Cfg


non mi è arrivato neanche oggi
ma te l'hanno spedito?
io l'ho ridotto così !


beelo!! mi puoi passare i settaggi grafici??, non mi dispiacerebbe mutilarlo cosi, ma rulla bene??


Parola di Inc0:
"ho tirato i colori, ho tirato la grafica, poi mi sono tirato un pasta, ed ecco come vedo quake 4"

ho fatto di peggio insomma


Parola di Inc0:
"ho tirato i colori, ho tirato la grafica, poi mi sono tirato una pasta... mo vedo quake così..."

insomma ho fatto di peggio

aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreaBounds When show areas is on, this draws the bounds
of the areas, too...
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showProblemAreas
aas_showPushIntoArea
aas_showRevReach
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_allowOldAAS allows AI to use most recent AAS file, even
if it is not up-to-date. Enable only for
testing.
ai_allowTacticalRush allows tactical ai to rush an enemy when
hurt
ai_animShow
ai_blockedFailSafe enable blocked fail safe handling
ai_debugEyeFocus draws eye focus info
ai_debugFilterString see ai_debugFilter
ai_debugHelpers draws ai helpers
ai_debugMove draws movement information for monsters
ai_debugScript displays script calls for the specified
monster entity number
ai_debugSquad draws squad info for allies
ai_debugStealth draws suspicion info for enemies
ai_debugTactical draws tactical information for monsters
ai_debugTrajectory draws trajectory tests for monsters
ai_disableAttacks disables attack decisions
ai_disableCover disables AI using cover points
ai_disableEntTactical disables tactical points around entities
ai_disableSimpleThink disables simple thinking in AI entities
ai_freeze
ai_playerPushAlways always allow player to push buddies, unless
scripted
ai_showCombatNodes draws attack cones for monsters
ai_showCover
ai_showObstacleAvoidance draws obstacle avoidance information for
monsters. if 2, draws obstacles for player,
as well
ai_showPaths draws path_* entities
ai_showTacticalFeatures
ai_speeds
ai_testPredictPath
ai_useRVMasterMove changes AI to use new master move function
bse_debris disable effect debris
bse_debug display debug info about effect
bse_enabled set to false to disable all effects
bse_maxParticles max number of particles allowed per segment
bse_physics disable effect physics
bse_rateCost rate cost multiplier for spawned effects
bse_rateLimit rate limit for spawned effects
bse_render disable effect rendering
bse_scale effect scalability amount
bse_showBounds display debug bounding boxes effect
bse_singleEffect set to the name of the effect that is only
played
cl_punkbuster is client side PunkBuster enabled?
cl_showEntityInfo
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_debugRotation debug rotation failure
cm_debugSetParms debug set parameters
cm_debugTranslation debug translation failure
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawIndexScale scale of primitive indices
cm_drawIndices draw primitive indices
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_testTranslation
cm_testWalk
com_allowBadSavegameVersion For debugging purposes only - so you can
attempt to load savegames from a different
version - data may not match, may crash game
com_allowConsole allow toggling console with the tilde key
com_asyncSound 0: mix sound inline, 1: memory mapped async
mix, 2: callback mixing, 3: write async mix
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_BinaryRead read binary lexed files
com_BinaryWrite write binary lexed files, 0 = no write, 1 =
native write, 2 = byte swapped write
com_Bundler Prepare an XML format Resource Definition
File for Xenon Bundler
com_compressDemos Compression scheme for demo files
0: None (Fast, large files)
1: LZW (Fast to compress, Fast to
decompress, medium/small files)
2: LZSS (Slow to compress, Fast to
decompress, small files)
3: Huffman (Fast to compress, Slow to
decompress, medium files)
See also: The 'CompressDemo' command
com_cpuSpeed holds processor speed in GHz
com_fixedTic
com_forceGenericSIMD force generic platform independent SIMD
com_guid
com_journal 1 = record journal, 2 = play back journal
com_lastQuicksave
com_Limits show engine limits
com_logDemos Write demo.log with debug information in it
com_logMPStats Enabled writing of Multiplayer statistics at
the end of a match. Will write to
StatisticsLog.txt
com_machineSpec hardware classification, -1 = not detected,
0 = low quality, 1 = medium quality, 2 =
high quality, 3 = ultra quality
com_MakeLoadScreens generate rdf's for xenon load screens
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 Load the whole demo in to RAM before running
it
com_purgeAll purge everything between level loads
com_QuickLoad load the game without loading textures and
or sounds, 1 = no textures and sounds, 2 =
no textures, 3 = no sounds
com_showAngles
com_showAsyncStats show async network stats
com_showDemo
com_showFPS show frames rendered per second
com_showMemAllocTags show Mem_Alloc tag statistics -- Debug Only.
com_showMemoryUsage show total and per frame memory usage
com_showSoundDecoders show sound decoders
com_showTics
com_SingleDeclFile read a single file with only necessary decls
com_skipGameDraw
com_skipLevelLoadPause
com_skipRenderer skip the renderer completely
com_speeds show engine timings
com_syncGameFrame run one game frame for every rendered frame
com_systemRam holds number of megs of system memory
com_timestampPrints print time with each console print, 1 = msec
2 = sec
com_uniqueWarnings activate to allow individual warnings to
print only once per level load.
com_updateLoadSize update the load size after loading a map
com_videoRam holds the last amount of detected video ram
com_wipeSeconds
com_WriteSingleDeclFile write a single file with only necessary
decls
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
demo_debug debug demo replay system
demo_enforceFS enforce filesystem pureness before playing
back a demo
demo_scale speed scaling of demo replays
developer
fas_blendBias multiplier to the per phoneme blend time
fas_debug debug info for facial animation system
fas_intensityBias bias applied to the intensity of the phoneme
when trying to extract the viseme
fas_threshhold0 intensity required to use frame set 0
fas_threshhold1 intensity required to use frame set 1
fas_timeOffset ms offset to the viseme frame
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game mod path
fs_game_base alternate mod path, searched after the main
fs_game path, before the basedir
fs_importpath rjohnson:fixme
fs_mapPaks Use level paks. Only checks pak with the
same name as the map
fs_restrict
fs_savepath
fs_searchAddons search all addon pk4s ( disables addon
functionality )
g_allowVehicleGunOverheat allows disabling the gun overheating
mechanism for vehicles that use it.
g_announcerDelay no more than one announcer sound will be
played in this many ms
g_armorProtection armor takes this percentage of damage
g_armorProtectionMP armor takes this percentage of damage in mp
g_blobSize
g_blobTime
g_brassTime amount of time brass should stay in the
world before dissapearing, set to 0 to
disable brass
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_crosshairCharInfoFar instead of a green crosshair from far away,
full character info always draws
g_crosshairColor sets the combat crosshair color
g_crosshairCustom sets the custom combat crosshair
g_crosshairCustomFile stores the custom crosshair's filename
g_crosshairSize crosshair size: 16,24,32,40,48
g_currentPlayback name of playback shown by g_showPlayback
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 set to the name of the state you want to
debug or * for all
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugState
g_debugTriggers
g_debugVehicle
g_debugVehicleAI enables debug features for the vehicle ai
system
g_debugVehicleDriver enables debug features for the
func_vehicle_driver
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_earthquake controls earthquake effect
g_editEntityDistance range to display entities to edit
g_editEntityMode 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
8 = effects
g_editEntityTextDistance range to display entities to edit text
information
g_exportMask
g_favoritesList Favorites List
g_flushSave 1 = don't buffer file writing for save
games.
g_forceUndying forces undying state
g_fov
g_frametime displays timing information for each game
frame
g_friendsList Friends List
g_gameReviewPause scores review time in seconds (at end game)
g_gravity singleplayer gravity
g_gunPitch
g_gunRoll
g_gunViewStyle style presets
0 = Q3 style
1 = Shouldered style

g_gunX
g_gunY
g_gunYaw
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_keepEntityStats keep track of entity usage stats
g_kickAmplitude
g_kickTime
g_knockback
g_log enables game logging
g_mapCycle map cycling script for multiplayer games -
see mapcycle.scriptcfg
g_maxShowDistance
g_monsters
g_mp_gravity multiplayer gravity
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_perfTest_aiNoDodge ai attempts no dodging
g_perfTest_aiNoObstacleAvoid ai does not attempt obstacle avoidance
g_perfTest_aiNoRagdoll ai does not ragdoll
g_perfTest_aiNoVisTrace ai does no vis traces
g_perfTest_aiStationary ai attempts no combat movement
g_perfTest_aiUndying makes all AI undying
g_perfTest_hitscanBBox all hitscans vs bbox, not rendermodel
g_perfTest_hitscanShort all hitscans capped at 2048
g_perfTest_noJointTransform all joint transforms return origin
g_perfTest_noPlayerFocus doesn't do player focus traces/logic
g_perfTest_noProjectiles all projectiles are removed instantly
g_perfTest_weaponNoFX no muzzle flash, brass eject, muzzle fx,
tracers, impact fx, blood decals or blood
splats (whew!)
g_playPlayback plays the current playback in a camera path
g_projectileLights show dynamic lights on projectiles
g_recordPlayback record the player movement in a playback
g_showActiveEntities draws boxes around thinking entities.
dormant entities (outside of pvs) are drawn
yellow. non-dormant are green.
g_showAreaClipSectors
g_showcamerainfo displays the current frame # for the camera
when playing cinematics
g_showClipSectorFilter
g_showClipSectors
g_showCollisionModels 0 = off, 1 = draw collision models, 2 = only
draw player collision models.
g_maxShowDistance controls distance.
g_showCollisionTraces
g_showCollisionWorld
g_showDebugHud displays the debug hud
0 = off
1 = player
2 = physics
3 = AI
4 = vehicle
5 = performance
6 = effects
7 = map information
8 = AI performance
9 = MP
10 = Sound
32 = scratch

g_showEnemies draws boxes around monsters that have
targeted the the player
g_showEntityInfo
g_showFrameCmds displays frame commands as they are executed
g_showGodDamage displays the amount of damage taken while in
god mode on the hud
g_showHud
g_showHudPopups displays objective and database popups on
the hud
g_showPlayback show g_currentPlayback
g_showPlayerShadow enables shadow of player model
g_showProjectilePct enables display of player hit percentage
g_showPVS
g_showRange shows the range from the player to the first
collision under the players crosshair
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 difficulty level
g_skipFX
g_skipItemShadowsMP disables all item shadows in multiplayer
g_skipParticles
g_skipPlayerShadowsMP disables all player shadows in multiplayer
g_skipViewEffects skip damage and other view effects
g_spectatorChat let spectators talk to everyone during game
g_stopTime
g_testCTF
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
5 = frame by frame with fixed origin
g_testModelBlend number of frames to blend
g_testModelRotate test model rotation speed
g_testPlayer test player classname
g_testPostProcess name of material to draw over screen
g_testScoreboard number of clients to test in the scoreboard
gui
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_vehicleMode enables the new vehicle control system for
the GEV.
g_vehicleVelocity
g_version game version
g_viewNodalX
g_viewNodalZ
g_voteFlags vote flags. bit mask of votes not allowed on
this server
bit 0 (+1) restart now
bit 1 (+2) time limit
bit 2 (+4) frag limit
bit 3 (+8) game type
bit 4 (+16) kick player
bit 5 (+32) change map
bit 6 (+64) spectators
bit 7 (+128) next map
gamedate
gamename
gui_configServerRate
gui_debug
gui_debugScript
gui_edit
gui_mediumFontLimit
gui_smallFontLimit
gui_ui_name copy-over cvar for ui_name
ik_debug show IK debug lines
ik_enable enable IK
image_anisotropy set the maximum texture anisotropy if
available
image_cacheMegs maximum MB full-sized precompressed images
to keep in memory
image_cacheMinK Minimum KB of precompressed files to defer
image_colorMipLevels development aid to see texture mip usage
image_dontUsePrecompressedSkyboxesForCGW temp hack in case
image_downSize controls texture downsampling
image_downSizeBump controls normal map downsampling
image_downSizeBumpLimit controls normal map downsample limit (0 =
64)
image_downSizeLimit controls diffuse map downsample limit (0 =
64)
image_downSizeSpecular controls specular downsampling
image_downSizeSpecularLimit controls specular downsampled limit (0 = 64)
image_filter changes texture filtering on mipmapped
images
image_ignoreHighQuality ignore high quality setting on materials
image_lodbias change lod bias on mipmapped images
image_preload if 0, wait until level end to load images
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_useNormalCompressionLoadDDSForPal 1 = load dds files, and deswizzle them
(only
relevant for image_useNormalCompression = 1)
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_writePrecompressedTextures write .dds files if necessary
image_writeProgramImages copy program targas to compression directory
image_writeTGA write .tgas of the non normal maps for
debugging
in_alwaysRun always run (reverse _speed button)
in_anglespeedkey angle change scale when holding down _speed
button
in_freeLook look around with mouse (reverse _mlook
button)
in_joystick enable joystick input
in_joystickLeftStickMove left or right joystick controls move
in_mouse enable mouse input
in_pitchspeed pitch change speed when holding down look
_lookUp or _lookDown button
in_toggleCrouch pressing _movedown button toggles player
crouching/standing
in_toggleRun pressing _speed button toggles run on/off -
only in MP
in_toggleZoom pressing _zoom button toggles zoom on/off
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_maxInput caps the amount of mouse movement possible
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
mat_useHitMaterials 1 = use preprocessed hit image files
mat_writeHitMaterials 1 = write preprocessed hit image data to
file.
net_allowCheats Allow cheats in network game
net_challengeLimit Limit the number of challenges sent to a
server before giving up.
net_channelShowDrop show dropped packets
net_channelShowPackets show all packets
net_clientDownload client pk4 downloads policy: 0 - never, 1 -
ask, 2 - always (will still prompt for
binary code)
net_clientLagOMeter draw prediction graph
net_clientMaxPrediction maximum number of milliseconds a client can
predict ahead of server.
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_clientUsercmdBackup number of usercmds to resend
net_debugClient Show client networking information. 1: light
2: verbose
net_debugFrameTime Logs frame time information
net_debugPlayerCount Current count by Think() of players in
session
net_debugStartLevel Forces a new frame time log
net_debugTraffic Dumps network bandwidth usage
net_forceDrop percentage packet loss
net_forceInternet Forces a server to consider all clients as
net clients
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_menuLANServer menu cvar for config of lan servers
net_port local IP port number
net_predictionErrorDecay time in milliseconds it takes to fade away
prediction errors
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 each client in bytes/sec.
For Internet servers this value is
calculated on the go for optimal results.
net_serverMaxUsercmdRelay maximum number of usercmds from other
clients the server relays to a client
net_serverMenuDedicated
net_serverReloadEngine perform a full reload on next map restart
(including flushing referenced pak files) -
decreased if > 0
net_serverRemoteConsolePassword remote console password
net_serverRunning
net_serverSnapshotDelay delay between snapshots in milliseconds
net_serverZombieTimeout disconnected client timeout in seconds
net_showPredictionError show prediction errors for the given client
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
pb_sv_lan
pm_acceloverride Adjust the player acceleration.
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_forcespectatormove Force the player to move like a spectator
(fly).
pm_frictionoverride Adjust the player friciton.
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_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_speed speed the player can move while running
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_vehicleCameraMinDist
pm_vehicleCameraScaleMax
pm_vehicleCameraSnap
pm_vehicleCameraSpeedScale
pm_vehicleSoundLerpScale
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking
r_actualRenderer the actual renderer used
r_alphaToCoverage use alpha to coverage when multisampling
r_aspectRatio aspect ratio of view:
0 = 4:3
1 = 16:9
2 = 16:10
r_brightness changes gamma tables
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_convertMD5toMD5R converts all MD5 models to MD5Rs as they are
loaded
r_convertProcToMD5R converts all PROC models to MD5Rs as they
are loaded
r_convertStaticToMD5R converts all LWO, ASE and FLT models to
MD5Rs as they are loaded
r_customHeight custom screen height. set r_mode to -1 to
activate
r_customWidth custom screen width. set r_mode to -1 to
activate
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_debugRenderToTexture
r_debugSphereSubdivision amount of subdivision for debug spheres - 2
= quick, 4 = spherical
r_demonstrateBug used during development to show IHV's their
problems
r_deriveBiTangents
r_displayRefresh optional display refresh rate option for vid
mode
r_drawBoundInfo Draws corner coords and length dims on
bounding boxes
r_finish force a call to glFinish() every frame
r_fixedHorizFOV vertical stretch for letterboxed cinematics
authored for 4:3 aspect
r_flareSize scale the flare deforms from the material
def
r_forceConvertMD5R forces conversion of MD5s, LWOs, and PROCs
to MD5R, obeying r_convert*ToMD5R flags
r_forceDiffuseOnly forces renderer to skip all but diffuse pass
on non-arb2 renderers
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_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_inhibitNativePowerOfTwo Ignore the native power of two 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_lightDetailLevel current light level-of-detail (lights with a
detail level that is greater-or-equal are
drawn
r_lightScale all light intensities are multiplied by this
r_lightSourceRadius for soft-shadow sampling
r_limitBatchSize culls batches to the renderer that are of
this size or less
r_lockSurfaces allow moving the view point without changing
the composition of the scene, including
culling
r_lod_animations_coverage How much of the screen an entity must take
up in order to be LODed.
r_lod_animations_distance The distance to begin LODing animations at.
r_lod_animations_wait How much to wait before animating the next
frame (in seconds).
r_lod_entities Whether to use this LOD technique or not.
r_lod_entities_percent The percentage of the screen an entity must
take up before we stop drawing it
(normalizd: 0.0-1.0).
r_lod_shadows Whether to use this LOD technique or not.
r_lod_shadows_percent The percentage of the screen an entity must
take up before we stop drawing it's shadow
(normalizd: 0.0-1.0).
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_penumbraMapDepthBias bias added to depth value that is written
into penumbra map
r_portalsDistanceCull Allow culling of portals based on distance
to viewer
r_renderer hardware specific renderer path to use
r_screenFraction for testing fill rate, the resolution of the
entire screen can be changed
r_shadowMapDepthBias bias added to depth value that is written
into shadow map
r_shadowMapSlopeScaleBias normal-dot-view scale added to depth value
that is written into shadow map
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_showBatchSize highlighting of draw batches that fall below
the desired polygons per draw call (purple
really bad, red bad, yellow moderate, green
good), 1 = only draw visible ones, 2 = draw
all front facing, 3 = draw all
r_showCull report sphere and box culling stats
r_showDebugGraph
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_showEditorImages renders the editor image rather than the
texture
r_showEntityScissors show entity scissor rectangles
r_showHitImages renders the hit material rather than the
texture (1-additive,2-replace)
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_showLightPortals displays lights which cross more than one
portal
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_showOverdrawDivisor fixme
r_showOverdrawMax fixme
r_showPortals draw portal outlines in color based on
passed / not passed
r_showPrimitives report drawsurf/index/vertex counts
r_showRenderTrace report the number of render polys that were
trace tested in the current draw frame
r_showSafeArea shows the safe area borders
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, 3 = draw joints 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_showTriangleTangents show the tangents of the triangle the
crosshair is over
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_showUnweld fixme
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_skipDecals ignore the decals
r_skipDeforms leave all deform materials in their original
state
r_skipDiffuse use black for diffuse
r_skipDownsize skip downsize command in materials
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_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_skipTextures fixme
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_suppressMultipleUpdates optimised def updates
r_swapInterval changes wglSwapIntarval
r_terrainScale vertically scale USGS data
r_test for internal testing of stuff
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_testSpecialEffect enables a special effect
r_testSpecialEffectParm parameter index for special effect
r_testSpecialEffectParmValue parameter value for special effect
r_testStepGamma if > 0 draw a grid pattern to test gamma
levels
r_trackTextureUsage Track useage of textures during cinematics
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 a custom scissor for LOD screen
coverage calcs, but don't clip
r_useExternalShadows 1 = skip drawing caps when outside the light
volume, 2 = force to no caps for testing
r_useFastSkinning use fast skinning with a single weight per
vertex
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_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_useNewSkinning use new skinning
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_usePenumbraMapShadows use penumbra/shadow maps shadows for
projected lights
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_useSimpleInteraction use simple interaction program for faster
rendering
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_videoCard holds info about the installed video card
r_videoSettingsFailed set to 1 after startup if the current video
settings failed
r_znear near Z clip plane distance
rb_showActive show rigid bodies that are not at rest
rb_showBodies show rigid bodies
rb_showContacts show rigid body contacts
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_decompressionLimit specifies maximum uncompressed sample length
in seconds
s_deviceName OpenAL device name
s_doorDistanceAdd reduce sound volume with this distance when
going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_force22kHz
s_frequencyShift enable or disable the frequency shift
functionality
s_globalFraction volume to all speakers when not spatialized
s_loadOpenALFailed set to true if the OpenAL dll failed to load
s_maxChannelsMixed max number of emitter channels that can be
simultaneously mixed
s_maxSoundsPerShader
s_meterTopTime
s_minStereo minimum number of stereo sounds
s_minVolume2
s_minVolume6
s_musicVolume volume of music
s_muteEAXReverb mute EAX reverb
s_noSound
s_numberOfSpeakers number of speakers
s_playDefaultSound play a beep for missing sounds
s_quadraticFalloff
s_radioChatterFraction volume adjust, from 0 to 1, applied to every
sound playing on the radio chatter channel
s_realTimeDecoding
s_reverbFeedback
s_reverbTime
s_reverse
s_showLevelMeter
s_showStartHardware
s_showStartSound
s_singleEmitter mute all sounds but this emitter
s_skipStartSound skip starting new sounds
s_spatializationDecay
s_speakerFraction volume adjust, from 0 to 1, applied to every
sound not playing on a voice channel
s_subFraction volume to subwoofer in 5.1
s_useDeferredSettings use OpenAL deferred settings
s_useEAXOcclusion use EAX occlusion
s_useEAXReverb use EAX reverb
s_useOcclusion
s_useOpenAL use openal
s_volume volume 0 to 1
sensitivity mouse view sensitivity
si_allowHitscanTint use hitscan tint (e.g. rail color) 0 - no
tinting allowed, 1 - player hitscan tinting
allowed in DM and NO hitscan tinting in team
games, 2 - player hitscan tinting allowed in
DM and use team-color hitscan tints in team
games
si_allowVoting enable or disable server option voting
si_autobalance maintain even teams
si_captureLimit score limit for CTF
si_countDown pregame countdown in seconds
si_entityFilter filter to use when spawning entities
si_fragLimit frag limit
si_gameType game type - singleplayer, DM, Team DM, CTF,
Arena CTF, or Tourney
si_idleServer game clients are idle
si_map map to be played next on server
si_mapCycle map cycle list semicolon delimited
si_maxPlayers max number of players allowed on the server
si_minPlayers min number of players to start a game (only
when warmup is enabled)
si_name name of the server
si_pure server is pure and does not allow modified
data
si_shuffle shuffle teams after each round
si_spectators allow spectators or require all clients to
play
si_teamDamage enable team damage
si_timeLimit time limit in minutes
si_tourneyLimit number of times a tourney will be run before
cycling maps
si_usePass enable client password checking
si_useReady require players to ready before starting a
match
si_version engine version
si_warmup do pre-game warmup
si_weaponStay cannot pick up weapons you already have (get
no ammo from them)
subliminal
sv_punkbuster is server side PunkBuster enabled?
sys_arch
sys_country holds system country
sys_cpustring
sys_lang active language
sys_language holds system language
sys_opticalMedia holds whether system has CD or DVD
timescale scales the time
ui_autoReload auto reload weapon
ui_autoSwitch auto switch weapon
ui_chat player is chatting
ui_clan player clan
ui_hitscanTint a tint applied to select hitscan effects.
Specified as a value in HSV color space. Hue
[0.0-360.0] Saturation [0.0-1.0] Value
[0.75-1.0]
ui_model player model, blank uses default model
ui_model_backup player model backup
ui_model_marine player model used on marine team in team
games, blank uses default model
ui_model_strogg player model used on strogg team in team
games, blank uses default model
ui_name player name
ui_ready player is ready to start playing
ui_showGun show gun
ui_skin
ui_spectate play or spectate
ui_team player team
win_allowAltTab allow Alt-Tab when fullscreen
win_allowMultipleInstances allow multiple instances running
concurrently
win_enableFPUExceptions enable FPU exceptions
win_notaskkeys disable windows task keys
win_outputDebugString
win_outputEditString
win_sysErrorNoWait allows the game to exit immediately on a
fatal error
win_timerUpdate allows the game to be updated while dragging
the window
win_username windows user name
win_viewlog
win_viewlog_update_count number of lines before main window refresh
to trigger view log refresh
win_viewlog_xpos horizontal position of viewlog
win_viewlog_ypos vertical position of viewlog
win_xpos horizontal position of window
win_ypos vertical position of window
aas_goalArea int
aas_pullPlayer int
aas_randomPullPlayer bool
aas_showAreaBounds int
aas_showAreas int
aas_showFlyPath int
aas_showHideArea int
aas_showPath int
aas_showProblemAreas int
aas_showPushIntoArea bool
aas_showRevReach int
aas_showWallEdges bool
aas_test int
af_contactFrictionScale float
af_forceFriction float
af_highlightBody string
af_highlightConstraint string
af_jointFrictionScale float
af_maxAngularVelocity float
af_maxLinearVelocity float
af_showActive bool
af_showBodies bool
af_showBodyNames bool
af_showConstrainedBodies bool
af_showConstraintNames bool
af_showConstraints bool
af_showInertia bool
af_showLimits bool
af_showMass bool
af_showPrimaryOnly bool
af_showTimings bool
af_showTotalMass bool
af_showTrees bool
af_showVelocity bool
af_skipFriction bool
af_skipLimits bool
af_skipSelfCollision bool
af_testSolid bool
af_timeScale float
af_useImpulseFriction bool
af_useJointImpulseFriction bool
af_useLinearTime bool
af_useSymmetry bool
ai_allowOldAAS bool
ai_allowTacticalRush bool
ai_animShow bool
ai_blockedFailSafe bool
ai_debugEyeFocus bool
ai_debugFilterString string
ai_debugHelpers string
ai_debugMove bool
ai_debugScript int
ai_debugSquad bool
ai_debugStealth int
ai_debugTactical string
ai_debugTrajectory bool
ai_disableAttacks bool
ai_disableCover bool
ai_disableEntTactical bool
ai_disableSimpleThink bool
ai_freeze bool
ai_playerPushAlways bool
ai_showCombatNodes bool
ai_showCover int
ai_showObstacleAvoidance int [0, 2]
ai_showPaths bool
ai_showTacticalFeatures int
ai_speeds bool
ai_testPredictPath bool
ai_useRVMasterMove bool
bse_debris bool
bse_debug int
bse_enabled bool
bse_maxParticles int
bse_physics bool
bse_rateCost float
bse_rateLimit float
bse_render bool
bse_scale float
bse_showBounds int
bse_singleEffect string
cl_punkbuster bool
cl_showEntityInfo bool
cm_backFaceCull bool
cm_debugCollision bool
cm_debugRotation bool
cm_debugSetParms bool
cm_debugTranslation bool
cm_drawColor string
cm_drawFilled bool
cm_drawIndexScale float
cm_drawIndices bool
cm_drawInternal bool
cm_drawMask string [none, solid, opaque, water, playercli
p, monsterclip, moveableclip, ikclip, blood, body, corpse, trigger, aas_solid,
aas_obstacle, flashlight_trigger, sightClip, largeShotClip, solid, notactical
features, vehicleclip, flyclip, shotClip, itemclip]
cm_drawNormals float
cm_testAngle float
cm_testBox string
cm_testBoxRotation string
cm_testCollision bool
cm_testLength float
cm_testModel int
cm_testOrigin string
cm_testRadius float
cm_testRandomMany bool
cm_testReset bool
cm_testRotation bool
cm_testTimes int
cm_testTranslation bool
cm_testWalk bool
com_allowBadSavegameVersion bool
com_allowConsole bool
com_asyncSound int [0, 1]
com_aviDemoHeight string
com_aviDemoSamples string
com_aviDemoTics int [1, 60]
com_aviDemoWidth string
com_BinaryRead bool
com_BinaryWrite int
com_Bundler string
com_compressDemos int
com_cpuSpeed string
com_fixedTic int [0, 10]
com_forceGenericSIMD bool
com_guid string
com_journal string
com_lastQuicksave string
com_Limits string
com_logDemos bool
com_logMPStats bool
com_machineSpec int
com_MakeLoadScreens string
com_makingBuild bool
com_memoryMarker int
com_minTics string
com_preciseTic bool
com_preloadDemos bool
com_purgeAll bool
com_QuickLoad string
com_showAngles bool
com_showAsyncStats bool
com_showDemo bool
com_showFPS int
com_showMemAllocTags bool
com_showMemoryUsage bool
com_showSoundDecoders bool
com_showTics bool
com_SingleDeclFile bool
com_skipGameDraw bool
com_skipLevelLoadPause bool
com_skipRenderer bool
com_speeds bool
com_syncGameFrame bool
com_systemRam int
com_timestampPrints string
com_uniqueWarnings bool
com_updateLoadSize bool
com_videoRam int
com_wipeSeconds string
com_WriteSingleDeclFile bool
con_noPrint bool
con_notifyTime string
con_speed string
decl_show string
demo_debug bool
demo_enforceFS bool
demo_scale float [0.01, 100]
developer bool
fas_blendBias string
fas_debug int
fas_intensityBias int
fas_threshhold0 int
fas_threshhold1 int
fas_timeOffset int
fs_basepath string
fs_caseSensitiveOS bool
fs_cdpath string
fs_copyfiles int [0, 4]
fs_debug int [0, 2]
fs_devpath string
fs_game string
fs_game_base string
fs_importpath string
fs_mapPaks bool
fs_restrict bool
fs_savepath string
fs_searchAddons bool
g_allowVehicleGunOverheat bool
g_announcerDelay string
g_armorProtection float
g_armorProtectionMP float
g_blobSize float
g_blobTime float
g_brassTime float
g_cinematic bool
g_cinematicMaxSkipTime float [0, 3600]
g_crosshairCharInfoFar bool
g_crosshairColor string
g_crosshairCustom string
g_crosshairCustomFile string
g_crosshairSize int [16, 48]
g_currentPlayback string
g_debugAnim int
g_debugBounds bool
g_debugCinematic string
g_debugDamage bool
g_debugMove bool
g_debugMover bool
g_debugScript bool
g_debugState string
g_debugTriggers bool
g_debugVehicle int
g_debugVehicleAI int
g_debugVehicleDriver int
g_debugWeapon bool
g_decals bool
g_disasm bool
g_doubleVision bool
g_dragDamping float
g_dragEntity bool
g_dragShowSelection bool
g_dropItemRotation string
g_dvAmplitude float
g_dvFrequency float
g_dvTime float
g_earthquake string
g_editEntityDistance string
g_editEntityMode int [0, 8]
g_editEntityTextDistance string
g_exportMask string
g_favoritesList string
g_flushSave bool
g_forceUndying bool
g_fov float
g_frametime bool
g_friendsList string
g_gameReviewPause int [2, 3600]
g_gravity float
g_gunPitch float
g_gunRoll float
g_gunViewStyle int
g_gunX float
g_gunY float
g_gunYaw float
g_gunZ float
g_healthTakeAmt int
g_healthTakeLimit int
g_healthTakeTime int
g_keepEntityStats bool
g_kickAmplitude float
g_kickTime float
g_knockback int
g_log bool
g_mapCycle string
g_maxShowDistance float
g_monsters bool
g_mp_gravity float
g_mpWeaponAngleScale float
g_muzzleFlash bool
g_nightmare bool
g_password string
g_perfTest_aiNoDodge bool
g_perfTest_aiNoObstacleAvoid bool
g_perfTest_aiNoRagdoll bool
g_perfTest_aiNoVisTrace bool
g_perfTest_aiStationary bool
g_perfTest_aiUndying bool
g_perfTest_hitscanBBox bool
g_perfTest_hitscanShort bool
g_perfTest_noJointTransform bool
g_perfTest_noPlayerFocus bool
g_perfTest_noProjectiles bool
g_perfTest_weaponNoFX bool
g_playPlayback int
g_projectileLights bool
g_recordPlayback int
g_showActiveEntities bool
g_showAreaClipSectors float
g_showcamerainfo string
g_showClipSectorFilter string
g_showClipSectors bool
g_showCollisionModels int
g_showCollisionTraces int [0, 2]
g_showCollisionWorld bool
g_showDebugHud int
g_showEnemies bool
g_showEntityInfo bool
g_showFrameCmds bool
g_showGodDamage bool
g_showHud bool
g_showHudPopups bool
g_showPlayback int
g_showPlayerShadow bool
g_showProjectilePct bool
g_showPVS int [0, 2]
g_showRange bool
g_showTargets bool
g_showTestModelFrame bool
g_showTriggers bool
g_showviewpos bool
g_skill int [0, 3]
g_skipFX bool
g_skipItemShadowsMP bool
g_skipParticles bool
g_skipPlayerShadowsMP bool
g_skipViewEffects bool
g_spectatorChat bool
g_stopTime bool
g_testCTF bool
g_testDeath bool
g_testHealthVision float
g_testModelAnimate int [0, 5]
g_testModelBlend int
g_testModelRotate string
g_testPlayer string
g_testPostProcess string
g_testScoreboard int
g_timeEntities float
g_useDynamicProtection bool
g_vehicleForce float
g_vehicleMode int
g_vehicleVelocity float
g_version string
g_viewNodalX float
g_viewNodalZ float
g_voteFlags int
gamedate string
gamename string
gui_configServerRate int
gui_debug bool
gui_debugScript bool
gui_edit bool
gui_mediumFontLimit string
gui_smallFontLimit string
gui_ui_name string
ik_debug bool
ik_enable bool
image_anisotropy string
image_cacheMegs string
image_cacheMinK int
image_colorMipLevels bool
image_dontUsePrecompressedSkyboxesForCGW bool
image_downSize string
image_downSizeBump string
image_downSizeBumpLimit string
image_downSizeLimit string
image_downSizeSpecular string
image_downSizeSpecularLimit string
image_filter string [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_M
IPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIP
MAP_LINEAR]
image_ignoreHighQuality string
image_lodbias string
image_preload bool
image_showBackgroundLoads bool
image_useAllFormats bool
image_useCache bool
image_useCompression bool
image_useNormalCompression int
image_useNormalCompressionLoadDDSForPal int
image_useOfflineCompression bool
image_usePrecompressedTextures int
image_writeNormalTGA bool
image_writePrecompressedTextures bool
image_writeProgramImages bool
image_writeTGA bool
in_alwaysRun bool
in_anglespeedkey float
in_freeLook bool
in_joystick bool
in_joystickLeftStickMove bool
in_mouse bool
in_pitchspeed float
in_toggleCrouch bool
in_toggleRun bool
in_toggleZoom bool
in_yawspeed float
lcp_showFailures bool
logFile string
logFileName string
m_maxInput string
m_pitch float
m_showMouseRate bool
m_smooth int [1, 8]
m_strafeScale float
m_strafeSmooth int [1, 8]
m_yaw float
mat_useHitMaterials bool
mat_writeHitMaterials bool
net_allowCheats bool
net_challengeLimit int
net_channelShowDrop bool
net_channelShowPackets bool
net_clientDownload int
net_clientLagOMeter bool
net_clientMaxPrediction int
net_clientMaxRate int
net_clientPredictGUI bool
net_clientPrediction int
net_clientRemoteConsoleAddress string
net_clientRemoteConsolePassword string
net_clientServerTimeout int
net_clientShowSnapshot int [0, 3]
net_clientShowSnapshotRadius float
net_clientUsercmdBackup int
net_debugClient int
net_debugFrameTime bool
net_debugPlayerCount int
net_debugStartLevel bool
net_debugTraffic bool
net_forceDrop int
net_forceInternet bool
net_forceLatency int
net_ip string
net_LANServer bool
net_master0 string
net_master1 string
net_master2 string
net_master3 string
net_master4 string
net_menuLANServer bool
net_port int
net_predictionErrorDecay float [0, 200]
net_serverAllowServerMod bool
net_serverClientTimeout int
net_serverDedicated int [0, 2]
net_serverDrawClient int
net_serverMaxClientRate int
net_serverMaxUsercmdRelay int [1, 10]
net_serverMenuDedicated int
net_serverReloadEngine int
net_serverRemoteConsolePassword string
net_serverRunning bool
net_serverSnapshotDelay int
net_serverZombieTimeout int
net_showPredictionError int [-1, 32]
net_socksEnabled bool
net_socksPassword string
net_socksPort int
net_socksServer string
net_socksUsername string
net_verbose int [0, 2]
password string
pb_sv_lan string
pm_acceloverride float
pm_air int
pm_bboxwidth float
pm_bobpitch float
pm_bobroll float
pm_bobup float
pm_crouchbob float
pm_crouchheight float
pm_crouchrate float
pm_crouchspeed float
pm_crouchviewheight float
pm_deadheight float
pm_deadviewheight float
pm_forcespectatormove float
pm_frictionoverride float
pm_jumpheight float
pm_maxviewpitch float
pm_minviewpitch float
pm_modelView int [0, 2]
pm_noclipspeed float
pm_normalheight float
pm_normalviewheight float
pm_runbob float
pm_runpitch float
pm_runroll float
pm_spectatebbox float
pm_spectatespeed float
pm_speed float
pm_stamina float
pm_staminarate float
pm_staminathreshold float
pm_stepsize float
pm_thirdPerson bool
pm_thirdPersonAngle float
pm_thirdPersonClip bool
pm_thirdPersonDeath bool
pm_thirdPersonHeight float
pm_thirdPersonRange float
pm_usecylinder bool
pm_vehicleCameraMinDist float
pm_vehicleCameraScaleMax float
pm_vehicleCameraSnap float
pm_vehicleCameraSpeedScale float
pm_vehicleSoundLerpScale float
pm_walkbob float
pm_walkspeed float
r_actualRenderer string
r_alphaToCoverage bool
r_aspectRatio int [0, 2]
r_brightness float [0.5, 2]
r_checkBounds bool
r_clear string
r_convertMD5toMD5R bool
r_convertProcToMD5R bool
r_convertStaticToMD5R bool
r_customHeight int
r_customWidth int
r_debugArrowStep int [0, 120]
r_debugLineDepthTest bool
r_debugLineWidth bool
r_debugPolygonFilled bool
r_debugRenderToTexture int
r_debugSphereSubdivision int [2, 5]
r_demonstrateBug bool
r_deriveBiTangents bool
r_displayRefresh int [0, 200]
r_drawBoundInfo bool
r_finish bool
r_fixedHorizFOV bool
r_flareSize float
r_forceConvertMD5R bool
r_forceDiffuseOnly bool
r_forceLoadImages bool
r_frontBuffer bool
r_fullscreen bool
r_gamma float [0.5, 3]
r_glDriver string
r_ignore string
r_ignore2 string
r_ignoreGLErrors bool
r_inhibitFragmentProgram bool
r_inhibitNativePowerOfTwo bool
r_jitter bool
r_jointNameOffset float
r_jointNameScale float
r_lightAllBackFaces bool
r_lightDetailLevel float
r_lightScale float
r_lightSourceRadius float
r_limitBatchSize int
r_lockSurfaces bool
r_lod_animations_coverage float
r_lod_animations_distance float
r_lod_animations_wait float
r_lod_entities bool
r_lod_entities_percent float
r_lod_shadows bool
r_lod_shadows_percent float
r_materialOverride string
r_megaTextureLevel int
r_mergeModelSurfaces bool
r_mode int
r_multiSamples int
r_offsetfactor float
r_offsetunits float
r_orderIndexes bool
r_penumbraMapDepthBias float
r_portalsDistanceCull bool
r_renderer string [best, arb, arb2, nv10, nv20, r200]
r_screenFraction int
r_shadowMapDepthBias float
r_shadowMapSlopeScaleBias float
r_shadowPolygonFactor float
r_shadowPolygonOffset float
r_shadows bool
r_showAlloc bool
r_showBatchSize int [0, 3]
r_showCull bool
r_showDebugGraph bool
r_showDefs bool
r_showDemo int
r_showDepth bool
r_showDominantTri bool
r_showDynamic bool
r_showEdges bool
r_showEditorImages string
r_showEntityScissors bool
r_showHitImages string
r_showImages int [0, 2]
r_showIntensity bool
r_showInteractionFrustums int [0, 3]
r_showInteractions bool
r_showInteractionScissors int [0, 2]
r_showLightCount int [0, 3]
r_showLightPortals int
r_showLights int [0, 3]
r_showLightScale bool
r_showLightScissors bool
r_showMegaTexture bool
r_showMegaTextureLabels bool
r_showMemory bool
r_showNormals float
r_showOverDraw int [0, 3]
r_showOverdrawDivisor string
r_showOverdrawMax string
r_showPortals bool
r_showPrimitives int
r_showRenderTrace bool
r_showSafeArea int [0, 1]
r_showShadowCount int [0, 4]
r_showShadows int [0, 3]
r_showSilhouette bool
r_showSkel int [0, 3]
r_showSmp bool
r_showSurfaceInfo int
r_showSurfaces bool
r_showTangentSpace int [0, 3]
r_showTexturePolarity bool
r_showTextureVectors float
r_showTrace int
r_showTriangleTangents int
r_showTris int [0, 3]
r_showUnsmoothedTangents bool
r_showUnweld string
r_showUpdates bool
r_showVertexCache int
r_showVertexColor bool
r_showViewEntitys int
r_singleArea bool
r_singleEntity int
r_singleLight int
r_singleSurface int
r_singleTriangle bool
r_skipAmbient bool
r_skipBackEnd bool
r_skipBlendLights bool
r_skipBump bool
r_skipCopyTexture bool
r_skipDecals bool
r_skipDeforms bool
r_skipDiffuse bool
r_skipDownsize bool
r_skipDynamicTextures bool
r_skipFogLights bool
r_skipFrontEnd bool
r_skipGuiShaders int [0, 3]
r_skipInteractions bool
r_skipLightScale bool
r_skipMegaTexture int
r_skipNewAmbient bool
r_skipOverlays bool
r_skipPostProcess bool
r_skipRender bool
r_skipRenderContext bool
r_skipROQ bool
r_skipSpecular bool
r_skipSubviews int
r_skipSuppress bool
r_skipTextures string
r_skipTranslucent bool
r_skipUpdates bool
r_slopNormal string
r_slopTexCoord string
r_slopVertex string
r_subviewOnly bool
r_suppressMultipleUpdates bool
r_swapInterval int
r_terrainScale int
r_test string
r_testARBProgram bool
r_testGamma float [0, 195]
r_testGammaBias float
r_testSpecialEffect int
r_testSpecialEffectParm int
r_testSpecialEffectParmValue float
r_testStepGamma float
r_trackTextureUsage bool
r_useCachedDynamicModels bool
r_useClippedLightScissors int [0, 2]
r_useCombinerDisplayLists bool
r_useConstantMaterials bool
r_useCulling int [0, 2]
r_useDeferredTangents bool
r_useDepthBoundsTest bool
r_useEntityCallbacks bool
r_useEntityCulling bool
r_useEntityScissors bool
r_useExternalShadows int [0, 2]
r_useFastSkinning bool
r_useFrustumFarDistance float
r_useIndexBuffers int [0, 1]
r_useInfiniteFarZ bool
r_useInteractionCulling bool
r_useInteractionScissors int [-2, 2]
r_useLightCulling int [0, 3]
r_useLightPortalFlow bool
r_useLightScissors bool
r_useNewSkinning bool
r_useNodeCommonChildren bool
r_useNV20MonoLights int
r_useOptimizedShadows bool
r_usePenumbraMapShadows bool
r_usePortals bool
r_usePreciseTriangleInteractions bool
r_useScissor bool
r_useShadowCulling bool
r_useShadowProjectedCull bool
r_useShadowSurfaceScissor bool
r_useShadowVertexProgram bool
r_useSilRemap bool
r_useSimpleInteraction bool
r_useStateCaching bool
r_useTripleTextureARB bool
r_useTurboShadow bool
r_useTwoSidedStencil bool
r_useVertexBuffers int [0, 1]
r_videoCard string
r_videoSettingsFailed int
r_znear float [0.001, 200]
rb_showActive bool
rb_showBodies bool
rb_showContacts bool
rb_showInertia bool
rb_showMass bool
rb_showTimings bool
rb_showVelocity bool
s_clipVolumes bool
s_constantAmplitude float
s_decompressionLimit float
s_deviceName string
s_doorDistanceAdd float
s_dotbias2 float
s_dotbias6 float
s_drawSounds int [0, 2]
s_force22kHz bool
s_frequencyShift bool
s_globalFraction float
s_loadOpenALFailed bool
s_maxChannelsMixed int
s_maxSoundsPerShader string
s_meterTopTime int
s_minStereo int
s_minVolume2 float
s_minVolume6 float
s_musicVolume float [0, 1]
s_muteEAXReverb bool
s_noSound bool
s_numberOfSpeakers string
s_playDefaultSound bool
s_quadraticFalloff bool
s_radioChatterFraction float
s_realTimeDecoding bool
s_reverbFeedback float
s_reverbTime float
s_reverse bool
s_showLevelMeter bool
s_showStartHardware int
s_showStartSound int
s_singleEmitter int
s_skipStartSound bool
s_spatializationDecay float
s_speakerFraction float
s_subFraction float
s_useDeferredSettings bool
s_useEAXOcclusion bool
s_useEAXReverb bool
s_useOcclusion bool
s_useOpenAL bool
s_volume float
sensitivity float
si_allowHitscanTint int
si_allowVoting bool
si_autobalance bool
si_captureLimit int [1, 999]
si_countDown int [4, 3600]
si_entityFilter string
si_fragLimit int [0, 999]
si_gameType string [singleplayer, DM, Tourney, Team DM, C
TF, Arena CTF]
si_idleServer bool
si_map string
si_mapCycle string
si_maxPlayers int [1, 16]
si_minPlayers int [1, 16]
si_name string
si_pure bool
si_shuffle bool
si_spectators bool
si_teamDamage bool
si_timeLimit int [0, 60]
si_tourneyLimit int [1, 999]
si_usePass bool
si_useReady bool
si_version string
si_warmup bool
si_weaponStay bool
subliminal bool
sv_punkbuster bool
sys_arch string
sys_country string
sys_cpustring string
sys_lang string
sys_language string
sys_opticalMedia string
timescale string
ui_autoReload bool
ui_autoSwitch bool
ui_chat bool
ui_clan string
ui_hitscanTint string
ui_model string
ui_model_backup string
ui_model_marine string
ui_model_strogg string
ui_name string
ui_ready string
ui_showGun bool
ui_skin string
ui_spectate string
ui_team string [Marine, Strogg]
win_allowAltTab bool
win_allowMultipleInstances bool
win_enableFPUExceptions bool
win_notaskkeys int
win_outputDebugString bool
win_outputEditString bool
win_sysErrorNoWait bool
win_timerUpdate bool
win_username string
win_viewlog int
win_viewlog_update_count int
win_viewlog_xpos int
win_viewlog_ypos int
win_xpos int
win_ypos int
si ma lol quella è una sfilza interminabile di cose che non c entrano nella maggior parte dei casi....mi piacerebbe sapere come avete settato voi!
machine buy CODE /CODE
mi è arrivato oggi, ma mi manca la f5 di ngi, ke porca troia nn stanno riuscendo a farmela funzionare...
mado macine..cosi basso te fa 25fps? lol

cmq dillu si me lo hanno inviato penso che le poste abbiano fatto un casino..mi sa che devo aspettare fino al 2 nov...tra 3 ore pero penso che gioco (avete capito come)
ora capisco perchè non ti fanno pagare le spese
no è che ho sbagliato i dati (almeno cosi dice Lionking-Cyan) cmq penso che il 2 novembre arriva..altrimenti mi fo ridare indietro i soldi
si ma fa cagare così, anche perchè ti "rovina" i pixel delle scritte e fa veramente cagare
cmq di quei comandì se ne va la metà è tanto
ok kllr ti aiuto io, ho risolto il bug del mirino col plasma

mentre sei nel server vai in impostazioni| armi e scgli un mirino come fisso e hai gia' risolto tesoro :P
invece io ho un altro problema..... tento di connettermi ai server ngi e mi dice che mi mancano dei files e che il server non ha abilitato il download

Massimo scaricate le custom map


snake quei comandi sono una descrizione e spiegano il tipo che ricevono in ingresso, ad esempio te nella cfg che hai scritto hai r_render "middle" in realta i render validi per q4 sono best, r200, nv20 arb2 ecc...

Leggiti bene quella fila dei comandi e il titolo del post, quella non è una cfg ma solo la descrizione delle varianili di q4, tutto qua...
si lo sono ho messo "medium", "middle" vuol di che sta nel centro, e non credo che serva
cmq quella cfg che ho postato è an cagata, io non gioco co quella
è abbastanza basica