|
Variables |
Description |
class ID |
|
fixedtime
"0" |
toggle
the rendering of every frame the game will wait until each frame is
completely rendered before sending the next frame |
C |
|||||||
|
fov
"90" |
field
of view/vision "90" is default higher numbers give peripheral
vision. |
A |
|||||||
|
fraglimit
"20" |
set
fraglimit on a server (0 is no limit) |
S A
|
|||||||
|
freelook
"1" |
steer
aim and control head movement with the mouse…a must (c: |
A |
|||||||
|
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 |
I |
|||||||
|
fs_cdpath
"" |
possibly
a variable to use when the full CD was copied to the HDD |
I |
|||||||
|
fs_copyfiles
"0" |
toggle
if files can be copied from servers or if client will download |
I |
|||||||
|
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) |
S I
|
|||||||
|
fs_restrict
"" |
demoversion
if set to 1 restricts game to 4 arenas like the Q3A demo |
I |
|||||||
|
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 |
A |
|||||||
|
g_arenaScores
"" |
possibly
a variable to hold the value of previous arena series scores |
A |
|||||||
|
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 |
R I
|
|||||||
|
g_banIPs
"" |
ban
specified TCP/IP address from connecting to your server |
A |
|||||||
|
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 |
R I
|
|||||||
|
g_debugAlloc
"0" |
possibly
debugging tool for memory allocation? |
|
|||||||
|
g_debugDamage
"0" |
debugging
tool for damage effects? |
|
|||||||
|
g_debugMove
"0" |
debugging
tool for brush/entity movements? |
|
|||||||
|
g_doWarmup
"0" |
toggle
the use of a warmup period before a match game |
A |
|||||||
|
g_filterBan
"1" |
toggle
the banning of players that match a certain criteria/filter? |
A |
|||||||
|
g_forcerespawn
"10" |
set
the respawn time in seconds, 0 = don't force respawn |
|
|||||||
|
g_friendlyFire
"0" |
toggle
damage caused by friendly fire 1 = can kill or injure teammate |
A |
|||||||
|
g_gametype
"0" |
|
S L
|
|||||||
|
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 |
A |
|||||||
|
g_logSync
"0" |
toggle
the logging to append to the existing file and not overwrite |
A |
|||||||
|
g_maxGameClients
"0" |
set
maximum # of players who may join the game the remainder of clients are
forced to spectate - Holesinswiss |
S A L |
|||||||
|
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 |
S R
|
|||||||
|
g_password
"" |
set
the serverside password players use to get on the server |
U |
|||||||
|
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 match
mode this sets an event trap for if warmup is needed |
R |
|||||||
|
g_singlePlayer
"0" |
possibly
to allow 3rd party's to make TC's for single player style
games? |
R |
|||||||
|
g_spAwards
"" |
variable
holds the names of the award icons that have been earned in the tier
levels in single player mode |
R A
|
|||||||
|
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 |
R A
|
|||||||
|
g_spScores2
"" |
holds
your scores on skill level 2 in single player games - Dr Qube |
R A
|
|||||||
|
g_spScores3
"" |
holds
your scores on skill level 3 in single player games - Dr Qube |
R A
|
|||||||
|
g_spScores4
"" |
holds
your scores on skill level 4 in single player games - Dr Qube |
R A
|
|||||||
|
g_spScores5
"" |
holds
your scores on skill level 5 in single player games - Dr Qube |
R A
|
|||||||
|
g_spSkill
"2" |
holds
your current skill level for single player 1 = I can win 2 = bring it on |
A L
|
|||||||
|
g_spVideos
"" |
variable
holds the names of the cinematic videos that are unlocked at the end of
each tier completion |
R A
|
|||||||
|
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 |
A |
|||||||
|
g_teamForceBalance
"0" |
toggle
the forcing of teams to be as even as possible on a server |
A |
|||||||
|
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" |
A |
|||||||
|
g_weaponrespawn
"5" |
set
time before a picked up weapon will respawn again 0 = weapons stay |
|
|||||||
|
gamedate
"" |
April
25 2000 |
R |
|||||||
|
gamename
"baseq3" |
display
the game name for TC's basedir would be other than baseq3 |
S R
|
|||||||
|
GL_EXT_cull_vertex
GL_EXT_packed_pixels GL_EXT_point_parameters |
|
|
|||||||
|
GL_EXT_texture_object
GL_EXT_vertex_array GL_WIN_swap_hint |
|
|
|||||||
|
gl_extensions
"GL_EXT_abgr GL_EXT_bgra GL_EXT_compiled_vertex_array |
|
R |
|||||||
|
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? |
R |
|||||||
|
gl_renderer
"" |
variable
holds the GL Renderer driver information "RIVA 128/RIVA 128 ZX (PCI)" |
R |
|||||||
|
gl_vendor
"" |
variable
holds the brand of your chipmaker "NVIDIA Corporation" |
R |
|||||||
|
gl_version
"" |
variable
holds the driver version number "1.1.0" |
R |
|||||||
|
graphheight
"32" |
set
height, in pixels?, for graph displays |
C |
|||||||
|
graphscale
"1" |
set
scale multiplier for graph displays |
C |
|||||||
|
graphshift
"0" |
set
offset for graph displays |
C |
|||||||
|
gun_frame
"0" |
turns
off weapon animation and displays specified frame in the weapons
animation sequence 0=animate 1 and up step through frames...(c: |
|
|||||||
|
gun_x
"0" |
set
the x location of the gun model (one is up and down one is side to side) |
|
|||||||
|
gun_y
"0" |
set
the y location of the gun model (one is up and down one is side to side) |
|
|||||||
|
gun_z
"0" |
set
the z location of the gun model (possibly angle?) |
|
|||||||
|
handicap
"100" |
set
player handicap (max health), valid values 1 - 99 |
U A
|
|||||||
|
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? |
A |
|||||||
|
in_joyBall
"0" |
possibly
to allow support for trackball style joy sticks and orb's |
A |
|||||||
|
in_joystick
"0" |
toggle
the initialization of the joystick (command line) |
A L
|
|||||||
|
in_midi
"0" |
toggle
the use of a midi port as an input device r-d-x |
A |
|||||||
|
in_midichannel
"1" |
toggle
the use of a midi channel as an input device r-d-x |
A |
|||||||
|
in_mididevice
"0" |
toggle
the use of a midi device as an input device r-d-x |
A |
|||||||
|
in_midiport
"1" |
toggle
the use of a midi port as an input device r-d-x |
A |
|||||||
|
in_mouse
"1" |
toggle
initialization of the mouse as an input device (command line) |
AL |
|||||||
|
journal
"0" |
possibly
logs console events but is read only and can not be toggled |
I |
|||||||
|
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 |
A | |||||||
|
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" |
A | |||||||
|
m_forward
"0.25" |
set the
back and forth movement distance of the player in relation to how much the
mouse moves |
A | |||||||
|
m_pitch
"0.022" |
set the
up and down movement distance of the player in relation to how much the
mouse moves |
A | |||||||
|
m_side
"0.25" |
set the
strafe movement distance of the player in relation to how much the mouse
moves |
A | |||||||
|
m_yaw
"0.022" |
set the
speed at which the player's screen moves left and right while using the
mouse |
A | |||||||
|
mapname
"" |
display
the name of the current map being used |
S
R | |||||||
|
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: |
U
A | |||||||
|
name
"Commander Keen" |
pick your
own be original (no Player) |
U
A | |||||||
|
net_ip
"localhost" |
variable
holds the IP of the local machine (or the "hosts" name) passed from the OS
environment |
L | |||||||
|
net_noipx
"0" |
toggle
the use of IPX/SPX network protocol (command line only) |
A
L | |||||||
|
net_noudp
"0" |
toggle
the use of TCP/IP network protocol (command line only) |
A
L | |||||||
|
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 |
L | |||||||
|
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 |
I | |||||||
|
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 |
A L | |||||||
|
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 |
A L | |||||||
|
net_socksPort "1080" |
set proxy
and/or firewall port default is 1080 (only settable at init time from the
OS command line) - Graeme Devine |
A L | |||||||
|
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 |
A L | |||||||
|
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 |
A L | |||||||
|
nextmap
"" |
variable
holds the name of the next map in the server rotation myserver.cfg |
| |||||||
|
nohealth
"0" |
toggle
the use of health items on next map or do it now from the command
line |
S
A | |||||||
|
password
"" |
set
password for entering a password protected server |
U | |||||||
|
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
"45" |
display
network protocol version. Useful for backward compatibility with servers
with otherwise incompatible versions < maddog read only |
S
R | |||||||
|
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 |
I | |||||||
|
r_allowExtensions "1" |
use all
of the OpenGL extensions your card is capable of |
AL | |||||||
|
r_allowSoftwareGL "0" |
toggle
the use of the default software OpenGL driver supplied by the Operating
System < maddog |
L | |||||||
|
r_ambientScale "0.5" |
set the
scale or intensity of ambient light |
C | |||||||
|
r_clear
"0" |
toggle
the clearing of the screen between frames |
C | |||||||
|
r_colorbits "16" |
set
number of bits used for each color from 0 to 32 bit |
AL | |||||||
|
r_colorMipLevels "0" |
"texture
visualization tool" John Carmack |
L | |||||||
|
r_customaspect "1" |
toggle
the use of custom screen resolution/sizes |
AL | |||||||
|
r_customheight "1024" |
custom
resolution (Height) |
AL | |||||||
|
r_customwidth "1600" |
custom
resolution (Width) |
AL | |||||||
|
r_debuglight "0" |
possibly
toggle debugging of lighting effects |
| |||||||
|
r_debugSort "0" |
possibly
toggle debugging of sorting of list like scoreboard |
C | |||||||
|
r_debugSurface "0" |
possibly
used for debugging the curve rendering and possibly for map
debugging. |
C | |||||||
|
r_debugSurfaceUpdate "1" |
possibly
used for debugging the curve rendering and possibly for map
debugging. |
| |||||||
|
r_depthbits "16" |
set
number of bits used for color depth from 0 to 24 bit |
A
L | |||||||
|
r_detailtextures "1" |
possibly
to toggle detailing of textures (no visible effect on mine) |
A
L | |||||||
|
r_directedScale "1" |
set
scale/intensity of light shinning directly upon objects |
C | |||||||
|
r_displayRefresh "0" |
monitor
refresh rate in game (will change desktop settings too in Windows 98
anyway) |
L | |||||||
|
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 |
A | |||||||
|
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 |
C | |||||||
|
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 |
A | |||||||
|
r_drawworld "1" |
toggle
rendering of map architecture |
C | |||||||
|
r_dynamiclight "0" |
toggle
dynamic lighting (different "dynamic" method of rendering
lights) |
A | |||||||
|
r_ext_compiled_vertex_array "" |
toggle
hardware compiled vertex array rendering method default is 1 |
AL | |||||||
|
r_ext_compress_textures "1" |
toggle
compression of textures |
AL | |||||||
|
r_ext_gamma_control "1" |
enable
external gamma control settings |
AL | |||||||
|
r_ext_multitexture "1" |
toggle
hardware mutitexturing if set to zero is a direct FPS benefit |
AL | |||||||
|
r_ext_swapinterval "1" |
toggle
hardware frame swapping |
AL | |||||||
|
r_ext_texenv_add "1" |
possible
duplicate cvar or an extension to the r_ext_texture_add
variable |
AL | |||||||
|
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 |
AL | |||||||
|
r_facePlaneCull "1" |
toggle
culling of brush faces not in view (0 will slow FPS) |
A | |||||||
|
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 |
A | |||||||
|
r_finish
"1" |
toggle
synchronization of rendered frames (engine will wait for GL calls to
finish) |
A | |||||||
|
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 |
L | |||||||
|
r_flareFade "7" |
set scale
of fading of flares in relation to distance |
C | |||||||
|
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 |
A | |||||||
|
r_flaresSize "40" |
set the
size of flares? I wish you could make the big balls smaller now those are
flares |
C | |||||||
|
r_fullbright "0" |
toggle
textures to full brightness level (is set as a cheat code?) boy who turned
on the lights…(c: |
L
C | |||||||
|
r_fullscreen "1" |
toggle
full screen or play in a window |
A
L | |||||||
|
r_gamma
"1" |
gamma
correction |
A | |||||||
|
r_glDriver "opengl32" |
used "x"
OpenGL driver (Standard OpenGL32 or 3dfxvgl) |
A
L | |||||||
|
r_ignore
"0" |
possibly
ignores hardware driver settings in favor of variable settings |
C | |||||||
|
r_ignoreFastPath "0" |
possibly
to disable the looking outside of the PAK file first feature in case of
duplicate file names etc. |
A
L | |||||||
|
r_ignoreGLErrors "1" |
ignores
OpenGL errors that occur |
A | |||||||
|
r_ignorehwgamma "0" |
possibly
to toggle the use of DirectX gamma correction or video driver gamma
correction? |
A
L | |||||||
|
r_ignoreOffset "0" |
see
r_offsetfactor this will just turn the offset off completely |
A L | |||||||
|
r_intensity "1" |
increase
brightness of texture colors (may be like gl_modulate?) |
L | |||||||
|
r_lastValidRenderer "" |
last
known video driver (RIVA 128/RIVA 128 ZX (PCI)) |
A | |||||||
|
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: |
A | |||||||
|
r_lockpvs
"0" |
disable
update to PVS table as player moves through map (new areas not rendered) -
Randy |
C | |||||||
|
r_lockview "0" |
possibly
was intended to lock a certain Field Of View (FOV) is removed
now |
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|
r_lodbias
"0" |
change
the geometric level of detail (0 - 2) |
A | |||||||
|
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??) |
A | |||||||
|
r_lodscale "5" |
set scale
for level of detail adjustment |
C | |||||||
|
r_logFile
"0" |
possibly
toggles logging of rendering errors |
C | |||||||
|
r_mapOverBrightBits "2" |
set
intensity level of lights reflected from textures |
L | |||||||
|
r_maskMinidriver "0" |
treat the
current OpenGL32 driver as an ICD, even if it is in fact a MCD
Questy/Zoid |
L | |||||||
|
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 |
C | |||||||
|
r_mode
"3" |
set video
display mode (resolution), use listmodes for list of modes (3 is
640X480) |
A
L | |||||||
|
r_nobind
"0" |
toggle
the binding of textures to triangles |
C | |||||||
|
r_nocull
"0" |
toggle
rendering of hidden objects (1=slow performance) |
C | |||||||
|
r_nocurves "0" |
toggle
the use of curved geometry ( disabled because of cheating possibility
) |
C | |||||||
|
r_nolightcalc "0" |
disable
lighting and shadow calculations…hmm |
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|
r_noportals "0" |
toggle
player view through portals |
C |