CVARs & Commands List

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These lists include CVARs and Commands that can be used within AA, SH & BT. Some might work for just one or two games, others might not even work at all.

 

However these lists are very useful for admins, modders etc.

 

CVAR and Command List

   

    g_lastsave ""
        subAlpha "0.5"
        cl_currentServerAddress "77.111.226.113:12203"
    A   com_autodialdata ""
        snd_maxdelay "12"
        snd_mindelay "2"
        snd_chance "1"
        snd_volume "1"
        snd_mindist "160"
        snd_reverblevel "0.5"
        snd_reverbtype "0"
        snd_yaw "0"
        snd_height "16"
        snd_length "16"
        snd_width "16"
        cg_te_alpha "1"
        cg_te_color_g "1"
        cg_te_color_r "1"
        cg_te_color_b "1"
        cg_te_filename "dump/testemitter.txt"
        cam_angles_yaw "0"
        cam_angles_pitch "0"
        cam_angles_roll "0"
        viewmodelactionweight "0"
        viewmodelnormaltime "0"
        viewmodelanimnum2 "0"
        viewmodelblend "0"
        viewmodelanimslot "0"
        viewmodelsyncrate "0"
        subteam3 "0"
        subtitle3 ""
        subteam2 "0"
        subtitle2 ""
        subteam1 "0"
        subtitle1 ""
        subteam0 "0"
        subtitle0 ""
        cg_hud "1"
        dlg_badsave "This save game is invalid"
    A   ui_startmap ""
        cl_movieaudio "1"
    A   cl_greenfps "0"
        ui_returnmenu ""
        ui_failed "0"
        ui_success "0"
        ui_gotmedal "0"
        ui_gmboxspam "1"
        ui_NumShotsFired "0"
        ui_NumHits "0"
        ui_NumComplete "0"
        ui_NumObjectives "0"
        ui_Accuracy "0"
        ui_PreferredWeapon "none"
        ui_NumHitsTaken "0"
        ui_NumObjectsDestroyed "0"
        ui_NumEnemysKilled "0"
        ui_HeadShots "0"
        ui_TorsoShots "0"
        ui_LeftLegShots "0"
        ui_RightLegShots "0"
        ui_LeftArmShots "0"
        ui_RightArmShots "0"
        ui_GroinShots "0"
        ui_GunneryEvaluation "0"
        ui_health_end "0"
        ui_health_start "0"
        ui_drawcoords "0"
        ui_inventoryfile "global/inventory.txt"
        ui_newvidmode "-1"
        ui_compass "1"
        ui_debugload "0"
        soundoverlay "0"
    A   ui_itemsbar "0"
    A   ui_weaponsbartime "2500"
    A   ui_weaponsbar "1"
    A   ui_consoleposition ""
    A   ui_gmbox "1"
    A   ui_minicon "0"
    A   s_obstruction_cal_time "500"
        s_show_sounds "0"
        s_show_num_active_sounds "0"
        s_show_cpu "0"
        s_initsound "1"
    A   s_dialogscale "1"
      C s_testsound "0"
      C s_show "0"
    A   s_mixPreStep "0.05"
    AL  s_loadas8bit "0"
    A   s_separation "0.5"
    A   s_ambientvolume "1.00"
     L  net_port "12203"
     L  net_ip "192.168.*.*"
    AL  net_socksPassword ""
    AL  net_socksUsername ""
    AL  net_socksPort "1080"
    AL  net_socksServer ""
    AL  net_socksEnabled "0"
    AL  net_noipx "1"
    AL  net_noudp "0"
      C graphshift "0"
      C graphscale "1"
      C graphheight "32"
      C debuggraph "0"
      C timegraph "0"
    A   ff_disabled ""
        ff_developer "0"
        ff_ensureShake "1"
    A   ff_defaultTension "1"
    A   use_ff "1"
        dcl_texturescale "32"
        dcl_maxoffset "10"
        dcl_minsegment "24"
        dcl_maxsegment "512"
        dcl_pathmode "0"
        dcl_dostring "apply to all"
        dcl_dobmodels "1"
        dcl_doterrain "1"
        dcl_doworld "1"
        dcl_dolighting "1"
        dcl_alpha "1"
        dcl_b "1"
        dcl_g "1"
        dcl_r "1"
        dcl_rotation "0"
        dcl_widthscale "1"
        dcl_heightscale "1"
        dcl_radius "16"
        dcl_shader "blastmark"
        dcl_shiftstep "4"
        dcl_autogetinfo "1"
        dcl_showcurrent "1"
     L  dcl_editmode "0"
        r_gfxinfo "
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series
GL_VERSION: 4.2.11399 Compatibility Profile Context
GL_EXTENSIONS: GL_ARB_depth_texture
GL_EXTENSIONS: GL_ARB_fragment_program
GL_EXTENSIONS: GL_ARB_fragment_shader
GL_EXTENSIONS: GL_ARB_multisample
GL_EXTENSIONS: GL_ARB_multitexture
GL_EXTENSIONS: GL_ARB_occlusion_query
GL_EXTENSIONS: GL_ARB_point_parameters
GL_EXTENSIONS: GL_ARB_point_sprite
GL_EXTENSIONS: GL_ARB_shader_objects
GL_EXTENSIONS: GL_ARB_shading_language_100
GL_EXTENSIONS: GL_ARB_shadow
GL_EXTENSIONS: GL_ARB_shadow_ambient
GL_EXTENSIONS: GL_ARB_texture_border_clamp
GL_EXTENSIONS: GL_ARB_texture_compression
GL_EXTENSIONS: GL_ARB_texture_cube_map
GL_EXTENSIONS: GL_ARB_texture_env_add
GL_EXTENSIONS: GL_ARB_texture_env_combine
GL_EXTENSIONS: GL_ARB_texture_env_crossbar
GL_EXTENSIONS: GL_ARB_texture_env_dot3
GL_EXTENSIONS: GL_ARB_texture_mirrored_repeat
GL_EXTENSIONS: GL_ARB_transpose_matrix
GL_EXTENSIONS: GL_ARB_vertex_buffer_object
GL_EXTENSIONS: GL_ARB_vertex_program
GL_EXTENSIONS: GL_ARB_vertex_shader
GL_EXTENSIONS: GL_ARB_window_pos
GL_EXTENSIONS: GL_ATI_draw_buffers
GL_EXTENSIONS: GL_ATI_envmap_bumpmap
GL_EXTENSIONS: GL_ATI_fragment_shader
GL_EXTENSIONS: GL_ATI_meminfo
GL_EXTENSIONS: GL_ATI_separate_stencil
GL_EXTENSIONS: GL_ATI_texture_compression_3dc
GL_EXTENSIONS: GL_ATI_texture_env_combine3
GL_EXTENSIONS: GL_EXT_abgr
GL_EXTENSIONS: GL_EXT_bgra
GL_EXTENSIONS: GL_EXT_blend_color
GL_EXTENSIONS: GL_EXT_blend_func_separate
GL_EXTENSIONS: GL_EXT_blend_minmax
GL_EXTENSIONS: GL_EXT_blend_subtract
GL_EXTENSIONS: GL_EXT_compiled_vertex_array
GL_EXTENSIONS: GL_EXT_copy_texture
GL_EXTENSIONS: GL_EXT_draw_range_elements
GL_EXTENSIONS: GL_EXT_fog_coord
GL_EXTENSIONS: GL_EXT_framebuffer_object
GL_EXTENSIONS: GL_EXT_gpu_program_parameters
GL_EXTENSIONS: GL_EXT_multi_draw_arrays
GL_EXTENSIONS: GL_EXT_packed_pixels
GL_EXTENSIONS: GL_EXT_point_parameters
GL_EXTENSIONS: GL_EXT_rescale_normal
GL_EXTENSIONS: GL_EXT_secondary_color
GL_EXTENSIONS: GL_EXT_separate_specular_color
GL_EXTENSIONS: GL_EXT_shadow_funcs
GL_EXTENSIONS: GL_EXT_stencil_wrap
GL_EXTENSIONS: GL_EXT_subtexture
GL_EXTENSIONS: GL_EXT_texgen_reflection
GL_EXTENSIONS: GL_EXT_texture3D
GL_EXTENSIONS: GL_EXT_texture_compression_s3tc
GL_EXTENSIONS: GL_EXT_texture_cube_map
GL_EXTENSIONS: GL_EXT_texture_edge_clamp
GL_EXTENSIONS: GL_EXT_texture_env_add
GL_EXTENSIONS: GL_EXT_texture_env_combine
GL_EXTENSIONS: GL_EXT_texture_env_dot3
GL_EXTENSIONS: GL_EXT_texture_filter_anisotropic
GL_EXTENSIONS: GL_EXT_texture_lod_bias
GL_EXTENSIONS: GL_EXT_texture_mirror_clamp
GL_EXTENSIONS: GL_EXT_texture_object
GL_EXTENSIONS: GL_EXT_texture_rectangle
GL_EXTENSIONS: GL_EXT_texture_sRGB
GL_EXTENSIONS: GL_EXT_vertex_array
GL_EXTENSIONS: GL_NV_blend_square
GL_EXTENSIONS: GL_NV_texgen_reflection
GL_EXTENSIONS: GL_SGIS_generate_mipmap
GL_EXTENSIONS: GL_SGIS_texture_edge_clamp
GL_EXTENSIONS: GL_SGIS_texture_lod
GL_EXTENSIONS: GL_WIN_swap_hint
GL_EXTENSIONS: WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1600 x 1200 windowed hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
"
     L  r_maskMinidriver "0"
     L  r_allowSoftwareGL "0"
     L  r_loadftx "0"
     L  r_loadjpg "1"
    A   ter_fastMarks "1"
    A   ter_minMarkRadius "8"
        r_precacheimages "0"
        r_static_shadermultiplier3 "1"
        r_static_shadermultiplier2 "1"
        r_static_shadermultiplier1 "1"
        r_static_shadermultiplier0 "1"
        r_static_shaderdata3 "0"
        r_static_shaderdata2 "0"
        r_static_shaderdata1 "0"
        r_static_shaderdata0 "0"
    A   r_sse "0"
        r_showportal "0"
    A   vss_smoothsmokelight "1"
    A   r_debuglines_depthmask "0"
  R     r_useglfog "1"
    A   r_lightcoronasize ".1"
      C r_farplane_nofog "0"
      C r_farplane_nocull "0"
      C r_farplane_color ".5 .5 .5"
      C r_farplane "0"
        r_skyportal_origin "0 0 0"
        r_skyportal "0"
      C r_light_showgrid "0"
    A   r_light_nolight "0"
    A   r_light_int_scale "0.05"
      C r_light_sun_line "0"
      C r_light_lines "0"
    A   r_stipplelines "1"
        r_maxtermarks "1024"
        r_maxpolyverts "16384"
        r_maxpolys "4096"
    A   cg_shadows "0"
    A   r_entlight_maxcalc "2"
    A   r_entlight_cubefraction "0.5"
    A   r_entlight_cubelevel "0"
    A   r_entlight_errbound "6"
      C r_entlight_scale "1.3"
    A   r_fastentlight "1"
      C r_entlightmap "0"
      C r_noportals "0"
      C r_lockpvs "0"
      C r_drawBuffer "GL_BACK"
      C r_offsetunits "-2"
      C r_offsetfactor "-1"
      C r_clear "0"
      C r_showstaticbboxes "0"
      C r_showhbox "0"
      C r_shownormals "0"
      C r_showsky "0"
      C r_showtris "0"
      C r_nobind "0"
      C r_debugSurface "0"
      C r_logFile "0"
      C r_verbose "0"
      C r_speeds "0"
      C r_showcluster "0"
      C r_novis "0"
      C r_showcull "0"
      C r_nocull "0"
      C r_ignore "1"
      C r_staticlod "1"
      C r_drawspherelights "1"
      C r_drawsprites "1"
      C r_drawterrain "1"
      C r_drawbrushmodels "1"
      C r_drawbrushes "1"
      C r_drawstaticmodelpoly "1"
      C r_drawstaticmodels "1"
      C r_drawentitypoly "1"
      C r_drawentities "1"
      C r_norefresh "0"
      C r_measureOverdraw "0"
      C r_skipBackEnd "0"
      C r_showSmp "0"
      C r_flareFade "7"
      C r_flareSize "40"
      C r_portalOnly "0"
      C r_lightmap "0"
      C r_drawworld "1"
      C r_nocurves "0"
        r_printShaders "0"
      C r_debugSort "0"
        lod_tool "0"
        lod_position "0 0 0"
        lod_save "0"
        lod_tris ""
        lod_metric "0.0"
        lod_tikiname ""
        lod_meshname ""
        lod_mesh "0"
        lod_zee_val "0"
        lod_pitch_val "0"
        lod_curve_4_slider "0"
        lod_curve_3_slider "0"
        lod_curve_2_slider "0"
        lod_curve_1_slider "0"
        lod_curve_0_slider "0"
        lod_curve_4_val "0"
        lod_curve_3_val "0"
        lod_curve_2_val "0"
        lod_curve_1_val "0"
        lod_curve_0_val "0"
        lod_edit_4 "0"
        lod_edit_3 "0"
        lod_edit_2 "0"
        lod_edit_1 "0"
        lod_edit_0 "0"
        lod_LOD_slider "0.5"
        lod_maxLOD "0.3"
        lod_minLOD "1.0"
        lod_LOD "0"
        r_uselod "1"
        r_showstaticlod "0"
        r_showlod "0"
        r_showImages "0"
      C r_directedScale "1"
      C r_ambientScale "0.5"
    A   r_primitives "0"
    A   r_facePlaneCull "1"
    A   r_swapInterval "0"
    A   r_finish "0"
    A   r_dlightBacks "1"
    A   r_drawSun "0"
    AL  r_fastdlights "1"
        r_fastsky "0"
    A   r_ignoreGLErrors "1"
      C r_znear "3"
    A   r_flares "0"
    A C r_lodCurveError "225"
        r_lerpmodels "1"
     LC r_singleShader "0"
     L  g_numdebuglines "4096"
     L  r_intensity "1"
     L  r_mapOverBrightBits "1"
     LC r_fullbright "0"
     L  r_displayRefresh "0"
    AL  r_ignoreFastPath "0"
    AL  r_smp "0"
    AL  r_vertexLight "0"
    AL  r_customaspect "1"
    AL  r_customwidth "1600"
    AL  r_fullscreen "0"
    AL  r_ignorehwgamma "0"
    AL  r_overBrightBits "0"
    AL  r_depthbits "0"
    AL  r_stencilbits "0"
    AL  r_stereo "0"
    AL  r_textureDetails "1"
     L  r_colorMipLevels "0"
    AL  r_roundImagesDown "1"
    A   r_reset_tc_array "1"
    A   r_geForce3WorkAround "1"
    AL  r_ext_aniso_filter "0"
    AL  r_ext_texture_env_combine "0"
    AL  r_ext_texture_env_add "1"
    AL  r_ext_compiled_vertex_array "1"
  R     r_ext_multitexture "1"
    AL  r_ext_gamma_control "1"
    AL  r_allowExtensions "1"
    AL  r_glDriver "opengl32"
    A   s_speaker_type "0"
    AL  s_reverb "0"
 U      password ""
 U  A   snaps "20"
        m_invert_pitch "0"
    A   cg_forceModel "0"
    A   cl_maxPing "800"
    A   cg_autoswitch "1"
        cg_gametype "0"
        cl_langamerefreshstatus "Ready"
  R     cl_motdString ""
    A   m_filter "0"
    A   m_side "0.25"
    A   m_up "0"
    A   m_forward "0.25"
    A   m_yaw "0.022"
    A   m_pitch "0.022"
    A   cl_allowDownload "1"
        cl_showmouserate "0"
    A   cl_mouseAccel "0"
    A   freelook "1"
    A   cl_run "1"
    A   cl_packetdup "1"
        cl_anglespeedkey "1.5"
    A   cl_pitchspeed "70"
    A   cl_yawspeed "140"
        rconAddress ""
        cl_forceavidemo "0"
        cl_avidemo "0"
        activeAction ""
        cl_freezeDemo "0"
        cl_showTimeDelta "0"
        cl_showSend "0"
        cl_shownet "0"
        cl_timeNudge "0"
        cl_connect_timeout "15"
        cl_timeout "60"
    A   cl_cdkey "123456789"
        cl_motd "0"
        cl_eventstats "0"
        cl_timeevents "0"
        cl_eventlimit "500"
        cl_showevents "0"
        cl_debugMove "0"
        cl_nodelta "0"
    A   g_ddayshingleguys "0"
    A   g_ddayfog "2"
    A   g_ddayfodderguys "0"
        sv_deeptracedebug "0"
        sv_drawentities "1"
  R     sv_mapChecksum ""
        sv_killserver "0"
        sv_padPackets "0"
        sv_showloss "0"
        sv_reconnectlimit "3"
    A   sv_master5 ""
    A   sv_master4 ""
    A   sv_master3 ""
    A   sv_master2 ""
        sv_master1 "mohmaster.2015.com"
S       sv_allowDownload "1"
        nextmap ""
        sv_zombietime "2"
        sv_timeout "120"
S       sv_fps "20"
        sv_privatePassword ""
        rconPassword ""
  R     sv_paks ""
        sv_pure "0"
  R     sv_serverid "0"
S    L  g_gametypestring "Free-For-All"
S    L  g_gametype "0"
S   A   sv_maplist ""
S   A   sv_floodProtect "1"
S   A   sv_maxPing "0"
S   A   sv_minPing "0"
S   A   sv_maxRate "0"
S    L  sv_maxclients "1"
S       sv_privateClients "0"
S R     mapname "nomap"
S R     protocol "8"
S       sv_keywords ""
S       timelimit "0"
S       fraglimit "0"
S       dmflags "0"
        skill "0"
        g_maxplayerhealth "1500"
        net_multiLANpackets "2"
   I    net_qport "7420"
        showdrop "0"
        showpackets "0"
    A   in_disablealttab "0"
    A   joy_threshold "0.15"
        in_debugjoystick "0"
    A   in_joyBallScale "0.02"
    A   in_joystick "0"
    AL  in_mouse "1"
    A   in_mididevice "0"
    A   in_midichannel "1"
    A   in_midi "0"
        username "****"
        sys_cpuid "35"
        sys_cpustring "Intel Pentium III"
  R     win_wndproc "4754704"
  R     win_hinstance "4194304"
        arch "win2000"
        arch_minor_version "1"
        arch_major_version "6"
  R     shortversion "1.11"
S R     version "Medal of Honor Allied Assault 1.11 win-x86 Mar  5 2002"
        com_buildScript "0"
  R     cl_running "1"
  R     sv_running "0"
     L  dedicated "0"
      C timedemo "0"
        com_speeds "0"
      C viewlog "0"
      C com_dropsim "0"
      C com_showtrace "0"
      C fixedtime "0"
      C timescale "1"
    A   autopaused "1"
  R     paused "0"
        deathmatch "0"
        convertAnim "0"
        showLoad "0"
        low_anim_memory "0"
        dumploadedanims "0"
        pagememory "0"
        ui_legalscreen_stay "3"
        ui_legalscreen_fadeout ".5"
        ui_legalscreen_fadein ".5"
        ui_titlescreen_stay "3"
        ui_titlescreen_fadeout ".5"
        ui_titlescreen_fadein ".5"
        ui_skip_legalscreen "0"
        ui_skip_titlescreen "0"
        ui_skip_eamovie "0"
        g_voiceChat "0"
    A   cl_maxpackets "30"
    A   r_drawstaticdecals "1"
    A   ter_maxtris "24576"
    AL  r_subdivisions "1"
    A   com_maxfps "250"
    A   ui_console "1"
 U  A   name "****"
    A   fps "1"
S   A   sv_hostname "****"
 U  A   dm_playergermanmodel "german_waffenss_officer"
    A   sensitivity "2.500000"
    A   vid_ypos "158"
    A   vid_xpos "363"
 U  A   rate "25000"
    A   r_lastValidRenderer "ATI Radeon HD 5800 Series"
    A   r_gamma "1.042763"
    AL  s_milesdriver "Miles Fast 2D Positional Audio"
    A   s_volume "1.000000"
    A   s_musicvolume "0.848684"
 U  A   dm_playermodel "american_ranger"
    AL  r_forceClampToEdge "1"
    AL  r_ext_compressed_textures "1"
    AL  r_texturebits "32"
    AL  r_colorbits "32"
    AL  r_picmip "0"
    AL  r_mode "-1"
    AL  s_khz "44"
    A   cg_rain "1"
    A   vss_maxcount "10"
    A   cg_effectdetail "1.0"
    A   r_lodviewmodelcap "1.0"
    A   r_lodcap "1.0"
    A   r_lodscale "1.1"
    AL  r_customheight "1200"
    A   r_textureMode "GL_LINEAR_MIPMAP_NEAREST"
    A   ter_error "4"
    A   ter_maxlod "6"
    A   cg_marks_add "1"
 U      admin_auth "****"
        config "unnamedsoldier.cfg"
    A   g_m6l3 "0"
    A   g_m6l2 "0"
    A   g_m6l1 "0"
    A   g_m5l3 "0"
    A   g_m5l2 "0"
    A   g_m5l1 "0"
    A   g_m4l3 "0"
    A   g_m4l2 "0"
    A   g_m4l1 "0"
    A   g_m3l3 "0"
    A   g_m3l2 "0"
    A   g_m3l1 "0"
    A   g_m2l3 "0"
    A   g_m2l2 "0"
    A   g_m2l1 "0"
    A   g_m1l3 "0"
    A   g_m1l2 "0"
    A   g_m1l1 "1"
    A   g_eogmedal2 "0"
    A   g_eogmedal1 "0"
    A   g_eogmedal0 "0"
    A   g_medal5 "0"
    A   g_medal4 "0"
    A   g_medal3 "0"
    A   g_medal2 "0"
    A   g_medal1 "0"
    A   g_medal0 "0"
        ui_medalsign ""
        ui_signshader ""
    A   g_subtitle "0"
    A   g_skill "1"
    A   detail "1"
    A   ui_hostname "****"
    A   ui_maplist_obj "obj/obj_team1 obj/obj_team2 obj/obj_team3 obj/obj_team4"
    A   ui_maplist_round "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7"
    A   ui_maplist_team ""
    A   ui_maplist_ffa "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7"
    A   ui_inactivekick "900"
    A   ui_inactivespectate "60"
    A   ui_connectip "10.0.0.*"
    A   ui_teamdamage "0"
    A   ui_timelimit "0"
    A   ui_fraglimit "25"
    A   ui_gamespy "1"
    A   ui_maxclients "32"
        ui_gametypestring ""
        ui_gametype ""
        ui_dmmap ""
    A   ui_voodoo "0"
    A   cl_ctrlbindings "0"
    A   cl_altbindings "0"
    A   ui_crosshair "1"
    A   viewsize "100"
   I    journal "0"
        fs_filedir "D:\EA GAMES\MOHAA\main\\maps\"
        mapdir ""
        logfile "1"
   I    fs_restrict ""
S  I    fs_game ""
   I    fs_basepath "D:\EA GAMES\MOHAA"
   I    fs_cdpath ""
   I    fs_copyfiles "0"
        fs_debug "0"
    A   developer "0"
        cl_playintro "0"
     L  cheats "1"

543 total cvars
543 cvar indexes
cmdlist
wait
cvarlist
-moveup
-use
-moveleft
-forward
-back
-moveright
-leanright
farplane_info
gfxinfo
screenshot
modelist
modellist
shaderlist
imagelist
vid_restart
gotoreturnmenu
disconnect
popmenu
connect
set
setreturnmenu
-statistics
+statistics
ui_getplayermodel
ui_applyplayermodel
playermodel
finishloadingscreen
startserver
ui_removehud
ui_addhud
locationprint
centerprint
ui_checkrestart
ui_resetcvars
ui_hud
clear
ui_testlist
ui_loadconsolepos
ui_saveconsolepos
ui_hidemouse
ui_showmouse
inv_restart
editspecificshader
editshader
editscript
notepad
soundpicker
lod_spawnlist
viewspawnlist
ui_startdmmap
dmmapselect
maplist
loadmenu
togglemenu
listmenus
globalwidgetcommand
widgetcommand
hidemenu
showmenu
forcemenu
pushmenu_dm
pushmenu_sp
pushmenu
tmstop
tmstartloop
tmstart
pitch
playsong
loadsoundtrack
stopmp3
playmp3
sounddump
soundinfo
soundlist
play
ff_disable
r_infoworldtris
r_infostaticmodels
cl_dumpallclasses
cl_dumpclassevents
cl_classevents
cl_classtree
cl_classlist
cl_pendingevents
cl_dumpevents
cl_eventhelp
cl_eventlist
playdemo
record
fastconnect
aliasdump
dialog
saveshot
vidmode
tiki
animlist
tikilist
tikianimlist
ping
setenv
rcon
localservers
reconnect
menuconnect
stoprecord
cinematic
snd_restart
clientinfo
configstrings
cmd
-cameralook
+cameralook
+togglemouse
-mlook
+mlook
-button14
+button14
-button13
+button13
-button12
+button12
-button11
+button11
-button10
+button10
-button9
+button9
-button8
+button8
-button7
+button7
-button6
+button6
-button5
+button5
-button4
+button4
-button3
+button3
-button2
+button2
-button1
+button1
-button0
+button0
-speed
+speed
+leanright
-leanleft
+leanleft
+use
-attacksecondary
+attacksecondary
-attackprimary
+attackprimary
-attack
+attack
+moveright
+moveleft
-strafe
+strafe
-lookdown
+lookdown
-lookup
+lookup
+back
+forward
-right
+right
-left
+left
-movedown
+movedown
+moveup
centerview
difficultyHard
difficultyMedium
difficultyEasy
loadlastgame
loadgame
autosavegame
savegame
killserver
gamemap
devmap
map
spdevmap
spmap
sectorlist
restart
dumpuser
systeminfo
serverinfo
status
clientkick
kick
heartbeat
midiinfo
net_restart
in_restart
pause
writeconfig
changeVectors
quit
freeze
crash
error
exec
bind
seta
setu
unbindall
touchFile
cd
fdir
dir
path
ctrlbindlist
altbindlist
bindlist
unctrlbind
ctrlbind
unaltbind
altbind
unbind
append
scale
subtract
add
cvar_savegame_restart
cvar_restart
reset
sets
toggle
alias
echo
vstr
meminfo
241 commands

 

CVAR DOCUMENTATION

 

CVAR DOCUMENTATION

- Version 1.0, March 6, 2000

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Legend

=======

S      | ServerInfo Cvar

 U     | UserInfo Cvar

  R    | Read Only

   I   | Initializing Cvar

    A  | Archived Cvar

     L | Latched Cvar

      C| Cheat protected Cvar

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Client Game

===========

    A   cg_3rd_person - determines whether player is 1st person or 3rd person view

      C cg_animspeed - debugging tool that lets use freeze all animations (default 1).

    A   cg_autoswitch - vestigle Q3 variable

    A   cg_cameradist - distance from the player to the 3rd person camera (default 150)

    A   cg_cameraheight - height above player that 3rd person should pivot from (default 30)

    A   cg_camerascale - lerping scale to smooth out 3rd person camera movement (defualt 0.2)

    A   cg_cameraverticaldisplacement - vertical displacement from end point to 3rd person camera (defaule 24)

      C cg_debuganim - debug tool for animation.  A value of 1 prints to the console, A value of 2 prints to the debug window.

      C cg_debuganimwatch - when using "cg_debuganim", which entity to watch for based off of entitynum

        cg_errordecay - player prediction adjustment that helps smooth out prediction errors (default 100)

        cg_eventlimit - maximum number of events to process per loop in the client game (default 500)

        cg_eventstats - statistical information on events in the client game

        cg_hidetempmodels - debugging tool to temporarily hide temp models.

    A   cg_marks - whether polygonal marks should be added to the renderer.

        cg_nopredict - debugging tool to turn off client side predicition

        cg_norain - debugging tool to turn off rain

 U  A   cg_predictItems - vestigle Q3 variable

        cg_shadows - whether to draw shadows on certain entities.  1 is an ellipticle projected texture, 2 is a stencil buffer shadow and 3 is a

                     fully rendered projected shadow

        cg_showemitters - debugging tool to show when emitters are active

        cg_showevents - debug tool to print out current client game events being processed

        cg_showmiss - debug tool to show prediction misses on client

        cg_showtempmodels - debug tool that prints out number of tempmodels currently being added to the renderer

        cg_stats - debug tool that prints out the current frame being rendered by the client

    A   cg_stereosep - stereo separation for stereo view (default 0.4)

        cg_timeevents - debug tool that times the amount of time used by each event.  If set to 2, output is re-directed to the console

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AI/Routing

==========

        ai_createnodes - when set to 1, path nodes will be generated when loading a map.

        ai_debuginfo - debug tool for path generation.

        ai_debugpath - debug tool for path searching.

        ai_shownodenums - debug tool which shows node numbers above path numbers

        ai_showroutes - debug tool that shows you current routes available

        ai_showroutes_distance - at what distance routes should be culled so that the renderer is not bogged down (default 1000)

        ai_timepaths - debug tool to show how long routing is taking. The value of this variable determines the minimum time cutoff to print out

                       a path.

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Client

======

        activeAction - This will be executed upon receiving the first snapshot

        cl_avidemo - causes a screenshot to be spit out each client frame and sets client frametime to the variable of the value. ie a value of 20 is

                     20 shots per second.

    A   cl_cdkey - the CD authorization key needed to run the game

        cl_eventlimit - maximum number of events to process per loop in the client (default 500)

        cl_eventstats - statistical information on events in the client

        cl_freezeDemo - used to freeze a demo in place for single frame advances

    A   cl_maxPing - maximum time to wait for a ping response (default 800)

    A   cl_maxpackets - maximum number of client command packets to send per second (default 30)

        cl_motd - whether or not to query the MOTD server for the MOTD (default 1)

        cl_nodelta - when sending client movement commands, only send complete messages, do not send delta movement commands (default 0)

    A   cl_packetdup - send this many previous client movement commands when sending a new one, this helps eliminate dropped packets (default 1)

  R     cl_running - whether or not the client is currently running, gets set to 1 once the client has been initialized

        cl_showSend - debug tool that prints out information as to what is currently being sent by the client to the server

        cl_showTimeDelta - debug tool that shows the value used on the client to adjust client time so that it matches server time

        cl_showevents - debug tool to print out current client events being processed

        cl_timeNudge - allows you to manually adjust the TimeDelta between the client and server, pushing the client ahead or behind the server time.

        cl_timeevents - debug tool that times the amount of time used by each event. If set to 2, output is re-directed to the console

        cl_timeout - how long it takes for a server connection to time out in seconds (default 125)

  R     cl_updateInfoString - holds the actual MOTD

    A   model - what model the player should be using

 U  A   name - what the player should be called

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Game Module

===========

        csys_draw - debugging tool that allows you to draw a coordinate system

        csys_posx - origin x of the debugging csystem.

        csys_posy - origin y of the debugging csystem.

        csys_posz - origin z of the debugging csystem.

        csys_x - angles x of the debugging csystem.

        csys_y - angles y of the debugging csystem.

        csys_z - angles z of the debugging csystem.

S       dmflags - deathmatch flags for the current deathmatch server

S       fraglimit - what the fraglimit of the current deathmatch server is

        g_drawgravpath - debugging tool to show the gravity path nodes in action

        g_eventlimit - maximum number of events to process per loop in the client (default 5000)

        g_eventstats - statistical information on events in the client

S    L  g_gametype - what kind of game is currently being run on the server (default 0)

        g_legclampangle - maximum angle at which legs are allowed to trail torso (default 65)

        g_legclamptolerance - tolerance scale for legs turning (default 90)

        g_legswingspeed - speed at which legs swing (default 300)

        g_legtolerance - tolerance in angles when legs turn (default 40)

     L  g_numdebuglines - number of debug lines to be used for debugging purposes (default 4096)

        g_playermodel - the default player model to be used by the player (default julie)

        g_showautoaim - debug tool to show where the auto-aiming arms are pointing

        g_showaxis - debug tool to globally turn on or off axises when drawing debug coordinate systems

        g_showbullettrace - show the traces caused by bullets firing

        g_showevents - debug tool to print out current game events being processed

        g_showmem - show the amount of memory currently being used by the game's classes

        g_showplayeranim - debug tool that shows leg and torso anim changes

        g_showplayerstate - debug tool that shows leg and torso state changes

        g_statefile - state file that is used by the player (default global/julie)

        g_syncronousClients - only run the player movment code on the server when the game code thinks, do not perform any prediction

        g_timeents - debug tool that times how long it takes for each entity to "think", value sets the filter above which entities are printed

        g_timeevents - debug tool to pring out how long each event takes to process

        g_watch - when timing events, the entity to watch and print information out for.

     L  maxentities - the maximum number of entities on a level (default 1024)

S       nomonsters - do not spawn any monsters when this is set

S    L  skill - the skill level of the game (default 1, normal)

S       timelimit - the timelimit of a deathmatch game

        whereami - debugging tool that prints out the coordinates and yaw of the player whenever the player moves

Server

======

      C cm_noAreas - do not use areaportals, all areas are connected

      C cm_noCurves - do not collide against curves

    A C cm_playerCurveClip - collide player against curves

S    L  deathmatch - whether the game is deathmatch or single player

        nextmap - the next map to run after this one, allows you to chain multiple maps together through the use of the ';'

SU  A   parentmode - what level of violence the game should be using (default 0, excessive)

        sv_allowdownload - whether the server will allow data to be downloaded from it (default 1)

        sv_drawtrace - draw out all traces as debug lines

S   A   sv_floodProtect - should the server protect itself from msg flooding (default 1)

    A   sv_footsteps - should the server play footsteps on characters (default 1)

S       sv_fps - the simulation speed at which the server and game code is run (default 20)

S       sv_friction - global friction value for the world (default 4)

        sv_gibs - should we spawn giblets and other viscera

        sv_gore - should we spawn gory items in the game

        sv_gravity - global gravity level for the world (default 800)

S   A   sv_hostname - the name of the server

S       sv_keywords - keywords that allow you to cull out potential clients if they are ineligible to connect (example 'demo')

        sv_killserver - debug tool to kill the server"0"

  R     sv_mapChecksum - the 32-bit CRC checksum of the currently loaded map

    A   sv_maplist - a list of maps to cycle through on the server

        sv_master1 - master server #1's address

    A   sv_master2 - master server #2's address

    A   sv_master3 - master server #3's address

    A   sv_master4 - master server #4's address

    A   sv_master5 - master server #5's address

S   A   sv_maxRate - maximum rate at which data is sent to the client

S    L  sv_maxclients - number of clients which can join a game

        sv_maxvelocity - global maximum velocity clamp

        sv_padPackets - pad outgoing packets with this many bytes

  R     sv_paks - if running in sv_pure mode, contains the checksums of all the paks being used

        sv_precache - whether or not the server should precache data

S       sv_privateClients - number of reserved client slots to reserve on the client

        sv_privatePassword - password to allow one to play as a private client

        sv_pure - if true, the game does not allow any add-ons or modifications

        sv_reconnectlimit - how many times a client is allowed to re-connect before being disconnected (default 3)

        sv_rollangle - the amount of roll to be given to the player when he is banking in a turn (default 2)

        sv_rollspeed - the speed at which sv_rollangle is reset (default 200)

  R     sv_running - this gets set when the server is initialized and running

  R     sv_serverid - a unique id that is generated from the current game time when the server was started

        sv_showbboxes - show bounding boxes on all entities.  1 shows all solid entities with their standard mins and maxs, 2 shows all solid

                        entities with their absmins and absmaxs, 3 shows all entities that are solid and non solid but are not tagged as RF_DONTDRAW,

                        4 shows all entities, 5 shows all entities with their current frame bounding boxes

        sv_showcameras – displays the cameras and their spline paths

        sv_showentnums - shows the entity numbers above each entity

S       sv_stopspeed - how fast physical objects in the world should slow down (default 100)

        sv_timeout - how long to wait in seconds before dropping a player who hasn't sent any commands (default 120)

        sv_traceinfo - print out how many traces were performed each server frame.  If greater than 1, than specific information about each trace is

                       also printed.  If greater than 2, than all printing is done to the debugger window.

S       sv_waterfriction - the fricition when inside a water volume (default 1)

S       sv_waterspeed - the speed at which you can move through water (default 400)

        sv_zombietime - how long to keep a client connected to the server after they have been dropped (default 2)

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Sound

=====

        s_debugmusic - debug tool that prints out the current action level in the game, helps determine when music changes based on context

        s_initsound - whether or not to startup the sound system (default 1)

    A   s_khz - the default mixing rate in Khz (default 22)

    A   s_loadas8bit - purposely down sample all samples to 8-bit (default 0)

    A   s_milesdriver - which sound driver to use for the audio system.  Valid sound drivers are: miles, dolby, A3D, A3D2, EAX and EAX2

    A   s_mixPreStep - this is a pre-mix step for global sound time, not sure what it actually accomplishes (default 0.05 seconds)

    A   s_mixahead - how far ahead into the future the sound system should mix (default 0.2 seconds)

    A   s_musicvolume - the volume of the music (default 0.55)

    A   s_reverb - whether or not reverb should be on (default on)

    A   s_separation - how much stereo separation should exist (default 0.5)

      C s_show - debugging info for the sound system

        s_show_cpu - show CPU utilization by the sound system

        s_show_num_active_sounds - debugging tool to show how many sounds are currently active

        s_show_sounds - debugging tool that shows current sound related happenings

    A   s_speaker_type - what kind of speaker setup the user is using. (0 - 2 speaker setup, 1 - headphones, 2 - surround sound, 3 - 4 speaker setup)

      C s_testsound - debugging tool that plays a simple sine wave tone

    A   s_usemiles - whether or not to use the miles sound system

    A   s_volume - the sound volume "1"

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Network

=======

        cg_lagometer - network debugging tool that graphically shows your current latency

        cl_shownet - massive debug tool that shows you the current incoming traffic on the client.  1 shows the size of each server message, 2 shows

                     you the beginning of each server message and the size of each packet componenet.  3 shows you detailed information about entity

                     network deltas.

        filterban - whether or not to turn on ip banning, if set to 1 than anyone on the current list will be banned, if set to 0 than only addresses

                    on the list will be allowed (default 1)

        flood_msgs - not implmented currently (default 4)

        flood_persecond - not implmented currently (default 4)

        flood_waitdelay - not implmented currently (default 10)

   I    net_ip - what IP address to use for this server in case you have multiple servers on the same machine (default localhost)

    AL  net_noipx - do not use the IPX protocol

    AL  net_noudp - do not use the UDP protocol

   I    net_port - the network port to use.

   I    net_qport - quake network port to be used internally by the network system

    AL  net_socksEnabled - enable SOCKS server support (default 0)

    AL  net_socksPassword - SOCKS server password (default "")

    AL  net_socksPort - SOCKS server port (default 1080)

    AL  net_socksServer - SOCKS server address (default "")

    AL  net_socksUsername - SOCKS server userid (default "")

S R     protocol - which network protocol is currently being used by the client, set by the system

        public - whether or not this server is public and should send heart beats to the master server (default 0)

 U  A   rate - the maximum number of bytes to be sent to the client per second (default 3000)

        rconAddress - the address of the server you want to send rcon messages to.

        rconPassword - the password that is sent for rcon commands

        showdrop - debug tool to show dropped packets (default 0)

        showpackets - show packets as they are sent to and from the client and server

 U  A   snaps - number of snapshots the client wants to receive per second (default 20)

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Renderer

========

    AL  r_allowExtensions - enables OPENGL extensions (default 1)

     L  r_allowSoftwareGL - allow software OPENGL, normally this would be really slow (default 0)

      C r_ambientScale - a global scale factor for all ambient lighting on models and characters (default 0.5)

      C r_clear - whether or not to explicitly clear the screen (default 0)

     L  r_colorMipLevels - debug tool to artificially color different mipmap levels so that they are more apparent (defaul 0)

    AL  r_colorbits - what color depth the renderer should use, if 0 then the desktop depth will be used by default (default 0)

    AL  r_customaspect - custom aspect ratio to use when in r_mode -1 (default aspect ration 1)

    AL  r_customheight - custom screen height to use when in r_mode -1 (default 1024)

    AL  r_customwidth - custom screen width to use when in r_mode -1 (default 1600)

      C r_debugSort - debug tool that only renderes those sort layers that are greater than the value of the variable (default 0)

      C r_debugSurface - debug tool which renders a custom surface for patch collision debugging

        r_debuglight - debug tool that prints out entity lighting information

    A   r_debuglines_depthmask - when rendering debug lines whether or not to render them with Z information (default 0)

    AL  r_depthbits - how much precision there should be in the Z-buffer, if left at 0, z precision is automatically calculated (default 0)

    AL  r_detailtextures - whether or not to render detail shader stages (default 1)

      C r_directedScale - a global scale factor for all direct lighting on models and characters (default 1)

     L  r_displayRefresh - if non-zero, what the display refresh rate should be set at (default 0)

    A   r_dlightBacks - whether or not dynamic lights should light up back-face culled geometry (default 1)

        r_drawBuffer - which buffer to render to, (default GL_BACK)

    A   r_drawSun - whether or not to draw the sun in the sky (default 0)

      C r_drawentities - debug tool that allows you to turn off entities (default 1)

      C r_drawsprites - debug tool that allows you to turn off sprites (default 1)

      C r_drawworld - debug tool that allows you to turn off world rendering (default 1)

    A   r_dynamiclight - whether or not to render dynamic lights (default 1)

    AL  r_ext_compiled_vertex_array - whether or not to use the Compiled Vertex Arrray GL extension (default 1)

    AL  r_ext_compress_textures - whether or not to use the S3 texture compression extension (default 1)

    AL  r_ext_gamma_control - whether or not to use the GAMMA extension (default 1)

    AL  r_ext_multitexture - whether or not to use the ARB multi-texture extention (default 1)

    AL  r_ext_texture_env_add - whether or not to use the GL_TEXTURE_ENV_ADD extenstion (default 1)

    A   r_ext_texture_env_combine - whether or not to use the GL_TEXTURE_ENV_COMBINE extenstion (default 0)

    A   r_facePlaneCull - whether or not to perform back face culling on simple surfaces (default 1)

        r_farplane - debug tool to turn on the far clipping plane, the variable defines the distance of the plane (default 0)

        r_farplane_color - debug tool to set the color of the far clipping plane, (default medium gray ".5 .5 .5")

        r_farplane_nocull - debug tool to set whether or not to purposely not cull geometry with the far plane (default 0)

    A   r_fastdlights - if renderer is compiled with REAL_DYNAMIC_LIGHTING, determines whether or not use real method or fast method (default 0)

    A   r_fastsky - don't render the sky, just clear it with the current sky color (default 0)

    A   r_finish - force a glFinish call after rendering a scene (default 0)

      C r_flareFade - how long light coronas should fade when on the screen or off the screen (default 7)

      C r_flareSize - the size of the light coronas (default 40)

    A   r_flares - whether or not to render the light coronas (default 0)

     LC r_fullbright - debug tool to render the entire level without lighting (default 0)

    AL  r_fullscreen - whether or not to go into fullscreen mode or not (default 1)

    A   r_gamma - the current renderer gamma (default 1)

    AL  r_glDriver - the video driver to use (default opengl32)

      C r_ignore - debug cvar that is used in various places throughout the code to zero out variables (default 1)

    AL  r_ignoreFastPath - do not use fast shader rendering path of either diffuse lighting or multi-texture lighting (default 1)

    A   r_ignoreGLErrors - ignore GL errors as they occur (default 1)

    AL  r_ignorehwgamma - ignore hardware gamma and use the texture method of gamma adjustment (default 0)

     L  r_intensity - global texture lighting scale (default 1)

    A   r_lastValidRenderer - last valid renderer to function.  Used as a debugging tool.

        r_lerpmodels - whether or not to interpolate character models (default 1)

        r_light_emphasize - global amount that is added to sphere-based character lighting (default 0)

        r_light_emphasizePercent - the additional percentage amount of emphasis to be givent to sphere-based character lighting (default 0)

    A   r_light_int_scale - debugging tool that shows intensity of lights in the scene by length of the line drawn (default 0.05)

    A   r_light_lines - debugging tool that shows which lights affect which characters (default 0)

    A   r_light_nolight - debugging tool to turn off all lighting calculations and just use an ambient lighting value for all characters (default 0)

    A   r_light_sun_line - debugging tool that shows which characters are affected by the sun. (default 0)

    A   r_lightcoronasize - the size of the corona to be used when renderering lens flares (default 0.1)

        r_lightmap - debugging tool that renders lightmaps in GL_REPLACE mode so that they can be seen without their base textures (default 0)

      C r_lockpvs - lock the current PVS in, so that you can wander around and see what is visibile and what isn't (default 0)

    A   r_lodCurveError - maximum curve error, before subdividing (default 250)

    A   r_lodbias - an absolute offset to artificially make characters further away so that they are rendered with fewer polygons (default 0)

      C r_lodscale - a lod scale that artificially distorts the rate at which polygons drop away from characters (default 5)

      C r_logFile - when true, dumps out all render commands to a file called gl.log (default 0)

     L  r_mapOverBrightBits - the number of overbright bits baked into all lightmaps and map data (default 2)

     L  r_maskMinidriver - if set to 1, then a mini driver will be treated as a normal ICD (default 0)

      C r_measureOverdraw - when set to 1, and if the hardware supports a stencil buffer, overdraw will be reported (default 0)

    AL  r_mode - what video mode the renderer should be in (default 3)

      C r_nobind - debugging tool to turn off all texture binding (default 0)

      C r_nocull - debugging tool to turn off all culling (default 0)

      C r_nocurves - debugging tool to turn off all curves (default 0)

      C r_noportals - deubbing tool to turn off all portals (defualt 0)

      C r_norefresh - turn off all rendering (default 0)

      C r_novis - debugging tool to turn off vis information (default 0)

      C r_offsetfactor - polygon offset factor for shader stages that have polygon offset set (default -1)

      C r_offsetunits - polygon offset units for shader stages that have polygong offset set (default -2)

    AL  r_overBrightBits - how many overBrightBits to actually use when rendering, if non-zero, world will look saturated when bright. (default 0)

    AL  r_picmip - what starting level mipmap level all images should start on.  Global variable that can dramatically decrease texture size

                   (default 0)

    A   r_place_sunflare - debugging tool that allows you to interactively place the sun flare (defualt 0)

      C r_portalOnly - debugging tool that only draw what is rendered by the portal, not the regular scene. (default 0)

    A   r_primitives - which drawing primitives to use when rendering. 0 - auto select, 1 - single glDrawElements, 2 - multiple glDrawElements,

                       3 - multiple color+texcoords+vertex (default 0)

        r_printShaders - debugging tool that prints out all the shaders that are actually used when loading a level. It is used to generate a

                         pak file (default 0)

    A   r_railCoreWidth - Q3 vestigle "16"

    A   r_railSegmentLength - Q3 vestigle "64"

    A   r_railWidth - Q3 vestigle "128"

    AL  r_roundImagesDown - when images are scaled, round images down instead of up (default 1)

        r_showImages - renders all images currently loaded.  If set to 2, will render them proportionately (default 0)

      C r_showSmp - will show SMP activity while rendering (default 0)

      C r_showcluster - debugging tool that prints out current area and cluster (default 0)

        r_showlod - debugging tool that prints out statistics on the LODing of characters (default 0)

      C r_shownormals - debugging tool that shows the normals of all triangles being renderered (default 0)

      C r_showskel - debugging tool that shows the skeleton and not the surfaces of all skeletal characters (default 0)

      C r_showsky - debugging tool that renders the sky in front of everything else so you can see how much of the sky is being rendered (defualt 0)

      C r_showtris - debugging tool that shows the outlines of all the triangles being rendered (default 0)

    AL  r_simpleMipMaps - whether or not to use the simple mip map generation tool or a more correct one (default 1)

     LC r_singleShader - debugging tool that only uses the default shader for all rendering (default 0)

      C r_skipBackEnd - debugging tool that skips the rendering of the back end (default 0)

        r_skyportal - debugging tool that turns on a sky portal (default 0)

        r_skyportal_origin - debugging tool that sets the origin for the sky portal (default "0 0 0")

    AL  r_smp - whether or not to turn on SMP support for the renderer (default 0)

      C r_speeds - debugging tool that prints out information about the renderer. 1 - prints out shaders/surfs, leafs, verts, tris, mtex and dc

                   2 - prints out culling statiistics, 3 - prints our viewcluster, 4 - prints our dynamic lighting information, 5 - prints out Z

                   info, 6 - prints out flare info

    AL  r_stencilbits - how many bits to use for the stencil buffer (default Cool

    AL  r_stereo - whether or not stereo rendering is enabled (default 0)

    A   r_stipplelines - enable stipple line support for debug lines (default 0)

    AL  r_subdivisions - scale factor for curve subdivision, used to pre-tesselate curved surfaces more or less (default 4)

        r_sunflare - debugging tool which contains the location of the sun (default 0)

        r_sunflare_inportalsky - debugging tool for placing the sunflare, set this to one when the sun is in a portal sky (default 0)

    A   r_swapInterval - set the OPENGL swap interval (default 0)

    A   r_textureMode - the texture mode for all textures (default "GL_LINEAR_MIPMAP_NEAREST")

    AL  r_texturebits - the number of bits to use for textures (default 16)

    A   r_useglfog - whether or not to use standard OPENGL for characters (default 1)

      C r_verbose - turns on additional startup information when renderer is starting up (default 0)

    AL  r_vertexLight - turn on vertex lighting on all world surfaces.  Disables multi-texture (default 0)

      C r_znear - near Z clipping plane (default 4)

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Input System

============

        cl_anglespeedkey - when turning with the keyboard, how fast to turn (default 1.5)

        cl_debugMove - debug tool that prints out information about the current input.  If set to 1, a graph of yaw will be displayed, if set to 2,

                       a graph of pitch will be displayed

    A   cl_mouseAccel - mouse acceleration factor (default 0)

    A   cl_pitchspeed - scale factor for how fast view pitch will be adjusted (default 140)

    A   cl_run - turns on auto-run for the client (default 1)

        cl_showmouserate - debug tool that shows the speed of the mouse

    A   cl_yawspeed - scale factor for how fast view yaw will be adjusted (default 140)

    A   freelook - whether or not the mouse affects the view directly or is used for driving the player around (default 1)

        in_debugjoystick - debugging tool for the joystick (default 0)

    A   in_joyBallScale - if the joystick has a trackball like interface, this is used to scale that input for view (default 0.02)

    AL  in_joystick - whether or not joystick is on (default 0)

    A   in_midi - turn on midi support (default 0)

    A   in_midichannel - when midi support is on, what channel to use (default 1)

    A   in_mididevice - when midi support is on, what midi device to use (default 0)

    AL  in_mouse - whether or not mouse support is on, if set to -1 DirectInput will not be queried (default 1)

    A   joy_threshold - the threshold of movement when movement on the joystick registers, allows you to define the deadzone of the stick

                        (default 0.15)

    A   m_filter - whether or not to turn on mouse filtering by averaging the last and current input (default 0)

    A   m_forward - mouse scale for applying y-axis mouse motion to character forward movement (default 1)

    A   m_pitch - mouse scale for applying y-axis mouse motion to view pitch (default 0.022)

    A   m_side - mouse scale for applying x-axis mouse motion for character side movement (default 0.Cool

    A   m_up - mouse scale for applying y-axis mouse motion to character vertical movement (default 0)

    A   m_yaw - mouse scale for applying x-axis mouse motion to view yaw (default 0.022)

    A   sensitivity - mouse sensitivity (default 5)

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User Interface

==============

        crosshair - whether or not the crosshair is on (default 1)

        ui_backgroundMouse - places the light source for the sleepy hollow effect behind the logo instead of in front of it.

    A   ui_consoleposition - the current x,y position of the console along with its width and height

        ui_drawcoords - debugging tool to print out the currenty coordinates of the mouse cursor (default 0)

        ui_hud - whether or not the HUD is drawn (default 1)

        ui_minicon - whether or not the mini console is drawn (default 1)

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File System

===========

   I    fs_basepath - the basepath of the game

   I    fs_cdpath - the CD basepath of the game

   I    fs_copyfiles - whether or not to copy files when loading them into the game.  Every file found in the cdpath will be copied over

                       to the basepath

        fs_debug - debugging tool for the filesystem

        fs_filedir - the current directory for the CD and DIR commands

S  I    fs_game - specify an alternate Game directory for add-ons

   I    fs_restrict - allows you to restrict access to modified data for add-on purposes

        mapdir - when using the MAP command, automatically prepends the value of this variable to the map name

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General / Common

=======

        cgamedll - the CGAMEDLL to use for the game

S R  L  cheats - whether or not cheats are enabled

    A   com_blood - whether or not blood is on for the game

        com_buildScript - for automatic script/pak building, not currently functional

      C com_dropsim - debugging tool to simulate dropped packets, specifies percentage of packets to drop (default 0)

    AL  com_hunkMegs - number of megs to allocate for the hunk (default 12)

    A   com_introplayed - whether or not the intro for the game has been played (default 0)

    A   com_maxfps - the maximum frames per second allowable (default 1000)

      C com_showtrace - debugging tool that prints out trace information (default 0

        com_speeds - debugging tool that shows the time spent in various modules of the game.  If set to 3, SV_PacketEvents will also be timed"0"

        config - the config file to use for the game

   I L  dedicated - whether or not the server is dedicated

    A   developer - whether or not development mode is on

      C fixedtime - when non-zero, locks the msecs per frame (default 0)

    A   fps - debugging tool that prints out the FPS statistics at the bottom left of the screen.  If set to one, a warning sound will be played

              when the framerate drops below 18 FPS.

        gamedll - the GAMEDLL currently being used by the game

   I    journal - if 1 than all events will be journaled to journal.dat and journaldata.dat.  If set to 2, than all journal events will be

                  played back

        logfile - whether or not to turn on console logging.  All console output is dumped qconsole.log

S R     mapname - the current name of the loaded map

 U      password - password needed to connect to this server

  R     paused - whether or not the game is currently paused

      C timedemo - run a demo at full speed for performance testing

      C timescale - global timescale that allows you to slow down or speed up the game

        username - current user logged onto this machine

S R     version - the version of the current build

      C viewlog - whether or not the console at the beginning of the game should be: 0 - hidden, 1 - window sized with scroll, or 2 - minimized

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System

======

        arch - the current architecture being used by this machine

        sys_cpuid - the cpuid of the current processor

        sys_cpustring - the type of CPU currently being used

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Windows Specific

================

  R     win_hinstance - the HINSTANCE of the current application

  R     win_wndproc - the WNDPROC of the current application

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Video System

============

      C debuggraph - whether or not to render the debuggraph

      C graphheight - the height of a degbuggraph or timegraph (default 32)

      C graphscale - the scale of a debuggraph or timegraph (default 1)

      C graphshift - the offset of a debuggraph or timegraph (default 0)

      C timegraph - debug tool that prints out the current timing of the game (default 0)

    A   vid_xpos - the X position of the screen (default 0)

    A   vid_ypos - the Y position of the screen (default 0)

    A   viewsize - percentage factor of how fullscreen the view you should be (default 100)

 

MOHAA Command Referrence

*Console Command Reference*

 

 

Legend

=======

S      | ServerInfo Cvar

 U     | UserInfo Cvar

  R    | Read Only

   I   | Initializing Cvar

    A  | Archived Cvar

     L | Latched Cvar

      C| Cheat protected Cvar

 

Client Game

===========

    A   cg_3rd_person - determines whether player is 1st person or 3rd person view

      C cg_animspeed - debugging tool that lets use freeze all animations (default 1).

    A   cg_autoswitch - vestigle Q3 variable

    A   cg_cameradist - distance from the player to the 3rd person camera (default 150)

    A   cg_cameraheight - height above player that 3rd person should pivot from (default 30)

    A   cg_camerascale - lerping scale to smooth out 3rd person camera movement (defualt 0.2)

    A   cg_cameraverticaldisplacement - vertical displacement from end point to 3rd person camera (defaule 24)

      C cg_debuganim - debug tool for animation.  A value of 1 prints to the console, A value of 2 prints to the debug window.

      C cg_debuganimwatch - when using "cg_debuganim", which entity to watch for based off of entitynum

        cg_errordecay - player prediction adjustment that helps smooth out prediction errors (default 100)

        cg_eventlimit - maximum number of events to process per loop in the client game (default 500)

        cg_eventstats - statistical information on events in the client game

        cg_hidetempmodels - debugging tool to temporarily hide temp models.

    A   cg_marks - whether polygonal marks should be added to the renderer.

        cg_nopredict - debugging tool to turn off client side predicition

        cg_norain - debugging tool to turn off rain

 U  A   cg_predictItems - vestigle Q3 variable

        cg_shadows - whether to draw shadows on certain entities.  1 is an ellipticle projected texture, 2 is a stencil buffer shadow and 3 is a

                     fully rendered projected shadow

        cg_showemitters - debugging tool to show when emitters are active

        cg_showevents - debug tool to print out current client game events being processed

        cg_showmiss - debug tool to show prediction misses on client

        cg_showtempmodels - debug tool that prints out number of tempmodels currently being added to the renderer

        cg_stats - debug tool that prints out the current frame being rendered by the client

    A   cg_stereosep - stereo separation for stereo view (default 0.4)

        cg_timeevents - debug tool that times the amount of time used by each event.  If set to 2, output is re-directed to the console

 

AI/Routing

==========

        ai_createnodes - when set to 1, path nodes will be generated when loading a map.

        ai_debuginfo - debug tool for path generation.

        ai_debugpath - debug tool for path searching.

        ai_shownodenums - debug tool which shows node numbers above path numbers

        ai_showroutes - debug tool that shows you current routes available

        ai_showroutes_distance - at what distance routes should be culled so that the renderer is not bogged down (default 1000)

        ai_timepaths - debug tool to show how long routing is taking. The value of this variable determines the minimum time cutoff to print out

                       a path.

 

Client

======

        activeAction - This will be executed upon receiving the first snapshot

        cl_avidemo - causes a screenshot to be spit out each client frame and sets client frametime to the variable of the value. ie a value of 20 is

                     20 shots per second.

    A   cl_cdkey - the CD authorization key needed to run the game

        cl_eventlimit - maximum number of events to process per loop in the client (default 500)

        cl_eventstats - statistical information on events in the client

        cl_freezeDemo - used to freeze a demo in place for single frame advances

    A   cl_maxPing - maximum time to wait for a ping response (default 800)

    A   cl_maxpackets - maximum number of client command packets to send per second (default 30)

        cl_motd - whether or not to query the MOTD server for the MOTD (default 1)

        cl_nodelta - when sending client movement commands, only send complete messages, do not send delta movement commands (default 0)

    A   cl_packetdup - send this many previous client movement commands when sending a new one, this helps eliminate dropped packets (default 1)

  R     cl_running - whether or not the client is currently running, gets set to 1 once the client has been initialized

        cl_showSend - debug tool that prints out information as to what is currently being sent by the client to the server

        cl_showTimeDelta - debug tool that shows the value used on the client to adjust client time so that it matches server time

        cl_showevents - debug tool to print out current client events being processed

        cl_timeNudge - allows you to manually adjust the TimeDelta between the client and server, pushing the client ahead or behind the server time.

        cl_timeevents - debug tool that times the amount of time used by each event. If set to 2, output is re-directed to the console

        cl_timeout - how long it takes for a server connection to time out in seconds (default 125)

  R     cl_updateInfoString - holds the actual MOTD

    A   model - what model the player should be using

 U  A   name - what the player should be called

 

Game Module

===========

        csys_draw - debugging tool that allows you to draw a coordinate system

        csys_posx - origin x of the debugging csystem.

        csys_posy - origin y of the debugging csystem.

        csys_posz - origin z of the debugging csystem.

        csys_x - angles x of the debugging csystem.

        csys_y - angles y of the debugging csystem.

        csys_z - angles z of the debugging csystem.

S       dmflags - deathmatch flags for the current deathmatch server

S       fraglimit - what the fraglimit of the current deathmatch server is

        g_drawgravpath - debugging tool to show the gravity path nodes in action

        g_eventlimit - maximum number of events to process per loop in the client (default 5000)

        g_eventstats - statistical information on events in the client

S    L  g_gametype - what kind of game is currently being run on the server (default 0)

        g_legclampangle - maximum angle at which legs are allowed to trail torso (default 65)

        g_legclamptolerance - tolerance scale for legs turning (default 90)

        g_legswingspeed - speed at which legs swing (default 300)

        g_legtolerance - tolerance in angles when legs turn (default 40)

     L  g_numdebuglines - number of debug lines to be used for debugging purposes (default 4096)

        g_playermodel - the default player model to be used by the player (default julie)

        g_showautoaim - debug tool to show where the auto-aiming arms are pointing

        g_showaxis - debug tool to globally turn on or off axises when drawing debug coordinate systems

        g_showbullettrace - show the traces caused by bullets firing

        g_showevents - debug tool to print out current game events being processed

        g_showmem - show the amount of memory currently being used by the game's classes

        g_showplayeranim - debug tool that shows leg and torso anim changes

        g_showplayerstate - debug tool that shows leg and torso state changes

        g_statefile - state file that is used by the player (default global/julie)

        g_syncronousClients - only run the player movment code on the server when the game code thinks, do not perform any prediction

        g_timeents - debug tool that times how long it takes for each entity to "think", value sets the filter above which entities are printed

        g_timeevents - debug tool to pring out how long each event takes to process

        g_watch - when timing events, the entity to watch and print information out for.

     L  maxentities - the maximum number of entities on a level (default 1024)

S       nomonsters - do not spawn any monsters when this is set

S    L  skill - the skill level of the game (default 1, normal)

S       timelimit - the timelimit of a deathmatch game

        whereami - debugging tool that prints out the coordinates and yaw of the player whenever the player moves

Server

======

      C cm_noAreas - do not use areaportals, all areas are connected

      C cm_noCurves - do not collide against curves

    A C cm_playerCurveClip - collide player against curves

S    L  deathmatch - whether the game is deathmatch or single player

        nextmap - the next map to run after this one, allows you to chain multiple maps together through the use of the ';'

SU  A   parentmode - what level of violence the game should be using (default 0, excessive)

        sv_allowdownload - whether the server will allow data to be downloaded from it (default 1)

        sv_drawtrace - draw out all traces as debug lines

S   A   sv_floodProtect - should the server protect itself from msg flooding (default 1)

    A   sv_footsteps - should the server play footsteps on characters (default 1)

S       sv_fps - the simulation speed at which the server and game code is run (default 20)

S       sv_friction - global friction value for the world (default 4)

        sv_gibs - should we spawn giblets and other viscera

        sv_gore - should we spawn gory items in the game

        sv_gravity - global gravity level for the world (default 800)

S   A   sv_hostname - the name of the server

S       sv_keywords - keywords that allow you to cull out potential clients if they are ineligible to connect (example 'demo')

        sv_killserver - debug tool to kill the server"0"

  R     sv_mapChecksum - the 32-bit CRC checksum of the currently loaded map

    A   sv_maplist - a list of maps to cycle through on the server

        sv_master1 - master server #1's address

    A   sv_master2 - master server #2's address

    A   sv_master3 - master server #3's address

    A   sv_master4 - master server #4's address

    A   sv_master5 - master server #5's address

S   A   sv_maxRate - maximum rate at which data is sent to the client

S    L  sv_maxclients - number of clients which can join a game

        sv_maxvelocity - global maximum velocity clamp

        sv_padPackets - pad outgoing packets with this many bytes

  R     sv_paks - if running in sv_pure mode, contains the checksums of all the paks being used

        sv_precache - whether or not the server should precache data

S       sv_privateClients - number of reserved client slots to reserve on the client

        sv_privatePassword - password to allow one to play as a private client

        sv_pure - if true, the game does not allow any add-ons or modifications

        sv_reconnectlimit - how many times a client is allowed to re-connect before being disconnected (default 3)

        sv_rollangle - the amount of roll to be given to the player when he is banking in a turn (default 2)

        sv_rollspeed - the speed at which sv_rollangle is reset (default 200)

  R     sv_running - this gets set when the server is initialized and running

  R     sv_serverid - a unique id that is generated from the current game time when the server was started

        sv_showbboxes - show bounding boxes on all entities.  

1 - shows all solid entities with their standard mins and maxs

2 - shows all solid entities with their absmins and absmaxs

3 - shows all entities that are solid and non solid but are not tagged as RF_DONTDRAW

4 - shows all entities, even those tagged as RF_DONTDRAW

7 - shows all entities with their TIKI bounding boxes

8 – shows normal bounding boxes as well as a small bounding box around the origin

9 – 28 – show bounding boxes of hit locations on models

        sv_showcameras – displays the cameras and their spline paths

        sv_showentnums - shows the entity numbers above each entity

S       sv_stopspeed - how fast physical objects in the world should slow down (default 100)

        sv_timeout - how long to wait in seconds before dropping a player who hasn't sent any commands (default 120)

        sv_traceinfo - print out how many traces were performed each server frame.  If greater than 1, than specific information about each trace is

                       also printed.  If greater than 2, than all printing is done to the debugger window.

S       sv_waterfriction - the fricition when inside a water volume (default 1)

S       sv_waterspeed - the speed at which you can move through water (default 400)

        sv_zombietime - how long to keep a client connected to the server after they have been dropped (default 2)

 

Sound

=====

        s_debugmusic - debug tool that prints out the current action level in the game, helps determine when music changes based on context

        s_initsound - whether or not to startup the sound system (default 1)

    A   s_khz - the default mixing rate in Khz (default 22)

    A   s_loadas8bit - purposely down sample all samples to 8-bit (default 0)

    A   s_milesdriver - which sound driver to use for the audio system.  Valid sound drivers are: miles, dolby, A3D, A3D2, EAX and EAX2

    A   s_mixPreStep - this is a pre-mix step for global sound time, not sure what it actually accomplishes (default 0.05 seconds)

    A   s_mixahead - how far ahead into the future the sound system should mix (default 0.2 seconds)

    A   s_musicvolume - the volume of the music (default 0.55)

    A   s_reverb - whether or not reverb should be on (default on)

    A   s_separation - how much stereo separation should exist (default 0.5)

      C s_show - debugging info for the sound system

        s_show_cpu - show CPU utilization by the sound system

        s_show_num_active_sounds - debugging tool to show how many sounds are currently active

        s_show_sounds - debugging tool that shows current sound related happenings

    A   s_speaker_type - what kind of speaker setup the user is using. (0 - 2 speaker setup, 1 - headphones, 2 - surround sound, 3 - 4 speaker setup)

      C s_testsound - debugging tool that plays a simple sine wave tone

    A   s_usemiles - whether or not to use the miles sound system

    A   s_volume - the sound volume "1"

 

Network

=======

        cg_lagometer - network debugging tool that graphically shows your current latency

        cl_shownet - massive debug tool that shows you the current incoming traffic on the client.  1 shows the size of each server message, 2 shows

                     you the beginning of each server message and the size of each packet componenet.  3 shows you detailed information about entity

                     network deltas.

        filterban - whether or not to turn on ip banning, if set to 1 than anyone on the current list will be banned, if set to 0 than only addresses

                    on the list will be allowed (default 1)

        flood_msgs - not implmented currently (default 4)

        flood_persecond - not implmented currently (default 4)

        flood_waitdelay - not implmented currently (default 10)

   I    net_ip - what IP address to use for this server in case you have multiple servers on the same machine (default localhost)

    AL  net_noipx - do not use the IPX protocol

    AL  net_noudp - do not use the UDP protocol

   I    net_port - the network port to use.

   I    net_qport - quake network port to be used internally by the network system

    AL  net_socksEnabled - enable SOCKS server support (default 0)

    AL  net_socksPassword - SOCKS server password (default "")

    AL  net_socksPort - SOCKS server port (default 1080)

    AL  net_socksServer - SOCKS server address (default "")

    AL  net_socksUsername - SOCKS server userid (default "")

S R     protocol - which network protocol is currently being used by the client, set by the system

        public - whether or not this server is public and should send heart beats to the master server (default 0)

 U  A   rate - the maximum number of bytes to be sent to the client per second (default 3000)

        rconAddress - the address of the server you want to send rcon messages to.

        rconPassword - the password that is sent for rcon commands

        showdrop - debug tool to show dropped packets (default 0)

        showpackets - show packets as they are sent to and from the client and server

 U  A   snaps - number of snapshots the client wants to receive per second (default 20)

 

Renderer

========

    AL  r_allowExtensions - enables OPENGL extensions (default 1)

     L  r_allowSoftwareGL - allow software OPENGL, normally this would be really slow (default 0)

      C r_ambientScale - a global scale factor for all ambient lighting on models and characters (default 0.5)

      C r_clear - whether or not to explicitly clear the screen (default 0)

     L  r_colorMipLevels - debug tool to artificially color different mipmap levels so that they are more apparent (defaul 0)

    AL  r_colorbits - what color depth the renderer should use, if 0 then the desktop depth will be used by default (default 0)

    AL  r_customaspect - custom aspect ratio to use when in r_mode -1 (default aspect ration 1)

    AL  r_customheight - custom screen height to use when in r_mode -1 (default 1024)

    AL  r_customwidth - custom screen width to use when in r_mode -1 (default 1600)

      C r_debugSort - debug tool that only renderes those sort layers that are greater than the value of the variable (default 0)

      C r_debugSurface - debug tool which renders a custom surface for patch collision debugging

        r_debuglight - debug tool that prints out entity lighting information

    A   r_debuglines_depthmask - when rendering debug lines whether or not to render them with Z information (default 0)

    AL  r_depthbits - how much precision there should be in the Z-buffer, if left at 0, z precision is automatically calculated (default 0)

    AL  r_detailtextures - whether or not to render detail shader stages (default 1)

      C r_directedScale - a global scale factor for all direct lighting on models and characters (default 1)

     L  r_displayRefresh - if non-zero, what the display refresh rate should be set at (default 0)

    A   r_dlightBacks - whether or not dynamic lights should light up back-face culled geometry (default 1)

        r_drawBuffer - which buffer to render to, (default GL_BACK)

    A   r_drawSun - whether or not to draw the sun in the sky (default 0)

      C r_drawentities - debug tool that allows you to turn off entities (default 1)

      C r_drawsprites - debug tool that allows you to turn off sprites (default 1)

      C r_drawworld - debug tool that allows you to turn off world rendering (default 1)

    A   r_dynamiclight - whether or not to render dynamic lights (default 1)

    AL  r_ext_compiled_vertex_array - whether or not to use the Compiled Vertex Arrray GL extension (default 1)

    AL  r_ext_compress_textures - whether or not to use the S3 texture compression extension (default 1)

    AL  r_ext_gamma_control - whether or not to use the GAMMA extension (default 1)

    AL  r_ext_multitexture - whether or not to use the ARB multi-texture extention (default 1)

    AL  r_ext_texture_env_add - whether or not to use the GL_TEXTURE_ENV_ADD extenstion (default 1)

    A   r_ext_texture_env_combine - whether or not to use the GL_TEXTURE_ENV_COMBINE extenstion (default 0)

    A   r_facePlaneCull - whether or not to perform back face culling on simple surfaces (default 1)

        r_farplane - debug tool to turn on the far clipping plane, the variable defines the distance of the plane (default 0)

        r_farplane_color - debug tool to set the color of the far clipping plane, (default medium gray ".5 .5 .5")

        r_farplane_nocull - debug tool to set whether or not to purposely not cull geometry with the far plane (default 0)

    A   r_fastdlights - if renderer is compiled with REAL_DYNAMIC_LIGHTING, determines whether or not use real method or fast method (default 0)

    A   r_fastsky - don't render the sky, just clear it with the current sky color (default 0)

    A   r_finish - force a glFinish call after rendering a scene (default 0)

      C r_flareFade - how long light coronas should fade when on the screen or off the screen (default 7)

      C r_flareSize - the size of the light coronas (default 40)

    A   r_flares - whether or not to render the light coronas (default 0)

     LC r_fullbright - debug tool to render the entire level without lighting (default 0)

    AL  r_fullscreen - whether or not to go into fullscreen mode or not (default 1)

    A   r_gamma - the current renderer gamma (default 1)

    AL  r_glDriver - the video driver to use (default opengl32)

      C r_ignore - debug cvar that is used in various places throughout the code to zero out variables (default 1)

    AL  r_ignoreFastPath - do not use fast shader rendering path of either diffuse lighting or multi-texture lighting (default 1)

    A   r_ignoreGLErrors - ignore GL errors as they occur (default 1)

    AL  r_ignorehwgamma - ignore hardware gamma and use the texture method of gamma adjustment (default 0)

     L  r_intensity - global texture lighting scale (default 1)

    A   r_lastValidRenderer - last valid renderer to function.  Used as a debugging tool.

        r_lerpmodels - whether or not to interpolate character models (default 1)

        r_light_emphasize - global amount that is added to sphere-based character lighting (default 0)

        r_light_emphasizePercent - the additional percentage amount of emphasis to be givent to sphere-based character lighting (default 0)

    A   r_light_int_scale - debugging tool that shows intensity of lights in the scene by length of the line drawn (default 0.05)

    A   r_light_lines - debugging tool that shows which lights affect which characters (default 0)

    A   r_light_nolight - debugging tool to turn off all lighting calculations and just use an ambient lighting value for all characters (default 0)

    A   r_light_sun_line - debugging tool that shows which characters are affected by the sun. (default 0)

    A   r_lightcoronasize - the size of the corona to be used when renderering lens flares (default 0.1)

        r_lightmap - debugging tool that renders lightmaps in GL_REPLACE mode so that they can be seen without their base textures (default 0)

      C r_lockpvs - lock the current PVS in, so that you can wander around and see what is visibile and what isn't (default 0)

    A   r_lodCurveError - maximum curve error, before subdividing (default 250)

    A   r_lodbias - an absolute offset to artificially make characters further away so that they are rendered with fewer polygons (default 0)

      C r_lodscale - a lod scale that artificially distorts the rate at which polygons drop away from characters (default 5)

      C r_logFile - when true, dumps out all render commands to a file called gl.log (default 0)

     L  r_mapOverBrightBits - the number of overbright bits baked into all lightmaps and map data (default 2)

     L  r_maskMinidriver - if set to 1, then a mini driver will be treated as a normal ICD (default 0)

      C r_measureOverdraw - when set to 1, and if the hardware supports a stencil buffer, overdraw will be reported (default 0)

    AL  r_mode - what video mode the renderer should be in (default 3)

      C r_nobind - debugging tool to turn off all texture binding (default 0)

      C r_nocull - debugging tool to turn off all culling (default 0)

      C r_nocurves - debugging tool to turn off all curves (default 0)

      C r_noportals - deubbing tool to turn off all portals (defualt 0)

      C r_norefresh - turn off all rendering (default 0)

      C r_novis - debugging tool to turn off vis information (default 0)

      C r_offsetfactor - polygon offset factor for shader stages that have polygon offset set (default -1)

      C r_offsetunits - polygon offset units for shader stages that have polygong offset set (default -2)

    AL  r_overBrightBits - how many overBrightBits to actually use when rendering, if non-zero, world will look saturated when bright. (default 0)

    AL  r_picmip - what starting level mipmap level all images should start on.  Global variable that can dramatically decrease texture size

                   (default 0)

    A   r_place_sunflare - debugging tool that allows you to interactively place the sun flare (defualt 0)

      C r_portalOnly - debugging tool that only draw what is rendered by the portal, not the regular scene. (default 0)

    A   r_primitives - which drawing primitives to use when rendering. 0 - auto select, 1 - single glDrawElements, 2 - multiple glDrawElements,

                       3 - multiple color+texcoords+vertex (default 0)

        r_printShaders - debugging tool that prints out all the shaders that are actually used when loading a level. It is used to generate a 

                         pak file (default 0)

    A   r_railCoreWidth - Q3 vestigle "16"

    A   r_railSegmentLength - Q3 vestigle "64"

    A   r_railWidth - Q3 vestigle "128"

    AL  r_roundImagesDown - when images are scaled, round images down instead of up (default 1)

        r_showImages - renders all images currently loaded.  If set to 2, will render them proportionately (default 0)

      C r_showSmp - will show SMP activity while rendering (default 0)

      C r_showcluster - debugging tool that prints out current area and cluster (default 0)

        r_showlod - debugging tool that prints out statistics on the LODing of characters (default 0)

      C r_shownormals - debugging tool that shows the normals of all triangles being renderered (default 0)

      C r_showskel - debugging tool that shows the skeleton and not the surfaces of all skeletal characters (default 0)

      C r_showsky - debugging tool that renders the sky in front of everything else so you can see how much of the sky is being rendered (defualt 0)

      C r_showtris - debugging tool that shows the outlines of all the triangles being rendered (default 0)

    AL  r_simpleMipMaps - whether or not to use the simple mip map generation tool or a more correct one (default 1)

     LC r_singleShader - debugging tool that only uses the default shader for all rendering (default 0)

      C r_skipBackEnd - debugging tool that skips the rendering of the back end (default 0)

        r_skyportal - debugging tool that turns on a sky portal (default 0)

        r_skyportal_origin - debugging tool that sets the origin for the sky portal (default "0 0 0")

    AL  r_smp - whether or not to turn on SMP support for the renderer (default 0)

      C r_speeds - debugging tool that prints out information about the renderer. 1 - prints out shaders/surfs, leafs, verts, tris, mtex and dc

                   2 - prints out culling statiistics, 3 - prints our viewcluster, 4 - prints our dynamic lighting information, 5 - prints out Z

                   info, 6 - prints out flare info

    AL  r_stencilbits - how many bits to use for the stencil buffer (default Cool

    AL  r_stereo - whether or not stereo rendering is enabled (default 0)

    A   r_stipplelines - enable stipple line support for debug lines (default 0)

    AL  r_subdivisions - scale factor for curve subdivision, used to pre-tesselate curved surfaces more or less (default 4)

        r_sunflare - debugging tool which contains the location of the sun (default 0)

        r_sunflare_inportalsky - debugging tool for placing the sunflare, set this to one when the sun is in a portal sky (default 0)

    A   r_swapInterval - set the OPENGL swap interval (default 0)

    A   r_textureMode - the texture mode for all textures (default "GL_LINEAR_MIPMAP_NEAREST")

    AL  r_texturebits - the number of bits to use for textures (default 16)

    A   r_useglfog - whether or not to use standard OPENGL for characters (default 1)

      C r_verbose - turns on additional startup information when renderer is starting up (default 0)

    AL  r_vertexLight - turn on vertex lighting on all world surfaces.  Disables multi-texture (default 0)

      C r_znear - near Z clipping plane (default 4)

 

Input System

============

        cl_anglespeedkey - when turning with the keyboard, how fast to turn (default 1.5)

        cl_debugMove - debug tool that prints out information about the current input.  If set to 1, a graph of yaw will be displayed, if set to 2, 

                       a graph of pitch will be displayed

    A   cl_mouseAccel - mouse acceleration factor (default 0)

    A   cl_pitchspeed - scale factor for how fast view pitch will be adjusted (default 140)

    A   cl_run - turns on auto-run for the client (default 1)

        cl_showmouserate - debug tool that shows the speed of the mouse

    A   cl_yawspeed - scale factor for how fast view yaw will be adjusted (default 140)

    A   freelook - whether or not the mouse affects the view directly or is used for driving the player around (default 1)

        in_debugjoystick - debugging tool for the joystick (default 0)

    A   in_joyBallScale - if the joystick has a trackball like interface, this is used to scale that input for view (default 0.02)

    AL  in_joystick - whether or not joystick is on (default 0)

    A   in_midi - turn on midi support (default 0)

    A   in_midichannel - when midi support is on, what channel to use (default 1)

    A   in_mididevice - when midi support is on, what midi device to use (default 0)

    AL  in_mouse - whether or not mouse support is on, if set to -1 DirectInput will not be queried (default 1)

    A   joy_threshold - the threshold of movement when movement on the joystick registers, allows you to define the deadzone of the stick 

                        (default 0.15)

    A   m_filter - whether or not to turn on mouse filtering by averaging the last and current input (default 0)

    A   m_forward - mouse scale for applying y-axis mouse motion to character forward movement (default 1)

    A   m_pitch - mouse scale for applying y-axis mouse motion to view pitch (default 0.022)

    A   m_side - mouse scale for applying x-axis mouse motion for character side movement (default 0.Cool

    A   m_up - mouse scale for applying y-axis mouse motion to character vertical movement (default 0)

    A   m_yaw - mouse scale for applying x-axis mouse motion to view yaw (default 0.022)

    A   sensitivity - mouse sensitivity (default 5)

 

User Interface

==============

        crosshair - whether or not the crosshair is on (default 1)

        ui_backgroundMouse - places the light source for the sleepy hollow effect behind the logo instead of in front of it.

    A   ui_consoleposition - the current x,y position of the console along with its width and height

        ui_drawcoords - debugging tool to print out the currenty coordinates of the mouse cursor (default 0)

        ui_hud - whether or not the HUD is drawn (default 1)

        ui_minicon - whether or not the mini console is drawn (default 1)

 

File System

===========

   I    fs_basepath - the basepath of the game

   I    fs_cdpath - the CD basepath of the game

   I    fs_copyfiles - whether or not to copy files when loading them into the game.  Every file found in the cdpath will be copied over 

                       to the basepath

        fs_debug - debugging tool for the filesystem

        fs_filedir - the current directory for the CD and DIR commands

S  I    fs_game - specify an alternate Game directory for add-ons

   I    fs_restrict - allows you to restrict access to modified data for add-on purposes

        mapdir - when using the MAP command, automatically prepends the value of this variable to the map name

 

General / Common

=======

        cgamedll - the CGAMEDLL to use for the game

S R  L  cheats - whether or not cheats are enabled

    A   com_blood - whether or not blood is on for the game

        com_buildScript - for automatic script/pak building, not currently functional

      C com_dropsim - debugging tool to simulate dropped packets, specifies percentage of packets to drop (default 0)

    AL  com_hunkMegs - number of megs to allocate for the hunk (default 12)

    A   com_introplayed - whether or not the intro for the game has been played (default 0)

    A   com_maxfps - the maximum frames per second allowable (default 1000)

      C com_showtrace - debugging tool that prints out trace information (default 0

        com_speeds - debugging tool that shows the time spent in various modules of the game.  If set to 3, SV_PacketEvents will also be timed"0"

        config - the config file to use for the game

   I L  dedicated - whether or not the server is dedicated

    A   developer - whether or not development mode is on

      C fixedtime - when non-zero, locks the msecs per frame (default 0)

    A   fps - debugging tool that prints out the FPS statistics at the bottom left of the screen.  If set to one, a warning sound will be played 

              when the framerate drops below 18 FPS.

        gamedll - the GAMEDLL currently being used by the game

   I    journal - if 1 than all events will be journaled to journal.dat and journaldata.dat.  If set to 2, than all journal events will be 

                  played back

        logfile - whether or not to turn on console logging.  All console output is dumped qconsole.log

S R     mapname - the current name of the loaded map

 U      password - password needed to connect to this server

  R     paused - whether or not the game is currently paused

      C timedemo - run a demo at full speed for performance testing

      C timescale - global timescale that allows you to slow down or speed up the game

        username - current user logged onto this machine

S R     version - the version of the current build

      C viewlog - whether or not the console at the beginning of the game should be: 0 - hidden, 1 - window sized with scroll, or 2 - minimized

 

System

======

        arch - the current architecture being used by this machine

        sys_cpuid - the cpuid of the current processor

        sys_cpustring - the type of CPU currently being used

 

Windows Specific

================

  R     win_hinstance - the HINSTANCE of the current application

  R     win_wndproc - the WNDPROC of the current application

 

Video System

============

      C debuggraph - whether or not to render the debuggraph

      C graphheight - the height of a degbuggraph or timegraph (default 32)

      C graphscale - the scale of a debuggraph or timegraph (default 1)

      C graphshift - the offset of a debuggraph or timegraph (default 0)

      C timegraph - debug tool that prints out the current timing of the game (default 0)

    A   vid_xpos - the X position of the screen (default 0)

    A   vid_ypos - the Y position of the screen (default 0)

    A   viewsize - percentage factor of how fullscreen the view you should be (default 100)

 

Medal of Honor (Honour) Allied Assault

Commands and Variables

 

Concepts

File locations

As a general rule all files are loaded from the same file structure. In MOHAA these start from the main\ folder and all game files are stored in sub folders from that, for example main\map, main\ui, main\global

\map is used to store the maps and scripts

\map\dm stores the deathmatch maps

global\ stores ai and other game play scripts

ui\ stores menu scripts

Any files ending .pk3 in the main folder are treated exactly the same as the real folders. .pk3 files are just .zip files and within them they have the relative folders set up. For example a .pk3 file might have a map\ folder a script\ folder and maybe even a ui\ folder. Pak0.pk3 contains most of the scripts and menus used in the main game.

There is no nead to unpack a .pk3 file. The game reads them as if they were uncompressed.

The files are loaded in alpha-numeric order, so if you want a mod to be applied the .pk3 file for the mod must start with a letter greater than ‘P’. e.g.’s_mymod.pk3’

 

PK3 files can be created with winZip. Simply create the folder structure required, select the folder (which also selects their contents) and create a zip file with relative paths (the normal default). Rename the resultant zip to pk3.

 

Most commands from the console or within scripts expect specific files to be in the correct sub folders off of the main folder and have the correct extension. It is usually not necessary to incude a file extension on a file loaded or used from the console.

 

Command List [cmdlist]

Use the ‘cmdlist’ console command to view the possible commands. ‘cmdlist’ accepts a partial name as an argument. Examples:

cmdlist ui - will list all the command names starting with ui.

cmdlist *ui - will list all the command names containing or starting with ui.

Sorted by usage

 

Head Up Display (I guess)

ui_removehud

ui_addhud

ui_hud

 

These are mentioned in the SDK, but I have not tried them out yet. Apparently ‘hud’ objects are numbered from 0 to 255.

 

Movement and Gameplay

ctrlbindlist

altbindlist

bindlist

unctrlbind

ctrlbind

unaltbind

altbind

unbind

bind

unbindall

 

-back

-moveright

-leanright

-moveup

-use

-scores

+scores

-statistics

+statistics

-cameralook

+cameralook

+togglemouse

-mlook

+mlook

-button14

+button14

-button13

+button13

-button12

+button12

-button11

+button11

-button10

+button10

-button9

+button9

-button8

+button8

-button7

+button7

-button6

+button6

-button5

+button5

-button4

+button4

-button3

+button3

-button2

+button2

-button1

+button1

-button0

+button0

-speed

+speed

+leanright

-leanleft

+leanleft

+use

-attacksecondary

+attacksecondary

-attackprimary

+attackprimary

-attack

+attack

+moveright

-moveleft

+moveleft

-strafe

+strafe

-lookdown

+lookdown

-lookup

+lookup

+back

-forward

+forward

-right

+right

-left

+left

-movedown

+movedown

+moveup

 

zoomoff

safezoom

safeholster

holster

 

These are the usual ‘bind’ functions. I will not go in to detail here, as they are adequately covered in many other documents.

 

 

In Game Commands

kill

quit

 

secondarydmweapon

primarydmweapon

weapnext

weapprev

invnext

invprev

toggleitem

weapdrop

uselast

useweaponclass

 

pause

 

spectator

 

Commit suicide and restart the level.

Exit MOHAA and return to the operating system.

 

 

 

 

 

 

 

 

 

 

 

 

Pause game play (not valid in Multiplayer matches.)

 

Become a spectator in a multiplayer game

 

Loading and Saving Games

loadlastgame

loadgame

autosavegame

savegame

 

 

 

Enqiry Commands

cmdlist [partialname]

gameversion

 

systeminfo

serverinfo

status

ping [IPAddress]

 

 

cvarlist [partialname]

 

Console command list

As it says

 

How the local machine is set, cheats on etc.

Lists the current machines settings for the server.

Lists what the server is doing at the time.

Network test, sends a packet to a mchine and requests a reply. E.g. ping 192.168.1.1

 

List of variables and their values

 

 

Debug and Developer (I think)

exec

touchFile

cd

fdir

dir

path

 

devcon

 

entcount

gamevars

levelvars

snd

cam

classtree

classlist

dumpallclasses

dumpclassevents

classevents

dumpevents

eventhelp

pendingevents

eventlist

 

editspecificshader

editshader

editscript

notepad

 

modelist

modellist

skinlist

shaderlist

imagelist

sectorlist

 

run a script or config file

creates a zero size file, or empties a file

change directory

 

list folder contents

display a list of folders to search when looking for files.

 

Have a separate window to enter commands in to. Results are still shown in the console

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Lists the quantity of entities in a map. (I think)

 

 

Cheats and Testing

noclip

notarget

god

give

 

Walk through walls

Can’t be shot at

Can’t die, etc.

Give yourself a weapon

 

 

Variable Commands

set cvarname [value]

seta cvarname [value]

 

sets cvarname [value]

setu cvarname [value]

reset

toggle cvarname

 

vstr [variable]

 

 

 

 

 

setenv

writeconfig [filename]

 

Store a cvar value (console variable)

Set with Archive bit. Will automatically save to the .cfg file

Serverinfo, passed to client when connecting

Userinfo, passed to client when connecting

 

Changes a True (1) to False (0) and the reverse 0 to 1.

 

Very useful command, executes the contents of the variable as if it was the console command. E.g.

set myvariable “map m6l2a”

vstr myvariable

This will launch the map ‘m6l2a’

 

Set an Operating system environment variable (I think)

Save cvars to the users config file.

 

Game Control

Exitintermission

reload

 

difficultyHard

difficultyMedium

difficultyEasy

 

map [mapname]

 

gamemap

devmap [mapname]

spdevmap [mapname]

spmap [mapname]

maplist

 

dmmapselect [folder] [folder]

 

 

 

 

 

 

 

 

startserver

killserver

 

ui_startdmmap ?

 

 

 

localservers

 

reconnect

menuconnect

connect [IPAddress]

 

 

 

 

 

 

 

 

 

 

disconnect

fastconnect

 

rcon

 

 

 

 

 

 

 

 

 

Loads and automatically runs the specified simgle player map.

 

 

 

 

Displays a list of maps for the player to select from and then automatically loads and runs the selected map.

Displays a list of maps for the player to select from. By default it starts looking in the map\ folder. Although it is called ‘dmmapselect’ it needs an argument to actually look in the map\dm\ folder. More than one folder can be selected at the same time, the view shows a list combined from all the folders. Dot ‘.’ Can be used to specify the map\ folder in the argument list. The map selected changes the contents of cvar ‘ui_dmmap’ but does NOT run the map.

 

 

 

 

I am not sure how this works, but one example from a script is:

ui_startdmmap 1 Free-For-All ui_maplist_ffa

 

Searches for servers on the local LAN and updates the server list view (see globalwidgetcommand)

 

 

As it says, it will connect to the server with the IP Address specified, if that server is working. It does not appear to load the map and ai scripts correctly, so running from the Join Game menu is more reliable.

IP Address in the usual format xxx.xxx.xxx.xxx:ppppp, e.g. connect 192.168.1.1

‘connect xxx.xxx.xxx.xxx:ppppp’

xxx = octet, ppppp = port

If you run the same map as the server, then use the connect command from within the existing game, all works correctly.

I think it disconnects from the server.

Tries to find and connect to local servers (I can’t work it!)

 

See the separate notes about ‘rcon.’

 

 

Menu Commands

Loadmenu [menuname]

 

 

togglemenu

listmenus

hidemenu [menuname]

showmenu [menuname]

 

popmenu [0 ¦ 1]

 

forcemenu [menuname]

 

pushmenu_dm

pushmenu_sp

pushmenu [menuname]

 

 

pushmenu_weaponselect

 

pushmenu_teamselect

 

 

globalwidgetcommand

widgetcommand

 

Menuname is the .ucr file that controls the menu. By default these are all in the ui/ folder. ‘Loadmenu’ on it’s own will not run the menu, see ‘showmenu’.

 

Does as it says, lists all the menus installed.

Caused screen problems when I tried it!

Displays and runs a previously loaded menu. See ‘Loadmenu’

‘0’ goes back to the previous menu, (‘1’ applies changes and goes to the next menu or screen, I think.)

Loads and shows a menu in one command. See ‘Loadmenu’ and ‘Showmenu’ commands.

Quick command to load the ‘Deathmatch’ menus

Quick command to load the ‘Singleplayer’ menus

Loads and shows a menu in one command. See ‘Loadmenu’ and ‘Showmenu’ commands. This is appears to be the preferred command instead of ‘Forcemenu’.

Quick command to load the ‘weapon select’ menu used when first starting a deathmatch game.

Quick command to load the ‘team selection’ (Allied or Axis) menu used when starting a deathmatch game.

 

Used to display a list of local or Internet servers to connect to. Example:

globalwidgetcommand langamelist connecdttoselected

widgetcommand langamelist joingame

 

 

Message and Talking (I think, but I’ve not tested.)

instamsg_group_e

instamsg_group_d

instamsg_group_c

instamsg_group_b

instamsg_group_a

instamsg_main

wisper

sayone

sayprivate

teamsay

sayteam

say

messagemode_private

messagemode_team

messagemode_all

messagemode

 

 

 

Sound Control (Not tested)

tmstop

tmstartloop

tmstart

pitch

playsong

loadsoundtrack

stopmp3

playmp3

sounddump

soundinfo

soundlist

play

 

soundpicker

 

 

 

Unknown Commands

editchshader

getchshader

resetvss

loademitter

dumpemitter

deleteemittercommand

newemittercommand

nextemittercommand

prevemittercommand

triggertestemitter

testemitter

 

cg_dumpallclasses

cg_dumpclassevents

cg_classevents

cg_classtree

cg_classlist

cg_pendingevents

cg_dumpevents

cg_eventhelp

cg_eventlist

sizedown

sizeup

viewpos

 

ter_restart

ai_calltrace

ai_delete

 

fov

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

‘Field Of View’ I think, not tested yet.

 

 

 

 

Unsorted list

To output a logfile, add the following to the command line:

+set developer “1” +set logfile “1”

logfile opened on Sat Apr 06 19:41:34 2002

 

dmmessage

join_team

notready

ready

script

ui_getplayermodel

ui_applyplayermodel

playermodel

finishloadingscreen

locationprint

centerprint

ui_checkrestart

ui_resetcvars

clear

ui_testlist

ui_loadconsolepos

ui_saveconsolepos

ui_hidemouse

ui_showmouse

inv_restart

lod_spawnlist

viewspawnlist

ff_disable

r_infoworldtris

r_infostaticmodels

farplane_info

gfxinfo

screenshot

cl_dumpallclasses

cl_dumpclassevents

cl_classevents

cl_classtree

cl_classlist

cl_pendingevents

cl_dumpevents

cl_eventhelp

cl_eventlist

launchgamespy

aliasdump

dialog

saveshot

vidmode

tiki

animlist

tikilist

tikianimlist

stoprecord

cinematic

disconnect

vid_restart

snd_restart

clientinfo

configstrings

cmd

centerview

restart

dumpuser

clientkick

kick

heartbeat

midiinfo

net_restart

in_restart

changeVectors

append

scale

subtract

add

cvar_savegame_restart

cvar_restart

alias

wait

echo

meminfo

 

RCON

 

These notes were taken directly from Bull on the http://www.alliedassault.com forums:

 

RCON INFO :

'ENABLING' rcon is nothing more than assigning a password to it in your config file.
To "USE" it from your CLIENT, you MUST have + set ui_console 1 in your target line of the shortcut (also shown in my post).

What I do from this point is to create ANOTHER config file (text file with the .cfg extension) , call it RCON.CFG for example and save it in your MAIN directory wherever MOH is installed.

Put these lines in the file:

rconAddress xxx.xxx.xxx.xxx (x = your SERVER'S IP address).

rconPassword xxx (x = your password).

That's all you need, be sure to hit ENTER at the end to create a blank line at the end. SAVE IT AS rcon.cfg, or be sure to rename it to whateveryouwant.CFG

Then make sure your shortcut (on the CLIENT MACHINE) CALLS the config file by adding +exec rcon.cfg.

By doing this, as SOON AS YOU START MOH on the CLIENT machine, you will have logged yourself into YOUR SERVER without having to join the game first. You can then bring down the console (in the lobby) and do whatever commands you like since you are logged in.

Otherwise, not using the rcon.cfg method, you must CONNECT to your game, bring down the console and manually supply the rconPassword.

As far as RCON commands .... well you're on your own really.

You can type CMDLIST or CVARLIST for full lists of available commands and cvar's.

**Please don't flame me if any of this is incorrect or doesn't work for you, keep in mind there is no OFFICIAL docs on any of this stuff, so it's all trial and error.

Just trying to get the community up and running so we can have some DEDICATED servers out there.

 

 

CVARS [cvarlist]

Use the ‘cvarlist’ console command to view the current values for the variables. ‘cvarlist’ accepts a partial name as an argument. Examples:

cvarlist ui - will list all the variables starting with ui.

cvarlist *ui - will list all the variables containing or starting with ui.

 

There are too many cvars (variables) to list all of them, this list only shows the useful and identified ones.

Notes

Some cvars may need to be set from the command line for them to work as detailed.

+set developer “1” from the command line skips intro screens as well as adding more detailed entries to logfiles, if used.

True or false options use 1 for true and 0 for false. The currently set option can be reversed by using the ‘toggle’ command.

 

 

All Game Types Settings and Options

net_ip [xxx.xxx.xxx.xxx]

net_port [ppppp]

Your own IP Address

Your own IP Port

 

Multiplayer Settings and Options

g_gametype [0-?]

sv_maxclients [##]

sv_gamespy [0¦1]

 

ui_hostname

 

sv_hostname

 

 

Type 2 is deathmatch

Limit the number of connections the server will accept.

Publish the game on the Internet for easy access. 0 is off, 1 is on.

Server name visible when browsing LAN Games, used for Deathmatch games.

Server name visible when browsing LAN Games, used for any game.

 

 

Deathmatch Only Settings and Options

ui_dmmap

ui_connectip [ipaddress]

 

 

ui_maplist_ffa

ui_inactivespectate [seconds]

ui_inactivekick [seconds]

 

ui_dedicated [0¦1]

 

ui_gamespy [0¦1]

 

ui_timelimit

ui_fraglimit

 

ui_maxclients

 

map name ready to connect to.

ipaddress of currently connected server, in the format ‘xxx.xxx.xxx.xxx:ppppp’

xxx = octet, ppppp = port

Order of play list of maps for ‘Free-For-All’ games.

Time in seconds before a static player is forced to spectate.

Time in seconds before an inactive player is thown off the server.

Local machine is dedicated to running the game, no player sits at the machine.

Publish the game on the Internet for easy access. 0 is off, 1 is on

Time for the players to complete the level.

The level will finish when the first person get this number of kills.

Maximun players

 

 

Developer and Cheats

ui_console [0¦1]

 

Turn on or off the use of the console window.

 

 

Map Design

 

 

 

Entities [?]

 

 

 

Multiplayer Settings and Options

info_player_deathmatch

 

Starting spawn point for players

 

Developer and Cheats

 

 

 

PAK File Contents

Pak0.pk3

Global scripts, ui, menus, fonts, music and models

Pak1.pk3

Textures – HUD and Menus

Pak2.pk3

Textures – Environment, models and structures

Pak3.pk3

Sound

Pak4.pk3

Sound

Pak5.pk3

Maps

Pak6.pk3

Fixes with Patch version 1.1

 

Map file names

.bsp

Map

.min

Don’t know, list of textures, models and the odd script

.scr

Script to run level

.pth

Unknown, not a text file

_precache.scr

Cache all models and scripts in the map