| 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_pullWalk |
walk instead of sprint |
| aas_randomPullPlayer |
pull the player to a random area |
| aas_showAreas |
show the areas in the selected aas |
| aas_showEdgeNums |
show edge nums |
| aas_showFloorTrace |
show floor trace |
| aas_showHopPath |
show hop path to specified area |
| 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_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 |
| ai_fallTime |
Number of seconds before the player plays |
| |
the falling animation |
| anim_forceUpdate |
|
| anim_maxBodyPitch |
max pitch of body adjustment |
| anim_minBodyPitch |
min pitch of body adjustment |
| anim_reduced |
|
| anim_showMissingAnims |
Show warnings for missing animations |
| 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_breakPoint |
Cause a program break to occur inside the |
| |
bot's AI |
| bot_canDropDeployables |
0 = bots dont drop deployables of any kind, |
| |
1 = bots can drop all deployables |
| bot_canStrafeJump |
0 = bots can't strafe jump, 1 = bots CAN |
| |
strafe jump to goal locations that are far |
| |
away |
| bot_debug |
Debug various bot subsystems. Many bot |
| |
debugging features are disabled if this is |
| |
not set to 1 |
| 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_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_drawActions |
Draw the bot's actions. |
| bot_drawActionSize |
How big to draw the bot action info. Default |
| |
is 0.2 |
| 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_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_drawRoutes |
Draw the bot's routes. |
| bot_enable |
0 = bots will not be loaded in the game. 1 = |
| |
bots are loaded. |
| bot_fakePing |
Have the bots display fake pings in the |
| |
scoreboard |
| bot_followMe |
Have the bots follow you in debug mode |
| 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. |
| 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_suicide |
Causes all bots to suicide. Useful for |
| |
debugging. |
| bot_testObstacleAvoidance |
test obstacle avoidance |
| bot_threadFixedDelay |
force the bot AI to always trail |
| |
bot_threadFrameDelay frames behind |
| bot_threadFrameDelay |
maximum number of game frames the bot AI can |
| |
trail behind |
| bot_threading |
enable running the bot AI in a separate |
| |
thread |
| 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_useShotguns |
0 = bots wont use shotguns/nailguns. 1 = |
| |
bots will use shotguns/nailguns. |
| bot_useSpawnHosts |
0 = strogg bots can't use spawn host bodies, |
| |
1 = bots can use spawnhosts |
| bot_useVehicles |
0 = bots dont use vehicles, 1 = bots do use |
| |
vehicles |
| 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_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_drawTraces |
draw polygon and edge normals |
| 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_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 |
|
| cm_writeCompiledCollisionModels |
write out generated collision models to disk |
| com_allowConsole |
allow toggling console with the tilde key |
| com_asyncInput |
sample input from the async thread |
| com_asyncSound |
0: mix sound inline, 1: memory mapped async |
| |
mix, 2: callback mixing, 3: write async mix |
| com_aviDemoHeight |
|
| com_aviDemoSamples |
|
| com_aviDemoTics |
|
| com_aviDemoWidth |
|
| com_compressDemos |
|
| 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_lastCPUDetailLevel |
|
| com_lastCPULevel |
|
| com_lastGraphicsDetailLevel |
|
| com_lastGraphicsLevel |
|
| 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_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_allowComplaint_charge |
Allow complaints for teamkills with charges |
| g_allowComplaint_explosives |
Allow complaints for explosive weapons and |
| |
items |
| g_allowComplaint_firesupport |
Allow complaints for teamkills with fire |
| |
support |
| g_allowLateJoin |
Enable/disable players joining a match in |
| |
progress |
| g_autoFireTeam |
Prompt to join a fireteam when switching to |
| |
a new team. |
| 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_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_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_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_solider |
|
| g_class_context_technician |
|
| 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_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_debugWakes |
Debug the vehicle wakes |
| g_debugWeapon |
|
| g_debugWeaponSpread |
displays the current spread value for the |
| |
weapon |
| g_debugWorldTasks |
draws a sphere around ranged based tasks |
| g_decals |
show decals such as bullet holes |
| g_demoAnalyzationSectorSize |
sector size for stat generation |
| 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_disableGlobalChat |
disable global text 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_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_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_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_noProficiency |
enable/disable XP |
| 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_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_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_showEntityInfoPrint |
|
| g_showFireTeamLocation |
show/hide locations in fireteam box text |
| g_showHud |
draw the hud gui |
| g_showLocationWayPoints |
Show/hide location waypoints in the world |
| 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_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_skipWeaponSwitchAnimations |
If 1, players won't play their weapon |
| |
switching animations. |
| g_spectateLerpScale |
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_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_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_volumeMusic_dB |
music volume in dB |
| 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_xpSave |
stores xp for disconnected players which |
| |
will be given back if they reconnect |
| gamedate |
|
| gamename |
|
| 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_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 |
| gui_showTooltips |
Globally enable or disable tooltips. |
| gui_tooltipDelay |
Delay in seconds before tooltips pop up. |
| ik_debug |
show IK debug lines |
| ik_enable |
enable IK |
| 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 |
| 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_helicopterPitch |
helicopter mouse pitch scale |
| m_helicopterYaw |
helicopter mouse yaw scale |
| 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 |
| msv_useSampleGame |
use the sample game instead of the etqw SKU |
| net_allowCheats |
Allow cheats in network game |
| net_aorPVSScale |
AoR scale for outside of PVS |
| net_autoLANScan |
automatically scan for LAN servers |
| net_channelShowDrop |
show dropped packets |
| net_channelShowPackets |
show all packets |
| net_checkSync |
enable data synchronization |
| net_clientAORFilter |
|
| net_clientLagOMeter |
draw prediction graph |
| net_clientMaxPrediction |
maximum number of milliseconds a client can |
| |
predict ahead of server. |
| net_clientMaxRate |
maximum rate requested by client from server |
| |
in bytes/sec |
| net_clientPrediction |
additional client side prediction in |
| |
milliseconds |
| net_clientPunkbusterEnabled |
is client side PunkBuster enabled? |
| net_clientRemoteConsoleAddress |
remote console address |
| net_clientRemoteConsolePassword |
remote console password |
| net_clientSelfSmoothing |
smooth local client position |
| net_clientServerTimeout |
server time out in seconds |
| net_clientShowAOR |
|
| net_clientShowSnapshot |
|
| net_clientShowSnapshotRadius |
|
| 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_demoErrorOnInvalidUserCmds |
Will cause an error instead of a warning |
| |
when playing back a demo with no usercmds |
| 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_limitApparentMaxErrorAllowanc |
e fraction of the current physics speed added |
| |
|
| |
to the maximum apparent speed due to client |
| |
prediction error |
| 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_port |
local IP port number |
| net_predictionErrorDecay |
Enable/disable prediction error decay |
| 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_serverLicenseCodeFile |
If not empty, allows license code to be |
| |
stored outside of the game file system |
| net_serverMaxClientRate |
maximum rate to a client in bytes/sec |
| net_serverMaxReservedClientSlots |
maximum number of player slots reserved for |
| |
session invites |
| net_serverMaxUsercmdRelay |
maximum number of usercmds from other |
| |
clients the server relays to a client |
| net_serverPunkbusterEnabled |
is server side PunkBuster enabled? |
| 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_serverStoreLicenseCode |
Store the license code for dedicated server |
| |
on disk (1: encrypted, 2: not encrypted) |
| net_serverZombieTimeout |
disconnected client timeout in seconds |
| net_showAsyncStats |
show async network stats |
| net_socksEnabled |
|
| net_socksPassword |
|
| net_socksPort |
|
| net_socksServer |
|
| net_socksUsername |
|
| net_staggerPlayerGroundChecks |
skip every other ground check during forward |
| |
prediction |
| 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_useAOR |
Enable/Disable Area of Relevance |
| net_useUPnP |
Use UPnP for external address identification |
| net_verbose |
1 = verbose output, 2,3 = even more verbose |
| |
output |
| 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_runspeed |
speed the player can move while running |
| 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_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_sprintspeed |
speed the player can move while sprinting |
| 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 |
| 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_debugEntityRefs |
|
| 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_debugViewEntities |
|
| 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_dumpShaders |
Dump compiled and preprocessed shaders to |
| |
text files |
| 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_forceDistancePortalCull |
|
| 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_imposterCutoff |
Size in pixels at which imposters stop |
| |
drawing |
| r_imposterFadeEnd |
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_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_keepOldViewEntities |
|
| 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_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_lispUseBodyVector |
Use body vector instead of the view vector |
| |
|
| r_listMissingInstanceProgs |
list mia render programs for instancing |
| r_loadAnimB |
Attempt loading of binary version of |
| |
animations. |
| r_loadModelBs |
allow loading of modelb render models |
| r_lockDebugLines |
|
| 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_maxViewEntities |
|
| 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_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_shadowPolygonOffset |
bias value added to depth test for stencil |
| |
shadow drawing |
| 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_showDefaultRenderEnts |
|
| 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_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_stateCache |
check state before upload to drive |
| 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_useNodeCommonChildren |
stop pushing reference bounds early when |
| |
possible |
| r_useNV20MonoLights |
use pass optimization for mono lights |
| r_useOcclusionQueries |
Use hardware occlusion queries |
| 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_visDistMult |
|
| r_visDistOfs |
|
| r_writeAnimB |
Write out binary versions of animations. |
| r_writeModelB |
write out modelb versions of static models |
| r_znear |
near Z clip plane distance |
| 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 |
| s_clipVolumes |
|
| s_constantAmplitude |
|
| s_debugSoundEmitter |
|
| 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 |
| sensitivity |
mouse view sensitivity |
| si_adminname |
admin name(s) |
| si_adminStart |
admin required to start the match |
| si_campaign |
current active campaign |
| si_campaignInfo |
current campaign map info |
| 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_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 |
| 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_version |
engine version |
| si_website |
website info |
| 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 |
| sys_arch |
|
| sys_cpuHTStatus |
|
| sys_cpuLogicalCount |
|
| sys_cpuPhysicalCount |
|
| sys_cpuSpeed |
|
| sys_cpuString |
|
| sys_lang |
|
| sys_ram |
|
| sys_videoRam |
|
| testLightColor |
the light color to be used for a 'testlight' |
| timescale |
scales the time |
| ui_advancedDrivingControls |
if true, advanced driving controls are |
| |
activated |
| 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 |
| wave_amplength |
Amplitude to length ratio |
| |
|
| wave_angledeviation |
Angular deviation of waves |
| |
|
| wave_fadespeed |
How quick individual waves fade in and out |
| |
|
| wave_gravity |
Gavity constant for waves (controls speed |
| |
based on wavelength) |
| |
|
| wave_maxlength |
Maximum wave length |
| |
|
| wave_minlength |
Minimum wave length |
| |
|
| 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 |