Set how
low can health get taken in nightmare mode
g_healthTakeTime <number>
Set how
often to take health in nightmare mode
g_kickAmplitude
Unknown
g_kickTime
Unknown
g_knockback
Unknown
g_maxShowDistance
Unknown
g_monsters
Unknown
g_mpWeaponAngleScale <number>
Control
the weapon sway in MP
g_muzzleFlash <0 or 1>
Show
muzzle flashes
g_nightmare <0 or 1>
If
nightmare mode is allowed
g_password <password>
Game
password
g_projectileLights
Show
dynamic lights on projectiles
g_showActiveEntities
Draw
boxes around thinking entities; dormant entities (outside of
PVs) are yellow, non-dormant are green
g_showBrass
Enable
ejected shells from weapon
g_showcamerainfo
Display
current frame number for camera when playing cinematics
g_showCollisionModels
Unknown
g_showCollisionTraces
Unknown
g_showCollisionWorld
Unknown
g_showEnemies
Draw
boxes around monsters that targeted player
g_showEntityInfo
Unknown
g_showHud
Unknown
g_showPlayerShadow
Enable
shadow of player model
g_showProjectilePct
Enable
display of player hit percentage
g_showprojectilepct 1
Toggle
hit % to HUD
g_showPVS
Unknown
g_showTargets
Draw
entities and their targets; hidden entities are gray
g_showTestModelFrame
Display
current animation and frame number for testmodels.
g_showTriggers
Draw
trigger entities (orange) and their targets (green);
disabled triggers are gray.
g_showviewpos
Unknown
g_skill
Unknown
g_skipFX
Unknown
g_skipParticles
Unknown
g_skipViewEffects
Skip
damage and other view effects
g_spectatorChat
Let
spectators talk to everyone during game
g_stopTime
Unknown
g_TDMArrows
Draw
arrows over teammates in team deathmatch
g_testDeath
Unknown
g_testHealthVision
Unknown
g_testModelAnimate
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_testModelBlend
Number of
frames to blend
g_testModelRotate
Test
model rotation speed
g_testParticle
Test
particle visualation; set by the particle editor
g_testParticleName
Name of
the particle being tested by the particle editor
g_testPostProcess
Name of
material to draw over screen
g_timeEntities <number>
When
non-zero, shows entities whose think functions exceeded the
number of milliseconds specified
g_useDynamicProtection
scale
damage and armor dynamically to keep player alive more often
g_vehicleForce
Unknown
g_vehicleVelocity
Unknown
g_viewNodalX
Unknown
g_viewNodalZ
Unknown
game_memory
Show
available memory
gameError
Cause a
game error
gameKick
<name>
Kick
player from multi-player game
getviewpos
Print
current view position
gfxinfo
Display
graphics card details
give
<item name>
Spawn
indicated item
give all
Full
weapons and ammunition
give ammo
Full
ammunition for current weapons
give
armor
Armor to
125
give
health
Health to
100
give keys
All keys
give
weapon_bfg
BFG
give
weapon_chainsaw
Chainsaw
give
weapon_machinegun
Machine
gun
give
weapon_plasmagun
Plasmagun
give
weapon_rocketlauncher
Rocket
launcher
give
weapon_shotgun
Shotgun
god
God mode1
gui_configServerRate
Unknown
gui_debug
Unknown
gui_edit
Unknown
gui_filter_gameType
Gametype
filter
gui_filter_password
Password
filter
gui_filter_players
Players
filter
gui_mediumFontLimit
Unknown
gui_smallFontLimit
Unknown
Heartbeat
Send
heartbeat to master servers
help
Show help
hitch
Hitch the
game
ik_debug
Show IK
debug lines
ik_enable
Enable IK
ilFileName
Name of
log file; if empty "qconsole.log" will be used
image_anisotropy <number>
Set the
maximum texture anisotropy if available
image_cacheMegs <number>
Maximum
MB reserved for temporary loading of full-sized
precompressed images
image_cacheMinK <number>
Maximum
KB of precompressed files to read at specification time
image_colorMipLevels
See
texture MIP usage
image_downSize
Control
texture downsampling
image_downSizeBump
Control
normal map downsampling
image_downSizeBumpLimit
Control
normal map downsample limit
image_downSizeLimit
Control
diffuse map downsample limit
image_downSizeSpecular
Control
specular downsampling
image_downSizeSpecularLimit
Control
specular downsampled limit
image_filter
Change
texture filtering on mipmapped images
image_forceDownSize
Unknown
image_ignoreHighQuality
Ignore
high quality setting on materials
image_lodbias
Change
lod bias on mipmapped images
image_preload <0 or 1>
If 0,
dynamically load all images
image_roundDown
Round bad
sizes down to nearest power of two
image_showBackgroundLoads<0 or 1>
If 1,
print number of outstanding background loads
image_useAllFormats
Allow
alpha/intensity/luminance luminance+alpha
image_useCache <0 or 1>
If 1, do
background load image caching
image_useCompression <0 or 1>
If 0,
force everything to high quality
image_useNormalCompression <0-2>
If 2, use
rxgb compression for normal maps; if 1, use 256 color
compression for normal maps if available
image_useOfflineCompression
Write
batch file for offline compression of .DDS files
image_usePrecompressedTextures
Use .DDS
files if present
image_writeNormalTGA
Write
.tgas of the final normal maps for debugging
image_writeNormalTGAPalletized
Write
.TGAs of the final palletized normal maps for debugging
image_writePrecompressedTextures
Write
.DDS files if necessary
image_writeTGA
Write
.TGAs of the non normal maps for debugging
in_alwaysRun
Always
run (reverse _speed button) in multi-player mode
in_anglespeedkey
Angle
change scale when holding _speed button
in_freeLook
Look
around with mouse (reverse _mlook button)
in_mouse
Enable
mouse input
in_pitchspeed
Pitch
change speed when holding _lookUp or _lookDown button
in_restart
Restart
the input system
in_yawspeed
Yaw
change speed when holding _left or _right button
keepTestModel
Keep last
test model in the game
kick
Kick
client by connection number
kill
Kill
current target; suicide if no one is targeted