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Console Commands

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Console commands

I found this list at commander keens web site .

 

Commands

 

Console Commands

Description

+attack start attacking (shooting, punching)
+back start moving backwards
+button0 start firing same as mouse button 1 (fires weapon)
+button1  
+button2 start using items (same as enter)
+button3 start player taunt animation
+button4  
+button5  
+button6  
+forward start moving forward
+info start displaying server information (sv_hostname, map, rules, g_gametype, fraglimit)
+left start turning left
+lookdown start looking down
+lookup start looking up
+mlook start using mouse movements to control head movement
+movedown start moving down (crouch, climb down, swim down)
+moveleft start strafing to the left
+moveright start strafing to the right
+moveup start moving up (jump, climb up, swim up)
+right start turning right
+scores start displaying current scores
+speed speed toggle bound to shift key by default toggles run/walk
+strafe start changing directional movement into strafing movement
+zoom zoom in to fov specified by the zoomfov variable
addbot possibly to make bots join the game like eraser is bot_num
arena load arena and bots "name" from arena.txt (arena <name>)
-attack stop attacking (shooting, punching)
-back stop moving backwards
bind assign a key to command(s). (bind <key> "<command>")
bindlist list all currently bound keys and what command they are bound to
-button0 stop firing same as mouse button 1 (fires weapon)
-button1  
-button2 stop using items (same as releasing enter)
-button3 stop player taunt animation
-button4  
-button5  
-button6  
centerview quickly move current view to the center of screen
changeVectors change to vector defined by FIND_NEW_CHANGE_VECTORS
cinematic play the q3a intro movie...
clear clear all text from console
clientinfo display name, rate, number of snaps, player model, rail color, and handicap (state number?)
cmd send a command to server remote console
cmdlist list all available console commands
condump condump "x" write the console text to a file where "x" is the name of that file
configstrings list the current config strings in effect
connect connect to server (connect 204.52.135.50) or (connect serverURL.com)
crash causes Q3TEST.EXE to perform an illegal operation in Windows
cvar_restart reset all variables back to factory defaults (could be handy)
cvarlist list all available console variables and their values
demo play demo (demo q3test1.dm3)
devmap load maps in development mode? (loads map with cheats enabled in v1.08)
dir display directory if syntax is correct ex. (dir \) or (dir ..\) or (dir ..\baseq3)
disconnect disconnects you from server (local included)
dumpuser display user info (handicap, model/color, rail color, more…)(dumpuser "<name>")
echo echo a string to the message display
error execute an error routine to protect the server
exec execute a config file or script
follow switch to follow mode (follow "<name>" or follow1 for 1ST place follow2 for 2ND etc…)
-forward stop moving forward
freeze freeze game and all animation for specified time (freeze 5) (5 seconds)
gfxinfo returns extensive information about video settings
give cheat - give player item (give railgun)
globalservers list public servers on the internet
god cheat - give player invulnerability
heartbeat send a manual heartbeat to the master servers
hunk_stats returns value of some registers how many bits high/low and total
imagelist list currently open images (textures).
in_restart restarts all the input drivers, dinput, joystick, etc
-info stop displaying server information (sv_hostname, map, rules, g_gametype, fraglimit)
joy_advancedupdate removed Graeme says joy support still broken
kick kick a user from the server (sorry from server console only…kick "<name>")
kill kills your player (suicide but can get you unstuck some times)
-left stop turning left
localservers list servers on LAN or local sub net only
-lookdown stop looking down
-lookup stop looking up
map loads specified map (map q3test1)
map_restart resets the game on the same map (also plays fight! sound file and displays FIGHT!)
messagemode send a message to everyone
messagemode2 send a message to teammates
messagemode3 send a message to tourney opponents?
messagemode4 send a message to attacker? (does not work)
midiinfo display information about MIDI music system
-mlook stop using mouse look
modelist list of accessible screen resolutions
modellist list of currently open player models
-movedown stop moving down (crouch, climb down, swim down)
-moveleft stop strafing to the left
-moveright stop strafing to the right
-moveup stop moving up (jump, climb up, swim up)
music plays specified music file (music music.???)
nextframe steps to the next frame?
nextskin steps to the next skin?
noclip no clipping objects (nothing will be solid)
notarget BOTS will not fight/see you (good for getting cool screenshots)
path display all current game paths
ping manually ping a server (ping "<sv_hostname>" or by the IP address)
play play a sound file (play sound.wav)
prevframe  
prevskin  
quit quit arena and quit Quake 3 Arena and return to your OS…Thanx for flying
rcon start a remote console to a server.
record records a demo (record mydemo.dm3)
reset reset specified variable (reset model) single variable as opposed to cvar_restart…(c:
restart restart the game on the current map (server only)
-right stop turning right
say say something to everyone on the server.
say_team say something to your team only.
scanservers scan the local area network for servers (only works for same subnet)
-scores stop displaying current scores
screenshot save current viewport to an image file (usually named sequentially shot0001.tga^)
sectorlist lists sectors and number of entities in each on the currently loaded map
serverinfo gives information about local server from the console of that server
serverrecord records a serverside demo (serverrecord srvrdemo.dm3)
serverstop stops the recording of a serverside demo
set set a variable (set <variable name> <commands;separate by;semi;colon>
seta works the same as set Hey John Carmack tell us how this differs from set
setenv sets environment variables
sets works the same as set Hey John Carmack tell us how this differs from set
setu works the same as set Hey John Carmack tell us how this differs from set
shaderlist list of currently open shaders (light effects).
sizedown makes viewport one size smaller
sizeup makes viewport one size larger
skinlist list of currently open skins
snd_restart re-initialize sound
soundinfo information about sound system
soundlist list of currently open sound files
-speed speed toggle bound to shift key by default toggles run/walk
status status of currently connected server
stoprecord stop recording a demo
stopdemo stop recording demo
stopsound stop whatever sound that is currently playing from playing.
-strafe stop changing directional movement into strafing movement
systeminfo returns values for: g_syncronousclients, sv_serverid, and timescale.
tcmd possibly send a command to server remote console? (illegal operation locked my PC)
team set player status. p=player s=spectator red, blue, or free (team free joins smallest/loosing team)also in tourney play team follow1 2 etc.(follow players by lead position) team scoreboard your player becomes a scoreboard
tell_attacker possibly to pass a complement to your last known attacker..he he more like insult
tell_target possibly to pass a complement back…ha ha more like "Die Llama"
testfog removed may have been used for development of fog emulation
testgun weapon model dissapears cg_gun 1 does not bring it back possibly to debug weapon model
testmodel testmodel <path\model.md3> will test/debug? the model specified
testshader covers all brushes and entities with the selected texture, and lights the map using the effect of that texture as well. entering testshader without a parameter will restore all textures set by the map. -hacker (removed possibly because cheat potential)
toggle toggle "X", where X is the variable you give, to a 1 if it is 0 and 0 if it is 1 (toggle cg_autoswitch) "The 'toggle' command can toggle write protected cvars." Graeme
toggleconsole usually bound to ~ the tilde key brings the console up and down
touchFile make the file a zero byte file (not a good idea I did not test this one)
unbind unbinds a key
unbindall unbinds all keys (be careful)
userinfo list user information like (possibly replaced by clientinfo)
vid_restart re-initialize video
viewpos returns player coordinates on the max in x y z form
vmprofile possibly more of the virtual machine John's talking about, profile…hmm?
vmtest probably a developer test which returns levels of success, returns >display "C: test 1234"
vstr identifies the attached command as a variable sting (bind a vstr "myvariable")
wait stop execution and wait one game tick (no alias support will be added in Q3A per J.C.)
weapnext switch to the next higher numbered weapon
weapon select a weapon by it's number (weapon "5")
weapprev switch to the next lower numbered weapon
writeconfig saves current configuration to a cfg file…this is cool! (c:
z_stats display the memory statistics for the Z-buffer in the game "lists all blocks >= given size" John Carmack
-zoom zoom out to fov specified by the fov variable

Variables

Description

activeaction "" execute a given command once the first snapshot is recieved from the conected server (activeaction "+movedown") - Questy + ZOID
arch "win98" architecture/operating system
bot_enable "0" possibly to enable and disable adding of bots to the map/game
capturelimit "8" set # of times a team must grab the others flag before the win is declared
cg_animspeed "1" enable player animations (see cg_noplayeranims)
cg_autoswitch "1" auto-switch Weapons (on pick-up)
cg_bobpitch "0.002" set amount player view bobs forward/back while moving
cg_bobroll "0.002" set amount player view rolls side to side while moving
cg_bobup "0.005" set amount player view bobs up/down while moving
cg_brassTime "1250" set amount of time a shell casing gets displayed if set to 0 the game engine will skip all shell eject code
cg_centertime "3" set display time for center screen messages (0 off)
cg_debuganim "0" toggle model animation debug mode
cg_debugevents "0" toggle event debug mode
cg_debugposition "0" toggle player position debug mode
cg_demoLook "0" possibly to change the look of a recorded demo?
cg_draw2D "1" toggle the drawing of 2D icons on the HUD (Ammo #, health #, Armor #)
cg_draw3dIcons "1" toggle the drawing of 3D icons on the HUD (3DAmmo, 3Dface, 3DArmor)
cg_drawAmmoWarning "1" toggle low-ammo warning display
cg_drawAttacker "1" toggle the display of last know assailant
cg_drawCrosshair "1" toggle crosshairs (change to zero if you have really good aim ha! ha!)
cg_drawCrosshairNames "1" toggle displaying of name of who you're pointing at
cg_drawFPS "0" toggle Frames Per Second display (when set to one "0" is default)
cg_drawKiller "1" toggle display of players name and picture who fragged you last
cg_drawSnapshot "0" toggle the display of snapshots counter (# of snaps since game start)
cg_drawStatus "1" draw the HUD. (toggle weather or not health and score is displayed)
cg_drawTimer "1" show timer on HUD. Shows Time remaining, if timelimit is set
cg_errordecay "100"  
cg_extrapolate "1" toggle blending of animations from one to the next (like a segway)
cg_footsteps "1" toggle the footstep sounds of your player in the game
cg_gibs "1" toggle the display of animated gibs (explosions flying body parts OH! YEA! BABY!)
cg_gun "1" toggle determines if the weapon your holding is visible or not
cg_ignore "0" possibly ignores hardware driver settings in favor of variable settings 
cg_lagometer "1" toggle the display of Lag-O-Meter on the HUD 1=netgraph 0=frag counter which changes color to reflect what place your in as well Section 6 of the Q3Test_Instructions_Readme.txt has a more detailed description of this tool. Simply put the top graph (blue/yellow): A vertical line is painted for every rendered frame. if the line is blue and going down from the baseline that indicates a steady transition of frames from one to the next. A yellow line going up from the baseline means the frames are not being fully rendered in time. The bottom graph (green/yellow/red): A vertical line is painted for every received snapshot. If the line is green it indicates properly received snapshots, with the height of the bar proportional to the ping. If the bar is yellow it indicates that the snapshot was held back because it hit the rate limit. If the line is red it means the snapshot was dropped by the network...Lots of thanx goes out to hacker, Erik, TeoH, and Wilka
cg_markoffset "1" set marks (decals) offset. some video cards display the marks with the wrong offset, so you will be able to see the square decal that encapsulates the effect because the offset rises above the wall surface. change the offset the square goes away
cg_marks "1" toggle the marks the projectiles leave on the wall (bullet holes, etc)
cg_noplayeranims "0" toggle player model animations. (the animation frame displayed when this is disabled is rather odd, though.)
cg_nopredict "0" toggle client-side player prediction. (disabling causes the client to wait for updates from the server before updating the player location.) .
cg_railTrailTime "400" how long the railgun's trails last
cg_runpitch "0.002" set amount player view bobs up and down while running
cg_runroll "0.005" set amount player view rolls side to side while running (in 3rd person only?)
cg_shadows "0" set shadow detail level (0 = OFF, 1 = basic discs, 2 = Stencil Buffered (if r_stencilebits=8))
cg_showcrosshair "1" appeared in version 1.06 then removed in 1.07 now back in 1.08…hmm
cg_showmiss "0" toggle the display of missed player predictions (like Q2's cl_showmiss)
cg_simpleItems "0" makes some objects more "simple" (faster to render) now draws sprite items (OK large gain in FPS but even larger loss in visual quality/effects, is it worth it?)...hacker
cg_stats "0" toggles display of client frames in sequence missed frames are not shown
cg_stereoSeparation "0.4" the amount of Stereo Separation (some people think audio I think 3D glasses!) also can not notice any audible effect in greater or lesser numbers. You ever take off your glasses at a 3D movie, remember how the images were separated into 3 colors?
cg_swingSpeed "0.3" set speed player model rotates to match position (1 is no delay, 0 will never turn)
cg_teamchattime "" set the time for how long team messages (messagemode2) in the team colored (red/blue) box will remain on screen (3000=default)
cg_temp "0"  
cg_testentities "0"  
cg_thirdPerson "0" toggle the use of and third person view
cg_thirdPersonAngle "0" change the angle of perspective you view your player (180 changes view to the front of the model)
cg_thirdPersonRange "40" change the trailing distance you view your player from
cg_tracerchance "0.4" set frequency of tracer bullets (1 is all tracers)
cg_tracerlength "100" set length of tracer bullets
cg_tracerwidth "1" set width of tracer bullets
cg_waveamplitude "1"  
cg_wavefrequency1 "0.4"  
cheats "0" enable cheating commands (give all) (serverside only)
cl_anglespeedkey "1.5" set the speed that the direction keys (not mouse) change the view angle
cl_avidemo "0" toggle recording of a slideshow of screenshots records into the snapshot folder and appears to have overwritten some snapshots I had in there…)c:
cl_debugMove "0" toggle the drawing of debug graphs for mouse testing - Questy + ZOID
cl_freezeDemo "0" stops a demo play back and freeze on one frame
cl_maxpackets "30" possibly the transmission packet size? or how many packets are sent to client? (serverside)
cl_motd "1" toggle the display of "Message of the day" When Quake 3 Arena starts a map up, it sends the GL_RENDERER string to the Message Of The Day server at id. This responds back with a message of the day to the client. If you wish to switch this option off, set CL_MOTD to 0.
cl_mouseAccel "0" set mouse acceleration the mouse speeds up as it continues in one direction (not good)
cl_nodelta "0" disable delta compression (slows net performance, only use if net errors happen otherwise not recommended)
cl_noprint "0" printout messages to your screen or to the console (tired of all the chatter?)
cl_packetdup "2"  
cl_pitchspeed "140" set the pitch rate when +lookup and/or +lookdown is active.
cl_run "1" always run...play without it I dare you! (c:
cl_running "1" possibly a server side control that may take precedence over players cl_run
cl_showmouserate "0" show the mouse rate of mouse samples per frame (USB 1/per frame)
cl_shownet "0" display network quality info
cl_showTimeDelta "0" display time delta between server updates
cl_timeNudge "0" effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server)
cl_timeout "125" seconds to wait before you are removed from the server when you lag out.
cl_updateInfoString "" "challenge\14985\motd\This was used when 1.07 came out"
cl_yawspeed "140" set the yaw rate when +left and/or +right is active. (as high as server will allow)
cm_curveClipHack "0"  must have been a cheat!!! removed now
cm_noAreas "0"  
cm_noCurves "0" toggle the ability of the player bounding box to clip through curved surfaces
cm_playerCurveClip "1" toggles the ability of the player bounding box to respect curved surfaces.
color "1" rail color blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7
com_dropsim "0" simulate random packet loss .5 will simulate half the packets being dropped used for debugging...Thanx to Questy + ZOID
com_hunkMegs "20" set the amount of memory in MB that quake3.exe will reserve for itself
com_maxfps "100" set max frames per second you receive from server (maxfps was removed)
com_showtrace "0" toggle display of packet traces. 0=disables,1=toggles.
com_speeds "0" toggle display of client side connection speeds (all: sv: ev: cl: gm: rf:)
con_notifytime "3" defines how long messages (from players or the system) are on the screen
conback "" select console background file "gfx/2d/conback.tga"
crosshairhealth "1" show health by the cross hairs
crosshairsize "24" crosshair size...incase you have crosshair envy (c:
d_bot "" all d_ commands have been removed to disable bots most likely
d_botai "0" all d_ commands have been removed to disable bots most likely
d_botaiming "0" all d_ commands have been removed to disable bots most likely
d_botfreeze "0" all d_ commands have been removed to disable bots most likely
d_break "0" all d_ commands have been removed to disable bots most likely
d_noroam "0" all d_ commands have been removed to disable bots most likely
debuggraph "0" toggle the display of a graph used by id
dedicated "0" set console to server only (command line cvar causes engine not to load 3D game just a server console C:\Q3TEST\quake3.exe +set dedicated 1)
developer "0" enable developer mode (more verbose messages)
dmflags "0" set deathmatch flags (hex value like q2 weapons stay spawn farthest etc…)
fixedtime "0" toggle will force engine to display all frames disregarding smoothness (usually some frames are skipped to keep game play smooth)
fov "90" field of view/vision "90" is default higher numbers give peripheral vision.
fraglimit "20" set fraglimit on a server (0 is no limit)
freelook "1" steer aim and control head movement with the mouse…a must (c:
fs_basepath "" possibly sets base path root C:\Q3TEST for files to be downloaded from
fs_cdpath "" possibly sets drive letter for CD-ROM for use of .cin files maybe
fs_copyfiles "0" possible sets weather files can be copied from servers or weather client will download
fs_debug "0" possibly enables file server debug mode for download/uploads or something
fs_game "" possibly sets game type CTF DM or COOP?
fs_restrict "" possibly sets up file restrictions read-only etc...
g_aimTest "0" removed possibly was a cheat (bot like aiming)
g_arenaName "0" possibly toggles the display of the name of the current arena?
g_arenaRank "" possibly a variable to hold the value for your rank in the current series
g_arenaScores "" possibly a variable to hold the value of previous arena series scores
g_debugalloc "0"  
g_debugMove "0"  
g_forcerespawn "10" set the respawn time in seconds, 0 = don't forcerespawn
g_gametype "0" a value of 0 here indicates classic Free For All, a value of 1 indicates tournament Play and a value of 2 indicates Team Deathmatch. So, to start a dedicated server in tournament mode, you would use: quake3 +set dedicated 2 +set sv_zone tournaments +set g_gametype 1 +map q3tourney, "Graeme Devine"
g_gravity "800" set the gravity level. (this is normally set by a property of the map loaded)
g_inactivity "0" set the amount of time a player can remain inactive before kicked
g_knockback "1000" the knockback from a weapon, higher number = greater knockback.
g_log "1" toggles logging of game data or statistics John Carmack will make g_log a filename instead of a 0/1 in the next version
g_maxGameClients "0" possibly to set maximum # of players who may join the game
g_motd "" set message of the day to "X" (see "cl_motd" to display it)
g_password "" possibly a variable that holds the password to get in the game
g_quadfactor "3" allows the admin to set the amount of damage the quad damage will do.
g_restarted "0" possibly a flag that is toggled when the game has been restarted
g_singlePlayer "0" possibly to allow 3rd party's to make TC's for single player style games?
g_speed "320" how fast you move in Q3Test. The greater the number, the greater the velocity.
g_syncronousClients "0" toggle synching of all client movements (1 required to record server demo)
g_warmup "" the warmup time for tournament play is set with g_warmup. A tournament game is implicitly a one on one match, and further players are automatically entered as spectators (note, when the game starts, all clients, including the spectators respawn). You can follow the players by using Steam follow1T, Steam follow2T, and you can be a scoreboard by using Steam scoreboardT., "Graeme Devine"
g_weaponrespawn "5" set the time before a picked up weapon will respawn again, 0 = continuous respawn
gamedate "" "Aug 2 1999"
gamename "baseq3" set the game directory (for MODS and such dir. would be other than baseq3)
GL_EXT_cull_vertex GL_EXT_packed_pixels GL_EXT_point_parameters
GL_EXT_texture_object GL_EXT_vertex_array GL_WIN_swap_hint
gl_extensions "GL_EXT_abgr GL_EXT_bgra GL_EXT_compiled_vertex_array
GL_KTX_buffer_region "  
gl_pixelformat "" color(16) depth(16) stencil(8) sets up how many bits for each pixel item 8, 16, or 32 bit?
gl_renderer "" variable holds the GL Renderer driver information "RIVA 128/RIVA 128 ZX (PCI)"
gl_vendor "" variable holds the brand of your chip maker "NVIDIA Corporation"
gl_version "" variable holds the driver version number "1.1.0"
graphheight "32" set height, in pixels?, for graph displays
graphscale "1" set scale multiplier for graph displays
graphshift "0" set offset for graph displays
gun_frame "0" turns off weapon animation and displays specified frame in the weapons animation sequence 0=animate 1 and up step through frames...(c:
gun_x "0" set the x location of the gun model (one is up and down one is side to side)
gun_y "0" set the y location of the gun model (one is up and down one is side to side)
gun_z "0" set the z location of the gun model (possibly angle?)
handicap "100" set player handicap (max health), valid values 0 - 100
host_speeds "0" toggle the display of timing information sv=server cl=client gm=gametime rf=render time all=total time
in_debugjoystick "0" possibly to set the debug level of direct input
in_joyBall "0" possibly to allow support for trackball style joy sticks and orb's
in_joystick "0" toggle the initialization of the joystick
in_midi "0" possibly to toggle the initialization of midi sounds
in_midichannel "1" possibly to toggle the initialization of the given midi channel
in_mididevice "0" possibly to toggle the initialization of the given midi device
in_midiport "1" possibly to toggle the initialization of the given midi port
in_mouse "1" toggle initialization of the mouse (command line)
journal "0" possibly statistics log
joy_advanced "0" applies game controller axis mapping settings < maddog
joy_advaxisr "0" bind an action to the joystick r axis
joy_advaxisu "0" bind an action to the joystick u axis
joy_advaxisv "0" bind an action to the joystick v axis
joy_advaxisx "0" bind an action to the joystick x axis
joy_advaxisy "0" bind an action to the joystick y axis
joy_advaxisz "0" bind an action to the joystick z axis
joy_forwardsensitivity "-1" set forward/back sensitivity (negative is inverted)
joy_forwardthreshold "0.15" set forward/back dead zone
joy_name "joystick" set joystick name
joy_pitchsensitivity "1" set pitch sensitivity (negative is inverted)
joy_pitchthreshold "0.15" set pitch dead zone
joy_sidesensitivity "-1" set side sensitivity (negative is inverted)
joy_sidethreshold "0.15" set side dead zone
joy_threshold "0.15" possibly an overall threshold setting all other joy variables removed in 1.08
joy_upsensitivity "-1" set up/down sensitivity (negative is inverted)
joy_upthreshold "0.15" set up/down dead zone
joy_yawsensitivity "-1" set yaw sensitivity (negative is inverted)
joy_yawthreshold "0.15" set yaw dead zone
logfile "0" enable console logging 0=no log 1=buffered 2=continuous 3=append so as not to overwrite old logs
m_forward "0.25" set the back and forth movement distance of the player in relation to how much the mouse moves
m_pitch "0.022" set the up and down movement distance of the player in relation to how much the mouse moves
m_side "0.25" set the strafe movement distance of the player in relation to how much the mouse moves
m_yaw "0.022" set the speed at which the player's screen moves left and right while using the mouse
mapname "Q3TEST1" variable holds the name of the current map being used
maxfps "0" set the max frames per second the server should send you
model "visor/blue" set the model used to represent your player Hey John a 3D Keen model would be nice…(c:
name "Commander Keen" pick your own be original (no Player)
net_ip "localhost" variable holds the IP of the local machine (or the "hosts" name) passed from the OS environment
net_noipx "0" toggle the use of ipx/spx network protocol (command line only)
net_noudp "0" toggle the use of tcp/ip network protocol (command line only)
net_port "27960" set port number server will use if you want to run more than one instance of Q3A server on the same machine
net_socksEnabled "0" toggle the use of network socks 5 protocol enabling firewall access
net_socksPassword "" possibly variable holds password for socks firewall access to get out? or in?
net_socksPort "1080" set proxy and/or firewall port (command line)
net_socksServer "" set proxy/firewall socks server address (I would do it from the command line)
net_socksUsername "" possibly this variable holds username for socks firewall
nextmap "map Q3TEST1" variable holds the name of the map for the next game
nohealth "0" toggle the use of health items on next map or do it now from the command line
password "" set password for entering a password protected server
port "27960" set port number server will use if you want to run more than one instance of Q3A server on the same machine
paused "0" possible to allow the game to pause while in single player mode
protocol "36" set network protocol version. Useful for backwards compatibility with servers with otherwise incompatible versions < maddog
qport "59337" set internal network port. this allows more than one person to play from behind a NAT router by using only one IP address - Questy (command line only)
r_allowExtensions "1" use all of the pen GL extensions your card is capable of
r_allowSoftwareGL "0" toggle the use of the default software OpenGL driver supplied by the Operating System < maddog
r_ambientScale "0.5" possibly to set the scale of ambient light
r_clear "0" toggle the clearing of the screen between frames
r_colorbits "16" sets up how many bits are used for each color 8, 16, or 32 bit?
r_colorMipLevels "0" "texture visualization tool" John Carmack
r_customaspect "1" toggle the use of custom screen resolution/sizes
r_customheight "1024" custom resolution (Height)
r_customwidth "1600" custom resolution (Width)
r_debuglight "0" possibly toggle debugging of lighting effects
r_debugSurface "0" possibly used for debugging the curve rendering and possibly for map debugging.
r_depthbits "16" sets up how many bits are used for color depth 8, 16, or 32 bit?
r_detailtextures "1" possibly to toggle detailing of textures (I'll test it)
r_directedScale "1" set the level of effect direct lighting has on entities
r_displayRefresh "0" monitor refresh rate in game (will change desktop settings too in Windows 98 anyway)
r_dlightBacks "1" "brighter areas are changed more by dlights than dark areas. I don't feel TOO bad about that, because its not like the dlight is much of a proper lighting simulation even in the best case..."John Carmack
r_drawBuffer "GL_BACK" set which framebuffer to draw into. basically you draw into a "back" buffer while simultaneously showing a "front" buffer. next frame you "swap" these. the benefit is that you won't "see" the actual painting of the image take place. - Questy/Carl
r_drawentities "1" toggle display of brush entities
r_drawstrips "1" toggle triangle strips rendering method
r_drawSun "1" set to zero if you do not want to render sunlight into the equation of lighting effects
r_drawworld "1" toggle rendering of map architecture
r_dynamiclight "0" toggle dynamic lighting (different "dynamic" method of rendering lights)
r_ext_compiled_vertex_array "1" toggle hardware compiled vertex array rendering method
r_ext_compress_textures "1" toggle hardware compression of textures
r_ext_gamma_control "1" enable external gamma control settings
r_ext_multitexture "1" toggle hardware mutitexturing if set to zero is a direct FPS benefit
r_ext_swapinterval "1" toggle hardware frame swapping
r_ext_texenv_add "1" toggle additive blending in multitexturing. If not present, OpenGL limits you to multiplicative blending only, so additive will require an extra pass. - Questy/Carl
r_ext_texture_env_add "1" possible duplicate cvar or an extension to the r_ext_texture_add variable
r_facePlaneCull "1" toggle culling of brush faces not in view (0 will slow FPS)
r_fastsky "1" toggle the rendering of sky and view through portals. performance gains can be made from disabling high quality sky, though portals will appear beige and you will not see the room on other side...thanx hacker and q3tweak
r_finish "1" toggle synchronization of rendered frames (engine will wait for gl calls to finish)
r_fixtjunctions "1" toggle filling in of gaps between polygons
r_flareFade "7" set scale of fading of flares in relation to distance
r_flares "0" toggle projectile flare and lighting effect. the flare effect is a translucent disk that is used to alter the colors around lights with a corona effect
r_flareSize "40" set the size of flares? I wish you could make the big balls smaller now those are flares
r_fullbright "0" toggle textures to full brightness level (is set as a cheat code?) boy who turned on the lights…(c:
r_fullscreen "1" toggle full screen or play in a window
r_gamma "1" gamma correction
r_glDriver "opengl32" used "x" OpenGL driver (Standard OpenGL or 3Dfx)
r_ignore "0" possibly ignores hardware driver settings in favor of variable settings
r_ignoreFastPath "0" possible to disable the looking outside of the PAK file first feature in case of duplicate file names etc.
r_ignoreGLErrors "1" ignores OpenGL errors that occur
r_ignorehwgamma "0" possibly to toggle the use of DirectX gamma correction or video driver gamma correction?
r_ignoreOffset "0" see r_offsetfactor this will just turn the offset off completely
r_intensity "1" increase brightness of texture colors (may be like gl_modulate?)
r_lastValidRenderer "" last known video driver(RIVA 128/RIVA 128 ZX (PCI)) << donations needed for a better (c: mailto:vern_a@swbell.net
r_lightmap "0" toggle entire map to full brightness renders only lightmaps, no textures are visible but goaroud-shading is still implemented (is set as a cheat code?)
r_lightningSegmentLength "32" possibly to set the distance between bends in the lightning bolt of the lightning gun…(c:
r_lockpvs "0" disable update to PVS table as player moves through map (new areas not rendered) - Randy
r_lockview "0" possibly was intended to lock a certain Field Of View (FOV) is removed now
r_lodbias "0" change the level of detail (0 - 2)
r_lodCurveError "250" another level of detail setting if set to 10000 "don't drop curve rows for a long time" John Carmack (really mean 3D cards only??)
r_lodscale "5" set scale for level of detail adjustment
r_logFile "0" set log file name
r_mapOverBrightBits "2" set intensity level of lights reflected from textures
r_maskMinidriver "0" treat the current OpenGL32 driver as an ICD, regardless if it is in fact a MCD - Questy + ZOID
r_measureOverdraw "0" overdraw' is when the same pixel is written to more than once when rendering a scene. I guess r_measureOverdraw is used to see how much is going on. used for software rendering
r_mode "3" set video display mode (resolution), use listmodes for list of modes (3 is 640X480)
r_nobind "0" toggle the binding of textures to triangles
r_nocull "0" toggle rendering of hidden objects (1=slow performance)
r_nocurves "0" toggle the use of curved geometry ( disabled because of cheating possibility )
r_nolightcalc "0" disable lighting and shadow calculations…hmm
r_noportals "0" toggle player view through portals
r_norefresh "0" toggle the refreshing of the rendered display
r_novis "0" the VIS tables hold information about which areas should be displayed from other areas.
r_offsetfactor "-1" control the OpenGL Polygon Offset, If you see lines appearing in decals, or they seem to flick on and off, these variables may help out. - Questy/Andre
r_offsetunits "-2" see r_offsetfactor
r_overBrightBits "1" possibly similar to r_mapOverBrightBits (I'll test it)
r_picmip "1" set maximum texture size (0 - 3, 3=fastest 0=quality)
r_portalOnly "0" when set to "1" turns off stencil buffering for portals, this allows you to see the entire portal before it's clipped, i.e. more of the room, to get a better feel for who's in there before you jump in.
r_preloadTextures "0" enable video processor to pre-cache textures
r_primitives "0" set rendering method 1=skips drawing 0=uses glDrawElements if compiled vertex arrays are present, or strips of glArrayElement if not 1=forces strips 2=forces drawElements - maddog
r_railCoreWidth "16" set size of the rail trail's core
r_railSegmentLength "64" set distance between rail "sun bursts"
r_railWidth "128" set width of the rail trail
r_roundImagesDown "1" set rounding down amount (larger = faster, lower quality) - Randy
r_showcluster "0" toggle the display of clusters by number as the player enters them on the currently loaded map<maddog
r_showImages "0" toggle displaying a collage of all image files when set to a one...texture use debugging tool
r_shownormals "0" toggle the drawing of short lines indicating brush and entity polygon vertices < maddog
r_showsky "0" enable rendering sky in front of other objects
r_showSmp "0" toggle display of multi processor (SMP) info on the HUD
r_showtris "0" show triangles, pretty cool looking...
r_simpleMipMaps "1" toggle the use of "simple" mip mapping. used to "dumb-down" resoluiton displays for slower machines - Questy
r_skipBackEnd "0" possibly to toggle the skipping of the backend video buffer
r_smp "0" toggle the use of multi processor acceleration code
r_speeds "0" show the rendering info e.g. how many triangles are drawn
r_stencilbits "8" stencil buffer size (0, 8bit, and 16bit)
r_stereo "0" for 3D glasses?
r_subdivisions "4" set level of detail and curve geometry level 1=highest quality 999=lowest
r_swapInterval "0" toggle frame swapping.
r_texturebits "0" set color depth of textures
r_textureMode "" select texture mode. "GL_LINEAR_MIPMAP_NEAREST" or "GL_LINEAR_MIPMAP_LINEAR" nearest=bilinear linear=trilinear
r_verbose "0"  
r_vertexLight "1" enable vertex lighting (faster, lower quality than lightmap) (recommend dynamiclight 0 and this 1) direct FPS benefit
r_znear "4" set how close objects can be to the player before they're clipped out of the scene - Questy/Andre
rate "" modem speed/rate of data transfer "4500" (take a zero off the end of your connection speed?)
rcon_password "" set password for remote console control of the server removed cause dupe
rconAddress "" variable holds IP address of the server for rcon
rconPassword "" set password for remote console control of the server
s_initsound "1" toggle weather sound is initialized or not (on next game)
s_khz "11" set the sampling frequency of sounds lower=performance higher=quality
s_loadas8bit "1" load sounds in 8bit mode
s_mixahead "0.2" set delay before mixing sound samples.
s_mixPreStep "0.05" possibly to set the prefetching of sound on sound cards that have that power
s_musicvolume "1" music volume level
s_separation "0.5" set separation between left and right sound channels (this one is it)
s_show "0" toggle display of paths and filenames of all sound files as they are played.
s_testsound "0" toggle a test tone to test sound system. 0=disables,1=toggles.
s_volume "0.7" Sound FX Volume
scr_conspeed "3" how fast the console goes up and down
sensitivity "9" how far your mouse moves in relation to travel on the mouse pad
session "0" possibly a variable to hold some session number
session0 "" possibly a typo dupe >> 0 765471 1 0 0 0 both seem to be read only
showdrop "0" toggle display of dropped packets. 0=disables,1=toggles.
showpackets "0" toggle display of all packets sent and received. 0=disables,1=toggles.
showtrace "0" toggle display of packet traces. 0=disables,1=toggles.
snaps "20" set the number of snapshots sever will send to a client (server run at 40Hz, so use 40, 20, or 10) -Randy
snd "visor" select which model sounds your player uses (mix it up)
sv_allowdownload "1" toggle the ability for clients to download files maps etc. from server. .
sv_fps "20" set the max frames per second the server sends the client
sv_hostname "" set the name of the server "Shadowlands"
sv_keywords "" variable holds the search string entered in the internet connection menu
sv_killserver "0" if set to a one the server goes down (server console only I hope)
sv_mapChecksum "" allows check for client server map to match
sv_master1 "" set URL or address to master server "master3.idsoftware.com"
sv_master2 "" optional master 2
sv_master3 "" optional master 3
sv_master4 "" optional master 4
sv_master5 "" optional master 5
sv_maxclients "8" maximum number of people allowed to join the server
sv_maxRate "" option to force all clients to play with a max rate. This can be used to limit the advantage of LPB, or to cap bandwidth utilization for a server. Note that rate is ignored for clients that are on the same LAN. Father John stepping in, in the name of fairness…(c: (will see in next version) (ever notice when 3 or so LPB's join a server your PING takes a dump? It's because your slice of the pie got smaller because theirs is so big…die bandwidth suckers)
sv_nopredict "0" is it possible that the server is handling some prediction of player location?
sv_pad "0" adds n nop to the server packets to test rate settings - Questy + ZOID
sv_privateClients "0" require password for clients (members only hmm…)
sv_privatePassword "" set password for private clients to login with
sv_reconnectlimit "3" number of times a disconnected client can come back and reconnect
sv_running "1" variable flag tells the console weather or not a local server is running
sv_serverid "" hmm…"8021204"
sv_showloss "0" toggle sever packet loss display
sv_timeout "120" sets the amount of time for the server to wait for a client packet before assuming a disconnected state.
sv_zombietime "2" the amount of time in minutes before a frozen character is removed from the map.
sv_zone "default" this is the keyword that clients will search for server admins should set this variable to the gametype they have running. free for all, tournament, team deathmatch, and ctf(soon) I do not know if you can deviate from the keywords the way Zaphod layed them down in the whatsnew.txt
sys_cpuid "33" more snooping into your CPU
sys_cpustring "" variable holds a string that identifies your processor "x86 (P5/PPro, non-MMX)" << POS
teamflags "0" set flags for team play (probably will be a hex value like deathmatch flags)
timedemo "0" when set to "1" times a demo and returns frames per second like a benchmark
timegraph "0" toggle the display of the timegraph. .
timelimit "0" amount of time before new map loads or next match begins
timescale "1" set the ratio between game time and real time
username "vern" variable holds your network login id from %username% env variable…hmmm? id hackers!
version "" Q3T 1.08 win-x86 Aug 2 1999
versionNumber "" "Q3T 1.08"
vid_xpos "30" x position when windowed
vid_ypos "30" y position when windowed
viewlog "0" toggle the display of the startup console window over the game screen. .
viewsize "100" changes view port size 0 - 100 (you probably would not want less than 100)
vm_cgame "0" possibly the code John was talking about adding for virtual machine interpreter
win_hinstance "" hmm…"4194304"
win_wndproc "" hmm..."4368704"
zoomfov "22.5" what the zoomed in field of view will be any thing more than 30 would not be sniper friendly

 

 

 

 

 

 

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Bill Brooks © 1999
email contact: Bill Brooks