Variables

Variables - By Comander Keen

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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"

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

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
3 = hurt me plenty 4 = hardcore and 5 = nightmare

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

 

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

 

r_noportals "0"

toggle player view through portals

C