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 |