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 //value MB 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 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