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Glossary
Terms used across these pages and in the console reference, defined once.
Console and settings
Cvar: a console variable, a named setting such as cg_killfeed or r_fullscreen. Set
one by typing its name and a value in the console, or with set and seta in a config.
Every cvar the client registers has an entry in the console reference.
Command: a console action rather than a stored value, such as vid_restart or
strafehelper. Commands and cvars share the console and the reference.
Archived: a cvar flagged CVAR_ARCHIVE is written to the generated config when the
game exits, taystjk.cfg for the client and taystjk_server.cfg for a dedicated server
(qcommon.h), and so keeps its value next time.
Latched: a cvar flagged CVAR_LATCH holds a new value aside and only applies it when
the part of the game that reads it restarts
(cvar.cpp): vid_restart for a renderer setting, the
next map for a game setting, or a full restart. Typing the cvar’s name shows the pending
value as latched.
Bitmask: a cvar whose value is a sum of independent options, each worth a power of two.
The client’s larger ones, such as cg_strafeHelper, have a companion command that toggles
one option at a time instead; see
HUD and movement tools.
Rcon: remote console. A server with rconPassword set accepts console commands from a
client that sets the same rconPassword locally and then sends rcon <command>
(cl_main.cpp).
Mods, clients and renderers
JA+ / JA++: a closed-source server mod (JA+) and its open-source successor (JA++), which
uses the japlus directory for compatibility. The client recognises both; see
mod compatibility.
jaPRO: the server mod whose game code TaystJK bundles on both sides, and the largest single source of its features. See the overview.
rend2: the modern OpenGL renderer backend, selected with cl_renderer rd-rend2t.
Vulkan is the third backend, rd-vulkant. See Renderers.
Movement and HUD
CGAZ: a display mode of the strafe helper, showing the angles at which you gain speed
for your current velocity and movement style. It is one bit of the cg_strafeHelper
setting rather than a separate feature; configure it with the strafehelper command. See
HUD and movement tools.
Snaps, snap zones: movement is applied in whole units each frame, so at some view
angles the rounding gains you a little speed and at others it costs you. The boundaries
between those angles are snap zones, and they move with your speed and framerate: the
SnapHUD computes them from both and draws them
(hud_strafehelper.c).
Enable it with cg_snapHud. See HUD and movement tools.
Movement style: the rule set a server applies to player movement, changing
acceleration, air control and what tricks are possible. The client knows nineteen, from
MV_SIEGE and MV_JKA through MV_CPM, MV_WSW and MV_TRIBES
(bg_public.h).
See movement styles.
Ski: sliding along the ground instead of running, in the Tribes movement style, with its own landing sound. See Tribes.
IFF: identification friend-or-foe, a team-coloured marker floating above other players
in the Tribes movement style, so you can tell at a glance who is on your side. It grows with
distance so it stays readable far away, and enemies are only marked within a limited range
(cg_players.c).
See Tribes.
Files and directories
Base directory: GameData/base, holding the four retail assets*.pk3 files. Anything
else placed here is loaded whichever mod directory is active, so keep additions to PK3s
you want everywhere, such as maps; put TaystJK-only content in taystjk/. See
Install.
Mod directory: a sibling of base under GameData holding one mod’s files. TaystJK’s
own is taystjk, which is where japro-assets.pk3 is installed.
fs_game / fs_forcegame: fs_game selects the mod directory and a server can set
it. fs_forcegame is a client-side override that a server cannot change. See
what fs_forcegame does.
homepath, basepath, cdpath: the three roots the filesystem searches. fs_basepath is
the installation directory, fs_homepath is where your own generated files are written
(configs, screenshots, downloads), and fs_cdpath is an additional read-only search path.
Writes go to homepath; a file found in homepath takes precedence.
Levelshot: the loading-screen image for a map, read from levelshots/<mapname>. The
client prefers a widescreen version at levelshots_16_9/<mapname> when one exists
(cg_info.c).
Pure server: a server running sv_pure 1, which requires clients to load game assets
only from pk3 files the server also has. On a stock client it stops mismatched or modified
assets, and it is why a custom pk3 can leave you unable to join. TaystJK clients skip the
restriction by default; see
sv_pure does not constrain TaystJK clients.
Referenced pk3s, reflists: the referenced pk3s are the ones a server tells clients it
is using, which drives what they must download or already have. Reflists are the
ref_forcelist.txt, ref_blacklist.txt and ref_whitelist.txt files a server operator
uses to correct that list. See
PK3 referencing and reflists.
Client and server code
game, cgame, UI module: the three pieces of per-mod code. game runs on the server
and owns the rules; cgame runs on the client and decides what you see; ui draws the
menus. The console reference labels every entry with the module that registers it.
QVM versus native module: QVM files contain bytecode; native modules are libraries
compiled for a particular platform and architecture. TaystJK’s module loaders use native
libraries. vm_legacy is a per-slot bitmask selecting the older dllEntry/vmMain API
instead of GetModuleAPI; it does not enable QVM bytecode support
(legacy loader,
native API loader).
A native module must match the client’s architecture, so a 32-bit mod library cannot be
loaded by a 64-bit client.
Serverinfo: the small set of values a server publishes about itself, visible in the
server browser before you connect. A cvar registered CVAR_SERVERINFO is part of it.
Feature flag: taystJKinfo, a serverinfo key through which a server mod advertises
which TaystJK client features it supports, independently of which mod it is. It is why a
feature can work on one server and silently do nothing on another; see
mod compatibility.
Origin: in the console reference, the project an entry first appeared in, not every fork that ships it. See sources and methodology.
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