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Cvars and Commands
A complete list of commands for Doom 3.
CVARS
aas_goalArea

aas_pullPlayer

aas_randomPullPlayer

aas_showAreas

aas_showFlyPath

aas_showHideArea

aas_showPath

aas_showPushIntoArea

aas_showWallEdges

aas_test

af_contactFrictionScale - scales the contact friction

af_forceFriction - force the given friction value

af_highlightBody - name of the body to highlight

af_highlightConstraint - name of the constraint to highlight

af_jointFrictionScale - scales the joint friction

af_maxAngularVelocity - maximum angular velocity

af_maxLinearVelocity - maximum linear velocity

af_showActive - show tree-like structures of articulated figures not at rest

af_showBodies - show bodies

af_showBodyNames - show body names

af_showConstrainedBodies - show the two bodies contrained by the highlighted constraint

af_showConstraintNames - show constraint names

af_showConstraints - show constraints

af_showInertia - show the inertia tensor of each body

af_showLimits - show joint limits

af_showMass - show the mass of each body

af_showPrimaryOnly - show primary constraints only

af_showTimings - show articulated figure cpu usage

af_showTotalMass - show the total mass of each articulated figure

af_showTrees - show tree-like structures

af_showVelocity - show the velocity of each body

af_skipFriction - skip friction

af_skipLimits - skip joint limits

af_skipSelfCollision - skip self collision detection

af_testSolid - test for bodies initially stuck in solid

af_timeScale - scales the time

af_useImpulseFriction - use impulse based contact friction

af_useJointImpulseFriction - use impulse based joint friction

af_useLinearTime - use linear time algorithm for tree-like structures

af_useSymmetry - use constraint matrix symmetry

ai_blockedFailSafe - enable blocked fail safe handling

ai_debugMove - draws movement information for monsters

ai_debugScript - displays script calls for the specified
monster entity number

ai_debugTrajectory - draws trajectory tests for monsters

ai_showCombatNodes - draws attack cones for monsters

ai_showObstacleAvoidance - draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well

ai_showPaths - draws path_* entities

ai_testPredictPath

cm_backFaceCull - cull back facing polygons

cm_debugCollision - debug the collision detection

cm_drawColor - color used to draw the collision models

cm_drawFilled - draw filled polygons

cm_drawInternal - draw internal edges green

cm_drawMask - collision mask

cm_drawNormals - draw polygon and edge normals

cm_testAngle

cm_testBox

cm_testBoxRotation

cm_testCollision

cm_testLength

cm_testModel

cm_testOrigin

cm_testRadius

cm_testRandomMany

cm_testReset

cm_testRotation

cm_testTimes

cm_testWalk

com_allowConsole - allow ~ to toggle console

com_asyncInput - sample input from the async thread

com_asyncSound - mix sound from the async thread

com_aviDemoHeight

com_aviDemoSamples

com_aviDemoTics

com_aviDemoWidth

com_compressDemos

com_compressSaveGame - compress save games

com_fixedTic

com_forceGenericSIMD - force generic platform independent SIMD

com_guid

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, 3 = ultra quality

com_makingBuild - 1 when making a build

com_memoryMarker - used as a marker for memory stats

com_minTics

com_preciseTic - run one game tick every async thread update

com_preloadDemos

com_purgeAll - purge everything between level loads

com_showAngles

com_showAsyncStats - show async network stats

com_showDemo

com_showFPS - show frames rendered per second

com_showMemoryUsage - show total and per frame memory usage

com_showSoundDecoders - show sound decoders

com_showTics

com_skipGameDraw

com_skipRenderer - skip the renderer completely

com_speeds - show engine timings

com_timestampPrints - print time with each console print, 1 = msec 2 = sec

com_updateLoadSize - update the load size after loading a map

com_videoRam - holds the last amount of detected video ram

com_wipeSeconds

con_noPrint - print on the console but not onscreen when console is pulled up

con_notifyTime - time messages are displayed onscreen when console is pulled up

con_speed - speed at which the console moves up and down

decl_show - set to 1 to print parses, 2 to also print references

developer

EntityPlacement

fs_basepath

fs_caseSensitiveOS

fs_cdpath

fs_copyfiles

fs_debug

fs_devpath

fs_game

fs_restrict

fs_savepath

g_armorProtection - armor takes this percentage of damage

g_armorProtectionMP - armor takes this percentage of damage in mp

g_balanceTDM - maintain even teams

g_blobSize

g_blobTime

g_bloodEffects - show blood splats, sprays and gibs

g_cinematic - skips updating entities that aren't marked 'cinematic' '1' during cinematics

g_cinematicMaxSkipTime - # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.

g_countDown - pregame countdown in seconds

g_damageScale - scale final damage on player by this factor

g_debugAnim - displays information on which animations are playing on the specified entity number. set to -1 to disable.

g_debugBounds - checks for models with bounds > 2048

g_debugCinematic

g_debugDamage

g_debugMove

g_debugMover

g_debugScript

g_debugTriggers

g_debugWeapon

g_decals - show decals such as bullet holes

g_disasm - disassemble script into base/script disasm.txt on the local drive when script is compiled

g_doubleVision - show double vision when taking damage

g_dragDamping

g_dragEntity - allows dragging physics objects around by placing the crosshair over them and holding the fire button

g_dragShowSelection

g_dropItemRotation

g_dvAmplitude

g_dvFrequency

g_dvTime

g_editEntityMode - 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models

g_exportMask

g_flushSave - 1 = don't buffer file writing for save games.

g_fov

g_frametime - displays timing information for each game frame

g_gameReviewPause - scores review time in seconds (at end game)

g_gravity

g_gunX

g_gunY

g_gunZ

g_healthTakeAmt - how much health to take in nightmare mode

g_healthTakeLimit - how low can health get taken in nightmare mode

g_healthTakeTime - how often to take health in nightmare mode

g_kickAmplitude

g_kickTime

g_knockback

g_mapCycle - map cycling script for multiplayer games - see mapcycle.scriptcfg

g_maxShowDistance

g_monsters

g_mpWeaponAngleScale - Control the weapon sway in MP

g_muzzleFlash - show muzzle flashes

g_nightmare - if nightmare mode is allowed

g_password - game password

g_projectileLights - show dynamic lights on projectiles

g_showActiveEntities - draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.

g_showBrass - enables ejected shells from weapon

g_showcamerainfo - displays the current frame # for the camera when playing cinematics

g_showCollisionModels

g_showCollisionTraces

g_showCollisionWorld

g_showEnemies - draws boxes around monsters that have targeted the the player

g_showEntityInfo

g_showHud

g_showPlayerShadow - enables shadow of player model

g_showProjectilePct - enables display of player hit percentage

g_showPVS

g_showTargets - draws entities and 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_showviewpos

g_skill

g_skipFX

g_skipParticles

g_skipViewEffects - skip damage and other view effects

g_spectatorChat - let spectators talk to everyone during game

g_stopTime

g_TDMArrows - draw arrows over teammates in team deathmatch

g_testDeath

g_testHealthVision

g_testModelAnimate - test model animation, 0 = cycle anim with origin reset
1 = cycle anim with fixed origin
2 = cycle anim with continuous origin
3 = frame by frame with continuous origin
4 = play anim once

g_testModelBlend - number of frames to blend

g_testModelRotate - test model rotation speed

g_testParticle - test particle visualation, set by the particle editor

g_testParticleName - name of the particle being tested by the particle editor

g_testPostProcess - name of material to draw over screen

g_timeEntities - when non-zero, shows entities whose think functions exceeded the # of milliseconds specified

g_useDynamicProtection - scale damage and armor dynamically to keep the player alive more often

g_vehicleForce

g_vehicleVelocity

g_viewNodalX

g_viewNodalZ

g_voteFlags - vote flags. bit mask of votes not allowed on this server

gamedate

gamename

gui_configServerRate

gui_debug

gui_edit

gui_filter_gameType - Gametype filter

gui_filter_password - Password filter

gui_filter_players - Players filter

gui_mediumFontLimit

gui_smallFontLimit

ik_debug - show IK debug lines

ik_enable - enable IK

image_anisotropy - set the maximum texture anisotropy if available

image_cacheMegs - maximum MB set aside for temporary loading of full-sized precompressed images

image_cacheMinK - maximum KB of precompressed files to read at specification time

image_colorMipLevels - development aid to see texture mip usage

image_downSize - controls texture downsampling

image_downSizeBump - controls normal map downsampling

image_downSizeBumpLimit - controls normal map downsample limit

image_downSizeLimit - controls diffuse map downsample limit

image_downSizeSpecular - controls specular downsampling

image_downSizeSpecularLimit - controls specular downsampled limit

image_filter - changes texture filtering on mipmapped images

image_forceDownSize

image_ignoreHighQuality - ignore high quality setting on materials

image_lodbias - change lod bias on mipmapped images

image_preload - if 0, dynamically load all images

image_roundDown - round bad sizes down to nearest power of two

image_showBackgroundLoads - 1 = print number of outstanding background loads

image_useAllFormats - allow alpha/intensity/luminance luminance+alpha

image_useCache - 1 = do background load image caching

image_useCompression - 0 = force everything to high quality

image_useNormalCompression - 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available

image_useOfflineCompression - write a batch file for offline compression of DDS files

image_usePrecompressedTextures - use .dds files if present

image_writeNormalTGA - write .tgas of the final normal maps for debugging

image_writeNormalTGAPalletized - write .tgas of the final palletized normal maps for debugging

image_writePrecompressedTextures - write .dds files if necessary

image_writeTGA - write .tgas of the non normal maps for debugging

in_alwaysRun - always run (reverse _speed button) - only in MP

in_anglespeedkey - angle change scale when holding down _speed button

in_freeLook - look around with mouse (reverse _mlook button)

in_mouse - enable mouse input

in_pitchspeed - pitch change speed when holding down look _lookUp or _lookDown button

in_yawspeed - yaw change speed when holding down _left or _right button

lcp_showFailures - show LCP solver failures

logFile - 1 = buffer log, 2 = flush after each print

logFileName - name of log file, if empty, qconsole.log will be used

m_pitch - mouse pitch scale

m_showMouseRate - shows mouse movement

m_smooth - number of samples blended for mouse viewing

m_strafeScale - mouse strafe movement scale

m_strafeSmooth - number of samples blended for mouse moving

m_yaw - mouse yaw scale

mod_validSkins - valid skins for the game

net_allowCheats - Allow cheats in network game

net_channelShowDrop - show dropped packets

net_channelShowPackets - show all packets

net_clientMaxRate - maximum rate requested by client from server in bytes/sec

net_clientPredictGUI - test guis in networking without prediction

net_clientPrediction - additional client side prediction in milliseconds

net_clientRemoteConsoleAddress - remote console address

net_clientRemoteConsolePassword - remote console password

net_clientServerTimeout - server time out in seconds

net_clientShowSnapshot

net_clientShowSnapshotRadius

net_clientSmoothing

net_clientUsercmdBackup - number of usercmds to resend

net_forceDrop - percentage packet loss

net_forceLatency - milliseconds latency

net_ip - local IP address

net_LANServer - config LAN games only - affects clients and servers

net_master0 - idnet master server address

net_master1 - 1st master server address

net_master2 - 2nd master server address

net_master3 - 3rd master server address

net_master4 - 4th master server address

net_port - local IP port number

net_serverAllowServerMod - allow server-side mods

net_serverClientTimeout - client time out in seconds

net_serverDedicated - 1 = text console dedicated server, 2 = graphical dedicated server

net_serverDrawClient - number of client for which to draw view on server

net_serverMaxClientRate - maximum rate to a client in bytes/sec

net_serverMaxUsercmdRelay - maximum number of usercmds from other clients the server relays to a client

net_serverReloadEngine - perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0

net_serverRemoteConsolePassword - remote console password

net_serverSnapshotDelay - delay between snapshots in milliseconds

net_serverZombieTimeout - disconnected client timeout in seconds

net_socksEnabled

net_socksPassword

net_socksPort

net_socksServer

net_socksUsername

net_verbose - 1 = verbose output, 2 = even more verbose output

password - client password used when connecting

pm_air - how long in milliseconds the player can go without air before he starts taking damage

pm_bboxwidth - x/y size of player's bounding box

pm_bobpitch

pm_bobroll

pm_bobup

pm_crouchbob - bob much faster when crouched

pm_crouchheight - height of player's bounding box while crouched

pm_crouchrate - time it takes for player's view to change from standing to crouching

pm_crouchspeed - speed the player can move while crouched

pm_crouchviewheight - height of player's view while crouched

pm_deadheight - height of player's bounding box while dead

pm_deadviewheight - height of player's view while dead

pm_jumpheight - approximate hieght the player can jump

pm_maxviewpitch - amount player's view can look down

pm_minviewpitch - amount player's view can look up (negative values are up)

pm_modelView - draws camera from POV of player model (1 = always, 2 = when dead)

pm_noclipspeed - speed the player can move while in noclip

pm_normalheight - height of player's bounding box while standing

pm_normalviewheight - height of player's view while standing

pm_runbob - bob faster when running

pm_runpitch

pm_runroll

pm_runspeed - speed the player can move while running

pm_spectatebbox - size of the spectator bounding box

pm_spectatespeed - speed the player can move while spectating

pm_stamina - length of time player can run

pm_staminarate - rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.\

pm_staminathreshold - when stamina drops below this value, player gradually slows to a walk

pm_stepsize - maximum height the player can step up without jumping

pm_thirdPerson - enables third person view

pm_thirdPersonAngle - direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)

pm_thirdPersonClip - clip third person view into world space

pm_thirdPersonDeath - enables third person view when player dies

pm_thirdPersonHeight - height of camera from normal view height in 3rd person

pm_thirdPersonRange - camera distance from player in 3rd person

pm_usecylinder - use a cylinder approximation instead of a bounding box for player collision detection

pm_walkbob - bob slowly when walking

pm_walkspeed - speed the player can move while walking

r_brightness - changes gamma tables

r_cgFragmentProfile - arbfp1, fp30

r_cgVertexProfile - arbvp1, vp20, vp30

r_checkBounds - compare all surface bounds with precalculated ones

r_clear - force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom

r_customHeight - custom screen height

r_customWidth - custom screen width

r_debugArrowStep - step size of arrow cone line rotation in degrees

r_debugLineDepthTest - perform depth test on debug lines

r_debugLineWidth - width of debug lines

r_debugPolygonFilled - draw a filled polygon

r_demonstrateBug - used during development to show IHV's their problems

r_displayRefresh - optional display refresh rate option for vid mode

r_finish - force a call to glFinish() every frame

r_flareSize - scale the flare deforms from the material def

r_forceLoadImages - draw all images to screen after registration

r_frontBuffer - draw to front buffer for debugging

r_fullscreen - 0 = windowed, 1 = full screen

r_gamma - changes gamma tables

r_glDriver - "opengl32", etc.

r_hdr_bloomFraction - fraction to smear across neighbors

r_hdr_exposure - maximum light scale

r_hdr_gamma - monitor gamma power

r_hdr_monitorDither - random dither in monitor space

r_hdr_useFloats - use a floating point rendering buffer

r_ignore - used for random debugging without defining new vars

r_ignore2 - used for random debugging without defining new vars

r_ignoreGLErrors - ignore GL errors

r_inhibitFragmentProgram - ignore the fragment program extension

r_jitter - randomly subpixel jitter the projection matrix

r_jointNameOffset - offset of joint names when r_showskel is set to 1

r_jointNameScale - size of joint names when r_showskel is set to 1

r_lightAllBackFaces - light all the back faces, even when they would be shadowed

r_lightScale - all light intensities are multiplied by this

r_lightSourceRadius - for soft-shadow sampling

r_lockSurfaces - allow moving the view point without changing the composition of the scene, including culling

r_logFile - number of frames to emit GL logs

r_materialOverride - overrides all materials

r_megaTextureLevel - draw only a specific level

r_mergeModelSurfaces - combine model surfaces with the same material

r_mode - video mode number

r_multiSamples - number of antialiasing samples

r_offsetfactor - polygon offset parameter

r_offsetunits - polygon offset parameter

r_orderIndexes - perform index reorganization to optimize vertex use

r_renderer - hardware specific renderer path to use

r_sb_biasScale - scale factor for jitter bias

r_sb_frustomFOV - oversize FOV for point light side matching

r_sb_jitterScale - scale factor for jitter offset

r_sb_lightResolution - Pixel dimensions for each shadow buffer, 64 2048

r_sb_linearFilter - use GL_LINEAR instead of GL_NEAREST on shadow maps

r_sb_noShadows - don't draw any occluders

r_sb_occluderFacing - 0 = front faces, 1 = back faces, 2 = midway between

r_sb_polyOfsFactor - polygonOffset factor for drawing shadow buffer

r_sb_polyOfsUnits - polygonOffset units for drawing shadow buffer

r_sb_randomize - randomly offset jitter texture each draw

r_sb_samples - 0, 1, 4, or 16

r_sb_screenSpaceShadow - build shadows in screen space instead of on surfaces

r_sb_showFrustumPixels - color the pixels contained in the frustum

r_sb_singleSide - only draw a single side (0-5) of point lights

r_sb_useCulling - cull geometry to individual side frustums

r_sb_usePbuffer - draw offscreen

r_sb_viewResolution - Width of screen space shadow sampling

r_screenFraction - for testing fill rate, the resolution of the entire screen can be changed

r_shadowPolygonFactor - scale value for stencil shadow drawing

r_shadowPolygonOffset - bias value added to depth test for stencil shadow drawing

r_shadows - enable shadows

r_showAlloc - report alloc/free counts

r_showCull - report sphere and box culling stats

r_showDefs - report the number of modeDefs and lightDefs in view

r_showDemo - report reads and writes to the demo file

r_showDepth - display the contents of the depth buffer and the depth range

r_showDominantTri - draw lines from vertexes to center of dominant triangles

r_showDynamic - report stats on dynamic surface generation

r_showEdges - draw the sil edges

r_showEntityScissors - show entity scissor rectangles

r_showImages - 1 = show all images instead of rendering, 2 = show in proportional size

r_showIntensity - draw the screen colors based on intensity, red = 0, green = 128, blue = 255

r_showInteractionFrustums - 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox

r_showInteractions - report interaction generation activity

r_showInteractionScissors - 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines

r_showLightCount - 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw

r_showLights - 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume

r_showLightScale - report the scale factor applied to drawing for overbrights

r_showLightScissors - show light scissor rectangles

r_showMegaTexture - display all the level images

r_showMegaTextureLabels - draw colored blocks in each tile

r_showMemory - print frame memory utilization

r_showNormals - draws wireframe normals

r_showOverDraw - 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw

r_showPortals - draw portal outlines in color based on passed / not passed

r_showPrimitives - report drawsurf/index/vertex counts

r_showShadowCount - colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows

r_showShadows - 1 = visualize the stencil shadow volumes, 2 = draw filled in

r_showSilhouette - highlight edges that are casting shadow planes

r_showSkel - draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only

r_showSmp - show which end (front or back) is blocking

r_showSurfaceInfo - show surface material name under crosshair

r_showSurfaces - report surface/light/shadow counts

r_showTangentSpace - shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector

r_showTexturePolarity - shade triangles by texture area polarity

r_showTextureVectors - if > 0 draw each triangles texture (tangent) vectors

r_showTrace - show the intersection of an eye trace with the world

r_showTris - enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all

r_showUnsmoothedTangents - if 1, put all nvidia register combiner programming in display lists

r_showUpdates - report entity and light updates and ref counts

r_showVertexCache

r_showVertexColor - draws all triangles with the solid vertex color

r_showViewEntitys - 1 = displays the bounding boxes of all view models, 2 = print index numbers

r_singleArea - only draw the portal area the view is actually in

r_singleEntity - suppress all but one entity

r_singleLight - suppress all but one light

r_singleSurface - suppress all but one surface on each entity

r_singleTriangle - only draw a single triangle per primitive

r_skipAmbient - bypasses all non-interaction drawing

r_skipBackEnd - don't draw anything

r_skipBlendLights - skip all blend lights

r_skipBump - uses a flat surface instead of the bump map

r_skipCopyTexture - do all rendering, but don't actually copyTexSubImage2D

r_skipDeforms - leave all deform materials in their original state

r_skipDiffuse - use black for diffuse

r_skipDynamicTextures - don't dynamically create textures

r_skipFogLights - skip all fog lights

r_skipFrontEnd - bypasses all front end work, but 2D gui rendering still draws

r_skipGuiShaders - 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events

r_skipInteractions - skip all light/surface interaction drawing

r_skipLightScale - don't do any post-interaction light scaling, makes things dim on low-dynamic range cards

r_skipMegaTexture - only use the lowest level image

r_skipNewAmbient - bypasses all vertex/fragment program ambient drawing

r_skipOverlays - skip overlay surfaces

r_skipParticles - 1 = skip all particle systems

r_skipPostProcess - skip all post-process renderings

r_skipRender - skip 3D rendering, but pass 2D

r_skipRenderContext - NULL the rendering context during backend 3D rendering

r_skipROQ - skip ROQ decoding

r_skipSpecular - use black for specular1

r_skipSubviews - 1 = don't render any gui elements on surfaces

r_skipSuppress - ignore the per-view suppressions

r_skipTranslucent - skip the translucent interaction rendering

r_skipUpdates - 1 = don't accept any entity or light updates making everything static

r_slopNormal - merge normals that dot less than this

r_slopTexCoord - merge texture coordinates this far apart

r_slopVertex - merge xyz coordinates this far apart

r_subviewOnly - 1 = don't render main view, allowing subviews to be debugged

r_swapInterval - changes wglSwapIntarval

r_terrainScale - vertically scale USGS data

r_testARBProgram - experiment with vertex/fragment programs

r_testGamma - if > 0 draw a grid pattern to test gamma levels

r_testGammaBias - if > 0 draw a grid pattern to test gamma levels

r_testStepGamma - if > 0 draw a grid pattern to test gamma levels

r_useCachedDynamicModels - cache snapshots of dynamic models

r_useClippedLightScissors - 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always

r_useCombinerDisplayLists - put all nvidia register combiner programming in display lists

r_useConstantMaterials - use pre-calculated material registers if possible

r_useCulling - 0 = none, 1 = sphere, 2 = sphere + box

r_useDeferredTangents - defer tangents calculations after deform

r_useDepthBoundsTest - use depth bounds test to reduce shadow fill

r_useEntityCallbacks - if 0, issue the callback immediately at update time, rather than defering

r_useEntityCulling - 0 = none, 1 = box

r_useEntityScissors - 1 = use custom scissor rectangle for each entity

r_useExternalShadows - 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing

r_useFrustumFarDistance - if != 0 force the view frustum far distance to this distance

r_useIndexBuffers - use ARB_vertex_buffer_object for indexes

r_useInfiniteFarZ - use the no-far-clip-plane trick

r_useInteractionCulling - 1 = cull interactions

r_useInteractionScissors - 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors

r_useInteractionTable - create a full entityDefs * lightDefs table to make finding interactions faster

r_useLightCulling - 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas

r_useLightPortalFlow - use a more precise area reference determination

r_useLightScissors - 1 = use custom scissor rectangle for each light

r_useNodeCommonChildren - stop pushing reference bounds early when possible

r_useNV20MonoLights - use pass optimization for mono lights

r_useOptimizedShadows - use the dmap generated static shadow volumes

r_usePortals - 1 = use portals to perform area culling, otherwise draw everything

r_usePreciseTriangleInteractions - 1 = do winding clipping to determine if each ambiguous tri should be lit

r_useScissor - scissor clip as portals and lights are processed

r_useShadowCulling - try to cull shadows from partially visible lights

r_useShadowProjectedCull discard triangles outside light volume before shadowing

r_useShadowSurfaceScissor - scissor shadows by the scissor rect of the interaction surfaces

r_useShadowVertexProgram - do the shadow projection in the vertex program on capable cards

r_useSilRemap - consider verts with the same XYZ, but different ST the same for shadows

r_useStateCaching - avoid redundant state changes in GL_*() calls

r_useTripleTextureARB - cards with 3+ texture units do a two pass instead of three pass

r_useTurboShadow - use the infinite projection with W technique for dynamic shadows

r_useTwoSidedStencil - do stencil shadows in one pass with different ops on each side

r_useVertexBuffers - use ARB_vertex_buffer_object for vertexes

r_vertexBufferMegs

r_znear - near Z clip plane distance

radiant_ALTEdgeDrag

radiant_AngleSpeed

radiant_Autosave

radiant_AutosaveMinutes

radiant_camerawindow

radiant_CamXYUpdate

radiant_ChaseMouse

radiant_CubicClipping

radiant_CubicScale

radiant_entityMode

radiant_EntityShow

radiant_HiColorTextures

radiant_InspectorDockedDialogs

radiant_InspectorsWindow

radiant_LastMap

radiant_LastProject

radiant_LoadLast

radiant_LoadLastMap

radiant_LoadShaders

radiant_MainWindowPlace

radiant_ModelPath

radiant_MoveSpeed

radiant_NewFaceGrab

radiant_NewLightStyle

radiant_NewMapFormat

radiant_NewRightClick

radiant_NewTextureWindowStuff

radiant_NewVertex

radiant_NoClamp

radiant_NoStipple

radiant_QE4Paint

radiant_QE4StyleWindows

radiant_RadiantMapPath

radiant_RotateLock

radiant_Rotation

radiant_RunBefore

radiant_SavedInfo

radiant_SelectWholeEntitiesKey

radiant_SizePainting

radiant_Snapshots

radiant_SnapT

radiant_StatusPointSize

radiant_SwitchClipKey

radiant_TextureLock

radiant_TextureQuality

radiant_TextureScale

radiant_TextureScrollbar

radiant_texwindow

radiant_UndoLevels

radiant_UseDisplayLists

radiant_UseGLLighting

radiant_UseTextureBar

radiant_WideToolBar

radiant_xywindow

radiant_XZVIS

radiant_xzwindow

radiant_YZVIS

radiant_yzwindow

radiant_ZClipBottom

radiant_ZClipEnabled

radiant_ZClipTop

radiant_ZVIS

radiant_zwindow

rb_showActive - show rigid bodies that are not at rest

rb_showBodies - show rigid bodies

rb_showInertia - show the inertia tensor of each rigid body

rb_showMass - show the mass of each rigid body

rb_showTimings - show rigid body cpu usage

rb_showVelocity - show the velocity of each rigid body

s_clipVolumes

s_constantAmplitude

s_doorDistanceAdd - reduce sound volume with this distance when going through a door

s_dotbias2

s_dotbias6

s_drawSounds

s_force22kHz

s_globalFraction - volume to all speakers when not spatialized

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_showLevelMeter

s_showStartSound

s_singleEmitter - mute all sounds but this emitter

s_spatializationDecay

s_subFraction - volume to subwoofer in 5.1

s_useOcclusion

s_volume_dB - volume in dB

sensitivity - mouse view sensitivity

si_fragLimit - frag limit

si_gameType - game type - singleplayer, deathmatch, Tourney, Team DM or Last Man

si_map - map to be played next on server

si_maxPlayers - max number of players allowed on the server

si_name - name of the server

si_pure - server is pure and does not allow modified data

si_spectators - allow spectators or require all clients to play

si_teamDamage - enable team damage

si_timeLimit - time limit in minutes

si_usePass - enable client password checking

si_version - engine version

si_warmup - do pre-game warmup

sys_arch

sys_cpustring

sys_lang

timescale - scales the time

ui_autoReload - auto reload weapon

ui_autoSwitch - auto switch weapon

ui_name - player name

ui_ready - player is ready to start playing

ui_showGun - show gun

ui_skin - player skin

ui_spectate - play or spectate

ui_team - player team

win_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


Commands

aasStats - shows AAS stats

addarrow - adds a debug arrow

addChatLine - internal use - core to game chat lines

addline - adds a debug line

aviCmdDemo - writes AVIs for a command demo

aviDemo - writes AVIs for a demo

aviGame - writes AVIs for the current game

benchmark - benchmark

bind - binds a command to a key

bindRagdoll - binds ragdoll at the current drag position

bindunbindtwo - binds a key but unbinds it first if there are more than two binds

blinkline - blinks a debug line

centerview - centers the view

checkNewVersion - check if a new version of the game is available

clear - clears the console

clearLights - clears all lights

clientDropWeapon - drop current weapon

clientMessageMode - ingame gui message mode

clientVoiceChat - voice chats: clientVoiceChat

clientVoiceChatTeam - team voice chats: clientVoiceChat

closeViewNotes - close the view showing any notes for this map

collisionModelInfo - shows collision model info

combineCubeImages - combines six images for roq compression

compressDemo - compresses a demo file

conDump - dumps the console text to a file

connect - connects to a server

crash - causes a crash

cvar_restart - restart the cvar system

damage - apply damage to an entity

debugger - launches the Script Debugger

deleteSelected - deletes selected entity

demoShot - writes a screenshot for a demo

devmap - loads a map in developer mode

dir - lists a folder

dirtree - lists a folder with subfolders

disasmScript - disassembles script

disconnect - disconnects from a game

dmap - compiles a map

echo - prints text

editAFs - launches the in-game Articulated Figure Editor

editDecls - launches the in-game Declaration Editor

editGUIs - launches the GUI Editor

editLights - launches the in-game Light Editor

editor - launches the level editor Radiant

editParticles - launches the in-game Particle Editor

editPDAs - launches the in-game PDA Editor

editScripts - launches the in-game Script Editor

editSounds - launches the in-game Sound Editor

envshot - takes an environment shot

error - causes an error

exec - executes a config file

execMachineSpec - execs the appropriate config files and sets cvars based on com_machineSpec

exit - exits the game

exitCmdDemo exits a command demo

exportmodels - exports models

finishBuild - finishes the build process

freeze - freezes the game for a number of seconds

game_memory - displays game class info

gameError - causes a game error

gameKick - same as kick, but recognizes player names

getviewpos - prints the current view position

gfxInfo - show graphics info

give - gives one or more items

god - enables god mode

heartbeat - send a heartbeat to the the master servers

help - shows help

hitch - hitches the game

in_restart - restarts the input system

keepTestModel - keeps the last test model in the game

kick - kick a client by connection number

kill - kills the player

killMonsters - removes all monsters

killMoveables - removes all moveables

killRagdolls - removes all ragdolls

LANScan - scans LAN for servers

listActiveEntities - lists active game entities

listAF - lists articulated figures

listAnims - lists all animations

listAudios - lists Audios

listBinds - lists key bindings

listClasses - lists game classes

listCmds - lists commands

listCollisionModels - lists collision models

listCvars - lists cvars

listDecls - lists all decls

listDictKeys - lists all keys used by dictionaries

listDictValues - lists all values used by dictionaries

listEmails - lists Emails

listEntities - lists game entities

listEntityDefs - lists entity defs

listFX - lists FX systems

listGameCmds - lists game commands

listGuis - lists guis

listHuffmanFrequencies - lists decl text character frequencies

listImages lists images

listLines - lists all debug lines

listMaterials - lists materials

listModelDefs - lists model defs

listModels - lists all models

listModes - lists all video modes

listMonsters - lists monsters

listParticles - lists particle systems

listPDAs - lists PDAs

listRenderEntityDefs - lists the entity defs

listRendererCmds - lists renderer commands

listRenderLightDefs - lists the light defs

listServers - lists scanned servers

listSkins - lists skins

listSoundCmds - lists sound commands

listSoundDecoders - list active sound decoders

listSounds - lists all sounds

listSoundShaders - lists sound shaders

listSpawnArgs - list the spawn args of an entity

listSystemCmds - lists system commands

listTables - lists tables

listThreads - lists script threads

listToolCmds - lists tool commands

listTypeInfo - list type info

listVertexCache - lists vertex cache

listVideos - lists Videos

loadGame - loads a game

localizeGuis - localize guis

localizeMaps - localize maps

makeAmbientMap - makes an ambient map

MakeMegaTexture - processes giant images

map - loads a map

memoryDump - creates a memory dump

memoryDumpCompressed - creates a compressed memory dump

modulateLights - modifies shader parms on all lights

nextAnim - shows next animation on test model

nextFrame - shows next animation frame on test model

nextGUI - teleport the player to the next func_static with a gui

nextMap - loads the next map on the server

noclip - disables collision detection for the player

notarget - disables the player as a target

parse - prints tokenized string

path - lists search paths

playCmdDemo - plays back a command demo

playDemo - plays back a demo

playerModel - sets the given model on the player

popLight - removes the last created light

prevAnim - shows previous animation on test model

prevFrame - shows previous animation frame on test model

printAF - prints an articulated figure

printAudio - prints an Video

printEmail - prints an Email

printEntityDef - prints an entity def

printFX - prints an FX system

printMaterial - prints a material

printModel - prints model info

printModelDefs - prints a model def

printParticle - prints a particle system

printPDA - prints an PDA

printSkin - prints a skin

printSoundShader - prints a sound shader

printTable - prints a table

printVideo - prints a Audio

promptKey - prompt and sets the CD Key

quit - quits the game

rcon - sends remote console command to server

reconnect - reconnect to the last server we tried to connect to

recordDemo - records a demo

recordViewNotes - record the current view position with notes

reexportmodels - reexports models

regenerateWorld - regenerates all interactions

reloadanims - reloads animations

reloadARBprograms - reloads ARB programs

reloadCgPrograms - reloads CG programs

reloadDecls - reloads decls

reloadEngine - reloads the engine down to including the file system

reloadGuis - reloads guis

reloadImages - reloads images

reloadLanguage - reload language dict

reloadModels - reloads models

reloadScript - reloads scripts

reloadSounds - reloads all sounds

reloadSurface - reloads the decl and images for selected surface

remove - removes an entity

removeline - removes a debug line

renderbump - renders a bump map

renderbumpFlat - renders a flat bump map

reportImageDuplication - checks all referenced images for duplications

reportSurfaceAreas - lists all used materials sorted by surface area

rescanSI - internal - rescan serverinfo cvars and tell game

reset - resets a cvar

roq - encodes a roq file

runAAS - compiles an AAS file for a map

runAASDir - compiles AAS files for all maps in a folder

runReach - calculates reachability for an AAS file

s_restart - restarts the sound system

saveGame - saves a game

saveLights - saves all lights to the .map file

saveMoveables - save all moveables to the .map file

saveParticles - saves all lights to the .map file

saveRagdolls - save all ragdoll poses to the .map file

saveSelected - saves the selected entity to the .map file

say - text chat

sayTeam - team text chat

screenshot - takes a screenshot

script - executes a line of script

serverForceReady - force all players ready

serverInfo - shows server info

serverMapRestart - restart the current game

serverNextMap - change to the next map

set - sets a cvar

seta - sets a cvar and flags it as archive

setMachineSpec - detects system capabilities and sets com_machineSpec to appropriate value

sets - sets a cvar and flags it as server info

sett - sets a cvar and flags it as tool

setu - sets a cvar and flags it as user info

setviewpos - sets the current view position

showDictMemory - shows memory used by dictionaries

showInteractionMemory - shows memory used by interactions

showStringMemory - shows memory used by strings

showTriSurfMemory - shows memory used by triangle surfaces

showViewNotes - show any view notes for the current map, successive calls will cycle to the next note

sizeDown - makes the rendered view smaller

sizeUp - makes the rendered view larger

spawn - spawns a game entity

spawnServer - spawns a server

startBuild - prepares to make a build

stopRecording - stops demo recording

takeViewNotes - take notes about the current map from the current view

takeViewNotes2 - extended take view notes

teleport - teleports the player to an entity location

testAnim - tests an animation

testBlend - tests animation blending

testBoneFx - tests an FX system bound to a joint

testDamage - tests a damage def

testDeath - tests death

testFx - tests an FX system

testGUI - tests a gui

testImage - displays the given image centered on screen

testLight - tests a light

testmap - tests a map

testModel - tests a model

testParticleStopTime - tests particle stop time on a test model

testPointLight - tests a point light

testSave - writes out a test savegame

testSaveGame - test a save game for a level

testShaderParm - sets a shaderParm on an existing testModel

testSIMD - test SIMD code

testSkin - tests a skin on an existing testModel

testSound - tests a sound

testVideo - displays the given cinematic

timeCmdDemo - times a command demo

timeDemo - times a demo

timeDemoQuit - times a demo and quits

toggle - toggles a cvar

touch - touches a decl

touchFile - touches a file

touchFileList - touches a list of files

touchGui - touches a gui

touchModel - touches a model

trigger - triggers an entity

unbind - unbinds any command from a key

unbindall - unbinds any commands from all keys

unbindRagdoll - unbinds the selected ragdoll

updateUI - internal - cause a sync down of game-modified userinfo

vid_restart - restarts renderSystem

vstr - inserts the current value of a cvar as command text

wait - delays remaining buffered commands one or more frames

weaponSplat - projects a blood splat on the player weapon

where - prints the current view position

writeCmdDemo - writes a command demo

writeConfig - writes a config file

writeGameState - write game state

writePrecache - writes precache commands

Published by Misto . 9 months ago
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