Jump to content

Home

Here are The console commands for Q-3 "WARNING USE AT UR OWN RISK"


THE_PHANTOMLORD

Recommended Posts

I'm realy kind of torn about posting these due to the fact I don't want anyone acidently ruining their game state due to one of my posts, but A lot of peeps have been asking about console commands so Im posting a link to where they can b found......In case the hyperlink mysteriously vanishes from the face of the web I'll past them below as well-"Funny how that just happens sometimes". Bare in mind these are the commands for Quake 3 "The same engine used to design JK2". So some of them may or may not have the same effect blah blah blah.......and on a word of caution Please be careful what u change or u may find ur self reinstaling the game"or worse.who knows" and if u check ur read me file for JK2 you will notice the Commands are for "Development use Only" so don't expect any Tech support if U foul something up as a result of them. One word to the wise make a note of what u change "AND its default setting" so U can change it back incase of a disaster.......Have gotten that off my chest here's http://fps.brainerd.net/consolecommands.htm a link to the site which may be easier on ur eyes than the command lines below.........Enjoy and I hope this helps some peeps out there

http://fps.brainerd.net/consolecommands.htm

 

"WARNING USE AT UR OWN RISK"

Console Commands

Description

 

centerview quickly move current view to the center of screen

changeVectors change to vector defined by FIND_NEW_CHANGE_VECTORS

cinematic play the q3a intro movie...

clear clear all text from console

clientinfo display name, rate, number of snaps, player model, rail color, and handicap (state number?)

cmd send a command to server remote console

cmdlist list all available console commands

condump condump "x" write the console text to a file where "x" is the name of that file

configstrings list the current config strings in effect

connect connect to server (connect 204.52.135.50) or (connect serverURL.com)

crash causes Q3TEST.EXE to perform an illegal operation in Windows

cvar_restart reset all variables back to factory defaults (could be handy)

cvarlist list all available console variables and their values

demo play demo (demo q3test1.dm3)

devmap load maps in development mode? (loads map with cheats enabled in v1.08)

dir display directory if syntax is correct ex. (dir \) or (dir ..\) or (dir ..\baseq3)

disconnect disconnects you from server (local included)

dumpuser display user info (handicap, model/color, rail color, more…)(dumpuser "<name>")

echo echo a string to the message display

error execute an error routine to protect the server

exec execute a config file or script

follow switch to follow mode (follow "<name>" or follow1 for 1ST place follow2 for 2ND etc…)

-forward stop moving forward

freeze freeze game and all animation for specified time (freeze 5) (5 seconds)

gfxinfo returns extensive information about video settings

give cheat - give player item (give railgun)

globalservers list public servers on the internet

god cheat - give player invulnerability

heartbeat send a manual heartbeat to the master servers

hunk_stats returns value of some registers how many bits high/low and total

imagelist list currently open images (textures).

in_restart restarts all the input drivers, dinput, joystick, etc

-info stop displaying server information (sv_hostname, map, rules, g_gametype, fraglimit)

joy_advancedupdate removed Graeme says joy support still broken

kick kick a user from the server (sorry from server console only…kick "<name>")

kill kills your player (suicide but can get you unstuck some times)

-left stop turning left

localservers list servers on LAN or local sub net only

-lookdown stop looking down

-lookup stop looking up

map loads specified map (map q3test1)

map_restart resets the game on the same map (also plays fight! sound file and displays FIGHT!)

messagemode send a message to everyone

messagemode2 send a message to teammates

messagemode3 send a message to tourney opponents?

messagemode4 send a message to attacker? (does not work)

midiinfo display information about MIDI music system

-mlook stop using mouse look

modelist list of accessible screen resolutions

modellist list of currently open player models

-movedown stop moving down (crouch, climb down, swim down)

-moveleft stop strafing to the left

-moveright stop strafing to the right

-moveup stop moving up (jump, climb up, swim up)

music plays specified music file (music music.???)

nextframe steps to the next frame?

nextskin steps to the next skin?

noclip no clipping objects (nothing will be solid)

notarget BOTS will not fight/see you (good for getting cool screenshots)

path display all current game paths

ping manually ping a server (ping "<sv_hostname>" or by the IP address)

play play a sound file (play sound.wav)

prevframe

prevskin

quit quit arena and quit Quake 3 Arena and return to your OS…Thanx for flying

rcon start a remote console to a server.

record records a demo (record mydemo.dm3)

reset reset specified variable (reset model) single variable as opposed to cvar_restart…(c:

restart restart the game on the current map (server only)

-right stop turning right

say say something to everyone on the server.

say_team say something to your team only.

scanservers scan the local area network for servers (only works for same subnet)

-scores stop displaying current scores

screenshot save current viewport to an image file (usually named sequentially shot0001.tga^)

sectorlist lists sectors and number of entities in each on the currently loaded map

serverinfo gives information about local server from the console of that server

serverrecord records a serverside demo (serverrecord srvrdemo.dm3)

serverstop stops the recording of a serverside demo

set set a variable (set <variable name> <commands;separate by;semi;colon>

seta works the same as set Hey John Carmack tell us how this differs from set

setenv sets environment variables

sets works the same as set Hey John Carmack tell us how this differs from set

setu works the same as set Hey John Carmack tell us how this differs from set

shaderlist list of currently open shaders (light effects).

sizedown makes viewport one size smaller

sizeup makes viewport one size larger

skinlist list of currently open skins

snd_restart re-initialize sound

soundinfo information about sound system

soundlist list of currently open sound files

-speed speed toggle bound to shift key by default toggles run/walk

status status of currently connected server

stoprecord stop recording a demo

stopdemo stop recording demo

stopsound stop whatever sound that is currently playing from playing.

-strafe stop changing directional movement into strafing movement

systeminfo returns values for: g_syncronousclients, sv_serverid, and timescale.

tcmd possibly send a command to server remote console? (illegal operation locked my PC)

team set player status. p=player s=spectator red, blue, or free (team free joins smallest/loosing team)also in tourney play team follow1 2 etc.(follow players by lead position) team scoreboard your player becomes a scoreboard

tell_attacker possibly to pass a complement to your last known attacker..he he more like insult

tell_target possibly to pass a complement back…ha ha more like "Die Llama"

testfog removed may have been used for development of fog emulation

testgun weapon model dissapears cg_gun 1 does not bring it back possibly to debug weapon model

testmodel testmodel <path\model.md3> will test/debug? the model specified

testshader covers all brushes and entities with the selected texture, and lights the map using the effect of that texture as well. entering testshader without a parameter will restore all textures set by the map. -hacker (removed possibly because cheat potential)

toggle toggle "X", where X is the variable you give, to a 1 if it is 0 and 0 if it is 1 (toggle cg_autoswitch) "The 'toggle' command can toggle write protected cvars." Graeme

toggleconsole usually bound to ~ the tilde key brings the console up and down

touchFile make the file a zero byte file (not a good idea I did not test this one)

unbind unbinds a key

unbindall unbinds all keys (be careful)

userinfo list user information like (possibly replaced by clientinfo)

vid_restart re-initialize video

viewpos returns player coordinates on the max in x y z form

vmprofile possibly more of the virtual machine John's talking about, profile…hmm?

vmtest probably a developer test which returns levels of success, returns >display "C: test 1234"

vstr identifies the attached command as a variable sting (bind a vstr "myvariable")

wait stop execution and wait one game tick (no alias support will be added in Q3A per J.C.)

weapnext switch to the next higher numbered weapon

weapon select a weapon by it's number (weapon "5")

weapprev switch to the next lower numbered weapon

writeconfig saves current configuration to a cfg file…this is cool! (c:

z_stats display the memory statistics for the Z-buffer in the game "lists all blocks >= given size" John Carmack

-zoom zoom out to fov specified by the fov variable

 

Variables

Description

 

activeaction "" execute a given command once the first snapshot is recieved from the conected server (activeaction "+movedown") - Questy + ZOID

arch "win98" architecture/operating system

bot_enable "0" possibly to enable and disable adding of bots to the map/game

capturelimit "8" set # of times a team must grab the others flag before the win is declared

cg_animspeed "1" enable player animations (see cg_noplayeranims)

cg_autoswitch "1" auto-switch Weapons (on pick-up)

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_centertime "3" set display time for center screen messages (0 off)

cg_debuganim "0" toggle model animation debug mode

cg_debugevents "0" toggle event debug mode

cg_debugposition "0" toggle player position debug mode

cg_demoLook "0" possibly to change the look of a recorded demo?

cg_draw2D "1" toggle the drawing of 2D icons on the HUD (Ammo #, health #, Armor #)

cg_draw3dIcons "1" toggle the drawing of 3D icons on the HUD (3DAmmo, 3Dface, 3DArmor)

cg_drawAmmoWarning "1" toggle low-ammo warning display

cg_drawAttacker "1" toggle the display of last know assailant

cg_drawCrosshair "1" toggle crosshairs (change to zero if you have really good aim ha! ha!)

cg_drawCrosshairNames "1" toggle displaying of name of who you're pointing at

cg_drawFPS "0" toggle Frames Per Second display (when set to one "0" is default)

cg_drawKiller "1" toggle display of players name and picture who fragged you last

cg_drawSnapshot "0" toggle the display of snapshots counter (# of snaps since game start)

cg_drawStatus "1" draw the HUD. (toggle weather or not health and score is displayed)

cg_drawTimer "1" show timer on HUD. Shows Time remaining, if timelimit is set

cg_errordecay "100"

cg_extrapolate "1" toggle blending of animations from one to the next (like a segway)

cg_footsteps "1" toggle the footstep sounds of your player in the game

cg_gibs "1" toggle the display of animated gibs (explosions flying body parts OH! YEA! BABY!)

cg_gun "1" toggle determines if the weapon your holding is visible or not

cg_ignore "0" possibly ignores hardware driver settings in favor of variable settings

cg_lagometer "1" toggle the display of Lag-O-Meter on the HUD 1=netgraph

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_railTrailTime "400" 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_shadows "0" set shadow detail level (0 = OFF, 1 = basic discs, 2 = Stencil Buffered (if r_stencilebits=8))

cg_showcrosshair "1" appeared in version 1.06 then removed in 1.07 now back in 1.08…hmm

cg_showmiss "0" toggle the display of missed player predictions (like Q2's cl_showmiss)

cg_simpleItems "0" makes some objects more "simple" (faster to render) now draws sprite items (OK large gain in FPS but even larger loss in visual quality/effects, is it worth it?)...hacker

cg_stats "0" toggles display of client frames in sequence missed frames are not shown

cg_stereoSeparation "0.4" the amount of Stereo Separation (some people think audio I think 3D glasses!) also can not notice any audible effect in greater or lesser numbers. You ever take off your glasses at a 3D movie, remember how the images were separated into 3 colors?

cg_swingSpeed "0.3" set speed player model rotates to match position (1 is no delay, 0 will never turn)

cg_teamchattime "" set the time for how long team messages (messagemode2) in the team colored (red/blue) box will remain on screen (3000=default)

cg_temp "0"

cg_testentities "0"

cg_thirdPerson "0" toggle the use of and third person view

cg_thirdPersonAngle "0" change the angle of perspective you view your player (180 changes view to the front of the model)

cg_thirdPersonRange "40" change the trailing distance you view your player from

cg_tracerchance "0.4" set frequency of tracer bullets (1 is all tracers)

cg_tracerlength "100" set length of tracer bullets

cg_tracerwidth "1" set width of tracer bullets

cg_waveamplitude "1"

cg_wavefrequency1 "0.4"

cheats "0" enable cheating commands (give all) (serverside only)

cl_anglespeedkey "1.5" set the speed that the direction keys (not mouse) change the view angle

cl_avidemo "0" toggle recording of a slideshow of screenshots records into the snapshot folder and appears to have overwritten some snapshots I had in there…)c:

cl_debugMove "0" toggle the drawing of debug graphs for mouse testing - Questy + ZOID

cl_freezeDemo "0" stops a demo play back and freeze on one frame

cl_maxpackets "30" possibly the transmission packet size? or how many packets are sent to client? (serverside)

cl_motd "1" toggle the display of "Message of the day" cl_mouseAccel "0" set mouse acceleration the mouse speeds up as it continues in one direction (not good)

cl_nodelta "0" disable delta compression (slows net performance, only use if net errors happen otherwise not recommended)

cl_noprint "0" printout messages to your screen or to the console (tired of all the chatter?)

cl_packetdup "2"

cl_pitchspeed "140" set the pitch rate when +lookup and/or +lookdown is active.

cl_run "1" always run...play without it I dare you! (c:

cl_running "1" possibly a server side control that may take precedence over players cl_run

cl_showmouserate "0" show the mouse rate of mouse samples per frame (USB 1/per frame)

cl_shownet "0" display network quality info

cl_showTimeDelta "0" display time delta between server updates

cl_timeNudge "0" effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server)

cl_timeout "125" seconds to wait before you are removed from the server when you lag out.

cl_updateInfoString "" "challenge\14985\motd\This was used when 1.07 came out"

cl_yawspeed "140" set the yaw rate when +left and/or +right is active. (as high as server will allow)

cm_curveClipHack "0" must have been a cheat!!! removed now

cm_noAreas "0"

cm_noCurves "0" toggle the ability of the player bounding box to clip through curved surfaces

cm_playerCurveClip "1" toggles the ability of the player bounding box to respect curved surfaces.

color "1" rail color blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7

com_dropsim "0" simulate random packet loss .5 will simulate half the packets being dropped used for debugging...Thanx to Questy + ZOID

com_hunkMegs "20" set the amount of memory in MB that quake3.exe will reserve for itself

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_speeds "0" toggle display of client side connection speeds (all: sv: ev: cl: gm: rf:)

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" toggle the display of a graph used by id

dedicated "0" set console to server only (command line cvar causes engine not to load 3D game just a server console C:\Q3TEST\quake3.exe +set dedicated 1)

developer "0" enable developer mode (more verbose messages)

dmflags "0" set deathmatch flags (hex value like q2 weapons stay spawn farthest etc…)

fixedtime "0" toggle will force engine to display all frames disregarding smoothness (usually some frames are skipped to keep game play smooth)

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 mouse…a must (c:

fs_basepath "" possibly sets base path root C:\Q3TEST for files to be downloaded from

fs_cdpath "" possibly sets drive letter for CD-ROM for use of .cin files maybe

fs_copyfiles "0" possible sets weather files can be copied from servers or weather client will download

fs_debug "0" possibly enables file server debug mode for download/uploads or something

fs_game "" possibly sets game type CTF DM or COOP?

fs_restrict "" possibly sets up file restrictions read-only etc...

g_aimTest "0" removed possibly was a cheat (bot like aiming)

g_arenaName "0" possibly toggles the display of the name of the current arena?

g_arenaRank "" possibly a variable to hold the value for your rank in the current series

g_arenaScores "" possibly a variable to hold the value of previous arena series scores

g_debugalloc "0"

g_debugMove "0"

g_forcerespawn "10" set the respawn time in seconds, 0 = don't forcerespawn

g_gametype "0" a value of 0 here indicates classic Free For All, a value of 1 indicates tournament Play and a value of 2 indicates Team Deathmatch. So, to start a dedicated server in tournament mode, you would use: quake3 +set dedicated 2 +set sv_zone tournaments +set g_gametype 1 +map q3tourney, "Graeme Devine"

g_gravity "800" set the gravity level. (this is normally set by a property of the map loaded)

g_inactivity "0" set the amount of time a player can remain inactive before kicked

g_knockback "1000" the knockback from a weapon, higher number = greater knockback.

g_log "1" toggles logging of game data or statistics John Carmack will make g_log a filename instead of a 0/1 in the next version

g_maxGameClients "0" possibly to set maximum # of players who may join the game

g_motd "" set message of the day to "X" (see "cl_motd" to display it)

g_password "" possibly a variable that holds the password to get in the game

g_quadfactor "3" allows the admin to set the amount of damage the quad damage will do.

g_restarted "0" possibly a flag that is toggled when the game has been restarted

g_singlePlayer "0" possibly to allow 3rd party's to make TC's for single player style games?

g_speed "320" how fast you move in Q3Test. The greater the number, the greater the velocity.

g_syncronousClients "0" toggle synching of all client movements (1 required to record server demo)

g_warmup "" the warmup time for tournament play is set with g_warmup. A tournament game is implicitly a one on one match, and further players are automatically entered as spectators (note, when the game starts, all clients, including the spectators respawn). You can follow the players by using Steam follow1T, Steam follow2T, and you can be a scoreboard by using Steam scoreboardT., "Graeme Devine"

g_weaponrespawn "5" set the time before a picked up weapon will respawn again, 0 = continuous respawn

gamedate "" "Aug 2 1999"

gamename "baseq3" set the game directory (for MODS and such dir. 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 chip maker "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 0 - 100

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_joystick "0" toggle the initialization of the joystick

in_midi "0" possibly to toggle the initialization of midi sounds

in_midichannel "1" possibly to toggle the initialization of the given midi channel

in_mididevice "0" possibly to toggle the initialization of the given midi device

in_midiport "1" possibly to toggle the initialization of the given midi port

in_mouse "1" toggle initialization of the mouse (command line)

journal "0" possibly statistics log

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_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 "Q3TEST1" variable holds the name of the current map being used

maxfps "0" set the max frames per second the server should send you

model "visor/blue" set the model used to represent your player Hey John a 3D Keen model would be nice…(c:

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_socksEnabled "0" toggle the use of network socks 5 protocol enabling firewall access

net_socksPassword "" possibly variable holds password for socks firewall access to get out? or in?

net_socksPort "1080" set proxy and/or firewall port (command line)

net_socksServer "" set proxy/firewall socks server address (I would do it from the command line)

net_socksUsername "" possibly this variable holds username for socks firewall

nextmap "map Q3TEST1" variable holds the name of the map for the next game

nohealth "0" toggle the use of health items on next map or do it now from the command line

password "" set password for entering a password protected server

port "27960" set port number server will use if you want to run more than one instance of Q3A server on the same machine

paused "0" possible to allow the game to pause while in single player mode

protocol "36" set network protocol version. Useful for backwards compatibility with servers with otherwise incompatible versions < maddog

qport "59337" set internal network port. this allows more than one person to play from behind a NAT router by using only one IP address - Questy (command line only)

r_allowExtensions "1" use all of the pen GL 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" possibly to set the scale of ambient light

r_clear "0" toggle the clearing of the screen between frames

r_colorbits "16" sets up how many bits are used for each color 8, 16, or 32 bit?

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_debugSurface "0" possibly used for debugging the curve rendering and possibly for map debugging.

r_depthbits "16" sets up how many bits are used for color depth 8, 16, or 32 bit?

r_detailtextures "1" possibly to toggle detailing of textures (I'll test it)

r_directedScale "1" set the level of effect direct lighting has on entities

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 framebuffer to draw into. basically you draw into a "back" buffer while simultaneously showing a "front" buffer. next frame you "swap" these. the benefit is that you won't "see" the actual painting of the image take place. - Questy/Carl

r_drawentities "1" toggle display of brush entities

r_drawstrips "1" toggle triangle strips rendering method

r_drawSun "1" set to zero if you do not want to render sunlight into the equation of lighting effects

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 "1" toggle hardware compiled vertex array rendering method

r_ext_compress_textures "1" toggle hardware compression of textures

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" 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_ext_texture_env_add "1" possible duplicate cvar or an extension to the r_ext_texture_add variable

r_facePlaneCull "1" toggle culling of brush faces not in view (0 will slow FPS)

r_fastsky "1" toggle the rendering of sky and view through portals. performance gains can be made from disabling high quality sky, though portals will appear beige and you will not see the room on other side...thanx hacker and q3tweak

r_finish "1" toggle synchronization of rendered frames (engine will wait for gl calls to finish)

r_fixtjunctions "1" toggle filling in of gaps between polygons

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_flareSize "40" set the size of flares? I wish you could make the big balls smaller now those are flares

r_fullbright "0" toggle textures to full brightness level (is set as a cheat code?) boy who turned on the lights…(c:

r_fullscreen "1" toggle full screen or play in a window

r_gamma "1" gamma correction

r_glDriver "opengl32" used "x" OpenGL driver (Standard OpenGL or 3Dfx)

r_ignore "0" possibly ignores hardware driver settings in favor of variable settings

r_ignoreFastPath "0" possible 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_intensity "1" increase brightness of texture colors (may be like gl_modulate?)

r_lastValidRenderer "" last known video driver(RIVA 128/RIVA 128 ZX (PCI)) << donations needed for a better (c: mailto:vern_a@swbell.net

r_lightmap "0" toggle entire map to full brightness renders only lightmaps, no textures are visible but goaroud-shading is still implemented (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 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" set log file name

r_mapOverBrightBits "2" set intensity level of lights reflected from textures

r_maskMinidriver "0" treat the current OpenGL32 driver as an ICD, regardless if it is in fact a MCD - Questy + ZOID

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" toggle the use of curved geometry ( disabled because of cheating possibility )

r_nolightcalc "0" disable lighting and shadow calculations…hmm

r_noportals "0" toggle player view through portals

r_norefresh "0" toggle the refreshing of the rendered display

r_novis "0" the VIS tables hold information about which areas should be displayed from other areas.

r_offsetfactor "-1" control the OpenGL Polygon Offset, If you see lines appearing in decals, or they seem to flick on and off, these variables may help out. - Questy/Andre

r_offsetunits "-2" see r_offsetfactor

r_overBrightBits "1" possibly similar to r_mapOverBrightBits (I'll test it)

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 rendering method 1=skips drawing 0=uses glDrawElements if compiled vertex arrays are present, or strips of glArrayElement if not 1=forces strips 2=forces drawElements - maddog

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_showcluster "0" toggle the display of clusters by number as the player enters them on the currently loaded map<maddog

r_showImages "0" toggle displaying a collage of all image files when set to a one...texture use debugging tool

r_shownormals "0" toggle the drawing of short lines indicating brush and entity polygon vertices < 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" 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_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

r_stencilbits "8" stencil buffer size (0, 8bit, and 16bit)

r_stereo "0" for 3D glasses?

r_subdivisions "4" set level of detail and curve geometry level 1=highest quality 999=lowest

r_swapInterval "0" toggle frame swapping.

r_texturebits "0" set color depth of textures

r_textureMode "" select texture mode. "GL_LINEAR_MIPMAP_NEAREST" or "GL_LINEAR_MIPMAP_LINEAR" nearest=bilinear linear=trilinear

r_verbose "0"

r_vertexLight "1" enable vertex lighting (faster, lower quality than lightmap) (recommend dynamiclight 0 and this 1) direct FPS benefit

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_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_loadas8bit "1" load sounds in 8bit mode

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

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_volume "0.7" Sound FX Volume

scr_conspeed "3" how fast the console goes up and down

sensitivity "9" how far your mouse moves in relation to travel on the mouse pad

session "0" possibly a variable to hold some session number

session0 "" possibly a typo dupe >> 0 765471 1 0 0 0 both seem to be read only

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_allowdownload "1" toggle the ability for clients to download files maps etc. from server. .

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_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

sv_maxRate "" option to force all clients to play with a max rate. This can be used to limit the advantage of LPB, or to cap bandwidth utilization for a server. Note that rate is ignored for clients that are on the same LAN. Father John stepping in, in the name of fairness…(c: (will see in next version) (ever notice when 3 or so LPB's join a server your PING takes a dump? It's because your slice of the pie got smaller because theirs is so big…die bandwidth suckers)

sv_nopredict "0" is it possible that the server is handling some prediction of player location?

sv_pad "0" adds n nop to the server packets to test rate settings - Questy + ZOID

sv_privateClients "0" require password for clients (members only hmm…)

sv_privatePassword "" set password for private clients to login with

sv_reconnectlimit "3" number of times a disconnected client can come back and reconnect

sv_running "1" variable flag tells the console weather or not a local server is running

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 admins should set this variable to the gametype they have running. free for all, tournament, team deathmatch, and ctf(soon) I do not know if you can deviate from the keywords the way Zaphod layed them down in the whatsnew.txt

sys_cpuid "33" more snooping into your CPU

sys_cpustring "" variable holds a string that identifies your processor "x86 (P5/PPro, non-MMX)" << POS

Link to comment
Share on other sites

Well, here ye go:p :rolleyes:

 

JK][ Console-Commands;)

 

]\+ (also works with '-' (minus))

+altattack

+attack

+back

+button0

+button1

+button10

+button11

+button12

+button13

+button14

+button2

+button3

+button4

+button5

+button6

+button7

+button8

+button9

+force_drain

+force_grip

+force_lightning

+forward

+left

+lookdown

+lookup

+mlook

+movedown

+moveleft

+moveright

+moveup

+right

+scores

+speed

+strafe

+taunt

+use

+useforce

]\a

activeAction

addbot

arch

]\b

bind

bindlist

bot_aasoptimize

bot_attachments

bot_camp

bot_challenge

bot_debug

bot_developer

bot_enable

bot_fastchat

bot_forceclustering

bot_forcepowers

bot_forcereachability

bot_forcewrite

bot_forgimmick

bot_grapple

bot_groundonly

bot_interbreedbots

bot_interbreedchar

bot_interbreedcycle

bot_interbreedwrite

bot_maxdebugpolys

bot_minplayers

bot_nochat

bot_order

bot_pause

bot_reachability

bot_reloadcharacters

bot_report

bot_rocketjump

bot_saveroutingcache

bot_testclusters

bot_testichat

bot_testrchat

bot_testsolid

bot_thinktime

bot_visualizejumppads

bot_wp_clearweight

bot_wp_distconnect

bot_wp_edit

bot_wp_info

bot_wp_visconnect

]\c

callteamvote

callvote

capturelimit

centerview

cg_animBlend

cg_animspeed

cg_auraShell

cg_autoswitch

cg_bobpitch

cg_bobroll

cg_bobup

cg_cameraOrbit

cg_cameraOrbitDelay

cg_centertime

cg_crosshairHealth

cg_crosshairSize

cg_crosshairX

cg_crosshairY

cg_currentSelectedPlayer

cg_currentSelectedPlayerName

cg_debuganim

cg_debugevents

cg_debugposition

cg_debugsaber

cg_deferPlayers

cg_dismember

cg_draw2D

cg_draw3dIcons

cg_drawAmmoWarning

cg_drawCrosshair

cg_drawCrosshairNames

cg_drawEnemyInfo

cg_drawFPS

cg_drawFriend

cg_drawGun

cg_drawIcons

cg_drawRewards

cg_drawScores

cg_drawSnapshot

cg_drawStatus

cg_drawTeamOverlay

cg_drawTimer

cg_dynamicCrosshair

cg_errordecay

cg_footsteps

cg_forceModel

cg_fov

cg_gibs

cg_gunX

cg_gunY

cg_gunZ

cg_hudFiles

cg_ignore

cg_lagometer

cg_marks

cg_noplayeranims

cg_nopredict

cg_noProjectileTrail

cg_noTaunt

cg_noVoiceChats

cg_noVoiceText

cg_predictItems

cg_runpitch

cg_runroll

cg_saberContact

cg_saberTrail

cg_scorePlums

cg_selectedPlayer

cg_selectedPlayerName

cg_shadows

cg_showmiss

cg_simpleItems

cg_smoothClients

cg_speedTrail

cg_stats

cg_stereoSeparation

cg_swingAngles

cg_teamChatHeight

cg_teamChatsOnly

cg_teamChatTime

cg_thirdPerson

cg_thirdPersonAlpha

cg_thirdPersonAngle

cg_thirdPersonCameraDamp

cg_thirdPersonHorzOffset

cg_thirdPersonPitchOffset

cg_thirdPersonRange

cg_thirdPersonTargetDamp

cg_thirdPersonVertOffset

cg_timescaleFadeEnd

cg_timescaleFadeSpeed

cg_tracerchance

cg_tracerlength

cg_tracerwidth

cg_trueLightning

cg_viewsize

cg_zoomfov

changeVectors

cinematic

cl_allowDownload

cl_anglespeedkey

cl_anonymous

cl_autolodscale

cl_avidemo

cl_conXOffset

cl_currentServerAddress

cl_debugMove

cl_downloadName

cl_forceavidemo

cl_framerate

cl_freelook

cl_freezeDemo

cl_maxpackets

cl_maxPing

cl_motd

cl_motdString

cl_mouseAccel

cl_nodelta

cl_noprint

cl_packetdup

cl_paused

cl_pitchspeed

cl_run

cl_running

cl_serverStatusResendTime

cl_showmouserate

cl_shownet

cl_showSend

cl_showTimeDelta

cl_timeNudge

cl_timeout

cl_yawspeed

clear

clientinfo

clientkick

cm_noAreas

cm_noCurves

cm_playerCurveClip

cmd

cmdlist

color1

color2

com_blood

com_buildScript

com_cameraMode

com_dropsim

com_hunkmegs

com_ignoreothertasks

com_introplayed

com_maxfps

com_othertasks

com_showtrace

com_speeds

com_validateZone

con_notifytime

condump

configstrings

confirmOrder

connect

cvar_restart

cvarlist

]\d

debug_protocol

debugBB

debuggraph

dedicated

demo

denyOrder

developer

devmap

devmapall

devmapmdl

dir

disconnect

dmflags

duel_fraglimit

dumpuser

 

]\e echo

engage_duel

exec

]\f

fdir

fixedtime

follow

force_absorb

force_distract

force_forcepowerother

force_heal

force_healother

force_protect

force_pull

force_rage

force_seeing

force_speed

force_throw

forcechanged

forcenext

forcepowers

forcepowers

forceprev

fraglimit

fs_basegame

fs_basepath

fs_cdpath

fs_copyfiles

fs_debug

fs_game

fs_homepath

fs_openedList

fs_referencedList

fs_restrict

]\g

g_adaptrespawn

g_allowVote

g_arenasFile

g_autoMapCycle

g_banIPs

g_blueTeam

g_botsFile

g_debugAlloc

g_debugDamage

g_debugMove

g_dismember

g_doWarmup

g_duelWeaponDisable

g_enableBreath

g_enableDust

g_ff_objectives

g_filterBan

g_forceBasedTeams

g_forceDodge

g_forcePowerDisable

g_forceRegenTime

g_forcerespawn

g_friendlyFire

g_friendlySaber

g_gametype

g_gravity

g_inactivity

g_knockback

g_listEntity

g_log

g_logSync

g_maxForceRank

g_maxGameClients

g_maxHolocronCarry

g_motd

g_needpass

g_password

g_podiumDist

g_podiumDrop

g_privateDuel

g_quadfactor

g_rankings

g_redTeam

g_restarted

g_saberInterpolate

g_saberLocking

g_smoothClients

g_spAwards

g_spawnInvulnerability

g_speed

g_spScores1

g_spScores2

g_spScores3

g_spScores4

g_spScores5

g_spSkill

g_spVideos

g_statLog

g_statLogFile

g_synchronousClients

g_teamAutoJoin

g_teamForceBalance

g_timeouttospec

g_warmup

g_weaponDisable

g_weaponrespawn

g_weaponTeamRespawn

gamedate

gamename

gfxinfo

give

globalservers

god

graphheight

graphscale

graphshift

]\h

handicap

heartbeat

]\i

imagecacheinfo

imagelist

in_debugjoystick

in_joyBallScale

in_joystick

in_midi

in_midichannel

in_mididevice

in_midiport

in_mouse

in_restart

invnext

invprev

]\j

journal

joy_threshold

]\k

k_language

kick

kill

killserver

]\l

levelshot

loaddefered

loaddeferred

localservers

logfile

]\m

m_filter

m_forward

m_pitch

m_side

m_yaw

map

map_restart

mapname

meminfo

messagemode

messagemode2

messagemode3

messagemode4

midiinfo

model

model

modelcacheinfo

modelist

modellist

music

]\n

name

net_forcenonlocal

net_ip

net_killdroppedfragments

net_noipx

net_noudp

net_port

net_qport

net_restart

net_socksEnabled

net_socksPassword

net_socksPort

net_socksServer

net_socksUsername

nextdemo

nextframe

nextmap

nextOrder

nextskin

nextTeamMember

noclip

notarget

]\p

password

path

ping

play

pmove_fixed

pmove_msec

prevframe

prevskin

prevTeamMember

protocol

]\q

quit

]\r

r_allowExtensions

r_allowSoftwareGL

r_ambientScale

r_autolodscalevalue

r_clear

r_colorbits

r_colorMipLevels

r_customaspect

r_customheight

r_customwidth

r_debuglight

r_debugSort

r_debugSurface

r_depthbits

r_detailtextures

r_directedScale

r_displayRefresh

r_dlightBacks

r_drawBuffer

r_drawentities

r_drawSun

r_drawworld

r_dynamiclight

r_ext_compiled_vertex_array

r_ext_compress_lightmaps

r_ext_compress_textures

r_ext_gamma_control

r_ext_multitexture

r_ext_preferred_tc_method

r_ext_texture_env_add

r_ext_texture_filter_anisotropic

r_ext_texture_filter_anisotropic_avail

r_facePlaneCull

r_fastsky

r_finish

r_flareFade

r_flares

r_flareSize

r_fullbright

r_fullscreen

r_gamma

r_ghoul2animsmooth

r_ghoul2unsqashaftersmooth

r_ignore

r_ignoreFastPath

r_ignoreGLErrors

r_ignorehwgamma

r_inGameVideo

r_intensity

r_lastValidRenderer

r_lightmap

r_lockpvs

r_lodbias

r_lodCurveError

r_lodscale

r_logFile

r_maxpolys

r_maxpolyverts

r_measureOverdraw

r_mode

r_modelpoolmegs

r_nobind

r_nocull

r_nocurves

r_noportals

r_norefresh

r_noserverghoul2

r_novis

r_offsetfactor

r_offsetunits

r_overBrightBits

r_picmip

r_portalOnly

r_primitives

r_printShaders

r_showcluster

r_showImages

r_shownormals

r_showsky

r_showSmp

r_showtris

r_simpleMipMaps

r_singleShader

r_skipBackEnd

r_smp

r_speeds

r_stencilbits

r_stereo

r_subdivisions

r_surfaceSprites

r_surfaceWeather

r_swapInterval

r_texturebits

r_texturebitslm

r_textureMode

r_uiFullScreen

r_verbose

r_vertexLight

r_we

r_windAngle

r_windDampFactor

r_windGust

r_windPointForce

r_windPointX

r_windPointY

r_windSpeed

r_znear

rate

rcon

rconAddress

rconPassword

reconnect

record

reset

]\s

s_doppler

s_initsound

s_khz

s_language

s_mixahead

s_mixPreStep

s_mp3overhead

s_musicMult

s_musicvolume

s_separation

s_show

s_soundpoolmegs

s_testsound

s_volume

saberAttackCycle

say

say_team

scoresDown

scoresUp

scr_conspeed

screenshot

screenshot_tga

sectorlist

sensitivity

server1

server10

server11

server12

server13

server14

server15

server16

server2

server3

server4

server5

server6

server7

server8

server9

serverinfo

serverstatus

session0

set

seta

setenv

sets

setu

setviewpos

sex

shaderlist

showdrop

showip

showpackets

sizedown

sizeup

skinlist

snaps

snd_restart

soundinfo

soundlist

soundstop

sp_language

sp_show_strip

spdevmap

spLose

spmap

spWin

startOrbit

stats

status

stoprecord

sv_allowAnonymous

sv_allowDownload

sv_cheats

sv_debugserver

sv_floodProtect

sv_forcenext

sv_forceprev

sv_fps

sv_hostname

sv_invnext

sv_invprev

sv_keywords

sv_killserver

sv_mapChecksum

sv_mapname

sv_master1

sv_master2

sv_master3

sv_master4

sv_master5

sv_maxclients

sv_maxPing

sv_maxRate

sv_minPing

sv_padPackets

sv_pakNames

sv_paks

sv_paused

sv_privateClients

sv_privatePassword

sv_pure

sv_reconnectlimit

sv_referencedPakNames

sv_referencedPaks

sv_running

sv_saberswitch

sv_serverid

sv_showloss

sv_timeout

sv_zombietime

svsay

sys_cpuid

sys_cpuspeed

sys_cpustring

sys_memory

systeminfo

]\t

taskCamp

taskDefense

taskEscort

taskFollow

taskOffense

taskOwnFlag

taskPatrol

taskRetrieve

taskSuicide

tauntDeathInsult

tauntGauntlet

tauntKillInsult

tauntPraise

tauntTaunt

tcmd

team

team_model

teamoverlay

teamtask

teamtask

teamvote

tell

tell_attacker

tell_target

testgun

testmodel

timedemo

timegraph

timelimit

timescale

toggle

toggleconsole

touchFile

]\u

ui_about_botminplayers

ui_about_capturelimit

ui_about_dmflags

ui_about_duellimit

ui_about_fraglimit

ui_about_gametype

ui_about_hostname

ui_about_mapname

ui_about_maxclients

ui_about_needpass

ui_about_timelimit

ui_actualNetGametype

ui_bigFont

ui_blueteam

ui_blueteam1

ui_blueteam2

ui_blueteam3

ui_blueteam4

ui_blueteam5

ui_blueteam6

ui_blueteam7

ui_blueteam8

ui_browserGameType

ui_browserMaster

ui_browserShowEmpty

ui_browserShowFull

ui_browserSortKey

ui_captureLimit

ui_cdkeychecked

ui_ctf_capturelimit

ui_ctf_friendly

ui_ctf_timelimit

ui_currentMap

ui_currentNetMap

ui_currentOpponent

ui_currentTier

ui_debug

ui_dedicated

ui_ffa_fraglimit

ui_ffa_timelimit

ui_findPlayer

ui_forcePowerDisable

ui_fragLimit

ui_freeSaber

ui_gametype

ui_initialized

ui_joinGametype

ui_lastServerRefresh_0

ui_lastServerRefresh_1

ui_lastServerRefresh_2

ui_lastServerRefresh_3

ui_mapIndex

ui_menuFilesMP

ui_mousePitch

ui_myteam

ui_netGametype

ui_netSource

ui_opponentName

ui_q3model

ui_r_glCustom

ui_rankChange

ui_recordSPDemo

ui_recordSPDemoName

ui_redteam

ui_redteam1

ui_redteam2

ui_redteam3

ui_redteam4

ui_redteam5

ui_redteam6

ui_redteam7

ui_redteam8

ui_scoreAccuracy

ui_scoreAssists

ui_scoreBase

ui_scoreCaptures

ui_scoreDefends

ui_scoreExcellents

ui_scoreGauntlets

ui_scoreImpressives

ui_scorePerfect

ui_scoreScore

ui_scoreShutoutBonus

ui_scoreSkillBonus

ui_scoreTeam

ui_scoreTime

ui_scoreTimeBonus

ui_selectedModelIndex

ui_serverStatusTimeOut

ui_singlePlayerActive

ui_smallFont

ui_spSelection

ui_team_fraglimit

ui_team_friendly

ui_team_timelimit

ui_teamName

ui_tourney_fraglimit

ui_tourney_timelimit

unbind

unbindall

use_bacta

use_electrobinoculars

use_field

use_seeker

use_sentry

username

]\v

version

vid_restart

vid_xpos

vid_ypos

viewlog

viewpos

vm_cgame

vm_game

vm_ui

vminfo

vmprofile

vosay

vosay_team

vote

votell

vsay

vsay_team

vstr

vtaunt

vtell

vtell_attacker

vtell_target

]\w

wait

weapnext

weapon

weapprev

win_hinstance

win_wndproc

writeconfig;)

Link to comment
Share on other sites

crash causes Q3TEST.EXE to perform an illegal operation in Windows

 

I don't know why but I found that rather humourous. I'm sure there's a reason why you'd want to cause a system meltdown.... somewhere... maybe if you were an INSANE LUNATIC!!!!

 

</chandler-bing-isms>

Link to comment
Share on other sites

****!

 

I want to use this:

 

-----

alias t_wpns "t_wpns1"

alias t_wpns1 "weapon 1; wait; wait; alias t_wpns t_wpns2;"

alias t_wpns2 "weapon 4; wait; wait; alias t_wpns t_wpns1;"

 

bind "MOUSE4" "t_wpns"

-----

 

But there is no alias known...

Can somebody say me how I can make / change this?!

 

Greetz,

CS

Link to comment
Share on other sites

  • 1 year later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...