THREAD: Full Black Ops Command/Dvar list
  1. 09-05-2011, 10:07 AM
    #1
    2,707
    Posts
    19,424
    Reputation
    Jan 2009
    NextGenUpdate
    hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    Spoiler:
    Code:
    cmd
    configstrings
    clientinfo
    vid_restart
    snd_restart
    disconnect
    record
    demo
    cinematic
    logo
    stoprecord
    connect
    reconnect
    localservers
    globalservers
    showContextItem
    rcon
    setenv
    ping
    serverstatus
    showip
    fs_openedList
    fs_referencedList
    updatehunkusage
    SaveTranslations
    SaveNewTranslations
    LoadTranslations
    startSingleplayer
    buyNow
    singlePlayLink
    setRecommended
    cubemapShot
    openScriptMenu
    openmenu
    closemenu
    
    
    
    Physics
    
    phys_gravity
    phys_gravity_dir
    phys_vehicleGravityMultiplier
    phys_vehicleDamageFroceScale
    phys_vehicleUsePredictedPosition
    phys_bulletUpBias
    phys_bulletSpinScale
    phys_msecstep
    phys_drawcontacts
    phys_drawCollisionObj
    phys_debugBigQueries
    phys_debugCallback
    phys_debugDangerousRigidBodies
    phys_debugExpensivePushout
    phys_drawNitrousVehicle
    phys_drawNitrousVehicleEffects
    phys_entityCollision
    phys_vehicleWheelEntityCollision
    phys_vehicleFriction
    phys_ragdoll_joint_damp_scale
    phys_dragLinear
    phys_dragAngular
    phys_userRigidBodies
    phys_waterDragLinear
    phys_waterDragAngular
    phys_maxFloatTime
    phys_buoyancyDistanceCutoff
    phys_piecesSpawnDistanceCutoff
    phys_floatTimeVariance
    phys_buoyancyRippleFrequency
    phys_buoyancyRippleVariance
    phys_buoyancyFastComputation
    phys_buoyancy
    phys_ragdoll_buoyancy
    debug_trace
    debugRenderBulletMeshes
    debugRenderEntityBrushes
    debugRenderPatches
    debugRenderBrushes
    debugRenderColoredPatches
    debugRenderMask
    debugRenderCollisionDistance
    debugRenderStaticModelsBounds
    dumpStaticModels
    debugRenderGjkTraceGeom
    phys_player_collision_mode
    phys_player_collision_adjust_height
    phys_ai_collision_mode
    render_player_collision
    render_actor_collision
    render_bpi_env_collision
    enable_moving_paths
    enable_new_prone_check
    phys_heavyTankSwitch
    phys_fluid
    
    
    Client (includes a couple of commands)
    
    cl_socketpool_enabled
    cl_socketpool_size
    ui_wagerbet
    openmenu QuickWagerConfirmation
    openmenu WagerDeadBeat
    cl_noprint
    playlist
    category
    categoryPlaylist
    wagerCategory
    wagerCategoryPlaylist
    customGameMode
    cl_hudDrawsBehindUI
    cl_voice
    cl_timeout
    cl_connectTimeout
    cl_connectionAttempts
    cl_shownet
    cl_shownuments
    cl_showServerCommands
    cl_showSend
    cl_showTimeDelta
    cl_freezeDemo
    activeAction
    cl_avidemo
    cl_forceavidemo
    cl_clientDemoName
    cl_clientDemoUseMemoryBuffer
    cl_clientDemoType
    cl_clientDemoMaxRecordTime
    cl_clientDemoRequestPingTime
    cl_clientDemoCoolMomentExtendEnabled
    cl_clientDemoCoolMomentExtendTime
    cl_yawspeed
    cl_pitchspeed
    cl_anglespeedkey
    cl_maxpackets
    cl_packetdup
    sensitivity
    cl_mouseAccel
    cl_freelook
    cl_showmouserate
    cl_allowDownload
    cl_wwwDownload
    cl_talking
    r_inGameVideo
    cl_serverStatusResendTime
    cl_maxppf
    cl_bypassMouseInput
    m_pitch
    m_yaw
    m_forward
    m_side
    m_filter
    ui_custom_newname
    cl_socketpool_enabled
    cl_socketpool_size
    ui_clantag_new
    cl_demoFFSpeed
    cl_demoSkipToTime
    cl_demoLiveStreaming
    input_invertPitch
    input_viewSensitivity
    team_indicator
    cl_motdString
    cl_ingame
    cl_wasconnected
    cl_maxPing
    Unknown Soldier
    name
    clanName
    rate
    snaps
    cl_punkbuster
    password
    nextdemo
    mortarStrikesLeft
    hud_enable
    cg_blood
    cg_allow_mature
    cg_mature
    cl_serverchallenge
    motd
    cmd
    configstrings
    clientinfo
    vid_restart
    vid_restart
    snd_restart
    snd_restart
    disconnect
    disconnect
    record
    stoprecord
    demo
    demo
    timedemo
    timedemo
    dm_7
    demos
    demo
    dm_7
    demos
    timedemo
    toggledemorecording
    ui_animate
    logo
    connect
    reconnect
    findservers
    rcon
    showContextItem
    ping
    serverstatus
    setenv
    showip
    toggleMenu
    fs_openedList
    fs_referencedList
    updatehunkusage
    startSingleplayer
    cubemapShot
    openScriptMenu
    setclanname
    ui_keyboard_new
    ui_clear_keyboard_active
    ui_keyboard_complete
    updateListboxPos
    clearKeyStates
    selectStringTableEntryInDvar
    resetStats
    uploadStats
    setupviewport
    provisionallydisableallclients
    disableallbutprimaryclients
    disableallclients
    setclientbeingusedandprimary
    setclientbeingusedandprimaryandactive
    setclientbeingused
    setclientbeingusedandactive
    setclientnotbeingused
    setclientprimary
    signclientout
    SetCategoryFilter
    SetPrevPlaylist
    GetPrevPlaylist
    getOldCustomName
    setNewCustomName
    
    
    Server Browser 
    
    ui_joinGametype
    ui_netGametypeName
    ui_dedicated
    ui_currentNetMap
    ui_browserShowFull
    ui_browserShowEmpty
    ui_browserShowPassword
    ui_browserShowPure
    ui_browserMod
    ui_browserShowDedicated
    ui_browserFriendlyfire
    ui_browserKillcam
    ui_browserVoiceChat
    ui_browserGameMode
    ui_friendNameNew
    ui_friendSelectedInd
    ui_friendPendingSelectedInd
    ui_inviteSelectedInd
    ui_inviteScreen
    ui_browserPlayerCount
    ui_browserDedicatedServerCount
    ui_browserShowToolTip
    ui_browserShowMapTip
    ui_browserToolTip
    ui_browserShowInfo
    ui_browserShowPunkBuster
    ui_allowConsole
    ui_allowFov
    
    
    HUD 
    
    compassSize
    compassMaxRange
    compassMinRange
    compassMinRadius
    compassSoundPingFadeTime
    compassClampIcons
    compassFriendlyWidth
    compassFriendlyHeight
    compassPlayerWidth
    compassPlayerHeight
    compassCoords
    compassECoordCutoff
    compassRotation
    compassTickertapeStretch
    compassRadarPingFadeTime
    compassRadarUpdateTime
    compassRadarUpdateFastTime
    compassSatelliteStaticImageFadeTime
    compassSatellitePingFadeTime
    compassStaticImageUpdateTime
    compassSatelliteScanTime
    compassRadarLineThickness
    compassLocalRadarUpdateTime
    compassLocalRadarRadius
    compassObjectiveWidth
    compassObjectiveHeight
    compassObjectiveArrowWidth
    compassObjectiveArrowHeight
    compassObjectiveArrowOffset
    compassObjectiveArrowRotateDist
    compassObjectiveMaxRange
    compassObjectiveMinAlpha
    compassObjectiveNumRings
    compassObjectiveRingTime
    compassObjectiveRingSize
    compassObjectiveTextScale
    compassObjectiveTextHeight
    compassObjectiveDrawLines
    compassObjectiveIconWidth
    compassObjectiveIconHeight
    compassObjectiveIconWidthZombie
    compassObjectiveIconHeightZombie
    compassObjectiveNearbyDist
    compassObjectiveMinDistRange
    compassObjectiveDetailDist
    compassObjectiveMinHeight
    compassObjectiveMaxHeight
    compassPartialType
    compassSpectatorsSeeEnemies
    compassEnemyFootstepMaxRange
    compassEnemyFootstepMaxZ
    compassEnemyFootstepMinSpeed
    compassEnemyFootstepEnabled
    compassShowEnemies
    compassForcePlayerIcon
    compassGridEnabled
    compassGridRows
    compassGridCols
    compassGridAlign
    compassScaleDuration
    compassScaleDiff
    compassScaleTimer
    compassScaleReset
    typeWriterCod7LetterFXTime
    popInLetterFXTime
    redactionDisplayTime
    redactionFadeDuration
    redactionStartStrokeTime
    redactionStrokeTime
    cg_showZombieMap
    cg_hudMapRadarLineThickness
    cg_hudMapFriendlyWidth
    cg_hudMapFriendlyHeight
    cg_hudMapPlayerWidth
    cg_hudMapPlayerHeight
    cg_hudMapBorderWidth
    cg_showZombieControls
    
    
    Console 
    
    con_inputBoxColor
    con_inputHintBoxColor
    con_outputBarColor
    con_outputSliderColor
    con_outputWindowColor
    con_gameMsgWindow%dMsgTime   //On screen time for game messages in seconds in game message window %d
    con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
    con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
    con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
    con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
    con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
    con_errormessagetime
    con_minicontime
    con_miniconlines
    con_typewriterEnabledSounds
    con_typewriterPrintSpeed
    con_typewriterDecayStartTime
    con_typewriterDecayDuration
    con_typewriterColorBase
    con_typewriterColorGlowUpdated
    con_typewriterColorGlowCompleted
    con_typewriterColorGlowFailed
    con_typewriterColorGlowCheckpoint
    
    
    Server Hosting
    
    sv_hostname
    Unknown Soldier
    sv_noname
    maxreservedslots
    sv_clientSideBullets
    sv_clientSideVehicles
    penetrationCount
    penetrationCount_axis
    penetrationCount_allies
    bulletrange
    fxfrustumCutoff
    sv_punkbuster
    sv_security
    sv_ranked
    ui_ranked
    sv_dedicatedmaxclients
    sv_maxclients
    sv_maxRate
    sv_minPing
    sv_maxPing
    sv_timeout
    sv_connectTimeout
    sv_floodprotect
    sv_writeConfigStrings
    scr_writeConfigStrings
    sv_keywords
    sv_dwlsgerror
    sv_allowAnonymous
    sv_disableClientConsole
    sv_privatePassword
    sv_allowDownload
    sv_iwds
    sv_iwdNames
    sv_referencedIwds
    sv_referencedIwdNames
    sv_FFCheckSums
    sv_FFNames
    sv_referencedFFCheckSums
    sv_referencedFFNames
    sv_authenticating
    sv_voice
    sv_voiceQuality
    sv_cheats
    sv_pure
    rcon_password
    sv_fps
    sv_showPingSpam
    sv_zombietime
    sv_reconnectlimit
    sv_padPackets
    sv_allowedClan1
    sv_allowedClan2
    sv_packet_info
    sv_showAverageBPS
    sv_kickBanTime
    sv_mapRotation
    sv_mapRotationCurrent
    sv_debugRate
    sv_debugReliableCmds
    nextmap
    com_movieIsPlaying
    sv_wwwDownload
    sv_wwwBaseURL
    sv_wwwDlDisconnected
    sv_smp
    sv_network_fps
    sv_assistWorkers
    sv_clientArchive
    localhost
    
    
    HUD Overall 
    
    hud_fadeout_speed
    hud_enable
    hud_fade_ammodisplay
    hud_fade_healthbar
    hud_fade_compass
    hud_fade_stance
    hud_fade_offhand
    hud_fade_sprint
    hud_fade_vehiclecontrols
    hud_health_startpulse_injured
    hud_health_startpulse_critical
    hud_health_pulserate_injured
    hud_health_pulserate_critical
    hud_deathQuoteFadeTime
    hud_healthOverlay_regenPauseTime
    hud_healthOverlay_pulseStart
    hud_healthOverlay_pulseStop
    hud_healthOverlay_phaseOne_toAlphaAdd
    hud_healthOverlay_phaseOne_pulseDuration
    hud_healthOverlay_phaseTwo_toAlphaMultiplier
    hud_healthOverlay_phaseTwo_pulseDuration
    hud_healthOverlay_phaseThree_toAlphaMultiplier
    hud_healthOverlay_phaseThree_pulseDuration
    hud_healthOverlay_phaseEnd_fromAlpha
    hud_healthOverlay_phaseEnd_toAlpha
    hud_healthOverlay_phaseEnd_pulseDuration
    cg_sprintMeterFullColor
    cg_sprintMeterEmptyColor
    cg_sprintMeterDisabledColor
    cg_drawTalk
    cg_heliKillCamFov
    cg_heliKillCamNearBlur
    cg_heliKillCamFarBlur
    cg_heliKillCamFarBlurStart
    cg_heliKillCamFarBlurDist
    cg_heliKillCamNearBlurStart
    cg_heliKillCamNearBlurEnd
    cg_scriptedKillCamFov
    cg_scriptedKillCamCloseXYDist
    cg_scriptedKillCamCloseZDist
    cg_scriptedKillCamNearBlur
    cg_scriptedKillCamFarBlur
    cg_scriptedKillCamFarBlurStart
    cg_scriptedKillCamFarBlurDist
    cg_scriptedKillCamNearBlurStart
    cg_scriptedKillCamNearBlurEnd
    cg_destructibleKillCamFov
    cg_destructibleKillCamCloseXYDist
    cg_destructibleKillCamCloseZDist
    cg_destructibleKillCamNearBlur
    cg_destructibleKillCamFarBlur
    cg_destructibleKillCamFarBlurStart
    cg_destructibleKillCamFarBlurDist
    cg_destructibleKillCamNearBlurStart
    cg_destructibleKillCamNearBlurEnd
    cg_destructibleKillCamZIncrease
    cg_destructibleKillCamRegularHeight
    cg_explosiveKillCamUpDist
    cg_explosiveKillCamBackDist
    cg_explosiveKillCamWallOutDist
    cg_explosiveKillCamWallSideDist
    cg_explosiveKillCamGroundUpDist
    cg_explosiveKillCamGroundBackDist
    cg_rocketKillCamUpDist
    cg_rocketKillCamBackDist
    cg_explosiveKillCamStopDist
    cg_explosiveKillCamStopDecelDist
    cg_dogKillCamFov
    cg_dogKillCamForwardDist
    cg_dogKillCamUpDist
    cg_dogKillCamSideDist
    cg_dogKillCamDistFromEyes
    cg_dogKillMinDistFromTarget
    cg_artilleryKillCamFov
    cg_artilleryKillCamUpDist
    cg_artilleryKillCamBackDist
    cg_artilleryKillCamWallOutDist
    cg_artilleryKillCamWallSideDist
    cg_artilleryKillCamGroundUpDist
    cg_artilleryKillCamGroundBackDist
    cg_turretKillCamFov
    cg_turretKillCamCloseXYDist
    cg_turretKillCamCloseZDist
    cg_turretKillCamNearBlur
    cg_turretKillCamFarBlur
    cg_turretKillCamFarBlurStart
    cg_turretKillCamFarBlurDist
    cg_turretKillCamNearBlurStart
    cg_turretKillCamNearBlurEnd
    cg_turretKillCamHeightIncrease
    cg_turretKillCamBackOffset
    cg_turretKillCamSideOffset
    cg_turretKillCamDistanceIncrease
    cg_infraredBlurTime
    
    
    Server Bots 
    
    sv_botFov
    sv_botGoalRadius
    sv_botCloseDistance
    sv_botSprintDistance
    sv_botCrouchDistance
    sv_botTargetLeadBias
    sv_botUseFriendNames
    sv_botAllowGrenades
    sv_botMinGrenadeTime
    sv_botMaxGrenadeTime
    sv_botMinAdsTime
    sv_botMaxAdsTime
    sv_botMinPitchTime
    sv_botMaxPitchTime
    sv_botMinCrouchTime
    sv_botMaxCrouchTime
    sv_botMinDeathTime
    sv_botMaxDeathTime
    sv_botMinFireTime
    sv_botMaxFireTime
    sv_botMinReactionTime
    sv_botMaxReactionTime
    sv_botYawSpeed
    sv_botYawSpeedAds
    sv_botPitchUp
    sv_botPitchDown
    sv_botPitchSpeed
    sv_botPitchSpeedAds
    sv_botStrafeChance
    sv_botMinStrafeTime
    sv_botMaxStrafeTime
    
    
    Animation
    
    bg_viewKickScale
    bg_viewKickMax
    bg_viewKickMin
    bg_viewKickRandom
    player_view_pitch_up
    player_view_pitch_down
    player_lean_shift
    player_lean_shift_crouch
    player_lean_rotate
    player_lean_rotate_crouch
    player_useSlopeAnims
    bg_ladder_yawcap
    bg_prone_yawcap
    bg_foliagesnd_minspeed
    bg_foliagesnd_maxspeed
    bg_foliagesnd_slowinterval
    bg_foliagesnd_fastinterval
    bg_foliagesnd_resetinterval
    scr_team_fftype
    bg_fallDamageMinHeight
    bg_fallDamageMaxHeight
    friction
    stopspeed
    cg_ufo_scaler
    bg_swingSpeed
    bg_proneSwingSpeed
    bg_legYawTolerance
    bg_legYawCrouchTolerance
    bg_legYawProneTolerance
    bg_viewBobAmplitudeBase
    bg_viewBobAmplitudeSprinting
    bg_viewBobAmplitudeDtp
    bg_viewBobAmplitudeSwimming
    bg_viewBobAmplitudeStanding
    bg_viewBobAmplitudeStandingAds
    bg_viewBobAmplitudeDucked
    bg_viewBobAmplitudeDuckedAds
    bg_viewBobAmplitudeProne
    bg_viewBobAmplitudeRoll
    bg_bobMax
    bg_forceDurationOverride
    bg_blendTimeOverride
    bg_weaponBobAmplitudeBase
    bg_weaponBobAmplitudeSprinting
    bg_weaponBobAmplitudeDtp
    bg_weaponBobAmplitudeSwimming
    bg_weaponBobAmplitudeStanding
    bg_weaponBobAmplitudeDucked
    bg_weaponBobAmplitudeProne
    bg_weaponBobAmplitudeRoll
    bg_weaponBobMax
    bg_weaponBobLag
    bg_weaponBobFrequencySwimming
    bg_weaponBobHeavyWeaponScalar
    bg_forceExplosiveBullets
    bg_aimSpreadMoveSpeedThreshold
    bg_maxGrenadeIndicatorSpeed
    player_breath_hold_time
    player_breath_gasp_time
    player_breath_fire_delay
    player_breath_gasp_scale
    player_breath_hold_lerp
    player_breath_gasp_lerp
    player_breath_snd_lerp
    player_breath_snd_delay
    player_scopeExitOnDamage
    player_adsExitDelay
    player_move_factor_on_torso
    player_debugHealth
    player_sustainAmmo
    player_clipSizeMultiplier
    player_lastStandBleedoutTime
    player_lastStandBleedoutTimeNoRevive
    revive_time_taken
    player_lastStandHealthOverlayTime
    player_reviveTriggerRadius
    player_revivePlayerListCycleTime
    bg_vsmode_hud
    player_enableShuffleAnims
    player_animRunThreshhold
    player_animWalkThreshhold
    player_runbkThreshhold
    player_moveThreshhold
    player_footstepsThreshhold
    player_runThreshhold
    player_knockbackMoveThreshhold
    player_sprintThreshhold
    player_waterSpeedScale
    player_floatSpeed
    player_disableWeaponsInWater
    player_sliding_friction
    player_sliding_wishspeed
    player_sliding_velocity_cap
    player_strafeSpeedScale
    player_backSpeedScale
    player_strafeAnimCosAngle
    player_slopeAnimAngle
    player_spectateSpeedScale
    player_enduranceSpeedScale
    player_sprintForwardMinimum
    player_sprintSpeedScale
    player_sprintUnlimited
    player_sprintTime
    player_sprintMinTime
    player_sprintRechargePause
    player_sprintStrafeSpeedScale
    player_sprintCameraBob
    player_turnRateScale
    player_turnAnims
    player_bayonetLaunchProof
    player_bayonetLaunchDebugging
    player_bayonetLaunchZCap
    player_dmgtimer_timePerPoint
    player_dmgtimer_maxTime
    player_dmgtimer_minScale
    player_dmgtimer_stumbleTime
    player_dmgtimer_flinchTime
    shellshock_loop
    bg_shock_soundLoop
    shellshock_loop_silent
    bg_shock_soundLoopSilent
    shellshock_end
    bg_shock_soundEnd
    shellshock_end_abort
    bg_shock_soundEndAbort
    bg_shock_screenType
    bg_shock_screenBlurBlendTime
    bg_shock_screenBlurBlendFadeTime
    bg_shock_screenFlashWhiteFadeTime
    bg_shock_screenFlashShotFadeTime
    bg_shock_viewKickPeriod
    bg_shock_viewKickRadius
    bg_shock_viewKickFadeTime
    bg_shock_sound
    bg_shock_soundFadeInTime
    bg_shock_soundFadeOutTime
    bg_shock_soundLoopFadeTime
    bg_shock_soundLoopEndDelay
    default
    bg_shock_soundRoomType
    bg_shock_soundDryLevel
    bg_shock_soundWetLevel
    bg_shock_soundModEndDelay
    default
    bg_shock_soundSnapshot
    bg_shock_lookControl
    bg_shock_lookControl_maxpitchspeed
    bg_shock_lookControl_maxyawspeed
    bg_shock_lookControl_mousesensitivityscale
    bg_shock_lookControl_fadeTime
    bg_shock_movement
    bg_shock_animation
    bg_shock_visionset_name
    bg_shock_visionset_inTime
    bg_shock_visionset_outTime
    player_meleeRange
    player_meleeWidth
    player_meleeHeight
    player_bayonetRange
    player_bayonetTargetDist
    player_burstFireCooldown
    bg_gravity
    bg_lowGravity
    player_swimTime
    player_swimDamage
    player_swimDamagerInterval
    player_viewLockEnt
    player_viewRateScale
    player_topDownCamMode
    player_topDownCamOffset
    player_topDownCamAngles
    player_topDownCamCenterPos
    player_topDownCursorDist
    player_topDownCursorPos
    player_forceRedCrosshair
    bullet_penetrationMinFxDist
    cg_cinematicFullscreen
    cg_debugMounting
    player_AimBlend_Back_Low
    player_AimBlend_Back_Mid
    player_AimBlend_Back_Up
    player_AimBlend_Pelvis
    player_AimBlend_Neck
    player_AimBlend_Head
    player_AimBlend_Shoulder
    dog_MeleeDamage
    vehControlMode
    vehRecenterDelay
    vehLockTurretToPlayerView
    vehLocationalVehicleSeatEntry
    vehicle_perk_boost_duration_seconds
    vehicle_riding
    vehicle_selfCollision
    debugRenderPlayerCollision
    bg_disableWeaponPlantingInWater
    bg_plantInWaterDepth
    bg_drawGrenadeInHand
    bg_playStandToCrouchAnims
    bg_maxWeaponAnimScale
    bg_gunXOffset
    tag_weapon_left
    bg_weaponleftbone
    tag_weapon_right
    bg_weaponrightbone
    bg_slopeFrames
    debug_rope
    vehicle_sounds_cutoff
    footstep_sounds_cutoff
    show_reticle_during_swimming
    ragdoll_reactivation_cutoff
    bg_teleportAlignTime
    bg_enableIKActiveFix
    waterbrush_entity
    dive2swim
    dive_recharge
    playerPushAmount
    bg_freeCamClipToHeliPatch
    [/quote]
    [quote=Demo]
    
    demo_enabled
    demo_recordBasicTraining
    demo_recordPrivateMatch
    demo_filesizeLimit
    demo_debug
    demo_drawdebuginformation
    demo_errortitle
    demo_errormessage
    demo_client
    demo_recordingrate
    demo_keyframerate
    demo_pause
    demo_usefilesystem
    demo_save_smp
    demo_timescale
    demo_timeScaleRate
    demo_cmdnum
    demo_bookmarkEventThresholdTime
    demo_controllerConfig
    demo_defaultSegmentTag
    demo_selectedSegmentIndex
    demo_packetsPerSecondMin
    demo_bytesPerSecondMin
    demo_packetsPerSecondMax
    demo_bytesPerSecondMax
    
    Leaderboard
    
    incrementescrow
    downloadingleaderboard
    reportuser
    lb_minrefresh
    lb_filter
    lb_maxrows
    lb_type
    lb_typeByResetPeriod
    lb_prestige
    lb_forceLbWrite
    lb_LastFetchTime
    lb_escrowTimeout
    lb_escrowRefresh
    
    
    Movement Binds
    
    motorcycle_player
    +gas
    +reverse
    +handbrake
    +vehicleattack
    +vehicleattacksecond
    +vehiclemoveup
    +vehiclemovedown
    +switchseat
    +vehicleboost
    +vehiclespecialability
    +vehiclefirepickup
    +vehicleswappickup
    +vehicledropdeployable
    
    
    Renderer!!
    
    r_ignore
    
    Codec used when rendering clips.
    r_clipCodec
    
    Render clip size.
    r_clipSize
    
    Render clip FPS.
    r_clipFPS
    
    Game window horizontal position
    vid_xpos
    
    game window vertical position
    vid_ypos
    
    Display game full screen
    r_fullscreen
    
    Gamma value
    r_gamma
    
    Ignore hardware gamma
    r_ignorehwgamma
    
    Maximum anisotropy to use for texture filtering
    r_texFilterAnisoMax
    
    Disables all texture filtering (uses nearest only.)
    r_texFilterDisable
    
    Minimum anisotropy to use for texture filtering (overridden by max)
    r_texFilterAnisoMin
    
    Forces all mipmaps to use a particular blend between levels (or disables mipping.)
    r_texFilterMipMode
    
    Change the mipmap bias
    r_texFilterMipBias
    
    Toggles rendering without lighting
    r_fullbright
    
    Enable shader debugging information
    r_debugShader
    
    Shows conflicts between primary lights
    r_lightConflicts
    
    GPU synchronization type (used to improve mouse responsiveness)
    r_gpuSync
    
    Use multiple GPUs
    r_multiGpu
    
    Enable cache for vertices of animated models
    r_skinCache
    
    Enable fast model skinning
    r_fastSkin
    
    Enable static model cache
    r_smc_enable
    
    Batch surfaces to reduce primitive count
    r_pretess
    
    Scale the level of detail distance for rigid models (larger reduces detail)
    r_lodScaleRigid
    
    Bias the level of detail distance for rigid models (negative increases detail)
    r_lodBiasRigid
    
    Scale the level of detail distance for skinned models (larger reduces detail)
    r_lodScaleSkinned
    
    Bias the level of detail distance for skinned models (negative increases detail)
    r_lodBiasSkinned
    
    Threshold FOV LOD scaling must pass before taking effect for skinned models
    r_fovScaleThresholdSkinned
    
    Threshold FOV LOD scaling must pass before taking effect for rigid models
    r_fovScaleThresholdRigid
    
    Set to zero to force world lods to highest
    r_worldLod
    
    Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
    r_znear
    
    Viewmodel near clip plane
    r_znear_depthhack
    
    Change the distance at which culling fog reaches 100% opacity; 0 is off
    r_zfar
    
    Set to 0 to disable fog
    r_fog
    
    Offset scale for decal polygons; bigger values z-fight less but poke through walls more
    r_polygonOffsetScale
    
    Offset bias for decal polygons; bigger values z-fight less but poke through walls more
    r_polygonOffsetBias
    
    If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars.
    r_picmip_manual
    
    Picmip level of color maps. If r_picmip_manual is 0, this is read-only.
    r_picmip
    
    Picmip level of normal maps. If r_picmip_manual is 0, this is read-only.
    r_picmip_bump
    
    Picmip level of specular maps. If r_picmip_manual is 0, this is read-only.
    r_picmip_spec
    
    Picmip level of water maps.
    r_picmip_water
    
    Enables environment map specular lighting
    r_envMapSpecular
    
    Replace all lightmaps with pure black or pure white
    r_lightMap
    
    Replace all color maps with pure black or pure white
    r_colorMap
    
    Replace all normal maps with a flat normal map
    r_normalMap
    
    Replace all specular and roughness maps
    r_specularRoughnessMap
    
    Set greater than 1 to brighten specular highlights
    r_specularColorScale
    
    Globally scale the diffuse color of all point lights
    r_diffuseColorScale
    
    Set to true to use layered materials on shader model 3 hardware
    r_useLayeredMaterials
    
    Set to false to disable dx allocations (for dedicated server mode)
    r_loadForRenderer
    
    Upscale the frame buffer with sharpen filter and color correction.
    r_resampleScene
    
    Shows materials tagged with 'nopenetrate'
    r_showPenetration
    
    Shows how expensive it is to draw every pixel on the screen
    r_showPixelCost
    
    Width of server side debug lines
    r_debugLineWidth
    
    Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
    r_vc_makelog
    
    Show this many rows of light grid points for the vis cache
    r_vc_showlog
    
    Show light grid debugging information
    r_showLightGrid
    
    Show lighting origins for models
    r_showLightingOrigins
    
    Use rainbow colors for entities that are outside the light grid
    r_showMissingLightGrid
    
    Speed up static model lighting by caching previous results
    r_cacheSModelLighting
    
    Speed up model lighting by caching previous results
    r_cacheModelLighting
    
    Ambient light strength
    r_lightTweakAmbient
    
    diffuse light fraction
    r_lightTweakDiffuseFraction
    
    Sunlight strength
    r_lightTweakSunLight
    
    Light ambient color
    r_lightTweakAmbientColor
    
    Sun color
    r_lightTweakSunColor
    
    Sun diffuse color
    r_lightTweakSunDiffuseColor
    
    Sun direction in degrees
    r_lightTweakSunDirection
    
    Min reflection intensity based on glancing angle.
    r_envMapOverride
    
    Min reflection intensity based on glancing angle.
    r_envMapMinIntensity
    
    Max reflection intensity based on glancing angle.
    r_envMapMaxIntensity
    
    Reflection exponent.
    r_envMapExponent
    
    Max sun specular intensity intensity with env map materials.
    r_envMapSunIntensity
    
    Toggles the display of sun direction debug
    r_showSunDirectionDebug
    
    Toggles the display of particle outdoor volume debug
    r_showOutdoorVolumeDebug
    
    material color checker XYZ d65 coords
    r_materialXYZ
    
    print active materials (IN REMOTE CONSOLE)
    r_collectActiveMaterials
    
    Write all graphics hardware calls for this many frames to a logfile
    r_logFile
    
    Skips all rendering. Useful for benchmarking.
    r_norefresh
    
    Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
    r_scaleViewport
    
    Process renderer back end in a separate thread
    r_smp_backend
    
    Process renderer front end in a separate thread
    r_smp_worker
    
    Number of worker threads
    r_smp_worker_threads
    
    Enable worker thread
    Worker thread always disabled; not enough hardware threads
    
    Transparency anti-aliasing method
    r_aaAlpha
    
    Anti-aliasing sample count; 1 disables anti-aliasing
    r_aaSamples
    
    Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
    r_vsync
    
    Controls how the color buffer is cleared
    r_clear
    
    Color to clear the screen to when clearing the frame buffer
    r_clearColor
    
    Color to clear every second frame to (for use during development)
    r_clearColor2
    
    Sets the rendered pixels' alpha to 255 and the background to 0
    r_setFrameBufferAlpha
    
    Maximum number of dynamic lights drawn simultaneously
    r_dlightLimit
    
    Maximum radius to limit dlights to in fullscreen.
    r_dlightMaxFullScreenRadius
    
    Maximum radius to limit dlights to when not fullscreen
    r_dlightMaxNonFullScreenRadius
    
    Maximum number of DObjs drawn simultaneously
    r_dobjLimit
    
    Maximum number of models drawn simultaneously
    r_modelLimit
    
    Maximum number of brushes drawn simultaneously
    r_brushLimit
    
    Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
    r_spotLightFovInnerFraction
    
    Radius of the circle at the start of the spot light in inches.
    r_spotLightStartRadius
    
    Radius of the circle at the end of the spot light in inches.
    r_spotLightEndRadius
    
    Enable shadows for spot lights.
    r_spotLightShadows
    
    Enable static model shadows for spot lights.
    r_spotLightSModelShadows
    
    Enable entity shadows for spot lights.
    r_spotLightEntityShadows
    
    Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
    r_spotLightBrightness
    
    Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade.
    r_flashLightFovInnerFraction
    
    Radius of the circle at the start of the flash light in inches.
    r_flashLightStartRadius
    
    Radius of the circle at the end of the flash light in inches.
    r_flashLightEndRadius
    
    Enable shadows for flash light.
    r_flashLightShadows
    
    Brightness scale for flash light.
    r_flashLightBrightness
    
    Relative position of the Flashlight.
    r_flashLightOffset
    
    Distance of the flash light in inches.
    r_flashLightRange
    
    Flashlight Color.
    r_flashLightColor
    
    Flashlight Movement Amount.
    r_flashLightBobAmount
    
    Flashlight Movement Rate.
    r_flashLightBobRate
    
    Flashlight Specular Scale.
    r_flashLightSpecularScale
    
    Flashlight Flicker Amount.
    r_flashLightFlickerAmount
    
    Flashlight Flicker Rate (Times per second).
    r_flashLightFlickerRate
    
    Enable water rendering
    r_drawWater
    
    Lock the viewpoint used for determining what is visible to the current position and direction
    r_lockPvs
    
    Skipt the determination of what is in the potentially visible set (disables most drawing)
    r_skipPvs
    
    Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle
    
    r_portalBevels
    Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen
    
    r_portalBevelsOnly
    Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.
    
    r_singleCell
    Only draw cells that are forced to be off.
    
    r_showForcedInvisibleCells
    Stop portal recursion after this many iterations. Useful for debugging portal errors.
    
    r_portalWalkLimit
    Don't clip child portals by a parent portal smaller than this fraction of the screen area.
    
    r_portalMinClipArea
    Ignore r_portalMinClipArea for portals with fewer than this many parent portals.
    
    r_portalMinRecurseDepth
    Enable occluders
    
    r_enableOccluders
    Show portals for debugging
    
    r_showPortals
    Show front buffer color debugging information
    
    r_showFbColorDebug
    Show float z buffer used to eliminate hard edges on particles near geometry
    
    r_showFloatZDebug
    Allocate a float z buffer (required for effects such as floatz, dof, and laser light)
    
    r_floatz
    Enable depth prepass (usually improves performance)
    
    r_depthPrepass
    Distance for high level of detail
    
    r_highLodDist
    Distance for medium level of detail
    
    r_mediumLodDist
    Distance for low level of detail
    
    r_lowLodDist
    Distance for lowest level of detail
    
    r_lowestLodDist
    Force all level of detail to this level
    
    r_forceLod
    Set to 0 to replace all model vertex colors with white when loaded
    
    r_modelVertColor
    Enable shadow mapping
    
    sm_enable
    Enable sun shadow mapping from script
    
    sm_sunEnable
    Enable spot shadow mapping from script
    
    sm_spotEnable
    Limits how many primary lights can have shadow maps
    
    sm_maxLights
    How many seconds it takes for a primary light shadow map to fade in or out
    
    sm_spotShadowFadeTime
    When picking shadows for primary lights, measure distance from a point this far in front of the camera.
    
    sm_lightScore_eyeProjectDist
    When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along 
    it's shadow direction.
    sm_lightScore_spotProjectFrac
    
    forces sun to always do shadow mapping, from script
    sm_sunAlwaysCastsShadow
    
    Shadow map offset scale
    sm_polygonOffsetScale
    
    Shadow map offset bias
    sm_polygonOffsetBias
    
    Shadow sample size
    sm_sunSampleSizeNear
    
    Sun shadow center, 0 0 0 means don't override
    sm_sunShadowCenter
    
    Sun shadow scale optimization
    sm_sunShadowScale
    
    use quarter resolution sun shadow map
    sm_sunShadowSmallEnable
    
    Size of Back Buffer
    r_backBufferSize
    
    Size of Back Buffer Y
    r_backBufferSizeY
    
    Radius scaler for large spot shadow switch over
    sm_spotShadowLargeRadiusScale
    
    Strict shadow map cull
    sm_strictCull
    
    Fast sun shadow
    sm_fastSunShadow
    
    Fast spot shadow
    sm_qualitySpotShadow
    
    Provides high-res spot shadows for the only one spotlight in the scene.
    sm_fullResSpotShadowEnable
    
    Stream high mip levels (1=world|2=xmodels|4=bmodels)
    r_stream
    
    Set true to clear all streamed highmip levels
    r_streamClear
    
    Corrupts high mip levels which should not be visible, rather than unloading them.
    r_streamDebug
    
    Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming.
    
    r_streamFull
    Number of msec to add to streaming to roughly fake DVD lag
    
    r_streamFakeLagMsec
    Maximum distance to predictively stream from
    
    r_streamMaxDist
    Show streaming stats
    
    r_streamShowStats
    Show list of streamed textures
    
    r_streamShowList
    Limit size of stream buffer in KB (0 is no limit)
    
    r_streamSize
    Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha)
    
    r_streamTaint
    Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images.
    
    r_streamFreezeState
    Enable logging of all streaming commands executed - printed to Output and console
    
    r_streamLog
    Scale the distance of hidden objects by this amount
    
    r_streamHiddenPush
    Force lowest detail mips to always be loaded (disable this for more memory in release builds)
    
    r_streamLowDetail
    3D turret shift
    
    r_stereoTurretShift
    Allow blur.
    
    r_blur_allowed
    Dev tweak to blur the screen
    
    r_blur
    Enable distortion
    
    r_distortion
    Allow flame effect.
    
    r_flame_allowed
    Film LUT Index.
    
    r_filmLut
    Tweak Film LUT Index.
    
    r_filmTweakLut
    Enable First Person Player Shadow.
    
    r_enablePlayerShadow
    Enable Player Flashlight.
    
    r_enableFlashlight
    Enable Water Fog Test.
    
    r_waterFogTest
    Contrast adjustment
    
    r_contrast
    Brightness adjustment
    
    r_brightness
    Desaturation adjustment
    
    r_desaturation
    Tweak dev var; film color brightness
    
    r_filmTweakBrightness
    Tweak dev var; Desaturation applied after all 3D drawing
    
    r_filmTweakDesaturation
    Tweak dev var; enable inverted video
    
    r_filmTweakInvert
    Overide film effects with tweak dvar values
    
    r_filmUseTweaks
    Tweak dev var; enable film color effects
    
    r_filmTweakEnable
    Tweak dev var; film color Hue dark - mid - light
    
    r_filmTweakHue
    Tweak dev var; film color Saturation dark - mid - light
    
    r_filmTweakSaturation
    Tweak dev var; film color Color Temp dark - mid - light
    
    r_filmTweakColorTemp
    Tweak dev var; film color Dark Tint
    
    r_filmTweakDarkTint
    Tweak dev var; film color Mid Tint
    
    r_filmTweakMidTint
    Tweak dev var; film color Light Tint
    
    r_filmTweakLightTint
    Tweak dev var; film color Mid Start
    
    r_filmTweakMidStart
    Tweak dev var; film color Mid End
    
    r_filmTweakMidEnd
    Tweak dev var; film color Dark range feather amount
    
    r_filmTweakDarkFeather
    Tweak dev var; film color Light range feather amount
    
    r_filmTweakLightFeather
    Tweak dev var; film color Contrast dark - mid - light
    
    r_filmTweakContrast
    Tweak dev var; film color Bleach dark - mid - light
    
    r_filmTweakBleach
    Tweak dev var; enable dark - mid - light debug display
    
    r_filmTweakRangeDebug
    S-Curve Shoulder Strength
    r_sCurveShoulderStrength
    S-Curve Linear Strength
    r_sCurveLinearStrength
    S-Curve Linear Angle
    r_sCurveLinearAngle
    S-Curve Toe Strength
    r_sCurveToeStrength
    S-Curve Toe Numerator
    r_sCurveToeNumerator
    S-Curve Toe Denominator
    r_sCurveToeDenominator
    S-Curve On-Off
    r_sCurveEnable
    film curve black point
    r_flimCurveBlack
    film curve white point
    r_flimCurveWhite
    film curve soft clip point
    r_filmCurveSoftClip
    water wave angle
    r_waterWaveAngle
    water wave wavelength
    r_waterWaveWavelength
    water wave amplitude
    r_waterWaveAmplitude
    water wave phase
    r_waterWavePhase
    water wave steepness
    r_waterWaveSteepness
    water wave speed
    r_waterWaveSpeed
    
    Enable the depth of field effect
    r_dof_enable
    
    Use dvars to set the depth of field effect; overrides r_dof_enable
    r_dof_tweak
    
    Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
    r_dof_nearBlur
    
    Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
    r_dof_farBlur
    
    Depth of field viewmodel start distance, in inches
    r_dof_viewModelStart
    
    Depth of field viewmodel end distance, in inches
    r_dof_viewModelEnd
    
    Depth of field near start distance, in inches
    r_dof_nearStart
    
    Depth of field near end distance, in inches
    r_dof_nearEnd
    
    Depth of field far start distance, in inches
    r_dof_farStart
    
    Depth of field far end distance, in inches
    r_dof_farEnd
    
    Depth of field bias as a power function (like gamma); less than 1 is sharper
    r_dof_bias
    
    displays DOF parameter debug
    r_dof_showdebug
    
    Enable the motion blur effect
    r_motionblur_enable
    
    Enable object based motion blur effect
    r_motionblur_frameBased_enable
    
    Tweak dev var; sets the number of pixels sampled
    r_motionblur_numberOfSamples
    
    Tweak dev var; origin of blur
    r_motionblur_blurOrigin
    
    Tweak dev var; blur magnitude due to direction change
    r_motionblur_directionFactor
    
    Tweak dev var; blur magnitude due to position change
    r_motionblur_positionFactor
    
    Caps the number of pixels sampled for blur
    r_motionblur_maxblur
    
    Enable the flamethrower effect
    r_flameFX_enable
    
    Distortion uv scales (Default to 1)
    r_flameFX_distortionScaleFactor
    
    Distortion magnitude
    r_flameFX_magnitude
    
    fire frames per sec
    r_flameFX_FPS
    
    Sets fade duration in seconds
    r_flameFX_fadeDuration
    
    Enable the water sheeting effect
    r_waterSheetingFX_allowed
    
    Enable the water sheeting effect
    r_waterSheetingFX_enable
    
    Distortion uv scales (Default to 1)
    r_waterSheetingFX_distortionScaleFactor
    
    Distortion magnitude
    r_waterSheetingFX_magnitude
    
    Tweak dev var; Glow radius in pixels at 640x480
    r_waterSheetingFX_radius
    
    Sets fade duration in seconds
    r_waterSheetingFX_fadeDuration
    
    Enable the revive effect debug
    r_reviveFX_debug
    
    Sets fade duration in seconds
    r_reviveFX_fadeDuration
    
    edge color temp
    r_reviveFX_edgeColorTemp
    
    edge saturation
    r_reviveFX_edgeSaturation
    
    edge scale (tint) adjust RGB
    r_reviveFX_edgeScale
    
    edge contrast adjust RGB
    r_reviveFX_edgeContrast
    
    edge tv style brightness adjust RGB
    r_reviveFX_edgeOffset
    
    edge effect amount
    r_reviveFX_edgeAmount
    
    edge mask expansion contraction
    r_reviveFX_edgeMaskAdjust
    
    Enable the genericFilter material
    r_genericFilter_enable
    
    Enable the superFlare effect
    r_superFlare_enable
    
    Enable the superFlare debug occlusion circles
    r_superFlare_debug
    
    Enable the poison effect
    r_poisonFX_debug_enable
    
    Poison effect amount
    r_poisonFX_debug_amount
    
    pulse rate for distortion
    r_poisonFX_pulse
    
    amount of distortion in x
    r_poisonFX_warpX
    
    amount of distortion in y
    r_poisonFX_warpY
    
    double vision angle
    r_poisonFX_dvisionA
    
    amount of double vision x
    r_poisonFX_dvisionX
    
    amount of double vision y
    r_poisonFX_dvisionY
    
    blur min
    r_poisonFX_blurMin
    blur max
    r_poisonFX_blurMax
    debug display expensive HDR alphas
    r_showHDRalpha
    enable full HDR rendering
    r_fullHDRrendering
    lut data
    r_lutvar_0
    lut data
    r_lutvar_1
    lut data
    r_lutvar_2
    lut data
    r_lutvar_3
    lut data
    r_lutvar_4
    lut data
    r_lutvar_5
    lut data
    r_lutvar_6
    lut data
    r_lutvar_7
    lut data
    r_lutvar_8
    lut data
    r_lutvar_9
    lut data
    r_lutvar_10
    lut data
    r_lutvar_11
    lut data
    r_lutvar_12
    lut data
    r_lutvar_13
    lut data
    r_lutvar_14
    lut data
    r_lutvar_15
    
    enable the exposure dvar tweak
    r_exposureTweak
    
    exposure
    r_exposureValue
    
    enbale bloom tweaks
    r_bloomTweaks
    
    bloom blur radius
    r_bloomBlurRadius
    
    tint weights RGB, desaturation amount
    r_bloomTintWeights
    
    color scale RGB, desaturation start
    r_bloomColorScale
    
    tint scale RGB, desaturation end
    r_bloomTintScale
    
    lo hi curve breakpoint RGBT
    r_bloomCurveBreakpoint
    
    curve lo black point RGBT
    r_bloomCurveLoBlack
    
    curve lo gamma ramp RGBT
    r_bloomCurveLoGamma
    
    curve lo white point RGBT
    r_bloomCurveLoWhite
    
    curve lo output black point RGBT
    r_bloomCurveLoRemapBlack
    
    curve lo output white point RGBT
    r_bloomCurveLoRemapWhite
    
    curve hi black point RGBT
    r_bloomCurveHiBlack
    
    curve hi gamma ramp RGBT
    r_bloomCurveHiGamma
    
    curve hi white point RGBT
    r_bloomCurveHiWhite
    
    curve hi output black point RGBT
    r_bloomCurveHiRemapBlack
    
    curve hi output white point RGBT
    r_bloomCurveHiRemapWhite
    
    expansion amount x&y and expansion target x&y 
    r_bloomExpansionControl
    
    amount of expansion to lerp in RGBT
    r_bloomExpansionWeights
    
    bloom expansion source point
    r_bloomExpansionSource
    
    amount of bloom feedback
    r_bloomPersistence
    
    level weights RGB, level gamma
    r_bloomStreakXLevels0
    
    level in black white, out black white
    r_bloomStreakXLevels1
    
    streak inner tint
    r_bloomStreakXInnerTint
    
    streak outer tint
    r_bloomStreakXOuterTint
    
    streak saturation weights, saturation
    r_bloomStreakXTintControl
    
    streak tint
    r_bloomStreakXTint
    
    level weights RGB, level gamma
    r_bloomStreakYLevels0
    
    level in black white, out black white
    r_bloomStreakYLevels1
    
    streak inner tint
    r_bloomStreakYInnerTint
    
    streak outer tint
    r_bloomStreakYOuterTint
    
    streak saturation weights, saturation
    r_bloomStreakYTintControl
    
    streak tint
    r_bloomStreakYTint
    
    r,g,b channel shift x
    r_finalShiftX
    r,g,b channel shift y
    r_finalShiftY
    
    Use primary light intensity tweaks
    r_primaryLightUseTweaks
    
    Tweak the diffuse intensity for primary lights
    r_primaryLightTweakDiffuseStrength
    
    Tweak the specular intensity for primary lights
    r_primaryLightTweakSpecularStrength
    
    Enable tweaks of the light color from the light grid
    r_lightGridEnableTweaks
    
    Use tweaked values instead of default
    r_lightGridUseTweakedValues
    
    Adjust the intensity of light color from the light grid
    r_lightGridIntensity
    
    Adjust the contrast of light color from the light grid
    r_lightGridContrast
    
    Enable hero-only lighting
    r_heroLighting
    
    hero diffuse light saturation
    r_heroLightSaturation
    
    hero diffuse light temp
    r_heroLightColorTemp
    
    hero diffuse light scale
    r_heroLightScale
    
    toggle multipass dlights rendering
    r_enableDlights
    
    debug dlights mode
    r_debugHDRdlight
    
    dlights color scale
    r_debugHDRdlight_scale
    
    distance dlights appear around camera
    r_debugHDRdlight_distance
    
    dlights falloff radius
    r_debugHDRdlight_radius
    
    dlights debug color
    r_debugHDRdlight_color
    
    number of viewports to expect to render
    r_num_viewports
    
    Affects the height map lookup for making sure snow doesn't go indoors
    r_outdoorAwayBias
    
    Affects the height map lookup for making sure snow doesn't go indoors
    r_outdoorDownBias
    
    Outdoor z-feathering value
    r_outdoorFeather
    
    Set sun flare values from dvars rather than the level
    r_sun_from_dvars
    
    Enable development environment
    developer
    
    Allow server side cheats
    sv_cheats
    
    Draw stats monitor
    com_statmon
    
    Use Streaming SIMD Extensions for skinning
    r_sse_skinning
    
    Index of the monitor to use in a multi monitor system; 0 picks automatically.
    r_monitor
    
    Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9.
    r_aspectRatio
    
    Special resolution mode for the remote debugger
    r_customMode
    
    Enable Nvidia Open Automate testing
    r_open_automate
    
    Enable tree rustle, grass wind react etc
    r_gfxopt_dynamic_foliage
    
    Enable advanced water simulation
    r_gfxopt_water_simulation
    
    Enable support for the intz depth buffer format.
    r_allow_intz
    
    Enable support for the null render target format.
    r_allow_null_rt
    
    Use the driver convergence values instead of the game defined values.
    r_use_driver_convergence
    
    Stereo convergence.
    r_convergence
    
    Create a multithreaded d3d device.
    r_multithreaded_device
    
    shader warming: disable dpvs culling
    r_warm_dpvs
    
    shader warming: bsp objects
    r_warm_bsp
    
    shader warming: static objects
    r_warm_static
    
    shader warming: d objects
    r_warm_dobj
    
    Number of seconds after displaying a per-frame warning before it will display again
    r_warningRepeatDelay
    
    Generate cube maps for reflection probes.
    r_reflectionProbeGenerate
    
    Regenerate cube maps for all reflection probes.
    r_reflectionProbeRegenerateAll
    
    Exit when done generating reflection cubes.
    r_reflectionProbeGenerateExit
    
    test
    r_grassBurn
    
    Diables grass movement
    r_grassEnable
    
    Sky transition blend factor.
    r_skyTransition
    
    Envmap Scale.
    r_treeScale
    
    Specular Scale.
    r_testScale
    
    Sky box color temp.
    r_skyColorTemp
    
    Highlight Alpha Blended Polygons.
    r_debugLayers
    
    color of burned destructibles
    r_burnedDestructibleColor
    
    Enable shaderworks overrides
    r_swrk_override_enable
    
    overrides the __characterCharredAmount Shaderworks tweak
    r_swrk_override_characterCharredAmount
    
    overrides the __characterDissolveColor Shaderworks tweak
    r_swrk_override_characterDissolveColor
    
    Overrides the character wetness.
    r_swrk_override_wetness
    
    shows location of primary lights
    r_debugShowPrimaryLights
    
    shows location of dynamic lights
    r_debugShowDynamicLights
    
    shows location of coronas
    r_debugShowCoronas
    
    enables the optimization of a separate charred material tech
    r_use_separate_char_tech
    
    enables the fog debug display
    r_drawDebugFogParams
    
    Toggles see-through impact holes
    r_seethru_decal_enable
    
    Toggles tension
    r_tension_enable
    
    Show UI3D debug overlay
    r_ui3d_debug_display
    
    Use UI debug values
    r_ui3d_use_debug_values
    
    ui3d texture window x
    r_ui3d_x
    
    ui3d texture window y
    r_ui3d_y
    
    ui3d texture window width
    r_ui3d_w
    
    ui3d texture window height
    r_ui3d_h
    
    Show missile camera debug overlay
    r_missile_cam_debug_display
    
    custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio
    r_extracam_custom_aspectratio
    
    enables extra cam shadowmapping
    r_extracam_shadowmap_enable
    
    How far to draw scs debug view
    r_shader_constant_set_debug_range
    
    enables shader constant sets
    r_shader_constant_set_enable
    
    Enables sky intensity debugging display
    r_sky_intensity_showDebugDisplay
    
    use dvar values for sky intensity
    r_sky_intensity_useDebugValues
    
    angle0 of sky intensity
    r_sky_intensity_angle0
    
    angle1 of sky intensity
    r_sky_intensity_angle1
    
    angle0 of sky intensity
    r_sky_intensity_factor0
    
    angle1 of sky intensity
    r_sky_intensity_factor1
    
    Disables fog
    r_fog_disable
    
    Enables wind gusts that affect dynFoliage grass
    r_grassWindForceEnable
    
    turns on/off the script-driven cell vis bits
    r_dpvs_useCellForceInvisibleBits
    
    toggles if remote screen update draws the last frame
    r_remotescreen_renderlastframe
    
    Off-screen shadow casters LOD distance scale
    r_offscreenCasterLodScale
    
    Generate cube maps for reflection probes.
    r_reflectionProbeGenerate
    
    Regenerate cube maps for all reflection probes.
    r_reflectionProbeRegenerateAll
    
    Exit when done generating reflection cubes.
    r_reflectionProbeGenerateExit
    
    You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map.
    
    Enables dynamic water simulation
    r_watersim_enabled
    
    Enables bullet debug markers
    r_watersim_debug
    
    Flattens the water surface out
    r_watersim_flatten
    
    Time between seeding a new wave (ms)
    r_watersim_waveSeedDelay
    
    Amount of curl applied
    r_watersim_curlAmount
    
    Maximum curl limit
    r_watersim_curlMax
    
    Amount curl gets reduced by when over limit
    r_watersim_curlReduce
    
    Allows water to lap over the shoreline edge
    r_watersim_minShoreHeight
    
    Rate foam appears at
    r_watersim_foamAppear
    
    Rate foam disappears at
    r_watersim_foamDisappear
    
    Amount of wind applied
    r_watersim_windAmount
    
    Wind direction (degrees)
    r_watersim_windDir
    
    Maximum wind limit
    r_watersim_windMax
    
    Particle gravity
    r_watersim_particleGravity
    
    Limit at which particles get spawned
    r_watersim_particleLimit
    
    Length of each particle
    r_watersim_particleLength
    
    Width of each particle
    r_watersim_particleWidth
    
    XY coords to scroll water in
    r_watersim_scroll


    source:[Only registered and activated users can see links. ]
    Last edited by Uk_ViiPeR; 08-28-2013 at 03:26 PM.

  2. The Following 3 Users Say Thank You to Uk_ViiPeR For This Useful Post:


  3. 09-05-2011, 10:23 AM
    #2
    1,095
    Posts
    802
    Reputation
    Feb 2011
    NextGenUpdate
    Originally Posted by -_UK_ViiPeR_- View Post
    hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    Spoiler:
    Code:
    cmd
    configstrings
    clientinfo
    vid_restart
    snd_restart
    disconnect
    record
    demo
    cinematic
    logo
    stoprecord
    connect
    reconnect
    localservers
    globalservers
    showContextItem
    rcon
    setenv
    ping
    serverstatus
    showip
    fs_openedList
    fs_referencedList
    updatehunkusage
    SaveTranslations
    SaveNewTranslations
    LoadTranslations
    startSingleplayer
    buyNow
    singlePlayLink
    setRecommended
    cubemapShot
    openScriptMenu
    openmenu
    closemenu
    
    
    
    Physics
    
    phys_gravity
    phys_gravity_dir
    phys_vehicleGravityMultiplier
    phys_vehicleDamageFroceScale
    phys_vehicleUsePredictedPosition
    phys_bulletUpBias
    phys_bulletSpinScale
    phys_msecstep
    phys_drawcontacts
    phys_drawCollisionObj
    phys_debugBigQueries
    phys_debugCallback
    phys_debugDangerousRigidBodies
    phys_debugExpensivePushout
    phys_drawNitrousVehicle
    phys_drawNitrousVehicleEffects
    phys_entityCollision
    phys_vehicleWheelEntityCollision
    phys_vehicleFriction
    phys_ragdoll_joint_damp_scale
    phys_dragLinear
    phys_dragAngular
    phys_userRigidBodies
    phys_waterDragLinear
    phys_waterDragAngular
    phys_maxFloatTime
    phys_buoyancyDistanceCutoff
    phys_piecesSpawnDistanceCutoff
    phys_floatTimeVariance
    phys_buoyancyRippleFrequency
    phys_buoyancyRippleVariance
    phys_buoyancyFastComputation
    phys_buoyancy
    phys_ragdoll_buoyancy
    debug_trace
    debugRenderBulletMeshes
    debugRenderEntityBrushes
    debugRenderPatches
    debugRenderBrushes
    debugRenderColoredPatches
    debugRenderMask
    debugRenderCollisionDistance
    debugRenderStaticModelsBounds
    dumpStaticModels
    debugRenderGjkTraceGeom
    phys_player_collision_mode
    phys_player_collision_adjust_height
    phys_ai_collision_mode
    render_player_collision
    render_actor_collision
    render_bpi_env_collision
    enable_moving_paths
    enable_new_prone_check
    phys_heavyTankSwitch
    phys_fluid
    
    
    Client (includes a couple of commands)
    
    cl_socketpool_enabled
    cl_socketpool_size
    ui_wagerbet
    openmenu QuickWagerConfirmation
    openmenu WagerDeadBeat
    cl_noprint
    playlist
    category
    categoryPlaylist
    wagerCategory
    wagerCategoryPlaylist
    customGameMode
    cl_hudDrawsBehindUI
    cl_voice
    cl_timeout
    cl_connectTimeout
    cl_connectionAttempts
    cl_shownet
    cl_shownuments
    cl_showServerCommands
    cl_showSend
    cl_showTimeDelta
    cl_freezeDemo
    activeAction
    cl_avidemo
    cl_forceavidemo
    cl_clientDemoName
    cl_clientDemoUseMemoryBuffer
    cl_clientDemoType
    cl_clientDemoMaxRecordTime
    cl_clientDemoRequestPingTime
    cl_clientDemoCoolMomentExtendEnabled
    cl_clientDemoCoolMomentExtendTime
    cl_yawspeed
    cl_pitchspeed
    cl_anglespeedkey
    cl_maxpackets
    cl_packetdup
    sensitivity
    cl_mouseAccel
    cl_freelook
    cl_showmouserate
    cl_allowDownload
    cl_wwwDownload
    cl_talking
    r_inGameVideo
    cl_serverStatusResendTime
    cl_maxppf
    cl_bypassMouseInput
    m_pitch
    m_yaw
    m_forward
    m_side
    m_filter
    ui_custom_newname
    cl_socketpool_enabled
    cl_socketpool_size
    ui_clantag_new
    cl_demoFFSpeed
    cl_demoSkipToTime
    cl_demoLiveStreaming
    input_invertPitch
    input_viewSensitivity
    team_indicator
    cl_motdString
    cl_ingame
    cl_wasconnected
    cl_maxPing
    Unknown Soldier
    name
    clanName
    rate
    snaps
    cl_punkbuster
    password
    nextdemo
    mortarStrikesLeft
    hud_enable
    cg_blood
    cg_allow_mature
    cg_mature
    cl_serverchallenge
    motd
    cmd
    configstrings
    clientinfo
    vid_restart
    vid_restart
    snd_restart
    snd_restart
    disconnect
    disconnect
    record
    stoprecord
    demo
    demo
    timedemo
    timedemo
    dm_7
    demos
    demo
    dm_7
    demos
    timedemo
    toggledemorecording
    ui_animate
    logo
    connect
    reconnect
    findservers
    rcon
    showContextItem
    ping
    serverstatus
    setenv
    showip
    toggleMenu
    fs_openedList
    fs_referencedList
    updatehunkusage
    startSingleplayer
    cubemapShot
    openScriptMenu
    setclanname
    ui_keyboard_new
    ui_clear_keyboard_active
    ui_keyboard_complete
    updateListboxPos
    clearKeyStates
    selectStringTableEntryInDvar
    resetStats
    uploadStats
    setupviewport
    provisionallydisableallclients
    disableallbutprimaryclients
    disableallclients
    setclientbeingusedandprimary
    setclientbeingusedandprimaryandactive
    setclientbeingused
    setclientbeingusedandactive
    setclientnotbeingused
    setclientprimary
    signclientout
    SetCategoryFilter
    SetPrevPlaylist
    GetPrevPlaylist
    getOldCustomName
    setNewCustomName
    
    
    Server Browser 
    
    ui_joinGametype
    ui_netGametypeName
    ui_dedicated
    ui_currentNetMap
    ui_browserShowFull
    ui_browserShowEmpty
    ui_browserShowPassword
    ui_browserShowPure
    ui_browserMod
    ui_browserShowDedicated
    ui_browserFriendlyfire
    ui_browserKillcam
    ui_browserVoiceChat
    ui_browserGameMode
    ui_friendNameNew
    ui_friendSelectedInd
    ui_friendPendingSelectedInd
    ui_inviteSelectedInd
    ui_inviteScreen
    ui_browserPlayerCount
    ui_browserDedicatedServerCount
    ui_browserShowToolTip
    ui_browserShowMapTip
    ui_browserToolTip
    ui_browserShowInfo
    ui_browserShowPunkBuster
    ui_allowConsole
    ui_allowFov
    
    
    HUD 
    
    compassSize
    compassMaxRange
    compassMinRange
    compassMinRadius
    compassSoundPingFadeTime
    compassClampIcons
    compassFriendlyWidth
    compassFriendlyHeight
    compassPlayerWidth
    compassPlayerHeight
    compassCoords
    compassECoordCutoff
    compassRotation
    compassTickertapeStretch
    compassRadarPingFadeTime
    compassRadarUpdateTime
    compassRadarUpdateFastTime
    compassSatelliteStaticImageFadeTime
    compassSatellitePingFadeTime
    compassStaticImageUpdateTime
    compassSatelliteScanTime
    compassRadarLineThickness
    compassLocalRadarUpdateTime
    compassLocalRadarRadius
    compassObjectiveWidth
    compassObjectiveHeight
    compassObjectiveArrowWidth
    compassObjectiveArrowHeight
    compassObjectiveArrowOffset
    compassObjectiveArrowRotateDist
    compassObjectiveMaxRange
    compassObjectiveMinAlpha
    compassObjectiveNumRings
    compassObjectiveRingTime
    compassObjectiveRingSize
    compassObjectiveTextScale
    compassObjectiveTextHeight
    compassObjectiveDrawLines
    compassObjectiveIconWidth
    compassObjectiveIconHeight
    compassObjectiveIconWidthZombie
    compassObjectiveIconHeightZombie
    compassObjectiveNearbyDist
    compassObjectiveMinDistRange
    compassObjectiveDetailDist
    compassObjectiveMinHeight
    compassObjectiveMaxHeight
    compassPartialType
    compassSpectatorsSeeEnemies
    compassEnemyFootstepMaxRange
    compassEnemyFootstepMaxZ
    compassEnemyFootstepMinSpeed
    compassEnemyFootstepEnabled
    compassShowEnemies
    compassForcePlayerIcon
    compassGridEnabled
    compassGridRows
    compassGridCols
    compassGridAlign
    compassScaleDuration
    compassScaleDiff
    compassScaleTimer
    compassScaleReset
    typeWriterCod7LetterFXTime
    popInLetterFXTime
    redactionDisplayTime
    redactionFadeDuration
    redactionStartStrokeTime
    redactionStrokeTime
    cg_showZombieMap
    cg_hudMapRadarLineThickness
    cg_hudMapFriendlyWidth
    cg_hudMapFriendlyHeight
    cg_hudMapPlayerWidth
    cg_hudMapPlayerHeight
    cg_hudMapBorderWidth
    cg_showZombieControls
    
    
    Console 
    
    con_inputBoxColor
    con_inputHintBoxColor
    con_outputBarColor
    con_outputSliderColor
    con_outputWindowColor
    con_gameMsgWindow%dMsgTime   //On screen time for game messages in seconds in game message window %d
    con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
    con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
    con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
    con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
    con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
    con_errormessagetime
    con_minicontime
    con_miniconlines
    con_typewriterEnabledSounds
    con_typewriterPrintSpeed
    con_typewriterDecayStartTime
    con_typewriterDecayDuration
    con_typewriterColorBase
    con_typewriterColorGlowUpdated
    con_typewriterColorGlowCompleted
    con_typewriterColorGlowFailed
    con_typewriterColorGlowCheckpoint
    
    
    Server Hosting (requires license :/) 
    
    sv_hostname
    Unknown Soldier
    sv_noname
    maxreservedslots
    sv_clientSideBullets
    sv_clientSideVehicles
    penetrationCount
    penetrationCount_axis
    penetrationCount_allies
    bulletrange
    fxfrustumCutoff
    sv_punkbuster
    sv_security
    sv_ranked
    ui_ranked
    sv_dedicatedmaxclients
    sv_maxclients
    sv_maxRate
    sv_minPing
    sv_maxPing
    sv_timeout
    sv_connectTimeout
    sv_floodprotect
    sv_writeConfigStrings
    scr_writeConfigStrings
    sv_keywords
    sv_dwlsgerror
    sv_allowAnonymous
    sv_disableClientConsole
    sv_privatePassword
    sv_allowDownload
    sv_iwds
    sv_iwdNames
    sv_referencedIwds
    sv_referencedIwdNames
    sv_FFCheckSums
    sv_FFNames
    sv_referencedFFCheckSums
    sv_referencedFFNames
    sv_authenticating
    sv_voice
    sv_voiceQuality
    sv_cheats
    sv_pure
    rcon_password
    sv_fps
    sv_showPingSpam
    sv_zombietime
    sv_reconnectlimit
    sv_padPackets
    sv_allowedClan1
    sv_allowedClan2
    sv_packet_info
    sv_showAverageBPS
    sv_kickBanTime
    sv_mapRotation
    sv_mapRotationCurrent
    sv_debugRate
    sv_debugReliableCmds
    nextmap
    com_movieIsPlaying
    sv_wwwDownload
    sv_wwwBaseURL
    sv_wwwDlDisconnected
    sv_smp
    sv_network_fps
    sv_assistWorkers
    sv_clientArchive
    localhost
    
    
    HUD Overall 
    
    hud_fadeout_speed
    hud_enable
    hud_fade_ammodisplay
    hud_fade_healthbar
    hud_fade_compass
    hud_fade_stance
    hud_fade_offhand
    hud_fade_sprint
    hud_fade_vehiclecontrols
    hud_health_startpulse_injured
    hud_health_startpulse_critical
    hud_health_pulserate_injured
    hud_health_pulserate_critical
    hud_deathQuoteFadeTime
    hud_healthOverlay_regenPauseTime
    hud_healthOverlay_pulseStart
    hud_healthOverlay_pulseStop
    hud_healthOverlay_phaseOne_toAlphaAdd
    hud_healthOverlay_phaseOne_pulseDuration
    hud_healthOverlay_phaseTwo_toAlphaMultiplier
    hud_healthOverlay_phaseTwo_pulseDuration
    hud_healthOverlay_phaseThree_toAlphaMultiplier
    hud_healthOverlay_phaseThree_pulseDuration
    hud_healthOverlay_phaseEnd_fromAlpha
    hud_healthOverlay_phaseEnd_toAlpha
    hud_healthOverlay_phaseEnd_pulseDuration
    cg_sprintMeterFullColor
    cg_sprintMeterEmptyColor
    cg_sprintMeterDisabledColor
    cg_drawTalk
    
    I R Noob 
    
    cg_heliKillCamFov
    cg_heliKillCamNearBlur
    cg_heliKillCamFarBlur
    cg_heliKillCamFarBlurStart
    cg_heliKillCamFarBlurDist
    cg_heliKillCamNearBlurStart
    cg_heliKillCamNearBlurEnd
    cg_scriptedKillCamFov
    cg_scriptedKillCamCloseXYDist
    cg_scriptedKillCamCloseZDist
    cg_scriptedKillCamNearBlur
    cg_scriptedKillCamFarBlur
    cg_scriptedKillCamFarBlurStart
    cg_scriptedKillCamFarBlurDist
    cg_scriptedKillCamNearBlurStart
    cg_scriptedKillCamNearBlurEnd
    cg_destructibleKillCamFov
    cg_destructibleKillCamCloseXYDist
    cg_destructibleKillCamCloseZDist
    cg_destructibleKillCamNearBlur
    cg_destructibleKillCamFarBlur
    cg_destructibleKillCamFarBlurStart
    cg_destructibleKillCamFarBlurDist
    cg_destructibleKillCamNearBlurStart
    cg_destructibleKillCamNearBlurEnd
    cg_destructibleKillCamZIncrease
    cg_destructibleKillCamRegularHeight
    cg_explosiveKillCamUpDist
    cg_explosiveKillCamBackDist
    cg_explosiveKillCamWallOutDist
    cg_explosiveKillCamWallSideDist
    cg_explosiveKillCamGroundUpDist
    cg_explosiveKillCamGroundBackDist
    cg_rocketKillCamUpDist
    cg_rocketKillCamBackDist
    cg_explosiveKillCamStopDist
    cg_explosiveKillCamStopDecelDist
    cg_dogKillCamFov
    cg_dogKillCamForwardDist
    cg_dogKillCamUpDist
    cg_dogKillCamSideDist
    cg_dogKillCamDistFromEyes
    cg_dogKillMinDistFromTarget
    cg_artilleryKillCamFov
    cg_artilleryKillCamUpDist
    cg_artilleryKillCamBackDist
    cg_artilleryKillCamWallOutDist
    cg_artilleryKillCamWallSideDist
    cg_artilleryKillCamGroundUpDist
    cg_artilleryKillCamGroundBackDist
    cg_turretKillCamFov
    cg_turretKillCamCloseXYDist
    cg_turretKillCamCloseZDist
    cg_turretKillCamNearBlur
    cg_turretKillCamFarBlur
    cg_turretKillCamFarBlurStart
    cg_turretKillCamFarBlurDist
    cg_turretKillCamNearBlurStart
    cg_turretKillCamNearBlurEnd
    cg_turretKillCamHeightIncrease
    cg_turretKillCamBackOffset
    cg_turretKillCamSideOffset
    cg_turretKillCamDistanceIncrease
    cg_infraredBlurTime
    
    
    Server Bots 
    
    sv_botFov
    sv_botGoalRadius
    sv_botCloseDistance
    sv_botSprintDistance
    sv_botCrouchDistance
    sv_botTargetLeadBias
    sv_botUseFriendNames
    sv_botAllowGrenades
    sv_botMinGrenadeTime
    sv_botMaxGrenadeTime
    sv_botMinAdsTime
    sv_botMaxAdsTime
    sv_botMinPitchTime
    sv_botMaxPitchTime
    sv_botMinCrouchTime
    sv_botMaxCrouchTime
    sv_botMinDeathTime
    sv_botMaxDeathTime
    sv_botMinFireTime
    sv_botMaxFireTime
    sv_botMinReactionTime
    sv_botMaxReactionTime
    sv_botYawSpeed
    sv_botYawSpeedAds
    sv_botPitchUp
    sv_botPitchDown
    sv_botPitchSpeed
    sv_botPitchSpeedAds
    sv_botStrafeChance
    sv_botMinStrafeTime
    sv_botMaxStrafeTime
    
    
    Animation
    
    bg_viewKickScale
    bg_viewKickMax
    bg_viewKickMin
    bg_viewKickRandom
    player_view_pitch_up
    player_view_pitch_down
    player_lean_shift
    player_lean_shift_crouch
    player_lean_rotate
    player_lean_rotate_crouch
    player_useSlopeAnims
    bg_ladder_yawcap
    bg_prone_yawcap
    bg_foliagesnd_minspeed
    bg_foliagesnd_maxspeed
    bg_foliagesnd_slowinterval
    bg_foliagesnd_fastinterval
    bg_foliagesnd_resetinterval
    scr_team_fftype
    bg_fallDamageMinHeight
    bg_fallDamageMaxHeight
    friction
    stopspeed
    cg_ufo_scaler
    bg_swingSpeed
    bg_proneSwingSpeed
    bg_legYawTolerance
    bg_legYawCrouchTolerance
    bg_legYawProneTolerance
    bg_viewBobAmplitudeBase
    bg_viewBobAmplitudeSprinting
    bg_viewBobAmplitudeDtp
    bg_viewBobAmplitudeSwimming
    bg_viewBobAmplitudeStanding
    bg_viewBobAmplitudeStandingAds
    bg_viewBobAmplitudeDucked
    bg_viewBobAmplitudeDuckedAds
    bg_viewBobAmplitudeProne
    bg_viewBobAmplitudeRoll
    bg_bobMax
    bg_forceDurationOverride
    bg_blendTimeOverride
    bg_weaponBobAmplitudeBase
    bg_weaponBobAmplitudeSprinting
    bg_weaponBobAmplitudeDtp
    bg_weaponBobAmplitudeSwimming
    bg_weaponBobAmplitudeStanding
    bg_weaponBobAmplitudeDucked
    bg_weaponBobAmplitudeProne
    bg_weaponBobAmplitudeRoll
    bg_weaponBobMax
    bg_weaponBobLag
    bg_weaponBobFrequencySwimming
    bg_weaponBobHeavyWeaponScalar
    bg_forceExplosiveBullets
    bg_aimSpreadMoveSpeedThreshold
    bg_maxGrenadeIndicatorSpeed
    player_breath_hold_time
    player_breath_gasp_time
    player_breath_fire_delay
    player_breath_gasp_scale
    player_breath_hold_lerp
    player_breath_gasp_lerp
    player_breath_snd_lerp
    player_breath_snd_delay
    player_scopeExitOnDamage
    player_adsExitDelay
    player_move_factor_on_torso
    player_debugHealth
    player_sustainAmmo
    player_clipSizeMultiplier
    player_lastStandBleedoutTime
    player_lastStandBleedoutTimeNoRevive
    revive_time_taken
    player_lastStandHealthOverlayTime
    player_reviveTriggerRadius
    player_revivePlayerListCycleTime
    bg_vsmode_hud
    player_enableShuffleAnims
    player_animRunThreshhold
    player_animWalkThreshhold
    player_runbkThreshhold
    player_moveThreshhold
    player_footstepsThreshhold
    player_runThreshhold
    player_knockbackMoveThreshhold
    player_sprintThreshhold
    player_waterSpeedScale
    player_floatSpeed
    player_disableWeaponsInWater
    player_sliding_friction
    player_sliding_wishspeed
    player_sliding_velocity_cap
    player_strafeSpeedScale
    player_backSpeedScale
    player_strafeAnimCosAngle
    player_slopeAnimAngle
    player_spectateSpeedScale
    player_enduranceSpeedScale
    player_sprintForwardMinimum
    player_sprintSpeedScale
    player_sprintUnlimited
    player_sprintTime
    player_sprintMinTime
    player_sprintRechargePause
    player_sprintStrafeSpeedScale
    player_sprintCameraBob
    player_turnRateScale
    player_turnAnims
    player_bayonetLaunchProof
    player_bayonetLaunchDebugging
    player_bayonetLaunchZCap
    player_dmgtimer_timePerPoint
    player_dmgtimer_maxTime
    player_dmgtimer_minScale
    player_dmgtimer_stumbleTime
    player_dmgtimer_flinchTime
    shellshock_loop
    bg_shock_soundLoop
    shellshock_loop_silent
    bg_shock_soundLoopSilent
    shellshock_end
    bg_shock_soundEnd
    shellshock_end_abort
    bg_shock_soundEndAbort
    bg_shock_screenType
    bg_shock_screenBlurBlendTime
    bg_shock_screenBlurBlendFadeTime
    bg_shock_screenFlashWhiteFadeTime
    bg_shock_screenFlashShotFadeTime
    bg_shock_viewKickPeriod
    bg_shock_viewKickRadius
    bg_shock_viewKickFadeTime
    bg_shock_sound
    bg_shock_soundFadeInTime
    bg_shock_soundFadeOutTime
    bg_shock_soundLoopFadeTime
    bg_shock_soundLoopEndDelay
    default
    bg_shock_soundRoomType
    bg_shock_soundDryLevel
    bg_shock_soundWetLevel
    bg_shock_soundModEndDelay
    default
    bg_shock_soundSnapshot
    bg_shock_lookControl
    bg_shock_lookControl_maxpitchspeed
    bg_shock_lookControl_maxyawspeed
    bg_shock_lookControl_mousesensitivityscale
    bg_shock_lookControl_fadeTime
    bg_shock_movement
    bg_shock_animation
    bg_shock_visionset_name
    bg_shock_visionset_inTime
    bg_shock_visionset_outTime
    player_meleeRange
    player_meleeWidth
    player_meleeHeight
    player_bayonetRange
    player_bayonetTargetDist
    player_burstFireCooldown
    bg_gravity
    bg_lowGravity
    player_swimTime
    player_swimDamage
    player_swimDamagerInterval
    player_viewLockEnt
    player_viewRateScale
    player_topDownCamMode
    player_topDownCamOffset
    player_topDownCamAngles
    player_topDownCamCenterPos
    player_topDownCursorDist
    player_topDownCursorPos
    player_forceRedCrosshair
    bullet_penetrationMinFxDist
    cg_cinematicFullscreen
    cg_debugMounting
    player_AimBlend_Back_Low
    player_AimBlend_Back_Mid
    player_AimBlend_Back_Up
    player_AimBlend_Pelvis
    player_AimBlend_Neck
    player_AimBlend_Head
    player_AimBlend_Shoulder
    dog_MeleeDamage
    vehControlMode
    vehRecenterDelay
    vehLockTurretToPlayerView
    vehLocationalVehicleSeatEntry
    vehicle_perk_boost_duration_seconds
    vehicle_riding
    vehicle_selfCollision
    debugRenderPlayerCollision
    bg_disableWeaponPlantingInWater
    bg_plantInWaterDepth
    bg_drawGrenadeInHand
    bg_playStandToCrouchAnims
    bg_maxWeaponAnimScale
    bg_gunXOffset
    tag_weapon_left
    bg_weaponleftbone
    tag_weapon_right
    bg_weaponrightbone
    bg_slopeFrames
    debug_rope
    vehicle_sounds_cutoff
    footstep_sounds_cutoff
    show_reticle_during_swimming
    ragdoll_reactivation_cutoff
    bg_teleportAlignTime
    bg_enableIKActiveFix
    waterbrush_entity
    dive2swim
    dive_recharge
    playerPushAmount
    bg_freeCamClipToHeliPatch
    Spoiler:
    Code:
     
    
    Originally Posted by Demo
    demo_enabled demo_recordBasicTraining demo_recordPrivateMatch demo_filesizeLimit demo_debug demo_drawdebuginformation demo_errortitle demo_errormessage demo_client demo_recordingrate demo_keyframerate demo_pause demo_usefilesystem demo_save_smp demo_timescale demo_timeScaleRate demo_cmdnum demo_bookmarkEventThresholdTime demo_controllerConfig demo_defaultSegmentTag demo_selectedSegmentIndex demo_packetsPerSecondMin demo_bytesPerSecondMin demo_packetsPerSecondMax demo_bytesPerSecondMax Leaderboard incrementescrow downloadingleaderboard reportuser lb_minrefresh lb_filter lb_maxrows lb_type lb_typeByResetPeriod lb_prestige lb_forceLbWrite lb_LastFetchTime lb_escrowTimeout lb_escrowRefresh Movement Binds motorcycle_player +gas +reverse +handbrake +vehicleattack +vehicleattacksecond +vehiclemoveup +vehiclemovedown +switchseat +vehicleboost +vehiclespecialability +vehiclefirepickup +vehicleswappickup +vehicledropdeployable Renderer!! r_ignore Codec used when rendering clips. r_clipCodec Render clip size. r_clipSize Render clip FPS. r_clipFPS Game window horizontal position vid_xpos game window vertical position vid_ypos Display game full screen r_fullscreen Gamma value r_gamma Ignore hardware gamma r_ignorehwgamma Maximum anisotropy to use for texture filtering r_texFilterAnisoMax Disables all texture filtering (uses nearest only.) r_texFilterDisable Minimum anisotropy to use for texture filtering (overridden by max) r_texFilterAnisoMin Forces all mipmaps to use a particular blend between levels (or disables mipping.) r_texFilterMipMode Change the mipmap bias r_texFilterMipBias Toggles rendering without lighting r_fullbright Enable shader debugging information r_debugShader Shows conflicts between primary lights r_lightConflicts GPU synchronization type (used to improve mouse responsiveness) r_gpuSync Use multiple GPUs r_multiGpu Enable cache for vertices of animated models r_skinCache Enable fast model skinning r_fastSkin Enable static model cache r_smc_enable Batch surfaces to reduce primitive count r_pretess Scale the level of detail distance for rigid models (larger reduces detail) r_lodScaleRigid Bias the level of detail distance for rigid models (negative increases detail) r_lodBiasRigid Scale the level of detail distance for skinned models (larger reduces detail) r_lodScaleSkinned Bias the level of detail distance for skinned models (negative increases detail) r_lodBiasSkinned Threshold FOV LOD scaling must pass before taking effect for skinned models r_fovScaleThresholdSkinned Threshold FOV LOD scaling must pass before taking effect for rigid models r_fovScaleThresholdRigid Set to zero to force world lods to highest r_worldLod Things closer than this aren't drawn. Reducing this increases z-fighting in the distance. r_znear Viewmodel near clip plane r_znear_depthhack Change the distance at which culling fog reaches 100% opacity; 0 is off r_zfar Set to 0 to disable fog r_fog Offset scale for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetScale Offset bias for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetBias If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars. r_picmip_manual Picmip level of color maps. If r_picmip_manual is 0, this is read-only. r_picmip Picmip level of normal maps. If r_picmip_manual is 0, this is read-only. r_picmip_bump Picmip level of specular maps. If r_picmip_manual is 0, this is read-only. r_picmip_spec Picmip level of water maps. r_picmip_water Enables environment map specular lighting r_envMapSpecular Replace all lightmaps with pure black or pure white r_lightMap Replace all color maps with pure black or pure white r_colorMap Replace all normal maps with a flat normal map r_normalMap Replace all specular and roughness maps r_specularRoughnessMap Set greater than 1 to brighten specular highlights r_specularColorScale Globally scale the diffuse color of all point lights r_diffuseColorScale Set to true to use layered materials on shader model 3 hardware r_useLayeredMaterials Set to false to disable dx allocations (for dedicated server mode) r_loadForRenderer Upscale the frame buffer with sharpen filter and color correction. r_resampleScene Shows materials tagged with 'nopenetrate' r_showPenetration Shows how expensive it is to draw every pixel on the screen r_showPixelCost Width of server side debug lines r_debugLineWidth Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends. r_vc_makelog Show this many rows of light grid points for the vis cache r_vc_showlog Show light grid debugging information r_showLightGrid Show lighting origins for models r_showLightingOrigins Use rainbow colors for entities that are outside the light grid r_showMissingLightGrid Speed up static model lighting by caching previous results r_cacheSModelLighting Speed up model lighting by caching previous results r_cacheModelLighting Ambient light strength r_lightTweakAmbient diffuse light fraction r_lightTweakDiffuseFraction Sunlight strength r_lightTweakSunLight Light ambient color r_lightTweakAmbientColor Sun color r_lightTweakSunColor Sun diffuse color r_lightTweakSunDiffuseColor Sun direction in degrees r_lightTweakSunDirection Min reflection intensity based on glancing angle. r_envMapOverride Min reflection intensity based on glancing angle. r_envMapMinIntensity Max reflection intensity based on glancing angle. r_envMapMaxIntensity Reflection exponent. r_envMapExponent Max sun specular intensity intensity with env map materials. r_envMapSunIntensity Toggles the display of sun direction debug r_showSunDirectionDebug Toggles the display of particle outdoor volume debug r_showOutdoorVolumeDebug material color checker XYZ d65 coords r_materialXYZ print active materials (IN REMOTE CONSOLE) r_collectActiveMaterials Write all graphics hardware calls for this many frames to a logfile r_logFile Skips all rendering. Useful for benchmarking. r_norefresh Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound. r_scaleViewport Process renderer back end in a separate thread r_smp_backend Process renderer front end in a separate thread r_smp_worker Number of worker threads r_smp_worker_threads Enable worker thread Worker thread always disabled; not enough hardware threads Transparency anti-aliasing method r_aaAlpha Anti-aliasing sample count; 1 disables anti-aliasing r_aaSamples Enable v-sync before drawing the next frame to avoid 'tearing' artifacts. r_vsync Controls how the color buffer is cleared r_clear Color to clear the screen to when clearing the frame buffer r_clearColor Color to clear every second frame to (for use during development) r_clearColor2 Sets the rendered pixels' alpha to 255 and the background to 0 r_setFrameBufferAlpha Maximum number of dynamic lights drawn simultaneously r_dlightLimit Maximum radius to limit dlights to in fullscreen. r_dlightMaxFullScreenRadius Maximum radius to limit dlights to when not fullscreen r_dlightMaxNonFullScreenRadius Maximum number of DObjs drawn simultaneously r_dobjLimit Maximum number of models drawn simultaneously r_modelLimit Maximum number of brushes drawn simultaneously r_brushLimit Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade. r_spotLightFovInnerFraction Radius of the circle at the start of the spot light in inches. r_spotLightStartRadius Radius of the circle at the end of the spot light in inches. r_spotLightEndRadius Enable shadows for spot lights. r_spotLightShadows Enable static model shadows for spot lights. r_spotLightSModelShadows Enable entity shadows for spot lights. r_spotLightEntityShadows Brightness scale for spot light to get overbrightness from the 0-1 particle color range. r_spotLightBrightness Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade. r_flashLightFovInnerFraction Radius of the circle at the start of the flash light in inches. r_flashLightStartRadius Radius of the circle at the end of the flash light in inches. r_flashLightEndRadius Enable shadows for flash light. r_flashLightShadows Brightness scale for flash light. r_flashLightBrightness Relative position of the Flashlight. r_flashLightOffset Distance of the flash light in inches. r_flashLightRange Flashlight Color. r_flashLightColor Flashlight Movement Amount. r_flashLightBobAmount Flashlight Movement Rate. r_flashLightBobRate Flashlight Specular Scale. r_flashLightSpecularScale Flashlight Flicker Amount. r_flashLightFlickerAmount Flashlight Flicker Rate (Times per second). r_flashLightFlickerRate Enable water rendering r_drawWater Lock the viewpoint used for determining what is visible to the current position and direction r_lockPvs Skipt the determination of what is in the potentially visible set (disables most drawing) r_skipPvs Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle r_portalBevels Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen r_portalBevelsOnly Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is. r_singleCell Only draw cells that are forced to be off. r_showForcedInvisibleCells Stop portal recursion after this many iterations. Useful for debugging portal errors. r_portalWalkLimit Don't clip child portals by a parent portal smaller than this fraction of the screen area. r_portalMinClipArea Ignore r_portalMinClipArea for portals with fewer than this many parent portals. r_portalMinRecurseDepth Enable occluders r_enableOccluders Show portals for debugging r_showPortals Show front buffer color debugging information r_showFbColorDebug Show float z buffer used to eliminate hard edges on particles near geometry r_showFloatZDebug Allocate a float z buffer (required for effects such as floatz, dof, and laser light) r_floatz Enable depth prepass (usually improves performance) r_depthPrepass Distance for high level of detail r_highLodDist Distance for medium level of detail r_mediumLodDist Distance for low level of detail r_lowLodDist Distance for lowest level of detail r_lowestLodDist Force all level of detail to this level r_forceLod Set to 0 to replace all model vertex colors with white when loaded r_modelVertColor Enable shadow mapping sm_enable Enable sun shadow mapping from script sm_sunEnable Enable spot shadow mapping from script sm_spotEnable Limits how many primary lights can have shadow maps sm_maxLights How many seconds it takes for a primary light shadow map to fade in or out sm_spotShadowFadeTime When picking shadows for primary lights, measure distance from a point this far in front of the camera. sm_lightScore_eyeProjectDist When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction. sm_lightScore_spotProjectFrac forces sun to always do shadow mapping, from script sm_sunAlwaysCastsShadow Shadow map offset scale sm_polygonOffsetScale Shadow map offset bias sm_polygonOffsetBias Shadow sample size sm_sunSampleSizeNear Sun shadow center, 0 0 0 means don't override sm_sunShadowCenter Sun shadow scale optimization sm_sunShadowScale use quarter resolution sun shadow map sm_sunShadowSmallEnable Size of Back Buffer r_backBufferSize Size of Back Buffer Y r_backBufferSizeY Radius scaler for large spot shadow switch over sm_spotShadowLargeRadiusScale Strict shadow map cull sm_strictCull Fast sun shadow sm_fastSunShadow Fast spot shadow sm_qualitySpotShadow Provides high-res spot shadows for the only one spotlight in the scene. sm_fullResSpotShadowEnable Stream high mip levels (1=world|2=xmodels|4=bmodels) r_stream Set true to clear all streamed highmip levels r_streamClear Corrupts high mip levels which should not be visible, rather than unloading them. r_streamDebug Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming. r_streamFull Number of msec to add to streaming to roughly fake DVD lag r_streamFakeLagMsec Maximum distance to predictively stream from r_streamMaxDist Show streaming stats r_streamShowStats Show list of streamed textures r_streamShowList Limit size of stream buffer in KB (0 is no limit) r_streamSize Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha) r_streamTaint Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images. r_streamFreezeState Enable logging of all streaming commands executed - printed to Output and console r_streamLog Scale the distance of hidden objects by this amount r_streamHiddenPush Force lowest detail mips to always be loaded (disable this for more memory in release builds) r_streamLowDetail 3D turret shift r_stereoTurretShift Allow blur. r_blur_allowed Dev tweak to blur the screen r_blur Enable distortion r_distortion Allow flame effect. r_flame_allowed Film LUT Index. r_filmLut Tweak Film LUT Index. r_filmTweakLut Enable First Person Player Shadow. r_enablePlayerShadow Enable Player Flashlight. r_enableFlashlight Enable Water Fog Test. r_waterFogTest Contrast adjustment r_contrast Brightness adjustment r_brightness Desaturation adjustment r_desaturation Tweak dev var; film color brightness r_filmTweakBrightness Tweak dev var; Desaturation applied after all 3D drawing r_filmTweakDesaturation Tweak dev var; enable inverted video r_filmTweakInvert Overide film effects with tweak dvar values r_filmUseTweaks Tweak dev var; enable film color effects r_filmTweakEnable Tweak dev var; film color Hue dark - mid - light r_filmTweakHue Tweak dev var; film color Saturation dark - mid - light r_filmTweakSaturation Tweak dev var; film color Color Temp dark - mid - light r_filmTweakColorTemp Tweak dev var; film color Dark Tint r_filmTweakDarkTint Tweak dev var; film color Mid Tint r_filmTweakMidTint Tweak dev var; film color Light Tint r_filmTweakLightTint Tweak dev var; film color Mid Start r_filmTweakMidStart Tweak dev var; film color Mid End r_filmTweakMidEnd Tweak dev var; film color Dark range feather amount r_filmTweakDarkFeather Tweak dev var; film color Light range feather amount r_filmTweakLightFeather Tweak dev var; film color Contrast dark - mid - light r_filmTweakContrast Tweak dev var; film color Bleach dark - mid - light r_filmTweakBleach Tweak dev var; enable dark - mid - light debug display r_filmTweakRangeDebug S-Curve Shoulder Strength r_sCurveShoulderStrength S-Curve Linear Strength r_sCurveLinearStrength S-Curve Linear Angle r_sCurveLinearAngle S-Curve Toe Strength r_sCurveToeStrength S-Curve Toe Numerator r_sCurveToeNumerator S-Curve Toe Denominator r_sCurveToeDenominator S-Curve On-Off r_sCurveEnable film curve black point r_flimCurveBlack film curve white point r_flimCurveWhite film curve soft clip point r_filmCurveSoftClip water wave angle r_waterWaveAngle water wave wavelength r_waterWaveWavelength water wave amplitude r_waterWaveAmplitude water wave phase r_waterWavePhase water wave steepness r_waterWaveSteepness water wave speed r_waterWaveSpeed Enable the depth of field effect r_dof_enable Use dvars to set the depth of field effect; overrides r_dof_enable r_dof_tweak Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 r_dof_nearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 r_dof_farBlur Depth of field viewmodel start distance, in inches r_dof_viewModelStart Depth of field viewmodel end distance, in inches r_dof_viewModelEnd Depth of field near start distance, in inches r_dof_nearStart Depth of field near end distance, in inches r_dof_nearEnd Depth of field far start distance, in inches r_dof_farStart Depth of field far end distance, in inches r_dof_farEnd Depth of field bias as a power function (like gamma); less than 1 is sharper r_dof_bias displays DOF parameter debug r_dof_showdebug Enable the motion blur effect r_motionblur_enable Enable object based motion blur effect r_motionblur_frameBased_enable Tweak dev var; sets the number of pixels sampled r_motionblur_numberOfSamples Tweak dev var; origin of blur r_motionblur_blurOrigin Tweak dev var; blur magnitude due to direction change r_motionblur_directionFactor Tweak dev var; blur magnitude due to position change r_motionblur_positionFactor Caps the number of pixels sampled for blur r_motionblur_maxblur Enable the flamethrower effect r_flameFX_enable Distortion uv scales (Default to 1) r_flameFX_distortionScaleFactor Distortion magnitude r_flameFX_magnitude fire frames per sec r_flameFX_FPS Sets fade duration in seconds r_flameFX_fadeDuration Enable the water sheeting effect r_waterSheetingFX_allowed Enable the water sheeting effect r_waterSheetingFX_enable Distortion uv scales (Default to 1) r_waterSheetingFX_distortionScaleFactor Distortion magnitude r_waterSheetingFX_magnitude Tweak dev var; Glow radius in pixels at 640x480 r_waterSheetingFX_radius Sets fade duration in seconds r_waterSheetingFX_fadeDuration Enable the revive effect debug r_reviveFX_debug Sets fade duration in seconds r_reviveFX_fadeDuration edge color temp r_reviveFX_edgeColorTemp edge saturation r_reviveFX_edgeSaturation edge scale (tint) adjust RGB r_reviveFX_edgeScale edge contrast adjust RGB r_reviveFX_edgeContrast edge tv style brightness adjust RGB r_reviveFX_edgeOffset edge effect amount r_reviveFX_edgeAmount edge mask expansion contraction r_reviveFX_edgeMaskAdjust Enable the genericFilter material r_genericFilter_enable Enable the superFlare effect r_superFlare_enable Enable the superFlare debug occlusion circles r_superFlare_debug Enable the poison effect r_poisonFX_debug_enable Poison effect amount r_poisonFX_debug_amount pulse rate for distortion r_poisonFX_pulse amount of distortion in x r_poisonFX_warpX amount of distortion in y r_poisonFX_warpY double vision angle r_poisonFX_dvisionA amount of double vision x r_poisonFX_dvisionX amount of double vision y r_poisonFX_dvisionY blur min r_poisonFX_blurMin blur max r_poisonFX_blurMax debug display expensive HDR alphas r_showHDRalpha enable full HDR rendering r_fullHDRrendering lut data r_lutvar_0 lut data r_lutvar_1 lut data r_lutvar_2 lut data r_lutvar_3 lut data r_lutvar_4 lut data r_lutvar_5 lut data r_lutvar_6 lut data r_lutvar_7 lut data r_lutvar_8 lut data r_lutvar_9 lut data r_lutvar_10 lut data r_lutvar_11 lut data r_lutvar_12 lut data r_lutvar_13 lut data r_lutvar_14 lut data r_lutvar_15 enable the exposure dvar tweak r_exposureTweak exposure r_exposureValue enbale bloom tweaks r_bloomTweaks bloom blur radius r_bloomBlurRadius tint weights RGB, desaturation amount r_bloomTintWeights color scale RGB, desaturation start r_bloomColorScale tint scale RGB, desaturation end r_bloomTintScale lo hi curve breakpoint RGBT r_bloomCurveBreakpoint curve lo black point RGBT r_bloomCurveLoBlack curve lo gamma ramp RGBT r_bloomCurveLoGamma curve lo white point RGBT r_bloomCurveLoWhite curve lo output black point RGBT r_bloomCurveLoRemapBlack curve lo output white point RGBT r_bloomCurveLoRemapWhite curve hi black point RGBT r_bloomCurveHiBlack curve hi gamma ramp RGBT r_bloomCurveHiGamma curve hi white point RGBT r_bloomCurveHiWhite curve hi output black point RGBT r_bloomCurveHiRemapBlack curve hi output white point RGBT r_bloomCurveHiRemapWhite expansion amount x&y and expansion target x&y r_bloomExpansionControl amount of expansion to lerp in RGBT r_bloomExpansionWeights bloom expansion source point r_bloomExpansionSource amount of bloom feedback r_bloomPersistence level weights RGB, level gamma r_bloomStreakXLevels0 level in black white, out black white r_bloomStreakXLevels1 streak inner tint r_bloomStreakXInnerTint streak outer tint r_bloomStreakXOuterTint streak saturation weights, saturation r_bloomStreakXTintControl streak tint r_bloomStreakXTint level weights RGB, level gamma r_bloomStreakYLevels0 level in black white, out black white r_bloomStreakYLevels1 streak inner tint r_bloomStreakYInnerTint streak outer tint r_bloomStreakYOuterTint streak saturation weights, saturation r_bloomStreakYTintControl streak tint r_bloomStreakYTint r,g,b channel shift x r_finalShiftX r,g,b channel shift y r_finalShiftY Use primary light intensity tweaks r_primaryLightUseTweaks Tweak the diffuse intensity for primary lights r_primaryLightTweakDiffuseStrength Tweak the specular intensity for primary lights r_primaryLightTweakSpecularStrength Enable tweaks of the light color from the light grid r_lightGridEnableTweaks Use tweaked values instead of default r_lightGridUseTweakedValues Adjust the intensity of light color from the light grid r_lightGridIntensity Adjust the contrast of light color from the light grid r_lightGridContrast Enable hero-only lighting r_heroLighting hero diffuse light saturation r_heroLightSaturation hero diffuse light temp r_heroLightColorTemp hero diffuse light scale r_heroLightScale toggle multipass dlights rendering r_enableDlights debug dlights mode r_debugHDRdlight dlights color scale r_debugHDRdlight_scale distance dlights appear around camera r_debugHDRdlight_distance dlights falloff radius r_debugHDRdlight_radius dlights debug color r_debugHDRdlight_color number of viewports to expect to render r_num_viewports Affects the height map lookup for making sure snow doesn't go indoors r_outdoorAwayBias Affects the height map lookup for making sure snow doesn't go indoors r_outdoorDownBias Outdoor z-feathering value r_outdoorFeather Set sun flare values from dvars rather than the level r_sun_from_dvars Enable development environment developer Allow server side cheats sv_cheats Draw stats monitor com_statmon Use Streaming SIMD Extensions for skinning r_sse_skinning Index of the monitor to use in a multi monitor system; 0 picks automatically. r_monitor Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9. r_aspectRatio Special resolution mode for the remote debugger r_customMode Enable Nvidia Open Automate testing r_open_automate Enable tree rustle, grass wind react etc r_gfxopt_dynamic_foliage Enable advanced water simulation r_gfxopt_water_simulation Enable support for the intz depth buffer format. r_allow_intz Enable support for the null render target format. r_allow_null_rt Use the driver convergence values instead of the game defined values. r_use_driver_convergence Stereo convergence. r_convergence Create a multithreaded d3d device. r_multithreaded_device shader warming: disable dpvs culling r_warm_dpvs shader warming: bsp objects r_warm_bsp shader warming: static objects r_warm_static shader warming: d objects r_warm_dobj Number of seconds after displaying a per-frame warning before it will display again r_warningRepeatDelay Generate cube maps for reflection probes. r_reflectionProbeGenerate Regenerate cube maps for all reflection probes. r_reflectionProbeRegenerateAll Exit when done generating reflection cubes. r_reflectionProbeGenerateExit test r_grassBurn Diables grass movement r_grassEnable Sky transition blend factor. r_skyTransition Envmap Scale. r_treeScale Specular Scale. r_testScale Sky box color temp. r_skyColorTemp Highlight Alpha Blended Polygons. r_debugLayers color of burned destructibles r_burnedDestructibleColor Enable shaderworks overrides r_swrk_override_enable overrides the __characterCharredAmount Shaderworks tweak r_swrk_override_characterCharredAmount overrides the __characterDissolveColor Shaderworks tweak r_swrk_override_characterDissolveColor Overrides the character wetness. r_swrk_override_wetness shows location of primary lights r_debugShowPrimaryLights shows location of dynamic lights r_debugShowDynamicLights shows location of coronas r_debugShowCoronas enables the optimization of a separate charred material tech r_use_separate_char_tech enables the fog debug display r_drawDebugFogParams Toggles see-through impact holes r_seethru_decal_enable Toggles tension r_tension_enable Show UI3D debug overlay r_ui3d_debug_display Use UI debug values r_ui3d_use_debug_values ui3d texture window x r_ui3d_x ui3d texture window y r_ui3d_y ui3d texture window width r_ui3d_w ui3d texture window height r_ui3d_h Show missile camera debug overlay r_missile_cam_debug_display custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio r_extracam_custom_aspectratio enables extra cam shadowmapping r_extracam_shadowmap_enable How far to draw scs debug view r_shader_constant_set_debug_range enables shader constant sets r_shader_constant_set_enable Enables sky intensity debugging display r_sky_intensity_showDebugDisplay use dvar values for sky intensity r_sky_intensity_useDebugValues angle0 of sky intensity r_sky_intensity_angle0 angle1 of sky intensity r_sky_intensity_angle1 angle0 of sky intensity r_sky_intensity_factor0 angle1 of sky intensity r_sky_intensity_factor1 Disables fog r_fog_disable Enables wind gusts that affect dynFoliage grass r_grassWindForceEnable turns on/off the script-driven cell vis bits r_dpvs_useCellForceInvisibleBits toggles if remote screen update draws the last frame r_remotescreen_renderlastframe Off-screen shadow casters LOD distance scale r_offscreenCasterLodScale Generate cube maps for reflection probes. r_reflectionProbeGenerate Regenerate cube maps for all reflection probes. r_reflectionProbeRegenerateAll Exit when done generating reflection cubes. r_reflectionProbeGenerateExit You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map. Enables dynamic water simulation r_watersim_enabled Enables bullet debug markers r_watersim_debug Flattens the water surface out r_watersim_flatten Time between seeding a new wave (ms) r_watersim_waveSeedDelay Amount of curl applied r_watersim_curlAmount Maximum curl limit r_watersim_curlMax Amount curl gets reduced by when over limit r_watersim_curlReduce Allows water to lap over the shoreline edge r_watersim_minShoreHeight Rate foam appears at r_watersim_foamAppear Rate foam disappears at r_watersim_foamDisappear Amount of wind applied r_watersim_windAmount Wind direction (degrees) r_watersim_windDir Maximum wind limit r_watersim_windMax Particle gravity r_watersim_particleGravity Limit at which particles get spawned r_watersim_particleLimit Length of each particle r_watersim_particleLength Width of each particle r_watersim_particleWidth XY coords to scroll water in r_watersim_scroll
    Originally Posted by Demo

    source:[Only registered and activated users can see links. ]
    Nice Great Work :y:
  4. 09-05-2011, 10:29 AM
    #3
    monkystyle's Avatar
    monkystyle
    L33T :carling: H@X0R
    384
    Posts
    1,066
    Reputation
    Jan 2010
    NextGenUpdate
    Originally Posted by -_UK_ViiPeR_- View Post
    hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    Spoiler:
    Code:
    cmd
    configstrings
    clientinfo
    vid_restart
    snd_restart
    disconnect
    record
    demo
    cinematic
    logo
    stoprecord
    connect
    reconnect
    localservers
    globalservers
    showContextItem
    rcon
    setenv
    ping
    serverstatus
    showip
    fs_openedList
    fs_referencedList
    updatehunkusage
    SaveTranslations
    SaveNewTranslations
    LoadTranslations
    startSingleplayer
    buyNow
    singlePlayLink
    setRecommended
    cubemapShot
    openScriptMenu
    openmenu
    closemenu
    
    
    
    Physics
    
    phys_gravity
    phys_gravity_dir
    phys_vehicleGravityMultiplier
    phys_vehicleDamageFroceScale
    phys_vehicleUsePredictedPosition
    phys_bulletUpBias
    phys_bulletSpinScale
    phys_msecstep
    phys_drawcontacts
    phys_drawCollisionObj
    phys_debugBigQueries
    phys_debugCallback
    phys_debugDangerousRigidBodies
    phys_debugExpensivePushout
    phys_drawNitrousVehicle
    phys_drawNitrousVehicleEffects
    phys_entityCollision
    phys_vehicleWheelEntityCollision
    phys_vehicleFriction
    phys_ragdoll_joint_damp_scale
    phys_dragLinear
    phys_dragAngular
    phys_userRigidBodies
    phys_waterDragLinear
    phys_waterDragAngular
    phys_maxFloatTime
    phys_buoyancyDistanceCutoff
    phys_piecesSpawnDistanceCutoff
    phys_floatTimeVariance
    phys_buoyancyRippleFrequency
    phys_buoyancyRippleVariance
    phys_buoyancyFastComputation
    phys_buoyancy
    phys_ragdoll_buoyancy
    debug_trace
    debugRenderBulletMeshes
    debugRenderEntityBrushes
    debugRenderPatches
    debugRenderBrushes
    debugRenderColoredPatches
    debugRenderMask
    debugRenderCollisionDistance
    debugRenderStaticModelsBounds
    dumpStaticModels
    debugRenderGjkTraceGeom
    phys_player_collision_mode
    phys_player_collision_adjust_height
    phys_ai_collision_mode
    render_player_collision
    render_actor_collision
    render_bpi_env_collision
    enable_moving_paths
    enable_new_prone_check
    phys_heavyTankSwitch
    phys_fluid
    
    
    Client (includes a couple of commands)
    
    cl_socketpool_enabled
    cl_socketpool_size
    ui_wagerbet
    openmenu QuickWagerConfirmation
    openmenu WagerDeadBeat
    cl_noprint
    playlist
    category
    categoryPlaylist
    wagerCategory
    wagerCategoryPlaylist
    customGameMode
    cl_hudDrawsBehindUI
    cl_voice
    cl_timeout
    cl_connectTimeout
    cl_connectionAttempts
    cl_shownet
    cl_shownuments
    cl_showServerCommands
    cl_showSend
    cl_showTimeDelta
    cl_freezeDemo
    activeAction
    cl_avidemo
    cl_forceavidemo
    cl_clientDemoName
    cl_clientDemoUseMemoryBuffer
    cl_clientDemoType
    cl_clientDemoMaxRecordTime
    cl_clientDemoRequestPingTime
    cl_clientDemoCoolMomentExtendEnabled
    cl_clientDemoCoolMomentExtendTime
    cl_yawspeed
    cl_pitchspeed
    cl_anglespeedkey
    cl_maxpackets
    cl_packetdup
    sensitivity
    cl_mouseAccel
    cl_freelook
    cl_showmouserate
    cl_allowDownload
    cl_wwwDownload
    cl_talking
    r_inGameVideo
    cl_serverStatusResendTime
    cl_maxppf
    cl_bypassMouseInput
    m_pitch
    m_yaw
    m_forward
    m_side
    m_filter
    ui_custom_newname
    cl_socketpool_enabled
    cl_socketpool_size
    ui_clantag_new
    cl_demoFFSpeed
    cl_demoSkipToTime
    cl_demoLiveStreaming
    input_invertPitch
    input_viewSensitivity
    team_indicator
    cl_motdString
    cl_ingame
    cl_wasconnected
    cl_maxPing
    Unknown Soldier
    name
    clanName
    rate
    snaps
    cl_punkbuster
    password
    nextdemo
    mortarStrikesLeft
    hud_enable
    cg_blood
    cg_allow_mature
    cg_mature
    cl_serverchallenge
    motd
    cmd
    configstrings
    clientinfo
    vid_restart
    vid_restart
    snd_restart
    snd_restart
    disconnect
    disconnect
    record
    stoprecord
    demo
    demo
    timedemo
    timedemo
    dm_7
    demos
    demo
    dm_7
    demos
    timedemo
    toggledemorecording
    ui_animate
    logo
    connect
    reconnect
    findservers
    rcon
    showContextItem
    ping
    serverstatus
    setenv
    showip
    toggleMenu
    fs_openedList
    fs_referencedList
    updatehunkusage
    startSingleplayer
    cubemapShot
    openScriptMenu
    setclanname
    ui_keyboard_new
    ui_clear_keyboard_active
    ui_keyboard_complete
    updateListboxPos
    clearKeyStates
    selectStringTableEntryInDvar
    resetStats
    uploadStats
    setupviewport
    provisionallydisableallclients
    disableallbutprimaryclients
    disableallclients
    setclientbeingusedandprimary
    setclientbeingusedandprimaryandactive
    setclientbeingused
    setclientbeingusedandactive
    setclientnotbeingused
    setclientprimary
    signclientout
    SetCategoryFilter
    SetPrevPlaylist
    GetPrevPlaylist
    getOldCustomName
    setNewCustomName
    
    
    Server Browser 
    
    ui_joinGametype
    ui_netGametypeName
    ui_dedicated
    ui_currentNetMap
    ui_browserShowFull
    ui_browserShowEmpty
    ui_browserShowPassword
    ui_browserShowPure
    ui_browserMod
    ui_browserShowDedicated
    ui_browserFriendlyfire
    ui_browserKillcam
    ui_browserVoiceChat
    ui_browserGameMode
    ui_friendNameNew
    ui_friendSelectedInd
    ui_friendPendingSelectedInd
    ui_inviteSelectedInd
    ui_inviteScreen
    ui_browserPlayerCount
    ui_browserDedicatedServerCount
    ui_browserShowToolTip
    ui_browserShowMapTip
    ui_browserToolTip
    ui_browserShowInfo
    ui_browserShowPunkBuster
    ui_allowConsole
    ui_allowFov
    
    
    HUD 
    
    compassSize
    compassMaxRange
    compassMinRange
    compassMinRadius
    compassSoundPingFadeTime
    compassClampIcons
    compassFriendlyWidth
    compassFriendlyHeight
    compassPlayerWidth
    compassPlayerHeight
    compassCoords
    compassECoordCutoff
    compassRotation
    compassTickertapeStretch
    compassRadarPingFadeTime
    compassRadarUpdateTime
    compassRadarUpdateFastTime
    compassSatelliteStaticImageFadeTime
    compassSatellitePingFadeTime
    compassStaticImageUpdateTime
    compassSatelliteScanTime
    compassRadarLineThickness
    compassLocalRadarUpdateTime
    compassLocalRadarRadius
    compassObjectiveWidth
    compassObjectiveHeight
    compassObjectiveArrowWidth
    compassObjectiveArrowHeight
    compassObjectiveArrowOffset
    compassObjectiveArrowRotateDist
    compassObjectiveMaxRange
    compassObjectiveMinAlpha
    compassObjectiveNumRings
    compassObjectiveRingTime
    compassObjectiveRingSize
    compassObjectiveTextScale
    compassObjectiveTextHeight
    compassObjectiveDrawLines
    compassObjectiveIconWidth
    compassObjectiveIconHeight
    compassObjectiveIconWidthZombie
    compassObjectiveIconHeightZombie
    compassObjectiveNearbyDist
    compassObjectiveMinDistRange
    compassObjectiveDetailDist
    compassObjectiveMinHeight
    compassObjectiveMaxHeight
    compassPartialType
    compassSpectatorsSeeEnemies
    compassEnemyFootstepMaxRange
    compassEnemyFootstepMaxZ
    compassEnemyFootstepMinSpeed
    compassEnemyFootstepEnabled
    compassShowEnemies
    compassForcePlayerIcon
    compassGridEnabled
    compassGridRows
    compassGridCols
    compassGridAlign
    compassScaleDuration
    compassScaleDiff
    compassScaleTimer
    compassScaleReset
    typeWriterCod7LetterFXTime
    popInLetterFXTime
    redactionDisplayTime
    redactionFadeDuration
    redactionStartStrokeTime
    redactionStrokeTime
    cg_showZombieMap
    cg_hudMapRadarLineThickness
    cg_hudMapFriendlyWidth
    cg_hudMapFriendlyHeight
    cg_hudMapPlayerWidth
    cg_hudMapPlayerHeight
    cg_hudMapBorderWidth
    cg_showZombieControls
    
    
    Console 
    
    con_inputBoxColor
    con_inputHintBoxColor
    con_outputBarColor
    con_outputSliderColor
    con_outputWindowColor
    con_gameMsgWindow%dMsgTime   //On screen time for game messages in seconds in game message window %d
    con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
    con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
    con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
    con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
    con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
    con_errormessagetime
    con_minicontime
    con_miniconlines
    con_typewriterEnabledSounds
    con_typewriterPrintSpeed
    con_typewriterDecayStartTime
    con_typewriterDecayDuration
    con_typewriterColorBase
    con_typewriterColorGlowUpdated
    con_typewriterColorGlowCompleted
    con_typewriterColorGlowFailed
    con_typewriterColorGlowCheckpoint
    
    
    Server Hosting (requires license :/) 
    
    sv_hostname
    Unknown Soldier
    sv_noname
    maxreservedslots
    sv_clientSideBullets
    sv_clientSideVehicles
    penetrationCount
    penetrationCount_axis
    penetrationCount_allies
    bulletrange
    fxfrustumCutoff
    sv_punkbuster
    sv_security
    sv_ranked
    ui_ranked
    sv_dedicatedmaxclients
    sv_maxclients
    sv_maxRate
    sv_minPing
    sv_maxPing
    sv_timeout
    sv_connectTimeout
    sv_floodprotect
    sv_writeConfigStrings
    scr_writeConfigStrings
    sv_keywords
    sv_dwlsgerror
    sv_allowAnonymous
    sv_disableClientConsole
    sv_privatePassword
    sv_allowDownload
    sv_iwds
    sv_iwdNames
    sv_referencedIwds
    sv_referencedIwdNames
    sv_FFCheckSums
    sv_FFNames
    sv_referencedFFCheckSums
    sv_referencedFFNames
    sv_authenticating
    sv_voice
    sv_voiceQuality
    sv_cheats
    sv_pure
    rcon_password
    sv_fps
    sv_showPingSpam
    sv_zombietime
    sv_reconnectlimit
    sv_padPackets
    sv_allowedClan1
    sv_allowedClan2
    sv_packet_info
    sv_showAverageBPS
    sv_kickBanTime
    sv_mapRotation
    sv_mapRotationCurrent
    sv_debugRate
    sv_debugReliableCmds
    nextmap
    com_movieIsPlaying
    sv_wwwDownload
    sv_wwwBaseURL
    sv_wwwDlDisconnected
    sv_smp
    sv_network_fps
    sv_assistWorkers
    sv_clientArchive
    localhost
    
    
    HUD Overall 
    
    hud_fadeout_speed
    hud_enable
    hud_fade_ammodisplay
    hud_fade_healthbar
    hud_fade_compass
    hud_fade_stance
    hud_fade_offhand
    hud_fade_sprint
    hud_fade_vehiclecontrols
    hud_health_startpulse_injured
    hud_health_startpulse_critical
    hud_health_pulserate_injured
    hud_health_pulserate_critical
    hud_deathQuoteFadeTime
    hud_healthOverlay_regenPauseTime
    hud_healthOverlay_pulseStart
    hud_healthOverlay_pulseStop
    hud_healthOverlay_phaseOne_toAlphaAdd
    hud_healthOverlay_phaseOne_pulseDuration
    hud_healthOverlay_phaseTwo_toAlphaMultiplier
    hud_healthOverlay_phaseTwo_pulseDuration
    hud_healthOverlay_phaseThree_toAlphaMultiplier
    hud_healthOverlay_phaseThree_pulseDuration
    hud_healthOverlay_phaseEnd_fromAlpha
    hud_healthOverlay_phaseEnd_toAlpha
    hud_healthOverlay_phaseEnd_pulseDuration
    cg_sprintMeterFullColor
    cg_sprintMeterEmptyColor
    cg_sprintMeterDisabledColor
    cg_drawTalk
    
    I R Noob 
    
    cg_heliKillCamFov
    cg_heliKillCamNearBlur
    cg_heliKillCamFarBlur
    cg_heliKillCamFarBlurStart
    cg_heliKillCamFarBlurDist
    cg_heliKillCamNearBlurStart
    cg_heliKillCamNearBlurEnd
    cg_scriptedKillCamFov
    cg_scriptedKillCamCloseXYDist
    cg_scriptedKillCamCloseZDist
    cg_scriptedKillCamNearBlur
    cg_scriptedKillCamFarBlur
    cg_scriptedKillCamFarBlurStart
    cg_scriptedKillCamFarBlurDist
    cg_scriptedKillCamNearBlurStart
    cg_scriptedKillCamNearBlurEnd
    cg_destructibleKillCamFov
    cg_destructibleKillCamCloseXYDist
    cg_destructibleKillCamCloseZDist
    cg_destructibleKillCamNearBlur
    cg_destructibleKillCamFarBlur
    cg_destructibleKillCamFarBlurStart
    cg_destructibleKillCamFarBlurDist
    cg_destructibleKillCamNearBlurStart
    cg_destructibleKillCamNearBlurEnd
    cg_destructibleKillCamZIncrease
    cg_destructibleKillCamRegularHeight
    cg_explosiveKillCamUpDist
    cg_explosiveKillCamBackDist
    cg_explosiveKillCamWallOutDist
    cg_explosiveKillCamWallSideDist
    cg_explosiveKillCamGroundUpDist
    cg_explosiveKillCamGroundBackDist
    cg_rocketKillCamUpDist
    cg_rocketKillCamBackDist
    cg_explosiveKillCamStopDist
    cg_explosiveKillCamStopDecelDist
    cg_dogKillCamFov
    cg_dogKillCamForwardDist
    cg_dogKillCamUpDist
    cg_dogKillCamSideDist
    cg_dogKillCamDistFromEyes
    cg_dogKillMinDistFromTarget
    cg_artilleryKillCamFov
    cg_artilleryKillCamUpDist
    cg_artilleryKillCamBackDist
    cg_artilleryKillCamWallOutDist
    cg_artilleryKillCamWallSideDist
    cg_artilleryKillCamGroundUpDist
    cg_artilleryKillCamGroundBackDist
    cg_turretKillCamFov
    cg_turretKillCamCloseXYDist
    cg_turretKillCamCloseZDist
    cg_turretKillCamNearBlur
    cg_turretKillCamFarBlur
    cg_turretKillCamFarBlurStart
    cg_turretKillCamFarBlurDist
    cg_turretKillCamNearBlurStart
    cg_turretKillCamNearBlurEnd
    cg_turretKillCamHeightIncrease
    cg_turretKillCamBackOffset
    cg_turretKillCamSideOffset
    cg_turretKillCamDistanceIncrease
    cg_infraredBlurTime
    
    
    Server Bots 
    
    sv_botFov
    sv_botGoalRadius
    sv_botCloseDistance
    sv_botSprintDistance
    sv_botCrouchDistance
    sv_botTargetLeadBias
    sv_botUseFriendNames
    sv_botAllowGrenades
    sv_botMinGrenadeTime
    sv_botMaxGrenadeTime
    sv_botMinAdsTime
    sv_botMaxAdsTime
    sv_botMinPitchTime
    sv_botMaxPitchTime
    sv_botMinCrouchTime
    sv_botMaxCrouchTime
    sv_botMinDeathTime
    sv_botMaxDeathTime
    sv_botMinFireTime
    sv_botMaxFireTime
    sv_botMinReactionTime
    sv_botMaxReactionTime
    sv_botYawSpeed
    sv_botYawSpeedAds
    sv_botPitchUp
    sv_botPitchDown
    sv_botPitchSpeed
    sv_botPitchSpeedAds
    sv_botStrafeChance
    sv_botMinStrafeTime
    sv_botMaxStrafeTime
    
    
    Animation
    
    bg_viewKickScale
    bg_viewKickMax
    bg_viewKickMin
    bg_viewKickRandom
    player_view_pitch_up
    player_view_pitch_down
    player_lean_shift
    player_lean_shift_crouch
    player_lean_rotate
    player_lean_rotate_crouch
    player_useSlopeAnims
    bg_ladder_yawcap
    bg_prone_yawcap
    bg_foliagesnd_minspeed
    bg_foliagesnd_maxspeed
    bg_foliagesnd_slowinterval
    bg_foliagesnd_fastinterval
    bg_foliagesnd_resetinterval
    scr_team_fftype
    bg_fallDamageMinHeight
    bg_fallDamageMaxHeight
    friction
    stopspeed
    cg_ufo_scaler
    bg_swingSpeed
    bg_proneSwingSpeed
    bg_legYawTolerance
    bg_legYawCrouchTolerance
    bg_legYawProneTolerance
    bg_viewBobAmplitudeBase
    bg_viewBobAmplitudeSprinting
    bg_viewBobAmplitudeDtp
    bg_viewBobAmplitudeSwimming
    bg_viewBobAmplitudeStanding
    bg_viewBobAmplitudeStandingAds
    bg_viewBobAmplitudeDucked
    bg_viewBobAmplitudeDuckedAds
    bg_viewBobAmplitudeProne
    bg_viewBobAmplitudeRoll
    bg_bobMax
    bg_forceDurationOverride
    bg_blendTimeOverride
    bg_weaponBobAmplitudeBase
    bg_weaponBobAmplitudeSprinting
    bg_weaponBobAmplitudeDtp
    bg_weaponBobAmplitudeSwimming
    bg_weaponBobAmplitudeStanding
    bg_weaponBobAmplitudeDucked
    bg_weaponBobAmplitudeProne
    bg_weaponBobAmplitudeRoll
    bg_weaponBobMax
    bg_weaponBobLag
    bg_weaponBobFrequencySwimming
    bg_weaponBobHeavyWeaponScalar
    bg_forceExplosiveBullets
    bg_aimSpreadMoveSpeedThreshold
    bg_maxGrenadeIndicatorSpeed
    player_breath_hold_time
    player_breath_gasp_time
    player_breath_fire_delay
    player_breath_gasp_scale
    player_breath_hold_lerp
    player_breath_gasp_lerp
    player_breath_snd_lerp
    player_breath_snd_delay
    player_scopeExitOnDamage
    player_adsExitDelay
    player_move_factor_on_torso
    player_debugHealth
    player_sustainAmmo
    player_clipSizeMultiplier
    player_lastStandBleedoutTime
    player_lastStandBleedoutTimeNoRevive
    revive_time_taken
    player_lastStandHealthOverlayTime
    player_reviveTriggerRadius
    player_revivePlayerListCycleTime
    bg_vsmode_hud
    player_enableShuffleAnims
    player_animRunThreshhold
    player_animWalkThreshhold
    player_runbkThreshhold
    player_moveThreshhold
    player_footstepsThreshhold
    player_runThreshhold
    player_knockbackMoveThreshhold
    player_sprintThreshhold
    player_waterSpeedScale
    player_floatSpeed
    player_disableWeaponsInWater
    player_sliding_friction
    player_sliding_wishspeed
    player_sliding_velocity_cap
    player_strafeSpeedScale
    player_backSpeedScale
    player_strafeAnimCosAngle
    player_slopeAnimAngle
    player_spectateSpeedScale
    player_enduranceSpeedScale
    player_sprintForwardMinimum
    player_sprintSpeedScale
    player_sprintUnlimited
    player_sprintTime
    player_sprintMinTime
    player_sprintRechargePause
    player_sprintStrafeSpeedScale
    player_sprintCameraBob
    player_turnRateScale
    player_turnAnims
    player_bayonetLaunchProof
    player_bayonetLaunchDebugging
    player_bayonetLaunchZCap
    player_dmgtimer_timePerPoint
    player_dmgtimer_maxTime
    player_dmgtimer_minScale
    player_dmgtimer_stumbleTime
    player_dmgtimer_flinchTime
    shellshock_loop
    bg_shock_soundLoop
    shellshock_loop_silent
    bg_shock_soundLoopSilent
    shellshock_end
    bg_shock_soundEnd
    shellshock_end_abort
    bg_shock_soundEndAbort
    bg_shock_screenType
    bg_shock_screenBlurBlendTime
    bg_shock_screenBlurBlendFadeTime
    bg_shock_screenFlashWhiteFadeTime
    bg_shock_screenFlashShotFadeTime
    bg_shock_viewKickPeriod
    bg_shock_viewKickRadius
    bg_shock_viewKickFadeTime
    bg_shock_sound
    bg_shock_soundFadeInTime
    bg_shock_soundFadeOutTime
    bg_shock_soundLoopFadeTime
    bg_shock_soundLoopEndDelay
    default
    bg_shock_soundRoomType
    bg_shock_soundDryLevel
    bg_shock_soundWetLevel
    bg_shock_soundModEndDelay
    default
    bg_shock_soundSnapshot
    bg_shock_lookControl
    bg_shock_lookControl_maxpitchspeed
    bg_shock_lookControl_maxyawspeed
    bg_shock_lookControl_mousesensitivityscale
    bg_shock_lookControl_fadeTime
    bg_shock_movement
    bg_shock_animation
    bg_shock_visionset_name
    bg_shock_visionset_inTime
    bg_shock_visionset_outTime
    player_meleeRange
    player_meleeWidth
    player_meleeHeight
    player_bayonetRange
    player_bayonetTargetDist
    player_burstFireCooldown
    bg_gravity
    bg_lowGravity
    player_swimTime
    player_swimDamage
    player_swimDamagerInterval
    player_viewLockEnt
    player_viewRateScale
    player_topDownCamMode
    player_topDownCamOffset
    player_topDownCamAngles
    player_topDownCamCenterPos
    player_topDownCursorDist
    player_topDownCursorPos
    player_forceRedCrosshair
    bullet_penetrationMinFxDist
    cg_cinematicFullscreen
    cg_debugMounting
    player_AimBlend_Back_Low
    player_AimBlend_Back_Mid
    player_AimBlend_Back_Up
    player_AimBlend_Pelvis
    player_AimBlend_Neck
    player_AimBlend_Head
    player_AimBlend_Shoulder
    dog_MeleeDamage
    vehControlMode
    vehRecenterDelay
    vehLockTurretToPlayerView
    vehLocationalVehicleSeatEntry
    vehicle_perk_boost_duration_seconds
    vehicle_riding
    vehicle_selfCollision
    debugRenderPlayerCollision
    bg_disableWeaponPlantingInWater
    bg_plantInWaterDepth
    bg_drawGrenadeInHand
    bg_playStandToCrouchAnims
    bg_maxWeaponAnimScale
    bg_gunXOffset
    tag_weapon_left
    bg_weaponleftbone
    tag_weapon_right
    bg_weaponrightbone
    bg_slopeFrames
    debug_rope
    vehicle_sounds_cutoff
    footstep_sounds_cutoff
    show_reticle_during_swimming
    ragdoll_reactivation_cutoff
    bg_teleportAlignTime
    bg_enableIKActiveFix
    waterbrush_entity
    dive2swim
    dive_recharge
    playerPushAmount
    bg_freeCamClipToHeliPatch
    Spoiler:
    Code:
     
    
    Originally Posted by Demo
    demo_enabled demo_recordBasicTraining demo_recordPrivateMatch demo_filesizeLimit demo_debug demo_drawdebuginformation demo_errortitle demo_errormessage demo_client demo_recordingrate demo_keyframerate demo_pause demo_usefilesystem demo_save_smp demo_timescale demo_timeScaleRate demo_cmdnum demo_bookmarkEventThresholdTime demo_controllerConfig demo_defaultSegmentTag demo_selectedSegmentIndex demo_packetsPerSecondMin demo_bytesPerSecondMin demo_packetsPerSecondMax demo_bytesPerSecondMax Leaderboard incrementescrow downloadingleaderboard reportuser lb_minrefresh lb_filter lb_maxrows lb_type lb_typeByResetPeriod lb_prestige lb_forceLbWrite lb_LastFetchTime lb_escrowTimeout lb_escrowRefresh Movement Binds motorcycle_player +gas +reverse +handbrake +vehicleattack +vehicleattacksecond +vehiclemoveup +vehiclemovedown +switchseat +vehicleboost +vehiclespecialability +vehiclefirepickup +vehicleswappickup +vehicledropdeployable Renderer!! r_ignore Codec used when rendering clips. r_clipCodec Render clip size. r_clipSize Render clip FPS. r_clipFPS Game window horizontal position vid_xpos game window vertical position vid_ypos Display game full screen r_fullscreen Gamma value r_gamma Ignore hardware gamma r_ignorehwgamma Maximum anisotropy to use for texture filtering r_texFilterAnisoMax Disables all texture filtering (uses nearest only.) r_texFilterDisable Minimum anisotropy to use for texture filtering (overridden by max) r_texFilterAnisoMin Forces all mipmaps to use a particular blend between levels (or disables mipping.) r_texFilterMipMode Change the mipmap bias r_texFilterMipBias Toggles rendering without lighting r_fullbright Enable shader debugging information r_debugShader Shows conflicts between primary lights r_lightConflicts GPU synchronization type (used to improve mouse responsiveness) r_gpuSync Use multiple GPUs r_multiGpu Enable cache for vertices of animated models r_skinCache Enable fast model skinning r_fastSkin Enable static model cache r_smc_enable Batch surfaces to reduce primitive count r_pretess Scale the level of detail distance for rigid models (larger reduces detail) r_lodScaleRigid Bias the level of detail distance for rigid models (negative increases detail) r_lodBiasRigid Scale the level of detail distance for skinned models (larger reduces detail) r_lodScaleSkinned Bias the level of detail distance for skinned models (negative increases detail) r_lodBiasSkinned Threshold FOV LOD scaling must pass before taking effect for skinned models r_fovScaleThresholdSkinned Threshold FOV LOD scaling must pass before taking effect for rigid models r_fovScaleThresholdRigid Set to zero to force world lods to highest r_worldLod Things closer than this aren't drawn. Reducing this increases z-fighting in the distance. r_znear Viewmodel near clip plane r_znear_depthhack Change the distance at which culling fog reaches 100% opacity; 0 is off r_zfar Set to 0 to disable fog r_fog Offset scale for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetScale Offset bias for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetBias If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars. r_picmip_manual Picmip level of color maps. If r_picmip_manual is 0, this is read-only. r_picmip Picmip level of normal maps. If r_picmip_manual is 0, this is read-only. r_picmip_bump Picmip level of specular maps. If r_picmip_manual is 0, this is read-only. r_picmip_spec Picmip level of water maps. r_picmip_water Enables environment map specular lighting r_envMapSpecular Replace all lightmaps with pure black or pure white r_lightMap Replace all color maps with pure black or pure white r_colorMap Replace all normal maps with a flat normal map r_normalMap Replace all specular and roughness maps r_specularRoughnessMap Set greater than 1 to brighten specular highlights r_specularColorScale Globally scale the diffuse color of all point lights r_diffuseColorScale Set to true to use layered materials on shader model 3 hardware r_useLayeredMaterials Set to false to disable dx allocations (for dedicated server mode) r_loadForRenderer Upscale the frame buffer with sharpen filter and color correction. r_resampleScene Shows materials tagged with 'nopenetrate' r_showPenetration Shows how expensive it is to draw every pixel on the screen r_showPixelCost Width of server side debug lines r_debugLineWidth Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends. r_vc_makelog Show this many rows of light grid points for the vis cache r_vc_showlog Show light grid debugging information r_showLightGrid Show lighting origins for models r_showLightingOrigins Use rainbow colors for entities that are outside the light grid r_showMissingLightGrid Speed up static model lighting by caching previous results r_cacheSModelLighting Speed up model lighting by caching previous results r_cacheModelLighting Ambient light strength r_lightTweakAmbient diffuse light fraction r_lightTweakDiffuseFraction Sunlight strength r_lightTweakSunLight Light ambient color r_lightTweakAmbientColor Sun color r_lightTweakSunColor Sun diffuse color r_lightTweakSunDiffuseColor Sun direction in degrees r_lightTweakSunDirection Min reflection intensity based on glancing angle. r_envMapOverride Min reflection intensity based on glancing angle. r_envMapMinIntensity Max reflection intensity based on glancing angle. r_envMapMaxIntensity Reflection exponent. r_envMapExponent Max sun specular intensity intensity with env map materials. r_envMapSunIntensity Toggles the display of sun direction debug r_showSunDirectionDebug Toggles the display of particle outdoor volume debug r_showOutdoorVolumeDebug material color checker XYZ d65 coords r_materialXYZ print active materials (IN REMOTE CONSOLE) r_collectActiveMaterials Write all graphics hardware calls for this many frames to a logfile r_logFile Skips all rendering. Useful for benchmarking. r_norefresh Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound. r_scaleViewport Process renderer back end in a separate thread r_smp_backend Process renderer front end in a separate thread r_smp_worker Number of worker threads r_smp_worker_threads Enable worker thread Worker thread always disabled; not enough hardware threads Transparency anti-aliasing method r_aaAlpha Anti-aliasing sample count; 1 disables anti-aliasing r_aaSamples Enable v-sync before drawing the next frame to avoid 'tearing' artifacts. r_vsync Controls how the color buffer is cleared r_clear Color to clear the screen to when clearing the frame buffer r_clearColor Color to clear every second frame to (for use during development) r_clearColor2 Sets the rendered pixels' alpha to 255 and the background to 0 r_setFrameBufferAlpha Maximum number of dynamic lights drawn simultaneously r_dlightLimit Maximum radius to limit dlights to in fullscreen. r_dlightMaxFullScreenRadius Maximum radius to limit dlights to when not fullscreen r_dlightMaxNonFullScreenRadius Maximum number of DObjs drawn simultaneously r_dobjLimit Maximum number of models drawn simultaneously r_modelLimit Maximum number of brushes drawn simultaneously r_brushLimit Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade. r_spotLightFovInnerFraction Radius of the circle at the start of the spot light in inches. r_spotLightStartRadius Radius of the circle at the end of the spot light in inches. r_spotLightEndRadius Enable shadows for spot lights. r_spotLightShadows Enable static model shadows for spot lights. r_spotLightSModelShadows Enable entity shadows for spot lights. r_spotLightEntityShadows Brightness scale for spot light to get overbrightness from the 0-1 particle color range. r_spotLightBrightness Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade. r_flashLightFovInnerFraction Radius of the circle at the start of the flash light in inches. r_flashLightStartRadius Radius of the circle at the end of the flash light in inches. r_flashLightEndRadius Enable shadows for flash light. r_flashLightShadows Brightness scale for flash light. r_flashLightBrightness Relative position of the Flashlight. r_flashLightOffset Distance of the flash light in inches. r_flashLightRange Flashlight Color. r_flashLightColor Flashlight Movement Amount. r_flashLightBobAmount Flashlight Movement Rate. r_flashLightBobRate Flashlight Specular Scale. r_flashLightSpecularScale Flashlight Flicker Amount. r_flashLightFlickerAmount Flashlight Flicker Rate (Times per second). r_flashLightFlickerRate Enable water rendering r_drawWater Lock the viewpoint used for determining what is visible to the current position and direction r_lockPvs Skipt the determination of what is in the potentially visible set (disables most drawing) r_skipPvs Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle r_portalBevels Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen r_portalBevelsOnly Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is. r_singleCell Only draw cells that are forced to be off. r_showForcedInvisibleCells Stop portal recursion after this many iterations. Useful for debugging portal errors. r_portalWalkLimit Don't clip child portals by a parent portal smaller than this fraction of the screen area. r_portalMinClipArea Ignore r_portalMinClipArea for portals with fewer than this many parent portals. r_portalMinRecurseDepth Enable occluders r_enableOccluders Show portals for debugging r_showPortals Show front buffer color debugging information r_showFbColorDebug Show float z buffer used to eliminate hard edges on particles near geometry r_showFloatZDebug Allocate a float z buffer (required for effects such as floatz, dof, and laser light) r_floatz Enable depth prepass (usually improves performance) r_depthPrepass Distance for high level of detail r_highLodDist Distance for medium level of detail r_mediumLodDist Distance for low level of detail r_lowLodDist Distance for lowest level of detail r_lowestLodDist Force all level of detail to this level r_forceLod Set to 0 to replace all model vertex colors with white when loaded r_modelVertColor Enable shadow mapping sm_enable Enable sun shadow mapping from script sm_sunEnable Enable spot shadow mapping from script sm_spotEnable Limits how many primary lights can have shadow maps sm_maxLights How many seconds it takes for a primary light shadow map to fade in or out sm_spotShadowFadeTime When picking shadows for primary lights, measure distance from a point this far in front of the camera. sm_lightScore_eyeProjectDist When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction. sm_lightScore_spotProjectFrac forces sun to always do shadow mapping, from script sm_sunAlwaysCastsShadow Shadow map offset scale sm_polygonOffsetScale Shadow map offset bias sm_polygonOffsetBias Shadow sample size sm_sunSampleSizeNear Sun shadow center, 0 0 0 means don't override sm_sunShadowCenter Sun shadow scale optimization sm_sunShadowScale use quarter resolution sun shadow map sm_sunShadowSmallEnable Size of Back Buffer r_backBufferSize Size of Back Buffer Y r_backBufferSizeY Radius scaler for large spot shadow switch over sm_spotShadowLargeRadiusScale Strict shadow map cull sm_strictCull Fast sun shadow sm_fastSunShadow Fast spot shadow sm_qualitySpotShadow Provides high-res spot shadows for the only one spotlight in the scene. sm_fullResSpotShadowEnable Stream high mip levels (1=world|2=xmodels|4=bmodels) r_stream Set true to clear all streamed highmip levels r_streamClear Corrupts high mip levels which should not be visible, rather than unloading them. r_streamDebug Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming. r_streamFull Number of msec to add to streaming to roughly fake DVD lag r_streamFakeLagMsec Maximum distance to predictively stream from r_streamMaxDist Show streaming stats r_streamShowStats Show list of streamed textures r_streamShowList Limit size of stream buffer in KB (0 is no limit) r_streamSize Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha) r_streamTaint Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images. r_streamFreezeState Enable logging of all streaming commands executed - printed to Output and console r_streamLog Scale the distance of hidden objects by this amount r_streamHiddenPush Force lowest detail mips to always be loaded (disable this for more memory in release builds) r_streamLowDetail 3D turret shift r_stereoTurretShift Allow blur. r_blur_allowed Dev tweak to blur the screen r_blur Enable distortion r_distortion Allow flame effect. r_flame_allowed Film LUT Index. r_filmLut Tweak Film LUT Index. r_filmTweakLut Enable First Person Player Shadow. r_enablePlayerShadow Enable Player Flashlight. r_enableFlashlight Enable Water Fog Test. r_waterFogTest Contrast adjustment r_contrast Brightness adjustment r_brightness Desaturation adjustment r_desaturation Tweak dev var; film color brightness r_filmTweakBrightness Tweak dev var; Desaturation applied after all 3D drawing r_filmTweakDesaturation Tweak dev var; enable inverted video r_filmTweakInvert Overide film effects with tweak dvar values r_filmUseTweaks Tweak dev var; enable film color effects r_filmTweakEnable Tweak dev var; film color Hue dark - mid - light r_filmTweakHue Tweak dev var; film color Saturation dark - mid - light r_filmTweakSaturation Tweak dev var; film color Color Temp dark - mid - light r_filmTweakColorTemp Tweak dev var; film color Dark Tint r_filmTweakDarkTint Tweak dev var; film color Mid Tint r_filmTweakMidTint Tweak dev var; film color Light Tint r_filmTweakLightTint Tweak dev var; film color Mid Start r_filmTweakMidStart Tweak dev var; film color Mid End r_filmTweakMidEnd Tweak dev var; film color Dark range feather amount r_filmTweakDarkFeather Tweak dev var; film color Light range feather amount r_filmTweakLightFeather Tweak dev var; film color Contrast dark - mid - light r_filmTweakContrast Tweak dev var; film color Bleach dark - mid - light r_filmTweakBleach Tweak dev var; enable dark - mid - light debug display r_filmTweakRangeDebug S-Curve Shoulder Strength r_sCurveShoulderStrength S-Curve Linear Strength r_sCurveLinearStrength S-Curve Linear Angle r_sCurveLinearAngle S-Curve Toe Strength r_sCurveToeStrength S-Curve Toe Numerator r_sCurveToeNumerator S-Curve Toe Denominator r_sCurveToeDenominator S-Curve On-Off r_sCurveEnable film curve black point r_flimCurveBlack film curve white point r_flimCurveWhite film curve soft clip point r_filmCurveSoftClip water wave angle r_waterWaveAngle water wave wavelength r_waterWaveWavelength water wave amplitude r_waterWaveAmplitude water wave phase r_waterWavePhase water wave steepness r_waterWaveSteepness water wave speed r_waterWaveSpeed Enable the depth of field effect r_dof_enable Use dvars to set the depth of field effect; overrides r_dof_enable r_dof_tweak Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 r_dof_nearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 r_dof_farBlur Depth of field viewmodel start distance, in inches r_dof_viewModelStart Depth of field viewmodel end distance, in inches r_dof_viewModelEnd Depth of field near start distance, in inches r_dof_nearStart Depth of field near end distance, in inches r_dof_nearEnd Depth of field far start distance, in inches r_dof_farStart Depth of field far end distance, in inches r_dof_farEnd Depth of field bias as a power function (like gamma); less than 1 is sharper r_dof_bias displays DOF parameter debug r_dof_showdebug Enable the motion blur effect r_motionblur_enable Enable object based motion blur effect r_motionblur_frameBased_enable Tweak dev var; sets the number of pixels sampled r_motionblur_numberOfSamples Tweak dev var; origin of blur r_motionblur_blurOrigin Tweak dev var; blur magnitude due to direction change r_motionblur_directionFactor Tweak dev var; blur magnitude due to position change r_motionblur_positionFactor Caps the number of pixels sampled for blur r_motionblur_maxblur Enable the flamethrower effect r_flameFX_enable Distortion uv scales (Default to 1) r_flameFX_distortionScaleFactor Distortion magnitude r_flameFX_magnitude fire frames per sec r_flameFX_FPS Sets fade duration in seconds r_flameFX_fadeDuration Enable the water sheeting effect r_waterSheetingFX_allowed Enable the water sheeting effect r_waterSheetingFX_enable Distortion uv scales (Default to 1) r_waterSheetingFX_distortionScaleFactor Distortion magnitude r_waterSheetingFX_magnitude Tweak dev var; Glow radius in pixels at 640x480 r_waterSheetingFX_radius Sets fade duration in seconds r_waterSheetingFX_fadeDuration Enable the revive effect debug r_reviveFX_debug Sets fade duration in seconds r_reviveFX_fadeDuration edge color temp r_reviveFX_edgeColorTemp edge saturation r_reviveFX_edgeSaturation edge scale (tint) adjust RGB r_reviveFX_edgeScale edge contrast adjust RGB r_reviveFX_edgeContrast edge tv style brightness adjust RGB r_reviveFX_edgeOffset edge effect amount r_reviveFX_edgeAmount edge mask expansion contraction r_reviveFX_edgeMaskAdjust Enable the genericFilter material r_genericFilter_enable Enable the superFlare effect r_superFlare_enable Enable the superFlare debug occlusion circles r_superFlare_debug Enable the poison effect r_poisonFX_debug_enable Poison effect amount r_poisonFX_debug_amount pulse rate for distortion r_poisonFX_pulse amount of distortion in x r_poisonFX_warpX amount of distortion in y r_poisonFX_warpY double vision angle r_poisonFX_dvisionA amount of double vision x r_poisonFX_dvisionX amount of double vision y r_poisonFX_dvisionY blur min r_poisonFX_blurMin blur max r_poisonFX_blurMax debug display expensive HDR alphas r_showHDRalpha enable full HDR rendering r_fullHDRrendering lut data r_lutvar_0 lut data r_lutvar_1 lut data r_lutvar_2 lut data r_lutvar_3 lut data r_lutvar_4 lut data r_lutvar_5 lut data r_lutvar_6 lut data r_lutvar_7 lut data r_lutvar_8 lut data r_lutvar_9 lut data r_lutvar_10 lut data r_lutvar_11 lut data r_lutvar_12 lut data r_lutvar_13 lut data r_lutvar_14 lut data r_lutvar_15 enable the exposure dvar tweak r_exposureTweak exposure r_exposureValue enbale bloom tweaks r_bloomTweaks bloom blur radius r_bloomBlurRadius tint weights RGB, desaturation amount r_bloomTintWeights color scale RGB, desaturation start r_bloomColorScale tint scale RGB, desaturation end r_bloomTintScale lo hi curve breakpoint RGBT r_bloomCurveBreakpoint curve lo black point RGBT r_bloomCurveLoBlack curve lo gamma ramp RGBT r_bloomCurveLoGamma curve lo white point RGBT r_bloomCurveLoWhite curve lo output black point RGBT r_bloomCurveLoRemapBlack curve lo output white point RGBT r_bloomCurveLoRemapWhite curve hi black point RGBT r_bloomCurveHiBlack curve hi gamma ramp RGBT r_bloomCurveHiGamma curve hi white point RGBT r_bloomCurveHiWhite curve hi output black point RGBT r_bloomCurveHiRemapBlack curve hi output white point RGBT r_bloomCurveHiRemapWhite expansion amount x&y and expansion target x&y r_bloomExpansionControl amount of expansion to lerp in RGBT r_bloomExpansionWeights bloom expansion source point r_bloomExpansionSource amount of bloom feedback r_bloomPersistence level weights RGB, level gamma r_bloomStreakXLevels0 level in black white, out black white r_bloomStreakXLevels1 streak inner tint r_bloomStreakXInnerTint streak outer tint r_bloomStreakXOuterTint streak saturation weights, saturation r_bloomStreakXTintControl streak tint r_bloomStreakXTint level weights RGB, level gamma r_bloomStreakYLevels0 level in black white, out black white r_bloomStreakYLevels1 streak inner tint r_bloomStreakYInnerTint streak outer tint r_bloomStreakYOuterTint streak saturation weights, saturation r_bloomStreakYTintControl streak tint r_bloomStreakYTint r,g,b channel shift x r_finalShiftX r,g,b channel shift y r_finalShiftY Use primary light intensity tweaks r_primaryLightUseTweaks Tweak the diffuse intensity for primary lights r_primaryLightTweakDiffuseStrength Tweak the specular intensity for primary lights r_primaryLightTweakSpecularStrength Enable tweaks of the light color from the light grid r_lightGridEnableTweaks Use tweaked values instead of default r_lightGridUseTweakedValues Adjust the intensity of light color from the light grid r_lightGridIntensity Adjust the contrast of light color from the light grid r_lightGridContrast Enable hero-only lighting r_heroLighting hero diffuse light saturation r_heroLightSaturation hero diffuse light temp r_heroLightColorTemp hero diffuse light scale r_heroLightScale toggle multipass dlights rendering r_enableDlights debug dlights mode r_debugHDRdlight dlights color scale r_debugHDRdlight_scale distance dlights appear around camera r_debugHDRdlight_distance dlights falloff radius r_debugHDRdlight_radius dlights debug color r_debugHDRdlight_color number of viewports to expect to render r_num_viewports Affects the height map lookup for making sure snow doesn't go indoors r_outdoorAwayBias Affects the height map lookup for making sure snow doesn't go indoors r_outdoorDownBias Outdoor z-feathering value r_outdoorFeather Set sun flare values from dvars rather than the level r_sun_from_dvars Enable development environment developer Allow server side cheats sv_cheats Draw stats monitor com_statmon Use Streaming SIMD Extensions for skinning r_sse_skinning Index of the monitor to use in a multi monitor system; 0 picks automatically. r_monitor Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9. r_aspectRatio Special resolution mode for the remote debugger r_customMode Enable Nvidia Open Automate testing r_open_automate Enable tree rustle, grass wind react etc r_gfxopt_dynamic_foliage Enable advanced water simulation r_gfxopt_water_simulation Enable support for the intz depth buffer format. r_allow_intz Enable support for the null render target format. r_allow_null_rt Use the driver convergence values instead of the game defined values. r_use_driver_convergence Stereo convergence. r_convergence Create a multithreaded d3d device. r_multithreaded_device shader warming: disable dpvs culling r_warm_dpvs shader warming: bsp objects r_warm_bsp shader warming: static objects r_warm_static shader warming: d objects r_warm_dobj Number of seconds after displaying a per-frame warning before it will display again r_warningRepeatDelay Generate cube maps for reflection probes. r_reflectionProbeGenerate Regenerate cube maps for all reflection probes. r_reflectionProbeRegenerateAll Exit when done generating reflection cubes. r_reflectionProbeGenerateExit test r_grassBurn Diables grass movement r_grassEnable Sky transition blend factor. r_skyTransition Envmap Scale. r_treeScale Specular Scale. r_testScale Sky box color temp. r_skyColorTemp Highlight Alpha Blended Polygons. r_debugLayers color of burned destructibles r_burnedDestructibleColor Enable shaderworks overrides r_swrk_override_enable overrides the __characterCharredAmount Shaderworks tweak r_swrk_override_characterCharredAmount overrides the __characterDissolveColor Shaderworks tweak r_swrk_override_characterDissolveColor Overrides the character wetness. r_swrk_override_wetness shows location of primary lights r_debugShowPrimaryLights shows location of dynamic lights r_debugShowDynamicLights shows location of coronas r_debugShowCoronas enables the optimization of a separate charred material tech r_use_separate_char_tech enables the fog debug display r_drawDebugFogParams Toggles see-through impact holes r_seethru_decal_enable Toggles tension r_tension_enable Show UI3D debug overlay r_ui3d_debug_display Use UI debug values r_ui3d_use_debug_values ui3d texture window x r_ui3d_x ui3d texture window y r_ui3d_y ui3d texture window width r_ui3d_w ui3d texture window height r_ui3d_h Show missile camera debug overlay r_missile_cam_debug_display custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio r_extracam_custom_aspectratio enables extra cam shadowmapping r_extracam_shadowmap_enable How far to draw scs debug view r_shader_constant_set_debug_range enables shader constant sets r_shader_constant_set_enable Enables sky intensity debugging display r_sky_intensity_showDebugDisplay use dvar values for sky intensity r_sky_intensity_useDebugValues angle0 of sky intensity r_sky_intensity_angle0 angle1 of sky intensity r_sky_intensity_angle1 angle0 of sky intensity r_sky_intensity_factor0 angle1 of sky intensity r_sky_intensity_factor1 Disables fog r_fog_disable Enables wind gusts that affect dynFoliage grass r_grassWindForceEnable turns on/off the script-driven cell vis bits r_dpvs_useCellForceInvisibleBits toggles if remote screen update draws the last frame r_remotescreen_renderlastframe Off-screen shadow casters LOD distance scale r_offscreenCasterLodScale Generate cube maps for reflection probes. r_reflectionProbeGenerate Regenerate cube maps for all reflection probes. r_reflectionProbeRegenerateAll Exit when done generating reflection cubes. r_reflectionProbeGenerateExit You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map. Enables dynamic water simulation r_watersim_enabled Enables bullet debug markers r_watersim_debug Flattens the water surface out r_watersim_flatten Time between seeding a new wave (ms) r_watersim_waveSeedDelay Amount of curl applied r_watersim_curlAmount Maximum curl limit r_watersim_curlMax Amount curl gets reduced by when over limit r_watersim_curlReduce Allows water to lap over the shoreline edge r_watersim_minShoreHeight Rate foam appears at r_watersim_foamAppear Rate foam disappears at r_watersim_foamDisappear Amount of wind applied r_watersim_windAmount Wind direction (degrees) r_watersim_windDir Maximum wind limit r_watersim_windMax Particle gravity r_watersim_particleGravity Limit at which particles get spawned r_watersim_particleLimit Length of each particle r_watersim_particleLength Width of each particle r_watersim_particleWidth XY coords to scroll water in r_watersim_scroll
    Originally Posted by Demo

    source:[Only registered and activated users can see links. ]
    can probably be really useful in the future, Thank you.
  5. 09-05-2011, 10:29 AM
    #4
    monkystyle's Avatar
    monkystyle
    L33T :carling: H@X0R
    384
    Posts
    1,066
    Reputation
    Jan 2010
    NextGenUpdate
    it made it a double post please delete this one.
    Last edited by monkystyle; 09-05-2011 at 10:31 AM.

  6. 09-05-2011, 02:02 PM
    #5
    WTL's Avatar
    WTL
    $wagg
    617
    Posts
    165
    Reputation
    Jan 2011
    NextGenUpdate
    Originally Posted by -_UK_ViiPeR_- View Post
    hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    Spoiler:
    Code:
    cmd
    configstrings
    clientinfo
    vid_restart
    snd_restart
    disconnect
    record
    demo
    cinematic
    logo
    stoprecord
    connect
    reconnect
    localservers
    globalservers
    showContextItem
    rcon
    setenv
    ping
    serverstatus
    showip
    fs_openedList
    fs_referencedList
    updatehunkusage
    SaveTranslations
    SaveNewTranslations
    LoadTranslations
    startSingleplayer
    buyNow
    singlePlayLink
    setRecommended
    cubemapShot
    openScriptMenu
    openmenu
    closemenu
    
    
    
    Physics
    
    phys_gravity
    phys_gravity_dir
    phys_vehicleGravityMultiplier
    phys_vehicleDamageFroceScale
    phys_vehicleUsePredictedPosition
    phys_bulletUpBias
    phys_bulletSpinScale
    phys_msecstep
    phys_drawcontacts
    phys_drawCollisionObj
    phys_debugBigQueries
    phys_debugCallback
    phys_debugDangerousRigidBodies
    phys_debugExpensivePushout
    phys_drawNitrousVehicle
    phys_drawNitrousVehicleEffects
    phys_entityCollision
    phys_vehicleWheelEntityCollision
    phys_vehicleFriction
    phys_ragdoll_joint_damp_scale
    phys_dragLinear
    phys_dragAngular
    phys_userRigidBodies
    phys_waterDragLinear
    phys_waterDragAngular
    phys_maxFloatTime
    phys_buoyancyDistanceCutoff
    phys_piecesSpawnDistanceCutoff
    phys_floatTimeVariance
    phys_buoyancyRippleFrequency
    phys_buoyancyRippleVariance
    phys_buoyancyFastComputation
    phys_buoyancy
    phys_ragdoll_buoyancy
    debug_trace
    debugRenderBulletMeshes
    debugRenderEntityBrushes
    debugRenderPatches
    debugRenderBrushes
    debugRenderColoredPatches
    debugRenderMask
    debugRenderCollisionDistance
    debugRenderStaticModelsBounds
    dumpStaticModels
    debugRenderGjkTraceGeom
    phys_player_collision_mode
    phys_player_collision_adjust_height
    phys_ai_collision_mode
    render_player_collision
    render_actor_collision
    render_bpi_env_collision
    enable_moving_paths
    enable_new_prone_check
    phys_heavyTankSwitch
    phys_fluid
    
    
    Client (includes a couple of commands)
    
    cl_socketpool_enabled
    cl_socketpool_size
    ui_wagerbet
    openmenu QuickWagerConfirmation
    openmenu WagerDeadBeat
    cl_noprint
    playlist
    category
    categoryPlaylist
    wagerCategory
    wagerCategoryPlaylist
    customGameMode
    cl_hudDrawsBehindUI
    cl_voice
    cl_timeout
    cl_connectTimeout
    cl_connectionAttempts
    cl_shownet
    cl_shownuments
    cl_showServerCommands
    cl_showSend
    cl_showTimeDelta
    cl_freezeDemo
    activeAction
    cl_avidemo
    cl_forceavidemo
    cl_clientDemoName
    cl_clientDemoUseMemoryBuffer
    cl_clientDemoType
    cl_clientDemoMaxRecordTime
    cl_clientDemoRequestPingTime
    cl_clientDemoCoolMomentExtendEnabled
    cl_clientDemoCoolMomentExtendTime
    cl_yawspeed
    cl_pitchspeed
    cl_anglespeedkey
    cl_maxpackets
    cl_packetdup
    sensitivity
    cl_mouseAccel
    cl_freelook
    cl_showmouserate
    cl_allowDownload
    cl_wwwDownload
    cl_talking
    r_inGameVideo
    cl_serverStatusResendTime
    cl_maxppf
    cl_bypassMouseInput
    m_pitch
    m_yaw
    m_forward
    m_side
    m_filter
    ui_custom_newname
    cl_socketpool_enabled
    cl_socketpool_size
    ui_clantag_new
    cl_demoFFSpeed
    cl_demoSkipToTime
    cl_demoLiveStreaming
    input_invertPitch
    input_viewSensitivity
    team_indicator
    cl_motdString
    cl_ingame
    cl_wasconnected
    cl_maxPing
    Unknown Soldier
    name
    clanName
    rate
    snaps
    cl_punkbuster
    password
    nextdemo
    mortarStrikesLeft
    hud_enable
    cg_blood
    cg_allow_mature
    cg_mature
    cl_serverchallenge
    motd
    cmd
    configstrings
    clientinfo
    vid_restart
    vid_restart
    snd_restart
    snd_restart
    disconnect
    disconnect
    record
    stoprecord
    demo
    demo
    timedemo
    timedemo
    dm_7
    demos
    demo
    dm_7
    demos
    timedemo
    toggledemorecording
    ui_animate
    logo
    connect
    reconnect
    findservers
    rcon
    showContextItem
    ping
    serverstatus
    setenv
    showip
    toggleMenu
    fs_openedList
    fs_referencedList
    updatehunkusage
    startSingleplayer
    cubemapShot
    openScriptMenu
    setclanname
    ui_keyboard_new
    ui_clear_keyboard_active
    ui_keyboard_complete
    updateListboxPos
    clearKeyStates
    selectStringTableEntryInDvar
    resetStats
    uploadStats
    setupviewport
    provisionallydisableallclients
    disableallbutprimaryclients
    disableallclients
    setclientbeingusedandprimary
    setclientbeingusedandprimaryandactive
    setclientbeingused
    setclientbeingusedandactive
    setclientnotbeingused
    setclientprimary
    signclientout
    SetCategoryFilter
    SetPrevPlaylist
    GetPrevPlaylist
    getOldCustomName
    setNewCustomName
    
    
    Server Browser 
    
    ui_joinGametype
    ui_netGametypeName
    ui_dedicated
    ui_currentNetMap
    ui_browserShowFull
    ui_browserShowEmpty
    ui_browserShowPassword
    ui_browserShowPure
    ui_browserMod
    ui_browserShowDedicated
    ui_browserFriendlyfire
    ui_browserKillcam
    ui_browserVoiceChat
    ui_browserGameMode
    ui_friendNameNew
    ui_friendSelectedInd
    ui_friendPendingSelectedInd
    ui_inviteSelectedInd
    ui_inviteScreen
    ui_browserPlayerCount
    ui_browserDedicatedServerCount
    ui_browserShowToolTip
    ui_browserShowMapTip
    ui_browserToolTip
    ui_browserShowInfo
    ui_browserShowPunkBuster
    ui_allowConsole
    ui_allowFov
    
    
    HUD 
    
    compassSize
    compassMaxRange
    compassMinRange
    compassMinRadius
    compassSoundPingFadeTime
    compassClampIcons
    compassFriendlyWidth
    compassFriendlyHeight
    compassPlayerWidth
    compassPlayerHeight
    compassCoords
    compassECoordCutoff
    compassRotation
    compassTickertapeStretch
    compassRadarPingFadeTime
    compassRadarUpdateTime
    compassRadarUpdateFastTime
    compassSatelliteStaticImageFadeTime
    compassSatellitePingFadeTime
    compassStaticImageUpdateTime
    compassSatelliteScanTime
    compassRadarLineThickness
    compassLocalRadarUpdateTime
    compassLocalRadarRadius
    compassObjectiveWidth
    compassObjectiveHeight
    compassObjectiveArrowWidth
    compassObjectiveArrowHeight
    compassObjectiveArrowOffset
    compassObjectiveArrowRotateDist
    compassObjectiveMaxRange
    compassObjectiveMinAlpha
    compassObjectiveNumRings
    compassObjectiveRingTime
    compassObjectiveRingSize
    compassObjectiveTextScale
    compassObjectiveTextHeight
    compassObjectiveDrawLines
    compassObjectiveIconWidth
    compassObjectiveIconHeight
    compassObjectiveIconWidthZombie
    compassObjectiveIconHeightZombie
    compassObjectiveNearbyDist
    compassObjectiveMinDistRange
    compassObjectiveDetailDist
    compassObjectiveMinHeight
    compassObjectiveMaxHeight
    compassPartialType
    compassSpectatorsSeeEnemies
    compassEnemyFootstepMaxRange
    compassEnemyFootstepMaxZ
    compassEnemyFootstepMinSpeed
    compassEnemyFootstepEnabled
    compassShowEnemies
    compassForcePlayerIcon
    compassGridEnabled
    compassGridRows
    compassGridCols
    compassGridAlign
    compassScaleDuration
    compassScaleDiff
    compassScaleTimer
    compassScaleReset
    typeWriterCod7LetterFXTime
    popInLetterFXTime
    redactionDisplayTime
    redactionFadeDuration
    redactionStartStrokeTime
    redactionStrokeTime
    cg_showZombieMap
    cg_hudMapRadarLineThickness
    cg_hudMapFriendlyWidth
    cg_hudMapFriendlyHeight
    cg_hudMapPlayerWidth
    cg_hudMapPlayerHeight
    cg_hudMapBorderWidth
    cg_showZombieControls
    
    
    Console 
    
    con_inputBoxColor
    con_inputHintBoxColor
    con_outputBarColor
    con_outputSliderColor
    con_outputWindowColor
    con_gameMsgWindow%dMsgTime   //On screen time for game messages in seconds in game message window %d
    con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
    con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
    con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
    con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
    con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
    con_errormessagetime
    con_minicontime
    con_miniconlines
    con_typewriterEnabledSounds
    con_typewriterPrintSpeed
    con_typewriterDecayStartTime
    con_typewriterDecayDuration
    con_typewriterColorBase
    con_typewriterColorGlowUpdated
    con_typewriterColorGlowCompleted
    con_typewriterColorGlowFailed
    con_typewriterColorGlowCheckpoint
    
    
    Server Hosting (requires license :/) 
    
    sv_hostname
    Unknown Soldier
    sv_noname
    maxreservedslots
    sv_clientSideBullets
    sv_clientSideVehicles
    penetrationCount
    penetrationCount_axis
    penetrationCount_allies
    bulletrange
    fxfrustumCutoff
    sv_punkbuster
    sv_security
    sv_ranked
    ui_ranked
    sv_dedicatedmaxclients
    sv_maxclients
    sv_maxRate
    sv_minPing
    sv_maxPing
    sv_timeout
    sv_connectTimeout
    sv_floodprotect
    sv_writeConfigStrings
    scr_writeConfigStrings
    sv_keywords
    sv_dwlsgerror
    sv_allowAnonymous
    sv_disableClientConsole
    sv_privatePassword
    sv_allowDownload
    sv_iwds
    sv_iwdNames
    sv_referencedIwds
    sv_referencedIwdNames
    sv_FFCheckSums
    sv_FFNames
    sv_referencedFFCheckSums
    sv_referencedFFNames
    sv_authenticating
    sv_voice
    sv_voiceQuality
    sv_cheats
    sv_pure
    rcon_password
    sv_fps
    sv_showPingSpam
    sv_zombietime
    sv_reconnectlimit
    sv_padPackets
    sv_allowedClan1
    sv_allowedClan2
    sv_packet_info
    sv_showAverageBPS
    sv_kickBanTime
    sv_mapRotation
    sv_mapRotationCurrent
    sv_debugRate
    sv_debugReliableCmds
    nextmap
    com_movieIsPlaying
    sv_wwwDownload
    sv_wwwBaseURL
    sv_wwwDlDisconnected
    sv_smp
    sv_network_fps
    sv_assistWorkers
    sv_clientArchive
    localhost
    
    
    HUD Overall 
    
    hud_fadeout_speed
    hud_enable
    hud_fade_ammodisplay
    hud_fade_healthbar
    hud_fade_compass
    hud_fade_stance
    hud_fade_offhand
    hud_fade_sprint
    hud_fade_vehiclecontrols
    hud_health_startpulse_injured
    hud_health_startpulse_critical
    hud_health_pulserate_injured
    hud_health_pulserate_critical
    hud_deathQuoteFadeTime
    hud_healthOverlay_regenPauseTime
    hud_healthOverlay_pulseStart
    hud_healthOverlay_pulseStop
    hud_healthOverlay_phaseOne_toAlphaAdd
    hud_healthOverlay_phaseOne_pulseDuration
    hud_healthOverlay_phaseTwo_toAlphaMultiplier
    hud_healthOverlay_phaseTwo_pulseDuration
    hud_healthOverlay_phaseThree_toAlphaMultiplier
    hud_healthOverlay_phaseThree_pulseDuration
    hud_healthOverlay_phaseEnd_fromAlpha
    hud_healthOverlay_phaseEnd_toAlpha
    hud_healthOverlay_phaseEnd_pulseDuration
    cg_sprintMeterFullColor
    cg_sprintMeterEmptyColor
    cg_sprintMeterDisabledColor
    cg_drawTalk
    
    I R Noob 
    
    cg_heliKillCamFov
    cg_heliKillCamNearBlur
    cg_heliKillCamFarBlur
    cg_heliKillCamFarBlurStart
    cg_heliKillCamFarBlurDist
    cg_heliKillCamNearBlurStart
    cg_heliKillCamNearBlurEnd
    cg_scriptedKillCamFov
    cg_scriptedKillCamCloseXYDist
    cg_scriptedKillCamCloseZDist
    cg_scriptedKillCamNearBlur
    cg_scriptedKillCamFarBlur
    cg_scriptedKillCamFarBlurStart
    cg_scriptedKillCamFarBlurDist
    cg_scriptedKillCamNearBlurStart
    cg_scriptedKillCamNearBlurEnd
    cg_destructibleKillCamFov
    cg_destructibleKillCamCloseXYDist
    cg_destructibleKillCamCloseZDist
    cg_destructibleKillCamNearBlur
    cg_destructibleKillCamFarBlur
    cg_destructibleKillCamFarBlurStart
    cg_destructibleKillCamFarBlurDist
    cg_destructibleKillCamNearBlurStart
    cg_destructibleKillCamNearBlurEnd
    cg_destructibleKillCamZIncrease
    cg_destructibleKillCamRegularHeight
    cg_explosiveKillCamUpDist
    cg_explosiveKillCamBackDist
    cg_explosiveKillCamWallOutDist
    cg_explosiveKillCamWallSideDist
    cg_explosiveKillCamGroundUpDist
    cg_explosiveKillCamGroundBackDist
    cg_rocketKillCamUpDist
    cg_rocketKillCamBackDist
    cg_explosiveKillCamStopDist
    cg_explosiveKillCamStopDecelDist
    cg_dogKillCamFov
    cg_dogKillCamForwardDist
    cg_dogKillCamUpDist
    cg_dogKillCamSideDist
    cg_dogKillCamDistFromEyes
    cg_dogKillMinDistFromTarget
    cg_artilleryKillCamFov
    cg_artilleryKillCamUpDist
    cg_artilleryKillCamBackDist
    cg_artilleryKillCamWallOutDist
    cg_artilleryKillCamWallSideDist
    cg_artilleryKillCamGroundUpDist
    cg_artilleryKillCamGroundBackDist
    cg_turretKillCamFov
    cg_turretKillCamCloseXYDist
    cg_turretKillCamCloseZDist
    cg_turretKillCamNearBlur
    cg_turretKillCamFarBlur
    cg_turretKillCamFarBlurStart
    cg_turretKillCamFarBlurDist
    cg_turretKillCamNearBlurStart
    cg_turretKillCamNearBlurEnd
    cg_turretKillCamHeightIncrease
    cg_turretKillCamBackOffset
    cg_turretKillCamSideOffset
    cg_turretKillCamDistanceIncrease
    cg_infraredBlurTime
    
    
    Server Bots 
    
    sv_botFov
    sv_botGoalRadius
    sv_botCloseDistance
    sv_botSprintDistance
    sv_botCrouchDistance
    sv_botTargetLeadBias
    sv_botUseFriendNames
    sv_botAllowGrenades
    sv_botMinGrenadeTime
    sv_botMaxGrenadeTime
    sv_botMinAdsTime
    sv_botMaxAdsTime
    sv_botMinPitchTime
    sv_botMaxPitchTime
    sv_botMinCrouchTime
    sv_botMaxCrouchTime
    sv_botMinDeathTime
    sv_botMaxDeathTime
    sv_botMinFireTime
    sv_botMaxFireTime
    sv_botMinReactionTime
    sv_botMaxReactionTime
    sv_botYawSpeed
    sv_botYawSpeedAds
    sv_botPitchUp
    sv_botPitchDown
    sv_botPitchSpeed
    sv_botPitchSpeedAds
    sv_botStrafeChance
    sv_botMinStrafeTime
    sv_botMaxStrafeTime
    
    
    Animation
    
    bg_viewKickScale
    bg_viewKickMax
    bg_viewKickMin
    bg_viewKickRandom
    player_view_pitch_up
    player_view_pitch_down
    player_lean_shift
    player_lean_shift_crouch
    player_lean_rotate
    player_lean_rotate_crouch
    player_useSlopeAnims
    bg_ladder_yawcap
    bg_prone_yawcap
    bg_foliagesnd_minspeed
    bg_foliagesnd_maxspeed
    bg_foliagesnd_slowinterval
    bg_foliagesnd_fastinterval
    bg_foliagesnd_resetinterval
    scr_team_fftype
    bg_fallDamageMinHeight
    bg_fallDamageMaxHeight
    friction
    stopspeed
    cg_ufo_scaler
    bg_swingSpeed
    bg_proneSwingSpeed
    bg_legYawTolerance
    bg_legYawCrouchTolerance
    bg_legYawProneTolerance
    bg_viewBobAmplitudeBase
    bg_viewBobAmplitudeSprinting
    bg_viewBobAmplitudeDtp
    bg_viewBobAmplitudeSwimming
    bg_viewBobAmplitudeStanding
    bg_viewBobAmplitudeStandingAds
    bg_viewBobAmplitudeDucked
    bg_viewBobAmplitudeDuckedAds
    bg_viewBobAmplitudeProne
    bg_viewBobAmplitudeRoll
    bg_bobMax
    bg_forceDurationOverride
    bg_blendTimeOverride
    bg_weaponBobAmplitudeBase
    bg_weaponBobAmplitudeSprinting
    bg_weaponBobAmplitudeDtp
    bg_weaponBobAmplitudeSwimming
    bg_weaponBobAmplitudeStanding
    bg_weaponBobAmplitudeDucked
    bg_weaponBobAmplitudeProne
    bg_weaponBobAmplitudeRoll
    bg_weaponBobMax
    bg_weaponBobLag
    bg_weaponBobFrequencySwimming
    bg_weaponBobHeavyWeaponScalar
    bg_forceExplosiveBullets
    bg_aimSpreadMoveSpeedThreshold
    bg_maxGrenadeIndicatorSpeed
    player_breath_hold_time
    player_breath_gasp_time
    player_breath_fire_delay
    player_breath_gasp_scale
    player_breath_hold_lerp
    player_breath_gasp_lerp
    player_breath_snd_lerp
    player_breath_snd_delay
    player_scopeExitOnDamage
    player_adsExitDelay
    player_move_factor_on_torso
    player_debugHealth
    player_sustainAmmo
    player_clipSizeMultiplier
    player_lastStandBleedoutTime
    player_lastStandBleedoutTimeNoRevive
    revive_time_taken
    player_lastStandHealthOverlayTime
    player_reviveTriggerRadius
    player_revivePlayerListCycleTime
    bg_vsmode_hud
    player_enableShuffleAnims
    player_animRunThreshhold
    player_animWalkThreshhold
    player_runbkThreshhold
    player_moveThreshhold
    player_footstepsThreshhold
    player_runThreshhold
    player_knockbackMoveThreshhold
    player_sprintThreshhold
    player_waterSpeedScale
    player_floatSpeed
    player_disableWeaponsInWater
    player_sliding_friction
    player_sliding_wishspeed
    player_sliding_velocity_cap
    player_strafeSpeedScale
    player_backSpeedScale
    player_strafeAnimCosAngle
    player_slopeAnimAngle
    player_spectateSpeedScale
    player_enduranceSpeedScale
    player_sprintForwardMinimum
    player_sprintSpeedScale
    player_sprintUnlimited
    player_sprintTime
    player_sprintMinTime
    player_sprintRechargePause
    player_sprintStrafeSpeedScale
    player_sprintCameraBob
    player_turnRateScale
    player_turnAnims
    player_bayonetLaunchProof
    player_bayonetLaunchDebugging
    player_bayonetLaunchZCap
    player_dmgtimer_timePerPoint
    player_dmgtimer_maxTime
    player_dmgtimer_minScale
    player_dmgtimer_stumbleTime
    player_dmgtimer_flinchTime
    shellshock_loop
    bg_shock_soundLoop
    shellshock_loop_silent
    bg_shock_soundLoopSilent
    shellshock_end
    bg_shock_soundEnd
    shellshock_end_abort
    bg_shock_soundEndAbort
    bg_shock_screenType
    bg_shock_screenBlurBlendTime
    bg_shock_screenBlurBlendFadeTime
    bg_shock_screenFlashWhiteFadeTime
    bg_shock_screenFlashShotFadeTime
    bg_shock_viewKickPeriod
    bg_shock_viewKickRadius
    bg_shock_viewKickFadeTime
    bg_shock_sound
    bg_shock_soundFadeInTime
    bg_shock_soundFadeOutTime
    bg_shock_soundLoopFadeTime
    bg_shock_soundLoopEndDelay
    default
    bg_shock_soundRoomType
    bg_shock_soundDryLevel
    bg_shock_soundWetLevel
    bg_shock_soundModEndDelay
    default
    bg_shock_soundSnapshot
    bg_shock_lookControl
    bg_shock_lookControl_maxpitchspeed
    bg_shock_lookControl_maxyawspeed
    bg_shock_lookControl_mousesensitivityscale
    bg_shock_lookControl_fadeTime
    bg_shock_movement
    bg_shock_animation
    bg_shock_visionset_name
    bg_shock_visionset_inTime
    bg_shock_visionset_outTime
    player_meleeRange
    player_meleeWidth
    player_meleeHeight
    player_bayonetRange
    player_bayonetTargetDist
    player_burstFireCooldown
    bg_gravity
    bg_lowGravity
    player_swimTime
    player_swimDamage
    player_swimDamagerInterval
    player_viewLockEnt
    player_viewRateScale
    player_topDownCamMode
    player_topDownCamOffset
    player_topDownCamAngles
    player_topDownCamCenterPos
    player_topDownCursorDist
    player_topDownCursorPos
    player_forceRedCrosshair
    bullet_penetrationMinFxDist
    cg_cinematicFullscreen
    cg_debugMounting
    player_AimBlend_Back_Low
    player_AimBlend_Back_Mid
    player_AimBlend_Back_Up
    player_AimBlend_Pelvis
    player_AimBlend_Neck
    player_AimBlend_Head
    player_AimBlend_Shoulder
    dog_MeleeDamage
    vehControlMode
    vehRecenterDelay
    vehLockTurretToPlayerView
    vehLocationalVehicleSeatEntry
    vehicle_perk_boost_duration_seconds
    vehicle_riding
    vehicle_selfCollision
    debugRenderPlayerCollision
    bg_disableWeaponPlantingInWater
    bg_plantInWaterDepth
    bg_drawGrenadeInHand
    bg_playStandToCrouchAnims
    bg_maxWeaponAnimScale
    bg_gunXOffset
    tag_weapon_left
    bg_weaponleftbone
    tag_weapon_right
    bg_weaponrightbone
    bg_slopeFrames
    debug_rope
    vehicle_sounds_cutoff
    footstep_sounds_cutoff
    show_reticle_during_swimming
    ragdoll_reactivation_cutoff
    bg_teleportAlignTime
    bg_enableIKActiveFix
    waterbrush_entity
    dive2swim
    dive_recharge
    playerPushAmount
    bg_freeCamClipToHeliPatch
    Spoiler:
    Code:
     
    
    Originally Posted by Demo
    demo_enabled demo_recordBasicTraining demo_recordPrivateMatch demo_filesizeLimit demo_debug demo_drawdebuginformation demo_errortitle demo_errormessage demo_client demo_recordingrate demo_keyframerate demo_pause demo_usefilesystem demo_save_smp demo_timescale demo_timeScaleRate demo_cmdnum demo_bookmarkEventThresholdTime demo_controllerConfig demo_defaultSegmentTag demo_selectedSegmentIndex demo_packetsPerSecondMin demo_bytesPerSecondMin demo_packetsPerSecondMax demo_bytesPerSecondMax Leaderboard incrementescrow downloadingleaderboard reportuser lb_minrefresh lb_filter lb_maxrows lb_type lb_typeByResetPeriod lb_prestige lb_forceLbWrite lb_LastFetchTime lb_escrowTimeout lb_escrowRefresh Movement Binds motorcycle_player +gas +reverse +handbrake +vehicleattack +vehicleattacksecond +vehiclemoveup +vehiclemovedown +switchseat +vehicleboost +vehiclespecialability +vehiclefirepickup +vehicleswappickup +vehicledropdeployable Renderer!! r_ignore Codec used when rendering clips. r_clipCodec Render clip size. r_clipSize Render clip FPS. r_clipFPS Game window horizontal position vid_xpos game window vertical position vid_ypos Display game full screen r_fullscreen Gamma value r_gamma Ignore hardware gamma r_ignorehwgamma Maximum anisotropy to use for texture filtering r_texFilterAnisoMax Disables all texture filtering (uses nearest only.) r_texFilterDisable Minimum anisotropy to use for texture filtering (overridden by max) r_texFilterAnisoMin Forces all mipmaps to use a particular blend between levels (or disables mipping.) r_texFilterMipMode Change the mipmap bias r_texFilterMipBias Toggles rendering without lighting r_fullbright Enable shader debugging information r_debugShader Shows conflicts between primary lights r_lightConflicts GPU synchronization type (used to improve mouse responsiveness) r_gpuSync Use multiple GPUs r_multiGpu Enable cache for vertices of animated models r_skinCache Enable fast model skinning r_fastSkin Enable static model cache r_smc_enable Batch surfaces to reduce primitive count r_pretess Scale the level of detail distance for rigid models (larger reduces detail) r_lodScaleRigid Bias the level of detail distance for rigid models (negative increases detail) r_lodBiasRigid Scale the level of detail distance for skinned models (larger reduces detail) r_lodScaleSkinned Bias the level of detail distance for skinned models (negative increases detail) r_lodBiasSkinned Threshold FOV LOD scaling must pass before taking effect for skinned models r_fovScaleThresholdSkinned Threshold FOV LOD scaling must pass before taking effect for rigid models r_fovScaleThresholdRigid Set to zero to force world lods to highest r_worldLod Things closer than this aren't drawn. Reducing this increases z-fighting in the distance. r_znear Viewmodel near clip plane r_znear_depthhack Change the distance at which culling fog reaches 100% opacity; 0 is off r_zfar Set to 0 to disable fog r_fog Offset scale for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetScale Offset bias for decal polygons; bigger values z-fight less but poke through walls more r_polygonOffsetBias If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars. r_picmip_manual Picmip level of color maps. If r_picmip_manual is 0, this is read-only. r_picmip Picmip level of normal maps. If r_picmip_manual is 0, this is read-only. r_picmip_bump Picmip level of specular maps. If r_picmip_manual is 0, this is read-only. r_picmip_spec Picmip level of water maps. r_picmip_water Enables environment map specular lighting r_envMapSpecular Replace all lightmaps with pure black or pure white r_lightMap Replace all color maps with pure black or pure white r_colorMap Replace all normal maps with a flat normal map r_normalMap Replace all specular and roughness maps r_specularRoughnessMap Set greater than 1 to brighten specular highlights r_specularColorScale Globally scale the diffuse color of all point lights r_diffuseColorScale Set to true to use layered materials on shader model 3 hardware r_useLayeredMaterials Set to false to disable dx allocations (for dedicated server mode) r_loadForRenderer Upscale the frame buffer with sharpen filter and color correction. r_resampleScene Shows materials tagged with 'nopenetrate' r_showPenetration Shows how expensive it is to draw every pixel on the screen r_showPixelCost Width of server side debug lines r_debugLineWidth Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends. r_vc_makelog Show this many rows of light grid points for the vis cache r_vc_showlog Show light grid debugging information r_showLightGrid Show lighting origins for models r_showLightingOrigins Use rainbow colors for entities that are outside the light grid r_showMissingLightGrid Speed up static model lighting by caching previous results r_cacheSModelLighting Speed up model lighting by caching previous results r_cacheModelLighting Ambient light strength r_lightTweakAmbient diffuse light fraction r_lightTweakDiffuseFraction Sunlight strength r_lightTweakSunLight Light ambient color r_lightTweakAmbientColor Sun color r_lightTweakSunColor Sun diffuse color r_lightTweakSunDiffuseColor Sun direction in degrees r_lightTweakSunDirection Min reflection intensity based on glancing angle. r_envMapOverride Min reflection intensity based on glancing angle. r_envMapMinIntensity Max reflection intensity based on glancing angle. r_envMapMaxIntensity Reflection exponent. r_envMapExponent Max sun specular intensity intensity with env map materials. r_envMapSunIntensity Toggles the display of sun direction debug r_showSunDirectionDebug Toggles the display of particle outdoor volume debug r_showOutdoorVolumeDebug material color checker XYZ d65 coords r_materialXYZ print active materials (IN REMOTE CONSOLE) r_collectActiveMaterials Write all graphics hardware calls for this many frames to a logfile r_logFile Skips all rendering. Useful for benchmarking. r_norefresh Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound. r_scaleViewport Process renderer back end in a separate thread r_smp_backend Process renderer front end in a separate thread r_smp_worker Number of worker threads r_smp_worker_threads Enable worker thread Worker thread always disabled; not enough hardware threads Transparency anti-aliasing method r_aaAlpha Anti-aliasing sample count; 1 disables anti-aliasing r_aaSamples Enable v-sync before drawing the next frame to avoid 'tearing' artifacts. r_vsync Controls how the color buffer is cleared r_clear Color to clear the screen to when clearing the frame buffer r_clearColor Color to clear every second frame to (for use during development) r_clearColor2 Sets the rendered pixels' alpha to 255 and the background to 0 r_setFrameBufferAlpha Maximum number of dynamic lights drawn simultaneously r_dlightLimit Maximum radius to limit dlights to in fullscreen. r_dlightMaxFullScreenRadius Maximum radius to limit dlights to when not fullscreen r_dlightMaxNonFullScreenRadius Maximum number of DObjs drawn simultaneously r_dobjLimit Maximum number of models drawn simultaneously r_modelLimit Maximum number of brushes drawn simultaneously r_brushLimit Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade. r_spotLightFovInnerFraction Radius of the circle at the start of the spot light in inches. r_spotLightStartRadius Radius of the circle at the end of the spot light in inches. r_spotLightEndRadius Enable shadows for spot lights. r_spotLightShadows Enable static model shadows for spot lights. r_spotLightSModelShadows Enable entity shadows for spot lights. r_spotLightEntityShadows Brightness scale for spot light to get overbrightness from the 0-1 particle color range. r_spotLightBrightness Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade. r_flashLightFovInnerFraction Radius of the circle at the start of the flash light in inches. r_flashLightStartRadius Radius of the circle at the end of the flash light in inches. r_flashLightEndRadius Enable shadows for flash light. r_flashLightShadows Brightness scale for flash light. r_flashLightBrightness Relative position of the Flashlight. r_flashLightOffset Distance of the flash light in inches. r_flashLightRange Flashlight Color. r_flashLightColor Flashlight Movement Amount. r_flashLightBobAmount Flashlight Movement Rate. r_flashLightBobRate Flashlight Specular Scale. r_flashLightSpecularScale Flashlight Flicker Amount. r_flashLightFlickerAmount Flashlight Flicker Rate (Times per second). r_flashLightFlickerRate Enable water rendering r_drawWater Lock the viewpoint used for determining what is visible to the current position and direction r_lockPvs Skipt the determination of what is in the potentially visible set (disables most drawing) r_skipPvs Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle r_portalBevels Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen r_portalBevelsOnly Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is. r_singleCell Only draw cells that are forced to be off. r_showForcedInvisibleCells Stop portal recursion after this many iterations. Useful for debugging portal errors. r_portalWalkLimit Don't clip child portals by a parent portal smaller than this fraction of the screen area. r_portalMinClipArea Ignore r_portalMinClipArea for portals with fewer than this many parent portals. r_portalMinRecurseDepth Enable occluders r_enableOccluders Show portals for debugging r_showPortals Show front buffer color debugging information r_showFbColorDebug Show float z buffer used to eliminate hard edges on particles near geometry r_showFloatZDebug Allocate a float z buffer (required for effects such as floatz, dof, and laser light) r_floatz Enable depth prepass (usually improves performance) r_depthPrepass Distance for high level of detail r_highLodDist Distance for medium level of detail r_mediumLodDist Distance for low level of detail r_lowLodDist Distance for lowest level of detail r_lowestLodDist Force all level of detail to this level r_forceLod Set to 0 to replace all model vertex colors with white when loaded r_modelVertColor Enable shadow mapping sm_enable Enable sun shadow mapping from script sm_sunEnable Enable spot shadow mapping from script sm_spotEnable Limits how many primary lights can have shadow maps sm_maxLights How many seconds it takes for a primary light shadow map to fade in or out sm_spotShadowFadeTime When picking shadows for primary lights, measure distance from a point this far in front of the camera. sm_lightScore_eyeProjectDist When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction. sm_lightScore_spotProjectFrac forces sun to always do shadow mapping, from script sm_sunAlwaysCastsShadow Shadow map offset scale sm_polygonOffsetScale Shadow map offset bias sm_polygonOffsetBias Shadow sample size sm_sunSampleSizeNear Sun shadow center, 0 0 0 means don't override sm_sunShadowCenter Sun shadow scale optimization sm_sunShadowScale use quarter resolution sun shadow map sm_sunShadowSmallEnable Size of Back Buffer r_backBufferSize Size of Back Buffer Y r_backBufferSizeY Radius scaler for large spot shadow switch over sm_spotShadowLargeRadiusScale Strict shadow map cull sm_strictCull Fast sun shadow sm_fastSunShadow Fast spot shadow sm_qualitySpotShadow Provides high-res spot shadows for the only one spotlight in the scene. sm_fullResSpotShadowEnable Stream high mip levels (1=world|2=xmodels|4=bmodels) r_stream Set true to clear all streamed highmip levels r_streamClear Corrupts high mip levels which should not be visible, rather than unloading them. r_streamDebug Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming. r_streamFull Number of msec to add to streaming to roughly fake DVD lag r_streamFakeLagMsec Maximum distance to predictively stream from r_streamMaxDist Show streaming stats r_streamShowStats Show list of streamed textures r_streamShowList Limit size of stream buffer in KB (0 is no limit) r_streamSize Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha) r_streamTaint Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images. r_streamFreezeState Enable logging of all streaming commands executed - printed to Output and console r_streamLog Scale the distance of hidden objects by this amount r_streamHiddenPush Force lowest detail mips to always be loaded (disable this for more memory in release builds) r_streamLowDetail 3D turret shift r_stereoTurretShift Allow blur. r_blur_allowed Dev tweak to blur the screen r_blur Enable distortion r_distortion Allow flame effect. r_flame_allowed Film LUT Index. r_filmLut Tweak Film LUT Index. r_filmTweakLut Enable First Person Player Shadow. r_enablePlayerShadow Enable Player Flashlight. r_enableFlashlight Enable Water Fog Test. r_waterFogTest Contrast adjustment r_contrast Brightness adjustment r_brightness Desaturation adjustment r_desaturation Tweak dev var; film color brightness r_filmTweakBrightness Tweak dev var; Desaturation applied after all 3D drawing r_filmTweakDesaturation Tweak dev var; enable inverted video r_filmTweakInvert Overide film effects with tweak dvar values r_filmUseTweaks Tweak dev var; enable film color effects r_filmTweakEnable Tweak dev var; film color Hue dark - mid - light r_filmTweakHue Tweak dev var; film color Saturation dark - mid - light r_filmTweakSaturation Tweak dev var; film color Color Temp dark - mid - light r_filmTweakColorTemp Tweak dev var; film color Dark Tint r_filmTweakDarkTint Tweak dev var; film color Mid Tint r_filmTweakMidTint Tweak dev var; film color Light Tint r_filmTweakLightTint Tweak dev var; film color Mid Start r_filmTweakMidStart Tweak dev var; film color Mid End r_filmTweakMidEnd Tweak dev var; film color Dark range feather amount r_filmTweakDarkFeather Tweak dev var; film color Light range feather amount r_filmTweakLightFeather Tweak dev var; film color Contrast dark - mid - light r_filmTweakContrast Tweak dev var; film color Bleach dark - mid - light r_filmTweakBleach Tweak dev var; enable dark - mid - light debug display r_filmTweakRangeDebug S-Curve Shoulder Strength r_sCurveShoulderStrength S-Curve Linear Strength r_sCurveLinearStrength S-Curve Linear Angle r_sCurveLinearAngle S-Curve Toe Strength r_sCurveToeStrength S-Curve Toe Numerator r_sCurveToeNumerator S-Curve Toe Denominator r_sCurveToeDenominator S-Curve On-Off r_sCurveEnable film curve black point r_flimCurveBlack film curve white point r_flimCurveWhite film curve soft clip point r_filmCurveSoftClip water wave angle r_waterWaveAngle water wave wavelength r_waterWaveWavelength water wave amplitude r_waterWaveAmplitude water wave phase r_waterWavePhase water wave steepness r_waterWaveSteepness water wave speed r_waterWaveSpeed Enable the depth of field effect r_dof_enable Use dvars to set the depth of field effect; overrides r_dof_enable r_dof_tweak Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 r_dof_nearBlur Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 r_dof_farBlur Depth of field viewmodel start distance, in inches r_dof_viewModelStart Depth of field viewmodel end distance, in inches r_dof_viewModelEnd Depth of field near start distance, in inches r_dof_nearStart Depth of field near end distance, in inches r_dof_nearEnd Depth of field far start distance, in inches r_dof_farStart Depth of field far end distance, in inches r_dof_farEnd Depth of field bias as a power function (like gamma); less than 1 is sharper r_dof_bias displays DOF parameter debug r_dof_showdebug Enable the motion blur effect r_motionblur_enable Enable object based motion blur effect r_motionblur_frameBased_enable Tweak dev var; sets the number of pixels sampled r_motionblur_numberOfSamples Tweak dev var; origin of blur r_motionblur_blurOrigin Tweak dev var; blur magnitude due to direction change r_motionblur_directionFactor Tweak dev var; blur magnitude due to position change r_motionblur_positionFactor Caps the number of pixels sampled for blur r_motionblur_maxblur Enable the flamethrower effect r_flameFX_enable Distortion uv scales (Default to 1) r_flameFX_distortionScaleFactor Distortion magnitude r_flameFX_magnitude fire frames per sec r_flameFX_FPS Sets fade duration in seconds r_flameFX_fadeDuration Enable the water sheeting effect r_waterSheetingFX_allowed Enable the water sheeting effect r_waterSheetingFX_enable Distortion uv scales (Default to 1) r_waterSheetingFX_distortionScaleFactor Distortion magnitude r_waterSheetingFX_magnitude Tweak dev var; Glow radius in pixels at 640x480 r_waterSheetingFX_radius Sets fade duration in seconds r_waterSheetingFX_fadeDuration Enable the revive effect debug r_reviveFX_debug Sets fade duration in seconds r_reviveFX_fadeDuration edge color temp r_reviveFX_edgeColorTemp edge saturation r_reviveFX_edgeSaturation edge scale (tint) adjust RGB r_reviveFX_edgeScale edge contrast adjust RGB r_reviveFX_edgeContrast edge tv style brightness adjust RGB r_reviveFX_edgeOffset edge effect amount r_reviveFX_edgeAmount edge mask expansion contraction r_reviveFX_edgeMaskAdjust Enable the genericFilter material r_genericFilter_enable Enable the superFlare effect r_superFlare_enable Enable the superFlare debug occlusion circles r_superFlare_debug Enable the poison effect r_poisonFX_debug_enable Poison effect amount r_poisonFX_debug_amount pulse rate for distortion r_poisonFX_pulse amount of distortion in x r_poisonFX_warpX amount of distortion in y r_poisonFX_warpY double vision angle r_poisonFX_dvisionA amount of double vision x r_poisonFX_dvisionX amount of double vision y r_poisonFX_dvisionY blur min r_poisonFX_blurMin blur max r_poisonFX_blurMax debug display expensive HDR alphas r_showHDRalpha enable full HDR rendering r_fullHDRrendering lut data r_lutvar_0 lut data r_lutvar_1 lut data r_lutvar_2 lut data r_lutvar_3 lut data r_lutvar_4 lut data r_lutvar_5 lut data r_lutvar_6 lut data r_lutvar_7 lut data r_lutvar_8 lut data r_lutvar_9 lut data r_lutvar_10 lut data r_lutvar_11 lut data r_lutvar_12 lut data r_lutvar_13 lut data r_lutvar_14 lut data r_lutvar_15 enable the exposure dvar tweak r_exposureTweak exposure r_exposureValue enbale bloom tweaks r_bloomTweaks bloom blur radius r_bloomBlurRadius tint weights RGB, desaturation amount r_bloomTintWeights color scale RGB, desaturation start r_bloomColorScale tint scale RGB, desaturation end r_bloomTintScale lo hi curve breakpoint RGBT r_bloomCurveBreakpoint curve lo black point RGBT r_bloomCurveLoBlack curve lo gamma ramp RGBT r_bloomCurveLoGamma curve lo white point RGBT r_bloomCurveLoWhite curve lo output black point RGBT r_bloomCurveLoRemapBlack curve lo output white point RGBT r_bloomCurveLoRemapWhite curve hi black point RGBT r_bloomCurveHiBlack curve hi gamma ramp RGBT r_bloomCurveHiGamma curve hi white point RGBT r_bloomCurveHiWhite curve hi output black point RGBT r_bloomCurveHiRemapBlack curve hi output white point RGBT r_bloomCurveHiRemapWhite expansion amount x&y and expansion target x&y r_bloomExpansionControl amount of expansion to lerp in RGBT r_bloomExpansionWeights bloom expansion source point r_bloomExpansionSource amount of bloom feedback r_bloomPersistence level weights RGB, level gamma r_bloomStreakXLevels0 level in black white, out black white r_bloomStreakXLevels1 streak inner tint r_bloomStreakXInnerTint streak outer tint r_bloomStreakXOuterTint streak saturation weights, saturation r_bloomStreakXTintControl streak tint r_bloomStreakXTint level weights RGB, level gamma r_bloomStreakYLevels0 level in black white, out black white r_bloomStreakYLevels1 streak inner tint r_bloomStreakYInnerTint streak outer tint r_bloomStreakYOuterTint streak saturation weights, saturation r_bloomStreakYTintControl streak tint r_bloomStreakYTint r,g,b channel shift x r_finalShiftX r,g,b channel shift y r_finalShiftY Use primary light intensity tweaks r_primaryLightUseTweaks Tweak the diffuse intensity for primary lights r_primaryLightTweakDiffuseStrength Tweak the specular intensity for primary lights r_primaryLightTweakSpecularStrength Enable tweaks of the light color from the light grid r_lightGridEnableTweaks Use tweaked values instead of default r_lightGridUseTweakedValues Adjust the intensity of light color from the light grid r_lightGridIntensity Adjust the contrast of light color from the light grid r_lightGridContrast Enable hero-only lighting r_heroLighting hero diffuse light saturation r_heroLightSaturation hero diffuse light temp r_heroLightColorTemp hero diffuse light scale r_heroLightScale toggle multipass dlights rendering r_enableDlights debug dlights mode r_debugHDRdlight dlights color scale r_debugHDRdlight_scale distance dlights appear around camera r_debugHDRdlight_distance dlights falloff radius r_debugHDRdlight_radius dlights debug color r_debugHDRdlight_color number of viewports to expect to render r_num_viewports Affects the height map lookup for making sure snow doesn't go indoors r_outdoorAwayBias Affects the height map lookup for making sure snow doesn't go indoors r_outdoorDownBias Outdoor z-feathering value r_outdoorFeather Set sun flare values from dvars rather than the level r_sun_from_dvars Enable development environment developer Allow server side cheats sv_cheats Draw stats monitor com_statmon Use Streaming SIMD Extensions for skinning r_sse_skinning Index of the monitor to use in a multi monitor system; 0 picks automatically. r_monitor Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9. r_aspectRatio Special resolution mode for the remote debugger r_customMode Enable Nvidia Open Automate testing r_open_automate Enable tree rustle, grass wind react etc r_gfxopt_dynamic_foliage Enable advanced water simulation r_gfxopt_water_simulation Enable support for the intz depth buffer format. r_allow_intz Enable support for the null render target format. r_allow_null_rt Use the driver convergence values instead of the game defined values. r_use_driver_convergence Stereo convergence. r_convergence Create a multithreaded d3d device. r_multithreaded_device shader warming: disable dpvs culling r_warm_dpvs shader warming: bsp objects r_warm_bsp shader warming: static objects r_warm_static shader warming: d objects r_warm_dobj Number of seconds after displaying a per-frame warning before it will display again r_warningRepeatDelay Generate cube maps for reflection probes. r_reflectionProbeGenerate Regenerate cube maps for all reflection probes. r_reflectionProbeRegenerateAll Exit when done generating reflection cubes. r_reflectionProbeGenerateExit test r_grassBurn Diables grass movement r_grassEnable Sky transition blend factor. r_skyTransition Envmap Scale. r_treeScale Specular Scale. r_testScale Sky box color temp. r_skyColorTemp Highlight Alpha Blended Polygons. r_debugLayers color of burned destructibles r_burnedDestructibleColor Enable shaderworks overrides r_swrk_override_enable overrides the __characterCharredAmount Shaderworks tweak r_swrk_override_characterCharredAmount overrides the __characterDissolveColor Shaderworks tweak r_swrk_override_characterDissolveColor Overrides the character wetness. r_swrk_override_wetness shows location of primary lights r_debugShowPrimaryLights shows location of dynamic lights r_debugShowDynamicLights shows location of coronas r_debugShowCoronas enables the optimization of a separate charred material tech r_use_separate_char_tech enables the fog debug display r_drawDebugFogParams Toggles see-through impact holes r_seethru_decal_enable Toggles tension r_tension_enable Show UI3D debug overlay r_ui3d_debug_display Use UI debug values r_ui3d_use_debug_values ui3d texture window x r_ui3d_x ui3d texture window y r_ui3d_y ui3d texture window width r_ui3d_w ui3d texture window height r_ui3d_h Show missile camera debug overlay r_missile_cam_debug_display custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio r_extracam_custom_aspectratio enables extra cam shadowmapping r_extracam_shadowmap_enable How far to draw scs debug view r_shader_constant_set_debug_range enables shader constant sets r_shader_constant_set_enable Enables sky intensity debugging display r_sky_intensity_showDebugDisplay use dvar values for sky intensity r_sky_intensity_useDebugValues angle0 of sky intensity r_sky_intensity_angle0 angle1 of sky intensity r_sky_intensity_angle1 angle0 of sky intensity r_sky_intensity_factor0 angle1 of sky intensity r_sky_intensity_factor1 Disables fog r_fog_disable Enables wind gusts that affect dynFoliage grass r_grassWindForceEnable turns on/off the script-driven cell vis bits r_dpvs_useCellForceInvisibleBits toggles if remote screen update draws the last frame r_remotescreen_renderlastframe Off-screen shadow casters LOD distance scale r_offscreenCasterLodScale Generate cube maps for reflection probes. r_reflectionProbeGenerate Regenerate cube maps for all reflection probes. r_reflectionProbeRegenerateAll Exit when done generating reflection cubes. r_reflectionProbeGenerateExit You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map. Enables dynamic water simulation r_watersim_enabled Enables bullet debug markers r_watersim_debug Flattens the water surface out r_watersim_flatten Time between seeding a new wave (ms) r_watersim_waveSeedDelay Amount of curl applied r_watersim_curlAmount Maximum curl limit r_watersim_curlMax Amount curl gets reduced by when over limit r_watersim_curlReduce Allows water to lap over the shoreline edge r_watersim_minShoreHeight Rate foam appears at r_watersim_foamAppear Rate foam disappears at r_watersim_foamDisappear Amount of wind applied r_watersim_windAmount Wind direction (degrees) r_watersim_windDir Maximum wind limit r_watersim_windMax Particle gravity r_watersim_particleGravity Limit at which particles get spawned r_watersim_particleLimit Length of each particle r_watersim_particleLength Width of each particle r_watersim_particleWidth XY coords to scroll water in r_watersim_scroll
    Originally Posted by Demo

    source:[Only registered and activated users can see links. ]
    what is the unknown soldier command?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •