Cvar | Description |
---|
aas_goalArea | type: int (cheat)
|
aas_pullPlayer | type: int (cheat)
|
aas_randomPullPlayer | type: bool (cheat) default: 0 (false) |
aas_showAreas | type: bool (cheat) default: 0 (false) |
aas_showFlyPath | type: int (cheat)
|
aas_showHideArea | type: int (cheat)
|
aas_showPath | type: int (cheat)
|
aas_showPushIntoArea | type: bool (cheat) default: 0 (false) |
aas_showWallEdges | type: bool (cheat) default: 0 (false) |
aas_test | type: int (cheat)
|
af_contactFrictionScale | scales the contact friction type: float (cheat)
|
af_forceFriction | force the given friction value type: float (cheat)
|
af_highlightBody | name of the body to highlight type: string (cheat)
|
af_highlightConstraint | name of the constraint to highlight type: string (cheat)
|
af_jointFrictionScale | scales the joint friction type: float (cheat)
|
af_maxAngularVelocity | maximum angular velocity type: float (cheat)
|
af_maxLinearVelocity | maximum linear velocity type: float (cheat)
|
af_showActive | show tree-like structures of articulated figures not at rest type: bool (cheat) default: 0 (false) |
af_showBodies | show bodies type: bool (cheat) default: 0 (false) |
af_showBodyNames | show body names type: bool (cheat) default: 0 (false) |
af_showConstrainedBodies | show the two bodies contrained by the highlighted constraint type: bool (cheat) default: 0 (false) |
af_showConstraintNames | show constraint names type: bool (cheat) default: 0 (false) |
af_showConstraints | show constraints type: bool (cheat) default: 0 (false) |
af_showInertia | show the inertia tensor of each body type: bool (cheat) default: 0 (false) |
af_showLimits | show joint limits type: bool (cheat) default: 0 (false) |
af_showMass | show the mass of each body type: bool (cheat) default: 0 (false) |
af_showPrimaryOnly | show primary constraints only type: bool (cheat) default: 0 (false) |
af_showTimings | show articulated figure cpu usage type: bool (cheat) default: 0 (false) |
af_showTotalMass | show the total mass of each articulated figure type: bool (cheat) default: 0 (false) |
af_showTrees | show tree-like structures type: bool (cheat) default: 0 (false) |
af_showVelocity | show the velocity of each body type: bool (cheat) default: 0 (false) |
af_skipFriction | skip friction type: bool (cheat) default: 0 (false) |
af_skipLimits | skip joint limits type: bool (cheat) default: 0 (false) |
af_skipSelfCollision | skip self collision detection type: bool (cheat) default: 0 (false) |
af_testSolid | test for bodies initially stuck in solid type: bool (cheat) default: 1 (true) |
af_timeScale | scales the time type: float (cheat)
|
af_useImpulseFriction | use impulse based contact friction type: bool (cheat) default: 0 (false) |
af_useJointImpulseFriction | use impulse based joint friction type: bool (cheat) default: 0 (false) |
af_useLinearTime | use linear time algorithm for tree-like structures type: bool (cheat) default: 1 (true) |
af_useSymmetry | use constraint matrix symmetry type: bool (cheat) default: 1 (true) |
ai_blockedFailSafe | enable blocked fail safe handling type: bool (cheat) default: 1 (true) |
ai_debugMove | draws movement information for monsters type: bool (cheat) default: 0 (false) |
ai_debugScript | displays script calls for the specified monster entity number type: int (cheat)
|
ai_debugTrajectory | draws trajectory tests for monsters type: bool (cheat) default: 0 (false) |
ai_showCombatNodes | draws attack cones for monsters type: bool (cheat) default: 0 (false) |
ai_showObstacleAvoidance | draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well type: int [0, 2]
(cheat)
|
ai_showPaths | draws path_* entities type: bool (cheat) default: 0 (false) |
ai_testPredictPath | type: bool (cheat) default: 0 (false) |
cm_backFaceCull | cull back facing polygons type: bool (cheat) default: 0 (false) |
cm_debugCollision | debug the collision detection type: bool (cheat) default: 0 (false) |
cm_drawColor | color used to draw the collision models type: string (cheat)
|
cm_drawFilled | draw filled polygons type: bool (cheat) default: 0 (false) |
cm_drawInternal | draw internal edges green type: bool (cheat) default: 1 (true) |
cm_drawMask | collision mask type: string [none, solid, opaque, water, playerclip, monsterclip, moveableclip, ikclip, blood, body, corpse, trigger, aas_solid, aas_obstacle, flashlight_trigger] (cheat)
|
cm_drawNormals | draw polygon and edge normals type: bool (cheat) default: 0 (false) |
cm_testAngle | type: float (cheat)
|
cm_testBox | type: string (cheat)
|
cm_testBoxRotation | type: string (cheat)
|
cm_testCollision | type: bool (cheat) default: 0 (false) |
cm_testLength | type: float (cheat)
|
cm_testModel | type: int (cheat)
|
cm_testOrigin | type: string (cheat)
|
cm_testRadius | type: float (cheat)
|
cm_testRandomMany | type: bool (cheat) default: 0 (false) |
cm_testReset | type: bool (cheat) default: 0 (false) |
cm_testRotation | type: bool (cheat) default: 1 (true) |
cm_testTimes | type: int (cheat)
|
cm_testWalk | type: bool (cheat) default: 1 (true) |
com_allowConsole | allow toggling console with the tilde key type: bool default: 0 (false) |
com_asyncInput | sample input from the async thread type: bool (cheat) default: 0 (false) |
com_asyncSound | 0: mix sound inline. 1: mix sound from the async thread. 2: mix from sound driver thread type: int (cheat)
|
com_aviDemoHeight | type: string (cheat)
|
com_aviDemoSamples | type: string (cheat)
|
com_aviDemoTics | type: string (cheat)
|
com_aviDemoWidth | type: string (cheat)
|
com_compressDemos | type: bool (cheat) default: 0 (false) |
com_compressSaveGame | compress save games type: bool (cheat) default: 0 (false) |
com_fixedTic | type: string (cheat)
|
com_forceGenericSIMD | force generic platform independent SIMD type: bool default: 0 (false) |
com_guid | type: string (read only)
|
com_journal | 1 = record journal, 2 = play back journal type: string (init)
|
com_logDemos | type: bool (cheat) default: 0 (false) |
com_machineSpec | hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality type: int
|
com_makingBuild | 1 when making a build type: bool (cheat) default: 0 (false) |
com_memoryMarker | used as a marker for memory stats type: int (init)
|
com_minTics | type: string (cheat)
|
com_preciseTic | run one game tick every async thread update type: bool (cheat) default: 1 (true) |
com_preloadDemos | type: bool (cheat) default: 1 (true) |
com_purgeAll | purge everything between level loads type: bool default: 0 (false) |
com_showAngles | type: bool (cheat) default: 0 (false) |
com_showAsyncStats | show async network stats type: bool default: 0 (false) |
com_showDemo | type: bool (cheat) default: 0 (false) |
com_showFPS | show frames rendered per second type: bool default: 0 (false) |
com_showMemoryUsage | show total and per frame memory usage type: bool default: 0 (false) |
com_showSoundDecoders | show sound decoders type: bool default: 0 (false) |
com_showTics | type: bool (cheat) default: 0 (false) |
com_skipGameDraw | type: bool (cheat) default: 0 (false) |
com_skipRenderer | skip the renderer completely type: bool (cheat) default: 0 (false) |
com_speeds | show engine timings type: bool default: 0 (false) |
com_timestampPrints | print time with each console print, 1 = msec, 2 = sec type: string (cheat)
|
com_updateLoadSize | update the load size after loading a map type: bool default: 0 (false) |
com_videoRam | holds the last amount of detected video ram type: int
|
com_wipeSeconds | type: string (cheat)
|
con_noPrint | print on the console but not onscreen when console is pulled up type: bool default: 0 (false) |
con_notifyTime | time messages are displayed onscreen when console is pulled up type: string (cheat)
|
con_speed | speed at which the console moves up and down type: string (cheat)
|
decl_show | set to 1 to print parses, 2 to also print references type: string (cheat)
|
developer | type: bool default: 0 (false) |
fs_basepath | type: string (init)
|
fs_caseSensitiveOS | type: bool (cheat) default: 0 (false) |
fs_cdpath | type: string (init)
|
fs_copyfiles | type: int [0, 4]
(init)
|
fs_debug | type: int [0, 2]
(cheat)
|
fs_devpath | type: string (init)
|
fs_game | type: string (init)
|
fs_restrict | type: bool (init) default: 0 (false) |
fs_savepath | type: string (init)
|
g_armorProtection | armor takes this percentage of damage type: float
|
g_armorProtectionMP | armor takes this percentage of damage in mp type: float
|
g_balanceTDM | maintain even teams type: bool (cheat) default: 1 (true) |
g_blobSize | type: float (cheat)
|
g_blobTime | type: float (cheat)
|
g_bloodEffects | show blood splats, sprays and gibs type: bool default: 1 (true) |
g_cinematic | skips updating entities that aren't marked 'cinematic' '1' during cinematics type: bool (cheat) default: 1 (true) |
g_cinematicMaxSkipTime | # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end. type: float [0, 3600]
(cheat)
|
g_countDown | pregame countdown in seconds type: int [4, 3600]
|
g_damageScale | scale final damage on player by this factor type: float
|
g_debugAnim | displays information on which animations are playing on the specified entity number. set to -1 to disable. type: int (cheat)
|
g_debugBounds | checks for models with bounds > 2048 type: bool (cheat) default: 0 (false) |
g_debugCinematic | type: bool (cheat) default: 0 (false) |
g_debugDamage | type: bool (cheat) default: 0 (false) |
g_debugMove | type: bool (cheat) default: 0 (false) |
g_debugMover | type: bool (cheat) default: 0 (false) |
g_debugScript | type: bool (cheat) default: 0 (false) |
g_debugTriggers | type: bool (cheat) default: 0 (false) |
g_debugWeapon | type: bool (cheat) default: 0 (false) |
g_decals | show decals such as bullet holes type: bool default: 1 (true) |
g_disasm | disassemble script into base/script/disasm.txt on the local drive when script is compiled type: bool (cheat) default: 0 (false) |
g_doubleVision | show double vision when taking damage type: bool default: 1 (true) |
g_dragDamping | type: float (cheat)
|
g_dragEntity | allows dragging physics objects around by placing the crosshair over them and holding the fire button type: bool (cheat) default: 0 (false) |
g_dragShowSelection | type: bool (cheat) default: 0 (false) |
g_dropItemRotation | type: string (cheat)
|
g_dvAmplitude | type: float (cheat)
|
g_dvFrequency | type: float (cheat)
|
g_dvTime | type: float (cheat)
|
g_editEntityMode | 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models type: int [0, 7]
(cheat)
|
g_exportMask | type: string (cheat)
|
g_flushSave | 1 = don't buffer file writing for save games. type: bool (cheat) default: 0 (false) |
g_fov | type: int
|
g_frametime | displays timing information for each game frame type: bool (cheat) default: 0 (false) |
g_gameReviewPause | scores review time in seconds (at end game) type: int [2, 3600]
|
g_gravity | type: float (cheat)
|
g_gunX | type: float (cheat)
|
g_gunY | type: float (cheat)
|
g_gunZ | type: float (cheat)
|
g_healthTakeAmt | how much health to take in nightmare mode type: int
|
g_healthTakeLimit | how low can health get taken in nightmare mode type: int
|
g_healthTakeTime | how often to take health in nightmare mode type: int
|
g_kickAmplitude | type: float (cheat)
|
g_kickTime | type: float (cheat)
|
g_knockback | type: int (cheat)
|
g_mapCycle | map cycling script for multiplayer games - see mapcycle.scriptcfg type: string
|
g_maxShowDistance | type: float (cheat)
|
g_monsters | type: bool (cheat) default: 1 (true) |
g_mpWeaponAngleScale | Control the weapon sway in MP type: float (cheat)
|
g_muzzleFlash | show muzzle flashes type: bool default: 1 (true) |
g_nightmare | if nightmare mode is allowed type: bool default: 0 (false) |
g_password | game password type: string
|
g_projectileLights | show dynamic lights on projectiles type: bool default: 1 (true) |
g_showActiveEntities | draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. type: bool (cheat) default: 0 (false) |
g_showBrass | enables ejected shells from weapon type: bool default: 1 (true) |
g_showcamerainfo | displays the current frame # for the camera when playing cinematics type: string
|
g_showCollisionModels | type: bool (cheat) default: 0 (false) |
g_showCollisionTraces | type: bool (cheat) default: 0 (false) |
g_showCollisionWorld | type: bool (cheat) default: 0 (false) |
g_showEnemies | draws boxes around monsters that have targeted the the player type: bool (cheat) default: 0 (false) |
g_showEntityInfo | type: bool (cheat) default: 0 (false) |
g_showHud | type: bool default: 1 (true) |
g_showPlayerShadow | enables shadow of player model type: bool default: 0 (false) |
g_showProjectilePct | enables display of player hit percentage type: bool default: 0 (false) |
g_showPVS | type: int [0, 2]
(cheat)
|
g_showTargets | draws entities and thier targets. hidden entities are drawn grey. type: bool (cheat) default: 0 (false) |
g_showTestModelFrame | displays the current animation and frame # for testmodels type: bool (cheat) default: 0 (false) |
g_showTriggers | draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey. type: bool (cheat) default: 0 (false) |
g_showviewpos | type: bool (cheat) default: 0 (false) |
g_skill | type: int (cheat)
|
g_skipFX | type: bool (cheat) default: 0 (false) |
g_skipParticles | type: bool (cheat) default: 0 (false) |
g_skipViewEffects | skip damage and other view effects type: bool (cheat) default: 0 (false) |
g_spectatorChat | let spectators talk to everyone during game type: bool default: 0 (false) |
g_stopTime | type: bool (cheat) default: 0 (false) |
g_TDMArrows | draw arrows over teammates in team deathmatch type: bool default: 1 (true) |
g_testDeath | type: bool (cheat) default: 0 (false) |
g_testHealthVision | type: float (cheat)
|
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 type: int [0, 4]
(cheat)
|
g_testModelBlend | number of frames to blend type: int (cheat)
|
g_testModelRotate | test model rotation speed type: string (cheat)
|
g_testParticle | test particle visualation, set by the particle editor type: int (cheat)
|
g_testParticleName | name of the particle being tested by the particle editor type: string (cheat)
|
g_testPostProcess | name of material to draw over screen type: string (cheat)
|
g_timeEntities | when non-zero, shows entities whose think functions exceeded the # of milliseconds specified type: float (cheat)
|
g_useDynamicProtection | scale damage and armor dynamically to keep the player alive more often type: bool default: 1 (true) |
g_vehicleForce | type: float (cheat)
|
g_vehicleSuspensionDamping | type: float (cheat)
|
g_vehicleSuspensionDown | type: float (cheat)
|
g_vehicleSuspensionKCompress | type: float (cheat)
|
g_vehicleSuspensionUp | type: float (cheat)
|
g_vehicleTireFriction | type: float (cheat)
|
g_vehicleVelocity | type: float (cheat)
|
g_version | game version type: string (read only)
|
g_viewNodalX | type: float (cheat)
|
g_viewNodalZ | type: float (cheat)
|
g_voteFlags | vote flags. bit mask of votes not allowed on this server bit 0 (+1) restart now bit 1 (+2) time limit bit 2 (+4) frag limit bit 3 (+8) game type bit 4 (+16) kick player bit 5 (+32) change map bit 6 (+64) spectators bit 7 (+128) next map type: int
|
gamedate | type: string (read only)
|
gamename | type: string (read only)
|
gui_configServerRate | type: int (read only)
|
gui_debug | type: bool (cheat) default: 0 (false) |
gui_edit | type: bool (cheat) default: 0 (false) |
gui_filter_gameType | Gametype filter type: int
|
gui_filter_idle | Idle servers filter type: int
|
gui_filter_password | Password filter type: int
|
gui_filter_players | Players filter type: int
|
gui_mediumFontLimit | type: string
|
gui_smallFontLimit | type: string
|
ik_debug | show IK debug lines type: bool (cheat) default: 0 (false) |
ik_enable | enable IK type: bool (cheat) default: 1 (true) |
image_anisotropy | set the maximum texture anisotropy if available type: string
|
image_cacheMegs | maximum MB set aside for temporary loading of full-sized precompressed images type: string
|
image_cacheMinK | maximum KB of precompressed files to read at specification time type: int
|
image_colorMipLevels | development aid to see texture mip usage type: bool (cheat) default: 0 (false) |
image_downSize | controls texture downsampling type: string
|
image_downSizeBump | controls normal map downsampling type: string
|
image_downSizeBumpLimit | controls normal map downsample limit type: string
|
image_downSizeLimit | controls diffuse map downsample limit type: string
|
image_downSizeSpecular | controls specular downsampling type: string
|
image_downSizeSpecularLimit | controls specular downsampled limit type: string
|
image_filter | changes texture filtering on mipmapped images type: string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR]
|
image_forceDownSize | type: bool default: 0 (false) |
image_ignoreHighQuality | ignore high quality setting on materials type: string
|
image_lodbias | change lod bias on mipmapped images type: string
|
image_preload | if 0, dynamically load all images type: bool default: 1 (true) |
image_roundDown | round bad sizes down to nearest power of two type: bool default: 1 (true) |
image_showBackgroundLoads | 1 = print number of outstanding background loads type: bool (cheat) default: 0 (false) |
image_useAllFormats | allow alpha/intensity/luminance/luminance+alpha type: bool default: 1 (true) |
image_useCache | 1 = do background load image caching type: bool default: 0 (false) |
image_useCompression | 0 = force everything to high quality type: bool default: 1 (true) |
image_useNormalCompression | 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available type: int
|
image_useOfflineCompression | write a batch file for offline compression of DDS files type: bool (cheat) default: 0 (false) |
image_usePrecompressedTextures | use .dds files if present type: bool default: 1 (true) |
image_writeNormalTGA | write .tgas of the final normal maps for debugging type: bool (cheat) default: 0 (false) |
image_writeNormalTGAPalletized | write .tgas of the final palletized normal maps for debugging type: bool (cheat) default: 0 (false) |
image_writePrecompressedTextures | write .dds files if necessary type: bool (cheat) default: 0 (false) |
image_writeTGA | write .tgas of the non normal maps for debugging type: bool (cheat) default: 0 (false) |
in_alwaysRun | always run (reverse _speed button) - only in MP type: bool default: 0 (false) |
in_anglespeedkey | angle change scale when holding down _speed button type: float
|
in_freeLook | look around with mouse (reverse _mlook button) type: bool default: 1 (true) |
in_mouse | enable mouse input type: bool (cheat) default: 1 (true) |
in_pitchspeed | pitch change speed when holding down look _lookUp or _lookDown button type: float
|
in_toggleCrouch | pressing _movedown button toggles player crouching/standing type: bool default: 0 (false) |
in_toggleRun | pressing _speed button toggles run on/off - only in MP type: bool default: 0 (false) |
in_toggleZoom | pressing _zoom button toggles zoom on/off type: bool default: 0 (false) |
in_yawspeed | yaw change speed when holding down _left or _right button type: float
|
lcp_showFailures | show LCP solver failures type: bool (cheat) default: 0 (false) |
logFile | 1 = buffer log, 2 = flush after each print type: string
|
logFileName | name of log file, if empty, qconsole.log will be used type: string
|
m_pitch | mouse pitch scale type: float
|
m_showMouseRate | shows mouse movement type: bool (cheat) default: 0 (false) |
m_smooth | number of samples blended for mouse viewing type: int [1, 8]
|
m_strafeScale | mouse strafe movement scale type: float
|
m_strafeSmooth | number of samples blended for mouse moving type: int [1, 8]
|
m_yaw | mouse yaw scale type: float
|
mod_validSkins | valid skins for the game type: string
|
net_allowCheats | Allow cheats in network game type: bool default: 0 (false) |
net_channelShowDrop | show dropped packets type: bool (cheat) default: 0 (false) |
net_channelShowPackets | show all packets type: bool (cheat) default: 0 (false) |
net_clientMaxPrediction | maximum number of milliseconds a client can predict ahead of server. type: int
|
net_clientMaxRate | maximum rate requested by client from server in bytes/sec type: int
|
net_clientPredictGUI | test guis in networking without prediction type: bool (cheat) default: 1 (true) |
net_clientPrediction | additional client side prediction in milliseconds type: int
|
net_clientRemoteConsoleAddress | remote console address type: string
|
net_clientRemoteConsolePassword | remote console password type: string
|
net_clientServerTimeout | server time out in seconds type: int
|
net_clientShowSnapshot | type: int [0, 3]
(cheat)
|
net_clientShowSnapshotRadius | type: float (cheat)
|
net_clientSmoothing | type: float [0, 0.95]
(cheat)
|
net_clientUsercmdBackup | number of usercmds to resend type: int
|
net_forceDrop | percentage packet loss type: int (cheat)
|
net_forceLatency | milliseconds latency type: int (cheat)
|
net_ip | local IP address type: string (cheat)
|
net_LANServer | config LAN games only - affects clients and servers type: bool default: 0 (false) |
net_master0 | idnet master server address type: string (read only)
|
net_master1 | 1st master server address type: string
|
net_master2 | 2nd master server address type: string
|
net_master3 | 3rd master server address type: string
|
net_master4 | 4th master server address type: string
|
net_port | local IP port number type: int (cheat)
|
net_serverAllowServerMod | allow server-side mods type: bool default: 0 (false) |
net_serverClientTimeout | client time out in seconds type: int
|
net_serverDedicated | 1 = text console dedicated server, 2 = graphical dedicated server type: int [0, 2]
|
net_serverDrawClient | number of client for which to draw view on server type: int (cheat)
|
net_serverMaxClientRate | maximum rate to a client in bytes/sec type: int
|
net_serverMaxUsercmdRelay | maximum number of usercmds from other clients the server relays to a client type: int [1, 10]
|
net_serverReloadEngine | perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 type: int
|
net_serverRemoteConsolePassword | remote console password type: string
|
net_serverSnapshotDelay | delay between snapshots in milliseconds type: int
|
net_serverZombieTimeout | disconnected client timeout in seconds type: int
|
net_socksEnabled | type: bool default: 0 (false) |
net_socksPassword | type: string
|
net_socksPort | type: int
|
net_socksServer | type: string
|
net_socksUsername | type: string
|
net_verbose | 1 = verbose output, 2 = even more verbose output type: int [0, 2]
|
password | client password used when connecting type: string
|
pm_air | how long in milliseconds the player can go without air before he starts taking damage type: int
|
pm_bboxwidth | x/y size of player's bounding box type: float
|
pm_bobpitch | type: float
|
pm_bobroll | type: float
|
pm_bobup | type: float
|
pm_crouchbob | bob much faster when crouched type: float
|
pm_crouchheight | height of player's bounding box while crouched type: float
|
pm_crouchrate | time it takes for player's view to change from standing to crouching type: float
|
pm_crouchspeed | speed the player can move while crouched type: float
|
pm_crouchviewheight | height of player's view while crouched type: float
|
pm_deadheight | height of player's bounding box while dead type: float
|
pm_deadviewheight | height of player's view while dead type: float
|
pm_jumpheight | approximate hieght the player can jump type: float
|
pm_maxviewpitch | amount player's view can look down type: float
|
pm_minviewpitch | amount player's view can look up (negative values are up) type: float
|
pm_modelView | draws camera from POV of player model (1 = always, 2 = when dead) type: int [0, 2]
|
pm_noclipspeed | speed the player can move while in noclip type: float
|
pm_normalheight | height of player's bounding box while standing type: float
|
pm_normalviewheight | height of player's view while standing type: float
|
pm_runbob | bob faster when running type: float
|
pm_runpitch | type: float
|
pm_runroll | type: float
|
pm_runspeed | speed the player can move while running type: float
|
pm_spectatebbox | size of the spectator bounding box type: float
|
pm_spectatespeed | speed the player can move while spectating type: float
|
pm_stamina | length of time player can run type: float
|
pm_staminarate | rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge. type: float
|
pm_staminathreshold | when stamina drops below this value, player gradually slows to a walk type: float
|
pm_stepsize | maximum height the player can step up without jumping type: float
|
pm_thirdPerson | enables third person view type: bool default: 0 (false) |
pm_thirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) type: float
|
pm_thirdPersonClip | clip third person view into world space type: bool default: 1 (true) |
pm_thirdPersonDeath | enables third person view when player dies type: bool default: 0 (false) |
pm_thirdPersonHeight | height of camera from normal view height in 3rd person type: float
|
pm_thirdPersonRange | camera distance from player in 3rd person type: float
|
pm_usecylinder | use a cylinder approximation instead of a bounding box for player collision detection type: bool default: 0 (false) |
pm_walkbob | bob slowly when walking type: float
|
pm_walkspeed | speed the player can move while walking type: float
|
r_aspectRatio | aspect ratio of view: 0 = 4:3 1 = 16:9 2 = 16:10 type: int [0, 2]
|
r_brightness | changes gamma tables type: float [0.5, 2]
|
r_cgFragmentProfile | arbfp1, fp30 type: string
|
r_cgVertexProfile | arbvp1, vp20, vp30 type: string
|
r_checkBounds | compare all surface bounds with precalculated ones type: bool (cheat) default: 0 (false) |
r_clear | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom type: string (cheat)
|
r_customHeight | custom screen height type: int
|
r_customWidth | custom screen width type: int
|
r_debugArrowStep | step size of arrow cone line rotation in degrees type: int [0, 120]
|
r_debugLineDepthTest | perform depth test on debug lines type: bool default: 0 (false) |
r_debugLineWidth | width of debug lines type: bool default: 1 (true) |
r_debugPolygonFilled | draw a filled polygon type: bool (cheat) default: 1 (true) |
r_demonstrateBug | used during development to show IHV's their problems type: bool (cheat) default: 0 (false) |
r_displayRefresh | optional display refresh rate option for vid mode type: int [0, 200]
(cheat)
|
r_finish | force a call to glFinish() every frame type: bool (cheat) default: 0 (false) |
r_flareSize | scale the flare deforms from the material def type: float (cheat)
|
r_forceLoadImages | draw all images to screen after registration type: bool default: 0 (false) |
r_frontBuffer | draw to front buffer for debugging type: bool (cheat) default: 0 (false) |
r_fullscreen | 0 = windowed, 1 = full screen type: bool default: 1 (true) |
r_gamma | changes gamma tables type: float [0.5, 3]
|
r_glDriver | "opengl32", etc. type: string (cheat)
|
r_hdr_bloomFraction | fraction to smear across neighbors type: float (cheat)
|
r_hdr_exposure | maximum light scale type: float (cheat)
|
r_hdr_gamma | monitor gamma power type: float (cheat)
|
r_hdr_monitorDither | random dither in monitor space type: float (cheat)
|
r_hdr_useFloats | use a floating point rendering buffer type: bool (cheat) default: 0 (false) |
r_ignore | used for random debugging without defining new vars type: string (cheat)
|
r_ignore2 | used for random debugging without defining new vars type: string (cheat)
|
r_ignoreGLErrors | ignore GL errors type: bool (cheat) default: 1 (true) |
r_inhibitFragmentProgram | ignore the fragment program extension type: bool (cheat) default: 0 (false) |
r_jitter | randomly subpixel jitter the projection matrix type: bool (cheat) default: 0 (false) |
r_jointNameOffset | offset of joint names when r_showskel is set to 1 type: float (cheat)
|
r_jointNameScale | size of joint names when r_showskel is set to 1 type: float (cheat)
|
r_lightAllBackFaces | light all the back faces, even when they would be shadowed type: bool (cheat) default: 0 (false) |
r_lightScale | all light intensities are multiplied by this type: float (cheat)
|
r_lightSourceRadius | for soft-shadow sampling type: float (cheat)
|
r_lockSurfaces | allow moving the view point without changing the composition of the scene, including culling type: bool (cheat) default: 0 (false) |
r_logFile | number of frames to emit GL logs type: int (cheat)
|
r_materialOverride | overrides all materials type: string (cheat)
|
r_megaTextureLevel | draw only a specific level type: int (cheat)
|
r_mergeModelSurfaces | combine model surfaces with the same material type: bool (cheat) default: 1 (true) |
r_mode | video mode number type: int
|
r_multiSamples | number of antialiasing samples type: int
|
r_offsetfactor | polygon offset parameter type: float (cheat)
|
r_offsetunits | polygon offset parameter type: float (cheat)
|
r_orderIndexes | perform index reorganization to optimize vertex use type: bool (cheat) default: 1 (true) |
r_renderer | hardware specific renderer path to use type: string [best, arb, arb2, Cg, exp, nv10, nv20, r200]
|
r_sb_biasScale | scale factor for jitter bias type: float (cheat)
|
r_sb_frustomFOV | oversize FOV for point light side matching type: float (cheat)
|
r_sb_jitterScale | scale factor for jitter offset type: float (cheat)
|
r_sb_lightResolution | Pixel dimensions for each shadow buffer, 64 - 2048 type: int (cheat)
|
r_sb_linearFilter | use GL_LINEAR instead of GL_NEAREST on shadow maps type: bool (cheat) default: 1 (true) |
r_sb_noShadows | don't draw any occluders type: bool (cheat) default: 0 (false) |
r_sb_occluderFacing | 0 = front faces, 1 = back faces, 2 = midway between type: int (cheat)
|
r_sb_polyOfsFactor | polygonOffset factor for drawing shadow buffer type: float (cheat)
|
r_sb_polyOfsUnits | polygonOffset units for drawing shadow buffer type: float (cheat)
|
r_sb_randomize | randomly offset jitter texture each draw type: bool (cheat) default: 1 (true) |
r_sb_samples | 0, 1, 4, or 16 type: int (cheat)
|
r_sb_screenSpaceShadow | build shadows in screen space instead of on surfaces type: bool (cheat) default: 1 (true) |
r_sb_showFrustumPixels | color the pixels contained in the frustum type: bool (cheat) default: 0 (false) |
r_sb_singleSide | only draw a single side (0-5) of point lights type: int (cheat)
|
r_sb_useCulling | cull geometry to individual side frustums type: bool (cheat) default: 1 (true) |
r_sb_usePbuffer | draw offscreen type: bool (cheat) default: 1 (true) |
r_sb_viewResolution | Width of screen space shadow sampling type: int (cheat)
|
r_screenFraction | for testing fill rate, the resolution of the entire screen can be changed type: int (cheat)
|
r_shadowPolygonFactor | scale value for stencil shadow drawing type: float (cheat)
|
r_shadowPolygonOffset | bias value added to depth test for stencil shadow drawing type: float (cheat)
|
r_shadows | enable shadows type: bool (cheat) default: 1 (true) |
r_showAlloc | report alloc/free counts type: bool (cheat) default: 0 (false) |
r_showCull | report sphere and box culling stats type: bool (cheat) default: 0 (false) |
r_showDefs | report the number of modeDefs and lightDefs in view type: bool (cheat) default: 0 (false) |
r_showDemo | report reads and writes to the demo file type: bool (cheat) default: 0 (false) |
r_showDepth | display the contents of the depth buffer and the depth range type: bool (cheat) default: 0 (false) |
r_showDominantTri | draw lines from vertexes to center of dominant triangles type: bool (cheat) default: 0 (false) |
r_showDynamic | report stats on dynamic surface generation type: bool (cheat) default: 0 (false) |
r_showEdges | draw the sil edges type: bool (cheat) default: 0 (false) |
r_showEntityScissors | show entity scissor rectangles type: bool (cheat) default: 0 (false) |
r_showImages | 1 = show all images instead of rendering, 2 = show in proportional size type: int [0, 2]
(cheat)
|
r_showIntensity | draw the screen colors based on intensity, red = 0, green = 128, blue = 255 type: bool (cheat) default: 0 (false) |
r_showInteractionFrustums | 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox type: int [0, 3]
(cheat)
|
r_showInteractions | report interaction generation activity type: bool (cheat) default: 0 (false) |
r_showInteractionScissors | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines type: int [0, 2]
(cheat)
|
r_showLightCount | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw type: int [0, 3]
(cheat)
|
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 type: int [0, 3]
(cheat)
|
r_showLightScale | report the scale factor applied to drawing for overbrights type: bool (cheat) default: 0 (false) |
r_showLightScissors | show light scissor rectangles type: bool (cheat) default: 0 (false) |
r_showMegaTexture | display all the level images type: bool (cheat) default: 0 (false) |
r_showMegaTextureLabels | draw colored blocks in each tile type: bool (cheat) default: 0 (false) |
r_showMemory | print frame memory utilization type: bool (cheat) default: 0 (false) |
r_showNormals | draws wireframe normals type: float (cheat)
|
r_showOverDraw | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw type: int [0, 3]
(cheat)
|
r_showPortals | draw portal outlines in color based on passed / not passed type: bool (cheat) default: 0 (false) |
r_showPrimitives | report drawsurf/index/vertex counts type: int (cheat)
|
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 type: int [0, 4]
(cheat)
|
r_showShadows | 1 = visualize the stencil shadow volumes, 2 = draw filled in type: int [0, 3]
(cheat)
|
r_showSilhouette | highlight edges that are casting shadow planes type: bool (cheat) default: 0 (false) |
r_showSkel | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only type: int [0, 2]
(cheat)
|
r_showSmp | show which end (front or back) is blocking type: bool (cheat) default: 0 (false) |
r_showSurfaceInfo | show surface material name under crosshair type: bool (cheat) default: 0 (false) |
r_showSurfaces | report surface/light/shadow counts type: bool (cheat) default: 0 (false) |
r_showTangentSpace | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector type: int [0, 3]
(cheat)
|
r_showTexturePolarity | shade triangles by texture area polarity type: bool (cheat) default: 0 (false) |
r_showTextureVectors | if > 0 draw each triangles texture (tangent) vectors type: float (cheat)
|
r_showTrace | show the intersection of an eye trace with the world type: int (cheat)
|
r_showTris | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all type: int [0, 3]
(cheat)
|
r_showUnsmoothedTangents | if 1, put all nvidia register combiner programming in display lists type: bool (cheat) default: 0 (false) |
r_showUpdates | report entity and light updates and ref counts type: bool (cheat) default: 0 (false) |
r_showVertexCache | type: int (cheat)
|
r_showVertexColor | draws all triangles with the solid vertex color type: bool (cheat) default: 0 (false) |
r_showViewEntitys | 1 = displays the bounding boxes of all view models, 2 = print index numbers type: int (cheat)
|
r_singleArea | only draw the portal area the view is actually in type: bool (cheat) default: 0 (false) |
r_singleEntity | suppress all but one entity type: int (cheat)
|
r_singleLight | suppress all but one light type: int (cheat)
|
r_singleSurface | suppress all but one surface on each entity type: int (cheat)
|
r_singleTriangle | only draw a single triangle per primitive type: bool (cheat) default: 0 (false) |
r_skipAmbient | bypasses all non-interaction drawing type: bool (cheat) default: 0 (false) |
r_skipBackEnd | don't draw anything type: bool (cheat) default: 0 (false) |
r_skipBlendLights | skip all blend lights type: bool (cheat) default: 0 (false) |
r_skipBump | uses a flat surface instead of the bump map type: bool (cheat) default: 0 (false) |
r_skipCopyTexture | do all rendering, but don't actually copyTexSubImage2D type: bool (cheat) default: 0 (false) |
r_skipDeforms | leave all deform materials in their original state type: bool (cheat) default: 0 (false) |
r_skipDiffuse | use black for diffuse type: bool (cheat) default: 0 (false) |
r_skipDynamicTextures | don't dynamically create textures type: bool (cheat) default: 0 (false) |
r_skipFogLights | skip all fog lights type: bool (cheat) default: 0 (false) |
r_skipFrontEnd | bypasses all front end work, but 2D gui rendering still draws type: bool (cheat) default: 0 (false) |
r_skipGuiShaders | 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events type: int [0, 3]
(cheat)
|
r_skipInteractions | skip all light/surface interaction drawing type: bool (cheat) default: 0 (false) |
r_skipLightScale | don't do any post-interaction light scaling, makes things dim on low-dynamic range cards type: bool (cheat) default: 0 (false) |
r_skipMegaTexture | only use the lowest level image type: int (cheat)
|
r_skipNewAmbient | bypasses all vertex/fragment program ambient drawing type: bool (cheat) default: 0 (false) |
r_skipOverlays | skip overlay surfaces type: bool (cheat) default: 0 (false) |
r_skipParticles | 1 = skip all particle systems type: int [0, 1]
(cheat)
|
r_skipPostProcess | skip all post-process renderings type: bool (cheat) default: 0 (false) |
r_skipRender | skip 3D rendering, but pass 2D type: bool (cheat) default: 0 (false) |
r_skipRenderContext | NULL the rendering context during backend 3D rendering type: bool (cheat) default: 0 (false) |
r_skipROQ | skip ROQ decoding type: bool (cheat) default: 0 (false) |
r_skipSpecular | use black for specular1 type: bool (cheat) default: 0 (false) |
r_skipSubviews | 1 = don't render any gui elements on surfaces type: int (cheat)
|
r_skipSuppress | ignore the per-view suppressions type: bool (cheat) default: 0 (false) |
r_skipTranslucent | skip the translucent interaction rendering type: bool (cheat) default: 0 (false) |
r_skipUpdates | 1 = don't accept any entity or light updates, making everything static type: bool (cheat) default: 0 (false) |
r_slopNormal | merge normals that dot less than this type: string (cheat)
|
r_slopTexCoord | merge texture coordinates this far apart type: string (cheat)
|
r_slopVertex | merge xyz coordinates this far apart type: string (cheat)
|
r_subviewOnly | 1 = don't render main view, allowing subviews to be debugged type: bool (cheat) default: 0 (false) |
r_swapInterval | changes wglSwapIntarval type: int
|
r_terrainScale | vertically scale USGS data type: int (cheat)
|
r_testARBProgram | experiment with vertex/fragment programs type: bool (cheat) default: 0 (false) |
r_testGamma | if > 0 draw a grid pattern to test gamma levels type: float [0, 195]
(cheat)
|
r_testGammaBias | if > 0 draw a grid pattern to test gamma levels type: float (cheat)
|
r_testStepGamma | if > 0 draw a grid pattern to test gamma levels type: float (cheat)
|
r_useCachedDynamicModels | cache snapshots of dynamic models type: bool (cheat) default: 1 (true) |
r_useClippedLightScissors | 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always type: int [0, 2]
(cheat)
|
r_useCombinerDisplayLists | put all nvidia register combiner programming in display lists type: bool (cheat) default: 1 (true) |
r_useConstantMaterials | use pre-calculated material registers if possible type: bool (cheat) default: 1 (true) |
r_useCulling | 0 = none, 1 = sphere, 2 = sphere + box type: int [0, 2]
(cheat)
|
r_useDeferredTangents | defer tangents calculations after deform type: bool (cheat) default: 1 (true) |
r_useDepthBoundsTest | use depth bounds test to reduce shadow fill type: bool (cheat) default: 1 (true) |
r_useEntityCallbacks | if 0, issue the callback immediately at update time, rather than defering type: bool (cheat) default: 1 (true) |
r_useEntityCulling | 0 = none, 1 = box type: bool (cheat) default: 1 (true) |
r_useEntityScissors | 1 = use custom scissor rectangle for each entity type: bool (cheat) default: 0 (false) |
r_useExternalShadows | 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing type: int [0, 2]
(cheat)
|
r_useFrustumFarDistance | if != 0 force the view frustum far distance to this distance type: float (cheat)
|
r_useIndexBuffers | use ARB_vertex_buffer_object for indexes type: int [0, 1]
|
r_useInfiniteFarZ | use the no-far-clip-plane trick type: bool (cheat) default: 1 (true) |
r_useInteractionCulling | 1 = cull interactions type: bool (cheat) default: 1 (true) |
r_useInteractionScissors | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors type: int [-2, 2]
(cheat)
|
r_useInteractionTable | create a full entityDefs * lightDefs table to make finding interactions faster type: bool (cheat) default: 1 (true) |
r_useLightCulling | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas type: int [0, 3]
(cheat)
|
r_useLightPortalFlow | use a more precise area reference determination type: bool (cheat) default: 1 (true) |
r_useLightScissors | 1 = use custom scissor rectangle for each light type: bool (cheat) default: 1 (true) |
r_useNodeCommonChildren | stop pushing reference bounds early when possible type: bool (cheat) default: 1 (true) |
r_useNV20MonoLights | use pass optimization for mono lights type: int (cheat)
|
r_useOptimizedShadows | use the dmap generated static shadow volumes type: bool (cheat) default: 1 (true) |
r_usePortals | 1 = use portals to perform area culling, otherwise draw everything type: bool (cheat) default: 1 (true) |
r_usePreciseTriangleInteractions | 1 = do winding clipping to determine if each ambiguous tri should be lit type: bool (cheat) default: 0 (false) |
r_useScissor | scissor clip as portals and lights are processed type: bool (cheat) default: 1 (true) |
r_useShadowCulling | try to cull shadows from partially visible lights type: bool (cheat) default: 1 (true) |
r_useShadowProjectedCull | discard triangles outside light volume before shadowing type: bool (cheat) default: 1 (true) |
r_useShadowSurfaceScissor | scissor shadows by the scissor rect of the interaction surfaces type: bool (cheat) default: 1 (true) |
r_useShadowVertexProgram | do the shadow projection in the vertex program on capable cards type: bool (cheat) default: 1 (true) |
r_useSilRemap | consider verts with the same XYZ, but different ST the same for shadows type: bool (cheat) default: 1 (true) |
r_useStateCaching | avoid redundant state changes in GL_*() calls type: bool (cheat) default: 1 (true) |
r_useTripleTextureARB | cards with 3+ texture units do a two pass instead of three pass type: bool (cheat) default: 1 (true) |
r_useTurboShadow | use the infinite projection with W technique for dynamic shadows type: bool (cheat) default: 1 (true) |
r_useTwoSidedStencil | do stencil shadows in one pass with different ops on each side type: bool (cheat) default: 1 (true) |
r_useVertexBuffers | use ARB_vertex_buffer_object for vertexes type: int [0, 1]
(cheat)
|
r_vertexBufferMegs | type: int (cheat)
|
r_znear | near Z clip plane distance type: float [0.001, 200]
(cheat)
|
radiant_entityMode | type: string
|
rb_showActive | show rigid bodies that are not at rest type: bool (cheat) default: 0 (false) |
rb_showBodies | show rigid bodies type: bool (cheat) default: 0 (false) |
rb_showInertia | show the inertia tensor of each rigid body type: bool (cheat) default: 0 (false) |
rb_showMass | show the mass of each rigid body type: bool (cheat) default: 0 (false) |
rb_showTimings | show rigid body cpu usage type: bool (cheat) default: 0 (false) |
rb_showVelocity | show the velocity of each rigid body type: bool (cheat) default: 0 (false) |
s_clipVolumes | type: bool (cheat) default: 1 (true) |
s_constantAmplitude | type: float (cheat)
|
s_doorDistanceAdd | reduce sound volume with this distance when going through a door type: float
|
s_dotbias2 | type: float (cheat)
|
s_dotbias6 | type: float (cheat)
|
s_drawSounds | type: int [0, 2]
(cheat)
|
s_force22kHz | type: bool (cheat) default: 0 (false) |
s_globalFraction | volume to all speakers when not spatialized type: float
|
s_maxSoundsPerShader | type: string
|
s_meterTopTime | type: int
|
s_minVolume2 | type: float (cheat)
|
s_minVolume6 | type: float (cheat)
|
s_noSound | type: bool (cheat) default: 0 (false) |
s_numberOfSpeakers | number of speakers type: string
|
s_playDefaultSound | play a beep for missing sounds type: bool default: 1 (true) |
s_quadraticFalloff | type: bool (cheat) default: 1 (true) |
s_realTimeDecoding | type: bool (init) default: 1 (true) |
s_reverse | type: bool default: 0 (false) |
s_showLevelMeter | type: bool (cheat) default: 0 (false) |
s_showStartSound | type: bool (cheat) default: 0 (false) |
s_singleEmitter | mute all sounds but this emitter type: int (cheat)
|
s_spatializationDecay | type: float
|
s_subFraction | volume to subwoofer in 5.1 type: float
|
s_useOcclusion | type: bool (cheat) default: 1 (true) |
s_volume_dB | volume in dB type: float
|
sensitivity | mouse view sensitivity type: float
|
si_fragLimit | frag limit type: int [1, 100]
|
si_gameType | game type - singleplayer, deathmatch, Tourney, Team DM or Last Man type: string [singleplayer, deathmatch, Tourney, Team DM, Last Man]
|
si_idleServer | game clients are idle type: bool (init) default: 0 (false) |
si_map | map to be played next on server type: string
|
si_maxPlayers | max number of players allowed on the server type: int [1, 4]
|
si_name | name of the server type: string
|
si_pure | server is pure and does not allow modified data type: bool default: 1 (true) |
si_spectators | allow spectators or require all clients to play type: bool default: 1 (true) |
si_teamDamage | enable team damage type: bool default: 0 (false) |
si_timeLimit | time limit in minutes type: int [0, 60]
|
si_usePass | enable client password checking type: bool default: 0 (false) |
si_version | engine version type: string (read only)
|
si_warmup | do pre-game warmup type: bool default: 0 (false) |
sys_arch | type: string (init)
|
sys_cpustring | type: string (init)
|
sys_lang | type: string [english, spanish, italian, german, french, russian, polish, korean, japanese, chinese]
|
sys_showMallocs | type: string (cheat)
|
timescale | scales the time type: string (cheat)
|
ui_autoReload | auto reload weapon type: bool default: 1 (true) |
ui_autoSwitch | auto switch weapon type: bool default: 1 (true) |
ui_chat | player is chatting type: bool (read only) default: 0 (false) |
ui_name | player name type: string
|
ui_ready | player is ready to start playing type: string
|
ui_showGun | show gun type: bool default: 1 (true) |
ui_skin | player skin type: string [skins/characters/player/marine_mp, skins/characters/player/marine_mp_red, skins/characters/player/marine_mp_blue, skins/characters/player/marine_mp_green, skins/characters/player/marine_mp_yellow]
|
ui_spectate | play or spectate type: string
|
ui_team | player team type: string [Red, Blue]
|
win_allowAltTab | allow Alt-Tab when fullscreen type: bool (cheat) default: 0 (false) |
win_allowMultipleInstances | allow multiple instances running concurrently type: bool (cheat) default: 0 (false) |
win_notaskkeys | disable windows task keys type: int (cheat)
|
win_outputDebugString | type: bool (cheat) default: 0 (false) |
win_outputEditString | type: bool (cheat) default: 1 (true) |
win_timerUpdate | allows the game to be updated while dragging the window type: bool (cheat) default: 0 (false) |
win_username | windows user name type: string (init)
|
win_viewlog | type: int (cheat)
|
win_xpos | horizontal position of window type: int
|
win_ypos | vertical position of window type: int
|