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Wiki » Reference » DOOM 3 Cvars
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DOOM 3 Cvars

Name Description
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_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
bearTurretAngle
bearTurretForce
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_asyncInput sample input from the async thread
com_asyncSound
com_forceGenericSIMD force generic platform independent SIMD
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_pid process id
com_preciseTic run one game tick every async thread update
com_product_lang_ext Extension to use when creating language files.
com_purgeAll purge everything between level loads
com_showAsyncStats show async network stats
com_showFPS show frames rendered per second
com_showMemoryUsage show total and per frame memory usage
com_showSoundDecoders show sound decoders
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
developer developer mode
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_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_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\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_exportMask
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_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_lowresFullscreenFX enable lores mode for fx
g_mapCycle map cycling script for multiplayer games - see mapcycle.scriptcfg
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_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 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_skipParticles
g_skipViewEffects skip damage and other view effects
g_slowmoStepRate
g_spectatorChat let spectators talk to everyone during game
g_stopTime
g_TDMArrows draw arrows over teammates in team deathmatch
g_testBloomIntensity
g_testBloomNumPasses
g_testBloomSpeed
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_testPistolFlashlight Test out having a flashlight out with the pistol
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_vehicleDebug print out vehicle physics debug info
g_vehicleForce
g_vehicleSuspensionDamping
g_vehicleSuspensionDown
g_vehicleSuspensionKCompress
g_vehicleSuspensionUp
g_vehicleTireFriction
g_vehicleVelocity
g_version game version
g_viewNodalX
g_viewNodalZ
g_voteFlags vote flags. bit mask of votes not allowed on this server\nbit 0 (+1) restart now\nbit 1 (+2) time limit\nbit 2 (+4) frag limit\nbit 3 (+8) game type\nbit 4
g_xp_bind_run_once Rebind all controls once for D3XP.
gamedate
gamename
gui_filter_game Game filter
gui_filter_gameType Gametype filter
gui_filter_idle Idle servers 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
in_dgamouse
in_mouse
in_nograb prevents input grabbing
in_tty terminal tab-completion and history
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
mod_validSkins valid skins for the game
net_channelShowDrop show dropped packets
net_channelShowPackets show all packets
net_clientLagOMeter draw prediction graph
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_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing smooth other clients angles and position.
net_forceDrop percentage packet loss
net_forceLatency milliseconds latency
net_ip local IP address
net_port local IP port number
net_serverDlBaseURL base URL for the download redirection
net_serverDlTable pak names for which download is provided, seperated by ;
net_serverDownload enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
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_aspectRatio aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10
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. 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_debugLineDepthTest perform depth test on debug lines
r_debugLineWidth width of debug lines
r_debugPolygonFilled draw a filled polygon
r_debugRenderToTexture
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_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_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
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_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_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_stretched Used stretched resolution
r_subviewOnly 1 = don't render main view, allowing subviews to be debugged
r_swapInterval changes wglSwapIntarval
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_znear near Z clip plane distance
radiant_entityMode
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
rbfg_DefaultHeight
rbfg_DefaultWidth
s_alsa_lib alsa client sound library
s_alsa_pcm which alsa pcm device to use. default, hwplug, hw.. see alsa docs
s_device Sound device to use. -1 for default device
s_driver sound driver. 'best' will attempt to use alsa and fallback to OSS if not available
s_dsp
si_flagDropTimeLimit seconds before a dropped CTF flag is returned
si_fragLimit frag limit
si_gameType game type - singleplayer, deathmatch, Tourney, Team DM, Last Man or CTF
si_map map to be played next on server
si_maxPlayers max number of players allowed on the server
si_midnight Start the game up in midnight CTF (completely dark)
si_name name of the server
si_pointlimit team points limit to win in CTF
si_pure server is pure and does not allow modified data
si_serverURL where to reach the server admins and get information about the server
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_lang
sys_showMallocs
sys_videoRam Texture memory on the video card (in megabytes) - 0: autodetect
timescale scales the time
ui_autoReload auto reload weapon
ui_autoSwitch auto switch weapon
ui_chat player is chatting
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

Last changed Sep 21, 2026
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