Author: JoachimInside@free.fr
Formating: m@loeu.ch
Version: 1.0.1283
name | default | vartype | desc | flags |
---|---|---|---|---|
aas_goalArea | "0" | int | no description | I GAME ST CH MO |
aas_pullPlayer | "0" | int | no description | I GAME ST CH MO |
aas_randomPullPlayer | "0" | bool | no description | B GAME ST CH MO |
aas_showAreaBounds | "0" | int | When show areas is on, this draws the bounds of the areas, too... | I GAME ST CH MO |
aas_showAreas | "0" | int | no description | I GAME ST CH MO |
aas_showFlyPath | "0" | int | no description | I GAME ST CH MO |
aas_showHideArea | "0" | int | no description | I GAME ST CH MO |
aas_showPath | "0" | int | no description | I GAME ST CH MO |
aas_showProblemAreas | "0" | int | no description | I GAME ST CH MO |
aas_showPushIntoArea | "0" | bool | no description | B GAME ST CH MO |
aas_showRevReach | "0" | int | no description | I GAME ST CH MO |
aas_showWallEdges | "0" | bool | no description | B GAME ST CH MO |
aas_test | "0" | int | no description | I GAME ST CH MO |
af_contactFrictionScale | "0" | float | scales the contact friction | F GAME ST CH MO |
af_forceFriction | "-1" | float | force the given friction value | F GAME ST CH MO |
af_highlightBody | "" | string | name of the body to highlight | S GAME ST CH MO |
af_highlightConstraint | "" | string | name of the constraint to highlight | S GAME ST CH MO |
af_jointFrictionScale | "0" | float | scales the joint friction | F GAME ST CH MO |
af_maxAngularVelocity | "1.57" | float | maximum angular velocity | F GAME ST CH MO |
af_maxLinearVelocity | "128" | float | maximum linear velocity | F GAME ST CH MO |
af_showActive | "0" | bool | show tree-like structures of articulated figures not at rest | B GAME ST CH MO |
af_showBodies | "0" | bool | show bodies | B GAME ST CH MO |
af_showBodyNames | "0" | bool | show body names | B GAME ST CH MO |
af_showConstrainedBodies | "0" | bool | show the two bodies contrained by the highlighted constraint | B GAME ST CH MO |
af_showConstraintNames | "0" | bool | show constraint names | B GAME ST CH MO |
af_showConstraints | "0" | bool | show constraints | B GAME ST CH MO |
af_showInertia | "0" | bool | show the inertia tensor of each body | B GAME ST CH MO |
af_showLimits | "0" | bool | show joint limits | B GAME ST CH MO |
af_showMass | "0" | bool | show the mass of each body | B GAME ST CH MO |
af_showPrimaryOnly | "0" | bool | show primary constraints only | B GAME ST CH MO |
af_showTimings | "0" | bool | show articulated figure cpu usage | B GAME ST CH MO |
af_showTotalMass | "0" | bool | show the total mass of each articulated figure | B GAME ST CH MO |
af_showTrees | "0" | bool | show tree-like structures | B GAME ST CH MO |
af_showVelocity | "0" | bool | show the velocity of each body | B GAME ST CH MO |
af_skipFriction | "0" | bool | skip friction | B GAME ST CH MO |
af_skipLimits | "0" | bool | skip joint limits | B GAME ST CH MO |
af_skipSelfCollision | "0" | bool | skip self collision detection | B GAME ST CH MO |
af_testSolid | "1" | bool | test for bodies initially stuck in solid | B GAME ST CH MO |
af_timeScale | "1" | float | scales the time | F GAME ST CH MO |
af_useImpulseFriction | "0" | bool | use impulse based contact friction | B GAME ST CH MO |
af_useJointImpulseFriction | "0" | bool | use impulse based joint friction | B GAME ST CH MO |
af_useLinearTime | "1" | bool | use linear time algorithm for tree-like structures | B GAME ST CH MO |
af_useSymmetry | "1" | bool | use constraint matrix symmetry | B GAME ST CH MO |
ai_allowOldAAS | "0" | bool | allows AI to use most recent AAS file, even if it is not up-to-date. Enable only for testing. | B GAME ST CH MO |
ai_allowTacticalRush | "1" | bool | allows tactical ai to rush an enemy when hurt | B GAME ST CH MO |
ai_animShow | "0" | bool | no description | B GAME ST CH MO |
ai_blockedFailSafe | "1" | bool | enable blocked fail safe handling | B GAME ST CH MO |
ai_debugEyeFocus | "0" | bool | draws eye focus info | B GAME ST CH MO |
ai_debugFilterString | "" | string | see ai_debugFilter | S GAME ST CH MO |
ai_debugHelpers | "0" | string | draws ai helpers | S GAME ST CH MO |
ai_debugMove | "0" | bool | draws movement information for monsters | B GAME ST CH MO |
ai_debugScript | "-1" | int | displays script calls for the specified monster entity number | I GAME ST CH MO |
ai_debugSquad | "0" | bool | draws squad info for allies | B GAME ST CH MO |
ai_debugStealth | "0" | int | draws suspicion info for enemies | I GAME ST CH MO |
ai_debugTactical | "0" | string | draws tactical information for monsters | S GAME ST CH MO |
ai_debugTrajectory | "0" | bool | draws trajectory tests for monsters | B GAME ST CH MO |
ai_disableAttacks | "0" | bool | disables attack decisions | B GAME ST CH MO |
ai_disableCover | "0" | bool | disables AI using cover points | B GAME ST CH MO |
ai_disableEntTactical | "0" | bool | disables tactical points around entities | B GAME ST CH MO |
ai_disableSimpleThink | "0" | bool | disables simple thinking in AI entities | B GAME ST CH MO |
ai_freeze | "0" | bool | no description | B GAME ST CH MO |
ai_playerPushAlways | "1" | bool | always allow player to push buddies, unless scripted | B GAME ST CH MO |
ai_showCombatNodes | "0" | bool | draws attack cones for monsters | B GAME ST CH MO |
ai_showCover | "0" | int | no description | I GAME ST CH MO |
ai_showObstacleAvoidance | "0" | int [0, 2] | draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well | I GAME ST CH MO |
ai_showPaths | "0" | bool | draws path_* entities | B GAME ST CH MO |
ai_showTacticalFeatures | "0" | int | no description | I GAME ST CH MO |
ai_speeds | "0" | bool | no description | B GAME ST CH MO |
ai_testPredictPath | "0" | bool | no description | B GAME ST CH MO |
ai_useRVMasterMove | "0" | bool | changes AI to use new master move function | B GAME ST CH MO |
autolabel | "" | string | no description | S TOOL CH MO |
bse_debris | "1" | bool | disable effect debris | B ST CH MO |
bse_debug | "0" | int | display debug info about effect | I ST CH MO |
bse_enabled | "1" | bool | set to false to disable all effects | B ST CH MO |
bse_maxParticles | "2048" | int | max number of particles allowed per segment | I ST CH MO |
bse_physics | "1" | bool | disable effect physics | B ST CH MO |
bse_rateCost | "1.0" | float | rate cost multiplier for spawned effects | F ST AR MO |
bse_rateLimit | "1.0" | float | rate limit for spawned effects | F ST AR MO |
bse_render | "1" | bool | disable effect rendering | B ST CH MO |
bse_scale | "1" | float | effect scalability amount | F ST CH MO |
bse_showBounds | "0" | int | display debug bounding boxes effect | I ST CH MO |
bse_singleEffect | "" | string | set to the name of the effect that is only played | S ST CH MO |
bsp_menuitem0 | "bsp" | string | no description | S TOOL CH MO |
bsp_menuitem1 | "bsp noflood" | string | no description | S TOOL CH MO |
bsp_menuitem10 | "bsp -aasonly 48" | string | no description | S TOOL CH MO |
bsp_menuitem11 | "bsp -aasonly 96" | string | no description | S TOOL CH MO |
bsp_menuitem12 | "bsp -aasonly 250" | string | no description | S TOOL CH MO |
bsp_menuitem13 | "bsp -aasonly ALL" | string | no description | S TOOL CH MO |
bsp_menuitem2 | "bsp shadowOpt 2" | string | no description | S TOOL CH MO |
bsp_menuitem3 | "bsp -noaas" | string | no description | S TOOL CH MO |
bsp_menuitem4 | "separator" | string | no description | S TOOL CH MO |
bsp_menuitem5 | "bsp copy game" | string | no description | S TOOL CH MO |
bsp_menuitem6 | "bsp copy game -noaas" | string | no description | S TOOL CH MO |
bsp_menuitem7 | "bsp shadowOpt 2 copy game" | string | no description | S TOOL CH MO |
bsp_menuitem8 | "separator" | string | no description | S TOOL CH MO |
bsp_menuitem9 | "bsp -aasonly 32" | string | no description | S TOOL CH MO |
cl_punkbuster | "0" | bool | is client side PunkBuster enabled? | B UI ST AR MO |
cl_showEntityInfo | "0" | bool | no description | B GAME ST CH MO |
cm_backFaceCull | "0" | bool | cull back facing polygons | B GAME ST CH MO |
cm_debugCollision | "0" | bool | debug the collision detection | B GAME ST CH MO |
cm_debugRotation | "1" | bool | debug rotation failure | B GAME ST CH MO |
cm_debugSetParms | "1" | bool | debug set parameters | B GAME ST CH MO |
cm_debugTranslation | "1" | bool | debug translation failure | B GAME ST CH MO |
cm_drawColor | "1 0 0 .5" | string | color used to draw the collision models | S GAME ST CH MO |
cm_drawFilled | "0" | bool | draw filled polygons | B GAME ST CH MO |
cm_drawIndexScale | "0.02" | float | scale of primitive indices | F GAME ST CH MO |
cm_drawIndices | "0" | bool | draw primitive indices | B GAME ST CH MO |
cm_drawInternal | "1" | bool | draw internal edges green | B GAME ST CH MO |
cm_drawMask | "none" | string [none, solid, opaque, water, playerclip, monsterclip, moveableclip, ikclip, blood, body, corpse, trigger, aas_solid, aas_obstacle, flashlight_trigger, sightClip, largeShotClip, solid, notacticalfeatures, vehicleclip, flyclip, shotClip, itemclip] | collision mask | S GAME ST CH MO |
cm_drawNormals | "0" | float | draw polygon and edge normals | F GAME ST CH MO |
cm_testAngle | "60" | float | no description | F GAME ST CH MO |
cm_testBox | "-16 -16 0 16 16 64" | string | no description | S GAME ST CH MO |
cm_testBoxRotation | "0 0 0" | string | no description | S GAME ST CH MO |
cm_testCollision | "0" | bool | no description | B GAME ST CH MO |
cm_testLength | "1024" | float | no description | F GAME ST CH MO |
cm_testModel | "0" | int | no description | I GAME ST CH MO |
cm_testOrigin | "0 0 0" | string | no description | S GAME ST CH MO |
cm_testRadius | "64" | float | no description | F GAME ST CH MO |
cm_testRandomMany | "0" | bool | no description | B GAME ST CH MO |
cm_testReset | "0" | bool | no description | B GAME ST CH MO |
cm_testRotation | "1" | bool | no description | B GAME ST CH MO |
cm_testTimes | "1000" | int | no description | I GAME ST CH MO |
cm_testTranslation | "1" | bool | no description | B GAME ST CH MO |
cm_testWalk | "1" | bool | no description | B GAME ST CH MO |
com_allowBadSavegameVersion | "0" | bool | For debugging purposes only - so you can attempt to load savegames from a different version - data may not match, may crash game | B SYS ST CH MO |
com_allowConsole | "0" | bool | allow toggling console with the tilde key | B SYS ST MO |
com_asyncSound | "1" | int [0, 1] | 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix | I SYS ST CH MO |
com_aviDemoHeight | "256" | string | no description | S SYS ST CH MO |
com_aviDemoSamples | "16" | string | no description | S SYS ST CH MO |
com_aviDemoTics | "2" | int [1, 60] | no description | I SYS ST CH MO |
com_aviDemoWidth | "256" | string | no description | S SYS ST CH MO |
com_BinaryRead | "0" | bool | read binary lexed files | B SYS ST MO |
com_BinaryWrite | "0" | int | write binary lexed files, 0 = no write, 1 = native write, 2 = byte swapped write | I SYS ST MO |
com_Bundler | "0" | string | Prepare an XML format Resource Definition File for Xenon Bundler | S SYS ST CH MO |
com_compressDemos | "1" | int | Compression scheme for demo files 0: None (Fast, large files) 1: LZW (Fast to compress, Fast to decompress, medium/small files) 2: LZSS (Slow to compress, Fast to decompress, small files) 3: Huffman (Fast to compress, Slow to decompress, medium files) See also: The 'CompressDemo' command | I SYS ST AR MO |
com_cpuSpeed | "1.83" | string | holds processor speed in GHz | S SYS ST IN MO |
com_fixedTic | "0" | int [0, 10] | no description | I SYS ST CH MO |
com_forceGenericSIMD | "0" | bool | force generic platform independent SIMD | B SYS ST |
com_guid | "" | string | no description | S SYS ST RO AR MO |
com_journal | "0" | string | 1 = record journal, 2 = play back journal | S SYS ST IN MO |
com_lastQuicksave | "Quick0" | string | no description | S ST AR MO |
com_Limits | "0" | string | show engine limits | S SYS ST MO |
com_logDemos | "0" | bool | Write demo.log with debug information in it | B SYS ST CH MO |
com_logMPStats | "0" | bool | Enabled writing of Multiplayer statistics at the end of a match. Will write to StatisticsLog.txt | B SYS ST MO |
com_machineSpec | "-1" | int | hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality | I SYS ST AR MO |
com_MakeLoadScreens | "0" | string | generate rdf's for xenon load screens | S SYS ST CH MO |
com_makingBuild | "0" | bool | 1 when making a build | B SYS ST CH MO |
com_memoryMarker | "-1" | int | used as a marker for memory stats | I SYS ST IN MO |
com_minTics | "1" | string | no description | S SYS ST CH MO |
com_preciseTic | "1" | bool | run one game tick every async thread update | B SYS ST CH MO |
com_preloadDemos | "0" | bool | Load the whole demo in to RAM before running it | B SYS ST AR MO |
com_purgeAll | "0" | bool | purge everything between level loads | B SYS ST AR MO |
com_QuickLoad | "0" | string | load the game without loading textures and or sounds, 1 = no textures and sounds, 2 = no textures, 3 = no sounds | S SYS ST CH MO |
com_showAngles | "0" | bool | no description | B SYS ST CH MO |
com_showAsyncStats | "0" | bool | show async network stats | B SYS ST MO |
com_showDemo | "0" | bool | no description | B SYS ST CH MO |
com_showFPS | "0" | int | show frames rendered per second | I SYS ST AR MO |
com_showMemAllocTags | "0" | bool | show Mem_Alloc tag statistics -- Debug Only. | B SYS ST MO |
com_showMemoryUsage | "0" | bool | show total and per frame memory usage | B SYS ST MO |
com_showSoundDecoders | "0" | bool | show sound decoders | B SYS ST MO |
com_showTics | "0" | bool | no description | B SYS ST CH MO |
com_SingleDeclFile | "0" | bool | read a single file with only necessary decls | B SYS ST MO |
com_skipGameDraw | "0" | bool | no description | B SYS ST CH MO |
com_skipLevelLoadPause | "0" | bool | no description | B ST AR MO |
com_skipRenderer | "0" | bool | skip the renderer completely | B SYS ST CH MO |
com_speeds | "0" | bool | show engine timings | B SYS ST MO |
com_syncGameFrame | "0" | bool | run one game frame for every rendered frame | B SYS ST CH MO |
com_systemRam | "512" | int | holds number of megs of system memory | I SYS ST IN MO |
com_timestampPrints | "0" | string | print time with each console print, 1 = msec 2 = sec | S SYS ST CH MO |
com_uniqueWarnings | "0" | bool | activate to allow individual warnings to print only once per level load. | B SYS ST CH MO |
com_updateLoadSize | "0" | bool | update the load size after loading a map | B SYS ST MO |
com_videoRam | "128" | int | holds the last amount of detected video ram | I SYS ST IN AR MO |
com_wipeSeconds | "1" | string | no description | S SYS ST CH MO |
com_WriteSingleDeclFile | "0" | bool | write a single file with only necessary decls | B SYS ST MO |
con_noPrint | "1" | bool | print on the console but not onscreen when console is pulled up | B SYS ST MO |
con_notifyTime | "3" | string | time messages are displayed onscreen when console is pulled up | S SYS ST CH MO |
con_speed | "3" | string | speed at which the console moves up and down | S SYS ST CH MO |
decl_show | "0" | string | set to 1 to print parses, 2 to also print references | S SYS ST CH MO |
demo_debug | "0" | bool | debug demo replay system | B SYS ST MO |
demo_enforceFS | "0" | bool | enforce filesystem pureness before playing back a demo | B SYS ST AR MO |
demo_scale | "1.0" | float [0.01, 100] | speed scaling of demo replays | F SYS ST MO |
developer | "0" | bool | no description | B SYS ST MO |
EntityPlacement | "2C000000 00000000 01000000 FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF 9A010000 88010000 75030000" | string | no description | S TOOL CH MO |
fas_blendBias | "1.5" | string | multiplier to the per phoneme blend time | S ST CH MO |
fas_debug | "0" | int | debug info for facial animation system | I ST CH MO |
fas_intensityBias | "0" | int | bias applied to the intensity of the phoneme when trying to extract the viseme | I ST CH MO |
fas_threshhold0 | "60" | int | intensity required to use frame set 0 | I ST CH MO |
fas_threshhold1 | "30" | int | intensity required to use frame set 1 | I ST CH MO |
fas_timeOffset | "50" | int | ms offset to the viseme frame | I ST CH MO |
fs_basepath | "D:/Jeux/Quake 4" | string | no description | S SYS ST IN MO |
fs_caseSensitiveOS | "0" | bool | no description | B SYS ST CH MO |
fs_cdpath | "" | string | no description | S SYS ST IN MO |
fs_copyfiles | "0" | int [0, 4] | no description | I SYS ST IN MO |
fs_debug | "0" | int [0, 2] | no description | I SYS ST CH MO |
fs_devpath | "D:/Jeux/Quake 4" | string | no description | S SYS ST IN MO |
fs_game | "" | string | mod path | S SYS SI ST IN MO |
fs_game_base | "" | string | alternate mod path, searched after the main fs_game path, before the basedir | S SYS SI ST IN MO |
fs_importpath | "" | string | rjohnson:fixme | S SYS ST CH MO |
fs_mapPaks | "0" | bool | Use level paks. Only checks pak with the same name as the map | B SYS ST CH MO |
fs_restrict | "0" | bool | no description | B SYS ST IN MO |
fs_savepath | "D:/Jeux/Quake 4" | string | no description | S SYS ST IN MO |
fs_searchAddons | "0" | bool | search all addon pk4s ( disables addon functionality ) | B SYS ST CH MO |
g_allowVehicleGunOverheat | "1" | bool | allows disabling the gun overheating mechanism for vehicles that use it. | B GAME ST CH MO |
g_announcerDelay | "1000" | string | no more than one announcer sound will be played in this many ms | S SND ST AR MO |
g_armorProtection | "0.66667" | float | armor takes this percentage of damage | F GAME ST AR MO |
g_armorProtectionMP | "0.66667" | float | armor takes this percentage of damage in mp | F GAME ST AR MO |
g_blobSize | "1" | float | no description | F GAME ST CH MO |
g_blobTime | "1" | float | no description | F GAME ST CH MO |
g_brassTime | "1" | float | amount of time brass should stay in the world before dissapearing, set to 0 to disable brass | F GAME ST AR MO |
g_cinematic | "1" | bool | skips updating entities that aren't marked 'cinematic' '1' during cinematics | B GAME ST CH MO |
g_cinematicMaxSkipTime | "600" | float [0, 3600] | # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end. | F GAME ST CH MO |
g_crosshairCharInfoFar | "1" | bool | instead of a green crosshair from far away, full character info always draws | B GAME ST CH MO |
g_crosshairColor | "1 1 1 1" | string | sets the combat crosshair color | S GAME ST AR MO |
g_crosshairCustom | "0" | string | sets the custom combat crosshair | S GAME ST AR MO |
g_crosshairCustomFile | "gfx/guis/crosshairs/crosshair_blaster.tga" | string | stores the custom crosshair's filename | S GAME ST AR MO |
g_crosshairSize | "32" | int [16, 48] | crosshair size: 16,24,32,40,48 | I GAME ST AR MO |
g_currentPlayback | "" | string | name of playback shown by g_showPlayback | S GAME ST CH MO |
g_debugAnim | "-1" | int | displays information on which animations are playing on the specified entity number. set to -1 to disable. | I GAME ST CH MO |
g_debugBounds | "0" | bool | checks for models with bounds > 2048 | B GAME ST CH MO |
g_debugCinematic | "0" | string | set to the name of the state you want to debug or * for all | S GAME ST CH MO |
g_debugDamage | "0" | bool | no description | B GAME ST CH MO |
g_debugMove | "0" | bool | no description | B GAME ST CH MO |
g_debugMover | "0" | bool | no description | B GAME ST CH MO |
g_debugScript | "0" | bool | no description | B GAME ST CH MO |
g_debugState | "0" | string | no description | S GAME ST CH MO |
g_debugTriggers | "0" | bool | no description | B GAME ST CH MO |
g_debugVehicle | "0" | int | no description | I GAME ST CH MO |
g_debugVehicleAI | "0" | int | enables debug features for the vehicle ai system | I GAME ST CH MO |
g_debugVehicleDriver | "0" | int | enables debug features for the func_vehicle_driver | I GAME ST CH MO |
g_debugWeapon | "0" | bool | no description | B GAME ST CH MO |
g_decals | "1" | bool | show decals such as bullet holes | B GAME ST AR MO |
g_disasm | "0" | bool | disassemble script into base/script disasm.txt on the local drive when script is compiled | B GAME ST CH MO |
g_doubleVision | "1" | bool | show double vision when taking damage | B GAME ST AR MO |
g_dragDamping | "0.5" | float | no description | F GAME ST CH MO |
g_dragEntity | "0" | bool | allows dragging physics objects around by placing the crosshair over them and holding the fire button | B GAME ST CH MO |
g_dragShowSelection | "0" | bool | no description | B GAME ST CH MO |
g_dropItemRotation | "" | string | no description | S GAME ST CH MO |
g_dvAmplitude | "0.001" | float | no description | F GAME ST CH MO |
g_dvFrequency | "0.5" | float | no description | F GAME ST CH MO |
g_dvTime | "1" | float | no description | F GAME ST CH MO |
g_earthquake | "1" | string | controls earthquake effect | S ST CH MO |
g_editEntityDistance | "512" | string | range to display entities to edit | S GAME ST AR MO |
g_editEntityMode | "0" | int [0, 8] | 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models, 8 = effects | I GAME ST CH MO |
g_editEntityTextDistance | "256" | string | range to display entities to edit text information | S GAME ST AR MO |
g_exportMask | "" | string | no description | S GAME ST CH MO |
g_favoritesList | "" | string | Favorites List | S ST RO AR MO |
g_flushSave | "0" | bool | 1 = don't buffer file writing for save games. | B GAME ST CH MO |
g_forceUndying | "0" | bool | forces undying state | B GAME ST CH MO |
g_fov | "90" | float | no description | F GAME ST MO |
g_frametime | "0" | bool | displays timing information for each game frame | B GAME ST CH MO |
g_friendsList | "" | string | Friends List | S ST RO AR MO |
g_gameReviewPause | "15" | int [2, 3600] | scores review time in seconds (at end game) | I GAME ST AR MO |
g_gravity | "1066" | float | singleplayer gravity | F GAME ST CH MO |
g_gunPitch | "0" | float | no description | F GAME ST CH MO |
g_gunRoll | "0" | float | no description | F GAME ST CH MO |
g_gunViewStyle | "0" | int | style presets : 0 = Q3 style, 1 = Shouldered style | I GAME ST AR MO |
g_gunX | "0" | float | no description | F GAME ST CH MO |
g_gunY | "0" | float | no description | F GAME ST CH MO |
g_gunYaw | "0" | float | no description | F GAME ST CH MO |
g_gunZ | "0" | float | no description | F GAME ST CH MO |
g_healthTakeAmt | "5" | int | how much health to take in nightmare mode | I GAME ST AR MO |
g_healthTakeLimit | "25" | int | how low can health get taken in nightmare mode | I GAME ST AR MO |
g_healthTakeTime | "5" | int | how often to take health in nightmare mode | I GAME ST AR MO |
g_keepEntityStats | "0" | bool | keep track of entity usage stats | B GAME ST CH MO |
g_kickAmplitude | "0.0001" | float | no description | F GAME ST CH MO |
g_kickTime | "1" | float | no description | F GAME ST CH MO |
g_knockback | "1000" | int | no description | I GAME ST CH MO |
g_log | "0" | bool | enables game logging | B GAME ST CH MO |
g_mapCycle | "mapcycle" | string | map cycling script for multiplayer games - see mapcycle.scriptcfg | S GAME ST AR MO |
g_maxShowDistance | "128" | float | no description | F GAME ST CH MO |
g_monsters | "1" | bool | no description | B GAME ST CH MO |
g_mp_gravity | "800" | float | multiplayer gravity | F GAME ST CH MO |
g_mpWeaponAngleScale | "0" | float | Control the weapon sway in MP | F GAME ST CH MO |
g_muzzleFlash | "1" | bool | show muzzle flashes | B GAME ST AR MO |
g_nightmare | "0" | bool | if nightmare mode is allowed | B GAME ST AR MO |
g_password | "" | string | game password | S GAME ST AR MO |
g_perfTest_aiNoDodge | "0" | bool | ai attempts no dodging | B GAME ST CH MO |
g_perfTest_aiNoObstacleAvoid | "0" | bool | ai does not attempt obstacle avoidance | B GAME ST CH MO |
g_perfTest_aiNoRagdoll | "0" | bool | ai does not ragdoll | B GAME ST CH MO |
g_perfTest_aiNoVisTrace | "0" | bool | ai does no vis traces | B GAME ST CH MO |
g_perfTest_aiStationary | "0" | bool | ai attempts no combat movement | B GAME ST CH MO |
g_perfTest_aiUndying | "0" | bool | makes all AI undying | B GAME ST CH MO |
g_perfTest_hitscanBBox | "0" | bool | all hitscans vs bbox, not rendermodel | B GAME ST CH MO |
g_perfTest_hitscanShort | "0" | bool | all hitscans capped at 2048 | B GAME ST CH MO |
g_perfTest_noJointTransform | "0" | bool | all joint transforms return origin | B GAME ST CH MO |
g_perfTest_noPlayerFocus | "0" | bool | doesn't do player focus traces/logic | B GAME ST CH MO |
g_perfTest_noProjectiles | "0" | bool | all projectiles are removed instantly | B GAME ST CH MO |
g_perfTest_weaponNoFX | "0" | bool | no muzzle flash, brass eject, muzzle fx, tracers, impact fx, blood decals or blood splats (whew!) | B GAME ST CH MO |
g_playPlayback | "0" | int | plays the current playback in a camera path | I GAME ST MO |
g_projectileLights | "1" | bool | show dynamic lights on projectiles | B GAME ST AR MO |
g_recordPlayback | "0" | int | record the player movement in a playback | I GAME ST MO |
g_showActiveEntities | "0" | bool | draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. | B GAME ST CH MO |
g_showAreaClipSectors | "0" | float | no description | F GAME ST CH MO |
g_showcamerainfo | "0" | string | displays the current frame # for the camera when playing cinematics | S GAME ST AR MO |
g_showClipSectorFilter | "0" | string | no description | S GAME ST CH MO |
g_showClipSectors | "0" | bool | no description | B GAME ST CH MO |
g_showCollisionModels | "0" | int | 0 = off, 1 = draw collision models, 2 = only draw player collision models. g_maxShowDistance controls distance. | I GAME ST CH MO |
g_showCollisionTraces | "0" | int [0, 2] | no description | I GAME ST CH MO |
g_showCollisionWorld | "0" | bool | no description | B GAME ST CH MO |
g_showDebugHud | "0" | int | displays the debug hud : 0 = off, 1 = player, 2 = physics, 3 = AI, 4 = vehicle, 5 = performance, 6 = effects, 7 = map information, 8 = AI performance, 9 = MP, 10 = Sound, 32 = scratch | I GAME ST CH MO |
g_showEnemies | "0" | bool | draws boxes around monsters that have targeted the the player | B GAME ST CH MO |
g_showEntityInfo | "0" | bool | no description | B GAME ST CH MO |
g_showFrameCmds | "0" | bool | displays frame commands as they are executed | B GAME ST CH MO |
g_showGodDamage | "0" | bool | displays the amount of damage taken while in god mode on the hud | B GAME ST CH MO |
g_showHud | "1" | bool | no description | B GAME ST AR MO |
g_showHudPopups | "0" | bool | displays objective and database popups on the hud | B GAME ST AR MO |
g_showPlayback | "0" | int | show g_currentPlayback | I GAME ST CH MO |
g_showPlayerShadow | "0" | bool | enables shadow of player model | B GAME ST AR MO |
g_showProjectilePct | "0" | bool | enables display of player hit percentage | B GAME ST AR MO |
g_showPVS | "0" | int [0, 2] | no description | I GAME ST CH MO |
g_showRange | "0" | bool | shows the range from the player to the first collision under the players crosshair | B GAME ST CH MO |
g_showTargets | "0" | bool | draws entities and thier targets. hidden entities are drawn grey. | B GAME ST CH MO |
g_showTestModelFrame | "0" | bool | displays the current animation and frame # for testmodels | B GAME ST CH MO |
g_showTriggers | "0" | bool | draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey. | B GAME ST CH MO |
g_showviewpos | "0" | bool | no description | B GAME ST CH MO |
g_skill | "1" | int [0, 3] | difficulty level | I GAME ST CH MO |
g_skipFX | "0" | bool | no description | B GAME ST CH MO |
g_skipItemShadowsMP | "0" | bool | disables all item shadows in multiplayer | B GAME ST AR MO |
g_skipParticles | "0" | bool | no description | B GAME ST CH MO |
g_skipPlayerShadowsMP | "0" | bool | disables all player shadows in multiplayer | B GAME ST AR MO |
g_skipViewEffects | "0" | bool | skip damage and other view effects | B GAME ST CH MO |
g_spectatorChat | "0" | bool | let spectators talk to everyone during game | B GAME ST AR MO |
g_stopTime | "0" | bool | no description | B GAME ST CH MO |
g_testCTF | "0" | bool | no description | B GAME ST CH MO |
g_testDeath | "0" | bool | no description | B GAME ST CH MO |
g_testHealthVision | "0" | float | no description | F GAME ST CH MO |
g_testModelAnimate | "0" | int [0, 5] | test model animation, 0 = cycle anim with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anim once, 5 = frame by frame with fixed origin | I GAME ST CH MO |
g_testModelBlend | "0" | int | number of frames to blend | I GAME ST CH MO |
g_testModelRotate | "0" | string | test model rotation speed | S GAME ST CH MO |
g_testPlayer | "" | string | test player classname | S GAME ST CH MO |
g_testPostProcess | "" | string | name of material to draw over screen | S GAME ST CH MO |
g_testScoreboard | "0" | int | number of clients to test in the scoreboard gui | I GAME ST CH MO |
g_timeEntities | "0" | float | when non-zero, shows entities whose think functions exceeded the # of milliseconds specified | F GAME ST CH MO |
g_useDynamicProtection | "1" | bool | scale damage and armor dynamically to keep the player alive more often | B GAME ST AR MO |
g_vehicleForce | "50000" | float | no description | F GAME ST CH MO |
g_vehicleMode | "1" | int | enables the new vehicle control system for the GEV. | I GAME ST CH MO |
g_vehicleVelocity | "1000" | float | no description | F GAME ST CH MO |
g_version | "Quake4 Final 1.0.1283-release win-x86 Sep 23 2005 00:01:45" | string | game version | S GAME ST RO MO |
g_viewNodalX | "0" | float | no description | F GAME ST CH MO |
g_viewNodalZ | "0" | float | no description | F GAME ST CH MO |
g_voteFlags | "0" | int | vote flags. bit mask of votes not allowed on this server : bit 0 (+1) restart now, bit 1 (+2) time limit, bit 2 (+4) frag limit, bit 3 (+8) game type, bit 4 (+16) kick player, bit 5 (+32) change map, bit 6 (+64) spectators, bit 7 (+128) next map | I GAME ST AR MO |
gamedate | "Sep 23 2005" | string | no description | S GAME ST RO MO |
gamename | "baseQUAKE4-1" | string | no description | S GAME SI ST RO MO |
gui_configServerRate | "0" | int | no description | I GUI ST RO AR MO |
gui_debug | "0" | bool | no description | B GUI ST CH MO |
gui_debugScript | "0" | bool | no description | B GUI ST CH MO |
gui_edit | "0" | bool | no description | B GUI ST CH MO |
gui_mediumFontLimit | "0.60" | string | no description | S GUI ST AR MO |
gui_smallFontLimit | "0.30" | string | no description | S GUI ST AR MO |
gui_ui_name | "Player" | string | copy-over cvar for ui_name | S GAME ST MO |
ik_debug | "0" | bool | show IK debug lines | B GAME ST CH MO |
ik_enable | "1" | bool | enable IK | B GAME ST CH MO |
image_anisotropy | "1" | string | set the maximum texture anisotropy if available | S RNDR ST AR |
image_cacheMegs | "100" | string | maximum MB full-sized precompressed images to keep in memory | S RNDR ST AR MO |
image_cacheMinK | "30" | int | Minimum KB of precompressed files to defer | I RNDR ST AR MO |
image_colorMipLevels | "0" | bool | development aid to see texture mip usage | B RNDR ST CH MO |
image_dontUsePrecompressedSkyboxesForCGW | "0" | bool | temp hack in case | B ST CH MO |
image_downSize | "0" | string | controls texture downsampling | S RNDR ST AR MO |
image_downSizeBump | "0" | string | controls normal map downsampling | S RNDR ST AR MO |
image_downSizeBumpLimit | "0" | string | controls normal map downsample limit (0 = 64) | S RNDR ST AR MO |
image_downSizeLimit | "0" | string | controls diffuse map downsample limit (0 = 64) | S RNDR ST AR MO |
image_downSizeSpecular | "0" | string | controls specular downsampling | S RNDR ST AR MO |
image_downSizeSpecularLimit | "0" | string | controls specular downsampled limit (0 = 64) | S RNDR ST AR MO |
image_filter | "GL_LINEAR_MIPMAP_LINEAR" | string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR] | changes texture filtering on mipmapped images | S RNDR ST AR |
image_ignoreHighQuality | "0" | string | ignore high quality setting on materials | S RNDR ST AR MO |
image_lodbias | "0" | string | change lod bias on mipmapped images | S RNDR ST AR |
image_preload | "1" | bool | if 0, wait until level end to load images | B RNDR ST CH MO |
image_showBackgroundLoads | "0" | bool | 1 = print number of outstanding background loads | B RNDR ST CH MO |
image_useAllFormats | "1" | bool | allow alpha/intensity/luminance luminance+alpha | B RNDR ST AR MO |
image_useCache | "0" | bool | 1 = do background load image caching | B RNDR ST AR MO |
image_useCompression | "1" | bool | 0 = force everything to high quality | B RNDR ST AR MO |
image_useNormalCompression | "2" | int | 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available | I RNDR ST AR MO |
image_useNormalCompressionLoadDDSForPal | "1" | int | 1 = load dds files, and deswizzle them (only relevant for image_useNormalCompression = 1) | I RNDR ST AR MO |
image_useOfflineCompression | "0" | bool | write a batch file for offline compression of DDS files | B RNDR ST CH MO |
image_usePrecompressedTextures | "1" | int | use .dds files if present | I RNDR ST AR MO |
image_writeNormalTGA | "0" | bool | write .tgas of the final normal maps for debugging | B RNDR ST CH MO |
image_writePrecompressedTextures | "0" | bool | write .dds files if necessary | B RNDR ST CH MO |
image_writeProgramImages | "0" | bool | copy program targas to compression directory | B RNDR ST CH MO |
image_writeTGA | "0" | bool | write .tgas of the non normal maps for debugging | B RNDR ST CH MO |
in_alwaysRun | "1" | bool | always run (reverse _speed button) | B SYS ST AR MO |
in_anglespeedkey | "1.5" | float | angle change scale when holding down _speed button | F SYS ST AR MO |
in_freeLook | "1" | bool | look around with mouse (reverse _mlook button) | B SYS ST AR MO |
in_joystick | "0" | bool | enable joystick input | B SYS ST MO |
in_joystickLeftStickMove | "1" | bool | left or right joystick controls move | B SYS ST AR MO |
in_mouse | "1" | bool | enable mouse input | B SYS ST CH |
in_pitchspeed | "140" | float | pitch change speed when holding down look _lookUp or _lookDown button | F SYS ST AR MO |
in_toggleCrouch | "0" | bool | pressing _movedown button toggles player crouching/standing | B SYS ST AR MO |
in_toggleRun | "0" | bool | pressing _speed button toggles run on/off - only in MP | B SYS ST AR MO |
in_toggleZoom | "0" | bool | pressing _zoom button toggles zoom on/off | B SYS ST AR MO |
in_yawspeed | "140" | float | yaw change speed when holding down _left or _right button | F SYS ST AR MO |
lcp_showFailures | "0" | bool | show LCP solver failures | B SYS ST CH MO |
logFile | "0" | string | 1 = buffer log, 2 = flush after each print | S SYS ST MO |
logFileName | "qconsole.log" | string | name of log file, if empty, qconsole.log will be used | S SYS ST MO |
m_maxInput | "0" | string | caps the amount of mouse movement possible | S ST CH MO |
m_pitch | "0.022" | float | mouse pitch scale | F SYS ST AR MO |
m_showMouseRate | "0" | bool | shows mouse movement | B SYS ST CH MO |
m_smooth | "1" | int [1, 8] | number of samples blended for mouse viewing | I SYS ST AR MO |
m_strafeScale | "6.25" | float | mouse strafe movement scale | F SYS ST AR MO |
m_strafeSmooth | "4" | int [1, 8] | number of samples blended for mouse moving | I SYS ST AR MO |
m_yaw | "0.022" | float | mouse yaw scale | F SYS ST AR MO |
mat_useHitMaterials | "1" | bool | 1 = use preprocessed hit image files | B RNDR ST CH MO |
mat_writeHitMaterials | "0" | bool | 1 = write preprocessed hit image data to file. | B RNDR ST CH MO |
net_allowCheats | "0" | bool | Allow cheats in network game | B SYS ST MO |
net_challengeLimit | "15" | int | Limit the number of challenges sent to a server before giving up. | I SYS ST CH MO |
net_channelShowDrop | "0" | bool | show dropped packets | B SYS ST CH MO |
net_channelShowPackets | "0" | bool | show all packets | B SYS ST CH MO |
net_clientDownload | "1" | int | client pk4 downloads policy: 0 - never, 1 - ask, 2 - always (will still prompt for binary code) | I SYS ST AR MO |
net_clientLagOMeter | "0" | bool | draw prediction graph | B GAME ST AR MO |
net_clientMaxPrediction | "1000" | int | maximum number of milliseconds a client can predict ahead of server. | I SYS ST MO |
net_clientMaxRate | "16000" | int | maximum rate requested by client from server in bytes/sec | I SYS ST AR MO |
net_clientPredictGUI | "1" | bool | test guis in networking without prediction | B GAME ST CH MO |
net_clientPrediction | "10" | int | additional client side prediction in milliseconds | I SYS ST MO |
net_clientRemoteConsoleAddress | "localhost" | string | remote console address | S SYS ST MO |
net_clientRemoteConsolePassword | "" | string | remote console password | S SYS ST MO |
net_clientServerTimeout | "60" | int | server time out in seconds | I SYS ST MO |
net_clientShowSnapshot | "0" | int [0, 3] | no description | I GAME ST CH MO |
net_clientShowSnapshotRadius | "128" | float | no description | F GAME ST CH MO |
net_clientUsercmdBackup | "2" | int | number of usercmds to resend | I SYS ST MO |
net_debugClient | "0" | int | Show client networking information. 1: light, 2: verbose | I SYS ST MO |
net_debugFrameTime | "0" | bool | Logs frame time information | B SYS ST MO |
net_debugPlayerCount | "0" | int | Current count by Think() of players in session | I SYS ST MO |
net_debugStartLevel | "0" | bool | Forces a new frame time log | B SYS ST MO |
net_debugTraffic | "0" | bool | Dumps network bandwidth usage | B SYS ST MO |
net_forceDrop | "0" | int | percentage packet loss | I SYS ST CH MO |
net_forceInternet | "0" | bool | Forces a server to consider all clients as net clients | B SYS ST CH MO |
net_forceLatency | "0" | int | milliseconds latency | I SYS ST CH MO |
net_ip | "localhost" | string | local IP address | S SYS ST MO |
net_LANServer | "0" | bool | config LAN games only - affects clients and servers | B SYS ST AR MO |
net_master0 | "q4master.idsoftware.com:27650" | string | idnet master server address | S SYS ST RO |
net_master1 | "" | string | 1st master server address | S SYS ST AR MO |
net_master2 | "" | string | 2nd master server address | S SYS ST AR MO |
net_master3 | "" | string | 3rd master server address | S SYS ST AR MO |
net_master4 | "" | string | 4th master server address | S SYS ST AR MO |
net_menuLANServer | "0" | bool | menu cvar for config of lan servers | B SYS ST AR MO |
net_port | "0" | int | local IP port number | I SYS ST MO |
net_predictionErrorDecay | "112" | float [0, 200] | time in milliseconds it takes to fade away prediction errors | F GAME ST MO |
net_serverAllowServerMod | "0" | bool | allow server-side mods | B SYS ST AR MO |
net_serverClientTimeout | "60" | int | client time out in seconds | I SYS ST MO |
net_serverDedicated | "0" | int [0, 2] | 1 = text console dedicated server, 2 = graphical dedicated server | I SYS SI ST MO |
net_serverDrawClient | "-1" | int | number of client for which to draw view on server | I SYS ST CH MO |
net_serverMaxClientRate | "10000" | int | maximum rate to each client in bytes/sec. For Internet servers this value is calculated on the go for optimal results. | I SYS ST AR MO |
net_serverMaxUsercmdRelay | "5" | int [1, 10] | maximum number of usercmds from other clients the server relays to a client | I SYS ST MO |
net_serverMenuDedicated | "0" | int | no description | I SYS ST AR MO |
net_serverReloadEngine | "0" | int | perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 | I SYS ST MO |
net_serverRemoteConsolePassword | "" | string | remote console password | S SYS ST MO |
net_serverRunning | "0" | bool | no description | B SYS ST MO |
net_serverSnapshotDelay | "80" | int | delay between snapshots in milliseconds | I SYS ST MO |
net_serverZombieTimeout | "5" | int | disconnected client timeout in seconds | I SYS ST MO |
net_showPredictionError | "-1" | int [-1, 32] | show prediction errors for the given client | I GAME ST MO |
net_socksEnabled | "0" | bool | no description | B SYS ST AR MO |
net_socksPassword | "" | string | no description | S SYS ST AR MO |
net_socksPort | "1080" | int | no description | I SYS ST AR MO |
net_socksServer | "" | string | no description | S SYS ST AR MO |
net_socksUsername | "" | string | no description | S SYS ST AR MO |
net_verbose | "0" | int [0, 2] | 1 = verbose output, 2 = even more verbose output | I SYS ST MO |
password | "" | string | client password used when connecting | S GAME ST MO |
pm_acceloverride | "0" | float | Adjust the player acceleration. | F GAME ST CH MO |
pm_air | "1800" | int | how long in milliseconds the player can go without air before he starts taking damage | I GAME ST MO |
pm_bboxwidth | "32" | float | x/y size of player's bounding box | F GAME ST MO |
pm_bobpitch | "0.002" | float | no description | F GAME ST MO |
pm_bobroll | "0.002" | float | no description | F GAME ST MO |
pm_bobup | "0.005" | float | no description | F GAME ST MO |
pm_crouchbob | "0.5" | float | bob much faster when crouched | F GAME ST MO |
pm_crouchheight | "49" | float | height of player's bounding box while crouched | F GAME ST MO |
pm_crouchrate | "0.87" | float | time it takes for player's view to change from standing to crouching | F GAME ST MO |
pm_crouchspeed | "80" | float | speed the player can move while crouched | F GAME ST MO |
pm_crouchviewheight | "32" | float | height of player's view while crouched | F GAME ST MO |
pm_deadheight | "20" | float | height of player's bounding box while dead | F GAME ST MO |
pm_deadviewheight | "10" | float | height of player's view while dead | F GAME ST MO |
pm_forcespectatormove | "0" | float | Force the player to move like a spectator (fly). | F GAME ST CH MO |
pm_frictionoverride | "-1" | float | Adjust the player friciton. | F GAME ST CH MO |
pm_jumpheight | "48" | float | approximate hieght the player can jump | F GAME ST MO |
pm_maxviewpitch | "89" | float | amount player's view can look down | F GAME ST MO |
pm_minviewpitch | "-89" | float | amount player's view can look up (negative values are up) | F GAME ST MO |
pm_modelView | "0" | int [0, 2] | draws camera from POV of player model (1 = always, 2 = when dead) | I GAME ST MO |
pm_noclipspeed | "270" | float | speed the player can move while in noclip | F GAME ST MO |
pm_normalheight | "77" | float | height of player's bounding box while standing | F GAME ST MO |
pm_normalviewheight | "68" | float | height of player's view while standing | F GAME ST MO |
pm_runbob | "0.4" | float | bob faster when running | F GAME ST MO |
pm_runpitch | "0.002" | float | no description | F GAME ST MO |
pm_runroll | "0.005" | float | no description | F GAME ST MO |
pm_spectatebbox | "32" | float | size of the spectator bounding box | F GAME ST MO |
pm_spectatespeed | "450" | float | speed the player can move while spectating | F GAME ST MO |
pm_speed | "160" | float | speed the player can move while running | F GAME ST MO |
pm_stamina | "24" | float | length of time player can run | F GAME ST MO |
pm_staminarate | "0.75" | float | rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge. | F GAME ST MO |
pm_staminathreshold | "45" | float | when stamina drops below this value, player gradually slows to a walk | F GAME ST MO |
pm_stepsize | "16" | float | maximum height the player can step up without jumping | F GAME ST MO |
pm_thirdPerson | "0" | bool | enables third person view | B GAME ST CH MO |
pm_thirdPersonAngle | "0" | float | direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) | F GAME ST CH MO |
pm_thirdPersonClip | "1" | bool | clip third person view into world space | B GAME ST CH MO |
pm_thirdPersonDeath | "0" | bool | enables third person view when player dies | B GAME ST CH MO |
pm_thirdPersonHeight | "0" | float | height of camera from normal view height in 3rd person | F GAME ST CH MO |
pm_thirdPersonRange | "80" | float | camera distance from player in 3rd person | F GAME ST CH MO |
pm_usecylinder | "0" | bool | use a cylinder approximation instead of a bounding box for player collision detection | B GAME ST MO |
pm_vehicleCameraMinDist | "300" | float | no description | F GAME ST AR MO |
pm_vehicleCameraScaleMax | "300" | float | no description | F GAME ST AR MO |
pm_vehicleCameraSnap | "1" | float | no description | F GAME ST AR MO |
pm_vehicleCameraSpeedScale | "0.5" | float | no description | F GAME ST AR MO |
pm_vehicleSoundLerpScale | "10" | float | no description | F GAME ST AR MO |
pm_walkbob | "0.3" | float | bob slowly when walking | F GAME ST MO |
pm_walkspeed | "80" | float | speed the player can move while walking | F GAME ST MO |
r_actualRenderer | "ARB2" | string | the actual renderer used | S RNDR ST CH MO |
r_alphaToCoverage | "1" | bool | use alpha to coverage when multisampling | B RNDR ST AR MO |
r_aspectRatio | "0" | int [0, 2] | aspect ratio of view: 0 = 4:3, 1 = 16:9, 2 = 16:10 | I RNDR ST AR MO |
r_brightness | "1.2" | float [0.5, 2] | changes gamma tables | F RNDR ST AR |
r_checkBounds | "0" | bool | compare all surface bounds with precalculated ones | B RNDR ST CH MO |
r_clear | "2" | string | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom | S RNDR ST CH MO |
r_convertMD5toMD5R | "0" | bool | converts all MD5 models to MD5Rs as they are loaded | B RNDR ST CH MO |
r_convertProcToMD5R | "0" | bool | converts all PROC models to MD5Rs as they are loaded | B RNDR ST CH MO |
r_convertStaticToMD5R | "0" | bool | converts all LWO, ASE and FLT models to MD5Rs as they are loaded | B RNDR ST CH MO |
r_customHeight | "486" | int | custom screen height. set r_mode to -1 to activate | I RNDR ST AR MO |
r_customWidth | "720" | int | custom screen width. set r_mode to -1 to activate | I RNDR ST AR MO |
r_debugArrowStep | "120" | int [0, 120] | step size of arrow cone line rotation in degrees | I RNDR ST AR MO |
r_debugLineDepthTest | "0" | bool | perform depth test on debug lines | B RNDR ST AR MO |
r_debugLineWidth | "1" | bool | width of debug lines | B RNDR ST AR MO |
r_debugPolygonFilled | "1" | bool | draw a filled polygon | B RNDR ST CH MO |
r_debugRenderToTexture | "0" | int | no description | I RNDR ST CH MO |
r_debugSphereSubdivision | "2" | int [2, 5] | amount of subdivision for debug spheres - 2 = quick, 4 = spherical | I RNDR ST CH MO |
r_demonstrateBug | "0" | bool | used during development to show IHV's their problems | B RNDR ST CH MO |
r_deriveBiTangents | "0" | bool | no description | B RNDR ST CH MO |
r_displayRefresh | "0" | int [0, 200] | optional display refresh rate option for vid mode | I RNDR ST CH MO |
r_drawBoundInfo | "0" | bool | Draws corner coords and length dims on bounding boxes | B RNDR ST CH MO |
r_finish | "0" | bool | force a call to glFinish() every frame | B RNDR ST CH MO |
r_fixedHorizFOV | "0" | bool | vertical stretch for letterboxed cinematics authored for 4:3 aspect | B RNDR ST CH MO |
r_flareSize | "1" | float | scale the flare deforms from the material def | F RNDR ST CH MO |
r_forceConvertMD5R | "0" | bool | forces conversion of MD5s, LWOs, and PROCs to MD5R, obeying r_convert*ToMD5R flags | B RNDR ST CH MO |
r_forceDiffuseOnly | "0" | bool | forces renderer to skip all but diffuse pass on non-arb2 renderers | B RNDR ST CH MO |
r_forceLoadImages | "0" | bool | draw all images to screen after registration | B RNDR ST AR MO |
r_frontBuffer | "0" | bool | draw to front buffer for debugging | B RNDR ST CH MO |
r_fullscreen | "1" | bool | 0 = windowed, 1 = full screen | B RNDR ST AR MO |
r_gamma | "1" | float [0.5, 3] | changes gamma tables | F RNDR ST AR |
r_glDriver | "" | string | "opengl32", etc. | S RNDR ST CH MO |
r_ignore | "0" | string | used for random debugging without defining new vars | S RNDR ST CH MO |
r_ignore2 | "0" | string | used for random debugging without defining new vars | S RNDR ST CH MO |
r_ignoreGLErrors | "1" | bool | ignore GL errors | B RNDR ST CH MO |
r_inhibitFragmentProgram | "0" | bool | ignore the fragment program extension | B RNDR ST CH MO |
r_inhibitNativePowerOfTwo | "1" | bool | Ignore the native power of two extension | B RNDR ST CH MO |
r_jitter | "0" | bool | randomly subpixel jitter the projection matrix | B RNDR ST CH MO |
r_jointNameOffset | "0.5" | float | offset of joint names when r_showskel is set to 1 | F RNDR ST CH MO |
r_jointNameScale | "0.02" | float | size of joint names when r_showskel is set to 1 | F RNDR ST CH MO |
r_lightAllBackFaces | "0" | bool | light all the back faces, even when they would be shadowed | B RNDR ST CH MO |
r_lightDetailLevel | "0" | float | current light level-of-detail (lights with a detail level that is greater-or-equal are drawn | F RNDR ST MO |
r_lightScale | "2" | float | all light intensities are multiplied by this | F RNDR ST CH MO |
r_lightSourceRadius | "0" | float | for soft-shadow sampling | F RNDR ST CH MO |
r_limitBatchSize | "0" | int | culls batches to the renderer that are of this size or less | I RNDR ST CH MO |
r_lockSurfaces | "0" | bool | allow moving the view point without changing the composition of the scene, including culling | B RNDR ST CH MO |
r_lod_animations_coverage | "0.05" | float | How much of the screen an entity must take up in order to be LODed. | F RNDR ST CH MO |
r_lod_animations_distance | "0.0" | float | The distance to begin LODing animations at. | F RNDR ST CH MO |
r_lod_animations_wait | "0.1" | float | How much to wait before animating the next frame (in seconds). | F RNDR ST CH MO |
r_lod_entities | "0" | bool | Whether to use this LOD technique or not. | B RNDR ST CH MO |
r_lod_entities_percent | "0.008" | float | The percentage of the screen an entity must take up before we stop drawing it (normalizd: 0.0-1.0). | F RNDR ST CH MO |
r_lod_shadows | "0" | bool | Whether to use this LOD technique or not. | B RNDR ST CH MO |
r_lod_shadows_percent | "0.06" | float | The percentage of the screen an entity must take up before we stop drawing it's shadow (normalizd: 0.0-1.0). | F RNDR ST CH MO |
r_materialOverride | "" | string | overrides all materials | S RNDR ST CH MO |
r_megaTextureLevel | "0" | int | draw only a specific level | I RNDR ST CH MO |
r_mergeModelSurfaces | "1" | bool | combine model surfaces with the same material | B RNDR ST CH MO |
r_mode | "3" | int | video mode number | I RNDR ST AR MO |
r_multiSamples | "0" | int | number of antialiasing samples | I RNDR ST AR MO |
r_offsetfactor | "0" | float | polygon offset parameter | F RNDR ST CH MO |
r_offsetunits | "-600" | float | polygon offset parameter | F RNDR ST CH MO |
r_orderIndexes | "1" | bool | perform index reorganization to optimize vertex use | B RNDR ST CH MO |
r_penumbraMapDepthBias | "3." | float | bias added to depth value that is written into penumbra map | F RNDR ST CH MO |
r_portalsDistanceCull | "1" | bool | Allow culling of portals based on distance to viewer | B RNDR ST CH MO |
r_renderer | "best" | string [best, arb, arb2, nv10, nv20, r200] | hardware specific renderer path to use | S RNDR ST AR |
r_screenFraction | "100" | int | for testing fill rate, the resolution of the entire screen can be changed | I RNDR ST CH MO |
r_shadowMapDepthBias | ".6" | float | bias added to depth value that is written into shadow map | F RNDR ST CH MO |
r_shadowMapSlopeScaleBias | "3.2" | float | normal-dot-view scale added to depth value that is written into shadow map | F RNDR ST CH MO |
r_shadowPolygonFactor | "0" | float | scale value for stencil shadow drawing | F RNDR ST CH MO |
r_shadowPolygonOffset | "-1" | float | bias value added to depth test for stencil shadow drawing | F RNDR ST CH MO |
r_shadows | "1" | bool | enable shadows | B RNDR ST AR MO |
r_showAlloc | "0" | bool | report alloc/free counts | B RNDR ST CH MO |
r_showBatchSize | "0" | int [0, 3] | 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 | I RNDR ST CH MO |
r_showCull | "0" | bool | report sphere and box culling stats | B RNDR ST CH MO |
r_showDebugGraph | "0" | bool | no description | B RNDR ST MO |
r_showDefs | "0" | bool | report the number of modeDefs and lightDefs in view | B RNDR ST CH MO |
r_showDemo | "0" | int | report reads and writes to the demo file | I RNDR ST CH MO |
r_showDepth | "0" | bool | display the contents of the depth buffer and the depth range | B RNDR ST CH MO |
r_showDominantTri | "0" | bool | draw lines from vertexes to center of dominant triangles | B RNDR ST CH MO |
r_showDynamic | "0" | bool | report stats on dynamic surface generation | B RNDR ST CH MO |
r_showEdges | "0" | bool | draw the sil edges | B RNDR ST CH MO |
r_showEditorImages | "0" | string | renders the editor image rather than the texture | S ST CH MO |
r_showEntityScissors | "0" | bool | show entity scissor rectangles | B RNDR ST CH MO |
r_showHitImages | "0" | string | renders the hit material rather than the texture (1-additive,2-replace) | S ST CH MO |
r_showImages | "0" | int [0, 2] | 1 = show all images instead of rendering, 2 = show in proportional size | I RNDR ST CH MO |
r_showIntensity | "0" | bool | draw the screen colors based on intensity, red = 0, green = 128, blue = 255 | B RNDR ST CH MO |
r_showInteractionFrustums | "0" | int [0, 3] | 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox | I RNDR ST CH MO |
r_showInteractions | "0" | bool | report interaction generation activity | B RNDR ST CH MO |
r_showInteractionScissors | "0" | int [0, 2] | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines | I RNDR ST CH MO |
r_showLightCount | "0" | int [0, 3] | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw | I RNDR ST CH MO |
r_showLightPortals | "0" | int | displays lights which cross more than one portal | I RNDR ST CH MO |
r_showLights | "0" | int [0, 3] | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume | I RNDR ST CH MO |
r_showLightScale | "0" | bool | report the scale factor applied to drawing for overbrights | B RNDR ST CH MO |
r_showLightScissors | "0" | bool | show light scissor rectangles | B RNDR ST CH MO |
r_showMegaTexture | "0" | bool | display all the level images | B RNDR ST CH MO |
r_showMegaTextureLabels | "0" | bool | draw colored blocks in each tile | B RNDR ST CH MO |
r_showMemory | "0" | bool | print frame memory utilization | B RNDR ST CH MO |
r_showNormals | "0" | float | draws wireframe normals | F RNDR ST CH MO |
r_showOverDraw | "0" | int [0, 3] | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw | I RNDR ST CH MO |
r_showOverdrawDivisor | "10" | string | fixme | S ST CH MO |
r_showOverdrawMax | "50" | string | fixme | S ST CH MO |
r_showPortals | "0" | bool | draw portal outlines in color based on passed / not passed | B RNDR ST CH MO |
r_showPrimitives | "0" | int | report drawsurf/index/vertex counts | I RNDR ST CH MO |
r_showRenderTrace | "0" | bool | report the number of render polys that were trace tested in the current draw frame | B RNDR ST CH MO |
r_showSafeArea | "0" | int [0, 1] | shows the safe area borders | I RNDR ST CH MO |
r_showShadowCount | "0" | int [0, 4] | 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 | I RNDR ST CH MO |
r_showShadows | "0" | int [0, 3] | 1 = visualize the stencil shadow volumes, 2 = draw filled in | I RNDR ST CH MO |
r_showSilhouette | "0" | bool | highlight edges that are casting shadow planes | B RNDR ST CH MO |
r_showSkel | "0" | int [0, 3] | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only, 3 = draw joints only | I RNDR ST CH MO |
r_showSmp | "0" | bool | show which end (front or back) is blocking | B RNDR ST CH MO |
r_showSurfaceInfo | "0" | int | show surface material name under crosshair | I RNDR ST CH MO |
r_showSurfaces | "0" | bool | report surface/light/shadow counts | B RNDR ST CH MO |
r_showTangentSpace | "0" | int [0, 3] | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector | I RNDR ST CH MO |
r_showTexturePolarity | "0" | bool | shade triangles by texture area polarity | B RNDR ST CH MO |
r_showTextureVectors | "0" | float | if > 0 draw each triangles texture (tangent) vectors | F RNDR ST CH MO |
r_showTrace | "0" | int | show the intersection of an eye trace with the world | I RNDR ST CH MO |
r_showTriangleTangents | "0" | int | show the tangents of the triangle the crosshair is over | I RNDR ST CH MO |
r_showTris | "0" | int [0, 3] | enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all | I RNDR ST CH MO |
r_showUnsmoothedTangents | "0" | bool | if 1, put all nvidia register combiner programming in display lists | B RNDR ST CH MO |
r_showUnweld | "0" | string | fixme | S ST CH MO |
r_showUpdates | "0" | bool | report entity and light updates and ref counts | B RNDR ST CH MO |
r_showVertexCache | "0" | int | no description | I RNDR ST CH MO |
r_showVertexColor | "0" | bool | draws all triangles with the solid vertex color | B RNDR ST CH MO |
r_showViewEntitys | "0" | int | 1 = displays the bounding boxes of all view models, 2 = print index numbers | I RNDR ST CH MO |
r_singleArea | "0" | bool | only draw the portal area the view is actually in | B RNDR ST CH MO |
r_singleEntity | "-1" | int | suppress all but one entity | I RNDR ST CH MO |
r_singleLight | "-1" | int | suppress all but one light | I RNDR ST CH MO |
r_singleSurface | "-1" | int | suppress all but one surface on each entity | I RNDR ST CH MO |
r_singleTriangle | "0" | bool | only draw a single triangle per primitive | B RNDR ST CH MO |
r_skipAmbient | "0" | bool | bypasses all non-interaction drawing | B RNDR ST CH MO |
r_skipBackEnd | "0" | bool | don't draw anything | B RNDR ST CH MO |
r_skipBlendLights | "0" | bool | skip all blend lights | B RNDR ST CH MO |
r_skipBump | "0" | bool | uses a flat surface instead of the bump map | B RNDR ST AR MO |
r_skipCopyTexture | "0" | bool | do all rendering, but don't actually copyTexSubImage2D | B RNDR ST CH MO |
r_skipDecals | "0" | bool | ignore the decals | B RNDR ST CH MO |
r_skipDeforms | "0" | bool | leave all deform materials in their original state | B RNDR ST CH MO |
r_skipDiffuse | "0" | bool | use black for diffuse | B RNDR ST CH MO |
r_skipDownsize | "0" | bool | skip downsize command in materials | B RNDR ST CH MO |
r_skipDynamicTextures | "0" | bool | don't dynamically create textures | B RNDR ST CH MO |
r_skipFogLights | "0" | bool | skip all fog lights | B RNDR ST CH MO |
r_skipFrontEnd | "0" | bool | bypasses all front end work, but 2D gui rendering still draws | B RNDR ST CH MO |
r_skipGuiShaders | "0" | int [0, 3] | 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events | I RNDR ST CH MO |
r_skipInteractions | "0" | bool | skip all light/surface interaction drawing | B RNDR ST CH MO |
r_skipLightScale | "0" | bool | don't do any post-interaction light scaling, makes things dim on low-dynamic range cards | B RNDR ST CH MO |
r_skipMegaTexture | "0" | int | only use the lowest level image | I RNDR ST CH MO |
r_skipNewAmbient | "0" | bool | bypasses all vertex/fragment program ambient drawing | B RNDR ST AR MO |
r_skipOverlays | "0" | bool | skip overlay surfaces | B RNDR ST CH MO |
r_skipPostProcess | "0" | bool | skip all post-process renderings | B RNDR ST CH MO |
r_skipRender | "0" | bool | skip 3D rendering, but pass 2D | B RNDR ST CH MO |
r_skipRenderContext | "0" | bool | NULL the rendering context during backend 3D rendering | B RNDR ST CH MO |
r_skipROQ | "0" | bool | skip ROQ decoding | B RNDR ST CH MO |
r_skipSpecular | "0" | bool | use black for specular1 | B RNDR ST AR MO |
r_skipSubviews | "0" | int | 1 = don't render any gui elements on surfaces | I RNDR ST CH MO |
r_skipSuppress | "0" | bool | ignore the per-view suppressions | B RNDR ST CH MO |
r_skipTextures | "0" | string | fixme | S ST CH MO |
r_skipTranslucent | "0" | bool | skip the translucent interaction rendering | B RNDR ST CH MO |
r_skipUpdates | "0" | bool | 1 = don't accept any entity or light updates making everything static | B RNDR ST CH MO |
r_slopNormal | "0.02" | string | merge normals that dot less than this | S RNDR ST CH MO |
r_slopTexCoord | "0.001" | string | merge texture coordinates this far apart | S RNDR ST CH MO |
r_slopVertex | "0.01" | string | merge xyz coordinates this far apart | S RNDR ST CH MO |
r_subviewOnly | "0" | bool | 1 = don't render main view, allowing subviews to be debugged | B RNDR ST CH MO |
r_suppressMultipleUpdates | "1" | bool | optimised def updates | B RNDR ST CH MO |
r_swapInterval | "0" | int | changes wglSwapIntarval | I RNDR ST AR |
r_terrainScale | "3" | int | vertically scale USGS data | I RNDR ST CH MO |
r_test | "0" | string | for internal testing of stuff | S ST CH MO |
r_testARBProgram | "0" | bool | experiment with vertex/fragment programs | B RNDR ST CH MO |
r_testGamma | "0" | float [0, 195] | if > 0 draw a grid pattern to test gamma levels | F RNDR ST CH MO |
r_testGammaBias | "0" | float | if > 0 draw a grid pattern to test gamma levels | F RNDR ST CH MO |
r_testSpecialEffect | "0" | int | enables a special effect | I RNDR ST CH |
r_testSpecialEffectParm | "0" | int | parameter index for special effect | I RNDR ST CH MO |
r_testSpecialEffectParmValue | "0" | float | parameter value for special effect | F RNDR ST CH MO |
r_testStepGamma | "0" | float | if > 0 draw a grid pattern to test gamma levels | F RNDR ST CH MO |
r_trackTextureUsage | "0" | bool | Track useage of textures during cinematics | B RNDR ST CH MO |
r_useCachedDynamicModels | "1" | bool | cache snapshots of dynamic models | B RNDR ST CH MO |
r_useClippedLightScissors | "1" | int [0, 2] | 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always | I RNDR ST CH MO |
r_useCombinerDisplayLists | "1" | bool | put all nvidia register combiner programming in display lists | B RNDR ST MO |
r_useConstantMaterials | "1" | bool | use pre-calculated material registers if possible | B RNDR ST CH MO |
r_useCulling | "2" | int [0, 2] | 0 = none, 1 = sphere, 2 = sphere + box | I RNDR ST CH MO |
r_useDeferredTangents | "1" | bool | defer tangents calculations after deform | B RNDR ST CH MO |
r_useDepthBoundsTest | "1" | bool | use depth bounds test to reduce shadow fill | B RNDR ST CH MO |
r_useEntityCallbacks | "1" | bool | if 0, issue the callback immediately at update time, rather than defering | B RNDR ST CH MO |
r_useEntityCulling | "1" | bool | 0 = none, 1 = box | B RNDR ST CH MO |
r_useEntityScissors | "1" | bool | 1 = use a custom scissor for LOD screen coverage calcs, but don't clip | B RNDR ST CH MO |
r_useExternalShadows | "1" | int [0, 2] | 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing | I RNDR ST CH MO |
r_useFastSkinning | "0" | bool | use fast skinning with a single weight per vertex | B RNDR ST MO |
r_useFrustumFarDistance | "0" | float | if != 0 force the view frustum far distance to this distance | F RNDR ST CH MO |
r_useIndexBuffers | "0" | int [0, 1] | use ARB_vertex_buffer_object for indexes | I RNDR ST AR MO |
r_useInfiniteFarZ | "1" | bool | use the no-far-clip-plane trick | B RNDR ST CH MO |
r_useInteractionCulling | "1" | bool | 1 = cull interactions | B RNDR ST CH MO |
r_useInteractionScissors | "2" | int [-2, 2] | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors | I RNDR ST CH MO |
r_useLightCulling | "3" | int [0, 3] | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas | I RNDR ST CH MO |
r_useLightPortalFlow | "1" | bool | use a more precise area reference determination | B RNDR ST CH MO |
r_useLightScissors | "1" | bool | 1 = use custom scissor rectangle for each light | B RNDR ST CH MO |
r_useNewSkinning | "1" | bool | use new skinning | B RNDR ST MO |
r_useNodeCommonChildren | "1" | bool | stop pushing reference bounds early when possible | B RNDR ST CH MO |
r_useNV20MonoLights | "1" | int | use pass optimization for mono lights | I RNDR ST CH MO |
r_useOptimizedShadows | "1" | bool | use the dmap generated static shadow volumes | B RNDR ST CH MO |
r_usePenumbraMapShadows | "0" | bool | use penumbra/shadow maps shadows for projected lights | B RNDR ST CH MO |
r_usePortals | "1" | bool | 1 = use portals to perform area culling, otherwise draw everything | B RNDR ST CH MO |
r_usePreciseTriangleInteractions | "0" | bool | 1 = do winding clipping to determine if each ambiguous tri should be lit | B RNDR ST CH MO |
r_useScissor | "1" | bool | scissor clip as portals and lights are processed | B RNDR ST CH MO |
r_useShadowCulling | "1" | bool | try to cull shadows from partially visible lights | B RNDR ST CH MO |
r_useShadowProjectedCull | "1" | bool | discard triangles outside light volume before shadowing | B RNDR ST CH MO |
r_useShadowSurfaceScissor | "1" | bool | scissor shadows by the scissor rect of the interaction surfaces | B RNDR ST CH MO |
r_useShadowVertexProgram | "1" | bool | do the shadow projection in the vertex program on capable cards | B RNDR ST CH MO |
r_useSilRemap | "1" | bool | consider verts with the same XYZ, but different ST the same for shadows | B RNDR ST CH MO |
r_useSimpleInteraction | "0" | bool | use simple interaction program for faster rendering | B RNDR ST MO |
r_useStateCaching | "1" | bool | avoid redundant state changes in GL_*() calls | B RNDR ST CH MO |
r_useTripleTextureARB | "1" | bool | cards with 3+ texture units do a two pass instead of three pass | B RNDR ST CH MO |
r_useTurboShadow | "1" | bool | use the infinite projection with W technique for dynamic shadows | B RNDR ST CH MO |
r_useTwoSidedStencil | "1" | bool | do stencil shadows in one pass with different ops on each side | B RNDR ST CH MO |
r_useVertexBuffers | "1" | int [0, 1] | use ARB_vertex_buffer_object for vertexes | I RNDR ST CH MO |
r_varmegs | "32" | string | no description | S CH MO |
r_videoCard | "NVIDIA Corporation/GeForce 6600 GT/AGP/SSE/3DNOW!/2.0.0" | string | holds info about the installed video card | S SYS ST IN MO |
r_videoSettingsFailed | "0" | int | set to 1 after startup if the current video settings failed | I ST CH MO |
r_znear | "3" | float [0.001, 200] | near Z clip plane distance | F RNDR ST CH MO |
radiant_ALTEdgeDrag | "0" | string | no description | S TOOL CH MO |
radiant_AngleSpeed | "300" | string | no description | S TOOL CH MO |
radiant_Autosave | "1" | string | no description | S TOOL CH MO |
radiant_AutosaveMinutes | "5" | string | no description | S TOOL CH MO |
radiant_camerawindow | "2C000000 00000000 01000000 FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF 00000000 20000000 F6010000 42010000" | string | no description | S TOOL CH MO |
radiant_ChaseMouse | "1" | string | no description | S TOOL CH MO |
radiant_CubicClipping | "1" | string | no description | S TOOL CH MO |
radiant_CubicScale | "13" | string | no description | S TOOL CH MO |
radiant_DrawVertLines | "1" | string | no description | S TOOL CH MO |
radiant_EntityShow | "0" | string | no description | S TOOL CH MO |
radiant_GTKDeselectFace | "0" | string | no description | S TOOL CH MO |
radiant_InspectorDockedDialogs | "6352" | string | no description | S TOOL CH MO |
radiant_InspectorsWindow | "2C000000 00000000 01000000 FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF 00000000 F7000000 F7010000 2C030000" | string | no description | S TOOL CH MO |
radiant_LastMap | "" | string | no description | S TOOL CH MO |
radiant_LoadLastMap | "0" | string | no description | S TOOL CH MO |
radiant_MainWindowPlace | "2C000000 02000000 03000000 0083FFFF 0083FFFF FFFFFFFF FFFFFFFF FCFFFFFF FCFFFFFF 04040000 C8020000" | string | no description | S TOOL CH MO |
radiant_MoveSpeed | "400" | string | no description | S TOOL CH MO |
radiant_NewLightStyle | "1" | string | no description | S TOOL CH MO |
radiant_NewMapFormat | "1" | string | no description | S TOOL CH MO |
radiant_NoClamp | "0" | string | no description | S TOOL CH MO |
radiant_NoStipple | "0" | string | no description | S TOOL CH MO |
radiant_PaintSelect | "0" | string | no description | S TOOL CH MO |
radiant_RadiantMapPath | "" | string | no description | S TOOL CH MO |
radiant_RotateLock | "1" | string | no description | S TOOL CH MO |
radiant_Rotation | "45" | string | no description | S TOOL CH MO |
radiant_RunBefore | "1" | string | no description | S TOOL CH MO |
radiant_SavedInfo | "CC010000 776A0000 0000803F 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0000803F 0000803F 00008030 000403F0 000403F0 000403F0 000003F0 000003F0 000003F0 000803E0 000803E0 000803E0 00000000 00000000 00000000 00000000 00000000 000803F0 00000000 00000000 00000000 00000000 00000000 00000000 000803F0 00000000 00000000 00000000 00000000 000803F0 000003F0 00000000 000403F0 00000000 00000000 00000000 00100002 01000000 000803F0 00000000 00000000 00000000 00000000 00000000 0000000" | string | no description | S TOOL CH MO |
radiant_ShiftClickGroup | "1" | string | no description | S TOOL CH MO |
radiant_SizePainting | "0" | string | no description | S TOOL CH MO |
radiant_Snapshots | "0" | string | no description | S TOOL CH MO |
radiant_SnapT | "0" | string | no description | S TOOL CH MO |
radiant_splineWeldEpsilon | "30" | string | no description | S TOOL CH MO |
radiant_StatusPointSize | "10" | string | no description | S TOOL CH MO |
radiant_SurfaceTexFitStep | "0.1" | string | no description | S TOOL CH MO |
radiant_SurfaceTexRotate | "15" | string | no description | S TOOL CH MO |
radiant_SurfaceTexScale | "1" | string | no description | S TOOL CH MO |
radiant_SurfaceTexShift | "0.5" | string | no description | S TOOL CH MO |
radiant_SwitchClipKey | "1" | string | no description | S TOOL CH MO |
radiant_TextureLock | "1" | string | no description | S TOOL CH MO |
radiant_TextureScale | "50" | string | no description | S TOOL CH MO |
radiant_TextureScrollbar | "1" | string | no description | S TOOL CH MO |
radiant_texwindow | "FDFFFFFF CC010000 1E000000 2A020000" | string | no description | S TOOL CH MO |
radiant_UndoLevels | "63" | string | no description | S TOOL CH MO |
radiant_xywindow | "2C000000 00000000 01000000 FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF 55020000 20000000 FC040000 2C030000" | string | no description | S TOOL CH MO |
radiant_XZVIS | "0" | string | no description | S TOOL CH MO |
radiant_xzwindow | "2C000000 00000000 01000000 FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF 05000000 19000000 77000000 64000000" | string | no description | S TOOL CH MO |
radiant_YZVIS | "0" | string | no description | S TOOL CH MO |
radiant_yzwindow | "2C000000 00000000 01000000 FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF 05000000 19000000 77000000 64000000" | string | no description | S TOOL CH MO |
radiant_ZClipBottom | "C0FFFFFF" | string | no description | S TOOL CH MO |
radiant_ZClipEnabled | "00" | string | no description | S TOOL CH MO |
radiant_ZClipTop | "40000000" | string | no description | S TOOL CH MO |
radiant_ZVIS | "1" | string | no description | S TOOL CH MO |
radiant_zwindow | "2C000000 00000000 01000000 FFFFFFFF FFFFFFFF FFFFFFFF FFFFFFFF F7010000 20000000 55020000 2C030000" | string | no description | S TOOL CH MO |
rb_showActive | "0" | bool | show rigid bodies that are not at rest | B GAME ST CH MO |
rb_showBodies | "0" | bool | show rigid bodies | B GAME ST CH MO |
rb_showContacts | "0" | bool | show rigid body contacts | B GAME ST CH MO |
rb_showInertia | "0" | bool | show the inertia tensor of each rigid body | B GAME ST CH MO |
rb_showMass | "0" | bool | show the mass of each rigid body | B GAME ST CH MO |
rb_showTimings | "0" | bool | show rigid body cpu usage | B GAME ST CH MO |
rb_showVelocity | "0" | bool | show the velocity of each rigid body | B GAME ST CH MO |
s_clipVolumes | "1" | bool | no description | B SND ST CH MO |
s_constantAmplitude | "-1" | float | no description | F SND ST CH MO |
s_decompressionLimit | "2" | float | specifies maximum uncompressed sample length in seconds | F SND ST AR MO |
s_deviceName | "NVIDIA(R) nForce(TM) Audio" | string | OpenAL device name | S SND ST IN AR MO |
s_doorDistanceAdd | "150" | float | reduce sound volume with this distance when going through a door | F SND ST AR MO |
s_dotbias2 | "1.1" | float | no description | F SND ST CH MO |
s_dotbias6 | "0.8" | float | no description | F SND ST CH MO |
s_drawSounds | "0" | int [0, 2] | no description | I SND ST CH MO |
s_force22kHz | "0" | bool | no description | B SND ST CH MO |
s_frequencyShift | "1" | bool | enable or disable the frequency shift functionality | B SND ST CH MO |
s_globalFraction | "0.8" | float | volume to all speakers when not spatialized | F SND ST AR MO |
s_loadOpenALFailed | "1" | bool | set to true if the OpenAL dll failed to load | B SND ST CH MO |
s_maxChannelsMixed | "24" | int | max number of emitter channels that can be simultaneously mixed | I SND ST AR MO |
s_maxSoundsPerShader | "0" | string | no description | S SND ST AR MO |
s_meterTopTime | "2000" | int | no description | I SND ST AR MO |
s_minStereo | "8" | int | minimum number of stereo sounds | I SND ST AR MO |
s_minVolume2 | "0.25" | float | no description | F SND ST CH MO |
s_minVolume6 | "0" | float | no description | F SND ST CH MO |
s_musicVolume | "0.5" | float [0, 1] | volume of music | F SND ST AR |
s_muteEAXReverb | "0" | bool | mute EAX reverb | B SND ST CH MO |
s_noSound | "0" | bool | no description | B SND ST CH MO |
s_numberOfSpeakers | "2" | string | number of speakers | S SND ST AR MO |
s_playDefaultSound | "1" | bool | play a beep for missing sounds | B SND ST AR MO |
s_quadraticFalloff | "0" | bool | no description | B SND ST CH MO |
s_radioChatterFraction | "0.9" | float | volume adjust, from 0 to 1, applied to every sound playing on the radio chatter channel | F SND ST AR MO |
s_realTimeDecoding | "1" | bool | no description | B SND ST IN MO |
s_reverbFeedback | "0.333" | float | no description | F SND ST CH MO |
s_reverbTime | "1000" | float | no description | F SND ST CH MO |
s_reverse | "0" | bool | no description | B SND ST AR MO |
s_showLevelMeter | "0" | bool | no description | B SND ST CH MO |
s_showStartHardware | "0" | int | no description | I SND ST CH MO |
s_showStartSound | "0" | int | no description | I SND ST CH MO |
s_singleEmitter | "-1" | int | mute all sounds but this emitter | I SND ST CH MO |
s_skipStartSound | "0" | bool | skip starting new sounds | B SND ST CH MO |
s_spatializationDecay | "2" | float | no description | F SND ST AR MO |
s_speakerFraction | "0.65" | float | volume adjust, from 0 to 1, applied to every sound not playing on a voice channel | F SND ST AR MO |
s_subFraction | "0.5" | float | volume to subwoofer in 5.1 | F SND ST AR MO |
s_useDeferredSettings | "1" | bool | use OpenAL deferred settings | B SND ST AR MO |
s_useEAXOcclusion | "0" | bool | use EAX occlusion | B SND ST AR MO |
s_useEAXReverb | "0" | bool | use EAX reverb | B SND ST AR MO |
s_useOcclusion | "1" | bool | no description | B SND ST CH MO |
s_useOpenAL | "0" | bool | use openal | B SND ST AR MO |
s_volume | "1" | float | volume 0 to 1 | F SND ST AR MO |
sensitivity | "5" | float | mouse view sensitivity | F SYS ST AR MO |
si_allowHitscanTint | "2" | int | use hitscan tint (e.g. rail color) 0 - no tinting allowed, 1 - player hitscan tinting allowed in DM and NO hitscan tinting in team games, 2 - player hitscan tinting allowed in DM and use team-color hitscan tints in team games | I GAME SI ST AR MO |
si_allowVoting | "0" | bool | enable or disable server option voting | B GAME SI ST AR MO |
si_autobalance | "1" | bool | maintain even teams | B GAME SI ST AR MO |
si_captureLimit | "5" | int [1, 999] | score limit for CTF | I GAME SI ST AR MO |
si_countDown | "10" | int [4, 3600] | pregame countdown in seconds | I GAME SI ST MO |
si_entityFilter | "" | string | filter to use when spawning entities | S GAME SI ST MO |
si_fragLimit | "10" | int [0, 999] | frag limit | I GAME SI ST AR MO |
si_gameType | "DM" | string [singleplayer, DM, Tourney, Team DM, CTF, Arena CTF] | game type - singleplayer, DM, Team DM, CTF, Arena CTF, or Tourney | S GAME SI ST AR MO |
si_idleServer | "0" | bool | game clients are idle | B SYS SI ST IN MO |
si_map | "mp/q4dm1" | string | map to be played next on server | S GAME SI ST AR MO |
si_mapCycle | "" | string | map cycle list semicolon delimited | S GAME SI ST AR MO |
si_maxPlayers | "12" | int [1, 16] | max number of players allowed on the server | I GAME SI ST AR MO |
si_minPlayers | "2" | int [1, 16] | min number of players to start a game (only when warmup is enabled) | I GAME SI ST AR MO |
si_name | "Quake 4 Server" | string | name of the server | S GAME SI ST AR MO |
si_numPlayers | "4" | string | no description | S SI AR MO |
si_pure | "1" | bool | server is pure and does not allow modified data | B GAME SI ST MO |
si_shuffle | "0" | bool | shuffle teams after each round | B GAME SI ST AR MO |
si_spectators | "1" | bool | allow spectators or require all clients to play | B GAME SI ST AR MO |
si_teamDamage | "0" | bool | enable team damage | B GAME SI ST AR MO |
si_timeLimit | "0" | int [0, 60] | time limit in minutes | I GAME SI ST AR MO |
si_tourneyLimit | "3" | int [1, 999] | number of times a tourney will be run before cycling maps | I GAME SI ST AR MO |
si_usePass | "0" | bool | enable client password checking | B GAME SI ST AR MO |
si_useReady | "0" | bool | require players to ready before starting a match | B GAME SI ST AR MO |
si_version | "Quake4 Final V1.0.0.0 Build 2147 win-x86 Sep 23 2005" | string | engine version | S SYS SI ST RO MO |
si_warmup | "1" | bool | do pre-game warmup | B GAME SI ST AR MO |
si_weaponStay | "0" | bool | cannot pick up weapons you already have (get no ammo from them) | B GAME SI ST MO |
subliminal | "0" | bool | no description | B SYS ST MO |
sv_punkbuster | "0" | bool | is server side PunkBuster enabled? | B SI ST AR MO |
sys_arch | "WinXP (NT)" | string | no description | S SYS ST IN MO |
sys_country | "" | string | holds system country | S SYS ST IN MO |
sys_cpustring | "AMD CPU" | string | no description | S SYS ST IN MO |
sys_lang | "english" | string | active language | S SYS ST AR |
sys_language | "English" | string | holds system language | S SYS ST IN MO |
sys_opticalMedia | "unknown" | string | holds whether system has CD or DVD | S SYS ST IN MO |
timescale | "1" | string | scales the time | S SYS ST CH MO |
ui_autoReload | "1" | bool | auto reload weapon | B GAME UI ST AR MO |
ui_autoSwitch | "1" | bool | auto switch weapon | B GAME UI ST AR MO |
ui_chat | "1" | bool | player is chatting | B GAME UI ST RO MO |
ui_clan | "" | string | player clan | S GAME UI ST AR MO |
ui_hitscanTint | "120.0 0.6 1.0" | string | a tint applied to select hitscan effects. Specified as a value in HSV color space. Hue [0.0-360.0] Saturation [0.0-1.0] Value [0.75-1.0] | S GAME UI ST AR MO |
ui_model | "marine" | string | player model, blank uses default model | S GAME UI ST AR MO |
ui_model_backup | "" | string | player model backup | S GAME UI ST MO |
ui_model_marine | "" | string | player model used on marine team in team games, blank uses default model | S GAME UI ST AR MO |
ui_model_strogg | "" | string | player model used on strogg team in team games, blank uses default model | S GAME UI ST AR MO |
ui_name | "Player" | string | player name | S GAME UI ST AR MO |
ui_ready | "Not Ready" | string | player is ready to start playing | S GAME UI ST MO |
ui_showGun | "1" | bool | show gun | B GAME UI ST AR MO |
ui_skin | "base" | string | no description | S UI AR MO |
ui_spectate | "Play" | string | play or spectate | S GAME UI ST MO |
ui_team | "Marine" | string [Marine, Strogg] | player team | S GAME UI ST AR MO |
viewnotes_categories | "Animation;Art;Bug;Build Notes;Design;Feedback Group 1;Feedback Group 2;Feedback Group 3;Generic;Info;Jump Point;Monster;Scripting;Sound;Suggestion" | string | no description | S TOOL CH MO |
viewnotes_names | "Chuck Nicholson;Gretchen Carlson;Ken Banks;Jeff Dischler;Eric Biessman;Chad Bordwell;Bryan Dube;Ford Dye;Mike Egnew;Mike Ekberg;Chris Foster;Mike Gummelt;Jim Hughes;Kevin Long;Nick Maggiore;Mike Majernik;Nathan McKenzie;Scott McNutt;Corey Peters;Zack Quarles;Mike Renner;Jim Shepard;Matt Vainio;Andrew Weldon;Pat Williams;--Graham Fuchs;--Tim Willits" | string | no description | S TOOL CH MO |
win_allowAltTab | "0" | bool | allow Alt-Tab when fullscreen | B SYS ST CH MO |
win_allowMultipleInstances | "0" | bool | allow multiple instances running concurrently | B SYS ST CH MO |
win_enableFPUExceptions | "0" | bool | enable FPU exceptions | B SYS ST CH MO |
win_notaskkeys | "0" | int | disable windows task keys | I SYS ST CH MO |
win_outputDebugString | "1" | bool | no description | B SYS ST CH MO |
win_outputEditString | "1" | bool | no description | B SYS ST CH MO |
win_sysErrorNoWait | "0" | bool | allows the game to exit immediately on a fatal error | B SYS ST CH MO |
win_timerUpdate | "0" | bool | allows the game to be updated while dragging the window | B SYS ST CH MO |
win_username | "" | string | windows user name | S SYS ST IN MO |
win_viewlog | "0" | int | no description | I SYS ST CH |
win_viewlog_update_count | "10" | int | number of lines before main window refresh to trigger view log refresh | I SYS ST AR MO |
win_viewlog_xpos | "0" | int | horizontal position of viewlog | I SYS ST AR |
win_viewlog_ypos | "0" | int | vertical position of viewlog | I SYS ST AR |
win_xpos | "3" | int | horizontal position of window | I SYS ST AR |
win_ypos | "22" | int | vertical position of window | I SYS ST AR |
Total: 887