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