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The complete list of all DOOM 3 cvars and commands including their descriptions.
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 thier targets. hidden entities are drawn grey.
g_showTestModelFrame
displays the current animation and frame # for testmodels
g_showTriggers
draws trigger entities (orange) and thier 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
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
<sound shader>
clientVoiceChatTeam team voice chats: clientVoiceChat <sound shader>
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
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