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View Full Version : Here are The console commands for Q-3 "WARNING USE AT UR OWN RISK"


THE_PHANTOMLORD
04-08-2002, 02:52 AM
I'm realy kind of torn about posting these due to the fact I don't want anyone acidently ruining their game state due to one of my posts, but A lot of peeps have been asking about console commands so Im posting a link to where they can b found......In case the hyperlink mysteriously vanishes from the face of the web I'll past them below as well-"Funny how that just happens sometimes". Bare in mind these are the commands for Quake 3 "The same engine used to design JK2". So some of them may or may not have the same effect blah blah blah.......and on a word of caution Please be careful what u change or u may find ur self reinstaling the game"or worse.who knows" and if u check ur read me file for JK2 you will notice the Commands are for "Development use Only" so don't expect any Tech support if U foul something up as a result of them. One word to the wise make a note of what u change "AND its default setting" so U can change it back incase of a disaster.......Have gotten that off my chest here's http://fps.brainerd.net/consolecommands.htm a link to the site which may be easier on ur eyes than the command lines below.........Enjoy and I hope this helps some peeps out there
http://fps.brainerd.net/consolecommands.htm

"WARNING USE AT UR OWN RISK"
Console Commands
Description

centerview quickly move current view to the center of screen
changeVectors change to vector defined by FIND_NEW_CHANGE_VECTORS
cinematic play the q3a intro movie...
clear clear all text from console
clientinfo display name, rate, number of snaps, player model, rail color, and handicap (state number?)
cmd send a command to server remote console
cmdlist list all available console commands
condump condump "x" write the console text to a file where "x" is the name of that file
configstrings list the current config strings in effect
connect connect to server (connect 204.52.135.50) or (connect serverURL.com)
crash causes Q3TEST.EXE to perform an illegal operation in Windows
cvar_restart reset all variables back to factory defaults (could be handy)
cvarlist list all available console variables and their values
demo play demo (demo q3test1.dm3)
devmap load maps in development mode? (loads map with cheats enabled in v1.08)
dir display directory if syntax is correct ex. (dir \) or (dir ..\) or (dir ..\baseq3)
disconnect disconnects you from server (local included)
dumpuser display user info (handicap, model/color, rail color, more…)(dumpuser "<name>")
echo echo a string to the message display
error execute an error routine to protect the server
exec execute a config file or script
follow switch to follow mode (follow "<name>" or follow1 for 1ST place follow2 for 2ND etc…)
-forward stop moving forward
freeze freeze game and all animation for specified time (freeze 5) (5 seconds)
gfxinfo returns extensive information about video settings
give cheat - give player item (give railgun)
globalservers list public servers on the internet
god cheat - give player invulnerability
heartbeat send a manual heartbeat to the master servers
hunk_stats returns value of some registers how many bits high/low and total
imagelist list currently open images (textures).
in_restart restarts all the input drivers, dinput, joystick, etc
-info stop displaying server information (sv_hostname, map, rules, g_gametype, fraglimit)
joy_advancedupdate removed Graeme says joy support still broken
kick kick a user from the server (sorry from server console only…kick "<name>")
kill kills your player (suicide but can get you unstuck some times)
-left stop turning left
localservers list servers on LAN or local sub net only
-lookdown stop looking down
-lookup stop looking up
map loads specified map (map q3test1)
map_restart resets the game on the same map (also plays fight! sound file and displays FIGHT!)
messagemode send a message to everyone
messagemode2 send a message to teammates
messagemode3 send a message to tourney opponents?
messagemode4 send a message to attacker? (does not work)
midiinfo display information about MIDI music system
-mlook stop using mouse look
modelist list of accessible screen resolutions
modellist list of currently open player models
-movedown stop moving down (crouch, climb down, swim down)
-moveleft stop strafing to the left
-moveright stop strafing to the right
-moveup stop moving up (jump, climb up, swim up)
music plays specified music file (music music.???)
nextframe steps to the next frame?
nextskin steps to the next skin?
noclip no clipping objects (nothing will be solid)
notarget BOTS will not fight/see you (good for getting cool screenshots)
path display all current game paths
ping manually ping a server (ping "<sv_hostname>" or by the IP address)
play play a sound file (play sound.wav)
prevframe
prevskin
quit quit arena and quit Quake 3 Arena and return to your OS…Thanx for flying
rcon start a remote console to a server.
record records a demo (record mydemo.dm3)
reset reset specified variable (reset model) single variable as opposed to cvar_restart…(c:
restart restart the game on the current map (server only)
-right stop turning right
say say something to everyone on the server.
say_team say something to your team only.
scanservers scan the local area network for servers (only works for same subnet)
-scores stop displaying current scores
screenshot save current viewport to an image file (usually named sequentially shot0001.tga^)
sectorlist lists sectors and number of entities in each on the currently loaded map
serverinfo gives information about local server from the console of that server
serverrecord records a serverside demo (serverrecord srvrdemo.dm3)
serverstop stops the recording of a serverside demo
set set a variable (set <variable name> <commands;separate by;semi;colon>
seta works the same as set Hey John Carmack tell us how this differs from set
setenv sets environment variables
sets works the same as set Hey John Carmack tell us how this differs from set
setu works the same as set Hey John Carmack tell us how this differs from set
shaderlist list of currently open shaders (light effects).
sizedown makes viewport one size smaller
sizeup makes viewport one size larger
skinlist list of currently open skins
snd_restart re-initialize sound
soundinfo information about sound system
soundlist list of currently open sound files
-speed speed toggle bound to shift key by default toggles run/walk
status status of currently connected server
stoprecord stop recording a demo
stopdemo stop recording demo
stopsound stop whatever sound that is currently playing from playing.
-strafe stop changing directional movement into strafing movement
systeminfo returns values for: g_syncronousclients, sv_serverid, and timescale.
tcmd possibly send a command to server remote console? (illegal operation locked my PC)
team set player status. p=player s=spectator red, blue, or free (team free joins smallest/loosing team)also in tourney play team follow1 2 etc.(follow players by lead position) team scoreboard your player becomes a scoreboard
tell_attacker possibly to pass a complement to your last known attacker..he he more like insult
tell_target possibly to pass a complement back…ha ha more like "Die Llama"
testfog removed may have been used for development of fog emulation
testgun weapon model dissapears cg_gun 1 does not bring it back possibly to debug weapon model
testmodel testmodel <path\model.md3> will test/debug? the model specified
testshader covers all brushes and entities with the selected texture, and lights the map using the effect of that texture as well. entering testshader without a parameter will restore all textures set by the map. -hacker (removed possibly because cheat potential)
toggle toggle "X", where X is the variable you give, to a 1 if it is 0 and 0 if it is 1 (toggle cg_autoswitch) "The 'toggle' command can toggle write protected cvars." Graeme
toggleconsole usually bound to ~ the tilde key brings the console up and down
touchFile make the file a zero byte file (not a good idea I did not test this one)
unbind unbinds a key
unbindall unbinds all keys (be careful)
userinfo list user information like (possibly replaced by clientinfo)
vid_restart re-initialize video
viewpos returns player coordinates on the max in x y z form
vmprofile possibly more of the virtual machine John's talking about, profile…hmm?
vmtest probably a developer test which returns levels of success, returns >display "C: test 1234"
vstr identifies the attached command as a variable sting (bind a vstr "myvariable")
wait stop execution and wait one game tick (no alias support will be added in Q3A per J.C.)
weapnext switch to the next higher numbered weapon
weapon select a weapon by it's number (weapon "5")
weapprev switch to the next lower numbered weapon
writeconfig saves current configuration to a cfg file…this is cool! (c:
z_stats display the memory statistics for the Z-buffer in the game "lists all blocks >= given size" John Carmack
-zoom zoom out to fov specified by the fov variable

Variables
Description

activeaction "" execute a given command once the first snapshot is recieved from the conected server (activeaction "+movedown") - Questy + ZOID
arch "win98" architecture/operating system
bot_enable "0" possibly to enable and disable adding of bots to the map/game
capturelimit "8" set # of times a team must grab the others flag before the win is declared
cg_animspeed "1" enable player animations (see cg_noplayeranims)
cg_autoswitch "1" auto-switch Weapons (on pick-up)
cg_bobpitch "0.002" set amount player view bobs forward/back while moving
cg_bobroll "0.002" set amount player view rolls side to side while moving
cg_bobup "0.005" set amount player view bobs up/down while moving
cg_brassTime "1250" set amount of time a shell casing gets displayed if set to 0 the game engine will skip all shell eject code
cg_centertime "3" set display time for center screen messages (0 off)
cg_debuganim "0" toggle model animation debug mode
cg_debugevents "0" toggle event debug mode
cg_debugposition "0" toggle player position debug mode
cg_demoLook "0" possibly to change the look of a recorded demo?
cg_draw2D "1" toggle the drawing of 2D icons on the HUD (Ammo #, health #, Armor #)
cg_draw3dIcons "1" toggle the drawing of 3D icons on the HUD (3DAmmo, 3Dface, 3DArmor)
cg_drawAmmoWarning "1" toggle low-ammo warning display
cg_drawAttacker "1" toggle the display of last know assailant
cg_drawCrosshair "1" toggle crosshairs (change to zero if you have really good aim ha! ha!)
cg_drawCrosshairNames "1" toggle displaying of name of who you're pointing at
cg_drawFPS "0" toggle Frames Per Second display (when set to one "0" is default)
cg_drawKiller "1" toggle display of players name and picture who fragged you last
cg_drawSnapshot "0" toggle the display of snapshots counter (# of snaps since game start)
cg_drawStatus "1" draw the HUD. (toggle weather or not health and score is displayed)
cg_drawTimer "1" show timer on HUD. Shows Time remaining, if timelimit is set
cg_errordecay "100"
cg_extrapolate "1" toggle blending of animations from one to the next (like a segway)
cg_footsteps "1" toggle the footstep sounds of your player in the game
cg_gibs "1" toggle the display of animated gibs (explosions flying body parts OH! YEA! BABY!)
cg_gun "1" toggle determines if the weapon your holding is visible or not
cg_ignore "0" possibly ignores hardware driver settings in favor of variable settings
cg_lagometer "1" toggle the display of Lag-O-Meter on the HUD 1=netgraph
cg_marks "1" toggle the marks the projectiles leave on the wall (bullet holes, etc)
cg_noplayeranims "0" toggle player model animations. (the animation frame displayed when this is disabled is rather odd, though.)
cg_nopredict "0" toggle client-side player prediction. (disabling causes the client to wait for updates from the server before updating the player location.) .
cg_railTrailTime "400" how long the railgun's trails last
cg_runpitch "0.002" set amount player view bobs up and down while running
cg_runroll "0.005" set amount player view rolls side to side while running (in 3rd person only?)
cg_shadows "0" set shadow detail level (0 = OFF, 1 = basic discs, 2 = Stencil Buffered (if r_stencilebits=8))
cg_showcrosshair "1" appeared in version 1.06 then removed in 1.07 now back in 1.08…hmm
cg_showmiss "0" toggle the display of missed player predictions (like Q2's cl_showmiss)
cg_simpleItems "0" makes some objects more "simple" (faster to render) now draws sprite items (OK large gain in FPS but even larger loss in visual quality/effects, is it worth it?)...hacker
cg_stats "0" toggles display of client frames in sequence missed frames are not shown
cg_stereoSeparation "0.4" the amount of Stereo Separation (some people think audio I think 3D glasses!) also can not notice any audible effect in greater or lesser numbers. You ever take off your glasses at a 3D movie, remember how the images were separated into 3 colors?
cg_swingSpeed "0.3" set speed player model rotates to match position (1 is no delay, 0 will never turn)
cg_teamchattime "" set the time for how long team messages (messagemode2) in the team colored (red/blue) box will remain on screen (3000=default)
cg_temp "0"
cg_testentities "0"
cg_thirdPerson "0" toggle the use of and third person view
cg_thirdPersonAngle "0" change the angle of perspective you view your player (180 changes view to the front of the model)
cg_thirdPersonRange "40" change the trailing distance you view your player from
cg_tracerchance "0.4" set frequency of tracer bullets (1 is all tracers)
cg_tracerlength "100" set length of tracer bullets
cg_tracerwidth "1" set width of tracer bullets
cg_waveamplitude "1"
cg_wavefrequency1 "0.4"
cheats "0" enable cheating commands (give all) (serverside only)
cl_anglespeedkey "1.5" set the speed that the direction keys (not mouse) change the view angle
cl_avidemo "0" toggle recording of a slideshow of screenshots records into the snapshot folder and appears to have overwritten some snapshots I had in there…)c:
cl_debugMove "0" toggle the drawing of debug graphs for mouse testing - Questy + ZOID
cl_freezeDemo "0" stops a demo play back and freeze on one frame
cl_maxpackets "30" possibly the transmission packet size? or how many packets are sent to client? (serverside)
cl_motd "1" toggle the display of "Message of the day" cl_mouseAccel "0" set mouse acceleration the mouse speeds up as it continues in one direction (not good)
cl_nodelta "0" disable delta compression (slows net performance, only use if net errors happen otherwise not recommended)
cl_noprint "0" printout messages to your screen or to the console (tired of all the chatter?)
cl_packetdup "2"
cl_pitchspeed "140" set the pitch rate when +lookup and/or +lookdown is active.
cl_run "1" always run...play without it I dare you! (c:
cl_running "1" possibly a server side control that may take precedence over players cl_run
cl_showmouserate "0" show the mouse rate of mouse samples per frame (USB 1/per frame)
cl_shownet "0" display network quality info
cl_showTimeDelta "0" display time delta between server updates
cl_timeNudge "0" effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server)
cl_timeout "125" seconds to wait before you are removed from the server when you lag out.
cl_updateInfoString "" "challenge\14985\motd\This was used when 1.07 came out"
cl_yawspeed "140" set the yaw rate when +left and/or +right is active. (as high as server will allow)
cm_curveClipHack "0" must have been a cheat!!! removed now
cm_noAreas "0"
cm_noCurves "0" toggle the ability of the player bounding box to clip through curved surfaces
cm_playerCurveClip "1" toggles the ability of the player bounding box to respect curved surfaces.
color "1" rail color blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7
com_dropsim "0" simulate random packet loss .5 will simulate half the packets being dropped used for debugging...Thanx to Questy + ZOID
com_hunkMegs "20" set the amount of memory in MB that quake3.exe will reserve for itself
com_maxfps "100" set max frames per second you receive from server (maxfps was removed)
com_showtrace "0" toggle display of packet traces. 0=disables,1=toggles.
com_speeds "0" toggle display of client side connection speeds (all: sv: ev: cl: gm: rf:)
con_notifytime "3" defines how long messages (from players or the system) are on the screen
conback "" select console background file "gfx/2d/conback.tga"
crosshairhealth "1" show health by the cross hairs
crosshairsize "24" crosshair size...incase you have crosshair envy (c:
d_bot "" all d_ commands have been removed to disable bots most likely
d_botai "0" all d_ commands have been removed to disable bots most likely
d_botaiming "0" all d_ commands have been removed to disable bots most likely
d_botfreeze "0" all d_ commands have been removed to disable bots most likely
d_break "0" all d_ commands have been removed to disable bots most likely
d_noroam "0" all d_ commands have been removed to disable bots most likely
debuggraph "0" toggle the display of a graph used by id
dedicated "0" set console to server only (command line cvar causes engine not to load 3D game just a server console C:\Q3TEST\quake3.exe +set dedicated 1)
developer "0" enable developer mode (more verbose messages)
dmflags "0" set deathmatch flags (hex value like q2 weapons stay spawn farthest etc…)
fixedtime "0" toggle will force engine to display all frames disregarding smoothness (usually some frames are skipped to keep game play smooth)
fov "90" field of view/vision "90" is default higher numbers give peripheral vision.
fraglimit "20" set fraglimit on a server (0 is no limit)
freelook "1" steer aim and control head movement with the mouse…a must (c:
fs_basepath "" possibly sets base path root C:\Q3TEST for files to be downloaded from
fs_cdpath "" possibly sets drive letter for CD-ROM for use of .cin files maybe
fs_copyfiles "0" possible sets weather files can be copied from servers or weather client will download
fs_debug "0" possibly enables file server debug mode for download/uploads or something
fs_game "" possibly sets game type CTF DM or COOP?
fs_restrict "" possibly sets up file restrictions read-only etc...
g_aimTest "0" removed possibly was a cheat (bot like aiming)
g_arenaName "0" possibly toggles the display of the name of the current arena?
g_arenaRank "" possibly a variable to hold the value for your rank in the current series
g_arenaScores "" possibly a variable to hold the value of previous arena series scores
g_debugalloc "0"
g_debugMove "0"
g_forcerespawn "10" set the respawn time in seconds, 0 = don't forcerespawn
g_gametype "0" a value of 0 here indicates classic Free For All, a value of 1 indicates tournament Play and a value of 2 indicates Team Deathmatch. So, to start a dedicated server in tournament mode, you would use: quake3 +set dedicated 2 +set sv_zone tournaments +set g_gametype 1 +map q3tourney, "Graeme Devine"
g_gravity "800" set the gravity level. (this is normally set by a property of the map loaded)
g_inactivity "0" set the amount of time a player can remain inactive before kicked
g_knockback "1000" the knockback from a weapon, higher number = greater knockback.
g_log "1" toggles logging of game data or statistics John Carmack will make g_log a filename instead of a 0/1 in the next version
g_maxGameClients "0" possibly to set maximum # of players who may join the game
g_motd "" set message of the day to "X" (see "cl_motd" to display it)
g_password "" possibly a variable that holds the password to get in the game
g_quadfactor "3" allows the admin to set the amount of damage the quad damage will do.
g_restarted "0" possibly a flag that is toggled when the game has been restarted
g_singlePlayer "0" possibly to allow 3rd party's to make TC's for single player style games?
g_speed "320" how fast you move in Q3Test. The greater the number, the greater the velocity.
g_syncronousClients "0" toggle synching of all client movements (1 required to record server demo)
g_warmup "" the warmup time for tournament play is set with g_warmup. A tournament game is implicitly a one on one match, and further players are automatically entered as spectators (note, when the game starts, all clients, including the spectators respawn). You can follow the players by using Steam follow1T, Steam follow2T, and you can be a scoreboard by using Steam scoreboardT., "Graeme Devine"
g_weaponrespawn "5" set the time before a picked up weapon will respawn again, 0 = continuous respawn
gamedate "" "Aug 2 1999"
gamename "baseq3" set the game directory (for MODS and such dir. would be other than baseq3)
GL_EXT_cull_vertex GL_EXT_packed_pixels GL_EXT_point_parameters
GL_EXT_texture_object GL_EXT_vertex_array GL_WIN_swap_hint
gl_extensions "GL_EXT_abgr GL_EXT_bgra GL_EXT_compiled_vertex_array
GL_KTX_buffer_region "
gl_pixelformat "" color(16) depth(16) stencil(8) sets up how many bits for each pixel item 8, 16, or 32 bit?
gl_renderer "" variable holds the GL Renderer driver information "RIVA 128/RIVA 128 ZX (PCI)"
gl_vendor "" variable holds the brand of your chip maker "NVIDIA Corporation"
gl_version "" variable holds the driver version number "1.1.0"
graphheight "32" set height, in pixels?, for graph displays
graphscale "1" set scale multiplier for graph displays
graphshift "0" set offset for graph displays
gun_frame "0" turns off weapon animation and displays specified frame in the weapons animation sequence 0=animate 1 and up step through frames...(c:
gun_x "0" set the x location of the gun model (one is up and down one is side to side)
gun_y "0" set the y location of the gun model (one is up and down one is side to side)
gun_z "0" set the z location of the gun model (possibly angle?)
handicap "100" set player handicap (max health), valid values 0 - 100
host_speeds "0" toggle the display of timing information sv=server cl=client gm=gametime rf=render time all=total time
in_debugjoystick "0" possibly to set the debug level of direct input
in_joyBall "0" possibly to allow support for trackball style joy sticks and orb's
in_joystick "0" toggle the initialization of the joystick
in_midi "0" possibly to toggle the initialization of midi sounds
in_midichannel "1" possibly to toggle the initialization of the given midi channel
in_mididevice "0" possibly to toggle the initialization of the given midi device
in_midiport "1" possibly to toggle the initialization of the given midi port
in_mouse "1" toggle initialization of the mouse (command line)
journal "0" possibly statistics log
joy_advanced "0" applies game controller axis mapping settings < maddog
joy_advaxisr "0" bind an action to the joystick r axis
joy_advaxisu "0" bind an action to the joystick u axis
joy_advaxisv "0" bind an action to the joystick v axis
joy_advaxisx "0" bind an action to the joystick x axis
joy_advaxisy "0" bind an action to the joystick y axis
joy_advaxisz "0" bind an action to the joystick z axis
joy_forwardsensitivity "-1" set forward/back sensitivity (negative is inverted)
joy_forwardthreshold "0.15" set forward/back dead zone
joy_name "joystick" set joystick name
joy_pitchsensitivity "1" set pitch sensitivity (negative is inverted)
joy_pitchthreshold "0.15" set pitch dead zone
joy_sidesensitivity "-1" set side sensitivity (negative is inverted)
joy_sidethreshold "0.15" set side dead zone
joy_threshold "0.15" possibly an overall threshold setting all other joy variables removed in 1.08
joy_upsensitivity "-1" set up/down sensitivity (negative is inverted)
joy_upthreshold "0.15" set up/down dead zone
joy_yawsensitivity "-1" set yaw sensitivity (negative is inverted)
joy_yawthreshold "0.15" set yaw dead zone
logfile "0" enable console logging 0=no log 1=buffered 2=continuous 3=append so as not to overwrite old logs
m_forward "0.25" set the back and forth movement distance of the player in relation to how much the mouse moves
m_pitch "0.022" set the up and down movement distance of the player in relation to how much the mouse moves
m_side "0.25" set the strafe movement distance of the player in relation to how much the mouse moves
m_yaw "0.022" set the speed at which the player's screen moves left and right while using the mouse
mapname "Q3TEST1" variable holds the name of the current map being used
maxfps "0" set the max frames per second the server should send you
model "visor/blue" set the model used to represent your player Hey John a 3D Keen model would be nice…(c:
name "Commander Keen" pick your own be original (no Player)
net_ip "localhost" variable holds the IP of the local machine (or the "hosts" name) passed from the OS environment
net_noipx "0" toggle the use of ipx/spx network protocol (command line only)
net_noudp "0" toggle the use of tcp/ip network protocol (command line only)
net_port "27960" set port number server will use if you want to run more than one instance of Q3A server on the same machine
net_socksEnabled "0" toggle the use of network socks 5 protocol enabling firewall access
net_socksPassword "" possibly variable holds password for socks firewall access to get out? or in?
net_socksPort "1080" set proxy and/or firewall port (command line)
net_socksServer "" set proxy/firewall socks server address (I would do it from the command line)
net_socksUsername "" possibly this variable holds username for socks firewall
nextmap "map Q3TEST1" variable holds the name of the map for the next game
nohealth "0" toggle the use of health items on next map or do it now from the command line
password "" set password for entering a password protected server
port "27960" set port number server will use if you want to run more than one instance of Q3A server on the same machine
paused "0" possible to allow the game to pause while in single player mode
protocol "36" set network protocol version. Useful for backwards compatibility with servers with otherwise incompatible versions < maddog
qport "59337" set internal network port. this allows more than one person to play from behind a NAT router by using only one IP address - Questy (command line only)
r_allowExtensions "1" use all of the pen GL extensions your card is capable of
r_allowSoftwareGL "0" toggle the use of the default software OpenGL driver supplied by the Operating System < maddog
r_ambientScale "0.5" possibly to set the scale of ambient light
r_clear "0" toggle the clearing of the screen between frames
r_colorbits "16" sets up how many bits are used for each color 8, 16, or 32 bit?
r_colorMipLevels "0" "texture visualization tool" John Carmack
r_customaspect "1" toggle the use of custom screen resolution/sizes
r_customheight "1024" custom resolution (Height)
r_customwidth "1600" custom resolution (Width)
r_debuglight "0" possibly toggle debugging of lighting effects
r_debugSurface "0" possibly used for debugging the curve rendering and possibly for map debugging.
r_depthbits "16" sets up how many bits are used for color depth 8, 16, or 32 bit?
r_detailtextures "1" possibly to toggle detailing of textures (I'll test it)
r_directedScale "1" set the level of effect direct lighting has on entities
r_displayRefresh "0" monitor refresh rate in game (will change desktop settings too in Windows 98 anyway)
r_dlightBacks "1" "brighter areas are changed more by dlights than dark areas. I don't feel TOO bad about that, because its not like the dlight is much of a proper lighting simulation even in the best case..."John Carmack
r_drawBuffer "GL_BACK" set which framebuffer to draw into. basically you draw into a "back" buffer while simultaneously showing a "front" buffer. next frame you "swap" these. the benefit is that you won't "see" the actual painting of the image take place. - Questy/Carl
r_drawentities "1" toggle display of brush entities
r_drawstrips "1" toggle triangle strips rendering method
r_drawSun "1" set to zero if you do not want to render sunlight into the equation of lighting effects
r_drawworld "1" toggle rendering of map architecture
r_dynamiclight "0" toggle dynamic lighting (different "dynamic" method of rendering lights)
r_ext_compiled_vertex_array "1" toggle hardware compiled vertex array rendering method
r_ext_compress_textures "1" toggle hardware compression of textures
r_ext_gamma_control "1" enable external gamma control settings
r_ext_multitexture "1" toggle hardware mutitexturing if set to zero is a direct FPS benefit
r_ext_swapinterval "1" toggle hardware frame swapping
r_ext_texenv_add "1" toggle additive blending in multitexturing. If not present, OpenGL limits you to multiplicative blending only, so additive will require an extra pass. - Questy/Carl
r_ext_texture_env_add "1" possible duplicate cvar or an extension to the r_ext_texture_add variable
r_facePlaneCull "1" toggle culling of brush faces not in view (0 will slow FPS)
r_fastsky "1" toggle the rendering of sky and view through portals. performance gains can be made from disabling high quality sky, though portals will appear beige and you will not see the room on other side...thanx hacker and q3tweak
r_finish "1" toggle synchronization of rendered frames (engine will wait for gl calls to finish)
r_fixtjunctions "1" toggle filling in of gaps between polygons
r_flareFade "7" set scale of fading of flares in relation to distance
r_flares "0" toggle projectile flare and lighting effect. the flare effect is a translucent disk that is used to alter the colors around lights with a corona effect
r_flareSize "40" set the size of flares? I wish you could make the big balls smaller now those are flares
r_fullbright "0" toggle textures to full brightness level (is set as a cheat code?) boy who turned on the lights…(c:
r_fullscreen "1" toggle full screen or play in a window
r_gamma "1" gamma correction
r_glDriver "opengl32" used "x" OpenGL driver (Standard OpenGL or 3Dfx)
r_ignore "0" possibly ignores hardware driver settings in favor of variable settings
r_ignoreFastPath "0" possible to disable the looking outside of the PAK file first feature in case of duplicate file names etc.
r_ignoreGLErrors "1" ignores OpenGL errors that occur
r_ignorehwgamma "0" possibly to toggle the use of DirectX gamma correction or video driver gamma correction?
r_ignoreOffset "0" see r_offsetfactor this will just turn the offset off completely
r_intensity "1" increase brightness of texture colors (may be like gl_modulate?)
r_lastValidRenderer "" last known video driver(RIVA 128/RIVA 128 ZX (PCI)) << donations needed for a better (c: mailto:vern_a@swbell.net
r_lightmap "0" toggle entire map to full brightness renders only lightmaps, no textures are visible but goaroud-shading is still implemented (is set as a cheat code?)
r_lightningSegmentLength "32" possibly to set the distance between bends in the lightning bolt of the lightning gun…(c:
r_lockpvs "0" disable update to PVS table as player moves through map (new areas not rendered) - Randy
r_lockview "0" possibly was intended to lock a certain Field Of View (FOV) is removed now
r_lodbias "0" change the level of detail (0 - 2)
r_lodCurveError "250" another level of detail setting if set to 10000 "don't drop curve rows for a long time" John Carmack (really mean 3D cards only??)
r_lodscale "5" set scale for level of detail adjustment
r_logFile "0" set log file name
r_mapOverBrightBits "2" set intensity level of lights reflected from textures
r_maskMinidriver "0" treat the current OpenGL32 driver as an ICD, regardless if it is in fact a MCD - Questy + ZOID
r_measureOverdraw "0" overdraw' is when the same pixel is written to more than once when rendering a scene. I guess r_measureOverdraw is used to see how much is going on. used for software rendering
r_mode "3" set video display mode (resolution), use listmodes for list of modes (3 is 640X480)
r_nobind "0" toggle the binding of textures to triangles
r_nocull "0" toggle rendering of hidden objects (1=slow performance)
r_nocurves "0" toggle the use of curved geometry ( disabled because of cheating possibility )
r_nolightcalc "0" disable lighting and shadow calculations…hmm
r_noportals "0" toggle player view through portals
r_norefresh "0" toggle the refreshing of the rendered display
r_novis "0" the VIS tables hold information about which areas should be displayed from other areas.
r_offsetfactor "-1" control the OpenGL Polygon Offset, If you see lines appearing in decals, or they seem to flick on and off, these variables may help out. - Questy/Andre
r_offsetunits "-2" see r_offsetfactor
r_overBrightBits "1" possibly similar to r_mapOverBrightBits (I'll test it)
r_picmip "1" set maximum texture size (0 - 3, 3=fastest 0=quality)
r_portalOnly "0" when set to "1" turns off stencil buffering for portals, this allows you to see the entire portal before it's clipped, i.e. more of the room, to get a better feel for who's in there before you jump in.
r_preloadTextures "0" enable video processor to pre-cache textures
r_primitives "0" set rendering method 1=skips drawing 0=uses glDrawElements if compiled vertex arrays are present, or strips of glArrayElement if not 1=forces strips 2=forces drawElements - maddog
r_railCoreWidth "16" set size of the rail trail's core
r_railSegmentLength "64" set distance between rail "sun bursts"
r_railWidth "128" set width of the rail trail
r_roundImagesDown "1" set rounding down amount (larger = faster, lower quality) - Randy
r_showcluster "0" toggle the display of clusters by number as the player enters them on the currently loaded map<maddog
r_showImages "0" toggle displaying a collage of all image files when set to a one...texture use debugging tool
r_shownormals "0" toggle the drawing of short lines indicating brush and entity polygon vertices < maddog
r_showsky "0" enable rendering sky in front of other objects
r_showSmp "0" toggle display of multi processor (SMP) info on the HUD
r_showtris "0" show triangles, pretty cool looking...
r_simpleMipMaps "1" toggle the use of "simple" mip mapping. used to "dumb-down" resoluiton displays for slower machines - Questy
r_skipBackEnd "0" possibly to toggle the skipping of the backend video buffer
r_smp "0" toggle the use of multi processor acceleration code
r_speeds "0" show the rendering info e.g. how many triangles are drawn
r_stencilbits "8" stencil buffer size (0, 8bit, and 16bit)
r_stereo "0" for 3D glasses?
r_subdivisions "4" set level of detail and curve geometry level 1=highest quality 999=lowest
r_swapInterval "0" toggle frame swapping.
r_texturebits "0" set color depth of textures
r_textureMode "" select texture mode. "GL_LINEAR_MIPMAP_NEAREST" or "GL_LINEAR_MIPMAP_LINEAR" nearest=bilinear linear=trilinear
r_verbose "0"
r_vertexLight "1" enable vertex lighting (faster, lower quality than lightmap) (recommend dynamiclight 0 and this 1) direct FPS benefit
r_znear "4" set how close objects can be to the player before they're clipped out of the scene - Questy/Andre
rate "" modem speed/rate of data transfer "4500" (take a zero off the end of your connection speed?)
rcon_password "" set password for remote console control of the server removed cause dupe
rconAddress "" variable holds IP address of the server for rcon
rconPassword "" set password for remote console control of the server
s_initsound "1" toggle weather sound is initialized or not (on next game)
s_khz "11" set the sampling frequency of sounds lower=performance higher=quality
s_loadas8bit "1" load sounds in 8bit mode
s_mixahead "0.2" set delay before mixing sound samples.
s_mixPreStep "0.05" possibly to set the prefetching of sound on sound cards that have that power
s_musicvolume "1" music volume level
s_separation "0.5" set separation between left and right sound channels (this one is it)
s_show "0" toggle display of paths and filenames of all sound files as they are played.
s_testsound "0" toggle a test tone to test sound system. 0=disables,1=toggles.
s_volume "0.7" Sound FX Volume
scr_conspeed "3" how fast the console goes up and down
sensitivity "9" how far your mouse moves in relation to travel on the mouse pad
session "0" possibly a variable to hold some session number
session0 "" possibly a typo dupe >> 0 765471 1 0 0 0 both seem to be read only
showdrop "0" toggle display of dropped packets. 0=disables,1=toggles.
showpackets "0" toggle display of all packets sent and received. 0=disables,1=toggles.
showtrace "0" toggle display of packet traces. 0=disables,1=toggles.
snaps "20" set the number of snapshots sever will send to a client (server run at 40Hz, so use 40, 20, or 10) -Randy
snd "visor" select which model sounds your player uses (mix it up)
sv_allowdownload "1" toggle the ability for clients to download files maps etc. from server. .
sv_fps "20" set the max frames per second the server sends the client
sv_hostname "" set the name of the server "Shadowlands"
sv_keywords "" variable holds the search string entered in the internet connection menu
sv_killserver "0" if set to a one the server goes down (server console only I hope)
sv_mapChecksum "" allows check for client server map to match
sv_master1 "" set URL or address to master server "master3.idsoftware.com"
sv_master2 "" optional master 2
sv_master3 "" optional master 3
sv_master4 "" optional master 4
sv_master5 "" optional master 5
sv_maxclients "8" maximum number of people allowed to join the server
sv_maxRate "" option to force all clients to play with a max rate. This can be used to limit the advantage of LPB, or to cap bandwidth utilization for a server. Note that rate is ignored for clients that are on the same LAN. Father John stepping in, in the name of fairness…(c: (will see in next version) (ever notice when 3 or so LPB's join a server your PING takes a dump? It's because your slice of the pie got smaller because theirs is so big…die bandwidth suckers)
sv_nopredict "0" is it possible that the server is handling some prediction of player location?
sv_pad "0" adds n nop to the server packets to test rate settings - Questy + ZOID
sv_privateClients "0" require password for clients (members only hmm…)
sv_privatePassword "" set password for private clients to login with
sv_reconnectlimit "3" number of times a disconnected client can come back and reconnect
sv_running "1" variable flag tells the console weather or not a local server is running
sv_serverid "" hmm…"8021204"
sv_showloss "0" toggle sever packet loss display
sv_timeout "120" sets the amount of time for the server to wait for a client packet before assuming a disconnected state.
sv_zombietime "2" the amount of time in minutes before a frozen character is removed from the map.
sv_zone "default" this is the keyword that clients will search for server admins should set this variable to the gametype they have running. free for all, tournament, team deathmatch, and ctf(soon) I do not know if you can deviate from the keywords the way Zaphod layed them down in the whatsnew.txt
sys_cpuid "33" more snooping into your CPU
sys_cpustring "" variable holds a string that identifies your processor "x86 (P5/PPro, non-MMX)" << POS

MrPsycho
04-08-2002, 03:32 AM
Thanks but most every joe down the street has a copy of the quake 3 command list. :D

What we really want is a list of the new JKII commands added to the game/engine! :cool:

XorKaya
04-08-2002, 03:38 AM
agh... has everyone missed mine?

there's no descriptions of use... but its a full list for this game... moreso than those

http://members.rogers.com/xorkaya/joconsole.zip

it's just a zipped txt file

S!TH!NAT0R
04-08-2002, 04:48 AM
Well, here ye go:p :rolleyes:

JK][ Console-Commands;)

]\+ (also works with '-' (minus))
+altattack
+attack
+back
+button0
+button1
+button10
+button11
+button12
+button13
+button14
+button2
+button3
+button4
+button5
+button6
+button7
+button8
+button9
+force_drain
+force_grip
+force_lightning
+forward
+left
+lookdown
+lookup
+mlook
+movedown
+moveleft
+moveright
+moveup
+right
+scores
+speed
+strafe
+taunt
+use
+useforce
]\a
activeAction
addbot
arch
]\b
bind
bindlist
bot_aasoptimize
bot_attachments
bot_camp
bot_challenge
bot_debug
bot_developer
bot_enable
bot_fastchat
bot_forceclustering
bot_forcepowers
bot_forcereachability
bot_forcewrite
bot_forgimmick
bot_grapple
bot_groundonly
bot_interbreedbots
bot_interbreedchar
bot_interbreedcycle
bot_interbreedwrite
bot_maxdebugpolys
bot_minplayers
bot_nochat
bot_order
bot_pause
bot_reachability
bot_reloadcharacters
bot_report
bot_rocketjump
bot_saveroutingcache
bot_testclusters
bot_testichat
bot_testrchat
bot_testsolid
bot_thinktime
bot_visualizejumppads
bot_wp_clearweight
bot_wp_distconnect
bot_wp_edit
bot_wp_info
bot_wp_visconnect
]\c
callteamvote
callvote
capturelimit
centerview
cg_animBlend
cg_animspeed
cg_auraShell
cg_autoswitch
cg_bobpitch
cg_bobroll
cg_bobup
cg_cameraOrbit
cg_cameraOrbitDelay
cg_centertime
cg_crosshairHealth
cg_crosshairSize
cg_crosshairX
cg_crosshairY
cg_currentSelectedPlayer
cg_currentSelectedPlayerName
cg_debuganim
cg_debugevents
cg_debugposition
cg_debugsaber
cg_deferPlayers
cg_dismember
cg_draw2D
cg_draw3dIcons
cg_drawAmmoWarning
cg_drawCrosshair
cg_drawCrosshairNames
cg_drawEnemyInfo
cg_drawFPS
cg_drawFriend
cg_drawGun
cg_drawIcons
cg_drawRewards
cg_drawScores
cg_drawSnapshot
cg_drawStatus
cg_drawTeamOverlay
cg_drawTimer
cg_dynamicCrosshair
cg_errordecay
cg_footsteps
cg_forceModel
cg_fov
cg_gibs
cg_gunX
cg_gunY
cg_gunZ
cg_hudFiles
cg_ignore
cg_lagometer
cg_marks
cg_noplayeranims
cg_nopredict
cg_noProjectileTrail
cg_noTaunt
cg_noVoiceChats
cg_noVoiceText
cg_predictItems
cg_runpitch
cg_runroll
cg_saberContact
cg_saberTrail
cg_scorePlums
cg_selectedPlayer
cg_selectedPlayerName
cg_shadows
cg_showmiss
cg_simpleItems
cg_smoothClients
cg_speedTrail
cg_stats
cg_stereoSeparation
cg_swingAngles
cg_teamChatHeight
cg_teamChatsOnly
cg_teamChatTime
cg_thirdPerson
cg_thirdPersonAlpha
cg_thirdPersonAngle
cg_thirdPersonCameraDamp
cg_thirdPersonHorzOffset
cg_thirdPersonPitchOffset
cg_thirdPersonRange
cg_thirdPersonTargetDamp
cg_thirdPersonVertOffset
cg_timescaleFadeEnd
cg_timescaleFadeSpeed
cg_tracerchance
cg_tracerlength
cg_tracerwidth
cg_trueLightning
cg_viewsize
cg_zoomfov
changeVectors
cinematic
cl_allowDownload
cl_anglespeedkey
cl_anonymous
cl_autolodscale
cl_avidemo
cl_conXOffset
cl_currentServerAddress
cl_debugMove
cl_downloadName
cl_forceavidemo
cl_framerate
cl_freelook
cl_freezeDemo
cl_maxpackets
cl_maxPing
cl_motd
cl_motdString
cl_mouseAccel
cl_nodelta
cl_noprint
cl_packetdup
cl_paused
cl_pitchspeed
cl_run
cl_running
cl_serverStatusResendTime
cl_showmouserate
cl_shownet
cl_showSend
cl_showTimeDelta
cl_timeNudge
cl_timeout
cl_yawspeed
clear
clientinfo
clientkick
cm_noAreas
cm_noCurves
cm_playerCurveClip
cmd
cmdlist
color1
color2
com_blood
com_buildScript
com_cameraMode
com_dropsim
com_hunkmegs
com_ignoreothertasks
com_introplayed
com_maxfps
com_othertasks
com_showtrace
com_speeds
com_validateZone
con_notifytime
condump
configstrings
confirmOrder
connect
cvar_restart
cvarlist
]\d
debug_protocol
debugBB
debuggraph
dedicated
demo
denyOrder
developer
devmap
devmapall
devmapmdl
dir
disconnect
dmflags
duel_fraglimit
dumpuser

]\e echo
engage_duel
exec
]\f
fdir
fixedtime
follow
force_absorb
force_distract
force_forcepowerother
force_heal
force_healother
force_protect
force_pull
force_rage
force_seeing
force_speed
force_throw
forcechanged
forcenext
forcepowers
forcepowers
forceprev
fraglimit
fs_basegame
fs_basepath
fs_cdpath
fs_copyfiles
fs_debug
fs_game
fs_homepath
fs_openedList
fs_referencedList
fs_restrict
]\g
g_adaptrespawn
g_allowVote
g_arenasFile
g_autoMapCycle
g_banIPs
g_blueTeam
g_botsFile
g_debugAlloc
g_debugDamage
g_debugMove
g_dismember
g_doWarmup
g_duelWeaponDisable
g_enableBreath
g_enableDust
g_ff_objectives
g_filterBan
g_forceBasedTeams
g_forceDodge
g_forcePowerDisable
g_forceRegenTime
g_forcerespawn
g_friendlyFire
g_friendlySaber
g_gametype
g_gravity
g_inactivity
g_knockback
g_listEntity
g_log
g_logSync
g_maxForceRank
g_maxGameClients
g_maxHolocronCarry
g_motd
g_needpass
g_password
g_podiumDist
g_podiumDrop
g_privateDuel
g_quadfactor
g_rankings
g_redTeam
g_restarted
g_saberInterpolate
g_saberLocking
g_smoothClients
g_spAwards
g_spawnInvulnerability
g_speed
g_spScores1
g_spScores2
g_spScores3
g_spScores4
g_spScores5
g_spSkill
g_spVideos
g_statLog
g_statLogFile
g_synchronousClients
g_teamAutoJoin
g_teamForceBalance
g_timeouttospec
g_warmup
g_weaponDisable
g_weaponrespawn
g_weaponTeamRespawn
gamedate
gamename
gfxinfo
give
globalservers
god
graphheight
graphscale
graphshift
]\h
handicap
heartbeat
]\i
imagecacheinfo
imagelist
in_debugjoystick
in_joyBallScale
in_joystick
in_midi
in_midichannel
in_mididevice
in_midiport
in_mouse
in_restart
invnext
invprev
]\j
journal
joy_threshold
]\k
k_language
kick
kill
killserver
]\l
levelshot
loaddefered
loaddeferred
localservers
logfile
]\m
m_filter
m_forward
m_pitch
m_side
m_yaw
map
map_restart
mapname
meminfo
messagemode
messagemode2
messagemode3
messagemode4
midiinfo
model
model
modelcacheinfo
modelist
modellist
music
]\n
name
net_forcenonlocal
net_ip
net_killdroppedfragments
net_noipx
net_noudp
net_port
net_qport
net_restart
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
nextdemo
nextframe
nextmap
nextOrder
nextskin
nextTeamMember
noclip
notarget
]\p
password
path
ping
play
pmove_fixed
pmove_msec
prevframe
prevskin
prevTeamMember
protocol
]\q
quit
]\r
r_allowExtensions
r_allowSoftwareGL
r_ambientScale
r_autolodscalevalue
r_clear
r_colorbits
r_colorMipLevels
r_customaspect
r_customheight
r_customwidth
r_debuglight
r_debugSort
r_debugSurface
r_depthbits
r_detailtextures
r_directedScale
r_displayRefresh
r_dlightBacks
r_drawBuffer
r_drawentities
r_drawSun
r_drawworld
r_dynamiclight
r_ext_compiled_vertex_array
r_ext_compress_lightmaps
r_ext_compress_textures
r_ext_gamma_control
r_ext_multitexture
r_ext_preferred_tc_method
r_ext_texture_env_add
r_ext_texture_filter_anisotropic
r_ext_texture_filter_anisotropic_avail
r_facePlaneCull
r_fastsky
r_finish
r_flareFade
r_flares
r_flareSize
r_fullbright
r_fullscreen
r_gamma
r_ghoul2animsmooth
r_ghoul2unsqashaftersmooth
r_ignore
r_ignoreFastPath
r_ignoreGLErrors
r_ignorehwgamma
r_inGameVideo
r_intensity
r_lastValidRenderer
r_lightmap
r_lockpvs
r_lodbias
r_lodCurveError
r_lodscale
r_logFile
r_maxpolys
r_maxpolyverts
r_measureOverdraw
r_mode
r_modelpoolmegs
r_nobind
r_nocull
r_nocurves
r_noportals
r_norefresh
r_noserverghoul2
r_novis
r_offsetfactor
r_offsetunits
r_overBrightBits
r_picmip
r_portalOnly
r_primitives
r_printShaders
r_showcluster
r_showImages
r_shownormals
r_showsky
r_showSmp
r_showtris
r_simpleMipMaps
r_singleShader
r_skipBackEnd
r_smp
r_speeds
r_stencilbits
r_stereo
r_subdivisions
r_surfaceSprites
r_surfaceWeather
r_swapInterval
r_texturebits
r_texturebitslm
r_textureMode
r_uiFullScreen
r_verbose
r_vertexLight
r_we
r_windAngle
r_windDampFactor
r_windGust
r_windPointForce
r_windPointX
r_windPointY
r_windSpeed
r_znear
rate
rcon
rconAddress
rconPassword
reconnect
record
reset
]\s
s_doppler
s_initsound
s_khz
s_language
s_mixahead
s_mixPreStep
s_mp3overhead
s_musicMult
s_musicvolume
s_separation
s_show
s_soundpoolmegs
s_testsound
s_volume
saberAttackCycle
say
say_team
scoresDown
scoresUp
scr_conspeed
screenshot
screenshot_tga
sectorlist
sensitivity
server1
server10
server11
server12
server13
server14
server15
server16
server2
server3
server4
server5
server6
server7
server8
server9
serverinfo
serverstatus
session0
set
seta
setenv
sets
setu
setviewpos
sex
shaderlist
showdrop
showip
showpackets
sizedown
sizeup
skinlist
snaps
snd_restart
soundinfo
soundlist
soundstop
sp_language
sp_show_strip
spdevmap
spLose
spmap
spWin
startOrbit
stats
status
stoprecord
sv_allowAnonymous
sv_allowDownload
sv_cheats
sv_debugserver
sv_floodProtect
sv_forcenext
sv_forceprev
sv_fps
sv_hostname
sv_invnext
sv_invprev
sv_keywords
sv_killserver
sv_mapChecksum
sv_mapname
sv_master1
sv_master2
sv_master3
sv_master4
sv_master5
sv_maxclients
sv_maxPing
sv_maxRate
sv_minPing
sv_padPackets
sv_pakNames
sv_paks
sv_paused
sv_privateClients
sv_privatePassword
sv_pure
sv_reconnectlimit
sv_referencedPakNames
sv_referencedPaks
sv_running
sv_saberswitch
sv_serverid
sv_showloss
sv_timeout
sv_zombietime
svsay
sys_cpuid
sys_cpuspeed
sys_cpustring
sys_memory
systeminfo
]\t
taskCamp
taskDefense
taskEscort
taskFollow
taskOffense
taskOwnFlag
taskPatrol
taskRetrieve
taskSuicide
tauntDeathInsult
tauntGauntlet
tauntKillInsult
tauntPraise
tauntTaunt
tcmd
team
team_model
teamoverlay
teamtask
teamtask
teamvote
tell
tell_attacker
tell_target
testgun
testmodel
timedemo
timegraph
timelimit
timescale
toggle
toggleconsole
touchFile
]\u
ui_about_botminplayers
ui_about_capturelimit
ui_about_dmflags
ui_about_duellimit
ui_about_fraglimit
ui_about_gametype
ui_about_hostname
ui_about_mapname
ui_about_maxclients
ui_about_needpass
ui_about_timelimit
ui_actualNetGametype
ui_bigFont
ui_blueteam
ui_blueteam1
ui_blueteam2
ui_blueteam3
ui_blueteam4
ui_blueteam5
ui_blueteam6
ui_blueteam7
ui_blueteam8
ui_browserGameType
ui_browserMaster
ui_browserShowEmpty
ui_browserShowFull
ui_browserSortKey
ui_captureLimit
ui_cdkeychecked
ui_ctf_capturelimit
ui_ctf_friendly
ui_ctf_timelimit
ui_currentMap
ui_currentNetMap
ui_currentOpponent
ui_currentTier
ui_debug
ui_dedicated
ui_ffa_fraglimit
ui_ffa_timelimit
ui_findPlayer
ui_forcePowerDisable
ui_fragLimit
ui_freeSaber
ui_gametype
ui_initialized
ui_joinGametype
ui_lastServerRefresh_0
ui_lastServerRefresh_1
ui_lastServerRefresh_2
ui_lastServerRefresh_3
ui_mapIndex
ui_menuFilesMP
ui_mousePitch
ui_myteam
ui_netGametype
ui_netSource
ui_opponentName
ui_q3model
ui_r_glCustom
ui_rankChange
ui_recordSPDemo
ui_recordSPDemoName
ui_redteam
ui_redteam1
ui_redteam2
ui_redteam3
ui_redteam4
ui_redteam5
ui_redteam6
ui_redteam7
ui_redteam8
ui_scoreAccuracy
ui_scoreAssists
ui_scoreBase
ui_scoreCaptures
ui_scoreDefends
ui_scoreExcellents
ui_scoreGauntlets
ui_scoreImpressives
ui_scorePerfect
ui_scoreScore
ui_scoreShutoutBonus
ui_scoreSkillBonus
ui_scoreTeam
ui_scoreTime
ui_scoreTimeBonus
ui_selectedModelIndex
ui_serverStatusTimeOut
ui_singlePlayerActive
ui_smallFont
ui_spSelection
ui_team_fraglimit
ui_team_friendly
ui_team_timelimit
ui_teamName
ui_tourney_fraglimit
ui_tourney_timelimit
unbind
unbindall
use_bacta
use_electrobinoculars
use_field
use_seeker
use_sentry
username
]\v
version
vid_restart
vid_xpos
vid_ypos
viewlog
viewpos
vm_cgame
vm_game
vm_ui
vminfo
vmprofile
vosay
vosay_team
vote
votell
vsay
vsay_team
vstr
vtaunt
vtell
vtell_attacker
vtell_target
]\w
wait
weapnext
weapon
weapprev
win_hinstance
win_wndproc
writeconfig;)

Moleculor
04-08-2002, 05:51 AM
Not that that helps any, since they don't have descriptions.

mIRC
04-08-2002, 08:45 AM
Bleh, those were too easy to find. I have a better site with the commands which is more organized, and on the official site.

http://quakeworld.com/q3console

BTW, your site Phantom, that guy obviously just copied from this one >_<

Zahriel Omega
04-08-2002, 08:59 AM
crash causes Q3TEST.EXE to perform an illegal operation in Windows

I don't know why but I found that rather humourous. I'm sure there's a reason why you'd want to cause a system meltdown.... somewhere... maybe if you were an INSANE LUNATIC!!!!

</chandler-bing-isms>

CaptainSolo_de
04-10-2002, 11:58 AM
****!

I want to use this:

-----
alias t_wpns "t_wpns1"
alias t_wpns1 "weapon 1; wait; wait; alias t_wpns t_wpns2;"
alias t_wpns2 "weapon 4; wait; wait; alias t_wpns t_wpns1;"

bind "MOUSE4" "t_wpns"
-----

But there is no alias known...
Can somebody say me how I can make / change this?!

Greetz,
CS

steady
08-13-2003, 01:12 AM
is there a console command that can be typed in order to skip a cinematic cut-scene (in-game kind)?

thanks

boinga1
08-13-2003, 01:30 AM
Well, you could just hit your 'use' key...

CanadianSurfer
08-13-2003, 12:32 PM
Thank you for this useless waste of space.