| 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 |