The Strogg are regrouping and it is up to you as a member of "Rhino Squad" to deal them the final blow. The Quake 4 story continues where Quake 2's left off, with the half-man, half-machine aliens known as the Strogg hanging on to existence. Now you can join in the final assault. However, in order to defeat them you must become one of them. Quake 4 contains an all-new single-player campaign with many of the classic weapons and enemies from earlier Quake games, such as the nailgun, shotgun, and grenade launcher. You can also play in a variety of multiplayer modes modeled after the multiplayer...
The Strogg are regrouping and it is up to you as a member of "Rhino Squad" to deal them the final blow. The Quake 4 story continues where Quake 2's left off, with the half-man, half-machine aliens known as the Strogg hanging on to existence. Now you can join in the final assault. However, in order to defeat them you must become one of them. Quake 4 contains an all-new single-player campaign with many of the classic weapons and enemies from earlier Quake games, such as the nailgun, shotgun, and grenade launcher. You can also play in a variety of multiplayer modes modeled after the multiplayer of Quake 3.
The Strogg are regrouping and it is up to you as a member of "Rhino Squad" to deal them the final blow. The Quake 4 story continues where Quake 2's left off, with the half-man, half-machine aliens known as the Strogg hanging on to existence. Now you can join in the final assault. However, in order to defeat them you must become one of them. Quake 4 contains an all-new single-player campaign with many of the classic weapons and enemies from earlier Quake games, such as the nailgun, shotgun, and grenade launcher. You can also play in a variety of multiplayer modes modeled after the multiplayer...
The Strogg are regrouping and it is up to you as a member of "Rhino Squad" to deal them the final blow. The Quake 4 story continues where Quake 2's left off, with the half-man, half-machine aliens known as the Strogg hanging on to existence. Now you can join in the final assault. However, in order to defeat them you must become one of them. Quake 4 contains an all-new single-player campaign with many of the classic weapons and enemies from earlier Quake games, such as the nailgun, shotgun, and grenade launcher. You can also play in a variety of multiplayer modes modeled after the multiplayer of Quake 3.
While playing a game, press [Ctrl] + [Alt] + ~ to display the console window. Then, enter one of the following codes to activate the corresponding cheat function:
Effect - Code
God mode - god Full weapons and ammunition - give all Full ammunition for current weapons - give ammo Armor to 125 - give armor Classic 1995 version - give doom95 Health to 100 - give health All keys - give keys BFG - give weapon_bfg Chainsaw - give weapon_chainsaw Machine gun - give weapon_machinegun Plasmagun - give weapon_plasmagun Rocket launcher - give weapon_rocketlauncher Shotgun - give weapon_shotgun Spawn indicated item - give [item name] Play indicated map - map [map name] Load a map - map Show AAS stats - aasStats Adds debug arrow - addarrow Core to game chat lines - addChatLine Add debug line - addline Scale contact friction - af_contactFrictionScale Force the given friction value - af_forceFriction Name of the body to highlight - af_highlightBody Name of the constraint to highlight - af_highlightConstraint Scale the joint friction - af_jointFrictionScale Maximum angular velocity - af_maxAngularVelocity: Maximum linear velocity - af_maxLinearVelocity Show bodies - af_showBodies Show body names - af_showBodyNames Show constraint names - af_showConstraintNames Show constraints - af_showConstraints Show the inertia tensor of each body - af_showInertia Show joint limits - af_showLimits Show mass of each body - af_showMass Show primary constraints only - af_showPrimaryOnly Show articulated figure CPU usage - af_showTimings Show tree-like structures - af_showTrees Show velocity of each body - af_showVelocity Skip friction - af_skipFriction Skip joint limits - af_skipLimits Skip self collision detection - af_skipSelfCollision Scale time - af_timeScale Use impulse-based contact friction - af_useImpulseFriction Use impulse-based joint friction - af_useJointImpulseFriction Use constraint matrix symmetry - af_useSymmetry Enable blocked fail safe handling - ai_blockedFailSafe Draw trajectory tests for monsters - ai_debugTrajectory Draw attack cones for monsters - ai_showCombatNodes Write .AVI for a command demo - aviCmdDemo Save demo in .AVI format - avidemo Write .AVI for a demo - aviDemo Write .AVI for the current game - aviGame Game benchmark - benchmark Benchmark - benchmark Bind command to a key - bind Blink a debug line - blinkline Center view - centerview Clear the console - clear Clear all lights - clearLights Drop current weapon - clientDropWeapon In-game GUI message mode - clientMessageMode Voice chats - clientVoiceChat Team voice chats - clientVoiceChatTeam Cull back facing polygons - cm_backFaceCul Debug collision detection - cm_debugCollision Draw filled polygons - cm_drawFilled Draw internal edges green - cm_drawInternal Collision mask - cm_drawMask Draw polygon and edge normals - cm_drawNormals Show collision model info - collisionModelInfo Use ~ to toggle console - com_allowConsole Sample input from the async thread - com_asyncInput Mix sound from the async thread - com_asyncSound Compress saved games - com_compressSaveGame Record journal - com_journal 1 Play back journal - com_journal 2 Make a build - com_makingBuild 1 Marker for memory stats - com_memoryMarker Purge everything between level loads - com_purgeAll Show async network stats - com_showAsyncStats Show frame rate - com_showFPS Show framerate - com_showfps 1 Show total and per frame memory usage - com_showMemoryUsage show sound decoders - com_showSoundDecoders Skip the renderer completely - com_skipRenderer Show engine timings - com_speeds Compress a demo file - compressDemo Speed at which the console moves - con_speed [number] Dump the console text to a file - conDump Connect to a server - connect Crashes game - crash Crash game - crash Unknown - cvar_restart Restart the cvar system - cvar_restart Apply damage to an entity - damage Launch script debugger - debugger Print parses - decl_show 1 Print parses and references developer - decl_show 2 Delete selected entity - deleteSelected Hold [Enter] to zoom view - demoshot Save screenshot for a demo - demoShot Load a map in developer mode - devmap Open directory - dir List a folder - dir List a folder with sub-folders - dirtree Disassembles script - disasmScript Disables connection for current multi-player game - disconnect Disconnect from a game - disconnect Compile map - dmap Skip to last level - doomhell Print indicated text - echo [text] Launch in-game Articulated Figure Editor - editAFs Launch in-game Declaration Editor - editDecls Launch GUI Editor - editGUIs Change lighting - editlight Launch in-game Light Editor - editLights Open the in-game editor - editor Launch level editor Radiant - editor Launch in-game Particle Editor - editParticles Launch in-game PDA Editor - editPDAs Launch in-game Script Editor - editScripts Change sounds in editor area - editsounds Launch in-game Sound Editor - editSounds Take an environment shot - envshot Cause an error - error Execute a config file - exec Exit game - exit Exit command demo - exitCmdDemo Export models - exportmodels Finish the build process - finishBuild Freeze everything on screen - freeze Freeze game for indicated number of seconds - freeze [number] Armor takes this percentage of damage - g_armorProtection [number] Armor takes this percentage of damage in MP - g_armorProtectionMP [number] Maintain even teams - g_balanceTDM Show blood splats, sprays, and gibs - g_bloodEffects Pregame countdown in seconds - g_countDown [number] Scale final damage on player by this factor - g_damageScale [number] Check for models with bounds over 2048 - g_debugBounds Show double vision when taking damage - g_doubleVision Toggle disable buffer file writing for save games - g_flushSave [0 or 1] Display timing information for each game frame - g_frametime Score review time in seconds at end game - g_gameReviewPause Set how much health to take in nightmare mode - g_healthTakeAmt [number] Set how low can health get taken in nightmare mode - g_healthTakeLimit [number] Set how often to take health in nightmare mode - g_healthTakeTime [number] Control the weapon sway in MP - g_mpWeaponAngleScale [number] Show muzzle flashes - g_muzzleFlash [0 or 1] If nightmare mode is allowed - g_nightmare [0 or 1] Game password - g_password [password> Show dynamic lights on projectiles - g_projectileLights Enable ejected shells from weapon - g_showBrass Enable shadow of player model - g_showPlayerShadow Enable display of player hit percentage -g_showProjectilePct Toggle hit % to HUD - g_showprojectilepct 1 Skip damage and other view effects - g_skipViewEffects Number of frames to blend - g_testModelBlend Test model rotation speed - g_testModelRotate Name of material to draw over screen - g_testPostProcess Show available memory - game_memory Display game class info - game_memory Cause a game error - gameError Kick player from multi-player game - gameKick [name] Kick indicated player name - gameKick [name] Print current view position - getviewpos Display graphics card details - gfxinfo Show graphics info - gfxInfo Gametype filter - gui_filter_gameType Password filter - gui_filter_password Players filter - gui_filter_players Send heartbeat to master servers - Heartbeat Show help - help Hitch the game - hitch Show IK debug lines - ik_debug Enable IK - ik_enable See texture MIP usage - image_colorMipLevels Control texture downsampling - image_downSize Control normal map downsampling - image_downSizeBump Control normal map downsample limit - image_downSizeBumpLimit Control diffuse map downsample limit - image_downSizeLimit Control specular downsampling - image_downSizeSpecular Control specular downsampled limit - image_downSizeSpecularLimit Change texture filtering on mipmapped images - image_filter Change lod bias on mipmapped images - image_lodbias Use .DDS files if present - image_usePrecompressedTextures Write .DDS files if necessary - image_writePrecompressedTextures Write .TGAs of the non normal maps for debugging - image_writeTGA Always run (reverse _speed button) in multi-player mode - in_alwaysRun Angle change scale when holding _speed button - in_anglespeedkey Look around with mouse (reverse _mlook button) - in_freeLook Enable mouse input - in_mouse Restart the input system - in_restart Yaw change speed when holding _left or _right button - in_yawspeed Keep last test model in the game - keepTestModel Kick client by connection number - kick Kill current target; suicide if no one is targeted - kill Kill the player - kill Kill all monsters in current level - killmonsters Remove all monsters - killMonsters Kill all moving enemies - killmoveables Remove all moveables - killMoveables Kill all non-moving enemies - killragdolls Remove all ragdolls - killRagdolls Scan LAN for servers - LANScan Show LCP solver failures - lcp_showFailures List active game entities - listActiveEntities List articulated figures - listAF List all animations - listAnims List audios - listAudios List key bindings - listBinds List game classes - listClasses List commands - listCmds List collision models - listCollisionModels List cvars - listCvars List all decls - listDecls List all keys used by dictionaries - listDictKeys List all values used by dictionaries - listDictValues List emails - listEmails List game entities - listEntities Lists indicated def file settings - listentitydefs List entity defs - listEntityDefs List FX systems - listFX List game commands - listGameCmds List GUIs - listGuis List decl text character frequencies - listHuffmanFrequencies List images - listImages Lists indicated def file settings - listlightdefs List all debug lines - listLines List materials - listMaterials List model defs - listModelDefs List all models - listModels List all video modes - listModes Lists images of monsters - listmonsters List monsters - listMonsters List particle systems - listParticles List PDAs - listPDAs List the entity defs - listRenderEntityDefs List renderer commands - listRendererCmds List the light defs - listRenderLightDefs List scanned servers - listServers List skins - listSkins List sound commands - listSoundCmds List active sound decoders - listSoundDecoders List all sounds - listSounds List sound shaders - listSoundShaders List the spawn args of an entity - listSpawnArgs List system commands - listSystemCmds List tables - listTables List script threads - listThreads List tool commands - listToolCmds List type info - listTypeInfo List vertex cache - listVertexCache List videos - listVideos Load a game - loadGame Localize GUIs - localizeGuis Localize maps - localizeMaps Mouse pitch scale - m_pitch Show mouse movement - m_showMouseRate Number of samples blended for mouse viewing - m_smooth Mouse strafe movement scale - m_strafeScale Number of samples blended for mouse moving - m_strafeSmooth Mouse yaw scale - m_yaw Make an ambient map - makeAmbientMap Process giant images - MakeMegaTexture Create memory dump - memoryDump Create a compressed memory dump - memoryDumpCompressed Modify shader parms on all lights - modulateLights Show next animation on test model - nextAnim Show next animation frame on test model - nextFrame Load next map on the server - nextMap No clipping - noclip Disable collision detection for the player - noclip Ignored by most enemies - notarget Disable player as a target - notarget Print tokenized string - parse List search paths - path Play back a command demo - playCmdDemo Play back a demo - playDemo Set the given model on the player - playerModel [model name] x/y size of player's bounding box - pm_bboxwidth Bob much faster when crouched - pm_crouchbob Speed the player can move while crouched - pm_crouchspeed [number] Height of player's view while crouched - pm_crouchviewheight [number] Height of player's bounding box while dead - pm_deadheight [number] Height of player's view while dead - pm_deadviewheight [number] Approximate height the player can jump - pm_jumpheight [number] Amount player's view can look down - pm_maxviewpitch [number] Speed the player can move while in noclip - pm_noclipspeed [number] Height of player's view while standing - pm_normalviewheight [number] Bob faster when running - pm_runbob Speed the player can move while running - pm_runspeed [number] Size of the spectator bounding box - pm_spectatebbox [number] Speed the player can move while spectating - pm_spectatespeed [number] Length of time player can run - pm_stamina [number] Third person view - pm_thirdPerson Toggle third person view - pm_thirdperson [0 or 1] Clip third person view into world space - pm_thirdPersonClip Enable third person view when player dies - pm_thirdPersonDeath Bob slowly when walking - pm_walkbob Player's walking speed - pm_walkspeed [number] Remove last created light - popLight Show previous animation on test model - prevAnim Show previous animation frame on test model - prevFrame Print an articulated figure - printAF Print an Audio - printAudio Print an email - printEmail Print an entity def - printEntityDef Print an FX system - printFX Print a material - printMaterial Print model info - printModel Print a model def - printModelDefs Print a particle system - printParticle Print a PDA - printPDA Print a skin - printSkin Print a sound shader - printSoundShader Print a table - printTable Print an Video - printVideo Prompt and set the CD Key - promptKey Exit game - quit Quit the game - quit Change gamma tables - r_brightness Set brightness level - r_brightness [number] arbfp1, fp30 - r_cgFragmentProfile arbvp1, vp20, vp30 - r_cgVertexProfile Custom screen height - r_customHeight [number] Custom screen width - r_customWidth [number] Perform depth test on debug lines - r_debugLineDepthTest Width of debug lines - r_debugLineWidth [number] Draw a filled polygon - r_debugPolygonFilled Change gamma tables - r_gamma Set gamma level - r_gamma [0-3] Fraction to smear across neighbors - r_hdr_bloomFraction Maximum light scale - r_hdr_exposure Monitor gamma power - r_hdr_gamma Random dither in monitor space - r_hdr_monitorDither Use a floating point rendering buffer - r_hdr_useFloats Ignore GL errors - r_ignoreGLErrors Ignore the fragment program extension - r_inhibitFragmentProgram Number of frames to emit GL logs - r_logFile Override all materials - r_materialOverride Draw only a specific level - r_megaTextureLevel Video mode number - r_mode Number of antialiasing samples - r_multiSamples Near Z clip plane distance - r_near Polygon offset parameter - r_offsetfactor Polygon offset parameter - r_offsetunits Scale factor for jitter offset - r_sb_jitterScale Do not draw any occluders - r_sb_noShadows Draw offscreen - r_sb_usePbuffer Enable shadows - r_shadows Report alloc/free counts - r_showAlloc Report sphere and box culling stats - r_showCull Draw the sil edges - r_showEdges Show light scissor rectangles - r_showLightScissors Display all the level images - r_showMegaTexture Draw colored blocks in each tile - r_showMegaTextureLabels Print frame memory utilization - r_showMemory Draw wireframe normals - r_showNormals
Cheat mode
Add the +set com_allowConsole 1 command line parameter to end of the "Target" field in the "Shortcut" properties that are used to launch the game. Press the [Left Ctrl] + [Alt] + ~ during game play to display the console window.
Effect
Code
Unknown
_attack
Unknown
_back
Switch to indicated weapon slot, regardless if you have a weapon there
_button0
Switch to indicated weapon slot, regardless if you have a weapon there
_button1
Switch to indicated weapon slot, regardless if you have a weapon there
_button2
Switch to indicated weapon slot, regardless if you have a weapon there
_button3
Switch to indicated weapon slot, regardless if you have a weapon there
_button4
Switch to indicated weapon slot, regardless if you have a weapon there
_button5
Switch to indicated weapon slot, regardless if you have a weapon there
_button6
Switch to indicated weapon slot, regardless if you have a weapon there
_button7
Unknown
aas_goalArea
Unknown
aas_pullPlayer
Unknown
aas_randomPullPlayer
Unknown
aas_showAreas
Unknown
aas_showFlyPath
Unknown
aas_showHideArea
Unknown
aas_showPath
Unknown
aas_showPushIntoArea
Unknown
aas_showWallEdges
Unknown
aas_test
Show AAS stats
aasStats
Adds debug arrow
addarrow
Core to game chat lines
addChatLine
Add debug line
addline
Scale contact friction
af_contactFrictionScale
Force the given friction value
af_forceFriction
Name of the body to highlight
af_highlightBody
Name of the constraint to highlight
af_highlightConstraint
Scale the joint friction
af_jointFrictionScale
Maximum angular velocity
af_maxAngularVelocity:
Maximum linear velocity
af_maxLinearVelocity
Show structures of articulated figures not at rest
af_showActive
Show bodies
af_showBodies
Show body names
af_showBodyNames
Show two bodies constrained by the highlighted constraint
af_showConstrainedBodies
Show constraint names
af_showConstraintNames
Show constraints
af_showConstraints
Show the inertia tensor of each body
af_showInertia
Show joint limits
af_showLimits
Show mass of each body
af_showMass
Show primary constraints only
af_showPrimaryOnly
Show articulated figure CPU usage
af_showTimings
Show the total mass of each articulated figure
af_showTotalMass
Show tree-like structures
af_showTrees
Show velocity of each body
af_showVelocity
Skip friction
af_skipFriction
Skip joint limits
af_skipLimits
Skip self collision detection
af_skipSelfCollision
Test for bodies initially stuck in solid
af_testSolid
Scale time
af_timeScale
Use impulse-based contact friction
af_useImpulseFriction
Use impulse-based joint friction
af_useJointImpulseFriction
Use linear time algorithm for tree-like structures
af_useLinearTime
Use constraint matrix symmetry
af_useSymmetry
Enable blocked fail safe handling
ai_blockedFailSafe
Draw movement information for monsters
ai_debugMove
Display script calls for the specified monster entity number
ai_debugScript
Draw trajectory tests for monsters
ai_debugTrajectory
Draw attack cones for monsters
ai_showCombatNodes
Draw obstacle avoidance information for monsters.
ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player
ai_showObstacleAvoidance 2
Draw path_* entities
ai_showPaths:
Unknown
ai_testPredictPath
Write .AVI for a command demo
aviCmdDemo
Save demo in .AVI format
avidemo
Write .AVI for a demo
aviDemo
Write .AVI for the current game
aviGame
Game benchmark
benchmark
Benchmark
benchmark
Bind command to a key
bind
Unknown
bindlist
Bind ragdoll at the current drag position
bindRagdoll
Bind a key, but unbinds it first if there are more than two binds
bindunbindtwo
Blink a debug line
blinkline
Center view
centerview
Check if new version of the game is available
checkNewVersion
Clear the console
clear
Unknown
clearlights
Clear all lights
clearLights
Drop current weapon
clientDropWeapon
In-game GUI message mode
clientMessageMode
Voice chats
clientVoiceChat
Team voice chats
clientVoiceChatTeam
Close the view showing any notes for this map
closeViewNotes
Cull back facing polygons
cm_backFaceCul
Debug collision detection
cm_debugCollision
Color used to draw the collision models
cm_drawColor
Draw filled polygons
cm_drawFilled
Draw internal edges green
cm_drawInternal
Collision mask
cm_drawMask
Draw polygon and edge normals
cm_drawNormals
Unknown
cm_testAngle
Unknown
cm_testBox
Unknown
cm_testBoxRotation
Unknown
cm_testCollision
Unknown
cm_testLength
Unknown
cm_testModel
Unknown
cm_testOrigin
Unknown
cm_testRadius
Unknown
cm_testRandomMany
Unknown
cm_testReset
Unknown
cm_testRotation
Unknown
cm_testTimes
Unknown
cm_testWalk
Show collision model info
collisionModelInfo
Use ~ to toggle console
com_allowConsole
Sample input from the async thread
com_asyncInput
Mix sound from the async thread
com_asyncSound
Unknown
com_aviDemoHeight
Unknown
com_aviDemoSamples
Unknown
com_aviDemoTics
Unknown
com_aviDemoWidth
Unknown
com_compressDemos
Compress saved games
com_compressSaveGame
Unknown
com_fixedTic
Force generic platform independent SIMD
com_forceGenericSIMD
Unknown
com_guid
Record journal
com_journal 1
Play back journal
com_journal 2
Unknown
com_logDemos
Set hardware classification to
com_machineSpec
Set hardware classification to not detected,
com_machineSpec -1
Set hardware classification to low quality,
com_machineSpec 0
Set hardware classification to medium quality,
com_machineSpec 1
Set hardware classification to high quality,
com_machineSpec 2
Set hardware classification to ultra quality
com_machineSpec 3
Make a build
com_makingBuild 1
Marker for memory stats
com_memoryMarker
Unknown
com_minTics
Run one game tick every async thread update
com_preciseTic
Unknown
com_preloadDemos
Purge everything between level loads
com_purgeAll
Unknown
com_showAngles
Show async network stats
com_showAsyncStats
Unknown
com_showDemo
Show frame rate
com_showFPS
Show framerate
com_showfps 1
Show total and per frame memory usage
com_showMemoryUsage
Show sound decoders
com_showSoundDecoders
Unknown
com_showTics
Unknown
com_skipGameDraw
Skip the renderer completely
com_skipRenderer
Show engine timings
com_speeds
Print time in milliseconds with each console print
com_timestampPrints 1
Print time in seconds with each console print
com_timestampPrints 2
Update the load size after loading a map
com_updateLoadSize
Hold last amount of detected video RAM
com_videoRam
Unknown
com_wipeSeconds
Combine six images for roq compression
combineCubeImages
Compress a demo file
compressDemo
Print on the console but not onscreen when console is displayed
con_noPrint
Time messages displayed when console is displayed
con_notifyTime
Speed at which the console moves
con_speed
Dump the console text to a file
conDump
Connect to a server
connect
Crash game
crash
Restart the cvar system
cvar_restart
Unknown
cvarlist
Apply damage to an entity
damage
Launch script debugger
debugger
Print parses
decl_show 1
Print parses and references developer
decl_show 2
Delete selected entity
deleteSelected
Save screenshot for a demo
demoShot
Load a map in developer mode
devmap
List a folder
dir
List a folder with sub-folders
dirtree
Unknown
dirtyfeet
Disassembles script
disasmScript
Disables connection for current multi-player game
disconnect
Disconnect from a game
disconnect
Compile map
dmap
Print indicated text
echo
Launch in-game Articulated Figure Editor
editAFs
Launch in-game Declaration Editor
editDecls
Launch GUI Editor
editGUIs
Change lighting
editlight
Launch in-game Light Editor
editLights
Open the in-game editor
editor
Launch in-game Particle Editor
editParticles
Launch in-game PDA Editor
editPDAs
Launch in-game Script Editor
editScripts
Launch in-game Sound Editor
editSounds
Unknown
EntityPlacement
Take an environment shot
envshot
Cause an error
error
Execute a config file
exec
Execute appropriate config files and sets cvars based on com_machineSpec
execMachineSpec
Exit game
exit
Exit command demo
exitCmdDemo
Export models
exportmodels
Unknown
fillrate
Finish the build process
finishBuild
Unknown
flashlight
Unknown
focussoundseditor
Freeze everything on screen
freeze
Freeze game for indicated number of seconds
freeze
Unknown
fs_basepath
Unknown
fs_caseSensitiveOS
Unknown
fs_cdpath
Unknown
fs_copyfiles
Unknown
fs_debug
Unknown
fs_devpath
Unknown
fs_game
Unknown
fs_restrict
Unknown
fs_savepath
Armor takes this percentage of damage
g_armorProtection
Armor takes this percentage of damage in MP
g_armorProtectionMP
Maintain even teams
g_balanceTDM
Unknown
g_blobSize
Unknown
g_blobTime
Show blood splats, sprays, and gibs
g_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics
g_cinematic
Set seconds to allow game to run when skipping cinematic
g_cinematicMaxSkipTime
Pregame countdown in seconds
g_countDown
Scale final damage on player by this factor
g_damageScale
Display information on which animations are playing on specified entity; -1 disables
g_debugAnim
Check for models with bounds over 2048
g_debugBounds
Unknown
g_debugCinematic
Unknown
g_debugDamage
Unknown
g_debugMove
Unknown
g_debugMover
Unknown
g_debugScript
Unknown
g_debugTriggers
Unknown
g_debugWeapon
Show decals (bullet holes, etc.)
g_decals
Disassemble script into base/script disasm.txt when script is compiled
g_disasm
Show double vision when taking damage
g_doubleVision
Unknown
g_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire]
Set how low can health get taken in nightmare mode
g_healthTakeLimit
Set how often to take health in nightmare mode
g_healthTakeTime
Unknown
g_kickAmplitude
Unknown
g_kickTime
Unknown
g_maxShowDistance
Unknown
g_monsters
Control the weapon sway in MP
g_mpWeaponAngleScale
Show muzzle flashes
g_muzzleFlash <0 or 1>
If nightmare mode is allowed
g_nightmare <0 or 1>
Game password
g_password >
Show dynamic lights on projectiles
g_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green
g_showActiveEntities
Enable ejected shells from weapon
g_showBrass
Display current frame number for camera when playing cinematics
g_showcamerainfo
Unknown
g_showCollisionModels
Unknown
g_showCollisionTraces
Unknown
g_showCollisionWorld
Draw boxes around monsters that targeted player
g_showEnemies
Unknown
g_showEntityInfo
Unknown
g_showHud
Enable shadow of player model
g_showPlayerShadow
Enable display of player hit percentage
g_showProjectilePct
Toggle hit % to HUD
g_showprojectilepct 1
Unknown
g_showPVS
Draw entities and their targets; hidden entities are gray
g_showTargets
Display current animation and frame number for testmodels.
g_showTestModelFrame
Draw trigger entities (orange) and their targets (green); disabled triggers are gray.
g_showTriggers
Unknown
g_showviewpos
Unknown
g_skill
Unknown
g_skipFX
Unknown
g_skipParticles
Skip damage and other view effects
g_skipViewEffects
Let spectators talk to everyone during game
g_spectatorChat
Unknown
g_stopTime
Draw arrows over teammates in team deathmatch
g_TDMArrows
Unknown
g_testDeath
Unknown
g_testHealthVision
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once
g_testModelAnimate
Number of frames to blend
g_testModelBlend
Test model rotation speed
g_testModelRotate
Test particle visualation; set by the particle editor
g_testParticle
Name of the particle being tested by the particle editor
g_testParticleName
Name of material to draw over screen
g_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified
g_timeEntities
scale damage and armor dynamically to keep player alive more often
g_useDynamicProtection
Unknown
g_vehicleForce
Unknown
g_vehicleVelocity
Unknown
g_viewNodalX
Unknown
g_viewNodalZ
Show available memory
game_memory
Cause a game error
gameError
Kick player from multi-player game
'gameKick'
Print current view position
getviewpos
Display graphics card details
gfxinfo
Spawn indicated item
'give'
Full weapons and ammunition
give all
Full ammunition for current weapons
give ammo
Armor to 125
give armor
Health to 100
give health
All keys
give keys
BFG
give weapon_bfg
Chainsaw
give weapon_chainsaw
Machine gun
give weapon_machinegun
Plasmagun
give weapon_plasmagun
Rocket launcher
give weapon_rocketlauncher
Shotgun
give weapon_shotgun
God mode1
god
Unknown
gui_configServerRate
Unknown
gui_debug
Unknown
gui_edit
Gametype filter
gui_filter_gameType
Password filter
gui_filter_password
Players filter
gui_filter_players
Unknown
gui_mediumFontLimit
Unknown
gui_smallFontLimit
Send heartbeat to master servers
Heartbeat
Show help
help
Hitch the game
hitch
Show IK debug lines
ik_debug
Enable IK
ik_enable
Name of log file; if empty "qconsole.log" will be used
ilFileName
Set the maximum texture anisotropy if available
image_anisotropy
Maximum MB reserved for temporary loading of full-sized precompressed images
image_cacheMegs
Maximum KB of precompressed files to read at specification time
image_cacheMinK
See texture MIP usage
image_colorMipLevels
Control texture downsampling
image_downSize
Control normal map downsampling
image_downSizeBump
Control normal map downsample limit
image_downSizeBumpLimit
Control diffuse map downsample limit
image_downSizeLimit
Control specular downsampling
image_downSizeSpecular
Control specular downsampled limit
image_downSizeSpecularLimit
Change texture filtering on mipmapped images
image_filter
Unknown
image_forceDownSize
Ignore high quality setting on materials
image_ignoreHighQuality
Change lod bias on mipmapped images
image_lodbias
If 0, dynamically load all images
image_preload <0 or 1>
Round bad sizes down to nearest power of two
image_roundDown
If 1, print number of outstanding background loads
image_showBackgroundLoads<0 or 1>
Allow alpha/intensity/luminance luminance+alpha
image_useAllFormats
If 1, do background load image caching
image_useCache <0 or 1>
If 0, force everything to high quality
image_useCompression <0 or 1>
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available
image_useNormalCompression <0-2>
Write batch file for offline compression of .DDS files
image_useOfflineCompression
Use .DDS files if present
image_usePrecompressedTextures
Write .tgas of the final normal maps for debugging
image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging
image_writeNormalTGAPalletized
Write .DDS files if necessary
image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging
image_writeTGA
Always run (reverse _speed button) in multi-player mode
in_alwaysRun
Angle change scale when holding _speed button
in_anglespeedkey
Look around with mouse (reverse _mlook button)
in_freeLook
Enable mouse input
in_mouse
Pitch change speed when holding _lookUp or _lookDown button
in_pitchspeed
Restart the input system
in_restart
Yaw change speed when holding _left or _right button
in_yawspeed
Keep last test model in the game
keepTestModel
Kick client by connection number
kick
Kill current target; suicide if no one is targeted
kill
Kill the player
kill
Kill all monsters in current level
killmonsters
Kill all moving enemies
killmoveables
Kill all non-moving enemies
killragdolls
Scan LAN for servers
LANScan
Show LCP solver failures
lcp_showFailures
List active game entities
listActiveEntities
List articulated figures
listAF
List all animations
listAnims
List audios
listAudios
List key bindings
listBinds
List game classes
listClasses
List commands
listCmds
List collision models
listCollisionModels
List cvars
listCvars
List all decls
listDecls
List all keys used by dictionaries
listDictKeys
List all values used by dictionaries
listDictValues
List emails
listEmails
List game entities
listEntities
Lists indicated def file settings
listentitydefs
List FX systems
listFX
List game commands
listGameCmds
List GUIs
listGuis
List decl text character frequencies
listHuffmanFrequencies
List images
listImages
Lists indicated def file settings
listlightdefs
List all debug lines
listLines
List materials
listMaterials
List model defs
listModelDefs
List all models
listModels
List all video modes
listModes
Lists images of monsters
listmonsters
List particle systems
listParticles
List PDAs
listPDAs
List the entity defs
listRenderEntityDefs
List renderer commands
listRendererCmds
List the light defs
listRenderLightDefs
List scanned servers
listServers
List skins
listSkins
List sound commands
listSoundCmds
List active sound decoders
listSoundDecoders
List all sounds
listSounds
List sound shaders
listSoundShaders
List the spawn args of an entity
listSpawnArgs
List system commands
listSystemCmds
List tables
listTables
List script threads
listThreads
List tool commands
listToolCmds
List type info
listTypeInfo
List vertex cache
listVertexCache
List videos
listVideos
Load a game
loadGame
Localize GUIs
localizeGuis
Localize maps
localizeMaps
If 1, buffer log; if 2, flush after each print
logFile <1 or 2>
Mouse pitch scale
m_pitch
Show mouse movement
m_showMouseRate
Number of samples blended for mouse viewing
m_smooth
Mouse strafe movement scale
m_strafeScale
Number of samples blended for mouse moving
m_strafeSmooth
Mouse yaw scale
m_yaw
Make an ambient map
makeAmbientMap
Process giant images
MakeMegaTexture
Play indicated map
map game/
Create memory dump
memoryDump
Create a compressed memory dump
memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0
mod_validSkins
Modify shader parms on all lights
modulateLights
Show next animation on test model
nextAnim
Show next animation frame on test model
nextFrame
Teleport player to the next func_static with a GUI
nextGUI
Load next map on the server
nextMap
Disable collision detection for the player
noclip
Ignored by most enemies
notarget
Unknown
overlaygui
Print tokenized string
parse
Unknown
parsewait
List search paths
path
Play back a command demo
playCmdDemo
Play back a demo
playDemo
Set the given model on the player
playerModel
Milliseconds the player can go without air before damage starts
pm_air
x/y size of player's bounding box
pm_bboxwidth
Unknown
pm_bobpitch
Unknown
pm_bobroll
Unknown
pm_bobup
Bob much faster when crouched
pm_crouchbob
Height of player's bounding box while crouched
pm_crouchheight
Time it takes for player's view to change from standing to crouching
pm_crouchrate
Speed the player can move while crouched
pm_crouchspeed
Height of player's view while crouched
pm_crouchviewheight
Height of player's bounding box while dead
pm_deadheight
Height of player's view while dead
pm_deadviewheight
Approximate height the player can jump
pm_jumpheight
Amount player's view can look down
pm_maxviewpitch
Amount player's view can look up; negative values are up
pm_minviewpitch
Draw camera from POV of player model; 1 = always, 2 = when dead
pm_modelView <1 or 2>
Speed the player can move while in noclip
pm_noclipspeed
Height of player's bounding box while standing
pm_normalheight
Height of player's view while standing
pm_normalviewheight
Bob faster when running
pm_runbob
Unknown
pm_runpitch
Unknown
pm_runroll
Speed the player can move while running
pm_runspeed
Size of the spectator bounding box
pm_spectatebbox
Speed the player can move while spectating
pm_spectatespeed
Length of time player can run
pm_stamina
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge.
pm_staminarate
When stamina is below this value, player slows to a walk
pm_staminathreshold
Maximum height player can step up without jumping
pm_stepsize
Toggle third person view
'pm_thirdperson' <0 or 1>
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front
pm_thirdPersonAngle <0-180>
Clip third person view into world space
pm_thirdPersonClip
Enable third person view when player dies
pm_thirdPersonDeath
Height of camera from normal view height in third person
pm_thirdPersonHeight
Camera distance from player in third person
pm_thirdPersonRange
Use cylinder approximation instead of bounding box for player collision detection
pm_usecylinder
Bob slowly when walking
pm_walkbob
Player's walking speed
pm_walkspeed
Remove last created light
popLight
Show previous animation on test model
prevAnim
Show previous animation frame on test model
prevFrame
Print an articulated figure
printAF
Print an Audio
printAudio
Print an email
printEmail
Print an entity def
printEntityDef
Print an FX system
printFX
Print a material
printMaterial
Print model info
printModel
Print a model def
printModelDefs
Print a particle system
printParticle
Print a PDA
printPDA
Unknown
printshader
Print a skin
printSkin
Print a sound shader
printSoundShader
Print a table
printTable
Print an Video
printVideo
Prompt and set the CD Key
promptKey
Quit the game
quit
Change gamma tables
r_brightness
Set brightness level
'r_brightness'
arbfp1, fp30
r_cgFragmentProfile
arbvp1, vp20, vp30
r_cgVertexProfile
Compare all surface bounds with precalculated ones
r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom
r_clear <1, 2, or R G B value>
Custom screen height
r_customHeight
Custom screen width
r_customWidth
Step size of arrow cone line rotation in degrees
r_debugArrowStep
Perform depth test on debug lines
r_debugLineDepthTest
Width of debug lines
r_debugLineWidth
Draw a filled polygon
r_debugPolygonFilled
Used during development to show IHV's their problems
r_demonstrateBug
Optional display refresh rate option for vid mode
r_displayRefresh
Force a call to glFinish() every frame
r_finish
Scale flare deforms from the material def
r_flareSize
Draw all images to screen after registration
r_forceLoadImages
Draw to front buffer for debugging
r_frontBuffer
0 = windowed, 1 = full screen
r_fullscreen <0 or 1>
Change gamma tables
r_gamma
Set gamma level
r_gamma <0-3>
"opengl32", etc.
r_glDriver
Fraction to smear across neighbors
r_hdr_bloomFraction
Maximum light scale
r_hdr_exposure
Monitor gamma power
r_hdr_gamma
Random dither in monitor space
r_hdr_monitorDither
Use a floating point rendering buffer
r_hdr_useFloats
Random debugging without defining new vars
r_ignore
Random debugging without defining new vars
r_ignore2
Ignore GL errors
r_ignoreGLErrors
Ignore the fragment program extension
r_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix
r_jitter
Offset of joint names when r_showskel is set to 1
r_jointNameOffset
Size of joint names when r_showskel is set to 1
r_jointNameScale
Light all the back faces, even when they would be shadowed
r_lightAllBackFaces
All light intensities are multiplied by this
r_lightScale
Soft-shadow sampling
r_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling
r_lockSurfaces
Number of frames to emit GL logs
r_logFile
Override all materials
r_materialOverride
Draw only a specific level
r_megaTextureLevel
Combine model surfaces with the same material
r_mergeModelSurfaces
Video mode number
r_mode
Number of antialiasing samples
r_multiSamples
Near Z clip plane distance
r_near
Polygon offset parameter
r_offsetfactor
Polygon offset parameter
r_offsetunits
Perform index reorganization to optimize vertex use
r_orderIndexes
Hardware specific renderer path to use
r_renderer
Scale factor for jitter bias
r_sb_biasScale
Oversize FOV for point light side matching
r_sb_frustomFOV
Scale factor for jitter offset
r_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048
r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps
r_sb_linearFilter
Do not draw any occluders
r_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them
r_sb_occluderFacing<0-3>
polygonOffset factor for drawing shadow buffer
r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer
r_sb_polyOfsUnits
Randomly offset jitter texture each draw
r_sb_randomize
Set to 0, 1, 4, or 16
r_sb_samples
Build shadows in screen space instead of on surfaces
r_sb_screenSpaceShadow
Color the pixels contained in the frustum
r_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights
r_sb_singleSide
Cull geometry to individual side frustums
r_sb_useCulling
Draw offscreen
r_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed
r_sb_viewResolution
Scale value for stencil shadow drawing
r_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing
r_shadowPolygonOffset
Enable shadows
r_shadows
Report alloc/free counts
r_showAlloc
Report sphere and box culling stats
r_showCull
Report number of modeDefs and lightDefs in view
r_showDefs
Report reads and writes to the demo file
r_showDemo
Display contents of the depth buffer and the depth range
r_showDepth
Draw lines from vertexes to center of dominant triangles
r_showDominantTri
Report stats on dynamic surface generation
r_showDynamic
Draw the sil edges
r_showEdges
Show entity scissor rectangles
r_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size
r_showImages <0-2>
Draw screen colors based on intensity; red = 0, green = 128, blue = 255
r_showIntensity
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
r_showInteractionFrustums <0-3>
Report interaction generation activity
r_showInteractions
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
r_showInteractionScissors <0-2>
1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
r_showLightCount <0-3>
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_showLights <0-3>
Report scale factor applied to drawing for overbrights
Draw portal outlines in color based on passed/not passed
r_showPortals
Report drawsurf/index/vertex counts
r_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
r_showShadowCount <0-4>
1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showShadows <0-2>
Highlight edges that are casting shadow planes
r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSkel<0-2>
Show which end (front or back) is blocking
r_showSmp
Show surface material name under crosshair
r_showSurfaceInfo
Report surface/light/shadow counts
r_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTangentSpace <0-3>
Shade triangles by texture area polarity
r_showTexturePolarity
If greater than 0, draw each triangles texture (tangent) vectors
r_showTextureVectors
Show intersection of an eye trace with the world
r_showTrace
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
r_showTris <0-3>
if 1, put all nVidia register combiner programming in display lists
r_showUnsmoothedTangents <0-1>
Report entity and light updates and ref counts
r_showUpdates
Unknown
r_showVertexCache
Draw all triangles with the solid vertex color
r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers
r_showViewEntitys <0-2>
Only draw the portal area the view is actually in
r_singleArea
Suppress all but one entity
r_singleEntity
Suppress all but one light
r_singleLight
Suppress all but one surface on each entity
r_singleSurface
Only draw a single triangle per primitive
r_singleTriangle
Bypass all non-interaction drawing
r_skipAmbient
Do not draw anything
r_skipBackEnd
Skip all blend lights
r_skipBlendLights
Use flat surface instead of the bump map
r_skipBump
Do all rendering, but do not actually copyTexSubImage2D
r_skipCopyTexture
Leave all deform materials in their original state
r_skipDeforms
Use black for diffuse
r_skipDiffuse
Do not dynamically create textures
r_skipDynamicTextures
Skip all fog lights
r_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws
r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
r_skipGuiShaders <0-3>
Skip all light/surface interaction drawing
r_skipInteractions
Do not do any post-interaction light scaling
r_skipLightScale
Only use the lowest level image
r_skipMegaTexture
Bypass all vertex/fragment program ambient drawing
r_skipNewAmbient
Skip overlay surfaces
r_skipOverlays
1 = skip all particle systems
r_skipParticles <0-1>
Skip all post-process renderings
r_skipPostProcess
Skip 3D rendering, but pass 2D
r_skipRender
Null the rendering context during backend 3D rendering
r_skipRenderContext
Skip ROQ decoding
r_skipROQ
Use black for specular1
r_skipSpecular
1 = don't render any GUI elements on surfaces
r_skipSubviews <0 or 1>
Ignore the per-view suppressions
r_skipSuppress
Skip the translucent interaction rendering
r_skipTranslucent
1 = do not accept any entity or light updates, making everything static
r_skipUpdates <0 or 1>
Merge normals that dot less than this
r_slopNormal
Merge texture coordinates this far apart
r_slopTexCoord
Merge xyz coordinates this far apart
r_slopVertex
1 = do not render main view, allowing subviews to be debugged
r_subviewOnly <0 or 1>
Changes wglSwapIntarval
r_swapInterval
Vertically scale USGS data
r_terrainScale
Experiment with vertex/fragment programs
r_testARBProgram
if over 0, draw a grid pattern to test gamma levels
r_testGamma
if over 0 draw a grid pattern to test gamma levels
r_testGammaBias
if over 0 draw a grid pattern to test gamma levels
r_testStepGamma
Cache snapshots of dynamic models
r_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
r_useClippedLightScissors <0-2>
Put all nVidia register combiner programming in display lists
r_useCombinerDisplayLists
Use pre-calculated material registers if possible
r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and box
r_useCulling <0-2>
Defer tangents calculations after deform
r_useDeferredTangents
Use depth bounds test to reduce shadow fill
r_useDepthBoundsTest
If 0, issue the callback immediately at update time, rather than deferring
r_useEntityCallbacks
0 = none, 1 = box
r_useEntityCulling <0 or 1>
1 = Use custom scissor rectangle for each entity
r_useEntityScissors <0 or 1>
1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
r_useExternalShadows <0-2>
if not 0, force the view frustum far distance to this distance
r_useFrustumFarDistance
Use ARB_vertex_buffer_object for indexes
r_useIndexBuffers
Use the no-far-clip-plane trick
r_useInfiniteFarZ
1 = cull interactions
r_useInteractionCulling <0 or 1>
1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
r_useInteractionScissors <0-2>
Create a full entityDefs * lightDefs table to make finding interactions faster
r_useInteractionTable
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
r_useLightCulling <0 or 3>
Use a more precise area reference determination
r_useLightPortalFlow
1 = use custom scissor rectangle for each light
r_useLightScissors <0 or 1>
Stop pushing reference bounds early when possible
r_useNodeCommonChildren
Use pass optimization for mono lights
r_useNV20MonoLights
Use the dmap generated static shadow volumes
r_useOptimizedShadows
1 = use portals to perform area culling, otherwise draw everything
r_usePortals<0 or 1>
1 = do winding clipping to determine if each ambiguous tri should be lit
r_usePreciseTriangleInteractions <0 or 1>
Scissor clip as portals and lights are processed
r_useScissor
Try to cull shadows from partially visible lights
r_useShadowCulling
Discard triangles outside light volume before shadowing
r_useShadowProjectedCull
Scissor shadows by the scissor rect of the interaction surfaces
r_useShadowSurfaceScissor
Do the shadow projection in the vertex program on capable cards
r_useShadowVertexProgram
Consider verts with the same XYZ, but different ST the same for shadows
r_useSilRemap
Avoid redundant state changes in GL_*() calls
r_useStateCaching
Cards with 3+ texture units do a two pass instead of three pass
r_useTripleTextureARB
Use infinite projection with W technique for dynamic shadows
r_useTurboShadow
Do stencil shadows in one pass with different ops on each side
r_useTwoSidedStencil
Use ARB_vertex_buffer_object for vertexes
r_useVertexBuffers
Unknown
r_vertexBufferMegs
Unknown
radiant_ALTEdgeDrag
Unknown
radiant_AngleSpeed
Unknown
radiant_Autosave
Unknown
radiant_AutosaveMinutes
Unknown
radiant_camerawindow
Unknown
radiant_CamXYUpdate
Unknown
radiant_ChaseMouse
Unknown
radiant_CubicClipping
Unknown
radiant_CubicScale
Unknown
radiant_entityMode
Unknown
radiant_EntityShow
Unknown
radiant_HiColorTextures
Unknown
radiant_InspectorDockedDialogs
Unknown
radiant_InspectorsWindow
Unknown
radiant_LastMap
Unknown
radiant_LastProject
Unknown
radiant_LoadLast
Unknown
radiant_LoadLastMap
Unknown
radiant_LoadShaders
Unknown
radiant_MainWindowPlace
Unknown
radiant_ModelPath
Unknown
radiant_MoveSpeed
Unknown
radiant_NewFaceGrab
Unknown
radiant_NewLightStyle
Unknown
radiant_NewMapFormat
Unknown
radiant_NewRightClick
Unknown
radiant_NewTextureWindowStuff
Unknown
radiant_NewVertex
Unknown
radiant_NoClamp
Unknown
radiant_NoStipple
Unknown
radiant_QE4Paint
Unknown
radiant_QE4StyleWindows
Unknown
radiant_RadiantMapPath
Unknown
radiant_RotateLock
Unknown
radiant_Rotation
Unknown
radiant_RunBefore
Unknown
radiant_SavedInfo
Unknown
radiant_SelectWholeEntitiesKey
Unknown
radiant_SizePainting
Unknown
radiant_Snapshots
Unknown
radiant_SnapT
Unknown
radiant_StatusPointSize
Unknown
radiant_SwitchClipKey
Unknown
radiant_TextureLock
Unknown
radiant_TextureQuality
Unknown
radiant_TextureScale
Unknown
radiant_TextureScrollbar
Unknown
radiant_texwindow
Unknown
radiant_UndoLevels
Unknown
radiant_UseDisplayLists
Unknown
radiant_UseGLLighting
Unknown
radiant_UseTextureBar
Unknown
radiant_WideToolBar
Unknown
radiant_xywindow
Unknown
radiant_XZVIS
Unknown
radiant_xzwindow
Unknown
radiant_YZVIS
Unknown
radiant_yzwindow
Unknown
radiant_ZClipBottom
Unknown
radiant_ZClipEnabled
Unknown
radiant_ZClipTop
Unknown
radiant_ZVIS
Unknown
radiant_zwindow
Show rigid bodies that are not at rest
rb_showActive
Show rigid bodies
rb_showBodies
Show the inertia tensor of each rigid body
rb_showInertia
Show the mass of each rigid body
rb_showMass
Show rigid body cpu usage
rb_showTimings
Show the velocity of each rigid body
rb_showVelocity
Unknown
recordcmddemo
Start recording game demo
recorddemo
Record a demo
recordDemo
Record current view position with notes
recordViewNotes
Re-exports models
reexportmodels
Regenerates all interactions
regenerateWorld
Unknown
reload
Reload animations
reloadanims
Reload ARB programs
reloadARBprograms
Reload CG programs
reloadCgPrograms
Reload decls
reloadDecls
Reload engine down to including the file system
reloadEngine
Unknown
reloadentitydefs
Unknown
reloadfx
Unknown
reloadguis
Reload GUIs
reloadGuis
Reload images
reloadImages
Reload language dict
reloadLanguage
Reload models
reloadModels
Reload scripts
reloadScript
Unknown
reloadshaders
Reload all sounds
reloadSounds
Unknown
reloadsoundshaders
Reload the decl and images for selected surface
reloadSurface
Remove an entity
remove
Remove a debug line
removeline
Render a bump map
renderbump
Render a flat bump map
renderbumpFlat
Check all referenced images for duplications
reportImageDuplication
List all used materials sorted by surface area
reportSurfaceAreas
Rescan serverinfo cvars and tell game
rescanSI
Reset a cvar
reset
Encode a roq file
roq
Unknown
runaas
Compile an AAS file for a map
runAAS
Compile AAS files for all maps in a folder
runAASDir
Calculate reachability for an AAS file
runReach
Unknown
s_cacheinfo
Unknown
s_cacheinvalidate
Unknown
s_constantAmplitude
Reduce sound volume with this distance when going through a door
s_doorDistanceAdd
Unknown
s_dotbias2
Unknown
s_dotbias6
Unknown
s_drawSounds
Unknown
s_force22kHz
Volume to all speakers when not spatialized
s_globalFraction
Unknown
s_maxSoundsPerShader
Unknown
s_meterTopTime
Unknown
s_minVolume2
Unknown
s_minVolume6
Unknown
s_musictrack
Unknown
s_noSound
Set number of speakers
s_numberOfSpeakers
Play beep for missing sounds
s_playDefaultSound
Unknown
s_quadraticFalloff
Unknown
s_realTimeDecoding
Restart the sound system
s_restart
Unknown
s_reverse
Unknown
s_showLevelMeter
Toggle sound level display
s_showlevelmeter 1
Unknown
s_showStartSound
mute All sounds but this emitter
s_singleEmitter
Unknown
s_spatializationDecay
Set volume to subwoofer in Dolby 5.1
s_subFraction
Unknown
s_useOcclusion
Set sound volume; default is 0
's_volume_db'
Set volume in dB
s_volume_dB
Save a game
saveGame
Save all lights to the .map file
saveLights
Save all moveables to the .map file
saveMoveables
Save all lights to the .map file
saveParticles
Save all ragdoll poses to the .map file
saveRagdolls
Save the selected entity to the .map file
saveSelected
Text chat
say
Send message to everyone in multi-player
'say'
Team text chat
sayTeam
Take a screenshot
screenshot
Execute a line of script
script
Mouse view sensitivity
sensitivity
Force all players ready
serverForceReady
Show server info
serverInfo
Restart current game
serverMapRestart
Change to next map
serverNextMap
Set a cvar
set
Set a cvar and flags it as archive
seta
Detect system capabilities and sets com_machineSpec to appropriate value
setMachineSpec
Set a cvar and flags it as server info
sets
Unknown
setstepgamma
Set a cvar and flags it as tool
sett
Set a cvar and flags it as user info
setu
Set the current view position
setviewpos
Show memory used by dictionaries
showDictMemory
Show memory used by interactions
showInteractionMemory
Show memory used by strings
showStringMemory
Show memory used by triangle surfaces
showTriSurfMemory
Show any view notes for the current map, successive calls will cycle to the next note
showViewNotes
Frag limit
si_fragLimit
Set game type to: singleplayer, deathmatch, tourney, team dm or last man
si_gameType
Map to be played next on server
si_map
Engine version
si_version
Do pre-game warmup
si_warmup
Resize screen to smaller view
sizedown
Make the rendered view smaller
sizeDown
Resize screen to larger view; no effect if in fullscreen