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Cvars and Commands

The complete list of all DOOM 3 cvars and commands including their descriptions.

aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
af_contactFrictionScale          scales the contact friction
af_forceFriction                 force the given friction value
af_highlightBody                 name of the body to highlight
af_highlightConstraint           name of the constraint to highlight
af_jointFrictionScale            scales the joint friction
af_maxAngularVelocity            maximum angular velocity
af_maxLinearVelocity             maximum linear velocity
af_showActive                    show tree-like structures of articulated figures not at rest
af_showBodies                    show bodies
af_showBodyNames                 show body names
af_showConstrainedBodies         show the two bodies contrained by the highlighted constraint
af_showConstraintNames           show constraint names
af_showConstraints               show constraints
af_showInertia                   show the inertia tensor of each body
af_showLimits                    show joint limits
af_showMass                      show the mass of each body
af_showPrimaryOnly               show primary constraints only
af_showTimings                   show articulated figure cpu usage
af_showTotalMass                 show the total mass of each articulated figure
af_showTrees                     show tree-like structures
af_showVelocity                  show the velocity of each body
af_skipFriction                  skip friction
af_skipLimits                    skip joint limits
af_skipSelfCollision             skip self collision detection
af_testSolid                     test for bodies initially stuck in solid
af_timeScale                     scales the time
af_useImpulseFriction            use impulse based contact friction
af_useJointImpulseFriction       use impulse based joint friction
af_useLinearTime                 use linear time algorithm for tree-like structures
af_useSymmetry                   use constraint matrix symmetry
ai_blockedFailSafe               enable blocked fail safe handling
ai_debugMove                     draws movement information for monsters
ai_debugScript                   displays script calls for the specified monster entity number
ai_debugTrajectory               draws trajectory tests for monsters
ai_showCombatNodes               draws attack cones for monsters
ai_showObstacleAvoidance         draws obstacle avoidance information for monsters.  if 2, draws obstacles for player, as well
ai_showPaths                     draws path_* entities
ai_testPredictPath
cm_backFaceCull                  cull back facing polygons
cm_debugCollision                debug the collision detection
cm_drawColor                     color used to draw the collision models
cm_drawFilled                    draw filled polygons
cm_drawInternal                  draw internal edges green
cm_drawMask                      collision mask
cm_drawNormals                   draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_allowConsole                 allow ~ to toggle console
com_asyncInput                   sample input from the async thread
com_asyncSound                   mix sound from the async thread
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos
com_compressSaveGame             compress save games
com_fixedTic
com_forceGenericSIMD             force generic platform independent SIMD
com_guid
com_journal                      1 = record journal, 2 = play back journal
com_logDemos
com_machineSpec                  hardware classification, -1 = not detected,  0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality
com_makingBuild                  1 when making a build
com_memoryMarker                 used as a marker for memory stats
com_minTics
com_preciseTic                   run one game tick every async thread update
com_preloadDemos
com_purgeAll                     purge everything between level loads
com_showAngles
com_showAsyncStats               show async network stats
com_showDemo
com_showFPS                      show frames rendered per second
com_showMemoryUsage              show total and per frame memory usage
com_showSoundDecoders            show sound decoders
com_showTics
com_skipGameDraw
com_skipRenderer                 skip the renderer completely
com_speeds                       show engine timings
com_timestampPrints              print time with each console print, 1 =
msec 2 = sec
com_updateLoadSize               update the load size after loading a map
com_videoRam                     holds the last amount of detected video ram
com_wipeSeconds
con_noPrint                      print on the console but not onscreen when console is pulled up
con_notifyTime                   time messages are displayed onscreen when console is pulled up
con_speed                        speed at which the console moves up and
down
decl_show                        set to 1 to print parses, 2 to also print references
developer
EntityPlacement
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game
fs_restrict
fs_savepath
g_armorProtection                armor takes this percentage of damage
g_armorProtectionMP              armor takes this percentage of damage in mp
g_balanceTDM                     maintain even teams
g_blobSize
g_blobTime
g_bloodEffects                   show blood splats, sprays and gibs
g_cinematic                      skips updating entities that aren't marked 'cinematic' '1' during cinematics
g_cinematicMaxSkipTime           # of seconds to allow game to run when skipping cinematic.  prevents lock-up when cinematic doesn't end.
g_countDown                      pregame countdown in seconds
g_damageScale                    scale final damage on player by this factor
g_debugAnim                      displays information on which animations are playing on the specified entity number.  set to -1 to disable.
g_debugBounds                    checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals                         show decals such as bullet holes
g_disasm                         disassemble script into base/script disasm.txt on the local drive when script is compiled
g_doubleVision                   show double vision when taking damage
g_dragDamping
g_dragEntity                     allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection
g_dropItemRotation
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode                 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models
g_exportMask
g_flushSave                      1 = don't buffer file writing for save games.
g_fov
g_frametime                      displays timing information for each game frame
g_gameReviewPause                scores review time in seconds (at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt                  how much health to take in nightmare mode
g_healthTakeLimit                how low can health get taken in nightmare mode
g_healthTakeTime                 how often to take health in nightmare mode
g_kickAmplitude
g_kickTime
g_knockback
g_mapCycle                       map cycling script for multiplayer games - see mapcycle.scriptcfg
g_maxShowDistance
g_monsters
g_mpWeaponAngleScale             Control the weapon sway in MP
g_muzzleFlash                    show muzzle flashes
g_nightmare                      if nightmare mode is allowed
g_password                       game password
g_projectileLights               show dynamic lights on projectiles
g_showActiveEntities             draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow.  non-dormant are green.
g_showBrass                      enables ejected shells from weapon
g_showcamerainfo                 displays the current frame # for the camera when playing cinematics
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showEnemies                    draws boxes around monsters that have targeted the the player
g_showEntityInfo
g_showHud
g_showPlayerShadow               enables shadow of player model
g_showProjectilePct              enables display of player hit percentage
g_showPVS
g_showTargets                    draws entities and thier targets.  hidden entities are drawn grey.
g_showTestModelFrame             displays the current animation and frame # for testmodels
g_showTriggers                   draws trigger entities (orange) and thier targets (green).  disabled triggers are drawn grey.
g_showviewpos
g_skill
g_skipFX
g_skipParticles
g_skipViewEffects                skip damage and other view effects
g_spectatorChat                  let spectators talk to everyone during game
g_stopTime
g_TDMArrows                      draw arrows over teammates in team deathmatch
g_testDeath
g_testHealthVision
g_testModelAnimate               test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once
g_testModelBlend                 number of frames to blend
g_testModelRotate                test model rotation speed
g_testParticle                   test particle visualation, set by the particle editor
g_testParticleName               name of the particle being tested by the particle editor
g_testPostProcess                name of material to draw over screen
g_timeEntities                   when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
g_useDynamicProtection           scale damage and armor dynamically to keep the player alive more often
g_vehicleForce
g_vehicleVelocity
g_viewNodalX
g_viewNodalZ
g_voteFlags                      vote flags. bit mask of votes not allowed on this server
gamedate
gamename
gui_configServerRate
gui_debug
gui_edit
gui_filter_gameType              Gametype filter
gui_filter_password              Password filter
gui_filter_players               Players filter
gui_mediumFontLimit
gui_smallFontLimit
ik_debug                         show IK debug lines
ik_enable                        enable IK
image_anisotropy                 set the maximum texture anisotropy if available
image_cacheMegs                  maximum MB set aside for temporary loading of full-sized precompressed images
image_cacheMinK                  maximum KB of precompressed files to read at specification time
image_colorMipLevels             development aid to see texture mip usage
image_downSize                   controls texture downsampling
image_downSizeBump               controls normal map downsampling
image_downSizeBumpLimit          controls normal map downsample limit
image_downSizeLimit              controls diffuse map downsample limit
image_downSizeSpecular           controls specular downsampling
image_downSizeSpecularLimit      controls specular downsampled limit
image_filter                     changes texture filtering on mipmapped images
image_forceDownSize
image_ignoreHighQuality          ignore high quality setting on materials
image_lodbias                    change lod bias on mipmapped images
image_preload                    if 0, dynamically load all images
image_roundDown                  round bad sizes down to nearest power of two
image_showBackgroundLoads        1 = print number of outstanding background loads
image_useAllFormats              allow alpha/intensity/luminance luminance+alpha
image_useCache                   1 = do background load image caching
image_useCompression             0 = force everything to high quality
image_useNormalCompression       2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available
image_useOfflineCompression      write a batch file for offline compression of DDS files
image_usePrecompressedTextures   use .dds files if present
image_writeNormalTGA             write .tgas of the final normal maps for debugging
image_writeNormalTGAPalletized   write .tgas of the final palletized normal maps for debugging
image_writePrecompressedTextures write .dds files if necessary
image_writeTGA                   write .tgas of the non normal maps for debugging
in_alwaysRun                     always run (reverse _speed button) - only in MP
in_anglespeedkey                 angle change scale when holding down _speed button
in_freeLook                      look around with mouse (reverse _mlook button)
in_mouse                         enable mouse input
in_pitchspeed                    pitch change speed when holding down look _lookUp or _lookDown button
in_yawspeed                      yaw change speed when holding down _left or _right button
lcp_showFailures                 show LCP solver failures
logFile                          1 = buffer log, 2 = flush after each print
logFileName                      name of log file, if empty, qconsole.log will be used
m_pitch                          mouse pitch scale
m_showMouseRate                  shows mouse movement
m_smooth                         number of samples blended for mouse viewing
m_strafeScale                    mouse strafe movement scale
m_strafeSmooth                   number of samples blended for mouse moving
m_yaw                            mouse yaw scale
mod_validSkins                   valid skins for the game
net_allowCheats                  Allow cheats in network game
net_channelShowDrop              show dropped packets
net_channelShowPackets           show all packets
net_clientMaxRate                maximum rate requested by client from server in bytes/sec
net_clientPredictGUI             test guis in networking without prediction
net_clientPrediction             additional client side prediction in milliseconds
net_clientRemoteConsoleAddress   remote console address
net_clientRemoteConsolePassword  remote console password
net_clientServerTimeout          server time out in seconds
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing
net_clientUsercmdBackup          number of usercmds to resend
net_forceDrop                    percentage packet loss
net_forceLatency                 milliseconds latency
net_ip                           local IP address
net_LANServer                    config LAN games only - affects clients and servers
net_master0                      idnet master server address
net_master1                      1st master server address
net_master2                      2nd master server address
net_master3                      3rd master server address
net_master4                      4th master server address
net_port                         local IP port number
net_serverAllowServerMod         allow server-side mods
net_serverClientTimeout          client time out in seconds
net_serverDedicated              1 = text console dedicated server, 2 = graphical dedicated server
net_serverDrawClient             number of client for which to draw view on server
net_serverMaxClientRate          maximum rate to a client in bytes/sec
net_serverMaxUsercmdRelay        maximum number of usercmds from other clients the server relays to a client
net_serverReloadEngine           perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0
net_serverRemoteConsolePassword  remote console password
net_serverSnapshotDelay          delay between snapshots in milliseconds
net_serverZombieTimeout          disconnected client timeout in seconds
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_verbose                      1 = verbose output, 2 = even more verbose output
password                         client password used when connecting
pm_air                           how long in milliseconds the player can go without air before he starts taking damage
pm_bboxwidth                     x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob                     bob much faster when crouched
pm_crouchheight                  height of player's bounding box while crouched
pm_crouchrate                    time it takes for player's view to change from standing to crouching
pm_crouchspeed                   speed the player can move while crouched
pm_crouchviewheight              height of player's view while crouched
pm_deadheight                    height of player's bounding box while dead
pm_deadviewheight                height of player's view while dead
pm_jumpheight                    approximate hieght the player can jump
pm_maxviewpitch                  amount player's view can look down
pm_minviewpitch                  amount player's view can look up (negative values are up)
pm_modelView                     draws camera from POV of player model (1 = always, 2 = when dead)
pm_noclipspeed                   speed the player can move while in noclip
pm_normalheight                  height of player's bounding box while standing
pm_normalviewheight              height of player's view while standing
pm_runbob                        bob faster when running
pm_runpitch
pm_runroll
pm_runspeed                      speed the player can move while running
pm_spectatebbox                  size of the spectator bounding box
pm_spectatespeed                 speed the player can move while spectating
pm_stamina                       length of time player can run
pm_staminarate                   rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.
pm_staminathreshold              when stamina drops below this value, player gradually slows to a walk
pm_stepsize                      maximum height the player can step up without jumping
pm_thirdPerson                   enables third person view
pm_thirdPersonAngle              direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip               clip third person view into world space
pm_thirdPersonDeath              enables third person view when player dies
pm_thirdPersonHeight             height of camera from normal view height in 3rd person
pm_thirdPersonRange              camera distance from player in 3rd person
pm_usecylinder                   use a cylinder approximation instead of a bounding box for player collision detection
pm_walkbob                       bob slowly when walking
pm_walkspeed                     speed the player can move while walking
r_brightness                     changes gamma tables
r_cgFragmentProfile              arbfp1, fp30
r_cgVertexProfile                arbvp1, vp20, vp30
r_checkBounds                    compare all surface bounds with precalculated ones
r_clear                          force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
r_customHeight                   custom screen height
r_customWidth                    custom screen width
r_debugArrowStep                 step size of arrow cone line rotation in degrees
r_debugLineDepthTest             perform depth test on debug lines
r_debugLineWidth                 width of debug lines
r_debugPolygonFilled             draw a filled polygon
r_demonstrateBug                 used during development to show IHV's their problems
r_displayRefresh                 optional display refresh rate option for vid mode
r_finish                         force a call to glFinish() every frame
r_flareSize                      scale the flare deforms from the material def
r_forceLoadImages                draw all images to screen after registration
r_frontBuffer                    draw to front buffer for debugging
r_fullscreen                     0 = windowed, 1 = full screen
r_gamma                          changes gamma tables
r_glDriver                       "opengl32", etc.
r_hdr_bloomFraction              fraction to smear across neighbors
r_hdr_exposure                   maximum light scale
r_hdr_gamma                      monitor gamma power
r_hdr_monitorDither              random dither in monitor space
r_hdr_useFloats                  use a floating point rendering buffer
r_ignore                         used for random debugging without defining new vars
r_ignore2                        used for random debugging without defining new vars
r_ignoreGLErrors                 ignore GL errors
r_inhibitFragmentProgram         ignore the fragment program extension
r_jitter                         randomly subpixel jitter the projection matrix
r_jointNameOffset                offset of joint names when r_showskel is set to 1
r_jointNameScale                 size of joint names when r_showskel is set to 1
r_lightAllBackFaces              light all the back faces, even when they would be shadowed
r_lightScale                     all light intensities are multiplied by this
r_lightSourceRadius              for soft-shadow sampling
r_lockSurfaces                   allow moving the view point without changing the composition of the scene, including culling
r_logFile                        number of frames to emit GL logs
r_materialOverride               overrides all materials
r_megaTextureLevel               draw only a specific level
r_mergeModelSurfaces             combine model surfaces with the same material
r_mode                           video mode number
r_multiSamples                   number of antialiasing samples
r_offsetfactor                   polygon offset parameter
r_offsetunits                    polygon offset parameter
r_orderIndexes                   perform index reorganization to optimize vertex use
r_renderer                       hardware specific renderer path to use
r_sb_biasScale                   scale factor for jitter bias
r_sb_frustomFOV                  oversize FOV for point light side matching
r_sb_jitterScale                 scale factor for jitter offset
r_sb_lightResolution             Pixel dimensions for each shadow buffer, 64 - 2048
r_sb_linearFilter                use GL_LINEAR instead of GL_NEAREST on shadow maps
r_sb_noShadows                   don't draw any occluders
r_sb_occluderFacing              0 = front faces, 1 = back faces, 2 = midway between
r_sb_polyOfsFactor               polygonOffset factor for drawing shadow buffer
r_sb_polyOfsUnits                polygonOffset units for drawing shadow buffer
r_sb_randomize                   randomly offset jitter texture each draw
r_sb_samples                     0, 1, 4, or 16
r_sb_screenSpaceShadow           build shadows in screen space instead of on surfaces
r_sb_showFrustumPixels           color the pixels contained in the frustum
r_sb_singleSide                  only draw a single side (0-5) of point lights
r_sb_useCulling                  cull geometry to individual side frustums
r_sb_usePbuffer                  draw offscreen
r_sb_viewResolution              Width of screen space shadow sampling
r_screenFraction                 for testing fill rate, the resolution of the entire screen can be changed
r_shadowPolygonFactor            scale value for stencil shadow drawing
r_shadowPolygonOffset            bias value added to depth test for stencil shadow drawing
r_shadows                        enable shadows
r_showAlloc                      report alloc/free counts
r_showCull                       report sphere and box culling stats
r_showDefs                       report the number of modeDefs and lightDefs in view
r_showDemo                       report reads and writes to the demo file
r_showDepth                      display the contents of the depth buffer and the depth range
r_showDominantTri                draw lines from vertexes to center of dominant triangles
r_showDynamic                    report stats on dynamic surface generation
r_showEdges                      draw the sil edges
r_showEntityScissors             show entity scissor rectangles
r_showImages                     1 = show all images instead of rendering, 2 = show in proportional size
r_showIntensity                  draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showInteractionFrustums        1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
r_showInteractions               report interaction generation activity
r_showInteractionScissors        1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
r_showLightCount                 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
r_showLights                     1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
r_showLightScale                 report the scale factor applied to drawing for overbrights
r_showLightScissors              show light scissor rectangles
r_showMegaTexture                display all the level images
r_showMegaTextureLabels          draw colored blocks in each tile
r_showMemory                     print frame memory utilization
r_showNormals                    draws wireframe normals
r_showOverDraw                   1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
r_showPortals                    draw portal outlines in color based on passed / not passed
r_showPrimitives                 report drawsurf/index/vertex counts
r_showShadowCount                colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
r_showShadows                    1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showSilhouette                 highlight edges that are casting shadow planes
r_showSkel                       draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSmp                        show which end (front or back) is blocking
r_showSurfaceInfo                show surface material name under crosshair
r_showSurfaces                   report surface/light/shadow counts
r_showTangentSpace               shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTexturePolarity            shade triangles by texture area polarity
r_showTextureVectors              if > 0 draw each triangles texture (tangent) vectors
r_showTrace                      show the intersection of an eye trace with the world
r_showTris                       enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
r_showUnsmoothedTangents         if 1, put all nvidia register combiner programming in display lists
r_showUpdates                    report entity and light updates and ref counts
r_showVertexCache
r_showVertexColor                draws all triangles with the solid vertex color
r_showViewEntitys                1 = displays the bounding boxes of all view models, 2 = print index numbers
r_singleArea                     only draw the portal area the view is actually in
r_singleEntity                   suppress all but one entity
r_singleLight                    suppress all but one light
r_singleSurface                  suppress all but one surface on each entity
r_singleTriangle                 only draw a single triangle per primitive
r_skipAmbient                    bypasses all non-interaction drawing
r_skipBackEnd                    don't draw anything
r_skipBlendLights                skip all blend lights
r_skipBump                       uses a flat surface instead of the bump map
r_skipCopyTexture                do all rendering, but don't actually copyTexSubImage2D
r_skipDeforms                    leave all deform materials in their original state
r_skipDiffuse                    use black for diffuse
r_skipDynamicTextures            don't dynamically create textures
r_skipFogLights                  skip all fog lights
r_skipFrontEnd                   bypasses all front end work, but 2D gui rendering still draws
r_skipGuiShaders                 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
r_skipInteractions               skip all light/surface interaction drawing
r_skipLightScale                 don't do any post-interaction light scaling, makes things dim on low-dynamic range cards
r_skipMegaTexture                only use the lowest level image
r_skipNewAmbient                 bypasses all vertex/fragment program ambient drawing
r_skipOverlays                   skip overlay surfaces
r_skipParticles                  1 = skip all particle systems
r_skipPostProcess                skip all post-process renderings
r_skipRender                     skip 3D rendering, but pass 2D
r_skipRenderContext              NULL the rendering context during backend 3D rendering
r_skipROQ                        skip ROQ decoding
r_skipSpecular                   use black for specular1
r_skipSubviews                   1 = don't render any gui elements on surfaces
r_skipSuppress                   ignore the per-view suppressions
r_skipTranslucent                skip the translucent interaction rendering
r_skipUpdates                    1 = don't accept any entity or light updates making everything static
r_slopNormal                     merge normals that dot less than this
r_slopTexCoord                   merge texture coordinates this far apart
r_slopVertex                     merge xyz coordinates this far apart
r_subviewOnly                    1 = don't render main view, allowing subviews to be debugged
r_swapInterval                   changes wglSwapIntarval
r_terrainScale                   vertically scale USGS data
r_testARBProgram                 experiment with vertex/fragment programs
r_testGamma                      if > 0 draw a grid pattern to test gamma levels
r_testGammaBias                  if > 0 draw a grid pattern to test gamma levels
r_testStepGamma                  if > 0 draw a grid pattern to test gamma levels
r_useCachedDynamicModels         cache snapshots of dynamic models
r_useClippedLightScissors        0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
r_useCombinerDisplayLists        put all nvidia register combiner programming in display lists
r_useConstantMaterials           use pre-calculated material registers if possible
r_useCulling                     0 = none, 1 = sphere, 2 = sphere + box
r_useDeferredTangents            defer tangents calculations after deform
r_useDepthBoundsTest             use depth bounds test to reduce shadow fill
r_useEntityCallbacks             if 0, issue the callback immediately at update time, rather than defering
r_useEntityCulling               0 = none, 1 = box
r_useEntityScissors              1 = use custom scissor rectangle for each entity
r_useExternalShadows             1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
r_useFrustumFarDistance          if != 0 force the view frustum far distance to this distance
r_useIndexBuffers                use ARB_vertex_buffer_object for indexes
r_useInfiniteFarZ                use the no-far-clip-plane trick
r_useInteractionCulling          1 = cull interactions
r_useInteractionScissors         1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
r_useInteractionTable            create a full entityDefs * lightDefs table to make finding interactions faster
r_useLightCulling                0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
r_useLightPortalFlow             use a more precise area reference determination
r_useLightScissors               1 = use custom scissor rectangle for each light
r_useNodeCommonChildren          stop pushing reference bounds early when possible
r_useNV20MonoLights              use pass optimization for mono lights
r_useOptimizedShadows            use the dmap generated static shadow
volumes
r_usePortals                      1 = use portals to perform area culling, otherwise draw everything
r_usePreciseTriangleInteractions 1 = do winding clipping to determine if each ambiguous tri should be lit
r_useScissor                     scissor clip as portals and lights are processed
r_useShadowCulling               try to cull shadows from partially visible lights
r_useShadowProjectedCull         discard triangles outside light volume before shadowing
r_useShadowSurfaceScissor        scissor shadows by the scissor rect of the interaction surfaces
r_useShadowVertexProgram         do the shadow projection in the vertex program on capable cards
r_useSilRemap                    consider verts with the same XYZ, but different ST the same for shadows
r_useStateCaching                avoid redundant state changes in GL_*() calls
r_useTripleTextureARB            cards with 3+ texture units do a two pass instead of three pass
r_useTurboShadow                 use the infinite projection with W technique for dynamic shadows
r_useTwoSidedStencil             do stencil shadows in one pass with different ops on each side
r_useVertexBuffers               use ARB_vertex_buffer_object for vertexes
r_vertexBufferMegs
r_znear                          near Z clip plane distance
radiant_ALTEdgeDrag
radiant_AngleSpeed
radiant_Autosave
radiant_AutosaveMinutes
radiant_camerawindow
radiant_CamXYUpdate
radiant_ChaseMouse
radiant_CubicClipping
radiant_CubicScale
radiant_entityMode
radiant_EntityShow
radiant_HiColorTextures
radiant_InspectorDockedDialogs
radiant_InspectorsWindow
radiant_LastMap
radiant_LastProject
radiant_LoadLast
radiant_LoadLastMap
radiant_LoadShaders
radiant_MainWindowPlace
radiant_ModelPath
radiant_MoveSpeed
radiant_NewFaceGrab
radiant_NewLightStyle
radiant_NewMapFormat
radiant_NewRightClick
radiant_NewTextureWindowStuff
radiant_NewVertex
radiant_NoClamp
radiant_NoStipple
radiant_QE4Paint
radiant_QE4StyleWindows
radiant_RadiantMapPath
radiant_RotateLock
radiant_Rotation
radiant_RunBefore
radiant_SavedInfo
radiant_SelectWholeEntitiesKey
radiant_SizePainting
radiant_Snapshots
radiant_SnapT
radiant_StatusPointSize
radiant_SwitchClipKey
radiant_TextureLock
radiant_TextureQuality
radiant_TextureScale
radiant_TextureScrollbar
radiant_texwindow
radiant_UndoLevels
radiant_UseDisplayLists
radiant_UseGLLighting
radiant_UseTextureBar
radiant_WideToolBar
radiant_xywindow
radiant_XZVIS
radiant_xzwindow
radiant_YZVIS
radiant_yzwindow
radiant_ZClipBottom
radiant_ZClipEnabled
radiant_ZClipTop
radiant_ZVIS
radiant_zwindow
rb_showActive                    show rigid bodies that are not at rest
rb_showBodies                    show rigid bodies
rb_showInertia                   show the inertia tensor of each rigid body
rb_showMass                      show the mass of each rigid body
rb_showTimings                   show rigid body cpu usage
rb_showVelocity                  show the velocity of each rigid body
s_clipVolumes
s_constantAmplitude
s_doorDistanceAdd                reduce sound volume with this distance when going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_force22kHz
s_globalFraction                 volume to all speakers when not spatialized
s_maxSoundsPerShader
s_meterTopTime
s_minVolume2
s_minVolume6
s_noSound
s_numberOfSpeakers               number of speakers
s_playDefaultSound               play a beep for missing sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverse
s_showLevelMeter
s_showStartSound
s_singleEmitter                  mute all sounds but this emitter
s_spatializationDecay
s_subFraction                    volume to subwoofer in 5.1
s_useOcclusion
s_volume_dB                      volume in dB
sensitivity                      mouse view sensitivity
si_fragLimit                     frag limit
si_gameType                      game type - singleplayer, deathmatch, Tourney, Team DM or Last Man
si_map                           map to be played next on server
si_maxPlayers                    max number of players allowed on the server
si_name                          name of the server
si_pure                          server is pure and does not allow modified data
si_spectators                    allow spectators or require all clients to play
si_teamDamage                    enable team damage
si_timeLimit                     time limit in minutes
si_usePass                       enable client password checking
si_version                       engine version
si_warmup                        do pre-game warmup
sys_arch
sys_cpustring
sys_lang
timescale                        scales the time
ui_autoReload                    auto reload weapon
ui_autoSwitch                    auto switch weapon
ui_name                          player name
ui_ready                         player is ready to start playing
ui_showGun                       show gun
ui_skin                          player skin
ui_spectate                      play or spectate
ui_team                          player team
win_allowMultipleInstances       allow multiple instances running concurrently
win_notaskkeys                   disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate                  allows the game to be updated while dragging the window
win_username                     windows user name
win_viewlog
win_xpos                         horizontal position of window
win_ypos                         vertical position of window
aasStats              shows AAS stats
addarrow              adds a debug arrow
addChatLine           internal use - core to game chat lines
addline               adds a debug line
aviCmdDemo            writes AVIs for a command demo
aviDemo               writes AVIs for a demo
aviGame               writes AVIs for the current game
benchmark             benchmark
bind                  binds a command to a key
bindRagdoll           binds ragdoll at the current drag position
bindunbindtwo         binds a key but unbinds it first if there are more than two binds
blinkline             blinks a debug line
centerview            centers the view
checkNewVersion       check if a new version of the game is available
clear                 clears the console
clearLights           clears all lights
clientDropWeapon      drop current weapon
clientMessageMode     ingame gui message mode
clientVoiceChat       voice chats: clientVoiceChat <sound shader>
clientVoiceChatTeam   team voice chats: clientVoiceChat <sound shader>
closeViewNotes        close the view showing any notes for this map
collisionModelInfo    shows collision model info
combineCubeImages     combines six images for roq compression
compressDemo          compresses a demo file
conDump               dumps the console text to a file
connect               connects to a server
crash                 causes a crash
cvar_restart          restart the cvar system
damage                apply damage to an entity
debugger              launches the Script Debugger
deleteSelected        deletes selected entity
demoShot              writes a screenshot for a demo
devmap                loads a map in developer mode
dir                   lists a folder
dirtree               lists a folder with subfolders
disasmScript          disassembles script
disconnect            disconnects from a game
dmap                  compiles a map
echo                  prints text
editAFs               launches the in-game Articulated Figure Editor
editDecls             launches the in-game Declaration Editor
editGUIs              launches the GUI Editor
editLights            launches the in-game Light Editor
editor                launches the level editor Radiant
editParticles         launches the in-game Particle Editor
editPDAs              launches the in-game PDA Editor
editScripts           launches the in-game Script Editor
editSounds            launches the in-game Sound Editor
envshot               takes an environment shot
error                 causes an error
exec                  executes a config file
execMachineSpec       execs the appropriate config files and sets cvars based on com_machineSpec
exit                  exits the game
exitCmdDemo           exits a command demo
exportmodels          exports models
finishBuild           finishes the build process
freeze                freezes the game for a number of seconds
game_memory           displays game class info
gameError             causes a game error
gameKick              same as kick, but recognizes player names
getviewpos            prints the current view position
gfxInfo               show graphics info
give                  gives one or more items
god                   enables god mode
heartbeat             send a heartbeat to the the master servers
help                  shows help
hitch                 hitches the game
in_restart            restarts the input system
keepTestModel         keeps the last test model in the game
kick                  kick a client by connection number
kill                  kills the player
killMonsters          removes all monsters
killMoveables         removes all moveables
killRagdolls          removes all ragdolls
LANScan               scans LAN for servers
listActiveEntities    lists active game entities
listAF                lists articulated figures
listAnims             lists all animations
listAudios            lists Audios
listBinds             lists key bindings
listClasses           lists game classes
listCmds              lists commands
listCollisionModels   lists collision models
listCvars             lists cvars
listDecls             lists all decls
listDictKeys          lists all keys used by dictionaries
listDictValues        lists all values used by dictionaries
listEmails            lists Emails
listEntities          lists game entities
listEntityDefs        lists entity defs
listFX                lists FX systems
listGameCmds          lists game commands
listGuis              lists guis
listHuffmanFrequencies lists decl text character frequencies
listImages            lists images
listLines             lists all debug lines
listMaterials         lists materials
listModelDefs         lists model defs
listModels            lists all models
listModes             lists all video modes
listMonsters          lists monsters
listParticles         lists particle systems
listPDAs              lists PDAs
listRenderEntityDefs  lists the entity defs
listRendererCmds      lists renderer commands
listRenderLightDefs   lists the light defs
listServers           lists scanned servers
listSkins             lists skins
listSoundCmds         lists sound commands
listSoundDecoders     list active sound decoders
listSounds            lists all sounds
listSoundShaders      lists sound shaders
listSpawnArgs         list the spawn args of an entity
listSystemCmds        lists system commands
listTables            lists tables
listThreads           lists script threads
listToolCmds          lists tool commands
listTypeInfo          list type info
listVertexCache       lists vertex cache
listVideos            lists Videos
loadGame              loads a game
localizeGuis          localize guis
localizeMaps          localize maps
makeAmbientMap        makes an ambient map
MakeMegaTexture       processes giant images
map                   loads a map
memoryDump            creates a memory dump
memoryDumpCompressed  creates a compressed memory dump
modulateLights        modifies shader parms on all lights
nextAnim              shows next animation on test model
nextFrame             shows next animation frame on test model
nextGUI               teleport the player to the next func_static with a gui
nextMap               loads the next map on the server
noclip                disables collision detection for the player
notarget              disables the player as a target
parse                 prints tokenized string
path                  lists search paths
playCmdDemo           plays back a command demo
playDemo              plays back a demo
playerModel           sets the given model on the player
popLight              removes the last created light
prevAnim              shows previous animation on test model
prevFrame             shows previous animation frame on test model
printAF               prints an articulated figure
printAudio            prints an Video
printEmail            prints an Email
printEntityDef        prints an entity def
printFX               prints an FX system
printMaterial         prints a material
printModel            prints model info
printModelDefs        prints a model def
printParticle         prints a particle system
printPDA              prints an PDA
printSkin             prints a skin
printSoundShader      prints a sound shader
printTable            prints a table
printVideo            prints a Audio
promptKey             prompt and sets the CD Key
quit                  quits the game
rcon                  sends remote console command to server
reconnect             reconnect to the last server we tried to connect to
recordDemo            records a demo
recordViewNotes       record the current view position with notes
reexportmodels        reexports models
regenerateWorld       regenerates all interactions
reloadanims           reloads animations
reloadARBprograms     reloads ARB programs
reloadCgPrograms      reloads CG programs
reloadDecls           reloads decls
reloadEngine          reloads the engine down to including the file system
reloadGuis            reloads guis
reloadImages          reloads images
reloadLanguage        reload language dict
reloadModels          reloads models
reloadScript          reloads scripts
reloadSounds          reloads all sounds
reloadSurface         reloads the decl and images for selected surface
remove                removes an entity
removeline            removes a debug line
renderbump            renders a bump map
renderbumpFlat        renders a flat bump map
reportImageDuplication checks all referenced images for duplications
reportSurfaceAreas    lists all used materials sorted by surface area
rescanSI              internal - rescan serverinfo cvars and tell game
reset                 resets a cvar
roq                   encodes a roq file
runAAS                compiles an AAS file for a map
runAASDir             compiles AAS files for all maps in a folder
runReach              calculates reachability for an AAS file
s_restart             restarts the sound system
saveGame              saves a game
saveLights            saves all lights to the .map file
saveMoveables         save all moveables to the .map file
saveParticles         saves all lights to the .map file
saveRagdolls          save all ragdoll poses to the .map file
saveSelected          saves the selected entity to the .map file
say                   text chat
sayTeam               team text chat
screenshot            takes a screenshot
script                executes a line of script
serverForceReady      force all players ready
serverInfo            shows server info
serverMapRestart      restart the current game
serverNextMap         change to the next map
set                   sets a cvar
seta                  sets a cvar and flags it as archive
setMachineSpec        detects system capabilities and sets com_machineSpec to appropriate value
sets                  sets a cvar and flags it as server info
sett                  sets a cvar and flags it as tool
setu                  sets a cvar and flags it as user info
setviewpos            sets the current view position
showDictMemory        shows memory used by dictionaries
showInteractionMemory shows memory used by interactions
showStringMemory      shows memory used by strings
showTriSurfMemory     shows memory used by triangle surfaces
showViewNotes         show any view notes for the current map, successive calls will cycle to the next note
sizeDown              makes the rendered view smaller
sizeUp                makes the rendered view larger
spawn                 spawns a game entity
spawnServer           spawns a server
startBuild            prepares to make a build
stopRecording         stops demo recording
takeViewNotes         take notes about the current map from the current view
takeViewNotes2        extended take view notes
teleport              teleports the player to an entity location
testAnim              tests an animation
testBlend             tests animation blending
testBoneFx            tests an FX system bound to a joint
testDamage            tests a damage def
testDeath             tests death
testFx                tests an FX system
testGUI               tests a gui
testImage             displays the given image centered on screen
testLight             tests a light
testmap               tests a map
testModel             tests a model
testParticleStopTime  tests particle stop time on a test model
testPointLight        tests a point light
testSave              writes out a test savegame
testSaveGame          test a save game for a level
testShaderParm        sets a shaderParm on an existing testModel
testSIMD              test SIMD code
testSkin              tests a skin on an existing testModel
testSound             tests a sound
testVideo             displays the given cinematic
timeCmdDemo           times a command demo
timeDemo              times a demo
timeDemoQuit          times a demo and quits
toggle                toggles a cvar
touch                 touches a decl
touchFile             touches a file
touchFileList         touches a list of files
touchGui              touches a gui
touchModel            touches a model
trigger               triggers an entity
unbind                unbinds any command from a key
unbindall             unbinds any commands from all keys
unbindRagdoll         unbinds the selected ragdoll
updateUI              internal - cause a sync down of game-modified userinfo
vid_restart           restarts renderSystem
vstr                  inserts the current value of a cvar as command text
wait                  delays remaining buffered commands one or more frames
weaponSplat           projects a blood splat on the player weapon
where                 prints the current view position
writeCmdDemo          writes a command demo
writeConfig           writes a config file
writeGameState        write game state
writePrecache         writes precache commands


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