
Console Commands, Functions and Scripts
Doom 3 and Resurrection of Evil
Complete Console Variable List (Cvars)
aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_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_blockedFailSafe enable blocked fail safe handling
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_showCombatNodes draws attack cones for monsters
ai_showObstacleAvoidance draws obstacle avoidance information for
monsters. if 2, draws obstacles for player,
as well
ai_showPaths draws path_* entities
ai_testPredictPath
bearTurretAngle
bearTurretForce
cl_punkbuster is client side PunkBuster enabled?
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawInternal draw internal edges green
cm_drawMask collision mask
cm_drawNormals draw polygon and edge normals
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_testWalk
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 Compression scheme for demo files
0: None (Fast, large files)
1: LZW (Fast to compress, Fast to
decompress, medium/small files)
2: LZSS (Slow to compress, Fast to
decompress, small files)
3: Huffman (Fast to compress, Slow to
decompress, medium files)
See also: The 'CompressDemo' command
com_fixedTic
com_forceGenericSIMD force generic platform independent SIMD
com_guid
com_journal 1 = record journal, 2 = play back journal
com_logDemos Write demo.log with debug information in it
com_machineSpec hardware classification, -1 = not detected,
0 = low quality, 1 = medium quality, 2 =
high quality, 3 = ultra quality
com_makingBuild 1 when making a build
com_memoryMarker used as a marker for memory stats
com_minTics
com_preciseTic run one game tick every async thread update
com_preloadDemos Load the whole demo in to RAM before running
it
com_product_lang_ext Extension to use when creating language
files.
com_purgeAll purge everything between level loads
com_showAngles
com_showAsyncStats show async network stats
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_skipGameDraw
com_skipRenderer skip the renderer completely
com_speeds show engine timings
com_timestampPrints print time with each console print, 1 = msec
2 = sec
com_updateLoadSize update the load size after loading a map
com_videoRam holds the last amount of detected video ram
com_wipeSeconds
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
developer
EntityPlacement
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 )
g_armorProtection armor takes this percentage of damage
g_armorProtectionMP armor takes this percentage of damage in mp
g_balanceTDM maintain even teams
g_blobSize
g_blobTime
g_bloodEffects show blood splats, sprays and gibs
g_cinematic skips updating entities that aren't marked
'cinematic' '1' during cinematics
g_cinematicMaxSkipTime # of seconds to allow game to run when
skipping cinematic. prevents lock-up when
cinematic doesn't end.
g_countDown pregame countdown in seconds
g_damageScale scale final damage on player by this factor
g_debugAnim displays information on which animations are
playing on the specified entity number. set
to -1 to disable.
g_debugBounds checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals show decals such as bullet holes
g_disasm disassemble script into base/script
disasm.txt on the local drive when script is
compiled
g_doubleVision show double vision when taking damage
g_dragDamping
g_dragEntity allows dragging physics objects around by
placing the crosshair over them and holding
the fire button
g_dragShowSelection
g_dropItemRotation
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
g_exportMask
g_flushSave 1 = don't buffer file writing for save
games.
g_fov
g_frametime displays timing information for each game
frame
g_gameReviewPause scores review time in seconds (at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt how much health to take in nightmare mode
g_healthTakeLimit how low can health get taken in nightmare
mode
g_healthTakeTime how often to take health in nightmare mode
g_kickAmplitude
g_kickTime
g_knockback
g_mapCycle map cycling script for multiplayer games -
see mapcycle.scriptcfg
g_maxShowDistance
g_monsters
g_mpWeaponAngleScale Control the weapon sway in MP
g_muzzleFlash show muzzle flashes
g_nightmare if nightmare mode is allowed
g_password game password
g_projectileLights show dynamic lights on projectiles
g_showActiveEntities draws boxes around thinking entities.
dormant entities (outside of pvs) are drawn
yellow. non-dormant are green.
g_showBrass enables ejected shells from weapon
g_showcamerainfo displays the current frame # for the camera
when playing cinematics
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showEnemies draws boxes around monsters that have
targeted the the player
g_showEntityInfo
g_showHud
g_showPlayerShadow enables shadow of player model
g_showProjectilePct enables display of player hit percentage
g_showPVS
g_showTargets draws entities and thier targets. hidden
entities are drawn grey.
g_showTestModelFrame displays the current animation and frame #
for testmodels
g_showTriggers draws trigger entities (orange) and thier
targets (green). disabled triggers are
drawn grey.
g_showviewpos
g_skill
g_skipFX
g_skipParticles
g_skipViewEffects skip damage and other view effects
g_spectatorChat let spectators talk to everyone during game
g_stopTime
g_TDMArrows draw arrows over teammates in team
deathmatch
g_testDeath
g_testHealthVision
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 visualation, 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_timeEntities when non-zero, shows entities whose think
functions exceeded the # of milliseconds
specified
g_useDynamicProtection scale damage and armor dynamically to keep
the player alive more often
g_vehicleForce
g_vehicleSuspensionDamping
g_vehicleSuspensionDown
g_vehicleSuspensionKCompress
g_vehicleSuspensionUp
g_vehicleTireFriction
g_vehicleVelocity
g_version game version
g_viewNodalX
g_viewNodalZ
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
gamedate
gamename
gui_configServerRate
gui_debug
gui_edit
gui_filter_game Game filter
gui_filter_gameType Gametype filter
gui_filter_idle Idle servers filter
gui_filter_password Password filter
gui_filter_players Players filter
gui_mediumFontLimit
gui_smallFontLimit
ik_debug show IK debug lines
ik_enable enable IK
image_anisotropy set the maximum texture anisotropy if
available
image_cacheMegs maximum MB set aside for temporary loading
of full-sized precompressed images
image_cacheMinK maximum KB of precompressed files to read at
specification time
image_colorMipLevels development aid to see texture mip usage
image_downSize controls texture downsampling
image_downSizeBump controls normal map downsampling
image_downSizeBumpLimit controls normal map downsample limit
image_downSizeLimit controls diffuse map downsample limit
image_downSizeSpecular controls specular downsampling
image_downSizeSpecularLimit controls specular downsampled limit
image_filter changes texture filtering on mipmapped
images
image_forceDownSize
image_ignoreHighQuality ignore high quality setting on materials
image_lodbias change lod bias on mipmapped images
image_preload if 0, dynamically load all images
image_roundDown round bad sizes down to nearest power of two
image_showBackgroundLoads 1 = print number of outstanding background
loads
image_useAllFormats allow alpha/intensity/luminance
luminance+alpha
image_useCache 1 = do background load image caching
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_alwaysRun always run (reverse _speed button) - only in
MP
in_anglespeedkey angle change scale when holding down _speed
button
in_freeLook look around with mouse (reverse _mlook
button)
in_mouse enable mouse input
in_pitchspeed pitch change speed when holding down look
_lookUp or _lookDown button
in_toggleCrouch pressing _movedown button toggles player
crouching/standing
in_toggleRun pressing _speed button toggles run on/off -
only in MP
in_toggleZoom pressing _zoom button toggles zoom on/off
in_yawspeed yaw change speed when holding down _left or
_right button
lcp_showFailures show LCP solver failures
logFile 1 = buffer log, 2 = flush after each print
logFileName name of log file, if empty, qconsole.log
will be used
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
mod_validSkins valid skins for the game
net_allowCheats Allow cheats in network game
net_channelShowDrop show dropped packets
net_channelShowPackets show all packets
net_clientDownload client pk4 downloads policy: 0 - never, 1 -
ask, 2 - always (will still prompt for
binary code)
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_clientPredictGUI test guis in networking without prediction
net_clientPrediction additional client side prediction in
milliseconds
net_clientRemoteConsoleAddress remote console address
net_clientRemoteConsolePassword remote console password
net_clientSelfSmoothing smooth self position if network causes
prediction error.
net_clientServerTimeout server time out in seconds
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing smooth other clients angles and position.
net_clientUsercmdBackup number of usercmds to resend
net_forceDrop percentage packet loss
net_forceLatency milliseconds latency
net_ip local IP address
net_LANServer config LAN games only - affects clients and
servers
net_master0 idnet master server address
net_master1 1st master server address
net_master2 2nd master server address
net_master3 3rd master server address
net_master4 4th master server address
net_port local IP port number
net_serverAllowServerMod allow server-side mods
net_serverClientTimeout client time out in seconds
net_serverDedicated 1 = text console dedicated server, 2 =
graphical dedicated server
net_serverDlBaseURL base URL for the download redirection
net_serverDlTable pak names for which download is provided,
seperated by ;
net_serverDownload enable server download redirects. 0: off 1:
redirect to si_serverURL 2: use builtin
download. see net_serverDl cvars for
configuration
net_serverDrawClient number of client for which to draw view on
server
net_serverMaxClientRate maximum rate to a client in bytes/sec
net_serverMaxUsercmdRelay maximum number of usercmds from other
clients the server relays to a client
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 milliseconds
net_serverZombieTimeout disconnected client timeout in seconds
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_verbose 1 = verbose output, 2 = even more verbose
output
password client password used when connecting
pm_air how long in milliseconds the player can go
without air before he starts taking damage
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_jumpheight approximate hieght the player can jump
pm_maxviewpitch amount player's view can look down
pm_minviewpitch amount player's view can look up (negative
values are up)
pm_modelView draws camera from POV of player model (1 =
always, 2 = when dead)
pm_noclipspeed speed the player can move while in noclip
pm_normalheight height of player's bounding box while
standing
pm_normalviewheight height of player's view while standing
pm_runbob bob faster when running
pm_runpitch
pm_runroll
pm_runspeed speed the player can move while running
pm_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_stamina length of time player can run
pm_staminarate rate that player regains stamina. divide
pm_stamina by this value to determine how
long it takes to fully recharge.
pm_staminathreshold when stamina drops below this value, player
gradually slows to a walk
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_thirdPersonDeath enables third person view when player dies
pm_thirdPersonHeight height of camera from normal view height in
3rd person
pm_thirdPersonRange camera distance from player in 3rd person
pm_usecylinder use a cylinder approximation instead of a
bounding box for player collision detection
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking
r_aspectRatio aspect ratio of view:
0 = 4:3
1 = 16:9
2 = 16:10
r_brightness changes gamma tables
r_cgFragmentProfile arbfp1, fp30
r_cgVertexProfile arbvp1, vp20, vp30
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_customHeight custom screen height. set r_mode to -1 to
activate
r_customWidth custom screen width. set r_mode to -1 to
activate
r_debugArrowStep step size of arrow cone line rotation in
degrees
r_debugLineDepthTest perform depth test on debug lines
r_debugLineWidth width of debug lines
r_debugPolygonFilled draw a filled polygon
r_debugRenderToTexture
r_demonstrateBug used during development to show IHV's their
problems
r_displayRefresh optional display refresh rate option for vid
mode
r_finish force a call to glFinish() every frame
r_flareSize scale the flare deforms from the material
def
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_glDriver "opengl32", etc.
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_inhibitFragmentProgram ignore the fragment program extension
r_jitter randomly subpixel jitter the projection
matrix
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_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_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_materialOverride overrides all materials
r_megaTextureLevel draw only a specific level
r_mergeModelSurfaces combine model surfaces with the same
material
r_mode video mode number
r_multiSamples number of antialiasing samples
r_offsetfactor polygon offset parameter
r_offsetunits polygon offset parameter
r_orderIndexes perform index reorganization to optimize
vertex use
r_renderer hardware specific renderer path to use
r_screenFraction for testing fill rate, the resolution of the
entire screen can be changed
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_showCull report sphere and box culling stats
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_showDynamic report stats on dynamic surface generation
r_showEdges draw the sil edges
r_showEntityScissors show entity scissor rectangles
r_showImages 1 = show all images instead of rendering, 2
= show in proportional size
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 display all the level images
r_showMegaTextureLabels draw colored blocks in each tile
r_showMemory print frame memory utilization
r_showNormals draws wireframe normals
r_showOverDraw 1 = geometry overdraw, 2 = light interaction
overdraw, 3 = geometry and light interaction
overdraw
r_showPortals draw portal outlines in color based on
passed / not passed
r_showPrimitives report drawsurf/index/vertex counts
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_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_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_showViewEntitys 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_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_skipDiffuse use black 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_skipGuiShaders 1 = skip all gui elements on surfaces, 2 =
skip drawing but still handle events, 3 =
draw but skip events
r_skipInteractions skip all light/surface interaction drawing
r_skipLightScale don't do any post-interaction light scaling,
makes things dim on low-dynamic range cards
r_skipMegaTexture only use the lowest level image
r_skipNewAmbient bypasses all vertex/fragment program ambient
drawing
r_skipOverlays skip overlay surfaces
r_skipParticles 1 = skip all particle systems
r_skipPostProcess skip all post-process renderings
r_skipRender skip 3D rendering, but pass 2D
r_skipRenderContext NULL the rendering context during backend 3D
rendering
r_skipROQ skip ROQ decoding
r_skipSpecular use black for specular1
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_subviewOnly 1 = don't render main view, allowing
subviews to be debugged
r_swapInterval changes wglSwapIntarval
r_terrainScale vertically scale USGS data
r_testARBProgram experiment with vertex/fragment programs
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_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_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_useInfiniteFarZ use the no-far-clip-plane trick
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_useNodeCommonChildren stop pushing reference bounds early when
possible
r_useNV20MonoLights use pass optimization for mono lights
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_useScissor scissor clip as portals and lights are
processed
r_useShadowCulling try to cull shadows from partially visible
lights
r_useShadowProjectedCull discard triangles outside light volume
before shadowing
r_useShadowSurfaceScissor scissor shadows by the scissor rect of the
interaction surfaces
r_useShadowVertexProgram do the shadow projection in the vertex
program on capable cards
r_useSilRemap consider verts with the same XYZ, but
different ST the same for shadows
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_useTurboShadow use the infinite projection with W technique
for dynamic shadows
r_useTwoSidedStencil do stencil shadows in one pass with
different ops on each side
r_useVertexBuffers use ARB_vertex_buffer_object for vertexes
r_vertexBufferMegs
r_znear near Z clip plane distance
radiant_ALTEdgeDrag
radiant_AngleSpeed
radiant_Autosave
radiant_AutosaveMinutes
radiant_camerawindow
radiant_CamXYUpdate
radiant_ChaseMouse
radiant_CubicClipping
radiant_CubicScale
radiant_entityMode
radiant_EntityShow
radiant_HiColorTextures
radiant_InspectorDockedDialogs
radiant_InspectorsWindow
radiant_LastMap
radiant_LastProject
radiant_LoadLast
radiant_LoadLastMap
radiant_LoadShaders
radiant_MainWindowPlace
radiant_ModelPath
radiant_MoveSpeed
radiant_NewFaceGrab
radiant_NewLightStyle
radiant_NewMapFormat
radiant_NewRightClick
radiant_NewTextureWindowStuff
radiant_NewVertex
radiant_NoClamp
radiant_NoStipple
radiant_QE4Paint
radiant_QE4StyleWindows
radiant_RadiantMapPath
radiant_RotateLock
radiant_Rotation
radiant_RunBefore
radiant_SavedInfo
radiant_SelectWholeEntitiesKey
radiant_SizePainting
radiant_Snapshots
radiant_SnapT
radiant_StatusPointSize
radiant_SwitchClipKey
radiant_TextureLock
radiant_TextureQuality
radiant_TextureScale
radiant_TextureScrollbar
radiant_texwindow
radiant_UndoLevels
radiant_UseDisplayLists
radiant_UseGLLighting
radiant_UseTextureBar
radiant_WideToolBar
radiant_xywindow
radiant_XZVIS
radiant_xzwindow
radiant_YZVIS
radiant_yzwindow
radiant_ZClipBottom
radiant_ZClipEnabled
radiant_ZClipTop
radiant_ZVIS
radiant_zwindow
rb_showActive show rigid bodies that are not at rest
rb_showBodies show 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_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_enviroSuitCutoffFreq
s_enviroSuitCutoffQ
s_enviroSuitVolumeScale
s_force22kHz
s_globalFraction volume to all speakers when not spatialized
s_libOpenAL OpenAL DLL name/path
s_maxSoundsPerShader
s_meterTopTime
s_minVolume2
s_minVolume6
s_muteEAXReverb mute eax reverb
s_noSound
s_numberOfSpeakers number of speakers
s_playDefaultSound play a beep for missing sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverbFeedback
s_reverbTime
s_reverse
s_showLevelMeter
s_showStartSound
s_singleEmitter mute all sounds but this emitter
s_skipHelltimeFX
s_slowAttenuate slowmo sounds attenuate over shorted
distance
s_spatializationDecay
s_subFraction volume to subwoofer in 5.1
s_useEAXReverb use EAX reverb
s_useOcclusion
s_useOpenAL use OpenAL
s_volume_dB volume in dB
sensitivity mouse view sensitivity
si_fragLimit frag limit
si_gameType game type - singleplayer, deathmatch,
Tourney, Team DM or Last Man
si_idleServer game clients are idle
si_map map to be played next on server
si_maxPlayers max number of players allowed on the server
si_name name of the server
si_pure server is pure and does not allow modified
data
si_serverURL where to reach the server admins and get
information about the server
si_spectators allow spectators or require all clients to
play
si_teamDamage enable team damage
si_timeLimit time limit in minutes
si_usePass enable client password checking
si_version engine version
si_warmup do pre-game warmup
sv_punkbuster is server side PunkBuster enabled?
sys_arch
sys_cpustring
sys_lang
timescale scales the time
ui_autoReload auto reload weapon
ui_autoSwitch auto switch weapon
ui_chat player is chatting
ui_name player name
ui_ready player is ready to start playing
ui_showGun show gun
ui_skin player skin
ui_spectate play or spectate
ui_team player team
win_allowAltTab allow Alt-Tab when fullscreen
win_allowMultipleInstances allow multiple instances running
concurrently
win_notaskkeys disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate allows the game to be updated while dragging
the window
win_username windows user name
win_viewlog
win_xpos horizontal position of window
win_ypos vertical position of window
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