Variables
|
Description
|
class ID
|
activeaction
"" |
possibly
to declare a variable as an active action variable (activeaction
"myvariable" unknown) |
|
arch
"win98" |
architecture/operating
system |
|
bot_debug
"0" |
possibly
toggles debuging tool for bot code |
|
bot_developer
"0" |
possibly
toggles developer mode for bots |
|
bot_enable
"0" |
enable
and disable adding of bots to the map/game |
L
|
bot_fastchat
"0" |
possibly
toggles the use of acronyms when bots chat |
|
bot_groundonly
"1" |
possibly
toggles the use of jumping by bots |
|
bot_nochat
"0" |
possibly
toggle determines weather bots will chat or not |
|
bot_reachability
"0" |
|
|
bot_reloadcharacters
"0" |
|
|
bot_rocketjump
"1" |
possibly
toggle use of rocket jump technique by bots |
|
bot_testichat
"0" |
possibly
toggles the bots tone or attitude from nice to testi |
|
bot_testrchat
"0" |
possibly
toggles the bots tone or attitude from nice to vulgar |
|
bot_thinktime
"100" |
|
|
bot_usehook
"0" |
possibly
toggles the use of grapple by bots |
|
capturelimit
"8" |
set # of
times a team must grab the others flag before the win is
declared |
|
cg_animspeed
"1" |
enable
player animations (see cg_noplayeranims) |
|
cg_autoswitch
"1" |
auto-switch
Weapons (on pick-up) |
A
|
cg_bobpitch
"0.002" |
set
amount player view bobs forward/back while moving |
|
cg_bobroll
"0.002" |
set
amount player view rolls side to side while moving |
|
cg_bobup
"0.005" |
set
amount player view bobs up/down while moving |
|
cg_brassTime
"1250" |
set
amount of time a shell casing gets displayed if set to 0 the
game engine will skip all shell eject code |
C
|
cg_centertime
"3" |
set
display time for center screen messages (0 off) |
|
cg_crosshairHealth
"1" |
show
health by the cross hairs |
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 |
|
cg_debugevents
"0" |
toggle
event debug mode |
|
cg_debugposition
"0" |
toggle
player position debug mode |
|
cg_deferPlayers
"1" |
possibly
part of the map voting system? |
A
|
cg_demoLook
"0" |
possibly
to change the look of a recorded demo? |
|
cg_draw2D
"1" |
possibly
to toggle the drawing of 2D icons |
|
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" |
C
|
cg_drawAmmoWarning
"1" |
toggle
low-ammo warning display |
A
|
cg_drawAttacker
"1" |
toggle
the display of last know assailant |
|
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 name of who you're pointing at |
A
|
cg_drawFPS
"0" |
toggle
Frames Per Second display (when set to one "0" is
default) |
A
|
cg_drawGun
"1" |
toggle
determines if the weapon your holding is visible or not |
A
|
cg_drawRewards
"1" |
toggle
display of award icons above recipients player model |
A
|
cg_drawKiller
"1" |
toggle
display of players name and picture who fragged you last |
A
|
cg_drawSnapshot
"0" |
toggle
the display of snapshots counter (# of snaps since game start) |
|
cg_drawStatus
"1" |
draw the
HUD. (toggle weather or not health and score is displayed) |
A
|
cg_drawTimer
"1" |
show
timer on HUD. Shows Time remaining, if timelimit is set |
A
|
cg_errordecay
"100" |
|
|
cg_extrapolate
"1" |
toggle
blending of animations from one to the next (like a segue) -
Andre |
|
cg_footsteps
"1" |
toggle
the footstep sounds of your player in the game |
|
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 OH!
YEA! BABY!) |
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 |
|
cg_gunY
"0" |
set
Y coordinates of viewable weapon if cg_drawGun is set to 1 |
|
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 |
|
cg_ignore
"0" |
possibly
ignores hardware driver settings in favor of variable settings |
|
cg_lagometer
"1" |
toggle
the display of Lag-O-Meter on the HUD 1=netgraph 0=frag counter
which changes color to reflect what place your in as well
Section 6 of the Q3Test_Instructions_Readme.txt has a more
detailed description of this tool. Simply put the top graph
(blue/yellow): A vertical line is painted for every rendered
frame. if the line is blue and going down from the baseline that
indicates a steady transition of frames from one to the next. A
yellow line going up from the baseline means the frames are not
being fully rendered in time. The bottom graph
(green/yellow/red): A vertical line is painted for every
received snapshot. If the line is green it indicates properly
received snapshots, with the height of the bar proportional to
the ping. If the bar is yellow it indicates that the snapshot
was held back because it hit the rate limit. If the line is red
it means the snapshot was dropped by the network...Lots of thanx
goes out to hacker, Erik, TeoH, and Wilka |
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) |
|
cg_noplayeranims
"0" |
toggle
player model animations. (the animation frame displayed when
this is disabled is rather odd, though.) |
|
cg_nopredict
"0" |
toggle
client-side player prediction. (disabling causes the client to
wait for updates from the server before updating the player
location.) . |
|
cg_predictItems
"1" |
toggle
client-side item prediction. 0 option to not do local prediction
of item pickup "John Carmack" |
U A
|
cg_railTrailTime
"400" |
how long
the railgun's trails last |
A
|
cg_runpitch
"0.002" |
set
amount player view bobs up and down while running |
|
cg_runroll
"0.005" |
set
amount player view rolls side to side while running (in 3rd
person only?) |
|
cg_shadows
"0" |
set
shadow detail level (0 = OFF, 1 = basic discs, 2 = Stencil
Buffered
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" |
possibly
toggles the display of missed packets or predictions on the HUD? |
|
cg_simpleItems
"0" |
makes
some objects more "simple" (faster to render) now
draws sprite items (OK large gain in FPS but even larger loss in
visual quality/effects, is it worth it?)...hacker |
|
cg_stats
"0" |
toggles
display of client frames in sequence missed frames are not shown |
|
cg_stereoSeparation
"0.4" |
the
amount of Stereo Separation (some people think audio I think 3D
glasses!) also can not notice any audible effect in greater or
lesser numbers. You ever take off your glasses at a 3D movie,
remember how the images were separated into 3 colors? |
A
|
cg_swingSpeed
"0.3" |
set speed
player model rotates to match position (1 is no delay, 0 will
never turn) |
|
cg_teamChatHeight
"8" |
set
height in pixels?of the chat text in team play mode |
A
|
cg_teamchattime
"" |
possibly
to set aside time for teams to get ready and plan their game
(3000) |
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) |
|
cg_thirdPersonRange
"40" |
change
the trailing distance you view your player from |
|
cg_tracerchance
"0.4" |
set
frequency of tracer bullets (1 is all tracers) |
|
cg_tracerlength
"100" |
set
length of tracer bullets |
|
cg_tracerwidth
"1" |
set width
of tracer bullets |
|
cg_viewsize
"100" |
changes
view port size 0 - 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_anglespeedkey
"1.5" |
set the
speed that the direction keys (not mouse) change the view angle |
|
cl_avidemo
"0" |
toggle
recording of a slideshow of screenshots records into the
snapshot folder and appears to have overwritten some snapshots I
had in there…)c: |
|
cl_cdkey
"123456789" |
variable
to hold the cd key number to prevent bootleg/warez |
A
|
cl_debugMove
"0" |
*
cl_debugmove [1/2] from John Carmacks plan file |
|
cl_freezeDemo
"0" |
stops a
demo play back and freeze on one frame |
|
cl_maxpackets
"30" |
possibly
the transmission packet size? or how many packets are sent to
client? (serverside) |
|
cl_motd
"1" |
toggle
the display of "Message of the day" When Quake 3 Arena
starts a map up, it sends the GL_RENDERER string to the Message
Of The Day server at id. This responds back with a message of
the day to the client. If you wish to switch this option off,
set CL_MOTD to 0. |
|
cl_mouseAccel
"0" |
set mouse
acceleration the mouse speeds up as it continues in one
direction (not good) |
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
"2" |
|
|
cl_paused
"0" |
allow
the game to pause while in single player mode |
A
|
cl_pitchspeed
"140" |
set the
pitch rate when +lookup and/or +lookdown is active. |
|
cl_run
"1" |
always
run...play without it I dare you! (c: |
A
|
cl_running
"1" |
possibly
a server side control that may take precedence over players
cl_run |
R
|
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
was used when 1.07 came out" |
R
|
cl_yawspeed
"140" |
set the
yaw rate when +left and/or +right is active. (as high as server
will allow) |
|
cm_curveClipHack
"0" |
must
have been a cheat!!! removed now |
|
cm_noAreas
"0" |
|
|
cm_noCurves
"0" |
toggle
the ability of the player bounding box to clip through curved
surfaces |
|
cm_playerCurveClip
"1" |
toggles
the ability of the player bounding box to respect curved
surfaces. |
A
|
color
"1" |
rail
color 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
allows the building of scripts for communication events |
|
com_dropsim
"0" |
possibly
for testing prediction during communication drops |
|
com_hunkMegs
"20" |
dedicated
server memory optimizations. Tips: com_hunkMegs 4 sv_maxclients
3 bot_enable 0 "John Carmack" |
AL
|
com_introplayed
"1" |
possibly
toggles displaying of intro before each online level |
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_speeds
"0" |
possibly
toggles display of connection speed |
|
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" |
|
|
dedicated
"0" |
set
console to server only (command line cvar causes engine not to
load 3D game just a server console C:\Q3TEST\quake3.exe +set
dedicated 1) |
L
|
developer
"0" |
enable
developer mode (more verbose messages) |
|
dmflags
"0" |
set
deathmatch flags (hex value like q2 weapons stay spawn farthest
etc…) |
S A
|
fixedtime
"0" |
possibly
toggle weather time stays constant or elapses possibly for
single player I hope…Yeah right! |
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_basepath
"" |
possibly
sets base path root C:\Q3TEST for files to be downloaded from |
I
|
fs_cdpath
"" |
possibly
sets drive letter for CD-ROM for use of .cin files maybe |
I
|
fs_copyfiles
"0" |
possible
sets weather files can be copied from servers or weather client
will download |
I
|
fs_debug
"0" |
possibly
enables file server debug mode for download/uploads or something |
|
fs_game
"" |
possibly
sets game type CTF DM or COOP? |
S I
|
fs_restrict
"" |
possibly
sets up file restrictions read-only etc... |
I
|
g_aimTest
"0" |
removed
possibly was a cheat (bot like aiming) |
|
g_arenaName
"0" |
possibly
toggles the display of the name of the current arena? |
|
g_arenaRank
"" |
possibly
a variable to hold the value for your rank in the current series |
A
|
g_arenaScores
"" |
possibly
a variable to hold the value of previous arena series scores |
A
|
g_arenasFile
"" |
possibly
the log file for arena games |
RI
|
g_botsFile
"" |
possibly
the log file for bot games |
|
g_debugAlloc
"0" |
was
removed now back in 1.09 ??? possibly debugging tool for memory
allocation? |
|
g_debugDamage
"0" |
possibly
debugging tool for damage effects? |
|
g_debugMove
"0" |
was
removed now back in 1.09 ?? possibly debugging tool for
brush/entity movements? |
|
g_forcerespawn
"10" |
set
the respawn time in seconds, 0 = don't forcerespawn this
variable was removed but now back in 1.09 |
|
g_friendlyFire
"0" |
toggle
damage caused by friendly fire 1 = can kill or injure team mate |
A
|
g_gametype
"0" |
a value
of 0 here indicates classic Free For All, a value of 1 indicates
tournament Play and a value of 2 indicates Team Deathmatch. So,
to start a dedicated server in tournament mode, you would use:
quake3 +set dedicated 2 +set sv_zone tournaments +set g_gametype
1 +map q3tourney, "Graeme Devine" |
S
|
g_gravity
"800" |
set the
gravity level. (this is normally set by a property of the map
loaded) |
|
g_inactivity
"0" |
set the
amount of time a player can remain inactive before kicked |
|
g_knockback
"1000" |
the
knockback from a weapon, higher number = greater knockback. |
|
g_log
"1" |
toggles
logging of game data or statistics John Carmack made g_log a
filename instead of a 0/1 in this version |
A
|
g_logSync
"0" |
possibly
toggles synchronization of game log and console log?? |
A
|
g_maxGameClients
"0" |
possibly
to set maximum # of players who may join the game |
S A L
|
g_motd
"" |
set
message of the day to "X" (see "cl_motd" to
display it) |
|
g_password
"" |
possibly
a variable that holds the password to get in the game |
U
|
g_podiumDist
"80" |
possibly
sets the draw distance of a "podium" object/effect?? |
|
g_podiumDrop
"70" |
possibly
sets the distance before droping curves from a
"podium" object/effect surfaces?? |
|
g_quadfactor
"3" |
allows
the admin to set the amount of damage the quad damage will do. |
|
g_restarted
"0" |
possibly
a flag that is toggled when the game has been restarted |
R
|
g_singlePlayer
"0" |
possibly
to allow 3rd party's to make TC's for single player
style games? |
R
|
g_spAwards
"" |
possibly
to toggle the poppulating of speed reward/powerup on the map? |
RA
|
g_speed
"320" |
how fast
you move in Q3Test. The greater the number, the greater the
velocity. |
|
g_spScores1
"" |
possibly
a variable to hold the type of rewards in order of receipt? |
RA
|
g_spScores2
"" |
possibly
a variable to hold the type of rewards in order of receipt? |
RA
|
g_spScores3
"" |
possibly
a variable to hold the type of rewards in order of receipt? |
RA
|
g_spScores4
"" |
possibly
a variable to hold the type of rewards in order of receipt? |
RA
|
g_spScores5
"" |
possibly
a variable to hold the type of rewards in order of receipt? |
RA
|
g_spSkill
"2" |
possibly
a variable for holding skill level of a player or bot? |
RAL
|
g_spVideos
"" |
|
|
g_syncronousClients
"0" |
toggle
synching of all client movements (1 required to record server
demo) show "snc" on lagometer
"John Carmack" |
|
g_warmup
"" |
the
warmup time for tournament play is set with g_warmup. A
tournament game is implicitly a one on one match, and further
players are automatically entered as spectators (note, when the
game starts, all clients, including the spectators respawn). You
can follow the players by using Steam follow1T, Steam follow2T,
and you can be a scoreboard by using Steam scoreboardT.,
"Graeme Devine" |
|
g_weaponrespawn
"5" |
set the
time before a picked up weapon will respawn again, 0 =
continuous respawn |
|
gamedate
"" |
"Aug
2 1999" |
S R
|
gamename
"baseq3" |
set the
game directory (for MODS and such dir. would be other than
baseq3) |
S 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 chip maker "NVIDIA
Corporation" |
R
|
gl_version
"" |
variable
holds the driver version number "1.1.0" |
R
|
graphheight
"32" |
set
height, in pixels?, for graph displays |
|
graphscale
"1" |
set scale
multiplier for graph displays |
|
graphshift
"0" |
set
offset for graph displays |
|
gun_frame
"0" |
turns
off weapon animation and displays specified frame in the weapons
animation sequence 0=animate 1 and up step through frames...(c: |
|
gun_x
"0" |
set
the x location of the gun model (one is up and down one is side
to side) |
|
gun_y
"0" |
set
the y location of the gun model (one is up and down one is side
to side) |
|
gun_z
"0" |
set
the z location of the gun model (possibly angle?) |
|
handicap
"100" |
set
player handicap (max health), valid values 0 - 100 |
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? |
|
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 |
A
|
in_midi
"0" |
possibly
to toggle the initialization of midi sounds |
A
|
in_midichannel
"1" |
possibly
to toggle the initialization of the given midi channel |
A
|
in_mididevice
"0" |
possibly
to toggle the initialization of the given midi device |
A
|
in_midiport
"1" |
possibly
to toggle the initialization of the given midi port |
A
|
in_mouse
"1" |
toggle
initialization of the mouse (command line) |
AL
|
journal
"0" |
possibly
statistics log |
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
"Q3TEST1" |
variable
holds the name of the current map being used |
S R
|
memorydump
"0" |
possibly
used for debuging 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 |
I
|
net_noipx
"0" |
toggle
the use of ipx/spx network protocol (command line only) |
I
|
net_noudp
"0" |
toggle
the use of tcp/ip network protocol (command line only) |
I
|
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 |
I
|
net_socksEnabled
"0" |
toggle
the use of network socks 5 protocol enabling firewall access |
I
|
net_socksPassword
"" |
possibly
variable holds password for socks firewall access to get out? or
in? |
I
|
net_socksPort
"1080" |
set proxy
and/or firewall port (command line) |
I
|
net_socksServer
"" |
set
proxy/firewall socks server address (I would do it from the
command line) |
I
|
net_socksUsername
"" |
possibly
this variable holds username for socks firewall |
I
|
nextmap
"map Q3TEST1" |
variable
holds the name of the map for the next game |
|
nohealth
"0" |
toggle
the use of health items on next map or do it now from the
command line |
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 |
|
protocol
"36" |
set
network protocol version. Useful for backwards compatibility
with servers with otherwise incompatible versions < maddog |
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
(command line only) |
I
|
r_allowExtensions
"1" |
use all
of the pen GL 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" |
possibly
to set the scale of ambient light |
C
|
r_clear
"0" |
toggle
the clearing of the screen between frames |
|
r_colorbits
"16" |
sets up
how many bits are used for each color 8, 16, or 32 bit? |
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 |
C
|
r_debugSort
"0" |
|
|
r_debugSurface
"0" |
possibly
used for debugging the curve rendering and possibly for map
debugging. |
|
r_debugSurfaceUpdate
"1" |
possibly
used for debugging the curve rendering and possibly for map
debugging. |
|
r_depthbits
"16" |
sets up
how many bits are used for color depth 8, 16, or 32 bit? |
AL
|
r_detailtextures
"1" |
possibly
to toggle detailing of textures (I'll test it) |
AL
|
r_directedScale
"1" |
|
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 framebuffer to draw into. basically you draw into a
"back" buffer while simultaneously showing a
"front" buffer. next frame you "swap" these.
the benefit is that you won't "see" the actual
painting of the image take place. - Questy/Carl |
|
r_drawentities
"1" |
toggle
display of brush entities |
|
r_drawstrips
"1" |
toggle
triangle strips rendering method |
|
r_drawSun
"1" |
set to
zero if you do not want to render sunlight into the equation of
lighting effects |
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
"1" |
toggle
hardware compiled vertex array rendering method |
AL
|
r_ext_compress_textures
"1" |
toggle
compression of textures |
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" |
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_ext_texture_env_add
"1" |
possible
duplicate cvar or an extension to the r_ext_texture_add variable |
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 |
|
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_flareSize
"40" |
set the
size of flares? I wish you could make the big balls smaller now
those are flares |
|
r_fullbright
"0" |
toggle
textures to full brightness level (is set as a cheat code?) boy
who turned on the lights…(c: |
C L
|
r_fullscreen
"1" |
toggle
full screen or play in a window |
AL
|
r_gamma
"1" |
gamma
correction |
A
|
r_glDriver
"opengl32" |
used
"x" OpenGL driver (Standard OpenGL or 3Dfx) |
AL
|
r_ignore
"0" |
|
|
r_ignoreFastPath
"0" |
possible
to disable the looking outside of the PAK file first feature in
case of duplicate file names etc. |
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? |
AL
|
r_ignoreOffset
"0" |
see
r_offsetfactor this will just turn the offset off completely |
|
r_intensity
"1" |
increase
brightness of texture colors (may be like gl_modulate?) |
L
|
r_lastValidRenderer
"" |
last
known video driver(RIVA 128/RIVA 128 ZX (PCI)) <<
donations needed for a better (c: mailto:vern_a@swbell.net |
A
|
r_lightmap
"0" |
toggle
entire map to full brightness level all textures become blurred
with light (is set as a cheat code?) |
C
|
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 |
|
r_lockview
"0" |
possibly
was intended to lock a certain Field Of View (FOV) is removed
now |
|
r_lodbias
"0" |
change
the level of detail (0 - 2) |
|
r_lodCurveError
"250" |
another
level of detail setting if set to 10000 "don't drop curve
rows for a long time" John Carmack (really mean 3D cards
only??) |
A
|
r_lodscale
"5" |
set scale
for level of detail adjustment |
|
r_logFile
"0" |
set log
file name |
|
r_mapOverBrightBits
"2" |
set
intensity level of lights reflected from textures |
L
|
r_maskMinidriver
"0" |
|
L
|
r_measureOverdraw
"0" |
overdraw'
is when the same pixel is written to more than once when
rendering a scene. I guess r_measureOverdraw is used to see how
much is going on. used for software rendering |
|
r_mode
"3" |
set video
display mode (resolution), use listmodes for list of modes (3 is
640X480) |
AL
|
r_nobind
"0" |
toggle
the binding of textures to triangles |
|
r_nocull
"0" |
toggle
rendering of hidden objects (1=slow performance) |
|
r_nocurves
"0" |
toggle
the use of curved geometry ( disabled because of cheating
possibility ) |
C
|
r_nolightcalc
"0" |
disable
lighting and shadow calculations…hmm |
|
r_noportals
"0" |
toggle
player view through portals |
|
r_norefresh
"0" |
toggle
the refreshing of the rendered display |
|
r_novis
"0" |
the VIS
tables hold information about which areas should be displayed
from other areas. |
|
r_offsetfactor
"-1" |
control
the OpenGL Polygon Offset, If you see lines appearing in decals,
or they seem to flick on and off, these variables may help out.
- Questy/Andre |
|
r_offsetunits
"-2" |
see
r_offsetfactor |
|
r_overBrightBits
"1" |
possibly
similar to r_mapOverBrightBits (I'll test it) |
AL
|
r_picmip
"1" |
set
maximum texture size (0 - 3, 3=fastest 0=quality) |
AL
|
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 |
AL
|
r_primitives
"0" |
r_primitives
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 |
AL
|
r_showcluster
"0" |
toggle
the display of clusters by number as the player enters them on
the currently loaded map<maddog |
|
r_showImages
"0" |
toggle
displaying a collage of all image files when set to a
one...texture use debugging tool |
C
|
r_shownormals
"0" |
toggle
the drawing of short lines indicating brush and entity polygon
vertices, useful when debugging model lighting - Andre Lucas
< maddog |
|
r_showsky
"0" |
enable
rendering sky in front of other objects |
|
r_showSmp
"0" |
toggle
display of multi processor (SMP) info on the HUD |
C
|
r_showtris
"0" |
show
triangles, pretty cool looking... |
|
r_simpleMipMaps
"1" |
|
AL
|
r_singleShader
"0" |
possibly
toggles use of 1 shader for objects that have multiple shaders |
LC
|
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 |
AL
|
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" |
|
r_stencilbits
"8" |
stencil
buffer size (0, 8bit, and 16bit) |
AL
|
r_stereo
"0" |
for 3D
glasses? |
AL
|
r_subdivisions
"4" |
set
maximum level of detail. (an example would be the complexity of
curves. 1=highest detail) |
AL
|
r_swapInterval
"0" |
toggle
frame swapping. |
A
|
r_texturebits
"0" |
set color
depth of textures |
AL
|
r_textureMode
"" |
select
texture mode. "GL_LINEAR_MIPMAP_NEAREST" (nearest or
linear) |
A
|
r_verbose
"0" |
|
|
r_vertexLight
"1" |
enable
vertex lighting (faster, lower quality than lightmap) (recommend
dynamiclight 0 and this 1) direct FPS benefit
"force single pass" for all shaders "John
Carmack" |
AL
|
r_znear
"4" |
set how
close objects can be to the player before they're clipped out of
the scene - Questy/Andre |
A
|
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" |
set
volume level for 2D sounds |
|
s_bloat
"2.0" |
|
A |
s_distance
"100.0" |
|
A |
s_doppler
"1.0" |
|
A |
s_fogeq
"0.8" |
|
|
s_geometry
"1" |
|
|
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" |
possibly
sets the max distance in map units to hear a sound |
A |
s_min_distance
"3.0" |
possibly
sets the minimum distance in map units to hear a sound |
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 |
A
|
s_numpolys
"400" |
|
|
s_occ_eq
"0.75" |
|
|
s_occfactor
"0.5" |
|
|
s_occlude
"0" |
|
|
s_polykeep
"1000000000" |
|
|
s_polyreflectsize
"10000000" |
|
|
s_polysize
"10000000" |
|
|
s_refdelay
"2.0" |
|
|
s_refgain
"0.45" |
|
|
s_reflect
"1" |
|
|
s_rolloff
"1.0" |
|
|
s_usingA3D
"0" |
toggle
the use of Aureal 3D sound support |
|
s_watereq
"0.2" |
|
|
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. |
|
s_testsound
"0" |
toggle a
test tone to test sound system. 0=disables,1=toggles. |
|
s_volume
"0.7" |
Sound FX
Volume |
A
|
scr_conspeed
"3" |
how fast
the console goes up and down |
|
sensitivity
"9" |
how far
your mouse moves in relation to travel on the mouse pad |
A
|
server1
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server2
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server3
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server4
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server5
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server6
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server7
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server8
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server9
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server10
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server11
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server12
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server13
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server14
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
server16
"" |
possibly
holds IP/URL of 16 servers from the top of server scan list? |
A |
session
"0" |
possibly
a variable to hold some session number |
|
session0
"" |
possibly
a typo dupe >> 0 765471 1 0 0 0 both seem to be read only |
|
session1
"0 600 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
"0 600 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
"0 600 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.) |
|
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_allowdownload
"1" |
toggle
the ability for clients to download files maps etc. from server.
. |
|
sv_cheats
"1" |
enable
cheating commands (give all) (serverside only) |
|
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_mapChecksum
"" |
allows
check for client server map to match |
R
|
sv_mapname
"" |
variable
holds the name of the current map being used on a server |
|
sv_master1
"" |
set URL
or address to master server "master3.idsoftware.com" |
|
sv_master2
"" |
optional
master 2 |
|
sv_master3
"" |
optional
master 3 |
|
sv_master4
"" |
optional
master 4 |
|
sv_master5
"" |
optional
master 5 |
|
sv_maxclients
"8" |
maximum
number of people allowed to join the server dedicated
server memory optimizations. Tips: com_hunkMegs 4 sv_maxclients
3 bot_enable 0 "John Carmack" |
S AL
|
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 in versions prior to 1.09 when 3 or
so LPB's join a server your PING takes a dump? It's because your
slice of the pie got smaller because theirs is so big…die
bandwidth suckers) |
|
sv_nopredict
"0" |
is
it possible that the server is handling some prediction of
player location? |
|
sv_pad
"0" |
|
|
sv_padPackets
"0" |
possibly
toggles the pading of network packets on the server |
|
sv_paks
"182784856 " |
|
R
|
sv_paused
"0" |
allow
the game to be paused from the server console? |
R
|
sv_privateClients
"0" |
require
password for clients (members only hmm…) |
S
|
sv_privatePassword
"" |
set
password for private clients to login with |
|
sv_pure
"1" |
dissallow
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_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_timeout
"120" |
sets the
amount of time for the server to wait for a client packet before
assuming a disconnected state. |
|
sv_zombietime
"2" |
the
amount of time in minutes before a frozen character is removed
from the map. |
|
sv_zone
"default" |
this
is the keyword that clients will search for server admins should
set this variable to the gametype they have running. free for
all, tournament, team deathmatch, and ctf(soon) I do not know if
you can deviate from the keywords the way Zaphod layed them down
in the whatsnew.txt |
S
|
sys_cpuid
"33" |
more
snooping into your CPU |
|
sys_cpustring
"" |
variable
holds a string that identifies your processor "x86
(P5/PPro, non-MMX)" << POS |
|
teamflags
"0" |
set
flags for team play (probably will be a hex value like
deathmatch flags) |
S A
|
timedemo
"0" |
when set
to "1" times a demo and returns frames per second like
a benchmark |
|
timegraph
"0" |
toggle
the display of the timegraph. . |
|
timelimit
"0" |
amount of
time before new map loads or next match begins |
S A
|
timescale
"1" |
set the
ratio between game time and real time |
C
|
ui_ctf_capturelimit
"8" |
possibly
sets the capture limit for single player bot matches |
A |
ui_ctf_friendly
"0" |
possibly
toggles team mate damage in single player ctf bot matches |
A |
ui_ctf_timelimit
"30" |
possibly
sets the ctf time limit for single player bot matches |
A |
ui_ffa_fraglimit
"20" |
possibly
sets the frag limit for single player FFA bot matches |
A |
ui_ffa_timelimit
"0" |
possibly
sets the time limit for single player FFA bot matches |
A |
ui_spSelection
"2" |
|
A |
ui_team_fraglimit
"0" |
possibly
sets the frag limit for single player team bot matches |
A |
ui_team_friendly
"1" |
possibly
toggles team mate damage in single player team bot matches |
A |
ui_team_timelimit
"20" |
possibly
sets the time limit for single player team bot matches |
A |
ui_tourney_fraglimit
"0" |
possibly
sets the frag limit for single player tourney bot matches |
A |
ui_tourney_timelimit
"15" |
possibly
sets the 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
1.09 win-x86 Nov 14 1999 |
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.
. |
|
viewsize
"100" |
changes
view port size 0 - 100 (you probably wouldn't want less than
100) |
A
|
vm_cgame
"0" |
possibly
the code John was talking about adding for virtual machine
interpreter |
A
|
vm_game
"0" |
possibly
the code John was talking about adding for virtual machine
interpreter |
A
|
vm_ui
"0" |
possibly
the code John was talking about adding for virtual machine
interpreter |
A
|
win_hinstance
"" |
hmm…"4194304" |
R
|
win_wndproc
"" |
hmm..."4368704" |
R
|
zoomfov
"22.5" |
what
the zoomed in field of view will be any thing more than 30 would
not be sniper friendly |
A
|
Red
Font |
Removed
or replaced in current version |
I - networking
|
Green
Font |
Added
by current version |
L - OpenGL
|
|
|
C - graphics subsytem
|
|
|
U - user (player)
|
|
|
A - archive
|
|
|
S - server
|
|
|
R - read only
|