[list]Press the [Left Ctrl] + [Alt] + ~ during game play to display the console window.
Effect Code
Unknown _attack
Unknown _back
Switch to indicated weapon slot, regardless if you have a weapon there _button0
Switch to indicated weapon slot, regardless if you have a weapon there _button1
Switch to indicated weapon slot, regardless if you have a weapon there _button2
Switch to indicated weapon slot, regardless if you have a weapon there _button3
Switch to indicated weapon slot, regardless if you have a weapon there _button4
Switch to indicated weapon slot, regardless if you have a weapon there _button5
Switch to indicated weapon slot, regardless if you have a weapon there _button6
Switch to indicated weapon slot, regardless if you have a weapon there _button7
Unknown aas_goalArea
Unknown aas_pullPlayer
Unknown aas_randomPullPlayer
Unknown aas_showAreas
Unknown aas_showFlyPath
Unknown aas_showHideArea
Unknown aas_showPath
Unknown aas_showPushIntoArea
Unknown aas_showWallEdges
Unknown aas_test
Show AAS stats aasStats
Adds debug arrow addarrow
Core to game chat lines addChatLine
Add debug line addline
Scale contact friction af_contactFrictionScale
Force the given friction value af_forceFriction
Name of the body to highlight af_highlightBody
Name of the constraint to highlight af_highlightConstraint
Scale the joint friction af_jointFrictionScale
Maximum angular velocity af_maxAngularVelocity:
Maximum linear velocity af_maxLinearVelocity
Show structures of articulated figures not at rest af_showActive
Show bodies af_showBodies
Show body names af_showBodyNames
Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
Show constraint names af_showConstraintNames
Show constraints af_showConstraints
Show the inertia tensor of each body af_showInertia
Show joint limits af_showLimits
Show mass of each body af_showMass
Show primary constraints only af_showPrimaryOnly
Show articulated figure CPU usage af_showTimings
Show the total mass of each articulated figure af_showTotalMass
Show tree-like structures af_showTrees
Show velocity of each body af_showVelocity
Skip friction af_skipFriction
Skip joint limits af_skipLimits
Skip self collision detection af_skipSelfCollision
Test for bodies initially stuck in solid af_testSolid
Scale time af_timeScale
Use impulse-based contact friction af_useImpulseFriction
Use impulse-based joint friction af_useJointImpulseFriction
Use linear time algorithm for tree-like structures af_useLinearTime
Use constraint matrix symmetry af_useSymmetry
Enable blocked fail safe handling ai_blockedFailSafe
Draw movement information for monsters ai_debugMove
Display script calls for the specified monster entity number ai_debugScript
Draw trajectory tests for monsters ai_debugTrajectory
Draw attack cones for monsters ai_showCombatNodes
Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
Draw path_* entities ai_showPaths:
Unknown ai_testPredictPath
Write .AVI for a command demo aviCmdDemo
Save demo in .AVI format avidemo
Write .AVI for a demo aviDemo
Write .AVI for the current game aviGame
Game benchmark benchmark
Benchmark benchmark
Bind command to a key bind
Unknown bindlist
Bind ragdoll at the current drag position bindRagdoll
Bind a key, but unbinds it first if there are more than two binds bindunbindtwo
Blink a debug line blinkline
Center view centerview
Check if new version of the game is available checkNewVersion
Clear the console clear
Unknown clearlights
Clear all lights clearLights
Drop current weapon clientDropWeapon
In-game GUI message mode clientMessageMode
Voice chats clientVoiceChat
Team voice chats clientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
Cull back facing polygons cm_backFaceCul
Debug collision detection cm_debugCollision
Color used to draw the collision models cm_drawColor
Draw filled polygons cm_drawFilled
Draw internal edges green cm_drawInternal
Collision mask cm_drawMask
Draw polygon and edge normals cm_drawNormals
Unknown cm_testAngle
Unknown cm_testBox
Unknown cm_testBoxRotation
Unknown cm_testCollision
Unknown cm_testLength
Unknown cm_testModel
Unknown cm_testOrigin
Unknown cm_testRadius
Unknown cm_testRandomMany
Unknown cm_testReset
Unknown cm_testRotation
Unknown cm_testTimes
Unknown cm_testWalk
Show collision model info collisionModelInfo
Use ~ to toggle console com_allowConsole
Sample input from the async thread com_asyncInput
Mix sound from the async thread com_asyncSound
Unknown com_aviDemoHeight
Unknown com_aviDemoSamples
Unknown com_aviDemoTics
Unknown com_aviDemoWidth
Unknown com_compressDemos
Compress saved games com_compressSaveGame
Unknown com_fixedTic
Force generic platform independent SIMD com_forceGenericSIMD
Unknown com_guid
Record journal com_journal 1
Play back journal com_journal 2
Unknown com_logDemos
Set hardware classification to com_machineSpec
Set hardware classification to not detected, com_machineSpec -1
Set hardware classification to low quality, com_machineSpec 0
Set hardware classification to medium quality, com_machineSpec 1
Set hardware classification to high quality, com_machineSpec 2
Set hardware classification to ultra quality com_machineSpec 3
Make a build com_makingBuild 1
Marker for memory stats com_memoryMarker
Unknown com_minTics
Run one game tick every async thread update com_preciseTic
Unknown com_preloadDemos
Purge everything between level loads com_purgeAll
Unknown com_showAngles
Show async network stats com_showAsyncStats
Unknown com_showDemo
Show frame rate com_showFPS
Show framerate com_showfps 1
Show total and per frame memory usage com_showMemoryUsage
Show sound decoders com_showSoundDecoders
Unknown com_showTics
Unknown com_skipGameDraw
Skip the renderer completely com_skipRenderer
Show engine timings com_speeds
Print time in milliseconds with each console print com_timestampPrints 1
Print time in seconds with each console print com_timestampPrints 2
Update the load size after loading a map com_updateLoadSize
Hold last amount of detected video RAM com_videoRam
Unknown com_wipeSeconds
Combine six images for roq compression combineCubeImages
Compress a demo file compressDemo
Print on the console but not onscreen when console is displayed con_noPrint
Time messages displayed when console is displayed con_notifyTime
Speed at which the console moves con_speed <number>
Dump the console text to a file conDump
Connect to a server connect
Crash game crash
Restart the cvar system cvar_restart
Unknown cvarlist
Apply damage to an entity damage
Launch script debugger debugger
Print parses decl_show 1
Print parses and references developer decl_show 2
Delete selected entity deleteSelected
Save screenshot for a demo demoShot
Load a map in developer mode devmap
List a folder dir
List a folder with sub-folders dirtree
Unknown dirtyfeet
Disassembles script disasmScript
Disables connection for current multi-player game disconnect
Disconnect from a game disconnect
Compile map dmap
Print indicated text echo <text>
Launch in-game Articulated Figure Editor editAFs
Launch in-game Declaration Editor editDecls
Launch GUI Editor editGUIs
Change lighting editlight
Launch in-game Light Editor editLights
Open the in-game editor editor
Launch in-game Particle Editor editParticles
Launch in-game PDA Editor editPDAs
Launch in-game Script Editor editScripts
Launch in-game Sound Editor editSounds
Unknown EntityPlacement
Take an environment shot envshot
Cause an error error
Execute a config file exec
Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
Exit game exit
Exit command demo exitCmdDemo
Export models exportmodels
Unknown fillrate
Finish the build process finishBuild
Unknown flashlight
Unknown focussoundseditor
Freeze everything on screen freeze
Freeze game for indicated number of seconds freeze <number>
Unknown fs_basepath
Unknown fs_caseSensitiveOS
Unknown fs_cdpath
Unknown fs_copyfiles
Unknown fs_debug
Unknown fs_devpath
Unknown fs_game
Unknown fs_restrict
Unknown fs_savepath
Armor takes this percentage of damage g_armorProtection <number>
Armor takes this percentage of damage in MP g_armorProtectionMP <number>
Maintain even teams g_balanceTDM
Unknown g_blobSize
Unknown g_blobTime
Show blood splats, sprays, and gibs g_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime <number>
Pregame countdown in seconds g_countDown <number>
Scale final damage on player by this factor g_damageScale <number>
Display information on which animations are playing on specified entity; -1 disables g_debugAnim <number>
Check for models with bounds over 2048 g_debugBounds
Unknown g_debugCinematic
Unknown g_debugDamage
Unknown g_debugMove
Unknown g_debugMover
Unknown g_debugScript
Unknown g_debugTriggers
Unknown g_debugWeapon
Show decals (bullet holes, etc.) g_decals
Disassemble script into base/script disasm.txt when script is compiled g_disasm
Show double vision when taking damage g_doubleVision
Unknown g_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire] g_dragEntity
Unknown g_dragShowSelection
Unknown g_dropItemRotation
Unknown g_dvAmplitude
Unknown g_dvFrequency
Unknown g_dvTime
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. g_editEntityMode <0-7>
Unknown g_exportMask
Toggle disable buffer file writing for save games g_flushSave <0 or 1>
Unknown g_fov
Display timing information for each game frame g_frametime
Score review time in seconds at end game g_gameReviewPause
Unknown g_gravity
Unknown g_gunX
Unknown g_gunY
Unknown g_gunZ
Set how much health to take in nightmare mode g_healthTakeAmt <number>
Set how low can health get taken in nightmare mode g_healthTakeLimit <number>
Set how often to take health in nightmare mode g_healthTakeTime <number>
Unknown g_kickAmplitude
Unknown g_kickTime
Unknown g_maxShowDistance
Unknown g_monsters
Control the weapon sway in MP g_mpWeaponAngleScale <number>
Show muzzle flashes g_muzzleFlash <0 or 1>
If nightmare mode is allowed g_nightmare <0 or 1>
Game password g_password <password>
Show dynamic lights on projectiles g_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapon g_showBrass
Display current frame number for camera when playing cinematics g_showcamerainfo
Unknown g_showCollisionModels
Unknown g_showCollisionTraces
Unknown g_showCollisionWorld
Draw boxes around monsters that targeted player g_showEnemies
Unknown g_showEntityInfo
Unknown g_showHud
Enable shadow of player model g_showPlayerShadow
Enable display of player hit percentage g_showProjectilePct
Toggle hit % to HUD g_showprojectilepct 1
Unknown g_showPVS
Draw entities and their targets; hidden entities are gray g_showTargets
Display current animation and frame number for testmodels. g_showTestModelFrame
Draw trigger entities (orange) and their targets (green); disabled triggers are gray. g_showTriggers
Unknown g_showviewpos
Unknown g_skill
Unknown g_skipFX
Unknown g_skipParticles
Skip damage and other view effects g_skipViewEffects
Let spectators talk to everyone during game g_spectatorChat
Unknown g_stopTime
Draw arrows over teammates in team deathmatch g_TDMArrows
Unknown g_testDeath
Unknown g_testHealthVision
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
Number of frames to blend g_testModelBlend
Test model rotation speed g_testModelRotate
Test particle visualation; set by the particle editor g_testParticle
Name of the particle being tested by the particle editor g_testParticleName
Name of material to draw over screen g_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
Unknown g_vehicleForce
Unknown g_vehicleVelocity
Unknown g_viewNodalX
Unknown g_viewNodalZ
Show available memory game_memory
Cause a game error gameError
Kick player from multi-player game gameKick <name>
Print current view position getviewpos
Display graphics card details gfxinfo
Spawn indicated item give <item name>
Full weapons and ammunition give all
Full ammunition for current weapons give ammo
Armor to 125 give armor
Health to 100 give health
All keys give keys
BFG give weapon_bfg
Chainsaw give weapon_chainsaw
Machine gun give weapon_machinegun
Plasmagun give weapon_plasmagun
Rocket launcher give weapon_rocketlauncher
Shotgun give weapon_shotgun
God mode1 god
Unknown gui_configServerRate
Unknown gui_debug
Unknown gui_edit
Gametype filter gui_filter_gameType
Password filter gui_filter_password
Players filter gui_filter_players
Unknown gui_mediumFontLimit
Unknown gui_smallFontLimit
Send heartbeat to master servers Heartbeat
Show help help
Hitch the game hitch
Show IK debug lines ik_debug
Enable IK ik_enable
Name of log file; if empty "qconsole.log" will be used ilFileName
Set the maximum texture anisotropy if available image_anisotropy <number>
Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs <number>
Maximum KB of precompressed files to read at specification time image_cacheMinK <number>
See texture MIP usage image_colorMipLevels
Control texture downsampling image_downSize
Control normal map downsampling image_downSizeBump
Control normal map downsample limit image_downSizeBumpLimit
Control diffuse map downsample limit image_downSizeLimit
Control specular downsampling image_downSizeSpecular
Control specular downsampled limit image_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknown image_forceDownSize
Ignore high quality setting on materials image_ignoreHighQuality
Change lod bias on mipmapped images image_lodbias
If 0, dynamically load all images image_preload <0 or 1>
Round bad sizes down to nearest power of two image_roundDown
If 1, print number of outstanding background loads image_showBackgroundLoads<0 or 1>
Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
If 1, do background load image caching image_useCache <0 or 1>
If 0, force everything to high quality image_useCompression <0 or 1>
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available image_useNormalCompression <0-2>
Write batch file for offline compression of .DDS files image_useOfflineCompression
Use .DDS files if present image_usePrecompressedTextures
Write .tgas of the final normal maps for debugging image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
Write .DDS files if necessary image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging image_writeTGA
Always run (reverse _speed button) in multi-player mode in_alwaysRun
Angle change scale when holding _speed button in_anglespeedkey
Look around with mouse (reverse _mlook button) in_freeLook
Enable mouse input in_mouse
Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
Restart the input system in_restart
Yaw change speed when holding _left or _right button in_yawspeed
Keep last test model in the game keepTestModel
Kick client by connection number kick
Kill current target; suicide if no one is targeted kill
Kill the player kill
Kill all monsters in current level killmonsters
Kill all moving enemies killmoveables
Kill all non-moving enemies killragdolls
Scan LAN for servers LANScan
Show LCP solver failures lcp_showFailures
List active game entities listActiveEntities
List articulated figures listAF
List all animations listAnims
List audios listAudios
List key bindings listBinds
List game classes listClasses
List commands listCmds
List collision models listCollisionModels
List cvars listCvars
List all decls listDecls
List all keys used by dictionaries listDictKeys
List all values used by dictionaries listDictValues
List emails listEmails
List game entities listEntities
Lists indicated def file settings listentitydefs
List FX systems listFX
List game commands listGameCmds
List GUIs listGuis
List decl text character frequencies listHuffmanFrequencies
List images listImages
Lists indicated def file settings listlightdefs
List all debug lines listLines
List materials listMaterials
List model defs listModelDefs
List all models listModels
List all video modes listModes
Lists images of monsters listmonsters
List particle systems listParticles
List PDAs listPDAs
List the entity defs listRenderEntityDefs
List renderer commands listRendererCmds
List the light defs listRenderLightDefs
List scanned servers listServers
List skins listSkins
List sound commands listSoundCmds
List active sound decoders listSoundDecoders
List all sounds listSounds
List sound shaders listSoundShaders
List the spawn args of an entity listSpawnArgs
List system commands listSystemCmds
List tables listTables
List script threads listThreads
List tool commands listToolCmds
List type info listTypeInfo
List vertex cache listVertexCache
List videos listVideos
Load a game loadGame
Localize GUIs localizeGuis
Localize maps localizeMaps
If 1, buffer log; if 2, flush after each print logFile <1 or 2>
Mouse pitch scale m_pitch
Show mouse movement m_showMouseRate
Number of samples blended for mouse viewing m_smooth
Mouse strafe movement scale m_strafeScale
Number of samples blended for mouse moving m_strafeSmooth
Mouse yaw scale m_yaw
Make an ambient map makeAmbientMap
Process giant images MakeMegaTexture
Play indicated map map game/<map name>
Create memory dump memoryDump
Create a compressed memory dump memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins
Modify shader parms on all lights modulateLights
Show next animation on test model nextAnim
Show next animation frame on test model nextFrame
Teleport player to the next func_static with a GUI nextGUI
Load next map on the server nextMap
Disable collision detection for the player noclip
Ignored by most enemies notarget
Unknown overlaygui
Print tokenized string parse
Unknown parsewait
List search paths path
Play back a command demo playCmdDemo
Play back a demo playDemo
Set the given model on the player playerModel <model name>
Milliseconds the player can go without air before damage starts pm_air <number>
x/y size of player's bounding box pm_bboxwidth
Unknown pm_bobpitch
Unknown pm_bobroll
Unknown pm_bobup
Bob much faster when crouched pm_crouchbob
Height of player's bounding box while crouched pm_crouchheight <number>
Time it takes for player's view to change from standing to crouching pm_crouchrate <number>
Speed the player can move while crouched pm_crouchspeed <number>
Height of player's view while crouched pm_crouchviewheight <number>
Height of player's bounding box while dead pm_deadheight <number>
Height of player's view while dead pm_deadviewheight <number>
Approximate height the player can jump pm_jumpheight <number>
Amount player's view can look down pm_maxviewpitch <number>
Amount player's view can look up; negative values are up pm_minviewpitch <number>
Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView <1 or 2>
Speed the player can move while in noclip pm_noclipspeed <number>
Height of player's bounding box while standing pm_normalheight <number>
Height of player's view while standing pm_normalviewheight <number>
Bob faster when running pm_runbob
Unknown pm_runpitch
Unknown pm_runroll
Speed the player can move while running pm_runspeed <number>
Size of the spectator bounding box pm_spectatebbox <number>
Speed the player can move while spectating pm_spectatespeed <number>
Length of time player can run pm_stamina <number>
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate <number>
When stamina is below this value, player slows to a walk pm_staminathreshold <number>
Maximum height player can step up without jumping pm_stepsize <number>
Toggle third person view pm_thirdperson <0 or 1>
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle <0-180>
Clip third person view into world space pm_thirdPersonClip
Enable third person view when player dies pm_thirdPersonDeath
Height of camera from normal view height in third person pm_thirdPersonHeight <number>
Camera distance from player in third person pm_thirdPersonRange <number>
Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
Bob slowly when walking pm_walkbob
Player's walking speed pm_walkspeed <number>
Remove last created light popLight
Show previous animation on test model prevAnim
Show previous animation frame on test model prevFrame
Print an articulated figure printAF
Print an Audio printAudio
Print an email printEmail
Print an entity def printEntityDef
Print an FX system printFX
Print a material printMaterial
Print model info printModel
Print a model def printModelDefs
Print a particle system printParticle
Print a PDA printPDA
Unknown printshader
Print a skin printSkin
Print a sound shader printSoundShader
Print a table printTable
Print an Video printVideo
Prompt and set the CD Key promptKey
Quit the game quit
Change gamma tables r_brightness
Set brightness level r_brightness <number>
arbfp1, fp30 r_cgFragmentProfile
arbvp1, vp20, vp30 r_cgVertexProfile
Compare all surface bounds with precalculated ones r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear <1, 2, or R G B value>
Custom screen height r_customHeight <number>
Custom screen width r_customWidth <number>
Step size of arrow cone line rotation in degrees r_debugArrowStep <number>
Perform depth test on debug lines r_debugLineDepthTest
Width of debug lines r_debugLineWidth <number>
Draw a filled polygon r_debugPolygonFilled
Used during development to show IHV's their problems r_demonstrateBug
Optional display refresh rate option for vid mode r_displayRefresh
Force a call to glFinish() every frame r_finish
Scale flare deforms from the material def r_flareSize
Draw all images to screen after registration r_forceLoadImages
Draw to front buffer for debugging r_frontBuffer
0 = windowed, 1 = full screen r_fullscreen <0 or 1>
Change gamma tables r_gamma
Set gamma level r_gamma <0-3>
"opengl32", etc. r_glDriver <value>
Fraction to smear across neighbors r_hdr_bloomFraction
Maximum light scale r_hdr_exposure
Monitor gamma power r_hdr_gamma
Random dither in monitor space r_hdr_monitorDither
Use a floating point rendering buffer r_hdr_useFloats
Random debugging without defining new vars r_ignore
Random debugging without defining new vars r_ignore2
Ignore GL errors r_ignoreGLErrors
Ignore the fragment program extension r_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix r_jitter
Offset of joint names when r_showskel is set to 1 r_jointNameOffset
Size of joint names when r_showskel is set to 1 r_jointNameScale
Light all the back faces, even when they would be shadowed r_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow sampling r_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
Number of frames to emit GL logs r_logFile
Override all materials r_materialOverride
Draw only a specific level r_megaTextureLevel
Combine model surfaces with the same material r_mergeModelSurfaces
Video mode number r_mode
Number of antialiasing samples r_multiSamples
Near Z clip plane distance r_near
Polygon offset parameter r_offsetfactor
Polygon offset parameter r_offsetunits
Perform index reorganization to optimize vertex use r_orderIndexes
Hardware specific renderer path to use r_renderer
Scale factor for jitter bias r_sb_biasScale
Oversize FOV for point light side matching r_sb_frustomFOV
Scale factor for jitter offset r_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
Do not draw any occluders r_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing<0-3>
polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
Randomly offset jitter texture each draw r_sb_randomize
Set to 0, 1, 4, or 16 r_sb_samples <number>
Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
Color the pixels contained in the frustum r_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights r_sb_singleSide
Cull geometry to individual side frustums r_sb_useCulling
Draw offscreen r_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
Scale value for stencil shadow drawing r_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
Enable shadows r_shadows
Report alloc/free counts r_showAlloc
Report sphere and box culling stats r_showCull
Report number of modeDefs and lightDefs in view r_showDefs
Report reads and writes to the demo file r_showDemo
Display contents of the depth buffer and the depth range r_showDepth
Draw lines from vertexes to center of dominant triangles r_showDominantTri
Report stats on dynamic surface generation r_showDynamic
Draw the sil edges r_showEdges
Show entity scissor rectangles r_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size r_showImages <0-2>
Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity <number>
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums <0-3>
Report interaction generation activity r_showInteractions
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showInteractionScissors <0-2>
1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLightCount <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 r_showLights <0-3>
Report scale factor applied to drawing for overbrights r_showLightScale
Show light scissor rectangles r_showLightScissors
Display all the level images r_showMegaTexture
Draw colored blocks in each tile r_showMegaTextureLabels
Print frame memory utilization r_showMemory
Draw wireframe normals r_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw <0-3>
Draw portal outlines in color based on passed/not passed r_showPortals
Report drawsurf/index/vertex counts r_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount <0-4>
1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows <0-2>
Highlight edges that are casting shadow planes r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel<0-2>
Show which end (front or back) is blocking r_showSmp
Show surface material name under crosshair r_showSurfaceInfo
Report surface/light/shadow counts r_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace <0-3>
Shade triangles by texture area polarity r_showTexturePolarity
If greater than 0, draw each triangles texture (tangent) vectors r_showTextureVectors <number>
Show intersection of an eye trace with the world r_showTrace
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showTris <0-3>
if 1, put all nVidia register combiner programming in display lists r_showUnsmoothedTangents <0-1>
Report entity and light updates and ref counts r_showUpdates
Unknown r_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys <0-2>
Only draw the portal area the view is actually in r_singleArea
Suppress all but one entity r_singleEntity
Suppress all but one light r_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitive r_singleTriangle
Bypass all non-interaction drawing r_skipAmbient
Do not draw anything r_skipBackEnd
Skip all blend lights r_skipBlendLights
Use flat surface instead of the bump map r_skipBump
Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture
Leave all deform materials in their original state r_skipDeforms
Use black for diffuse r_skipDiffuse
Do not dynamically create textures r_skipDynamicTextures
Skip all fog lights r_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders <0-3>
Skip all light/surface interaction drawing r_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level image r_skipMegaTexture
Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
Skip overlay surfaces r_skipOverlays
1 = skip all particle systems r_skipParticles <0-1>
Skip all post-process renderings r_skipPostProcess
Skip 3D rendering, but pass 2D r_skipRender
Null the rendering context during backend 3D rendering r_skipRenderContext
Skip ROQ decoding r_skipROQ
Use black for specular1 r_skipSpecular
1 = don't render any GUI elements on surfaces r_skipSubviews <0 or 1>
Ignore the per-view suppressions r_skipSuppress
Skip the translucent interaction rendering r_skipTranslucent
1 = do not accept any entity or light updates, making everything static r_skipUpdates <0 or 1>
Merge normals that dot less than this r_slopNormal <number>
Merge texture coordinates this far apart r_slopTexCoord <number>
Merge xyz coordinates this far apart r_slopVertex <number>
1 = do not render main view, allowing subviews to be debugged r_subviewOnly <0 or 1>
Changes wglSwapIntarval r_swapInterval
Vertically scale USGS data r_terrainScale
Experiment with vertex/fragment programs r_testARBProgram
if over 0, draw a grid pattern to test gamma levels r_testGamma <number>
if over 0 draw a grid pattern to test gamma levels r_testGammaBias <number>
if over 0 draw a grid pattern to test gamma levels r_testStepGamma <number>
Cache snapshots of dynamic models r_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors <0-2>
Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
Use pre-calculated material registers if possible r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and box r_useCulling <0-2>
Defer tangents calculations after deform r_useDeferredTangents
Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
If 0, issue the callback immediately at update time, rather than deferring r_useEntityCallbacks <number>
0 = none, 1 = box r_useEntityCulling <0 or 1>
1 = Use custom scissor rectangle for each entity r_useEntityScissors <0 or 1>
1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useExternalShadows <0-2>
if not 0, force the view frustum far distance to this distance r_useFrustumFarDistance <number>
Use ARB_vertex_buffer_object for indexes r_useIndexBuffers
Use the no-far-clip-plane trick r_useInfiniteFarZ
1 = cull interactions r_useInteractionCulling <0 or 1>
1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionScissors <0-2>
Create a full entityDefs * lightDefs table to make finding interactions faster r_useInteractionTable
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightCulling <0 or 3>
Use a more precise area reference determination r_useLightPortalFlow
1 = use custom scissor rectangle for each light r_useLightScissors <0 or 1>
Stop pushing reference bounds early when possible r_useNodeCommonChildren
Use pass optimization for mono lights r_useNV20MonoLights
Use the dmap generated static shadow volumes r_useOptimizedShadows
1 = use portals to perform area culling, otherwise draw everything r_usePortals<0 or 1>
1 = do winding clipping to determine if each ambiguous tri should be lit r_usePreciseTriangleInteractions <0 or 1>
Scissor clip as portals and lights are processed r_useScissor
Try to cull shadows from partially visible lights r_useShadowCulling
Discard triangles outside light volume before shadowing r_useShadowProjectedCull
Scissor shadows by the scissor rect of the interaction surfaces r_useShadowSurfaceScissor
Do the shadow projection in the vertex program on capable cards r_useShadowVertexProgram
Consider verts with the same XYZ, but different ST the same for shadows r_useSilRemap
Avoid redundant state changes in GL_*() calls r_useStateCaching
Cards with 3+ texture units do a two pass instead of three pass r_useTripleTextureARB
Use infinite projection with W technique for dynamic shadows r_useTurboShadow
Do stencil shadows in one pass with different ops on each side r_useTwoSidedStencil
Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers
Unknown r_vertexBufferMegs[*]
Effect Code
Unknown _attack
Unknown _back
Switch to indicated weapon slot, regardless if you have a weapon there _button0
Switch to indicated weapon slot, regardless if you have a weapon there _button1
Switch to indicated weapon slot, regardless if you have a weapon there _button2
Switch to indicated weapon slot, regardless if you have a weapon there _button3
Switch to indicated weapon slot, regardless if you have a weapon there _button4
Switch to indicated weapon slot, regardless if you have a weapon there _button5
Switch to indicated weapon slot, regardless if you have a weapon there _button6
Switch to indicated weapon slot, regardless if you have a weapon there _button7
Unknown aas_goalArea
Unknown aas_pullPlayer
Unknown aas_randomPullPlayer
Unknown aas_showAreas
Unknown aas_showFlyPath
Unknown aas_showHideArea
Unknown aas_showPath
Unknown aas_showPushIntoArea
Unknown aas_showWallEdges
Unknown aas_test
Show AAS stats aasStats
Adds debug arrow addarrow
Core to game chat lines addChatLine
Add debug line addline
Scale contact friction af_contactFrictionScale
Force the given friction value af_forceFriction
Name of the body to highlight af_highlightBody
Name of the constraint to highlight af_highlightConstraint
Scale the joint friction af_jointFrictionScale
Maximum angular velocity af_maxAngularVelocity:
Maximum linear velocity af_maxLinearVelocity
Show structures of articulated figures not at rest af_showActive
Show bodies af_showBodies
Show body names af_showBodyNames
Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
Show constraint names af_showConstraintNames
Show constraints af_showConstraints
Show the inertia tensor of each body af_showInertia
Show joint limits af_showLimits
Show mass of each body af_showMass
Show primary constraints only af_showPrimaryOnly
Show articulated figure CPU usage af_showTimings
Show the total mass of each articulated figure af_showTotalMass
Show tree-like structures af_showTrees
Show velocity of each body af_showVelocity
Skip friction af_skipFriction
Skip joint limits af_skipLimits
Skip self collision detection af_skipSelfCollision
Test for bodies initially stuck in solid af_testSolid
Scale time af_timeScale
Use impulse-based contact friction af_useImpulseFriction
Use impulse-based joint friction af_useJointImpulseFriction
Use linear time algorithm for tree-like structures af_useLinearTime
Use constraint matrix symmetry af_useSymmetry
Enable blocked fail safe handling ai_blockedFailSafe
Draw movement information for monsters ai_debugMove
Display script calls for the specified monster entity number ai_debugScript
Draw trajectory tests for monsters ai_debugTrajectory
Draw attack cones for monsters ai_showCombatNodes
Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
Draw path_* entities ai_showPaths:
Unknown ai_testPredictPath
Write .AVI for a command demo aviCmdDemo
Save demo in .AVI format avidemo
Write .AVI for a demo aviDemo
Write .AVI for the current game aviGame
Game benchmark benchmark
Benchmark benchmark
Bind command to a key bind
Unknown bindlist
Bind ragdoll at the current drag position bindRagdoll
Bind a key, but unbinds it first if there are more than two binds bindunbindtwo
Blink a debug line blinkline
Center view centerview
Check if new version of the game is available checkNewVersion
Clear the console clear
Unknown clearlights
Clear all lights clearLights
Drop current weapon clientDropWeapon
In-game GUI message mode clientMessageMode
Voice chats clientVoiceChat
Team voice chats clientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
Cull back facing polygons cm_backFaceCul
Debug collision detection cm_debugCollision
Color used to draw the collision models cm_drawColor
Draw filled polygons cm_drawFilled
Draw internal edges green cm_drawInternal
Collision mask cm_drawMask
Draw polygon and edge normals cm_drawNormals
Unknown cm_testAngle
Unknown cm_testBox
Unknown cm_testBoxRotation
Unknown cm_testCollision
Unknown cm_testLength
Unknown cm_testModel
Unknown cm_testOrigin
Unknown cm_testRadius
Unknown cm_testRandomMany
Unknown cm_testReset
Unknown cm_testRotation
Unknown cm_testTimes
Unknown cm_testWalk
Show collision model info collisionModelInfo
Use ~ to toggle console com_allowConsole
Sample input from the async thread com_asyncInput
Mix sound from the async thread com_asyncSound
Unknown com_aviDemoHeight
Unknown com_aviDemoSamples
Unknown com_aviDemoTics
Unknown com_aviDemoWidth
Unknown com_compressDemos
Compress saved games com_compressSaveGame
Unknown com_fixedTic
Force generic platform independent SIMD com_forceGenericSIMD
Unknown com_guid
Record journal com_journal 1
Play back journal com_journal 2
Unknown com_logDemos
Set hardware classification to com_machineSpec
Set hardware classification to not detected, com_machineSpec -1
Set hardware classification to low quality, com_machineSpec 0
Set hardware classification to medium quality, com_machineSpec 1
Set hardware classification to high quality, com_machineSpec 2
Set hardware classification to ultra quality com_machineSpec 3
Make a build com_makingBuild 1
Marker for memory stats com_memoryMarker
Unknown com_minTics
Run one game tick every async thread update com_preciseTic
Unknown com_preloadDemos
Purge everything between level loads com_purgeAll
Unknown com_showAngles
Show async network stats com_showAsyncStats
Unknown com_showDemo
Show frame rate com_showFPS
Show framerate com_showfps 1
Show total and per frame memory usage com_showMemoryUsage
Show sound decoders com_showSoundDecoders
Unknown com_showTics
Unknown com_skipGameDraw
Skip the renderer completely com_skipRenderer
Show engine timings com_speeds
Print time in milliseconds with each console print com_timestampPrints 1
Print time in seconds with each console print com_timestampPrints 2
Update the load size after loading a map com_updateLoadSize
Hold last amount of detected video RAM com_videoRam
Unknown com_wipeSeconds
Combine six images for roq compression combineCubeImages
Compress a demo file compressDemo
Print on the console but not onscreen when console is displayed con_noPrint
Time messages displayed when console is displayed con_notifyTime
Speed at which the console moves con_speed <number>
Dump the console text to a file conDump
Connect to a server connect
Crash game crash
Restart the cvar system cvar_restart
Unknown cvarlist
Apply damage to an entity damage
Launch script debugger debugger
Print parses decl_show 1
Print parses and references developer decl_show 2
Delete selected entity deleteSelected
Save screenshot for a demo demoShot
Load a map in developer mode devmap
List a folder dir
List a folder with sub-folders dirtree
Unknown dirtyfeet
Disassembles script disasmScript
Disables connection for current multi-player game disconnect
Disconnect from a game disconnect
Compile map dmap
Print indicated text echo <text>
Launch in-game Articulated Figure Editor editAFs
Launch in-game Declaration Editor editDecls
Launch GUI Editor editGUIs
Change lighting editlight
Launch in-game Light Editor editLights
Open the in-game editor editor
Launch in-game Particle Editor editParticles
Launch in-game PDA Editor editPDAs
Launch in-game Script Editor editScripts
Launch in-game Sound Editor editSounds
Unknown EntityPlacement
Take an environment shot envshot
Cause an error error
Execute a config file exec
Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
Exit game exit
Exit command demo exitCmdDemo
Export models exportmodels
Unknown fillrate
Finish the build process finishBuild
Unknown flashlight
Unknown focussoundseditor
Freeze everything on screen freeze
Freeze game for indicated number of seconds freeze <number>
Unknown fs_basepath
Unknown fs_caseSensitiveOS
Unknown fs_cdpath
Unknown fs_copyfiles
Unknown fs_debug
Unknown fs_devpath
Unknown fs_game
Unknown fs_restrict
Unknown fs_savepath
Armor takes this percentage of damage g_armorProtection <number>
Armor takes this percentage of damage in MP g_armorProtectionMP <number>
Maintain even teams g_balanceTDM
Unknown g_blobSize
Unknown g_blobTime
Show blood splats, sprays, and gibs g_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime <number>
Pregame countdown in seconds g_countDown <number>
Scale final damage on player by this factor g_damageScale <number>
Display information on which animations are playing on specified entity; -1 disables g_debugAnim <number>
Check for models with bounds over 2048 g_debugBounds
Unknown g_debugCinematic
Unknown g_debugDamage
Unknown g_debugMove
Unknown g_debugMover
Unknown g_debugScript
Unknown g_debugTriggers
Unknown g_debugWeapon
Show decals (bullet holes, etc.) g_decals
Disassemble script into base/script disasm.txt when script is compiled g_disasm
Show double vision when taking damage g_doubleVision
Unknown g_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire] g_dragEntity
Unknown g_dragShowSelection
Unknown g_dropItemRotation
Unknown g_dvAmplitude
Unknown g_dvFrequency
Unknown g_dvTime
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. g_editEntityMode <0-7>
Unknown g_exportMask
Toggle disable buffer file writing for save games g_flushSave <0 or 1>
Unknown g_fov
Display timing information for each game frame g_frametime
Score review time in seconds at end game g_gameReviewPause
Unknown g_gravity
Unknown g_gunX
Unknown g_gunY
Unknown g_gunZ
Set how much health to take in nightmare mode g_healthTakeAmt <number>
Set how low can health get taken in nightmare mode g_healthTakeLimit <number>
Set how often to take health in nightmare mode g_healthTakeTime <number>
Unknown g_kickAmplitude
Unknown g_kickTime
Unknown g_maxShowDistance
Unknown g_monsters
Control the weapon sway in MP g_mpWeaponAngleScale <number>
Show muzzle flashes g_muzzleFlash <0 or 1>
If nightmare mode is allowed g_nightmare <0 or 1>
Game password g_password <password>
Show dynamic lights on projectiles g_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapon g_showBrass
Display current frame number for camera when playing cinematics g_showcamerainfo
Unknown g_showCollisionModels
Unknown g_showCollisionTraces
Unknown g_showCollisionWorld
Draw boxes around monsters that targeted player g_showEnemies
Unknown g_showEntityInfo
Unknown g_showHud
Enable shadow of player model g_showPlayerShadow
Enable display of player hit percentage g_showProjectilePct
Toggle hit % to HUD g_showprojectilepct 1
Unknown g_showPVS
Draw entities and their targets; hidden entities are gray g_showTargets
Display current animation and frame number for testmodels. g_showTestModelFrame
Draw trigger entities (orange) and their targets (green); disabled triggers are gray. g_showTriggers
Unknown g_showviewpos
Unknown g_skill
Unknown g_skipFX
Unknown g_skipParticles
Skip damage and other view effects g_skipViewEffects
Let spectators talk to everyone during game g_spectatorChat
Unknown g_stopTime
Draw arrows over teammates in team deathmatch g_TDMArrows
Unknown g_testDeath
Unknown g_testHealthVision
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
Number of frames to blend g_testModelBlend
Test model rotation speed g_testModelRotate
Test particle visualation; set by the particle editor g_testParticle
Name of the particle being tested by the particle editor g_testParticleName
Name of material to draw over screen g_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
Unknown g_vehicleForce
Unknown g_vehicleVelocity
Unknown g_viewNodalX
Unknown g_viewNodalZ
Show available memory game_memory
Cause a game error gameError
Kick player from multi-player game gameKick <name>
Print current view position getviewpos
Display graphics card details gfxinfo
Spawn indicated item give <item name>
Full weapons and ammunition give all
Full ammunition for current weapons give ammo
Armor to 125 give armor
Health to 100 give health
All keys give keys
BFG give weapon_bfg
Chainsaw give weapon_chainsaw
Machine gun give weapon_machinegun
Plasmagun give weapon_plasmagun
Rocket launcher give weapon_rocketlauncher
Shotgun give weapon_shotgun
God mode1 god
Unknown gui_configServerRate
Unknown gui_debug
Unknown gui_edit
Gametype filter gui_filter_gameType
Password filter gui_filter_password
Players filter gui_filter_players
Unknown gui_mediumFontLimit
Unknown gui_smallFontLimit
Send heartbeat to master servers Heartbeat
Show help help
Hitch the game hitch
Show IK debug lines ik_debug
Enable IK ik_enable
Name of log file; if empty "qconsole.log" will be used ilFileName
Set the maximum texture anisotropy if available image_anisotropy <number>
Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs <number>
Maximum KB of precompressed files to read at specification time image_cacheMinK <number>
See texture MIP usage image_colorMipLevels
Control texture downsampling image_downSize
Control normal map downsampling image_downSizeBump
Control normal map downsample limit image_downSizeBumpLimit
Control diffuse map downsample limit image_downSizeLimit
Control specular downsampling image_downSizeSpecular
Control specular downsampled limit image_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknown image_forceDownSize
Ignore high quality setting on materials image_ignoreHighQuality
Change lod bias on mipmapped images image_lodbias
If 0, dynamically load all images image_preload <0 or 1>
Round bad sizes down to nearest power of two image_roundDown
If 1, print number of outstanding background loads image_showBackgroundLoads<0 or 1>
Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
If 1, do background load image caching image_useCache <0 or 1>
If 0, force everything to high quality image_useCompression <0 or 1>
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available image_useNormalCompression <0-2>
Write batch file for offline compression of .DDS files image_useOfflineCompression
Use .DDS files if present image_usePrecompressedTextures
Write .tgas of the final normal maps for debugging image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
Write .DDS files if necessary image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging image_writeTGA
Always run (reverse _speed button) in multi-player mode in_alwaysRun
Angle change scale when holding _speed button in_anglespeedkey
Look around with mouse (reverse _mlook button) in_freeLook
Enable mouse input in_mouse
Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
Restart the input system in_restart
Yaw change speed when holding _left or _right button in_yawspeed
Keep last test model in the game keepTestModel
Kick client by connection number kick
Kill current target; suicide if no one is targeted kill
Kill the player kill
Kill all monsters in current level killmonsters
Kill all moving enemies killmoveables
Kill all non-moving enemies killragdolls
Scan LAN for servers LANScan
Show LCP solver failures lcp_showFailures
List active game entities listActiveEntities
List articulated figures listAF
List all animations listAnims
List audios listAudios
List key bindings listBinds
List game classes listClasses
List commands listCmds
List collision models listCollisionModels
List cvars listCvars
List all decls listDecls
List all keys used by dictionaries listDictKeys
List all values used by dictionaries listDictValues
List emails listEmails
List game entities listEntities
Lists indicated def file settings listentitydefs
List FX systems listFX
List game commands listGameCmds
List GUIs listGuis
List decl text character frequencies listHuffmanFrequencies
List images listImages
Lists indicated def file settings listlightdefs
List all debug lines listLines
List materials listMaterials
List model defs listModelDefs
List all models listModels
List all video modes listModes
Lists images of monsters listmonsters
List particle systems listParticles
List PDAs listPDAs
List the entity defs listRenderEntityDefs
List renderer commands listRendererCmds
List the light defs listRenderLightDefs
List scanned servers listServers
List skins listSkins
List sound commands listSoundCmds
List active sound decoders listSoundDecoders
List all sounds listSounds
List sound shaders listSoundShaders
List the spawn args of an entity listSpawnArgs
List system commands listSystemCmds
List tables listTables
List script threads listThreads
List tool commands listToolCmds
List type info listTypeInfo
List vertex cache listVertexCache
List videos listVideos
Load a game loadGame
Localize GUIs localizeGuis
Localize maps localizeMaps
If 1, buffer log; if 2, flush after each print logFile <1 or 2>
Mouse pitch scale m_pitch
Show mouse movement m_showMouseRate
Number of samples blended for mouse viewing m_smooth
Mouse strafe movement scale m_strafeScale
Number of samples blended for mouse moving m_strafeSmooth
Mouse yaw scale m_yaw
Make an ambient map makeAmbientMap
Process giant images MakeMegaTexture
Play indicated map map game/<map name>
Create memory dump memoryDump
Create a compressed memory dump memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins
Modify shader parms on all lights modulateLights
Show next animation on test model nextAnim
Show next animation frame on test model nextFrame
Teleport player to the next func_static with a GUI nextGUI
Load next map on the server nextMap
Disable collision detection for the player noclip
Ignored by most enemies notarget
Unknown overlaygui
Print tokenized string parse
Unknown parsewait
List search paths path
Play back a command demo playCmdDemo
Play back a demo playDemo
Set the given model on the player playerModel <model name>
Milliseconds the player can go without air before damage starts pm_air <number>
x/y size of player's bounding box pm_bboxwidth
Unknown pm_bobpitch
Unknown pm_bobroll
Unknown pm_bobup
Bob much faster when crouched pm_crouchbob
Height of player's bounding box while crouched pm_crouchheight <number>
Time it takes for player's view to change from standing to crouching pm_crouchrate <number>
Speed the player can move while crouched pm_crouchspeed <number>
Height of player's view while crouched pm_crouchviewheight <number>
Height of player's bounding box while dead pm_deadheight <number>
Height of player's view while dead pm_deadviewheight <number>
Approximate height the player can jump pm_jumpheight <number>
Amount player's view can look down pm_maxviewpitch <number>
Amount player's view can look up; negative values are up pm_minviewpitch <number>
Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView <1 or 2>
Speed the player can move while in noclip pm_noclipspeed <number>
Height of player's bounding box while standing pm_normalheight <number>
Height of player's view while standing pm_normalviewheight <number>
Bob faster when running pm_runbob
Unknown pm_runpitch
Unknown pm_runroll
Speed the player can move while running pm_runspeed <number>
Size of the spectator bounding box pm_spectatebbox <number>
Speed the player can move while spectating pm_spectatespeed <number>
Length of time player can run pm_stamina <number>
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate <number>
When stamina is below this value, player slows to a walk pm_staminathreshold <number>
Maximum height player can step up without jumping pm_stepsize <number>
Toggle third person view pm_thirdperson <0 or 1>
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle <0-180>
Clip third person view into world space pm_thirdPersonClip
Enable third person view when player dies pm_thirdPersonDeath
Height of camera from normal view height in third person pm_thirdPersonHeight <number>
Camera distance from player in third person pm_thirdPersonRange <number>
Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
Bob slowly when walking pm_walkbob
Player's walking speed pm_walkspeed <number>
Remove last created light popLight
Show previous animation on test model prevAnim
Show previous animation frame on test model prevFrame
Print an articulated figure printAF
Print an Audio printAudio
Print an email printEmail
Print an entity def printEntityDef
Print an FX system printFX
Print a material printMaterial
Print model info printModel
Print a model def printModelDefs
Print a particle system printParticle
Print a PDA printPDA
Unknown printshader
Print a skin printSkin
Print a sound shader printSoundShader
Print a table printTable
Print an Video printVideo
Prompt and set the CD Key promptKey
Quit the game quit
Change gamma tables r_brightness
Set brightness level r_brightness <number>
arbfp1, fp30 r_cgFragmentProfile
arbvp1, vp20, vp30 r_cgVertexProfile
Compare all surface bounds with precalculated ones r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear <1, 2, or R G B value>
Custom screen height r_customHeight <number>
Custom screen width r_customWidth <number>
Step size of arrow cone line rotation in degrees r_debugArrowStep <number>
Perform depth test on debug lines r_debugLineDepthTest
Width of debug lines r_debugLineWidth <number>
Draw a filled polygon r_debugPolygonFilled
Used during development to show IHV's their problems r_demonstrateBug
Optional display refresh rate option for vid mode r_displayRefresh
Force a call to glFinish() every frame r_finish
Scale flare deforms from the material def r_flareSize
Draw all images to screen after registration r_forceLoadImages
Draw to front buffer for debugging r_frontBuffer
0 = windowed, 1 = full screen r_fullscreen <0 or 1>
Change gamma tables r_gamma
Set gamma level r_gamma <0-3>
"opengl32", etc. r_glDriver <value>
Fraction to smear across neighbors r_hdr_bloomFraction
Maximum light scale r_hdr_exposure
Monitor gamma power r_hdr_gamma
Random dither in monitor space r_hdr_monitorDither
Use a floating point rendering buffer r_hdr_useFloats
Random debugging without defining new vars r_ignore
Random debugging without defining new vars r_ignore2
Ignore GL errors r_ignoreGLErrors
Ignore the fragment program extension r_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix r_jitter
Offset of joint names when r_showskel is set to 1 r_jointNameOffset
Size of joint names when r_showskel is set to 1 r_jointNameScale
Light all the back faces, even when they would be shadowed r_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow sampling r_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
Number of frames to emit GL logs r_logFile
Override all materials r_materialOverride
Draw only a specific level r_megaTextureLevel
Combine model surfaces with the same material r_mergeModelSurfaces
Video mode number r_mode
Number of antialiasing samples r_multiSamples
Near Z clip plane distance r_near
Polygon offset parameter r_offsetfactor
Polygon offset parameter r_offsetunits
Perform index reorganization to optimize vertex use r_orderIndexes
Hardware specific renderer path to use r_renderer
Scale factor for jitter bias r_sb_biasScale
Oversize FOV for point light side matching r_sb_frustomFOV
Scale factor for jitter offset r_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
Do not draw any occluders r_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing<0-3>
polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
Randomly offset jitter texture each draw r_sb_randomize
Set to 0, 1, 4, or 16 r_sb_samples <number>
Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
Color the pixels contained in the frustum r_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights r_sb_singleSide
Cull geometry to individual side frustums r_sb_useCulling
Draw offscreen r_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
Scale value for stencil shadow drawing r_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
Enable shadows r_shadows
Report alloc/free counts r_showAlloc
Report sphere and box culling stats r_showCull
Report number of modeDefs and lightDefs in view r_showDefs
Report reads and writes to the demo file r_showDemo
Display contents of the depth buffer and the depth range r_showDepth
Draw lines from vertexes to center of dominant triangles r_showDominantTri
Report stats on dynamic surface generation r_showDynamic
Draw the sil edges r_showEdges
Show entity scissor rectangles r_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size r_showImages <0-2>
Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity <number>
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums <0-3>
Report interaction generation activity r_showInteractions
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showInteractionScissors <0-2>
1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLightCount <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 r_showLights <0-3>
Report scale factor applied to drawing for overbrights r_showLightScale
Show light scissor rectangles r_showLightScissors
Display all the level images r_showMegaTexture
Draw colored blocks in each tile r_showMegaTextureLabels
Print frame memory utilization r_showMemory
Draw wireframe normals r_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw <0-3>
Draw portal outlines in color based on passed/not passed r_showPortals
Report drawsurf/index/vertex counts r_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount <0-4>
1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows <0-2>
Highlight edges that are casting shadow planes r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel<0-2>
Show which end (front or back) is blocking r_showSmp
Show surface material name under crosshair r_showSurfaceInfo
Report surface/light/shadow counts r_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace <0-3>
Shade triangles by texture area polarity r_showTexturePolarity
If greater than 0, draw each triangles texture (tangent) vectors r_showTextureVectors <number>
Show intersection of an eye trace with the world r_showTrace
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showTris <0-3>
if 1, put all nVidia register combiner programming in display lists r_showUnsmoothedTangents <0-1>
Report entity and light updates and ref counts r_showUpdates
Unknown r_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys <0-2>
Only draw the portal area the view is actually in r_singleArea
Suppress all but one entity r_singleEntity
Suppress all but one light r_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitive r_singleTriangle
Bypass all non-interaction drawing r_skipAmbient
Do not draw anything r_skipBackEnd
Skip all blend lights r_skipBlendLights
Use flat surface instead of the bump map r_skipBump
Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture
Leave all deform materials in their original state r_skipDeforms
Use black for diffuse r_skipDiffuse
Do not dynamically create textures r_skipDynamicTextures
Skip all fog lights r_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders <0-3>
Skip all light/surface interaction drawing r_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level image r_skipMegaTexture
Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
Skip overlay surfaces r_skipOverlays
1 = skip all particle systems r_skipParticles <0-1>
Skip all post-process renderings r_skipPostProcess
Skip 3D rendering, but pass 2D r_skipRender
Null the rendering context during backend 3D rendering r_skipRenderContext
Skip ROQ decoding r_skipROQ
Use black for specular1 r_skipSpecular
1 = don't render any GUI elements on surfaces r_skipSubviews <0 or 1>
Ignore the per-view suppressions r_skipSuppress
Skip the translucent interaction rendering r_skipTranslucent
1 = do not accept any entity or light updates, making everything static r_skipUpdates <0 or 1>
Merge normals that dot less than this r_slopNormal <number>
Merge texture coordinates this far apart r_slopTexCoord <number>
Merge xyz coordinates this far apart r_slopVertex <number>
1 = do not render main view, allowing subviews to be debugged r_subviewOnly <0 or 1>
Changes wglSwapIntarval r_swapInterval
Vertically scale USGS data r_terrainScale
Experiment with vertex/fragment programs r_testARBProgram
if over 0, draw a grid pattern to test gamma levels r_testGamma <number>
if over 0 draw a grid pattern to test gamma levels r_testGammaBias <number>
if over 0 draw a grid pattern to test gamma levels r_testStepGamma <number>
Cache snapshots of dynamic models r_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors <0-2>
Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
Use pre-calculated material registers if possible r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and box r_useCulling <0-2>
Defer tangents calculations after deform r_useDeferredTangents
Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
If 0, issue the callback immediately at update time, rather than deferring r_useEntityCallbacks <number>
0 = none, 1 = box r_useEntityCulling <0 or 1>
1 = Use custom scissor rectangle for each entity r_useEntityScissors <0 or 1>
1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useExternalShadows <0-2>
if not 0, force the view frustum far distance to this distance r_useFrustumFarDistance <number>
Use ARB_vertex_buffer_object for indexes r_useIndexBuffers
Use the no-far-clip-plane trick r_useInfiniteFarZ
1 = cull interactions r_useInteractionCulling <0 or 1>
1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionScissors <0-2>
Create a full entityDefs * lightDefs table to make finding interactions faster r_useInteractionTable
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightCulling <0 or 3>
Use a more precise area reference determination r_useLightPortalFlow
1 = use custom scissor rectangle for each light r_useLightScissors <0 or 1>
Stop pushing reference bounds early when possible r_useNodeCommonChildren
Use pass optimization for mono lights r_useNV20MonoLights
Use the dmap generated static shadow volumes r_useOptimizedShadows
1 = use portals to perform area culling, otherwise draw everything r_usePortals<0 or 1>
1 = do winding clipping to determine if each ambiguous tri should be lit r_usePreciseTriangleInteractions <0 or 1>
Scissor clip as portals and lights are processed r_useScissor
Try to cull shadows from partially visible lights r_useShadowCulling
Discard triangles outside light volume before shadowing r_useShadowProjectedCull
Scissor shadows by the scissor rect of the interaction surfaces r_useShadowSurfaceScissor
Do the shadow projection in the vertex program on capable cards r_useShadowVertexProgram
Consider verts with the same XYZ, but different ST the same for shadows r_useSilRemap
Avoid redundant state changes in GL_*() calls r_useStateCaching
Cards with 3+ texture units do a two pass instead of three pass r_useTripleTextureARB
Use infinite projection with W technique for dynamic shadows r_useTurboShadow
Do stencil shadows in one pass with different ops on each side r_useTwoSidedStencil
Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers
Unknown r_vertexBufferMegs[*]
Fri Oct 04, 2013 8:07 pm by diScOdAnCer*
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