Brent_Justice
Moderator
- Joined
- Apr 17, 2000
- Messages
- 17,755
---====== cvars ======---
aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
af_contactFrictionScale scales the contact friction
af_forceFriction force the given friction value
af_highlightBody name of the body to highlight
af_highlightConstraint name of the constraint to highlight
af_jointFrictionScale scales the joint friction
af_maxAngularVelocity maximum angular velocity
af_maxLinearVelocity maximum linear velocity
af_showActive show tree-like structures of articulated
figures not at rest
af_showBodies show bodies
af_showBodyNames show body names
af_showConstrainedBodies show the two bodies contrained by the
highlighted constraint
af_showConstraintNames show constraint names
af_showConstraints show constraints
af_showInertia show the inertia tensor of each body
af_showLimits show joint limits
af_showMass show the mass of each body
af_showPrimaryOnly show primary constraints only
af_showTimings show articulated figure cpu usage
af_showTotalMass show the total mass of each articulated
figure
af_showTrees show tree-like structures
af_showVelocity show the velocity of each body
af_skipFriction skip friction
af_skipLimits skip joint limits
af_skipSelfCollision skip self collision detection
af_testSolid test for bodies initially stuck in solid
af_timeScale scales the time
af_useImpulseFriction use impulse based contact friction
af_useJointImpulseFriction use impulse based joint friction
af_useLinearTime use linear time algorithm for tree-like
structures
af_useSymmetry use constraint matrix symmetry
ai_blockedFailSafe enable blocked fail safe handling
ai_debugMove draws movement information for monsters
ai_debugScript displays script calls for the specified
monster entity number
ai_debugTrajectory draws trajectory tests for monsters
ai_showCombatNodes draws attack cones for monsters
ai_showObstacleAvoidance draws obstacle avoidance information for
monsters. if 2, draws obstacles for player,
as well
ai_showPaths draws path_* entities
ai_testPredictPath
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawInternal draw internal edges green
cm_drawMask collision mask
cm_drawNormals draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_allowConsole allow ~ to toggle console
com_asyncInput sample input from the async thread
com_asyncSound mix sound from the async thread
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos
com_compressSaveGame compress save games
com_fixedTic
com_forceGenericSIMD force generic platform independent SIMD
com_guid
com_journal 1 = record journal, 2 = play back journal
com_logDemos
com_machineSpec hardware classification, -1 = not detected,
0 = low quality, 1 = medium quality, 2 =
high quality, 3 = ultra quality
com_makingBuild 1 when making a build
com_memoryMarker used as a marker for memory stats
com_minTics
com_preciseTic run one game tick every async thread update
com_preloadDemos
com_purgeAll purge everything between level loads
com_showAngles
com_showAsyncStats show async network stats
com_showDemo
com_showFPS show frames rendered per second
com_showMemoryUsage show total and per frame memory usage
com_showSoundDecoders show sound decoders
com_showTics
com_skipGameDraw
com_skipRenderer skip the renderer completely
com_speeds show engine timings
com_timestampPrints print time with each console print, 1 = msec
2 = sec
com_updateLoadSize update the load size after loading a map
com_videoRam holds the last amount of detected video ram
com_wipeSeconds
con_noPrint print on the console but not onscreen when
console is pulled up
con_notifyTime time messages are displayed onscreen when
console is pulled up
con_speed speed at which the console moves up and down
decl_show set to 1 to print parses, 2 to also print
references
developer
EntityPlacement
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game
fs_restrict
fs_savepath
g_armorProtection armor takes this percentage of damage
g_armorProtectionMP armor takes this percentage of damage in mp
g_balanceTDM maintain even teams
g_blobSize
g_blobTime
g_bloodEffects show blood splats, sprays and gibs
g_cinematic skips updating entities that aren't marked
'cinematic' '1' during cinematics
g_cinematicMaxSkipTime # of seconds to allow game to run when
skipping cinematic. prevents lock-up when
cinematic doesn't end.
g_countDown pregame countdown in seconds
g_damageScale scale final damage on player by this factor
g_debugAnim displays information on which animations are
playing on the specified entity number. set
to -1 to disable.
g_debugBounds checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals show decals such as bullet holes
g_disasm disassemble script into base/script
disasm.txt on the local drive when script is
compiled
g_doubleVision show double vision when taking damage
g_dragDamping
g_dragEntity allows dragging physics objects around by
placing the crosshair over them and holding
the fire button
g_dragShowSelection
g_dropItemRotation
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
g_exportMask
g_flushSave 1 = don't buffer file writing for save
games.
g_fov
g_frametime displays timing information for each game
frame
g_gameReviewPause scores review time in seconds (at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt how much health to take in nightmare mode
g_healthTakeLimit how low can health get taken in nightmare
mode
g_healthTakeTime how often to take health in nightmare mode
g_kickAmplitude
g_kickTime
g_knockback
g_mapCycle map cycling script for multiplayer games -
see mapcycle.scriptcfg
g_maxShowDistance
g_monsters
g_mpWeaponAngleScale Control the weapon sway in MP
g_muzzleFlash show muzzle flashes
g_nightmare if nightmare mode is allowed
g_password game password
g_projectileLights show dynamic lights on projectiles
g_showActiveEntities draws boxes around thinking entities.
dormant entities (outside of pvs) are drawn
yellow. non-dormant are green.
g_showBrass enables ejected shells from weapon
g_showcamerainfo displays the current frame # for the camera
when playing cinematics
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showEnemies draws boxes around monsters that have
targeted the the player
g_showEntityInfo
g_showHud
g_showPlayerShadow enables shadow of player model
g_showProjectilePct enables display of player hit percentage
g_showPVS
g_showTargets draws entities and thier targets. hidden
entities are drawn grey.
g_showTestModelFrame displays the current animation and frame #
for testmodels
g_showTriggers draws trigger entities (orange) and thier
targets (green). disabled triggers are
drawn grey.
g_showviewpos
g_skill
g_skipFX
g_skipParticles
g_skipViewEffects skip damage and other view effects
g_spectatorChat let spectators talk to everyone during game
g_stopTime
g_TDMArrows draw arrows over teammates in team
deathmatch
g_testDeath
g_testHealthVision
g_testModelAnimate test model animation, 0 = cycle anim with
origin reset
1 = cycle anim with fixed origin
2 = cycle anim with continuous origin
3 = frame by frame with continuous origin
4 = play anim once
g_testModelBlend number of frames to blend
g_testModelRotate test model rotation speed
g_testParticle test particle visualation, set by the
particle editor
g_testParticleName name of the particle being tested by the
particle editor
g_testPostProcess name of material to draw over screen
g_timeEntities when non-zero, shows entities whose think
functions exceeded the # of milliseconds
specified
g_useDynamicProtection scale damage and armor dynamically to keep
the player alive more often
g_vehicleForce
g_vehicleVelocity
g_viewNodalX
g_viewNodalZ
g_voteFlags vote flags. bit mask of votes not allowed on
this server
gamedate
gamename
gui_configServerRate
gui_debug
gui_edit
gui_filter_gameType Gametype filter
gui_filter_password Password filter
gui_filter_players Players filter
gui_mediumFontLimit
gui_smallFontLimit
ik_debug show IK debug lines
ik_enable enable IK
image_anisotropy set the maximum texture anisotropy if
available
image_cacheMegs maximum MB set aside for temporary loading
of full-sized precompressed images
image_cacheMinK maximum KB of precompressed files to read at
specification time
image_colorMipLevels development aid to see texture mip usage
image_downSize controls texture downsampling
image_downSizeBump controls normal map downsampling
image_downSizeBumpLimit controls normal map downsample limit
image_downSizeLimit controls diffuse map downsample limit
image_downSizeSpecular controls specular downsampling
image_downSizeSpecularLimit controls specular downsampled limit
image_filter changes texture filtering on mipmapped
images
image_forceDownSize
image_ignoreHighQuality ignore high quality setting on materials
image_lodbias change lod bias on mipmapped images
image_preload if 0, dynamically load all images
image_roundDown round bad sizes down to nearest power of two
image_showBackgroundLoads 1 = print number of outstanding background
loads
image_useAllFormats allow alpha/intensity/luminance
luminance+alpha
image_useCache 1 = do background load image caching
image_useCompression 0 = force everything to high quality
image_useNormalCompression 2 = use rxgb compression for normal maps, 1
= use 256 color compression for normal maps
if available
image_useOfflineCompression write a batch file for offline compression
of DDS files
image_usePrecompressedTextures use .dds files if present
image_writeNormalTGA write .tgas of the final normal maps for
debugging
image_writeNormalTGAPalletized write .tgas of the final palletized normal
maps for debugging
image_writePrecompressedTextures write .dds files if necessary
image_writeTGA write .tgas of the non normal maps for
debugging
in_alwaysRun always run (reverse _speed button) - only in
MP
in_anglespeedkey angle change scale when holding down _speed
button
in_freeLook look around with mouse (reverse _mlook
button)
in_mouse enable mouse input
in_pitchspeed pitch change speed when holding down look
_lookUp or _lookDown button
in_yawspeed yaw change speed when holding down _left or
_right button
lcp_showFailures show LCP solver failures
logFile 1 = buffer log, 2 = flush after each print
logFileName name of log file, if empty, qconsole.log
will be used
m_pitch mouse pitch scale
m_showMouseRate shows mouse movement
m_smooth number of samples blended for mouse viewing
m_strafeScale mouse strafe movement scale
m_strafeSmooth number of samples blended for mouse moving
m_yaw mouse yaw scale
mod_validSkins valid skins for the game
net_allowCheats Allow cheats in network game
net_channelShowDrop show dropped packets
net_channelShowPackets show all packets
net_clientMaxRate maximum rate requested by client from server
in bytes/sec
net_clientPredictGUI test guis in networking without prediction
net_clientPrediction additional client side prediction in
milliseconds
net_clientRemoteConsoleAddress remote console address
net_clientRemoteConsolePassword remote console password
net_clientServerTimeout server time out in seconds
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing
net_clientUsercmdBackup number of usercmds to resend
net_forceDrop percentage packet loss
net_forceLatency milliseconds latency
net_ip local IP address
net_LANServer config LAN games only - affects clients and
servers
net_master0 idnet master server address
net_master1 1st master server address
net_master2 2nd master server address
net_master3 3rd master server address
net_master4 4th master server address
net_port local IP port number
net_serverAllowServerMod allow server-side mods
net_serverClientTimeout client time out in seconds
net_serverDedicated 1 = text console dedicated server, 2 =
graphical dedicated server
net_serverDrawClient number of client for which to draw view on
server
net_serverMaxClientRate maximum rate to a client in bytes/sec
net_serverMaxUsercmdRelay maximum number of usercmds from other
clients the server relays to a client
net_serverReloadEngine perform a full reload on next map restart
(including flushing referenced pak files) -
decreased if > 0
net_serverRemoteConsolePassword remote console password
net_serverSnapshotDelay delay between snapshots in milliseconds
net_serverZombieTimeout disconnected client timeout in seconds
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_verbose 1 = verbose output, 2 = even more verbose
output
password client password used when connecting
pm_air how long in milliseconds the player can go
without air before he starts taking damage
pm_bboxwidth x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob bob much faster when crouched
pm_crouchheight height of player's bounding box while
crouched
pm_crouchrate time it takes for player's view to change
from standing to crouching
pm_crouchspeed speed the player can move while crouched
pm_crouchviewheight height of player's view while crouched
pm_deadheight height of player's bounding box while dead
pm_deadviewheight height of player's view while dead
pm_jumpheight approximate hieght the player can jump
pm_maxviewpitch amount player's view can look down
pm_minviewpitch amount player's view can look up (negative
values are up)
pm_modelView draws camera from POV of player model (1 =
always, 2 = when dead)
pm_noclipspeed speed the player can move while in noclip
pm_normalheight height of player's bounding box while
standing
pm_normalviewheight height of player's view while standing
pm_runbob bob faster when running
pm_runpitch
pm_runroll
pm_runspeed speed the player can move while running
pm_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_stamina length of time player can run
pm_staminarate rate that player regains stamina. divide
pm_stamina by this value to determine how
long it takes to fully recharge.
pm_staminathreshold when stamina drops below this value, player
gradually slows to a walk
pm_stepsize maximum height the player can step up
without jumping
pm_thirdPerson enables third person view
pm_thirdPersonAngle direction of camera from player in 3rd
person in degrees (0 = behind player, 180 =
in front)
pm_thirdPersonClip clip third person view into world space
pm_thirdPersonDeath enables third person view when player dies
pm_thirdPersonHeight height of camera from normal view height in
3rd person
pm_thirdPersonRange camera distance from player in 3rd person
pm_usecylinder use a cylinder approximation instead of a
bounding box for player collision detection
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking
aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
af_contactFrictionScale scales the contact friction
af_forceFriction force the given friction value
af_highlightBody name of the body to highlight
af_highlightConstraint name of the constraint to highlight
af_jointFrictionScale scales the joint friction
af_maxAngularVelocity maximum angular velocity
af_maxLinearVelocity maximum linear velocity
af_showActive show tree-like structures of articulated
figures not at rest
af_showBodies show bodies
af_showBodyNames show body names
af_showConstrainedBodies show the two bodies contrained by the
highlighted constraint
af_showConstraintNames show constraint names
af_showConstraints show constraints
af_showInertia show the inertia tensor of each body
af_showLimits show joint limits
af_showMass show the mass of each body
af_showPrimaryOnly show primary constraints only
af_showTimings show articulated figure cpu usage
af_showTotalMass show the total mass of each articulated
figure
af_showTrees show tree-like structures
af_showVelocity show the velocity of each body
af_skipFriction skip friction
af_skipLimits skip joint limits
af_skipSelfCollision skip self collision detection
af_testSolid test for bodies initially stuck in solid
af_timeScale scales the time
af_useImpulseFriction use impulse based contact friction
af_useJointImpulseFriction use impulse based joint friction
af_useLinearTime use linear time algorithm for tree-like
structures
af_useSymmetry use constraint matrix symmetry
ai_blockedFailSafe enable blocked fail safe handling
ai_debugMove draws movement information for monsters
ai_debugScript displays script calls for the specified
monster entity number
ai_debugTrajectory draws trajectory tests for monsters
ai_showCombatNodes draws attack cones for monsters
ai_showObstacleAvoidance draws obstacle avoidance information for
monsters. if 2, draws obstacles for player,
as well
ai_showPaths draws path_* entities
ai_testPredictPath
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawInternal draw internal edges green
cm_drawMask collision mask
cm_drawNormals draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_allowConsole allow ~ to toggle console
com_asyncInput sample input from the async thread
com_asyncSound mix sound from the async thread
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos
com_compressSaveGame compress save games
com_fixedTic
com_forceGenericSIMD force generic platform independent SIMD
com_guid
com_journal 1 = record journal, 2 = play back journal
com_logDemos
com_machineSpec hardware classification, -1 = not detected,
0 = low quality, 1 = medium quality, 2 =
high quality, 3 = ultra quality
com_makingBuild 1 when making a build
com_memoryMarker used as a marker for memory stats
com_minTics
com_preciseTic run one game tick every async thread update
com_preloadDemos
com_purgeAll purge everything between level loads
com_showAngles
com_showAsyncStats show async network stats
com_showDemo
com_showFPS show frames rendered per second
com_showMemoryUsage show total and per frame memory usage
com_showSoundDecoders show sound decoders
com_showTics
com_skipGameDraw
com_skipRenderer skip the renderer completely
com_speeds show engine timings
com_timestampPrints print time with each console print, 1 = msec
2 = sec
com_updateLoadSize update the load size after loading a map
com_videoRam holds the last amount of detected video ram
com_wipeSeconds
con_noPrint print on the console but not onscreen when
console is pulled up
con_notifyTime time messages are displayed onscreen when
console is pulled up
con_speed speed at which the console moves up and down
decl_show set to 1 to print parses, 2 to also print
references
developer
EntityPlacement
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game
fs_restrict
fs_savepath
g_armorProtection armor takes this percentage of damage
g_armorProtectionMP armor takes this percentage of damage in mp
g_balanceTDM maintain even teams
g_blobSize
g_blobTime
g_bloodEffects show blood splats, sprays and gibs
g_cinematic skips updating entities that aren't marked
'cinematic' '1' during cinematics
g_cinematicMaxSkipTime # of seconds to allow game to run when
skipping cinematic. prevents lock-up when
cinematic doesn't end.
g_countDown pregame countdown in seconds
g_damageScale scale final damage on player by this factor
g_debugAnim displays information on which animations are
playing on the specified entity number. set
to -1 to disable.
g_debugBounds checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals show decals such as bullet holes
g_disasm disassemble script into base/script
disasm.txt on the local drive when script is
compiled
g_doubleVision show double vision when taking damage
g_dragDamping
g_dragEntity allows dragging physics objects around by
placing the crosshair over them and holding
the fire button
g_dragShowSelection
g_dropItemRotation
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
g_exportMask
g_flushSave 1 = don't buffer file writing for save
games.
g_fov
g_frametime displays timing information for each game
frame
g_gameReviewPause scores review time in seconds (at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt how much health to take in nightmare mode
g_healthTakeLimit how low can health get taken in nightmare
mode
g_healthTakeTime how often to take health in nightmare mode
g_kickAmplitude
g_kickTime
g_knockback
g_mapCycle map cycling script for multiplayer games -
see mapcycle.scriptcfg
g_maxShowDistance
g_monsters
g_mpWeaponAngleScale Control the weapon sway in MP
g_muzzleFlash show muzzle flashes
g_nightmare if nightmare mode is allowed
g_password game password
g_projectileLights show dynamic lights on projectiles
g_showActiveEntities draws boxes around thinking entities.
dormant entities (outside of pvs) are drawn
yellow. non-dormant are green.
g_showBrass enables ejected shells from weapon
g_showcamerainfo displays the current frame # for the camera
when playing cinematics
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showEnemies draws boxes around monsters that have
targeted the the player
g_showEntityInfo
g_showHud
g_showPlayerShadow enables shadow of player model
g_showProjectilePct enables display of player hit percentage
g_showPVS
g_showTargets draws entities and thier targets. hidden
entities are drawn grey.
g_showTestModelFrame displays the current animation and frame #
for testmodels
g_showTriggers draws trigger entities (orange) and thier
targets (green). disabled triggers are
drawn grey.
g_showviewpos
g_skill
g_skipFX
g_skipParticles
g_skipViewEffects skip damage and other view effects
g_spectatorChat let spectators talk to everyone during game
g_stopTime
g_TDMArrows draw arrows over teammates in team
deathmatch
g_testDeath
g_testHealthVision
g_testModelAnimate test model animation, 0 = cycle anim with
origin reset
1 = cycle anim with fixed origin
2 = cycle anim with continuous origin
3 = frame by frame with continuous origin
4 = play anim once
g_testModelBlend number of frames to blend
g_testModelRotate test model rotation speed
g_testParticle test particle visualation, set by the
particle editor
g_testParticleName name of the particle being tested by the
particle editor
g_testPostProcess name of material to draw over screen
g_timeEntities when non-zero, shows entities whose think
functions exceeded the # of milliseconds
specified
g_useDynamicProtection scale damage and armor dynamically to keep
the player alive more often
g_vehicleForce
g_vehicleVelocity
g_viewNodalX
g_viewNodalZ
g_voteFlags vote flags. bit mask of votes not allowed on
this server
gamedate
gamename
gui_configServerRate
gui_debug
gui_edit
gui_filter_gameType Gametype filter
gui_filter_password Password filter
gui_filter_players Players filter
gui_mediumFontLimit
gui_smallFontLimit
ik_debug show IK debug lines
ik_enable enable IK
image_anisotropy set the maximum texture anisotropy if
available
image_cacheMegs maximum MB set aside for temporary loading
of full-sized precompressed images
image_cacheMinK maximum KB of precompressed files to read at
specification time
image_colorMipLevels development aid to see texture mip usage
image_downSize controls texture downsampling
image_downSizeBump controls normal map downsampling
image_downSizeBumpLimit controls normal map downsample limit
image_downSizeLimit controls diffuse map downsample limit
image_downSizeSpecular controls specular downsampling
image_downSizeSpecularLimit controls specular downsampled limit
image_filter changes texture filtering on mipmapped
images
image_forceDownSize
image_ignoreHighQuality ignore high quality setting on materials
image_lodbias change lod bias on mipmapped images
image_preload if 0, dynamically load all images
image_roundDown round bad sizes down to nearest power of two
image_showBackgroundLoads 1 = print number of outstanding background
loads
image_useAllFormats allow alpha/intensity/luminance
luminance+alpha
image_useCache 1 = do background load image caching
image_useCompression 0 = force everything to high quality
image_useNormalCompression 2 = use rxgb compression for normal maps, 1
= use 256 color compression for normal maps
if available
image_useOfflineCompression write a batch file for offline compression
of DDS files
image_usePrecompressedTextures use .dds files if present
image_writeNormalTGA write .tgas of the final normal maps for
debugging
image_writeNormalTGAPalletized write .tgas of the final palletized normal
maps for debugging
image_writePrecompressedTextures write .dds files if necessary
image_writeTGA write .tgas of the non normal maps for
debugging
in_alwaysRun always run (reverse _speed button) - only in
MP
in_anglespeedkey angle change scale when holding down _speed
button
in_freeLook look around with mouse (reverse _mlook
button)
in_mouse enable mouse input
in_pitchspeed pitch change speed when holding down look
_lookUp or _lookDown button
in_yawspeed yaw change speed when holding down _left or
_right button
lcp_showFailures show LCP solver failures
logFile 1 = buffer log, 2 = flush after each print
logFileName name of log file, if empty, qconsole.log
will be used
m_pitch mouse pitch scale
m_showMouseRate shows mouse movement
m_smooth number of samples blended for mouse viewing
m_strafeScale mouse strafe movement scale
m_strafeSmooth number of samples blended for mouse moving
m_yaw mouse yaw scale
mod_validSkins valid skins for the game
net_allowCheats Allow cheats in network game
net_channelShowDrop show dropped packets
net_channelShowPackets show all packets
net_clientMaxRate maximum rate requested by client from server
in bytes/sec
net_clientPredictGUI test guis in networking without prediction
net_clientPrediction additional client side prediction in
milliseconds
net_clientRemoteConsoleAddress remote console address
net_clientRemoteConsolePassword remote console password
net_clientServerTimeout server time out in seconds
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing
net_clientUsercmdBackup number of usercmds to resend
net_forceDrop percentage packet loss
net_forceLatency milliseconds latency
net_ip local IP address
net_LANServer config LAN games only - affects clients and
servers
net_master0 idnet master server address
net_master1 1st master server address
net_master2 2nd master server address
net_master3 3rd master server address
net_master4 4th master server address
net_port local IP port number
net_serverAllowServerMod allow server-side mods
net_serverClientTimeout client time out in seconds
net_serverDedicated 1 = text console dedicated server, 2 =
graphical dedicated server
net_serverDrawClient number of client for which to draw view on
server
net_serverMaxClientRate maximum rate to a client in bytes/sec
net_serverMaxUsercmdRelay maximum number of usercmds from other
clients the server relays to a client
net_serverReloadEngine perform a full reload on next map restart
(including flushing referenced pak files) -
decreased if > 0
net_serverRemoteConsolePassword remote console password
net_serverSnapshotDelay delay between snapshots in milliseconds
net_serverZombieTimeout disconnected client timeout in seconds
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_verbose 1 = verbose output, 2 = even more verbose
output
password client password used when connecting
pm_air how long in milliseconds the player can go
without air before he starts taking damage
pm_bboxwidth x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob bob much faster when crouched
pm_crouchheight height of player's bounding box while
crouched
pm_crouchrate time it takes for player's view to change
from standing to crouching
pm_crouchspeed speed the player can move while crouched
pm_crouchviewheight height of player's view while crouched
pm_deadheight height of player's bounding box while dead
pm_deadviewheight height of player's view while dead
pm_jumpheight approximate hieght the player can jump
pm_maxviewpitch amount player's view can look down
pm_minviewpitch amount player's view can look up (negative
values are up)
pm_modelView draws camera from POV of player model (1 =
always, 2 = when dead)
pm_noclipspeed speed the player can move while in noclip
pm_normalheight height of player's bounding box while
standing
pm_normalviewheight height of player's view while standing
pm_runbob bob faster when running
pm_runpitch
pm_runroll
pm_runspeed speed the player can move while running
pm_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_stamina length of time player can run
pm_staminarate rate that player regains stamina. divide
pm_stamina by this value to determine how
long it takes to fully recharge.
pm_staminathreshold when stamina drops below this value, player
gradually slows to a walk
pm_stepsize maximum height the player can step up
without jumping
pm_thirdPerson enables third person view
pm_thirdPersonAngle direction of camera from player in 3rd
person in degrees (0 = behind player, 180 =
in front)
pm_thirdPersonClip clip third person view into world space
pm_thirdPersonDeath enables third person view when player dies
pm_thirdPersonHeight height of camera from normal view height in
3rd person
pm_thirdPersonRange camera distance from player in 3rd person
pm_usecylinder use a cylinder approximation instead of a
bounding box for player collision detection
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking