# Config

# Before You Start

Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.

Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. In addition, you can also press "ESC" to go into the menu, which will provide you with an interface for navigating some (not all) of the commands.

# Command Line Options

# -d

-d

This starts as a dedicated server. The default is a non-dedicated server with only a single client in graphical mode. Dedicated servers run in the shell only (no graphics), with increased priority yet use very little cpu time and memory, so you can run one in the background, or at the same time with a client if you want to host a game (which is usually better than using a listen server). Servers use the ports 28785 (UDP) and 28786 (UDP).

# -dN

-dN

If N=1, starts a listen server which allows it to simultaneously function as both a client and server. Note that a listen server is limited by your in-game frame rate, so you should use a dedicated server if your graphics card is slow or you have enabled frame rate limiting options such as "vsync". If N=2, it starts a dedicated server as for the "-d" command-line option.

# -wN

-wN

Sets the screen resolution width to N (default: 640).

# -hN

-hN

Sets the screen resolution height to N (default: 480).

# -bN

-bN

Sets the screen depth to N bits per pixel.

# -zN

-zN

Sets the z-buffer precision to N bits. This should be at least 24 or you may experience depth problems.

# -aN

-aN

Sets FSAA (Full Scene AntiAliasing) to N samples, i.e. -a4 is 4xFSAA

# -vN

-vN

Sets v-sync to N (N=1 to enable or N=0 to disable).

# -sN

-sN

Sets stencil buffer bits to N (N>=1 to enable or N=0 to disable).

# -t

-t

Sets Tomatenquark to run windowed.

# -f / -fN

-f
-fN

When used alone, "-f" forces the renderpath to the old fixed function pipeline (no shaders), otherwise it sets the shader precision to N (lower = faster). 0 disables shaders, 1 uses the fastest/lowest precision the OpenGL driver offers (default), 2 uses the OpenGL driver's defaults, and 3 is the nicest/slowest precision. The effects of 1-3 will vary with different card/driver combos. However, 2 and 3 should be avoided unless you are experiencing trouble with the defaults, as they will only slow rendering down. 4 forces the engine to use the GLSL-only renderpath, which, depending on driver support, may run better or worse than the assembly shader path enabled by options 1-3; only use if the assembly shader paths are not working for your card, and you are reasonably certain the GLSL support is better.

# -qS

-qS

Sets S to your home directory. If set, the engine will look for files in your home directory as well as the normal installation directory. However, all files will be written to your home directory, instead of the normal installation directory.

# -kS

-kS

Adds the mod directory S to the list of directories the engine will search in for files. Directories will be searched in the order listed on the command-line, and if not found, the engine looks in the installation directory.

# -gS

-gS

Sets the log file to S. All console output is written to the log file.

# -lS

-lS

Loads map S on startup.

# -xS

-xS

Executes the script commands S on startup, note that this is done before the map loads, so if you wish them to be executed later, you should enclose them in a sleep statement. Example: -x"sleep 1000 [ connect localhost ]"

# -uN

-uN

Sets the server upstream bandwidth to N bytes per second. Only set this parameter if you know what you are doing, specifying a wrong value is worse than not specifying it at all.

# -nN

-nN

Sets the server description, for people pinging the server. usually does not need to be set if you have a descriptive domain name already, but if you set it, keep it short as it may otherwise be truncated (example: -n"Bobs Instagib Server").

# -cN

-cN

Sets the max number of clients to N. The default is 4. If you want to set it higher, be aware that bandwidth usage almost doubles with each extra client, so only do this if the server runs on a serious pipe (not your home DSL or Cable connection).

# -iS

-iS

Sets the server ip to S. This option is only useful for people running on machines with multiple network interfaces.

# -jN

-jN

Sets the server port to N. This option is only useful for people running on machines with multiple network interfaces. Note that both UDP ports N (game traffic) and N+1 (pings) must be available for this to work. If not specified, the default ports used are 28785 and 28786. Regardless of what ports are set, port 28784 must be available for pinging servers over a LAN to work.

# -mS

-mS

Sets the master server to use for either server (registering) and client (updating) to S. (default: master.tomatenquark.org).

# -pS

-pS

Sets the server's administrative password to S.

# -yS

-yS

Locks the server so that password S must be provided to connect to it.

# -oN

-oN

Sets the openness of the server to N. N=1 disables mastermodes 2 (locked) and 3 (private), while N=0 (default) enables all mastermodes.

# Console Commands

# downloadmaps

downloadmaps 1/0

Enables or disables automatic download of customized content made available by servers (enabled by default).

# servercontent

servercontent

Returns the host used by the current server to make the customized content available.

# showserverhost

showserverhost 1/0

Enables or disables the "host" and "port" fields in the server browser (disabled by default).

# bind / editbind

bind K A
editbind K A

Binds key K to commands A (see console language below for what you can put in A). To find out what key names and their default bindings are, look at data/keymap.cfg, then add bind commands to your autoexec.cfg. Editbind works much the same way, except now the key is only available in edit mode (if no editbind is defined for a certain key, it will use the normal binding).

# alias

alias N A

Binds name N to commands A, after which you can use N as a shortcut for A. You may re-bind N as often as you like, call it recursively etc. You may use N = A as a shortcut for alias.

# push

push N A B

Pushes the old value of name N onto its stack, and then aliases N to A, and executes B, after which the old value of N is restored from the stack.

# local

local N1 [N2...]

Makes the supplied variables local variables, such that their old values are saved onto the stack and restored at the end of the current block. They are initialized to null.

# quit

quit

Quits without asking.

# directions

forward
backward
left
right

Move you in said direction (default key: up down left right, w s a d).

# attack

attack

Fires the current weapon (default key: left mouse).

# jump

jump

Triggers a jump (default key: space, right mouse).

# zoom

zoom N

Zooms in if N is -1, zooms out if N is 1, and turns off zoom if N is 0.

# taunt

taunt

Plays your player model's taunt animation.

# floatspeed

floatspeed N

Sets the speed at which your character floats in edit mode or spectator mode (default: 100).

# invmouse

invmouse B

Toggles mouse between regular and inverted (flight sim) mode (default: 0 (uninverted)).

# sensitivity

sensitivity S

Sets mouse sensitivity (default: 3). The feel of which should be a similar number to Quake.

# sensitivityscale

sensitivityscale S

Scales the effect of an increase or decrease in the sensitivity value. The larger the value, the smaller the difference between sensitivity values (default: 1).

# maxfps

maxfps N

Sets the max number of FPS (Frames per Second). Useful if you have a recent machine that can run the engine at close to 1000FPS, or if you want to test. If you set maxfps to exactly or a simple ratio of your monitor's refresh rate, you may experience tearing. Be aware that maxfps is not a replacement for vsync (default: 200).

# fov

fov N

Sets your FOV to 10..150.

# zoomfov

zoomfov N

Sets your zoomed-in FOV to N.

# zoominvel

zoominvel N

Sets the number of milliseconds over which zoom-in happens. Zoom-in is instant if N is 0. (default: 250)

# zoomoutvel

zoomoutvel N

Sets the number of milliseconds over which zoom-out happens. Zoom-out is instant if N is 0. (default: 100)

# zoomsens

zoomsens S

Sets mouse sensitivity when zoomed-in (default: 1).

# zoomautosens

zoomautosens B

Toggles whether mouse sensitivity should be automatically scaled to match the zoomed-in FOV relative to FOV. This overrides "zoomsens" if enabled. (default: 1)

# hudgun

hudgun NSets hudguns either on (1) or off (0).

# hudgunsway

hudgunsway N

Sets hudgun sway either on (1) or off (0).

# grass

grass N

Sets grass 0..1 generated by autograss textures to be drawn (default: 1).

# grassdist

grassdist N

Sets the maximum distance 0..10000 at which grass is drawn (default: 128). Higher numbers mean more grass will be drawn and be more expensive.

# grassstep

grassstep N

Sets the step distance between rows of grass to 0.5..8 (default: 2). Higher step distances will look sparser, but render faster.

# shaerdetail

shaderdetail N

This sets the level of detail shaders should use, for N=3 is highest, and N=0 is lowest. Lower settings will give speedups on slower hardware.

# maxtexsize

maxtexsize N

This sets the maximum allow size of a texture in texture memory. If any texture's width or height is greater than N, the texture will be scaled down to be no more than NxN. This variable is not saved, and is reset on each run with the 3D card's texture size limit, so set this in your "autoexec.cfg" if you want to override it. Set this to a small value like 128 if your card has very little texture memory (i.e. 32 MB or less).

# texcompress

texcompress N

Any texture whose width or height is greater than or equal to N will be compressed using S3 texture compression, if available on your card. The default is set to 1024, so set this lower if your card supports S3TC and you have very little texture memory (i.e. 64 MB or less).

# watersubdiv

watersubdiv N

Determines the subdivision of the water surface in maps, which can greatly affect fps on slow machines. Must be a power of 2: 4 is the default, 8 is recommended for people on slow machines, 2 is nice for fast machines, and 1 is quite OTT. See the edit reference for more information on how to add the water material to your levels.

# waterlod

waterlod N

Sets the precision level of the water LOD (Level of Detail) from 0..3, where 0 is the lowest and 3 is the highest setting (default: 1).

# waterreflect

waterreflect B

Enables or disables water reflections (default: 1).

# waterenvmap

waterenvmap B

Enables or disables water environment-mapping (cheaper fake reflections). By default, this is used when "waterreflect" is turned off.

# waterrefract

waterrefract B

Enables or disables water refractions. (default: 1).

# waterfade

waterfade B

Enables or disables soft fading of water edges. This option only works if "waterrefract" is enabled. (default: 1).

# waterfallrefract

waterfallrefract B

Enables or disables refractive waterfalls. (default: 0).

# waterfallenv

waterfallenv B

Enables or disables environment-mapped waterfall reflections. (default: 1).

# reflectdist

reflectdist N

Sets the maximum distance geometry/objects can be at to be in a reflection from 0..10000 (default: 2000).

# reflectsize

reflectsize N

Sets the resolution of reflected surfaces (where the dimensions would measure 2^N x 2^N), from 6..10 (default: 8). Lowering this value results in a grainier image, whereas increasing it results in a finer and mroe detailed image. This too should be used to fine tune the speed of reflection rendering.

# maxreflect

maxreflect N

Sets the maximum number of reflection surfaces that can be visible at once from 1..8 (default: 1). Any surfaces exceeding this limit will not be given reflections on their surfaces.

# reflectmms

reflectmms B

Toggles whether map models are rendered in reflections (default: 1).

# envmapsize

envmapsize N

Sets the resolution of generated environment maps to 2^Nx2^N (default: 7).

# maxparticledistance

maxparticledistance N

The maximimum visibility distance for particle effects from 256..4096 (default: 512).

# particlesize

particlesize N

The size of default particle effects from 20..500 (default: 100).

# emitfps

emitfps N

The rate at which paricles can be emitted from 1..200 fps (default: 60).

# flarelights

flarelights B

Enables or disables automatic lens flares for all lights (default: 0). Requires very careful placement of lights to be effective, and most maps are not currently designed with this in mind. Therefore it is recomended that lens flares instead be placed manually by using particles entities.

# flarecutoff

flarecutoff N

The maximum visiblity distance of a lens flare source from 0..10000 (default: 1000). Note that visibility also depends on the viewers angle to the flare source.

# flaresize

flaresize N

The size of the lens flare effect from 20..500 (default: 100).

# setpostfx

setpostfx [N [P]]

Sets your favourite fullscreen shader. Active permanently once set. Use without N argument to turn it off. Certain shaders like bloom require you to specify a P for the intensity. Current example shaders: bw, invert, gbr, sobel, bloom

# screenshot

screenshot

Writes out "screenshotN.bmp", where N is the number of milliseconds since the game was launched (default key: F12).

# volume

soundvol N
musicvol N

Sets the music/sound volume from 0..255.

# soundbufferlen

soundbufferlen N

Sets the sound buffer length in bytes, tweak this if you experience stuttering or lagging sound (default: 512).

# scr_w

scr_w N

Sets the screen resolution's width to N. This variable can also be used to check the current screen resolution width.

# scr_h

scr_h N

Sets the screen resolution's height to N. This variable can also be used to check the current screen resolution height.

# screenres

screenres W H

Sets the screen resolution's width to W and height to H. On supported platforms, this can change the screen resolution immediately without requiring OpenGL to reset.

# gamma

gamma N

Sets the hardware gamma value to N percent (default: 100). May not work if your card/driver doesn't support it.

# hidestats

hidestats B

Toggles display of fps/rendering stats on the HUD (default: 1).

# hidehud

hidehud B

Toggles the entire hud display, which includes rendering stats, ammo, and echoed text (default: 0).

# maxroll

maxroll N

Sets the maximum value your display will roll on strafing from 0..20 (default: 3)

# crosshairsize

crosshairsize N

Sets the size of your crosshair, 0 being off (default: 3).

# crosshairfx

crosshairfx B

Toggles crosshair effects (default: 1). When on, the crosshair will go grey when the weapon is reloading, orange when health <= 50, or red when <=25.

# exec

exec S

Executes all commands in config file S.

# history

history N

Executes the Nth command in the command line history. For example, binding "history 0" to a key allows you to quickly repeat the last command typed in (useful for placing many identical entities etc.)

# keymap

keymap K N A

Sets up the keymap for key code K with name N and default action A. You should never have to use this command manually, use "bind" instead.

# GUI Commands

# gui2d

gui2d B

Sets whether menus should be shown in 2D, or 3D if disabled (default 0).

menudistance D

Sets the distance at which the menu is created in front of the player (default 40).

menuautoclose D

Sets the distance at which the menu is automatically closed when the player moves away from it (default 120).

# guiautotab

guiautotab H

Sets the height of the gui before tabs are automatically generated.

# cleargui

cleargui

Hides the menu.

# showgui

showgui N

Displays the menu with name N previously defined, and allows the user to pick and manipulate items with the cursor. Pressing ESC will cancel the menu.

# newgui

newgui S

Creates a new menu with name S. All the following 'gui' menuitem commands will apply to this menu. See "data/menus.cfg" for defaults.

# guilist

guilist '[' ... ']'

Defines a menu item that is a group of menu items. The layout of each nested group will alternate - the top level (newgui) is laid out vertically, the first guilist will be laid out horizontally, the second guilist vertically, etc. This allows tables and lists to be created. The layout direction also influences the display of items such as sliders, bars, progress bars, and struts.

# guispring

guispring [W]

A list containing springs will fill its parent list along its layout direction by dividing any needed space among the springs. The spring is weighted by a positive integer W, otherwise defaults to W=1.

# guititle

guititle S

Creates a menu item with horizontally centered title S.

# guibutton

guibutton [S] A [I]

Creates a menu button with the name S and icon I, which will execute A when selected. If you only specify one parameter, then it will be used for both. The icon used will be I if supplied, otherwise a blue-button if A contains showgui, otherwise it is a green button. Clicking a button will close the menu.

# guiimage

guiimage P A S [O]

Creates a menu image tile from the path P, which will execute A when selected. Clicking the image will close the menu. Uses image scale S and O=1 if an overlay is required.

# guitext

guitext S

Creates a menu item consisting of the text line S and an information icon.

# guitextbox

guitextbox S W [H] [C]

Creates a text box showing the text S, with width W, height H, and color C. The default is a single line of white text. Note that the height will increase automatically so as to enclose all the text.

# guibar

guibar

Creates a vertical/horizontal menu bar. The orientation depends on the layout direction.

# guislider

guislider V [MIN MAX A]

Creates a vertical/horizontal menu slider that is bound to a variable V. The min/max bounds of the slider will be as defined by the data model of the variable unless explicitly specified. An action A can also be specified for every slider change. The orientation of the slider depends on the layout direction.

# guicheckbox

guicheckbox N V [ON OFF A]

Creates a menu checkbox with a label N that is bound to a variable V. The default value are 0/1 unless supplied by ON/OFF. An action A can also be specified for every checkbox change.

# guiradio

guiradio N V VAL [A]

Creates a menu radio button with a label N that is bound to a variable V. The radio button is only ticked when the variable has value VAL, and presing the button will update the variable to the value VAL. An action A can also be specified for every radio button change.

# guitab

guitab S

Creates a new menu tab with title S. Note: has no effect if used within a guilist.

# guifield

guifield A N [O [U]]

Creates a field which accepts editable input, the value of which is taken from and updated to (upon change) the alias A, and can have at most N characters. If specified, O is executed when the user presses enter. If U is also specified, it will execute it every every frame (unless it is currently being edited) to allow updating the field. Note that all fields that share the same A alias, also share the same edit info, if the user moves outside the field the changes are not committed, if they select another field, changes will be lost.

# Server Configuration Commands

The following commands may be placed in the file "server-init.cfg" in the root Sauerbraten directory to configure a dedicated server, or they may be used inside a running client to config ure a listen server:

# startlistenserver

startlistenserver [MASTER]

Starts a listen server from within a running game client. If MASTER=1, then the server will report to the master server, otherwise if MASTER=0 or not supplied the server will not report to the master server. The various server configuration commands can be used before this command to setup properties of the listen server.

# stoplistenserver

stoplistenserver

Stops a listen server running from within a game client.

# serverip

serverip S

Sets the IP the server should bind/listen to S. This is only useful if your server is running on a host with multiple interfaces.

# serverport

serverport N

Sets the port the server should bind/listen to N. By default, server's listen on port 8785.

# maxclients

maxclients N

Sets the maximum number of clients that can connect to the server to N.

# serverbotlimit

serverbotlimit N

Sets the maximum number of bots a master can add to N. Admins are unaffected by this limit.

# publicserver

publicserver B

Toggles whether a server is considered a "public" server when B=1: can only gain master by "auth" or admin and doesn't allow locked/private mastermodes. B=0 allows "setmaster 1" and locked/private mastermodes (for coop-editing and such).

# serverdesc

serverdesc S

Sets the description shown for the server in the server browser to S.

# serverpass

serverpass S

Sets the password required to connect to the server to S. This option is only useful if you don't want anyone connecting to your server.

# adminpass

adminpass S

Sets the password to gain admin access to a server to S, as well as the password that may be used to override the private mastermode when connecting.

# servermotd

servermotd S

Sets the "message of the day", a message shown to users when they connect to the server, to S.

# updatemaster

updatemaster B

Toggles whether or not the server should report to the masterserver. B=1 enables (default) and B=0 disables.

# mastername

mastername S

Sets the IP of the master server the server reports to. This defaults to "sauerbraten.org" and generally should not be changed.

# restrictdemos

restrictdemos B

Toggles whether admin is required to start recording a demo. B=1 enables (default) and B=0 disables.

# maxdemos

maxdemos N

The maximum number of demos the server will store (default: 5).

# maxdemosize

maxdemosize N

The maximum size a demo is allowed to grow to in megabytes (default: 16).

# ctftkpenalty

ctftkpenalty B

Toggles whether teamkilling the flag runner in CTF modes should disallow the teamkiller from stealing the flag (default: 1).

# CubeScript

Cube's console language is similar to console languages of other games (e.g. Quake), but is a bit more powerful in that it is a full programming language.

What is similar to quake is the basic command structure: commands consist of the command itself, followed by any number of arguments seperated by whitespace. you can use "" to quote strings with whitespace in them (such as the actions in bind/alias), and whereever a command is required you can also use ; to sequence multiple commands in one.

What is new compared to quake is that you can evaluate aliases and expressions. You can substitute the value of an alias as an argument by prefixing it with a "$" sign, (example: echo The current value of x is $x). You can even substitute the values of console variables this way, i.e $fov gives the current fov. Some aliases are set automatically, for example $arg1 to $argN are set (as if by the "push" command) if you supply arguments when you execute an alias, and are popped when the alias finishes executing.

There are two alternatives to "" for quoting a string: () and []. They work in the same way as "", with the difference that they can be nested infinitely, and that they may contain linefeeds (useful for larger scripts). () is different from [] in that it evaluates the commands contained in it before it evaluates the surrounding command, and substitutes the results. () bracketed strings are called expressions, while [] bracketed strings may be thought of as blocks.

An alternative to $x is @x, which uses an alias as a macro. The difference is that @x can be substituted inside [] forms before they have ever been evaluated (at parse time), which makes them useful for composing strings or creating code on the fly. The @x form will be substituted using the value of x at the time the enclosing [] is evaluated. You can add more @ prefixes to move up more levels of []s, so @@x will move up two levels of []s and so on. Example: x = 0; if $cond [x = 1; [x = 2; echo @@x]] will echo 0, since it uses the value of x at two levels up.

The form @(body) is similar to @x, except that body contains commands executed at parse time. The result value after body executes is substituted in for @(body). You may use multiple @ prefixes as with the @x form. Example: @(result "Hello, World!") will substitute itself with Hello, World!

@[body] is also similar to @(body), except that it does not execute its contents and instead expands macros to use as the alias name for the final macro substitution.

# Operators

The following commands are available for programming:


+ A B
- A B
* A B
div A B
mod A B

(add, substract, multiply, divide, modulo): these all work like the integer operators from other languages (example: echo x squared is (* $x $x)).

= A B
< A B
> A B
strcmp A B

(equals, lessthan, greaterthan, stringcompare): comparison operators that return 1 for true and 0 for false.

! A
&& A B
|| A B
^ A B

(not, and, or, xor): boolean operators. 0 is false, everything else is true. The AND and OR operators are implemented to shortcut.

# strstr

strstr S N

Searches the string S for the substring N and returns its starting position. This function is case sensitive, when N is not found it returns -1. (example: echo (strstr "for example this sentence" "this" ) - would return 14 ).

# substr

substr S A B

Returns a part from the string S starting from A for B chars (example: echo (substr "grab this part here" 11 4 ) - would return "here" ).

# strreplace

strreplace S A B

This searches the string S for substring A and replaces it with another substring B. (example: echo ( strreplace "this is serious" "serious" "fun" ) - would return "this is fun" ).

# strlen

strlen S

Returns the length of the string S (example: echo (strlen "long sentence") - would return 13 ).

# min

min A B

This results the lower number of the 2 Strings A and B

# max

max A B

This results the higher number of the 2 Strings A and B

# rnd

rnd N

Grabs a random number from 0 to N, and results it.

# if condition

if cond true false

Executes the true or false part depending on wether cond is "0" or something else (example: if (< $x 10) [ echo "x is" $x ] [ echo "x is too big" ]).

# loop

loop I N body

Evaluates body N times, and sets the alias I from 0 to N-1 for every iteration (example: loop i 10 [ echo $i ]).

# while

while cond body

Evaluates body while cond evaluates to true. Note that cond here has to have [], otherwise it would only be evaluated once (example: i = 0; while [ (< $i 10) ] [ echo $i; i = (+ $i 1) ]).

# concat

concat S...

Concatenates all the arguments and returns the result

# concatword

concatword S...

Same as concat but without spaces between the elements.

# format

format F V1..Vn

Substitutes the V values into the format string F and returns the result. The format strings %1 through %9 are substituted with V1 through V9, respectively, and may be used multiple times. %% will generate a single % character (example: format "%1 bottles of %2 on the %3, %1 bottles of %2!" 99 beer wall).

# at

at S N

Grabs the Nth word out of string S and returns the result

# listlen

listlen L

Returns the number of items in the list L

# listclients

listclients N

Gives a list of all playernumbers if N is 1 if N is 0 it lists all players except you.

# onrelease

onrelease A

Only executes A if the command is executed on the release of a key/button (must be in an action in a bind or an alias in a bind).

# result

result V

Normally the result of a [] block is the result of the last command in the block. If you want the result to be a particular variable or value, you can use e.g. "result $i" etc.

# Variables that are only really useful when used as value:

# $editing

$editing

This is true when in edit mode.

# getalias

getalias V

Returns the alias from the variable V.

# bind

getbind B
geteditbind B
getspecbind B

Returns the game, edit or spectator bind B

# num

getclientnum N
getclientname N
getclientteam N

This returns the client number, name or team of the player N.

# fps

getname
getteam
getweapon
getfps

Tells your own Name Team Weapon or FPS

# gettex

gettex

Adds the current selected texture to the front of your texture list in Y+scroll Needs Allfaces set to 0 so it works.

# gettexname

gettexname

Results the current Texture name

# isconnected

isconnected N

If the Player N is online this is 1 (true)

# isspectator

isspectator N

If the Player N is spectator this is 1 (true)