CVAR
DOCUMENTATION
-
Version 1.0, March 6, 2000
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,
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)
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 8)
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 0.8)
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)