Quake3 console commands and variables

Commands

Console Commands

Description

+attack start attacking (shooting, punching)
+back start moving backwards
+button0 start firing same as mouse button 1 (fires weapon)
+button1  
+button2 start using items (same as enter)
+button3 start player taunt animation
+button4 fixed +button4 not causing footsteps "John Carmack"
+button5  
+button6  
callvote callvote <command> vote <y/n> Caller automatically votes yes vote has a 30 second timeout each client can only call 3 votes a level vote is displayed on screen with totals "John Carmack"
callvote vote Caller automatically votes yes vote has a 30 second timeout each client can only call 3 votes a level vote is displayed on screen with totals
+forward start moving forward
+info start displaying server information (sv_hostname, map, rules, g_gametype, fraglimit)
+left start turning left
+lookdown start looking down
+lookup start looking up
+mlook start using mouse movements to control head movement
+movedown start moving down (crouch, climb down, swim down)
+moveleft start strafing to the left
+moveright start strafing to the right
+moveup start moving up (jump, climb up, swim up)
+right start turning right
+scores start displaying current scores
+speed speed toggle bound to shift key by default toggles run/walk
+strafe start changing directional movement into strafing movement
+zoom zoom in to fov specified by the zoomfov variable
addbot possibly to make bots join the game like eraser is bot_num
arena load arena and bots "name" from arena.txt (arena <name>)
-attack stop attacking (shooting, punching)
-back stop moving backwards
bind assign a key to command(s). (bind <key> "<command>")
bindlist list all currently bound keys and what command they are bound to
-button0 stop firing same as mouse button 1 (fires weapon)
-button1  
-button2 stop using items (same as releasing enter)
-button3 stop player taunt animation
-button4  
-button5  
-button6  
centerview quickly move current view to the center of screen
changeVectors change to vector defined by FIND_NEW_CHANGE_VECTORS
cinematic play the q3a intro movie...
clear clear all text from console
clientinfo display name, rate, number of snaps, player model, rail color, and handicap (state number?)
cmd send a command to server remote console
cmdlist list all available console commands
condump condump "x" write the console text to a file where "x" is the name of that file
configstrings list the current config strings in effect
connect connect to server (connect 204.52.135.50) or (connect serverURL.com)
crash causes Q3TEST.EXE to perform an illegal operation in Windows
cvar_restart reset all variables back to factory defaults (could be handy)
cvarlist list all available console variables and their values
demo play demo (demo q3test1.dm3)
devmap load maps in development mode? (loads map with cheats enabled in v1.08)
dir display directory if syntax is correct ex. (dir \) or (dir ..\) or (dir ..\baseq3)
disconnect disconnects you from server (local included)
dumpuser display user info (handicap, model/color, rail color, more…)(dumpuser "<name>")
echo echo a string to the message display
error execute an error routine to protect the server
exec execute a config file or script
follow switch to follow mode (follow "<name>" or follow1 for 1ST place follow2 for 2ND etc…)
-forward stop moving forward
freeze freeze game and all animation for specified time (freeze 5) (5 seconds)
gfxinfo returns extensive information about video settings
give cheat - give player item (give railgun)
globalservers list public servers on the internet
god cheat - give player invulnerability
heartbeat send a manual heartbeat to the master servers
hunk_stats returns value of some registers how many bits high/low and total
meminfo command replaces hunk_stats and z_stats "John Carmack"
imagelist list currently open images (textures).
in_restart restarts all the input drivers, dinput, joystick, etc
-info stop displaying server information (sv_hostname, map, rules, g_gametype, fraglimit)
joy_advancedupdate removed Graeme says joy support still broken
kick kick a user from the server (sorry from server console only…kick "<name>")
kill kills your player (suicide but can get you unstuck some times)
killserver possibly stops server from running and broadcasting heartbeat??
-left stop turning left
levelshot  
loaddefered  
localservers list servers on LAN or local sub net only
-lookdown stop looking down
-lookup stop looking up
map loads specified map (map q3test1)
map_restart resets the game on the same map (also plays fight! sound file and displays FIGHT!)
meminfo meminfo command replaces hunk_stats and z_stats "John Carmack"
messagemode send a message to everyone
messagemode2 send a message to teammates
messagemode3 send a message to tourney opponents?
messagemode4 send a message to attacker? (does not work)
midiinfo display information about MIDI music system
-mlook stop using mouse look
modelist list of accessible screen resolutions
modellist list of currently open player models
-movedown stop moving down (crouch, climb down, swim down)
-moveleft stop strafing to the left
-moveright stop strafing to the right
-moveup stop moving up (jump, climb up, swim up)
music plays specified music file (music music.???)
net_restart possibly reinitializes network code
nextframe steps to the next frame?
nextskin steps to the next skin?
noclip no clipping objects (nothing will be solid)
notarget BOTS will not fight/see you (good for getting cool screenshots)
path display all current game paths
ping manually ping a server (ping "<sv_hostname>" or by the IP address)
play play a sound file (play sound.wav)
prevframe  
prevskin  
quit quit arena and quit Quake 3 Arena and return to your OS…Thanx for flying
rcon start a remote console to a server.
reconnect re-initialize the connection to the current server
record records a demo (record mydemo.dm3)
reset reset specified variable (reset model) single variable as opposed to cvar_restart…(c:
restart restart the game on the current map (server only)
-right stop turning right
s_disable_a3d dissable support for Aureal 3D sound system
s_enable_a3d enable support for Aureal 3D sound system
say say something to everyone on the server.
say_team say something to your team only.
scanservers scan the local area network for servers (only works for same subnet)
-scores stop displaying current scores
screenshot save current viewport to an image file (usually named sequentially shot0001.tga^)
sectorlist lists sectors and number of entities in each on the currently loaded map
serverinfo gives information about local server from the console of that server
serverrecord records a serverside demo (serverrecord srvrdemo.dm3)
serverstop stops the recording of a serverside demo
set set a variable (set <variable name> <commands;separate by;semi;colon>
seta works the same as set Hey John Carmack tell us how this differs from set
setenv sets environment variables
sets works the same as set Hey John Carmack tell us how this differs from set
setu works the same as set Hey John Carmack tell us how this differs from set
setviewpos  
shaderlist list of currently open shaders (light effects).
sizedown makes viewport one size smaller
sizeup makes viewport one size larger
skinlist list of currently open skins
snd_restart re-initialize sound
soundinfo information about sound system
soundlist list of currently open sound files
spdevmap possibly to load a devmap in single player mode (enable cheats on bot match)
-speed speed toggle bound to shift key by default toggles run/walk
spmap possibly command to load a specific map in single player mode
status status of currently connected server
stoprecord stop recording a demo
stopdemo stop recording demo
stopsound stop whatever sound that is currently playing from playing.
-strafe stop changing directional movement into strafing movement
systeminfo returns values for: g_syncronousclients, sv_serverid, and timescale.
tcmd possibly send a command to server remote console? (illegal operation locked my PC)
team set player status. p=player s=spectator red, blue, or free (team free joins smallest/loosing team)also in tourney play team follow1 2 etc.(follow players by lead position) team scoreboard your player becomes a scoreboard
tell_attacker possibly to pass a complement to your last known attacker..he he more like insult
tell_target possibly to pass a complement back…ha ha more like "Die Llama"
testfog removed may have been used for development of fog emulation
testgun weapon model dissapears cg_gun 1 does not bring it back possibly to debug weapon model
testmodel testmodel <path\model.md3> will test/debug? the model specified
testshader covers all brushes and entities with the selected texture, and lights the map using the effect of that texture as well. entering testshader without a parameter will restore all textures set by the map. -hacker (removed possibly because cheat potential)
toggle toggle "X", where X is the variable you give, to a 1 if it is 0 and 0 if it is 1 (toggle cg_autoswitch) "The 'toggle' command can toggle write protected cvars." Graeme
toggleconsole usually bound to ~ the tilde key brings the console up and down
touchFile make the file a zero byte file (not a good idea I did not test this one)
unbind unbinds a key
unbindall unbinds all keys (be careful)
userinfo list user information like (possibly replaced by clientinfo)
vid_restart re-initialize video
viewpos returns player coordinates on the max in x y z form
vmprofile possibly more of the virtual machine John's talking about, profile…hmm?
vmtest probably a developer test which returns levels of success, returns >display "C: test 1234"
vote allows user to cast a vote or nominate a new map for game play...(c:
callvote <command> vote <y/n> Caller automatically votes yes vote has a 30 second timeout each client can only call 3 votes a level vote is displayed on screen with totals "John Carmack"
vstr identifies the attached command as a variable sting (bind a vstr "myvariable")
wait stop execution and wait one game tick (no alias support will be added in Q3A per J.C.)
weapnext switch to the next higher numbered weapon
weapon select a weapon by it's number (weapon "5")
weapprev switch to the next lower numbered weapon
writeconfig saves current configuration to a cfg file…this is cool! (c:
z_stats display the memory statistics for the Z-buffer in the game "lists all blocks >= given size" John Carmack meminfo command replaces hunk_stats and z_stats "John Carmack"
-zoom zoom out to fov specified by the fov variable
Red Font Removed or replaced in current version
Green Font Added by current version
  **note any +commands do not activate from the console until the console is toggled**

Variables

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