| com_dbgClientAdr |
debuggerApp client address |
| com_dbgServerAdr |
debugger server address |
| com_enableDebuggerServer |
toggle debugger server and try to connect to com_dbgClientAdr |
| cst_hudAdjustAspect |
adjust the HUD's aspect when the screen aspect ratio isn't 4:3 |
| g_hitEffect |
mess up player camera when taking damage |
| imgui_numBindingColumns |
Number of columns with bindings in Dhewm3SettingsMenu's Bindings tab |
| imgui_scale |
factor to scale ImGUI menus by (-1: auto) |
| imgui_style |
Which ImGui style to use. 0: Dhewm3 theme, 1: Default ImGui theme, 2: User theme |
| in_grabKeyboard |
if enabled, grabs all keyboard input if mouse is grabbed (so keyboard shortcuts from the OS like Alt-Tab or Windows Key won't work) |
| in_ignoreConsoleKey |
Console only opens with Shift+Esc, not ` or ^ etc |
| in_kbd |
keyboard layout |
| in_mouseInvertLook |
inverts the look controls so the forward looks up (flight controls) - the proper way to play games! |
| in_namePressed |
print the name of the key/button pressed |
| in_useGamepad |
enables/disables the gamepad for PC use |
| joy_dampenLook |
Do not allow full acceleration on look |
| joy_deadZone |
specifies how large the dead-zone is on the joystick |
| joy_deltaPerMSLook |
Max amount to be added on look per MS |
| joy_gamepadLayout |
Button layout of gamepad. -1: auto (needs SDL 2.0.12 or newer), 0: XBox-style, 1: Nintendo-style, 2: PS4/5-style, 3: PS2/3-style |
| joy_gammaLook |
use a log curve instead of a power curve for movement |
| joy_invertLook |
inverts the look controls so the forward looks up (flight controls) - the proper way to play games! |
| joy_pitchSpeed |
pitch speed when pressing up or down on the joystick |
| joy_powerScale |
Raise joystick values to this power |
| joy_triggerThreshold |
how far the joystick triggers have to be pressed before they register as down |
| joy_yawSpeed |
pitch speed when pressing left or right on the joystick |
| pm_character |
Change Player character. 1 = Scarlet. 0 = Doom Marine |
| r_enableDepthCapture |
enable capturing depth buffer to texture. -1: enable automatically (if soft particles are enabled), 0: disable, 1: enable |
| r_fillWindowAlphaChan |
Make sure alpha channel of windows default framebuffer is completely opaque at the end of each frame. Needed at least when using Wayland with older drivers.\n |
| r_fullscreenDesktop |
0: 'real' fullscreen mode 1: keep resolution 'desktop' fullscreen mode |
| r_gammaInShader |
Set gamma and brightness in shaders instead using hardware gamma |
| r_glDebugContext |
Enable OpenGL Debug context - requires vid_restart, needs SDL2 |
| r_scaleMenusTo43 |
Scale menus, fullscreen videos and PDA to 4:3 aspect ratio |
| r_screenshotFormat |
Screenshot format. 0 = TGA (default), 1 = BMP, 2 = PNG, 3 = JPG |
| r_screenshotJpgQuality |
Screenshot quality for JPG images (1-100). Lower value means smaller file but worse quality |
| r_screenshotPngCompression |
Compression level when using PNG screenshots (0-9). Higher levels generate smaller files, but take noticeably longer |
| r_supportNoSpecular |
Support 'nospecular' parm on lights. Vanilla Doom3 didn't, so the original maps are probably expecting it to not do anything. -1: Only support in maps that |
| r_useCarmacksReverse |
Use Z-Fail (Carmack's Reverse) when rendering shadows |
| r_useSoftParticles |
Soften particle transitions when player walks through them or they cross solid geometry. Needs r_enableDepthCapture. Can slow down rendering! |
| r_useStencilOpSeparate |
Use glStencilOpSeparate() (if available) when rendering shadows |
| r_vidRestartAlwaysFull |
Always do a full vid_restart (ignore 'partial' argument), e.g. when changing window size |
| r_windowResizable |
Allow resizing (and maximizing) the window (needs SDL2; with 2.0.5 or newer it's applied immediately) |