BIIIIIG LIST OF CONSOLE COMMANDS


This list is a few versions old, so one or two of the commands may no longer work.
It was stolen wholesale from a now deceased site.  ALWAYS back up your config before tinkering.

Variables

Description

activeaction ""

variable holds a command to be executed upon connecting to a server

arch "win98"

architecture/operating system

bot_aasoptimize "0"

optimize the .aas file when one is written - MrElusive

bot_challenge "0"

make the bot a bit more challenging - MrElusive

bot_debug "0"

toggle debugging tool for bot code

bot_developer "0"

toggle developer mode for bots

bot_enable "0"

enable and disable adding of bots to the map/game

bot_fastchat "0"

toggle between frequent and less frequent bot chat strings 1 = more often

bot_forceclustering "0"

force recalculating the aas clusters - MrElusive

bot_forcereachability "0"

force recalculating the aas reachabilities - MrElusive

bot_forcewrite "0"

force writing out a new .aas file - MrElusive

bot_grapple "0"

toggle determines weather the bots will use the grappling hook

bot_groundonly "1"

this is a debug cvar to show areas which does not work in the retail version special thanks to - MrElusive

bot_interbreedbots "10"

number of bots used for goal fuzzy logic interbreeding - MrElusive

bot_interbreedchar ""

bot character to be used with goal fuzzy logic interbreeding - MrElusive

bot_interbreedcycle "20"

number of matches between interbreeding - MrElusive

bot_interbreedwrite ""

file to write interbreeded goal fuzzy logic to - MrElusive

bot_maxdebugpolys "128"

max number of polygons available for visualizing things when debugging
MrElusive

bot_memorydump "0"

possibly displays memory allocation/use for bots used for debugging?

bot_minplayers "0"

this is used to ensure a minimum numbers of players are playing on a server bots are added/removed to get the specified number of players in the game special thanks to - MrElusive

bot_nochat "0"

toggle determines weather bots will chat or not 0 = bots will chat

bot_pause "0"

debug command to pause the bots - MrElusive

bot_reachability "0"

this is a debug cvar which does not work in the retail version - MrElusive

bot_reloadcharacters "0"

this cvar if set to 1 disabled bot character file caching. used when creating bot characters while keeping Q3A running. kicking and re-adding a bot will reload the bot character files - MrElusive

bot_report "0"

debug command to have the bots report what they are doing in CTF MrElusive

bot_rocketjump "1"

toggle determines weather the bots will use the rocket jump technique

bot_testichat "0"

used to test the initial bot chats. set this to 1 and add a bot. the bot will spit out all initial chats. - MrElusive

bot_testrchat "0"

used to test the reply chats. set this to 1 and add one bot. the bot will always reply and dump all possible replies - MrElusive

bot_testsolid "0"

test for "solid areas" in the .aas file (read the q3r manual) - MrElusive

bot_thinktime "100"

this is the time in milliseconds between two AI frames. - MrElusiveset the amount of time a bot thinks about a move before making it AI...(c:

bot_usehook "0"

toggle determines weather the bots will use the grappling hook

bot_visualizejumppads "0"

visualizes the default arch of a jumppad (read the q3r manual) - MrElusive

capturelimit "8"

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

cg_animspeed "1"

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_crosshairHealth "1"

show health by the cross hairs (only works with #10 now?) - LOKi

cg_crosshairSize "24"

crosshair size...incase you have crosshair envy (c:

cg_crosshairX "0"

set X coordinates of the crosshair if cg_crosshairSize not 0

cg_crosshairY "0"

set Y coordinates of the crosshair if cg_crosshairSize not 0

cg_debuganim "0"

toggle model animation debug mode

cg_debugevents "0"

toggle event debug mode

cg_debugposition "0"

toggle player position debug mode

cg_deferPlayers "1"

the loading of player models will not take place until the next map, or when you die, or toggle the scoreboard (tab) this prevents the "hitch" effect when a player using a new model or skin joins the game after you. if you join the game after them the models and skins will download as you join?

cg_demoLook "0"

possibly to change the look of a recorded demo?

cg_draw2D "1"

toggle the drawing of 2D items or text on the status display

cg_draw3dIcons "1"

toggle the drawing of 3D icons on the HUD off and on draw 2D icon for ammo if cg_draw3dicons 0 "John Carmack"

cg_drawAmmoWarning "1"

toggle low-ammo warning display

cg_drawAttacker "1"

toggle the display of last know assailant

cg_drawCrosshair "1"

select crosshair (change to zero if you have really good aim ha! ha!) 10 crosshairs to select from (cg_drawCrosshair 1 - 10) "John Carmack"

cg_drawCrosshairNames "1"

toggle displaying of the name of the player you're aiming at

cg_drawFPS "0"

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

cg_drawGun "1"

toggle determines if the weapon you're holding is visible or not

cg_drawIcons "1"

toggle the drawing of any icons on the HUD and scoreboard

cg_drawRewards "1"

toggle display of award icons above the "you fragged..." message - LOKi

cg_drawKiller "1"

toggle display of player's name and picture that 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_drawTeamOverlay "0"

set the drawing location of the team status overlay 1=top right 2=bottom right 3=bottom left of the screen it shows team player names, location, ammo (and what type weapon), and frag count for each player - LOKi

cg_drawTimer "1"

show timer on HUD. shows time since map start counts up - LOKi

cg_errordecay "100"

possibly sets the distance at which the use of error diffusion will be dropped or may be the smoothing of frames during packet loss or errors as part of player prediction. (the comments in the source code are vague)

cg_extrapolate "1"

toggle blending of animations from one to the next (like a segue) - Andre

cg_footsteps "1"

toggle the footstep sounds of all players (cheat protected) - LOKi

cg_forceModel "0"

force model selection, also forces player sounds "John Carmack"

cg_fov "90"

field of view/vision "90" is default higher numbers give peripheral vision.

cg_gibs "1"

toggle the display of animated gibs (explosions flying body parts!)

cg_gun "1"

toggle determines if the weapon your holding is visible or not

cg_gunX "0"

set X coordinates of viewable weapon if cg_drawGun is set to 1

cg_gunY "0"

set Y coordinates of viewable weapon if cg_drawGun is set to 1

cg_gunZ "0"

set Z coordinates of viewable weapon if cg_drawGun is set to 1 moves the gun model forward or backward in relation to the player models hold

cg_ignore "0"

possibly ignores hardware driver settings in favor of variable settings 

cg_lagometer "1"

toggle the display of Lag-O-Meter on the HUD 1=netgraph 0=frag counter which changes color to reflect what place your in as well Section 6 of the Q3Test_Instructions_Readme.txt has a more detailed description of this tool. Simply put the top graph (blue/yellow): A vertical line is painted for every rendered frame. if the line is blue and going down from the baseline that indicates a steady transition of frames from one to the next. A yellow line going up from the baseline means the frames are not being fully rendered in time. The bottom graph (green/yellow/red): A vertical line is painted for every received snapshot. If the line is green it indicates properly received snapshots, with the height of the bar proportional to the ping. If the bar is yellow it indicates that the snapshot was held back because it hit the rate limit. If the line is red it means the snapshot was dropped by the network...Lots of thanx goes out to hacker, Erik, TeoH, and Wilka

cg_markoffset "1"

set marks (decals) offset. some video cards display the marks with the wrong offset, so you will be able to see the square decal that encapsulates the effect because the offset rises above the wall surface. change the offset the square goes away

cg_marks "1"

toggle the marks the projectiles leave on the wall (bullet holes, etc)

cg_noplayeranims "0"

toggle player model animations. (the animation frame displayed when this is disabled is rather odd, though.)

cg_nopredict "0"

toggle client-side player prediction. (disabling causes the client to wait for updates from the server before updating the player location.) .

cg_predictItems "1"

toggle client-side item prediction. 0 option to not do local prediction of item pickup "John Carmack"

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 3 = Simple Stencil Buffered (if r_stencilebits is not=0)) - Andre Lucas

cg_showcrosshair "1"

appeared in version 1.06 then removed in 1.07 now back in 1.08 then removed again in 1.09…hmm (replaced with multi-crosshairs)

cg_showmiss "0"

toggle the display of missed packets or predictions on the HUD

cg_simpleItems "0"

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

cg_stats "0"

toggles display of client frames in sequence missed frames are not shown

cg_stereoSeparation "0.4"

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

cg_swingSpeed "0.3"

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

cg_teamChatHeight "8"

set number of lines or strings of text that remain on screen in team play mode chat mode (messagemode2) values are 1 - 8 - LOKi

cg_teamChatTime "3000"

set how long messages from teammates are displayed on the screen

cg_temp "0"

cg_testentities "0"

cg_thirdPerson "0"

toggle the use of and third person view

cg_thirdPersonAngle "0"

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

cg_thirdPersonRange "40"

change the trailing distance you view your player from

cg_tracerchance "0.4"

set frequency of tracer bullets (1 is all tracers)

cg_tracerlength "100"

set length of tracer bullets

cg_tracerwidth "1"

set width of tracer bullets

cg_viewsize "100"

changes view port size 30 - 100 (you probably wouldn't want less than 100)

cg_zoomfov "22.5"

what the zoomed in field of view will be any thing more than 30 would not be sniper friendly

cg_waveamplitude "1"

cg_wavefrequency1 "0.4"

cheats "0"

enable cheating commands (give all) (serverside only)

cl_allowDownload "1"

toggle automatic downloading of maps, models, sounds, and textures

cl_anglespeedkey "1.5"

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

cl_avidemo "0"

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

cl_cdkey "123456789"

variable to hold the CD key number to prevent bootleg/warez

cl_debugMove "0"

cl_debugmove [1/2] from John Carmack's plan file

cl_downloadName ""

variable holds filename of file currently downloading

cl_freelook "1"

toggle the use of freelook with the mouse (your ability to look up and down)

cl_freezeDemo "0"

stops a demo play back and freeze on one frame

cl_maxpackets "30"

set the transmission packet size or how many packets are sent to client

cl_maxPing "800"

controls which servers are displayed in the in-game server browser - ata

cl_motd "1"

toggle the display of "Message of the day" When Quake 3 Arena starts a map up, it sends the GL_RENDERER string to the Message Of The Day server at id. This responds back with a message of the day to the client. If you wish to switch this option off, set CL_MOTD to 0.

cl_mouseAccel "0"

set mouse acceleration the mouse speeds up as it continues in one direction (not good)

cl_nodelta "0"

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

cl_noprint "0"

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

cl_packetdup "1"

default was 2 but changed to 1 in version 1.09 still a 1 in 1.11

cl_paused "0"

variable holds the status of the paused flag on the client side

cl_pitchspeed "140"

set the pitch rate when +lookup and/or +lookdown are active

cl_run "1"

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

cl_running "1"

variable which shows weather or not a client game is running or weather we are in server/client mode (read only)

cl_showmouserate "0"

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

cl_shownet "0"

display network quality info

cl_showSend "0"

network debugging tool "John Carmack"

cl_showTimeDelta "0"

display time delta between server updates

cl_timeNudge "0"

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

cl_timeout "125"

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

cl_updateInfoString ""

"challenge\14985\motd\This is used by id when new versions come out"

cl_yawspeed "140"

set the yaw rate when +left and/or +right are active

cm_curveClipHack "0"

 must have been a cheat!!! removed now

cm_noAreas "0"

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_blood "1"

toggle the blood mist effect in the gib animations. 0 option for no gibs and no blood on hits "John Carmack"

com_buildScript "0"

possibly allows the building of scripts for communication events

com_dropsim "0"

for testing simulates packet loss during communication drops

com_hunkMegs "20"

dedicated server memory optimizations. Tips: com_hunkMegs 4 sv_maxclients 3 bot_enable 0 "John Carmack"

com_introplayed "1"

toggle displaying of intro cinematic once it has been seen this variable keeps it from playing each time, to see it again set this to zero

com_maxfps "100"

set max frames per second you receive from server (maxfps was removed)

com_showtrace "0"

toggle display of packet traces. 0=disables,1=toggles.

com_speeds "0"

toggle display of frame counter, all, sv, cl, gm, rf, and bk whatever they are

con_notifytime "3"

defines how long messages (from players or the system) are on the screen

conback ""

select console background file "gfx/2d/conback.tga"

crosshairhealth "1"

show health by the cross hairs

crosshairsize "24"

crosshair size...incase you have crosshair envy (c:

d_bot ""

all d_ commands have been removed to disable bots most likely

d_botai "0"

all d_ commands have been removed to disable bots most likely

d_botaiming "0"

all d_ commands have been removed to disable bots most likely

d_botfreeze "0"

all d_ commands have been removed to disable bots most likely

d_break "0"

all d_ commands have been removed to disable bots most likely

d_noroam "0"

all d_ commands have been removed to disable bots most likely

debuggraph "0"

dedicated "0"

set console to server only (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 originally I posted the values of Quake 2 dmflags but have since tested them and most of them don't work

fixedtime "0"

toggle the rendering of every frame the game will wait untill each frame is completely rendered before sending the next frame

fov "90"

field of view/vision "90" is default higher numbers give peripheral vision.

fraglimit "20"

set fraglimit on a server (0 is no limit)

freelook "1"

steer aim and control head movement with the mouse…a must (c:

fs_basepath ""

set base path root C:\Program Files\Quake III Arena for files to be downloaded from this path may change for TC's and MOD's

fs_cdpath ""

possibly a variable to use when the full CD was copied to the HDD

fs_copyfiles "0"

set 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 ""

set gamedir set the game folder/dir default is baseq3 (other for MODS)

fs_restrict ""

demoversion if set to 1 restricts game to 4 arenas like the Q3A demo

g_aimTest "0"

removed possibly was a cheat (bot like aiming)

g_allowVote "1"

toggle the use of voting on a server

g_arenaName "0"

possibly toggles the display of the name of the current arena?

g_arenaRank ""

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

g_arenaScores ""

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

g_arenasFile ""

sets the file name to use for map rotation and bot names and game type for each arena default scripts/arenas.txt within the PK3 file

g_banIPs ""

ban specified TCP/IP address from connecting to your server

g_botsFile ""

sets the file name to use for setting up the bots configuration and characters for each bot default scripts/bots.txt within the PK3 file

g_debugAlloc "0"

was removed came back since version 1.09 ??? possibly debugging tool for memory allocation? Still here in 1.11 final release version

g_debugDamage "0"

possibly debugging tool for damage effects?

g_debugMove "0"

was removed now back in 1.09 ?? possibly debugging tool for brush/entity movements? Still here in 1.11 final release version

g_doWarmup "0"

toggle the use of a warmup period before team and CTF games

g_filterBan "1"

toggle the banning of players that match a certain criteria/filter?

g_forcerespawn "10"

set the respawn time in seconds, 0 = don't force respawn this variable was removed but now back in 1.09 Still here in 1.11 final release version

g_friendlyFire "0"

toggle damage caused by friendly fire 1 = can kill or injure teammate

g_gametype "0"

0 - Free For All

1 - Tournament

2 - Single Player

3 - Team Deathmatch

4 - Capture the Flag

to start a dedicated server in tournament mode, you would use: quake3.exe +set dedicated 2 +set sv_zone tournaments +set g_gametype 1 +map q3tourney2, "Graeme Devine" thanks also to TheKiller

g_gravity "800"

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

g_inactivity "0"

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

g_knockback "1000"

the knockback from a weapon, higher number = greater knockback.

g_log "1"

toggles logging of game data or statistics John Carmack made g_log a filename instead of a 0/1 in this version

g_logSync "0"

possibly toggles synchronization of game log and console log??

g_maxGameClients "0"

set maximum # of players who may join the game the remainder of clients are forced to spectate - Holesinswiss

g_motd ""

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

g_needpass "0"

variable alerts the client that a password is needed to join your server

g_password ""

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

g_podiumDist "80"

sets the draw distance of the podium object player models stand on after a single player bot match - LOKi

g_podiumDrop "70"

sets the height of the podium object player models stand on after a single player bot match - LOKi

g_quadfactor "3"

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

g_restarted "0"

read only variable that is toggled when the game has been restarted in tourney mode this sets a trap for if warmup is needed

g_singlePlayer "0"

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

g_spAwards ""

variable holds the names of the award icons have been earned in the tier levels in single player mode

g_speed "320"

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

g_spScores1 ""

holds your scores on skill level 1 in single player games  - Dr Qube

g_spScores2 ""

holds your scores on skill level 2 in single player games  - Dr Qube

g_spScores3 ""

holds your scores on skill level 3 in single player games  - Dr Qube

g_spScores4 ""

holds your scores on skill level 4 in single player games  - Dr Qube

g_spScores5 ""

holds your scores on skill level 5 in single player games  - Dr Qube

g_spSkill "2"

holds your current skill level for single player (HARD CORE etc...)

g_spVideos ""

variable holds the names of the cinematic videos that are unlocked at the end of each tier completion

g_syncronousClients "0"

toggle synching of all client movements (1 required to record server demo) show "snc" on lagometer "John Carmack"

g_teamAutoJoin "0"

toggle the automatic joining of the smallest or loosing team

g_teamForceBalance "0"

toggle the forcing of teams to be as even as possible on a server

g_warmup ""

the warmup time for tournament play is set with g_warmup. 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 ""

Jan 13 2000

gamename "baseq3"

set the game directory (for MODS and such dir. would be other than baseq3)

GL_KTX_buffer_region "

gl_pixelformat ""

color(16) depth(16) stencil(8) sets up how many bits for each pixel item 8, 16, or 32 bit?

gl_renderer ""

variable holds the GL Renderer driver information "RIVA 128/RIVA 128 ZX (PCI)"

gl_vendor ""

variable holds the brand of your chipmaker "NVIDIA Corporation"

gl_version ""

variable holds the driver version number "1.1.0"

graphheight "32"

set height, in pixels?, for graph displays

graphscale "1"

set scale multiplier for graph displays

graphshift "0"

set offset for graph displays

gun_frame "0"

turns off weapon animation and displays specified frame in the weapons animation sequence 0=animate 1 and up step through frames...(c:

gun_x "0"

set the x location of the gun model (one is up and down one is side to side)

gun_y "0"

set the y location of the gun model (one is up and down one is side to side)

gun_z "0"

set the z location of the gun model (possibly angle?)

handicap "100"

set player handicap (max health), valid values 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_joyBallScale "0.02"

possibly sets the scale of a joyball rotation to player model rotation?

in_joyBall "0"

possibly to allow support for trackball style joy sticks and orb's

in_joystick "0"

toggle the initialization of the joystick  (command line)

in_midi "0"

toggle the use of a midi port as an input device r-d-x

in_midichannel "1"

toggle the use of a midi channel as an input device r-d-x

in_mididevice "0"

toggle the use of a midi device as an input device r-d-x

in_midiport "1"

toggle the use of a midi port as an input device r-d-x

in_mouse "1"

toggle initialization of the mouse as an input device (command line)

journal "0"

possibly logs console events but is read only and can not be toggled

joy_advanced "0"

applies game controller axis mapping settings < maddog

joy_advaxisr "0"

bind an action to the joystick r axis

joy_advaxisu "0"

bind an action to the joystick u axis

joy_advaxisv "0"

bind an action to the joystick v axis

joy_advaxisx "0"

bind an action to the joystick x axis

joy_advaxisy "0"

bind an action to the joystick y axis

joy_advaxisz "0"

bind an action to the joystick z axis

joy_forwardsensitivity "-1"

set forward/back sensitivity (negative is inverted)

joy_forwardthreshold "0.15"

set forward/back dead zone

joy_name "joystick"

set joystick name

joy_pitchsensitivity "1"

set pitch sensitivity (negative is inverted)

joy_pitchthreshold "0.15"

set pitch dead zone

joy_sidesensitivity "-1"

set side sensitivity (negative is inverted)

joy_sidethreshold "0.15"

set side dead zone

joy_threshold "0.15"

possibly an overall threshold setting all other joy variables removed in 1.08

joy_upsensitivity "-1"

set up/down sensitivity (negative is inverted)

joy_upthreshold "0.15"

set up/down dead zone

joy_yawsensitivity "-1"

set yaw sensitivity (negative is inverted)

joy_yawthreshold "0.15"

set yaw dead zone

logfile "0"

enable console logging 0=no log 1=buffered 2=continuous 3=append so as not to overwrite old logs

m_filter "1"

toggle use of mouse "smoothing"

m_forward "0.25"

set the back and forth movement distance of the player in relation to how much the mouse moves

m_pitch "0.022"

set the up and down movement distance of the player in relation to how much the mouse moves

m_side "0.25"

set the strafe movement distance of the player in relation to how much the mouse moves

m_yaw "0.022"

set the speed at which the player's screen moves left and right while using the mouse

mapname ""

variable holds the name of the current map being used

memorydump "0"

possibly used for debugging memory allocation/use?

maxfps "0"

set the max frames per second the server should send you

model "visor/blue"

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

name "Commander Keen"

pick your own be original (no Player)

net_ip "localhost"

variable holds the IP of the local machine (or the "hosts" name) passed from the OS environment

net_noipx "0"

toggle the use of IPX/SPX network protocol (command line only)

net_noudp "0"

toggle the use of TCP/IP network protocol (command line only)

net_port "27960"

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

net_qport "16392"

set internal network port. this allows more than one person to play from behind a NAT router by using only one IP address - Questy

net_socksEnabled "0"

toggle the use of network socks 5 protocol enabling firewall access (only settable at init time from the OS command line) - Graeme Devine

net_socksPassword ""

variable holds password for socks firewall access supports no authentication and username/password authentication method (RFC-1929); it does NOT support GSS-API method (RFC-1961) authentication (only settable at init time from the OS command line) - Graeme Devine

net_socksPort "1080"

set proxy and/or firewall port default is 1080 (only settable at init time from the OS command line) - Graeme Devine

net_socksServer ""

set the address (name or IP number) of the SOCKS server (firewall machine), NOT a Q3ATEST server. (only settable at init time from the OS command line) - Graeme Devine

net_socksUsername ""

variable holds username for socks firewall supports no authentication and username/password authentication method (RFC-1929); it does NOT support GSS-API method (RFC-1961) authentication (only settable at init time from the OS command line) - Graeme Devine

nextmap ""

variable holds the name of the next map in the server rotation

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 backward 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

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"

set the scale or intensity 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_debugSort "0"

r_debugSurface "0"

possibly used for debugging the curve rendering and possibly for map debugging.

r_debugSurfaceUpdate "1"

possibly used for debugging the curve rendering and possibly for map debugging.

r_depthbits "16"

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

r_detailtextures "1"

possibly to toggle detailing of textures (no visible effect on mine)

r_directedScale "1"

set scale/intensity of light shinning directly upon objects

r_displayRefresh "0"

monitor refresh rate in game (will change desktop settings too in Windows 98 anyway)

r_dlightBacks "1"

"brighter areas are changed more by dlights than dark areas. I don't feel TOO bad about that, because its not like the dlight is much of a proper lighting simulation even in the best case..."John Carmack

r_drawBuffer "GL_BACK"

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

r_drawentities "1"

toggle display of brush entities

r_drawstrips "1"

toggle triangle strips rendering method

r_drawSun "1"

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

r_drawworld "1"

toggle rendering of map architecture

r_dynamiclight "0"

toggle dynamic lighting (different "dynamic" method of rendering lights)

r_ext_compiled_vertex_array ""

toggle hardware compiled vertex array rendering method default is 1

r_ext_compress_textures "1"

toggle compression of textures

r_ext_gamma_control "1"

enable external gamma control settings

r_ext_multitexture "1"

toggle hardware mutitexturing if set to zero is a direct FPS benefit

r_ext_swapinterval "1"

toggle hardware frame swapping

r_ext_texenv_add "1"

possible duplicate cvar or an extension to the r_ext_texture_add variable

r_ext_texture_env_add "1"

toggle additive blending in multitexturing. If not present, OpenGL limits you to multiplicative blending only, so additive will require an extra pass. - Questy/Carl

r_facePlaneCull "1"

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

r_fastsky "1"

toggle fast rendering of sky if set to 1 (0 is default and will slow FPS when outdoors 1 will disable your ability to see through portals)...Thanx hacker

r_finish "1"

toggle synchronization of rendered frames (engine will wait for GL calls to finish)

r_fixtjunctions "1"

toggle fixing of a problem with a certain type of vertex in models that can make gaps appear between polygons - Andre Lucas

r_flareFade "7"

set scale of fading of flares in relation to distance

r_flares "0"

toggle projectile flare and lighting effect. the flare effect is a translucent disk that is used to alter the colors around lights with a corona effect

r_flaresSize "40"

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

r_fullbright "0"

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

r_fullscreen "1"

toggle full screen or play in a window

r_gamma "1"

gamma correction

r_glDriver "opengl32"

used "x" OpenGL driver (Standard OpenGL32 or 3dfxvgl)

r_ignore "0"

possibly ignores hardware driver settings in favor of variable settings

r_ignoreFastPath "0"

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 level all textures become blurred with light (is set as a cheat code?)

r_lightningSegmentLength "32"

possibly to set the distance between bends in the lightning bolt of the lightning gun…(c:

r_lockpvs "0"

disable update to PVS table as player moves through map (new areas not rendered) - Randy

r_lockview "0"

possibly was intended to lock a certain Field Of View (FOV) is removed now

r_lodbias "0"

change the 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, even 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 (no visible effect on mine)

r_picmip "1"

set maximum texture size (0 - 3, 3=fastest 0=quality)

r_portalOnly "0"

when set to "1" turns off stencil buffering for portals, this allows you to see the entire portal before it's clipped, i.e. more of the room, to get a better feel for who's in there before you jump in.

r_preloadTextures "0"

enable video processor to pre-cache textures

r_primitives "0"

r_primitives 3 path for non-vertex array testing "John Carmack"

r_printShaders "0"

possibly toggle the printing on console of the number of shaders used?

r_railCoreWidth "16"

set size of the rail trail's core

r_railSegmentLength "64"

set distance between rail "sun bursts"

r_railWidth "128"

set width of the rail trail

r_roundImagesDown "1"

set rounding down amount (larger = faster, lower quality) - Randy

r_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, useful when debugging model lighting - Andre Lucas < maddog

r_showsky "0"

enable rendering sky in front of other objects

r_showSmp "0"

toggle display of multi processor (SMP) info on the HUD

r_showtris "0"

show triangles, pretty cool looking...

r_simpleMipMaps "1"

toggle the use of "simple" mip mapping. used to "dumb-down" resoluiton displays for slower machines - Questy

r_singleShader "0"

possibly toggles use of 1 shader for objects that have multiple shaders

r_skipBackEnd "0"

possibly to toggle the skipping of the backend video buffer

r_smp "0"

toggle the use of multi processor acceleration code

r_speeds "0"

show the rendering info e.g. how many triangles are drawn added r_speeds timing info to cinematic texture uploads "John Carmack"

r_stencilbits "8"

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

r_stereo "0"

for 3D glasses?

r_subdivisions "4"

set maximum level of detail. (an example would be the complexity of curves. 1=highest detail)

r_swapInterval "0"

toggle frame swapping.

r_texturebits "0"

set color depth of textures

r_textureMode ""

select texture mode. "GL_LINEAR_MIPMAP_NEAREST" (nearest or linear)

r_verbose "0"

toggle display of rendering commands as they happen on the console

r_vertexLight "1"

enable vertex lighting (faster, lower quality than lightmap) removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode. (recommend dynamiclight 0 and this 1) direct FPS benefit "John Carmack"

r_znear "4"

set how close objects can be to the player before they're clipped out of the scene - Questy/Andre

rate ""

modem speed/rate of data transfer "4500" (take a zero off the end of your connection speed?)

rcon_password ""

set password for remote console control of the server removed cause dupe

rconAddress ""

variable holds IP address of the server for rcon

rconPassword ""

set password for remote console control of the server

s_compression "1"

toggle the use of sound compression

s_initsound "1"

toggle weather sound is initialized or not (on next game)

s_khz "11"

set the sampling frequency of sounds lower=performance higher=quality

s_leafnum "0"

s_loadas8bit "1"

load sounds in 8bit mode

s_mixahead "0.2"

set delay before mixing sound samples.

s_mixPreStep "0.05"

possibly to set the prefetching of sound on sound cards that have that power

s_musicvolume "1"

music volume level 0=off

s_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

server1 ""    to    server16 ""

holds IP/URL of a servers from the favourite servers list - Dr Qube

session "2"

possibly holds the value for the active session number when running multiple addresses and sockets for multiple servers on one machine?

session0 ""0 300 1 0 0 0"

possibly to set up multiple addresses and sockets for multiple servers on one machine (can you say BFServer with multiple processors?)

session1 "0 300 1 0 0 0"

possibly to set up multiple addresses and sockets for multiple servers on one machine (can you say BFServer with multiple processors?)

session2 "0 300 1 0 0 0"

possibly to set up multiple addresses and sockets for multiple servers on one machine (can you say BFServer with multiple processors?)

session3 "0 300 1 0 0 0"

possibly to set up multiple addresses and sockets for multiple servers on one machine (can you say BFServer with multiple processors?)

session4 "0 300 1 0 0 0"

possibly to set up multiple addresses and sockets for multiple servers on one machine (can you say BFServer with multiple processors?)

sex "male"

set gender for model characteristics (sounds, obituary's etc.)

showdrop "0"

toggle display of dropped packets. 0=disables,1=toggles.

showpackets "0"

toggle display of all packets sent and received. 0=disables,1=toggles.

showtrace "0"

toggle display of packet traces. 0=disables,1=toggles.

snaps "20"

set the number of snapshots sever will send to a client (server run at 40Hz, so use 40, 20, or 10) -Randy

snd "visor"

select which model sounds your player uses (mix it up)

sv_allowdownload "1"

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

sv_cheats "1"

enable cheating commands (give all) (serverside only)

sv_floodProtect "1"

toggle server flood protection to keep players from bringing the server down

sv_fps "20"

set the max frames per second the server sends the client

sv_hostname ""

set the name of the server "Shadowlands"

sv_keywords ""

variable holds the search string entered in the internet connection menu

sv_killserver "0"

if set to a one the server goes down (server console only I hope)

sv_mapChecksum ""

allows check for client server map to match

sv_mapname ""

variable holds the name of the current map being used on a server

sv_master1 ""

set URL or address to master server "master3.idsoftware.com"

sv_master2 ""

optional master 2

sv_master3 ""

optional master 3

sv_master4 ""

optional master 4

sv_master5 ""

optional master 5

sv_maxclients "8"

maximum number of people allowed to join the server dedicated server memory optimizations. Tips: com_hunkMegs 4 sv_maxclients 3 bot_enable 0 "John Carmack"

sv_maxPing "0"

set the maximum ping aloud on the server to keep HPB out

sv_maxRate ""

option to force all clients to play with a max rate. This can be used to limit the advantage of LPB, or to cap bandwidth utilization for a server. Note that rate is ignored for clients that are on the same LAN. Father John stepping in, in the name of fairness…(c: (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_minPing "0"

set the minimum ping allowed on the server to keep LPB out

sv_nopredict "0"

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

sv_pad "0"

sv_padPackets "0"

possibly toggles the padding of network packets on the server PAD - Packet Assembler/Disassembler

sv_pakNames "antilogic"

variable holds list of pk3 files to be scanned for game data "antilogic"

sv_paks "182784856 "

sv_paused "0"

allow the game to be paused from the server console?

sv_privateClients "0"

the number of spots, out of sv_maxclients, reserved for players with the server password (sv_privatePassword) - Holesinswiss

sv_privatePassword ""

set password for private clients to login with

sv_pure "1"

disallow native DLL loading if sv_pure, requires clients to only get data from pk3 files the server is using "John Carmack"

sv_reconnectlimit "3"

number of times a disconnected client can come back and reconnect

sv_referencedPakNames ""

variable holds list of reference pk3 files to be scanned for game data "baseq3/pak2 baseq3/pak0"

sv_referencedPaks ""

variable holds the checksum of the referenced pk3 files

sv_running "1"

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

sv_serverid ""

hmm…"8021204"

sv_showloss "0"

toggle sever packet loss display

sv_timeout "120"

sets the amount of time for the server to wait for a client packet before assuming a disconnected state.

sv_zombietime "2"

the amount of time in minutes before a frozen character is removed from the map.

sv_zone "default"

this is the keyword that clients will search for, server admin's should set this variable to the gametype they have running. free for all, tournament, team deathmatch, and CTF I do not know if you can deviate from the keywords the way Zaphod laid 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

teamoverlay "0"

toggle the drawing of the colored team overlay on the HUD

teamflags "0"

set flags for team play (probably will be a hex value like deathmatch flags)

timedemo "0"

when set to "1" times a demo and returns frames per second like a benchmark

timegraph "0"

toggle the display of the timegraph. .

timelimit "0"

amount of time before new map loads or next match begins

timescale "1"

set the ratio between game time and real time

ui_browserGameType "0"

set server search game type in the browser list (see g_gametype)

ui_browserMaster "0"

set server search 0=LAN 1=Mplayer 2=Internet 3=Favourites - WeeJoker

ui_browserShowEmpty "1"

toggle the displaying of empty servers in the browser list

ui_browserShowFull "1"

toggle the displaying of full servers in the browser list

ui_browserSortKey "4"

set the field number to sort by in the browser list 0=Server Name 1=Map Name 2=Open Player Spots 3=Game Type 4=PingTime

ui_cdkeychecked "1"

set to a 1 after the cdkey has been checked so won't ask again

ui_ctf_capturelimit "8"

possibly sets the capture limit for single player bot matches

ui_ctf_friendly "0"

possibly toggles team mate damage in single player CTF bot matches

ui_ctf_timelimit "30"

possibly sets the CTF time limit for single player bot matches

ui_ffa_fraglimit "20"

possibly sets the frag limit for single player FFA bot matches

ui_ffa_timelimit "0"

possibly sets the time limit for single player FFA bot matches

ui_master "0"

set server search 0=LAN 1=Mplayer 2=Internet 3=Favourites - WeeJoker

ui_spSelection "2"

possibly sets the gametype of single player? 16 = CTF 2 = FFA DM

ui_team_fraglimit "0"

possibly sets the frag limit for single player team bot matches

ui_team_friendly "1"

possibly toggles team mate damage in single player team bot matches

ui_team_timelimit "20"

possibly sets the time limit for single player team bot matches

ui_tourney_fraglimit "0"

possibly sets the frag limit for single player tourney bot matches

ui_tourney_timelimit "15"

possibly sets the time limit for single player tourney bot matches

username "vern"

variable holds your network login id from %username% env variable…hmmm? id hackers!

version ""

Q3 1.16n win-x86 Mar 14 2000

versionNumber ""

"Q3T 1.08"

vid_xpos "30"

x position when windowed

vid_ypos "30"

y position when windowed

viewlog "0"

toggle the display of the startup console window over the game screen. .

viewsize "100"

changes view port size 0 - 100 (you probably wouldn't want less than 100)

vm_cgame "0"

part of the virtual machine interpreter which allows PC MOD makers to not have to know MAC code and MAC MOD makers to not have to know PC

vm_game "0"

toggle the virtual machine interpreter, cgame can switch between being loaded as a binary .dll or an interpreted .qvm at the change of this cvar

vm_ui "0"

part of the virtual machine interpreter which allows PC MOD makers to not have to know MAC code and MAC MOD makers to not have to know PC

win_hinstance ""

address of the handle instance of quake3 under windows - LOKi

win_wndproc ""

hmm..."4368704"

zoomfov "22.5"

what the zoomed in field of view will be any thing more than 30 would not be sniper friendly

 Red Font

Removed or replaced in current version

 Green Font

Added by current version