| aa_targetAdhesionContributionPctMax |
Max Adhesion Contribution Percentage - Range 0.0 - 1.0 |
| aa_targetAdhesionEnable |
Enables Target Adhesion |
| aa_targetAdhesionPitchSpeedMax |
Max Pitch Adhesion Speed |
| aa_targetAdhesionPlayerSpeedThreshold |
Speed Threshold that determines how fast the player needs to move before adhesion is allowed to kick in |
| aa_targetAdhesionRadius |
Radius used to apply adhesion amount |
| aa_targetAdhesionYawSpeedMax |
Max Yaw Adhesion Speed |
| aa_targetAimAssistEnable |
Enables/Disables the entire Aim Assist system |
| aa_targetFrictionEnable |
Enables Target Friction |
| aa_targetFrictionMaxDistance |
Minimum Distance Friction takes effect |
| aa_targetFrictionMultiplierMax |
Maximum Friction Scalar |
| aa_targetFrictionMultiplierMin |
Minimum Friction Scalar |
| aa_targetFrictionOptimalDistance |
Optimal Distance for Friction to take an effect |
| aa_targetFrictionOptimalRadius |
Friction Collision Sphere Radius when at Optimal Distance |
| aa_targetFrictionRadius |
Friction Collision Sphere Radius |
| aa_targetMaxDistance |
The Maximum Distance away for a target to be considered for adhesion, friction and target lock-to |
| aa_targetSelectionRadius |
Radius used to select targets for auto aiming |
| aas_goalArea |
|
| aas_pullPlayer |
|
| aas_randomPullPlayer |
|
| aas_showAreas |
|
| aas_showFlyPath |
|
| aas_showHideArea |
|
| aas_showPath |
|
| aas_showPushIntoArea |
|
| aas_showWallEdges |
|
| aas_test |
|
| achievements_Verbose |
debug spam |
| actor_noDamage |
actors don't take damage -- for testing |
| 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_showHealth |
Draws the AI's health above its head |
| ai_showObstacleAvoidance |
draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well |
| ai_showPaths |
draws path_* entities |
| ai_testPredictPath |
|
| ai_think |
for testing.. |
| bearTurretAngle |
|
| bearTurretForce |
|
| binaryLoadAnim |
enable binary load/write of idMD5Anim |
| binaryLoadParticles |
enable binary load/write of particle decls |
| cg_predictedSpawn_debug |
Debug predictive spawning of presentables |
| cg_projectile_clientAuthoritative_maxCatchup |
|
| 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 toggling console with the tilde key |
| com_assertOutOfDebugger |
by default, do not assert while not running under the debugger |
| com_aviDemoHeight |
|
| com_aviDemoSamples |
|
| com_aviDemoWidth |
|
| com_deltaTimeClamp |
don't process more than this time in a single frame |
| com_deviceZeroOverride |
change input routing for device 0 to poll a different device |
| com_disableAllSaves |
|
| com_disableAutoSaves |
|
| com_engineHz |
Frames per second the engine runs at |
| com_fixedTic |
run a single game frame per render frame |
| com_forceGenericSIMD |
force generic platform independent SIMD |
| com_forceLatestSnap |
|
| com_japaneseCensorship |
Enable Japanese censorship |
| com_noSleep |
don't sleep if the game is running too fast |
| com_printFilter |
only print lines that contain this, add multiple filters with a ; delimeter |
| com_product_lang_ext |
Extension to use when creating language files. |
| com_productionMode |
0 - no special behavior, 1 - building a production build, 2 - running a production build |
| com_requireNonProductionSignIn |
If true, will require sign in, even on non production builds. |
| com_showFPS |
show frames rendered per second |
| com_showMemoryUsage |
show total and per frame memory usage |
| com_skipGameDraw |
|
| com_skipIntroVideos |
skips intro videos |
| com_sleepDraw |
intentionally add a sleep in the draw time |
| com_sleepGame |
intentionally add a sleep in the game time |
| com_sleepRender |
intentionally add a sleep in the render time |
| com_smp |
run the game and draw code in a separate thread |
| 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_wipeSeconds |
|
| developer |
developer mode |
| dialog_saveClearLevel |
Time required to show long message |
| flashlight_batteryChargeTimeMS |
amount of time (in MS) it takes to fully recharge battery |
| flashlight_batteryDrainTimeMS |
amount of time (in MS) it takes for full battery to drain (-1 == no battery drain) |
| flashlight_batteryFlickerPercent |
chance of flickering when battery is low |
| flashlight_minActivatePercent |
( 0.0 - 1.0 ) minimum amount of battery (%) needed to turn on flashlight |
| fs_basepath |
|
| fs_enableBackgroundCaching |
if 1 allow the 360 to precache game files in the background |
| fs_resourceLoadPriority |
if 1, open requests will be honored from resource files first; if 0, the resource files are checked after normal search paths |
| fs_savepath |
|
| g_armorProtection |
armor takes this percentage of damage |
| g_armorProtectionMP |
armor takes this percentage of damage in mp |
| g_blobSize |
|
| g_blobTime |
|
| g_bloodEffects |
show blood splats, sprays and gibs |
| g_checkpoints |
Enable/Disable checkpoints |
| 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_clientFire_checkLineOfSightDebug |
|
| g_countDown |
pregame countdown in seconds |
| g_CTFArrows |
draw arrows over teammates in CTF |
| 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 |
set to the name of the state you want to debug or * for all |
| g_debugDamage |
|
| g_debugMove |
|
| g_debugMover |
|
| g_debugScript |
|
| g_debugShockwave |
Debug the shockwave |
| g_debugTriggers |
|
| g_debugWeapon |
|
| g_decals |
show decals such as bullet holes |
| g_demoMode |
this is a demo |
| 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_dragShowSelection |
|
| g_dropItemRotation |
|
| g_dvAmplitude |
|
| g_dvFrequency |
|
| g_dvTime |
|
| g_editEntityMode |
0 = off\n1 = lights\n2 = sounds\n3 = articulated figures\n4 = particle systems\n5 = monsters\n6 = entity names\n7 = entity models |
| g_enablePortalSky |
enables the portal sky |
| g_enableSlowmo |
for testing purposes only |
| g_flagAttachAngleX |
X angle of CTF flag when carried |
| g_flagAttachAngleY |
Y angle of CTF flag when carried |
| g_flagAttachAngleZ |
Z angle of CTF flag when carried |
| g_flagAttachJoint |
player joint to attach CTF flag to |
| g_flagAttachOffsetX |
X offset of CTF flag when carried |
| g_flagAttachOffsetY |
Y offset of CTF flag when carried |
| g_flagAttachOffsetZ |
Z offset of CTF flag when carried |
| 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_grabberDamping |
damping of grabber |
| g_grabberEnableShake |
enable the grabber shake |
| g_grabberHardStop |
hard stops object if too fast |
| g_grabberHoldSeconds |
number of seconds to hold object |
| g_grabberRandomMotion |
enable random motion on the grabbed object |
| g_gravity |
singleplayer gravity |
| g_gunScale |
|
| 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_infiniteAmmo |
infinite ammo |
| g_kickAmplitude |
|
| g_kickTime |
|
| g_knockback |
|
| g_laserSightLength |
laser sight beam length |
| g_laserSightWidth |
laser sight beam width |
| g_leNightmare |
if nightmare mode is allowed for le |
| g_maxShowDistance |
Distance at which to draw clipmodels and clipworld - Will significantly hurt performance at values above 512 |
| g_monsters |
|
| g_moveableDamageScale |
scales damage wrt mass of object in multiplayer |
| g_mpWeaponAngleScale |
Control the weapon sway in MP |
| g_muzzleFlash |
show muzzle flashes |
| g_nightmare |
if nightmare mode is allowed |
| g_projectileDebug |
Debug projectiles |
| g_projectileLights |
show dynamic lights on projectiles |
| g_recordSaveGameTrace |
|
| g_recordTrace |
|
| g_roeNightmare |
if nightmare mode is allowed for roe |
| 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 |
0 = off, 1 = draw collision models, 2 = only draw player collision models. g_maxShowDistance controls distance. |
| 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 |
difficulty level |
| g_skipFX |
|
| g_skipViewEffects |
skip damage and other view effects |
| g_slowmoStepRate |
|
| g_spectatorChat |
let spectators talk to everyone during game |
| g_stopTime |
|
| g_testBloomIntensity |
|
| g_testBloomNumPasses |
|
| g_testDeath |
|
| g_testFullscreenFX |
index will activate specific fx, -2 is for all on, -1 is off |
| g_testHealthVision |
|
| g_testHelltimeFX |
set to 0, 1, 2 to test helltime, -1 is off |
| g_testModelAnimate |
test model animation,\n0 = cycle anim with origin reset\n1 = cycle anim with fixed origin\n2 = cycle anim with continuous origin\n3 = frame by frame with |
| g_testModelBlend |
number of frames to blend |
| g_testModelRotate |
test model rotation speed |
| g_testMultiplayerFX |
set to 0, 1, 2 to test multiplayer, -1 is off |
| 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_useNewGuiCode |
use optimized device context code, 2 = toggle on/off every frame |
| g_useOldPDAStrings |
Read strings from the .pda files rather than from the .lang file |
| g_useWeaponDepthHack |
Crunch z depth on weapons |
| g_vehicleDebug |
print out vehicle physics debug info |
| g_vehicleForce |
|
| g_vehicleSuspensionDamping |
|
| g_vehicleSuspensionDown |
|
| g_vehicleSuspensionKCompress |
|
| g_vehicleSuspensionUp |
|
| g_vehicleTireFriction |
|
| g_vehicleVelocity |
|
| g_viewNodalX |
|
| g_viewNodalZ |
|
| g_weaponShadows |
Cast shadows from weapons |
| g_xp_bind_run_once |
Rebind all controls once for D3XP. |
| gamedate |
|
| gamename |
|
| hud_titlesafe |
fraction of the screen to leave around hud for titlesafe area |
| ik_debug |
show IK debug lines |
| ik_enable |
enable IK |
| image_highQualityCompression |
Use high quality (slow) compression |
| in_alwaysRun |
always run (reverse _speed button) - only in MP |
| in_invertLook |
inverts the look controls so the forward looks up (flight controls) - the proper way to play games! |
| in_joystickRumble |
enable joystick rumble |
| in_mouseInvertLook |
inverts the look controls so the forward looks up (flight controls) - the proper way to play games! |
| in_mouseSpeed |
speed at which the mouse moves |
| in_useJoystick |
enables/disables the gamepad for PC use |
| jobs_longJobMicroSec |
print a warning for jobs that take more than this number of microseconds |
| jobs_numThreads |
number of threads used to crunch through jobs |
| jobs_prioritize |
prioritize job lists |
| joy_dampenLook |
Do not allow full acceleration on look |
| joy_deadZone |
specifies how large the dead-zone is on the joystick |
| joy_deltaPerMSLook |
Max amount to be added on look per MS |
| joy_gammaLook |
use a log curve instead of a power curve for movement |
| joy_mergedThreshold |
If the thresholds aren't merged, you drift more off center |
| joy_newCode |
Use the new codepath |
| joy_pitchSpeed |
pitch speed when pressing up or down on the joystick |
| joy_powerScale |
Raise joystick values to this power |
| joy_range |
allow full range to be mapped to a smaller offset |
| joy_triggerThreshold |
how far the joystick triggers have to be pressed before they register as down |
| joy_yawSpeed |
pitch speed when pressing left or right on the joystick |
| lang_maskLocalizedStrings |
Masks all localized strings to help debugging. When set will replace strings with an equal length of W's and ending in an X. Note: The masking occurs at string |
| 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 |
| memcpyImpl |
Which implementation of memcpy to use for idFile_Memory::Write() [0/1 - standard (1 eliminates branch misprediction), 2 - auto-vectorized] |
| mp_bot_input_override |
Override local input routing for bot control |
| net_allowCheats |
Allow cheats in multiplayer |
| net_bw_challenge_enable |
Enable pre game bandwidth challenge for throttling snap rate |
| net_bw_test_host_timeout |
How long host will wait in MS to hear bw results from peers |
| net_bw_test_interval |
MS - how often to send packets in bandwidth test |
| net_bw_test_numPackets |
Number of bandwidth challenge packets to send |
| net_bw_test_packetSizeBytes |
Size of each packet to send out |
| net_bw_test_throttle_byte_pct |
Min byte % a peer must match in bandwidth challenge before being throttled. 1.0=perfect (received everything) 0.0=Received nothing |
| net_bw_test_throttle_rate_pct |
Min rate % a peer must match in bandwidth challenge before being throttled. 1.0=perfect, 0.0=received nothing |
| net_bw_test_throttle_seq_pct |
Min sequence % a peer must match in bandwidth test before being throttled. 1.0=perfect. This score will be more adversely affected by packet loss than byte % |
| net_bw_test_timeout |
MS after receiving a bw test packet that client will time out |
| net_checkVersion |
Check for matching version when clients connect. 0: normal rules, 1: force check, otherwise no check (pass always) |
| net_clientMaxPrediction |
maximum number of milliseconds a client can predict ahead of server. |
| net_clientPredictGUI |
test guis in networking without prediction |
| net_clientSelfSmoothing |
smooth self position if network causes prediction error. |
| net_clientSmoothing |
smooth other clients angles and position. |
| net_connectTimeoutInSeconds |
timeout (in seconds) while connecting |
| net_debug_snapShotTime |
|
| net_debugBaseStates |
Log out base state information |
| net_debughud3_bps_max |
Highest factor of server base snapRate that a client can be throttled |
| net_drawDebugHud |
0 = None, 1 = Hud 1, 2 = Hud 2, 3 = Snapshots |
| net_effectiveSnapRateDebug |
Debug |
| net_effectiveSnapRateEnable |
Dynamically adjust client snaprate |
| net_errorSmoothingDecay |
Rate at which error smoothing decays (in percent per game frame) |
| net_errorSmoothingMaxDecay |
Max rate at which origin error smoothing decays (in units per game frame) |
| net_forceDrop |
percentage packet loss |
| net_forceDropSnap |
wait on snaps |
| net_forceLatency |
milliseconds latency |
| net_forceUpstream |
Force a maximum upstream in kB/s (256kbps <-> 32kB/s) |
| net_forceUpstreamQueue |
How much data is queued when enforcing upstream (in kB) |
| net_headlessServer |
toggle to automatically host a game and allow peer[0] to control menus |
| net_ignoreConnects |
Test as if no one can connect to me. 0 = off, 1 = ignore with no reply, 2 = send goodbye |
| net_ignoreTitleStorage |
Ignore title storage |
| net_interpolationBaseRate |
Scale interpolationg rate when we fall behind |
| net_interpolationCatchupRate |
Scale interpolationg rate when we fall behind |
| net_interpolationFallbackRate |
Scale interpolationg rate when we fall behind |
| net_interpolationSlowdownStart |
Scale interpolation rate when we fall behind |
| net_inviteOnly |
whether or not the private server you create allows friends to join or invite only |
| net_ip |
local IP address |
| net_LobbyCoalesceTimeInSeconds |
Time in seconds when a lobby will try to coalesce with another lobby when there is only one user. |
| net_LobbyRandomCoalesceTimeInSeconds |
Random time to add to net_LobbyCoalesceTimeInSeconds |
| net_maxBufferedSnapMS |
Max time to allow for interpolation cushion |
| net_maxExtrapolationInMS |
Max time in MS that extrapolation is allowed to occur. |
| net_maxFailedPingRecoveries |
Max failed ping recoveries before we stop trying |
| net_maxLoadResourcesTimeInSeconds |
How long, in seconds, clients have to load resources. Used for loose asset builds. |
| net_maxRate |
max send rate in kilobytes per second |
| net_maxSearchResults |
Max results that are allowed to be returned in a search request |
| net_maxSearchResultsToTry |
Max results to try before giving up. |
| net_migrateHost |
Become host of session (0 = party, 1 = game) for testing purposes |
| net_migration_debug |
debug |
| net_migration_disable |
debug |
| net_migration_forcePeerAsHost |
When set to >-1, it forces that peer number to be the new host during migration |
| net_min_ping_in_ms |
Ping has to be higher than this before we consider throttling to recover |
| net_minBufferedSnapPCT_Static |
Min amount of snapshot buffer time we want need to buffer |
| net_minBufferedSnapWinPCT_Static |
Min amount of snapshot buffer time we want need to buffer |
| net_offlineTransitionThreshold |
Time, in milliseconds, to wait before kicking back to the main menu when a profile losses backend connection during an online game |
| net_optimalDynamic |
How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us |
| net_optimalSnapDeltaSize |
Optimal size of snapshot delta msgs. |
| net_optimalSnapTime |
How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us |
| net_optimalSnapWindow |
|
| net_peer_throttle_bps_decay |
If peer exceeds this number of queued snap deltas, then throttle his effective snap rate |
| net_peer_throttle_bps_duration |
If peer exceeds this number of queued snap deltas, then throttle his effective snap rate |
| net_peer_throttle_bps_host_threshold |
Min outgoing bps of host for bps based throttling to be considered |
| net_peer_throttle_bps_peer_threshold_pct |
Min reported incoming bps % of sent from host that a peer must maintain before throttling kicks in |
| net_peer_throttle_maxSnapRate |
Highest factor of server base snapRate that a client can be throttled |
| net_peer_throttle_minSnapSeq |
Minumum number of snapshot exchanges before throttling can be triggered |
| net_peer_throttle_mode |
= 0 off, 1 = enable fixed, 2 = absolute, 3 = both |
| net_peer_timeout_loading |
time in MS to disconnect clients during loading - production only |
| net_peerTimeoutInSeconds |
If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected. |
| net_peerTimeoutInSeconds_Lobby |
If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected. |
| net_pingIncPercentBeforeRecover |
Percentage change increase of ping before we try to recover |
| net_pingRecoveryThrottleTimeInSeconds |
Throttle snaps for this amount of time in seconds to recover from ping spike |
| net_port |
local IP port number |
| net_queueSnapAcks |
|
| net_showReliableCompression |
Show reliable compression ratio. |
| net_skipClientDeltaAppend |
Simulate delta receive buffer overflowing |
| net_skipGoodbye |
|
| net_snap_bw_test_throttle_max_scale |
When clamping bandwidth to reported values, scale reported value by this |
| net_snap_redundant_resend_in_ms |
Delay between redundantly sending snaps during initial snap exchange |
| net_snapRate |
How many milliseconds between sending snapshots |
| net_snapshot_send_warntime |
Print warning messages if we take longer than this to send a client a snapshot. |
| net_socksPassword |
|
| net_socksPort |
|
| net_socksServer |
|
| net_socksUsername |
|
| net_ssTemplateDebug |
Debug snapshot template states |
| net_ssTemplateDebug_len |
Offset to start template state debugging |
| net_ssTemplateDebug_start |
length of template state to print in debugging |
| net_testPartyMemberConnectFail |
Force this party member index to fail to connect to games. |
| net_ucmdRate |
How many milliseconds between sending usercmds |
| net_useGameStateLobby |
|
| net_usercmd_timing_debug |
Print messages about usercmd timing. |
| net_verbose |
Print a bunch of message about the network session |
| net_verboseReliable |
Prints the more spammy messages about reliable network msgs |
| net_verboseResource |
Prints a bunch of message about network resources |
| net_verboseSimulatedTraffic |
Print some stats about simulated traffic (net_force* cvars) |
| net_verboseSnapshot |
Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam |
| net_verboseSnapshotCompression |
Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam |
| net_verboseSnapshotReport |
Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam |
| net_verifyReliableQueue |
0: warn only, 1: error, 2: fixup, 3: fixup and verbose, 4: force test |
| player_allowScreenFXInStereo |
allow full screen fx in stereo mode |
| 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_clientAuthoritative_debug |
|
| pm_clientAuthoritative_Divergence |
|
| pm_clientAuthoritative_Lerp |
|
| pm_clientAuthoritative_minDist |
|
| pm_clientAuthoritative_minDistZ |
|
| pm_clientAuthoritative_minSpeedSquared |
|
| pm_clientAuthoritative_warnDist |
|
| pm_clientInterpolation_Divergence |
|
| pm_controllerShake_damageMaxDur |
|
| pm_controllerShake_damageMaxMag |
|
| 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 |
| popupDialog_debug |
display debug spam |
| preLoad_Collision |
preload collision beginlevelload |
| preload_CommonAssets |
preload common assets |
| preLoad_Images |
preload images during beginlevelload |
| preload_MapModels |
preload models during begin or end levelload |
| preLoad_Samples |
preload samples during beginlevelload |
| profile_verbose |
Turns on debug spam for profiles |
| r_binaryLoadRenderModels |
enable binary load/write of render models |
| r_brightness |
changes gamma tables |
| r_centerX |
projection matrix center adjust |
| r_centerY |
projection matrix center adjust |
| 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_cullDynamicLightTriangles |
cull surface triangles that are outside the light frustum so they do not get rendered for interactions |
| r_cullDynamicShadowTriangles |
cull occluder triangles that are outside the light frustum so they do not contribute to the dynamic shadow volume |
| r_customheight |
custom screen height. set r_mode to -1 to activate |
| r_customwidth |
custom screen width. set r_mode to -1 to activate |
| r_debugArrowStep |
step size of arrow cone line rotation in degrees |
| r_debugContext |
Enable various levels of context debug. |
| r_debugLineDepthTest |
perform depth test on debug lines |
| r_debugLineWidth |
width of debug lines |
| r_debugPolygonFilled |
draw a filled polygon |
| r_debugRenderToTexture |
|
| r_displayRefresh |
optional display refresh rate option for vid mode |
| r_drawEyeColor |
Draw a colored box, red = left eye, blue = right eye, grey = non-stereo |
| r_drawFlickerBox |
visual test for dropping frames |
| r_flareSize |
scale the flare deforms from the material def |
| r_forceScreenWidthCentimeters |
Override screen width returned by hardware |
| r_forceShadowCaps |
0 = skip rendering shadow caps if view is outside shadow volume, 1 = always render shadow caps |
| r_forceSoundOpAmplitude |
Don't call into the sound system for amplitudes |
| r_forceZPassStencilShadows |
force Z-pass rendering for performance testing |
| r_fullscreen |
0 = windowed, 1 = full screen |
| r_gamma |
changes gamma tables |
| r_glDriver |
\"opengl32\", etc. |
| r_ignoreGLErrors |
ignore GL errors |
| 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_lodbias |
image lod bias |
| r_logFile |
number of frames to emit GL logs |
| r_logLevel |
1 = blocks only, 2 = everything |
| r_materialOverride |
overrides all materials |
| r_maxAnisotropicFiltering |
limit aniso filtering |
| r_motionBlur |
1 - 5, log2 of the number of motion blur samples |
| 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_pix |
print GPU/CPU event timing |
| r_requestStereoPixelFormat |
Ask for a stereo GL pixel format on startup |
| 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_showAddModel |
report stats from tr_addModel |
| r_showBuffers |
|
| r_showCenterOfProjection |
Draw a cross to show the center of projection |
| r_showCull |
report sphere and box culling stats |
| 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_showIntensity |
draw the screen colors based on intensity, red = 0, green = 128, blue = 255 |
| 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_showLightScissors |
show light scissor rectangles |
| r_showLines |
1 = draw alternate horizontal lines, 2 = draw alternate vertical lines |
| 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_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_showSurfaceInfo |
show surface material name under crosshair |
| r_showSurfaces |
report surface/light/shadow counts |
| r_showSwapBuffers |
Show timings from GL_BlockingSwapBuffers |
| 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 |
Print stats about the vertex cache every frame |
| 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_skipDecals |
skip decal surfaces |
| r_skipDeforms |
leave all deform materials in their original state |
| r_skipDiffuse |
use black for diffuse |
| r_skipDynamicInteractions |
skip interactions created after level load |
| r_skipDynamicShadows |
skip dynamic shadows |
| 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_skipIntelWorkarounds |
skip workarounds for Intel driver bugs |
| r_skipInteractionFastPath |
|
| r_skipInteractions |
skip all light/surface interaction drawing |
| 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_skipPrelightShadows |
skip the dmap generated static shadow volumes |
| r_skipRender |
skip 3D rendering, but pass 2D |
| r_skipRenderContext |
NULL the rendering context during backend 3D rendering |
| r_skipShaderPasses |
|
| r_skipShadows |
disable shadows |
| r_skipSpecular |
use black for specular1 |
| r_skipStaticInteractions |
skip interactions created at level load |
| r_skipStaticShadows |
skip static shadows |
| r_skipStripDeadCode |
Skip stripping dead code |
| 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_subviewOnly |
1 = don't render main view, allowing subviews to be debugged |
| r_swapInterval |
changes wglSwapIntarval |
| r_syncEveryFrame |
Don't let the GPU buffer execution past swapbuffers |
| 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_useAreasConnectedForShadowCulling |
cull entities cut off by doors |
| r_useCachedDynamicModels |
cache snapshots of dynamic models |
| r_useConstantMaterials |
use pre-calculated material registers if possible |
| r_useEntityCallbacks |
if 0, issue the callback immediately at update time, rather than defering |
| r_useEntityPortalCulling |
0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces |
| r_useGPUSkinning |
animate normals and tangents instead of deriving |
| r_useLightAreaCulling |
0 = off, 1 = on |
| r_useLightDepthBounds |
use depth bounds test on lights to reduce both shadow and interaction fill |
| r_useLightPortalCulling |
0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces |
| r_useLightPortalFlow |
use a more precise area reference determination |
| r_useLightScissors |
1 = use custom scissor rectangle for each light |
| r_useLightStencilSelect |
use stencil select pass |
| r_useNodeCommonChildren |
stop pushing reference bounds early when possible |
| r_useOpenGL32 |
0 = OpenGL 2.0, 1 = OpenGL 3.2 compatibility profile, 2 = OpenGL 3.2 core profile |
| r_useParallelAddLights |
aadd all lights in parallel with jobs |
| r_useParallelAddModels |
add all models in parallel with jobs |
| r_useParallelAddShadows |
0 = off, 1 = threaded |
| r_usePortals |
1 = use portals to perform area culling, otherwise draw everything |
| r_useScissor |
scissor clip as portals and lights are processed |
| r_useSeamlessCubeMap |
use ARB_seamless_cube_map if available |
| r_useShadowDepthBounds |
use depth bounds test on individual shadow volumes to reduce shadow fill |
| r_useShadowPreciseInsideTest |
use a precise and more expensive test to determine whether the view is inside a shadow volume |
| r_useShadowSurfaceScissor |
scissor shadows by the scissor rect of the interaction surfaces |
| r_useSilRemap |
consider verts with the same XYZ, but different ST the same for shadows |
| r_useSRGB |
1 = both texture and framebuffer, 2 = framebuffer only, 3 = texture only |
| r_useStateCaching |
avoid redundant state changes in GL_*() calls |
| r_useStencilShadowPreload |
use stencil shadow preload algorithm instead of Z-fail |
| r_useTrilinearFiltering |
Extra quality filtering |
| r_useUniformArrays |
|
| r_useViewBypass |
bypass a frame of latency to the view |
| r_vidMode |
fullscreen video mode number |
| r_windowHeight |
Non-fullscreen parameter |
| r_windowWidth |
Non-fullscreen parameter |
| r_windowX |
Non-fullscreen parameter |
| r_windowY |
Non-fullscreen parameter |
| r_znear |
near Z clip plane distance |
| 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 |
| rs_display |
0 - percentages, 1 - pixels per frame |
| rs_dropFraction |
Drop the resolution in increments of this |
| rs_dropMilliseconds |
Drop the resolution when GPU time exceeds this |
| rs_enable |
Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both |
| rs_forceFractionX |
Force a specific 0.0 to 1.0 horizontal resolution scale |
| rs_forceFractionY |
Force a specific 0.0 to 1.0 vertical resolution scale |
| rs_raiseFraction |
Raise the resolution in increments of this |
| rs_raiseFrames |
Require this many frames below rs_raiseMilliseconds |
| rs_raiseMilliseconds |
Raise the resolution when GPU time is below this for several frames |
| rs_showResolutionChanges |
1 = Print whenever the resolution scale changes, 2 = always |
| s_centerFractionVO |
Portion of VO sounds routed to the center channel |
| s_constantAmplitude |
|
| s_cushionFadeChannels |
Ramp currentCushionDB so this many emitter channels should be silent |
| s_cushionFadeLimit |
Never cushion fade beyond this level |
| s_cushionFadeOver |
DB above s_cushionFadeLimit to start ramp to silence |
| s_cushionFadeRate |
DB / second change to currentCushionDB |
| s_debugHardware |
Print a message any time a hardware voice changes |
| s_device |
Sound device to use. -1 for default device |
| s_doorDistanceAdd |
reduce sound volume with this distance when going through a door |
| s_drawSounds |
|
| s_lockListener |
lock listener updates |
| s_maxEmitterChannels |
Can be set lower than the absolute max of MAX_HARDWARE_VOICES |
| s_maxSamples |
max samples to load per shader |
| s_meterPosition |
VU meter location (x y w h) |
| s_meterTopTime |
How long (in milliseconds) peaks are displayed on the VU meter |
| s_noSound |
returns NULL for all sounds loaded and does not update the sound rendering |
| s_playDefaultSound |
play a beep for missing sounds |
| s_showLevelMeter |
Show VU meter |
| s_showPerfData |
Show XAudio2 Performance data |
| s_showStartSound |
print a message every time a sound starts/stops |
| s_showVoices |
show active voices |
| s_singleEmitter |
mute all sounds but this emitter |
| s_skipHardwareSets |
Do all calculation, but skip XA2 calls |
| s_subFraction |
Amount of each sound to send to the LFE channel |
| s_unpauseFadeInTime |
When unpausing a sound world, milliseconds to fade sounds in over |
| s_useCompression |
Use compressed sound files (mp3/xma) |
| s_useOcclusion |
Attenuate sounds based on walls |
| s_volume_dB |
volume in dB |
| saveGame_checksum |
data integrity check |
| saveGame_enable |
are savegames enabled |
| savegame_error |
Combination of bits that will simulate and error, see 'savegamePrintErrors'. 0 = no error |
| saveGame_verbose |
debug spam |
| savegame_winInduceDelay |
on windows, this is a delay induced before any file operation occurs |
| sgf_checksums |
enable save game file checksums |
| sgf_testCorruption |
test corruption at the 128 kB compressed block |
| sgf_threads |
0 = all foreground, 1 = background write, 2 = background write + compress |
| sgf_windowBits |
zlib window bits |
| si_flagDropTimeLimit |
seconds before a dropped CTF flag is returned |
| si_fragLimit |
frag limit |
| si_map |
map to be played next on server |
| si_midnight |
Start the game up in midnight CTF (completely dark) |
| si_mode |
default mode choice for profile |
| si_pointlimit |
team points limit to win in CTF |
| si_spectators |
allow spectators or require all clients to play |
| si_splitscreen |
force splitscreen |
| si_teamDamage |
enable team damage |
| si_timeLimit |
time limit in minutes |
| si_version |
engine version |
| stereoRender_convergence |
0 = head mounted display, otherwise world units to convergence plane |
| stereoRender_defaultGuiDepth |
Fraction of separation when not specified |
| stereoRender_deGhost |
subtract from opposite eye to reduce ghosting |
| stereoRender_enable |
1 = side-by-side compressed, 2 = top and bottom compressed, 3 = side-by-side, 4 = 720 frame packed, 5 = interlaced, 6 = OpenGL quad buffer |
| stereoRender_interOccularCentimeters |
Distance between eyes |
| stereoRender_swapEyes |
reverse eye adjustments |
| stereoRender_warp |
use the optical warping renderprog instead of stereoDeGhost |
| stereoRender_warpCenterX |
center for left eye, right eye will be 1.0 - this |
| stereoRender_warpCenterY |
center for both eyes |
| stereoRender_warpParmW |
development parm |
| stereoRender_warpParmZ |
development parm |
| stereoRender_warpStrength |
amount of pre-distortion |
| stereoRender_warpTargetFraction |
fraction of half-width the through-lens view covers |
| swf_debug |
debug swf scripts. 1 shows traces/errors. 2 also shows warnings. 3 also shows disassembly. 4 shows parameters in the disassembly. |
| swf_debugInvoke |
debug swf functions being called from game. |
| swf_debugShowAddress |
shows addresses along with object types when they are serialized |
| swf_forceAlpha |
force an alpha value on all elements, useful to show invisible animating elements |
| swf_loadBinary |
used to set whether to load binary swf from generated |
| swf_stopat |
stop at a specific frame |
| swf_subtitleEarlyTrans |
early time out to switch the line |
| swf_subtitleExtraTime |
time after subtitles vo is complete |
| swf_subtitleLengthGuess |
early time out to switch the line |
| swf_textMaxInputLength |
max number of characters that can go into the input line |
| swf_textParagraphInc |
scroll speed for text |
| swf_textParagraphSpeed |
scroll speed for text |
| swf_textRndLetterDelay |
scroll speed for text |
| swf_textRndLetterSpeed |
scroll speed for text |
| swf_textScrollSpeed |
scroll speed for text |
| swf_textStrokeSize |
size of font glyph stroke |
| swf_textStrokeSizeGlyphSpacer |
additional space for spacing glyphs using stroke |
| swf_timescale |
timescale for swf files |
| swf_titleSafe |
space between UI elements and screen edge |
| sys_lang |
|
| sys_showMallocs |
|
| timescale |
scales the time |
| ui_autoReload |
auto reload weapon |
| ui_autoSwitch |
auto switch weapon |
| ui_showGun |
show gun |
| ui_skinIndex |
Selected skin index |
| win_isInParty |
debugging cvar for platform party status |
| win_partyCount |
debugginc var for platform party count |
| win_userOnline |
debugging cvar for profile online status |
| win_userPersistent |
debugging cvar for profile persistence status |
| zip_avgSeekDistance |
|
| zip_numSeeks |
|
| zip_seeksBackward |
|
| zip_seeksForward |
|
| zip_skippedSeeks |
|
| zip_verbosity |
1 = verbose logging when building zip files |