Quake.Fr - Quake Wars Enemy Territory

Actualités

Liste complètes des Cvars
clockEcrit par Poil | clock2007-07-14 21:40:00
a_glowBaseScale Original image contribution factor
a_glowLuminanceDependency Dependency of the glow on the
luminance(brightness)
a_glowScale Blurred image contribution factor
a_glowSpriteMin
a_glowSpriteSize
a_glowSunBaseScale Factor to scale to sun factor with
a_glowSunPower Power to raise to sun factor to
a_glowSunScale Factor to scale to sun factor with
a_glowThresh Threshold above which part of the scene
starts glowing
a_sun
a_windTimeScale Speed at which wind effects change
aas_extendFlyPaths set to 1 to enable extending fly paths
aas_locationMemory used to remember a particular location, set
to 'current' to store the current x,y,z
location
aas_optimizePaths set to 1 to enable path optimization
aas_pullPlayer pull the player to the specified area
aas_pullWalk walk instead of sprint
aas_randomPullPlayer pull the player to a random area
aas_showAreas show the areas in the selected aas
aas_showEdgeNums show edge nums
aas_showFloorTrace show floor trace
aas_showHopPath show hop path to specified area
aas_showNearestCoverArea show the nearest area with cover from the
selected area (aas_showHideArea 4 will show
the nearest area in cover from area 4)
aas_showNearestInsideArea show the nearest area that is inside
aas_showObstacleAvoidance shows obstacles along paths
aas_showPath show the path to the walk specified area
aas_showPushIntoArea show an arrow going to the closest area
aas_showTravelTime print the travel time to the specified goal
area (only when aas_showAreas is set)
aas_showWallEdgeNums show the number of the edges of walls
aas_showWallEdges show the edges of walls, 2 = project all to
same height, 3 = project onscreen
aas_skipObstacleAvoidance ignore all dynamic obstacles along paths
aas_subSampleWalkPaths set to 1 to enable walk path sub-sampling
aas_test select which AAS to test
af_contactFrictionScale scales the contact friction
af_forceFriction force the given friction value
af_highlightBody name of the body to highlight
af_highlightConstraint name of the constraint to highlight
af_jointFrictionScale scales the joint friction
af_maxAngularVelocity maximum angular velocity
af_maxLinearVelocity maximum linear velocity
af_showActive show tree-like structures of articulated
figures not at rest
af_showBodies show bodies
af_showBodyNames show body names
af_showConstrainedBodies show the two bodies contrained by the
highlighted constraint
af_showConstraintNames show constraint names
af_showConstraints show constraints
af_showInertia show the inertia tensor of each body
af_showLimits show joint limits
af_showMass show the mass of each body
af_showPrimaryOnly show primary constraints only
af_showTimings show articulated figure cpu usage
af_showTotalMass show the total mass of each articulated
figure
af_showTrees show tree-like structures
af_showVelocity show the velocity of each body
af_skipFriction skip friction
af_skipLimits skip joint limits
af_skipSelfCollision skip self collision detection
af_testSolid test for bodies initially stuck in solid
af_timeScale scales the time
af_useImpulseFriction use impulse based contact friction
af_useJointImpulseFriction use impulse based joint friction
af_useLinearTime use linear time algorithm for tree-like
structures
af_useSymmetry use constraint matrix symmetry
ai_debugAnimState displays animState changes for the specified
monster entity number
ai_debugMove draws movement information for monsters
ai_debugScript displays script calls for the specified
monster entity number
ai_debugTrajectory draws trajectory tests for monsters
ai_fallTime Number of seconds before the player plays
the falling animation
anim_forceUpdate
anim_maxBodyPitch max pitch of body adjustment
anim_minBodyPitch min pitch of body adjustment
anim_reduced
anim_showMissingAnims Show warnings for missing animations
aor_animationCutoffScale scale the aor animation cutoff distance
aor_ikCutoffScale scale the aor ik cutoff distance
aor_physicsCutoffScale scale the aor physics cutoff distance
aor_physicsLod1StartScale scale the aor physics lod 1 distance
aor_physicsLod2StartScale scale the aor physics lod 2 distance
aor_physicsLod3StartScale scale the aor physics lod 3 distance
bot_aimSkill Sets the bot's default aiming skill. 0 =
EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
bot_breakPoint Cause a program break to occur inside the
bot's AI
bot_canDropDeployables 0 = bots dont drop deployables of any kind,
1 = bots can drop all deployables
bot_canStrafeJump 0 = bots can't strafe jump, 1 = bots CAN
strafe jump to goal locations that are far
away
bot_debug Debug various bot subsystems. Many bot
debugging features are disabled if this is
not set to 1
bot_debugAirVehicles Debug bot air vehicle usage. -1 = disable
bot_debugGroundVehicles Debug bot ground vehicle usage. -1 = disable
bot_debugMapScript Allows you to debug the bot script.
bot_debugObstacles Debug bot obstacles in the world
bot_debugPersonalVehicles Only used for debugging the use of the husky
icarus.
bot_debugSpeed Debug bot's move speed. -1 = disable
bot_debugWeapons Only used for debugging bots weapons.
bot_doObjectives 0 = bots let the player play the hero, with
the bots filling a supporting role, 1 = bots
do all the major objectives along with the
player
bot_drawActionDist How far away to draw the bot action info.
Default is 2048
bot_drawActionGroupNum Filter what action groups to draw with the
bot_drawAction cmd. -1 = disabled.
bot_drawActionNumber Draw a specific bot action only. -1 =
disable
bot_drawActions Draw the bot's actions.
bot_drawActionSize How big to draw the bot action info. Default
is 0.2
bot_drawActiveActionsOnly Draw only active bot actions. 1 = all active
actions. 2 = only GDF active actions. 3 =
only Strogg active actions. Combo actions,
that have both GDF and strogg goals, will
still show up.
bot_drawClientNumbers Draw every clients number above their head
bot_drawNodes draw vehicle path nodes
bot_drawObstacles Draw the bot's dynamic obstacles in the
world
bot_drawRoutes Draw the bot's routes.
bot_enable 0 = bots will not be loaded in the game. 1 =
bots are loaded.
bot_fakePing Have the bots display fake pings in the
scoreboard
bot_followMe Have the bots follow you in debug mode
bot_hud Print out the bots debug info onto the
players HUD. Set to the clientNum of the bot
to debug. 0 = disable. Make sure bot_debug
is 1.
bot_ignoreEnemies If set to 1, bots will ignore all enemies.
Useful for debugging bot behavior
bot_ignoreGoals If set to 1, bots will ignore all map
objectives. Useful for debugging bot
behavior
bot_knifeOnly goofy mode where the bots only use their
knifes in combat.
bot_minClients Keep a minimum number of clients on the
server with bots. -1 to disable
bot_noChat 0 = bots chat, 1 = bots never chat
bot_noRandomJump makes bots not randomly jump
bot_noTapOut makes bots not want to ever tap out, for
debug purposes
bot_noTaunt 0 = bots taunt, 1 = bots never taunt
bot_pause Pause the bot's thinking - useful for
screenshots/debugging/etc
bot_showPath Show the path for the bot's client number.
-1 = disable.
bot_sillyWarmup 0 = bots play the game like normal, 1 = bots
shoot each other and act silly during warmup
bot_skill Sets the bot's default AI skill. 0 = EASY, 1
= MEDIUM, 2 = EXPERT, 3 = MASTER
bot_skipThinkClient A debug only cvar that skips thinking for a
particular bot with the client number
entered. -1 = disabled.
bot_suicide Causes all bots to suicide. Useful for
debugging.
bot_testObstacleAvoidance test obstacle avoidance
bot_threadFixedDelay force the bot AI to always trail
bot_threadFrameDelay frames behind
bot_threadFrameDelay maximum number of game frames the bot AI can
trail behind
bot_threading enable running the bot AI in a separate
thread
bot_uiNumGDF The number of gdf bots to add to the server.
-1 to disable
bot_uiNumStrogg The number of strogg bots to add to the
server. -1 to disable
bot_uiSkill The overall skill the bots should play at in
the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT,
3 = MASTER
bot_useShotguns 0 = bots wont use shotguns/nailguns. 1 =
bots will use shotguns/nailguns.
bot_useSpawnHosts 0 = strogg bots can't use spawn host bodies,
1 = bots can use spawnhosts
bot_useVehicles 0 = bots dont use vehicles, 1 = bots do use
vehicles
bse_debris disable effect debris
bse_debug display debug info about effect
bse_detailLevel Detail setting for effects
bse_effectsStats
bse_enabled set to false to disable all effects
bse_maxDecalDistance Maximum distance from the viewer to spawn
decals
bse_physics disable effect physics
bse_projectileEffect this effect will replace projectile
explosions
bse_rateCost rate cost multiplier for spawned effects
bse_rateLimit rate limit for spawned effects
bse_render disable effect rendering
bse_showBounds display debug bounding boxes effect
bse_simple simple versions of effects
bse_singleEffect set to the name of the effect that is only
played
bse_speeds print bse frame statistics
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_debugRotation debug rotation failure
cm_debugSetParms debug set parameters
cm_debugTranslation debug translation failure
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawIndexScale scale of primitive indices
cm_drawIndices draw primitive indices
cm_drawInternal draw internal edges green
cm_drawMask collision mask
cm_drawNormals draw polygon and edge normals
cm_drawTraces draw polygon and edge normals
cm_loadRenderModels allow loading of render models for collision
at run time
cm_showCompiledModelstats show stats for all compiled collision models
cm_showConversionWarnings sets whether to show warnings when
converting models to trace models
cm_storeCollisionModelStats any models converted will be stored for
output later using the command
dumpCollisionModelStats
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testTranslation
cm_testWalk
cm_writeCompiledCollisionModels write out generated collision models to disk
com_allowConsole allow toggling console with the tilde key
com_asyncInput sample input from the async thread
com_asyncSound 0: mix sound inline, 1: memory mapped async
mix, 2: callback mixing, 3: write async mix
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos
com_fixedTic
com_forceGenericSIMD force generic platform independent SIMD
com_gpuSpec hardware classification, -1 = not detected,
0 = low quality, 1 = medium quality, 2 =
high quality, 3 = ultra quality
com_journal 1 = record journal, 2 = play back journal
com_lastCPUDetailLevel
com_lastCPULevel
com_lastGraphicsDetailLevel
com_lastGraphicsLevel
com_logDemos
com_machineSpec hardware classification, -1 = not detected,
0 = low quality, 1 = medium quality, 2 =
high quality
com_makingBuild 1 when making a build
com_makingRC 1 when making a release candidate
com_minTics
com_preciseTic run one game tick every async thread update
com_preloadDemos
com_purgeAll purge everything between level loads
com_showAngles
com_showBPS show bot think frames per second
com_showDemo
com_showFPS show frames rendered per second
com_showMemoryUsage show total and per frame memory usage
com_showSoundDecoders show sound decoders
com_showTics
com_showTPS show mega tiles loaded per second
com_skipGameDraw
com_skipRenderer skip the renderer completely
com_skipWarnings skip all warnings
com_speeds show engine timings
com_timestampPrints print time with each console print, 1 = msec
2 = sec
com_unlock_avgFrames average out render times over n frames for
extra renders management
com_unlock_maxFPS maximum FPS unlock will try to reach (only
works in timing methods 1 & 2) - zero = no
limit
com_unlock_safetyMargin percentage safety margin under which not to
trigger an extra render
com_unlock_timingMethod method of timing interpolated/extrapolated
frames: 0 = whenever they fit; 1 = on
boundaries of framerate multiples of 30; 2
= like 1, but using total previous
everything time to estimate, not just render
time
com_unlockFPS allow renderer to go faster than game ticks
com_useBinaryDecls Load binary versions of declarations falling
back to text if not found
com_useFastVidRestart Allow use of fast vid restarts
com_videoRam holds the last amount of detected video ram
com_wipeSeconds
com_writeBinaryDecls Write binary versions of declarations
con_noPrint print on the console but not onscreen when
console is pulled up
con_notifyTime time messages are displayed onscreen when
console is pulled up
con_speed speed at which the console moves up and down
decl_show set to 1 to print parses, 2 to also print
references, 3 only prints out of level load,
4 only prints out of level load but also
prints references
decl_usageLog creates a log of all declarations touched
demo_debug debug demo replay system
demo_noclip noclip through a demo
demo_prediction prediction when playing back a server demo
in milliseconds
demo_scale speed scaling of demo replays
demo_snapshotDelay delay between snapshots for server side demo
recordings
developer developer mode
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game mod path
fs_game_base alternate mod path, searched after the main
fs_game path, before the basedir
fs_restrict
fs_savepath
fs_searchAddons search all addon pk4s ( disables addon
functionality )
fs_toolsPath quoted paths that are searched for tools
fs_userpath
g_allowComplaint_charge Allow complaints for teamkills with charges
g_allowComplaint_explosives Allow complaints for explosive weapons and
items
g_allowComplaint_firesupport Allow complaints for teamkills with fire
support
g_allowLateJoin Enable/disable players joining a match in
progress
g_autoFireTeam Prompt to join a fireteam when switching to
a new team.
g_banner_1 banner message 1
g_banner_10 banner message 10
g_banner_11 banner message 11
g_banner_12 banner message 12
g_banner_13 banner message 13
g_banner_14 banner message 14
g_banner_15 banner message 15
g_banner_16 banner message 16
g_banner_2 banner message 2
g_banner_3 banner message 3
g_banner_4 banner message 4
g_banner_5 banner message 5
g_banner_6 banner message 6
g_banner_7 banner message 7
g_banner_8 banner message 8
g_banner_9 banner message 9
g_banner_delay delay between banner messages
g_banner_loopdelay delay before banner messages repeat, 0 = off
g_bind_context_anansi
g_bind_context_badger
g_bind_context_bumblebee
g_bind_context_desecrator
g_bind_context_goliath
g_bind_context_hog
g_bind_context_hornet
g_bind_context_husky
g_bind_context_icarus
g_bind_context_mcp
g_bind_context_platypus
g_bind_context_titan
g_bind_context_trojan
g_cacheDictionaryMedia Precache all media from entity dictionaries
g_chatDefaultColor RGBA value for normal chat prints
g_chatFireTeamColor RGBA value for fire team chat prints
g_chatLineTimeout number of seconds that each chat line stays
in the history
g_chatTeamColor RGBA value for team chat prints
g_cheapDecalsMaxDistance max distance decals are created
g_class_context_aggressor
g_class_context_constructor
g_class_context_covertops
g_class_context_engineer
g_class_context_fieldops
g_class_context_infiltrator
g_class_context_medic
g_class_context_oppressor
g_class_context_solider
g_class_context_technician
g_collisionModelMask
g_commandMapZoom command map zoom level
g_commandMapZoomStep percent to increase/decrease command map
zoom by
g_compiledScriptSafety enables extra safety checks in exported
scripts
g_complaintGUIDLimit Total unique complaints at which a player
will be kicked
g_complaintLimit Total complaints at which a player will be
kicked
g_damageIndicatorAlphaScale alpha of the damage indicators
g_damageIndicatorColor color of the damage indicators
g_damageIndicatorFadeTime number of seconds that a damage indicator
stays visible
g_damageIndicatorHeight height of the damage indicators
g_damageIndicatorWidth width of the damage indicators
g_debugAnim displays information on which animations are
playing on the specified entity number. set
to -1 to disable.
g_debugAnimLookups prints successful animation lookups
g_debugAnimStance displays information on which stances are
set on the specified entity number. set to
-1 to disable.
g_debugBounds checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugFootsteps prints which surfacetype the player is
walking on
g_debugForceFields
g_debugFrameCommands Prints out frame commands as they are called
g_debugFrameCommandsFilter Filter the type of framecommands
g_debugGUI Show GUI window outlines
g_debugGUIEvents Show the results of events
g_debugGUIRenderWorld Output information for GUI-based
renderWorlds
g_debugGUITextRect Show windows' text rectangle outlines
g_debugGUITextScale Size that the debug GUI info font is drawn
in.
g_debugLocations
g_debugMask debugs a deployment mask
g_debugNetworkWrite
g_debugPlayerList fills UI lists with fake players
g_debugProficiency
g_debugScript
g_debugSpecatorList fills the spectator list with fake players
g_debugVehicleDriveForces show info about wheeled drive forces
g_debugVehicleFeedback show info about wheeled suspension feedback
g_debugVehicleFrictionFeedback show info about wheeled surface friction
feedback
g_debugVehicleHoverPads show info about hoverpads
g_debugVehicleHurtZones show info about the hurtZone component
g_debugVehiclePseudoHover show info about the pseudoHover component
g_debugVehicleWheelForces show info about wheel forces
g_debugWakes Debug the vehicle wakes
g_debugWeapon
g_debugWeaponSpread displays the current spread value for the
weapon
g_debugWorldTasks draws a sphere around ranged based tasks
g_decals show decals such as bullet holes
g_demoAnalyzationSectorSize sector size for stat generation
g_demoAnalyze analyze demo during playback
g_demoOutputMDF output entity keyframe data from demo
g_disableFootsteps enable/disable footsteps
g_disableGlobalAudio disable global VOIP communication
g_disableGlobalChat disable global text communication
g_disableTransportDebris
g_disableVehicleSpawns disables vehicles spawning from construction
pads
g_disasm disassemble script into base/script
disasm.txt on the local drive when script is
compiled
g_dragDamping
g_dragEntity allows dragging physics objects around by
placing the crosshair over them and holding
the fire button
g_dragMaxforce
g_dragShowSelection
g_drawContacts draw physics object contacts
g_drawPlayerDamage Draws numbers above the player's head every
time they take damage ( Must be enabled on
the server too )
g_drawPlayerIcons Enables/Disables player icons
g_drawRouteConstraints draws lines showing route constraints
g_editEntityMode 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
g_enemyColor color of enemy units
g_execMapConfigs Execute map cfg with same name
g_exportMask
g_forceClear forces clearing of color buffer on main game
draw (faster)
g_fov
g_frametime displays timing information for each game
frame
g_friendlyColor color of friendly units
g_gameReviewPause Time (in minutes) for scores review time
g_gameReviewReadyWait wait for players to ready up before going to
the next map
g_gravity
g_guiSpeeds Show GUI speeds
g_gunX
g_gunY
g_gunZ
g_hitBeep play hit beep sound when you inflict damage.
0 = do nothing
1 = beep/flash cross-hair
2 = beep
3 = flash cross-hair
g_kickAmplitude
g_kickBanLength length of time a kicked player will be
banned for
g_kickTime
g_knockback
g_logObjectives log objective completion info
g_logProficiency log proficiency data
g_maxPlayerWarnings maximum warnings before player is kicked
g_maxShowDistance
g_maxSpectateTime maximum length of time a player may spectate
for
g_maxTransportDebrisExtraHigh The maximum number of pieces of extra high
priority (really large) debris. -1 means no
limit.
g_maxTransportDebrisHigh The maximum number of pieces of high
priority (large) debris. -1 means no limit.
g_maxTransportDebrisLow The maximum number of pieces of low priority
(small) debris. -1 means no limit.
g_maxTransportDebrisMedium The maximum number of pieces of medium
priority (middling) debris. -1 means no
limit.
g_maxVoiceChats maximum number of voice chats a player may
do in a period of time
g_maxVoiceChatsOver time over which the maximum number of voice
chat limit is applied
g_muteSpecs Send all spectator global chat to team chat
g_neutralColor color of neutral units
g_nextMap commands to execute when the current map
campaign ends
g_noBotSpectate disables the ability to spectate bots
g_noProficiency enable/disable XP
g_noRouteConstraintKick enables/disables players being kicked for
deviating from routes
g_noRouteMaskDestruction enables/disables the mcp being destroyed
when driven outside the mask
g_noVehicleDecay enables / disables vehicle decay
g_password game password
g_playerArrowIconSize Size of the screen space player arrow icons
g_playerIconAlphaScale alpha to apply to world-based objective
icons
g_playerIconSize Size of the screen space player icons
g_playerPushForce force players can be pushed by other players
g_playTooltipSound Play the sound attached to a tooltip when it
is shown
g_privatePassword game password for private slots
g_radialMenuMouseInput 0 - no mouse input
1 - mouse input, no view movement
2 - mouse input, view movement
g_radialMenuMouseSensitivity Mouse input scale
g_radialMenuStyle Sets the style of the quick chat menu: 0 =
radial, 1 = vertical
g_radialMenuUseNumberShortcuts Use numbers instead of alpha-numeric
shortcuts
g_removeStaticEntities Remove non-dynamic entities on map spawn
when they aren't needed
g_rotateCommandMap Rotate the command map around the player
g_showActiveEntities draws boxes around thinking entities.
g_showAreaClipSectors
g_showcamerainfo displays the current frame # for the camera
when playing cinematics
g_showChatLocation show/hide locations in chat text
g_showClipSectorFilter
g_showClipSectors
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showCommandMapNames Show/hide location text on the commandmap
g_showCompileStats sets whether to show stats at the end of
compilation or not
g_showCrosshairInfo shows information about the entity under
your crosshair
g_showDemoHud draw the demo hud gui
g_showDemoView show player's calculated view when paused
instead of free-fly cam
g_showEntityInfo
g_showEntityInfoPrint
g_showFireTeamLocation show/hide locations in fireteam box text
g_showHud draw the hud gui
g_showLocationWayPoints Show/hide location waypoints in the world
g_showPlayerShadow enables shadow of player model
g_showPlayerSpeed displays player movement speed
g_showPVS
g_showRenderModelBounds
g_showTargets draws entities and their targets. hidden
entities are drawn grey.
g_showTestModelFrame displays the current animation and frame #
for testmodels
g_showTriggers draws trigger entities (orange) and their
targets (green). disabled triggers are
drawn grey.
g_showVehiclePathNodes
g_showWayPoints show or hide world-based objective icons
g_skipDeployChecks Skips deployment territory checks, etc
g_skipIntro skip the opening intro movie
g_skipLocalizedPrecipitation Enable/disable precipitation effects
g_skipPostProcess draw the post process gui
g_skipPrecipitation Enable/disable precipitation effects
g_skipVehicleAccelFeedback skip acceleration effects on wheeled
suspensions
g_skipVehicleFrictionFeedback ignore the effects of surface friction
g_skipVehicleTurnFeedback skip turn ducking effects on wheeled
suspensions
g_skipViewEffects skip damage and other view effects
g_skipWeaponSwitchAnimations If 1, players won't play their weapon
switching animations.
g_spectateLerpScale Controls view smoothing for spectators
g_stopWatchMode stopwatch mode, 0 = ABBA, 1 = ABAB
g_teamSwitchDelay Delay (in seconds) before player can change
teams again
g_testLadders
g_testModelAnimate test model animation,
0 = cycle anim with origin reset
1 = cycle anim with fixed origin
2 = cycle anim with continuous origin
3 = frame by frame with continuous origin
4 = play anim once
g_testModelBlend number of frames to blend
g_testModelRotate test model rotation speed
g_testParticle test particle visualization, set by the
particle editor
g_testParticleName name of the particle being tested by the
particle editor
g_testPostProcess name of material to draw over screen
g_testSpectator
g_testViewSkin name of skin to use for the view
g_transportDebrisExtraHighCutoff Beyond this distance from the viewpoint
extra high priority debris will not be
spawned. -1 means no limit.
g_transportDebrisHighCutoff Beyond this distance from the viewpoint high
priority debris will not be spawned. -1
means no limit.
g_transportDebrisLowCutoff Beyond this distance from the viewpoint low
priority debris will not be spawned. -1
means no limit.
g_transportDebrisMediumCutoff Beyond this distance from the viewpoint
medium priority debris will not be spawned.
-1 means no limit.
g_unlock_interpolateMoving interpolate moving objects in fps unlock
mode
g_unlock_updateAngles update view angles in fps unlock mode
g_unlock_updateViewpos update view origin in fps unlock mode
g_unlock_viewStyle 0: extrapolate view origin, 1: interpolate
view origin
g_useCompiledScript enable/disable native compiled scripts
g_useSimpleStats only look up local server stats
g_useTraceCollection Use optimized trace collections
g_vehicleForce
g_vehicleSteerKeyScale The scale of the wheeled vehicle steering
keys - 1 is standard, 2 is twice as fast,
etc
g_vehicleSuspensionDamping
g_vehicleSuspensionDown
g_vehicleSuspensionKCompress
g_vehicleSuspensionUp
g_vehicleTireFriction
g_vehicleVelocity
g_vehicleWheelTracesPerFrame What fraction of the wheels are updated per
frame
g_version game version
g_volumeMusic_dB music volume in dB
g_votePassPercentage Percentage of yes votes required for a vote
to pass
g_voteWait Delay (in minutes) before player may perform
a callvote again
g_walkerTraceDistance distance to check for space for the walker
to move
g_warmup Length (in minutes) of warmup period
g_warmupDamage Enable/disable players taking damage during
warmup
g_waypointAlphaScale alpha to apply to world-based objective
icons
g_waypointDistanceMax min distance at which to show max icon size
g_waypointDistanceMin max distance at which to show min icon size
g_waypointSizeMax max world-view icon size
g_waypointSizeMin min world-view icon size
g_weaponSwitchTimeout
g_xpSave stores xp for disconnected players which
will be given back if they reconnect
gamedate
gamename
gui_crosshairAlpha alpha of crosshair
gui_crosshairColor RGB color tint for crosshair elements
gui_crosshairDef name of def containing crosshair
gui_crosshairGrenadeAlpha alpha of grenade timer components
gui_crosshairKey name of crosshair key in def specified by
gui_crosshairDef
gui_crosshairSpreadAlpha alpha of spread components
gui_crosshairSpreadScale amount to scale the spread indicator
movement
gui_crosshairStatsAlpha alpha of health/ammo/reload components
gui_debugLayout Debug UI layout classes
gui_debugRadialMenus Show radial menu debugging info
gui_doubleClickTime Delay in seconds between considering two
mouse clicks a double-click
gui_notificationPause length of time between successive
notifications, in seconds
gui_notificationTime length of time a user notification is on
screen, in seconds
gui_scoreBoardSort 0 - group by XP, 1 - group by fireteam, then
by XP
gui_showTooltips Globally enable or disable tooltips.
gui_tooltipDelay Delay in seconds before tooltips pop up.
ik_debug show IK debug lines
ik_enable enable IK
image_anisotropy set the maximum texture anisotropy if
available
image_bumpPicMip Uses a miplevel X steps down
image_colorMipLevels development aid to see texture mip usage
image_detailPower Controls how fast the detail textures fade
out (0 = normal mipmaps, 1 is falloff after
the first level)
image_diffusePicMip Uses a miplevel X steps down
image_editorPicMip
image_filter changes texture filtering on mipmapped
images
image_globalPicMip globally uses a miplevel X steps down
image_ignoreHighQuality ignore high quality setting on materials
image_lodbias change lod bias on mipmapped images
image_lodDistance Distance at wich images don't need full
resolution
image_picMip Uses a miplevel X steps down
image_picMipEnable Enable picmip
image_roundDown round bad sizes down to nearest power of two
image_showBackgroundLoads 1 = print number of outstanding background
loads
image_skipUpload used during the build process, will skip
uploads
image_specularPicMip Uses a miplevel X steps down
image_useAllFormats allow alpha/intensity/luminance
luminance+alpha
image_useBackgroundLoads 1 = enable background loading of images
image_useCompression 0 = force everything to high quality
image_useNormalCompression 2 = use rxgb compression for normal maps, 1
= use 256 color compression for normal maps
if available
image_useOfflineCompression write a batch file for offline compression
of DDS files
image_usePrecompressedTextures use .dds files if present
image_writeNormalTGA write .tgas of the final normal maps for
debugging
image_writeNormalTGAPalletized write .tgas of the final palletized normal
maps for debugging
image_writePrecompressedTextures write .dds files if necessary
image_writeTGA write .tgas of the non normal maps for
debugging
in_anglespeedkey angle change scale when holding down _speed
button
in_car_pitch_axis which controller axis is used
in_car_pitch_deadZone specifies how far large the dead-zone is on
the controller axis
in_car_pitch_invert inverts the axis
in_car_pitch_joy the joystick number used
in_car_pitch_offset the step up the dead zone
in_car_pitch_power the power of the curve after dead zone - ie
acceleration
in_car_pitch_speed speed of the controller input
in_car_steering_axis which controller axis is used
in_car_steering_deadZone specifies how far large the dead-zone is on
the controller axis
in_car_steering_invert inverts the axis
in_car_steering_joy the joystick number used
in_car_steering_offset the step up the dead zone
in_car_steering_power the power of the curve after dead zone - ie
acceleration
in_car_steering_speed speed of the controller input
in_car_throttle_axis which controller axis is used
in_car_throttle_deadZone specifies how far large the dead-zone is on
the controller axis
in_car_throttle_invert inverts the axis
in_car_throttle_joy the joystick number used
in_car_throttle_offset the step up the dead zone
in_car_throttle_power the power of the curve after dead zone - ie
acceleration
in_car_throttle_speed speed of the controller input
in_car_yaw_axis which controller axis is used
in_car_yaw_deadZone specifies how far large the dead-zone is on
the controller axis
in_car_yaw_invert inverts the axis
in_car_yaw_joy the joystick number used
in_car_yaw_offset the step up the dead zone
in_car_yaw_power the power of the curve after dead zone - ie
acceleration
in_car_yaw_speed speed of the controller input
in_freeLook look around with mouse (reverse _mlook
button)
in_heli_forward_axis which controller axis is used
in_heli_forward_deadZone specifies how far large the dead-zone is on
the controller axis
in_heli_forward_invert inverts the axis
in_heli_forward_joy the joystick number used
in_heli_forward_offset the step up the dead zone
in_heli_forward_power the power of the curve after dead zone - ie
acceleration
in_heli_forward_speed speed of the controller input
in_heli_side_axis which controller axis is used
in_heli_side_deadZone specifies how far large the dead-zone is on
the controller axis
in_heli_side_invert inverts the axis
in_heli_side_joy the joystick number used
in_heli_side_offset the step up the dead zone
in_heli_side_power the power of the curve after dead zone - ie
acceleration
in_heli_side_speed speed of the controller input
in_heli_throttle_axis which controller axis is used
in_heli_throttle_deadZone specifies how far large the dead-zone is on
the controller axis
in_heli_throttle_invert inverts the axis
in_heli_throttle_joy the joystick number used
in_heli_throttle_offset the step up the dead zone
in_heli_throttle_power the power of the curve after dead zone - ie
acceleration
in_heli_throttle_speed speed of the controller input
in_heli_yaw_axis which controller axis is used
in_heli_yaw_deadZone specifies how far large the dead-zone is on
the controller axis
in_heli_yaw_invert inverts the axis
in_heli_yaw_joy the joystick number used
in_heli_yaw_offset the step up the dead zone
in_heli_yaw_power the power of the curve after dead zone - ie
acceleration
in_heli_yaw_speed speed of the controller input
in_hovertank_forward_axis which controller axis is used
in_hovertank_forward_deadZone specifies how far large the dead-zone is on
the controller axis
in_hovertank_forward_invert inverts the axis
in_hovertank_forward_joy the joystick number used
in_hovertank_forward_offset the step up the dead zone
in_hovertank_forward_power the power of the curve after dead zone - ie
acceleration
in_hovertank_forward_speed speed of the controller input
in_hovertank_pitch_axis which controller axis is used
in_hovertank_pitch_deadZone specifies how far large the dead-zone is on
the controller axis
in_hovertank_pitch_invert inverts the axis
in_hovertank_pitch_joy the joystick number used
in_hovertank_pitch_offset the step up the dead zone
in_hovertank_pitch_power the power of the curve after dead zone - ie
acceleration
in_hovertank_pitch_speed speed of the controller input
in_hovertank_side_axis which controller axis is used
in_hovertank_side_deadZone specifies how far large the dead-zone is on
the controller axis
in_hovertank_side_invert inverts the axis
in_hovertank_side_joy the joystick number used
in_hovertank_side_offset the step up the dead zone
in_hovertank_side_power the power of the curve after dead zone - ie
acceleration
in_hovertank_side_speed speed of the controller input
in_hovertank_turn_axis which controller axis is used
in_hovertank_turn_deadZone specifies how far large the dead-zone is on
the controller axis
in_hovertank_turn_invert inverts the axis
in_hovertank_turn_joy the joystick number used
in_hovertank_turn_offset the step up the dead zone
in_hovertank_turn_power the power of the curve after dead zone - ie
acceleration
in_hovertank_turn_speed speed of the controller input
in_hovertank_yaw_axis which controller axis is used
in_hovertank_yaw_deadZone specifies how far large the dead-zone is on
the controller axis
in_hovertank_yaw_invert inverts the axis
in_hovertank_yaw_joy the joystick number used
in_hovertank_yaw_offset the step up the dead zone
in_hovertank_yaw_power the power of the curve after dead zone - ie
acceleration
in_hovertank_yaw_speed speed of the controller input
in_joy1_device the hash of the controller device named joy1
in_joy2_device the hash of the controller device named joy2
in_joy3_device the hash of the controller device named joy3
in_joy4_device the hash of the controller device named joy4
in_mouse enable mouse input
in_pitchspeed pitch change speed when holding down look
_lookUp or _lookDown button
in_player_forward_axis which controller axis is used
in_player_forward_deadZone specifies how far large the dead-zone is on
the controller axis
in_player_forward_invert inverts the axis
in_player_forward_joy the joystick number used
in_player_forward_offset the step up the dead zone
in_player_forward_power the power of the curve after dead zone - ie
acceleration
in_player_forward_speed speed of the controller input
in_player_pitch_axis which controller axis is used
in_player_pitch_deadZone specifies how far large the dead-zone is on
the controller axis
in_player_pitch_invert inverts the axis
in_player_pitch_joy the joystick number used
in_player_pitch_offset the step up the dead zone
in_player_pitch_power the power of the curve after dead zone - ie
acceleration
in_player_pitch_speed speed of the controller input
in_player_side_axis which controller axis is used
in_player_side_deadZone specifies how far large the dead-zone is on
the controller axis
in_player_side_invert inverts the axis
in_player_side_joy the joystick number used
in_player_side_offset the step up the dead zone
in_player_side_power the power of the curve after dead zone - ie
acceleration
in_player_side_speed speed of the controller input
in_player_yaw_axis which controller axis is used
in_player_yaw_deadZone specifies how far large the dead-zone is on
the controller axis
in_player_yaw_invert inverts the axis
in_player_yaw_joy the joystick number used
in_player_yaw_offset the step up the dead zone
in_player_yaw_power the power of the curve after dead zone - ie
acceleration
in_player_yaw_speed speed of the controller input
in_toggleRun pressing _speed button toggles run on/off
in_toggleSprint pressing _sprint button toggles run on/off
in_yawspeed yaw change speed when holding down _left or
_right button
logFile 1 = buffer log, 2 = flush after each print
logFileName name of log file, if empty, console.log will
be used. $Y = year, $M = month, $D = day, $h
= hour, $m = minute, $s = second
logTimeStamps add time stamps to console log
m_helicopterPitch helicopter mouse pitch scale
m_helicopterYaw helicopter mouse yaw scale
m_pitch mouse pitch scale
m_showMouseRate shows mouse movement
m_smooth number of samples blended for mouse viewing
m_strafeScale mouse strafe movement scale
m_strafeSmooth number of samples blended for mouse moving
m_yaw mouse yaw scale
msv_useSampleGame use the sample game instead of the etqw SKU
net_allowCheats Allow cheats in network game
net_aorPVSScale AoR scale for outside of PVS
net_autoLANScan automatically scan for LAN servers
net_channelShowDrop show dropped packets
net_channelShowPackets show all packets
net_checkSync enable data synchronization
net_clientAORFilter
net_clientLagOMeter draw prediction graph
net_clientMaxPrediction maximum number of milliseconds a client can
predict ahead of server.
net_clientMaxRate maximum rate requested by client from server
in bytes/sec
net_clientPrediction additional client side prediction in
milliseconds
net_clientPunkbusterEnabled is client side PunkBuster enabled?
net_clientRemoteConsoleAddress remote console address
net_clientRemoteConsolePassword remote console password
net_clientSelfSmoothing smooth local client position
net_clientServerTimeout server time out in seconds
net_clientShowAOR
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSkipUsercmd skip ucmds generation -
0: no skipping
1: no skipping. when multiple game frames,
send single packet
2: skip. when multiple game frames send only
first
3: skip. when multiple game frames send only
last
net_clientUsercmdBackup number of usercmds to resend
net_demoErrorOnInvalidUserCmds Will cause an error instead of a warning
when playing back a demo with no usercmds
net_forceDrop percentage packet loss
net_forceLatency milliseconds latency
net_httpPassword Password used with HTTP authentication to
download server assets
net_httpProxy Use an http proxy to download game content
from servers. Use http:/
proxy_address:proxy_port. See
net_httpProxyUser, net_httpProxyPassword,
net_httpProxyMode
net_httpProxyMode Proxy configuration mode, 0 - don't use a
proxy, 1 - attempt to read from environment
(over-write cvar settings on launch), 2 -
use cvar settings
net_httpProxyPassword Password used with http proxy authentication
net_httpProxyUser Username used with http proxy authentication
net_httpUser Username used with HTTP authentication to
download server assets
net_ip local IP address
net_limitApparentMaxErrorAllowanc e fraction of the current physics speed added
to the maximum apparent speed due to client
prediction error
net_limitApparentMaxLagAllowance fraction of the current physics speed added
to the maximum apparent speed due to client
lag
net_limitApparentMinSpeed minimum value for maximum apparent speed to
reach
net_limitApparentVelocity limit the apparent velocity of objects in
prediction to realistic levels
net_maxPlayerCollisionMerge maximum number of player collision steps to
merge together during client reprediction
net_port local IP port number
net_predictionErrorDecay Enable/disable prediction error decay
net_serverAllowServerMod allow server-side mods
net_serverBalanceSnapshotTimes balance snapshot times for a good
repartition over game frames
net_serverClientTimeout client time out in seconds
net_serverDedicated 1 = text console dedicated server, 2 =
graphical dedicated server
net_serverDrawClient number of client for which to draw view on
server
net_serverLicenseCodeFile If not empty, allows license code to be
stored outside of the game file system
net_serverMaxClientRate maximum rate to a client in bytes/sec
net_serverMaxReservedClientSlots maximum number of player slots reserved for
session invites
net_serverMaxUsercmdRelay maximum number of usercmds from other
clients the server relays to a client
net_serverPunkbusterEnabled is server side PunkBuster enabled?
net_serverReloadEngine perform a full reload on next map restart
(including flushing referenced pak files) -
decreased if > 0
net_serverRemoteConsolePassword remote console password
net_serverSnapshotDelay delay between snapshots in number of game
frames
net_serverStoreLicenseCode Store the license code for dedicated server
on disk (1: encrypted, 2: not encrypted)
net_serverZombieTimeout disconnected client timeout in seconds
net_showAsyncStats show async network stats
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_staggerPlayerGroundChecks skip every other ground check during forward
prediction
net_updateAutoDownload control auto download of game updates. 0: no
1: prompt on client, auto download on
server 2: always auto download
net_updateAutoExecute execute the installer once downloaded. 0: no
1: yes on client, not on server, 2: yes
net_useAOR Enable/Disable Area of Relevance
net_useUPnP Use UPnP for external address identification
net_verbose 1 = verbose output, 2,3 = even more verbose
output
password client password used when connecting
pm_bboxwidth x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob bob much faster when crouched
pm_crouchheight height of player's bounding box while
crouched
pm_crouchrate time it takes for player's view to change
from standing to crouching
pm_crouchspeed speed the player can move while crouched
pm_crouchviewheight height of player's view while crouched
pm_deadheight height of player's bounding box while dead
pm_deadviewheight height of player's view while dead
pm_deathThirdPersonAngle direction of camera from player in 3rd
person in degrees (0 = behind player, 180 =
in front)
pm_deathThirdPersonHeight height of camera from normal view height in
3rd person
pm_deathThirdPersonRange camera distance from player in 3rd person
pm_democamspeed speed the player can move while flying
around in a demo
pm_deployThirdPersonAngle direction of camera from player in 3rd
person in degrees (0 = behind player, 180 =
in front)
pm_deployThirdPersonHeight height of camera from normal view height in
3rd person
pm_deployThirdPersonRange camera distance from player in 3rd person
pm_friction friction applied to player on the ground
pm_jumpheight approximate height the player can jump
pm_maxproneviewpitch amount player's view can look down when
prone
pm_maxviewpitch amount player's view can look down
pm_minproneviewpitch amount player's view can look up when
prone(negative values are up)
pm_minviewpitch amount player's view can look up (negative
values are up)
pm_noclipspeed speed the player can move while in noclip
pm_noclipspeedsprint speed the player can move while in noclip
and sprinting
pm_noclipspeedwalk speed the player can move while in noclip
and walking
pm_normalheight height of player's bounding box while
standing
pm_normalviewheight height of player's view while standing
pm_pausePhysics pauses physics
pm_powerslide adjust the push when pm_slidevelocity == 1,
set power < 1 -> more speed, > 1 -> closer
to pm_slidevelocity 0
pm_proneheight height of player's bounding box while prone
pm_pronespeed speed the player can move while prone
pm_proneviewdistance distance in front of the player's view while
prone
pm_proneviewheight height of player's view while prone
pm_runbob bob faster when running
pm_runpitch
pm_runroll
pm_runspeed speed the player can move while running
pm_runspeedback speed the player can move backwards while
running
pm_runspeedforward speed the player can move forwards while
running
pm_runspeedstrafe speed the player can move sideways while
running
pm_slidevelocity what to do with velocity when hitting a
surface at an angle. 0: use horizontal speed
1: keep some of the impact speed to push
along the slide
pm_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_spectatespeedsprint speed the player can move while spectating
and sprinting
pm_sprintspeed speed the player can move while sprinting
pm_sprintspeedforward speed the player can move forwards while
sprinting
pm_sprintspeedstrafe speed the player can move sideways while
sprinting
pm_stepsize maximum height the player can step up
without jumping
pm_thirdPerson enables third person view
pm_thirdPersonAngle direction of camera from player in 3rd
person in degrees (0 = behind player, 180 =
in front)
pm_thirdPersonClip clip third person view into world space
pm_thirdPersonHeight height of camera from normal view height in
3rd person
pm_thirdPersonNoPitch ignore camera pitch when in third person
mode
pm_thirdPersonOrbit if set, will automatically increment
pm_thirdPersonAngle every frame
pm_thirdPersonRange camera distance from player in 3rd person
pm_vehicleSoundLerpScale
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking
pm_waterFloatValue fraction of water coverage at which the
player will try to float
pm_waterSpeed speed player will be pushed up in water when
totally under water
r_32ByteVtx Uses 32bit vtx
r_ambientARB 0 = ambient cube map rendering done through
ff pipeline, 1 = ambient cube map rendering
done through ARB program
r_ambientLightDrawMode 0 is blended sphere, 1 is circle outline, 2
is completely off
r_ambientMap ambient cube map base name
r_ambientMapNoUpdate disabled dynamic ambient cubemap texture
uploading
r_ambientScale ambient cube mapping brightness
r_aspectRatio aspect ratio. 0 is 4:3, 1 is 16:9, 2 is
16:10, 3 is 5:4. -1 uses
r_customAspectRatioH and
r_customAspectRatioV
r_atmosScale atmosphere brightness
r_brightness changes gamma tables
r_checkBounds compare all surface bounds with
precalculated ones
r_clear force screen clear every frame, 1 = purple,
2 = black, 'r g b' = custom
r_combinedReflectDist Distance where the planar reflection gets
cut of
r_customAspectRatioH horizontal custom aspect ratio
r_customAspectRatioV vertical custom aspect ratio
r_customHeight custom screen height
r_customWidth custom screen width
r_debugArrowStep step size of arrow cone line rotation in
degrees
r_debugAxisLength used to set the length of drawn debug axis
r_debugEntityRefs
r_debugImposters Show some extra information on imposter
rendering
r_debugLineDepthTest perform depth test on debug lines
r_debugLineWidth width of debug lines
r_debugPolygonFilled draw a filled polygon
r_debugViewEntities
r_depthFill Enable depth only pass
r_depthFillCutoff Screen Rect Area required to render
r_depthFillNoColour Disable depth fill colour write
r_depthRangeStartDefault
r_depthRangeWeaponHackEnd
r_depthRangeWeaponHackScale
r_detailFade Distance fading control ('reloadImages all'
needed)
r_detailRatio Ratio of detail texture to main texture
r_detailTexture Detail texture on landscape ('reparseDecls
renderProgram' needed)
r_displayRefresh optional display refresh rate option for vid
mode
r_dumpShaders Dump compiled and preprocessed shaders to
text files
r_dynamicModelCacheMegs Number of megabytes to cache dynamic model
instantiations in.
r_farPlaneDist Optional far plane clipping
r_finish force a call to glFinish() every frame
r_flareSize scale the flare deforms from the material
def
r_flushPurgeableModels Delete all cached purgeable models
r_forceDistancePortalCull
r_forceGLFinish force finish within backend
r_forceLoadImages draw all images to screen after registration
r_frontBuffer draw to front buffer for debugging
r_fullscreen 0 = windowed, 1 = full screen
r_gamma changes gamma tables
r_generateInteractions Generate all interactions after a map load
r_glDriver "opengl32", etc.
r_glDriverVendor OpenGL driver vendor
r_glowbase base glare level
r_ignore used for random debugging without defining
new vars
r_ignore2 used for random debugging without defining
new vars
r_ignoreGLErrors ignore GL errors
r_imposterCoverage
r_imposterCutoff Size in pixels at which imposters stop
drawing
r_imposterFadeEnd Size in pixels at which imposters are fully
faded in (and the original stops drawing)
r_imposterFadeStart Size in pixels at which imposters start to
fade in
r_inhibitFBO Disable the fbo extension.
r_jitter randomly subpixel jitter the projection
matrix
r_jitterBias jitter radius bias
r_jitterRadial radial jitter view matrix around the
specified distance
r_jitterRadius offset from screen origin for jitter
r_jointNameOffset offset of joint names when r_showskel is set
to 1
r_jointNameScale size of joint names when r_showskel is set
to 1
r_keepOldViewEntities
r_lightAllBackFaces light all the back faces, even when they
would be shadowed
r_lightScale all light intensities are multiplied by this
r_lightSourceRadius for soft-shadow sampling
r_lispAlternateOrigin Use alternative ways of calculating the
shadow view origin.
r_lispAlternateZfar Use a different calculation for the warp
factor.
r_lispAngle Angle to rotate the shadowview in ndc space
r_lispCorrectForViewAngle Correct warp factor based on the angle with
the light.
r_lispDebugFrustum Allow the use of the existing projeciton
matrix to debug certain lightspace cases.
r_lispflipx Test some stuff
r_lispflipy Test some stuff
r_lispflipz Test some stuff
r_lisptest Test some stuff
r_lispUseBodyVector Use body vector instead of the view vector
r_listMissingInstanceProgs list mia render programs for instancing
r_loadAnimB Attempt loading of binary version of
animations.
r_loadModelBs allow loading of modelb render models
r_lockDebugLines
r_lockedView
r_lockSurfaces allow moving the view point without changing
the composition of the scene, including
culling
r_logFile number of frames to emit GL logs
r_mapShotAngles Pitch Yaw Roll of mapshot angles
r_materialOverride overrides all materials
r_matey AVAST!
r_maxViewEntities
r_MD5FreeScaledAndBase
r_MD5LoadBinary
r_MD5LodAltLodNaming
r_MD5LodBias LOD bias for a MD5 mesh
r_MD5LodPrint Print a message when an LOD state changes
r_MD5LodScale LOD scaling for a MD5 mesh
r_MD5MaxLodStages maximum number of LOD stages loaded for a
MD5 mesh
r_MD5UseDrawVertFast
r_MD5UseHardwareSkinning Do MD5 skinning partially on the GPU
r_MD5WriteBinary
r_megaDrawMethod
r_megaFadeTime
r_megaShowGrid show a grid pattern
r_megaShowTileSize show tile sizes
r_megaStreamBlocks
r_megaStreamFromDVD
r_megaTilesPerSecond only update a limited number of mega texture
tiles per second
r_megaUpscale
r_mergeModelSurfaces combine model surfaces with the same
material
r_mirrorplaneslop Amount to offset reflection clipping planes
r_mode video mode number
r_multiSamples number of antialiasing samples
r_noDoubleAtmosphere Uses the stencil buffer to avoid
atmosphere-ing
r_normalizeNormalMaps Normalize normalmaps after lookup.
r_notchDir refraction plane offset direction
r_occlusionBBDebug Display occlusion BB test
r_occlusionCutoff Don't do occlusion queries if screen space
in pixels is bigger than this
r_occlusionDebug Print debug info on occlusion queries, 2 =
skip all oq gl commands, 3 = skip oq
readback command
r_occlusionFlush Use explicit glFlush after firing off
queries
r_occlusionSystem 0 = Clever, 1 = Frame delay
r_occlusionThreshold Consider object as occluded if less or equal
than x pixels are visible.
r_occlusionWaitPredict Predict as objects as visibe when waiting
for result.
r_offsetfactor polygon offset parameter
r_offsetunits polygon offset parameter
r_orderIndexes perform index reorganization to optimize
vertex use
r_refractFovChange FOV modification used during refraction
subview rendering
r_refractOffset refraction plane offset
r_renderProgramLodDistance Sets global render program lod distance
r_renderProgramLodFade Sets global render program fade distance
r_screenFraction for testing fill rate, the resolution of the
entire screen can be changed
r_selectedAmbientLight Which ambient light should be drawn as
selected
r_shaderPreferALU Use ALU instructions instead of textures in
shaders.
r_shaderQuality Sets the level of detail to use for shaders,
0 = highest
r_shaderSkipSpecCubeMaps Use specular cube maps.
r_shadowPass enable shadow pass
r_shadowPolygonFactor scale value for stencil shadow drawing
r_shadowPolygonOffset bias value added to depth test for stencil
shadow drawing
r_shadows enable shadows
r_showAlloc report alloc/free counts
r_showAmbientLights show ambient light sources
r_showBackendSpeeds show the backend timing split
r_showBatches draw each batch with a different color
r_showBatchInfo report batch counts for various types
r_showBatchSize highlighting of draw batches that fall below
the desired polygons per draw call (purple
really bad, red bad, yellow moderate, green
good), 1 = only draw visible ones, 2 = draw
all front facing, 3 = draw all
r_showCull report sphere and box culling stats
r_showCullSectors Show cull sectors
r_showDefaultRenderEnts
r_showDefs report the number of modeDefs and lightDefs
in view
r_showDemo report reads and writes to the demo file
r_showDepth display the contents of the depth buffer and
the depth range
r_showDominantTri draw lines from vertexes to center of
dominant triangles
r_showDrawOrder
r_showDynamic report stats on dynamic surface generation
r_showDynamicDefs Show dynamic updating entities i.e. freeing
cached models and/or shadow volumes ( purple
= entity def changed, cyan = model callback
forced update )
r_showEdges draw the sil edges
r_showEntityScissors show entity scissor rectangles
r_showEnvBounds Show env bounds
r_showFacePlanes shows shadow volume face planes
r_showGUISpeeds report time spent drawing GUIs
r_showImages 1 = show all images instead of rendering, 2
= show in proportional size
r_showIndexTreeBounds Show index tree bounds
r_showInstanceInfo Show Instance Info
r_showIntensity draw the screen colors based on intensity,
red = 0, green = 128, blue = 255
r_showInteractionFrustums 1 = show a frustum for each interaction, 2 =
also draw lines to light origin, 3 = also
draw entity bbox
r_showInteractions report interaction generation activity
r_showInteractionScissors 1 = show screen rectangle which contains the
interaction frustum, 2 = also draw
construction lines
r_showLightCount 1 = colors surfaces based on light count, 2
= also count everything through walls, 3 =
also print overdraw
r_showLights 1 = just print volumes numbers, highlighting
ones covering the view, 2 = also draw planes
of each volume, 3 = also draw edges of each
volume
r_showLightScale report the scale factor applied to drawing
for overbrights
r_showLightScissors show light scissor rectangles
r_showMegaTexture report megatexture upload/bind counts
r_showMegaTextureLevels Display the different levels using color
coded textures.
r_showMegaTextureSTGrid Show megaTexture ST grid
r_showMemory print frame memory utilization
r_showModelTypes show model types, red - md5, blue - area,
green - lodentity, white - other
r_showNodePlanes enables portal plane drawing
r_showNormals draws wireframe normals
r_showOcclusions Show occlusion queries culled by occlusion
queries
r_showOverDraw 1 = geometry overdraw, 2 = light interaction
overdraw, 3 = geometry and light interaction
overdraw
r_showParentFrustum Shows the frustum of the parent view in
subview and shadow renders.
r_showPortals draw portal outlines in color based on
passed / not passed
r_showPrimitives report drawsurf/index/vertex counts
r_showQuadTrees draw quadtree outlines in color, 1 = 3D, 2 =
2D, 3 = depth buffered 3D
r_showQueryTimers Show the query_timer extension results.
r_showShadowCount colors screen based on shadow volume depth
complexity, >= 2 = print overdraw count
based on stencil index values, 3 = only show
turboshadows, 4 = only show static shadows
r_showShadows 1 = visualize the stencil shadow volumes, 2
= draw filled in
r_showSilhouette highlight edges that are casting shadow
planes
r_showSkel draw the skeleton when model animates, 1 =
draw model with skeleton, 2 = draw skeleton
only
r_showSmp show which end (front or back) is blocking
r_showStuffCache Show allocation events of the stuff cache
r_showSurfaceAllocated show surface allocated 1 - planes, 2 -
silIndexes, 3 - silEdges, 4 - shadowVertexes
5 - weightCache
r_showSurfaceInfo show surface material name under crosshair
r_showSurfaces report surface/light/shadow counts
r_showTangentSpace shade triangles by tangent space, 1 = use
1st tangent vector, 2 = use 2nd tangent
vector, 3 = use normal vector
r_showTexelDensity draws all triangles with texel density as
gradient
r_showTextureMemory Show texture memory usage: 1 = total; 2 =
per frame
r_showTexturePolarity shade triangles by texture area polarity
r_showTextureVectors if > 0 draw each triangles texture
(tangent) vectors
r_showTrace show the intersection of an eye trace with
the world
r_showTris enables wireframe rendering of the world, 1
= only draw visible ones, 2 = draw all front
facing, 3 = draw all
r_showUnsmoothedTangents if 1, put all nvidia register combiner
programming in display lists
r_showUpdates report entity and light updates and ref
counts
r_showVertexCache
r_showVertexColor draws all triangles with the solid vertex
color
r_showviewEntities 1 = displays the bounding boxes of all view
models, 2 = print index numbers
r_singleArea only draw the portal area the view is
actually in
r_singleEntity suppress all but one entity
r_singleLight suppress all but one light
r_singleSurface suppress all but one surface on each entity
r_singleTriangle only draw a single triangle per primitive
r_skipAmbient bypasses all non-interaction drawing
r_skipAreaSurfaces skip rendering of mega texture surfaces
r_skipAtmosInteractions skip all light/surface interaction drawing
r_skipAtmosphere skips atmosphere pass
r_skipBackEnd don't draw anything
r_skipBlendLights skip all blend lights
r_skipBump uses a flat surface instead of the bump map
r_skipCopyTexture do all rendering, but don't actually
copyTexSubImage2D
r_skipDeforms leave all deform materials in their original
state
r_skipDepthAmbient uses legacy black depth fill (instead of
ambient fill)
r_skipDiffuse 1 = use black for diffuse, 2 = use white for
diffuse
r_skipDynamicTextures don't dynamically create textures
r_skipFogLights skip all fog lights
r_skipFrontEnd bypasses all front end work, but 2D gui
rendering still draws
r_skipImposters Skip imposter generation and rendering
r_skipInstances skip rendering of instances
r_skipInteractions skip all light/surface interaction drawing
r_skipLodEntitySurfaces skip rendering of mega texture surfaces
r_skipLWOSurfaces skip rendering of mega texture surfaces
r_skipMD5Surfaces skip rendering of mega texture surfaces
r_skipMegaTexture Stop updating the megatexture origin
r_skipMegaTextureSurfaces skip rendering of mega texture surfaces
r_skipMegaTextureUpload Disable the actual texture uploads (backend
loading etc. will still happen)
r_skipNotMegaTextureSurfaces skip rendering of non mega texture surfaces
r_skipOverlays skip overlay surfaces
r_skipParticles 1 = skip all particle systems
r_skipRefractCopy uses copy of frame buffer
r_skipRender skip 3D rendering, but pass 2D
r_skipRenderContext NULL the rendering context during backend 3D
rendering
r_skipROQ skip ROQ decoding
r_skipShadowviews Skips shadow map rendering.
r_skipShadowViewsBackend Skip the rendering but all other setup is
done.
r_skipSpecular use black for specular
r_skipStuff Don't draw stuff models
r_skipSubviews 1 = don't render any gui elements on
surfaces
r_skipSuppress ignore the per-view suppressions
r_skipTranslucent skip the translucent interaction rendering
r_skipUpdates 1 = don't accept any entity or light updates
making everything static
r_slopNormal merge normals that dot less than this
r_slopTexCoord merge texture coordinates this far apart
r_slopVertex merge xyz coordinates this far apart
r_SMPSharedCtx SMP renderer uses shared context
r_softParticles Enable soft particles
r_sortEffects Depth sort effects by their origin
r_sortInteractions Sort interactions per material and VBO.
r_sortParticles Enable depth sorting of certain particle
systems
r_sortStuff Depth sort enable/disable
r_stateCache check state before upload to drive
r_stuffCacheMegs Number of megabytes to cache stuff models.
r_stuffFadeEnd Max vis distance for the stuff models
r_stuffFadeStart Distance at which stuff starts fading
r_stuffLod Where lod models stop drawing (they start at
r_stuffFadeEnd)
r_stuffUpdateAngle Camera needs to rotate more than X degrees
for stuff models to update
r_stuffUpdateDistance Camera needs to move more than X units for
stuff models to update
r_subviewOnly 1 = don't render main view, allowing
subviews to be debugged
r_swapInterval changes wglSwapInterval
r_testGamma if > 0 draw a grid pattern to test gamma
levels
r_testGammaBias if > 0 draw a grid pattern to test gamma
levels
r_testStepGamma if > 0 draw a grid pattern to test gamma
levels
r_trisColor sets color of wireframe rendering in RGBA
float format or 0xRRGGBBAA hex format
r_useAlphaToCoverage Use alpha to coverage.
r_useCachedDynamicModels cache snapshots of dynamic models
r_useClippedLightScissors 0 = full screen when near clipped, 1 = exact
when near clipped, 2 = exact always
r_useCombinerDisplayLists put all nvidia register combiner programming
in display lists
r_useConstantMaterials use pre-calculated material registers if
possible
r_useCulling 0 = none, 1 = sphere, 2 = sphere + box
r_useDeferredTangents defer tangents calculations after deform
r_useDepthBoundsTest use depth bounds test to reduce shadow fill
r_useDestinationScissor 1 = use scissor rectangle to only render
required fragments during post-processing
r_useDitherMask Dither out fading geometry
r_useEntityCallbacks if 0, issue the callback immediately at
update time, rather than defering
r_useEntityCulling 0 = none, 1 = box
r_useEntityScissors 1 = use custom scissor rectangle for each
entity
r_useExternalShadows 1 = skip drawing caps when outside the light
volume, 2 = force to no caps for testing
r_useFrustumFarDistance if != 0 force the view frustum far distance
to this distance
r_useIndexBuffers use ARB_vertex_buffer_object for indexes
r_useIndexHier
r_useInteractionCulling 1 = cull interactions
r_useInteractionScissors 1 = use a custom scissor rectangle for each
shadow interaction, 2 = also crop using
portal scissors
r_useInteractionTable create a full entityDefs * lightDefs table
to make finding interactions faster
r_useLightCulling 0 = none, 1 = box, 2 = exact clip of
polyhedron faces, 3 = also areas
r_useLightPortalFlow use a more precise area reference
determination
r_useLightScissors 1 = use custom scissor rectangle for each
light
r_useMaxVisDist use the masVisDist entity parameter (on is
faster)
r_useMegaTextureImageCompression DXT compress megatexture data before
uploading to hardware
r_useNodeCommonChildren stop pushing reference bounds early when
possible
r_useNV20MonoLights use pass optimization for mono lights
r_useOcclusionQueries Use hardware occlusion queries
r_useOffscreenScreenshotBuffer 1 = use offscreen buffer for screenshots to
support post-processing
r_useOptimizedShadows use the dmap generated static shadow volumes
r_usePortals 1 = use portals to perform area culling,
otherwise draw everything
r_usePreciseTriangleInteractions 1 = do winding clipping to determine if each
ambiguous tri should be lit
r_useQuadTree Use a quad tree for the cluster models
r_useRewriteVbo
r_useSampleCoverage Use multisample coverage to fade entities.
r_useScissor scissor clip as portals and lights are
processed
r_useShadowCulling try to cull shadows from partially visible
lights
r_useShadowDitherMask Dither out fading shadows
r_useShadowFastParallel use optimized shadow rendering for parallel
light sources (doesn't make a speed
difference and gives render errors)
r_useShadowMaps enable shadow mapped shadows (will fall back
to stencil shadows, reloadDecls + map
restart needed)
r_useShadowProjectedCull discard triangles outside light volume
before shadowing
r_useShadowSurfaceScissor scissor shadows by the scissor rect of the
interaction surfaces
r_useShadowVisDistMult
r_useSilRemap consider verts with the same XYZ, but
different ST the same for shadows
r_useSMP Enabled smp renderer
r_useStateCaching avoid redundant state changes in GL_*()
calls
r_useTripleTextureARB cards with 3+ texture units do a two pass
instead of three pass
r_useTwoSidedStencil do stencil shadows in one pass with
different ops on each side
r_useVertexBuffers use ARB_vertex_buffer_object for vertexes
r_useVertexBufferStream Use stream instead of dynamic vbo's ( 0 =
static 1 = dynamic 2 = stream
r_useVisDebugARBPrograms use vertex/fragment `q`programs to visualize
debugging tools
r_vertexBufferMegs
r_visDistMult
r_visDistOfs
r_writeAnimB Write out binary versions of animations.
r_writeModelB write out modelb versions of static models
r_znear near Z clip plane distance
rb_showActive show rigid bodies that are not at rest
rb_showBodies show rigid bodies
rb_showContacts show contact points on rigid bodies
rb_showInertia show the inertia tensor of each rigid body
rb_showMass show the mass of each rigid body
rb_showTimings show rigid body cpu usage
rb_showVelocity show the velocity of each rigid body
s_clipVolumes
s_constantAmplitude
s_debugSoundEmitter
s_decompressionLimit specifies maximum uncompressed sample length
in seconds
s_doorDistanceAdd reduce sound volume with this distance when
going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_drawSoundScale
s_driver sound driver
s_force22kHz
s_globalFraction volume to all speakers when not spatialized
s_ignoreALErrors ignore OpenAL errors
s_libOpenAL OpenAL DLL name/path
s_loadSoundsOnDemand enable on demand loading of sounds
s_maxLowPrioritySounds Maximum number of low priority sounds which
can be active at once
s_maxSoundsPerShader
s_meterTopTime
s_minVolume2
s_minVolume6
s_noSound
s_numberOfSpeakers number of speakers
s_playDefaultSound play a beep for missing sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverse
s_showForcedStopSound warn when a sound channel gets forcefully
stopped
s_showLevelMeter
s_showPurgedSounds print a warning if a purged sample is played
s_showStartSound
s_singleEmitter mute all sounds but this emitter
s_spatializationDecay
s_subFraction volume to subwoofer in 5.1
s_useAdpcmCompression Use adpcm compression on single channel
uncompressed samples
s_useDeferredSettings use OpenAL deferred settings
s_useOcclusion
s_voipVolumeIn_dB inbound volume adjust for voip in dB
s_voipVolumeOut_dB outbound volume adjust for voip volume in dB
s_volume_dB volume in dB
sensitivity mouse view sensitivity
si_adminname admin name(s)
si_adminStart admin required to start the match
si_campaign current active campaign
si_campaignInfo current campaign map info
si_disableVoting disable/enable all voting
si_email contact email address
si_irc IRC channel
si_map current active map
si_maxPlayers max number of players allowed on the server
si_minPlayers minimum players before a game can be started
si_motd_1 motd line 1
si_motd_2 motd line 2
si_motd_3 motd line 3
si_motd_4 motd line 4
si_name name of the server
si_needPass enable client password checking
si_privateClients max number of private players allowed on the
server
si_pure server is pure and does not allow modified
data
si_readyPercent percentage of players that need to ready up
to start a match
si_rules ruleset for game
si_spectators allow spectators or require all clients to
play
si_teamDamage enable team damage
si_teamForceBalance Stop players from unbalancing teams
si_timelimit time limit (mins)
si_version engine version
si_website website info
sm_backOffsetFactor Offet factor for shadow buffer rendering.
sm_backOffsetUnits Offet units for shadow buffer rendering.
sm_boundsExpand Nudge bounds a bit to account for
innacuarcies
sm_clipfrustum Clip the shadow map frustum to the scene
bounds
sm_farplane Frustum far plane for shadow map rendering
sm_frontFaces Render front faces as well as back faces.
sm_frontOffsetFactor Offet factor for shadow buffer rendering.
sm_frontOffsetUnits Offet units for shadow buffer rendering.
sm_mapping Which mapping to use when generating shadow
maps. (0=uniform, 1=perspective, 2=light
space perspective)
sm_mediumplane Frustum far plane for high res shadow map
rendering
sm_occlusionQueries Use occlusion queries in shadow map
rendering.
sm_renderBackFaces Use backfaces to render shadow maps
sys_arch
sys_cpuHTStatus
sys_cpuLogicalCount
sys_cpuPhysicalCount
sys_cpuSpeed
sys_cpuString
sys_lang
sys_ram
sys_videoRam
testLightColor the light color to be used for a 'testlight'
timescale scales the time
ui_advancedDrivingControls if true, advanced driving controls are
activated
ui_advancedFlightControls if true, advanced flight controls are
activated
ui_autoSwitchEmptyWeapons if true, will switch to the next usable
weapon when the current weapon runs out of
ammo
ui_clanTag player clan tag
ui_clanTagPosition positioning of player clan tag. 0 is before
their name, 1 is after
ui_drivingCameraFreelook if true, driving cameras where there is no
weapon defaults to freelook
ui_ignoreExplosiveWeapons if true, weapons marked as explosive will be
ignored during auto-switches
ui_name player name
ui_postArmFindBestWeapon if true, after arming players' best weapon
will be selected
ui_rememberCameraMode use same camera mode as was previously used
when re-entering a vehicle
ui_showGun show gun
wave_amplength Amplitude to length ratio
wave_angledeviation Angular deviation of waves
wave_fadespeed How quick individual waves fade in and out
wave_gravity Gavity constant for waves (controls speed
based on wavelength)
wave_maxlength Maximum wave length
wave_minlength Minimum wave length
win_allowMultipleInstances allow multiple instances running
concurrently
win_notaskkeys disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate allows the game to be updated while dragging
the window
win_username windows user name
win_viewlog
win_xpos horizontal position of window
win_ypos vertical position of window

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Développé par Poil - Graphismes de DarkDaV - Icônes sous licence Creative Commons (famfam, nuovo ...)
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