Vengeance r2 FAQ
From Wiki
Frequently Asked Questions
Q: Who is responsible for Vengeance r2?
A: I (Entar) am the only direct coder of Vengeance r2, but DrLabman had a huge part in it, because he has contributed much, as well as the fact that Vengeance r2 is based on QMB. Major contributors include DrLabman, Black, Spike, and Darkie.
Q: Can I help with Vengeance r2?
A: It's a possibility. Contact me at entar99@hotmail.com and we can discuss that.
Q: Is there a target system for Vengeance r2?
A: Not really. I am trying (and will continue to try) to have a good bit of eyecandy but still let people play it on a lesser machine. Any computer that can run the old Vengeance should be fine, as long as it has the right drivers. I used to run Vengeance r2 with a GeForce2 (sadly), and it worked for me...
Q: Are there any known bugs?
A: If you have a problem with the screen mysteriously brightening/darkening, type gl_polyblend 0 in the console. I'm working to resolve this issue.
Q: My XXXXX card with latest drivers doesn't work with Vr2. What drivers do I need? (error "Genport I/O initialization failure" "non existent SST")
A: Is there an opengl32.dll file in your Quake directory? If so, delete it (unless you have a voodoo 3 iirc which I doubt). That should fix your problem.
Q: Can I make a single code contribution?
A: Sure! Just email me the code and implementation instructions, and I'll put it in if I like it.
Q: Who are the current contributors?
- DrLabman has obviously contributed the base (QMB)
- Black has helped in a big way on the shader code
- I used frag.machine's code for a texture script system
- Reckless contributed some mathlib.c code and shadow code for md3's
- KrimZon has kindly given some light blooms code (no longer used, but still helpful)
- I used frag.machine's lamescript code
- Spike offered his renderque code for depth sorting
- Dukey contributed his reflective water code
- Darkie added an experimental ui
- Spike added a new filesystem, including .pk3 support
- DrLabman worked extensively on the particle system
- And I'm sure more contributors will appear as the engine progresses.
Q: What new console options are there?
- chase_active (0/1/2) - chase_active 2 activates custom chasecam mode
- chase_pitch (anywhere from -180 to 180) - changes camera angle[pitch]
- chase_roll (anywhere from -180 to 180) - changes camera angle[roll]
- chase_yaw (anywhere from -180 to 180) - camera angle[yaw], relative to player angle[yaw]
- cl_gunx (-... to ...) - adjusts viewmodel position on X axis
- cl_guny (-... to ...) - adjusts viewmodel position on Y axis
- cl_gunz (-... to ...) - adjusts viewmodel position on Z axis
- dev_findradius (0/1) - toggles findradius indications (developer 1 mode only)
- ed_printerrors (0/1) - toggles printing of edict errors on map load (useful for loading hlmaps)
- ed_printtextures (0/1) - toggles printing of all the textures used in a map
- (v2.0.0 only) gl_emboss - toggles emboss mapping (must restart engine to have full effect)
- r_bloom (0/1) - toggles light blooms
- r_bloom_intensity (0-10) - adjusts intensity of light blooms (0 = off)
- r_bloom_darken (0-64?) - adjusts darkening of bloom image (basically inverse to sensitivity of bloom effect)
- hud (0/1/2/3/4) - toggles hud. O-3 changes how much of the hud shows up (0 = none, 3 = all) and 4 toggles alternate full hud.
- r_decaltime (0-...) - adjusts how long decals stick around; 0 turns decals off.
- r_decal_bullets (0/1) - toggles bullet decals
- r_decal_misc (0/1) - toggles misc decals (wizard spike hits, etc)
- r_decal_explosions (0/1) - toggles explosion decals
- r_decal_blood (0/1) - toggles blood decals
- r_depthsort (0/1) - toggles depth sorting of certain transparent things
- r_dirlighting (0/1) - toggles directional lighting
- r_part_lighting (0/1) - toggles lighting on particles
- r_part_scripts (0/1) - toggles use of scripts on TE_* effects
- r_skyfactor (0.5-...) - adjusts texture stretch on the regular sky
- r_waterrefl (0/1) - toggles reflective water
- r_waterwarp (anywhere from 0-1) - changes amount of underwater screen warping (0 = off)
- scr_screenshot_jpeg (0/1) - toggles saving screenshots in jpeg format, as opposed to tga
- sv_cheats (0/1) - toggles cheats on a server
- sv_gamespeed (anywhere from 0.01 to 5) changes speed of server
- sv_freezenonclients (0/1) - toggles freezing everything but you (and any other players if MP)
- v_color_red (anywhere from 0-4) - red setting on color adjustments
- v_color_green (anywhere from 0-4) - green setting on color adjustments
- v_color_blue (anywhere from 0-4) - blue setting on color adjustments
- v_color_percent (anywhere from 0-100) - power setting on color adjustments
- v_gunmove - changes the speed of the idle gun movement (off if 0)
- v_hurtblur (anywhere from 0 to 100) - changes where hurtblur effect starts (health-wise)
- vid_width (any proper setting; 640, 800, etc) - video resolution width, takes effect on vid_restart
- vid_height (any proper setting; 480, 600, etc) - video resolution height, takes effect on vid_restart
- vid_fullscreen (0/1) - video resoultion width, takes effect on vid_restart
There are probably a few more, but those are the more important ones.
Q: What new console commands are there?
- +binoculars and -binoculars - toggles binoculars. Try binding +binoculars to B
- (as of 2.1.2) cvarlist - lists all cvars in the console
- (as of 2.1.2) cmdlist - lists all console commands in the console
- (as of 2.1.5) listmaps - lists all maps in your /maps directory
- listskies - lists all the available skybox files in your id1/gfx/env directory
- vid_restart - restarts video system, taking changes to video settings cvars into effect
Q: Does Vengeance r2 have an official IRC channel?
A: Yes! Just join #VenR2 on irc.anynet.org (previously at gamesurge.com)
Q: Can I add my own questions to the FAQ?
A: Yes, just edit the page and put your question at the bottom, and I'll answer it.
Bug Reports
Leave your bug reports here, or in the forum. Once I have answered your question and you have read my answer, please remove your question to prevent this page from getting clogged.

