CVars (ETQW)
The information on this page is specific to Enemy Territory: Quake Wars .
Existing CVars as of public beta 2.
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’ |