Q2PRO-X 1.6 Beta 5 by ly — Q2PRO-X 1.6 Beta 5 Startup Intro Settings 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 Startup Intro Settings Guide
Project author: ly
The cold-start presentation, its music, lighting and personal facts
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: transition to demo playback
Automatic return to online play in beta 2
What the presentation is made of
1.1. The Primary Settings Masters page
2.3. Persistent logo lightning
3. Intro music and the interface language
3.1. Where the track comes from
3.2. How the language is chosen
3.3. How the individual track is chosen
4. Personal facts in the intro
5. What happens after the intro
6.2. The intro runs but there is no sound
6.3. The screen stayed black or appeared stuck
6.4. Personal facts never appear
Beta4: transition to demo playback
Launching a recording from the browser fades intro music as normal map startup does. Loading the demo's separate AVFX/music profile no longer cancels the transition; its music autostart waits for fade completion.
Music handoff on map entry
The intro yields through its normal fade. If player-state ambient is enabled for that game mode, it follows the intro; the loading-time volume spike and click are fixed. Explicit music selection retains priority. You can replace the intro PAK: the engine discovers available FLAC files for the selected language and reads the chosen track’s actual duration.
Automatic return to online play in beta 2
When optional automatic connection is enabled and the preceding session was remote online play, startup targets the last stored server and skips the intro/main menu. It is disabled by default. Explicit startup commands take priority; single-player, locally hosted play and demos retain normal startup. Settings are in the online recent-server section.
What the startup intro is
The startup intro is a short Q2PRO-X presentation that plays once when the client is launched cold into the menu. While it runs, the top-level Guided menu in its modern visual style stays on screen and stays fully usable: the Q2PRO-X logo carries its own light, electrical discharges travel around it, and personal facts from your own match statistics can appear beside the menu.
The intro is a startup event, not ordinary game music. It never loops, never plays a second time in the same process, and never delays a map load, a server connection or quitting the game.
| The one thing worth knowing. The intro is on by default, entirely optional, and switched off with a single toggle. None of its elements affect gameplay, ping or the score in a match. |
|---|
What the presentation is made of
1. Where the settings live
Every intro switch is collected on one compact page, Primary Settings Masters. The intro toggle itself is repeated on the configuration page, because that is where people look for launch behaviour.
| What you are setting | Menu path |
|---|---|
| Intro, logo light, lightning, statistics in the intro | Main menu → Primary Settings Masters |
| Startup intro (the same toggle) | Main menu → Options → Config & Files |
| Which personal facts the intro may show | Main menu → Primary Settings Masters → Intro Statistics Content |
| Online-music autoplay after the intro | Main menu → Online Music (PROMODJ) |
1.1. The Primary Settings Masters page
The rows below are the real rows of that page exactly as the built client presents them.
Primary Settings Masters
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Startup & Main Menu | Startup & Main Menu | ||
| Toggle | Startup & Main Menu | Menu on startup | ui_open | Default ON. Open the existing Q2PRO-X main menu on an ordinary cold launch. Direct map/server/demo starts are unchanged. |
| Toggle | Startup & Main Menu | Startup intro | cl_q2prox_startup_intro | Default ON. Play the separate Q2PRO-X intro only on a cold menu/console launch; any map load stops it. |
| Toggle | Startup & Main Menu | Automatic game statistics | cl_game_stats_auto | Default OFF. Refresh your personal game statistics automatically on a plain cold start. Nothing is scanned or parsed in the background while this is off. Applies immediately. |
| Toggle | Startup & Main Menu | Statistics in intro | cl_game_stats_intro | Default ON, and inert unless both automatic game statistics and the startup intro are active. During the intro it shows a short sequence of personal moments beside the menu — one fact at a time, appearing and dissolving. With no qualifying match nothing is drawn at all. Applies immediately. |
| Navigation | Startup & Main Menu | Intro statistics content... | q2prox_game_statistics_intro | Choose every type of personal fact that may appear in the startup intro. All types are enabled by default. |
| Toggle | Startup & Main Menu | Persistent logo light | cl_q2prox_menu_logo_light | Default OFF. Keep the smooth Q2PRO-X logo brightness, bloom and downward menu spotlights running on the top-level Guided menu while the modern visual style is active after Intro. Independent of Startup intro; no fireworks or travelling objects. Applies immediately. |
| Toggle | Startup & Main Menu | Persistent logo lightning | cl_q2prox_menu_logo_lightning | Default OFF. Keep the animated electrical discharges around the Q2PRO-X logo running on the top-level Guided menu while the modern visual style is active after Intro. Independent of the persistent logo-light master. Applies immediately. |
| Section | Visual Systems | Visual Systems | ||
| List | Visual Systems | AVFX globally | cl_avfx_global_disable | Global AVFX override shared by every mod. ON preserves and uses each mod's own AVFX settings. OFF suppresses AVFX globally without erasing them. Applies immediately. [On / Off] |
| Toggle | Visual Systems | Current-mod AVFX | cl_avfx | Master switch for the active mod's AVFX atmospheric layer and its dependent effects. Applies immediately. |
| Toggle | Visual Systems | Visual highlights | cl_vis_enable | Master switch for item, weapon and player visibility highlighting. Applies immediately. |
| Toggle | Visual Systems | Particles | cl_particles | Master switch for all classic particle effects. Applies immediately. |
| Section | Renderer Effects | Renderer Effects | ||
| List | Renderer Effects | Dynamic lighting | gl_dynamic | Master mode for dynamic lightmap lighting. Applies immediately. [no / yes / only switchable] |
| List | Renderer Effects | Bloom | gl_bloom | Bloom master and blur-pass count. Off disables bloom; 1..8 select its quality/strength path. Applies immediately. [off / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8] |
| Toggle | Renderer Effects | Post-process | gl_postfx | Master switch for the selected Pixel/CRT/Film/VHS/Noir/Sepia post-process. Applies immediately. |
| Section | Online Music | Online Music | ||
| Toggle | Online Music | Online music | cl_music_online_enable | Master switch for the online music player. Off means no network activity at all. Same setting as the Online Music page. Applies immediately. |
| Slider | Online Music | Volume | cl_music_online_volume | Online music volume. The global sound volume stays the master. Applies immediately. |
| Toggle | Online Music | Autoplay | cl_music_online_autoplay | Start a track by itself at launch. The startup intro always plays first; autoplay begins when it ends. Applies immediately. |
| Toggle | Online Music | Pause in game | cl_music_online_autopause_game | Pause the online music while you are in a map. Applies immediately. |
| Toggle | Online Music | Resume after game | cl_music_online_resume_after_game | Resume it when you come back to the menu, if it was paused automatically. Applies immediately. |
| Section | Diagnostics | Diagnostics | ||
| Toggle | Diagnostics | Performance HUD | cl_perf_hud | Default OFF. Live performance and budget HUD: occupancy bars plus measured CPU/GPU cost. Informative only; with it off nothing is measured, queried, counted or drawn. Applies immediately. |
2. The intro switches
2.1. Startup intro
| Variable | Accepted values | Description |
|---|---|---|
| cl_q2prox_startup_intro | 0=no startup intro / 1=one-shot intro on eligible cold launch (default) | Permit the separate Q2PRO-X FLAC intro to play once on an eligible cold idle process launch into the menu/console. Default ON. It is a startup event, not ordinary game music: ogg_enable and ogg_volume do not gate or attenuate it; the normal master sound/backend gain still applies. Any explicit direct map/server/demo/cinematic startup action suppresses decoder work before playback. Beginning any map load stops and consumes an active intro for the rest of the process. Turning this OFF while it plays stops it immediately; turning it ON arms only the next eligible full launch. Never loops. |
What matters in practice:
2.2. Persistent logo light
| Variable | Accepted values | Description |
|---|---|---|
| cl_q2prox_menu_logo_light | 0=ordinary static menu logo (default) / 1=persistent animated logo light and spotlights | Persistent Q2PRO-X logo-light master for the top-level Guided menu in its modern visual style. Default OFF. When enabled, the accepted smooth logo brightness/bloom pulse, downward light field and matching menu shadows continue after the one-shot startup Intro finishes; if no Intro runs, they begin whenever the exact top-level Guided menu with the modern visual style active is visible. This does not enable fireworks, ships, meteors, comets, music or lightning. Live; no restart required. Stored in the global Q2PRO-X config. |
This switch is independent of the intro itself. It answers a different question: should the logo light keep running after the presentation whenever the top-level Guided menu is shown with its modern visual style?
2.3. Persistent logo lightning
| Variable | Accepted values | Description |
|---|---|---|
| cl_q2prox_menu_logo_lightning | 0=no persistent logo lightning (default) / 1=persistent animated electrical discharges | Persistent Q2PRO-X logo-lightning master for the top-level Guided menu in its modern visual style. Default OFF. When enabled, the accepted animated electrical tracers and branching discharges around the wordmark continue after the startup Intro; if no Intro runs, they begin whenever the exact top-level Guided menu with the modern visual style active is visible. Independent of cl_q2prox_menu_logo_light and does not enable any other Intro scene element or audio. Live; no restart required. Stored in the global Q2PRO-X config. |
Lightning is independent too: you can enable it without the light, and the other way round.
| What these two switches do not do. They do not enable fireworks, travelling objects, meteors, comets or music. They are only the light and the discharges around the logo. |
|---|
3. Intro music and the interface language
3.1. Where the track comes from
Replacing intro music
The intro demonstrates Q2PRO-X features and supports your own music replacements. No EXE rebuild or compiled-manifest update is required.
1. Close the game and back up baseq2/q2pro-x/q2prox_startup_intro.pak.
2. Create a valid Quake II PAK with your FLAC files. Put Russian tracks directly
under music/q2prox_intro/ru/ and English tracks under music/q2prox_intro/en/. For example: music/q2prox_intro/en/my_song.flac.
3. Replace baseq2/q2pro-x/q2prox_startup_intro.pak with your archive.
4. Start the game normally into its main menu. The interface language selects
the language folder; one available track is chosen randomly.
FLAC filenames are yours to choose; retaining intro_01 through intro_13 is unnecessary. Keep one track or add a hundred: the playlist is discovered from the PAK at startup. A single available track is always selected. Intro timing and the finale use the chosen file's actual duration, including tracks longer than three minutes.
Removing the PAK, or providing no tracks for the selected language, leaves the visual intro without its music. Ordinary menu sounds still work. Use actual FLAC files; renaming a different format does not convert it. This replacement uses the specified PAK, not an identically named loose file. The factory distribution contains 13 RU and 13 EN tracks; this is not an engine limit.
3.2. How the language is chosen
The language of the track follows the interface language — the same Interface Language setting in the main menu that switches the menu captions:
| Interface Language value | Which tracks are used |
|---|---|
| Auto | Russian on a Russian Windows, English otherwise |
| Off | English |
| On | Russian |
There is no separate "intro music language" setting and none is needed: one language setting governs both the captions and the presentation.
3.3. How the individual track is chosen
The track is chosen afresh on every eligible launch, at random and uniformly inside the selected language pool. There is no queue, no fixed order and no memory between launches: two consecutive launches can pick the same track.
The selection uses the operating system's own random-number source. If that source is unavailable for any reason, the client prints a warning to the console and continues with an internal fallback — the intro is not cancelled because of it.
3.4. Volume and muting
While the intro plays, small round buttons are visible beside the menu:
| Button | What it does |
|---|---|
| Intro sound | Mutes and unmutes the intro sound without ending it |
| End the intro | Fades the intro out — with the same ramp a map load uses |
Muting applies only to the current presentation; it is never inherited by whatever plays next.
4. Personal facts in the intro
4.1. What the layer is
| Variable | Accepted values | Description |
|---|---|---|
| cl_game_stats_intro | 0=off / 1=on (default) | While the startup intro plays, show a short sequence of personal moments beside the main menu: ONE fact at a time, flying in, holding a single readable instant, then widening and dissolving. There is no panel, no frame and no card — typography and its own light are the whole scene, and an echo never covers the logo, the menu, the controls or the status line. On by default, but inert unless BOTH automatic statistics and the intro itself are active. Only unambiguous real matches of the current player with a proven positive contribution are counted here — never the overall session count, never another player's data. With no qualifying match, nothing is drawn at all rather than a zero-filled scene. |
The personal-fact layer shows one fact at a time beside the menu. Each fact flies in, holds a single readable instant, then widens and dissolves. There is no panel, no frame and no card: typography and its own light are the whole scene. A fact never covers the logo, the menu, the controls or the status line.
4.2. Two mandatory conditions
The layer stays inert until both conditions are met:
1. automatic game statistics are enabled;
2. the intro itself is enabled.
If either condition fails, the layer draws nothing. If there is no qualifying match, it also draws nothing — not a zero-filled scene, but genuinely nothing.
4.3. Which data is counted
Only unambiguous real matches of the current player with a proven positive contribution are counted. The overall session counter is never used, and another player's data is never used. How the client separates a real match from an observed session and from ordinary spectating is explained in the game statistics guide.
4.4. Which facts may appear
Every fact type is switched separately. All of them are on by default.
Intro Statistics Content
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Opening | Opening | ||
| Toggle | Opening | Greeting and period | cl_game_stats_intro_greeting | Show the player greeting and the exact analysed date span. Applies immediately. |
| Toggle | Opening | Last game | cl_game_stats_intro_last_game | Show the date of the newest demo included in the displayed match statistics. Applies immediately. |
| Section | Results | Results | ||
| Toggle | Results | Matches played | cl_game_stats_intro_matches | Applies immediately. |
| Toggle | Results | Wins, losses and draws | cl_game_stats_intro_results | Applies immediately. |
| Toggle | Results | Frags and deaths | cl_game_stats_intro_combat | Applies immediately. |
| Toggle | Results | Favorite kill weapon | cl_game_stats_intro_kill_weapon | Applies immediately. |
| Toggle | Results | Weapon that killed you | cl_game_stats_intro_death_weapon | Applies immediately. |
| Toggle | Results | Strategic item pickups | cl_game_stats_intro_items | Show every strategic item found in the accepted matches as its own cinematic line on every intro; no rotation between launches. Applies immediately. |
| Section | Preferences | Preferences | ||
| Toggle | Preferences | Favorite map | cl_game_stats_intro_map | Applies immediately. |
| Toggle | Preferences | Favorite mod | cl_game_stats_intro_mod | Applies immediately. |
| Toggle | Preferences | Frequent opponent | cl_game_stats_intro_opponent | Applies immediately. |
| Navigation | Preferences | Back | popmenu |
5. What happens after the intro
5.1. Online music
If online-music autoplay is enabled, it does not compete with the presentation: the intro always plays first, and autoplay begins when the intro ends.
| Variable | Accepted values | Description |
|---|---|---|
| cl_music_online_autoplay | default 0 / 0 or 1 | Auto-start playback when enabled. Mod-local. |
5.2. Main-menu light
Once the intro has finished, the logo light and lightning continue exactly when the matching persistent masters are enabled. With both off, the main menu returns to its ordinary static logo.
The pulse phase does not reset or jump when the main menu hands off to the map-preparation screen: the preparation screen uses the same compositor and the same clock.
5.3. Loading a map
Beginning a map load ends the intro with a smooth fade rather than a hard cut. Music is never allowed to delay core work: the fade runs on its own and holds up neither the map load, nor connecting, nor quitting.
6. Troubleshooting
6.1. The intro does not start
Check in this order:
1. How you launched the game. Any direct map, server, demo or cinematic start from the command line or from a shortcut makes the launch ineligible, and the intro is deliberately skipped. Launch the client without such arguments.
2. The toggle. Startup intro must be set to Yes.
3. This is not the first launch in this process. The intro plays once per process. If you have already loaded a map, it will not appear again in this session — restart the client.
4. Sound works at all. If the audio device is unavailable, the presentation ends cleanly instead of hanging in silence.
6.2. The intro runs but there is no sound
6.3. The screen stayed black or appeared stuck
Logo light and lightning are drawn by a separate scene program. If that program could not be built for any reason, the menu remains fully usable and simply draws the ordinary static logo: the intro cannot block the interface.
If the black screen appears when you change the graphics backend, start with the video guide instead: changing the backend rebuilds the whole graphics subsystem on its own, and the intro is not involved.
6.4. Personal facts never appear
This is correct behaviour when:
In none of these cases does the client show an empty frame or print zeroes — it simply draws nothing.
6.5. Diagnostics
The startup_intro_info command prints the current state of the presentation to the console: whether the launch qualified as a cold start, the value of the toggle, the selected track and language pool, the state of the PAK and directory validation, the state of the decoder and of the menu compositor, and the reason it ended if it already has.
The command changes nothing and requires no developer-only mode to be enabled.
7. Quick reference
| Question | Short answer |
|---|---|
| Turn the intro off permanently | Primary Settings Masters → Startup intro → No |
| End it right now | The End the intro button beside the menu |
| Silence it without ending it | The Intro sound button beside the menu |
| Keep the logo light forever | Persistent logo light → Yes |
| Remove the personal facts | Statistics in intro → No |
| Choose the track language | The Interface Language setting in the main menu |
| Why it does not play when launching into a map | By design: a direct start makes the launch ineligible |