aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreaBounds When show areas is on, this draws the bounds
of the areas, too...
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showProblemAreas
aas_showPushIntoArea
aas_showRevReach
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_allowOldAAS allows AI to use most recent AAS file, even
if it is not up-to-date. Enable only for
testing.
ai_allowTacticalRush allows tactical ai to rush an enemy when
hurt
ai_animShow
ai_blockedFailSafe enable blocked fail safe handling
ai_debugEyeFocus draws eye focus info
ai_debugFilterString see ai_debugFilter
ai_debugHelpers draws ai helpers
ai_debugMove draws movement information for monsters
ai_debugScript displays script calls for the specified
monster entity number
ai_debugSquad draws squad info for allies
ai_debugStealth draws suspicion info for enemies
ai_debugTactical draws tactical information for monsters
ai_debugTrajectory draws trajectory tests for monsters
ai_disableAttacks disables attack decisions
ai_disableCover disables AI using cover points
ai_disableEntTactical disables tactical points around entities
ai_disableSimpleThink disables simple thinking in AI entities
ai_freeze
ai_playerPushAlways always allow player to push buddies, unless
scripted
ai_showCombatNodes draws attack cones for monsters
ai_showCover
ai_showObstacleAvoidance draws obstacle avoidance information for
monsters. if 2, draws obstacles for player,
as well
ai_showPaths draws path_* entities
ai_showTacticalFeatures
ai_speeds
ai_testPredictPath
ai_useRVMasterMove changes AI to use new master move function
bse_debris disable effect debris
bse_debug display debug info about effect
bse_enabled set to false to disable all effects
bse_maxParticles max number of particles allowed per segment
bse_physics disable effect physics
bse_rateCost rate cost multiplier for spawned effects
bse_rateLimit rate limit for spawned effects
bse_render disable effect rendering
bse_scale effect scalability amount
bse_showBounds display debug bounding boxes effect
bse_singleEffect set to the name of the effect that is only
played
bsp_menuitem0
bsp_menuitem1
bsp_menuitem10
bsp_menuitem11
bsp_menuitem12
bsp_menuitem13
bsp_menuitem2
bsp_menuitem3
bsp_menuitem4
bsp_menuitem5
bsp_menuitem6
bsp_menuitem7
bsp_menuitem8
bsp_menuitem9
cl_punkbuster is client side PunkBuster enabled?
cl_showEntityInfo
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_debugRotation debug rotation failure
cm_debugSetParms debug set parameters
cm_debugTranslation debug translation failure
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawIndexScale scale of primitive indices
cm_drawIndices draw primitive indices
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_testTranslation
cm_testWalk
com_allowBadSavegameVersion For debugging purposes only - so you can
attempt to load savegames from a different
version - data may not match, may crash game
com_allowConsole allow toggling console with the tilde key
com_asyncSound 0: mix sound inline, 1: memory mapped async
mix, 2: callback mixing, 3: write async mix
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_BinaryRead read binary lexed files
com_BinaryWrite write binary lexed files, 0 = no write, 1 =
native write, 2 = byte swapped write
com_Bundler Prepare an XML format Resource Definition
File for Xenon Bundler
com_compressDemos Compression scheme for demo files
0: None (Fast, large files)
1: LZW (Fast to compress, Fast to
decompress, medium/small files)
2: LZSS (Slow to compress, Fast to
decompress, small files)
3: Huffman (Fast to compress, Slow to
decompress, medium files)
See also: The 'CompressDemo' command
com_cpuSpeed holds processor speed in GHz
com_fixedTic
com_forceGenericSIMD force generic platform independent SIMD
com_guid
com_journal 1 = record journal, 2 = play back journal
com_lastQuicksave
com_Limits show engine limits
com_logDemos Write demo.log with debug information in it
com_logMPStats Enabled writing of Multiplayer statistics at
the end of a match. Will write to
StatisticsLog.txt
com_machineSpec hardware classification, -1 = not detected,
0 = low quality, 1 = medium quality, 2 =
high quality, 3 = ultra quality
com_MakeLoadScreens generate rdf's for xenon load screens
com_makingBuild 1 when making a build
com_memoryMarker used as a marker for memory stats
com_minTics
com_preciseTic run one game tick every async thread update
com_preloadDemos Load the whole demo in to RAM before running
it
com_purgeAll purge everything between level loads
com_QuickLoad load the game without loading textures and
or sounds, 1 = no textures and sounds, 2 =
no textures, 3 = no sounds
com_showAngles
com_showAsyncStats show async network stats
com_showDemo
com_showFPS show frames rendered per second
com_showMemAllocTags show Mem_Alloc tag statistics -- Debug Only.
com_showMemoryUsage show total and per frame memory usage
com_showSoundDecoders show sound decoders
com_showTics
com_SingleDeclFile read a single file with only necessary decls
com_skipGameDraw
com_skipLevelLoadPause
com_skipRenderer skip the renderer completely
com_speeds show engine timings
com_syncGameFrame run one game frame for every rendered frame
com_systemRam holds number of megs of system memory
com_timestampPrints print time with each console print, 1 = msec
2 = sec
com_uniqueWarnings activate to allow individual warnings to
print only once per level load.
com_updateLoadSize update the load size after loading a map
com_videoRam holds the last amount of detected video ram
com_wipeSeconds
com_WriteSingleDeclFile write a single file with only necessary
decls
con_noPrint print on the console but not onscreen when
console is pulled up
con_notifyTime time messages are displayed onscreen when
console is pulled up
con_speed speed at which the console moves up and down
decl_show set to 1 to print parses, 2 to also print
references
demo_debug debug demo replay system
demo_enforceFS enforce filesystem pureness before playing
back a demo
demo_scale speed scaling of demo replays
developer
fas_blendBias multiplier to the per phoneme blend time
fas_debug debug info for facial animation system
fas_intensityBias bias applied to the intensity of the phoneme
when trying to extract the viseme
fas_threshhold0 intensity required to use frame set 0
fas_threshhold1 intensity required to use frame set 1
fas_timeOffset ms offset to the viseme frame
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game mod path
fs_game_base alternate mod path, searched after the main
fs_game path, before the basedir
fs_importpath rjohnson:fixme
fs_mapPaks Use level paks. Only checks pak with the
same name as the map
fs_restrict
fs_savepath
fs_searchAddons search all addon pk4s ( disables addon
functionality )
g_allowVehicleGunOverheat allows disabling the gun overheating
mechanism for vehicles that use it.
g_announcerDelay no more than one announcer sound will be
played in this many ms
g_armorProtection armor takes this percentage of damage
g_armorProtectionMP armor takes this percentage of damage in mp
g_blobSize
g_blobTime
g_brassTime amount of time brass should stay in the
world before dissapearing, set to 0 to
disable brass
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_crosshairCharInfoFar instead of a green crosshair from far away,
full character info always draws
g_crosshairColor sets the combat crosshair color
g_crosshairCustom sets the custom combat crosshair
g_crosshairCustomFile stores the custom crosshair's filename
g_crosshairSize crosshair size: 16,24,32,40,48
g_currentPlayback name of playback shown by g_showPlayback
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_debugState
g_debugTriggers
g_debugVehicle
g_debugVehicleAI enables debug features for the vehicle ai
system
g_debugVehicleDriver enables debug features for the
func_vehicle_driver
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_earthquake controls earthquake effect
g_editEntityDistance range to display entities to edit
g_editEntityMode 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
8 = effects
g_editEntityTextDistance range to display entities to edit text
information
g_exportMask
g_favoritesList Favorites List
g_flushSave 1 = don't buffer file writing for save
games.
g_forceUndying forces undying state
g_fov
g_frametime displays timing information for each game
frame
g_friendsList Friends List
g_gameReviewPause scores review time in seconds (at end game)
g_gravity singleplayer gravity
g_gunPitch
g_gunRoll
g_gunViewStyle style presets
0 = Q3 style
1 = Shouldered style
g_gunX
g_gunY
g_gunYaw
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_keepEntityStats keep track of entity usage stats
g_kickAmplitude
g_kickTime
g_knockback
g_log enables game logging
g_mapCycle map cycling script for multiplayer games -
see mapcycle.scriptcfg
g_maxShowDistance
g_monsters
g_mp_gravity multiplayer gravity
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_perfTest_aiNoDodge ai attempts no dodging
g_perfTest_aiNoObstacleAvoid ai does not attempt obstacle avoidance
g_perfTest_aiNoRagdoll ai does not ragdoll
g_perfTest_aiNoVisTrace ai does no vis traces
g_perfTest_aiStationary ai attempts no combat movement
g_perfTest_aiUndying makes all AI undying
g_perfTest_hitscanBBox all hitscans vs bbox, not rendermodel
g_perfTest_hitscanShort all hitscans capped at 2048
g_perfTest_noJointTransform all joint transforms return origin
g_perfTest_noPlayerFocus doesn't do player focus traces/logic
g_perfTest_noProjectiles all projectiles are removed instantly
g_perfTest_weaponNoFX no muzzle flash, brass eject, muzzle fx,
tracers, impact fx, blood decals or blood
splats (whew!)
g_playPlayback plays the current playback in a camera path
g_projectileLights show dynamic lights on projectiles
g_recordPlayback record the player movement in a playback
g_showActiveEntities draws boxes around thinking entities.
dormant entities (outside of pvs) are drawn
yellow. non-dormant are green.
g_showAreaClipSectors
g_showcamerainfo displays the current frame # for the camera
when playing cinematics
g_showClipSectorFilter
g_showClipSectors
g_showCollisionModels 0 = off, 1 = draw collision models, 2 = only
draw player collision models.
g_maxShowDistance controls distance.
g_showCollisionTraces
g_showCollisionWorld
g_showDebugHud displays the debug hud
0 = off
1 = player
2 = physics
3 = AI
4 = vehicle
5 = performance
6 = effects
7 = map information
8 = AI performance
9 = MP
10 = Sound
32 = scratch
g_showEnemies draws boxes around monsters that have
targeted the the player
g_showEntityInfo
g_showFrameCmds displays frame commands as they are executed
g_showGodDamage displays the amount of damage taken while in
god mode on the hud
g_showHud
g_showHudPopups displays objective and database popups on
the hud
g_showPlayback show g_currentPlayback
g_showPlayerShadow enables shadow of player model
g_showProjectilePct enables display of player hit percentage
g_showPVS
g_showRange shows the range from the player to the first
collision under the players crosshair
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_skipItemShadowsMP disables all item shadows in multiplayer
g_skipParticles
g_skipPlayerShadowsMP disables all player shadows in multiplayer
g_skipViewEffects skip damage and other view effects
g_spectatorChat let spectators talk to everyone during game
g_stopTime
g_testCTF
g_testDeath
g_testHealthVision
g_testModelAnimate test model animation,
0 = cycle anim with origin reset
1 = cycle anim with fixed origin
2 = cycle anim with continuous origin
3 = frame by frame with continuous origin
4 = play anim once
5 = frame by frame with fixed origin
g_testModelBlend number of frames to blend
g_testModelRotate test model rotation speed
g_testPlayer test player classname
g_testPostProcess name of material to draw over screen
g_testScoreboard number of clients to test in the scoreboard
gui
g_timeEntities when non-zero, shows entities whose think
functions exceeded the # of milliseconds
specified
g_useDynamicProtection scale damage and armor dynamically to keep
the player alive more often
g_vehicleForce
g_vehicleMode enables the new vehicle control system for
the GEV.
g_vehicleVelocity
g_version game version
g_viewNodalX
g_viewNodalZ
g_voteFlags vote flags. bit mask of votes not allowed on
this server
bit 0 (+1) restart now
bit 1 (+2) time limit
bit 2 (+4) frag limit
bit 3 (+8) game type
bit 4 (+16) kick player
bit 5 (+32) change map
bit 6 (+64) spectators
bit 7 (+128) next map
gamedate
gamename
gui_configServerRate
gui_debug
gui_debugScript
gui_edit
gui_mediumFontLimit
gui_smallFontLimit
gui_ui_name copy-over cvar for ui_name
ik_debug show IK debug lines
ik_enable enable IK
image_anisotropy set the maximum texture anisotropy if
available
image_cacheMegs maximum MB full-sized precompressed images
to keep in memory
image_cacheMinK Minimum KB of precompressed files to defer
image_colorMipLevels development aid to see texture mip usage
image_dontUsePrecompressedSkyboxesForCGW temp hack in case
image_downSize controls texture downsampling
image_downSizeBump controls normal map downsampling
image_downSizeBumpLimit controls normal map downsample limit (0 =
64)
image_downSizeLimit controls diffuse map downsample limit (0 =
64)
image_downSizeSpecular controls specular downsampling
image_downSizeSpecularLimit controls specular downsampled limit (0 = 64)
image_filter changes texture filtering on mipmapped
images
image_ignoreHighQuality ignore high quality setting on materials
image_lodbias change lod bias on mipmapped images
image_preload if 0, wait until level end to load images
image_showBackgroundLoads 1 = print number of outstanding background
loads
image_useAllFormats allow alpha/intensity/luminance
luminance+alpha
image_useCache 1 = do background load image caching
image_useCompression 0 = force everything to high quality
image_useNormalCompression 2 = use rxgb compression for normal maps, 1
= use 256 color compression for normal maps
if available
image_useNormalCompressionLoadDDSForPal 1 = load dds files, and deswizzle them
(only
relevant for image_useNormalCompression = 1)
image_useOfflineCompression write a batch file for offline compression
of DDS files
image_usePrecompressedTextures use .dds files if present
image_writeNormalTGA write .tgas of the final normal maps for
debugging
image_writePrecompressedTextures write .dds files if necessary
image_writeProgramImages copy program targas to compression directory
image_writeTGA write .tgas of the non normal maps for
debugging
in_alwaysRun always run (reverse _speed button)
in_anglespeedkey angle change scale when holding down _speed
button
in_freeLook look around with mouse (reverse _mlook
button)
in_joystick enable joystick input
in_joystickLeftStickMove left or right joystick controls move
in_mouse enable mouse input
in_pitchspeed pitch change speed when holding down look
_lookUp or _lookDown button
in_toggleCrouch pressing _movedown button toggles player
crouching/standing
in_toggleRun pressing _speed button toggles run on/off -
only in MP
in_toggleZoom pressing _zoom button toggles zoom on/off
in_yawspeed yaw change speed when holding down _left or
_right button
lcp_showFailures show LCP solver failures
logFile 1 = buffer log, 2 = flush after each print
logFileName name of log file, if empty, qconsole.log
will be used
m_maxInput caps the amount of mouse movement possible
m_pitch mouse pitch scale
m_showMouseRate shows mouse movement
m_smooth number of samples blended for mouse viewing
m_strafeScale mouse strafe movement scale
m_strafeSmooth number of samples blended for mouse moving
m_yaw mouse yaw scale
mat_useHitMaterials 1 = use preprocessed hit image files
mat_writeHitMaterials 1 = write preprocessed hit image data to
file.
net_allowCheats Allow cheats in network game
net_challengeLimit Limit the number of challenges sent to a
server before giving up.
net_channelShowDrop show dropped packets
net_channelShowPackets show all packets
net_clientDownload client pk4 downloads policy: 0 - never, 1 -
ask, 2 - always (will still prompt for
binary code)
net_clientLagOMeter draw prediction graph
net_clientMaxPrediction maximum number of milliseconds a client can
predict ahead of server.
net_clientMaxRate maximum rate requested by client from server
in bytes/sec
net_clientPredictGUI test guis in networking without prediction
net_clientPrediction additional client side prediction in
milliseconds
net_clientRemoteConsoleAddress remote console address
net_clientRemoteConsolePassword remote console password
net_clientServerTimeout server time out in seconds
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientUsercmdBackup number of usercmds to resend
net_debugClient Show client networking information. 1: light
2: verbose
net_debugFrameTime Logs frame time information
net_debugPlayerCount Current count by Think() of players in
session
net_debugStartLevel Forces a new frame time log
net_debugTraffic Dumps network bandwidth usage
net_forceDrop percentage packet loss
net_forceInternet Forces a server to consider all clients as
net clients
net_forceLatency milliseconds latency
net_ip local IP address
net_LANServer config LAN games only - affects clients and
servers
net_master0 idnet master server address
net_master1 1st master server address
net_master2 2nd master server address
net_master3 3rd master server address
net_master4 4th master server address
net_menuLANServer menu cvar for config of lan servers
net_port local IP port number
net_predictionErrorDecay time in milliseconds it takes to fade away
prediction errors
net_serverAllowServerMod allow server-side mods
net_serverClientTimeout client time out in seconds
net_serverDedicated 1 = text console dedicated server, 2 =
graphical dedicated server
net_serverDrawClient number of client for which to draw view on
server
net_serverMaxClientRate maximum rate to each client in bytes/sec.
For Internet servers this value is
calculated on the go for optimal results.
net_serverMaxUsercmdRelay maximum number of usercmds from other
clients the server relays to a client
net_serverMenuDedicated
net_serverReloadEngine perform a full reload on next map restart
(including flushing referenced pak files) -
decreased if > 0
net_serverRemoteConsolePassword remote console password
net_serverRunning
net_serverSnapshotDelay delay between snapshots in milliseconds
net_serverZombieTimeout disconnected client timeout in seconds
net_showPredictionError show prediction errors for the given client
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_verbose 1 = verbose output, 2 = even more verbose
output
password client password used when connecting
pm_acceloverride Adjust the player acceleration.
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_forcespectatormove Force the player to move like a spectator
(fly).
pm_frictionoverride Adjust the player friciton.
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_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_speed speed the player can move while running
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_vehicleCameraMinDist
pm_vehicleCameraScaleMax
pm_vehicleCameraSnap
pm_vehicleCameraSpeedScale
pm_vehicleSoundLerpScale
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking
r_actualRenderer the actual renderer used
r_alphaToCoverage use alpha to coverage when multisampling
r_aspectRatio aspect ratio of view:
0 = 4:3
1 = 16:9
2 = 16:10
r_brightness changes gamma tables
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_convertMD5toMD5R converts all MD5 models to MD5Rs as they are
loaded
r_convertProcToMD5R converts all PROC models to MD5Rs as they
are loaded
r_convertStaticToMD5R converts all LWO, ASE and FLT models to
MD5Rs as they are loaded
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_debugSphereSubdivision amount of subdivision for debug spheres - 2
= quick, 4 = spherical
r_demonstrateBug used during development to show IHV's their
problems
r_deriveBiTangents
r_displayRefresh optional display refresh rate option for vid
mode
r_drawBoundInfo Draws corner coords and length dims on
bounding boxes
r_finish force a call to glFinish() every frame
r_fixedHorizFOV vertical stretch for letterboxed cinematics
authored for 4:3 aspect
r_flareSize scale the flare deforms from the material
def
r_forceConvertMD5R forces conversion of MD5s, LWOs, and PROCs
to MD5R, obeying r_convert*ToMD5R flags
r_forceDiffuseOnly forces renderer to skip all but diffuse pass
on non-arb2 renderers
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_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_inhibitNativePowerOfTwo Ignore the native power of two 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_lightDetailLevel current light level-of-detail (lights with a
detail level that is greater-or-equal are
drawn
r_lightScale all light intensities are multiplied by this
r_lightSourceRadius for soft-shadow sampling
r_limitBatchSize culls batches to the renderer that are of
this size or less
r_lockSurfaces allow moving the view point without changing
the composition of the scene, including
culling
r_lod_animations_coverage How much of the screen an entity must take
up in order to be LODed.
r_lod_animations_distance The distance to begin LODing animations at.
r_lod_animations_wait How much to wait before animating the next
frame (in seconds).
r_lod_entities Whether to use this LOD technique or not.
r_lod_entities_percent The percentage of the screen an entity must
take up before we stop drawing it
(normalizd: 0.0-1.0).
r_lod_shadows Whether to use this LOD technique or not.
r_lod_shadows_percent The percentage of the screen an entity must
take up before we stop drawing it's shadow
(normalizd: 0.0-1.0).
r_materialOverride overrides all materials
r_megaTextureLevel draw only a specific level
r_mergeModelSurfaces combine model surfaces with the same
material
r_mode video mode number
r_multiSamples number of antialiasing samples
r_offsetfactor polygon offset parameter
r_offsetunits polygon offset parameter
r_orderIndexes perform index reorganization to optimize
vertex use
r_penumbraMapDepthBias bias added to depth value that is written
into penumbra map
r_portalsDistanceCull Allow culling of portals based on distance
to viewer
r_renderer hardware specific renderer path to use
r_screenFraction for testing fill rate, the resolution of the
entire screen can be changed
r_shadowMapDepthBias bias added to depth value that is written
into shadow map
r_shadowMapSlopeScaleBias normal-dot-view scale added to depth value
that is written into shadow map
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_showBatchSize highlighting of draw batches that fall below
the desired polygons per draw call (purple
really bad, red bad, yellow moderate, green
good), 1 = only draw visible ones, 2 = draw
all front facing, 3 = draw all
r_showCull report sphere and box culling stats
r_showDebugGraph
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_showEditorImages renders the editor image rather than the
texture
r_showEntityScissors show entity scissor rectangles
r_showHitImages renders the hit material rather than the
texture (1-additive,2-replace)
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_showLightPortals displays lights which cross more than one
portal
r_showLights 1 = just print volumes numbers, highlighting
ones covering the view, 2 = also draw planes
of each volume, 3 = also draw edges of each
volume
r_showLightScale report the scale factor applied to drawing
for overbrights
r_showLightScissors show light scissor rectangles
r_showMegaTexture display all the level images
r_showMegaTextureLabels draw colored blocks in each tile
r_showMemory print frame memory utilization
r_showNormals draws wireframe normals
r_showOverDraw 1 = geometry overdraw, 2 = light interaction
overdraw, 3 = geometry and light interaction
overdraw
r_showOverdrawDivisor fixme
r_showOverdrawMax fixme
r_showPortals draw portal outlines in color based on
passed / not passed
r_showPrimitives report drawsurf/index/vertex counts
r_showRenderTrace report the number of render polys that were
trace tested in the current draw frame
r_showSafeArea shows the safe area borders
r_showShadowCount colors screen based on shadow volume depth
complexity, >= 2 = print overdraw count
based on stencil index values, 3 = only show
turboshadows, 4 = only show static shadows
r_showShadows 1 = visualize the stencil shadow volumes, 2
= draw filled in
r_showSilhouette highlight edges that are casting shadow
planes
r_showSkel draw the skeleton when model animates, 1 =
draw model with skeleton, 2 = draw skeleton
only, 3 = draw joints 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_showTriangleTangents show the tangents of the triangle the
crosshair is over
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_showUnweld fixme
r_showUpdates report entity and light updates and ref
counts
r_showVertexCache
r_showVertexColor draws all triangles with the solid vertex
color
r_showViewEntitys 1 = displays the bounding boxes of all view
models, 2 = print index numbers
r_singleArea only draw the portal area the view is
actually in
r_singleEntity suppress all but one entity
r_singleLight suppress all but one light
r_singleSurface suppress all but one surface on each entity
r_singleTriangle only draw a single triangle per primitive
r_skipAmbient bypasses all non-interaction drawing
r_skipBackEnd don't draw anything
r_skipBlendLights skip all blend lights
r_skipBump uses a flat surface instead of the bump map
r_skipCopyTexture do all rendering, but don't actually
copyTexSubImage2D
r_skipDecals ignore the decals
r_skipDeforms leave all deform materials in their original
state
r_skipDiffuse use black for diffuse
r_skipDownsize skip downsize command in materials
r_skipDynamicTextures don't dynamically create textures
r_skipFogLights skip all fog lights
r_skipFrontEnd bypasses all front end work, but 2D gui
rendering still draws
r_skipGuiShaders 1 = skip all gui elements on surfaces, 2 =
skip drawing but still handle events, 3 =
draw but skip events
r_skipInteractions skip all light/surface interaction drawing
r_skipLightScale don't do any post-interaction light scaling,
makes things dim on low-dynamic range cards
r_skipMegaTexture only use the lowest level image
r_skipNewAmbient bypasses all vertex/fragment program ambient
drawing
r_skipOverlays skip overlay surfaces
r_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_skipTextures fixme
r_skipTranslucent skip the translucent interaction rendering
r_skipUpdates 1 = don't accept any entity or light updates
making everything static
r_slopNormal merge normals that dot less than this
r_slopTexCoord merge texture coordinates this far apart
r_slopVertex merge xyz coordinates this far apart
r_subviewOnly 1 = don't render main view, allowing
subviews to be debugged
r_suppressMultipleUpdates optimised def updates
r_swapInterval changes wglSwapIntarval
r_terrainScale vertically scale USGS data
r_test for internal testing of stuff
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_testSpecialEffect enables a special effect
r_testSpecialEffectParm parameter index for special effect
r_testSpecialEffectParmValue parameter value for special effect
r_testStepGamma if > 0 draw a grid pattern to test gamma
levels
r_trackTextureUsage Track useage of textures during cinematics
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 a custom scissor for LOD screen
coverage calcs, but don't clip
r_useExternalShadows 1 = skip drawing caps when outside the light
volume, 2 = force to no caps for testing
r_useFastSkinning use fast skinning with a single weight per
vertex
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_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_useNewSkinning use new skinning
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_usePenumbraMapShadows use penumbra/shadow maps shadows for
projected lights
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_useSimpleInteraction use simple interaction program for faster
rendering
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_varmegs
r_videoCard holds info about the installed video card
r_videoSettingsFailed set to 1 after startup if the current video
settings failed
r_znear near Z clip plane distance
radiant_camerawindow
radiant_InspectorsWindow
radiant_MainWindowPlace
radiant_xywindow
radiant_zwindow
rb_showActive show rigid bodies that are not at rest
rb_showBodies show rigid bodies
rb_showContacts show rigid body contacts
rb_showInertia show the inertia tensor of each rigid body
rb_showMass show the mass of each rigid body
rb_showTimings show rigid body cpu usage
rb_showVelocity show the velocity of each rigid body
s_clipVolumes
s_constantAmplitude
s_decompressionLimit specifies maximum uncompressed sample length
in seconds
s_deviceName OpenAL device name
s_doorDistanceAdd reduce sound volume with this distance when
going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_force22kHz
s_frequencyShift enable or disable the frequency shift
functionality
s_globalFraction volume to all speakers when not spatialized
s_loadOpenALFailed set to true if the OpenAL dll failed to load
s_maxChannelsMixed max number of emitter channels that can be
simultaneously mixed
s_maxSoundsPerShader
s_meterTopTime
s_minStereo minimum number of stereo sounds
s_minVolume2
s_minVolume6
s_musicVolume volume of music
s_muteEAXReverb mute EAX reverb
s_noSound
s_numberOfSpeakers number of speakers
s_playDefaultSound play a beep for missing sounds
s_quadraticFalloff
s_radioChatterFraction volume adjust, from 0 to 1, applied to every
sound playing on the radio chatter channel
s_realTimeDecoding
s_reverbFeedback
s_reverbTime
s_reverse
s_showLevelMeter
s_showStartHardware
s_showStartSound
s_singleEmitter mute all sounds but this emitter
s_skipStartSound skip starting new sounds
s_spatializationDecay
s_speakerFraction volume adjust, from 0 to 1, applied to every
sound not playing on a voice channel
s_subFraction volume to subwoofer in 5.1
s_useDeferredSettings use OpenAL deferred settings
s_useEAXOcclusion use EAX occlusion
s_useEAXR