|
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 |