Variable |
Description |
activeaction "" |
variable holds a command to be executed
upon connecting to a server |
arch "win98" |
architecture/operating system |
bot_aasoptimize "0" |
optimize the .aas file when one is written
- MrElusive |
bot_challenge "0" |
make the bot a bit more challenging -
MrElusive |
bot_debug "0" |
toggle debugging tool for bot code |
bot_developer "0" |
toggle developer mode for bots |
bot_enable "0" |
enable and disable adding of bots to the
map/game |
bot_fastchat "0" |
toggle between frequent and less frequent
bot chat strings 1 = more often |
bot_forceclustering "0" |
force recalculating the aas clusters -
MrElusive |
bot_forcereachability "0" |
force recalculating the aas reachabilities
- MrElusive |
bot_forcewrite "0" |
force writing out a new .aas file -
MrElusive |
bot_grapple "0" |
toggle determines weather the bots will
use the grappling hook |
bot_groundonly "1" |
this is a debug cvar to show areas which
does not work in the retail version special thanks to - MrElusive |
bot_interbreedbots "10" |
number of bots used for goal fuzzy logic
interbreeding - MrElusive |
bot_interbreedchar "" |
bot character to be used with goal fuzzy
logic interbreeding - MrElusive |
bot_interbreedcycle "20" |
number of matches between interbreeding -
MrElusive |
bot_interbreedwrite "" |
file to write interbreeded goal fuzzy
logic to - MrElusive |
bot_maxdebugpolys "128" |
max number of polygons available for
visualizing things when debugging MrElusive |
bot_memorydump "0" |
possibly displays memory allocation/use
for bots used for debugging? |
bot_minplayers "0" |
this is used to ensure a minimum numbers
of players are playing on a server bots are added/removed to get the
specified number of players in the game special thanks to - MrElusive |
bot_nochat "0" |
toggle determines weather bots will chat
or not 0 = bots will chat |
bot_pause "0" |
debug command to pause the bots -
MrElusive |
bot_predictobstacles "1" |
possibly tells bot's to predict an
obstacle and turn before running into it |
bot_reachability "0" |
this is a debug cvar which does not work
in the retail version - MrElusive |
bot_reloadcharacters "0" |
this cvar if set to 1 disabled bot
character file caching. used when creating bot characters while keeping
Q3A running. kicking and re-adding a bot will reload the bot character
files - MrElusive |
bot_report "0" |
debug command to have the bots report what
they are doing in CTF MrElusive |
bot_rocketjump "1" |
toggle determines weather the bots will
use the rocket jump technique |
bot_saveroutingcache "0" |
possibly allows the BOT AI to save routes
for custom maps in memory. |
bot_testclusters "0" |
possibly a debug variable for testing
BOT's on new terrain maps |
bot_testichat "0" |
used to test the initial bot chats. set
this to 1 and add a bot. the bot will spit out all initial chats. -
MrElusive |
bot_testrchat "0" |
used to test the reply chats. set this to
1 and add one bot. the bot will always reply and dump all possible replies
- MrElusive |
bot_testsolid "0" |
test for "solid areas" in the .aas
file (read the q3r manual) - MrElusive |
bot_thinktime "100" |
this is the time in milliseconds between
two AI frames. - MrElusiveset the amount of time a bot thinks about a move
before making it AI...(c: |
bot_usehook "0" |
toggle determines weather the bots will
use the grappling hook |
bot_visualizejumppads "0" |
visualizes the default arch of a jumppad
(read the q3r manual) - MrElusive |
capturelimit "8" |
set # of times a team must grab the others
flag before the win is declared |
cg_animspeed "1" |
toggle linear interpolation between
successive frames in a player animation. 0 = no interpolation 1 = it does
interpolate - Coriolis + WhatEver |
cg_autoswitch "1" |
auto-switch weapons (on pick-up) |
cg_bobpitch "0.002" |
set amount player view bobs forward/back
while moving |
cg_bobroll "0.002" |
set amount player view rolls side to side
while moving |
cg_bobup "0.005" |
set amount player view bobs up/down while
moving |
cg_brassTime "1250" |
set amount of time a shell casing gets
displayed if set to 0 the game engine will skip all shell eject code |
cg_cameraOrbit "0" |
change the step or increment units of the
orbit rotation from one angle how much of a step to next angle |
cg_cameraOrbitDelay "50" |
change the rate at wich the camara moves
to the next orbit position the higher the number the slower |
cg_centertime "3" |
set display time for center screen
messages (0 off) |
cg_crosshairHealth "1" |
show health by the cross hairs (only works
with #10 now?) - LOKi |
cg_crosshairSize "24" |
crosshair size...incase you have crosshair
envy (c: |
cg_crosshairX "0" |
set X coordinates of the crosshair if
cg_crosshairSize not 0 |
cg_crosshairY "0" |
set Y coordinates of the crosshair if
cg_crosshairSize not 0 |
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" |
the loading of player models will not take
place until the next map, or when you die, or toggle the scoreboard (tab)
this prevents the "hitch" effect when a player using a new model
or skin joins the game after you. |
cg_demoLook "0" |
possibly to change the look of a recorded
demo? |
cg_draw2D "1" |
toggle the drawing of 2D items or text on
the status display |
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" |
cg_drawAmmoWarning "1" |
toggle low-ammo warning display |
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" |
cg_drawCrosshairNames "1" |
toggle displaying of the name of the
player you're aiming at |
cg_drawFPS "0" |
toggle Frames Per Second display (when set
to one "0" is default) |
cg_drawFriend "1" |
toggle the display of triangle shaped icon
over the heads of your team mates |
cg_drawGun "1" |
toggle determines if the weapon you're
holding is visible or not |
cg_drawIcons "1" |
toggle the drawing of any icons on the HUD
and scoreboard |
cg_drawKiller "1" |
toggle display of player's name and
picture that fragged you last |
cg_drawRewards "1" |
toggle display of award icons above the
"you fragged..." message - LOKi |
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 are displayed) |
cg_drawTeamOverlay "0" |
set the drawing location of the team
status overlay 1=top right 2=bottom right 3=bottom left of the screen it
shows team player names, location, ammo (and what type weapon), and frag
count for each player - LOKi |
cg_drawTimer "1" |
show timer on HUD. shows time since map
start counts up - LOKi |
cg_errordecay "100" |
helps to smooth animation during player
prediction while experiencing packet loss or snapshot errors. "detect
prediction errors and allow them to be decayed off over several frames to
ease the jerk." from the source code comments cg_predict.c |
cg_extrapolate "1" |
toggle blending of animations from one to
the next (like a segue) - Andre |
cg_footsteps "1" |
toggle the footstep sounds of all players
(cheat protected) - LOKi |
cg_forceModel "0" |
force model selection, also forces player
sounds "John Carmack" |
cg_fov "90" |
field of view/vision "90" is
default higher numbers give peripheral vision. |
cg_gibs "1" |
toggle the display of animated gibs
(explosions flying body parts!) |
cg_gun "1" |
toggle determines if the weapon your
holding is visible or not |
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" |
used for debugging possibly like the
notarget command |
cg_lagometer "1" |
toggle the display of Lag-O-Meter on the
HUD 1=netgraph A more detailed description can be found here |
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_noProjectileTrail "0" |
toggle the display of smoke trail effect
behind rockets - Jax_Gator Dekard |
cg_noTaunt "0" |
possibly turn off the ability to hear
voice taunts |
cg_noVoiceChats "0" |
possibly turn off the ability to hear
voice chats |
cg_noVoiceText "0" |
possibly turn off the display of the voice
chat text copied to the console |
cg_oldPlasma "1" |
toggle the use of old or new particle
style plasma gun effect - 20 20 |
cg_oldRail "0" |
toggle the use of old or new spiral style
rail trail effect - 20 20 |
cg_oldRocket "1" |
toggle the use of old or new style rocket
trail effect - 20 20 |
cg_predictItems "1" |
toggle client-side item prediction. 0
option to not do local prediction of item pickup - John Carmack |
cg_railTrailTime "400" |
set how long the railgun's trails last |
cg_runpitch "0.002" |
set amount player view bobs up and down
while running |
cg_runroll "0.005" |
set amount player view rolls side to side
while running (in 3rd person only?) |
cg_scorePlums "1" |
toggle the display of the floating scoring
number balloons when a player scores a point or points (including negative
points) in any game type, the awarded point value floats up from the
target like a balloon and slowly fades out. |
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 |
cg_showcrosshair "1" |
appeared in version 1.06 then removed in
1.07 now back in 1.08 then removed again in 1.09hmm (replaced with
multi-crosshairs) |
cg_showmiss "0" |
toggle the display of missed packets or
predictions on the HUD |
cg_simpleItems "0" |
toggle the use of 2D sprite objects in
place of the 3D animated objects makes some objects more
"simple" (faster to render) - hacker |
cg_smoothClients "0" |
when g_smoothClients is enabled on the
server and you enable cg_smoothClients then players in your view will be
predicted and will appear more smooth even if they are on a bad network
connection. however small prediction errors might appear. |
cg_stats "0" |
toggles display of client frames in
sequence missed frames are not shown |
cg_stereoSeparation "0.4" |
the amount of stereo separation (for 3D
glasses!) You ever take off your glasses at a 3D movie, remember how the
images were separated into 3 colors? that's what this does |
cg_swingSpeed "0.3" |
set speed player model rotates to match
position (1 is no delay, 0 will never turn) |
cg_teamChatHeight "8" |
set number of lines or strings of text
that remain on screen in team play chat mode (messagemode2) values are 1 -
8 - LOKi |
cg_teamChatsOnly "0" |
when this is set to a one only chats from
team mates will be displayed |
cg_teamChatTime "3000" |
set how long messages from teammates are
displayed on the screen |
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 distance you view your player
from when in 3rd person view |
cg_timescaleFadeEnd "1" |
|
cg_timescaleFadeSpeed "0" |
|
cg_tracerchance "0.4" |
set frequency of tracer bullets (1 is all
tracers) |
cg_tracerlength "100" |
set length of tracer bullets |
cg_tracerwidth "1" |
set width of tracer bullets |
cg_trueLightning "0" |
A value of 0.0 is just like the baseq3
version "feel" of the LG. Value of 1.0 imposes no lag at all
(shaft is always rendered on the crosshairs). - Credits |
cg_viewsize "100" |
changes view port size 30 - 100 (you
probably wouldn't want less than 100) |
cg_waveamplitude "1" |
|
cg_wavefrequency1 "0.4" |
|
cg_zoomfov "22.5" |
what the zoomed in field of view will be
any thing more than 30 would not be sniper friendly |
cheats "0" |
enable cheating commands (give all) (serverside
only) |
cl_allowDownload "1" |
toggle automatic downloading of maps,
models, sounds, and textures |
cl_anglespeedkey "1.5" |
set the speed that the direction keys (not
mouse) change the view angle |
cl_anonymous "0" |
possibly to toggle anonymous connection to
a server |
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 |
cl_conXOffset "0" |
offset the console message display 0 - top
left 999 - extreme top right (off the page) |
cl_currentServerAddress |
variable holds the IP address of the
currently connected server |
cl_debugMove "0" |
used for debugging cl_debugmove [1/2] from
John Carmack's plan file |
cl_downloadName "" |
variable holds filename of file currently
downloading |
cl_forceavidemo "0" |
|
cl_freelook "1" |
toggle the use of freelook with the mouse
(your ability to look up and down) |
cl_freezeDemo "0" |
stops a demo play back and freeze on one
frame |
cl_maxpackets "30" |
set the transmission packet size or how
many packets are sent to client |
cl_maxPing "800" |
controls which servers are displayed in
the in-game server browser - ata |
cl_motd "1" |
toggle the display of "Message of the
day" when Quake 3 Arena starts a map up. If you wish to switch this
option off, set CL_MOTD to 0. |
cl_motdString "" |
possibly a MOTD from id's master server it
is a read only variable |
cl_mouseAccel "0" |
toggle the use of mouse acceleration the
mouse speeds up or becomes more sensitive as it continues in one direction |
cl_nodelta "0" |
disable delta compression (slows net
performance, only use if net errors happen otherwise not recommended) |
cl_noprint "0" |
printout messages to your screen or to the
console (tired of all the chatter?) |
cl_packetdup "1" |
default was 2 but changed to 1 since
version 1.09 |
cl_paused "0" |
variable holds the status of the paused
flag on the client side |
cl_pitchspeed "140" |
set the pitch rate when +lookup and/or
+lookdown are active |
cl_run "1" |
always run...play without it I dare you!
(c: |
cl_running "1" |
variable which shows weather or not a
client game is running or weather we are in server/client mode (read only) |
cl_serverStatusResendTime
"750" |
possibly allows the admin to change the
rate of the heartbeats to the master server(s) |
cl_showmouserate "0" |
show the mouse rate of mouse samples per
frame (USB 1/per frame) |
cl_shownet "0" |
display network quality info |
cl_showSend "0" |
network debugging tool "John Carmack" |
cl_showTimeDelta "0" |
display time delta between server updates |
cl_timeNudge "0" |
effectively adds local lag to try to make
sure you interpolate instead of extrapolate (try 100 for a really laggy
server) |
cl_timeout "125" |
seconds to wait before you are removed
from the server when you lag out. |
cl_updateInfoString "" |
"challenge\14985\motd\This is used by
id when new versions come out" |
cl_yawspeed "140" |
set the yaw rate when +left and/or +right
are active |
cm_curveClipHack "0" |
must have been a cheat!!! removed now |
cm_noAreas "0" |
toggle the ability of the player bounding
box to clip through areas? |
cm_noCurves "0" |
toggle the ability of the player bounding
box to clip through curved surfaces |
cm_playerCurveClip "1" |
toggles the ability of the player bounding
box to respect curved surfaces. |
color "1" |
rail trail color
blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7 |
color1 "2" |
spiral rail trail color spiral core -
special thanks to schiz Jax_Gator Dekard
blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7 |
color2 "5" |
spiral rail trail color spiral ring -
special thanks to schiz Jax_Gator Dekard
blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7 |
com_blood "1" |
toggle the blood mist effect in the gib
animations. 0 option for no gibs and no blood on hits "John
Carmack" |
com_buildScript "0" |
possibly used for the loading and caching
of game data like a list of things to be loaded and caches the data for
quicker reloading |
com_cameraMode "0" |
seems to toggle the view of your player
model off and on when in 3D camera view |
com_dropsim "0" |
for testing simulates packet loss during
communication drops |
com_hunkMegs "20" |
set the amount of memory you want
quake3.exe to reserve for game play dedicated server memory optimizations.
Tips: com_hunkMegs 4 sv_maxclients 3 bot_enable 0 "John Carmack" |
com_introplayed "1" |
toggle displaying of intro cinematic once
it has been seen this variable keeps it from playing each time, to see it
again set this to zero |
com_maxfps "100" |
set max frames per second you receive from
server (maxfps was removed) |
com_showtrace "0" |
toggle display of packet traces.
0=disables,1=toggles. |
com_soundMegs "8" |
the default configuration is set to allow
the game to run on a 64 MB system. on a 128 MB system we would run with
the following:com_hunkMegs - 64 com_soundMegs - 16 com_zoneMegs - 24 |
com_speeds "0" |
toggle display of frame counter, all, sv,
cl, gm, rf, and bk whatever they are |
com_zoneMegs "16" |
the default configuration is set to allow
the game to run on a 64 MB system. on a 128 MB system we would run with
the following:com_hunkMegs - 64 com_soundMegs - 16 com_zoneMegs - 24 |
con_notifytime "3" |
defines how long messages (from players or
the system) are on the screen |
conback "" |
select console background file
"gfx/2d/conback.tga" |
crosshairhealth "1" |
show health by the cross hairs |
crosshairsize "24" |
crosshair size...incase you have crosshair
envy (c: |
d_bot "" |
all d_ commands have been removed to
disable bots most likely |
d_botai "0" |
all d_ commands have been removed to
disable bots most likely |
d_botaiming "0" |
all d_ commands have been removed to
disable bots most likely |
d_botfreeze "0" |
all d_ commands have been removed to
disable bots most likely |
d_break "0" |
all d_ commands have been removed to
disable bots most likely |
d_noroam "0" |
all d_ commands have been removed to
disable bots most likely |
debuggraph "0" |
|
dedicated "0" |
set console to server only 0 is a listen,
1 is lan, and 2 is internet (command line cvar causes engine not to load
3D game just a server console C:\Q3TEST\quake3.exe +set dedicated 2) -
Dekard |
developer "0" |
enable developer mode (more verbose
messages) |
disable_(item name) |
this command allows the administrator of a
server to disable a particular item from the map. -K2
Disable.cfg Enable.cfg Configs
by zYmO |
dmflags "0" |
set deathmatch flags originally I posted
the values of Quake 2 dmflags but have since tested them and most of them
don't work |
fixedtime "0" |
toggle the rendering of every frame the
game will wait until each frame is completely rendered before sending the
next frame |
fov "90" |
field of view/vision "90" is
default higher numbers give peripheral vision. |
fraglimit "20" |
set fraglimit on a server (0 is no limit) |
freelook "1" |
steer aim and control head movement with
the mousea must (c: |
fs_basegame "" |
allows people to base mods upon mods
syntax to follow |
fs_basepath "" |
set base path root C:\Program Files\Quake
III Arena for files to be downloaded from this path may change for TC's
and MOD's |
fs_cdpath "" |
possibly a variable to use when the full
CD was copied to the HDD |
fs_copyfiles "0" |
toggle if files can be copied from servers
or if client will download |
fs_debug "0" |
possibly enables file server debug mode
for download/uploads or something |
fs_game "" |
set gamedir set the game folder/dir
default is baseq3 (other for MODS) |
fs_homepath |
possibly for TC's and MODS the default is
the path to quake3.exe |
fs_openedList "" |
variable holds a list of all the pk3 files
the client found |
fs_referencedList "" |
variable holds a list of all the pk3 files
the client loaded data from |
fs_restrict "" |
demoversion if set to 1 restricts game to
4 arenas like the Q3A demo |
g_aimTest "0" |
removed possibly was a cheat (bot like
aiming) |
g_allowVote "1" |
toggle the use of voting on a server |
g_arenaName "0" |
possibly toggles the display of the name
of the current arena? |
g_arenaRank "" |
possibly a variable to hold the value for
your rank in the current series |
g_arenaScores "" |
possibly a variable to hold the value of
previous arena series scores |
g_arenasFile "" |
sets the file name to use for map rotation
and bot names and game type for each arena default scripts/arenas.txt
within the PK3 file |
g_banIPs "" |
ban specified TCP/IP address from
connecting to your server |
g_blueTeam "" |
set the icon for the blue team (example
Pagans) |
g_botsFile "" |
sets the file name to use for setting up
the bots configuration and characters for each bot default
scripts/bots.txt within the PK3 file |
g_debugAlloc "0" |
possibly debugging tool for memory
allocation? |
g_debugDamage "0" |
debugging tool for damage effects? |
g_debugMove "0" |
debugging tool for brush/entity movements? |
g_doWarmup "0" |
toggle the use of a warmup period before a
match game |
g_enableBreath "0" |
enable breath in cold maps you can see the
players breath - Dekard |
g_enableDust "0" |
enable dust to be kicked up from feet
in areas that have that map entity - Dekard |
g_filterBan "1" |
toggle the banning of players that match a
certain criteria/filter? |
g_forcerespawn "10" |
set the respawn time in seconds, 0 = don't
force respawn |
g_friendlyFire "0" |
toggle damage caused by friendly fire 1 =
can kill or injure teammate |
g_gametype "0" |
|
g_gravity "800" |
set the gravity level. (this is normally
set by a property of the map loaded) |
g_inactivity "0" |
set the amount of time a player can remain
inactive before kicked |
g_knockback "1000" |
the knockback from a weapon, higher number
= greater knockback. |
g_listEntity "0" |
toggles the display of map entities shows
them by number |
g_log "1" |
toggles logging of game data or statistics
John Carmack made g_log a filename instead of a 0/1 in this version |
g_logSync "0" |
toggle the logging to append to the
existing file and not overwrite |
g_maxGameClients "0" |
set maximum # of players who may join the
game the remainder of clients are forced to spectate - Holesinswiss |
g_motd "" |
set message of the day to "X"
(see "cl_motd" to display it) |
g_needpass "0" |
variable alerts the client that a password
is needed to join your server |
g_password "" |
set the serverside password players use to
get on the server |
g_podiumDist "80" |
sets the draw distance of the podium
object player models stand on after a single player bot match - LOKi |
g_podiumDrop "70" |
sets the height of the podium object
player models stand on after a single player bot match - LOKi |
g_quadfactor "3" |
allows the admin to set the amount of
damage the quad damage will do. |
g_rankings "0" |
|
g_redTeam "" |
set the team icon for the red team
(example Stroggs) |
g_restarted "0" |
read only variable that is toggled when
the game has been restarted in match mode this sets an event trap for if
warmup is needed |
g_singlePlayer "0" |
possibly to allow 3rd party's to make TC's
for single player style games? |
g_smoothClients "1" |
enable players to use the smooth clients
option on the server (cg_smoothClients) |
g_spAwards "" |
variable holds the names of the award
icons that have been earned in the tier levels in single player mode |
g_speed "320" |
how fast you move in Q3Test. The greater
the number, the greater the velocity |
g_spScores1 "" |
holds your scores on skill level 1 in
single player games - Dr Qube |
g_spScores2 "" |
holds your scores on skill level 2 in
single player games - Dr Qube |
g_spScores3 "" |
holds your scores on skill level 3 in
single player games - Dr Qube |
g_spScores4 "" |
holds your scores on skill level 4 in
single player games - Dr Qube |
g_spScores5 "" |
holds your scores on skill level 5 in
single player games - Dr Qube |
g_spSkill "2" |
holds your current skill level for single
player 1 = I can win 2 = bring it on 3 = hurt me plenty 4 = hardcore and 5
= nightmare |
g_spVideos "" |
variable holds the names of the cinematic
videos that are unlocked at the end of each tier completion |
g_syncronousClients "0" |
toggle synching of all client movements (1
required to record server demo) show "snc" on lagometer
"John Carmack" |
g_teamAutoJoin "0" |
toggle the automatic joining of the
smallest or loosing team |
g_teamForceBalance "0" |
toggle the forcing of teams to be as even
as possible on a server |
g_warmup "" |
the warmup time for tournament play is set
with g_warmup. |
g_weaponrespawn "5" |
set time before a picked up weapon will
respawn again 0 = weapons stay |
g_weaponTeamRespawn "30" |
|
gamedate "" |
Jun 08 2001 |
gamename "baseq3" |
display the game name for TC's basedir
would be other than baseq3 |
GL_EXT_cull_vertex GL_EXT_packed_pixels
GL_EXT_point_parameters |
|
GL_EXT_texture_object
GL_EXT_vertex_array GL_WIN_swap_hint |
|
gl_extensions "GL_EXT_abgr
GL_EXT_bgra GL_EXT_compiled_vertex_array |
|
GL_KTX_buffer_region " |
|
gl_pixelformat "" |
color(16) depth(16) stencil(8) sets up how
many bits for each pixel item 8, 16, or 32 bit? |
gl_renderer "" |
variable holds the GL Renderer driver
information "RIVA 128/RIVA 128 ZX (PCI)" |
gl_vendor "" |
variable holds the brand of your chipmaker
"NVIDIA Corporation" |
gl_version "" |
variable holds the driver version number
"1.1.0" |
graphheight "32" |
set height, in pixels?, for graph displays |
graphscale "1" |
set scale multiplier for graph displays |
graphshift "0" |
set offset for graph displays |
gun_frame "0" |
turns off weapon animation and displays
specified frame in the weapons animation sequence 0=animate 1 and up step
through frames...(c: |
gun_x "0" |
set the x location of the gun model (one
is up and down one is side to side) |
gun_y "0" |
set the y location of the gun model (one
is up and down one is side to side) |
gun_z "0" |
set the z location of the gun model
(possibly angle?) |
handicap "100" |
set player handicap (max health), valid
values 1 - 99 |
headmodel "" |
changes only the head of the model to
another model Example: If you are playing as the Grunt model, /headmodel
"sarge" will stick Sarge's head on Grunt's body selecting a new
model will load both the model and its matching head |
host_speeds "0" |
toggle the display of timing information
sv=server cl=client gm=gametime rf=render time all=total time |
in_debugjoystick "0" |
possibly to set the debug level of direct
input |
in_joyBall "0" |
possibly to allow support for trackball
style joy sticks and orb's |
in_joyBallScale "0.02" |
possibly sets the scale of a joyball
rotation to player model rotation? |
in_joystick "0" |
toggle the initialization of the joystick
(command line) |
in_midi "0" |
toggle the use of a midi port as an input
device r-d-x |
in_midichannel "1" |
toggle the use of a midi channel as an
input device r-d-x |
in_mididevice "0" |
toggle the use of a midi device as an
input device r-d-x |
in_midiport "1" |
toggle the use of a midi port as an input
device r-d-x |
in_mouse "1" |
toggle initialization of the mouse as an
input device (command line) |
journal "0" |
possibly logs console events but is read
only and can not be toggled |
joy_advanced "0" |
applies game controller axis mapping
settings < maddog |
joy_advaxisr "0" |
bind an action to the joystick r axis |
joy_advaxisu "0" |
bind an action to the joystick u axis |
joy_advaxisv "0" |
bind an action to the joystick v axis |
joy_advaxisx "0" |
bind an action to the joystick x axis |
joy_advaxisy "0" |
bind an action to the joystick y axis |
joy_advaxisz "0" |
bind an action to the joystick z axis |
joy_forwardsensitivity "-1" |
set forward/back sensitivity (negative is
inverted) |
joy_forwardthreshold "0.15" |
set forward/back dead zone |
joy_name "joystick" |
set joystick name |
joy_pitchsensitivity "1" |
set pitch sensitivity (negative is
inverted) |
joy_pitchthreshold "0.15" |
set pitch dead zone |
joy_sidesensitivity "-1" |
set side sensitivity (negative is
inverted) |
joy_sidethreshold "0.15" |
set side dead zone |
joy_threshold "0.15" |
possibly an overall threshold setting all
other joy variables removed in 1.08 |
joy_upsensitivity "-1" |
set up/down sensitivity (negative is
inverted) |
joy_upthreshold "0.15" |
set up/down dead zone |
joy_yawsensitivity "-1" |
set yaw sensitivity (negative is inverted) |
joy_yawthreshold "0.15" |
set yaw dead zone |
logfile "0" |
enable console logging 0=no log 1=buffered
2=continuous 3=append so as not to overwrite old logs |
m_filter "1" |
toggle use of mouse "smoothing" |
m_forward "0.25" |
set the back and forth movement distance
of the player in relation to how much the mouse moves |
m_pitch "0.022" |
set the up and down movement distance of
the player in relation to how much the mouse moves |
m_side "0.25" |
set the strafe movement distance of the
player in relation to how much the mouse moves |
m_yaw "0.022" |
set the speed at which the player's screen
moves left and right while using the mouse |
mapname "" |
display the name of the current map being
used |
maxfps "0" |
set the max frames per second the server
should send you |
memorydump "0" |
possibly used for debugging memory
allocation/use? |
model "visor/blue" |
set the model used to represent your
player Hey John a 3D Keen model would be nice(c: |
name "Commander Keen" |
pick your own be original (no Player) |
net_ip "localhost" |
variable holds the IP of the local machine
(or the "hosts" name) passed from the OS environment |
net_noipx "0" |
toggle the use of IPX/SPX network protocol
(command line only) |
net_noudp "0" |
toggle the use of TCP/IP network protocol
(command line only) |
net_port "27960" |
set port number server will use if you
want to run more than one instance of Q3A server on the same machine |
net_qport "16392" |
set internal network port. this allows
more than one person to play from behind a NAT router by using only one IP
address - Questy |
net_socksEnabled "0" |
toggle the use of network socks 5 protocol
enabling firewall access (only settable at init time from the OS command
line) - Graeme Devine |
net_socksPassword "" |
variable holds password for socks firewall
access supports no authentication and username/password authentication
method (RFC-1929); it does NOT support GSS-API method (RFC-1961)
authentication (only settable at init time from the OS command line) |
net_socksPort "1080" |
set proxy and/or firewall port default is
1080 (only settable at init time from the OS command line) - Graeme Devine |
net_socksServer "" |
set the address (name or IP number) of the
SOCKS server (firewall machine), NOT a Q3ATEST server. (only settable at
init time from the OS command line) - Graeme Devine |
net_socksUsername "" |
variable holds username for socks firewall
supports no authentication and username/password authentication method
(RFC-1929); it does NOT support GSS-API method (RFC-1961) authentication
(only settable at init time from the OS command line) |
nextmap "" |
variable holds the name of the next map in
the server rotation myserver.cfg |
nohealth "0" |
toggle the use of health items on next map
or do it now from the command line |
password "" |
set password for entering a password
protected server |
paused "0" |
possible to allow the game to pause while
in single player mode |
pmove_fixed "0" |
enabling this option will make the player
physics the same for all players independent from their framerate. when
this option is enabled all players will use fixed frequency player physics |
pmove_msec "8" |
set the time in milliseconds between two
advances of the player physics. should do what you want for prediction and
should even out the machine dependent rates. - Robert Duffy |
port "27960" |
set port number server will use if you
want to run more than one instance of Q3A server on the same machine |
protocol "48" |
display network protocol version. Useful
for backward compatibility with servers with otherwise incompatible
versions < maddog read only |
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 |
r_allowExtensions "1" |
use all of the OpenGL extensions your card
is capable of |
r_allowSoftwareGL "0" |
toggle the use of the default software
OpenGL driver supplied by the Operating System < maddog |
r_ambientScale "0.5" |
set the scale or intensity of ambient
light |
r_clear "0" |
toggle the clearing of the screen between
frames |
r_colorbits "16" |
set number of bits used for each color
from 0 to 32 bit |
r_colorMipLevels "0" |
"texture visualization tool"
John Carmack |
r_customaspect "1" |
toggle the use of custom screen
resolution/sizes |
r_customheight "1024" |
custom resolution (Height) |
r_customwidth "1600" |
custom resolution (Width) |
r_debuglight "0" |
possibly toggle debugging of lighting
effects |
r_debugSort "0" |
possibly toggle debugging of sorting of
list like scoreboard |
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" |
set number of bits used for color depth
from 0 to 24 bit |
r_detailtextures "1" |
when disabled every stage of a shader is
rendered except those with the keyword "detail". When enabled
detail stages are also rendered. In proper use the detail stages are
supposed to enhance the texture's visual quality when viewed close up. -
Roff |
r_directedScale "1" |
set scale/intensity of light shinning
directly upon objects |
r_displayRefresh "0" |
monitor refresh rate in game (will change
desktop settings too in Windows 98 anyway) |
r_dlightBacks "1" |
"brighter areas are changed more by
dlights than dark areas. I don't feel TOO bad about that, because its not
like the dlight is much of a proper lighting simulation even in the best
case..."John Carmack |
r_drawBuffer "GL_BACK" |
set which frame buffer to draw into.
basically you draw into a "back" buffer while simultaneously
showing a "front" buffer. next frame you "swap" these.
the benefit is that you won't "see" the actual painting of the
image take place. - Questy/Carl |
r_drawentities "1" |
toggle display of brush entities |
r_drawstrips "1" |
toggle triangle strips rendering method |
r_drawSun "1" |
set to zero if you do not want to render
sunlight into the equation of lighting effects |
r_drawworld "1" |
toggle rendering of map architecture |
r_dynamiclight "0" |
toggle dynamic lighting (different
"dynamic" method of rendering lights) |
r_ext_compiled_vertex_array
"" |
toggle hardware compiled vertex array
rendering method default is 1 |
r_ext_compress_textures "1" |
toggle compression of textures |
r_ext_compressed_textures "1" |
toggle compression of textures (1.27g
changed to past tense compressed) |
r_ext_gamma_control "1" |
enable external gamma control settings |
r_ext_multitexture "1" |
toggle hardware mutitexturing if set to
zero is a direct FPS benefit |
r_ext_swapinterval "1" |
toggle hardware frame swapping |
r_ext_texenv_add "1" |
possible duplicate cvar or an extension to
the r_ext_texture_add variable |
r_ext_texture_env_add "1" |
toggle additive blending in
multitexturing. If not present, OpenGL limits you to multiplicative
blending only, so additive will require an extra pass. - Questy/Carl |
r_facePlaneCull "1" |
toggle culling of brush faces not in view
(0 will slow FPS) |
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 |
r_finish "1" |
toggle synchronization of rendered frames
(engine will wait for GL calls to finish) |
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 |
r_flareFade "7" |
set scale of fading of flares in relation
to distance |
r_flares "0" |
toggle projectile flare and lighting
effect. the flare effect is a translucent disk that is used to alter the
colors around lights with a corona effect |
r_flaresSize "40" |
set the size of flares? I wish you could
make the big balls smaller now those are flares |
r_fullbright "0" |
toggle textures to full brightness level
(is set as a cheat code?) boy who turned on the lights(c: |
r_fullscreen "1" |
toggle full screen or play in a window |
r_gamma "1" |
gamma correction |
r_glDriver "opengl32" |
used "x" OpenGL driver (Standard
OpenGL32 or 3dfxvgl) |
r_ignore "0" |
possibly ignores hardware driver settings
in favor of variable settings |
r_ignoreFastPath "0" |
possibly to disable the looking outside of
the PAK file first feature in case of duplicate file names etc. |
r_ignoreGLErrors "1" |
ignores OpenGL errors that occur |
r_ignorehwgamma "0" |
possibly to toggle the use of DirectX
gamma correction or video driver gamma correction? |
r_ignoreOffset "0" |
see r_offsetfactor this will just turn the
offset off completely |
r_inGameVideo "1" |
toggle the display of in game animations
on bigscreen map objects that display a camera view of the current game |
r_intensity "1" |
increase brightness of texture colors (may
be like gl_modulate?) |
r_lastValidRenderer "" |
last known video driver (RIVA 128/RIVA 128
ZX (PCI)) |
r_lightmap "0" |
toggle entire map to full brightness level
all textures become blurred with light (is set as a cheat code?) |
r_lightningSegmentLength "32" |
possibly to set the distance between bends
in the lightning bolt of the lightning gun(c: |
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 geometric level of detail (0 -
2) |
r_lodCurveError "250" |
another level of detail setting if set to
10000 "don't drop curve rows for a long time" John Carmack
(really mean 3D cards only??) |
r_lodscale "5" |
set scale for level of detail adjustment |
r_logFile "0" |
possibly toggles logging of rendering
errors |
r_mapOverBrightBits "2" |
set intensity level of lights reflected
from textures |
r_maskMinidriver "0" |
treat the current OpenGL32 driver as an
ICD, even if it is in fact a MCD Questy/Zoid |
r_maxpolys "600" |
|
r_maxpolyverts "3000" |
|
r_measureOverdraw "0" |
overdraw' is when the same pixel is
written to more than once when rendering a scene. I guess
r_measureOverdraw is used to see how much is going on. used for software
rendering |
r_mode "3" |
set video display mode (resolution), use
listmodes for list of modes (3 is 640X480) |
r_nobind "0" |
toggle the binding of textures to
triangles |
r_nocull "0" |
toggle rendering of hidden objects (1=slow
performance) |
r_nocurves "0" |
map diagnostic command toggle the use of
curved geometry |
r_nolightcalc "0" |
disable lighting and shadow
calculationshmm |
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
(no visible effect on mine) |
r_picmip "1" |
set maximum texture size (0 - 3, 3=fastest
0=quality) |
r_portalOnly "0" |
when set to "1" turns off
stencil buffering for portals, this allows you to see the entire portal
before it's clipped, i.e. more of the room, to get a better feel for who's
in there before you jump in. |
r_preloadTextures "0" |
enable video processor to pre-cache
textures |
r_primitives "0" |
set the rendering method. -1 = skips
drawing 0 = uses glDrawElements if compiled vertex arrays are present, or
strips of glArrayElement if not present 1 = forces strips 2 = forces
drawElements 3 = path for non-vertex array testing "John
Carmack" |
r_printShaders "0" |
possibly toggle the printing on console of
the number of shaders used? |
r_railCoreWidth "16" |
set size of the rail trail's core |
r_railSegmentLength "64" |
set distance between rail "sun
bursts" |
r_railWidth "128" |
set width of the rail trail |
r_roundImagesDown "1" |
set rounding down amount (larger = faster,
lower quality) - Randy |
r_saveFontData "0" |
|
r_showcluster "0" |
toggle the display of clusters by number
as the player enters them on the currently loaded map
|
r_showImages "0" |
toggle displaying a collage of all image
files when set to a one...texture use debugging tool |
r_shownormals "0" |
toggle the drawing of short lines
indicating brush and entity polygon vertices, useful when debugging model
lighting - Andre Lucas < maddog |
r_showsky "0" |
enable rendering sky in front of other
objects |
r_showSmp "0" |
toggle display of multi processor (SMP)
info on the HUD |
r_showtris "0" |
map diagnostic command show triangles,
pretty cool looking... |
r_simpleMipMaps "1" |
toggle the use of "simple" mip
mapping. used to "dumb-down" resoluiton displays for slower
machines - Questy |
r_singleShader "0" |
possibly toggles use of 1 shader for
objects that have multiple shaders |
r_skipBackEnd "0" |
possibly to toggle the skipping of the
backend video buffer |
r_smp "0" |
toggle the use of multi processor
acceleration code |
r_speeds "0" |
show the rendering info e.g. how many
triangles are drawn added r_speeds timing info to cinematic texture
uploads "John Carmack" |
r_stencilbits "8" |
stencil buffer size (0, 8bit, and 16bit) |
r_stereo "0" |
toggle the use of stereo separation for 3D
glasses |
r_subdivisions "4" |
set maximum level of detail. (an example
would be the complexity of curves. 1=highest detail) |
r_swapInterval "0" |
toggle frame swapping. |
r_texturebits "0" |
set number of bits used for each texture
from 0 to 32 bit |
r_textureMode "" |
select texture mode.
"GL_LINEAR_MIPMAP_NEAREST" (nearest or linear) |
r_uiFullScreen "0" |
|
r_verbose "0" |
toggle display of rendering commands as
they happen on the console |
r_vertexLight "1" |
enable vertex lighting (faster, lower
quality than lightmap) removes lightmaps, forces every shader to only use
a single rendering pass, no layered transparancy, environment mapping,
world lighting is completely static. Direct FPS benefit - John Carmack |
r_znear "4" |
set how close objects can be to the player
before they're clipped out of the scene - Questy/Andre |
rate "" |
modem speed/rate of data transfer
"4500" (take a zero off the end of your connection speed?) |
rcon_password "" |
set password for remote console control of
the server removed cause dupe |
rconAddress "" |
variable holds IP address of the server
for rcon |
rconPassword "" |
set password for remote console control of
the server |
s_2dvolume "0.7" |
vortex of sound - has a good description
of this A3D variable |
s_bloat "2.0" |
vortex of sound - has a good description
of this A3D variable |
s_compression "1" |
toggle the use of sound compression |
s_distance "100.0" |
vortex of sound - has a good description
of this A3D variable |
s_doppler "1.0" |
vortex of sound - has a good description
of this A3D variable |
s_fogeq "0.8" |
vortex of sound - has a good description
of this A3D variable |
s_geometry "1" |
vortex of sound - has a good description
of this A3D variable |
s_initsound "1" |
toggle weather sound is initialized or not
(on next game) |
s_khz "11" |
set the sampling frequency of sounds
lower=performance higher=quality |
s_leafnum "0" |
|
s_loadas8bit "1" |
load sounds in 8bit mode |
s_max_distance "1000.0" |
vortex of sound - has a good description
of this A3D variable |
s_min_distance "3.0" |
vortex of sound - has a good description
of this A3D variable |
s_mixahead "0.2" |
set delay before mixing sound samples. |
s_mixPreStep "0.05" |
possibly to set the prefetching of sound
on sound cards that have that power |
s_musicvolume "1" |
music volume level 0=off |
s_numpolys "400" |
vortex of sound - has a good description
of this A3D variable |
s_occ_eq "0.75" |
vortex of sound - has a good description
of this A3D variable |
s_occfactor "0.5" |
vortex of sound - has a good description
of this A3D variable |
s_occlude "0" |
vortex of sound - has a good description
of this A3D variable |
s_polykeep "1000000000" |
|
s_polyreflectsize "10000000" |
|
s_polysize "10000000" |
|
s_refdelay "2.0" |
vortex of sound - has a good description
of this A3D variable |
s_refgain "0.45" |
vortex of sound - has a good description
of this A3D variable |
s_reflect "1" |
vortex of sound - has a good description
of this A3D variable |
s_rolloff "1.0" |
vortex of sound - has a good description
of this A3D variable |
s_separation "0.5" |
set separation between left and right
sound channels (this one is it) |
s_show "0" |
toggle display of paths and filenames of
all sound files as they are played. |
s_testsound "0" |
toggle a test tone to test sound system.
0=disables,1=toggles. |
s_usingA3D "0" |
vortex of sound - has a good description
of this A3D variable |
s_volume "0.7" |
Sound FX Volume |
s_watereq "0.2" |
vortex of sound - has a good description
of this A3D variable |
scr_conspeed "3" |
set how fast the console goes up and down |
sensitivity "9" |
set how far your mouse moves in relation
to travel on the mouse pad |
server1 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server10 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server11 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server12 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server13 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server14 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server15 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server16 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server2 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server3 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server4 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server5 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server6 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server7 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server8 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
server9 "" |
holds IP/URL of a servers from the
favorite servers list - Dr Qube |
session "2" |
possibly holds the value for the active
session number when running multiple addresses and sockets for multiple
servers on one machine? |
session0 ""0 300 1 0 0
0" |
possibly to set up multiple addresses and
sockets for multiple servers on one machine (can you say BFServer with
multiple processors?) |
session1 "0 300 1 0 0 0" |
possibly to set up multiple addresses and
sockets for multiple servers on one machine (can you say BFServer with
multiple processors?) |
session2 "0 300 1 0 0 0" |
possibly to set up multiple addresses and
sockets for multiple servers on one machine (can you say BFServer with
multiple processors?) |
session3 "0 300 1 0 0 0" |
possibly to set up multiple addresses and
sockets for multiple servers on one machine (can you say BFServer with
multiple processors?) |
session4 "0 300 1 0 0 0" |
possibly to set up multiple addresses and
sockets for multiple servers on one machine (can you say BFServer with
multiple processors?) |
sex "male" |
set gender for model characteristics
(sounds, obituary's etc.) |
showdrop "0" |
toggle display of dropped packets.
0=disables,1=toggles. |
showpackets "0" |
toggle display of all packets sent and
received. 0=disables,1=toggles. |
showtrace "0" |
toggle display of packet traces.
0=disables,1=toggles. |
snaps "20" |
set the number of snapshots sever will
send to a client (server run at 40Hz, so use 40, 20, or 10) -Randy |
snd "visor" |
select which model sounds your player uses
(mix it up) |
sv_allowAnonymous "0" |
possibly to toggle the allowing of
anonymous clients to connect to your server |
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_floodProtect "1" |
toggle server flood protection to keep
players from bringing the server down |
sv_fps "20" |
set the max frames per second the server
sends the client |
sv_hostname "" |
set the name of the server
"Shadowlands" |
sv_keywords "" |
variable holds the search string entered
in the internet connection menu |
sv_killserver "0" |
if set to a one the server goes down
(server console only I hope) |
sv_mapChecksum "" |
allows check for client server map to
match |
sv_mapname "" |
display 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" |
sv_maxPing "0" |
set the maximum ping aloud on the server
to keep HPB out |
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. |
sv_minPing "0" |
set the minimum ping aloud on the server
to keep LPB out |
sv_nopredict "0" |
is it possible that the server is handling
some prediction of player location? |
sv_pad "0" |
|
sv_padPackets "0" |
possibly toggles the padding of network
packets on the server PAD - Packet Assembler/Disassembler |
sv_pakNames "antilogic" |
variable holds a list of all the pk3 files
the server found "antilogic" |
sv_paks "182784856 " |
variable holds the checksum of all pk3
files |
sv_paused "0" |
allow the game to be paused from the
server console? |
sv_privateClients "0" |
the number of spots, out of sv_maxclients,
reserved for players with the server password (sv_privatePassword) -
Holesinswiss |
sv_privatePassword "" |
set password for private clients to login
with |
sv_pure "1" |
disallow native DLL loading if sv_pure,
requires clients to only get data from pk3 files the server is using
"John Carmack" |
sv_reconnectlimit "3" |
number of times a disconnected client can
come back and reconnect |
sv_referencedPakNames "" |
variable holds a list of all the pk3 files
the server loaded data from. these pk3 files will be autodownloaded by a
client if the client does not have them. "baseq3/pak2
baseq3/pak0" |
sv_referencedPaks "" |
variable holds the checksum of the
referenced pk3 files |
sv_running "1" |
variable flag tells the console weather or
not a local server is running |
sv_serverid "" |
hmm"8021204" |
sv_showloss "0" |
toggle sever packet loss display |
sv_timeout "120" |
sets the amount of time for the server to
wait for a client packet before assuming a disconnected state. |
sv_zombietime "2" |
the amount of time in minutes before a
frozen character is removed from the map. |
sv_zone "default" |
this is the keyword that clients will
search for, server admin's should set this variable to the gametype they
have running. free for all, tournament, team deathmatch, and CTF |
sys_cpuid "33" |
more snooping into your CPU |
sys_cpustring "" |
variable holds a string that identifies
your processor |
team_headmodel "" |
set head of team_model to a head that will
only be used during team game play |
team_model "" |
set player model that will only be used
during team game play |
teamflags "0" |
set flags for team play (probably will be
a hex value like deathmatch flags) |
teamoverlay "0" |
toggle the drawing of the colored team
overlay on the HUD |
teamtask "0" |
variable holds the number of the team task
you are currently asigned 1 - offense 2 - defense 3 - point/patroll 4 -
following 5 - retrieving 6 - escort(gaurding flag carrier) 7 - camping |
timedemo "0" |
when set to "1" times a demo and
returns frames per second like a benchmark |
timegraph "0" |
toggle the display of the timegraph. . |
timelimit "0" |
amount of time before new map loads or
next match begins |
timescale "1" |
set the ratio between game time and real
time |
ui_bigFont "0.4" |
|
ui_browserGameType "0" |
set server search game type in the browser
list (see g_gametype) |
ui_browserMaster "0" |
set server search 0=LAN 1=Mplayer
2=Internet 3=Favorites - WeeJoker |
ui_browserShowEmpty "1" |
toggle the displaying of empty servers in
the browser list |
ui_browserShowFull "1" |
toggle the displaying of full servers in
the browser list |
ui_browserSortKey "4" |
set the field number to sort by in the
browser list 0=Server Name 1=Map Name 2=Open Player Spots 3=Game Type
4=PingTime |
ui_cdkeychecked "1" |
set to a 1 after the cdkey has been
checked so won't ask again |
ui_ctf_capturelimit "8" |
set the menu default capture limit for
single player bot matches |
ui_ctf_friendly "0" |
toggle team mate damage in single player
CTF bot matches |
ui_ctf_timelimit "30" |
set the menu default CTF time limit for
single player bot matches |
ui_ffa_fraglimit "20" |
set the menu default frag limit for single
player FFA bot matches |
ui_ffa_timelimit "0" |
set the menu default time limit for single
player FFA bot matches |
ui_master "0" |
set server search 0=LAN 1=Mplayer
2=Internet 3=Favorites - WeeJoker |
ui_singlePlayerActive "0" |
|
ui_smallFont "0.25" |
|
ui_spSelection "2" |
set the menu default gametype of single
player? 16 = CTF 2 = FFA DM |
ui_team_fraglimit "0" |
set the menu default frag limit for single
player team bot matches |
ui_team_friendly "1" |
toggle default team mate damage in single
player team bot matches |
ui_team_timelimit "20" |
set the menu default time limit for single
player team bot matches |
ui_tourney_fraglimit "0" |
set the menu default frag limit for single
player tourney bot matches |
ui_tourney_timelimit "15" |
sets the menu default time limit for
single player tourney bot matches |
username "vern" |
variable holds your network login id from
%username% env variablehmmm? id hackers! |
version "" |
Q3 1.27g win-x86 Dec 4 2000 |
versionNumber "" |
"Q3T 1.08" |
vid_xpos "30" |
x position when windowed |
vid_ypos "30" |
y position when windowed |
viewlog "0" |
toggle the display of the startup console
window over the game screen |
viewsize "100" |
changes view port size 0 - 100 (you
probably wouldn't want less than 100) |
vm_cgame "0" |
part of the virtual machine interpreter
which allows PC MOD makers to not have to know MAC code and MAC MOD makers
to not have to know PC |
vm_game "0" |
toggle the virtual machine interpreter,
cgame can switch between being loaded as a binary .dll or an interpreted
.qvm at the change of this cvar |
vm_ui "0" |
part of the virtual machine interpreter
which allows PC MOD makers to not have to know MAC code and MAC MOD makers
to not have to know PC |
win_hinstance "" |
address of the handle instance of quake3
under windows - LOKi |
win_wndproc "" |
hmm..."4368704" |
zoomfov "22.5" |
what the zoomed in field of view will be
any thing more than 30 would not be sniper friendly |