Used with cl_c2spps, it controls how many backup copies of packets with non-zero impulses are to be sent to the server. The recommended value is 3, but you can try 2 or even 1 to reduce traffic if you don't have any packet loss.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 3
Variable is float.
Packet filtering (a la Qizmo's .c2spps command). Use this to reduce network traffic if you're playing on a 28800 (or worse) connection and can't set cl_maxfps 72 because it causes lags.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
Variable is float.
Encrypts rcon messages sent to server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
Variable is float.
Control the network packet delta compression. When you get blue lines in your netgraph, you should set 'cl_nodelta 1'.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | Disable delta compression. |
0 | Enable delta compression. |
For debugging, disables movement prediction for your character; other players are still predicted.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | Don't predict movement |
0 | Predict movement |
Whether to use old (vanilla QW) packet loss calculation algorithm which is buggy in that always shows some PL at modem pings. The higher the ping, the more fake PL. This affects the PL value players see in the scoreboard beside your name. Using cl_oldPL is considered stupid and this cvar will be removed one day.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | Use old algorithm |
0 | Use the new PL calculation algorithm. |
This toggles the prediction for other players' movement. Unless you are having problems this variable should be left at "1".
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 1
value | description |
1 | |
0 |
This variable has been updated
Whether the movement prediction engine should treat other players as solid.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 1
value | description |
1 | |
0 |
Default is 1 and there's no reason to change it.
This variable defines the timeout value in seconds until the client considers himself to be disconnected from the server.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 60
Variable is float.
This toggles whether Qizmo should be used (if detected) to a server. When enabled the server browser will use an existing connection to a Qizmo when connecting another server by using the ezQuake Server Browser.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | use Qizmo to connect a server chosen in the Server Browser |
0 | do not use Qizmo to connect a server chosen in the Server Browser |
This variable adjusts client side prediction by negating the effects of latency.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
0 | automatic pushlatency adjusting |
-50 | Default QWCL value. |
-999 | Gives better results. |
Some people suggest to use the negative value of your ping to achieve the best results, however in most cases the default value of "0" should be fine.
Last update: 09.11.2005 02:15 PST, made by JohnNy_cz | ezQDocs