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Thread: Full Black Ops Command/Dvar list


  1. Join Date Jan 2009

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    NextGenUpdate Elite Member

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    09-05-2011 10:07 AM #1 Full Black Ops Command/Dvar list


    Last edited by Uk_ViiPeR; 08-28-2013 at 03:26 PM.
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  3. Join Date Feb 2011

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    09-05-2011 10:23 AM #2

    Quote 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:
     
    
    Quote 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
    Quote Originally Posted by Demo

    source:[Only registered and activated users can see links. ]
    Nice Great Work :y:

  4. monkystyle's Avatar

    monkystyle L33T :carling: H@X0R

    Join Date Jan 2010

    Posts 523

    Membership Donator

    Reputation: 3435

    09-05-2011 10:29 AM #3

    Quote 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:
     
    
    Quote 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
    Quote Originally Posted by Demo

    source:[Only registered and activated users can see links. ]
    can probably be really useful in the future, Thank you.

  5. monkystyle's Avatar

    monkystyle L33T :carling: H@X0R

    Join Date Jan 2010

    Posts 523

    Membership Donator

    Reputation: 3435

    09-05-2011 10:29 AM #4

    it made it a double post please delete this one.
    Last edited by monkystyle; 09-05-2011 at 10:31 AM.

  6. WTL's Avatar

    WTL $wagg

    Join Date Jan 2011

    Posts 648

    Membership Donator

    Reputation: 165

    09-05-2011 02:02 PM #5

    Quote 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:
     
    
    Quote 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
    Quote Originally Posted by Demo

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    what is the unknown soldier command?



    Feel Free to add me on Xbox Live. GT: Watson WTL

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