# Doomsday Control Panel Help.
#
# [ID]
# Key = ...
# Key = ...
#
# Values can be split on multiple lines like this:
# Key = begins... \
#  ...and continues \
#  like so.

#
# VIDEO 
#
[Gamma correction]
cvar = vid-gamma
def = 1.0
desc = Smaller values result in a darker picture. In order for this setting to work your display adapter must support color adjustments. You should lower the gamma correction value until dark areas in maps become sufficiently dark. Note that with some monitors different resolutions require different gamma correction levels.\bUse the -noramp option to disable all color adjustments.

[Display contrast]
cvar = vid-contrast
def = 1.0
desc = Modifies the steepness of the gamma ramp. Values greater than 1.0 result in a more colorful picture but since the colors are clamped, some are lost in both the bright and dark ends of the ramp. Values less than 1.0 fade the picture towards gray. In order for this setting to work your display adapter must support color adjustments.\bUse the -noramp option to disable all color adjustments.

[Display brightness]
cvar = vid-bright
def = 0.0
desc = Applies an offset to the gamma ramp. Positive values make the picture lighter, negative ones darker. For the best results, use a small positive brightness value with dark gamma and slightly increased contrast. In order for this setting to work your display adapter must support color adjustments.\bUse the -noramp option to disable all color adjustments.

#
# AUDIO
#
[Preferred music source]
cvar = music-source
def = External files
desc = There can be a WAD lump, external file and a CD track associated with each song. This setting controls which of these resources is actually played when the song is started. If the selected resource is not available, one that is will be chosen instead.

[16-bit sound effects]
cvar = sound-16bit
def = No
desc = When this setting is activated, 8-bit sounds are converted to 16-bit before playing. In order for this to be effective you must also choose a sample rate higher than 11025 Hz.

[Sound effects sample rate]
cvar = sound-rate
def = 11025 Hz
desc = The minimum sample rate for all sound effects. Samples with a smaller rate will be resampled to this rate before playing. To increase the quality of the resampling, activate the 16-bit sound effects option.

[Show status of channels]
cvar = sound-info
def = No
desc = The status of all sound channels is drawn on screen. This is intended for debugging. The displayed information consists of sample cache size, channel flags, volume, frequency, latest start time, cursor positions, buffer flags and sample information.\bO = Origin, A = Attenuated, E = Emitter, 3 = 3D, P = Playing, R = Repeat, L = Reload.

#
# GRAPHICS 
#
[Field Of View angle]
cvar = rend-camera-fov
def = 90
desc = Adjust the camera's Field Of View angle according to your monitor configuration. If you have a large monitor and view it close by, using a larger FOV angle (around 100 degrees) will result in a more natural game view. With small monitors it's best to stick to 90 degrees or else the fish eye effect may become distracting.

[Sky sphere radius]
cvar = rend-sky-distance
def = 1600
desc = The sky is composed of two capped hemispheres rendered around the camera location. The sky sphere radius is the radius of these hemispheres. The primary purpose of this setting is to determine how large an impact fog has on the sky. Larger radii will result in a sky with heavier fog.

[Always render full sky]
cvar = rend-sky-full
def = No
desc = Always render both the upper and lower sky hemispheres, even if one of them might be fully occluded by world geometry. If your video card has sufficient fill rate, keeping this set to Yes is a good idea. In some maps there may be a hall-of-mirrors effect visible in the sky when this is set to No.

[Shadow visible distance]
cvar = rend-shadow-far
def = 1000
desc = Maximum distance at which shadows under objects are visible. If the object is farther than this, no shadow will be drawn. Since the shadows are extremely simple, posing little fear of performance loss, it's safe to increase this value as needed.

#
# GRAPHICS: LIGHTS
#
[Blending mode]
cvar = rend-light-blend
def = Multiply
desc = The method used to draw dynamic lights. In the Multiply mode, color from dynamic lights is multiplied with the underlying surface pixels. This allows dark areas to be correctly lit up by the lights. The Add mode is faster but doesn't look as realistic.\bThe third mode, Process wo/rendering, is for debugging. In it, all dynamic light polygons are calculated but none are rendered.

[Dynamic light radius factor]
cvar = rend-light-radius-scale
def = 3
desc = The radius of all dynamic lights is multiplied by this factor. Lights are never larger than the Maximum dynamic light radius, though.

[Maximum dynamic light radius]
cvar = rend-light-radius-max
def = 256
desc = The maximum radius a dynamic light can have. This is just a limit: to make the lights larger, you also need to increase the Dynamic light radius factor.

[Light range compression]
cvar = rend-light-compression
def = 0
desc = Sector light range compression. Positive values will brighten dark areas while negative values will darken light areas of the map.

[Floor/ceiling glow on walls]
cvar = rend-glow-wall
def = Yes
desc = Glowing floor and ceiling textures will cast a dynamic light on surrounding walls.

#
# GRAPHICS: HALOS
#
[Number of flares per halo]
cvar = rend-halo
def = 5
desc = Maximum number of lens flares originating from a luminous object. To disable lens flares, set this to None (zero).

[Use realistic halos]
cvar = rend-halo-realistic
def = Yes
desc = When enabled, halos are rendered in a more true-to-life way. This also means that secondary lens flares are disabled.

[Occlusion fade speed]
cvar = rend-halo-occlusion
def = 48
desc = The rate at which a halo changes state from "visible" to "occluded" and vice versa. A small fade speed results in halos that appear and disappear softly, but are visible through walls for a short while before disappearing.

[Flare visibility limitation]
cvar = rend-halo-secondary-limit
def = 1
desc = Controls when secondary lens flares become visible. They are only visible when the light source is close enough to the camera. The larger the number, the farther away secondary flares are visible.

[Z magnification divisor]
cvar = rend-halo-zmag-div
def = 100
desc = The higher the number, the smaller lens flares become when the source is far away. Normally halos grow slightly larger as they move away from the camera.

#
# GRAPHICS: TEXTURES
#
[Texture quality]
cvar = rend-tex-quality
def = 8
desc = Depending on your system configuration, some textures must be resized so that their dimensions are powers of two. In these instances, this setting controls whether the higher or smaller matching power of two is chosen. At quality zero, all textures are reduced in size, to match the largest power of two smaller than the original size. At quality 8, the resizing is always done upwards.

[Smart texture filtering]
cvar = rend-tex-filter-smart
def = No
desc = When enabled the hq2x texture filtering algorithm is used to enlarge all textures as opposed to linear scaling.

[Bilinear filtering]
desc = Controls which class(es) of graphics receive bilinear filtering. Disabling bilinear filtering results in "pixelated" textures when up close.

[Anisotropic filtering]
cvar = rend-tex-filter-anisotropic
def = Best
desc = When textures are drawn onto surfaces at high angles compared to the camera, bluring is introduced which reduces the overall quality of the visual. Anisotropic filtering can be used to help reduce this bluring. Sample multiplier: 0= Disabled, 1=2x, 2=4x, 3=8x, 4=16x.

#
# GRAPHICS: OBJECTS
#
[3D model visibility limit]
cvar = rend-model-distance
def = 1500
desc = Objects farther than this will never be rendered as 3D models.

[Align sprites to...]
cvar = rend-sprite-align
def = Camera
desc = This setting controls which direction sprites face. Aligning to camera means the sprites are always upright (to make them appear more 3D) but they will turn to face the camera coordinates. Aligning to view plane resembles the way the sprites were drawn in software. The "limited" options restrict how much the sprite can tilt vertically.

[LOD level zero distance]
cvar = rend-model-lod
def = 256
desc = The distance where LOD level zero becomes LOD level one. Only affects 3D models that have Level Of Detail information (DMDs).

#
# GRAPHICS: PARTICLES
#
[Near diffusion factor]
cvar = rend-particle-diffuse
def = 4
desc = Particles may cause excessive overdraw if many are visible just in front of the camera. This setting makes large particles near the camera more transparent and ultimately invisible. The larger the diffuse factor, the smaller particles will be affected. The end result is that particles will not be visible near the camera. Increase the setting if framerate drops alarmingly when in smoke.

[Near clip distance]
cvar = rend-particle-visible-near
def = Disabled
desc = Particles that are closer to the camera than this are not drawn at all.

#
# NETWORK
#
[Cl-to-sv pos transmit tics]
cvar = client-pos-interval
def = 10
desc = The client periodically sends its coordinates to the server in order to keep it synchronized with the player position the client perceives as correct. The interval between the coordinate transmissions as a number of 35 Hz tics. Use a larger interval with low-bandwidth connections (can lead to more warping, though).

[Server login password]
cvar = server-password
desc = If a client wishes to make a remote console connection to the server it must specify this password. If the password is empty, clients can issue console commands on the server without specifying a password. Clients use the "login" and "logout" commands to begin and end a remote connection.

[Frame interval tics]
cvar = server-frame-interval
def = 1
desc = Number of 35 Hz ticks between frames sent to clients. Only for the server. Small intervals require more bandwidth but result in smoother animation and other world events. Use larger intervals (2..5) with low-bandwidth connections.

#
# CONSOLE
#
[Silent console variables]
cvar = con-var-silent
def = No
desc = Normally when the value of a console variable is changed, its name and the new value get printed in the console. If the variables are silent, this will not happen and the value can be changed without anything being printed as a confirmation.

[Command completion with Tab]
cvar = con-completion
def = List with values
desc = The Tab key is used to complete words in the console. The console knows how to complete command, variable and alias names. The completion can work in two ways. In the "List with values" mode, pressing Tab will complete the unambiguous part of the word and print a list of possible completions. Variables will be printed with their values. In the "Cycle" mode, Tab is used to cycle through all the choices.

#
# CONSOLE COMMANDS
#
[add]
desc = Add something to a cvar.

[after]
desc = Execute the specified command after a delay.
inf = Params: after (tics) (cmd)\nFor example, 'after 35 "echo End"'.

[alias]
desc = Create aliases for a (set of) console commands.

[bgturn]
desc = Set console background rotation speed.
inf = Params: bgturn (speed)\nFor example, 'bgturn 20'.\nNegative speeds are allowed.

[bindevent]
desc = Bind a console command to an event.
inf = Params: bindevent (event-descriptor) (command)\nExamples:\n  bindevent "key-M-down" {print "M was pressed"}\n  bindevent "mouse-right-up + key-shift" {print "RMB released while Shift down"}

[bindcontrol]
desc = Bind an input device to a player control.

[bledit]
desc = Enter bias light edit mode.

[blquit]
desc = Exit bias light edit mode.

[blclear]
desc = Delete all lights.

[blsave]
desc = Write the current lights to a DED file.

[blnew]
desc = Allocate new light and grab it.

[bldel]
desc = Delete current/specified light.

[bllock]
desc = Lock current/specified light.

[blunlock]
desc = Unlock current/specified light.

[blgrab]
desc = Grab current/specified light, or ubgrab.

[bldup]
desc = Duplicate current/specified light, grab it.

[blc]
desc = Set color of light at cursor.
inf = Params: blc (red) (green) (blue)\nFor example, 'blc 1 0.5 0.2'.

[bli]
desc = Set intensity of light at cursor.

[blhue]
desc = Show/hide the hue circle for color selection.

[blmenu]
desc = Show/hide the bias menu.

[chat]
desc = Broadcast a chat message.

[chatnum]
desc = Send a chat message to the specified player.

[chatto]
desc = Send a chat message to the specified player.

[clear]
desc = Clear the console buffer.

[clearbinds]
desc = Deletes all existing bindings.

[conclose]
desc = Close the console prompt.

[conlocp]
desc = Connect a local player.
inf = Params: conlocp (playernum)\nFor example, 'conlocp 1'.

[connect]
desc = Connect to a server using TCP/IP.

[conopen]
desc = Open the console prompt.

[contoggle]
desc = Open/close the console prompt.

[dec]
desc = Subtract 1 from a cvar.

[delbind]
desc = Deletes all bindings to the given console command.

[demolump]
desc = Write a reference lump file for a demo.
inf = Params: demolump (demofile) (lumpfile)\nFor example, 'demolump demo1.dmo DEMO1'.

[dir]
desc = Print contents of directories.
inf = Params: dir (dirs) ...\nFor example, 'dir data\'.\nVirtual files are listed, too.\nPaths are relative to the base path.

[dump]
desc = Dump a data lump currently loaded in memory.
inf = Params: dump (name)\nFor example, 'dump PLAYPAL'.

[listinputdevices]
desc = List all currently active input devices and their controls.

[dumpkeymap]
desc = Write the current keymap to a file.
inf = Params: dumpkeymap (file)\nFor example, 'dumpkeymap finnish.dkm'.

[echo]
desc = Echo the parameters on separate lines.
inf = Params: echo (cmd) ...\nFor example, 'echo "hello world"'.

[exec]
desc = Loads and executes a file containing console commands.
inf = Params: exec (file) ...\nFor example, 'exec "myconfig.cfg"'.

[flareconfig]
desc = Configure lens flares.

[fog]
desc = Modify fog settings.

[font]
desc = Modify console font settings.

[help]
desc = Show information about the console.

[huffman]
desc = Print Huffman efficiency and number of bytes sent.

[if]
desc = Execute a command if the condition is true.

[inc]
desc = Add 1 to a cvar.

[keymap]
desc = Load a DKM keymap file.
inf = Params: keymap (dkm-file)\nFor example, 'keymap finnish'.

[kick]
desc = Kick client out of the game (server only).
inf = Params: kick (playernum)\nFor example, 'kick 1'.

[listcontrols]
desc = List the names of all player controls.

[listaliases]
desc = List all aliases and their expanded forms.

[listbindings]
desc = List all event bindings.

[listbindclasses]
desc = List all event binding classes.

[listcmds]
desc = List all console commands.

[listfiles]
desc = List all the loaded data files and show information about them.

[listmaterials]
desc = List all known surface materials.

[listmobjtypes]
desc = List all known mobj types.

[listvars]
desc = List all console variables and their values.

[load]
desc = Load data file(s) (a WAD or a lump).
inf = Params: load (file) ...\nFor example, 'load mylevel.wad'.

[login]
desc = Log in to server console.

[logout]
desc = Terminate remote connection to server console.

[lowres]
desc = Select the poorest rendering quality.

[ls]
desc = Print contents of directories.
inf = Params: ls (dirs) ...\nFor example, 'ls data\'.\nVirtual files are listed, too.\nPaths are relative to the base path.

[mipmap]
desc = Set the mipmapping mode.
inf = Params: mipmap (0-5)\n0 = GL_NEAREST\n1 = GL_LINEAR\n2 = GL_NEAREST_MIPMAP_NEAREST\n3 = GL_LINEAR_MIPMAP_NEAREST\n4 = GL_NEAREST_MIPMAP_LINEAR\n5 = GL_LINEAR_MIPMAP_LINEAR

[net]
desc = Network setup and control.

[panel]
desc = Open the Doomsday Control Panel.

[pausedemo]
desc = Pause/resume demo recording.

[pausemusic]
desc = Pause the currently playing music track.

[ping]
desc = Ping the server (or a player if you're the server).

[playdemo]
desc = Play a demo.
inf = Params: playdemo (fileName)\nFor example, 'playdemo demo1.dmo'.

[playmusic]
desc = Play a music track, music lump, external file or a CD track.

[playsound]
desc = Play a sound effect.

[quit!]
desc = Exit the game immediately.

[recorddemo]
desc = Start recording a demo.

[repeat]
desc = Repeat a command at given intervals.
inf = Params: repeat (count) (interval) (cmd)\nFor example, 'repeat 10 35 "screenshot"'.

[reset]
desc = Reset the data files into what they were at startup.

[safebind]
desc = Bind a command to an  unless the event is already bound.

[safebindr]
desc = Bind a command to an  unless the event is already bound.

[say]
desc = Broadcast a chat message.

[saynum]
desc = Send a chat message to the specified player.

[sayto]
desc = Send a chat message to the specified player.

[setcon]
desc = Set console and viewplayer.
inf = Params: setcon (playernum)\nFor example, 'setcon 1'.

[setname]
desc = Set your name.
inf = Params: setname (name)\nFor example, 'setname "my name"'.

[setres]
desc = Change video mode resolution or window size.
inf = Params: setres (width) (height)\nFor example, 'setres 1024 768'.

[setbpp]
desc = Change color depth (bits per pixel), either 16 or 32.
inf = Params: setbpp (bits)\nFor example, 'setbpp 32'.

[togglefullscreen]
desc = Toggle between fullscreen and windowed video modes.

[settics]
desc = Set number of game tics per second (default: 35).
inf = Params: settics (tics)\nFor example, 'settics 15'.

[setvidramp]
desc = Update display's hardware gamma ramp.

[skydetail]
desc = Set the number of sky sphere quadrant subdivisions.
inf = Params: skydetail (num)\nFor example, 'skydetail 4'.

[skyrows]
desc = Set the number of sky sphere rows.
inf = Params: skyrows (num)\nFor example, 'skyrows 8'.

[smoothscr]
desc = Set the rendering mode of fullscreen images.
inf = Params: smoothscr (0-1)\n0 = GL_NEAREST\n1 = GL_LINEAR

[stopdemo]
desc = Stop currently playing demo.

[stopmusic]
desc = Stop any currently playing music.

[sub]
desc = Subtract something from a cvar.

[texreset]
desc = Force a texture reload.

[toggle]
desc = Toggle the value of a cvar between zero and nonzero.
inf = Params: toggle (cvar)\nFor example, 'toggle rend-light'.

[uicolor]
desc = Change Doomsday user interface colors.
inf = Params: uicolor (object) (red) (green) (blue)\nFor example, 'uicolor text 1 1 1'.\nPossible objects are:\n text, shadow, bglight, bgmed, bgdark,\n borhigh, bormed, borlow, help

[unload]
desc = Unload a data file from memory.
inf = Params: unload (file) ...\nFor example, 'unload mylevel.wad'.

[version]
desc = Show detailed version information.

[write]
desc = Write bindings and aliases to a file.
inf = Params: write (filename)\nFor example, 'write myconfig.cfg'.

#
# CONSOLE VARIABLES
#
[con-alpha]
desc = Console background translucency.

[con-light]
desc = Console background light level.

[con-completion]
desc = How to complete words when pressing Tab: 0=Show completions, 1=Cycle through them.

[con-dump]
desc = 1=Dump all console messages to Doomsday.out.

[con-key-activate]
desc = Key to activate the console (ASCII code, default is tilde, 96).

[con-var-silent]
desc = 1=Don't show the value of a cvar when setting it.

[con-fps]
desc = 1=Show FPS counter on screen.

[con-move-speed]
desc = Speed of console opening/closing.

[con-text-shadow]
desc = 1=Text in the console has a shadow (might be slow).

[con-transition]
desc = Transition effect used when leaving busy mode: 0=Crossfade, 1=DOOM (smooth), 2=DOOM

[con-transition-tics]
desc = Duration of transition effect in tics. 0= Disabled.

[ui-panel-help]
desc = 1=Enable help window in Control Panel.

[ui-panel-tips]
desc = 1=Show help indicators in Control Panel.

[ui-cursor-width]
desc = Mouse cursor width.

[ui-cursor-height]
desc = Mouse cursor height.

[vid-res-x]
desc = Default resolution (X).

[vid-res-y]
desc = Default resolution (Y).

[vid-gamma]
desc = Display gamma correction factor: 1=normal.

[vid-contrast]
desc = Display contrast: 1=normal.

[vid-bright]
desc = Display brightness: -1=dark, 0=normal, 1=light.

[rend-dev-wireframe]
desc = 1=Render player view in wireframe mode.

[rend-dev-framecount]
desc = Frame counter.

[rend-dev-lums]
desc = 1=Display lumobj debug display.

[rend-dev-generator-show-indices]
desc = 1=Display particle generator indices.

[rend-dev-blockmap-debug]
desc = Enable drawing of the blockmap debug display: 1=Mobjs, 2=Linedefs, 3=Subsectors.

[rend-dev-blockmap-debug-size]
desc = Scale multiplier for the blockmap debug display.

[rend-dev-nosprite]
desc = 1=Disable drawing of all sprites and masked walls.

[rend-info-lums]
desc = 1=Print lumobj count after rendering a frame.

[rend-info-rendpolys]
desc = 1=Print rendpoly pool state after rendering a frame.

[rend-light]
desc = 1=Render dynamic lights. 2=Process without rendering.

[rend-light-ambient]
desc = Ambient light level.

[rend-light-attenuation]
desc = Maximum light attentuation distance, in map units (default: 1024).

[rend-light-blend]
desc = Dynamic lights color blending mode: 0=normal, 1=additive, 2=no blending.

[rend-light-bright]
desc = Intensity factor for dynamic lights.

[rend-light-fog-bright]
desc = Brightness of dynamic lights when fog is enabled.

[rend-light-num]
desc = The maximum number of dynamic lights. 0=no limit.

[rend-light-radius-scale]
desc = A multiplier for dynlight radii (default: 1).

[rend-light-radius-max]
desc = Maximum radius of dynamic lights (default: 128).

[rend-light-radius-min-bias]
desc = Minimum dynamic light radius to convert to BIAS light source.

[rend-light-wall-angle]
desc = Intensity of angle-based wall lighting delta.

[rend-light-wall-angle-smooth]
desc = 1=Enable smoothing of angle-based wall lighting.

[rend-light-multitex]
desc = 1=Use multitexturing when rendering dynamic lights.

[rend-light-decor]
desc = 1=Enable surface light decorations.

[rend-light-decor-far]
desc = Maximum distance at which light decorations are visible.

[rend-light-decor-bright]
desc = Brightness of light decorations.

[rend-light-decor-angle]
desc = Reduce brightness if surface/view angle too steep.

[rend-light-sky]
desc = 1=Use special light color in sky sectors.

[rend-glow]
desc = 1=Enable glowing textures.

[rend-glow-wall]
desc = 1=Render glow on walls.

[rend-glow-height]
desc = Max height of wall glow (default: 100).

[rend-glow-scale]
desc = A multiplier for glow height (default: 1).


[rend-halo]
desc = Number of flares to draw per light.

[rend-halo-realistic]
desc = 1=Use more realistic halo effects.

[rend-halo-bright]
desc = Halo/flare brightness.

[rend-halo-occlusion]
desc = Rate at which occluded halos fade.

[rend-halo-size]
desc = Size of halos.

[rend-halo-secondary-limit]
desc = Minimum halo size.

[rend-halo-fade-far]
desc = Distance at which halos are no longer visible.

[rend-halo-fade-near]
desc = Distance to begin fading halos.

[rend-tex]
desc = 1=Render with textures. 2=Render with gray texture.

[rend-tex-gamma]
desc = Texture gamma correction factor.

[rend-tex-mipmap]
desc = The mipmapping mode for textures.

[rend-tex-paletted]
desc = 1=Use the GL_EXT_shared_texture_palette extension.

[rend-tex-external-always]
desc = 1=Always use external texture resources (overrides -pwadtex).

[rend-tex-quality]
desc = The quality of textures (0-8).

[rend-tex-filter-sprite]
desc = 1=Render smooth sprites.

[rend-tex-filter-raw]
desc = 1=Fullscreen images (320x200) use linear interpolation.

[rend-tex-filter-smart]
desc = 1=Use hq2x-filtering on all textures.

[rend-tex-filter-mag]
desc = 1=Use bilinear filtering for texture magnification.

[rend-tex-filter-anisotropic]
desc = Default level of anisotropic texture filtering -1=Best available, 0=Off, 1=2x, 2=4x, 3=8x, 4=16x.

[rend-tex-detail]
desc = 1=Render with detail textures.

[rend-tex-detail-scale]
desc = Global detail texture factor.

[rend-tex-detail-strength]
desc = Global detail texture strength factor.

[rend-tex-detail-multitex]
desc = 1=Use multitexturing when rendering detail textures.

[rend-sky-detail]
desc = Number of sky sphere quadrant subdivisions.

[rend-sky-rows]
desc = Number of sky sphere rows.

[rend-sky-distance]
desc = Sky sphere radius.

[rend-sky-full]
desc = 1=Always render the full sky sphere.

[rend-sky-simple]
desc = Sky rendering mode: 0=normal, 1=quads.

[rend-sprite-align]
desc = 1=Always align sprites with the view plane. 2=Align to camera, unless slant > r_maxSpriteAngle.

[rend-sprite-align-angle]
desc = Maximum angle for slanted sprites (spralign 2).

[rend-sprite-alpha]
desc = 1=Enable variable translucency on sprites.

[rend-sprite-blend]
desc = 1=Use additive blending for explosions.

[rend-sprite-lights]
desc = Maximum number of light sources on sprites.

[rend-sprite-mode]
desc = 1=Draw sprites and masked walls with hard edges.

[rend-sprite-noz]
desc = 1=Don't write sprites in the Z buffer.

[rend-sprite-precache]
desc = 1=Precache sprites at level setup (slow).

[rend-model]
desc = Render using 3D models when possible.

[rend-model-lights]
desc = Maximum number of light sources on models.

[rend-model-inter]
desc = 1=Interpolate frames.

[rend-model-aspect]
desc = Scale for MD2 z-axis when model is loaded.

[rend-model-distance]
desc = Farther than this models revert back to sprites.

[rend-model-precache]
desc = 1=Precache 3D models at level setup (slow).

[rend-model-lod]
desc = Custom level of detail factor. 0=LOD disabled, 1=normal.

[rend-model-mirror-hud]
desc = 1=Mirror HUD weapon models.

[rend-model-spin-speed]
desc = Speed of model spinning, 1=normal.

[rend-model-shiny-multitex]
desc = 1=Enable multitexturing with shiny model skins.

[rend-hud-offset-scale]
desc = Scaling of player weapon (x,y) offset.

[rend-hud-fov-shift]
desc = When FOV > 90 player weapon is shifted downward.

[rend-mobj-light-auto]
desc = 1=Enable automatically calculated lights on mobjs.

[rend-mobj-smooth-move]
desc = 1=Use short-range visual offsets for models. 2=Use SRVO for sprites, too (unjags actor movement).

[rend-mobj-smooth-turn]
desc = 1=Use separate visual angle for mobjs (unjag actors).

[rend-particle]
desc = 1=Render particle effects.

[rend-particle-max]
desc = Maximum number of particles to render. 0=no limit.

[rend-particle-rate]
desc = Particle spawn rate multiplier (default: 1).

[rend-particle-diffuse]
desc = Diffuse factor for particles near the camera.

[rend-particle-visible-near]
desc = Minimum visible distance for a particle.

[rend-shadow]
desc = 1=Render shadows under objects.

[rend-shadow-darkness]
desc = Darkness factor for object shadows.

[rend-shadow-far]
desc = Maximum distance where shadows are visible.

[rend-shadow-radius-max]
desc = Maximum radius of object shadows.

[server-name]
desc = The name of this computer if it's a server.

[server-info]
desc = The description given of this computer if it's a server.

[server-public]
desc = 1=Send info to master server.

[net-name]
desc = Your name in multiplayer games.

[net-master-address]
desc = Master server IP address / name.

[net-master-port]
desc = Master server TCP/IP port.

[net-master-path]
desc = Master server path name.

[sound-volume]
desc = Sound effects volume (0-255).

[sound-info]
desc = 1=Show sound debug information.

[sound-rate]
desc = Sound effects sample rate (11025, 22050, 44100).

[sound-16bit]
desc = 1=16-bit sound effects/resampling.

[sound-3d]
desc = 1=Play sound effects in 3D.

[sound-reverb-volume]
desc = Reverb effects general volume (0=disable).

[music-volume]
desc = Music volume (0-255).

[music-source]
desc = Preferred music source: 0=Original MUS, 1=External files, 2=CD.

[file-startup]
desc = The list of WADs to be loaded at startup.

[blockmap-build]
desc = Automatically generate blockmap data when necessary, 0=Never, 1=When needed, 2=Always.

[reject-build]
desc = Automatically generate reject data when necessary, 0=Never, 1=When needed, 2=Always.

[refresh-rate-maximum]
desc = Maximum limit for the frame rate (default: 200).

[input-key-delay1]
desc = The number of milliseconds to wait before first key repeat.

[input-key-delay2]
desc = The number of milliseconds to wait between key repeats.

[input-mouse-filter]
desc = Filter strength for mouse movement.

[input-mouse-frequency]
desc = Mouse input polling frequency (events per second). 0=unlimited.

[input-joy-device]
desc = ID of joystick to use (if more than one).

[input-joy]
desc = 1=Enable joystick input.

[net-ip-address]
desc = TCP/IP address for searching servers.

[net-ip-port]
desc = TCP port to use for control connections.

[net-port-control]
desc = TCP port to use for control connections.

[net-port-data]
desc = UDP port to use for client data traffic.

[net-queue-show]
desc = Monitor send queue.

[net-dev]
desc = Network development mode.

[net-nosleep]
desc = 1=Don't sleep while waiting for tics.

[client-pos-interval]
desc = Number of tics between client coord packets.

[client-connect-timeout]
desc = Maximum number of seconds to attempt connecting to a server.

[server-password]
desc = Password for remote login.

[server-latencies]
desc = Show client latencies.

[server-frame-interval]
desc = Minimum number of tics between sent frames.

[server-player-limit]
desc = Maximum number of players on the server.

[rend-bias-grid]
desc = 1=Smooth sector lighting is enabled.

[rend-bias-grid-debug]
desc = 1=Show the light grid (for debugging).

[rend-bias-grid-debug-size]
desc = Size of a grid block in the light grid debug display.

[rend-bias-grid-blocksize]
desc = Size of a grid block in the light grid (default: 31).

[rend-bias-grid-multisample]
desc = Sector to grid block, conversion accuracy multiplier.

[rend-info-tris]
desc = 1=Print triangle count after rendering a frame.

[rend-info-frametime]
desc = 1=Print frame time offsets.

[rend-camera-smooth]
desc = 1=Filter camera movement between game tics (OBSOLETE).

[bsp-cache]
desc = 1=Load generated GL nodes data from the bspcache directory. 0=Always generate new GL data.

[bsp-factor]
desc = glBSP: changes the cost assigned to SEG splits (default: 7).

[con-show-during-setup]
desc = 1=Show console when a map is being loaded.

[rend-fakeradio]
desc = 1=Enable simulated radiosity lighting. 2=Process without rendering.

[rend-fakeradio-darkness]
desc = Darkness of simulated radiosity shadows.

[rend-halo-zmag-div]
desc = Halo Z magnification.

[rend-halo-radius-min]
desc = Minimum halo radius.

[rend-halo-dim-near]
desc = Halo dimming relative start distance.

[rend-halo-dim-far]
desc = Halo dimming relative end distance.

[rend-dev-freeze]
desc = 1=Stop updating rendering lists.

[rend-dev-cull-subsectors]
desc = 1=Disable non-visible subsector culling.

[rend-dev-mobj-bbox]
desc = 1=Render mobj bounding boxes (as used for collision detection).

[rend-dev-polyobj-bbox]
desc = 1=Render polyobj bounding boxes.

[rend-dev-sky]
desc = 1=Render the sky as a solid surface. 2= Draw sky surface planes.

[rend-dev-sky-always]
desc = 1=Always render the sky, even if there are no sky surfaces visible.

[rend-dev-tex-showfix]
desc = 1=Render the missing texture instead of fixing with a suitable game texture.

[rend-camera-fov]
desc = Field of view.

[rend-tex-anim-smooth]
desc = 1=Enable interpolated texture animation.

[rend-tex-shiny]
desc = 1=Enable shiny textures on surfaces of the map.

[rend-light-compression]
desc = Sector light range compression (brighten dark areas / darken light areas).

[rend-dev-light-mod]
desc = Show the light-level mod range.

[rend-dev-surface-show-normals]
desc = 1=Enable drawing of world surface normals, for debug.

[rend-dev-vertex-show-indices]
desc = 1=Enable drawing of vertex indices, for debug.

[rend-dev-vertex-show-bars]
desc = 1=Enable drawing of vertex z axis bars, for debug.

[rend-model-shiny-strength]
desc = General strength of model shininess effects.

[edit-bias-blink]
desc = 1=Blink the cursor.

[edit-bias-grab-distance]
desc = Distance to the grabbed bias light.

[edit-bias-red]
desc = Red component of the bias light color.

[edit-bias-green]
desc = Green component of the bias light color.

[edit-bias-blue]
desc = Blue component of the bias light color.

[edit-bias-intensity]
desc = Intensity of the bias light.

[edit-bias-hide]
desc = 1=Hide bias light editor's HUD.

[edit-bias-show-sources]
desc = 1=Show all light sources.

[edit-bias-show-indices]
desc = 1=Show source indices in 3D view.

[rend-fog-default]
desc = Default fog mode: 0=linear, 1=exp, 2=exp2.

[rend-bias]
desc = 1=Enable the experimental shadow bias test setup.

[rend-bias-min]
desc = Sector lightlevel that is biased completely to zero.

[rend-bias-max]
desc = Sector lightlevel that retains its normal color.

[rend-bias-lightspeed]
desc = Milliseconds it takes for light changes to become effective.

[rend-dev-bias-sight]
desc = 1=Enable the use of line-of-sight checking with shadow bias.

[rend-dev-bias-affected]
desc = 1=Keep track which sources affect which surfaces.

[ctl-info]
desc = 1=Show player control state debugging information.

[vid-fullscreen]
desc = 1=Default to fullscreen.

[vid-bpp]
desc = Default color depth (bits per pixel), 16 or 32.
