CVars (ETQW)

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Image:Etqwsquare_bg.png The information on this page is specific to Enemy Territory: Quake Wars.

Existing CVars as of public beta 2.

Contents

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

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

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

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

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

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'
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