|
Resultado |
Código |
|
Modo deus ( invencível ) |
god
|
|
Todas as armas e munição |
give all
|
|
Munição para a arma usada |
give ammo
|
| Armadura
em 125 |
give armor
|
|
Jogar a versão de 1995 |
give doom95
|
|
Saúde em 100 |
give health
|
|
Todas as chaves |
give keys
|
| BFG |
give weapon_bfg
|
| Chainsaw |
give
weapon_chainsaw |
| Machine gun |
give
weapon_machinegun |
| Plasmagun |
give
weapon_plasmagun |
| Rocket launcher |
give
weapon_rocketlauncher |
| Shotgun |
give
weapon_shotgun |
|
Fazer aparecer um item |
give [item]
|
|
Aparecer o jogador |
spawn
|
|
Aparecer uma modelagem |
spawn [object
name] |
|
Jogar o mapa indicado |
map game/ [map
name] |
|
Carregar uma mapa |
map |
| Show AAS stats |
aasStats
|
| Force the given
friction value |
af_forceFriction |
| Name of the body
to highlight |
af_highlightBody |
| Name of the
constraint to highlight |
af_highlightConstraint |
| Scale the joint
friction |
af_jointFrictionScale |
| Maximum angular
velocity |
af_maxAngularVelocity: |
| Maximum linear
velocity |
af_maxLinearVelocity |
| Show structures of
articulated figures not at rest |
af_showActive |
| Show bodies |
af_showBodies
|
| Show body names |
af_showBodyNames |
| Show two bodies
constrained by the highlighted constraint |
af_showConstrainedBodies |
| Show constraint
names |
af_showConstraintNames |
| Show constraints |
af_showConstraints |
| Show the inertia
tensor of each body |
af_showInertia
|
| Show joint limits |
af_showLimits
|
| Show mass of each
body |
af_showMass
|
| Show primary
constraints only |
af_showPrimaryOnly |
| Show articulated
figure
CPU usage |
af_showTimings
|
| Show the total
mass of each articulated figure |
af_showTotalMass |
| Show tree-like
structures |
af_showTrees
|
| Show velocity of
each body |
af_showVelocity
|
| Skip friction |
af_skipFriction
|
| Skip joint limits |
af_skipLimits
|
| Skip self
collision detection |
af_skipSelfCollision |
| Test for bodies
initially stuck in solid |
af_testSolid |
| Scale time |
af_timeScale
|
| Use impulse-based
contact friction |
af_useImpulseFriction |
| Use impulse-based
joint friction |
af_useJointImpulseFriction |
| Use linear time
algorithm for tree-like structures |
af_useLinearTime |
| Use constraint
matrix symmetry |
af_useSymmetry
|
| Enable blocked
fail safe handling |
ai_blockedFailSafe |
| Draw movement
information for monsters |
ai_debugMove |
| Display script
calls for the specified monster entity number |
ai_debugScript |
| Draw trajectory
tests for monsters |
ai_debugTrajectory |
| Draw attack cones
for monsters |
ai_showCombatNodes |
| Draw obstacle
avoidance information for monsters. |
ai_showObstacleAvoidance 1 |
| Draw obstacle
avoidance information for monsters and player |
ai_showObstacleAvoidance 2 |
| Draw path_*
entities |
ai_showPaths:
|
| Unknown |
ai_testPredictPath |
| Write .AVI for a
command demo |
aviCmdDemo
|
| Save demo in .AVI
format |
avidemo
|
| Write .AVI for a
demo |
aviDemo
|
| Write .AVI for the
current game |
aviGame
|
| Game benchmark |
benchmark
|
| Benchmark |
benchmark
|
| Bind command to a
key |
bind
|
| Bind ragdoll at
the current drag position |
bindRagdoll |
| Bind a key, but
unbinds it first if there are more than two binds |
bindunbindtwo |
| Blink a debug line |
blinkline
|
| Center view |
centerview
|
| Check if new
version of the game is available |
checkNewVersion |
| Unknown |
clear |
| Clear the console |
clear
|
| Clear all lights |
clearLights
|
| Drop current
weapon |
clientDropWeapon |
| In-game GUI
message mode |
clientMessageMode |
| Voice chats |
clientVoiceChat
|
| Team voice chats |
clientVoiceChatTeam |
| Close the view
showing any notes for this map |
closeViewNotes |
| Cull back facing
polygons |
cm_backFaceCul
|
| Debug collision
detection |
cm_debugCollision |
| Color used to draw
the collision models |
cm_drawColor |
| Draw filled
polygons |
cm_drawFilled
|
| Draw internal
edges green |
cm_drawInternal
|
| Collision mask |
cm_drawMask
|
| Draw polygon and
edge normals |
cm_drawNormals
|
| Show collision
model info |
collisionModelInfo |
| Use ~ to
toggle console |
com_allowConsole |
| Sample input from
the async thread |
com_asyncInput
|
| Mix sound from the
async thread |
com_asyncSound
|
| Compress saved
games |
com_compressSaveGame |
| Force generic
platform independent SIMD |
com_forceGenericSIMD |
| Unknown |
com_guid |
| Record journal |
com_journal 1
|
| Play back journal |
com_journal 2
|
| Set hardware
classification to |
com_machineSpec
|
| Set hardware
classification to not detected, |
com_machineSpec
-1 |
| Set hardware
classification to low quality, |
com_machineSpec
0 |
| Set hardware
classification to medium quality, |
com_machineSpec
1 |
| Set hardware
classification to high quality, |
com_machineSpec
2 |
| Set hardware
classification to ultra quality |
com_machineSpec
3 |
| Make a build |
com_makingBuild
1 |
| Marker for
memory stats |
com_memoryMarker |
| Run one game tick
every async thread update |
com_preciseTic |
| Purge everything
between level loads |
com_purgeAll
|
| Show async network
stats |
com_showAsyncStats |
| Show frame rate |
com_showFPS
|
| Show framerate |
com_showfps 1
|
| Show total and per
frame memory usage |
com_showMemoryUsage |
| show sound
decoders |
com_showSoundDecoders |
| Skip the renderer
completely |
com_skipRenderer |
| Show engine
timings |
com_speeds
|
| Print time in
milliseconds with each console print |
com_timestampPrints 1 |
| Print time in
seconds with each console print |
com_timestampPrints 2 |
| Update the load
size after loading a map |
com_updateLoadSize |
| Hold last amount
of detected video RAM |
com_videoRam |
| Combine six images
for roq compression |
combineCubeImages |
| Compress a demo
file |
compressDemo
|
| Print on the
console but not onscreen when console is displayed |
con_noPrint |
| Time messages
displayed when console is displayed |
con_notifyTime |
| Speed at which the
console moves |
con_speed [number]
|
| Dump the console
text to a file |
conDump
|
| Connect to a
server |
connect
|
| Crashes game |
crash
|
| Crash game |
crash |
| Unknown |
cvar_restart
|
| Restart the cvar
system |
cvar_restart
|
| Apply damage to an
entity |
damage
|
| Launch script
debugger |
debugger
|
| Print parses |
decl_show 1
|
| Print parses and
references developer |
decl_show 2
|
| Delete selected
entity |
deleteSelected
|
| Hold [Enter]
to zoom view |
demoshot
|
| Save screenshot
for a demo |
demoShot
|
| Load a map in
developer mode |
devmap
|
| Open directory |
dir
|
| List a folder |
dir |
| List a folder with
sub-folders |
dirtree
|
| Disassembles
script |
disasmScript
|
| Disables
connection for current multi-player game |
disconnect |
| Disconnect from a
game |
disconnect
|
| Compile map |
dmap |
| Skip to last level |
doomhell
|
| Print indicated
text |
echo [text]
|
| Launch in-game
Articulated Figure Editor |
editAFs |
| Launch in-game
Declaration Editor |
editDecls
|
| Launch GUI Editor |
editGUIs
|
| Change lighting |
editlight
|
| Launch in-game
Light Editor |
editLights
|
| Open the in-game
editor |
editor
|
| Launch level
editor Radiant |
editor
|
| Launch in-game
Particle Editor |
editParticles
|
| Launch in-game PDA
Editor |
editPDAs
|
| Launch in-game
Script Editor |
editScripts
|
| Change sounds in
editor area |
editsounds
|
| launch in-game
Sound Editor |
editSounds
|
| Take an
environment shot |
envshot
|
| Cause an error |
error
|
| Execute a config
file |
exec
|
| Execute
appropriate config files and sets cvars based on com_machineSpec
|
execMachineSpec |
| Exit game |
exit |
| Exit command demo |
exitCmdDemo
|
| Export models |
exportmodels
|
| Finish the build
process |
finishBuild
|
| Freeze everything
on screen |
freeze
|
| Freeze game for
indicated number of seconds |
freeze [number] |
| Armor takes this
percentage of damage |
g_armorProtection [number] |
| Armor takes this
percentage of damage in MP |
g_armorProtectionMP [number] |
| Maintain even
teams |
g_balanceTDM
|
| Show blood splats,
sprays, and gibs |
g_bloodEffects
|
| Skip updating
entities not marked 'cinematic' '1' during cinematics |
g_cinematic |
| Set seconds to
allow game to run when skipping cinematic |
g_cinematicMaxSkipTime [number] |
| Pregame countdown
in seconds |
g_countDown
[number] |
| Scale final damage
on player by this factor |
g_damageScale
[number] |
| Display
information on which animations are playing on specified entity; -1 disables
|
g_debugAnim
[number] |
| Check for models
with bounds over 2048 |
g_debugBounds |
| Show decals (bullet
holes, etc.) |
g_decals
|
| Disassemble script
into base/script disasm.txt when script is compiled |
g_disasm |
| Show double vision
when taking damage |
g_doubleVision
|
| Unknown |
g_dragDamping
|
| Allow dragging
physics objects around by placing the crosshair over them and holding [Fire]
|
g_dragEntity |
| Edit entity mode;
0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle
systems, 5 = monsters, 6 = entity names, 7 = entity models. |
g_editEntityMode [0-7] |
| Toggle disable
buffer file writing for save games |
g_flushSave
[0 or 1] |
| Display timing
information for each game frame |
g_frametime |
| Score review time
in seconds at end game |
g_gameReviewPause |
| Set how much
health to take in nightmare mode |
g_healthTakeAmt
[number] |
| Set how low can
health get taken in nightmare mode |
g_healthTakeLimit [number] |
| Set how often to
take health in nightmare mode |
g_healthTakeTime [number] |
| Control the weapon
sway in MP |
g_mpWeaponAngleScale [number] |
| Show muzzle
flashes |
g_muzzleFlash
[0 or 1] |
| If nightmare mode
is allowed |
g_nightmare
[0 or 1] |
| Game password |
g_password
[password> |
| Show dynamic
lights on projectiles |
g_projectileLights |
| Draw boxes around
thinking entities; dormant entities (outside of PVs) are yellow, non-dormant
are green |
g_showActiveEntities |
| Enable ejected
shells from weapon |
g_showBrass
|
| Display current
frame number for camera when playing cinematics |
g_showcamerainfo |
| Draw boxes around
monsters that targeted player |
g_showEnemies |
| Enable shadow of
player model |
g_showPlayerShadow |
| Enable display of
player hit percentage |
g_showProjectilePct |
| Toggle hit % to
HUD |
g_showprojectilepct 1 |
| Draw entities and
their targets; hidden entities are gray |
g_showTargets |
| Display current
animation and frame number for testmodels. |
g_showTestModelFrame |
| Draw trigger
entities (orange) and their targets (green); disabled triggers are gray.
|
g_showTriggers |
| Skip damage and
other view effects |
g_skipViewEffects |
| Let spectators
talk to everyone during game |
g_spectatorChat |
| Draw arrows over
teammates in team deathmatch |
g_TDMArrows |
| Test model
animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed
origin, 2 = cycle anim with continuous origin, 3 = frame by frame with
continuous origin, 4 = play anime once |
g_testModelAnimate |
| Number of frames
to blend |
g_testModelBlend |
| Test model
rotation speed |
g_testModelRotate |
| Test particle
visualation; set by the particle editor |
g_testParticle |
| Name of the
particle being tested by the particle editor |
g_testParticleName |
| Name of material
to draw over screen |
g_testPostProcess |
| When non-zero,
shows entities whose think functions exceeded the number of milliseconds
specified |
g_timeEntities
<number> |
| scale damage and
armor dynamically to keep player alive more often |
g_useDynamicProtection |
| Show available
memory |
game_memory
|
| Display game class
info |
game_memory
|
| Cause a game error |
gameError
|
| Kick player from
multi-player game |
gameKick [name]
|
| Kick indicated
player name |
gameKick [name]
|
| Print current view
position |
getviewpos
|
| Display graphics
card details |
gfxinfo
|
| Show graphics info |
gfxInfo
|
| Gametype filter |
gui_filter_gameType |
| Password filter |
gui_filter_password |
| Players filter |
gui_filter_players |
| Send heartbeat to
master servers |
Heartbeat
|
| Show help |
help |
| Hitch the game |
hitch
|
| Show IK debug
lines |
ik_debug
|
| Enable IK |
ik_enable
|
| Name of log file;
if empty "qconsole.log" will be used |
ilFileName |
| Set the maximum
texture anisotropy if available |
image_anisotropy [number] |
| Maximum MB
reserved for temporary loading of full-sized precompressed images
|
image_cacheMegs
[number] |
| Maximum KB of
precompressed files to read at specification time |
image_cacheMinK
[number] |
| See texture MIP
usage |
image_colorMipLevels |
| Control texture
downsampling |
image_downSize
|
| Control normal map
downsampling |
image_downSizeBump |
| Control normal map
downsample limit |
image_downSizeBumpLimit |
| Control diffuse
map downsample limit |
image_downSizeLimit |
| Control specular
downsampling |
image_downSizeSpecular |
| Control specular
downsampled limit |
image_downSizeSpecularLimit |
| Change texture
filtering on mipmapped images |
image_filter |
| Unknown |
image_forceDownSize |
| Ignore high
quality setting on materials |
image_ignoreHighQuality |
| Change lod bias on
mipmapped images |
image_lodbias
|
| If 0, dynamically
load all images |
image_preload
[0 or 1] |
| Round bad sizes
down to nearest power of two |
image_roundDown |
| If 1, print number
of outstanding background loads |
image_showBackgroundLoads[0 or 1] |
| Allow alpha/intensity/luminance
luminance+alpha |
image_useAllFormats |
| If 1, do
background load image caching |
image_useCache
[0 or 1] |
| If 0, force
everything to high quality |
image_useCompression [0 or 1] |
| If 2, use rxgb
compression for normal maps; if 1, use 256 color compression for normal maps
if available |
image_useNormalCompression [0-2] |
| Write batch file
for offline compression of .DDS files |
image_useOfflineCompression |
| Use .DDS files if
present |
image_usePrecompressedTextures |
| Write .tgas of the
final normal maps for debugging |
image_writeNormalTGA |
| Write .TGAs of the
final palletized normal maps for debugging |
image_writeNormalTGAPalletized |
| Write .DDS files
if necessary |
image_writePrecompressedTextures |
| Write .TGAs of the
non normal maps for debugging |
image_writeTGA |
| Always run (reverse
_speed button) in multi-player mode |
in_alwaysRun |
| Angle change scale
when holding _speed button |
in_anglespeedkey |
| Look around with
mouse (reverse _mlook button) |
in_freeLook |
| Enable mouse input |
in_mouse
|
| Pitch change speed
when holding _lookUp or _lookDown button |
in_pitchspeed |
| Unknown |
in_restart
|
| Restart the input
system |
in_restart
|
| Yaw change speed
when holding _left or _right button |
in_yawspeed |
| Unknown |
keeptestmodel
|
| Keep last test
model in the game |
keepTestModel
|
| Kick client by
connection number |
kick
|
| Kill current
target; suicide if no one is targeted |
kill |
| Kill the player |
kill
|
| Kill all monsters
in current level |
killmonsters
|
| Remove all
monsters |
killMonsters
|
| Kill all moving
enemies |
killmoveables
|
| Remove all
moveables |
killMoveables
|
| Kill all
non-moving enemies |
killragdolls
|
| Remove all
ragdolls |
killRagdolls
|
| Scan LAN for
servers |
LANScan
|
| Show LCP solver
failures |
lcp_showFailures |
| List active game
entities |
listActiveEntities |
| List articulated
figures |
listAF
|
| Unknown |
listanims |
| List all
animations |
listAnims
|
| List audios |
listAudios
|
| List key bindings |
listBinds
|
| List game classes |
listClasses
|
| List commands |
listCmds
|
| Unknown |
listcollisionmodels |
| List collision
models |
listCollisionModels |
| List cvars |
listCvars
|
| List all decls |
listDecls
|
| List all keys used
by dictionaries |
listDictKeys
|
| List all values
used by dictionaries |
listDictValues
|
| List emails |
listEmails
|
| Unknown |
listentities
|
| List game entities |
listEntities
|
| Lists indicated
def file settings |
listentitydefs
|
| List entity defs |
listEntityDefs
|
| List FX systems |
listFX
|
| List game commands |
listGameCmds
|
| List GUIs |
listGuis
|
| List decl text
character frequencies |
listHuffmanFrequencies |
| Unknown |
listimages
|
| List images |
listImages
|
| Lists indicated
def file settings |
listlightdefs
|
| Unknown |
listlines |
| List all debug
lines |
listLines
|
| Unknown |
listmaterials
|
| List materials |
listMaterials
|
| List model defs |
listModelDefs
|
| Unknown |
listmodels
|
| List all models |
listModels
|
| Unknown |
listmodes |
| List all video
modes |
listModes
|
| Lists images of
monsters |
listmonsters
|
| List monsters |
listMonsters
|
| List particle
systems |
listParticles
|
| List PDAs |
listPDAs
|
| List the entity
defs |
listRenderEntityDefs |
| List renderer
commands |
listRendererCmds |
| List the light
defs |
listRenderLightDefs |
| List scanned
servers |
listServers
|
| Unknown |
listskins |
| List skins |
listSkins
|
| List sound
commands |
listSoundCmds
|
| List active sound
decoders |
listSoundDecoders |
| Unknown |
listsounds
|
| List all sounds |
listSounds
|
| Unknown |
listsoundshaders |
| List sound shaders |
listSoundShaders |
| List the spawn
args of an entity |
listSpawnArgs
|
| List system
commands |
listSystemCmds
|
| List tables |
listTables
|
| Unknown |
listthreads
|
| List script
threads |
listThreads
|
| List tool commands |
listToolCmds
|
| List type info |
listTypeInfo
|
| Unknown |
listvertexcache
|
| List vertex cache |
listVertexCache
|
| List videos |
listVideos
|
| Load a game |
loadGame
|
| Localize GUIs |
localizeGuis
|
| Localize maps |
localizeMaps
|
| If 1, buffer log;
if 2, flush after each print |
logFile [1
or 2] |
| Mouse pitch scale |
m_pitch
|
| Show mouse
movement |
m_showMouseRate
|
| Number of samples
blended for mouse viewing |
m_smooth |
| Mouse strafe
movement scale |
m_strafeScale
|
| Number of samples
blended for mouse moving |
m_strafeSmooth |
| Mouse yaw scale |
m_yaw
|
| Make an ambient
map |
makeAmbientMap
|
| Process giant
images |
MakeMegaTexture
|
| Create memory dump |
memoryDump
|
| Create a
compressed memory dump |
memoryDumpCompressed |
| Valid skins (including
flushing referenced pak files); decreased if over 0 |
mod_validSkins |
| Unknown |
modulatelights
|
| Modify shader
parms on all lights |
modulateLights
|
| Unknown |
nextanim |
| Show next
animation on test model |
nextAnim
|
| Show next
animation frame on test model |
nextFrame |
| Teleport player to
the next func_static with a GUI |
nextGUI |
| Load next map on
the server |
nextMap
|
| No clipping |
noclip
|
| Disable collision
detection for the player |
noclip |
| Ignored by most
enemies |
notarget
|
| Unknown |
notarget |
| Disable player as
a target |
notarget
|
| Unknown |
overlaygui
|
| Print tokenized
string |
parse
|
| Unknown |
parsewait |
| Unknown |
path |
| List search paths |
path
|
| Unknown |
playcmddemo
|
| Play back a
command demo |
playCmdDemo
|
| Unknown |
playdemo |
| Play back a demo |
playDemo
|
| Unknown |
playermodel
|
| Set the given
model on the player |
playerModel [model
name] |
| Milliseconds the
player can go without air before damage starts |
pm_air [number] |
| x/y size of
player's bounding box |
pm_bboxwidth
|
| Unknown |
pm_bobpitch
|
| Unknown |
pm_bobroll
|
| Unknown |
pm_bobup |
| Bob much faster
when crouched |
pm_crouchbob
|
| Height of player's
bounding box while crouched |
pm_crouchheight
[number] |
| Time it takes for
player's view to change from standing to crouching |
pm_crouchrate
[number] |
| Speed the player
can move while crouched |
pm_crouchspeed
[number] |
| Height of player's
view while crouched |
pm_crouchviewheight [number] |
| Height of player's
bounding box while dead |
pm_deadheight
[number] |
| Height of player's
view while dead |
pm_deadviewheight [number] |
| Approximate height
the player can jump |
pm_jumpheight
[number] |
| Amount player's
view can look down |
pm_maxviewpitch
[number] |
| Amount player's
view can look up; negative values are up |
pm_minviewpitch
[number] |
| Draw camera from
POV of player model; 1 = always, 2 = when dead |
pm_modelView
[1 or 2] |
| Speed the player
can move while in noclip |
pm_noclipspeed
[number] |
| Height of player's
bounding box while standing |
pm_normalheight
[number] |
| Height of player's
view while standing |
pm_normalviewheight [number] |
| Bob faster when
running |
pm_runbob
|
| Unknown |
pm_runpitch
|
| Unknown |
pm_runroll
|
| Speed the player
can move while running |
pm_runspeed
[number] |
| Size of the
spectator bounding box |
pm_spectatebbox
[number] |
| Speed the player
can move while spectating |
pm_spectatespeed [number] |
| Length of time
player can run |
pm_stamina
[number] |
| Rate that player
regains stamina; divide pm_stamina by this number to determine how to fully
recharge. |
pm_staminarate
[number] |
| When stamina is
below this value, player slows to a walk |
pm_staminathreshold [number] |
| Maximum height
player can step up without jumping |
pm_stepsize
[number] |
| Third person view |
pm_thirdPerson
|
| Toggle third
person view |
pm_thirdperson
[0 or 1] |
| Direction of
camera from player in third person in degrees; 0 = behind player, 180 = in
front |
pm_thirdPersonAngle [0-180] |
| Clip third person
view into world space |
pm_thirdPersonClip |
| Enable third
person view when player dies |
pm_thirdPersonDeath |
| Height of camera
from normal view height in third person |
pm_thirdPersonHeight [number] |
| Camera distance
from player in third person |
pm_thirdPersonRange [number] |
| Use cylinder
approximation instead of bounding box for player collision detection
|
pm_usecylinder |
| Bob slowly when
walking |
pm_walkbob
|
| Player's walking
speed |
pm_walkspeed
[number] |
| Unknown |
poplight |
| Remove last
created light |
popLight
|
| Unknown |
prevanim |
| Show previous
animation on test model |
prevAnim
|
| Show previous
animation frame on test model |
prevFrame |
| Print an
articulated figure |
printAF
|
| Print an Audio |
printAudio
|
| Print an email |
printEmail
|
| Print an entity
def |
printEntityDef
|
| Print an FX system |
printFX
|
| Print a material |
printMaterial
|
| Unknown |
printmode |
| Print model info |
printModel
|
| Print a model def |
printModelDefs
|
| Print a particle
system |
printParticle
|
| Print a PDA |
printPDA
|
| Unknown |
printshader
|
| Print a skin |
printSkin
|
| Print a sound
shader |
printSoundShader |
| Print a table |
printTable
|
| Print an Video |
printVideo
|
| Prompt and set the
CD Key |
promptKey
|
| Exit game |
quit |
| Quit the game |
quit
|
| Change gamma
tables |
r_brightness
|
| Set brightness
level |
r_brightness
[number] |
| arbfp1, fp30 |
r_cgFragmentProfile |
| arbvp1, vp20, vp30 |
r_cgVertexProfile |
| Compare all
surface bounds with precalculated ones |
r_checkBounds |
| Force screen clear
every frame; 1 = purple, 2 = black, R G B = custom |
r_clear [1,
2, or R G B value] |
| Custom screen
height |
r_customHeight
[number] |
| Custom screen
width |
r_customWidth
[number] |
| Step size of arrow
cone line rotation in degrees |
r_debugArrowStep [number] |
| Perform depth test
on debug lines |
r_debugLineDepthTest |
| Width of debug
lines |
r_debugLineWidth [number] |
| Draw a filled
polygon |
r_debugPolygonFilled |
| Used during
development to show IHV's their problems |
r_demonstrateBug |
| Optional display
refresh rate option for vid mode |
r_displayRefresh |
| Force a call to
glFinish() every frame |
r_finish |
| Scale flare
deforms from the material def |
r_flareSize |
| Draw all images to
screen after registration |
r_forceLoadImages |
| Draw to front
buffer for debugging |
r_frontBuffer
|
| 0 = windowed, 1 =
full screen |
r_fullscreen
[0 or 1] |
| Change gamma
tables |
r_gamma
|
| Set gamma level |
r_gamma
[0-3] |
| "opengl32", etc. |
r_glDriver
[value] |
| Fraction to smear
across neighbors |
r_hdr_bloomFraction |
| Maximum light
scale |
r_hdr_exposure
|
| Monitor gamma
power |
r_hdr_gamma
|
| Random dither in
monitor space |
r_hdr_monitorDither |
| Use a floating
point rendering buffer |
r_hdr_useFloats
|
| Random debugging
without defining new vars |
r_ignore |
| Random debugging
without defining new vars |
r_ignore2 |
| Ignore GL errors |
r_ignoreGLErrors |
| Ignore the
fragment program extension |
r_inhibitFragmentProgram |
| Randomly subpixel
jitter the projection matrix |
r_jitter |
| Offset of joint
names when r_showskel is set to 1 |
r_jointNameOffset |
| Size of joint
names when r_showskel is set to 1 |
r_jointNameScale |
| Light all the back
faces, even when they would be shadowed |
r_lightAllBackFaces |
| All light
intensities are multiplied by this |
r_lightScale |
| Soft-shadow
sampling |
r_lightSourceRadius |
| Allow moving the
view point without changing the composition of the scene, including culling
|
r_lockSurfaces |
| Number of frames
to emit GL logs |
r_logFile
|
| Override all
materials |
r_materialOverride |
| Draw only a
specific level |
r_megaTextureLevel |
| Combine model
surfaces with the same material |
r_mergeModelSurfaces |
| Video mode number |
r_mode
|
| Number of
antialiasing samples |
r_multiSamples
|
| Near Z clip plane
distance |
r_near
|
| Polygon offset
parameter |
r_offsetfactor
|
| Polygon offset
parameter |
r_offsetunits
|
| Perform index
reorganization to optimize vertex use |
r_orderIndexes |
| Hardware specific
renderer path to use |
r_renderer |
| Scale factor for
jitter bias |
r_sb_biasScale
|
| Oversize FOV for
point light side matching |
r_sb_frustomFOV |
| Scale factor for
jitter offset |
r_sb_jitterScale |
| Pixel dimensions
for each shadow buffer, 64 - 2048 |
r_sb_lightResolution |
| Use GL_LINEAR
instead of GL_NEAREST on shadow maps |
r_sb_linearFilter |
| Do not draw any
occluders |
r_sb_noShadows
|
| 0 = front faces; 1
= back faces; 2 = midway between them |
r_sb_occluderFacing[0-3] |
| polygonOffset
factor for drawing shadow buffer |
r_sb_polyOfsFactor |
| polygonOffset
units for drawing shadow buffer |
r_sb_polyOfsUnits |
| Randomly offset
jitter texture each draw |
r_sb_randomize |
| Set to 0, 1, 4, or
16 |
r_sb_samples
[number] |
| Build shadows in
screen space instead of on surfaces |
r_sb_screenSpaceShadow |
| Color the pixels
contained in the frustum |
r_sb_showFrustumPixels |
| only draw a single
side (0 to 5) of points lights |
r_sb_singleSide |
| Cull geometry to
individual side frustums |
r_sb_useCulling |
| Draw offscreen |
r_sb_usePbuffer
|
| Width of screen
space shadow sampling screenFraction for testing fill rate; the resolution
of entire screen can be changed |
r_sb_viewResolution |
| Scale value for
stencil shadow drawing |
r_shadowPolygonFactor |
| Bias value added
to depth test for stencil shadow drawing |
r_shadowPolygonOffset |
| Enable shadows |
r_shadows
|
| Report alloc/free
counts |
r_showAlloc
|
| Report sphere and
box culling stats |
r_showCull
|
| Report number of
modeDefs and lightDefs in view |
r_showDefs |
| Report reads and
writes to the demo file |
r_showDemo |
| Display contents
of the depth buffer and the depth range |
r_showDepth |
| Draw lines from
vertexes to center of dominant triangles |
r_showDominantTri |
| Report stats on
dynamic surface generation |
r_showDynamic |
| Draw the sil edges |
r_showEdges
|
| Show entity
scissor rectangles |
r_showEntityScissors |
| 1 = show all
images instead of rendering, 2 = show in proportional size |
r_showImages
[0-2] |
| Draw screen colors
based on intensity; red = 0, green = 128, blue = 255 |
r_showIntensity
[number] |
| 1 = show frustum
for each interaction, 2 = also draw lines to light origin, 3 = also draw
entity bbox |
r_showInteractionFrustums [0-3] |
| Report interaction
generation activity |
r_showInteractions |
| 1 = show screen
rectangle which contains the interaction frustum, 2 = also draw construction
lines |
r_showInteractionScissors [0-2] |
| 1 = colors
surfaces based on light count, 2 = also count everything through walls, 3 =
also print overdraw |
r_showLightCount [0-3] |
| 1 = just print
volumes numbers, highlighting ones covering the view, 2 = also draw planes
of each volume, 3 = also draw edges of each volume |
r_showLights
[0-3] |
| Report scale
factor applied to drawing for overbrights |
r_showLightScale |
| Show light scissor
rectangles |
r_showLightScissors |
| Display all the
level images |
r_showMegaTexture |
| Draw colored
blocks in each tile |
r_showMegaTextureLabels |
| Print frame memory
utilization |
r_showMemory
|
| Draw wireframe
normals |
r_showNormals
|
| 1 = geometry
overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction
overdraw |
r_showOverDraw
[0-3] |
| Draw portal
outlines in color based on passed/not passed |
r_showPortals |
| Report drawsurf/index/vertex
counts |
r_showPrimitives |
| Color screen based
on shadow volume depth complexity, 2 or greater = print overdraw count based
on stencil index values, 3 = only show turboshadows, 4 = only show static
shadows |
r_showShadowCount [0-4] |
| 1 = visualize the
stencil shadow volumes, 2 = draw filled in |
r_showShadows
[0-2] |
| Highlight edges
that are casting shadow planes |
r_showSilhouette |
| Draw skeleton when
model animates, 1 = draw model with skeleton, 2 = draw skeleton only
|
r_showSkel[0-2] |
| Show which end
(front or back) is blocking |
r_showSmp |
| Show surface
material name under crosshair |
r_showSurfaceInfo |
| Report surface/light/shadow
counts |
r_showSurfaces
|
| Shade triangles by
tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 =
use normal vector |
r_showTangentSpace [0-3] |
| Shade triangles by
texture area polarity |
r_showTexturePolarity |
| If greater than 0,
draw each triangles texture (tangent) vectors |
r_showTextureVectors [number] |
| Show intersection
of an eye trace with the world |
r_showTrace |
| Enable wireframe
rendering of the world; 1 = only draw visible ones, 2 = draw all front
facing, 3 = draw all |
r_showTris
[0-3] |
| if 1, put all
nVidia register combiner programming in display lists |
r_showUnsmoothedTangents [0-1] |
| Report entity and
light updates and ref counts |
r_showUpdates |
| Unknown |
r_showVertexCache |
| Draw all triangles
with the solid vertex color |
r_showVerte |