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Tم$ݝ8ٝ(݅8܍M؅$ٝM؅ ٝM؅ٝم م(ݝxم$f܍x܍M؅ٝ4م4ݝM؅ٝ4م4ݝM؅ٝ4م4sбU]PEBE$ ٝ4م4m%jٝ4م4v{ٝ4م4ݝ݅ ٝ$ٝ4م4r7( ٝfUWVSlz9xd:]9xd:]ʑ}܉<$D$ő|$t$$EE]E$ 0jHHQ9HB<HC@Ditn؃l[^_]áp4zV$ ~]9xpBzS$ ~]t5HB<\C@Dc&1<C@D1t&EЉD$|$$]4;EEEEzt=~̡T,pUU] ԭ0p (pl[^_]it&U$>$D$D$$r$4̏$D$D$$H$8̏#D$D$$$<̏#D$D$$@̏UWVS1ۍt&3tPH F;u[^_]Ãu[^_]Í'UWVS~1Cƒ 9u[^_]Í&UWVSEpD$ D$Q@BD$4p$41MuQA‰EkU|E~b-v@DDDDDD;Mt1U:{u=uDDDD;Muω؃[^_]Í&'UWVSLEUEhp̏E$p̏79E]E$p̏D$kEP҉Utvx1E E 9ut\EЍU$CD$0uD$ D$T$U$Xt!$PQ1JL[^_]ÃEDD$ 1D$QUBUЋDD$4p$gEtUBUЋDD$EĉD$U$[S׋UƋBUЋD9c9[Eĉ$D$#D$QUĉÉ$L[^_]1ۉL[^_]áȑD$ D$ $p̏D$=&U8E]u}D$ D$D$ $itH}D$ }|$$^R tE$Q$Z]u}]Ít&E tU$tQT$Ӎt&uQuF=vt$$Rk$Y됋ED$ $D$T$V=p̏3$p̏ljpD$ȑD$ D$Q$B‰GG$T$D$6Q11 $R$XGD$D$QG$GE$QD$V$Xx$&I9Zv!8t&V5&UWVSpu}t в> t%E |$D$ F$D$F $ ZD$&m t4E |$D$ F$D$F $pZD$l vU Fȕtt&9st[u[^_]ËE |$$D$)܋E |$$̏t!9u+9%@vuE |$$YD$WlE |$$YD$;lUWVS,E}0pt в>̏̏X@9u> t%E |$D$ F$D$F $ZD$k t%E |$D$ F$D$F $D[D$}kFFtU VFȕtt&9st;[ۉ]uD$D$4$`4$bE,[^_]ËE |$D$E$뭻̏E |$$ZD$j> E |$$&U]]uu}} tapt вuC]u}]Yt$<$m\$$]uȉt$|$$[5j벉t$|$$[j뉍'UWVS }_tQO t/11fD$D$)]G $9w uD$D$)]G$GGG GG [^_]Ít&'U1(}} uu]pF~ FG $bE{ sC މCECCD߉EFC^tXC D$D$E$q^E]u}]Ðt&u'в^ED$E$GvE|$$ \D$ ED$F(D$蛴p륋E$P\D$ED$2hE$[D$ED$h&'UWV1S}E_ 9tGt&EGO9Hs't#P:1 89uE _ 9u;wG[DGD$ D$)]؉EGGD$$UG_GCG V1EG@GU_[^_]ËGE6=B‰G@D$ D$)]D$$a‰GE-G $@D$ED$^UD$D$)]$t&Upuu}}]t в$_$D$D$[E s {$ މCEǃ CC D$C(CD$$;zEu}C̏̏C؋]]É|$4$S&|$t$$|\eI&UD$9D$ )]D$D$$5]̏D$:D$ )]D$D$$4p8pÐU]Ít&'UWVSOI+ X)t$1ED$E D$E$9uރ [^_]Ë$ÐUSnt1Ћnu[]ÐUS[ü*`Y[17:02:42 Nov 20 2007Sys_DoubleTime: time stepped backwards (went from %f to %f, difference %f) Quake Error: %s zD{Gzvid_sdl.cCHECKGLERROR at %s:%d %i %i %i %i%c c #%02x%02x%02x%c c Non%1[e]-gl_driverglGetStringSDL%d SDL joystick(s) found: joy_detectedjoy_enableenables joystick supportjoy_indexjoy_axisforwardjoy_axissidejoy_axisup-1joy_axispitchjoy_axisyawjoy_axisrolljoy_deadzoneforwardjoy_deadzonesidejoy_deadzoneupjoy_deadzonepitchjoy_deadzoneyawjoy_deadzonerolljoy_sensitivityforwardmovement multiplierjoy_sensitivitysidejoy_sensitivityupjoy_sensitivitypitchjoy_sensitivityyawjoy_sensitivityroll48 48 91 1 c None. c #000000+ c #040404@ c #070707# c #090909$ c #0B0B0B% c #0E0E0E& c #121212* c #161616= c #181818- c #212121; c #242424> c #262626, c #282828' c #2A2A2A) c #2D2D2D! c #313131~ c #343434{ c #383838] c #3A3A3A^ c #3E3E3E/ c #414141( c #434343_ c #454545: c #474747< c #4B4B4B[ c #515151} c #595959| c #5C5C5C1 c #5E5E5E2 c #6060603 c #6262624 c #6565655 c #6969696 c #6B6B6B7 c #6E6E6E8 c #7272729 c #7474740 c #777777a c #7B7B7Bb c #7F7F7Fc c #828282d c #848484e c #868686f c #888888g c #8B8B8Bh c #8D8D8Di c #8F8F8Fj c #929292k c #949494l c #969696m c #989898n c #9C9C9Co c #9F9F9Fp c #A3A3A3q c #A6A6A6r c #AAAAAAs c #ACACACt c #AEAEAEu c #B1B1B1v c #B3B3B3w c #B5B5B5x c #B7B7B7y c #BABABAz c #BCBCBCA c #BFBFBFB c #C3C3C3C c #C5C5C5D c #C7C7C7E c #C9C9C9F c #CCCCCCG c #CFCFCFH c #D2D2D2I c #D5D5D5J c #D7D7D7K c #D9D9D9L c #DBDBDBM c #DDDDDDN c #DFDFDFO c #E2E2E2P c #E4E4E4Q c #E7E7E7R c #E9E9E9S c #EBEBEBT c #EEEEEEU c #F2F2F2V c #F4F4F4W c #F6F6F6X c #F8F8F8Y c #FBFBFBZ c #FEFEFE. c #020300+ c #120303@ c #180202# c #200301$ c #340100% c #410000& c #2D0704* c #11120F= c #4F0701- c #3F0F00; c #251615> c #780000, c #2D1514' c #1D1C1A) c #680F01! c #431A10~ c #3B221D{ c #2B2725] c #601B02^ c #9D0A00/ c #55220A( c #3D2B25_ c #53291D: c #4E2E1B< c #333432[ c #4C2F26} c #812301| c #3F332F1 c #6B321A2 c #3F3F3D3 c #7E320E4 c #563B355 c #4B3E396 c #533F397 c #6D3A2F8 c #9435089 c #5145410 c #654132a c #474845b c #6D442Bc c #7C4328d c #504F4De c #674A43f c #644F47g c #5E514Bh c #B64005i c #91472Fj c #575654k c #AD4A11l c #82533Cm c #5F5E5Bn c #745C54o c #6C5E5Ap c #A25329q c #825C54r c #676664s c #816A62t c #70706Eu c #986951v c #7D706Cw c #C66935x c #7E7C79y c #FA6400z c #937B73A c #9E796AB c #B97557C c #A67B5DD c #878581E c #8F8D8BF c #AF8A7DG c #A58D83H c #9C8F8CI c #979693J c #B79590K c #A59F9CL c #DD9472M c #B39D97N c #EB9462O c #C1A391P c #D19F8DQ c #D1A184R c #B6B0ADS c #C8C2BFT c #DDC0BCU c #E1C2B0V c #F8BE99W c #DDD3CEX c #EFE4E0Y c #FEE4C7Z c #FDFEFASorry, but this does not even look similar to an XPM. This XPM's palette is either huge or idiotically unoptimized. It's key size is %i This XPM's palette looks odd. Can't continue. Failed to create surface for the window Icon! %s Failed to init SDL video subsystem: %sFailed to init SDL joystick subsystem: %s Linked against SDL version %d.%d.%d Using SDL library version %d.%d.%d Unable to load GL driver "%s": %s Required OpenGL function glGetString not found Failed to set video mode to %ix%i: %s joystick #%i: open failed: %s joystick #%i: opened "%s" with %i axes, %i buttons, %i balls number of joysticks detected by engineselects which joystick to use if you have multiplewhich joystick axis to query for forward/backward movementwhich joystick axis to query for right/left movementwhich joystick axis to query for up/down movementwhich joystick axis to query for looking up/downwhich joystick axis to query for looking right/leftwhich joystick axis to query for tilting head right/leftdeadzone tolerance, suggested values are in the range 0 to 0.01 ZWQQVZZ YI02kFQYZ ZJ~..+2vQY ZS7.....0OZ Yx......nU ZI$.....

KZ ZE......7S S7....0T Yz......pW ZK,....tX Ys......BY Yw....-JZ Vk.....'LZ T9....aT T8.....7S ZJ-....BY O:.....rX Xs....[PZ ZJ=....@GZ ZM_....xX YB.....GY T0.....AY ZTd....uW ZO/....^MZ YA+...iTZ YE.....kU YJ(...fQZ Uj....*HZ ZSb...fQZ ZN^....bT Wu#.%nQZ YA....*GY YG<.^AUZ ZQ5....eT To}eIXZ ZZYWu....)IY WHITY ZSCu,....pV ZXZZ Ww,.....}NZ YC+....=DY ZQ2....pV YA...0QZ ZQ5.|JY YQGPY ID tvr 59aI 4v2t 4I2r E[Xaj z7Xda RHrqsE f2XjaD Itj93][zH 92Wd2x Ixja2,pQDI 92Xx2t Irjb&FIx 5aZx5r Dj{,ORx xsja,eXt2r t'+XIt Mu/+|<<;[Xr2r j!AXjt Kq3=[222a,5Xt2r 5;SSdI H;0A5222j ~oZr2t t+CWjr z37(2<2ax ?@[\]^_`abcdefghijklmnopqrstuvwxyze@ ?%c%c%c%c(%2db, %6s) %8i : %s Total resident: %i standardALSAsound system not started %5d speakers %5d frames %5d samplebits %5d speed %5u total_channels ----(%u)---- S_FreeSfx: freeing %s snd_main.c Sound Initialization -nosound-simsoundplay2playvolsilencelist loaded soundssoundinforestart sound systemsnd_restartunload all sound filessnd_unloadallsoundsQUAKE_SOUND_CHANNELSQUAKE_SOUND_SPEEDQUAKE_SOUND_SAMPLEBITS-sndquad-sndstereo-sndmono-sndspeed-sndbitsbgmvolume0.7volume of sound effectssnd_initializedsnd_staticvolumesnd_soundradius2000_snd_mixahead0.1snd_streamingsnd_swapstereosnd_channellayoutsnd_mutewhenidledisables soundsnd_noextraupdatesnd_showsurround71surround51surround40ambient_fadeambient_level0.3snd_precachesound/ambience/water1.wavsound/ambience/wind2.wavsnd_speed48000snd_widthsnd_channels ( unknown ) unloaded : %s Quake compatibility warning: Static sound "%s" is not looped S_PaintAndSubmit: new extra sound time = %u S_PaintAndSubmit: WARNING: newsoundtime < soundtime (%u < %u) S_SetChannelLayout: can't find the speaker layout for %hu channels. Defaulting to mono output S_SetChannelLayout: using %s speaker layout for 3D sound S_StaticSound: "%s" hasn't been precached S_StaticSound: total_channels == MAX_CHANNELS S_FreeSfx: Can't find SFX %s in the list! snd_unloadallsounds would wreak havoc if you do that while connected! S_FindName: sound name too long (%s) S_LocalSound: can't precache %s play a sound at your current location (not heard by anyone else)play a sound globally throughout the level (not heard by anyone else)play a sound at the specified volume level at your current location (not heard by anyone else)print sound system information (such as channels and speed)S_Startup: sound speed has changed! This is NOT supported yet. Falling back to previous speed (%u Hz) S_Startup: initializing sound output format: %dHz, %d bit, %d channels... S_Startup: sound output initialization FAILED Driver has suggested %dHz, %d bit, %d channels. Retrying... S_Startup: SndSys_Init failed. S_Startup: simulating sound output Sound format: %dHz, %d channels, %d bits per sample S_Startup: extra sound time = %u snd_restart would wreak havoc if you do that while connected! volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)indicates the sound subsystem is activevolume of ambient sound effects (such as swampy sounds at the start of e1m2)radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)how much sound to mix ahead of timeenables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)swaps left/right speakers for old ISA soundblaster cardschannel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)whether to disable sound output when game window is inactivedisables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low frameratesshows some statistics about sound mixingrate of volume fading when moving from one environment to anothervolume of environment noises (water and wind)loads sounds before they are usedsound output frequency, in hertzsound output precision, in bytes (1 and 2 supported)number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)^p4BL>L>?CL>L>?CL>L>?aCL>L>?L>L>?BL>L>?4CL>L>?ip4BL>L>?CL>L>?CL>L>?aCL>L>?L>L>?tp4B>>L?C>>L?C>>L?aC>>L?.B???C???no??pp@+"VDww?CB?Asound/sound/%ssnd_mem.cS_LoadSound: Couldn't load "%s" AppendToSndBuffer: incompatible sound formats! AppendToSndBuffer: sound buffer too short! ResampleSfx: sound quality too high for resampling (%uHz, %u channel(s)) FSND_PaintChannel: ERROR: can't get sound buffer from sfx "%s" >> S_PaintChannels: Not enough free space in the sound buffer ( %u != %u) Csnd_ogg.clibvorbisfile.so.3libvorbisfile.solibvorbis.so.0libvorbis.so-novorbisOgg Vorbis support disabled Ogg Vorbis support enabled Loading Ogg Vorbis file "%s" "%s" will be streamed LOOP_STARTREPLAYGAIN_TRACK_PEAKREPLAYGAIN_TRACK_GAIN"%s" will be cached vorbis_comment_queryov_clearov_infoov_commentov_open_callbacksov_pcm_seekov_pcm_totalov_readerror while reading Ogg Vorbis stream "%s" OGG_FetchSound: stream buffer too small (%u sample frames required) OGG_FetchSound: asked for a start position after the end of the sfx! (%u > %u) OGG_FetchSound: qov_pcm_seek(..., %d) returned %d OGG_FetchSound: stream buffer too small after seek (%u sample frames required) OGG_FetchSound: stream buffer overflow (%u sample frames / %u) error while opening Ogg Vorbis file "%s" %s has an unsupported number of channels (%i) "%s" uses ReplayGain (gain %f, peak %f) 0 pp ? A??snd_wav.cRIFFWAVELoading WAV file "%s" Missing RIFF/WAVE chunks fmt Missing fmt chunk Microsoft PCM format only cue LISTMissing data chunk Sound %s has a bad loop length snd_sdl.cSndSys_Init: using the SDL module Initializing the SDL Audio subsystem failed! Wanted audio Specification: Channels : %i Format : 0x%X Frequency : %i Samples : %i Failed to open the audio device! (%s) Obtained audio specification: Channels : %i Format : 0x%X Frequency : %i Samples : %i SDL sound: invalid buffer length passed to Buffer_Callback (%d bytes) SDL sound: %u sample frames missing AFound %i cdrom drives. CD drive %i is invalid. No CD in drive %i. cddrivecddrive Only %i drives! Couldn't open drive %i. No cd in drive %i. The CD in drive %i is not an audio cd. Failed to init the CDROM SDL subsystem! select an SDL-detected CD drive by numberThe CD in drive %i is not an audio CD. BCDAudio_Init: No CD in player. execute a CD drive command (cd on/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd by itself for usageCDAudio: Bad track number %u. cd on - enables CD audio system cd off - stops and disables CD audio system cd reset - resets CD audio system (clears track remapping and re-reads disc information)cd remap [remap2] [remap3] [...] - chooses (possibly emulated) CD tracks to play when a map asks for a particular track, this has many uses cd eject - stops playing music and opens CD tray to allow you to change disc cd play - plays selected track in remapping table cd loop - plays and repeats selected track in remapping table cd stop - stops playing current CD track cd pause - pauses CD playback cd resume - unpauses CD playback cd info - prints basic disc information (number of tracks, currently playing track, volume level) indicates if CD Audio system is activeCan't get initial CD volume Initial CD volume: %g CD Audio Initialized -nocdaudiocd0123456789cdtracks/track%02u.wavcdtracks/track%03u.wavcdtracks/%s.wavFake CD track %u playing... BGM track %s playing... Could not load BGM track. No CD in player. remap %u -> %u closeloopresumeeject%u tracks on CD. loopingCurrently %s track %u Paused %s track %u Volume is %f CD commands: cd close - closes CD tray cdaudioinitializedcl_collision.cCL_EntitiesInBox returned %i edicts, max was %i @@@pA@@date %s | enginedate %s | demo %s | commandline %s | result %i frames %5.7f seconds %5.7f fps, one-second min/avg/max: %.0f %.0f %.0f play : plays a demo timedemo : gets demo speeds record [ [cd track]] Relative pathnames are not allowed. Can not record - already connected to server Client demo recording must be started before connecting Demo message (%i) > net_message.maxsize (%i)No demos listed with startdemos %Y-%m-%d %H:%M:%Sbenchmark.log-benchmarkPlaying demo from %s. ERROR: couldn't open. Forcing CD track to %i map %s-demo-capturedemoNot recording a demo. Completed demo playdemo %s swim upward+moveupstop swimming upward-moveupswim downward+movedownstop swimming downward-movedownturn left+leftstop turning left-leftturn right+rightstop turning right-rightmove forward+forwardstop moving forward-forwardmove backward+backstop moving backward-backlook upward+lookupstop looking upward-lookuplook downward+lookdownstop looking downward-lookdown+strafedeactivate strafing mode-strafestrafe left+moveleftstop strafing left-moveleftstrafe right+moverightstop strafing right-moveright+speeddeactivate run mode-speedbegin firing+attackstop firing-attack+jump-jumpimpulse+klook-klook+mlookdeactivate mouse looking mode-mlook+usestop using something-use+button3deactivate button3-button3+button4deactivate button4-button4+button5deactivate button5-button5+button6deactivate button6-button6+button7deactivate button7-button7+button8deactivate button8-button8+button9deactivate button9-button9+button10deactivate button10-button10+button11deactivate button11-button11+button12deactivate button12-button12+button13deactivate button13-button13+button14deactivate button14-button14+button15deactivate button15-button15+button16deactivate button16-button16cycleweaponregister_bestweaponsend clc_ackframe %i cl_upspeedcl_forwardspeedforward movement speedcl_backspeedbackward movement speedcl_sidespeed350strafe movement speedcl_movespeedkey2.0cl_yawspeed140keyboard yaw turning speedcl_pitchspeed150keyboard pitch turning speedcl_anglespeedkey1.5cl_movementcl_movement_minpingcl_movement_track_canjumpcl_movement_maxspeed320cl_movement_maxairspeedcl_movement_stopspeedcl_movement_frictioncl_movement_wallfrictioncl_movement_waterfrictioncl_movement_edgefrictioncl_movement_stepheightcl_movement_acceleratecl_movement_airacceleratecl_movement_wateracceleratecl_movement_jumpvelocity270cl_movement_airaccel_qwin_pitch_min-90in_pitch_maxm_filtercl_netinputpacketspersecondcl_nodeltaactivate strafing mode (move instead of turn)activate run mode (faster movement and turning)end jump (so you can jump again)send an impulse number to server (select weapon, use item, etc)activate keyboard looking mode, do not recenter viewdeactivate keyboard looking modeactivate mouse looking mode, do not recenter viewuse something (may be used by some mods)activate button3 (behavior depends on mod)activate button4 (behavior depends on mod)activate button5 (behavior depends on mod)activate button6 (behavior depends on mod)activate button7 (behavior depends on mod)activate button8 (behavior depends on mod)activate button9 (behavior depends on mod)activate button10 (behavior depends on mod)activate button11 (behavior depends on mod)activate button12 (behavior depends on mod)activate button13 (behavior depends on mod)activate button14 (behavior depends on mod)activate button15 (behavior depends on mod)activate button16 (behavior depends on mod)send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnectCL_SendMove: lost server connection bestweapon requires 1 or more parameters Three keys down for a button! no slot left for weapon definition; increase IN_BESTWEAPON_MAX Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake vertical movement speed (while swimming or flying)how much +speed multiplies keyboard movement speedhow much +speed multiplies keyboard turning speedenables clientside prediction of your player movementwhether to use prediction when ping is lower than this value in millisecondstrack if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some "sliding" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero toohow fast you can move (should match sv_maxspeed)how fast you can move while in the air (should match sv_maxairspeed)speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)how fast you slow down (should match sv_friction)how fast you slow down while sliding along a wall (should match sv_wallfriction)how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used insteadhow much to slow down when you may be about to fall off a ledge (should match edgefriction)how tall a step you can step in one instant (should match sv_stepheight)how fast you accelerate (should match sv_accelerate)how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used insteadhow fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used insteadhow fast you move upward when you begin a jump (should match the quakec code)ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)cl_movement_airaccel_sideways_frictionanti-sideways movement stabilization (should match sv_airaccel_sideways_friction)how far downward you can aim (quake used -70how far upward you can aim (quake used 80smoothes mouse movement, less responsive but smoother aimingcl_netinputpacketsperserverpacketsend this many input packets per server packet receivedhow many input packets to send to server each second (only used on old servers, and note this is multiplied by cl_netinputpacketsperserverpacket)cl_netinputpacketspersecond_qwhow many input packets to send to a qw server each second (only used on qw servers)cl_netinputpacketlosstolerancehow many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)disables delta compression of non-player entities in QW network protocol>>>>>>>>>>>>>>>>>>>>>>>>>>>@?B #<A=AB4AAHBppB$tIFa 6C;4CCHMbP?ffffff?cl_main.cclient (per-level memory)client (long term memory)record a demorecordwatch a demo fileplaydemotimedemocl_modelindexlistcl_soundindexlistpausedemocl_areastatstimerefreshlocs_addlocs_removenearestremove all loc points/boxeslocs_clearreload .loc file for this maplocs_reloadlocs_save%f seconds (%f fps) %i : %s TrianglesName%3s: %-30s %-8s %-8s %3i: %-30s %-8s %-10i --no local model found--%3i: %-30s %-30s --no model--Demo paused Demo unpaused No loc points/boxes exist! No level loaded! .loc%Y-%m-%d$loc_name_separatorSSG$loc_name_ssg$loc_name_ngSNG$loc_name_sngGL$loc_name_gl$loc_name_rlLG$loc_name_lg$loc_name_gaYA$loc_name_yaRA$loc_name_raMEGA$loc_name_mh%.0f %.0f %.0f %s LOC=%.0f:%.0f:%.0fcubemaps/%iTrying to connect...No networkCL_Disconnect Sending drop command Sending clc_disconnect emodelCan't setinfo "%s" "%s" setinfo "%s" "%s"name "%s"playermodel "%s"playerskin "%s"topcolorbottomcolorrate "%s"-particles"fog" is "%f %f %f %f" usage: %s x y z[ x y z] name locs/%s//csqc_prognamecsprogs.datcsqc_progcrccsqc_progsizecl_shownetcl_nolerpnetwork update smoothingcl_itembobheightcl_itembobspeed0.5lookspringlookstrafemove instead of turningsensitivitymouse speed multiplierm_pitch0.022mouse pitch speed multiplierm_yawmouse yaw speed multiplierm_forwardm_sidemouse side speed multiplierfreelookcl_autodemocl_autodemo_nameformatr_draweffectscl_explosions_alpha_startcl_explosions_alpha_endcl_explosions_size_startcl_explosions_size_endcl_explosions_lifetimecl_stainmapscl_stainmaps_clearonloadcl_beams_polygonscl_beams_quakepositionhackcl_beams_instantaimhackcl_beams_lightatendcl_noplayershadowhide player shadowcl_dlights_decayradiuscl_dlights_decaybrightnessqportcl_prydoncursorcl_deathnoviewmodelhides gun model when deadlocs_enablelocs_showprint information on network entities known to clientdisconnect from server (or disconnect all clients if running a server)stop recording or playing a demoplay back a demo as fast as possible and save statistics to benchmark.loglist information on all models in the client modelindexlist all sounds in the client soundindexset global fog parameters (density red green blue)pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)prints statistics on entity culling during collision tracesturn quickly and print rendering statistcsadd a point or box location (usage: x y z[ x y z] "name", if two sets of xyz are supplied it is a box, otherwise point)remove the nearest point or box (note: you need to be very near a box to remove it)save .loc file for this map containing currently defined points and boxesCL_Effect: framerate %f is < 1 CL_Effect: framecount %i is < 1 %3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f // %s %s saved by %s // x,y,z,x,y,z,"name" Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake! %.1f,%.1f,%.1f,%.1f,%.1f,%.1f,"%s" CL_Locs_FreeNode: no such node! (%p) no loc point or box found for your location Unable to find a suitable network socket to connect to server. CL_ExpandEntities: cl.entities not initializedCL_ExpandEntities: num %i >= %iname of csprogs.dat file to loadCRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -11 = print packet size, 2 = print packet message listhow much items bob up and down (try 8)how frequently items bob up and downreturns pitch to level with the floor when no longer holding a pitch keymouse forward speed multipliermouse controls pitch instead of forward/backrecords every game played, using the date/time and map name to name the demo fileThe format of the cl_autodemo filename, followed by the map namerenders temporary sprite effectsstarting alpha of an explosion shellend alpha of an explosion shell (just before it disappears)starting size of an explosion shellending alpha of an explosion shell (just before it disappears)how long an explosion shell lastsstains lightmaps, much faster than decals but blurredclear stainmaps on map restartuse beam polygons instead of modelsmakes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)makes your lightning gun aiming update instantlymake a light at the end of the beamreduces size of light flashes over timereduces brightness of light flashes over timeidentification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qcenables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)shows defined locations for editing purposesA?-DT! @f@-DT!@=<CHCC>;;BCA=AAAA`A>demo_nehahranextulstopulchangingcl_begindownloadscl_downloadbeginterminates a downloadstopdownloadcl_downloadfinishediplog_listcl_parse.c... found existing "%s" "%s" usage: %s 123.456.789. Listing all iplog entries address name %-15s %s %5s %s Changing map... *spectatorsound/misc/talk2.wavDownloading %s download %sChecking skins... skins/%s.pcxbegin %iChecking models... progs/spike.mdlprogs/player.mdlprogs/flag.mdlprogs/s_explod.sprprogs/bolt.mdlprogs/bolt2.mdlprogs/bolt3.mdlprogs/beam.mdlprogs/eyes.mdlprespawn %i 0 %iChecking sounds... modellist %i %iUnknown download type. UPLOAD: %6d: %d written Upload completed Packet dump: beam list overflow! Client ping times: host: unconnected players: Too many static entitiesServerinfo packet received. Server protocol is %s server gamedir is %s soundlist %i %i%s_%s.demAuto-recording to %s. corrupt download message dlcache/%s.%i.%iprespawnMap %s not found Model %s not found Sound %s not found CL_SignonReply: %i color %i %irate %ipmodel %iplayermodel %splayerskin %s cl_begindownloads -profilegameonlypk3Download of %s aborted %f %i ------------------ END OF MESSAGE%3i:%s packet dump: %3i:%s Server disconnected %ssvc_updatestat: %i is invalidsvc_setinfo >= cl.maxclients SERVERINFO: %s=%s teamplayFile not found. nextdlDownloaded "%s" fast updatesvc_setview >= MAX_EDICTSReceived signon %i when at %isv_startdownloadskynameqlsky%f %f %f %ffog_densityfog_redfog_greenfog_bluesvc_versionsvc_timesvc_updatenamesvc_clientdatasvc_updatecolorssvc_particleOBSOLETE svc_spawnbinarysvc_signonnumsvc_cutscenesvc_showlmpsvc_hidelmpsvc_skyboxsvc_downloaddatasvc_updatestatubytesvc_effectsvc_effect2svc_sound2svc_spawnbaseline2svc_spawnstatic2svc_entitiessvc_csqcentitiessvc_spawnstaticsound2qw_svc_badqw_svc_nopqw_svc_disconnectqw_svc_updatestatqw_svc_setviewqw_svc_soundqw_svc_printqw_svc_stufftextqw_svc_setangleqw_svc_serverdataqw_svc_lightstyleqw_svc_updatefragsqw_svc_stopsoundqw_svc_damageqw_svc_spawnstaticqw_svc_spawnbaselineqw_svc_temp_entityqw_svc_setpauseqw_svc_centerprintqw_svc_killedmonsterqw_svc_foundsecretqw_svc_spawnstaticsoundqw_svc_intermissionqw_svc_finaleqw_svc_cdtrackqw_svc_sellscreenqw_svc_smallkickqw_svc_bigkickqw_svc_updatepingqw_svc_updateentertimeqw_svc_updatestatlongqw_svc_muzzleflashqw_svc_updateuserinfoqw_svc_downloadqw_svc_playerinfoqw_svc_nailsqw_svc_chokecountqw_svc_modellistqw_svc_soundlistqw_svc_packetentitiesqw_svc_deltapacketentitiesqw_svc_maxspeedqw_svc_entgravityqw_svc_setinfoqw_svc_serverinfoqw_svc_updatepldeveloper_networkentitiescl_sound_wizardhitwizard/hit.wavcl_sound_hknighthithknight/hit.wavcl_sound_tink1weapons/tink1.wavcl_sound_ric1weapons/ric1.wavcl_sound_ric2weapons/ric2.wavcl_sound_ric3weapons/ric3.wavcl_sound_ric_gunshotcl_sound_r_exp3weapons/r_exp3.wavcl_serverextension_downloadcl_joinbeforedownloadsfinishcl_nettimesyncfactorcl_nettimesyncboundmodecl_nettimesyncboundtolerance0.25cl_iplog_namedarkplaces_iplog.txtsends next fragment of current upload buffer (screenshot for example)aborts current upload (screenshot for example)downloads missing qw skins from serversent by qw servers to tell client to wait for level changeused internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)(networking) informs client of download file information, client replies with sv_startsoundload to begin the transfersignals that a download has finished and provides the client with file size and crc to check its integritylists names of players whose IP address begins with the supplied text (example: iplog_list 123.456.789)--- cl.time < cl.mtime[1] (%f < %f ... %f) --- cl.time > cl.mtime[0] (%f > %f ... %f) CL_IPLog_Add("%s", "%s", %i, %i); CL_IPLog_Add: appending this line to %s: %s %s %s:%i: could not parse address and name: %s Listing iplog addresses beginning with %s Unable to download "%s" when recording. Map %s could not be found or downloaded Model %s could not be found or downloaded Starting upload of %d bytes... CL_ValidateState: modelindex (%i) >= MAX_MODELS (%i) CL_ValidateState: no such frame %i in "%s" (which has %i frames) CL_ValidateState: no such skin %i in "%s" (which has %i skins) CL_NewBeam: invalid entity number %i CL_ParseBeam: invalid entity number %i ping reply but empty scoreboard?!? player names '%s' and '%s' didn't match CL_ParseTempEntity: bad type %d (hex %02X)svc_parsestatic: static entity without model at %f %f %f CL_ParseServerInfo: Server is unrecognized protocol number (%i)CL_ParseServerInfo: unable to switch to server specified gamedir  %s Bad maxclients (%u) from serverServer sent too many model precachesServer sent a precache name of %i characters (max %i)Server sent too many sound precachesCL_ParseDownload: received %i bytes with no download active --> client to server keepalive Downloading new CSQC code to dlcache/%s.%i.%i Downloaded "%s" (%i bytes, %i CRC) Download "%s" is corrupt (%i bytes, %i CRC, should be %i bytes, %i CRC), discarding cl_begindownloads is only valid once per match CL_ParseStartSoundPacket: sound_num (%i) >= MAX_SOUNDS (%i) CL_ParseStartSoundPacket: ent = %iCL_ParseServerMessage: Bad QW server messageCL_ParseServerMessage: Illegible server messagesvc_lightstyle >= MAX_LIGHTSTYLESCL_ParseServerMessage: svc_updatefrags >= cl.maxclientsCL_ParseServerMessage: svc_updateping >= cl.maxclientsCL_ParseServerMessage: svc_updatepl >= cl.maxclientsCL_ParseServerMessage: svc_updateentertime >= cl.maxclientsCL_ParseServerMessage: svc_spawnbaseline: invalid entity number %isvc_updatestatlong: %i is invalidsvc_updateuserinfo >= cl.maxclients CL_ParseServerMessage: Bad server message<-- server to client keepalive CL_ParseServerMessage: Server is unrecognized protocol number (%i)svc_precache: Mod_ForName("%s") failed svc_precache: index %i outside range %i...%i svc_precache: S_PrecacheSound("%s") failed CL_ParseServerMessage: svc_updatename >= cl.maxclientsCL_ParseServerMessage: svc_updatecolors >= cl.maxclientsCL_ParseServerMessage: svc_spawnbaseline2: invalid entity number %icl_downloadbegin: received bogus information Malformed cl_downloadfinished command reads all quake demos as nehahra movie protocolprints received entities, value is 0-4 (higher for more info)cl_gameplayfix_soundsmovewithentitiescauses sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting positionsound to play during TE_WIZSPIKE (empty cvar disables sound)sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUADsound to play during TE_EXPLOSION and related effects (empty cvar disables sound)indicates whether the server supports the download commandif non-zero the game will begin after the map is loaded before other downloads finishrate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command.T*.0))))(q(('./2w'w'14w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'w'32I2:998}887w'w'w'w'w'w'w'w'w'w'37w'=3<>;6654-T*,+))))(q(('r+ +>llZqqqrir{r}tttt uuuuuv>l>l>l>l>l>l>l>l>l>l>l>l*v:vooop_pupppkozoaow w[wwPwIwwwwтwu\u~w`~}}}'}||{|l|0_~}~zzsUʀ?e>|~<A<{Gz?Mb`?R_Particlesparticles/particlefont.tgacl_particles.cparticlefontparticles/nexbeam.tganexbeam.ptsCould not open %s Reading %s... TR_pointfilereloads effectinfo.txtcl_particles_reloadeffectscountabsolutealphastaticraindecalbubbleentityparticlesizeincreasebounceairfrictionliquidfrictionoriginoffsetvelocityoffsetoriginjittervelocityjittervelocitymultiplierlightradiuslightradiusfadelighttimelightcolorlightshadowlightcubemapnumnotunderwatertrailspacingcl_particlesenables particle effectscl_particles_qualitycl_particles_alphacl_particles_sizemultiplies particle sizecl_particles_quakecl_particles_bloodenables blood effectscl_particles_blood_alphaopacity of bloodcl_particles_blood_bloodhackcl_particles_bulletimpactsenables bulletimpact effectscl_particles_explosions_shellcl_particles_rainenables rain effectscl_particles_snowenables snow effectscl_particles_smokecl_particles_smoke_alphasmoke brightnesscl_particles_smoke_alphafade0.55brightness fade per secondcl_particles_sparkscl_particles_bubblescl_decalscl_decals_timecl_decals_fadetimer_drawparticlesenables drawing of particlesr_drawdecalsenables drawing of decalsTE_GUNSHOTTE_GUNSHOTQUADTE_SPIKETE_SPIKEQUADTE_SUPERSPIKETE_SUPERSPIKEQUADTE_WIZSPIKETE_KNIGHTSPIKETE_EXPLOSIONTE_EXPLOSIONQUADTE_TAREXPLOSIONTE_TELEPORTTE_LAVASPLASHTE_SMALLFLASHTE_FLAMEJETEF_FLAMETE_BLOODTE_SPARKTE_PLASMABURNTE_TEI_G3TE_TEI_SMOKETE_TEI_BIGEXPLOSIONTE_TEI_PLASMAHITEF_STARDUSTTR_ROCKETTR_GRENADETR_BLOODTR_WIZSPIKETR_SLIGHTBLOODTR_KNIGHTSPIKETR_VORESPIKETR_NEHAHRASMOKETR_NEXUIZPLASMATR_GLOWTRAILSVC_PARTICLEB}F40400(555 ///???KKK[[[kkk{{{   '#/+7/?7K;SC[KcSkWs#_{#g#o '3''?//K77W??gGGsOO[[cckkss{{ˋ ##++//77??GG KK SS [[ cckk'/7?GOW_gow##+//77C;KCWG_ KkSwW[_c#g# /;#K+W/c#7s+;3C3O/c/w+' #++73G#7S+?c3Go?SG_Sk_{k{s{go[cSwWKkK?_C7W7/K/'C#7+# sk_wWkO_KSCsK;k?3_7+S+#G#;/# {o{_oSc{GWk;K_3?S'3C+7' {oo{ggs__kWWcOO[GGS??K77C//;+'3#+#    sc{SkG[7K+;+ ##++//////o//_//O++?##/ +;K_o '3K+c;O_w;{77WgS[pGgr (4=FO]gt 'CL_ParticleRain: unknown type %i (0 = rain, 1 = snow) %i points read (%i particles spawned) Leak at %f %f %f CL_ParticleEffect_Fallback: no fallback found for effect %s display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)effectinfo.txt:%i: error while parsing: %s given %i parameters, should be %i parameters effectinfo.txt:%i: too many effects! effectinfo.txt:%i: command %s encountered before effect effectinfo.txt:%i: unrecognized particle type %s effectinfo.txt:%i: skipping unknown command %s multiplies number of particlesmultiplies opacity of particlesmakes particle effects look mostly like the ones in Quakemake certain quake particle() calls create blood effects insteadcl_particles_explosions_sparksenables sparks from explosionsenables polygonal shell from explosionsenables smoke (used by multiple effects)enables sparks (used by multiple effects)enables bubbles (used by multiple effects)enables decals (bullet holes, blood, etc)how long before decals start to fade awayhow long decals take to fade awayxBBA;@>D?CA : save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution envmap: size must be one of 128, 256, 512, or 1024 envmap: your resolution is not big enough to render that size SCR_ScreenShot_f: Couldn't create the image file org:'%+8.2f %+8.2f %+8.2f' dir:'%+2.3f %+2.3f %+2.3f' %7i surfaces%7i triangles %5i entities (%7i surfaces%7i triangles) %5ileafs%5i portals%6i particles%6i decals %4i lights%4i clears%4i scissored%7i light%7i shadow%7i dynamic rendered%6i meshes%8i triangles bloompixels%8i copied%8i drawn rendered%6i meshes%8i triangles Downloading %s %3i%% (%i) at %i bytes/s Downloading %s %3i%% (%i/%i) at %i bytes/s how large the view should be, 110 disables inventory bar, 120 disables status barfield of vision, 1-170 degrees, default 90, some players use 110-130brightness of console background (0 = black, 1 = image)forces fullscreen console while disconnectedscr_menuforcewhiledisconnectedforces menu while disconnectedhow long centerprint messages showshow ram icon if low on surface cache memory (not used)show turtle icon when framerate is too lowshow pause icon when game is pausedshows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)speed of intermission printing (episode end texts), a value of 0 disables the slow printingvirtual width of 2D graphics systemvirtual height of 2D graphics systemadjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)gamma correction on saved screenshots and videos, 1.0 saves unmodified imagesenables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)scales all frames to this resolution before saving the videocauses video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over 1 secondhow many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)number to append to video filename, incremented each time a capture beginsreduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)separation distance of eyes in the world (negative values are only useful for cross-eyed viewing)side by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing)red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3Dred/green anaglyph stereo glasses (for those who don't mind yellow)separation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right)displays a zoomed in overlay windowhorizontal viewsize of zoom windowvertical viewsize of zoom windowinterlacing-like stippling of the displayallows you to completely shut off rendering for benchmarking purposesshows a graph of packet sizes and other information, 0 = off, 1 = show client netgraph, 2 = show client and server netgraphs (when hosting a server)Hd|eieHee eddd?????????: @ CEDB*CBp?333333?A`"?bX9?v/?oʡſsh|?տ7A`ڿU0*дo@ffffff?play a .dpv video fileplayvideostopvideoCL_Video_video/cl_video.c_video/%svideo/%s.dpvstop playing a .dpv video fileunable to open "%s", error: %s unable to open video "%s" - video limit reached usage: playvideo plays video named video/.dpv VM_CL_getlight wrong parameter count %i (1 expected ) !VM_CL_setcursormode wrong parameter count %i (1 expected ) !VM_CL_getinputstate wrong parameter count %i (1 expected ) !VM_CL_setsensitivityscale wrong parameter count %i (1 expected ) !VM_CL_isdemo wrong parameter count %i (0 expected ) !VM_CL_ReadByte wrong parameter count %i (0 expected ) !VM_CL_ReadChar wrong parameter count %i (0 expected ) !VM_CL_R_PolygonVertex wrong parameter count %i (4 expected ) !VM_CL_R_PolygonVertex: VM_CL_R_PolygonBegin wasn't called VM_CL_R_PolygonVertex: may have 4 vertices max VM_CL_getstati wrong parameter count %i (1 to 3 expected ) !VM_CL_getstati: index>=MAX_CL_STATS or index<0 VM_CL_getstatf wrong parameter count %i (1 expected ) !VM_CL_getstatf: index>=MAX_CL_STATS or index<0 VM_CL_pointsound wrong parameter count %i (4 expected ) !VM_CL_pointsound: volume must be in range 0-1 VM_CL_pointsound: attenuation must be in range 0-4 VM_CL_te_flamejet wrong parameter count %i (3 expected ) !VM_CL_te_plasmaburn wrong parameter count %i (1 expected ) !VM_CL_te_teleport wrong parameter count %i (1 expected ) !VM_CL_te_lavasplash wrong parameter count %i (1 expected ) !VM_CL_te_knightspike wrong parameter count %i (1 expected ) !VM_CL_te_wizspike wrong parameter count %i (1 expected ) !VM_CL_te_tarexplosion wrong parameter count %i (1 expected ) !VM_CL_te_explosion wrong parameter count %i (1 expected ) !VM_CL_te_smallflash wrong parameter count %i (1 expected ) !VM_CL_te_explosionquad wrong parameter count %i (1 expected ) !VM_CL_te_spark wrong parameter count %i (3 expected ) !VM_CL_te_bloodshower wrong parameter count %i (4 expected ) !VM_CL_te_blood wrong parameter count %i (3 expected ) !VM_CL_pointparticles wrong parameter count %i (4 to 5 expected ) !VM_CL_particle wrong parameter count %i (4 expected ) !VM_CL_sound wrong parameter count %i (5 expected ) !VM_CL_sound: volume must be in range 0-1 VM_CL_sound: attenuation must be in range 0-4 VM_CL_sound: channel must be in range 0-7 VM_CL_setattachment wrong parameter count %i (3 expected ) !setattachment: can not modify world entity setattachment: can not modify free entity setattachment(edict %i, edict %i, string "%s"): tried to find tag named "%s" on entity %i (model "%s") but could not find it setattachment(edict %i, edict %i, string "%s"): tried to find tag named "%s" on entity %i but it has no model VM_CL_gettagindex wrong parameter count %i (2 expected ) !gettagindex: can't affect world entity gettagindex: can't affect free entity gettagindex(entity #%i): null or non-precached model gettagindex(entity #%i): tag "%s" not found VM_CL_getsurfacenumpoints wrong parameter count %i (3 expected ) !VM_CL_getsurfacenumpoints wrong parameter count %i (2 expected ) !VM_CL_getsurfaceclippedpoint wrong parameter count %i (3 expected ) !VM_CL_getsurfacenearpoint wrong parameter count %i (2 expected ) !VM_CL_getsurfacetexture wrong parameter count %i (2 expected ) !VM_CL_getsurfacenormal wrong parameter count %i (2 expected ) !VM_CL_trailparticles wrong parameter count %i (4 to 5 expected ) !VM_CL_te_beam wrong parameter count %i (3 expected ) !VM_CL_te_lightning3 wrong parameter count %i (3 expected ) !VM_CL_te_lightning2 wrong parameter count %i (3 expected ) !VM_CL_te_lightning1 wrong parameter count %i (3 expected ) !VM_CL_te_superspike wrong parameter count %i (1 expected ) !VM_CL_te_spike wrong parameter count %i (1 expected ) !VM_CL_te_gunshot wrong parameter count %i (1 expected ) !VM_CL_te_superspikequad wrong parameter count %i (1 expected ) !VM_CL_te_spikequad wrong parameter count %i (1 expected ) !VM_CL_te_gunshotquad wrong parameter count %i (1 expected ) !VM_CL_te_explosion2 wrong parameter count %i (3 expected ) !VM_CL_te_customflash wrong parameter count %i (4 expected ) !VM_CL_te_particlesnow wrong parameter count %i (5 expected ) !VM_CL_te_particlerain wrong parameter count %i (5 expected ) !VM_CL_te_particlecube wrong parameter count %i (7 expected ) !VM_CL_te_explosionrgb wrong parameter count %i (2 expected ) !VM_CL_effect wrong parameter count %i (5 expected ) !VM_CL_copyentity wrong parameter count %i (2 expected ) !copyentity: can not read world entity copyentity: can not read free entity copyentity: can not modify world entity copyentity: can not modify free entity VM_CL_setsize wrong parameter count %i (3 expected ) !setsize: can not modify world entity setsize: can not modify free entity VM_CL_setorigin wrong parameter count %i (2 expected ) !setorigin: can not modify world entity setorigin: can not modify free entity VM_CL_ReadFloat wrong parameter count %i (0 expected ) !VM_CL_ReadString wrong parameter count %i (0 expected ) !VM_CL_ReadAngle wrong parameter count %i (0 expected ) !VM_CL_ReadCoord wrong parameter count %i (0 expected ) !VM_CL_ReadLong wrong parameter count %i (0 expected ) !VM_CL_ReadShort wrong parameter count %i (0 expected ) !VM_CL_registercmd wrong parameter count %i (1 expected ) !console command created by QuakeCVM_CL_setlistener wrong parameter count %i (4 expected ) !VM_CL_getstats wrong parameter count %i (1 expected ) !VM_CL_getstats: index>MAX_CL_STATS-4 or index<0 VM_CL_lightstyle wrong parameter count %i (2 expected ) !VM_CL_lightstyle >= MAX_LIGHTSTYLES VM_CL_getplayerkey wrong parameter count %i (2 expected ) !VM_CL_getkeybind wrong parameter count %i (1 expected ) !VM_CL_particleeffectnum wrong parameter count %i (1 expected ) !VM_CL_modelnameforindex wrong parameter count %i (1 expected ) !VM_CL_setmodelindex wrong parameter count %i (2 expected ) !VM_CL_setmodelindex: null model VM_CL_project wrong parameter count %i (1 expected ) !VM_CL_unproject wrong parameter count %i (1 expected ) !VM_CL_R_PolygonEnd wrong parameter count %i (0 expected ) !VM_CL_R_PolygonEnd: VM_CL_R_PolygonBegin wasn't called VM_CL_R_PolygonEnd: %i vertices isn't a good choice VM_CL_R_PolygonBegin wrong parameter count %i (2 to 4 expected ) !VM_CL_R_PolygonBegin: called twice without VM_CL_R_PolygonEnd after first VM_CL_R_AddDynamicLight wrong parameter count %i (3 to 8 expected ) !VM_CL_R_RenderScene wrong parameter count %i (0 expected ) !VM_CL_R_SetView wrong parameter count %i (2 to 3 expected ) !VM_CL_R_SetView : unknown parm %i VM_CL_R_ClearScene wrong parameter count %i (0 expected ) !VM_CL_R_AddEntity wrong parameter count %i (1 expected ) !VM_CL_R_AddEntities wrong parameter count %i (1 expected ) !VM_CL_checkbottom wrong parameter count %i (1 expected ) !VM_CL_droptofloor wrong parameter count %i (0 to 2 expected ) !droptofloor: can not modify world entity droptofloor: can not modify free entity VM_CL_tracetoss wrong parameter count %i (2 expected ) !tracetoss: can not use world entity VM_CL_tracebox wrong parameter count %i (6 to 8 expected ) !%s: NAN errors detected in tracebox('%f %f %f', '%f %f %f', '%f %f %f', '%f %f %f', %i, entity %i) VM_CL_traceline wrong parameter count %i (4 to 8 expected ) !%s: NAN errors detected in traceline('%f %f %f', '%f %f %f', %i, entity %i) VM_CL_ambientsound wrong parameter count %i (4 expected ) !Debug_PolygonEnd: Debug_PolygonBegin wasn't called Debug_PolygonEnd: %i vertices isn't a good choice Debug_PolygonVertex: Debug_PolygonBegin wasn't called Debug_PolygonVertex: may have 4 vertices max Debug_PolygonBegin: called twice without Debug_PolygonEnd after first VM_CL_findradius wrong parameter count %i (2 expected ) !CSQC_EntitiesInBox returned %i edicts, max was %i VM_CL_makestatic wrong parameter count %i (1 expected ) !makestatic: can not modify world entity makestatic: can not modify free entity VM_CL_pointcontents wrong parameter count %i (1 expected ) !VM_CL_walkmove wrong parameter count %i (2 to 3 expected ) !walkmove: can not modify world entity walkmove: can not modify free entity VM_CL_setmodel wrong parameter count %i (2 expected ) !VM_CL_precache_model wrong parameter count %i (1 expected ) !VM_CL_precache_model: no free models VM_CL_precache_model: model "%s" not found VM_CL_makevectors wrong parameter count %i (1 expected ) !VM_CL_serverkey wrong parameter count %i (1 expected ) !VM_CL_gettaginfo wrong parameter count %i (2 expected ) !CL_GetTagMatrix(entity #%i): null or non-precached model CL_GetTagMatrix(entity #%i): model has no tag with requested index %i CL_GetTagMatrix(entity #%i): runaway loop at attachment chain clvm_cmds.cviewentityVMPOLY<`&~$xb<&<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<gCC3DGDmD D(knN BDv@Cmd_CheckParm: NULL%i Command%s Can't "%s", not connected say say_team I need RLI need rocketsI have RLpenteyes*asisq"\Unknown variable function %s $stuffcmdsexecute a script fileexecechoaliaswaitsetacmdlistcvarlistcvar_lockdefaultscvar_resettodefaults_allcvar_resettodefaults_saveonlyCbuf_AddText: overflow ERROR : CVar '%s' not found Current alias commands: Alias name is too long commandsplayer "%s" tried to %s Unknown command "%s" in_bindcouldn't exec %s execing %s default.cfg cvar_lockdefaults %i Command%s beginning with "%s" Warning: Could not expand $%s in alias %s Warning: Could not expand $%s *0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_-Cmd_AddCommand: %s already defined as a var Cmd_AddCommand: %s already defined execute commandline parameters (must be present in quake.rc script)print a message to the console (useful in scripts)create a script function (parameters are passed in as $1 through $9, and $* for all parameters)send a console commandline to the server (used by some mods)make script execution wait for next rendered framecreate or change the value of a console variablecreate or change the value of a console variable that will be saved to config.cfglists all console commands beginning with the specified prefixlists all console variables beginning with the specified prefixstores the current values of all cvars into their default values, only used once during startup after parsing default.cfgsets all cvars to their locked default valuessets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg)cvar_resettodefaults_nosaveonlysets all saved cvars to their locked default values (variables that will be saved to config.cfg)toggles a console variable's values (use for more info)Toggle Console Variable - Usage toggle - toggles between 0 and 1 toggle - toggles between 0 and toggle [string 1] [string 2]...[string n] - cycles through all strings Cmd_TokenizeString: ran out of %i character buffer space for command arguements Can not send command "%s", not connected. Command "%s" can not be executed exec : execute a script file stuffcmds : execute command line parameters I!GII!G!G!GI!G!G!GpJ!G!G!GI!G?J!G7I!G!GRH*HpG3 %s %i 4 %i %f %f %f %f unnamedcollision_impactnudge0.03125collision_startnudgecollision_endnudgecollision_enternudgecollision_leavenudgeCollision_TraceLineBrushFloat: degenerate plane! startplane->dist %f != calculated %f Collision_TraceBrushBrushFloat: degenerate thisbrush plane! startplane->dist %f != calculated %f (thisbrush_start) Collision_TraceBrushBrushFloat: degenerate thatbrush plane! startplane->dist %f != calculated %f (thatbrush_start) Collision_ValidateBrush: brush with no points! Collision_ValidateBrush: plane #%i (%f %f %f %f) is degenerate Collision_ValidateBrush: point #%i (%f %f %f) infront of plane #%i (%f %f %f %f) Collision_ValidateBrush: some points have insufficient planes, every point must be on at least 3 planes to form a corner. Collision_ValidateBrush: all points lie on all planes (degenerate, no brush volume!) Collision_CalcPlanesForPolygonBrushFloat: edges (%f %f %f to %f %f %f to %f %f %f) off front plane 0 (%f %f %f %f) Collision_CalcPlanesForPolygonBrushFloat: edges (%f %f %f to %f %f %f to %f %f %f) off back plane 1 (%f %f %f %f) Collision_CalcPlanesForPolygonBrushFloat: edge 0 (%f %f %f to %f %f %f) off front plane 2 (%f %f %f %f) Error in brush plane generation, plane %i Polygon with more than 256 points not supported yet (fixme!) Collision_AllocBrushFromPermanentPolygonFloat: FIXME: this code needs to be updated to generate a mesh...Collision_NewBrushFromPlanes: failed to build collision brush: too many planes for buffer Collision_NewBrushFromPlanes: warning: polygon point does not lie on at least 3 planes Collision_NewBrushFromPlanes: failed to build collision brush: too many points for buffer Collision_NewBrushFromPlanes: failed to build collision brush: too many triangle elements for buffer Collision_NewBrushFromPlanes: failed to build collision brush: %i triangles, %i planes (input was %i planes), %i vertices Collision_NewBrushFromPlanes: unable to rebuild triangles/points for collision brush: %i triangles, %i planes (input was %i planes), %i vertices plane %f %f %f %f mismatches dist %f how much to back off from the impacthow much to bias collision trace starthow much to bias collision trace endhow much to bias collision entry fractionhow much to bias collision exit fractioncollision_prefernudgedfractionwhether to sort collision events by nudged fraction (1) or real fraction (0)8InfoString_Print: corrupt string InfoString_GetValue: no room in value InfoString_GetValue: key name "%s" contains \ which is not possible in an infostring InfoString_SetValue: key name "%s" contains " which is not allowed in an infostring InfoString_GetValue: can not look up a key with no name InfoString_SetValue: "%s" "%s" contains \ which is not possible to store in an infostring InfoString_SetValue: "%s" "%s" contains " which is not allowed in an infostring InfoString_SetValue: can not set a key with no name InfoString_SetValue: no room for "%s" "%s" in infostring SZ_GetSpace: overflow without allowoverflow setSZ_GetSpace: %i is > full buffer sizeindicates if this is running registered quake (whether gfx/pop.lmp was found)contains commandline the engine was launched withNO VALUE%20s %s \%s\%s%scmdlineSZ_GetSpace: overflow registered-quakeDarkPlaces-Quakedarkplaces-hipnoticDarkplaces-Hipnotic-rogueDarkplaces-Rogue-nehahraDarkPlaces-Nehahra-nexuizNexuizTransfusionbasetfgvb2-goodvsbad2GoodVs.Bad2-teuTheEvilUnleashedbaseteu-battlemechBattlemech-zymoticZymoticbasezym-setheralSetheral-somSon of Mansonofman-tenebraeDarkPlaces-Tenebrae-neotericNeotericneobaseneo-openquartzOpenQuartz-prydonPrydonGate-netherworldNetherworld: Dark Masternw-thehuntedThe Huntedthdata-did2Defeat In Detail 2did2_-darsanaDarsana-contagiontheoryContagion Theoryctdata0123456789ABCDEFpG7K>KTOK[KZKdK[KTOKyKxKKyKTOKKKKKTOKKKKKKgefeKKgegeKKK4KKKKKLKK L LL L L!L L)L1L!L!L:L9LCL:L:LMLLLQL\LMLOKfLeLoLfLTOKLLLLLOKLLLLOKLLLLLOKLLLLLOKLLM MpLMMM+MM2M1M:M2M2MCMBMSMdMCMkM!B c0@P`p)Jk1s2R"RBrb9{ZӜb$C4 dtDTjK( ōS6r&0vfVF[z8׼HXhx@a(#8َHi +ZJzjqP 3:*˿yX;l|L\",<` A* hI~n^N>2.Qp:Yxʱ -No0 P%@Fpg`ڳ=^"25BRwbVr˥nO, 4$ftGd$TDۧ_~<&6WfvvF4VLm/ș鉊DXeHx'h8(}\?؛uJTZ7jz *:.lMͪɍ&|ld\EL<, >]|ߛُn6~UNt^.>?llf@ll?console.cgfx/conbacksay_team:%s%csay:%s%c%a %b %d %H:%M:%S %Y====== %s (%s) ====== ====== %s ====== Log stoppedLog startedsound/misc/talk.wav %i possible nick%s maps/%s*.bsp^1 %i maps found : ^1**ERROR**^7IBSPMCBSPpadkey: %s %s messageQ3Q2Q1MCHL%16s (%s) %s changelevel %i possible command%s %i possible variable%s %i possible aliases%s usage: condump usage: maps [mapnameprefix] -condebugopens or closes the consolemessagemodemessagemode2clear console historycondumpConsole initialized. con_notifytimecon_notifycon_textsizesys_colortranslationcon_nickcompletioncon_nickcompletion_flagslog_filefilename to log messages tolog_dest_udpvBHHYHHHHHHHHHHHHHHHHHHHHHHHHHH6HHHHHHHHHHHHHH####.### # ..[]0123456789.<=> !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~<<=>##.#### # >..[]0123456789.<=> !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ Set: wrong number of parameters, usage: set Cvar_Set: variable %s not found Cvar_RegisterVariable({"%s", "%s", %i}); ... replacing existing allocated cvar {"%s", "%s", %i} Can't register variable %s, already defined Cvar_RegisterVariable: %s is a command no errorinvalid red bits maskinvalid green bits maskinvalid blue bits maskcolor bit masks overlapunknown errordpvsimpledecode.cVID0DPVideoerror in video info chunkread errornot a dpvideo fileunable to open fileend of file reached (this is not an error)read error (corrupt or incomplete file)sound buffer is too small for decoding frame (please allocate it as large as dpvsimpledecode_getneededsoundbufferlength suggests)color masks too big for specified bytes per pixelunsupported bytes per pixel (must be 2 for 16bit, or 4 for 32bit)unable to allocate video image bufferunable to allocate memory for reading bufferunable to allocate memory for stream info structureF F F }F uF mF eF ]F UF MF 7filematch.cfractalnoise: size must be power of 2 fractalnoise: grid must be power of 2 fractalnoise.c0fs.cCurrent search path: gfx/pop.lmpSearchPackFile: %s : %s SearchDirFile: %s usage: %s [path/pattern] No files found. FS_FindFile: %s in %s FS_FindFile: %s FS_FindFile: can't find %s FS_Read: Can't inflate file /.fs_rescanpath%s%s/PACK%s is not a packfile %s has %i files Added packfile %s (%i files) 1.2.3truefalseFS_WriteFile: failed on %s FS_WriteFile: %s %s is not a PK3 file %s is not a valid PK3 file unable to load pak "%s" %s/.%s/%s/%s/qconsole.logPlaying shareware version. Playing registered version. Gamedir missing: %s%s/ gamedirs active:Too many gamedirs (%i > %i) could not find pak "%s" libz.so.1libz.sofile management-basedir-game-game %s%s/ not found! scr_screenshot_nameinflateinflateEndinflateInit2_inflateResetDon't use punctuation at the beginning of a search pattern! FS_FindFile: %s is marked as deleted FS_Read: unexpected end of file FS_SysOpen(%s, %s): invalid mode FS_SysOpen(%s, %s): unknown character in mode (%c) changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)rescans filesystem for new pack archives and any other changesprint searchpath (game directories and archives)list files in searchpath matching an * filename pattern, one per linelist files in searchpath matching an * filename pattern, multiple per linePackage %s contains the file %s several times %s has an invalid directory size %s is an incomplete PAK, not loading Can't retrieve file %s in package %s WARNING: can't open the compressed file %s You need the Zlib DLL to use compressed files FS_OpenPackedFile: can't lseek to %s in %s (offset: %d) FS_OpenPackedFile: can't dup package's handle (pack: %s) FS_OpenPackedFile: inflate init error (file: %s) FS_Open("%s", "%s", %s): nasty filename rejected %s is a multi-volume ZIP archive "%s" does not have a pack extension Playing shareware version, with modification. warning: most mods require full quake data. That is too many gamedirs (%i > %i) Nasty gamedir name rejected: %s Can not change gamedir while client is connected or server is running! Compressed files support disabled Compressed files support enabled base gamedir %s%s/ not found! -game %s%s/ is a dangerous/non-portable path prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)fs_empty_files_in_pack_mark_deletionsif enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' filesGL_INVALID_ENUM at %s:%i GL_INVALID_VALUE at %s:%i GL_STACK_OVERFLOW at %s:%i GL_STACK_UNDERFLOW at %s:%i GL_OUT_OF_MEMORY at %s:%i GL UNKNOWN (%i) at %s:%i gl_backend.cEBO #%i %s = %i bytes VBO #%i %s = %i bytes %s shader compile log: %s fragmentprogram link log: %s gl_vbostatsGL_BackendOpenGL Backend shutting down OpenGL Backend starting... singletexture OpenGL backend started. gl_mesh_drawrangeelementsgl_mesh_testarrayelementgl_mesh_testmanualfeedinggl_paranoidgl_printcheckerrorr_renderr_waterwarpwarp view while underwatergl_polyblendgl_dithergl_lockarraysgl_lockarrays_minimumverticesgl_vbov_flippedGL_INVALID_OPERATION at %s:%i GL backend function called when backend is not activegl_vbostats: unknown target type %i vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB) R_Mesh_CreateStaticBufferObject: unknown target type %i R_Mesh_Draw(%d, %d, %d, %8p, %i, %p); R_Mesh_Draw: vertex array not enabled R_Mesh_Draw: color array set but not enabled R_Mesh_Draw: texcoord array set but not enabled R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list fragment shader will run in softwareWARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on... prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them glDrawRangeElements detected (max vertices %i, max indices %i) GLSL shader support detected: texture units = %i texenv, %i image, %i array multitexture detected: texture units = %i use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)enables OpenGL error checking and other testsprints all OpenGL error checks, useful to identify location of driver crashesenables rendering calls (you want this on!)tints view while underwater, hurt, etcenables OpenGL dithering (16bit looks bad with this off)enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normalminimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performancemake use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster renderingmirror the screen (poor man's left handed mode) ť ܥ    5?gl_draw.cGL_Drawgfx/%s.lmpgfx/concharsui/mousepointergfx/prydoncursor001gfx/crosshair1gfx/crosshair2gfx/crosshair3gfx/crosshair4gfx/crosshair5gfx/crosshair6ditherpatterngfx/crosshairgfx/crosshair%ir_textshadowr_textbrightnessDraw_NewPic: numcachepics == MAX_CACHED_PICS Draw_CachePic: numcachepics == MAX_CACHED_PICS gfx/colorcontrol/ditherpatternDraw_CachePic: failed to load %s draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)333333332.......26777761........2655541.........265541..........2654561.........26414561........251.14561.......21...14561......1.....141..............1...........................................................................................................................................................33......33......355....553.......577..775.........77..77..........................................77..77.........577..775.......355....553......33......33......................................................................................................3........3.......5......5.........7....7...........7..7............................................7..7...........7....7.........5......5.......3........3..........................................................................77..............77..............................................44..............44........77..44..44..77..77..44..44..77........44..............44..............................................77..............77...............................................................................................................................................................7777777.........752.............72..............7...............7...............7...............7...............................................................................................................7...............................4............7.4.4.7............4...............................7..............................................................................................................................................................................................55..............55.......................................................................................................................????????????????????????????(~,048<@?G?p=     z n G   z j ] P C  2 8 2  @ R     6         s  T q      C mD FD *D D C  e d Od d c b Ge `  e ????Ьgl_rmain.cnotexturewaterviswaterworldwatermodelswaterscenesworldskybmodelskyworlddepthmodeldepthlightningshowlocsdrawtransworlddebugmodeldebugviewclearviewsetupblendviewwaterplane%i_refractionwaterplane%i_reflectionr_glsl_restartr_glsl_dumpshaderr_fullbrightsGL_Mainnormalcubeblankbumpblankwhiteblankgrey128blankblackwhitecubefogattenuationmissing%s_nmap%s_fog%s_merged%s_pants%s_shirt%s_nospecial%s_glow%s_mask%s_norm%s_bump%s_luma%s_glossloading skins/%s skins/%s#define VERTEX_SHADER #define GEOMETRY_SHADER #define FRAGMENT_SHADER from disk... glsl/default.glslTexture_NormalTexture_ColorTexture_GlossTexture_CubeTexture_AttenuationTexture_FogMaskTexture_PantsTexture_ShirtTexture_LightmapTexture_DeluxemapTexture_GlowTexture_RefractionTexture_ReflectionFogColorLightPositionEyePositionLightColorColor_PantsColor_ShirtFogRangeRecipAmbientScaleDiffuseScaleSpecularPowerSpecularScaleGlowScaleSceneBrightnessOffsetMapping_ScaleAmbientColorDiffuseColorSpecularColorLightDirContrastBoostCoeffDistortScaleRefractReflectScreenScaleRefractReflectScreenCenterRefractReflectRefractColorReflectColorReflectFactorReflectOffsetGLSL shader %s :%s compiled. // %sglsl/default.glsl written gl_fogenable0.2gl_fogdensitygl_fogredgl_foggreengl_fogbluer_depthfirstr_nearclipr_showbboxesr_showsurfacesr_showtrisr_shownormalsr_showlightingr_showshadowvolumesr_showcollisionbrushesr_showdisabledepthtestr_drawportalsr_drawentitiesr_drawviewmodeldraw your weapon modelr_cullentities_tracer_cullentities_trace_samplesr_cullentities_trace_enlarger_cullentities_trace_delayr_speedsr_fullbrightr_wateralphaopacity of water polygonsr_dynamicr_shadowsr_shadows_throwdistance500r_q1bsp_skymaskinggl_fogstartgl_fogendr_textureunitsr_glslr_glsl_offsetmappingr_glsl_offsetmapping_scale0.04r_glsl_deluxemappingr_glsl_contrastboostr_waterr_water_clippingplanebiasr_water_resolutionmultiplierr_water_refractdistort0.01r_water_reflectdistortr_lerpspritesr_lerpmodelsr_waterscrollr_bloomr_bloom_colorscalehow bright the glow isr_bloom_brightenr_bloom_blurhow large the glow isr_bloom_resolutionr_bloom_colorexponenthow exagerated the glow isr_bloom_colorsubtract0.125r_hdrr_hdr_scenebrightnessglobal rendering brightnessr_hdr_glowintensityr_hdr_ranger_smoothnormals_areaweightingdeveloper_texturelogginggl_lightmapsr_testr_batchmoder_track_spritesr_track_sprites_flagsr_track_sprites_scalewr_track_sprites_scaleh#define USECOLORMAPPING colormapping#define USECONTRASTBOOST contrastboost#define USEFOG fog#define USECUBEFILTER cubefilter#define USEGLOW glow#define USEDIFFUSE diffuse#define USESPECULAR specular#define USEREFLECTION reflection#define USEOFFSETMAPPING offsetmapping reliefmapping#define MODE_LIGHTMAP lightmap lightdirectionmap_modelspace#define MODE_LIGHTDIRECTION lightdirection#define MODE_LIGHTSOURCE lightsource#define MODE_REFRACTION refraction#define MODE_WATER waterR_DrawTextureSurfaceList: unknown layer type %i R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water. QuakeC extensions for server and client: %s QuakeC extensions for menu: %s unloads GLSL shaders, they will then be reloaded as neededdumps the engine internal default.glsl shader into glsl/default.glslGLSL shader %s :%s failed! source code line offset for above errors is %i. GLSL shader %s :%s failed! some features may not work properly. OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again) failed to write to glsl/default.glsl // The engine may define the following macros: // #define VERTEX_SHADER // #define GEOMETRY_SHADER // #define FRAGMENT_SHADER renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depthdistance from camera of nearclip planeshows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)shows triangle outlines, value controls brightness (can be above 1)shows per-vertex surface normals and tangent vectors for bumpmapped lightingshows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very usefulshows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very usefuldraws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)r_showcollisionbrushes_polygonfactorexpands outward the brush polygons a little bit, used to make collision brushes appear infront of wallsr_showcollisionbrushes_polygonoffsetnudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of wallsdisables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processingshows portals (separating polygons) in world interior in quake1 mapsdraw entities (doors, players, projectiles, etc)probabistically cull invisible entitiesnumber of samples to test for entity cullingbox enlargement for entity cullingnumber of seconds until the entity gets actually culleddisplays rendering statistics and per-subsystem timingsmakes map very bright and renders fasterenables dynamic lights (rocket glow and such)enables glowing pixels in quake textures (changes need r_restart to take effect)casts fake stencil shadows from models onto the world (rtlights are unaffected by this)how far to cast shadows from modelsallows sky polygons in quake1 maps to obscure other geometryr_polygonoffset_submodel_factorbiases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake mapsr_polygonoffset_submodel_offsetnehahra fog enable (for Nehahra compatibility only)nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)nehahra fog color red value (for Nehahra compatibility only)nehahra fog color green value (for Nehahra compatibility only)nehahra fog color blue value (for Nehahra compatibility only)nehahra fog start distance (for Nehahra compatibility only)nehahra fog end distance (for Nehahra compatibility only)number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)enables use of OpenGL 2.0 pixel shaders for lightingoffset mapping effect (also known as parallax mapping or virtual displacement mapping)r_glsl_offsetmapping_reliefmappingrelief mapping effect (higher quality)how deep the offset mapping effect isuse per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)by how much to multiply the contrast in dark areas (1 is no change)whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)a rather technical setting which avoids black pixels around water edgesmultiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are fasterhow much water refractions shimmerhow much water reflections shimmerenables animation smoothing on sprites (requires r_lerpmodels 1)enables animation smoothing on modelsmakes water scroll around, value controls how muchenables bloom effect (makes bright pixels affect neighboring pixels)how bright the glow is, after subtract/powerwhat resolution to perform the bloom effect at (independent of screen resolution)reduces bloom colors by a certain amountenables High Dynamic Range bloom effect (higher quality version of r_bloom)how bright light emitting textures should appearhow much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangentsproduces a textures.log file containing names of skins and map textures the engine tried to loaddraws only lightmaps, no texture (for level designers)internal development use only, leave it alone (usually does nothing anyway)selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to1: Rotate sprites accodringly, 2: Make it a continuous rotationwidth scaling of tracked spritesheight scaling of tracked sprites#define USEOFFSETMAPPING_RELIEFMAPPING #define MODE_LIGHTDIRECTIONMAP_MODELSPACE #define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE lightdirectionmap_tangentspace// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader // written by Forest 'LordHavoc' Hale // common definitions between vertex shader and fragment shader: #ifdef __GLSL_CG_DATA_TYPES # define myhalf half # define myhvec2 hvec2 # define myhvec3 hvec3 # define myhvec4 hvec4 #else # define myhalf float # define myhvec2 vec2 # define myhvec3 vec3 # define myhvec4 vec4 #endif varying vec2 TexCoord; varying vec2 TexCoordLightmap; //#ifdef MODE_LIGHTSOURCE varying vec3 CubeVector; //#endif //#ifdef MODE_LIGHTSOURCE varying vec3 LightVector; //#else //# ifdef MODE_LIGHTDIRECTION //varying vec3 LightVector; //# endif //#endif varying vec3 EyeVector; //#ifdef USEFOG varying vec3 EyeVectorModelSpace; //#endif varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent) varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal) varying vec3 VectorR; // direction of R texcoord (surface normal) //#ifdef MODE_WATER varying vec4 ModelViewProjectionPosition; //#else //# ifdef MODE_REFRACTION //varying vec4 ModelViewProjectionPosition; //# else //# ifdef USEREFLECTION //varying vec4 ModelViewProjectionPosition; //# endif //# endif //#endif // vertex shader specific: #ifdef VERTEX_SHADER uniform vec3 LightPosition; uniform vec3 EyePosition; uniform vec3 LightDir; // TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3) void main(void) { gl_FrontColor = gl_Color; // copy the surface texcoord TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0); #ifndef MODE_LIGHTSOURCE # ifndef MODE_LIGHTDIRECTION TexCoordLightmap = vec2(gl_MultiTexCoord4); # endif #endif #ifdef MODE_LIGHTSOURCE // transform vertex position into light attenuation/cubemap space // (-1 to +1 across the light box) CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex); // transform unnormalized light direction into tangent space // (we use unnormalized to ensure that it interpolates correctly and then // normalize it per pixel) vec3 lightminusvertex = LightPosition - gl_Vertex.xyz; LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz); LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz); LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz); #endif #ifdef MODE_LIGHTDIRECTION LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz); LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz); LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz); #endif // transform unnormalized eye direction into tangent space #ifndef USEFOG vec3 EyeVectorModelSpace; #endif EyeVectorModelSpace = EyePosition - gl_Vertex.xyz; EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz); EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz); EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz); #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE VectorS = gl_MultiTexCoord1.xyz; VectorT = gl_MultiTexCoord2.xyz; VectorR = gl_MultiTexCoord3.xyz; #endif //#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION) // ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix; // //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition; // //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition; //#endif // transform vertex to camera space, using ftransform to match non-VS // rendering gl_Position = ftransform(); #ifdef MODE_WATER ModelViewProjectionPosition = gl_Position; #endif #ifdef MODE_REFRACTION ModelViewProjectionPosition = gl_Position; #endif #ifdef USEREFLECTION ModelViewProjectionPosition = gl_Position; #endif } #endif // VERTEX_SHADER // fragment shader specific: #ifdef FRAGMENT_SHADER // 13 textures, we can only use up to 16 on DX9-class hardware uniform sampler2D Texture_Normal; uniform sampler2D Texture_Color; uniform sampler2D Texture_Gloss; uniform samplerCube Texture_Cube; uniform sampler2D Texture_Attenuation; uniform sampler2D Texture_FogMask; uniform sampler2D Texture_Pants; uniform sampler2D Texture_Shirt; uniform sampler2D Texture_Lightmap; uniform sampler2D Texture_Deluxemap; uniform sampler2D Texture_Glow; uniform sampler2D Texture_Reflection; uniform sampler2D Texture_Refraction; uniform myhvec3 LightColor; uniform myhvec3 AmbientColor; uniform myhvec3 DiffuseColor; uniform myhvec3 SpecularColor; uniform myhvec3 Color_Pants; uniform myhvec3 Color_Shirt; uniform myhvec3 FogColor; //#ifdef MODE_WATER uniform vec4 DistortScaleRefractReflect; uniform vec4 ScreenScaleRefractReflect; uniform vec4 ScreenCenterRefractReflect; uniform myhvec4 RefractColor; uniform myhvec4 ReflectColor; uniform myhalf ReflectFactor; uniform myhalf ReflectOffset; //#else //# ifdef MODE_REFRACTION //uniform vec4 DistortScaleRefractReflect; //uniform vec4 ScreenScaleRefractReflect; //uniform vec4 ScreenCenterRefractReflect; //uniform myhvec4 RefractColor; //# ifdef USEREFLECTION //uniform myhvec4 ReflectColor; //# endif //# else //# ifdef USEREFLECTION //uniform vec4 DistortScaleRefractReflect; //uniform vec4 ScreenScaleRefractReflect; //uniform vec4 ScreenCenterRefractReflect; //uniform myhvec4 ReflectColor; //# endif //# endif //#endif uniform myhalf GlowScale; uniform myhalf SceneBrightness; #ifdef USECONTRASTBOOST uniform myhalf ContrastBoostCoeff; #endif uniform float OffsetMapping_Scale; uniform float OffsetMapping_Bias; uniform float FogRangeRecip; uniform myhalf AmbientScale; uniform myhalf DiffuseScale; uniform myhalf SpecularScale; uniform myhalf SpecularPower; #ifdef USEOFFSETMAPPING vec2 OffsetMapping(vec2 TexCoord) { #ifdef USEOFFSETMAPPING_RELIEFMAPPING // 14 sample relief mapping: linear search and then binary search // this basically steps forward a small amount repeatedly until it finds // itself inside solid, then jitters forward and back using decreasing // amounts to find the impact //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1); //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1); vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1); vec3 RT = vec3(TexCoord, 1); OffsetVector *= 0.1; RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125); return RT.xy; #else // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits) // this basically moves forward the full distance, and then backs up based // on height of samples //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1)); //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1)); vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1)); TexCoord += OffsetVector; OffsetVector *= 0.333; TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; return TexCoord; #endif } #endif // USEOFFSETMAPPING #ifdef MODE_WATER // water pass void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 TexCoordOffset = OffsetMapping(TexCoord); #define TexCoord TexCoordOffset #endif vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect; float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset; gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel); } #else // MODE_WATER #ifdef MODE_REFRACTION // refraction pass void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 TexCoordOffset = OffsetMapping(TexCoord); #define TexCoord TexCoordOffset #endif vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy; gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor; } #else // MODE_REFRACTION void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 TexCoordOffset = OffsetMapping(TexCoord); #define TexCoord TexCoordOffset #endif // combine the diffuse textures (base, pants, shirt) myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord)); #ifdef USECOLORMAPPING color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt; #endif #ifdef MODE_LIGHTSOURCE // light source // calculate surface normal, light normal, and specular normal // compute color intensity for the two textures (colormap and glossmap) // scale by light color and attenuation as efficiently as possible // (do as much scalar math as possible rather than vector math) # ifdef USESPECULAR myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)); myhvec3 diffusenormal = myhvec3(normalize(LightVector)); myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector))); // calculate directional shading color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord))); # else # ifdef USEDIFFUSE myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)); myhvec3 diffusenormal = myhvec3(normalize(LightVector)); // calculate directional shading color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)))); # else // calculate directionless shading color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); # endif # endif # ifdef USECUBEFILTER // apply light cubemap filter //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector)); color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector)); # endif color *= myhvec4(gl_Color); #endif // MODE_LIGHTSOURCE #ifdef MODE_LIGHTDIRECTION // directional model lighting # ifdef USESPECULAR // get the surface normal and light normal myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)); myhvec3 diffusenormal = myhvec3(LightVector); // calculate directional shading color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)); myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector))); color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower); # else # ifdef USEDIFFUSE // get the surface normal and light normal myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)); myhvec3 diffusenormal = myhvec3(LightVector); // calculate directional shading color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)); # else color.rgb *= AmbientColor; # endif # endif color *= myhvec4(gl_Color); #endif // MODE_LIGHTDIRECTION #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE // deluxemap lightmapping using light vectors in modelspace (evil q3map2) // get the surface normal and light normal myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)); myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5); myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR)))); // calculate directional shading myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))); # ifdef USESPECULAR myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector)))); tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower); # endif // apply lightmap color color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0); #endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE #ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) // get the surface normal and light normal myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)); myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5)); // calculate directional shading myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))); # ifdef USESPECULAR myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector)))); tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower); # endif // apply lightmap color color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0); #endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE #ifdef MODE_LIGHTMAP // apply lightmap color color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0); #endif // MODE_LIGHTMAP #ifdef USEGLOW color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale; #endif #ifndef MODE_LIGHTSOURCE # ifdef USEREFLECTION vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect; color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a); # endif #endif #ifdef USEFOG // apply fog color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)))); #endif #ifdef USECONTRASTBOOST color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1)); #endif color.rgb *= SceneBrightness; gl_FragColor = vec4(color); } #endif // MODE_REFRACTION #endif // MODE_WATER #endif // FRAGMENT_SHADER %I>8Hz?BDC!=L=o:L?@?override a map texture for testing purposeslist all textures used by the current mapr_replacemaptexture - replaces texture r_replacemaptexture - switch back to default texture This command works only in singleplayer GetLightInfo: svbsp built with %i nodes, polygon stats: occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected. queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected. disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised mapsdraws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other thingsr_replacemaptexturer_listmaptexturesThere is no worldmodel Worldmodel textures : %s replaced with %s %s was not found gl_rsurf.cr_ambientbrightens map, value is 0-128r_lockpvsr_lockvisibilityr_useportalcullingr_q3bsp_renderskydepthR_FreeTexture: texture == NULLR_FreeTexture: texture "%s" not linked in poolR_FreeTexturePool: pool already freedR_FreeTexturePool: pool not linkedR_Upload: partial update of type other than 1D, 2D, or 3DR_Upload: partial update not allowed on initial upload or in combination with PICMIP or MIPMAP R_UploadTexture: Texture %s already uploaded and destroyed. Can not upload original image again. Uploaded blank texture. R_UpdateTexture: no texture suppliedR_UpdateTexture: no data suppliedR_LoadTexture: cubemap texture not supported by driver R_LoadTexture: 3d texture not supported by driver R_GetTexTypeInfo: RGB format has no alpha, TEXF_ALPHA not allowedR_GetTexTypeInfo: unknown texture formatR_LoadTexture: bogus texture size (%dx%dx%dx%dbppx%dsides = %d bytes) R_LoadTexture: RGB has no alpha, don't specify TEXF_ALPHAR_LoadTexture: unknown texture typeset texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc)print information about all loaded textures and some statisticsglsize input loaded mip alpha name texturepool %10p total: %i (%.3fMB, %.3fMB original), uploaded %i (%.3fMB, %.3fMB original), upload on demand %i (%.3fMB, %.3fMB original) textures total: %i (%.3fMB, %.3fMB original), uploaded %i (%.3fMB, %.3fMB original), upload on demand %i (%.3fMB, %.3fMB original) maximum allowed texture size, can be used to reduce video memory usage, note: this is automatically reduced to match video card capabilities (such as 256 on 3Dfx cards before Voodoo4/5)reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)0 = never upload textures until used, 1 = upload most textures before use (exceptions: rarely used skin colormap layers), 2 = upload all textures before use (can increase texture memory usage significantly)anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended valueswhether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startupwhether to compress colormap (diffuse) textureswhether to compress normalmap (normalmap) textureswhether to compress glossmap (specular) textureswhether to compress glowmap (luma) textureswhether to compress 2d (hud/menu) textures other than the fontgl_texturecompression_q3bsplightmapswhether to compress lightmaps in q3bsp format levelsgl_texturecompression_q3bspdeluxemapswhether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)whether to compress sky texturesgl_texturecompression_lightcubemapswhether to compress light cubemaps (spotlights and other light projection images)gl_textures.cR_Upload: out of memorygl_max_sizegl_texturemoder_texturestatsR_Texturestexture managementloaded %c%4i%c%c%4i%c %s %s %s %s current filter is unknown??? bad filter name 2048gl_picmipr_lerpimagesr_precachetexturesgl_texture_anisotropygl_texturecompressiongl_texturecompression_colorgl_texturecompression_normalgl_texturecompression_glossgl_texturecompression_glowgl_texturecompression_2dgl_texturecompression_skyGL_NEARESTGL_LINEARGL_NEAREST_MIPMAP_NEARESTGL_LINEAR_MIPMAP_NEARESTGL_NEAREST_MIPMAP_LINEARGL_LINEAR_MIPMAP_LINEARhij o&&&&'&'&'&'&%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fmsQC function ClientDisconnect is missingDownload of %s aborted when %s dropped Loaded game, everyone rejoined - unpausing cvar_resettodefaults_all;exec quake.rc aborted the quitting frame?!? Only one of -dedicated or -listen can be specified save settings to config.cfg immediately (also automatic when quitting)reset everything and reload configsalias startmap_sp "map nehstart" alias startmap_dm "map nehstart" exec quake.rc alias startmap_sp "map e1m1" alias startmap_dm "map bb1" exec quake.rc alias startmap_sp "map start" alias startmap_dm "map start" exec teu.rc alias startmap_sp "map start" alias startmap_dm "map start" exec quake.rc exec default.cfg exec config.cfg exec autoexec.cfg stuffcmds playdemo %s cl_capturevideo 1 togglemenu playvideo logo cd loop 1 %6ius total %6ius server %6ius gfx %6ius snd Host_Error: recursively entered (original error was: %s new error is: %s)locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speedreports how much time is used in server/graphics/soundmaximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)maximum fps cap when the game is not the active window (makes cpu time available to other programsprints additional debugging messages and information (recommended for modders and level designers)prints detailed network entities information each time a packet is receivedprints timestamps on console messagestime format to use on timestamped console messagesClient "%s" dropped host.cHost_ShutdownServer config.cfgCouldn't write config.cfg. recursive shutdown -dedicated-listensv_public-developer-developer2-nostdout%s %s %ssaveconfigloadconfigInitializing client timedemo %s startmap_dm togglemenu ========Initialized========= Server can't keep up: %s host_framerateHost_Error: %s Host_Error: %shost_speedscl_maxfps1000cl_maxidlefpsdeveloper_entityparsingtimestampstimeformat[%Y-%m-%d %H:%M:%S] $tPGh㈵>.A\name\player\team\none\topcolor\0\bottomcolor\0\rate\10000\msg\1\noaim\1\*ver\dpprint server status informationnotarget mode (monsters do not see you)noclip mode (flight without collisions, move through walls)kick everyone off the server and start a new levelchange to another level, bringing along all connected clientsconnect to a server by IP address or hostnamereconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)send a chat message to everyone on the serversend a chat message to your team on the serversend a chat message to only one person on the serverpause the game (if the server allows pausing)kick a player off the server by number or nameprint ping times of all players on the serverstart playing back the selected demos sequentially (used at end of startup script)restart looping demos defined by the last startdemos commandstop playing or recording demo (like stop command) and return to looping demoschange model of viewthing entity in current levelchange animation frame of viewthing entity in current levelchange to next animation frame of viewthing entity in current levelchange to previous animation frame of viewthing entity in current levelchange your player shirt and pants colorschange your network connection speedchange your player model choice (Nehahra specific)change your player skin numbersignon 1 (client acknowledges that server information has been received)signon 2 (client has sent player information, and is asking server to send scoreboard rankings)signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received)sets limit on how many players (or bots) may be connected to the server at oncesends the value of a cvar to the server as a sentcvar command, for use by QuakeCsends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's)prints additional information about a player number or name on the scoreboardprints additional information about all players on the scoreboardinternal use only, sent by server to client to update client's local copy of serverinfo stringallows client to modify their userinfosend a packet to the specified address:port containing a text stringQW command to set top color without changing bottom colorQW command to set bottom color without changing top colorcommand sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers)command sent by server containing client ping and packet loss values for scoreboard, triggered by pings command from client (not used by QW servers)change alpha-zero pixels in an image file to sensible values, and write out a new TGA (warning: SLOW)packet usage: setinfo [ ] fullinfo You must set rcon_password before issuing an rcon command. rcon_password is not allowed to have any whitespace. You must either be connected, or set the rcon_address cvar to issue rcon commands No cheats allowed, use sv_cheats 1 and restart level to enable. Can't suicide -- already dead! QC function ClientKill is missingSpawn not valid -- already spawned QC function RestoreGame is missingQC function ClientConnect is missingQC function PutClientInServer is missingprespawn not valid -- already spawned QC function SV_ChangeTeam is missingHost_Tell: too long player name/ID Host_Tell: invalid player name/ID You can't change name more than once every 5 seconds! connect : connect to a multiplayer game restart : restart current level map : start a new game (kicks off all players) Can't save - no server running. Can't savegame with a dead player Warning: saving a multiplayer game may have strange results when restored (to properly resume, all players must join in the same player slots and then the game can be reloaded). save : save a game Reconnect to what server? (you have not connected to a server yet) reconnect : wait for signon messages again reconnect: no signon, ignoring reconnect changelevel : continue game on a new level players: %i active (%i max) #%-3u %-16.16s %3i %2i:%02i:%02i maxplayers can not be changed while a server is running. Usage: user usage: fullserverinfo load : load a game Savegame is version %i, not %i Host_PerformLoadGame: too many edicts in save file (reached MAX_EDICTS %i)enables cheat commands in any game, and cheat impulses in dpmodnick name to use for admin messages instead of host namepassword to authenticate rcon commandsserver address to send rcon commands to (when not connected to a server)QW team (4 character limit, example: blue)QW player skin name (example: base)QW option to disable vertical autoaimautomatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)internal storage cvar for current player name (changed by name command)internal storage cvar for current player model in Nexuiz (changed by playermodel command)internal storage cvar for current player skin in Nexuiz (changed by playerskin command)internal storage cvar for current player colors (changed by color command)internal storage cvar for current rate (changed by rate command)internal storage cvar for current player model number in nehahra (changed by pmodel command)quit the gamegod mode (invulnerability)fly mode (flight)scragwraithalter inventorygimmegodnotargetflynoclipgiverestart current levelreconnectprint engine versionsaysay_teamtelldie instantlyload a saved game filesave the game to a filestartdemosstopdemoviewframeviewnextviewprevchange your player namechange your player modelmaxplayerssendcvarrconuserusersfullserverinfofullinfomodifies your userinfopacketpingspingplreportfixtransuserid frags name ------ ----- ---- %6i %4i %s %i total users frame %i: %s Version: %s build %s %d %dBad address MISSING VALUE rcon %s %ssentcvar %ssentcvar %s "%s"sendcvar %s Max %i demos in demoloop %i demo(s) in loop host_cmd.cviewthingNo viewthing on map viewmodel: can't load %s flymode ON flymode OFF noclip ON noclip OFF notarget OFF notarget ON godmode OFF godmode ON #Kicked by %s: %s Kicked by %s Calling RestoreGame Pause not allowed. %s %spaused the game Calling SV_ChangeTeam %s tells you: <%s tells you> Host_Tell: missing end quote %s: %s(%s): %s<%s> %s"playerskin" is "%s" "playermodel" is "%s" "name" is "%s" %s changed name to %s Only the server may restart local:1Can't save in intermission. Saving game to %s... %-21s kills:%3i/%3idone. *ipreconnecting... newhostnamehost: %s version: %s build %s protocol: %i (%s) map: %s timing: %s shutting down already! "color" is "%i %i" color <0-15> [0-15] "topcolor" is "%i" topcolor <0-15> "bottomcolor" is "%i" bottomcolor <0-15> "rate" is "%i" rate "pmodel" is "%s" _cl_pmodel"maxplayers" is "%u" "maxplayers" set to "%u" deathmatchUser not in server. Loading game from %s... Couldn't load map }{First token isn't a bracesv_cheatssv_adminnickrcon_passwordrcon_addressnonenoaimr_fixtrans_auto20000" " " " " " " " " "                                               Փ    `    M    Image_Resample: 3D resampling not supported Image_MipReduce: unsupported bytesperpixel %i Image_MipReduce: desired size already achieved TargaHeader: uint8 id_length = %i; uint8 colormap_type = %i; uint8 image_type = %i; uint16 colormap_index = %i; uint16 colormap_length = %i; uint8 colormap_size = %i; uint16 x_origin = %i; uint16 y_origin = %i; uint16 width = %i; uint16 height = %i; uint8 pixel_size = %i; uint8 attributes = %i; Image_Resample: unsupported bytesperpixel %i - had to fix %s (%d pixels changed) Error loading image %s (file loaded but decode failed) %s written (%d pixels changed). LoadLMP: not enough memory for %i by %i image LoadTGA: only up to 256 colormap_length supported LoadTGA: colormap_index not supported LoadTGA: Only 32 and 24 bit colormap_size supported LoadTGA: only 24bit and 32bit pixel sizes supported for type 2 and type 10 images LoadTGA: only 8bit pixel size for type 1, 3, 9, and 11 images supported LoadTGA: Only type 1, 2, 3, 9, 10, and 11 targa RGB images supported, image_type = %i LoadTGA: origin must be in top left or bottom left, top right and bottom right are not supported LoadTGA: only 0 or 8 attribute (alpha) bits supported LoadTGA: not enough memory for %i by %i image LoadPCX: not enough memory for %i by %i image image.ctextures.loggfxloaded image %s (%dx%d) fixtrans/%s.tga- %s written. Couldn't load %s using , "%s" or "%s". Usage: %s imagefile Processing %s... unchanged. LoadWAL: invalid WAL file LoadWAL: invalid size %ix%i LoadTGA: invalid size Bad pcx file LoadLMP: invalid LMP file LoadLMP: invalid size %ix%i override/%s.tgaoverride/%s.pngoverride/%s.jpgoverride/%s.pcxtextures/%s.tgatextures/%s.pngtextures/%s.jpg%s.wal  N       M q M @D1.2.4image_png.cPNG_LoadImage: warning: %s PNG_LoadImage: error: %s libpng12.so.0libpng.soPNG support disabled PNG support enabled png_set_sig_bytespng_sig_cmppng_create_read_structpng_create_info_structpng_read_infopng_set_expandpng_set_gray_1_2_4_to_8png_set_palette_to_rgbpng_set_tRNS_to_alphapng_set_gray_to_rgbpng_set_fillerpng_read_update_infopng_read_imagepng_read_endpng_destroy_read_structpng_set_read_fnpng_get_validpng_get_rowbytespng_get_channelspng_get_bit_depthpng_get_IHDRpng_get_libpng_verPNG_LoadImage : not enough memory PNG_LoadImage : bad color depth PNG_fReadData: overrun by %i bytes You need the libjpeg library to save JPEG images JPEG_LoadImage: invalid image size %ix%i JPEG_LoadImage: not enough memory for %i by %i image jpeg.clibjpeg.so.62libjpeg.soJPEG support disabled JPEG support enabled jpeg_CreateCompressjpeg_CreateDecompressjpeg_destroy_compressjpeg_destroy_decompressjpeg_finish_compressjpeg_finish_decompressjpeg_resync_to_restartjpeg_read_headerjpeg_read_scanlinesjpeg_set_defaultsjpeg_set_qualityjpeg_start_compressjpeg_start_decompressjpeg_std_errorjpeg_write_scanlines-%s %i Key_Event: Bad key_dest keys.cclear in_unbindin_bindmapunbindallbind %s "%s" in_bind %d %s "%s" "%s" isn't a valid key "%s" = "%s" "%s" is not bound %d isn't a valid bindmap con_closeontoggleconsoleTABESCAPEBACKSPACEALTCTRLSHIFTF1F3F5F7F9F10F11F12PAUSEMWHEELUPMWHEELDOWNMOUSE1MOUSE2MOUSE3MOUSE4MOUSE5MOUSE6MOUSE7MOUSE8MOUSE9MOUSE10MOUSE11MOUSE12MOUSE13MOUSE14MOUSE15MOUSE16NUMLOCKCAPSLOCKSCROLLOCKKP_HOMEKP_UPARROWKP_PGUPKP_LEFTARROWKP_RIGHTARROWKP_ENDKP_DOWNARROWKP_PGDNKP_INSKP_DELKP_SLASHKP_0KP_1KP_2KP_3KP_4KP_5KP_6KP_7KP_8KP_9KP_PERIODKP_DIVIDEKP_MULTIPLYKP_MINUSKP_PLUSKP_ENTERKP_EQUALSJOY1JOY2JOY3JOY4JOY5JOY6JOY7JOY8JOY9JOY10JOY11JOY12JOY13JOY14JOY15JOY16AUX1AUX2AUX3AUX4AUX5AUX6AUX7AUX8AUX9AUX10AUX11AUX12AUX13AUX14AUX15AUX16AUX17AUX18AUX19AUX20AUX21AUX22AUX23AUX24AUX25AUX26AUX27AUX28AUX29AUX30AUX31AUX32SEMICOLONTILDEBACKQUOTEAPOSTROPHEBACKSLASHKey_Event(%i, '%c', %s) keydown %i bind "%s" binds a command to the specified key in the selected bindmapremoves command on the specified key in the selected bindmapselects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typingbinds a command to the specified key in bindmap 0removes a command on the specified key in bindmap 0removes all commands from all keys in all bindmaps (leaving only shift-escape and escape)bind [command] : attach a command to a key unbind : remove commands from a key in_unbind : remove commands from a key in_bind [command] : attach a command to a key in_bindmap : set current bindmap and fallback allows toggleconsole binds to close the console as well    p _ Q C '  5  @   @9 : D9O9 K96:k:I:V:U9Y9^9d9Lg9Lj9Lm9&Lp9s9w9{9:^x:A:.:d:99999999999 9 9 9 9 99::::!:+:3:>:F:S:a:h:u:}:::::::::::::::::::; ;;;;;#;(;-;2;7; =; C; I; O; U;[;a;f;k;p;u;z;;;;;;;;;;;; ;!;";#;$;%;&;';(;);*;+<,<- <.</<;"<~(<`,<"2<'=<\lhnet.cConnection refused local:%d%d.%d.%d.%d:%d%d.%d.%d.%d[%x:%x:%x:%x:%x:%x:%x:%x]:%d%x:%x:%x:%x:%x:%x:%x:%xlocalLHNET_Write: sendto returned error: %s LHNET_Read: recvfrom returned error: %s LHNET_OpenSocket_Connectionless: bind returned error: %s LHNET_OpenSocket_Connectionless: ioctlsocket returned error: %s LHNET_OpenSocket_Connectionless: socket returned error: %s Mb@(Gcurl_urls.txtlibcurl.ccurl --clear_autodownload curl --pak --forthismap --as --for curl --finish_autodownload Require all of: %s Require: %s connect (will join %s when done)(will do '%s' when done)curlDownload of %s: OK Download of %s: FAILED Reason given by libcurl: %s Download of %s: ABORTED Download of %s: %d ERROR: empty file Downloading %s -> %s, resuming from position %lddlcache/%.*s(pak was already loaded) PKnotconnected.invaliddp://%s/--infoCurrently running downloads: %s -> %s (%.1f%% @ %.1f KiB/s) (queued) No downloads running. --canceldownload not found --pak--for--forthismap--as--clear_autodownload--finish_autodownloadconnect %sinvalid option %s libcurl.so.4libcurl.so.3libcurl.socURL support disabled cURL support enabled sv_curl_defaulturlsv_curl_serverpackagescl_curl_enabledcl_curl_maxdownloadscl_curl_maxspeedcurl_global_initcurl_global_cleanupcurl_easy_initcurl_easy_cleanupcurl_easy_setoptcurl_easy_strerrorcurl_easy_getinfocurl_multi_initcurl_multi_performcurl_multi_add_handlecurl_multi_remove_handlecurl_multi_info_readcurl_multi_cleanupcurl_multi_strerrorCould not initiate autodownload due to URL buffer overflow (will enter the game when done)download data from an URL and add to search pathcURL downloads occurred, executing %s cURL downloads FAILED, executing %s FAILED: Could not open output file %s Can't download %s, already getting it from %s! %s already exists, not downloading! Detected non-PAK %s, clearing and NOT resuming. libcurl DLL not found, this command is inactive. curl support not enabled. Set cl_curl_enabled to 1 to enable. usage: curl --info, curl --cancel [filename], curl url default autodownload source URLlist of required files for the clients, separated by spaceswhether client's download support is enabledmaximum number of concurrent HTTP/FTP downloadsmaximum download speed (KiB/s)         f                       f F1 2 2 k2 @2 2 1 1 v3 4 o4 G4 4 3 3 3 5 q5 5 5 5 5 5 L5 W6 7 7 U7 *7 7 6 6 58 8 8 8 "9 J9 r9 q8 %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f 5<9RFߑ?????9RFߑPress Y to quit, N to stayeverything else?this game just likeAre you gonna quitquitter. Is this true?thou art a lowlyMilord, methinks thatface open for tryingDo I need to bust yourPress Y to getfor trying to quit!Man, I oughta smack yousmacked out.Press N to stay proudbig loser in life.Press Y to quit like aand successful!Satan all over yourquit, I will summonIf you press Y tohard drive!quit. Press Y to returnhis children trying toUm, Asmodeus dislikesto your Tinkertoys.for you next time!throw a blanket-partyIf you quit now, I'llYesPress Yes To QuitPlay Good vs bad 3!Quit?Do you really want todongbelong to long duckAll your quit areBut are you too legit?Press Y to quitIt is by far the beste@chip-web.comThis game was made bygame ever made.know of a game betterEven I really dontlike rougue cheddercounterstrike to justtell the guys who madeAfter you stop playingkill themselves nowSSH login as user YPress Y to exit to DOSto exit to Linuxfrom Ys'were waanderersPress Y like youannouncer's saying iponNippon like the SSThis game was made inwant to quit?this stupid gamePlease stop playing? WHY ?Accept Defeat?Where's your bloodlust?than your car out there...GNU is not Unix!Is OpenQuartz Propaganda?Tired of fragging already?menu_fallbackmenu_restartopens or closes menutogglemenugfx/mainmenugfx/menu/mainmenu1gfx/box_tlgfx/box_mlgfx/box_blgfx/box_tmgfx/box_mm2gfx/box_mmgfx/box_bmgfx/box_trgfx/box_mrgfx/box_brsound/misc/menu3.wavYou may consider adding-basedir /path/to/gameto your launch commandlineOpen Consolegfx/menu/tb-transfusiongfx/menu/mainmenu%igfx/menu/mainmenu%iselectedgfx/qplaquegfx/ttl_maingfx/gamemenugfx/demomenugfx/menudot%igfx/p_multiYour nameShirt colorPants colorNetwork speed limit%i (%s)Accept Changesgfx/menuplyr.lmpmenu.cgfx/menuplyrgfx/bigboxAvailable ModsEnabled Modsgfx/p_optionNo Mods found%i/%i masters %i/%i serversNo servers foundQuerying serversQuerying master servers%.3fgfx/vidmodes Current Resolution%dx%d %dhz%dx%d New ResolutionType: %s Bits per pixel Refresh Rate FullscreenApply Vertical Sync Anisotropic Filter Texture Quality Texture Compression Corona Intensity Use Only Coronas Gloss Mode RT DLights RT DLight Shadows RT World RT World Lightmaps RT World Shadow Scene Brightness Bloom Effect HDR Bloom Effect HDR Dynamic Range HDR Glow Intensity Bloom Color Scale Bloom Color Subtract Bloom Color Exponent Bloom Intensity Bloom Blur Bloom Resolution Restart Renderer Particles Quake-style Particles Particles Quality Explosion Shell Explosion Shell Clip StainmapsOnload Clear Stainmaps Decals Bullet Impacts Smoke Sparks Bubbles Blood Blood OpacityForce New Blood Effect Polygon LightningSmooth Sweep Lightning Waist-level Lightning Lightning End Light Lightning Thickness Lightning Scroll Lightning Repeat Dist Lightning Color Red Lightning Color Green Lightning Color Blue Lightning QMB Texture Model Interpolation Sprite Interpolation View BlendUpper Sky Scroll SpeedLower Sky Scroll Speed Underwater View Warp Water Alpha (opacity) Water Movement Customize controls Go to console Reset to defaults Change Video Mode Crosshair Mouse Speed Invert Mouse Field of View Always Run Show Framerate Show Date and Time Custom Brightness Game Brightness Brightness Gamma Sound Volume Music Volume Customize Effects Effects: Quake Effects: Normal Effects: High Customize Lighting Lighting: Flares Lighting: Normal Lighting: High Lighting: Full Browse ModsHardware Gamma Control Contrast Color Level Controls Black: Red Black: Green Black: Blue Black: Grey Grey: Red Grey: Green Grey: Blue Grey: Grey White: Red White: Green White: Blue White: Grey begin game Max players Game TypeCooperativeCapture the FlagBlood BathRambo Match TeamplayThree Team CTFOffNo Friendly FireTagOne Flag CTF SkillStill KickingPink On The InsideLightly BroiledWell DoneExtra CrispyEasy difficultyNormal difficultyHard difficultyNightmare difficulty Frag Limit%i frags Time Limit%i minutes Public server Server maxrate Server name Episode Level More than 255 players?? First, question your sanity, then email lordhavoc@ghdigital.comr_restart gfx/ttl_cstm ??? or gfx/ttl_sglGood Vs Bad 2 is forBattlemech is formultiplayer play onlygfx/sp_menugfx/menu/tb-episodesgfx/menu/episode%igfx/menu/episode%iselectedgfx/menu/tb-difficultygfx/menu/difficulty%igfx/menu/difficulty%iselectedgfx/p_loadgfx/p_savegfx/menu/tb-onlinegfx/menu/online%igfx/menu/online%iselectedgfx/mp_menuReally wanna reset?Press y / ngfx/help%igfx/creditsmiddleComing soon...gfx/creditstopgfx/creditsbottomNew GameJoin GameTCP/IP%s - %sPortJoin game at:OKgfx/menu/blooddrip%igfx/menu/blooddrop1gfx/menu/blooddrop2gfx/menu/blooddrop3sound/misc/menu2.wavsound/misc/menu1.wavmaxplayers %u menu.datm_init() requiredm_toggle() requiredm_draw() requiredm_shutdown() requiredstopdemo connect "%s" open the main menumenu_mainopen the singleplayer menumenu_singleplayeropen the loadgame menumenu_loadopen the savegame menumenu_saveopen the multiplayer menumenu_multiplayeropen the player setup menumenu_setupopen the options menumenu_optionsopen the effects options menumenu_options_effectsmenu_options_graphicsopen the color control menumenu_options_colorcontrolopen the key binding menumenu_keysopen the video options menumenu_videomenu_resetopen the mods browser menumenu_modsopen the help menuopen the quit menumenu_quitmenu_transfusion_episodemenu_transfusion_skillopen the credits menumenu_creditsmaps/neh1m4.bsphearing.demNehahra game detected. Nehahra movie detected. Nehahra not found. -forceqmenu-useqmenuMenu_Error: %s Falling back to normal menu ./--- UNUSED SLOT ---s%i.savmaxplayers 1 deathmatch 0 coop 0 startmap_sp playdemo endcred skill 1 skill 2 skill 3 skill 4 skill 5 map e1m1 map e2m1 map e3m1 map e4m1 map e6m1 map cp01 load s%i save s%i name "%s" color %i %i rate %i bind "%s" "%s" vid_restart Standard 4x3Short Pixel (CRT) 5x4Tall Pixel (CRT) 8x5Square Pixel (LCD) 5x4WideScreen 5x3WideScreen 8x5WideScreen 14x9WideScreen 16x9NTSC 3x2PAL 14x11SNES 8x7introProloguegenfThe BeginninggenlabA Doomed ProjectnehcreThe New RecruitsmaxnehBreakthroughmaxcharRenewal and DutycrisisWorlds CollidepostcrisDarkening SkieshearingThe HearinggetjackOn a Mexican RadiopreludeHonor and JusticeabaseA Message SentThe Other SideuhohMissing in ActionprepareThe ResponsevisionFarsighted EyesmaxturnsEnter the ImmortalbacklotSeparate WaysmaxsideThe Ancient RunescounterThe New InitiativewarprepGhosts to the Worldcounter1A Fate Worse Than Deathcounter2counter3Minor SetbackmadmaxScores to SettleOne MancthmmShattered MasksshadesDeal with the DeadgophilAn Unlikely HerocstrikeWar in HellshubsetThe ConspiracyshubdieEven Death May DienewranksAn Empty ThronesealThe Seal is Broken28.8 bad28.8 mediocre28.8 good33.6 mediocre33.6 good56k bad56k mediocre56k adequate56k good64k ISDN128k ISDNbroadbandm_initm_keydownm_drawm_togglem_shutdownwalk forwardbackpedalstep leftstep rightjump / swim upswim downCombatimpulse 1Pitch Forkimpulse 2Flare Gunimpulse 3Shotgunimpulse 4Machine Gunimpulse 5Incineratorimpulse 6Bombs (TNT)impulse 35Proximity Bombimpulse 36Remote Detonatorimpulse 7Aerosol Canimpulse 8Tesla Cannonimpulse 9Life Leechimpulse 10Voodoo Dollimpulse 21next weaponimpulse 22previous weaponaltfireInventoryimpulse 40Dr.'s Bagimpulse 41Crystal Ballimpulse 42Beast Visionimpulse 43Jump Bootsimpulse 23next itemimpulse 24previous itemimpulse 25use itemMiscimpulse 50add bot (red)impulse 51add bot (blue)impulse 52kick a botimpulse 26next armor typeimpulse 27identify playerimpulse 55voting menuimpulse 56observer modeTauntsimpulse 70taunt 0impulse 71taunt 1impulse 72taunt 2impulse 73taunt 3impulse 74taunt 4impulse 75taunt 5impulse 76taunt 6impulse 77taunt 7impulse 78taunt 8impulse 79taunt 9impulse 69Power 1Power 2Power 3runsidesteplook uplook downcenter viewmouse lookkill yourselfimpulse 12keyboard lookShareware QuakeScourge of ArmagonDissolution of EternityGood Vs. Bad 2Prydon GateEntrancee1m1Slipgate Complexe1m2Castle of the Damnede1m3The Necropolise1m4The Grisly Grottoe1m5Gloom Keepe1m6The Door To ChthonThe House of Chthone1m8Ziggurat Vertigoe2m1The Installatione2m2Ogre Citadele2m3Crypt of Decaye2m4The Ebon Fortresse2m5The Wizard's Mansee2m6The Dismal Oubliettee2m7Underearthe3m1Termination Centrale3m2The Vaults of Zine3m3The Tomb of Terrore3m4Satan's Dark Delighte3m5Wind Tunnelse3m6Chambers of Tormente3m7The Haunted Hallse4m1The Sewage Systeme4m2The Tower of Despaire4m3The Elder God Shrinee4m4The Palace of Hatee4m5Hell's Atriume4m6The Pain Mazee4m7Azure Agonye4m8The Nameless CityShub-Niggurath's PitPlace of Two Deathsdm2Claustrophobopolisdm3The Abandoned BaseThe Bad PlaceThe Cisterndm6The Dark ZoneWelcome to QuakeDoomed DimensionRealm of Black MagicNetherworldThe Elder WorldFinal LevelDeathmatch ArenaCommand HQhip1m1The Pumping Stationhip1m2Storage Facilityhip1m3The Lost Minehip1m4Research Facilityhip1m5Military Complexhip2m1Ancient Realmship2m2The Black Cathedralhip2m3The Catacombship2m4The Crypthip2m5Mortum's Keephip2m6The Gremlin's Domainhip3m1Tur Tormenthip3m2Pandemoniumhip3m3Limbohip3m4The GauntlethipendArmagon's Lairhipdm1The Edge of OblivionFortress of the DeadDominion of DarknessThe RiftSplit Decisionr1m1Deviant's Domainr1m2Dread Portalr1m3Judgement Callr1m4Cave of Deathr1m5Towers of Wrathr1m6Temple of Painr1m7Tomb of the Overlordr2m1Tempus Fugitr2m2Elemental Fury Ir2m3Elemental Fury IIr2m4Curse of Osirisr2m5Wizard's Keepr2m6Blood Sacrificer2m7Last Bastionr2m8Source of Evilctf1Division of ChangeIntroductionHell's FortressCorridors of TimenehstartWelcome to Nehahraneh1m1Forge City1: Slipgatesneh1m2Forge City2: Boilerneh1m3Forge City3: Escapeneh1m4Grind Coreneh1m5Industrial Silenceneh1m6Locked-Up Angerneh1m7Wanderer of the Wastesneh1m8Artemis System Netneh1m9To the Deathneh2m1The Gates of Ghoroneh2m2Sacred Trinityneh2m3Realm of the Ancientsneh2m4Temple of the Ancientsneh2m5Dreams Made Fleshneh2m6Your Last Cup of SorrownehsecOgre's BaneNehahra's DennehendQuintessenceThe Fall of ForgeThe OutlandsDimension of the LostCradle to GraveWrong Side of the TracksPhantom ExpressDark CarnivalHallowed GroundsThe Great TempleAltar of StoneHouse of HorrorsShipwreckedThe Lumber MillRest for the WickedThe Overlooked HotelThe HauntingThe Cold RushBowels of the Earthe2m8The Lair of Shiale2m9Thin IceGhost TownThe SiegeRaw SewageThe Sick WardSpare PartsMonster BaitThe Pit of Cerberuse3m8Butchery Loves CompanyBreeding GroundsCharnel HouseCrystal LakeFire and BrimstoneThe Ganglion DepthsIn the FleshThe Hall of the Epiphanye4m9Mall of the DeadThe StrongholdWinter WonderlandBodiesbb4The Towerbb5Click!Twin Fortressbb7Midgardbb8Fun With HeadsMonolith Building 11Power!Area 15e6m1Welcome to Your Lifee6m2They Are Heree6m3Public Storagee6m4Aqueductse6m5The Ruined Templee6m6Forbidden Ritualse6m7The Dungeone6m8Beauty and the Beaste6m9Forgotten Catacombscp01Boat Dockscp02Old Opera Housecp03Gothic Librarycp04Lost Monasterycp05Steamboatcp06Graveyardcp07Mountain Passcp08Abysmal Minecp09Castlecps1Boggy Creekcpbb01Crypt of Despaircpbb02Pits of Bloodcpbb03Unholy Cathedralcpbb04Deadly Inspirationsb2a15Area 15 (B2)b2bodiesBB_Bodies (B2)b2cabanaBB_Cabanab2powerBB_PowerbarenaBlood ArenabkeepBlood KeepbstarBrown Starcryptbb3_2k1Bodies InfusioncaptasaoCaptasaocuranderoCuranderodcampDeathCamphighnoonHighNoonqbb1The Confluenceqbb2KathartiKqbb3Caleb's Woodland RetreatzooZoodranzbb6Black CoffeefragmFrag'MmaimMaimqe1m7qdm1qdm4qdm5qmorbiasDM-MorbiassimpleDead SimpleThe Way of All FleshFarewell to ArmsDead ReckoningPost MortemCryptic PassageCryptic BloodBathBlood 2ConversionsMany PathschessChess, Scott HessdotBig Wallcity2The Big Citybwall0 G like Psychic TVWireframedtelepInfinite FallingFacing BasesislandAdventure IslandsLevels? Bevels!Parking LevelHot DumpThe PitsDimber DiedFire in the HoleClubhousesArmy go UndergroundTime for BattleWelcome to Openquartzvoid1The center of nowherevoid2The place with no namevoid3The lost supply basevoid4Past the outer limitsvoid5Into the nonexistancevoid6Void walkvtestWarp CentralThe deathmatch boxbunkersVoid commandhouseHouse of chaosofficeOvernight office killam1The nameless chambersSingle PlayerVoid DeathmatchContribatac3River Crossingatac4Canyon Chaosatac7Desert StormerATAC Campaigncurig2Capel CurigtdastartGatewayThe Dark AgeAre you sure you want to quit?Press Y to quit, N to keep fraggin'Leave now and your mech is scrap!Wait! There are more mechs to destroy!Your mech here is way more impressiveQuitting won't reduce your debtThere is nothing like free beer!You prefer free beer over free speech?Quit now and forfeit your bodycount?Off to do something constructive?switch to engine menu (unload menu.dat)restart menu system (reloads menu.datYou have reached this menu due to missing or unlocatable content/dataNo master servers found (network problem?)Press a key or button for this actionEnter to change, backspace to clearSearch for DarkPlaces games...Search for QuakeWorld games...m_keydown(float key, float ascii) requiredm_keyup(float key, float ascii) requiredopen the graphics options menuopen the reset to defaults menuopen the transfusion episode select menuopen the transfusion skill select menuM_Init: The key binding list only contains sectionsNehahra movie and game detected. Menu_Error: Recursive call to MP_Error (from PRVM_Crash)! cl_particles 1;cl_particles_quake 1;cl_particles_quality 1;cl_particles_explosions_shell 0;r_explosionclip 1;cl_stainmaps 0;cl_stainmaps_clearonload 1;cl_decals 0;cl_particles_bulletimpacts 1;cl_particles_smoke 1;cl_particles_sparks 1;cl_particles_bubbles 1;cl_particles_blood 1;cl_particles_blood_alpha 1;cl_particles_blood_bloodhack 0;cl_beams_polygons 0;cl_beams_instantaimhack 0;cl_beams_quakepositionhack 1;cl_beams_lightatend 0;r_lerpmodels 1;r_lerpsprites 1;gl_polyblend 1;r_skyscroll1 1;r_skyscroll2 2;r_waterwarp 1;r_wateralpha 1;r_waterscroll 1 cl_particles 1;cl_particles_quake 0;cl_particles_quality 1;cl_particles_explosions_shell 0;r_explosionclip 1;cl_stainmaps 0;cl_stainmaps_clearonload 1;cl_decals 1;cl_particles_bulletimpacts 1;cl_particles_smoke 1;cl_particles_sparks 1;cl_particles_bubbles 1;cl_particles_blood 1;cl_particles_blood_alpha 1;cl_particles_blood_bloodhack 1;cl_beams_polygons 1;cl_beams_instantaimhack 0;cl_beams_quakepositionhack 1;cl_beams_lightatend 0;r_lerpmodels 1;r_lerpsprites 1;gl_polyblend 1;r_skyscroll1 1;r_skyscroll2 2;r_waterwarp 1;r_wateralpha 1;r_waterscroll 1 cl_particles 1;cl_particles_quake 0;cl_particles_quality 2;cl_particles_explosions_shell 0;r_explosionclip 1;cl_stainmaps 1;cl_stainmaps_clearonload 1;cl_decals 1;cl_particles_bulletimpacts 1;cl_particles_smoke 1;cl_particles_sparks 1;cl_particles_bubbles 1;cl_particles_blood 1;cl_particles_blood_alpha 1;cl_particles_blood_bloodhack 1;cl_beams_polygons 1;cl_beams_instantaimhack 0;cl_beams_quakepositionhack 1;cl_beams_lightatend 0;r_lerpmodels 1;r_lerpsprites 1;gl_polyblend 1;r_skyscroll1 1;r_skyscroll2 2;r_waterwarp 1;r_wateralpha 1;r_waterscroll 1 r_coronas 1;gl_flashblend 1;r_shadow_gloss 0;r_shadow_realtime_dlight 0;r_shadow_realtime_dlight_shadows 0;r_shadow_realtime_world 0;r_shadow_realtime_world_lightmaps 0;r_shadow_realtime_world_shadows 1;r_bloom 0;r_hdr 0r_coronas 1;gl_flashblend 0;r_shadow_gloss 1;r_shadow_realtime_dlight 1;r_shadow_realtime_dlight_shadows 0;r_shadow_realtime_world 0;r_shadow_realtime_world_lightmaps 0;r_shadow_realtime_world_shadows 1;r_bloom 0;r_hdr 0r_coronas 1;gl_flashblend 0;r_shadow_gloss 1;r_shadow_realtime_dlight 1;r_shadow_realtime_dlight_shadows 1;r_shadow_realtime_world 0;r_shadow_realtime_world_lightmaps 0;r_shadow_realtime_world_shadows 1;r_bloom 1;r_hdr 0r_coronas 1;gl_flashblend 0;r_shadow_gloss 1;r_shadow_realtime_dlight 1;r_shadow_realtime_dlight_shadows 1;r_shadow_realtime_world 1;r_shadow_realtime_world_lightmaps 0;r_shadow_realtime_world_shadows 1;r_bloom 1;r_hdr 0cvar_resettodefaults_all;exec default.cfg enables the quake menu instead of the quakec menu.dat (if present)menu_options_colorcontrol_correctionvalueintensity value that matches up to white/black dither pattern, should be 0.5 for linear color0u 0u 0u 0u r r xt r s r r r r r s r r r 0u } } ~ u~ ~ F  Z  }  }  և ( S x   ʈ l          5     > Q K j Z J ? z  : y      )  {mgYK=/)/)#5G)#MA5;/)#5/)#/)#G)#A5;c]u &AE5 |U     K!:!)!!! zzzzzzz{{{+{3{D{K{Z{c{s{{{{{{{{{{{{{{ ||#|,|?|G|U|]|o|w||||||%q||||8K|} }}$}7}>}O}W}c}k}z}}}}}}}}} } } }~~!~X*~:3~a=~(@X|8DXdp8LTx(8@HPX`hp7888(8(88888H8H8X8X8h8h8x8x8888833s?L>B@BCBp?CB$CtC?ffffff??Q?Gz??)\(?@meshqueue.cEtextures/common/nodrawmodel_alias.cACTRHEADPSK.psa%s: can't find .psa file (%s)%s: %s %x: %i * %i = %i PNTS0000VTXW0000FACE0000MATT0000REFSKELTRAWWEIGHTSANIMHEADBONENAMESANIMINFOANIMKEYS%s: unknown chunk ID "%s" %s: missing required chunks%s bone[%i].parent >= %i%s_%dMD2%s is not a valid modeldefault%s is missing skin "%s" IDP3%s is not a MD3 (IDP3) fileMD3DPM%s has no geometry %s has no frames ZYMOTICMODELZYM%s has no animations %s scene->framerate (%f) < 0MDLskin %i%s_%i_%i%s_%ir_skeletal_debugboner_skeletal_debugbonecomponentr_skeletal_debugbonevaluer_skeletal_debugtranslatexr_skeletal_debugtranslateyr_skeletal_debugtranslatezmesh "%s": failed to load skin #%i "%s" Can't find texture "%s" for mesh "%s", using grey checkerboard model %s has no skeletal or vertex morph animation dataMod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 are currently supported), trying to load anyway! %s: %s has unsupported recordsize%s: vtxw->pntsindex %i >= numpnts %i %s: face->vtxwindex[0] %i >= numvtxw %i %s: face->vtxwindex[1] %i >= numvtxw %i %s: face->vtxwindex[2] %i >= numvtxw %i %s: bone->parent %i >= numbones %i %s: weight->pntsindex %i >= numpnts %i %s: weight->boneindex %i >= numbones %i %s: this loader only supports animations with the same bones as the mesh%s: bone->parent %i >= numanimbones %i %s: animinfo->numbones != numbones, trying to load anyway! %s: %s has incorrect number of animation keys%s has invalid number of triangles: %i%s has invalid number of vertices: %i%s has invalid number of frames: %i%s has invalid number of skins: %i%s has an invalid xyz index (%i) on triangle %i, resetting to 0 %s has an invalid st index (%i) on triangle %i, resetting to 0 %s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0 Mod_IDP3_Load: invalid mesh identifier (not IDP3)Mod_IDP3_Load: mesh numframes differs from headerMod_DARKPLACESMODEL_Load: %s is not a darkplaces modelMod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)Mod_ZYMOTICMODEL_Load: %s is not a zymotic modelMod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)%s scene->firstframe (%i) >= numposes (%i)%s scene->firstframe (%i) + framecount (%i) >= numposes (%i)%s bonecount[%i] != 1 (vertex weight support is impossible in this format)%s renderlist is wrong size (%i bytes, should be %i bytes)%s corrupt renderlist (wrong size)%s corrupt renderlist (out of bounds index)model %s has an invalid ##VALUE (%d exceeds %d - %d)%s has an invalid interval %f, changing to 0.1 development cvar for testing skeletal model codeDARKPLACESMODEL!(Mod_MAP_Load: not yet implementedAddPortalToNodes: NULL front nodeAddPortalToNodes: NULL back nodeAddPortalToNodes: already includedMod_Q3BSP_LoadFaces: funny lump size in %sMod_Q3BSP_LoadFaces: face #%i: unknown face type %i Mod_Q3BSP_LoadFaces: face #%i: invalid textureindex %i (%i textures) Mod_Q3BSP_LoadFaces: face #%i (texture "%s"): invalid effectindex %i (%i effects) Mod_Q3BSP_LoadFaces: face #%i (texture "%s"): invalid lightmapindex %i (%i lightmaps) Mod_Q3BSP_LoadFaces: face #%i (texture "%s"): numelements %i is not a multiple of 3 Mod_Q3BSP_LoadFaces: face #%i (texture "%s"): invalid vertex range %i : %i (%i vertices) Mod_Q3BSP_LoadFaces: face #%i (texture "%s"): invalid element range %i : %i (%i elements) Mod_Q3BSP_LoadFaces: face #%i (texture "%s"): invalid patchsize %ix%i Mod_Q3BSP_LoadFaces: face #%i (texture "%s"): Q3FACETYPE_FLARE not supported (yet) Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles, %i degenerate triangles removed (leaving %i) Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles Mod_Q3BSP_LoadFaces: %ix%i curve became %i:%i vertices / %i:%i triangles (%i:%i degenerate) Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = "%s", texture->surfaceflags = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list: Mod_Q3BSP_LoadLightGrid: funny lump size in %sMod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i Mod_Q3BSP_LoadPVS: funny lump size in %sMod_Q3BSP_LoadPVS: (chainlength = %i) < ((numclusters = %i) + 7) / 8Mod_Q3BSP_LoadPVS: lump too small ((numclusters = %i) * (chainlength = %i) + sizeof(q3dpvs_t) == %i bytes, lump is %i bytes)Mod_Q1BSP_RecursiveNodePortals: corrupt node hierarchyMod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(1)Mod_Q1BSP_RecursiveNodePortals: mislinked portalMod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal has too many points Mod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(2)RemovePortalFromNodes: portal not in leafRemovePortalFromNodes: portal not bounding leafMod_Q3BSP_Load: %s has wrong version number (%i, should be %i)Mod_Q3BSP_LoadTextures: funny lump size in %s%s: %i textures missing shaders Mod_Q3BSP_LoadPlanes: funny lump size in %sMod_Q3BSP_LoadBrushSides: funny lump size in %sMod_Q3BSP_LoadBrushSides: invalid planeindex %i (%i planes)Mod_Q3BSP_LoadBrushSides: invalid textureindex %i (%i textures)Mod_Q3BSP_LoadBrushes: funny lump size in %sMod_Q3BSP_LoadBrushes: invalid brushside range %i : %i (%i brushsides)Mod_Q3BSP_LoadBrushes: invalid textureindex %i (%i textures)Mod_Q3BSP_LoadEffects: funny lump size in %sMod_Q3BSP_LoadEffects: invalid brushindex %i (%i brushes), setting to -1 Mod_Q3BSP_LoadVertices: funny lump size in %sMod_Q3BSP_LoadTriangles: funny lump size in %sMod_Q3BSP_LoadTriangles: invalid vertexindex %i (%i vertices), setting to 0 Mod_Q3BSP_LoadLightmaps: funny lump size in %slightmap merge texture #%i is %ix%i (%i of %i used) Mod_Q3BSP_LoadModels: funny lump size in %sMod_Q3BSP_LoadModels: invalid face range %i : %i (%i faces)Mod_Q3BSP_LoadModels: invalid brush range %i : %i (%i brushes)Mod_Q3BSP_LoadLeafBrushes: funny lump size in %sMod_Q3BSP_LoadLeafBrushes: invalid brush index %i (%i brushes)Mod_Q3BSP_LoadLeafFaces: funny lump size in %sMod_Q3BSP_LoadLeafFaces: invalid face index %i (%i faces)Mod_Q3BSP_LoadLeafs: funny lump size in %sMod_Q3BSP_LoadLeafs: invalid leafsurface range %i : %i (%i leafsurfaces)Mod_Q3BSP_LoadLeafs: invalid leafbrush range %i : %i (%i leafbrushes)Mod_Q3BSP_LoadNodes: funny lump size in %sMod_Q3BSP_LoadNodes: invalid planeindex %i (%i planes)Mod_Q3BSP_LoadNodes: invalid child node index %i (%i nodes)Mod_Q3BSP_LoadNodes: invalid child leaf index %i (%i leafs)Mod_Q2BSP_Load: not yet implementedMod_Q2BSP_Load: %s has wrong version number (%i, should be %i)Mod_IBSP_Load: unknown/unsupported version %i%s: no miptex lump to load textures from %s: warning: renaming unnamed texture to %s %s: Texture "%s" is corrupt or incomplete %s: warning: texture "%s" is not 16 aligned Unknown .lit file version (%d) Corrupt .lit file (file size %i bytes, should be %i bytes), ignoring Mod_Q1BSP_LoadFaces: funny lump size in %sMod_Q1BSP_LoadFaces: invalid edge range (firstedge %i, numedges %i, model edges %i)Mod_Q1BSP_LoadFaces: invalid texinfo index %i(model has %i texinfos)Mod_Q1BSP_LoadFaces: invalid plane index %i (model has %i planes)Mod_Q1BSP_Load: %s has wrong version number(%i should be %i)Mod_Q1BSP_Load: %s has wrong version number(%i should be %i(Quake) or 30(HalfLife)Mod_Q1BSP_LoadVertexes: funny lump size in %sMod_Q1BSP_LoadEdges: funny lump size in %sMod_Q1BSP_LoadEdges: %s has invalid vertex indices in edge %i (vertices %i %i >= numvertices %i) Mod_Q1BSP_LoadSurfedges: funny lump size in %sMod_Q1BSP_LoadPlanes: funny lump size in %sMod_Q1BSP_LoadTexinfo: funny lump size in %serror in model "%s": invalid miptex index %i(of %i) Mod_Q1BSP_LoadLeaffaces: funny lump size in %sMod_Q1BSP_LoadLeaffaces: bad surface numberMod_Q1BSP_LoadSubmodels: funny lump size in %sMod_Q1BSP_LoadLeafs: funny lump size in %sMod_Q1BSP_LoadLeafs: invalid leafsurface range %i:%i outside range %i:%i Mod_Q1BSP_LoadLeafs: invalid visofs Mod_Q1BSP_DecompressVis: input underrun on model "%s" (decompressed %i of %i output bytes) Mod_Q1BSP_DecompressVis: input underrun (during zero-run) on model "%s" (decompressed %i of %i output bytes) Mod_Q1BSP_DecompressVis: output overrun on model "%s" (decompressed %i of %i output bytes) Mod_Q1BSP_LoadNodes: funny lump size in %sMod_Q1BSP_LoadNodes: invalid node index %i (file has only %i nodes) Mod_Q1BSP_LoadNodes: invalid leaf index %i (file has only %i leafs) Mod_Q1BSP_LoadClipnodes: funny lump size in %sCorrupt clipping hull(out of range planenum)warning: empty submodel *%i in %s Some stats for q1bsp model "%s": %i faces, %i nodes, %i leafs, %i visleafs, %i visleafportals indicates the current map is hlbsp format (useful to know because of different bounding box sizes)indicates the current map is mcbsp format (useful to know because of different bounding box sizes)draws whole level, see also sv_cullentities_pvs 0whether to use RGBA (32bit) or RGB (24bit) lightmapswhether gl_picmip shall apply to world textures toopretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)minimum number of subdivisions (values above 1 will smooth curves that don't need it)maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)maximum vertices allowed per subdivided curver_subdivisions_collision_tolerancemaximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)r_subdivisions_collision_mintessr_subdivisions_collision_maxtessr_subdivisions_collision_maxverticesenables collisions with curves (SLOW)whether to use optimized traceline code for line traces (as opposed to tracebox code)selects different tracebrush bsp recursion algorithms (for debugging purposes only)merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ...model_brush.csky_solidtexturesky_alphatextureQ3BSPhalflifebspmcbspnot %s is %sdeluxemapped lightmap%04ideluxemap%04i*%iQ2BSPtextures/NO TEXTURE FOUNDmaps/%s: miptex #%i missing unnamed%i*lava*slimetextures/%s/%stextures/%s*teleport*riftBad animating texture %s Missing frame %i of %s Missing altframe %i of %s .lit.dlitloaded %s Empty .lit file, ignoring Bad surface extentslightmap%ideluxemap%iQ1BSPHLBSP*waterr_novisr_lightmaprgbar_picmipworldr_nosurftexturesr_subdivisions_tolerancer_subdivisions_mintessr_subdivisions_maxtess1024r_subdivisions_maxvertices655364225mod_q3bsp_curves_collisionsmod_q3bsp_optimizedtracelinemod_q3bsp_debugtracebrushmod_q3bsp_lightmapmergepowerXB>x; @@model_shared.creplace,%s_%i.skin%s: loaded shader for %s %s_noshadersinsquaretriangleinversesawtoothnoisescripts/*.shader%s %i: blendfuncGL_ONEGL_ZEROGL_SRC_COLORGL_SRC_ALPHAGL_DST_COLORGL_DST_ALPHAGL_ONE_MINUS_SRC_COLORGL_ONE_MINUS_SRC_ALPHAGL_ONE_MINUS_DST_COLORGL_ONE_MINUS_DST_ALPHA$lightmapanimmapanimclampmaprgbgenidentityconstexactvertexidentitylightinglightingdiffuseoneminusentityoneminusvertexwavealphagenlightingspeculartexgentcgenenvironmenttcmodentitytranslaterotatestretchtransformturb%s: surfaceparmalphashadowareaportalbotclipclusterportaldetaildonotenterdusthintlightfilterlightgridmetalstepsnodamagenodlightnodropnoimpactnolightmapnomarksnomipmapsnonsolidplayerclipslickstructuralpointlightantiportalskyparmsculldisabletwosidednopicmipdp_refractdp_reflectdp_waterdeformvertexesprojectionshadowautospriteautosprite2text0text1text2text3text4text5text6text7bulgealphafuncshadowmeshLoaded models: %4iK %s Mod_ForName: NULL namechecking model %s loading model %s IDPOIDP2IDSPIDS2DARKPLACESMODEL.mapMod_LoadModel: %s not found Modelsmodelinfoload a modelmodelprecacher_mipskinsMod_ValidateElements: out of bounds elements detected at %s:%d Mod_LoadSkinFiles: parsing error in file "%s_%i.skin" on line #%i: line with too many statements, skipping Mod_LoadSkinFiles: parsed mesh "%s" shader replacement "%s" Mod_LoadSkinFiles: parsing error in file "%s_%i.skin" on line #%i: wrong number of parameters to command "%s", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc Mod_LoadSkinFiles: parsed tag #%i "%s" Mod_LoadSkinFiles: parsing error in file "%s_%i.skin" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc ^1%s:^7 could not load texture ^3"%s"^7 (frame %i) for shader ^2"%s" %s: using default handler for %s %s: No shader found for texture "%s" ^1%s:^7 could not load texture for missing shader ^3"%s" Mod_LoadQ3Shaders: unknown wavefunc %s Mod_LoadQ3Shaders: too many shaders! %s parsing error - expected "{", found "%s" %s parsing warning: unknown rgbgen %s %s parsing warning: unknown alphagen %s %s parsing warning: unknown tcgen mode %s %s parsing warning: unknown tcmod mode %s %s parsing warning: too many tcmods on one layer %s parsing warning: unknown surfaceparm "%s" Mod_LoadModel: model "%s" is of unknown/unsupported type prints a list of loaded modelsusage: modelprecache mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors`DzExEV:SPR2model_sprite.cframe %i%s_%i_%ifog%s_%ifogSPR1r_mipspritesr_picmipspritesr_labelsprites_scaler_labelsprites_roundtopixelsMod_IDS2_Load: %s has wrong version number (%i should be 2 (quake 2)Mod_IDS2_Load: Invalid # of frames: %dMod_IDS2_Load: failed to load %sMod_Sprite_SharedSetup: Invalid # of frames: %dMod_Sprite_SharedSetup: invalid intervalMod_IDSP_Load: unexpected number of palette colors %i (should be 256)Mod_IDSP_Load: unknown texFormat (%i, should be 0, 1, 2, or 3)Mod_IDSP_Load: %s has wrong version number (%i). Only %i (quake), %i (HalfLife), and %i (sprite32) supportedmipmaps sprites so they render faster in the distance and do not display noise artifactsmake gl_picmip affect sprites too (saves some graphics memory in sprite heavy games)global scale to apply to label sprites before conversion to HUD coordinatestry to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possibleVM_M_setmousetarget wrong parameter count %i (1 expected ) !VM_M_setmousetarget: wrong destination %f !VM_M_getmousetarget wrong parameter count %i (0 expected ) !VM_M_setkeydest wrong parameter count %i (1 expected ) !VM_M_setkeydest: wrong destination %f !VM_M_getkeydest wrong parameter count %i (0 expected ) !VM_getresolution wrong parameter count %i (1 expected ) !VM_M_setserverlistsort wrong parameter count %i (2 expected ) !VM_M_addwantedserverlistkey wrong parameter count %i (1 expected ) !VM_M_WriteDest: game is not server (%s)VM_clientcommand: %s: invalid client !VM_M_copyentity wrong parameter count %i (2 expected ) !VM_argv wrong parameter count %i (0 expected ) !VM_M_WriteEntity wrong parameter count %i (1 expected ) !VM_M_WriteShort wrong parameter count %i (1 expected ) !VM_M_WriteString wrong parameter count %i (1 expected ) !VM_M_WriteCoord wrong parameter count %i (1 expected ) !VM_M_WriteAngle wrong parameter count %i (1 expected ) !VM_M_WriteLong wrong parameter count %i (1 expected ) !VM_M_WriteChar wrong parameter count %i (1 expected ) !VM_M_WriteByte wrong parameter count %i (1 expected ) !VM_M_getserverlistindexforkey wrong parameter count %i (1 expected ) !VM_M_refreshserverlist wrong parameter count %i (0 expected ) !VM_M_getserverliststring wrong parameter count %i (2 expected ) !VM_M_getserverliststring: bad hostnr passed! VM_M_getserverlistnumber: bad field number passed! VM_M_getserverliststring: bad field number passed! VM_M_resortserverlist wrong parameter count %i (0 expected ) !VM_M_setserverlistmasknumber wrong parameter count %i (4 expected ) !VM_M_setserverlistmasknumber: invalid mask number %i VM_M_setserverlistmasknumber: Bad field number %i passed! VM_M_getserverliststat wrong parameter count %i (1 expected ) !VM_M_getserverliststat: bad type %i! VM_M_setserverlistmaskstring wrong parameter count %i (4 expected ) !VM_M_setserverlistmaskstring: invalid mask number %i VM_M_setserverlistmaskstring: Bad field number %i passed! VM_M_resetserverlistmasks wrong parameter count %i (0 expected ) !VM_M_findkeysforcommand wrong parameter count %i (1 expected ) !VM_M_isfunction wrong parameter count %i (1 expected ) !VM_M_callfunction wrong parameter count %i (1 to 8 expected ) !VM_M_callfunciton: function %s not found !BX_WAL_SUPPORT DP_CINEMATIC_DPV DP_MENU_EXTRESPONSEPACKET DP_QC_ASINACOSATANATAN2TAN DP_QC_STRFTIME DP_QC_STRING_CASE_FUNCTIONS DP_QC_STRINGCOLORFUNCTIONS DP_QC_TOKENIZEBYSEPARATOR DP_QC_UNLIMITEDTEMPSTRINGS DP_QC_CMD DP_QC_STRREPLACE WriteDest: bad destinationmvm_cmds.ccnamenumplayersnumbotsnumhumansfreeslotsprotocol '%i'No such builtin #%i in %s"9#"""".#### ##"l%%l%l%l%l%%%&%%%&&&&&&&&'r'(m(F((qaddress=%21s canSend=%u sendSeq=%6u recvSeq=%6u query dp master servers and print all server informationquery qw master servers and print all server informationquery dp master servers and refresh all server informationsend a heartbeat to the master server (updates your server information)-ip option used, setting net_address to "%s" -ip option used, but unable to parse the address "%s" -port option used, setting port cvar to %i -port option used, but %i is not a valid port number unreliable messages sent = %i unreliable messages recv = %i reliable messages sent = %i reliable messages received = %i packetsSent = %i packetsReSent = %i packetsReceived = %i receivedDuplicateCount = %i droppedDatagrams = %i %s \gamename\%s\modname\%s\gameversion\%d\sv_maxclients\%d\clients\%d\bots\%d\mapname\%s\hostname\%s\protocol\%d%s%s%s_ServerList_CompareInt: Bad op! _ServerList_Entry_Compare: Bad serverlist_sortbyfield! _ServerList_CompareStr: Bad op! ^%c%5d^7 ^%c%3u^7/%3u %-65.65s^4%-21.21s %-19.19s ^%c%-17.17s^4 %-20.20sServer listening on address %s Server failed to open socket on address %s Server unable to parse address %s Client opened a socket on address %s Client failed to open a socket on address %s Client unable to parse address %s Changing "cl_port" will not take effect until you reconnect. Changing "port" will not take effect until "map" command is executed. NetConn_OpenServerPorts: unable to open any ports!LHNET_Write(%p (%s), %p, %i, %p (%s)) = %i%s Reliable message (seq: %i) too big for message buffer! Dropping the message! NetConn_SendUnreliableMessage: reliable message too big %u NetConn_SendUnreliableMessage: reliable message too big (%u > %u) client sending reliable message to server: NetConn_SendUnreliableMessage: message too big %u No server running, can not heartbeat to master server. getservers %s %u empty full Querying master %s (resolved from %s) Unable to query master servers, no suitable network sockets active. Sending requests to master servers Sending new requests to master servers NetConn_ServerParsePacket: %s sent us a command: Datagram_ParseConnectionless: sending "reject Wrong game protocol." to %s. reject Wrong game protocol.Datagram_ParseConnectionless: sending "accept" to %s. Datagram_ParseConnectionless: sending duplicate accept to %s. Datagram_ParseConnectionless: sending "reject Server is full." to %s. Sending reply to master %s - %s Sending reply to client %s - %s server received rcon command from %s: Received ping from %s, sending ack Datagram_ParseConnectionless: received CCREQ_CONNECT from %s. Datagram_ParseConnectionless: sending CCREP_REJECT "Incompatible version." to %s. Datagram_ParseConnectionless: sending duplicate CCREP_ACCEPT to %s. Datagram_ParseConnectionless: sending CCREP_ACCEPT to %s. Datagram_ParseConnectionless: sending CCREP_REJECT "Server is full." to %s. Datagram_ParseConnectionless: received CCREQ_SERVER_INFO from %s. Datagram_ParseConnectionless: sending CCREP_SERVER_INFO to %s. Datagram_ParseConnectionless: received CCREQ_PLAYER_INFO from %s. Datagram_ParseConnectionless: received CCREQ_RULE_INFO from %s. NetConn_ClientParsePacket: %s sent us a command: "%s" received, sending connect request back to %s connect\protocol\darkplaces 3\protocols\%s\challenge\%sreceived DarkPlaces server list... Requesting info from DarkPlaces server %s received QuakeWorld server list from %s... Requesting info from QuakeWorld server %s challenge %s received, sending QuakeWorld connect request back to %s Got QuakeWorld challenge responseQW server status from server at %s: %s QW print command from server at %s: %s Datagram_ParseConnectionless: received CCREP_ACCEPT from %s. Datagram_ParseConnectionless: received CCREP_REJECT from %s. Datagram_ParseConnectionless: received CCREP_SERVER_INFO from %s. Datagram_ParseConnectionless: received CCREP_PLAYER_INFO from %s. Datagram_ParseConnectionless: received CCREP_RULE_INFO from %s. LHNET_Read(%p (%s), %p, %i, %p) = %i from %s: LHNET_Read(%p (%s), %p, %i, %p) = %i Client "%s" connection timed out Connect: Waiting 10 seconds for reply1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connectdrops players who have not sent any packets for this many secondsafter requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods)net_connectfloodblockingtimeoutwhen a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods)server message to show in server browserprints all received and sent packets (recommended only for debugging)lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings)forces client to use chosen port number if not 0server port for players to connect tonetwork address to open ports onhow many server information requests to send per secondmaximum number of server information requests to send each rendered frame (guards against low framerates causing problems)how long to listen for a server information response before giving uphow many times to ask the same server for information (more times gives better ping reports but takes longer)drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc)drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc)how often to send heartbeat in seconds (only used if sv_public is 1)default master server 1 (admin: LordHavoc)default master server 2 (admin: Willis)default master server 3 (admin: tChr)version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatibleid TeamFortress (admin: id Software)id Miscilaneous (admin: id Software)id Deathmatch Only (admin: id Software)Poland's master server. (admin: unknown)Ocrana master server. (admin: unknown)edome master server. (admin: unknown)barrysworld master server. (admin: unknown)Ocrana2 master server. (admin: unknown)unknown1 master server. (admin: unknown)unknown2 master server. (admin: unknown)unknown3 master server. (admin: unknown)netconn.cnetwork connectionsprint network statisticsnet_statsnet_slistnet_slistqwnet_refreshheartbeat-ip-port-ipport-udpportconnections = \challenge\statusResponseinfoResponse%d %d "%s" querying %s %s %s Client using port %i local:2Server using port %i (ERROR)ack sequencing error Connection accepted to %s heartbeat DarkPlaces 255.255.255.255QUAKEgetinfostatus c Listening for replies... challenge %sconnect\darkplaces 3acceptreject Server is full.getstatusrcon %s;n%sackIncompatible version. Server is full. querying %25s (%i. try) challenge Got challenge responsereject infoResponse gamenamemodnamemapnamesv_maxclientsgameversiongetserversResponse\%u.%u.%u.%u:%uextResponse '%s' %sconnect %i %i %i "%s" QuakeWorld Acceptedn\QuakeWorld*gamedirConnect: FailedgetchallengeConnection timed out net_messagetimeoutnet_connecttimeoutUNNAMEDdeveloper_networkingcl_netlocalpingcl_port26000net_address0.0.0.0net_slist_queriespersecondnet_slist_queriesperframenet_slist_timeoutnet_slist_maxtriescl_netpacketloss_sendcl_netpacketloss_receivesv_heartbeatperiodsv_master1user-chosen master server 1sv_master2user-chosen master server 2sv_master3user-chosen master server 3sv_master4user-chosen master server 4sv_masterextra1sv_masterextra2dpmaster.deathmask.netsv_masterextra3excalibur.nvg.ntnu.nosv_qwmaster1user-chosen qwmaster server 1sv_qwmaster2user-chosen qwmaster server 2sv_qwmaster3user-chosen qwmaster server 3sv_qwmaster4user-chosen qwmaster server 4sv_qwmasterextra1192.246.40.37:27000id Limbo (admin: id Software)sv_qwmasterextra2192.246.40.37:27002id CTF (admin: id Software)sv_qwmasterextra3192.246.40.37:27003sv_qwmasterextra4192.246.40.37:27004sv_qwmasterextra5192.246.40.37:27006sv_qwmasterextra6150.254.66.120:27000sv_qwmasterextra762.112.145.129:27000sv_qwmasterextra8master.edome.netsv_qwmasterextra9qwmaster.barrysworld.comsv_qwmasterextra10qwmaster.ocrana.de:27000sv_qwmasterextra11213.221.174.165:27000sv_qwmasterextra12195.74.0.8sv_qwmasterextra13204.182.161.2q7q7{7777q7g718E8S8p8888888 9#8< =@=k====<V||zzzCpGPnpG{pGpG3EYu  , T   5G Xj  $ P  | gfx/colormap.lmppalette.c-texgamma-texcontrast-texbrightnessgfx/palette.lmpPaletter_colormap_palettegfx/colormap_palette.lmpCouldn't load gfx/palette.lmp, falling back on internal palette name of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colorsGPortal_Visibility: NULL model Portal_Visibility: not a brush model Portal_RecursiveFlow: ran out of %d plane stack when recursing through portals Portal_RecursiveFlow: ran out of %d portal stack when recursing through portals Portal_RecursiveFlowSearch: ran out of %d plane stack when recursing through portals Portal_RecursiveFlowSearch: ran out of %d portal stack when recursing through portals protocol.cWARNING: from mismatch delta update too old copy %i remove %i delta %i baseline %i ReadFields e%i U_MODEL %i U_FRAME %i U_COLORMAP %i U_SKIN %i U_EFFECTS %i U_ORIGIN1 %f U_ANGLE1 %f U_ORIGIN2 %f U_ANGLE2 %f U_ORIGIN3 %f U_ANGLE3 %f U_SOLID E5_ORIGIN %f %f %f E5_ANGLES %f %f %f E5_MODEL %i E5_FRAME %i E5_SKIN %i E5_EFFECTS %i E5_FLAGS %i ( STEP GLOWTRAIL VIEWMODEL EXTERIORMODEL LOWPRECISION COLORMAPPED SHADOW LIGHT NOSELFSHADOW E5_ALPHA %f E5_SCALE %f E5_COLORMAP %i E5_ATTACHMENT e%i:%i E5_LIGHT %i:%i:%i:%i %i:%i E5_GLOW %i:%i E5_COLORMOD %f:%f:%frecv: svc_entities %i entity #%i has become active send: svc_entities %i E_ORIGIN1 %f E_ORIGIN2 %f E_ORIGIN3 %f E_ANGLE1 %f E_ANGLE2 %f E_ANGLE3 %f E_MODEL %i E_FRAME %i E_EFFECTS %i E_ALPHA %f E_SCALE %f E_COLORMAP %i E_SKIN %i E_GLOWSIZE %i E_GLOWCOLOR %i E_LIGHT %i:%i:%i:%i E_LIGHTPFLAGS %i E_TAGATTACHMENT e%i:%i E_LIGHTSTYLE %ientity %i: remove entity %i: update entity %i: copy Null SendEntity UNKNOWNDP7DP6DP5DP4DP1QUAKEDPNEHAHRAMOVIEQWNEHAHRABJPNEHAHRABJP2NEHAHRABJP3EntityFrameQW_CL_ReadFrame: newsnap->num_entities == MAX_PACKETENTITIESWARNING: U_REMOVE %i on full update entity #%i has become inactive Protocol: Runaway loop recursing tagentity links on entity %i EntityFrame5_WriteFrame: packetlog overflow for a client, resetting commit entity %i has become active (modelindex %i) commit entity %i has become inactive (modelindex %i) ack ref:%i database updated to: ref:%i commits:EntityFrame_AddFrame: tried to add out of sequence frame to database EntityFrame_AddFrame: out of sequence frames in database recv svc_entities num:%i ref:%i database: ref:%i commits:EntityFrame4_CL_ReadFrame: reference frame invalid (VERY BAD ERROR), this update will be skipped EntityFrame4_CL_ReadFrame: error while decoding frame %i: database full, reading but not storing this update EntityFrame_Read: entity list too bigEntityFrame_Read: REMOVE on unused entity %i send svc_entities num:%i ref:%i (database: ref:%i commits:EntityFrameQuake_ReadEntity: entity number (%i) >= MAX_EDICTS (%i)EntityFrameQuake_ReadEntity: invalid entity number (%i)EntityFrameQuake_ReadEntity: read error a 6?`>=%I@*AMbP镲 %s: Bad string%s: break statementCrash called by %sprvm_cmds.c%*sprvm_edicts entity %i'%5.1f %5.1f %5.1f'======OBJECT ERROR====== ======%s ERROR in %s: %s pos and sizex and ypos and scalefputs: %s: %s fgets: %s: %s VM_fclose: %s: #%i closed data/%schangelevel %s VM_fabs wrong parameter count %i (1 expected ) !VM_itof wrong parameter count %i (1 expected ) !VM_findchainfloat wrong parameter count %i (2 expected ) !VM_findchainfloat: %s doesnt have a chain field !VM_findchainflags wrong parameter count %i (2 expected ) !VM_findchainflags: %s doesnt have a chain field !VM_precache_file wrong parameter count %i (1 expected ) !VM_crash wrong parameter count %i (0 expected ) !VM_traceon wrong parameter count %i (0 expected ) !VM_traceoff wrong parameter count %i (0 expected ) !VM_min wrong parameter count %i (2 to 8 expected ) !VM_max wrong parameter count %i (2 to 8 expected ) !VM_bound wrong parameter count %i (3 expected ) !VM_argv wrong parameter count %i (1 expected ) !VM_serverstate wrong parameter count %i (0 expected ) !VM_clientcount wrong parameter count %i (0 expected ) !VM_clientstate wrong parameter count %i (0 expected ) !VM_getostype wrong parameter count %i (0 expected ) !VM_getmousepos wrong parameter count %i (0 expected ) !VM_gettime wrong parameter count %i (0 expected ) !VM_module wrong parameter count %i (2 expected ) !VM_iscachedpic wrong parameter count %i (1 expected ) !VM_bitshift wrong parameter count %i (2 expected ) !VM_chr2str wrong parameter count %i (0 to 8 expected ) !VM_chr wrong parameter count %i (1 expected ) !VM_wasfreed wrong parameter count %i (1 expected ) !VM_nextent wrong parameter count %i (1 expected ) !VM_findflags wrong parameter count %i (3 expected ) !VM_findfloat wrong parameter count %i (3 expected ) !VM_ftoe wrong parameter count %i (1 expected ) !VM_uncolorstring wrong parameter count %i (1 expected ) !VM_altstr_get wrong parameter count %i (2 expected ) !VM_altstr_prepare wrong parameter count %i (1 expected ) !VM_altstr_count wrong parameter count %i (1 expected ) !VM_substring wrong parameter count %i (3 expected ) !VM_strcat wrong parameter count %i (1 to 8 expected ) !VM_strncasecmp wrong parameter count %i (2 to 3 expected ) !VM_strncmp wrong parameter count %i (2 to 3 expected ) !VM_findchain wrong parameter count %i (2 expected ) !VM_findchain: %s doesnt have a chain field !VM_find wrong parameter count %i (3 expected ) !VM_infoget wrong parameter count %i (2 expected ) !VM_altstr_ins wrong parameter count %i (3 expected ) !VM_altstr_set wrong parameter count %i (3 expected ) !VM_infoadd wrong parameter count %i (2 to 8 expected ) !VM_strpad wrong parameter count %i (1 to 8 expected ) !VM_strconv wrong parameter count %i (3 to 8 expected ) !VM_str2chr wrong parameter count %i (2 expected ) !VM_tokenizebyseparator wrong parameter count %i (2 to 8 expected ) !VM_strreplace wrong parameter count %i (3 expected ) !VM_strlen wrong parameter count %i (1 expected ) !VM_checkextension wrong parameter count %i (1 expected ) !VM_strstrofs wrong parameter count %i (2 to 3 expected ) !VM_buf_create wrong parameter count %i (0 expected ) !VM_drawline wrong parameter count %i (6 expected ) !VM_sqrt wrong parameter count %i (1 expected ) !VM_vlen wrong parameter count %i (1 expected ) !VM_cin_getstate wrong parameter count %i (1 expected ) !VM_cin_restart wrong parameter count %i (1 expected ) !VM_cin_netstate wrong parameter count %i (2 expected ) !VM_cin_close wrong parameter count %i (1 expected ) !VM_cin_open wrong parameter count %i (2 expected ) !VM_keynumtostring wrong parameter count %i (1 expected ) !VM_getimagesize wrong parameter count %i (1 expected ) !VM_precache_pic wrong parameter count %i (1 expected ) !VM_drawresetcliparea wrong parameter count %i (0 expected ) !VM_drawsetcliparea wrong parameter count %i (4 expected ) !VM_dprint wrong parameter count %i (1 to 8 expected ) !VM_drawstring wrong parameter count %i (2 expected ) !VM_freepic wrong parameter count %i (1 expected ) !VM_loadentsfromfile wrong parameter count %i (1 expected ) !VM_parseentitydata wrong parameter count %i (2 expected ) !VM_parseentitydata: %s: Can only set already spawned entities (entity %i is free)!VM_parseentitydata: %s: Couldn't parse entity data: %sVM_tokenize wrong parameter count %i (1 expected ) !VM_strunzone wrong parameter count %i (1 expected ) !VM_strzone wrong parameter count %i (1 expected ) !VM_stov wrong parameter count %i (1 expected ) !VM_strtoupper wrong parameter count %i (1 expected ) !VM_strtolower wrong parameter count %i (1 expected ) !VM_strlennocol wrong parameter count %i (1 expected ) !VM_strdecolorize wrong parameter count %i (1 expected ) !VM_pow wrong parameter count %i (2 expected ) !VM_randomvec wrong parameter count %i (0 expected ) !VM_random wrong parameter count %i (0 expected ) !VM_tan wrong parameter count %i (1 expected ) !VM_atan2 wrong parameter count %i (2 expected ) !VM_vectoangles wrong parameter count %i (1 expected ) !VM_vectoyaw wrong parameter count %i (1 expected ) !VM_atan wrong parameter count %i (1 expected ) !VM_acos wrong parameter count %i (1 expected ) !VM_asin wrong parameter count %i (1 expected ) !VM_cos wrong parameter count %i (1 expected ) !VM_sin wrong parameter count %i (1 expected ) !VM_coredump wrong parameter count %i (0 expected ) !VM_localcmd wrong parameter count %i (1 to 8 expected ) !VM_ceil wrong parameter count %i (1 expected ) !VM_floor wrong parameter count %i (1 expected ) !VM_rint wrong parameter count %i (1 expected ) !VM_eprint wrong parameter count %i (1 expected ) !VM_stackdump wrong parameter count %i (0 expected ) !VM_spawn wrong parameter count %i (0 expected ) !VM_strftime wrong parameter count %i (2 to 8 expected ) !VM_stof wrong parameter count %i (1 to 8 expected ) !VM_etos wrong parameter count %i (1 expected ) !VM_vtos wrong parameter count %i (1 expected ) !VM_ftos wrong parameter count %i (1 expected ) !VM_cvar_set wrong parameter count %i (2 to 8 expected ) !VM_cvar_defstring wrong parameter count %i (1 to 8 expected ) !VM_cvar_string wrong parameter count %i (1 to 8 expected ) !VM_cvar wrong parameter count %i (1 to 8 expected ) !VM_normalize wrong parameter count %i (1 expected ) !VM_centerprint wrong parameter count %i (1 to 8 expected ) !VM_objecterror: self not defined !%s OBJECT ERROR in %s: %s Tip: read above for entity information %s: Program error in function %s: %s Tip: read above for entity information VM_changepitch wrong parameter count %i (1 expected ) !changepitch: can not modify world entity changepitch: can not modify free entity changepitch: angles, idealpitch, or pitch_speed field(s) not found changeyaw: can not modify world entity changeyaw: can not modify free entity changeyaw: angles, ideal_yaw, or yaw_speed field(s) not found VM_bufstr_free wrong parameter count %i (2 expected ) !VM_bufstr_free: invalid buffer %i used in %s VM_bufstr_free: invalid string index %i used in %s VM_bufstr_add wrong parameter count %i (3 expected ) !VM_bufstr_add: invalid buffer %i used in %s VM_bufstr_add: buffer %i has no free string slots in %s VM_bufstr_set wrong parameter count %i (3 expected ) !VM_bufstr_set: invalid buffer %i used in %s VM_bufstr_set: invalid string index %i used in %s VM_bufstr_get wrong parameter count %i (2 expected ) !VM_bufstr_get: invalid buffer %i used in %s VM_bufstr_get: invalid string index %i used in %s VM_buf_implode wrong parameter count %i (2 expected ) !VM_buf_implode: invalid buffer %i used in %s VM_buf_sort wrong parameter count %i (3 expected ) !VM_buf_sort: invalid buffer %i used in %s VM_buf_sort: tried to sort empty buffer %i in %s VM_buf_copy wrong parameter count %i (2 expected ) !VM_buf_copy: invalid source buffer %i used in %s VM_buf_copy: source == destination (%i) in %s VM_buf_copy: invalid destination buffer %i used in %s VM_buf_copy: not enough memory for buffer %i used in %s VM_buf_getsize wrong parameter count %i (1 expected ) !VM_buf_getsize: invalid buffer %i used in %s VM_buf_del wrong parameter count %i (1 expected ) !VM_buf_del: invalid buffer %i used in %s vectorvectors: could not find v_forward, v_right, or v_up global variables VM_vectorvectors wrong parameter count %i (1 expected ) !makevectors: could not find v_forward, v_right, or v_up global variables VM_makevectors wrong parameter count %i (1 expected ) !VM_drawfill wrong parameter count %i (5 expected ) !VM_drawfill: %s: wrong DRAWFLAG %i ! VM_drawfill: z value%s from %s discarded VM_drawsubpic wrong parameter count %i (8 expected ) !VM_drawsubpic: %s: wrong DRAWFLAG %i ! VM_drawsubpic: z value%s from %s discarded VM_drawpic wrong parameter count %i (6 expected ) !VM_drawpic: %s: wrong DRAWFLAG %i ! VM_drawpic: z value%s from %s discarded VM_drawstring wrong parameter count %i (5 expected ) !VM_drawcolorcodedstring: %s: wrong DRAWFLAG %i ! VM_drawcolorcodedstring: scale %s is null ! VM_drawcolorcodedstring: z value%s from %s discarded VM_drawstring wrong parameter count %i (6 expected ) !VM_drawstring: %s: wrong DRAWFLAG %i ! VM_drawstring: scale %s is null ! VM_drawstring: z value%s from %s discarded VM_drawcharacter wrong parameter count %i (6 expected ) !VM_drawcharacter: %s passed null character ! VM_drawcharacter: %s: wrong DRAWFLAG %i ! VM_drawcharacter: z value%c from %s discarded VM_drawcharacter: scale %s is null ! VM_search_getfilename wrong parameter count %i (2 expected ) !VM_search_getfilename: invalid handle %i used in %s VM_search_getfilename: no such handle %i in %s VM_search_getfilename: invalid filenum %i in %s VM_M_search_getsize wrong parameter count %i (1 expected ) !VM_search_getsize: invalid handle %i used in %s VM_search_getsize: no such handle %i in %s VM_search_end wrong parameter count %i (1 expected ) !VM_search_end: invalid handle %i used in %s VM_search_end: no such handle %i in %s VM_search_begin wrong parameter count %i (3 expected ) !VM_search_begin: %s ran out of search handles (%i) VM_loadfromfile wrong parameter count %i (1 expected ) !VM_loadfromfile: %s dangerous or non-portable filename "%s" not allowed. (contains : or \ or begins with .. or /) VM_clcommand wrong parameter count %i (2 expected ) !VM_clientcommand: %s: invalid client/server is not active ! VM_writetofile wrong parameter count %i (2 expected ) !VM_GetFileHandle: invalid file handle %i used in %s VM_GetFileHandle: no such file handle %i (or file has been closed) in %s VM_writetofile: invalid or closed file handle VM_writetofile: %s: entity %i is free ! VM_fputs wrong parameter count %i (2 expected ) !VM_fputs: invalid file handle %i used in %s VM_fputs: no such file handle %i (or file has been closed) in %s VM_fgets wrong parameter count %i (1 expected ) !VM_fgets: invalid file handle %i used in %s VM_fgets: no such file handle %i (or file has been closed) in %s VM_fclose wrong parameter count %i (1 expected ) !VM_fclose: invalid file handle %i used in %s VM_fclose: no such file handle %i (or file has been closed) in %s VM_fopen wrong parameter count %i (2 expected ) !VM_fopen: %s ran out of file handles (%i) VM_fopen: %s: no such mode %i (valid: 0 = read, 1 = append, 2 = write) VM_fopen: %s: %s mode %s failed VM_fopen: %s: %s mode %s opened as #%i VM_registercvar wrong parameter count %i (2 to 3 expected ) !VM_registercvar: %s is a command VM_changelevel wrong parameter count %i (1 expected ) !VM_changelevel: game is not server (%s) VM_precache_sound wrong parameter count %i (1 expected ) !VM_precache_sound: Failed to load %s for %s VM_remove wrong parameter count %i (1 expected ) !VM_remove: tried to remove the null entity or a reserved entity! VM_remove: tried to remove an already freed entity! VM_localsound wrong parameter count %i (1 expected ) !VM_localsound: Failed to play %s for %s ! VM_sprint wrong parameter count %i (1 to 8 expected ) !VM_sprint: %s: invalid client or server is not active ! VM_bprint: game is not server(%s) ! @ ?%i not loaded !Invalid program number %iprvm_edict.cnew engine string %p = "%s" prvm_edictprvm_edictsprvm_edictcountprvm_profileprvm_callprofileprvm_fieldsprvm_globalsprvm_globalprvm_globalsetprvm_edictsetprvm_printfunctioncl_cmdmenu_cmdsv_cmd.lnoLNOFSendEntityVersionammo_cells1ammo_lava_nailsammo_multi_rocketsammo_nails1ammo_plasmaammo_rockets1ammo_shells1buttonchatbuttonusechainclassnameclientcolorscolormodcontentstransitioncursor_activecursor_screencursor_trace_endposcursor_trace_entcursor_trace_startcustomizeentityforclientdimension_hitdimension_soliddisableclientpredictiondphitcontentsmaskdrawonlytoclientexteriormodeltoclientfatnessforceshaderframe1timeframe2frame2timeglow_colorglow_sizeglow_trailgroundentityhullideal_yawidealpitchitems2lerpfraclight_levmodelflagsnetaddressnextthinknodrawtoclientpflagspitch_speedpunchvectorrenderamtrenderflagsrendermodetag_entitytag_indexviewmodelforclientviewzoomyaw_speedCSQC_Ent_RemoveCSQC_Ent_UpdateCSQC_EventCSQC_Event_SoundCSQC_Parse_CenterPrintCSQC_Parse_PrintCSQC_Parse_StuffCmdCSQC_Parse_TempEntityCSQC_ShutdownEndFrameRestoreGameSV_ChangeTeamSV_ParseClientCommandSV_PlayerPhysicsSV_OnEntityNoSpawnFunctionGameCommandSV_InitCmdv_forwardv_rightv_upview_anglestrace_allsolidtrace_startsolidtrace_fractiontrace_inwatertrace_inopentrace_plane_normaltrace_plane_disttrace_dphitcontentstrace_dphitq3surfaceflagstrace_dphittexturenametrace_dpstartcontentscoopdmg_takedmg_savedmg_originsb_showscoresm_displaym_hidem_keyup%s programs occupy %iK. %s: %s not found in %s%s not loaded ! Invalid program name %s ! %s :prvm_fields string entity function field void float vector pointer bad type %i %5dprvm_count %s text... %s program not loaded. No global '%s' in %s! Key: "%s"%s: '%s' is not a field 0 %s 0'%s' is not a global on %s GLOBAL%ivoidbad type %i{ "%s" } entity %i (invalid!)%s()%10.4f'%10.4f %10.4f %10.4f'%s: FREE %s EDICT %i: No classname for: No spawn function for: %s: %i entities %s (=%s)Bad edict number Wrong program name %s ! Key %s not found ! prvm_boundscheckprvm_traceqcprvm_statementprofilingPRVM_EDICT_NUM: %s: bad number %i (called at %s:%i)PRVM_SetEngineString: s in prog->strings areaPRVM_SetTempString: cursize %i, size %i PRVM_SetTempString: ran out of tempstring memory! (refusing to grow tempstring buffer over 256MB, cursize %i, size %i) PRVM_SetTempString: enlarging tempstrings buffer (%iKB -> %iKB) PRVM_FreeString: attempt to free a NULL stringPRVM_FreeString: attempt to free a constant stringPRVM_FreeString: attempt to free a non-existent or already freed stringPRVM_FreeString: attempt to free a string owned by the enginePRVM_FreeString: invalid string offset %iPRVM_GetString: Invalid temp-string offset (%i >= %i vm_tempstringsbuf.cursize)PRVM_GetString: Invalid constant-string offset (%i >= %i prog->stringssize)PRVM_GetString: Invalid zone-string offset (%i has been freed)PRVM_GetString: Invalid zone-string offset (%i >= %i)%s: PRVM_ED_Alloc: no free edictsprint all data about an entity number in the selected VM (server, client, menu)prints all data about all entities in the selected VM (server, client, menu)prints number of active entities in the selected VM (server, client, menu)prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu)prints execution statistics about the most time consuming QuakeC calls from the engine in the selected VM (server, client, menu)prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu)prints all global variables in the selected VM (server, client, menu)prints value of a specified global variable in the selected VM (server, client, menu)sets value of a specified global variable in the selected VM (server, client, menu)changes value of a specified property of a specified entity in the selected VM (server, client, menu)prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu)calls the client QC function GameCommand with the supplied string as argumentcalls the menu QC function GameCommand with the supplied string as argumentcalls the server QC function GameCommand with the supplied string as argumentPRVM_InitProg: Invalid program number %iPRVM_LoadProgs: there is already a %s program loaded!PRVM_LoadProgs: couldn't load %s for %s%s: %s has wrong version number (%i should be %i)%s: %s system vars have been modified, progdefs.h is out of date%s: %s strings go past end of filePRVM_LoadProgs: prog->fielddefs[i].type & DEF_SAVEGLOBAL in %sPRVM_LoadProgs: out of bounds IF/IFNOT (statement %d) in %sPRVM_LoadProgs: out of bounds GOTO (statement %d) in %sPRVM_LoadProgs: out of bounds global index (statement %d)PRVM_LoadProgs: out of bounds global index (statement %d) in %sPRVM_LoadProgs: unknown opcode %d at statement %d in %s prvm_globals %i global variables, %i culled, totalling %i bytes %s: %i entity fields (%i in use), totalling %i bytes per edict (%i in use), %i edicts allocated, %i bytes total spent on edict fields (%i needed) %s program do not support GameCommand! QC function GameCommand is missingPRVM_ED_ParseEpair: ev_entity reference too large (edict %u >= MAX_EDICTS %u) on %s PRVM_ED_ParseEpair: Can't find field %s in %s PRVM_ED_ParseEpair: Can't find function %s in %s PRVM_ED_ParseEpair: Unknown key->type %i for key "%s" on %s prvm_globalset PRVM_ED_ParseEdict: EOF without closing bracePRVM_ED_ParseEdict: closing brace without dataPRVM_ED_ParseEdict: parse errorPRVM_ED_ParseGlobals: EOF without closing bracePRVM_ED_ParseGlobals: closing brace without dataPRVM_ED_ParseGlobals: parse errorprvm_global PRVM_ED_LoadFromFile: %s: found %s when expecting {QC function SV_OnEntityNoSpawnFunction is missing%s: %i new entities parsed, %i new inhibited, %i (%i new) spawned (whereas %i removed self, %i stayed) prvm_edicts prvm_edict prvm_edictset enables detection of out of bounds memory access in the QuakeC code being run (in other words, prevents really exceedingly bad QuakeC code from doing nasty things to your computer)prints every QuakeC statement as it is executed (only for really thorough debugging!)counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)\\\\\]4 Dq3$2Jv6PRVM_EnterFunction: NULL function in %sPRVM_ExecuteProgram: locals stack overflow in %sPR_LeaveFunction: NULL function in %sPRVM_ExecuteProgram: locals stack underflow in %s%s Profile: [CallCount] [Statements] [BuiltinCost] Total time since last profile reset: %9.4f - used by QC code of this VM: %9.4f prvm_callprofile Attempted division by zero in %s %s attempted to write to an out of bounds edict (%i)%s attempted to address an invalid field (%i) in an edictforbidden assignment to null/world entity in %s%s attempted to read an invalid field in an edict (%i)%s runaway loop counter hit limit of %d jumps tip: read above for list of most-executed functionsPRVM_ExecuteProgram: %s used %i bytes of tempstrings %s progs: no function named %s %s progs: function %s is builtin #%i %s progs: disassembly of function %s (statements %i-%i): usage: prvm_printfunction stack overflowprog stack underflow in %s%9.0f ----- builtin ----- %s %9.0f %9.0f %9.0f %s %s Call Profile: %9.4f %s %12s : %s : statement %i prvm_profile s%i: %s:%i: %7.0f %s, s%i, prvm_exec.cPRVM_ExecuteProgram: %sprvm_execprogram.hNULL function in %sOP_STATE not supported by %sBad opcode %i in %snull function executing?? QuakeC crash report for %s: ^5DONEMUL_FMUL_VMUL_FVMUL_VFDIVADD_FADD_VSUB_FSUB_V^2EQ_F^2EQ_V^2EQ_S^2EQ_E^2EQ_FNC^2NE_F^2NE_V^2NE_S^2NE_E^2NE_FNC^2LE^2GE^2LT^2GT^6FIELD_F^6FIELD_V^6FIELD_S^6FIELD_ENT^6FIELD_FLD^6FIELD_FNC^1ADDRESSSTORE_FSTORE_VSTORE_SSTORE_ENTSTORE_FLDSTORE_FNC^1STOREP_F^1STOREP_V^1STOREP_S^1STOREP_ENT^1STOREP_FLD^1STOREP_FNC^5RETURN^2NOT_F^2NOT_V^2NOT_S^2NOT_ENT^2NOT_FNC^5IF^5IFNOT^3CALL0^3CALL1^3CALL2^3CALL3^3CALL4^3CALL5^3CALL6^3CALL7^3CALL8^1STATE^5GOTO^2AND^2ORBITANDBITORFMMLL1LKKfK>KJJ3JI!!OIHH!!HGGR@RQ@R@R@R@RQPPPPPPnPPnPnPnPnPFMS:S Se!e!SpONNNNNNNNNM>>R;HIEEEVEDDD:DDCCCB9!9!FBAA ! !)A@@@W@?W@W@W@W@B?&?`G&?&?&?&?'GF'G'G'G'GEF7> >  ==<<<<<<<<<;S;;=AA}BdddGdcWc5c>ffeeffTT`U``TTX_N_cb;bbbbbaaaaaaaa=a`=a=a=a=adklk[SSWUWVVVVVVVVV~[}X X_ggYo7o3qppos6ssr~rrqUU_UU,tst@+łYoy~fUfU~~}}}}}}}}}}|H~iqYyYCYXi\i:ihhTh hgkiTiTj^^>T>Tllnl:lm^mmmm]]R]]]]].]\.].].].]Y\Q\&\TTa[Z:Z:Z:Z:Z:Z:Z:Z:Z:ZkIX[:jj{|v|v*vuxuutt^t1wvTT;;U;U~wweyysxyyyyx{@{{{{{{z{{{{{qzzyUUnCnmmmmmmmmms{nMyo:L::9n99998866*65P"P"U544$"$"54433n32n3n3n3n32777777p7&7p7p7p7p7o:Y87d2!!2o10000000000/u/2M45..%.-a.-\-,,d,*,+_+""*s**"")o)R))(F(((((''q'''''G'&G'G'G'G'.&^&-&""%'%$$$$$$$$$#k##%)+R_Explosionsexplosiontextureexplosiontexturefogr_explosionclipr_drawexplosionsenables collision detection for explosion shell (so that it flattens against walls and floors)enables rendering of explosion shells (see also cl_particles_explosions_shell)CL_LerpAnimation: no such frame %d CL_LerpAnimation: frame1 is NULL ?R_Lightlightcoronar_coronasgl_flashblendbrightness of corona flare effects around certain lights, 0 disables corona effectsrender bright coronas for dynamic lights instead of actual lighting, fast but uglyxA?R_LightningBeamsr_lightning.clightningbeamr_lightningbeam_thicknessr_lightningbeam_scrollr_lightningbeam_color_redr_lightningbeam_color_greenr_lightningbeam_color_bluer_lightningbeam_qmbtexturetextures/particles/lightning.pcxthickness of the lightning beam effectspeed of texture scrolling on the lightning beam effectr_lightningbeam_repeatdistancehow far to stretch the texture along the lightning beam effectcolor of the lightning beam effectload the qmb textures/particles/lightning.pcx texture instead of generating one, can look better333?>(?5?Q?Q?R_StartModules: module "%s" already active R_RegisterModule: module "%s" registered twice R_RegisterModule: ran out of renderer module slots (%i)restarting renderer restarts rendererr_restartprints documentation on console commands and variables in rtlight editing systemremoves all world lights (let there be darkness!)reloads rtlights file (or imports from .lights file or .ent file or the map itself)save .rtlights file for current levelcreates a light with default properties (let there be light!)changes a property on the selected lightchanges a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)toggle on/off the shadow option on the selected lighttoggle on/off the corona option on the selected lightload lights from .ent file or map entities (ignoring .rtlights or .lights file)r_editlights_importlightentitiesfrommapload lights from .lights file (ignoring .rtlights or .ent files and map entities)store a copy of all properties (except origin) of the selected lightapply the stored properties onto the selected light (making it exactly identical except for origin)Documentation on r_editlights system: Settings: r_editlights : enable/disable editing mode r_editlights_cursordistance : maximum distance of cursor from eye r_editlights_cursorpushback : push back cursor this far from surface r_editlights_cursorpushoff : push cursor off surface this far r_editlights_cursorgrid : snap cursor to grid of this size r_editlights_quakelightsizescale : imported quake light entity size scaling Commands: r_editlights_help : this help r_editlights_clear : remove all lights r_editlights_reload : reload .rtlights, .lights file, or entities r_editlights_save : save to .rtlights file r_editlights_spawn : create a light with default settings r_editlights_edit command : edit selected light - more documentation below r_editlights_remove : remove selected light r_editlights_toggleshadow : toggles on/off selected light's shadow property r_editlights_importlightentitiesfrommap : reload light entities r_editlights_importlightsfile : reload .light file (produced by hlight) Edit commands: origin x y z : set light location originx x: set x component of light location originy y: set y component of light location originz z: set z component of light location move x y z : adjust light location movex x: adjust x component of light location movey y: adjust y component of light location movez z: adjust z component of light location angles x y z : set light angles anglesx x: set x component of light angles anglesy y: set y component of light angles anglesz z: set z component of light angles color r g b : set color of light (can be brighter than 1 1 1) radius radius : set radius (size) of light colorscale grey : multiply color of light (1 does nothing) colorscale r g b : multiply color of light (1 1 1 does nothing) radiusscale scale : multiply radius (size) of light (1 does nothing) sizescale scale : multiply radius (size) of light (1 does nothing) style style : set lightstyle of light (flickering patterns, switches, etc) cubemap basename : set filter cubemap of light (not yet supported) shadows 1/0 : turn on/off shadows corona n : set corona intensity coronasize n : set corona size (0-1) ambient n : set ambient intensity (0-1) diffuse n : set diffuse intensity (0-1) specular n : set specular intensity (0-1) normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode : print light properties to console Cannot copy light info when not in editing mode. Set r_editlights to 1. Cursor %f %f %f Total Lights %iDocumentation on r_shadow system: Settings: r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion r_shadow_debuglight : render only this light number (-1 = all) r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss r_shadow_gloss2intensity : brightness of forced gloss r_shadow_glossintensity : brightness of textured gloss r_shadow_lightattenuationlinearscale : used to generate attenuation texture r_shadow_lightattenuationdividebias : used to generate attenuation texture r_shadow_lightintensityscale : scale rendering brightness of all lights r_shadow_lightradiusscale : scale rendering radius of all lights r_shadow_portallight : use portal visibility for static light precomputation r_shadow_projectdistance : shadow volume projection distance r_shadow_realtime_dlight : use high quality dynamic lights in normal mode r_shadow_realtime_dlight_shadows : cast shadows from dlights r_shadow_realtime_world : use high quality world lighting mode r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights r_shadow_realtime_world_shadows : cast shadows from world lights r_shadow_realtime_world_compile : compile surface/visibility information r_shadow_realtime_world_compileshadow : compile shadow geometry r_shadow_scissor : use scissor optimization r_shadow_polygonfactor : nudge shadow volumes closer/further r_shadow_polygonoffset : nudge shadow volumes closer/further r_shadow_texture3d : use 3d attenuation texture (if hardware supports) r_showlighting : useful for performance testing; bright = slow! r_showshadowvolumes : useful for performance testing; bright = slow! Commands: r_shadow_help : this help static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes) %s%f %f %f %f %f %f %f %d "%s" %f %f %f %f %f %f %f %f %i %s%f %f %f %f %f %f %f %d "%s" %f %f %f %f Cubemap image "%s" (%ix%i) is not square, OpenGL requires square cubemaps. Failed to load Cubemap "%s", tried and was unable to find any of them. R_Shadow_FreeWorldLight: light not linked into chainCannot remove light when not in editing mode. Set r_editlights to 1. R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i Cannot paste light info when not in editing mode. Set r_editlights to 1. Cannot spawn light when not in editing mode. Set r_editlights to 1. usage: r_editlights_edit %s x y z usage: r_editlights_edit %s value usage: r_editlights_edit %s red green blue usage: r_editlights_edit %s red green blue (OR grey instead of red green blue) usage: r_editlights_edit [property] [value] Cannot edit lights when not in editing mode. Set r_editlights to 1. r_editlights_spawn does not take parameters %f %f %f %f %f %f %f %f %f %f %f %f %f %dinvalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style) %f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %ifound %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style "cubemapname" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags) R_Shadow_RenderLighting: unknown r_shadow_rendermode %i R_Shadow_Volume: projectdistance %f r_shadow_bumpscale_basetextureprints documentation on console commands and variables used by realtime lighting and shadowing systemgenerate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effectwhat magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effectrenders only one light, for level design purposes or debuggingenables use of directional shading on lights0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)how bright the forced flat gloss should look if r_shadow_gloss is 2how bright textured glossmaps should look if r_shadow_gloss is 1 or 2how 'sharp' the gloss should appear (specular power)r_shadow_lightattenuationdividebiaschanges attenuation texture generationr_shadow_lightattenuationlinearscalerenders all world lights brighter or darkerrenders all world lights larger or smalleruse portal culling to exactly determine lit triangles when compiling world lightswhether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)enables rendering of dynamic lights such as explosions and rocket lightr_shadow_realtime_dlight_shadowsenables rendering of shadows from dynamic lightsr_shadow_realtime_dlight_svbspcullingenables svbsp optimization on dynamic lights (very slow!)r_shadow_realtime_dlight_portalcullingenables portal optimization on dynamic lights (slow!)enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)r_shadow_realtime_world_lightmapsbrightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearancer_shadow_realtime_world_shadowsenables rendering of shadows from world lightsr_shadow_realtime_world_compileenables compilation of world lights for higher performance renderingr_shadow_realtime_world_compileshadowenables compilation of shadows from world lights for higher performance renderingr_shadow_realtime_world_compilesvbspenables svbsp optimization during compilationr_shadow_realtime_world_compileportalcullingenables portal-based culling optimization during compilationuse scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)performs more expensive tests to remove unnecessary triangles of lit surfaceshow much to enlarge shadow volume polygons when rendering (should be 0!)how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extensionmake use of GL_EXT_stenciltwoside extension (NVIDIA only)enables .rtlights file editing modemaximum distance of cursor from eyehow far to pull the cursor back toward the eyehow far to push the cursor off the impacted surfacesnaps cursor to this grid sizer_editlights_quakelightsizescalechanges size of light entities loaded from a mapr_editlights_helpr_editlights_clearr_editlights_reloadr_editlights_saver_editlights_spawnr_editlights_editr_editlights_editallremove selected lightr_editlights_remover_editlights_toggleshadowr_editlights_togglecoronar_editlights_importlightsfiler_editlights_copyinfor_editlights_pasteinfoNo selected light. Light #%i propertiesOrigin : %f %f %f Angles : %f %f %f Color : %f %f %f Radius : %f Corona : %f Style : %i Shadows : %s Cubemap : %s CoronaSize : %f Ambient : %f Diffuse : %f Specular : %f NormalMode : %s RealTimeMode : %s r_shadow.cNo map loaded. .rtlights%s%f %f %f %f %f %f %f %d %s"%s%s.tga"originxoriginyoriginzmovexmoveymovezanglesxanglesyangleszsizescalecoronasizenormalmoderealtimemodeSelected light's properties: light_fluorolight_fluorosparklight_globelight_flame_large_yellowlight_flame_small_yellowlight_torch_small_whitelight_torch_small_walltorch.lightsinvalid lights file "%s" ""invalid rtlights file "%s" attenuation1dattenuation2dattenuation3dr_shadow_glossr_shadow_helpR_Shadowr_shadow_bumpscale_bumpmapr_shadow_debuglightr_shadow_usenormalmapr_shadow_gloss2intensityr_shadow_glossintensityr_shadow_glossexponentr_shadow_lightintensityscaler_shadow_lightradiusscaler_shadow_portallightr_shadow_projectdistance1000000how far to cast shadowsr_shadow_frontsidecastingr_shadow_realtime_dlightr_shadow_realtime_worldr_shadow_scissorr_shadow_culltrianglesr_shadow_polygonfactorr_shadow_polygonoffsetr_shadow_texture3dgl_ext_separatestencilgl_ext_stenciltwosider_editlightsr_editlights_cursordistancer_editlights_cursorpushbackr_editlights_cursorpushoffr_editlights_cursorgridposxnegxposynegyposznegzjzZZ>F4?load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)sky name too long (%i, max is 1000) enables sky rendering (black otherwise)speed at which upper clouds layer scrolls in quake skyspeed at which lower clouds layer scrolls in quake skyloadskyR_Sky%s_%sgfx/env/%s%sr_sky.cskyboxside%dcurrent sky: %s no skybox has been set skybox set to %s skybox disabled failed to load skybox %s usage: loadsky skyname r_skyr_skyscroll1r_skyscroll2jzZZ-DT! @?R_SpriteSetup: unknown sprite type %i &#e_B4C333333?(\?p= ף @%4i %3i %4i spectator %c%s %4i spectator %c%s%4i %3i %4i %5i %-4s %c%s %4i %5i %-4s %c%s%4i %3i spect %c%s spect %c%s%4i %3i %5i %c%s %5i %c%sgfx/discgfx/num_%igfx/hud_healthgfx/sb_shellsgfx/sb_nailsgfx/sb_rocketgfx/sb_cellsgfx/sb_armor1gfx/sb_armor2gfx/sb_armor3gfx/num_minusgfx/num_colongfx/sb_bulletsgfx/sb_armorgfx/sb_healthgfx/sb_slowmogfx/sb_invincgfx/sb_energygfx/sb_strgfx/sb_flag_red_takengfx/sb_flag_red_lostgfx/sb_flag_red_carryinggfx/sb_key_carryinggfx/sb_flag_blue_takengfx/sb_flag_blue_lostgfx/sb_flag_blue_carryinggfx/sbargfx/sbar_minimalgfx/sbar_overlaygfx/inv_weapon%igfx/hud/crosshair_centergfx/hud/crosshair_linegfx/hud/crosshair_healthgfx/hud/crosshair_clipgfx/hud/crosshair_ammogfx/hud/crosshair_backgroundgfx/hud/crosshair_left1gfx/hud/crosshair_left2gfx/hud/crosshair_rightgfx/anum_%igfx/anum_minusgfx/num_slashgfx/inv_shotgungfx/inv_sshotgungfx/inv_nailgungfx/inv_snailgungfx/inv_rlaunchgfx/inv_srlaunchgfx/inv_lightnggfx/inv2_shotgungfx/inv2_sshotgungfx/inv2_nailgungfx/inv2_snailgungfx/inv2_rlaunchgfx/inv2_srlaunchgfx/inv2_lightnggfx/inva%i_shotgungfx/inva%i_sshotgungfx/inva%i_nailgungfx/inva%i_snailgungfx/inva%i_rlaunchgfx/inva%i_srlaunchgfx/inva%i_lightnggfx/sb_key1gfx/sb_key2gfx/sb_invisgfx/sb_invulngfx/sb_suitgfx/sb_quadgfx/sb_sigil1gfx/sb_sigil2gfx/sb_sigil3gfx/sb_sigil4gfx/face1gfx/face_p1gfx/face2gfx/face_p2gfx/face3gfx/face_p3gfx/face4gfx/face_p4gfx/face5gfx/face_p5gfx/face_invisgfx/face_invul2gfx/face_inv2gfx/face_quadgfx/ibargfx/scorebargfx/inv_lasergfx/inv_mjolnirgfx/inv_gren_proxgfx/inv_prox_grengfx/inv_proxgfx/inv2_lasergfx/inv2_mjolnirgfx/inv2_gren_proxgfx/inv2_prox_grengfx/inv2_proxgfx/inva%i_lasergfx/inva%i_mjolnirgfx/inva%i_gren_proxgfx/inva%i_prox_grengfx/inva%i_proxgfx/sb_wsuitgfx/sb_eshldgfx/r_invbar1gfx/r_invbar2gfx/r_lavagfx/r_superlavagfx/r_grengfx/r_multirockgfx/r_plasmagfx/r_shield1gfx/r_agrav1gfx/r_teambordgfx/r_ammolavagfx/r_ammomultigfx/r_ammoplasmagfx/rankinggfx/completegfx/intergfx/finale^3Yellow TeamTotal Team Score^1Red Team^4Blue Team^6Pink Teamping pl%% frags name%4i spf%4i fps%4i%0*iMonsters:%3i /%3iSecrets:%3i /%3i %i:%02igfx/prydoncursor%03ishow scoreboard+showscoreshide scoreboard-showscoresshowfpsshowtimeshowtime_formatformat string for time of dayshowdateshowdate_formatformat string for datesbar_alpha_bg0.4sbar_alpha_fgsbar_hudselectorsbar_miniscoreboard_sizesbar_flagstatus_rightcl_deathscoreboardcrosshair_color_redcustomizable crosshair colorcrosshair_color_greencrosshair_color_bluecrosshair_color_alphacrosshair_sizewant to send ping, but still waiting for other reply ping pl%% time frags team nameshows your rendered fps (frames per second)shows current time of day (useful on screenshots)shows current date (useful on screenshots)opacity value of the statusbar background imageopacity value of the statusbar weapon/item icons and numbersselects which of the builtin hud layouts to use (meaning is somewhat dependent on gamemode, so nexuiz has a very different set of hud layouts than quake for example)sets the size of the mini deathmatch overlay in items, or disables it when set to 0, or sets it to a sane default when set to -1moves Nexuiz flag status icons to the rightshows scoreboard (+showscores) while deadhow opaque the crosshair should beadjusts size of the crosshair on the screen0BBB @{Gzt?O贁Nk? // this demo contains the point of view of: Stopped recording demo for # %d (%s) Recording demo for # %d (%s) to %s sv_main.cstep :%3i null/botclientSV_StartSound: volume = %i SV_StartSound: channel = %i csqc_progname %s csqc_progsize %i csqc_progcrc %i %s_%s_%s_%d.demSpawnServer: %s maps/%s.bspCouldn't load map %s reconnect Server Progsmaps/%s.entLoaded maps/%s.ent Server spawned. Client %s connected unconnectedsv_saveentfilesv_areastatsusage: download stopdownload dlcache/Downloading %s to %s cl_downloadbegin %i %s Not running a server fraglimitnoexitnomonsterspausableallow players to pause or notpr_checkextensionsamelevelsv_acceleratesv_aimsv_airaccel_qwsv_airaccel_sideways_frictionsv_airacceleratesv_allowdownloadssv_allowdownloads_archivesv_allowdownloads_configsv_allowdownloads_dlcachesv_allowdownloads_inarchivesv_areagrid_mingridsizesv_checkforpacketsduringsleepsv_clmovement_enablesv_clmovement_minpingsv_clmovement_waitforinputsv_cullentities_pvssv_cullentities_statssv_cullentities_tracesv_cullentities_trace_delaysv_cullentities_trace_enlargesv_cullentities_trace_samplessv_debugmovesv_echobprintsv_entpatchsv_fixedframeratesingleplayersv_freezenonclientssv_frictionhow fast you slow downsv_gameplayfix_stepdownsv_gameplayfix_swiminbmodelssv_gravity800sv_idealpitchscalesv_jumpstepsv_jumpvelocitysv_maxairspeedsv_maxratesv_maxspeedsv_maxvelocitysv_newflymovesv_nostepsv_playerphysicsqcsv_progssv_protocolnamesv_random_seedsv_ratelimitlocalplayersv_sound_landdemon/dland2.wavsv_sound_watersplashmisc/h2ohit1.wavsv_stepheightsv_stopspeedsv_wallfrictionsv_wateracceleratesv_waterfrictionsys_ticrate0.05timelimitsaved1saved2saved3saved4savedgamecfgscratch1scratch2scratch3scratch4temp1nehx00nehx01nehx02nehx03nehx04nehx05nehx06nehx07nehx08nehx09nehx10nehx11nehx12nehx13nehx14nehx15nehx16nehx17nehx18nehx19sv_autodemo_perclientsv_autodemos/%Y-%m-%d_%H-%MQC function SetChangeParms is missingSV_SoundIndex("%s"): precache_sound can only be done in spawn functions SV_SoundIndex("%s"): not precached (fix your code), precaching anyway SV_SoundIndex("%s"): not precached SV_SoundIndex("%s"): i (%i) == MAX_SOUNDS (%i) SV_ModelIndex("%s"): precache_model can only be done in spawn functions SV_ModelIndex("%s"): not precached (fix your code), precaching anyway SV_ModelIndex("%s"): not precached SV_ModelIndex("%s"): i (%i) == MAX_MODELS (%i) SV_StartPointSound: volume = %i SV_StartPointSound: attenuation = %f SV_StartSound: attenuation = %f customizeentityforclient: NULL functionclient "%s" entities: %d total, %d visible, %d culled by: %d pvs %d trace SV_SendClientMessages: no quakeworld support Server: %s build %s (progs %i crc)sending csqc info to client ("%s" with size %i and crc %i) cl_serverextension_download 1 NOTE: random seed is %d; use for debugging/benchmarking only! Unset sv_random_seed to get real random numbers again. server detected csqc progs file "%s" with size %i and crc %i Unknown sv_protocolname "%s", valid values are: %s QC function SetNewParms is missingsave map entities to .ent file (to allow external editing)begins sending a file to the client (network protocol use only)downloads a specified file from the serverDownload rejected: nasty filename "%s" Download of %s aborted by %s starting a new download Downloads are disabled on this server Download request for %s by %s Download rejected: server does not have the file "%s" You may need to separately download or purchase the data archives for this game/mod to get this file Download rejected: file "%s" is part of registered Quake(r) You must purchase Quake(r) from id Software or a retailer to get this file Please go to http://www.idsoftware.com/games/quake/quake/index.php?game_section=buy Download rejected: file "%s" is in an archive ("%s") You must separately download or purchase the data archives for this game/mod to get this file Download rejected: file "%s" is a .cfg file which is forbidden for security reasons You must separately download or purchase the data archives for this game/mod to get this file Download rejected: file "%s" is in the dlcache/ directory which is forbidden for security reasons You must separately download or purchase the data archives for this game/mod to get this file Download rejected: file "%s" is an archive You must separately download or purchase the data archives for this game/mod to get this file Download rejected: server could not open the file "%s" Download rejected: file "%s" is very large coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)ends level if this many frags is reached by any playerunused cvar in quake, can be used by modskills anyone attempting to use an exitindicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)repeats same level if level ends (due to timelimit or someone hitting an exit)difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)controls game speed, 0.5 is half speed, 2 is double speedrate at which a player accelerates to sv_maxspeedmaximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93ratio of QW-style air control as opposed to simple accelerationanti-sideways movement stabilization (reduces speed gain when zigzagging)rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used insteadwhether to allow clients to download files from the server (does not affect http downloads)whether to allow downloads of archives (pak/pk3)whether to allow downloads of config files (cfg)whether to allow downloads of dlcache files (dlcache/)whether to allow downloads from archives (pak/pk3)minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objectsuses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packetswhether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other playersif client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)sv_clmovement_minping_disabletimewhen client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)sv_cullentities_nevercullbmodelsif enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)fast but loose culling of hidden entitiesdisplays stats on network entities culled by various methods for each clientsomewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats uselesssv_cullentities_trace_predictionalso trace from the predicted player positionsv_cullentities_trace_samples_extranumber of samples to test for entity culling when the entity affects its surroundings by e.g. dlightdisables collision detection optimizations for debugging purposesprints gamecode bprint() calls to server consolehow much you slow down when nearing a ledge you might fall offenables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)freezes time, except for players, allowing you to walk around and take screenshots of explosionssv_gameplayfix_blowupfallenzombiescauses findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to themsv_gameplayfix_delayprojectilescauses entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low frameratessv_gameplayfix_droptofloorstartsolidprevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)sv_gameplayfix_findradiusdistancetoboxcauses findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damagesv_gameplayfix_grenadebouncedownslopesprevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surfacesv_gameplayfix_multiplethinksperframeallows entities to think more often than the server framerate, primarily useful for very high fire rate weaponssv_gameplayfix_noairborncorpsecauses entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting themsv_gameplayfix_qwplayerphysicschanges water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhoppingsv_gameplayfix_setmodelrealboxfixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded modsattempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)sv_gameplayfix_stepwhilejumpingapplies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge)causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entitiessv_gameplayfix_upwardvelocityclearsongroundflagprevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in modshow fast you fall (512 = roughly earth gravity)how much to look up/down slopes and stairs when not using freelookwhether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1)cvar that can be used by QuakeC code for jump velocitymaximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction)upper limit on client rate cvar, should reflect your network connection qualitymaximum speed a player can accelerate to when on ground (can be exceeded by tricks)universal speed limit on all entitiesenables simpler/buggier player physics (not recommended)prevents MOVETYPE_STEP entities (monsters) from movingenables QuakeC function to override player physicsselects which quakec progs.dat file to runselects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debuggingwhether to apply rate limiting to the local player in a listen server (only useful for testing)sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound)how high you can step up (TW_SV_STEPCONTROL extension)how fast you come to a complete stophow much you slow down when sliding along a wallrate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used insteadhow fast you slow down, if less than 0 the sv_friction variable is used insteadhow long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage selfends level at this time (in minutes)unused cvar in quake that is saved to config.cfg on exit, can be used by modsgeneral cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)nehahra data storage cvar (used in singleplayer)enables cutscenes in nehahra, can be used by other modsset to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match)sv_autodemo_perclient_nameformatThe format of the sv_autodemo_perclient filename, followed by the map name, the IP address + port number, and the client number, separated by underscorespGgr (4=FO]gt 'NgmCsv_move.cSV_MoveToGoal wrong parameter count %i (1 expected ) !4BC CQC function self.think is missingcontentstransition: NULL functionSV_EntitiesInBox returned %i edicts, max was %i QC function self.touch is missingedict %i: SOLID_BSP with invalid modelindex! edict %i: SOLID_BSP with non-collidable model SV_PushMove: entity #%i, unrecognized solid type %f SV_PushMove: entity #%i has an invalid modelindex %f QC function self.blocked is missingUnstuck entity %i (classname "%s") with offset %f %f %f. Stuck entity %i (classname "%s"). Unstuck player entity %i (classname "%s") with offset %f %f %f. Unstuck player entity %i (classname "%s") by restoring oldorigin. Stuck player entity %i (classname "%s"). QC function PlayerPreThink is missingSV_Physics_ClientEntity: bad movetype %i QC function PlayerPostThink is missingQC function StartFrame is missingQC function EndFrame is missingGot a NaN velocity on %s Got a NaN origin on %s sv_phys.cSV_FlyMove: !trace.entSV_Physics: bad movetype %i entity in invalid position h+ ) )************l1//00000p0000`00@PA0Allf??-C6?sv_user.crecv clc_ackframe %i SV_ReadClientMessage: badread at %s:%i SV_ReadClientMessage: client send bad cursor_entitynumber SV_ReadClientMessage: badread SV_ReadClientMessage: unknown command char %i QC function SV_ParseClientCommand is missingReceived invalid stringcmd from %s cl_downloadfinished %i %i %s Download of %s by %s has finished QC function SV_PlayerPhysics is missingFE(FG2GFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFGF8 CVM_SV_getlight wrong parameter count %i (1 expected ) !VM_SV_pointsound wrong parameter count %i (4 expected ) !SV_StartPointSound: volume must be in range 0-1 SV_StartPointSound: attenuation must be in range 0-4 VM_SV_te_flamejet wrong parameter count %i (3 expected ) !VM_SV_te_plasmaburn wrong parameter count %i (1 expected ) !VM_SV_te_explosion2 wrong parameter count %i (3 expected ) !VM_SV_te_teleport wrong parameter count %i (1 expected ) !VM_SV_te_lavasplash wrong parameter count %i (1 expected ) !VM_SV_te_knightspike wrong parameter count %i (1 expected ) !VM_SV_te_wizspike wrong parameter count %i (1 expected ) !VM_SV_te_tarexplosion wrong parameter count %i (1 expected ) !VM_SV_te_explosion wrong parameter count %i (1 expected ) !VM_SV_te_superspike wrong parameter count %i (1 expected ) !VM_SV_te_spike wrong parameter count %i (1 expected ) !VM_SV_te_gunshot wrong parameter count %i (1 expected ) !VM_SV_te_customflash wrong parameter count %i (4 expected ) !VM_SV_te_smallflash wrong parameter count %i (1 expected ) !VM_SV_te_explosionquad wrong parameter count %i (1 expected ) !VM_SV_te_superspikequad wrong parameter count %i (1 expected ) !VM_SV_te_spikequad wrong parameter count %i (1 expected ) !VM_SV_te_gunshotquad wrong parameter count %i (1 expected ) !VM_SV_te_spark wrong parameter count %i (3 expected ) !VM_SV_te_explosionrgb wrong parameter count %i (2 expected ) !VM_SV_te_blood wrong parameter count %i (3 expected ) !VM_SV_clienttype wrong parameter count %i (1 expected ) !VM_SV_getsurfacepoint wrong parameter count %i (3 expected ) !VM_SV_getsurfacenumpoints wrong parameter count %i (2 expected ) !WriteDest: tried to write to non-client VM_SV_WriteUnterminatedString wrong parameter count %i (2 expected ) !VM_SV_WriteCoord wrong parameter count %i (2 expected ) !VM_SV_WriteByte wrong parameter count %i (2 expected ) !VM_SV_checkclient wrong parameter count %i (0 expected ) !VM_SV_spawnclient wrong parameter count %i (0 expected ) !VM_SV_dropclient wrong parameter count %i (1 expected ) !dropclient: that client slot is not connected VM_SV_gettagindex wrong parameter count %i (2 expected ) !VM_SV_setattachment wrong parameter count %i (3 expected ) !VM_SV_setcolor wrong parameter count %i (2 expected ) !tried to setcolor a non-client VM_SV_setspawnparms wrong parameter count %i (1 expected ) !tried to setspawnparms on a non-client VM_SV_clientcommand wrong parameter count %i (2 expected ) !PF_clientcommand: entity is not a client VM_SV_getsurfacetexture wrong parameter count %i (2 expected ) !VM_SV_getsurfacenormal wrong parameter count %i (2 expected ) !VM_SV_te_getsurfaceclippedpoint wrong parameter count %i (3 expected ) !VM_SV_getsurfacenearpoint wrong parameter count %i (2 expected ) !VM_SV_te_beam wrong parameter count %i (3 expected ) !VM_SV_te_lightning3 wrong parameter count %i (3 expected ) !VM_SV_te_lightning2 wrong parameter count %i (3 expected ) !VM_SV_te_lightning1 wrong parameter count %i (3 expected ) !VM_SV_te_particlesnow wrong parameter count %i (5 expected ) !VM_SV_te_particlerain wrong parameter count %i (5 expected ) !VM_SV_te_particlecube wrong parameter count %i (7 expected ) !VM_SV_te_bloodshower wrong parameter count %i (4 expected ) !VM_SV_WriteEntity wrong parameter count %i (2 expected ) !VM_SV_WriteShort wrong parameter count %i (2 expected ) !VM_SV_precache_model wrong parameter count %i (1 expected ) !VM_SV_effect wrong parameter count %i (5 expected ) !VM_SV_copyentity wrong parameter count %i (2 expected ) !SetMinMaxSize: backwards mins/maxsVM_setsize wrong parameter count %i (3 expected ) !VM_setorigin wrong parameter count %i (2 expected ) !VM_SV_pointparticles wrong parameter count %i (4 to 8 expected ) !VM_SV_trailparticles wrong parameter count %i (4 expected ) !VM_SV_particleeffectnum wrong parameter count %i (1 expected ) !VM_SV_modelnameforindex wrong parameter count %i (1 expected ) !modelnameforindex: invalid modelindex modelnameforindex: model not precached VM_SV_setmodelindex wrong parameter count %i (2 expected ) !setmodelindex: can not modify world entity setmodelindex: can not modify free entity setmodelindex: invalid modelindex setmodelindex: model not precached VM_setmodel wrong parameter count %i (2 expected ) !setmodel: can not modify world entity setmodel: can not modify free entity VM_SV_AddStat wrong parameter count %i (3 expected ) !PF_SV_AddStat: not enough memory PF_SV_AddStat: index may not be less than 32 PF_SV_AddStat: index >= MAX_CL_STATS PF_SV_AddStat: index > (MAX_CL_STATS-4) with string VM_SV_aim wrong parameter count %i (2 expected ) !aim: can not use world entity VM_SV_droptofloor wrong parameter count %i (0 to 2 expected ) !VM_SV_tracebox wrong parameter count %i (6 to 8 expected ) !VM_SV_traceline wrong parameter count %i (4 to 8 expected ) !VM_SV_precache_sound wrong parameter count %i (1 expected ) !VM_SV_ambientsound wrong parameter count %i (4 expected ) !VM_SV_WriteChar wrong parameter count %i (2 expected ) !VM_SV_WriteString wrong parameter count %i (2 expected ) !VM_SV_centerprint wrong parameter count %i (2 to 8 expected ) !tried to centerprint to a non-client VM_SV_sprint wrong parameter count %i (2 to 8 expected ) !VM_SV_WriteAngle wrong parameter count %i (2 expected ) !VM_SV_makestatic wrong parameter count %i (0 to 1 expected ) !VM_SV_tracetoss wrong parameter count %i (2 expected ) !VM_SV_WriteLong wrong parameter count %i (2 expected ) !VM_SV_particle wrong parameter count %i (4 expected ) !VM_SV_pointcontents wrong parameter count %i (1 expected ) !VM_SV_checkbottom wrong parameter count %i (1 expected ) !VM_SV_lightstyle wrong parameter count %i (2 expected ) !PF_lightstyle: style: %i >= 64VM_SV_walkmove wrong parameter count %i (2 to 3 expected ) !VM_SV_findradius wrong parameter count %i (2 expected ) !VM_SV_stuffcmd wrong parameter count %i (2 to 8 expected ) !Can't stuffcmd to a non-client VM_SV_sound wrong parameter count %i (4 to 5 expected ) !VM_SV_sound: given only 4 parameters, expected 5, assuming attenuation = ATTN_NORMAL SV_StartSound: volume must be in range 0-1 SV_StartSound: attenuation must be in range 0-4 SV_StartSound: channel must be in range 0-7 VM_SV_serverkey wrong parameter count %i (1 expected ) !VM_SV_gettaginfo wrong parameter count %i (2 expected ) !SV_GetTagMatrix(entity #%i): null or non-precached model SV_GetTagMatrix(entity #%i): model has no tag with requested index %i SV_GetTagMatrix(entity #%i): runaway loop at attachment chain BX_WAL_SUPPORT DP_BUTTONCHAT DP_BUTTONUSE DP_CL_LOADSKY DP_CON_ALIASPARAMETERS DP_CON_EXPANDCVAR DP_CON_SET DP_CON_SETA DP_CON_STARTMAP DP_EF_ADDITIVE DP_EF_BLUE DP_EF_DOUBLESIDED DP_EF_FLAME DP_EF_FULLBRIGHT DP_EF_NODEPTHTEST DP_EF_NODRAW DP_EF_NOSHADOW DP_EF_NOGUNBOB DP_EF_RED DP_EF_STARDUST DP_ENT_ALPHA DP_ENT_COLORMOD DP_ENT_CUSTOMCOLORMAP DP_ENT_EXTERIORMODELTOCLIENT DP_ENT_GLOW DP_ENT_LOWPRECISION DP_ENT_SCALE DP_ENT_VIEWMODEL DP_GFX_EXTERNALTEXTURES DP_GFX_EXTERNALTEXTURES_PERMAP DP_GFX_FOG DP_GFX_QUAKE3MODELTAGS DP_GFX_SKINFILES DP_GFX_SKYBOX DP_HALFLIFE_MAP DP_HALFLIFE_MAP_CVAR DP_HALFLIFE_SPRITE DP_INPUTBUTTONS DP_LITSPRITES DP_LITSUPPORT DP_MONSTERWALK DP_MOVETYPEBOUNCEMISSILE DP_MOVETYPEFOLLOW DP_QC_ASINACOSATANATAN2TAN DP_QC_CHANGEPITCH DP_QC_COPYENTITY DP_QC_CVAR_DEFSTRING DP_QC_CVAR_STRING DP_QC_ETOS DP_QC_FINDCHAIN DP_QC_FINDCHAINFLAGS DP_QC_FINDCHAINFLOAT DP_QC_FINDFLAGS DP_QC_FINDFLOAT DP_QC_FS_SEARCH DP_QC_GETLIGHT DP_QC_GETSURFACE DP_QC_GETTAGINFO DP_QC_MINMAXBOUND DP_QC_MULTIPLETEMPSTRINGS DP_QC_RANDOMVEC DP_QC_SINCOSSQRTPOW DP_QC_STRFTIME DP_QC_STRING_CASE_FUNCTIONS DP_QC_STRINGBUFFERS DP_QC_STRINGCOLORFUNCTIONS DP_QC_TOKENIZEBYSEPARATOR DP_QC_TRACEBOX DP_QC_TRACETOSS DP_QC_TRACE_MOVETYPE_HITMODEL DP_QC_TRACE_MOVETYPE_WORLDONLY DP_QC_UNLIMITEDTEMPSTRINGS DP_QC_VECTORVECTORS DP_QUAKE2_MODEL DP_QUAKE2_SPRITE DP_QUAKE3_MAP DP_QUAKE3_MODEL DP_REGISTERCVAR DP_SND_DIRECTIONLESSATTNNONE DP_SND_FAKETRACKS DP_SND_OGGVORBIS DP_SND_STEREOWAV DP_SOLIDCORPSE DP_SPRITE32 DP_SV_BOTCLIENT DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_CUSTOMIZEENTITYFORCLIENT DP_SV_DRAWONLYTOCLIENT DP_SV_DROPCLIENT DP_SV_EFFECT DP_SV_ENTITYCONTENTSTRANSITION DP_SV_ONENTITYNOSPAWNFUNCTION DP_SV_MODELFLAGS_AS_EFFECTS DP_SV_NETADDRESS DP_SV_NODRAWTOCLIENT DP_SV_PING DP_SV_PLAYERPHYSICS DP_SV_POINTPARTICLES DP_SV_POINTSOUND DP_SV_PRECACHEANYTIME DP_SV_PRINT DP_SV_PUNCHVECTOR DP_SV_ROTATINGBMODEL DP_SV_SETCOLOR DP_SV_SLOWMO DP_SV_WRITEUNTERMINATEDSTRING DP_TE_BLOOD DP_TE_BLOODSHOWER DP_TE_CUSTOMFLASH DP_TE_EXPLOSIONRGB DP_TE_FLAMEJET DP_TE_PARTICLECUBE DP_TE_PARTICLERAIN DP_TE_PARTICLESNOW DP_TE_PLASMABURN DP_TE_QUADEFFECTS1 DP_TE_SMALLFLASH DP_TE_SPARK DP_TE_STANDARDEFFECTBUILTINS DP_TRACE_HITCONTENTSMASK_SURFACEINFO DP_VIEWZOOM EXT_BITSHIFT FRIK_FILE KRIMZON_SV_PARSECLIENTCOMMAND NEH_CMD_PLAY2 NEH_RESTOREGAME NEXUIZ_PLAYERMODEL NXQ_GFX_LETTERBOX PRYDON_CLIENTCURSOR TENEBRAE_GFX_DLIGHTS TW_SV_STEPCONTROL DP_SV_CMD DP_QC_CMD FTE_STRINGS DP_CON_BESTWEAPON DP_QC_STRREPLACE svvm_cmds.cWriteDest: bad destination dropclient: not a client effect: no model specified effect: model not precached effect: framecount < 1 effect: framerate < 1 aim: can not use free entity .t Trying to load library... - failed. - loaded. Missing function "%s" - broken library! stereoVideo: %s %dx%dx%dx%dhz%s Video mode change failed force_centerviewvid_restartgl_combinevid_shared.cchecking for %s... -safedisabled by commandline WGL_GLX_AGL_not detected OpenGL 1.1.0GL_VENDOR: %s GL_RENDERER: %s GL_VERSION: %s GL_EXTENSIONS: %s %s_EXTENSIONS: %s -nodrawrangeelementsglDrawRangeElementsGL_EXT_draw_range_elements-nomtexGL_ARB_multitexture-nocombineGL_ARB_texture_env_combineGL_EXT_texture_env_combine-nodot3GL_ARB_texture_env_dot3-notexture3dGL_EXT_texture3D-nocubemapGL_ARB_texture_cube_map-notexturenonpoweroftwo-notexturecompressionGL_ARB_texture_compression-nocvaGL_EXT_compiled_vertex_array-noedgeclampGL_EXT_texture_edge_clampGL_SGIS_texture_edge_clamp-noanisotropy-noblendminmaxGL_EXT_blend_minmax-noblendsubtractGL_EXT_blend_subtract-noseparatestencilglStencilOpSeparateGL_ATI_separate_stencil-nostenciltwosideGL_EXT_stencil_two_side-novboGL_ARB_vertex_buffer_object-noshaderobjectsGL_ARB_shader_objects-noshadinglanguage100GL_ARB_shading_language_100-novertexshaderGL_ARB_vertex_shader-nofragmentshaderGL_ARB_fragment_shader-window-fullscreen-width-height-bppStarting video system Video modes failedvid_hardwaregammasupportedvid_fullscreenvid_widthvid_heightvid_bitsperpixelvid_refreshratevid_stereobuffervid_vsyncvid_mousevid_grabkeyboardvid_minwidthvid_minheightgl_finishvid_stick_mousevid_resizablev_gammav_contrastv_brightnessv_color_enablev_color_black_rdesired color of blackv_color_black_gv_color_black_bv_color_grey_rdesired color of greyv_color_grey_gv_color_grey_bv_color_white_rdesired color of whitev_color_white_gv_color_white_bv_hwgammav_psychoglClearColorglClearglAlphaFuncglBlendFuncglCullFaceglDrawBufferglReadBufferglEnableglDisableglIsEnabledglEnableClientStateglDisableClientStateglGetBooleanvglGetDoublevglGetFloatvglGetIntegervglGetErrorglFinishglFlushglClearDepthglDepthFuncglDepthMaskglDepthRangeglDrawElementsglColorMaskglVertexPointerglNormalPointerglColorPointerglTexCoordPointerglArrayElementglColor4fglTexCoord1fglTexCoord2fglTexCoord3fglTexCoord4fglVertex2fglVertex3fglBeginglEndglLineWidthglPointSizeglMatrixModeglOrthoglFrustumglViewportglPushMatrixglPopMatrixglLoadIdentityglLoadMatrixdglLoadMatrixfglMultMatrixdglMultMatrixfglRotatedglRotatefglScaledglScalefglTranslatedglTranslatefglReadPixelsglStencilFuncglStencilMaskglStencilOpglClearStencilglTexEnvfglTexEnvfvglTexEnviglTexParameterfglTexParameterfvglTexParameteriglHintglPixelStorefglPixelStoreiglGenTexturesglDeleteTexturesglBindTextureglIsTextureglTexImage1DglTexImage2DglTexSubImage1DglTexSubImage2DglCopyTexImage1DglCopyTexImage2DglCopyTexSubImage1DglCopyTexSubImage2DglScissorglPolygonOffsetglPolygonModeglPolygonStippleglClipPlaneglGetClipPlaneglDrawRangeElementsEXTglMultiTexCoord1fARBglMultiTexCoord2fARBglMultiTexCoord3fARBglMultiTexCoord4fARBglActiveTextureARBglClientActiveTextureARBglTexImage3DEXTglTexSubImage3DEXTglCopyTexSubImage3DEXTglCompressedTexImage3DARBglCompressedTexImage2DARBglCompressedTexImage1DARBglCompressedTexSubImage3DARBglCompressedTexSubImage2DARBglCompressedTexSubImage1DARBglGetCompressedTexImageARBglLockArraysEXTglUnlockArraysEXTglBlendEquationEXTglStencilFuncSeparateglStencilOpSeparateATIglStencilFuncSeparateATIglActiveStencilFaceEXTglBindBufferARBglDeleteBuffersARBglGenBuffersARBglIsBufferARBglMapBufferARBglUnmapBufferARBglBufferDataARBglBufferSubDataARBglDeleteObjectARBglGetHandleARBglDetachObjectARBglCreateShaderObjectARBglShaderSourceARBglCompileShaderARBglCreateProgramObjectARBglAttachObjectARBglLinkProgramARBglUseProgramObjectARBglValidateProgramARBglUniform1fARBglUniform2fARBglUniform3fARBglUniform4fARBglUniform1iARBglUniform2iARBglUniform3iARBglUniform4iARBglUniform1fvARBglUniform2fvARBglUniform3fvARBglUniform4fvARBglUniform1ivARBglUniform2ivARBglUniform3ivARBglUniform4ivARBglUniformMatrix2fvARBglUniformMatrix3fvARBglUniformMatrix4fvARBglGetObjectParameterfvARBglGetObjectParameterivARBglGetInfoLogARBglGetAttachedObjectsARBglGetUniformLocationARBglGetActiveUniformARBglGetUniformfvARBglGetUniformivARBglGetShaderSourceARBglVertexAttribPointerARBglEnableVertexAttribArrayARBglDisableVertexAttribArrayARBglBindAttribLocationARBglGetActiveAttribARBglGetAttribLocationARBVID_Restart: changing from %s %dx%dx%dbpp, to %s %dx%dx%dbpp. Unable to restore to last working video moderecenters view (stops looking up/down)restarts video system (closes and reopens the window, restarts renderer)OpenGL extension "%s" is missing function "%s" - broken driver! OpenGL 1.1.0 functions not foundChecking OpenGL extensions... GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled GL_ARB_texture_non_power_of_twoGL_EXT_texture_filter_anisotropicDesired video mode fail, trying fallbacks... indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)use fullscreen (1) or windowed (0)how many bits per pixel to render at (32 or 16, 32 is recommended)refresh rate to use, in hz (higher values flicker less, if supported by your monitor)enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your driverssync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarkswhether to use the mouse in windowed mode (fullscreen always does)whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)minimum vid_width that is acceptable (to be set in default.cfg in mods)minimum vid_height that is acceptable (to be set in default.cfg in mods)faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)have the mouse stuck in the center of the screen0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjustedinverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dullbrightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)brightness of black, useful for monitors that are too darkenables black-grey-white color correction curve controlsenables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or noteaster egg (does not work on Windows2000 or above)@sets tint color of viewv_cshiftbfcl_rollspeed200cl_rollanglecl_bob0.02view bobbing amountcl_bobcycle0.6view bobbing speedcl_bobupcl_bobmodelenables gun bobbingcl_bobmodel_side0.15cl_bobmodel_up0.06cl_bobmodel_speedgun bobbing speedcl_viewmodel_scalev_kicktimev_kickrollv_kickpitchv_iyaw_cyclev_idlescale yaw speedv_iroll_cyclev_idlescale roll speedv_ipitch_cyclev_idlescale pitch speedv_iyaw_levelv_idlescale yaw amountv_iroll_levelv_idlescale roll amountv_ipitch_levelv_idlescale pitch amountv_idlescalev_centermovev_centerspeedcl_stairsmoothspeed160chase_backchase_upchase_activeenables chase camchase_overheadchase_steviev_deathtiltv_deathtiltanglebriefly flashes a bright color tint on view (used when items are picked up)gradually recenter view (stop looking up/down)how much strafing is necessary to tilt the viewhow much to tilt the view when strafingview bobbing adjustment that makes the up or down swing of the bob last longergun bobbing sideways sway amountgun bobbing upward movement amountchanges size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visiblehow long a view kick from damage lastshow much a view kick from damage rolls your viewhow much a view kick from damage pitches your viewhow much of the quake 'drunken view' effect to useselects crosshair to use (0 is none)how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)how fast the view centers itselfhow fast your view moves upward/downward when running up/down stairschase cam distance from the playerchase cam looks straight down if this is not zerochase cam view from above (used only by GoodVsBad2)whether to use sideways view when deadwhat roll angle to use when tilting the view while deadC@Qwad.cWAD3gfx.wadWAD2gfx.wad doesn't have WAD2 id W_GetTexture: corrupt WAD3 file W_LoadTextureWadFile: couldn't find %s W_LoadTextureWadFile: unable to read wad header W_LoadTextureWadFile: Wad file %s doesn't have WAD3 id W_LoadTextureWadFile: invalid number of lumps (%i) W_LoadTextureWadFile: unable to seek to lump table W_LoadTextureWadFile: unable to allocate temporary memory for lump table W_LoadTextureWadFile: unable to read lump table W_GetLumpByName("%s"): couldn't find file in gfx.wad W_GetLumpByName("%s"): couldn't load gfx.wad %s areagrid check stats: %d calls %d nodes (%f per call) %d entities (%f per call) SV_LinkEdict_AreaGrid: invalid edict %p (edicts is %p, edict compared to prog->edicts is %i) areagrid settings: divisions %ix%ix1 : box %f %f %f : %f %f %f size %f %f %f grid %f %f %f (mingrid %f) world.cprints memory system statisticsprints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations)Mem_ExpandableArray_FreeRecord: no such record %p Mem_ExpandableArray_FreeRecord: record %p is already free! Mem_CheckSentinels: data == NULL (sentinel check at %s:%i)Mem_CheckSentinels: trashed header sentinel 1 (block allocated at %s:%i, sentinel check at %s:%i)Mem_CheckSentinels: trashed header sentinel 2 (block allocated at %s:%i, sentinel check at %s:%i)Mem_CheckSentinelsGlobal: trashed pool sentinel 1 (allocpool at %s:%i, sentinel check at %s:%i)Mem_CheckSentinelsGlobal: trashed pool sentinel 2 (allocpool at %s:%i, sentinel check at %s:%i)memory pool list: size name %10luk (%10luk actual) %s (%+li byte change) %s %10lu bytes allocated at %s:%i %lu memory pools, totalling %lu bytes (%.3fMB) total allocated size: %lu bytes (%.3fMB) Memory pool %p has sprung a leak totalling %lu bytes (%.3fMB)! Listing contents... MemList_f: unrecognized options usage: memlist [all] Mem_Free: trashed header sentinel 1 (alloc at %s:%i, free at %s:%i)Mem_Free: trashed header sentinel 2 (alloc at %s:%i, free at %s:%i)Mem_Free: pool %s, alloc %s:%i, free %s:%i, size %i bytes Mem_Free: not allocated or double freed (free at %s:%i)Mem_EmptyPool: pool is already free (emptypool at %s:%i)Mem_EmptyPool: pool == NULL (emptypool at %s:%i)Mem_EmptyPool: trashed pool sentinel 1 (allocpool at %s:%i, emptypool at %s:%i)Mem_EmptyPool: trashed pool sentinel 2 (allocpool at %s:%i, emptypool at %s:%i)Mem_FreePool: pool already free (freepool at %s:%i)Mem_FreePool: trashed pool sentinel 1 (allocpool at %s:%i, freepool at %s:%i)Mem_FreePool: trashed pool sentinel 2 (allocpool at %s:%i, freepool at %s:%i)Mem_Free: data == NULL (called at %s:%i)Mem_Free: data is not allocated (called at %s:%i)Mem_Alloc: pool == NULL (alloc at %s:%i)Mem_Alloc: pool %s, file %s:%i, size %i bytes Mem_Alloc: out of memory (alloc at %s:%i)Mem_AllocPool: out of memory (allocpool at %s:%i)prints debugging information about memory allocationsenables memory corruption checks (very slow)memstatsmemlistzone.cTEMPTemporary Memorydeveloper_memorydeveloper_memorydebug#| ̜ ,Eo T  ohdTooohn"2BRbrҝ"2BRbržҞ"2BRbrŸҟ"2BRbr Ҡ"2BRbr¡ҡ"2BRbr¢Ң"2BRbr£ң"2BRbr¤Ҥ"2BRbr¥ҥnhEtFRFGFF SFG@SF|SFFSF~SFTFFPTGTGT&GT5GTGGTWGThGFGGGGGGGGGGGFGGGG22GH HH!H-H9HEHQH]HiHuHHHHHHHHHHHHIII)I5IAIMIYIeIqI}IIIIIIIIIIIJ JJ%J1J=JIJUJaJmJyJJJJJJJJJJJJ KK!K-K9KEKQK]KiKuKKKKKKKKKKKKLLL)L5LTU4UhUUUV8VlVVVWEaGj$vxGͱfHDh̼!G:G$LGHgԽGϲG PԾG.Gt:lfq|(n1@!O`2@mSh{pGpGpGpGpGpGpGpGpGpGpGpG /<McnypGpGpG pGpGpG/=pGPexpG />Pg} :J\k}G `-;LZkh(|G. &+9omkigecaonmlkjhfmkGGGG40GCYGrGpGGGG/DGWpGHGtGGG#@GMyLSNhGG G8)X8G|@KGU_tnrvGGG |1|Ha <uG X(  ,     + DWj vG, t CZ4CB4CZB4CB4CjC4CB4Cz41@@`pn0P4@"`[ 3(Pt C D` 00P`/p@p0Np@@nPPC@+$ 3PCp~00`DD`E~Pj0@jWUyxpx I`kdLaa `\PYXX  P0pmHr0ruPPpps@s0 @pЍ0qq GPp`FM5p@``Z@p``00 `P 0p @@ppwE `@OB`CRl`P0PP`0}}p@e|0|pgyH>^>xFf>F{>F>F>GHGGhG,KpJ KJxҔAۊK̅#)EJbo?zd\)xY % \X(iqXQjhߕ@\$k)q?BclH筨KB642UY-688YM RR@7ɂ'd`𞙽ΏJˀctv'h .BdH*t0ԑUS%dXL4+eh%.)m _99u%_ebUTBgH_YSg'-4$)i [gi&yکW$MQlodksog%w2niE4;@AyWҎ!fu{/%$xqbSxe-pC,|Eklz^P.1[eޟ6H2y֛REC 1Å :M,}` @[+ Lp3e@T~X!TDX,TlXXGX9TGm;]?)t?z7?O?[&_>hxs??DY?O?)p7?.?)>p7?.?O?DY?z7>?O?O?DY?)>t?>t>m;]?[&>_>hxs?.)>p7?Oz7>?y3>I-0?DYO?m;]>t>p7.?)>I-0y?3>O?z7>tm;]?>3پI-0?y?p7.?)O?z7ODY?DY?Otm;]?t?)_hxs?[&?t?)>_hxs?[&>t>m;]?>_>hxs?[&>?O?z7>t>m;]?_>hxs?[&?O?z7DY?O?p7?.?)>p7?.?)O?DY?3>I-0?y?m;]?>t>I-0?y?3>O?z7>?.?)>p7?y?3>I-0?t?)>?hxs?[&>_>DY?Ot?)m;]?⾫t>hxs?[&_>O?z7?.?)p7?DY?O?m;]?>tO?z7>hxs?[&>_O?DY.?)>p7.?)p7DY?OO?z7m;]?⾫thxs?[&_)>p7?.z7>?O3>I-0?y>t>m;]y?3>I-0I-0?y?3پ)p7?.z7?OO?DYODY⾫t>m;])t[&_>hxs)>t[&>_>hxs⾫tm;]z7O[&_hxsDYO)p7.)>p7.ODYz7>O>tm;][&>_hxst>m;]?Oz73>I-0yp7?.)I-0?y3پy?3پI-0t)_>hxs[&DYO?t)>t>m;]>_>hxs[&>?Oz7>p7?.)>O?DYtm;]Oz7_hxs[&DYOp7.)p7.)>ODYOz7>tm;]>_hxs[&>m;]⾫t>Oz7?I-0y3>.)p7?⾫tm;]?y3پI-0?z7O?)p7.?3پI-0y?[&_hxs?>tm;]?[&>_hxs?z7>O?)>p7.?ODY?3>I-0y?y?3پI-0?I-0?y3>t)>hxs[&>_>DYO?t)hxs[&_>m;]>thxs[&>_Oz7>m;]⾫thxs[&_Oz7.)>p7.)p7DYOI-0y?3پy3>I-03پI-0?y3پI-0yy3پI-0I-0y3پz@@?z,,?z?z?z X?z?z`?z?zx?z@?z@?z@p?z?z?)z@@?)z?)z??z@@333333??z333333??zH 333333??zX333333??z333333??z333333?Tz@@?Tz?Tz?kz?kz?zz@@?zz?zz?zzH ?zzX?zz ?zz?zz?zz?zz @?zz` ?zH?z8?zhh?z?zh?zh?zV?z8h?z h?zph?zhh?z?zhh%C?z66%C?z&䃞ͪ?z&䃞ͪ?x(TG~N~X~_~h~pGlks~~ =2]~~~ߐ~pG~~~~~~~~&0<GVar|spG$/<GT_jupGUʀՀ 0;GRpG`grzƁсف %0g8z@~ks~~ =2H]~~(L̑U]`.g(s~~ߐ~~ks~~ =2H]~~(L̑U]`.g(s~ߐ~8:n8:`:;Ȃ`;<@<<K = @ @AL AXALABM$BESW_crąۅÎȎ׎܎%*?DX]hm}Ïȏ֏ۏ $29JQekxǐ͐ؐސ_#-3=FOTchrwőˑБՑڑ} ' Z" 6- B6 R@dDKL lU 4x*Ւ9 -;ąDۅMёY֑j u˓ѓ %;AKQm^qyҔ  &5CJV_gFɬ~yLGG7GL XpGG@t $G;RWrP GDRhxP}GGd(GT(G8GMGT0j`p0Ѝn0pPt p@p`[PZ@PCC D`P0N@@n~0`DD`E~0@jWUyxpxwE`FFG @PGG0v00HC `@M@R@`UTpS^`]@OBp`kPYXX@ `pHruPPpps@s0rppponpom0tP`0}}p@e|0|gyPp`*)q)&P#vq(&$$0"P": <9ILLLa)_g|@x 0~d7 JpGUqpG|pGpGr  -( xP y///???KKK[[[kkk{{{   '/#7+?/K7S;cKkSsW{_#g#o# '''3//?77K??WGGgOOs[[cckkss{{ ##++//77??GGKK SS [[ cc kk'/7?GOW_gow##/+7/C7K;WC_GkK wSW[_cg##/ ;K#W+c/s7#;+C3O3c/w/Ϗ+߫' +#7+G3S7#c?+oG3S?_GkS{_kÓ{ӣ㳗sg{[owSckKW_?KW7CK/7C'/7#+# sk_WwOkK_sCSk;K_3?S+7G#+;#/# û˳{{oo_{cSkWG_K;S?3C3'7+' o{g{o_sgWk_OcWG[O?SG7K?/C7+;/#3'+#   ˷ s{ckS[GK7;++  ##++////////o//_++O##?/ +;K_o' 3Kc+;O_wӋ{;77Wg[S P  X  \  `  d  a<`h l t + ' ' ' _Go%_p2_pHxOxUx[xbxixmxsxyxxxxxxxxxxxxxxxxxxxy yy%y/y7y?yGyQy[yeypy{yyyyyyyyyyyyyyyzzzz'z/z7z?zFzLzQzXz҂GGTGp @.GHGdG  d/FCG<GlYrG\NܦG(GPG|صG&G@GpGܨ8tYԩhGDGdGԫ(GPGqGGhGǶGڶGGHR0̯Lg0PGt????????????G`GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA???????????????????????? 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