Variables
|
Description
|
class ID
|
activeaction
"" |
variable holds
a command to be executed upon connecting to a server |
|
arch "win98" |
architecture/operating system |
|
bot_aasoptimize
"0" |
optimize the
.aas file when one is written - MrElusive |
|
bot_challenge
"0" |
make the bot
a bit more challenging - MrElusive |
|
bot_debug
"0" |
toggle debugging
tool for bot code |
|
bot_developer
"0" |
toggle developer
mode for bots |
|
bot_enable
"0" |
enable and disable
adding of bots to the map/game |
L
|
bot_fastchat
"0" |
toggle between
frequent and less frequent bot chat strings 1 = more often |
|
bot_forceclustering "0" |
force recalculating
the aas clusters - MrElusive |
|
bot_forcereachability "0" |
force recalculating
the aas reachabilities - MrElusive |
|
bot_forcewrite
"0" |
force writing
out a new .aas file - MrElusive |
|
bot_grapple
"0" |
toggle determines
weather the bots will use the grappling hook |
|
bot_groundonly
"1" |
this is a debug
cvar to show areas which does not work in the retail version special
thanks to - MrElusive |
|
bot_interbreedbots "10" |
number of bots
used for goal fuzzy logic interbreeding - MrElusive |
C
|
bot_interbreedchar "" |
bot character
to be used with goal fuzzy logic interbreeding - MrElusive |
C
|
bot_interbreedcycle "20" |
number of matches
between interbreeding - MrElusive |
C
|
bot_interbreedwrite "" |
file to write
interbreeded goal fuzzy logic to - MrElusive |
C
|
bot_maxdebugpolys
"128" |
max number of
polygons available for visualizing things when debugging
MrElusive |
|
bot_memorydump
"0" |
possibly displays
memory allocation/use for bots used for debugging? |
C
|
bot_minplayers
"0" |
this is used
to ensure a minimum numbers of players are playing on a server bots
are added/removed to get the specified number of players in the
game special thanks to - MrElusive |
S |
bot_nochat
"0" |
toggle determines
weather bots will chat or not 0 = bots will chat |
|
bot_pause
"0" |
debug command
to pause the bots - MrElusive |
C
|
bot_predictobstacles "1" |
possibly tells
bot's to predict an obstacle and turn before running into it |
|
bot_reachability
"0" |
this is a debug
cvar which does not work in the retail version - MrElusive |
|
bot_reloadcharacters "0" |
this cvar if
set to 1 disabled bot character file caching. used when creating
bot characters while keeping Q3A running. kicking and re-adding
a bot will reload the bot character files - MrElusive |
|
bot_report
"0" |
debug command
to have the bots report what they are doing in CTF MrElusive |
C
|
bot_rocketjump
"1" |
toggle determines
weather the bots will use the rocket jump technique |
|
bot_saveroutingcache "0" |
possibly allows
the BOT AI to save routes for custom maps in memory. |
C
|
bot_testclusters
"0" |
possibly a debug
variable for testing BOT's on new terrain maps |
C
|
bot_testichat
"0" |
used to test
the initial bot chats. set this to 1 and add a bot. the bot will
spit out all initial chats. - MrElusive |
|
bot_testrchat
"0" |
used to test
the reply chats. set this to 1 and add one bot. the bot will always
reply and dump all possible replies - MrElusive |
|
bot_testsolid
"0" |
test for "solid
areas" in the .aas file (read the q3r manual) - MrElusive |
C
|
bot_thinktime
"100" |
this is the
time in milliseconds between two AI frames. - MrElusiveset the amount
of time a bot thinks about a move before making it AI...(c: |
|
bot_usehook
"0" |
toggle determines
weather the bots will use the grappling hook |
|
bot_visualizejumppads "0" |
visualizes the
default arch of a jumppad (read the q3r manual) - MrElusive |
C
|
capturelimit
"8" |
set # of times
a team must grab the others flag before the win is declared |
S A
|
cg_animspeed
"1" |
toggle linear
interpolation between successive frames in a player animation. 0
= no interpolation 1 = it does interpolate - Coriolis + WhatEver |
C
|
cg_autoswitch
"1" |
auto-switch
weapons (on pick-up) |
A
|
cg_bobpitch
"0.002" |
set amount player
view bobs forward/back while moving |
A
|
cg_bobroll
"0.002" |
set amount player
view rolls side to side while moving |
A
|
cg_bobup
"0.005" |
set amount player
view bobs up/down while moving |
A
|
cg_brassTime
"1250" |
set amount of
time a shell casing gets displayed if set to 0 the game engine will
s_outall shell eject code |
A
|
cg_cameraOrbit
"0" |
change the step
or increment units of the orbit rotation from one angle how much
of a step to next angle |
C
|
cg_cameraOrbitDelay "50" |
change the rate
at wich the camara moves to the next orbit position the higher the
number the slower |
A
|
cg_centertime
"3" |
set display
time for center screen messages (0 off) |
C
|
cg_crosshairHealth "1" |
show health
by the cross hairs (only works with #10 now?) - LOKi |
A |
cg_crosshairSize
"24" |
crosshair size...incase
you have crosshair envy (c: |
A |
cg_crosshairX
"0" |
set X coordinates
of the crosshair if cg_crosshairSize not 0 |
A |
cg_crosshairY
"0" |
set Y coordinates
of the crosshair if cg_crosshairSize not 0 |
A |
cg_debuganim
"0" |
toggle model
animation debug mode |
C
|
cg_debugevents
"0" |
toggle event
debug mode |
C
|
cg_debugposition
"0" |
toggle player
position debug mode |
C
|
cg_deferPlayers
"1" |
the loading
of player models will not take place until the next map, or when
you die, or toggle the scoreboard (tab) this prevents the "hitch"
effect when a player using a new model or skin joins the game after
you. if you join the game after them the models and skins will download
as you join? |
A
|
cg_demoLook
"0" |
possibly to
change the look of a recorded demo? |
|
cg_draw2D
"1" |
toggle the drawing
of 2D items or text on the status display |
A
|
cg_draw3dIcons
"1" |
toggle the drawing
of 3D icons on the HUD off and on draw 2D icon for ammo if cg_draw3dicons
0 "John Carmack" |
A
|
cg_drawAmmoWarning "1" |
toggle low-ammo
warning display |
A
|
cg_drawAttacker
"1" |
toggle the display
of last know assailant |
A
|
cg_drawCrosshair
"1" |
select crosshair
(change to zero if you have really good aim ha! ha!) 10 crosshairs
to select from (cg_drawCrosshair 1 - 10) "John Carmack" |
A
|
cg_drawCrosshairNames "1" |
toggle displaying
of the name of the player you're aiming at |
A
|
cg_drawFPS
"0" |
toggle Frames
Per Second display (when set to one "0" is default) |
A
|
cg_drawFriend
"1" |
toggle the display
of triangle shaped icon over the heads of your team mates |
A
|
cg_drawGun
"1" |
toggle determines
if the weapon you're holding is visible or not |
A
|
cg_drawIcons
"1" |
toggle the drawing
of any icons on the HUD and scoreboard |
A
|
cg_drawRewards
"1" |
toggle display
of award icons above the "you fragged..." message - LOKi |
A
|
cg_drawKiller
"1" |
toggle display
of player's name and picture that fragged you last |
A
|
cg_drawSnapshot
"0" |
toggle the display
of snapshots counter (# of snaps since game start) |
A
|
cg_drawStatus
"1" |
draw the HUD.
(toggle weather or not health and score are displayed) |
A
|
cg_drawTeamOverlay "0" |
set the drawing
location of the team status overlay 1=top right 2=bottom right
3=bottom left of the screen it shows team player names, location,
ammo (and what type weapon), and frag count for each player - LOKi |
|
cg_drawTimer
"1" |
show timer on
HUD. shows time since map start counts up - LOKi |
A
|
cg_errordecay
"100" |
helps to smooth
animation during player prediction while experiencing packet loss
or snapshot errors. "detect prediction errors and allow them to
be decayed off over several frames to ease the jerk." from the source
code comments cg_predict.c |
|
cg_extrapolate
"1" |
toggle blending
of animations from one to the next (like a segue) - Andre |
|
cg_footsteps
"1" |
toggle the footstep
sounds of all players (cheat protected) - LOKi |
C
|
cg_forceModel
"0" |
force model
selection, also forces player sounds "John Carmack" |
A
|
cg_fov
"90" |
field of view/vision
"90" is default higher numbers give peripheral vision. |
A
|
cg_gibs
"1" |
toggle the display
of animated gibs (explosions flying body parts!) |
A
|
cg_gun
"1" |
toggle determines
if the weapon your holding is visible or not |
A
|
cg_gunX
"0" |
set X coordinates
of viewable weapon if cg_drawGun is set to 1 |
C
|
cg_gunY
"0" |
set Y coordinates
of viewable weapon if cg_drawGun is set to 1 |
C
|
cg_gunZ
"0" |
set Z coordinates
of viewable weapon if cg_drawGun is set to 1 moves the gun model
forward or backward in relation to the player models hold |
C
|
cg_ignore
"0" |
used for debugging
possibly like the notarget command |
|
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 |
A
|
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) |
A
|
cg_noplayeranims
"0" |
toggle player
model animations. (the animation frame displayed when this is disabled
is rather odd, though.) |
C
|
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_noProjectileTrail "0" |
toggle the display
of smoke trail effect behind rockets - Jax_Gator Dekard |
A
|
cg_noTaunt
"0" |
possibly turn
off the ability to hear voice taunts |
A
|
cg_noVoiceChats
"0" |
possibly turn
off the ability to hear voice chats |
A
|
cg_noVoiceText
"0" |
possibly turn
off the display of the voice chat text copied to the console |
A
|
cg_oldPlasma
"1" |
toggle the use
of old or new particle style plasma gun effect - 20 20 |
A
|
cg_oldRail
"0" |
toggle the use
of old or new spiral style rail trail effect - 20 20 |
A
|
cg_oldRocket
"1" |
toggle the use
of old or new style rocket trail effect - 20 20 |
A
|
cg_predictItems
"1" |
toggle client-side
item prediction. 0 option to not do local prediction of item pickup
- John Carmack |
U A
|
cg_railTrailTime
"400" |
set how long
the railgun's trails last |
A
|
cg_runpitch
"0.002" |
set amount player
view bobs up and down while running |
A
|
cg_runroll
"0.005" |
set amount player
view rolls side to side while running (in 3rd person only?) |
A
|
cg_scorePlums
"1" |
toggle the display
of the floating scoring number balloons when a player scores a point
or points (including negative points) in any game type, the awarded
point value floats up from the target like a balloon and slowly
fades out. |
U A
|
cg_shadows
"0" |
set shadow detail
level (0 = OFF, 1 = basic discs, 2 = stencil buffered 3 = simple
stencil buffered(if r_stencilebits is not=0)) - Andre Lucas |
A
|
cg_showcrosshair
"1" |
appeared in
version 1.06 then removed in 1.07 now back in 1.08 then removed
again in 1.09…hmm (replaced with multi-crosshairs) |
|
cg_showmiss
"0" |
toggle the display
of missed packets or predictions on the HUD |
|
cg_simpleItems
"0" |
toggle the use
of 2D sprite objects in place of the 3D animated objects makes some
objects more "simple" (faster to render) - hacker |
A
|
cg_smoothClients
"0" |
when g_smoothClients
is enabled on the server and you enable cg_smoothClients then players
in your view will be predicted and will appear more smooth even
if they are on a bad network connection. however small prediction
errors might appear. |
U A
|
cg_stats
"0" |
toggles display
of client frames in sequence missed frames are not shown |
|
cg_stereoSeparation "0.4" |
the amount of
stereo separation (for 3D glasses!) You ever take off your glasses
at a 3D movie, remember how the images were separated into 3 colors?
that's what this does |
A
|
cg_swingSpeed
"0.3" |
set speed player
model rotates to match position (1 is no delay, 0 will never turn) |
C
|
cg_teamChatHeight
"8" |
set number of
lines or strings of text that remain on screen in team play chat
mode (messagemode2) values are 1 - 8 - LOKi |
A
|
cg_teamChatsOnly
"0" |
when this is
set to a one only chats from team mates will be displayed |
A
|
cg_teamChatTime
"3000" |
set how long
messages from teammates are displayed on the screen |
A
|
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) |
C
|
cg_thirdPersonRange "40" |
change the distance
you view your player from when in 3rd person view |
|
cg_timescaleFadeEnd "1" |
|
|
cg_timescaleFadeSpeed "0" |
|
|
cg_tracerchance
"0.4" |
set frequency
of tracer bullets (1 is all tracers) |
C
|
cg_tracerlength
"100" |
set length of
tracer bullets |
C
|
cg_tracerwidth
"1" |
set width of
tracer bullets |
C
|
cg_trueLightning
"0" |
settings of
the new shaft style. from the OSP readme...specifies
the "lag" imposed on the rendering of the lightning gun shaft. a
value of 0.0 is just like the baseq3 version "feel" of the LG. a
value of 1.0 imposes no lag at all (shaft is always rendered on
the crosshairs). a value of 0.5 is a good mix of the two to reduce
the wet-noodle effect, while still maintaining consistency of where
the server actually sees the shaft. I would like to thank all the
readers who submitted good descriptions of this new variable to
me, there were a ton, but the ones who had it correct are listed
here. |
A
|
cg_viewsize
"100" |
changes view
port size 30 - 100 (you probably wouldn't want less than 100) |
A |
cg_zoomfov
"22.5" |
what the zoomed
in field of view will be any thing more than 30 would not be sniper
friendly |
A |
cg_waveamplitude
"1" |
|
|
cg_wavefrequency1
"0.4" |
|
|
cheats
"0" |
enable cheating
commands (give all) (serverside only) |
S I L
|
cl_allowDownload
"1" |
toggle automatic
downloading of maps, models, sounds, and textures |
A
|
cl_anglespeedkey
"1.5" |
set the speed
that the direction keys (not mouse) change the view angle |
|
cl_anonymous
"0" |
possibly to
toggle anonymous connection to a server |
U A
|
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_cdkey
"123456789" |
variable to
hold the CD key number to prevent bootleg/warez |
A
|
cl_currentServerAddress |
variable holds
the IP address of the currently connected server |
|
cl_conXOffset
"0" |
offset the console
message display 0 - top left 999 - extreme top right (off the page) |
|
cl_debugMove
"0" |
used for debugging
cl_debugmove [1/2] from John Carmack's plan file |
|
cl_downloadName
"" |
variable holds
filename of file currently downloading |
|
cl_forceavidemo
"0" |
|
|
cl_freelook
"1" |
toggle the use
of freelook with the mouse (your ability to look up and down) |
A
|
cl_freezeDemo
"0" |
stops a demo
play back and freeze on one frame |
|
cl_guid ""
|
holds a code generated
by the game that uniquely identifies your client. part of the punk buster
integration |
UR |
cl_maxpackets
"30" |
set the transmission
packet size or how many packets are sent to client |
A
|
cl_maxPing
"800" |
controls which
servers are displayed in the in-game server browser - ata |
A
|
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_motdString
"" |
possibly a MOTD
from id's master server it is a read only variable |
R
|
cl_mouseAccel
"0" |
toggle the use
of mouse acceleration the mouse speeds up or becomes more sensitive
as it continues in one direction |
A
|
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
"1" |
default was
2 but changed to 1 since version 1.09 |
A
|
cl_paused
"0" |
variable holds
the status of the paused flag on the client side |
R
|
cl_pitchspeed
"140" |
set the pitch
rate when +lookup and/or +lookdown are active |
A
|
cl_punkbuster
"0" |
enable the punkbuster
client in the server browser |
URA
|
cl_run
"1" |
always run...play
without it I dare you! (c: |
A
|
cl_running
"1" |
variable which
shows weather or not a client game is running or weather we are
in server/client mode (read only) |
R
|
cl_serverStatusResendTime "750" |
possibly allows
the admin to change the rate of the heartbeats to the master server(s) |
|
cl_showmouserate
"0" |
show the mouse
rate of mouse samples per frame (USB 1/per frame) |
|
cl_shownet
"0" |
display network
quality info |
|
cl_showSend
"0" |
network debugging
tool "John Carmack" |
|
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 is used by id when new versions come out" |
R
|
cl_yawspeed
"140" |
set the yaw
rate when +left and/or +right are active |
A
|
cm_curveClipHack
"0" |
must have been
a cheat!!! removed now |
|
cm_noAreas
"0" |
toggle the ability
of the player bounding box to clip through areas? |
C
|
cm_noCurves
"0" |
toggle the ability
of the player bounding box to clip through curved surfaces |
C
|
cm_playerCurveClip "1" |
toggles the
ability of the player bounding box to respect curved surfaces. |
A C
|
color
"1" |
rail trail color
blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7 |
U A
|
color1
"2" |
spiral rail
trail color spiral core - special thanks to schiz Jax_Gator Dekard
blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7 |
U A
|
color2
"5" |
spiral rail
trail color spiral ring - special thanks to schiz Jax_Gator Dekard
blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7 |
U A
|
com_blood
"1" |
toggle the blood
mist effect in the gib animations. 0 option for no gibs and no blood
on hits "John Carmack" |
A
|
com_buildScript
"0" |
possibly used
for the loading and caching of game data like a list of things to
be loaded and caches the data for quicker reloading |
|
com_cameraMode
"0" |
seems to toggle
the view of your player model off and on when in 3D camera view |
C
|
com_dropsim
"0" |
for testing
simulates packet loss during communication drops |
C
|
com_hunkMegs
"20" |
set the amount
of memory you want quake3.exe to reserve for game play dedicated
server memory optimizations. Tips: com_hunkMegs 4 sv_maxclients
3 bot_enable 0 "John Carmack" |
A L
|
com_introplayed
"1" |
toggle displaying
of intro cinematic once it has been seen this variable keeps it
from playing each time, to see it again set this to zero |
A
|
com_maxfps
"100" |
set max frames
per second you receive from server (maxfps was removed) |
A
|
com_showtrace
"0" |
toggle display
of packet traces. 0=disables,1=toggles. |
C
|
com_soundMegs
"8" |
com_soundmegs
and com_zonemegs can be adjusted to provide better performance on
systems with more than 64mb of memory. the default configuration
is set to allow the game to run on a 64 MB system. on a 128 MB system
we would run with the following:com_hunkMegs - 64 com_soundMegs
- 16 com_zoneMegs - 24 |
A L
|
com_speeds
"0" |
toggle display
of frame counter, all, sv, cl, gm, rf, and bk whatever they are |
|
com_zoneMegs
"16" |
com_soundmegs
and com_zonemegs can be adjusted to provide better performance on
systems with more than 64mb of memory. the default configuration
is set to allow the game to run on a 64 MB system. on a 128 MB system
we would run with the following:com_hunkMegs - 64 com_soundMegs
- 16 com_zoneMegs - 24 |
A L
|
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 |
A
|
crosshairsize
"24" |
crosshair size...incase
you have crosshair envy (c: |
A
|
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" |
|
C
|
dedicated
"0" |
set console
to server only 0 is a listen, 1 is lan, and 2 is internet (command
line cvar causes engine not to load 3D game just a server console
C:\Q3TEST\quake3.exe +set dedicated 2) - Dekard |
L
|
developer
"0" |
enable developer
mode (more verbose messages) |
|
dmflags "0" |
set deathmatch flags originally
I posted the values of Quake 2 dmflags but have since tested them
and most of them don't work
|
|
disable_<item
name> |
this command
allows the administrator of a server to disable a particular item
from the map. as an example: "/set disable_weapon_bfg 1" will make
it so that the bfg does not show up. changing the value back to
0 and executing a /map_restart command will bring the disabled item
back. - K2
|
|
fixedtime
"0" |
toggle the rendering
of every frame the game will wait until each frame is completely
rendered before sending the next frame |
C
|
fov "90" |
field of view/vision
"90" is default higher numbers give peripheral vision. |
A
|
fraglimit
"20" |
set fraglimit
on a server (0 is no limit) |
S A
|
freelook
"1" |
steer aim and
control head movement with the mouse…a must (c: |
A
|
fs_basegame
"" |
allows people
to base mods upon mods syntax to follow |
I
|
fs_basepath
"" |
set base path
root C:\Program Files\Quake III Arena for files to be downloaded
from this path may change for TC's and MOD's |
I
|
fs_cdpath
"" |
possibly a variable
to use when the full CD was copied to the HDD |
I
|
fs_copyfiles
"0" |
toggle if files
can be copied from servers or if client will download |
I
|
fs_debug
"0" |
possibly enables
file server debug mode for download/uploads or something |
|
fs_game
"" |
set gamedir
set the game folder/dir default is baseq3 (other for MODS) |
S I
|
fs_homepath |
possibly for
TC's and MODS the default is the path to quake3.exe |
I
|
fs_openedList
"" |
variable holds
a list of all the pk3 files the client found |
I
|
fs_referencedList
"" |
variable holds
a list of all the pk3 files the client loaded data from |
I
|
fs_restrict
"" |
demoversion
if set to 1 restricts game to 4 arenas like the Q3A demo |
I
|
g_aimTest
"0" |
removed possibly
was a cheat (bot like aiming) |
|
g_allowVote
"1" |
toggle the use
of voting on a server |
|
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 |
A
|
g_arenaScores
"" |
possibly a variable
to hold the value of previous arena series scores |
A
|
g_arenasFile
"" |
sets the file
name to use for map rotation and bot names and game type for each
arena default scripts/arenas.txt within the PK3 file |
R I
|
g_banIPs
"" |
ban specified
TCP/IP address from connecting to your server |
A
|
g_blueTeam
"" |
set the icon
for the blue team (example Pagans) |
S A
|
g_botsFile
"" |
sets the file
name to use for setting up the bots configuration and characters
for each bot default scripts/bots.txt within the PK3 file |
R I
|
g_debugAlloc
"0" |
possibly debugging
tool for memory allocation? |
|
g_debugDamage
"0" |
debugging tool
for damage effects? |
|
g_debugMove
"0" |
debugging tool
for brush/entity movements? |
|
g_doWarmup
"0" |
toggle the use
of a warmup period before a match game |
A
|
g_enableBreath
"0" |
enable breath
in cold maps you can see the players breath - Dekard |
|
g_enableDust
"0" |
enable dust
to be kicked up from feet in areas that have that map entity - Dekard |
|
g_filterBan
"1" |
toggle the banning
of players that match a certain criteria/filter? |
A
|
g_forcerespawn
"10" |
set the respawn
time in seconds, 0 = don't force respawn |
|
g_friendlyFire
"0" |
toggle damage
caused by friendly fire 1 = can kill or injure teammate |
A
|
g_gametype
"0" |
0 - Free For All |
1 - Tournament |
2 - Single Player |
3 - Team Deathmatch |
4 - Capture the Flag |
|
to start a dedicated
server in tournament mode, you would use: quake3.exe +set dedicated 2 +set sv_zone
tournaments +set g_gametype 1 +map q3tourney2, "Graeme
Devine" thanks also to TheKiller
5 - One Flag
CTF |
6 - Overload |
7 - Harvester
(Team Arena only) |
|
|
S L
|
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_listEntity
"0" |
toggles the
display of map entities shows them by number |
|
g_log
"1" |
toggles logging
of game data or statistics John Carmack made g_log a filename instead
of a 0/1 in this version |
A
|
g_logSync
"0" |
toggle the logging
to append to the existing file and not overwrite |
A
|
g_maxGameClients
"0" |
set maximum
# of players who may join the game the remainder of clients are
forced to spectate - Holesinswiss |
S A L
|
g_motd
"" |
set message
of the day to "X" (see "cl_motd" to display it) |
|
g_needpass
"0" |
variable alerts
the client that a password is needed to join your server |
S R
|
g_password
"" |
set the serverside
password players use to get on the server |
U
|
g_podiumDist
"80" |
sets the draw
distance of the podium object player models stand on after a single
player bot match - LOKi |
|
g_podiumDrop
"70" |
sets the height
of the podium object player models stand on after a single player
bot match - LOKi |
|
g_quadfactor
"3" |
allows the admin
to set the amount of damage the quad damage will do. |
|
g_rankings
"0" |
|
|
g_redTeam
"" |
set the team
icon for the red team (example Stroggs) |
S A
|
g_restarted
"0" |
read only variable
that is toggled when the game has been restarted in match mode this
sets an event trap for if warmup is needed |
R
|
g_singlePlayer
"0" |
possibly to
allow 3rd party's to make TC's for single player style
games? |
R
|
g_smoothClients
"1" |
enable players
to use the smooth clients option on the server (cg_smoothClients) |
|
g_spAwards
"" |
variable holds
the names of the award icons that have been earned in the tier levels
in single player mode |
R A
|
g_speed
"320" |
how fast you
move in Q3Test. The greater the number, the greater the velocity |
|
g_spScores1
"" |
holds your scores
on skill level 1 in single player games - Dr Qube |
R A
|
g_spScores2
"" |
holds your scores
on skill level 2 in single player games - Dr Qube |
R A
|
g_spScores3
"" |
holds your scores
on skill level 3 in single player games - Dr Qube |
R A
|
g_spScores4
"" |
holds your scores
on skill level 4 in single player games - Dr Qube |
R A
|
g_spScores5
"" |
holds your scores
on skill level 5 in single player games - Dr Qube |
R A
|
g_spSkill
"2" |
holds your current
skill level for single player 1 = I can win 2 = bring it on
3 = hurt me plenty 4 = hardcore and 5 = nightmare |
A L
|
g_spVideos
"" |
variable holds
the names of the cinematic videos that are unlocked at the end of
each tier completion |
R A
|
g_syncronousClients "0" |
toggle synching
of all client movements (1 required to record server demo) show
"snc" on lagometer "John Carmack" |
|
g_teamAutoJoin
"0" |
toggle the automatic
joining of the smallest or loosing team |
A
|
g_teamForceBalance "0" |
toggle the forcing
of teams to be as even as possible on a server |
A
|
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" |
A
|
g_weaponrespawn
"5" |
set time before
a picked up weapon will respawn again 0 = weapons stay |
|
g_weaponTeamRespawn "30" |
|
|
gamedate
"" |
Sep 30 2002 |
R
|
gamename
"baseq3" |
display the
game name for TC's basedir would be other than baseq3 |
S R
|
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 |
|
R
|
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? |
R
|
gl_renderer
"" |
variable holds
the GL Renderer driver information "RIVA 128/RIVA 128 ZX (PCI)" |
R
|
gl_vendor
"" |
variable holds
the brand of your chipmaker "NVIDIA Corporation" |
R
|
gl_version
"" |
variable holds
the driver version number "1.1.0" |
R
|
graphheight
"32" |
set height,
in pixels?, for graph displays |
C
|
graphscale
"1" |
set scale multiplier
for graph displays |
C
|
graphshift
"0" |
set offset for
graph displays |
C
|
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 1 - 99 |
U A
|
headmodel
"" |
changes only
the head of the model to another model Example: If you are playing
as the Grunt model, /headmodel "sarge" will stick Sarge's head on
Grunt's body selecting a new model will load both the model and
its matching head |
U A
|
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_joyBallScale
"0.02" |
possibly sets
the scale of a joyball rotation to player model rotation? |
A
|
in_joyBall
"0" |
possibly to
allow support for trackball style joy sticks and orb's |
A
|
in_joystick
"0" |
toggle the initialization
of the joystick (command line) |
A L
|
in_logitechbug "0"
|
toggle the use of special
code in the game that addresses a bug in the logitech mouse driver software |
A
|
in_midi
"0" |
toggle the use
of a midi port as an input device r-d-x |
A
|
in_midichannel
"1" |
toggle the use
of a midi channel as an input device r-d-x |
A
|
in_mididevice
"0" |
toggle the use
of a midi device as an input device r-d-x |
A
|
in_midiport
"1" |
toggle the use
of a midi port as an input device r-d-x |
A
|
in_mouse
"1" |
toggle initialization
of the mouse as an input device (command line) |
AL
|
journal
"0" |
possibly logs
console events but is read only and can not be toggled |
I
|
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 |
A
|
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_filter
"1" |
toggle use of
mouse "smoothing" |
A
|
m_forward
"0.25" |
set the back
and forth movement distance of the player in relation to how much
the mouse moves |
A
|
m_pitch
"0.022" |
set the up and
down movement distance of the player in relation to how much the
mouse moves |
A
|
m_side
"0.25" |
set the strafe
movement distance of the player in relation to how much the mouse
moves |
A
|
m_yaw
"0.022" |
set the speed
at which the player's screen moves left and right while using the
mouse |
A
|
mapname
"" |
display the
name of the current map being used |
S R
|
memorydump
"0" |
possibly used
for debugging memory allocation/use? |
|
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: |
U A
|
name "Commander
Keen" |
pick your own
be original (no Player) |
U A
|
net_ip
"localhost" |
variable holds
the IP of the local machine (or the "hosts" name) passed from the
OS environment |
L
|
net_noipx
"0" |
toggle the use
of IPX/SPX network protocol (command line only) |
A L
|
net_noudp
"0" |
toggle the use
of TCP/IP network protocol (command line only) |
A L
|
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 |
L
|
net_qport
"16392" |
set internal
network port. this allows more than one person to play from behind
a NAT router by using only one IP address - Questy |
I
|
net_socksEnabled
"0" |
toggle the use
of network socks 5 protocol enabling firewall access (only settable
at init time from the OS command line) - Graeme Devine |
A
L |
net_socksPassword
"" |
variable holds
password for socks firewall access supports no authentication and
username/password authentication method (RFC-1929); it does NOT
support GSS-API method (RFC-1961) authentication (only settable
at init time from the OS command line) - Graeme Devine |
A
L |
net_socksPort
"1080" |
set proxy and/or
firewall port default is 1080 (only settable at init time from the
OS command line) - Graeme Devine |
A
L |
net_socksServer
"" |
set the address
(name or IP number) of the SOCKS server (firewall machine), NOT
a Q3ATEST server. (only settable at init time from the OS command
line) - Graeme Devine |
A
L |
net_socksUsername
"" |
variable holds
username for socks firewall supports no authentication and username/password
authentication method (RFC-1929); it does NOT support GSS-API method
(RFC-1961) authentication (only settable at init time from the OS
command line) - Graeme Devine |
A
L |
nextmap
"" |
variable holds
the name of the next map in the server rotation myserver.cfg |
|
nextdemo "" |
variable holds
the name of the next demo in a demo loop |
|
nohealth
"0" |
toggle the use
of health items on next map or do it now from the command line |
S A
|
password
"" |
set password
for entering a password protected server |
U
|
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 |
|
pmove_fixed
"0" |
typically the
player physics advances in small time steps. when this option is
enabled all players will use fixed frequency player physics, the
time between two advances of the phsysics will be the same for all
players. the actual time between two advances of the player physics
can be set with the pmove_msec variable. enabling this option will
make the player physics the same for all players independent from
their framerate. should do what you want for prediction and should
even out the machine dependent rates. - Robert Duffy |
|
pmove_msec
"8" |
set the time
in milliseconds between two advances of the player physics. should
do what you want for prediction and should even out the machine
dependent rates. - Robert Duffy |
|
protocol
"68" |
display network
protocol version. Useful for backward compatibility with servers
with otherwise incompatible versions < maddog read only |
S R
|
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 |
I
|
r_allowExtensions
"1" |
use all of the
OpenGL extensions your card is capable of |
AL
|
r_allowSoftwareGL
"0" |
toggle the use
of the default software OpenGL driver supplied by the Operating
System < maddog |
L
|
r_ambientScale
"0.5" |
set the scale
or intensity of ambient light |
C
|
r_clear
"0" |
toggle the clearing
of the screen between frames |
C |
r_colorbits
"16" |
set number of
bits used for each color from 0 to 32 bit |
AL
|
r_colorMipLevels
"0" |
"texture visualization
tool" John Carmack |
L
|
r_customaspect
"1" |
toggle the use
of custom screen resolution/sizes |
AL
|
r_customheight
"1024" |
custom resolution
(Height) |
AL
|
r_customwidth
"1600" |
custom resolution
(Width) |
AL
|
r_debuglight
"0" |
possibly toggle
debugging of lighting effects |
|
r_debugSort
"0" |
possibly toggle
debugging of sorting of list like scoreboard |
C |
r_debugSurface
"0" |
possibly used
for debugging the curve rendering and possibly for map debugging. |
C |
r_debugSurfaceUpdate
"1" |
if client game code registers
a shader after drawsurfaces are generated but before frame is rendered had a one-frame
visual glitch (shader indexes messed up) |
C |
r_debugSurfaceUpdate "1" |
possibly used
for debugging the curve rendering and possibly for map debugging. |
|
r_depthbits
"16" |
set number of
bits used for color depth from 0 to 24 bit |
A L
|
r_detailtextures
"1" |
toggle the use
of detailed textures, when disabled every stage of a shader is rendered
except those with the keyword "detail". when enabled detail stages
are also rendered. in proper use the detail stages are supposed
to enhance the texture's visual quality when viewed close up. more
information is available in the shader manual included in the GTK
Radiant install. - Rroff |
A L
|
r_directedScale
"1" |
set scale/intensity
of light shinning directly upon objects |
C
|
r_displayRefresh
"0" |
monitor refresh
rate in game (will change desktop settings too in Windows 98 anyway) |
L
|
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 |
A
|
r_drawBuffer
"GL_BACK" |
set which frame
buffer 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 |
C |
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 |
A
|
r_drawworld
"1" |
toggle rendering
of map architecture |
C
|
r_dynamiclight
"0" |
toggle dynamic
lighting (different "dynamic" method of rendering lights) |
A
|
r_ext_compiled_vertex_array "" |
toggle hardware
compiled vertex array rendering method default is 1 |
AL
|
r_ext_compress_textures "1" |
toggle compression
of textures |
AL
|
r_ext_compressed_textures "1" |
toggle compression
of textures (1.27g changed to past tense compressed) |
AL
|
r_ext_gamma_control "1" |
enable external
gamma control settings |
AL
|
r_ext_multitexture "1" |
toggle hardware
mutitexturing if set to zero is a direct FPS benefit |
AL
|
r_ext_swapinterval "1" |
toggle hardware
frame swapping |
AL
|
r_ext_texenv_add
"1" |
possible duplicate
cvar or an extension to the r_ext_texture_add variable |
AL
|
r_ext_texture_env_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 |
AL
|
r_facePlaneCull
"1" |
toggle culling
of brush faces not in view (0 will slow FPS) |
A
|
r_fastsky
"1" |
toggle fast
rendering of sky if set to 1 (0 is default and will slow FPS when
outdoors 1 will disable your ability to see through portals)...Thanx
hacker |
A
|
r_finish
"1" |
toggle synchronization
of rendered frames (engine will wait for GL calls to finish) |
A
|
r_fixtjunctions
"1" |
toggle fixing
of a problem with a certain type of vertex in models that can make
gaps appear between polygons - Andre Lucas |
L
|
r_flareFade
"7" |
set scale of
fading of flares in relation to distance |
C |
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 |
A
|
r_flaresSize
"40" |
set the size
of flares? I wish you could make the big balls smaller now those
are flares |
C |
r_fullbright
"0" |
toggle textures
to full brightness level (is set as a cheat code?) boy who turned
on the lights…(c: |
L C
|
r_fullscreen
"1" |
toggle full
screen or play in a window |
A L
|
r_gamma
"1" |
gamma correction |
A
|
r_glDriver
"opengl32" |
used "x" OpenGL
driver (Standard OpenGL32 or 3dfxvgl) |
A L
|
r_ignore
"0" |
possibly ignores
hardware driver settings in favor of variable settings |
C |
r_ignoreFastPath
"0" |
possibly to
disable the looking outside of the PAK file first feature in case
of duplicate file names etc. |
A L
|
r_ignoreGLErrors
"1" |
ignores OpenGL
errors that occur |
A
|
r_ignorehwgamma
"0" |
possibly to
toggle the use of DirectX gamma correction or video driver gamma
correction? |
A L
|
r_ignoreOffset
"0" |
see r_offsetfactor
this will just turn the offset off completely |
A
L |
r_inGameVideo
"1" |
toggle the display
of in game animations on bigscreen map objects that display a camera
view of the current game |
A
|
r_intensity
"1" |
increase brightness
of texture colors (may be like gl_modulate?) |
L
|
r_lastValidRenderer "" |
last known video
driver (RIVA 128/RIVA 128 ZX (PCI)) |
A
|
r_lightmap
"0" |
toggle entire
map to full brightness level all textures become blurred with light
(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: |
A
|
r_lockpvs
"0" |
disable update
to PVS table as player moves through map (new areas not rendered)
- Randy |
C |
r_lockview
"0" |
possibly was
intended to lock a certain Field Of View (FOV) is removed now |
|
r_lodbias
"0" |
change the geometric
level of detail (0 - 2) |
A |
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??) |
A
|
r_lodscale
"5" |
set scale for
level of detail adjustment |
C |
r_logFile
"0" |
possibly toggles
logging of rendering errors |
C |
r_mapOverBrightBits "2" |
set intensity
level of lights reflected from textures |
L
|
r_maskMinidriver
"0" |
treat the current
OpenGL32 driver as an ICD, even if it is in fact a MCD Questy/Zoid |
L
|
r_maxpolys
"600" |
|
|
r_maxpolyverts
"3000" |
|
|
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 |
C |
r_mode
"3" |
set video display
mode (resolution), use listmodes for list of modes (3 is 640X480) |
A L
|
r_nobind
"0" |
toggle the binding
of textures to triangles |
C |
r_nocull
"0" |
toggle rendering
of hidden objects (1=slow performance) |
C |
r_nocurves
"0" |
map diagnostic
command toggle the use of curved geometry |
C
|
r_nolightcalc
"0" |
disable lighting
and shadow calculations…hmm |
|
r_noportals
"0" |
toggle player
view through portals |
C |
r_norefresh
"0" |
toggle the refreshing
of the rendered display |
C |
r_novis
"0" |
the VIS tables
hold information about which areas should be displayed from other
areas. |
C |
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 |
C |
r_offsetunits
"-2" |
see r_offsetfactor |
C |
r_overBrightBits
"1" |
possibly similar
to r_mapOverBrightBits (no visible effect on mine) |
A L
|
r_picmip
"1" |
set maximum
texture size (0 - 3, 3=fastest 0=quality) |
A L
|
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 |
A L
|
r_primitives
"0" |
set the rendering method. -1 = skips
drawing 0 = uses glDrawElements if compiled vertex arrays are
present, or strips of glArrayElement if not present 1 = forces
strips 2 = forces drawElements 3 = path for non-vertex array testing
"John Carmack"
|
A
|
r_printShaders
"0" |
possibly toggle
the printing on console of the number of shaders used? |
A
|
r_railCoreWidth
"16" |
set size of
the rail trail's core |
A
|
r_railSegmentLength "64" |
set distance
between rail "sun bursts" |
A
|
r_railWidth
"128" |
set width of
the rail trail |
A
|
r_roundImagesDown
"1" |
set rounding
down amount (larger = faster, lower quality) - Randy |
A L
|
r_saveFontData
"0" |
|
|
r_showcluster
"0" |
toggle the display
of clusters by number as the player enters them on the currently
loaded map<maddog |
C |
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, useful
when debugging model lighting - Andre Lucas < maddog |
C |
r_showsky
"0" |
enable rendering
sky in front of other objects |
C |
r_showSmp
"0" |
toggle display
of multi processor (SMP) info on the HUD |
C
|
r_showtris
"0" |
map diagnostic
command show triangles, pretty cool looking... |
C |
r_simpleMipMaps
"1" |
toggle the use
of "simple" mip mapping. used to "dumb-down" resoluiton displays
for slower machines - Questy |
A L
|
r_singleShader
"0" |
possibly toggles
use of 1 shader for objects that have multiple shaders |
L C
|
r_skipBackEnd
"0" |
possibly to
toggle the skipping of the backend video buffer |
C
|
r_smp
"0" |
toggle the use
of multi processor acceleration code |
A L
|
r_speeds
"0" |
show the rendering
info e.g. how many triangles are drawn added r_speeds timing info
to cinematic texture uploads "John Carmack" |
C |
r_stencilbits
"8" |
stencil buffer
size (0, 8bit, and 16bit) |
A L
|
r_stereo
"0" |
toggle the use
of stereo separation for 3D glasses |
A L
|
r_subdivisions
"4" |
set maximum
level of detail. (an example would be the complexity of curves.
1=highest detail) |
A L
|
r_swapInterval
"0" |
toggle frame
swapping. |
A
|
r_texturebits
"0" |
set number of
bits used for each texture from 0 to 32 bit |
A L
|
r_textureMode
"" |
select texture
mode. "GL_LINEAR_MIPMAP_NEAREST" (nearest or linear) |
A
|
r_uiFullScreen
"0" |
|
|
r_verbose
"0" |
toggle display
of rendering commands as they happen on the console |
C |
r_vertexLight
"1" |
enable vertex
lighting (faster, lower quality than lightmap) removes lightmaps,
forces every shader to only use a single rendering pass, no layered
transparancy, environment mapping, world lighting is completely
static, and there is no dynamic lighting when in vertex lighting
mode. (recommend dynamiclight 0 and this 1) direct FPS benefit "John
Carmack" |
A L
|
r_znear
"4" |
set how close
objects can be to the player before they're clipped out of the scene
- Questy/Andre |
C
|
rate "" |
modem speed/rate
of data transfer "4500" (take a zero off the end of your connection
speed?) |
U A
|
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_2dvolume
"0.7" |
vortex of sound
- has a good description of this A3D variable |
|
s_bloat
"2.0" |
vortex of sound
- has a good description of this A3D variable |
A |
s_compression
"1" |
toggle the use
of sound compression |
A |
s_distance
"100.0" |
vortex of sound
- has a good description of this A3D variable |
A |
s_doppler
"1.0" |
vortex of sound
- has a good description of this A3D variable |
A |
s_fogeq
"0.8" |
vortex of sound
- has a good description of this A3D variable |
|
s_geometry
"1" |
vortex of sound
- has a good description of this A3D variable |
|
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 |
A
|
s_leafnum
"0" |
|
A
|
s_loadas8bit
"1" |
load sounds
in 8bit mode |
A
|
s_max_distance
"1000.0" |
vortex of sound
- has a good description of this A3D variable |
A |
s_min_distance
"3.0" |
vortex of sound
- has a good description of this A3D variable |
A |
s_mixahead
"0.2" |
set delay before
mixing sound samples. |
A
|
s_mixPreStep
"0.05" |
possibly to
set the prefetching of sound on sound cards that have that power |
A
|
s_musicvolume
"1" |
music volume
level 0=off |
A
|
s_numpolys
"400" |
vortex of sound
- has a good description of this A3D variable |
A |
s_occ_eq
"0.75" |
vortex of sound
- has a good description of this A3D variable |
A |
s_occfactor
"0.5" |
vortex of sound
- has a good description of this A3D variable |
A |
s_occlude
"0" |
vortex of sound
- has a good description of this A3D variable |
|
s_polykeep
"1000000000" |
|
A |
s_polyreflectsize
"10000000" |
|
A |
s_polysize
"10000000" |
|
A |
s_refdelay
"2.0" |
vortex of sound
- has a good description of this A3D variable |
A |
s_refgain
"0.45" |
vortex of sound
- has a good description of this A3D variable |
A |
s_reflect
"1" |
vortex of sound
- has a good description of this A3D variable |
|
s_rolloff
"1.0" |
vortex of sound
- has a good description of this A3D variable |
A |
s_separation
"0.5" |
set separation
between left and right sound channels (this one is it) |
A
|
s_show
"0" |
toggle display
of paths and filenames of all sound files as they are played. |
C |
s_testsound
"0" |
toggle a test
tone to test sound system. 0=disables,1=toggles. |
C |
s_usingA3D
"0" |
vortex of sound
- has a good description of this A3D variable |
R |
s_volume
"0.7" |
Sound FX Volume |
A
|
s_watereq
"0.2" |
vortex of sound
- has a good description of this A3D variable |
|
scr_conspeed
"3" |
set how fast
the console goes up and down |
|
sensitivity
"9" |
set how far
your mouse moves in relation to travel on the mouse pad |
A
|
server1
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server2
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server3
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server4
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server5
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server6
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server7
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server8
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server9
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server10
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server11
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server12
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server13
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server14
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server15
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
server16
"" |
holds IP/URL
of a servers from the favorite servers list - Dr Qube |
A |
session
"2" |
possibly holds
the value for the active session number when running multiple addresses
and sockets for multiple servers on one machine? |
|
session0
""0 300 1 0 0 0" |
possibly to
set up multiple addresses and sockets for multiple servers on one
machine (can you say BFServer with multiple processors?) |
|
session1
"0 300 1 0 0 0" |
possibly to
set up multiple addresses and sockets for multiple servers on one
machine (can you say BFServer with multiple processors?) |
|
session2
"0 300 1 0 0 0" |
possibly to
set up multiple addresses and sockets for multiple servers on one
machine (can you say BFServer with multiple processors?) |
|
session3
"0 300 1 0 0 0" |
possibly to
set up multiple addresses and sockets for multiple servers on one
machine (can you say BFServer with multiple processors?) |
|
session4
"0 300 1 0 0 0" |
possibly to
set up multiple addresses and sockets for multiple servers on one
machine (can you say BFServer with multiple processors?) |
|
sex "male" |
set gender for
model characteristics (sounds, obituary's etc.) |
U
A |
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 |
U A
|
snd "visor" |
select which
model sounds your player uses (mix it up) |
U A
|
sv_allowAnonymous
"0" |
possibly to
toggle the allowing of anonymous clients to connect to your server |
S
|
sv_allowdownload
"1" |
toggle the ability
for clients to download files maps etc. from server. . |
|
sv_cheats
"1" |
enable cheating
commands (give all) (serverside only) |
R |
sv_floodProtect
"1" |
toggle server
flood protection to keep players from bringing the server down |
S
A |
sv_fps
"20" |
set the max
frames per second the server sends the client |
|
sv_hostname
"" |
set the name
of the server "Shadowlands" |
S A
|
sv_keywords
"" |
variable holds
the search string entered in the internet connection menu |
S
|
sv_killserver
"0" |
if set to a
one the server goes down (server console only I hope) |
|
sv_lanForceRate
"1" |
forces LAN clients to
the maximum rate instead of accepting client setting |
A
|
sv_mapChecksum
"" |
allows check
for client server map to match |
R
|
sv_mapname
"" |
display the
name of the current map being used on a server |
S
R |
sv_master1
"" |
set URL or address
to master server "master3.idsoftware.com" |
|
sv_master2
"" |
optional master
2 |
A |
sv_master3
"" |
optional master
3 |
A |
sv_master4
"" |
optional master
4 |
A |
sv_master5
"" |
optional master
5 |
A |
sv_maxclients
"8" |
maximum number
of people allowed to join the server dedicated server memory optimizations.
Tips: com_hunkMegs 4 sv_maxclients 3 bot_enable 0 "John Carmack" |
S A L
|
sv_maxPing
"0" |
set the maximum
ping aloud on the server to keep HPB out |
S A
|
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: (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) |
S
A |
sv_minPing
"0" |
set the minimum
ping aloud on the server to keep LPB out |
S
A |
sv_nopredict
"0" |
is it possible
that the server is handling some prediction of player location? |
|
sv_pad
"0" |
|
|
sv_padPackets
"0" |
possibly toggles
the padding of network packets on the server PAD - Packet Assembler/Disassembler |
|
sv_pakNames
"antilogic" |
variable holds
a list of all the pk3 files the server found "antilogic" |
R
|
sv_paks
"182784856 " |
variable holds
the checksum of all pk3 files |
R
|
sv_paused
"0" |
allow the game
to be paused from the server console? |
R
|
sv_privateClients
"0" |
the number of
spots, out of sv_maxclients, reserved for players with the server
password (sv_privatePassword) - Holesinswiss |
S
|
sv_privatePassword "" |
set password
for private clients to login with |
|
sv_punkbuster
"0" |
enable the punkbuster
server in the server creation menu |
SRA
|
sv_pure
"1" |
disallow native
DLL loading if sv_pure, requires clients to only get data from pk3
files the server is using "John Carmack" |
|
sv_reconnectlimit
"3" |
number of times
a disconnected client can come back and reconnect |
|
sv_referencedPakNames "" |
variable holds
a list of all the pk3 files the server loaded data from. these pk3
files will be autodownloaded by a client if the client does not
have them. "baseq3/pak2 baseq3/pak0" |
R
|
sv_referencedPaks
"" |
variable holds
the checksum of the referenced pk3 files |
R
|
sv_running
"1" |
variable flag
tells the console weather or not a local server is running |
R
|
sv_serverid
"" |
hmm…"8021204" |
R
|
sv_showloss
"0" |
toggle sever
packet loss display |
|
sv_strictAuth "1"
|
server side variable to
control wether strict CDKEY authentication should be performed with the
authentication server this is required if you want reliable cl_guid for the
server |
A
|
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 admin's should set
this variable to the gametype they have running. free for all, tournament,
team deathmatch, and CTF I do not know if you can deviate from the
keywords the way Zaphod laid them down in the whatsnew.txt |
S
|
sys_cpuid
"33" |
more snooping
into your CPU |
|
sys_cpustring
"" |
variable holds
a string that identifies your processor |
|
team_headmodel
"" |
set head of
team_model to a head that will only be used during team game play |
U A
|
team_model
"" |
set player model
that will only be used during team game play |
U A
|
teamoverlay
"0" |
toggle the drawing
of the colored team overlay on the HUD |
U R
|
teamflags
"0" |
set flags for
team play (probably will be a hex value like deathmatch flags) |
S A
|
teamtask
"0" |
variable holds
the number of the team task you are currently asigned 1 - offense
2 - defense
3 - point/patroll 4 - following 5 - retrieving 6 - escort(gaurding
flag carrier) 7 - camping |
U
|
timedemo
"0" |
when set to
"1" times a demo and returns frames per second like a benchmark |
C |
timegraph
"0" |
toggle the display
of the timegraph. . |
C |
timelimit
"0" |
amount of time
before new map loads or next match begins |
S A
|
timescale
"1" |
set the ratio
between game time and real time |
C
|
ui_bigFont
"0.4" |
|
A
|
ui_browserGameType "0" |
set server search
game type in the browser list (see g_gametype) |
A
|
ui_browserMaster
"0" |
set server search
0=LAN 1=Mplayer 2=Internet 3=Favorites - WeeJoker |
A
|
ui_browserShowEmpty "1" |
toggle the displaying
of empty servers in the browser list |
A
|
ui_browserShowFull "1" |
toggle the displaying
of full servers in the browser list |
A
|
ui_browserSortKey
"4" |
set the field
number to sort by in the browser list 0=Server Name 1=Map Name 2=Open
Player Spots 3=Game Type 4=PingTime |
A
|
ui_cdkeychecked
"1" |
set to a 1 after
the cdkey has been checked so won't ask again |
R |
ui_ctf_capturelimit "8" |
set the menu
default capture limit for single player bot matches |
A |
ui_ctf_friendly
"0" |
toggle team
mate damage in single player CTF bot matches |
A |
ui_ctf_timelimit
"30" |
set the menu
default CTF time limit for single player bot matches |
A |
ui_ffa_fraglimit
"20" |
set the menu
default frag limit for single player FFA bot matches |
A |
ui_ffa_timelimit
"0" |
set the menu
default time limit for single player FFA bot matches |
A |
ui_master
"0" |
set server search
0=LAN 1=Mplayer 2=Internet 3=Favorites - WeeJoker |
A
|
ui_singlePlayerActive "0" |
|
|
ui_smallFont
"0.25" |
|
A
|
ui_spSelection
"2" |
set the menu
default gametype of single player? 16 = CTF 2 = FFA DM |
R |
ui_team_fraglimit
"0" |
set the menu
default frag limit for single player team bot matches |
A |
ui_team_friendly
"1" |
toggle default
team mate damage in single player team bot matches |
A |
ui_team_timelimit
"20" |
set the menu
default time limit for single player team bot matches |
A |
ui_tourney_fraglimit "0" |
set the menu
default frag limit for single player tourney bot matches |
A |
ui_tourney_timelimit "15" |
sets the menu
default time limit for single player tourney bot matches |
A |
username
"vern" |
variable holds
your network login id from %username% env variable…hmmm? id hackers! |
|
version
"" |
Q3 1.32 win-x86
Oct 7 2002 |
S R
|
versionNumber
"" |
"Q3T 1.08" |
A
|
vid_xpos
"30" |
x position when
windowed |
A
|
vid_ypos
"30" |
y position when
windowed |
A
|
viewlog
"0" |
toggle the display
of the startup console window over the game screen |
C
|
viewsize
"100" |
changes view
port size 0 - 100 (you probably wouldn't want less than 100) |
A
|
vm_cgame
"0" |
part of the
virtual machine interpreter which allows PC MOD makers to not have
to know MAC code and MAC MOD makers to not have to know PC |
A
|
vm_game
"0" |
toggle the virtual
machine interpreter, cgame can switch between being loaded as a
binary .dll or an interpreted .qvm at the change of this cvar |
A
|
vm_ui
"0" |
part of the
virtual machine interpreter which allows PC MOD makers to not have
to know MAC code and MAC MOD makers to not have to know PC |
A
|
win_hinstance
"" |
address of the
handle instance of quake3 under windows - LOKi |
R
|
win_wndproc
"" |
the address of the
function that receives messages from windows (4368704) - MeTaL125 |
R
|
zoomfov
"22.5" |
what the zoomed
in field of view will be any thing more than 30 would not be sniper
friendly |
A
|