Press [Ctrl] + [Alt] + ~ to display the console window. Then, enter one of the following codes:
| Code: | Result: |
| r_glDriver <value> | "opengl32", etc. |
| r_sb_occluderFacing<0-3> | 0 = front faces; 1 = back faces; 2 = midway between them |
| r_useClippedLightScissors <0-2> | 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always |
| r_useEntityCulling <0 or 1> | 0 = none, 1 = box |
| r_useLightCulling <0 or 3> | 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas |
| r_useCulling <0-2> | 0 = none, 1 = sphere, 2 = sphere and box |
| r_fullscreen <0 or 1> | 0 = windowed, 1 = full screen |
| r_showLightCount <0-3> | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw |
| r_useInteractionCulling <0 or 1> | 1 = cull interactions |
| r_showViewEntitys <0-2> | 1 = displays the bounding boxes of all view models, 2 = print index numbers |
| r_skipUpdates <0 or 1> | 1 = do not accept any entity or light updates, making everything static |
| r_subviewOnly <0 or 1> | 1 = do not render main view, allowing subviews to be debugged |
| r_usePreciseTriangleInteractions <0 or 1> | 1 = do winding clipping to determine if each ambiguous tri should be lit |
| r_skipSubviews <0 or 1> | 1 = don't render any GUI elements on surfaces |
| r_showOverDraw <0-3> | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw |
| r_showLights <0-3> | 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_showImages <0-2> | 1 = show all images instead of rendering, 2 = show in proportional size |
| r_showInteractionFrustums <0-3> | 1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox |
| r_showInteractionScissors <0-2> | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines |
| r_skipGuiShaders <0-3> | 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events |
| r_skipParticles <0-1> | 1 = skip all particle systems |
| r_useExternalShadows <0-2> | 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing |
| r_useInteractionScissors <0-2> | 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors |
| r_useEntityScissors <0 or 1> | 1 = Use custom scissor rectangle for each entity |
| r_useLightScissors <0 or 1> | 1 = use custom scissor rectangle for each light |
| r_usePortals<0 or 1> | 1 = use portals to perform area culling, otherwise draw everything |
| r_showShadows <0-2> | 1 = visualize the stencil shadow volumes, 2 = draw filled in |
| addline | Add debug line |
| addarrow | Adds debug arrow |
| weapnext | Advance to next weapon slot |
| give keys | All keys |
| r_lightScale | All light intensities are multiplied by this |
| image_useAllFormats | Allow alpha/intensity/luminance luminance+alpha |
| g_dragEntity | Allow dragging physics objects around by placing the crosshair over them and holding [Fire] |
| win_timerUpdate | Allow game to be updated while dragging window |
| r_lockSurfaces | Allow moving the view point without changing the composition of the scene, including culling |
| win_allowMultipleInstances | Allow multiple instances running concurrently |
| in_alwaysRun | Always run (reverse _speed button) in multi-player mode |
| pm_maxviewpitch <number> | Amount player's view can look down |
| pm_minviewpitch <number> | Amount player's view can look up; negative values are up |
| in_anglespeedkey | Angle change scale when holding _speed button |
| damage | Apply damage to an entity |
| pm_jumpheight <number> | Approximate height the player can jump |
| r_cgFragmentProfile | arbfp1, fp30 |
| r_cgVertexProfile | arbvp1, vp20, vp30 |
| g_armorProtection <number> | Armor takes this percentage of damage |
| g_armorProtectionMP <number> | Armor takes this percentage of damage in MP |
| give armor | Armor to 125 |
| ui_autoReload | Auto reload weapon |
| ui_autoSwitch | Auto switch weapon |
| r_useStateCaching | Avoid redundant state changes in GL_*() calls |
| benchmark | Benchmark |
| timedemo demo1.demo | Benchmark test |
| give weapon_bfg | BFG |
| r_shadowPolygonOffset | Bias value added to depth test for stencil shadow drawing |
| bindunbindtwo | Bind a key, but unbinds it first if there are more than two binds |
| bind | Bind command to a key |
| bindRagdoll | Bind ragdoll at the current drag position |
| blinkline | Blink a debug line |
| pm_runbob | Bob faster when running |
| pm_crouchbob | Bob much faster when crouched |
| pm_walkbob | Bob slowly when walking |
| r_sb_screenSpaceShadow | Build shadows in screen space instead of on surfaces |
| r_skipFrontEnd | Bypass all front end work, but 2D GUI rendering still draws |
| r_skipAmbient | Bypass all non-interaction drawing |
| r_skipNewAmbient | Bypass all vertex/fragment program ambient drawing |
| r_useCachedDynamicModels | Cache snapshots of dynamic models |
| runReach | Calculate reachability for an AAS file |
| pm_thirdPersonRange <number> | Camera distance from player in third person |
| r_useTripleTextureARB | Cards with 3+ texture units do a two pass instead of three pass |
| gameError | Cause a game error |
| error | Cause an error |
| updateUI | Cause sync down of game-modified userinfo |
| centerview | Center view |
| give weapon_chainsaw | Chainsaw |
| r_brightness | Change gamma tables |
| r_gamma | Change gamma tables |
| editlight | Change lighting |
| image_lodbias | Change lod bias on mipmapped images |
| editsounds | Change sounds in editor area |
| image_filter | Change texture filtering on mipmapped images |
| serverNextMap | Change to next map |
| r_swapInterval | Changes wglSwapIntarval |
| reportImageDuplication | Check all referenced images for duplications |
| g_debugBounds | Check for models with bounds over 2048 |
| checkNewVersion | Check if new version of the game is available |
| give doom95 | Classic 1995 version |
| clearLights | Clear all lights |
| clear | Clear the console |
| pm_thirdPersonClip | Clip third person view into world space |
| closeViewNotes | Close the view showing any notes for this map |
| cm_drawMask | Collision mask |
| r_showShadowCount <0-4> | Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows |
| r_sb_showFrustumPixels | Color the pixels contained in the frustum |
| cm_drawColor | Color used to draw the collision models |
| r_mergeModelSurfaces | Combine model surfaces with the same material |
| combineCubeImages | Combine six images for roq compression |
| r_checkBounds | Compare all surface bounds with precalculated ones |
| runAASDir | Compile AAS files for all maps in a folder |
| runAAS | Compile an AAS file for a map |
| dmap | Compile map |
| compressDemo | Compress a demo file |
| com_compressSaveGame | Compress saved games |
| connect | Connect to a server |
| r_useSilRemap | Consider verts with the same XYZ, but different ST the same for shadows |
| image_downSizeLimit | Control diffuse map downsample limit |
| image_downSizeBumpLimit | Control normal map downsample limit |
| image_downSizeBump | Control normal map downsampling |
| image_downSizeSpecularLimit | Control specular downsampled limit |
| image_downSizeSpecular | Control specular downsampling |
| image_downSize | Control texture downsampling |
| g_mpWeaponAngleScale <number> | Control the weapon sway in MP |
| addChatLine | Core to game chat lines |
| crash | Crash game |
| crash | Crashes game |
| memoryDumpCompressed | Create a compressed memory dump |
| r_useInteractionTable | Create a full entityDefs * lightDefs table to make finding interactions faster |
| memoryDump | Create memory dump |
| cm_backFaceCul | Cull back facing polygons |
| r_sb_useCulling | Cull geometry to individual side frustums |
| r_customHeight <number> | Custom screen height |
| r_customWidth <number> | Custom screen width |
| cm_debugCollision | Debug collision detection |
| r_useDeferredTangents | Defer tangents calculations after deform |
| wait | Delay remaining buffered commands one or more frames |
| deleteSelected | Delete selected entity |
| setMachineSpec | Detect system capabilities and sets com_machineSpec to appropriate value |
| pm_thirdPersonAngle <0-180> | Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front |
| noclip | Disable collision detection for the player |
| notarget | Disable player as a target |
| win_notaskkeys | Disable Windows task keys |
| disconnect | Disables connection for current multi-player game |
| g_disasm | Disassemble script into base/script disasm.txt when script is compiled |
| disasmScript | Disassembles script |
| r_useShadowProjectedCull | Discard triangles outside light volume before shadowing |
| disconnect | Disconnect from a game |
| r_showMegaTexture | Display all the level images |
| r_showDepth | Display contents of the depth buffer and the depth range |
| g_showTestModelFrame | Display current animation and frame number for testmodels. |
| g_showcamerainfo | Display current frame number for camera when playing cinematics |
| game_memory | Display game class info |
| status | Display game status |
| testVideo <name> | Display given cinematic |
| testImage | Display given image centered on screen |
| gfxinfo | Display graphics card details |
| g_debugAnim <number> | Display information on which animations are playing on specified entity; -1 disables |
| ai_debugScript | Display script calls for the specified monster entity number |
| g_frametime | Display timing information for each game frame |
| r_skipCopyTexture | Do all rendering, but do not actually copyTexSubImage2D |
| r_skipLightScale | Do not do any post-interaction light scaling |
| r_sb_noShadows | Do not draw any occluders |
| r_skipBackEnd | Do not draw anything |
| r_skipDynamicTextures | Do not dynamically create textures |
| si_warmup | Do pre-game warmup |
| r_useTwoSidedStencil | Do stencil shadows in one pass with different ops on each side |
| r_useShadowVertexProgram | Do the shadow projection in the vertex program on capable cards |
| r_debugPolygonFilled | Draw a filled polygon |
| r_forceLoadImages | Draw all images to screen after registration |
| r_showVertexColor | Draw all triangles with the solid vertex color |
| g_TDMArrows | Draw arrows over teammates in team deathmatch |
| ai_showCombatNodes | Draw attack cones for monsters |
| g_showEnemies | Draw boxes around monsters that targeted player |
| g_showActiveEntities | Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green |
| pm_modelView <1 or 2> | Draw camera from POV of player model; 1 = always, 2 = when dead |
| r_showMegaTextureLabels | Draw colored blocks in each tile |
| g_showTargets | Draw entities and their targets; hidden entities are gray |
| cm_drawFilled | Draw filled polygons |
| cm_drawInternal | Draw internal edges green |
| r_showDominantTri | Draw lines from vertexes to center of dominant triangles |
| ai_debugMove | Draw movement information for monsters |
| ai_showObstacleAvoidance 2 | Draw obstacle avoidance information for monsters and player |
| ai_showObstacleAvoidance 1 | Draw obstacle avoidance information for monsters. |
| r_sb_usePbuffer | Draw offscreen |
| r_megaTextureLevel | Draw only a specific level |
| ai_showPaths: | Draw path_* entities |
| cm_drawNormals | Draw polygon and edge normals |
| r_showPortals | Draw portal outlines in color based on passed/not passed |
| r_showIntensity <number> | Draw screen colors based on intensity; red = 0, green = 128, blue = 255 |
| r_showSkel<0-2> | Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only |
| r_showEdges | Draw the sil edges |
| r_frontBuffer | Draw to front buffer for debugging |
| ai_debugTrajectory | Draw trajectory tests for monsters |
| g_showTriggers | Draw trigger entities (orange) and their targets (green); disabled triggers are gray. |
| r_showNormals | Draw wireframe normals |
| clientDropWeapon | Drop current weapon |
| conDump | Dump the console text to a file |
| g_editEntityMode <0-7> | Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. |
| ai_blockedFailSafe | Enable blocked fail safe handling |
| g_showProjectilePct | Enable display of player hit percentage |
| g_showBrass | Enable ejected shells from weapon |
| ik_enable | Enable IK |
| in_mouse | Enable mouse input |
| exec mp_vchat | Enable multi-player voice command keys |
| g_showPlayerShadow | Enable shadow of player model |
| r_shadows | Enable shadows |
| pm_thirdPersonDeath | Enable third person view when player dies |
| r_showTris <0-3> | Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all |
| roq | Encode a roq file |
| si_version | Engine version |
| exec | Execute a config file |
| script | Execute a line of script |
| execMachineSpec | Execute appropriate config files and sets cvars based on com_machineSpec |
| exitCmdDemo | Exit command demo |
| exit | Exit game |
| quit | Exit game |
| r_testARBProgram | Experiment with vertex/fragment programs |
| exportmodels | Export models |
| takeViewNotes2 | Extended take view notes |
| finishBuild | Finish the build process |
| r_finish | Force a call to glFinish() every frame |
| serverForceReady | Force all players ready |
| com_forceGenericSIMD | Force generic platform independent SIMD |
| r_clear <1, 2, or R G B value> | Force screen clear every frame; 1 = purple, 2 = black, R G B = custom |
| af_forceFriction | Force the given friction value |
| r_hdr_bloomFraction | Fraction to smear across neighbors |
| si_fragLimit | Frag limit |
| freeze | Freeze everything on screen |
| freeze <number> | Freeze game for indicated number of seconds |
| give ammo | Full ammunition for current weapons |
| give all | Full weapons and ammunition |
| benchmark | Game benchmark |
| g_password <password> | Game password |
| gui_filter_gameType | Gametype filter |
| god | God mode<sup>1</sup> |
| r_renderer | Hardware specific renderer path to use |
| give health | Health to 100 |
| pm_thirdPersonHeight <number> | Height of camera from normal view height in third person |
| pm_crouchheight <number> | Height of player's bounding box while crouched |
| pm_deadheight <number> | Height of player's bounding box while dead |
| pm_normalheight <number> | Height of player's bounding box while standing |
| pm_crouchviewheight <number> | Height of player's view while crouched |
| pm_deadviewheight <number> | Height of player's view while dead |
| pm_normalviewheight <number> | Height of player's view while standing |
| r_showSilhouette | Highlight edges that are casting shadow planes |
| hitch | Hitch the game |
| com_videoRam | Hold last amount of detected video RAM |
| demoshot | Hold [Enter] to zoom view |
| win_xpos | Horizontal position of window |
| image_preload <0 or 1> | If 0, dynamically load all images |
| image_useCompression <0 or 1> | If 0, force everything to high quality |
| r_useEntityCallbacks <number> | If 0, issue the callback immediately at update time, rather than deferring |
| logFile <1 or 2> | If 1, buffer log; if 2, flush after each print |
| image_useCache <0 or 1> | If 1, do background load image caching |
| image_showBackgroundLoads<0 or 1> | If 1, print number of outstanding background loads |
| r_showUnsmoothedTangents <0-1> | if 1, put all nVidia register combiner programming in display lists |
| image_useNormalCompression <0-2> | If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available |
| r_showTextureVectors <number> | If greater than 0, draw each triangles texture (tangent) vectors |
| g_nightmare <0 or 1> | If nightmare mode is allowed |
| r_useFrustumFarDistance <number> | if not 0, force the view frustum far distance to this distance |
| r_testGammaBias <number> | if over 0 draw a grid pattern to test gamma levels |
| r_testStepGamma <number> | if over 0 draw a grid pattern to test gamma levels |
| r_testGamma <number> | if over 0, draw a grid pattern to test gamma levels |
| r_ignoreGLErrors | Ignore GL errors |
| image_ignoreHighQuality | Ignore high quality setting on materials |
| r_inhibitFragmentProgram | Ignore the fragment program extension |
| r_skipSuppress | Ignore the per-view suppressions |
| notarget | Ignored by most enemies |
| clientMessageMode | In-game GUI message mode |
| vstr | Insert the current value of a cvar as command text |
| keepTestModel | Keep last test model in the game |
| kick | Kick client by connection number |
| gameKick <name> | Kick indicated player name |
| gameKick <name> | Kick player from multi-player game |
| killmonsters | Kill all monsters in current level |
| killmoveables | Kill all moving enemies |
| killragdolls | Kill all non-moving enemies |
| kill | Kill current target; suicide if no one is targeted |
| kill | Kill the player |
| editGUIs | Launch GUI Editor |
| editAFs | Launch in-game Articulated Figure Editor |
| editDecls | Launch in-game Declaration Editor |
| editLights | Launch in-game Light Editor |
| editParticles | Launch in-game Particle Editor |
| editPDAs | Launch in-game PDA Editor |
| editScripts | Launch in-game Script Editor |
| editSounds | launch in-game Sound Editor |
| editor | Launch level editor Radiant |
| debugger | Launch script debugger |
| r_skipDeforms | Leave all deform materials in their original state |
| pm_stamina <number> | Length of time player can run |
| g_spectatorChat | Let spectators talk to everyone during game |
| r_lightAllBackFaces | Light all the back faces, even when they would be shadowed |
| dir | List a folder |
| dirtree | List a folder with sub-folders |
| listActiveEntities | List active game entities |
| listSoundDecoders | List active sound decoders |
| listAnims | List all animations |
| listLines | List all debug lines |
| listDecls | List all decls |
| listDictKeys | List all keys used by dictionaries |
| listModels | List all models |
| listSounds | List all sounds |
| reportSurfaceAreas | List all used materials sorted by surface area |
| listDictValues | List all values used by dictionaries |
| listModes | List all video modes |
| listAF | List articulated figures |
| listAudios | List audios |
| listCollisionModels | List collision models |
| listCmds | List commands |
| listCvars | List cvars |
| listHuffmanFrequencies | List decl text character frequencies |
| listEmails | List emails |
| listEntityDefs | List entity defs |
| listFX | List FX systems |
| listClasses | List game classes |
| listGameCmds | List game commands |
| listEntities | List game entities |
| listGuis | List GUIs |
| listImages | List images |
| listBinds | List key bindings |
| listMaterials | List materials |
| listModelDefs | List model defs |
| listMonsters | List monsters |
| listParticles | List particle systems |
| listPDAs | List PDAs |
| listRendererCmds | List renderer commands |
| listServers | List scanned servers |
| listThreads | List script threads |
| path | List search paths |
| listSkins | List skins |
| listSoundCmds | List sound commands |
| listSoundShaders | List sound shaders |
| listSystemCmds | List system commands |
| listTables | List tables |
| listRenderEntityDefs | List the entity defs |
| listRenderLightDefs | List the light defs |
| listSpawnArgs | List the spawn args of an entity |
| listToolCmds | List tool commands |
| listTypeInfo | List type info |
| listVertexCache | List vertex cache |
| listVideos | List videos |
| listmonsters | Lists images of monsters |
| listentitydefs | Lists indicated def file settings |
| listlightdefs | Lists indicated def file settings |
| loadGame | Load a game |
| devmap | Load a map in developer mode |
| nextMap | Load next map on the server |
| localizeGuis | Localize GUIs |
| localizeMaps | Localize maps |
| in_freeLook | Look around with mouse (reverse _mlook button) |
| give weapon_machinegun | Machine gun |
| g_balanceTDM | Maintain even teams |
| com_makingBuild 1 | Make a build |
| makeAmbientMap | Make an ambient map |
| sizeUp | Make the rendered view larger |
| sizeDown | Make the rendered view smaller |
| si_map <map name> | Map to be played next on server |
| com_memoryMarker | Marker for memory stats |
| af_maxAngularVelocity: | Maximum angular velocity |
| pm_stepsize <number> | Maximum height player can step up without jumping |
| image_cacheMinK <number> | Maximum KB of precompressed files to read at specification time |
| r_hdr_exposure | Maximum light scale |
| af_maxLinearVelocity | Maximum linear velocity |
| image_cacheMegs <number> | Maximum MB reserved for temporary loading of full-sized precompressed images |
| r_slopNormal <number> | Merge normals that dot less than this |
| r_slopTexCoord <number> | Merge texture coordinates this far apart |
| r_slopVertex <number> | Merge xyz coordinates this far apart |
| pm_air <number> | Milliseconds the player can go without air before damage starts |
| com_asyncSound | Mix sound from the async thread |
| modulateLights | Modify shader parms on all lights |
| r_hdr_gamma | Monitor gamma power |
| m_pitch | Mouse pitch scale |
| m_strafeScale | Mouse strafe movement scale |
| sensitivity | Mouse view sensitivity |
| m_yaw | Mouse yaw scale |
| s_singleEmitter | mute All sounds but this emitter |
| ilFileName | Name of log file; if empty "qconsole.log" will be used |
| g_testPostProcess | Name of material to draw over screen |
| af_highlightBody | Name of the body to highlight |
| af_highlightConstraint | Name of the constraint to highlight |
| g_testParticleName | Name of the particle being tested by the particle editor |
| r_near | Near Z clip plane distance |
| noclip | No clipping |
| r_skipRenderContext | Null the rendering context during backend 3D rendering |
| r_multiSamples | Number of antialiasing samples |
| g_testModelBlend | Number of frames to blend |
| r_logFile | Number of frames to emit GL logs |
| m_strafeSmooth | Number of samples blended for mouse moving |
| m_smooth | Number of samples blended for mouse viewing |
| r_jointNameOffset | Offset of joint names when r_showskel is set to 1 |
| r_sb_singleSide | only draw a single side (0 to 5) of points lights |
| r_singleTriangle | Only draw a single triangle per primitive |
| r_singleArea | Only draw the portal area the view is actually in |
| r_skipMegaTexture | Only use the lowest level image |
| editor | Open the in-game editor |
| r_displayRefresh | Optional display refresh rate option for vid mode |
| r_materialOverride | Override all materials |
| r_sb_frustomFOV | Oversize FOV for point light side matching |
| gui_filter_password | Password filter |
| r_debugLineDepthTest | Perform depth test on debug lines |
| r_orderIndexes | Perform index reorganization to optimize vertex use |
| in_pitchspeed | Pitch change speed when holding _lookUp or _lookDown button |
| r_sb_lightResolution | Pixel dimensions for each shadow buffer, 64 - 2048 |
| give weapon_plasmagun | Plasmagun |
| playCmdDemo | Play back a command demo |
| playDemo | Play back a demo |
| com_journal 2 | Play back journal |
| s_playDefaultSound | Play beep for missing sounds |
| map <map name> | Play indicated map |
| ui_spectate | Play or spectate |
| ui_ready | Player is ready to start playing |
| ui_name | Player name |
| ui_skin | Player skin |
| ui_team | Player team |
| pm_walkspeed <number> | Player's walking speed |
| gui_filter_players | Players filter |
| r_offsetfactor | Polygon offset parameter |
| r_offsetunits | Polygon offset parameter |
| r_sb_polyOfsFactor | polygonOffset factor for drawing shadow buffer |
| r_sb_polyOfsUnits | polygonOffset units for drawing shadow buffer |
| g_countDown <number> | Pregame countdown in seconds |
| startBuild | Prepare to make a build |
| printMaterial | Print a material |
| printModelDefs | Print a model def |
| printParticle | Print a particle system |
| printPDA | Print a PDA |
| printSkin | Print a skin |
| printSoundShader | Print a sound shader |
| printTable | Print a table |
| printAF | Print an articulated figure |
| printAudio | Print an Audio |
| printEmail | Print an email |
| printEntityDef | Print an entity def |
| printFX | Print an FX system |
| printVideo | Print an Video |
| getviewpos | Print current view position |
| where | Print current view position |
| r_showMemory | Print frame memory utilization |
| echo <text> | Print indicated text |
| printModel | Print model info |
| con_noPrint | Print on the console but not onscreen when console is displayed |
| decl_show 1 | Print parses |
| decl_show 2 | Print parses and references developer |
| com_timestampPrints 1 | Print time in milliseconds with each console print |
| com_timestampPrints 2 | Print time in seconds with each console print |
| parse | Print tokenized string |
| MakeMegaTexture | Process giant images |
| weaponSplat | Project blood splat on the player weapon |
| promptKey | Prompt and set the CD Key |
| com_purgeAll | Purge everything between level loads |
| r_useCombinerDisplayLists | Put all nVidia register combiner programming in display lists |
| weaponsplat | Puts bloodsplat on your gun |
| quit | Quit the game |
| r_ignore | Random debugging without defining new vars |
| r_ignore2 | Random debugging without defining new vars |
| r_hdr_monitorDither | Random dither in monitor space |
| r_sb_randomize | Randomly offset jitter texture each draw |
| r_jitter | Randomly subpixel jitter the projection matrix |
| pm_staminarate <number> | Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. |
| reexportmodels | Re-exports models |
| recordDemo | Record a demo |
| recordViewNotes | Record current view position with notes |
| com_journal 1 | Record journal |
| s_doorDistanceAdd <number> | Reduce sound volume with this distance when going through a door |
| regenerateWorld | Regenerates all interactions |
| reloadSounds | Reload all sounds |
| reloadanims | Reload animations |
| reloadARBprograms | Reload ARB programs |
| reloadCgPrograms | Reload CG programs |
| reloadDecls | Reload decls |
| reloadEngine | Reload engine down to including the file system |
| reloadGuis | Reload GUIs |
| reloadImages | Reload images |
| reloadLanguage | Reload language dict |
| reloadModels | Reload models |
| reloadScript | Reload scripts |
| reloadSurface | Reload the decl and images for selected surface |
| removeline | Remove a debug line |
| killMonsters | Remove all monsters |
| killMoveables | Remove all moveables |
| killRagdolls | Remove all ragdolls |
| remove | Remove an entity |
| popLight | Remove last created light |
| renderbump | Render a bump map |
| renderbumpFlat | Render a flat bump map |
| r_showAlloc | Report alloc/free counts |
| r_showPrimitives | Report drawsurf/index/vertex counts |
| r_showUpdates | Report entity and light updates and ref counts |
| r_showInteractions | Report interaction generation activity |
| r_showDefs | Report number of modeDefs and lightDefs in view |
| r_showDemo | Report reads and writes to the demo file |
| r_showLightScale | Report scale factor applied to drawing for overbrights |
| r_showCull | Report sphere and box culling stats |
| r_showDynamic | Report stats on dynamic surface generation |
| r_showSurfaces | Report surface/light/shadow counts |
| rescanSI | Rescan serverinfo cvars and tell game |
| reset | Reset a cvar |
| sizeup | Resize screen to larger view; no effect if in fullscreen |
| sizedown | Resize screen to smaller view |
| regenerateworld | Respawn all dead enemies and destroyed objects |
| serverMapRestart | Restart current game |
| vid_restart | Restart renderSystem |
| cvar_restart | Restart the cvar system |
| in_restart | Restart the input system |
| s_restart | Restart the sound system |
| weapprev | Return to previous weapon slot |
| give weapon_rocketlauncher | Rocket launcher |
| image_roundDown | Round bad sizes down to nearest power of two |
| com_preciseTic | Run one game tick every async thread update |
| com_asyncInput | Sample input from the async thread |
| saveGame | Save a game |
| saveLights | Save all lights to the .map file |
| saveParticles | Save all lights to the .map file |
| saveMoveables | Save all moveables to the .map file |
| saveRagdolls | Save all ragdoll poses to the .map file |
| avidemo | Save demo in .AVI format |
| demoShot | Save screenshot for a demo |
| saveSelected | Save the selected entity to the .map file |
| af_contactFrictionScale | Scale contact friction |
| g_useDynamicProtection | scale damage and armor dynamically to keep player alive more often |
| r_sb_biasScale | Scale factor for jitter bias |
| r_sb_jitterScale | Scale factor for jitter offset |
| g_damageScale <number> | Scale final damage on player by this factor |
| r_flareSize | Scale flare deforms from the material def |
| af_jointFrictionScale | Scale the joint friction |
| af_timeScale | Scale time |
| r_shadowPolygonFactor | Scale value for stencil shadow drawing |
| timescale <number> | Scales the time |
| LANScan | Scan LAN for servers |
| r_useScissor | Scissor clip as portals and lights are processed |
| r_useShadowSurfaceScissor | Scissor shadows by the scissor rect of the interaction surfaces |
| g_gameReviewPause | Score review time in seconds at end game |
| image_colorMipLevels | See texture MIP usage |
| Heartbeat | Send heartbeat to master servers |
| say <message> | Send message to everyone in multi-player |
| set | Set a cvar |
| seta | Set a cvar and flags it as archive |
| sets | Set a cvar and flags it as server info |
| sett | Set a cvar and flags it as tool |
| setu | Set a cvar and flags it as user info |
| testShaderParm | Set a shaderParm on an existing testModel |
| r_brightness <number> | Set brightness level |
| si_gameType <value> | Set game type to: singleplayer, deathmatch, tourney, team dm or last man |
| r_gamma <0-3> | Set gamma level |
| com_machineSpec | Set hardware classification to |
| com_machineSpec 2 | Set hardware classification to high quality, |
| com_machineSpec 0 | Set hardware classification to low quality, |
| com_machineSpec 1 | Set hardware classification to medium quality, |
| com_machineSpec -1 | Set hardware classification to not detected, |
| com_machineSpec 3 | Set hardware classification to ultra quality |
| g_healthTakeLimit <number> | Set how low can health get taken in nightmare mode |
| g_healthTakeAmt <number> | Set how much health to take in nightmare mode |
| g_healthTakeTime <number> | Set how often to take health in nightmare mode |
| s_numberOfSpeakers <number> | Set number of speakers |
| g_cinematicMaxSkipTime <number> | Set seconds to allow game to run when skipping cinematic |
| s_volume_db <number> | Set sound volume; default is 0 |
| setviewpos | Set the current view position |
| playerModel <model name> | Set the given model on the player |
| image_anisotropy <number> | Set the maximum texture anisotropy if available |
| r_sb_samples <number> | Set to 0, 1, 4, or 16 |
| s_volume_dB <number> | Set volume in dB |
| s_subFraction <number> | Set volume to subwoofer in Dolby 5.1 |
| r_showTangentSpace <0-3> | 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 |
| give weapon_shotgun | Shotgun |
| aasStats | Show AAS stats |
| showViewNotes | Show any view notes for the current map, successive calls will cycle to the next note |
| af_showTimings | Show articulated figure CPU usage |
| com_showAsyncStats | Show async network stats |
| game_memory | Show available memory |
| g_bloodEffects | Show blood splats, sprays, and gibs |
| af_showBodies | Show bodies |
| af_showBodyNames | Show body names |
| collisionModelInfo | Show collision model info |
| af_showConstraintNames | Show constraint names |
| af_showConstraints | Show constraints |
| g_decals | Show decals (bullet holes, etc.) |
| g_doubleVision | Show double vision when taking damage |
| g_projectileLights | Show dynamic lights on projectiles |
| com_speeds | Show engine timings |
| r_showEntityScissors | Show entity scissor rectangles |
| com_showFPS | Show frame rate |
| com_showfps 1 | Show framerate |
| gfxInfo | Show graphics info |
| ui_showGun | Show gun |
| help | Show help |
| ik_debug | Show IK debug lines |
| r_showTrace | Show intersection of an eye trace with the world |
| af_showLimits | Show joint limits |
| lcp_showFailures | Show LCP solver failures |
| r_showLightScissors | Show light scissor rectangles |
| where | Show location and map name |
| af_showMass | Show mass of each body |
| showDictMemory | Show memory used by dictionaries |
| showInteractionMemory | Show memory used by interactions |
| showStringMemory | Show memory used by strings |
| showTriSurfMemory | Show memory used by triangle surfaces |
| m_showMouseRate | Show mouse movement |
| g_muzzleFlash <0 or 1> | Show muzzle flashes |
| nextFrame | Show next animation frame on test model |
| nextAnim | Show next animation on test model |
| prevFrame | Show previous animation frame on test model |
| prevAnim | Show previous animation on test model |
| af_showPrimaryOnly | Show primary constraints only |
| rb_showBodies | Show rigid bodies |
| rb_showActive | Show rigid bodies that are not at rest |
| rb_showTimings | Show rigid body cpu usage |
| serverInfo | Show server info |
| com_showSoundDecoders | Show sound decoders |
| af_showActive | Show structures of articulated figures not at rest |
| r_showSurfaceInfo | Show surface material name under crosshair |
| af_showInertia | Show the inertia tensor of each body |
| rb_showInertia | Show the inertia tensor of each rigid body |
| rb_showMass | Show the mass of each rigid body |
| af_showTotalMass | Show the total mass of each articulated figure |
| rb_showVelocity | Show the velocity of each rigid body |
| com_showMemoryUsage | Show total and per frame memory usage |
| af_showTrees | Show tree-like structures |
| af_showConstrainedBodies | Show two bodies constrained by the highlighted constraint |
| af_showVelocity | Show velocity of each body |
| r_showSmp | Show which end (front or back) is blocking |
| r_jointNameScale | Size of joint names when r_showskel is set to 1 |
| pm_spectatebbox <number> | Size of the spectator bounding box |
| r_skipRender | Skip 3D rendering, but pass 2D |
| r_skipBlendLights | Skip all blend lights |
| r_skipFogLights | Skip all fog lights |
| r_skipInteractions | Skip all light/surface interaction drawing |
| r_skipPostProcess | Skip all post-process renderings |
| g_skipViewEffects | Skip damage and other view effects |
| af_skipFriction | Skip friction |
| af_skipLimits | Skip joint limits |
| r_skipOverlays | Skip overlay surfaces |
| r_skipROQ | Skip ROQ decoding |
| af_skipSelfCollision | Skip self collision detection |
| com_skipRenderer | Skip the renderer completely |
| r_skipTranslucent | Skip the translucent interaction rendering |
| doomhell | Skip to last level |
| g_cinematic | Skip updating entities not marked 'cinematic' '1' during cinematics |
| r_lightSourceRadius | Soft-shadow sampling |
| spawn | Spawn a game entity |
| spawnServer | Spawn a server |
| give <item name> | Spawn indicated item |
| spawn <object name> | Spawn indicated model |
| con_speed <number> | Speed at which the console moves |
| pm_crouchspeed <number> | Speed the player can move while crouched |
| pm_noclipspeed <number> | Speed the player can move while in noclip |
| pm_runspeed <number> | Speed the player can move while running |
| pm_spectatespeed <number> | Speed the player can move while spectating |
| recorddemo | Start recording game demo |
| r_debugArrowStep <number> | Step size of arrow cone line rotation in degrees |
| stopRecording | Stop demo recording |
| r_useNodeCommonChildren | Stop pushing reference bounds early when possible |
| stoprecording | Stop recording game demo |
| r_singleEntity | Suppress all but one entity |
| r_singleLight | Suppress all but one light |
| r_singleSurface | Suppress all but one surface on each entity |
| _button0 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button1 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button2 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button3 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button4 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button5 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button6 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button7 | Switch to indicated weapon slot, regardless if you have a weapon there |
| screenshot | Take a screenshot |
| envshot | Take an environment shot |
| takeViewNotes | Take notes about the current map from the current view |
| sayTeam | Team text chat |
| clientVoiceChatTeam | Team voice chats |
| teleport | Teleport player to an entity location |
| nextGUI | Teleport player to the next func_static with a GUI |
| testDamage | Test a damage def |
| testGUI | Test a GUI |
| testLight | Test a light |
| testmap | Test a map |
| testModel | Test a model |
| testPointLight | Test a point light |
| testSaveGame | Test a save game for a level |
| testSkin | Test a skin on an existing testModel |
| testSound | Test a sound |
| testAnim | Test an animation |
| testFx | Test an FX system |
| testBoneFx | Test an FX system bound to a joint |
| testBlend | Test animation blending |
| testDeath | Test death |
| af_testSolid | Test for bodies initially stuck in solid |
| g_testModelAnimate | Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once |
| g_testModelRotate | Test model rotation speed |
| testParticleStopTime | Test particle stop time on a test model |
| g_testParticle | Test particle visualation; set by the particle editor |
| testSIMD | Test SIMD code |
| say | Text chat |
| pm_thirdPerson | Third person view |
| timeCmdDemo | Time a command demo |
| timeDemo | Time a demo |
| timeDemoQuit | Time a demo and quits |
| pm_crouchrate <number> | Time it takes for player's view to change from standing to crouching |
| con_notifyTime | Time messages displayed when console is displayed |
| toggle | Toggle a cvar |
| g_flushSave <0 or 1> | Toggle disable buffer file writing for save games |
| g_showprojectilepct 1 | Toggle hit % to HUD |
| s_showlevelmeter 1 | Toggle sound level display |
| pm_thirdperson <0 or 1> | Toggle third person view |
| touch | Touch a decl |
| touchFile | Touch a file |
| touchGui | Touch a gui |
| touchFileList | Touch a list of files |
| touchModel | Touch a model |
| trigger | Trigger an entity |
| r_useShadowCulling | Try to cull shadows from partially visible lights |
| unbind | Unbind any command from a key |
| unbindall | Unbind any command from all keys |
| unbindRagdoll <name> | Unbind selected ragdoll |
| _attack | Unknown |
| _back | Unknown |
| aas_goalArea | Unknown |
| aas_pullPlayer | Unknown |
| aas_randomPullPlayer | Unknown |
| aas_showAreas | Unknown |
| aas_showFlyPath | Unknown |
| aas_showHideArea | Unknown |
| aas_showPath | Unknown |
| aas_showPushIntoArea | Unknown |
| aas_showWallEdges | Unknown |
| aas_test | Unknown |
| aasstats | Unknown |
| addarrow | Unknown |
| addline | Unknown |
| ai_testPredictPath | Unknown |
| bindlist | Unknown |
| blinkline | Unknown |
| centerview | Unknown |
| clear | Unknown |
| clearlights | Unknown |
| clientVoiceChat | Unknown |
| clientVoiceChat | Unknown |
| cm_testAngle | Unknown |
| cm_testBox | Unknown |
| cm_testBoxRotation | Unknown |
| cm_testCollision | Unknown |
| cm_testLength | Unknown |
| cm_testModel | Unknown |
| cm_testOrigin | Unknown |
| cm_testRadius | Unknown |
| cm_testRandomMany | Unknown |
| cm_testReset | Unknown |
| cm_testRotation | Unknown |
| cm_testTimes | Unknown |
| cm_testWalk | Unknown |
| collisionmodelinfo | Unknown |
| com_aviDemoHeight | Unknown |
| com_aviDemoSamples | Unknown |
| com_aviDemoTics | Unknown |
| com_aviDemoWidth | Unknown |
| com_compressDemos | Unknown |
| com_fixedTic | Unknown |
| com_guid | Unknown |
| com_logDemos | Unknown |
| com_minTics | Unknown |
| com_preloadDemos | Unknown |
| com_showAngles | Unknown |
| com_showDemo | Unknown |
| com_showTics | Unknown |
| com_skipGameDraw | Unknown |
| com_wipeSeconds | Unknown |
| combinecubeimages | Unknown |
| compressdemo | Unknown |
| condump | Unknown |
| connect | Unknown |
| cvar_restart | Unknown |
| cvarlist | Unknown |
| dirtyfeet | Unknown |
| EntityPlacement | Unknown |
| envshot | Unknown |
| error | Unknown |
| exec | Unknown |
| exportmodels | Unknown |
| fillrate | Unknown |
| flashlight | Unknown |
| focussoundseditor | Unknown |
| fs_basepath | Unknown |
| fs_caseSensitiveOS | Unknown |
| fs_cdpath | Unknown |
| fs_copyfiles | Unknown |
| fs_debug | Unknown |
| fs_devpath | Unknown |
| fs_game | Unknown |
| fs_restrict | Unknown |
| fs_savepath | Unknown |
| g_blobSize | Unknown |
| g_blobTime | Unknown |
| g_debugCinematic | Unknown |
| g_debugDamage | Unknown |
| g_debugMove | Unknown |
| g_debugMover | Unknown |
| g_debugScript | Unknown |
| g_debugTriggers | Unknown |
| g_debugWeapon | Unknown |
| g_dragDamping | Unknown |
| g_dragShowSelection | Unknown |
| g_dropItemRotation | Unknown |
| g_dvAmplitude | Unknown |
| g_dvFrequency | Unknown |
| g_dvTime | Unknown |
| g_exportMask | Unknown |
| g_fov | Unknown |
| g_gravity | Unknown |
| g_gunX | Unknown |
| g_gunY | Unknown |
| g_gunZ | Unknown |
| g_kickAmplitude | Unknown |
| g_kickTime | Unknown |
| g_knockback | Unknown |
| g_maxShowDistance | Unknown |
| g_monsters | Unknown |
| g_showCollisionModels | Unknown |
| g_showCollisionTraces | Unknown |
| g_showCollisionWorld | Unknown |
| g_showEntityInfo | Unknown |
| g_showHud | Unknown |
| g_showPVS | Unknown |
| g_showviewpos | Unknown |
| g_skill | Unknown |
| g_skipFX | Unknown |
| g_skipParticles | Unknown |
| g_stopTime | Unknown |
| g_testDeath | Unknown |
| g_testHealthVision | Unknown |
| g_vehicleForce | Unknown |
| g_vehicleVelocity | Unknown |
| g_viewNodalX | Unknown |
| g_viewNodalZ | Unknown |
| give | Unknown |
| gui_configServerRate | Unknown |
| gui_debug | Unknown |
| gui_edit | Unknown |
| gui_mediumFontLimit | Unknown |
| gui_smallFontLimit | Unknown |
| image_forceDownSize | Unknown |
| in_restart | Unknown |
| keeptestmodel | Unknown |
| listanims | Unknown |
| listcollisionmodels | Unknown |
| listentities | Unknown |
| listimages | Unknown |
| listlines | Unknown |
| listmaterials | Unknown |
| listmodels | Unknown |
| listmodes | Unknown |
| listskins | Unknown |
| listsounds | Unknown |
| listsoundshaders | Unknown |
| listthreads | Unknown |
| listvertexcache | Unknown |
| modulatelights | Unknown |
| nextanim | Unknown |
| notarget | Unknown |
| overlaygui | Unknown |
| parsewait | Unknown |
| path | Unknown |
| playcmddemo | Unknown |
| playdemo | Unknown |
| playermodel | Unknown |
| pm_bobpitch | Unknown |
| pm_bobroll | Unknown |
| pm_bobup | Unknown |
| pm_runpitch | Unknown |
| pm_runroll | Unknown |
| poplight | Unknown |
| prevanim | Unknown |
| printmode | Unknown |
| printshader | Unknown |
| r_showVertexCache | Unknown |
| r_vertexBufferMegs | Unknown |
| radiant_ALTEdgeDrag | Unknown |
| radiant_AngleSpeed | Unknown |
| radiant_Autosave | Unknown |
| radiant_AutosaveMinutes | Unknown |
| radiant_camerawindow | Unknown |
| radiant_CamXYUpdate | Unknown |
| radiant_ChaseMouse | Unknown |
| radiant_CubicClipping | Unknown |
| radiant_CubicScale | Unknown |
| radiant_entityMode | Unknown |
| radiant_EntityShow | Unknown |
| radiant_HiColorTextures | Unknown |
| radiant_InspectorDockedDialogs | Unknown |
| radiant_InspectorsWindow | Unknown |
| radiant_LastMap | Unknown |
| radiant_LastProject | Unknown |
| radiant_LoadLast | Unknown |
| radiant_LoadLastMap | Unknown |
| radiant_LoadShaders | Unknown |
| radiant_MainWindowPlace | Unknown |
| radiant_ModelPath | Unknown |
| radiant_MoveSpeed | Unknown |
| radiant_NewFaceGrab | Unknown |
| radiant_NewLightStyle | Unknown |
| radiant_NewMapFormat | Unknown |
| radiant_NewRightClick | Unknown |
| radiant_NewTextureWindowStuff | Unknown |
| radiant_NewVertex | Unknown |
| radiant_NoClamp | Unknown |
| radiant_NoStipple | Unknown |
| radiant_QE4Paint | Unknown |
| radiant_QE4StyleWindows | Unknown |
| radiant_RadiantMapPath | Unknown |
| radiant_RotateLock | Unknown |
| radiant_Rotation | Unknown |
| radiant_RunBefore | Unknown |
| radiant_SavedInfo | Unknown |
| radiant_SelectWholeEntitiesKey | Unknown |
| radiant_SizePainting | Unknown |
| radiant_Snapshots | Unknown |
| radiant_SnapT | Unknown |
| radiant_StatusPointSize | Unknown |
| radiant_SwitchClipKey | Unknown |
| radiant_TextureLock | Unknown |
| radiant_TextureQuality | Unknown |
| radiant_TextureScale | Unknown |
| radiant_TextureScrollbar | Unknown |
| radiant_texwindow | Unknown |
| radiant_UndoLevels | Unknown |
| radiant_UseDisplayLists | Unknown |
| radiant_UseGLLighting | Unknown |
| radiant_UseTextureBar | Unknown |
| radiant_WideToolBar | Unknown |
| radiant_xywindow | Unknown |
| radiant_XZVIS | Unknown |
| radiant_xzwindow | Unknown |
| radiant_YZVIS | Unknown |
| radiant_yzwindow | Unknown |
| radiant_ZClipBottom | Unknown |
| radiant_ZClipEnabled | Unknown |
| radiant_ZClipTop | Unknown |
| radiant_ZVIS | Unknown |
| radiant_zwindow | Unknown |
| recordcmddemo | Unknown |
| reexportmodels | Unknown |
| reload | Unknown |
| reloadanims | Unknown |
| reloadentitydefs | Unknown |
| reloadfx | Unknown |
| reloadguis | Unknown |
| reloadimages | Unknown |
| reloadmodels | Unknown |
| reloadshaders | Unknown |
| reloadsounds | Unknown |
| reloadsoundshaders | Unknown |
| removeline | Unknown |
| renderbump | Unknown |
| renderbumpflat | Unknown |
| reset | Unknown |
| roq | Unknown |
| runaas | Unknown |
| runreach | Unknown |
| s_cacheinfo | Unknown |
| s_cacheinvalidate | Unknown |
| s_constantAmplitude | Unknown |
| s_dotbias2 | Unknown |
| s_dotbias6 | Unknown |
| s_drawSounds | Unknown |
| s_force22kHz | Unknown |
| s_maxSoundsPerShader | Unknown |
| s_meterTopTime | Unknown |
| s_minVolume2 | Unknown |
| s_minVolume6 | Unknown |
| s_musictrack | Unknown |
| s_noSound | Unknown |
| s_quadraticFalloff | Unknown |
| s_realTimeDecoding | Unknown |
| s_restart | Unknown |
| s_reverse | Unknown |
| s_showLevelMeter | Unknown |
| s_showStartSound | Unknown |
| s_spatializationDecay | Unknown |
| s_useOcclusion | Unknown |
| screenshot | Unknown |
| script | Unknown |
| set | Unknown |
| seta | Unknown |
| sets | Unknown |
| setstepgamma | Unknown |
| setu | Unknown |
| setviewpos | Unknown |
| spawnserver | Unknown |
| sys_arch | Unknown |
| sys_cpustring | Unknown |
| sys_lang | Unknown |
| testanim | Unknown |
| testblend | Unknown |
| testbump | Unknown |
| testdamage | Unknown |
| testfx | Unknown |
| testgui | Unknown |
| testimage | Unknown |
| testlight | Unknown |
| testparticle | Unknown |
| testshader | Unknown |
| testsimd | Unknown |
| testtrace | Unknown |
| testwipe | Unknown |
| toggle | Unknown |
| touchfile | Unknown |
| touchfx | Unknown |
| touchgui | Unknown |
| touchmaterial | Unknown |
| touchmodel | Unknown |
| touchparticle | Unknown |
| touchskin | Unknown |
| touchsound | Unknown |
| vstr | Unknown |
| weapon | Unknown |
| win_outputDebugString | Unknown |
| win_outputEditString | Unknown |
| win_viewlog | Unknown |
| writeconfig | Unknown |
| writeprecache | Unknown |
| com_updateLoadSize | Update the load size after loading a map |
| vid_restart | Update to previously entered screen resize code |
| image_usePrecompressedTextures | Use .DDS files if present |
| r_hdr_useFloats | Use a floating point rendering buffer |
| r_useLightPortalFlow | Use a more precise area reference determination |
| r_useIndexBuffers | Use ARB_vertex_buffer_object for indexes |
| r_useVertexBuffers | Use ARB_vertex_buffer_object for vertexes |
| r_skipDiffuse | Use black for diffuse |
| r_skipSpecular | Use black for specular1 |
| af_useSymmetry | Use constraint matrix symmetry |
| pm_usecylinder | Use cylinder approximation instead of bounding box for player collision detection |
| r_useDepthBoundsTest | Use depth bounds test to reduce shadow fill |
| r_skipBump | Use flat surface instead of the bump map |
| r_sb_linearFilter | Use GL_LINEAR instead of GL_NEAREST on shadow maps |
| af_useImpulseFriction | Use impulse-based contact friction |
| af_useJointImpulseFriction | Use impulse-based joint friction |
| r_useTurboShadow | Use infinite projection with W technique for dynamic shadows |
| af_useLinearTime | Use linear time algorithm for tree-like structures |
| r_useNV20MonoLights | Use pass optimization for mono lights |
| r_useConstantMaterials | Use pre-calculated material registers if possible |
| r_useOptimizedShadows | Use the dmap generated static shadow volumes |
| r_useInfiniteFarZ | Use the no-far-clip-plane trick |
| com_allowConsole | Use ~ to toggle console |
| r_demonstrateBug | Used during development to show IHV's their problems |
| mod_validSkins | Valid skins (including flushing referenced pak files); decreased if over 0 |
| win_ypos | Vertical position of window commands |
| r_terrainScale | Vertically scale USGS data |
| r_mode | Video mode number |
| clientVoiceChat | Voice chats |
| s_globalFraction | Volume to all speakers when not spatialized |
| g_timeEntities <number> | When non-zero, shows entities whose think functions exceeded the number of milliseconds specified |
| pm_staminathreshold <number> | When stamina is below this value, player slows to a walk |
| r_debugLineWidth <number> | Width of debug lines |
| r_sb_viewResolution | Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed |
| win_username | Windows user name |
| aviCmdDemo | Write .AVI for a command demo |
| aviDemo | Write .AVI for a demo |
| aviGame | Write .AVI for the current game |
| image_writePrecompressedTextures | Write .DDS files if necessary |
| image_writeNormalTGA | Write .tgas of the final normal maps for debugging |
| image_writeNormalTGAPalletized | Write .TGAs of the final palletized normal maps for debugging |
| image_writeTGA | Write .TGAs of the non normal maps for debugging |
| writeCmdDemo | Write a command demo |
| writeConfig | Write a config file |
| image_useOfflineCompression | Write batch file for offline compression of .DDS files |
| writeGameState | Write game state |
| testSave | Write out a test savegame |
| writePrecache | Write precache |
| pm_bboxwidth | x/y size of player's bounding box |
| in_yawspeed | Yaw change speed when holding _left or _right button |