CVars (ETQW)
From modwiki
The information on this page is specific to Enemy Territory: Quake Wars.Existing CVars as of public beta 2.
Contents |
[edit]
GAME CVars:
| 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_randomPullPlayer | ... pull the player to a random area |
| aas_showAreas | ... show the areas in the selected aas |
| aas_showBadAreas | ... show bad AAS areas |
| aas_showEdgeNums | ... show edge nums |
| aas_showFloorTrace | ... show floor trace |
| aas_showFuncObstacles | ... show the AAS func_obstacles on the map |
| aas_showHopPath | ... show hop path to specified area |
| aas_showManualReachabilities | ... show manually placed reachabilities |
| 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_showObstaclePVS | ... show obstacle PVS for the given area |
| 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 |
| anim_forceUpdate | |
| anim_maxBodyPitch | ... max pitch of body adjustment |
| anim_minBodyPitch | ... min pitch of body adjustment |
| 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_balanceCriticalClass | ... Have the bots try to keep someone playing the critical class at all times. 0 = keep the class they spawn in as. Default = 1. |
| bot_breakPoint | ... Cause a program break to occur inside the bot's AI |
| bot_debug | ... Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1 |
| bot_debugActionGoalNumber | ... Set to any action number on the map to have the bot ALWAYS do that action, for debugging. -1 = disabled. NOTE: The bot will treat the goal as a camp goal. This is useful for path testing. |
| 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_debugObstacleAvoidance | ... Debug obstacle avoidance |
| 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_drawActionRoutesOnly | ... Draw only the bot actions that have the defined route. |
| bot_drawActions | ... Draw the bot's actions. |
| bot_drawActionSize | ... How big to draw the bot action info. Default is 0.2 |
| bot_drawActionTypeOnly | ... Draw only actions that have a gdf/strogg goal number matching the cvar value. Check the bot manual for goal numbers. -1 = disabled. |
| bot_drawActionWithClasses | ... Draw only actions that have a validClass set to anything other then 0 ( 0 = any class ). |
| 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_drawActiveRoutesOnly | ... Only draw the active routes on the map. |
| 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_drawRouteGroupOnly | ... Only draw routes that have the groupID specified. |
| bot_drawRoutes | ... Draw the routes on the map. |
| bot_enable | ... 0 = bots will not be loaded in the game. 1 = bots are loaded. |
| bot_followMe | ... Have the bots follow you in debug mode |
| bot_godMode | ... Set to the bot client you want to enter god mode. -1 = disable. |
| 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_sleepWhenServerEmpty | ... has the bots stop thinking when the server is idle and there are no humans playing |
| bot_spectateDebug | ... If enabled, automatically sets the debug hud to the bot being spectated |
| bot_stayInVehicles | ... 1 = bots will never leave their vehicle. Only useful for debugging. Default is 0 |
| bot_testObstacleAvoidance | ... test obstacle avoidance |
| bot_testObstacleQuery | ... test a previously recorded obstacle avoidance query |
| bot_threading | ... enable running the bot AI in a separate thread |
| bot_threadMaxFrameDelay | ... maximum number of game frames the bot AI can trail behind |
| bot_threadMinFrameDelay | ... minimum number of game frames the bot AI trails behind |
| 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_useAltRoutes | ... Debug the bot's alternate path use. |
| bot_useDeployables | ... 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables |
| bot_useRearSpawn | ... debug bots using rear spawn points |
| bot_useShotguns | ... 0 = bots wont use shotguns/nailguns. 1 = bots will use shotguns/nailguns. |
| bot_useSniperWeapons | ... 0 = bots wont use sniper rifles. 1 = bots will use sniper rifles. |
| bot_useSpawnHosts | ... 0 = strogg bots can't use spawn host bodies, 1 = bots can use spawnhosts |
| bot_useStrafeJump | ... 0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away |
| bot_useSuicideWhenStuck | ... 0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck |
| bot_useTKRevive | ... Allows the bots to use the advanced tactic of TK reviving if their teammate is weak. 0 = disabled. Default is 1 |
| bot_useVehicles | ... 0 = bots dont use vehicles, 1 = bots do use vehicles |
| cm_drawTraces | ... draw polygon and edge normals |
| g_allowComplaint_charge | ... Allow complaints for teamkills with charges |
| g_allowComplaint_explosives | ... Allow complaints for teamkills with explosive weapons and items |
| g_allowComplaint_firesupport | ... Allow complaints for teamkills with fire support |
| g_allowComplaint_vehicles | ... Allow complaints for teamkills with vehicle |
| g_autoFireTeam | ... Prompt to join a fireteam when switching to a new team. |
| g_autoReadyPercent | ... Percentage of a full server that must be in game for auto ready to start |
| g_autoReadyWait | ... Length of time auto ready will wait before starting the countdown |
| 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_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_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_debugBulletFiring | ... spam info about bullet traces |
| 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_debugWeapon | |
| g_debugWeaponSpread | ... displays the current spread value for the weapon |
| g_decals | ... show decals such as bullet holes |
| 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_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_drawAntiLag | ... Visualizes the anti-lag point generation |
| g_drawAntiLagHits | ... Draws information when anti-lag generates a hit |
| 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_fireteamColor | ... color of fireteam units |
| 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_maxProficiency | |
| 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_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_profileEntityThink | ... Enable entity think profiling |
| 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_showActiveDeployZones | |
| 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_showHud | ... draw the hud gui |
| g_showLocationWayPoints | ... Show/hide location waypoints in the world |
| g_showPlayerArrows | ... enable/disable arrows above the heads of players (0=off,1=all,2=friendly only) |
| 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_showVehicleCockpits | ... enables / disables vehicle cockpits |
| 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_spectateViewLerpScale | ... 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_timeoutToSpec | ... Timeout for players who are AFK to go into spectator mode (0=disabled) |
| g_tooltipTimeScale | ... Scale the amount of time that a tooltip is visible. 0 will disable all tooltips. |
| 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_useBotsInPlayerTotal | ... Should bots count towards the number of players required to start the game? |
| 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_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_writeStats | ... write stats txt files at the end of maps |
| g_xpSave | ... stores xp for disconnected players which will be given back if they reconnect |
| gamedate | |
| gamename | |
| gui_chatAlpha | ... alpha of chat text |
| gui_commandMapAlpha | ... alpha of command map |
| 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_fireTeamAlpha | ... alpha of fireteam list |
| gui_obitAlpha | ... alpha of obituaries |
| gui_objectiveListAlpha | ... alpha of objective list |
| gui_objectiveStatusAlpha | ... alpha of objective status |
| gui_showRespawnText | ... show text about respawning when in limbo or dead |
| gui_tooltipAlpha | ... alpha of tooltips |
| gui_tooltipDelay | ... Delay in seconds before tooltips pop up. |
| gui_vehicleAlpha | ... alpha of vehicle information |
| gui_vehicleDirectionAlpha | ... alpha of vehicle direction indicators |
| gui_voteAlpha | ... alpha of vote |
| ik_debug | ... show IK debug lines |
| ik_enable | ... enable IK |
| m_helicopterPitch | ... helicopter mouse pitch scale |
| m_helicopterYaw | ... helicopter mouse yaw scale |
| net_aorPVSScale | ... AoR scale for outside of PVS |
| net_clientAORFilter | |
| net_clientLagOMeter | ... draw prediction graph |
| net_clientSelfSmoothing | ... smooth local client position |
| net_clientShowAOR | |
| net_clientShowSnapshot | |
| net_clientShowSnapshotRadius | |
| net_limitApparentMaxErrorAllowance | ... fraction of the current physics speed added |
| 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_predictionErrorDecay | ... Enable/disable prediction error decay |
| net_serverMaxReservedClientSlots | ... maximum number of player slots reserved for session invites |
| net_staggerPlayerGroundChecks | ... skip every other ground check during forward prediction |
| net_useAOR | ... Enable/Disable Area of Relevance |
| 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_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_skipBob | ... Disable all bobbing |
| 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_spectatespeedwalk | ... speed the player can move while spectating and walking |
| 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 |
| 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 |
| si_adminname | ... admin name(s) |
| si_adminStart | ... admin required to start the match |
| si_allowLateJoin | ... Enable/disable players joining a match in progress |
| si_antiLag | ... Server does antilag on players |
| si_antiLagForgiving | ... How forgiving the antilag is - the higher, the more forgiving |
| si_antiLagOnly | ... ONLY use antilag |
| si_campaign | ... current active campaign |
| si_campaignInfo | ... current campaign map info |
| si_disableGlobalChat | ... disable global text communication |
| 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_noProficiency | ... enable/disable XP |
| 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. Mainly defines the gametype. |
| 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_website | ... website info |
[edit]
GAME UI CVars:
| 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 |
[edit]
RNDR CVars:
| 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 |
| 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_debugFlareDeform | ... display debug point at place of failing deform |
| 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_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_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_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_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_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_lispUseBodyVector | ... Use body vector instead of the view vector |
| r_listMissingInstanceProgs | ... list mia render programs for instancing |
| 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_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_megatexturePreferALU | |
| 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_shadowPolygonFactorMT | ... scale value for stencil shadow drawing (megadraw method 3) |
| r_shadowPolygonOffset | ... bias value added to depth test for stencil shadow drawing |
| r_shadowPolygonOffsetMT | ... bias value added to depth test for stencil shadow drawing (megadraw method 3) |
| 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_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_showLightInfo | |
| 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_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_useMinimalGuiDraw | ... use minimal draw for guis |
| r_useNodeCommonChildren | ... stop pushing reference bounds early when possible |
| r_useNV20MonoLights | ... use pass optimization for mono lights |
| r_useOcclusionQueries | ... Use hardware occlusion queries |
| r_useOcclusionQueriesCulling | ... Use hardware occlusion queries for culling |
| 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_znear | ... near Z clip plane distance |
| 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 |
[edit]
SND CVars:
| 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_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 |
| s_volumeMusic_dB | ... music volume in dB |
[edit]
SYS CVars:
| bot_fakePing | ... Have the bots display fake pings in the scoreboard |
| 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. |
| 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_drawSTMUsage | ... draw filled polygons for triangles using surface types maps |
| cm_drawTextureVectors | ... draw texture vectors |
| 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 | |
| com_allowConsole | ... allow toggling console with the tilde key |
| com_allowFullConsole | ... allow a full-screen console when running the game with command line commands |
| 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_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_timeServer | |
| 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_demoAnalyzationSectorSize | ... sector size for stat generation |
| 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_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 |
| net_allowCheats | ... Allow cheats in network game |
| net_autoLANScan | ... automatically scan for LAN servers |
| net_channelShowDrop | ... show dropped packets |
| net_channelShowPackets | ... show all packets |
| net_checkSync | ... enable data synchronization |
| 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_clientRemoteConsoleAddress | ... remote console address |
| net_clientRemoteConsolePassword | ... remote console password |
| net_clientServerTimeout | ... server time out in seconds |
| 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_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_LANForceAuth | ... force authentication on LAN games |
| net_LANServer | ... config LAN games only - affects clients and servers |
| net_port | ... local IP port number |
| 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_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 number of game frames |
| net_serverZombieTimeout | ... disconnected client timeout in seconds |
| net_showAsyncStats | ... show async network stats |
| net_socksEnabled | |
| net_socksPassword | |
| net_socksPort | |
| net_socksServer | |
| net_socksUsername | |
| 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_useUPnP | ... Use UPnP for external address identification |
| net_verbose | ... 1 = verbose output, 2,3 = even more verbose output |
| sensitivity | ... mouse view sensitivity |
| si_version | ... engine version |
| sys_arch | |
| sys_cpuHTStatus | |
| sys_cpuLogicalCount | |
| sys_cpuPhysicalCount | |
| sys_cpuSpeed | |
| sys_cpuString | |
| sys_lang | |
| sys_ram | |
| sys_videoRam | |
| timescale | ... scales the time |
| 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 |
[edit]
Uncategorized CVars:
| ai_fallTime | ... Number of seconds before the player plays the falling animation |
| anim_reduced | |
| anim_showMissingAnims | ... Show warnings for missing animations |
| 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_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_writeCompiledCollisionModels | ... write out generated collision models to disk |
| com_lastCPUDetailLevel | |
| com_lastCPULevel | |
| com_lastFoliageLevel | |
| com_lastGraphicsDetailLevel | |
| com_lastGraphicsLevel | |
| com_lastLightingLevel | |
| demo_finishCmd | ... commands to execute once demo playback has finished |
| 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_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_soldier | |
| g_class_context_technician | |
| g_debugWakes | ... Debug the vehicle wakes |
| g_debugWorldTasks | ... draws a sphere around ranged based tasks |
| g_gdfTeamPassword | |
| g_showEntityInfoPrint | |
| g_skipWeaponSwitchAnimations | ... If 1, players won't play their weapon switching animations. |
| g_stroggTeamPassword | |
| gui_allowSnapshotHitchCorrection | ... Correct timelines when notified of large time hitches |
| gui_invertMenuPitch | ... invert mouse movement in in-game menus |
| 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 |
| msv_useSampleGame | ... use the sample game instead of the etqw SKU |
| net_accountName | ... Auto login account name |
| net_accountPassword | ... Auto login account password |
| net_autoConnectServer | ... Server to connect to after auto login is complete |
| net_clientPunkbusterEnabled | ... is client side PunkBuster enabled? |
| net_demoErrorOnInvalidUserCmds | ... Will cause an error instead of a warning when playing back a demo with no usercmds |
| net_maxQoSRequests | ... Controls the maximum number of server info requests that can be sent at once. |
| net_serverPunkbusterEnabled | ... is server side PunkBuster enabled? |
| r_debugEntityRefs | |
| r_debugViewEntities | |
| r_dumpShaders | ... Dump compiled and preprocessed shaders to text files |
| r_forceDistancePortalCull | |
| r_imposterCutoff | ... Size in pixels at which imposters stop drawing |
| r_imposterFade | ... 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_keepOldViewEntities | |
| 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_loadAnimB | ... Attempt loading of binary version of animations. |
| r_loadModelBs | ... allow loading of modelb render models |
| r_lockDebugLines | |
| r_maxViewEntities | |
| r_showDefaultRenderEnts | |
| r_stateCache | ... check state before upload to drive |
| r_useARBPositionInvariant | ... don't replace ARBPositionInvariant |
| r_visDistMult | |
| r_visDistOfs | |
| r_writeAnimB | ... Write out binary versions of animations. |
| r_writeModelB | ... write out modelb versions of static models |
| s_debugSoundEmitter | |
| testLightColor | ... the light color to be used for a 'testlight' |

