies immediately. |
| Navigation | Appearance | Menu scale: auto | set ui_scale 0 | Return menu scale to automatic selection. |
| Slider | Appearance | Menu scale | ui_scale | Manual menu scale. Use the Auto action above to restore automatic fitting. Applies immediately. |
| Slider | Appearance | Menu opacity | cl_menu_alpha | Menu background opacity from fully transparent to opaque. Applies immediately. |
| Section | Hints & Badges | Hints & Badges | ||
| Toggle | Hints & Badges | Show bottom menu hint | cl_q2prox_menu_bottom_hint | Show the compact bottom hint band for the selected menu item. Default ON. Applies immediately. |
| Toggle | Hints & Badges | Hover hints | cl_q2prox_menu_hover_hints | Show the same hint near the mouse cursor after a short delay. Applies immediately. |
| Slider | Hints & Badges | Hint delay | cl_q2prox_menu_hover_hint_delay | Delay before a mouse-hover hint appears. Applies immediately. |
| Slider | Hints & Badges | Hover hint background | cl_q2prox_menu_hover_hint_alpha | Opacity of the floating hint background; its text stays visible. Applies immediately. |
| Toggle | Hints & Badges | Q2PRO-X badges | cl_q2prox_menu_badges | Show green (X) markers on Q2PRO-X menu items. Applies immediately. |
| Toggle | Hints & Badges | Global-setting badges | cl_q2prox_menu_global_badges | Show (G) on settings saved globally for every mod. Applies immediately. |
| Toggle | Hints & Badges | Mod-setting badges | cl_q2prox_menu_mod_badges | Show (M) on settings saved only for the current mod. Applies immediately. |
Help / About Q2PRO-X (g_help)
Path: Main menu → Help / About Q2PRO-X
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Reference | Reference | ||
| Navigation | Reference | Cvar reference... | cvar_help | Open the live cvar reference: search, description, values, source. |
| Navigation | Reference | Cvar browser settings... | q2prox_cvarbrowser | Open cvar-browser settings: opacity, language, text scale. |
| Section | Diagnostics | Diagnostics | ||
| Navigation | Diagnostics | Version info... | version | Print the Q2PRO-X build version and component info to console. |
| Navigation | Diagnostics | Movement feel info... | movementfeel_info | Print the current movement feel and the backend actually applied. |
| Navigation | Diagnostics | Render scale info... | gl_render_scale_info | Print the render-scale pipeline path, max resolution and tile grid. |
| Navigation | Diagnostics | OLED info... | vid_oled_info | Print OLED-protection status and the reasons each stage is/isn't active. |
| Navigation | Diagnostics | Reverb info... | al_reverb_info | Print reverb classifier state and the current EAX preset data. |
| Navigation | Diagnostics | Binaural info... | al_binaural_info | Print the current binaural (3D headphone) runtime state. |
| Navigation | Diagnostics | Visual fx info... | gl_visual_fx_info | Print the status of the visual-FX subsystems. |
| Navigation | Diagnostics | Vis items info... | cl_vis_items_info | Print how items are classified for the visibility layer. |
| Section | Tools | Tools | ||
| Navigation | Tools | Performance & Budget HUD... | q2prox_perf_hud | Live performance and budget HUD: occupancy bars plus measured CPU/GPU cost for the frame, dynamic lighting and the enabled AVFX families. Default off. |
| Navigation | Tools | List macros... | macrolist | List all available console macros. |
Performance & Budget HUD (q2prox_perf_hud)
Path: Main menu → Help / About Q2PRO-X → Performance & Budget HUD
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | General | General | ||
| Toggle | General | Performance HUD | cl_perf_hud | Default OFF. Show the live performance and budget HUD. While it is off the HUD performs no timing, no GPU query, no counting and no drawing. Applies immediately. |
| Slider | General | Update interval | cl_perf_hud_interval | How often a new snapshot is published, in seconds. Between publications the cached snapshot is drawn and its age is shown in the title. Applies immediately. |
| Slider | General | Opacity | cl_perf_hud_alpha | Opacity of the HUD background and text, independent of scr_alpha. Applies immediately. |
| Slider | General | Text scale | cl_perf_hud_scale | Text-size multiplier for this HUD only, independent of scr_scale. Applies immediately. |
| Toggle | General | Pillarbox free area | cl_perf_hud_pillarbox_workspace | Allow placing the HUD in the pillarbox side bars. Applies immediately. |
| Toggle | General | Only active metrics | cl_perf_hud_active_only | Default ON. Show only metrics that are doing something now: an off, blocked or empty family is hidden, so puddle and snow rows go away when it is neither raining nor snowing. Hidden metrics are still measured and reappear at once. Applies immediately. |
| Toggle | General | Only in game | cl_perf_hud_ingame_only | Default ON. Draw the HUD only on a loaded, playing map - not in the main menu, not on a loading screen, not while disconnected. While hidden it collects nothing. Applies immediately. |
| Toggle | General | Show in menu | cl_perf_hud_show_in_menu | Default ON. Keep the HUD visible while a menu is open. Turn it off and the HUD steps aside for the menu even on a loaded map, and returns when the menu closes. Applies immediately. |
| Section | Columns | Columns | ||
| Toggle | Columns | Cost column | cl_perf_hud_show_cost | Default ON. Show the whole cost column - everything to the right of the bars. Turn it off for a compact list of names and values only. Applies immediately. |
| Toggle | Columns | Budget bars | cl_perf_hud_show_budget | Draw the segmented occupancy bars. Setting rows carry a SET marker so a slider is never mistaken for a budget. Applies immediately. |
| Toggle | Columns | CPU cost | cl_perf_hud_show_cpu | Show measured CPU cost where a producer owns a real timed interval. Off also stops asking those producers to time themselves. Applies immediately. |
| Toggle | Columns | GPU cost | cl_perf_hud_show_gpu | Show GPU cost from the existing nonblocking query ring. A pass without an isolated interval is labelled shared; a pass without a ready result reads warming, never 0.000 ms. Applies immediately. |
| Section | Sections | Sections | ||
| Toggle | Sections | General | cl_perf_hud_show_general | Show the General / Frame section: frame time, entities, particles, overlay queue, workers and the world/material GPU intervals. Applies immediately. |
| Toggle | Sections | Dynamic lighting | cl_perf_hud_show_lighting | Show the Dynamic Lighting section: effective mode, light slot occupancy against real capacities, flashlight and shadow state, and the lighting settings. Applies immediately. |
| Toggle | Sections | AVFX | cl_perf_hud_show_avfx | Show the AVFX section. Only enabled families appear; a blocked family shows its exact reason. Applies immediately. |
| Section | Actions | Actions | ||
| Navigation | Actions | AVFX metric selection... | q2prox_perf_hud_metrics | Choose which AVFX metric groups the HUD collects and shows. |
| Key | Actions | Toggle HUD key | perf_hud_toggle | Bind a key that toggles the Performance HUD on and off. Not bound by default. |
| Navigation | Actions | Edit HUD position... | perf_hud_edit | Enter HUD edit mode: left-drag to move, Enter/Escape to exit. |
| Navigation | Actions | Reset HUD position | perf_hud_reset_position | Clear the saved HUD position (back to default placement). |
| Navigation | Actions | Print information | perf_hud_info | Print the HUD's own typed state: schedule, subscription, structural counters and every published row. |
AVFX Metric Selection (q2prox_perf_hud_metrics)
Path: Main menu → Help / About Q2PRO-X → Performance & Budget HUD → AVFX Metric Selection
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | AVFX metric groups | AVFX metric groups | ||
| Toggle | AVFX metric groups | Weather & particles | cl_perf_hud_metrics_weather_particles | Rain streaks and drops, impacts, snow flakes and patches, ash, lava steam and contact events. Applies immediately. |
| Toggle | AVFX metric groups | Water & puddles | cl_perf_hud_metrics_water_puddles | Puddles, rings, runoff, foam, ripples, splashes, surface flow and enhanced water. Applies immediately. |
| Toggle | AVFX metric groups | Reflections | cl_perf_hud_metrics_reflections | Mirror SSR, planar capture and composite, plus reflection capture and puddle/water model reflections. Applies immediately. |
| Toggle | AVFX metric groups | Sky & celestial | cl_perf_hud_metrics_sky_celestial | Meteors, trains, particles, impacts, comets, spaceships, stars and god rays. Applies immediately. |
| Toggle | AVFX metric groups | Fog & clouds | cl_perf_hud_metrics_fog_clouds | Volumetric fog and volumetric clouds, including the clouds GPU interval. Applies immediately. |
| Toggle | AVFX metric groups | Black hole | cl_perf_hud_metrics_blackhole | Black hole and consumption masters plus the stage, field and composite GPU intervals. Applies immediately. |
| Toggle | AVFX metric groups | Surface materials | cl_perf_hud_metrics_surface_materials | Surface Materials, including wildlife, and the packed grass instances submitted this frame. Applies immediately. |
| Toggle | AVFX metric groups | Player contacts | cl_perf_hud_metrics_player_contact | Live Player Contact records out of the pool, plus the contact surface, reflection and wound GPU intervals. Applies immediately. |
| Toggle | AVFX metric groups | Postprocess & misc | cl_perf_hud_metrics_postprocess_misc | Overlay and postprocess GPU intervals, ambient audio loops and atlas upload volume. Applies immediately. |
Address book (g_addressbook)
Path: Main menu → Join Online → Legacy Browser / Join By Address → Address book
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Addresses 1-8 | Addresses 1-8 | ||
| Field | Addresses 1-8 | |||
| Field | Addresses 1-8 | |||
| Field | Addresses 1-8 | |||
| Field | Addresses 1-8 | |||
| Field | Addresses 1-8 | |||
| Field | Addresses 1-8 | |||
| Field | Addresses 1-8 | |||
| Field | Addresses 1-8 | |||
| Section | Addresses 9-16 | Addresses 9-16 | ||
| Field | Addresses 9-16 | |||
| Field | Addresses 9-16 | |||
| Field | Addresses 9-16 | |||
| Field | Addresses 9-16 | |||
| Field | Addresses 9-16 | |||
| Field | Addresses 9-16 | |||
| Field | Addresses 9-16 | |||
| Field | Addresses 9-16 |
Laghax (q2prox_laghax)
Path: Main menu → Online Play Setup → Laghax
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Smoothing | Smoothing | ||
| List | Smoothing | Laghax mode | cl_laghax | Smooths prediction-error corrections. Off = snap to server, Fixed = window set by cl_laghax_maxms, Adaptive = window varies with network stress. [off / fixed / adaptive] |
| Section | HUD overlay | HUD overlay | ||
| Toggle | HUD overlay | Laghax HUD | cl_laghax_hud | Show the real-time laghax overlay (top-right by default, draggable). |
| Slider | HUD overlay | HUD opacity | cl_laghax_hud_alpha | Opacity of the laghax HUD (independent of scr_alpha). Applies immediately. |
| Toggle | HUD overlay | Auto-hide when unchanged | cl_laghax_hud_auto_hide | Hide the HUD automatically when nothing changes: the network reading stays green and no predict switches on or off. Either event shows it again; prediction-error spikes on lifts are ignored on purpose. Applies immediately. |
| Slider | HUD overlay | Hide delay (s) | cl_laghax_hud_auto_hide_sec | How many seconds without changes before the HUD hides. Any trigger shows it again and restarts the countdown. Applies immediately. |
| Slider | HUD overlay | Text scale | cl_laghax_hud_scale | Text-size multiplier for the laghax HUD only (0.5..2.0). Independent of scr_scale. Applies immediately. |
| Toggle | HUD overlay | Show ping adaptation | cl_laghax_hud_show_ping_adapt | Add the ping adaptation rows: real ping, adapted ping, added delay and the state. Shown only while ping adaptation itself is enabled. Applies immediately. |
| Toggle | HUD overlay | Show predicts row | cl_laghax_hud_show_predict_params | Add a HUD row listing which weapon and player predicts are currently on. Applies immediately. |
| Toggle | HUD overlay | Show physics row | cl_laghax_hud_show_physics_params | Add a HUD row showing movement feel, step smoothing, legacy predict and fixed move. Applies immediately. |
| Toggle | HUD overlay | Show predict runtime | cl_laghax_hud_show_predict_runtime | Add extra live rows exposing weapon-prediction internals (diagnostic only). Applies immediately. |
| Toggle | HUD overlay | Pillarbox free area | cl_laghax_hud_pillarbox_workspace | Allow placing the HUD in the pillarbox side bars. Applies immediately. |
| Toggle | HUD overlay | Hide HUD in deathmatch 0 | cl_laghax_hud_hide_deathmatch0 | Auto-hide the HUD in deathmatch 0 contexts. Widget only — cl_laghax smoothing stays active. Applies immediately. |
| Toggle | HUD overlay | Hide HUD on a local server | cl_laghax_hud_hide_local | Auto-hide the laghax HUD while a local server is running (your own sandbox). Widget only - cl_laghax smoothing stays active. Applies immediately. |
| Toggle | HUD overlay | Hide HUD during demo playback | cl_laghax_hud_hide_demo | Auto-hide the HUD during demo playback. Widget only — cl_laghax smoothing stays active. Applies immediately. |
| Navigation | HUD overlay | Edit HUD position... | laghax_hud_edit | Enter HUD edit mode: left-drag to move, Enter/Escape to exit. |
| Navigation | HUD overlay | Reset HUD position | laghax_hud_reset | Clear the saved HUD position (back to default placement). |
| Section | Window & debug | Window & debug | ||
| Toggle | Window & debug | Laghax debug | cl_laghax_debug | Print smoothing statistics to console every server frame. |
| Slider | Window & debug | Max cap | cl_laghax_maxms | Hard safety cap on the smoothing window (ms) — never exceeded no matter how high the stress. |
| Slider | Window & debug | Adaptive max window | cl_laghax_maxwindow | Adaptive-mode ceiling for the smoothing window (ms), below the hard cl_laghax_maxms clamp. |
| Slider | Window & debug | Minimum error | cl_laghax_minerror | Corrections smaller than this (Quake units) snap instantly instead of being smoothed. |
| Section | Adaptive weights | Adaptive weights | ||
| Slider | Adaptive weights | Ping weight | cl_laghax_ping_weight | Weight of ping in the adaptive stress function — higher = larger smoothing window at high ping. |
| Slider | Adaptive weights | Jitter weight | cl_laghax_jitter_weight | Weight of ping jitter (variance) in the adaptive stress function. Higher = more smoothing on a jittery link. |
| Slider | Adaptive weights | Loss weight | cl_laghax_loss_weight | Weight of packet loss / drops in the adaptive stress function. Higher = more smoothing when packets drop. |
| Slider | Adaptive weights | Debt weight | cl_laghax_debt_weight | Weight of prediction debt (accumulated uncorrected error). Higher = more aggressive smoothing as the backlog grows. |
| Slider | Adaptive weights | Gap weight | cl_laghax_gap_weight | Weight of the authority-gap signal (delay between expected and actual authoritative frame) in the stress function. |
Ping Adaptation (q2prox_ping_adaptation)
Path: Main menu → Online Play Setup → Ping Adaptation
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Mode | Mode | ||
| List | Mode | Adaptation mode | cl_ping_adapt_mode | Hold an absolute target ping. Off adds nothing. Manual holds your own target; Automatic takes it from the source below. The value is the FINAL ping, not an addition: real 10 with a target of 30 adds about 20, and a real ping already above the target adds nothing. Applies immediately. [Off / Manual / Automatic] |
| List | Mode | Automatic source | cl_ping_adapt_auto_source | Where Automatic takes its target: a configured range, or the active opposing players (OpenTDM: the other team; OpenFFA: the other active players). Spectators and you are always excluded. Applies immediately. [Range / Players] |
| Section | Manual | Manual | ||
| Slider | Manual | Target ping | cl_ping_adapt_manual_ms | Absolute target ping for Manual mode. A target below your real ping simply adds nothing. Applies immediately. |
| Section | Automatic range | Automatic range | ||
| Slider | Automatic range | Minimum | cl_ping_adapt_range_min_ms | Lower bound of the band. Adaptation runs only while your real ping is below this value; one target is then chosen inside the band and held stable. Applies immediately. |
| Slider | Automatic range | Maximum | cl_ping_adapt_range_max_ms | Upper bound of the band. Both bounds are additionally limited by the maximum final ping below. Applies immediately. |
| Section | Players | Players | ||
| Slider | Players | Check interval | cl_ping_adapt_check_interval_ms | How often the target and the opposing roster are recomputed. Server requests are combined and never sent more than once per second. Applies immediately. |
| Slider | Players | Offset | cl_ping_adapt_offset_ms | Signed offset from the opponents' ping. Target = opponent ping + offset. Example: opponent 40 with offset -10 gives a target of 30. Applies immediately. |
| Slider | Players | Minimum difference | cl_ping_adapt_min_difference_ms | Adaptation starts only when your real ping is below the opponents' ping by at least this much. Example: opponent 40 and 15 here leaves a real ping of 30 alone. Applies immediately. |
| Slider | Players | Maximum final ping | cl_ping_adapt_max_ms | Hard ceiling for the final target in Automatic mode. Applies to both automatic sources and never to Manual. Applies immediately. |
| Section | Service | Service | ||
| Toggle | Service | Event log | cl_ping_adapt_debug | Log adaptation events to the console: mode changes, target changes, roster updates. Never prints per packet. Applies immediately. |
| Navigation | Service | Print information | ping_adapt_info | Print the full current state: real and adapted ping, target, added delay, opposing players and queue. |
| Navigation | Service | Reset controller | ping_adapt_reset | Restart measurement and roster tracking without changing any setting. Packets already waiting are sent in order first. |
Network God (q2prox_network_god)
Path: Main menu → Online Play Setup → Network God
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Status | Status | ||
| List | Status | Mode | cl_network_god_mode | Off changes nothing at all. Diagnosis only measures and explains. Guided proposes one change and waits for you. Automatic may apply the changes you permit, checks the result and reverts it if it did not help. Applies immediately. [Off / Diagnosis / Guided / Automatic] |
| Navigation | Status | Open Network God overlay... | network_god_open | Open the overlay: what-to-do-now, incident timeline, the Action Center with Apply, module states and the lab. |
| Key | Status | Overlay key | network_god_toggle | Bind a key that opens and closes the Network God overlay. |
| Toggle | Status | Off on a local server | cl_network_god_local_off | Do not run Network God at all on a local server. Single player (deathmatch 0) is always excluded regardless of this setting. Applies immediately. |
| Navigation | Status | HUD status... | q2prox_network_god_hud | The optional in-game status strip and text line: view, place, scale, palette and motion. |
| Section | Network analysis | Network analysis | ||
| Navigation | Network analysis | Traffic & applications... | q2prox_network_god_traffic | Optional continuous background download/upload analysis and independently optional application-source hints for long matches. |
| Section | Automatic policy | Automatic policy | ||
| List | Automatic policy | Policy | cl_network_god_policy | How eagerly a change is proposed. It shifts the thresholds only; a cautious policy never gains permission to touch anything a responsive one may not. Applies immediately. [Cautious / Balanced / Responsive] |
| Slider | Automatic policy | Minimum observation (s) | cl_network_god_observe_sec | How long a connection must be measured before any change may be proposed. Enough samples are required as well, so a quiet link waits longer. Applies immediately. |
| Toggle | Automatic policy | Auto-restart measurements | cl_network_god_auto_rebaseline | When a critical local network setting changes, or net_restart runs, discard every older measurement and learn the connection again. This prevents the transition itself from being diagnosed as packet loss. Off keeps the current measurement window. Applies immediately. |
| Slider | Automatic policy | Cooldown (s) | cl_network_god_cooldown_sec | Minimum pause between two applied changes, so the connection cannot be adjusted back and forth. Applies immediately. |
| Navigation | Automatic policy | Permissions... | q2prox_network_god_permissions | What Automatic is allowed to change, one permission per item. |
| Section | Protection & testing | Protection & testing | ||
| Navigation | Protection & testing | Jitter Shield... | q2prox_network_god_jitter | Smooth out other players' movement on an uneven link. Your own player, aim and hit registration are never touched. |
| Navigation | Protection & testing | Connection Guardian... | q2prox_network_god_guardian | Bounded automatic recovery after the connection goes silent. It never reacts to a kick, a ban or your own disconnect. |
| Navigation | Protection & testing | Network Lab... | q2prox_network_god_lab | Generate synthetic delay, loss and reordering to see how the game behaves. Clearly marked and stopped by one action. |
| Section | More | More | ||
| Navigation | More | Service & modules... | q2prox_network_god_service | Reports, diagnostics, session actions and the existing network modules. |
Network God Service & Modules (q2prox_network_god_service)
Path: Main menu → Online Play Setup → Network God → Network God Service & Modules
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Actions & reports | Actions & reports | ||
| Navigation | Actions & reports | Copy report | network_god_report_copy | Copy the current localized report to the clipboard. |
| Navigation | Actions & reports | Save report | network_god_report_save | Save the report as TXT and JSON under baseq2/q2pro-x/network-god/reports. |
| Navigation | Actions & reports | Undo last change | network_god_undo | Remove the change Network God is currently holding and return your own values. |
| Navigation | Actions & reports | Reset observation | network_god_reset_session | Forget the measured baseline and history for this connection and start observing again. |
| Section | Diagnostics | Diagnostics | ||
| Slider | Diagnostics | History depth (s) | cl_network_god_history_sec | How much recent history the timeline and the reports keep. Applies immediately. |
| Toggle | Diagnostics | Server address in report | cl_network_god_report_include_server | Put the literal server address into saved and copied reports. Off writes a stable pseudonym instead. Applies immediately. |
| Toggle | Diagnostics | Event log | cl_network_god_debug | Log Network God events to the console: mode, generation, governor transitions. Never prints per packet. Applies immediately. |
| Navigation | Diagnostics | Print information | network_god_info | Print the complete current state to the console, including the counters that prove what actually ran. |
| Section | Existing modules | Existing modules | ||
| Navigation | Existing modules | Laghax... | q2prox_laghax | Laghax: adaptive prediction-error smoothing, its HUD and weights. |
| Navigation | Existing modules | Weapon predicts... | q2prox_predict | Weapon and player prediction toggles and the shared ping gate. |
| Navigation | Existing modules | Ping adaptation... | q2prox_ping_adaptation | Ping adaptation: hold an absolute target ping, manually or following the opposing players. |
| Navigation | Existing modules | Network & port scanner... | q2prox_advanced_network | Bandwidth, packet rates and the client UDP port scanner. |
Background Traffic (q2prox_network_god_traffic)
Path: Main menu → Online Play Setup → Network God → Background Traffic
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Continuous monitoring | Continuous monitoring | ||
| Toggle | Continuous monitoring | Continuous check | cl_network_god_traffic_monitor | Continuously measure background receive and transmit traffic during a live Network God session. Default off: no repeated adapter sampling. Warnings require sustained load and clear slowly, so normal bursts do not flash. Applies immediately. |
| Toggle | Continuous monitoring | Application analysis | cl_network_god_traffic_app_scan | Optionally look for a possible application source after sustained traffic is confirmed. Works only with Continuous check. Default off: no process, service or endpoint scan. A found application is a hint, never exact byte attribution. Applies immediately. |
| Slider | Continuous monitoring | Receive threshold (KiB/s) | cl_network_god_traffic_rx_kbps | Sustained background receive rate in KiB/s. It covers routed physical Internet carriers, including a VPN underlay, after the client's own datagrams are subtracted. It is not ISP capacity. Applies immediately. |
| Slider | Continuous monitoring | Transmit threshold (KiB/s) | cl_network_god_traffic_tx_kbps | Sustained background transmit rate in KiB/s. Upload pressure is separated because it often harms gameplay before a large download does. Applies immediately. |
| Slider | Continuous monitoring | Sustain time (s) | cl_network_god_traffic_sustain_sec | How many continuous seconds the threshold must be exceeded before the overlay warns. Short Steam, browser and Windows bursts are ignored. Applies immediately. |
| Section | How to read it | How to read it | ||
| Navigation | How to read it | Verify impact - 30 s | network_god_traffic_check | Start a 30-second before/after comparison. Pause the suspected transfer immediately after pressing it; Network God reports whether traffic fell and game-network metrics improved. |
| Navigation | How to read it | Open analysis... | network_god_open_modules | Open the Modules tab where receive, transmit, sustained state and any qualified source hint are shown. |
Automatic Permissions (q2prox_network_god_permissions)
Path: Main menu → Online Play Setup → Network God → Automatic Permissions
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | What may be changed | What may be changed | ||
| Toggle | What may be changed | Adaptive Laghax | cl_network_god_auto_laghax | Allow the accepted adaptive Laghax mode for the session while prediction corrections grow. Your own setting returns on disconnect. Applies immediately. |
| Toggle | What may be changed | Command redundancy | cl_network_god_auto_packetdup | Allow raising Q2PRO command redundancy inside protocol bounds, only on exact evidence of lost commands. Applies immediately. |
| Toggle | What may be changed | Jitter Shield | cl_network_god_auto_jitter_shield | Allow sizing the presentation buffer for other players, never above the maximum you set in Jitter Shield. Applies immediately. |
| Toggle | What may be changed | Next-connect AutoPort | cl_network_god_auto_autoport | Allow scheduling the existing fast RTT port probe before the next connection. Never during a match. Applies immediately. |
| Toggle | What may be changed | Connection Guardian | cl_network_god_auto_guardian | Allow bounded recovery after an exact, confident link failure. The Guardian page owns its own limits. Applies immediately. |
| Section | Confirmation | Confirmation | ||
| Navigation | Confirmation | Review and enable Automatic... | ui_network_god_auto_confirm | Show the full permission list and switch the mode to Automatic. Automatic never starts without this confirmation. |
Network God HUD (q2prox_network_god_hud)
Path: Main menu → Online Play Setup → Network God → Network God HUD
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Overlay window | Overlay window | ||
| Slider | Overlay window | Overlay opacity | cl_network_god_overlay_alpha | Background opacity of the overlay window. Applies immediately. |
| Slider | Overlay window | Overlay scale | cl_network_god_overlay_scale | Text and interface scale of the overlay window only. Applies immediately. |
| Toggle | Overlay window | Hide surfaces on a local server | cl_network_god_overlay_local_off | Hide the Network God overlay and status strip on a local server, while the feature itself keeps measuring. Applies immediately. |
| Toggle | Overlay window | Overlay hints | cl_network_god_overlay_hints | Pop a detailed explanation when the mouse hovers any metric in the overlay. On by default so every number explains itself. Applies immediately. |
| Section | View | View | ||
| Toggle | View | Stage captions | cl_network_god_hud_labels | Write a short stage name under every circle, coloured by its state. Off leaves the compact glyph-only strip. Applies immediately. |
| List | View | View | cl_network_god_hud | The status strip is a chain of seven circles showing the current stage of the control cycle. The text line says the same in words. Both are optional and independent. Applies immediately. [Off / Status strip / Text / Strip + text] |
| Toggle | View | Auto-hide when healthy | cl_network_god_hud_auto_hide | After the connection check finishes healthy, hide the status automatically. A new connection, net_restart, changed client network setting or real problem shows it again; routine background scans do not. Applies immediately. |
| Slider | View | Hide delay (s) | cl_network_god_hud_auto_hide_sec | How many seconds the completed green result remains visible before automatic hiding. A problem keeps the status visible regardless of this value. Applies immediately. |
| List | View | Orientation | cl_network_god_hud_orientation | Draw the strip as a row or as a column. Applies immediately. [Horizontal / Vertical] |
| List | View | Text | cl_network_god_hud_text_detail | Compact is one line. Detailed adds a second line with confidence, the active change and the presentation buffer. Applies immediately. [Compact / Detailed] |
| Section | Placement | Placement | ||
| List | Placement | Anchor | cl_network_god_hud_anchor | Screen corner or edge the status is attached to. The offsets below are counted from it. Applies immediately. [Top left / Top center / Top right / Middle left / Middle / Middle right / Bottom left / Bottom center / Bottom right] |
| Slider | Placement | Offset X | cl_network_god_hud_x | Horizontal shift from the anchor. Dragging in edit mode writes the same value. Applies immediately. |
| Slider | Placement | Offset Y | cl_network_god_hud_y | Vertical shift from the anchor. The status never leaves the visible area whatever the value is. Applies immediately. |
| Slider | Placement | Scale | cl_network_god_hud_scale | Size of the strip, the glyphs and the text, independent of every other overlay. Applies immediately. |
| Slider | Placement | Opacity | cl_network_god_hud_alpha | Opacity of the status. State colours keep their meaning at any value. Applies immediately. |
| Navigation | Placement | Edit position... | network_god_hud_edit | Enter edit mode: drag with the left mouse button, Enter or Escape leaves. |
| Navigation | Placement | Reset layout | network_god_hud_reset | Return the anchor, the offsets, the scale and the opacity to their defaults. What the status shows is left alone. |
| Section | Readability | Readability | ||
| List | Readability | Palette | cl_network_god_hud_palette | Every state also has its own glyph, so colour is never the only carrier of meaning. Pick the palette that reads best for you. Applies immediately. [Default / High contrast / Colour-vision-safe] |
| List | Readability | Motion | cl_network_god_hud_motion | How the status animates. Static removes pulsing and smoothing and keeps every glyph, colour and value. Applies immediately. [Static / Reduced / Smooth] |
Jitter Shield (q2prox_network_god_jitter)
Path: Main menu → Online Play Setup → Network God → Jitter Shield
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Jitter Shield | cl_network_god_jitter_shield | Turn the shield on. It works while Network God is not off; with Network God off nothing is buffered. Applies immediately. |
| List | Main | Buffer mode | cl_network_god_jitter_mode | Auto sizes the buffer from the measured spread of arrivals. Fixed always uses the value below. Applies immediately. [Auto / Fixed] |
| Slider | Main | Fixed buffer (ms) | cl_network_god_jitter_fixed_ms | The buffer used in Fixed mode. 0 shows other players exactly as before. Applies immediately. |
| Slider | Main | Maximum buffer (ms) | cl_network_god_jitter_max_ms | Hard ceiling for the automatic buffer. Automatic mode may never exceed it either. Applies immediately. |
| List | Main | Spread percentile | cl_network_god_jitter_percentile | Which part of the arrival spread Auto aims to cover. A higher percentile is smoother and slightly later. Applies immediately. [90% / 95% / 99%] |
| Section | Service | Service | ||
| Toggle | Service | Event log | cl_network_god_jitter_debug | Log buffer changes and safe snaps to the console. Never prints per packet. Applies immediately. |
Connection Guardian (q2prox_network_god_guardian)
Path: Main menu → Online Play Setup → Network God → Connection Guardian
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Connection Guardian | cl_network_god_guardian | Turn the guardian on. In Automatic mode its own permission can enable it as well. Applies immediately. |
| Slider | Main | Silence threshold (ms) | cl_network_god_guardian_silence_ms | How long the server must be silent before recovery may start. 0 derives a safe threshold from the measured server rate. Values below 1000 are raised to 1000. Applies immediately. |
| Slider | Main | Attempts | cl_network_god_guardian_attempts | Maximum attempts for one incident. After that the guardian stops and says so. Applies immediately. |
| Slider | Main | Initial backoff (ms) | cl_network_god_guardian_backoff_ms | Pause before the first attempt. Each further attempt doubles it up to a hard cap. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Cancel recovery | network_god_guardian_cancel | Stop the recovery that is running now and do not start it again for this incident. |
| Toggle | Service | Event log | cl_network_god_guardian_debug | Log incidents, refusals and attempts to the console. Applies immediately. |
Network Lab (q2prox_network_god_lab)
Path: Main menu → Online Play Setup → Network God → Network Lab
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Control | Control | ||
| Navigation | Control | Start | network_lab_start | Arm the lab with the settings below. On a real server it asks first, and it never arms by itself. |
| Navigation | Control | Stop | network_lab_stop | Stop immediately and deliver everything still waiting. |
| Navigation | Control | Print information | network_lab_info | Print the complete synthetic state, counters and the seed actually used. |
| Section | What to simulate | What to simulate | ||
| List | What to simulate | Direction | cl_network_lab_direction | Which direction the synthetic impairment is applied to. Applies immediately. [Outgoing / Incoming / Both] |
| Slider | What to simulate | Delay (ms) | cl_network_lab_delay_ms | Base synthetic delay added in the selected direction. Applies immediately. |
| Slider | What to simulate | Delay spread (ms) | cl_network_lab_jitter_ms | How much the synthetic delay varies around its base value. Applies immediately. |
| List | What to simulate | Spread shape | cl_network_lab_jitter_distribution | Shape of that variation. Long-tail produces rare large spikes, like a loaded link. Applies immediately. [Uniform / Normal / Long tail] |
| Slider | What to simulate | Loss (%) | cl_network_lab_loss_pct | Share of packets dropped on purpose. Applies immediately. |
| List | What to simulate | Loss model | cl_network_lab_loss_model | Independent drops single packets. Burst drops several in a row, which is what a real bad link does. Applies immediately. [Independent / Burst] |
| Slider | What to simulate | Burst length | cl_network_lab_burst_mean | Average length of one loss burst, in packets. Applies immediately. |
| Slider | What to simulate | Reordering (%) | cl_network_lab_reorder_pct | Share of packets delivered out of order. Applies immediately. |
| Slider | What to simulate | Reorder window | cl_network_lab_reorder_window | How far a packet may be moved out of its place. Applies immediately. |
| Slider | What to simulate | Bandwidth (kbit/s) | cl_network_lab_bandwidth_kbps | Synthetic bandwidth cap. 0 leaves the rate unlimited. Applies immediately. |
| Section | Repeatability | Repeatability | ||
| Field | Repeatability | Repeat code (seed) | cl_network_lab_seed | Repeat code: two runs with the same code get exactly the same impairment, so results compare fairly. 0 picks a random code per session and shows it. |
| Toggle | Repeatability | Allow on a real server | cl_network_lab_allow_remote | Allow asking to arm the lab on a real server. It only permits the question; arming still needs your confirmation. Applies immediately. |
| Toggle | Repeatability | Event log | cl_network_lab_debug | Log lab transitions to the console. Never prints per packet. Applies immediately. |
OpenTDM Team HUD (q2prox_opentdm_teamhud)
Path: Main menu → Options → Advanced Q2PRO-X → OpenTDM Team HUD
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | General | General | ||
| Toggle | General | OpenTDM team HUD | cl_opentdm_team_hud | Master switch for the OpenTDM team HUD — only drawn on OpenTDM while playing on TEAM_A/TEAM_B. Applies immediately. |
| Key | General | Team Overlay key | opentdm_team_hud_toggle | Bind a key to show/hide the OpenTDM Team Overlay. The command prints why the HUD is not visible if the OpenTDM/team/spectator gate is not satisfied yet. |
| Section | Appearance | Appearance | ||
| Slider | Appearance | HUD opacity | cl_opentdm_team_hud_alpha | Opacity of the team HUD (independent of scr_alpha). Applies immediately. |
| Slider | Appearance | Text scale | cl_opentdm_team_hud_scale | Text-size multiplier for the team HUD (0.5..2.0, step 0.01). Applies immediately. |
| Slider | Appearance | Message width | cl_opentdm_team_hud_width | Width of the LAST MSG area, in character cells. Applies immediately. |
| Section | Content | Content | ||
| Toggle | Content | Show weapon | cl_opentdm_team_hud_show_weapon | Show each teammate's current weapon (passive decode; works even with cl_vwep 0). Applies immediately. |
| Toggle | Content | Show power armor | cl_opentdm_team_hud_show_powerarmor | Include P (power-armor cells) in the teammate H/A/P column. Applies immediately. |
| Toggle | Content | Show freshness | cl_opentdm_team_hud_show_freshness | Show an age indicator for passive teammate values (green -> yellow -> red -> gone). Applies immediately. |
| Toggle | Content | Show last team chat | cl_opentdm_team_hud_show_teamchat | Mirror the last already-visible say_team message next to the teammate who sent it. HUD only; console/chat unchanged. Applies immediately. |
| Slider | Content | Fresh period | cl_opentdm_team_hud_fresh_sec | Seconds passive teammate values stay green before fading to yellow/red. Capped by the stale threshold. Applies immediately. |
| Slider | Content | Stale threshold | cl_opentdm_team_hud_stale_sec | Seconds until cached H/A/P and weapon values expire and drop off the HUD. Applies immediately. |
| Section | Placement | Placement | ||
| Toggle | Placement | Pillarbox free area | cl_opentdm_team_hud_pillarbox_workspace | Allow placing the HUD in the pillarbox side bars. Applies immediately. |
| Navigation | Placement | Edit HUD position... | opentdm_team_hud_edit | Enter HUD-position edit mode: left-drag to move, Enter/Escape to exit. |
| Navigation | Placement | Reset HUD position | opentdm_team_hud_reset | Clear the saved HUD position (back to default placement). |
Weapon Predicts (q2prox_predict)
Path: Main menu → Online Play Setup → Weapon Predicts
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master & debug | Master & debug | ||
| Toggle | Master & debug | Weapon predict master | cl_predict_weapons_enable | Master switch for weapon prediction. Off disables all weapon predicts, but player predict still follows the shared ping gate. Per-weapon toggles are kept. |
| List | Master & debug | Predict debug | cl_predict_debug | Prediction debug view. Off = normal, Show both / Verbose = draw server + predicted streams, Diag+supp = diagnostics with suppression. [off / Show both / verbose / Diag+supp] |
| Toggle | Master & debug | Weapon anim debug | cl_weapon_anim_debug | Print the server gun-animation frame vs the predicted one for comparison. |
| Section | Per-weapon predict | Per-weapon predict | ||
| Toggle | Per-weapon predict | Predict rockets | cl_predict_rockets | Spawn your own rocket immediately on fire instead of waiting for the server. |
| Toggle | Per-weapon predict | Predict rocket explosion | cl_predict_rockets_explosion | Predict the rocket's impact explosion at the BSP hit point (requires rocket prediction). |
| Toggle | Per-weapon predict | Predict railgun | cl_predict_railgun | Draw the rail beam instantly on fire, before server confirmation. |
| Toggle | Per-weapon predict | Predict shotgun | cl_predict_shotgun | Predict shotgun muzzle flash and pellet-hit feedback locally. |
| Toggle | Per-weapon predict | Predict super shotgun | cl_predict_super_shotgun | Predict super-shotgun muzzle flash and pellet-hit feedback locally. |
| Toggle | Per-weapon predict | Predict machinegun | cl_predict_machinegun | Predict the machinegun's local fire feedback. |
| Toggle | Per-weapon predict | Predict chaingun | cl_predict_chaingun | Predict the chaingun's local fire feedback, including spin-up shot counts. |
| Toggle | Per-weapon predict | Predict blaster | cl_predict_blaster | Predict the blaster projectile and muzzle feedback locally. |
| Toggle | Per-weapon predict | Predict grenades | cl_predict_grenades | Predict the grenade launcher's muzzle flash and fire sound. |
| Toggle | Per-weapon predict | Predict hand grenades | cl_predict_hand_grenades | Predict the throw feedback for hand grenades. |
| Toggle | Per-weapon predict | Predict hyperblaster | cl_predict_hyperblaster | Predict the hyperblaster's local fire feedback. |
| Section | Player & ping gate | Player & ping gate | ||
| List | Player & ping gate | Predict player | cl_predict_player | Local jump/fall prediction, also gated by the adaptive ping gate (same threshold + dwell as weapon predicts). Duplicated in the Movement menu. [off / on / debug] |
| Slider | Player & ping gate | Minimum ping | cl_predict_ping_min_ms | Minimum ping (ms). 0 disables the adaptive gate (only master toggles remain). >0 Enables weapon/player predicts only above this ping. |
| Slider | Player & ping gate | Ping dwell | cl_predict_ping_dwell_sec | Dwell time (sec): ping must stay on one side of the threshold this long before the shared gate flips (weapon + player predicts). |
Weapon Parts Visibility (q2prox_weaponfx)
Path: Main menu → Options → Advanced Q2PRO-X → Weapon Parts Visibility
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Custom visibility layer | cl_weaponfx_vis_enable | Master switch for the custom weapon-FX visibility layer. Off = neutral, only legacy cvars apply. Applies immediately. |
| Section | FX source | FX source | ||
| Toggle | FX source | Own predicted fx | cl_weaponfx_vis_own_predicted | Show your own locally predicted (ghost) weapon FX. Applies immediately. |
| Toggle | FX source | Own server fx | cl_weaponfx_vis_own_server | Show the authoritative server FX from your own fire path. Applies immediately. |
| Toggle | FX source | Other players fx | cl_weaponfx_vis_other | Show weapon FX from other players and monsters. Applies immediately. |
| Section | Fire & projectiles | Fire & projectiles | ||
| Toggle | Fire & projectiles | Muzzle flash | cl_weaponfx_vis_muzzle | Show the muzzle flash (model/sprite/local muzzle visual). Applies immediately. |
| Toggle | Fire & projectiles | Muzzle light | cl_weaponfx_vis_muzzle_light | Show the dynamic light cast by the muzzle flash. Applies immediately. |
| Toggle | Fire & projectiles | Hitscan beam / tracer | cl_weaponfx_vis_hitscan | Show hitscan beams/tracers (e.g. the rail beam path). Applies immediately. |
| Toggle | Fire & projectiles | Projectile models | cl_weaponfx_vis_projectiles | Show projectile models and their inherent glow. Applies immediately. |
| Toggle | Fire & projectiles | Projectile trails | cl_weaponfx_vis_trails | Show projectile trails (rocket/grenade/blaster/BFG). Applies immediately. |
| Section | Impacts & explosions | Impacts & explosions | ||
| Toggle | Impacts & explosions | Wall impacts | cl_weaponfx_vis_impact_wall | Show wall/world impact visuals (sparks, smoke, blaster flash). Applies immediately. |
| Toggle | Impacts & explosions | Flesh impacts | cl_weaponfx_vis_impact_flesh | Show flesh-hit visuals (blood). Applies immediately. |
| Toggle | Impacts & explosions | Explosion visual | cl_weaponfx_vis_explosion_visual | Show the explosion visual (sprite/model). Applies immediately. |
| Toggle | Impacts & explosions | Explosion particles | cl_weaponfx_vis_explosion_particles | Show explosion particles (debris/smoke). Applies immediately. |
| Toggle | Impacts & explosions | Explosion light | cl_weaponfx_vis_explosion_light | Show the dynamic light cast by explosions. Applies immediately. |
| Toggle | Impacts & explosions | Hit markers | cl_weaponfx_vis_hit_markers | Show the HUD hit marker (the sound is still governed by cl_hit_markers). Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Weapon parts info... | weaponfx_info | Print the current weapon-FX visibility state and effective behavior to console. |
Movement (q2prox_movement)
Path: Main menu → Online Play Setup → Movement
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Movement modes | Movement modes | ||
| List | Movement modes | Mouse behavior | cl_mouse_behavior_mode | Overall mouse feel. Q2PRO = default. R1q2 = compatibility (backend from m_directinput: 0 legacy, 1/2 DI-like relative). [q2pro / r1q2] |
| List | Movement modes | Movement feel | cl_movement_feel_mode | Movement feel. Like r1q2 = classic standstill-start and jump; Q2PRO = modern feel. [q2pro / r1q2-like] |
| List | Movement modes | Client predict | cl_predict_move_mode | Client-prediction backend: Modern (new Q2PRO/Q2PRO-X) or Legacy (q2pro-m / q2pro r1826). [modern (new q2pro/Q2PRO-X) / legacy (q2pro-m/q2pro r1826)] |
| List | Movement modes | Step smoothing | cl_step_smoothing_mode | Local stair-step smoothing feel: Q2PRO or one of three R1q2 variants. [q2pro / r1q2-1 / r1q2-2 / r1q2-3] |
| Section | Fixed move | Fixed move | ||
| Toggle | Fixed move | Fixed move | cl_fixedmove | Normalize movement commands to a fixed 10 ms clock. |
| Toggle | Fixed move | Fixedmove debug | cl_fixedmove_debug | Print the finalized fixedmove command timing to console. |
| Toggle | Fixed move | Fixedmove-aware wait | cl_fixedmove_wait_mode | Gameplay wait aliases advance on fixedmove's 10 ms movement ticks instead of render frames. Recommended with fixedmove; turn off only for legacy script timing. Default ON. |
| Toggle | Fixed move | Fixedmove wait debug | cl_fixedmove_wait_debug | Per-sub-cmd diagnostics for the fixedmove-aware wait path (wait count, queue size, drain flag, upmove). Level 1 = only interesting sub-cmds, 2 = verbose. |
| Section | Player predict | Player predict | ||
| List | Player predict | Predict player | cl_predict_player | Player prediction: Off, On (local jump/fall) or Debug. When cl_predict_ping_min_ms > 0 it is also gated by the shared adaptive ping gate. [off / on / debug] |
| Section | Service | Service | ||
| Navigation | Service | Movement feel info... | movementfeel_info | Print the resolved movement-feel state and the backend applied. |
| Section | Movement camera | Movement camera | ||
| Slider | Movement camera | Movement view bob | cl_viewbob | How much of the walking movement stays in your view: 1.00 = normal, 0.00 = neither the up-and-down bounce nor the tilt when running and strafing. Works on any server, including someone else's. A server that sends no movement effect is left alone. Applies immediately. |
Display & Capture (q2prox_video)
Path: Main menu → Options → Advanced Q2PRO-X → Display & Capture
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Display & mode | Display & mode | ||
| List | Display & mode | Video backend | vid_driver | Graphics backend: win32wgl = default (fast cold AVFX startup); win32egl = explicit capture/true-HDR choice. Needs a video restart. [Win32egl / Win32wgl] |
| List | Display & mode | WGL color buffer | gl_colorbits | WGL color buffer: Auto matches the target display precision. RGB8 uses 8 bits per RGB channel; RGB10A2 uses 10 bits per RGB channel. Applies after video restart. True HDR uses its separate FP16 path. [Auto / RGB8 / RGB10A2 / Legacy 16 / Legacy 32] |
| Value list | Display & mode | Resolution | vid_resolution | Screen resolution; 'desktop' = native monitor resolution. Applies on video restart. |
| Toggle | Display & mode | Windowed mode | vid_windowed | Run in a window instead of fullscreen (Alt+Enter also toggles this). |
| List | Display & mode | Fullscreen mode | vid_fullscreen_type | Fullscreen kind: Desktop (borderless) or Exclusive. Switching auto-restarts video. [Desktop fullscreen / Exclusive fullscreen] |
| Value list | Display & mode | Refresh rate | vid_refresh | Fullscreen refresh rate; 'max' = highest the mode supports. Applies on video restart. |
| List | Display & mode | Fullscreen fit | vid_desktop_fullscreen_fit | Desktop-fullscreen fit: Fill (stretch to screen) or Aspect (keep mode aspect with black bars). Applies live. Applies immediately. [fill / aspect] |
| List | Display & mode | Deep-color Alt-Tab | vid_desktop_fullscreen_margin | Exact fullscreen is the default and keeps maximum native-WGL FPS. Fast Alt-Tab sets vid_desktop_fullscreen_margin 0: on desktops deeper than 8 bpc it leaves a narrow right edge and may reduce FPS. Needs vid_restart. [Exact fullscreen / Fast Alt-Tab] |
| Section | Submenus | Submenus | ||
| Navigation | Submenus | OLED protection... | q2prox_oled | Open the OLED burn-in protection suite. |
| Navigation | Submenus | HDR settings... | q2prox_hdr | Open HDR rendering and tone-mapping settings. |
| Navigation | Submenus | Post-process effects... | q2prox_postfx | Open post-process camera/display effects (pixel, CRT, film, VHS). |
| Section | Render scale | Render scale | ||
| Slider | Render scale | Render scale | gl_render_scale | Internal 3D render resolution; 100% = native, above = SSAA (sharper, costlier). Step 1%. |
| List | Render scale | Scale mode | gl_render_scale_mode | Render-scale pipeline: Auto, Texture/FBO (best for >100% SSAA), Blit, or Tiled (for very high scales beyond max texture size). [auto / texture / blit / tiled] |
| List | Render scale | Scale filter | gl_render_scale_filter | Render-scale filter quality: Fast (single blit), Balanced (progressive 2x), or Quality (progressive 2x + tiled guard band; sharpest, most VRAM). [fast / balanced / quality] |
| Section | Gamma & UI | Gamma & UI | ||
| Slider | Gamma & UI | Texture gamma (compatibility) | vid_gamma | Compatibility texture gamma for existing configs. On programmable WGL/EGL it affects wall/skin texture uploads and needs r_reload or vid_restart; it never changes the final frame. |
| Slider | Gamma & UI | Full-frame gamma | vid_display_gamma | Explicit live final-composite gamma in programmable WGL/EGL. 1.0 is neutral and never inherits legacy vid_gamma; lower brightens the complete frame, higher darkens it. Applies immediately. |
| Toggle | Gamma & UI | Hardware gamma | vid_hwgamma | Apply the legacy vid_gamma curve through the display driver's hardware gamma ramp. Enabling requires vid_restart and driver support; independent from vid_display_gamma. |
| Slider | Gamma & UI | Menu opacity | cl_menu_alpha | Background opacity of the classic (legacy) menu. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Render scale info... | gl_render_scale_info | Print the current render-scale status to console. |
| Navigation | Service | Restart video... | vid_restart | Apply vid_driver or fullscreen changes |
HDR Settings (q2prox_hdr)
Path: Main menu → Video & Display → HDR Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Render & output | Render & output | ||
| List | Render & output | HDR rendering | gl_hdr | gl_hdr: HDR rendering mode. Off keeps the current LDR look. Applies immediately. [Off / Auto / Force] |
| List | Render & output | HDR display output | gl_hdr_output | Real HDR signal to the monitor (needs Windows HDR; applies instantly via video restart). Applies immediately. [Off / On] |
| List | Render & output | HDR output mode | gl_hdr_output_mode | Paper-white parity or real above-white highlights. Applies immediately. [Paper-white match / Extended highlights] |
| List | Render & output | Scene format | gl_hdr_scene_format | HDR scene buffer format. Auto picks the best supported. Applies immediately. [Auto / RGBA16F / R11F_G11F_B10F / RGBA8] |
| List | Render & output | Tone mapping | gl_hdr_tonemap | How overbright light is compressed to the display. Applies immediately. [Linear / Reinhard / ACES / Uncharted] |
| Section | Brightness | Brightness | ||
| Slider | Brightness | Peak brightness | gl_hdr_peak_nits | Target display peak brightness. Applies immediately. |
| Slider | Brightness | Paper white | gl_hdr_paper_white_nits | Brightness of ordinary white. Applies immediately. |
| Slider | Brightness | EGL app white | gl_hdr_egl_app_white_max | Win32egl-only app-side white cap for true HDR output. Lower protects lamp/sun/moon detail from EGL overexposure; higher makes EGL HDR brighter. win32wgl ignores it. Applies immediately. |
| Slider | Brightness | Exposure | gl_hdr_exposure | Manual scene brightness compensation in EV stops. Applies immediately. |
| Section | HDR bloom | HDR bloom | ||
| Slider | HDR bloom | HDR bloom threshold | gl_hdr_bloom_threshold_nits | Bloom onset in HDR units. Applies immediately. |
| Slider | HDR bloom | HDR bloom strength | gl_hdr_bloom_strength | HDR-aware bloom strength. Applies immediately. |
| Section | Peak scales | Peak scales | ||
| Slider | Peak scales | Emissive peak scale | gl_hdr_emissive_peak_scale | HDR peak of map / spawn emissive lights. Applies immediately. |
| Slider | Peak scales | Celestial peak scale | gl_hdr_celestial_peak_scale | Sun/moon disk peak + celestial bloom. Applies immediately. |
| Slider | Peak scales | FX peak scale | gl_hdr_fx_peak_scale | HDR peak of lightning sky flash + AVFX lightning bloom. Applies immediately. |
| Section | Service | Service | ||
| List | Service | HDR debug view | gl_hdr_debug | HDR diagnostic overlay. Applies immediately. [Off / False-color / Histogram / Clip mask] |
| Navigation | Service | HDR info... | gl_hdr_info | Print HDR capability / scene-format probe to the console. |
OLED Protection (q2prox_oled)
Path: Main menu → Video & Display → OLED Protection
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | OLED protection | vid_oled_enable | Master switch for the OLED burn-in protection suite. Applies immediately. |
| Section | Bar protection | Bar protection | ||
| Toggle | Bar protection | Bar protection | vid_oled_bar_protection | Slowly animate the aspect-fit pillarbox bars so they don't burn in. Applies immediately. |
| List | Bar protection | Bar preset | vid_oled_bar_preset | Bar animation preset: fade, random fade, or breathe. Applies immediately. [fade / random fade / breathe] |
| List | Bar protection | Bar color A | vid_oled_bar_color_a | First bar-animation color (one end of the breathing cycle). Applies immediately. [Black / Near black / Dim gray / Gray] |
| List | Bar protection | Bar color B | vid_oled_bar_color_b | Second bar-animation color (the other end of the breathing cycle). Applies immediately. [Black / Near black / Dim gray / Gray] |
| Slider | Bar protection | Bar start delay | vid_oled_bar_delay_sec | Delay before the first bar color transition, letting the bars settle first (seconds). Applies immediately. |
| Slider | Bar protection | Bar active time | vid_oled_bar_active_min | Minimum active-session length before bar animation may start. Stops brief sessions from triggering it. Applies immediately. |
| Slider | Bar protection | Bar idle interval | vid_oled_bar_interval_min | Minimum interval between bar color transitions; slower is less distracting (minutes). Applies immediately. |
| Section | Idle protection | Idle protection | ||
| Toggle | Idle protection | Idle screen protection | vid_oled_idle_protection | Dim the screen after a period of inactivity. Applies immediately. |
| Slider | Idle protection | Idle delay | vid_oled_idle_delay_sec | Idle time before the screen starts dimming (seconds). Applies immediately. |
| Slider | Idle protection | Idle fade time | vid_oled_idle_fade_sec | Fade-to-dark duration once idle protection triggers (seconds). Applies immediately. |
| Slider | Idle protection | Idle hold time | vid_oled_idle_hold_sec | How long the screen stays fully dim before optionally switching the monitor to DPMS off (seconds). Applies immediately. |
| Toggle | Idle protection | Idle monitor DPMS off | vid_oled_idle_monitor_off | Switch the monitor off via DPMS during the fully-dim HOLD_DARK phase. Windows, opt-in. Applies immediately. |
| Slider | Idle protection | Idle restore time | vid_oled_idle_restore_sec | Fade-back-to-normal duration when activity resumes (seconds). Applies immediately. |
| Toggle | Idle protection | Mute audio on idle protect | vid_oled_idle_mute_audio | Mute audio while the idle dimming is active. Applies immediately. |
| Section | Interface protection | Interface protection | ||
| Toggle | Interface protection | Interface alpha protect | vid_oled_ui_protection | Apply a slow breathing opacity to protected UI elements so static chrome doesn't burn in. Applies immediately. |
| Slider | Interface protection | Interface min alpha | vid_oled_ui_min_alpha | Dimmest point of the breathing opacity applied to protected UI. Applies immediately. |
| Slider | Interface protection | Interface max alpha | vid_oled_ui_max_alpha | Brightest point of the breathing opacity applied to protected UI. Applies immediately. |
| Slider | Interface protection | Interface cycle time | vid_oled_ui_cycle_sec | Duration of one UI opacity breathing cycle (seconds). Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | OLED info... | vid_oled_info | Print the OLED-protection status to console. |
Visual FX (q2prox_vfx)
Path: Main menu → Video & Display → Visual FX
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Fog | Fog | ||
| Toggle | Fog | Fog | usefog | Enable client-side fog on maps that define fog. Applies immediately. |
| Slider | Fog | Fog density | fogdensity | Fog thickness: higher = denser haze and less far visibility. Applies immediately. |
| Slider | Fog | Fog hue | foghue | Fog color hue around the color wheel (0..1). Applies immediately. |
| Slider | Fog | Fog saturation | fogsaturation | Fog color saturation: 0 = gray, 1 = vivid. Applies immediately. |
| Slider | Fog | Fog lightness | foglightness | Fog brightness: 0 = dark fog, 1 = bright fog. Applies immediately. |
| Section | Lighting & style | Lighting & style | ||
| Toggle | Lighting & style | No glow | cl_noglow | Hide the colored power-up shell glow (quad/pent/invul tint) on players and weapons. Power-up state unchanged. Applies immediately. |
| Toggle | Lighting & style | Poly blend | gl_polyblend | Full-screen color flashes on damage, item pickup and underwater; off removes them. Applies immediately. |
| Toggle | Lighting & style | Colored lightmaps | gl_coloredlightmaps | Colored world lighting; off desaturates lightmaps to grayscale. Applies immediately. |
| Slider | Lighting & style | Brightness | gl_brightness | Adds brightness to world lightmaps; higher = brighter map. Applies immediately. |
| Slider | Lighting & style | Cel shading | gl_celshading | Black cartoon outline thickness around models; 0 = off. Applies immediately. |
| Section | Bloom & glow | Bloom & glow | ||
| Navigation | Bloom & glow | Bloom settings... | q2prox_bloom | Common bloom controls and source strengths from 0 to 100%. |
| Section | Color grading | Color grading | ||
| List | Color grading | Grading profile | gl_post_profile | Color-grading look for the final image: neutral, warm, arena or cinematic. Applies immediately. [off / neutral / warm / arena / cinematic] |
| Slider | Color grading | Contrast | gl_post_contrast | Image contrast; 1 = neutral, higher = punchier. Applies immediately. |
| Slider | Color grading | Vibrance | gl_post_vibrance | Vibrance: boosts muted colors most; negative = washed out. Applies immediately. |
| Slider | Color grading | Temperature | gl_post_temperature | Color temperature; negative = cooler/blue, positive = warmer/orange. Applies immediately. |
| Section | Sharpen | Sharpen | ||
| Slider | Sharpen | Sharpen | gl_sharpen | Edge sharpening of the final image; higher = crisper. Applies immediately. |
| Section | Submenus | Submenus | ||
| Navigation | Submenus | Dynamic lighting... | q2prox_dynamic_lighting | Dynamic lights, emissive map lights, spawn lights, sparks and model shadows. |
| Navigation | Submenus | Advanced effects... | q2prox_avfx | Open Advanced Visual Effects (AVFX): weather, sky, celestials and surface effects. |
| Navigation | Submenus | Visual fx info... | gl_visual_fx_info | Print current Visual FX cvar values and status to the console. |
| Navigation | Submenus | Visibility highlights... | q2prox_vis | Item, weapon and player highlights, including model-part colours. |
Dynamic Lighting (q2prox_dynamic_lighting)
Path: Main menu → Video & Display → Dynamic Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Dynamic lights | Dynamic lights | ||
| List | Dynamic lights | Dynamic lights | gl_dynamic | Dynamic lightmap lighting: off, on, or only map switchable lights. Applies immediately. [no / yes / only switchable] |
| Slider | Dynamic lights | Dynamic light darkness boost | gl_dynamic_dark_boost | Boosts dynamic lights (blasters/rockets/explosions) on locally dark surfaces. 0=legacy; 1.55 default; 5..10 dramatic. Radius/color unchanged. Applies immediately. |
| Slider | Dynamic lights | Dynamic light radius | gl_dynamic_radius | Dynamic light radius scale. 1.0=legacy; lower=smaller projected spots on walls. Higher=stretched glow within marked surfaces. Applies immediately. |
| Slider | Dynamic lights | Dynamic light softness | gl_dynamic_softness | Falloff softness. 1.0=legacy linear; >1=softer diffuse edges; <1=concentrated pin-point core. Applies immediately. |
| Slider | Dynamic lights | Dynamic light alpha | gl_dynamic_alpha | Alpha/opacity of dynamic light projections. 1.0=legacy full; 0=invisible. Applies immediately. |
| Toggle | Dynamic lights | Sparks emit dlight | cl_q2prox_spark_dlight | Emit a short dynamic light at impact sparks (bullets / shotgun / screen / shield). Lets sparks light up the surrounding floor / snow. Default OFF. Applies immediately. |
| Section | Emissive map lights | Emissive map lights | ||
| Toggle | Emissive map lights | Emissive map lights | gl_emissive_lights | Local light from visible emissive map objects. Invisible compiler markers are ignored. Applies immediately. |
| Toggle | Emissive map lights | Surface lights | gl_emissive_lights_surfaces | Use visible non-water SURF_LIGHT faces as sources. Applies immediately. |
| Toggle | Emissive map lights | Spawn point lights | gl_emissive_lights_spawn_points | Opt-in: light player starts snapped to compact nearby floor/pad geometry. Raw invisible info_player_* origins and unrelated wall lamps are ignored. Also covers destination markers like misc_teleporter_dest. Applies immediately. |
| Section | Emissive tuning | Emissive tuning | ||
| Slider | Emissive tuning | Emissive intensity | gl_emissive_lights_intensity | Global intensity scale for emissive sources. 0=off; 1=baseline; up to 5x for dramatic. Applies immediately. |
| Slider | Emissive tuning | Emissive range | gl_emissive_lights_range | Per-source range cap in world units (smaller = tighter pools of light). Applies immediately. |
| Slider | Emissive tuning | Range scale | gl_emissive_lights_range_scale | Multiplier on per-source intrinsic radius (independent of cap). Applies immediately. |
| Slider | Emissive tuning | Flicker | gl_emissive_lights_flicker | Lamp-like low-frequency flicker amount (0 = stable, ~0.08 = subtle drift). Applies immediately. |
| Slider | Emissive tuning | Fade time | gl_emissive_lights_fade_ms | Fade-in/out time (ms) when a sub-cvar toggle changes which sources are active. With priority-based selection (default), no camera-driven activation. Fades only on user toggles. 0 = hard snap (debug). Applies immediately. |
| Toggle | Emissive tuning | PVS gate | gl_emissive_lights_pvs_gate | Optional: gate active sources by camera PVS visibility (big-map optimization). Default off. Leave off if you want truly static, always-on lighting that doesn't react to where you walk. Applies immediately. |
| Slider | Emissive tuning | Max active | gl_emissive_lights_max_active | Legacy V_AddLight emission cap. Strict slot reservation guarantees gameplay dlights (projectiles, sparks, explosions, flashlight) keep their MAX_DLIGHTS headroom. AVFX material UBOs use dedicated static families. Applies immediately. |
| Slider | Emissive tuning | Max cached | gl_emissive_lights_max_sources | Source-cache cap (built per map). 0 = effectively off. Applies immediately. |
| Section | Shadows | Shadows | ||
| List | Shadows | Shadows | gl_shadows | gl_shadows: 0=off, 1=basic hard shadows, 2=fade with distance, 3=soft model shadows Applies immediately. [off / basic / fade / soft] |
| Toggle | Shadows | Shadow light occlusion | gl_shadows_light_occlusion | Suppress projected model shadows when the model is under a solid ceiling. Does not affect AVFX flashlight dynamic shadows. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | q2prox_dynamic_lighting_defaults | Reset every parameter in this submenu to its default value. |
Post-Process Effects (q2prox_postfx)
Path: Main menu → Video & Display → Post-Process Effects
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Post-process | gl_postfx | gl_postfx: post-process master on/off Applies immediately. | |
| List | Mode | gl_postfx_mode | Post-process look: Pixel, CRT, Film, VHS, Noir or Sepia (needs Post-process on). Applies immediately. [Off / Pixel / CRT / Film / VHS / Noir / Sepia] | |
| Slider | Strength | gl_postfx_strength | Overall intensity of the active post-process effect; 1 = nominal. Applies immediately. | |
| Slider | Mix | gl_postfx_mix | Blend of the effect with the raw image; 1 = full effect, 0 = none. Applies immediately. | |
| Navigation | Pixel settings... | q2prox_postfx_pixel | Open Pixel Retro settings: resolution, grid, color levels, palette, dithering. | |
| Navigation | CRT settings... | q2prox_postfx_crt | Open CRT settings: scanlines, mask, vignette, chroma, curvature, flicker. | |
| Navigation | Film settings... | q2prox_postfx_film | Open Film settings: grain, vignette, chroma, lens dirt. | |
| Navigation | VHS settings... | q2prox_postfx_vhs | Open VHS settings: noise, chroma bleed, jitter, tracking. | |
| Navigation | Reset master... | set gl_postfx 0; set gl_postfx_mode 0; set gl_postfx_strength 1.0; set gl_postfx_mix 1.0 | Reset post-process master/common to defaults |
Pixel Retro (q2prox_postfx_pixel)
Path: Main menu → Video & Display → Post-Process Effects → Pixel Retro
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Virtual height | gl_postfx_pixel_virtual_y | Pixel virtual vertical resolution Applies immediately. | |
| Slider | Grid lines | gl_postfx_pixel_grid | Dark grid between pixels Applies immediately. | |
| Slider | Color levels | gl_postfx_pixel_levels | Color posterize levels Applies immediately. | |
| Toggle | Retro palette | gl_postfx_pixel_palette | Snap to fixed 16-color retro palette Applies immediately. | |
| Toggle | Dithering | gl_postfx_pixel_dither | Ordered 4x4 dithering Applies immediately. | |
| Toggle | Soften | gl_postfx_pixel_filter | 0 nearest / 1 softened Applies immediately. | |
| Navigation | Reset Pixel... | set gl_postfx_pixel_virtual_y 240; set gl_postfx_pixel_grid 0.0; set gl_postfx_pixel_levels 16; set gl_postfx_pixel_palette 0; set gl_postfx_pixel_dither 0; set gl_postfx_pixel_filter 0 | Reset Pixel Retro to defaults |
CRT (q2prox_postfx_crt)
Path: Main menu → Video & Display → Post-Process Effects → CRT
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Scanlines | gl_postfx_crt_scanlines | gl_postfx_crt_scanlines Applies immediately. | |
| Slider | Mask | gl_postfx_crt_mask | gl_postfx_crt_mask Applies immediately. | |
| Slider | Vignette | gl_postfx_crt_vignette | gl_postfx_crt_vignette Applies immediately. | |
| Slider | Chroma | gl_postfx_crt_chroma | gl_postfx_crt_chroma Applies immediately. | |
| Slider | Curvature | gl_postfx_crt_curvature | gl_postfx_crt_curvature Applies immediately. | |
| Slider | Flicker | gl_postfx_crt_flicker | gl_postfx_crt_flicker Applies immediately. | |
| Navigation | Reset CRT... | set gl_postfx_crt_scanlines 0.35; set gl_postfx_crt_mask 0.25; set gl_postfx_crt_curvature 0.0; set gl_postfx_crt_vignette 0.20; set gl_postfx_crt_chroma 0.20; set gl_postfx_crt_flicker 0.0 | Reset CRT to defaults |
Film (q2prox_postfx_film)
Path: Main menu → Video & Display → Post-Process Effects → Film
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Grain | gl_postfx_film_grain | gl_postfx_film_grain Applies immediately. | |
| Slider | Vignette | gl_postfx_film_vignette | gl_postfx_film_vignette Applies immediately. | |
| Slider | Chroma | gl_postfx_film_chroma | gl_postfx_film_chroma Applies immediately. | |
| Slider | Dirt | gl_postfx_film_dirt | gl_postfx_film_dirt Applies immediately. | |
| Navigation | Reset Film... | set gl_postfx_film_grain 0.20; set gl_postfx_film_vignette 0.25; set gl_postfx_film_chroma 0.10; set gl_postfx_film_dirt 0.0 | Reset Film to defaults |
VHS (q2prox_postfx_vhs)
Path: Main menu → Video & Display → Post-Process Effects → VHS
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Noise | gl_postfx_vhs_noise | gl_postfx_vhs_noise Applies immediately. | |
| Slider | Chroma bleed | gl_postfx_vhs_chroma_bleed | gl_postfx_vhs_chroma_bleed Applies immediately. | |
| Slider | Jitter | gl_postfx_vhs_jitter | gl_postfx_vhs_jitter Applies immediately. | |
| Slider | Tracking | gl_postfx_vhs_tracking | gl_postfx_vhs_tracking Applies immediately. | |
| Navigation | Reset VHS... | set gl_postfx_vhs_noise 0.25; set gl_postfx_vhs_chroma_bleed 0.30; set gl_postfx_vhs_jitter 0.15; set gl_postfx_vhs_tracking 0.10 | Reset VHS to defaults |
AVFX Preset Generator (q2prox_avfx_generator)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Generation setup | Generation setup | ||
| List | Generation setup | Quality level | cl_avfxgen_quality | Ultra: Quality/High effects. Extra: Ultra effects and floor/sloped mirrors. Both disable all LOD on Generate. Applies immediately. [Ultra Performance / Performance / Balanced / Quality / Ultra Quality / Extra Quality] |
| List | Generation setup | Chaos level | cl_avfxgen_chaos | Full rolls ordinary-AVFX appearance, including RGB/Custom for 10 selected particle families and the selected sky-meteor, impact-meteor and comet palettes; it preserves family Enable switches and excludes global Standard and Contact controls. Reasonable keeps the original curated behavior. Changes nothing until Generate is pressed. Applies immediately. [Full / Reasonable] |
| List | Generation setup | Main atmosphere | cl_avfxgen_profile | Main AVFX atmosphere. Random lets the generator choose; a fixed choice is honored exactly. This selector alone changes nothing until Generate is pressed. Applies immediately. [Random / Off / Rain / Snow / Ash / Dust / Mist] |
| List | Generation setup | Airborne impurity | cl_avfxgen_air | Secondary airborne impurity mixed over the main atmosphere. The engine never mixes it over Off or over the identical main profile; an impossible fixed pair is refused with an explanation. Changes nothing until Generate is pressed. Applies immediately. [Random / Off / Ash / Dust / Mist] |
| List | Generation setup | Sky | cl_avfxgen_sky | Base-sky family. A fixed choice keeps its identity while Full chaos varies its appearance; space skies need Balanced quality, Sunny needs Performance. Changes nothing until Generate is pressed. Applies immediately. [Random / Map / Weather / Blue / Stars / Space / Nebula / Sunny / Mystic] |
| List | Generation setup | Celestial bodies | cl_avfxgen_celestial | Celestial bodies only: Sun, planets/Earth and Black Hole. Random chooses any tier-allowed subset; a fixed body is exact. Black Hole needs Ultra and supplies its required star backdrop. Inert until Generate. Applies immediately. [Random / Off / Sun / Planets/Earth / Black Hole / All compatible] |
| List | Generation setup | Meteors and ships | cl_avfxgen_traffic | Independent moving-sky selector. Random (default) chooses any tier-allowed subset; Off disables all; All compatible enables every allowed kind. A fixed kind is exact. Inert until Generate. Applies immediately. [Random / Off / All compatible / Impact meteors / Sky meteors / Comets / Spaceships] |
| List | Generation setup | Atmospheric effects | cl_avfxgen_atmosphere | Atmospheric effect families. Lightning requires Rain: a Random main resolves to Rain+Storm, a fixed incompatible one is refused. Clouds = flat + volumetric by tier. Inert until Generate. Applies immediately. [Random / Off / Lightning / Volumetric fog / Clouds / Fog and clouds / All compatible] |
| List | Generation setup | Surfaces | cl_avfxgen_surfaces | Preliminary material, covering and wildlife choice. Surface Objects have their own independent selector below. Applies immediately. [Random / Off / Materials / Coverings / Wildlife / All compatible] |
| List | Generation setup | Water and puddles | cl_avfxgen_water | Water and puddle families. Fixed Puddles require the Rain atmosphere: a Random main resolves to Rain, a fixed incompatible one is refused. Changes nothing until Generate is pressed. Applies immediately. [Random / Off / Water / Puddles / Water and puddles] |
| List | Generation setup | Surface materials | cl_avfxgen_materials | Final material policy. Random keeps the preliminary Surfaces result. Always enables at least two eligible Surface Material layers at full opacity. Off disables all seven eligible layers. Wildlife, Drawings and 3D grass stay separate. Applies immediately. [Random / Always / Off] |
| List | Generation setup | Surface objects | cl_avfxgen_objects | Independent 3D object choice. Random selects a bounded set; All selects every compatible category. Available from Balanced; shadows vary only from Quality. Ultra/Extra disable LOD. Applies immediately. [Random / Off / All compatible / Grass / Wall foliage / Ferns / Stones and rubble / Soil clumps / Fallen leaves] |
| List | Generation setup | Wildlife | cl_avfxgen_wildlife | Final wildlife policy. Random keeps the preliminary Surfaces result. Always enables fully opaque wildlife with random mixing of all species; Off disables it. Coverage never changes wildlife. Applies immediately. [Random / Always / Off] |
| List | Generation setup | Surface coverage zone | cl_avfxgen_coverage | Surface coverage zone. Full maximises the coverage of mold, greenery, brick, cracks and the floor and wall coverings and lays them out uniformly, so a level reads as finished rather than patchy. Random leaves those amounts to the generator. Wildlife and wall-water runoff are never touched. Applies immediately. [Random / Full] |
| Section | Action | Action | ||
| Navigation | Action | Enable AVFX defaults | q2prox_cfg_preset_apply; cl_avfx_defaults; set cl_avfx 1; q2prox_cfg_save_local | Reset all AVFX cvars to defaults, enable AVFX and save the local profile. |
| Navigation | Action | Generate | cl_avfx_preset_generate | Create one new random seed, validate one complete plan, apply it once and reset AVFX once. The console prints the seed, the plan hash and a compact summary. |
| Section | Presets | Presets | ||
| Navigation | Presets | AVFX presets... | q2prox_avfx_presets | Open AVFX preset packs, including standard and user presets. |
| Navigation | Presets | AVFX Player Contact presets... | q2prox_avfx_contact_presets | Open the AVFX Player Contact preset domain: blood, sprays, world stains, corpse pools, BFG vaporization and weapon impact marks. It is completely separate from the AVFX presets above. |
Advanced Visual Effects (q2prox_avfx)
Path: Main menu → Advanced Visual Effects
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | AVFX presets... | q2prox_avfx_presets | Open AVFX preset packs. Presets are cfg files under baseq2/q2pro-x/visual_presets, so advanced users can tune them directly. | |
| Navigation | AVFX Player Contact presets... | q2prox_avfx_contact_presets | Open the AVFX Player Contact preset domain: blood, sprays, world stains, corpse pools, BFG vaporization and weapon impact marks. It is completely separate from the AVFX presets above. | |
| Navigation | AVFX Preset Generator... | q2prox_avfx_generator | Generate a safe random AVFX scene: pick a quality envelope, optionally fix the atmosphere, press Generate. Save a result you like as a custom preset. | |
| Section | Core Settings | Core Settings | ||
| Toggle | Core Settings | Enable | cl_avfx | Master switch for the AVFX atmospheric layer (rain/snow/ash/dust/mist, storm). Visual-only, client-side. Applies immediately. |
| List | Core Settings | Preset | cl_avfx_preset | Atmospheric preset: rain, snow, ash, dust or mist. Applies immediately. [off / rain / snow / ash / dust / mist] |
| List | Core Settings | Air mix | cl_avfx_air_profile | Optional air-only layer mixed over the main preset. Does not create rain/snow surface accumulation. Applies immediately. [off / ash / dust / mist] |
| Slider | Core Settings | Air density | cl_avfx_air_density_scale | Density multiplier for the additional air layer only. Applies immediately. |
| Slider | Core Settings | Air alpha | cl_avfx_air_alpha_scale | Alpha multiplier for the additional air layer only. Applies immediately. |
| List | Core Settings | Quality | cl_avfx_quality | Per-frame budget: low/normal/high sets the cap on rain beams and particles. Applies immediately. [low / normal / high] |
| List | Core Settings | AVFX backend | cl_avfx_backend | AVFX surface/state backend. Classic keeps the legacy behaviour. Accelerated enables the modern dirty-tile/reservoir paths used by accelerated weather rendering. Applies immediately. [Classic / Accelerated] |
| List | Core Settings | Weather renderer | cl_avfx_weather_renderer | Weather render path. Classic uses the legacy CPU/entity path. Accelerated/Auto can use the modern path when the AVFX backend is Accelerated. Applies immediately. [Classic / Accelerated / Auto] |
| Toggle | Core Settings | Distance LOD | cl_avfx_render_lod | Skip rendering small AVFX effects (foam bubbles, water ripples, puddle rings, splashes, puddle dust) beyond cl_avfx_render_lod_wu distance from camera, with soft fade over the last 30%. Major perf win in dense rain (~15-25%+ fps). Puddles, cascade flows, and rain particles themselves are NEVER affected. Applies immediately. |
| Slider | Core Settings | LOD distance | cl_avfx_render_lod_wu | Distance LOD threshold in world units. Effects beyond this fade out and are skipped. Default 1536. Applies immediately. |
| List | Core Settings | Weather strength | cl_avfx_weather_level | Weather strength bias (light/normal/heavy) for density, fall speed, wind and storm chance. Your sliders still apply. Applies immediately. [light / normal / heavy] |
| Section | Shape & Wind | Shape & Wind | ||
| Slider | Shape & Wind | Density | cl_avfx_density | How many particles/beams the preset spawns within the quality budget. Applies immediately. |
| Slider | Shape & Wind | Alpha | cl_avfx_alpha | Overall opacity of AVFX visuals; lower = more see-through weather. Applies immediately. |
| Slider | Shape & Wind | Radius | cl_avfx_radius | Horizontal size (world units) of the weather volume around the camera. Applies immediately. |
| Slider | Shape & Wind | Height | cl_avfx_height | Vertical height (world units) of the weather column around the camera. Applies immediately. |
| Slider | Shape & Wind | Speed | cl_avfx_speed | Fall/drift speed multiplier for all preset elements (rain streaks, snow/ash drift). Applies immediately. |
| Slider | Shape & Wind | Wind X | cl_avfx_wind_x | Wind along X: slants streaks and drifts particles east (+) / west (-). Applies immediately. |
| Slider | Shape & Wind | Wind Y | cl_avfx_wind_y | Wind along Y: slants streaks and drifts particles north (+) / south (-). Applies immediately. |
| Slider | Shape & Wind | Size | cl_avfx_size | Size multiplier for streaks/particles (rain streak length/width, flake scale). Applies immediately. |
| Slider | Shape & Wind | Particle count multiplier | cl_avfx_particle_multiplier | Particle count multiplier for snow/ash/dust/mist and rain drops. 1 = Default, up to 100 = blizzard. Applies immediately. |
| Section | Submenus & Service | Submenus & Service | ||
| Navigation | Submenus & Service | Detailed settings... | q2prox_avfx_details | Open detailed AVFX settings, grouped into four hubs: Weather & Atmosphere, Surfaces & Water, Sky & Celestials, and Local FX & Sound. |
| Navigation | Submenus & Service | Enhanced AVFX... | q2prox_avfx_enhanced | Open Enhanced AVFX: surface effects, water enhancement, diagnostics and weapon water impacts. |
| Navigation | Submenus & Service | Modes... | q2prox_avfx_modes | Open AVFX availability and multiplayer visibility modes. |
| Navigation | Submenus & Service | Restore defaults | cl_avfx_defaults | Reset all AVFX cvars to their default values. |
| Navigation | Submenus & Service | Advanced effects info... | cl_avfx_info | Print AVFX diagnostics (active effects, counters, budgets) to the console. |
AVFX Modes (q2prox_avfx_modes)
Path: Main menu → Advanced Visual Effects → AVFX Modes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Multiplayer | cl_avfx_multiplayer | Allow AVFX during real multiplayer matches; off disables it there. Applies immediately. | |
| Toggle | Demo playback | cl_avfx_demo | Allow AVFX during demo (.dm2/.mvd2) playback. Applies immediately. | |
| Toggle | Competitive limit | cl_avfx_competitive_limit | In multiplayer, caps alpha/density/particle counts so weather can't hide targets. Applies immediately. |
AVFX Detailed Settings (q2prox_avfx_details)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Categories | Categories | ||
| Navigation | Categories | Weather & Atmosphere... | q2prox_avfx_details_weather | Open Weather & Atmosphere: rain, snow, snowflakes, ash/dust/mist, storm, lightning and volumetric fog. |
| Navigation | Categories | Surfaces & Water... | q2prox_avfx_details_surfaces | Open Surfaces & Water: surface objects/grass, water, puddles, snow cover, lava steam and enhanced surface effects. |
| Navigation | Categories | Sky & Celestials... | q2prox_avfx_details_sky | Open Sky & Celestials: weather sky, volumetric clouds, sun, moon, Earth, stars, meteors and spaceships. |
| Navigation | Categories | Local FX & Sound... | q2prox_avfx_details_local | Open Local FX & Sound: flashlight, monster environmental contacts and AVFX sound volumes. |
Weather & Atmosphere (q2prox_avfx_details_weather)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Precipitation & Air | Precipitation & Air | ||
| Navigation | Precipitation & Air | Rain... | q2prox_avfx_rain | Open rain settings. |
| Navigation | Precipitation & Air | Snow... | q2prox_avfx_snow | Open Snow settings: style and master snow parameters. |
| Navigation | Precipitation & Air | Snowflakes... | q2prox_avfx_snowflakes | Open Snowflake settings: look, shape, size, density and rotation. |
| Navigation | Precipitation & Air | Ash, Dust & Mist... | q2prox_avfx_ash_dust_mist | Open ash, dust and mist particle look: shapes, colors and size variation. |
| Section | Storm & Atmosphere | Storm & Atmosphere | ||
| Navigation | Storm & Atmosphere | Storm settings... | q2prox_avfx_storm_settings | Open Storm settings: storm toggle and storm density (lightning is in its own submenu). |
| Navigation | Storm & Atmosphere | Lightning settings... | q2prox_avfx_lightning_settings | Open Lightning visuals: bolt, branches, bloom and force-post. |
| Navigation | Storm & Atmosphere | Lightning discharges & damage... | q2prox_avfx_lightning_discharges | Open Lightning discharges & damage: surface arcs, water reaction, monster discharges and lightning damage. |
| Navigation | Storm & Atmosphere | Volumetric fog / mist... | q2prox_avfx_volfog | Open Volumetric fog/mist: GPU-raymarched height layer with noise wisps, wind drift and light reaction. Default OFF. |
| Navigation | Storm & Atmosphere | Back to detailed AVFX settings... | q2prox_avfx_details | Return to detailed AVFX settings. |
Surfaces & Water (q2prox_avfx_details_surfaces)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Surface Systems | Surface Systems | ||
| Navigation | Surface Systems | Surface Objects... | q2prox_avfx_surface_objects | Open Surface Objects: grass, foliage, ferns, stones, soil and fallen leaves, with independent settings. Independent of weather profiles. Default OFF. |
| Navigation | Surface Systems | Surface Materials... | q2prox_avfx_surface_materials | Open Surface Materials: living material layers (mold, wall runoff) over eligible static walls and floors. Separate from Surface Objects. Default OFF. |
| Navigation | Surface Systems | Mirror Surfaces... | q2prox_avfx_mirror_surfaces | Open experimental Mirror Surfaces for selected floors/slopes and walls. Available only in deathmatch 0, on a local deathmatch 1 server, and during dm2/mvd2 Demo Player playback. Mirror floors suppress puddles; wall-only mirrors remain compatible with puddles. Default OFF. |
| Navigation | Surface Systems | Surface Volumes... | q2prox_avfx_surface_volumes | Open Surface Volumes: volumetric steam and smoke rising from areas you mark yourself on floors, walls, ceilings and slopes. Saved with the AVFX preset, per mod and per map. Default OFF. |
| Navigation | Surface Systems | Water... | q2prox_avfx_water | Open water settings. |
| Navigation | Surface Systems | Puddles... | q2prox_avfx_puddles | Open puddle settings. |
| Navigation | Surface Systems | Snow cover... | q2prox_avfx_snow_cover | Open Snow cover settings: accumulation, GPU material, coverage, footprints, soft edges, drifts. |
| Section | Surface Reactions & Tools | Surface Reactions & Tools | ||
| Navigation | Surface Reactions & Tools | Other effects... | q2prox_avfx_other | Open Other AVFX effects: all lava-steam visual settings. |
| Navigation | Surface Reactions & Tools | Enhanced AVFX... | q2prox_avfx_enhanced | Open Enhanced AVFX: surface effects, water enhancement, diagnostics and weapon water impacts. |
| Section | Related | Related | ||
| Navigation | Related | Surface interaction (monsters)... | q2prox_avfx_monster_contacts | Open Monster environmental contacts (footprints, puddle ripples, landing splashes) — surface interaction. |
| Navigation | Related | Back to detailed AVFX settings... | q2prox_avfx_details | Return to detailed AVFX settings. |
Surface Objects (q2prox_avfx_surface_objects)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Surface Objects | cl_avfx_surface_objects | Master toggle for AVFX Surface Objects (decorative objects on world surfaces). Independent of weather profiles and cl_avfx_preset. Default off. Applies immediately. |
| Section | Vegetation | Vegetation | ||
| Navigation | Vegetation | Grass... | q2prox_avfx_grass | Configure grass: enable, appearance, lighting, wind and interaction. |
| Navigation | Vegetation | Wall foliage... | q2prox_avfx_ivy | Configure wall foliage: real curved leaves and stems. |
| Navigation | Vegetation | Ferns and weeds... | q2prox_avfx_ferns | Configure ferns and weeds: real curved leaves and stems. |
| Section | Ground detail | Ground detail | ||
| Navigation | Ground detail | Stones and rubble... | q2prox_avfx_rubble | Configure stones and rubble: placement, appearance, lighting and shadows. |
| Navigation | Ground detail | Soil clumps... | q2prox_avfx_soil | Configure soil clumps: placement, appearance, lighting. |
| Navigation | Ground detail | Fallen leaves... | q2prox_avfx_leaves | Configure fallen leaves: placement, appearance, lighting. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_surface_objects | Reset all Surface Objects categories to defaults. |
| Navigation | Service | Back to Surfaces & Water... | q2prox_avfx_details_surfaces | Back to Surfaces & Water. |
Grass (q2prox_avfx_grass)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Grass
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Grass | cl_avfx_surface_grass | Enable instanced grass on eligible flat/sloped static surfaces. Needs the Surface Objects master on. Higher quality costs more. Default off. Applies immediately. | |
| Navigation | Placement & appearance... | q2prox_avfx_grass_placement | Open grass placement, performance and visual appearance controls. | |
| Navigation | Lighting... | q2prox_avfx_grass_lighting | Open grass lighting: sun/moon, static map light, flashlight, lightning/meteors, dynamic and emissive sources. | |
| Navigation | Wind & interaction... | q2prox_avfx_grass_motion | Open grass wind and actor-interaction controls. | |
| Section | Service | Service | ||
| Navigation | Service | Grass info... | avfx_surface_grass_info | Print grass diagnostics (inventory, cells, instances, interaction, timings) to the console. |
| Navigation | Service | Back... | q2prox_avfx_surface_objects | Back to Surface Objects. |
Wall foliage (q2prox_avfx_ivy)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Wall foliage
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Enabled | cl_avfx_surface_ivy | An independent Surface Objects category. Requires its master; Grass and Surface Materials are not required. Applies immediately. | |
| List | Quality | cl_avfx_surface_ivy_quality | Leaf curve detail. Plant positions and visibility do not depend on this setting. Applies immediately. [Performance / Balanced / High / Ultra] | |
| Slider | Density | cl_avfx_surface_ivy_density | Fixed map population density. A change rebuilds placement once. Applies immediately. | |
| Slider | Size | cl_avfx_surface_ivy_size | Plant scale in world units. Plants must fit their supporting surfaces. Applies immediately. | |
| Slider | Upper-wall bias | cl_avfx_surface_ivy_top_bias | Smoothly confines roots to the top of each connected wall: 0 all heights, 1 upper 12%. Long runners can hang below their roots. Applies immediately. | |
| Slider | Clumping | cl_avfx_surface_ivy_clumping | 0: separate vines; 1: dense six-vine colonies only, with no isolated twigs. Fewer crowns balance the extra branches. Applies immediately. | |
| Slider | Shape variety | cl_avfx_surface_ivy_diversity | Varies branching, leaf shapes and runner lengths; some runners grow several times longer. 0 uses one uniform structure, 1 full variety. Stable until settings change. Applies immediately. | |
| Slider | Arrangement | cl_avfx_surface_ivy_seed | Deterministic placement seed. Camera motion never changes the arrangement. Applies immediately. | |
| Slider | Red | cl_avfx_surface_ivy_color_r | Base red channel before scene lighting. Applies immediately. | |
| Slider | Green | cl_avfx_surface_ivy_color_g | Base green channel before scene lighting. Applies immediately. | |
| Slider | Blue | cl_avfx_surface_ivy_color_b | Base blue channel before scene lighting. Applies immediately. | |
| Slider | Wind | cl_avfx_surface_ivy_wind | Continuous branch and leaf motion with fixed roots. Applies immediately. | |
| Slider | Roughness | cl_avfx_surface_ivy_roughness | Leaf surface roughness; higher values soften highlights. Applies immediately. | |
| Section | Lighting | Lighting | ||
| Navigation | Lighting | Lighting... | q2prox_avfx_ivy_lighting | Static, celestial and local lighting response for this object category. |
| Navigation | Lighting | Back... | q2prox_avfx_surface_objects | Back to Surface Objects. |
Ferns and weeds (q2prox_avfx_ferns)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Ferns and weeds
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Enabled | cl_avfx_surface_ferns | An independent Surface Objects category. Requires its master; Grass and Surface Materials are not required. Applies immediately. | |
| List | Quality | cl_avfx_surface_ferns_quality | Leaf curve detail. Plant positions and visibility do not depend on this setting. Applies immediately. [Performance / Balanced / High / Ultra] | |
| Slider | Density | cl_avfx_surface_ferns_density | Fixed map population density. A change rebuilds placement once. Applies immediately. | |
| Slider | Size | cl_avfx_surface_ferns_size | Plant scale in world units. Plants must fit their supporting surfaces. Applies immediately. | |
| Slider | Shape variety | cl_avfx_surface_ferns_diversity | Varies fern crown, frond lengths, curvature, orientation and pinnate leaf shapes. 0 uniform plants; 1 full stable variety. Applies immediately. | |
| Slider | Arrangement | cl_avfx_surface_ferns_seed | Deterministic placement seed. Camera motion never changes the arrangement. Applies immediately. | |
| Slider | Red | cl_avfx_surface_ferns_color_r | Base red channel before scene lighting. Applies immediately. | |
| Slider | Green | cl_avfx_surface_ferns_color_g | Base green channel before scene lighting. Applies immediately. | |
| Slider | Blue | cl_avfx_surface_ferns_color_b | Base blue channel before scene lighting. Applies immediately. | |
| Slider | Wind | cl_avfx_surface_ferns_wind | Continuous branch and leaf motion with fixed roots. Applies immediately. | |
| Slider | Roughness | cl_avfx_surface_ferns_roughness | Leaf surface roughness; higher values soften highlights. Applies immediately. | |
| Section | Lighting | Lighting | ||
| Navigation | Lighting | Lighting... | q2prox_avfx_ferns_lighting | Static, celestial and local lighting response for this object category. |
| Navigation | Lighting | Back... | q2prox_avfx_surface_objects | Back to Surface Objects. |
Surface Volumes (q2prox_avfx_surface_volumes)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Volumes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Surface Volumes | cl_avfx_surface_volumes | Show volumetric steam and smoke in the areas you marked on this map. It appears in the current map immediately: no map reload and no video restart. Needs cl_avfx on. Default off. Applies immediately. |
| List | Master | Quality | cl_avfx_surface_volumes_quality | Volume detail for every shape independently. One shader serves every tier, so changing this compiles nothing. Applies immediately. [Low / Balanced / High / Ultra] |
| Slider | Master | Shape density | cl_avfx_surface_volumes_gpu_budget_ms | Calibrated density control for each visible shape. The legacy numerical scale is retained for preset compatibility; it is not measured GPU milliseconds or a whole-pass GPU ceiling. Adding a shape leaves existing shapes unchanged; total GPU load grows with visible shape count. Applies immediately. |
| Slider | Master | Per-shape primitive limit | cl_avfx_surface_volumes_max_lobes | Upper bound on volume primitives built for EACH shape. It is never divided between shapes. Applies immediately. |
| List | Master | LOD (distance) | cl_avfx_surface_volumes_lod | Distance visibility of whole marked areas. Off shows every area; Near/Medium/Far show only areas within a growing distance of the camera. An area always draws WHOLE and fades out completely at its cutoff — never in pieces. Applies immediately. [Off / Near / Medium / Far] |
| Section | Editor | Editor | ||
| Navigation | Editor | Open editor | avfx_surface_volumes_editor | Open the editor. It opens in Paint mode: the mouse moves a cursor and the camera stays frozen. Tab switches to Navigate to move the view; Escape closes. EVERY per-area parameter — colour, shape, motion, turbulence, light response — is edited inside the editor panel with sliders, on its group tabs. |
| Section | Preset | Preset | ||
| Navigation | Preset | Save | avfx_surface_volumes_save | Save this map's steam and smoke now. The layout is kept per mod and per map and comes back the next time you enter this map; it also saves automatically when you leave the map or the game. Saving an AVFX user preset additionally captures it into that preset. |
| Navigation | Preset | Revert | avfx_surface_volumes_revert | Go back to the last saved steam of this map. |
| Section | Service | Service | ||
| Navigation | Service | Diagnostics | avfx_surface_volumes_info | Print the identity, bundle, document, resident resources, per-frame counters and the exact reason the pass is or is not drawing. |
| Navigation | Service | Back to Surfaces & Water... | q2prox_avfx_details_surfaces | Back to Surfaces & Water. |
Surface Materials (q2prox_avfx_surface_materials)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Surface Materials | cl_avfx_surface_materials | Master toggle for AVFX Surface Materials — living material layers over eligible static walls/floors. Families: mold, wall runoff. Needs cl_avfx on. Default off. Applies immediately. |
| List | Master | Quality | cl_avfx_surface_materials_quality | Surface detail and wildlife budgets. Higher adds material samples, feeding actors, flies and reaction records; Ultra uses the full 256-actor feeding pool. Applies immediately. [Performance / Balanced / High / Ultra] |
| Slider | Master | Detail distance | cl_avfx_surface_materials_distance | Smooth detail LOD distance (world units). Colonies keep identity; only fine detail fades far away. Applies immediately. |
| Section | Families | Families | ||
| Navigation | Families | Mold settings... | q2prox_avfx_surface_materials_mold | Open Mold settings: walls/floors, alpha, coverage, colony scale and wall bottom-up distribution. |
| Navigation | Families | Wall runoff... | q2prox_avfx_surface_materials_wall_water | Open Wall runoff settings: animated water droplets, beads and rivulets on eligible static WALLS only (floors never affected). Auto mixes broad world regions. |
| Navigation | Families | Greenery... | q2prox_avfx_surface_materials_greenery | Open Greenery settings: moss, lichen, ivy, leafy creep and small weeds grown over eligible static walls and floors. A shader coating on the original texture, not the separate 3D grass. |
| Navigation | Families | Cracks... | q2prox_avfx_surface_materials_cracks | Open Cracks settings: hairline, branching, network, chipped and deep fractures worn into eligible static walls and floors. Damage in the existing material; collision and gameplay never change. |
| Navigation | Families | Brick surfaces... | q2prox_avfx_surface_materials_brick | Open Brick surface settings: irregular masonry with real bump and parallax relief coating eligible static walls and floors. The original texture stays underneath according to coverage; map geometry and collision never change. |
| Navigation | Families | Wildlife... | q2prox_avfx_surface_materials_crawlers | Open Wildlife settings: insects, tadpoles, snails and Snakes living on eligible static surfaces. Local AVFX only; server gameplay never changes. |
| Navigation | Families | Drawing... | q2prox_avfx_surface_materials_drawing | Open Drawing: paint your own marks directly on world walls, ceilings, floors and slopes with the mouse. Saved locally per mod and per map revision; never sent to a server. Default off. |
| Navigation | Families | Floor Surfaces... | q2prox_avfx_surface_materials_floor_surfaces | Open Floor Surfaces: a covering built from 160 reference-derived floor materials with real bump, depth and optional shader motion. It can be enabled on floors, walls and ceilings independently; the name only picks the catalog. Default OFF. |
| Navigation | Families | Wall Surfaces... | q2prox_avfx_surface_materials_wall_surfaces | Open Wall Surfaces: the second, independent covering layer, built from 160 reference-derived wall materials. Both layers may cover the same face; one shared control decides which lies underneath. Default OFF. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_surface_materials | Reset all Surface Materials controls to defaults. |
| Navigation | Service | Back to Surfaces & Water... | q2prox_avfx_details_surfaces | Back to Surfaces & Water. |
Mold (q2prox_avfx_surface_materials_mold)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Mold
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Mold | cl_avfx_surface_materials_mold | Mold family master. Needs the Surface Materials master and at least one of walls/floors. Default off. Applies immediately. |
| List | Master | Mold appearance | cl_avfx_surface_materials_mold_variant | Mold appearance. Auto blends world regions of all looks; 1-8 pick one fixed look. Live, no restart. Applies immediately. [Auto / Current mixed / Soft green wash / Damp dark / Black spotting / Grey powdery / White fuzzy / Olive fibrous / Aged brown-green] |
| Toggle | Master | Walls | cl_avfx_surface_materials_mold_walls | Allow mold on eligible walls / steep faces. Applies immediately. |
| Toggle | Master | Floors | cl_avfx_surface_materials_mold_floors | Allow mold on eligible floors / up-slopes. Applies immediately. |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Alpha | cl_avfx_surface_materials_mold_alpha | Blend strength over the original texture. 0 is a real no-op. Applies immediately. |
| Slider | Appearance | Coverage | cl_avfx_surface_materials_mold_coverage | Irregular occupied fraction, keeping holes and variation. Applies immediately. |
| Slider | Appearance | Coverage softness | cl_avfx_surface_materials_mold_coverage_softness | Coverage softness: fade width covered->uncovered. Higher = softer, natural edges. Applies immediately. |
| Slider | Appearance | Colony scale | cl_avfx_surface_materials_mold_scale | Colony scale. Smaller = finer/denser; larger = broader patches. Applies immediately. |
| Slider | Appearance | Tint R | cl_avfx_surface_materials_mold_tint_r | Red tint multiplier over the profile colour (1 = neutral); raise/lower R/G/B to push any hue (incl. blue/red). Applies immediately. |
| Slider | Appearance | Tint G | cl_avfx_surface_materials_mold_tint_g | Green tint multiplier over the profile colour (1 = neutral). Applies immediately. |
| Slider | Appearance | Tint B | cl_avfx_surface_materials_mold_tint_b | Blue tint multiplier over the profile colour (1 = neutral). Applies immediately. |
| Section | Wall distribution | Wall distribution | ||
| List | Wall distribution | Distribution | cl_avfx_surface_materials_mold_wall_distribution | Vertical spread on walls. Bottom-up biases to damp low areas. Floors always uniform. Applies immediately. [Uniform / Bottom-up] |
| Slider | Wall distribution | Wall height | cl_avfx_surface_materials_mold_wall_height | Bottom-up height the mold reaches on average (0 base, 1 top). Applies immediately. |
| Slider | Wall distribution | Wall fade | cl_avfx_surface_materials_mold_wall_fade | Smooth transition width of the height limit. Never a hard cut. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset mold | cl_avfx_defaults_surface_materials_mold | Reset mold controls to defaults. |
| Navigation | Service | Back to Surface Materials... | q2prox_avfx_surface_materials | Back to Surface Materials. |
Wall runoff (q2prox_avfx_surface_materials_wall_water)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wall runoff
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Wall runoff | cl_avfx_surface_materials_wall_water | Wall runoff family master. Animated water on eligible static WALLS only — floors are never affected. Needs the Surface Materials master. Water darkens/glosses the wall, never adds light. Default off. Applies immediately. |
| List | Master | Runoff appearance | cl_avfx_surface_materials_wall_water_variant | Runoff appearance. Auto blends broad world regions of neighbouring looks; 1-6 pick one fixed look. Live, no restart. Applies immediately. [Auto / Fine droplets / Bead trails / Thin slow rivulets / Heavy streams / Broad wet film / Intermittent mixed] |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Alpha | cl_avfx_surface_materials_wall_water_alpha | Blend strength over the original wall. 0 is a real no-op. Applies immediately. |
| Slider | Appearance | Coverage | cl_avfx_surface_materials_wall_water_coverage | Irregular occupied fraction, keeping dry gaps and variation. Applies immediately. |
| Slider | Appearance | Scale | cl_avfx_surface_materials_wall_water_scale | Bead/stream scale. Smaller = finer/denser; larger = broader streams. Applies immediately. |
| Slider | Appearance | Wetness | cl_avfx_surface_materials_wall_water_wetness | Damp/gloss response. Higher = wetter, darker, glossier. Never emits light or bloom. Applies immediately. |
| Section | Wall distribution | Wall distribution | ||
| List | Wall distribution | Distribution | cl_avfx_surface_materials_wall_water_distribution | Vertical spread on walls. Top-fed biases sources to the top, limited by wall reach. Walls only. Applies immediately. [Uniform / Top-fed] |
| Slider | Wall distribution | Wall reach | cl_avfx_surface_materials_wall_water_wall_reach | In top-fed mode, downward reach on average (0 top only, 1 to base). Lower edge broken by noise. Applies immediately. |
| Slider | Wall distribution | Wall fade | cl_avfx_surface_materials_wall_water_wall_fade | Smooth transition width of the top-fed reach limit. Never a hard cut. Applies immediately. |
| Section | Families | Families | ||
| Navigation | Families | Motion... | q2prox_avfx_surface_materials_wall_water_motion | Open Motion settings: flow speed, trail length and droplet/stream balance. |
| Section | Service | Service | ||
| Navigation | Service | Reset wall runoff | cl_avfx_defaults_surface_materials_wall_water | Reset wall runoff controls to defaults. |
| Navigation | Service | Back to Surface Materials... | q2prox_avfx_surface_materials | Back to Surface Materials. |
Motion (q2prox_avfx_surface_materials_wall_water_motion)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wall runoff → Motion
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Motion | Motion | ||
| Slider | Motion | Speed | cl_avfx_surface_materials_wall_water_speed | Flow speed of descending beads. Live change alters velocity smoothly without teleporting beads. Applies immediately. |
| Slider | Motion | Trail length | cl_avfx_surface_materials_wall_water_trail_length | Length of the damp trail behind each bead. Smaller = short faint tails; larger = long tracks. Applies immediately. |
| Slider | Motion | Droplet/stream balance | cl_avfx_surface_materials_wall_water_droplet_balance | Balance discrete droplets (0) vs continuous streams (1); in between mixes both. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Back to Wall runoff... | q2prox_avfx_surface_materials_wall_water | Back to Wall runoff. |
Brick surfaces (q2prox_avfx_surface_materials_brick)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Brick surfaces
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Brick surfaces | cl_avfx_surface_materials_brick | Brick family master. Irregular masonry with real bump and parallax relief on eligible static walls and floors. Needs the Surface Materials master. The original texture stays underneath according to coverage; map geometry, collision and gameplay are untouched. Default off. Applies immediately. |
| Toggle | Master | Walls | cl_avfx_surface_materials_brick_walls | Coat eligible walls. Independent of the floor lane. Applies immediately. |
| Toggle | Master | Floors | cl_avfx_surface_materials_brick_floors | Coat eligible floors and gentle slopes. Independent of the wall lane. Applies immediately. |
| List | Master | Masonry appearance | cl_avfx_surface_materials_brick_variant | Masonry appearance. Auto lets world regions choose, blending at most two neighbours into one grid. Applies immediately. [Auto / Clean masonry / Aged uneven / Exposed under plaster / Dark industrial / Pale masonry / Damp chipped relief] |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Alpha | cl_avfx_surface_materials_brick_alpha | Overall blend into the original surface. 0 is a real no-op. Applies immediately. |
| Slider | Appearance | Coverage | cl_avfx_surface_materials_brick_coverage | How much of the surface is coated. Below one it exposes broad irregular islands of the original texture; it never deletes single bricks. Applies immediately. |
| Slider | Appearance | Coverage softness | cl_avfx_surface_materials_brick_coverage_softness | Softness of the coated-area boundary only. It does not change brick or joint width. Applies immediately. |
| Slider | Appearance | Brick scale | cl_avfx_surface_materials_brick_scale | Physical brick and course size. It does not change which region picks which profile. Applies immediately. |
| Slider | Appearance | Relief | cl_avfx_surface_materials_brick_relief | Visual bump and parallax relief: faces stand proud of the joints as the view angle changes. Visual only — geometry and collision never change. 0 is the cheap flat path. Applies immediately. |
| Slider | Appearance | Brick geometry | cl_avfx_surface_materials_brick_geometry | Real geometric relief: bricks physically stand out of the wall on tessellated surfaces, so the edge of a wall is no longer a straight line. It brings its own tessellation, so nothing else has to be enabled. 0 is off and costs nothing. Applies immediately. |
| Slider | Appearance | Mortar width | cl_avfx_surface_materials_brick_mortar_width | Width of the mortar joint. Independent of joint depth. Applies immediately. |
| Slider | Appearance | Mortar depth | cl_avfx_surface_materials_brick_mortar_depth | How deeply the joint is recessed below the brick faces. Independent of joint width. Applies immediately. |
| Slider | Appearance | Irregularity | cl_avfx_surface_materials_brick_irregularity | Bounded variation of course drift, brick length and joint edges. Stable in the world, never animated. Applies immediately. |
| Slider | Appearance | Chipping | cl_avfx_surface_materials_brick_chipping | Broken corners and face fragments. They change height and material response, not just tint. Applies immediately. |
| Slider | Appearance | Colour variation | cl_avfx_surface_materials_brick_color_variation | Restrained per-brick material variation. Stable per brick; it never becomes a multicolour pattern. Applies immediately. |
| Slider | Appearance | Red tint | cl_avfx_surface_materials_brick_tint_r | Red multiplier over the brick palette. 1 is neutral. Applies immediately. |
| Slider | Appearance | Green tint | cl_avfx_surface_materials_brick_tint_g | Green multiplier over the brick palette. 1 is neutral. Applies immediately. |
| Slider | Appearance | Blue tint | cl_avfx_surface_materials_brick_tint_b | Blue multiplier over the brick palette. 1 is neutral. Applies immediately. |
| Section | Wall distribution | Wall distribution | ||
| List | Wall distribution | Distribution | cl_avfx_surface_materials_brick_wall_distribution | Spread on walls. The bottom-up band coats the wall from its base. Floors are unaffected. Applies immediately. [Uniform / Bottom-up band] |
| Slider | Wall distribution | Wall height | cl_avfx_surface_materials_brick_wall_height | How far the coated band reaches up the wall. Ignored in uniform mode and on floors. Applies immediately. |
| Slider | Wall distribution | Wall fade | cl_avfx_surface_materials_brick_wall_fade | Smooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset brick surfaces | cl_avfx_defaults_surface_materials_brick | Reset brick surface controls to defaults. |
| Navigation | Service | Back to Surface Materials... | q2prox_avfx_surface_materials | Back to Surface Materials. |
Drawing (q2prox_avfx_surface_materials_drawing)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Drawing
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Drawing | cl_avfx_surface_materials_drawing | Show your own drawings on world surfaces. Drawings are local, saved separately for each mod and each map revision, and are never deleted by a reset or a preset. Default off. Applies immediately. |
| Toggle | Master | Walls and ceilings | cl_avfx_surface_materials_drawing_walls | Show and allow drawing on eligible walls and ceilings. Turning it off hides those drawings; it never deletes them. Applies immediately. |
| Toggle | Master | Floors and slopes | cl_avfx_surface_materials_drawing_floors | Show and allow drawing on eligible floors and up-slopes. Turning it off hides those drawings; it never deletes them. Applies immediately. |
| Section | Editor | Editor | ||
| Navigation | Editor | Open editor | avfx_surface_drawing_editor | Open the drawing editor. It opens in Paint mode: the mouse moves a cursor and the camera stays frozen. Tab switches to Navigate to move the view; Escape closes. |
| Navigation | Editor | Document info | avfx_surface_drawing_info | Print the current mod, map, BSP revision, file path, layer/stroke counts and save state to the console. |
| Navigation | Editor | Save | avfx_surface_drawing_save | Save the current drawing now. Editing also autosaves shortly after each completed stroke. |
| Section | Editor panel | Editor panel | ||
| Slider | Editor panel | Panel opacity | cl_avfx_surface_materials_drawing_editor_alpha | Opacity of the editor toolbox. Affects the panel only, never the drawings. Applies immediately. |
| Slider | Editor panel | Panel scale | cl_avfx_surface_materials_drawing_editor_scale | Size multiplier for the editor toolbox. Applies immediately. |
| Slider | Editor panel | Panel width | cl_avfx_surface_materials_drawing_editor_width | Base width of the editor toolbox in pixels, before the scale multiplier. Applies immediately. |
| Slider | Editor panel | Panel height | cl_avfx_surface_materials_drawing_editor_height | Base height of the editor toolbox in pixels, before the scale multiplier. Applies immediately. |
| Navigation | Editor panel | Reset panel position | avfx_surface_drawing_panel_reset | Put the toolbox back to its default place. You can also drag it by its title bar. |
| Section | Service | Service | ||
| Navigation | Service | Reset settings | cl_avfx_defaults_surface_materials_drawing | Reset the display and editor settings to defaults. Saved drawings are not touched. |
| Navigation | Service | Back to Surface Materials... | q2prox_avfx_surface_materials | Back to Surface Materials. |
Floor Surfaces (q2prox_avfx_surface_materials_floor_surfaces)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Floor Surfaces
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Enable | cl_avfx_surface_materials_floor_surfaces | Master for this Surface Coverings layer. It needs the Surface Materials master and at least one receiver lane. The layer name only selects its catalog and its default lane; it never restricts geometry. Default off. Applies immediately. | |
| Navigation | Material... | q2prox_avfx_coverings_pick_floor | Catalog 1..160; metal 129..160. Local room reflection, directional sheen and filtered highlights, not a precise mirror. Detail follows Materials Quality; rotation and roughness shape the sheen. | |
| Toggle | Floors | cl_avfx_surface_materials_floor_surfaces_floors | Allow this layer on eligible floors and gentle up-slopes. Applies immediately. | |
| Toggle | Walls | cl_avfx_surface_materials_floor_surfaces_walls | Allow this layer on eligible walls and steep faces. Applies immediately. | |
| Toggle | Ceilings | cl_avfx_surface_materials_floor_surfaces_ceilings | Allow this layer on eligible ceilings and undersides. Ceilings are a lane of their own: switching it on does not change any other material family. Applies immediately. | |
| Slider | Alpha | cl_avfx_surface_materials_floor_surfaces_alpha | How strongly an accepted covering blends over the original BSP material. 0 is a real no-op: the layer stops before any hash, noise, texture, relief or motion work. Applies immediately. | |
| Slider | Coverage | cl_avfx_surface_materials_floor_surfaces_coverage | Area of the coverage field — WHERE the covering exists, which is independent of alpha. 0 is a real no-op. Applies immediately. | |
| Slider | Edge softness | cl_avfx_surface_materials_floor_surfaces_coverage_softness | Feather of the covered/uncovered boundary only. It never changes the material's own grain or motif. Applies immediately. | |
| Slider | Scale | cl_avfx_surface_materials_floor_surfaces_scale | User multiplier on the recipe's own physical scale. 1 keeps the size the reference photograph implies. Applies immediately. | |
| Slider | Rotation | cl_avfx_surface_materials_floor_surfaces_rotation | Rotation of the material within the surface plane. It is anchored to the BSP plane, so it does not turn with the camera. Applies immediately. | |
| Slider | Stretch | cl_avfx_surface_materials_floor_surfaces_stretch | Anisotropic stretch of the material along the surface. 1 is square. Applies immediately. | |
| Slider | Red | cl_avfx_surface_materials_floor_surfaces_tint_r | Red multiplier of the material colour. 1 is neutral: the recipe's own palette is used unchanged. Applies immediately. | |
| Slider | Green | cl_avfx_surface_materials_floor_surfaces_tint_g | Green multiplier of the material colour. 1 is neutral. Applies immediately. | |
| Slider | Blue | cl_avfx_surface_materials_floor_surfaces_tint_b | Blue multiplier of the material colour. 1 is neutral. Applies immediately. | |
| List | Distribution | cl_avfx_surface_materials_floor_surfaces_distribution | How the coverage field is laid out over the world. The mode changes what reach, softness and direction mean, but not their stored value. Applies immediately. [Uniform / Natural islands / Clustered / Bottom-up / Top-down / Directional bands / Slope-biased] | |
| Slider | Field size | cl_avfx_surface_materials_floor_surfaces_distribution_scale | Size of the macro field the distribution mode works with. Small = many small areas; large = a few broad ones. Applies immediately. | |
| Slider | Reach | cl_avfx_surface_materials_floor_surfaces_distribution_reach | Zone or bias of the distribution mode: the band reach for bottom-up and top-down, and the slope bias for the slope mode. Applies immediately. | |
| Slider | Mode softness | cl_avfx_surface_materials_floor_surfaces_distribution_softness | Feather of the distribution mode's own boundary. Independent of the coverage-edge softness. Applies immediately. | |
| Slider | Direction | cl_avfx_surface_materials_floor_surfaces_distribution_direction | Direction the banded and gradient distribution modes follow. Ignored by the modes that have no direction. Applies immediately. | |
| Slider | Relief | cl_avfx_surface_materials_floor_surfaces_relief | Strength of the bump and normal response. It changes how the surface catches light; BSP vertices, collision, silhouette and depth are never touched. Applies immediately. | |
| Slider | Depth | cl_avfx_surface_materials_floor_surfaces_depth | Bounded parallax depth. The offset is clamped and fades out at grazing angles and at distance, so it never smears or samples past a face edge. Applies immediately. | |
| Slider | Cavity shading | cl_avfx_surface_materials_floor_surfaces_cavity | Darkening inside the material's own hollows. Contact shading of the relief, never invented emission. Applies immediately. | |
| Slider | Roughness | cl_avfx_surface_materials_floor_surfaces_roughness | Private material response of this layer: low values read as damp or polished, high values as dry and matte. Applies immediately. | |
| Slider | Metal reflection | cl_avfx_surface_materials_floor_surfaces_metal_reflection | Room reflection strength for metal in this layer: 0 disables the captured reflection, 1 is normal, 2 boosts it. Does not change transparency or mirror/water quality. Applies immediately. | |
| Slider | Directional metal sheen | cl_avfx_surface_materials_floor_surfaces_metal_anisotropy | Directional metal sheen strength: 0 is isotropic, 1 uses the material recipe, 2 strengthens the direction. Layer rotation controls its orientation. Applies immediately. | |
| Slider | Metal highlight smoothing | cl_avfx_surface_materials_floor_surfaces_metal_antialias | Reduces tiny unstable highlights from fine metal normals: 0 disables smoothing, 1 is normal, 2 is softer. Does not change the chosen roughness value. Applies immediately. | |
| List | Motion | cl_avfx_surface_materials_floor_surfaces_motion_mode | Shader-only motion of this layer, off by default. It is world-anchored, so it does not swim with the camera and a mirror shows the same phase as the direct view. The two layers move independently. Applies immediately. [Off / Drift / Ripple / Swirl / Pulse] | |
| Slider | Amplitude | cl_avfx_surface_materials_floor_surfaces_motion_strength | Motion amplitude. Exactly 0 is a real no-motion path, not a slow animation. Applies immediately. | |
| Slider | Speed | cl_avfx_surface_materials_floor_surfaces_motion_speed | Speed of this layer's motion. The module owns one clock; this multiplies it, which is what makes the two layers independent. Applies immediately. | |
| Slider | Field frequency | cl_avfx_surface_materials_floor_surfaces_motion_scale | Spatial frequency of the motion field: small = long slow waves, large = fine busy movement. Applies immediately. | |
| Slider | Direction | cl_avfx_surface_materials_floor_surfaces_motion_direction | Direction of drift and ripple motion. Swirl and pulse use it as a bias. Applies immediately. | |
| Slider | Turbulence | cl_avfx_surface_materials_floor_surfaces_motion_turbulence | How non-linear the motion field is. 0 is a clean regular movement; 1 is broken and irregular. Applies immediately. | |
| List | What lies underneath | cl_avfx_surface_materials_coverings_order | Which of the two Surface Coverings layers lies underneath when both cover the same face. It moves only these two relative to each other and never against the other material families; it is a uniform, so switching it compiles nothing. Applies immediately. [Floor layer below / Wall layer below] | |
| Navigation | Reset this layer | cl_avfx_defaults_surface_materials_floor_surfaces | Reset every control of this layer to its default. |
Wall Surfaces (q2prox_avfx_surface_materials_wall_surfaces)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wall Surfaces
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Enable | cl_avfx_surface_materials_wall_surfaces | Master for this Surface Coverings layer. It needs the Surface Materials master and at least one receiver lane. The layer name only selects its catalog and its default lane; it never restricts geometry. Default off. Applies immediately. | |
| Navigation | Material... | q2prox_avfx_coverings_pick_wall | Catalog 1..160; metal 129..160. Local room reflection, directional sheen and filtered highlights, not a precise mirror. Detail follows Materials Quality; rotation and roughness shape the sheen. | |
| Toggle | Floors | cl_avfx_surface_materials_wall_surfaces_floors | Allow this layer on eligible floors and gentle up-slopes. Applies immediately. | |
| Toggle | Walls | cl_avfx_surface_materials_wall_surfaces_walls | Allow this layer on eligible walls and steep faces. Applies immediately. | |
| Toggle | Ceilings | cl_avfx_surface_materials_wall_surfaces_ceilings | Allow this layer on eligible ceilings and undersides. Ceilings are a lane of their own: switching it on does not change any other material family. Applies immediately. | |
| Slider | Alpha | cl_avfx_surface_materials_wall_surfaces_alpha | How strongly an accepted covering blends over the original BSP material. 0 is a real no-op: the layer stops before any hash, noise, texture, relief or motion work. Applies immediately. | |
| Slider | Coverage | cl_avfx_surface_materials_wall_surfaces_coverage | Area of the coverage field — WHERE the covering exists, which is independent of alpha. 0 is a real no-op. Applies immediately. | |
| Slider | Edge softness | cl_avfx_surface_materials_wall_surfaces_coverage_softness | Feather of the covered/uncovered boundary only. It never changes the material's own grain or motif. Applies immediately. | |
| Slider | Scale | cl_avfx_surface_materials_wall_surfaces_scale | User multiplier on the recipe's own physical scale. 1 keeps the size the reference photograph implies. Applies immediately. | |
| Slider | Rotation | cl_avfx_surface_materials_wall_surfaces_rotation | Rotation of the material within the surface plane. It is anchored to the BSP plane, so it does not turn with the camera. Applies immediately. | |
| Slider | Stretch | cl_avfx_surface_materials_wall_surfaces_stretch | Anisotropic stretch of the material along the surface. 1 is square. Applies immediately. | |
| Slider | Red | cl_avfx_surface_materials_wall_surfaces_tint_r | Red multiplier of the material colour. 1 is neutral: the recipe's own palette is used unchanged. Applies immediately. | |
| Slider | Green | cl_avfx_surface_materials_wall_surfaces_tint_g | Green multiplier of the material colour. 1 is neutral. Applies immediately. | |
| Slider | Blue | cl_avfx_surface_materials_wall_surfaces_tint_b | Blue multiplier of the material colour. 1 is neutral. Applies immediately. | |
| List | Distribution | cl_avfx_surface_materials_wall_surfaces_distribution | How the coverage field is laid out over the world. The mode changes what reach, softness and direction mean, but not their stored value. Applies immediately. [Uniform / Natural islands / Clustered / Bottom-up / Top-down / Directional bands / Slope-biased] | |
| Slider | Field size | cl_avfx_surface_materials_wall_surfaces_distribution_scale | Size of the macro field the distribution mode works with. Small = many small areas; large = a few broad ones. Applies immediately. | |
| Slider | Reach | cl_avfx_surface_materials_wall_surfaces_distribution_reach | Zone or bias of the distribution mode: the band reach for bottom-up and top-down, and the slope bias for the slope mode. Applies immediately. | |
| Slider | Mode softness | cl_avfx_surface_materials_wall_surfaces_distribution_softness | Feather of the distribution mode's own boundary. Independent of the coverage-edge softness. Applies immediately. | |
| Slider | Direction | cl_avfx_surface_materials_wall_surfaces_distribution_direction | Direction the banded and gradient distribution modes follow. Ignored by the modes that have no direction. Applies immediately. | |
| Slider | Relief | cl_avfx_surface_materials_wall_surfaces_relief | Strength of the bump and normal response. It changes how the surface catches light; BSP vertices, collision, silhouette and depth are never touched. Applies immediately. | |
| Slider | Depth | cl_avfx_surface_materials_wall_surfaces_depth | Bounded parallax depth. The offset is clamped and fades out at grazing angles and at distance, so it never smears or samples past a face edge. Applies immediately. | |
| Slider | Cavity shading | cl_avfx_surface_materials_wall_surfaces_cavity | Darkening inside the material's own hollows. Contact shading of the relief, never invented emission. Applies immediately. | |
| Slider | Roughness | cl_avfx_surface_materials_wall_surfaces_roughness | Private material response of this layer: low values read as damp or polished, high values as dry and matte. Applies immediately. | |
| Slider | Metal reflection | cl_avfx_surface_materials_wall_surfaces_metal_reflection | Room reflection strength for metal in this layer: 0 disables the captured reflection, 1 is normal, 2 boosts it. Does not change transparency or mirror/water quality. Applies immediately. | |
| Slider | Directional metal sheen | cl_avfx_surface_materials_wall_surfaces_metal_anisotropy | Directional metal sheen strength: 0 is isotropic, 1 uses the material recipe, 2 strengthens the direction. Layer rotation controls its orientation. Applies immediately. | |
| Slider | Metal highlight smoothing | cl_avfx_surface_materials_wall_surfaces_metal_antialias | Reduces tiny unstable highlights from fine metal normals: 0 disables smoothing, 1 is normal, 2 is softer. Does not change the chosen roughness value. Applies immediately. | |
| List | Motion | cl_avfx_surface_materials_wall_surfaces_motion_mode | Shader-only motion of this layer, off by default. It is world-anchored, so it does not swim with the camera and a mirror shows the same phase as the direct view. The two layers move independently. Applies immediately. [Off / Drift / Ripple / Swirl / Pulse] | |
| Slider | Amplitude | cl_avfx_surface_materials_wall_surfaces_motion_strength | Motion amplitude. Exactly 0 is a real no-motion path, not a slow animation. Applies immediately. | |
| Slider | Speed | cl_avfx_surface_materials_wall_surfaces_motion_speed | Speed of this layer's motion. The module owns one clock; this multiplies it, which is what makes the two layers independent. Applies immediately. | |
| Slider | Field frequency | cl_avfx_surface_materials_wall_surfaces_motion_scale | Spatial frequency of the motion field: small = long slow waves, large = fine busy movement. Applies immediately. | |
| Slider | Direction | cl_avfx_surface_materials_wall_surfaces_motion_direction | Direction of drift and ripple motion. Swirl and pulse use it as a bias. Applies immediately. | |
| Slider | Turbulence | cl_avfx_surface_materials_wall_surfaces_motion_turbulence | How non-linear the motion field is. 0 is a clean regular movement; 1 is broken and irregular. Applies immediately. | |
| List | What lies underneath | cl_avfx_surface_materials_coverings_order | Which of the two Surface Coverings layers lies underneath when both cover the same face. It moves only these two relative to each other and never against the other material families; it is a uniform, so switching it compiles nothing. Applies immediately. [Floor layer below / Wall layer below] | |
| Navigation | Reset this layer | cl_avfx_defaults_surface_materials_wall_surfaces | Reset every control of this layer to its default. |
Wildlife (q2prox_avfx_surface_materials_crawlers)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wildlife
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Wildlife | cl_avfx_surface_materials_crawlers | Wildlife family master. Creatures live on eligible static surfaces. Needs the Surface Materials master and one surface lane. Default off. Applies immediately. |
| Toggle | Master | Walls | cl_avfx_surface_materials_crawlers_walls | Let wildlife move on eligible walls. Independent of the floor lane. Applies immediately. |
| Toggle | Master | Floors | cl_avfx_surface_materials_crawlers_floors | Let wildlife move on eligible floors and slopes. Independent of the wall lane. Applies immediately. |
| List | Master | Creatures | cl_avfx_surface_materials_crawlers_variant | Choose regional Auto, Random mixing, or one creature type. Fixed species keep stable numbers as new types are appended. Applies immediately. [Auto / Random (all) / Ants / Beetles / Spiders / Roaches / Tiny mixed insects / Sparse mixed routes / Tadpoles / Snails / Snakes] |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Alpha | cl_avfx_surface_materials_crawlers_alpha | How strongly the creatures show over the surface. 0 is a real no-op. Applies immediately. |
| Slider | Appearance | Density | cl_avfx_surface_materials_crawlers_density | How many routes are occupied. Lowering it removes routes without moving the rest. 0 is a real no-op. Applies immediately. |
| Slider | Appearance | Size | cl_avfx_surface_materials_crawlers_scale | Physical size of the creatures. It changes their size, not their number or where the routes run. Applies immediately. |
| Slider | Appearance | Population | cl_avfx_surface_materials_crawlers_population | Peak number of creatures. It multiplies how many can appear per area; at 100 there are a hundred times more than at 1. Applies immediately. |
| Slider | Appearance | Visibility | cl_avfx_surface_materials_crawlers_contrast | How hard the creatures read against the surface. Higher darkens the body and lifts its outline, so they stay visible on bright and dark surfaces alike. Applies immediately. |
| Slider | Appearance | Size variation | cl_avfx_surface_materials_crawlers_size_variation | How much individual creatures differ in size. Applies immediately. |
| Navigation | Appearance | Movement... | q2prox_avfx_surface_materials_crawlers_motion | Open Movement settings: travel speed, route curvature, gait and grouping. |
| Navigation | Appearance | Colour and wall placement... | q2prox_avfx_surface_materials_crawlers_place | Open Colour and wall placement: RGB tint, spread up a wall, reach and boundary softness. |
| Navigation | Appearance | Surfaces and blood... | q2prox_avfx_surface_materials_crawlers_environment | Open Snake reactions on puddles and grass, plus blood spreading after a kill. |
| Navigation | Appearance | Audio and contacts... | q2prox_avfx_surface_materials_crawlers_contacts | Open optional Snake audio and wildlife contacts with hazards and local weapons. |
| Section | Service | Service | ||
| Navigation | Service | Reset Wildlife | cl_avfx_defaults_surface_materials_crawlers | Reset Wildlife controls to defaults. |
| Navigation | Service | Back to Surface Materials... | q2prox_avfx_surface_materials | Back to Surface Materials. |
Wildlife: surface reactions (q2prox_avfx_surface_materials_crawlers_environment)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wildlife → Wildlife: surface reactions
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Puddles | Puddles | ||
| Toggle | Puddles | Snake wakes | cl_avfx_surface_materials_crawlers_puddle_wake | Snakes moving through AVFX puddles create body ripples and a fading wake. Applies immediately. |
| Slider | Puddles | Wake strength | cl_avfx_surface_materials_crawlers_puddle_wake_strength | Overall visibility of Snake-made puddle waves. Applies immediately. |
| Slider | Puddles | Wake width | cl_avfx_surface_materials_crawlers_puddle_wake_width | Width of the disturbed water around the body. Applies immediately. |
| Slider | Puddles | Wave thickness | cl_avfx_surface_materials_crawlers_puddle_wake_thickness | Thickness of the paired wave bands following the Snake body. Applies immediately. |
| Slider | Puddles | Wave opacity | cl_avfx_surface_materials_crawlers_puddle_wake_alpha | Opacity of Snake-made puddle waves, independent of their geometry. Applies immediately. |
| Slider | Puddles | Trail length | cl_avfx_surface_materials_crawlers_puddle_wake_trail | Length of the fading trail behind a moving Snake. Applies immediately. |
| Slider | Puddles | Wake fade | cl_avfx_surface_materials_crawlers_puddle_wake_fade | How long the disturbed water takes to settle. Applies immediately. |
| Section | Grass | Grass | ||
| Toggle | Grass | Part grass | cl_avfx_surface_materials_crawlers_grass_interaction | Grass parts beside a crawling Snake and gathers back after it passes. Applies immediately. |
| Slider | Grass | Bend strength | cl_avfx_surface_materials_crawlers_grass_strength | How strongly Snake bodies bend nearby grass. Applies immediately. |
| Slider | Grass | Bend radius | cl_avfx_surface_materials_crawlers_grass_radius | Radius of grass affected around the Snake body. Applies immediately. |
| Slider | Grass | Recovery | cl_avfx_surface_materials_crawlers_grass_recovery | Time for bent grass to return to its normal pose. Applies immediately. |
| Section | Blood | Blood | ||
| Toggle | Blood | Surface blood | cl_avfx_surface_materials_crawlers_blood | Spread surface blood from a Snake's cut point. Puddle blood stays inside its actual contour. This is independent of the airborne wildlife-blood particles below. Applies immediately. |
| Slider | Blood | Alpha | cl_avfx_surface_materials_crawlers_blood_alpha | Peak visibility of the blood film. Applies immediately. |
| Slider | Blood | Spread size | cl_avfx_surface_materials_crawlers_blood_size | Final spread size. Blood spreads wider across a puddle. Applies immediately. |
| Slider | Blood | Spread speed | cl_avfx_surface_materials_crawlers_blood_spread_speed | How quickly blood grows from the cut point to its final contour. Applies immediately. |
| Slider | Blood | Persistence | cl_avfx_surface_materials_crawlers_blood_persistence | How long the blood remains before fading away. Applies immediately. |
| Section | Particles: airborne wildlife blood | Particles: airborne wildlife blood | ||
| Toggle | Particles: airborne wildlife blood | Particles | cl_avfx_particle_wildlife_blood_enable | Emit future airborne wildlife-blood bursts. This is independent of the Surface blood switch above: turn either channel off without changing the other; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: airborne wildlife blood | Custom color | cl_avfx_particle_rgb_wildlife_blood_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: airborne wildlife blood | Red | cl_avfx_particle_rgb_wildlife_blood_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: airborne wildlife blood | Green | cl_avfx_particle_rgb_wildlife_blood_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: airborne wildlife blood | Blue | cl_avfx_particle_rgb_wildlife_blood_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: airborne wildlife blood | Reset color to stock | q2prox_particle_reset color avfx wildlife_blood | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: airborne wildlife blood | Reset this family | q2prox_particle_reset avfx wildlife_blood | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Service | Service | ||
| Navigation | Service | Back to Wildlife... | q2prox_avfx_surface_materials_crawlers | Back to Wildlife. |
Wildlife: movement (q2prox_avfx_surface_materials_crawlers_motion)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wildlife → Wildlife: movement
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Movement | Movement | ||
| Slider | Movement | Speed | cl_avfx_surface_materials_crawlers_speed | How fast the creatures travel. 0 freezes them where they are without switching the family off. Applies immediately. |
| Slider | Movement | Route wander | cl_avfx_surface_materials_crawlers_route_wander | How curved and varied the routes are. It reshapes the same routes smoothly. Applies immediately. |
| Slider | Movement | Gait motion | cl_avfx_surface_materials_crawlers_gait_motion | How much the legs and body move. It changes the gait only, not the travel speed. Applies immediately. |
| Slider | Movement | Clustering | cl_avfx_surface_materials_crawlers_clustering | How much the creatures gather into local groups instead of spreading evenly. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Back to Wildlife... | q2prox_avfx_surface_materials_crawlers | Back to Wildlife. |
Wildlife: colour and placement (q2prox_avfx_surface_materials_crawlers_place)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wildlife → Wildlife: colour and placement
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Colour | Colour | ||
| Slider | Colour | Tint R | cl_avfx_surface_materials_crawlers_tint_r | Red multiplier over the creature colour (1 = neutral). Applies immediately. |
| Slider | Colour | Tint G | cl_avfx_surface_materials_crawlers_tint_g | Green multiplier over the creature colour (1 = neutral). Applies immediately. |
| Slider | Colour | Tint B | cl_avfx_surface_materials_crawlers_tint_b | Blue multiplier over the creature colour (1 = neutral). Applies immediately. |
| Slider | Colour | Colour variation | cl_avfx_surface_materials_crawlers_color_variation | How much individual creatures differ in colour, so a wall is not a row of identical clones. Applies immediately. |
| Section | Wall placement | Wall placement | ||
| List | Wall placement | Distribution | cl_avfx_surface_materials_crawlers_wall_distribution | How creatures spread up a wall. Bottom-up concentrates them in a band rising from the floor. Floors are always even. Applies immediately. [Uniform / Bottom-up] |
| Slider | Wall placement | Wall height | cl_avfx_surface_materials_crawlers_wall_height | In bottom-up mode, how high up the wall they reach on average (0 floor, 1 ceiling). Applies immediately. |
| Slider | Wall placement | Wall fade | cl_avfx_surface_materials_crawlers_wall_fade | Smooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Back to Wildlife... | q2prox_avfx_surface_materials_crawlers | Back to Wildlife. |
Wildlife: audio and contacts (q2prox_avfx_surface_materials_crawlers_contacts)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wildlife → Wildlife: audio and contacts
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Snake audio | Snake audio | ||
| Toggle | Snake audio | Hiss on tongue flick | cl_avfx_surface_materials_crawlers_audio_hiss | Play a short positional hiss only when a Snake opens its mouth and shoots its tongue. Several Snakes may hiss together. Default off. Applies immediately. |
| Slider | Snake audio | Hiss volume | cl_avfx_surface_materials_crawlers_audio_hiss_volume | Snake hiss volume before the global AVFX audio volume. Applies immediately. |
| Section | Corpse flies | Corpse flies | ||
| Toggle | Corpse flies | Fly buzzing | cl_avfx_surface_materials_crawlers_audio_flies | Play varied positional buzzing after flies arrive at Snake remains. Different carcasses sound independently. Default off. Applies immediately. |
| Slider | Corpse flies | Fly volume | cl_avfx_surface_materials_crawlers_audio_flies_volume | Corpse-fly buzz volume before the global AVFX audio volume. Applies immediately. |
| Section | Contacts | Contacts | ||
| Toggle | Contacts | Lava | cl_avfx_surface_materials_crawlers_contact_lava | Let lava kill local decorative wildlife. Default off. Applies immediately. |
| Toggle | Contacts | Falling meteors | cl_avfx_surface_materials_crawlers_contact_meteors | Let falling meteor impacts kill nearby wildlife. Default off. Applies immediately. |
| Toggle | Contacts | Lightning | cl_avfx_surface_materials_crawlers_contact_lightning | Let AVFX lightning strikes kill nearby wildlife. Default off. Applies immediately. |
| Toggle | Contacts | Player weapons | cl_avfx_surface_materials_crawlers_contact_weapons | Let local weapon impacts kill wildlife. Weapon power controls the affected area; no server damage or score changes. Default off. Applies immediately. |
| Section | Snake combat | Snake combat | ||
| Navigation | Snake combat | Snake combat (single player)... | q2prox_avfx_snake_combat | Open the optional single-player Snake combat mode: Snakes bite monsters and the player, monsters fight back. Needs local single player and the Q2PRO-X game DLL. Default off. |
| Section | Service | Service | ||
| Navigation | Service | Back to Wildlife... | q2prox_avfx_surface_materials_crawlers | Back to Wildlife. |
Snake combat (single player) (q2prox_avfx_snake_combat)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Wildlife → Wildlife: audio and contacts → Snake combat (single player)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Snake combat | cl_sp_avfx_snake_combat | Master switch of the optional Snake combat mode. Off is a complete no-op. Works only in local single player with the Q2PRO-X game DLL: no effect in deathmatch, coop, demo playback or on a remote server. Enabling it gives the whole mode at once, because every direction below is on by default. Default off. Applies immediately. |
| Section | Snake parameters | Snake parameters | ||
| Slider | Snake parameters | Snake health | cl_sp_avfx_snake_health | Snake health against monster attacks, in hit points. It does not regenerate. Raising it does not heal a Snake that is already fighting; lowering it clamps the current value. Skill-0 value: x1/x2/x3/x4 at skill 0/1/2/3. Applies immediately. |
| Slider | Snake parameters | Fighting at once | cl_sp_avfx_snake_max_engaged | How many Snakes may fight at the same time. Snakes already fighting keep their place; lowering it releases the farthest ones first, with their targets restored and no final bite. Applies immediately. |
| Toggle | Snake parameters | Require line of sight | cl_sp_avfx_snake_require_los | Require a clear line of sight before a Snake picks a target. A physical path to the target and real bite reach are always required, whatever this is set to. Applies immediately. |
| Slider | Snake parameters | Bite reach | cl_sp_avfx_snake_bite_reach | How close the head must be, in world units, before a bite can land. This is contact reach, not the search area. It grows safely with the visible Snake size. Applies immediately. |
| Section | Snakes attack monsters | Snakes attack monsters | ||
| Toggle | Snakes attack monsters | Snakes attack monsters | cl_sp_avfx_snake_attack_monsters | Let Snakes acquire, approach and repeatedly bite monsters. On by default, and dormant while the master above is off. Applies immediately. |
| Slider | Snakes attack monsters | Damage | cl_sp_avfx_snake_attack_monsters_damage | Base damage of one hit, before armour, power armour, godmode, invulnerability and skill scaling. It is direct contact damage with no knockback. Skill-0 value: x1/x2/x3/x4 at skill 0/1/2/3. Applies immediately. |
| Slider | Snakes attack monsters | Chance to fight, % | cl_sp_avfx_snake_attack_monsters_chance | Chance in percent that a given pair starts fighting at all. It is rolled ONCE when the pair meets, never every frame: 0 never, 100 always. Changing it affects the next meeting, not one already under way. Applies immediately. |
| Slider | Snakes attack monsters | Search area | cl_sp_avfx_snake_attack_monsters_zone | Search area in world units. A target inside it may be chosen; touching it still needs a physical path and the bite reach. Applies immediately. |
| Slider | Snakes attack monsters | Interval, s | cl_sp_avfx_snake_attack_monsters_interval | Minimum time in seconds between two hits of the same fight. Applies immediately. |
| Section | Snakes attack the player | Snakes attack the player | ||
| Toggle | Snakes attack the player | Snakes attack the player | cl_sp_avfx_snake_attack_player | Let Snakes acquire, approach and repeatedly bite you. Your armour, power armour, godmode and invulnerability all apply normally. On by default. Applies immediately. |
| Slider | Snakes attack the player | Damage | cl_sp_avfx_snake_attack_player_damage | Base damage of one hit, before armour, power armour, godmode, invulnerability and skill scaling. It is direct contact damage with no knockback. Skill-0 value: x1/x2/x3/x4 at skill 0/1/2/3. Applies immediately. |
| Slider | Snakes attack the player | Chance to fight, % | cl_sp_avfx_snake_attack_player_chance | Chance in percent that a given pair starts fighting at all. It is rolled ONCE when the pair meets, never every frame: 0 never, 100 always. Changing it affects the next meeting, not one already under way. Applies immediately. |
| Slider | Snakes attack the player | Search area | cl_sp_avfx_snake_attack_player_zone | Search area in world units. A target inside it may be chosen; touching it still needs a physical path and the bite reach. Applies immediately. |
| Slider | Snakes attack the player | Interval, s | cl_sp_avfx_snake_attack_player_interval | Minimum time in seconds between two hits of the same fight. Applies immediately. |
| Section | Monsters attack Snakes | Monsters attack Snakes | ||
| Toggle | Monsters attack Snakes | Monsters attack Snakes | cl_sp_avfx_monster_attack_snakes | Let monsters notice a Snake on their own and attack it with their normal melee, hitscan and projectile weapons. Their current player target is never stolen. On by default. Applies immediately. |
| Slider | Monsters attack Snakes | Damage | cl_sp_avfx_monster_attack_snakes_damage | Base damage of one hit, before armour, power armour, godmode, invulnerability and skill scaling. It is direct contact damage with no knockback. Skill-0 value: x1/x2/x3/x4 at skill 0/1/2/3. Applies immediately. |
| Slider | Monsters attack Snakes | Chance to fight, % | cl_sp_avfx_monster_attack_snakes_chance | Chance in percent that a given pair starts fighting at all. It is rolled ONCE when the pair meets, never every frame: 0 never, 100 always. Changing it affects the next meeting, not one already under way. Applies immediately. |
| Slider | Monsters attack Snakes | Search area | cl_sp_avfx_monster_attack_snakes_zone | Search area in world units. A target inside it may be chosen; touching it still needs a physical path and the bite reach. Applies immediately. |
| Slider | Monsters attack Snakes | Interval, s | cl_sp_avfx_monster_attack_snakes_interval | Minimum time in seconds between two hits of the same fight. Applies immediately. |
| Section | Retaliation | Retaliation | ||
| Toggle | Retaliation | Strike back after a bite | cl_sp_avfx_monster_retaliate_snakes | Let a bitten monster strike back even when monsters do not attack Snakes on their own. It opens only after a bite that really took health, targets exactly the Snake that bit, and uses the damage, interval and search area above. On by default. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset Snake combat | cl_sp_avfx_snake_combat_defaultss | Reset the Snake combat controls on this page to their defaults. Nothing else is touched. |
| Navigation | Service | Back to audio and contacts... | q2prox_avfx_surface_materials_crawlers_contacts | Back to Wildlife audio and contacts. |
Cracks (q2prox_avfx_surface_materials_cracks)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Cracks
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Cracks | cl_avfx_surface_materials_cracks | Cracks family master. Hairline, branching, network, chipped and deep fractures worn into eligible static walls and floors. Needs the Surface Materials master. Damage in the material itself, never black lines painted on top; collision and gameplay are untouched. Default off. Applies immediately. |
| Toggle | Master | Walls | cl_avfx_surface_materials_cracks_walls | Damage eligible walls. Independent of the floor lane. Applies immediately. |
| Toggle | Master | Floors | cl_avfx_surface_materials_cracks_floors | Damage eligible floors and gentle slopes. Independent of the wall lane. Applies immediately. |
| List | Master | Damage appearance | cl_avfx_surface_materials_cracks_variant | Damage appearance. Auto lets broad world regions choose, blending at most two neighbouring profiles. Profiles differ in crack topology and rim geometry, not only in colour. Applies immediately. [Auto / Hairline cracks / Branching structural / Dry crack network / Chipped surface / Deep fractured / Irregular mixed damage] |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Alpha | cl_avfx_surface_materials_cracks_alpha | Overall blend into the original surface. 0 is a real no-op. Applies immediately. |
| Slider | Appearance | Density | cl_avfx_surface_materials_cracks_density | How much of the surface carries crack systems. Low values keep broad intact areas. Applies immediately. |
| Slider | Appearance | Scale | cl_avfx_surface_materials_cracks_scale | World size of a damage system. Never changes the line width. Applies immediately. |
| Slider | Appearance | Width | cl_avfx_surface_materials_cracks_width | Width around the same centreline; the cracks keep their course and branching. Applies immediately. |
| Slider | Appearance | Depth | cl_avfx_surface_materials_cracks_depth | Bounded cavity and micro-relief depth under the scene light. Geometry and collision never change. Applies immediately. |
| Slider | Appearance | Branching | cl_avfx_surface_materials_cracks_branching | How strongly secondary branches grow off the primary crack. Applies immediately. |
| Slider | Appearance | Chipping | cl_avfx_surface_materials_cracks_chipping | Broken and spalled rim around the cracks, with exposed substrate fragments. Applies immediately. |
| Slider | Appearance | Edge softness | cl_avfx_surface_materials_cracks_edge_softness | Anti-aliased transition at the rim. It never erases fine hairline cracks. Applies immediately. |
| Slider | Appearance | Cavity darkness | cl_avfx_surface_materials_cracks_cavity_darkness | How dark the cavity interior becomes. Dims the lit substrate only; never flat black and never emissive. Applies immediately. |
| Section | Wall distribution | Wall distribution | ||
| List | Wall distribution | Distribution | cl_avfx_surface_materials_cracks_wall_distribution | Spread on walls. The bottom-up band wears the wall from its base. Floors are unaffected. Applies immediately. [Uniform / Bottom-up band] |
| Slider | Wall distribution | Wall height | cl_avfx_surface_materials_cracks_wall_height | How far the damage band reaches up the wall. Ignored in uniform mode. Applies immediately. |
| Slider | Wall distribution | Wall fade | cl_avfx_surface_materials_cracks_wall_fade | Smooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset cracks | cl_avfx_defaults_surface_materials_cracks | Reset cracks controls to defaults. |
| Navigation | Service | Back to Surface Materials... | q2prox_avfx_surface_materials | Back to Surface Materials. |
Greenery (q2prox_avfx_surface_materials_greenery)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Greenery
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Greenery | cl_avfx_surface_materials_greenery | Greenery family master. Moss, lichen, ivy, leafy creep and small weeds coat eligible static walls and floors. Needs the Surface Materials master. A shader coating on the original texture, never the separate 3D grass. Default off. Applies immediately. |
| Toggle | Master | Walls | cl_avfx_surface_materials_greenery_walls | Grow greenery on eligible walls. Independent of the floor lane. Applies immediately. |
| Toggle | Master | Floors | cl_avfx_surface_materials_greenery_floors | Grow greenery on eligible floors and gentle slopes. Independent of the wall lane. Applies immediately. |
| List | Master | Growth appearance | cl_avfx_surface_materials_greenery_variant | Growth appearance. Auto lets broad world regions choose, blending at most two neighbouring profiles. Moss and lichen are static; ivy, leafy creep and weeds can move at the tips. Applies immediately. [Auto / Soft moss film / Lichen mottling / Ivy and vines / Leafy creep / Weeds and ferns / Damp overgrowth] |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Alpha | cl_avfx_surface_materials_greenery_alpha | Blend strength over the original surface. 0 is a real no-op. Applies immediately. |
| Slider | Appearance | Coverage | cl_avfx_surface_materials_greenery_coverage | Occupied fraction. Below one always leaves irregular holes with the original texture visible. Applies immediately. |
| Slider | Appearance | Edge softness | cl_avfx_surface_materials_greenery_coverage_softness | Softness of island edges. Small = crisp borders; large = a gradual organic fade. Applies immediately. |
| Slider | Appearance | Scale | cl_avfx_surface_materials_greenery_scale | World-space feature size. Smaller = fine dense detail; larger = broad colonies. Applies immediately. |
| Slider | Appearance | Thickness | cl_avfx_surface_materials_greenery_thickness | Micro-relief strength: how raised the growth reads under scene light. Never changes geometry or collision. Applies immediately. |
| Slider | Appearance | Damp bias | cl_avfx_surface_materials_greenery_damp_bias | How strongly growth prefers low and damp places. 0 spreads it evenly. Applies immediately. |
| Section | Wall distribution | Wall distribution | ||
| List | Wall distribution | Distribution | cl_avfx_surface_materials_greenery_wall_distribution | Spread on walls. Natural band grows moss and weeds upward from the damp low end and hangs ivy and leafy creep downward from the top. Applies immediately. [Uniform / Natural band] |
| Slider | Wall distribution | Wall height | cl_avfx_surface_materials_greenery_wall_height | How far the growth band reaches along the wall. Ignored in uniform mode. Applies immediately. |
| Slider | Wall distribution | Wall fade | cl_avfx_surface_materials_greenery_wall_fade | Smooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately. |
| Section | Families | Families | ||
| Navigation | Families | Colour and motion... | q2prox_avfx_surface_materials_greenery_colour | Open Colour and motion: RGB tint and restrained root-anchored foliage motion. |
| Section | Service | Service | ||
| Navigation | Service | Reset greenery | cl_avfx_defaults_surface_materials_greenery | Reset greenery controls to defaults. |
| Navigation | Service | Back to Surface Materials... | q2prox_avfx_surface_materials | Back to Surface Materials. |
Colour and motion (q2prox_avfx_surface_materials_greenery_colour)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Greenery → Colour and motion
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Motion | Motion | ||
| Slider | Motion | Foliage motion | cl_avfx_surface_materials_greenery_foliage_motion | Restrained movement of leaf and vine tips. Roots stay anchored. Moss and lichen never move; 0 makes every profile static. Applies immediately. |
| Section | Colour | Colour | ||
| Slider | Colour | Red tint | cl_avfx_surface_materials_greenery_tint_r | Red multiplier over the profile palette. 1 is neutral. Applies immediately. |
| Slider | Colour | Green tint | cl_avfx_surface_materials_greenery_tint_g | Green multiplier over the profile palette. 1 is neutral. Applies immediately. |
| Slider | Colour | Blue tint | cl_avfx_surface_materials_greenery_tint_b | Blue multiplier over the profile palette. 1 is neutral. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Back to Greenery... | q2prox_avfx_surface_materials_greenery | Back to Greenery. |
Grass: Placement & Appearance (q2prox_avfx_grass_placement)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Grass → Grass: Placement & Appearance
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Placement & Performance | Placement & Performance | ||
| List | Placement & Performance | Quality | cl_avfx_surface_grass_quality | Grass quality profile. Higher raises instance count, blade detail, draw distance and CPU/GPU cost. Ultra is the visual reference. Applies immediately. [Performance / Balanced / High / Ultra] |
| Slider | Placement & Performance | Density | cl_avfx_surface_grass_density | Blade density multiplier over the quality profile. Applies immediately. |
| Slider | Placement & Performance | Cell size | cl_avfx_surface_grass_cell_size | Grass cell size in world units; changing it rebuilds grass cells. Applies immediately. |
| Slider | Placement & Performance | Draw distance | cl_avfx_surface_grass_distance | Grass draw distance before the quality multiplier. Used only with Distance LOD on. Applies immediately. |
| Toggle | Placement & Performance | Distance LOD | cl_avfx_surface_grass_lod | On: distance cutoff and thinning. Off: no distance restrictions. PVS and the instance cap remain active. Applies immediately. |
| Slider | Placement & Performance | Max grass blades | cl_avfx_surface_grass_max_instances | Hard blade cap. With LOD off, grass has a fixed allocation across the map; entering another room never redistributes it. Ultra allows eight million. Applies immediately. |
| Slider | Placement & Performance | Maximum slope | cl_avfx_surface_grass_slope_max | Maximum surface slope that grows grass (0 = flat floors only). Applies immediately. |
| Toggle | Placement & Performance | Outdoor only | cl_avfx_surface_grass_outdoor_only | Grow grass only on cells open to the sky; off allows indoor eligible floors too. Applies immediately. |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Height | cl_avfx_surface_grass_height | Base grass blade height in world units. Applies immediately. |
| Slider | Appearance | Height variation | cl_avfx_surface_grass_height_variation | Per-blade random height spread around the base height. Applies immediately. |
| Slider | Appearance | Width | cl_avfx_surface_grass_width | Grass blade width in world units. Applies immediately. |
| List | Appearance | Antialiasing | cl_avfx_surface_grass_antialiasing | Grass geometry antialiasing. 2x..8x accumulate that many fixed sub-pixel samples of the original vertical blades per frame. Distant blades are never replaced by flat coverage. Applies immediately. [Off / 2x / 3x / 4x / 5x / 6x / 7x / 8x] |
| Slider | Appearance | Color red | cl_avfx_surface_grass_color_r | Base grass colour, red channel (linear). Applies immediately. |
| Slider | Appearance | Color green | cl_avfx_surface_grass_color_g | Base grass colour, green channel (linear). Applies immediately. |
| Slider | Appearance | Color blue | cl_avfx_surface_grass_color_b | Base grass colour, blue channel (linear). Applies immediately. |
| Slider | Appearance | Color variation | cl_avfx_surface_grass_color_variation | Per-blade colour spread around the base colour. Applies immediately. |
| Navigation | Appearance | Back to Grass... | q2prox_avfx_grass | Back to Grass. |
Grass Lighting (q2prox_avfx_grass_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Grass → Grass Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Lighting | cl_avfx_surface_grass_lighting | Enable physically responsive grass lighting. Off restores the previous static-only grass look. Applies immediately. |
| Slider | Master | Shadow strength | cl_avfx_surface_grass_shadow_strength | Contact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately. |
| Slider | Master | Static light | cl_avfx_surface_grass_light_static_strength | Strength of cached BSP/static light on grass. Applies immediately. |
| Slider | Master | Minimum brightness | cl_avfx_surface_grass_light_min_brightness | Absolute minimum grass brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately. |
| Section | Sun & Moon | Sun & Moon | ||
| Toggle | Sun & Moon | Celestial light | cl_avfx_surface_grass_light_celestial | Make grass follow the same live sun/moon/cloud illumination state as snow, using independent grass tuning. Applies immediately. |
| Slider | Sun & Moon | Celestial strength | cl_avfx_surface_grass_light_celestial_strength | Sun/moon illumination multiplier for grass. Applies immediately. |
| Slider | Sun & Moon | Night minimum | cl_avfx_surface_grass_light_celestial_min_brightness | Grass brightness floor when the celestial scene is dark. Applies immediately. |
| Slider | Sun & Moon | Night tint | cl_avfx_surface_grass_light_celestial_night_tint | Muted cool-green night tint strength. Applies immediately. |
| Section | Local Sources | Local Sources | ||
| Slider | Local Sources | Local light lift | cl_avfx_surface_grass_light_local_lift | How strongly local sources restore the visible daytime grass response in darkness. Applies immediately. |
| Toggle | Local Sources | Flashlight | cl_avfx_surface_grass_light_flashlight | Grass reacts to the player flashlight cone. Applies immediately. |
| Slider | Local Sources | Flashlight strength | cl_avfx_surface_grass_light_flashlight_strength | Flashlight response strength on grass. Applies immediately. |
| Toggle | Local Sources | Lightning & meteors | cl_avfx_surface_grass_light_lightning | Grass reacts to local lightning strikes and meteor-impact lights. Applies immediately. |
| Slider | Local Sources | Lightning/meteor strength | cl_avfx_surface_grass_light_lightning_strength | Lightning and meteor local-light response strength. Applies immediately. |
| Toggle | Local Sources | Dynamic lights | cl_avfx_surface_grass_light_dynamic | Grass reacts to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately. |
| Slider | Local Sources | Dynamic strength | cl_avfx_surface_grass_light_dynamic_strength | Dynamic-light brightness response on grass. Applies immediately. |
| Slider | Local Sources | Dynamic colour | cl_avfx_surface_grass_light_dynamic_color | Amount of dynamic-light colour painted onto grass. Applies immediately. |
| Toggle | Local Sources | Emissive sources | cl_avfx_surface_grass_light_emissive | Grass reacts to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately. |
| Slider | Local Sources | Emissive strength | cl_avfx_surface_grass_light_emissive_strength | Emissive-source brightness response on grass. Applies immediately. |
| Slider | Local Sources | Emissive colour | cl_avfx_surface_grass_light_emissive_color | Amount of emissive-source colour painted onto grass. Applies immediately. |
| Navigation | Local Sources | Back to Grass... | q2prox_avfx_grass | Back to Grass. |
Grass: Wind & Interaction (q2prox_avfx_grass_motion)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Grass → Grass: Wind & Interaction
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Wind | Wind | ||
| Toggle | Wind | Wind | cl_avfx_surface_grass_wind | Grass wind sway master; works independently of any weather preset. Applies immediately. |
| Slider | Wind | Direction | cl_avfx_surface_grass_wind_angle | Wind direction in degrees. Applies immediately. |
| Slider | Wind | Strength | cl_avfx_surface_grass_wind_strength | Wind sway strength (tip bend amount). Applies immediately. |
| Slider | Wind | Speed | cl_avfx_surface_grass_wind_speed | Wind oscillation speed. Applies immediately. |
| Slider | Wind | Turbulence | cl_avfx_surface_grass_wind_turbulence | High-frequency turbulence on top of the base sway (reduced on lower quality). Applies immediately. |
| Section | Interaction | Interaction | ||
| Toggle | Interaction | Interaction | cl_avfx_surface_grass_interaction | Master toggle for grass bending/parting around actors. Applies immediately. |
| Toggle | Interaction | Local player | cl_avfx_surface_grass_interact_player | The local player parts nearby grass while moving. Allowed in local play and permitted multiplayer AVFX. Applies immediately. |
| Toggle | Interaction | Monsters | cl_avfx_surface_grass_interact_monsters | Nearby grounded monsters part grass in local single-player / DM-training only (never demo or remote multiplayer). Applies immediately. |
| Toggle | Interaction | Visible players | cl_avfx_surface_grass_interact_players | Visible other player models part grass. Local visual only; default off, forced off under the multiplayer competitive limit. Never through walls. Applies immediately. |
| Slider | Interaction | Radius | cl_avfx_surface_grass_interact_radius | Radius around each actor within which grass bends, in world units. Applies immediately. |
| Slider | Interaction | Strength | cl_avfx_surface_grass_interact_strength | How strongly actors bend nearby grass. Applies immediately. |
| Slider | Interaction | Recovery | cl_avfx_surface_grass_interact_recovery | Seconds-based recovery time constant for grass springing back after an actor leaves. Applies immediately. |
| Slider | Interaction | Max actors | cl_avfx_surface_grass_interact_max | Maximum number of actors that can influence grass per frame (also capped by the quality profile). Applies immediately. |
| Navigation | Interaction | Back to Grass... | q2prox_avfx_grass | Back to Grass. |
Mirror Surfaces (q2prox_avfx_mirror_surfaces)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Mirror Surfaces
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Surfaces | Surfaces | ||
| Toggle | Surfaces | Mirror surfaces | cl_avfx_surface_mirror | Master toggle for experimental mirror surfaces. The saved choice is effective only in deathmatch 0, on a local deathmatch 1 server, or in dm2/mvd2 Demo Player playback. Remote deathmatch 1 is hard-blocked independently of user cvars. Off by default. Applies immediately. |
| Toggle | Surfaces | Floors and slopes | cl_avfx_surface_mirror_floors | Mirror floors and up-facing slopes (stairs, ramps). On by default. Applies immediately. |
| Toggle | Surfaces | Walls | cl_avfx_surface_mirror_walls | Mirror vertical and steep walls. Off by default (higher cost). Applies immediately. |
| Slider | Surfaces | Floor/slope angle limit | cl_avfx_surface_mirror_floor_slope_max | Angle limit (degrees) separating floors/slopes from walls. Applies immediately. |
| Section | Scene Reflection | Scene Reflection | ||
| Toggle | Scene Reflection | Scene reflection | cl_avfx_surface_mirror_scene_reflection | Screen-space reflection of static world detail. On by default. Applies immediately. |
| Slider | Scene Reflection | Scene reflection strength | cl_avfx_surface_mirror_scene_reflection_strength | Strength of the reflected scene. Applies immediately. |
| Toggle | Scene Reflection | Reflect Surface Objects | cl_avfx_surface_mirror_surface_objects | Reflect already enabled Surface Objects: grass, ivy, ferns and falling leaves; no stones, soil or ground litter. Does not enable them. Applies immediately. |
| Section | More | More | ||
| Navigation | More | Model reflections... | q2prox_avfx_mirror_models | Open model reflections and their individual content categories. |
| Navigation | More | Quality & service... | q2prox_avfx_mirror_quality | Open quality and service: quality, roughness, distance, plane budget, diagnostics. |
| Navigation | More | Reset to defaults | cl_avfx_defaults_surface_mirror | Reset mirror surface settings to defaults. |
| Navigation | More | Back to Surfaces & Water... | q2prox_avfx_details_surfaces | Back to Surfaces & Water. |
Model Reflections (q2prox_avfx_mirror_models)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Mirror Surfaces → Model Reflections
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Models | Models | ||
| Toggle | Models | Model reflection | cl_avfx_surface_mirror_model_reflection | Master toggle for reflecting alias models. Categories below need this on. Applies immediately. |
| Slider | Models | Model reflection strength | cl_avfx_surface_mirror_model_reflection_strength | Strength of reflected models. Applies immediately. |
| Section | Reflected Categories | Reflected Categories | ||
| Toggle | Reflected Categories | Weapons | cl_avfx_surface_mirror_model_reflection_weapons | Reflect world/pickup/linked weapon models, not the first-person view gun. Applies immediately. |
| Toggle | Reflected Categories | Armor | cl_avfx_surface_mirror_model_reflection_armor | Reflect armor pickup models. Applies immediately. |
| Toggle | Reflected Categories | Items | cl_avfx_surface_mirror_model_reflection_items | Reflect generic item and object models. Applies immediately. |
| Toggle | Reflected Categories | Players and monsters | cl_avfx_surface_mirror_model_reflection_actors | Reflect players and monsters, including your own body in first person (mirror only). Applies immediately. |
| Toggle | Reflected Categories | Ships | cl_avfx_surface_mirror_model_reflection_ships | Reflect AVFX sky ships. Applies immediately. |
| Toggle | Reflected Categories | Meteors | cl_avfx_surface_mirror_model_reflection_meteors | Reflect AVFX meteors. Applies immediately. |
| Toggle | Reflected Categories | Comets | cl_avfx_surface_mirror_model_reflection_comets | Reflect AVFX comets. Applies immediately. |
| Toggle | Reflected Categories | Celestial bodies | cl_avfx_surface_mirror_model_reflection_planets | Reflect Earth, Moon, Sun, the Black Hole and compatible celestial bodies. Each body also needs its own master enabled. Applies immediately. |
| Toggle | Reflected Categories | Surface Volumes | cl_avfx_surface_mirror_model_reflection_surface_volumes | Reflect placed Surface Volumes (steam, smoke and fog) in mirror surfaces. Requires the model reflection parent. Default OFF. Applies immediately. |
| Toggle | Reflected Categories | Projectiles and rail beam | cl_avfx_surface_mirror_model_reflection_projectiles | Reflect final presented projectiles and the rail beam, including synchronized local prediction. Requires the model reflection parent. Default OFF. Applies immediately. |
| Toggle | Reflected Categories | Black Hole particle consumption | cl_avfx_blackhole_consume_reflect_mirrors | Reflect Black-Hole ingestion particles and matter. Additional opt-in: requires model reflections, Celestial bodies and the consumption master. Default OFF. Applies immediately. |
| Navigation | Reflected Categories | Back to Mirror Surfaces... | q2prox_avfx_mirror_surfaces | Back to Mirror Surfaces. |
Quality & Service (q2prox_avfx_mirror_quality)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Mirror Surfaces → Quality & Service
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Quality | Quality | ||
| List | Quality | Quality | cl_avfx_surface_mirror_scene_reflection_quality | Reflection quality. Performance uses SSR only; Medium keeps 1 planar capture. Quality captures up to 8 planes, Ultra captures up to 16 planes, and Extra captures every visible canonical plane without a limit. Applies immediately. [Performance / Medium / Quality / Ultra / Extra] |
| Slider | Quality | Roughness | cl_avfx_surface_mirror_roughness | Mirror roughness. 0 is a sharp mirror; higher blurs the reflection. Applies immediately. |
| Slider | Quality | Reflection distance | cl_avfx_surface_mirror_distance | Maximum distance (world units) at which a mirror is selected. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Print diagnostics | avfx_surface_mirror_info | Print mirror diagnostics to the console. |
| Navigation | Service | Reset to defaults | cl_avfx_defaults_surface_mirror | Reset mirror surface settings to defaults. |
| Navigation | Service | Back to Mirror Surfaces... | q2prox_avfx_mirror_surfaces | Back to Mirror Surfaces. |
Sky & Celestials (q2prox_avfx_details_sky)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Sky Layers | Sky Layers | ||
| Navigation | Sky Layers | Sky & Clouds settings... | q2prox_avfx_storm_sky | Open Sky & Clouds: weather sky tint, sky darkening, storm tint, procedural clouds and fog. |
| Navigation | Sky Layers | Volumetric clouds... | q2prox_avfx_volclouds | Open Volumetric clouds: GPU-raymarched world cloud layer lit by sun/moon. Can occlude celestial disks. Default OFF. |
| Section | Celestial Objects | Celestial Objects | ||
| Navigation | Celestial Objects | Sun settings... | q2prox_avfx_sun | Open Sun settings: visible disk, time mode, position, color, brightness, cloud shadowing. |
| Navigation | Celestial Objects | Moon settings... | q2prox_avfx_moon | Open Moon settings: visible disk, mode, position, phase, size, brightness, cloud shadowing. |
| Navigation | Celestial Objects | Earth settings... | q2prox_avfx_earth | Open Earth settings: separate blue-marble planet behind clouds, mode, position, phase, size, HD texture, body rotation. |
| Navigation | Celestial Objects | Stars settings... | q2prox_avfx_stars | Open stars settings: real-data catalog + extra background + Milky Way + Venus + Mars + cloud occlusion + day/moon fade + horizon-strength twinkle + constellation lines + star/planet forced bloom. Default OFF. |
| Navigation | Celestial Objects | Black Hole... | q2prox_avfx_blackhole | Open Black Hole settings: optional lensing background body with an event-horizon shadow, photon ring, accretion disk, flow strands and polar jets. Farther than Sun/Earth/Moon, nearer than the stars. Default OFF. |
| Navigation | Celestial Objects | Meteors... | q2prox_avfx_meteors | Open meteors settings: sky meteors / shooting stars (M1) and falling impact meteors (M2). Bolide visuals, trails, fragmentation, impact flash, shatter, puddle evaporation, camera shake. |
| Navigation | Celestial Objects | Spaceships... | q2prox_avfx_spaceships | Open optional AVFX sky-spaceship flybys: distant stock Quake II ships enter from beyond the horizon, cross the sky on long varied routes and fade into the distance. Client-only decorative, no gameplay. Default OFF. |
| Navigation | Celestial Objects | Back to detailed AVFX settings... | q2prox_avfx_details | Return to detailed AVFX settings. |
Local FX & Sound (q2prox_avfx_details_local)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Local FX & Sound | Local FX & Sound | ||
| Navigation | Local FX & Sound | Player Contact Effects... | q2prox_avfx_contact_settings | Open every AVFX Player Contact Effect setting: blood on models, sprays, world stains, corpse pools, BFG vaporization, weapon impact marks and their budgets. |
| Navigation | Local FX & Sound | Flashlight settings... | q2prox_avfx_flashlight | Open Flashlight settings: toggle, range, cone angle, color, flicker, battery. |
| Navigation | Local FX & Sound | Monster environmental contacts... | q2prox_avfx_monster_contacts | Open Monster environmental contacts: footprints, puddle ripples and landing splashes (local single-player / DM-training only). |
| Navigation | Local FX & Sound | AVFX sound volumes... | q2prox_avfxvol | Open AVFX sound volume layers: ambience, rain, snow, water, steam, thunder, meteor, surface steps. |
| Section | Related | Related | ||
| Navigation | Related | Lightning interaction... | q2prox_avfx_lightning_discharges | Open Lightning discharges & damage — lightning interaction with monsters, objects and surfaces. |
| Navigation | Related | Back to detailed AVFX settings... | q2prox_avfx_details | Return to detailed AVFX settings. |
AVFX Presets (q2prox_avfx_presets)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Standard presets | Standard presets | ||
| Navigation | Standard presets | Basic presets | q2prox_avfx_presets_basic | Open the existing AVFX preset package list. |
| Navigation | Standard presets | Space | q2prox_avfx_presets_space | Open space-themed AVFX preset packages. |
| Navigation | Standard presets | Surfaces | q2prox_avfx_presets_surfaces | Open AVFX presets that combine surface objects with atmospheric and celestial scenes. |
| Navigation | Standard presets | Aesthetic | q2prox_avfx_presets_aesthetic | Open aesthetic AVFX preset packages. |
| Navigation | Standard presets | Misc | q2prox_avfx_presets_misc | Open miscellaneous AVFX preset packages. |
| Navigation | Standard presets | Musical | q2prox_avfx_presets_music | Open music-linked AVFX preset packages. |
| Navigation | Standard presets | Extra quality | q2prox_avfx_presets_extra | Open extra quality AVFX preset packages based on the Ultra presets. |
| Navigation | Standard presets | Can you run Q2PRO-X ? | q2prox_avfx_presets_can_run | These presets are intended exclusively for Hi-End PCs and testing. |
| Navigation | Standard presets | HDR (High Dynamic Range) | q2prox_avfx_presets_hdr | Open AVFX presets tuned for HDR rendering. / For the best HDR effect, use the win32wgl backend. |
| Navigation | Standard presets | Demonstration | q2prox_avfx_presets_demo | Open map-specific demonstration presets with authored drawings and volumetric steam/smoke. |
| Section | Custom presets | Custom presets | ||
| Navigation | Custom presets | Custom (global) | q2prox_avfx_presets_custom_global | Open 12 global custom AVFX preset slots shared by every mod. |
| Navigation | Custom presets | Custom (mod-dependent) | q2prox_avfx_presets_custom | Open the existing 12 mod-dependent custom AVFX preset slots for the current game directory. |
| Navigation | Custom presets | Musical custom (global) | q2prox_avfx_presets_music_custom_global | Open 6 global musical custom presets. Each stores a full AVFX snapshot and one validated PROMODJ track. |
| Navigation | Custom presets | Musical custom (mod-dependent) | q2prox_avfx_presets_music_custom | Open 6 mod-dependent musical custom presets for the current game directory. |
| Section | Actions | Actions | ||
| Navigation | Actions | Enable AVFX defaults | q2prox_cfg_preset_apply; cl_avfx_defaults; set cl_avfx 1; q2prox_cfg_save_local | Reset all AVFX cvars to defaults, enable AVFX and save the local profile. |
| Navigation | Actions | Stop preset music (once) | music_online_stop | Stop the currently playing preset music once. This does not disable music presets or change any AVFX settings. |
| Section | Generator | Generator | ||
| Navigation | Generator | AVFX Preset Generator... | q2prox_avfx_generator | Generate a safe random AVFX scene: pick a quality envelope, optionally fix the atmosphere, press Generate. Save a result you like as a custom preset. |
Basic Presets (q2prox_avfx_presets_basic)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Basic Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Clear sky | Clear sky | ||
| Navigation | Clear sky | Summer Blue Sky | q2pro-x/visual_presets/v_p_sky_su.cfg | Summer Blue Sky: clear daytime sky. Blue gradient, rich Perlin-Worley volumetric clouds and sun. No rain/snow. Editable cfg. |
| Section | Ultra quality | Ultra quality | ||
| Navigation | Ultra quality | Rain+Storm Ultra | q2pro-x/visual_presets/v_p_rs_u.cfg | Ultra baseline from the current local rain+storm AVFX config: optimized renderer, no distance LOD, rain, puddles, rings, runoff, storm sky, lightning, thunder and sounds enabled. |
| Navigation | Ultra quality | Rain Ultra | q2pro-x/visual_presets/v_p_r_u.cfg | Ultra rain baseline without storm/lightning events. Keeps rain, puddles, rings, runoff, water contacts and sounds. |
| Navigation | Ultra quality | Snow Ultra | q2pro-x/visual_presets/v_p_s_u.cfg | Ultra snow baseline from the current local snow config: optimized snow renderer, no distance LOD, snow cover, drifts, footprints, water effects and sounds enabled. |
| Section | Quality | Quality | ||
| Navigation | Quality | Rain+Storm Quality | q2pro-x/visual_presets/v_p_rs_q.cfg | Quality rain+storm preset: close to Ultra, with mild distance LOD and slightly reduced particle density. |
| Navigation | Quality | Rain Quality | q2pro-x/visual_presets/v_p_r_q.cfg | Quality rain preset: close to Ultra, no storm, mild distance LOD. |
| Navigation | Quality | Snow Quality | q2pro-x/visual_presets/v_p_s_q.cfg | Quality snow preset: close to Ultra with mild distance LOD and lighter snow detail. |
| Section | Balanced | Balanced | ||
| Navigation | Balanced | Rain+Storm Balanced | q2pro-x/visual_presets/v_p_rs_b.cfg | Balanced rain+storm preset: stronger LOD and reduced density for a visible performance boost. |
| Navigation | Balanced | Rain Balanced | q2pro-x/visual_presets/v_p_r_b.cfg | Balanced rain preset: stronger LOD, lower rain/puddle density, no storm. |
| Navigation | Balanced | Snow Balanced | q2pro-x/visual_presets/v_p_s_b.cfg | Balanced snow preset: stronger LOD and medium snow cover/detail budgets. |
| Section | Performance | Performance | ||
| Navigation | Performance | Rain+Storm Perf | q2pro-x/visual_presets/v_p_rs_p.cfg | Performance rain+storm preset: lower particles, shorter LOD range and simpler detail while keeping sounds enabled. |
| Navigation | Performance | Rain Perf | q2pro-x/visual_presets/v_p_r_p.cfg | Performance rain preset: lower particles, shorter LOD range, no storm, sounds enabled. |
| Navigation | Performance | Snow Perf | q2pro-x/visual_presets/v_p_s_p.cfg | Performance snow preset: lighter snow particles, cover detail and snowdrift budgets, sounds enabled. |
| Section | Ultra performance | Ultra performance | ||
| Navigation | Ultra performance | Rain+Storm UPerf | q2pro-x/visual_presets/v_p_rs_up.cfg | Ultra Performance rain+storm preset: aggressive LOD, low particles, puddle rings/bubbles/step splashes/weapon impacts disabled, sounds still enabled. |
| Navigation | Ultra performance | Rain UPerf | q2pro-x/visual_presets/v_p_r_up.cfg | Ultra Performance rain preset: aggressive LOD, low particles, no storm, puddle extras disabled, sounds still enabled. |
| Navigation | Ultra performance | Snow UPerf | q2pro-x/visual_presets/v_p_s_up.cfg | Ultra Performance snow preset: aggressive LOD, low particles, no footprints, no snow-water extras, no weapon snow impacts, sounds still enabled. |
| Navigation | Ultra performance | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Space Presets (q2prox_avfx_presets_space)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Space Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Space | Space | ||
| Navigation | Space | Stars sky | q2pro-x/visual_presets/v_p_sp_ss.cfg | Stars sky: space/night AVFX preset from the current tuned celestial settings. Editable cfg. |
| Navigation | Space | Stars, Meteors, Moon | q2pro-x/visual_presets/v_p_sp_smm.cfg | Stars, Meteors, Moon: space/night AVFX preset from the current tuned stars, meteor and moon settings. Editable cfg. |
| Navigation | Space | Full space | q2pro-x/visual_presets/v_p_sp_f.cfg | Full space: full space/night AVFX preset from the current tuned celestial settings. Editable cfg. |
| Navigation | Space | Foggy space | q2pro-x/visual_presets/v_p_sp_fg.cfg | Foggy space: space/night AVFX preset from the current tuned foggy celestial settings. Editable cfg. |
| Navigation | Space | Blue Nebula | q2pro-x/visual_presets/v_p_sp_bn.cfg | Blue Nebula: blue nebula AVFX space preset from the current tuned local settings. Editable cfg. |
| Navigation | Space | Sunny space | q2pro-x/visual_presets/v_p_sp_sun.cfg | Sunny space: space/day AVFX preset from the current tuned sun and celestial settings. Editable cfg. |
| Navigation | Space | Red space | q2pro-x/visual_presets/v_p_sp_r.cfg | Red space: space/night AVFX preset from the current tuned red celestial settings. Editable cfg. |
| Navigation | Space | Green space | q2pro-x/visual_presets/v_p_sp_g.cfg | Green space: space/night AVFX preset from the current tuned green celestial settings. Editable cfg. |
| Navigation | Space | Mystic space | q2pro-x/visual_presets/v_p_sp_m.cfg | Mystic space: space/night AVFX preset from the current tuned mystical celestial settings. Editable cfg. |
| Navigation | Space | Scary Black Hole | q2pro-x/visual_presets/v_p_sp_bh.cfg | Scary Black Hole: space/night AVFX preset with the black hole dominating the sky, from the current tuned celestial settings. Editable cfg. |
| Navigation | Space | Home-Style Space | q2pro-x/visual_presets/v_p_sp_hs.cfg | Home-Style Space: a full AVFX snapshot of the current tuned celestial, surface and lighting settings. Editable cfg. |
| Navigation | Space | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Surface Presets (q2prox_avfx_presets_surfaces)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Surface Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Surfaces | Surfaces | ||
| Navigation | Surfaces | Grass and Cosmos | q2pro-x/visual_presets/v_p_sf_gc.cfg | Grass and Cosmos: a full AVFX snapshot of the current tuned grass, surface, sky and celestial settings. Editable cfg. |
| Navigation | Surfaces | Grass by the House | q2pro-x/visual_presets/v_p_sf_gh.cfg | Grass by the House: a full AVFX snapshot of the current tuned grass, nearby surface, sky and lighting settings. Editable cfg. |
| Navigation | Surfaces | Weathered by Time | q2pro-x/visual_presets/v_p_sf_wt.cfg | Weathered by Time: a full AVFX snapshot of the current tuned aged surface materials - worn walls, cracks and overgrowth. Editable cfg. |
| Navigation | Surfaces | Ancient World | q2pro-x/visual_presets/v_p_sf_aw.cfg | Ancient World: a full AVFX snapshot of the current tuned ancient-ruin look - eroded stone, moss and dust of ages. Editable cfg. |
| Navigation | Surfaces | Serpent Kingdom | q2pro-x/visual_presets/v_p_sf_sk.cfg | Serpent Kingdom: a full AVFX snapshot of the current tuned wildlife-heavy look - snakes, crawlers and overgrown surfaces. Editable cfg. |
| Navigation | Surfaces | Egyptian Inferno | q2pro-x/visual_presets/v_p_sf_eh.cfg | Egyptian Inferno: a full AVFX snapshot of the current tuned scorched-desert look - blazing sun, heat haze and sand-worn stone. Editable cfg. |
| Navigation | Surfaces | Father Frost | q2pro-x/visual_presets/v_p_sf_mz.cfg | Father Frost: a full AVFX snapshot of the current tuned deep-winter look - frost, snow-covered surfaces and icy light. Editable cfg. |
| Navigation | Surfaces | Brick Mayhem | q2pro-x/visual_presets/v_p_sf_bm.cfg | Brick Mayhem: a full AVFX snapshot of the current tuned brick relief - pronounced masonry, chipped edges and rubble. Editable cfg. |
| Navigation | Surfaces | Curvy Brick | q2pro-x/visual_presets/v_p_sf_cb.cfg | Curvy Brick: a full AVFX snapshot of the current tuned rounded brick relief - soft worn edges and gentle masonry curvature. Editable cfg. |
| Navigation | Surfaces | Acid Brick | q2pro-x/visual_presets/v_p_sf_ab.cfg | Acid Brick: a full AVFX snapshot of the current tuned corroded brick look - chemical stains, etched masonry and toxic tint. Editable cfg. |
| Navigation | Surfaces | Wet Place with Spiders | q2pro-x/visual_presets/v_p_sf_ws.cfg | Wet Place with Spiders: a full AVFX snapshot of the current tuned wet surfaces, water and crawling spiders. Editable cfg. |
| Navigation | Surfaces | Fantasy World | q2pro-x/visual_presets/v_p_sf_fw.cfg | Fantasy World: a surface-focused AVFX preset combining fantasy materials, a celestial scene, volumetric clouds and fog from the current tuned local settings. |
| Navigation | Surfaces | Strange Beautiful World | q2pro-x/visual_presets/v_p_sf_sbw.cfg | Strange Beautiful World: a full AVFX snapshot of the current unusual but harmonious surface, sky, atmosphere and celestial settings. Editable cfg. |
| Navigation | Surfaces | Wet Depression | q2pro-x/visual_presets/v_p_sf_wd.cfg | Wet Depression: a full AVFX snapshot of the current gloomy wet surfaces, water, atmosphere and world settings. Editable cfg. |
| Navigation | Surfaces | Riot of Colors | q2pro-x/visual_presets/v_p_sf_rc.cfg | Riot of Colors: a full AVFX snapshot of the current vivid, contrasting surface, sky, water, atmosphere and celestial settings. Editable cfg. |
| Navigation | Surfaces | Brown-Emerald Gloss | q2pro-x/visual_presets/v_p_sf_beg.cfg | Brown-Emerald Gloss: a full AVFX snapshot of the current polished brown-and-emerald surfaces, sky, water and atmosphere. Editable cfg. |
| Navigation | Surfaces | Strange World | q2pro-x/visual_presets/v_p_sf_sw.cfg | Strange World: a full AVFX snapshot of the current unusual surfaces, sky, atmosphere and celestial settings. Editable cfg. |
| Navigation | Surfaces | Emerald Gloss | q2pro-x/visual_presets/v_p_sf_eg.cfg | Emerald Gloss: a full AVFX snapshot of the current polished emerald scene — surfaces, sky, water and lighting. Editable cfg. |
| Navigation | Surfaces | Wet, Very Wet | q2pro-x/visual_presets/v_p_sf_vw.cfg | Wet, Very Wet: a full AVFX snapshot of the current water-soaked scene — wet surfaces, water, puddles and atmosphere. Editable cfg. |
| Navigation | Surfaces | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Aesthetic Presets (q2prox_avfx_presets_aesthetic)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Aesthetic Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Aesthetic | Aesthetic | ||
| Navigation | Aesthetic | Moss Kingdom | q2pro-x/visual_presets/v_p_a_mk.cfg | Moss Kingdom: a full AVFX snapshot of the current tuned moss-centred scene. Editable cfg. |
| Navigation | Aesthetic | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Misc Presets (q2prox_avfx_presets_misc)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Misc Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Misc | Misc | ||
| Navigation | Misc | Silent Hill Rain | q2pro-x/visual_presets/v_p_x_shr.cfg | Silent Hill Rain: dense gloomy rain AVFX preset from the current tuned local settings. Editable cfg. |
| Navigation | Misc | Silent Hill Snow | q2pro-x/visual_presets/v_p_x_shs.cfg | Silent Hill Snow: gloomy snowy AVFX preset from the current tuned local settings. Editable cfg. |
| Navigation | Misc | Cold Ash | q2pro-x/visual_presets/v_p_x_ca.cfg | Cold Ash: cold ash-fall AVFX preset from the current tuned local settings. Editable cfg. |
| Navigation | Misc | Winter Day-Night Cycle | q2pro-x/visual_presets/v_p_x_wdn.cfg | Winter Day-Night Cycle: winter AVFX day/night cycle preset from the current tuned local settings. Editable cfg. |
| Navigation | Misc | Rain Day-Night Cycle | q2pro-x/visual_presets/v_p_x_rdn.cfg | Rain Day-Night Cycle: rainy AVFX day/night cycle preset from the current tuned local settings. Editable cfg. |
| Navigation | Misc | God Rays in Haze | q2pro-x/visual_presets/v_p_x_grh.cfg | God Rays in Haze: hazy AVFX preset with prominent god rays from the current tuned local settings. Editable cfg. |
| Navigation | Misc | From Sunset to Moon | q2pro-x/visual_presets/v_p_x_stm.cfg | From Sunset to Moon: AVFX preset transitioning from sunset mood to moonlit night from the current tuned local settings. Editable cfg. |
| Navigation | Misc | Light Summer Rain | q2pro-x/visual_presets/v_p_x_lsr.cfg | Light Summer Rain: light summer drizzle AVFX preset from the current tuned local settings. Editable cfg. |
| Navigation | Misc | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Musical Presets (q2prox_avfx_presets_music)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Musical Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Musical | Musical | ||
| Navigation | Musical | Cold Stars | q2pro-x/visual_presets/v_p_m_cs.cfg | Cold Stars: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Too Far Away | q2pro-x/visual_presets/v_p_m_tfa.cfg | Too Far Away: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Magellan | q2pro-x/visual_presets/v_p_m_mag.cfg | Magellan: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Sunset of Paradise | q2pro-x/visual_presets/v_p_m_sop.cfg | Sunset of Paradise: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Meditative Fantasies | q2pro-x/visual_presets/v_p_m_mf.cfg | Meditative Fantasies: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Strannimus | q2pro-x/visual_presets/v_p_m_str.cfg | Strannimus: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Near Comet | q2pro-x/visual_presets/v_p_m_nc.cfg | Near Comet: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Listen to Doom | q2pro-x/visual_presets/v_p_m_ltd.cfg | Listen to Doom: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Galaxy | q2pro-x/visual_presets/v_p_m_g.cfg | Galaxy: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Crystals of Distant Voices | q2pro-x/visual_presets/v_p_m_cdv.cfg | Crystals of Distant Voices: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Nea | q2pro-x/visual_presets/v_p_m_n.cfg | Nea: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Fantastic Universe | q2pro-x/visual_presets/v_p_m_fu.cfg | Fantastic Universe: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Invisible Proximity | q2pro-x/visual_presets/v_p_m_ip.cfg | Invisible Proximity: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Gloomy Clouds | q2pro-x/visual_presets/v_p_m_gc.cfg | Gloomy Clouds: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Melodic Cosmos | q2pro-x/visual_presets/v_p_m_mc.cfg | Melodic Cosmos: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Black Hole | q2pro-x/visual_presets/v_p_m_sp.cfg | Black Hole: AVFX preset from the current tuned local settings with a looped PROMODJ track. Stops the current online track before starting its own. |
| Navigation | Musical | Deep Space | q2pro-x/visual_presets/v_p_m_ds.cfg | Deep Space: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track. |
| Navigation | Musical | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Extra Quality Presets (q2prox_avfx_presets_extra)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Extra Quality Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Extra quality | Extra quality | ||
| Navigation | Extra quality | Rain+Storm Extra | q2pro-x/visual_presets/v_p_rs_e.cfg | Rain+Storm Extra: copy of the Rain+Storm Ultra preset for further tuning. |
| Navigation | Extra quality | Rain Extra | q2pro-x/visual_presets/v_p_r_e.cfg | Rain Extra: copy of the Rain Ultra preset for further tuning. |
| Navigation | Extra quality | Snow Extra | q2pro-x/visual_presets/v_p_s_e.cfg | Snow Extra: copy of the Snow Ultra preset for further tuning. |
| Navigation | Extra quality | Purple Cosmos Extra | q2pro-x/visual_presets/v_p_pc_e.cfg | Purple Cosmos Extra: extra-quality purple space AVFX preset from the current tuned local settings. Editable cfg. |
| Navigation | Extra quality | Living World | q2pro-x/visual_presets/v_p_lw_e.cfg | Living World: an extra-quality AVFX preset combining living surfaces, wildlife and atmospheric effects from the current tuned local settings. |
| Navigation | Extra quality | Yellow-Green Motion | q2pro-x/visual_presets/v_p_ygm_e.cfg | Yellow-Green Motion: a full extra-quality AVFX snapshot of the current tuned yellow-green moving scene. Editable cfg. |
| Navigation | Extra quality | Metallic Lustre | q2pro-x/visual_presets/v_p_ml_e.cfg | Metallic Lustre: a complete Extra-quality AVFX preset with metallic materials and reflections. Available in every mod; does not change the display mode. |
| Navigation | Extra quality | Autumn Depression | q2pro-x/visual_presets/v_p_ad_e.cfg | Autumn Depression: a complete AVFX snapshot of the current atmosphere and surface objects. Editable cfg. |
| Navigation | Extra quality | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Can you run Q2PRO-X ? (q2prox_avfx_presets_can_run)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Can you run Q2PRO-X ?
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Can you run Q2PRO-X ? | Can you run Q2PRO-X ? | ||
| Navigation | Can you run Q2PRO-X ? | Rain Extra Quality | q2pro-x/visual_presets/v_p_r_xq.cfg | Rain Extra Quality: extreme rain AVFX preset for Hi-End PC testing only. |
| Navigation | Can you run Q2PRO-X ? | Snow Extra Quality | q2pro-x/visual_presets/v_p_s_xq.cfg | Snow Extra Quality: extreme snow AVFX preset for Hi-End PC testing only. |
| Navigation | Can you run Q2PRO-X ? | Mirror Hell | q2pro-x/visual_presets/v_p_mh_xq.cfg | Mirror Hell: extreme mirror-surface AVFX preset - reflective floors and walls everywhere, for Hi-End PC testing only. |
| Navigation | Can you run Q2PRO-X ? | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
HDR (High Dynamic Range) (q2prox_avfx_presets_hdr)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → HDR (High Dynamic Range)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | HDR (High Dynamic Range) | HDR (High Dynamic Range) | ||
| Navigation | HDR (High Dynamic Range) | Nea HDR (musical) | q2pro-x/visual_presets/v_p_h_n.cfg | Nea HDR: music-linked AVFX preset tuned from current local settings for HDR rendering. Stops any currently playing online music before starting its own track. |
| Navigation | HDR (High Dynamic Range) | July Drops HDR (musical) | q2pro-x/visual_presets/v_p_h_jd.cfg | July Drops HDR: music-linked AVFX preset tuned from current local settings for HDR rendering. Stops any currently playing online music before starting its own track. |
| Navigation | HDR (High Dynamic Range) | Destroy HDR (musical) | q2pro-x/visual_presets/v_p_h_d.cfg | Destroy HDR: music-linked AVFX preset tuned from current local settings for HDR rendering. Stops any currently playing online music before starting its own track. |
| Navigation | HDR (High Dynamic Range) | Sunny Space HDR | q2pro-x/visual_presets/v_p_h_sc.cfg | Sunny Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started. |
| Navigation | HDR (High Dynamic Range) | Blue Nebula HDR | q2pro-x/visual_presets/v_p_h_bn.cfg | Blue Nebula HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started. |
| Navigation | HDR (High Dynamic Range) | Red Space HDR | q2pro-x/visual_presets/v_p_h_rs.cfg | Red Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started. |
| Navigation | HDR (High Dynamic Range) | Green Space HDR | q2pro-x/visual_presets/v_p_h_gs.cfg | Green Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started. |
| Navigation | HDR (High Dynamic Range) | Mystic Space HDR | q2pro-x/visual_presets/v_p_h_ms.cfg | Mystic Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started. |
| Navigation | HDR (High Dynamic Range) | Full Cold HDR (musical) | q2pro-x/visual_presets/v_p_h_fc.cfg | Full Cold HDR: music-linked AVFX preset tuned from current local settings for HDR rendering. Stops any currently playing online music before starting its own track. |
| Navigation | HDR (High Dynamic Range) | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Demonstration Presets (q2prox_avfx_presets_demo)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Demonstration Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Demonstration | Demonstration | ||
| Navigation | Demonstration | Drawings and Steam/Smoke (Q2DM1) | q2pro-x/visual_presets/v_p_d_dsv_q1.cfg | Drawings and Steam/Smoke (Q2DM1): applies the current AVFX snapshot together with the shipped Q2DM1 drawings and volumetric steam/smoke layout. |
| Navigation | Demonstration | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Musical Custom Presets (Global) (q2prox_avfx_presets_music_custom_global)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Musical Custom Presets (Global)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Preset name | Slot 1 name | |||
| Navigation | Load | ui_avfx_load_global_music_custom 1 | Load global musical custom AVFX preset 1. | |
| Navigation | Save | ui_avfx_save_global_music_custom 1 | Save current AVFX settings and a validated PROMODJ track to global musical preset 1. | |
| Navigation | Rename | ui_avfx_rename_global_music_custom 1 | Rename global musical AVFX preset 1. | |
| Preset name | Slot 2 name | |||
| Navigation | Load | ui_avfx_load_global_music_custom 2 | Load global musical custom AVFX preset 2. | |
| Navigation | Save | ui_avfx_save_global_music_custom 2 | Save current AVFX settings and a validated PROMODJ track to global musical preset 2. | |
| Navigation | Rename | ui_avfx_rename_global_music_custom 2 | Rename global musical AVFX preset 2. | |
| Preset name | Slot 3 name | |||
| Navigation | Load | ui_avfx_load_global_music_custom 3 | Load global musical custom AVFX preset 3. | |
| Navigation | Save | ui_avfx_save_global_music_custom 3 | Save current AVFX settings and a validated PROMODJ track to global musical preset 3. | |
| Navigation | Rename | ui_avfx_rename_global_music_custom 3 | Rename global musical AVFX preset 3. | |
| Preset name | Slot 4 name | |||
| Navigation | Load | ui_avfx_load_global_music_custom 4 | Load global musical custom AVFX preset 4. | |
| Navigation | Save | ui_avfx_save_global_music_custom 4 | Save current AVFX settings and a validated PROMODJ track to global musical preset 4. | |
| Navigation | Rename | ui_avfx_rename_global_music_custom 4 | Rename global musical AVFX preset 4. | |
| Preset name | Slot 5 name | |||
| Navigation | Load | ui_avfx_load_global_music_custom 5 | Load global musical custom AVFX preset 5. | |
| Navigation | Save | ui_avfx_save_global_music_custom 5 | Save current AVFX settings and a validated PROMODJ track to global musical preset 5. | |
| Navigation | Rename | ui_avfx_rename_global_music_custom 5 | Rename global musical AVFX preset 5. | |
| Preset name | Slot 6 name | |||
| Navigation | Load | ui_avfx_load_global_music_custom 6 | Load global musical custom AVFX preset 6. | |
| Navigation | Save | ui_avfx_save_global_music_custom 6 | Save current AVFX settings and a validated PROMODJ track to global musical preset 6. | |
| Navigation | Rename | ui_avfx_rename_global_music_custom 6 | Rename global musical AVFX preset 6. | |
| Navigation | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Musical Custom Presets (Mod-dependent) (q2prox_avfx_presets_music_custom)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Musical Custom Presets (Mod-dependent)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Preset name | Slot 1 name | |||
| Navigation | Load | ui_avfx_load_music_custom 1 | Load mod-dependent musical custom AVFX preset 1. | |
| Navigation | Save | ui_avfx_save_music_custom 1 | Save current AVFX settings and a validated PROMODJ track to musical preset 1. | |
| Navigation | Rename | ui_avfx_rename_music_custom 1 | Rename mod-dependent musical AVFX preset 1. | |
| Preset name | Slot 2 name | |||
| Navigation | Load | ui_avfx_load_music_custom 2 | Load mod-dependent musical custom AVFX preset 2. | |
| Navigation | Save | ui_avfx_save_music_custom 2 | Save current AVFX settings and a validated PROMODJ track to musical preset 2. | |
| Navigation | Rename | ui_avfx_rename_music_custom 2 | Rename mod-dependent musical AVFX preset 2. | |
| Preset name | Slot 3 name | |||
| Navigation | Load | ui_avfx_load_music_custom 3 | Load mod-dependent musical custom AVFX preset 3. | |
| Navigation | Save | ui_avfx_save_music_custom 3 | Save current AVFX settings and a validated PROMODJ track to musical preset 3. | |
| Navigation | Rename | ui_avfx_rename_music_custom 3 | Rename mod-dependent musical AVFX preset 3. | |
| Preset name | Slot 4 name | |||
| Navigation | Load | ui_avfx_load_music_custom 4 | Load mod-dependent musical custom AVFX preset 4. | |
| Navigation | Save | ui_avfx_save_music_custom 4 | Save current AVFX settings and a validated PROMODJ track to musical preset 4. | |
| Navigation | Rename | ui_avfx_rename_music_custom 4 | Rename mod-dependent musical AVFX preset 4. | |
| Preset name | Slot 5 name | |||
| Navigation | Load | ui_avfx_load_music_custom 5 | Load mod-dependent musical custom AVFX preset 5. | |
| Navigation | Save | ui_avfx_save_music_custom 5 | Save current AVFX settings and a validated PROMODJ track to musical preset 5. | |
| Navigation | Rename | ui_avfx_rename_music_custom 5 | Rename mod-dependent musical AVFX preset 5. | |
| Preset name | Slot 6 name | |||
| Navigation | Load | ui_avfx_load_music_custom 6 | Load mod-dependent musical custom AVFX preset 6. | |
| Navigation | Save | ui_avfx_save_music_custom 6 | Save current AVFX settings and a validated PROMODJ track to musical preset 6. | |
| Navigation | Rename | ui_avfx_rename_music_custom 6 | Rename mod-dependent musical AVFX preset 6. | |
| Navigation | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Custom Presets (Global) (q2prox_avfx_presets_custom_global)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Custom Presets (Global)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Preset name | Slot 1 name | |||
| Navigation | Load | ui_avfx_load_global_custom 1 | Load global custom AVFX preset slot 1. | |
| Navigation | Save | ui_avfx_save_global_custom 1 | Save current AVFX settings to global preset slot 1. | |
| Navigation | Rename | ui_avfx_rename_global_custom 1 | Rename global AVFX preset slot 1. | |
| Preset name | Slot 2 name | |||
| Navigation | Load | ui_avfx_load_global_custom 2 | Load global custom AVFX preset slot 2. | |
| Navigation | Save | ui_avfx_save_global_custom 2 | Save current AVFX settings to global preset slot 2. | |
| Navigation | Rename | ui_avfx_rename_global_custom 2 | Rename global AVFX preset slot 2. | |
| Preset name | Slot 3 name | |||
| Navigation | Load | ui_avfx_load_global_custom 3 | Load global custom AVFX preset slot 3. | |
| Navigation | Save | ui_avfx_save_global_custom 3 | Save current AVFX settings to global preset slot 3. | |
| Navigation | Rename | ui_avfx_rename_global_custom 3 | Rename global AVFX preset slot 3. | |
| Preset name | Slot 4 name | |||
| Navigation | Load | ui_avfx_load_global_custom 4 | Load global custom AVFX preset slot 4. | |
| Navigation | Save | ui_avfx_save_global_custom 4 | Save current AVFX settings to global preset slot 4. | |
| Navigation | Rename | ui_avfx_rename_global_custom 4 | Rename global AVFX preset slot 4. | |
| Preset name | Slot 5 name | |||
| Navigation | Load | ui_avfx_load_global_custom 5 | Load global custom AVFX preset slot 5. | |
| Navigation | Save | ui_avfx_save_global_custom 5 | Save current AVFX settings to global preset slot 5. | |
| Navigation | Rename | ui_avfx_rename_global_custom 5 | Rename global AVFX preset slot 5. | |
| Preset name | Slot 6 name | |||
| Navigation | Load | ui_avfx_load_global_custom 6 | Load global custom AVFX preset slot 6. | |
| Navigation | Save | ui_avfx_save_global_custom 6 | Save current AVFX settings to global preset slot 6. | |
| Navigation | Rename | ui_avfx_rename_global_custom 6 | Rename global AVFX preset slot 6. | |
| Preset name | Slot 7 name | |||
| Navigation | Load | ui_avfx_load_global_custom 7 | Load global custom AVFX preset slot 7. | |
| Navigation | Save | ui_avfx_save_global_custom 7 | Save current AVFX settings to global preset slot 7. | |
| Navigation | Rename | ui_avfx_rename_global_custom 7 | Rename global AVFX preset slot 7. | |
| Preset name | Slot 8 name | |||
| Navigation | Load | ui_avfx_load_global_custom 8 | Load global custom AVFX preset slot 8. | |
| Navigation | Save | ui_avfx_save_global_custom 8 | Save current AVFX settings to global preset slot 8. | |
| Navigation | Rename | ui_avfx_rename_global_custom 8 | Rename global AVFX preset slot 8. | |
| Preset name | Slot 9 name | |||
| Navigation | Load | ui_avfx_load_global_custom 9 | Load global custom AVFX preset slot 9. | |
| Navigation | Save | ui_avfx_save_global_custom 9 | Save current AVFX settings to global preset slot 9. | |
| Navigation | Rename | ui_avfx_rename_global_custom 9 | Rename global AVFX preset slot 9. | |
| Preset name | Slot 10 name | |||
| Navigation | Load | ui_avfx_load_global_custom 10 | Load global custom AVFX preset slot 10. | |
| Navigation | Save | ui_avfx_save_global_custom 10 | Save current AVFX settings to global preset slot 10. | |
| Navigation | Rename | ui_avfx_rename_global_custom 10 | Rename global AVFX preset slot 10. | |
| Preset name | Slot 11 name | |||
| Navigation | Load | ui_avfx_load_global_custom 11 | Load global custom AVFX preset slot 11. | |
| Navigation | Save | ui_avfx_save_global_custom 11 | Save current AVFX settings to global preset slot 11. | |
| Navigation | Rename | ui_avfx_rename_global_custom 11 | Rename global AVFX preset slot 11. | |
| Preset name | Slot 12 name | |||
| Navigation | Load | ui_avfx_load_global_custom 12 | Load global custom AVFX preset slot 12. | |
| Navigation | Save | ui_avfx_save_global_custom 12 | Save current AVFX settings to global preset slot 12. | |
| Navigation | Rename | ui_avfx_rename_global_custom 12 | Rename global AVFX preset slot 12. | |
| Navigation | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Custom Presets (Mod-dependent) (q2prox_avfx_presets_custom)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets → Custom Presets (Mod-dependent)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Preset name | Slot 1 name | |||
| Navigation | Load | ui_avfx_load_custom 1 | Load saved custom AVFX preset slot 1. | |
| Navigation | Save | ui_avfx_save_custom 1 | Save current AVFX settings to custom preset slot 1. | |
| Navigation | Rename | ui_avfx_rename_custom 1 | Rename custom AVFX preset slot 1; Enter commits the edited name. | |
| Preset name | Slot 2 name | |||
| Navigation | Load | ui_avfx_load_custom 2 | Load saved custom AVFX preset slot 2. | |
| Navigation | Save | ui_avfx_save_custom 2 | Save current AVFX settings to custom preset slot 2. | |
| Navigation | Rename | ui_avfx_rename_custom 2 | Rename custom AVFX preset slot 2; Enter commits the edited name. | |
| Preset name | Slot 3 name | |||
| Navigation | Load | ui_avfx_load_custom 3 | Load saved custom AVFX preset slot 3. | |
| Navigation | Save | ui_avfx_save_custom 3 | Save current AVFX settings to custom preset slot 3. | |
| Navigation | Rename | ui_avfx_rename_custom 3 | Rename custom AVFX preset slot 3; Enter commits the edited name. | |
| Preset name | Slot 4 name | |||
| Navigation | Load | ui_avfx_load_custom 4 | Load saved custom AVFX preset slot 4. | |
| Navigation | Save | ui_avfx_save_custom 4 | Save current AVFX settings to custom preset slot 4. | |
| Navigation | Rename | ui_avfx_rename_custom 4 | Rename custom AVFX preset slot 4; Enter commits the edited name. | |
| Preset name | Slot 5 name | |||
| Navigation | Load | ui_avfx_load_custom 5 | Load saved custom AVFX preset slot 5. | |
| Navigation | Save | ui_avfx_save_custom 5 | Save current AVFX settings to custom preset slot 5. | |
| Navigation | Rename | ui_avfx_rename_custom 5 | Rename custom AVFX preset slot 5; Enter commits the edited name. | |
| Preset name | Slot 6 name | |||
| Navigation | Load | ui_avfx_load_custom 6 | Load saved custom AVFX preset slot 6. | |
| Navigation | Save | ui_avfx_save_custom 6 | Save current AVFX settings to custom preset slot 6. | |
| Navigation | Rename | ui_avfx_rename_custom 6 | Rename custom AVFX preset slot 6; Enter commits the edited name. | |
| Preset name | Slot 7 name | |||
| Navigation | Load | ui_avfx_load_custom 7 | Load saved custom AVFX preset slot 7. | |
| Navigation | Save | ui_avfx_save_custom 7 | Save current AVFX settings to custom preset slot 7. | |
| Navigation | Rename | ui_avfx_rename_custom 7 | Rename custom AVFX preset slot 7; Enter commits the edited name. | |
| Preset name | Slot 8 name | |||
| Navigation | Load | ui_avfx_load_custom 8 | Load saved custom AVFX preset slot 8. | |
| Navigation | Save | ui_avfx_save_custom 8 | Save current AVFX settings to custom preset slot 8. | |
| Navigation | Rename | ui_avfx_rename_custom 8 | Rename custom AVFX preset slot 8; Enter commits the edited name. | |
| Preset name | Slot 9 name | |||
| Navigation | Load | ui_avfx_load_custom 9 | Load saved custom AVFX preset slot 9. | |
| Navigation | Save | ui_avfx_save_custom 9 | Save current AVFX settings to custom preset slot 9. | |
| Navigation | Rename | ui_avfx_rename_custom 9 | Rename custom AVFX preset slot 9; Enter commits the edited name. | |
| Preset name | Slot 10 name | |||
| Navigation | Load | ui_avfx_load_custom 10 | Load saved custom AVFX preset slot 10. | |
| Navigation | Save | ui_avfx_save_custom 10 | Save current AVFX settings to custom preset slot 10. | |
| Navigation | Rename | ui_avfx_rename_custom 10 | Rename custom AVFX preset slot 10; Enter commits the edited name. | |
| Preset name | Slot 11 name | |||
| Navigation | Load | ui_avfx_load_custom 11 | Load saved custom AVFX preset slot 11. | |
| Navigation | Save | ui_avfx_save_custom 11 | Save current AVFX settings to custom preset slot 11. | |
| Navigation | Rename | ui_avfx_rename_custom 11 | Rename custom AVFX preset slot 11; Enter commits the edited name. | |
| Preset name | Slot 12 name | |||
| Navigation | Load | ui_avfx_load_custom 12 | Load saved custom AVFX preset slot 12. | |
| Navigation | Save | ui_avfx_save_custom 12 | Save current AVFX settings to custom preset slot 12. | |
| Navigation | Rename | ui_avfx_rename_custom 12 | Rename custom AVFX preset slot 12; Enter commits the edited name. | |
| Navigation | Back to AVFX presets... | q2prox_avfx_presets | Return to the AVFX preset package menu. |
Enhanced AVFX (q2prox_avfx_enhanced)
Path: Main menu → Advanced Visual Effects → Enhanced AVFX
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Surface effects | cl_avfx_world | Master toggle for surface effects (water enhancement, weather sky, rain splashes, water rings, snow caps); mandatory liquid particle clipping always runs. Applies immediately. | |
| Toggle | Auto-couple weather | cl_avfx_world_auto | Auto-link weather strength to surface effects (heavier rain/snow -> darker sky, more rings); off = each feature's manual strength only. Applies immediately. | |
| Toggle | Surface debug | cl_avfx_world_debug | Add surface diagnostics to the AVFX info dump (liquid-clip stats, classifier and ring/splash/puddle/snow counters). Applies immediately. | |
| Toggle | Weapon water impacts | cl_avfx_weapon_impacts | AVFX reactions when weapons hit real water or a visible AVFX puddle (splashes, rings, steam, dark marks, BFG evaporation). Master toggle, default off; per-weapon in submenu. Applies immediately. | |
| Navigation | Per-weapon... | q2prox_avfx_weapon_impacts | Open per-weapon water-impact toggles (Blaster, Hyperblaster, Machinegun, Chaingun, Shotgun, Super Shotgun, Railgun, Grenade, Grenade Launcher, Rocket Launcher, BFG). |
Other AVFX Effects (q2prox_avfx_other)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Other AVFX Effects
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Steam effect | cl_avfx_lava_steam | Show visual steam puffs when real rain/snow samples land in lava. Sound is controlled separately (Steam sound). Applies immediately. | |
| Slider | Steam density | cl_avfx_lava_steam_density | Amount of steam at lava contacts and hot edges (0..2 multiplier). Applies immediately. | |
| Slider | Steam height | cl_avfx_lava_steam_height | How high steam puffs rise, in world units. Applies immediately. | |
| Slider | Steam size | cl_avfx_lava_steam_size | Steam puff diameter multiplier; applies to newly spawned puffs, not ones already floating. Applies immediately. | |
| Slider | Steam opacity | cl_avfx_lava_steam_alpha | Steam opacity (0 = invisible, 1 = normal); applies immediately to all puffs. Applies immediately. | |
| Slider | Steam speed | cl_avfx_lava_steam_speed | Steam rise speed, world units per second. Applies immediately. | |
| Slider | Lava steam edge radius | cl_avfx_lava_steam_edge_radius | Extra pickup radius for weather/edge contacts around lava. Applies immediately. | |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_lava_steam | Reset the lava-steam controls shown in this menu to defaults. |
Ash, Dust & Mist (q2prox_avfx_ash_dust_mist)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Ash, Dust & Mist
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Ash | Ash | ||
| Toggle | Ash | Ember glow | cl_avfx_ash_ember_glow | Brightest embers glow like hot coals (sprite self-glow; does not light the level). Applies immediately. |
| Toggle | Ash | Ember world light | cl_avfx_ash_dlights | Brightest embers cast warm light onto nearby geometry (skipped near water to keep liquid hue). Applies immediately. |
| Slider | Ash | Light radius | cl_avfx_ash_dlight_radius | Base radius of each ember's light spot. The final radius also follows that ember's actual visual size. Applies immediately. |
| Slider | Ash | Light brightness | cl_avfx_ash_dlight_brightness | Base brightness of ember world light. The final brightness also follows that ember's actual visual size. Applies immediately. |
| Toggle | Ash | Ash shapes | cl_avfx_ash_sprites | Give ash particles varied non-round silhouettes via procedural shader masks. Applies immediately. |
| Slider | Ash | Ember fraction | cl_avfx_ash_ember_fraction | Fraction of ash particles that are warm glowing embers vs dark motes. Applies immediately. |
| Section | Dust | Dust | ||
| Toggle | Dust | Dust shapes | cl_avfx_dust_shapes | Give dust varied speck/crumb/mote silhouettes instead of round dots. Applies immediately. |
| Slider | Dust | Size variation | cl_avfx_dust_size_variation | How much dust particle size varies around the base size. Applies immediately. |
| Slider | Dust | Color red | cl_avfx_dust_color_r | Dust base color, red channel. Applies immediately. |
| Slider | Dust | Color green | cl_avfx_dust_color_g | Dust base color, green channel. Applies immediately. |
| Slider | Dust | Color blue | cl_avfx_dust_color_b | Dust base color, blue channel. Applies immediately. |
| Slider | Dust | Color variation | cl_avfx_dust_color_variation | Per-particle color spread around the dust base color. Applies immediately. |
| Section | Mist | Mist | ||
| List | Mist | Mist style | cl_avfx_mist_billows | Mist style: sprites = legacy wisps; billows = volumetric rolling smoke. Billows+sprites = both layers at once. Applies immediately. [Sprites / Billows / Billows + sprites] |
| Toggle | Mist | Embers in smoke | cl_avfx_mist_embers | Warm ember/spark sub-layer drifting through the billowing smoke. Applies immediately. |
| Toggle | Mist | Mist shapes | cl_avfx_mist_shapes | Wisp-mode only: give mist soft haze/wisp shapes with soft edges instead of round dots. Applies immediately. |
| Slider | Mist | Size variation | cl_avfx_mist_size_variation | How much mist particle size varies around the base size. Applies immediately. |
| Slider | Mist | Color red | cl_avfx_mist_color_r | Mist base color, red channel. Applies immediately. |
| Slider | Mist | Color green | cl_avfx_mist_color_g | Mist base color, green channel. Applies immediately. |
| Slider | Mist | Color blue | cl_avfx_mist_color_b | Mist base color, blue channel. Applies immediately. |
| Slider | Mist | Color variation | cl_avfx_mist_color_variation | Per-particle color spread around the mist base color. Applies immediately. |
| Navigation | Mist | Reset to defaults | cl_avfx_defaults_ash_dust_mist | Reset only the ash/dust/mist controls shown in this menu. |
| Navigation | Mist | Back to Weather & Atmosphere... | q2prox_avfx_details_weather | Back to Weather & Atmosphere. |
AVFX Sound Volumes (q2prox_avfx_sounds)
Path: AVFX Sound Volumes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Open AVFX sound volumes... | q2prox_avfxvol | Open the AVFX Sound Volumes menu (renamed from AVFX Sound Settings). |
AVFX Sound Volumes (q2prox_avfxvol)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → AVFX Sound Volumes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Sounds | cl_avfx_audio | Master gate for all AVFX sound layers (thunder, rain/wind/snow/water beds, drop ticks, ring plips, footsteps). Silent if a layer's WAV is missing. Applies immediately. |
| Slider | Master | Sound volume | cl_avfx_audio_volume | Overall loudness of AVFX sound effects (multiplies s_volume and every sub-layer). Applies immediately. |
| Section | Weather & environment | Weather & environment | ||
| Toggle | Weather & environment | Wind sound | cl_avfx_audio_wind | Gate for the wind audio layer: ambient wind/dust/ash/fog loops, storm variant and gust one-shots. Silent if WAV missing. Applies immediately. |
| Toggle | Weather & environment | Rain sound | cl_avfx_audio_rain | Gate for the main rain-noise loops (light/normal/heavy + underwater). Drop ticks and ring plips have their own gates. Silent if WAV missing. Applies immediately. |
| Toggle | Weather & environment | Rain drop sound | cl_avfx_audio_rain_drops | Allow close raindrop tick sounds (rain preset only). Silent if WAV missing. Applies immediately. |
| Toggle | Weather & environment | Snow sound | cl_avfx_audio_snow | Gate for the snow-preset ambience: a deliberately soft winter-wind loop (snow_wind_loop.wav), not loud snow noise. Silent if WAV missing. Applies immediately. |
| Toggle | Weather & environment | Water sound | cl_avfx_audio_water | Allow ring-plip and soft water-surface sounds for AVFX water contacts (if WAVs present). Applies immediately. |
| Toggle | Weather & environment | Thunder | cl_avfx_audio_thunder | Allow thunder sound tied to lightning events. Applies immediately. |
| Navigation | Weather & environment | Events & sky... | q2prox_avfxvol_events | Open steam, sky-event, spaceship and Black-Hole sound controls. |
| Navigation | Weather & environment | Contacts & wildlife... | q2prox_avfxvol_contacts | Open surface-contact and positional wildlife sound controls. |
| Section | Service | Service | ||
| Navigation | Service | AVFX sounds off | set cl_avfx_audio 0 | Mute AVFX through its master only. Child preferences and all visual/non-AVFX settings stay untouched. |
| Navigation | Service | Restore AVFX sound defaults | cl_avfx_defaults_audio | Restore every AVFX sound control to its registered default. Optional Black-Hole audio remains OFF by default. |
AVFX Sounds / Events & Sky (q2prox_avfxvol_events)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → AVFX Sound Volumes → AVFX Sounds / Events & Sky
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Steam | Steam | ||
| Toggle | Steam | Steam sound | cl_avfx_audio_lava_steam | Short evaporation hiss when rain/snow hits lava; loudness scales with particle size. Visual steam is separate. Applies immediately. |
| Toggle | Steam | Surface steam sound | cl_avfx_audio_lava_surface_steam | Softer positional hiss from melting snow/water at lava edges (steam_surface_hiss1..3), at the soft surface-steam point. Applies immediately. |
| Toggle | Steam | Snow impact steam audio | cl_avfx_weapon_snow_steam_audio | Separate steam hiss for hot weapon hits on snow. The visual steam stays part of the weapon effect. Applies immediately. |
| Section | Celestial | Celestial | ||
| Toggle | Celestial | Impact bang | cl_avfx_audio_impact | Allow an explosion bang at the lightning strike point (rocket-style, fades with distance). Applies immediately. |
| Toggle | Celestial | Impact meteor audio | cl_avfx_audio_meteor_impact | Falling impact meteor audio (entry hiss, flyby whoosh, impact boom, debris). Missing WAVs silent. Applies immediately. |
| Toggle | Celestial | Sky meteor audio | cl_avfx_audio_meteor | Sky meteor audio (burnup crack). Missing WAV silent. Applies immediately. |
| Toggle | Celestial | Spaceship flyby audio | cl_avfx_spaceships_sound | Sky spaceship flyby sound. Default ON. 0 = silent ships. Missing WAVs silent. Applies immediately. |
| Slider | Celestial | Spaceship flyby volume | cl_avfx_spaceships_sound_volume | Sky spaceship flyby volume. 0.35 (default). 0 = silent. Applies immediately. |
| Toggle | Celestial | Black Hole audio | cl_avfx_blackhole_consumption_audio | Black Hole presence sound: a deep gravitational bed that grows with the hole's APPARENT size, plus a shear layer positioned toward the hole. Requires AVFX audio and a visible Black Hole; independent of the optional consumption master. Default OFF. Missing WAVs silent. Applies immediately. |
| Slider | Celestial | Black Hole volume | cl_avfx_blackhole_consumption_audio_volume | Black Hole presence volume before the global AVFX gain. 0.70 (default). Applies immediately. |
| Slider | Celestial | View focus | cl_avfx_blackhole_consumption_audio_focus | How much looking at the hole lifts the shear layer. The hole stays audible behind you: this shapes the mix, it never mutes it. 0.30 (default). Applies immediately. |
| Toggle | Celestial | Black Hole events | cl_avfx_blackhole_consumption_audio_events | Bounded Black Hole events: object in-draw, celestial shear and positional rock fracture from Surface Lift. Bursts use fixed voice/cooldown limits. Default OFF. Applies immediately. |
| Slider | Celestial | Black Hole event volume | cl_avfx_blackhole_consumption_audio_events_volume | Volume of the Black Hole in-draw and shear events, before the global AVFX gain. Independent of the presence bed volume. 0.80 (default). Applies immediately. |
| Navigation | Celestial | Back | q2prox_avfxvol | Back to master, weather and contact AVFX sounds. |
AVFX Sounds / Contacts & Wildlife (q2prox_avfxvol_contacts)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → AVFX Sound Volumes → AVFX Sounds / Contacts & Wildlife
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Surface footsteps | Surface footsteps | ||
| Toggle | Surface footsteps | Surface step sounds | cl_avfx_audio_surface_steps | Master gate for AVFX surface-contact step audio. Enables snow, wet and puddle step layers when their own sub-gates and assets are present. Applies immediately. |
| Toggle | Surface footsteps | Puddle step sounds | cl_avfx_audio_puddle_steps | Allow wet footstep sounds when the player walks or runs through visible AVFX puddles. Requires Surface step sounds and the AVFX sound master. Applies immediately. |
| Toggle | Surface footsteps | Snow step sounds | cl_avfx_audio_snow_steps | Allow snow footstep sounds on visible snow cover. Volume and depth follow visible snow and snowdrift growth. Applies immediately. |
| Section | Wildlife | Wildlife | ||
| Toggle | Wildlife | Hiss on tongue flick | cl_avfx_surface_materials_crawlers_audio_hiss | Play a positional hiss when a Snake opens its mouth and shoots its tongue. Several Snakes may hiss independently. Requires the global AVFX sound master. Default off. Applies immediately. |
| Slider | Wildlife | Hiss volume | cl_avfx_surface_materials_crawlers_audio_hiss_volume | Snake hiss volume before the global AVFX audio volume. Applies immediately. |
| Toggle | Wildlife | Fly buzzing | cl_avfx_surface_materials_crawlers_audio_flies | Play varied positional buzzing around Snake remains after flies arrive. Different carcasses sound independently. Default off. Applies immediately. |
| Slider | Wildlife | Fly volume | cl_avfx_surface_materials_crawlers_audio_flies_volume | Corpse-fly buzz volume before the global AVFX audio volume. Applies immediately. |
| Navigation | Wildlife | Back | q2prox_avfxvol | Back to master, weather and contact AVFX sounds. |
Weapon Water Impacts (q2prox_avfx_weapon_impacts)
Path: Main menu → Advanced Visual Effects → Enhanced AVFX → Weapon Water Impacts
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Weapon water impacts | cl_avfx_weapon_impacts | Master switch for AVFX water/puddle weapon-impact reactions. Off by default; per-weapon toggles below need this on. Applies immediately. |
| Section | Small arms | Small arms | ||
| Toggle | Small arms | Blaster | cl_avfx_weapon_impact_blaster | Blaster water hit: small splash + spray + a few rings + steam hiss. Applies immediately. |
| Toggle | Small arms | Hyperblaster | cl_avfx_weapon_impact_hyperblaster | Hyperblaster: blaster water effect per bolt, rate-limited to avoid particle/sound overload. Applies immediately. |
| Toggle | Small arms | Machinegun | cl_avfx_weapon_impact_machinegun | Machinegun: bullet splash/spray + small rings, no steam. A burst reads as a dotted line across the water. Applies immediately. |
| Toggle | Small arms | Chaingun | cl_avfx_weapon_impact_chaingun | Chaingun: same as machinegun but denser (more bullets), rate-limited. Applies immediately. |
| Toggle | Small arms | Shotgun | cl_avfx_weapon_impact_shotgun | Shotgun: scattered per-pellet splashes + rings per group, no steam. Applies immediately. |
| Toggle | Small arms | Super Shotgun | cl_avfx_weapon_impact_supershotgun | Super Shotgun: like shotgun but stronger/denser with a wider spread, no steam. Applies immediately. |
| Toggle | Small arms | Railgun | cl_avfx_weapon_impact_railgun | Railgun: fountain/splash + many rings + steam hiss. Applies immediately. |
| Section | Explosives | Explosives | ||
| Toggle | Explosives | Hand Grenade | cl_avfx_weapon_impact_handgrenade | Hand Grenade: big splash/fountain (~5x railgun) + more/larger rings + an irregular fading dark stain. Applies immediately. |
| Toggle | Explosives | Grenade Launcher | cl_avfx_weapon_impact_grenadelauncher | Grenade Launcher: same as hand grenade with slight per-grenade variation; fading dark stains. Applies immediately. |
| Toggle | Explosives | Rocket Launcher | cl_avfx_weapon_impact_rocketlauncher | Rocket Launcher: huge fountain + radial spray + many rings + big fading dark stain + heavy steam. Applies immediately. |
| Toggle | Explosives | BFG | cl_avfx_weapon_impact_bfg | BFG: huge steam cloud + big evaporation stain that fades back over ~17 s (client visual only). Applies immediately. |
| Section | Snow impacts | Snow impacts | ||
| Toggle | Snow impacts | Weapon snow impacts | cl_avfx_weapon_snow_impacts | Master switch for AVFX weapon hits on visible snow (melt patches / holes / craters + snow dust + steam). Needs the weapon-impacts master too. Applies immediately. |
| Navigation | Snow impacts | Snow per-weapon... | q2prox_avfx_weapon_snow_impacts | Open the per-weapon snow-impact toggles and the weapon-mark fade rate. |
| Section | Particles | Particles | ||
| Navigation | Particles | Water particle settings... | q2prox_avfx_weapon_water_particles | Open the independent Enable and RGB controls for both weapon-water-impact particle families. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_weapon_impacts | Reset only the weapon water-impact controls shown in this menu. |
Weapon Water Impact Particles (q2prox_avfx_weapon_water_particles)
Path: Main menu → Advanced Visual Effects → Enhanced AVFX → Weapon Water Impacts → Weapon Water Impact Particles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Particles: water impact droplets | Particles: water impact droplets | ||
| Toggle | Particles: water impact droplets | Particles | cl_avfx_particle_wpn_water_droplets_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: water impact droplets | Custom color | cl_avfx_particle_rgb_wpn_water_droplets_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: water impact droplets | Red | cl_avfx_particle_rgb_wpn_water_droplets_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: water impact droplets | Green | cl_avfx_particle_rgb_wpn_water_droplets_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: water impact droplets | Blue | cl_avfx_particle_rgb_wpn_water_droplets_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: water impact droplets | Reset color to stock | q2prox_particle_reset color avfx wpn_water_droplets | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: water impact droplets | Reset this family | q2prox_particle_reset avfx wpn_water_droplets | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Particles: water impact warm spray | Particles: water impact warm spray | ||
| Toggle | Particles: water impact warm spray | Particles | cl_avfx_particle_wpn_water_warm_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: water impact warm spray | Custom color | cl_avfx_particle_rgb_wpn_water_warm_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: water impact warm spray | Red | cl_avfx_particle_rgb_wpn_water_warm_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: water impact warm spray | Green | cl_avfx_particle_rgb_wpn_water_warm_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: water impact warm spray | Blue | cl_avfx_particle_rgb_wpn_water_warm_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: water impact warm spray | Reset color to stock | q2prox_particle_reset color avfx wpn_water_warm | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: water impact warm spray | Reset this family | q2prox_particle_reset avfx wpn_water_warm | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Service | Service | ||
| Navigation | Service | Reset all water particles | q2prox_particle_reset avfx wpn_water_droplets; q2prox_particle_reset avfx wpn_water_warm | Reset both weapon-water-impact particle families: enable emission, disable custom colours and restore their stock RGB values. |
| Navigation | Service | Back to water impacts... | q2prox_avfx_weapon_impacts | Return to the per-weapon water-impact settings. |
Weapon Snow Impacts (q2prox_avfx_weapon_snow_impacts)
Path: Main menu → Advanced Visual Effects → Enhanced AVFX → Weapon Water Impacts → Weapon Snow Impacts
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Weapon snow impacts | cl_avfx_weapon_snow_impacts | Master switch for the weapon-on-snow impact layer. Off by default; also needs the weapon-impacts master (cl_avfx_weapon_impacts) on. Per-weapon toggles below need this on. Applies immediately. |
| Slider | Main | Weapon mark fade | cl_avfx_weapon_snow_impact_fade_rate | Snow regrowth speed for weapon marks (holes/craters/melt). 1 = normal, 0.1 = ~10x slower, 10-20 = much faster to heal. Applies immediately. |
| Section | Small arms | Small arms | ||
| Toggle | Small arms | Blaster | cl_avfx_weapon_snow_impact_blaster | Blaster: melts snow + small steam puff + dark melted patch. Applies immediately. |
| Toggle | Small arms | Hyperblaster | cl_avfx_weapon_snow_impact_hyperblaster | Hyperblaster: blaster snow effect per bolt, rate-limited so dust/sound don't overload. Applies immediately. |
| Toggle | Small arms | Machinegun | cl_avfx_weapon_snow_impact_machinegun | Machinegun: bullet hole in snow + small upward snow dust, no steam. Applies immediately. |
| Toggle | Small arms | Chaingun | cl_avfx_weapon_snow_impact_chaingun | Chaingun: same as machinegun, denser dust/holes. Applies immediately. |
| Toggle | Small arms | Shotgun | cl_avfx_weapon_snow_impact_shotgun | Shotgun: spread of pellet holes + strong snow-dust burst. Applies immediately. |
| Toggle | Small arms | Super Shotgun | cl_avfx_weapon_snow_impact_supershotgun | Super Shotgun: roughly shotgun x2 - wider spread, more dust and holes. Applies immediately. |
| Toggle | Small arms | Railgun | cl_avfx_weapon_snow_impact_railgun | Railgun: melts a large patch + strong steam over the snow. Applies immediately. |
| Section | Explosives | Explosives | ||
| Toggle | Explosives | Hand Grenade | cl_avfx_weapon_snow_impact_handgrenade | Hand Grenade: large snow crater + big snow fountain + steam. Applies immediately. |
| Toggle | Explosives | Grenade Launcher | cl_avfx_weapon_snow_impact_grenadelauncher | Grenade Launcher: same as hand grenade, slight per-grenade variation. Applies immediately. |
| Toggle | Explosives | Rocket Launcher | cl_avfx_weapon_snow_impact_rocketlauncher | Rocket Launcher: huge crater + huge snow fountain + strong steam. Strongest snow reaction below BFG. Applies immediately. |
| Toggle | Explosives | BFG | cl_avfx_weapon_snow_impact_bfg | BFG: melts snow several metres around the hit + huge steam cloud + big temporary melted patch. Applies immediately. |
| Section | Particles: snow impact dust | Particles: snow impact dust | ||
| Toggle | Particles: snow impact dust | Particles | cl_avfx_particle_wpn_snow_dust_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: snow impact dust | Custom color | cl_avfx_particle_rgb_wpn_snow_dust_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: snow impact dust | Red | cl_avfx_particle_rgb_wpn_snow_dust_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: snow impact dust | Green | cl_avfx_particle_rgb_wpn_snow_dust_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: snow impact dust | Blue | cl_avfx_particle_rgb_wpn_snow_dust_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: snow impact dust | Reset color to stock | q2prox_particle_reset color avfx wpn_snow_dust | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: snow impact dust | Reset this family | q2prox_particle_reset avfx wpn_snow_dust | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_weapon_snow_impacts | Reset only the weapon snow-impact controls shown in this menu. |
Water (q2prox_avfx_water)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Water
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Base Water | Base Water | ||
| Toggle | Base Water | Enhanced water | cl_avfx_water | Master switch for the enhanced water surface (needs cl_avfx_world 1; lava/slime untouched). Applies live - no vid_restart. Applies immediately. |
| List | Base Water | Water quality | cl_avfx_water_quality | Shader detail level of the enhanced water (low / normal / high). Applies immediately. [low / normal / high] |
| Slider | Base Water | Water strength | cl_avfx_water_strength | Strength of the enhanced-water look (0..1, default 0.65). Applies live - no vid_restart. Applies immediately. |
| List | Base Water | Water color | cl_avfx_water_color | Water colour profile (natural or artificial water tints). Applies live - no vid_restart. Applies immediately. [original / natural / clear / tropical / pool / ocean / lake / glacier / deep / murky / toxic] |
| List | Base Water | Water texture | cl_avfx_water_surface_style | BSP water surface texture. 0=Standard, 1..12 reference styles. Detail layer only; does not change water effects. Applies immediately. [Standard / Clear shallow / Pool caustics / Calm ripples / Wind ripples / Ocean chop / Dark deep / Green lagoon / Grey calm / Murky pond / Rough foam / Whitewater / Soft caustics] |
| Slider | Base Water | Water motion speed | cl_avfx_water_surface_speed | Water style motion speed (0.1=10x slower, 1=default, 10=10x faster). Applies immediately. |
| Toggle | Base Water | Surface ripples | cl_avfx_water_ripples | Animated surface-ripple layer on the water (separate from raindrop impact rings). Applies immediately. |
| Toggle | Base Water | Drifting foam | cl_avfx_water_foam | Drifting foam patches on the water surface - small patches fade in, drift, and fade out. Applies immediately. |
| Section | Celestial Response | Celestial Response | ||
| Toggle | Celestial Response | Water celestial response | cl_avfx_water_celestial_lighting | Water/puddles/foam/runoff/rings react to sun+moon state. On by default; fixes bright daytime water showing at night. Applies immediately. |
| Slider | Celestial Response | Water celestial strength | cl_avfx_water_celestial_strength | How strongly sun+moon drive water colour/brightness (0..2, default 1.0). Applies immediately. |
| Slider | Celestial Response | Water min brightness | cl_avfx_water_celestial_min_brightness | Floor brightness for water when there's no celestial light (0..1, default 0.05). Otherwise it can go very dark at night. Applies immediately. |
| Slider | Celestial Response | Water night tint | cl_avfx_water_celestial_night_tint | Cool deep-blue tint of water in darkness (0..1, default 0.55). Applies immediately. |
| Slider | Celestial Response | Water specular response | cl_avfx_water_celestial_specular_scale | Brightness scalar for CPU water-glint paths (foam/runoff/rings/drops); shader paths self-scale. Applies immediately. |
| Section | Realistic Water | Realistic Water | ||
| Toggle | Realistic Water | Realistic water | cl_avfx_water_realistic | Optional realistic mode over enhanced water: procedural waves/normals + fresnel sky reflection + sun glint. Off by default; needs Enhanced water + cl_avfx_world 1. Applies immediately. |
| Navigation | Realistic Water | Surface and waves... | q2prox_avfx_water_realistic_surface | Open realistic-water surface and waves settings. |
| Navigation | Realistic Water | Reflection... | q2prox_avfx_water_realistic_reflect | Open realistic-water reflection settings. |
| Navigation | Realistic Water | Colour and depth... | q2prox_avfx_water_color_depth | Open realistic-water colour and depth settings. |
| Navigation | Realistic Water | Foam and shore... | q2prox_avfx_water_foam_shore | Open realistic-water foam and shore settings. |
| Section | Extra | Extra | ||
| Navigation | Extra | Reflections... | q2prox_avfx_water_reflections | Open water reflection settings: scene SSR, coloured 3D model reflections and liquid reflection distortion for BSP water. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_water | Reset only the water controls shown in this menu. |
Realistic Water - Surface and Waves (q2prox_avfx_water_realistic_surface)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Water → Realistic Water - Surface and Waves
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Wave scale | cl_avfx_water_wave_scale | Tiling scale of the realistic-water wave normal (0.25..4, default 1.70). Lower = larger waves. Applies immediately. | |
| Slider | Wave speed | cl_avfx_water_wave_speed | Wave animation speed of realistic water (0..3, default 1.0). Applies immediately. | |
| Slider | Normal strength | cl_avfx_water_normal_strength | Strength of the procedural surface normal; drives fresnel/glint brightness (0..2, default 1.65). Applies immediately. | |
| Slider | Wind coupling | cl_avfx_water_wind_coupling | Couples wave direction to wind / anisotropy (0..1, default 1.0). Applies immediately. | |
| Navigation | Reset to defaults | cl_avfx_defaults_water_surface | Reset only the controls shown in this menu. |
Realistic Water - Reflection (q2prox_avfx_water_realistic_reflect)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Water → Realistic Water - Reflection
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Fresnel strength | cl_avfx_water_fresnel_strength | Strength of grazing-angle sky reflection (fresnel) on realistic water (0..2, default 1.20). Applies immediately. | |
| Slider | Fresnel power | cl_avfx_water_fresnel_power | Fresnel falloff exponent. Higher = reflection only at the very grazing edge (1..8, default 2.80). Applies immediately. | |
| Slider | Specular strength | cl_avfx_water_specular_strength | Sun-glint strength along the realistic-water wave normal (0..2, default 0.65). Applies immediately. | |
| Slider | Sky reflection | cl_avfx_water_sky_reflection | Fraction of sky colour mixed into the water by fresnel (0..1, default 0.75). Applies immediately. | |
| Navigation | Reset to defaults | cl_avfx_defaults_water_reflect | Reset only the controls shown in this menu. |
Realistic Water - Colour and Depth (q2prox_avfx_water_color_depth)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Water → Realistic Water - Colour and Depth
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Depth coloration | cl_avfx_water_depth_color | Depth-based colouring: shallow shore lighter, deep water darker/bluer. On by default; needs Realistic water (uses a scene-depth snapshot). Applies immediately. | |
| Slider | Depth coloration strength | cl_avfx_water_depth_color_strength | Strength of the depth colouring (0..2, default 0.85). Applies immediately. | |
| Slider | Clarity | cl_avfx_water_clarity | Water clarity; higher = see deeper before it darkens (0..1, default 0.35). Applies immediately. | |
| Slider | Depth extinction | cl_avfx_water_depth_extinction | How fast water darkens with depth (0.1..4, default 1.15). Applies immediately. | |
| Slider | Shore tint mix | cl_avfx_water_shore_mix | Amount of light shore tint mixed into shallow water (0..1, default 0.50). Applies immediately. | |
| Slider | Deep tint mix | cl_avfx_water_deep_mix | Amount of dark deep tint mixed into deep water (0..1, default 1.0). Applies immediately. | |
| Navigation | Reset to defaults | cl_avfx_defaults_water_color_depth | Reset only the controls shown in this menu. |
Realistic Water - Foam and Shore (q2prox_avfx_water_foam_shore)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Water → Realistic Water - Foam and Shore
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Shore foam | cl_avfx_water_shore_foam | Shore foam where clear shallow water meets the shore/geometry. On by default; needs Realistic water + depth snapshot. 1.4: not drawn on opaque water (q2dm1). Applies immediately. | |
| Slider | Foam range | cl_avfx_water_shore_foam_range | How far foam reaches out from shore (0..1, default 0.15). Higher = wider foam band. Applies immediately. | |
| Slider | Foam intensity | cl_avfx_water_shore_foam_intensity | Brightness of the shore foam (0..2, default 1.35). Applies immediately. | |
| Slider | Foam opacity | cl_avfx_water_shore_foam_alpha | Opacity of shore foam (0..1, default 0.35), separate from brightness. Lower = dissolves more into the water. Applies immediately. | |
| Slider | Foam element size | cl_avfx_water_shore_foam_size | Size of foam texture elements (0.25..4, default 1.0). Lower = finer foam, higher = larger blobs. Applies immediately. | |
| Slider | Foam noise | cl_avfx_water_shore_foam_noise | Noise break-up of the foam; higher = less solid (0..1, default 0). Applies immediately. | |
| Slider | Foam speed | cl_avfx_water_shore_foam_speed | Foam animation speed (0..3, default 3.0). Applies immediately. | |
| Navigation | Reset to defaults | cl_avfx_defaults_water_foam_shore | Reset only the controls shown in this menu. |
Water reflections (q2prox_avfx_water_reflections)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Water → Water reflections
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Scene reflection (SSR) | Scene reflection (SSR) | ||
| Toggle | Scene reflection (SSR) | Water scene reflection | cl_avfx_water_scene_reflection | AVFX water scene reflection (SSR): real screen-space reflection of the level in BSP water. Works on transparent (base1) AND opaque (q2dm1) water. Off = the fake cloud reflection (default look). Applies immediately. |
| Slider | Scene reflection (SSR) | Water scene reflection strength | cl_avfx_water_scene_reflection_strength | Water scene-reflection strength (0..1; how strongly the reflected level shows in the water). Applies immediately. |
| Section | Model reflection | Model reflection | ||
| Toggle | Model reflection | Water model reflection | cl_avfx_water_model_reflection | Coloured model and sky-object reflections in BSP water. Parent switch for every category below; at least one category must be ON. Default OFF. Needs Enhanced water + cl_avfx_world. Supports transparent and opaque water. Applies immediately. |
| Slider | Model reflection | Model reflection strength | cl_avfx_water_model_reflection_strength | Model reflection strength in water (0..1). Applies immediately. |
| List | Model reflection | Object reflection quality | cl_avfx_water_model_reflection_quality | Quality of object reflections in water. Lower levels fade distant objects and distant water receivers; Extra keeps the complete current image. Applies immediately. [Performance / Medium / Quality / Ultra / Extra] |
| Toggle | Model reflection | Category: weapons | cl_avfx_water_model_reflection_weapons | Reflect pickup weapon models (not the first-person view weapon). Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: armor | cl_avfx_water_model_reflection_armor | Reflect armor models. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: items | cl_avfx_water_model_reflection_items | Reflect item/object models. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: actors | cl_avfx_water_model_reflection_actors | Reflect player and monster models. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: ships | cl_avfx_water_model_reflection_ships | Reflect AVFX sky spaceships flying across the sky. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: meteors | cl_avfx_water_model_reflection_meteors | Reflect AVFX sky meteors (shooting-star streaks + embers) in the water. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: comets | cl_avfx_water_model_reflection_comets | Reflect AVFX comets crossing the sky in the water. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: celestial bodies | cl_avfx_water_model_reflection_planets | Reflect the AVFX Earth, Moon, Sun, Black Hole and compatible celestial bodies in BSP water, with the view-correct world-space reflected-ray path. Requires the model-reflection parent above, and each body needs its own master enabled. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: Surface Volumes | cl_avfx_water_model_reflection_surface_volumes | Reflect placed Surface Volumes (steam, smoke and fog) on transparent and opaque BSP water. Requires the model-reflection parent. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: projectiles and rail beam | cl_avfx_water_model_reflection_projectiles | Reflect final presented projectiles and the rail beam on BSP water, including synchronized local prediction. Requires the model-reflection parent. Default OFF. Applies immediately. |
| Toggle | Model reflection | Black Hole particle consumption | cl_avfx_blackhole_consume_reflect_water | Reflect Black-Hole ingestion particles in BSP water. Additional opt-in: requires model reflections, Celestial bodies, the consumption master and Moon dust. Default OFF. Applies immediately. |
| Section | Distortion | Distortion | ||
| Slider | Distortion | Water reflection distortion | cl_avfx_water_reflection_distort | Water reflection distortion (0..1): warps the reflection (SSR + models) like moving liquid, with uneven travelling ripples. Scaled by the water surface speed. 0 = sharp mirror (default). Applies immediately. |
| Slider | Distortion | Water distortion speed | cl_avfx_water_reflection_distort_speed | Water reflection distortion SPEED (0..5): how fast the ripples travel. Independent of the surface texture flow. 1 = default, 0 = frozen ripple. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_water_reflections | Reset only the water reflection controls shown in this menu. |
Rain (q2prox_avfx_rain)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Rain
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main rain | Main rain | ||
| Toggle | Main rain | Realistic rain | cl_avfx_rain_realistic | Switches the MAIN rain streaks (not close drops) to a realistic tapered style with a bright rounded head. Off = legacy look. Applies immediately. |
| Slider | Main rain | Realistic rain amount | cl_avfx_rain_realistic_amount | Amount of realistic MAIN rain (0.1 = ~10x less .. 20 = 20x more; default 5). Realistic rain only. Applies immediately. |
| Slider | Main rain | Realistic variation | cl_avfx_rain_realistic_variation | Spread of length/width/opacity/brightness across realistic MAIN streaks (0..1). Realistic rain only. Applies immediately. |
| Slider | Main rain | Realistic softness | cl_avfx_rain_realistic_softness | Edge softness / taper of realistic MAIN streaks (0..1). Higher = less stick-like. Applies immediately. |
| Slider | Main rain | Realistic depth | cl_avfx_rain_realistic_depth | Depth/distance falloff of the realistic MAIN rain field (0..1). Applies immediately. |
| Slider | Main rain | Line-like streak share | cl_avfx_rain_realistic_line_mix | Share of the rarer line-like streak family (0..1). 0 = mostly headed drops; higher = more elongated lines. Applies immediately. |
| Slider | Main rain | Rounded drop head | cl_avfx_rain_realistic_head_bias | Strength of the brighter/thicker rounded head aimed along rain+wind (0..1). Applies immediately. |
| Section | Close drops | Close drops | ||
| Toggle | Close drops | Rain drops | cl_avfx_rain_drops | Close-up raindrop detail particles near the camera (rain preset only). Applies immediately. |
| Slider | Close drops | Rain drop density | cl_avfx_rain_drop_density | Density of the close raindrop layer (independent of main streaks; scaled by weather level). Applies immediately. |
| Slider | Close drops | Rain drop shape | cl_avfx_rain_drop_shape | Close-raindrop elongation (0 = round legacy-like sprite, 1 = default short wind-aligned streak matching main rain style, >1 longer cinematic streaks). Direction follows cl_avfx_wind_x/y. Applies immediately. |
| Slider | Close drops | Rain drop size | cl_avfx_rain_drop_size | Close-drop ONLY visual size multiplier on cl_avfx_size (does not affect main rain streaks). Default 0.25 keeps close drops smaller than main rain so they don't visually blend. Applies immediately. |
| Section | Water ripples | Water ripples | ||
| Toggle | Water ripples | Rain ripples on water | cl_avfx_rain_water_ripples | Expanding rings where rain hits the water surface (lava/slime get no rings). Applies immediately. |
| Slider | Water ripples | Ripple density | cl_avfx_rain_ripple_density | Fraction of water hits that spawn rings (0..1, default 1.0). Applies immediately. |
| Slider | Water ripples | Ripple opacity | cl_avfx_rain_ripple_alpha | Opacity of rain rings on standard BSP water (0..1, default 1.0). Applies immediately. |
| Slider | Water ripples | Ripple stroke width | cl_avfx_rain_ripple_stroke | Stroke width of the ring outline on standard BSP water. 1.0 = current look; lower = thinner, higher = thicker. Applies immediately. |
| Slider | Water ripples | Ripple roundness | cl_avfx_rain_ripple_roundness | Roundness of rain rings on standard BSP water: 0 = coarse/cheaper, 1 = standard, 2 = smooth, 3 = ultra-smooth. Applies immediately. |
| Slider | Water ripples | Ripple impact drops | cl_avfx_rain_ripple_impact_density | Fraction of rain rings that show a drop/impact dot at the centre (0..1, default 0.35). Applies immediately. |
| Slider | Water ripples | Ripple speed | cl_avfx_rain_ripple_speed | How fast rings expand and fade (0.1..3.0; 1.0 = default; lower slower, higher faster). Applies immediately. |
| Section | Splashes | Splashes | ||
| Toggle | Splashes | Rain splashes | cl_avfx_rain_splashes | Splash particles where rain hits solid (non-liquid) surfaces. Applies immediately. |
| Slider | Splashes | Splash density | cl_avfx_rain_splash_density | Fraction of solid-surface rain hits that produce a splash (0..1, default 1.0). Applies immediately. |
| Slider | Splashes | Splash size | cl_avfx_rain_splash_scale | Size of the rain splash burst (0.2..5.0; 1.0 = default; 0.2 = 5x smaller, 5.0 = 5x larger). Applies immediately. |
| Section | Visual effects | Visual effects | ||
| Toggle | Visual effects | Rain on eyes | cl_avfx_rain_on_eyes | Optional wet vision: uneven lens blur/smear under open sky. Off by default; clears under cover and underwater. Applies immediately. |
| Slider | Visual effects | Rain-on-eyes amount | cl_avfx_rain_on_eyes_amount | Strength of the wet-lens smear (0..1, default 0.65). Also scales with rain density and weather strength. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_rain | Reset only the rain controls shown in this menu. |
Puddles (q2prox_avfx_puddles)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Puddles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Base puddle | Base puddle | ||
| Toggle | Base puddle | Rain puddles | cl_avfx_rain_puddles | Puddles (wet patches) forming on horizontal surfaces where rain falls. Applies immediately. |
| Slider | Base puddle | Puddle density | cl_avfx_rain_puddle_density | Fraction of horizontal rain hits that form a puddle (0..1, default 1.0). Applies immediately. |
| Slider | Base puddle | Puddle alpha | cl_avfx_rain_puddle_alpha | Puddle opacity (0..1, default 0.4). Applies immediately. |
| List | Base puddle | Puddle texture | cl_avfx_rain_puddle_surface_style | AVFX puddle surface texture. 0=Standard, 1..12 reference styles. Detail layer only; does not change puddle effects. Applies immediately. [Standard / Wet asphalt / Muddy / Swamp film / Dirty ripples / Droplet film / Macro droplets / Clean wet / Grey ripple / Mud streaks / Shallow clear / Broken foam / Rough muddy] |
| Slider | Base puddle | Puddle motion speed | cl_avfx_rain_puddle_surface_speed | Puddle style motion speed (0.1=10x slower, 1=default, 10=10x faster). Applies immediately. |
| Slider | Base puddle | Puddle size | cl_avfx_rain_puddle_max_size | Puddle size (0.2..100; 1.0 = default; 0.2 = 5x smaller, 100 = 100x larger). Applies immediately. |
| Slider | Base puddle | Puddle count | cl_avfx_rain_puddle_count | Max number of puddles (0.2..500; 1.0 = default ~384. 0.2 = 5X fewer; 500 = fills the 4096 buffer). Applies immediately. |
| Slider | Base puddle | Puddle fill rate | cl_avfx_rain_puddle_fill_rate | How fast surfaces fill with puddles (0.01..20. 0.2 = Default, 5x slower than base; 20 = near-instant). Applies immediately. |
| Section | Specular | Specular | ||
| Toggle | Specular | Puddle specular | cl_avfx_rain_puddle_specular | Fake puddle specular: animated procedural highlights + sky-colour mix so wet asphalt reads wet, not just dark. No real reflection. Applies immediately. |
| Slider | Specular | Puddle specular strength | cl_avfx_rain_puddle_specular_strength | Strength of the fake puddle specular highlights (0..1; 0.6 = default). Applies immediately. |
| Section | Contact effects | Contact effects | ||
| Navigation | Contact effects | Splashes, rings, runoff, contact... | q2prox_avfx_puddle_detail | Open puddle step-splash, rings, runoff (drip) and water-contact settings. |
| Section | Extra | Extra | ||
| Navigation | Extra | Reflections... | q2prox_avfx_puddle_reflections | Open the puddle Reflections submenu: scene reflection (SSR), model-reflection categories and liquid reflection distortion. |
| Section | Service | Service | ||
| Navigation | Service | Reset all puddle settings | cl_avfx_defaults_puddles | Reset ALL puddle settings. Base, specular, splashes, rings, runoff and water contact (reflections have their own reset in the Reflections submenu). |
Puddles - splashes, rings, runoff & contact (q2prox_avfx_puddle_detail)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Puddles → Puddles - splashes, rings, runoff & contact
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Step splashes | Step splashes | ||
| Toggle | Step splashes | Puddle step splashes | cl_avfx_puddle_step_splashes | Visual splashes when the player runs through visible AVFX puddles. Walking stays calm; water flies only when running. Applies immediately. |
| Slider | Step splashes | Puddle step splash amount | cl_avfx_puddle_step_splash_amount | Strength of puddle step splashes (0..5; 1.0 = default). 0 keeps wet-step sounds but disables the visible splash. Applies immediately. |
| Section | Rings & runoff | Rings & runoff | ||
| Toggle | Rings & runoff | Puddle rings | cl_avfx_rain_puddle_rings | Rain rings on puddles: a drop on an already-wet surface spreads a flat ring across the puddle (AVFX overlay, no entity budget). Applies immediately. |
| Toggle | Rings & runoff | Puddle runoff | cl_avfx_rain_puddle_runoff | Water running off puddle edges: a puddle on a ledge sends a soft trickle down below. Thickness scales with size (1-2 streams). Applies immediately. |
| List | Rings & runoff | Runoff LOD | cl_avfx_rain_puddle_runoff_lod | LOD mode for puddle runoff CPU simulation/rendering. Full ignores runoff LOD; Follow uses Distance LOD only when it is enabled. Near keeps runoff near the camera even when Distance LOD is off. Applies immediately. [Full / Follow LOD / Near] |
| Slider | Rings & runoff | Puddle runoff scale | cl_avfx_rain_puddle_runoff_scale | Thickness multiplier for runoff streams (0.1..5. 1.0 = Default, on top of the size-derived thickness). Applies immediately. |
| Slider | Rings & runoff | Puddle runoff dust | cl_avfx_rain_puddle_runoff_dust | Dark mud/dust particles flowing inside the runoff streams (0..3. 1.0 = Default ~4 per stream; 0 = off). Applies immediately. |
| Slider | Rings & runoff | Puddle runoff grow speed | cl_avfx_rain_puddle_runoff_grow_speed | How fast the runoff stream grows top-to-bottom (0.05..10. 0.2 = Default ~3.5 s; 1.0 = base ~700 ms; 10 = near-instant). Applies immediately. |
| List | Rings & runoff | Runoff style | cl_avfx_rain_puddle_runoff_style | Runoff rendering. Classic = flat legacy strips. Organic = ragged wobbling threads with highlights and a temporal lifecycle. Applies immediately. [Classic / Organic] |
| Slider | Rings & runoff | Runoff variation | cl_avfx_rain_puddle_runoff_variation | Thread count / raggedness / breaks for organic runoff (0..1). Organic style only. Applies immediately. |
| Slider | Rings & runoff | Runoff highlights | cl_avfx_rain_puddle_runoff_specular | Small wet highlights along the organic runoff threads (0..1). Applies immediately. |
| Slider | Rings & runoff | Runoff dynamics | cl_avfx_rain_puddle_runoff_dynamics | Temporal life of organic threads: appear/grow/thin/stop/replace over time (0..1, deterministic, no flicker). Applies immediately. |
| Section | Puddle dirt | Puddle dirt | ||
| Slider | Puddle dirt | Puddle dust | cl_avfx_rain_puddle_dust | Amount of dirt particles inside puddles (0..3; 1.0 = default; 0 = off). Flow downhill on sloped puddles; count grows with puddle size. Applies immediately. |
| Slider | Puddle dirt | Puddle dust size | cl_avfx_rain_puddle_dust_size | Size of dirt particles inside puddles (0.1..3.0; 1.0 = default), independent of their count. Applies immediately. |
| Section | Water contact | Water contact | ||
| Toggle | Water contact | Water contact effects | cl_avfx_rain_water_contact | Rings + foam where water meets water: streams hitting a water surface, and puddle edges bordering water. 0 = surface stays calm. Applies immediately. |
| Slider | Water contact | Contact ripple opacity | cl_avfx_rain_water_contact_ripple_alpha | Opacity of water-contact rings from runoff and water-to-water contact (0..1, default 1.0). Applies immediately. |
| Slider | Water contact | Contact ripple stroke | cl_avfx_rain_water_contact_ripple_stroke | Stroke width of the water-contact rings. 1.0 = current look; lower = thinner, higher = thicker. Applies immediately. |
| Slider | Water contact | Contact ripple roundness | cl_avfx_rain_water_contact_ripple_roundness | Roundness of water-contact rings: 0 = coarse/cheaper, 1 = standard, 2 = smooth, 3 = ultra-smooth. Applies immediately. |
| Toggle | Water contact | Water contact bubbles | cl_avfx_rain_water_contact_bubbles | Foam bubbles at water-to-water contact: spawn at the impact, swirl, then drift out and fade. Needs Water contact effects on. Applies immediately. |
| Slider | Water contact | Bubble size | cl_avfx_rain_water_contact_bubble_size | Size of the foam bubbles (0.1..5.0; 1.0 = default). Applies immediately. |
| Slider | Water contact | Bubble density | cl_avfx_rain_water_contact_bubble_density | Density (count) of the foam bubbles (0.1..10.0; 1.0 = default). Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset all puddle settings | cl_avfx_defaults_puddles | Reset ALL puddle settings. Base, specular, splashes, rings, runoff and water contact (reflections have their own reset in the Reflections submenu). |
Puddle reflections (q2prox_avfx_puddle_reflections)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Puddles → Puddle reflections
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Scene reflection (SSR) | Scene reflection (SSR) | ||
| Toggle | Scene reflection (SSR) | Puddle scene reflection | cl_avfx_rain_puddle_scene_reflection | AVFX puddle scene reflection (SSR): real screen-space reflection of the scene in puddles. Off = the classic fake cloud reflection (default look). Applies immediately. |
| Toggle | Scene reflection (SSR) | Reflect Surface Objects | cl_avfx_rain_puddle_surface_objects | Reflect enabled grass, ivy, ferns and falling leaves; no stones, soil or ground litter. Requires puddle scene reflection; uses its strength. Off skips the object capture. Does not enable objects themselves. Applies immediately. |
| Slider | Scene reflection (SSR) | Puddle reflection strength | cl_avfx_rain_puddle_scene_reflection_strength | Puddle scene-reflection strength (0..1; how strongly the reflected scene shows in puddles). Applies immediately. |
| List | Scene reflection (SSR) | Puddle reflection quality | cl_avfx_rain_puddle_scene_reflection_quality | Puddle scene-reflection quality: march steps/refine/thickness. Higher = crisper reflections, more GPU cost. Applies immediately. [Low / Medium / High / Ultra] |
| Section | Model reflection | Model reflection | ||
| Toggle | Model reflection | Puddle model reflection | cl_avfx_rain_puddle_model_reflection | Coloured 3D model and sky-object reflection in puddles. Parent switch for every category below; at least one category must be ON. Default OFF. Applies immediately. |
| Slider | Model reflection | Model reflection strength | cl_avfx_rain_puddle_model_reflection_strength | Model reflection strength in puddles (0..1). Applies immediately. |
| Toggle | Model reflection | Category: weapons | cl_avfx_rain_puddle_model_reflection_weapons | Reflect pickup weapon models (not the first-person view weapon). Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: armor | cl_avfx_rain_puddle_model_reflection_armor | Reflect armor models. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: items | cl_avfx_rain_puddle_model_reflection_items | Reflect item/object models. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: actors | cl_avfx_rain_puddle_model_reflection_actors | Reflect player and monster models. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: ships | cl_avfx_rain_puddle_model_reflection_ships | Reflect AVFX sky spaceships flying across the sky. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: meteors | cl_avfx_rain_puddle_model_reflection_meteors | Reflect AVFX sky meteors (shooting-star streaks + embers) in puddles. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: comets | cl_avfx_rain_puddle_model_reflection_comets | Reflect AVFX comets crossing the sky in puddles. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: celestial bodies | cl_avfx_rain_puddle_model_reflection_planets | Reflect the AVFX Earth, Moon, Sun, Black Hole and compatible celestial bodies in puddles, with corona glow and a view-correct reflected ray. Requires the model-reflection parent above; each body also needs its own master. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: Surface Volumes | cl_avfx_rain_puddle_model_reflection_surface_volumes | Reflect placed Surface Volumes (steam, smoke and fog) in rain puddles. Requires the model-reflection parent. Default OFF. Applies immediately. |
| Toggle | Model reflection | Category: projectiles and rail beam | cl_avfx_rain_puddle_model_reflection_projectiles | Reflect final presented projectiles and the rail beam in rain puddles, including synchronized local prediction. Requires the model-reflection parent. Default OFF. Applies immediately. |
| Toggle | Model reflection | Black Hole particle consumption | cl_avfx_blackhole_consume_reflect_puddles | Reflect Black-Hole ingestion particles in puddles. Additional opt-in: requires model reflections, Celestial bodies, the consumption master and Moon dust. Default OFF. Applies immediately. |
| Section | Distortion | Distortion | ||
| Slider | Distortion | Puddle reflection distortion | cl_avfx_rain_puddle_reflection_distort | Puddle reflection distortion (0..1): warps the reflection (SSR + models) like the surface of moving liquid, with uneven travelling ripples. Scaled by the puddle surface speed. 0 = sharp mirror (default). Applies immediately. |
| Slider | Distortion | Puddle distortion speed | cl_avfx_rain_puddle_reflection_distort_speed | Puddle reflection distortion SPEED (0..5): how fast the ripples travel. Independent of the surface texture flow. 1 = default, 0 = frozen ripple. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_puddle_reflections | Reset only the reflection controls shown in this menu. |
Snow (q2prox_avfx_snow)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Snow
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Submenus | Submenus | ||
| Navigation | Submenus | Snowflakes... | q2prox_avfx_snowflakes | Open the 3D snowflakes submenu: batched world-space quad flakes (count, size, tumble, LOD, realistic shapes). |
| Navigation | Submenus | Snow cover... | q2prox_avfx_snow_cover | Open the snow-cover submenu: GPU snow material on BSP surfaces, coverage, accumulation, blanket, footprints, lighting. |
| Section | Water effects | Water effects | ||
| Toggle | Water effects | Snow on water | cl_avfx_snow_water_effects | Snow on water: soft rings, tiny drifting melt specks and rare glinting sparkles. Water stays water. Live. Applies immediately. |
| Slider | Water effects | Snow-on-water density | cl_avfx_snow_water_patch_density | Fraction of snow-water contacts that spawn drifting melt specks/glints (0..1). Applies immediately. |
| Slider | Water effects | Snow-on-water size | cl_avfx_snow_water_patch_size | Size of the melt specks/glints where snow meets water. Live. Applies immediately. |
| Slider | Water effects | Snow-on-water time | cl_avfx_snow_water_patch_lifetime | How long each snow-on-water speck lasts, in seconds. Live. Applies immediately. |
| Slider | Water effects | Snow-on-water drift | cl_avfx_snow_water_patch_drift_speed | Drift speed for floating snow specks on water. Applies immediately. |
| Section | GPU surface | GPU surface | ||
| List | GPU surface | Snow GPU quality | cl_avfx_snow_gpu_quality | GPU snow surface quality: Low (no sparkles, half relief), Normal, High. Only when GPU snow material is on. Live. Applies immediately. [low / normal / high] |
| Slider | GPU surface | Snow noise | cl_avfx_snow_gpu_noise | World-noise amplitude of the GPU snow surface pattern (pinned to the map floor plane). Live. Applies immediately. |
| Slider | GPU surface | Snow relief | cl_avfx_snow_gpu_relief | Fake-relief strength on GPU snow: cold-blue shadow tone plus light lift along the noise field. Live. Applies immediately. |
| Slider | GPU surface | Snow sparkles | cl_avfx_snow_gpu_glitter | Snow sparkle strength. Tiny icy glints also feed the bloom effect. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_snow | Reset only the snow controls shown in this menu. |
Snowflakes (q2prox_avfx_snowflakes)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Snowflakes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | 3D snowflakes | cl_avfx_snow_flakes_3d | Batched 3D world-space quad snowflakes drawn on top of the normal particle snow. World-locked orientation gives real parallax. Live. Applies immediately. | |
| List | 3D snow preset | cl_avfx_snow_flakes_3d_quality | 3D-snow quality preset: Manual (uses per-feature cvars below), Performance, Balanced, Rich. Count/size stay live in any preset. Applies immediately. [manual / performance / balanced / rich] | |
| Slider | 3D flake count | cl_avfx_snow_flakes_3d_count | 3D snowflake density multiplier (clamped to the 800-flake pool ceiling); works in any preset. Live. Applies immediately. | |
| Slider | 3D flake size | cl_avfx_snow_flakes_3d_size | 3D snowflake spawn-size multiplier: low = fine snow, high = large flakes / blizzard. Live. Applies immediately. | |
| Toggle | Crossed flakes | cl_avfx_snow_flakes_3d_crossed | Crossed quads: each flake as two perpendicular quads so it never vanishes edge-on (2x vertex cost). Off = cheaper single quad. Live. Applies immediately. | |
| Toggle | Flake tumble | cl_avfx_snow_flakes_3d_tumble | Each flake slowly spins about its axis while falling (reads as living snowfall). Off = frozen spawn orientation. Live. Applies immediately. | |
| Slider | 3D flake LOD | cl_avfx_snow_flakes_3d_near | 3D LOD near-radius (fraction of spawn radius): flakes within it draw as 3D, farther ones fall back to particle snow. 1.0 = no LOD; lower = cheaper. Live. Applies immediately. | |
| Navigation | Realistic snowflake shapes... | q2prox_avfx_snowflakes_fractal | Open SnowGlobe-style realistic fractal snowflake shape controls (optional, off by default). | |
| Navigation | Reset to defaults | cl_avfx_defaults_snowflakes | Reset only the snowflake controls shown in this menu. |
Realistic snowflake shapes (q2prox_avfx_snowflakes_fractal)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Snowflakes → Realistic snowflake shapes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Realistic snowflakes | cl_avfx_snow_flakes_3d_fractal | Replace round 3D snowflakes with real 6-armed fractal snowflake shapes from a generated atlas. Optional; OFF keeps the accepted round flakes. Same lighting as ordinary snow. Applies immediately. | |
| Slider | Unique forms | cl_avfx_snow_flakes_3d_fractal_forms | Number of unique snowflake shapes in the atlas (4..64). More = less repetition, slightly more atlas memory. Applies immediately. | |
| List | Tile resolution | cl_avfx_snow_flakes_3d_fractal_tile | Atlas tile resolution (quality vs memory). 256 = crispest, 64 = lightest. Applies immediately. [64 / 128 / 256] | |
| Slider | Min size mult | cl_avfx_snow_flakes_3d_fractal_size_min | Minimum size multiplier (relative to the base flake size) for fractal flakes. Applies immediately. | |
| Slider | Max size mult | cl_avfx_snow_flakes_3d_fractal_size_max | Maximum size multiplier (relative to the base flake size) for fractal flakes. Applies immediately. | |
| Slider | Absolute max size | cl_avfx_snow_flakes_3d_fractal_max_size | Absolute maximum flake half-size in world units (caps giant flakes). Applies immediately. | |
| Navigation | Reset to defaults | cl_avfx_defaults_snowflakes_fractal | Reset only the realistic snowflake-shape controls shown in this menu. |
Snow Cover (q2prox_avfx_snow_cover)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Snow Cover
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | GPU material | GPU material | ||
| Toggle | GPU material | GPU snow surface | cl_avfx_snow_gpu_material | Toggle GPU material snow on real BSP surfaces. Applies immediately. |
| Toggle | GPU material | Snow GPU material | cl_avfx_snow_gpu | Toggle the detailed GPU snow material layer: noise, cold tint, relief and sparkles over accumulated snow. Applies immediately. |
| Slider | GPU material | GPU snow alpha | cl_avfx_snow_gpu_material_alpha | GPU snow material alpha (0..1, default 1.0). Applies immediately. |
| List | GPU material | Surface style | cl_avfx_snow_surface_style | Snow surface tile (0=classic, 1..20 reference styles). Live. Applies immediately. [Classic / Frost / Fine powder / Wind crust / Pillows / Granular / Dimpled / Blue ice / Crystals / Dense crust / Sparse / Wind waves / Ridges / Fluffy / Deep drift / Clumps / Velvet / Pellets / Ripple / Chunky / Blue dune] |
| Section | Coverage | Coverage | ||
| Toggle | Coverage | Snow coverage atlas | cl_avfx_snow_gpu_coverage | World-XY snow coverage atlas: snow alpha gradually grows from snowflake hits. Applies immediately. |
| Slider | Coverage | Coverage prefill | cl_avfx_snow_gpu_coverage_prefill | Initial coverage floor. 1.0 makes the map fully covered immediately; 0.0 starts from clean surfaces. Applies immediately. |
| Slider | Coverage | Snow fill rate | cl_avfx_snow_accum_fill_rate | Snow coverage fill speed (0.01..3.00, default 0.06). Applies immediately. |
| Slider | Coverage | Small-face fill | cl_avfx_snow_gpu_small_face_area_wu2 | Small BSP face area threshold in square world units. Higher values treat more narrow/tiny faces as small snow receivers; default 4096. Applies immediately. |
| Section | Accumulation | Accumulation | ||
| Toggle | Accumulation | Snow accumulation | cl_avfx_snow_accum | Base snow accumulation feed for snow presets. Applies immediately. |
| Slider | Accumulation | Accum density | cl_avfx_snow_accum_density | Snow cap density on valid horizontal surfaces. Applies immediately. |
| Slider | Accumulation | Snow alpha | cl_avfx_snow_accum_alpha | Snow cap opacity (0..1, default 1.0). Applies immediately. |
| Slider | Accumulation | Snow max size | cl_avfx_snow_accum_max_size | Maximum snow cap size (0.04..4.0, default 4.0). Applies immediately. |
| Slider | Accumulation | Snow count | cl_avfx_snow_accum_count | Snow cap count multiplier (0.2..500, default 500). Applies immediately. |
| Section | Blanket | Blanket | ||
| Toggle | Blanket | Snow blanket | cl_avfx_snow_field | Continuous snow blanket via surface field. Applies immediately. |
| Section | Submenus | Submenus | ||
| Navigation | Submenus | Edges and snowdrifts... | q2prox_avfx_snow_cover_shape | Open snow edge, clump and snowdrift controls. |
| Navigation | Submenus | Footprints and volume... | q2prox_avfx_snow_cover_volume | Open footprint and raised-volume snow controls. |
| Navigation | Submenus | Snow lighting... | q2prox_avfx_snow_cover_lighting | Open celestial, flashlight and dynamic-light snow response controls. |
| Navigation | Submenus | Lava steam... | q2prox_avfx_other | Open lava steam controls (snow/rain evaporating on lava: size, density, height). |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_snow_cover | Reset only the snow-cover controls shown in this menu. |
Snow Cover / Edges (q2prox_avfx_snow_cover_shape)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Snow Cover → Snow Cover / Edges
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Wall snow | Wall snow | ||
| Toggle | Wall snow | Wall snow smear | cl_avfx_snow_wall_smear | Optional: snow clings up static walls next to snowy floors, as clumps. Off by default. Applies immediately. |
| Slider | Wall snow | Wall snow height | cl_avfx_snow_wall_smear_height_wu | Wall snow: how far snow climbs up the wall in world units (default 288). Applies immediately. |
| Slider | Wall snow | Wall snow opacity | cl_avfx_snow_wall_smear_alpha | Wall snow opacity (0..1, default 0.55). Applies immediately. |
| Toggle | Wall snow | Wall snow clumps | cl_avfx_snow_wall_smear_noise | Wall snow: clumpy patches that let the wall show through, thinning upward (vs a smooth film). Applies immediately. |
| Slider | Wall snow | Wall snow slowness | cl_avfx_snow_wall_smear_fill_ratio | Wall snow fill speed: how many times SLOWER the wall fills than the floor it grows from (1=same, 5=default, 20=very slow). Applies immediately. |
| Slider | Wall snow | Wall snow clump size | cl_avfx_snow_wall_smear_clump_scale | Wall snow clump size: higher = smaller, more frequent clumps (default 3.0). Applies immediately. |
| Slider | Wall snow | Wall snow density | cl_avfx_snow_wall_smear_density | Wall snow coverage amount: how densely the clumps cover the wall (default 0.85). Applies immediately. |
| Section | Soft edge | Soft edge | ||
| Toggle | Soft edge | Edge feather | cl_avfx_snow_gpu_edge_feather | Shader-side soft feather along exposed receiver borders. Applies immediately. |
| Slider | Soft edge | Edge feather width | cl_avfx_snow_gpu_edge_feather_wu | Edge feather width in world units (1..256, default 24). Applies immediately. |
| Slider | Soft edge | Edge feather noise | cl_avfx_snow_gpu_edge_noise_wu | Noise added to edge feather distance (0..32, default 10). Applies immediately. |
| Section | Snowdrift volume | Snowdrift volume | ||
| Toggle | Snowdrift volume | Snowdrift volume | cl_avfx_snow_gpu_pom | Quality illusion of raised snowdrift volume. Applies immediately. |
| Slider | Snowdrift volume | Snowdrift strength | cl_avfx_snow_gpu_pom_alpha | Snowdrift volume strength. Applies immediately. |
| Slider | Snowdrift volume | Snowdrift height | cl_avfx_snow_gpu_pom_depth_wu | Maximum virtual snowdrift height in world units. Applies immediately. |
| Slider | Snowdrift volume | Snowdrift detail | cl_avfx_snow_gpu_pom_steps | Snowdrift volume detail. Applies immediately. |
| Toggle | Snowdrift volume | Snowdrift edge fade | cl_avfx_snow_gpu_pom_edge_taper | Softly fade snowdrift volume at snow edges. Applies immediately. |
| Slider | Snowdrift volume | Snowdrift depth | cl_avfx_snow_gpu_relief_intensity | Overall snowdrift relief intensity. Applies immediately. |
| Slider | Snowdrift volume | Snowdrift growth | cl_avfx_snow_gpu_pom_grow_time | Snowdrift volume growth time in seconds. 0 = instant. Applies immediately. |
| Section | Edge clumps | Edge clumps | ||
| Toggle | Edge clumps | Snow edge clumps | cl_avfx_snow_gpu_clumpy_edge | Snow clumps on the edge of the snow zone instead of a flat fade. Applies immediately. |
| Slider | Edge clumps | Snow clump frequency | cl_avfx_snow_gpu_clumpy_freq | Snow clump pattern frequency (0.02..2.0, default 0.18). Applies immediately. |
| Slider | Edge clumps | Snow edge softness | cl_avfx_snow_gpu_material_edge_fade_wu | Soft transition width at the snow-zone edge. Applies immediately. |
| Slider | Edge clumps | Snow edge quality | cl_avfx_snow_gpu_exposure_taps | Snow edge smoothing quality. Applies immediately. |
| Navigation | Edge clumps | Reset to defaults | cl_avfx_defaults_snow_cover_shape | Reset the wall-snow, edge and snowdrift controls shown in this menu. |
| Navigation | Edge clumps | Back to snow cover... | q2prox_avfx_snow_cover | Return to the main snow-cover menu. |
Snow Cover / Footprints (q2prox_avfx_snow_cover_volume)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Snow Cover → Snow Cover / Footprints
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Footprints (GPU) | Footprints (GPU) | ||
| Toggle | Footprints (GPU) | GPU footprints | cl_avfx_snow_gpu_footprints | GPU footprint atlas: boot-print depth is cut directly into the snow material. Applies immediately. |
| Slider | Footprints (GPU) | Footprint size | cl_avfx_snow_gpu_footprint_size_wu | Boot-print splat size in world units (2..32, default 14). Applies immediately. |
| Slider | Footprints (GPU) | Footprint depth | cl_avfx_snow_gpu_footprint_depth | Fresh footprint depth (0..1, default 0.75). Applies immediately. |
| Section | Snow footprints | Snow footprints | ||
| Toggle | Snow footprints | Snow footprints | cl_avfx_snow_footprints | Player footprints on accumulated snow. Applies immediately. |
| Slider | Snow footprints | Snow footprint strength | cl_avfx_snow_footprint_strength | Step footprint strength (0..1, default 0.65). Applies immediately. |
| Slider | Snow footprints | Footprint fade speed | cl_avfx_snow_footprint_fade_rate | Footprint fade speed multiplier. 1 = normal, 0.1 = 10x slower, 10 = 10x faster. Applies immediately. |
| Section | Snow volume | Snow volume | ||
| Toggle | Snow volume | Snow volume | cl_avfx_snow_volume | Raised 3D snow volume on near snow-cover cells; far cells stay cheaper and flatter. Applies immediately. |
| Slider | Snow volume | Snow depth | cl_avfx_snow_volume_h_max | Saturation snow depth in world units (0..32, default 10.0). Applies immediately. |
| Slider | Snow volume | Volume growth | cl_avfx_snow_volume_growth | Depth growth rate vs coverage (0.05..4.0, default 0.35). Applies immediately. |
| Slider | Snow volume | Volume near radius | cl_avfx_snow_volume_near_wu | Volume near radius (0..4096, default 4096). Applies immediately. |
| Slider | Snow volume | Snow texture tile | cl_avfx_snow_volume_uv_scale | Snow texture tile size (16..256, default 184). Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_snow_cover_volume | Reset only the footprint and snow-volume controls shown in this menu. |
| Navigation | Service | Back to snow cover... | q2prox_avfx_snow_cover | Return to the main snow-cover menu. |
Snow Cover / Lighting (q2prox_avfx_snow_cover_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Snow Cover → Snow Cover / Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Celestial response | Celestial response | ||
| Toggle | Celestial response | Snow celestial response | cl_avfx_snow_celestial_lighting | Snow surfaces, snowflakes, caps, blanket and volume react to sun and moon state. Applies immediately. |
| Slider | Celestial response | Snow celestial strength | cl_avfx_snow_celestial_strength | How strongly sun and moon drive snow color/brightness (0..2, default 1.20). Applies immediately. |
| Slider | Celestial response | Snow min brightness | cl_avfx_snow_celestial_min_brightness | Minimum snow brightness when no celestial light is present (0..1, default 0.08). Applies immediately. |
| Slider | Celestial response | Snow night tint | cl_avfx_snow_celestial_night_tint | Cold blue-grey tint in low-light snow (0..1, default 0.45). Applies immediately. |
| Slider | Celestial response | Snow celestial glitter | cl_avfx_snow_celestial_glitter_scale | Glitter response to celestial light (0..2, default 1.00). Applies immediately. |
| Section | Flashlight | Flashlight | ||
| Slider | Flashlight | Snow flashlight response | cl_avfx_snow_flashlight_response | Snow-specific flashlight response curve (0 = legacy, 1 = full compression). Applies immediately. |
| Slider | Flashlight | Snow flashlight gain | cl_avfx_snow_flashlight_gain | Flashlight contribution multiplier for snow only (0..2, default 0.45). Applies immediately. |
| Slider | Flashlight | Snow soft knee | cl_avfx_snow_flashlight_soft_knee | Highlight rolloff strength on already-bright snow (0..1, default 0.65). Applies immediately. |
| Slider | Flashlight | Snow white preserve | cl_avfx_snow_flashlight_white_preserve | Keep snow visually white when flashlight dominates (0..1, default 0.80). Applies immediately. |
| Slider | Flashlight | Snow flashlight headroom | cl_avfx_snow_flashlight_headroom_response | How strongly already-bright snow suppresses flashlight lift (0..2, default 1.00). Applies immediately. |
| Slider | Flashlight | Snow flashlight ceiling | cl_avfx_snow_flashlight_luma_ceiling | Local brightness ceiling for flashlight-lit snow (0.50..1.20, default 0.92). Applies immediately. |
| Slider | Flashlight | Snow detail preserve | cl_avfx_snow_flashlight_detail_preserve | How much snow relief/texture detail is preserved after flashlight lift (0..1, default 0.85). Applies immediately. |
| Section | Dynamic lights | Dynamic lights | ||
| Slider | Dynamic lights | Snow dynamic-light headroom | cl_avfx_snow_dlight_headroom | Anti-washout for dynamic lights on snow: projectiles, impacts, explosions and meteors (0..1, default 1.00). Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_snow_cover_lighting | Reset only the snow-lighting controls shown in this menu. |
| Navigation | Service | Back to snow cover... | q2prox_avfx_snow_cover | Return to the main snow-cover menu. |
Storm Settings (q2prox_avfx_storm_settings)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Storm Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Storm | cl_avfx_storm | Storm event layer for the rain preset: schedules rare lightning flashes and thunder. Needs rain preset + lightning on; inactive for other presets. Live. Applies immediately. | |
| Slider | Storm density | cl_avfx_storm_density | Lightning/thunder frequency baseline: mean gap between strikes 30s..3s as value goes 0..1 (±50% jitter). Also biases thunder volume. Live. Applies immediately. | |
| Navigation | Lightning settings... | q2prox_avfx_lightning_settings | Open lightning visuals: bolt trunk / branches / bloom / force-post. Discharges and damage are in a separate submenu. | |
| Navigation | Reset to defaults | cl_avfx_defaults_storm_settings | Reset every parameter in this submenu to its default value. |
Lightning Settings (q2prox_avfx_lightning_settings)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Lightning Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Basic settings | Basic settings | ||
| Toggle | Basic settings | Lightning | cl_avfx_lightning | Allow visual lightning flashes while a storm is active. Live. Applies immediately. |
| Slider | Basic settings | Lightning frequency | cl_avfx_lightning_frequency | Lightning frequency multiplier: 8.1 = default, 0.1 = rare distant flashes. Higher packs strikes tighter but the rate floors near ~0.3 s, so 4..100 look about the same. Live. Applies immediately. |
| Slider | Basic settings | Lightning duration | cl_avfx_lightning_duration | Lightning duration multiplier: 1.8 = ~180 ms default, up to 10 = ~1.8 s bolt, 0.1 = ~30 ms flicker. Live. Applies immediately. |
| Toggle | Basic settings | Screen flash | cl_avfx_lightning_screen_flash | Screen flash on strike. Off keeps the bolt and impact blast but removes the full-screen tint. Live. Applies immediately. |
| Slider | Basic settings | Lightning impact size | cl_avfx_lightning_impact_scale | Size of the blast at the strike point: 0 = no blast, 5 = default and largest. Lower shrinks it (halved on water). Live. Applies immediately. |
| Toggle | Basic settings | Impact dlight | cl_avfx_lightning_impact_dlight | Warm dynamic light at the strike point (particles / smoke / screen flash unaffected). Live. Applies immediately. |
| Section | Realistic lifecycle | Realistic lifecycle | ||
| Toggle | Realistic lifecycle | Realistic lightning | cl_avfx_lightning_realistic | Realistic lightning lifecycle: thin/dim leader from sky, brightness/thickness peak, fade-out. Default on. 0 falls back to the old constant-brightness look for comparison. Applies immediately. |
| Slider | Realistic lifecycle | Leader phase | cl_avfx_lightning_leader_ratio | Leader-phase fraction of total strike duration: bolt is dim/thin until life exceeds this ratio. Tighter values (0.1) feel almost instantaneous; larger (0.4) shows a longer descent. Applies immediately. |
| Slider | Realistic lifecycle | Peak timing | cl_avfx_lightning_peak_ratio | Peak-timing fraction of total strike duration: brightness/thickness reach maximum at this point. Screen flash peak syncs to the same moment. Must be greater than leader. Applies immediately. |
| Slider | Realistic lifecycle | Bolt width | cl_avfx_lightning_width | Bolt width multiplier — applies to ALL lightning structures: trunk, branches, surface arcs, bloom halo and glow corona. Default 0.15 gives a thin photo-realistic bolt. Up to 1.5 thickens; minimum 0.01 = barely visible filament. Step 0.01 for fine tuning. Applies immediately. |
| Slider | Realistic lifecycle | Bolt glow | cl_avfx_lightning_glow | Outer-glow intensity around the inner core (blue/violet halo). 0 disables glow; 1.5 gives a strong electric corona; higher reads as exaggerated bloom. Applies immediately. |
| Slider | Realistic lifecycle | Branch density | cl_avfx_lightning_branch_density | Branch arc density. 0 disables branch arcs; 1.0 emits all generated branches. Higher values are clamped to the generated count. Applies immediately. |
| Section | Bloom & glow | Bloom & glow | ||
| Toggle | Bloom & glow | Lightning glow | cl_avfx_lightning_bloom | Lightning bloom halo around the bolt: broad halo / overexposed light mass. With force-post enabled, AVFX lightning can use its own post-bloom path even when global bloom is disabled. Synced with bolt brightness envelope + optional afterglow tail. Applies immediately. |
| Slider | Bloom & glow | Bloom intensity | cl_avfx_lightning_bloom_intensity | Bloom halo overall intensity. 0 disables; 1.5 (default) baseline; up to 5.0 for cinematic storms. Applies immediately. |
| Slider | Bloom & glow | Bloom radius | cl_avfx_lightning_bloom_radius | Bloom halo radius / width multiplier. 0.25 = thin halo close to bolt; 1.0 (default) baseline; up to 4.0 = wide overexposed mass. Applies immediately. |
| Slider | Bloom & glow | Bloom layers | cl_avfx_lightning_bloom_layers | Number of additive halo layers around the bolt. 1 = single thin halo; 3 (default) = three concentric layers; up to 5 for rich glow mass. Outer layers skip first under budget pressure. Applies immediately. |
| Slider | Bloom & glow | Bloom afterglow | cl_avfx_lightning_bloom_afterglow | Afterglow tail as fraction of bolt duration. 0 = no tail (bloom dies with bolt); 0.2 (default) ≈ 20%. Up to 1.0 = same duration again as luminous afterimage. Smoothstep fade. Applies immediately. |
| Toggle | Bloom & glow | Force-post bloom | cl_avfx_lightning_bloom_force_post | Renderer-forced lightning bloom: keep bloom MRT alive even when global gl_bloom is off so lightning halo uses true post-bloom (downsample/blur/composite). When gl_bloom is already on this is a no-op (no double-bloom). Cvars unchanged when off (legacy additive halo behavior). Applies immediately. |
| Slider | Bloom & glow | Branch levels | cl_avfx_lightning_branch_levels | Maximum branch hierarchy depth. 0 = trunk only, no branches at all. 1 (default) = level-1 branches only (foundation tree-from-trunk topology — clean accepted look). 2..4 = recursive child branches up to that depth (busier visual; opt-in). Applies immediately. |
| Slider | Bloom & glow | Child forking | cl_avfx_lightning_branch_forking | Child fork amount multiplier for level 2+ branches. 0 disables child forks (level-1 branches only). 1.0 (Default) baseline; up to 3.0 = many child forks. Per-parent fork count = clamp(round(2.0 × forking × decay^(level-1)), 0, 5). Applies immediately. |
| Slider | Bloom & glow | Level decay | cl_avfx_lightning_branch_decay | Per-level decay of width / brightness / length / fork count. 0.35 = rapid attenuation (deep levels barely visible); 0.62 (default) baseline. 0.85 = Slow attenuation (deep levels nearly as bright as parent). Applies immediately. |
| Slider | Bloom & glow | Branch spread | cl_avfx_lightning_branch_spread | Lateral spread / length multiplier for child branches. 0.25 = tight tree near trunk; 1.0 (default) baseline; up to 3.0 = wide far-reaching branches. Applies immediately. |
| Section | Submenus | Submenus | ||
| Navigation | Submenus | Lightning discharges & damage... | q2prox_avfx_lightning_discharges | Open lightning discharges & damage: surface arcs, water reaction, monster arcs + death FX, and lightning damage to monsters/objects. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_lightning_settings | Reset every parameter in this submenu to its default value. |
Lightning Discharges & Damage (q2prox_avfx_lightning_discharges)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Lightning Discharges & Damage
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Surface arcs | Surface arcs | ||
| Toggle | Surface arcs | Surface electric arcs | cl_avfx_lightning_surface_arcs | Decorative electric arcs crawling from the strike point (visual only, no damage). Synced to the bolt brightness; needs Realistic lightning. Live. Applies immediately. |
| Slider | Surface arcs | Arc radius | cl_avfx_lightning_surface_arc_radius | Maximum crawl radius around the impact point in world units. Higher values spread the arcs further across the impacted surface. Applies immediately. |
| Slider | Surface arcs | Arc density | cl_avfx_lightning_surface_arc_density | Arc count / branch density. 1.0 (default) emits ~5 arcs per strike; 0 disables. Higher values up to 3.0 are clamped to the per-strike arc cap. Applies immediately. |
| Slider | Surface arcs | Arc brightness | cl_avfx_lightning_surface_arc_intensity | Arc brightness / alpha multiplier. 1.0 (default) baseline; higher values brighten arcs; 0 disables. Applies immediately. |
| Slider | Surface arcs | Arc width | cl_avfx_lightning_surface_arc_width | Arc width multiplier (per segment). 1.0 (default) baseline ~3px equivalent; higher values thicken the arcs. Applies immediately. |
| Section | Impact particles | Impact particles | ||
| Navigation | Impact particles | Lightning impact particles... | q2prox_avfx_lightning_discharge_particles | Open the independent Enable and RGB controls for debris emitted at the lightning strike point. |
| Section | Water reactions | Water reactions | ||
| Toggle | Water reactions | Lightning water reaction | cl_avfx_lightning_water_react | Master: when lightning strikes water (real BSP water or visible AVFX puddles), spawn steam, splash particles, and ripple rings. Visual only. Applies immediately. |
| Toggle | Water reactions | Lightning water steam | cl_avfx_lightning_water_steam | Steam / vapor plumes at the lightning-water contact point. Disable separately from the other water effects. Applies immediately. |
| Toggle | Water reactions | Lightning water splashes | cl_avfx_lightning_water_splashes | Splash particles thrown up from the water surface where lightning hits or crawls. Disable separately. Applies immediately. |
| Toggle | Water reactions | Lightning water rings | cl_avfx_lightning_water_rings | Concentric rings on the water surface from lightning impact and crawling arcs. Disable separately. Applies immediately. |
| Slider | Water reactions | Water reaction amount | cl_avfx_lightning_water_react_amount | Overall intensity multiplier for water reaction effects (1.0 default; 0..3). Applies immediately. |
| Slider | Water reactions | Water reaction radius | cl_avfx_lightning_water_react_radius | Effect radius for water rings in world units (default 96 = baseline; 16..256 wu). Wet detection itself is point-based and unaffected. Applies immediately. |
| Section | Monster effects | Monster effects | ||
| Toggle | Monster effects | Monster electric wraps | cl_avfx_lightning_monster_arcs | Electric arcs wrap around monsters damaged by lightning + cool blue glow dlight. Visual only — never adds damage. Requires Realistic lightning + lightning damage enabled to trigger. Applies immediately. |
| Slider | Monster effects | Monster wrap intensity | cl_avfx_lightning_monster_arc_intensity | Wrap arc brightness / dlight intensity multiplier. 1.0 default; higher brightens both arcs and the glow. Applies immediately. |
| Toggle | Monster effects | Lightning corpse effects | cl_avfx_lightning_monster_corpse_fx | When a monster dies from lightning: brief warm fire-flash at corpse + dark spot fading over several seconds. Visual only. Applies immediately. |
| Section | Damage & reset | Damage & reset | ||
| Toggle | Damage & reset | Lightning damages monsters | cl_sp_avfx_lightning_damage | Lightning radial-damages nearby monsters in local single-player and DM-training. Off by default. No effect in deathmatch / coop / demos / remote multiplayer. Player and items not damaged. Bosses included by default. Applies immediately. |
| Slider | Damage & reset | Lightning damage amount | cl_sp_avfx_lightning_damage_amount | Damage at strike center (rocket-class default 120). Falls off to ~25% at the radius edge. Tougher monsters survive more strikes. Applies immediately. |
| Slider | Damage & reset | Lightning damage radius | cl_sp_avfx_lightning_damage_radius | Damage radius in world units (default 800, ~5x grenade launcher splash). Damage falls off with distance from strike center. Applies immediately. |
| Toggle | Damage & reset | Require line of sight | cl_sp_avfx_lightning_damage_los | Require line-of-sight from strike point to monster center: lightning does not hurt monsters behind thick walls (MASK_SOLID trace). Applies immediately. |
| Toggle | Damage & reset | Lightning breaks objects | cl_sp_avfx_lightning_damage_breakables | Allow AVFX lightning to damage nearby explosive barrels (misc_explobox) and breakable func_explosive brushes using the same amount/radius/falloff settings as monster lightning damage. Off by default. Doors, buttons, triggers and scripted entities are never affected. Applies immediately. |
| Navigation | Damage & reset | Reset to defaults | cl_avfx_defaults_lightning_discharges | Reset every parameter in this submenu to its default value. |
Lightning Impact Particles (q2prox_avfx_lightning_discharge_particles)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Lightning Discharges & Damage → Lightning Impact Particles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Particles: lightning impact debris | Particles: lightning impact debris | ||
| Toggle | Particles: lightning impact debris | Particles | cl_avfx_particle_lightning_debris_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: lightning impact debris | Custom color | cl_avfx_particle_rgb_lightning_debris_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: lightning impact debris | Red | cl_avfx_particle_rgb_lightning_debris_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: lightning impact debris | Green | cl_avfx_particle_rgb_lightning_debris_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: lightning impact debris | Blue | cl_avfx_particle_rgb_lightning_debris_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: lightning impact debris | Reset color to stock | q2prox_particle_reset color avfx lightning_debris | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: lightning impact debris | Reset this family | q2prox_particle_reset avfx lightning_debris | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Particles: lightning water droplets | Particles: lightning water droplets | ||
| Toggle | Particles: lightning water droplets | Particles | cl_avfx_particle_lightning_water_droplets_enable | Emit future lightning-water droplets when the Lightning water reaction and Lightning water splashes switches allow them. Off does not affect weapon-water droplets; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: lightning water droplets | Custom color | cl_avfx_particle_rgb_lightning_water_droplets_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: lightning water droplets | Red | cl_avfx_particle_rgb_lightning_water_droplets_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: lightning water droplets | Green | cl_avfx_particle_rgb_lightning_water_droplets_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: lightning water droplets | Blue | cl_avfx_particle_rgb_lightning_water_droplets_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: lightning water droplets | Reset color to stock | q2prox_particle_reset color avfx lightning_water_droplets | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: lightning water droplets | Reset this family | q2prox_particle_reset avfx lightning_water_droplets | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Navigation | Navigation | ||
| Navigation | Navigation | Back to lightning discharges... | q2prox_avfx_lightning_discharges | Return to Lightning discharges and damage. |
Sky and clouds (q2prox_avfx_storm_sky)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky and clouds
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Celestials and objects | Celestials and objects | ||
| Navigation | Celestials and objects | Sun... | q2prox_avfx_sun | Open the Sun settings. |
| Navigation | Celestials and objects | Moon... | q2prox_avfx_moon | Open the Moon settings. |
| Navigation | Celestials and objects | Earth... | q2prox_avfx_earth | Open the Earth settings. |
| Navigation | Celestials and objects | Stars... | q2prox_avfx_stars | Open stars and constellation settings. |
| Navigation | Celestials and objects | Volumetric clouds... | q2prox_avfx_volclouds | Open GPU-raymarched volumetric clouds. |
| Navigation | Celestials and objects | Meteors... | q2prox_avfx_meteors | Open meteor settings. |
| Navigation | Celestials and objects | Spaceships... | q2prox_avfx_spaceships | Open decorative sky-spaceship settings. |
| Section | Sky, clouds and lightning | Sky, clouds and lightning | ||
| Navigation | Sky, clouds and lightning | Sky appearance... | q2prox_avfx_storm_sky_appearance | Open sky mode, blue-sky look and weather coupling. |
| Navigation | Sky, clouds and lightning | Cloud overlay and fog... | q2prox_avfx_storm_sky_clouds | Open the lightweight procedural cloud overlay and weather fog. |
| Navigation | Sky, clouds and lightning | Lightning in the sky... | q2prox_avfx_storm_sky_lightning | Open cloud illumination and whole-sky lightning flashes. |
| Navigation | Sky, clouds and lightning | Lightning on surfaces... | q2prox_avfx_storm_sky_surface_light | Open lightning illumination of nearby AVFX surfaces. |
| Navigation | Sky, clouds and lightning | Reset all | cl_avfx_defaults_storm_sky | Reset every sky-and-cloud control in this group. |
Sky appearance (q2prox_avfx_storm_sky_appearance)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky and clouds → Sky appearance
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main mode | Main mode | ||
| List | Main mode | Sky type | cl_avfx_sky | Map sky uses the map texture; Weather applies AVFX weather tint and clouds. Blue sky uses the procedural daytime model. Applies immediately. [Map sky / Weather sky / Blue sky] |
| Toggle | Main mode | Celestial sky brightness | cl_avfx_sky_procedural_brightness | Make procedural sky brightness follow the Sun and Moon. Applies immediately. |
| Section | Blue sky | Blue sky | ||
| Slider | Blue sky | Intensity | cl_avfx_sky_blue_intensity | Blue-sky colour intensity. Applies immediately. |
| Slider | Blue sky | Saturation | cl_avfx_sky_blue_saturation | Blue-sky colour saturation. Applies immediately. |
| Slider | Blue sky | Horizon fade | cl_avfx_sky_blue_horizon_fade | Blue-sky fade toward the horizon. Applies immediately. |
| Slider | Blue sky | Preserve clouds | cl_avfx_sky_blue_cloud_preserve | Keep the lightweight cloud overlay visible over blue sky. Applies immediately. |
| Slider | Blue sky | Storm morph | cl_avfx_sky_blue_storm_morph | Morph blue sky toward the storm tint during a storm. Applies immediately. |
| Section | Weather sky | Weather sky | ||
| Toggle | Weather sky | Weather coupling | cl_avfx_sky_auto | Couple sky darkness, cloud and fog strength to rain or snow. Applies immediately. |
| List | Weather sky | Weather effect | cl_avfx_sky_override_mode | Weather processing mode: disabled, tint only, or tint with cloud overlay. Applies immediately. [off / tint / overlay] |
| Slider | Weather sky | Sky darkness | cl_avfx_sky_darkness | Base sky darkening for rain and snow. Applies immediately. |
| Slider | Weather sky | Storm tint | cl_avfx_sky_storm_tint | Cold storm-colour bias over the darkened sky. Applies immediately. |
| Navigation | Weather sky | Back to Sky and clouds... | q2prox_avfx_storm_sky | Return to Sky and clouds. |
Cloud overlay and fog (q2prox_avfx_storm_sky_clouds)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky and clouds → Cloud overlay and fog
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Cloud overlay | cl_avfx_sky_clouds | Enable the lightweight procedural cloud overlay. Applies immediately. | |
| Slider | Cloud intensity | cl_avfx_sky_cloud_intensity | Visibility and density of the flat cloud overlay. Applies immediately. | |
| Slider | Cloud speed | cl_avfx_sky_cloud_speed | Drift speed of the flat cloud overlay. Applies immediately. | |
| Slider | Fog opacity | cl_avfx_sky_fog_alpha | Weather fog opacity around and below the cloud layer; gameplay fog is unchanged. Applies immediately. | |
| Navigation | Back to Sky and clouds... | q2prox_avfx_storm_sky | Return to Sky and clouds. |
Lightning in the sky (q2prox_avfx_storm_sky_lightning)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky and clouds → Lightning in the sky
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Cloud illumination | Cloud illumination | ||
| Toggle | Cloud illumination | Cloud illumination | cl_avfx_lightning_cloud_illum | Light the cloud layer locally around each realistic lightning strike. Applies immediately. |
| Slider | Cloud illumination | Illumination strength | cl_avfx_lightning_cloud_illum_intensity | Brightness of lightning illumination inside clouds. Applies immediately. |
| Slider | Cloud illumination | Illumination radius | cl_avfx_lightning_cloud_illum_radius | Size of the illuminated cloud region. Applies immediately. |
| Slider | Cloud illumination | Illumination blobs | cl_avfx_lightning_cloud_illum_blobs | Number of illumination blobs generated per strike. Applies immediately. |
| Slider | Cloud illumination | Illumination afterglow | cl_avfx_lightning_cloud_illum_afterglow | Cloud afterglow duration as a fraction of bolt duration. Applies immediately. |
| Section | Sky flash | Sky flash | ||
| Toggle | Sky flash | Sky flash | cl_avfx_lightning_sky_flash | Flash the visible sky during a strike, independently of the screen flash. Applies immediately. |
| Slider | Sky flash | Flash strength | cl_avfx_lightning_sky_flash_intensity | Brightness of the whole-sky flash. Applies immediately. |
| Slider | Sky flash | Flash coverage | cl_avfx_lightning_sky_flash_coverage | Sky area covered by the flash. Applies immediately. |
| Slider | Sky flash | Flash afterglow | cl_avfx_lightning_sky_flash_afterglow | Sky-flash afterglow duration. Applies immediately. |
| Slider | Sky flash | Flash tint | cl_avfx_lightning_sky_flash_tint | Blend from cold white-blue to violet-blue. Applies immediately. |
| Navigation | Sky flash | Back to Sky and clouds... | q2prox_avfx_storm_sky | Return to Sky and clouds. |
Lightning on surfaces (q2prox_avfx_storm_sky_surface_light)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky and clouds → Lightning on surfaces
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Surface lighting | cl_avfx_lightning_local_surface_light | Let lightning brighten nearby snow, water, puddles, foam, dust and rings. Visual only; damage is unchanged. Applies immediately. | |
| Slider | Light radius | cl_avfx_lightning_local_surface_radius | World-space radius around the strike. Applies immediately. | |
| Slider | Light strength | cl_avfx_lightning_local_surface_strength | Strength of the local daylight boost. Applies immediately. | |
| Slider | Light falloff | cl_avfx_lightning_local_surface_falloff | Shape of the light falloff from the strike. Applies immediately. | |
| Navigation | Back to Sky and clouds... | q2prox_avfx_storm_sky | Return to Sky and clouds. |
Sun Settings (q2prox_avfx_sun)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sun Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Sun disk | Sun disk | ||
| Toggle | Sun disk | Sun | cl_avfx_sun | Master toggle for the AVFX sun disk in the sky, drawn at the set position with cloud dimming and horizon fade. Off = no shader cost. Applies immediately. |
| List | Sun disk | Time mode | cl_avfx_sun_mode | Time mode. Applies immediately. [Manual / Day cycle / Real clock] |
| Slider | Sun disk | Hour of day | cl_avfx_sun_time | Hour of day, shown as HH:MM. Step is 5 minutes. Last-touched wins in Manual mode: Hour vs Azimuth/Elevation. Applies immediately. |
| Slider | Sun disk | Day length | cl_avfx_sun_day_length | Day length. Applies immediately. |
| Slider | Sun disk | Sun azimuth | cl_avfx_sun_azimuth | Sun azimuth. Applies immediately. |
| Slider | Sun disk | Sun elevation | cl_avfx_sun_elevation | Sun elevation. Manual mode = exact elevation; Day Cycle / Real Clock = max-Q2-BSP sky arc steepness. Applies immediately. |
| Slider | Sun disk | Sun size | cl_avfx_sun_size | Sun size (also scales sun scene lighting). Applies immediately. |
| Slider | Sun disk | Sun brightness | cl_avfx_sun_brightness | Sun brightness. Applies immediately. |
| Slider | Sun disk | Sun halo size | cl_avfx_sun_halo_size | Sun local halo size. Applies immediately. |
| Slider | Sun disk | Sun halo brightness | cl_avfx_sun_halo_brightness | Sun local halo brightness. Applies immediately. |
| Slider | Sun disk | Sun halo opacity | cl_avfx_sun_halo_alpha | Sun local halo opacity. Applies immediately. |
| Slider | Sun disk | Sun: red | cl_avfx_sun_color_r | Sun color red. Applies immediately. |
| Slider | Sun disk | Sun: green | cl_avfx_sun_color_g | Sun color green. Applies immediately. |
| Slider | Sun disk | Sun: blue | cl_avfx_sun_color_b | Sun color blue. Applies immediately. |
| Slider | Sun disk | Sun cloud occlusion | cl_avfx_sun_cloud_occlusion | Sun cloud occlusion. Applies immediately. |
| Section | Lighting | Lighting | ||
| Toggle | Lighting | Sun lighting | cl_avfx_sun_lighting | Sun scene lighting. Applies immediately. |
| Slider | Lighting | Sun lighting multiplier | cl_avfx_sun_lighting_multiplier | Boosts sun lighting on AVFX water/snow/puddles/rain only (world and sky unaffected). 1 = previous, 5 = default, up to 20; keeps puddles bright at a low, sky-safe sun brightness. Applies immediately. |
| Slider | Lighting | Sun world light | cl_avfx_sun_world_light | Sun world light. Applies immediately. |
| Slider | Lighting | Sun entity light | cl_avfx_sun_entity_light | Sun entity light. Applies immediately. |
| Slider | Lighting | Sun indoor leak | cl_avfx_sun_indoor_leak | Sun light fraction that leaks indoors. 0.90 (default) = strong accepted leak. 0 = no leak when sky invisible (outdoor unchanged). 1 = indoor matches outdoor celestial. Smooth ~300 ms transition. Applies immediately. |
| Section | Sun rays | Sun rays | ||
| Toggle | Sun rays | God rays / Sun shafts | cl_avfx_sun_godrays | AVFX god rays / sun shafts master toggle. Screen-space radial blur from sun's projected screen position. Independent from gl_bloom. Off by default. Applies immediately. |
| Slider | Sun rays | God rays intensity | cl_avfx_sun_godrays_intensity | God rays overall intensity multiplier. 1.45 (default) baseline; 0 = invisible; up to 2.0 for cinematic strong rays. Multiplies the final visibility envelope (horizon × front × screen × cloud × sun brightness). Applies immediately. |
| Slider | Sun rays | God rays density | cl_avfx_sun_godrays_density | Sample spacing / density along radial-blur direction (GPU Gems density). 0.85 (default); lower = tighter rays close to sun; higher = longer streaks across screen. Applies immediately. |
| Slider | Sun rays | God rays decay | cl_avfx_sun_godrays_decay | Per-sample falloff multiplier (GPU Gems decay). 0.91 (default) smooth gradual fade; lower = faster fade (tighter rays). 1.0 = No decay (rays extend uniformly — usually too bright). Applies immediately. |
| Slider | Sun rays | God rays weight | cl_avfx_sun_godrays_weight | Per-sample brightness weight (GPU Gems weight). 0.55 (default) natural ray strength; higher brightens each sample; lower weakens. Applies immediately. |
| Slider | Sun rays | God rays exposure | cl_avfx_sun_godrays_exposure | Final exposure on the accumulated radial-blur result (GPU Gems exposure). 0.15 (default) tasteful glow; higher produces overexposed rays. Applies immediately. |
| Slider | Sun rays | God rays samples | cl_avfx_sun_godrays_samples | Number of radial-blur sample taps per fragment. 51 (default) balanced quality/cost. Higher smoother continuous streaks; lower banded but cheaper. GPU cost ≈ linear in samples × screen pixels. Applies immediately. |
| Slider | Sun rays | God rays cloud mask | cl_avfx_sun_godrays_cloud_mask | How strongly clouds mask god rays. 0 = clouds do not affect rays; 0.90 (default) = accepted smoothed cloud attenuation. Set below 1 to keep rays visible through light overcast. Applies immediately. |
| Navigation | Sun rays | Cloud Sunbeams... | q2prox_avfx_sun_cloud_beams | Open Cloud Sunbeams: light shafts through the gaps between the visible clouds, layered on the god rays. |
| Section | Submenus & reset | Submenus & reset | ||
| Navigation | Submenus & reset | Reset to defaults | cl_avfx_defaults_sun | Reset every parameter in this submenu to its default value. |
Q2PRO-X / Cloud Sunbeams (q2prox_avfx_sun_cloud_beams)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sun Settings → Q2PRO-X / Cloud Sunbeams
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Cloud sunbeams | cl_avfx_sun_godrays_cloud_beams | Master toggle for cloud sunbeams. Light shafts breaking through the gaps between the visible volumetric clouds, layered on top of the base god rays. Needs AVFX sky + sun + god rays + volumetric clouds. Applies immediately. | |
| Slider | Intensity | cl_avfx_sun_godrays_cloud_beams_intensity | Brightness of the cloud sunbeams only (base god rays unaffected). 1.45 default; up to 3.0 strong. Applies immediately. | |
| Slider | Gap selectivity | cl_avfx_sun_godrays_cloud_beams_gap_power | Gap selectivity. Higher = beams only through clearer gaps; lower = also through thin cloud. 1.45 default. Applies immediately. | |
| Slider | Cloud presence | cl_avfx_sun_godrays_cloud_beams_presence | How much nearby cloud mass is needed for a gap to form a shaft. Higher = no rays in clear sky (shafts through broken cloud only). 0.40 default. Applies immediately. | |
| Slider | Softness | cl_avfx_sun_godrays_cloud_beams_softness | Width of the cloud-presence ramp. Higher = broader, softer shafts. 0.45 default. Applies immediately. | |
| Navigation | Reset to defaults | cl_avfx_defaults_sun_cloud_beams | Reset every parameter in this submenu to its default value. |
Moon (q2prox_avfx_moon)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Moon
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | General | General | ||
| Toggle | General | Moon | cl_avfx_moon | Toggle the AVFX moon disk in the sky. Applies immediately. |
| Section | Settings | Settings | ||
| Navigation | Settings | Position and disk... | q2prox_avfx_moon_position | Open Moon position, phase, size and texture settings. |
| Navigation | Settings | Appearance and colour... | q2prox_avfx_moon_appearance | Open Moon surface, colour and cloud-occlusion settings. |
| Navigation | Settings | Halo and lighting... | q2prox_avfx_moon_lighting | Open Moon halo and scene-lighting settings. |
| Navigation | Settings | Body rotation... | q2prox_avfx_moon_rotation | Open Moon body-rotation settings. |
| Navigation | Settings | Reset all | cl_avfx_defaults_moon | Reset every Moon parameter to its default value. |
Moon: position and disk (q2prox_avfx_moon_position)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Moon → Moon: position and disk
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Moon mode | cl_avfx_moon_mode | Moon mode. Applies immediately. [Manual / Opposite sun / Cycle/Clock] | |
| Slider | Moon azimuth | cl_avfx_moon_azimuth | Moon azimuth. Applies immediately. | |
| Slider | Moon elevation | cl_avfx_moon_elevation | Moon elevation. Applies immediately. | |
| Slider | Moon phase | cl_avfx_moon_phase | Moon phase. Applies immediately. | |
| Slider | Moon size | cl_avfx_moon_size | Moon size (menu up to 100.0; console/cfg engine range still up to 3000.0. Scene lighting stays bounded; phase stays separate). Applies immediately. | |
| Toggle | HD moon texture | cl_avfx_moon_hd_texture | Use the 8K moon albedo texture. Applies live; same orientation/phase/lighting. Applies immediately. | |
| Toggle | Moon smoothing | cl_avfx_moon_smooth | Smooth the moon texture with mipmap / anisotropic filtering, so a rotating moon has no shimmer. Off = sharp GL_LINEAR with no mipmaps, so a non-rotating moon looks crisp. Applies live without reloading the texture. Applies immediately. | |
| Navigation | Back to Moon... | q2prox_avfx_moon | Return to the Moon menu. |
Moon: appearance and colour (q2prox_avfx_moon_appearance)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Moon → Moon: appearance and colour
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Phase edge | Phase edge | ||
| Toggle | Phase edge | Phase edge rays | cl_avfx_moon_phase_edge_rays | Textured ray-like fringe on the bright phase edge. Off by default for a tighter clean phase edge without blurring crater detail. Applies immediately. |
| Slider | Phase edge | Edge smoothing inset | cl_avfx_moon_edge_smooth_inset | Optional smoothing inset from the moon edge/terminator. 0 disables smoothing and keeps crater detail sharp; higher values make a wider clean soft band. Applies immediately. |
| Section | Brightness and colour | Brightness and colour | ||
| Slider | Brightness and colour | Moon brightness | cl_avfx_moon_brightness | Moon brightness. Applies immediately. |
| Slider | Brightness and colour | Moon sky brightness | cl_avfx_moon_sky_brightness | How strongly moon brightness lifts the surrounding sky. Local halo has separate controls below. Applies immediately. |
| Slider | Brightness and colour | Moon: red | cl_avfx_moon_color_r | Moon color red channel. 0.78 (default). Tints the moon disk/halo AND moon-lit world, entities, snow/water/particles and volumetric scatter. Applies immediately. |
| Slider | Brightness and colour | Moon: green | cl_avfx_moon_color_g | Moon color green channel. 0.86 (default). Applies immediately. |
| Slider | Brightness and colour | Moon: blue | cl_avfx_moon_color_b | Moon color blue channel. 1.00 (default). Applies immediately. |
| Slider | Brightness and colour | Dark side visibility | cl_avfx_moon_dark_side_visibility | Visibility of the unlit moon body. Smooth nonlinear curve: 0.0 removes the unlit body and star mask. 1.0 Keeps the accepted dark disk. Applies immediately. |
| Section | Clouds | Clouds | ||
| Slider | Clouds | Moon cloud occlusion | cl_avfx_moon_cloud_occlusion | Moon cloud occlusion. Applies immediately. |
| Navigation | Clouds | Back to Moon... | q2prox_avfx_moon | Return to the Moon menu. |
Moon: halo and lighting (q2prox_avfx_moon_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Moon → Moon: halo and lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Halo | Halo | ||
| Slider | Halo | Moon halo size | cl_avfx_moon_halo_size | Moon local halo size. Applies immediately. |
| Slider | Halo | Moon halo brightness | cl_avfx_moon_halo_brightness | Moon local halo brightness. Applies immediately. |
| Slider | Halo | Moon halo opacity | cl_avfx_moon_halo_alpha | Moon local halo opacity. Applies immediately. |
| Toggle | Halo | Halo follows phase | cl_avfx_moon_halo_phase_shape | Mask the local moon halo by the moon phase shape. Applies immediately. |
| Section | Scene lighting | Scene lighting | ||
| Toggle | Scene lighting | Moon lighting | cl_avfx_moon_lighting | Moon scene lighting. Strength follows the moon world/entity light sliders and fades with phase / clouds / sky visibility. Applies immediately. |
| Slider | Scene lighting | Moon world light | cl_avfx_moon_world_light | Moon world light. Applies immediately. |
| Slider | Scene lighting | Moon entity light | cl_avfx_moon_entity_light | Moon entity light. Applies immediately. |
| Slider | Scene lighting | Moon indoor leak | cl_avfx_moon_indoor_leak | Fraction of moonlight that leaks into indoor / closed spaces. 1.0 (default) = indoor spaces receive the same celestial lighting as outdoor view. 0 = no moonlight leaks indoors when no sky is visible. Smooth ~300 ms transition based on view-side sky exposure. Applies immediately. |
| Navigation | Scene lighting | Back to Moon... | q2prox_avfx_moon | Return to the Moon menu. |
Moon: body rotation (q2prox_avfx_moon_rotation)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Moon → Moon: body rotation
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Rotation mode | cl_avfx_moon_rotation_mode | Moon body rotation mode. Manual = fixed yaw/pitch/roll offsets. Realtime auto = the speeds below are added over time (never writes cvars). Default rotation is identity, so the accepted moon look is unchanged. Applies immediately. [Manual / Realtime auto] | |
| Slider | Yaw | cl_avfx_moon_rotation_yaw | Moon yaw (longitude spin), degrees. Applies immediately. | |
| Slider | Pitch | cl_avfx_moon_rotation_pitch | Moon pitch (poles up/down), degrees. Applies immediately. | |
| Slider | Roll | cl_avfx_moon_rotation_roll | Moon roll (disk rolls on screen), degrees. Applies immediately. | |
| Slider | Yaw speed | cl_avfx_moon_rotation_yaw_speed | Auto yaw speed, deg/s (negative = opposite). Applies immediately. | |
| Slider | Pitch speed | cl_avfx_moon_rotation_pitch_speed | Auto pitch speed, deg/s (negative = opposite). Applies immediately. | |
| Slider | Roll speed | cl_avfx_moon_rotation_roll_speed | Auto roll speed, deg/s (negative = opposite). Applies immediately. | |
| Navigation | Back to Moon... | q2prox_avfx_moon | Return to the Moon menu. |
Earth Settings (q2prox_avfx_earth)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Earth Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Position & disk | Position & disk | ||
| Toggle | Position & disk | Earth | cl_avfx_earth | Toggle the AVFX Earth disk in the sky. Renders alongside Moon/Sun/Stars. Applies immediately. |
| List | Position & disk | Earth mode | cl_avfx_earth_mode | Earth position mode. Applies immediately. [Manual / Opposite sun / Cycle/Clock] |
| Slider | Position & disk | Earth azimuth | cl_avfx_earth_azimuth | Earth azimuth. Applies immediately. |
| Slider | Position & disk | Earth elevation | cl_avfx_earth_elevation | Earth elevation. Applies immediately. |
| Slider | Position & disk | Earth phase | cl_avfx_earth_phase | Earth phase (day/night terminator). Applies immediately. |
| Slider | Position & disk | Earth size | cl_avfx_earth_size | Earth size (menu up to 100.0; console/cfg engine range up to 3000.0). Applies immediately. |
| List | Position & disk | Earth HD texture | cl_avfx_earth_hd_texture | Earth surface texture resolution. 16K needs a native (non-ANGLE) GL backend; unsupported levels fall back 16K->8K->4K. Applies immediately. [Off (4K) / 8K / 16K] |
| Toggle | Position & disk | Earth smoothing | cl_avfx_earth_smooth | Smooth the Earth texture with mipmap / anisotropic filtering, so a rotating Earth has no shimmer. Off = sharp GL_LINEAR with no mipmaps, so a non-rotating Earth looks crisp. Applies live without reloading the texture. Applies immediately. |
| Section | Appearance & glow | Appearance & glow | ||
| Slider | Appearance & glow | Edge smoothing inset | cl_avfx_earth_edge_smooth_inset | Optional smoothing inset from the Earth limb. 0 keeps a sharp edge. Applies immediately. |
| Slider | Appearance & glow | Earth brightness | cl_avfx_earth_brightness | Earth brightness. Applies immediately. |
| Slider | Appearance & glow | Earth sky brightness | cl_avfx_earth_sky_brightness | How strongly Earth brightness lifts the surrounding sky/halo. Applies immediately. |
| Slider | Appearance & glow | Earth: red | cl_avfx_earth_color_r | Earth tint red channel. 1.00 (default = shader identity). Applies immediately. |
| Slider | Appearance & glow | Earth: green | cl_avfx_earth_color_g | Earth tint green channel. 1.00 (default). Applies immediately. |
| Slider | Appearance & glow | Earth: blue | cl_avfx_earth_color_b | Earth tint blue channel. 1.00 (default). Applies immediately. |
| Slider | Appearance & glow | Dark side visibility | cl_avfx_earth_dark_side_visibility | Visibility of the unlit Earth body. 0 removes the dark side; 1 keeps it. Applies immediately. |
| Slider | Appearance & glow | Earth halo size | cl_avfx_earth_halo_size | Earth local halo size (atmosphere glow). Applies immediately. |
| Slider | Appearance & glow | Earth halo brightness | cl_avfx_earth_halo_brightness | Earth local halo brightness. Applies immediately. |
| Slider | Appearance & glow | Earth halo opacity | cl_avfx_earth_halo_alpha | Earth local halo opacity. Applies immediately. |
| Toggle | Appearance & glow | Halo follows phase | cl_avfx_earth_halo_phase_shape | Mask the local Earth halo by the Earth phase shape. Applies immediately. |
| Slider | Appearance & glow | Earth cloud occlusion | cl_avfx_earth_cloud_occlusion | Earth cloud occlusion (how strongly the sky's clouds pass in front of Earth). Applies immediately. |
| Section | Body rotation | Body rotation | ||
| List | Body rotation | Rotation mode | cl_avfx_earth_rotation_mode | Earth body rotation mode. Manual = fixed yaw/pitch/roll offsets. Realtime auto = the speeds below are added over time (never writes cvars). Applies immediately. [Manual / Realtime auto] |
| Slider | Body rotation | Yaw | cl_avfx_earth_rotation_yaw | Earth yaw (longitude spin), degrees. Applies immediately. |
| Slider | Body rotation | Pitch | cl_avfx_earth_rotation_pitch | Earth pitch (poles up/down), degrees. Lets you inspect top/bottom. Applies immediately. |
| Slider | Body rotation | Roll | cl_avfx_earth_rotation_roll | Earth roll (disk rolls on screen), degrees. Applies immediately. |
| Slider | Body rotation | Yaw speed | cl_avfx_earth_rotation_yaw_speed | Auto yaw speed, deg/s (negative = opposite direction). Applies immediately. |
| Slider | Body rotation | Pitch speed | cl_avfx_earth_rotation_pitch_speed | Auto pitch speed, deg/s (negative = opposite direction). Applies immediately. |
| Slider | Body rotation | Roll speed | cl_avfx_earth_rotation_roll_speed | Auto roll speed, deg/s (negative = opposite direction). Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_earth | Reset every parameter in this submenu to its default value. |
Black Hole (q2prox_avfx_blackhole)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Black Hole | cl_avfx_blackhole | Master switch for the AVFX black hole. Default OFF; enabling it does not change any other AVFX setting. Applies immediately. |
| List | Main | Quality | cl_avfx_blackhole_quality | Render quality. High is the recommended default; Ultra is expensive. Applies immediately. [Low / Balanced / High / Ultra] |
| Slider | Main | Azimuth | cl_avfx_blackhole_azimuth | Azimuth in degrees (manual mode). Applies immediately. |
| Slider | Main | Elevation | cl_avfx_blackhole_elevation | Elevation in degrees (manual mode). Applies immediately. |
| Slider | Main | Size | cl_avfx_blackhole_size | Angular size multiplier (menu up to 100.0; console/cfg engine range up to 3000.0). Applies immediately. |
| Slider | Main | Brightness | cl_avfx_blackhole_brightness | Brightness of all black-hole emission. Lensing and the shadow remain. Applies immediately. |
| Section | Sections | Sections | ||
| Navigation | Sections | Position & animation... | q2prox_avfx_blackhole_position | Position mode, drift, disk orientation, precession, animation speed and stable seed. |
| Navigation | Sections | Lensing & horizon... | q2prox_avfx_blackhole_lensing | Gravitational lens, event-horizon shadow and photon ring. |
| Navigation | Sections | Accretion disk... | q2prox_avfx_blackhole_disk | Accretion disk geometry, material, turbulence, rotation and Doppler beaming. |
| Navigation | Sections | Streams & jets... | q2prox_avfx_blackhole_streams | Flow strands and optional polar jets. |
| Navigation | Sections | Colors & glow... | q2prox_avfx_blackhole_colors | All colors, HDR peak, bloom, optional god rays and cloud occlusion. |
| Navigation | Sections | Quality & performance... | q2prox_avfx_blackhole_quality | Quality, field render scale, antialiasing and temporal stability. |
| Navigation | Sections | Consumption... | q2prox_avfx_blackhole_consumption | Matter consumption. Pale-gray Moon dust and three kinds of Earth matter (atmosphere, water, soil/rock) tear into the hole. Needs a body and the Black Hole visible and close. Default OFF. |
| Section | Service | Service | ||
| Navigation | Service | Reset all Black Hole settings | cl_avfx_defaults_blackhole | Reset EVERY Black Hole setting, including the master switch, to its default. |
| Navigation | Service | Back to Sky & Celestials... | q2prox_avfx_details_sky | Return to Sky & Celestials. |
Black Hole: Position & Animation (q2prox_avfx_blackhole_position)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Position & Animation
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Position mode | Position mode | ||
| List | Position mode | Position mode | cl_avfx_blackhole_position_mode | Manual = fixed azimuth/elevation. Star sphere = follows the same celestial-sphere orientation as the stars, even with the stars master off. Auto drift = slow realtime drift from the saved position. Applies immediately. [Manual / Star sphere / Auto drift] |
| Slider | Position mode | Drift: azimuth speed | cl_avfx_blackhole_drift_azimuth_speed | Auto drift: horizontal speed in deg/s (negative = opposite direction). Applies immediately. |
| Slider | Position mode | Drift: elevation amplitude | cl_avfx_blackhole_drift_elevation_amplitude | Auto drift: vertical oscillation amplitude in degrees. Applies immediately. |
| Slider | Position mode | Drift: elevation speed | cl_avfx_blackhole_drift_elevation_speed | Auto drift: vertical oscillation speed in Hz. Applies immediately. |
| Section | Disk orientation | Disk orientation | ||
| Slider | Disk orientation | Disk yaw | cl_avfx_blackhole_disk_yaw | Spin the disk within its own plane, in degrees. Applies immediately. |
| Slider | Disk orientation | Disk pitch | cl_avfx_blackhole_disk_pitch | Disk tilt: 0 is face-on, 68 gives the classic near edge-on view. Applies immediately. |
| Slider | Disk orientation | Disk roll | cl_avfx_blackhole_disk_roll | Lean the disk about the viewing axis, in degrees. Applies immediately. |
| Slider | Disk orientation | Precession speed | cl_avfx_blackhole_precession_speed | Orientation precession speed in deg/s. 0 = no precession. Applies immediately. |
| Section | Animation | Animation | ||
| Slider | Animation | Animation speed | cl_avfx_blackhole_animation_speed | Global animation multiplier. 0 freezes the object completely and costs no extra GPU work. Applies immediately. |
| Slider | Animation | Seed | cl_avfx_blackhole_seed | Stable procedural seed. Changing it reshapes the turbulence without changing any other property. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_position | Reset this section (position, drift, orientation, precession, animation, seed) to defaults. |
| Navigation | Service | Back to Black Hole... | q2prox_avfx_blackhole | Return to the Black Hole main page. |
Black Hole: Lensing & Horizon (q2prox_avfx_blackhole_lensing)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Lensing & Horizon
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Gravitational lens | Gravitational lens | ||
| Toggle | Gravitational lens | Lensing | cl_avfx_blackhole_lensing | Bend the deep background around the hole. Applies immediately. |
| Slider | Gravitational lens | Lens strength | cl_avfx_blackhole_lens_strength | Ray-bend strength. Applies immediately. |
| Slider | Gravitational lens | Lens radius | cl_avfx_blackhole_lens_radius | Lens field radius, in shadow radii. Applies immediately. |
| Slider | Gravitational lens | Lens falloff | cl_avfx_blackhole_lens_falloff | Radial falloff of the lens influence. Applies immediately. |
| Section | Event-horizon shadow | Event-horizon shadow | ||
| Slider | Event-horizon shadow | Shadow radius | cl_avfx_blackhole_shadow_radius | Central shadow radius, in shadow radii. Applies immediately. |
| Slider | Event-horizon shadow | Shadow softness | cl_avfx_blackhole_shadow_softness | Analytic edge softness. Softens the limb without changing the shadow's physical size. Applies immediately. |
| Section | Photon ring | Photon ring | ||
| Toggle | Photon ring | Photon ring | cl_avfx_blackhole_photon_ring | Thin bright ring at the edge of the shadow. Applies immediately. |
| Slider | Photon ring | Ring radius | cl_avfx_blackhole_photon_ring_radius | Ring radius, in shadow radii. Applies immediately. |
| Slider | Photon ring | Ring width | cl_avfx_blackhole_photon_ring_width | Ring width. Applies immediately. |
| Slider | Photon ring | Ring brightness | cl_avfx_blackhole_photon_ring_brightness | Ring emission (linear HDR). Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_lensing | Reset this section (lens, event-horizon shadow, photon ring) to defaults. |
| Navigation | Service | Back to Black Hole... | q2prox_avfx_blackhole | Return to the Black Hole main page. |
Black Hole: Accretion Disk (q2prox_avfx_blackhole_disk)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Accretion Disk
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Geometry | Geometry | ||
| Toggle | Geometry | Accretion disk | cl_avfx_blackhole_disk | Accretion disk master. Applies immediately. |
| Slider | Geometry | Inner radius | cl_avfx_blackhole_disk_inner_radius | Inner radius, in shadow radii. Applies immediately. |
| Slider | Geometry | Outer radius | cl_avfx_blackhole_disk_outer_radius | Outer radius, in shadow radii. Applies immediately. |
| Slider | Geometry | Thickness | cl_avfx_blackhole_disk_thickness | Vertical thickness. Applies immediately. |
| Section | Material | Material | ||
| Slider | Material | Opacity | cl_avfx_blackhole_disk_opacity | Material opacity. Applies immediately. |
| Slider | Material | Disk brightness | cl_avfx_blackhole_disk_brightness | Disk emission (linear HDR). Applies immediately. |
| Slider | Material | Density | cl_avfx_blackhole_disk_density | Density / coverage. Applies immediately. |
| Slider | Material | Radial falloff | cl_avfx_blackhole_disk_radial_falloff | Outer fade curve. Applies immediately. |
| Section | Turbulence | Turbulence | ||
| Slider | Turbulence | Turbulence | cl_avfx_blackhole_disk_turbulence | Flow distortion. Applies immediately. |
| Slider | Turbulence | Noise scale | cl_avfx_blackhole_disk_noise_scale | Procedural noise scale. Applies immediately. |
| Slider | Turbulence | Detail | cl_avfx_blackhole_disk_detail | Detail amplitude. Does not change the cost. Applies immediately. |
| Section | Rotation | Rotation | ||
| Slider | Rotation | Rotation speed | cl_avfx_blackhole_disk_rotation_speed | Signed orbital speed (negative = opposite direction). Applies immediately. |
| Slider | Rotation | Speed variation | cl_avfx_blackhole_disk_speed_variation | Stable radial speed spread: inner material orbits faster. Applies immediately. |
| Toggle | Rotation | Doppler beaming | cl_avfx_blackhole_doppler | Relativistic-style directional beaming: the approaching side brightens. Applies immediately. |
| Slider | Rotation | Beaming strength | cl_avfx_blackhole_doppler_strength | Beaming contrast. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_disk | Reset this section (geometry, material, turbulence, rotation, Doppler) to defaults. |
| Navigation | Service | Back to Black Hole... | q2prox_avfx_blackhole | Return to the Black Hole main page. |
Black Hole: Streams & Jets (q2prox_avfx_blackhole_streams)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Streams & Jets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Flow strands | Flow strands | ||
| Toggle | Flow strands | Streams | cl_avfx_blackhole_streams | Visible strands inside the accretion disk. Applies immediately. |
| Slider | Flow strands | Stream density | cl_avfx_blackhole_stream_density | Strand density. Applies immediately. |
| Slider | Flow strands | Stream width | cl_avfx_blackhole_stream_width | Strand width. Applies immediately. |
| Slider | Flow strands | Stream length | cl_avfx_blackhole_stream_length | Tangential elongation. Applies immediately. |
| Slider | Flow strands | Stream contrast | cl_avfx_blackhole_stream_contrast | Strand / background contrast. Applies immediately. |
| Slider | Flow strands | Stream speed | cl_avfx_blackhole_stream_speed | Stream animation speed. Applies immediately. |
| Slider | Flow strands | Stream speed variation | cl_avfx_blackhole_stream_speed_variation | Stable stream speed variation. Applies immediately. |
| Section | Polar jets | Polar jets | ||
| Toggle | Polar jets | Jets | cl_avfx_blackhole_jets | Optional jets along the disk axis. Default OFF. Applies immediately. |
| Slider | Polar jets | Jet length | cl_avfx_blackhole_jet_length | Jet length, in shadow radii. Applies immediately. |
| Slider | Polar jets | Jet width | cl_avfx_blackhole_jet_width | Jet width / opening. Applies immediately. |
| Slider | Polar jets | Jet brightness | cl_avfx_blackhole_jet_brightness | Jet emission (linear HDR). Applies immediately. |
| Slider | Polar jets | Jet density | cl_avfx_blackhole_jet_density | Jet density. Applies immediately. |
| Slider | Polar jets | Jet speed | cl_avfx_blackhole_jet_speed | Jet flow speed. Applies immediately. |
| Slider | Polar jets | Jet turbulence | cl_avfx_blackhole_jet_turbulence | Jet shape turbulence. Applies immediately. |
| Slider | Polar jets | Jet pulse | cl_avfx_blackhole_jet_pulse | Jet pulsation amount. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_streams | Reset this section (streams and jets) to defaults. |
| Navigation | Service | Back to Black Hole... | q2prox_avfx_blackhole | Return to the Black Hole main page. |
Black Hole: colours and glow (q2prox_avfx_blackhole_colors)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: colours and glow
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Settings | Settings | ||
| Navigation | Settings | Accretion disk... | q2prox_avfx_blackhole_colors_disk | Open inner and outer accretion-disk colours. |
| Navigation | Settings | Streams, ring and jets... | q2prox_avfx_blackhole_colors_structures | Open stream, photon-ring and jet colours. |
| Navigation | Settings | Horizon shadow... | q2prox_avfx_blackhole_colors_shadow | Open event-horizon shadow tint. |
| Navigation | Settings | Glow and post-processing... | q2prox_avfx_blackhole_colors_post | Open HDR peak, bloom, rays and cloud occlusion. |
| Navigation | Settings | Reset all | cl_avfx_defaults_blackhole_colors | Reset all colours and glow controls to defaults. |
| Navigation | Settings | Back to Black Hole... | q2prox_avfx_blackhole | Return to the Black Hole main page. |
Black Hole: accretion disk (q2prox_avfx_blackhole_colors_disk)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: colours and glow → Black Hole: accretion disk
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Disk: hot inner | Disk: hot inner | ||
| Slider | Disk: hot inner | Inner: red | cl_avfx_blackhole_inner_color_r | Inner disk red channel. Applies immediately. |
| Slider | Disk: hot inner | Inner: green | cl_avfx_blackhole_inner_color_g | Inner disk green channel. Applies immediately. |
| Slider | Disk: hot inner | Inner: blue | cl_avfx_blackhole_inner_color_b | Inner disk blue channel. Applies immediately. |
| Section | Disk: cooler outer | Disk: cooler outer | ||
| Slider | Disk: cooler outer | Outer: red | cl_avfx_blackhole_outer_color_r | Outer disk red channel. Applies immediately. |
| Slider | Disk: cooler outer | Outer: green | cl_avfx_blackhole_outer_color_g | Outer disk green channel. Applies immediately. |
| Slider | Disk: cooler outer | Outer: blue | cl_avfx_blackhole_outer_color_b | Outer disk blue channel. Applies immediately. |
| Navigation | Disk: cooler outer | Back to colours and glow... | q2prox_avfx_blackhole_colors | Return to Black Hole colours and glow. |
Black Hole: luminous structures (q2prox_avfx_blackhole_colors_structures)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: colours and glow → Black Hole: luminous structures
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Streams | Streams | ||
| Slider | Streams | Streams: red | cl_avfx_blackhole_stream_color_r | Stream red channel. Applies immediately. |
| Slider | Streams | Streams: green | cl_avfx_blackhole_stream_color_g | Stream green channel. Applies immediately. |
| Slider | Streams | Streams: blue | cl_avfx_blackhole_stream_color_b | Stream blue channel. Applies immediately. |
| Section | Photon ring | Photon ring | ||
| Slider | Photon ring | Ring: red | cl_avfx_blackhole_photon_color_r | Photon ring red channel. Applies immediately. |
| Slider | Photon ring | Ring: green | cl_avfx_blackhole_photon_color_g | Photon ring green channel. Applies immediately. |
| Slider | Photon ring | Ring: blue | cl_avfx_blackhole_photon_color_b | Photon ring blue channel. Applies immediately. |
| Section | Jets | Jets | ||
| Slider | Jets | Jets: red | cl_avfx_blackhole_jet_color_r | Jet red channel. Applies immediately. |
| Slider | Jets | Jets: green | cl_avfx_blackhole_jet_color_g | Jet green channel. Applies immediately. |
| Slider | Jets | Jets: blue | cl_avfx_blackhole_jet_color_b | Jet blue channel. Applies immediately. |
| Navigation | Jets | Back to colours and glow... | q2prox_avfx_blackhole_colors | Return to Black Hole colours and glow. |
Black Hole: horizon shadow (q2prox_avfx_blackhole_colors_shadow)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: colours and glow → Black Hole: horizon shadow
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Horizon shadow | Horizon shadow | ||
| Slider | Horizon shadow | Shadow: red | cl_avfx_blackhole_shadow_color_r | Shadow tint red channel. Applies immediately. |
| Slider | Horizon shadow | Shadow: green | cl_avfx_blackhole_shadow_color_g | Shadow tint green channel. Applies immediately. |
| Slider | Horizon shadow | Shadow: blue | cl_avfx_blackhole_shadow_color_b | Shadow tint blue channel. Applies immediately. |
| Navigation | Horizon shadow | Back to colours and glow... | q2prox_avfx_blackhole_colors | Return to Black Hole colours and glow. |
Black Hole: glow and post-processing (q2prox_avfx_blackhole_colors_post)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: colours and glow → Black Hole: glow and post-processing
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Glow & post | Glow & post | ||
| Slider | Glow & post | HDR peak | cl_avfx_blackhole_emissive_peak | Multiplier on the global celestial HDR peak. Does not replace the global control. Applies immediately. |
| Toggle | Glow & post | Bloom | cl_avfx_blackhole_bloom | Feed black-hole emission into bloom. Applies immediately. |
| Slider | Glow & post | Bloom strength | cl_avfx_blackhole_bloom_strength | Bloom source scale. Applies immediately. |
| Toggle | Glow & post | God rays | cl_avfx_blackhole_godrays | Optional god rays from the black hole's own emission. Default OFF. Applies immediately. |
| Slider | Glow & post | Rays strength | cl_avfx_blackhole_godrays_strength | Rays source scale. Applies immediately. |
| Slider | Glow & post | Cloud occlusion | cl_avfx_blackhole_cloud_occlusion | How strongly clouds attenuate the black hole. 0 = clouds never hide it. Applies immediately. |
| Navigation | Glow & post | Back to colours and glow... | q2prox_avfx_blackhole_colors | Return to Black Hole colours and glow. |
Black Hole: Quality & Performance (q2prox_avfx_blackhole_quality)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Quality & Performance
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Quality | Quality | ||
| List | Quality | Quality | cl_avfx_blackhole_quality | Fixed quality variant. High is the recommended default. Applies immediately. [Low / Balanced / High / Ultra] |
| List | Quality | Field scale | cl_avfx_blackhole_render_scale | Advanced override of the field resolution. Never changes the object's angular size. Applies immediately. [Auto / 0.50x / 0.75x / 1.00x] |
| List | Quality | Antialiasing | cl_avfx_blackhole_antialiasing | Edge antialiasing and reconstruction quality. Applies immediately. [Off / Analytic / 2x / 4x] |
| Toggle | Quality | Temporal stability | cl_avfx_blackhole_temporal_stability | Stable history / reprojection between frames. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_quality | Reset this section (quality, field scale, antialiasing, temporal stability) to defaults. |
| Navigation | Service | Back to Black Hole... | q2prox_avfx_blackhole | Return to the Black Hole main page. |
Black Hole: Consumption (q2prox_avfx_blackhole_consumption)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Consumption
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Consumption | cl_avfx_blackhole_consumption | Matter-consumption master. OFF = zero work. Needs the celestial parent and a dust master below to draw anything. Applies immediately. |
| Slider | Main | Intensity | cl_avfx_blackhole_consumption_intensity | Overall consumption strength multiplier. Applies immediately. |
| Slider | Main | Interaction reach | cl_avfx_blackhole_consumption_reach | Angular interaction reach: how large the Moon/Black-Hole gap can be and still interact. Applies immediately. |
| List | Main | Quality | cl_avfx_blackhole_consumption_quality | Consumption quality: stream/segment/grain budgets only. Does not change geometry, strength, colour or speed. Applies immediately. [Low / Balanced / High / Ultra] |
| Toggle | Main | Celestial parent | cl_avfx_blackhole_consume_celestials | Celestial parent switch: enables the celestial-body consumers (Moon, Earth and Sun). OFF = no celestial matter regardless of the individual body masters. Applies immediately. |
| Section | Sections | Sections | ||
| Navigation | Sections | Celestial matter... | q2prox_avfx_blackhole_consumption_celestial | Moon, Earth and Sun body masters and their strengths, plus shared stream motion. |
| Navigation | Sections | Object capture... | q2prox_avfx_blackhole_capture | Capture ordinary flying meteors and comets into the Black Hole. |
| Navigation | Sections | World surface matter... | q2prox_avfx_blackhole_surface_lift | Lift dust, soil clumps and rocks from the level into the Black Hole when it is huge and overhead. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_consumption | Reset the consumption master, intensity, reach, quality and celestial parent to defaults. |
| Navigation | Service | Back to Black Hole... | q2prox_avfx_blackhole | Return to the Black Hole main page. |
Black Hole: Celestial Matter (q2prox_avfx_blackhole_consumption_celestial)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Consumption → Black Hole: Celestial Matter
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Moon | Moon | ||
| Toggle | Moon | Moon dust | cl_avfx_blackhole_consume_moon | Moon dust master: pale-gray mineral dust. Needs the consumption master and the celestial parent on, plus a visible Moon and Black Hole. Default OFF. Applies immediately. |
| Slider | Moon | Moon strength | cl_avfx_blackhole_consume_moon_strength | Moon contribution to consumption strength. Applies immediately. |
| Section | Earth | Earth | ||
| Toggle | Earth | Earth matter | cl_avfx_blackhole_consume_earth | Earth matter master: atmosphere/cloud, water/mist and soil/rock lanes, each with its own shape and motion. Needs the consumption master and the celestial parent on, plus a visible Earth and Black Hole. Default OFF. Applies immediately. |
| Slider | Earth | Earth strength | cl_avfx_blackhole_consume_earth_strength | Earth contribution to consumption strength (independent of the Moon). Applies immediately. |
| Section | Sun | Sun | ||
| Toggle | Sun | Sun plasma | cl_avfx_blackhole_consume_sun | Sun plasma master: curled hot filaments, bright knots and soft coronal wisps that bloom in darkness. Needs the consumption master and the celestial parent on, plus a visible Sun and Black Hole. Default OFF. Applies immediately. |
| Slider | Sun | Sun strength | cl_avfx_blackhole_consume_sun_strength | Sun contribution to consumption strength (independent of Moon and Earth). Applies immediately. |
| Section | Sections | Sections | ||
| Navigation | Sections | Shared stream motion... | q2prox_avfx_blackhole_consumption_streams | Stream density, width, speed and turbulence shared by all matter. |
| Section | Service | Service | ||
| Navigation | Service | Reset Moon | cl_avfx_defaults_blackhole_consumption_moon | Reset the Moon dust master, strength and shared stream controls to defaults. |
| Navigation | Service | Reset Earth | cl_avfx_defaults_blackhole_consumption_earth | Reset the Earth matter master and strength to defaults. |
| Navigation | Service | Reset Sun | cl_avfx_defaults_blackhole_consumption_sun | Reset the Sun plasma master and strength to defaults. |
| Navigation | Service | Back to Consumption... | q2prox_avfx_blackhole_consumption | Return to Consumption. |
Black Hole: World Surface Matter (q2prox_avfx_blackhole_surface_lift)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Consumption → Black Hole: World Surface Matter
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Surface matter | cl_avfx_blackhole_surface_lift | Surface-matter master. OFF = zero source scan / spawn / draw. Needs the consumption master on, a valid map and a huge, nearly-overhead Black Hole. Open sky must be visible. Not tied to the celestial-matter parent. Applies immediately. |
| Section | Materials | Materials | ||
| Toggle | Materials | Dust and soil | cl_avfx_blackhole_surface_dust | Lift dust and soil grains - many separate specks and loose puffs. Applies immediately. |
| Toggle | Materials | Clumps | cl_avfx_blackhole_surface_clumps | Lift small soil clumps that break up after they tear loose. Applies immediately. |
| Toggle | Materials | Rocks | cl_avfx_blackhole_surface_rocks | Lift rare tumbling rock fragments of varied size. No collision or damage. Applies immediately. |
| Section | Behaviour | Behaviour | ||
| Slider | Behaviour | Min core size | cl_avfx_blackhole_surface_min_core_degrees | Minimum apparent core size (degrees) before the hole can tear surface matter loose. Applies immediately. |
| Slider | Behaviour | Overhead cone | cl_avfx_blackhole_surface_overhead_cone | How far from straight overhead the hole may be and still lift matter (degrees). Applies immediately. |
| Slider | Behaviour | Density | cl_avfx_blackhole_surface_density | How much matter is torn loose. Applies immediately. |
| Slider | Behaviour | Speed | cl_avfx_blackhole_surface_speed | Travel speed toward the hole; bounded so a moving hole cannot make a grain immortal. Applies immediately. |
| Slider | Behaviour | Turbulence | cl_avfx_blackhole_surface_turbulence | Curl and scatter of the lifted stream. Applies immediately. |
| Slider | Behaviour | Rock size | cl_avfx_blackhole_surface_rock_size | Rock fragment size multiplier. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_surface_lift | Reset all world surface-matter controls to defaults. |
| Navigation | Service | Back to Consumption... | q2prox_avfx_blackhole_consumption | Return to Consumption. |
Black Hole: Stream Motion (q2prox_avfx_blackhole_consumption_streams)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Consumption → Black Hole: Celestial Matter → Black Hole: Stream Motion
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Streams | Streams | ||
| Slider | Streams | Density | cl_avfx_blackhole_consume_stream_density | How many streams are submitted (fraction of the quality budget). Applies immediately. |
| Slider | Streams | Width | cl_avfx_blackhole_consume_stream_width | Particle/grain width. Applies immediately. |
| Slider | Streams | Speed | cl_avfx_blackhole_consume_stream_speed | Travel speed toward the hole. Applies immediately. |
| Slider | Streams | Turbulence | cl_avfx_blackhole_consume_stream_turbulence | Stable curl and breakup of the streams. Applies immediately. |
| Navigation | Streams | Back to Celestial Matter... | q2prox_avfx_blackhole_consumption_celestial | Return to Celestial Matter. |
Black Hole: Object Capture (q2prox_avfx_blackhole_capture)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Black Hole → Black Hole: Consumption → Black Hole: Object Capture
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Object capture | cl_avfx_blackhole_capture_objects | Object-capture master. OFF = zero work; every meteor and comet keeps its exact baseline flight. Needs the consumption master on, an object child below enabled, and a Black Hole present. The separate celestial-matter parent is not required. Applies immediately. |
| Section | Objects | Objects | ||
| Toggle | Objects | Meteors | cl_avfx_blackhole_capture_meteors | Capture ordinary flying sky meteors. A captured meteor stops burning up on its own and curves into the core. No flying meteors on screen means no effect. Applies immediately. |
| Toggle | Objects | Comets | cl_avfx_blackhole_capture_comets | Capture comets. The nucleus/coma follows the curved path while the single continuous streak bends after it. The whole comet contracts into the core. No comets on screen means no effect. Applies immediately. |
| Toggle | Objects | Spaceships | cl_avfx_blackhole_capture_spaceships | Capture local AVFX sky spaceships. A ship on its normal route bends into the same curved capture path, keeps its nose on its true motion, then contracts and fades into the dark core. Needs the object-capture master (and its parents) plus sky spaceships enabled. Off by default. Applies immediately. |
| Toggle | Objects | Impact meteors | cl_avfx_blackhole_capture_impact_meteors | Capture FALLING impact meteors, but only while still pre-terminal. A meteor already colliding or completing its descent this frame always impacts normally. Captured ones leave no impact, shake, damage bridge or crater. Off by default. Applies immediately. |
| Section | Behaviour | Behaviour | ||
| Slider | Behaviour | Capture radius | cl_avfx_blackhole_capture_radius | Attraction-zone reach: how close an object must pass before it latches on. Larger values capture from farther away. Applies immediately. |
| Slider | Behaviour | Capture speed | cl_avfx_blackhole_capture_speed | Capture speed: how fast a latched object is drawn into the core. Bounded so a moving hole can never make an object immortal. Applies immediately. |
| Slider | Behaviour | Spiral | cl_avfx_blackhole_capture_spiral | Spiral amount: how much a captured object curls around the hole instead of falling straight in. 0 is a straight bend. Applies immediately. |
| Slider | Behaviour | Dissolve | cl_avfx_blackhole_capture_dissolve | Core dissolve envelope: how early and wide the near-core shrink and fade begins. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset this section | cl_avfx_defaults_blackhole_capture | Reset the object-capture master, the meteor/comet children and the behaviour controls to defaults. |
| Navigation | Service | Back to Consumption... | q2prox_avfx_blackhole_consumption | Return to Consumption. |
Stars Settings (q2prox_avfx_stars)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Stars | cl_avfx_stars | Master toggle for the AVFX celestial stars layer. Default OFF. Applies immediately. |
| List | Main | Background mode | cl_avfx_stars_background_mode | Background star source. Generated / Real catalog / Real catalog + generated. Applies immediately. [Generated background / Real catalog / Real catalog + generated background] |
| Slider | Main | Global brightness | cl_avfx_stars_brightness | Global brightness multiplier for all stars. 3.0 default. Applies immediately. |
| Section | Sections | Sections | ||
| Navigation | Sections | Visibility and fade... | q2prox_avfx_stars_visibility | Open star visibility and sky-fade controls. |
| Navigation | Sections | Catalog and background... | q2prox_avfx_stars_catalog | Open real catalog and generated background star controls. |
| Navigation | Sections | Bloom and orientation... | q2prox_avfx_stars_bloom_orientation | Open star bloom and celestial-sphere orientation controls. |
| Navigation | Sections | Colors and twinkle... | q2prox_avfx_stars_color | Open colourful accent stars and smooth twinkle controls. |
| Navigation | Sections | Planets and constellations... | q2prox_avfx_stars_objects | Open planets, constellations and Milky Way menus. |
| Navigation | Sections | Meteors and comets... | q2prox_avfx_meteors | Open meteors settings. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_stars | Reset only the star controls shown in this menu. |
Stars / Visibility (q2prox_avfx_stars_visibility)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Visibility
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Cloud occlusion | cl_avfx_stars_cloud_occlusion | Cloud occlusion strength. 0.35 default. Applies immediately. | |
| Slider | Daylight fade | cl_avfx_stars_day_fade | Daylight fade strength. 1.0 default. Applies immediately. | |
| Slider | Moonlight fade | cl_avfx_stars_moon_fade | Full-moon fade strength. 1.0 default. Applies immediately. | |
| List | Sky extent | cl_avfx_stars_horizon_clip | Star sky extent. Full sphere or clipped at the horizon. Applies immediately. [Full sphere / Clip at horizon] | |
| Navigation | Stars main... | q2prox_avfx_stars | Back to the main Stars menu. | |
| Navigation | Catalog and background... | q2prox_avfx_stars_catalog | Open catalog/background settings. | |
| Navigation | Reset to defaults | cl_avfx_defaults_stars_visibility | Reset only the visibility controls shown in this menu. |
Stars / Catalog and background (q2prox_avfx_stars_catalog)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Catalog and background
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Real catalog | Real catalog | ||
| Toggle | Real catalog | Real stars | cl_avfx_stars_real_catalog | Real catalog point-star path. ON renders the Hipparcos catalog. Applies immediately. |
| Slider | Real catalog | Real star count | cl_avfx_stars_real_count | Requested real catalog star count. Applies immediately. |
| Slider | Real catalog | Real star brightness | cl_avfx_stars_real_brightness | Real catalog brightness multiplier. 3.0 default. Applies immediately. |
| Slider | Real catalog | Real star size | cl_avfx_stars_real_size | Real star angular size multiplier. 0.05 default. Applies immediately. |
| Slider | Real catalog | Bright star size | cl_avfx_stars_real_bright_size | Extra apparent-magnitude diameter for the brightest real catalog stars. 0 keeps all real stars at the accepted compact size. Higher values make Sirius/Rigel/Vega-class stars visibly larger than ordinary stars. Applies immediately. |
| Toggle | Real catalog | Real star color | cl_avfx_stars_real_color | Spectral RGB tints for real stars. ON default. Applies immediately. |
| Section | Background stars | Background stars | ||
| Slider | Background stars | Background density | cl_avfx_stars_procedural_count | Procedural faint background star count. Default 12000. Applies immediately. |
| Slider | Background stars | Background star size | cl_avfx_stars_size | Visual size multiplier for procedural background stars. 0.20 default. Applies immediately. |
| Toggle | Background stars | Large background sprites | cl_avfx_stars_procedural_large | Allow large background sprites. OFF default. Applies immediately. |
| Toggle | Background stars | Bright background tail | cl_avfx_stars_procedural_bright_tail | Allow rare bright stars in the procedural background. OFF default. Applies immediately. |
| Section | Star god rays | Star god rays | ||
| Toggle | Star god rays | Real-star rays | cl_avfx_stars_real_godrays | Allow real catalog stars to emit Sun God Rays streaks. OFF default: stars stay visible, but do not create streaks. Applies immediately. |
| Toggle | Star god rays | Background-star rays | cl_avfx_stars_bg_godrays | Allow procedural background stars to emit Sun God Rays streaks. OFF default: background stars stay visible, but do not create streaks. Applies immediately. |
| Navigation | Star god rays | Stars main... | q2prox_avfx_stars | Back to the main Stars menu. |
| Navigation | Star god rays | Visibility... | q2prox_avfx_stars_visibility | Open visibility settings. |
| Navigation | Star god rays | Reset to defaults | cl_avfx_defaults_stars_catalog | Reset only the catalog/background controls shown in this menu. |
Stars / Bloom and orientation (q2prox_avfx_stars_bloom_orientation)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Bloom and orientation
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Star bloom | Star bloom | ||
| Toggle | Star bloom | Stars bloom | cl_avfx_stars_bloom | Stars + planets forced bloom. Works at gl_bloom=0. Default ON. Applies immediately. |
| Slider | Star bloom | Stars bloom intensity | cl_avfx_stars_bloom_intensity | Stars bloom intensity. 1.10 default. Applies immediately. |
| Slider | Star bloom | Stars bloom threshold | cl_avfx_stars_bloom_threshold | Stars bloom emissive threshold. 0.10 default. Applies immediately. |
| Section | Sky orientation | Sky orientation | ||
| List | Sky orientation | Orientation mode | cl_avfx_stars_orientation_mode | Celestial sphere orientation source. Applies immediately. [Manual / Sidereal auto / AVFX day cycle] |
| Slider | Sky orientation | Yaw | cl_avfx_stars_yaw | Manual yaw offset, degrees. Applies immediately. |
| Slider | Sky orientation | Pitch | cl_avfx_stars_pitch | Manual pitch offset, degrees. Applies immediately. |
| Slider | Sky orientation | Roll | cl_avfx_stars_roll | Manual roll offset, degrees. Applies immediately. |
| Slider | Sky orientation | Auto rotation speed | cl_avfx_stars_auto_speed | Auto-rotation rate multiplier. 1.0 default; 0 freezes auto. Applies immediately. |
| Slider | Sky orientation | Auto rotation phase | cl_avfx_stars_auto_time | Static phase seed for auto-rotation, seconds. Applies immediately. |
| Navigation | Sky orientation | Stars main... | q2prox_avfx_stars | Back to the main Stars menu. |
| Navigation | Sky orientation | Colors and twinkle... | q2prox_avfx_stars_color | Open color and twinkle settings. |
| Navigation | Sky orientation | Reset to defaults | cl_avfx_defaults_stars_bloom_orientation | Reset only the bloom/orientation controls shown in this menu. |
Stars / Colors and twinkle (q2prox_avfx_stars_color)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Colors and twinkle
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Color | Color | ||
| Toggle | Color | Colorful stars | cl_avfx_stars_colorful | Colourful accent stars. OFF default. Applies immediately. |
| Slider | Color | Colored fraction | cl_avfx_stars_colorful_fraction | Fraction of stars eligible for an accent tint. 0.08 default. Applies immediately. |
| Slider | Color | Color intensity | cl_avfx_stars_colorful_intensity | Saturation / emissive weight of coloured stars only. 1.00 default. Applies immediately. |
| Section | Twinkle | Twinkle | ||
| Slider | Twinkle | Colored twinkle | cl_avfx_stars_colorful_twinkle | How strongly the coloured and white-twinkle subset pulses. 0.75 default. Applies immediately. |
| Slider | Twinkle | Twinkle speed | cl_avfx_stars_colorful_twinkle_speed | Twinkle speed multiplier. 1.00 default. Applies immediately. |
| Slider | Twinkle | Twinkle cycle | cl_avfx_stars_colorful_twinkle_seconds | Base full dim-bright-dim cycle length, seconds. 4.00 default. Applies immediately. |
| Slider | Twinkle | Minimum brightness | cl_avfx_stars_colorful_twinkle_floor | Minimum brightness at the dim point. 0.04 default. Applies immediately. |
| Slider | Twinkle | White-star twinkle fraction | cl_avfx_stars_white_twinkle_fraction | Fraction of ordinary white stars that also twinkle. 0.00 default. Applies immediately. |
| Navigation | Twinkle | Stars main... | q2prox_avfx_stars | Back to the main Stars menu. |
| Navigation | Twinkle | Bloom and orientation... | q2prox_avfx_stars_bloom_orientation | Open bloom and orientation settings. |
| Navigation | Twinkle | Reset to defaults | cl_avfx_defaults_stars_color | Reset only the color/twinkle controls shown in this menu. |
Stars / Planets and constellations (q2prox_avfx_stars_objects)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Planets and constellations
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Milky Way... | q2prox_avfx_stars_milky_way | Open Milky Way controls. | |
| Navigation | Planets... | q2prox_avfx_stars_planets | Open planet controls. | |
| Navigation | Constellations... | q2prox_avfx_stars_constellations | Open constellation-line controls. | |
| Navigation | Stars main... | q2prox_avfx_stars | Back to the main Stars menu. |
Stars / Milky Way (q2prox_avfx_stars_milky_way)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Planets and constellations → Stars / Milky Way
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Milky Way | cl_avfx_stars_milky_way | Milky Way master toggle. Procedural band along galactic plane. Applies immediately. | |
| Slider | Brightness | cl_avfx_stars_milky_way_brightness | Milky Way brightness. 1.25 default. Applies immediately. | |
| Slider | Width | cl_avfx_stars_milky_way_width | Milky Way angular band thickness. 0.70 default. Applies immediately. | |
| Slider | Contrast | cl_avfx_stars_milky_way_contrast | Milky Way noise contrast. 0.40 default. Applies immediately. | |
| Navigation | Planets and constellations... | q2prox_avfx_stars_objects | Back to planets and constellations. | |
| Navigation | Planets... | q2prox_avfx_stars_planets | Open planet controls. | |
| Navigation | Reset to defaults | cl_avfx_defaults_stars_milky_way | Reset only the Milky Way controls shown in this menu. |
Stars / Planets (q2prox_avfx_stars_planets)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Planets and constellations → Stars / Planets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Appearance | Appearance | ||
| Toggle | Appearance | Planets | cl_avfx_planets | Planets master toggle. Bright star-like points, not disks. Applies immediately. |
| Slider | Appearance | Brightness | cl_avfx_planets_brightness | Planets brightness. 1.95 default. Applies immediately. |
| Slider | Appearance | All planets scale | cl_avfx_planets_size | Global visual scale for all planets. 0.01 = star-sized point; 0.45 default; higher values stylize every planet larger at once. Applies immediately. |
| Slider | Appearance | Glow size | cl_avfx_planets_glow_size | Forced glow radius around planets. 1.0 = previous look; 0 removes the planet glow; higher values spread it wider. Applies immediately. |
| Slider | Appearance | Glow brightness | cl_avfx_planets_glow_brightness | Forced glow brightness around planets. 1.0 = previous look; 0 removes glow brightness; higher values make it stronger. Applies immediately. |
| Slider | Appearance | Glow opacity | cl_avfx_planets_glow_alpha | Forced glow opacity around planets. 1.0 = previous look; 0 makes the glow fully transparent. Does not change the planet point itself. Applies immediately. |
| Section | Placement | Placement | ||
| Toggle | Placement | Real planets | cl_avfx_planets_real | Real ecliptic planet placement. Applies immediately. |
| Slider | Placement | Mercury lon | cl_avfx_planet_mercury_lon | Mercury ecliptic longitude. Default 252. Applies immediately. |
| Slider | Placement | Mercury lat | cl_avfx_planet_mercury_lat | Mercury ecliptic latitude. Applies immediately. |
| Slider | Placement | Venus lon | cl_avfx_planet_venus_lon | Venus ecliptic longitude. Default 181. Applies immediately. |
| Slider | Placement | Venus lat | cl_avfx_planet_venus_lat | Venus ecliptic latitude. Applies immediately. |
| Slider | Placement | Mars lon | cl_avfx_planet_mars_lon | Mars ecliptic longitude. Default 336. Applies immediately. |
| Slider | Placement | Mars lat | cl_avfx_planet_mars_lat | Mars ecliptic latitude. Applies immediately. |
| Slider | Placement | Jupiter lon | cl_avfx_planet_jupiter_lon | Jupiter ecliptic longitude. Default 34. Applies immediately. |
| Slider | Placement | Jupiter lat | cl_avfx_planet_jupiter_lat | Jupiter ecliptic latitude. Applies immediately. |
| Slider | Placement | Saturn lon | cl_avfx_planet_saturn_lon | Saturn ecliptic longitude. Default 49. Applies immediately. |
| Slider | Placement | Saturn lat | cl_avfx_planet_saturn_lat | Saturn ecliptic latitude. Applies immediately. |
| Section | Navigation | Navigation | ||
| Navigation | Navigation | Planets and constellations... | q2prox_avfx_stars_objects | Back to planets and constellations. |
| Navigation | Navigation | Constellations... | q2prox_avfx_stars_constellations | Open constellation controls. |
| Navigation | Navigation | Reset to defaults | cl_avfx_defaults_stars_planets | Reset only the planet controls shown in this menu. |
Stars / Constellations (q2prox_avfx_stars_constellations)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings → Stars / Planets and constellations → Stars / Constellations
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Constellation lines | cl_avfx_constellation_lines | Constellation lines master toggle. Default ON. Applies immediately. | |
| Slider | Constellation alpha | cl_avfx_constellation_alpha | Constellation line alpha. 0.05 default. Applies immediately. | |
| Toggle | Real constellation lines | cl_avfx_constellations_real | Real Hipparcos-ID-resolved constellation lines. Applies immediately. | |
| List | Real lines mode | cl_avfx_constellations_real_mode | Real lines mode. Applies immediately. [Classic 27 / Major 13 / All Western] | |
| Slider | Real line count | cl_avfx_constellations_real_count | Real line count cap. 256 default. Applies immediately. | |
| Slider | Real line alpha | cl_avfx_constellations_real_alpha | Real constellation line alpha. 0.15 default. Applies immediately. | |
| Navigation | Planets and constellations... | q2prox_avfx_stars_objects | Back to planets and constellations. | |
| Navigation | Milky Way... | q2prox_avfx_stars_milky_way | Open Milky Way controls. | |
| Navigation | Reset to defaults | cl_avfx_defaults_stars_constellations | Reset only the constellation controls shown in this menu. |
Meteors Settings (q2prox_avfx_meteors)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Meteors and comets | cl_avfx_meteors_comets | Menu-wide master gate for sky meteors, impact meteors and comets. Does not change the individual toggles below. Default OFF. Applies immediately. |
| Toggle | Main | Sky meteors | cl_avfx_meteors | Master toggle for AVFX sky meteors / shooting stars. Default OFF (opt-in). Applies immediately. |
| Section | Meteor parameters | Meteor parameters | ||
| Slider | Meteor parameters | Meteor rate | cl_avfx_meteor_rate | Average meteor spawn rate. 0 = none; 60 (default) ≈ one/sec dense shower; lower = sparser. Applies immediately. |
| Slider | Meteor parameters | Meteor brightness | cl_avfx_meteor_brightness | Meteor head brightness. 5.0 (default) bright cinematic. Applies immediately. |
| Slider | Meteor parameters | Meteor size | cl_avfx_meteor_size | Meteor angular size. 1.5 (default) baseline cinematic head. Applies immediately. |
| Slider | Meteor parameters | Meteor speed | cl_avfx_meteor_speed | Meteor angular speed. 0.55 (default) slow drift. Applies immediately. |
| Slider | Meteor parameters | Trail length | cl_avfx_meteor_trail_length | Trail length. 0 = head only; 3.35 (default) long cinematic tail. Applies immediately. |
| Slider | Meteor parameters | Train time | cl_avfx_meteor_train_time | Persistent train afterglow seconds. 6.75 (default) long glowing train. Applies immediately. |
| Slider | Meteor parameters | Fragmentation | cl_avfx_meteor_fragmentation | Probability of mid-flight fragmentation. 0.2 (default). Applies immediately. |
| Slider | Meteor parameters | Cloud occlusion | cl_avfx_meteor_cloud_occlusion | Cloud occlusion strength. 0.8 (default) significant dimming behind clouds. Applies immediately. |
| Toggle | Meteor parameters | Meteor bloom | cl_avfx_meteor_force_bloom | Forced bloom for meteor heads. Works at gl_bloom=0. Meteor-pixel only. Applies immediately. |
| Slider | Meteor parameters | Burn-up chance | cl_avfx_meteor_burnup_chance | Probability of early burn-up before horizon. 1.0 (default) = all extinguish before horizon. Applies immediately. |
| Section | Submenus & reset | Submenus & reset | ||
| Navigation | Submenus & reset | Sky meteor color... | q2prox_avfx_meteor_color | Open manual RGB and per-object colour variation for newly spawned sky meteors / shooting stars. The Sky meteors toggle above remains their enable control. |
| Navigation | Submenus & reset | Impact meteors... | q2prox_avfx_meteor_impact | Open impact meteors settings. Default OFF (opt-in). |
| Navigation | Submenus & reset | Comets... | q2prox_avfx_comets | Open comets settings (slow rare sky bodies with a glowing nucleus/coma and one continuous streak). Default OFF. |
| Navigation | Submenus & reset | Reset to defaults | cl_avfx_defaults_meteors | Reset every parameter in this submenu to its default value. |
Sky Meteor Color (q2prox_avfx_meteor_color)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Sky Meteor Color
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Custom color | cl_avfx_meteor_color_custom | Custom RGB for new sky-meteor heads, streaks, trains and fragments. Off keeps the stock palette. Full Chaos enables this when sky meteors are selected; Reasonable does not. Existing meteors keep their spawn colour. Does not enable emission. Applies immediately. | |
| Slider | Red | cl_avfx_meteor_color_r | Red channel of the manual sky-meteor tint. Applied only to newly spawned sky meteors when Custom color is on. Stock reference: 1.00. Applies immediately. | |
| Slider | Green | cl_avfx_meteor_color_g | Green channel of the manual sky-meteor tint. Applied only to newly spawned sky meteors when Custom color is on. Stock reference: 0.82. Applies immediately. | |
| Slider | Blue | cl_avfx_meteor_color_b | Blue channel of the manual sky-meteor tint. Applied only to newly spawned sky meteors when Custom color is on. Stock reference: 0.45. Applies immediately. | |
| Slider | Per-meteor variation | cl_avfx_meteor_color_variation | Seeded colour variation between individual newly spawned sky meteors. 0 keeps the exact base RGB; 1 gives the strongest deterministic vivid variation while retaining influence from that RGB. Full Chaos uses the strongest variation when sky meteors are selected. Applies immediately. | |
| Navigation | Reset color to stock | reset cl_avfx_meteor_color_custom; reset cl_avfx_meteor_color_r; reset cl_avfx_meteor_color_g; reset cl_avfx_meteor_color_b; reset cl_avfx_meteor_color_variation | Disable manual colour and per-meteor variation, and restore the stock warm-gold RGB reference (1.00 / 0.82 / 0.45). The Sky meteors enable toggle is not changed. | |
| Navigation | Back to meteors... | q2prox_avfx_meteors | Return to Meteors Settings. Sky-meteor emission is controlled there by Sky meteors. |
Comets Settings (q2prox_avfx_comets)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Comets Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | General | General | ||
| Toggle | General | Comets | cl_avfx_comets | Master toggle for AVFX celestial comets: a glowing nucleus/coma and one continuous anti-sun streak with independently switchable smooth and energetic components. Default OFF. Applies immediately. |
| Slider | General | Comet rate | cl_avfx_comet_rate | Comet spawn rate (events/min). 2.0 (default) — one every 30 s, dense show. Applies immediately. |
| Slider | General | Brightness | cl_avfx_comet_brightness | Brightness multiplier. 2.65 (default) bright cinematic. Applies immediately. |
| Slider | General | Size | cl_avfx_comet_size | Coma size. 1.75 (default). Applies immediately. |
| Slider | General | Speed | cl_avfx_comet_speed | Angular speed. 1.0 (default). Applies immediately. |
| Section | Color | Color | ||
| Navigation | Color | Comet color... | q2prox_avfx_comet_color | Open manual RGB and per-object colour variation for newly spawned comets. The Comets toggle above remains their enable control. |
| Section | Tails | Tails | ||
| Slider | Tails | Tail length | cl_avfx_comet_tail_length | Length of the single continuous streak; scales its smooth body and energetic detail together. 3.0 (default) cinematic. Applies immediately. |
| Slider | Tails | Tail width | cl_avfx_comet_tail_width | Width of the single continuous streak; scales its smooth body and energetic detail together. 2.35 (default) cinematic broad. Applies immediately. |
| Toggle | Tails | Smooth body | cl_avfx_comet_dust_tail | Smooth wispy body inside the single continuous streak. The glowing nucleus/coma remains when off. Default ON. Applies immediately. |
| Toggle | Tails | Energetic detail | cl_avfx_comet_ion_tail | Energetic sparks and filaments inside the same continuous streak. The glowing nucleus/coma remains when off. Default ON. Applies immediately. |
| Section | Occlusion & bloom | Occlusion & bloom | ||
| Slider | Occlusion & bloom | Cloud occlusion | cl_avfx_comet_cloud_occlusion | Cloud occlusion. 0.30 (default) light dimming. Applies immediately. |
| Toggle | Occlusion & bloom | Comet bloom | cl_avfx_comet_force_bloom | Forced bloom. Default ON. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_comets | Reset every parameter in this submenu to its default value. |
Comet Color (q2prox_avfx_comet_color)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Comets Settings → Comet Color
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Custom color | cl_avfx_comet_color_custom | Custom RGB for a new comet's nucleus, coma and both components of its continuous tail. Off keeps the stock palette. Full Chaos enables this when comets are selected; Reasonable does not. Existing comets keep their spawn colour. Does not enable emission. Applies immediately. | |
| Slider | Red | cl_avfx_comet_color_r | Red channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 0.45. Applies immediately. | |
| Slider | Green | cl_avfx_comet_color_g | Green channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 0.85. Applies immediately. | |
| Slider | Blue | cl_avfx_comet_color_b | Blue channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 1.00. Applies immediately. | |
| Slider | Per-comet variation | cl_avfx_comet_color_variation | Seeded colour variation between individual newly spawned comets. 0 keeps the exact base RGB; 1 gives the strongest deterministic vivid variation while retaining influence from that RGB. Full Chaos uses the strongest variation when comets are selected. Applies immediately. | |
| Navigation | Reset color to stock | reset cl_avfx_comet_color_custom; reset cl_avfx_comet_color_r; reset cl_avfx_comet_color_g; reset cl_avfx_comet_color_b; reset cl_avfx_comet_color_variation | Disable manual colour and per-comet variation, and restore the stock cool-blue RGB reference (0.45 / 0.85 / 1.00). The Comets enable toggle is not changed. | |
| Navigation | Back to comets... | q2prox_avfx_comets | Return to Comets Settings. Comet emission is controlled there by Comets. |
Sky spaceships (q2prox_avfx_spaceships)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky spaceships
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | General | General | ||
| Toggle | General | Sky spaceships | cl_avfx_spaceships | Master toggle for AVFX sky spaceships: distant stock Quake II ships fly long routes across the sky. Client-only decorative, render-only, no gameplay. Default OFF (opt-in). Applies immediately. |
| Slider | General | Ship rate | cl_avfx_spaceships_rate | Ship spawn rate (events/min). 2.0 (default), up to 100. 0 = no new flybys (existing ones finish). Applies immediately. |
| Slider | General | Ship count | cl_avfx_spaceships_count | Max simultaneously active ships. 3 (default), up to 100. High counts are heavier to render. Applies immediately. |
| List | General | Model | cl_avfx_spaceships_model | Ship model: mixed stock fleet, or force one stock model. Applies immediately. [Mixed fleet / Strogg / Viper / Big Viper] |
| Section | Settings | Settings | ||
| Navigation | Settings | Flight and size... | q2prox_avfx_spaceships_flight | Open route, speed, altitude and size settings. |
| Navigation | Settings | Aerobatics and course... | q2prox_avfx_spaceships_aerobatics | Open barrel-roll and course-weave settings. |
| Navigation | Settings | Appearance and sound... | q2prox_avfx_spaceships_appearance | Open ship colour and flyby-sound settings. |
| Navigation | Settings | Reset all | cl_avfx_defaults_spaceships | Reset every sky-spaceship parameter to its default value. |
Spaceships: flight and size (q2prox_avfx_spaceships_flight)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky spaceships → Spaceships: flight and size
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Motion | Motion | ||
| Slider | Motion | Speed | cl_avfx_spaceships_speed | Average flight speed. 1.0 (default). Higher = faster (up to 40). Very high speed also needs a lower Min duration to fully take effect. Applies immediately. |
| Slider | Motion | Speed variation | cl_avfx_spaceships_speed_variation | Per-ship speed variation. 0.35 (default). 0 = all ships identical. Applies immediately. |
| Slider | Motion | Min duration, s | cl_avfx_spaceships_min_duration | Minimum flyby duration (s). 18 (default). Keeps fast ships from short base1-like scenes. Applies immediately. |
| Slider | Motion | Altitude | cl_avfx_spaceships_altitude | Altitude / distance shell. 1.0 (default). Higher = farther, shrinks slower. Not a world height. Applies immediately. |
| Slider | Motion | Arc height | cl_avfx_spaceships_arc_height | Route apex bias. 0 = low horizon traffic, 1 = high overhead arcs. 0.55 (default). Applies immediately. |
| List | Motion | Sky coverage | cl_avfx_spaceships_horizon_clip | Sky coverage. Full sphere (default) = ships fly the whole sky, above AND below the horizon (visible under floating levels). Upper sky only = classic above-horizon arcs that fade at the horizon. Applies immediately. [Full sphere / Upper sky only] |
| Section | Size | Size | ||
| Slider | Size | Base size | cl_avfx_spaceships_scale | Base model scale before distance shrink. 2.0 (default). Applies immediately. |
| Slider | Size | Size variation | cl_avfx_spaceships_size_variation | Per-ship size variation. 0.45 (default). 0 = all ships identical. Applies immediately. |
| Navigation | Size | Back to spaceships... | q2prox_avfx_spaceships | Return to the sky-spaceship menu. |
Spaceships: aerobatics and course (q2prox_avfx_spaceships_aerobatics)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky spaceships → Spaceships: aerobatics and course
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Aerobatics & course | Aerobatics & course | ||
| Toggle | Aerobatics & course | Barrel rolls | cl_avfx_spaceships_roll | Aerobatic 360 barrel rolls. Ships occasionally roll a full turn around their length axis while flying (path unchanged). Default OFF. Applies immediately. |
| Slider | Aerobatics & course | Roll chance | cl_avfx_spaceships_roll_chance | Roll chance: fraction of ships that perform rolls. 0.35 (default). Higher = more ships roll. Applies immediately. |
| Slider | Aerobatics & course | Rolls per flight | cl_avfx_spaceships_roll_frequency | Rolls per flight (for a rolling ship). 1.5 (default). Applies immediately. |
| Slider | Aerobatics & course | Roll speed | cl_avfx_spaceships_roll_speed | Roll speed: rate of a full 360 roll. 1.0 (default) ~ 2 s per roll; higher = snappier. Applies immediately. |
| Slider | Aerobatics & course | Course weave | cl_avfx_spaceships_weave | Course weave: 0 = straight arc, higher = ships weave / wander off the arc. Default 0. Applies immediately. |
| Slider | Aerobatics & course | Weave frequency | cl_avfx_spaceships_weave_frequency | Weave frequency: how many wiggles across the flight. 2.0 (default). Applies immediately. |
| Navigation | Aerobatics & course | Back to spaceships... | q2prox_avfx_spaceships | Return to the sky-spaceship menu. |
Spaceships: appearance and sound (q2prox_avfx_spaceships_appearance)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sky spaceships → Spaceships: appearance and sound
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Color | Color | ||
| List | Color | Color mode | cl_avfx_spaceships_color_mode | Color mode: stock skins, subtle random tint, cinematic palette, or manual RGB. Applies immediately. [Stock skins / Random tint / Cinematic palette / Manual RGB] |
| Slider | Color | Color strength, % | cl_avfx_spaceships_color_strength | Tint strength (%). 30 (default). 0 = neutral even when a color mode is set. Applies immediately. |
| Slider | Color | Red | cl_avfx_spaceships_color_r | Manual tint, red channel (color mode = Manual RGB). 1.0 (default). Applies immediately. |
| Slider | Color | Green | cl_avfx_spaceships_color_g | Manual tint, green channel (color mode = Manual RGB). 1.0 (default). Applies immediately. |
| Slider | Color | Blue | cl_avfx_spaceships_color_b | Manual tint, blue channel (color mode = Manual RGB). 1.0 (default). Applies immediately. |
| Section | Sound | Sound | ||
| Toggle | Sound | Flyby sound | cl_avfx_spaceships_sound | Flyby sound master. Default ON. 0 = completely silent ships. Missing WAVs play silent. Applies immediately. |
| Slider | Sound | Flyby volume | cl_avfx_spaceships_sound_volume | Flyby sound volume. 0.35 (default). 0 = silent. Applies immediately. |
| Navigation | Sound | Back to spaceships... | q2prox_avfx_spaceships | Return to the sky-spaceship menu. |
Impact Meteors Settings (q2prox_avfx_meteor_impact)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Impact Meteors Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Spawning | Spawning | ||
| Toggle | Spawning | Impact meteors | cl_avfx_meteor_impact | Master toggle for AVFX impact meteors. Default OFF (opt-in). Applies immediately. |
| Slider | Spawning | Impact rate | cl_avfx_meteor_impact_rate | Impact spawn rate per minute. 60 (default) ≈ one per second. Applies immediately. |
| Slider | Spawning | Descent duration | cl_avfx_meteor_impact_descent_seconds | Descent duration in seconds. 3 (default) fast cinematic. Applies immediately. |
| Slider | Spawning | Target radius | cl_avfx_meteor_impact_radius | Target radius around player (wu). 1664 (default) wide play area. Applies immediately. |
| Section | Appearance | Appearance | ||
| Slider | Appearance | Brightness | cl_avfx_meteor_impact_brightness | Head light brightness multiplier. 1.45 (default). Applies immediately. |
| Slider | Appearance | Size | cl_avfx_meteor_impact_size | Head size growth multiplier. 0.40 (default). Applies immediately. |
| Slider | Appearance | Impact intensity | cl_avfx_meteor_impact_intensity | Final impact flash intensity multiplier. 2.55 (default). Applies immediately. |
| Toggle | Appearance | Water steam | cl_avfx_meteor_impact_water_steam | Steam puffs on water impacts. Default ON. Applies immediately. |
| Slider | Appearance | Ground glow | cl_avfx_meteor_impact_ground_glow_seconds | Warm ground glow seconds after impact. 14.0 (default). Applies immediately. |
| Toggle | Appearance | Tail particles | cl_avfx_meteor_impact_tail | Trailing tail particles behind bolide head. Default ON. Applies immediately. |
| Slider | Appearance | Tail density | cl_avfx_meteor_impact_tail_density | Tail density multiplier. 3.00 (default). Applies immediately. |
| Toggle | Appearance | Impact shatter | cl_avfx_meteor_impact_shatter | Dark rocky shatter fragments on impact. Default ON. Applies immediately. |
| Slider | Appearance | Shatter density | cl_avfx_meteor_impact_shatter_density | Shatter density multiplier. 3.55 (default). Applies immediately. |
| Section | Puddle evaporation | Puddle evaporation | ||
| Toggle | Puddle evaporation | Puddle evaporation | cl_avfx_meteor_impact_puddle_evap | Evaporate rain puddles in a radius + spawn steam burst. Default ON. Applies immediately. |
| Slider | Puddle evaporation | Evap radius | cl_avfx_meteor_impact_puddle_evap_radius | Evap halo radius (wu). 400 (default). Applies immediately. |
| Section | Camera shake | Camera shake | ||
| Toggle | Camera shake | Camera shake | cl_avfx_meteor_impact_shake | Client-only camera shake on nearby impact. Default ON. Applies immediately. |
| Slider | Camera shake | Shake strength | cl_avfx_meteor_impact_shake_strength | Shake amplitude multiplier. 1.0 (default). Applies immediately. |
| Slider | Camera shake | Shake radius | cl_avfx_meteor_impact_shake_radius | Shake falloff radius multiplier. 1.0 (default). Applies immediately. |
| Slider | Camera shake | Shake clamp | cl_avfx_meteor_impact_shake_max | Shake clamp in degrees. 1.5 (default). Applies immediately. |
| Toggle | Camera shake | Heat shimmer | cl_avfx_meteor_impact_shimmer | Heat-shimmer air refraction around falling meteor heads. Default ON. Applies immediately. |
| Slider | Camera shake | Shimmer strength | cl_avfx_meteor_impact_shimmer_strength | Heat-shimmer distortion strength. 0.5 = default. Applies immediately. |
| Slider | Camera shake | Shimmer radius | cl_avfx_meteor_impact_shimmer_radius | Heat-shimmer area radius around each bolide. 1.0 = default. Applies immediately. |
| Section | Submenu & reset | Submenu & reset | ||
| Navigation | Submenu & reset | Meteor and tail color... | q2prox_avfx_meteor_impact_color | Open the manual RGB tint for newly spawned impact-meteor head glow, heated edge, fiery tails, smoke and hot shatter. The dark rock material remains natural. |
| Navigation | Submenu & reset | Ground-impact particles... | q2prox_avfx_meteor_impact_particles | Open the independent Enable and RGB controls for stock snow dust and debris emitted at ground impact. |
| Navigation | Submenu & reset | SP gameplay damage... | q2prox_avfx_meteor_impact_damage | Open SP gameplay damage submenu. |
| Navigation | Submenu & reset | Reset to defaults | cl_avfx_defaults_meteor_impact | Reset every parameter in this submenu to its default value. |
Impact Meteor: Head Glow and Tail Color (q2prox_avfx_meteor_impact_color)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Impact Meteors Settings → Impact Meteor: Head Glow and Tail Color
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | New meteor color | New meteor color | ||
| Toggle | New meteor color | Custom color | cl_avfx_meteor_impact_color_custom | Custom RGB for new impact-meteor plasma, hot edge, tail, smoke, hot shatter and glow; the dark rock stays natural. Off keeps the stock palette. Full Chaos enables this when impact meteors are selected; Reasonable does not. Existing meteors keep their spawn colour. Applies immediately. |
| Slider | New meteor color | Red | cl_avfx_meteor_impact_color_r | Red channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately. |
| Slider | New meteor color | Green | cl_avfx_meteor_impact_color_g | Green channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately. |
| Slider | New meteor color | Blue | cl_avfx_meteor_impact_color_b | Blue channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately. |
| Slider | New meteor color | Per-meteor variation | cl_avfx_meteor_impact_color_variation | Seeded colour variation between individual new meteors. 0 keeps the exact RGB above; 1 gives the strongest deterministic vivid variation while retaining influence from that base RGB. Full Chaos enables this so simultaneous falling meteors are not colour clones. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset color to stock | reset cl_avfx_meteor_impact_color_custom; reset cl_avfx_meteor_impact_color_r; reset cl_avfx_meteor_impact_color_g; reset cl_avfx_meteor_impact_color_b; reset cl_avfx_meteor_impact_color_variation | Disable manual color, disable per-meteor variation and restore the stock reference RGB values. |
| Navigation | Service | Back to impact meteors... | q2prox_avfx_meteor_impact | Return to Impact Meteors settings. |
Impact Meteor Ground Particles (q2prox_avfx_meteor_impact_particles)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Impact Meteors Settings → Impact Meteor Ground Particles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Families | Families | ||
| Navigation | Families | Snow dust... | q2prox_avfx_meteor_particles_snow | Open Enable and RGB controls for snow dust thrown up by a meteor impact. |
| Navigation | Families | Meteor debris... | q2prox_avfx_meteor_particles_debris | Open Enable and RGB controls for warm, red and energy meteor debris. |
| Section | Service | Service | ||
| Navigation | Service | Reset ground particles | q2prox_particle_reset avfx meteor_snow_dust; q2prox_particle_reset avfx meteor_debris_warm; q2prox_particle_reset avfx meteor_debris_red; q2prox_particle_reset avfx meteor_debris_energy | Reset all four ground-impact particle families: enable emission, disable custom colours and restore stock RGB values. |
| Navigation | Service | Back to impact meteors... | q2prox_avfx_meteor_impact | Return to Impact Meteors settings. |
Impact Meteor Particles: Snow Dust (q2prox_avfx_meteor_particles_snow)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Impact Meteors Settings → Impact Meteor Ground Particles → Impact Meteor Particles: Snow Dust
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Particles: meteor snow dust | Particles: meteor snow dust | ||
| Toggle | Particles: meteor snow dust | Particles | cl_avfx_particle_meteor_snow_dust_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: meteor snow dust | Custom color | cl_avfx_particle_rgb_meteor_snow_dust_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: meteor snow dust | Red | cl_avfx_particle_rgb_meteor_snow_dust_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor snow dust | Green | cl_avfx_particle_rgb_meteor_snow_dust_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor snow dust | Blue | cl_avfx_particle_rgb_meteor_snow_dust_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: meteor snow dust | Reset color to stock | q2prox_particle_reset color avfx meteor_snow_dust | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: meteor snow dust | Reset this family | q2prox_particle_reset avfx meteor_snow_dust | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Navigation | Navigation | ||
| Navigation | Navigation | Back to meteor particles... | q2prox_avfx_meteor_impact_particles | Return to Impact Meteor particle families. |
Impact Meteor Particles: Debris (q2prox_avfx_meteor_particles_debris)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Impact Meteors Settings → Impact Meteor Ground Particles → Impact Meteor Particles: Debris
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Particles: meteor debris (warm) | Particles: meteor debris (warm) | ||
| Toggle | Particles: meteor debris (warm) | Particles | cl_avfx_particle_meteor_debris_warm_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: meteor debris (warm) | Custom color | cl_avfx_particle_rgb_meteor_debris_warm_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: meteor debris (warm) | Red | cl_avfx_particle_rgb_meteor_debris_warm_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor debris (warm) | Green | cl_avfx_particle_rgb_meteor_debris_warm_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor debris (warm) | Blue | cl_avfx_particle_rgb_meteor_debris_warm_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: meteor debris (warm) | Reset color to stock | q2prox_particle_reset color avfx meteor_debris_warm | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: meteor debris (warm) | Reset this family | q2prox_particle_reset avfx meteor_debris_warm | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Particles: meteor debris (red) | Particles: meteor debris (red) | ||
| Toggle | Particles: meteor debris (red) | Particles | cl_avfx_particle_meteor_debris_red_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: meteor debris (red) | Custom color | cl_avfx_particle_rgb_meteor_debris_red_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: meteor debris (red) | Red | cl_avfx_particle_rgb_meteor_debris_red_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor debris (red) | Green | cl_avfx_particle_rgb_meteor_debris_red_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor debris (red) | Blue | cl_avfx_particle_rgb_meteor_debris_red_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: meteor debris (red) | Reset color to stock | q2prox_particle_reset color avfx meteor_debris_red | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: meteor debris (red) | Reset this family | q2prox_particle_reset avfx meteor_debris_red | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Particles: meteor debris (energy) | Particles: meteor debris (energy) | ||
| Toggle | Particles: meteor debris (energy) | Particles | cl_avfx_particle_meteor_debris_energy_enable | Emit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately. |
| Toggle | Particles: meteor debris (energy) | Custom color | cl_avfx_particle_rgb_meteor_debris_energy_custom | Use the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately. |
| Slider | Particles: meteor debris (energy) | Red | cl_avfx_particle_rgb_meteor_debris_energy_r | Red channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor debris (energy) | Green | cl_avfx_particle_rgb_meteor_debris_energy_g | Green channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Slider | Particles: meteor debris (energy) | Blue | cl_avfx_particle_rgb_meteor_debris_energy_b | Blue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately. |
| Navigation | Particles: meteor debris (energy) | Reset color to stock | q2prox_particle_reset color avfx meteor_debris_energy | Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is. |
| Navigation | Particles: meteor debris (energy) | Reset this family | q2prox_particle_reset avfx meteor_debris_energy | Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family. |
| Section | Navigation | Navigation | ||
| Navigation | Navigation | Back to meteor particles... | q2prox_avfx_meteor_impact_particles | Return to Impact Meteor particle families. |
Impact Meteors / SP Damage (q2prox_avfx_meteor_impact_damage)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Meteors Settings → Impact Meteors Settings → Impact Meteors / SP Damage
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Damage monsters | cl_sp_avfx_meteor_impact_damage | Damage monsters (SP / SP-training only). Default OFF. | |
| Slider | Damage | cl_sp_avfx_meteor_impact_damage_amount | Peak damage at impact (260 default). | |
| Slider | Radius | cl_sp_avfx_meteor_impact_damage_radius | Damage radius (640 default wu). | |
| Slider | Knockback | cl_sp_avfx_meteor_impact_damage_knockback | Knockback impulse (140 default). | |
| Slider | Falloff | cl_sp_avfx_meteor_impact_damage_falloff | Edge falloff slope (0.75 default = 25% at edge). | |
| Toggle | LOS | cl_sp_avfx_meteor_impact_damage_los | Require line-of-sight (LOS) from impact to target. ON by default. | |
| Toggle | Damage breakables | cl_sp_avfx_meteor_impact_damage_breakables | Detonate misc_explobox + damage func_explosive brushes. ON by default. | |
| Navigation | Reset to defaults | cl_avfx_defaults_meteor_impact_damage | Reset every parameter in this submenu to its default value. |
Volumetric fog / mist (q2prox_avfx_volfog)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Volumetric fog / mist
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Volumetric fog | cl_avfx_volfog | Master toggle for AVFX volumetric fog / mist. Applies immediately. | |
| List | Quality | cl_avfx_volfog_quality | Quality preset. Low reduces steps; Standard is baseline; Ultra increases steps. Applies immediately. [Low / Standard / Ultra] | |
| Slider | Render scale | cl_avfx_volfog_render_scale | Performance scale for effective raymarch steps. Applies immediately. | |
| Slider | Raymarch steps | cl_avfx_volfog_steps | Requested raymarch sample count; effective count also uses quality and render scale. Applies immediately. | |
| Navigation | Shape and distance... | q2prox_avfx_volfog_shape | Open fog distance, height and layer-shape controls. | |
| Navigation | Density and noise... | q2prox_avfx_volfog_look | Open density, noise, color and wind controls. | |
| Navigation | Fog lighting... | q2prox_avfx_volfog_lighting | Open sun, moon, lightning, flashlight and debug controls. | |
| Navigation | Reset to defaults | cl_avfx_defaults_volfog | Reset only the volumetric-fog controls shown in this menu. |
Volumetric fog shape (q2prox_avfx_volfog_shape)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Volumetric fog / mist → Volumetric fog shape
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | View distance | cl_avfx_volfog_view_distance | Max raymarch distance. Default 4096 world units; 8192 is full long range. Applies immediately. | |
| Slider | Start distance | cl_avfx_volfog_start_distance | Start distance from camera. Default 248 world units. Applies immediately. | |
| Slider | Near fade | cl_avfx_volfog_near_fade | Near-fade window. Default 344 world units. Applies immediately. | |
| Slider | Base height | cl_avfx_volfog_base_height | Base height of the fog layer. 0 = floor, negative = below, positive = higher. Applies immediately. | |
| Slider | Layer thickness | cl_avfx_volfog_height | Layer thickness above base. Default 3504 world units. Applies immediately. | |
| Slider | Falloff | cl_avfx_volfog_falloff | Density falloff exponent above the base height. Applies immediately. | |
| Toggle | Ground hug | cl_avfx_volfog_ground_hug | Ground-hug mode: fog accumulates near the floor instead of only above base height. Applies immediately. | |
| Navigation | Reset to defaults | cl_avfx_defaults_volfog_shape | Reset only the fog shape controls shown in this menu. | |
| Navigation | Back to volumetric fog... | q2prox_avfx_volfog | Return to the main volumetric-fog menu. |
Volumetric fog look (q2prox_avfx_volfog_look)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Volumetric fog / mist → Volumetric fog look
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Density & scattering | Density & scattering | ||
| Slider | Density & scattering | Density | cl_avfx_volfog_density | Base density. Applies immediately. |
| Slider | Density & scattering | Opacity | cl_avfx_volfog_opacity | Final opacity. Applies immediately. |
| Slider | Density & scattering | Extinction | cl_avfx_volfog_extinction | Per-step extinction strength. Applies immediately. |
| Slider | Density & scattering | Anisotropy | cl_avfx_volfog_anisotropy | HG anisotropy for sun/moon scatter. 0 = isotropic; positive = forward scatter; negative = backward scatter. Applies immediately. |
| Section | Noise & patchiness | Noise & patchiness | ||
| Slider | Noise & patchiness | Noise | cl_avfx_volfog_noise | Noise strength. 0 = smooth, 1 = maximum patchiness. Applies immediately. |
| Slider | Noise & patchiness | Noise scale | cl_avfx_volfog_noise_scale | Noise spatial scale. Applies immediately. |
| Slider | Noise & patchiness | Patchiness | cl_avfx_volfog_patchiness | Patch amplitude. Applies immediately. |
| Slider | Noise & patchiness | Seed | cl_avfx_volfog_seed | Noise field seed. Set evolution speed to 0 to freeze the layout for screenshots. Applies immediately. |
| Section | Wind & animation | Wind & animation | ||
| Slider | Wind & animation | Wind direction | cl_avfx_volfog_wind_dir | Wind direction in degrees. 0 = east, 90 = north. Applies immediately. |
| Slider | Wind & animation | Wind speed | cl_avfx_volfog_wind_speed | Wind speed scalar. Applies immediately. |
| Slider | Wind & animation | Evolution speed | cl_avfx_volfog_evolution_speed | Noise evolution speed. Applies immediately. |
| Section | Color tint | Color tint | ||
| Slider | Color tint | Tint: red | cl_avfx_volfog_color_r | Red tint channel. Applies immediately. |
| Slider | Color tint | Tint: green | cl_avfx_volfog_color_g | Green tint channel. Applies immediately. |
| Slider | Color tint | Tint: blue | cl_avfx_volfog_color_b | Blue tint channel. Applies immediately. |
| Section | Reset & navigation | Reset & navigation | ||
| Navigation | Reset & navigation | Reset to defaults | cl_avfx_defaults_volfog_look | Reset only the fog look controls shown in this menu. |
| Navigation | Reset & navigation | Back to volumetric fog... | q2prox_avfx_volfog | Return to the main volumetric-fog menu. |
Volumetric fog lighting (q2prox_avfx_volfog_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Volumetric fog / mist → Volumetric fog lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Sun scatter | cl_avfx_volfog_sun_scatter | Sun scatter contribution. Applies immediately. | |
| Toggle | Moon scatter | cl_avfx_volfog_moon_scatter | Weak cold moon scatter contribution at night. Applies immediately. | |
| Toggle | Lightning scatter | cl_avfx_volfog_lightning_scatter | Lightning strikes brighten nearby fog. Visual only. Applies immediately. | |
| Toggle | Flashlight scatter | cl_avfx_volfog_flashlight_scatter | Flashlight cone scatters inside fog. Applies immediately. | |
| Slider | Flashlight alpha | cl_avfx_volfog_flashlight_alpha | Flashlight cone alpha inside fog. Lower = softer; higher = denser spot. Affects fog only. Applies immediately. | |
| Section | Diagnostics | Diagnostics | ||
| List | Diagnostics | Debug mode | cl_avfx_volfog_debug | Debug mode. Applies immediately. [Off / Density / Lighting / Steps] |
| Navigation | Diagnostics | Reset to defaults | cl_avfx_defaults_volfog_lighting | Reset only the fog lighting controls shown in this menu. |
| Navigation | Diagnostics | Back to volumetric fog... | q2prox_avfx_volfog | Return to the main volumetric-fog menu. |
Volumetric clouds (q2prox_avfx_volclouds)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Volumetric clouds | cl_avfx_volclouds | Master toggle for AVFX volumetric clouds. Applies immediately. |
| Section | Quality & performance | Quality & performance | ||
| List | Quality & performance | Quality | cl_avfx_volclouds_quality | Quality preset. Low is faster, Quality is baseline, Ultra increases sample count. Applies immediately. [Low / Quality / Ultra] |
| List | Quality & performance | Cloud detail source | cl_avfx_volclouds_noise_source | Cloud detail source. Fast procedural uses in-shader hash. Rich 3D noise uses Perlin-Worley textures. Applies immediately. [Fast procedural / Rich 3D noise] |
| Slider | Quality & performance | Render scale | cl_avfx_volclouds_render_scale | Internal cloud buffer scale. 1.00 renders the same cloud pass at full resolution; lower values render cheaper and upscale. Applies immediately. |
| Slider | Quality & performance | Raymarch steps | cl_avfx_volclouds_steps | Base raymarch sample count per pixel. Effective count also uses quality preset. Applies immediately. |
| Slider | Quality & performance | Shadow steps | cl_avfx_volclouds_shadow_steps | Light-march samples toward sun per main step. 0 disables self-shadow. Applies immediately. |
| Section | Submenus | Submenus | ||
| Navigation | Submenus | Shape and coverage... | q2prox_avfx_volclouds_shape | Open cloud placement, height, coverage, density and size controls. |
| Navigation | Submenus | Detail and motion... | q2prox_avfx_volclouds_detail | Open cloud detail, erosion, turbulence, wind and evolution controls. |
| Navigation | Submenus | Layers and sky coverage... | q2prox_avfx_volclouds_layers | Choose full-sphere or upper-sky coverage and open per-layer cloud controls. |
| Navigation | Submenus | Cloud lighting... | q2prox_avfx_volclouds_lighting | Open lighting, scene-shadow, lightning and debug settings for volumetric clouds. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_volclouds | Reset only the volumetric-cloud controls shown in this menu. |
Volumetric cloud shape (q2prox_avfx_volclouds_shape)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds → Volumetric cloud shape
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Layer dimensions | Layer dimensions | ||
| Slider | Layer dimensions | Base height | cl_avfx_volclouds_base_height | World-space height where cloud layer begins. Default 7648 puts it well above typical play areas. Applies immediately. |
| Slider | Layer dimensions | Thickness | cl_avfx_volclouds_thickness | Cloud slab thickness. Default 2400 is the accepted vertical extent. Applies immediately. |
| Slider | Layer dimensions | Horizon fade | cl_avfx_volclouds_horizon_fade | Horizon-band fade strength. Applies immediately. |
| Section | Coverage & density | Coverage & density | ||
| Slider | Coverage & density | Coverage | cl_avfx_volclouds_coverage | Sky coverage amount. Applies immediately. |
| Slider | Coverage & density | Density | cl_avfx_volclouds_density | Base cloud density. Applies immediately. |
| Slider | Coverage & density | Opacity | cl_avfx_volclouds_opacity | Final opacity over base sky. Applies immediately. |
| Section | Size & layout | Size & layout | ||
| Slider | Size & layout | Cell density | cl_avfx_volclouds_count | Procedural macro-cell density. Applies immediately. |
| Slider | Size & layout | Cloud size | cl_avfx_volclouds_size | Macro cloud feature size multiplier. Applies immediately. |
| Slider | Size & layout | Size variation | cl_avfx_volclouds_size_variation | Per-cloud size variation. Applies immediately. |
| Slider | Size & layout | Randomness | cl_avfx_volclouds_randomness | Cloud placement randomness. Applies immediately. |
| Slider | Size & layout | Seed | cl_avfx_volclouds_seed | Cloud noise seed offset. Set to 0 for map/time-derived layout. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_volclouds_shape | Reset only the cloud shape controls shown in this menu. |
| Navigation | Service | Back to volumetric clouds... | q2prox_avfx_volclouds | Return to the main volumetric-cloud menu. |
Volumetric cloud detail (q2prox_avfx_volclouds_detail)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds → Volumetric cloud detail
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Shape & detail | Shape & detail | ||
| Slider | Shape & detail | Shape scale | cl_avfx_volclouds_shape_scale | Macro shape noise spatial scale. Applies immediately. |
| Slider | Shape & detail | Detail scale | cl_avfx_volclouds_detail_scale | Detail and erosion noise spatial scale. Applies immediately. |
| Slider | Shape & detail | Erosion | cl_avfx_volclouds_erosion | Edge erosion strength. Applies immediately. |
| Slider | Shape & detail | Fluffiness | cl_avfx_volclouds_fluffiness | Inscatter brightness boost for fluffy cloud bodies. Applies immediately. |
| Slider | Shape & detail | Turbulence | cl_avfx_volclouds_turbulence | High-frequency turbulence on cloud density. Applies immediately. |
| Section | Wind & motion | Wind & motion | ||
| Slider | Wind & motion | Wind direction | cl_avfx_volclouds_wind_dir | Wind direction in degrees from +X. 0 = east; 90 = north. Applies immediately. |
| Slider | Wind & motion | Wind speed | cl_avfx_volclouds_wind_speed | Wind speed scalar. 0 freezes drift. Applies immediately. |
| Slider | Wind & motion | Evolution speed | cl_avfx_volclouds_evolution_speed | Cloud shape evolution speed, independent of wind translation. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_volclouds_detail | Reset only the cloud detail controls shown in this menu. |
| Navigation | Service | Back to volumetric clouds... | q2prox_avfx_volclouds | Return to the main volumetric-cloud menu. |
Volumetric cloud lighting (q2prox_avfx_volclouds_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds → Volumetric cloud lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Sun lighting | cl_avfx_volclouds_sun_lighting | Sun forward-scatter lighting (silver lining). Default ON. Applies immediately. | |
| Toggle | Moon lighting | cl_avfx_volclouds_moon_lighting | Weak cold moon contribution at night. Default ON. Applies immediately. | |
| Slider | Silver lining | cl_avfx_volclouds_silver_lining | Silver lining (HG anisotropy g). 0=isotropic; 0.20 (default) = gentle forward-scatter bias. Applies immediately. | |
| Slider | Ambient | cl_avfx_volclouds_ambient | Ambient light floor for clouds. 0.50 (default) = balanced night readability without washing out the sky. Applies immediately. | |
| Slider | Storm darkening | cl_avfx_volclouds_storm_darkening | Storm darkening strength (applies only when volclouds AND cl_avfx_storm both on). 0.25 (default). Applies immediately. | |
| Toggle | Sun/moon disk occlusion | cl_avfx_volclouds_sun_occlusion | Sun/moon disk occlusion. Default OFF: celestial disks keep their tuned visibility while flat-cloud occlusion still applies. Applies immediately. | |
| Slider | Lighting mask | cl_avfx_volclouds_lighting_mask | How strongly volclouds dim sun/moon world/entity lighting (independent of disk occlusion and god rays mask). 1.0 (default) = full physical dimming; 0 = no scene-lighting effect. Applies immediately. | |
| Slider | World shadow | cl_avfx_volclouds_world_shadow | Clouds over the sun dim the world baseline (matches the visible clouds). 1.25 (default); up to 3.0 cinematic; 0 = off. Applies globally. Applies immediately. | |
| Slider | Temporal jitter | cl_avfx_volclouds_temporal_jitter | Per-frame golden-ratio sub-step phase jitter for the cloud raymarch. Values above 0 can add edge shimmer on thin cloud boundaries; raise sparingly. Default 0 (off). Applies immediately. | |
| Toggle | Local lightning illum | cl_avfx_volclouds_lightning_local | Local lightning illumination. Nearby strikes brighten the cloud body within radius rather than uniformly across the sky. Sparse-sampled every 4th raymarch step. Applies immediately. | |
| Slider | Local light radius | cl_avfx_volclouds_lightning_local_radius | Horizontal radius of the bounded cloud-entry glow at each bolt. 1200 default; lower = tighter glow per strike, higher = broader storm flash that may overlap. Applies immediately. | |
| Slider | Local light strength | cl_avfx_volclouds_lightning_local_strength | Brightness boost of the cloud-entry glow. 4 default; up to 5.0 cinematic over-bright at the strike. Applies immediately. | |
| Slider | Local light falloff | cl_avfx_volclouds_lightning_local_falloff | Radial edge softness inside the cloud-entry glow. 1.0 linear; 1.25 default; higher = tighter core; lower = nearly uniform. Applies immediately. | |
| Section | Diagnostics | Diagnostics | ||
| List | Diagnostics | Debug mode | cl_avfx_volclouds_debug | Debug mode. Applies immediately. [Off / Density / Lighting / Steps] |
| Navigation | Diagnostics | Reset to defaults | cl_avfx_defaults_volclouds_lighting | Reset only the cloud-lighting controls shown in this menu. |
Layers and sky coverage (q2prox_avfx_volclouds_layers)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds → Layers and sky coverage
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Model and coverage | cl_avfx_volclouds_layers | Sky coverage and cloud model. Full sphere uses one mirrored field above and below the horizon. Upper sky uses the layered model only above the horizon. Default: Upper sky. Applies immediately. [Full sphere (single field) / Upper sky (layered)] | |
| Slider | Upper layer count | cl_avfx_volclouds_layer_count | Number of active layers in Upper sky mode. Ignored by Full sphere mode. Range 1..3. Applies immediately. | |
| Navigation | Layer 1: low cumulus... | q2prox_avfx_volclouds_layer1 | Open low heavy cumulus layer controls. | |
| Navigation | Layer 2: mid broken... | q2prox_avfx_volclouds_layer2 | Open mid broken cumulus layer controls. | |
| Navigation | Layer 3: high cirrus... | q2prox_avfx_volclouds_layer3 | Open high thin cirrus layer controls. | |
| Navigation | Reset to defaults | cl_avfx_defaults_volclouds_layers | Reset only the cloud-layer overview controls shown in this menu. |
Cloud layer 1 (q2prox_avfx_volclouds_layer1)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds → Layers and sky coverage → Cloud layer 1
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Layer | Layer | ||
| Toggle | Layer | Enable layer | cl_avfx_volclouds_l1_enable | Enable layer 1: low heavy cumulus. Applies immediately. |
| Section | Coverage & density | Coverage & density | ||
| Slider | Coverage & density | Coverage | cl_avfx_volclouds_l1_coverage | Sky coverage for layer 1. Higher = more cloud and smaller blue gaps. Applies immediately. |
| Slider | Coverage & density | Density | cl_avfx_volclouds_l1_density | Cloud-body density for layer 1. Applies immediately. |
| Slider | Coverage & density | Opacity | cl_avfx_volclouds_l1_opacity | Opacity over the sky for layer 1. Applies immediately. |
| Section | Shape & dimensions | Shape & dimensions | ||
| Slider | Shape & dimensions | Height | cl_avfx_volclouds_l1_height | Relative height position inside the cloud slab for layer 1. Applies immediately. |
| Slider | Shape & dimensions | Thickness | cl_avfx_volclouds_l1_thickness | Relative vertical thickness for layer 1. Applies immediately. |
| Slider | Shape & dimensions | Scale | cl_avfx_volclouds_l1_scale | Feature scale for layer 1. Higher = larger cloud bodies. Applies immediately. |
| Slider | Shape & dimensions | Detail | cl_avfx_volclouds_l1_detail | Detail and erosion noise scale for layer 1. Applies immediately. |
| Slider | Shape & dimensions | Edge erosion | cl_avfx_volclouds_l1_erosion | Edge erosion strength for layer 1. Applies immediately. |
| Section | Wind | Wind | ||
| Slider | Wind | Wind direction | cl_avfx_volclouds_l1_wind_dir | Wind direction for layer 1, in degrees. Applies immediately. |
| Slider | Wind | Wind speed | cl_avfx_volclouds_l1_wind_speed | Wind drift speed for layer 1. Applies immediately. |
| Slider | Wind | Evolution | cl_avfx_volclouds_l1_evolution_speed | Shape evolution speed for layer 1. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_volclouds_layer1 | Reset only this cloud layer controls shown in this menu. |
| Navigation | Service | Back to cloud layers... | q2prox_avfx_volclouds_layers | Return to the cloud layers menu. |
Cloud layer 2 (q2prox_avfx_volclouds_layer2)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds → Layers and sky coverage → Cloud layer 2
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Layer | Layer | ||
| Toggle | Layer | Enable layer | cl_avfx_volclouds_l2_enable | Enable layer 2: mid broken cumulus. Applies immediately. |
| Section | Coverage & density | Coverage & density | ||
| Slider | Coverage & density | Coverage | cl_avfx_volclouds_l2_coverage | Sky coverage for layer 2. Higher = more cloud and smaller blue gaps. Applies immediately. |
| Slider | Coverage & density | Density | cl_avfx_volclouds_l2_density | Cloud-body density for layer 2. Applies immediately. |
| Slider | Coverage & density | Opacity | cl_avfx_volclouds_l2_opacity | Opacity over the sky for layer 2. Applies immediately. |
| Section | Shape & dimensions | Shape & dimensions | ||
| Slider | Shape & dimensions | Height | cl_avfx_volclouds_l2_height | Relative height position inside the cloud slab for layer 2. Applies immediately. |
| Slider | Shape & dimensions | Thickness | cl_avfx_volclouds_l2_thickness | Relative vertical thickness for layer 2. Applies immediately. |
| Slider | Shape & dimensions | Scale | cl_avfx_volclouds_l2_scale | Feature scale for layer 2. Higher = larger cloud bodies. Applies immediately. |
| Slider | Shape & dimensions | Detail | cl_avfx_volclouds_l2_detail | Detail and erosion noise scale for layer 2. Applies immediately. |
| Slider | Shape & dimensions | Edge erosion | cl_avfx_volclouds_l2_erosion | Edge erosion strength for layer 2. Applies immediately. |
| Section | Wind | Wind | ||
| Slider | Wind | Wind direction | cl_avfx_volclouds_l2_wind_dir | Wind direction for layer 2, in degrees. Applies immediately. |
| Slider | Wind | Wind speed | cl_avfx_volclouds_l2_wind_speed | Wind drift speed for layer 2. Applies immediately. |
| Slider | Wind | Evolution | cl_avfx_volclouds_l2_evolution_speed | Shape evolution speed for layer 2. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_volclouds_layer2 | Reset only this cloud layer controls shown in this menu. |
| Navigation | Service | Back to cloud layers... | q2prox_avfx_volclouds_layers | Return to the cloud layers menu. |
Cloud layer 3 (q2prox_avfx_volclouds_layer3)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds → Layers and sky coverage → Cloud layer 3
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Layer | Layer | ||
| Toggle | Layer | Enable layer | cl_avfx_volclouds_l3_enable | Enable layer 3: high thin cirrus. Applies immediately. |
| Section | Coverage & density | Coverage & density | ||
| Slider | Coverage & density | Coverage | cl_avfx_volclouds_l3_coverage | Sky coverage for layer 3. Higher = more cloud and smaller blue gaps. Applies immediately. |
| Slider | Coverage & density | Density | cl_avfx_volclouds_l3_density | Cloud-body density for layer 3. Applies immediately. |
| Slider | Coverage & density | Opacity | cl_avfx_volclouds_l3_opacity | Opacity over the sky for layer 3. Applies immediately. |
| Section | Shape & dimensions | Shape & dimensions | ||
| Slider | Shape & dimensions | Height | cl_avfx_volclouds_l3_height | Relative height position inside the cloud slab for layer 3. Applies immediately. |
| Slider | Shape & dimensions | Thickness | cl_avfx_volclouds_l3_thickness | Relative vertical thickness for layer 3. Applies immediately. |
| Slider | Shape & dimensions | Scale | cl_avfx_volclouds_l3_scale | Feature scale for layer 3. Higher = larger cloud bodies. Applies immediately. |
| Slider | Shape & dimensions | Detail | cl_avfx_volclouds_l3_detail | Detail and erosion noise scale for layer 3. Applies immediately. |
| Slider | Shape & dimensions | Edge erosion | cl_avfx_volclouds_l3_erosion | Edge erosion strength for layer 3. Applies immediately. |
| Section | Wind | Wind | ||
| Slider | Wind | Wind direction | cl_avfx_volclouds_l3_wind_dir | Wind direction for layer 3, in degrees. Applies immediately. |
| Slider | Wind | Wind speed | cl_avfx_volclouds_l3_wind_speed | Wind drift speed for layer 3. Applies immediately. |
| Slider | Wind | Evolution | cl_avfx_volclouds_l3_evolution_speed | Shape evolution speed for layer 3. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_volclouds_layer3 | Reset only this cloud layer controls shown in this menu. |
| Navigation | Service | Back to cloud layers... | q2prox_avfx_volclouds_layers | Return to the cloud layers menu. |
Flashlight Settings (q2prox_avfx_flashlight)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Flashlight Settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Activation | Activation | ||
| Toggle | Activation | Enable flashlight | cl_avfx_flashlight | Enable player flashlight. Applies immediately. |
| Key | Activation | Toggle key | avfx_flashlight_toggle | Bind a key to toggle the flashlight. |
| Section | Beam parameters | Beam parameters | ||
| Slider | Beam parameters | Intensity | cl_avfx_flashlight_intensity | Intensity. Applies immediately. |
| Slider | Beam parameters | Surface light alpha | cl_avfx_flashlight_surface_alpha | Surface light alpha. Applies immediately. |
| Slider | Beam parameters | Range | cl_avfx_flashlight_range | Max range (wu). Applies immediately. |
| Slider | Beam parameters | Cone angle | cl_avfx_flashlight_angle | Cone angle (deg). Applies immediately. |
| Slider | Beam parameters | Softness | cl_avfx_flashlight_softness | Edge softness. Applies immediately. |
| Section | Submenus | Submenus | ||
| Navigation | Submenus | Flashlight shadows... | q2prox_avfx_flashlight_shadows | Open dynamic GPU shadow settings. |
| Section | Colour | Colour | ||
| Slider | Colour | Color: red | cl_avfx_flashlight_color_r | Red tint. Applies immediately. |
| Slider | Colour | Color: green | cl_avfx_flashlight_color_g | Green tint. Applies immediately. |
| Slider | Colour | Color: blue | cl_avfx_flashlight_color_b | Blue tint. Applies immediately. |
| Section | Light behaviour | Light behaviour | ||
| Toggle | Light behaviour | Engine dlight | cl_avfx_flashlight_dlight | Engine dlight. Applies immediately. |
| Slider | Light behaviour | Flicker | cl_avfx_flashlight_flicker | Flicker amount. Applies immediately. |
| Section | Battery | Battery | ||
| Toggle | Battery | Battery simulation | cl_avfx_flashlight_battery | Battery simulation. Applies immediately. |
| Slider | Battery | Battery life | cl_avfx_flashlight_battery_minutes | Battery minutes. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_flashlight | Reset every parameter in this submenu to its default value. |
Flashlight Shadows (q2prox_avfx_flashlight_shadows)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Flashlight Settings → Flashlight Shadows
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Shadow quality | Shadow quality | ||
| Toggle | Shadow quality | Dynamic shadows | cl_avfx_flashlight_shadows | Dynamic GPU shadows. Applies immediately. |
| List | Shadow quality | Shadow quality | cl_avfx_flashlight_shadow_quality | Quality / resolution. Applies immediately. [Low / Medium / High / Ultra] |
| Slider | Shadow quality | Shadow strength | cl_avfx_flashlight_shadow_strength | Visibility scalar. Applies immediately. |
| Slider | Shadow quality | Shadow softness | cl_avfx_flashlight_shadow_softness | PCF softness. Tap count follows Shadow quality: Low=4, Medium=9, High/Ultra=16. Applies immediately. |
| Slider | Shadow quality | Shadow bias | cl_avfx_flashlight_shadow_bias | Depth compare bias. Applies immediately. |
| Slider | Shadow quality | Shadow caster limit | cl_avfx_flashlight_shadow_max_casters | Max casters per frame. Applies immediately. |
| Section | Shadow casters | Shadow casters | ||
| Toggle | Shadow casters | Item shadows | cl_avfx_flashlight_shadow_items | Items cast shadows. Applies immediately. |
| Toggle | Shadow casters | Monster shadows | cl_avfx_flashlight_shadow_monsters | Monsters cast shadows. Applies immediately. |
| Toggle | Shadow casters | Player shadows | cl_avfx_flashlight_shadow_players | Players cast shadows. Applies immediately. |
| Section | Source & debug | Source & debug | ||
| Slider | Source & debug | Source offset right | cl_avfx_flashlight_shadow_offset_right | Shadow light source right offset. Applies immediately. |
| Slider | Source & debug | Source offset up | cl_avfx_flashlight_shadow_offset_up | Shadow light source up offset. Applies immediately. |
| Slider | Source & debug | Source offset forward | cl_avfx_flashlight_shadow_offset_forward | Shadow light source forward/back offset. Applies immediately. |
| Slider | Source & debug | Shadow focus down | cl_avfx_flashlight_shadow_focus_down | Shadow-map-only downward focus offset. Applies immediately. |
| List | Source & debug | Shadow debug | cl_avfx_flashlight_shadow_debug | Shadow diagnostics. Applies immediately. [Off / Map / Visibility / Projection] |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_flashlight_shadows | Reset every flashlight-shadow parameter to its default value. |
Monster Environmental Contacts (q2prox_avfx_monster_contacts)
Path: In-game menu → Q2PRO-X / Single Player Experiments → Monster Environmental Contacts
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Enable monster AVFX contacts | cl_sp_monster_avfx_contacts | Master switch: monsters leave snow footprints, puddle ripples and landing splashes on visible AVFX surfaces. Local SP / DM training only; off by default. Applies immediately. |
| Section | Visual effects | Visual effects | ||
| Toggle | Visual effects | Snow footprints | cl_sp_monster_avfx_snow_footprints | Monsters leave footprints on accumulated AVFX snow (same overlay as the player). Needs visible snow under the monster. Applies immediately. |
| Toggle | Visual effects | Puddle splashes and ripples | cl_sp_monster_avfx_puddle_splashes | Monster steps make ripples and splashes in visible AVFX puddles. Strength scales with speed and size. Applies immediately. |
| Toggle | Visual effects | Landing splashes | cl_sp_monster_avfx_land_splashes | Bigger splash when a falling or jumping monster lands in a visible AVFX puddle. Applies immediately. |
| Section | Audio | Audio | ||
| Toggle | Audio | Contact sounds | cl_sp_monster_avfx_contact_audio | Reuse AVFX snow/puddle footstep sounds for monster contacts. On by default; set 0 if crowds get too noisy. Applies immediately. |
| Section | Parameters | Parameters | ||
| Slider | Parameters | Contact amount | cl_sp_monster_avfx_contact_amount | Overall strength multiplier for monster contacts. 1.0 default; 0 disables emission even with the master on. Applies immediately. |
| Slider | Parameters | Max contact distance | cl_sp_monster_avfx_contact_max_distance | Max camera distance (game units) at which monster contacts are emitted. Farther monsters are tracked but emit no contacts. Default 1600. Applies immediately. |
| Slider | Parameters | Max contacts per frame | cl_sp_monster_avfx_contact_max_per_frame | Hard cap on monster contacts emitted per frame. Default 16. Applies immediately. |
| Section | Diagnostics | Diagnostics | ||
| Navigation | Diagnostics | Monster contacts info... | sp_monster_avfx_contacts_info | Print monster-contact diagnostics: master state, gate, classified monsters, per-frame and accumulated counts. |
| Section | Service | Service | ||
| Navigation | Service | Reset to defaults | cl_avfx_defaults_monster_contacts | Reset only the monster-contact controls shown in this menu. |
Sound & Acoustics (q2prox_sound)
Path: Main menu → Quick Setup → Sound & Acoustics
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Engine & output | Engine & output | ||
| List | Engine & output | Sound engine | s_enable | Sound engine: no sound / software (DMA) / OpenAL. OpenAL is required for al_profile, HRTF and room acoustics. Applies immediately. [no sound / software / OpenAL] |
| List | Engine & output | Sound profile | al_sound_profile | Preset acoustics recipe; editing any reverb value by hand switches this to Custom. Applies immediately. [custom / competitive / balanced / immersive / cinematic / cathedral] |
| List | Engine & output | Output rate | s_khz | Sound output sample rate (kHz); higher = better quality. Restarts the sound engine when changed. Applies immediately. [11 / 22 / 44 / 48 / 96] |
| List | Engine & output | Sample format | s_sampleformat | Output sample format: auto, 16-bit int or 32-bit float. Restarts the sound engine when changed. Applies immediately. [auto / s16 / float32] |
| List | Engine & output | OpenAL profile | al_profile | OpenAL tuning profile: Q2PRO-X spatialization vs. R1Q2-like attenuation. Restarts the sound engine. Applies immediately. [Q2PRO-X / R1Q2-like] |
| List | Engine & output | HRTF | al_hrtf | HRTF binaural mixing for headphones (OpenAL): off / auto / on. Restarts the sound engine when changed. Applies immediately. [off / auto / on] |
| List | Engine & output | OpenAL resampler | al_resampler | OpenAL per-source resampler quality (higher = cleaner pitch-shifting, a bit more CPU). Restarts the sound engine. Applies immediately. [default / cubic / bsinc12 / bsinc24 / point / linear] |
| List | Engine & output | DMA resampler | s_resampler | Software (DMA) engine resampler quality; affects only the non-OpenAL path. Restarts the sound engine. Applies immediately. [legacy / linear / cubic] |
| Section | Reverb & acoustics | Reverb & acoustics | ||
| Toggle | Reverb & acoustics | Reverberation support | al_reverb | Master switch for OpenAL EFX room-acoustics reverb; off = dry sound. Applies immediately. |
| List | Reverb & acoustics | Reverb preset | al_eax_preset | Reverb preset for the current zone: Auto runs the per-zone classifier. The rest force a fixed room type. Applies immediately. [auto / generic / small / medium / hall / corridor / outdoor / underwater] |
| Slider | Reverb & acoustics | Reverb wet | al_eax_wet | Reverb send level (master wet mix): 0 = dry, 1 = full reverb. Applies immediately. |
| Slider | Reverb & acoustics | Local wet | al_eax_local_wet | Reverb wet level for your own sounds (footsteps, jumps, landings); usually lower so they stay present. Applies immediately. |
| Slider | Reverb & acoustics | Lerp time | al_reverb_lerp_time | Smoothing time (sec) when reverb changes between zones. Higher = smoother but more audible lag. Applies immediately. |
| Toggle | Reverb & acoustics | Occlusion | al_eax_occlusion | Muffle sounds behind walls with a low-pass filter (occlusion). More realism, a little more audio CPU. Applies immediately. |
| Slider | Reverb & acoustics | Explosion wet | al_eax_explosion_wet | Reverb wet override for explosions, so big booms echo differently from normal sounds. Applies immediately. |
| Slider | Reverb & acoustics | Explosion decay | al_eax_explosion_decay | Reverb decay-time override for explosions; longer decay makes booms feel grander. Applies immediately. |
| Slider | Reverb & acoustics | Explosion late | al_eax_explosion_late | Late-reflection (tail) gain override for explosions; boosts the tail on big booms. Applies immediately. |
| Slider | Reverb & acoustics | Transport wet | al_eax_transport_wet | Reverb wet override for UI / broadcast cues (pickups, centerprint beeps); usually low so they stay crisp. Applies immediately. |
| Slider | Reverb & acoustics | Reflections | al_reverb_reflections | Early-reflection gain: volume of the first few bounces of the reverb response. Applies immediately. |
| Slider | Reverb & acoustics | Late reverb | al_reverb_late | Late-reflection gain: volume of the reverb tail after the early reflections. Applies immediately. |
| Slider | Reverb & acoustics | Decay | al_reverb_decay | Reverb tail decay time (sec): larger = longer echo (cathedral), smaller = short (small room). Applies immediately. |
| Slider | Reverb & acoustics | Delay | al_reverb_delay | Reverb pre-delay (sec): gap between the dry sound and the first reflections. Applies immediately. |
| Slider | Reverb & acoustics | HF brightness | al_reverb_hf | Reverb high-frequency gain; lower dampens highs in the tail (soft surfaces / carpet). Applies immediately. |
| Slider | Reverb & acoustics | Diffusion | al_reverb_diffusion | Reverb diffusion (reflection density): low = sparse/fluttery, high = smooth dense reverb. Applies immediately. |
| Toggle | Reverb & acoustics | Reverb debug | al_eax_debug | Print EAX reverb diagnostics on every preset change (zone, preset name, params). Noisy; for tuning only. Applies immediately. |
| Section | Behavior | Behavior | ||
| Toggle | Behavior | Mute when inactive | s_mute_when_inactive | Mute audio when the game window loses focus (Alt-Tab), so it doesn't bleed into other apps. Applies immediately. |
| Section | Actions | Actions | ||
| Navigation | Actions | Reverb info... | al_reverb_info | Print the current reverb classifier result and active preset to the console. |
| Navigation | Actions | Reload reverb... | al_reverb_reload | Reload the active reverb preset (re-applies it after editing presets). |
| Navigation | Actions | Resampler list... | al_resampler_list | List the OpenAL resamplers available on this system to the console. |
| Navigation | Actions | Active sound channels... | soundactive | Print active sound channels + AVFX ambient loops |
| Navigation | Actions | Restart sound... | snd_restart | Restart the sound engine to apply engine / HRTF / profile changes. |
Binaural / 3D Sound (q2prox_binaural)
Path: Main menu → Quick Setup → Binaural / 3D Sound
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Binaural profile | al_binaural_profile | Curated headphone tuning preset; editing binaural values by hand switches to Custom. [custom / default / auto / deep / cinematic] | |
| List | Binaural | al_binaural | Binaural 3D headphone path: off / auto / on (OpenAL only). [off / auto / on] | |
| List | Encoding | al_binaural_encoding | Binaural encoding backend (auto / basic / HRTF / UHJ). Needs Restart sound to take effect. [auto / basic / hrtf / uhj] | |
| List | HRTF mode | al_binaural_hrtf_mode | HRTF rendering mode for the binaural path: default, full, or ambisonic order (Ambi1-3). [default / full / ambi1 / ambi2 / ambi3] | |
| List | HRTF filter size | al_binaural_hrtf_size | HRTF filter size: default, 32 or 64 taps. Larger = more precise, a bit more CPU. [default / 32 / 64] | |
| Slider | Crossfeed | al_binaural_crossfeed | Crossfeed amount: bleeds some left/right between ears to reduce headphone fatigue. 0 = none. | |
| Navigation | Binaural info... | al_binaural_info | Print the current binaural runtime state to the console. | |
| Navigation | Restart sound... | snd_restart | Restart the sound engine to apply binaural / engine changes. |
Sound Volumes (q2prox_sound_vol)
Path: Main menu → Options → Sound & Acoustics → Sound Volumes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Weapon volumes... | q2prox_weaponvol | Open weapon volume sliders. | |
| Navigation | Other sound volumes... | q2prox_othervol | Open non-weapon category volumes incl. demo playback. | |
| Navigation | AVFX sound volumes... | q2prox_avfxvol | Open AVFX sound layer settings. |
Weapon Volumes (q2prox_weaponvol)
Path: Main menu → Options → Sound & Acoustics → Sound Volumes → Weapon Volumes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Guns | Guns | ||
| Slider | Guns | Blaster | s_weapon_blaster_volume | Playback volume of the Blaster firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Guns | Shotgun | s_weapon_shotgun_volume | Playback volume of the Shotgun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Guns | Super shotgun | s_weapon_supershotgun_volume | Playback volume of the Super Shotgun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Guns | Machinegun | s_weapon_machinegun_volume | Playback volume of the Machinegun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Guns | Chaingun | s_weapon_chaingun_volume | Playback volume of the Chaingun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Section | Explosive | Explosive | ||
| Slider | Explosive | Hand grenades | s_weapon_handgrenade_volume | Playback volume of hand-grenade sounds. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Explosive | Grenade launcher | s_weapon_grenadelauncher_volume | Playback volume of the Grenade Launcher firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Explosive | Rocket launcher | s_weapon_rocketlauncher_volume | Playback volume of the Rocket Launcher firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Section | Energy | Energy | ||
| Slider | Energy | Hyperblaster | s_weapon_hyperblaster_volume | Playback volume of the Hyperblaster firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Energy | Railgun | s_weapon_railgun_volume | Playback volume of the Railgun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Slider | Energy | BFG10K | s_weapon_bfg_volume | Playback volume of the BFG10K firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately. |
| Navigation | Energy | All weapon volumes off | set s_weapon_blaster_volume 0; set s_weapon_shotgun_volume 0; set s_weapon_supershotgun_volume 0; set s_weapon_machinegun_volume 0; set s_weapon_chaingun_volume 0; set s_weapon_handgrenade_volume 0; set s_weapon_grenadelauncher_volume 0; set s_weapon_rocketlauncher_volume 0; set s_weapon_hyperblaster_volume 0; set s_weapon_railgun_volume 0; set s_weapon_bfg_volume 0 | Mute weapon-only volumes. |
| Navigation | Energy | Restore weapon defaults | set s_weapon_blaster_volume 50; set s_weapon_shotgun_volume 50; set s_weapon_supershotgun_volume 50; set s_weapon_machinegun_volume 50; set s_weapon_chaingun_volume 50; set s_weapon_handgrenade_volume 50; set s_weapon_grenadelauncher_volume 50; set s_weapon_rocketlauncher_volume 50; set s_weapon_hyperblaster_volume 50; set s_weapon_railgun_volume 50; set s_weapon_bfg_volume 50 | Restore weapon-only volume defaults to 50. |
Other Sound Volumes (q2prox_othervol)
Path: Main menu → Options → Sound & Acoustics → Sound Volumes → Other Sound Volumes
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Player & demo | Player & demo | ||
| Slider | Player & demo | Player sounds | s_player_volume | Player movement sounds (jump, land, fall, steps). 50 = default, 0 = mute. Applies immediately. |
| Slider | Player & demo | Voice / pain | s_voice_volume | Player voice (pain, death, taunts). 50 = default, 0 = mute. Applies immediately. |
| Slider | Player & demo | Demo volume | cl_demoplayer_volume | Demo playback volume multiplier on top of s_volume. 0.7 (default); 0 = mute demo; 1 = full. Applies immediately. |
| Section | World | World | ||
| Slider | World | Item pickups | s_pickup_volume | Item pickup sounds (health, armor, ammo, weapons). 50 = default, 0 = mute. Applies immediately. |
| Slider | World | Environment | s_environment_volume | World sounds (doors, glass, platforms, debris). 50 = default, 0 = mute. Applies immediately. |
| Slider | World | Monsters | s_monster_volume | Monster / enemy sounds (voice, weapons, movement). 50 = default, 0 = mute. Applies immediately. |
| Section | Interface & ambient | Interface & ambient | ||
| Slider | Interface & ambient | Announcer | s_announcer_volume | Game announcer (computer voice, secrets). 50 = default, 0 = mute. Applies immediately. |
| Slider | Interface & ambient | Menu / UI | s_interface_volume | Menu navigation and UI sounds. 50 = default, 0 = mute. Applies immediately. |
| Slider | Interface & ambient | Other / misc | s_other_volume | All other unclassified sounds. 50 = default, 0 = mute. Applies immediately. |
| Slider | Interface & ambient | Ambient loops | s_ambient_volume | Ambient world loops (movers, hums, teleports). 50 = default; not the master (s_volume is). Applies immediately. |
| Navigation | Interface & ambient | All other sound volumes off | set s_player_volume 0; set s_voice_volume 0; set cl_demoplayer_volume 0; set s_pickup_volume 0; set s_environment_volume 0; set s_monster_volume 0; set s_announcer_volume 0; set s_interface_volume 0; set s_other_volume 0; set s_ambient_volume 0 | Mute non-weapon category volumes incl. demo playback. |
| Navigation | Interface & ambient | Restore other sound defaults | set s_player_volume 50; set s_voice_volume 50; set cl_demoplayer_volume 0.7; set s_pickup_volume 50; set s_environment_volume 50; set s_monster_volume 50; set s_announcer_volume 50; set s_interface_volume 50; set s_other_volume 50; set s_ambient_volume 50 | Restore non-weapon defaults: s_*_volume to 50, cl_demoplayer_volume to 0.7. |
Server Browser (q2prox_serverbrowser)
Path: Main menu → Options → Advanced Q2PRO-X → Server Browser
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Mode & scale | Mode & scale | ||
| List | Mode & scale | Browser mode | cl_serverbrowser_ui | Server browser style: classic (legacy menu) or modern (overlay). Applies immediately. [legacy / modern] |
| Slider | Mode & scale | Opacity | cl_serverbrowser_alpha | Opacity of the modern server browser overlay background. Applies immediately. |
| Slider | Mode & scale | Text scale | cl_serverbrowser_scale | Font / UI scale of the browser overlay; match to display DPI. 1.0 default. Applies immediately. |
| Section | View & layout | View & layout | ||
| Toggle | View & layout | Compact mode | cl_serverbrowser_compact | Compact row layout so more servers fit on screen at once. Applies immediately. |
| Toggle | View & layout | Fullscreen | cl_serverbrowser_fullscreen | Expand the browser to full screen instead of the centred window. Applies immediately. |
| Toggle | View & layout | Pillarbox free area | cl_serverbrowser_pillarbox_workspace | Allow dragging the browser into the pillarbox side bars (aspect-fit free area). Applies immediately. |
| Toggle | View & layout | Show details | cl_serverbrowser_show_details | Show the right-side detail panel (player list, rules, mod info); off = list only. Applies immediately. |
| Toggle | View & layout | Show badges | cl_serverbrowser_show_badges | Show game-mode / mod badges next to each server (CTF, DM, OpenTDM...). Applies immediately. |
| Toggle | View & layout | Row colors | cl_serverbrowser_row_colors | Zebra-stripe alternate row colors for easier scanning of long lists. Applies immediately. |
| Section | Filters | Filters | ||
| Toggle | Filters | Hide empty | cl_serverbrowser_hide_empty | Hide servers with zero human players (bots don't count). Applies immediately. |
| Toggle | Filters | Hide full | cl_serverbrowser_hide_full | Hide servers that are at capacity (players >= max slots). Applies immediately. |
| Toggle | Filters | Only with players | cl_serverbrowser_only_players | Show only servers with at least one human player (hides empty and bot-only). Applies immediately. |
| Slider | Filters | Max ping | cl_serverbrowser_max_ping | Hide servers whose ping exceeds this many ms. 0 = no limit. Applies immediately. |
| Toggle | Filters | Show passworded | cl_serverbrowser_show_passworded | Show password-protected servers (you can still join if you know the password). Applies immediately. |
| Toggle | Filters | Show down | cl_serverbrowser_show_down | Show unreachable / down servers greyed out instead of hiding them. Applies immediately. |
| Section | Sources | Sources | ||
| List | Sources | Default source | cl_serverbrowser_default_source | Source tab opened by default: q2servers.com, Favorites, LAN, or Custom. Applies immediately. [q2servers.com / favorites / LAN / custom] |
| Field | Sources | Custom source | cl_serverbrowser_custom_source | URL for the Custom source tab (supports composite favorites:// file:// broadcast:// syntax). |
| Section | Service | Service | ||
| Navigation | Service | Open server browser... | serverbrowser_open_modern | Open the modern server browser overlay. |
| Navigation | Service | Open legacy browser... | serverbrowser_open_legacy | Open the classic (legacy) server browser menu. |
| Key | Service | Toggle key | serverbrowser_toggle | Bind a key that opens/closes the server browser overlay. |
Advanced Network (q2prox_advanced_network)
Path: Main menu → Online Play Setup → Advanced Network
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Bandwidth | Bandwidth | ||
| Slider | Bandwidth | Bandwidth rate | rate | rate: bandwidth your client requests from the server, bytes/sec. Server may cap it. Typical modern broadband: 25000..100000. Server-visible userinfo cvar. Applies immediately. |
| Slider | Bandwidth | Message size | msg | msg: server message size hint. 0 = small, 1 = normal (default), 2 = large. Some servers reject high values. Applies immediately. |
| Section | Framerate | Framerate | ||
| Slider | Framerate | Client FPS limit | cl_maxfps | cl_maxfps: client framerate cap. 0 = uncapped. The renderer can still produce more frames if cl_async 1 is set. Applies immediately. |
| Slider | Framerate | Renderer FPS limit | r_maxfps | r_maxfps: renderer-only framerate cap. Applies when cl_async 1; otherwise cl_maxfps is the gate. Applies immediately. |
| Section | Recent servers | Recent servers | ||
| Toggle | Recent servers | Auto-connect last server | cl_reconnect_last_server_auto | Automatically connect to the newest successfully played remote server on an otherwise idle cold start. Disabled by default; explicit +map, +connect, demo, URL or alias startup always wins. Applies immediately. |
| Slider | Recent servers | Recent server history | cl_reconnect_history_limit | Number of unique successfully played remote servers retained globally across all mods: 0 disables and clears history, 1 keeps only the last server, the default is 10, and 100 is the maximum. Applies immediately. |
| Navigation | Recent servers | Reconnect now | reconnect | Reconnect to the current process endpoint, or to the newest successfully played remote server when this is a fresh process. |
| Section | Packets & sync | Packets & sync | ||
| Slider | Packets & sync | Client packets / sec | cl_maxpackets | cl_maxpackets: max user-command packets per second sent to the server (10..125). Higher = more responsive but more upload bandwidth. Applies immediately. |
| Slider | Packets & sync | Server updates / sec | cl_updaterate | cl_updaterate: requested server updates per second (10..30 typical). Some servers cap it. Applies immediately. |
| List | Packets & sync | Async mode | cl_async | cl_async: 0 = synchronous client/render loop; 1 = asynchronous render loop (default). 2 = Asynchronous render loop with GPU sync fence where supported. Applies immediately. [Sync / Async / Async + GPU sync] |
| Toggle | Packets & sync | Instant packet | cl_instantpacket | cl_instantpacket: send a usercmd packet immediately after a button press instead of waiting for the next tick. Reduces input latency by up to one packet interval. Applies immediately. |
| Section | UDP port autoprobe | UDP port autoprobe | ||
| List | UDP port autoprobe | Auto-select client UDP port | cl_net_clientport_autoprobe | Auto-select the client UDP port: off, RTT (fast pre-connect challenge-RTT probe), or Full scan (live-session scan over 20 candidate ports). Applies immediately. [off / RTT / Full scan] |
| Slider | UDP port autoprobe | Auto-port safety watchdog | cl_net_clientport_autoprobe_time | Safety watchdog (0.1..180 s) that aborts probing if it runs too long. RTT finishes early; a full-scan run wants 60..180 s, below ~30 s warns. Applies immediately. |
| Slider | UDP port autoprobe | RTT candidate count | cl_net_clientport_autoprobe_ports | RTT candidate port count (2..60). Does not apply to Full scan (fixed 20 slots). Wider sweeps don't slow RTT. Default 6. Applies immediately. |
| Toggle | UDP port autoprobe | Full-scan indicator | cl_net_clientport_autoprobe_indicator | Show a blinking AUTO-PORT SCAN indicator while the full scan runs (no effect on RTT). Applies immediately. |
| Toggle | UDP port autoprobe | Autoport console log | cl_net_clientport_autoprobe_verbose | Print autoport progress to the console (slot switches, samples, winner, abort). Off = runs silently. Applies immediately. |
| Slider | UDP port autoprobe | Full-scan pre-scan grace | cl_net_clientport_autoprobe_settle_ms | Optional grace window (0..10000 ms) before the full scan applies its first slot. Raise only on slow-precache mods. Counts inside the watchdog. Applies immediately. |
Cvar Browser (q2prox_cvarbrowser)
Path: Main menu → Help / About Q2PRO-X → Cvar Browser
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Opacity | cl_cvar_browser_alpha | Opacity of the cvar browser overlay background. Applies immediately. | |
| Slider | Text scale | cl_cvar_browser_scale | Font / UI scale of the cvar browser overlay; 1.0 default. Applies immediately. | |
| Toggle | Remember last tab | cl_cvar_browser_remember_tab | Restore the last opened tab of the cvar browser on the next session. Applies immediately. | |
| Navigation | Open cvar browser... | cvar_help | Open the modern cvar reference browser overlay. | |
| Key | Toggle key | cvar_browser_toggle | Bind a key that opens/closes the cvar browser overlay. |
Demo Browser (q2prox_demobrowser)
Path: Main menu → Options → Advanced Q2PRO-X → Demo Browser
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | View & layout | View & layout | ||
| Slider | View & layout | Opacity | cl_demo_browser_alpha | Demo browser overlay background opacity. Applies immediately. |
| Slider | View & layout | Text scale | cl_demo_browser_scale | Demo browser text and UI scale (0.1..3.0). Applies immediately. |
| Toggle | View & layout | Fullscreen | cl_demo_browser_fullscreen | Maximize the browser to the full HUD; hides the resize grip (also toggled by header [F]). Applies immediately. |
| Toggle | View & layout | Show detail pane | cl_demo_browser_show_details | Show the right-side detail pane. Applies immediately. |
| Toggle | View & layout | Alternate row colors | cl_demo_browser_row_colors | Alternate row background for readability. Applies immediately. |
| Section | Demo listing | Demo listing | ||
| Toggle | Demo listing | Show partial / unreadable demos | cl_demo_browser_show_broken | Also list partial (playable, incomplete metadata) and unreadable demos. Applies immediately. |
| Toggle | Demo listing | Show demos from engine packs | cl_demo_browser_show_packed | Include demos from engine-visible packs (off by default). Applies immediately. |
| Toggle | Demo listing | Remember last tab | cl_demo_browser_remember_tab | Restore the last opened tab (All/Favorites/Date/Mod/Map/POV) next session. Applies immediately. |
| Section | Open | Open | ||
| Navigation | Open | Open demo browser... | demo_browser_open | Open the modern demo browser overlay (search and listing backed by the central index). |
| Key | Open | Toggle key | demo_browser_toggle | Bind a key that opens/closes the demo browser overlay. |
| Section | Index & service | Index & service | ||
| Toggle | Index & service | Auto-update demo information | cl_demo_index_autoscan | cl_demo_index_autoscan: refresh the shared demo index in the background whenever the browser opens. Cached entries remain available when off; manual refresh always works. Applies immediately. |
| Navigation | Index & service | Rebuild demo index | demo_index_rebuild | Full rescan: reparse every demo and rewrite the central index. |
| Navigation | Index & service | Refresh demo index | demo_index_refresh | Incremental refresh without reparsing unchanged demos. |
| Navigation | Index & service | Open legacy demo browser... | menu_demos | Open the legacy demo browser (kept for compatibility). |
Game Statistics (q2prox_game_statistics)
Path: Main menu → Options → Advanced Q2PRO-X → Game Statistics
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Collection | Collection | ||
| Toggle | Collection | Automatic statistics | cl_game_stats_auto | cl_game_stats_auto: refresh the demo library automatically on a plain cold start (no map, server, demo or URL on the command line). Off by default: nothing is scanned or parsed in the background until you ask for it. Applies immediately. |
| Slider | Collection | Period (days) | cl_game_stats_days | cl_game_stats_days: how far back to analyse, in whole local calendar days. 0 = today since local midnight, 7 = the last seven calendar days. Widening the window analyses only demos whose facts are missing; narrowing it analyses nothing. Applies immediately. |
| Slider | Collection | Minimum demo size (KB) | cl_game_stats_min_size_kb | cl_game_stats_min_size_kb: smallest demo Game Statistics looks at, in KiB. A few kilobytes of demo is a connect and a disconnect, not a match. Changing this re-answers instantly and reparses nothing; the Demo Browser still lists every file, and what was excluded is counted on the Data tab. Floor 1 KiB. Applies immediately. |
| Toggle | Collection | Statistics in intro | cl_game_stats_intro | cl_game_stats_intro: while the startup intro plays, show a short sequence of personal moments beside the main menu — one fact at a time. Needs both automatic statistics and the intro itself; with no qualifying match nothing is drawn. Applies immediately. |
| Navigation | Collection | Intro statistics content... | q2prox_game_statistics_intro | Choose every type of personal fact that may appear in the startup intro. All types are enabled by default. |
| Section | Actions | Actions | ||
| Navigation | Actions | Open game statistics... | game_stats_open | Open the Game Statistics overlay |
| Key | Actions | Toggle key | game_stats_toggle | game_stats_toggle: toggle the Q2PRO-X game statistics overlay |
| Navigation | Actions | Refresh statistics | game_stats_refresh | Incremental refresh: analyse only new or changed demos |
| Navigation | Actions | Rebuild current period | game_stats_rebuild | Re-analyse every demo in the current period from scratch |
| Navigation | Actions | Clear match facts | game_stats_cache_clear | Drop all stored match facts. File metadata, demos, favorites and playlists are kept. The overlay asks for confirmation. |
| Navigation | Actions | Demo library info | game_stats_info | Print the cache path, decoder versions, roots, counters and directory-walk totals to the console |
| Section | View & layout | View & layout | ||
| Slider | View & layout | Opacity | cl_game_stats_alpha | cl_game_stats_alpha: overlay background opacity (independent from scr_alpha) Applies immediately. |
| Slider | View & layout | Text scale | cl_game_stats_scale | cl_game_stats_scale: overlay text and chrome scale (independent from scr_scale); 0.1..3.0, step 0.01 Applies immediately. |
| Toggle | View & layout | Fullscreen | cl_game_stats_fullscreen | cl_game_stats_fullscreen: maximize the statistics overlay to fill the whole HUD; hides the resize grip. Applies immediately. |
| Toggle | View & layout | Show match details | cl_game_stats_show_details | cl_game_stats_show_details: show the detail pane beside the table. It describes the selected row instead of repeating it, and lists recent matches you can open or play. Hidden on Summary and Data, which are totals Applies immediately. |
| Toggle | View & layout | Alternate row colors | cl_game_stats_row_colors | cl_game_stats_row_colors: alternate row background colour for readability Applies immediately. |
| Toggle | View & layout | Pillarbox workspace | cl_game_stats_pillarbox_workspace | cl_game_stats_pillarbox_workspace: use the full presentation surface, including the pillarbox bars, as the overlay workspace Applies immediately. |
| Toggle | View & layout | Remember last tab | cl_game_stats_remember_tab | cl_game_stats_remember_tab: reopen the overlay on whichever tab (Summary / Matches / Opponents / Maps / Modes / Search / Data) was active last time. Applies immediately. |
Intro Statistics Content (q2prox_game_statistics_intro)
Path: Main menu → Primary Settings Masters → Intro Statistics Content
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Opening | Opening | ||
| Toggle | Opening | Greeting and period | cl_game_stats_intro_greeting | Show the player greeting and the exact analysed date span. Applies immediately. |
| Toggle | Opening | Last game | cl_game_stats_intro_last_game | Show the date of the newest demo included in the displayed match statistics. Applies immediately. |
| Section | Results | Results | ||
| Toggle | Results | Matches played | cl_game_stats_intro_matches | Applies immediately. |
| Toggle | Results | Wins, losses and draws | cl_game_stats_intro_results | Applies immediately. |
| Toggle | Results | Frags and deaths | cl_game_stats_intro_combat | Applies immediately. |
| Toggle | Results | Favorite kill weapon | cl_game_stats_intro_kill_weapon | Applies immediately. |
| Toggle | Results | Weapon that killed you | cl_game_stats_intro_death_weapon | Applies immediately. |
| Toggle | Results | Strategic item pickups | cl_game_stats_intro_items | Show every strategic item found in the accepted matches as its own cinematic line on every intro; no rotation between launches. Applies immediately. |
| Section | Preferences | Preferences | ||
| Toggle | Preferences | Favorite map | cl_game_stats_intro_map | Applies immediately. |
| Toggle | Preferences | Favorite mod | cl_game_stats_intro_mod | Applies immediately. |
| Toggle | Preferences | Frequent opponent | cl_game_stats_intro_opponent | Applies immediately. |
| Navigation | Preferences | Back | popmenu |
Demo Player (q2prox_demoplayer)
Path: Main menu → Options → Advanced Q2PRO-X → Demo Player
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Overlay | Overlay | ||
| Toggle | Overlay | Enabled | cl_demoplayer_overlay | Master switch for the modern playback overlay. Applies immediately. |
| Slider | Overlay | Opacity | cl_demoplayer_overlay_alpha | Playback overlay background opacity. Applies immediately. |
| Slider | Overlay | Text scale | cl_demoplayer_overlay_scale | Playback overlay text and UI scale (0.5..3.0). Applies immediately. |
| Slider | Overlay | Autohide | cl_demoplayer_overlay_autohide_sec | Hide the passive bar after N sec of real idle (0 = always visible while playing). Applies immediately. |
| Slider | Overlay | Seek step | cl_demoplayer_overlay_seek_step_sec | Seconds jumped by the < and > step-seek buttons. Applies immediately. |
| Slider | Overlay | Seek jump | cl_demoplayer_overlay_seek_jump_sec | Seconds jumped by the << and >> jump-seek buttons. Applies immediately. |
| Toggle | Overlay | Show score button | cl_demoplayer_overlay_show_score | Show the MVD-only [score] button while playing .mvd2. Applies immediately. |
| Section | MVD director | MVD director | ||
| List | MVD director | Mvd director | cl_demoplayer_mvd_director_mode | MVD auto-follow: quad/penta/leader follow current state. Next frag uses a pre-scanned frag timeline (survives seek/replay). Applies immediately. [off / next frag / quad / penta / leader] |
| Slider | MVD director | Mvd director lead | cl_demoplayer_mvd_director_lead_sec | Lead time (sec) for next-frag mode; also sets the cooldown after a manual POV override. Applies immediately. |
| List | MVD director | Next frag debug | cl_demoplayer_nextfrag_debug | Next-frag diagnostics: tick = director decisions + timeline. Scan = also every obituary accept/reject. Applies immediately. [off / tick / scan] |
| Section | Playback | Playback | ||
| Slider | Playback | Demo volume | cl_demoplayer_volume | Demo-playback volume multiplier. Final demo gain is s_volume * cl_demoplayer_volume. S_volume remains the master and is not rewritten. Applies immediately. |
| List | Playback | Demo gun | cl_demoplayer_gun | Demo POV gun visibility: force shown or hidden. Does not change cl_gun. Applies immediately. [show gun / hide gun] |
| List | Playback | Demo skins | cl_demoplayer_noskins | Demo skins: original as recorded, or force everyone to male/grunt. Does not change cl_noskins. Applies immediately. [original / no skins] |
| Slider | Playback | Y offset | cl_demoplayer_overlay_y | Vertical offset of the overlay from the bottom of the HUD, in px (0 = flush). Applies immediately. |
| Toggle | Playback | Disable draw interface | cl_demoplayer_hide_draws | Hide user draw items during playback (cl_timer / cl_lag / cl_ping, etc.). Applies immediately. |
| Toggle | Playback | Hide laghax HUD during demo playback | cl_laghax_hud_hide_demo | Auto-hide the laghax HUD during demo playback (same cvar as on the Laghax page). Applies immediately. |
| Section | Submenus & actions | Submenus & actions | ||
| Navigation | Submenus & actions | Demo analytics... | q2prox_demoanalytics | Demo analytics / heatmap: traffic, frags, pickups (MVD2 full scan; DM2 live POV). |
| Navigation | Submenus & actions | Item timers... | q2prox_demoitemtimers | Item respawn timers: ghost models, countdowns, player strip; per-category toggles. MVD2 only. |
| Navigation | Submenus & actions | Show demo player... | demo_player_open | Show the demo player overlay (unhides it after autohide / manual close). |
| Section | Keys | Keys | ||
| Key | Keys | Toggle key | demo_player_toggle | Bind a key that shows/hides the demo player overlay. |
| Key | Keys | Pause key | demo_pause_toggle | Bind a key to pause/resume the demo (default SPACE). |
| Key | Keys | Seek back key | +demo_seek_back | Hold to seek backwards; repeats every 1 s (default LEFTARROW). |
| Key | Keys | Seek forward key | +demo_seek_forward | Hold to seek forwards; repeats every 1 s (default RIGHTARROW). |
| Key | Keys | Playlist next key | demo_playlist_next | Bind a key to jump to the next playlist item. |
| Key | Keys | Playlist previous key | demo_playlist_prev | Bind a key to jump to the previous playlist item. |
| Key | Keys | Playlist clear key | demo_playlist_clear | Bind a key to clear the current playlist queue. |
Demo Analytics (q2prox_demoanalytics)
Path: Main menu → Options → Advanced Q2PRO-X → Demo Player → Demo Analytics
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | What to show | What to show | ||
| List | What to show | Analytics | cl_demo_analytics_mode | Which analytics layers the panel shows: off / traffic / frags / pickups / all. Applies immediately. [off / traffic / frags / pickups / all] |
| List | What to show | Style | cl_demo_analytics_style | Where analytics are drawn: HUD overview, in-world particles, or both. Applies immediately. [overview / world / both] |
| List | What to show | Time scope | cl_demo_analytics_time_scope | Time range: full demo, elapsed up to now, or a sliding window (last N sec). Applies immediately. [full / elapsed / window] |
| Slider | What to show | Window | cl_demo_analytics_window_sec | Sliding-window size (sec) when time scope = window. Applies immediately. |
| Section | Sampling | Sampling | ||
| Toggle | Sampling | Auto-scan MVD demos | cl_demo_analytics_mvd_autoscan | Auto-run the MVD pre-scan when an .mvd2 starts. Applies immediately. |
| List | Sampling | DM2 mode | cl_demo_analytics_dm2_mode | .dm2 fallback: off, or sample the live POV. Applies immediately. [off / live POV] |
| Slider | Sampling | Sample interval | cl_demo_analytics_sample_ms | Sampling interval (ms); lower = denser heatmap. Applies immediately. |
| Slider | Sampling | Cell size | cl_demo_analytics_cell_size | Heatmap cell size in world units. Applies immediately. |
| Slider | Sampling | Max cells drawn | cl_demo_analytics_draw_max_cells | Cap on traffic cells drawn per frame. Applies immediately. |
| Slider | Sampling | Max events drawn | cl_demo_analytics_draw_max_events | Cap on frag + pickup dots drawn per frame. Applies immediately. |
| Section | Appearance | Appearance | ||
| Slider | Appearance | HUD panel opacity | cl_demo_analytics_overview_alpha | HUD analytics panel background opacity. Applies immediately. |
| Slider | Appearance | World particle opacity | cl_demo_analytics_world_alpha | World particle opacity (style world/both). Applies immediately. |
| Slider | Appearance | World particle scale | cl_demo_analytics_world_scale | World particle size multiplier (0.25..4.0). Applies immediately. |
| Slider | Appearance | World particle lifetime | cl_demo_analytics_world_lifetime_sec | 0 = aggregate; >0 = trail mode, per-sample dots that fade over N sec. Applies immediately. |
| Section | Trails | Trails | ||
| Slider | Trails | Trail dot stride | cl_demo_analytics_trail_stride | Draw every Nth sample per slot (1 = densest trail). Applies immediately. |
| Toggle | Trails | Trail connect lines | cl_demo_analytics_trail_lines | Connect consecutive samples of the same slot with a line. Applies immediately. |
| List | Trails | Trail height mode | cl_demo_analytics_trail_height_mode | Trail dot height: entity origin, or near feet level (follows jumps/falls). Applies immediately. [origin / feet] |
| Slider | Trails | Trail feet Z offset | cl_demo_analytics_trail_feet_z | Z offset in feet mode (negative = toward floor, typical -24). Applies immediately. |
| Slider | Trails | Trail hover Z | cl_demo_analytics_trail_hover_z | Extra upward hover so dots don't clip into the floor. Applies immediately. |
| Toggle | Trails | Trail outline | cl_demo_analytics_trail_outline | Draw an outline behind trail dots, lines and HUD event dots. Applies immediately. |
| Slider | Trails | Outline alpha | cl_demo_analytics_trail_outline_alpha | Outline particle opacity (0..1). Applies immediately. |
| Slider | Trails | Outline scale | cl_demo_analytics_trail_outline_scale | Outline size relative to the foreground dot (1.0..3.0). Applies immediately. |
| Section | Legend & colors | Legend & colors | ||
| Toggle | Legend & colors | Show legend | cl_demo_analytics_show_legend | Show the counts + truncation line at the bottom of the HUD panel. Applies immediately. |
| Navigation | Legend & colors | Analytics colors... | q2prox_demoanalytics_colors | Open the analytics color editor (traffic, frag, pickup, trail, outline colors). |
| Section | Actions | Actions | ||
| Navigation | Actions | Rescan current demo | demo_analytics_rescan | Re-run the MVD pre-scan for the currently-playing demo. |
| Navigation | Actions | Print info to console | demo_analytics_info | Print the current analytics state to the console. |
Demo Item Timers (q2prox_demoitemtimers)
Path: Main menu → Options → Advanced Q2PRO-X → Demo Player → Demo Item Timers
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | World display | World display | ||
| List | World display | Item timers | cl_demo_item_timers_world | Master switch: off / world only (3D ghosts + labels) / strip only (2D icons + countdown) / both. MVD2 only. Applies immediately. [off / world only / strip only / both] |
| Slider | World display | Ghost opacity | cl_demo_item_timers_world_alpha | Opacity of ghost item models and countdown labels. Applies immediately. |
| Slider | World display | Ghost model scale | cl_demo_item_timers_world_scale | Ghost item model size multiplier (0.25..3.0). Applies immediately. |
| Navigation | World display | Items colors... | q2prox_demoitemtimers_colors | Open the per-item timer color editor (adaptive toggle + per-item text/ring colors). |
| Section | Armor | Armor | ||
| Toggle | Armor | Show green armor (jacket) | cl_demo_item_timers_show_armor_green | Track green (jacket) armor respawns. Applies immediately. |
| Toggle | Armor | Show yellow armor (combat) | cl_demo_item_timers_show_armor_yellow | Track yellow (combat) armor respawns. Applies immediately. |
| Toggle | Armor | Show red armor (body) | cl_demo_item_timers_show_armor_red | Track red (body) armor respawns. Applies immediately. |
| Section | Powerups | Powerups | ||
| Toggle | Powerups | Show Quad Damage | cl_demo_item_timers_show_quad | Track Quad Damage respawns. Applies immediately. |
| Toggle | Powerups | Show Invulnerability | cl_demo_item_timers_show_invuln | Track Invulnerability (pent) respawns. Applies immediately. |
| Toggle | Powerups | Show Silencer | cl_demo_item_timers_show_silencer | Track Silencer respawns. Applies immediately. |
| Toggle | Powerups | Show Rebreather | cl_demo_item_timers_show_breather | Track Rebreather respawns. Applies immediately. |
| Toggle | Powerups | Show Environment Suit | cl_demo_item_timers_show_enviro | Track Environment Suit respawns. Applies immediately. |
| Toggle | Powerups | Show Adrenaline | cl_demo_item_timers_show_adrenal | Track Adrenaline respawns. Applies immediately. |
| Toggle | Powerups | Show Mega Health | cl_demo_item_timers_show_megahealth | Track Mega Health respawns. Applies immediately. |
| Toggle | Powerups | Show Power Screen | cl_demo_item_timers_show_power_screen | Track Power Screen respawns. Applies immediately. |
| Toggle | Powerups | Show Power Shield | cl_demo_item_timers_show_power_shield | Track Power Shield respawns. Applies immediately. |
| Section | Weapons | Weapons | ||
| Toggle | Weapons | Show Rocket Launcher | cl_demo_item_timers_show_rl | Track Rocket Launcher respawns (off by default). Applies immediately. |
| Toggle | Weapons | Show BFG10K | cl_demo_item_timers_show_bfg | Track BFG10K respawns (off by default). Applies immediately. |
| Toggle | Weapons | Show Railgun | cl_demo_item_timers_show_rail | Track Railgun respawns (off by default). Applies immediately. |
| Section | Demo-player strip | Demo-player strip | ||
| Slider | Demo-player strip | Strip opacity | cl_demo_item_timers_strip_alpha | Item-timer strip background opacity. Applies immediately. |
| Toggle | Demo-player strip | Strip pillarbox workspace | cl_demo_item_timers_strip_pillarbox_workspace | Let the strip be dragged into the pillarbox / letterbox bars (full window). Applies immediately. |
| Navigation | Demo-player strip | Move strip | demo_item_timers_strip_edit | Drag the strip to any position (Enter/Escape to exit). |
| Navigation | Demo-player strip | Reset strip position | demo_item_timers_strip_reset | Reset the strip position to default. |
| Navigation | Demo-player strip | Print item-timer info | demo_item_timers_info | Print the item-timer cache to the console. |
Mod Command Overlay (q2prox_modhelp)
Path: Main menu → Online Play Setup → Mod Command Overlay
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Appearance | Appearance | ||
| Slider | Appearance | Opacity | cl_modhelp_alpha | Mod command overlay background opacity. Applies immediately. |
| Slider | Appearance | Text scale | cl_modhelp_scale | Overlay font / UI scale (0.1..2.0); 1.0 default. Applies immediately. |
| Toggle | Appearance | Compact mode | cl_modhelp_compact | Compact row layout so more command entries fit at once. Applies immediately. |
| Toggle | Appearance | Fullscreen | cl_modhelp_fullscreen | Expand the overlay to full screen instead of a compact pane. Applies immediately. |
| Toggle | Appearance | Show aliases | cl_modhelp_show_aliases | Show the aliases page (alternative names for commands). Applies immediately. |
| Section | Categories | Categories | ||
| Toggle | Categories | Show general | cl_modhelp_show_general | Show the general commands page (available to any connected player). Applies immediately. |
| Toggle | Categories | Show spectator | cl_modhelp_show_spectator | Show the spectator commands page (observer / chase-cam / scoreboard). Applies immediately. |
| Toggle | Categories | Show team | cl_modhelp_show_team | Show the team / captain commands page (join, captain actions, weapon drops). Applies immediately. |
| Toggle | Categories | Show stats | cl_modhelp_show_stats | Show the stats commands page (personal and match statistics). Applies immediately. |
| Toggle | Categories | Show voting | cl_modhelp_show_voting | Show the voting commands page (callvote / options / time left). Applies immediately. |
| Toggle | Categories | Show admin | cl_modhelp_show_admin | Show the admin commands page (server management). Applies immediately. |
| Section | Behavior | Behavior | ||
| List | Behavior | Overlay role | cl_modhelp_role | Role filter: auto detects from server state; the rest force a role view to preview its commands. Applies immediately. [auto / player / spectator / caster / captain / admin] |
| List | Behavior | Unavailable rows | cl_modhelp_unavailable | Commands unavailable in the current role: show / gray (dimmed) / hide. Applies immediately. [show / gray / hide] |
| Toggle | Behavior | Confirm dangerous | cl_modhelp_confirm_dangerous | Ask for inline confirmation before running dangerous commands (kickban, map reload). Applies immediately. |
| Toggle | Behavior | Prefer context page | cl_modhelp_prefer_context_page | On open, auto-pick the page matching your context (team/spectator/admin) instead of the last page. Applies immediately. |
| Section | Display | Display | ||
| Toggle | Display | Show row badges | cl_modhelp_show_badges | Show role / danger / category badges next to each command row. Applies immediately. |
| Toggle | Display | Keep last page | cl_modhelp_keep_page | Remember the last opened page across close/reopen this session. Applies immediately. |
| Toggle | Display | Show pinned first | cl_modhelp_show_pinned | Open the overlay on the pinned commands page first. Applies immediately. |
| Toggle | Display | Use local overrides | cl_modhelp_use_local | Prefer the local override database over server-provided help. Applies immediately. |
| Section | Actions & keys | Actions & keys | ||
| Navigation | Actions & keys | Toggle overlay... | modhelp_toggle | Toggle mod overlay on/off |
| Key | Actions & keys | Overlay toggle key | modhelp_toggle | Bind a key to toggle the mod-command overlay. |
| Key | Actions & keys | Search key | modhelp_search | Bind a key that focuses the overlay search box. |
Visibility Highlights (q2prox_vis)
Path: Main menu → Online Play Setup → Visibility Highlights
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Graphics quality | cl_vis_overlay_batch | Renderer path for visibility overlays. Applies immediately. [High / Performance] | |
| Toggle | Enable highlighting | cl_vis_enable | Master switch for all visibility highlighting. Applies immediately. | |
| Toggle | Single-player | cl_vis_singleplayer | Allow visibility highlights in local single-player/training. Applies immediately. | |
| Navigation | Items... | q2prox_vis_items | Item highlight settings: style, alpha, scale, class toggles and colours. | |
| Navigation | Weapons... | q2prox_vis_weapons | Weapon highlight settings: scale, per-weapon toggles and colours. | |
| Navigation | Players... | q2prox_vis_players | Player highlight settings: mode, style, colours, team and duel logic. | |
| Navigation | Visual effects... | q2prox_vfx | Bloom, colour grading and other visual effects. | |
| Navigation | Lighting presets... | q2prox_lighting_presets_hub | Apply lighting and colour presets. | |
| Navigation | Visibility presets... | q2prox_visibility_presets | Apply visibility highlight and bloom presets. | |
| Navigation | Visibility info... | cl_vis_items_info | Print item classification and visibility status. |
Visibility / Items (q2prox_vis_items)
Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Items
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Item highlighting | cl_vis_items | Toggle item highlighting. Applies immediately. | |
| List | Item style | cl_vis_items_style | Item highlight style: outline shell, color fill, or both. Applies immediately. [off / shell / tint / shell+tint] | |
| Slider | Tint alpha | cl_vis_items_alpha | Opacity of the item highlight overlay (tint and shell). Applies immediately. | |
| Slider | Shell alpha | cl_vis_items_shell_alpha | Opacity of the item outline (shell) pass only. Applies immediately. | |
| Slider | Shell thickness | cl_vis_items_shell_scale | Thickness of the item outline shell. Applies immediately. | |
| Slider | Item brightness | cl_vis_items_brightness | Brightness of item highlights; above 1 boosts saturation. Applies immediately. | |
| Slider | Item scale | cl_vis_items_scale | Enlarge pickup items so they read from range; 1 = stock size. Applies immediately. | |
| Navigation | Item toggles... | q2prox_vis_toggles | Per-class item toggles: health, armor, ammo, powerups and keys. | |
| Navigation | Item colors... | q2prox_vis_colors | Per-class item colours. |
Visibility / Weapons (q2prox_vis_weapons)
Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Weapons
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Weapon highlighting | cl_vis_weapons | Toggle weapon highlighting. Applies immediately. | |
| Slider | Weapon scale | cl_vis_weapons_scale | Enlarge dropped weapons so they read from range; 1 = stock size. Applies immediately. | |
| Navigation | Weapon toggles... | q2prox_vis_weapon_toggles | Per-weapon enable toggles. | |
| Navigation | Weapon colors... | q2prox_vis_weapon_colors | Per-weapon colours. |
Visibility / Players (q2prox_vis_players)
Path: Main menu → Options → Skins & Models → Visibility / Players
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Main | Main | ||
| Toggle | Main | Player highlighting | cl_vis_players | Toggle player highlighting. Applies immediately. |
| Navigation | Main | Skins & models... | g_skins | Open skin/model override and player setup settings. |
| List | Main | Player mode | cl_vis_players_mode | off/all/random FFA/duel/auto/team/model/model parts. Model = old uniform per-model colour. Model parts = separate head/arms/torso/legs/weapon colours. Applies immediately. [off / all / random FFA / duel / auto / team / model / model parts] |
| Navigation | Main | Player model colors... | q2prox_vis_player_model_colors | Old uniform per-model colours for Player mode = Model. |
| Navigation | Main | Player part colors... | q2prox_vis_player_parts | Body-part colours for Player mode = Model parts. |
| Section | Style & appearance | Style & appearance | ||
| List | Style & appearance | Player style | cl_vis_players_style | Player highlight style: outline shell, color fill, or both. Applies immediately. [off / shell / tint / shell+tint] |
| Slider | Style & appearance | Player tint alpha | cl_vis_players_alpha | Whole-player tint alpha. In Model+parts mode the part tint can replace this tint. Applies immediately. |
| Slider | Style & appearance | Player shell alpha | cl_vis_players_shell_alpha | Opacity of the player outline (shell) pass. Applies immediately. |
| Slider | Style & appearance | Player shell thickness | cl_vis_players_shell_scale | Thickness of the player outline shell. Applies immediately. |
| Slider | Style & appearance | Player scale | cl_vis_players_scale | Player model size. Applied ONLY in single-player or during .dm2/.mvd2 demo playback. Stock size on a live deathmatch server. Range 0.1..5.0, step 0.01. Applies immediately. |
| Slider | Style & appearance | Player brightness | cl_vis_players_brightness | Brightness of player highlights; above 1 adds an emissive glow. Applies immediately. |
| Toggle | Style & appearance | Highlight self | cl_vis_players_self | Also highlight yourself (visible only in third-person/chasecam). Applies immediately. |
| Section | Rules | Rules | ||
| Navigation | Rules | Teams and duel... | q2prox_vis_player_rules | Team, duel and auto-mode rules. |
Visibility / Teams and Duel (q2prox_vis_player_rules)
Path: Main menu → Options → Skins & Models → Visibility / Players → Visibility / Teams and Duel
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Auto fallback | cl_vis_players_auto_fallback | Auto-mode fallback when team/duel can't be resolved (default Random FFA). Applies immediately. [all / Random FFA] | |
| Slider | Duel hold | cl_vis_players_duel_hold_ms | How long a detected duel pair stays locked, in ms. Applies immediately. | |
| List | Team source | cl_vis_players_team_source | Team detection source: off, auto (skin-based), or OpenTDM. Applies immediately. [off / auto / opentdm] | |
| List | Team fallback | cl_vis_players_team_fallback | Team-mode fallback when a side can't be resolved (default Duel). Applies immediately. [all / Random FFA / duel] | |
| Slider | Team hold | cl_vis_players_team_hold_ms | How long a team assignment stays held if data goes stale, in ms. Applies immediately. | |
| List | Friendly color | cl_vis_players_team_friendly_color | Highlight color for teammates in Team mode. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Enemy color | cl_vis_players_team_enemy_color | Highlight color for enemies in Team mode. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Player Part Colors (q2prox_vis_player_parts)
Path: Main menu → Options → Skins & Models → Visibility / Players → Player Part Colors
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Settings | Settings | ||
| List | Settings | Color set | cl_vis_player_parts_source | Use one shared color set, or separate colors for male/female/cyborg. Applies immediately. [Global / Per model] |
| List | Settings | Weapon source | cl_vis_player_parts_weapon_source | Carried weapon colour source. Weapon palette uses the existing weapon-highlight colours. Custom uses the shared weapon colour below. Explicit per-model weapon colours override the palette. Applies immediately. [Weapon palette / Custom] |
| Slider | Settings | Alpha | cl_vis_player_parts_alpha | Part fill opacity; 0 hides the fill while keeping bloom. Applies immediately. |
| Toggle | Settings | Fullbright colors | cl_vis_player_parts_fullbright | Use raw part colours without multiplying by the skin texture. Applies immediately. |
| Toggle | Settings | Replace tint | cl_vis_player_parts_replace_tint | Replace the legacy whole-player tint with part tint instead of stacking both. Applies immediately. |
| Toggle | Settings | Disable whole-model outline | cl_vis_player_parts_no_shell | Disable the whole-model outline in Model+parts mode; keep part colours and their bloom. Independent of Replace tint. Applies immediately. |
| Section | Part colors | Part colors | ||
| List | Part colors | Head | cl_vis_player_parts_head_color | Shared head color. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Part colors | Arms | cl_vis_player_parts_arms_color | Shared arms color. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Part colors | Torso | cl_vis_player_parts_torso_color | Shared torso color. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Part colors | Legs | cl_vis_player_parts_legs_color | Shared legs color. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Part colors | Weapon | cl_vis_player_parts_weapon_color | Carried weapon custom color. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Body zones | Body zones | ||
| Slider | Body zones | Head start | cl_vis_player_parts_head_start | Normalized height where the head zone starts. Raise this if head colour leaks onto shoulders. Applies immediately. |
| Slider | Body zones | Border softness | cl_vis_player_parts_softness | Softness of head/torso/legs transitions. Lower values make cleaner borders. Applies immediately. |
| Slider | Body zones | Legs end | cl_vis_player_parts_legs_end | Normalized top of the legs zone. Applies immediately. |
| Section | Per model | Per model | ||
| Navigation | Per model | Model male... | q2prox_vis_player_parts_male | Separate part colours for the male model. |
| Navigation | Per model | Model female... | q2prox_vis_player_parts_female | Separate part colours for the female model. |
| Navigation | Per model | Model cyborg... | q2prox_vis_player_parts_cyborg | Separate part colours for the cyborg model. |
| Navigation | Per model | Reset to defaults | reset cl_vis_player_parts_source; reset cl_vis_player_parts_weapon_source; reset cl_vis_player_parts_alpha; reset cl_vis_player_parts_brightness; reset cl_vis_player_parts_fullbright; reset cl_vis_player_parts_replace_tint; reset cl_vis_player_parts_no_shell; reset cl_vis_player_parts_debug; reset cl_vis_player_parts_head_color; reset cl_vis_player_parts_arms_color; reset cl_vis_player_parts_torso_color; reset cl_vis_player_parts_legs_color; reset cl_vis_player_parts_weapon_color; reset cl_vis_player_parts_head_start; reset cl_vis_player_parts_softness; reset cl_vis_player_parts_legs_end | Reset this menu to defaults and refresh visible values immediately. |
Player Parts / male (q2prox_vis_player_parts_male)
Path: Main menu → Options → Skins & Models → Visibility / Players → Player Part Colors → Player Parts / male
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Head | cl_vis_player_parts_male_head_color | male head color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Arms | cl_vis_player_parts_male_arms_color | male arms color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Torso | cl_vis_player_parts_male_torso_color | male torso color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Legs | cl_vis_player_parts_male_legs_color | male legs color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Weapon | cl_vis_player_parts_male_weapon_color | male carried-weapon color override. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| Navigation | Reset male colors | reset cl_vis_player_parts_male_head_color; reset cl_vis_player_parts_male_arms_color; reset cl_vis_player_parts_male_torso_color; reset cl_vis_player_parts_male_legs_color; reset cl_vis_player_parts_male_weapon_color | Clear male-specific part colours so this model falls back to the global part colours. |
Player Parts / female (q2prox_vis_player_parts_female)
Path: Main menu → Options → Skins & Models → Visibility / Players → Player Part Colors → Player Parts / female
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Head | cl_vis_player_parts_female_head_color | female head color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Arms | cl_vis_player_parts_female_arms_color | female arms color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Torso | cl_vis_player_parts_female_torso_color | female torso color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Legs | cl_vis_player_parts_female_legs_color | female legs color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Weapon | cl_vis_player_parts_female_weapon_color | female carried-weapon color override. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| Navigation | Reset female colors | reset cl_vis_player_parts_female_head_color; reset cl_vis_player_parts_female_arms_color; reset cl_vis_player_parts_female_torso_color; reset cl_vis_player_parts_female_legs_color; reset cl_vis_player_parts_female_weapon_color | Clear female-specific part colours so this model falls back to the global part colours. |
Player Parts / cyborg (q2prox_vis_player_parts_cyborg)
Path: Main menu → Options → Skins & Models → Visibility / Players → Player Part Colors → Player Parts / cyborg
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Head | cl_vis_player_parts_cyborg_head_color | cyborg head color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Arms | cl_vis_player_parts_cyborg_arms_color | cyborg arms color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Torso | cl_vis_player_parts_cyborg_torso_color | cyborg torso color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Legs | cl_vis_player_parts_cyborg_legs_color | cyborg legs color. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Weapon | cl_vis_player_parts_cyborg_weapon_color | cyborg carried-weapon color override. Applies immediately. [Global / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| Navigation | Reset cyborg colors | reset cl_vis_player_parts_cyborg_head_color; reset cl_vis_player_parts_cyborg_arms_color; reset cl_vis_player_parts_cyborg_torso_color; reset cl_vis_player_parts_cyborg_legs_color; reset cl_vis_player_parts_cyborg_weapon_color | Clear cyborg-specific part colours so this model falls back to the global part colours. |
Vis Toggles (q2prox_vis_toggles)
Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Items → Vis Toggles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Health | Health | ||
| Toggle | Health | Health small | cl_vis_health_small | Highlight small health pickups (stimpacks). Applies immediately. |
| Toggle | Health | Health medium | cl_vis_health_medium | Highlight medium (10) health pickups. Applies immediately. |
| Toggle | Health | Health large | cl_vis_health_large | Highlight large health pickups. Applies immediately. |
| Toggle | Health | Health mega | cl_vis_health_mega | Highlight megahealth pickups. Applies immediately. |
| Section | Armor | Armor | ||
| Toggle | Armor | Armor shard | cl_vis_armor_shard | Highlight armor shards. Applies immediately. |
| Toggle | Armor | Armor jacket | cl_vis_armor_jacket | Highlight jacket (green) armor. Applies immediately. |
| Toggle | Armor | Armor combat | cl_vis_armor_combat | Highlight combat (yellow) armor. Applies immediately. |
| Toggle | Armor | Armor body | cl_vis_armor_body | Highlight body (red) armor. Applies immediately. |
| Toggle | Armor | Armor screen | cl_vis_armor_screen | Highlight the Power Screen pickup. Applies immediately. |
| Toggle | Armor | Armor shield | cl_vis_armor_shield | Highlight the Power Shield pickup. Applies immediately. |
| Section | Other | Other | ||
| Toggle | Other | Ammo | cl_vis_ammo | Highlight ammo pickups. Applies immediately. |
| Toggle | Other | Powerups | cl_vis_powerups | Highlight powerups (Quad, Invulnerability, etc.). Applies immediately. |
| Toggle | Other | Keys | cl_vis_keys | Highlight keys and mission items. Applies immediately. |
Vis Colors (q2prox_vis_colors)
Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Items → Vis Colors
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Health | Health | ||
| List | Health | Health small | cl_vis_health_small_color | Highlight color: small health. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Health | Health medium | cl_vis_health_medium_color | Highlight color: medium health. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Health | Health large | cl_vis_health_large_color | Highlight color: large health. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Health | Health mega | cl_vis_health_mega_color | Highlight color: megahealth. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Armor | Armor | ||
| List | Armor | Armor shard | cl_vis_armor_shard_color | Highlight color: armor shards. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Armor | Armor jacket | cl_vis_armor_jacket_color | Highlight color: jacket (green) armor. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Armor | Armor combat | cl_vis_armor_combat_color | Highlight color: combat (yellow) armor. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Armor | Armor body | cl_vis_armor_body_color | Highlight color: body (red) armor. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Armor | Armor screen | cl_vis_armor_screen_color | Highlight color: Power Screen. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Armor | Armor shield | cl_vis_armor_shield_color | Highlight color: Power Shield. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| Section | Other | Other | ||
| List | Other | Ammo | cl_vis_ammo_color | Highlight color: ammo. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Other | Powerups | cl_vis_powerups_color | Highlight color: powerups. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
| List | Other | Keys | cl_vis_keys_color | Highlight color: keys. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Weapon Toggles (q2prox_vis_weapon_toggles)
Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Weapons → Weapon Toggles
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Shotgun | cl_vis_weapon_shotgun | Highlight Shotgun pickups. Applies immediately. | |
| Toggle | Super shotgun | cl_vis_weapon_sshotgun | Highlight Super Shotgun pickups. Applies immediately. | |
| Toggle | Machinegun | cl_vis_weapon_machinegun | Highlight Machinegun pickups. Applies immediately. | |
| Toggle | Chaingun | cl_vis_weapon_chaingun | Highlight Chaingun pickups. Applies immediately. | |
| Toggle | Grenade launcher | cl_vis_weapon_grenade | Highlight Grenade Launcher pickups. Applies immediately. | |
| Toggle | Rocket launcher | cl_vis_weapon_rocket | Highlight Rocket Launcher pickups. Applies immediately. | |
| Toggle | Hyperblaster | cl_vis_weapon_hyperblaster | Highlight HyperBlaster pickups. Applies immediately. | |
| Toggle | Railgun | cl_vis_weapon_railgun | Highlight Railgun pickups. Applies immediately. | |
| Toggle | BFG10K | cl_vis_weapon_bfg | Highlight BFG10K pickups. Applies immediately. |
Weapon Colors (q2prox_vis_weapon_colors)
Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Weapons → Weapon Colors
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Shotgun | cl_vis_weapon_shotgun_color | Highlight color: Shotgun. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Super shotgun | cl_vis_weapon_sshotgun_color | Highlight color: Super Shotgun. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Machinegun | cl_vis_weapon_machinegun_color | Highlight color: Machinegun. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Chaingun | cl_vis_weapon_chaingun_color | Highlight color: Chaingun. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Grenade launcher | cl_vis_weapon_grenade_color | Highlight color: Grenade Launcher. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Rocket launcher | cl_vis_weapon_rocket_color | Highlight color: Rocket Launcher. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Hyperblaster | cl_vis_weapon_hyperblaster_color | Highlight color: HyperBlaster. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | Railgun | cl_vis_weapon_railgun_color | Highlight color: Railgun. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| List | BFG10K | cl_vis_weapon_bfg_color | Highlight color: BFG10K. Applies immediately. [Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] |
Scripts / Binds (q2prox_scripts)
Path: Main menu → Options → Advanced Q2PRO-X → Scripts / Binds
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Utility | Utility | ||
| Key | Utility | Weapon drop modifier | +dropw | Bind: hold so weapon-select binds drop the weapon instead of switching to it. |
| Key | Utility | Follow console IP | followip | Bind: connect to the last IP address printed in the console. |
| Key | Utility | Score dump to console | aadump | Bind: dump the current scoreboard to the console. |
| Key | Utility | Score dump to file | aashot | Bind: save the current scoreboard to a file. |
| Section | Match | Match | ||
| Key | Match | Ready | ready | Bind: signal Ready during match warmup. |
| Key | Match | Unready | unready | Bind: cancel your Ready status during warmup. |
| Key | Match | Vote yes | vote yes | Bind: cast a Yes vote on the current callvote. |
| Key | Match | Vote no | vote no | Bind: cast a No vote on the current callvote. |
| Section | Other | Other | ||
| Key | Other | Screenshot | screenshot | Bind: take a screenshot. |
| Navigation | Other | List macros... | macrolist | List all available console $macros in the console. |
Q2PRO-X / Player identity (q2prox_player_identity)
Path: Main menu → Play offline → Q2PRO-X / Player identity
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Field | Player name | name | name: player name shown to other clients (server userinfo cvar). Avoid Unicode in legacy servers. | |
| Field | Skin path | skin | skin: model/skin path, e.g. male/grunt or female/athena. Server userinfo cvar. Use the built-in Player Setup page for a visual picker. | |
| List | Hand | hand | hand: weapon hand. 0 = right (default), 1 = left, 2 = center. Server userinfo cvar. Applies immediately. [right / left / center] | |
| Slider | Field of view | fov | fov: horizontal field of view (degrees). Server userinfo cvar. Also accessible from Q2PRO-X / Mouse & Zoom. Applies immediately. | |
| List | Skin restriction | cl_noskins | cl_noskins: restrict which player models and skins are loaded. Off keeps every custom skin; male/grunt only forces the stock male model for everyone; + female/athena additionally allows that one stock female skin. Applies immediately. [Off / male/grunt only / male/grunt + female/athena] |
Q2PRO-X / Import missing legacy settings (q2prox_global_prefs)
Path: Main menu → Options → Config & Files → Q2PRO-X / Import missing legacy settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | What this page does | What this page does | ||
| Section | Adds global settings that are still missing from baseq2/q2pro-x/q2pro-x.cfg | Adds global settings that are still missing from baseq2/q2pro-x/q2pro-x.cfg | ||
| Section | Values that are already stored are never replaced | Values that are already stored are never replaced | ||
| Section | What it does not do | What it does not do | ||
| Section | It never touches key bindings, aliases or exec files | It never touches key bindings, aliases or exec files | ||
| Section | It never changes per-mod configs or your own files | It never changes per-mod configs or your own files | ||
| Navigation | It never changes per-mod configs or your own files | Info... | q2prox_cfg_global_prefs_info | Print the schema marker, the GLOBAL/LOCAL/EXCLUDED ownership counts and the last result to the console. |
| Navigation | It never changes per-mod configs or your own files | Add them now... | q2prox_cfg_global_prefs_migrate | Add the global settings that are missing from the global config right now. Existing values and every key binding are left untouched. |
Q2PRO-X / Voice Chat (q2prox_voice)
Path: Main menu → Quick Setup → Q2PRO-X / Voice Chat
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Room | Room | ||
| Toggle | Room | Voice chat enabled | vc_enable | Master switch for voice chat (OpenAL required to transmit and receive). Applies immediately. |
| Toggle | Room | Autojoin on connect | vc_autojoin | Auto-join the voice room when you connect to a game server. Applies immediately. |
| List | Room | Room mode | vc_room_mode | Room choice: one room per game server, or a manual named room. Applies immediately. [server / manual] |
| Field | Room | Manual room name | vc_room_name | Room name used when Room mode is Manual. |
| Field | Room | Control server | vc_server | URL of the voice control server. |
| Section | Microphone & audio | Microphone & audio | ||
| Toggle | Microphone & audio | Microphone enabled | vc_mic_enable | Allow microphone capture (requires the OpenAL sound engine). Applies immediately. |
| Navigation | Microphone & audio | Mic device... | q2prox_voice_mic_pick | Pick the capture device; (default) follows the Windows default mic. |
| List | Microphone & audio | Transmit mode | vc_ptt_mode | Transmit mode: voice activation (VAD) or push-to-talk. Applies immediately. [voice activation / push-to-talk] |
| Slider | Microphone & audio | VAD threshold | vc_vad_threshold | Voice-activation trigger level; lower = more sensitive. Applies immediately. |
| Slider | Microphone & audio | Mic gain | vc_input_gain | Microphone gain; 1.0 = unchanged, up to 10x. Applies immediately. |
| Slider | Microphone & audio | Receive volume | vc_receive_volume | Incoming voice volume, separate from s_volume; up to 10x (needs OpenAL). Applies immediately. |
| Toggle | Microphone & audio | Deafen | vc_deafen | Mute all incoming voice; you can still transmit. Applies immediately. |
| Section | Join & keys | Join & keys | ||
| Field | Join & keys | Display name | vc_display_name | Your name in the voice room; empty = use your player name. |
| Navigation | Join & keys | Join room | voice_join | Join the voice room for the current server (or the manual room). |
| Navigation | Join & keys | Leave room | voice_leave | Leave the current voice room. |
| Key | Join & keys | PTT key | +voiceptt | Bind: push-to-talk — hold to transmit voice. |
| Key | Join & keys | Mic toggle key | voice_mic_toggle | Bind: toggle the microphone on or off. |
| Section | Service | Service | ||
| Navigation | Service | Restore voice defaults | voice_defaults | Reset only voice settings to the hosted baseline (vc_relay untouched). |
Q2PRO-X / Single Player Training (q2prox_sp_training_root)
Path: Main menu → Play offline → Q2PRO-X / Single Player Training
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Skill | skill | Quake II difficulty for the next loaded map. Higher skill also allows stronger monsters in DM training. Applies immediately. | |
| Navigation | Map selection... | q2prox_sp_training_map_picker | ||
| Navigation | Training settings... | q2prox_sp_dm_training | ||
| Navigation | Cancel | forcemenuoff |
Q2PRO-X / Single Player Training / Map (q2prox_sp_training_map_picker)
Path: Main menu → Play offline → Q2PRO-X / Single Player Training → Q2PRO-X / Single Player Training / Map
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Field | Map name | cl_sp_mutate_dm_custom_map | Target map name (e.g. q2dm1, q2dm3, custom_dm). | |
| Navigation | Start map | forcemenuoff; sp_dm_start_training | ||
| Navigation | Back | q2prox_sp_training_root |
DM Map Training — Victory (q2prox_sp_dm_round_victory)
Path: DM Map Training — Victory
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Restart this map | forcemenuoff; sv sp_dm_restart | ||
| Navigation | Exit to main menu | forcemenuoff; disconnect |
DM Map Training — Defeat (q2prox_sp_dm_round_failed)
Path: DM Map Training — Defeat
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Restart this map | forcemenuoff; sv sp_dm_restart | ||
| Navigation | Exit to main menu | forcemenuoff; disconnect |
AVFX Player Contact Presets (q2prox_avfx_contact_presets)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Player Contact Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Factory | Factory | ||
| Navigation | Factory | Basic | q2prox_avfx_contact_factory_basic | Balanced Factory profile: the shipped defaults for every contact setting. |
| Navigation | Factory | Extra | q2prox_avfx_contact_factory_extra | Extra Factory profiles: Cinematic Extra (heavier amount, longer lifetimes, Extra quality) and Bloody World (the project owner's own tuning). |
| Section | Custom (global) | Custom (global) | ||
| Navigation | Custom (global) | Custom (global) | q2prox_avfx_contact_custom_global | Open 12 global Player Contact preset slots shared by every mod. |
| Section | Settings | Settings | ||
| Navigation | Settings | Player Contact Effect settings... | q2prox_avfx_contact_settings | Open every Player Contact Effect setting: blood, marks, vaporization, budgets and per-weapon behaviour. |
| Navigation | Settings | Reset contact settings | cl_avfx_contact_defaults; q2prox_cfg_save_local | Reset every Player Contact setting to its Factory default and clear the contact state. Ordinary AVFX settings are not touched. |
| Section | Info | Info | ||
| Navigation | Info | Info | q2prox_avfx_contact_info | What this layer does, what it never does, and how its presets stay separate from the ordinary AVFX presets. |
Factory: Basic (q2prox_avfx_contact_factory_basic)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Player Contact Presets → Factory: Basic
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Balanced | cl_avfx_contact_preset_load_factory balanced; q2prox_cfg_save_local | Load the Balanced Factory profile: every contact setting at its shipped default, quality High. |
Factory: Extra (q2prox_avfx_contact_factory_extra)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Player Contact Presets → Factory: Extra
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Cinematic Extra | cl_avfx_contact_preset_load_factory cinematic_extra; q2prox_cfg_save_local | Load the Cinematic Extra Factory profile: the same weapon behaviour with more blood, longer lifetimes and the Extra quality tier. | |
| Navigation | Bloody World | cl_avfx_contact_preset_load_factory bloody_world; q2prox_cfg_save_local | Load the Bloody World Extra profile: the project owner's own tuning - heavy, long-lived blood, large pools, scene reflections on, Extra quality. |
Player Contact Presets (Global) (q2prox_avfx_contact_custom_global)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Player Contact Presets → Player Contact Presets (Global)
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Preset name | Slot 1 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 1 | Load global Player Contact preset slot 1. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 1 | Save the current Player Contact settings to global slot 1. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 1 | Rename global Player Contact preset slot 1. | |
| Preset name | Slot 2 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 2 | Load global Player Contact preset slot 2. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 2 | Save the current Player Contact settings to global slot 2. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 2 | Rename global Player Contact preset slot 2. | |
| Preset name | Slot 3 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 3 | Load global Player Contact preset slot 3. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 3 | Save the current Player Contact settings to global slot 3. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 3 | Rename global Player Contact preset slot 3. | |
| Preset name | Slot 4 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 4 | Load global Player Contact preset slot 4. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 4 | Save the current Player Contact settings to global slot 4. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 4 | Rename global Player Contact preset slot 4. | |
| Preset name | Slot 5 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 5 | Load global Player Contact preset slot 5. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 5 | Save the current Player Contact settings to global slot 5. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 5 | Rename global Player Contact preset slot 5. | |
| Preset name | Slot 6 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 6 | Load global Player Contact preset slot 6. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 6 | Save the current Player Contact settings to global slot 6. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 6 | Rename global Player Contact preset slot 6. | |
| Preset name | Slot 7 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 7 | Load global Player Contact preset slot 7. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 7 | Save the current Player Contact settings to global slot 7. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 7 | Rename global Player Contact preset slot 7. | |
| Preset name | Slot 8 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 8 | Load global Player Contact preset slot 8. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 8 | Save the current Player Contact settings to global slot 8. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 8 | Rename global Player Contact preset slot 8. | |
| Preset name | Slot 9 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 9 | Load global Player Contact preset slot 9. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 9 | Save the current Player Contact settings to global slot 9. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 9 | Rename global Player Contact preset slot 9. | |
| Preset name | Slot 10 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 10 | Load global Player Contact preset slot 10. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 10 | Save the current Player Contact settings to global slot 10. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 10 | Rename global Player Contact preset slot 10. | |
| Preset name | Slot 11 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 11 | Load global Player Contact preset slot 11. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 11 | Save the current Player Contact settings to global slot 11. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 11 | Rename global Player Contact preset slot 11. | |
| Preset name | Slot 12 name | |||
| Navigation | Load | ui_avfx_contact_load_global_custom 12 | Load global Player Contact preset slot 12. | |
| Navigation | Save | ui_avfx_contact_save_global_custom 12 | Save the current Player Contact settings to global slot 12. | |
| Navigation | Rename | ui_avfx_contact_rename_global_custom 12 | Rename global Player Contact preset slot 12. |
Player Contact Effects (q2prox_avfx_contact_settings)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | General and blood... | q2prox_avfx_contact_general | Layer master, quality, distance and every blood control. | |
| Navigation | Marks and vaporization... | q2prox_avfx_contact_decals_vapor | Weapon surface marks and BFG vaporization. | |
| Navigation | Surface debris... | q2prox_avfx_contact_debris | Physical surface fragments and their global simulation controls. | |
| Navigation | Blood reflections... | q2prox_avfx_contact_reflections | Independent SSR and model reflections in blood sheets. | |
| Navigation | Budgets... | q2prox_avfx_contact_budgets | Hard caps on everything the layer keeps alive at once. | |
| Navigation | Weapons: light... | q2prox_avfx_contact_weapons_a | Per-weapon blood, corpse pool and mark behaviour: light. | |
| Navigation | Weapons: automatic... | q2prox_avfx_contact_weapons_b | Per-weapon blood, corpse pool and mark behaviour: automatic. | |
| Navigation | Weapons: explosive... | q2prox_avfx_contact_weapons_c | Per-weapon blood, corpse pool and mark behaviour: explosive. |
General and blood (q2prox_avfx_contact_general)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → General and blood
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Player Contact Effects | cl_avfx_contact | Master switch for the whole Player Contact layer. It is a child of the AVFX master, and off means exactly zero work. Applies immediately. | |
| List | Quality | cl_avfx_contact_quality | Detail and per-frame budget of the contact layer. Each tier carries its own immutable ceilings on droplets, collision probes, model marks, world blood, impact marks and vapor; your own caps below can only lower them, never raise them. Applies immediately. [Low / Basic / High / Extra] | |
| Slider | Maximum distance | cl_avfx_contact_distance | Contacts farther than this from the camera are not submitted for drawing. Lower values keep a busy fight cheap without changing what actually happened. Applies immediately. | |
| Slider | Detail scale | cl_avfx_contact_lod | Scales the AMOUNT of everything the layer emits, inside the hard caps. Below 1.00 it thins satellites, smoke lobes and collision probes first, and the immediate hit feedback last. Applies immediately. | |
| Toggle | Blood | cl_avfx_contact_blood | Family switch for every blood visual: model wounds, airborne spray, world stains, water response and corpse pools. Off keeps the stock Quake II blood; it does not hide flesh hits. Applies immediately. | |
| Toggle | Wounds on models | cl_avfx_contact_blood_model | Irregular wounds projected onto the opponent's model at the real hit point. They follow the animation instead of sliding, and expire on their own lifetime or when the model changes. Applies immediately. | |
| Toggle | Sprays and fountains | cl_avfx_contact_blood_spray | Ballistic blood in the air: droplets, filaments and mist thrown from the wound. Sustained fire builds a repeated fountain and it decays naturally after you release the trigger. Applies immediately. | |
| Toggle | Stains on the world | cl_avfx_contact_blood_surface | Splashes, stains and running drips on real floors and walls, clipped to the actual surface so nothing hangs over an edge or runs through a wall. Applies immediately. | |
| Toggle | Corpse pools | cl_avfx_contact_blood_corpse | Wound-fed leakage and a growing pool under a body, released only when death is actually proven. A disappearance on its own is never treated as a death, so no phantom pool appears. Applies immediately. | |
| Toggle | Blood in water and puddles | cl_avfx_contact_blood_water | Blood reaching real BSP water spreads as a short-lived dye film on the animated liquid surface; blood reaching an existing AVFX puddle stays inside its real boundary and ripples it. Applies immediately. | |
| Slider | Blood colour: red | cl_avfx_contact_blood_r | Red channel of the blood colour. The same colour is used for model wounds, airborne blood and world stains; lighting may darken it but never replaces it. Applies immediately. | |
| Slider | Blood colour: green | cl_avfx_contact_blood_g | Green channel of the blood colour. The same colour is used for model wounds, airborne blood and world stains; lighting may darken it but never replaces it. Applies immediately. | |
| Slider | Blood colour: blue | cl_avfx_contact_blood_b | Blue channel of the blood colour. The same colour is used for model wounds, airborne blood and world stains; lighting may darken it but never replaces it. Applies immediately. | |
| Slider | Blood opacity | cl_avfx_contact_blood_alpha | Base opacity of every blood visual before age and lighting are applied. Applies immediately. | |
| Slider | Blood amount | cl_avfx_contact_blood_amount | Global multiplier on how much blood a contact produces. It scales the emission, not the size of a single droplet. Applies immediately. | |
| Slider | Blood size | cl_avfx_contact_blood_size | Scales droplets, wounds and stains together. Applies immediately. | |
| Slider | Spray velocity | cl_avfx_contact_blood_velocity | Initial speed of the blood leaving the wound. Higher values throw it farther before gravity and drag take over. Applies immediately. | |
| Slider | Gravity | cl_avfx_contact_blood_gravity | How strongly airborne blood falls. 0.00 leaves it floating along its initial direction. Applies immediately. | |
| Slider | Air drag | cl_avfx_contact_blood_drag | How quickly airborne blood loses speed. Higher values make short, heavy spatter; lower values make long filaments. Applies immediately. | |
| Slider | Spread | cl_avfx_contact_blood_spread | Angular width of the spray around the impact direction. Applies immediately. | |
| Slider | Viscosity | cl_avfx_contact_blood_viscosity | How thickly blood spreads and runs on a surface. Higher values keep it tight and slow; lower values let it spread wide and thin. Applies immediately. | |
| Slider | Sustained fire gain | cl_avfx_contact_blood_sustained | How much continuous fire on the same target builds the fountain. 0.00 makes every hit independent. Applies immediately. | |
| Slider | Corpse flow rate | cl_avfx_contact_blood_corpse_flow | How fast the stored blood leaves a proven corpse and feeds its pool. Applies immediately. | |
| Slider | Wound lifetime | cl_avfx_contact_blood_model_lifetime | How long a wound stays on a living model. 0 disables model wounds entirely and purges the ones already there. Applies immediately. | |
| Slider | Stain lifetime | cl_avfx_contact_blood_surface_lifetime | How long a blood stain stays on the world. 0 disables persistent stains and purges the ones already there. Applies immediately. | |
| Slider | Corpse pool lifetime | cl_avfx_contact_blood_corpse_lifetime | How long a corpse pool and its leak stay. 0 disables corpse pools entirely. Applies immediately. |
Marks and vaporization (q2prox_avfx_contact_decals_vapor)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → Marks and vaporization
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Weapon surface marks | cl_avfx_contact_decals | Weapon- and material-specific impact marks on world surfaces: punctures, pellet clusters, plasma char, rail grooves and blast soot. Each mark is clipped to the real surface and never crosses an edge or a wall. Applies immediately. | |
| Slider | Mark opacity | cl_avfx_contact_decal_alpha | Base opacity of every weapon impact mark. Applies immediately. | |
| Slider | Mark size | cl_avfx_contact_decal_size | Global multiplier on the size of every weapon impact mark. Applies immediately. | |
| Slider | Material response | cl_avfx_contact_decal_roughness | How strongly a mark takes on the surface it landed on. Higher values deepen the difference between a dry wall, wet stone and metal. Applies immediately. | |
| Slider | Mark lifetime | cl_avfx_contact_decal_lifetime | How long a weapon impact mark stays. 0 disables persistent marks and purges the ones already there; the transient stock impact feedback is kept either way. Applies immediately. | |
| Toggle | Weapon vaporization | cl_avfx_contact_vaporize | Enable configured weapon vapor effects. Vaporization adds residue, smoke and heat; it never disables independently configured blood. Applies immediately. | |
| Slider | Residue amount | cl_avfx_contact_vapor_residue | How much scorched residue a vaporizing hit leaves on the target and the nearest valid surface. Applies immediately. | |
| Slider | Residue lifetime | cl_avfx_contact_vapor_residue_lifetime | How long vaporization residue stays. 0 disables it. Applies immediately. | |
| Slider | Smoke amount | cl_avfx_contact_vapor_smoke | How many smoke lobes rise from a vaporized target. Applies immediately. | |
| Slider | Smoke lifetime | cl_avfx_contact_vapor_smoke_lifetime | How long each smoke lobe lives. 0 disables the smoke. Applies immediately. | |
| Slider | Smoke rise height | cl_avfx_contact_vapor_smoke_height | How high the smoke climbs above the body volume. Applies immediately. | |
| Toggle | Heat shimmer | cl_avfx_contact_vapor_heat_haze | Short-lived air distortion over a vaporized body. It is optional by backend capability: where the renderer cannot provide it, the rest of the vaporization is unchanged and nothing is substituted. Applies immediately. |
Surface debris (q2prox_avfx_contact_debris)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → Surface debris
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Surface debris | cl_avfx_contact_debris | Physical chips and fragments thrown from the real impact surface. The amount and size remain weapon-specific below. Applies immediately. | |
| Slider | Global debris amount | cl_avfx_contact_debris_amount | Global multiplier for every weapon's debris count. Applies immediately. | |
| Slider | Global debris size | cl_avfx_contact_debris_size | Global multiplier for fragment size, independent from count. Applies immediately. | |
| Slider | Debris lifetime | cl_avfx_contact_debris_lifetime | How long airborne surface fragments remain visible. Applies immediately. | |
| Slider | Debris gravity | cl_avfx_contact_debris_gravity | Gravity multiplier for surface fragments. Applies immediately. |
Blood reflections (q2prox_avfx_contact_reflections)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → Blood reflections
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Blood-pool scene reflection (SSR) | cl_avfx_contact_blood_scene_reflection | Real screen-space reflection in horizontal blood sheets. Blood owns one SSR layer on BSP and Surface Materials; on AVFX puddles or water it inherits the existing liquid reflection to prevent a duplicate pass. Applies immediately. | |
| Slider | Scene reflection strength | cl_avfx_contact_blood_scene_reflection_strength | Strength of the world/static SSR contribution in blood. Applies immediately. | |
| List | Scene reflection quality | cl_avfx_contact_blood_scene_reflection_quality | SSR march precision. Higher values are crisper and cost more GPU time. Applies immediately. [Low / Medium / High / Ultra] | |
| Toggle | Blood-pool model reflection | cl_avfx_contact_blood_model_reflection | Coloured local model reflections clipped to actual horizontal blood footprints. At least one category below must be enabled. Applies immediately. | |
| Slider | Model reflection strength | cl_avfx_contact_blood_model_reflection_strength | Opacity of coloured model reflections in blood. Applies immediately. | |
| List | Model reflection quality | cl_avfx_contact_blood_model_reflection_quality | Controls receiver population and distance before model replay work. Applies immediately. [Performance / Medium / Quality / Ultra / Extra] | |
| Toggle | Category: Pickup weapons | cl_avfx_contact_blood_model_reflection_weapons | Allow pickup weapons to reflect in blood pools. Applies immediately. | |
| Toggle | Category: Armor | cl_avfx_contact_blood_model_reflection_armor | Allow armor to reflect in blood pools. Applies immediately. | |
| Toggle | Category: Items | cl_avfx_contact_blood_model_reflection_items | Allow items to reflect in blood pools. Applies immediately. | |
| Toggle | Category: Players and monsters | cl_avfx_contact_blood_model_reflection_actors | Allow players and monsters to reflect in blood pools. Applies immediately. | |
| Toggle | Category: Projectiles and rail beam | cl_avfx_contact_blood_model_reflection_projectiles | Allow projectiles and rail beam to reflect in blood pools. Applies immediately. | |
| Slider | Reflection distortion | cl_avfx_contact_blood_reflection_distort | Optional moving-liquid distortion shared by blood SSR and model reflection. Applies immediately. | |
| Slider | Distortion speed | cl_avfx_contact_blood_reflection_distort_speed | Travel speed of reflection ripples; 0 freezes their animation. Applies immediately. |
Budgets (q2prox_avfx_contact_budgets)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → Budgets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Slider | Tracked targets | cl_avfx_contact_max_targets | How many opponents keep their own wound, burst and reservoir state at once. The least recently hit target is dropped first. Applies immediately. | |
| Slider | Airborne droplets | cl_avfx_contact_max_droplets | Hard cap on visible blood droplets. The active quality tier may lower it further; it can never raise it. Applies immediately. | |
| Slider | Collision traces per frame | cl_avfx_contact_max_collision_probes | How many representative droplet trajectories may be traced against the world each frame. Untraced droplets render as satellites of a traced one. Applies immediately. | |
| Slider | Wounds on models | cl_avfx_contact_max_model_marks | Hard cap on animated wounds across every target at once. Applies immediately. | |
| Slider | World blood marks | cl_avfx_contact_max_surface_blood | Hard cap on blood stains, drips and pools present in the world. Applies immediately. | |
| Slider | Weapon marks | cl_avfx_contact_max_decals | Hard cap on weapon impact marks present in the world. Applies immediately. | |
| Slider | Vapor records | cl_avfx_contact_max_vapor | Hard cap on vaporization residue, smoke and shimmer records. Applies immediately. | |
| Slider | Surface debris | cl_avfx_contact_max_debris | Hard cap on airborne surface fragments across all weapon impacts. Applies immediately. |
Weapons: light (q2prox_avfx_contact_weapons_a)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → Weapons: light
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Generic / fallback | Generic / fallback | ||
| Toggle | Generic / fallback | Generic / fallback contacts | cl_avfx_contact_weapon_generic_enable | Master switch for every Player Contact effect caused by the Generic / fallback. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Generic / fallback | Generic / fallback blood on a living target | cl_avfx_contact_weapon_generic_live_blood | How much blood a Generic / fallback hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Generic / fallback | Generic / fallback corpse pool | cl_avfx_contact_weapon_generic_corpse_blood | How much blood a Generic / fallback kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Generic / fallback | Generic / fallback surface mark | cl_avfx_contact_weapon_generic_decal | Size and weight of the mark a Generic / fallback impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Generic / fallback | Generic / fallback vaporization | cl_avfx_contact_weapon_generic_vaporize | Add vaporization for the Generic / fallback: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Generic / fallback | Generic / fallback surface debris | cl_avfx_contact_weapon_generic_debris | Amount of physical surface fragments thrown by a Generic / fallback impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Generic / fallback | Generic / fallback debris size | cl_avfx_contact_weapon_generic_debris_size | Size multiplier for surface fragments thrown by a Generic / fallback impact. Applies immediately. |
| Section | Blaster | Blaster | ||
| Toggle | Blaster | Blaster contacts | cl_avfx_contact_weapon_blaster_enable | Master switch for every Player Contact effect caused by the Blaster. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Blaster | Blaster blood on a living target | cl_avfx_contact_weapon_blaster_live_blood | How much blood a Blaster hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Blaster | Blaster corpse pool | cl_avfx_contact_weapon_blaster_corpse_blood | How much blood a Blaster kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Blaster | Blaster surface mark | cl_avfx_contact_weapon_blaster_decal | Size and weight of the mark a Blaster impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Blaster | Blaster vaporization | cl_avfx_contact_weapon_blaster_vaporize | Add vaporization for the Blaster: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Blaster | Blaster surface debris | cl_avfx_contact_weapon_blaster_debris | Amount of physical surface fragments thrown by a Blaster impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Blaster | Blaster debris size | cl_avfx_contact_weapon_blaster_debris_size | Size multiplier for surface fragments thrown by a Blaster impact. Applies immediately. |
| Section | Shotgun | Shotgun | ||
| Toggle | Shotgun | Shotgun contacts | cl_avfx_contact_weapon_shotgun_enable | Master switch for every Player Contact effect caused by the Shotgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Shotgun | Shotgun blood on a living target | cl_avfx_contact_weapon_shotgun_live_blood | How much blood a Shotgun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Shotgun | Shotgun corpse pool | cl_avfx_contact_weapon_shotgun_corpse_blood | How much blood a Shotgun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Shotgun | Shotgun surface mark | cl_avfx_contact_weapon_shotgun_decal | Size and weight of the mark a Shotgun impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Shotgun | Shotgun vaporization | cl_avfx_contact_weapon_shotgun_vaporize | Add vaporization for the Shotgun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Shotgun | Shotgun surface debris | cl_avfx_contact_weapon_shotgun_debris | Amount of physical surface fragments thrown by a Shotgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Shotgun | Shotgun debris size | cl_avfx_contact_weapon_shotgun_debris_size | Size multiplier for surface fragments thrown by a Shotgun impact. Applies immediately. |
| Section | Super Shotgun | Super Shotgun | ||
| Toggle | Super Shotgun | Super Shotgun contacts | cl_avfx_contact_weapon_supershotgun_enable | Master switch for every Player Contact effect caused by the Super Shotgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Super Shotgun | Super Shotgun blood on a living target | cl_avfx_contact_weapon_supershotgun_live_blood | How much blood a Super Shotgun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Super Shotgun | Super Shotgun corpse pool | cl_avfx_contact_weapon_supershotgun_corpse_blood | How much blood a Super Shotgun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Super Shotgun | Super Shotgun surface mark | cl_avfx_contact_weapon_supershotgun_decal | Size and weight of the mark a Super Shotgun impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Super Shotgun | Super Shotgun vaporization | cl_avfx_contact_weapon_supershotgun_vaporize | Add vaporization for the Super Shotgun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Super Shotgun | Super Shotgun surface debris | cl_avfx_contact_weapon_supershotgun_debris | Amount of physical surface fragments thrown by a Super Shotgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Super Shotgun | Super Shotgun debris size | cl_avfx_contact_weapon_supershotgun_debris_size | Size multiplier for surface fragments thrown by a Super Shotgun impact. Applies immediately. |
Weapons: automatic (q2prox_avfx_contact_weapons_b)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → Weapons: automatic
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Machinegun | Machinegun | ||
| Toggle | Machinegun | Machinegun contacts | cl_avfx_contact_weapon_machinegun_enable | Master switch for every Player Contact effect caused by the Machinegun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Machinegun | Machinegun blood on a living target | cl_avfx_contact_weapon_machinegun_live_blood | How much blood a Machinegun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Machinegun | Machinegun corpse pool | cl_avfx_contact_weapon_machinegun_corpse_blood | How much blood a Machinegun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Machinegun | Machinegun surface mark | cl_avfx_contact_weapon_machinegun_decal | Size and weight of the mark a Machinegun impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Machinegun | Machinegun vaporization | cl_avfx_contact_weapon_machinegun_vaporize | Add vaporization for the Machinegun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Machinegun | Machinegun surface debris | cl_avfx_contact_weapon_machinegun_debris | Amount of physical surface fragments thrown by a Machinegun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Machinegun | Machinegun debris size | cl_avfx_contact_weapon_machinegun_debris_size | Size multiplier for surface fragments thrown by a Machinegun impact. Applies immediately. |
| Section | Chaingun | Chaingun | ||
| Toggle | Chaingun | Chaingun contacts | cl_avfx_contact_weapon_chaingun_enable | Master switch for every Player Contact effect caused by the Chaingun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Chaingun | Chaingun blood on a living target | cl_avfx_contact_weapon_chaingun_live_blood | How much blood a Chaingun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Chaingun | Chaingun corpse pool | cl_avfx_contact_weapon_chaingun_corpse_blood | How much blood a Chaingun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Chaingun | Chaingun surface mark | cl_avfx_contact_weapon_chaingun_decal | Size and weight of the mark a Chaingun impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Chaingun | Chaingun vaporization | cl_avfx_contact_weapon_chaingun_vaporize | Add vaporization for the Chaingun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Chaingun | Chaingun surface debris | cl_avfx_contact_weapon_chaingun_debris | Amount of physical surface fragments thrown by a Chaingun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Chaingun | Chaingun debris size | cl_avfx_contact_weapon_chaingun_debris_size | Size multiplier for surface fragments thrown by a Chaingun impact. Applies immediately. |
| Section | Hyperblaster | Hyperblaster | ||
| Toggle | Hyperblaster | Hyperblaster contacts | cl_avfx_contact_weapon_hyperblaster_enable | Master switch for every Player Contact effect caused by the Hyperblaster. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Hyperblaster | Hyperblaster blood on a living target | cl_avfx_contact_weapon_hyperblaster_live_blood | How much blood a Hyperblaster hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Hyperblaster | Hyperblaster corpse pool | cl_avfx_contact_weapon_hyperblaster_corpse_blood | How much blood a Hyperblaster kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Hyperblaster | Hyperblaster surface mark | cl_avfx_contact_weapon_hyperblaster_decal | Size and weight of the mark a Hyperblaster impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Hyperblaster | Hyperblaster vaporization | cl_avfx_contact_weapon_hyperblaster_vaporize | Add vaporization for the Hyperblaster: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Hyperblaster | Hyperblaster surface debris | cl_avfx_contact_weapon_hyperblaster_debris | Amount of physical surface fragments thrown by a Hyperblaster impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Hyperblaster | Hyperblaster debris size | cl_avfx_contact_weapon_hyperblaster_debris_size | Size multiplier for surface fragments thrown by a Hyperblaster impact. Applies immediately. |
| Section | Railgun | Railgun | ||
| Toggle | Railgun | Railgun contacts | cl_avfx_contact_weapon_railgun_enable | Master switch for every Player Contact effect caused by the Railgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Railgun | Railgun blood on a living target | cl_avfx_contact_weapon_railgun_live_blood | How much blood a Railgun hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Railgun | Railgun corpse pool | cl_avfx_contact_weapon_railgun_corpse_blood | How much blood a Railgun kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Railgun | Railgun surface mark | cl_avfx_contact_weapon_railgun_decal | Size and weight of the mark a Railgun impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Railgun | Railgun vaporization | cl_avfx_contact_weapon_railgun_vaporize | Add vaporization for the Railgun: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Railgun | Railgun surface debris | cl_avfx_contact_weapon_railgun_debris | Amount of physical surface fragments thrown by a Railgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Railgun | Railgun debris size | cl_avfx_contact_weapon_railgun_debris_size | Size multiplier for surface fragments thrown by a Railgun impact. Applies immediately. |
Weapons: explosive (q2prox_avfx_contact_weapons_c)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Player Contact Effects → Weapons: explosive
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Hand Grenade | Hand Grenade | ||
| Toggle | Hand Grenade | Hand Grenade contacts | cl_avfx_contact_weapon_handgrenade_enable | Master switch for every Player Contact effect caused by the Hand Grenade. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Hand Grenade | Hand Grenade blood on a living target | cl_avfx_contact_weapon_handgrenade_live_blood | How much blood a Hand Grenade hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Hand Grenade | Hand Grenade corpse pool | cl_avfx_contact_weapon_handgrenade_corpse_blood | How much blood a Hand Grenade kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Hand Grenade | Hand Grenade surface mark | cl_avfx_contact_weapon_handgrenade_decal | Size and weight of the mark a Hand Grenade impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Hand Grenade | Hand Grenade vaporization | cl_avfx_contact_weapon_handgrenade_vaporize | Add vaporization for the Hand Grenade: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Hand Grenade | Hand Grenade surface debris | cl_avfx_contact_weapon_handgrenade_debris | Amount of physical surface fragments thrown by a Hand Grenade impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Hand Grenade | Hand Grenade debris size | cl_avfx_contact_weapon_handgrenade_debris_size | Size multiplier for surface fragments thrown by a Hand Grenade impact. Applies immediately. |
| Section | Grenade Launcher | Grenade Launcher | ||
| Toggle | Grenade Launcher | Grenade Launcher contacts | cl_avfx_contact_weapon_grenadelauncher_enable | Master switch for every Player Contact effect caused by the Grenade Launcher. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Grenade Launcher | Grenade Launcher blood on a living target | cl_avfx_contact_weapon_grenadelauncher_live_blood | How much blood a Grenade Launcher hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Grenade Launcher | Grenade Launcher corpse pool | cl_avfx_contact_weapon_grenadelauncher_corpse_blood | How much blood a Grenade Launcher kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Grenade Launcher | Grenade Launcher surface mark | cl_avfx_contact_weapon_grenadelauncher_decal | Size and weight of the mark a Grenade Launcher impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Grenade Launcher | Grenade Launcher vaporization | cl_avfx_contact_weapon_grenadelauncher_vaporize | Add vaporization for the Grenade Launcher: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Grenade Launcher | Grenade Launcher surface debris | cl_avfx_contact_weapon_grenadelauncher_debris | Amount of physical surface fragments thrown by a Grenade Launcher impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Grenade Launcher | Grenade Launcher debris size | cl_avfx_contact_weapon_grenadelauncher_debris_size | Size multiplier for surface fragments thrown by a Grenade Launcher impact. Applies immediately. |
| Section | Rocket Launcher | Rocket Launcher | ||
| Toggle | Rocket Launcher | Rocket Launcher contacts | cl_avfx_contact_weapon_rocketlauncher_enable | Master switch for every Player Contact effect caused by the Rocket Launcher. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | Rocket Launcher | Rocket Launcher blood on a living target | cl_avfx_contact_weapon_rocketlauncher_live_blood | How much blood a Rocket Launcher hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | Rocket Launcher | Rocket Launcher corpse pool | cl_avfx_contact_weapon_rocketlauncher_corpse_blood | How much blood a Rocket Launcher kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | Rocket Launcher | Rocket Launcher surface mark | cl_avfx_contact_weapon_rocketlauncher_decal | Size and weight of the mark a Rocket Launcher impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | Rocket Launcher | Rocket Launcher vaporization | cl_avfx_contact_weapon_rocketlauncher_vaporize | Add vaporization for the Rocket Launcher: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | Rocket Launcher | Rocket Launcher surface debris | cl_avfx_contact_weapon_rocketlauncher_debris | Amount of physical surface fragments thrown by a Rocket Launcher impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | Rocket Launcher | Rocket Launcher debris size | cl_avfx_contact_weapon_rocketlauncher_debris_size | Size multiplier for surface fragments thrown by a Rocket Launcher impact. Applies immediately. |
| Section | BFG10K | BFG10K | ||
| Toggle | BFG10K | BFG10K contacts | cl_avfx_contact_weapon_bfg_enable | Master switch for every Player Contact effect caused by the BFG10K. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately. |
| Slider | BFG10K | BFG10K blood on a living target | cl_avfx_contact_weapon_bfg_live_blood | How much blood a BFG10K hit puts on a LIVING opponent: the spray, the wound on the model and the stain it leaves on the world. 0 disables only the blood for this weapon. Applies immediately. |
| Slider | BFG10K | BFG10K corpse pool | cl_avfx_contact_weapon_bfg_corpse_blood | How much blood a BFG10K kill stores for the corpse: the leak from the wounds and the pool that grows under the body once death is proven. Applies immediately. |
| Slider | BFG10K | BFG10K surface mark | cl_avfx_contact_weapon_bfg_decal | Size and weight of the mark a BFG10K impact leaves on a wall, a floor or another world surface. Applies immediately. |
| Toggle | BFG10K | BFG10K vaporization | cl_avfx_contact_weapon_bfg_vaporize | Add vaporization for the BFG10K: scorched residue, layered smoke and heat alongside any blood configured for this weapon. Only the BFG uses vaporization by default. Applies immediately. |
| Slider | BFG10K | BFG10K surface debris | cl_avfx_contact_weapon_bfg_debris | Amount of physical surface fragments thrown by a BFG10K impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately. |
| Slider | BFG10K | BFG10K debris size | cl_avfx_contact_weapon_bfg_debris_size | Size multiplier for surface fragments thrown by a BFG10K impact. Applies immediately. |
Player Contact Effects: info (q2prox_avfx_contact_info)
Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Player Contact Presets → Player Contact Effects: info
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | What this is | What this is | ||
| Navigation | What this is | Effects from your own hits | echo Player Contact Effects: effects from your own weapon hits. | Blood effects and weapon impact marks are configured independently. Weapon vaporization adds scorched residue, smoke and heat alongside blood; it never disables it. |
| Section | What it never does | What it never does | ||
| Navigation | What it never does | Presentation only | echo Player Contact Effects: presentation only. | It changes nothing about the game itself: no server authority, no damage, no hit registration, no prediction, no demo format, no entity visibility and no networking. It works on ordinary Quake II and Q2PRO servers with no server mod, and it never shows your own blood from damage you took. |
| Section | Presets | Presets | ||
| Navigation | Presets | Separate from ordinary AVFX presets | echo Player Contact presets are independent of ordinary AVFX presets. | Player Contact presets and ordinary AVFX presets are separate in both directions: loading one never changes the other. The 12 custom slots are global files shared by every mod. |
Lighting presets (q2prox_lighting_presets_hub)
Path: Main menu → Options → Visibility & Visuals → Lighting presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Gameplay presets | Gameplay presets | ||
| Navigation | Gameplay presets | Default (Q2PRO-X) | cl_lighting_preset_load_factory default | Apply the original Q2PRO-X lighting snapshot. |
| Navigation | Gameplay presets | Bright | cl_lighting_preset_load_factory bright | Apply the Bright lighting snapshot. |
| Navigation | Gameplay presets | Monochrome | cl_lighting_preset_load_factory monochrome | Apply the Monochrome lighting snapshot. |
| Navigation | Gameplay presets | Saturated | cl_lighting_preset_load_factory saturated | Apply the Saturated lighting snapshot. |
| Navigation | Gameplay presets | Nothing Extra | cl_lighting_preset_load_factory minimal | Apply the Nothing Extra lighting snapshot. |
| Navigation | Gameplay presets | Luxurious Darkness | cl_lighting_preset_load_factory luxury_dark | Apply the Luxurious Darkness lighting snapshot. |
| Section | Presets for AVFX | Presets for AVFX | ||
| Navigation | Presets for AVFX | Default (Q2PRO-X) | cl_lighting_preset_load_factory avfx_default | Apply the default Q2PRO-X lighting snapshot for AVFX. |
| Navigation | Presets for AVFX | Alternative | cl_lighting_preset_load_factory avfx_alternative | Apply the alternative lighting snapshot for AVFX. |
| Navigation | Presets for AVFX | Simplified | cl_lighting_preset_load_factory avfx_simplified | Apply the Simplified lighting snapshot for AVFX. |
| Navigation | Presets for AVFX | Warm Saturated | cl_lighting_preset_load_factory avfx_warm_saturated | Apply the Warm Saturated lighting snapshot for AVFX. |
| Navigation | Presets for AVFX | Calm Cool | cl_lighting_preset_load_factory avfx_calm_cool | Apply the Calm Cool lighting snapshot for AVFX. |
| Section | User presets | User presets | ||
| Navigation | User presets | User presets... | q2prox_lighting_presets | Load, save or rename four lighting presets shared by all mods. |
| Section | Related settings | Related settings | ||
| Navigation | Related settings | Video and display... | g_video | Gamma and lighting intensity included in lighting presets. |
| Navigation | Related settings | Lighting model... | q2prox_renderer_lighting | World and model lighting: modulation, shading and light grid. |
| Navigation | Related settings | Dynamic lighting... | q2prox_dynamic_lighting | Dynamic lights, map emissive sources and shadows. |
| Navigation | Related settings | Visual effects... | q2prox_vfx | Bloom, colour grading and other visual effects. |
| Navigation | Related settings | Mod configs... | q2prox_modcfg | Open mod configs: choose and save settings for each mod and manage its default profile. |
User lighting presets (q2prox_lighting_presets)
Path: Main menu → Options → Visibility & Visuals → Lighting presets → User lighting presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Preset name | Slot 1 name | |||
| Navigation | Load | ui_lighting_load_custom 1 | Load user lighting preset 1; shared by all mods. | |
| Navigation | Save | ui_lighting_save_custom 1 | Save user lighting preset 1; shared by all mods. | |
| Navigation | Rename | ui_lighting_rename_custom 1 | Rename user lighting preset 1; shared by all mods. | |
| Preset name | Slot 2 name | |||
| Navigation | Load | ui_lighting_load_custom 2 | Load user lighting preset 2; shared by all mods. | |
| Navigation | Save | ui_lighting_save_custom 2 | Save user lighting preset 2; shared by all mods. | |
| Navigation | Rename | ui_lighting_rename_custom 2 | Rename user lighting preset 2; shared by all mods. | |
| Preset name | Slot 3 name | |||
| Navigation | Load | ui_lighting_load_custom 3 | Load user lighting preset 3; shared by all mods. | |
| Navigation | Save | ui_lighting_save_custom 3 | Save user lighting preset 3; shared by all mods. | |
| Navigation | Rename | ui_lighting_rename_custom 3 | Rename user lighting preset 3; shared by all mods. | |
| Preset name | Slot 4 name | |||
| Navigation | Load | ui_lighting_load_custom 4 | Load user lighting preset 4; shared by all mods. | |
| Navigation | Save | ui_lighting_save_custom 4 | Save user lighting preset 4; shared by all mods. | |
| Navigation | Rename | ui_lighting_rename_custom 4 | Rename user lighting preset 4; shared by all mods. | |
| Navigation | Mod configs... | q2prox_modcfg | Open mod configs: choose and save settings for each mod and manage its default profile. |
Visibility presets (q2prox_visibility_presets)
Path: Main menu → Options → Visibility & Visuals → Visibility presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | Default (All Highlights Off) | cl_visibility_preset_load_factory default_off | Disable visibility highlights and ordinary Bloom; AVFX Bloom percentages stay unchanged. | |
| Navigation | Player Parts, Items and Light Bloom | cl_visibility_preset_load_factory parts_items_light | Apply player-part colours, item highlights and the authored light Bloom settings. | |
| Navigation | Red Male, Green Female and Blue Cyborg | cl_visibility_preset_load_factory models_rgb | Apply the captured highlights and Bloom: red male, green female and blue cyborg. | |
| Navigation | Purple Male, Lime Female | cl_visibility_preset_load_factory models_purple_lime | Apply the saved purple/lime visibility and Bloom preset. | |
| Navigation | FFA (Automatic Model Colours) | cl_visibility_preset_load_factory ffa_auto | Apply the captured FFA automatic player colours, highlights and Bloom. | |
| Navigation | Generate random preset | cl_visibility_preset_generate | Enable highlights and apply random colours/settings now. Save a result in a user slot. AVFX Bloom percentages are excluded. | |
| Preset name | Slot 1 name | |||
| Navigation | Load | ui_visibility_load_custom 1 | Load user visibility preset 1; shared by all mods. | |
| Navigation | Save | ui_visibility_save_custom 1 | Save user visibility preset 1; shared by all mods. | |
| Navigation | Rename | ui_visibility_rename_custom 1 | Rename user visibility preset 1; shared by all mods. | |
| Preset name | Slot 2 name | |||
| Navigation | Load | ui_visibility_load_custom 2 | Load user visibility preset 2; shared by all mods. | |
| Navigation | Save | ui_visibility_save_custom 2 | Save user visibility preset 2; shared by all mods. | |
| Navigation | Rename | ui_visibility_rename_custom 2 | Rename user visibility preset 2; shared by all mods. | |
| Preset name | Slot 3 name | |||
| Navigation | Load | ui_visibility_load_custom 3 | Load user visibility preset 3; shared by all mods. | |
| Navigation | Save | ui_visibility_save_custom 3 | Save user visibility preset 3; shared by all mods. | |
| Navigation | Rename | ui_visibility_rename_custom 3 | Rename user visibility preset 3; shared by all mods. | |
| Preset name | Slot 4 name | |||
| Navigation | Load | ui_visibility_load_custom 4 | Load user visibility preset 4; shared by all mods. | |
| Navigation | Save | ui_visibility_save_custom 4 | Save user visibility preset 4; shared by all mods. | |
| Navigation | Rename | ui_visibility_rename_custom 4 | Rename user visibility preset 4; shared by all mods. | |
| Section | Related settings | Related settings | ||
| Navigation | Related settings | Visibility highlights... | q2prox_vis | Item, weapon and player highlights, including model-part colours. |
| Navigation | Related settings | Visual effects... | q2prox_vfx | Bloom, colour grading and other visual effects. |
| Navigation | Related settings | Mod configs... | q2prox_modcfg | Open mod configs: choose and save settings for each mod and manage its default profile. |
Presets (q2prox_presets)
Path: Main menu → Presets
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Navigation | AVFX presets... | q2prox_avfx_presets | Weather, sky, surfaces and other AVFX effects; factory and user presets. | |
| Navigation | Lighting presets... | q2prox_lighting_presets_hub | Brightness, colour grading and dynamic lighting presets. | |
| Navigation | Visibility presets... | q2prox_visibility_presets | Item, weapon and player highlights, with bloom and glow settings. | |
| Navigation | AVFX Player Contact presets... | q2prox_avfx_contact_presets | Open the AVFX Player Contact preset domain: blood, sprays, world stains, corpse pools, BFG vaporization and weapon impact marks. Applies only to player contact effects. |
Bloom settings (q2prox_bloom)
Path: Main menu → Video & Display → Visual FX → Bloom settings
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| List | Bloom | gl_bloom | Glow bleed from bright areas; higher = more blur passes. GLSL backend only. Applies immediately. [off / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8] | |
| Slider | Bloom strength | gl_bloom_strength | Bloom brightness multiplier; higher = stronger glow. Applies immediately. | |
| Slider | Bloom threshold | gl_bloom_threshold | Scene bloom threshold; does not suppress visibility highlights. Applies immediately. | |
| Slider | Bloom sigma | gl_bloom_sigma | Bloom blur radius (Gaussian sigma); higher = wider, softer glow. Applies immediately. | |
| Slider | Glowmap intensity | gl_glowmap_intensity | Brightness of model glowmap textures (self-lit weapon/pickup parts). Applies immediately. | |
| Section | Source strengths | Source strengths | ||
| Slider | Source strengths | Other models | gl_bloom_models_percent | Other models: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Powerups | gl_bloom_powerups_percent | Powerups: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Map weapons | gl_bloom_weapons_percent | Map weapons: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Ammunition | gl_bloom_ammo_percent | Ammunition: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Health | gl_bloom_health_percent | Health: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Armour | gl_bloom_armor_percent | Armour: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Keys | gl_bloom_keys_percent | Keys: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Players | gl_bloom_players_percent | Players: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Held weapons | gl_bloom_player_weapon_percent | Held weapons: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Active powerup shells | gl_bloom_powerup_shell_percent | Active powerup shells: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Lava | gl_bloom_lava_percent | Lava: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Water | gl_bloom_water_percent | Water: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Slime / acid | gl_bloom_slime_percent | Slime / acid: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Emissive map textures | gl_bloom_world_emissive_percent | Emissive map textures: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Other bright surfaces | gl_bloom_world_percent | Other bright surfaces: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Weapon effects | gl_bloom_weapon_fx_percent | Weapon effects: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Sun | gl_bloom_sun_percent | Sun: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Stars / bright planets | gl_bloom_stars_percent | Stars / bright planets: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Lightning | gl_bloom_lightning_percent | Lightning: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Meteors / impacts | gl_bloom_meteors_percent | Meteors / impacts: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Black holes | gl_bloom_blackhole_percent | Black holes: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Snow sparkles | gl_bloom_snow_percent | Snow sparkles: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Slider | Source strengths | Other AVFX glints | gl_bloom_glints_percent | Other AVFX glints: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately. |
| Navigation | Source strengths | Visibility presets... | q2prox_visibility_presets | Save or apply highlights and ordinary Bloom; AVFX Bloom categories are excluded. |
Stones and rubble (q2prox_avfx_rubble)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Stones and rubble
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Enabled | cl_avfx_surface_rubble | Independent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately. | |
| List | Quality | cl_avfx_surface_rubble_quality | Mesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra] | |
| Slider | Density | cl_avfx_surface_rubble_density | Stable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately. | |
| Slider | Size | cl_avfx_surface_rubble_size | Cluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately. | |
| Slider | Size spread | cl_avfx_surface_rubble_size_spread | Independent scale spread: 0 equal base size, 1 ranges from 1/16 to 8 times base size; pebbles and boulders together. Large objects still require full support. Applies immediately. | |
| Slider | Clumping | cl_avfx_surface_rubble_clumping | 0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately. | |
| Slider | Shape variety | cl_avfx_surface_rubble_diversity | 0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately. | |
| Slider | Arrangement | cl_avfx_surface_rubble_seed | Stable placement seed; changes the arrangement on the map. Applies immediately. | |
| Slider | Red | cl_avfx_surface_rubble_color_r | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Green | cl_avfx_surface_rubble_color_g | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Blue | cl_avfx_surface_rubble_color_b | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Color variety | cl_avfx_surface_rubble_color_variation | Restrained per-piece texture tint variation; zero keeps the chosen tint. Does not change placement. Applies immediately. | |
| Slider | Roughness | cl_avfx_surface_rubble_roughness | Higher values soften specular highlights. Applies immediately. | |
| Section | Lighting | Lighting | ||
| Navigation | Lighting | Lighting... | q2prox_avfx_rubble_lighting | Static, celestial and local lighting response for this object category. |
| Navigation | Lighting | Back... | q2prox_avfx_surface_objects | Back to Surface Objects. |
Soil clumps (q2prox_avfx_soil)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Soil clumps
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Enabled | cl_avfx_surface_soil | Independent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately. | |
| List | Quality | cl_avfx_surface_soil_quality | Mesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra] | |
| Slider | Density | cl_avfx_surface_soil_density | Stable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately. | |
| Slider | Size | cl_avfx_surface_soil_size | Cluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately. | |
| Slider | Size spread | cl_avfx_surface_soil_size_spread | Size spread: 0 equal base size, 1 ranges from half to twice the base size. Applies immediately. | |
| Slider | Clumping | cl_avfx_surface_soil_clumping | 0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately. | |
| Slider | Shape variety | cl_avfx_surface_soil_diversity | 0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately. | |
| Slider | Arrangement | cl_avfx_surface_soil_seed | Stable placement seed; changes the arrangement on the map. Applies immediately. | |
| Slider | Red | cl_avfx_surface_soil_color_r | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Green | cl_avfx_surface_soil_color_g | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Blue | cl_avfx_surface_soil_color_b | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Color variety | cl_avfx_surface_soil_color_variation | Restrained per-piece texture tint variation; zero keeps the chosen tint. Does not change placement. Applies immediately. | |
| Slider | Roughness | cl_avfx_surface_soil_roughness | Higher values soften specular highlights. Applies immediately. | |
| Section | Lighting | Lighting | ||
| Navigation | Lighting | Lighting... | q2prox_avfx_soil_lighting | Static, celestial and local lighting response for this object category. |
| Navigation | Lighting | Back... | q2prox_avfx_surface_objects | Back to Surface Objects. |
Fallen leaves (q2prox_avfx_leaves)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Fallen leaves
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Enabled | cl_avfx_surface_leaves | Independent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately. | |
| Toggle | Outdoor only | cl_avfx_surface_leaves_outdoor_only | Leaves only on supports open to the sky, including falling leaves. Off also allows indoor supports; flight still requires a clear path. Applies immediately. | |
| List | Quality | cl_avfx_surface_leaves_quality | Mesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra] | |
| Slider | Density | cl_avfx_surface_leaves_density | Stable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately. | |
| Slider | Size | cl_avfx_surface_leaves_size | Cluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately. | |
| Slider | Size spread | cl_avfx_surface_leaves_size_spread | Botanical size variation: 0 equal base size, 1 ranges from 65 to 125 percent; no boulder-sized leaves. Applies immediately. | |
| Slider | Clumping | cl_avfx_surface_leaves_clumping | 0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately. | |
| Slider | Shape variety | cl_avfx_surface_leaves_diversity | 0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately. | |
| Slider | Arrangement | cl_avfx_surface_leaves_seed | Stable placement seed; changes the arrangement on the map. Applies immediately. | |
| Slider | Red | cl_avfx_surface_leaves_color_r | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Green | cl_avfx_surface_leaves_color_g | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Blue | cl_avfx_surface_leaves_color_b | Base color channel before material variation and scene lighting. Applies immediately. | |
| Slider | Color variety | cl_avfx_surface_leaves_color_variation | Smooth per-leaf hue variation from the chosen RGB; zero keeps its hue, one includes autumn, green and bluish shades. Applies immediately. | |
| Toggle | Falling leaves | cl_avfx_surface_leaves_falling | Adds falling leaves where the full flight path is clear. Outdoor only applies to ground and flying leaves together. Off skips flight draws; ground placement is unchanged. Applies immediately. | |
| Slider | Falling quantity, % | cl_avfx_surface_leaves_fall_amount | Falling leaf quantity only: 10% by default, 1% minimum, 100% restores the original population. Ground litter is unchanged. Applies immediately. | |
| Slider | Fall speed | cl_avfx_surface_leaves_fall_speed | Average downward speed in world units per second; individual leaves flutter, rotate and drift at different rates. Applies immediately. | |
| Slider | Wind | cl_avfx_surface_leaves_wind | Restrained flutter of curled leaf tips; support points stay fixed. Applies immediately. | |
| Slider | Roughness | cl_avfx_surface_leaves_roughness | Higher values soften specular highlights. Applies immediately. | |
| Section | Lighting | Lighting | ||
| Navigation | Lighting | Lighting... | q2prox_avfx_leaves_lighting | Static, celestial and local lighting response for this object category. |
| Navigation | Lighting | Back... | q2prox_avfx_surface_objects | Back to Surface Objects. |
Q2PRO-X / Player state ambient (q2prox_health_ambient)
Path: Main menu → Options → Sound & Acoustics → Q2PRO-X / Player state ambient
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | cl_music_health_ambient | cl_music_health_ambient | Adaptive ambient scope; explicit online tracks take priority. Applies immediately. | |
| Toggle | cl_music_health_ambient_singleplayer | cl_music_health_ambient_singleplayer | Adaptive ambient scope; explicit online tracks take priority. Applies immediately. | |
| Toggle | cl_music_health_ambient_deathmatch | cl_music_health_ambient_deathmatch | Adaptive ambient scope; explicit online tracks take priority. Applies immediately. | |
| Slider | Volume | cl_music_health_ambient_volume | Ambient volume. Zero keeps auto online music inhibited in enabled modes. Applies immediately. | |
| Slider | Crossfade | cl_music_health_ambient_transition | Smooth state and end-to-start transitions, seconds. Applies immediately. | |
| List | Protection profile | cl_music_health_ambient_profile | Protection estimate: normal, energy or mixed damage. Applies immediately. [Normal / Energy / Mixed] | |
| Section | State lower boundaries | State lower boundaries | ||
| Field | State lower boundaries | panic | cl_music_health_ambient_min_panic | Integer lower boundary; strictly increasing. Below first: critical. |
| Field | State lower boundaries | fear | cl_music_health_ambient_min_fear | Integer lower boundary; strictly increasing. Below first: critical. |
| Field | State lower boundaries | tense | cl_music_health_ambient_min_tense | Integer lower boundary; strictly increasing. Below first: critical. |
| Field | State lower boundaries | uneasy | cl_music_health_ambient_min_uneasy | Integer lower boundary; strictly increasing. Below first: critical. |
| Field | State lower boundaries | calm | cl_music_health_ambient_min_calm | Integer lower boundary; strictly increasing. Below first: critical. |
| Field | State lower boundaries | triumphant | cl_music_health_ambient_min_triumphant | Integer lower boundary; strictly increasing. Below first: critical. |
| Field | State lower boundaries | heroic | cl_music_health_ambient_min_heroic | Integer lower boundary; strictly increasing. Below first: critical. |
| Field | State lower boundaries | divine | cl_music_health_ambient_min_divine | Integer lower boundary; strictly increasing. Below first: critical. |
| Section | Controls | Controls | ||
| Navigation | Controls | Current state... | music_health_ambient_info | Show score, state and music priority in console. |
| Navigation | Controls | Defaults | music_health_ambient_reset | Reset adaptive ambient only; master becomes off. |
| Navigation | Controls | Online music... | q2prox_online_music | Explicit track wins over ambient. Disconnect restores normal autoplay. |
Ivy Lighting (q2prox_avfx_ivy_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Wall foliage → Ivy Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Lighting | cl_avfx_surface_ivy_lighting | Enable responsive object lighting. Off restores the static-only object lighting. Applies immediately. |
| Slider | Master | Shadow strength | cl_avfx_surface_ivy_shadow_strength | Contact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately. |
| Slider | Master | Static light | cl_avfx_surface_ivy_static_light | Strength of cached BSP/static light on objects. Applies immediately. |
| Slider | Master | Minimum brightness | cl_avfx_surface_ivy_light_min_brightness | Absolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately. |
| Section | Sun & Moon | Sun & Moon | ||
| Toggle | Sun & Moon | Celestial light | cl_avfx_surface_ivy_light_celestial | Make objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately. |
| Slider | Sun & Moon | Celestial strength | cl_avfx_surface_ivy_light_celestial_strength | Sun/moon illumination multiplier for objects. Applies immediately. |
| Slider | Sun & Moon | Night minimum | cl_avfx_surface_ivy_light_celestial_min_brightness | Ivy brightness floor when the celestial scene is dark. Applies immediately. |
| Slider | Sun & Moon | Night tint | cl_avfx_surface_ivy_light_celestial_night_tint | Muted cool-green night tint strength. Applies immediately. |
| Section | Local Sources | Local Sources | ||
| Slider | Local Sources | Local light lift | cl_avfx_surface_ivy_light_local_lift | How strongly local sources restore the visible daytime object response in darkness. Applies immediately. |
| Toggle | Local Sources | Flashlight | cl_avfx_surface_ivy_light_flashlight | Ivy reacts to the player flashlight cone. Applies immediately. |
| Slider | Local Sources | Flashlight strength | cl_avfx_surface_ivy_light_flashlight_strength | Flashlight response strength on objects. Applies immediately. |
| Toggle | Local Sources | Lightning & meteors | cl_avfx_surface_ivy_light_lightning | Ivy reacts to local lightning strikes and meteor-impact lights. Applies immediately. |
| Slider | Local Sources | Lightning/meteor strength | cl_avfx_surface_ivy_light_lightning_strength | Lightning and meteor local-light response strength. Applies immediately. |
| Toggle | Local Sources | Dynamic lights | cl_avfx_surface_ivy_light_dynamic | Ivy reacts to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately. |
| Slider | Local Sources | Dynamic strength | cl_avfx_surface_ivy_dynamic_light | Dynamic-light brightness response on objects. Applies immediately. |
| Slider | Local Sources | Dynamic colour | cl_avfx_surface_ivy_light_dynamic_color | Amount of dynamic-light colour painted onto objects. Applies immediately. |
| Toggle | Local Sources | Emissive sources | cl_avfx_surface_ivy_light_emissive | Ivy reacts to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately. |
| Slider | Local Sources | Emissive strength | cl_avfx_surface_ivy_light_emissive_strength | Emissive-source brightness response on objects. Applies immediately. |
| Slider | Local Sources | Emissive colour | cl_avfx_surface_ivy_light_emissive_color | Amount of emissive-source colour painted onto objects. Applies immediately. |
| Navigation | Local Sources | Back to Ivy... | q2prox_avfx_ivy | Back to Ivy. |
Ferns Lighting (q2prox_avfx_ferns_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Ferns and weeds → Ferns Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Lighting | cl_avfx_surface_ferns_lighting | Enable responsive object lighting. Off restores the static-only object lighting. Applies immediately. |
| Slider | Master | Shadow strength | cl_avfx_surface_ferns_shadow_strength | Contact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately. |
| Slider | Master | Static light | cl_avfx_surface_ferns_static_light | Strength of cached BSP/static light on objects. Applies immediately. |
| Slider | Master | Minimum brightness | cl_avfx_surface_ferns_light_min_brightness | Absolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately. |
| Section | Sun & Moon | Sun & Moon | ||
| Toggle | Sun & Moon | Celestial light | cl_avfx_surface_ferns_light_celestial | Make objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately. |
| Slider | Sun & Moon | Celestial strength | cl_avfx_surface_ferns_light_celestial_strength | Sun/moon illumination multiplier for objects. Applies immediately. |
| Slider | Sun & Moon | Night minimum | cl_avfx_surface_ferns_light_celestial_min_brightness | Ferns brightness floor when the celestial scene is dark. Applies immediately. |
| Slider | Sun & Moon | Night tint | cl_avfx_surface_ferns_light_celestial_night_tint | Muted cool-green night tint strength. Applies immediately. |
| Section | Local Sources | Local Sources | ||
| Slider | Local Sources | Local light lift | cl_avfx_surface_ferns_light_local_lift | How strongly local sources restore the visible daytime object response in darkness. Applies immediately. |
| Toggle | Local Sources | Flashlight | cl_avfx_surface_ferns_light_flashlight | Ferns react to the player flashlight cone. Applies immediately. |
| Slider | Local Sources | Flashlight strength | cl_avfx_surface_ferns_light_flashlight_strength | Flashlight response strength on objects. Applies immediately. |
| Toggle | Local Sources | Lightning & meteors | cl_avfx_surface_ferns_light_lightning | Ferns react to local lightning strikes and meteor-impact lights. Applies immediately. |
| Slider | Local Sources | Lightning/meteor strength | cl_avfx_surface_ferns_light_lightning_strength | Lightning and meteor local-light response strength. Applies immediately. |
| Toggle | Local Sources | Dynamic lights | cl_avfx_surface_ferns_light_dynamic | Ferns react to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately. |
| Slider | Local Sources | Dynamic strength | cl_avfx_surface_ferns_dynamic_light | Dynamic-light brightness response on objects. Applies immediately. |
| Slider | Local Sources | Dynamic colour | cl_avfx_surface_ferns_light_dynamic_color | Amount of dynamic-light colour painted onto objects. Applies immediately. |
| Toggle | Local Sources | Emissive sources | cl_avfx_surface_ferns_light_emissive | Ferns react to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately. |
| Slider | Local Sources | Emissive strength | cl_avfx_surface_ferns_light_emissive_strength | Emissive-source brightness response on objects. Applies immediately. |
| Slider | Local Sources | Emissive colour | cl_avfx_surface_ferns_light_emissive_color | Amount of emissive-source colour painted onto objects. Applies immediately. |
| Navigation | Local Sources | Back to Ferns... | q2prox_avfx_ferns | Back to Ferns. |
Stones Lighting (q2prox_avfx_rubble_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Stones and rubble → Stones Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Lighting | cl_avfx_surface_rubble_lighting | Enable responsive object lighting. Off restores the static-only object lighting. Applies immediately. |
| Slider | Master | Shadow strength | cl_avfx_surface_rubble_shadow_strength | Contact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately. |
| Slider | Master | Static light | cl_avfx_surface_rubble_static_light | Strength of cached BSP/static light on objects. Applies immediately. |
| Slider | Master | Minimum brightness | cl_avfx_surface_rubble_light_min_brightness | Absolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately. |
| Section | Sun & Moon | Sun & Moon | ||
| Toggle | Sun & Moon | Celestial light | cl_avfx_surface_rubble_light_celestial | Make objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately. |
| Slider | Sun & Moon | Celestial strength | cl_avfx_surface_rubble_light_celestial_strength | Sun/moon illumination multiplier for objects. Applies immediately. |
| Slider | Sun & Moon | Night minimum | cl_avfx_surface_rubble_light_celestial_min_brightness | Stones brightness floor when the celestial scene is dark. Applies immediately. |
| Slider | Sun & Moon | Night tint | cl_avfx_surface_rubble_light_celestial_night_tint | Muted cool-green night tint strength. Applies immediately. |
| Section | Local Sources | Local Sources | ||
| Slider | Local Sources | Local light lift | cl_avfx_surface_rubble_light_local_lift | How strongly local sources restore the visible daytime object response in darkness. Applies immediately. |
| Toggle | Local Sources | Flashlight | cl_avfx_surface_rubble_light_flashlight | Stones react to the player flashlight cone. Applies immediately. |
| Slider | Local Sources | Flashlight strength | cl_avfx_surface_rubble_light_flashlight_strength | Flashlight response strength on objects. Applies immediately. |
| Toggle | Local Sources | Lightning & meteors | cl_avfx_surface_rubble_light_lightning | Stones react to local lightning strikes and meteor-impact lights. Applies immediately. |
| Slider | Local Sources | Lightning/meteor strength | cl_avfx_surface_rubble_light_lightning_strength | Lightning and meteor local-light response strength. Applies immediately. |
| Toggle | Local Sources | Dynamic lights | cl_avfx_surface_rubble_light_dynamic | Stones react to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately. |
| Slider | Local Sources | Dynamic strength | cl_avfx_surface_rubble_dynamic_light | Dynamic-light brightness response on objects. Applies immediately. |
| Slider | Local Sources | Dynamic colour | cl_avfx_surface_rubble_light_dynamic_color | Amount of dynamic-light colour painted onto objects. Applies immediately. |
| Toggle | Local Sources | Emissive sources | cl_avfx_surface_rubble_light_emissive | Stones react to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately. |
| Slider | Local Sources | Emissive strength | cl_avfx_surface_rubble_light_emissive_strength | Emissive-source brightness response on objects. Applies immediately. |
| Slider | Local Sources | Emissive colour | cl_avfx_surface_rubble_light_emissive_color | Amount of emissive-source colour painted onto objects. Applies immediately. |
| Navigation | Local Sources | Back to Stones... | q2prox_avfx_rubble | Back to Stones. |
Soil Lighting (q2prox_avfx_soil_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Soil clumps → Soil Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Lighting | cl_avfx_surface_soil_lighting | Enable responsive object lighting. Off restores the static-only object lighting. Applies immediately. |
| Slider | Master | Static light | cl_avfx_surface_soil_static_light | Strength of cached BSP/static light on objects. Applies immediately. |
| Slider | Master | Minimum brightness | cl_avfx_surface_soil_light_min_brightness | Absolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately. |
| Section | Sun & Moon | Sun & Moon | ||
| Toggle | Sun & Moon | Celestial light | cl_avfx_surface_soil_light_celestial | Make objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately. |
| Slider | Sun & Moon | Celestial strength | cl_avfx_surface_soil_light_celestial_strength | Sun/moon illumination multiplier for objects. Applies immediately. |
| Slider | Sun & Moon | Night minimum | cl_avfx_surface_soil_light_celestial_min_brightness | Soil brightness floor when the celestial scene is dark. Applies immediately. |
| Slider | Sun & Moon | Night tint | cl_avfx_surface_soil_light_celestial_night_tint | Muted cool-green night tint strength. Applies immediately. |
| Section | Local Sources | Local Sources | ||
| Slider | Local Sources | Local light lift | cl_avfx_surface_soil_light_local_lift | How strongly local sources restore the visible daytime object response in darkness. Applies immediately. |
| Toggle | Local Sources | Flashlight | cl_avfx_surface_soil_light_flashlight | Soil reacts to the player flashlight cone. Applies immediately. |
| Slider | Local Sources | Flashlight strength | cl_avfx_surface_soil_light_flashlight_strength | Flashlight response strength on objects. Applies immediately. |
| Toggle | Local Sources | Lightning & meteors | cl_avfx_surface_soil_light_lightning | Soil reacts to local lightning strikes and meteor-impact lights. Applies immediately. |
| Slider | Local Sources | Lightning/meteor strength | cl_avfx_surface_soil_light_lightning_strength | Lightning and meteor local-light response strength. Applies immediately. |
| Toggle | Local Sources | Dynamic lights | cl_avfx_surface_soil_light_dynamic | Soil reacts to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately. |
| Slider | Local Sources | Dynamic strength | cl_avfx_surface_soil_dynamic_light | Dynamic-light brightness response on objects. Applies immediately. |
| Slider | Local Sources | Dynamic colour | cl_avfx_surface_soil_light_dynamic_color | Amount of dynamic-light colour painted onto objects. Applies immediately. |
| Toggle | Local Sources | Emissive sources | cl_avfx_surface_soil_light_emissive | Soil reacts to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately. |
| Slider | Local Sources | Emissive strength | cl_avfx_surface_soil_light_emissive_strength | Emissive-source brightness response on objects. Applies immediately. |
| Slider | Local Sources | Emissive colour | cl_avfx_surface_soil_light_emissive_color | Amount of emissive-source colour painted onto objects. Applies immediately. |
| Navigation | Local Sources | Back to Soil... | q2prox_avfx_soil | Back to Soil. |
Leaves Lighting (q2prox_avfx_leaves_lighting)
Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Fallen leaves → Leaves Lighting
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Section | Master | Master | ||
| Toggle | Master | Lighting | cl_avfx_surface_leaves_lighting | Enable responsive object lighting. Off restores the static-only object lighting. Applies immediately. |
| Slider | Master | Static light | cl_avfx_surface_leaves_static_light | Strength of cached BSP/static light on objects. Applies immediately. |
| Slider | Master | Minimum brightness | cl_avfx_surface_leaves_light_min_brightness | Absolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately. |
| Section | Sun & Moon | Sun & Moon | ||
| Toggle | Sun & Moon | Celestial light | cl_avfx_surface_leaves_light_celestial | Make objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately. |
| Slider | Sun & Moon | Celestial strength | cl_avfx_surface_leaves_light_celestial_strength | Sun/moon illumination multiplier for objects. Applies immediately. |
| Slider | Sun & Moon | Night minimum | cl_avfx_surface_leaves_light_celestial_min_brightness | Leaves brightness floor when the celestial scene is dark. Applies immediately. |
| Slider | Sun & Moon | Night tint | cl_avfx_surface_leaves_light_celestial_night_tint | Muted cool-green night tint strength. Applies immediately. |
| Section | Local Sources | Local Sources | ||
| Slider | Local Sources | Local light lift | cl_avfx_surface_leaves_light_local_lift | How strongly local sources restore the visible daytime object response in darkness. Applies immediately. |
| Toggle | Local Sources | Flashlight | cl_avfx_surface_leaves_light_flashlight | Leaves react to the player flashlight cone. Applies immediately. |
| Slider | Local Sources | Flashlight strength | cl_avfx_surface_leaves_light_flashlight_strength | Flashlight response strength on objects. Applies immediately. |
| Toggle | Local Sources | Lightning & meteors | cl_avfx_surface_leaves_light_lightning | Leaves react to local lightning strikes and meteor-impact lights. Applies immediately. |
| Slider | Local Sources | Lightning/meteor strength | cl_avfx_surface_leaves_light_lightning_strength | Lightning and meteor local-light response strength. Applies immediately. |
| Toggle | Local Sources | Dynamic lights | cl_avfx_surface_leaves_light_dynamic | Leaves react to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately. |
| Slider | Local Sources | Dynamic strength | cl_avfx_surface_leaves_dynamic_light | Dynamic-light brightness response on objects. Applies immediately. |
| Slider | Local Sources | Dynamic colour | cl_avfx_surface_leaves_light_dynamic_color | Amount of dynamic-light colour painted onto objects. Applies immediately. |
| Toggle | Local Sources | Emissive sources | cl_avfx_surface_leaves_light_emissive | Leaves react to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately. |
| Slider | Local Sources | Emissive strength | cl_avfx_surface_leaves_light_emissive_strength | Emissive-source brightness response on objects. Applies immediately. |
| Slider | Local Sources | Emissive colour | cl_avfx_surface_leaves_light_emissive_color | Amount of emissive-source colour painted onto objects. Applies immediately. |
| Navigation | Local Sources | Back to Leaves... | q2prox_avfx_leaves | Back to Leaves. |
Online / Frag messages (q2prox_fragfeed)
Path: Main menu → Online Play Setup → Online / Frag messages
| Type | Section | Row | Variable or target | Hint |
|---|---|---|---|---|
| Toggle | Highlight opponent | cl_fragfeed_highlight | Only the opponent in your confirmed kills/deaths. Chat keeps its current style. Applies immediately. | |
| List | Opponent color | cl_fragfeed_name_color | Named color palette. Applies immediately. [Light green / Light / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| Toggle | My kill notifications | cl_fragfeed_kills | Show your confirmed kills below the crosshair. Off by default. Applies immediately. | |
| Toggle | My death notification | cl_fragfeed_deaths | Show who killed you until actual respawn. Off by default. Applies immediately. | |
| Toggle | Show weapon | cl_fragfeed_weapon | Only if the server message identifies it reliably. Applies immediately. | |
| Slider | Horizontal offset | cl_fragfeed_x | HUD-scaled horizontal offset from screen center. Applies immediately. | |
| Slider | Below crosshair | cl_fragfeed_y | Distance below the crosshair in HUD units. Applies immediately. | |
| Slider | Text scale | cl_fragfeed_scale | Notification scale, multiplied by your HUD scale. Applies immediately. | |
| Slider | Kill display time | cl_fragfeed_time | Seconds including the final 0.4 second fade. Death stays until respawn. Applies immediately. | |
| Slider | Maximum lines | cl_fragfeed_lines | At most three recent events; no long queue. Applies immediately. | |
| List | Notification color | cl_fragfeed_color | Named color palette. Applies immediately. [Light green / Light / Dark / Grey / Brown / Dark red / Red / Orange / Gold / Yellow / Green-yellow / Green / Lime / Pure green / Mint / Cyan / Sky / Aqua / Blue / Azure / Magenta / Violet / White] | |
| Toggle | Text background | cl_fragfeed_background | Compact neutral gray background like chat. Applies immediately. | |
| Slider | Background opacity | cl_fragfeed_background_alpha | Opacity also follows HUD opacity. Applies immediately. | |
| Navigation | Preview | fragfeed_preview | Show sample names for six seconds. Does not create frags or affect stats. | |
| Navigation | Restore defaults | fragfeed_reset | Reset only these presentation settings. |
Command and menu help in Beta 5
All client variables and console commands have Russian and English help. Entering a variable name shows its value, description and accepted values. Entering a command without arguments prints its description and syntax below the input line; the command still executes normally. Commands from binds and configuration files do not print hints. Menu-button and key-binding technical hints explain what a command does rather than merely naming it.
The Commands tab adds groups for visual effects and presets; gameplay, HUD and timers; music and voice; network tools; menus, browsers and editors; local server and play; and commands for the separate OpenTDM-X mod. The current browser catalogue contains 519 commands: 78 previous and 441 added. Each has a description, syntax and an indication of its effects. Selecting one only inserts it into the console; it does not execute it. Internal commands are hidden from the browser but retain console and menu help. OpenTDM-X help does not mean the mod or a bot menu is included in the public client.