---====== cvars ======--- aas_goalArea aas_pullPlayer aas_randomPullPlayer aas_showAreas aas_showFlyPath aas_showHideArea aas_showPath aas_showPushIntoArea aas_showWallEdges aas_test af_contactFrictionScale scales the contact friction af_forceFriction force the given friction value af_highlightBody name of the body to highlight af_highlightConstraint name of the constraint to highlight af_jointFrictionScale scales the joint friction af_maxAngularVelocity maximum angular velocity af_maxLinearVelocity maximum linear velocity af_showActive show tree-like structures of articulated figures not at rest af_showBodies show bodies af_showBodyNames show body names af_showConstrainedBodies show the two bodies contrained by the highlighted constraint af_showConstraintNames show constraint names af_showConstraints show constraints af_showInertia show the inertia tensor of each body af_showLimits show joint limits af_showMass show the mass of each body af_showPrimaryOnly show primary constraints only af_showTimings show articulated figure cpu usage af_showTotalMass show the total mass of each articulated figure af_showTrees show tree-like structures af_showVelocity show the velocity of each body af_skipFriction skip friction af_skipLimits skip joint limits af_skipSelfCollision skip self collision detection af_testSolid test for bodies initially stuck in solid af_timeScale scales the time af_useImpulseFriction use impulse based contact friction af_useJointImpulseFriction use impulse based joint friction af_useLinearTime use linear time algorithm for tree-like structures af_useSymmetry use constraint matrix symmetry ai_blockedFailSafe enable blocked fail safe handling ai_debugMove draws movement information for monsters ai_debugScript displays script calls for the specified monster entity number ai_debugTrajectory draws trajectory tests for monsters ai_showCombatNodes draws attack cones for monsters ai_showObstacleAvoidance draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well ai_showPaths draws path_* entities ai_testPredictPath cm_backFaceCull cull back facing polygons cm_debugCollision debug the collision detection cm_drawColor color used to draw the collision models cm_drawFilled draw filled polygons cm_drawInternal draw internal edges green cm_drawMask collision mask cm_drawNormals draw polygon and edge normals cm_testAngle cm_testBox cm_testBoxRotation cm_testCollision cm_testLength cm_testModel cm_testOrigin cm_testRadius cm_testRandomMany cm_testReset cm_testRotation cm_testTimes cm_testWalk com_allowConsole allow ~ to toggle console com_asyncInput sample input from the async thread com_asyncSound mix sound from the async thread com_aviDemoHeight com_aviDemoSamples com_aviDemoTics com_aviDemoWidth com_compressDemos com_compressSaveGame compress save games com_fixedTic com_forceGenericSIMD force generic platform independent SIMD com_guid com_journal 1 = record journal, 2 = play back journal com_logDemos com_machineSpec hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality com_makingBuild 1 when making a build com_memoryMarker used as a marker for memory stats com_minTics com_preciseTic run one game tick every async thread update com_preloadDemos com_purgeAll purge everything between level loads com_showAngles com_showAsyncStats show async network stats com_showDemo com_showFPS show frames rendered per second com_showMemoryUsage show total and per frame memory usage com_showSoundDecoders show sound decoders com_showTics com_skipGameDraw com_skipRenderer skip the renderer completely com_speeds show engine timings com_timestampPrints print time with each console print, 1 = msec 2 = sec com_updateLoadSize update the load size after loading a map com_videoRam holds the last amount of detected video ram com_wipeSeconds con_noPrint print on the console but not onscreen when console is pulled up con_notifyTime time messages are displayed onscreen when console is pulled up con_speed speed at which the console moves up and down decl_show set to 1 to print parses, 2 to also print references developer EntityPlacement fs_basepath fs_caseSensitiveOS fs_cdpath fs_copyfiles fs_debug fs_devpath fs_game fs_restrict fs_savepath g_armorProtection armor takes this percentage of damage g_armorProtectionMP armor takes this percentage of damage in mp g_balanceTDM maintain even teams g_blobSize g_blobTime g_bloodEffects show blood splats, sprays and gibs g_cinematic skips updating entities that aren't marked 'cinematic' '1' during cinematics g_cinematicMaxSkipTime # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end. g_countDown pregame countdown in seconds g_damageScale scale final damage on player by this factor g_debugAnim displays information on which animations are playing on the specified entity number. set to -1 to disable. g_debugBounds checks for models with bounds > 2048 g_debugCinematic g_debugDamage g_debugMove g_debugMover g_debugScript g_debugTriggers g_debugWeapon g_decals show decals such as bullet holes g_disasm disassemble script into base/script disasm.txt on the local drive when script is compiled g_doubleVision show double vision when taking damage g_dragDamping g_dragEntity allows dragging physics objects around by placing the crosshair over them and holding the fire button g_dragShowSelection g_dropItemRotation g_dvAmplitude g_dvFrequency g_dvTime g_editEntityMode 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models g_exportMask g_flushSave 1 = don't buffer file writing for save games. g_fov g_frametime displays timing information for each game frame g_gameReviewPause scores review time in seconds (at end game) g_gravity g_gunX g_gunY g_gunZ g_healthTakeAmt how much health to take in nightmare mode g_healthTakeLimit how low can health get taken in nightmare mode g_healthTakeTime how often to take health in nightmare mode g_kickAmplitude g_kickTime g_knockback g_mapCycle map cycling script for multiplayer games - see mapcycle.scriptcfg g_maxShowDistance g_monsters g_mpWeaponAngleScale Control the weapon sway in MP g_muzzleFlash show muzzle flashes g_nightmare if nightmare mode is allowed g_password game password g_projectileLights show dynamic lights on projectiles g_showActiveEntities draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. g_showBrass enables ejected shells from weapon g_showcamerainfo displays the current frame # for the camera when playing cinematics g_showCollisionModels g_showCollisionTraces g_showCollisionWorld g_showEnemies draws boxes around monsters that have targeted the the player g_showEntityInfo g_showHud g_showPlayerShadow enables shadow of player model g_showProjectilePct enables display of player hit percentage g_showPVS g_showTargets draws entities and thier targets. hidden entities are drawn grey. g_showTestModelFrame displays the current animation and frame # for testmodels g_showTriggers draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey. g_showviewpos g_skill g_skipFX g_skipParticles g_skipViewEffects skip damage and other view effects g_spectatorChat let spectators talk to everyone during game g_stopTime g_TDMArrows draw arrows over teammates in team deathmatch g_testDeath g_testHealthVision g_testModelAnimate test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once g_testModelBlend number of frames to blend g_testModelRotate test model rotation speed g_testParticle test particle visualation, set by the particle editor g_testParticleName name of the particle being tested by the particle editor g_testPostProcess name of material to draw over screen g_timeEntities when non-zero, shows entities whose think functions exceeded the # of milliseconds specified g_useDynamicProtection scale damage and armor dynamically to keep the player alive more often g_vehicleForce g_vehicleVelocity g_viewNodalX g_viewNodalZ g_voteFlags vote flags. bit mask of votes not allowed on this server gamedate gamename gui_configServerRate gui_debug gui_edit gui_filter_gameType Gametype filter gui_filter_password Password filter gui_filter_players Players filter gui_mediumFontLimit gui_smallFontLimit ik_debug show IK debug lines ik_enable enable IK image_anisotropy set the maximum texture anisotropy if available image_cacheMegs maximum MB set aside for temporary loading of full-sized precompressed images image_cacheMinK maximum KB of precompressed files to read at specification time image_colorMipLevels development aid to see texture mip usage image_downSize controls texture downsampling image_downSizeBump controls normal map downsampling image_downSizeBumpLimit controls normal map downsample limit image_downSizeLimit controls diffuse map downsample limit image_downSizeSpecular controls specular downsampling image_downSizeSpecularLimit controls specular downsampled limit image_filter changes texture filtering on mipmapped images image_forceDownSize image_ignoreHighQuality ignore high quality setting on materials image_lodbias change lod bias on mipmapped images image_preload if 0, dynamically load all images image_roundDown round bad sizes down to nearest power of two image_showBackgroundLoads 1 = print number of outstanding background loads image_useAllFormats allow alpha/intensity/luminance luminance+alpha image_useCache 1 = do background load image caching image_useCompression 0 = force everything to high quality image_useNormalCompression 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available image_useOfflineCompression write a batch file for offline compression of DDS files image_usePrecompressedTextures use .dds files if present image_writeNormalTGA write .tgas of the final normal maps for debugging image_writeNormalTGAPalletized write .tgas of the final palletized normal maps for debugging image_writePrecompressedTextures write .dds files if necessary image_writeTGA write .tgas of the non normal maps for debugging in_alwaysRun always run (reverse _speed button) - only in MP in_anglespeedkey angle change scale when holding down _speed button in_freeLook look around with mouse (reverse _mlook button) in_mouse enable mouse input in_pitchspeed pitch change speed when holding down look _lookUp or _lookDown button in_yawspeed yaw change speed when holding down _left or _right button lcp_showFailures show LCP solver failures logFile 1 = buffer log, 2 = flush after each print logFileName name of log file, if empty, qconsole.log will be used m_pitch mouse pitch scale m_showMouseRate shows mouse movement m_smooth number of samples blended for mouse viewing m_strafeScale mouse strafe movement scale m_strafeSmooth number of samples blended for mouse moving m_yaw mouse yaw scale mod_validSkins valid skins for the game net_allowCheats Allow cheats in network game net_channelShowDrop show dropped packets net_channelShowPackets show all packets net_clientMaxRate maximum rate requested by client from server in bytes/sec net_clientPredictGUI test guis in networking without prediction net_clientPrediction additional client side prediction in milliseconds net_clientRemoteConsoleAddress remote console address net_clientRemoteConsolePassword remote console password net_clientServerTimeout server time out in seconds net_clientShowSnapshot net_clientShowSnapshotRadius net_clientSmoothing net_clientUsercmdBackup number of usercmds to resend net_forceDrop percentage packet loss net_forceLatency milliseconds latency net_ip local IP address net_LANServer config LAN games only - affects clients and servers net_master0 idnet master server address net_master1 1st master server address net_master2 2nd master server address net_master3 3rd master server address net_master4 4th master server address net_port local IP port number net_serverAllowServerMod allow server-side mods net_serverClientTimeout client time out in seconds net_serverDedicated 1 = text console dedicated server, 2 = graphical dedicated server net_serverDrawClient number of client for which to draw view on server net_serverMaxClientRate maximum rate to a client in bytes/sec net_serverMaxUsercmdRelay maximum number of usercmds from other clients the server relays to a client net_serverReloadEngine perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 net_serverRemoteConsolePassword remote console password net_serverSnapshotDelay delay between snapshots in milliseconds net_serverZombieTimeout disconnected client timeout in seconds net_socksEnabled net_socksPassword net_socksPort net_socksServer net_socksUsername net_verbose 1 = verbose output, 2 = even more verbose output password client password used when connecting pm_air how long in milliseconds the player can go without air before he starts taking damage pm_bboxwidth x/y size of player's bounding box pm_bobpitch pm_bobroll pm_bobup pm_crouchbob bob much faster when crouched pm_crouchheight height of player's bounding box while crouched pm_crouchrate time it takes for player's view to change from standing to crouching pm_crouchspeed speed the player can move while crouched pm_crouchviewheight height of player's view while crouched pm_deadheight height of player's bounding box while dead pm_deadviewheight height of player's view while dead pm_jumpheight approximate hieght the player can jump pm_maxviewpitch amount player's view can look down pm_minviewpitch amount player's view can look up (negative values are up) pm_modelView draws camera from POV of player model (1 = always, 2 = when dead) pm_noclipspeed speed the player can move while in noclip pm_normalheight height of player's bounding box while standing pm_normalviewheight height of player's view while standing pm_runbob bob faster when running pm_runpitch pm_runroll pm_runspeed speed the player can move while running pm_spectatebbox size of the spectator bounding box pm_spectatespeed speed the player can move while spectating pm_stamina length of time player can run pm_staminarate rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge. pm_staminathreshold when stamina drops below this value, player gradually slows to a walk pm_stepsize maximum height the player can step up without jumping pm_thirdPerson enables third person view pm_thirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) pm_thirdPersonClip clip third person view into world space pm_thirdPersonDeath enables third person view when player dies pm_thirdPersonHeight height of camera from normal view height in 3rd person pm_thirdPersonRange camera distance from player in 3rd person pm_usecylinder use a cylinder approximation instead of a bounding box for player collision detection pm_walkbob bob slowly when walking pm_walkspeed speed the player can move while walking r_brightness changes gamma tables r_cgFragmentProfile arbfp1, fp30 r_cgVertexProfile arbvp1, vp20, vp30 r_checkBounds compare all surface bounds with precalculated ones r_clear force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom r_customHeight custom screen height r_customWidth custom screen width r_debugArrowStep step size of arrow cone line rotation in degrees r_debugLineDepthTest perform depth test on debug lines r_debugLineWidth width of debug lines r_debugPolygonFilled draw a filled polygon r_demonstrateBug used during development to show IHV's their problems r_displayRefresh optional display refresh rate option for vid mode r_finish force a call to glFinish() every frame r_flareSize scale the flare deforms from the material def r_forceLoadImages draw all images to screen after registration r_frontBuffer draw to front buffer for debugging r_fullscreen 0 = windowed, 1 = full screen r_gamma changes gamma tables r_glDriver "opengl32", etc. r_hdr_bloomFraction fraction to smear across neighbors r_hdr_exposure maximum light scale r_hdr_gamma monitor gamma power r_hdr_monitorDither random dither in monitor space r_hdr_useFloats use a floating point rendering buffer r_ignore used for random debugging without defining new vars r_ignore2 used for random debugging without defining new vars r_ignoreGLErrors ignore GL errors r_inhibitFragmentProgram ignore the fragment program extension r_jitter randomly subpixel jitter the projection matrix r_jointNameOffset offset of joint names when r_showskel is set to 1 r_jointNameScale size of joint names when r_showskel is set to 1 r_lightAllBackFaces light all the back faces, even when they would be shadowed r_lightScale all light intensities are multiplied by this r_lightSourceRadius for soft-shadow sampling r_lockSurfaces allow moving the view point without changing the composition of the scene, including culling r_logFile number of frames to emit GL logs r_materialOverride overrides all materials r_megaTextureLevel draw only a specific level r_mergeModelSurfaces combine model surfaces with the same material r_mode video mode number r_multiSamples number of antialiasing samples r_offsetfactor polygon offset parameter r_offsetunits polygon offset parameter r_orderIndexes perform index reorganization to optimize vertex use r_renderer hardware specific renderer path to use r_sb_biasScale scale factor for jitter bias r_sb_frustomFOV oversize FOV for point light side matching r_sb_jitterScale scale factor for jitter offset r_sb_lightResolution Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_linearFilter use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_noShadows don't draw any occluders r_sb_occluderFacing 0 = front faces, 1 = back faces, 2 = midway between r_sb_polyOfsFactor polygonOffset factor for drawing shadow buffer r_sb_polyOfsUnits polygonOffset units for drawing shadow buffer r_sb_randomize randomly offset jitter texture each draw r_sb_samples 0, 1, 4, or 16 r_sb_screenSpaceShadow build shadows in screen space instead of on surfaces r_sb_showFrustumPixels color the pixels contained in the frustum r_sb_singleSide only draw a single side (0-5) of point lights r_sb_useCulling cull geometry to individual side frustums r_sb_usePbuffer draw offscreen r_sb_viewResolution Width of screen space shadow sampling r_screenFraction for testing fill rate, the resolution of the entire screen can be changed r_shadowPolygonFactor scale value for stencil shadow drawing r_shadowPolygonOffset bias value added to depth test for stencil shadow drawing r_shadows enable shadows r_showAlloc report alloc/free counts r_showCull report sphere and box culling stats r_showDefs report the number of modeDefs and lightDefs in view r_showDemo report reads and writes to the demo file r_showDepth display the contents of the depth buffer and the depth range r_showDominantTri draw lines from vertexes to center of dominant triangles r_showDynamic report stats on dynamic surface generation r_showEdges draw the sil edges r_showEntityScissors show entity scissor rectangles r_showImages 1 = show all images instead of rendering, 2 = show in proportional size r_showIntensity draw the screen colors based on intensity, red = 0, green = 128, blue = 255 r_showInteractionFrustums 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractions report interaction generation activity r_showInteractionScissors 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showLightCount 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLights 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume r_showLightScale report the scale factor applied to drawing for overbrights r_showLightScissors show light scissor rectangles r_showMegaTexture display all the level images r_showMegaTextureLabels draw colored blocks in each tile r_showMemory print frame memory utilization r_showNormals draws wireframe normals r_showOverDraw 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showPortals draw portal outlines in color based on passed / not passed r_showPrimitives report drawsurf/index/vertex counts r_showShadowCount colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadows 1 = visualize the stencil shadow volumes, 2 = draw filled in r_showSilhouette highlight edges that are casting shadow planes r_showSkel draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSmp show which end (front or back) is blocking r_showSurfaceInfo show surface material name under crosshair r_showSurfaces report surface/light/shadow counts r_showTangentSpace shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTexturePolarity shade triangles by texture area polarity r_showTextureVectors if > 0 draw each triangles texture (tangent) vectors r_showTrace show the intersection of an eye trace with the world r_showTris enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showUnsmoothedTangents if 1, put all nvidia register combiner programming in display lists r_showUpdates report entity and light updates and ref counts r_showVertexCache r_showVertexColor draws all triangles with the solid vertex color r_showViewEntitys 1 = displays the bounding boxes of all view models, 2 = print index numbers r_singleArea only draw the portal area the view is actually in r_singleEntity suppress all but one entity r_singleLight suppress all but one light r_singleSurface suppress all but one surface on each entity r_singleTriangle only draw a single triangle per primitive r_skipAmbient bypasses all non-interaction drawing r_skipBackEnd don't draw anything r_skipBlendLights skip all blend lights r_skipBump uses a flat surface instead of the bump map r_skipCopyTexture do all rendering, but don't actually copyTexSubImage2D r_skipDeforms leave all deform materials in their original state r_skipDiffuse use black for diffuse r_skipDynamicTextures don't dynamically create textures r_skipFogLights skip all fog lights r_skipFrontEnd bypasses all front end work, but 2D gui rendering still draws r_skipGuiShaders 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipInteractions skip all light/surface interaction drawing r_skipLightScale don't do any post-interaction light scaling, makes things dim on low-dynamic range cards r_skipMegaTexture only use the lowest level image r_skipNewAmbient bypasses all vertex/fragment program ambient drawing r_skipOverlays skip overlay surfaces r_skipParticles 1 = skip all particle systems r_skipPostProcess skip all post-process renderings r_skipRender skip 3D rendering, but pass 2D r_skipRenderContext NULL the rendering context during backend 3D rendering r_skipROQ skip ROQ decoding r_skipSpecular use black for specular1 r_skipSubviews 1 = don't render any gui elements on surfaces r_skipSuppress ignore the per-view suppressions r_skipTranslucent skip the translucent interaction rendering r_skipUpdates 1 = don't accept any entity or light updates making everything static r_slopNormal merge normals that dot less than this r_slopTexCoord merge texture coordinates this far apart r_slopVertex merge xyz coordinates this far apart r_subviewOnly 1 = don't render main view, allowing subviews to be debugged r_swapInterval changes wglSwapIntarval r_terrainScale vertically scale USGS data r_testARBProgram experiment with vertex/fragment programs r_testGamma if > 0 draw a grid pattern to test gamma levels r_testGammaBias if > 0 draw a grid pattern to test gamma levels r_testStepGamma if > 0 draw a grid pattern to test gamma levels r_useCachedDynamicModels cache snapshots of dynamic models r_useClippedLightScissors 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useCombinerDisplayLists put all nvidia register combiner programming in display lists r_useConstantMaterials use pre-calculated material registers if possible r_useCulling 0 = none, 1 = sphere, 2 = sphere + box r_useDeferredTangents defer tangents calculations after deform r_useDepthBoundsTest use depth bounds test to reduce shadow fill r_useEntityCallbacks if 0, issue the callback immediately at update time, rather than defering r_useEntityCulling 0 = none, 1 = box r_useEntityScissors 1 = use custom scissor rectangle for each entity r_useExternalShadows 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useFrustumFarDistance if != 0 force the view frustum far distance to this distance r_useIndexBuffers use ARB_vertex_buffer_object for indexes r_useInfiniteFarZ use the no-far-clip-plane trick r_useInteractionCulling 1 = cull interactions r_useInteractionScissors 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionTable create a full entityDefs * lightDefs table to make finding interactions faster r_useLightCulling 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightPortalFlow use a more precise area reference determination r_useLightScissors 1 = use custom scissor rectangle for each light r_useNodeCommonChildren stop pushing reference bounds early when possible r_useNV20MonoLights use pass optimization for mono lights r_useOptimizedShadows use the dmap generated static shadow volumes r_usePortals 1 = use portals to perform area culling, otherwise draw everything r_usePreciseTriangleInteractions 1 = do winding clipping to determine if each ambiguous tri should be lit r_useScissor scissor clip as portals and lights are processed r_useShadowCulling try to cull shadows from partially visible lights r_useShadowProjectedCull discard triangles outside light volume before shadowing r_useShadowSurfaceScissor scissor shadows by the scissor rect of the interaction surfaces r_useShadowVertexProgram do the shadow projection in the vertex program on capable cards r_useSilRemap consider verts with the same XYZ, but different ST the same for shadows r_useStateCaching avoid redundant state changes in GL_*() calls r_useTripleTextureARB cards with 3+ texture units do a two pass instead of three pass r_useTurboShadow use the infinite projection with W technique for dynamic shadows r_useTwoSidedStencil do stencil shadows in one pass with different ops on each side r_useVertexBuffers use ARB_vertex_buffer_object for vertexes r_vertexBufferMegs r_znear near Z clip plane distance radiant_ALTEdgeDrag radiant_AngleSpeed radiant_Autosave radiant_AutosaveMinutes radiant_camerawindow radiant_CamXYUpdate radiant_ChaseMouse radiant_CubicClipping radiant_CubicScale radiant_entityMode radiant_EntityShow radiant_HiColorTextures radiant_InspectorDockedDialogs radiant_InspectorsWindow radiant_LastMap radiant_LastProject radiant_LoadLast radiant_LoadLastMap radiant_LoadShaders radiant_MainWindowPlace radiant_ModelPath radiant_MoveSpeed radiant_NewFaceGrab radiant_NewLightStyle radiant_NewMapFormat radiant_NewRightClick radiant_NewTextureWindowStuff radiant_NewVertex radiant_NoClamp radiant_NoStipple radiant_QE4Paint radiant_QE4StyleWindows radiant_RadiantMapPath radiant_RotateLock radiant_Rotation radiant_RunBefore radiant_SavedInfo radiant_SelectWholeEntitiesKey radiant_SizePainting radiant_Snapshots radiant_SnapT radiant_StatusPointSize radiant_SwitchClipKey radiant_TextureLock radiant_TextureQuality radiant_TextureScale radiant_TextureScrollbar radiant_texwindow radiant_UndoLevels radiant_UseDisplayLists radiant_UseGLLighting radiant_UseTextureBar radiant_WideToolBar radiant_xywindow radiant_XZVIS radiant_xzwindow radiant_YZVIS radiant_yzwindow radiant_ZClipBottom radiant_ZClipEnabled radiant_ZClipTop radiant_ZVIS radiant_zwindow rb_showActive show rigid bodies that are not at rest rb_showBodies show rigid bodies rb_showInertia show the inertia tensor of each rigid body rb_showMass show the mass of each rigid body rb_showTimings show rigid body cpu usage rb_showVelocity show the velocity of each rigid body s_clipVolumes s_constantAmplitude s_doorDistanceAdd reduce sound volume with this distance when going through a door s_dotbias2 s_dotbias6 s_drawSounds s_force22kHz s_globalFraction volume to all speakers when not spatialized s_maxSoundsPerShader s_meterTopTime s_minVolume2 s_minVolume6 s_noSound s_numberOfSpeakers number of speakers s_playDefaultSound play a beep for missing sounds s_quadraticFalloff s_realTimeDecoding s_reverse s_showLevelMeter s_showStartSound s_singleEmitter mute all sounds but this emitter s_spatializationDecay s_subFraction volume to subwoofer in 5.1 s_useOcclusion s_volume_dB volume in dB sensitivity mouse view sensitivity si_fragLimit frag limit si_gameType game type - singleplayer, deathmatch, Tourney, Team DM or Last Man si_map map to be played next on server si_maxPlayers max number of players allowed on the server si_name name of the server si_pure server is pure and does not allow modified data si_spectators allow spectators or require all clients to play si_teamDamage enable team damage si_timeLimit time limit in minutes si_usePass enable client password checking si_version engine version si_warmup do pre-game warmup sys_arch sys_cpustring sys_lang timescale scales the time ui_autoReload auto reload weapon ui_autoSwitch auto switch weapon ui_name player name ui_ready player is ready to start playing ui_showGun show gun ui_skin player skin ui_spectate play or spectate ui_team player team win_allowMultipleInstances allow multiple instances running concurrently win_notaskkeys disable windows task keys win_outputDebugString win_outputEditString win_timerUpdate allows the game to be updated while dragging the window win_username windows user name win_viewlog win_xpos horizontal position of window win_ypos vertical position of window 658 cvars listed ---====== commands ======--- aasStats shows AAS stats addarrow adds a debug arrow addChatLine internal use - core to game chat lines addline adds a debug line aviCmdDemo writes AVIs for a command demo aviDemo writes AVIs for a demo aviGame writes AVIs for the current game benchmark benchmark bind binds a command to a key bindRagdoll binds ragdoll at the current drag position bindunbindtwo binds a key but unbinds it first if there are more than two binds blinkline blinks a debug line centerview centers the view checkNewVersion check if a new version of the game is available clear clears the console clearLights clears all lights clientDropWeapon drop current weapon clientMessageMode ingame gui message mode clientVoiceChat voice chats: clientVoiceChat clientVoiceChatTeam team voice chats: clientVoiceChat closeViewNotes close the view showing any notes for this map collisionModelInfo shows collision model info combineCubeImages combines six images for roq compression compressDemo compresses a demo file conDump dumps the console text to a file connect connects to a server crash causes a crash cvar_restart restart the cvar system damage apply damage to an entity debugger launches the Script Debugger deleteSelected deletes selected entity demoShot writes a screenshot for a demo devmap loads a map in developer mode dir lists a folder dirtree lists a folder with subfolders disasmScript disassembles script disconnect disconnects from a game dmap compiles a map echo prints text editAFs launches the in-game Articulated Figure Editor editDecls launches the in-game Declaration Editor editGUIs launches the GUI Editor editLights launches the in-game Light Editor editor launches the level editor Radiant editParticles launches the in-game Particle Editor editPDAs launches the in-game PDA Editor editScripts launches the in-game Script Editor editSounds launches the in-game Sound Editor envshot takes an environment shot error causes an error exec executes a config file execMachineSpec execs the appropriate config files and sets cvars based on com_machineSpec exit exits the game exitCmdDemo exits a command demo exportmodels exports models finishBuild finishes the build process freeze freezes the game for a number of seconds game_memory displays game class info gameError causes a game error gameKick same as kick, but recognizes player names getviewpos prints the current view position gfxInfo show graphics info give gives one or more items god enables god mode heartbeat send a heartbeat to the the master servers help shows help hitch hitches the game in_restart restarts the input system keepTestModel keeps the last test model in the game kick kick a client by connection number kill kills the player killMonsters removes all monsters killMoveables removes all moveables killRagdolls removes all ragdolls LANScan scans LAN for servers listActiveEntities lists active game entities listAF lists articulated figures listAnims lists all animations listAudios lists Audios listBinds lists key bindings listClasses lists game classes listCmds lists commands listCollisionModels lists collision models listCvars lists cvars listDecls lists all decls listDictKeys lists all keys used by dictionaries listDictValues lists all values used by dictionaries listEmails lists Emails listEntities lists game entities listEntityDefs lists entity defs listFX lists FX systems listGameCmds lists game commands listGuis lists guis listHuffmanFrequencies lists decl text character frequencies listImages lists images listLines lists all debug lines listMaterials lists materials listModelDefs lists model defs listModels lists all models listModes lists all video modes listMonsters lists monsters listParticles lists particle systems listPDAs lists PDAs listRenderEntityDefs lists the entity defs listRendererCmds lists renderer commands listRenderLightDefs lists the light defs listServers lists scanned servers listSkins lists skins listSoundCmds lists sound commands listSoundDecoders list active sound decoders listSounds lists all sounds listSoundShaders lists sound shaders listSpawnArgs list the spawn args of an entity listSystemCmds lists system commands listTables lists tables listThreads lists script threads listToolCmds lists tool commands listTypeInfo list type info listVertexCache lists vertex cache listVideos lists Videos loadGame loads a game localizeGuis localize guis localizeMaps localize maps makeAmbientMap makes an ambient map MakeMegaTexture processes giant images map loads a map memoryDump creates a memory dump memoryDumpCompressed creates a compressed memory dump modulateLights modifies shader parms on all lights nextAnim shows next animation on test model nextFrame shows next animation frame on test model nextGUI teleport the player to the next func_static with a gui nextMap loads the next map on the server noclip disables collision detection for the player notarget disables the player as a target parse prints tokenized string path lists search paths playCmdDemo plays back a command demo playDemo plays back a demo playerModel sets the given model on the player popLight removes the last created light prevAnim shows previous animation on test model prevFrame shows previous animation frame on test model printAF prints an articulated figure printAudio prints an Video printEmail prints an Email printEntityDef prints an entity def printFX prints an FX system printMaterial prints a material printModel prints model info printModelDefs prints a model def printParticle prints a particle system printPDA prints an PDA printSkin prints a skin printSoundShader prints a sound shader printTable prints a table printVideo prints a Audio promptKey prompt and sets the CD Key quit quits the game rcon sends remote console command to server reconnect reconnect to the last server we tried to connect to recordDemo records a demo recordViewNotes record the current view position with notes reexportmodels reexports models regenerateWorld regenerates all interactions reloadanims reloads animations reloadARBprograms reloads ARB programs reloadCgPrograms reloads CG programs reloadDecls reloads decls reloadEngine reloads the engine down to including the file system reloadGuis reloads guis reloadImages reloads images reloadLanguage reload language dict reloadModels reloads models reloadScript reloads scripts reloadSounds reloads all sounds reloadSurface reloads the decl and images for selected surface remove removes an entity removeline removes a debug line renderbump renders a bump map renderbumpFlat renders a flat bump map reportImageDuplication checks all referenced images for duplications reportSurfaceAreas lists all used materials sorted by surface area rescanSI internal - rescan serverinfo cvars and tell game reset resets a cvar roq encodes a roq file runAAS compiles an AAS file for a map runAASDir compiles AAS files for all maps in a folder runReach calculates reachability for an AAS file s_restart restarts the sound system saveGame saves a game saveLights saves all lights to the .map file saveMoveables save all moveables to the .map file saveParticles saves all lights to the .map file saveRagdolls save all ragdoll poses to the .map file saveSelected saves the selected entity to the .map file say text chat sayTeam team text chat screenshot takes a screenshot script executes a line of script serverForceReady force all players ready serverInfo shows server info serverMapRestart restart the current game serverNextMap change to the next map set sets a cvar seta sets a cvar and flags it as archive setMachineSpec detects system capabilities and sets com_machineSpec to appropriate value sets sets a cvar and flags it as server info sett sets a cvar and flags it as tool setu sets a cvar and flags it as user info setviewpos sets the current view position showDictMemory shows memory used by dictionaries showInteractionMemory shows memory used by interactions showStringMemory shows memory used by strings showTriSurfMemory shows memory used by triangle surfaces showViewNotes show any view notes for the current map, successive calls will cycle to the next note sizeDown makes the rendered view smaller sizeUp makes the rendered view larger spawn spawns a game entity spawnServer spawns a server startBuild prepares to make a build stopRecording stops demo recording takeViewNotes take notes about the current map from the current view takeViewNotes2 extended take view notes teleport teleports the player to an entity location testAnim tests an animation testBlend tests animation blending testBoneFx tests an FX system bound to a joint testDamage tests a damage def testDeath tests death testFx tests an FX system testGUI tests a gui testImage displays the given image centered on screen testLight tests a light testmap tests a map testModel tests a model testParticleStopTime tests particle stop time on a test model testPointLight tests a point light testSave writes out a test savegame testSaveGame test a save game for a level testShaderParm sets a shaderParm on an existing testModel testSIMD test SIMD code testSkin tests a skin on an existing testModel testSound tests a sound testVideo displays the given cinematic timeCmdDemo times a command demo timeDemo times a demo timeDemoQuit times a demo and quits toggle toggles a cvar touch touches a decl touchFile touches a file touchFileList touches a list of files touchGui touches a gui touchModel touches a model trigger triggers an entity unbind unbinds any command from a key unbindall unbinds any commands from all keys unbindRagdoll unbinds the selected ragdoll updateUI internal - cause a sync down of game-modified userinfo vid_restart restarts renderSystem vstr inserts the current value of a cvar as command text wait delays remaining buffered commands one or more frames weaponSplat projects a blood splat on the player weapon where prints the current view position writeCmdDemo writes a command demo writeConfig writes a config file writeGameState write game state writePrecache writes precache commands 268 commands