Q2PRO-X 1.6 Beta 5 by ly — Q2PRO-X 1.6 Beta 5 Single Player and Mods 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 Single Player and Mods Guide
Project author: ly
The bundled game library, single-player experiments and mod support
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.
3. Item and monster randomizer
7. Monster appearance variants
9.2. The bridge for 32-bit mods
11. What the experiments do not do
An important safety model
Q2PRO-X uses a game library of its own:
baseq2\q2pro-x\gamex86_64.dll
The stock game library in baseq2 is never overwritten. The single-player experiments run through the Q2PRO-X library and are meant for local single player only: deathmatch 0, one client, no remote online play and no effect on anyone else's servers.
| No experiment in this guide changes server rules, works in an online match, or gives an advantage online. |
|---|
Where things are
| What | Menu path |
|---|---|
| Campaign, skill, saves | Main menu → Play offline |
| Single-player training | Main menu → Play offline → Q2PRO-X / Single Player Training |
| Single-player experiments | In-game menu → Q2PRO-X / Single Player Experiments |
| Mod command overlay | Main menu → Online Play Setup → Mod Command Overlay |
1. Campaign and training
1.1. Ordinary single player
Play offline
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Campaign | Campaign | ||
| Navigation | Campaign | easy | Skill 0; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Navigation | Campaign | medium | Skill 1; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Navigation | Campaign | hard | Skill 2; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Navigation | Campaign | nightmare | Skill 3; deathmatch 0; coop 0; maxclients 1; newgame | Start a new single-player game. |
| Section | Experiments | Experiments | ||
| Navigation | Experiments | DM Map Training... | q2prox_sp_training_root | Open DM-map training: play multiplayer maps in local single player with monsters and optional scoring. |
| Navigation | Experiments | Single Player Experiments... | q2prox_sp_experiments | Open local single-player experiments: spawn mutators, DM-map training, monster visual variants, and geometry deformation. |
| Section | Saves & Profile | Saves & Profile | ||
| Navigation | Saves & Profile | Load game... | loadgame | Load a saved single-player game from a slot. |
| Navigation | Saves & Profile | Save game... | savegame | Save the current single-player game to a slot. |
| Navigation | Saves & Profile | Player setup (Q2PRO-X) | q2prox_player_identity | Edit name / skin / handedness / fov via Q2PRO-X DSL rows. |
| Navigation | Saves & Profile | Player setup (3D preview) | players | Built-in player setup page with the 3D player model preview. |
1.2. Single-player training
Q2PRO-X / Single Player Training
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Slider | Skill | skill | Quake II difficulty for the next loaded map. Higher skill also allows stronger monsters in DM training. Applies immediately. | |
| Navigation | Map selection... | q2prox_sp_training_map_picker | ||
| Navigation | Training settings... | q2prox_sp_dm_training | ||
| Navigation | Cancel | forcemenuoff |
A separate page lets you pick the map to train on.
2. Single-player experiments
Q2PRO-X / Single Player Experiments
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Modes | Modes | ||
| Navigation | Modes | Item and Monster Randomizer | q2prox_sp_mutator | Randomize item and monster classes when a map is loaded. Seed 0 gives a fresh layout every load; non-zero seed repeats the same layout. |
| Navigation | Modes | DM Map Training | q2prox_sp_dm_training | Play DM maps in local single player with monsters spawned at multiplayer start points, optional respawn and optional scoring. |
| Navigation | Modes | Geometry Deformation | q2prox_sp_geo_deform | Visually changes the level mesh for local single player: uneven surfaces, stronger geometry variation, and optional rounded corners. Movement and collision stay original. |
| Navigation | Modes | Monster Appearance Variants | q2prox_sp_monster_variants | Make repeated monsters look like different individuals: subtle size and color variation, with feet kept planted on the floor. Local single player only; no gameplay or hitbox changes. |
| Navigation | Modes | Liquid Swap | q2prox_sp_liquid_swap | Replace water with lava (or lava with water) in local single player: real damage, physics, material and AVFX. Off by default; no effect in deathmatch/coop/demo. |
| Section | Monsters | Monsters | ||
| Toggle | Monsters | Free World | cl_sp_free_world | Idle monsters walk around the level instead of standing still until they see you. They walk, never run, and go where they are facing. Ambush monsters and patrols wander too - that is the point. Off by default. Local single player only. Applies immediately. |
| Toggle | Monsters | Skill-based monster speed | cl_sp_monster_skill_speed | Applies DM-training-like skill speed (1x/1.5x/3x/5x at skill 0/1/2/3) to ordinary local single-player campaign monsters. Off by default. Does not affect deathmatch, coop, demo, or DM-training maps. Applies immediately. |
| Slider | Monsters | Skill speed intensity | cl_sp_monster_skill_speed_scale | Strength of the skill speed multiplier above 1.0x. Default 1.0 = exact P1d table; 0.5 = half the additional speed. 2.0 = Double the additional speed. Applies immediately. |
| Section | Lightning | Lightning | ||
| Toggle | Lightning | Lightning damages monsters | cl_sp_avfx_lightning_damage | Lightning radial-damages nearby monsters in local single-player and DM-training. Off by default. No effect in deathmatch / coop / demos / remote multiplayer. Player and items not damaged. Bosses included by default. (Mirrored from AVFX / Storm & Sky for convenience.) Applies immediately. |
| Slider | Lightning | Lightning damage amount | cl_sp_avfx_lightning_damage_amount | Damage at strike center (rocket-class default 120). Falls off to ~25% at the radius edge. Tougher monsters survive more strikes. Applies immediately. |
| Slider | Lightning | Lightning damage radius | cl_sp_avfx_lightning_damage_radius | Damage radius in world units (default 800, ~5x grenade launcher splash). Damage falls off with distance from strike center. Applies immediately. |
| Toggle | Lightning | Require line of sight | cl_sp_avfx_lightning_damage_los | Require line-of-sight from strike point to monster center: lightning does not hurt monsters behind thick walls (MASK_SOLID trace). Applies immediately. |
| Toggle | Lightning | Lightning breaks objects | cl_sp_avfx_lightning_damage_breakables | Allow AVFX lightning to damage nearby explosive barrels (misc_explobox) and breakable func_explosive brushes using the same amount/radius/falloff settings as monster lightning damage. Off by default. Doors, buttons, triggers and scripted entities are never affected. Applies immediately. |
| Section | Contacts & Diagnostics | Contacts & Diagnostics | ||
| Navigation | Contacts & Diagnostics | Monster AVFX contacts... | q2prox_avfx_monster_contacts | Monster AVFX contacts: footprints on snow, puddle ripples, landing splashes (local SP / DM-training). |
| Navigation | Contacts & Diagnostics | Mutator info... | sv | Print active mutation mode, seed, map name, and per-load mutation counters. |
Every section below opens from that page.
3. Item and monster randomizer
The randomizer changes item and monster classes when a map loads. A seed of 0 gives a fresh layout on every start; a non-zero seed repeats the same layout.
Q2PRO-X / Single Player — Item and Monster Randomizer
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Items | Items | ||
| Toggle | Items | Randomize items | cl_sp_mutate_items | Replace item pickups when a single-player map is loaded. Keys are never replaced; scripted items stay protected by default. |
| List | Items | Item mode | cl_sp_mutate_item_mode | Chooses how freely items may change: same family, combat-related families, or full chaos for any non-key item. [Same category / Combat set / Chaos] |
| Slider | Items | Item categories | cl_sp_mutate_item_cats | Item category mask: 1 armor, 2 ammo, 4 weapons, 8 powerups, 16 health; 31 means all categories. |
| Section | Monsters | Monsters | ||
| Toggle | Monsters | Randomize monsters | cl_sp_mutate_monsters | Replace monster classes when a single-player map is loaded. Bosses and scripted monsters stay protected unless explicitly allowed. |
| List | Monsters | Monster mode | cl_sp_mutate_monster_mode | Chooses how far monster replacements may move by strength: same strength, nearby strength, or chaos. [Same strength / Nearby strength / Chaos] |
| Section | Layout & pool | Layout & pool | ||
| Slider | Layout & pool | Layout seed | cl_sp_mutate_seed | 0 gives a fresh random layout every map load. Non-zero values repeat the same layout for testing or sharing. |
| Toggle | Layout & pool | Affect scripted entities | cl_sp_mutate_allow_linked_entities | Also replace scripted or connected entities. Leave off for normal play, because some maps can become impossible to finish. |
| Toggle | Layout & pool | Bosses in pool | cl_sp_mutate_allow_bosses | Allow boss monsters in the replacement pool. This can sharply raise difficulty. |
| Section | Destruction (AVFX) | Destruction (AVFX) | ||
| Toggle | Destruction (AVFX) | Lightning breaks objects | cl_sp_avfx_lightning_damage_breakables | Mirror of AVFX / Storm Settings: allow AVFX lightning to damage nearby explosive barrels (misc_explobox) and breakable func_explosive brushes. Uses the lightning damage amount/radius/LOS settings. Off by default; doors, buttons, triggers and scripted entities are never affected. Applies immediately. |
| Toggle | Destruction (AVFX) | Meteors hit monsters | cl_sp_avfx_meteor_impact_damage | Mirror of AVFX / Impact Meteors: meteor damage to monsters in SP / SP-training. Off by default. |
| Toggle | Destruction (AVFX) | Meteors break objects | cl_sp_avfx_meteor_impact_damage_breakables | Mirror of AVFX / Impact Meteors: meteor detonates misc_explobox + damages func_explosive. |
| Navigation | Destruction (AVFX) | Applies on next map command | echo | Apply the current settings on the next map load. Start a fresh map via the standard game menu or map <name>. |
| Navigation | Destruction (AVFX) | Mutator info... | sv | Print active mutation mode, seed, map name, and per-load mutation counters. |
Keys and story progression items are protected. For an ordinary playthrough, do not enable linked entities unless you are ready for the map to become impossible to finish.
4. DM map training
Training lets you play multiplayer maps locally on your own, with monsters on the player spawn points.
cl_sp_mutate_dm_training 1
map q2dm1
Q2PRO-X / Single Player — DM Map Training
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| Toggle | Basics | Enable training | cl_sp_mutate_dm_training | Populates suitable DM maps with monsters at multiplayer spawn points when loaded in local single player. |
| Slider | Basics | Monster count | cl_sp_mutate_dm_count | Desired number of training monsters. The map's spawn point count can limit the final number. |
| Section | Respawn | Respawn | ||
| Toggle | Respawn | Respawn dead monsters | cl_sp_mutate_dm_respawn | Respawn dead training monsters at a free DM spawn point after the configured delay. Skips points too close to the player or another live training monster. |
| Slider | Respawn | Respawn delay | cl_sp_mutate_dm_respawn_delay | Seconds between a training monster's death and its respawn. Only when respawn is on. Minimum 1. |
| Toggle | Respawn | Respawn items | cl_sp_mutate_dm_respawn_items | When SP DM-training is active, weapons, armor, health, ammo and powerups respawn at their original pickup points like in multiplayer. Keys, dropped items and scripted progression items never respawn. Default ON. |
| Section | Scoring | Scoring | ||
| Toggle | Scoring | Scoring mode | cl_sp_mutate_dm_score | Enables a score-based training round: kills give points, monster damage subtracts points, player death ends the round. |
| Slider | Scoring | Score target | cl_sp_mutate_dm_score_limit | Score needed to win the round. |
| Slider | Scoring | Damage penalty | cl_sp_mutate_dm_score_damage_scale | How strongly monster damage subtracts score. 0 disables the damage penalty. |
| Toggle | Scoring | Show score | cl_sp_mutate_dm_score_hud | Shows the current score and round state on the HUD. |
| Slider | Scoring | Score X | cl_sp_mutate_dm_score_hud_x | Horizontal position of the score display. Applies immediately. |
| Slider | Scoring | Score Y | cl_sp_mutate_dm_score_hud_y | Vertical position of the score display. Applies immediately. |
| Section | Spawn & pool | Spawn & pool | ||
| Slider | Spawn & pool | Min player distance | cl_sp_mutate_dm_min_player_dist | Minimum distance in Q2 units between a (re)spawn point and the player. Closer points are skipped. |
| Slider | Spawn & pool | Min monster distance | cl_sp_mutate_dm_min_monster_dist | Minimum distance in Q2 units between two simultaneously-living training monsters. |
| Toggle | Spawn & pool | Heavy monsters | cl_sp_mutate_dm_allow_heavy | Allow heavy monsters in the training pool. |
| Toggle | Spawn & pool | Boss monsters | cl_sp_mutate_dm_allow_bosses | Allow boss monsters in the training pool. |
| Navigation | Spawn & pool | Applies on next map command | echo | Apply the current DM training settings on the next map load. Start a fresh DM map via the console (map q2dm1 etc.) or game menu. |
| Navigation | Spawn & pool | Mutator info... | sv | Print DM training status, spawn point count, alive/target monster counts, and skip counters. |
The sv sp_mutator_info command prints the state, the target and alive monster counts, the number of spawn points and the skip counters. The sp_dm_restart command restarts the current training round with the current settings.
5. Geometry deformation
Deformation visually changes the level's surface: bumps, tilt, noise, rounded corners. It is render-only: movement, collision, saves, the AI and the game logic remain original.
Q2PRO-X / Single Player — Geometry
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| Toggle | Basics | Deform geometry | cl_sp_geo_deform | Turns visual level deformation on or off for local single player. Movement, collision, saves and server logic stay unchanged. Applies immediately. |
| Slider | Basics | Deformation strength | cl_sp_geo_deform_preset | Overall geometry variation. 0 turns the feature off. Higher values make the level shape more visibly uneven, up to the safe maximum at 100. Applies immediately. |
| Slider | Basics | Variation seed | cl_sp_geo_deform_seed | Repeatable variation seed. Same map, seed and settings give the same visual shape; changing it rerolls the level look. Applies immediately. |
| Toggle | Basics | AVFX follows surface | cl_sp_geo_deform_avfx_sync | Lets AVFX visual overlays such as puddles, snow and rings follow the changed visible surface where possible. Applies immediately. |
| Section | Rounded corners | Rounded corners | ||
| Toggle | Rounded corners | Round corners | cl_sp_geo_round_edges | Adds visual rounded corners to suitable static wall edges. Moving platforms, liquids, sky and transparent surfaces are left untouched. Applies immediately. |
| Slider | Rounded corners | Corner roundness | cl_sp_geo_round_edges_amount | How strongly corners are rounded. 0 hides the rounded surfaces; 100 uses the full selected radius. Applies immediately. |
| Slider | Rounded corners | Corner radius | cl_sp_geo_round_edges_radius | Approximate width of rounded corners in world units. Short edges are limited automatically. Applies immediately. |
| Slider | Rounded corners | Corner smoothness | cl_sp_geo_round_edges_segments | Smoothness of rounded corners. Higher values look smoother but add more geometry. Applies immediately. |
| Slider | Rounded corners | Corner angle threshold | cl_sp_geo_round_edges_angle_threshold | Which angles are sharp enough to receive rounding. Higher values affect fewer, sharper corners. Applies immediately. |
| Section | Manual displacement | Manual displacement | ||
| Slider | Manual displacement | Large displacement | cl_sp_geo_deform_strength | Manual broad displacement amount. Usually controlled by the main strength row above. Applies immediately. |
| Slider | Manual displacement | Surface tilt | cl_sp_geo_deform_tilt | Manual surface tilt amount. Higher values make surfaces lean more. Applies immediately. |
| Slider | Manual displacement | Fine roughness | cl_sp_geo_deform_noise | Manual fine roughness. Lower it if very small visual noise is unwanted. Applies immediately. |
| Section | Service | Service | ||
| Navigation | Service | Apply now... | sp_geo_deform_apply | Rebuild the visible level geometry immediately with the current settings. |
| Navigation | Service | Geometry info... | sp_geo_deform_info | Print current geometry settings and rebuild counters to the console. |
6. Liquid swap
The swap exchanges water and lava in local single player. It is not cosmetic: damage, physics, material and AVFX contacts follow the effective liquid.
Q2PRO-X / Single Player — Liquid Swap
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Toggle | Water to lava | cl_sp_mutate_water_to_lava | Water becomes real lava in local SP: lava damage, physics and lava material/visuals. Off by default. No effect in deathmatch/coop/demo. Applies immediately. | |
| Toggle | Lava to water | cl_sp_mutate_lava_to_water | Lava becomes water in local SP: no lava damage, water physics and water material/visuals. Off by default. If both directions are ON, real BSP water becomes lava and real BSP lava becomes water independently. Applies immediately. | |
| Toggle | Swap visuals | cl_sp_mutate_liquid_swap_visuals | Render the swapped liquid with the effective material (former water shows the lava texture). Requires cl_avfx 1 for the full enhanced look. Applies immediately. | |
| Toggle | Swap AVFX contacts | cl_sp_mutate_liquid_swap_avfx | Make AVFX contacts follow the effective liquid: weapon/rain/snow on former water use lava effects (and vice versa). Requires cl_avfx 1. Applies immediately. | |
| Toggle | Liquid swap debug | cl_sp_mutate_liquid_swap_debug | Print one diagnostic line when a liquid-swap cvar changes. For testing only. Applies immediately. | |
| Navigation | Liquid swap info... | sv | Print liquid swap status: effective mode, gate, and toggles. |
If you enable both directions, the original water becomes lava and the original lava becomes water, independently of each other.
7. Monster appearance variants
Appearance variants make repeated monsters look different: scale, tint, shape and asymmetry. This is also render-only, with no change to hitboxes, collision, behaviour, damage or pathing. Feet are kept on the floor, so a size change never looks like levitation.
Q2PRO-X / Single Player — Monster Appearance
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Basics | Basics | ||
| Toggle | Basics | Enable monster variants | cl_sp_monster_variants | Master switch: makes repeated monster instances visibly different by size and color in local single player. No gameplay or hitbox changes. Applies immediately. |
| Slider | Basics | Variant seed | cl_sp_monster_variant_seed | Variation seed. Same map, seed and settings give the same visual layout; 0 reshuffles on every map load. Applies immediately. |
| Slider | Basics | Overall strength | cl_sp_monster_variant_strength | Overall strength of all variation. 0 disables variation; 100 uses the full configured range. Applies immediately. |
| Section | Size | Size | ||
| Toggle | Size | Auto size variation | cl_sp_monster_variant_auto_scale | Vary overall body size of each monster within the min/max range below, with feet kept planted on the floor. Applies immediately. |
| Slider | Size | Minimum model size | cl_sp_monster_variant_scale_min | Smallest monster size as a multiplier of original (0.85 = 85%). Extreme values are an experimental setting. Applies immediately. |
| Slider | Size | Maximum model size | cl_sp_monster_variant_scale_max | Largest monster size as a multiplier of original (1.20 = 120%). Extreme values are an experimental setting. Applies immediately. |
| Section | Color & shape | Color & shape | ||
| Slider | Color & shape | Color variation | cl_sp_monster_variant_color | How strongly monsters get tinted into different colors. Keep low to preserve readability; high values are stylized. Applies immediately. |
| Slider | Color & shape | Body shape variation | cl_sp_monster_variant_shape | Per-monster body proportion variation (torso/head/leg radial width). Render-only; no hitbox/collision changes. MD2 and MD5 monsters supported. Applies immediately. |
| Slider | Color & shape | Asymmetry | cl_sp_monster_variant_asymmetry | Mild left/right asymmetric lean per monster instance. Subtle by default; high values look obviously crooked. Applies immediately. |
| Section | Bosses & service | Bosses & service | ||
| Toggle | Bosses & service | Apply to bosses | cl_sp_monster_variant_apply_bosses | Also apply variants to boss-class monsters. Off by default because bosses are designed to look distinct already. Applies immediately. |
| Navigation | Bosses & service | Monster variants info... | sp_monster_variants_info | Print master state, gate reason, current seed, and per-frame / per-map classification counters. |
8. Snakes and the Free World
AVFX wildlife genuinely participates in single player:
The Free World mode lets idle monsters walk the level, hear events, work around obstacles and join fights in progress.
Those settings live in the AVFX wildlife pages; see the AVFX advanced features guide for details.
9. Mods
9.1. Scanning and launching
The mods menu scans local game folders. Native 64-bit mods launch directly.
| Variable | Accepted values | Description |
|---|---|---|
| cl_q2prox_modscan | 0=no scan (Mods menu shows only baseq2) / 1=scan mod folders (default) | Scan first-level mod folders at startup for a Quake II game DLL and cache the result, feeding the guided "Mods..." menu. For each folder it prefers a native 64-bit game DLL (gamex86_64.dll) and otherwise accepts a legacy 32-bit gamex86.dll, which the menu marks (bridge) since it runs through the Win64->Win32 bridge. The PE machine word is read off disk only (never LoadLibrary, never the bridge helper) and results are cached in baseq2/q2pro-x/mods_cache.dat with a size+mtime fast path so repeated startups don't rehash unchanged DLLs. 1 = scan on startup / when the Mods menu opens (default). 0 = no automatic scanning; the Mods menu then shows only baseq2 (local). Diagnostics: modscan_info, modscan_refresh. Archived in the global Q2PRO-X config. |
9.2. The bridge for 32-bit mods
Legacy 32-bit game libraries are served by a helper executable:
baseq2\q2pro-x\utils\q2pro-x-bridge32.exe
That file is part of the release. It lives specifically in the utils subdirectory and is not in the root. If the bridge is missing, 32-bit mod support counts as broken packaging rather than a missing capability.
The modscan_info command prints the mods that were found, stating which launch path each one has: native 64-bit, or through the bridge.
9.3. Mod config profiles
Importable and custom configuration profiles are available for baseq2, OpenTDM and OpenFFA, with manual loading and an optional default assignment.
A profile is a temporary runtime layer. On a mod change the original state is restored, and the profile's contents are never written into the managed Q2PRO-X configs.
9.4. The mod command overlay
The overlay shows the current mod's commands right in the game.
Mod Command Overlay
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Appearance | Appearance | ||
| Slider | Appearance | Opacity | cl_modhelp_alpha | Mod command overlay background opacity. Applies immediately. |
| Slider | Appearance | Text scale | cl_modhelp_scale | Overlay font / UI scale (0.1..2.0); 1.0 default. Applies immediately. |
| Toggle | Appearance | Compact mode | cl_modhelp_compact | Compact row layout so more command entries fit at once. Applies immediately. |
| Toggle | Appearance | Fullscreen | cl_modhelp_fullscreen | Expand the overlay to full screen instead of a compact pane. Applies immediately. |
| Toggle | Appearance | Show aliases | cl_modhelp_show_aliases | Show the aliases page (alternative names for commands). Applies immediately. |
| Section | Categories | Categories | ||
| Toggle | Categories | Show general | cl_modhelp_show_general | Show the general commands page (available to any connected player). Applies immediately. |
| Toggle | Categories | Show spectator | cl_modhelp_show_spectator | Show the spectator commands page (observer / chase-cam / scoreboard). Applies immediately. |
| Toggle | Categories | Show team | cl_modhelp_show_team | Show the team / captain commands page (join, captain actions, weapon drops). Applies immediately. |
| Toggle | Categories | Show stats | cl_modhelp_show_stats | Show the stats commands page (personal and match statistics). Applies immediately. |
| Toggle | Categories | Show voting | cl_modhelp_show_voting | Show the voting commands page (callvote / options / time left). Applies immediately. |
| Toggle | Categories | Show admin | cl_modhelp_show_admin | Show the admin commands page (server management). Applies immediately. |
| Section | Behavior | Behavior | ||
| List | Behavior | Overlay role | cl_modhelp_role | Role filter: auto detects from server state; the rest force a role view to preview its commands. Applies immediately. [auto / player / spectator / caster / captain / admin] |
| List | Behavior | Unavailable rows | cl_modhelp_unavailable | Commands unavailable in the current role: show / gray (dimmed) / hide. Applies immediately. [show / gray / hide] |
| Toggle | Behavior | Confirm dangerous | cl_modhelp_confirm_dangerous | Ask for inline confirmation before running dangerous commands (kickban, map reload). Applies immediately. |
| Toggle | Behavior | Prefer context page | cl_modhelp_prefer_context_page | On open, auto-pick the page matching your context (team/spectator/admin) instead of the last page. Applies immediately. |
| Section | Display | Display | ||
| Toggle | Display | Show row badges | cl_modhelp_show_badges | Show role / danger / category badges next to each command row. Applies immediately. |
| Toggle | Display | Keep last page | cl_modhelp_keep_page | Remember the last opened page across close/reopen this session. Applies immediately. |
| Toggle | Display | Show pinned first | cl_modhelp_show_pinned | Open the overlay on the pinned commands page first. Applies immediately. |
| Toggle | Display | Use local overrides | cl_modhelp_use_local | Prefer the local override database over server-provided help. Applies immediately. |
| Section | Actions & keys | Actions & keys | ||
| Navigation | Actions & keys | Toggle overlay... | modhelp_toggle | Toggle mod overlay on/off |
| Key | Actions & keys | Overlay toggle key | modhelp_toggle | Bind a key to toggle the mod-command overlay. |
| Key | Actions & keys | Search key | modhelp_search | Bind a key that focuses the overlay search box. |
10. Practical recipes
| Task | What to do |
|---|---|
| Play the campaign normally | Play offline → choose a skill |
| Practise on a duel map | Single-player training, then pick a map |
| Make a familiar map unfamiliar | The randomizer with seed 0 |
| Repeat the same layout tomorrow | Set a non-zero seed and write it down |
| Change the look of a level without breaking it | Geometry deformation: it is visual only |
| Turn a level into hell | Swap water for lava — with real damage |
| Run an old 32-bit mod | The mods menu; the bridge engages by itself |