| a_glowBaseScale | Original image contribution factor type: float (cheat) |
| a_glowLuminanceDependency | Dependency of the glow on the luminance(brightness) type: float (cheat) |
| a_glowScale | Blurred image contribution factor type: float (cheat) |
| a_glowSpriteMin | type: string (cheat) |
| a_glowSpriteSize | type: float (cheat) |
| a_glowSunBaseScale | Factor to scale to sun factor with type: float (cheat) |
| a_glowSunPower | Power to raise to sun factor to type: float (cheat) |
| a_glowSunScale | Factor to scale to sun factor with type: float (cheat) |
| a_glowThresh | Threshold above which part of the scene starts glowing type: float (cheat) |
| a_sun | type: float (cheat) |
| a_windTimeScale | Speed at which wind effects change type: float (cheat) |
| aas_extendFlyPaths | set to 1 to enable extending fly paths type: bool (cheat) default: 1 (true) |
| aas_locationMemory | used to remember a particular location, set to 'current' to store the current x,y,z location type: string (cheat) |
| aas_optimizePaths | set to 1 to enable path optimization type: bool (cheat) default: 1 (true) |
| aas_pullPlayer | pull the player to the specified area type: string (cheat) |
| aas_pullWalk | walk instead of sprint type: bool (cheat) default: 0 (false) |
| aas_randomPullPlayer | pull the player to a random area type: bool (cheat) default: 0 (false) |
| aas_showAreas | show the areas in the selected aas type: bool (cheat) default: 0 (false) |
| aas_showEdgeNums | show edge nums type: bool (cheat) default: 0 (false) |
| aas_showFloorTrace | show floor trace type: bool (cheat) default: 0 (false) |
| aas_showHopPath | show hop path to specified area type: string (cheat) |
| aas_showNearestCoverArea | show the nearest area with cover from the selected area (aas_showHideArea 4 will show the nearest area in cover from area 4) type: int (cheat) |
| aas_showNearestInsideArea | show the nearest area that is inside type: bool (cheat) default: 0 (false) |
| aas_showObstacleAvoidance | shows obstacles along paths type: bool (cheat) default: 0 (false) |
| aas_showPath | show the path to the walk specified area type: string (cheat) |
| aas_showPushIntoArea | show an arrow going to the closest area type: bool (cheat) default: 0 (false) |
| aas_showTravelTime | print the travel time to the specified goal area (only when aas_showAreas is set) type: int (cheat) |
| aas_showWallEdgeNums | show the number of the edges of walls type: bool (cheat) default: 0 (false) |
| aas_showWallEdges | show the edges of walls, 2 = project all to same height, 3 = project onscreen type: int [0, 3] (cheat) |
| aas_skipObstacleAvoidance | ignore all dynamic obstacles along paths type: bool (cheat) default: 0 (false) |
| aas_subSampleWalkPaths | set to 1 to enable walk path sub-sampling type: bool (cheat) default: 1 (true) |
| aas_test | select which AAS to test type: string [aas_player, aas_vehicle] (cheat) |
| af_contactFrictionScale | scales the contact friction type: float (cheat) |
| af_forceFriction | force the given friction value type: float (cheat) |
| af_highlightBody | name of the body to highlight type: string (cheat) |
| af_highlightConstraint | name of the constraint to highlight type: string (cheat) |
| af_jointFrictionScale | scales the joint friction type: float (cheat) |
| af_maxAngularVelocity | maximum angular velocity type: float (cheat) |
| af_maxLinearVelocity | maximum linear velocity type: float (cheat) |
| af_showActive | show tree-like structures of articulated figures not at rest type: bool (cheat) default: 0 (false) |
| af_showBodies | show bodies type: bool (cheat) default: 0 (false) |
| af_showBodyNames | show body names type: bool (cheat) default: 0 (false) |
| af_showConstrainedBodies | show the two bodies contrained by the highlighted constraint type: bool (cheat) default: 0 (false) |
| af_showConstraintNames | show constraint names type: bool (cheat) default: 0 (false) |
| af_showConstraints | show constraints type: bool (cheat) default: 0 (false) |
| af_showInertia | show the inertia tensor of each body type: bool (cheat) default: 0 (false) |
| af_showLimits | show joint limits type: bool (cheat) default: 0 (false) |
| af_showMass | show the mass of each body type: bool (cheat) default: 0 (false) |
| af_showPrimaryOnly | show primary constraints only type: bool (cheat) default: 0 (false) |
| af_showTimings | show articulated figure cpu usage type: bool (cheat) default: 0 (false) |
| af_showTotalMass | show the total mass of each articulated figure type: bool (cheat) default: 0 (false) |
| af_showTrees | show tree-like structures type: bool (cheat) default: 0 (false) |
| af_showVelocity | show the velocity of each body type: bool (cheat) default: 0 (false) |
| af_skipFriction | skip friction type: bool (cheat) default: 0 (false) |
| af_skipLimits | skip joint limits type: bool (cheat) default: 0 (false) |
| af_skipSelfCollision | skip self collision detection type: bool (cheat) default: 0 (false) |
| af_testSolid | test for bodies initially stuck in solid type: bool (cheat) default: 1 (true) |
| af_timeScale | scales the time type: float (cheat) |
| af_useImpulseFriction | use impulse based contact friction type: bool (cheat) default: 0 (false) |
| af_useJointImpulseFriction | use impulse based joint friction type: bool (cheat) default: 0 (false) |
| af_useLinearTime | use linear time algorithm for tree-like structures type: bool (cheat) default: 1 (true) |
| af_useSymmetry | use constraint matrix symmetry type: bool (cheat) default: 1 (true) |
| ai_debugAnimState | displays animState changes for the specified monster entity number type: int (cheat) |
| ai_debugMove | draws movement information for monsters type: bool (cheat) default: 0 (false) |
| ai_debugScript | displays script calls for the specified monster entity number type: int (cheat) |
| ai_debugTrajectory | draws trajectory tests for monsters type: bool (cheat) default: 0 (false) |
| ai_fallTime | Number of seconds before the player plays the falling animation type: float (cheat) |
| anim_forceUpdate | type: bool (cheat) default: 0 (false) |
| anim_maxBodyPitch | max pitch of body adjustment type: float (cheat) |
| anim_minBodyPitch | min pitch of body adjustment type: float (cheat) |
| anim_reduced | type: bool (cheat) default: 1 (true) |
| anim_showMissingAnims | Show warnings for missing animations type: bool (cheat) default: 0 (false) |
| bot_breakPoint | Cause a program break to occur inside the bot's AI type: bool (cheat) default: 0 (false) |
| bot_canDropDeployables | 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables type: bool (cheat) default: 1 (true) |
| bot_canStrafeJump | 0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away type: bool (cheat) default: 0 (false) |
| bot_debug | Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1 type: bool (cheat) default: 0 (false) |
| bot_debugAirVehicles | Debug bot air vehicle usage. -1 = disable type: int (cheat) |
| bot_debugGroundVehicles | Debug bot ground vehicle usage. -1 = disable type: int (cheat) |
| bot_debugMapScript | Allows you to debug the bot script. type: bool (cheat) default: 0 (false) |
| bot_debugObstacles | Debug bot obstacles in the world type: bool (cheat) default: 0 (false) |
| bot_debugPersonalVehicles | Only used for debugging the use of the husky/icarus. type: bool (cheat) default: 0 (false) |
| bot_debugSpeed | Debug bot's move speed. -1 = disable type: int (cheat) |
| bot_debugWeapons | Only used for debugging bots weapons. type: bool (cheat) default: 0 (false) |
| bot_drawActionDist | How far away to draw the bot action info. Default is 2048 type: float (cheat) |
| bot_drawActionGroupNum | Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled. type: int (cheat) |
| bot_drawActionNumber | Draw a specific bot action only. -1 = disable type: int (cheat) |
| bot_drawActions | Draw the bot's actions. type: bool (cheat) default: 0 (false) |
| bot_drawActionSize | How big to draw the bot action info. Default is 0.2 type: float (cheat) |
| bot_drawActiveActionsOnly | Draw
only active bot actions. 1 = all active actions. 2 = only GDF active
actions. 3 = only Strogg active actions. Combo actions, that have both
GDF and strogg goals, will still show up. type: int (cheat) |
| bot_drawClientNumbers | Draw every clients number above their head type: bool (cheat) default: 0 (false) |
| bot_drawNodes | draw vehicle path nodes type: bool (cheat) default: 0 (false) |
| bot_drawObstacles | Draw the bot's dynamic obstacles in the world type: bool (cheat) default: 0 (false) |
| bot_drawRoutes | Draw the bot's routes. type: bool (cheat) default: 0 (false) |
| bot_followMe | Have the bots follow you in debug mode type: bool (cheat) default: 0 (false) |
| bot_hud | Print
out the bots debug info onto the players HUD. Set to the clientNum of
the bot to debug. 0 = disable. Make sure bot_debug is 1. type: int (cheat) |
| bot_ignoreEnemies | If set to 1, bots will ignore all enemies. Useful for debugging bot behavior type: int (cheat) |
| bot_ignoreGoals | If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior type: int (cheat) |
| bot_knifeOnly | goofy mode where the bots only use their knifes in combat. type: bool (cheat) default: 0 (false) |
| bot_noRandomJump | makes bots not randomly jump type: bool (cheat) default: 0 (false) |
| bot_noTapOut | makes bots not want to ever tap out, for debug purposes type: bool (cheat) default: 0 (false) |
| bot_pause | Pause the bot's thinking - useful for screenshots/debugging/etc type: bool (cheat) default: 0 (false) |
| bot_showPath | Show the path for the bot's client number. -1 = disable. type: int (cheat) |
| bot_skipThinkClient | A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled. type: int (cheat) |
| bot_suicide | Causes all bots to suicide. Useful for debugging. type: bool (cheat) default: 0 (false) |
| bot_testObstacleAvoidance | test obstacle avoidance type: bool (cheat) default: 0 (false) |
| bot_useVehicles | 0 = bots dont use vehicles, 1 = bots do use vehicles type: bool (cheat) default: 1 (true) |
| bse_debris | disable effect debris type: bool (cheat) default: 1 (true) |
| bse_debug | display debug info about effect type: int (cheat) |
| bse_effectsStats | type: string (cheat) |
| bse_enabled | set to false to disable all effects type: bool (cheat) default: 1 (true) |
| bse_maxDecalDistance | Maximum distance from the viewer to spawn decals type: float (cheat) |
| bse_physics | disable effect physics type: bool (cheat) default: 1 (true) |
| bse_projectileEffect | this effect will replace projectile explosions type: string (cheat) |
| bse_render | disable effect rendering type: bool (cheat) default: 1 (true) |
| bse_showBounds | display debug bounding boxes effect type: int (cheat) |
| bse_singleEffect | set to the name of the effect that is only played type: string (cheat) |
| bse_speeds | print bse frame statistics type: int (cheat) |
| cm_backFaceCull | cull back facing polygons type: bool (cheat) default: 0 (false) |
| cm_debugCollision | debug the collision detection type: bool (cheat) default: 0 (false) |
| cm_debugRotation | debug rotation failure type: bool (cheat) default: 1 (true) |
| cm_debugSetParms | debug set parameters type: bool (cheat) default: 1 (true) |
| cm_debugTranslation | debug translation failure type: bool (cheat) default: 1 (true) |
| cm_drawColor | color used to draw the collision models type: string (cheat) |
| cm_drawFilled | draw filled polygons type: bool (cheat) default: 0 (false) |
| cm_drawIndexScale | scale of primitive indices type: float (cheat) |
| cm_drawIndices | draw primitive indices type: bool (cheat) default: 0 (false) |
| cm_drawInternal | draw internal edges green type: bool (cheat) default: 1 (true) |
| cm_drawMask | collision mask type: string [none, solid, opaque, water, playerclip, moveableclip, ikclip, slidemover, body, corpse, trigger, vehicleclip, rendermodel, projectile, explosion, monster, forcefield] (cheat) |
| cm_drawNormals | draw polygon and edge normals type: float (cheat) |
| cm_drawTraces | draw polygon and edge normals type: bool (cheat) default: 0 (false) |
| cm_loadRenderModels | allow loading of render models for collision at run time type: bool (cheat) default: 1 (true) |
| cm_showCompiledModelstats | show stats for all compiled collision models type: bool (cheat) default: 0 (false) |
| cm_showConversionWarnings | sets whether to show warnings when converting models to trace models type: bool (cheat) default: 0 (false) |
| cm_storeCollisionModelStats | any models converted will be stored for output later using the command dumpCollisionModelStats type: bool (cheat) default: 0 (false) |
| cm_testAngle | type: float (cheat) |
| cm_testBox | type: string (cheat) |
| cm_testBoxRotation | type: string (cheat) |
| cm_testCollision | type: bool (cheat) default: 0 (false) |
| cm_testLength | type: float (cheat) |
| cm_testModel | type: int (cheat) |
| cm_testOrigin | type: string (cheat) |
| cm_testRadius | type: float (cheat) |
| cm_testRandomMany | type: bool (cheat) default: 0 (false) |
| cm_testReset | type: bool (cheat) default: 0 (false) |
| cm_testRotation | type: bool (cheat) default: 1 (true) |
| cm_testTimes | type: int (cheat) |
| cm_testTranslation | type: bool (cheat) default: 1 (true) |
| cm_testWalk | type: bool (cheat) default: 1 (true) |
| cm_writeCompiledCollisionModels | write out generated collision models to disk type: bool (cheat) default: 0 (false) |
| com_asyncInput | sample input from the async thread type: bool (cheat) default: 0 (false) |
| com_asyncSound | 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix type: int [0, 1] (cheat) |
| com_aviDemoHeight | type: int (cheat) |
| com_aviDemoSamples | type: int (cheat) |
| com_aviDemoTics | type: int (cheat) |
| com_aviDemoWidth | type: int (cheat) |
| com_compressDemos | type: bool (cheat) default: 0 (false) |
| com_fixedTic | type: bool (cheat) default: 0 (false) |
| com_logDemos | type: bool (cheat) default: 0 (false) |
| com_makingBuild | 1 when making a build type: bool (cheat) default: 0 (false) |
| com_makingRC | 1 when making a release candidate type: bool (cheat) default: 0 (false) |
| com_minTics | type: int (cheat) |
| com_preciseTic | run one game tick every async thread update type: bool (cheat) default: 1 (true) |
| com_preloadDemos | type: bool (cheat) default: 1 (true) |
| com_showAngles | type: bool (cheat) default: 0 (false) |
| com_showDemo | type: bool (cheat) default: 0 (false) |
| com_showTics | type: bool (cheat) default: 0 (false) |
| com_skipGameDraw | type: bool (cheat) default: 0 (false) |
| com_skipRenderer | skip the renderer completely type: bool (cheat) default: 0 (false) |
| com_timestampPrints | print time with each console print, 1 = msec, 2 = sec type: string (cheat) |
| com_useBinaryDecls | Load binary versions of declarations falling back to text if not found type: bool (cheat) default: 1 (true) |
| com_wipeSeconds | type: float (cheat) |
| com_writeBinaryDecls | Write binary versions of declarations type: bool (cheat) default: 0 (false) |
| decl_show | set
to 1 to print parses, 2 to also print references, 3 only prints out of
level load, 4 only prints out of level load but also prints references type: int [0, 4] (cheat) |
| decl_usageLog | creates a log of all declarations touched type: bool (cheat) default: 0 (false) |
| demo_noclip | noclip through a demo type: bool (cheat) default: 0 (false) |
| fs_caseSensitiveOS | type: bool (cheat) default: 0 (false) |
| fs_debug | type: int [0, 2] (cheat) |
| fs_searchAddons | search all addon pk4s ( disables addon functionality ) type: bool (cheat) default: 0 (false) |
| fs_toolsPath | quoted paths that are searched for tools type: string (cheat) |
| g_collisionModelMask | type: int (cheat) |
| g_compiledScriptSafety | enables extra safety checks in exported scripts type: bool (cheat) default: 1 (true) |
| g_debugAnim | displays information on which animations are playing on the specified entity number. set to -1 to disable. type: int (cheat) |
| g_debugAnimLookups | prints successful animation lookups type: int (cheat) |
| g_debugAnimStance | displays information on which stances are set on the specified entity number. set to -1 to disable. type: int (cheat) |
| g_debugBounds | checks for models with bounds > 2048 type: bool (cheat) default: 0 (false) |
| g_debugCinematic | type: bool (cheat) default: 0 (false) |
| g_debugDamage | type: bool (cheat) default: 0 (false) |
| g_debugFootsteps | prints which surfacetype the player is walking on type: bool (cheat) default: 0 (false) |
| g_debugForceFields | type: bool (cheat) default: 0 (false) |
| g_debugFrameCommands | Prints out frame commands as they are called type: bool (cheat) default: 0 (false) |
| g_debugFrameCommandsFilter | Filter the type of framecommands type: string (cheat) |
| g_debugGUI | Show GUI window outlines type: bool (cheat) default: 0 (false) |
| g_debugGUIEvents | Show the results of events type: int (cheat) |
| g_debugGUIRenderWorld | Output information for GUI-based renderWorlds type: bool (cheat) default: 0 (false) |
| g_debugGUITextRect | Show windows' text rectangle outlines type: bool (cheat) default: 0 (false) |
| g_debugGUITextScale | Size that the debug GUI info font is drawn in. type: float (cheat) |
| g_debugLocations | type: bool (cheat) default: 0 (false) |
| g_debugMask | debugs a deployment mask type: string (cheat) |
| g_debugNetworkWrite | type: bool (cheat) default: 0 (false) |
| g_debugPlayerList | fills UI lists with fake players type: int (cheat) |
| g_debugProficiency | type: bool (cheat) default: 0 (false) |
| g_debugScript | type: bool (cheat) default: 0 (false) |
| g_debugSpecatorList | fills the spectator list with fake players type: int (cheat) |
| g_debugVehicleDriveForces | show info about wheeled drive forces type: bool (cheat) default: 0 (false) |
| g_debugVehicleFeedback | show info about wheeled suspension feedback type: bool (cheat) default: 0 (false) |
| g_debugVehicleFrictionFeedback | show info about wheeled surface friction feedback type: bool (cheat) default: 0 (false) |
| g_debugVehicleHoverPads | show info about hoverpads type: bool (cheat) default: 0 (false) |
| g_debugVehicleHurtZones | show info about the hurtZone component type: bool (cheat) default: 0 (false) |
| g_debugVehiclePseudoHover | show info about the pseudoHover component type: bool (cheat) default: 0 (false) |
| g_debugVehicleWheelForces | show info about wheel forces type: bool (cheat) default: 0 (false) |
| g_debugWakes | Debug the vehicle wakes type: bool (cheat) default: 0 (false) |
| g_debugWeapon | type: bool (cheat) default: 0 (false) |
| g_debugWeaponSpread | displays the current spread value for the weapon type: bool (cheat) default: 0 (false) |
| g_debugWorldTasks | draws a sphere around ranged based tasks type: bool (cheat) default: 0 (false) |
| g_demoAnalyzationSectorSize | sector size for stat generation type: int (cheat) |
| g_demoAnalyze | analyze demo during playback type: bool (cheat) default: 0 (false) |
| g_demoOutputMDF | output entity keyframe data from demo type: int [0, 2] (cheat) |
| g_disableFootsteps | enable/disable footsteps type: bool (cheat) default: 0 (false) |
| g_disableTransportDebris | type: bool (cheat) default: 0 (false) |
| g_disableVehicleSpawns | disables vehicles spawning from construction pads type: string (cheat) |
| g_disasm | disassemble script into base/script/disasm.txt on the local drive when script is compiled type: bool (cheat) default: 0 (false) |
| g_dragDamping | type: float (cheat) |
| g_dragEntity | allows dragging physics objects around by placing the crosshair over them and holding the fire button type: bool (cheat) default: 0 (false) |
| g_dragMaxforce | type: float (cheat) |
| g_dragShowSelection | type: bool (cheat) default: 0 (false) |
| g_drawContacts | draw physics object contacts type: bool (cheat) default: 0 (false) |
| g_drawPlayerDamage | Draws numbers above the player's head every time they take damage ( Must be enabled on the server too ) type: bool (cheat) default: 0 (false) |
| g_drawRouteConstraints | draws lines showing route constraints type: int (cheat) |
| g_editEntityMode | 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models type: int [0, 7] (cheat) |
| g_exportMask | type: string (cheat) |
| g_forceClear | forces clearing of color buffer on main game draw (faster) type: bool (cheat) default: 1 (true) |
| g_frametime | displays timing information for each game frame type: bool (cheat) default: 0 (false) |
| g_gravity | type: float (cheat) |
| g_guiSpeeds | Show GUI speeds type: bool (cheat) default: 0 (false) |
| g_gunX | type: float (cheat) |
| g_gunY | type: float (cheat) |
| g_gunZ | type: float (cheat) |
| g_kickAmplitude | type: float (cheat) |
| g_kickTime | type: float (cheat) |
| g_knockback | type: int (cheat) |
| g_maxShowDistance | type: float (cheat) |
| g_noVehicleDecay | enables / disables vehicle decay type: bool (cheat) default: 0 (false) |
| g_playerPushForce | force players can be pushed by other players type: float (cheat) |
| g_removeStaticEntities | Remove non-dynamic entities on map spawn when they aren't needed type: bool (cheat) default: 1 (true) |
| g_showActiveEntities | draws boxes around thinking entities. type: bool (cheat) default: 0 (false) |
| g_showAreaClipSectors | type: float (cheat) |
| g_showcamerainfo | displays the current frame # for the camera when playing cinematics type: string (cheat) |
| g_showChatLocation | show/hide locations in chat text type: bool (cheat) default: 1 (true) |
| g_showClipSectorFilter | type: string (cheat) |
| g_showClipSectors | type: bool (cheat) default: 0 (false) |
| g_showCollisionModels | type: bool (cheat) default: 0 (false) |
| g_showCollisionTraces | type: bool (cheat) default: 0 (false) |
| g_showCollisionWorld | type: int (cheat) |
| g_showCommandMapNames | Show/hide location text on the commandmap type: bool (cheat) default: 0 (false) |
| g_showCompileStats | sets whether to show stats at the end of compilation or not type: bool (cheat) default: 0 (false) |
| g_showCrosshairInfo | shows information about the entity under your crosshair type: int (cheat) |
| g_showDemoHud | draw the demo hud gui type: bool (cheat) default: 0 (false) |
| g_showDemoView | show player's calculated view when paused instead of free-fly cam type: bool (cheat) default: 0 (false) |
| g_showEntityInfo | type: bool (cheat) default: 0 (false) |
| g_showEntityInfoPrint | type: bool (cheat) default: 0 (false) |
| g_showHud | draw the hud gui type: bool (cheat) default: 1 (true) |
| g_showLocationWayPoints | Show/hide location waypoints in the world type: int (cheat) |
| g_showPVS | type: int [0, 2] (cheat) |
| g_showRenderModelBounds | type: bool (cheat) default: 0 (false) |
| g_showTargets | draws entities and their targets. hidden entities are drawn grey. type: bool (cheat) default: 0 (false) |
| g_showTestModelFrame | displays the current animation and frame # for testmodels type: bool (cheat) default: 0 (false) |
| g_showTriggers | draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey. type: bool (cheat) default: 0 (false) |
| g_showVehiclePathNodes | type: int (cheat) |
| g_skipDeployChecks | Skips deployment territory checks, etc type: bool (cheat) default: 0 (false) |
| g_skipLocalizedPrecipitation | Enable/disable precipitation effects type: bool (cheat) default: 0 (false) |
| g_skipPostProcess | draw the post process gui type: bool (cheat) default: 0 (false) |
| g_skipPrecipitation | Enable/disable precipitation effects type: bool (cheat) default: 0 (false) |
| g_skipVehicleAccelFeedback | skip acceleration effects on wheeled suspensions type: bool (cheat) default: 0 (false) |
| g_skipVehicleFrictionFeedback | ignore the effects of surface friction type: bool (cheat) default: 0 (false) |
| g_skipVehicleTurnFeedback | skip turn ducking effects on wheeled suspensions type: bool (cheat) default: 0 (false) |
| g_skipViewEffects | skip damage and other view effects type: bool (cheat) default: 0 (false) |
| g_skipWeaponSwitchAnimations | If 1, players won't play their weapon switching animations. type: bool (cheat) default: 1 (true) |
| g_stopWatchMode | stopwatch mode, 0 = ABBA, 1 = ABAB type: int (cheat) |
| g_testLadders | type: bool (cheat) default: 0 (false) |
| 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 type: int [0, 4] (cheat) |
| g_testModelBlend | number of frames to blend type: int (cheat) |
| g_testModelRotate | test model rotation speed type: string (cheat) |
| g_testParticle | test particle visualization, set by the particle editor type: int (cheat) |
| g_testParticleName | name of the particle being tested by the particle editor type: string (cheat) |
| g_testPostProcess | name of material to draw over screen type: string (cheat) |
| g_testSpectator | type: int (cheat) |
| g_testViewSkin | name of skin to use for the view type: string (cheat) |
| g_useSimpleStats | only look up local server stats type: bool (cheat) default: 0 (false) |
| g_useTraceCollection | Use optimized trace collections type: bool (cheat) default: 1 (true) |
| g_vehicleForce | type: float (cheat) |
| g_vehicleSuspensionDamping | type: float (cheat) |
| g_vehicleSuspensionDown | type: float (cheat) |
| g_vehicleSuspensionKCompress | type: float (cheat) |
| g_vehicleSuspensionUp | type: float (cheat) |
| g_vehicleTireFriction | type: float (cheat) |
| g_vehicleVelocity | type: float (cheat) |
| g_vehicleWheelTracesPerFrame | What fraction of the wheels are updated per frame type: float (cheat) |
| gui_debugLayout | Debug UI layout classes type: bool (cheat) default: 0 (false) |
| gui_debugRadialMenus | Show radial menu debugging info type: bool (cheat) default: 0 (false) |
| ik_debug | show IK debug lines type: bool (cheat) default: 0 (false) |
| ik_enable | enable IK type: bool (cheat) default: 1 (true) |
| image_colorMipLevels | development aid to see texture mip usage type: bool (cheat) default: 0 (false) |
| image_editorPicMip | type: int [-4, 1] (cheat) |
| image_lodDistance | Distance at wich images don't need full resolution type: float (cheat) |
| image_showBackgroundLoads | 1 = print number of outstanding background loads type: bool (cheat) default: 0 (false) |
| image_skipUpload | used during the build process, will skip uploads type: bool (cheat) default: 0 (false) |
| image_useOfflineCompression | write a batch file for offline compression of DDS files type: bool (cheat) default: 0 (false) |
| image_writeNormalTGA | write .tgas of the final normal maps for debugging type: bool (cheat) default: 0 (false) |
| image_writeNormalTGAPalletized | write .tgas of the final palletized normal maps for debugging type: bool (cheat) default: 0 (false) |
| image_writePrecompressedTextures | write .dds files if necessary type: bool (cheat) default: 0 (false) |
| image_writeTGA | write .tgas of the non normal maps for debugging type: bool (cheat) default: 0 (false) |
| in_mouse | enable mouse input type: bool (cheat) default: 1 (true) |
| m_showMouseRate | shows mouse movement type: bool (cheat) default: 0 (false) |
| msv_useSampleGame | use the sample game instead of the etqw SKU type: bool (cheat) default: 0 (false) |
| net_aorPVSScale | AoR scale for outside of PVS type: float (cheat) |
| net_channelShowDrop | show dropped packets type: bool (cheat) default: 0 (false) |
| net_channelShowPackets | show all packets type: bool (cheat) default: 0 (false) |
| net_checkSync | enable data synchronization type: bool (cheat) default: 1 (true) |
| net_clientAORFilter | type: string (cheat) |
| net_clientSelfSmoothing | smooth local client position type: bool (cheat) default: 1 (true) |
| net_clientShowAOR | type: int [0, 3] (cheat) |
| net_clientShowSnapshot | type: int [0, 4] (cheat) |
| net_clientShowSnapshotRadius | type: float (cheat) |
| net_demoErrorOnInvalidUserCmds | Will cause an error instead of a warning when playing back a demo with no usercmds type: bool (cheat) default: 0 (false) |
| net_forceDrop | percentage packet loss type: int (cheat) |
| net_forceLatency | milliseconds latency type: int (cheat) |
| net_httpPassword | Password used with HTTP authentication to download server assets type: string (cheat) |
| net_httpProxyPassword | Password used with http proxy authentication type: string (cheat) |
| net_httpProxyUser | Username used with http proxy authentication type: string (cheat) |
| net_httpUser | Username used with HTTP authentication to download server assets type: string (cheat) |
| net_serverDrawClient | number of client for which to draw view on server type: int (cheat) |
| net_serverMaxReservedClientSlots | maximum number of player slots reserved for session invites type: int [0, 32] (cheat) |
| net_useAOR | Enable/Disable Area of Relevance type: bool (cheat) default: 1 (true) |
| pm_deathThirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) type: float (cheat) |
| pm_deathThirdPersonHeight | height of camera from normal view height in 3rd person type: float (cheat) |
| pm_deathThirdPersonRange | camera distance from player in 3rd person type: float (cheat) |
| pm_democamspeed | speed the player can move while flying around in a demo type: float (cheat) |
| pm_deployThirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) type: float (cheat) |
| pm_deployThirdPersonHeight | height of camera from normal view height in 3rd person type: float (cheat) |
| pm_deployThirdPersonRange | camera distance from player in 3rd person type: float (cheat) |
| pm_thirdPerson | enables third person view type: bool (cheat) default: 0 (false) |
| pm_thirdPersonAngle | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) type: float (cheat) |
| pm_thirdPersonClip | clip third person view into world space type: bool (cheat) default: 1 (true) |
| pm_thirdPersonHeight | height of camera from normal view height in 3rd person type: float (cheat) |
| pm_thirdPersonNoPitch | ignore camera pitch when in third person mode type: bool (cheat) default: 0 (false) |
| pm_thirdPersonOrbit | if set, will automatically increment pm_thirdPersonAngle every frame type: float (cheat) |
| pm_thirdPersonRange | camera distance from player in 3rd person type: float (cheat) |
| pm_waterFloatValue | fraction of water coverage at which the player will try to float type: float (cheat) |
| pm_waterSpeed | speed player will be pushed up in water when totally under water type: float (cheat) |
| r_32ByteVtx | Uses 32bit vtx type: string (cheat) |
| r_ambientARB | 0 = ambient cube map rendering done through ff pipeline, 1 = ambient cube map rendering done through ARB program type: bool (cheat) default: 0 (false) |
| r_ambientLightDrawMode | 0 is blended sphere, 1 is circle outline, 2 is completely off type: int (cheat) |
| r_ambientMap | ambient cube map base name type: string (cheat) |
| r_ambientMapNoUpdate | disabled dynamic ambient cubemap texture uploading type: string (cheat) |
| r_ambientScale | ambient cube mapping brightness type: float (cheat) |
| r_atmosScale | atmosphere brightness type: float (cheat) |
| r_checkBounds | compare all surface bounds with precalculated ones type: bool (cheat) default: 0 (false) |
| r_clear | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom type: string (cheat) |
| r_combinedReflectDist | Distance where the planar reflection gets cut of type: string (cheat) |
| r_debugAxisLength | used to set the length of drawn debug axis type: string (cheat) |
| r_debugEntityRefs | type: int (cheat) |
| r_debugImposters | Show some extra information on imposter rendering type: bool (cheat) default: 0 (false) |
| r_debugPolygonFilled | draw a filled polygon type: bool (cheat) default: 1 (true) |
| r_debugViewEntities | type: int (cheat) |
| r_depthFill | Enable depth only pass type: string (cheat) |
| r_depthFillCutoff | Screen Rect Area required to render type: string (cheat) |
| r_depthFillNoColour | Disable depth fill colour write type: string (cheat) |
| r_depthRangeStartDefault | type: string (cheat) |
| r_depthRangeWeaponHackEnd | type: string (cheat) |
| r_depthRangeWeaponHackScale | type: string (cheat) |
| r_detailRatio | Ratio of detail texture to main texture type: int (cheat) |
| r_dumpShaders | Dump compiled and preprocessed shaders to text files type: string (cheat) |
| r_dynamicModelCacheMegs | Number of megabytes to cache dynamic model instantiations in. type: int (cheat) |
| r_farPlaneDist | Optional far plane clipping type: float (cheat) |
| r_finish | force a call to glFinish() every frame type: bool (cheat) default: 0 (false) |
| r_flareSize | scale the flare deforms from the material def type: float (cheat) |
| r_flushPurgeableModels | Delete all cached purgeable models type: bool (cheat) default: 0 (false) |
| r_forceDistancePortalCull | type: float (cheat) |
| r_forceGLFinish | force finish within backend type: int (cheat) |
| r_frontBuffer | draw to front buffer for debugging type: bool (cheat) default: 0 (false) |
| r_generateInteractions | Generate all interactions after a map load type: string (cheat) |
| r_glDriver | "opengl32", etc. type: string (cheat) |
| r_glDriverVendor | OpenGL driver vendor type: string (cheat) |
| r_glowbase | base glare level type: float (cheat) |
| r_ignore | used for random debugging without defining new vars type: string (cheat) |
| r_ignore2 | used for random debugging without defining new vars type: string (cheat) |
| r_ignoreGLErrors | ignore GL errors type: bool (cheat) default: 1 (true) |
| r_imposterCoverage | type: float (cheat) |
| r_imposterCutoff | Size in pixels at which imposters stop drawing type: int (cheat) |
| r_imposterFadeEnd | Size in pixels at which imposters are fully faded in (and the original stops drawing) type: int (cheat) |
| r_imposterFadeStart | Size in pixels at which imposters start to fade in type: int (cheat) |
| r_inhibitFBO | Disable the fbo extension. type: bool (cheat) default: 0 (false) |
| r_jitter | randomly subpixel jitter the projection matrix type: bool (cheat) default: 0 (false) |
| r_jitterBias | jitter radius bias type: float [0, 1] (cheat) |
| r_jitterRadial | radial jitter view matrix around the specified distance type: float (cheat) |
| r_jitterRadius | offset from screen origin for jitter type: float (cheat) |
| r_jointNameOffset | offset of joint names when r_showskel is set to 1 type: float (cheat) |
| r_jointNameScale | size of joint names when r_showskel is set to 1 type: float (cheat) |
| r_keepOldViewEntities | type: bool (cheat) default: 0 (false) |
| r_lightAllBackFaces | light all the back faces, even when they would be shadowed type: bool (cheat) default: 0 (false) |
| r_lightScale | all light intensities are multiplied by this type: float (cheat) |
| r_lightSourceRadius | for soft-shadow sampling type: float (cheat) |
| r_lispAlternateOrigin | Use alternative ways of calculating the shadow view origin. type: int (cheat) |
| r_lispAlternateZfar | Use a different calculation for the warp factor. type: int (cheat) |
| r_lispAngle | Angle to rotate the shadowview in ndc space type: int (cheat) |
| r_lispCorrectForViewAngle | Correct warp factor based on the angle with the light. type: int (cheat) |
| r_lispDebugFrustum | Allow the use of the existing projeciton matrix to debug certain lightspace cases. type: int (cheat) |
| r_lispflipx | Test some stuff type: float (cheat) |
| r_lispflipy | Test some stuff type: float (cheat) |
| r_lispflipz | Test some stuff type: float (cheat) |
| r_lisptest | Test some stuff type: int (cheat) |
| r_lispUseBodyVector | Use body vector instead of the view vector type: bool (cheat) default: 1 (true) |
| r_listMissingInstanceProgs | list mia render programs for instancing type: bool (cheat) default: 0 (false) |
| r_loadAnimB | Attempt loading of binary version of animations. type: bool (cheat) default: 1 (true) |
| r_loadModelBs | allow loading of modelb render models type: bool (cheat) default: 1 (true) |
| r_lockDebugLines | type: bool (cheat) default: 0 (false) |
| r_lockedView | type: int (cheat) |
| r_lockSurfaces | allow moving the view point without changing the composition of the scene, including culling type: bool (cheat) default: 0 (false) |
| r_logFile | number of frames to emit GL logs type: int (cheat) |
| r_mapShotAngles | Pitch Yaw Roll of mapshot angles type: string (cheat) |
| r_materialOverride | overrides all materials type: string (cheat) |
| r_matey | AVAST! type: string (cheat) |
| r_maxViewEntities | type: int (cheat) |
| r_MD5FreeScaledAndBase | type: bool (cheat) default: 1 (true) |
| r_MD5LoadBinary | type: bool (cheat) default: 0 (false) |
| r_MD5LodAltLodNaming | type: bool (cheat) default: 1 (true) |
| r_MD5LodBias | LOD bias for a MD5 mesh type: int (cheat) |
| r_MD5LodPrint | Print a message when an LOD state changes type: bool (cheat) default: 0 (false) |
| r_MD5MaxLodStages | maximum number of LOD stages loaded for a MD5 mesh type: int (cheat) |
| r_MD5UseDrawVertFast | type: bool (cheat) default: 1 (true) |
| r_MD5WriteBinary | type: bool (cheat) default: 0 (false) |
| r_megaShowGrid | show a grid pattern type: bool (cheat) default: 0 (false) |
| r_megaShowTileSize | show tile sizes type: bool (cheat) default: 0 (false) |
| r_mergeModelSurfaces | combine model surfaces with the same material type: bool (cheat) default: 1 (true) |
| r_mirrorplaneslop | Amount to offset reflection clipping planes type: string (cheat) |
| r_noDoubleAtmosphere | Uses the stencil buffer to avoid atmosphere-ing type: string (cheat) |
| r_notchDir | refraction plane offset direction type: float (cheat) |
| r_occlusionBBDebug | Display occlusion BB test type: int (cheat) |
| r_occlusionCutoff | Don't do occlusion queries if screen space in pixels is bigger than this type: int (cheat) |
| r_occlusionDebug | Print debug info on occlusion queries, 2 = skip all oq gl commands, 3 = skip oq readback command type: int (cheat) |
| r_occlusionFlush | Use explicit glFlush after firing off queries type: bool (cheat) default: 0 (false) |
| r_occlusionSystem | 0 = Clever, 1 = Frame delay type: int (cheat) |
| r_occlusionThreshold | Consider object as occluded if less or equal than x pixels are visible. type: int (cheat) |
| r_occlusionWaitPredict | Predict as objects as visibe when waiting for result. type: bool (cheat) default: 1 (true) |
| r_offsetfactor | polygon offset parameter type: float (cheat) |
| r_offsetunits | polygon offset parameter type: float (cheat) |
| r_orderIndexes | perform index reorganization to optimize vertex use type: bool (cheat) default: 1 (true) |
| r_refractFovChange | FOV modification used during refraction subview rendering type: float (cheat) |
| r_refractOffset | refraction plane offset type: float (cheat) |
| r_renderProgramLodFade | Sets global render program fade distance type: float (cheat) |
| r_screenFraction | for testing fill rate, the resolution of the entire screen can be changed type: int (cheat) |
| r_selectedAmbientLight | Which ambient light should be drawn as selected type: int (cheat) |
| r_shadowPass | enable shadow pass type: bool (cheat) default: 1 (true) |
| r_showAlloc | report alloc/free counts type: bool (cheat) default: 0 (false) |
| r_showAmbientLights | show ambient light sources type: string (cheat) |
| r_showBackendSpeeds | show the backend timing split type: int (cheat) |
| r_showBatches | draw each batch with a different color type: bool (cheat) default: 0 (false) |
| r_showBatchInfo | report batch counts for various types type: int (cheat) |
| 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 type: int [0, 3] (cheat) |
| r_showCull | report sphere and box culling stats type: bool (cheat) default: 0 (false) |
| r_showCullSectors | Show cull sectors type: int (cheat) |
| r_showDefaultRenderEnts | type: string (cheat) |
| r_showDefs | report the number of modeDefs and lightDefs in view type: bool (cheat) default: 0 (false) |
| r_showDemo | report reads and writes to the demo file type: bool (cheat) default: 0 (false) |
| r_showDepth | display the contents of the depth buffer and the depth range type: bool (cheat) default: 0 (false) |
| r_showDominantTri | draw lines from vertexes to center of dominant triangles type: bool (cheat) default: 0 (false) |
| r_showDrawOrder | type: int (cheat) |
| r_showDynamic | report stats on dynamic surface generation type: bool (cheat) default: 0 (false) |
| r_showDynamicDefs | Show
dynamic updating entities i.e. freeing cached models and/or shadow
volumes ( purple = entity def changed, cyan = model callback forced
update ) type: string (cheat) |
| r_showEdges | draw the sil edges type: bool (cheat) default: 0 (false) |
| r_showEntityScissors | show entity scissor rectangles type: bool (cheat) default: 0 (false) |
| r_showEnvBounds | Show env bounds type: int (cheat) |
| r_showFacePlanes | shows shadow volume face planes type: float (cheat) |
| r_showGUISpeeds | report time spent drawing GUIs type: int (cheat) |
| r_showImages | 1 = show all images instead of rendering, 2 = show in proportional size type: int [0, 2] (cheat) |
| r_showIndexTreeBounds | Show index tree bounds type: int (cheat) |
| r_showInstanceInfo | Show Instance Info type: int (cheat) |
| r_showIntensity | draw the screen colors based on intensity, red = 0, green = 128, blue = 255 type: bool (cheat) default: 0 (false) |
| r_showInteractionFrustums | 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox type: int [0, 3] (cheat) |
| r_showInteractions | report interaction generation activity type: bool (cheat) default: 0 (false) |
| r_showInteractionScissors | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines type: int [0, 2] (cheat) |
| r_showLightCount | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw type: int [0, 3] (cheat) |
| 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 type: int [0, 3] (cheat) |
| r_showLightScale | report the scale factor applied to drawing for overbrights type: bool (cheat) default: 0 (false) |
| r_showLightScissors | show light scissor rectangles type: bool (cheat) default: 0 (false) |
| r_showMegaTexture | report megatexture upload/bind counts type: bool (cheat) default: 0 (false) |
| r_showMegaTextureLevels | Display the different levels using color coded textures. type: bool (cheat) default: 0 (false) |
| r_showMegaTextureSTGrid | Show megaTexture ST grid type: bool (cheat) default: 0 (false) |
| r_showMemory | print frame memory utilization type: bool (cheat) default: 0 (false) |
| r_showModelTypes | show model types, red - md5, blue - area, green - lodentity, white - other type: int (cheat) |
| r_showNodePlanes | enables portal plane drawing type: bool (cheat) default: 0 (false) |
| r_showNormals | draws wireframe normals type: float (cheat) |
| r_showOcclusions | Show occlusion queries culled by occlusion queries type: bool (cheat) default: 0 (false) |
| r_showOverDraw | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw type: int [0, 3] (cheat) |
| r_showParentFrustum | Shows the frustum of the parent view in subview and shadow renders. type: bool (cheat) default: 0 (false) |
| r_showPortals | draw portal outlines in color based on passed / not passed type: int (cheat) |
| r_showPrimitives | report drawsurf/index/vertex counts type: int (cheat) |
| r_showQuadTrees | draw quadtree outlines in color, 1 = 3D, 2 = 2D, 3 = depth buffered 3D type: int (cheat) |
| r_showQueryTimers | Show the query_timer extension results. type: bool (cheat) default: 0 (false) |
| 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 type: int [0, 4] (cheat) |
| r_showShadows | 1 = visualize the stencil shadow volumes, 2 = draw filled in type: int [0, 4] (cheat) |
| r_showSilhouette | highlight edges that are casting shadow planes type: bool (cheat) default: 0 (false) |
| r_showSkel | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only type: int [0, 2] (cheat) |
| r_showSmp | show which end (front or back) is blocking type: bool (cheat) default: 0 (false) |
| r_showStuffCache | Show allocation events of the stuff cache type: bool (cheat) default: 0 (false) |
| r_showSurfaceAllocated | show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightCache type: int (cheat) |
| r_showSurfaceInfo | show surface material name under crosshair type: int (cheat) |
| r_showSurfaces | report surface/light/shadow counts type: bool (cheat) default: 0 (false) |
| r_showTangentSpace | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector type: int [0, 3] (cheat) |
| r_showTexelDensity | draws all triangles with texel density as gradient type: bool (cheat) default: 0 (false) |
| r_showTextureMemory | Show texture memory usage: 1 = total; 2 = per frame type: int (cheat) |
| r_showTexturePolarity | shade triangles by texture area polarity type: bool (cheat) default: 0 (false) |
| r_showTextureVectors | if > 0 draw each triangles texture (tangent) vectors type: float (cheat) |
| r_showTrace | show the intersection of an eye trace with the world type: int (cheat) |
| r_showTris | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all type: int [0, 3] (cheat) |
| r_showUnsmoothedTangents | if 1, put all nvidia register combiner programming in display lists type: bool (cheat) default: 0 (false) |
| r_showUpdates | report entity and light updates and ref counts type: bool (cheat) default: 0 (false) |
| r_showVertexCache | type: int (cheat) |
| r_showVertexColor | draws all triangles with the solid vertex color type: bool (cheat) default: 0 (false) |
| r_showviewEntities | 1 = displays the bounding boxes of all view models, 2 = print index numbers type: int (cheat) |
| r_singleArea | only draw the portal area the view is actually in type: bool (cheat) default: 0 (false) |
| r_singleEntity | suppress all but one entity type: int (cheat) |
| r_singleLight | suppress all but one light type: int (cheat) |
| r_singleSurface | suppress all but one surface on each entity type: int (cheat) |
| r_singleTriangle | only draw a single triangle per primitive type: int (cheat) |
| r_skipAmbient | bypasses all non-interaction drawing type: bool (cheat) default: 0 (false) |
| r_skipAreaSurfaces | skip rendering of mega texture surfaces type: bool (cheat) default: 0 (false) |
| r_skipAtmosphere | skips atmosphere pass type: bool (cheat) default: 0 (false) |
| r_skipBackEnd | don't draw anything type: bool (cheat) default: 0 (false) |
| r_skipBlendLights | skip all blend lights type: bool (cheat) default: 0 (false) |
| r_skipBump | uses a flat surface instead of the bump map type: bool (cheat) default: 0 (false) |
| r_skipCopyTexture | do all rendering, but don't actually copyTexSubImage2D type: bool (cheat) default: 0 (false) |
| r_skipDeforms | leave all deform materials in their original state type: bool (cheat) default: 0 (false) |
| r_skipDiffuse | 1 = use black for diffuse, 2 = use white for diffuse type: int (cheat) |
| r_skipDynamicTextures | don't dynamically create textures type: bool (cheat) default: 0 (false) |
| r_skipFogLights | skip all fog lights type: bool (cheat) default: 0 (false) |
| r_skipFrontEnd | bypasses all front end work, but 2D gui rendering still draws type: bool (cheat) default: 0 (false) |
| r_skipImposters | Skip imposter generation and rendering type: bool (cheat) default: 0 (false) |
| r_skipInstances | skip rendering of instances type: bool (cheat) default: 0 (false) |
| r_skipInteractions | skip all light/surface interaction drawing type: int (cheat) |
| r_skipLodEntitySurfaces | skip rendering of mega texture surfaces type: bool (cheat) default: 0 (false) |
| r_skipLWOSurfaces | skip rendering of mega texture surfaces type: bool (cheat) default: 0 (false) |
| r_skipMD5Surfaces | skip rendering of mega texture surfaces type: bool (cheat) default: 0 (false) |
| r_skipMegaTexture | Stop updating the megatexture origin type: bool (cheat) default: 0 (false) |
| r_skipMegaTextureSurfaces | skip rendering of mega texture surfaces type: bool (cheat) default: 0 (false) |
| r_skipMegaTextureUpload | Disable the actual texture uploads (backend loading etc. will still happen) type: bool (cheat) default: 0 (false) |
| r_skipNotMegaTextureSurfaces | skip rendering of non mega texture surfaces type: bool (cheat) default: 0 (false) |
| r_skipOverlays | skip overlay surfaces type: bool (cheat) default: 0 (false) |
| r_skipParticles | 1 = skip all particle systems type: int [0, 1] (cheat) |
| r_skipRender | skip 3D rendering, but pass 2D type: bool (cheat) default: 0 (false) |
| r_skipRenderContext | NULL the rendering context during backend 3D rendering type: bool (cheat) default: 0 (false) |
| r_skipROQ | skip ROQ decoding type: bool (cheat) default: 0 (false) |
| r_skipShadowviews | Skips shadow map rendering. type: bool (cheat) default: 0 (false) |
| r_skipShadowViewsBackend | Skip the rendering but all other setup is done. type: bool (cheat) default: 0 (false) |
| r_skipSpecular | use black for specular type: bool (cheat) default: 0 (false) |
| r_skipSubviews | 1 = don't render any gui elements on surfaces type: int (cheat) |
| r_skipSuppress | ignore the per-view suppressions type: bool (cheat) default: 0 (false) |
| r_skipTranslucent | skip the translucent interaction rendering type: bool (cheat) default: 0 (false) |
| r_skipUpdates | 1 = don't accept any entity or light updates, making everything static type: bool (cheat) default: 0 (false) |
| r_slopNormal | merge normals that dot less than this type: string (cheat) |
| r_slopTexCoord | merge texture coordinates this far apart type: string (cheat) |
| r_slopVertex | merge xyz coordinates this far apart type: string (cheat) |
| r_SMPSharedCtx | SMP renderer uses shared context type: string (cheat) |
| r_sortEffects | Depth sort effects by their origin type: bool (cheat) default: 1 (true) |
| r_sortInteractions | Sort interactions per material and VBO. type: bool (cheat) default: 1 (true) |
| r_sortParticles | Enable depth sorting of certain particle systems type: bool (cheat) default: 1 (true) |
| r_sortStuff | Depth sort enable/disable type: bool (cheat) default: 1 (true) |
| r_stateCache | check state before upload to drive type: string (cheat) |
| r_stuffCacheMegs | Number of megabytes to cache stuff models. type: int (cheat) |
| r_stuffFadeEnd | Max vis distance for the stuff models type: float (cheat) |
| r_stuffFadeStart | Distance at which stuff starts fading type: float (cheat) |
| r_stuffLod | Where lod models stop drawing (they start at r_stuffFadeEnd) type: float (cheat) |
| r_stuffUpdateAngle | Camera needs to rotate more than X degrees for stuff models to update type: string (cheat) |
| r_stuffUpdateDistance | Camera needs to move more than X units for stuff models to update type: string (cheat) |
| r_subviewOnly | 1 = don't render main view, allowing subviews to be debugged type: bool (cheat) default: 0 (false) |
| r_testGamma | if > 0 draw a grid pattern to test gamma levels type: float [0, 195] (cheat) |
| r_testGammaBias | if > 0 draw a grid pattern to test gamma levels type: float (cheat) |
| r_testStepGamma | if > 0 draw a grid pattern to test gamma levels type: float (cheat) |
| r_useCachedDynamicModels | cache snapshots of dynamic models type: bool (cheat) default: 1 (true) |
| r_useClippedLightScissors | 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always type: int [0, 2] (cheat) |
| r_useCombinerDisplayLists | put all nvidia register combiner programming in display lists type: bool (cheat) default: 1 (true) |
| r_useConstantMaterials | use pre-calculated material registers if possible type: bool (cheat) default: 1 (true) |
| r_useCulling | 0 = none, 1 = sphere, 2 = sphere + box type: int [0, 2] (cheat) |
| r_useDeferredTangents | defer tangents calculations after deform type: bool (cheat) default: 1 (true) |
| r_useDepthBoundsTest | use depth bounds test to reduce shadow fill type: bool (cheat) default: 1 (true) |
| r_useDestinationScissor | 1 = use scissor rectangle to only render required fragments during post-processing type: bool (cheat) default: 1 (true) |
| r_useEntityCallbacks | if 0, issue the callback immediately at update time, rather than defering type: bool (cheat) default: 1 (true) |
| r_useEntityCulling | 0 = none, 1 = box type: bool (cheat) default: 1 (true) |
| r_useEntityScissors | 1 = use custom scissor rectangle for each entity type: bool (cheat) default: 0 (false) |
| r_useExternalShadows | 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing type: int [0, 2] (cheat) |
| r_useFrustumFarDistance | if != 0 force the view frustum far distance to this distance type: float (cheat) |
| r_useIndexHier | type: string (cheat) |
| r_useInteractionCulling | 1 = cull interactions type: bool (cheat) default: 1 (true) |
| r_useInteractionScissors | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors type: int [-2, 2] (cheat) |
| r_useInteractionTable | create a full entityDefs * lightDefs table to make finding interactions faster type: bool (cheat) default: 1 (true) |
| r_useLightCulling | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas type: int [0, 3] (cheat) |
| r_useLightPortalFlow | use a more precise area reference determination type: bool (cheat) default: 1 (true) |
| r_useLightScissors | 1 = use custom scissor rectangle for each light type: bool (cheat) default: 1 (true) |
| r_useMaxVisDist | use the masVisDist entity parameter (on is faster) type: int (cheat) |
| r_useMegaTextureImageCompression | DXT compress megatexture data before uploading to hardware type: bool (cheat) default: 1 (true) |
| r_useNodeCommonChildren | stop pushing reference bounds early when possible type: bool (cheat) default: 1 (true) |
| r_useNV20MonoLights | use pass optimization for mono lights type: int (cheat) |
| r_useOcclusionQueries | Use hardware occlusion queries type: bool (cheat) default: 1 (true) |
| r_useOffscreenScreenshotBuffer | 1 = use offscreen buffer for screenshots to support post-processing type: bool (cheat) default: 1 (true) |
| r_useOptimizedShadows | use the dmap generated static shadow volumes type: bool (cheat) default: 1 (true) |
| r_usePortals | 1 = use portals to perform area culling, otherwise draw everything type: bool (cheat) default: 1 (true) |
| r_usePreciseTriangleInteractions | 1 = do winding clipping to determine if each ambiguous tri should be lit type: bool (cheat) default: 0 (false) |
| r_useQuadTree | Use a quad tree for the cluster models type: bool (cheat) default: 1 (true) |
| r_useRewriteVbo | type: string (cheat) |
| r_useSampleCoverage | Use multisample coverage to fade entities. type: bool (cheat) default: 1 (true) |
| r_useScissor | scissor clip as portals and lights are processed type: bool (cheat) default: 1 (true) |
| r_useShadowCulling | try to cull shadows from partially visible lights type: bool (cheat) default: 1 (true) |
| r_useShadowDitherMask | Dither out fading shadows type: string (cheat) |
| r_useShadowFastParallel | use optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors) type: bool (cheat) default: 0 (false) |
| r_useShadowMaps | enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed) type: bool (cheat) default: 0 (false) |
| r_useShadowProjectedCull | discard triangles outside light volume before shadowing type: bool (cheat) default: 1 (true) |
| r_useShadowSurfaceScissor | scissor shadows by the scissor rect of the interaction surfaces type: bool (cheat) default: 1 (true) |
| r_useSilRemap | consider verts with the same XYZ, but different ST the same for shadows type: bool (cheat) default: 1 (true) |
| r_useSMP | Enabled smp renderer type: string (cheat) |
| r_useStateCaching | avoid redundant state changes in GL_*() calls type: bool (cheat) default: 1 (true) |
| r_useTripleTextureARB | cards with 3+ texture units do a two pass instead of three pass type: bool (cheat) default: 1 (true) |
| r_useTwoSidedStencil | do stencil shadows in one pass with different ops on each side type: bool (cheat) default: 1 (true) |
| r_useVertexBuffers | use ARB_vertex_buffer_object for vertexes type: int [0, 1] (cheat) |
| r_useVertexBufferStream | Use stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream type: int (cheat) |
| r_useVisDebugARBPrograms | use vertex/fragment `q`programs to visualize debugging tools type: bool (cheat) default: 1 (true) |
| r_vertexBufferMegs | type: int (cheat) |
| r_visDistOfs | type: float (cheat) |
| r_writeAnimB | Write out binary versions of animations. type: bool (cheat) default: 0 (false) |
| r_writeModelB | write out modelb versions of static models type: bool (cheat) default: 0 (false) |
| r_znear | near Z clip plane distance type: float [0.001, 200] (cheat) |
| rb_showActive | show rigid bodies that are not at rest type: bool (cheat) default: 0 (false) |
| rb_showBodies | show rigid bodies type: bool (cheat) default: 0 (false) |
| rb_showContacts | show contact points on rigid bodies type: bool (cheat) default: 0 (false) |
| rb_showInertia | show the inertia tensor of each rigid body type: bool (cheat) default: 0 (false) |
| rb_showMass | show the mass of each rigid body type: bool (cheat) default: 0 (false) |
| rb_showTimings | show rigid body cpu usage type: int (cheat) |
| rb_showVelocity | show the velocity of each rigid body type: bool (cheat) default: 0 (false) |
| s_clipVolumes | type: bool (cheat) default: 1 (true) |
| s_constantAmplitude | type: float (cheat) |
| s_debugSoundEmitter | type: int (cheat) |
| s_doorDistanceAdd | reduce sound volume with this distance when going through a door type: float (cheat) |
| s_dotbias2 | type: float (cheat) |
| s_dotbias6 | type: float (cheat) |
| s_drawSounds | type: int [0, 4] (cheat) |
| s_drawSoundScale | type: float (cheat) |
| s_force22kHz | type: bool (cheat) default: 0 (false) |
| s_ignoreALErrors | ignore OpenAL errors type: bool (cheat) default: 1 (true) |
| s_minVolume2 | type: float (cheat) |
| s_minVolume6 | type: float (cheat) |
| s_noSound | type: bool (cheat) default: 0 (false) |
| s_quadraticFalloff | type: bool (cheat) default: 1 (true) |
| s_showForcedStopSound | warn when a sound channel gets forcefully stopped type: bool (cheat) default: 0 (false) |
| s_showLevelMeter | type: bool (cheat) default: 0 (false) |
| s_showPurgedSounds | print a warning if a purged sample is played type: bool (cheat) default: 0 (false) |
| s_showStartSound | type: bool (cheat) default: 0 (false) |
| s_singleEmitter | mute all sounds but this emitter type: int (cheat) |
| s_useDeferredSettings | use OpenAL deferred settings type: bool (cheat) default: 1 (true) |
| s_useOcclusion | type: bool (cheat) default: 1 (true) |
| sm_backOffsetFactor | Offet factor for shadow buffer rendering. type: float (cheat) |
| sm_backOffsetUnits | Offet units for shadow buffer rendering. type: float (cheat) |
| sm_boundsExpand | Nudge bounds a bit to account for innacuarcies type: float (cheat) |
| sm_clipfrustum | Clip the shadow map frustum to the scene bounds type: bool (cheat) default: 0 (false) |
| sm_farplane | Frustum far plane for shadow map rendering type: float (cheat) |
| sm_frontFaces | Render front faces as well as back faces. type: bool (cheat) default: 0 (false) |
| sm_frontOffsetFactor | Offet factor for shadow buffer rendering. type: float (cheat) |
| sm_frontOffsetUnits | Offet units for shadow buffer rendering. type: float (cheat) |
| sm_mapping | Which mapping to use when generating shadow maps. (0=uniform, 1=perspective, 2=light space perspective) type: int (cheat) |
| sm_mediumplane | Frustum far plane for high res shadow map rendering type: float (cheat) |
| sm_occlusionQueries | Use occlusion queries in shadow map rendering. type: bool (cheat) default: 1 (true) |
| sm_renderBackFaces | Use backfaces to render shadow maps type: bool (cheat) default: 1 (true) |
| wave_amplength | Amplitude to length ratio type: string (cheat) |
| wave_angledeviation | Angular deviation of waves type: string (cheat) |
| wave_fadespeed | How quick individual waves fade in and out type: string (cheat) |
| wave_gravity | Gavity constant for waves (controls speed based on wavelength) type: string (cheat) |
| wave_maxlength | Maximum wave length type: string (cheat) |
| wave_minlength | Minimum wave length type: string (cheat) |
| win_allowMultipleInstances | allow multiple instances running concurrently type: bool (cheat) default: 0 (false) |
| win_notaskkeys | disable windows task keys type: bool (cheat) default: 1 (true) |
| win_outputDebugString | type: bool (cheat) default: 0 (false) |
| win_outputEditString | type: bool (cheat) default: 1 (true) |
| win_timerUpdate | allows the game to be updated while dragging the window type: bool (cheat) default: 0 (false) |
| win_viewlog | type: int (cheat) |