Q2PRO-X

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

Q2PRO-X document image

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.

Beta4: console presentation

Beta 3 navigation

Beta 2 interface

How the Q2PRO-X menu is built

The main entry points

1. Two menu profiles and how to switch

1.1. The menu settings page

1.2. The (X), (G) and (M) badges

1.3. Hints

2. The appearance of the menu

2.1. Visual style, font, scale and opacity

2.2. Language

2.3. Whether the menu opens at launch

3. The console

3.1. What the Q2PRO-X console can do

3.2. Russian input and translation

4. Quick commands

5. The cvar reference and diagnostics

5.1. The Help / about Q2PRO-X page

5.2. The cvar reference

5.3. The performance and budget HUD

6. Practical scenarios

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.

Q2PRO-X document image

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

EntryWhat it opensWhen to use it
AVFX…Weather, sky, water, snow, fog, lightning, surfaces and AVFX presetsTuning the visual atmosphere and the performance
Video & display…Renderer, backend, fullscreen, HDR, post-processing, screenshotsScreen, HDR, brightness, output format
Visibility & visuals…Items, weapons, players, team colours, model parts, presetsReadability of players and items, demos, practice
Advanced Q2PRO-X…LagHax, prediction, movement, capture, demos, network, mod overlay, toolsEverything belonging to advanced client setup
Online play setup…Network God, LagHax, Ping Adaptation, movement, prediction, item timers, player profilePreparing for online play
Mods…Scanning mods, launching 64-bit and 32-bit mods through the bridgeLocal mods without typing game in the console
Voice chat…Rooms, autojoin, VAD/PTT, microphone, volumeVoice chat inside the client
Help / about Q2PRO-X…The cvar reference, diagnostic prints, the performance HUDFinding an exact variable, or checking a state
DemosDemo browser and player, MVD/DM2, analytics, timersWatching and analysing demos
Online music…Search, playback, the player overlayMusic over the game or a demo
Primary settings mastersStartup intro, logo light, statistics in the intro, the main visual mastersOne 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.

ProfileWhat it gives
FullEvery Q2PRO-X page without exception
MultiplayerA 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

TypeSectionRowVariable or targetWhat it does
SectionBehaviorBehavior
ToggleBehaviorOpen menu on startupui_openDefault ON. On an ordinary launch, open the Q2PRO-X main menu. OFF leaves the full-screen console; ESC still opens the menu.
ListBehaviorMenu profilecl_q2prox_menu_profileSelect the complete menu or the shorter multiplayer-focused root. Applies immediately. [Full / Multiplayer]
SectionAppearanceAppearance
ListAppearanceGame menu languagecl_menu_utf8_ruInherit the interface language or force English/Russian only for game menus. [Inherit global / English / Russian]
ListAppearanceMenu fontcl_menu_font_modeChoose the classic bitmap font or the smooth Jost Medieval menu font. Applies immediately. [Legacy / Jost Medieval]
ListAppearanceMenu visual stylecl_menu_visual_styleChoose the classic menu look or modern Q2PRO-X panels and controls. Applies immediately. [Legacy / Modern]
ToggleAppearanceMenu autoscalecl_menu_modern_autoscaleFit modern menus to the screen automatically while menu scale is Auto. Applies immediately.
NavigationAppearanceMenu scale: autoset ui_scale 0Return menu scale to automatic selection.
SliderAppearanceMenu scaleui_scaleManual menu scale. Use the Auto action above to restore automatic fitting. Applies immediately.
SliderAppearanceMenu opacitycl_menu_alphaMenu background opacity from fully transparent to opaque. Applies immediately.
SectionHints & BadgesHints & Badges
ToggleHints & BadgesShow bottom menu hintcl_q2prox_menu_bottom_hintShow the compact bottom hint band for the selected menu item. Default ON. Applies immediately.
ToggleHints & BadgesHover hintscl_q2prox_menu_hover_hintsShow the same hint near the mouse cursor after a short delay. Applies immediately.
SliderHints & BadgesHint delaycl_q2prox_menu_hover_hint_delayDelay before a mouse-hover hint appears. Applies immediately.
SliderHints & BadgesHover hint backgroundcl_q2prox_menu_hover_hint_alphaOpacity of the floating hint background; its text stays visible. Applies immediately.
ToggleHints & BadgesQ2PRO-X badgescl_q2prox_menu_badgesShow green (X) markers on Q2PRO-X menu items. Applies immediately.
ToggleHints & BadgesGlobal-setting badgescl_q2prox_menu_global_badgesShow (G) on settings saved globally for every mod. Applies immediately.
ToggleHints & BadgesMod-setting badgescl_q2prox_menu_mod_badgesShow (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:

BadgeMeaning
(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

Guided menu visual style changes only the presentation of the same menu between classic and modern renderers. It does not change the profile, structure, or set of pages: Q2PRO-X 1.6 Beta 5 has no separate user-selectable Classic menu.
Menu font selects the classic bitmap font or the smooth Jost Medieval menu font.
Menu scale can be left automatic or set by hand; a separate row restores the automatic mode.
Menu autoscale fits the Guided menu to the screen while the modern visual style is selected and the scale is set to Auto.
Menu opacity changes the opacity of the background.

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

CommandRussian aliasTitleTypeExecutesDescription
/avfx/avfxAVFXMenupushmenu q2prox_avfxOpen the main Advanced Visual Effects menu.
/avfxp/пресетыAVFX presetsMenupushmenu q2prox_avfx_presetsOpen AVFX preset packs for rain, storm and snow quality modes.
/rain/дождьRainMenupushmenu q2prox_avfx_rainOpen rain settings: close raindrops, rain ripples on water, hard-surface splashes, rain-on-eyes wet lens.
/water/водаWaterMenupushmenu q2prox_avfx_waterOpen water surface settings: enhanced water, quality, color, ripples, foam, celestial response.
/puddles/лужиPuddlesMenupushmenu q2prox_avfx_puddlesOpen puddle settings: life cycle, rings, runoff, dust, water contact, step splashes, specular.
/snow/снегSnowMenupushmenu q2prox_avfx_snowOpen general snow settings.
/snowflakes/снежинкиSnowflakesMenupushmenu q2prox_avfx_snowflakesOpen snowflake density, 3D flakes, shape, size and tumble settings.
/snowcover/покровSnow coverMenupushmenu q2prox_avfx_snow_coverOpen accumulation, snowdrift, footprint and soft-edge settings.
/sky/небоSky & cloudsMenupushmenu q2prox_avfx_storm_skyOpen weather sky, cloud overlay and fog settings.
/storm/грозаStormMenupushmenu q2prox_avfx_storm_settingsOpen thunderstorm, lightning, surface arcs, water reactions, monster wraps, and lightning damage settings.
/avfxs/звукиavfxAVFX soundsMenupushmenu q2prox_avfxvolOpen AVFX sound volume layers: ambience, rain, snow, water, steam, thunder, meteor and surface-step sounds.
/steam/парSteam / other effectsMenupushmenu q2prox_avfx_otherOpen visual steam, ash ember lights and other AVFX effects.
/avfxr/сбросavfxAVFX runtime resetCommandavfx_resetClear already generated AVFX runtime state: puddles, snow fields, particles and transient marks.
/avfxi/инфоavfxAVFX diagnosticsCommandcl_avfx_infoPrint current AVFX state, renderer gates and diagnostic counters to the console.
/basicpresets/базовыепресетыBasic presetsMenupushmenu q2prox_avfx_presets_basicOpen the basic AVFX preset folder.
/spacepresets/космосSpace presetsMenupushmenu q2prox_avfx_presets_spaceOpen the space-themed AVFX preset folder.
/miscpresets/разныепресетыMisc presetsMenupushmenu q2prox_avfx_presets_miscOpen the miscellaneous AVFX preset folder.
/musicpresets/музыкальныеMusic presetsMenupushmenu q2prox_avfx_presets_musicOpen the music-themed AVFX preset folder.
/extrapresets/экстраExtra presetsMenupushmenu q2prox_avfx_presets_extraOpen the extra AVFX preset folder.
/canrunpresets/тестпкCan-run presetsMenupushmenu q2prox_avfx_presets_can_runOpen presets tuned to test what your PC can run.
/hdrpresets/хдрпресетыHDR presetsMenupushmenu q2prox_avfx_presets_hdrOpen AVFX presets tuned for HDR rendering.
/custompresets/пользовательскиеCustom presetsMenupushmenu q2prox_avfx_presets_customOpen your saved custom AVFX presets.
/avfxdetails/деталиavfxAVFX detailsMenupushmenu q2prox_avfx_detailsOpen the detailed AVFX tuning menu.
/avfxenhanced/расширенныеavfxEnhanced AVFXMenupushmenu q2prox_avfx_enhancedOpen enhanced AVFX effect settings.
/ashdustmist/пепелAsh, dust, mistMenupushmenu q2prox_avfx_ash_dust_mistOpen ash, dust and mist air-effect settings.
/weaponimpacts/попаданияоружияWeapon impactsMenupushmenu q2prox_avfx_weapon_impactsOpen weapon impact effect settings.
/snowimpacts/попаданиявснегWeapon snow impactsMenupushmenu q2prox_avfx_weapon_snow_impactsOpen weapon-on-snow impact settings.
/lightning/молнияLightningMenupushmenu q2prox_avfx_lightning_settingsOpen lightning and thunderstorm settings.
/discharges/разрядыLightning dischargesMenupushmenu q2prox_avfx_lightning_dischargesOpen surface arc and discharge settings.
/watersurface/поверхностьводыWater surfaceMenupushmenu q2prox_avfx_water_realistic_surfaceOpen realistic water surface settings.
/realwater/реалводаRealistic waterMenupushmenu q2prox_avfx_water_realistic_reflectOpen realistic water reflection settings.
/watercolor/цветводыWater color & depthMenupushmenu q2prox_avfx_water_color_depthOpen water color and depth settings.
/waterfoam/пенаводыWater foam & shoreMenupushmenu q2prox_avfx_water_foam_shoreOpen water foam and shoreline settings.
/waterreflections/отраженияводыWater reflectionsMenupushmenu q2prox_avfx_water_reflectionsOpen water reflection settings.
/puddledetail/деталилужPuddle detailMenupushmenu q2prox_avfx_puddle_detailOpen detailed puddle settings.
/puddlereflections/отражениялужPuddle reflectionsMenupushmenu q2prox_avfx_puddle_reflectionsOpen puddle reflection settings.
/fractalsnow/снежинкиформаFractal snowflakesMenupushmenu q2prox_avfx_snowflakes_fractalOpen fractal snowflake shape settings.
/snowshape/краяснегаSnow cover shapeMenupushmenu q2prox_avfx_snow_cover_shapeOpen snow cover edge and shape settings.
/snowvolume/сугробыSnowdriftsMenupushmenu q2prox_avfx_snow_cover_volumeOpen snowdrift volume settings.
/snowlight/светснегаSnow lightingMenupushmenu q2prox_avfx_snow_cover_lightingOpen snow cover lighting settings.
/sun/солнцеSunMenupushmenu q2prox_avfx_sunOpen sun disk, lighting and ray settings.
/sunbeams/лучисолнцаSun beamsMenupushmenu q2prox_avfx_sun_cloud_beamsOpen sun cloud-beam settings.
/moon/лунаMoonMenupushmenu q2prox_avfx_moonOpen moon disk and moonlight settings.
/stars/звёздыStarsMenupushmenu q2prox_avfx_starsOpen star field settings.
/earth/земляEarthMenupushmenu q2prox_avfx_earthOpen the AVFX Earth body settings.
/blackhole/чёрнаядыраBlack holeMenupushmenu q2prox_avfx_blackholeOpen the AVFX Black Hole settings.
/surfacematerials/материалыповерхностейSurface materialsMenupushmenu q2prox_avfx_surface_materialsOpen the AVFX Surface Materials settings.
/spaceships/кораблиSpaceshipsMenupushmenu q2prox_avfx_spaceshipsOpen the AVFX sky spaceship settings.
/grass/траваGrassMenupushmenu q2prox_avfx_surface_objectsOpen the AVFX surface objects (grass) settings.
/mirrors/зеркалаMirrorsMenupushmenu q2prox_avfx_mirror_surfacesOpen the AVFX mirror surfaces settings.
/starvisibility/видимостьзвездStar visibilityMenupushmenu q2prox_avfx_stars_visibilityOpen star visibility settings.
/starcatalog/каталогзвездStar catalogMenupushmenu q2prox_avfx_stars_catalogOpen the star catalog settings.
/starcolors/цветазвездStar colorsMenupushmenu q2prox_avfx_stars_colorOpen star color settings.
/skyobjects/объектынебаSky objectsMenupushmenu q2prox_avfx_stars_objectsOpen extra sky object settings.
/milkyway/млечныйпутьMilky WayMenupushmenu q2prox_avfx_stars_milky_wayOpen Milky Way settings.
/planets/планетыPlanetsMenupushmenu q2prox_avfx_stars_planetsOpen planet settings.
/constellations/созвездияConstellationsMenupushmenu q2prox_avfx_stars_constellationsOpen constellation settings.
/meteors/метеорыMeteorsMenupushmenu q2prox_avfx_meteorsOpen meteor shower settings.
/comets/кометыCometsMenupushmenu q2prox_avfx_cometsOpen comet settings.
/impactmeteors/падающиеметеорыImpact meteorsMenupushmenu q2prox_avfx_meteor_impactOpen falling/impact meteor settings.
/meteordamage/уронметеоровMeteor damageMenupushmenu q2prox_avfx_meteor_impact_damageOpen meteor impact damage settings.
/volfog/туманVolumetric fogMenupushmenu q2prox_avfx_volfogOpen volumetric fog settings.
/fogshape/форматуманаFog shapeMenupushmenu q2prox_avfx_volfog_shapeOpen fog shape settings.
/foglook/видтуманаFog lookMenupushmenu q2prox_avfx_volfog_lookOpen fog appearance settings.
/foglighting/светтуманаFog lightingMenupushmenu q2prox_avfx_volfog_lightingOpen fog lighting settings.
/volclouds/облакаVolumetric cloudsMenupushmenu q2prox_avfx_volcloudsOpen volumetric cloud settings.
/cloudshape/формаоблаковCloud shapeMenupushmenu q2prox_avfx_volclouds_shapeOpen cloud shape settings.
/clouddetail/деталиоблаковCloud detailMenupushmenu q2prox_avfx_volclouds_detailOpen cloud detail settings.
/cloudlighting/светоблаковCloud lightingMenupushmenu q2prox_avfx_volclouds_lightingOpen cloud lighting settings.
/cloudlayers/слоиоблаковCloud layersMenupushmenu q2prox_avfx_volclouds_layersOpen cloud layer settings.
/cloudlayer1/слойоблаков1Cloud layer 1Menupushmenu q2prox_avfx_volclouds_layer1Open cloud layer 1 settings.
/cloudlayer2/слойоблаков2Cloud layer 2Menupushmenu q2prox_avfx_volclouds_layer2Open cloud layer 2 settings.
/cloudlayer3/слойоблаков3Cloud layer 3Menupushmenu q2prox_avfx_volclouds_layer3Open cloud layer 3 settings.
/flashlight/фонарикFlashlightMenupushmenu q2prox_avfx_flashlightOpen flashlight settings.
/flashlightshadows/тенифонарикаFlashlight shadowsMenupushmenu q2prox_avfx_flashlight_shadowsOpen flashlight shadow settings.
/monstercontacts/контактымонстровMonster contactsMenupushmenu q2prox_avfx_monster_contactsOpen monster-environment contact settings.

Browsers and tools

CommandRussian aliasTitleTypeExecutesDescription
/servers/серверыServer browserOverlayserverbrowser_openOpen the modern server browser.
/demos/демкиDemo browserOverlaydemo_browser_openOpen the modern demo browser.
/cvars/кварыCvar browserNo actioncvar_browser_toggleToggle the cvar reference browser.
/serverbrowser/браузерсерверовServer browser settingsMenupushmenu q2prox_serverbrowserSettings page for the server browser overlay.
/demobrowser/браузердемокDemo browser settingsMenupushmenu q2prox_demobrowserSettings page for the demo browser overlay.
/cvarbrowser/справочникCvar browser settingsMenupushmenu q2prox_cvarbrowserSettings page for the cvar reference overlay.

Controls

CommandRussian aliasTitleTypeExecutesDescription
/controls/управлениеControlsMenupushmenu g_controlsOpen general controls / input settings.
/input/вводInputMenupushmenu g_inputOpen input settings page.
/keys/клавишиKey bindingsMenupushmenu g_keysOpen key-binding settings.
/weaponbinds/биндыоружияWeapon bindsMenupushmenu g_weaponsOpen weapon-bind settings.
/weaponview/видоружияWeapon viewMenupushmenu g_weapon_viewOpen weapon-view (model) settings.
/mouse/мышьMouse / zoomMenupushmenu q2prox_mouseOpen mouse and zoom settings.
/crosshair/прицелCrosshairMenupushmenu g_interface_crosshairOpen crosshair settings.

Demos

CommandRussian aliasTitleTypeExecutesDescription
/gamestats/статистикаигрыGame statisticsOverlaygame_stats_toggleOpen the Game Statistics overlay built from the demo library.
/demoplayer/плеердемоDemo playerMenupushmenu q2prox_demoplayerModern demo player overlay settings.
/demoanalytics/аналитикадемоDemo analyticsMenupushmenu q2prox_demoanalyticsDemo analytics / heatmap settings.
/analyticscolors/цветааналитикиAnalytics colorsMenupushmenu q2prox_demoanalytics_colorsDemo analytics palette.
/itemtimers/таймерыItem timersMenupushmenu q2prox_demoitemtimersDemo-only item respawn timers.
/itemtimercolors/цветатаймеровItem timer colorsMenupushmenu q2prox_demoitemtimers_colorsPer-item timer colour overrides.

Gameplay and prediction

CommandRussian aliasTitleTypeExecutesDescription
/laghax/лагхаксLaghaxMenupushmenu q2prox_laghaxAdaptive prediction-error smoothing tuning.
/predict/предиктWeapon predictsMenupushmenu q2prox_predictGhost weapon prediction toggles + debug.
/weaponfx/частиоружияWeapon partsMenupushmenu q2prox_weaponfxPredict-aware muzzle/projectile/impact filter.
/movement/движениеMovementMenupushmenu q2prox_movementFPS-independent movement and player predict.
/movementbasics/физикаMovement basicsMenupushmenu g_movement_basicsQ2PRO movement-basics page (fixedmove etc.).
/experiments/экспериментыSP experimentsMenupushmenu q2prox_sp_experimentsOpen the single-player experiments menu.
/training/тренировкаTrainingMenupushmenu q2prox_sp_training_rootOpen the training menu.
/dmtraining/дмтренировкаDM trainingMenupushmenu q2prox_sp_dm_trainingOpen the deathmatch training menu.
/mutator/мутаторMutatorMenupushmenu q2prox_sp_mutatorOpen the single-player mutator menu.
/geometry/геометрияGeometry deformMenupushmenu q2prox_sp_geo_deformOpen the geometry deformation menu.
/monstervariants/монстрывнешностьMonster variantsMenupushmenu q2prox_sp_monster_variantsOpen the monster appearance variants menu.
/liquidswap/подменажидкостейLiquid swapMenupushmenu q2prox_sp_liquid_swapOpen the liquid swap menu.
/liveitemtimers/\xeb\xe0\xe9\xe2\xf2\xe0\xe9\xec\xe5\xf0\xfbLive item timersMenupushmenu q2prox_live_item_timersLive multiplayer item respawn timers.

Interface, mods and HUD

CommandRussian aliasTitleTypeExecutesDescription
/masters/мастерыPrimary mastersMenupushmenu q2prox_primary_mastersOpen the primary settings masters page.
/interface/интерфейсInterface / HUDMenupushmenu g_interfaceOpen interface / HUD settings.
/layout/размерInterface sizeMenupushmenu g_interface_sizeHUD size / layout sub-page.
/alpha/прозрачностьInterface alphaMenupushmenu g_interface_alphaHUD alpha / transparency sub-page.
/modhelp/оверлеймодаMod overlayMenupushmenu q2prox_modhelpMod help / overlay settings (OpenTDM, OpenFFA).
/teamhud/командныйhudOpenTDM team HUDMenupushmenu q2prox_opentdm_teamhudPassive same-team HUD for OpenTDM matches.
/scripts/скриптыScripts / bindsMenupushmenu q2prox_scriptsQ2PRO-X command-bind macros and scripts.

System and audio

CommandRussian aliasTitleTypeExecutesDescription
/video/видеоVideo menuMenupushmenu q2prox_videoOpen video / display settings.
/HDR/хдрHDR settingsMenupushmenu q2prox_hdrOpen HDR rendering and HDR output settings.
/sound/звукSound menuMenupushmenu q2prox_soundOpen sound / acoustics settings.
/soundactive/активныйзвукActive sound channelsCommandsoundactivePrint 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/бинауралBinaural / 3DMenupushmenu q2prox_binauralHeadphone binaural 3D sound + HRTF tuning.
/volumes/громкостьSound volumesMenupushmenu q2prox_sound_volOpen sound volume controls: weapons, other sound categories, AVFX sounds.
/weaponvol/громкостьоружияWeapon volumesMenupushmenu q2prox_weaponvolOpen per-weapon volume sliders (blaster, shotgun, machinegun, etc.).
/othervol/прочиезвукиOther sound volumesMenupushmenu q2prox_othervolOpen non-weapon category volumes (player, voice, environment, demo player, ambient, etc.).
/avfxvol/громкостьavfxAVFX sound volumesMenupushmenu q2prox_avfxvolOpen AVFX sound layer settings (rain, snow, wind, water, steam, thunder, meteor, surface steps).
/voice/голосVoice chatMenupushmenu q2prox_voiceOpen voice chat settings.
/mic/микрофонMicrophoneMenupushmenu q2prox_voice_mic_pickPick voice chat microphone.
/onlinemusic/музыкаOnline music playerCommandmusic_online_openOpen the online music (PROMODJ) overlay player: search, play, queue.
/onlinemusicmenu/музыкаменюOnline music settingsMenupushmenu q2prox_online_musicOpen the online music settings menu (provider, genres, queue, overlay).
/musiclucky/повезётOnline music: luckyCommandmusic_online_luckyPick and play a random online track by the current lucky scope.
/oled/оледOLED protectionMenupushmenu q2prox_oledOpen OLED protection / idle dim settings.
/config/конфигConfigMenupushmenu g_configOpen Q2PRO-X config / save / reset menu.
/network/сетьNetworkMenupushmenu q2prox_advanced_networkOpen advanced network settings.

Visuals and highlights

CommandRussian aliasTitleTypeExecutesDescription
/tessellation/тесселяцияTessellationMenupushmenu q2prox_bsp_tessellationOpen the WGL BSP hardware tessellation settings.
/visibility/подсветкаVisibilityMenupushmenu q2prox_visItem and player highlights with colors.
/itemtoggles/предметыItem togglesMenupushmenu q2prox_vis_togglesPer-item highlight on/off toggles.
/itemcolors/цветапредметовItem colorsMenupushmenu q2prox_vis_colorsPer-item highlight colors.
/weapontoggles/подсветкаоружияWeapon togglesMenupushmenu q2prox_vis_weapon_togglesPer-weapon highlight on/off toggles.
/weaponcolors/цветаоружияWeapon colorsMenupushmenu q2prox_vis_weapon_colorsPer-weapon highlight colors.
/playermodelcolors/цветамоделейPlayer model colorsMenupushmenu q2prox_vis_player_model_colorsPer-model color overrides for player visibility.
/vfx/эффектыVisual FXMenupushmenu q2prox_vfxBloom / fog / sharpen / colour grading.
/particles/частицыParticlesMenupushmenu g_particlesParticle effects settings.
/railtrail/рейлтрейлRail trailMenupushmenu g_railtrailRail trail visual settings.
/skins/скиныSkinsMenupushmenu g_skinsPlayer/enemy skin overrides.
/downloads/загрузкиDownloadsMenupushmenu g_downloadsAuto-download / paks settings.
/shadercacheinfo/кешшейдеровShader cache infoCommandshader_cache_infoPrint persistent shader binary cache status: supported, formats, enabled, hits, misses, loaded_from_binary, compiled_from_source, saved, last_error. Diagnostic only.
/shadercacheclear/очиститькешшейдеровClear shader cacheCommandshader_cache_clearDelete 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

TypeSectionRowVariable or targetWhat it does
SectionReferenceReference
NavigationReferenceCvar reference...cvar_helpOpen the live cvar reference: search, description, values, source.
NavigationReferenceCvar browser settings...q2prox_cvarbrowserOpen cvar-browser settings: opacity, language, text scale.
SectionDiagnosticsDiagnostics
NavigationDiagnosticsVersion info...versionPrint the Q2PRO-X build version and component info to console.
NavigationDiagnosticsMovement feel info...movementfeel_infoPrint the current movement feel and the backend actually applied.
NavigationDiagnosticsRender scale info...gl_render_scale_infoPrint the render-scale pipeline path, max resolution and tile grid.
NavigationDiagnosticsOLED info...vid_oled_infoPrint OLED-protection status and the reasons each stage is/isn't active.
NavigationDiagnosticsReverb info...al_reverb_infoPrint reverb classifier state and the current EAX preset data.
NavigationDiagnosticsBinaural info...al_binaural_infoPrint the current binaural (3D headphone) runtime state.
NavigationDiagnosticsVisual fx info...gl_visual_fx_infoPrint the status of the visual-FX subsystems.
NavigationDiagnosticsVis items info...cl_vis_items_infoPrint how items are classified for the visibility layer.
SectionToolsTools
NavigationToolsPerformance & Budget HUD...q2prox_perf_hudLive performance and budget HUD: occupancy bars plus measured CPU/GPU cost for the frame, dynamic lighting and the enabled AVFX families. Default off.
NavigationToolsList macros...macrolistList 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

TypeSectionRowVariable or targetHint
SectionPlayPlay
NavigationPlayPlay offline...play_offlineSingle-player: skill-based campaign, DM-map training, save/load and player setup.
NavigationPlayJoin online...join_onlineServer browsers (modern/legacy), online-play tuning, player setup and downloads.
NavigationPlayOnline play setup...j_online_setupQ2PRO-X online tuning + player setup: laghax, movement, weapon predicts, visibility, item timers, player profile, downloads, demos.
NavigationPlayMods...modsBrowse and launch locally installed mods (native 64-bit, or 32-bit via the bridge).
SectionSetup & MediaSetup & Media
NavigationSetup & MediaQuick setup...quick_setupOne-page essentials: video backend/resolution, sound engine, crosshair, menu opacity.
NavigationSetup & MediaPrimary settings mastersq2prox_primary_mastersOne compact page with the primary startup and visual-system master switches.
NavigationSetup & MediaVideo & display...g_videoDisplay mode, resolution, render scale, gamma, HDR, GL and renderer submenus.
NavigationSetup & MediaOptions...optionsSettings hub: video, sound, interface, controls, visibility, skins, advanced, config.
NavigationSetup & MediaHelp / about Q2PRO-Xg_helpCvar reference browser plus diagnostic prints (version, render scale, reverb, etc.).
NavigationSetup & MediaDemosdemosBuilt-in demo browser: pick and play back recorded .dm2/.mvd2 demo files.
NavigationSetup & MediaAVFX...q2prox_avfxOpen AVFX main menu: presets, rain, snow, storm, sky, sun, moon, volumetric fog/clouds, flashlight and surface effects. / For best performance, use the win32egl backend.
NavigationSetup & MediaPresets...q2prox_presetsChoose AVFX, player contact, lighting or visibility presets.
NavigationSetup & MediaOnline music...q2prox_online_musicOpen the online music player (PROMODJ): search, play, overlay.
SectionSystemSystem
NavigationSystemQuitquitQuit the game.
ListSystemInterface languagecl_console_utf8_ruGlobal 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

TypeSectionRowVariable or targetHint
SectionGameGame
NavigationGameResume gameforcemenuoffClose the menu and return to the game.
NavigationGameLoad game...loadgameOpen the single-player load-game menu for the current mod.
NavigationGameSave game...savegameOpen the single-player save-game menu for the current mod.
NavigationGameSingle Player Experiments...q2prox_sp_experimentsOpen local single-player experiments: spawn mutators, DM-map training, monster visual variants, and geometry deformation.
SectionOnline & ModsOnline & Mods
NavigationOnline & ModsCvar reference...cvar_helpBrowse every cvar live: search, description, values, source.
NavigationOnline & ModsBrowse servers...serverbrowser_open_modernModern Q2PRO-X server browser overlay.
NavigationOnline & ModsJoin online...join_onlineServer browsers (modern/legacy), online-play tuning, player setup and downloads.
NavigationOnline & ModsOnline play setup...j_online_setupQ2PRO-X online tuning + player setup: laghax, movement, weapon predicts, visibility, item timers, player profile, downloads, demos.
NavigationOnline & ModsMods...modsBrowse and launch locally installed mods (native 64-bit, or 32-bit via the bridge).
NavigationOnline & ModsMod command overlaymodhelp_toggleToggle the mod command overlay (quick OpenTDM/OpenFFA commands) on screen.
SectionSettings & MediaSettings & Media
NavigationSettings & MediaQuick setup...quick_setupOne-page essentials: video backend/resolution, sound engine, crosshair, menu opacity.
NavigationSettings & MediaPrimary settings mastersq2prox_primary_mastersOne compact page with the primary startup and visual-system master switches.
NavigationSettings & MediaVideo & display...g_videoDisplay mode, resolution, render scale, gamma, HDR, GL and renderer submenus.
NavigationSettings & MediaOptions...optionsSettings hub: video, sound, interface, controls, visibility, skins, advanced, config.
NavigationSettings & MediaDemosdemosBuilt-in demo browser: pick and play back recorded .dm2/.mvd2 demo files.
NavigationSettings & MediaAVFX...q2prox_avfxOpen AVFX main menu: presets, rain, snow, storm, sky, sun, moon, volumetric fog/clouds, flashlight and surface effects. / For best performance, use the win32egl backend.
NavigationSettings & MediaPresets...q2prox_presetsChoose AVFX, player contact, lighting or visibility presets.
NavigationSettings & MediaOnline music...q2prox_online_musicOpen the online music player (PROMODJ): search, play, overlay.
SectionSessionSession
NavigationSessionDisconnectdisconnectDisconnect from the current server.
NavigationSessionQuitquitQuit the game.

Options (options)

Path: Main menu → Options

TypeSectionRowVariable or targetHint
SectionDisplay & SoundDisplay & Sound
NavigationDisplay & SoundVideo & display...g_videoDisplay mode, resolution, render scale, gamma, HDR, GL and renderer submenus.
NavigationDisplay & SoundSound & acoustics...g_soundSound engine, volumes, ambient, OpenAL acoustics, HRTF and voice-chat submenus.
NavigationDisplay & SoundInterface & HUD...g_interfaceHUD/console/menu size and transparency, crosshair, and pickup-notify identity.
SectionPlay & VisibilityPlay & Visibility
NavigationPlay & VisibilityControls & weapon view...g_controlsInput setup, key and weapon binds, weapon view, movement basics, mouse and zoom.
NavigationPlay & VisibilityVisibility & visuals...g_visibilityItem/player highlights, particle & effect visibility, rail trail, visual effects.
NavigationPlay & VisibilitySkins & models...g_skinsPlayer identity, disable custom skins, visible weapons, download options.
SectionSystemSystem
NavigationSystemAdvanced Q2PRO-X...g_advancedAdvanced hub: laghax, predicts, movement, capture, demos, network, mod overlay, tools.
NavigationSystemConfig & files...g_configSave/load and reset configs, autosave, mod scan, menu/console language and fonts.
NavigationSystemMenu settings...g_menu_settingsMenu behavior, language, font, scale, opacity, badges and hints.
NavigationSystemHelp / about Q2PRO-X...g_helpCvar reference browser plus diagnostic prints (version, render scale, reverb, etc.).

Play offline (play_offline)

Path: Main menu → Play offline

TypeSectionRowVariable or targetHint
SectionCampaignCampaign
NavigationCampaigneasySkill 0; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
NavigationCampaignmediumSkill 1; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
NavigationCampaignhardSkill 2; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
NavigationCampaignnightmareSkill 3; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
SectionExperimentsExperiments
NavigationExperimentsDM Map Training...q2prox_sp_training_rootOpen DM-map training: play multiplayer maps in local single player with monsters and optional scoring.
NavigationExperimentsSingle Player Experiments...q2prox_sp_experimentsOpen local single-player experiments: spawn mutators, DM-map training, monster visual variants, and geometry deformation.
SectionSaves & ProfileSaves & Profile
NavigationSaves & ProfileLoad game...loadgameLoad a saved single-player game from a slot.
NavigationSaves & ProfileSave game...savegameSave the current single-player game to a slot.
NavigationSaves & ProfilePlayer setup (Q2PRO-X)q2prox_player_identityEdit name / skin / handedness / fov via Q2PRO-X DSL rows.
NavigationSaves & ProfilePlayer setup (3D preview)playersBuilt-in player setup page with the 3D player model preview.

Load game (loadgame)

Path: In-game menu → Load game

TypeSectionRowVariable or targetHint
Loadsave0
Loadsave1
Loadsave2
Loadsave3
Loadsave4
Loadsave5
Loadsave6
Loadsave7
Loadsave8
Loadsave9
Loadsave10
Loadsave11
Loadsave12
Loadsave13
Loadsave14
Loadsave15

Save game (savegame)

Path: In-game menu → Save game

TypeSectionRowVariable or targetHint
Savesave1
Savesave2
Savesave3
Savesave4
Savesave5
Savesave6
Savesave7
Savesave8
Savesave9
Savesave10
Savesave11
Savesave12
Savesave13
Savesave14
Savesave15

Join Online (join_online)

Path: Main menu → Join Online

TypeSectionRowVariable or targetHint
SectionServersServers
NavigationServersBrowse servers...serverbrowser_open_modernModern Q2PRO-X server browser overlay (q2servers.com / favorites / LAN).
NavigationServersLegacy browser / join by address...j_legacyClassic 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

TypeSectionRowVariable or targetHint
NavigationLegacy server browser...serverbrowser_open_legacyLaunch the legacy address-book-driven server browser.
NavigationAddress book...g_addressbookEdit the 16-slot address book (adr0..adr15).
NavigationModern browser...serverbrowser_open_modernOpen the modern browser overlay instead.

Online Play Setup (j_online_setup)

Path: Main menu → Online Play Setup

TypeSectionRowVariable or targetHint
SectionNetwork & PredictNetwork & Predict
NavigationNetwork & PredictQ2PRO-X Network God...q2prox_network_godOne place for the whole network: what is wrong, what to do about it, protection, reports and every network module.
NavigationNetwork & PredictLaghax...q2prox_laghaxAdaptive prediction-error smoothing (laghax), HUD, weights.
NavigationNetwork & PredictPing adaptation...q2prox_ping_adaptationHold an absolute target ping, manually or following the opposing players.
NavigationNetwork & PredictNetwork & port scanner...q2prox_advanced_networkBandwidth, 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.
NavigationNetwork & PredictMovement & player...q2prox_movementFPS-independent movement timing + local player prediction.
SliderNetwork & PredictMovement view bobcl_viewbobHow 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.
NavigationNetwork & PredictWeapon predicts...q2prox_predictWeapon predict toggles (ghost rockets, rail, shotgun, HB, etc.).
SectionVisibility & SoundVisibility & Sound
NavigationVisibility & SoundVisibility & highlights...q2prox_visItem / player highlighting for readability.
NavigationVisibility & SoundItem respawn timers...q2prox_live_item_timersLive respawn timers for strategic items: manual + own-pickup countdowns on a HUD strip.
NavigationVisibility & SoundSound...g_soundOpenAL profile, HRTF, reverb, weapon / player volumes.
NavigationVisibility & SoundFrag messages...q2prox_fragfeedHighlight your opponent in confirmed frag messages; optional kill and death HUD notifications.
SectionPlayer & FilesPlayer & Files
NavigationPlayer & FilesSkins & models...g_skinsPlayer identity, both player-setup pages, skin restrictions, local per-mod overrides, model settings and downloads.
NavigationPlayer & FilesDownloads...g_downloadsPer-type download permissions (maps, skins, models, sounds) and HTTP downloads.
NavigationPlayer & FilesMod config profiles...q2prox_modcfgChoose per-mod config profiles. A profile changes the live controls and settings without overwriting Q2PRO-X managed configs.
NavigationPlayer & FilesMod command overlay...q2prox_modhelpMod command overlay (OpenTDM/OpenFFA).
NavigationPlayer & FilesDemosdemosBuilt-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

TypeSectionRowVariable or targetHint
SectionGeneralGeneral
ToggleGeneralLive item timerscl_itMaster switch for live item respawn timers (manual + own-pickup). Applies immediately.
ToggleGeneralAuto-start on own pickupcl_it_auto_ownAuto-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.
ToggleGeneralShow HUD stripcl_it_hudDraw the on-screen countdown strip. Applies immediately.
ToggleGeneralReset on POV changecl_it_reset_on_pov_changeWhen spectating, clear all timers after switching to another player's POV, entering free observer, or returning to play. Applies immediately.
SectionSectionsSections
NavigationSectionsHUD strip...q2prox_lit_hudHUD strip position, scale, opacity, warning window, unknown-item policy.
NavigationSectionsWarning sound...q2prox_lit_soundOptional local warning sound (code path only; silent if the asset is missing).
NavigationSectionsTracked items...q2prox_lit_itemsChoose which items are tracked and shown.
NavigationSectionsRespawn intervals...q2prox_lit_intervalsPer-item fallback respawn intervals + global defaults.
NavigationSectionsInstances & locations...q2prox_lit_worldPer-instance timers by BSP spawn location: ordinals + world observation (PVS-only).
NavigationSectionsPer-item HUD/sound/color...q2prox_lit_advancedPer-item HUD window, sound and color, by class.
NavigationSectionsManual timers & binds...q2prox_lit_bindsBind keys for manual timers (it_start / it_cancel / modifier).
NavigationSectionsPrint timer infoit_infoPrint 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

TypeSectionRowVariable or targetHint
SectionStripStrip
ToggleStripShow HUD stripcl_it_hudDraw the on-screen countdown strip. Applies immediately.
ToggleStripShow under menucl_it_hud_in_menuKeep timer HUDs visible underneath an open menu. Menu opacity still applies; a fully opaque menu covers them. Applies immediately.
SliderStripStrip scalecl_it_hud_scaleHUD strip size multiplier. Applies immediately.
SliderStripStrip opacitycl_it_hud_alphaHUD strip opacity. Applies immediately.
SliderStripMax cellscl_it_hud_maxMaximum number of timer cells shown at once (per strip). Applies immediately.
ToggleStripLabels under iconscl_it_hud_labelsShow the short English item code (RL, RG, RA, Q...) under each icon. Applies immediately.
SectionPosition (single strip)Position (single strip)
SliderPosition (single strip)Position X (-1 = auto)cl_it_hud_xHorizontal position in HUD pixels; -1 = auto (right-aligned). Applies immediately.
SliderPosition (single strip)Position Y (-1 = auto)cl_it_hud_yVertical position in HUD pixels; -1 = auto (Y=80, below the server Frags/Rank/Time block). Applies immediately.
SectionSplit by classSplit by class
ToggleSplit by classSplit by classcl_it_hud_splitSplit 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.
SliderSplit by classArmor X (-1 = auto)cl_it_hud_armor_xArmor HUD X (-1 = auto: stacks top-right below the panel above it). Applies immediately.
SliderSplit by classArmor Y (-1 = auto)cl_it_hud_armor_yArmor HUD Y (-1 = auto stack). Applies immediately.
SliderSplit by classPowerups X (-1 = auto)cl_it_hud_pow_xPowerups HUD X (-1 = auto stack). Applies immediately.
SliderSplit by classPowerups Y (-1 = auto)cl_it_hud_pow_yPowerups HUD Y (-1 = auto stack). Applies immediately.
SliderSplit by classWeapons X (-1 = auto)cl_it_hud_wpn_xWeapons HUD X (-1 = auto stack). Applies immediately.
SliderSplit by classWeapons Y (-1 = auto)cl_it_hud_wpn_yWeapons HUD Y (-1 = auto stack). Applies immediately.
SliderSplit by classOther X (-1 = auto)cl_it_hud_misc_xOther HUD X (-1 = auto stack). Applies immediately.
SliderSplit by classOther Y (-1 = auto)cl_it_hud_misc_yOther HUD Y (-1 = auto stack). Applies immediately.
SectionBehaviorBehavior
SliderBehaviorWarning window, scl_it_warn_sWarning window: seconds before respawn when the cell turns red (and sound fires). Applies immediately.
ToggleBehaviorShow all timerscl_it_hud_show_allShow every tracked timer from the start, ignoring per-item HUD windows. Off = a cell appears only within its item HUD window. Applies immediately.
ToggleBehaviorBorder blinkcl_it_hud_blinkSmoothly 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.
ToggleBehaviorIcon pulsecl_it_hud_icon_pulseIndependent: smoothly pulse the item icon (dimmer-style) with a bloom glow inside the warning window. Common to all tiles. Applies immediately.
ToggleBehaviorRunning bordercl_it_hud_border_runIndependent: a bright comet runs clockwise around the tile border inside the warning window, faster as respawn nears. Common to all tiles. Applies immediately.
ListBehaviorUnknown intervalcl_it_unknown_policyWhat 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

TypeSectionRowVariable or targetHint
SectionWarningWarning
ToggleWarningWarning soundcl_it_soundPlay a local warning sound when a timer enters the warning window. Optional asset (sound/q2prox/it/warn.wav); silent if missing. Applies immediately.
SliderWarningVolumecl_it_sound_volWarning sound volume. Applies immediately.
SectionMode & eventsMode & events
ListMode & eventsSound modecl_it_sound_modeSound mode: off / generic cues / rich per-item voice with fallback. All sound files are optional; missing files silently skip. Applies immediately. [off / generic / rich]
ToggleMode & eventsCountdown numberscl_it_sound_countdownPer-second countdown number cues inside the sound window (optional assets). Applies immediately.
ToggleMode & eventsItem-up soundcl_it_sound_upPlay 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

TypeSectionRowVariable or targetHint
SectionArmorArmor
ToggleArmorGreen Armorcl_it_ga_showTrack Green (jacket) Armor. Applies immediately.
ToggleArmorYellow Armorcl_it_ya_showTrack Yellow (combat) Armor. Applies immediately.
ToggleArmorRed Armorcl_it_ra_showTrack Red (body) Armor. Applies immediately.
ToggleArmorPower Screencl_it_pws_showTrack Power Screen. Applies immediately.
ToggleArmorPower Shieldcl_it_pwh_showTrack Power Shield. Applies immediately.
SectionPowerupsPowerups
TogglePowerupsQuad Damagecl_it_quad_showTrack Quad Damage. Applies immediately.
TogglePowerupsInvulnerabilitycl_it_inv_showTrack Invulnerability (Pentagram). Applies immediately.
SectionWeaponsWeapons
ToggleWeaponsRocket Launchercl_it_rl_showTrack Rocket Launcher. Applies immediately.
ToggleWeaponsRailguncl_it_rail_showTrack Railgun. Applies immediately.
ToggleWeaponsBFG10Kcl_it_bfg_showTrack BFG10K. Applies immediately.
ToggleWeaponsGrenade Launchercl_it_gl_showTrack Grenade Launcher. Applies immediately.
ToggleWeaponsHyperBlastercl_it_hb_showTrack HyperBlaster. Applies immediately.
ToggleWeaponsChainguncl_it_cg_showTrack Chaingun. Applies immediately.
ToggleWeaponsShotguncl_it_sg_showTrack Shotgun. Applies immediately.
ToggleWeaponsSuper Shotguncl_it_ssg_showTrack Super Shotgun. Applies immediately.
ToggleWeaponsMachineguncl_it_mg_showTrack Machinegun. Applies immediately.
ToggleWeaponsHand Grenadescl_it_hg_showTrack Hand Grenades. Applies immediately.
SectionOtherOther
ToggleOtherMega Healthcl_it_mh_showTrack Mega Health. By default its automatic timer follows stock health decay, then counts the post-decay delay. Applies immediately.
ToggleOtherSilencercl_it_sil_showTrack Silencer. Applies immediately.
ToggleOtherRebreathercl_it_reb_showTrack Rebreather. Applies immediately.
ToggleOtherEnvironment Suitcl_it_env_showTrack Environment Suit. Applies immediately.
ToggleOtherAdrenalinecl_it_adr_showTrack Adrenaline. Applies immediately.
ToggleOtherBandoliercl_it_band_showTrack Bandolier. Applies immediately.
ToggleOtherAmmo Packcl_it_pack_showTrack Ammo Pack. Applies immediately.

Live Timers — Intervals (q2prox_lit_intervals)

Path: Main menu → Online Play Setup → Live Item Timers → Live Timers — Intervals

TypeSectionRowVariable or targetHint
SectionGlobalGlobal
SliderGlobalDefault interval, scl_it_default_sGlobal fallback respawn seconds when a per-item interval is 0 (Mega excluded). Applies immediately.
SliderGlobalFixed Mega fallback, scl_it_mh_fb_sFixed Mega override. 0 = Automatic stock behavior: wait at least 5 s until health reaches 100, then use the post-decay delay below. Applies immediately.
SliderGlobalMega after decay, scl_it_mh_post_decay_sAutomatic stock Mega countdown after excess health reaches 100. Baseq2 uses 20 seconds. Applies immediately.
SliderGlobalREADY hold, scl_it_ready_hold_sKeep a READY cell on screen this many seconds after the countdown ends. Applies immediately.
SectionArmorArmor
SliderArmorGreen Armor, scl_it_ga_sGreen Armor fallback respawn seconds. Applies immediately.
SliderArmorYellow Armor, scl_it_ya_sYellow Armor fallback respawn seconds. Applies immediately.
SliderArmorRed Armor, scl_it_ra_sRed Armor fallback respawn seconds. Applies immediately.
SliderArmorPower Screen, scl_it_pws_sPower Screen fallback respawn seconds. Applies immediately.
SliderArmorPower Shield, scl_it_pwh_sPower Shield fallback respawn seconds. Applies immediately.
SectionPowerupsPowerups
SliderPowerupsQuad Damage, scl_it_quad_sQuad fallback respawn seconds. Applies immediately.
SliderPowerupsInvulnerability, scl_it_inv_sInvulnerability (Pentagram) fallback respawn seconds. Applies immediately.
SectionWeaponsWeapons
SliderWeaponsRocket Launcher, scl_it_rl_sRocket Launcher fallback respawn seconds. Applies immediately.
SliderWeaponsRailgun, scl_it_rail_sRailgun fallback respawn seconds. Applies immediately.
SliderWeaponsBFG10K, scl_it_bfg_sBFG10K fallback respawn seconds. Applies immediately.
SliderWeaponsGrenade Launcher, scl_it_gl_sGrenade Launcher fallback respawn seconds. Applies immediately.
SliderWeaponsHyperBlaster, scl_it_hb_sHyperBlaster fallback respawn seconds. Applies immediately.
SliderWeaponsChaingun, scl_it_cg_sChaingun fallback respawn seconds. Applies immediately.
SliderWeaponsShotgun, scl_it_sg_sShotgun fallback respawn seconds. Applies immediately.
SliderWeaponsSuper Shotgun, scl_it_ssg_sSuper Shotgun fallback respawn seconds. Applies immediately.
SliderWeaponsMachinegun, scl_it_mg_sMachinegun fallback respawn seconds. Applies immediately.
SliderWeaponsHand Grenades, scl_it_hg_sHand Grenades fallback respawn seconds. Applies immediately.
SectionOtherOther
SliderOtherMega: fixed, scl_it_mh_sPer-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

TypeSectionRowVariable or targetHint
SectionModifierModifier
KeyModifierCancel modifier (hold)+it_modHold this key so that a manual it_start acts as it_cancel for the same item.
SectionManual timer startManual timer start
KeyManual timer startStart: Red Armorit_startStart / refresh the Red Armor timer (hold the modifier to cancel).
KeyManual timer startStart: Yellow Armorit_startStart / refresh the Yellow Armor timer (hold the modifier to cancel).
KeyManual timer startStart: Green Armorit_startStart / refresh the Green Armor timer (hold the modifier to cancel).
KeyManual timer startStart: Megait_startStart / refresh the Mega timer (needs a fallback interval; see Intervals).
KeyManual timer startStart: Quadit_startStart / refresh the Quad timer (hold the modifier to cancel).
KeyManual timer startStart: Pentagramit_startStart / refresh the Pentagram timer (hold the modifier to cancel).
KeyManual timer startStart: Power Shieldit_startStart / refresh the Power Shield timer (hold the modifier to cancel).
KeyManual timer startStart: Rocket Launcherit_startStart / refresh the Rocket Launcher timer (hold the modifier to cancel).
KeyManual timer startStart: Railgunit_startStart / refresh the Railgun timer (hold the modifier to cancel).
KeyManual timer startStart: BFG10Kit_startStart / refresh the BFG10K timer (hold the modifier to cancel).
SectionOtherOther
KeyOtherOpen timers menuit_menuOpen this Live Item Timers menu.
NavigationOtherReset timersit_resetClear 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

TypeSectionRowVariable or targetHint
SectionBy classBy class
NavigationBy classArmor...q2prox_lit_adv_armorArmor: per-item HUD window, sound, color.
NavigationBy classPowerups...q2prox_lit_adv_powPowerups: per-item HUD window, sound, color.
NavigationBy classWeapons...q2prox_lit_adv_wpnWeapons: per-item HUD window, sound, color.
NavigationBy classOther...q2prox_lit_adv_miscOther: 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

TypeSectionRowVariable or targetHint
SectionGreen ArmorGreen Armor
ToggleGreen ArmorShow on HUDcl_it_ga_hudShow Green Armor on the HUD strip. Applies immediately.
SliderGreen ArmorHUD window, scl_it_ga_hud_sGreen Armor: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleGreen ArmorSoundcl_it_ga_sndEnable warning sounds for Green Armor. Applies immediately.
SliderGreen ArmorSound window, scl_it_ga_snd_sGreen Armor: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListGreen ArmorColorcl_it_ga_colorGreen 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]
SectionYellow ArmorYellow Armor
ToggleYellow ArmorShow on HUDcl_it_ya_hudShow Yellow Armor on the HUD strip. Applies immediately.
SliderYellow ArmorHUD window, scl_it_ya_hud_sYellow Armor: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleYellow ArmorSoundcl_it_ya_sndEnable warning sounds for Yellow Armor. Applies immediately.
SliderYellow ArmorSound window, scl_it_ya_snd_sYellow Armor: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListYellow ArmorColorcl_it_ya_colorYellow 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]
SectionRed ArmorRed Armor
ToggleRed ArmorShow on HUDcl_it_ra_hudShow Red Armor on the HUD strip. Applies immediately.
SliderRed ArmorHUD window, scl_it_ra_hud_sRed Armor: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleRed ArmorSoundcl_it_ra_sndEnable warning sounds for Red Armor. Applies immediately.
SliderRed ArmorSound window, scl_it_ra_snd_sRed Armor: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListRed ArmorColorcl_it_ra_colorRed 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]
SectionPower ScreenPower Screen
TogglePower ScreenShow on HUDcl_it_pws_hudShow Power Screen on the HUD strip. Applies immediately.
SliderPower ScreenHUD window, scl_it_pws_hud_sPower Screen: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
TogglePower ScreenSoundcl_it_pws_sndEnable warning sounds for Power Screen. Applies immediately.
SliderPower ScreenSound window, scl_it_pws_snd_sPower Screen: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListPower ScreenColorcl_it_pws_colorPower 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]
SectionPower ShieldPower Shield
TogglePower ShieldShow on HUDcl_it_pwh_hudShow Power Shield on the HUD strip. Applies immediately.
SliderPower ShieldHUD window, scl_it_pwh_hud_sPower Shield: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
TogglePower ShieldSoundcl_it_pwh_sndEnable warning sounds for Power Shield. Applies immediately.
SliderPower ShieldSound window, scl_it_pwh_snd_sPower Shield: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListPower ShieldColorcl_it_pwh_colorPower 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

TypeSectionRowVariable or targetHint
SectionQuadQuad
ToggleQuadShow on HUDcl_it_quad_hudShow Quad on the HUD strip. Applies immediately.
SliderQuadHUD window, scl_it_quad_hud_sQuad: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleQuadSoundcl_it_quad_sndEnable warning sounds for Quad. Applies immediately.
SliderQuadSound window, scl_it_quad_snd_sQuad: seconds before respawn to start sounds and turn the cell red (0 = global warning window). Applies immediately.
ListQuadColorcl_it_quad_colorQuad 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]
SectionPentagramPentagram
TogglePentagramShow on HUDcl_it_inv_hudShow Pentagram on the HUD strip. Applies immediately.
SliderPentagramHUD window, scl_it_inv_hud_sPentagram: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
TogglePentagramSoundcl_it_inv_sndEnable warning sounds for Pentagram. Applies immediately.
SliderPentagramSound window, scl_it_inv_snd_sPentagram: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListPentagramColorcl_it_inv_colorPentagram 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

TypeSectionRowVariable or targetHint
SectionWeapon groupsWeapon groups
NavigationWeapon groupsHeavy weapons...q2prox_lit_adv_wpn_heavyRocket Launcher, Railgun, BFG10K and Grenade Launcher HUD, sound and color.
NavigationWeapon groupsRapid-fire weapons...q2prox_lit_adv_wpn_rapidHyperBlaster, Chaingun and Machinegun HUD, sound and color.
NavigationWeapon groupsShotguns & grenades...q2prox_lit_adv_wpn_closeShotgun, 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

TypeSectionRowVariable or targetHint
SectionRocket LauncherRocket Launcher
ToggleRocket LauncherShow on HUDcl_it_rl_hudShow Rocket Launcher on the HUD strip. Applies immediately.
SliderRocket LauncherHUD window, scl_it_rl_hud_sRocket Launcher: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleRocket LauncherSoundcl_it_rl_sndEnable warning sounds for Rocket Launcher. Applies immediately.
SliderRocket LauncherSound window, scl_it_rl_snd_sRocket Launcher: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListRocket LauncherColorcl_it_rl_colorRocket 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]
SectionRailgunRailgun
ToggleRailgunShow on HUDcl_it_rail_hudShow Railgun on the HUD strip. Applies immediately.
SliderRailgunHUD window, scl_it_rail_hud_sRailgun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleRailgunSoundcl_it_rail_sndEnable warning sounds for Railgun. Applies immediately.
SliderRailgunSound window, scl_it_rail_snd_sRailgun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListRailgunColorcl_it_rail_colorRailgun 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]
SectionBFG10KBFG10K
ToggleBFG10KShow on HUDcl_it_bfg_hudShow BFG10K on the HUD strip. Applies immediately.
SliderBFG10KHUD window, scl_it_bfg_hud_sBFG10K: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleBFG10KSoundcl_it_bfg_sndEnable warning sounds for BFG10K. Applies immediately.
SliderBFG10KSound window, scl_it_bfg_snd_sBFG10K: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListBFG10KColorcl_it_bfg_colorBFG10K 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]
SectionGrenade LauncherGrenade Launcher
ToggleGrenade LauncherShow on HUDcl_it_gl_hudShow Grenade Launcher on the HUD strip. Applies immediately.
SliderGrenade LauncherHUD window, scl_it_gl_hud_sGrenade Launcher: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleGrenade LauncherSoundcl_it_gl_sndEnable warning sounds for Grenade Launcher. Applies immediately.
SliderGrenade LauncherSound window, scl_it_gl_snd_sGrenade Launcher: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListGrenade LauncherColorcl_it_gl_colorGrenade 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

TypeSectionRowVariable or targetHint
SectionHyperBlasterHyperBlaster
ToggleHyperBlasterShow on HUDcl_it_hb_hudShow HyperBlaster on the HUD strip. Applies immediately.
SliderHyperBlasterHUD window, scl_it_hb_hud_sHyperBlaster: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleHyperBlasterSoundcl_it_hb_sndEnable warning sounds for HyperBlaster. Applies immediately.
SliderHyperBlasterSound window, scl_it_hb_snd_sHyperBlaster: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListHyperBlasterColorcl_it_hb_colorHyperBlaster 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]
SectionChaingunChaingun
ToggleChaingunShow on HUDcl_it_cg_hudShow Chaingun on the HUD strip. Applies immediately.
SliderChaingunHUD window, scl_it_cg_hud_sChaingun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleChaingunSoundcl_it_cg_sndEnable warning sounds for Chaingun. Applies immediately.
SliderChaingunSound window, scl_it_cg_snd_sChaingun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListChaingunColorcl_it_cg_colorChaingun 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]
SectionMachinegunMachinegun
ToggleMachinegunShow on HUDcl_it_mg_hudShow Machinegun on the HUD strip. Applies immediately.
SliderMachinegunHUD window, scl_it_mg_hud_sMachinegun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleMachinegunSoundcl_it_mg_sndEnable warning sounds for Machinegun. Applies immediately.
SliderMachinegunSound window, scl_it_mg_snd_sMachinegun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListMachinegunColorcl_it_mg_colorMachinegun 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

TypeSectionRowVariable or targetHint
SectionShotgunShotgun
ToggleShotgunShow on HUDcl_it_sg_hudShow Shotgun on the HUD strip. Applies immediately.
SliderShotgunHUD window, scl_it_sg_hud_sShotgun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleShotgunSoundcl_it_sg_sndEnable warning sounds for Shotgun. Applies immediately.
SliderShotgunSound window, scl_it_sg_snd_sShotgun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListShotgunColorcl_it_sg_colorShotgun 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]
SectionSuper ShotgunSuper Shotgun
ToggleSuper ShotgunShow on HUDcl_it_ssg_hudShow Super Shotgun on the HUD strip. Applies immediately.
SliderSuper ShotgunHUD window, scl_it_ssg_hud_sSuper Shotgun: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleSuper ShotgunSoundcl_it_ssg_sndEnable warning sounds for Super Shotgun. Applies immediately.
SliderSuper ShotgunSound window, scl_it_ssg_snd_sSuper Shotgun: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListSuper ShotgunColorcl_it_ssg_colorSuper 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]
SectionHand GrenadesHand Grenades
ToggleHand GrenadesShow on HUDcl_it_hg_hudShow Hand Grenades on the HUD strip. Applies immediately.
SliderHand GrenadesHUD window, scl_it_hg_hud_sHand Grenades: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleHand GrenadesSoundcl_it_hg_sndEnable warning sounds for Hand Grenades. Applies immediately.
SliderHand GrenadesSound window, scl_it_hg_snd_sHand Grenades: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListHand GrenadesColorcl_it_hg_colorHand 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

TypeSectionRowVariable or targetHint
SectionMegaMega
ToggleMegaShow on HUDcl_it_mh_hudShow Mega on the HUD strip. Applies immediately.
SliderMegaHUD window, scl_it_mh_hud_sMega: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleMegaSoundcl_it_mh_sndEnable warning sounds for Mega. Applies immediately.
SliderMegaSound window, scl_it_mh_snd_sMega: seconds before respawn to start sounds and turn the cell red (0 = global warning window). Applies immediately.
ListMegaColorcl_it_mh_colorMega 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]
SectionSilencerSilencer
ToggleSilencerShow on HUDcl_it_sil_hudShow Silencer on the HUD strip. Applies immediately.
SliderSilencerHUD window, scl_it_sil_hud_sSilencer: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleSilencerSoundcl_it_sil_sndEnable warning sounds for Silencer. Applies immediately.
SliderSilencerSound window, scl_it_sil_snd_sSilencer: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListSilencerColorcl_it_sil_colorSilencer 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]
SectionRebreatherRebreather
ToggleRebreatherShow on HUDcl_it_reb_hudShow Rebreather on the HUD strip. Applies immediately.
SliderRebreatherHUD window, scl_it_reb_hud_sRebreather: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleRebreatherSoundcl_it_reb_sndEnable warning sounds for Rebreather. Applies immediately.
SliderRebreatherSound window, scl_it_reb_snd_sRebreather: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListRebreatherColorcl_it_reb_colorRebreather 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]
SectionEnvironment SuitEnvironment Suit
ToggleEnvironment SuitShow on HUDcl_it_env_hudShow Environment Suit on the HUD strip. Applies immediately.
SliderEnvironment SuitHUD window, scl_it_env_hud_sEnvironment Suit: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleEnvironment SuitSoundcl_it_env_sndEnable warning sounds for Environment Suit. Applies immediately.
SliderEnvironment SuitSound window, scl_it_env_snd_sEnvironment Suit: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListEnvironment SuitColorcl_it_env_colorEnvironment 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]
SectionAdrenalineAdrenaline
ToggleAdrenalineShow on HUDcl_it_adr_hudShow Adrenaline on the HUD strip. Applies immediately.
SliderAdrenalineHUD window, scl_it_adr_hud_sAdrenaline: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleAdrenalineSoundcl_it_adr_sndEnable warning sounds for Adrenaline. Applies immediately.
SliderAdrenalineSound window, scl_it_adr_snd_sAdrenaline: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListAdrenalineColorcl_it_adr_colorAdrenaline 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]
SectionBandolierBandolier
ToggleBandolierShow on HUDcl_it_band_hudShow Bandolier on the HUD strip. Applies immediately.
SliderBandolierHUD window, scl_it_band_hud_sBandolier: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleBandolierSoundcl_it_band_sndEnable warning sounds for Bandolier. Applies immediately.
SliderBandolierSound window, scl_it_band_snd_sBandolier: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListBandolierColorcl_it_band_colorBandolier 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]
SectionAmmo PackAmmo Pack
ToggleAmmo PackShow on HUDcl_it_pack_hudShow Ammo Pack on the HUD strip. Applies immediately.
SliderAmmo PackHUD window, scl_it_pack_hud_sAmmo Pack: seconds before respawn to start showing the cell (0 = global warning window). Applies immediately.
ToggleAmmo PackSoundcl_it_pack_sndEnable warning sounds for Ammo Pack. Applies immediately.
SliderAmmo PackSound window, scl_it_pack_snd_sAmmo Pack: seconds before respawn to sound and redden the cell (0 = global window). Applies immediately.
ListAmmo PackColorcl_it_pack_colorAmmo 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

TypeSectionRowVariable or targetHint
SectionHow it works — no hidden dataHow it works — no hidden data
SectionWorld observation (PVS)World observation (PVS)
ToggleWorld observation (PVS)World observationcl_it_world_observeUse 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.
ToggleWorld observation (PVS)Instance ordinalscl_it_ordinalsShow the BSP ordinal (1,2,...) on the HUD when a map has more than one of that item. Applies immediately.
SectionLearning & radiiLearning & radii
ToggleLearning & radiiPer-instance learningcl_it_learnLearn a session-only interval from the SAME BSP spawn disappearing/reappearing. Dynamic Mega is excluded unless it has a fixed override. Applies immediately.
SliderLearning & radiiBSP match radiuscl_it_bsp_match_radiusMatch radius between a visible item and its BSP spawn record. Applies immediately.
SliderLearning & radiiCluster radiuscl_it_instance_cluster_radiusMerge radius for near-duplicate BSP spawn origins of the same item. Applies immediately.
SliderLearning & radiiOwn pickup radiuscl_it_own_touch_radiusHow close a vanishing item must be to count as YOUR pickup of that exact instance (makes two identical items time separately). Applies immediately.
SliderLearning & radiiManual attach radiuscl_it_pickup_attach_radiusManual it_start <id> <seconds>: how close a BSP spawn must be to attach that manual timer to the nearest instance. Applies immediately.
SectionDiagnosticsDiagnostics
ToggleDiagnosticsWorld debugcl_it_world_debugVerbose world-observation logging to the console (BSP parse, ignored candidates). Applies immediately.
NavigationDiagnosticsPrint world infoit_infoPrint the BSP spawn catalog + observed instances to the console.

Quick Setup (quick_setup)

Path: Main menu → Quick Setup

TypeSectionRowVariable or targetHint
SectionVideoVideo
ListVideoVideo backendvid_drivervid_driver: win32wgl = default (fast cold AVFX startup), win32egl = explicit capture-friendly ANGLE / true-HDR choice. [Win32egl / Win32wgl]
ToggleVideoWindowed modevid_windowedvid_windowed: run in a window instead of fullscreen.
ListVideoFullscreen modevid_fullscreen_typeBorderless desktop vs classic exclusive mode. [Desktop fullscreen / Exclusive fullscreen]
Value listVideoResolutionvid_resolutionvid_resolution: desktop = native monitor mode.
Value listVideoRefresh ratevid_refreshvid_refresh: max = highest available; ignored in windowed / desktop modes.
SliderVideoRender scalegl_render_scaleInternal 3D scene resolution (100=native, step 1%).
SectionSound & UISound & UI
ListSound & UISound engines_enables_enable: OpenAL is required for HRTF + room acoustics. Applies immediately. [no sound / software / OpenAL]
NavigationSound & UIOpenAL & acoustics...q2prox_soundOpenAL profile / reverb / HRTF / volumes.
NavigationSound & UIHeadphone 3D sound...q2prox_binauralHeadphone 3D / HRTF / crossfeed.
NavigationSound & UIVoice chat...q2prox_voiceIn-game voice chat (PTT / VAD, LiveKit; OpenAL required for transmit and receive).
ListSound & UICrosshaircrosshaircrosshair: aim cursor style (none/cross/dot/angle). Applies immediately. [none / cross / dot / angle]
SliderSound & UIMenu opacitycl_menu_alphaMenu background transparency. Applies immediately.
SectionActionsActions
NavigationActionsBrowse servers...serverbrowser_open_modernOpen the modern server browser overlay.
NavigationActionsRestart video...vid_restartRe-apply video backend / fullscreen mode

Primary Settings Masters (q2prox_primary_masters)

Path: Main menu → Primary Settings Masters

TypeSectionRowVariable or targetHint
SectionStartup & Main MenuStartup & Main Menu
ToggleStartup & Main MenuMenu on startupui_openDefault ON. Open the existing Q2PRO-X main menu on an ordinary cold launch. Direct map/server/demo starts are unchanged.
ToggleStartup & Main MenuStartup introcl_q2prox_startup_introDefault ON. Play the separate Q2PRO-X intro only on a cold menu/console launch; any map load stops it.
ToggleStartup & Main MenuAutomatic game statisticscl_game_stats_autoDefault 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.
ToggleStartup & Main MenuStatistics in introcl_game_stats_introDefault 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.
NavigationStartup & Main MenuIntro statistics content...q2prox_game_statistics_introChoose every type of personal fact that may appear in the startup intro. All types are enabled by default.
ToggleStartup & Main MenuPersistent logo lightcl_q2prox_menu_logo_lightDefault 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.
ToggleStartup & Main MenuPersistent logo lightningcl_q2prox_menu_logo_lightningDefault 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.
SectionVisual SystemsVisual Systems
ListVisual SystemsAVFX globallycl_avfx_global_disableGlobal 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]
ToggleVisual SystemsCurrent-mod AVFXcl_avfxMaster switch for the active mod's AVFX atmospheric layer and its dependent effects. Applies immediately.
ToggleVisual SystemsVisual highlightscl_vis_enableMaster switch for item, weapon and player visibility highlighting. Applies immediately.
ToggleVisual SystemsParticlescl_particlesMaster switch for all classic particle effects. Applies immediately.
SectionRenderer EffectsRenderer Effects
ListRenderer EffectsDynamic lightinggl_dynamicMaster mode for dynamic lightmap lighting. Applies immediately. [no / yes / only switchable]
ListRenderer EffectsBloomgl_bloomBloom 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]
ToggleRenderer EffectsPost-processgl_postfxMaster switch for the selected Pixel/CRT/Film/VHS/Noir/Sepia post-process. Applies immediately.
SectionOnline MusicOnline Music
ToggleOnline MusicOnline musiccl_music_online_enableMaster switch for the online music player. Off means no network activity at all. Same setting as the Online Music page. Applies immediately.
SliderOnline MusicVolumecl_music_online_volumeOnline music volume. The global sound volume stays the master. Applies immediately.
ToggleOnline MusicAutoplaycl_music_online_autoplayStart a track by itself at launch. The startup intro always plays first; autoplay begins when it ends. Applies immediately.
ToggleOnline MusicPause in gamecl_music_online_autopause_gamePause the online music while you are in a map. Applies immediately.
ToggleOnline MusicResume after gamecl_music_online_resume_after_gameResume it when you come back to the menu, if it was paused automatically. Applies immediately.
SectionDiagnosticsDiagnostics
ToggleDiagnosticsPerformance HUDcl_perf_hudDefault 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

TypeSectionRowVariable or targetHint
SectionDisplay ModeDisplay Mode
ListDisplay ModeVideo backendvid_drivervid_driver: win32wgl = default (fast cold AVFX startup), win32egl = explicit capture-friendly ANGLE / true-HDR choice. [Win32egl / Win32wgl]
Value listDisplay ModeResolutionvid_resolutionvid_resolution: desktop = native monitor mode.
ToggleDisplay ModeWindowed modevid_windowedvid_windowed: run in a normal resizable window.
ListDisplay ModeFullscreen modevid_fullscreen_typeFullscreen flavor when windowed is off. [Desktop fullscreen / Exclusive fullscreen]
Value listDisplay ModeRefresh ratevid_refreshvid_refresh: max = highest available.
ListDisplay ModeFullscreen fitvid_desktop_fullscreen_fitFill = stretch to monitor, aspect = keep selected mode aspect with black bars. Applies immediately. [fill / aspect]
ListDisplay ModeDeep-color Alt-Tabvid_desktop_fullscreen_marginExact 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]
SectionScale, Gamma & FPSScale, Gamma & FPS
SliderScale, Gamma & FPSRender scalegl_render_scaleInternal 3D scene resolution (100=native, step 1%).
ListScale, Gamma & FPSScale modegl_render_scale_modeAuto = best path, texture = bloom/waterwarp, blit = high range, tiled = extreme. [auto / texture / blit / tiled]
ListScale, Gamma & FPSScale filtergl_render_scale_filterResolve quality (fast / balanced / quality). [fast / balanced / quality]
SliderScale, Gamma & FPSWorld light intensityintensityintensity: 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.
SliderScale, Gamma & FPSTexture gamma (compatibility)vid_gammaCompatibility 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.
SliderScale, Gamma & FPSFull-frame gammavid_display_gammaExplicit 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.
ToggleScale, Gamma & FPSHardware gammavid_hwgammaApply 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.
SliderScale, Gamma & FPSRenderer FPS limitr_maxfpsr_maxfps: renderer-only framerate cap. 0 = uncapped. Applies when cl_async 1; otherwise cl_maxfps is the gate. Applies immediately.
SectionSubmenus & ActionsSubmenus & Actions
NavigationSubmenus & ActionsOLED protection...q2prox_oledOLED protection suite: burn-in guards, dimming and static-image safeguards.
NavigationSubmenus & ActionsHDR settings...q2prox_hdrHDR rendering / tone mapping settings.
NavigationSubmenus & ActionsPost-process effects...q2prox_postfxPost-process camera/display effects (pixel, CRT, film, VHS).
NavigationSubmenus & ActionsVisual effects...q2prox_vfxFog, bloom, color grading, sharpen, cel-shading and other visual effects.
NavigationSubmenus & ActionsDynamic lighting...q2prox_dynamic_lightingDynamic lights, emissive map lights, spawn lights, sparks and model shadows.
NavigationSubmenus & ActionsGL settings...q2prox_gl_settingsGL textures and visual style: vsync, filter, anisotropy, picmip, particles, beams, bilerp, font shadow, damage blend.
NavigationSubmenus & ActionsRenderer settings...q2prox_renderer_settingsRenderer lighting and pipeline: vertex lighting, modulation, dlight falloff, lightgrid, waterwarp, GL shaders / MD5 / texture bits (some require vid_restart).
NavigationSubmenus & ActionsRestart video...vid_restartApply vid_driver / fullscreen changes now
NavigationSubmenus & ActionsRender scale info...gl_render_scale_infoPrint 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

TypeSectionRowVariable or targetHint
SectionSectionsSections
NavigationSectionsSync and filtering...q2prox_gl_sync_filter
NavigationSectionsShader compile and cache...q2prox_gl_shader_cache
NavigationSectionsTexture detail...q2prox_gl_texture_detail
NavigationSectionsParticles 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

TypeSectionRowVariable or targetHint
SectionSync & filteringSync & filtering
ListSync & filteringVertical syncgl_swapintervalgl_swapinterval: vertical sync. 0 = off (uncapped), 1 = vsync, -1 = adaptive vsync where supported. Applies immediately. [Off / On / Adaptive]
ListSync & filteringTexture filtergl_texturemodegl_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]
SliderSync & filteringAnisotropygl_anisotropygl_anisotropy: anisotropic filtering. 1 = off, 2/4/8/16 = increasing quality. Improves angled-surface texture clarity. Applies immediately.
ListSync & filteringMSAAgl_multisamplesgl_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]
ListSync & filteringWGL color buffergl_colorbitsWGL 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]
NavigationSync & filteringBackpopmenu

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

TypeSectionRowVariable or targetHint
SectionShader compile & cacheShader compile & cache
ListShader compile & cacheShader prewarmgl_shader_prewarmShader 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]
ToggleShader compile & cacheAVFX prewarmgl_shader_prewarm_avfxReal 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.
ToggleShader compile & cachePrewarm verbose loggl_shader_prewarm_verbosePrint per-run prewarm stats to the console (reason / attempted / compiled_new / already_cached / failed / time_ms). Default OFF. Applies immediately.
ToggleShader compile & cacheShader binary cachegl_shader_binary_cacheLoad/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.
ToggleShader compile & cacheWrite shader cachegl_shader_binary_cache_writeWrite newly compiled program binaries to the cache. Turn off to use existing cache read-only without adding new files. Default ON. Applies immediately.
ToggleShader compile & cacheShader prewarm progressgl_shader_prewarm_progressShow a visible progress indicator while shaders compile / load from cache during a cold map load. Default ON. Applies immediately.
ListShader compile & cacheParallel shader compilegl_shader_parallel_compileParallel 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]
ListShader compile & cacheShader compile threadsgl_shader_compile_threadsBackground 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]
ListShader compile & cacheAsync in-flight compilesgl_shader_parallel_inflightAsync 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]
ListShader compile & cacheDraw-variant warmupgl_shader_variant_warmupWarm 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]
NavigationShader compile & cacheClear shader cache...shader_cache_clearDelete 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.
NavigationShader compile & cacheShader cache info...shader_cache_infoPrint shader binary cache status (supported, hits, misses, loaded_from_binary, compiled_from_source, saved) to the console.
NavigationShader compile & cacheShader prewarm info...shader_prewarm_infoPrint 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.
NavigationShader compile & cacheBackpopmenu

Q2PRO-X / Texture detail (q2prox_gl_texture_detail)

Path: Main menu → Video & Display → Q2PRO-X / GL settings → Q2PRO-X / Texture detail

TypeSectionRowVariable or targetHint
SectionTexture detailTexture detail
SliderTexture detailTexture detailgl_picmipgl_picmip: world-texture mip reduction, 0..31. Each +1 halves both upload dimensions until that texture reaches 1x1. Most users keep 0. Applies immediately.
SliderTexture detailTexture saturationgl_saturationgl_saturation: texture upload saturation. 1.0 = original colour, 0 = grayscale. Requires video restart / texture reload. Use Visual effects -> Vibrance for live render saturation.
SectionBilinear filteringBilinear filtering
ToggleBilinear filteringBilerp charsgl_bilerp_charsBilinear filtering for charset (HUD font) images. Default off keeps the classic pixelated font. Applies immediately.
ListBilinear filteringBilerp picsgl_bilerp_picsBilinear filtering for HUD pictures. 0 = off, 1 = enabled for large pictures, 2 = enabled for all pictures. Applies immediately. [Off / Large / All]
ToggleBilinear filteringBilerp skiesgl_bilerp_skiesBilinear filtering for skybox textures. Applies immediately.
NavigationBilinear filteringBackpopmenu

Q2PRO-X / Particles and beams (q2prox_gl_particles_beams)

Path: Main menu → Video & Display → Q2PRO-X / GL settings → Q2PRO-X / Particles and beams

TypeSectionRowVariable or targetHint
SectionParticles & beamsParticles & beams
SliderParticles & beamsParticle scalegl_partscalegl_partscale: minimum particle size. Default 2. Applies immediately.
ListParticles & beamsParticle shapegl_partshapegl_partshape: particle shape. 0 = faded circle (default), 1 = square, 2 = fuller less-faded circle. Applies immediately. [Faded / Square / Full]
ListParticles & beamsParticle stylegl_partstylegl_partstyle: particle drawing style. 0 = blend colors (default), 1 = saturate colors. Applies immediately. [Blend / Saturate]
ListParticles & beamsBeam stylegl_beamstylegl_beamstyle: laser beam drawing style. 0 = textured billboard beam (default), 1 = flat polygonal beam. Applies immediately. [Textured / Polygonal]
SliderParticles & beamsDamage blendgl_damageblend_fracDamage screen-blend intensity. 0 = no red flash, 0.5 = engine maximum (renderer clamps anything higher). Default 0.2. Applies immediately.
SliderParticles & beamsFlare speedgl_flarespeedgl_flarespeed: flare fading speed. 0 = instant snap (no smoothing), 8 = default, higher = faster fade. Applies immediately.
ListParticles & beamsFont shadowgl_fontshadowgl_fontshadow: font shadow width in pixels. 0 = no shadow (default), 1, 2. Applies immediately. [Off / 1 px / 2 px]
NavigationParticles & beamsBackpopmenu

Q2PRO-X / Renderer settings (q2prox_renderer_settings)

Path: Main menu → Video & Display → Q2PRO-X / Renderer settings

TypeSectionRowVariable or targetHint
SectionSectionsSections
NavigationSectionsLighting model...q2prox_renderer_lighting
NavigationSectionsLevel tessellation...q2prox_bsp_tessellationGeneral WGL hardware tessellation for BSP world surfaces. Independent of Single Player Geometry Deformation and available in multiplayer. EGL uses the normal CPU world path.
NavigationSectionsWater and fog...q2prox_renderer_environment
NavigationSectionsPipeline and models...q2prox_renderer_pipeline
NavigationSectionsTexture 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

TypeSectionRowVariable or targetHint
SectionLighting modelLighting model
ToggleLighting modelVertex lightinggl_vertexlightgl_vertexlight: per-vertex world lighting (retro look). Default off keeps lightmap shading. Applies immediately.
SliderLighting modelLightmap modulategl_modulategl_modulate: primary lightmap modulation factor. 1.0 = identity, higher = brighter, lower = dimmer. Applies immediately.
SliderLighting modelWorld modulategl_modulate_worldSecondary modulation applied to world geometry only. Multiplies with gl_modulate. Applies immediately.
SliderLighting modelEntities modulategl_modulate_entitiesSecondary modulation applied to entities (models). Multiplies with gl_modulate. Applies immediately.
SliderLighting modelWorld light intensityintensityintensity: 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.
SliderLighting modelDlight falloffgl_dlight_falloffSmoother dynamic light falloff (1 = enabled smoother, 0 = original jagged Q2 style). Applies immediately.
ToggleLighting modelDouble-light entitiesgl_doublelight_entitiesApply both world and entity light modulation to entities (more vivid lighting). Applies immediately.
ListLighting modelDotshadinggl_dotshadinggl_dotshading: fake diffuse shading for 3D models. 0 = off, 1 = default, 2 = stronger. Applies immediately. [Off / Default / Stronger]
ToggleLighting modelLightgridgl_lightgridgl_lightgrid: use BSP lightgrid for entity lighting. Applies immediately.
NavigationLighting modelBackpopmenu

Q2PRO-X / Water and fog (q2prox_renderer_environment)

Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / Water and fog

TypeSectionRowVariable or targetHint
SectionWater & fogWater & fog
ToggleWater & fogWaterwarpgl_waterwarpgl_waterwarp: screen-warp effect when underwater. GLSL backend only. Applies immediately.
ToggleWater & fogFog support (re-release)gl_foggl_fog: enable re-release fog effect (renderer master switch). Use Visual FX -> Fog rows for actual usefog/fogdensity/foghue tuning. Applies immediately.
NavigationWater & fogBackpopmenu

Q2PRO-X / Pipeline and models (q2prox_renderer_pipeline)

Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / Pipeline and models

TypeSectionRowVariable or targetHint
SectionAdvanced (vid_restart)Advanced (vid_restart)
ListAdvanced (vid_restart)GLSL shadersgl_shadersGLSL backend. Off is rejected while dependent effects are enabled; the console lists them in red. CVAR_FILES — requires vid_restart. [Off / On]
ToggleAdvanced (vid_restart)MD5 loadgl_md5_loadLoad re-release MD5 replacement models. CVAR_FILES — requires vid_restart or map reload.
ToggleAdvanced (vid_restart)MD5 usegl_md5_useUse loaded MD5 models. Only effective if gl_md5_load is enabled. Applies immediately.
SliderAdvanced (vid_restart)MD5 distancegl_md5_distanceOnly use MD5 replacement model if entity is closer than this distance to the viewer. 0 = no distance LOD. Applies immediately.
ListAdvanced (vid_restart)GPU model lerpgl_gpulerpgl_gpulerp: GPU-side alias model interpolation. 0 = disabled, 1 = auto (default, enabled on OpenGL 4.3+), 2 = force enabled. Applies immediately. [Off / Auto / Force]
ListAdvanced (vid_restart)Lightmap sizegl_lightmap_bitsLightmap 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]
ListAdvanced (vid_restart)Texture bitsgl_texturebitsgl_texturebits: texture storage precision. 0 = driver default, common values 0/8/16/32. CVAR_FILES — requires vid_restart. [Auto / 8 / 16 / 32]
ToggleAdvanced (vid_restart)Round textures downgl_round_downRound texture sizes down to power of 2. CVAR_FILES — requires vid_restart.
ToggleAdvanced (vid_restart)Downsample skinsgl_downsample_skinsDownsample skins along with world textures (off makes gl_round_down/gl_picmip skip skins). CVAR_FILES — requires vid_restart.
ToggleAdvanced (vid_restart)Gamma for picsgl_gamma_scale_picsApply software gamma scaling to HUD pictures too. CVAR_FILES — requires vid_restart.
ListAdvanced (vid_restart)PCX upscalegl_upscale_pcxUpscale PCX images using HQ2x/HQ4x filters. CVAR_FILES — requires vid_restart. 1 = 2x (5x memory), 2 = 4x (21x memory). [Off / HQ2x / HQ4x]
ToggleAdvanced (vid_restart)Invert texturesgl_invertgl_invert: invert world texture colors (negative-photo look with gl_saturation 0). CVAR_FILES — requires vid_restart.
ToggleAdvanced (vid_restart)Cubemap skiesgl_cubemapsgl_cubemaps: use cubemaps for skybox drawing (multi-tex skies / re-release N64 skies). Requires gl_shaders.
ToggleAdvanced (vid_restart)Allow software OpenGLgl_allow_softwarePermit software OpenGL fallback when hardware acceleration is unavailable. Affects WGL backend only.
NavigationAdvanced (vid_restart)Backpopmenu

Q2PRO-X / Texture overrides (q2prox_renderer_texture_overrides)

Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / Texture overrides

TypeSectionRowVariable or targetHint
SectionTexture overrides (reload)Texture overrides (reload)
ListTexture overrides (reload)Texture overridesr_override_texturesReplace 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]
FieldTexture overrides (reload)Texture format orderr_texture_formatsSearch order for replacement texture file extensions. Default "png jpg tga". Space-separated. CVAR_FILES — needs r_reload / vid_restart / map reload.
FieldTexture overrides (reload)Texture override maskr_texture_overridesBitmask 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.
ToggleTexture overrides (reload)Glowmapsr_glowmapsr_glowmaps: load glowmap images (re-release). Only takes effect when gl_shaders is enabled. CVAR_FILES — needs r_reload / vid_restart / map reload.
NavigationTexture overrides (reload)Restart video...vid_restartApply CVAR_FILES changes now (rebuild texture pipeline).
NavigationTexture overrides (reload)Backpopmenu

Q2PRO-X / BSP Tessellation (q2prox_bsp_tessellation)

Path: Main menu → Video & Display → Q2PRO-X / Renderer settings → Q2PRO-X / BSP Tessellation

TypeSectionRowVariable or targetHint
SectionMain settingsMain settings
ToggleMain settingsBSP tessellationgl_bsp_tessellationEnable 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.
ListMain settingsQualitygl_bsp_tess_qualityBSP subdivision and liquid-wave detail. Higher tiers preserve more geometry and wave harmonics. Applies immediately. [Performance / Balanced / High / Ultra]
SectionArchitecture reliefArchitecture relief
ToggleArchitecture reliefLevel architecturegl_bsp_tess_architectureMaster 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.
ToggleArchitecture reliefWalls and ceilingsgl_bsp_tess_architecture_wallsApply generic architecture relief to walls and ceilings. Applies immediately.
ToggleArchitecture reliefFloors and slopesgl_bsp_tess_architecture_floorsApply generic architecture relief to floors and upward slopes. Applies immediately.
SliderArchitecture reliefRelief strengthgl_bsp_tess_smoothingStrength of camera-invariant procedural detail added inside solid BSP faces. 0 keeps the original plane. Applies immediately.
SliderArchitecture reliefRelief heightgl_bsp_tess_radiusMaximum outward detail height in world units. Solid surfaces never retreat behind the original BSP plane. Applies immediately.
SliderArchitecture reliefDetail scalegl_bsp_tess_detail_scaleWorld-space size of hills and bumps. Lower values produce finer relief; higher values produce broader unevenness. Applies immediately.
SliderArchitecture reliefBoundary guardgl_bsp_tess_edge_guardWidth of the fixed guard along every original BSP perimeter. Prevents tessellation from opening visibility holes. Applies immediately.
SectionGeometric water wavesGeometric water waves
ToggleGeometric water wavesGeometric wavesgl_bsp_tess_waterTessellate and geometrically displace both transparent and opaque BSP water. Lava and slime are not affected. Applies immediately.
SliderGeometric water wavesWave heightgl_bsp_tess_water_heightMaximum geometric wave height in world units. Waves fade to zero at the original shoreline. Applies immediately.
SliderGeometric water wavesWavelengthgl_bsp_tess_water_scaleAverage wavelength in world units; the shader combines four independently moving wave bands. Applies immediately.
SliderGeometric water wavesWave speedgl_bsp_tess_water_speedGeometric wave animation speed. 0 freezes the current wave shape. Applies immediately.
SectionGeometric lava wavesGeometric lava waves
ToggleGeometric lava wavesGeometric lavagl_bsp_tess_lavaGeometrically displace BSP lava on WGL. Uses a sealed shore and does not affect water or slime. Applies immediately.
SliderGeometric lava wavesLava heightgl_bsp_tess_lava_heightMaximum lava-wave height. The wave fades smoothly to the original shore. Applies immediately.
SliderGeometric lava wavesLava wavelengthgl_bsp_tess_lava_scaleAverage world-space wavelength of the moving lava relief. Applies immediately.
SliderGeometric lava wavesLava speedgl_bsp_tess_lava_speedLava-wave animation speed. 0 freezes the current shape. Applies immediately.
SectionDistanceDistance
ToggleDistanceDistance LODgl_bsp_tess_lodReduce distant BSP density and liquid-wave detail while preserving shared-edge continuity. Applies immediately.
SliderDistanceLOD distancegl_bsp_tess_lod_distanceDistance where LOD reaches the minimum tessellation factor. Shared-edge evaluation prevents cracks while the camera moves. Applies immediately.
NavigationDistanceTessellation info...bsp_tess_infoPrint requested/effective backend, hardware limits, patch resources, quality and verification results.

Sound & Acoustics (g_sound)

Path: Main menu → Options → Sound & Acoustics

TypeSectionRowVariable or targetHint
SectionBasicsBasics
ListBasicsSound engines_enables_enable: OpenAL is required for al_profile, HRTF, room acoustics. Applies immediately. [no sound / software / OpenAL]
ToggleBasicsFollow default output devices_auto_deviceFollow 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.
SliderBasicsMaster volumes_volumes_volume: master sound volume (0..1). Applies immediately.
SliderBasicsMusic volumeogg_volumeogg_volume: OGG music / soundtrack volume (0..1). Applies immediately.
ListBasicsAmbient soundss_ambients_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]
SliderBasicsMax voicess_maxchannelss_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.
SectionSubmenusSubmenus
NavigationSubmenusOpenAL & acoustics...q2prox_soundOpenAL profile, reverb, HRTF, room acoustics.
NavigationSubmenusHeadphone 3D sound...q2prox_binauralHeadphone 3D / HRTF / crossfeed / encoding.
NavigationSubmenusSound volumes...q2prox_sound_volSound volume hub: weapons, other categories, AVFX sounds
NavigationSubmenusAdvanced audio...q2prox_advanced_audioUnderwater filter, focus, mix-ahead, swap stereo, music (ogg) options.
NavigationSubmenusVoice chat...q2prox_voiceIn-game voice chat (PTT / VAD, LiveKit; OpenAL required for transmit and receive).
NavigationSubmenusOnline music...q2prox_online_musicOpen the online music player (PROMODJ): search, play, overlay.
NavigationSubmenusPlayer state ambient...q2prox_health_ambientAdaptive music based on health and protection.
SectionBehaviorBehavior
ToggleBehaviorMute when inactives_mute_when_inactiveMute audio when the window is not focused (Alt+Tab). Applies immediately.
NavigationBehaviorRestart sound...snd_restartRestart 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

TypeSectionRowVariable or targetHint
SectionSound engineSound engine
ListSound engineSound and window focuss_auto_focusChoose 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]
ToggleSound engineUnderwater filters_underwaters_underwater: enable underwater audio low-pass filter when the player camera is submerged. Applies immediately.
SliderSound engineUnderwater HF gains_underwater_gain_hfHigh-frequency gain when underwater filter is on. 0 = fully muffled, 1 = no muffling. Applies immediately.
SliderSound engineMix-aheads_mixaheads_mixahead: audio mix lookahead in seconds. Lower = less latency, may underrun on slower systems. Default 0.1. Applies immediately.
ToggleSound engineSwap L/Rs_swapstereos_swapstereo: swap left/right channels (useful for headphones plugged in reverse). Applies immediately.
SectionMusic (OGG)Music (OGG)
ToggleMusic (OGG)OGG musicogg_enableogg_enable: enable OGG music playback (game soundtrack and MOD music). Applies immediately.
ToggleMusic (OGG)Shuffle musicogg_shuffleogg_shuffle: shuffle music playlist instead of playing in order. Applies immediately.
FieldMusic (OGG)Menu trackogg_menu_trackTrack filename to play in the main menu (empty = no menu music).
ToggleMusic (OGG)Remap tracks per mapogg_remap_tracksEnable per-map track remapping via track*_remap entries in the music index. Applies immediately.
SectionOnline musicOnline music
NavigationOnline musicOnline music...q2prox_online_musicOnline music player (PROMODJ): search, play, overlay.

Online Music (PROMODJ) (q2prox_online_music)

Path: Main menu → Online Music (PROMODJ)

TypeSectionRowVariable or targetHint
SectionPlaybackPlayback
TogglePlaybackOnline musiccl_music_online_enableMaster (off = no network). Applies immediately.
FieldPlaybackProvidercl_music_online_providercl_music_online_provider (one provider today: promodj).
SliderPlaybackVolumecl_music_online_volumecl_music_online_volume (s_volume stays master). Applies immediately.
TogglePlaybackConsole messagescl_music_online_console_statusShow online-player status/debug messages in the console. Off keeps routine playback silent. Applies immediately.
TogglePlaybackAutoplaycl_music_online_autoplaycl_music_online_autoplay. Applies immediately.
TogglePlaybackPause in gamecl_music_online_autopause_gamecl_music_online_autopause_game. Applies immediately.
TogglePlaybackResume after gamecl_music_online_resume_after_gamecl_music_online_resume_after_game. Applies immediately.
SectionGenres & QueueGenres & Queue
ListGenres & QueueGenre modecl_music_online_genre_modecl_music_online_genre_mode. Applies immediately. [All / Selected / Random]
ToggleGenres & QueueRandomcl_music_online_randomcl_music_online_random. Applies immediately.
ToggleGenres & QueueAutoplay resultscl_music_online_autoplay_resultscl_music_online_autoplay_results. Applies immediately.
ListGenres & QueueQueue modecl_music_online_queue_modecl_music_online_queue_mode. Applies immediately. [Sequential / Roulette]
ListGenres & QueueEnd modecl_music_online_end_modecl_music_online_end_mode. Applies immediately. [Stop / Loop playlist / Loop track]
ListGenres & QueueLucky scopecl_music_online_lucky_scopecl_music_online_lucky_scope. Applies immediately. [Selected genre / Random genre / All music]
ToggleGenres & QueueLucky continuouscl_music_online_lucky_continuouscl_music_online_lucky_continuous. Applies immediately.
FieldGenres & QueueBase URLcl_music_online_base_urlcl_music_online_base_url.
FieldGenres & QueuePreferred genrescl_music_online_preferred_genresGenre slugs separated by ;, for example dark_ambient;trance. Spaces in a name become underscores.
SectionPlayer & OverlayPlayer & Overlay
NavigationPlayer & OverlayOpen player...music_online_openOpen the online music overlay.
NavigationPlayer & OverlayI'm feeling luckymusic_online_luckyPlay a random track (lucky).
NavigationPlayer & OverlayProbe...music_online_probeDiagnostic probe (console output).
NavigationPlayer & OverlayOverlay appearance...q2prox_online_music_overlayOverlay appearance settings.
NavigationPlayer & OverlayDemo player profile...q2prox_online_music_demoDemo player music profile.
KeyPlayer & OverlayToggle playermusic_online_toggleBind a key to open/close the online music player overlay.
NavigationPlayer & OverlaySound settings...g_soundOpen the main sound & acoustics menu.
SectionResetReset
NavigationResetReset...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 1Reset online music to defaults.

Online Music / Overlay (q2prox_online_music_overlay)

Path: Main menu → Online Music (PROMODJ) → Online Music / Overlay

TypeSectionRowVariable or targetHint
SliderOpacitycl_music_online_overlay_alphacl_music_online_overlay_alpha. Applies immediately.
SliderScalecl_music_online_overlay_scalecl_music_online_overlay_scale. Applies immediately.
ToggleCompactcl_music_online_overlay_compactcl_music_online_overlay_compact. Applies immediately.
ToggleShow stylescl_music_online_overlay_show_stylescl_music_online_overlay_show_styles. Applies immediately.
SliderAutohidecl_music_online_overlay_autohide_seccl_music_online_overlay_autohide_sec (0=off). Applies immediately.
NavigationReset 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 0Reset overlay placement (x/y/w/h).
NavigationReset 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 0Reset overlay appearance.

Online Music / Demo Profile (q2prox_online_music_demo)

Path: Main menu → Online Music (PROMODJ) → Online Music / Demo Profile

TypeSectionRowVariable or targetHint
SectionPlaybackPlayback
TogglePlaybackEnable for demoscl_demoplayer_music_online_enablecl_demoplayer_music_online_enable. Applies immediately.
FieldPlaybackProvider (demo)cl_demoplayer_music_online_providercl_demoplayer_music_online_provider.
FieldPlaybackBase URL (demo)cl_demoplayer_music_online_base_urlcl_demoplayer_music_online_base_url.
SliderPlaybackDemo volumecl_demoplayer_music_online_volumecl_demoplayer_music_online_volume. Applies immediately.
TogglePlaybackDemo autoplaycl_demoplayer_music_online_autoplaycl_demoplayer_music_online_autoplay. Applies immediately.
TogglePlaybackPause with democl_demoplayer_music_online_pause_with_democl_demoplayer_music_online_pause_with_demo. Applies immediately.
SectionGenres & queueGenres & queue
FieldGenres & queuePreferred genres (demo)cl_demoplayer_music_online_preferred_genrescl_demoplayer_music_online_preferred_genres (slugs, ; separated).
ListGenres & queueDemo genre modecl_demoplayer_music_online_genre_modecl_demoplayer_music_online_genre_mode. Applies immediately. [All / Selected / Random]
ToggleGenres & queueDemo randomcl_demoplayer_music_online_randomcl_demoplayer_music_online_random. Applies immediately.
ToggleGenres & queueDemo autoplay resultscl_demoplayer_music_online_autoplay_resultscl_demoplayer_music_online_autoplay_results. Applies immediately.
ListGenres & queueDemo queuecl_demoplayer_music_online_queue_modecl_demoplayer_music_online_queue_mode. Applies immediately. [Sequential / Roulette]
ListGenres & queueDemo endcl_demoplayer_music_online_end_modecl_demoplayer_music_online_end_mode. Applies immediately. [Stop / Loop playlist / Loop track]
ListGenres & queueDemo lucky scopecl_demoplayer_music_online_lucky_scopecl_demoplayer_music_online_lucky_scope. Applies immediately. [Selected genre / Random genre / All music]
ToggleGenres & queueDemo lucky continuouscl_demoplayer_music_online_lucky_continuouscl_demoplayer_music_online_lucky_continuous. Applies immediately.
NavigationGenres & queueReset...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 1Reset demo music profile.

Interface & HUD (g_interface)

Path: Main menu → Options → Interface & HUD

TypeSectionRowVariable or targetHint
NavigationSize & layout...g_interface_sizeHUD size, console scale, menu scale, viewsize, ping graph.
NavigationTransparency...g_interface_alphaHUD / console / menu transparency.
NavigationCrosshair...g_interface_crosshairCrosshair style, scale, health coloring and RGBA.
NavigationPickup notify...g_interface_pickup_notifyPickup 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

TypeSectionRowVariable or targetHint
SliderScreen / viewsizeviewsizeviewsize: 3D view size. Below 100 shrinks the scene and tiles a border around it (100 = full screen). Applies immediately.
NavigationHUD scale: autoset scr_scale 0Reset HUD scale to auto (engine picks based on resolution).
SliderHUD scalescr_scalescr_scale: HUD scale, manual range 1.0..10.0 (0 = auto). Applies immediately.
NavigationConsole scale: autoset con_scale 0Reset console scale to auto.
SliderConsole scalecon_scalecon_scale: console scale, manual range 1.0..10.0 (0 = auto). Applies immediately.
NavigationMenu scale: autoset ui_scale 0Reset menu scale to auto.
SliderMenu scaleui_scaleui_scale: menu scale, manual range 1.0..10.0 (0 = auto). Applies immediately.
TogglePing graphscr_lag_drawShow the small network lag/ping graph on screen. Applies immediately.
ListDemo barscr_demobarscr_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

TypeSectionRowVariable or targetHint
SliderHUD opacityscr_alphascr_alpha: HUD opacity (0..1). Applies immediately.
SliderConsole opacitycon_alphacon_alpha: console background opacity (0..1). Applies immediately.
SliderMenu opacitycl_menu_alphaMenu background transparency (0..1). Applies immediately.

Pickup Notify (g_interface_pickup_notify)

Path: Main menu → Options → Interface & HUD → Pickup Notify

TypeSectionRowVariable or targetHint
ListItem identitycl_pickup_icon_overrideServer 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]
ToggleClassifier debugcl_pickup_icon_debugPrint 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

TypeSectionRowVariable or targetHint
ListCrosshair stylecrosshaircrosshair: aim cursor style (none/cross/dot/angle). Applies immediately. [none / cross / dot / angle]
SliderCrosshair scalech_scalech_scale: crosshair scale, 0.25..10.0 step 0.1. Applies immediately.
ToggleColor by healthch_healthch_health: tint the crosshair by current health (overrides the RGB channels below). Applies immediately.
SliderRed channelch_redch_red: crosshair red channel (ignored when Color by health is on). Applies immediately.
SliderGreen channelch_greench_green: crosshair green channel (ignored when Color by health is on). Applies immediately.
SliderBlue channelch_bluech_blue: crosshair blue channel (ignored when Color by health is on). Applies immediately.
SliderAlpha channelch_alphach_alpha: crosshair opacity (0..1). Applies immediately.

Controls & Weapon View (g_controls)

Path: Main menu → Options → Controls & Weapon View

TypeSectionRowVariable or targetHint
SectionBindsBinds
NavigationBindsInput setup...g_inputMouse sensitivity, auto-sens, mouse filter, free look and always-run toggles.
NavigationBindsKey bindings...g_keysBind keys for movement, attack, weapon switch, inventory, chat and scoreboard.
NavigationBindsWeapon bindings...g_weaponsBind a key to select each weapon directly (blaster … BFG10K, grenades).
SectionView & MovementView & Movement
NavigationView & MovementWeapon view & hand...g_weapon_viewHand, view-weapon visibility/opacity/FOV and X/Y/Z position offsets.
NavigationView & MovementMovement basics...g_movement_basicsMouse feel, movement/predict modes, step smoothing and fixed-move timing.
NavigationView & MovementMouse & zoom...q2prox_mouseMouse & zoom: sensitivity, mouse feel, FOV, and hold-to-zoom settings.

Input Setup (g_input)

Path: Main menu → Options → Controls & Weapon View → Input Setup

TypeSectionRowVariable or targetHint
FieldMouse senssensitivitysensitivity: base mouse look sensitivity. Higher = faster turning.
ToggleAuto sensm_autosensm_autosens: scale sensitivity to your FOV so aim feel stays constant when FOV/zoom changes.
ToggleMouse filterm_filterm_filter: smooth the mouse by averaging with the previous sample (less jitter, slight lag).
ToggleFree lookfreelookfreelook: mouse always controls looking up/down (no +mlook hold needed).
ToggleAlways runcl_runcl_run: always move at run speed without holding the run key.

Key Bindings (g_keys)

Path: Main menu → Options → Controls & Weapon View → Key Bindings

TypeSectionRowVariable or targetHint
SectionCombatCombat
KeyCombatAttack+attack+attack: fire the currently selected weapon.
KeyCombatNext weaponweapnextweapnext: switch to the next weapon.
KeyCombatPrevious weaponweapprevweapprev: switch to the previous weapon.
SectionMovementMovement
KeyMovementWalk forward+forward+forward: move forward.
KeyMovementBackpedal+back+back: move backward.
KeyMovementRun+speed+speed: hold to run (or to walk if Always run is on).
KeyMovementStep left+moveleft+moveleft: strafe left (sidestep).
KeyMovementStep right+moveright+moveright: strafe right (sidestep).
KeyMovementUp / jump+moveup+moveup: jump / swim up.
KeyMovementDown / crouch+movedown+movedown: crouch / swim down.
SectionInventoryInventory
KeyInventoryInventoryinveninven: open or close the inventory.
KeyInventoryUse iteminvuseinvuse: use the highlighted inventory item.
KeyInventoryDrop iteminvdropinvdrop: drop the highlighted inventory item.
KeyInventoryPrev iteminvprevinvprev: highlight the previous inventory item.
KeyInventoryNext iteminvnextinvnext: highlight the next inventory item.
SectionInterfaceInterface
KeyInterfaceHelp computerhelphelp: open the help computer / objectives screen.
KeyInterfacePause gamepausepause: pause the game (single player).
KeyInterfaceScoreboardscorescore: show the scoreboard.
KeyInterfaceChatmessagemodemessagemode: open the chat prompt to type a message.
NavigationInterfaceLegacy keys...g_legacykeysLegacy 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

TypeSectionRowVariable or targetHint
KeyTurn left+left+left: turn left (keyboard yaw).
KeyTurn right+right+right: turn right (keyboard yaw).
KeySidestep+strafe+strafe: hold to make the turn keys strafe sideways instead.
KeyLook up+lookup+lookup: tilt the view up (keyboard pitch).
KeyLook down+lookdown+lookdown: tilt the view down (keyboard pitch).
KeyCenter viewcenterviewcenterview: snap the view back to level (no pitch).
KeyMouse look+mlook+mlook: hold to look with the mouse (when freelook is off).
KeyKeyboard 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

TypeSectionRowVariable or targetHint
SectionGunsGuns
KeyGunsBlasteruse BlasterSelect the Blaster (use Blaster).
KeyGunsShotgunuse ShotgunSelect the Shotgun (use Shotgun).
KeyGunsSuper shotgunuse Super ShotgunSelect the Super Shotgun (use Super Shotgun).
KeyGunsMachinegunuse MachinegunSelect the Machinegun (use Machinegun).
KeyGunsChaingunuse ChaingunSelect the Chaingun (use Chaingun).
SectionExplosiveExplosive
KeyExplosiveGrenade launcheruse Grenade LauncherSelect the Grenade Launcher (use Grenade Launcher).
KeyExplosiveRocket launcheruse Rocket LauncherSelect the Rocket Launcher (use Rocket Launcher).
SectionEnergyEnergy
KeyEnergyHyperblasteruse HyperBlasterSelect the HyperBlaster (use HyperBlaster).
KeyEnergyRailgunuse RailgunSelect the Railgun (use Railgun).
KeyEnergyBfg10kuse BFG10KSelect the BFG10K (use BFG10K).
SectionGrenadesGrenades
KeyGrenadesGrenadesuse GrenadesSelect hand grenades (use Grenades).

Weapon View & Hand (g_weapon_view)

Path: Main menu → Options → Controls & Weapon View → Weapon View & Hand

TypeSectionRowVariable or targetHint
ListHandhandhand: which side you hold weapons — right/left/center. Server-visible; affects the projectile spawn side. Applies immediately. [right / left / center]
ListView weaponcl_guncl_gun: show your first-person weapon model — off, normal, or centered. Applies immediately. [off / on / centered]
SliderView weapon alphacl_gunalphacl_gunalpha: opacity of your view weapon (1 = solid, lower = see-through). Applies immediately.
SliderView weapon FOVcl_gunfovcl_gunfov: FOV used to draw the view weapon (90 = default; higher pushes it back). Applies immediately.
SliderView weapon Xcl_gun_xMove the view weapon left/right. Applies immediately.
SliderView weapon Ycl_gun_yMove the view weapon forward/back. Applies immediately.
SliderView weapon Zcl_gun_zMove the view weapon up/down. Applies immediately.

Movement Basics (g_movement_basics)

Path: Main menu → Options → Controls & Weapon View → Movement Basics

TypeSectionRowVariable or targetHint
ListMouse behaviorcl_mouse_behavior_modeOverall mouse feel — Q2PRO (raw input + m_accel + m_autosens) or r1q2 compatibility. [q2pro / r1q2]
ListMovement feelcl_movement_feel_modeTiming of movement commands — Q2PRO or classic r1q2-like. [q2pro / r1q2-like]
ListClient predictcl_predict_move_modeMovement-prediction engine — modern (Q2PRO-X) or legacy (q2pro-m/r1826). [modern (new q2pro/Q2PRO-X) / legacy (q2pro-m/q2pro r1826)]
ListStep smoothingcl_step_smoothing_modeHow the view smooths when stepping up stairs — Q2PRO or r1q2 variants. [q2pro / r1q2-1 / r1q2-2 / r1q2-3]
ToggleFixed movecl_fixedmovecl_fixedmove: send movement on a fixed 10 ms clock for consistent feel across framerates.
ToggleFixedmove-aware waitcl_fixedmove_wait_modeGameplay 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.
ToggleFixedmove wait debugcl_fixedmove_wait_debugPer-sub-cmd diagnostics for the fixedmove-aware wait path (wait count, queue size, drain flag, upmove). Level 1 = only interesting sub-cmds, 2 = verbose.
ListPredict playercl_predict_playerLocally predict your own jumps and falls; Debug prints prediction data to the console. [off / on / debug]
SectionMovement cameraMovement camera
SliderMovement cameraMovement view bobcl_viewbobHow 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.
NavigationMovement cameraMovement feel info...movementfeel_infoPrint 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

TypeSectionRowVariable or targetHint
SectionField of viewField of view
SliderField of viewField of viewfovfov: 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.
SliderField of viewMovement view bobcl_viewbobHow 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.
SectionMouseMouse
ListMouseMouse behaviorcl_mouse_behavior_modeOverall mouse feel — Q2PRO default or r1q2 compatibility. Applies immediately. [q2pro / r1q2]
SliderMouseSensitivitysensitivitysensitivity: base mouse look sensitivity. Higher = faster turning. Applies immediately.
SliderMousePitch gainm_pitchm_pitch: vertical look gain; a negative value inverts the Y axis. Applies immediately.
SliderMouseYaw gainm_yawm_yaw: horizontal look gain (turn amount per mouse movement). Applies immediately.
SliderMouseMouse accelm_accelm_accel: mouse acceleration — faster flicks turn more. No effect in r1q2 mode. Applies immediately.
ToggleMouseMouse filterm_filterm_filter: smooth the mouse by averaging with the previous frame (less jitter, slight lag). Applies immediately.
SliderMouseBaseline auto-sens FOVm_autosensm_autosens: scale non-zoom sensitivity to FOV (Q2PRO mouse path). 0=off; 91..179 set the base FOV. Separate from +zoom. Applies immediately.
ToggleMouseFreelookfreelookfreelook: mouse always controls looking, no +mlook hold needed. Applies immediately.
SectionZoomZoom
SliderZoomZoom FOVcl_zoom_fovHorizontal FOV while +zoom is held. Never exceeds your base FOV — zoom-in only. Applies immediately.
ListZoomZoom sens modecl_zoom_sensitivity_modeAuto scales sensitivity by FOV ratio (geometrically correct); Manual uses the cvar below. Applies immediately. [auto / manual]
SliderZoomZoom sensitivitycl_zoom_sensitivitySensitivity at full zoom (same units as sensitivity). Manual mode only. Applies immediately.
SliderZoomZoom timecl_zoom_timeZoom in/out duration (sec); 0 = instant. FOV and sensitivity share one transition so they never desync. Applies immediately.
ToggleZoomWalk while zoomedcl_zoom_walkAlso hold +speed while +zoom is held (walk while zoomed). Off by default. Applies immediately.
SectionZoom crosshairZoom crosshair
ToggleZoom crosshairZoom crosshaircl_zoom_crosshair_enableSwap to the zoom crosshair below while zoomed; off keeps your normal crosshair. Applies immediately.
ListZoom crosshairZoom stylecl_zoom_crosshairCrosshair shape while zoomed (needs Zoom crosshair on). Applies immediately. [none / cross / dot / angle]
SliderZoom crosshairZoom scalecl_zoom_ch_scaleSize of the zoom crosshair (0.25..10.0). Applies immediately.
ToggleZoom crosshairZoom color by healthcl_zoom_ch_healthTint the zoom crosshair by your current health (overrides the RGB below). Applies immediately.
SliderZoom crosshairZoom redcl_zoom_ch_redZoom crosshair red level (ignored if color-by-health is on). Applies immediately.
SliderZoom crosshairZoom greencl_zoom_ch_greenZoom crosshair green level (ignored if color-by-health is on). Applies immediately.
SliderZoom crosshairZoom bluecl_zoom_ch_blueZoom crosshair blue level (ignored if color-by-health is on). Applies immediately.
SliderZoom crosshairZoom alphacl_zoom_ch_alphaOpacity of the zoom crosshair (1 = solid). Applies immediately.
SectionBindBind
KeyBindHold: zoom+zoomHold to zoom in to cl_zoom_fov; release to return to your base FOV.

Visibility & Visuals (g_visibility)

Path: Main menu → Options → Visibility & Visuals

TypeSectionRowVariable or targetHint
SectionPresetsPresets
NavigationPresetsLighting presets...q2prox_lighting_presets_hubApply lighting and colour presets.
NavigationPresetsVisibility presets...q2prox_visibility_presetsApply visibility highlight and bloom presets.
SectionEffectsEffects
NavigationEffectsVisibility highlights...q2prox_visVisibility highlights: outline/tint items, players and weapons for readability.
NavigationEffectsParticles & effect visibility...g_particlesParticles & effect visibility: toggle explosion/trail/blood particles and water warp.
NavigationEffectsRail trail setup...g_railtrailRail trail setup: rail beam style, duration, core/spiral width and colors.
NavigationEffectsVisual effects...q2prox_vfxVisual effects: Q2PRO-X weapon and world visual-FX settings.
NavigationEffectsDynamic lighting...q2prox_dynamic_lightingDynamic 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

TypeSectionRowVariable or targetHint
SectionParticlesParticles
ToggleParticlesParticlescl_particlescl_particles: master switch for all particle effects. Applies immediately.
ToggleParticlesGrenade explosion particlescl_disable_particlesShow grenade-explosion particles (cl_disable_particles bit 0). Applies immediately.
ToggleParticlesGrenade trail particlescl_disable_particlesShow grenade-trail particles (cl_disable_particles bit 1). Applies immediately.
ToggleParticlesRocket explosion particlescl_disable_particlesShow rocket-explosion particles (cl_disable_particles bit 2). Applies immediately.
ToggleParticlesRocket trail particlescl_disable_particlesShow rocket-trail particles (cl_disable_particles bit 3). Applies immediately.
ToggleParticlesBlood particlescl_disable_particlesShow blood particles (cl_disable_particles bit 4). Applies immediately.
ToggleParticlesOwn blood / armorcl_own_bloodShow your own blood and ordinary armor-hit visuals. Enemy and world impacts remain visible. Applies immediately.
ToggleParticlesBlaster trail particlescl_disable_particlesShow blaster-trail particles (cl_disable_particles bit 5). Applies immediately.
SectionExplosion spritesExplosion sprites
ToggleExplosion spritesGrenade explosion spritescl_disable_explosionsShow grenade-explosion sprites (cl_disable_explosions bit 0). Applies immediately.
ToggleExplosion spritesRocket explosion spritescl_disable_explosionsShow rocket-explosion sprites (cl_disable_explosions bit 1). Applies immediately.
SectionOtherOther
ToggleOtherWater warpgl_waterwarpgl_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

TypeSectionRowVariable or targetHint
ListRail trail typecl_railtrail_typeRail trail style — original, core only, or core + spiral. Applies immediately. [default / core only / core and spiral]
SliderDurationcl_railtrail_timeHow long the rail trail stays visible, in seconds. Applies immediately.
SliderCore widthcl_railcore_widthThickness of the rail core beam. Applies immediately.
SliderSpiral radiuscl_railspiral_radiusRadius of the rail spiral. Applies immediately.
Value listCore colorcl_railcore_colorColor of the rail core beam. Applies immediately.
Value listSpiral colorcl_railspiral_colorColor of the rail spiral. Applies immediately.

Standard Particles (q2prox_particle_colors)

Path: q2prox_particle_colors → Standard Particles: Blood and biological → Standard Particles

TypeSectionRowVariable or targetHint
SectionColourColour
ToggleColourCustom colourscl_particle_rgb_enableMaster 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.
SectionFamiliesFamilies
NavigationFamiliesBlood and biological...q2prox_pfx_g_bloodBlood, heavy blood, green blood and gib trails. 5 families on this page.
NavigationFamiliesWeapons and trails...q2prox_pfx_g_weaponsProjectile trails and weapon aura particles. 14 families on this page.
NavigationFamiliesImpacts, explosions and sparks...q2prox_pfx_g_impactsWall puffs, explosion debris, heat beam and spark families. 13 families on this page.
NavigationFamiliesWater, splashes and teleport...q2prox_pfx_g_waterSplash subtypes, bubbles and teleport particles. 12 families on this page.
NavigationFamiliesWorld and entity effects...q2prox_pfx_g_worldLogin, respawn, flags, flies, muzzle puffs and smoke particles. 11 families on this page.
NavigationFamiliesExpansion and advanced...q2prox_pfx_g_expansionExpansion pack effects and families whose colour comes from the server. 10 families on this page.
NavigationFamiliesRail compatibility...q2prox_pfx_g_railClassic and modern rail particle families and the legacy colour bridge. 3 families on this page.
SectionHow this worksHow this works
NavigationHow this worksGlobal settingsecho 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.
NavigationHow this worksParticles offecho 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.
NavigationHow this worksOrder of the switchesecho 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.
NavigationHow this worksAVFX and Player Contactecho 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.
SectionRelated pagesRelated pages
NavigationRelated pagesParticles & effect visibility...g_particlesThe broad particle master, the legacy per-effect switches, own blood/armor and water warp.
NavigationRelated pagesRail trail setup...g_railtrailRail beam style, duration, core and spiral width, and the core and spiral colour lists.
NavigationRelated pagesReset all standard particlesq2prox_particle_reset allTurn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesRed blood...q2prox_pfx_f_blood_redOrdinary flesh-hit blood: the server TE_BLOOD event, the predicted local copy, and the Player Contact replay of an unattributed flesh event.
NavigationFamiliesHeavy blood...q2prox_pfx_f_blood_heavyThe gib-scale flesh burst: TE_MOREBLOOD and the Contact replay of it.
NavigationFamiliesGreen blood...q2prox_pfx_f_blood_greenThe TE_GREENBLOOD event used by non-human targets (exact palette entry, no ramp).
NavigationFamiliesRed gib trail...q2prox_pfx_f_gib_trail_redThe blood trail dragged behind flying gibs (EF_GIB).
NavigationFamiliesGreen gib trail...q2prox_pfx_f_gib_trail_greenThe trail dragged behind EF_GREENGIB debris.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page bloodTurn 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.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesBlaster trail...q2prox_pfx_f_blaster_trailThe yellow particle trail behind a blaster bolt; also used by the EF_PLASMA projectile trail.
NavigationFamiliesBlaster impact...q2prox_pfx_f_blaster_impactThe yellow impact burst of a blaster bolt: TE_BLASTER, both blue hyperblaster temp entities, and the predicted local impact.
NavigationFamiliesGreen bolt trail...q2prox_pfx_f_hyperblaster_trailThe green particle trail of a tracker-flagged blaster bolt.
NavigationFamiliesGreen bolt impact...q2prox_pfx_f_hyperblaster_impactThe green impact burst of TE_BLASTER2.
NavigationFamiliesFlechette impact...q2prox_pfx_f_flechette_impactThe cold blue impact burst of TE_FLECHETTE.
NavigationFamiliesRocket smoke trail...q2prox_pfx_f_rocket_smokeThe grey diminishing smoke stream behind a rocket. Independent from the rocket fire sub-stream.
NavigationFamiliesRocket fire trail...q2prox_pfx_f_rocket_fireThe bright non-diminishing fire sparks inside the rocket trail. Independent from the rocket smoke stream.
NavigationFamiliesGrenade smoke trail...q2prox_pfx_f_grenade_smokeThe grey diminishing smoke stream behind a grenade.
NavigationFamiliesFireball trail...q2prox_pfx_f_fireball_trailThe trail of an EF_ROCKET/EF_GIB fireball; its shade follows the projectile's own trail counter instead of a random draw.
NavigationFamiliesBFG aura...q2prox_pfx_f_bfg_auraThe green particle sphere that surrounds a flying BFG ball; its shade follows the distance from the ball centre.
NavigationFamiliesIonripper trail...q2prox_pfx_f_ionripper_trailThe alternating warm trail behind an EF_IONRIPPER projectile.
NavigationFamiliesTracker trail...q2prox_pfx_f_tracker_trailThe dark weaving trail behind an EF_TRACKER projectile.
NavigationFamiliesTracker shell...q2prox_pfx_f_tracker_shellThe dark particle shell around an entity carrying EF_TRACKERTRAIL.
NavigationFamiliesMonster plasma shell...q2prox_pfx_f_monster_plasma_shellThe warm particle shell drawn at a monster plasma beam origin.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page weaponsTurn 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.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesBullet wall puff...q2prox_pfx_f_gun_puffThe 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.
NavigationFamiliesArmor sparks...q2prox_pfx_f_armor_sparksThe small warm spark burst of TE_SPARKS / TE_BULLET_SPARKS on armor.
NavigationFamiliesGrenade explosion debris...q2prox_pfx_f_explosion_grenadeThe warm debris cloud of a grenade explosion. The legacy cl_disable_particles grenade bit still applies on top.
NavigationFamiliesRocket explosion debris...q2prox_pfx_f_explosion_rocketThe warm debris cloud of a rocket explosion, server and predicted. The legacy cl_disable_particles rocket bit still applies on top.
NavigationFamiliesOther explosion debris...q2prox_pfx_f_explosion_genericThe warm debris cloud of every other explosion event: TE_EXPLOSION1, TE_EXPLOSION2, their no-light variants and TE_PLASMA_EXPLOSION.
NavigationFamiliesBFG explosion debris...q2prox_pfx_f_bfg_explosionThe green debris cloud of TE_BFG_BIGEXPLOSION.
NavigationFamiliesTracker explosion...q2prox_pfx_f_tracker_explosionThe dark particle burst of TE_TRACKER_EXPLOSION.
NavigationFamiliesHeat beam particles...q2prox_pfx_f_heatbeam_particlesThe rotating particle sleeve that forms the heat beam itself.
NavigationFamiliesHeat beam sparks...q2prox_pfx_f_heatbeam_sparksThe grey spark puff of TE_HEATBEAM_SPARKS at the beam impact point.
NavigationFamiliesHeat beam steam...q2prox_pfx_f_heatbeam_steamThe warm steam puff of TE_HEATBEAM_STEAM.
NavigationFamiliesScreen sparks...q2prox_pfx_f_screen_sparksThe green spark burst of TE_SCREEN_SPARKS.
NavigationFamiliesShield sparks...q2prox_pfx_f_shield_sparksThe blue spark burst of TE_SHIELD_SPARKS.
NavigationFamiliesElectric sparks...q2prox_pfx_f_electric_sparksThe cold spark burst of TE_ELECTRIC_SPARKS.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page impactsTurn 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.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesUnclassified splash...q2prox_pfx_f_splash_genericTE_SPLASH with no subtype, or a subtype the client does not know: the stock grey splash.
NavigationFamiliesWater splash...q2prox_pfx_f_splash_waterThe blue-water subtype of TE_SPLASH, and the predicted local pellet splash when a shotgun pellet lands in a fluid.
NavigationFamiliesBrown water splash...q2prox_pfx_f_splash_brown_waterThe brown-water subtype of TE_SPLASH.
NavigationFamiliesSlime splash...q2prox_pfx_f_splash_slimeThe slime subtype of TE_SPLASH.
NavigationFamiliesLava splash...q2prox_pfx_f_splash_lavaThe lava subtype of TE_SPLASH.
NavigationFamiliesSpark splash...q2prox_pfx_f_splash_sparksThe spark subtype of TE_SPLASH. Its ricochet sound is independent of this family.
NavigationFamiliesBlood splash...q2prox_pfx_f_splash_bloodThe blood subtype of TE_SPLASH. Separate from the flesh-hit blood family.
NavigationFamiliesElectric splash (N64)...q2prox_pfx_f_splash_electric_n64The mixed electric splash of the extended TE_SPLASH variant: both of its colour bands keep their stock brightness curve.
NavigationFamiliesBubble trail...q2prox_pfx_f_bubble_trailUnderwater bubbles: both the TE_BUBBLETRAIL and TE_BUBBLETRAIL2 implementations.
NavigationFamiliesTeleporter idle...q2prox_pfx_f_teleporter_idleThe steady yellow particles rising from an idle teleporter pad: both implementations.
NavigationFamiliesTeleport burst...q2prox_pfx_f_teleport_burstThe grey particle cube produced when a player teleports.
NavigationFamiliesBoss teleport burst...q2prox_pfx_f_big_teleportThe large four-band swirl of TE_BOSSTPORT.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page waterTurn 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.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesPlayer login...q2prox_pfx_f_loginThe green column of particles when a player joins the game.
NavigationFamiliesPlayer logout...q2prox_pfx_f_logoutThe red column of particles when a player leaves the game.
NavigationFamiliesPlayer respawn...q2prox_pfx_f_respawnThe yellow column of particles when a player respawns.
NavigationFamiliesItem respawn...q2prox_pfx_f_item_respawnThe green sparkle when an item respawns on its pad.
NavigationFamiliesFlies...q2prox_pfx_f_fliesThe dark swarm circling a corpse (EF_FLIES).
NavigationFamiliesRed flag trail...q2prox_pfx_f_flag_trail_redThe red trail behind a carried EF_FLAG1 flag.
NavigationFamiliesBlue flag trail...q2prox_pfx_f_flag_trail_blueThe blue trail behind a carried EF_FLAG2 flag.
NavigationFamiliesTag trail...q2prox_pfx_f_tag_trailThe yellow trail behind an EF_TAGTRAIL entity.
NavigationFamiliesMonster muzzle puff...q2prox_pfx_f_monster_muzzle_puffThe grey particle puff at a monster muzzle flash. The flash model and its dynamic light are separate effects.
NavigationFamiliesChainfist smoke...q2prox_pfx_f_chainfist_smokeThe grey particle smoke of TE_CHAINFIST_SMOKE.
NavigationFamiliesExploding barrel smoke...q2prox_pfx_f_barrel_smokeThe four-band smoke of an exploding barrel, emitted from six points around it; all four bands keep their stock brightness curve.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page worldTurn 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.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesTrap particles...q2prox_pfx_f_trapThe warm column and the sparkling cluster of an EF_TRAP entity.
NavigationFamiliesHologram...q2prox_pfx_f_hologramThe rotating green particle sphere of the EFX_HOLOGRAM effect.
NavigationFamiliesWidow beam-out...q2prox_pfx_f_widow_beamoutThe four-band particle sphere of the Widow beam-out sustain effect.
NavigationFamiliesWidow splash...q2prox_pfx_f_widow_splashThe four-band particle burst of TE_WIDOWSPLASH.
NavigationFamiliesNuke blast...q2prox_pfx_f_nuke_blastThe expanding four-band sphere of the nuke sustain effect.
NavigationFamiliesBerserk slam...q2prox_pfx_f_berserk_slamThe four-band ground burst of TE_BERSERK_SLAM.
NavigationFamiliesPower splash...q2prox_pfx_f_power_splashThe green shell burst of TE_POWER_SPLASH around a protected entity.
NavigationFamiliesServer-coloured sparks...q2prox_pfx_f_server_sparksLaser, welding and tunnel sparks whose colour is chosen by the server or the mod. Stock keeps the incoming colour; Custom replaces it.
NavigationFamiliesServer steam...q2prox_pfx_f_server_steamTE_STEAM and its sustained variant, whose colour, count and magnitude come from the server message. Stock keeps the incoming colour.
NavigationFamiliesForce wall...q2prox_pfx_f_force_wallThe falling curtain of TE_FORCEWALL, whose colour comes from the server message. Stock keeps the incoming colour.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page expansionTurn 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.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesClassic rail spiral...q2prox_pfx_f_rail_classic_spiralThe blue particle spiral of the classic rail trail (rail trail type 'default').
NavigationFamiliesClassic rail core particles...q2prox_pfx_f_rail_classic_coreThe grey particle core of the classic rail trail. This is the particle core, not the modern laser beam.
NavigationFamiliesModern rail spiral...q2prox_pfx_f_rail_modern_spiralThe 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.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page railTurn 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.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_blood_red_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_blood_red_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_blood_red_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_blood_red_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_blood_red_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family blood_redTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family blood_redTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Blood and biological...q2prox_pfx_g_bloodReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_blood_heavy_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_blood_heavy_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_blood_heavy_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_blood_heavy_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_blood_heavy_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family blood_heavyTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family blood_heavyTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Blood and biological...q2prox_pfx_g_bloodReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_blood_green_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_blood_green_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_blood_green_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_blood_green_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_blood_green_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family blood_greenTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family blood_greenTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Blood and biological...q2prox_pfx_g_bloodReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_gib_trail_red_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_gib_trail_red_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_gib_trail_red_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_gib_trail_red_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_gib_trail_red_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family gib_trail_redTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family gib_trail_redTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Blood and biological...q2prox_pfx_g_bloodReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_gib_trail_green_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_gib_trail_green_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_gib_trail_green_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_gib_trail_green_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_gib_trail_green_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family gib_trail_greenTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family gib_trail_greenTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Blood and biological...q2prox_pfx_g_bloodReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_blaster_trail_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_blaster_trail_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_blaster_trail_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_blaster_trail_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_blaster_trail_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family blaster_trailTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family blaster_trailTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_blaster_impact_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_blaster_impact_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_blaster_impact_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_blaster_impact_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_blaster_impact_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family blaster_impactTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family blaster_impactTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_hyperblaster_trail_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_hyperblaster_trail_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_hyperblaster_trail_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_hyperblaster_trail_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_hyperblaster_trail_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family hyperblaster_trailTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family hyperblaster_trailTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_hyperblaster_impact_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_hyperblaster_impact_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_hyperblaster_impact_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_hyperblaster_impact_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_hyperblaster_impact_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family hyperblaster_impactTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family hyperblaster_impactTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_flechette_impact_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_flechette_impact_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_flechette_impact_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_flechette_impact_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_flechette_impact_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family flechette_impactTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family flechette_impactTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_rocket_smoke_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_rocket_smoke_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_rocket_smoke_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_rocket_smoke_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_rocket_smoke_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family rocket_smokeTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family rocket_smokeTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_rocket_fire_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_rocket_fire_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_rocket_fire_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_rocket_fire_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_rocket_fire_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family rocket_fireTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family rocket_fireTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_grenade_smoke_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_grenade_smoke_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_grenade_smoke_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_grenade_smoke_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_grenade_smoke_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family grenade_smokeTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family grenade_smokeTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_fireball_trail_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_fireball_trail_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_fireball_trail_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_fireball_trail_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_fireball_trail_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family fireball_trailTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family fireball_trailTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_bfg_aura_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_bfg_aura_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_bfg_aura_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_bfg_aura_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_bfg_aura_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family bfg_auraTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family bfg_auraTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_ionripper_trail_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_ionripper_trail_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_ionripper_trail_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_ionripper_trail_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_ionripper_trail_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family ionripper_trailTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family ionripper_trailTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_tracker_trail_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_tracker_trail_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_tracker_trail_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_tracker_trail_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_tracker_trail_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family tracker_trailTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family tracker_trailTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_tracker_shell_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_tracker_shell_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_tracker_shell_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_tracker_shell_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_tracker_shell_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family tracker_shellTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family tracker_shellTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_monster_plasma_shell_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_monster_plasma_shell_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_monster_plasma_shell_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_monster_plasma_shell_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_monster_plasma_shell_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family monster_plasma_shellTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family monster_plasma_shellTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Weapons and trails...q2prox_pfx_g_weaponsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_gun_puff_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_gun_puff_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_gun_puff_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_gun_puff_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_gun_puff_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family gun_puffTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family gun_puffTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_armor_sparks_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_armor_sparks_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_armor_sparks_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_armor_sparks_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_armor_sparks_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family armor_sparksTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family armor_sparksTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_explosion_grenade_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_explosion_grenade_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_explosion_grenade_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_explosion_grenade_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_explosion_grenade_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family explosion_grenadeTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family explosion_grenadeTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_explosion_rocket_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_explosion_rocket_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_explosion_rocket_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_explosion_rocket_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_explosion_rocket_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family explosion_rocketTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family explosion_rocketTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_explosion_generic_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_explosion_generic_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_explosion_generic_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_explosion_generic_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_explosion_generic_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family explosion_genericTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family explosion_genericTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_bfg_explosion_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_bfg_explosion_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_bfg_explosion_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_bfg_explosion_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_bfg_explosion_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family bfg_explosionTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family bfg_explosionTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_tracker_explosion_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_tracker_explosion_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_tracker_explosion_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_tracker_explosion_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_tracker_explosion_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family tracker_explosionTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family tracker_explosionTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_heatbeam_particles_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_heatbeam_particles_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_heatbeam_particles_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_heatbeam_particles_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_heatbeam_particles_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family heatbeam_particlesTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family heatbeam_particlesTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_heatbeam_sparks_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_heatbeam_sparks_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_heatbeam_sparks_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_heatbeam_sparks_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_heatbeam_sparks_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family heatbeam_sparksTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family heatbeam_sparksTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_heatbeam_steam_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_heatbeam_steam_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_heatbeam_steam_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_heatbeam_steam_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_heatbeam_steam_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family heatbeam_steamTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family heatbeam_steamTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_screen_sparks_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_screen_sparks_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_screen_sparks_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_screen_sparks_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_screen_sparks_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family screen_sparksTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family screen_sparksTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_shield_sparks_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_shield_sparks_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_shield_sparks_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_shield_sparks_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_shield_sparks_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family shield_sparksTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family shield_sparksTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_electric_sparks_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_electric_sparks_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_electric_sparks_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_electric_sparks_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_electric_sparks_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family electric_sparksTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family electric_sparksTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Impacts, explosions and sparks...q2prox_pfx_g_impactsReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_generic_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_generic_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_generic_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_generic_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_generic_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_genericTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_genericTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_water_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_water_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_water_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_water_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_water_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_waterTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_waterTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_brown_water_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_brown_water_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_brown_water_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_brown_water_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_brown_water_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_brown_waterTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_brown_waterTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_slime_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_slime_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_slime_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_slime_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_slime_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_slimeTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_slimeTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_lava_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_lava_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_lava_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_lava_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_lava_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_lavaTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_lavaTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_sparks_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_sparks_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_sparks_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_sparks_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_sparks_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_sparksTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_sparksTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_blood_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_blood_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_blood_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_blood_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_blood_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_bloodTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_bloodTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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)

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_splash_electric_n64_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_splash_electric_n64_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_splash_electric_n64_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_splash_electric_n64_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_splash_electric_n64_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family splash_electric_n64Turn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family splash_electric_n64Turn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_bubble_trail_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_bubble_trail_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_bubble_trail_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_bubble_trail_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_bubble_trail_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family bubble_trailTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family bubble_trailTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_teleporter_idle_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_teleporter_idle_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_teleporter_idle_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_teleporter_idle_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_teleporter_idle_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family teleporter_idleTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family teleporter_idleTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_teleport_burst_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_teleport_burst_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_teleport_burst_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_teleport_burst_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_teleport_burst_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family teleport_burstTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family teleport_burstTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_big_teleport_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_big_teleport_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_big_teleport_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_big_teleport_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_big_teleport_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family big_teleportTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family big_teleportTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Water, splashes and teleport...q2prox_pfx_g_waterReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_login_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_login_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_login_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_login_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_login_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family loginTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family loginTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_logout_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_logout_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_logout_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_logout_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_logout_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family logoutTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family logoutTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_respawn_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_respawn_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_respawn_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_respawn_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_respawn_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family respawnTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family respawnTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_item_respawn_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_item_respawn_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_item_respawn_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_item_respawn_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_item_respawn_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family item_respawnTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family item_respawnTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_flies_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_flies_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_flies_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_flies_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_flies_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family fliesTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family fliesTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_flag_trail_red_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_flag_trail_red_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_flag_trail_red_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_flag_trail_red_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_flag_trail_red_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family flag_trail_redTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family flag_trail_redTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_flag_trail_blue_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_flag_trail_blue_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_flag_trail_blue_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_flag_trail_blue_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_flag_trail_blue_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family flag_trail_blueTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family flag_trail_blueTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_tag_trail_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_tag_trail_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_tag_trail_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_tag_trail_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_tag_trail_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family tag_trailTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family tag_trailTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_monster_muzzle_puff_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_monster_muzzle_puff_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_monster_muzzle_puff_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_monster_muzzle_puff_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_monster_muzzle_puff_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family monster_muzzle_puffTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family monster_muzzle_puffTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_chainfist_smoke_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_chainfist_smoke_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_chainfist_smoke_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_chainfist_smoke_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_chainfist_smoke_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family chainfist_smokeTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family chainfist_smokeTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_barrel_smoke_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_barrel_smoke_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_barrel_smoke_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_barrel_smoke_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_barrel_smoke_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family barrel_smokeTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family barrel_smokeTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to World and entity effects...q2prox_pfx_g_worldReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_trap_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_trap_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_trap_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_trap_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_trap_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family trapTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family trapTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_hologram_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_hologram_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_hologram_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_hologram_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_hologram_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family hologramTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family hologramTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_widow_beamout_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_widow_beamout_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_widow_beamout_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_widow_beamout_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_widow_beamout_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family widow_beamoutTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family widow_beamoutTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_widow_splash_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_widow_splash_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_widow_splash_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_widow_splash_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_widow_splash_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family widow_splashTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family widow_splashTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_nuke_blast_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_nuke_blast_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_nuke_blast_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_nuke_blast_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_nuke_blast_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family nuke_blastTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family nuke_blastTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_berserk_slam_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_berserk_slam_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_berserk_slam_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_berserk_slam_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_berserk_slam_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family berserk_slamTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family berserk_slamTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_power_splash_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_power_splash_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_power_splash_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_power_splash_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_power_splash_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family power_splashTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family power_splashTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_server_sparks_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_server_sparks_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_server_sparks_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_server_sparks_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_server_sparks_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family server_sparksTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family server_sparksTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_server_steam_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_server_steam_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_server_steam_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_server_steam_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_server_steam_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family server_steamTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family server_steamTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_force_wall_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_force_wall_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_force_wall_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_force_wall_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_force_wall_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family force_wallTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family force_wallTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Expansion and advanced...q2prox_pfx_g_expansionReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_rail_classic_spiral_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_rail_classic_spiral_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_rail_classic_spiral_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_rail_classic_spiral_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_rail_classic_spiral_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family rail_classic_spiralTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family rail_classic_spiralTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Rail compatibility...q2prox_pfx_g_railReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_rail_classic_core_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_rail_classic_core_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_rail_classic_core_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_rail_classic_core_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_rail_classic_core_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family rail_classic_coreTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family rail_classic_coreTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Rail compatibility...q2prox_pfx_g_railReturn 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

TypeSectionRowVariable or targetHint
ToggleParticlescl_particle_rail_modern_spiral_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleCustom colorcl_particle_rgb_rail_modern_spiral_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderRedcl_particle_rgb_rail_modern_spiral_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderGreencl_particle_rgb_rail_modern_spiral_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderBluecl_particle_rgb_rail_modern_spiral_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationReset color to stockq2prox_particle_reset color family rail_modern_spiralTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationReset this familyq2prox_particle_reset family rail_modern_spiralTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
NavigationBack to Rail compatibility...q2prox_pfx_g_railReturn to the rail compatibility page.

Skins & Models (g_skins)

Path: Main menu → Options → Skins & Models

TypeSectionRowVariable or targetHint
SectionPlayer ProfilePlayer Profile
NavigationPlayer ProfilePlayer setup (Q2PRO-X)q2prox_player_identityEdit your name, skin, handedness and FOV via Q2PRO-X rows.
NavigationPlayer ProfilePlayer setup (3D preview)playersBuilt-in player setup page with the 3D player model preview.
NavigationPlayer ProfilePlayer highlighting...q2prox_vis_playersOpen player visibility highlight settings: modes, model colours, body-part colours, team and duel logic.
SectionModels & VisibilityModels & Visibility
ListModels & VisibilitySkin restrictioncl_noskinscl_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]
ToggleModels & VisibilityVisible weapons on playerscl_vwepcl_vwep: show each player's currently held weapon on their model. Applies immediately.
ToggleModels & VisibilityMD5 loadgl_md5_loadLoad re-release MD5 replacement models. CVAR_FILES — requires vid_restart or map reload.
ToggleModels & VisibilityMD5 usegl_md5_useUse loaded MD5 models. Only effective if gl_md5_load is enabled. Applies immediately.
SliderModels & VisibilityMD5 distancegl_md5_distanceOnly use MD5 replacement model if entity is closer than this distance to the viewer. 0 = no distance LOD. Applies immediately.
SectionLocal OverrideLocal Override
ToggleLocal OverrideMod skin overridecl_mod_skin_overrideLocal-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.
ListLocal OverrideSelf skincl_mod_skin_override_selfModel/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]
ListLocal OverrideOthers skincl_mod_skin_override_othersModel/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]
NavigationLocal OverridePreset: me female, others maleset cl_mod_skin_override 1; set cl_mod_skin_override_self female/athena; set cl_mod_skin_override_others male/gruntPreset: enable override, set self=female/athena, others=male/grunt (OpenFFA DM look)
NavigationLocal OverrideClear override valuesreset cl_mod_skin_override_self; reset cl_mod_skin_override_othersClear self/others override values (keeps master toggle)
NavigationLocal OverrideOverride status...mso_statusPrint current mod skin override state and resolved assets to the console.
SectionFiles & ModsFiles & Mods
NavigationFiles & ModsDownload options...g_downloadsAuto-download options for maps, models, skins, textures, sounds and HTTP.
NavigationFiles & ModsMod command overlay...q2prox_modhelpMod command overlay for mod-specific skin commands (teamskin, eskin, etc.).

Downloads (g_downloads)

Path: Main menu → Online Play Setup → Downloads

TypeSectionRowVariable or targetHint
ToggleAllow downloadingallow_downloadMaster switch for downloading missing files from servers. Applies immediately.
ToggleMapsallow_download_mapsDownload missing map (.bsp) files. Applies immediately.
TogglePlayer models / skinsallow_download_playersDownload missing player models and skins. Applies immediately.
ToggleModelsallow_download_modelsDownload missing model files. Applies immediately.
ToggleTexturesallow_download_texturesDownload missing world textures. Applies immediately.
ToggleSoundsallow_download_soundsDownload missing sound files. Applies immediately.
TogglePicsallow_download_picsDownload missing image / HUD files. Applies immediately.
ToggleHTTP downloadscl_http_downloadsAllow fast HTTP downloads when the server offers a URL. Applies immediately.

Advanced Q2PRO-X (g_advanced)

Path: Main menu → Options → Advanced Q2PRO-X

TypeSectionRowVariable or targetHint
SectionGameplay & NetworkGameplay & Network
NavigationGameplay & NetworkNetwork Godq2prox_network_godNetwork God: one hub for network health, advice, protection, reports and the existing network modules.
NavigationGameplay & NetworkLaghaxq2prox_laghaxLaghax: adaptive prediction-error smoothing, its HUD and tuning weights.
NavigationGameplay & NetworkWeapon predictsq2prox_predictWeapon prediction: ghost-weapon prediction toggles and debug.
NavigationGameplay & NetworkWeapon parts visibilityq2prox_weaponfxWeapon parts visibility: visual-only filter for muzzle, projectiles, impacts, explosions.
NavigationGameplay & NetworkMovement & playerq2prox_movementMovement & player: movement feel, prediction mode, step smoothing, fixed move.
NavigationGameplay & NetworkStandard particlesq2prox_particle_colorsStandard particles: switch each standard Quake II particle family on or off and give it your own colour. Global Q2PRO-X settings.
SectionVideo & SoundVideo & Sound
NavigationVideo & SoundDisplay & captureq2prox_videoDisplay & capture: display backend, desktop fullscreen, render scale.
NavigationVideo & SoundSound & acousticsq2prox_soundSound & acoustics: OpenAL profile, HRTF, reverb and runtime sound actions.
NavigationVideo & SoundBinaural / 3Dq2prox_binauralBinaural / 3D: headphone binaural 3D-sound settings.
NavigationVideo & SoundSound volumesq2prox_sound_volSound volume hub: weapons, other categories, AVFX sounds
SectionBrowsers & OnlineBrowsers & Online
NavigationBrowsers & OnlineServer browserq2prox_serverbrowserServer browser: settings for the modern server-browser overlay.
NavigationBrowsers & OnlineDemo browserq2prox_demobrowserDemo browser: searchable demo library backed by a central demo index.
NavigationBrowsers & OnlineDemo playerq2prox_demoplayerDemo player: play/pause, seek, draggable timeline and .mvd2 extras.
NavigationBrowsers & OnlineGame statisticsq2prox_game_statisticsGame statistics: real matches, frags, results, opponents, maps and modes built from your demo library, plus a separate honest count of every recorded session.
NavigationBrowsers & OnlineAdvanced networkq2prox_advanced_networkAdvanced network: client UDP source-port auto-probe and related options.
NavigationBrowsers & OnlinePing adaptationq2prox_ping_adaptationPing adaptation: hold an absolute target ping, manually or following the opposing players.
NavigationBrowsers & OnlineMod overlayq2prox_modhelpMod overlay: command overlay for mods (OpenTDM/OpenFFA).
NavigationBrowsers & OnlineOpenTDM team HUDq2prox_opentdm_teamhudOpenTDM team HUD: passive teammate HUD — health/armor/position, weapon, freshness.
SectionToolsTools
NavigationToolsVisibility / highlightsq2prox_visVisibility / highlights: item and player visibility highlighting.
NavigationToolsScripts / bindsq2prox_scriptsScripts / binds: useful command binds, weapon-drop modifier, macros.
NavigationToolsSingle Player Experimentsq2prox_sp_experimentsLocal 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

TypeSectionRowVariable or targetHint
SectionModesModes
NavigationModesItem and Monster Randomizerq2prox_sp_mutatorRandomize item and monster classes when a map is loaded. Seed 0 gives a fresh layout every load; non-zero seed repeats the same layout.
NavigationModesDM Map Trainingq2prox_sp_dm_trainingPlay DM maps in local single player with monsters spawned at multiplayer start points, optional respawn and optional scoring.
NavigationModesGeometry Deformationq2prox_sp_geo_deformVisually changes the level mesh for local single player: uneven surfaces, stronger geometry variation, and optional rounded corners. Movement and collision stay original.
NavigationModesMonster Appearance Variantsq2prox_sp_monster_variantsMake 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.
NavigationModesLiquid Swapq2prox_sp_liquid_swapReplace 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.
SectionMonstersMonsters
ToggleMonstersFree Worldcl_sp_free_worldIdle 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.
ToggleMonstersSkill-based monster speedcl_sp_monster_skill_speedApplies 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.
SliderMonstersSkill speed intensitycl_sp_monster_skill_speed_scaleStrength 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.
SectionLightningLightning
ToggleLightningLightning damages monsterscl_sp_avfx_lightning_damageLightning 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.
SliderLightningLightning damage amountcl_sp_avfx_lightning_damage_amountDamage at strike center (rocket-class default 120). Falls off to ~25% at the radius edge. Tougher monsters survive more strikes. Applies immediately.
SliderLightningLightning damage radiuscl_sp_avfx_lightning_damage_radiusDamage radius in world units (default 800, ~5x grenade launcher splash). Damage falls off with distance from strike center. Applies immediately.
ToggleLightningRequire line of sightcl_sp_avfx_lightning_damage_losRequire line-of-sight from strike point to monster center: lightning does not hurt monsters behind thick walls (MASK_SOLID trace). Applies immediately.
ToggleLightningLightning breaks objectscl_sp_avfx_lightning_damage_breakablesAllow 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.
SectionContacts & DiagnosticsContacts & Diagnostics
NavigationContacts & DiagnosticsMonster AVFX contacts...q2prox_avfx_monster_contactsMonster AVFX contacts: footprints on snow, puddle ripples, landing splashes (local SP / DM-training).
NavigationContacts & DiagnosticsMutator info...svPrint 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

TypeSectionRowVariable or targetHint
ToggleWater to lavacl_sp_mutate_water_to_lavaWater becomes real lava in local SP: lava damage, physics and lava material/visuals. Off by default. No effect in deathmatch/coop/demo. Applies immediately.
ToggleLava to watercl_sp_mutate_lava_to_waterLava 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.
ToggleSwap visualscl_sp_mutate_liquid_swap_visualsRender the swapped liquid with the effective material (former water shows the lava texture). Requires cl_avfx 1 for the full enhanced look. Applies immediately.
ToggleSwap AVFX contactscl_sp_mutate_liquid_swap_avfxMake AVFX contacts follow the effective liquid: weapon/rain/snow on former water use lava effects (and vice versa). Requires cl_avfx 1. Applies immediately.
ToggleLiquid swap debugcl_sp_mutate_liquid_swap_debugPrint one diagnostic line when a liquid-swap cvar changes. For testing only. Applies immediately.
NavigationLiquid swap info...svPrint 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

TypeSectionRowVariable or targetHint
SectionBasicsBasics
ToggleBasicsEnable monster variantscl_sp_monster_variantsMaster switch: makes repeated monster instances visibly different by size and color in local single player. No gameplay or hitbox changes. Applies immediately.
SliderBasicsVariant seedcl_sp_monster_variant_seedVariation seed. Same map, seed and settings give the same visual layout; 0 reshuffles on every map load. Applies immediately.
SliderBasicsOverall strengthcl_sp_monster_variant_strengthOverall strength of all variation. 0 disables variation; 100 uses the full configured range. Applies immediately.
SectionSizeSize
ToggleSizeAuto size variationcl_sp_monster_variant_auto_scaleVary overall body size of each monster within the min/max range below, with feet kept planted on the floor. Applies immediately.
SliderSizeMinimum model sizecl_sp_monster_variant_scale_minSmallest monster size as a multiplier of original (0.85 = 85%). Extreme values are an experimental setting. Applies immediately.
SliderSizeMaximum model sizecl_sp_monster_variant_scale_maxLargest monster size as a multiplier of original (1.20 = 120%). Extreme values are an experimental setting. Applies immediately.
SectionColor & shapeColor & shape
SliderColor & shapeColor variationcl_sp_monster_variant_colorHow strongly monsters get tinted into different colors. Keep low to preserve readability; high values are stylized. Applies immediately.
SliderColor & shapeBody shape variationcl_sp_monster_variant_shapePer-monster body proportion variation (torso/head/leg radial width). Render-only; no hitbox/collision changes. MD2 and MD5 monsters supported. Applies immediately.
SliderColor & shapeAsymmetrycl_sp_monster_variant_asymmetryMild left/right asymmetric lean per monster instance. Subtle by default; high values look obviously crooked. Applies immediately.
SectionBosses & serviceBosses & service
ToggleBosses & serviceApply to bossescl_sp_monster_variant_apply_bossesAlso apply variants to boss-class monsters. Off by default because bosses are designed to look distinct already. Applies immediately.
NavigationBosses & serviceMonster variants info...sp_monster_variants_infoPrint 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

TypeSectionRowVariable or targetHint
SectionBasicsBasics
ToggleBasicsDeform geometrycl_sp_geo_deformTurns visual level deformation on or off for local single player. Movement, collision, saves and server logic stay unchanged. Applies immediately.
SliderBasicsDeformation strengthcl_sp_geo_deform_presetOverall 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.
SliderBasicsVariation seedcl_sp_geo_deform_seedRepeatable variation seed. Same map, seed and settings give the same visual shape; changing it rerolls the level look. Applies immediately.
ToggleBasicsAVFX follows surfacecl_sp_geo_deform_avfx_syncLets AVFX visual overlays such as puddles, snow and rings follow the changed visible surface where possible. Applies immediately.
SectionRounded cornersRounded corners
ToggleRounded cornersRound cornerscl_sp_geo_round_edgesAdds visual rounded corners to suitable static wall edges. Moving platforms, liquids, sky and transparent surfaces are left untouched. Applies immediately.
SliderRounded cornersCorner roundnesscl_sp_geo_round_edges_amountHow strongly corners are rounded. 0 hides the rounded surfaces; 100 uses the full selected radius. Applies immediately.
SliderRounded cornersCorner radiuscl_sp_geo_round_edges_radiusApproximate width of rounded corners in world units. Short edges are limited automatically. Applies immediately.
SliderRounded cornersCorner smoothnesscl_sp_geo_round_edges_segmentsSmoothness of rounded corners. Higher values look smoother but add more geometry. Applies immediately.
SliderRounded cornersCorner angle thresholdcl_sp_geo_round_edges_angle_thresholdWhich angles are sharp enough to receive rounding. Higher values affect fewer, sharper corners. Applies immediately.
SectionManual displacementManual displacement
SliderManual displacementLarge displacementcl_sp_geo_deform_strengthManual broad displacement amount. Usually controlled by the main strength row above. Applies immediately.
SliderManual displacementSurface tiltcl_sp_geo_deform_tiltManual surface tilt amount. Higher values make surfaces lean more. Applies immediately.
SliderManual displacementFine roughnesscl_sp_geo_deform_noiseManual fine roughness. Lower it if very small visual noise is unwanted. Applies immediately.
SectionServiceService
NavigationServiceApply now...sp_geo_deform_applyRebuild the visible level geometry immediately with the current settings.
NavigationServiceGeometry info...sp_geo_deform_infoPrint 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

TypeSectionRowVariable or targetHint
SectionItemsItems
ToggleItemsRandomize itemscl_sp_mutate_itemsReplace item pickups when a single-player map is loaded. Keys are never replaced; scripted items stay protected by default.
ListItemsItem modecl_sp_mutate_item_modeChooses how freely items may change: same family, combat-related families, or full chaos for any non-key item. [Same category / Combat set / Chaos]
SliderItemsItem categoriescl_sp_mutate_item_catsItem category mask: 1 armor, 2 ammo, 4 weapons, 8 powerups, 16 health; 31 means all categories.
SectionMonstersMonsters
ToggleMonstersRandomize monsterscl_sp_mutate_monstersReplace monster classes when a single-player map is loaded. Bosses and scripted monsters stay protected unless explicitly allowed.
ListMonstersMonster modecl_sp_mutate_monster_modeChooses how far monster replacements may move by strength: same strength, nearby strength, or chaos. [Same strength / Nearby strength / Chaos]
SectionLayout & poolLayout & pool
SliderLayout & poolLayout seedcl_sp_mutate_seed0 gives a fresh random layout every map load. Non-zero values repeat the same layout for testing or sharing.
ToggleLayout & poolAffect scripted entitiescl_sp_mutate_allow_linked_entitiesAlso replace scripted or connected entities. Leave off for normal play, because some maps can become impossible to finish.
ToggleLayout & poolBosses in poolcl_sp_mutate_allow_bossesAllow boss monsters in the replacement pool. This can sharply raise difficulty.
SectionDestruction (AVFX)Destruction (AVFX)
ToggleDestruction (AVFX)Lightning breaks objectscl_sp_avfx_lightning_damage_breakablesMirror 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.
ToggleDestruction (AVFX)Meteors hit monsterscl_sp_avfx_meteor_impact_damageMirror of AVFX / Impact Meteors: meteor damage to monsters in SP / SP-training. Off by default.
ToggleDestruction (AVFX)Meteors break objectscl_sp_avfx_meteor_impact_damage_breakablesMirror of AVFX / Impact Meteors: meteor detonates misc_explobox + damages func_explosive.
NavigationDestruction (AVFX)Applies on next map commandechoApply the current settings on the next map load. Start a fresh map via the standard game menu or map <name>.
NavigationDestruction (AVFX)Mutator info...svPrint 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

TypeSectionRowVariable or targetHint
SectionBasicsBasics
ToggleBasicsEnable trainingcl_sp_mutate_dm_trainingPopulates suitable DM maps with monsters at multiplayer spawn points when loaded in local single player.
SliderBasicsMonster countcl_sp_mutate_dm_countDesired number of training monsters. The map's spawn point count can limit the final number.
SectionRespawnRespawn
ToggleRespawnRespawn dead monsterscl_sp_mutate_dm_respawnRespawn 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.
SliderRespawnRespawn delaycl_sp_mutate_dm_respawn_delaySeconds between a training monster's death and its respawn. Only when respawn is on. Minimum 1.
ToggleRespawnRespawn itemscl_sp_mutate_dm_respawn_itemsWhen 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.
SectionScoringScoring
ToggleScoringScoring modecl_sp_mutate_dm_scoreEnables a score-based training round: kills give points, monster damage subtracts points, player death ends the round.
SliderScoringScore targetcl_sp_mutate_dm_score_limitScore needed to win the round.
SliderScoringDamage penaltycl_sp_mutate_dm_score_damage_scaleHow strongly monster damage subtracts score. 0 disables the damage penalty.
ToggleScoringShow scorecl_sp_mutate_dm_score_hudShows the current score and round state on the HUD.
SliderScoringScore Xcl_sp_mutate_dm_score_hud_xHorizontal position of the score display. Applies immediately.
SliderScoringScore Ycl_sp_mutate_dm_score_hud_yVertical position of the score display. Applies immediately.
SectionSpawn & poolSpawn & pool
SliderSpawn & poolMin player distancecl_sp_mutate_dm_min_player_distMinimum distance in Q2 units between a (re)spawn point and the player. Closer points are skipped.
SliderSpawn & poolMin monster distancecl_sp_mutate_dm_min_monster_distMinimum distance in Q2 units between two simultaneously-living training monsters.
ToggleSpawn & poolHeavy monsterscl_sp_mutate_dm_allow_heavyAllow heavy monsters in the training pool.
ToggleSpawn & poolBoss monsterscl_sp_mutate_dm_allow_bossesAllow boss monsters in the training pool.
NavigationSpawn & poolApplies on next map commandechoApply the current DM training settings on the next map load. Start a fresh DM map via the console (map q2dm1 etc.) or game menu.
NavigationSpawn & poolMutator info...svPrint DM training status, spawn point count, alive/target monster counts, and skip counters.

Config & Files (g_config)

Path: Main menu → Options → Config & Files

TypeSectionRowVariable or targetHint
SectionBasicsBasics
ToggleBasicsStartup introcl_q2prox_startup_introDefault 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.
ToggleBasicsAutomatic game statisticscl_game_stats_autoDefault 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.
ToggleBasicsStatistics in introcl_game_stats_introDefault 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.
ToggleBasicsAutosave configcl_q2prox_cfg_autosaveAuto-save the Q2PRO-X config (global + mod-local) whenever you change a setting in the menu. Applies immediately.
ToggleBasicsMod scanningcl_q2prox_modscanScan first-level mod folders at startup for game DLLs (feeds the Mods menu). Off = Mods menu shows only baseq2 (local). Applies immediately.
ToggleBasicsDisable AVFX globallycl_avfx_global_disableGlobal 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.
NavigationBasicsMod configs...q2prox_modcfgPer-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.
NavigationBasicsImport missing legacy settings...q2prox_global_prefsAdds 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.
ToggleBasicsAlt+F4 quitcl_altf4_exitLet Alt+F4 immediately quit the game. Applies immediately.
SectionLanguage & Other FontsLanguage & Other Fonts
ListLanguage & Other FontsRussian display localizationcl_console_utf8_ruRussian 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]
ListLanguage & Other FontsConsole fontcl_console_font_modeConsole font. Legacy = stock conchars, San Francisco = SFUIText Regular fixed-cell. Console only. Applies immediately. [Legacy / San Francisco]
ListLanguage & Other FontsBrowsers fontcl_browser_font_modeBrowser/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]
ListLanguage & Other FontsHUD fontcl_hud_font_modeHUD/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]
SectionBinds & SaveBinds & Save
KeyBinds & SaveCvar browser toggle keycvar_browser_toggleKey that shows/hides the Q2PRO-X cvar reference overlay.
ListBinds & SaveBare writeconfig savescl_writeconfig_fullWhat 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)]
NavigationBinds & SaveSave all configs...q2prox_cfg_saveSave all Q2PRO-X settings (both global and mod-local configs).
NavigationBinds & SaveSave global config...q2prox_cfg_save_globalSave global settings to baseq2/q2pro-x/q2pro-x.cfg.
NavigationBinds & SaveSave local config...q2prox_cfg_save_localDuring normal play saves the mod-local config. During .dm2/.mvd2 playback saves the demo-visual preset. Target filename is printed to console.
NavigationBinds & SaveSave demo visual config...q2prox_cfg_save_demo_visualAlways writes baseq2/q2pro-x/demo_visual/q2pro-x.demo.cfg. The visual preset used only during demo playback.
SectionResetReset
NavigationResetDefaults all...q2prox_cfg_defaultsReset every Q2PRO-X setting back to its default.
NavigationResetDefaults global...q2prox_cfg_defaults_globalReset only the global settings to defaults.
NavigationResetDefaults local...q2prox_cfg_defaults_localReset local cvars. During demo playback: only visual cvars (binds kept) into the demo-visual target. Otherwise: mod-local cvars + binds.
NavigationResetDefaults demo visual...q2prox_cfg_defaults_demo_visualReset 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

TypeSectionRowVariable or targetHint
SectionBehaviorBehavior
ToggleBehaviorOpen menu on startupui_openDefault ON. On an ordinary launch, open the Q2PRO-X main menu. OFF leaves the full-screen console; ESC still opens the menu.
ListBehaviorMenu profilecl_q2prox_menu_profileSelect the complete menu or the shorter multiplayer-focused root. Applies immediately. [Full / Multiplayer]
SectionAppearanceAppearance
ListAppearanceGame menu languagecl_menu_utf8_ruInherit the interface language or force English/Russian only for game menus. [Inherit global / English / Russian]
ListAppearanceMenu fontcl_menu_font_modeChoose the classic bitmap font or the smooth Jost Medieval menu font. Applies immediately. [Legacy / Jost Medieval]
ListAppearanceMenu visual stylecl_menu_visual_styleChoose the classic menu look or modern Q2PRO-X panels and controls. Applies immediately. [Legacy / Modern]
ToggleAppearanceMenu autoscalecl_menu_modern_autoscaleFit modern menus to the screen automatically while menu scale is Auto. Applies immediately.
NavigationAppearanceMenu scale: autoset ui_scale 0Return menu scale to automatic selection.
SliderAppearanceMenu scaleui_scaleManual menu scale. Use the Auto action above to restore automatic fitting. Applies immediately.
SliderAppearanceMenu opacitycl_menu_alphaMenu background opacity from fully transparent to opaque. Applies immediately.
SectionHints & BadgesHints & Badges
ToggleHints & BadgesShow bottom menu hintcl_q2prox_menu_bottom_hintShow the compact bottom hint band for the selected menu item. Default ON. Applies immediately.
ToggleHints & BadgesHover hintscl_q2prox_menu_hover_hintsShow the same hint near the mouse cursor after a short delay. Applies immediately.
SliderHints & BadgesHint delaycl_q2prox_menu_hover_hint_delayDelay before a mouse-hover hint appears. Applies immediately.
SliderHints & BadgesHover hint backgroundcl_q2prox_menu_hover_hint_alphaOpacity of the floating hint background; its text stays visible. Applies immediately.
ToggleHints & BadgesQ2PRO-X badgescl_q2prox_menu_badgesShow green (X) markers on Q2PRO-X menu items. Applies immediately.
ToggleHints & BadgesGlobal-setting badgescl_q2prox_menu_global_badgesShow (G) on settings saved globally for every mod. Applies immediately.
ToggleHints & BadgesMod-setting badgescl_q2prox_menu_mod_badgesShow (M) on settings saved only for the current mod. Applies immediately.

Help / About Q2PRO-X (g_help)

Path: Main menu → Help / About Q2PRO-X

TypeSectionRowVariable or targetHint
SectionReferenceReference
NavigationReferenceCvar reference...cvar_helpOpen the live cvar reference: search, description, values, source.
NavigationReferenceCvar browser settings...q2prox_cvarbrowserOpen cvar-browser settings: opacity, language, text scale.
SectionDiagnosticsDiagnostics
NavigationDiagnosticsVersion info...versionPrint the Q2PRO-X build version and component info to console.
NavigationDiagnosticsMovement feel info...movementfeel_infoPrint the current movement feel and the backend actually applied.
NavigationDiagnosticsRender scale info...gl_render_scale_infoPrint the render-scale pipeline path, max resolution and tile grid.
NavigationDiagnosticsOLED info...vid_oled_infoPrint OLED-protection status and the reasons each stage is/isn't active.
NavigationDiagnosticsReverb info...al_reverb_infoPrint reverb classifier state and the current EAX preset data.
NavigationDiagnosticsBinaural info...al_binaural_infoPrint the current binaural (3D headphone) runtime state.
NavigationDiagnosticsVisual fx info...gl_visual_fx_infoPrint the status of the visual-FX subsystems.
NavigationDiagnosticsVis items info...cl_vis_items_infoPrint how items are classified for the visibility layer.
SectionToolsTools
NavigationToolsPerformance & Budget HUD...q2prox_perf_hudLive performance and budget HUD: occupancy bars plus measured CPU/GPU cost for the frame, dynamic lighting and the enabled AVFX families. Default off.
NavigationToolsList macros...macrolistList all available console macros.

Performance & Budget HUD (q2prox_perf_hud)

Path: Main menu → Help / About Q2PRO-X → Performance & Budget HUD

TypeSectionRowVariable or targetHint
SectionGeneralGeneral
ToggleGeneralPerformance HUDcl_perf_hudDefault 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.
SliderGeneralUpdate intervalcl_perf_hud_intervalHow 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.
SliderGeneralOpacitycl_perf_hud_alphaOpacity of the HUD background and text, independent of scr_alpha. Applies immediately.
SliderGeneralText scalecl_perf_hud_scaleText-size multiplier for this HUD only, independent of scr_scale. Applies immediately.
ToggleGeneralPillarbox free areacl_perf_hud_pillarbox_workspaceAllow placing the HUD in the pillarbox side bars. Applies immediately.
ToggleGeneralOnly active metricscl_perf_hud_active_onlyDefault 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.
ToggleGeneralOnly in gamecl_perf_hud_ingame_onlyDefault 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.
ToggleGeneralShow in menucl_perf_hud_show_in_menuDefault 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.
SectionColumnsColumns
ToggleColumnsCost columncl_perf_hud_show_costDefault 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.
ToggleColumnsBudget barscl_perf_hud_show_budgetDraw the segmented occupancy bars. Setting rows carry a SET marker so a slider is never mistaken for a budget. Applies immediately.
ToggleColumnsCPU costcl_perf_hud_show_cpuShow measured CPU cost where a producer owns a real timed interval. Off also stops asking those producers to time themselves. Applies immediately.
ToggleColumnsGPU costcl_perf_hud_show_gpuShow 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.
SectionSectionsSections
ToggleSectionsGeneralcl_perf_hud_show_generalShow the General / Frame section: frame time, entities, particles, overlay queue, workers and the world/material GPU intervals. Applies immediately.
ToggleSectionsDynamic lightingcl_perf_hud_show_lightingShow the Dynamic Lighting section: effective mode, light slot occupancy against real capacities, flashlight and shadow state, and the lighting settings. Applies immediately.
ToggleSectionsAVFXcl_perf_hud_show_avfxShow the AVFX section. Only enabled families appear; a blocked family shows its exact reason. Applies immediately.
SectionActionsActions
NavigationActionsAVFX metric selection...q2prox_perf_hud_metricsChoose which AVFX metric groups the HUD collects and shows.
KeyActionsToggle HUD keyperf_hud_toggleBind a key that toggles the Performance HUD on and off. Not bound by default.
NavigationActionsEdit HUD position...perf_hud_editEnter HUD edit mode: left-drag to move, Enter/Escape to exit.
NavigationActionsReset HUD positionperf_hud_reset_positionClear the saved HUD position (back to default placement).
NavigationActionsPrint informationperf_hud_infoPrint 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

TypeSectionRowVariable or targetHint
SectionAVFX metric groupsAVFX metric groups
ToggleAVFX metric groupsWeather & particlescl_perf_hud_metrics_weather_particlesRain streaks and drops, impacts, snow flakes and patches, ash, lava steam and contact events. Applies immediately.
ToggleAVFX metric groupsWater & puddlescl_perf_hud_metrics_water_puddlesPuddles, rings, runoff, foam, ripples, splashes, surface flow and enhanced water. Applies immediately.
ToggleAVFX metric groupsReflectionscl_perf_hud_metrics_reflectionsMirror SSR, planar capture and composite, plus reflection capture and puddle/water model reflections. Applies immediately.
ToggleAVFX metric groupsSky & celestialcl_perf_hud_metrics_sky_celestialMeteors, trains, particles, impacts, comets, spaceships, stars and god rays. Applies immediately.
ToggleAVFX metric groupsFog & cloudscl_perf_hud_metrics_fog_cloudsVolumetric fog and volumetric clouds, including the clouds GPU interval. Applies immediately.
ToggleAVFX metric groupsBlack holecl_perf_hud_metrics_blackholeBlack hole and consumption masters plus the stage, field and composite GPU intervals. Applies immediately.
ToggleAVFX metric groupsSurface materialscl_perf_hud_metrics_surface_materialsSurface Materials, including wildlife, and the packed grass instances submitted this frame. Applies immediately.
ToggleAVFX metric groupsPlayer contactscl_perf_hud_metrics_player_contactLive Player Contact records out of the pool, plus the contact surface, reflection and wound GPU intervals. Applies immediately.
ToggleAVFX metric groupsPostprocess & misccl_perf_hud_metrics_postprocess_miscOverlay 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

TypeSectionRowVariable or targetHint
SectionAddresses 1-8Addresses 1-8
FieldAddresses 1-8
FieldAddresses 1-8
FieldAddresses 1-8
FieldAddresses 1-8
FieldAddresses 1-8
FieldAddresses 1-8
FieldAddresses 1-8
FieldAddresses 1-8
SectionAddresses 9-16Addresses 9-16
FieldAddresses 9-16
FieldAddresses 9-16
FieldAddresses 9-16
FieldAddresses 9-16
FieldAddresses 9-16
FieldAddresses 9-16
FieldAddresses 9-16
FieldAddresses 9-16

Laghax (q2prox_laghax)

Path: Main menu → Online Play Setup → Laghax

TypeSectionRowVariable or targetHint
SectionSmoothingSmoothing
ListSmoothingLaghax modecl_laghaxSmooths prediction-error corrections. Off = snap to server, Fixed = window set by cl_laghax_maxms, Adaptive = window varies with network stress. [off / fixed / adaptive]
SectionHUD overlayHUD overlay
ToggleHUD overlayLaghax HUDcl_laghax_hudShow the real-time laghax overlay (top-right by default, draggable).
SliderHUD overlayHUD opacitycl_laghax_hud_alphaOpacity of the laghax HUD (independent of scr_alpha). Applies immediately.
ToggleHUD overlayAuto-hide when unchangedcl_laghax_hud_auto_hideHide 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.
SliderHUD overlayHide delay (s)cl_laghax_hud_auto_hide_secHow many seconds without changes before the HUD hides. Any trigger shows it again and restarts the countdown. Applies immediately.
SliderHUD overlayText scalecl_laghax_hud_scaleText-size multiplier for the laghax HUD only (0.5..2.0). Independent of scr_scale. Applies immediately.
ToggleHUD overlayShow ping adaptationcl_laghax_hud_show_ping_adaptAdd the ping adaptation rows: real ping, adapted ping, added delay and the state. Shown only while ping adaptation itself is enabled. Applies immediately.
ToggleHUD overlayShow predicts rowcl_laghax_hud_show_predict_paramsAdd a HUD row listing which weapon and player predicts are currently on. Applies immediately.
ToggleHUD overlayShow physics rowcl_laghax_hud_show_physics_paramsAdd a HUD row showing movement feel, step smoothing, legacy predict and fixed move. Applies immediately.
ToggleHUD overlayShow predict runtimecl_laghax_hud_show_predict_runtimeAdd extra live rows exposing weapon-prediction internals (diagnostic only). Applies immediately.
ToggleHUD overlayPillarbox free areacl_laghax_hud_pillarbox_workspaceAllow placing the HUD in the pillarbox side bars. Applies immediately.
ToggleHUD overlayHide HUD in deathmatch 0cl_laghax_hud_hide_deathmatch0Auto-hide the HUD in deathmatch 0 contexts. Widget only — cl_laghax smoothing stays active. Applies immediately.
ToggleHUD overlayHide HUD on a local servercl_laghax_hud_hide_localAuto-hide the laghax HUD while a local server is running (your own sandbox). Widget only - cl_laghax smoothing stays active. Applies immediately.
ToggleHUD overlayHide HUD during demo playbackcl_laghax_hud_hide_demoAuto-hide the HUD during demo playback. Widget only — cl_laghax smoothing stays active. Applies immediately.
NavigationHUD overlayEdit HUD position...laghax_hud_editEnter HUD edit mode: left-drag to move, Enter/Escape to exit.
NavigationHUD overlayReset HUD positionlaghax_hud_resetClear the saved HUD position (back to default placement).
SectionWindow & debugWindow & debug
ToggleWindow & debugLaghax debugcl_laghax_debugPrint smoothing statistics to console every server frame.
SliderWindow & debugMax capcl_laghax_maxmsHard safety cap on the smoothing window (ms) — never exceeded no matter how high the stress.
SliderWindow & debugAdaptive max windowcl_laghax_maxwindowAdaptive-mode ceiling for the smoothing window (ms), below the hard cl_laghax_maxms clamp.
SliderWindow & debugMinimum errorcl_laghax_minerrorCorrections smaller than this (Quake units) snap instantly instead of being smoothed.
SectionAdaptive weightsAdaptive weights
SliderAdaptive weightsPing weightcl_laghax_ping_weightWeight of ping in the adaptive stress function — higher = larger smoothing window at high ping.
SliderAdaptive weightsJitter weightcl_laghax_jitter_weightWeight of ping jitter (variance) in the adaptive stress function. Higher = more smoothing on a jittery link.
SliderAdaptive weightsLoss weightcl_laghax_loss_weightWeight of packet loss / drops in the adaptive stress function. Higher = more smoothing when packets drop.
SliderAdaptive weightsDebt weightcl_laghax_debt_weightWeight of prediction debt (accumulated uncorrected error). Higher = more aggressive smoothing as the backlog grows.
SliderAdaptive weightsGap weightcl_laghax_gap_weightWeight 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

TypeSectionRowVariable or targetHint
SectionModeMode
ListModeAdaptation modecl_ping_adapt_modeHold 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]
ListModeAutomatic sourcecl_ping_adapt_auto_sourceWhere 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]
SectionManualManual
SliderManualTarget pingcl_ping_adapt_manual_msAbsolute target ping for Manual mode. A target below your real ping simply adds nothing. Applies immediately.
SectionAutomatic rangeAutomatic range
SliderAutomatic rangeMinimumcl_ping_adapt_range_min_msLower 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.
SliderAutomatic rangeMaximumcl_ping_adapt_range_max_msUpper bound of the band. Both bounds are additionally limited by the maximum final ping below. Applies immediately.
SectionPlayersPlayers
SliderPlayersCheck intervalcl_ping_adapt_check_interval_msHow often the target and the opposing roster are recomputed. Server requests are combined and never sent more than once per second. Applies immediately.
SliderPlayersOffsetcl_ping_adapt_offset_msSigned offset from the opponents' ping. Target = opponent ping + offset. Example: opponent 40 with offset -10 gives a target of 30. Applies immediately.
SliderPlayersMinimum differencecl_ping_adapt_min_difference_msAdaptation 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.
SliderPlayersMaximum final pingcl_ping_adapt_max_msHard ceiling for the final target in Automatic mode. Applies to both automatic sources and never to Manual. Applies immediately.
SectionServiceService
ToggleServiceEvent logcl_ping_adapt_debugLog adaptation events to the console: mode changes, target changes, roster updates. Never prints per packet. Applies immediately.
NavigationServicePrint informationping_adapt_infoPrint the full current state: real and adapted ping, target, added delay, opposing players and queue.
NavigationServiceReset controllerping_adapt_resetRestart 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

TypeSectionRowVariable or targetHint
SectionStatusStatus
ListStatusModecl_network_god_modeOff 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]
NavigationStatusOpen Network God overlay...network_god_openOpen the overlay: what-to-do-now, incident timeline, the Action Center with Apply, module states and the lab.
KeyStatusOverlay keynetwork_god_toggleBind a key that opens and closes the Network God overlay.
ToggleStatusOff on a local servercl_network_god_local_offDo not run Network God at all on a local server. Single player (deathmatch 0) is always excluded regardless of this setting. Applies immediately.
NavigationStatusHUD status...q2prox_network_god_hudThe optional in-game status strip and text line: view, place, scale, palette and motion.
SectionNetwork analysisNetwork analysis
NavigationNetwork analysisTraffic & applications...q2prox_network_god_trafficOptional continuous background download/upload analysis and independently optional application-source hints for long matches.
SectionAutomatic policyAutomatic policy
ListAutomatic policyPolicycl_network_god_policyHow 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]
SliderAutomatic policyMinimum observation (s)cl_network_god_observe_secHow 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.
ToggleAutomatic policyAuto-restart measurementscl_network_god_auto_rebaselineWhen 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.
SliderAutomatic policyCooldown (s)cl_network_god_cooldown_secMinimum pause between two applied changes, so the connection cannot be adjusted back and forth. Applies immediately.
NavigationAutomatic policyPermissions...q2prox_network_god_permissionsWhat Automatic is allowed to change, one permission per item.
SectionProtection & testingProtection & testing
NavigationProtection & testingJitter Shield...q2prox_network_god_jitterSmooth out other players' movement on an uneven link. Your own player, aim and hit registration are never touched.
NavigationProtection & testingConnection Guardian...q2prox_network_god_guardianBounded automatic recovery after the connection goes silent. It never reacts to a kick, a ban or your own disconnect.
NavigationProtection & testingNetwork Lab...q2prox_network_god_labGenerate synthetic delay, loss and reordering to see how the game behaves. Clearly marked and stopped by one action.
SectionMoreMore
NavigationMoreService & modules...q2prox_network_god_serviceReports, 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

TypeSectionRowVariable or targetHint
SectionActions & reportsActions & reports
NavigationActions & reportsCopy reportnetwork_god_report_copyCopy the current localized report to the clipboard.
NavigationActions & reportsSave reportnetwork_god_report_saveSave the report as TXT and JSON under baseq2/q2pro-x/network-god/reports.
NavigationActions & reportsUndo last changenetwork_god_undoRemove the change Network God is currently holding and return your own values.
NavigationActions & reportsReset observationnetwork_god_reset_sessionForget the measured baseline and history for this connection and start observing again.
SectionDiagnosticsDiagnostics
SliderDiagnosticsHistory depth (s)cl_network_god_history_secHow much recent history the timeline and the reports keep. Applies immediately.
ToggleDiagnosticsServer address in reportcl_network_god_report_include_serverPut the literal server address into saved and copied reports. Off writes a stable pseudonym instead. Applies immediately.
ToggleDiagnosticsEvent logcl_network_god_debugLog Network God events to the console: mode, generation, governor transitions. Never prints per packet. Applies immediately.
NavigationDiagnosticsPrint informationnetwork_god_infoPrint the complete current state to the console, including the counters that prove what actually ran.
SectionExisting modulesExisting modules
NavigationExisting modulesLaghax...q2prox_laghaxLaghax: adaptive prediction-error smoothing, its HUD and weights.
NavigationExisting modulesWeapon predicts...q2prox_predictWeapon and player prediction toggles and the shared ping gate.
NavigationExisting modulesPing adaptation...q2prox_ping_adaptationPing adaptation: hold an absolute target ping, manually or following the opposing players.
NavigationExisting modulesNetwork & port scanner...q2prox_advanced_networkBandwidth, packet rates and the client UDP port scanner.

Background Traffic (q2prox_network_god_traffic)

Path: Main menu → Online Play Setup → Network God → Background Traffic

TypeSectionRowVariable or targetHint
SectionContinuous monitoringContinuous monitoring
ToggleContinuous monitoringContinuous checkcl_network_god_traffic_monitorContinuously 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.
ToggleContinuous monitoringApplication analysiscl_network_god_traffic_app_scanOptionally 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.
SliderContinuous monitoringReceive threshold (KiB/s)cl_network_god_traffic_rx_kbpsSustained 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.
SliderContinuous monitoringTransmit threshold (KiB/s)cl_network_god_traffic_tx_kbpsSustained background transmit rate in KiB/s. Upload pressure is separated because it often harms gameplay before a large download does. Applies immediately.
SliderContinuous monitoringSustain time (s)cl_network_god_traffic_sustain_secHow many continuous seconds the threshold must be exceeded before the overlay warns. Short Steam, browser and Windows bursts are ignored. Applies immediately.
SectionHow to read itHow to read it
NavigationHow to read itVerify impact - 30 snetwork_god_traffic_checkStart 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.
NavigationHow to read itOpen analysis...network_god_open_modulesOpen 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

TypeSectionRowVariable or targetHint
SectionWhat may be changedWhat may be changed
ToggleWhat may be changedAdaptive Laghaxcl_network_god_auto_laghaxAllow the accepted adaptive Laghax mode for the session while prediction corrections grow. Your own setting returns on disconnect. Applies immediately.
ToggleWhat may be changedCommand redundancycl_network_god_auto_packetdupAllow raising Q2PRO command redundancy inside protocol bounds, only on exact evidence of lost commands. Applies immediately.
ToggleWhat may be changedJitter Shieldcl_network_god_auto_jitter_shieldAllow sizing the presentation buffer for other players, never above the maximum you set in Jitter Shield. Applies immediately.
ToggleWhat may be changedNext-connect AutoPortcl_network_god_auto_autoportAllow scheduling the existing fast RTT port probe before the next connection. Never during a match. Applies immediately.
ToggleWhat may be changedConnection Guardiancl_network_god_auto_guardianAllow bounded recovery after an exact, confident link failure. The Guardian page owns its own limits. Applies immediately.
SectionConfirmationConfirmation
NavigationConfirmationReview and enable Automatic...ui_network_god_auto_confirmShow 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

TypeSectionRowVariable or targetHint
SectionOverlay windowOverlay window
SliderOverlay windowOverlay opacitycl_network_god_overlay_alphaBackground opacity of the overlay window. Applies immediately.
SliderOverlay windowOverlay scalecl_network_god_overlay_scaleText and interface scale of the overlay window only. Applies immediately.
ToggleOverlay windowHide surfaces on a local servercl_network_god_overlay_local_offHide the Network God overlay and status strip on a local server, while the feature itself keeps measuring. Applies immediately.
ToggleOverlay windowOverlay hintscl_network_god_overlay_hintsPop a detailed explanation when the mouse hovers any metric in the overlay. On by default so every number explains itself. Applies immediately.
SectionViewView
ToggleViewStage captionscl_network_god_hud_labelsWrite a short stage name under every circle, coloured by its state. Off leaves the compact glyph-only strip. Applies immediately.
ListViewViewcl_network_god_hudThe 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]
ToggleViewAuto-hide when healthycl_network_god_hud_auto_hideAfter 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.
SliderViewHide delay (s)cl_network_god_hud_auto_hide_secHow many seconds the completed green result remains visible before automatic hiding. A problem keeps the status visible regardless of this value. Applies immediately.
ListViewOrientationcl_network_god_hud_orientationDraw the strip as a row or as a column. Applies immediately. [Horizontal / Vertical]
ListViewTextcl_network_god_hud_text_detailCompact is one line. Detailed adds a second line with confidence, the active change and the presentation buffer. Applies immediately. [Compact / Detailed]
SectionPlacementPlacement
ListPlacementAnchorcl_network_god_hud_anchorScreen 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]
SliderPlacementOffset Xcl_network_god_hud_xHorizontal shift from the anchor. Dragging in edit mode writes the same value. Applies immediately.
SliderPlacementOffset Ycl_network_god_hud_yVertical shift from the anchor. The status never leaves the visible area whatever the value is. Applies immediately.
SliderPlacementScalecl_network_god_hud_scaleSize of the strip, the glyphs and the text, independent of every other overlay. Applies immediately.
SliderPlacementOpacitycl_network_god_hud_alphaOpacity of the status. State colours keep their meaning at any value. Applies immediately.
NavigationPlacementEdit position...network_god_hud_editEnter edit mode: drag with the left mouse button, Enter or Escape leaves.
NavigationPlacementReset layoutnetwork_god_hud_resetReturn the anchor, the offsets, the scale and the opacity to their defaults. What the status shows is left alone.
SectionReadabilityReadability
ListReadabilityPalettecl_network_god_hud_paletteEvery 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]
ListReadabilityMotioncl_network_god_hud_motionHow 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainJitter Shieldcl_network_god_jitter_shieldTurn the shield on. It works while Network God is not off; with Network God off nothing is buffered. Applies immediately.
ListMainBuffer modecl_network_god_jitter_modeAuto sizes the buffer from the measured spread of arrivals. Fixed always uses the value below. Applies immediately. [Auto / Fixed]
SliderMainFixed buffer (ms)cl_network_god_jitter_fixed_msThe buffer used in Fixed mode. 0 shows other players exactly as before. Applies immediately.
SliderMainMaximum buffer (ms)cl_network_god_jitter_max_msHard ceiling for the automatic buffer. Automatic mode may never exceed it either. Applies immediately.
ListMainSpread percentilecl_network_god_jitter_percentileWhich part of the arrival spread Auto aims to cover. A higher percentile is smoother and slightly later. Applies immediately. [90% / 95% / 99%]
SectionServiceService
ToggleServiceEvent logcl_network_god_jitter_debugLog 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainConnection Guardiancl_network_god_guardianTurn the guardian on. In Automatic mode its own permission can enable it as well. Applies immediately.
SliderMainSilence threshold (ms)cl_network_god_guardian_silence_msHow 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.
SliderMainAttemptscl_network_god_guardian_attemptsMaximum attempts for one incident. After that the guardian stops and says so. Applies immediately.
SliderMainInitial backoff (ms)cl_network_god_guardian_backoff_msPause before the first attempt. Each further attempt doubles it up to a hard cap. Applies immediately.
SectionServiceService
NavigationServiceCancel recoverynetwork_god_guardian_cancelStop the recovery that is running now and do not start it again for this incident.
ToggleServiceEvent logcl_network_god_guardian_debugLog 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

TypeSectionRowVariable or targetHint
SectionControlControl
NavigationControlStartnetwork_lab_startArm the lab with the settings below. On a real server it asks first, and it never arms by itself.
NavigationControlStopnetwork_lab_stopStop immediately and deliver everything still waiting.
NavigationControlPrint informationnetwork_lab_infoPrint the complete synthetic state, counters and the seed actually used.
SectionWhat to simulateWhat to simulate
ListWhat to simulateDirectioncl_network_lab_directionWhich direction the synthetic impairment is applied to. Applies immediately. [Outgoing / Incoming / Both]
SliderWhat to simulateDelay (ms)cl_network_lab_delay_msBase synthetic delay added in the selected direction. Applies immediately.
SliderWhat to simulateDelay spread (ms)cl_network_lab_jitter_msHow much the synthetic delay varies around its base value. Applies immediately.
ListWhat to simulateSpread shapecl_network_lab_jitter_distributionShape of that variation. Long-tail produces rare large spikes, like a loaded link. Applies immediately. [Uniform / Normal / Long tail]
SliderWhat to simulateLoss (%)cl_network_lab_loss_pctShare of packets dropped on purpose. Applies immediately.
ListWhat to simulateLoss modelcl_network_lab_loss_modelIndependent drops single packets. Burst drops several in a row, which is what a real bad link does. Applies immediately. [Independent / Burst]
SliderWhat to simulateBurst lengthcl_network_lab_burst_meanAverage length of one loss burst, in packets. Applies immediately.
SliderWhat to simulateReordering (%)cl_network_lab_reorder_pctShare of packets delivered out of order. Applies immediately.
SliderWhat to simulateReorder windowcl_network_lab_reorder_windowHow far a packet may be moved out of its place. Applies immediately.
SliderWhat to simulateBandwidth (kbit/s)cl_network_lab_bandwidth_kbpsSynthetic bandwidth cap. 0 leaves the rate unlimited. Applies immediately.
SectionRepeatabilityRepeatability
FieldRepeatabilityRepeat code (seed)cl_network_lab_seedRepeat 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.
ToggleRepeatabilityAllow on a real servercl_network_lab_allow_remoteAllow asking to arm the lab on a real server. It only permits the question; arming still needs your confirmation. Applies immediately.
ToggleRepeatabilityEvent logcl_network_lab_debugLog 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

TypeSectionRowVariable or targetHint
SectionGeneralGeneral
ToggleGeneralOpenTDM team HUDcl_opentdm_team_hudMaster switch for the OpenTDM team HUD — only drawn on OpenTDM while playing on TEAM_A/TEAM_B. Applies immediately.
KeyGeneralTeam Overlay keyopentdm_team_hud_toggleBind 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.
SectionAppearanceAppearance
SliderAppearanceHUD opacitycl_opentdm_team_hud_alphaOpacity of the team HUD (independent of scr_alpha). Applies immediately.
SliderAppearanceText scalecl_opentdm_team_hud_scaleText-size multiplier for the team HUD (0.5..2.0, step 0.01). Applies immediately.
SliderAppearanceMessage widthcl_opentdm_team_hud_widthWidth of the LAST MSG area, in character cells. Applies immediately.
SectionContentContent
ToggleContentShow weaponcl_opentdm_team_hud_show_weaponShow each teammate's current weapon (passive decode; works even with cl_vwep 0). Applies immediately.
ToggleContentShow power armorcl_opentdm_team_hud_show_powerarmorInclude P (power-armor cells) in the teammate H/A/P column. Applies immediately.
ToggleContentShow freshnesscl_opentdm_team_hud_show_freshnessShow an age indicator for passive teammate values (green -> yellow -> red -> gone). Applies immediately.
ToggleContentShow last team chatcl_opentdm_team_hud_show_teamchatMirror the last already-visible say_team message next to the teammate who sent it. HUD only; console/chat unchanged. Applies immediately.
SliderContentFresh periodcl_opentdm_team_hud_fresh_secSeconds passive teammate values stay green before fading to yellow/red. Capped by the stale threshold. Applies immediately.
SliderContentStale thresholdcl_opentdm_team_hud_stale_secSeconds until cached H/A/P and weapon values expire and drop off the HUD. Applies immediately.
SectionPlacementPlacement
TogglePlacementPillarbox free areacl_opentdm_team_hud_pillarbox_workspaceAllow placing the HUD in the pillarbox side bars. Applies immediately.
NavigationPlacementEdit HUD position...opentdm_team_hud_editEnter HUD-position edit mode: left-drag to move, Enter/Escape to exit.
NavigationPlacementReset HUD positionopentdm_team_hud_resetClear the saved HUD position (back to default placement).

Weapon Predicts (q2prox_predict)

Path: Main menu → Online Play Setup → Weapon Predicts

TypeSectionRowVariable or targetHint
SectionMaster & debugMaster & debug
ToggleMaster & debugWeapon predict mastercl_predict_weapons_enableMaster switch for weapon prediction. Off disables all weapon predicts, but player predict still follows the shared ping gate. Per-weapon toggles are kept.
ListMaster & debugPredict debugcl_predict_debugPrediction debug view. Off = normal, Show both / Verbose = draw server + predicted streams, Diag+supp = diagnostics with suppression. [off / Show both / verbose / Diag+supp]
ToggleMaster & debugWeapon anim debugcl_weapon_anim_debugPrint the server gun-animation frame vs the predicted one for comparison.
SectionPer-weapon predictPer-weapon predict
TogglePer-weapon predictPredict rocketscl_predict_rocketsSpawn your own rocket immediately on fire instead of waiting for the server.
TogglePer-weapon predictPredict rocket explosioncl_predict_rockets_explosionPredict the rocket's impact explosion at the BSP hit point (requires rocket prediction).
TogglePer-weapon predictPredict railguncl_predict_railgunDraw the rail beam instantly on fire, before server confirmation.
TogglePer-weapon predictPredict shotguncl_predict_shotgunPredict shotgun muzzle flash and pellet-hit feedback locally.
TogglePer-weapon predictPredict super shotguncl_predict_super_shotgunPredict super-shotgun muzzle flash and pellet-hit feedback locally.
TogglePer-weapon predictPredict machineguncl_predict_machinegunPredict the machinegun's local fire feedback.
TogglePer-weapon predictPredict chainguncl_predict_chaingunPredict the chaingun's local fire feedback, including spin-up shot counts.
TogglePer-weapon predictPredict blastercl_predict_blasterPredict the blaster projectile and muzzle feedback locally.
TogglePer-weapon predictPredict grenadescl_predict_grenadesPredict the grenade launcher's muzzle flash and fire sound.
TogglePer-weapon predictPredict hand grenadescl_predict_hand_grenadesPredict the throw feedback for hand grenades.
TogglePer-weapon predictPredict hyperblastercl_predict_hyperblasterPredict the hyperblaster's local fire feedback.
SectionPlayer & ping gatePlayer & ping gate
ListPlayer & ping gatePredict playercl_predict_playerLocal jump/fall prediction, also gated by the adaptive ping gate (same threshold + dwell as weapon predicts). Duplicated in the Movement menu. [off / on / debug]
SliderPlayer & ping gateMinimum pingcl_predict_ping_min_msMinimum ping (ms). 0 disables the adaptive gate (only master toggles remain). >0 Enables weapon/player predicts only above this ping.
SliderPlayer & ping gatePing dwellcl_predict_ping_dwell_secDwell 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainCustom visibility layercl_weaponfx_vis_enableMaster switch for the custom weapon-FX visibility layer. Off = neutral, only legacy cvars apply. Applies immediately.
SectionFX sourceFX source
ToggleFX sourceOwn predicted fxcl_weaponfx_vis_own_predictedShow your own locally predicted (ghost) weapon FX. Applies immediately.
ToggleFX sourceOwn server fxcl_weaponfx_vis_own_serverShow the authoritative server FX from your own fire path. Applies immediately.
ToggleFX sourceOther players fxcl_weaponfx_vis_otherShow weapon FX from other players and monsters. Applies immediately.
SectionFire & projectilesFire & projectiles
ToggleFire & projectilesMuzzle flashcl_weaponfx_vis_muzzleShow the muzzle flash (model/sprite/local muzzle visual). Applies immediately.
ToggleFire & projectilesMuzzle lightcl_weaponfx_vis_muzzle_lightShow the dynamic light cast by the muzzle flash. Applies immediately.
ToggleFire & projectilesHitscan beam / tracercl_weaponfx_vis_hitscanShow hitscan beams/tracers (e.g. the rail beam path). Applies immediately.
ToggleFire & projectilesProjectile modelscl_weaponfx_vis_projectilesShow projectile models and their inherent glow. Applies immediately.
ToggleFire & projectilesProjectile trailscl_weaponfx_vis_trailsShow projectile trails (rocket/grenade/blaster/BFG). Applies immediately.
SectionImpacts & explosionsImpacts & explosions
ToggleImpacts & explosionsWall impactscl_weaponfx_vis_impact_wallShow wall/world impact visuals (sparks, smoke, blaster flash). Applies immediately.
ToggleImpacts & explosionsFlesh impactscl_weaponfx_vis_impact_fleshShow flesh-hit visuals (blood). Applies immediately.
ToggleImpacts & explosionsExplosion visualcl_weaponfx_vis_explosion_visualShow the explosion visual (sprite/model). Applies immediately.
ToggleImpacts & explosionsExplosion particlescl_weaponfx_vis_explosion_particlesShow explosion particles (debris/smoke). Applies immediately.
ToggleImpacts & explosionsExplosion lightcl_weaponfx_vis_explosion_lightShow the dynamic light cast by explosions. Applies immediately.
ToggleImpacts & explosionsHit markerscl_weaponfx_vis_hit_markersShow the HUD hit marker (the sound is still governed by cl_hit_markers). Applies immediately.
SectionServiceService
NavigationServiceWeapon parts info...weaponfx_infoPrint the current weapon-FX visibility state and effective behavior to console.

Movement (q2prox_movement)

Path: Main menu → Online Play Setup → Movement

TypeSectionRowVariable or targetHint
SectionMovement modesMovement modes
ListMovement modesMouse behaviorcl_mouse_behavior_modeOverall mouse feel. Q2PRO = default. R1q2 = compatibility (backend from m_directinput: 0 legacy, 1/2 DI-like relative). [q2pro / r1q2]
ListMovement modesMovement feelcl_movement_feel_modeMovement feel. Like r1q2 = classic standstill-start and jump; Q2PRO = modern feel. [q2pro / r1q2-like]
ListMovement modesClient predictcl_predict_move_modeClient-prediction backend: Modern (new Q2PRO/Q2PRO-X) or Legacy (q2pro-m / q2pro r1826). [modern (new q2pro/Q2PRO-X) / legacy (q2pro-m/q2pro r1826)]
ListMovement modesStep smoothingcl_step_smoothing_modeLocal stair-step smoothing feel: Q2PRO or one of three R1q2 variants. [q2pro / r1q2-1 / r1q2-2 / r1q2-3]
SectionFixed moveFixed move
ToggleFixed moveFixed movecl_fixedmoveNormalize movement commands to a fixed 10 ms clock.
ToggleFixed moveFixedmove debugcl_fixedmove_debugPrint the finalized fixedmove command timing to console.
ToggleFixed moveFixedmove-aware waitcl_fixedmove_wait_modeGameplay 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.
ToggleFixed moveFixedmove wait debugcl_fixedmove_wait_debugPer-sub-cmd diagnostics for the fixedmove-aware wait path (wait count, queue size, drain flag, upmove). Level 1 = only interesting sub-cmds, 2 = verbose.
SectionPlayer predictPlayer predict
ListPlayer predictPredict playercl_predict_playerPlayer 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]
SectionServiceService
NavigationServiceMovement feel info...movementfeel_infoPrint the resolved movement-feel state and the backend applied.
SectionMovement cameraMovement camera
SliderMovement cameraMovement view bobcl_viewbobHow 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

TypeSectionRowVariable or targetHint
SectionDisplay & modeDisplay & mode
ListDisplay & modeVideo backendvid_driverGraphics backend: win32wgl = default (fast cold AVFX startup); win32egl = explicit capture/true-HDR choice. Needs a video restart. [Win32egl / Win32wgl]
ListDisplay & modeWGL color buffergl_colorbitsWGL 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 listDisplay & modeResolutionvid_resolutionScreen resolution; 'desktop' = native monitor resolution. Applies on video restart.
ToggleDisplay & modeWindowed modevid_windowedRun in a window instead of fullscreen (Alt+Enter also toggles this).
ListDisplay & modeFullscreen modevid_fullscreen_typeFullscreen kind: Desktop (borderless) or Exclusive. Switching auto-restarts video. [Desktop fullscreen / Exclusive fullscreen]
Value listDisplay & modeRefresh ratevid_refreshFullscreen refresh rate; 'max' = highest the mode supports. Applies on video restart.
ListDisplay & modeFullscreen fitvid_desktop_fullscreen_fitDesktop-fullscreen fit: Fill (stretch to screen) or Aspect (keep mode aspect with black bars). Applies live. Applies immediately. [fill / aspect]
ListDisplay & modeDeep-color Alt-Tabvid_desktop_fullscreen_marginExact 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]
SectionSubmenusSubmenus
NavigationSubmenusOLED protection...q2prox_oledOpen the OLED burn-in protection suite.
NavigationSubmenusHDR settings...q2prox_hdrOpen HDR rendering and tone-mapping settings.
NavigationSubmenusPost-process effects...q2prox_postfxOpen post-process camera/display effects (pixel, CRT, film, VHS).
SectionRender scaleRender scale
SliderRender scaleRender scalegl_render_scaleInternal 3D render resolution; 100% = native, above = SSAA (sharper, costlier). Step 1%.
ListRender scaleScale modegl_render_scale_modeRender-scale pipeline: Auto, Texture/FBO (best for >100% SSAA), Blit, or Tiled (for very high scales beyond max texture size). [auto / texture / blit / tiled]
ListRender scaleScale filtergl_render_scale_filterRender-scale filter quality: Fast (single blit), Balanced (progressive 2x), or Quality (progressive 2x + tiled guard band; sharpest, most VRAM). [fast / balanced / quality]
SectionGamma & UIGamma & UI
SliderGamma & UITexture gamma (compatibility)vid_gammaCompatibility 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.
SliderGamma & UIFull-frame gammavid_display_gammaExplicit 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.
ToggleGamma & UIHardware gammavid_hwgammaApply 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.
SliderGamma & UIMenu opacitycl_menu_alphaBackground opacity of the classic (legacy) menu. Applies immediately.
SectionServiceService
NavigationServiceRender scale info...gl_render_scale_infoPrint the current render-scale status to console.
NavigationServiceRestart video...vid_restartApply vid_driver or fullscreen changes

HDR Settings (q2prox_hdr)

Path: Main menu → Video & Display → HDR Settings

TypeSectionRowVariable or targetHint
SectionRender & outputRender & output
ListRender & outputHDR renderinggl_hdrgl_hdr: HDR rendering mode. Off keeps the current LDR look. Applies immediately. [Off / Auto / Force]
ListRender & outputHDR display outputgl_hdr_outputReal HDR signal to the monitor (needs Windows HDR; applies instantly via video restart). Applies immediately. [Off / On]
ListRender & outputHDR output modegl_hdr_output_modePaper-white parity or real above-white highlights. Applies immediately. [Paper-white match / Extended highlights]
ListRender & outputScene formatgl_hdr_scene_formatHDR scene buffer format. Auto picks the best supported. Applies immediately. [Auto / RGBA16F / R11F_G11F_B10F / RGBA8]
ListRender & outputTone mappinggl_hdr_tonemapHow overbright light is compressed to the display. Applies immediately. [Linear / Reinhard / ACES / Uncharted]
SectionBrightnessBrightness
SliderBrightnessPeak brightnessgl_hdr_peak_nitsTarget display peak brightness. Applies immediately.
SliderBrightnessPaper whitegl_hdr_paper_white_nitsBrightness of ordinary white. Applies immediately.
SliderBrightnessEGL app whitegl_hdr_egl_app_white_maxWin32egl-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.
SliderBrightnessExposuregl_hdr_exposureManual scene brightness compensation in EV stops. Applies immediately.
SectionHDR bloomHDR bloom
SliderHDR bloomHDR bloom thresholdgl_hdr_bloom_threshold_nitsBloom onset in HDR units. Applies immediately.
SliderHDR bloomHDR bloom strengthgl_hdr_bloom_strengthHDR-aware bloom strength. Applies immediately.
SectionPeak scalesPeak scales
SliderPeak scalesEmissive peak scalegl_hdr_emissive_peak_scaleHDR peak of map / spawn emissive lights. Applies immediately.
SliderPeak scalesCelestial peak scalegl_hdr_celestial_peak_scaleSun/moon disk peak + celestial bloom. Applies immediately.
SliderPeak scalesFX peak scalegl_hdr_fx_peak_scaleHDR peak of lightning sky flash + AVFX lightning bloom. Applies immediately.
SectionServiceService
ListServiceHDR debug viewgl_hdr_debugHDR diagnostic overlay. Applies immediately. [Off / False-color / Histogram / Clip mask]
NavigationServiceHDR info...gl_hdr_infoPrint HDR capability / scene-format probe to the console.

OLED Protection (q2prox_oled)

Path: Main menu → Video & Display → OLED Protection

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainOLED protectionvid_oled_enableMaster switch for the OLED burn-in protection suite. Applies immediately.
SectionBar protectionBar protection
ToggleBar protectionBar protectionvid_oled_bar_protectionSlowly animate the aspect-fit pillarbox bars so they don't burn in. Applies immediately.
ListBar protectionBar presetvid_oled_bar_presetBar animation preset: fade, random fade, or breathe. Applies immediately. [fade / random fade / breathe]
ListBar protectionBar color Avid_oled_bar_color_aFirst bar-animation color (one end of the breathing cycle). Applies immediately. [Black / Near black / Dim gray / Gray]
ListBar protectionBar color Bvid_oled_bar_color_bSecond bar-animation color (the other end of the breathing cycle). Applies immediately. [Black / Near black / Dim gray / Gray]
SliderBar protectionBar start delayvid_oled_bar_delay_secDelay before the first bar color transition, letting the bars settle first (seconds). Applies immediately.
SliderBar protectionBar active timevid_oled_bar_active_minMinimum active-session length before bar animation may start. Stops brief sessions from triggering it. Applies immediately.
SliderBar protectionBar idle intervalvid_oled_bar_interval_minMinimum interval between bar color transitions; slower is less distracting (minutes). Applies immediately.
SectionIdle protectionIdle protection
ToggleIdle protectionIdle screen protectionvid_oled_idle_protectionDim the screen after a period of inactivity. Applies immediately.
SliderIdle protectionIdle delayvid_oled_idle_delay_secIdle time before the screen starts dimming (seconds). Applies immediately.
SliderIdle protectionIdle fade timevid_oled_idle_fade_secFade-to-dark duration once idle protection triggers (seconds). Applies immediately.
SliderIdle protectionIdle hold timevid_oled_idle_hold_secHow long the screen stays fully dim before optionally switching the monitor to DPMS off (seconds). Applies immediately.
ToggleIdle protectionIdle monitor DPMS offvid_oled_idle_monitor_offSwitch the monitor off via DPMS during the fully-dim HOLD_DARK phase. Windows, opt-in. Applies immediately.
SliderIdle protectionIdle restore timevid_oled_idle_restore_secFade-back-to-normal duration when activity resumes (seconds). Applies immediately.
ToggleIdle protectionMute audio on idle protectvid_oled_idle_mute_audioMute audio while the idle dimming is active. Applies immediately.
SectionInterface protectionInterface protection
ToggleInterface protectionInterface alpha protectvid_oled_ui_protectionApply a slow breathing opacity to protected UI elements so static chrome doesn't burn in. Applies immediately.
SliderInterface protectionInterface min alphavid_oled_ui_min_alphaDimmest point of the breathing opacity applied to protected UI. Applies immediately.
SliderInterface protectionInterface max alphavid_oled_ui_max_alphaBrightest point of the breathing opacity applied to protected UI. Applies immediately.
SliderInterface protectionInterface cycle timevid_oled_ui_cycle_secDuration of one UI opacity breathing cycle (seconds). Applies immediately.
SectionServiceService
NavigationServiceOLED info...vid_oled_infoPrint the OLED-protection status to console.

Visual FX (q2prox_vfx)

Path: Main menu → Video & Display → Visual FX

TypeSectionRowVariable or targetHint
SectionFogFog
ToggleFogFogusefogEnable client-side fog on maps that define fog. Applies immediately.
SliderFogFog densityfogdensityFog thickness: higher = denser haze and less far visibility. Applies immediately.
SliderFogFog huefoghueFog color hue around the color wheel (0..1). Applies immediately.
SliderFogFog saturationfogsaturationFog color saturation: 0 = gray, 1 = vivid. Applies immediately.
SliderFogFog lightnessfoglightnessFog brightness: 0 = dark fog, 1 = bright fog. Applies immediately.
SectionLighting & styleLighting & style
ToggleLighting & styleNo glowcl_noglowHide the colored power-up shell glow (quad/pent/invul tint) on players and weapons. Power-up state unchanged. Applies immediately.
ToggleLighting & stylePoly blendgl_polyblendFull-screen color flashes on damage, item pickup and underwater; off removes them. Applies immediately.
ToggleLighting & styleColored lightmapsgl_coloredlightmapsColored world lighting; off desaturates lightmaps to grayscale. Applies immediately.
SliderLighting & styleBrightnessgl_brightnessAdds brightness to world lightmaps; higher = brighter map. Applies immediately.
SliderLighting & styleCel shadinggl_celshadingBlack cartoon outline thickness around models; 0 = off. Applies immediately.
SectionBloom & glowBloom & glow
NavigationBloom & glowBloom settings...q2prox_bloomCommon bloom controls and source strengths from 0 to 100%.
SectionColor gradingColor grading
ListColor gradingGrading profilegl_post_profileColor-grading look for the final image: neutral, warm, arena or cinematic. Applies immediately. [off / neutral / warm / arena / cinematic]
SliderColor gradingContrastgl_post_contrastImage contrast; 1 = neutral, higher = punchier. Applies immediately.
SliderColor gradingVibrancegl_post_vibranceVibrance: boosts muted colors most; negative = washed out. Applies immediately.
SliderColor gradingTemperaturegl_post_temperatureColor temperature; negative = cooler/blue, positive = warmer/orange. Applies immediately.
SectionSharpenSharpen
SliderSharpenSharpengl_sharpenEdge sharpening of the final image; higher = crisper. Applies immediately.
SectionSubmenusSubmenus
NavigationSubmenusDynamic lighting...q2prox_dynamic_lightingDynamic lights, emissive map lights, spawn lights, sparks and model shadows.
NavigationSubmenusAdvanced effects...q2prox_avfxOpen Advanced Visual Effects (AVFX): weather, sky, celestials and surface effects.
NavigationSubmenusVisual fx info...gl_visual_fx_infoPrint current Visual FX cvar values and status to the console.
NavigationSubmenusVisibility highlights...q2prox_visItem, weapon and player highlights, including model-part colours.

Dynamic Lighting (q2prox_dynamic_lighting)

Path: Main menu → Video & Display → Dynamic Lighting

TypeSectionRowVariable or targetHint
SectionDynamic lightsDynamic lights
ListDynamic lightsDynamic lightsgl_dynamicDynamic lightmap lighting: off, on, or only map switchable lights. Applies immediately. [no / yes / only switchable]
SliderDynamic lightsDynamic light darkness boostgl_dynamic_dark_boostBoosts dynamic lights (blasters/rockets/explosions) on locally dark surfaces. 0=legacy; 1.55 default; 5..10 dramatic. Radius/color unchanged. Applies immediately.
SliderDynamic lightsDynamic light radiusgl_dynamic_radiusDynamic light radius scale. 1.0=legacy; lower=smaller projected spots on walls. Higher=stretched glow within marked surfaces. Applies immediately.
SliderDynamic lightsDynamic light softnessgl_dynamic_softnessFalloff softness. 1.0=legacy linear; >1=softer diffuse edges; <1=concentrated pin-point core. Applies immediately.
SliderDynamic lightsDynamic light alphagl_dynamic_alphaAlpha/opacity of dynamic light projections. 1.0=legacy full; 0=invisible. Applies immediately.
ToggleDynamic lightsSparks emit dlightcl_q2prox_spark_dlightEmit a short dynamic light at impact sparks (bullets / shotgun / screen / shield). Lets sparks light up the surrounding floor / snow. Default OFF. Applies immediately.
SectionEmissive map lightsEmissive map lights
ToggleEmissive map lightsEmissive map lightsgl_emissive_lightsLocal light from visible emissive map objects. Invisible compiler markers are ignored. Applies immediately.
ToggleEmissive map lightsSurface lightsgl_emissive_lights_surfacesUse visible non-water SURF_LIGHT faces as sources. Applies immediately.
ToggleEmissive map lightsSpawn point lightsgl_emissive_lights_spawn_pointsOpt-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.
SectionEmissive tuningEmissive tuning
SliderEmissive tuningEmissive intensitygl_emissive_lights_intensityGlobal intensity scale for emissive sources. 0=off; 1=baseline; up to 5x for dramatic. Applies immediately.
SliderEmissive tuningEmissive rangegl_emissive_lights_rangePer-source range cap in world units (smaller = tighter pools of light). Applies immediately.
SliderEmissive tuningRange scalegl_emissive_lights_range_scaleMultiplier on per-source intrinsic radius (independent of cap). Applies immediately.
SliderEmissive tuningFlickergl_emissive_lights_flickerLamp-like low-frequency flicker amount (0 = stable, ~0.08 = subtle drift). Applies immediately.
SliderEmissive tuningFade timegl_emissive_lights_fade_msFade-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.
ToggleEmissive tuningPVS gategl_emissive_lights_pvs_gateOptional: 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.
SliderEmissive tuningMax activegl_emissive_lights_max_activeLegacy 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.
SliderEmissive tuningMax cachedgl_emissive_lights_max_sourcesSource-cache cap (built per map). 0 = effectively off. Applies immediately.
SectionShadowsShadows
ListShadowsShadowsgl_shadowsgl_shadows: 0=off, 1=basic hard shadows, 2=fade with distance, 3=soft model shadows Applies immediately. [off / basic / fade / soft]
ToggleShadowsShadow light occlusiongl_shadows_light_occlusionSuppress projected model shadows when the model is under a solid ceiling. Does not affect AVFX flashlight dynamic shadows. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultsq2prox_dynamic_lighting_defaultsReset every parameter in this submenu to its default value.

Post-Process Effects (q2prox_postfx)

Path: Main menu → Video & Display → Post-Process Effects

TypeSectionRowVariable or targetHint
TogglePost-processgl_postfxgl_postfx: post-process master on/off Applies immediately.
ListModegl_postfx_modePost-process look: Pixel, CRT, Film, VHS, Noir or Sepia (needs Post-process on). Applies immediately. [Off / Pixel / CRT / Film / VHS / Noir / Sepia]
SliderStrengthgl_postfx_strengthOverall intensity of the active post-process effect; 1 = nominal. Applies immediately.
SliderMixgl_postfx_mixBlend of the effect with the raw image; 1 = full effect, 0 = none. Applies immediately.
NavigationPixel settings...q2prox_postfx_pixelOpen Pixel Retro settings: resolution, grid, color levels, palette, dithering.
NavigationCRT settings...q2prox_postfx_crtOpen CRT settings: scanlines, mask, vignette, chroma, curvature, flicker.
NavigationFilm settings...q2prox_postfx_filmOpen Film settings: grain, vignette, chroma, lens dirt.
NavigationVHS settings...q2prox_postfx_vhsOpen VHS settings: noise, chroma bleed, jitter, tracking.
NavigationReset master...set gl_postfx 0; set gl_postfx_mode 0; set gl_postfx_strength 1.0; set gl_postfx_mix 1.0Reset post-process master/common to defaults

Pixel Retro (q2prox_postfx_pixel)

Path: Main menu → Video & Display → Post-Process Effects → Pixel Retro

TypeSectionRowVariable or targetHint
SliderVirtual heightgl_postfx_pixel_virtual_yPixel virtual vertical resolution Applies immediately.
SliderGrid linesgl_postfx_pixel_gridDark grid between pixels Applies immediately.
SliderColor levelsgl_postfx_pixel_levelsColor posterize levels Applies immediately.
ToggleRetro palettegl_postfx_pixel_paletteSnap to fixed 16-color retro palette Applies immediately.
ToggleDitheringgl_postfx_pixel_ditherOrdered 4x4 dithering Applies immediately.
ToggleSoftengl_postfx_pixel_filter0 nearest / 1 softened Applies immediately.
NavigationReset 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 0Reset Pixel Retro to defaults

CRT (q2prox_postfx_crt)

Path: Main menu → Video & Display → Post-Process Effects → CRT

TypeSectionRowVariable or targetHint
SliderScanlinesgl_postfx_crt_scanlinesgl_postfx_crt_scanlines Applies immediately.
SliderMaskgl_postfx_crt_maskgl_postfx_crt_mask Applies immediately.
SliderVignettegl_postfx_crt_vignettegl_postfx_crt_vignette Applies immediately.
SliderChromagl_postfx_crt_chromagl_postfx_crt_chroma Applies immediately.
SliderCurvaturegl_postfx_crt_curvaturegl_postfx_crt_curvature Applies immediately.
SliderFlickergl_postfx_crt_flickergl_postfx_crt_flicker Applies immediately.
NavigationReset 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 0.0Reset CRT to defaults

Film (q2prox_postfx_film)

Path: Main menu → Video & Display → Post-Process Effects → Film

TypeSectionRowVariable or targetHint
SliderGraingl_postfx_film_graingl_postfx_film_grain Applies immediately.
SliderVignettegl_postfx_film_vignettegl_postfx_film_vignette Applies immediately.
SliderChromagl_postfx_film_chromagl_postfx_film_chroma Applies immediately.
SliderDirtgl_postfx_film_dirtgl_postfx_film_dirt Applies immediately.
NavigationReset 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 0.0Reset Film to defaults

VHS (q2prox_postfx_vhs)

Path: Main menu → Video & Display → Post-Process Effects → VHS

TypeSectionRowVariable or targetHint
SliderNoisegl_postfx_vhs_noisegl_postfx_vhs_noise Applies immediately.
SliderChroma bleedgl_postfx_vhs_chroma_bleedgl_postfx_vhs_chroma_bleed Applies immediately.
SliderJittergl_postfx_vhs_jittergl_postfx_vhs_jitter Applies immediately.
SliderTrackinggl_postfx_vhs_trackinggl_postfx_vhs_tracking Applies immediately.
NavigationReset 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 0.10Reset VHS to defaults

AVFX Preset Generator (q2prox_avfx_generator)

Path: Main menu → Advanced Visual Effects → AVFX Preset Generator

TypeSectionRowVariable or targetHint
SectionGeneration setupGeneration setup
ListGeneration setupQuality levelcl_avfxgen_qualityUltra: 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]
ListGeneration setupChaos levelcl_avfxgen_chaosFull 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]
ListGeneration setupMain atmospherecl_avfxgen_profileMain 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]
ListGeneration setupAirborne impuritycl_avfxgen_airSecondary 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]
ListGeneration setupSkycl_avfxgen_skyBase-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]
ListGeneration setupCelestial bodiescl_avfxgen_celestialCelestial 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]
ListGeneration setupMeteors and shipscl_avfxgen_trafficIndependent 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]
ListGeneration setupAtmospheric effectscl_avfxgen_atmosphereAtmospheric 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]
ListGeneration setupSurfacescl_avfxgen_surfacesPreliminary material, covering and wildlife choice. Surface Objects have their own independent selector below. Applies immediately. [Random / Off / Materials / Coverings / Wildlife / All compatible]
ListGeneration setupWater and puddlescl_avfxgen_waterWater 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]
ListGeneration setupSurface materialscl_avfxgen_materialsFinal 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]
ListGeneration setupSurface objectscl_avfxgen_objectsIndependent 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]
ListGeneration setupWildlifecl_avfxgen_wildlifeFinal 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]
ListGeneration setupSurface coverage zonecl_avfxgen_coverageSurface 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]
SectionActionAction
NavigationActionEnable AVFX defaultsq2prox_cfg_preset_apply; cl_avfx_defaults; set cl_avfx 1; q2prox_cfg_save_localReset all AVFX cvars to defaults, enable AVFX and save the local profile.
NavigationActionGeneratecl_avfx_preset_generateCreate 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.
SectionPresetsPresets
NavigationPresetsAVFX presets...q2prox_avfx_presetsOpen AVFX preset packs, including standard and user presets.
NavigationPresetsAVFX Player Contact presets...q2prox_avfx_contact_presetsOpen 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

TypeSectionRowVariable or targetHint
NavigationAVFX presets...q2prox_avfx_presetsOpen AVFX preset packs. Presets are cfg files under baseq2/q2pro-x/visual_presets, so advanced users can tune them directly.
NavigationAVFX Player Contact presets...q2prox_avfx_contact_presetsOpen 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.
NavigationAVFX Preset Generator...q2prox_avfx_generatorGenerate a safe random AVFX scene: pick a quality envelope, optionally fix the atmosphere, press Generate. Save a result you like as a custom preset.
SectionCore SettingsCore Settings
ToggleCore SettingsEnablecl_avfxMaster switch for the AVFX atmospheric layer (rain/snow/ash/dust/mist, storm). Visual-only, client-side. Applies immediately.
ListCore SettingsPresetcl_avfx_presetAtmospheric preset: rain, snow, ash, dust or mist. Applies immediately. [off / rain / snow / ash / dust / mist]
ListCore SettingsAir mixcl_avfx_air_profileOptional air-only layer mixed over the main preset. Does not create rain/snow surface accumulation. Applies immediately. [off / ash / dust / mist]
SliderCore SettingsAir densitycl_avfx_air_density_scaleDensity multiplier for the additional air layer only. Applies immediately.
SliderCore SettingsAir alphacl_avfx_air_alpha_scaleAlpha multiplier for the additional air layer only. Applies immediately.
ListCore SettingsQualitycl_avfx_qualityPer-frame budget: low/normal/high sets the cap on rain beams and particles. Applies immediately. [low / normal / high]
ListCore SettingsAVFX backendcl_avfx_backendAVFX 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]
ListCore SettingsWeather renderercl_avfx_weather_rendererWeather 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]
ToggleCore SettingsDistance LODcl_avfx_render_lodSkip 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.
SliderCore SettingsLOD distancecl_avfx_render_lod_wuDistance LOD threshold in world units. Effects beyond this fade out and are skipped. Default 1536. Applies immediately.
ListCore SettingsWeather strengthcl_avfx_weather_levelWeather strength bias (light/normal/heavy) for density, fall speed, wind and storm chance. Your sliders still apply. Applies immediately. [light / normal / heavy]
SectionShape & WindShape & Wind
SliderShape & WindDensitycl_avfx_densityHow many particles/beams the preset spawns within the quality budget. Applies immediately.
SliderShape & WindAlphacl_avfx_alphaOverall opacity of AVFX visuals; lower = more see-through weather. Applies immediately.
SliderShape & WindRadiuscl_avfx_radiusHorizontal size (world units) of the weather volume around the camera. Applies immediately.
SliderShape & WindHeightcl_avfx_heightVertical height (world units) of the weather column around the camera. Applies immediately.
SliderShape & WindSpeedcl_avfx_speedFall/drift speed multiplier for all preset elements (rain streaks, snow/ash drift). Applies immediately.
SliderShape & WindWind Xcl_avfx_wind_xWind along X: slants streaks and drifts particles east (+) / west (-). Applies immediately.
SliderShape & WindWind Ycl_avfx_wind_yWind along Y: slants streaks and drifts particles north (+) / south (-). Applies immediately.
SliderShape & WindSizecl_avfx_sizeSize multiplier for streaks/particles (rain streak length/width, flake scale). Applies immediately.
SliderShape & WindParticle count multipliercl_avfx_particle_multiplierParticle count multiplier for snow/ash/dust/mist and rain drops. 1 = Default, up to 100 = blizzard. Applies immediately.
SectionSubmenus & ServiceSubmenus & Service
NavigationSubmenus & ServiceDetailed settings...q2prox_avfx_detailsOpen detailed AVFX settings, grouped into four hubs: Weather & Atmosphere, Surfaces & Water, Sky & Celestials, and Local FX & Sound.
NavigationSubmenus & ServiceEnhanced AVFX...q2prox_avfx_enhancedOpen Enhanced AVFX: surface effects, water enhancement, diagnostics and weapon water impacts.
NavigationSubmenus & ServiceModes...q2prox_avfx_modesOpen AVFX availability and multiplayer visibility modes.
NavigationSubmenus & ServiceRestore defaultscl_avfx_defaultsReset all AVFX cvars to their default values.
NavigationSubmenus & ServiceAdvanced effects info...cl_avfx_infoPrint AVFX diagnostics (active effects, counters, budgets) to the console.

AVFX Modes (q2prox_avfx_modes)

Path: Main menu → Advanced Visual Effects → AVFX Modes

TypeSectionRowVariable or targetHint
ToggleMultiplayercl_avfx_multiplayerAllow AVFX during real multiplayer matches; off disables it there. Applies immediately.
ToggleDemo playbackcl_avfx_demoAllow AVFX during demo (.dm2/.mvd2) playback. Applies immediately.
ToggleCompetitive limitcl_avfx_competitive_limitIn 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

TypeSectionRowVariable or targetHint
SectionCategoriesCategories
NavigationCategoriesWeather & Atmosphere...q2prox_avfx_details_weatherOpen Weather & Atmosphere: rain, snow, snowflakes, ash/dust/mist, storm, lightning and volumetric fog.
NavigationCategoriesSurfaces & Water...q2prox_avfx_details_surfacesOpen Surfaces & Water: surface objects/grass, water, puddles, snow cover, lava steam and enhanced surface effects.
NavigationCategoriesSky & Celestials...q2prox_avfx_details_skyOpen Sky & Celestials: weather sky, volumetric clouds, sun, moon, Earth, stars, meteors and spaceships.
NavigationCategoriesLocal FX & Sound...q2prox_avfx_details_localOpen 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

TypeSectionRowVariable or targetHint
SectionPrecipitation & AirPrecipitation & Air
NavigationPrecipitation & AirRain...q2prox_avfx_rainOpen rain settings.
NavigationPrecipitation & AirSnow...q2prox_avfx_snowOpen Snow settings: style and master snow parameters.
NavigationPrecipitation & AirSnowflakes...q2prox_avfx_snowflakesOpen Snowflake settings: look, shape, size, density and rotation.
NavigationPrecipitation & AirAsh, Dust & Mist...q2prox_avfx_ash_dust_mistOpen ash, dust and mist particle look: shapes, colors and size variation.
SectionStorm & AtmosphereStorm & Atmosphere
NavigationStorm & AtmosphereStorm settings...q2prox_avfx_storm_settingsOpen Storm settings: storm toggle and storm density (lightning is in its own submenu).
NavigationStorm & AtmosphereLightning settings...q2prox_avfx_lightning_settingsOpen Lightning visuals: bolt, branches, bloom and force-post.
NavigationStorm & AtmosphereLightning discharges & damage...q2prox_avfx_lightning_dischargesOpen Lightning discharges & damage: surface arcs, water reaction, monster discharges and lightning damage.
NavigationStorm & AtmosphereVolumetric fog / mist...q2prox_avfx_volfogOpen Volumetric fog/mist: GPU-raymarched height layer with noise wisps, wind drift and light reaction. Default OFF.
NavigationStorm & AtmosphereBack to detailed AVFX settings...q2prox_avfx_detailsReturn to detailed AVFX settings.

Surfaces & Water (q2prox_avfx_details_surfaces)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water

TypeSectionRowVariable or targetHint
SectionSurface SystemsSurface Systems
NavigationSurface SystemsSurface Objects...q2prox_avfx_surface_objectsOpen Surface Objects: grass, foliage, ferns, stones, soil and fallen leaves, with independent settings. Independent of weather profiles. Default OFF.
NavigationSurface SystemsSurface Materials...q2prox_avfx_surface_materialsOpen Surface Materials: living material layers (mold, wall runoff) over eligible static walls and floors. Separate from Surface Objects. Default OFF.
NavigationSurface SystemsMirror Surfaces...q2prox_avfx_mirror_surfacesOpen 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.
NavigationSurface SystemsSurface Volumes...q2prox_avfx_surface_volumesOpen 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.
NavigationSurface SystemsWater...q2prox_avfx_waterOpen water settings.
NavigationSurface SystemsPuddles...q2prox_avfx_puddlesOpen puddle settings.
NavigationSurface SystemsSnow cover...q2prox_avfx_snow_coverOpen Snow cover settings: accumulation, GPU material, coverage, footprints, soft edges, drifts.
SectionSurface Reactions & ToolsSurface Reactions & Tools
NavigationSurface Reactions & ToolsOther effects...q2prox_avfx_otherOpen Other AVFX effects: all lava-steam visual settings.
NavigationSurface Reactions & ToolsEnhanced AVFX...q2prox_avfx_enhancedOpen Enhanced AVFX: surface effects, water enhancement, diagnostics and weapon water impacts.
SectionRelatedRelated
NavigationRelatedSurface interaction (monsters)...q2prox_avfx_monster_contactsOpen Monster environmental contacts (footprints, puddle ripples, landing splashes) — surface interaction.
NavigationRelatedBack to detailed AVFX settings...q2prox_avfx_detailsReturn to detailed AVFX settings.

Surface Objects (q2prox_avfx_surface_objects)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterSurface Objectscl_avfx_surface_objectsMaster toggle for AVFX Surface Objects (decorative objects on world surfaces). Independent of weather profiles and cl_avfx_preset. Default off. Applies immediately.
SectionVegetationVegetation
NavigationVegetationGrass...q2prox_avfx_grassConfigure grass: enable, appearance, lighting, wind and interaction.
NavigationVegetationWall foliage...q2prox_avfx_ivyConfigure wall foliage: real curved leaves and stems.
NavigationVegetationFerns and weeds...q2prox_avfx_fernsConfigure ferns and weeds: real curved leaves and stems.
SectionGround detailGround detail
NavigationGround detailStones and rubble...q2prox_avfx_rubbleConfigure stones and rubble: placement, appearance, lighting and shadows.
NavigationGround detailSoil clumps...q2prox_avfx_soilConfigure soil clumps: placement, appearance, lighting.
NavigationGround detailFallen leaves...q2prox_avfx_leavesConfigure fallen leaves: placement, appearance, lighting.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_surface_objectsReset all Surface Objects categories to defaults.
NavigationServiceBack to Surfaces & Water...q2prox_avfx_details_surfacesBack to Surfaces & Water.

Grass (q2prox_avfx_grass)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Grass

TypeSectionRowVariable or targetHint
ToggleGrasscl_avfx_surface_grassEnable instanced grass on eligible flat/sloped static surfaces. Needs the Surface Objects master on. Higher quality costs more. Default off. Applies immediately.
NavigationPlacement & appearance...q2prox_avfx_grass_placementOpen grass placement, performance and visual appearance controls.
NavigationLighting...q2prox_avfx_grass_lightingOpen grass lighting: sun/moon, static map light, flashlight, lightning/meteors, dynamic and emissive sources.
NavigationWind & interaction...q2prox_avfx_grass_motionOpen grass wind and actor-interaction controls.
SectionServiceService
NavigationServiceGrass info...avfx_surface_grass_infoPrint grass diagnostics (inventory, cells, instances, interaction, timings) to the console.
NavigationServiceBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Wall foliage (q2prox_avfx_ivy)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Wall foliage

TypeSectionRowVariable or targetHint
ToggleEnabledcl_avfx_surface_ivyAn independent Surface Objects category. Requires its master; Grass and Surface Materials are not required. Applies immediately.
ListQualitycl_avfx_surface_ivy_qualityLeaf curve detail. Plant positions and visibility do not depend on this setting. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_ivy_densityFixed map population density. A change rebuilds placement once. Applies immediately.
SliderSizecl_avfx_surface_ivy_sizePlant scale in world units. Plants must fit their supporting surfaces. Applies immediately.
SliderUpper-wall biascl_avfx_surface_ivy_top_biasSmoothly confines roots to the top of each connected wall: 0 all heights, 1 upper 12%. Long runners can hang below their roots. Applies immediately.
SliderClumpingcl_avfx_surface_ivy_clumping0: separate vines; 1: dense six-vine colonies only, with no isolated twigs. Fewer crowns balance the extra branches. Applies immediately.
SliderShape varietycl_avfx_surface_ivy_diversityVaries 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.
SliderArrangementcl_avfx_surface_ivy_seedDeterministic placement seed. Camera motion never changes the arrangement. Applies immediately.
SliderRedcl_avfx_surface_ivy_color_rBase red channel before scene lighting. Applies immediately.
SliderGreencl_avfx_surface_ivy_color_gBase green channel before scene lighting. Applies immediately.
SliderBluecl_avfx_surface_ivy_color_bBase blue channel before scene lighting. Applies immediately.
SliderWindcl_avfx_surface_ivy_windContinuous branch and leaf motion with fixed roots. Applies immediately.
SliderRoughnesscl_avfx_surface_ivy_roughnessLeaf surface roughness; higher values soften highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_ivy_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack 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

TypeSectionRowVariable or targetHint
ToggleEnabledcl_avfx_surface_fernsAn independent Surface Objects category. Requires its master; Grass and Surface Materials are not required. Applies immediately.
ListQualitycl_avfx_surface_ferns_qualityLeaf curve detail. Plant positions and visibility do not depend on this setting. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_ferns_densityFixed map population density. A change rebuilds placement once. Applies immediately.
SliderSizecl_avfx_surface_ferns_sizePlant scale in world units. Plants must fit their supporting surfaces. Applies immediately.
SliderShape varietycl_avfx_surface_ferns_diversityVaries fern crown, frond lengths, curvature, orientation and pinnate leaf shapes. 0 uniform plants; 1 full stable variety. Applies immediately.
SliderArrangementcl_avfx_surface_ferns_seedDeterministic placement seed. Camera motion never changes the arrangement. Applies immediately.
SliderRedcl_avfx_surface_ferns_color_rBase red channel before scene lighting. Applies immediately.
SliderGreencl_avfx_surface_ferns_color_gBase green channel before scene lighting. Applies immediately.
SliderBluecl_avfx_surface_ferns_color_bBase blue channel before scene lighting. Applies immediately.
SliderWindcl_avfx_surface_ferns_windContinuous branch and leaf motion with fixed roots. Applies immediately.
SliderRoughnesscl_avfx_surface_ferns_roughnessLeaf surface roughness; higher values soften highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_ferns_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Surface Volumes (q2prox_avfx_surface_volumes)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Volumes

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterSurface Volumescl_avfx_surface_volumesShow 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.
ListMasterQualitycl_avfx_surface_volumes_qualityVolume detail for every shape independently. One shader serves every tier, so changing this compiles nothing. Applies immediately. [Low / Balanced / High / Ultra]
SliderMasterShape densitycl_avfx_surface_volumes_gpu_budget_msCalibrated 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.
SliderMasterPer-shape primitive limitcl_avfx_surface_volumes_max_lobesUpper bound on volume primitives built for EACH shape. It is never divided between shapes. Applies immediately.
ListMasterLOD (distance)cl_avfx_surface_volumes_lodDistance 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]
SectionEditorEditor
NavigationEditorOpen editoravfx_surface_volumes_editorOpen 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.
SectionPresetPreset
NavigationPresetSaveavfx_surface_volumes_saveSave 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.
NavigationPresetRevertavfx_surface_volumes_revertGo back to the last saved steam of this map.
SectionServiceService
NavigationServiceDiagnosticsavfx_surface_volumes_infoPrint the identity, bundle, document, resident resources, per-frame counters and the exact reason the pass is or is not drawing.
NavigationServiceBack to Surfaces & Water...q2prox_avfx_details_surfacesBack to Surfaces & Water.

Surface Materials (q2prox_avfx_surface_materials)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterSurface Materialscl_avfx_surface_materialsMaster 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.
ListMasterQualitycl_avfx_surface_materials_qualitySurface 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]
SliderMasterDetail distancecl_avfx_surface_materials_distanceSmooth detail LOD distance (world units). Colonies keep identity; only fine detail fades far away. Applies immediately.
SectionFamiliesFamilies
NavigationFamiliesMold settings...q2prox_avfx_surface_materials_moldOpen Mold settings: walls/floors, alpha, coverage, colony scale and wall bottom-up distribution.
NavigationFamiliesWall runoff...q2prox_avfx_surface_materials_wall_waterOpen Wall runoff settings: animated water droplets, beads and rivulets on eligible static WALLS only (floors never affected). Auto mixes broad world regions.
NavigationFamiliesGreenery...q2prox_avfx_surface_materials_greeneryOpen 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.
NavigationFamiliesCracks...q2prox_avfx_surface_materials_cracksOpen 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.
NavigationFamiliesBrick surfaces...q2prox_avfx_surface_materials_brickOpen 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.
NavigationFamiliesWildlife...q2prox_avfx_surface_materials_crawlersOpen Wildlife settings: insects, tadpoles, snails and Snakes living on eligible static surfaces. Local AVFX only; server gameplay never changes.
NavigationFamiliesDrawing...q2prox_avfx_surface_materials_drawingOpen 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.
NavigationFamiliesFloor Surfaces...q2prox_avfx_surface_materials_floor_surfacesOpen 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.
NavigationFamiliesWall Surfaces...q2prox_avfx_surface_materials_wall_surfacesOpen 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.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_surface_materialsReset all Surface Materials controls to defaults.
NavigationServiceBack to Surfaces & Water...q2prox_avfx_details_surfacesBack to Surfaces & Water.

Mold (q2prox_avfx_surface_materials_mold)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Mold

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterMoldcl_avfx_surface_materials_moldMold family master. Needs the Surface Materials master and at least one of walls/floors. Default off. Applies immediately.
ListMasterMold appearancecl_avfx_surface_materials_mold_variantMold 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]
ToggleMasterWallscl_avfx_surface_materials_mold_wallsAllow mold on eligible walls / steep faces. Applies immediately.
ToggleMasterFloorscl_avfx_surface_materials_mold_floorsAllow mold on eligible floors / up-slopes. Applies immediately.
SectionAppearanceAppearance
SliderAppearanceAlphacl_avfx_surface_materials_mold_alphaBlend strength over the original texture. 0 is a real no-op. Applies immediately.
SliderAppearanceCoveragecl_avfx_surface_materials_mold_coverageIrregular occupied fraction, keeping holes and variation. Applies immediately.
SliderAppearanceCoverage softnesscl_avfx_surface_materials_mold_coverage_softnessCoverage softness: fade width covered->uncovered. Higher = softer, natural edges. Applies immediately.
SliderAppearanceColony scalecl_avfx_surface_materials_mold_scaleColony scale. Smaller = finer/denser; larger = broader patches. Applies immediately.
SliderAppearanceTint Rcl_avfx_surface_materials_mold_tint_rRed tint multiplier over the profile colour (1 = neutral); raise/lower R/G/B to push any hue (incl. blue/red). Applies immediately.
SliderAppearanceTint Gcl_avfx_surface_materials_mold_tint_gGreen tint multiplier over the profile colour (1 = neutral). Applies immediately.
SliderAppearanceTint Bcl_avfx_surface_materials_mold_tint_bBlue tint multiplier over the profile colour (1 = neutral). Applies immediately.
SectionWall distributionWall distribution
ListWall distributionDistributioncl_avfx_surface_materials_mold_wall_distributionVertical spread on walls. Bottom-up biases to damp low areas. Floors always uniform. Applies immediately. [Uniform / Bottom-up]
SliderWall distributionWall heightcl_avfx_surface_materials_mold_wall_heightBottom-up height the mold reaches on average (0 base, 1 top). Applies immediately.
SliderWall distributionWall fadecl_avfx_surface_materials_mold_wall_fadeSmooth transition width of the height limit. Never a hard cut. Applies immediately.
SectionServiceService
NavigationServiceReset moldcl_avfx_defaults_surface_materials_moldReset mold controls to defaults.
NavigationServiceBack to Surface Materials...q2prox_avfx_surface_materialsBack 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterWall runoffcl_avfx_surface_materials_wall_waterWall 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.
ListMasterRunoff appearancecl_avfx_surface_materials_wall_water_variantRunoff 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]
SectionAppearanceAppearance
SliderAppearanceAlphacl_avfx_surface_materials_wall_water_alphaBlend strength over the original wall. 0 is a real no-op. Applies immediately.
SliderAppearanceCoveragecl_avfx_surface_materials_wall_water_coverageIrregular occupied fraction, keeping dry gaps and variation. Applies immediately.
SliderAppearanceScalecl_avfx_surface_materials_wall_water_scaleBead/stream scale. Smaller = finer/denser; larger = broader streams. Applies immediately.
SliderAppearanceWetnesscl_avfx_surface_materials_wall_water_wetnessDamp/gloss response. Higher = wetter, darker, glossier. Never emits light or bloom. Applies immediately.
SectionWall distributionWall distribution
ListWall distributionDistributioncl_avfx_surface_materials_wall_water_distributionVertical spread on walls. Top-fed biases sources to the top, limited by wall reach. Walls only. Applies immediately. [Uniform / Top-fed]
SliderWall distributionWall reachcl_avfx_surface_materials_wall_water_wall_reachIn top-fed mode, downward reach on average (0 top only, 1 to base). Lower edge broken by noise. Applies immediately.
SliderWall distributionWall fadecl_avfx_surface_materials_wall_water_wall_fadeSmooth transition width of the top-fed reach limit. Never a hard cut. Applies immediately.
SectionFamiliesFamilies
NavigationFamiliesMotion...q2prox_avfx_surface_materials_wall_water_motionOpen Motion settings: flow speed, trail length and droplet/stream balance.
SectionServiceService
NavigationServiceReset wall runoffcl_avfx_defaults_surface_materials_wall_waterReset wall runoff controls to defaults.
NavigationServiceBack to Surface Materials...q2prox_avfx_surface_materialsBack 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

TypeSectionRowVariable or targetHint
SectionMotionMotion
SliderMotionSpeedcl_avfx_surface_materials_wall_water_speedFlow speed of descending beads. Live change alters velocity smoothly without teleporting beads. Applies immediately.
SliderMotionTrail lengthcl_avfx_surface_materials_wall_water_trail_lengthLength of the damp trail behind each bead. Smaller = short faint tails; larger = long tracks. Applies immediately.
SliderMotionDroplet/stream balancecl_avfx_surface_materials_wall_water_droplet_balanceBalance discrete droplets (0) vs continuous streams (1); in between mixes both. Applies immediately.
SectionServiceService
NavigationServiceBack to Wall runoff...q2prox_avfx_surface_materials_wall_waterBack 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterBrick surfacescl_avfx_surface_materials_brickBrick 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.
ToggleMasterWallscl_avfx_surface_materials_brick_wallsCoat eligible walls. Independent of the floor lane. Applies immediately.
ToggleMasterFloorscl_avfx_surface_materials_brick_floorsCoat eligible floors and gentle slopes. Independent of the wall lane. Applies immediately.
ListMasterMasonry appearancecl_avfx_surface_materials_brick_variantMasonry 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]
SectionAppearanceAppearance
SliderAppearanceAlphacl_avfx_surface_materials_brick_alphaOverall blend into the original surface. 0 is a real no-op. Applies immediately.
SliderAppearanceCoveragecl_avfx_surface_materials_brick_coverageHow much of the surface is coated. Below one it exposes broad irregular islands of the original texture; it never deletes single bricks. Applies immediately.
SliderAppearanceCoverage softnesscl_avfx_surface_materials_brick_coverage_softnessSoftness of the coated-area boundary only. It does not change brick or joint width. Applies immediately.
SliderAppearanceBrick scalecl_avfx_surface_materials_brick_scalePhysical brick and course size. It does not change which region picks which profile. Applies immediately.
SliderAppearanceReliefcl_avfx_surface_materials_brick_reliefVisual 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.
SliderAppearanceBrick geometrycl_avfx_surface_materials_brick_geometryReal 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.
SliderAppearanceMortar widthcl_avfx_surface_materials_brick_mortar_widthWidth of the mortar joint. Independent of joint depth. Applies immediately.
SliderAppearanceMortar depthcl_avfx_surface_materials_brick_mortar_depthHow deeply the joint is recessed below the brick faces. Independent of joint width. Applies immediately.
SliderAppearanceIrregularitycl_avfx_surface_materials_brick_irregularityBounded variation of course drift, brick length and joint edges. Stable in the world, never animated. Applies immediately.
SliderAppearanceChippingcl_avfx_surface_materials_brick_chippingBroken corners and face fragments. They change height and material response, not just tint. Applies immediately.
SliderAppearanceColour variationcl_avfx_surface_materials_brick_color_variationRestrained per-brick material variation. Stable per brick; it never becomes a multicolour pattern. Applies immediately.
SliderAppearanceRed tintcl_avfx_surface_materials_brick_tint_rRed multiplier over the brick palette. 1 is neutral. Applies immediately.
SliderAppearanceGreen tintcl_avfx_surface_materials_brick_tint_gGreen multiplier over the brick palette. 1 is neutral. Applies immediately.
SliderAppearanceBlue tintcl_avfx_surface_materials_brick_tint_bBlue multiplier over the brick palette. 1 is neutral. Applies immediately.
SectionWall distributionWall distribution
ListWall distributionDistributioncl_avfx_surface_materials_brick_wall_distributionSpread on walls. The bottom-up band coats the wall from its base. Floors are unaffected. Applies immediately. [Uniform / Bottom-up band]
SliderWall distributionWall heightcl_avfx_surface_materials_brick_wall_heightHow far the coated band reaches up the wall. Ignored in uniform mode and on floors. Applies immediately.
SliderWall distributionWall fadecl_avfx_surface_materials_brick_wall_fadeSmooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately.
SectionServiceService
NavigationServiceReset brick surfacescl_avfx_defaults_surface_materials_brickReset brick surface controls to defaults.
NavigationServiceBack to Surface Materials...q2prox_avfx_surface_materialsBack to Surface Materials.

Drawing (q2prox_avfx_surface_materials_drawing)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Drawing

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterDrawingcl_avfx_surface_materials_drawingShow 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.
ToggleMasterWalls and ceilingscl_avfx_surface_materials_drawing_wallsShow and allow drawing on eligible walls and ceilings. Turning it off hides those drawings; it never deletes them. Applies immediately.
ToggleMasterFloors and slopescl_avfx_surface_materials_drawing_floorsShow and allow drawing on eligible floors and up-slopes. Turning it off hides those drawings; it never deletes them. Applies immediately.
SectionEditorEditor
NavigationEditorOpen editoravfx_surface_drawing_editorOpen 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.
NavigationEditorDocument infoavfx_surface_drawing_infoPrint the current mod, map, BSP revision, file path, layer/stroke counts and save state to the console.
NavigationEditorSaveavfx_surface_drawing_saveSave the current drawing now. Editing also autosaves shortly after each completed stroke.
SectionEditor panelEditor panel
SliderEditor panelPanel opacitycl_avfx_surface_materials_drawing_editor_alphaOpacity of the editor toolbox. Affects the panel only, never the drawings. Applies immediately.
SliderEditor panelPanel scalecl_avfx_surface_materials_drawing_editor_scaleSize multiplier for the editor toolbox. Applies immediately.
SliderEditor panelPanel widthcl_avfx_surface_materials_drawing_editor_widthBase width of the editor toolbox in pixels, before the scale multiplier. Applies immediately.
SliderEditor panelPanel heightcl_avfx_surface_materials_drawing_editor_heightBase height of the editor toolbox in pixels, before the scale multiplier. Applies immediately.
NavigationEditor panelReset panel positionavfx_surface_drawing_panel_resetPut the toolbox back to its default place. You can also drag it by its title bar.
SectionServiceService
NavigationServiceReset settingscl_avfx_defaults_surface_materials_drawingReset the display and editor settings to defaults. Saved drawings are not touched.
NavigationServiceBack to Surface Materials...q2prox_avfx_surface_materialsBack 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

TypeSectionRowVariable or targetHint
ToggleEnablecl_avfx_surface_materials_floor_surfacesMaster 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.
NavigationMaterial...q2prox_avfx_coverings_pick_floorCatalog 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.
ToggleFloorscl_avfx_surface_materials_floor_surfaces_floorsAllow this layer on eligible floors and gentle up-slopes. Applies immediately.
ToggleWallscl_avfx_surface_materials_floor_surfaces_wallsAllow this layer on eligible walls and steep faces. Applies immediately.
ToggleCeilingscl_avfx_surface_materials_floor_surfaces_ceilingsAllow 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.
SliderAlphacl_avfx_surface_materials_floor_surfaces_alphaHow 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.
SliderCoveragecl_avfx_surface_materials_floor_surfaces_coverageArea of the coverage field — WHERE the covering exists, which is independent of alpha. 0 is a real no-op. Applies immediately.
SliderEdge softnesscl_avfx_surface_materials_floor_surfaces_coverage_softnessFeather of the covered/uncovered boundary only. It never changes the material's own grain or motif. Applies immediately.
SliderScalecl_avfx_surface_materials_floor_surfaces_scaleUser multiplier on the recipe's own physical scale. 1 keeps the size the reference photograph implies. Applies immediately.
SliderRotationcl_avfx_surface_materials_floor_surfaces_rotationRotation of the material within the surface plane. It is anchored to the BSP plane, so it does not turn with the camera. Applies immediately.
SliderStretchcl_avfx_surface_materials_floor_surfaces_stretchAnisotropic stretch of the material along the surface. 1 is square. Applies immediately.
SliderRedcl_avfx_surface_materials_floor_surfaces_tint_rRed multiplier of the material colour. 1 is neutral: the recipe's own palette is used unchanged. Applies immediately.
SliderGreencl_avfx_surface_materials_floor_surfaces_tint_gGreen multiplier of the material colour. 1 is neutral. Applies immediately.
SliderBluecl_avfx_surface_materials_floor_surfaces_tint_bBlue multiplier of the material colour. 1 is neutral. Applies immediately.
ListDistributioncl_avfx_surface_materials_floor_surfaces_distributionHow 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]
SliderField sizecl_avfx_surface_materials_floor_surfaces_distribution_scaleSize of the macro field the distribution mode works with. Small = many small areas; large = a few broad ones. Applies immediately.
SliderReachcl_avfx_surface_materials_floor_surfaces_distribution_reachZone 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.
SliderMode softnesscl_avfx_surface_materials_floor_surfaces_distribution_softnessFeather of the distribution mode's own boundary. Independent of the coverage-edge softness. Applies immediately.
SliderDirectioncl_avfx_surface_materials_floor_surfaces_distribution_directionDirection the banded and gradient distribution modes follow. Ignored by the modes that have no direction. Applies immediately.
SliderReliefcl_avfx_surface_materials_floor_surfaces_reliefStrength of the bump and normal response. It changes how the surface catches light; BSP vertices, collision, silhouette and depth are never touched. Applies immediately.
SliderDepthcl_avfx_surface_materials_floor_surfaces_depthBounded 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.
SliderCavity shadingcl_avfx_surface_materials_floor_surfaces_cavityDarkening inside the material's own hollows. Contact shading of the relief, never invented emission. Applies immediately.
SliderRoughnesscl_avfx_surface_materials_floor_surfaces_roughnessPrivate material response of this layer: low values read as damp or polished, high values as dry and matte. Applies immediately.
SliderMetal reflectioncl_avfx_surface_materials_floor_surfaces_metal_reflectionRoom 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.
SliderDirectional metal sheencl_avfx_surface_materials_floor_surfaces_metal_anisotropyDirectional metal sheen strength: 0 is isotropic, 1 uses the material recipe, 2 strengthens the direction. Layer rotation controls its orientation. Applies immediately.
SliderMetal highlight smoothingcl_avfx_surface_materials_floor_surfaces_metal_antialiasReduces 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.
ListMotioncl_avfx_surface_materials_floor_surfaces_motion_modeShader-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]
SliderAmplitudecl_avfx_surface_materials_floor_surfaces_motion_strengthMotion amplitude. Exactly 0 is a real no-motion path, not a slow animation. Applies immediately.
SliderSpeedcl_avfx_surface_materials_floor_surfaces_motion_speedSpeed of this layer's motion. The module owns one clock; this multiplies it, which is what makes the two layers independent. Applies immediately.
SliderField frequencycl_avfx_surface_materials_floor_surfaces_motion_scaleSpatial frequency of the motion field: small = long slow waves, large = fine busy movement. Applies immediately.
SliderDirectioncl_avfx_surface_materials_floor_surfaces_motion_directionDirection of drift and ripple motion. Swirl and pulse use it as a bias. Applies immediately.
SliderTurbulencecl_avfx_surface_materials_floor_surfaces_motion_turbulenceHow non-linear the motion field is. 0 is a clean regular movement; 1 is broken and irregular. Applies immediately.
ListWhat lies underneathcl_avfx_surface_materials_coverings_orderWhich 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]
NavigationReset this layercl_avfx_defaults_surface_materials_floor_surfacesReset 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

TypeSectionRowVariable or targetHint
ToggleEnablecl_avfx_surface_materials_wall_surfacesMaster 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.
NavigationMaterial...q2prox_avfx_coverings_pick_wallCatalog 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.
ToggleFloorscl_avfx_surface_materials_wall_surfaces_floorsAllow this layer on eligible floors and gentle up-slopes. Applies immediately.
ToggleWallscl_avfx_surface_materials_wall_surfaces_wallsAllow this layer on eligible walls and steep faces. Applies immediately.
ToggleCeilingscl_avfx_surface_materials_wall_surfaces_ceilingsAllow 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.
SliderAlphacl_avfx_surface_materials_wall_surfaces_alphaHow 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.
SliderCoveragecl_avfx_surface_materials_wall_surfaces_coverageArea of the coverage field — WHERE the covering exists, which is independent of alpha. 0 is a real no-op. Applies immediately.
SliderEdge softnesscl_avfx_surface_materials_wall_surfaces_coverage_softnessFeather of the covered/uncovered boundary only. It never changes the material's own grain or motif. Applies immediately.
SliderScalecl_avfx_surface_materials_wall_surfaces_scaleUser multiplier on the recipe's own physical scale. 1 keeps the size the reference photograph implies. Applies immediately.
SliderRotationcl_avfx_surface_materials_wall_surfaces_rotationRotation of the material within the surface plane. It is anchored to the BSP plane, so it does not turn with the camera. Applies immediately.
SliderStretchcl_avfx_surface_materials_wall_surfaces_stretchAnisotropic stretch of the material along the surface. 1 is square. Applies immediately.
SliderRedcl_avfx_surface_materials_wall_surfaces_tint_rRed multiplier of the material colour. 1 is neutral: the recipe's own palette is used unchanged. Applies immediately.
SliderGreencl_avfx_surface_materials_wall_surfaces_tint_gGreen multiplier of the material colour. 1 is neutral. Applies immediately.
SliderBluecl_avfx_surface_materials_wall_surfaces_tint_bBlue multiplier of the material colour. 1 is neutral. Applies immediately.
ListDistributioncl_avfx_surface_materials_wall_surfaces_distributionHow 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]
SliderField sizecl_avfx_surface_materials_wall_surfaces_distribution_scaleSize of the macro field the distribution mode works with. Small = many small areas; large = a few broad ones. Applies immediately.
SliderReachcl_avfx_surface_materials_wall_surfaces_distribution_reachZone 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.
SliderMode softnesscl_avfx_surface_materials_wall_surfaces_distribution_softnessFeather of the distribution mode's own boundary. Independent of the coverage-edge softness. Applies immediately.
SliderDirectioncl_avfx_surface_materials_wall_surfaces_distribution_directionDirection the banded and gradient distribution modes follow. Ignored by the modes that have no direction. Applies immediately.
SliderReliefcl_avfx_surface_materials_wall_surfaces_reliefStrength of the bump and normal response. It changes how the surface catches light; BSP vertices, collision, silhouette and depth are never touched. Applies immediately.
SliderDepthcl_avfx_surface_materials_wall_surfaces_depthBounded 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.
SliderCavity shadingcl_avfx_surface_materials_wall_surfaces_cavityDarkening inside the material's own hollows. Contact shading of the relief, never invented emission. Applies immediately.
SliderRoughnesscl_avfx_surface_materials_wall_surfaces_roughnessPrivate material response of this layer: low values read as damp or polished, high values as dry and matte. Applies immediately.
SliderMetal reflectioncl_avfx_surface_materials_wall_surfaces_metal_reflectionRoom 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.
SliderDirectional metal sheencl_avfx_surface_materials_wall_surfaces_metal_anisotropyDirectional metal sheen strength: 0 is isotropic, 1 uses the material recipe, 2 strengthens the direction. Layer rotation controls its orientation. Applies immediately.
SliderMetal highlight smoothingcl_avfx_surface_materials_wall_surfaces_metal_antialiasReduces 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.
ListMotioncl_avfx_surface_materials_wall_surfaces_motion_modeShader-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]
SliderAmplitudecl_avfx_surface_materials_wall_surfaces_motion_strengthMotion amplitude. Exactly 0 is a real no-motion path, not a slow animation. Applies immediately.
SliderSpeedcl_avfx_surface_materials_wall_surfaces_motion_speedSpeed of this layer's motion. The module owns one clock; this multiplies it, which is what makes the two layers independent. Applies immediately.
SliderField frequencycl_avfx_surface_materials_wall_surfaces_motion_scaleSpatial frequency of the motion field: small = long slow waves, large = fine busy movement. Applies immediately.
SliderDirectioncl_avfx_surface_materials_wall_surfaces_motion_directionDirection of drift and ripple motion. Swirl and pulse use it as a bias. Applies immediately.
SliderTurbulencecl_avfx_surface_materials_wall_surfaces_motion_turbulenceHow non-linear the motion field is. 0 is a clean regular movement; 1 is broken and irregular. Applies immediately.
ListWhat lies underneathcl_avfx_surface_materials_coverings_orderWhich 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]
NavigationReset this layercl_avfx_defaults_surface_materials_wall_surfacesReset 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterWildlifecl_avfx_surface_materials_crawlersWildlife family master. Creatures live on eligible static surfaces. Needs the Surface Materials master and one surface lane. Default off. Applies immediately.
ToggleMasterWallscl_avfx_surface_materials_crawlers_wallsLet wildlife move on eligible walls. Independent of the floor lane. Applies immediately.
ToggleMasterFloorscl_avfx_surface_materials_crawlers_floorsLet wildlife move on eligible floors and slopes. Independent of the wall lane. Applies immediately.
ListMasterCreaturescl_avfx_surface_materials_crawlers_variantChoose 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]
SectionAppearanceAppearance
SliderAppearanceAlphacl_avfx_surface_materials_crawlers_alphaHow strongly the creatures show over the surface. 0 is a real no-op. Applies immediately.
SliderAppearanceDensitycl_avfx_surface_materials_crawlers_densityHow many routes are occupied. Lowering it removes routes without moving the rest. 0 is a real no-op. Applies immediately.
SliderAppearanceSizecl_avfx_surface_materials_crawlers_scalePhysical size of the creatures. It changes their size, not their number or where the routes run. Applies immediately.
SliderAppearancePopulationcl_avfx_surface_materials_crawlers_populationPeak number of creatures. It multiplies how many can appear per area; at 100 there are a hundred times more than at 1. Applies immediately.
SliderAppearanceVisibilitycl_avfx_surface_materials_crawlers_contrastHow 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.
SliderAppearanceSize variationcl_avfx_surface_materials_crawlers_size_variationHow much individual creatures differ in size. Applies immediately.
NavigationAppearanceMovement...q2prox_avfx_surface_materials_crawlers_motionOpen Movement settings: travel speed, route curvature, gait and grouping.
NavigationAppearanceColour and wall placement...q2prox_avfx_surface_materials_crawlers_placeOpen Colour and wall placement: RGB tint, spread up a wall, reach and boundary softness.
NavigationAppearanceSurfaces and blood...q2prox_avfx_surface_materials_crawlers_environmentOpen Snake reactions on puddles and grass, plus blood spreading after a kill.
NavigationAppearanceAudio and contacts...q2prox_avfx_surface_materials_crawlers_contactsOpen optional Snake audio and wildlife contacts with hazards and local weapons.
SectionServiceService
NavigationServiceReset Wildlifecl_avfx_defaults_surface_materials_crawlersReset Wildlife controls to defaults.
NavigationServiceBack to Surface Materials...q2prox_avfx_surface_materialsBack 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

TypeSectionRowVariable or targetHint
SectionPuddlesPuddles
TogglePuddlesSnake wakescl_avfx_surface_materials_crawlers_puddle_wakeSnakes moving through AVFX puddles create body ripples and a fading wake. Applies immediately.
SliderPuddlesWake strengthcl_avfx_surface_materials_crawlers_puddle_wake_strengthOverall visibility of Snake-made puddle waves. Applies immediately.
SliderPuddlesWake widthcl_avfx_surface_materials_crawlers_puddle_wake_widthWidth of the disturbed water around the body. Applies immediately.
SliderPuddlesWave thicknesscl_avfx_surface_materials_crawlers_puddle_wake_thicknessThickness of the paired wave bands following the Snake body. Applies immediately.
SliderPuddlesWave opacitycl_avfx_surface_materials_crawlers_puddle_wake_alphaOpacity of Snake-made puddle waves, independent of their geometry. Applies immediately.
SliderPuddlesTrail lengthcl_avfx_surface_materials_crawlers_puddle_wake_trailLength of the fading trail behind a moving Snake. Applies immediately.
SliderPuddlesWake fadecl_avfx_surface_materials_crawlers_puddle_wake_fadeHow long the disturbed water takes to settle. Applies immediately.
SectionGrassGrass
ToggleGrassPart grasscl_avfx_surface_materials_crawlers_grass_interactionGrass parts beside a crawling Snake and gathers back after it passes. Applies immediately.
SliderGrassBend strengthcl_avfx_surface_materials_crawlers_grass_strengthHow strongly Snake bodies bend nearby grass. Applies immediately.
SliderGrassBend radiuscl_avfx_surface_materials_crawlers_grass_radiusRadius of grass affected around the Snake body. Applies immediately.
SliderGrassRecoverycl_avfx_surface_materials_crawlers_grass_recoveryTime for bent grass to return to its normal pose. Applies immediately.
SectionBloodBlood
ToggleBloodSurface bloodcl_avfx_surface_materials_crawlers_bloodSpread 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.
SliderBloodAlphacl_avfx_surface_materials_crawlers_blood_alphaPeak visibility of the blood film. Applies immediately.
SliderBloodSpread sizecl_avfx_surface_materials_crawlers_blood_sizeFinal spread size. Blood spreads wider across a puddle. Applies immediately.
SliderBloodSpread speedcl_avfx_surface_materials_crawlers_blood_spread_speedHow quickly blood grows from the cut point to its final contour. Applies immediately.
SliderBloodPersistencecl_avfx_surface_materials_crawlers_blood_persistenceHow long the blood remains before fading away. Applies immediately.
SectionParticles: airborne wildlife bloodParticles: airborne wildlife blood
ToggleParticles: airborne wildlife bloodParticlescl_avfx_particle_wildlife_blood_enableEmit 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.
ToggleParticles: airborne wildlife bloodCustom colorcl_avfx_particle_rgb_wildlife_blood_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: airborne wildlife bloodRedcl_avfx_particle_rgb_wildlife_blood_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: airborne wildlife bloodGreencl_avfx_particle_rgb_wildlife_blood_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: airborne wildlife bloodBluecl_avfx_particle_rgb_wildlife_blood_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: airborne wildlife bloodReset color to stockq2prox_particle_reset color avfx wildlife_bloodTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: airborne wildlife bloodReset this familyq2prox_particle_reset avfx wildlife_bloodTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionServiceService
NavigationServiceBack to Wildlife...q2prox_avfx_surface_materials_crawlersBack 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

TypeSectionRowVariable or targetHint
SectionMovementMovement
SliderMovementSpeedcl_avfx_surface_materials_crawlers_speedHow fast the creatures travel. 0 freezes them where they are without switching the family off. Applies immediately.
SliderMovementRoute wandercl_avfx_surface_materials_crawlers_route_wanderHow curved and varied the routes are. It reshapes the same routes smoothly. Applies immediately.
SliderMovementGait motioncl_avfx_surface_materials_crawlers_gait_motionHow much the legs and body move. It changes the gait only, not the travel speed. Applies immediately.
SliderMovementClusteringcl_avfx_surface_materials_crawlers_clusteringHow much the creatures gather into local groups instead of spreading evenly. Applies immediately.
SectionServiceService
NavigationServiceBack to Wildlife...q2prox_avfx_surface_materials_crawlersBack 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

TypeSectionRowVariable or targetHint
SectionColourColour
SliderColourTint Rcl_avfx_surface_materials_crawlers_tint_rRed multiplier over the creature colour (1 = neutral). Applies immediately.
SliderColourTint Gcl_avfx_surface_materials_crawlers_tint_gGreen multiplier over the creature colour (1 = neutral). Applies immediately.
SliderColourTint Bcl_avfx_surface_materials_crawlers_tint_bBlue multiplier over the creature colour (1 = neutral). Applies immediately.
SliderColourColour variationcl_avfx_surface_materials_crawlers_color_variationHow much individual creatures differ in colour, so a wall is not a row of identical clones. Applies immediately.
SectionWall placementWall placement
ListWall placementDistributioncl_avfx_surface_materials_crawlers_wall_distributionHow 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]
SliderWall placementWall heightcl_avfx_surface_materials_crawlers_wall_heightIn bottom-up mode, how high up the wall they reach on average (0 floor, 1 ceiling). Applies immediately.
SliderWall placementWall fadecl_avfx_surface_materials_crawlers_wall_fadeSmooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately.
SectionServiceService
NavigationServiceBack to Wildlife...q2prox_avfx_surface_materials_crawlersBack 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

TypeSectionRowVariable or targetHint
SectionSnake audioSnake audio
ToggleSnake audioHiss on tongue flickcl_avfx_surface_materials_crawlers_audio_hissPlay a short positional hiss only when a Snake opens its mouth and shoots its tongue. Several Snakes may hiss together. Default off. Applies immediately.
SliderSnake audioHiss volumecl_avfx_surface_materials_crawlers_audio_hiss_volumeSnake hiss volume before the global AVFX audio volume. Applies immediately.
SectionCorpse fliesCorpse flies
ToggleCorpse fliesFly buzzingcl_avfx_surface_materials_crawlers_audio_fliesPlay varied positional buzzing after flies arrive at Snake remains. Different carcasses sound independently. Default off. Applies immediately.
SliderCorpse fliesFly volumecl_avfx_surface_materials_crawlers_audio_flies_volumeCorpse-fly buzz volume before the global AVFX audio volume. Applies immediately.
SectionContactsContacts
ToggleContactsLavacl_avfx_surface_materials_crawlers_contact_lavaLet lava kill local decorative wildlife. Default off. Applies immediately.
ToggleContactsFalling meteorscl_avfx_surface_materials_crawlers_contact_meteorsLet falling meteor impacts kill nearby wildlife. Default off. Applies immediately.
ToggleContactsLightningcl_avfx_surface_materials_crawlers_contact_lightningLet AVFX lightning strikes kill nearby wildlife. Default off. Applies immediately.
ToggleContactsPlayer weaponscl_avfx_surface_materials_crawlers_contact_weaponsLet local weapon impacts kill wildlife. Weapon power controls the affected area; no server damage or score changes. Default off. Applies immediately.
SectionSnake combatSnake combat
NavigationSnake combatSnake combat (single player)...q2prox_avfx_snake_combatOpen 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.
SectionServiceService
NavigationServiceBack to Wildlife...q2prox_avfx_surface_materials_crawlersBack 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)

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterSnake combatcl_sp_avfx_snake_combatMaster 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.
SectionSnake parametersSnake parameters
SliderSnake parametersSnake healthcl_sp_avfx_snake_healthSnake 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.
SliderSnake parametersFighting at oncecl_sp_avfx_snake_max_engagedHow 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.
ToggleSnake parametersRequire line of sightcl_sp_avfx_snake_require_losRequire 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.
SliderSnake parametersBite reachcl_sp_avfx_snake_bite_reachHow 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.
SectionSnakes attack monstersSnakes attack monsters
ToggleSnakes attack monstersSnakes attack monsterscl_sp_avfx_snake_attack_monstersLet Snakes acquire, approach and repeatedly bite monsters. On by default, and dormant while the master above is off. Applies immediately.
SliderSnakes attack monstersDamagecl_sp_avfx_snake_attack_monsters_damageBase 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.
SliderSnakes attack monstersChance to fight, %cl_sp_avfx_snake_attack_monsters_chanceChance 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.
SliderSnakes attack monstersSearch areacl_sp_avfx_snake_attack_monsters_zoneSearch area in world units. A target inside it may be chosen; touching it still needs a physical path and the bite reach. Applies immediately.
SliderSnakes attack monstersInterval, scl_sp_avfx_snake_attack_monsters_intervalMinimum time in seconds between two hits of the same fight. Applies immediately.
SectionSnakes attack the playerSnakes attack the player
ToggleSnakes attack the playerSnakes attack the playercl_sp_avfx_snake_attack_playerLet Snakes acquire, approach and repeatedly bite you. Your armour, power armour, godmode and invulnerability all apply normally. On by default. Applies immediately.
SliderSnakes attack the playerDamagecl_sp_avfx_snake_attack_player_damageBase 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.
SliderSnakes attack the playerChance to fight, %cl_sp_avfx_snake_attack_player_chanceChance 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.
SliderSnakes attack the playerSearch areacl_sp_avfx_snake_attack_player_zoneSearch area in world units. A target inside it may be chosen; touching it still needs a physical path and the bite reach. Applies immediately.
SliderSnakes attack the playerInterval, scl_sp_avfx_snake_attack_player_intervalMinimum time in seconds between two hits of the same fight. Applies immediately.
SectionMonsters attack SnakesMonsters attack Snakes
ToggleMonsters attack SnakesMonsters attack Snakescl_sp_avfx_monster_attack_snakesLet 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.
SliderMonsters attack SnakesDamagecl_sp_avfx_monster_attack_snakes_damageBase 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.
SliderMonsters attack SnakesChance to fight, %cl_sp_avfx_monster_attack_snakes_chanceChance 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.
SliderMonsters attack SnakesSearch areacl_sp_avfx_monster_attack_snakes_zoneSearch area in world units. A target inside it may be chosen; touching it still needs a physical path and the bite reach. Applies immediately.
SliderMonsters attack SnakesInterval, scl_sp_avfx_monster_attack_snakes_intervalMinimum time in seconds between two hits of the same fight. Applies immediately.
SectionRetaliationRetaliation
ToggleRetaliationStrike back after a bitecl_sp_avfx_monster_retaliate_snakesLet 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.
SectionServiceService
NavigationServiceReset Snake combatcl_sp_avfx_snake_combat_defaultssReset the Snake combat controls on this page to their defaults. Nothing else is touched.
NavigationServiceBack to audio and contacts...q2prox_avfx_surface_materials_crawlers_contactsBack 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterCrackscl_avfx_surface_materials_cracksCracks 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.
ToggleMasterWallscl_avfx_surface_materials_cracks_wallsDamage eligible walls. Independent of the floor lane. Applies immediately.
ToggleMasterFloorscl_avfx_surface_materials_cracks_floorsDamage eligible floors and gentle slopes. Independent of the wall lane. Applies immediately.
ListMasterDamage appearancecl_avfx_surface_materials_cracks_variantDamage 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]
SectionAppearanceAppearance
SliderAppearanceAlphacl_avfx_surface_materials_cracks_alphaOverall blend into the original surface. 0 is a real no-op. Applies immediately.
SliderAppearanceDensitycl_avfx_surface_materials_cracks_densityHow much of the surface carries crack systems. Low values keep broad intact areas. Applies immediately.
SliderAppearanceScalecl_avfx_surface_materials_cracks_scaleWorld size of a damage system. Never changes the line width. Applies immediately.
SliderAppearanceWidthcl_avfx_surface_materials_cracks_widthWidth around the same centreline; the cracks keep their course and branching. Applies immediately.
SliderAppearanceDepthcl_avfx_surface_materials_cracks_depthBounded cavity and micro-relief depth under the scene light. Geometry and collision never change. Applies immediately.
SliderAppearanceBranchingcl_avfx_surface_materials_cracks_branchingHow strongly secondary branches grow off the primary crack. Applies immediately.
SliderAppearanceChippingcl_avfx_surface_materials_cracks_chippingBroken and spalled rim around the cracks, with exposed substrate fragments. Applies immediately.
SliderAppearanceEdge softnesscl_avfx_surface_materials_cracks_edge_softnessAnti-aliased transition at the rim. It never erases fine hairline cracks. Applies immediately.
SliderAppearanceCavity darknesscl_avfx_surface_materials_cracks_cavity_darknessHow dark the cavity interior becomes. Dims the lit substrate only; never flat black and never emissive. Applies immediately.
SectionWall distributionWall distribution
ListWall distributionDistributioncl_avfx_surface_materials_cracks_wall_distributionSpread on walls. The bottom-up band wears the wall from its base. Floors are unaffected. Applies immediately. [Uniform / Bottom-up band]
SliderWall distributionWall heightcl_avfx_surface_materials_cracks_wall_heightHow far the damage band reaches up the wall. Ignored in uniform mode. Applies immediately.
SliderWall distributionWall fadecl_avfx_surface_materials_cracks_wall_fadeSmooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately.
SectionServiceService
NavigationServiceReset crackscl_avfx_defaults_surface_materials_cracksReset cracks controls to defaults.
NavigationServiceBack to Surface Materials...q2prox_avfx_surface_materialsBack to Surface Materials.

Greenery (q2prox_avfx_surface_materials_greenery)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Materials → Greenery

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterGreenerycl_avfx_surface_materials_greeneryGreenery 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.
ToggleMasterWallscl_avfx_surface_materials_greenery_wallsGrow greenery on eligible walls. Independent of the floor lane. Applies immediately.
ToggleMasterFloorscl_avfx_surface_materials_greenery_floorsGrow greenery on eligible floors and gentle slopes. Independent of the wall lane. Applies immediately.
ListMasterGrowth appearancecl_avfx_surface_materials_greenery_variantGrowth 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]
SectionAppearanceAppearance
SliderAppearanceAlphacl_avfx_surface_materials_greenery_alphaBlend strength over the original surface. 0 is a real no-op. Applies immediately.
SliderAppearanceCoveragecl_avfx_surface_materials_greenery_coverageOccupied fraction. Below one always leaves irregular holes with the original texture visible. Applies immediately.
SliderAppearanceEdge softnesscl_avfx_surface_materials_greenery_coverage_softnessSoftness of island edges. Small = crisp borders; large = a gradual organic fade. Applies immediately.
SliderAppearanceScalecl_avfx_surface_materials_greenery_scaleWorld-space feature size. Smaller = fine dense detail; larger = broad colonies. Applies immediately.
SliderAppearanceThicknesscl_avfx_surface_materials_greenery_thicknessMicro-relief strength: how raised the growth reads under scene light. Never changes geometry or collision. Applies immediately.
SliderAppearanceDamp biascl_avfx_surface_materials_greenery_damp_biasHow strongly growth prefers low and damp places. 0 spreads it evenly. Applies immediately.
SectionWall distributionWall distribution
ListWall distributionDistributioncl_avfx_surface_materials_greenery_wall_distributionSpread 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]
SliderWall distributionWall heightcl_avfx_surface_materials_greenery_wall_heightHow far the growth band reaches along the wall. Ignored in uniform mode. Applies immediately.
SliderWall distributionWall fadecl_avfx_surface_materials_greenery_wall_fadeSmooth width of the band boundary. Always broken by world noise, never a straight line. Applies immediately.
SectionFamiliesFamilies
NavigationFamiliesColour and motion...q2prox_avfx_surface_materials_greenery_colourOpen Colour and motion: RGB tint and restrained root-anchored foliage motion.
SectionServiceService
NavigationServiceReset greenerycl_avfx_defaults_surface_materials_greeneryReset greenery controls to defaults.
NavigationServiceBack to Surface Materials...q2prox_avfx_surface_materialsBack 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

TypeSectionRowVariable or targetHint
SectionMotionMotion
SliderMotionFoliage motioncl_avfx_surface_materials_greenery_foliage_motionRestrained movement of leaf and vine tips. Roots stay anchored. Moss and lichen never move; 0 makes every profile static. Applies immediately.
SectionColourColour
SliderColourRed tintcl_avfx_surface_materials_greenery_tint_rRed multiplier over the profile palette. 1 is neutral. Applies immediately.
SliderColourGreen tintcl_avfx_surface_materials_greenery_tint_gGreen multiplier over the profile palette. 1 is neutral. Applies immediately.
SliderColourBlue tintcl_avfx_surface_materials_greenery_tint_bBlue multiplier over the profile palette. 1 is neutral. Applies immediately.
SectionServiceService
NavigationServiceBack to Greenery...q2prox_avfx_surface_materials_greeneryBack 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

TypeSectionRowVariable or targetHint
SectionPlacement & PerformancePlacement & Performance
ListPlacement & PerformanceQualitycl_avfx_surface_grass_qualityGrass 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]
SliderPlacement & PerformanceDensitycl_avfx_surface_grass_densityBlade density multiplier over the quality profile. Applies immediately.
SliderPlacement & PerformanceCell sizecl_avfx_surface_grass_cell_sizeGrass cell size in world units; changing it rebuilds grass cells. Applies immediately.
SliderPlacement & PerformanceDraw distancecl_avfx_surface_grass_distanceGrass draw distance before the quality multiplier. Used only with Distance LOD on. Applies immediately.
TogglePlacement & PerformanceDistance LODcl_avfx_surface_grass_lodOn: distance cutoff and thinning. Off: no distance restrictions. PVS and the instance cap remain active. Applies immediately.
SliderPlacement & PerformanceMax grass bladescl_avfx_surface_grass_max_instancesHard 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.
SliderPlacement & PerformanceMaximum slopecl_avfx_surface_grass_slope_maxMaximum surface slope that grows grass (0 = flat floors only). Applies immediately.
TogglePlacement & PerformanceOutdoor onlycl_avfx_surface_grass_outdoor_onlyGrow grass only on cells open to the sky; off allows indoor eligible floors too. Applies immediately.
SectionAppearanceAppearance
SliderAppearanceHeightcl_avfx_surface_grass_heightBase grass blade height in world units. Applies immediately.
SliderAppearanceHeight variationcl_avfx_surface_grass_height_variationPer-blade random height spread around the base height. Applies immediately.
SliderAppearanceWidthcl_avfx_surface_grass_widthGrass blade width in world units. Applies immediately.
ListAppearanceAntialiasingcl_avfx_surface_grass_antialiasingGrass 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]
SliderAppearanceColor redcl_avfx_surface_grass_color_rBase grass colour, red channel (linear). Applies immediately.
SliderAppearanceColor greencl_avfx_surface_grass_color_gBase grass colour, green channel (linear). Applies immediately.
SliderAppearanceColor bluecl_avfx_surface_grass_color_bBase grass colour, blue channel (linear). Applies immediately.
SliderAppearanceColor variationcl_avfx_surface_grass_color_variationPer-blade colour spread around the base colour. Applies immediately.
NavigationAppearanceBack to Grass...q2prox_avfx_grassBack to Grass.

Grass Lighting (q2prox_avfx_grass_lighting)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Grass → Grass Lighting

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterLightingcl_avfx_surface_grass_lightingEnable physically responsive grass lighting. Off restores the previous static-only grass look. Applies immediately.
SliderMasterShadow strengthcl_avfx_surface_grass_shadow_strengthContact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately.
SliderMasterStatic lightcl_avfx_surface_grass_light_static_strengthStrength of cached BSP/static light on grass. Applies immediately.
SliderMasterMinimum brightnesscl_avfx_surface_grass_light_min_brightnessAbsolute minimum grass brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately.
SectionSun & MoonSun & Moon
ToggleSun & MoonCelestial lightcl_avfx_surface_grass_light_celestialMake grass follow the same live sun/moon/cloud illumination state as snow, using independent grass tuning. Applies immediately.
SliderSun & MoonCelestial strengthcl_avfx_surface_grass_light_celestial_strengthSun/moon illumination multiplier for grass. Applies immediately.
SliderSun & MoonNight minimumcl_avfx_surface_grass_light_celestial_min_brightnessGrass brightness floor when the celestial scene is dark. Applies immediately.
SliderSun & MoonNight tintcl_avfx_surface_grass_light_celestial_night_tintMuted cool-green night tint strength. Applies immediately.
SectionLocal SourcesLocal Sources
SliderLocal SourcesLocal light liftcl_avfx_surface_grass_light_local_liftHow strongly local sources restore the visible daytime grass response in darkness. Applies immediately.
ToggleLocal SourcesFlashlightcl_avfx_surface_grass_light_flashlightGrass reacts to the player flashlight cone. Applies immediately.
SliderLocal SourcesFlashlight strengthcl_avfx_surface_grass_light_flashlight_strengthFlashlight response strength on grass. Applies immediately.
ToggleLocal SourcesLightning & meteorscl_avfx_surface_grass_light_lightningGrass reacts to local lightning strikes and meteor-impact lights. Applies immediately.
SliderLocal SourcesLightning/meteor strengthcl_avfx_surface_grass_light_lightning_strengthLightning and meteor local-light response strength. Applies immediately.
ToggleLocal SourcesDynamic lightscl_avfx_surface_grass_light_dynamicGrass reacts to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately.
SliderLocal SourcesDynamic strengthcl_avfx_surface_grass_light_dynamic_strengthDynamic-light brightness response on grass. Applies immediately.
SliderLocal SourcesDynamic colourcl_avfx_surface_grass_light_dynamic_colorAmount of dynamic-light colour painted onto grass. Applies immediately.
ToggleLocal SourcesEmissive sourcescl_avfx_surface_grass_light_emissiveGrass reacts to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately.
SliderLocal SourcesEmissive strengthcl_avfx_surface_grass_light_emissive_strengthEmissive-source brightness response on grass. Applies immediately.
SliderLocal SourcesEmissive colourcl_avfx_surface_grass_light_emissive_colorAmount of emissive-source colour painted onto grass. Applies immediately.
NavigationLocal SourcesBack to Grass...q2prox_avfx_grassBack 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

TypeSectionRowVariable or targetHint
SectionWindWind
ToggleWindWindcl_avfx_surface_grass_windGrass wind sway master; works independently of any weather preset. Applies immediately.
SliderWindDirectioncl_avfx_surface_grass_wind_angleWind direction in degrees. Applies immediately.
SliderWindStrengthcl_avfx_surface_grass_wind_strengthWind sway strength (tip bend amount). Applies immediately.
SliderWindSpeedcl_avfx_surface_grass_wind_speedWind oscillation speed. Applies immediately.
SliderWindTurbulencecl_avfx_surface_grass_wind_turbulenceHigh-frequency turbulence on top of the base sway (reduced on lower quality). Applies immediately.
SectionInteractionInteraction
ToggleInteractionInteractioncl_avfx_surface_grass_interactionMaster toggle for grass bending/parting around actors. Applies immediately.
ToggleInteractionLocal playercl_avfx_surface_grass_interact_playerThe local player parts nearby grass while moving. Allowed in local play and permitted multiplayer AVFX. Applies immediately.
ToggleInteractionMonsterscl_avfx_surface_grass_interact_monstersNearby grounded monsters part grass in local single-player / DM-training only (never demo or remote multiplayer). Applies immediately.
ToggleInteractionVisible playerscl_avfx_surface_grass_interact_playersVisible other player models part grass. Local visual only; default off, forced off under the multiplayer competitive limit. Never through walls. Applies immediately.
SliderInteractionRadiuscl_avfx_surface_grass_interact_radiusRadius around each actor within which grass bends, in world units. Applies immediately.
SliderInteractionStrengthcl_avfx_surface_grass_interact_strengthHow strongly actors bend nearby grass. Applies immediately.
SliderInteractionRecoverycl_avfx_surface_grass_interact_recoverySeconds-based recovery time constant for grass springing back after an actor leaves. Applies immediately.
SliderInteractionMax actorscl_avfx_surface_grass_interact_maxMaximum number of actors that can influence grass per frame (also capped by the quality profile). Applies immediately.
NavigationInteractionBack to Grass...q2prox_avfx_grassBack to Grass.

Mirror Surfaces (q2prox_avfx_mirror_surfaces)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Mirror Surfaces

TypeSectionRowVariable or targetHint
SectionSurfacesSurfaces
ToggleSurfacesMirror surfacescl_avfx_surface_mirrorMaster 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.
ToggleSurfacesFloors and slopescl_avfx_surface_mirror_floorsMirror floors and up-facing slopes (stairs, ramps). On by default. Applies immediately.
ToggleSurfacesWallscl_avfx_surface_mirror_wallsMirror vertical and steep walls. Off by default (higher cost). Applies immediately.
SliderSurfacesFloor/slope angle limitcl_avfx_surface_mirror_floor_slope_maxAngle limit (degrees) separating floors/slopes from walls. Applies immediately.
SectionScene ReflectionScene Reflection
ToggleScene ReflectionScene reflectioncl_avfx_surface_mirror_scene_reflectionScreen-space reflection of static world detail. On by default. Applies immediately.
SliderScene ReflectionScene reflection strengthcl_avfx_surface_mirror_scene_reflection_strengthStrength of the reflected scene. Applies immediately.
ToggleScene ReflectionReflect Surface Objectscl_avfx_surface_mirror_surface_objectsReflect already enabled Surface Objects: grass, ivy, ferns and falling leaves; no stones, soil or ground litter. Does not enable them. Applies immediately.
SectionMoreMore
NavigationMoreModel reflections...q2prox_avfx_mirror_modelsOpen model reflections and their individual content categories.
NavigationMoreQuality & service...q2prox_avfx_mirror_qualityOpen quality and service: quality, roughness, distance, plane budget, diagnostics.
NavigationMoreReset to defaultscl_avfx_defaults_surface_mirrorReset mirror surface settings to defaults.
NavigationMoreBack to Surfaces & Water...q2prox_avfx_details_surfacesBack to Surfaces & Water.

Model Reflections (q2prox_avfx_mirror_models)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Mirror Surfaces → Model Reflections

TypeSectionRowVariable or targetHint
SectionModelsModels
ToggleModelsModel reflectioncl_avfx_surface_mirror_model_reflectionMaster toggle for reflecting alias models. Categories below need this on. Applies immediately.
SliderModelsModel reflection strengthcl_avfx_surface_mirror_model_reflection_strengthStrength of reflected models. Applies immediately.
SectionReflected CategoriesReflected Categories
ToggleReflected CategoriesWeaponscl_avfx_surface_mirror_model_reflection_weaponsReflect world/pickup/linked weapon models, not the first-person view gun. Applies immediately.
ToggleReflected CategoriesArmorcl_avfx_surface_mirror_model_reflection_armorReflect armor pickup models. Applies immediately.
ToggleReflected CategoriesItemscl_avfx_surface_mirror_model_reflection_itemsReflect generic item and object models. Applies immediately.
ToggleReflected CategoriesPlayers and monsterscl_avfx_surface_mirror_model_reflection_actorsReflect players and monsters, including your own body in first person (mirror only). Applies immediately.
ToggleReflected CategoriesShipscl_avfx_surface_mirror_model_reflection_shipsReflect AVFX sky ships. Applies immediately.
ToggleReflected CategoriesMeteorscl_avfx_surface_mirror_model_reflection_meteorsReflect AVFX meteors. Applies immediately.
ToggleReflected CategoriesCometscl_avfx_surface_mirror_model_reflection_cometsReflect AVFX comets. Applies immediately.
ToggleReflected CategoriesCelestial bodiescl_avfx_surface_mirror_model_reflection_planetsReflect Earth, Moon, Sun, the Black Hole and compatible celestial bodies. Each body also needs its own master enabled. Applies immediately.
ToggleReflected CategoriesSurface Volumescl_avfx_surface_mirror_model_reflection_surface_volumesReflect placed Surface Volumes (steam, smoke and fog) in mirror surfaces. Requires the model reflection parent. Default OFF. Applies immediately.
ToggleReflected CategoriesProjectiles and rail beamcl_avfx_surface_mirror_model_reflection_projectilesReflect final presented projectiles and the rail beam, including synchronized local prediction. Requires the model reflection parent. Default OFF. Applies immediately.
ToggleReflected CategoriesBlack Hole particle consumptioncl_avfx_blackhole_consume_reflect_mirrorsReflect Black-Hole ingestion particles and matter. Additional opt-in: requires model reflections, Celestial bodies and the consumption master. Default OFF. Applies immediately.
NavigationReflected CategoriesBack to Mirror Surfaces...q2prox_avfx_mirror_surfacesBack to Mirror Surfaces.

Quality & Service (q2prox_avfx_mirror_quality)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Mirror Surfaces → Quality & Service

TypeSectionRowVariable or targetHint
SectionQualityQuality
ListQualityQualitycl_avfx_surface_mirror_scene_reflection_qualityReflection 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]
SliderQualityRoughnesscl_avfx_surface_mirror_roughnessMirror roughness. 0 is a sharp mirror; higher blurs the reflection. Applies immediately.
SliderQualityReflection distancecl_avfx_surface_mirror_distanceMaximum distance (world units) at which a mirror is selected. Applies immediately.
SectionServiceService
NavigationServicePrint diagnosticsavfx_surface_mirror_infoPrint mirror diagnostics to the console.
NavigationServiceReset to defaultscl_avfx_defaults_surface_mirrorReset mirror surface settings to defaults.
NavigationServiceBack to Mirror Surfaces...q2prox_avfx_mirror_surfacesBack to Mirror Surfaces.

Sky & Celestials (q2prox_avfx_details_sky)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials

TypeSectionRowVariable or targetHint
SectionSky LayersSky Layers
NavigationSky LayersSky & Clouds settings...q2prox_avfx_storm_skyOpen Sky & Clouds: weather sky tint, sky darkening, storm tint, procedural clouds and fog.
NavigationSky LayersVolumetric clouds...q2prox_avfx_volcloudsOpen Volumetric clouds: GPU-raymarched world cloud layer lit by sun/moon. Can occlude celestial disks. Default OFF.
SectionCelestial ObjectsCelestial Objects
NavigationCelestial ObjectsSun settings...q2prox_avfx_sunOpen Sun settings: visible disk, time mode, position, color, brightness, cloud shadowing.
NavigationCelestial ObjectsMoon settings...q2prox_avfx_moonOpen Moon settings: visible disk, mode, position, phase, size, brightness, cloud shadowing.
NavigationCelestial ObjectsEarth settings...q2prox_avfx_earthOpen Earth settings: separate blue-marble planet behind clouds, mode, position, phase, size, HD texture, body rotation.
NavigationCelestial ObjectsStars settings...q2prox_avfx_starsOpen 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.
NavigationCelestial ObjectsBlack Hole...q2prox_avfx_blackholeOpen 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.
NavigationCelestial ObjectsMeteors...q2prox_avfx_meteorsOpen meteors settings: sky meteors / shooting stars (M1) and falling impact meteors (M2). Bolide visuals, trails, fragmentation, impact flash, shatter, puddle evaporation, camera shake.
NavigationCelestial ObjectsSpaceships...q2prox_avfx_spaceshipsOpen 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.
NavigationCelestial ObjectsBack to detailed AVFX settings...q2prox_avfx_detailsReturn to detailed AVFX settings.

Local FX & Sound (q2prox_avfx_details_local)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound

TypeSectionRowVariable or targetHint
SectionLocal FX & SoundLocal FX & Sound
NavigationLocal FX & SoundPlayer Contact Effects...q2prox_avfx_contact_settingsOpen every AVFX Player Contact Effect setting: blood on models, sprays, world stains, corpse pools, BFG vaporization, weapon impact marks and their budgets.
NavigationLocal FX & SoundFlashlight settings...q2prox_avfx_flashlightOpen Flashlight settings: toggle, range, cone angle, color, flicker, battery.
NavigationLocal FX & SoundMonster environmental contacts...q2prox_avfx_monster_contactsOpen Monster environmental contacts: footprints, puddle ripples and landing splashes (local single-player / DM-training only).
NavigationLocal FX & SoundAVFX sound volumes...q2prox_avfxvolOpen AVFX sound volume layers: ambience, rain, snow, water, steam, thunder, meteor, surface steps.
SectionRelatedRelated
NavigationRelatedLightning interaction...q2prox_avfx_lightning_dischargesOpen Lightning discharges & damage — lightning interaction with monsters, objects and surfaces.
NavigationRelatedBack to detailed AVFX settings...q2prox_avfx_detailsReturn to detailed AVFX settings.

AVFX Presets (q2prox_avfx_presets)

Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Presets

TypeSectionRowVariable or targetHint
SectionStandard presetsStandard presets
NavigationStandard presetsBasic presetsq2prox_avfx_presets_basicOpen the existing AVFX preset package list.
NavigationStandard presetsSpaceq2prox_avfx_presets_spaceOpen space-themed AVFX preset packages.
NavigationStandard presetsSurfacesq2prox_avfx_presets_surfacesOpen AVFX presets that combine surface objects with atmospheric and celestial scenes.
NavigationStandard presetsAestheticq2prox_avfx_presets_aestheticOpen aesthetic AVFX preset packages.
NavigationStandard presetsMiscq2prox_avfx_presets_miscOpen miscellaneous AVFX preset packages.
NavigationStandard presetsMusicalq2prox_avfx_presets_musicOpen music-linked AVFX preset packages.
NavigationStandard presetsExtra qualityq2prox_avfx_presets_extraOpen extra quality AVFX preset packages based on the Ultra presets.
NavigationStandard presetsCan you run Q2PRO-X ?q2prox_avfx_presets_can_runThese presets are intended exclusively for Hi-End PCs and testing.
NavigationStandard presetsHDR (High Dynamic Range)q2prox_avfx_presets_hdrOpen AVFX presets tuned for HDR rendering. / For the best HDR effect, use the win32wgl backend.
NavigationStandard presetsDemonstrationq2prox_avfx_presets_demoOpen map-specific demonstration presets with authored drawings and volumetric steam/smoke.
SectionCustom presetsCustom presets
NavigationCustom presetsCustom (global)q2prox_avfx_presets_custom_globalOpen 12 global custom AVFX preset slots shared by every mod.
NavigationCustom presetsCustom (mod-dependent)q2prox_avfx_presets_customOpen the existing 12 mod-dependent custom AVFX preset slots for the current game directory.
NavigationCustom presetsMusical custom (global)q2prox_avfx_presets_music_custom_globalOpen 6 global musical custom presets. Each stores a full AVFX snapshot and one validated PROMODJ track.
NavigationCustom presetsMusical custom (mod-dependent)q2prox_avfx_presets_music_customOpen 6 mod-dependent musical custom presets for the current game directory.
SectionActionsActions
NavigationActionsEnable AVFX defaultsq2prox_cfg_preset_apply; cl_avfx_defaults; set cl_avfx 1; q2prox_cfg_save_localReset all AVFX cvars to defaults, enable AVFX and save the local profile.
NavigationActionsStop preset music (once)music_online_stopStop the currently playing preset music once. This does not disable music presets or change any AVFX settings.
SectionGeneratorGenerator
NavigationGeneratorAVFX Preset Generator...q2prox_avfx_generatorGenerate 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

TypeSectionRowVariable or targetHint
SectionClear skyClear sky
NavigationClear skySummer Blue Skyq2pro-x/visual_presets/v_p_sky_su.cfgSummer Blue Sky: clear daytime sky. Blue gradient, rich Perlin-Worley volumetric clouds and sun. No rain/snow. Editable cfg.
SectionUltra qualityUltra quality
NavigationUltra qualityRain+Storm Ultraq2pro-x/visual_presets/v_p_rs_u.cfgUltra 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.
NavigationUltra qualityRain Ultraq2pro-x/visual_presets/v_p_r_u.cfgUltra rain baseline without storm/lightning events. Keeps rain, puddles, rings, runoff, water contacts and sounds.
NavigationUltra qualitySnow Ultraq2pro-x/visual_presets/v_p_s_u.cfgUltra snow baseline from the current local snow config: optimized snow renderer, no distance LOD, snow cover, drifts, footprints, water effects and sounds enabled.
SectionQualityQuality
NavigationQualityRain+Storm Qualityq2pro-x/visual_presets/v_p_rs_q.cfgQuality rain+storm preset: close to Ultra, with mild distance LOD and slightly reduced particle density.
NavigationQualityRain Qualityq2pro-x/visual_presets/v_p_r_q.cfgQuality rain preset: close to Ultra, no storm, mild distance LOD.
NavigationQualitySnow Qualityq2pro-x/visual_presets/v_p_s_q.cfgQuality snow preset: close to Ultra with mild distance LOD and lighter snow detail.
SectionBalancedBalanced
NavigationBalancedRain+Storm Balancedq2pro-x/visual_presets/v_p_rs_b.cfgBalanced rain+storm preset: stronger LOD and reduced density for a visible performance boost.
NavigationBalancedRain Balancedq2pro-x/visual_presets/v_p_r_b.cfgBalanced rain preset: stronger LOD, lower rain/puddle density, no storm.
NavigationBalancedSnow Balancedq2pro-x/visual_presets/v_p_s_b.cfgBalanced snow preset: stronger LOD and medium snow cover/detail budgets.
SectionPerformancePerformance
NavigationPerformanceRain+Storm Perfq2pro-x/visual_presets/v_p_rs_p.cfgPerformance rain+storm preset: lower particles, shorter LOD range and simpler detail while keeping sounds enabled.
NavigationPerformanceRain Perfq2pro-x/visual_presets/v_p_r_p.cfgPerformance rain preset: lower particles, shorter LOD range, no storm, sounds enabled.
NavigationPerformanceSnow Perfq2pro-x/visual_presets/v_p_s_p.cfgPerformance snow preset: lighter snow particles, cover detail and snowdrift budgets, sounds enabled.
SectionUltra performanceUltra performance
NavigationUltra performanceRain+Storm UPerfq2pro-x/visual_presets/v_p_rs_up.cfgUltra Performance rain+storm preset: aggressive LOD, low particles, puddle rings/bubbles/step splashes/weapon impacts disabled, sounds still enabled.
NavigationUltra performanceRain UPerfq2pro-x/visual_presets/v_p_r_up.cfgUltra Performance rain preset: aggressive LOD, low particles, no storm, puddle extras disabled, sounds still enabled.
NavigationUltra performanceSnow UPerfq2pro-x/visual_presets/v_p_s_up.cfgUltra Performance snow preset: aggressive LOD, low particles, no footprints, no snow-water extras, no weapon snow impacts, sounds still enabled.
NavigationUltra performanceBack to AVFX presets...q2prox_avfx_presetsReturn 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

TypeSectionRowVariable or targetHint
SectionSpaceSpace
NavigationSpaceStars skyq2pro-x/visual_presets/v_p_sp_ss.cfgStars sky: space/night AVFX preset from the current tuned celestial settings. Editable cfg.
NavigationSpaceStars, Meteors, Moonq2pro-x/visual_presets/v_p_sp_smm.cfgStars, Meteors, Moon: space/night AVFX preset from the current tuned stars, meteor and moon settings. Editable cfg.
NavigationSpaceFull spaceq2pro-x/visual_presets/v_p_sp_f.cfgFull space: full space/night AVFX preset from the current tuned celestial settings. Editable cfg.
NavigationSpaceFoggy spaceq2pro-x/visual_presets/v_p_sp_fg.cfgFoggy space: space/night AVFX preset from the current tuned foggy celestial settings. Editable cfg.
NavigationSpaceBlue Nebulaq2pro-x/visual_presets/v_p_sp_bn.cfgBlue Nebula: blue nebula AVFX space preset from the current tuned local settings. Editable cfg.
NavigationSpaceSunny spaceq2pro-x/visual_presets/v_p_sp_sun.cfgSunny space: space/day AVFX preset from the current tuned sun and celestial settings. Editable cfg.
NavigationSpaceRed spaceq2pro-x/visual_presets/v_p_sp_r.cfgRed space: space/night AVFX preset from the current tuned red celestial settings. Editable cfg.
NavigationSpaceGreen spaceq2pro-x/visual_presets/v_p_sp_g.cfgGreen space: space/night AVFX preset from the current tuned green celestial settings. Editable cfg.
NavigationSpaceMystic spaceq2pro-x/visual_presets/v_p_sp_m.cfgMystic space: space/night AVFX preset from the current tuned mystical celestial settings. Editable cfg.
NavigationSpaceScary Black Holeq2pro-x/visual_presets/v_p_sp_bh.cfgScary Black Hole: space/night AVFX preset with the black hole dominating the sky, from the current tuned celestial settings. Editable cfg.
NavigationSpaceHome-Style Spaceq2pro-x/visual_presets/v_p_sp_hs.cfgHome-Style Space: a full AVFX snapshot of the current tuned celestial, surface and lighting settings. Editable cfg.
NavigationSpaceBack to AVFX presets...q2prox_avfx_presetsReturn 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

TypeSectionRowVariable or targetHint
SectionSurfacesSurfaces
NavigationSurfacesGrass and Cosmosq2pro-x/visual_presets/v_p_sf_gc.cfgGrass and Cosmos: a full AVFX snapshot of the current tuned grass, surface, sky and celestial settings. Editable cfg.
NavigationSurfacesGrass by the Houseq2pro-x/visual_presets/v_p_sf_gh.cfgGrass by the House: a full AVFX snapshot of the current tuned grass, nearby surface, sky and lighting settings. Editable cfg.
NavigationSurfacesWeathered by Timeq2pro-x/visual_presets/v_p_sf_wt.cfgWeathered by Time: a full AVFX snapshot of the current tuned aged surface materials - worn walls, cracks and overgrowth. Editable cfg.
NavigationSurfacesAncient Worldq2pro-x/visual_presets/v_p_sf_aw.cfgAncient World: a full AVFX snapshot of the current tuned ancient-ruin look - eroded stone, moss and dust of ages. Editable cfg.
NavigationSurfacesSerpent Kingdomq2pro-x/visual_presets/v_p_sf_sk.cfgSerpent Kingdom: a full AVFX snapshot of the current tuned wildlife-heavy look - snakes, crawlers and overgrown surfaces. Editable cfg.
NavigationSurfacesEgyptian Infernoq2pro-x/visual_presets/v_p_sf_eh.cfgEgyptian Inferno: a full AVFX snapshot of the current tuned scorched-desert look - blazing sun, heat haze and sand-worn stone. Editable cfg.
NavigationSurfacesFather Frostq2pro-x/visual_presets/v_p_sf_mz.cfgFather Frost: a full AVFX snapshot of the current tuned deep-winter look - frost, snow-covered surfaces and icy light. Editable cfg.
NavigationSurfacesBrick Mayhemq2pro-x/visual_presets/v_p_sf_bm.cfgBrick Mayhem: a full AVFX snapshot of the current tuned brick relief - pronounced masonry, chipped edges and rubble. Editable cfg.
NavigationSurfacesCurvy Brickq2pro-x/visual_presets/v_p_sf_cb.cfgCurvy Brick: a full AVFX snapshot of the current tuned rounded brick relief - soft worn edges and gentle masonry curvature. Editable cfg.
NavigationSurfacesAcid Brickq2pro-x/visual_presets/v_p_sf_ab.cfgAcid Brick: a full AVFX snapshot of the current tuned corroded brick look - chemical stains, etched masonry and toxic tint. Editable cfg.
NavigationSurfacesWet Place with Spidersq2pro-x/visual_presets/v_p_sf_ws.cfgWet Place with Spiders: a full AVFX snapshot of the current tuned wet surfaces, water and crawling spiders. Editable cfg.
NavigationSurfacesFantasy Worldq2pro-x/visual_presets/v_p_sf_fw.cfgFantasy World: a surface-focused AVFX preset combining fantasy materials, a celestial scene, volumetric clouds and fog from the current tuned local settings.
NavigationSurfacesStrange Beautiful Worldq2pro-x/visual_presets/v_p_sf_sbw.cfgStrange Beautiful World: a full AVFX snapshot of the current unusual but harmonious surface, sky, atmosphere and celestial settings. Editable cfg.
NavigationSurfacesWet Depressionq2pro-x/visual_presets/v_p_sf_wd.cfgWet Depression: a full AVFX snapshot of the current gloomy wet surfaces, water, atmosphere and world settings. Editable cfg.
NavigationSurfacesRiot of Colorsq2pro-x/visual_presets/v_p_sf_rc.cfgRiot of Colors: a full AVFX snapshot of the current vivid, contrasting surface, sky, water, atmosphere and celestial settings. Editable cfg.
NavigationSurfacesBrown-Emerald Glossq2pro-x/visual_presets/v_p_sf_beg.cfgBrown-Emerald Gloss: a full AVFX snapshot of the current polished brown-and-emerald surfaces, sky, water and atmosphere. Editable cfg.
NavigationSurfacesStrange Worldq2pro-x/visual_presets/v_p_sf_sw.cfgStrange World: a full AVFX snapshot of the current unusual surfaces, sky, atmosphere and celestial settings. Editable cfg.
NavigationSurfacesEmerald Glossq2pro-x/visual_presets/v_p_sf_eg.cfgEmerald Gloss: a full AVFX snapshot of the current polished emerald scene — surfaces, sky, water and lighting. Editable cfg.
NavigationSurfacesWet, Very Wetq2pro-x/visual_presets/v_p_sf_vw.cfgWet, Very Wet: a full AVFX snapshot of the current water-soaked scene — wet surfaces, water, puddles and atmosphere. Editable cfg.
NavigationSurfacesBack to AVFX presets...q2prox_avfx_presetsReturn 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

TypeSectionRowVariable or targetHint
SectionAestheticAesthetic
NavigationAestheticMoss Kingdomq2pro-x/visual_presets/v_p_a_mk.cfgMoss Kingdom: a full AVFX snapshot of the current tuned moss-centred scene. Editable cfg.
NavigationAestheticBack to AVFX presets...q2prox_avfx_presetsReturn 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

TypeSectionRowVariable or targetHint
SectionMiscMisc
NavigationMiscSilent Hill Rainq2pro-x/visual_presets/v_p_x_shr.cfgSilent Hill Rain: dense gloomy rain AVFX preset from the current tuned local settings. Editable cfg.
NavigationMiscSilent Hill Snowq2pro-x/visual_presets/v_p_x_shs.cfgSilent Hill Snow: gloomy snowy AVFX preset from the current tuned local settings. Editable cfg.
NavigationMiscCold Ashq2pro-x/visual_presets/v_p_x_ca.cfgCold Ash: cold ash-fall AVFX preset from the current tuned local settings. Editable cfg.
NavigationMiscWinter Day-Night Cycleq2pro-x/visual_presets/v_p_x_wdn.cfgWinter Day-Night Cycle: winter AVFX day/night cycle preset from the current tuned local settings. Editable cfg.
NavigationMiscRain Day-Night Cycleq2pro-x/visual_presets/v_p_x_rdn.cfgRain Day-Night Cycle: rainy AVFX day/night cycle preset from the current tuned local settings. Editable cfg.
NavigationMiscGod Rays in Hazeq2pro-x/visual_presets/v_p_x_grh.cfgGod Rays in Haze: hazy AVFX preset with prominent god rays from the current tuned local settings. Editable cfg.
NavigationMiscFrom Sunset to Moonq2pro-x/visual_presets/v_p_x_stm.cfgFrom Sunset to Moon: AVFX preset transitioning from sunset mood to moonlit night from the current tuned local settings. Editable cfg.
NavigationMiscLight Summer Rainq2pro-x/visual_presets/v_p_x_lsr.cfgLight Summer Rain: light summer drizzle AVFX preset from the current tuned local settings. Editable cfg.
NavigationMiscBack to AVFX presets...q2prox_avfx_presetsReturn 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

TypeSectionRowVariable or targetHint
SectionMusicalMusical
NavigationMusicalCold Starsq2pro-x/visual_presets/v_p_m_cs.cfgCold Stars: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalToo Far Awayq2pro-x/visual_presets/v_p_m_tfa.cfgToo 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.
NavigationMusicalMagellanq2pro-x/visual_presets/v_p_m_mag.cfgMagellan: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalSunset of Paradiseq2pro-x/visual_presets/v_p_m_sop.cfgSunset 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.
NavigationMusicalMeditative Fantasiesq2pro-x/visual_presets/v_p_m_mf.cfgMeditative Fantasies: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalStrannimusq2pro-x/visual_presets/v_p_m_str.cfgStrannimus: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalNear Cometq2pro-x/visual_presets/v_p_m_nc.cfgNear Comet: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalListen to Doomq2pro-x/visual_presets/v_p_m_ltd.cfgListen 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.
NavigationMusicalGalaxyq2pro-x/visual_presets/v_p_m_g.cfgGalaxy: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalCrystals of Distant Voicesq2pro-x/visual_presets/v_p_m_cdv.cfgCrystals 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.
NavigationMusicalNeaq2pro-x/visual_presets/v_p_m_n.cfgNea: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalFantastic Universeq2pro-x/visual_presets/v_p_m_fu.cfgFantastic Universe: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalInvisible Proximityq2pro-x/visual_presets/v_p_m_ip.cfgInvisible Proximity: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalGloomy Cloudsq2pro-x/visual_presets/v_p_m_gc.cfgGloomy Clouds: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalMelodic Cosmosq2pro-x/visual_presets/v_p_m_mc.cfgMelodic Cosmos: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalBlack Holeq2pro-x/visual_presets/v_p_m_sp.cfgBlack Hole: AVFX preset from the current tuned local settings with a looped PROMODJ track. Stops the current online track before starting its own.
NavigationMusicalDeep Spaceq2pro-x/visual_presets/v_p_m_ds.cfgDeep Space: AVFX preset from current tuned local settings with a looped PROMODJ track. Stops any currently playing online music before starting its own track.
NavigationMusicalBack to AVFX presets...q2prox_avfx_presetsReturn 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

TypeSectionRowVariable or targetHint
SectionExtra qualityExtra quality
NavigationExtra qualityRain+Storm Extraq2pro-x/visual_presets/v_p_rs_e.cfgRain+Storm Extra: copy of the Rain+Storm Ultra preset for further tuning.
NavigationExtra qualityRain Extraq2pro-x/visual_presets/v_p_r_e.cfgRain Extra: copy of the Rain Ultra preset for further tuning.
NavigationExtra qualitySnow Extraq2pro-x/visual_presets/v_p_s_e.cfgSnow Extra: copy of the Snow Ultra preset for further tuning.
NavigationExtra qualityPurple Cosmos Extraq2pro-x/visual_presets/v_p_pc_e.cfgPurple Cosmos Extra: extra-quality purple space AVFX preset from the current tuned local settings. Editable cfg.
NavigationExtra qualityLiving Worldq2pro-x/visual_presets/v_p_lw_e.cfgLiving World: an extra-quality AVFX preset combining living surfaces, wildlife and atmospheric effects from the current tuned local settings.
NavigationExtra qualityYellow-Green Motionq2pro-x/visual_presets/v_p_ygm_e.cfgYellow-Green Motion: a full extra-quality AVFX snapshot of the current tuned yellow-green moving scene. Editable cfg.
NavigationExtra qualityMetallic Lustreq2pro-x/visual_presets/v_p_ml_e.cfgMetallic Lustre: a complete Extra-quality AVFX preset with metallic materials and reflections. Available in every mod; does not change the display mode.
NavigationExtra qualityAutumn Depressionq2pro-x/visual_presets/v_p_ad_e.cfgAutumn Depression: a complete AVFX snapshot of the current atmosphere and surface objects. Editable cfg.
NavigationExtra qualityBack to AVFX presets...q2prox_avfx_presetsReturn 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 ?

TypeSectionRowVariable or targetHint
SectionCan you run Q2PRO-X ?Can you run Q2PRO-X ?
NavigationCan you run Q2PRO-X ?Rain Extra Qualityq2pro-x/visual_presets/v_p_r_xq.cfgRain Extra Quality: extreme rain AVFX preset for Hi-End PC testing only.
NavigationCan you run Q2PRO-X ?Snow Extra Qualityq2pro-x/visual_presets/v_p_s_xq.cfgSnow Extra Quality: extreme snow AVFX preset for Hi-End PC testing only.
NavigationCan you run Q2PRO-X ?Mirror Hellq2pro-x/visual_presets/v_p_mh_xq.cfgMirror Hell: extreme mirror-surface AVFX preset - reflective floors and walls everywhere, for Hi-End PC testing only.
NavigationCan you run Q2PRO-X ?Back to AVFX presets...q2prox_avfx_presetsReturn 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)

TypeSectionRowVariable or targetHint
SectionHDR (High Dynamic Range)HDR (High Dynamic Range)
NavigationHDR (High Dynamic Range)Nea HDR (musical)q2pro-x/visual_presets/v_p_h_n.cfgNea HDR: music-linked AVFX preset tuned from current local settings for HDR rendering. Stops any currently playing online music before starting its own track.
NavigationHDR (High Dynamic Range)July Drops HDR (musical)q2pro-x/visual_presets/v_p_h_jd.cfgJuly 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.
NavigationHDR (High Dynamic Range)Destroy HDR (musical)q2pro-x/visual_presets/v_p_h_d.cfgDestroy HDR: music-linked AVFX preset tuned from current local settings for HDR rendering. Stops any currently playing online music before starting its own track.
NavigationHDR (High Dynamic Range)Sunny Space HDRq2pro-x/visual_presets/v_p_h_sc.cfgSunny Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started.
NavigationHDR (High Dynamic Range)Blue Nebula HDRq2pro-x/visual_presets/v_p_h_bn.cfgBlue Nebula HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started.
NavigationHDR (High Dynamic Range)Red Space HDRq2pro-x/visual_presets/v_p_h_rs.cfgRed Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started.
NavigationHDR (High Dynamic Range)Green Space HDRq2pro-x/visual_presets/v_p_h_gs.cfgGreen Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started.
NavigationHDR (High Dynamic Range)Mystic Space HDRq2pro-x/visual_presets/v_p_h_ms.cfgMystic Space HDR: AVFX preset tuned from current local settings for HDR rendering. No music is started.
NavigationHDR (High Dynamic Range)Full Cold HDR (musical)q2pro-x/visual_presets/v_p_h_fc.cfgFull 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.
NavigationHDR (High Dynamic Range)Back to AVFX presets...q2prox_avfx_presetsReturn 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

TypeSectionRowVariable or targetHint
SectionDemonstrationDemonstration
NavigationDemonstrationDrawings and Steam/Smoke (Q2DM1)q2pro-x/visual_presets/v_p_d_dsv_q1.cfgDrawings and Steam/Smoke (Q2DM1): applies the current AVFX snapshot together with the shipped Q2DM1 drawings and volumetric steam/smoke layout.
NavigationDemonstrationBack to AVFX presets...q2prox_avfx_presetsReturn 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)

TypeSectionRowVariable or targetHint
Preset nameSlot 1 name
NavigationLoadui_avfx_load_global_music_custom 1Load global musical custom AVFX preset 1.
NavigationSaveui_avfx_save_global_music_custom 1Save current AVFX settings and a validated PROMODJ track to global musical preset 1.
NavigationRenameui_avfx_rename_global_music_custom 1Rename global musical AVFX preset 1.
Preset nameSlot 2 name
NavigationLoadui_avfx_load_global_music_custom 2Load global musical custom AVFX preset 2.
NavigationSaveui_avfx_save_global_music_custom 2Save current AVFX settings and a validated PROMODJ track to global musical preset 2.
NavigationRenameui_avfx_rename_global_music_custom 2Rename global musical AVFX preset 2.
Preset nameSlot 3 name
NavigationLoadui_avfx_load_global_music_custom 3Load global musical custom AVFX preset 3.
NavigationSaveui_avfx_save_global_music_custom 3Save current AVFX settings and a validated PROMODJ track to global musical preset 3.
NavigationRenameui_avfx_rename_global_music_custom 3Rename global musical AVFX preset 3.
Preset nameSlot 4 name
NavigationLoadui_avfx_load_global_music_custom 4Load global musical custom AVFX preset 4.
NavigationSaveui_avfx_save_global_music_custom 4Save current AVFX settings and a validated PROMODJ track to global musical preset 4.
NavigationRenameui_avfx_rename_global_music_custom 4Rename global musical AVFX preset 4.
Preset nameSlot 5 name
NavigationLoadui_avfx_load_global_music_custom 5Load global musical custom AVFX preset 5.
NavigationSaveui_avfx_save_global_music_custom 5Save current AVFX settings and a validated PROMODJ track to global musical preset 5.
NavigationRenameui_avfx_rename_global_music_custom 5Rename global musical AVFX preset 5.
Preset nameSlot 6 name
NavigationLoadui_avfx_load_global_music_custom 6Load global musical custom AVFX preset 6.
NavigationSaveui_avfx_save_global_music_custom 6Save current AVFX settings and a validated PROMODJ track to global musical preset 6.
NavigationRenameui_avfx_rename_global_music_custom 6Rename global musical AVFX preset 6.
NavigationBack to AVFX presets...q2prox_avfx_presetsReturn 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)

TypeSectionRowVariable or targetHint
Preset nameSlot 1 name
NavigationLoadui_avfx_load_music_custom 1Load mod-dependent musical custom AVFX preset 1.
NavigationSaveui_avfx_save_music_custom 1Save current AVFX settings and a validated PROMODJ track to musical preset 1.
NavigationRenameui_avfx_rename_music_custom 1Rename mod-dependent musical AVFX preset 1.
Preset nameSlot 2 name
NavigationLoadui_avfx_load_music_custom 2Load mod-dependent musical custom AVFX preset 2.
NavigationSaveui_avfx_save_music_custom 2Save current AVFX settings and a validated PROMODJ track to musical preset 2.
NavigationRenameui_avfx_rename_music_custom 2Rename mod-dependent musical AVFX preset 2.
Preset nameSlot 3 name
NavigationLoadui_avfx_load_music_custom 3Load mod-dependent musical custom AVFX preset 3.
NavigationSaveui_avfx_save_music_custom 3Save current AVFX settings and a validated PROMODJ track to musical preset 3.
NavigationRenameui_avfx_rename_music_custom 3Rename mod-dependent musical AVFX preset 3.
Preset nameSlot 4 name
NavigationLoadui_avfx_load_music_custom 4Load mod-dependent musical custom AVFX preset 4.
NavigationSaveui_avfx_save_music_custom 4Save current AVFX settings and a validated PROMODJ track to musical preset 4.
NavigationRenameui_avfx_rename_music_custom 4Rename mod-dependent musical AVFX preset 4.
Preset nameSlot 5 name
NavigationLoadui_avfx_load_music_custom 5Load mod-dependent musical custom AVFX preset 5.
NavigationSaveui_avfx_save_music_custom 5Save current AVFX settings and a validated PROMODJ track to musical preset 5.
NavigationRenameui_avfx_rename_music_custom 5Rename mod-dependent musical AVFX preset 5.
Preset nameSlot 6 name
NavigationLoadui_avfx_load_music_custom 6Load mod-dependent musical custom AVFX preset 6.
NavigationSaveui_avfx_save_music_custom 6Save current AVFX settings and a validated PROMODJ track to musical preset 6.
NavigationRenameui_avfx_rename_music_custom 6Rename mod-dependent musical AVFX preset 6.
NavigationBack to AVFX presets...q2prox_avfx_presetsReturn 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)

TypeSectionRowVariable or targetHint
Preset nameSlot 1 name
NavigationLoadui_avfx_load_global_custom 1Load global custom AVFX preset slot 1.
NavigationSaveui_avfx_save_global_custom 1Save current AVFX settings to global preset slot 1.
NavigationRenameui_avfx_rename_global_custom 1Rename global AVFX preset slot 1.
Preset nameSlot 2 name
NavigationLoadui_avfx_load_global_custom 2Load global custom AVFX preset slot 2.
NavigationSaveui_avfx_save_global_custom 2Save current AVFX settings to global preset slot 2.
NavigationRenameui_avfx_rename_global_custom 2Rename global AVFX preset slot 2.
Preset nameSlot 3 name
NavigationLoadui_avfx_load_global_custom 3Load global custom AVFX preset slot 3.
NavigationSaveui_avfx_save_global_custom 3Save current AVFX settings to global preset slot 3.
NavigationRenameui_avfx_rename_global_custom 3Rename global AVFX preset slot 3.
Preset nameSlot 4 name
NavigationLoadui_avfx_load_global_custom 4Load global custom AVFX preset slot 4.
NavigationSaveui_avfx_save_global_custom 4Save current AVFX settings to global preset slot 4.
NavigationRenameui_avfx_rename_global_custom 4Rename global AVFX preset slot 4.
Preset nameSlot 5 name
NavigationLoadui_avfx_load_global_custom 5Load global custom AVFX preset slot 5.
NavigationSaveui_avfx_save_global_custom 5Save current AVFX settings to global preset slot 5.
NavigationRenameui_avfx_rename_global_custom 5Rename global AVFX preset slot 5.
Preset nameSlot 6 name
NavigationLoadui_avfx_load_global_custom 6Load global custom AVFX preset slot 6.
NavigationSaveui_avfx_save_global_custom 6Save current AVFX settings to global preset slot 6.
NavigationRenameui_avfx_rename_global_custom 6Rename global AVFX preset slot 6.
Preset nameSlot 7 name
NavigationLoadui_avfx_load_global_custom 7Load global custom AVFX preset slot 7.
NavigationSaveui_avfx_save_global_custom 7Save current AVFX settings to global preset slot 7.
NavigationRenameui_avfx_rename_global_custom 7Rename global AVFX preset slot 7.
Preset nameSlot 8 name
NavigationLoadui_avfx_load_global_custom 8Load global custom AVFX preset slot 8.
NavigationSaveui_avfx_save_global_custom 8Save current AVFX settings to global preset slot 8.
NavigationRenameui_avfx_rename_global_custom 8Rename global AVFX preset slot 8.
Preset nameSlot 9 name
NavigationLoadui_avfx_load_global_custom 9Load global custom AVFX preset slot 9.
NavigationSaveui_avfx_save_global_custom 9Save current AVFX settings to global preset slot 9.
NavigationRenameui_avfx_rename_global_custom 9Rename global AVFX preset slot 9.
Preset nameSlot 10 name
NavigationLoadui_avfx_load_global_custom 10Load global custom AVFX preset slot 10.
NavigationSaveui_avfx_save_global_custom 10Save current AVFX settings to global preset slot 10.
NavigationRenameui_avfx_rename_global_custom 10Rename global AVFX preset slot 10.
Preset nameSlot 11 name
NavigationLoadui_avfx_load_global_custom 11Load global custom AVFX preset slot 11.
NavigationSaveui_avfx_save_global_custom 11Save current AVFX settings to global preset slot 11.
NavigationRenameui_avfx_rename_global_custom 11Rename global AVFX preset slot 11.
Preset nameSlot 12 name
NavigationLoadui_avfx_load_global_custom 12Load global custom AVFX preset slot 12.
NavigationSaveui_avfx_save_global_custom 12Save current AVFX settings to global preset slot 12.
NavigationRenameui_avfx_rename_global_custom 12Rename global AVFX preset slot 12.
NavigationBack to AVFX presets...q2prox_avfx_presetsReturn 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)

TypeSectionRowVariable or targetHint
Preset nameSlot 1 name
NavigationLoadui_avfx_load_custom 1Load saved custom AVFX preset slot 1.
NavigationSaveui_avfx_save_custom 1Save current AVFX settings to custom preset slot 1.
NavigationRenameui_avfx_rename_custom 1Rename custom AVFX preset slot 1; Enter commits the edited name.
Preset nameSlot 2 name
NavigationLoadui_avfx_load_custom 2Load saved custom AVFX preset slot 2.
NavigationSaveui_avfx_save_custom 2Save current AVFX settings to custom preset slot 2.
NavigationRenameui_avfx_rename_custom 2Rename custom AVFX preset slot 2; Enter commits the edited name.
Preset nameSlot 3 name
NavigationLoadui_avfx_load_custom 3Load saved custom AVFX preset slot 3.
NavigationSaveui_avfx_save_custom 3Save current AVFX settings to custom preset slot 3.
NavigationRenameui_avfx_rename_custom 3Rename custom AVFX preset slot 3; Enter commits the edited name.
Preset nameSlot 4 name
NavigationLoadui_avfx_load_custom 4Load saved custom AVFX preset slot 4.
NavigationSaveui_avfx_save_custom 4Save current AVFX settings to custom preset slot 4.
NavigationRenameui_avfx_rename_custom 4Rename custom AVFX preset slot 4; Enter commits the edited name.
Preset nameSlot 5 name
NavigationLoadui_avfx_load_custom 5Load saved custom AVFX preset slot 5.
NavigationSaveui_avfx_save_custom 5Save current AVFX settings to custom preset slot 5.
NavigationRenameui_avfx_rename_custom 5Rename custom AVFX preset slot 5; Enter commits the edited name.
Preset nameSlot 6 name
NavigationLoadui_avfx_load_custom 6Load saved custom AVFX preset slot 6.
NavigationSaveui_avfx_save_custom 6Save current AVFX settings to custom preset slot 6.
NavigationRenameui_avfx_rename_custom 6Rename custom AVFX preset slot 6; Enter commits the edited name.
Preset nameSlot 7 name
NavigationLoadui_avfx_load_custom 7Load saved custom AVFX preset slot 7.
NavigationSaveui_avfx_save_custom 7Save current AVFX settings to custom preset slot 7.
NavigationRenameui_avfx_rename_custom 7Rename custom AVFX preset slot 7; Enter commits the edited name.
Preset nameSlot 8 name
NavigationLoadui_avfx_load_custom 8Load saved custom AVFX preset slot 8.
NavigationSaveui_avfx_save_custom 8Save current AVFX settings to custom preset slot 8.
NavigationRenameui_avfx_rename_custom 8Rename custom AVFX preset slot 8; Enter commits the edited name.
Preset nameSlot 9 name
NavigationLoadui_avfx_load_custom 9Load saved custom AVFX preset slot 9.
NavigationSaveui_avfx_save_custom 9Save current AVFX settings to custom preset slot 9.
NavigationRenameui_avfx_rename_custom 9Rename custom AVFX preset slot 9; Enter commits the edited name.
Preset nameSlot 10 name
NavigationLoadui_avfx_load_custom 10Load saved custom AVFX preset slot 10.
NavigationSaveui_avfx_save_custom 10Save current AVFX settings to custom preset slot 10.
NavigationRenameui_avfx_rename_custom 10Rename custom AVFX preset slot 10; Enter commits the edited name.
Preset nameSlot 11 name
NavigationLoadui_avfx_load_custom 11Load saved custom AVFX preset slot 11.
NavigationSaveui_avfx_save_custom 11Save current AVFX settings to custom preset slot 11.
NavigationRenameui_avfx_rename_custom 11Rename custom AVFX preset slot 11; Enter commits the edited name.
Preset nameSlot 12 name
NavigationLoadui_avfx_load_custom 12Load saved custom AVFX preset slot 12.
NavigationSaveui_avfx_save_custom 12Save current AVFX settings to custom preset slot 12.
NavigationRenameui_avfx_rename_custom 12Rename custom AVFX preset slot 12; Enter commits the edited name.
NavigationBack to AVFX presets...q2prox_avfx_presetsReturn to the AVFX preset package menu.

Enhanced AVFX (q2prox_avfx_enhanced)

Path: Main menu → Advanced Visual Effects → Enhanced AVFX

TypeSectionRowVariable or targetHint
ToggleSurface effectscl_avfx_worldMaster toggle for surface effects (water enhancement, weather sky, rain splashes, water rings, snow caps); mandatory liquid particle clipping always runs. Applies immediately.
ToggleAuto-couple weathercl_avfx_world_autoAuto-link weather strength to surface effects (heavier rain/snow -> darker sky, more rings); off = each feature's manual strength only. Applies immediately.
ToggleSurface debugcl_avfx_world_debugAdd surface diagnostics to the AVFX info dump (liquid-clip stats, classifier and ring/splash/puddle/snow counters). Applies immediately.
ToggleWeapon water impactscl_avfx_weapon_impactsAVFX 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.
NavigationPer-weapon...q2prox_avfx_weapon_impactsOpen 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

TypeSectionRowVariable or targetHint
ToggleSteam effectcl_avfx_lava_steamShow visual steam puffs when real rain/snow samples land in lava. Sound is controlled separately (Steam sound). Applies immediately.
SliderSteam densitycl_avfx_lava_steam_densityAmount of steam at lava contacts and hot edges (0..2 multiplier). Applies immediately.
SliderSteam heightcl_avfx_lava_steam_heightHow high steam puffs rise, in world units. Applies immediately.
SliderSteam sizecl_avfx_lava_steam_sizeSteam puff diameter multiplier; applies to newly spawned puffs, not ones already floating. Applies immediately.
SliderSteam opacitycl_avfx_lava_steam_alphaSteam opacity (0 = invisible, 1 = normal); applies immediately to all puffs. Applies immediately.
SliderSteam speedcl_avfx_lava_steam_speedSteam rise speed, world units per second. Applies immediately.
SliderLava steam edge radiuscl_avfx_lava_steam_edge_radiusExtra pickup radius for weather/edge contacts around lava. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_lava_steamReset 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

TypeSectionRowVariable or targetHint
SectionAshAsh
ToggleAshEmber glowcl_avfx_ash_ember_glowBrightest embers glow like hot coals (sprite self-glow; does not light the level). Applies immediately.
ToggleAshEmber world lightcl_avfx_ash_dlightsBrightest embers cast warm light onto nearby geometry (skipped near water to keep liquid hue). Applies immediately.
SliderAshLight radiuscl_avfx_ash_dlight_radiusBase radius of each ember's light spot. The final radius also follows that ember's actual visual size. Applies immediately.
SliderAshLight brightnesscl_avfx_ash_dlight_brightnessBase brightness of ember world light. The final brightness also follows that ember's actual visual size. Applies immediately.
ToggleAshAsh shapescl_avfx_ash_spritesGive ash particles varied non-round silhouettes via procedural shader masks. Applies immediately.
SliderAshEmber fractioncl_avfx_ash_ember_fractionFraction of ash particles that are warm glowing embers vs dark motes. Applies immediately.
SectionDustDust
ToggleDustDust shapescl_avfx_dust_shapesGive dust varied speck/crumb/mote silhouettes instead of round dots. Applies immediately.
SliderDustSize variationcl_avfx_dust_size_variationHow much dust particle size varies around the base size. Applies immediately.
SliderDustColor redcl_avfx_dust_color_rDust base color, red channel. Applies immediately.
SliderDustColor greencl_avfx_dust_color_gDust base color, green channel. Applies immediately.
SliderDustColor bluecl_avfx_dust_color_bDust base color, blue channel. Applies immediately.
SliderDustColor variationcl_avfx_dust_color_variationPer-particle color spread around the dust base color. Applies immediately.
SectionMistMist
ListMistMist stylecl_avfx_mist_billowsMist style: sprites = legacy wisps; billows = volumetric rolling smoke. Billows+sprites = both layers at once. Applies immediately. [Sprites / Billows / Billows + sprites]
ToggleMistEmbers in smokecl_avfx_mist_embersWarm ember/spark sub-layer drifting through the billowing smoke. Applies immediately.
ToggleMistMist shapescl_avfx_mist_shapesWisp-mode only: give mist soft haze/wisp shapes with soft edges instead of round dots. Applies immediately.
SliderMistSize variationcl_avfx_mist_size_variationHow much mist particle size varies around the base size. Applies immediately.
SliderMistColor redcl_avfx_mist_color_rMist base color, red channel. Applies immediately.
SliderMistColor greencl_avfx_mist_color_gMist base color, green channel. Applies immediately.
SliderMistColor bluecl_avfx_mist_color_bMist base color, blue channel. Applies immediately.
SliderMistColor variationcl_avfx_mist_color_variationPer-particle color spread around the mist base color. Applies immediately.
NavigationMistReset to defaultscl_avfx_defaults_ash_dust_mistReset only the ash/dust/mist controls shown in this menu.
NavigationMistBack to Weather & Atmosphere...q2prox_avfx_details_weatherBack to Weather & Atmosphere.

AVFX Sound Volumes (q2prox_avfx_sounds)

Path: AVFX Sound Volumes

TypeSectionRowVariable or targetHint
NavigationOpen AVFX sound volumes...q2prox_avfxvolOpen 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterSoundscl_avfx_audioMaster 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.
SliderMasterSound volumecl_avfx_audio_volumeOverall loudness of AVFX sound effects (multiplies s_volume and every sub-layer). Applies immediately.
SectionWeather & environmentWeather & environment
ToggleWeather & environmentWind soundcl_avfx_audio_windGate for the wind audio layer: ambient wind/dust/ash/fog loops, storm variant and gust one-shots. Silent if WAV missing. Applies immediately.
ToggleWeather & environmentRain soundcl_avfx_audio_rainGate 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.
ToggleWeather & environmentRain drop soundcl_avfx_audio_rain_dropsAllow close raindrop tick sounds (rain preset only). Silent if WAV missing. Applies immediately.
ToggleWeather & environmentSnow soundcl_avfx_audio_snowGate 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.
ToggleWeather & environmentWater soundcl_avfx_audio_waterAllow ring-plip and soft water-surface sounds for AVFX water contacts (if WAVs present). Applies immediately.
ToggleWeather & environmentThundercl_avfx_audio_thunderAllow thunder sound tied to lightning events. Applies immediately.
NavigationWeather & environmentEvents & sky...q2prox_avfxvol_eventsOpen steam, sky-event, spaceship and Black-Hole sound controls.
NavigationWeather & environmentContacts & wildlife...q2prox_avfxvol_contactsOpen surface-contact and positional wildlife sound controls.
SectionServiceService
NavigationServiceAVFX sounds offset cl_avfx_audio 0Mute AVFX through its master only. Child preferences and all visual/non-AVFX settings stay untouched.
NavigationServiceRestore AVFX sound defaultscl_avfx_defaults_audioRestore 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

TypeSectionRowVariable or targetHint
SectionSteamSteam
ToggleSteamSteam soundcl_avfx_audio_lava_steamShort evaporation hiss when rain/snow hits lava; loudness scales with particle size. Visual steam is separate. Applies immediately.
ToggleSteamSurface steam soundcl_avfx_audio_lava_surface_steamSofter positional hiss from melting snow/water at lava edges (steam_surface_hiss1..3), at the soft surface-steam point. Applies immediately.
ToggleSteamSnow impact steam audiocl_avfx_weapon_snow_steam_audioSeparate steam hiss for hot weapon hits on snow. The visual steam stays part of the weapon effect. Applies immediately.
SectionCelestialCelestial
ToggleCelestialImpact bangcl_avfx_audio_impactAllow an explosion bang at the lightning strike point (rocket-style, fades with distance). Applies immediately.
ToggleCelestialImpact meteor audiocl_avfx_audio_meteor_impactFalling impact meteor audio (entry hiss, flyby whoosh, impact boom, debris). Missing WAVs silent. Applies immediately.
ToggleCelestialSky meteor audiocl_avfx_audio_meteorSky meteor audio (burnup crack). Missing WAV silent. Applies immediately.
ToggleCelestialSpaceship flyby audiocl_avfx_spaceships_soundSky spaceship flyby sound. Default ON. 0 = silent ships. Missing WAVs silent. Applies immediately.
SliderCelestialSpaceship flyby volumecl_avfx_spaceships_sound_volumeSky spaceship flyby volume. 0.35 (default). 0 = silent. Applies immediately.
ToggleCelestialBlack Hole audiocl_avfx_blackhole_consumption_audioBlack 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.
SliderCelestialBlack Hole volumecl_avfx_blackhole_consumption_audio_volumeBlack Hole presence volume before the global AVFX gain. 0.70 (default). Applies immediately.
SliderCelestialView focuscl_avfx_blackhole_consumption_audio_focusHow 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.
ToggleCelestialBlack Hole eventscl_avfx_blackhole_consumption_audio_eventsBounded 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.
SliderCelestialBlack Hole event volumecl_avfx_blackhole_consumption_audio_events_volumeVolume 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.
NavigationCelestialBackq2prox_avfxvolBack 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

TypeSectionRowVariable or targetHint
SectionSurface footstepsSurface footsteps
ToggleSurface footstepsSurface step soundscl_avfx_audio_surface_stepsMaster 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.
ToggleSurface footstepsPuddle step soundscl_avfx_audio_puddle_stepsAllow wet footstep sounds when the player walks or runs through visible AVFX puddles. Requires Surface step sounds and the AVFX sound master. Applies immediately.
ToggleSurface footstepsSnow step soundscl_avfx_audio_snow_stepsAllow snow footstep sounds on visible snow cover. Volume and depth follow visible snow and snowdrift growth. Applies immediately.
SectionWildlifeWildlife
ToggleWildlifeHiss on tongue flickcl_avfx_surface_materials_crawlers_audio_hissPlay 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.
SliderWildlifeHiss volumecl_avfx_surface_materials_crawlers_audio_hiss_volumeSnake hiss volume before the global AVFX audio volume. Applies immediately.
ToggleWildlifeFly buzzingcl_avfx_surface_materials_crawlers_audio_fliesPlay varied positional buzzing around Snake remains after flies arrive. Different carcasses sound independently. Default off. Applies immediately.
SliderWildlifeFly volumecl_avfx_surface_materials_crawlers_audio_flies_volumeCorpse-fly buzz volume before the global AVFX audio volume. Applies immediately.
NavigationWildlifeBackq2prox_avfxvolBack 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainWeapon water impactscl_avfx_weapon_impactsMaster switch for AVFX water/puddle weapon-impact reactions. Off by default; per-weapon toggles below need this on. Applies immediately.
SectionSmall armsSmall arms
ToggleSmall armsBlastercl_avfx_weapon_impact_blasterBlaster water hit: small splash + spray + a few rings + steam hiss. Applies immediately.
ToggleSmall armsHyperblastercl_avfx_weapon_impact_hyperblasterHyperblaster: blaster water effect per bolt, rate-limited to avoid particle/sound overload. Applies immediately.
ToggleSmall armsMachineguncl_avfx_weapon_impact_machinegunMachinegun: bullet splash/spray + small rings, no steam. A burst reads as a dotted line across the water. Applies immediately.
ToggleSmall armsChainguncl_avfx_weapon_impact_chaingunChaingun: same as machinegun but denser (more bullets), rate-limited. Applies immediately.
ToggleSmall armsShotguncl_avfx_weapon_impact_shotgunShotgun: scattered per-pellet splashes + rings per group, no steam. Applies immediately.
ToggleSmall armsSuper Shotguncl_avfx_weapon_impact_supershotgunSuper Shotgun: like shotgun but stronger/denser with a wider spread, no steam. Applies immediately.
ToggleSmall armsRailguncl_avfx_weapon_impact_railgunRailgun: fountain/splash + many rings + steam hiss. Applies immediately.
SectionExplosivesExplosives
ToggleExplosivesHand Grenadecl_avfx_weapon_impact_handgrenadeHand Grenade: big splash/fountain (~5x railgun) + more/larger rings + an irregular fading dark stain. Applies immediately.
ToggleExplosivesGrenade Launchercl_avfx_weapon_impact_grenadelauncherGrenade Launcher: same as hand grenade with slight per-grenade variation; fading dark stains. Applies immediately.
ToggleExplosivesRocket Launchercl_avfx_weapon_impact_rocketlauncherRocket Launcher: huge fountain + radial spray + many rings + big fading dark stain + heavy steam. Applies immediately.
ToggleExplosivesBFGcl_avfx_weapon_impact_bfgBFG: huge steam cloud + big evaporation stain that fades back over ~17 s (client visual only). Applies immediately.
SectionSnow impactsSnow impacts
ToggleSnow impactsWeapon snow impactscl_avfx_weapon_snow_impactsMaster switch for AVFX weapon hits on visible snow (melt patches / holes / craters + snow dust + steam). Needs the weapon-impacts master too. Applies immediately.
NavigationSnow impactsSnow per-weapon...q2prox_avfx_weapon_snow_impactsOpen the per-weapon snow-impact toggles and the weapon-mark fade rate.
SectionParticlesParticles
NavigationParticlesWater particle settings...q2prox_avfx_weapon_water_particlesOpen the independent Enable and RGB controls for both weapon-water-impact particle families.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_weapon_impactsReset 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

TypeSectionRowVariable or targetHint
SectionParticles: water impact dropletsParticles: water impact droplets
ToggleParticles: water impact dropletsParticlescl_avfx_particle_wpn_water_droplets_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: water impact dropletsCustom colorcl_avfx_particle_rgb_wpn_water_droplets_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: water impact dropletsRedcl_avfx_particle_rgb_wpn_water_droplets_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: water impact dropletsGreencl_avfx_particle_rgb_wpn_water_droplets_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: water impact dropletsBluecl_avfx_particle_rgb_wpn_water_droplets_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: water impact dropletsReset color to stockq2prox_particle_reset color avfx wpn_water_dropletsTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: water impact dropletsReset this familyq2prox_particle_reset avfx wpn_water_dropletsTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionParticles: water impact warm sprayParticles: water impact warm spray
ToggleParticles: water impact warm sprayParticlescl_avfx_particle_wpn_water_warm_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: water impact warm sprayCustom colorcl_avfx_particle_rgb_wpn_water_warm_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: water impact warm sprayRedcl_avfx_particle_rgb_wpn_water_warm_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: water impact warm sprayGreencl_avfx_particle_rgb_wpn_water_warm_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: water impact warm sprayBluecl_avfx_particle_rgb_wpn_water_warm_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: water impact warm sprayReset color to stockq2prox_particle_reset color avfx wpn_water_warmTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: water impact warm sprayReset this familyq2prox_particle_reset avfx wpn_water_warmTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionServiceService
NavigationServiceReset all water particlesq2prox_particle_reset avfx wpn_water_droplets; q2prox_particle_reset avfx wpn_water_warmReset both weapon-water-impact particle families: enable emission, disable custom colours and restore their stock RGB values.
NavigationServiceBack to water impacts...q2prox_avfx_weapon_impactsReturn 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainWeapon snow impactscl_avfx_weapon_snow_impactsMaster 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.
SliderMainWeapon mark fadecl_avfx_weapon_snow_impact_fade_rateSnow regrowth speed for weapon marks (holes/craters/melt). 1 = normal, 0.1 = ~10x slower, 10-20 = much faster to heal. Applies immediately.
SectionSmall armsSmall arms
ToggleSmall armsBlastercl_avfx_weapon_snow_impact_blasterBlaster: melts snow + small steam puff + dark melted patch. Applies immediately.
ToggleSmall armsHyperblastercl_avfx_weapon_snow_impact_hyperblasterHyperblaster: blaster snow effect per bolt, rate-limited so dust/sound don't overload. Applies immediately.
ToggleSmall armsMachineguncl_avfx_weapon_snow_impact_machinegunMachinegun: bullet hole in snow + small upward snow dust, no steam. Applies immediately.
ToggleSmall armsChainguncl_avfx_weapon_snow_impact_chaingunChaingun: same as machinegun, denser dust/holes. Applies immediately.
ToggleSmall armsShotguncl_avfx_weapon_snow_impact_shotgunShotgun: spread of pellet holes + strong snow-dust burst. Applies immediately.
ToggleSmall armsSuper Shotguncl_avfx_weapon_snow_impact_supershotgunSuper Shotgun: roughly shotgun x2 - wider spread, more dust and holes. Applies immediately.
ToggleSmall armsRailguncl_avfx_weapon_snow_impact_railgunRailgun: melts a large patch + strong steam over the snow. Applies immediately.
SectionExplosivesExplosives
ToggleExplosivesHand Grenadecl_avfx_weapon_snow_impact_handgrenadeHand Grenade: large snow crater + big snow fountain + steam. Applies immediately.
ToggleExplosivesGrenade Launchercl_avfx_weapon_snow_impact_grenadelauncherGrenade Launcher: same as hand grenade, slight per-grenade variation. Applies immediately.
ToggleExplosivesRocket Launchercl_avfx_weapon_snow_impact_rocketlauncherRocket Launcher: huge crater + huge snow fountain + strong steam. Strongest snow reaction below BFG. Applies immediately.
ToggleExplosivesBFGcl_avfx_weapon_snow_impact_bfgBFG: melts snow several metres around the hit + huge steam cloud + big temporary melted patch. Applies immediately.
SectionParticles: snow impact dustParticles: snow impact dust
ToggleParticles: snow impact dustParticlescl_avfx_particle_wpn_snow_dust_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: snow impact dustCustom colorcl_avfx_particle_rgb_wpn_snow_dust_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: snow impact dustRedcl_avfx_particle_rgb_wpn_snow_dust_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: snow impact dustGreencl_avfx_particle_rgb_wpn_snow_dust_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: snow impact dustBluecl_avfx_particle_rgb_wpn_snow_dust_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: snow impact dustReset color to stockq2prox_particle_reset color avfx wpn_snow_dustTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: snow impact dustReset this familyq2prox_particle_reset avfx wpn_snow_dustTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_weapon_snow_impactsReset 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

TypeSectionRowVariable or targetHint
SectionBase WaterBase Water
ToggleBase WaterEnhanced watercl_avfx_waterMaster switch for the enhanced water surface (needs cl_avfx_world 1; lava/slime untouched). Applies live - no vid_restart. Applies immediately.
ListBase WaterWater qualitycl_avfx_water_qualityShader detail level of the enhanced water (low / normal / high). Applies immediately. [low / normal / high]
SliderBase WaterWater strengthcl_avfx_water_strengthStrength of the enhanced-water look (0..1, default 0.65). Applies live - no vid_restart. Applies immediately.
ListBase WaterWater colorcl_avfx_water_colorWater 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]
ListBase WaterWater texturecl_avfx_water_surface_styleBSP 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]
SliderBase WaterWater motion speedcl_avfx_water_surface_speedWater style motion speed (0.1=10x slower, 1=default, 10=10x faster). Applies immediately.
ToggleBase WaterSurface ripplescl_avfx_water_ripplesAnimated surface-ripple layer on the water (separate from raindrop impact rings). Applies immediately.
ToggleBase WaterDrifting foamcl_avfx_water_foamDrifting foam patches on the water surface - small patches fade in, drift, and fade out. Applies immediately.
SectionCelestial ResponseCelestial Response
ToggleCelestial ResponseWater celestial responsecl_avfx_water_celestial_lightingWater/puddles/foam/runoff/rings react to sun+moon state. On by default; fixes bright daytime water showing at night. Applies immediately.
SliderCelestial ResponseWater celestial strengthcl_avfx_water_celestial_strengthHow strongly sun+moon drive water colour/brightness (0..2, default 1.0). Applies immediately.
SliderCelestial ResponseWater min brightnesscl_avfx_water_celestial_min_brightnessFloor brightness for water when there's no celestial light (0..1, default 0.05). Otherwise it can go very dark at night. Applies immediately.
SliderCelestial ResponseWater night tintcl_avfx_water_celestial_night_tintCool deep-blue tint of water in darkness (0..1, default 0.55). Applies immediately.
SliderCelestial ResponseWater specular responsecl_avfx_water_celestial_specular_scaleBrightness scalar for CPU water-glint paths (foam/runoff/rings/drops); shader paths self-scale. Applies immediately.
SectionRealistic WaterRealistic Water
ToggleRealistic WaterRealistic watercl_avfx_water_realisticOptional 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.
NavigationRealistic WaterSurface and waves...q2prox_avfx_water_realistic_surfaceOpen realistic-water surface and waves settings.
NavigationRealistic WaterReflection...q2prox_avfx_water_realistic_reflectOpen realistic-water reflection settings.
NavigationRealistic WaterColour and depth...q2prox_avfx_water_color_depthOpen realistic-water colour and depth settings.
NavigationRealistic WaterFoam and shore...q2prox_avfx_water_foam_shoreOpen realistic-water foam and shore settings.
SectionExtraExtra
NavigationExtraReflections...q2prox_avfx_water_reflectionsOpen water reflection settings: scene SSR, coloured 3D model reflections and liquid reflection distortion for BSP water.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_waterReset 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

TypeSectionRowVariable or targetHint
SliderWave scalecl_avfx_water_wave_scaleTiling scale of the realistic-water wave normal (0.25..4, default 1.70). Lower = larger waves. Applies immediately.
SliderWave speedcl_avfx_water_wave_speedWave animation speed of realistic water (0..3, default 1.0). Applies immediately.
SliderNormal strengthcl_avfx_water_normal_strengthStrength of the procedural surface normal; drives fresnel/glint brightness (0..2, default 1.65). Applies immediately.
SliderWind couplingcl_avfx_water_wind_couplingCouples wave direction to wind / anisotropy (0..1, default 1.0). Applies immediately.
NavigationReset to defaultscl_avfx_defaults_water_surfaceReset 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

TypeSectionRowVariable or targetHint
SliderFresnel strengthcl_avfx_water_fresnel_strengthStrength of grazing-angle sky reflection (fresnel) on realistic water (0..2, default 1.20). Applies immediately.
SliderFresnel powercl_avfx_water_fresnel_powerFresnel falloff exponent. Higher = reflection only at the very grazing edge (1..8, default 2.80). Applies immediately.
SliderSpecular strengthcl_avfx_water_specular_strengthSun-glint strength along the realistic-water wave normal (0..2, default 0.65). Applies immediately.
SliderSky reflectioncl_avfx_water_sky_reflectionFraction of sky colour mixed into the water by fresnel (0..1, default 0.75). Applies immediately.
NavigationReset to defaultscl_avfx_defaults_water_reflectReset 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

TypeSectionRowVariable or targetHint
ToggleDepth colorationcl_avfx_water_depth_colorDepth-based colouring: shallow shore lighter, deep water darker/bluer. On by default; needs Realistic water (uses a scene-depth snapshot). Applies immediately.
SliderDepth coloration strengthcl_avfx_water_depth_color_strengthStrength of the depth colouring (0..2, default 0.85). Applies immediately.
SliderClaritycl_avfx_water_clarityWater clarity; higher = see deeper before it darkens (0..1, default 0.35). Applies immediately.
SliderDepth extinctioncl_avfx_water_depth_extinctionHow fast water darkens with depth (0.1..4, default 1.15). Applies immediately.
SliderShore tint mixcl_avfx_water_shore_mixAmount of light shore tint mixed into shallow water (0..1, default 0.50). Applies immediately.
SliderDeep tint mixcl_avfx_water_deep_mixAmount of dark deep tint mixed into deep water (0..1, default 1.0). Applies immediately.
NavigationReset to defaultscl_avfx_defaults_water_color_depthReset 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

TypeSectionRowVariable or targetHint
ToggleShore foamcl_avfx_water_shore_foamShore 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.
SliderFoam rangecl_avfx_water_shore_foam_rangeHow far foam reaches out from shore (0..1, default 0.15). Higher = wider foam band. Applies immediately.
SliderFoam intensitycl_avfx_water_shore_foam_intensityBrightness of the shore foam (0..2, default 1.35). Applies immediately.
SliderFoam opacitycl_avfx_water_shore_foam_alphaOpacity of shore foam (0..1, default 0.35), separate from brightness. Lower = dissolves more into the water. Applies immediately.
SliderFoam element sizecl_avfx_water_shore_foam_sizeSize of foam texture elements (0.25..4, default 1.0). Lower = finer foam, higher = larger blobs. Applies immediately.
SliderFoam noisecl_avfx_water_shore_foam_noiseNoise break-up of the foam; higher = less solid (0..1, default 0). Applies immediately.
SliderFoam speedcl_avfx_water_shore_foam_speedFoam animation speed (0..3, default 3.0). Applies immediately.
NavigationReset to defaultscl_avfx_defaults_water_foam_shoreReset 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

TypeSectionRowVariable or targetHint
SectionScene reflection (SSR)Scene reflection (SSR)
ToggleScene reflection (SSR)Water scene reflectioncl_avfx_water_scene_reflectionAVFX 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.
SliderScene reflection (SSR)Water scene reflection strengthcl_avfx_water_scene_reflection_strengthWater scene-reflection strength (0..1; how strongly the reflected level shows in the water). Applies immediately.
SectionModel reflectionModel reflection
ToggleModel reflectionWater model reflectioncl_avfx_water_model_reflectionColoured 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.
SliderModel reflectionModel reflection strengthcl_avfx_water_model_reflection_strengthModel reflection strength in water (0..1). Applies immediately.
ListModel reflectionObject reflection qualitycl_avfx_water_model_reflection_qualityQuality 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]
ToggleModel reflectionCategory: weaponscl_avfx_water_model_reflection_weaponsReflect pickup weapon models (not the first-person view weapon). Default OFF. Applies immediately.
ToggleModel reflectionCategory: armorcl_avfx_water_model_reflection_armorReflect armor models. Default OFF. Applies immediately.
ToggleModel reflectionCategory: itemscl_avfx_water_model_reflection_itemsReflect item/object models. Default OFF. Applies immediately.
ToggleModel reflectionCategory: actorscl_avfx_water_model_reflection_actorsReflect player and monster models. Default OFF. Applies immediately.
ToggleModel reflectionCategory: shipscl_avfx_water_model_reflection_shipsReflect AVFX sky spaceships flying across the sky. Default OFF. Applies immediately.
ToggleModel reflectionCategory: meteorscl_avfx_water_model_reflection_meteorsReflect AVFX sky meteors (shooting-star streaks + embers) in the water. Default OFF. Applies immediately.
ToggleModel reflectionCategory: cometscl_avfx_water_model_reflection_cometsReflect AVFX comets crossing the sky in the water. Default OFF. Applies immediately.
ToggleModel reflectionCategory: celestial bodiescl_avfx_water_model_reflection_planetsReflect 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.
ToggleModel reflectionCategory: Surface Volumescl_avfx_water_model_reflection_surface_volumesReflect placed Surface Volumes (steam, smoke and fog) on transparent and opaque BSP water. Requires the model-reflection parent. Default OFF. Applies immediately.
ToggleModel reflectionCategory: projectiles and rail beamcl_avfx_water_model_reflection_projectilesReflect final presented projectiles and the rail beam on BSP water, including synchronized local prediction. Requires the model-reflection parent. Default OFF. Applies immediately.
ToggleModel reflectionBlack Hole particle consumptioncl_avfx_blackhole_consume_reflect_waterReflect 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.
SectionDistortionDistortion
SliderDistortionWater reflection distortioncl_avfx_water_reflection_distortWater 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.
SliderDistortionWater distortion speedcl_avfx_water_reflection_distort_speedWater reflection distortion SPEED (0..5): how fast the ripples travel. Independent of the surface texture flow. 1 = default, 0 = frozen ripple. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_water_reflectionsReset 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

TypeSectionRowVariable or targetHint
SectionMain rainMain rain
ToggleMain rainRealistic raincl_avfx_rain_realisticSwitches the MAIN rain streaks (not close drops) to a realistic tapered style with a bright rounded head. Off = legacy look. Applies immediately.
SliderMain rainRealistic rain amountcl_avfx_rain_realistic_amountAmount of realistic MAIN rain (0.1 = ~10x less .. 20 = 20x more; default 5). Realistic rain only. Applies immediately.
SliderMain rainRealistic variationcl_avfx_rain_realistic_variationSpread of length/width/opacity/brightness across realistic MAIN streaks (0..1). Realistic rain only. Applies immediately.
SliderMain rainRealistic softnesscl_avfx_rain_realistic_softnessEdge softness / taper of realistic MAIN streaks (0..1). Higher = less stick-like. Applies immediately.
SliderMain rainRealistic depthcl_avfx_rain_realistic_depthDepth/distance falloff of the realistic MAIN rain field (0..1). Applies immediately.
SliderMain rainLine-like streak sharecl_avfx_rain_realistic_line_mixShare of the rarer line-like streak family (0..1). 0 = mostly headed drops; higher = more elongated lines. Applies immediately.
SliderMain rainRounded drop headcl_avfx_rain_realistic_head_biasStrength of the brighter/thicker rounded head aimed along rain+wind (0..1). Applies immediately.
SectionClose dropsClose drops
ToggleClose dropsRain dropscl_avfx_rain_dropsClose-up raindrop detail particles near the camera (rain preset only). Applies immediately.
SliderClose dropsRain drop densitycl_avfx_rain_drop_densityDensity of the close raindrop layer (independent of main streaks; scaled by weather level). Applies immediately.
SliderClose dropsRain drop shapecl_avfx_rain_drop_shapeClose-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.
SliderClose dropsRain drop sizecl_avfx_rain_drop_sizeClose-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.
SectionWater ripplesWater ripples
ToggleWater ripplesRain ripples on watercl_avfx_rain_water_ripplesExpanding rings where rain hits the water surface (lava/slime get no rings). Applies immediately.
SliderWater ripplesRipple densitycl_avfx_rain_ripple_densityFraction of water hits that spawn rings (0..1, default 1.0). Applies immediately.
SliderWater ripplesRipple opacitycl_avfx_rain_ripple_alphaOpacity of rain rings on standard BSP water (0..1, default 1.0). Applies immediately.
SliderWater ripplesRipple stroke widthcl_avfx_rain_ripple_strokeStroke width of the ring outline on standard BSP water. 1.0 = current look; lower = thinner, higher = thicker. Applies immediately.
SliderWater ripplesRipple roundnesscl_avfx_rain_ripple_roundnessRoundness of rain rings on standard BSP water: 0 = coarse/cheaper, 1 = standard, 2 = smooth, 3 = ultra-smooth. Applies immediately.
SliderWater ripplesRipple impact dropscl_avfx_rain_ripple_impact_densityFraction of rain rings that show a drop/impact dot at the centre (0..1, default 0.35). Applies immediately.
SliderWater ripplesRipple speedcl_avfx_rain_ripple_speedHow fast rings expand and fade (0.1..3.0; 1.0 = default; lower slower, higher faster). Applies immediately.
SectionSplashesSplashes
ToggleSplashesRain splashescl_avfx_rain_splashesSplash particles where rain hits solid (non-liquid) surfaces. Applies immediately.
SliderSplashesSplash densitycl_avfx_rain_splash_densityFraction of solid-surface rain hits that produce a splash (0..1, default 1.0). Applies immediately.
SliderSplashesSplash sizecl_avfx_rain_splash_scaleSize of the rain splash burst (0.2..5.0; 1.0 = default; 0.2 = 5x smaller, 5.0 = 5x larger). Applies immediately.
SectionVisual effectsVisual effects
ToggleVisual effectsRain on eyescl_avfx_rain_on_eyesOptional wet vision: uneven lens blur/smear under open sky. Off by default; clears under cover and underwater. Applies immediately.
SliderVisual effectsRain-on-eyes amountcl_avfx_rain_on_eyes_amountStrength of the wet-lens smear (0..1, default 0.65). Also scales with rain density and weather strength. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_rainReset only the rain controls shown in this menu.

Puddles (q2prox_avfx_puddles)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Puddles

TypeSectionRowVariable or targetHint
SectionBase puddleBase puddle
ToggleBase puddleRain puddlescl_avfx_rain_puddlesPuddles (wet patches) forming on horizontal surfaces where rain falls. Applies immediately.
SliderBase puddlePuddle densitycl_avfx_rain_puddle_densityFraction of horizontal rain hits that form a puddle (0..1, default 1.0). Applies immediately.
SliderBase puddlePuddle alphacl_avfx_rain_puddle_alphaPuddle opacity (0..1, default 0.4). Applies immediately.
ListBase puddlePuddle texturecl_avfx_rain_puddle_surface_styleAVFX 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]
SliderBase puddlePuddle motion speedcl_avfx_rain_puddle_surface_speedPuddle style motion speed (0.1=10x slower, 1=default, 10=10x faster). Applies immediately.
SliderBase puddlePuddle sizecl_avfx_rain_puddle_max_sizePuddle size (0.2..100; 1.0 = default; 0.2 = 5x smaller, 100 = 100x larger). Applies immediately.
SliderBase puddlePuddle countcl_avfx_rain_puddle_countMax number of puddles (0.2..500; 1.0 = default ~384. 0.2 = 5X fewer; 500 = fills the 4096 buffer). Applies immediately.
SliderBase puddlePuddle fill ratecl_avfx_rain_puddle_fill_rateHow fast surfaces fill with puddles (0.01..20. 0.2 = Default, 5x slower than base; 20 = near-instant). Applies immediately.
SectionSpecularSpecular
ToggleSpecularPuddle specularcl_avfx_rain_puddle_specularFake puddle specular: animated procedural highlights + sky-colour mix so wet asphalt reads wet, not just dark. No real reflection. Applies immediately.
SliderSpecularPuddle specular strengthcl_avfx_rain_puddle_specular_strengthStrength of the fake puddle specular highlights (0..1; 0.6 = default). Applies immediately.
SectionContact effectsContact effects
NavigationContact effectsSplashes, rings, runoff, contact...q2prox_avfx_puddle_detailOpen puddle step-splash, rings, runoff (drip) and water-contact settings.
SectionExtraExtra
NavigationExtraReflections...q2prox_avfx_puddle_reflectionsOpen the puddle Reflections submenu: scene reflection (SSR), model-reflection categories and liquid reflection distortion.
SectionServiceService
NavigationServiceReset all puddle settingscl_avfx_defaults_puddlesReset 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

TypeSectionRowVariable or targetHint
SectionStep splashesStep splashes
ToggleStep splashesPuddle step splashescl_avfx_puddle_step_splashesVisual splashes when the player runs through visible AVFX puddles. Walking stays calm; water flies only when running. Applies immediately.
SliderStep splashesPuddle step splash amountcl_avfx_puddle_step_splash_amountStrength of puddle step splashes (0..5; 1.0 = default). 0 keeps wet-step sounds but disables the visible splash. Applies immediately.
SectionRings & runoffRings & runoff
ToggleRings & runoffPuddle ringscl_avfx_rain_puddle_ringsRain rings on puddles: a drop on an already-wet surface spreads a flat ring across the puddle (AVFX overlay, no entity budget). Applies immediately.
ToggleRings & runoffPuddle runoffcl_avfx_rain_puddle_runoffWater running off puddle edges: a puddle on a ledge sends a soft trickle down below. Thickness scales with size (1-2 streams). Applies immediately.
ListRings & runoffRunoff LODcl_avfx_rain_puddle_runoff_lodLOD 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]
SliderRings & runoffPuddle runoff scalecl_avfx_rain_puddle_runoff_scaleThickness multiplier for runoff streams (0.1..5. 1.0 = Default, on top of the size-derived thickness). Applies immediately.
SliderRings & runoffPuddle runoff dustcl_avfx_rain_puddle_runoff_dustDark mud/dust particles flowing inside the runoff streams (0..3. 1.0 = Default ~4 per stream; 0 = off). Applies immediately.
SliderRings & runoffPuddle runoff grow speedcl_avfx_rain_puddle_runoff_grow_speedHow 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.
ListRings & runoffRunoff stylecl_avfx_rain_puddle_runoff_styleRunoff rendering. Classic = flat legacy strips. Organic = ragged wobbling threads with highlights and a temporal lifecycle. Applies immediately. [Classic / Organic]
SliderRings & runoffRunoff variationcl_avfx_rain_puddle_runoff_variationThread count / raggedness / breaks for organic runoff (0..1). Organic style only. Applies immediately.
SliderRings & runoffRunoff highlightscl_avfx_rain_puddle_runoff_specularSmall wet highlights along the organic runoff threads (0..1). Applies immediately.
SliderRings & runoffRunoff dynamicscl_avfx_rain_puddle_runoff_dynamicsTemporal life of organic threads: appear/grow/thin/stop/replace over time (0..1, deterministic, no flicker). Applies immediately.
SectionPuddle dirtPuddle dirt
SliderPuddle dirtPuddle dustcl_avfx_rain_puddle_dustAmount of dirt particles inside puddles (0..3; 1.0 = default; 0 = off). Flow downhill on sloped puddles; count grows with puddle size. Applies immediately.
SliderPuddle dirtPuddle dust sizecl_avfx_rain_puddle_dust_sizeSize of dirt particles inside puddles (0.1..3.0; 1.0 = default), independent of their count. Applies immediately.
SectionWater contactWater contact
ToggleWater contactWater contact effectscl_avfx_rain_water_contactRings + foam where water meets water: streams hitting a water surface, and puddle edges bordering water. 0 = surface stays calm. Applies immediately.
SliderWater contactContact ripple opacitycl_avfx_rain_water_contact_ripple_alphaOpacity of water-contact rings from runoff and water-to-water contact (0..1, default 1.0). Applies immediately.
SliderWater contactContact ripple strokecl_avfx_rain_water_contact_ripple_strokeStroke width of the water-contact rings. 1.0 = current look; lower = thinner, higher = thicker. Applies immediately.
SliderWater contactContact ripple roundnesscl_avfx_rain_water_contact_ripple_roundnessRoundness of water-contact rings: 0 = coarse/cheaper, 1 = standard, 2 = smooth, 3 = ultra-smooth. Applies immediately.
ToggleWater contactWater contact bubblescl_avfx_rain_water_contact_bubblesFoam bubbles at water-to-water contact: spawn at the impact, swirl, then drift out and fade. Needs Water contact effects on. Applies immediately.
SliderWater contactBubble sizecl_avfx_rain_water_contact_bubble_sizeSize of the foam bubbles (0.1..5.0; 1.0 = default). Applies immediately.
SliderWater contactBubble densitycl_avfx_rain_water_contact_bubble_densityDensity (count) of the foam bubbles (0.1..10.0; 1.0 = default). Applies immediately.
SectionServiceService
NavigationServiceReset all puddle settingscl_avfx_defaults_puddlesReset 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

TypeSectionRowVariable or targetHint
SectionScene reflection (SSR)Scene reflection (SSR)
ToggleScene reflection (SSR)Puddle scene reflectioncl_avfx_rain_puddle_scene_reflectionAVFX puddle scene reflection (SSR): real screen-space reflection of the scene in puddles. Off = the classic fake cloud reflection (default look). Applies immediately.
ToggleScene reflection (SSR)Reflect Surface Objectscl_avfx_rain_puddle_surface_objectsReflect 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.
SliderScene reflection (SSR)Puddle reflection strengthcl_avfx_rain_puddle_scene_reflection_strengthPuddle scene-reflection strength (0..1; how strongly the reflected scene shows in puddles). Applies immediately.
ListScene reflection (SSR)Puddle reflection qualitycl_avfx_rain_puddle_scene_reflection_qualityPuddle scene-reflection quality: march steps/refine/thickness. Higher = crisper reflections, more GPU cost. Applies immediately. [Low / Medium / High / Ultra]
SectionModel reflectionModel reflection
ToggleModel reflectionPuddle model reflectioncl_avfx_rain_puddle_model_reflectionColoured 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.
SliderModel reflectionModel reflection strengthcl_avfx_rain_puddle_model_reflection_strengthModel reflection strength in puddles (0..1). Applies immediately.
ToggleModel reflectionCategory: weaponscl_avfx_rain_puddle_model_reflection_weaponsReflect pickup weapon models (not the first-person view weapon). Default OFF. Applies immediately.
ToggleModel reflectionCategory: armorcl_avfx_rain_puddle_model_reflection_armorReflect armor models. Default OFF. Applies immediately.
ToggleModel reflectionCategory: itemscl_avfx_rain_puddle_model_reflection_itemsReflect item/object models. Default OFF. Applies immediately.
ToggleModel reflectionCategory: actorscl_avfx_rain_puddle_model_reflection_actorsReflect player and monster models. Default OFF. Applies immediately.
ToggleModel reflectionCategory: shipscl_avfx_rain_puddle_model_reflection_shipsReflect AVFX sky spaceships flying across the sky. Default OFF. Applies immediately.
ToggleModel reflectionCategory: meteorscl_avfx_rain_puddle_model_reflection_meteorsReflect AVFX sky meteors (shooting-star streaks + embers) in puddles. Default OFF. Applies immediately.
ToggleModel reflectionCategory: cometscl_avfx_rain_puddle_model_reflection_cometsReflect AVFX comets crossing the sky in puddles. Default OFF. Applies immediately.
ToggleModel reflectionCategory: celestial bodiescl_avfx_rain_puddle_model_reflection_planetsReflect 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.
ToggleModel reflectionCategory: Surface Volumescl_avfx_rain_puddle_model_reflection_surface_volumesReflect placed Surface Volumes (steam, smoke and fog) in rain puddles. Requires the model-reflection parent. Default OFF. Applies immediately.
ToggleModel reflectionCategory: projectiles and rail beamcl_avfx_rain_puddle_model_reflection_projectilesReflect final presented projectiles and the rail beam in rain puddles, including synchronized local prediction. Requires the model-reflection parent. Default OFF. Applies immediately.
ToggleModel reflectionBlack Hole particle consumptioncl_avfx_blackhole_consume_reflect_puddlesReflect Black-Hole ingestion particles in puddles. Additional opt-in: requires model reflections, Celestial bodies, the consumption master and Moon dust. Default OFF. Applies immediately.
SectionDistortionDistortion
SliderDistortionPuddle reflection distortioncl_avfx_rain_puddle_reflection_distortPuddle 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.
SliderDistortionPuddle distortion speedcl_avfx_rain_puddle_reflection_distort_speedPuddle reflection distortion SPEED (0..5): how fast the ripples travel. Independent of the surface texture flow. 1 = default, 0 = frozen ripple. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_puddle_reflectionsReset only the reflection controls shown in this menu.

Snow (q2prox_avfx_snow)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Snow

TypeSectionRowVariable or targetHint
SectionSubmenusSubmenus
NavigationSubmenusSnowflakes...q2prox_avfx_snowflakesOpen the 3D snowflakes submenu: batched world-space quad flakes (count, size, tumble, LOD, realistic shapes).
NavigationSubmenusSnow cover...q2prox_avfx_snow_coverOpen the snow-cover submenu: GPU snow material on BSP surfaces, coverage, accumulation, blanket, footprints, lighting.
SectionWater effectsWater effects
ToggleWater effectsSnow on watercl_avfx_snow_water_effectsSnow on water: soft rings, tiny drifting melt specks and rare glinting sparkles. Water stays water. Live. Applies immediately.
SliderWater effectsSnow-on-water densitycl_avfx_snow_water_patch_densityFraction of snow-water contacts that spawn drifting melt specks/glints (0..1). Applies immediately.
SliderWater effectsSnow-on-water sizecl_avfx_snow_water_patch_sizeSize of the melt specks/glints where snow meets water. Live. Applies immediately.
SliderWater effectsSnow-on-water timecl_avfx_snow_water_patch_lifetimeHow long each snow-on-water speck lasts, in seconds. Live. Applies immediately.
SliderWater effectsSnow-on-water driftcl_avfx_snow_water_patch_drift_speedDrift speed for floating snow specks on water. Applies immediately.
SectionGPU surfaceGPU surface
ListGPU surfaceSnow GPU qualitycl_avfx_snow_gpu_qualityGPU snow surface quality: Low (no sparkles, half relief), Normal, High. Only when GPU snow material is on. Live. Applies immediately. [low / normal / high]
SliderGPU surfaceSnow noisecl_avfx_snow_gpu_noiseWorld-noise amplitude of the GPU snow surface pattern (pinned to the map floor plane). Live. Applies immediately.
SliderGPU surfaceSnow reliefcl_avfx_snow_gpu_reliefFake-relief strength on GPU snow: cold-blue shadow tone plus light lift along the noise field. Live. Applies immediately.
SliderGPU surfaceSnow sparklescl_avfx_snow_gpu_glitterSnow sparkle strength. Tiny icy glints also feed the bloom effect. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_snowReset only the snow controls shown in this menu.

Snowflakes (q2prox_avfx_snowflakes)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Weather & Atmosphere → Snowflakes

TypeSectionRowVariable or targetHint
Toggle3D snowflakescl_avfx_snow_flakes_3dBatched 3D world-space quad snowflakes drawn on top of the normal particle snow. World-locked orientation gives real parallax. Live. Applies immediately.
List3D snow presetcl_avfx_snow_flakes_3d_quality3D-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]
Slider3D flake countcl_avfx_snow_flakes_3d_count3D snowflake density multiplier (clamped to the 800-flake pool ceiling); works in any preset. Live. Applies immediately.
Slider3D flake sizecl_avfx_snow_flakes_3d_size3D snowflake spawn-size multiplier: low = fine snow, high = large flakes / blizzard. Live. Applies immediately.
ToggleCrossed flakescl_avfx_snow_flakes_3d_crossedCrossed quads: each flake as two perpendicular quads so it never vanishes edge-on (2x vertex cost). Off = cheaper single quad. Live. Applies immediately.
ToggleFlake tumblecl_avfx_snow_flakes_3d_tumbleEach flake slowly spins about its axis while falling (reads as living snowfall). Off = frozen spawn orientation. Live. Applies immediately.
Slider3D flake LODcl_avfx_snow_flakes_3d_near3D 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.
NavigationRealistic snowflake shapes...q2prox_avfx_snowflakes_fractalOpen SnowGlobe-style realistic fractal snowflake shape controls (optional, off by default).
NavigationReset to defaultscl_avfx_defaults_snowflakesReset 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

TypeSectionRowVariable or targetHint
ToggleRealistic snowflakescl_avfx_snow_flakes_3d_fractalReplace 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.
SliderUnique formscl_avfx_snow_flakes_3d_fractal_formsNumber of unique snowflake shapes in the atlas (4..64). More = less repetition, slightly more atlas memory. Applies immediately.
ListTile resolutioncl_avfx_snow_flakes_3d_fractal_tileAtlas tile resolution (quality vs memory). 256 = crispest, 64 = lightest. Applies immediately. [64 / 128 / 256]
SliderMin size multcl_avfx_snow_flakes_3d_fractal_size_minMinimum size multiplier (relative to the base flake size) for fractal flakes. Applies immediately.
SliderMax size multcl_avfx_snow_flakes_3d_fractal_size_maxMaximum size multiplier (relative to the base flake size) for fractal flakes. Applies immediately.
SliderAbsolute max sizecl_avfx_snow_flakes_3d_fractal_max_sizeAbsolute maximum flake half-size in world units (caps giant flakes). Applies immediately.
NavigationReset to defaultscl_avfx_defaults_snowflakes_fractalReset 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

TypeSectionRowVariable or targetHint
SectionGPU materialGPU material
ToggleGPU materialGPU snow surfacecl_avfx_snow_gpu_materialToggle GPU material snow on real BSP surfaces. Applies immediately.
ToggleGPU materialSnow GPU materialcl_avfx_snow_gpuToggle the detailed GPU snow material layer: noise, cold tint, relief and sparkles over accumulated snow. Applies immediately.
SliderGPU materialGPU snow alphacl_avfx_snow_gpu_material_alphaGPU snow material alpha (0..1, default 1.0). Applies immediately.
ListGPU materialSurface stylecl_avfx_snow_surface_styleSnow 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]
SectionCoverageCoverage
ToggleCoverageSnow coverage atlascl_avfx_snow_gpu_coverageWorld-XY snow coverage atlas: snow alpha gradually grows from snowflake hits. Applies immediately.
SliderCoverageCoverage prefillcl_avfx_snow_gpu_coverage_prefillInitial coverage floor. 1.0 makes the map fully covered immediately; 0.0 starts from clean surfaces. Applies immediately.
SliderCoverageSnow fill ratecl_avfx_snow_accum_fill_rateSnow coverage fill speed (0.01..3.00, default 0.06). Applies immediately.
SliderCoverageSmall-face fillcl_avfx_snow_gpu_small_face_area_wu2Small BSP face area threshold in square world units. Higher values treat more narrow/tiny faces as small snow receivers; default 4096. Applies immediately.
SectionAccumulationAccumulation
ToggleAccumulationSnow accumulationcl_avfx_snow_accumBase snow accumulation feed for snow presets. Applies immediately.
SliderAccumulationAccum densitycl_avfx_snow_accum_densitySnow cap density on valid horizontal surfaces. Applies immediately.
SliderAccumulationSnow alphacl_avfx_snow_accum_alphaSnow cap opacity (0..1, default 1.0). Applies immediately.
SliderAccumulationSnow max sizecl_avfx_snow_accum_max_sizeMaximum snow cap size (0.04..4.0, default 4.0). Applies immediately.
SliderAccumulationSnow countcl_avfx_snow_accum_countSnow cap count multiplier (0.2..500, default 500). Applies immediately.
SectionBlanketBlanket
ToggleBlanketSnow blanketcl_avfx_snow_fieldContinuous snow blanket via surface field. Applies immediately.
SectionSubmenusSubmenus
NavigationSubmenusEdges and snowdrifts...q2prox_avfx_snow_cover_shapeOpen snow edge, clump and snowdrift controls.
NavigationSubmenusFootprints and volume...q2prox_avfx_snow_cover_volumeOpen footprint and raised-volume snow controls.
NavigationSubmenusSnow lighting...q2prox_avfx_snow_cover_lightingOpen celestial, flashlight and dynamic-light snow response controls.
NavigationSubmenusLava steam...q2prox_avfx_otherOpen lava steam controls (snow/rain evaporating on lava: size, density, height).
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_snow_coverReset 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

TypeSectionRowVariable or targetHint
SectionWall snowWall snow
ToggleWall snowWall snow smearcl_avfx_snow_wall_smearOptional: snow clings up static walls next to snowy floors, as clumps. Off by default. Applies immediately.
SliderWall snowWall snow heightcl_avfx_snow_wall_smear_height_wuWall snow: how far snow climbs up the wall in world units (default 288). Applies immediately.
SliderWall snowWall snow opacitycl_avfx_snow_wall_smear_alphaWall snow opacity (0..1, default 0.55). Applies immediately.
ToggleWall snowWall snow clumpscl_avfx_snow_wall_smear_noiseWall snow: clumpy patches that let the wall show through, thinning upward (vs a smooth film). Applies immediately.
SliderWall snowWall snow slownesscl_avfx_snow_wall_smear_fill_ratioWall 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.
SliderWall snowWall snow clump sizecl_avfx_snow_wall_smear_clump_scaleWall snow clump size: higher = smaller, more frequent clumps (default 3.0). Applies immediately.
SliderWall snowWall snow densitycl_avfx_snow_wall_smear_densityWall snow coverage amount: how densely the clumps cover the wall (default 0.85). Applies immediately.
SectionSoft edgeSoft edge
ToggleSoft edgeEdge feathercl_avfx_snow_gpu_edge_featherShader-side soft feather along exposed receiver borders. Applies immediately.
SliderSoft edgeEdge feather widthcl_avfx_snow_gpu_edge_feather_wuEdge feather width in world units (1..256, default 24). Applies immediately.
SliderSoft edgeEdge feather noisecl_avfx_snow_gpu_edge_noise_wuNoise added to edge feather distance (0..32, default 10). Applies immediately.
SectionSnowdrift volumeSnowdrift volume
ToggleSnowdrift volumeSnowdrift volumecl_avfx_snow_gpu_pomQuality illusion of raised snowdrift volume. Applies immediately.
SliderSnowdrift volumeSnowdrift strengthcl_avfx_snow_gpu_pom_alphaSnowdrift volume strength. Applies immediately.
SliderSnowdrift volumeSnowdrift heightcl_avfx_snow_gpu_pom_depth_wuMaximum virtual snowdrift height in world units. Applies immediately.
SliderSnowdrift volumeSnowdrift detailcl_avfx_snow_gpu_pom_stepsSnowdrift volume detail. Applies immediately.
ToggleSnowdrift volumeSnowdrift edge fadecl_avfx_snow_gpu_pom_edge_taperSoftly fade snowdrift volume at snow edges. Applies immediately.
SliderSnowdrift volumeSnowdrift depthcl_avfx_snow_gpu_relief_intensityOverall snowdrift relief intensity. Applies immediately.
SliderSnowdrift volumeSnowdrift growthcl_avfx_snow_gpu_pom_grow_timeSnowdrift volume growth time in seconds. 0 = instant. Applies immediately.
SectionEdge clumpsEdge clumps
ToggleEdge clumpsSnow edge clumpscl_avfx_snow_gpu_clumpy_edgeSnow clumps on the edge of the snow zone instead of a flat fade. Applies immediately.
SliderEdge clumpsSnow clump frequencycl_avfx_snow_gpu_clumpy_freqSnow clump pattern frequency (0.02..2.0, default 0.18). Applies immediately.
SliderEdge clumpsSnow edge softnesscl_avfx_snow_gpu_material_edge_fade_wuSoft transition width at the snow-zone edge. Applies immediately.
SliderEdge clumpsSnow edge qualitycl_avfx_snow_gpu_exposure_tapsSnow edge smoothing quality. Applies immediately.
NavigationEdge clumpsReset to defaultscl_avfx_defaults_snow_cover_shapeReset the wall-snow, edge and snowdrift controls shown in this menu.
NavigationEdge clumpsBack to snow cover...q2prox_avfx_snow_coverReturn 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

TypeSectionRowVariable or targetHint
SectionFootprints (GPU)Footprints (GPU)
ToggleFootprints (GPU)GPU footprintscl_avfx_snow_gpu_footprintsGPU footprint atlas: boot-print depth is cut directly into the snow material. Applies immediately.
SliderFootprints (GPU)Footprint sizecl_avfx_snow_gpu_footprint_size_wuBoot-print splat size in world units (2..32, default 14). Applies immediately.
SliderFootprints (GPU)Footprint depthcl_avfx_snow_gpu_footprint_depthFresh footprint depth (0..1, default 0.75). Applies immediately.
SectionSnow footprintsSnow footprints
ToggleSnow footprintsSnow footprintscl_avfx_snow_footprintsPlayer footprints on accumulated snow. Applies immediately.
SliderSnow footprintsSnow footprint strengthcl_avfx_snow_footprint_strengthStep footprint strength (0..1, default 0.65). Applies immediately.
SliderSnow footprintsFootprint fade speedcl_avfx_snow_footprint_fade_rateFootprint fade speed multiplier. 1 = normal, 0.1 = 10x slower, 10 = 10x faster. Applies immediately.
SectionSnow volumeSnow volume
ToggleSnow volumeSnow volumecl_avfx_snow_volumeRaised 3D snow volume on near snow-cover cells; far cells stay cheaper and flatter. Applies immediately.
SliderSnow volumeSnow depthcl_avfx_snow_volume_h_maxSaturation snow depth in world units (0..32, default 10.0). Applies immediately.
SliderSnow volumeVolume growthcl_avfx_snow_volume_growthDepth growth rate vs coverage (0.05..4.0, default 0.35). Applies immediately.
SliderSnow volumeVolume near radiuscl_avfx_snow_volume_near_wuVolume near radius (0..4096, default 4096). Applies immediately.
SliderSnow volumeSnow texture tilecl_avfx_snow_volume_uv_scaleSnow texture tile size (16..256, default 184). Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_snow_cover_volumeReset only the footprint and snow-volume controls shown in this menu.
NavigationServiceBack to snow cover...q2prox_avfx_snow_coverReturn 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

TypeSectionRowVariable or targetHint
SectionCelestial responseCelestial response
ToggleCelestial responseSnow celestial responsecl_avfx_snow_celestial_lightingSnow surfaces, snowflakes, caps, blanket and volume react to sun and moon state. Applies immediately.
SliderCelestial responseSnow celestial strengthcl_avfx_snow_celestial_strengthHow strongly sun and moon drive snow color/brightness (0..2, default 1.20). Applies immediately.
SliderCelestial responseSnow min brightnesscl_avfx_snow_celestial_min_brightnessMinimum snow brightness when no celestial light is present (0..1, default 0.08). Applies immediately.
SliderCelestial responseSnow night tintcl_avfx_snow_celestial_night_tintCold blue-grey tint in low-light snow (0..1, default 0.45). Applies immediately.
SliderCelestial responseSnow celestial glittercl_avfx_snow_celestial_glitter_scaleGlitter response to celestial light (0..2, default 1.00). Applies immediately.
SectionFlashlightFlashlight
SliderFlashlightSnow flashlight responsecl_avfx_snow_flashlight_responseSnow-specific flashlight response curve (0 = legacy, 1 = full compression). Applies immediately.
SliderFlashlightSnow flashlight gaincl_avfx_snow_flashlight_gainFlashlight contribution multiplier for snow only (0..2, default 0.45). Applies immediately.
SliderFlashlightSnow soft kneecl_avfx_snow_flashlight_soft_kneeHighlight rolloff strength on already-bright snow (0..1, default 0.65). Applies immediately.
SliderFlashlightSnow white preservecl_avfx_snow_flashlight_white_preserveKeep snow visually white when flashlight dominates (0..1, default 0.80). Applies immediately.
SliderFlashlightSnow flashlight headroomcl_avfx_snow_flashlight_headroom_responseHow strongly already-bright snow suppresses flashlight lift (0..2, default 1.00). Applies immediately.
SliderFlashlightSnow flashlight ceilingcl_avfx_snow_flashlight_luma_ceilingLocal brightness ceiling for flashlight-lit snow (0.50..1.20, default 0.92). Applies immediately.
SliderFlashlightSnow detail preservecl_avfx_snow_flashlight_detail_preserveHow much snow relief/texture detail is preserved after flashlight lift (0..1, default 0.85). Applies immediately.
SectionDynamic lightsDynamic lights
SliderDynamic lightsSnow dynamic-light headroomcl_avfx_snow_dlight_headroomAnti-washout for dynamic lights on snow: projectiles, impacts, explosions and meteors (0..1, default 1.00). Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_snow_cover_lightingReset only the snow-lighting controls shown in this menu.
NavigationServiceBack to snow cover...q2prox_avfx_snow_coverReturn 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

TypeSectionRowVariable or targetHint
ToggleStormcl_avfx_stormStorm event layer for the rain preset: schedules rare lightning flashes and thunder. Needs rain preset + lightning on; inactive for other presets. Live. Applies immediately.
SliderStorm densitycl_avfx_storm_densityLightning/thunder frequency baseline: mean gap between strikes 30s..3s as value goes 0..1 (±50% jitter). Also biases thunder volume. Live. Applies immediately.
NavigationLightning settings...q2prox_avfx_lightning_settingsOpen lightning visuals: bolt trunk / branches / bloom / force-post. Discharges and damage are in a separate submenu.
NavigationReset to defaultscl_avfx_defaults_storm_settingsReset 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

TypeSectionRowVariable or targetHint
SectionBasic settingsBasic settings
ToggleBasic settingsLightningcl_avfx_lightningAllow visual lightning flashes while a storm is active. Live. Applies immediately.
SliderBasic settingsLightning frequencycl_avfx_lightning_frequencyLightning 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.
SliderBasic settingsLightning durationcl_avfx_lightning_durationLightning duration multiplier: 1.8 = ~180 ms default, up to 10 = ~1.8 s bolt, 0.1 = ~30 ms flicker. Live. Applies immediately.
ToggleBasic settingsScreen flashcl_avfx_lightning_screen_flashScreen flash on strike. Off keeps the bolt and impact blast but removes the full-screen tint. Live. Applies immediately.
SliderBasic settingsLightning impact sizecl_avfx_lightning_impact_scaleSize of the blast at the strike point: 0 = no blast, 5 = default and largest. Lower shrinks it (halved on water). Live. Applies immediately.
ToggleBasic settingsImpact dlightcl_avfx_lightning_impact_dlightWarm dynamic light at the strike point (particles / smoke / screen flash unaffected). Live. Applies immediately.
SectionRealistic lifecycleRealistic lifecycle
ToggleRealistic lifecycleRealistic lightningcl_avfx_lightning_realisticRealistic 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.
SliderRealistic lifecycleLeader phasecl_avfx_lightning_leader_ratioLeader-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.
SliderRealistic lifecyclePeak timingcl_avfx_lightning_peak_ratioPeak-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.
SliderRealistic lifecycleBolt widthcl_avfx_lightning_widthBolt 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.
SliderRealistic lifecycleBolt glowcl_avfx_lightning_glowOuter-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.
SliderRealistic lifecycleBranch densitycl_avfx_lightning_branch_densityBranch arc density. 0 disables branch arcs; 1.0 emits all generated branches. Higher values are clamped to the generated count. Applies immediately.
SectionBloom & glowBloom & glow
ToggleBloom & glowLightning glowcl_avfx_lightning_bloomLightning 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.
SliderBloom & glowBloom intensitycl_avfx_lightning_bloom_intensityBloom halo overall intensity. 0 disables; 1.5 (default) baseline; up to 5.0 for cinematic storms. Applies immediately.
SliderBloom & glowBloom radiuscl_avfx_lightning_bloom_radiusBloom halo radius / width multiplier. 0.25 = thin halo close to bolt; 1.0 (default) baseline; up to 4.0 = wide overexposed mass. Applies immediately.
SliderBloom & glowBloom layerscl_avfx_lightning_bloom_layersNumber 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.
SliderBloom & glowBloom afterglowcl_avfx_lightning_bloom_afterglowAfterglow 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.
ToggleBloom & glowForce-post bloomcl_avfx_lightning_bloom_force_postRenderer-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.
SliderBloom & glowBranch levelscl_avfx_lightning_branch_levelsMaximum 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.
SliderBloom & glowChild forkingcl_avfx_lightning_branch_forkingChild 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.
SliderBloom & glowLevel decaycl_avfx_lightning_branch_decayPer-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.
SliderBloom & glowBranch spreadcl_avfx_lightning_branch_spreadLateral 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.
SectionSubmenusSubmenus
NavigationSubmenusLightning discharges & damage...q2prox_avfx_lightning_dischargesOpen lightning discharges & damage: surface arcs, water reaction, monster arcs + death FX, and lightning damage to monsters/objects.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_lightning_settingsReset 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

TypeSectionRowVariable or targetHint
SectionSurface arcsSurface arcs
ToggleSurface arcsSurface electric arcscl_avfx_lightning_surface_arcsDecorative electric arcs crawling from the strike point (visual only, no damage). Synced to the bolt brightness; needs Realistic lightning. Live. Applies immediately.
SliderSurface arcsArc radiuscl_avfx_lightning_surface_arc_radiusMaximum crawl radius around the impact point in world units. Higher values spread the arcs further across the impacted surface. Applies immediately.
SliderSurface arcsArc densitycl_avfx_lightning_surface_arc_densityArc 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.
SliderSurface arcsArc brightnesscl_avfx_lightning_surface_arc_intensityArc brightness / alpha multiplier. 1.0 (default) baseline; higher values brighten arcs; 0 disables. Applies immediately.
SliderSurface arcsArc widthcl_avfx_lightning_surface_arc_widthArc width multiplier (per segment). 1.0 (default) baseline ~3px equivalent; higher values thicken the arcs. Applies immediately.
SectionImpact particlesImpact particles
NavigationImpact particlesLightning impact particles...q2prox_avfx_lightning_discharge_particlesOpen the independent Enable and RGB controls for debris emitted at the lightning strike point.
SectionWater reactionsWater reactions
ToggleWater reactionsLightning water reactioncl_avfx_lightning_water_reactMaster: when lightning strikes water (real BSP water or visible AVFX puddles), spawn steam, splash particles, and ripple rings. Visual only. Applies immediately.
ToggleWater reactionsLightning water steamcl_avfx_lightning_water_steamSteam / vapor plumes at the lightning-water contact point. Disable separately from the other water effects. Applies immediately.
ToggleWater reactionsLightning water splashescl_avfx_lightning_water_splashesSplash particles thrown up from the water surface where lightning hits or crawls. Disable separately. Applies immediately.
ToggleWater reactionsLightning water ringscl_avfx_lightning_water_ringsConcentric rings on the water surface from lightning impact and crawling arcs. Disable separately. Applies immediately.
SliderWater reactionsWater reaction amountcl_avfx_lightning_water_react_amountOverall intensity multiplier for water reaction effects (1.0 default; 0..3). Applies immediately.
SliderWater reactionsWater reaction radiuscl_avfx_lightning_water_react_radiusEffect radius for water rings in world units (default 96 = baseline; 16..256 wu). Wet detection itself is point-based and unaffected. Applies immediately.
SectionMonster effectsMonster effects
ToggleMonster effectsMonster electric wrapscl_avfx_lightning_monster_arcsElectric 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.
SliderMonster effectsMonster wrap intensitycl_avfx_lightning_monster_arc_intensityWrap arc brightness / dlight intensity multiplier. 1.0 default; higher brightens both arcs and the glow. Applies immediately.
ToggleMonster effectsLightning corpse effectscl_avfx_lightning_monster_corpse_fxWhen a monster dies from lightning: brief warm fire-flash at corpse + dark spot fading over several seconds. Visual only. Applies immediately.
SectionDamage & resetDamage & reset
ToggleDamage & resetLightning damages monsterscl_sp_avfx_lightning_damageLightning 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.
SliderDamage & resetLightning damage amountcl_sp_avfx_lightning_damage_amountDamage at strike center (rocket-class default 120). Falls off to ~25% at the radius edge. Tougher monsters survive more strikes. Applies immediately.
SliderDamage & resetLightning damage radiuscl_sp_avfx_lightning_damage_radiusDamage radius in world units (default 800, ~5x grenade launcher splash). Damage falls off with distance from strike center. Applies immediately.
ToggleDamage & resetRequire line of sightcl_sp_avfx_lightning_damage_losRequire line-of-sight from strike point to monster center: lightning does not hurt monsters behind thick walls (MASK_SOLID trace). Applies immediately.
ToggleDamage & resetLightning breaks objectscl_sp_avfx_lightning_damage_breakablesAllow 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.
NavigationDamage & resetReset to defaultscl_avfx_defaults_lightning_dischargesReset 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

TypeSectionRowVariable or targetHint
SectionParticles: lightning impact debrisParticles: lightning impact debris
ToggleParticles: lightning impact debrisParticlescl_avfx_particle_lightning_debris_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: lightning impact debrisCustom colorcl_avfx_particle_rgb_lightning_debris_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: lightning impact debrisRedcl_avfx_particle_rgb_lightning_debris_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: lightning impact debrisGreencl_avfx_particle_rgb_lightning_debris_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: lightning impact debrisBluecl_avfx_particle_rgb_lightning_debris_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: lightning impact debrisReset color to stockq2prox_particle_reset color avfx lightning_debrisTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: lightning impact debrisReset this familyq2prox_particle_reset avfx lightning_debrisTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionParticles: lightning water dropletsParticles: lightning water droplets
ToggleParticles: lightning water dropletsParticlescl_avfx_particle_lightning_water_droplets_enableEmit 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.
ToggleParticles: lightning water dropletsCustom colorcl_avfx_particle_rgb_lightning_water_droplets_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: lightning water dropletsRedcl_avfx_particle_rgb_lightning_water_droplets_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: lightning water dropletsGreencl_avfx_particle_rgb_lightning_water_droplets_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: lightning water dropletsBluecl_avfx_particle_rgb_lightning_water_droplets_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: lightning water dropletsReset color to stockq2prox_particle_reset color avfx lightning_water_dropletsTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: lightning water dropletsReset this familyq2prox_particle_reset avfx lightning_water_dropletsTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionNavigationNavigation
NavigationNavigationBack to lightning discharges...q2prox_avfx_lightning_dischargesReturn 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

TypeSectionRowVariable or targetHint
SectionCelestials and objectsCelestials and objects
NavigationCelestials and objectsSun...q2prox_avfx_sunOpen the Sun settings.
NavigationCelestials and objectsMoon...q2prox_avfx_moonOpen the Moon settings.
NavigationCelestials and objectsEarth...q2prox_avfx_earthOpen the Earth settings.
NavigationCelestials and objectsStars...q2prox_avfx_starsOpen stars and constellation settings.
NavigationCelestials and objectsVolumetric clouds...q2prox_avfx_volcloudsOpen GPU-raymarched volumetric clouds.
NavigationCelestials and objectsMeteors...q2prox_avfx_meteorsOpen meteor settings.
NavigationCelestials and objectsSpaceships...q2prox_avfx_spaceshipsOpen decorative sky-spaceship settings.
SectionSky, clouds and lightningSky, clouds and lightning
NavigationSky, clouds and lightningSky appearance...q2prox_avfx_storm_sky_appearanceOpen sky mode, blue-sky look and weather coupling.
NavigationSky, clouds and lightningCloud overlay and fog...q2prox_avfx_storm_sky_cloudsOpen the lightweight procedural cloud overlay and weather fog.
NavigationSky, clouds and lightningLightning in the sky...q2prox_avfx_storm_sky_lightningOpen cloud illumination and whole-sky lightning flashes.
NavigationSky, clouds and lightningLightning on surfaces...q2prox_avfx_storm_sky_surface_lightOpen lightning illumination of nearby AVFX surfaces.
NavigationSky, clouds and lightningReset allcl_avfx_defaults_storm_skyReset 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

TypeSectionRowVariable or targetHint
SectionMain modeMain mode
ListMain modeSky typecl_avfx_skyMap 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]
ToggleMain modeCelestial sky brightnesscl_avfx_sky_procedural_brightnessMake procedural sky brightness follow the Sun and Moon. Applies immediately.
SectionBlue skyBlue sky
SliderBlue skyIntensitycl_avfx_sky_blue_intensityBlue-sky colour intensity. Applies immediately.
SliderBlue skySaturationcl_avfx_sky_blue_saturationBlue-sky colour saturation. Applies immediately.
SliderBlue skyHorizon fadecl_avfx_sky_blue_horizon_fadeBlue-sky fade toward the horizon. Applies immediately.
SliderBlue skyPreserve cloudscl_avfx_sky_blue_cloud_preserveKeep the lightweight cloud overlay visible over blue sky. Applies immediately.
SliderBlue skyStorm morphcl_avfx_sky_blue_storm_morphMorph blue sky toward the storm tint during a storm. Applies immediately.
SectionWeather skyWeather sky
ToggleWeather skyWeather couplingcl_avfx_sky_autoCouple sky darkness, cloud and fog strength to rain or snow. Applies immediately.
ListWeather skyWeather effectcl_avfx_sky_override_modeWeather processing mode: disabled, tint only, or tint with cloud overlay. Applies immediately. [off / tint / overlay]
SliderWeather skySky darknesscl_avfx_sky_darknessBase sky darkening for rain and snow. Applies immediately.
SliderWeather skyStorm tintcl_avfx_sky_storm_tintCold storm-colour bias over the darkened sky. Applies immediately.
NavigationWeather skyBack to Sky and clouds...q2prox_avfx_storm_skyReturn 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

TypeSectionRowVariable or targetHint
ToggleCloud overlaycl_avfx_sky_cloudsEnable the lightweight procedural cloud overlay. Applies immediately.
SliderCloud intensitycl_avfx_sky_cloud_intensityVisibility and density of the flat cloud overlay. Applies immediately.
SliderCloud speedcl_avfx_sky_cloud_speedDrift speed of the flat cloud overlay. Applies immediately.
SliderFog opacitycl_avfx_sky_fog_alphaWeather fog opacity around and below the cloud layer; gameplay fog is unchanged. Applies immediately.
NavigationBack to Sky and clouds...q2prox_avfx_storm_skyReturn 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

TypeSectionRowVariable or targetHint
SectionCloud illuminationCloud illumination
ToggleCloud illuminationCloud illuminationcl_avfx_lightning_cloud_illumLight the cloud layer locally around each realistic lightning strike. Applies immediately.
SliderCloud illuminationIllumination strengthcl_avfx_lightning_cloud_illum_intensityBrightness of lightning illumination inside clouds. Applies immediately.
SliderCloud illuminationIllumination radiuscl_avfx_lightning_cloud_illum_radiusSize of the illuminated cloud region. Applies immediately.
SliderCloud illuminationIllumination blobscl_avfx_lightning_cloud_illum_blobsNumber of illumination blobs generated per strike. Applies immediately.
SliderCloud illuminationIllumination afterglowcl_avfx_lightning_cloud_illum_afterglowCloud afterglow duration as a fraction of bolt duration. Applies immediately.
SectionSky flashSky flash
ToggleSky flashSky flashcl_avfx_lightning_sky_flashFlash the visible sky during a strike, independently of the screen flash. Applies immediately.
SliderSky flashFlash strengthcl_avfx_lightning_sky_flash_intensityBrightness of the whole-sky flash. Applies immediately.
SliderSky flashFlash coveragecl_avfx_lightning_sky_flash_coverageSky area covered by the flash. Applies immediately.
SliderSky flashFlash afterglowcl_avfx_lightning_sky_flash_afterglowSky-flash afterglow duration. Applies immediately.
SliderSky flashFlash tintcl_avfx_lightning_sky_flash_tintBlend from cold white-blue to violet-blue. Applies immediately.
NavigationSky flashBack to Sky and clouds...q2prox_avfx_storm_skyReturn 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

TypeSectionRowVariable or targetHint
ToggleSurface lightingcl_avfx_lightning_local_surface_lightLet lightning brighten nearby snow, water, puddles, foam, dust and rings. Visual only; damage is unchanged. Applies immediately.
SliderLight radiuscl_avfx_lightning_local_surface_radiusWorld-space radius around the strike. Applies immediately.
SliderLight strengthcl_avfx_lightning_local_surface_strengthStrength of the local daylight boost. Applies immediately.
SliderLight falloffcl_avfx_lightning_local_surface_falloffShape of the light falloff from the strike. Applies immediately.
NavigationBack to Sky and clouds...q2prox_avfx_storm_skyReturn to Sky and clouds.

Sun Settings (q2prox_avfx_sun)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Sun Settings

TypeSectionRowVariable or targetHint
SectionSun diskSun disk
ToggleSun diskSuncl_avfx_sunMaster 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.
ListSun diskTime modecl_avfx_sun_modeTime mode. Applies immediately. [Manual / Day cycle / Real clock]
SliderSun diskHour of daycl_avfx_sun_timeHour of day, shown as HH:MM. Step is 5 minutes. Last-touched wins in Manual mode: Hour vs Azimuth/Elevation. Applies immediately.
SliderSun diskDay lengthcl_avfx_sun_day_lengthDay length. Applies immediately.
SliderSun diskSun azimuthcl_avfx_sun_azimuthSun azimuth. Applies immediately.
SliderSun diskSun elevationcl_avfx_sun_elevationSun elevation. Manual mode = exact elevation; Day Cycle / Real Clock = max-Q2-BSP sky arc steepness. Applies immediately.
SliderSun diskSun sizecl_avfx_sun_sizeSun size (also scales sun scene lighting). Applies immediately.
SliderSun diskSun brightnesscl_avfx_sun_brightnessSun brightness. Applies immediately.
SliderSun diskSun halo sizecl_avfx_sun_halo_sizeSun local halo size. Applies immediately.
SliderSun diskSun halo brightnesscl_avfx_sun_halo_brightnessSun local halo brightness. Applies immediately.
SliderSun diskSun halo opacitycl_avfx_sun_halo_alphaSun local halo opacity. Applies immediately.
SliderSun diskSun: redcl_avfx_sun_color_rSun color red. Applies immediately.
SliderSun diskSun: greencl_avfx_sun_color_gSun color green. Applies immediately.
SliderSun diskSun: bluecl_avfx_sun_color_bSun color blue. Applies immediately.
SliderSun diskSun cloud occlusioncl_avfx_sun_cloud_occlusionSun cloud occlusion. Applies immediately.
SectionLightingLighting
ToggleLightingSun lightingcl_avfx_sun_lightingSun scene lighting. Applies immediately.
SliderLightingSun lighting multipliercl_avfx_sun_lighting_multiplierBoosts 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.
SliderLightingSun world lightcl_avfx_sun_world_lightSun world light. Applies immediately.
SliderLightingSun entity lightcl_avfx_sun_entity_lightSun entity light. Applies immediately.
SliderLightingSun indoor leakcl_avfx_sun_indoor_leakSun 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.
SectionSun raysSun rays
ToggleSun raysGod rays / Sun shaftscl_avfx_sun_godraysAVFX 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.
SliderSun raysGod rays intensitycl_avfx_sun_godrays_intensityGod 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.
SliderSun raysGod rays densitycl_avfx_sun_godrays_densitySample 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.
SliderSun raysGod rays decaycl_avfx_sun_godrays_decayPer-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.
SliderSun raysGod rays weightcl_avfx_sun_godrays_weightPer-sample brightness weight (GPU Gems weight). 0.55 (default) natural ray strength; higher brightens each sample; lower weakens. Applies immediately.
SliderSun raysGod rays exposurecl_avfx_sun_godrays_exposureFinal exposure on the accumulated radial-blur result (GPU Gems exposure). 0.15 (default) tasteful glow; higher produces overexposed rays. Applies immediately.
SliderSun raysGod rays samplescl_avfx_sun_godrays_samplesNumber 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.
SliderSun raysGod rays cloud maskcl_avfx_sun_godrays_cloud_maskHow 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.
NavigationSun raysCloud Sunbeams...q2prox_avfx_sun_cloud_beamsOpen Cloud Sunbeams: light shafts through the gaps between the visible clouds, layered on the god rays.
SectionSubmenus & resetSubmenus & reset
NavigationSubmenus & resetReset to defaultscl_avfx_defaults_sunReset 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

TypeSectionRowVariable or targetHint
ToggleCloud sunbeamscl_avfx_sun_godrays_cloud_beamsMaster 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.
SliderIntensitycl_avfx_sun_godrays_cloud_beams_intensityBrightness of the cloud sunbeams only (base god rays unaffected). 1.45 default; up to 3.0 strong. Applies immediately.
SliderGap selectivitycl_avfx_sun_godrays_cloud_beams_gap_powerGap selectivity. Higher = beams only through clearer gaps; lower = also through thin cloud. 1.45 default. Applies immediately.
SliderCloud presencecl_avfx_sun_godrays_cloud_beams_presenceHow 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.
SliderSoftnesscl_avfx_sun_godrays_cloud_beams_softnessWidth of the cloud-presence ramp. Higher = broader, softer shafts. 0.45 default. Applies immediately.
NavigationReset to defaultscl_avfx_defaults_sun_cloud_beamsReset 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

TypeSectionRowVariable or targetHint
SectionGeneralGeneral
ToggleGeneralMooncl_avfx_moonToggle the AVFX moon disk in the sky. Applies immediately.
SectionSettingsSettings
NavigationSettingsPosition and disk...q2prox_avfx_moon_positionOpen Moon position, phase, size and texture settings.
NavigationSettingsAppearance and colour...q2prox_avfx_moon_appearanceOpen Moon surface, colour and cloud-occlusion settings.
NavigationSettingsHalo and lighting...q2prox_avfx_moon_lightingOpen Moon halo and scene-lighting settings.
NavigationSettingsBody rotation...q2prox_avfx_moon_rotationOpen Moon body-rotation settings.
NavigationSettingsReset allcl_avfx_defaults_moonReset 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

TypeSectionRowVariable or targetHint
ListMoon modecl_avfx_moon_modeMoon mode. Applies immediately. [Manual / Opposite sun / Cycle/Clock]
SliderMoon azimuthcl_avfx_moon_azimuthMoon azimuth. Applies immediately.
SliderMoon elevationcl_avfx_moon_elevationMoon elevation. Applies immediately.
SliderMoon phasecl_avfx_moon_phaseMoon phase. Applies immediately.
SliderMoon sizecl_avfx_moon_sizeMoon size (menu up to 100.0; console/cfg engine range still up to 3000.0. Scene lighting stays bounded; phase stays separate). Applies immediately.
ToggleHD moon texturecl_avfx_moon_hd_textureUse the 8K moon albedo texture. Applies live; same orientation/phase/lighting. Applies immediately.
ToggleMoon smoothingcl_avfx_moon_smoothSmooth 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.
NavigationBack to Moon...q2prox_avfx_moonReturn 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

TypeSectionRowVariable or targetHint
SectionPhase edgePhase edge
TogglePhase edgePhase edge rayscl_avfx_moon_phase_edge_raysTextured ray-like fringe on the bright phase edge. Off by default for a tighter clean phase edge without blurring crater detail. Applies immediately.
SliderPhase edgeEdge smoothing insetcl_avfx_moon_edge_smooth_insetOptional 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.
SectionBrightness and colourBrightness and colour
SliderBrightness and colourMoon brightnesscl_avfx_moon_brightnessMoon brightness. Applies immediately.
SliderBrightness and colourMoon sky brightnesscl_avfx_moon_sky_brightnessHow strongly moon brightness lifts the surrounding sky. Local halo has separate controls below. Applies immediately.
SliderBrightness and colourMoon: redcl_avfx_moon_color_rMoon color red channel. 0.78 (default). Tints the moon disk/halo AND moon-lit world, entities, snow/water/particles and volumetric scatter. Applies immediately.
SliderBrightness and colourMoon: greencl_avfx_moon_color_gMoon color green channel. 0.86 (default). Applies immediately.
SliderBrightness and colourMoon: bluecl_avfx_moon_color_bMoon color blue channel. 1.00 (default). Applies immediately.
SliderBrightness and colourDark side visibilitycl_avfx_moon_dark_side_visibilityVisibility 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.
SectionCloudsClouds
SliderCloudsMoon cloud occlusioncl_avfx_moon_cloud_occlusionMoon cloud occlusion. Applies immediately.
NavigationCloudsBack to Moon...q2prox_avfx_moonReturn 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

TypeSectionRowVariable or targetHint
SectionHaloHalo
SliderHaloMoon halo sizecl_avfx_moon_halo_sizeMoon local halo size. Applies immediately.
SliderHaloMoon halo brightnesscl_avfx_moon_halo_brightnessMoon local halo brightness. Applies immediately.
SliderHaloMoon halo opacitycl_avfx_moon_halo_alphaMoon local halo opacity. Applies immediately.
ToggleHaloHalo follows phasecl_avfx_moon_halo_phase_shapeMask the local moon halo by the moon phase shape. Applies immediately.
SectionScene lightingScene lighting
ToggleScene lightingMoon lightingcl_avfx_moon_lightingMoon scene lighting. Strength follows the moon world/entity light sliders and fades with phase / clouds / sky visibility. Applies immediately.
SliderScene lightingMoon world lightcl_avfx_moon_world_lightMoon world light. Applies immediately.
SliderScene lightingMoon entity lightcl_avfx_moon_entity_lightMoon entity light. Applies immediately.
SliderScene lightingMoon indoor leakcl_avfx_moon_indoor_leakFraction 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.
NavigationScene lightingBack to Moon...q2prox_avfx_moonReturn 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

TypeSectionRowVariable or targetHint
ListRotation modecl_avfx_moon_rotation_modeMoon 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]
SliderYawcl_avfx_moon_rotation_yawMoon yaw (longitude spin), degrees. Applies immediately.
SliderPitchcl_avfx_moon_rotation_pitchMoon pitch (poles up/down), degrees. Applies immediately.
SliderRollcl_avfx_moon_rotation_rollMoon roll (disk rolls on screen), degrees. Applies immediately.
SliderYaw speedcl_avfx_moon_rotation_yaw_speedAuto yaw speed, deg/s (negative = opposite). Applies immediately.
SliderPitch speedcl_avfx_moon_rotation_pitch_speedAuto pitch speed, deg/s (negative = opposite). Applies immediately.
SliderRoll speedcl_avfx_moon_rotation_roll_speedAuto roll speed, deg/s (negative = opposite). Applies immediately.
NavigationBack to Moon...q2prox_avfx_moonReturn to the Moon menu.

Earth Settings (q2prox_avfx_earth)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Earth Settings

TypeSectionRowVariable or targetHint
SectionPosition & diskPosition & disk
TogglePosition & diskEarthcl_avfx_earthToggle the AVFX Earth disk in the sky. Renders alongside Moon/Sun/Stars. Applies immediately.
ListPosition & diskEarth modecl_avfx_earth_modeEarth position mode. Applies immediately. [Manual / Opposite sun / Cycle/Clock]
SliderPosition & diskEarth azimuthcl_avfx_earth_azimuthEarth azimuth. Applies immediately.
SliderPosition & diskEarth elevationcl_avfx_earth_elevationEarth elevation. Applies immediately.
SliderPosition & diskEarth phasecl_avfx_earth_phaseEarth phase (day/night terminator). Applies immediately.
SliderPosition & diskEarth sizecl_avfx_earth_sizeEarth size (menu up to 100.0; console/cfg engine range up to 3000.0). Applies immediately.
ListPosition & diskEarth HD texturecl_avfx_earth_hd_textureEarth surface texture resolution. 16K needs a native (non-ANGLE) GL backend; unsupported levels fall back 16K->8K->4K. Applies immediately. [Off (4K) / 8K / 16K]
TogglePosition & diskEarth smoothingcl_avfx_earth_smoothSmooth 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.
SectionAppearance & glowAppearance & glow
SliderAppearance & glowEdge smoothing insetcl_avfx_earth_edge_smooth_insetOptional smoothing inset from the Earth limb. 0 keeps a sharp edge. Applies immediately.
SliderAppearance & glowEarth brightnesscl_avfx_earth_brightnessEarth brightness. Applies immediately.
SliderAppearance & glowEarth sky brightnesscl_avfx_earth_sky_brightnessHow strongly Earth brightness lifts the surrounding sky/halo. Applies immediately.
SliderAppearance & glowEarth: redcl_avfx_earth_color_rEarth tint red channel. 1.00 (default = shader identity). Applies immediately.
SliderAppearance & glowEarth: greencl_avfx_earth_color_gEarth tint green channel. 1.00 (default). Applies immediately.
SliderAppearance & glowEarth: bluecl_avfx_earth_color_bEarth tint blue channel. 1.00 (default). Applies immediately.
SliderAppearance & glowDark side visibilitycl_avfx_earth_dark_side_visibilityVisibility of the unlit Earth body. 0 removes the dark side; 1 keeps it. Applies immediately.
SliderAppearance & glowEarth halo sizecl_avfx_earth_halo_sizeEarth local halo size (atmosphere glow). Applies immediately.
SliderAppearance & glowEarth halo brightnesscl_avfx_earth_halo_brightnessEarth local halo brightness. Applies immediately.
SliderAppearance & glowEarth halo opacitycl_avfx_earth_halo_alphaEarth local halo opacity. Applies immediately.
ToggleAppearance & glowHalo follows phasecl_avfx_earth_halo_phase_shapeMask the local Earth halo by the Earth phase shape. Applies immediately.
SliderAppearance & glowEarth cloud occlusioncl_avfx_earth_cloud_occlusionEarth cloud occlusion (how strongly the sky's clouds pass in front of Earth). Applies immediately.
SectionBody rotationBody rotation
ListBody rotationRotation modecl_avfx_earth_rotation_modeEarth 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]
SliderBody rotationYawcl_avfx_earth_rotation_yawEarth yaw (longitude spin), degrees. Applies immediately.
SliderBody rotationPitchcl_avfx_earth_rotation_pitchEarth pitch (poles up/down), degrees. Lets you inspect top/bottom. Applies immediately.
SliderBody rotationRollcl_avfx_earth_rotation_rollEarth roll (disk rolls on screen), degrees. Applies immediately.
SliderBody rotationYaw speedcl_avfx_earth_rotation_yaw_speedAuto yaw speed, deg/s (negative = opposite direction). Applies immediately.
SliderBody rotationPitch speedcl_avfx_earth_rotation_pitch_speedAuto pitch speed, deg/s (negative = opposite direction). Applies immediately.
SliderBody rotationRoll speedcl_avfx_earth_rotation_roll_speedAuto roll speed, deg/s (negative = opposite direction). Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_earthReset 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainBlack Holecl_avfx_blackholeMaster switch for the AVFX black hole. Default OFF; enabling it does not change any other AVFX setting. Applies immediately.
ListMainQualitycl_avfx_blackhole_qualityRender quality. High is the recommended default; Ultra is expensive. Applies immediately. [Low / Balanced / High / Ultra]
SliderMainAzimuthcl_avfx_blackhole_azimuthAzimuth in degrees (manual mode). Applies immediately.
SliderMainElevationcl_avfx_blackhole_elevationElevation in degrees (manual mode). Applies immediately.
SliderMainSizecl_avfx_blackhole_sizeAngular size multiplier (menu up to 100.0; console/cfg engine range up to 3000.0). Applies immediately.
SliderMainBrightnesscl_avfx_blackhole_brightnessBrightness of all black-hole emission. Lensing and the shadow remain. Applies immediately.
SectionSectionsSections
NavigationSectionsPosition & animation...q2prox_avfx_blackhole_positionPosition mode, drift, disk orientation, precession, animation speed and stable seed.
NavigationSectionsLensing & horizon...q2prox_avfx_blackhole_lensingGravitational lens, event-horizon shadow and photon ring.
NavigationSectionsAccretion disk...q2prox_avfx_blackhole_diskAccretion disk geometry, material, turbulence, rotation and Doppler beaming.
NavigationSectionsStreams & jets...q2prox_avfx_blackhole_streamsFlow strands and optional polar jets.
NavigationSectionsColors & glow...q2prox_avfx_blackhole_colorsAll colors, HDR peak, bloom, optional god rays and cloud occlusion.
NavigationSectionsQuality & performance...q2prox_avfx_blackhole_qualityQuality, field render scale, antialiasing and temporal stability.
NavigationSectionsConsumption...q2prox_avfx_blackhole_consumptionMatter 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.
SectionServiceService
NavigationServiceReset all Black Hole settingscl_avfx_defaults_blackholeReset EVERY Black Hole setting, including the master switch, to its default.
NavigationServiceBack to Sky & Celestials...q2prox_avfx_details_skyReturn 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

TypeSectionRowVariable or targetHint
SectionPosition modePosition mode
ListPosition modePosition modecl_avfx_blackhole_position_modeManual = 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]
SliderPosition modeDrift: azimuth speedcl_avfx_blackhole_drift_azimuth_speedAuto drift: horizontal speed in deg/s (negative = opposite direction). Applies immediately.
SliderPosition modeDrift: elevation amplitudecl_avfx_blackhole_drift_elevation_amplitudeAuto drift: vertical oscillation amplitude in degrees. Applies immediately.
SliderPosition modeDrift: elevation speedcl_avfx_blackhole_drift_elevation_speedAuto drift: vertical oscillation speed in Hz. Applies immediately.
SectionDisk orientationDisk orientation
SliderDisk orientationDisk yawcl_avfx_blackhole_disk_yawSpin the disk within its own plane, in degrees. Applies immediately.
SliderDisk orientationDisk pitchcl_avfx_blackhole_disk_pitchDisk tilt: 0 is face-on, 68 gives the classic near edge-on view. Applies immediately.
SliderDisk orientationDisk rollcl_avfx_blackhole_disk_rollLean the disk about the viewing axis, in degrees. Applies immediately.
SliderDisk orientationPrecession speedcl_avfx_blackhole_precession_speedOrientation precession speed in deg/s. 0 = no precession. Applies immediately.
SectionAnimationAnimation
SliderAnimationAnimation speedcl_avfx_blackhole_animation_speedGlobal animation multiplier. 0 freezes the object completely and costs no extra GPU work. Applies immediately.
SliderAnimationSeedcl_avfx_blackhole_seedStable procedural seed. Changing it reshapes the turbulence without changing any other property. Applies immediately.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_positionReset this section (position, drift, orientation, precession, animation, seed) to defaults.
NavigationServiceBack to Black Hole...q2prox_avfx_blackholeReturn 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

TypeSectionRowVariable or targetHint
SectionGravitational lensGravitational lens
ToggleGravitational lensLensingcl_avfx_blackhole_lensingBend the deep background around the hole. Applies immediately.
SliderGravitational lensLens strengthcl_avfx_blackhole_lens_strengthRay-bend strength. Applies immediately.
SliderGravitational lensLens radiuscl_avfx_blackhole_lens_radiusLens field radius, in shadow radii. Applies immediately.
SliderGravitational lensLens falloffcl_avfx_blackhole_lens_falloffRadial falloff of the lens influence. Applies immediately.
SectionEvent-horizon shadowEvent-horizon shadow
SliderEvent-horizon shadowShadow radiuscl_avfx_blackhole_shadow_radiusCentral shadow radius, in shadow radii. Applies immediately.
SliderEvent-horizon shadowShadow softnesscl_avfx_blackhole_shadow_softnessAnalytic edge softness. Softens the limb without changing the shadow's physical size. Applies immediately.
SectionPhoton ringPhoton ring
TogglePhoton ringPhoton ringcl_avfx_blackhole_photon_ringThin bright ring at the edge of the shadow. Applies immediately.
SliderPhoton ringRing radiuscl_avfx_blackhole_photon_ring_radiusRing radius, in shadow radii. Applies immediately.
SliderPhoton ringRing widthcl_avfx_blackhole_photon_ring_widthRing width. Applies immediately.
SliderPhoton ringRing brightnesscl_avfx_blackhole_photon_ring_brightnessRing emission (linear HDR). Applies immediately.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_lensingReset this section (lens, event-horizon shadow, photon ring) to defaults.
NavigationServiceBack to Black Hole...q2prox_avfx_blackholeReturn 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

TypeSectionRowVariable or targetHint
SectionGeometryGeometry
ToggleGeometryAccretion diskcl_avfx_blackhole_diskAccretion disk master. Applies immediately.
SliderGeometryInner radiuscl_avfx_blackhole_disk_inner_radiusInner radius, in shadow radii. Applies immediately.
SliderGeometryOuter radiuscl_avfx_blackhole_disk_outer_radiusOuter radius, in shadow radii. Applies immediately.
SliderGeometryThicknesscl_avfx_blackhole_disk_thicknessVertical thickness. Applies immediately.
SectionMaterialMaterial
SliderMaterialOpacitycl_avfx_blackhole_disk_opacityMaterial opacity. Applies immediately.
SliderMaterialDisk brightnesscl_avfx_blackhole_disk_brightnessDisk emission (linear HDR). Applies immediately.
SliderMaterialDensitycl_avfx_blackhole_disk_densityDensity / coverage. Applies immediately.
SliderMaterialRadial falloffcl_avfx_blackhole_disk_radial_falloffOuter fade curve. Applies immediately.
SectionTurbulenceTurbulence
SliderTurbulenceTurbulencecl_avfx_blackhole_disk_turbulenceFlow distortion. Applies immediately.
SliderTurbulenceNoise scalecl_avfx_blackhole_disk_noise_scaleProcedural noise scale. Applies immediately.
SliderTurbulenceDetailcl_avfx_blackhole_disk_detailDetail amplitude. Does not change the cost. Applies immediately.
SectionRotationRotation
SliderRotationRotation speedcl_avfx_blackhole_disk_rotation_speedSigned orbital speed (negative = opposite direction). Applies immediately.
SliderRotationSpeed variationcl_avfx_blackhole_disk_speed_variationStable radial speed spread: inner material orbits faster. Applies immediately.
ToggleRotationDoppler beamingcl_avfx_blackhole_dopplerRelativistic-style directional beaming: the approaching side brightens. Applies immediately.
SliderRotationBeaming strengthcl_avfx_blackhole_doppler_strengthBeaming contrast. Applies immediately.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_diskReset this section (geometry, material, turbulence, rotation, Doppler) to defaults.
NavigationServiceBack to Black Hole...q2prox_avfx_blackholeReturn 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

TypeSectionRowVariable or targetHint
SectionFlow strandsFlow strands
ToggleFlow strandsStreamscl_avfx_blackhole_streamsVisible strands inside the accretion disk. Applies immediately.
SliderFlow strandsStream densitycl_avfx_blackhole_stream_densityStrand density. Applies immediately.
SliderFlow strandsStream widthcl_avfx_blackhole_stream_widthStrand width. Applies immediately.
SliderFlow strandsStream lengthcl_avfx_blackhole_stream_lengthTangential elongation. Applies immediately.
SliderFlow strandsStream contrastcl_avfx_blackhole_stream_contrastStrand / background contrast. Applies immediately.
SliderFlow strandsStream speedcl_avfx_blackhole_stream_speedStream animation speed. Applies immediately.
SliderFlow strandsStream speed variationcl_avfx_blackhole_stream_speed_variationStable stream speed variation. Applies immediately.
SectionPolar jetsPolar jets
TogglePolar jetsJetscl_avfx_blackhole_jetsOptional jets along the disk axis. Default OFF. Applies immediately.
SliderPolar jetsJet lengthcl_avfx_blackhole_jet_lengthJet length, in shadow radii. Applies immediately.
SliderPolar jetsJet widthcl_avfx_blackhole_jet_widthJet width / opening. Applies immediately.
SliderPolar jetsJet brightnesscl_avfx_blackhole_jet_brightnessJet emission (linear HDR). Applies immediately.
SliderPolar jetsJet densitycl_avfx_blackhole_jet_densityJet density. Applies immediately.
SliderPolar jetsJet speedcl_avfx_blackhole_jet_speedJet flow speed. Applies immediately.
SliderPolar jetsJet turbulencecl_avfx_blackhole_jet_turbulenceJet shape turbulence. Applies immediately.
SliderPolar jetsJet pulsecl_avfx_blackhole_jet_pulseJet pulsation amount. Applies immediately.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_streamsReset this section (streams and jets) to defaults.
NavigationServiceBack to Black Hole...q2prox_avfx_blackholeReturn 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

TypeSectionRowVariable or targetHint
SectionSettingsSettings
NavigationSettingsAccretion disk...q2prox_avfx_blackhole_colors_diskOpen inner and outer accretion-disk colours.
NavigationSettingsStreams, ring and jets...q2prox_avfx_blackhole_colors_structuresOpen stream, photon-ring and jet colours.
NavigationSettingsHorizon shadow...q2prox_avfx_blackhole_colors_shadowOpen event-horizon shadow tint.
NavigationSettingsGlow and post-processing...q2prox_avfx_blackhole_colors_postOpen HDR peak, bloom, rays and cloud occlusion.
NavigationSettingsReset allcl_avfx_defaults_blackhole_colorsReset all colours and glow controls to defaults.
NavigationSettingsBack to Black Hole...q2prox_avfx_blackholeReturn 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

TypeSectionRowVariable or targetHint
SectionDisk: hot innerDisk: hot inner
SliderDisk: hot innerInner: redcl_avfx_blackhole_inner_color_rInner disk red channel. Applies immediately.
SliderDisk: hot innerInner: greencl_avfx_blackhole_inner_color_gInner disk green channel. Applies immediately.
SliderDisk: hot innerInner: bluecl_avfx_blackhole_inner_color_bInner disk blue channel. Applies immediately.
SectionDisk: cooler outerDisk: cooler outer
SliderDisk: cooler outerOuter: redcl_avfx_blackhole_outer_color_rOuter disk red channel. Applies immediately.
SliderDisk: cooler outerOuter: greencl_avfx_blackhole_outer_color_gOuter disk green channel. Applies immediately.
SliderDisk: cooler outerOuter: bluecl_avfx_blackhole_outer_color_bOuter disk blue channel. Applies immediately.
NavigationDisk: cooler outerBack to colours and glow...q2prox_avfx_blackhole_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionStreamsStreams
SliderStreamsStreams: redcl_avfx_blackhole_stream_color_rStream red channel. Applies immediately.
SliderStreamsStreams: greencl_avfx_blackhole_stream_color_gStream green channel. Applies immediately.
SliderStreamsStreams: bluecl_avfx_blackhole_stream_color_bStream blue channel. Applies immediately.
SectionPhoton ringPhoton ring
SliderPhoton ringRing: redcl_avfx_blackhole_photon_color_rPhoton ring red channel. Applies immediately.
SliderPhoton ringRing: greencl_avfx_blackhole_photon_color_gPhoton ring green channel. Applies immediately.
SliderPhoton ringRing: bluecl_avfx_blackhole_photon_color_bPhoton ring blue channel. Applies immediately.
SectionJetsJets
SliderJetsJets: redcl_avfx_blackhole_jet_color_rJet red channel. Applies immediately.
SliderJetsJets: greencl_avfx_blackhole_jet_color_gJet green channel. Applies immediately.
SliderJetsJets: bluecl_avfx_blackhole_jet_color_bJet blue channel. Applies immediately.
NavigationJetsBack to colours and glow...q2prox_avfx_blackhole_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionHorizon shadowHorizon shadow
SliderHorizon shadowShadow: redcl_avfx_blackhole_shadow_color_rShadow tint red channel. Applies immediately.
SliderHorizon shadowShadow: greencl_avfx_blackhole_shadow_color_gShadow tint green channel. Applies immediately.
SliderHorizon shadowShadow: bluecl_avfx_blackhole_shadow_color_bShadow tint blue channel. Applies immediately.
NavigationHorizon shadowBack to colours and glow...q2prox_avfx_blackhole_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionGlow & postGlow & post
SliderGlow & postHDR peakcl_avfx_blackhole_emissive_peakMultiplier on the global celestial HDR peak. Does not replace the global control. Applies immediately.
ToggleGlow & postBloomcl_avfx_blackhole_bloomFeed black-hole emission into bloom. Applies immediately.
SliderGlow & postBloom strengthcl_avfx_blackhole_bloom_strengthBloom source scale. Applies immediately.
ToggleGlow & postGod rayscl_avfx_blackhole_godraysOptional god rays from the black hole's own emission. Default OFF. Applies immediately.
SliderGlow & postRays strengthcl_avfx_blackhole_godrays_strengthRays source scale. Applies immediately.
SliderGlow & postCloud occlusioncl_avfx_blackhole_cloud_occlusionHow strongly clouds attenuate the black hole. 0 = clouds never hide it. Applies immediately.
NavigationGlow & postBack to colours and glow...q2prox_avfx_blackhole_colorsReturn 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

TypeSectionRowVariable or targetHint
SectionQualityQuality
ListQualityQualitycl_avfx_blackhole_qualityFixed quality variant. High is the recommended default. Applies immediately. [Low / Balanced / High / Ultra]
ListQualityField scalecl_avfx_blackhole_render_scaleAdvanced override of the field resolution. Never changes the object's angular size. Applies immediately. [Auto / 0.50x / 0.75x / 1.00x]
ListQualityAntialiasingcl_avfx_blackhole_antialiasingEdge antialiasing and reconstruction quality. Applies immediately. [Off / Analytic / 2x / 4x]
ToggleQualityTemporal stabilitycl_avfx_blackhole_temporal_stabilityStable history / reprojection between frames. Applies immediately.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_qualityReset this section (quality, field scale, antialiasing, temporal stability) to defaults.
NavigationServiceBack to Black Hole...q2prox_avfx_blackholeReturn 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainConsumptioncl_avfx_blackhole_consumptionMatter-consumption master. OFF = zero work. Needs the celestial parent and a dust master below to draw anything. Applies immediately.
SliderMainIntensitycl_avfx_blackhole_consumption_intensityOverall consumption strength multiplier. Applies immediately.
SliderMainInteraction reachcl_avfx_blackhole_consumption_reachAngular interaction reach: how large the Moon/Black-Hole gap can be and still interact. Applies immediately.
ListMainQualitycl_avfx_blackhole_consumption_qualityConsumption quality: stream/segment/grain budgets only. Does not change geometry, strength, colour or speed. Applies immediately. [Low / Balanced / High / Ultra]
ToggleMainCelestial parentcl_avfx_blackhole_consume_celestialsCelestial parent switch: enables the celestial-body consumers (Moon, Earth and Sun). OFF = no celestial matter regardless of the individual body masters. Applies immediately.
SectionSectionsSections
NavigationSectionsCelestial matter...q2prox_avfx_blackhole_consumption_celestialMoon, Earth and Sun body masters and their strengths, plus shared stream motion.
NavigationSectionsObject capture...q2prox_avfx_blackhole_captureCapture ordinary flying meteors and comets into the Black Hole.
NavigationSectionsWorld surface matter...q2prox_avfx_blackhole_surface_liftLift dust, soil clumps and rocks from the level into the Black Hole when it is huge and overhead.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_consumptionReset the consumption master, intensity, reach, quality and celestial parent to defaults.
NavigationServiceBack to Black Hole...q2prox_avfx_blackholeReturn 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

TypeSectionRowVariable or targetHint
SectionMoonMoon
ToggleMoonMoon dustcl_avfx_blackhole_consume_moonMoon 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.
SliderMoonMoon strengthcl_avfx_blackhole_consume_moon_strengthMoon contribution to consumption strength. Applies immediately.
SectionEarthEarth
ToggleEarthEarth mattercl_avfx_blackhole_consume_earthEarth 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.
SliderEarthEarth strengthcl_avfx_blackhole_consume_earth_strengthEarth contribution to consumption strength (independent of the Moon). Applies immediately.
SectionSunSun
ToggleSunSun plasmacl_avfx_blackhole_consume_sunSun 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.
SliderSunSun strengthcl_avfx_blackhole_consume_sun_strengthSun contribution to consumption strength (independent of Moon and Earth). Applies immediately.
SectionSectionsSections
NavigationSectionsShared stream motion...q2prox_avfx_blackhole_consumption_streamsStream density, width, speed and turbulence shared by all matter.
SectionServiceService
NavigationServiceReset Mooncl_avfx_defaults_blackhole_consumption_moonReset the Moon dust master, strength and shared stream controls to defaults.
NavigationServiceReset Earthcl_avfx_defaults_blackhole_consumption_earthReset the Earth matter master and strength to defaults.
NavigationServiceReset Suncl_avfx_defaults_blackhole_consumption_sunReset the Sun plasma master and strength to defaults.
NavigationServiceBack to Consumption...q2prox_avfx_blackhole_consumptionReturn 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainSurface mattercl_avfx_blackhole_surface_liftSurface-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.
SectionMaterialsMaterials
ToggleMaterialsDust and soilcl_avfx_blackhole_surface_dustLift dust and soil grains - many separate specks and loose puffs. Applies immediately.
ToggleMaterialsClumpscl_avfx_blackhole_surface_clumpsLift small soil clumps that break up after they tear loose. Applies immediately.
ToggleMaterialsRockscl_avfx_blackhole_surface_rocksLift rare tumbling rock fragments of varied size. No collision or damage. Applies immediately.
SectionBehaviourBehaviour
SliderBehaviourMin core sizecl_avfx_blackhole_surface_min_core_degreesMinimum apparent core size (degrees) before the hole can tear surface matter loose. Applies immediately.
SliderBehaviourOverhead conecl_avfx_blackhole_surface_overhead_coneHow far from straight overhead the hole may be and still lift matter (degrees). Applies immediately.
SliderBehaviourDensitycl_avfx_blackhole_surface_densityHow much matter is torn loose. Applies immediately.
SliderBehaviourSpeedcl_avfx_blackhole_surface_speedTravel speed toward the hole; bounded so a moving hole cannot make a grain immortal. Applies immediately.
SliderBehaviourTurbulencecl_avfx_blackhole_surface_turbulenceCurl and scatter of the lifted stream. Applies immediately.
SliderBehaviourRock sizecl_avfx_blackhole_surface_rock_sizeRock fragment size multiplier. Applies immediately.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_surface_liftReset all world surface-matter controls to defaults.
NavigationServiceBack to Consumption...q2prox_avfx_blackhole_consumptionReturn 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

TypeSectionRowVariable or targetHint
SectionStreamsStreams
SliderStreamsDensitycl_avfx_blackhole_consume_stream_densityHow many streams are submitted (fraction of the quality budget). Applies immediately.
SliderStreamsWidthcl_avfx_blackhole_consume_stream_widthParticle/grain width. Applies immediately.
SliderStreamsSpeedcl_avfx_blackhole_consume_stream_speedTravel speed toward the hole. Applies immediately.
SliderStreamsTurbulencecl_avfx_blackhole_consume_stream_turbulenceStable curl and breakup of the streams. Applies immediately.
NavigationStreamsBack to Celestial Matter...q2prox_avfx_blackhole_consumption_celestialReturn 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainObject capturecl_avfx_blackhole_capture_objectsObject-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.
SectionObjectsObjects
ToggleObjectsMeteorscl_avfx_blackhole_capture_meteorsCapture 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.
ToggleObjectsCometscl_avfx_blackhole_capture_cometsCapture 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.
ToggleObjectsSpaceshipscl_avfx_blackhole_capture_spaceshipsCapture 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.
ToggleObjectsImpact meteorscl_avfx_blackhole_capture_impact_meteorsCapture 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.
SectionBehaviourBehaviour
SliderBehaviourCapture radiuscl_avfx_blackhole_capture_radiusAttraction-zone reach: how close an object must pass before it latches on. Larger values capture from farther away. Applies immediately.
SliderBehaviourCapture speedcl_avfx_blackhole_capture_speedCapture speed: how fast a latched object is drawn into the core. Bounded so a moving hole can never make an object immortal. Applies immediately.
SliderBehaviourSpiralcl_avfx_blackhole_capture_spiralSpiral amount: how much a captured object curls around the hole instead of falling straight in. 0 is a straight bend. Applies immediately.
SliderBehaviourDissolvecl_avfx_blackhole_capture_dissolveCore dissolve envelope: how early and wide the near-core shrink and fade begins. Applies immediately.
SectionServiceService
NavigationServiceReset this sectioncl_avfx_defaults_blackhole_captureReset the object-capture master, the meteor/comet children and the behaviour controls to defaults.
NavigationServiceBack to Consumption...q2prox_avfx_blackhole_consumptionReturn to Consumption.

Stars Settings (q2prox_avfx_stars)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Stars Settings

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainStarscl_avfx_starsMaster toggle for the AVFX celestial stars layer. Default OFF. Applies immediately.
ListMainBackground modecl_avfx_stars_background_modeBackground star source. Generated / Real catalog / Real catalog + generated. Applies immediately. [Generated background / Real catalog / Real catalog + generated background]
SliderMainGlobal brightnesscl_avfx_stars_brightnessGlobal brightness multiplier for all stars. 3.0 default. Applies immediately.
SectionSectionsSections
NavigationSectionsVisibility and fade...q2prox_avfx_stars_visibilityOpen star visibility and sky-fade controls.
NavigationSectionsCatalog and background...q2prox_avfx_stars_catalogOpen real catalog and generated background star controls.
NavigationSectionsBloom and orientation...q2prox_avfx_stars_bloom_orientationOpen star bloom and celestial-sphere orientation controls.
NavigationSectionsColors and twinkle...q2prox_avfx_stars_colorOpen colourful accent stars and smooth twinkle controls.
NavigationSectionsPlanets and constellations...q2prox_avfx_stars_objectsOpen planets, constellations and Milky Way menus.
NavigationSectionsMeteors and comets...q2prox_avfx_meteorsOpen meteors settings.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_starsReset 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

TypeSectionRowVariable or targetHint
SliderCloud occlusioncl_avfx_stars_cloud_occlusionCloud occlusion strength. 0.35 default. Applies immediately.
SliderDaylight fadecl_avfx_stars_day_fadeDaylight fade strength. 1.0 default. Applies immediately.
SliderMoonlight fadecl_avfx_stars_moon_fadeFull-moon fade strength. 1.0 default. Applies immediately.
ListSky extentcl_avfx_stars_horizon_clipStar sky extent. Full sphere or clipped at the horizon. Applies immediately. [Full sphere / Clip at horizon]
NavigationStars main...q2prox_avfx_starsBack to the main Stars menu.
NavigationCatalog and background...q2prox_avfx_stars_catalogOpen catalog/background settings.
NavigationReset to defaultscl_avfx_defaults_stars_visibilityReset 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

TypeSectionRowVariable or targetHint
SectionReal catalogReal catalog
ToggleReal catalogReal starscl_avfx_stars_real_catalogReal catalog point-star path. ON renders the Hipparcos catalog. Applies immediately.
SliderReal catalogReal star countcl_avfx_stars_real_countRequested real catalog star count. Applies immediately.
SliderReal catalogReal star brightnesscl_avfx_stars_real_brightnessReal catalog brightness multiplier. 3.0 default. Applies immediately.
SliderReal catalogReal star sizecl_avfx_stars_real_sizeReal star angular size multiplier. 0.05 default. Applies immediately.
SliderReal catalogBright star sizecl_avfx_stars_real_bright_sizeExtra 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.
ToggleReal catalogReal star colorcl_avfx_stars_real_colorSpectral RGB tints for real stars. ON default. Applies immediately.
SectionBackground starsBackground stars
SliderBackground starsBackground densitycl_avfx_stars_procedural_countProcedural faint background star count. Default 12000. Applies immediately.
SliderBackground starsBackground star sizecl_avfx_stars_sizeVisual size multiplier for procedural background stars. 0.20 default. Applies immediately.
ToggleBackground starsLarge background spritescl_avfx_stars_procedural_largeAllow large background sprites. OFF default. Applies immediately.
ToggleBackground starsBright background tailcl_avfx_stars_procedural_bright_tailAllow rare bright stars in the procedural background. OFF default. Applies immediately.
SectionStar god raysStar god rays
ToggleStar god raysReal-star rayscl_avfx_stars_real_godraysAllow real catalog stars to emit Sun God Rays streaks. OFF default: stars stay visible, but do not create streaks. Applies immediately.
ToggleStar god raysBackground-star rayscl_avfx_stars_bg_godraysAllow procedural background stars to emit Sun God Rays streaks. OFF default: background stars stay visible, but do not create streaks. Applies immediately.
NavigationStar god raysStars main...q2prox_avfx_starsBack to the main Stars menu.
NavigationStar god raysVisibility...q2prox_avfx_stars_visibilityOpen visibility settings.
NavigationStar god raysReset to defaultscl_avfx_defaults_stars_catalogReset 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

TypeSectionRowVariable or targetHint
SectionStar bloomStar bloom
ToggleStar bloomStars bloomcl_avfx_stars_bloomStars + planets forced bloom. Works at gl_bloom=0. Default ON. Applies immediately.
SliderStar bloomStars bloom intensitycl_avfx_stars_bloom_intensityStars bloom intensity. 1.10 default. Applies immediately.
SliderStar bloomStars bloom thresholdcl_avfx_stars_bloom_thresholdStars bloom emissive threshold. 0.10 default. Applies immediately.
SectionSky orientationSky orientation
ListSky orientationOrientation modecl_avfx_stars_orientation_modeCelestial sphere orientation source. Applies immediately. [Manual / Sidereal auto / AVFX day cycle]
SliderSky orientationYawcl_avfx_stars_yawManual yaw offset, degrees. Applies immediately.
SliderSky orientationPitchcl_avfx_stars_pitchManual pitch offset, degrees. Applies immediately.
SliderSky orientationRollcl_avfx_stars_rollManual roll offset, degrees. Applies immediately.
SliderSky orientationAuto rotation speedcl_avfx_stars_auto_speedAuto-rotation rate multiplier. 1.0 default; 0 freezes auto. Applies immediately.
SliderSky orientationAuto rotation phasecl_avfx_stars_auto_timeStatic phase seed for auto-rotation, seconds. Applies immediately.
NavigationSky orientationStars main...q2prox_avfx_starsBack to the main Stars menu.
NavigationSky orientationColors and twinkle...q2prox_avfx_stars_colorOpen color and twinkle settings.
NavigationSky orientationReset to defaultscl_avfx_defaults_stars_bloom_orientationReset 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

TypeSectionRowVariable or targetHint
SectionColorColor
ToggleColorColorful starscl_avfx_stars_colorfulColourful accent stars. OFF default. Applies immediately.
SliderColorColored fractioncl_avfx_stars_colorful_fractionFraction of stars eligible for an accent tint. 0.08 default. Applies immediately.
SliderColorColor intensitycl_avfx_stars_colorful_intensitySaturation / emissive weight of coloured stars only. 1.00 default. Applies immediately.
SectionTwinkleTwinkle
SliderTwinkleColored twinklecl_avfx_stars_colorful_twinkleHow strongly the coloured and white-twinkle subset pulses. 0.75 default. Applies immediately.
SliderTwinkleTwinkle speedcl_avfx_stars_colorful_twinkle_speedTwinkle speed multiplier. 1.00 default. Applies immediately.
SliderTwinkleTwinkle cyclecl_avfx_stars_colorful_twinkle_secondsBase full dim-bright-dim cycle length, seconds. 4.00 default. Applies immediately.
SliderTwinkleMinimum brightnesscl_avfx_stars_colorful_twinkle_floorMinimum brightness at the dim point. 0.04 default. Applies immediately.
SliderTwinkleWhite-star twinkle fractioncl_avfx_stars_white_twinkle_fractionFraction of ordinary white stars that also twinkle. 0.00 default. Applies immediately.
NavigationTwinkleStars main...q2prox_avfx_starsBack to the main Stars menu.
NavigationTwinkleBloom and orientation...q2prox_avfx_stars_bloom_orientationOpen bloom and orientation settings.
NavigationTwinkleReset to defaultscl_avfx_defaults_stars_colorReset 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

TypeSectionRowVariable or targetHint
NavigationMilky Way...q2prox_avfx_stars_milky_wayOpen Milky Way controls.
NavigationPlanets...q2prox_avfx_stars_planetsOpen planet controls.
NavigationConstellations...q2prox_avfx_stars_constellationsOpen constellation-line controls.
NavigationStars main...q2prox_avfx_starsBack 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

TypeSectionRowVariable or targetHint
ToggleMilky Waycl_avfx_stars_milky_wayMilky Way master toggle. Procedural band along galactic plane. Applies immediately.
SliderBrightnesscl_avfx_stars_milky_way_brightnessMilky Way brightness. 1.25 default. Applies immediately.
SliderWidthcl_avfx_stars_milky_way_widthMilky Way angular band thickness. 0.70 default. Applies immediately.
SliderContrastcl_avfx_stars_milky_way_contrastMilky Way noise contrast. 0.40 default. Applies immediately.
NavigationPlanets and constellations...q2prox_avfx_stars_objectsBack to planets and constellations.
NavigationPlanets...q2prox_avfx_stars_planetsOpen planet controls.
NavigationReset to defaultscl_avfx_defaults_stars_milky_wayReset 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

TypeSectionRowVariable or targetHint
SectionAppearanceAppearance
ToggleAppearancePlanetscl_avfx_planetsPlanets master toggle. Bright star-like points, not disks. Applies immediately.
SliderAppearanceBrightnesscl_avfx_planets_brightnessPlanets brightness. 1.95 default. Applies immediately.
SliderAppearanceAll planets scalecl_avfx_planets_sizeGlobal visual scale for all planets. 0.01 = star-sized point; 0.45 default; higher values stylize every planet larger at once. Applies immediately.
SliderAppearanceGlow sizecl_avfx_planets_glow_sizeForced glow radius around planets. 1.0 = previous look; 0 removes the planet glow; higher values spread it wider. Applies immediately.
SliderAppearanceGlow brightnesscl_avfx_planets_glow_brightnessForced glow brightness around planets. 1.0 = previous look; 0 removes glow brightness; higher values make it stronger. Applies immediately.
SliderAppearanceGlow opacitycl_avfx_planets_glow_alphaForced glow opacity around planets. 1.0 = previous look; 0 makes the glow fully transparent. Does not change the planet point itself. Applies immediately.
SectionPlacementPlacement
TogglePlacementReal planetscl_avfx_planets_realReal ecliptic planet placement. Applies immediately.
SliderPlacementMercury loncl_avfx_planet_mercury_lonMercury ecliptic longitude. Default 252. Applies immediately.
SliderPlacementMercury latcl_avfx_planet_mercury_latMercury ecliptic latitude. Applies immediately.
SliderPlacementVenus loncl_avfx_planet_venus_lonVenus ecliptic longitude. Default 181. Applies immediately.
SliderPlacementVenus latcl_avfx_planet_venus_latVenus ecliptic latitude. Applies immediately.
SliderPlacementMars loncl_avfx_planet_mars_lonMars ecliptic longitude. Default 336. Applies immediately.
SliderPlacementMars latcl_avfx_planet_mars_latMars ecliptic latitude. Applies immediately.
SliderPlacementJupiter loncl_avfx_planet_jupiter_lonJupiter ecliptic longitude. Default 34. Applies immediately.
SliderPlacementJupiter latcl_avfx_planet_jupiter_latJupiter ecliptic latitude. Applies immediately.
SliderPlacementSaturn loncl_avfx_planet_saturn_lonSaturn ecliptic longitude. Default 49. Applies immediately.
SliderPlacementSaturn latcl_avfx_planet_saturn_latSaturn ecliptic latitude. Applies immediately.
SectionNavigationNavigation
NavigationNavigationPlanets and constellations...q2prox_avfx_stars_objectsBack to planets and constellations.
NavigationNavigationConstellations...q2prox_avfx_stars_constellationsOpen constellation controls.
NavigationNavigationReset to defaultscl_avfx_defaults_stars_planetsReset 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

TypeSectionRowVariable or targetHint
ToggleConstellation linescl_avfx_constellation_linesConstellation lines master toggle. Default ON. Applies immediately.
SliderConstellation alphacl_avfx_constellation_alphaConstellation line alpha. 0.05 default. Applies immediately.
ToggleReal constellation linescl_avfx_constellations_realReal Hipparcos-ID-resolved constellation lines. Applies immediately.
ListReal lines modecl_avfx_constellations_real_modeReal lines mode. Applies immediately. [Classic 27 / Major 13 / All Western]
SliderReal line countcl_avfx_constellations_real_countReal line count cap. 256 default. Applies immediately.
SliderReal line alphacl_avfx_constellations_real_alphaReal constellation line alpha. 0.15 default. Applies immediately.
NavigationPlanets and constellations...q2prox_avfx_stars_objectsBack to planets and constellations.
NavigationMilky Way...q2prox_avfx_stars_milky_wayOpen Milky Way controls.
NavigationReset to defaultscl_avfx_defaults_stars_constellationsReset 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

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainMeteors and cometscl_avfx_meteors_cometsMenu-wide master gate for sky meteors, impact meteors and comets. Does not change the individual toggles below. Default OFF. Applies immediately.
ToggleMainSky meteorscl_avfx_meteorsMaster toggle for AVFX sky meteors / shooting stars. Default OFF (opt-in). Applies immediately.
SectionMeteor parametersMeteor parameters
SliderMeteor parametersMeteor ratecl_avfx_meteor_rateAverage meteor spawn rate. 0 = none; 60 (default) ≈ one/sec dense shower; lower = sparser. Applies immediately.
SliderMeteor parametersMeteor brightnesscl_avfx_meteor_brightnessMeteor head brightness. 5.0 (default) bright cinematic. Applies immediately.
SliderMeteor parametersMeteor sizecl_avfx_meteor_sizeMeteor angular size. 1.5 (default) baseline cinematic head. Applies immediately.
SliderMeteor parametersMeteor speedcl_avfx_meteor_speedMeteor angular speed. 0.55 (default) slow drift. Applies immediately.
SliderMeteor parametersTrail lengthcl_avfx_meteor_trail_lengthTrail length. 0 = head only; 3.35 (default) long cinematic tail. Applies immediately.
SliderMeteor parametersTrain timecl_avfx_meteor_train_timePersistent train afterglow seconds. 6.75 (default) long glowing train. Applies immediately.
SliderMeteor parametersFragmentationcl_avfx_meteor_fragmentationProbability of mid-flight fragmentation. 0.2 (default). Applies immediately.
SliderMeteor parametersCloud occlusioncl_avfx_meteor_cloud_occlusionCloud occlusion strength. 0.8 (default) significant dimming behind clouds. Applies immediately.
ToggleMeteor parametersMeteor bloomcl_avfx_meteor_force_bloomForced bloom for meteor heads. Works at gl_bloom=0. Meteor-pixel only. Applies immediately.
SliderMeteor parametersBurn-up chancecl_avfx_meteor_burnup_chanceProbability of early burn-up before horizon. 1.0 (default) = all extinguish before horizon. Applies immediately.
SectionSubmenus & resetSubmenus & reset
NavigationSubmenus & resetSky meteor color...q2prox_avfx_meteor_colorOpen manual RGB and per-object colour variation for newly spawned sky meteors / shooting stars. The Sky meteors toggle above remains their enable control.
NavigationSubmenus & resetImpact meteors...q2prox_avfx_meteor_impactOpen impact meteors settings. Default OFF (opt-in).
NavigationSubmenus & resetComets...q2prox_avfx_cometsOpen comets settings (slow rare sky bodies with a glowing nucleus/coma and one continuous streak). Default OFF.
NavigationSubmenus & resetReset to defaultscl_avfx_defaults_meteorsReset 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

TypeSectionRowVariable or targetHint
ToggleCustom colorcl_avfx_meteor_color_customCustom 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.
SliderRedcl_avfx_meteor_color_rRed 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.
SliderGreencl_avfx_meteor_color_gGreen 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.
SliderBluecl_avfx_meteor_color_bBlue 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.
SliderPer-meteor variationcl_avfx_meteor_color_variationSeeded 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.
NavigationReset color to stockreset 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_variationDisable 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.
NavigationBack to meteors...q2prox_avfx_meteorsReturn 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

TypeSectionRowVariable or targetHint
SectionGeneralGeneral
ToggleGeneralCometscl_avfx_cometsMaster 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.
SliderGeneralComet ratecl_avfx_comet_rateComet spawn rate (events/min). 2.0 (default) — one every 30 s, dense show. Applies immediately.
SliderGeneralBrightnesscl_avfx_comet_brightnessBrightness multiplier. 2.65 (default) bright cinematic. Applies immediately.
SliderGeneralSizecl_avfx_comet_sizeComa size. 1.75 (default). Applies immediately.
SliderGeneralSpeedcl_avfx_comet_speedAngular speed. 1.0 (default). Applies immediately.
SectionColorColor
NavigationColorComet color...q2prox_avfx_comet_colorOpen manual RGB and per-object colour variation for newly spawned comets. The Comets toggle above remains their enable control.
SectionTailsTails
SliderTailsTail lengthcl_avfx_comet_tail_lengthLength of the single continuous streak; scales its smooth body and energetic detail together. 3.0 (default) cinematic. Applies immediately.
SliderTailsTail widthcl_avfx_comet_tail_widthWidth of the single continuous streak; scales its smooth body and energetic detail together. 2.35 (default) cinematic broad. Applies immediately.
ToggleTailsSmooth bodycl_avfx_comet_dust_tailSmooth wispy body inside the single continuous streak. The glowing nucleus/coma remains when off. Default ON. Applies immediately.
ToggleTailsEnergetic detailcl_avfx_comet_ion_tailEnergetic sparks and filaments inside the same continuous streak. The glowing nucleus/coma remains when off. Default ON. Applies immediately.
SectionOcclusion & bloomOcclusion & bloom
SliderOcclusion & bloomCloud occlusioncl_avfx_comet_cloud_occlusionCloud occlusion. 0.30 (default) light dimming. Applies immediately.
ToggleOcclusion & bloomComet bloomcl_avfx_comet_force_bloomForced bloom. Default ON. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_cometsReset 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

TypeSectionRowVariable or targetHint
ToggleCustom colorcl_avfx_comet_color_customCustom 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.
SliderRedcl_avfx_comet_color_rRed channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 0.45. Applies immediately.
SliderGreencl_avfx_comet_color_gGreen channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 0.85. Applies immediately.
SliderBluecl_avfx_comet_color_bBlue channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 1.00. Applies immediately.
SliderPer-comet variationcl_avfx_comet_color_variationSeeded 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.
NavigationReset color to stockreset 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_variationDisable 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.
NavigationBack to comets...q2prox_avfx_cometsReturn 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

TypeSectionRowVariable or targetHint
SectionGeneralGeneral
ToggleGeneralSky spaceshipscl_avfx_spaceshipsMaster 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.
SliderGeneralShip ratecl_avfx_spaceships_rateShip spawn rate (events/min). 2.0 (default), up to 100. 0 = no new flybys (existing ones finish). Applies immediately.
SliderGeneralShip countcl_avfx_spaceships_countMax simultaneously active ships. 3 (default), up to 100. High counts are heavier to render. Applies immediately.
ListGeneralModelcl_avfx_spaceships_modelShip model: mixed stock fleet, or force one stock model. Applies immediately. [Mixed fleet / Strogg / Viper / Big Viper]
SectionSettingsSettings
NavigationSettingsFlight and size...q2prox_avfx_spaceships_flightOpen route, speed, altitude and size settings.
NavigationSettingsAerobatics and course...q2prox_avfx_spaceships_aerobaticsOpen barrel-roll and course-weave settings.
NavigationSettingsAppearance and sound...q2prox_avfx_spaceships_appearanceOpen ship colour and flyby-sound settings.
NavigationSettingsReset allcl_avfx_defaults_spaceshipsReset 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

TypeSectionRowVariable or targetHint
SectionMotionMotion
SliderMotionSpeedcl_avfx_spaceships_speedAverage 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.
SliderMotionSpeed variationcl_avfx_spaceships_speed_variationPer-ship speed variation. 0.35 (default). 0 = all ships identical. Applies immediately.
SliderMotionMin duration, scl_avfx_spaceships_min_durationMinimum flyby duration (s). 18 (default). Keeps fast ships from short base1-like scenes. Applies immediately.
SliderMotionAltitudecl_avfx_spaceships_altitudeAltitude / distance shell. 1.0 (default). Higher = farther, shrinks slower. Not a world height. Applies immediately.
SliderMotionArc heightcl_avfx_spaceships_arc_heightRoute apex bias. 0 = low horizon traffic, 1 = high overhead arcs. 0.55 (default). Applies immediately.
ListMotionSky coveragecl_avfx_spaceships_horizon_clipSky 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]
SectionSizeSize
SliderSizeBase sizecl_avfx_spaceships_scaleBase model scale before distance shrink. 2.0 (default). Applies immediately.
SliderSizeSize variationcl_avfx_spaceships_size_variationPer-ship size variation. 0.45 (default). 0 = all ships identical. Applies immediately.
NavigationSizeBack to spaceships...q2prox_avfx_spaceshipsReturn 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

TypeSectionRowVariable or targetHint
SectionAerobatics & courseAerobatics & course
ToggleAerobatics & courseBarrel rollscl_avfx_spaceships_rollAerobatic 360 barrel rolls. Ships occasionally roll a full turn around their length axis while flying (path unchanged). Default OFF. Applies immediately.
SliderAerobatics & courseRoll chancecl_avfx_spaceships_roll_chanceRoll chance: fraction of ships that perform rolls. 0.35 (default). Higher = more ships roll. Applies immediately.
SliderAerobatics & courseRolls per flightcl_avfx_spaceships_roll_frequencyRolls per flight (for a rolling ship). 1.5 (default). Applies immediately.
SliderAerobatics & courseRoll speedcl_avfx_spaceships_roll_speedRoll speed: rate of a full 360 roll. 1.0 (default) ~ 2 s per roll; higher = snappier. Applies immediately.
SliderAerobatics & courseCourse weavecl_avfx_spaceships_weaveCourse weave: 0 = straight arc, higher = ships weave / wander off the arc. Default 0. Applies immediately.
SliderAerobatics & courseWeave frequencycl_avfx_spaceships_weave_frequencyWeave frequency: how many wiggles across the flight. 2.0 (default). Applies immediately.
NavigationAerobatics & courseBack to spaceships...q2prox_avfx_spaceshipsReturn 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

TypeSectionRowVariable or targetHint
SectionColorColor
ListColorColor modecl_avfx_spaceships_color_modeColor mode: stock skins, subtle random tint, cinematic palette, or manual RGB. Applies immediately. [Stock skins / Random tint / Cinematic palette / Manual RGB]
SliderColorColor strength, %cl_avfx_spaceships_color_strengthTint strength (%). 30 (default). 0 = neutral even when a color mode is set. Applies immediately.
SliderColorRedcl_avfx_spaceships_color_rManual tint, red channel (color mode = Manual RGB). 1.0 (default). Applies immediately.
SliderColorGreencl_avfx_spaceships_color_gManual tint, green channel (color mode = Manual RGB). 1.0 (default). Applies immediately.
SliderColorBluecl_avfx_spaceships_color_bManual tint, blue channel (color mode = Manual RGB). 1.0 (default). Applies immediately.
SectionSoundSound
ToggleSoundFlyby soundcl_avfx_spaceships_soundFlyby sound master. Default ON. 0 = completely silent ships. Missing WAVs play silent. Applies immediately.
SliderSoundFlyby volumecl_avfx_spaceships_sound_volumeFlyby sound volume. 0.35 (default). 0 = silent. Applies immediately.
NavigationSoundBack to spaceships...q2prox_avfx_spaceshipsReturn 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

TypeSectionRowVariable or targetHint
SectionSpawningSpawning
ToggleSpawningImpact meteorscl_avfx_meteor_impactMaster toggle for AVFX impact meteors. Default OFF (opt-in). Applies immediately.
SliderSpawningImpact ratecl_avfx_meteor_impact_rateImpact spawn rate per minute. 60 (default) ≈ one per second. Applies immediately.
SliderSpawningDescent durationcl_avfx_meteor_impact_descent_secondsDescent duration in seconds. 3 (default) fast cinematic. Applies immediately.
SliderSpawningTarget radiuscl_avfx_meteor_impact_radiusTarget radius around player (wu). 1664 (default) wide play area. Applies immediately.
SectionAppearanceAppearance
SliderAppearanceBrightnesscl_avfx_meteor_impact_brightnessHead light brightness multiplier. 1.45 (default). Applies immediately.
SliderAppearanceSizecl_avfx_meteor_impact_sizeHead size growth multiplier. 0.40 (default). Applies immediately.
SliderAppearanceImpact intensitycl_avfx_meteor_impact_intensityFinal impact flash intensity multiplier. 2.55 (default). Applies immediately.
ToggleAppearanceWater steamcl_avfx_meteor_impact_water_steamSteam puffs on water impacts. Default ON. Applies immediately.
SliderAppearanceGround glowcl_avfx_meteor_impact_ground_glow_secondsWarm ground glow seconds after impact. 14.0 (default). Applies immediately.
ToggleAppearanceTail particlescl_avfx_meteor_impact_tailTrailing tail particles behind bolide head. Default ON. Applies immediately.
SliderAppearanceTail densitycl_avfx_meteor_impact_tail_densityTail density multiplier. 3.00 (default). Applies immediately.
ToggleAppearanceImpact shattercl_avfx_meteor_impact_shatterDark rocky shatter fragments on impact. Default ON. Applies immediately.
SliderAppearanceShatter densitycl_avfx_meteor_impact_shatter_densityShatter density multiplier. 3.55 (default). Applies immediately.
SectionPuddle evaporationPuddle evaporation
TogglePuddle evaporationPuddle evaporationcl_avfx_meteor_impact_puddle_evapEvaporate rain puddles in a radius + spawn steam burst. Default ON. Applies immediately.
SliderPuddle evaporationEvap radiuscl_avfx_meteor_impact_puddle_evap_radiusEvap halo radius (wu). 400 (default). Applies immediately.
SectionCamera shakeCamera shake
ToggleCamera shakeCamera shakecl_avfx_meteor_impact_shakeClient-only camera shake on nearby impact. Default ON. Applies immediately.
SliderCamera shakeShake strengthcl_avfx_meteor_impact_shake_strengthShake amplitude multiplier. 1.0 (default). Applies immediately.
SliderCamera shakeShake radiuscl_avfx_meteor_impact_shake_radiusShake falloff radius multiplier. 1.0 (default). Applies immediately.
SliderCamera shakeShake clampcl_avfx_meteor_impact_shake_maxShake clamp in degrees. 1.5 (default). Applies immediately.
ToggleCamera shakeHeat shimmercl_avfx_meteor_impact_shimmerHeat-shimmer air refraction around falling meteor heads. Default ON. Applies immediately.
SliderCamera shakeShimmer strengthcl_avfx_meteor_impact_shimmer_strengthHeat-shimmer distortion strength. 0.5 = default. Applies immediately.
SliderCamera shakeShimmer radiuscl_avfx_meteor_impact_shimmer_radiusHeat-shimmer area radius around each bolide. 1.0 = default. Applies immediately.
SectionSubmenu & resetSubmenu & reset
NavigationSubmenu & resetMeteor and tail color...q2prox_avfx_meteor_impact_colorOpen 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.
NavigationSubmenu & resetGround-impact particles...q2prox_avfx_meteor_impact_particlesOpen the independent Enable and RGB controls for stock snow dust and debris emitted at ground impact.
NavigationSubmenu & resetSP gameplay damage...q2prox_avfx_meteor_impact_damageOpen SP gameplay damage submenu.
NavigationSubmenu & resetReset to defaultscl_avfx_defaults_meteor_impactReset 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

TypeSectionRowVariable or targetHint
SectionNew meteor colorNew meteor color
ToggleNew meteor colorCustom colorcl_avfx_meteor_impact_color_customCustom 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.
SliderNew meteor colorRedcl_avfx_meteor_impact_color_rRed channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately.
SliderNew meteor colorGreencl_avfx_meteor_impact_color_gGreen channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately.
SliderNew meteor colorBluecl_avfx_meteor_impact_color_bBlue channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately.
SliderNew meteor colorPer-meteor variationcl_avfx_meteor_impact_color_variationSeeded 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.
SectionServiceService
NavigationServiceReset color to stockreset 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_variationDisable manual color, disable per-meteor variation and restore the stock reference RGB values.
NavigationServiceBack to impact meteors...q2prox_avfx_meteor_impactReturn 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

TypeSectionRowVariable or targetHint
SectionFamiliesFamilies
NavigationFamiliesSnow dust...q2prox_avfx_meteor_particles_snowOpen Enable and RGB controls for snow dust thrown up by a meteor impact.
NavigationFamiliesMeteor debris...q2prox_avfx_meteor_particles_debrisOpen Enable and RGB controls for warm, red and energy meteor debris.
SectionServiceService
NavigationServiceReset ground particlesq2prox_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_energyReset all four ground-impact particle families: enable emission, disable custom colours and restore stock RGB values.
NavigationServiceBack to impact meteors...q2prox_avfx_meteor_impactReturn 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

TypeSectionRowVariable or targetHint
SectionParticles: meteor snow dustParticles: meteor snow dust
ToggleParticles: meteor snow dustParticlescl_avfx_particle_meteor_snow_dust_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: meteor snow dustCustom colorcl_avfx_particle_rgb_meteor_snow_dust_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: meteor snow dustRedcl_avfx_particle_rgb_meteor_snow_dust_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor snow dustGreencl_avfx_particle_rgb_meteor_snow_dust_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor snow dustBluecl_avfx_particle_rgb_meteor_snow_dust_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: meteor snow dustReset color to stockq2prox_particle_reset color avfx meteor_snow_dustTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: meteor snow dustReset this familyq2prox_particle_reset avfx meteor_snow_dustTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionNavigationNavigation
NavigationNavigationBack to meteor particles...q2prox_avfx_meteor_impact_particlesReturn 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

TypeSectionRowVariable or targetHint
SectionParticles: meteor debris (warm)Particles: meteor debris (warm)
ToggleParticles: meteor debris (warm)Particlescl_avfx_particle_meteor_debris_warm_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: meteor debris (warm)Custom colorcl_avfx_particle_rgb_meteor_debris_warm_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: meteor debris (warm)Redcl_avfx_particle_rgb_meteor_debris_warm_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor debris (warm)Greencl_avfx_particle_rgb_meteor_debris_warm_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor debris (warm)Bluecl_avfx_particle_rgb_meteor_debris_warm_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: meteor debris (warm)Reset color to stockq2prox_particle_reset color avfx meteor_debris_warmTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: meteor debris (warm)Reset this familyq2prox_particle_reset avfx meteor_debris_warmTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionParticles: meteor debris (red)Particles: meteor debris (red)
ToggleParticles: meteor debris (red)Particlescl_avfx_particle_meteor_debris_red_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: meteor debris (red)Custom colorcl_avfx_particle_rgb_meteor_debris_red_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: meteor debris (red)Redcl_avfx_particle_rgb_meteor_debris_red_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor debris (red)Greencl_avfx_particle_rgb_meteor_debris_red_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor debris (red)Bluecl_avfx_particle_rgb_meteor_debris_red_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: meteor debris (red)Reset color to stockq2prox_particle_reset color avfx meteor_debris_redTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: meteor debris (red)Reset this familyq2prox_particle_reset avfx meteor_debris_redTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionParticles: meteor debris (energy)Particles: meteor debris (energy)
ToggleParticles: meteor debris (energy)Particlescl_avfx_particle_meteor_debris_energy_enableEmit this family. Off stops only its future particles, before they are allocated; particles already in the air finish normally. Applies immediately.
ToggleParticles: meteor debris (energy)Custom colorcl_avfx_particle_rgb_meteor_debris_energy_customUse the Red/Green/Blue below instead of the stock colour of this family. Off reproduces the original output exactly. Applies immediately.
SliderParticles: meteor debris (energy)Redcl_avfx_particle_rgb_meteor_debris_energy_rRed channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor debris (energy)Greencl_avfx_particle_rgb_meteor_debris_energy_gGreen channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
SliderParticles: meteor debris (energy)Bluecl_avfx_particle_rgb_meteor_debris_energy_bBlue channel of the custom colour. The family keeps its stock brightness curve. Applies immediately.
NavigationParticles: meteor debris (energy)Reset color to stockq2prox_particle_reset color avfx meteor_debris_energyTurn Custom colour off and restore the stock reference Red/Green/Blue for this family. The Particles switch is left as it is.
NavigationParticles: meteor debris (energy)Reset this familyq2prox_particle_reset avfx meteor_debris_energyTurn Particles on, turn Custom colour off and restore the stock reference Red/Green/Blue for this family.
SectionNavigationNavigation
NavigationNavigationBack to meteor particles...q2prox_avfx_meteor_impact_particlesReturn 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

TypeSectionRowVariable or targetHint
ToggleDamage monsterscl_sp_avfx_meteor_impact_damageDamage monsters (SP / SP-training only). Default OFF.
SliderDamagecl_sp_avfx_meteor_impact_damage_amountPeak damage at impact (260 default).
SliderRadiuscl_sp_avfx_meteor_impact_damage_radiusDamage radius (640 default wu).
SliderKnockbackcl_sp_avfx_meteor_impact_damage_knockbackKnockback impulse (140 default).
SliderFalloffcl_sp_avfx_meteor_impact_damage_falloffEdge falloff slope (0.75 default = 25% at edge).
ToggleLOScl_sp_avfx_meteor_impact_damage_losRequire line-of-sight (LOS) from impact to target. ON by default.
ToggleDamage breakablescl_sp_avfx_meteor_impact_damage_breakablesDetonate misc_explobox + damage func_explosive brushes. ON by default.
NavigationReset to defaultscl_avfx_defaults_meteor_impact_damageReset 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

TypeSectionRowVariable or targetHint
ToggleVolumetric fogcl_avfx_volfogMaster toggle for AVFX volumetric fog / mist. Applies immediately.
ListQualitycl_avfx_volfog_qualityQuality preset. Low reduces steps; Standard is baseline; Ultra increases steps. Applies immediately. [Low / Standard / Ultra]
SliderRender scalecl_avfx_volfog_render_scalePerformance scale for effective raymarch steps. Applies immediately.
SliderRaymarch stepscl_avfx_volfog_stepsRequested raymarch sample count; effective count also uses quality and render scale. Applies immediately.
NavigationShape and distance...q2prox_avfx_volfog_shapeOpen fog distance, height and layer-shape controls.
NavigationDensity and noise...q2prox_avfx_volfog_lookOpen density, noise, color and wind controls.
NavigationFog lighting...q2prox_avfx_volfog_lightingOpen sun, moon, lightning, flashlight and debug controls.
NavigationReset to defaultscl_avfx_defaults_volfogReset 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

TypeSectionRowVariable or targetHint
SliderView distancecl_avfx_volfog_view_distanceMax raymarch distance. Default 4096 world units; 8192 is full long range. Applies immediately.
SliderStart distancecl_avfx_volfog_start_distanceStart distance from camera. Default 248 world units. Applies immediately.
SliderNear fadecl_avfx_volfog_near_fadeNear-fade window. Default 344 world units. Applies immediately.
SliderBase heightcl_avfx_volfog_base_heightBase height of the fog layer. 0 = floor, negative = below, positive = higher. Applies immediately.
SliderLayer thicknesscl_avfx_volfog_heightLayer thickness above base. Default 3504 world units. Applies immediately.
SliderFalloffcl_avfx_volfog_falloffDensity falloff exponent above the base height. Applies immediately.
ToggleGround hugcl_avfx_volfog_ground_hugGround-hug mode: fog accumulates near the floor instead of only above base height. Applies immediately.
NavigationReset to defaultscl_avfx_defaults_volfog_shapeReset only the fog shape controls shown in this menu.
NavigationBack to volumetric fog...q2prox_avfx_volfogReturn 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

TypeSectionRowVariable or targetHint
SectionDensity & scatteringDensity & scattering
SliderDensity & scatteringDensitycl_avfx_volfog_densityBase density. Applies immediately.
SliderDensity & scatteringOpacitycl_avfx_volfog_opacityFinal opacity. Applies immediately.
SliderDensity & scatteringExtinctioncl_avfx_volfog_extinctionPer-step extinction strength. Applies immediately.
SliderDensity & scatteringAnisotropycl_avfx_volfog_anisotropyHG anisotropy for sun/moon scatter. 0 = isotropic; positive = forward scatter; negative = backward scatter. Applies immediately.
SectionNoise & patchinessNoise & patchiness
SliderNoise & patchinessNoisecl_avfx_volfog_noiseNoise strength. 0 = smooth, 1 = maximum patchiness. Applies immediately.
SliderNoise & patchinessNoise scalecl_avfx_volfog_noise_scaleNoise spatial scale. Applies immediately.
SliderNoise & patchinessPatchinesscl_avfx_volfog_patchinessPatch amplitude. Applies immediately.
SliderNoise & patchinessSeedcl_avfx_volfog_seedNoise field seed. Set evolution speed to 0 to freeze the layout for screenshots. Applies immediately.
SectionWind & animationWind & animation
SliderWind & animationWind directioncl_avfx_volfog_wind_dirWind direction in degrees. 0 = east, 90 = north. Applies immediately.
SliderWind & animationWind speedcl_avfx_volfog_wind_speedWind speed scalar. Applies immediately.
SliderWind & animationEvolution speedcl_avfx_volfog_evolution_speedNoise evolution speed. Applies immediately.
SectionColor tintColor tint
SliderColor tintTint: redcl_avfx_volfog_color_rRed tint channel. Applies immediately.
SliderColor tintTint: greencl_avfx_volfog_color_gGreen tint channel. Applies immediately.
SliderColor tintTint: bluecl_avfx_volfog_color_bBlue tint channel. Applies immediately.
SectionReset & navigationReset & navigation
NavigationReset & navigationReset to defaultscl_avfx_defaults_volfog_lookReset only the fog look controls shown in this menu.
NavigationReset & navigationBack to volumetric fog...q2prox_avfx_volfogReturn 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

TypeSectionRowVariable or targetHint
ToggleSun scattercl_avfx_volfog_sun_scatterSun scatter contribution. Applies immediately.
ToggleMoon scattercl_avfx_volfog_moon_scatterWeak cold moon scatter contribution at night. Applies immediately.
ToggleLightning scattercl_avfx_volfog_lightning_scatterLightning strikes brighten nearby fog. Visual only. Applies immediately.
ToggleFlashlight scattercl_avfx_volfog_flashlight_scatterFlashlight cone scatters inside fog. Applies immediately.
SliderFlashlight alphacl_avfx_volfog_flashlight_alphaFlashlight cone alpha inside fog. Lower = softer; higher = denser spot. Affects fog only. Applies immediately.
SectionDiagnosticsDiagnostics
ListDiagnosticsDebug modecl_avfx_volfog_debugDebug mode. Applies immediately. [Off / Density / Lighting / Steps]
NavigationDiagnosticsReset to defaultscl_avfx_defaults_volfog_lightingReset only the fog lighting controls shown in this menu.
NavigationDiagnosticsBack to volumetric fog...q2prox_avfx_volfogReturn to the main volumetric-fog menu.

Volumetric clouds (q2prox_avfx_volclouds)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Sky & Celestials → Volumetric clouds

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainVolumetric cloudscl_avfx_volcloudsMaster toggle for AVFX volumetric clouds. Applies immediately.
SectionQuality & performanceQuality & performance
ListQuality & performanceQualitycl_avfx_volclouds_qualityQuality preset. Low is faster, Quality is baseline, Ultra increases sample count. Applies immediately. [Low / Quality / Ultra]
ListQuality & performanceCloud detail sourcecl_avfx_volclouds_noise_sourceCloud detail source. Fast procedural uses in-shader hash. Rich 3D noise uses Perlin-Worley textures. Applies immediately. [Fast procedural / Rich 3D noise]
SliderQuality & performanceRender scalecl_avfx_volclouds_render_scaleInternal cloud buffer scale. 1.00 renders the same cloud pass at full resolution; lower values render cheaper and upscale. Applies immediately.
SliderQuality & performanceRaymarch stepscl_avfx_volclouds_stepsBase raymarch sample count per pixel. Effective count also uses quality preset. Applies immediately.
SliderQuality & performanceShadow stepscl_avfx_volclouds_shadow_stepsLight-march samples toward sun per main step. 0 disables self-shadow. Applies immediately.
SectionSubmenusSubmenus
NavigationSubmenusShape and coverage...q2prox_avfx_volclouds_shapeOpen cloud placement, height, coverage, density and size controls.
NavigationSubmenusDetail and motion...q2prox_avfx_volclouds_detailOpen cloud detail, erosion, turbulence, wind and evolution controls.
NavigationSubmenusLayers and sky coverage...q2prox_avfx_volclouds_layersChoose full-sphere or upper-sky coverage and open per-layer cloud controls.
NavigationSubmenusCloud lighting...q2prox_avfx_volclouds_lightingOpen lighting, scene-shadow, lightning and debug settings for volumetric clouds.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_volcloudsReset 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

TypeSectionRowVariable or targetHint
SectionLayer dimensionsLayer dimensions
SliderLayer dimensionsBase heightcl_avfx_volclouds_base_heightWorld-space height where cloud layer begins. Default 7648 puts it well above typical play areas. Applies immediately.
SliderLayer dimensionsThicknesscl_avfx_volclouds_thicknessCloud slab thickness. Default 2400 is the accepted vertical extent. Applies immediately.
SliderLayer dimensionsHorizon fadecl_avfx_volclouds_horizon_fadeHorizon-band fade strength. Applies immediately.
SectionCoverage & densityCoverage & density
SliderCoverage & densityCoveragecl_avfx_volclouds_coverageSky coverage amount. Applies immediately.
SliderCoverage & densityDensitycl_avfx_volclouds_densityBase cloud density. Applies immediately.
SliderCoverage & densityOpacitycl_avfx_volclouds_opacityFinal opacity over base sky. Applies immediately.
SectionSize & layoutSize & layout
SliderSize & layoutCell densitycl_avfx_volclouds_countProcedural macro-cell density. Applies immediately.
SliderSize & layoutCloud sizecl_avfx_volclouds_sizeMacro cloud feature size multiplier. Applies immediately.
SliderSize & layoutSize variationcl_avfx_volclouds_size_variationPer-cloud size variation. Applies immediately.
SliderSize & layoutRandomnesscl_avfx_volclouds_randomnessCloud placement randomness. Applies immediately.
SliderSize & layoutSeedcl_avfx_volclouds_seedCloud noise seed offset. Set to 0 for map/time-derived layout. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_volclouds_shapeReset only the cloud shape controls shown in this menu.
NavigationServiceBack to volumetric clouds...q2prox_avfx_volcloudsReturn 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

TypeSectionRowVariable or targetHint
SectionShape & detailShape & detail
SliderShape & detailShape scalecl_avfx_volclouds_shape_scaleMacro shape noise spatial scale. Applies immediately.
SliderShape & detailDetail scalecl_avfx_volclouds_detail_scaleDetail and erosion noise spatial scale. Applies immediately.
SliderShape & detailErosioncl_avfx_volclouds_erosionEdge erosion strength. Applies immediately.
SliderShape & detailFluffinesscl_avfx_volclouds_fluffinessInscatter brightness boost for fluffy cloud bodies. Applies immediately.
SliderShape & detailTurbulencecl_avfx_volclouds_turbulenceHigh-frequency turbulence on cloud density. Applies immediately.
SectionWind & motionWind & motion
SliderWind & motionWind directioncl_avfx_volclouds_wind_dirWind direction in degrees from +X. 0 = east; 90 = north. Applies immediately.
SliderWind & motionWind speedcl_avfx_volclouds_wind_speedWind speed scalar. 0 freezes drift. Applies immediately.
SliderWind & motionEvolution speedcl_avfx_volclouds_evolution_speedCloud shape evolution speed, independent of wind translation. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_volclouds_detailReset only the cloud detail controls shown in this menu.
NavigationServiceBack to volumetric clouds...q2prox_avfx_volcloudsReturn 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

TypeSectionRowVariable or targetHint
ToggleSun lightingcl_avfx_volclouds_sun_lightingSun forward-scatter lighting (silver lining). Default ON. Applies immediately.
ToggleMoon lightingcl_avfx_volclouds_moon_lightingWeak cold moon contribution at night. Default ON. Applies immediately.
SliderSilver liningcl_avfx_volclouds_silver_liningSilver lining (HG anisotropy g). 0=isotropic; 0.20 (default) = gentle forward-scatter bias. Applies immediately.
SliderAmbientcl_avfx_volclouds_ambientAmbient light floor for clouds. 0.50 (default) = balanced night readability without washing out the sky. Applies immediately.
SliderStorm darkeningcl_avfx_volclouds_storm_darkeningStorm darkening strength (applies only when volclouds AND cl_avfx_storm both on). 0.25 (default). Applies immediately.
ToggleSun/moon disk occlusioncl_avfx_volclouds_sun_occlusionSun/moon disk occlusion. Default OFF: celestial disks keep their tuned visibility while flat-cloud occlusion still applies. Applies immediately.
SliderLighting maskcl_avfx_volclouds_lighting_maskHow 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.
SliderWorld shadowcl_avfx_volclouds_world_shadowClouds 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.
SliderTemporal jittercl_avfx_volclouds_temporal_jitterPer-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.
ToggleLocal lightning illumcl_avfx_volclouds_lightning_localLocal lightning illumination. Nearby strikes brighten the cloud body within radius rather than uniformly across the sky. Sparse-sampled every 4th raymarch step. Applies immediately.
SliderLocal light radiuscl_avfx_volclouds_lightning_local_radiusHorizontal 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.
SliderLocal light strengthcl_avfx_volclouds_lightning_local_strengthBrightness boost of the cloud-entry glow. 4 default; up to 5.0 cinematic over-bright at the strike. Applies immediately.
SliderLocal light falloffcl_avfx_volclouds_lightning_local_falloffRadial edge softness inside the cloud-entry glow. 1.0 linear; 1.25 default; higher = tighter core; lower = nearly uniform. Applies immediately.
SectionDiagnosticsDiagnostics
ListDiagnosticsDebug modecl_avfx_volclouds_debugDebug mode. Applies immediately. [Off / Density / Lighting / Steps]
NavigationDiagnosticsReset to defaultscl_avfx_defaults_volclouds_lightingReset 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

TypeSectionRowVariable or targetHint
ListModel and coveragecl_avfx_volclouds_layersSky 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)]
SliderUpper layer countcl_avfx_volclouds_layer_countNumber of active layers in Upper sky mode. Ignored by Full sphere mode. Range 1..3. Applies immediately.
NavigationLayer 1: low cumulus...q2prox_avfx_volclouds_layer1Open low heavy cumulus layer controls.
NavigationLayer 2: mid broken...q2prox_avfx_volclouds_layer2Open mid broken cumulus layer controls.
NavigationLayer 3: high cirrus...q2prox_avfx_volclouds_layer3Open high thin cirrus layer controls.
NavigationReset to defaultscl_avfx_defaults_volclouds_layersReset 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

TypeSectionRowVariable or targetHint
SectionLayerLayer
ToggleLayerEnable layercl_avfx_volclouds_l1_enableEnable layer 1: low heavy cumulus. Applies immediately.
SectionCoverage & densityCoverage & density
SliderCoverage & densityCoveragecl_avfx_volclouds_l1_coverageSky coverage for layer 1. Higher = more cloud and smaller blue gaps. Applies immediately.
SliderCoverage & densityDensitycl_avfx_volclouds_l1_densityCloud-body density for layer 1. Applies immediately.
SliderCoverage & densityOpacitycl_avfx_volclouds_l1_opacityOpacity over the sky for layer 1. Applies immediately.
SectionShape & dimensionsShape & dimensions
SliderShape & dimensionsHeightcl_avfx_volclouds_l1_heightRelative height position inside the cloud slab for layer 1. Applies immediately.
SliderShape & dimensionsThicknesscl_avfx_volclouds_l1_thicknessRelative vertical thickness for layer 1. Applies immediately.
SliderShape & dimensionsScalecl_avfx_volclouds_l1_scaleFeature scale for layer 1. Higher = larger cloud bodies. Applies immediately.
SliderShape & dimensionsDetailcl_avfx_volclouds_l1_detailDetail and erosion noise scale for layer 1. Applies immediately.
SliderShape & dimensionsEdge erosioncl_avfx_volclouds_l1_erosionEdge erosion strength for layer 1. Applies immediately.
SectionWindWind
SliderWindWind directioncl_avfx_volclouds_l1_wind_dirWind direction for layer 1, in degrees. Applies immediately.
SliderWindWind speedcl_avfx_volclouds_l1_wind_speedWind drift speed for layer 1. Applies immediately.
SliderWindEvolutioncl_avfx_volclouds_l1_evolution_speedShape evolution speed for layer 1. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_volclouds_layer1Reset only this cloud layer controls shown in this menu.
NavigationServiceBack to cloud layers...q2prox_avfx_volclouds_layersReturn 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

TypeSectionRowVariable or targetHint
SectionLayerLayer
ToggleLayerEnable layercl_avfx_volclouds_l2_enableEnable layer 2: mid broken cumulus. Applies immediately.
SectionCoverage & densityCoverage & density
SliderCoverage & densityCoveragecl_avfx_volclouds_l2_coverageSky coverage for layer 2. Higher = more cloud and smaller blue gaps. Applies immediately.
SliderCoverage & densityDensitycl_avfx_volclouds_l2_densityCloud-body density for layer 2. Applies immediately.
SliderCoverage & densityOpacitycl_avfx_volclouds_l2_opacityOpacity over the sky for layer 2. Applies immediately.
SectionShape & dimensionsShape & dimensions
SliderShape & dimensionsHeightcl_avfx_volclouds_l2_heightRelative height position inside the cloud slab for layer 2. Applies immediately.
SliderShape & dimensionsThicknesscl_avfx_volclouds_l2_thicknessRelative vertical thickness for layer 2. Applies immediately.
SliderShape & dimensionsScalecl_avfx_volclouds_l2_scaleFeature scale for layer 2. Higher = larger cloud bodies. Applies immediately.
SliderShape & dimensionsDetailcl_avfx_volclouds_l2_detailDetail and erosion noise scale for layer 2. Applies immediately.
SliderShape & dimensionsEdge erosioncl_avfx_volclouds_l2_erosionEdge erosion strength for layer 2. Applies immediately.
SectionWindWind
SliderWindWind directioncl_avfx_volclouds_l2_wind_dirWind direction for layer 2, in degrees. Applies immediately.
SliderWindWind speedcl_avfx_volclouds_l2_wind_speedWind drift speed for layer 2. Applies immediately.
SliderWindEvolutioncl_avfx_volclouds_l2_evolution_speedShape evolution speed for layer 2. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_volclouds_layer2Reset only this cloud layer controls shown in this menu.
NavigationServiceBack to cloud layers...q2prox_avfx_volclouds_layersReturn 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

TypeSectionRowVariable or targetHint
SectionLayerLayer
ToggleLayerEnable layercl_avfx_volclouds_l3_enableEnable layer 3: high thin cirrus. Applies immediately.
SectionCoverage & densityCoverage & density
SliderCoverage & densityCoveragecl_avfx_volclouds_l3_coverageSky coverage for layer 3. Higher = more cloud and smaller blue gaps. Applies immediately.
SliderCoverage & densityDensitycl_avfx_volclouds_l3_densityCloud-body density for layer 3. Applies immediately.
SliderCoverage & densityOpacitycl_avfx_volclouds_l3_opacityOpacity over the sky for layer 3. Applies immediately.
SectionShape & dimensionsShape & dimensions
SliderShape & dimensionsHeightcl_avfx_volclouds_l3_heightRelative height position inside the cloud slab for layer 3. Applies immediately.
SliderShape & dimensionsThicknesscl_avfx_volclouds_l3_thicknessRelative vertical thickness for layer 3. Applies immediately.
SliderShape & dimensionsScalecl_avfx_volclouds_l3_scaleFeature scale for layer 3. Higher = larger cloud bodies. Applies immediately.
SliderShape & dimensionsDetailcl_avfx_volclouds_l3_detailDetail and erosion noise scale for layer 3. Applies immediately.
SliderShape & dimensionsEdge erosioncl_avfx_volclouds_l3_erosionEdge erosion strength for layer 3. Applies immediately.
SectionWindWind
SliderWindWind directioncl_avfx_volclouds_l3_wind_dirWind direction for layer 3, in degrees. Applies immediately.
SliderWindWind speedcl_avfx_volclouds_l3_wind_speedWind drift speed for layer 3. Applies immediately.
SliderWindEvolutioncl_avfx_volclouds_l3_evolution_speedShape evolution speed for layer 3. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_volclouds_layer3Reset only this cloud layer controls shown in this menu.
NavigationServiceBack to cloud layers...q2prox_avfx_volclouds_layersReturn to the cloud layers menu.

Flashlight Settings (q2prox_avfx_flashlight)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Local FX & Sound → Flashlight Settings

TypeSectionRowVariable or targetHint
SectionActivationActivation
ToggleActivationEnable flashlightcl_avfx_flashlightEnable player flashlight. Applies immediately.
KeyActivationToggle keyavfx_flashlight_toggleBind a key to toggle the flashlight.
SectionBeam parametersBeam parameters
SliderBeam parametersIntensitycl_avfx_flashlight_intensityIntensity. Applies immediately.
SliderBeam parametersSurface light alphacl_avfx_flashlight_surface_alphaSurface light alpha. Applies immediately.
SliderBeam parametersRangecl_avfx_flashlight_rangeMax range (wu). Applies immediately.
SliderBeam parametersCone anglecl_avfx_flashlight_angleCone angle (deg). Applies immediately.
SliderBeam parametersSoftnesscl_avfx_flashlight_softnessEdge softness. Applies immediately.
SectionSubmenusSubmenus
NavigationSubmenusFlashlight shadows...q2prox_avfx_flashlight_shadowsOpen dynamic GPU shadow settings.
SectionColourColour
SliderColourColor: redcl_avfx_flashlight_color_rRed tint. Applies immediately.
SliderColourColor: greencl_avfx_flashlight_color_gGreen tint. Applies immediately.
SliderColourColor: bluecl_avfx_flashlight_color_bBlue tint. Applies immediately.
SectionLight behaviourLight behaviour
ToggleLight behaviourEngine dlightcl_avfx_flashlight_dlightEngine dlight. Applies immediately.
SliderLight behaviourFlickercl_avfx_flashlight_flickerFlicker amount. Applies immediately.
SectionBatteryBattery
ToggleBatteryBattery simulationcl_avfx_flashlight_batteryBattery simulation. Applies immediately.
SliderBatteryBattery lifecl_avfx_flashlight_battery_minutesBattery minutes. Applies immediately.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_flashlightReset 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

TypeSectionRowVariable or targetHint
SectionShadow qualityShadow quality
ToggleShadow qualityDynamic shadowscl_avfx_flashlight_shadowsDynamic GPU shadows. Applies immediately.
ListShadow qualityShadow qualitycl_avfx_flashlight_shadow_qualityQuality / resolution. Applies immediately. [Low / Medium / High / Ultra]
SliderShadow qualityShadow strengthcl_avfx_flashlight_shadow_strengthVisibility scalar. Applies immediately.
SliderShadow qualityShadow softnesscl_avfx_flashlight_shadow_softnessPCF softness. Tap count follows Shadow quality: Low=4, Medium=9, High/Ultra=16. Applies immediately.
SliderShadow qualityShadow biascl_avfx_flashlight_shadow_biasDepth compare bias. Applies immediately.
SliderShadow qualityShadow caster limitcl_avfx_flashlight_shadow_max_castersMax casters per frame. Applies immediately.
SectionShadow castersShadow casters
ToggleShadow castersItem shadowscl_avfx_flashlight_shadow_itemsItems cast shadows. Applies immediately.
ToggleShadow castersMonster shadowscl_avfx_flashlight_shadow_monstersMonsters cast shadows. Applies immediately.
ToggleShadow castersPlayer shadowscl_avfx_flashlight_shadow_playersPlayers cast shadows. Applies immediately.
SectionSource & debugSource & debug
SliderSource & debugSource offset rightcl_avfx_flashlight_shadow_offset_rightShadow light source right offset. Applies immediately.
SliderSource & debugSource offset upcl_avfx_flashlight_shadow_offset_upShadow light source up offset. Applies immediately.
SliderSource & debugSource offset forwardcl_avfx_flashlight_shadow_offset_forwardShadow light source forward/back offset. Applies immediately.
SliderSource & debugShadow focus downcl_avfx_flashlight_shadow_focus_downShadow-map-only downward focus offset. Applies immediately.
ListSource & debugShadow debugcl_avfx_flashlight_shadow_debugShadow diagnostics. Applies immediately. [Off / Map / Visibility / Projection]
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_flashlight_shadowsReset 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterEnable monster AVFX contactscl_sp_monster_avfx_contactsMaster switch: monsters leave snow footprints, puddle ripples and landing splashes on visible AVFX surfaces. Local SP / DM training only; off by default. Applies immediately.
SectionVisual effectsVisual effects
ToggleVisual effectsSnow footprintscl_sp_monster_avfx_snow_footprintsMonsters leave footprints on accumulated AVFX snow (same overlay as the player). Needs visible snow under the monster. Applies immediately.
ToggleVisual effectsPuddle splashes and ripplescl_sp_monster_avfx_puddle_splashesMonster steps make ripples and splashes in visible AVFX puddles. Strength scales with speed and size. Applies immediately.
ToggleVisual effectsLanding splashescl_sp_monster_avfx_land_splashesBigger splash when a falling or jumping monster lands in a visible AVFX puddle. Applies immediately.
SectionAudioAudio
ToggleAudioContact soundscl_sp_monster_avfx_contact_audioReuse AVFX snow/puddle footstep sounds for monster contacts. On by default; set 0 if crowds get too noisy. Applies immediately.
SectionParametersParameters
SliderParametersContact amountcl_sp_monster_avfx_contact_amountOverall strength multiplier for monster contacts. 1.0 default; 0 disables emission even with the master on. Applies immediately.
SliderParametersMax contact distancecl_sp_monster_avfx_contact_max_distanceMax camera distance (game units) at which monster contacts are emitted. Farther monsters are tracked but emit no contacts. Default 1600. Applies immediately.
SliderParametersMax contacts per framecl_sp_monster_avfx_contact_max_per_frameHard cap on monster contacts emitted per frame. Default 16. Applies immediately.
SectionDiagnosticsDiagnostics
NavigationDiagnosticsMonster contacts info...sp_monster_avfx_contacts_infoPrint monster-contact diagnostics: master state, gate, classified monsters, per-frame and accumulated counts.
SectionServiceService
NavigationServiceReset to defaultscl_avfx_defaults_monster_contactsReset only the monster-contact controls shown in this menu.

Sound & Acoustics (q2prox_sound)

Path: Main menu → Quick Setup → Sound & Acoustics

TypeSectionRowVariable or targetHint
SectionEngine & outputEngine & output
ListEngine & outputSound engines_enableSound engine: no sound / software (DMA) / OpenAL. OpenAL is required for al_profile, HRTF and room acoustics. Applies immediately. [no sound / software / OpenAL]
ListEngine & outputSound profileal_sound_profilePreset acoustics recipe; editing any reverb value by hand switches this to Custom. Applies immediately. [custom / competitive / balanced / immersive / cinematic / cathedral]
ListEngine & outputOutput rates_khzSound output sample rate (kHz); higher = better quality. Restarts the sound engine when changed. Applies immediately. [11 / 22 / 44 / 48 / 96]
ListEngine & outputSample formats_sampleformatOutput sample format: auto, 16-bit int or 32-bit float. Restarts the sound engine when changed. Applies immediately. [auto / s16 / float32]
ListEngine & outputOpenAL profileal_profileOpenAL tuning profile: Q2PRO-X spatialization vs. R1Q2-like attenuation. Restarts the sound engine. Applies immediately. [Q2PRO-X / R1Q2-like]
ListEngine & outputHRTFal_hrtfHRTF binaural mixing for headphones (OpenAL): off / auto / on. Restarts the sound engine when changed. Applies immediately. [off / auto / on]
ListEngine & outputOpenAL resampleral_resamplerOpenAL per-source resampler quality (higher = cleaner pitch-shifting, a bit more CPU). Restarts the sound engine. Applies immediately. [default / cubic / bsinc12 / bsinc24 / point / linear]
ListEngine & outputDMA resamplers_resamplerSoftware (DMA) engine resampler quality; affects only the non-OpenAL path. Restarts the sound engine. Applies immediately. [legacy / linear / cubic]
SectionReverb & acousticsReverb & acoustics
ToggleReverb & acousticsReverberation supportal_reverbMaster switch for OpenAL EFX room-acoustics reverb; off = dry sound. Applies immediately.
ListReverb & acousticsReverb presetal_eax_presetReverb 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]
SliderReverb & acousticsReverb wetal_eax_wetReverb send level (master wet mix): 0 = dry, 1 = full reverb. Applies immediately.
SliderReverb & acousticsLocal wetal_eax_local_wetReverb wet level for your own sounds (footsteps, jumps, landings); usually lower so they stay present. Applies immediately.
SliderReverb & acousticsLerp timeal_reverb_lerp_timeSmoothing time (sec) when reverb changes between zones. Higher = smoother but more audible lag. Applies immediately.
ToggleReverb & acousticsOcclusional_eax_occlusionMuffle sounds behind walls with a low-pass filter (occlusion). More realism, a little more audio CPU. Applies immediately.
SliderReverb & acousticsExplosion wetal_eax_explosion_wetReverb wet override for explosions, so big booms echo differently from normal sounds. Applies immediately.
SliderReverb & acousticsExplosion decayal_eax_explosion_decayReverb decay-time override for explosions; longer decay makes booms feel grander. Applies immediately.
SliderReverb & acousticsExplosion lateal_eax_explosion_lateLate-reflection (tail) gain override for explosions; boosts the tail on big booms. Applies immediately.
SliderReverb & acousticsTransport wetal_eax_transport_wetReverb wet override for UI / broadcast cues (pickups, centerprint beeps); usually low so they stay crisp. Applies immediately.
SliderReverb & acousticsReflectionsal_reverb_reflectionsEarly-reflection gain: volume of the first few bounces of the reverb response. Applies immediately.
SliderReverb & acousticsLate reverbal_reverb_lateLate-reflection gain: volume of the reverb tail after the early reflections. Applies immediately.
SliderReverb & acousticsDecayal_reverb_decayReverb tail decay time (sec): larger = longer echo (cathedral), smaller = short (small room). Applies immediately.
SliderReverb & acousticsDelayal_reverb_delayReverb pre-delay (sec): gap between the dry sound and the first reflections. Applies immediately.
SliderReverb & acousticsHF brightnessal_reverb_hfReverb high-frequency gain; lower dampens highs in the tail (soft surfaces / carpet). Applies immediately.
SliderReverb & acousticsDiffusional_reverb_diffusionReverb diffusion (reflection density): low = sparse/fluttery, high = smooth dense reverb. Applies immediately.
ToggleReverb & acousticsReverb debugal_eax_debugPrint EAX reverb diagnostics on every preset change (zone, preset name, params). Noisy; for tuning only. Applies immediately.
SectionBehaviorBehavior
ToggleBehaviorMute when inactives_mute_when_inactiveMute audio when the game window loses focus (Alt-Tab), so it doesn't bleed into other apps. Applies immediately.
SectionActionsActions
NavigationActionsReverb info...al_reverb_infoPrint the current reverb classifier result and active preset to the console.
NavigationActionsReload reverb...al_reverb_reloadReload the active reverb preset (re-applies it after editing presets).
NavigationActionsResampler list...al_resampler_listList the OpenAL resamplers available on this system to the console.
NavigationActionsActive sound channels...soundactivePrint active sound channels + AVFX ambient loops
NavigationActionsRestart sound...snd_restartRestart the sound engine to apply engine / HRTF / profile changes.

Binaural / 3D Sound (q2prox_binaural)

Path: Main menu → Quick Setup → Binaural / 3D Sound

TypeSectionRowVariable or targetHint
ListBinaural profileal_binaural_profileCurated headphone tuning preset; editing binaural values by hand switches to Custom. [custom / default / auto / deep / cinematic]
ListBinauralal_binauralBinaural 3D headphone path: off / auto / on (OpenAL only). [off / auto / on]
ListEncodingal_binaural_encodingBinaural encoding backend (auto / basic / HRTF / UHJ). Needs Restart sound to take effect. [auto / basic / hrtf / uhj]
ListHRTF modeal_binaural_hrtf_modeHRTF rendering mode for the binaural path: default, full, or ambisonic order (Ambi1-3). [default / full / ambi1 / ambi2 / ambi3]
ListHRTF filter sizeal_binaural_hrtf_sizeHRTF filter size: default, 32 or 64 taps. Larger = more precise, a bit more CPU. [default / 32 / 64]
SliderCrossfeedal_binaural_crossfeedCrossfeed amount: bleeds some left/right between ears to reduce headphone fatigue. 0 = none.
NavigationBinaural info...al_binaural_infoPrint the current binaural runtime state to the console.
NavigationRestart sound...snd_restartRestart the sound engine to apply binaural / engine changes.

Sound Volumes (q2prox_sound_vol)

Path: Main menu → Options → Sound & Acoustics → Sound Volumes

TypeSectionRowVariable or targetHint
NavigationWeapon volumes...q2prox_weaponvolOpen weapon volume sliders.
NavigationOther sound volumes...q2prox_othervolOpen non-weapon category volumes incl. demo playback.
NavigationAVFX sound volumes...q2prox_avfxvolOpen AVFX sound layer settings.

Weapon Volumes (q2prox_weaponvol)

Path: Main menu → Options → Sound & Acoustics → Sound Volumes → Weapon Volumes

TypeSectionRowVariable or targetHint
SectionGunsGuns
SliderGunsBlasters_weapon_blaster_volumePlayback volume of the Blaster firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderGunsShotguns_weapon_shotgun_volumePlayback volume of the Shotgun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderGunsSuper shotguns_weapon_supershotgun_volumePlayback volume of the Super Shotgun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderGunsMachineguns_weapon_machinegun_volumePlayback volume of the Machinegun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderGunsChainguns_weapon_chaingun_volumePlayback volume of the Chaingun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SectionExplosiveExplosive
SliderExplosiveHand grenadess_weapon_handgrenade_volumePlayback volume of hand-grenade sounds. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderExplosiveGrenade launchers_weapon_grenadelauncher_volumePlayback volume of the Grenade Launcher firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderExplosiveRocket launchers_weapon_rocketlauncher_volumePlayback volume of the Rocket Launcher firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SectionEnergyEnergy
SliderEnergyHyperblasters_weapon_hyperblaster_volumePlayback volume of the Hyperblaster firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderEnergyRailguns_weapon_railgun_volumePlayback volume of the Railgun firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
SliderEnergyBFG10Ks_weapon_bfg_volumePlayback volume of the BFG10K firing sound. 50 = default, 0 = mute, 100 = 2x louder. Applies immediately.
NavigationEnergyAll weapon volumes offset 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 0Mute weapon-only volumes.
NavigationEnergyRestore weapon defaultsset 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 50Restore weapon-only volume defaults to 50.

Other Sound Volumes (q2prox_othervol)

Path: Main menu → Options → Sound & Acoustics → Sound Volumes → Other Sound Volumes

TypeSectionRowVariable or targetHint
SectionPlayer & demoPlayer & demo
SliderPlayer & demoPlayer soundss_player_volumePlayer movement sounds (jump, land, fall, steps). 50 = default, 0 = mute. Applies immediately.
SliderPlayer & demoVoice / pains_voice_volumePlayer voice (pain, death, taunts). 50 = default, 0 = mute. Applies immediately.
SliderPlayer & demoDemo volumecl_demoplayer_volumeDemo playback volume multiplier on top of s_volume. 0.7 (default); 0 = mute demo; 1 = full. Applies immediately.
SectionWorldWorld
SliderWorldItem pickupss_pickup_volumeItem pickup sounds (health, armor, ammo, weapons). 50 = default, 0 = mute. Applies immediately.
SliderWorldEnvironments_environment_volumeWorld sounds (doors, glass, platforms, debris). 50 = default, 0 = mute. Applies immediately.
SliderWorldMonsterss_monster_volumeMonster / enemy sounds (voice, weapons, movement). 50 = default, 0 = mute. Applies immediately.
SectionInterface & ambientInterface & ambient
SliderInterface & ambientAnnouncers_announcer_volumeGame announcer (computer voice, secrets). 50 = default, 0 = mute. Applies immediately.
SliderInterface & ambientMenu / UIs_interface_volumeMenu navigation and UI sounds. 50 = default, 0 = mute. Applies immediately.
SliderInterface & ambientOther / miscs_other_volumeAll other unclassified sounds. 50 = default, 0 = mute. Applies immediately.
SliderInterface & ambientAmbient loopss_ambient_volumeAmbient world loops (movers, hums, teleports). 50 = default; not the master (s_volume is). Applies immediately.
NavigationInterface & ambientAll other sound volumes offset 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 0Mute non-weapon category volumes incl. demo playback.
NavigationInterface & ambientRestore other sound defaultsset 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 50Restore 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

TypeSectionRowVariable or targetHint
SectionMode & scaleMode & scale
ListMode & scaleBrowser modecl_serverbrowser_uiServer browser style: classic (legacy menu) or modern (overlay). Applies immediately. [legacy / modern]
SliderMode & scaleOpacitycl_serverbrowser_alphaOpacity of the modern server browser overlay background. Applies immediately.
SliderMode & scaleText scalecl_serverbrowser_scaleFont / UI scale of the browser overlay; match to display DPI. 1.0 default. Applies immediately.
SectionView & layoutView & layout
ToggleView & layoutCompact modecl_serverbrowser_compactCompact row layout so more servers fit on screen at once. Applies immediately.
ToggleView & layoutFullscreencl_serverbrowser_fullscreenExpand the browser to full screen instead of the centred window. Applies immediately.
ToggleView & layoutPillarbox free areacl_serverbrowser_pillarbox_workspaceAllow dragging the browser into the pillarbox side bars (aspect-fit free area). Applies immediately.
ToggleView & layoutShow detailscl_serverbrowser_show_detailsShow the right-side detail panel (player list, rules, mod info); off = list only. Applies immediately.
ToggleView & layoutShow badgescl_serverbrowser_show_badgesShow game-mode / mod badges next to each server (CTF, DM, OpenTDM...). Applies immediately.
ToggleView & layoutRow colorscl_serverbrowser_row_colorsZebra-stripe alternate row colors for easier scanning of long lists. Applies immediately.
SectionFiltersFilters
ToggleFiltersHide emptycl_serverbrowser_hide_emptyHide servers with zero human players (bots don't count). Applies immediately.
ToggleFiltersHide fullcl_serverbrowser_hide_fullHide servers that are at capacity (players >= max slots). Applies immediately.
ToggleFiltersOnly with playerscl_serverbrowser_only_playersShow only servers with at least one human player (hides empty and bot-only). Applies immediately.
SliderFiltersMax pingcl_serverbrowser_max_pingHide servers whose ping exceeds this many ms. 0 = no limit. Applies immediately.
ToggleFiltersShow passwordedcl_serverbrowser_show_passwordedShow password-protected servers (you can still join if you know the password). Applies immediately.
ToggleFiltersShow downcl_serverbrowser_show_downShow unreachable / down servers greyed out instead of hiding them. Applies immediately.
SectionSourcesSources
ListSourcesDefault sourcecl_serverbrowser_default_sourceSource tab opened by default: q2servers.com, Favorites, LAN, or Custom. Applies immediately. [q2servers.com / favorites / LAN / custom]
FieldSourcesCustom sourcecl_serverbrowser_custom_sourceURL for the Custom source tab (supports composite favorites:// file:// broadcast:// syntax).
SectionServiceService
NavigationServiceOpen server browser...serverbrowser_open_modernOpen the modern server browser overlay.
NavigationServiceOpen legacy browser...serverbrowser_open_legacyOpen the classic (legacy) server browser menu.
KeyServiceToggle keyserverbrowser_toggleBind a key that opens/closes the server browser overlay.

Advanced Network (q2prox_advanced_network)

Path: Main menu → Online Play Setup → Advanced Network

TypeSectionRowVariable or targetHint
SectionBandwidthBandwidth
SliderBandwidthBandwidth rateraterate: bandwidth your client requests from the server, bytes/sec. Server may cap it. Typical modern broadband: 25000..100000. Server-visible userinfo cvar. Applies immediately.
SliderBandwidthMessage sizemsgmsg: server message size hint. 0 = small, 1 = normal (default), 2 = large. Some servers reject high values. Applies immediately.
SectionFramerateFramerate
SliderFramerateClient FPS limitcl_maxfpscl_maxfps: client framerate cap. 0 = uncapped. The renderer can still produce more frames if cl_async 1 is set. Applies immediately.
SliderFramerateRenderer FPS limitr_maxfpsr_maxfps: renderer-only framerate cap. Applies when cl_async 1; otherwise cl_maxfps is the gate. Applies immediately.
SectionRecent serversRecent servers
ToggleRecent serversAuto-connect last servercl_reconnect_last_server_autoAutomatically 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.
SliderRecent serversRecent server historycl_reconnect_history_limitNumber 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.
NavigationRecent serversReconnect nowreconnectReconnect to the current process endpoint, or to the newest successfully played remote server when this is a fresh process.
SectionPackets & syncPackets & sync
SliderPackets & syncClient packets / seccl_maxpacketscl_maxpackets: max user-command packets per second sent to the server (10..125). Higher = more responsive but more upload bandwidth. Applies immediately.
SliderPackets & syncServer updates / seccl_updateratecl_updaterate: requested server updates per second (10..30 typical). Some servers cap it. Applies immediately.
ListPackets & syncAsync modecl_asynccl_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]
TogglePackets & syncInstant packetcl_instantpacketcl_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.
SectionUDP port autoprobeUDP port autoprobe
ListUDP port autoprobeAuto-select client UDP portcl_net_clientport_autoprobeAuto-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]
SliderUDP port autoprobeAuto-port safety watchdogcl_net_clientport_autoprobe_timeSafety 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.
SliderUDP port autoprobeRTT candidate countcl_net_clientport_autoprobe_portsRTT candidate port count (2..60). Does not apply to Full scan (fixed 20 slots). Wider sweeps don't slow RTT. Default 6. Applies immediately.
ToggleUDP port autoprobeFull-scan indicatorcl_net_clientport_autoprobe_indicatorShow a blinking AUTO-PORT SCAN indicator while the full scan runs (no effect on RTT). Applies immediately.
ToggleUDP port autoprobeAutoport console logcl_net_clientport_autoprobe_verbosePrint autoport progress to the console (slot switches, samples, winner, abort). Off = runs silently. Applies immediately.
SliderUDP port autoprobeFull-scan pre-scan gracecl_net_clientport_autoprobe_settle_msOptional 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

TypeSectionRowVariable or targetHint
SliderOpacitycl_cvar_browser_alphaOpacity of the cvar browser overlay background. Applies immediately.
SliderText scalecl_cvar_browser_scaleFont / UI scale of the cvar browser overlay; 1.0 default. Applies immediately.
ToggleRemember last tabcl_cvar_browser_remember_tabRestore the last opened tab of the cvar browser on the next session. Applies immediately.
NavigationOpen cvar browser...cvar_helpOpen the modern cvar reference browser overlay.
KeyToggle keycvar_browser_toggleBind a key that opens/closes the cvar browser overlay.

Demo Browser (q2prox_demobrowser)

Path: Main menu → Options → Advanced Q2PRO-X → Demo Browser

TypeSectionRowVariable or targetHint
SectionView & layoutView & layout
SliderView & layoutOpacitycl_demo_browser_alphaDemo browser overlay background opacity. Applies immediately.
SliderView & layoutText scalecl_demo_browser_scaleDemo browser text and UI scale (0.1..3.0). Applies immediately.
ToggleView & layoutFullscreencl_demo_browser_fullscreenMaximize the browser to the full HUD; hides the resize grip (also toggled by header [F]). Applies immediately.
ToggleView & layoutShow detail panecl_demo_browser_show_detailsShow the right-side detail pane. Applies immediately.
ToggleView & layoutAlternate row colorscl_demo_browser_row_colorsAlternate row background for readability. Applies immediately.
SectionDemo listingDemo listing
ToggleDemo listingShow partial / unreadable demoscl_demo_browser_show_brokenAlso list partial (playable, incomplete metadata) and unreadable demos. Applies immediately.
ToggleDemo listingShow demos from engine packscl_demo_browser_show_packedInclude demos from engine-visible packs (off by default). Applies immediately.
ToggleDemo listingRemember last tabcl_demo_browser_remember_tabRestore the last opened tab (All/Favorites/Date/Mod/Map/POV) next session. Applies immediately.
SectionOpenOpen
NavigationOpenOpen demo browser...demo_browser_openOpen the modern demo browser overlay (search and listing backed by the central index).
KeyOpenToggle keydemo_browser_toggleBind a key that opens/closes the demo browser overlay.
SectionIndex & serviceIndex & service
ToggleIndex & serviceAuto-update demo informationcl_demo_index_autoscancl_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.
NavigationIndex & serviceRebuild demo indexdemo_index_rebuildFull rescan: reparse every demo and rewrite the central index.
NavigationIndex & serviceRefresh demo indexdemo_index_refreshIncremental refresh without reparsing unchanged demos.
NavigationIndex & serviceOpen legacy demo browser...menu_demosOpen the legacy demo browser (kept for compatibility).

Game Statistics (q2prox_game_statistics)

Path: Main menu → Options → Advanced Q2PRO-X → Game Statistics

TypeSectionRowVariable or targetHint
SectionCollectionCollection
ToggleCollectionAutomatic statisticscl_game_stats_autocl_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.
SliderCollectionPeriod (days)cl_game_stats_dayscl_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.
SliderCollectionMinimum demo size (KB)cl_game_stats_min_size_kbcl_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.
ToggleCollectionStatistics in introcl_game_stats_introcl_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.
NavigationCollectionIntro statistics content...q2prox_game_statistics_introChoose every type of personal fact that may appear in the startup intro. All types are enabled by default.
SectionActionsActions
NavigationActionsOpen game statistics...game_stats_openOpen the Game Statistics overlay
KeyActionsToggle keygame_stats_togglegame_stats_toggle: toggle the Q2PRO-X game statistics overlay
NavigationActionsRefresh statisticsgame_stats_refreshIncremental refresh: analyse only new or changed demos
NavigationActionsRebuild current periodgame_stats_rebuildRe-analyse every demo in the current period from scratch
NavigationActionsClear match factsgame_stats_cache_clearDrop all stored match facts. File metadata, demos, favorites and playlists are kept. The overlay asks for confirmation.
NavigationActionsDemo library infogame_stats_infoPrint the cache path, decoder versions, roots, counters and directory-walk totals to the console
SectionView & layoutView & layout
SliderView & layoutOpacitycl_game_stats_alphacl_game_stats_alpha: overlay background opacity (independent from scr_alpha) Applies immediately.
SliderView & layoutText scalecl_game_stats_scalecl_game_stats_scale: overlay text and chrome scale (independent from scr_scale); 0.1..3.0, step 0.01 Applies immediately.
ToggleView & layoutFullscreencl_game_stats_fullscreencl_game_stats_fullscreen: maximize the statistics overlay to fill the whole HUD; hides the resize grip. Applies immediately.
ToggleView & layoutShow match detailscl_game_stats_show_detailscl_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.
ToggleView & layoutAlternate row colorscl_game_stats_row_colorscl_game_stats_row_colors: alternate row background colour for readability Applies immediately.
ToggleView & layoutPillarbox workspacecl_game_stats_pillarbox_workspacecl_game_stats_pillarbox_workspace: use the full presentation surface, including the pillarbox bars, as the overlay workspace Applies immediately.
ToggleView & layoutRemember last tabcl_game_stats_remember_tabcl_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

TypeSectionRowVariable or targetHint
SectionOpeningOpening
ToggleOpeningGreeting and periodcl_game_stats_intro_greetingShow the player greeting and the exact analysed date span. Applies immediately.
ToggleOpeningLast gamecl_game_stats_intro_last_gameShow the date of the newest demo included in the displayed match statistics. Applies immediately.
SectionResultsResults
ToggleResultsMatches playedcl_game_stats_intro_matchesApplies immediately.
ToggleResultsWins, losses and drawscl_game_stats_intro_resultsApplies immediately.
ToggleResultsFrags and deathscl_game_stats_intro_combatApplies immediately.
ToggleResultsFavorite kill weaponcl_game_stats_intro_kill_weaponApplies immediately.
ToggleResultsWeapon that killed youcl_game_stats_intro_death_weaponApplies immediately.
ToggleResultsStrategic item pickupscl_game_stats_intro_itemsShow every strategic item found in the accepted matches as its own cinematic line on every intro; no rotation between launches. Applies immediately.
SectionPreferencesPreferences
TogglePreferencesFavorite mapcl_game_stats_intro_mapApplies immediately.
TogglePreferencesFavorite modcl_game_stats_intro_modApplies immediately.
TogglePreferencesFrequent opponentcl_game_stats_intro_opponentApplies immediately.
NavigationPreferencesBackpopmenu

Demo Player (q2prox_demoplayer)

Path: Main menu → Options → Advanced Q2PRO-X → Demo Player

TypeSectionRowVariable or targetHint
SectionOverlayOverlay
ToggleOverlayEnabledcl_demoplayer_overlayMaster switch for the modern playback overlay. Applies immediately.
SliderOverlayOpacitycl_demoplayer_overlay_alphaPlayback overlay background opacity. Applies immediately.
SliderOverlayText scalecl_demoplayer_overlay_scalePlayback overlay text and UI scale (0.5..3.0). Applies immediately.
SliderOverlayAutohidecl_demoplayer_overlay_autohide_secHide the passive bar after N sec of real idle (0 = always visible while playing). Applies immediately.
SliderOverlaySeek stepcl_demoplayer_overlay_seek_step_secSeconds jumped by the < and > step-seek buttons. Applies immediately.
SliderOverlaySeek jumpcl_demoplayer_overlay_seek_jump_secSeconds jumped by the << and >> jump-seek buttons. Applies immediately.
ToggleOverlayShow score buttoncl_demoplayer_overlay_show_scoreShow the MVD-only [score] button while playing .mvd2. Applies immediately.
SectionMVD directorMVD director
ListMVD directorMvd directorcl_demoplayer_mvd_director_modeMVD 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]
SliderMVD directorMvd director leadcl_demoplayer_mvd_director_lead_secLead time (sec) for next-frag mode; also sets the cooldown after a manual POV override. Applies immediately.
ListMVD directorNext frag debugcl_demoplayer_nextfrag_debugNext-frag diagnostics: tick = director decisions + timeline. Scan = also every obituary accept/reject. Applies immediately. [off / tick / scan]
SectionPlaybackPlayback
SliderPlaybackDemo volumecl_demoplayer_volumeDemo-playback volume multiplier. Final demo gain is s_volume * cl_demoplayer_volume. S_volume remains the master and is not rewritten. Applies immediately.
ListPlaybackDemo guncl_demoplayer_gunDemo POV gun visibility: force shown or hidden. Does not change cl_gun. Applies immediately. [show gun / hide gun]
ListPlaybackDemo skinscl_demoplayer_noskinsDemo skins: original as recorded, or force everyone to male/grunt. Does not change cl_noskins. Applies immediately. [original / no skins]
SliderPlaybackY offsetcl_demoplayer_overlay_yVertical offset of the overlay from the bottom of the HUD, in px (0 = flush). Applies immediately.
TogglePlaybackDisable draw interfacecl_demoplayer_hide_drawsHide user draw items during playback (cl_timer / cl_lag / cl_ping, etc.). Applies immediately.
TogglePlaybackHide laghax HUD during demo playbackcl_laghax_hud_hide_demoAuto-hide the laghax HUD during demo playback (same cvar as on the Laghax page). Applies immediately.
SectionSubmenus & actionsSubmenus & actions
NavigationSubmenus & actionsDemo analytics...q2prox_demoanalyticsDemo analytics / heatmap: traffic, frags, pickups (MVD2 full scan; DM2 live POV).
NavigationSubmenus & actionsItem timers...q2prox_demoitemtimersItem respawn timers: ghost models, countdowns, player strip; per-category toggles. MVD2 only.
NavigationSubmenus & actionsShow demo player...demo_player_openShow the demo player overlay (unhides it after autohide / manual close).
SectionKeysKeys
KeyKeysToggle keydemo_player_toggleBind a key that shows/hides the demo player overlay.
KeyKeysPause keydemo_pause_toggleBind a key to pause/resume the demo (default SPACE).
KeyKeysSeek back key+demo_seek_backHold to seek backwards; repeats every 1 s (default LEFTARROW).
KeyKeysSeek forward key+demo_seek_forwardHold to seek forwards; repeats every 1 s (default RIGHTARROW).
KeyKeysPlaylist next keydemo_playlist_nextBind a key to jump to the next playlist item.
KeyKeysPlaylist previous keydemo_playlist_prevBind a key to jump to the previous playlist item.
KeyKeysPlaylist clear keydemo_playlist_clearBind a key to clear the current playlist queue.

Demo Analytics (q2prox_demoanalytics)

Path: Main menu → Options → Advanced Q2PRO-X → Demo Player → Demo Analytics

TypeSectionRowVariable or targetHint
SectionWhat to showWhat to show
ListWhat to showAnalyticscl_demo_analytics_modeWhich analytics layers the panel shows: off / traffic / frags / pickups / all. Applies immediately. [off / traffic / frags / pickups / all]
ListWhat to showStylecl_demo_analytics_styleWhere analytics are drawn: HUD overview, in-world particles, or both. Applies immediately. [overview / world / both]
ListWhat to showTime scopecl_demo_analytics_time_scopeTime range: full demo, elapsed up to now, or a sliding window (last N sec). Applies immediately. [full / elapsed / window]
SliderWhat to showWindowcl_demo_analytics_window_secSliding-window size (sec) when time scope = window. Applies immediately.
SectionSamplingSampling
ToggleSamplingAuto-scan MVD demoscl_demo_analytics_mvd_autoscanAuto-run the MVD pre-scan when an .mvd2 starts. Applies immediately.
ListSamplingDM2 modecl_demo_analytics_dm2_mode.dm2 fallback: off, or sample the live POV. Applies immediately. [off / live POV]
SliderSamplingSample intervalcl_demo_analytics_sample_msSampling interval (ms); lower = denser heatmap. Applies immediately.
SliderSamplingCell sizecl_demo_analytics_cell_sizeHeatmap cell size in world units. Applies immediately.
SliderSamplingMax cells drawncl_demo_analytics_draw_max_cellsCap on traffic cells drawn per frame. Applies immediately.
SliderSamplingMax events drawncl_demo_analytics_draw_max_eventsCap on frag + pickup dots drawn per frame. Applies immediately.
SectionAppearanceAppearance
SliderAppearanceHUD panel opacitycl_demo_analytics_overview_alphaHUD analytics panel background opacity. Applies immediately.
SliderAppearanceWorld particle opacitycl_demo_analytics_world_alphaWorld particle opacity (style world/both). Applies immediately.
SliderAppearanceWorld particle scalecl_demo_analytics_world_scaleWorld particle size multiplier (0.25..4.0). Applies immediately.
SliderAppearanceWorld particle lifetimecl_demo_analytics_world_lifetime_sec0 = aggregate; >0 = trail mode, per-sample dots that fade over N sec. Applies immediately.
SectionTrailsTrails
SliderTrailsTrail dot stridecl_demo_analytics_trail_strideDraw every Nth sample per slot (1 = densest trail). Applies immediately.
ToggleTrailsTrail connect linescl_demo_analytics_trail_linesConnect consecutive samples of the same slot with a line. Applies immediately.
ListTrailsTrail height modecl_demo_analytics_trail_height_modeTrail dot height: entity origin, or near feet level (follows jumps/falls). Applies immediately. [origin / feet]
SliderTrailsTrail feet Z offsetcl_demo_analytics_trail_feet_zZ offset in feet mode (negative = toward floor, typical -24). Applies immediately.
SliderTrailsTrail hover Zcl_demo_analytics_trail_hover_zExtra upward hover so dots don't clip into the floor. Applies immediately.
ToggleTrailsTrail outlinecl_demo_analytics_trail_outlineDraw an outline behind trail dots, lines and HUD event dots. Applies immediately.
SliderTrailsOutline alphacl_demo_analytics_trail_outline_alphaOutline particle opacity (0..1). Applies immediately.
SliderTrailsOutline scalecl_demo_analytics_trail_outline_scaleOutline size relative to the foreground dot (1.0..3.0). Applies immediately.
SectionLegend & colorsLegend & colors
ToggleLegend & colorsShow legendcl_demo_analytics_show_legendShow the counts + truncation line at the bottom of the HUD panel. Applies immediately.
NavigationLegend & colorsAnalytics colors...q2prox_demoanalytics_colorsOpen the analytics color editor (traffic, frag, pickup, trail, outline colors).
SectionActionsActions
NavigationActionsRescan current demodemo_analytics_rescanRe-run the MVD pre-scan for the currently-playing demo.
NavigationActionsPrint info to consoledemo_analytics_infoPrint the current analytics state to the console.

Demo Item Timers (q2prox_demoitemtimers)

Path: Main menu → Options → Advanced Q2PRO-X → Demo Player → Demo Item Timers

TypeSectionRowVariable or targetHint
SectionWorld displayWorld display
ListWorld displayItem timerscl_demo_item_timers_worldMaster switch: off / world only (3D ghosts + labels) / strip only (2D icons + countdown) / both. MVD2 only. Applies immediately. [off / world only / strip only / both]
SliderWorld displayGhost opacitycl_demo_item_timers_world_alphaOpacity of ghost item models and countdown labels. Applies immediately.
SliderWorld displayGhost model scalecl_demo_item_timers_world_scaleGhost item model size multiplier (0.25..3.0). Applies immediately.
NavigationWorld displayItems colors...q2prox_demoitemtimers_colorsOpen the per-item timer color editor (adaptive toggle + per-item text/ring colors).
SectionArmorArmor
ToggleArmorShow green armor (jacket)cl_demo_item_timers_show_armor_greenTrack green (jacket) armor respawns. Applies immediately.
ToggleArmorShow yellow armor (combat)cl_demo_item_timers_show_armor_yellowTrack yellow (combat) armor respawns. Applies immediately.
ToggleArmorShow red armor (body)cl_demo_item_timers_show_armor_redTrack red (body) armor respawns. Applies immediately.
SectionPowerupsPowerups
TogglePowerupsShow Quad Damagecl_demo_item_timers_show_quadTrack Quad Damage respawns. Applies immediately.
TogglePowerupsShow Invulnerabilitycl_demo_item_timers_show_invulnTrack Invulnerability (pent) respawns. Applies immediately.
TogglePowerupsShow Silencercl_demo_item_timers_show_silencerTrack Silencer respawns. Applies immediately.
TogglePowerupsShow Rebreathercl_demo_item_timers_show_breatherTrack Rebreather respawns. Applies immediately.
TogglePowerupsShow Environment Suitcl_demo_item_timers_show_enviroTrack Environment Suit respawns. Applies immediately.
TogglePowerupsShow Adrenalinecl_demo_item_timers_show_adrenalTrack Adrenaline respawns. Applies immediately.
TogglePowerupsShow Mega Healthcl_demo_item_timers_show_megahealthTrack Mega Health respawns. Applies immediately.
TogglePowerupsShow Power Screencl_demo_item_timers_show_power_screenTrack Power Screen respawns. Applies immediately.
TogglePowerupsShow Power Shieldcl_demo_item_timers_show_power_shieldTrack Power Shield respawns. Applies immediately.
SectionWeaponsWeapons
ToggleWeaponsShow Rocket Launchercl_demo_item_timers_show_rlTrack Rocket Launcher respawns (off by default). Applies immediately.
ToggleWeaponsShow BFG10Kcl_demo_item_timers_show_bfgTrack BFG10K respawns (off by default). Applies immediately.
ToggleWeaponsShow Railguncl_demo_item_timers_show_railTrack Railgun respawns (off by default). Applies immediately.
SectionDemo-player stripDemo-player strip
SliderDemo-player stripStrip opacitycl_demo_item_timers_strip_alphaItem-timer strip background opacity. Applies immediately.
ToggleDemo-player stripStrip pillarbox workspacecl_demo_item_timers_strip_pillarbox_workspaceLet the strip be dragged into the pillarbox / letterbox bars (full window). Applies immediately.
NavigationDemo-player stripMove stripdemo_item_timers_strip_editDrag the strip to any position (Enter/Escape to exit).
NavigationDemo-player stripReset strip positiondemo_item_timers_strip_resetReset the strip position to default.
NavigationDemo-player stripPrint item-timer infodemo_item_timers_infoPrint the item-timer cache to the console.

Mod Command Overlay (q2prox_modhelp)

Path: Main menu → Online Play Setup → Mod Command Overlay

TypeSectionRowVariable or targetHint
SectionAppearanceAppearance
SliderAppearanceOpacitycl_modhelp_alphaMod command overlay background opacity. Applies immediately.
SliderAppearanceText scalecl_modhelp_scaleOverlay font / UI scale (0.1..2.0); 1.0 default. Applies immediately.
ToggleAppearanceCompact modecl_modhelp_compactCompact row layout so more command entries fit at once. Applies immediately.
ToggleAppearanceFullscreencl_modhelp_fullscreenExpand the overlay to full screen instead of a compact pane. Applies immediately.
ToggleAppearanceShow aliasescl_modhelp_show_aliasesShow the aliases page (alternative names for commands). Applies immediately.
SectionCategoriesCategories
ToggleCategoriesShow generalcl_modhelp_show_generalShow the general commands page (available to any connected player). Applies immediately.
ToggleCategoriesShow spectatorcl_modhelp_show_spectatorShow the spectator commands page (observer / chase-cam / scoreboard). Applies immediately.
ToggleCategoriesShow teamcl_modhelp_show_teamShow the team / captain commands page (join, captain actions, weapon drops). Applies immediately.
ToggleCategoriesShow statscl_modhelp_show_statsShow the stats commands page (personal and match statistics). Applies immediately.
ToggleCategoriesShow votingcl_modhelp_show_votingShow the voting commands page (callvote / options / time left). Applies immediately.
ToggleCategoriesShow admincl_modhelp_show_adminShow the admin commands page (server management). Applies immediately.
SectionBehaviorBehavior
ListBehaviorOverlay rolecl_modhelp_roleRole filter: auto detects from server state; the rest force a role view to preview its commands. Applies immediately. [auto / player / spectator / caster / captain / admin]
ListBehaviorUnavailable rowscl_modhelp_unavailableCommands unavailable in the current role: show / gray (dimmed) / hide. Applies immediately. [show / gray / hide]
ToggleBehaviorConfirm dangerouscl_modhelp_confirm_dangerousAsk for inline confirmation before running dangerous commands (kickban, map reload). Applies immediately.
ToggleBehaviorPrefer context pagecl_modhelp_prefer_context_pageOn open, auto-pick the page matching your context (team/spectator/admin) instead of the last page. Applies immediately.
SectionDisplayDisplay
ToggleDisplayShow row badgescl_modhelp_show_badgesShow role / danger / category badges next to each command row. Applies immediately.
ToggleDisplayKeep last pagecl_modhelp_keep_pageRemember the last opened page across close/reopen this session. Applies immediately.
ToggleDisplayShow pinned firstcl_modhelp_show_pinnedOpen the overlay on the pinned commands page first. Applies immediately.
ToggleDisplayUse local overridescl_modhelp_use_localPrefer the local override database over server-provided help. Applies immediately.
SectionActions & keysActions & keys
NavigationActions & keysToggle overlay...modhelp_toggleToggle mod overlay on/off
KeyActions & keysOverlay toggle keymodhelp_toggleBind a key to toggle the mod-command overlay.
KeyActions & keysSearch keymodhelp_searchBind a key that focuses the overlay search box.

Visibility Highlights (q2prox_vis)

Path: Main menu → Online Play Setup → Visibility Highlights

TypeSectionRowVariable or targetHint
ListGraphics qualitycl_vis_overlay_batchRenderer path for visibility overlays. Applies immediately. [High / Performance]
ToggleEnable highlightingcl_vis_enableMaster switch for all visibility highlighting. Applies immediately.
ToggleSingle-playercl_vis_singleplayerAllow visibility highlights in local single-player/training. Applies immediately.
NavigationItems...q2prox_vis_itemsItem highlight settings: style, alpha, scale, class toggles and colours.
NavigationWeapons...q2prox_vis_weaponsWeapon highlight settings: scale, per-weapon toggles and colours.
NavigationPlayers...q2prox_vis_playersPlayer highlight settings: mode, style, colours, team and duel logic.
NavigationVisual effects...q2prox_vfxBloom, colour grading and other visual effects.
NavigationLighting presets...q2prox_lighting_presets_hubApply lighting and colour presets.
NavigationVisibility presets...q2prox_visibility_presetsApply visibility highlight and bloom presets.
NavigationVisibility info...cl_vis_items_infoPrint item classification and visibility status.

Visibility / Items (q2prox_vis_items)

Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Items

TypeSectionRowVariable or targetHint
ToggleItem highlightingcl_vis_itemsToggle item highlighting. Applies immediately.
ListItem stylecl_vis_items_styleItem highlight style: outline shell, color fill, or both. Applies immediately. [off / shell / tint / shell+tint]
SliderTint alphacl_vis_items_alphaOpacity of the item highlight overlay (tint and shell). Applies immediately.
SliderShell alphacl_vis_items_shell_alphaOpacity of the item outline (shell) pass only. Applies immediately.
SliderShell thicknesscl_vis_items_shell_scaleThickness of the item outline shell. Applies immediately.
SliderItem brightnesscl_vis_items_brightnessBrightness of item highlights; above 1 boosts saturation. Applies immediately.
SliderItem scalecl_vis_items_scaleEnlarge pickup items so they read from range; 1 = stock size. Applies immediately.
NavigationItem toggles...q2prox_vis_togglesPer-class item toggles: health, armor, ammo, powerups and keys.
NavigationItem colors...q2prox_vis_colorsPer-class item colours.

Visibility / Weapons (q2prox_vis_weapons)

Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Weapons

TypeSectionRowVariable or targetHint
ToggleWeapon highlightingcl_vis_weaponsToggle weapon highlighting. Applies immediately.
SliderWeapon scalecl_vis_weapons_scaleEnlarge dropped weapons so they read from range; 1 = stock size. Applies immediately.
NavigationWeapon toggles...q2prox_vis_weapon_togglesPer-weapon enable toggles.
NavigationWeapon colors...q2prox_vis_weapon_colorsPer-weapon colours.

Visibility / Players (q2prox_vis_players)

Path: Main menu → Options → Skins & Models → Visibility / Players

TypeSectionRowVariable or targetHint
SectionMainMain
ToggleMainPlayer highlightingcl_vis_playersToggle player highlighting. Applies immediately.
NavigationMainSkins & models...g_skinsOpen skin/model override and player setup settings.
ListMainPlayer modecl_vis_players_modeoff/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]
NavigationMainPlayer model colors...q2prox_vis_player_model_colorsOld uniform per-model colours for Player mode = Model.
NavigationMainPlayer part colors...q2prox_vis_player_partsBody-part colours for Player mode = Model parts.
SectionStyle & appearanceStyle & appearance
ListStyle & appearancePlayer stylecl_vis_players_stylePlayer highlight style: outline shell, color fill, or both. Applies immediately. [off / shell / tint / shell+tint]
SliderStyle & appearancePlayer tint alphacl_vis_players_alphaWhole-player tint alpha. In Model+parts mode the part tint can replace this tint. Applies immediately.
SliderStyle & appearancePlayer shell alphacl_vis_players_shell_alphaOpacity of the player outline (shell) pass. Applies immediately.
SliderStyle & appearancePlayer shell thicknesscl_vis_players_shell_scaleThickness of the player outline shell. Applies immediately.
SliderStyle & appearancePlayer scalecl_vis_players_scalePlayer 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.
SliderStyle & appearancePlayer brightnesscl_vis_players_brightnessBrightness of player highlights; above 1 adds an emissive glow. Applies immediately.
ToggleStyle & appearanceHighlight selfcl_vis_players_selfAlso highlight yourself (visible only in third-person/chasecam). Applies immediately.
SectionRulesRules
NavigationRulesTeams and duel...q2prox_vis_player_rulesTeam, 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

TypeSectionRowVariable or targetHint
ListAuto fallbackcl_vis_players_auto_fallbackAuto-mode fallback when team/duel can't be resolved (default Random FFA). Applies immediately. [all / Random FFA]
SliderDuel holdcl_vis_players_duel_hold_msHow long a detected duel pair stays locked, in ms. Applies immediately.
ListTeam sourcecl_vis_players_team_sourceTeam detection source: off, auto (skin-based), or OpenTDM. Applies immediately. [off / auto / opentdm]
ListTeam fallbackcl_vis_players_team_fallbackTeam-mode fallback when a side can't be resolved (default Duel). Applies immediately. [all / Random FFA / duel]
SliderTeam holdcl_vis_players_team_hold_msHow long a team assignment stays held if data goes stale, in ms. Applies immediately.
ListFriendly colorcl_vis_players_team_friendly_colorHighlight 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]
ListEnemy colorcl_vis_players_team_enemy_colorHighlight 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

TypeSectionRowVariable or targetHint
SectionSettingsSettings
ListSettingsColor setcl_vis_player_parts_sourceUse one shared color set, or separate colors for male/female/cyborg. Applies immediately. [Global / Per model]
ListSettingsWeapon sourcecl_vis_player_parts_weapon_sourceCarried 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]
SliderSettingsAlphacl_vis_player_parts_alphaPart fill opacity; 0 hides the fill while keeping bloom. Applies immediately.
ToggleSettingsFullbright colorscl_vis_player_parts_fullbrightUse raw part colours without multiplying by the skin texture. Applies immediately.
ToggleSettingsReplace tintcl_vis_player_parts_replace_tintReplace the legacy whole-player tint with part tint instead of stacking both. Applies immediately.
ToggleSettingsDisable whole-model outlinecl_vis_player_parts_no_shellDisable the whole-model outline in Model+parts mode; keep part colours and their bloom. Independent of Replace tint. Applies immediately.
SectionPart colorsPart colors
ListPart colorsHeadcl_vis_player_parts_head_colorShared 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]
ListPart colorsArmscl_vis_player_parts_arms_colorShared 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]
ListPart colorsTorsocl_vis_player_parts_torso_colorShared 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]
ListPart colorsLegscl_vis_player_parts_legs_colorShared 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]
ListPart colorsWeaponcl_vis_player_parts_weapon_colorCarried 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]
SectionBody zonesBody zones
SliderBody zonesHead startcl_vis_player_parts_head_startNormalized height where the head zone starts. Raise this if head colour leaks onto shoulders. Applies immediately.
SliderBody zonesBorder softnesscl_vis_player_parts_softnessSoftness of head/torso/legs transitions. Lower values make cleaner borders. Applies immediately.
SliderBody zonesLegs endcl_vis_player_parts_legs_endNormalized top of the legs zone. Applies immediately.
SectionPer modelPer model
NavigationPer modelModel male...q2prox_vis_player_parts_maleSeparate part colours for the male model.
NavigationPer modelModel female...q2prox_vis_player_parts_femaleSeparate part colours for the female model.
NavigationPer modelModel cyborg...q2prox_vis_player_parts_cyborgSeparate part colours for the cyborg model.
NavigationPer modelReset to defaultsreset 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_endReset 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

TypeSectionRowVariable or targetHint
ListHeadcl_vis_player_parts_male_head_colormale 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]
ListArmscl_vis_player_parts_male_arms_colormale 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]
ListTorsocl_vis_player_parts_male_torso_colormale 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]
ListLegscl_vis_player_parts_male_legs_colormale 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]
ListWeaponcl_vis_player_parts_male_weapon_colormale 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]
NavigationReset male colorsreset 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_colorClear 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

TypeSectionRowVariable or targetHint
ListHeadcl_vis_player_parts_female_head_colorfemale 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]
ListArmscl_vis_player_parts_female_arms_colorfemale 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]
ListTorsocl_vis_player_parts_female_torso_colorfemale 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]
ListLegscl_vis_player_parts_female_legs_colorfemale 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]
ListWeaponcl_vis_player_parts_female_weapon_colorfemale 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]
NavigationReset female colorsreset 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_colorClear 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

TypeSectionRowVariable or targetHint
ListHeadcl_vis_player_parts_cyborg_head_colorcyborg 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]
ListArmscl_vis_player_parts_cyborg_arms_colorcyborg 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]
ListTorsocl_vis_player_parts_cyborg_torso_colorcyborg 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]
ListLegscl_vis_player_parts_cyborg_legs_colorcyborg 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]
ListWeaponcl_vis_player_parts_cyborg_weapon_colorcyborg 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]
NavigationReset cyborg colorsreset 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_colorClear 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

TypeSectionRowVariable or targetHint
SectionHealthHealth
ToggleHealthHealth smallcl_vis_health_smallHighlight small health pickups (stimpacks). Applies immediately.
ToggleHealthHealth mediumcl_vis_health_mediumHighlight medium (10) health pickups. Applies immediately.
ToggleHealthHealth largecl_vis_health_largeHighlight large health pickups. Applies immediately.
ToggleHealthHealth megacl_vis_health_megaHighlight megahealth pickups. Applies immediately.
SectionArmorArmor
ToggleArmorArmor shardcl_vis_armor_shardHighlight armor shards. Applies immediately.
ToggleArmorArmor jacketcl_vis_armor_jacketHighlight jacket (green) armor. Applies immediately.
ToggleArmorArmor combatcl_vis_armor_combatHighlight combat (yellow) armor. Applies immediately.
ToggleArmorArmor bodycl_vis_armor_bodyHighlight body (red) armor. Applies immediately.
ToggleArmorArmor screencl_vis_armor_screenHighlight the Power Screen pickup. Applies immediately.
ToggleArmorArmor shieldcl_vis_armor_shieldHighlight the Power Shield pickup. Applies immediately.
SectionOtherOther
ToggleOtherAmmocl_vis_ammoHighlight ammo pickups. Applies immediately.
ToggleOtherPowerupscl_vis_powerupsHighlight powerups (Quad, Invulnerability, etc.). Applies immediately.
ToggleOtherKeyscl_vis_keysHighlight keys and mission items. Applies immediately.

Vis Colors (q2prox_vis_colors)

Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Items → Vis Colors

TypeSectionRowVariable or targetHint
SectionHealthHealth
ListHealthHealth smallcl_vis_health_small_colorHighlight 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]
ListHealthHealth mediumcl_vis_health_medium_colorHighlight 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]
ListHealthHealth largecl_vis_health_large_colorHighlight 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]
ListHealthHealth megacl_vis_health_mega_colorHighlight 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]
SectionArmorArmor
ListArmorArmor shardcl_vis_armor_shard_colorHighlight 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]
ListArmorArmor jacketcl_vis_armor_jacket_colorHighlight 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]
ListArmorArmor combatcl_vis_armor_combat_colorHighlight 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]
ListArmorArmor bodycl_vis_armor_body_colorHighlight 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]
ListArmorArmor screencl_vis_armor_screen_colorHighlight 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]
ListArmorArmor shieldcl_vis_armor_shield_colorHighlight 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]
SectionOtherOther
ListOtherAmmocl_vis_ammo_colorHighlight 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]
ListOtherPowerupscl_vis_powerups_colorHighlight 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]
ListOtherKeyscl_vis_keys_colorHighlight 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

TypeSectionRowVariable or targetHint
ToggleShotguncl_vis_weapon_shotgunHighlight Shotgun pickups. Applies immediately.
ToggleSuper shotguncl_vis_weapon_sshotgunHighlight Super Shotgun pickups. Applies immediately.
ToggleMachineguncl_vis_weapon_machinegunHighlight Machinegun pickups. Applies immediately.
ToggleChainguncl_vis_weapon_chaingunHighlight Chaingun pickups. Applies immediately.
ToggleGrenade launchercl_vis_weapon_grenadeHighlight Grenade Launcher pickups. Applies immediately.
ToggleRocket launchercl_vis_weapon_rocketHighlight Rocket Launcher pickups. Applies immediately.
ToggleHyperblastercl_vis_weapon_hyperblasterHighlight HyperBlaster pickups. Applies immediately.
ToggleRailguncl_vis_weapon_railgunHighlight Railgun pickups. Applies immediately.
ToggleBFG10Kcl_vis_weapon_bfgHighlight BFG10K pickups. Applies immediately.

Weapon Colors (q2prox_vis_weapon_colors)

Path: Main menu → Online Play Setup → Visibility Highlights → Visibility / Weapons → Weapon Colors

TypeSectionRowVariable or targetHint
ListShotguncl_vis_weapon_shotgun_colorHighlight 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]
ListSuper shotguncl_vis_weapon_sshotgun_colorHighlight 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]
ListMachineguncl_vis_weapon_machinegun_colorHighlight 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]
ListChainguncl_vis_weapon_chaingun_colorHighlight 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]
ListGrenade launchercl_vis_weapon_grenade_colorHighlight 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]
ListRocket launchercl_vis_weapon_rocket_colorHighlight 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]
ListHyperblastercl_vis_weapon_hyperblaster_colorHighlight 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]
ListRailguncl_vis_weapon_railgun_colorHighlight 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]
ListBFG10Kcl_vis_weapon_bfg_colorHighlight 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

TypeSectionRowVariable or targetHint
SectionUtilityUtility
KeyUtilityWeapon drop modifier+dropwBind: hold so weapon-select binds drop the weapon instead of switching to it.
KeyUtilityFollow console IPfollowipBind: connect to the last IP address printed in the console.
KeyUtilityScore dump to consoleaadumpBind: dump the current scoreboard to the console.
KeyUtilityScore dump to fileaashotBind: save the current scoreboard to a file.
SectionMatchMatch
KeyMatchReadyreadyBind: signal Ready during match warmup.
KeyMatchUnreadyunreadyBind: cancel your Ready status during warmup.
KeyMatchVote yesvote yesBind: cast a Yes vote on the current callvote.
KeyMatchVote novote noBind: cast a No vote on the current callvote.
SectionOtherOther
KeyOtherScreenshotscreenshotBind: take a screenshot.
NavigationOtherList macros...macrolistList all available console $macros in the console.

Q2PRO-X / Player identity (q2prox_player_identity)

Path: Main menu → Play offline → Q2PRO-X / Player identity

TypeSectionRowVariable or targetHint
FieldPlayer namenamename: player name shown to other clients (server userinfo cvar). Avoid Unicode in legacy servers.
FieldSkin pathskinskin: model/skin path, e.g. male/grunt or female/athena. Server userinfo cvar. Use the built-in Player Setup page for a visual picker.
ListHandhandhand: weapon hand. 0 = right (default), 1 = left, 2 = center. Server userinfo cvar. Applies immediately. [right / left / center]
SliderField of viewfovfov: horizontal field of view (degrees). Server userinfo cvar. Also accessible from Q2PRO-X / Mouse & Zoom. Applies immediately.
ListSkin restrictioncl_noskinscl_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

TypeSectionRowVariable or targetHint
SectionWhat this page doesWhat this page does
SectionAdds global settings that are still missing from baseq2/q2pro-x/q2pro-x.cfgAdds global settings that are still missing from baseq2/q2pro-x/q2pro-x.cfg
SectionValues that are already stored are never replacedValues that are already stored are never replaced
SectionWhat it does not doWhat it does not do
SectionIt never touches key bindings, aliases or exec filesIt never touches key bindings, aliases or exec files
SectionIt never changes per-mod configs or your own filesIt never changes per-mod configs or your own files
NavigationIt never changes per-mod configs or your own filesInfo...q2prox_cfg_global_prefs_infoPrint the schema marker, the GLOBAL/LOCAL/EXCLUDED ownership counts and the last result to the console.
NavigationIt never changes per-mod configs or your own filesAdd them now...q2prox_cfg_global_prefs_migrateAdd 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

TypeSectionRowVariable or targetHint
SectionRoomRoom
ToggleRoomVoice chat enabledvc_enableMaster switch for voice chat (OpenAL required to transmit and receive). Applies immediately.
ToggleRoomAutojoin on connectvc_autojoinAuto-join the voice room when you connect to a game server. Applies immediately.
ListRoomRoom modevc_room_modeRoom choice: one room per game server, or a manual named room. Applies immediately. [server / manual]
FieldRoomManual room namevc_room_nameRoom name used when Room mode is Manual.
FieldRoomControl servervc_serverURL of the voice control server.
SectionMicrophone & audioMicrophone & audio
ToggleMicrophone & audioMicrophone enabledvc_mic_enableAllow microphone capture (requires the OpenAL sound engine). Applies immediately.
NavigationMicrophone & audioMic device...q2prox_voice_mic_pickPick the capture device; (default) follows the Windows default mic.
ListMicrophone & audioTransmit modevc_ptt_modeTransmit mode: voice activation (VAD) or push-to-talk. Applies immediately. [voice activation / push-to-talk]
SliderMicrophone & audioVAD thresholdvc_vad_thresholdVoice-activation trigger level; lower = more sensitive. Applies immediately.
SliderMicrophone & audioMic gainvc_input_gainMicrophone gain; 1.0 = unchanged, up to 10x. Applies immediately.
SliderMicrophone & audioReceive volumevc_receive_volumeIncoming voice volume, separate from s_volume; up to 10x (needs OpenAL). Applies immediately.
ToggleMicrophone & audioDeafenvc_deafenMute all incoming voice; you can still transmit. Applies immediately.
SectionJoin & keysJoin & keys
FieldJoin & keysDisplay namevc_display_nameYour name in the voice room; empty = use your player name.
NavigationJoin & keysJoin roomvoice_joinJoin the voice room for the current server (or the manual room).
NavigationJoin & keysLeave roomvoice_leaveLeave the current voice room.
KeyJoin & keysPTT key+voicepttBind: push-to-talk — hold to transmit voice.
KeyJoin & keysMic toggle keyvoice_mic_toggleBind: toggle the microphone on or off.
SectionServiceService
NavigationServiceRestore voice defaultsvoice_defaultsReset 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

TypeSectionRowVariable or targetHint
SliderSkillskillQuake II difficulty for the next loaded map. Higher skill also allows stronger monsters in DM training. Applies immediately.
NavigationMap selection...q2prox_sp_training_map_picker
NavigationTraining settings...q2prox_sp_dm_training
NavigationCancelforcemenuoff

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

TypeSectionRowVariable or targetHint
FieldMap namecl_sp_mutate_dm_custom_mapTarget map name (e.g. q2dm1, q2dm3, custom_dm).
NavigationStart mapforcemenuoff; sp_dm_start_training
NavigationBackq2prox_sp_training_root

DM Map Training — Victory (q2prox_sp_dm_round_victory)

Path: DM Map Training — Victory

TypeSectionRowVariable or targetHint
NavigationRestart this mapforcemenuoff; sv sp_dm_restart
NavigationExit to main menuforcemenuoff; disconnect

DM Map Training — Defeat (q2prox_sp_dm_round_failed)

Path: DM Map Training — Defeat

TypeSectionRowVariable or targetHint
NavigationRestart this mapforcemenuoff; sv sp_dm_restart
NavigationExit to main menuforcemenuoff; disconnect

AVFX Player Contact Presets (q2prox_avfx_contact_presets)

Path: Main menu → Advanced Visual Effects → AVFX Preset Generator → AVFX Player Contact Presets

TypeSectionRowVariable or targetHint
SectionFactoryFactory
NavigationFactoryBasicq2prox_avfx_contact_factory_basicBalanced Factory profile: the shipped defaults for every contact setting.
NavigationFactoryExtraq2prox_avfx_contact_factory_extraExtra Factory profiles: Cinematic Extra (heavier amount, longer lifetimes, Extra quality) and Bloody World (the project owner's own tuning).
SectionCustom (global)Custom (global)
NavigationCustom (global)Custom (global)q2prox_avfx_contact_custom_globalOpen 12 global Player Contact preset slots shared by every mod.
SectionSettingsSettings
NavigationSettingsPlayer Contact Effect settings...q2prox_avfx_contact_settingsOpen every Player Contact Effect setting: blood, marks, vaporization, budgets and per-weapon behaviour.
NavigationSettingsReset contact settingscl_avfx_contact_defaults; q2prox_cfg_save_localReset every Player Contact setting to its Factory default and clear the contact state. Ordinary AVFX settings are not touched.
SectionInfoInfo
NavigationInfoInfoq2prox_avfx_contact_infoWhat 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

TypeSectionRowVariable or targetHint
NavigationBalancedcl_avfx_contact_preset_load_factory balanced; q2prox_cfg_save_localLoad 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

TypeSectionRowVariable or targetHint
NavigationCinematic Extracl_avfx_contact_preset_load_factory cinematic_extra; q2prox_cfg_save_localLoad the Cinematic Extra Factory profile: the same weapon behaviour with more blood, longer lifetimes and the Extra quality tier.
NavigationBloody Worldcl_avfx_contact_preset_load_factory bloody_world; q2prox_cfg_save_localLoad 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)

TypeSectionRowVariable or targetHint
Preset nameSlot 1 name
NavigationLoadui_avfx_contact_load_global_custom 1Load global Player Contact preset slot 1.
NavigationSaveui_avfx_contact_save_global_custom 1Save the current Player Contact settings to global slot 1.
NavigationRenameui_avfx_contact_rename_global_custom 1Rename global Player Contact preset slot 1.
Preset nameSlot 2 name
NavigationLoadui_avfx_contact_load_global_custom 2Load global Player Contact preset slot 2.
NavigationSaveui_avfx_contact_save_global_custom 2Save the current Player Contact settings to global slot 2.
NavigationRenameui_avfx_contact_rename_global_custom 2Rename global Player Contact preset slot 2.
Preset nameSlot 3 name
NavigationLoadui_avfx_contact_load_global_custom 3Load global Player Contact preset slot 3.
NavigationSaveui_avfx_contact_save_global_custom 3Save the current Player Contact settings to global slot 3.
NavigationRenameui_avfx_contact_rename_global_custom 3Rename global Player Contact preset slot 3.
Preset nameSlot 4 name
NavigationLoadui_avfx_contact_load_global_custom 4Load global Player Contact preset slot 4.
NavigationSaveui_avfx_contact_save_global_custom 4Save the current Player Contact settings to global slot 4.
NavigationRenameui_avfx_contact_rename_global_custom 4Rename global Player Contact preset slot 4.
Preset nameSlot 5 name
NavigationLoadui_avfx_contact_load_global_custom 5Load global Player Contact preset slot 5.
NavigationSaveui_avfx_contact_save_global_custom 5Save the current Player Contact settings to global slot 5.
NavigationRenameui_avfx_contact_rename_global_custom 5Rename global Player Contact preset slot 5.
Preset nameSlot 6 name
NavigationLoadui_avfx_contact_load_global_custom 6Load global Player Contact preset slot 6.
NavigationSaveui_avfx_contact_save_global_custom 6Save the current Player Contact settings to global slot 6.
NavigationRenameui_avfx_contact_rename_global_custom 6Rename global Player Contact preset slot 6.
Preset nameSlot 7 name
NavigationLoadui_avfx_contact_load_global_custom 7Load global Player Contact preset slot 7.
NavigationSaveui_avfx_contact_save_global_custom 7Save the current Player Contact settings to global slot 7.
NavigationRenameui_avfx_contact_rename_global_custom 7Rename global Player Contact preset slot 7.
Preset nameSlot 8 name
NavigationLoadui_avfx_contact_load_global_custom 8Load global Player Contact preset slot 8.
NavigationSaveui_avfx_contact_save_global_custom 8Save the current Player Contact settings to global slot 8.
NavigationRenameui_avfx_contact_rename_global_custom 8Rename global Player Contact preset slot 8.
Preset nameSlot 9 name
NavigationLoadui_avfx_contact_load_global_custom 9Load global Player Contact preset slot 9.
NavigationSaveui_avfx_contact_save_global_custom 9Save the current Player Contact settings to global slot 9.
NavigationRenameui_avfx_contact_rename_global_custom 9Rename global Player Contact preset slot 9.
Preset nameSlot 10 name
NavigationLoadui_avfx_contact_load_global_custom 10Load global Player Contact preset slot 10.
NavigationSaveui_avfx_contact_save_global_custom 10Save the current Player Contact settings to global slot 10.
NavigationRenameui_avfx_contact_rename_global_custom 10Rename global Player Contact preset slot 10.
Preset nameSlot 11 name
NavigationLoadui_avfx_contact_load_global_custom 11Load global Player Contact preset slot 11.
NavigationSaveui_avfx_contact_save_global_custom 11Save the current Player Contact settings to global slot 11.
NavigationRenameui_avfx_contact_rename_global_custom 11Rename global Player Contact preset slot 11.
Preset nameSlot 12 name
NavigationLoadui_avfx_contact_load_global_custom 12Load global Player Contact preset slot 12.
NavigationSaveui_avfx_contact_save_global_custom 12Save the current Player Contact settings to global slot 12.
NavigationRenameui_avfx_contact_rename_global_custom 12Rename 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

TypeSectionRowVariable or targetHint
NavigationGeneral and blood...q2prox_avfx_contact_generalLayer master, quality, distance and every blood control.
NavigationMarks and vaporization...q2prox_avfx_contact_decals_vaporWeapon surface marks and BFG vaporization.
NavigationSurface debris...q2prox_avfx_contact_debrisPhysical surface fragments and their global simulation controls.
NavigationBlood reflections...q2prox_avfx_contact_reflectionsIndependent SSR and model reflections in blood sheets.
NavigationBudgets...q2prox_avfx_contact_budgetsHard caps on everything the layer keeps alive at once.
NavigationWeapons: light...q2prox_avfx_contact_weapons_aPer-weapon blood, corpse pool and mark behaviour: light.
NavigationWeapons: automatic...q2prox_avfx_contact_weapons_bPer-weapon blood, corpse pool and mark behaviour: automatic.
NavigationWeapons: explosive...q2prox_avfx_contact_weapons_cPer-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

TypeSectionRowVariable or targetHint
TogglePlayer Contact Effectscl_avfx_contactMaster switch for the whole Player Contact layer. It is a child of the AVFX master, and off means exactly zero work. Applies immediately.
ListQualitycl_avfx_contact_qualityDetail 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]
SliderMaximum distancecl_avfx_contact_distanceContacts 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.
SliderDetail scalecl_avfx_contact_lodScales 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.
ToggleBloodcl_avfx_contact_bloodFamily 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.
ToggleWounds on modelscl_avfx_contact_blood_modelIrregular 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.
ToggleSprays and fountainscl_avfx_contact_blood_sprayBallistic 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.
ToggleStains on the worldcl_avfx_contact_blood_surfaceSplashes, 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.
ToggleCorpse poolscl_avfx_contact_blood_corpseWound-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.
ToggleBlood in water and puddlescl_avfx_contact_blood_waterBlood 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.
SliderBlood colour: redcl_avfx_contact_blood_rRed 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.
SliderBlood colour: greencl_avfx_contact_blood_gGreen 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.
SliderBlood colour: bluecl_avfx_contact_blood_bBlue 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.
SliderBlood opacitycl_avfx_contact_blood_alphaBase opacity of every blood visual before age and lighting are applied. Applies immediately.
SliderBlood amountcl_avfx_contact_blood_amountGlobal multiplier on how much blood a contact produces. It scales the emission, not the size of a single droplet. Applies immediately.
SliderBlood sizecl_avfx_contact_blood_sizeScales droplets, wounds and stains together. Applies immediately.
SliderSpray velocitycl_avfx_contact_blood_velocityInitial speed of the blood leaving the wound. Higher values throw it farther before gravity and drag take over. Applies immediately.
SliderGravitycl_avfx_contact_blood_gravityHow strongly airborne blood falls. 0.00 leaves it floating along its initial direction. Applies immediately.
SliderAir dragcl_avfx_contact_blood_dragHow quickly airborne blood loses speed. Higher values make short, heavy spatter; lower values make long filaments. Applies immediately.
SliderSpreadcl_avfx_contact_blood_spreadAngular width of the spray around the impact direction. Applies immediately.
SliderViscositycl_avfx_contact_blood_viscosityHow 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.
SliderSustained fire gaincl_avfx_contact_blood_sustainedHow much continuous fire on the same target builds the fountain. 0.00 makes every hit independent. Applies immediately.
SliderCorpse flow ratecl_avfx_contact_blood_corpse_flowHow fast the stored blood leaves a proven corpse and feeds its pool. Applies immediately.
SliderWound lifetimecl_avfx_contact_blood_model_lifetimeHow long a wound stays on a living model. 0 disables model wounds entirely and purges the ones already there. Applies immediately.
SliderStain lifetimecl_avfx_contact_blood_surface_lifetimeHow long a blood stain stays on the world. 0 disables persistent stains and purges the ones already there. Applies immediately.
SliderCorpse pool lifetimecl_avfx_contact_blood_corpse_lifetimeHow 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

TypeSectionRowVariable or targetHint
ToggleWeapon surface markscl_avfx_contact_decalsWeapon- 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.
SliderMark opacitycl_avfx_contact_decal_alphaBase opacity of every weapon impact mark. Applies immediately.
SliderMark sizecl_avfx_contact_decal_sizeGlobal multiplier on the size of every weapon impact mark. Applies immediately.
SliderMaterial responsecl_avfx_contact_decal_roughnessHow 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.
SliderMark lifetimecl_avfx_contact_decal_lifetimeHow 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.
ToggleWeapon vaporizationcl_avfx_contact_vaporizeEnable configured weapon vapor effects. Vaporization adds residue, smoke and heat; it never disables independently configured blood. Applies immediately.
SliderResidue amountcl_avfx_contact_vapor_residueHow much scorched residue a vaporizing hit leaves on the target and the nearest valid surface. Applies immediately.
SliderResidue lifetimecl_avfx_contact_vapor_residue_lifetimeHow long vaporization residue stays. 0 disables it. Applies immediately.
SliderSmoke amountcl_avfx_contact_vapor_smokeHow many smoke lobes rise from a vaporized target. Applies immediately.
SliderSmoke lifetimecl_avfx_contact_vapor_smoke_lifetimeHow long each smoke lobe lives. 0 disables the smoke. Applies immediately.
SliderSmoke rise heightcl_avfx_contact_vapor_smoke_heightHow high the smoke climbs above the body volume. Applies immediately.
ToggleHeat shimmercl_avfx_contact_vapor_heat_hazeShort-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

TypeSectionRowVariable or targetHint
ToggleSurface debriscl_avfx_contact_debrisPhysical chips and fragments thrown from the real impact surface. The amount and size remain weapon-specific below. Applies immediately.
SliderGlobal debris amountcl_avfx_contact_debris_amountGlobal multiplier for every weapon's debris count. Applies immediately.
SliderGlobal debris sizecl_avfx_contact_debris_sizeGlobal multiplier for fragment size, independent from count. Applies immediately.
SliderDebris lifetimecl_avfx_contact_debris_lifetimeHow long airborne surface fragments remain visible. Applies immediately.
SliderDebris gravitycl_avfx_contact_debris_gravityGravity 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

TypeSectionRowVariable or targetHint
ToggleBlood-pool scene reflection (SSR)cl_avfx_contact_blood_scene_reflectionReal 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.
SliderScene reflection strengthcl_avfx_contact_blood_scene_reflection_strengthStrength of the world/static SSR contribution in blood. Applies immediately.
ListScene reflection qualitycl_avfx_contact_blood_scene_reflection_qualitySSR march precision. Higher values are crisper and cost more GPU time. Applies immediately. [Low / Medium / High / Ultra]
ToggleBlood-pool model reflectioncl_avfx_contact_blood_model_reflectionColoured local model reflections clipped to actual horizontal blood footprints. At least one category below must be enabled. Applies immediately.
SliderModel reflection strengthcl_avfx_contact_blood_model_reflection_strengthOpacity of coloured model reflections in blood. Applies immediately.
ListModel reflection qualitycl_avfx_contact_blood_model_reflection_qualityControls receiver population and distance before model replay work. Applies immediately. [Performance / Medium / Quality / Ultra / Extra]
ToggleCategory: Pickup weaponscl_avfx_contact_blood_model_reflection_weaponsAllow pickup weapons to reflect in blood pools. Applies immediately.
ToggleCategory: Armorcl_avfx_contact_blood_model_reflection_armorAllow armor to reflect in blood pools. Applies immediately.
ToggleCategory: Itemscl_avfx_contact_blood_model_reflection_itemsAllow items to reflect in blood pools. Applies immediately.
ToggleCategory: Players and monsterscl_avfx_contact_blood_model_reflection_actorsAllow players and monsters to reflect in blood pools. Applies immediately.
ToggleCategory: Projectiles and rail beamcl_avfx_contact_blood_model_reflection_projectilesAllow projectiles and rail beam to reflect in blood pools. Applies immediately.
SliderReflection distortioncl_avfx_contact_blood_reflection_distortOptional moving-liquid distortion shared by blood SSR and model reflection. Applies immediately.
SliderDistortion speedcl_avfx_contact_blood_reflection_distort_speedTravel 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

TypeSectionRowVariable or targetHint
SliderTracked targetscl_avfx_contact_max_targetsHow many opponents keep their own wound, burst and reservoir state at once. The least recently hit target is dropped first. Applies immediately.
SliderAirborne dropletscl_avfx_contact_max_dropletsHard cap on visible blood droplets. The active quality tier may lower it further; it can never raise it. Applies immediately.
SliderCollision traces per framecl_avfx_contact_max_collision_probesHow many representative droplet trajectories may be traced against the world each frame. Untraced droplets render as satellites of a traced one. Applies immediately.
SliderWounds on modelscl_avfx_contact_max_model_marksHard cap on animated wounds across every target at once. Applies immediately.
SliderWorld blood markscl_avfx_contact_max_surface_bloodHard cap on blood stains, drips and pools present in the world. Applies immediately.
SliderWeapon markscl_avfx_contact_max_decalsHard cap on weapon impact marks present in the world. Applies immediately.
SliderVapor recordscl_avfx_contact_max_vaporHard cap on vaporization residue, smoke and shimmer records. Applies immediately.
SliderSurface debriscl_avfx_contact_max_debrisHard 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

TypeSectionRowVariable or targetHint
SectionGeneric / fallbackGeneric / fallback
ToggleGeneric / fallbackGeneric / fallback contactscl_avfx_contact_weapon_generic_enableMaster switch for every Player Contact effect caused by the Generic / fallback. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderGeneric / fallbackGeneric / fallback blood on a living targetcl_avfx_contact_weapon_generic_live_bloodHow 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.
SliderGeneric / fallbackGeneric / fallback corpse poolcl_avfx_contact_weapon_generic_corpse_bloodHow 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.
SliderGeneric / fallbackGeneric / fallback surface markcl_avfx_contact_weapon_generic_decalSize and weight of the mark a Generic / fallback impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleGeneric / fallbackGeneric / fallback vaporizationcl_avfx_contact_weapon_generic_vaporizeAdd 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.
SliderGeneric / fallbackGeneric / fallback surface debriscl_avfx_contact_weapon_generic_debrisAmount of physical surface fragments thrown by a Generic / fallback impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderGeneric / fallbackGeneric / fallback debris sizecl_avfx_contact_weapon_generic_debris_sizeSize multiplier for surface fragments thrown by a Generic / fallback impact. Applies immediately.
SectionBlasterBlaster
ToggleBlasterBlaster contactscl_avfx_contact_weapon_blaster_enableMaster switch for every Player Contact effect caused by the Blaster. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderBlasterBlaster blood on a living targetcl_avfx_contact_weapon_blaster_live_bloodHow 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.
SliderBlasterBlaster corpse poolcl_avfx_contact_weapon_blaster_corpse_bloodHow 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.
SliderBlasterBlaster surface markcl_avfx_contact_weapon_blaster_decalSize and weight of the mark a Blaster impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleBlasterBlaster vaporizationcl_avfx_contact_weapon_blaster_vaporizeAdd 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.
SliderBlasterBlaster surface debriscl_avfx_contact_weapon_blaster_debrisAmount of physical surface fragments thrown by a Blaster impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderBlasterBlaster debris sizecl_avfx_contact_weapon_blaster_debris_sizeSize multiplier for surface fragments thrown by a Blaster impact. Applies immediately.
SectionShotgunShotgun
ToggleShotgunShotgun contactscl_avfx_contact_weapon_shotgun_enableMaster switch for every Player Contact effect caused by the Shotgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderShotgunShotgun blood on a living targetcl_avfx_contact_weapon_shotgun_live_bloodHow 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.
SliderShotgunShotgun corpse poolcl_avfx_contact_weapon_shotgun_corpse_bloodHow 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.
SliderShotgunShotgun surface markcl_avfx_contact_weapon_shotgun_decalSize and weight of the mark a Shotgun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleShotgunShotgun vaporizationcl_avfx_contact_weapon_shotgun_vaporizeAdd 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.
SliderShotgunShotgun surface debriscl_avfx_contact_weapon_shotgun_debrisAmount of physical surface fragments thrown by a Shotgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderShotgunShotgun debris sizecl_avfx_contact_weapon_shotgun_debris_sizeSize multiplier for surface fragments thrown by a Shotgun impact. Applies immediately.
SectionSuper ShotgunSuper Shotgun
ToggleSuper ShotgunSuper Shotgun contactscl_avfx_contact_weapon_supershotgun_enableMaster switch for every Player Contact effect caused by the Super Shotgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderSuper ShotgunSuper Shotgun blood on a living targetcl_avfx_contact_weapon_supershotgun_live_bloodHow 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.
SliderSuper ShotgunSuper Shotgun corpse poolcl_avfx_contact_weapon_supershotgun_corpse_bloodHow 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.
SliderSuper ShotgunSuper Shotgun surface markcl_avfx_contact_weapon_supershotgun_decalSize and weight of the mark a Super Shotgun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleSuper ShotgunSuper Shotgun vaporizationcl_avfx_contact_weapon_supershotgun_vaporizeAdd 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.
SliderSuper ShotgunSuper Shotgun surface debriscl_avfx_contact_weapon_supershotgun_debrisAmount of physical surface fragments thrown by a Super Shotgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderSuper ShotgunSuper Shotgun debris sizecl_avfx_contact_weapon_supershotgun_debris_sizeSize 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

TypeSectionRowVariable or targetHint
SectionMachinegunMachinegun
ToggleMachinegunMachinegun contactscl_avfx_contact_weapon_machinegun_enableMaster switch for every Player Contact effect caused by the Machinegun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderMachinegunMachinegun blood on a living targetcl_avfx_contact_weapon_machinegun_live_bloodHow 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.
SliderMachinegunMachinegun corpse poolcl_avfx_contact_weapon_machinegun_corpse_bloodHow 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.
SliderMachinegunMachinegun surface markcl_avfx_contact_weapon_machinegun_decalSize and weight of the mark a Machinegun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleMachinegunMachinegun vaporizationcl_avfx_contact_weapon_machinegun_vaporizeAdd 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.
SliderMachinegunMachinegun surface debriscl_avfx_contact_weapon_machinegun_debrisAmount of physical surface fragments thrown by a Machinegun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderMachinegunMachinegun debris sizecl_avfx_contact_weapon_machinegun_debris_sizeSize multiplier for surface fragments thrown by a Machinegun impact. Applies immediately.
SectionChaingunChaingun
ToggleChaingunChaingun contactscl_avfx_contact_weapon_chaingun_enableMaster switch for every Player Contact effect caused by the Chaingun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderChaingunChaingun blood on a living targetcl_avfx_contact_weapon_chaingun_live_bloodHow 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.
SliderChaingunChaingun corpse poolcl_avfx_contact_weapon_chaingun_corpse_bloodHow 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.
SliderChaingunChaingun surface markcl_avfx_contact_weapon_chaingun_decalSize and weight of the mark a Chaingun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleChaingunChaingun vaporizationcl_avfx_contact_weapon_chaingun_vaporizeAdd 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.
SliderChaingunChaingun surface debriscl_avfx_contact_weapon_chaingun_debrisAmount of physical surface fragments thrown by a Chaingun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderChaingunChaingun debris sizecl_avfx_contact_weapon_chaingun_debris_sizeSize multiplier for surface fragments thrown by a Chaingun impact. Applies immediately.
SectionHyperblasterHyperblaster
ToggleHyperblasterHyperblaster contactscl_avfx_contact_weapon_hyperblaster_enableMaster switch for every Player Contact effect caused by the Hyperblaster. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderHyperblasterHyperblaster blood on a living targetcl_avfx_contact_weapon_hyperblaster_live_bloodHow 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.
SliderHyperblasterHyperblaster corpse poolcl_avfx_contact_weapon_hyperblaster_corpse_bloodHow 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.
SliderHyperblasterHyperblaster surface markcl_avfx_contact_weapon_hyperblaster_decalSize and weight of the mark a Hyperblaster impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleHyperblasterHyperblaster vaporizationcl_avfx_contact_weapon_hyperblaster_vaporizeAdd 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.
SliderHyperblasterHyperblaster surface debriscl_avfx_contact_weapon_hyperblaster_debrisAmount of physical surface fragments thrown by a Hyperblaster impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderHyperblasterHyperblaster debris sizecl_avfx_contact_weapon_hyperblaster_debris_sizeSize multiplier for surface fragments thrown by a Hyperblaster impact. Applies immediately.
SectionRailgunRailgun
ToggleRailgunRailgun contactscl_avfx_contact_weapon_railgun_enableMaster switch for every Player Contact effect caused by the Railgun. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderRailgunRailgun blood on a living targetcl_avfx_contact_weapon_railgun_live_bloodHow 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.
SliderRailgunRailgun corpse poolcl_avfx_contact_weapon_railgun_corpse_bloodHow 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.
SliderRailgunRailgun surface markcl_avfx_contact_weapon_railgun_decalSize and weight of the mark a Railgun impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleRailgunRailgun vaporizationcl_avfx_contact_weapon_railgun_vaporizeAdd 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.
SliderRailgunRailgun surface debriscl_avfx_contact_weapon_railgun_debrisAmount of physical surface fragments thrown by a Railgun impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderRailgunRailgun debris sizecl_avfx_contact_weapon_railgun_debris_sizeSize 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

TypeSectionRowVariable or targetHint
SectionHand GrenadeHand Grenade
ToggleHand GrenadeHand Grenade contactscl_avfx_contact_weapon_handgrenade_enableMaster switch for every Player Contact effect caused by the Hand Grenade. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderHand GrenadeHand Grenade blood on a living targetcl_avfx_contact_weapon_handgrenade_live_bloodHow 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.
SliderHand GrenadeHand Grenade corpse poolcl_avfx_contact_weapon_handgrenade_corpse_bloodHow 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.
SliderHand GrenadeHand Grenade surface markcl_avfx_contact_weapon_handgrenade_decalSize and weight of the mark a Hand Grenade impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleHand GrenadeHand Grenade vaporizationcl_avfx_contact_weapon_handgrenade_vaporizeAdd 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.
SliderHand GrenadeHand Grenade surface debriscl_avfx_contact_weapon_handgrenade_debrisAmount of physical surface fragments thrown by a Hand Grenade impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderHand GrenadeHand Grenade debris sizecl_avfx_contact_weapon_handgrenade_debris_sizeSize multiplier for surface fragments thrown by a Hand Grenade impact. Applies immediately.
SectionGrenade LauncherGrenade Launcher
ToggleGrenade LauncherGrenade Launcher contactscl_avfx_contact_weapon_grenadelauncher_enableMaster switch for every Player Contact effect caused by the Grenade Launcher. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderGrenade LauncherGrenade Launcher blood on a living targetcl_avfx_contact_weapon_grenadelauncher_live_bloodHow 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.
SliderGrenade LauncherGrenade Launcher corpse poolcl_avfx_contact_weapon_grenadelauncher_corpse_bloodHow 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.
SliderGrenade LauncherGrenade Launcher surface markcl_avfx_contact_weapon_grenadelauncher_decalSize and weight of the mark a Grenade Launcher impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleGrenade LauncherGrenade Launcher vaporizationcl_avfx_contact_weapon_grenadelauncher_vaporizeAdd 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.
SliderGrenade LauncherGrenade Launcher surface debriscl_avfx_contact_weapon_grenadelauncher_debrisAmount of physical surface fragments thrown by a Grenade Launcher impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderGrenade LauncherGrenade Launcher debris sizecl_avfx_contact_weapon_grenadelauncher_debris_sizeSize multiplier for surface fragments thrown by a Grenade Launcher impact. Applies immediately.
SectionRocket LauncherRocket Launcher
ToggleRocket LauncherRocket Launcher contactscl_avfx_contact_weapon_rocketlauncher_enableMaster switch for every Player Contact effect caused by the Rocket Launcher. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderRocket LauncherRocket Launcher blood on a living targetcl_avfx_contact_weapon_rocketlauncher_live_bloodHow 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.
SliderRocket LauncherRocket Launcher corpse poolcl_avfx_contact_weapon_rocketlauncher_corpse_bloodHow 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.
SliderRocket LauncherRocket Launcher surface markcl_avfx_contact_weapon_rocketlauncher_decalSize and weight of the mark a Rocket Launcher impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleRocket LauncherRocket Launcher vaporizationcl_avfx_contact_weapon_rocketlauncher_vaporizeAdd 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.
SliderRocket LauncherRocket Launcher surface debriscl_avfx_contact_weapon_rocketlauncher_debrisAmount of physical surface fragments thrown by a Rocket Launcher impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderRocket LauncherRocket Launcher debris sizecl_avfx_contact_weapon_rocketlauncher_debris_sizeSize multiplier for surface fragments thrown by a Rocket Launcher impact. Applies immediately.
SectionBFG10KBFG10K
ToggleBFG10KBFG10K contactscl_avfx_contact_weapon_bfg_enableMaster switch for every Player Contact effect caused by the BFG10K. Off leaves the stock Quake II effect for that weapon untouched. Applies immediately.
SliderBFG10KBFG10K blood on a living targetcl_avfx_contact_weapon_bfg_live_bloodHow 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.
SliderBFG10KBFG10K corpse poolcl_avfx_contact_weapon_bfg_corpse_bloodHow 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.
SliderBFG10KBFG10K surface markcl_avfx_contact_weapon_bfg_decalSize and weight of the mark a BFG10K impact leaves on a wall, a floor or another world surface. Applies immediately.
ToggleBFG10KBFG10K vaporizationcl_avfx_contact_weapon_bfg_vaporizeAdd 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.
SliderBFG10KBFG10K surface debriscl_avfx_contact_weapon_bfg_debrisAmount of physical surface fragments thrown by a BFG10K impact. 0 disables only debris for this weapon; the impact mark is independent. Applies immediately.
SliderBFG10KBFG10K debris sizecl_avfx_contact_weapon_bfg_debris_sizeSize 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

TypeSectionRowVariable or targetHint
SectionWhat this isWhat this is
NavigationWhat this isEffects from your own hitsecho 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.
SectionWhat it never doesWhat it never does
NavigationWhat it never doesPresentation onlyecho 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.
SectionPresetsPresets
NavigationPresetsSeparate from ordinary AVFX presetsecho 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

TypeSectionRowVariable or targetHint
SectionGameplay presetsGameplay presets
NavigationGameplay presetsDefault (Q2PRO-X)cl_lighting_preset_load_factory defaultApply the original Q2PRO-X lighting snapshot.
NavigationGameplay presetsBrightcl_lighting_preset_load_factory brightApply the Bright lighting snapshot.
NavigationGameplay presetsMonochromecl_lighting_preset_load_factory monochromeApply the Monochrome lighting snapshot.
NavigationGameplay presetsSaturatedcl_lighting_preset_load_factory saturatedApply the Saturated lighting snapshot.
NavigationGameplay presetsNothing Extracl_lighting_preset_load_factory minimalApply the Nothing Extra lighting snapshot.
NavigationGameplay presetsLuxurious Darknesscl_lighting_preset_load_factory luxury_darkApply the Luxurious Darkness lighting snapshot.
SectionPresets for AVFXPresets for AVFX
NavigationPresets for AVFXDefault (Q2PRO-X)cl_lighting_preset_load_factory avfx_defaultApply the default Q2PRO-X lighting snapshot for AVFX.
NavigationPresets for AVFXAlternativecl_lighting_preset_load_factory avfx_alternativeApply the alternative lighting snapshot for AVFX.
NavigationPresets for AVFXSimplifiedcl_lighting_preset_load_factory avfx_simplifiedApply the Simplified lighting snapshot for AVFX.
NavigationPresets for AVFXWarm Saturatedcl_lighting_preset_load_factory avfx_warm_saturatedApply the Warm Saturated lighting snapshot for AVFX.
NavigationPresets for AVFXCalm Coolcl_lighting_preset_load_factory avfx_calm_coolApply the Calm Cool lighting snapshot for AVFX.
SectionUser presetsUser presets
NavigationUser presetsUser presets...q2prox_lighting_presetsLoad, save or rename four lighting presets shared by all mods.
SectionRelated settingsRelated settings
NavigationRelated settingsVideo and display...g_videoGamma and lighting intensity included in lighting presets.
NavigationRelated settingsLighting model...q2prox_renderer_lightingWorld and model lighting: modulation, shading and light grid.
NavigationRelated settingsDynamic lighting...q2prox_dynamic_lightingDynamic lights, map emissive sources and shadows.
NavigationRelated settingsVisual effects...q2prox_vfxBloom, colour grading and other visual effects.
NavigationRelated settingsMod configs...q2prox_modcfgOpen 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

TypeSectionRowVariable or targetHint
Preset nameSlot 1 name
NavigationLoadui_lighting_load_custom 1Load user lighting preset 1; shared by all mods.
NavigationSaveui_lighting_save_custom 1Save user lighting preset 1; shared by all mods.
NavigationRenameui_lighting_rename_custom 1Rename user lighting preset 1; shared by all mods.
Preset nameSlot 2 name
NavigationLoadui_lighting_load_custom 2Load user lighting preset 2; shared by all mods.
NavigationSaveui_lighting_save_custom 2Save user lighting preset 2; shared by all mods.
NavigationRenameui_lighting_rename_custom 2Rename user lighting preset 2; shared by all mods.
Preset nameSlot 3 name
NavigationLoadui_lighting_load_custom 3Load user lighting preset 3; shared by all mods.
NavigationSaveui_lighting_save_custom 3Save user lighting preset 3; shared by all mods.
NavigationRenameui_lighting_rename_custom 3Rename user lighting preset 3; shared by all mods.
Preset nameSlot 4 name
NavigationLoadui_lighting_load_custom 4Load user lighting preset 4; shared by all mods.
NavigationSaveui_lighting_save_custom 4Save user lighting preset 4; shared by all mods.
NavigationRenameui_lighting_rename_custom 4Rename user lighting preset 4; shared by all mods.
NavigationMod configs...q2prox_modcfgOpen 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

TypeSectionRowVariable or targetHint
NavigationDefault (All Highlights Off)cl_visibility_preset_load_factory default_offDisable visibility highlights and ordinary Bloom; AVFX Bloom percentages stay unchanged.
NavigationPlayer Parts, Items and Light Bloomcl_visibility_preset_load_factory parts_items_lightApply player-part colours, item highlights and the authored light Bloom settings.
NavigationRed Male, Green Female and Blue Cyborgcl_visibility_preset_load_factory models_rgbApply the captured highlights and Bloom: red male, green female and blue cyborg.
NavigationPurple Male, Lime Femalecl_visibility_preset_load_factory models_purple_limeApply the saved purple/lime visibility and Bloom preset.
NavigationFFA (Automatic Model Colours)cl_visibility_preset_load_factory ffa_autoApply the captured FFA automatic player colours, highlights and Bloom.
NavigationGenerate random presetcl_visibility_preset_generateEnable highlights and apply random colours/settings now. Save a result in a user slot. AVFX Bloom percentages are excluded.
Preset nameSlot 1 name
NavigationLoadui_visibility_load_custom 1Load user visibility preset 1; shared by all mods.
NavigationSaveui_visibility_save_custom 1Save user visibility preset 1; shared by all mods.
NavigationRenameui_visibility_rename_custom 1Rename user visibility preset 1; shared by all mods.
Preset nameSlot 2 name
NavigationLoadui_visibility_load_custom 2Load user visibility preset 2; shared by all mods.
NavigationSaveui_visibility_save_custom 2Save user visibility preset 2; shared by all mods.
NavigationRenameui_visibility_rename_custom 2Rename user visibility preset 2; shared by all mods.
Preset nameSlot 3 name
NavigationLoadui_visibility_load_custom 3Load user visibility preset 3; shared by all mods.
NavigationSaveui_visibility_save_custom 3Save user visibility preset 3; shared by all mods.
NavigationRenameui_visibility_rename_custom 3Rename user visibility preset 3; shared by all mods.
Preset nameSlot 4 name
NavigationLoadui_visibility_load_custom 4Load user visibility preset 4; shared by all mods.
NavigationSaveui_visibility_save_custom 4Save user visibility preset 4; shared by all mods.
NavigationRenameui_visibility_rename_custom 4Rename user visibility preset 4; shared by all mods.
SectionRelated settingsRelated settings
NavigationRelated settingsVisibility highlights...q2prox_visItem, weapon and player highlights, including model-part colours.
NavigationRelated settingsVisual effects...q2prox_vfxBloom, colour grading and other visual effects.
NavigationRelated settingsMod configs...q2prox_modcfgOpen mod configs: choose and save settings for each mod and manage its default profile.

Presets (q2prox_presets)

Path: Main menu → Presets

TypeSectionRowVariable or targetHint
NavigationAVFX presets...q2prox_avfx_presetsWeather, sky, surfaces and other AVFX effects; factory and user presets.
NavigationLighting presets...q2prox_lighting_presets_hubBrightness, colour grading and dynamic lighting presets.
NavigationVisibility presets...q2prox_visibility_presetsItem, weapon and player highlights, with bloom and glow settings.
NavigationAVFX Player Contact presets...q2prox_avfx_contact_presetsOpen 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

TypeSectionRowVariable or targetHint
ListBloomgl_bloomGlow bleed from bright areas; higher = more blur passes. GLSL backend only. Applies immediately. [off / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8]
SliderBloom strengthgl_bloom_strengthBloom brightness multiplier; higher = stronger glow. Applies immediately.
SliderBloom thresholdgl_bloom_thresholdScene bloom threshold; does not suppress visibility highlights. Applies immediately.
SliderBloom sigmagl_bloom_sigmaBloom blur radius (Gaussian sigma); higher = wider, softer glow. Applies immediately.
SliderGlowmap intensitygl_glowmap_intensityBrightness of model glowmap textures (self-lit weapon/pickup parts). Applies immediately.
SectionSource strengthsSource strengths
SliderSource strengthsOther modelsgl_bloom_models_percentOther models: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsPowerupsgl_bloom_powerups_percentPowerups: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsMap weaponsgl_bloom_weapons_percentMap weapons: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsAmmunitiongl_bloom_ammo_percentAmmunition: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsHealthgl_bloom_health_percentHealth: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsArmourgl_bloom_armor_percentArmour: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsKeysgl_bloom_keys_percentKeys: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsPlayersgl_bloom_players_percentPlayers: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsHeld weaponsgl_bloom_player_weapon_percentHeld weapons: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsActive powerup shellsgl_bloom_powerup_shell_percentActive powerup shells: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsLavagl_bloom_lava_percentLava: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsWatergl_bloom_water_percentWater: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsSlime / acidgl_bloom_slime_percentSlime / acid: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsEmissive map texturesgl_bloom_world_emissive_percentEmissive map textures: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsOther bright surfacesgl_bloom_world_percentOther bright surfaces: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsWeapon effectsgl_bloom_weapon_fx_percentWeapon effects: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsSungl_bloom_sun_percentSun: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsStars / bright planetsgl_bloom_stars_percentStars / bright planets: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsLightninggl_bloom_lightning_percentLightning: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsMeteors / impactsgl_bloom_meteors_percentMeteors / impacts: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsBlack holesgl_bloom_blackhole_percentBlack holes: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsSnow sparklesgl_bloom_snow_percentSnow sparkles: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
SliderSource strengthsOther AVFX glintsgl_bloom_glints_percentOther AVFX glints: percentage of common bloom strength. 0 skips bloom emission; 100 keeps current glow. Does not change scene colour or alpha. Applies immediately.
NavigationSource strengthsVisibility presets...q2prox_visibility_presetsSave 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

TypeSectionRowVariable or targetHint
ToggleEnabledcl_avfx_surface_rubbleIndependent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately.
ListQualitycl_avfx_surface_rubble_qualityMesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_rubble_densityStable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately.
SliderSizecl_avfx_surface_rubble_sizeCluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately.
SliderSize spreadcl_avfx_surface_rubble_size_spreadIndependent 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.
SliderClumpingcl_avfx_surface_rubble_clumping0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately.
SliderShape varietycl_avfx_surface_rubble_diversity0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately.
SliderArrangementcl_avfx_surface_rubble_seedStable placement seed; changes the arrangement on the map. Applies immediately.
SliderRedcl_avfx_surface_rubble_color_rBase color channel before material variation and scene lighting. Applies immediately.
SliderGreencl_avfx_surface_rubble_color_gBase color channel before material variation and scene lighting. Applies immediately.
SliderBluecl_avfx_surface_rubble_color_bBase color channel before material variation and scene lighting. Applies immediately.
SliderColor varietycl_avfx_surface_rubble_color_variationRestrained per-piece texture tint variation; zero keeps the chosen tint. Does not change placement. Applies immediately.
SliderRoughnesscl_avfx_surface_rubble_roughnessHigher values soften specular highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_rubble_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Soil clumps (q2prox_avfx_soil)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Soil clumps

TypeSectionRowVariable or targetHint
ToggleEnabledcl_avfx_surface_soilIndependent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately.
ListQualitycl_avfx_surface_soil_qualityMesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_soil_densityStable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately.
SliderSizecl_avfx_surface_soil_sizeCluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately.
SliderSize spreadcl_avfx_surface_soil_size_spreadSize spread: 0 equal base size, 1 ranges from half to twice the base size. Applies immediately.
SliderClumpingcl_avfx_surface_soil_clumping0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately.
SliderShape varietycl_avfx_surface_soil_diversity0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately.
SliderArrangementcl_avfx_surface_soil_seedStable placement seed; changes the arrangement on the map. Applies immediately.
SliderRedcl_avfx_surface_soil_color_rBase color channel before material variation and scene lighting. Applies immediately.
SliderGreencl_avfx_surface_soil_color_gBase color channel before material variation and scene lighting. Applies immediately.
SliderBluecl_avfx_surface_soil_color_bBase color channel before material variation and scene lighting. Applies immediately.
SliderColor varietycl_avfx_surface_soil_color_variationRestrained per-piece texture tint variation; zero keeps the chosen tint. Does not change placement. Applies immediately.
SliderRoughnesscl_avfx_surface_soil_roughnessHigher values soften specular highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_soil_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Fallen leaves (q2prox_avfx_leaves)

Path: Main menu → Advanced Visual Effects → AVFX Detailed Settings → Surfaces & Water → Surface Objects → Fallen leaves

TypeSectionRowVariable or targetHint
ToggleEnabledcl_avfx_surface_leavesIndependent Surface Objects category; requires only the common master. Decorative geometry, no collision. Applies immediately.
ToggleOutdoor onlycl_avfx_surface_leaves_outdoor_onlyLeaves only on supports open to the sky, including falling leaves. Off also allows indoor supports; flight still requires a clear path. Applies immediately.
ListQualitycl_avfx_surface_leaves_qualityMesh detail. Fixed object positions and visibility never depend on quality. Applies immediately. [Performance / Balanced / High / Ultra]
SliderDensitycl_avfx_surface_leaves_densityStable map population. Placement rebuilds once when settings change, never when the camera moves. Applies immediately.
SliderSizecl_avfx_surface_leaves_sizeCluster size in world units. The complete footprint must fit its support, clear of openings and water. Applies immediately.
SliderSize spreadcl_avfx_surface_leaves_size_spreadBotanical size variation: 0 equal base size, 1 ranges from 65 to 125 percent; no boulder-sized leaves. Applies immediately.
SliderClumpingcl_avfx_surface_leaves_clumping0 separate objects; 1 multi-object clusters. Cluster count decreases to balance added geometry. Applies immediately.
SliderShape varietycl_avfx_surface_leaves_diversity0 one structure; 1 varied shapes, proportions and orientations; leaf damage is rare. Camera-independent. Applies immediately.
SliderArrangementcl_avfx_surface_leaves_seedStable placement seed; changes the arrangement on the map. Applies immediately.
SliderRedcl_avfx_surface_leaves_color_rBase color channel before material variation and scene lighting. Applies immediately.
SliderGreencl_avfx_surface_leaves_color_gBase color channel before material variation and scene lighting. Applies immediately.
SliderBluecl_avfx_surface_leaves_color_bBase color channel before material variation and scene lighting. Applies immediately.
SliderColor varietycl_avfx_surface_leaves_color_variationSmooth per-leaf hue variation from the chosen RGB; zero keeps its hue, one includes autumn, green and bluish shades. Applies immediately.
ToggleFalling leavescl_avfx_surface_leaves_fallingAdds 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.
SliderFalling quantity, %cl_avfx_surface_leaves_fall_amountFalling leaf quantity only: 10% by default, 1% minimum, 100% restores the original population. Ground litter is unchanged. Applies immediately.
SliderFall speedcl_avfx_surface_leaves_fall_speedAverage downward speed in world units per second; individual leaves flutter, rotate and drift at different rates. Applies immediately.
SliderWindcl_avfx_surface_leaves_windRestrained flutter of curled leaf tips; support points stay fixed. Applies immediately.
SliderRoughnesscl_avfx_surface_leaves_roughnessHigher values soften specular highlights. Applies immediately.
SectionLightingLighting
NavigationLightingLighting...q2prox_avfx_leaves_lightingStatic, celestial and local lighting response for this object category.
NavigationLightingBack...q2prox_avfx_surface_objectsBack to Surface Objects.

Q2PRO-X / Player state ambient (q2prox_health_ambient)

Path: Main menu → Options → Sound & Acoustics → Q2PRO-X / Player state ambient

TypeSectionRowVariable or targetHint
Togglecl_music_health_ambientcl_music_health_ambientAdaptive ambient scope; explicit online tracks take priority. Applies immediately.
Togglecl_music_health_ambient_singleplayercl_music_health_ambient_singleplayerAdaptive ambient scope; explicit online tracks take priority. Applies immediately.
Togglecl_music_health_ambient_deathmatchcl_music_health_ambient_deathmatchAdaptive ambient scope; explicit online tracks take priority. Applies immediately.
SliderVolumecl_music_health_ambient_volumeAmbient volume. Zero keeps auto online music inhibited in enabled modes. Applies immediately.
SliderCrossfadecl_music_health_ambient_transitionSmooth state and end-to-start transitions, seconds. Applies immediately.
ListProtection profilecl_music_health_ambient_profileProtection estimate: normal, energy or mixed damage. Applies immediately. [Normal / Energy / Mixed]
SectionState lower boundariesState lower boundaries
FieldState lower boundariespaniccl_music_health_ambient_min_panicInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesfearcl_music_health_ambient_min_fearInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariestensecl_music_health_ambient_min_tenseInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesuneasycl_music_health_ambient_min_uneasyInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariescalmcl_music_health_ambient_min_calmInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariestriumphantcl_music_health_ambient_min_triumphantInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesheroiccl_music_health_ambient_min_heroicInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesdivinecl_music_health_ambient_min_divineInteger lower boundary; strictly increasing. Below first: critical.
SectionControlsControls
NavigationControlsCurrent state...music_health_ambient_infoShow score, state and music priority in console.
NavigationControlsDefaultsmusic_health_ambient_resetReset adaptive ambient only; master becomes off.
NavigationControlsOnline music...q2prox_online_musicExplicit 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterLightingcl_avfx_surface_ivy_lightingEnable responsive object lighting. Off restores the static-only object lighting. Applies immediately.
SliderMasterShadow strengthcl_avfx_surface_ivy_shadow_strengthContact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately.
SliderMasterStatic lightcl_avfx_surface_ivy_static_lightStrength of cached BSP/static light on objects. Applies immediately.
SliderMasterMinimum brightnesscl_avfx_surface_ivy_light_min_brightnessAbsolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately.
SectionSun & MoonSun & Moon
ToggleSun & MoonCelestial lightcl_avfx_surface_ivy_light_celestialMake objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately.
SliderSun & MoonCelestial strengthcl_avfx_surface_ivy_light_celestial_strengthSun/moon illumination multiplier for objects. Applies immediately.
SliderSun & MoonNight minimumcl_avfx_surface_ivy_light_celestial_min_brightnessIvy brightness floor when the celestial scene is dark. Applies immediately.
SliderSun & MoonNight tintcl_avfx_surface_ivy_light_celestial_night_tintMuted cool-green night tint strength. Applies immediately.
SectionLocal SourcesLocal Sources
SliderLocal SourcesLocal light liftcl_avfx_surface_ivy_light_local_liftHow strongly local sources restore the visible daytime object response in darkness. Applies immediately.
ToggleLocal SourcesFlashlightcl_avfx_surface_ivy_light_flashlightIvy reacts to the player flashlight cone. Applies immediately.
SliderLocal SourcesFlashlight strengthcl_avfx_surface_ivy_light_flashlight_strengthFlashlight response strength on objects. Applies immediately.
ToggleLocal SourcesLightning & meteorscl_avfx_surface_ivy_light_lightningIvy reacts to local lightning strikes and meteor-impact lights. Applies immediately.
SliderLocal SourcesLightning/meteor strengthcl_avfx_surface_ivy_light_lightning_strengthLightning and meteor local-light response strength. Applies immediately.
ToggleLocal SourcesDynamic lightscl_avfx_surface_ivy_light_dynamicIvy reacts to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately.
SliderLocal SourcesDynamic strengthcl_avfx_surface_ivy_dynamic_lightDynamic-light brightness response on objects. Applies immediately.
SliderLocal SourcesDynamic colourcl_avfx_surface_ivy_light_dynamic_colorAmount of dynamic-light colour painted onto objects. Applies immediately.
ToggleLocal SourcesEmissive sourcescl_avfx_surface_ivy_light_emissiveIvy reacts to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately.
SliderLocal SourcesEmissive strengthcl_avfx_surface_ivy_light_emissive_strengthEmissive-source brightness response on objects. Applies immediately.
SliderLocal SourcesEmissive colourcl_avfx_surface_ivy_light_emissive_colorAmount of emissive-source colour painted onto objects. Applies immediately.
NavigationLocal SourcesBack to Ivy...q2prox_avfx_ivyBack 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterLightingcl_avfx_surface_ferns_lightingEnable responsive object lighting. Off restores the static-only object lighting. Applies immediately.
SliderMasterShadow strengthcl_avfx_surface_ferns_shadow_strengthContact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately.
SliderMasterStatic lightcl_avfx_surface_ferns_static_lightStrength of cached BSP/static light on objects. Applies immediately.
SliderMasterMinimum brightnesscl_avfx_surface_ferns_light_min_brightnessAbsolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately.
SectionSun & MoonSun & Moon
ToggleSun & MoonCelestial lightcl_avfx_surface_ferns_light_celestialMake objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately.
SliderSun & MoonCelestial strengthcl_avfx_surface_ferns_light_celestial_strengthSun/moon illumination multiplier for objects. Applies immediately.
SliderSun & MoonNight minimumcl_avfx_surface_ferns_light_celestial_min_brightnessFerns brightness floor when the celestial scene is dark. Applies immediately.
SliderSun & MoonNight tintcl_avfx_surface_ferns_light_celestial_night_tintMuted cool-green night tint strength. Applies immediately.
SectionLocal SourcesLocal Sources
SliderLocal SourcesLocal light liftcl_avfx_surface_ferns_light_local_liftHow strongly local sources restore the visible daytime object response in darkness. Applies immediately.
ToggleLocal SourcesFlashlightcl_avfx_surface_ferns_light_flashlightFerns react to the player flashlight cone. Applies immediately.
SliderLocal SourcesFlashlight strengthcl_avfx_surface_ferns_light_flashlight_strengthFlashlight response strength on objects. Applies immediately.
ToggleLocal SourcesLightning & meteorscl_avfx_surface_ferns_light_lightningFerns react to local lightning strikes and meteor-impact lights. Applies immediately.
SliderLocal SourcesLightning/meteor strengthcl_avfx_surface_ferns_light_lightning_strengthLightning and meteor local-light response strength. Applies immediately.
ToggleLocal SourcesDynamic lightscl_avfx_surface_ferns_light_dynamicFerns react to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately.
SliderLocal SourcesDynamic strengthcl_avfx_surface_ferns_dynamic_lightDynamic-light brightness response on objects. Applies immediately.
SliderLocal SourcesDynamic colourcl_avfx_surface_ferns_light_dynamic_colorAmount of dynamic-light colour painted onto objects. Applies immediately.
ToggleLocal SourcesEmissive sourcescl_avfx_surface_ferns_light_emissiveFerns react to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately.
SliderLocal SourcesEmissive strengthcl_avfx_surface_ferns_light_emissive_strengthEmissive-source brightness response on objects. Applies immediately.
SliderLocal SourcesEmissive colourcl_avfx_surface_ferns_light_emissive_colorAmount of emissive-source colour painted onto objects. Applies immediately.
NavigationLocal SourcesBack to Ferns...q2prox_avfx_fernsBack 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterLightingcl_avfx_surface_rubble_lightingEnable responsive object lighting. Off restores the static-only object lighting. Applies immediately.
SliderMasterShadow strengthcl_avfx_surface_rubble_shadow_strengthContact and flashlight shadow strength. Flashlight shadows require its shadow master; zero skips both. Applies immediately.
SliderMasterStatic lightcl_avfx_surface_rubble_static_lightStrength of cached BSP/static light on objects. Applies immediately.
SliderMasterMinimum brightnesscl_avfx_surface_rubble_light_min_brightnessAbsolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately.
SectionSun & MoonSun & Moon
ToggleSun & MoonCelestial lightcl_avfx_surface_rubble_light_celestialMake objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately.
SliderSun & MoonCelestial strengthcl_avfx_surface_rubble_light_celestial_strengthSun/moon illumination multiplier for objects. Applies immediately.
SliderSun & MoonNight minimumcl_avfx_surface_rubble_light_celestial_min_brightnessStones brightness floor when the celestial scene is dark. Applies immediately.
SliderSun & MoonNight tintcl_avfx_surface_rubble_light_celestial_night_tintMuted cool-green night tint strength. Applies immediately.
SectionLocal SourcesLocal Sources
SliderLocal SourcesLocal light liftcl_avfx_surface_rubble_light_local_liftHow strongly local sources restore the visible daytime object response in darkness. Applies immediately.
ToggleLocal SourcesFlashlightcl_avfx_surface_rubble_light_flashlightStones react to the player flashlight cone. Applies immediately.
SliderLocal SourcesFlashlight strengthcl_avfx_surface_rubble_light_flashlight_strengthFlashlight response strength on objects. Applies immediately.
ToggleLocal SourcesLightning & meteorscl_avfx_surface_rubble_light_lightningStones react to local lightning strikes and meteor-impact lights. Applies immediately.
SliderLocal SourcesLightning/meteor strengthcl_avfx_surface_rubble_light_lightning_strengthLightning and meteor local-light response strength. Applies immediately.
ToggleLocal SourcesDynamic lightscl_avfx_surface_rubble_light_dynamicStones react to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately.
SliderLocal SourcesDynamic strengthcl_avfx_surface_rubble_dynamic_lightDynamic-light brightness response on objects. Applies immediately.
SliderLocal SourcesDynamic colourcl_avfx_surface_rubble_light_dynamic_colorAmount of dynamic-light colour painted onto objects. Applies immediately.
ToggleLocal SourcesEmissive sourcescl_avfx_surface_rubble_light_emissiveStones react to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately.
SliderLocal SourcesEmissive strengthcl_avfx_surface_rubble_light_emissive_strengthEmissive-source brightness response on objects. Applies immediately.
SliderLocal SourcesEmissive colourcl_avfx_surface_rubble_light_emissive_colorAmount of emissive-source colour painted onto objects. Applies immediately.
NavigationLocal SourcesBack to Stones...q2prox_avfx_rubbleBack 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterLightingcl_avfx_surface_soil_lightingEnable responsive object lighting. Off restores the static-only object lighting. Applies immediately.
SliderMasterStatic lightcl_avfx_surface_soil_static_lightStrength of cached BSP/static light on objects. Applies immediately.
SliderMasterMinimum brightnesscl_avfx_surface_soil_light_min_brightnessAbsolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately.
SectionSun & MoonSun & Moon
ToggleSun & MoonCelestial lightcl_avfx_surface_soil_light_celestialMake objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately.
SliderSun & MoonCelestial strengthcl_avfx_surface_soil_light_celestial_strengthSun/moon illumination multiplier for objects. Applies immediately.
SliderSun & MoonNight minimumcl_avfx_surface_soil_light_celestial_min_brightnessSoil brightness floor when the celestial scene is dark. Applies immediately.
SliderSun & MoonNight tintcl_avfx_surface_soil_light_celestial_night_tintMuted cool-green night tint strength. Applies immediately.
SectionLocal SourcesLocal Sources
SliderLocal SourcesLocal light liftcl_avfx_surface_soil_light_local_liftHow strongly local sources restore the visible daytime object response in darkness. Applies immediately.
ToggleLocal SourcesFlashlightcl_avfx_surface_soil_light_flashlightSoil reacts to the player flashlight cone. Applies immediately.
SliderLocal SourcesFlashlight strengthcl_avfx_surface_soil_light_flashlight_strengthFlashlight response strength on objects. Applies immediately.
ToggleLocal SourcesLightning & meteorscl_avfx_surface_soil_light_lightningSoil reacts to local lightning strikes and meteor-impact lights. Applies immediately.
SliderLocal SourcesLightning/meteor strengthcl_avfx_surface_soil_light_lightning_strengthLightning and meteor local-light response strength. Applies immediately.
ToggleLocal SourcesDynamic lightscl_avfx_surface_soil_light_dynamicSoil reacts to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately.
SliderLocal SourcesDynamic strengthcl_avfx_surface_soil_dynamic_lightDynamic-light brightness response on objects. Applies immediately.
SliderLocal SourcesDynamic colourcl_avfx_surface_soil_light_dynamic_colorAmount of dynamic-light colour painted onto objects. Applies immediately.
ToggleLocal SourcesEmissive sourcescl_avfx_surface_soil_light_emissiveSoil reacts to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately.
SliderLocal SourcesEmissive strengthcl_avfx_surface_soil_light_emissive_strengthEmissive-source brightness response on objects. Applies immediately.
SliderLocal SourcesEmissive colourcl_avfx_surface_soil_light_emissive_colorAmount of emissive-source colour painted onto objects. Applies immediately.
NavigationLocal SourcesBack to Soil...q2prox_avfx_soilBack 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

TypeSectionRowVariable or targetHint
SectionMasterMaster
ToggleMasterLightingcl_avfx_surface_leaves_lightingEnable responsive object lighting. Off restores the static-only object lighting. Applies immediately.
SliderMasterStatic lightcl_avfx_surface_leaves_static_lightStrength of cached BSP/static light on objects. Applies immediately.
SliderMasterMinimum brightnesscl_avfx_surface_leaves_light_min_brightnessAbsolute minimum object brightness before celestial and local lights. Keep low for a genuinely dark night. Applies immediately.
SectionSun & MoonSun & Moon
ToggleSun & MoonCelestial lightcl_avfx_surface_leaves_light_celestialMake objects follow the same live sun/moon/cloud illumination state as snow, using independent object settings. Applies immediately.
SliderSun & MoonCelestial strengthcl_avfx_surface_leaves_light_celestial_strengthSun/moon illumination multiplier for objects. Applies immediately.
SliderSun & MoonNight minimumcl_avfx_surface_leaves_light_celestial_min_brightnessLeaves brightness floor when the celestial scene is dark. Applies immediately.
SliderSun & MoonNight tintcl_avfx_surface_leaves_light_celestial_night_tintMuted cool-green night tint strength. Applies immediately.
SectionLocal SourcesLocal Sources
SliderLocal SourcesLocal light liftcl_avfx_surface_leaves_light_local_liftHow strongly local sources restore the visible daytime object response in darkness. Applies immediately.
ToggleLocal SourcesFlashlightcl_avfx_surface_leaves_light_flashlightLeaves react to the player flashlight cone. Applies immediately.
SliderLocal SourcesFlashlight strengthcl_avfx_surface_leaves_light_flashlight_strengthFlashlight response strength on objects. Applies immediately.
ToggleLocal SourcesLightning & meteorscl_avfx_surface_leaves_light_lightningLeaves react to local lightning strikes and meteor-impact lights. Applies immediately.
SliderLocal SourcesLightning/meteor strengthcl_avfx_surface_leaves_light_lightning_strengthLightning and meteor local-light response strength. Applies immediately.
ToggleLocal SourcesDynamic lightscl_avfx_surface_leaves_light_dynamicLeaves react to engine dynamic lights: blaster bolts, muzzle flashes, rockets, explosions and similar sources. Applies immediately.
SliderLocal SourcesDynamic strengthcl_avfx_surface_leaves_dynamic_lightDynamic-light brightness response on objects. Applies immediately.
SliderLocal SourcesDynamic colourcl_avfx_surface_leaves_light_dynamic_colorAmount of dynamic-light colour painted onto objects. Applies immediately.
ToggleLocal SourcesEmissive sourcescl_avfx_surface_leaves_light_emissiveLeaves react to AVFX emissive map lights and spawn/teleporter markers, like snow surfaces. Applies immediately.
SliderLocal SourcesEmissive strengthcl_avfx_surface_leaves_light_emissive_strengthEmissive-source brightness response on objects. Applies immediately.
SliderLocal SourcesEmissive colourcl_avfx_surface_leaves_light_emissive_colorAmount of emissive-source colour painted onto objects. Applies immediately.
NavigationLocal SourcesBack to Leaves...q2prox_avfx_leavesBack to Leaves.

Online / Frag messages (q2prox_fragfeed)

Path: Main menu → Online Play Setup → Online / Frag messages

TypeSectionRowVariable or targetHint
ToggleHighlight opponentcl_fragfeed_highlightOnly the opponent in your confirmed kills/deaths. Chat keeps its current style. Applies immediately.
ListOpponent colorcl_fragfeed_name_colorNamed 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]
ToggleMy kill notificationscl_fragfeed_killsShow your confirmed kills below the crosshair. Off by default. Applies immediately.
ToggleMy death notificationcl_fragfeed_deathsShow who killed you until actual respawn. Off by default. Applies immediately.
ToggleShow weaponcl_fragfeed_weaponOnly if the server message identifies it reliably. Applies immediately.
SliderHorizontal offsetcl_fragfeed_xHUD-scaled horizontal offset from screen center. Applies immediately.
SliderBelow crosshaircl_fragfeed_yDistance below the crosshair in HUD units. Applies immediately.
SliderText scalecl_fragfeed_scaleNotification scale, multiplied by your HUD scale. Applies immediately.
SliderKill display timecl_fragfeed_timeSeconds including the final 0.4 second fade. Death stays until respawn. Applies immediately.
SliderMaximum linescl_fragfeed_linesAt most three recent events; no long queue. Applies immediately.
ListNotification colorcl_fragfeed_colorNamed 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]
ToggleText backgroundcl_fragfeed_backgroundCompact neutral gray background like chat. Applies immediately.
SliderBackground opacitycl_fragfeed_background_alphaOpacity also follows HUD opacity. Applies immediately.
NavigationPreviewfragfeed_previewShow sample names for six seconds. Does not create frags or affect stats.
NavigationRestore defaultsfragfeed_resetReset 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.