Enemy Territory: QuakeWars CVARs (cheats only)

a_glowBaseScaleOriginal image contribution factor
type: float (cheat)
a_glowLuminanceDependencyDependency of the glow on the luminance(brightness)
type: float (cheat)
a_glowScaleBlurred image contribution factor
type: float (cheat)
a_glowSpriteMintype: string (cheat)
a_glowSpriteSizetype: float (cheat)
a_glowSunBaseScaleFactor to scale to sun factor with
type: float (cheat)
a_glowSunPowerPower to raise to sun factor to
type: float (cheat)
a_glowSunScaleFactor to scale to sun factor with
type: float (cheat)
a_glowThreshThreshold above which part of the scene starts glowing
type: float (cheat)
a_suntype: float (cheat)
a_windTimeScaleSpeed at which wind effects change
type: float (cheat)
aas_extendFlyPathsset to 1 to enable extending fly paths
type: bool (cheat)
default: 1 (true)
aas_locationMemoryused to remember a particular location, set to 'current' to store the current x,y,z location
type: string (cheat)
aas_optimizePathsset to 1 to enable path optimization
type: bool (cheat)
default: 1 (true)
aas_pullPlayerpull the player to the specified area
type: string (cheat)
aas_pullWalkwalk instead of sprint
type: bool (cheat)
default: 0 (false)
aas_randomPullPlayerpull the player to a random area
type: bool (cheat)
default: 0 (false)
aas_showAreasshow the areas in the selected aas
type: bool (cheat)
default: 0 (false)
aas_showEdgeNumsshow edge nums
type: bool (cheat)
default: 0 (false)
aas_showFloorTraceshow floor trace
type: bool (cheat)
default: 0 (false)
aas_showHopPathshow hop path to specified area
type: string (cheat)
aas_showNearestCoverAreashow 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_showNearestInsideAreashow the nearest area that is inside
type: bool (cheat)
default: 0 (false)
aas_showObstacleAvoidanceshows obstacles along paths
type: bool (cheat)
default: 0 (false)
aas_showPathshow the path to the walk specified area
type: string (cheat)
aas_showPushIntoAreashow an arrow going to the closest area
type: bool (cheat)
default: 0 (false)
aas_showTravelTimeprint the travel time to the specified goal area (only when aas_showAreas is set)
type: int (cheat)
aas_showWallEdgeNumsshow the number of the edges of walls
type: bool (cheat)
default: 0 (false)
aas_showWallEdgesshow the edges of walls, 2 = project all to same height, 3 = project onscreen
type: int [0, 3]
(cheat)
aas_skipObstacleAvoidanceignore all dynamic obstacles along paths
type: bool (cheat)
default: 0 (false)
aas_subSampleWalkPathsset to 1 to enable walk path sub-sampling
type: bool (cheat)
default: 1 (true)
aas_testselect which AAS to test
type: string [aas_player, aas_vehicle] (cheat)
af_contactFrictionScalescales the contact friction
type: float (cheat)
af_forceFrictionforce the given friction value
type: float (cheat)
af_highlightBodyname of the body to highlight
type: string (cheat)
af_highlightConstraintname of the constraint to highlight
type: string (cheat)
af_jointFrictionScalescales the joint friction
type: float (cheat)
af_maxAngularVelocitymaximum angular velocity
type: float (cheat)
af_maxLinearVelocitymaximum linear velocity
type: float (cheat)
af_showActiveshow tree-like structures of articulated figures not at rest
type: bool (cheat)
default: 0 (false)
af_showBodiesshow bodies
type: bool (cheat)
default: 0 (false)
af_showBodyNamesshow body names
type: bool (cheat)
default: 0 (false)
af_showConstrainedBodiesshow the two bodies contrained by the highlighted constraint
type: bool (cheat)
default: 0 (false)
af_showConstraintNamesshow constraint names
type: bool (cheat)
default: 0 (false)
af_showConstraintsshow constraints
type: bool (cheat)
default: 0 (false)
af_showInertiashow the inertia tensor of each body
type: bool (cheat)
default: 0 (false)
af_showLimitsshow joint limits
type: bool (cheat)
default: 0 (false)
af_showMassshow the mass of each body
type: bool (cheat)
default: 0 (false)
af_showPrimaryOnlyshow primary constraints only
type: bool (cheat)
default: 0 (false)
af_showTimingsshow articulated figure cpu usage
type: bool (cheat)
default: 0 (false)
af_showTotalMassshow the total mass of each articulated figure
type: bool (cheat)
default: 0 (false)
af_showTreesshow tree-like structures
type: bool (cheat)
default: 0 (false)
af_showVelocityshow the velocity of each body
type: bool (cheat)
default: 0 (false)
af_skipFrictionskip friction
type: bool (cheat)
default: 0 (false)
af_skipLimitsskip joint limits
type: bool (cheat)
default: 0 (false)
af_skipSelfCollisionskip self collision detection
type: bool (cheat)
default: 0 (false)
af_testSolidtest for bodies initially stuck in solid
type: bool (cheat)
default: 1 (true)
af_timeScalescales the time
type: float (cheat)
af_useImpulseFrictionuse impulse based contact friction
type: bool (cheat)
default: 0 (false)
af_useJointImpulseFrictionuse impulse based joint friction
type: bool (cheat)
default: 0 (false)
af_useLinearTimeuse linear time algorithm for tree-like structures
type: bool (cheat)
default: 1 (true)
af_useSymmetryuse constraint matrix symmetry
type: bool (cheat)
default: 1 (true)
ai_debugAnimStatedisplays animState changes for the specified monster entity number
type: int (cheat)
ai_debugMovedraws movement information for monsters
type: bool (cheat)
default: 0 (false)
ai_debugScriptdisplays script calls for the specified monster entity number
type: int (cheat)
ai_debugTrajectorydraws trajectory tests for monsters
type: bool (cheat)
default: 0 (false)
ai_fallTimeNumber of seconds before the player plays the falling animation
type: float (cheat)
anim_forceUpdatetype: bool (cheat)
default: 0 (false)
anim_maxBodyPitchmax pitch of body adjustment
type: float (cheat)
anim_minBodyPitchmin pitch of body adjustment
type: float (cheat)
anim_reducedtype: bool (cheat)
default: 1 (true)
anim_showMissingAnimsShow warnings for missing animations
type: bool (cheat)
default: 0 (false)
bot_breakPointCause a program break to occur inside the bot's AI
type: bool (cheat)
default: 0 (false)
bot_canDropDeployables0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables
type: bool (cheat)
default: 1 (true)
bot_canStrafeJump0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away
type: bool (cheat)
default: 0 (false)
bot_debugDebug various bot subsystems. Many bot debugging features are disabled if this is not set to 1
type: bool (cheat)
default: 0 (false)
bot_debugAirVehiclesDebug bot air vehicle usage. -1 = disable
type: int (cheat)
bot_debugGroundVehiclesDebug bot ground vehicle usage. -1 = disable
type: int (cheat)
bot_debugMapScriptAllows you to debug the bot script.
type: bool (cheat)
default: 0 (false)
bot_debugObstaclesDebug bot obstacles in the world
type: bool (cheat)
default: 0 (false)
bot_debugPersonalVehiclesOnly used for debugging the use of the husky/icarus.
type: bool (cheat)
default: 0 (false)
bot_debugSpeedDebug bot's move speed. -1 = disable
type: int (cheat)
bot_debugWeaponsOnly used for debugging bots weapons.
type: bool (cheat)
default: 0 (false)
bot_drawActionDistHow far away to draw the bot action info. Default is 2048
type: float (cheat)
bot_drawActionGroupNumFilter what action groups to draw with the bot_drawAction cmd. -1 = disabled.
type: int (cheat)
bot_drawActionNumberDraw a specific bot action only. -1 = disable
type: int (cheat)
bot_drawActionsDraw the bot's actions.
type: bool (cheat)
default: 0 (false)
bot_drawActionSizeHow big to draw the bot action info. Default is 0.2
type: float (cheat)
bot_drawActiveActionsOnlyDraw 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_drawClientNumbersDraw every clients number above their head
type: bool (cheat)
default: 0 (false)
bot_drawNodesdraw vehicle path nodes
type: bool (cheat)
default: 0 (false)
bot_drawObstaclesDraw the bot's dynamic obstacles in the world
type: bool (cheat)
default: 0 (false)
bot_drawRoutesDraw the bot's routes.
type: bool (cheat)
default: 0 (false)
bot_followMeHave the bots follow you in debug mode
type: bool (cheat)
default: 0 (false)
bot_hudPrint 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_ignoreEnemiesIf set to 1, bots will ignore all enemies. Useful for debugging bot behavior
type: int (cheat)
bot_ignoreGoalsIf set to 1, bots will ignore all map objectives. Useful for debugging bot behavior
type: int (cheat)
bot_knifeOnlygoofy mode where the bots only use their knifes in combat.
type: bool (cheat)
default: 0 (false)
bot_noRandomJumpmakes bots not randomly jump
type: bool (cheat)
default: 0 (false)
bot_noTapOutmakes bots not want to ever tap out, for debug purposes
type: bool (cheat)
default: 0 (false)
bot_pausePause the bot's thinking - useful for screenshots/debugging/etc
type: bool (cheat)
default: 0 (false)
bot_showPathShow the path for the bot's client number. -1 = disable.
type: int (cheat)
bot_skipThinkClientA debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled.
type: int (cheat)
bot_suicideCauses all bots to suicide. Useful for debugging.
type: bool (cheat)
default: 0 (false)
bot_testObstacleAvoidancetest obstacle avoidance
type: bool (cheat)
default: 0 (false)
bot_useVehicles0 = bots dont use vehicles, 1 = bots do use vehicles
type: bool (cheat)
default: 1 (true)
bse_debrisdisable effect debris
type: bool (cheat)
default: 1 (true)
bse_debugdisplay debug info about effect
type: int (cheat)
bse_effectsStatstype: string (cheat)
bse_enabledset to false to disable all effects
type: bool (cheat)
default: 1 (true)
bse_maxDecalDistanceMaximum distance from the viewer to spawn decals
type: float (cheat)
bse_physicsdisable effect physics
type: bool (cheat)
default: 1 (true)
bse_projectileEffectthis effect will replace projectile explosions
type: string (cheat)
bse_renderdisable effect rendering
type: bool (cheat)
default: 1 (true)
bse_showBoundsdisplay debug bounding boxes effect
type: int (cheat)
bse_singleEffectset to the name of the effect that is only played
type: string (cheat)
bse_speedsprint bse frame statistics
type: int (cheat)
cm_backFaceCullcull back facing polygons
type: bool (cheat)
default: 0 (false)
cm_debugCollisiondebug the collision detection
type: bool (cheat)
default: 0 (false)
cm_debugRotationdebug rotation failure
type: bool (cheat)
default: 1 (true)
cm_debugSetParmsdebug set parameters
type: bool (cheat)
default: 1 (true)
cm_debugTranslationdebug translation failure
type: bool (cheat)
default: 1 (true)
cm_drawColorcolor used to draw the collision models
type: string (cheat)
cm_drawFilleddraw filled polygons
type: bool (cheat)
default: 0 (false)
cm_drawIndexScalescale of primitive indices
type: float (cheat)
cm_drawIndicesdraw primitive indices
type: bool (cheat)
default: 0 (false)
cm_drawInternaldraw internal edges green
type: bool (cheat)
default: 1 (true)
cm_drawMaskcollision mask
type: string [none, solid, opaque, water, playerclip, moveableclip, ikclip, slidemover, body, corpse, trigger, vehicleclip, rendermodel, projectile, explosion, monster, forcefield] (cheat)
cm_drawNormalsdraw polygon and edge normals
type: float (cheat)
cm_drawTracesdraw polygon and edge normals
type: bool (cheat)
default: 0 (false)
cm_loadRenderModelsallow loading of render models for collision at run time
type: bool (cheat)
default: 1 (true)
cm_showCompiledModelstatsshow stats for all compiled collision models
type: bool (cheat)
default: 0 (false)
cm_showConversionWarningssets whether to show warnings when converting models to trace models
type: bool (cheat)
default: 0 (false)
cm_storeCollisionModelStatsany models converted will be stored for output later using the command dumpCollisionModelStats
type: bool (cheat)
default: 0 (false)
cm_testAngletype: float (cheat)
cm_testBoxtype: string (cheat)
cm_testBoxRotationtype: string (cheat)
cm_testCollisiontype: bool (cheat)
default: 0 (false)
cm_testLengthtype: float (cheat)
cm_testModeltype: int (cheat)
cm_testOrigintype: string (cheat)
cm_testRadiustype: float (cheat)
cm_testRandomManytype: bool (cheat)
default: 0 (false)
cm_testResettype: bool (cheat)
default: 0 (false)
cm_testRotationtype: bool (cheat)
default: 1 (true)
cm_testTimestype: int (cheat)
cm_testTranslationtype: bool (cheat)
default: 1 (true)
cm_testWalktype: bool (cheat)
default: 1 (true)
cm_writeCompiledCollisionModelswrite out generated collision models to disk
type: bool (cheat)
default: 0 (false)
com_asyncInputsample input from the async thread
type: bool (cheat)
default: 0 (false)
com_asyncSound0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix
type: int [0, 1]
(cheat)
com_aviDemoHeighttype: int (cheat)
com_aviDemoSamplestype: int (cheat)
com_aviDemoTicstype: int (cheat)
com_aviDemoWidthtype: int (cheat)
com_compressDemostype: bool (cheat)
default: 0 (false)
com_fixedTictype: bool (cheat)
default: 0 (false)
com_logDemostype: bool (cheat)
default: 0 (false)
com_makingBuild1 when making a build
type: bool (cheat)
default: 0 (false)
com_makingRC1 when making a release candidate
type: bool (cheat)
default: 0 (false)
com_minTicstype: int (cheat)
com_preciseTicrun one game tick every async thread update
type: bool (cheat)
default: 1 (true)
com_preloadDemostype: bool (cheat)
default: 1 (true)
com_showAnglestype: bool (cheat)
default: 0 (false)
com_showDemotype: bool (cheat)
default: 0 (false)
com_showTicstype: bool (cheat)
default: 0 (false)
com_skipGameDrawtype: bool (cheat)
default: 0 (false)
com_skipRendererskip the renderer completely
type: bool (cheat)
default: 0 (false)
com_timestampPrintsprint time with each console print, 1 = msec, 2 = sec
type: string (cheat)
com_useBinaryDeclsLoad binary versions of declarations falling back to text if not found
type: bool (cheat)
default: 1 (true)
com_wipeSecondstype: float (cheat)
com_writeBinaryDeclsWrite binary versions of declarations
type: bool (cheat)
default: 0 (false)
decl_showset 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_usageLogcreates a log of all declarations touched
type: bool (cheat)
default: 0 (false)
demo_noclipnoclip through a demo
type: bool (cheat)
default: 0 (false)
fs_caseSensitiveOStype: bool (cheat)
default: 0 (false)
fs_debugtype: int [0, 2]
(cheat)
fs_searchAddonssearch all addon pk4s ( disables addon functionality )
type: bool (cheat)
default: 0 (false)
fs_toolsPathquoted paths that are searched for tools
type: string (cheat)
g_collisionModelMasktype: int (cheat)
g_compiledScriptSafetyenables extra safety checks in exported scripts
type: bool (cheat)
default: 1 (true)
g_debugAnimdisplays information on which animations are playing on the specified entity number. set to -1 to disable.
type: int (cheat)
g_debugAnimLookupsprints successful animation lookups
type: int (cheat)
g_debugAnimStancedisplays information on which stances are set on the specified entity number. set to -1 to disable.
type: int (cheat)
g_debugBoundschecks for models with bounds > 2048
type: bool (cheat)
default: 0 (false)
g_debugCinematictype: bool (cheat)
default: 0 (false)
g_debugDamagetype: bool (cheat)
default: 0 (false)
g_debugFootstepsprints which surfacetype the player is walking on
type: bool (cheat)
default: 0 (false)
g_debugForceFieldstype: bool (cheat)
default: 0 (false)
g_debugFrameCommandsPrints out frame commands as they are called
type: bool (cheat)
default: 0 (false)
g_debugFrameCommandsFilterFilter the type of framecommands
type: string (cheat)
g_debugGUIShow GUI window outlines
type: bool (cheat)
default: 0 (false)
g_debugGUIEventsShow the results of events
type: int (cheat)
g_debugGUIRenderWorldOutput information for GUI-based renderWorlds
type: bool (cheat)
default: 0 (false)
g_debugGUITextRectShow windows' text rectangle outlines
type: bool (cheat)
default: 0 (false)
g_debugGUITextScaleSize that the debug GUI info font is drawn in.
type: float (cheat)
g_debugLocationstype: bool (cheat)
default: 0 (false)
g_debugMaskdebugs a deployment mask
type: string (cheat)
g_debugNetworkWritetype: bool (cheat)
default: 0 (false)
g_debugPlayerListfills UI lists with fake players
type: int (cheat)
g_debugProficiencytype: bool (cheat)
default: 0 (false)
g_debugScripttype: bool (cheat)
default: 0 (false)
g_debugSpecatorListfills the spectator list with fake players
type: int (cheat)
g_debugVehicleDriveForcesshow info about wheeled drive forces
type: bool (cheat)
default: 0 (false)
g_debugVehicleFeedbackshow info about wheeled suspension feedback
type: bool (cheat)
default: 0 (false)
g_debugVehicleFrictionFeedbackshow info about wheeled surface friction feedback
type: bool (cheat)
default: 0 (false)
g_debugVehicleHoverPadsshow info about hoverpads
type: bool (cheat)
default: 0 (false)
g_debugVehicleHurtZonesshow info about the hurtZone component
type: bool (cheat)
default: 0 (false)
g_debugVehiclePseudoHovershow info about the pseudoHover component
type: bool (cheat)
default: 0 (false)
g_debugVehicleWheelForcesshow info about wheel forces
type: bool (cheat)
default: 0 (false)
g_debugWakesDebug the vehicle wakes
type: bool (cheat)
default: 0 (false)
g_debugWeapontype: bool (cheat)
default: 0 (false)
g_debugWeaponSpreaddisplays the current spread value for the weapon
type: bool (cheat)
default: 0 (false)
g_debugWorldTasksdraws a sphere around ranged based tasks
type: bool (cheat)
default: 0 (false)
g_demoAnalyzationSectorSizesector size for stat generation
type: int (cheat)
g_demoAnalyzeanalyze demo during playback
type: bool (cheat)
default: 0 (false)
g_demoOutputMDFoutput entity keyframe data from demo
type: int [0, 2]
(cheat)
g_disableFootstepsenable/disable footsteps
type: bool (cheat)
default: 0 (false)
g_disableTransportDebristype: bool (cheat)
default: 0 (false)
g_disableVehicleSpawnsdisables vehicles spawning from construction pads
type: string (cheat)
g_disasmdisassemble script into base/script/disasm.txt on the local drive when script is compiled
type: bool (cheat)
default: 0 (false)
g_dragDampingtype: float (cheat)
g_dragEntityallows dragging physics objects around by placing the crosshair over them and holding the fire button
type: bool (cheat)
default: 0 (false)
g_dragMaxforcetype: float (cheat)
g_dragShowSelectiontype: bool (cheat)
default: 0 (false)
g_drawContactsdraw physics object contacts
type: bool (cheat)
default: 0 (false)
g_drawPlayerDamageDraws 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_drawRouteConstraintsdraws lines showing route constraints
type: int (cheat)
g_editEntityMode0 = 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_exportMasktype: string (cheat)
g_forceClearforces clearing of color buffer on main game draw (faster)
type: bool (cheat)
default: 1 (true)
g_frametimedisplays timing information for each game frame
type: bool (cheat)
default: 0 (false)
g_gravitytype: float (cheat)
g_guiSpeedsShow GUI speeds
type: bool (cheat)
default: 0 (false)
g_gunXtype: float (cheat)
g_gunYtype: float (cheat)
g_gunZtype: float (cheat)
g_kickAmplitudetype: float (cheat)
g_kickTimetype: float (cheat)
g_knockbacktype: int (cheat)
g_maxShowDistancetype: float (cheat)
g_noVehicleDecayenables / disables vehicle decay
type: bool (cheat)
default: 0 (false)
g_playerPushForceforce players can be pushed by other players
type: float (cheat)
g_removeStaticEntitiesRemove non-dynamic entities on map spawn when they aren't needed
type: bool (cheat)
default: 1 (true)
g_showActiveEntitiesdraws boxes around thinking entities.
type: bool (cheat)
default: 0 (false)
g_showAreaClipSectorstype: float (cheat)
g_showcamerainfodisplays the current frame # for the camera when playing cinematics
type: string (cheat)
g_showChatLocationshow/hide locations in chat text
type: bool (cheat)
default: 1 (true)
g_showClipSectorFiltertype: string (cheat)
g_showClipSectorstype: bool (cheat)
default: 0 (false)
g_showCollisionModelstype: bool (cheat)
default: 0 (false)
g_showCollisionTracestype: bool (cheat)
default: 0 (false)
g_showCollisionWorldtype: int (cheat)
g_showCommandMapNamesShow/hide location text on the commandmap
type: bool (cheat)
default: 0 (false)
g_showCompileStatssets whether to show stats at the end of compilation or not
type: bool (cheat)
default: 0 (false)
g_showCrosshairInfoshows information about the entity under your crosshair
type: int (cheat)
g_showDemoHuddraw the demo hud gui
type: bool (cheat)
default: 0 (false)
g_showDemoViewshow player's calculated view when paused instead of free-fly cam
type: bool (cheat)
default: 0 (false)
g_showEntityInfotype: bool (cheat)
default: 0 (false)
g_showEntityInfoPrinttype: bool (cheat)
default: 0 (false)
g_showHuddraw the hud gui
type: bool (cheat)
default: 1 (true)
g_showLocationWayPointsShow/hide location waypoints in the world
type: int (cheat)
g_showPVStype: int [0, 2]
(cheat)
g_showRenderModelBoundstype: bool (cheat)
default: 0 (false)
g_showTargetsdraws entities and their targets. hidden entities are drawn grey.
type: bool (cheat)
default: 0 (false)
g_showTestModelFramedisplays the current animation and frame # for testmodels
type: bool (cheat)
default: 0 (false)
g_showTriggersdraws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.
type: bool (cheat)
default: 0 (false)
g_showVehiclePathNodestype: int (cheat)
g_skipDeployChecksSkips deployment territory checks, etc
type: bool (cheat)
default: 0 (false)
g_skipLocalizedPrecipitationEnable/disable precipitation effects
type: bool (cheat)
default: 0 (false)
g_skipPostProcessdraw the post process gui
type: bool (cheat)
default: 0 (false)
g_skipPrecipitationEnable/disable precipitation effects
type: bool (cheat)
default: 0 (false)
g_skipVehicleAccelFeedbackskip acceleration effects on wheeled suspensions
type: bool (cheat)
default: 0 (false)
g_skipVehicleFrictionFeedbackignore the effects of surface friction
type: bool (cheat)
default: 0 (false)
g_skipVehicleTurnFeedbackskip turn ducking effects on wheeled suspensions
type: bool (cheat)
default: 0 (false)
g_skipViewEffectsskip damage and other view effects
type: bool (cheat)
default: 0 (false)
g_skipWeaponSwitchAnimationsIf 1, players won't play their weapon switching animations.
type: bool (cheat)
default: 1 (true)
g_stopWatchModestopwatch mode, 0 = ABBA, 1 = ABAB
type: int (cheat)
g_testLadderstype: bool (cheat)
default: 0 (false)
g_testModelAnimatetest 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_testModelBlendnumber of frames to blend
type: int (cheat)
g_testModelRotatetest model rotation speed
type: string (cheat)
g_testParticletest particle visualization, set by the particle editor
type: int (cheat)
g_testParticleNamename of the particle being tested by the particle editor
type: string (cheat)
g_testPostProcessname of material to draw over screen
type: string (cheat)
g_testSpectatortype: int (cheat)
g_testViewSkinname of skin to use for the view
type: string (cheat)
g_useSimpleStatsonly look up local server stats
type: bool (cheat)
default: 0 (false)
g_useTraceCollectionUse optimized trace collections
type: bool (cheat)
default: 1 (true)
g_vehicleForcetype: float (cheat)
g_vehicleSuspensionDampingtype: float (cheat)
g_vehicleSuspensionDowntype: float (cheat)
g_vehicleSuspensionKCompresstype: float (cheat)
g_vehicleSuspensionUptype: float (cheat)
g_vehicleTireFrictiontype: float (cheat)
g_vehicleVelocitytype: float (cheat)
g_vehicleWheelTracesPerFrameWhat fraction of the wheels are updated per frame
type: float (cheat)
gui_debugLayoutDebug UI layout classes
type: bool (cheat)
default: 0 (false)
gui_debugRadialMenusShow radial menu debugging info
type: bool (cheat)
default: 0 (false)
ik_debugshow IK debug lines
type: bool (cheat)
default: 0 (false)
ik_enableenable IK
type: bool (cheat)
default: 1 (true)
image_colorMipLevelsdevelopment aid to see texture mip usage
type: bool (cheat)
default: 0 (false)
image_editorPicMiptype: int [-4, 1]
(cheat)
image_lodDistanceDistance at wich images don't need full resolution
type: float (cheat)
image_showBackgroundLoads1 = print number of outstanding background loads
type: bool (cheat)
default: 0 (false)
image_skipUploadused during the build process, will skip uploads
type: bool (cheat)
default: 0 (false)
image_useOfflineCompressionwrite a batch file for offline compression of DDS files
type: bool (cheat)
default: 0 (false)
image_writeNormalTGAwrite .tgas of the final normal maps for debugging
type: bool (cheat)
default: 0 (false)
image_writeNormalTGAPalletizedwrite .tgas of the final palletized normal maps for debugging
type: bool (cheat)
default: 0 (false)
image_writePrecompressedTextureswrite .dds files if necessary
type: bool (cheat)
default: 0 (false)
image_writeTGAwrite .tgas of the non normal maps for debugging
type: bool (cheat)
default: 0 (false)
in_mouseenable mouse input
type: bool (cheat)
default: 1 (true)
m_showMouseRateshows mouse movement
type: bool (cheat)
default: 0 (false)
msv_useSampleGameuse the sample game instead of the etqw SKU
type: bool (cheat)
default: 0 (false)
net_aorPVSScaleAoR scale for outside of PVS
type: float (cheat)
net_channelShowDropshow dropped packets
type: bool (cheat)
default: 0 (false)
net_channelShowPacketsshow all packets
type: bool (cheat)
default: 0 (false)
net_checkSyncenable data synchronization
type: bool (cheat)
default: 1 (true)
net_clientAORFiltertype: string (cheat)
net_clientSelfSmoothingsmooth local client position
type: bool (cheat)
default: 1 (true)
net_clientShowAORtype: int [0, 3]
(cheat)
net_clientShowSnapshottype: int [0, 4]
(cheat)
net_clientShowSnapshotRadiustype: float (cheat)
net_demoErrorOnInvalidUserCmdsWill cause an error instead of a warning when playing back a demo with no usercmds
type: bool (cheat)
default: 0 (false)
net_forceDroppercentage packet loss
type: int (cheat)
net_forceLatencymilliseconds latency
type: int (cheat)
net_httpPasswordPassword used with HTTP authentication to download server assets
type: string (cheat)
net_httpProxyPasswordPassword used with http proxy authentication
type: string (cheat)
net_httpProxyUserUsername used with http proxy authentication
type: string (cheat)
net_httpUserUsername used with HTTP authentication to download server assets
type: string (cheat)
net_serverDrawClientnumber of client for which to draw view on server
type: int (cheat)
net_serverMaxReservedClientSlotsmaximum number of player slots reserved for session invites
type: int [0, 32]
(cheat)
net_useAOREnable/Disable Area of Relevance
type: bool (cheat)
default: 1 (true)
pm_deathThirdPersonAngledirection of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_deathThirdPersonHeightheight of camera from normal view height in 3rd person
type: float (cheat)
pm_deathThirdPersonRangecamera distance from player in 3rd person
type: float (cheat)
pm_democamspeedspeed the player can move while flying around in a demo
type: float (cheat)
pm_deployThirdPersonAngledirection of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_deployThirdPersonHeightheight of camera from normal view height in 3rd person
type: float (cheat)
pm_deployThirdPersonRangecamera distance from player in 3rd person
type: float (cheat)
pm_thirdPersonenables third person view
type: bool (cheat)
default: 0 (false)
pm_thirdPersonAngledirection of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
type: float (cheat)
pm_thirdPersonClipclip third person view into world space
type: bool (cheat)
default: 1 (true)
pm_thirdPersonHeightheight of camera from normal view height in 3rd person
type: float (cheat)
pm_thirdPersonNoPitchignore camera pitch when in third person mode
type: bool (cheat)
default: 0 (false)
pm_thirdPersonOrbitif set, will automatically increment pm_thirdPersonAngle every frame
type: float (cheat)
pm_thirdPersonRangecamera distance from player in 3rd person
type: float (cheat)
pm_waterFloatValuefraction of water coverage at which the player will try to float
type: float (cheat)
pm_waterSpeedspeed player will be pushed up in water when totally under water
type: float (cheat)
r_32ByteVtxUses 32bit vtx
type: string (cheat)
r_ambientARB0 = ambient cube map rendering done through ff pipeline, 1 = ambient cube map rendering done through ARB program
type: bool (cheat)
default: 0 (false)
r_ambientLightDrawMode0 is blended sphere, 1 is circle outline, 2 is completely off
type: int (cheat)
r_ambientMapambient cube map base name
type: string (cheat)
r_ambientMapNoUpdatedisabled dynamic ambient cubemap texture uploading
type: string (cheat)
r_ambientScaleambient cube mapping brightness
type: float (cheat)
r_atmosScaleatmosphere brightness
type: float (cheat)
r_checkBoundscompare all surface bounds with precalculated ones
type: bool (cheat)
default: 0 (false)
r_clearforce screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
type: string (cheat)
r_combinedReflectDistDistance where the planar reflection gets cut of
type: string (cheat)
r_debugAxisLengthused to set the length of drawn debug axis
type: string (cheat)
r_debugEntityRefstype: int (cheat)
r_debugImpostersShow some extra information on imposter rendering
type: bool (cheat)
default: 0 (false)
r_debugPolygonFilleddraw a filled polygon
type: bool (cheat)
default: 1 (true)
r_debugViewEntitiestype: int (cheat)
r_depthFillEnable depth only pass
type: string (cheat)
r_depthFillCutoffScreen Rect Area required to render
type: string (cheat)
r_depthFillNoColourDisable depth fill colour write
type: string (cheat)
r_depthRangeStartDefaulttype: string (cheat)
r_depthRangeWeaponHackEndtype: string (cheat)
r_depthRangeWeaponHackScaletype: string (cheat)
r_detailRatioRatio of detail texture to main texture
type: int (cheat)
r_dumpShadersDump compiled and preprocessed shaders to text files
type: string (cheat)
r_dynamicModelCacheMegsNumber of megabytes to cache dynamic model instantiations in.
type: int (cheat)
r_farPlaneDistOptional far plane clipping
type: float (cheat)
r_finishforce a call to glFinish() every frame
type: bool (cheat)
default: 0 (false)
r_flareSizescale the flare deforms from the material def
type: float (cheat)
r_flushPurgeableModelsDelete all cached purgeable models

type: bool (cheat)
default: 0 (false)
r_forceDistancePortalCulltype: float (cheat)
r_forceGLFinishforce finish within backend
type: int (cheat)
r_frontBufferdraw to front buffer for debugging
type: bool (cheat)
default: 0 (false)
r_generateInteractionsGenerate all interactions after a map load

type: string (cheat)
r_glDriver"opengl32", etc.
type: string (cheat)
r_glDriverVendorOpenGL driver vendor
type: string (cheat)
r_glowbasebase glare level
type: float (cheat)
r_ignoreused for random debugging without defining new vars
type: string (cheat)
r_ignore2used for random debugging without defining new vars
type: string (cheat)
r_ignoreGLErrorsignore GL errors
type: bool (cheat)
default: 1 (true)
r_imposterCoveragetype: float (cheat)
r_imposterCutoffSize in pixels at which imposters stop drawing
type: int (cheat)
r_imposterFadeEndSize in pixels at which imposters are fully faded in (and the original stops drawing)
type: int (cheat)
r_imposterFadeStartSize in pixels at which imposters start to fade in
type: int (cheat)
r_inhibitFBODisable the fbo extension.
type: bool (cheat)
default: 0 (false)
r_jitterrandomly subpixel jitter the projection matrix
type: bool (cheat)
default: 0 (false)
r_jitterBiasjitter radius bias
type: float [0, 1]
(cheat)
r_jitterRadialradial jitter view matrix around the specified distance
type: float (cheat)
r_jitterRadiusoffset from screen origin for jitter
type: float (cheat)
r_jointNameOffsetoffset of joint names when r_showskel is set to 1
type: float (cheat)
r_jointNameScalesize of joint names when r_showskel is set to 1
type: float (cheat)
r_keepOldViewEntitiestype: bool (cheat)
default: 0 (false)
r_lightAllBackFaceslight all the back faces, even when they would be shadowed
type: bool (cheat)
default: 0 (false)
r_lightScaleall light intensities are multiplied by this
type: float (cheat)
r_lightSourceRadiusfor soft-shadow sampling
type: float (cheat)
r_lispAlternateOriginUse alternative ways of calculating the shadow view origin.
type: int (cheat)
r_lispAlternateZfarUse a different calculation for the warp factor.
type: int (cheat)
r_lispAngleAngle to rotate the shadowview in ndc space
type: int (cheat)
r_lispCorrectForViewAngleCorrect warp factor based on the angle with the light.
type: int (cheat)
r_lispDebugFrustumAllow the use of the existing projeciton matrix to debug certain lightspace cases.
type: int (cheat)
r_lispflipxTest some stuff
type: float (cheat)
r_lispflipyTest some stuff
type: float (cheat)
r_lispflipzTest some stuff
type: float (cheat)
r_lisptestTest some stuff
type: int (cheat)
r_lispUseBodyVectorUse body vector instead of the view vector

type: bool (cheat)
default: 1 (true)
r_listMissingInstanceProgslist mia render programs for instancing
type: bool (cheat)
default: 0 (false)
r_loadAnimBAttempt loading of binary version of animations.
type: bool (cheat)
default: 1 (true)
r_loadModelBsallow loading of modelb render models
type: bool (cheat)
default: 1 (true)
r_lockDebugLinestype: bool (cheat)
default: 0 (false)
r_lockedViewtype: int (cheat)
r_lockSurfacesallow moving the view point without changing the composition of the scene, including culling
type: bool (cheat)
default: 0 (false)
r_logFilenumber of frames to emit GL logs
type: int (cheat)
r_mapShotAnglesPitch Yaw Roll of mapshot angles
type: string (cheat)
r_materialOverrideoverrides all materials
type: string (cheat)
r_mateyAVAST!
type: string (cheat)
r_maxViewEntitiestype: int (cheat)
r_MD5FreeScaledAndBasetype: bool (cheat)
default: 1 (true)
r_MD5LoadBinarytype: bool (cheat)
default: 0 (false)
r_MD5LodAltLodNamingtype: bool (cheat)
default: 1 (true)
r_MD5LodBiasLOD bias for a MD5 mesh
type: int (cheat)
r_MD5LodPrintPrint a message when an LOD state changes
type: bool (cheat)
default: 0 (false)
r_MD5MaxLodStagesmaximum number of LOD stages loaded for a MD5 mesh
type: int (cheat)
r_MD5UseDrawVertFasttype: bool (cheat)
default: 1 (true)
r_MD5WriteBinarytype: bool (cheat)
default: 0 (false)
r_megaShowGridshow a grid pattern
type: bool (cheat)
default: 0 (false)
r_megaShowTileSizeshow tile sizes
type: bool (cheat)
default: 0 (false)
r_mergeModelSurfacescombine model surfaces with the same material
type: bool (cheat)
default: 1 (true)
r_mirrorplaneslopAmount to offset reflection clipping planes
type: string (cheat)
r_noDoubleAtmosphereUses the stencil buffer to avoid atmosphere-ing
type: string (cheat)
r_notchDirrefraction plane offset direction
type: float (cheat)
r_occlusionBBDebugDisplay occlusion BB test
type: int (cheat)
r_occlusionCutoffDon't do occlusion queries if screen space in pixels is bigger than this
type: int (cheat)
r_occlusionDebugPrint debug info on occlusion queries, 2 = skip all oq gl commands, 3 = skip oq readback command
type: int (cheat)
r_occlusionFlushUse explicit glFlush after firing off queries
type: bool (cheat)
default: 0 (false)
r_occlusionSystem0 = Clever, 1 = Frame delay
type: int (cheat)
r_occlusionThresholdConsider object as occluded if less or equal than x pixels are visible.
type: int (cheat)
r_occlusionWaitPredictPredict as objects as visibe when waiting for result.
type: bool (cheat)
default: 1 (true)
r_offsetfactorpolygon offset parameter
type: float (cheat)
r_offsetunitspolygon offset parameter
type: float (cheat)
r_orderIndexesperform index reorganization to optimize vertex use
type: bool (cheat)
default: 1 (true)
r_refractFovChangeFOV modification used during refraction subview rendering
type: float (cheat)
r_refractOffsetrefraction plane offset
type: float (cheat)
r_renderProgramLodFadeSets global render program fade distance
type: float (cheat)
r_screenFractionfor testing fill rate, the resolution of the entire screen can be changed
type: int (cheat)
r_selectedAmbientLightWhich ambient light should be drawn as selected
type: int (cheat)
r_shadowPassenable shadow pass
type: bool (cheat)
default: 1 (true)
r_showAllocreport alloc/free counts
type: bool (cheat)
default: 0 (false)
r_showAmbientLightsshow ambient light sources
type: string (cheat)
r_showBackendSpeedsshow the backend timing split
type: int (cheat)
r_showBatchesdraw each batch with a different color
type: bool (cheat)
default: 0 (false)
r_showBatchInforeport batch counts for various types
type: int (cheat)
r_showBatchSizehighlighting 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_showCullreport sphere and box culling stats
type: bool (cheat)
default: 0 (false)
r_showCullSectorsShow cull sectors
type: int (cheat)
r_showDefaultRenderEntstype: string (cheat)
r_showDefsreport the number of modeDefs and lightDefs in view
type: bool (cheat)
default: 0 (false)
r_showDemoreport reads and writes to the demo file
type: bool (cheat)
default: 0 (false)
r_showDepthdisplay the contents of the depth buffer and the depth range
type: bool (cheat)
default: 0 (false)
r_showDominantTridraw lines from vertexes to center of dominant triangles
type: bool (cheat)
default: 0 (false)
r_showDrawOrdertype: int (cheat)
r_showDynamicreport stats on dynamic surface generation
type: bool (cheat)
default: 0 (false)
r_showDynamicDefsShow 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_showEdgesdraw the sil edges
type: bool (cheat)
default: 0 (false)
r_showEntityScissorsshow entity scissor rectangles
type: bool (cheat)
default: 0 (false)
r_showEnvBoundsShow env bounds
type: int (cheat)
r_showFacePlanesshows shadow volume face planes
type: float (cheat)
r_showGUISpeedsreport time spent drawing GUIs
type: int (cheat)
r_showImages1 = show all images instead of rendering, 2 = show in proportional size
type: int [0, 2]
(cheat)
r_showIndexTreeBoundsShow index tree bounds
type: int (cheat)
r_showInstanceInfoShow Instance Info
type: int (cheat)
r_showIntensitydraw the screen colors based on intensity, red = 0, green = 128, blue = 255
type: bool (cheat)
default: 0 (false)
r_showInteractionFrustums1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
type: int [0, 3]
(cheat)
r_showInteractionsreport interaction generation activity
type: bool (cheat)
default: 0 (false)
r_showInteractionScissors1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
type: int [0, 2]
(cheat)
r_showLightCount1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
type: int [0, 3]
(cheat)
r_showLights1 = 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_showLightScalereport the scale factor applied to drawing for overbrights
type: bool (cheat)
default: 0 (false)
r_showLightScissorsshow light scissor rectangles
type: bool (cheat)
default: 0 (false)
r_showMegaTexturereport megatexture upload/bind counts
type: bool (cheat)
default: 0 (false)
r_showMegaTextureLevelsDisplay the different levels using color coded textures.
type: bool (cheat)
default: 0 (false)
r_showMegaTextureSTGridShow megaTexture ST grid
type: bool (cheat)
default: 0 (false)
r_showMemoryprint frame memory utilization
type: bool (cheat)
default: 0 (false)
r_showModelTypesshow model types, red - md5, blue - area, green - lodentity, white - other
type: int (cheat)
r_showNodePlanesenables portal plane drawing
type: bool (cheat)
default: 0 (false)
r_showNormalsdraws wireframe normals
type: float (cheat)
r_showOcclusionsShow occlusion queries culled by occlusion queries
type: bool (cheat)
default: 0 (false)
r_showOverDraw1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
type: int [0, 3]
(cheat)
r_showParentFrustumShows the frustum of the parent view in subview and shadow renders.
type: bool (cheat)
default: 0 (false)
r_showPortalsdraw portal outlines in color based on passed / not passed
type: int (cheat)
r_showPrimitivesreport drawsurf/index/vertex counts
type: int (cheat)
r_showQuadTreesdraw quadtree outlines in color, 1 = 3D, 2 = 2D, 3 = depth buffered 3D
type: int (cheat)
r_showQueryTimersShow the query_timer extension results.
type: bool (cheat)
default: 0 (false)
r_showShadowCountcolors 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_showShadows1 = visualize the stencil shadow volumes, 2 = draw filled in
type: int [0, 4]
(cheat)
r_showSilhouettehighlight edges that are casting shadow planes
type: bool (cheat)
default: 0 (false)
r_showSkeldraw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
type: int [0, 2]
(cheat)
r_showSmpshow which end (front or back) is blocking
type: bool (cheat)
default: 0 (false)
r_showStuffCacheShow allocation events of the stuff cache

type: bool (cheat)
default: 0 (false)
r_showSurfaceAllocatedshow surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes, 5 - weightCache
type: int (cheat)
r_showSurfaceInfoshow surface material name under crosshair
type: int (cheat)
r_showSurfacesreport surface/light/shadow counts
type: bool (cheat)
default: 0 (false)
r_showTangentSpaceshade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
type: int [0, 3]
(cheat)
r_showTexelDensitydraws all triangles with texel density as gradient
type: bool (cheat)
default: 0 (false)
r_showTextureMemoryShow texture memory usage: 1 = total; 2 = per frame
type: int (cheat)
r_showTexturePolarityshade 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_showTraceshow the intersection of an eye trace with the world
type: int (cheat)
r_showTrisenables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
type: int [0, 3]
(cheat)
r_showUnsmoothedTangentsif 1, put all nvidia register combiner programming in display lists
type: bool (cheat)
default: 0 (false)
r_showUpdatesreport entity and light updates and ref counts
type: bool (cheat)
default: 0 (false)
r_showVertexCachetype: int (cheat)
r_showVertexColordraws all triangles with the solid vertex color
type: bool (cheat)
default: 0 (false)
r_showviewEntities1 = displays the bounding boxes of all view models, 2 = print index numbers
type: int (cheat)
r_singleAreaonly draw the portal area the view is actually in
type: bool (cheat)
default: 0 (false)
r_singleEntitysuppress all but one entity
type: int (cheat)
r_singleLightsuppress all but one light
type: int (cheat)
r_singleSurfacesuppress all but one surface on each entity
type: int (cheat)
r_singleTriangleonly draw a single triangle per primitive
type: int (cheat)
r_skipAmbientbypasses all non-interaction drawing
type: bool (cheat)
default: 0 (false)
r_skipAreaSurfacesskip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipAtmosphereskips atmosphere pass
type: bool (cheat)
default: 0 (false)
r_skipBackEnddon't draw anything
type: bool (cheat)
default: 0 (false)
r_skipBlendLightsskip all blend lights
type: bool (cheat)
default: 0 (false)
r_skipBumpuses a flat surface instead of the bump map
type: bool (cheat)
default: 0 (false)
r_skipCopyTexturedo all rendering, but don't actually copyTexSubImage2D
type: bool (cheat)
default: 0 (false)
r_skipDeformsleave all deform materials in their original state
type: bool (cheat)
default: 0 (false)
r_skipDiffuse1 = use black for diffuse, 2 = use white for diffuse
type: int (cheat)
r_skipDynamicTexturesdon't dynamically create textures
type: bool (cheat)
default: 0 (false)
r_skipFogLightsskip all fog lights
type: bool (cheat)
default: 0 (false)
r_skipFrontEndbypasses all front end work, but 2D gui rendering still draws
type: bool (cheat)
default: 0 (false)
r_skipImpostersSkip imposter generation and rendering
type: bool (cheat)
default: 0 (false)
r_skipInstancesskip rendering of instances
type: bool (cheat)
default: 0 (false)
r_skipInteractionsskip all light/surface interaction drawing
type: int (cheat)
r_skipLodEntitySurfacesskip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipLWOSurfacesskip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipMD5Surfacesskip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipMegaTextureStop updating the megatexture origin
type: bool (cheat)
default: 0 (false)
r_skipMegaTextureSurfacesskip rendering of mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipMegaTextureUploadDisable the actual texture uploads (backend loading etc. will still happen)
type: bool (cheat)
default: 0 (false)
r_skipNotMegaTextureSurfacesskip rendering of non mega texture surfaces
type: bool (cheat)
default: 0 (false)
r_skipOverlaysskip overlay surfaces
type: bool (cheat)
default: 0 (false)
r_skipParticles1 = skip all particle systems
type: int [0, 1]
(cheat)
r_skipRenderskip 3D rendering, but pass 2D
type: bool (cheat)
default: 0 (false)
r_skipRenderContextNULL the rendering context during backend 3D rendering
type: bool (cheat)
default: 0 (false)
r_skipROQskip ROQ decoding
type: bool (cheat)
default: 0 (false)
r_skipShadowviewsSkips shadow map rendering.
type: bool (cheat)
default: 0 (false)
r_skipShadowViewsBackendSkip the rendering but all other setup is done.
type: bool (cheat)
default: 0 (false)
r_skipSpecularuse black for specular
type: bool (cheat)
default: 0 (false)
r_skipSubviews1 = don't render any gui elements on surfaces
type: int (cheat)
r_skipSuppressignore the per-view suppressions
type: bool (cheat)
default: 0 (false)
r_skipTranslucentskip the translucent interaction rendering
type: bool (cheat)
default: 0 (false)
r_skipUpdates1 = don't accept any entity or light updates, making everything static
type: bool (cheat)
default: 0 (false)
r_slopNormalmerge normals that dot less than this
type: string (cheat)
r_slopTexCoordmerge texture coordinates this far apart
type: string (cheat)
r_slopVertexmerge xyz coordinates this far apart
type: string (cheat)
r_SMPSharedCtxSMP renderer uses shared context
type: string (cheat)
r_sortEffectsDepth sort effects by their origin
type: bool (cheat)
default: 1 (true)
r_sortInteractionsSort interactions per material and VBO.
type: bool (cheat)
default: 1 (true)
r_sortParticlesEnable depth sorting of certain particle systems
type: bool (cheat)
default: 1 (true)
r_sortStuffDepth sort enable/disable

type: bool (cheat)
default: 1 (true)
r_stateCachecheck state before upload to drive
type: string (cheat)
r_stuffCacheMegsNumber of megabytes to cache stuff models.

type: int (cheat)
r_stuffFadeEndMax vis distance for the stuff models

type: float (cheat)
r_stuffFadeStartDistance at which stuff starts fading

type: float (cheat)
r_stuffLodWhere lod models stop drawing (they start at r_stuffFadeEnd)

type: float (cheat)
r_stuffUpdateAngleCamera needs to rotate more than X degrees for stuff models to update

type: string (cheat)
r_stuffUpdateDistanceCamera needs to move more than X units for stuff models to update

type: string (cheat)
r_subviewOnly1 = don't render main view, allowing subviews to be debugged
type: bool (cheat)
default: 0 (false)
r_testGammaif > 0 draw a grid pattern to test gamma levels
type: float [0, 195]
(cheat)
r_testGammaBiasif > 0 draw a grid pattern to test gamma levels
type: float (cheat)
r_testStepGammaif > 0 draw a grid pattern to test gamma levels
type: float (cheat)
r_useCachedDynamicModelscache snapshots of dynamic models
type: bool (cheat)
default: 1 (true)
r_useClippedLightScissors0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
type: int [0, 2]
(cheat)
r_useCombinerDisplayListsput all nvidia register combiner programming in display lists
type: bool (cheat)
default: 1 (true)
r_useConstantMaterialsuse pre-calculated material registers if possible
type: bool (cheat)
default: 1 (true)
r_useCulling0 = none, 1 = sphere, 2 = sphere + box
type: int [0, 2]
(cheat)
r_useDeferredTangentsdefer tangents calculations after deform
type: bool (cheat)
default: 1 (true)
r_useDepthBoundsTestuse depth bounds test to reduce shadow fill
type: bool (cheat)
default: 1 (true)
r_useDestinationScissor1 = use scissor rectangle to only render required fragments during post-processing
type: bool (cheat)
default: 1 (true)
r_useEntityCallbacksif 0, issue the callback immediately at update time, rather than defering
type: bool (cheat)
default: 1 (true)
r_useEntityCulling0 = none, 1 = box
type: bool (cheat)
default: 1 (true)
r_useEntityScissors1 = use custom scissor rectangle for each entity
type: bool (cheat)
default: 0 (false)
r_useExternalShadows1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
type: int [0, 2]
(cheat)
r_useFrustumFarDistanceif != 0 force the view frustum far distance to this distance
type: float (cheat)
r_useIndexHiertype: string (cheat)
r_useInteractionCulling1 = cull interactions
type: bool (cheat)
default: 1 (true)
r_useInteractionScissors1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
type: int [-2, 2]
(cheat)
r_useInteractionTablecreate a full entityDefs * lightDefs table to make finding interactions faster
type: bool (cheat)
default: 1 (true)
r_useLightCulling0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
type: int [0, 3]
(cheat)
r_useLightPortalFlowuse a more precise area reference determination
type: bool (cheat)
default: 1 (true)
r_useLightScissors1 = use custom scissor rectangle for each light
type: bool (cheat)
default: 1 (true)
r_useMaxVisDistuse the masVisDist entity parameter (on is faster)
type: int (cheat)
r_useMegaTextureImageCompressionDXT compress megatexture data before uploading to hardware
type: bool (cheat)
default: 1 (true)
r_useNodeCommonChildrenstop pushing reference bounds early when possible
type: bool (cheat)
default: 1 (true)
r_useNV20MonoLightsuse pass optimization for mono lights
type: int (cheat)
r_useOcclusionQueriesUse hardware occlusion queries
type: bool (cheat)
default: 1 (true)
r_useOffscreenScreenshotBuffer1 = use offscreen buffer for screenshots to support post-processing
type: bool (cheat)
default: 1 (true)
r_useOptimizedShadowsuse 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_usePreciseTriangleInteractions1 = do winding clipping to determine if each ambiguous tri should be lit
type: bool (cheat)
default: 0 (false)
r_useQuadTreeUse a quad tree for the cluster models

type: bool (cheat)
default: 1 (true)
r_useRewriteVbotype: string (cheat)
r_useSampleCoverageUse multisample coverage to fade entities.
type: bool (cheat)
default: 1 (true)
r_useScissorscissor clip as portals and lights are processed
type: bool (cheat)
default: 1 (true)
r_useShadowCullingtry to cull shadows from partially visible lights
type: bool (cheat)
default: 1 (true)
r_useShadowDitherMaskDither out fading shadows
type: string (cheat)
r_useShadowFastParalleluse optimized shadow rendering for parallel light sources (doesn't make a speed difference and gives render errors)
type: bool (cheat)
default: 0 (false)
r_useShadowMapsenable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
type: bool (cheat)
default: 0 (false)
r_useShadowProjectedCulldiscard triangles outside light volume before shadowing
type: bool (cheat)
default: 1 (true)
r_useShadowSurfaceScissorscissor shadows by the scissor rect of the interaction surfaces
type: bool (cheat)
default: 1 (true)
r_useSilRemapconsider verts with the same XYZ, but different ST the same for shadows
type: bool (cheat)
default: 1 (true)
r_useSMPEnabled smp renderer
type: string (cheat)
r_useStateCachingavoid redundant state changes in GL_*() calls
type: bool (cheat)
default: 1 (true)
r_useTripleTextureARBcards with 3+ texture units do a two pass instead of three pass
type: bool (cheat)
default: 1 (true)
r_useTwoSidedStencildo stencil shadows in one pass with different ops on each side
type: bool (cheat)
default: 1 (true)
r_useVertexBuffersuse ARB_vertex_buffer_object for vertexes
type: int [0, 1]
(cheat)
r_useVertexBufferStreamUse stream instead of dynamic vbo's ( 0 = static 1 = dynamic 2 = stream
type: int (cheat)
r_useVisDebugARBProgramsuse vertex/fragment `q`programs to visualize debugging tools
type: bool (cheat)
default: 1 (true)
r_vertexBufferMegstype: int (cheat)
r_visDistOfstype: float (cheat)
r_writeAnimBWrite out binary versions of animations.
type: bool (cheat)
default: 0 (false)
r_writeModelBwrite out modelb versions of static models
type: bool (cheat)
default: 0 (false)
r_znearnear Z clip plane distance
type: float [0.001, 200]
(cheat)
rb_showActiveshow rigid bodies that are not at rest
type: bool (cheat)
default: 0 (false)
rb_showBodiesshow rigid bodies
type: bool (cheat)
default: 0 (false)
rb_showContactsshow contact points on rigid bodies
type: bool (cheat)
default: 0 (false)
rb_showInertiashow the inertia tensor of each rigid body
type: bool (cheat)
default: 0 (false)
rb_showMassshow the mass of each rigid body
type: bool (cheat)
default: 0 (false)
rb_showTimingsshow rigid body cpu usage
type: int (cheat)
rb_showVelocityshow the velocity of each rigid body
type: bool (cheat)
default: 0 (false)
s_clipVolumestype: bool (cheat)
default: 1 (true)
s_constantAmplitudetype: float (cheat)
s_debugSoundEmittertype: int (cheat)
s_doorDistanceAddreduce sound volume with this distance when going through a door
type: float (cheat)
s_dotbias2type: float (cheat)
s_dotbias6type: float (cheat)
s_drawSoundstype: int [0, 4]
(cheat)
s_drawSoundScaletype: float (cheat)
s_force22kHztype: bool (cheat)
default: 0 (false)
s_ignoreALErrorsignore OpenAL errors
type: bool (cheat)
default: 1 (true)
s_minVolume2type: float (cheat)
s_minVolume6type: float (cheat)
s_noSoundtype: bool (cheat)
default: 0 (false)
s_quadraticFallofftype: bool (cheat)
default: 1 (true)
s_showForcedStopSoundwarn when a sound channel gets forcefully stopped
type: bool (cheat)
default: 0 (false)
s_showLevelMetertype: bool (cheat)
default: 0 (false)
s_showPurgedSoundsprint a warning if a purged sample is played
type: bool (cheat)
default: 0 (false)
s_showStartSoundtype: bool (cheat)
default: 0 (false)
s_singleEmittermute all sounds but this emitter
type: int (cheat)
s_useDeferredSettingsuse OpenAL deferred settings
type: bool (cheat)
default: 1 (true)
s_useOcclusiontype: bool (cheat)
default: 1 (true)
sm_backOffsetFactorOffet factor for shadow buffer rendering.
type: float (cheat)
sm_backOffsetUnitsOffet units for shadow buffer rendering.
type: float (cheat)
sm_boundsExpandNudge bounds a bit to account for innacuarcies
type: float (cheat)
sm_clipfrustumClip the shadow map frustum to the scene bounds
type: bool (cheat)
default: 0 (false)
sm_farplaneFrustum far plane for shadow map rendering
type: float (cheat)
sm_frontFacesRender front faces as well as back faces.
type: bool (cheat)
default: 0 (false)
sm_frontOffsetFactorOffet factor for shadow buffer rendering.
type: float (cheat)
sm_frontOffsetUnitsOffet units for shadow buffer rendering.
type: float (cheat)
sm_mappingWhich mapping to use when generating shadow maps. (0=uniform, 1=perspective, 2=light space perspective)
type: int (cheat)
sm_mediumplaneFrustum far plane for high res shadow map rendering
type: float (cheat)
sm_occlusionQueriesUse occlusion queries in shadow map rendering.
type: bool (cheat)
default: 1 (true)
sm_renderBackFacesUse backfaces to render shadow maps
type: bool (cheat)
default: 1 (true)
wave_amplengthAmplitude to length ratio

type: string (cheat)
wave_angledeviationAngular deviation of waves

type: string (cheat)
wave_fadespeedHow quick individual waves fade in and out

type: string (cheat)
wave_gravityGavity constant for waves (controls speed based on wavelength)

type: string (cheat)
wave_maxlengthMaximum wave length

type: string (cheat)
wave_minlengthMinimum wave length

type: string (cheat)
win_allowMultipleInstancesallow multiple instances running concurrently
type: bool (cheat)
default: 0 (false)
win_notaskkeysdisable windows task keys
type: bool (cheat)
default: 1 (true)
win_outputDebugStringtype: bool (cheat)
default: 0 (false)
win_outputEditStringtype: bool (cheat)
default: 1 (true)
win_timerUpdateallows the game to be updated while dragging the window
type: bool (cheat)
default: 0 (false)
win_viewlogtype: int (cheat)