Author: http://sourceforge.net/users/johnnycz/
Description: The Complete guide to using QuakeWorld ™ client ezQuake
Keywords: ezQuake, manual, guide, tutorial, how-to, howto, setting, quake, quakeworld, client, help, readme, install

# ezQuake Manual: Graphic settings

### See also

- ezQuake Screenshots - check some of top eyecandy features here
- Graphic settings list

### Status Bar

#### r_damagestats 0,1 0

Displays the amount of damage taken recently on the screen above your armour and health.

### Point of view

#### cl_camera_tpp 0,1,2 0

0 = 1st person view
1 = 3rd person view ala Tomb Raider (such a fun!)
2 = 3rd person view ala cl_chasecam 0 (buggy)
Disabled in `-ruleset smackdown`

#### cl_camera_death 0,1 1

Camera view above your body after death.
Disabled in `-ruleset smackdown`

### Screen

Here you can also check Screen Settings manual page with full list of variables.

#### r_glstats 0,1 0

When enabled, it creates a window in the top right of the screen showing the number of particles and etc. in use.

#### r_tracker_frags 0,1 1

Everytime you make a kill or die, the number of kills/deaths/suicides with that weapon is displayed on the screen.

#### r_tracker_flags 0,1 1

Everytime you take, capture or drop a flag, the number of times is displayed on the screen.

#### r_tracker_streaks 0,1 1

Everytime a player makes a set number of consecutive kills, it will display a message showing they are on a streak, when the player is killed, it will display the name of the person who ended that streak.

#### r_tracker_messages 0,1,X 10, r_tracker_time 0-X 4

### Eyecandy

Also see FPS and EyeCandy Settings manual section for full list.

#### gl_inferno

Clientside (noone else can see it) hard-striking rocket, serves well for your entertainment.

#### gl_setmode

Quickly sets many variables to fit pre-defined scheme. Try using `"newtrails" or "vultwah"`.

#### cl_hiderockets 0,1 0

Toggles rockets visibility. Variable cl_r2g must be 0 to cl_hiderockets 1 work.

#### cl_hidenails 0,1 0

Toggles nails visibility.

#### gl_surface_lava 0,1,2 0

Adds boiling bubbles over the lava.

#### gl_surface_slime 0,1,2 0

Adds bubbles and fumes of slime over the slime.

#### gl_inferno_trail 0,1,2,3,4,5 2

Changes type of gl_inferno missile trail.

#### gl_inferno_speed 0-X 1000

Changes speed of gl_inferno missile trail.

#### r_rockettrail 0-7,8,9,10,11 1

Added new rocket trail types (8-11)

- Plasma Rocket. (r_rockettrail 8)
  Well, its a blue fireball, you'll just have to take my word that its a plasma rocket.
- Lavaball. (r_rockettrail 9)
  The lavaball looks really silly with the default rocket trail, so I made it this burning ball of death thing. You can also use it for rockets.
- Fuel Rod Gun (from Halo! r_rockettrail 10)
  Any similarities between the fuel rod trail and Daikatana's ion blaster are purely coincidental.
- Plasma Rocket Mk II (r_rockettrail 11)
  Its a red plasma rocket trail, but it has... things coming off it.

Note that if you use the rocket trails, you will have to change the explosion colours and things like that yourself. And you might want to try hiding the rockets with the new amf_hiderockets cvar for some trails are intended to be "beam" trails.

#### r_grenadetrail 0,1,...,11 3

Customizable grenade trails
Works the same way as r_rockettrail, but for grenades.

#### r_explosiontype 0-7,8,9 1

New Explosions types (8 and 9):

- Fuel Rod Gun Explosion (r_explosiontype 8)
  This is a kind of mushroom cloud... Oh, and its green.
- Sprite Explosion (r_explosiontype 9)
  Its just a 2d-type explosion for people who don't want great balls of orange fire.

#### r_lavacolor 0-255 0-255 0-255 73

Changes colour of lava when r_fastturb set to 1

#### r_skycolor 0-255 0-255 0-255 172

Changes colour of sky when r_fastsky set to 1

#### r_slimecolor 0-255 0-255 0-255 53

Changes colour of slime when r_fastturb set to 1

#### r_telecolor 0-255 0-255 0-255 26

Changes colour of teleport when r_fastturb set to 1

#### r_watercolor 0-255 0-255 0-255 36

Changes colour of lava when r_fastturb set to 1

### Lighting

Also see Lighting settings manual section for full list.

#### gl_coronas 0,1 1

Adds coronas to some effects:

- Explosions - Basically just a bright flash since the default explosions didn't feel powerful enough.
- Muzzleflashes.
- Lightning.
- Fire - Torches have glows.
- Rocket Lights.

#### gl_coronas_tele 0,1 0

Allows you to turn on/off blue light when spawning.

#### gl_lighting_vertex 0,1 1

Alias models no longer have the same level of light on all sides. This may not work correctly if coloured lighting is disabled.

#### gl_lighting_colour 0,1 1

Alias models are effected by coloured lights around them.

### Particles

There are many particle effects in this client so standard maximum number of particles is higher then somewhere else. You can still controll maximum number of particles with the `-particles` parameter.

Also see Particle effects manual page.

#### gl_particle_blood 0,1 1

- 0 = Turns blood particles off
- 1 = Turns blood particles on

#### gl_particle_blood_color 0,1,X 1

Changes colour of blood.

#### gl_particle_blood_type 1,X 1

Chooses among types of blood particles.

#### gl_particle_muzzleflash 0,1 1

Adds particle effect when firing a weapon.

#### gl_particle_fire 0,1 1

Replaces torches with a particle flame effect. Includes people being burnt by the pyro in TF.

#### gl_particle_deatheffect 0,1 1

#### gl_particle_gunshots 0-X 0

#### gl_particle_gunshots_type 1,2,3,4 1

#### gl_particle_spikes 0-X 0.1

#### gl_particle_spikes_type 1,2,3,4 1

#### gl_particle_explosions 0,1 0

Turns particle alternatives to each r_explosiontype on or off.

#### gl_particle_blobs 0-X 0.1

#### gl_particle_sparks 0,1 1

Trails appear more beam-like and don't look stupid when they bounce.

#### gl_particle_shockwaves 0,1 1

0 - Turns off explosion shockwaves.
1 - Turns on explosion shockwaves.

#### gl_particle_shockwaves_flat 0,1 0

#### gl_particle_gibtrails 0,1 1

#### gl_particle_fasttrails 0,1 0

#### gl_particle_trail_lenght 0-X 1

X - Multiplies the length of the trail on particle trails.

#### gl_particle_trail_time 0-X 1

X - Multiplies the length of time the particle bounces around for.

#### gl_particle_trail_detail 0-X 1

#### gl_particle_trail_width 0-X 3

Changes width of trail particle e.g.: wall hitted by nail, explosion particles trail, etc.

#### gl_particle_trail_type 0,1,X 1

### OpenGL

Also see OpenGL rendering manual page.

#### gl_weather_rain 0,1,2,X 0

Turns on rain out of doors, the density of rain is equal to whatever gl_weather_rain is set to.
If you set gl_weather_rain_fast to 1, you can turn off all splashes, if you set it to 2, you will turn off only the water splashes.
Works on all non-iD maps except death32c, dakyne and some others.

#### gl_weather_rain_fast 0,X 0

Adjusts speed of rain.

#### gl_nailtrail 0,1 1

Adds a white trail onto nails as they fly around.
This feature wont work on servers not running with sv_nailhack set to 1.

#### gl_nailtrail_plasma 0,1 0

Adds plazma trail after nails.

#### gl_nailtrail_turb 0,1 0

Switches between two type of bubbles nails leave behind in water.

#### gl_extratrails 0,1 1

Misc trails that appear on objects that frequently move, such as TF grenades, caltrops, etc.
Railguns in TF also leave behind unique trails.

#### gl_turb_trails 0,1 1

This gives rockets/grenades/nails and other things an alternate underwater trail.
Very nice to have nailgun fights underwater...

#### gl_detpacklights 0,1 1

A little green light appears on the detpack, and when the timer reaches 5, the light changes to red. gl_coronas must be turned on for this to work.

#### gl_buildingsparks 0,1 1

Buildings that are destroyed in TF will continue to throw sparks until they disapear.

#### gl_lightning 0,1,X 1

0 - Turns off coronas on lightning beams
1 - Turns on coronas on lightning beams.

#### gl_lightning_size 1-X 3

Adjusts size of ligtning particle beam.

#### gl_lightning_sparks 0-X0.4

Sparks fly from walls when hit by lightning gun.

#### gl_motiontrails 0,1 0

When enabled, flags and keys leave behind a kind of after-image.
Fiends also leave trails when they pounce.

#### gl_motiontrails_wtf 0,1 0

Same as gl_motiontrails but works for all players and creatures.

#### gl_turbripple 0-X 0

Put your life vests on, waves are coming!

#### gl_cutf_tesla_effect 0,1 0

When a shambler is preparing to throw lightning, or a tesla coil (TF) is charging to fire, a particle effect is generated.

### Miscellaneous

#### gl_checkmodels

Not well implemented yet. Quickly looks at the pmodel and emodel listed in every player's infokey and reports anything unusual it finds. Basically it saves you having to type "users. user x" and then comparing the models for everyone.

Last update: 18.12.2005 09:45 PST, made by JohnNy_cz | ezQDocs