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Console Commands and Variables

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Last update: 12.04.2015


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Commands (cmd)

Command Description Parameter L O
banaddr bans an ip adress from joining (ip[/subnet] | clientnum [subnet]) S E
banClient ban a client by slot number <clientnum> S E
bandel deletes a ban ip[/subnet] | num) S E
banUser ban a client by their player name <playername> S E
bind attach a command to a key <key> [command] P E
bindlist list all currently bound keys and what command they are bound to - P E
C - - - -
centerview moves current view to the center of the screen - P E
changeVectors - - - -
cinematic play the q3a movie RoQ files (cinematic intro.RoQ) - P E
clear clears all text from console - P E
clientinfo displays client informations - P E
clientkick kick a client by slot number <clientnum> S M
cmd send a command to server remote console <command> [options] S M
cmdlist list all available console commands - P E
condump dumps the console text to a txt file <name> P E
configstrings list the current config strings in effect - P E
connect connect to a specific ip or server <IP/Servername> [:port] P E
curl_version - - P E
cvar_restart reset all variables back to factory defaults - P E
cvarlist list all available console variables and their values - P E
D - - - -
demo - - P E
devmap loads a map in development mode. (Cheats are enabled) [mapname] P E
dir - - P E
disconnect disconnects you from the current server - P E
download - - P E
dumpuser - - S M
E - - - -
echo silently prints the given text to your console [text] P E
exceptaddr - - - -
exceptdel - - - -
exec executes a .cfg file [filename].cfg P E
F - - - -
fdir - - - -
flushbans - - S M
fs_openedList - - - -
fs_referencedList - - - -
G - - - -
game_restart restarts the game - P E
gfxinfo prints detailed informations related to your graphicscard - P E
globalservers - - - -
H - - - -
heartbeat - - - -
I - - - -
imagelist - - P E
in_restart - - P E
K - - - -
kick kicks a player by name or id <clientnum> / <clientname> S M
killserver stops and shuts down the server - S M
L - - - -
listbans list all current bans - S M
localservers - - - -
M - - - -
map loads a map [mapname] P E
map_restart restarts the current map - P E
meminfo displays detailed informations about current memory usage - P E
messagemode - - - -
messagemode2 - - - -
messagemode3 - - - -
messagemode4 - - - -
minimize minimizes the client - P E
model displays the name of current player model. (If no parameter given). Parameter will set a new model <modelname> P E
modelist list of available screen resolutions - P E
modellist list of currently open player models - P E
music plays specified music file (music music.wav) - P E
N - - - -
net_restart reset all the network related variables. (For exmaple rate) - P E
P - - - -
path displays all current game paths - P E
pcre_version - - - -
ping manually ping a server <sv_hostname> / <ip> [:port] P E
play play a sound file [filename].wav P E
print prints the detail of a variable <variablename> P E
Q - - - -
quit quits the game - P E
R - - - -
rcon start a remote console to a server (rconAddress and rconPassword must be set) - S E
reconnect reconnects the least visited server - P E
record records a demo. (g_syncronousClients must be set to 1) [demoname] P E
rehashbans - - - -
reset reset specified variable <variablename> P E
S - - - -
s_info displays information about sound system - P E
s_list displays paths and filenames of all sound files as they are played. - P E
s_stop stop whatever sound that is currently playing from playing - P E
screenshot save current viewport to a TARGA image file (usually named sequentially shot0001.tga) [filename] P E
screenshotJPEG save current viewport to a JPEG image file (usually named sequentially shot0001.jpg) [filename] P E
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 - P E
serverstatus displays the current status of the connected server as well as connected users and their slot number. If you specify an IP address it will display the status of a remote server <ip> P E
set set a variable <variablename> [multiple commands; seperated] P E
seta sets the variable with the archive (A automaticly stores in q3config.cfg) flag will save the last setting to q3config.cfg and reload that setting every time you run the game <variablename> [multiple commands; seperated] P E
setenv sets environment variables <variablename> [value] P E
sets sets the variable with the serverinfo flag, so it will be transmitted from a server to connecting clients <variablename> [multiple commands; seperated] S M
setu sets the variable with the userinfo flag, so it will be transmitted from a client to a server while connecting <variablename> [multiple commands; seperated] P E
shaderlist list of currently open shaders - P E
showip display your current TCP/IP address - P E
skinlist list of currently open skins - P E
snd_restart reinitialize sound - P E
spdevmap load a devmap with bots spawned in. (cheats enabled) [mapname] P E
spmap load a map with bots spawned in. (cheats disabled) [mapname] P E
status - - - -
stopmusic - - - -
stoprecord stop recording a demo - P E
stopvideo - - - -
systeminfo returns values for: g_syncronousclients, sv_serverid, and timescale - S M
T - - - -
toggle toggle between states (0 and 1 | 1 and 0) <command> P E
toggleconsole usually bound to ~ the tilde key brings the console up and down - P E
touchFile - - - -
U - - - -
unbind unbinds a key <key> P Ex
unbindall unbinds all keys - P E
unset unsets a variable <variablename> P E
V - - - -
vid_restart reinitialize video - P E
video - - - -
vminfo display information about virtual machine interpreter on the local machine - - -
vmprofile - - - -
vstr identifies the attached command as a variable string (bind A vstr "variablename") - P E
W - - - -
wait stops executing and waits for the given time in (?) [period] P E
which - - - -
writeconfig saves current configuration to a cfg file <filename> P E

Variables (cvar)

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Command Name Description Default Min Max L
+attack / -attack When active placer is attacking - - - -
+back / -back When active player is moving backward - - - -
+buttonX / -buttonX X is a number from 0 to 14. The number corresponds with an inventory item or action. - - - -
+forward / -forward When active player is moving forward - - - -
+left / -left When active player is turning left - - - -
+lookdown / -lookdown When active player is looking down - - - -
+lookup / -lookup When active player is looking up - - - -
+mlook / -mlook When active mouse movement controls the players view - - - -
+movedown / -movedown When active player is crouching - - - -
+moveleft / -moveleft When active player is strafing left - - - -
+moveright / -moveright When active player is strafing right - - - -
+moveup / -moveup When active player is jumping - - - -
+right / -right When active player is turing right - - - -
+scores Start displaying scores - - - -
+speed / -speed When active player is walking (toggles runnning/walking) - - - -
+strafe / -strafe When active, +left and +right cause the player to strafe left/right - - - -
+zoom Zoom in to fov set by the zoomfov variable - - - -
xxx - - - - -
A - - - - -
activeAction holds a command to be executed upon connecting to a server - - - -
arch architecture/operating system - - - -
B - - - - -
C - - - - -
capturelimit sets how often a team must grab the others flag before the win is declared 8 1 - -
cg_autoswitch weapon autoswitch(0: disabled -- 1: enabled -- 2: switch only to new weapons) 1 0 2 P
cg_bobpitch set amount player view bobs forward/back while moving 0.002 0 - -
cg_bobroll set amount player view rolls side to side while moving 0.002 0 - -
cg_bobup set amount player view bobs up/down while moving 0.005 0 - -
cg_brassTime set amount of time a shell casing gets displayed 1250 0 - -
cg_cameraOrbit change the step or increment units of the orbit rotation from one angle how much of a step to next angle 0 0 - -
cg_cameraOrbitDelay change the rate at wich the camara moves to the next orbit position the higher the number the slower 50 - - -
cg_centertime the amount of the a display message is shown (small prints) 3 0 n P
cg_crosshairColor sets the color of the crosshair x y z P
cg_crosshairHealth Colors the crosshair to indicate your health status. (This overrides regular crosshaircolor choice) 1 0 1 P
cg_crosshairSize sets the size of the crosshair (cg_drawcrosshair must have a higher value than 0) x y z -
cg_crosshairX sets the X coordinate for the crosshair 0 0 - P
cg_crosshairY sets the Y coordinate for the crosshair 0 0 - P
cg_deferPlayers this will make Quake3 load up new models ONLY when you look at the score board, or when you die. 1 0 1 -
cg_draw2D toggle the drawing of 2D items or text on the status display 1 0 1 -
cg_draw3dIcons toggle the drawing of 3D icons on the HUD 1 0 1 -
cg_drawAmmoWarning toggle low-ammo warning display 1 0 1 -
cg_drawAttacker toggle the display of last known attacker 1 0 1 -
cg_drawCrosshair select a crosshair style 4 0 10 -
cg_drawCrosshairNames toggle displaying of the name of the player you're aiming at 1 0 1 -
cg_drawDamage toggle red marks display while taking damage 1 0 1 P
cg_drawFPS toggle Frames per second (FPS) display on the upper right corner 0 0 1 -
cg_drawFriend toggle the display of triangle shaped icon over the heads of your team mates 1 0 1 -
cg_drawGun changes display of gun (0 = off -- 1 = on -- 2 = on/static (no bobbing/moving) 1 0 2 P
cg_drawIcons toggle the drawing of any icons on the HUD and scoreboard 1 0 1 P
cg_drawRewards toggle reception of awards like Accuracy, Excellent, etc. 1 0 1 P
cg_drawSnapshot toggle the display of snapshots counter 0 0 1 -
cg_drawStatus draw the HUD 1 0 1 -
cg_drawTeamOverlay - - - - -
cg_drawTimer show a counting up timer on the HUD (timer starts after map loaded) 0 0 1 -
cg_footsteps toggle footsteps 1 0 1 P
cg_forceModel force model selection 0 0 1 -
cg_fov field of view/vision. Higher numbers give peripheral vision. 90 0 360 -
cg_gibs - - - - -
cg_lagometer toggle the display of Lag-O-Meter on the HUD (netgraph) 1 0 1 -
cg_lagometer_x sets the X coordinate for the lagometer 1 0 - -
cg_lagometer_y sets the Y coordinate for the lagometer 1 0 - -
cg_marks toggle the marks the projectiles leave on the wall 1 0 1 -
cg_muzzleFlash shows a muzzle flash when firing a weapon. 0 0 1 -
cg_nochatbeep Turns on/off the chat beeps 0 0 0 P
cg_noProjectileTrail toggle the display of smoke trail effect behind rockets 0 0 1 -
cg_noTaunt turn off the ability to hear voice taunts 0 0 1 -
cg_noVoiceChats - - - - -
cg_noVoiceText - - - - -
cg_oldPlasma toggle the use of old or new particle style plasma gun effect 0 0 1 -
cg_oldRail toggle the use of old or new spiral style rail trail effect 0 0 1 -
cg_oldRocket toggle the use of old or new style rocket trail effect 0 0 1 -
cg_predictItems - - - - -
cg_railTrailTime set how long the railgun's trails last 400 0 - -
cg_runpitch set amount player view bobs up and down while running 0.002 0 - -
cg_runroll set amount player view rolls side to side while running 0.005 0 - -
cg_scorePlums - - - - -
cg_shadows set shadow detail level 1 0 3 -
cg_simpleItems toggle to display simple items 0 0 1 -
cg_smoothClients - - - - -
cg_stereoSeparation - - - - -
cg_teamChatHeight - - - - -
cg_teamChatsOnly - - - - -
cg_teamChatTime - - - - -
cg_thirdPerson toggle the use of and third person view 0 0 1 -
cg_thirdPersonAngle change the angle of perspective you view your player 0 0 - -
cg_thirdPersonRange change the distance you view your player from when in 3rd person view 40 0 - -
cg_trueLightning value correlates with ping/lag and prediction of lightning trail, can be shown independently of ping or not 0.0 0 1 P
cg_viewsize changes viewport size 100 0 100 -
cg_zoomfov sets the fiel of view once the zoom is toggled 22.5 0 - -
ch_recordMessage - - - - -
cl_allowDownload toggle automatic downloading of maps 0 0 1 -
cl_anglespeedkey set the speed that the direction keys (not mouse) change the view angle 1.5 0 - -
cl_anonymous toggle anonymous connection to a server 0 0 1 -
cl_autoRecordDemo toggle to autimaticly record a demo 0 0 1 -
cl_aviFrameRate - - - - -
cl_aviMotionJpeg - - - - -
cl_chat_align - - - - -
cl_chat_height - - - - -
cl_chat_opacity - - - z -
cl_chat_rgb - - - - -
cl_chat_timedisplay - - - - -
cl_chat_timestamp - - - - -
cl_chat_useshader - - - - -
cl_consoleKeys keys to open the console 0x7e 0x60 - - -
cl_cURLLib filename of cURL library to load - - - -
cl_debugMove used for debugging cl_debugmove [1/2] 0 0 2 -
cl_forceavidemo - - - - -
cl_freelook toggle the use of freelook with the mouse 0 0 1 -
cl_freezeDemo stops a demo play back and freeze on one frame 0 0 1 -
cl_guid - - - - -
cl_guidServerUniq - - - - -
cl_lanForcePackets - - - - -
cl_mapAutoDownload toggle to automaticly download a map 0 0 1 -
cl_mapAutoDownload_source - - - - -
cl_maxpackets set the transmission packet size or how many packets are sent to client 30 - - -
cl_maxPing controls which servers are displayed in the in-game server browser 800 - 999 -
cl_motd toggle the display of "Message of the day" 1 0 1 -
cl_motdString string given in the message - - - -
cl_mouseAccel toggle the use of mouse acceleration 0 0 1 -
cl_mouseAccelOffset tuning the acceleration curve - - - P
cl_mouseAccelStyle Set to 1 for QuakeLive mouse acceleration behaviour, 0 for standard q3 0 0 1 P
cl_mumbleScale - - - - -
cl_nodelta disable delta compression. (Slows down the net-perfomance. Not recommended to use unless you are experiancing errors) 0 0 1 -
cl_noprint toggle to print out messages (chat or console) Chatbeep will remain active. 0 0 1 -
cl_packetdelay - - - - -
cl_packetdup - - - - -
cl_paused holds the status of the paused flag on the client side - - - -
cl_pitchspeed sets the pitch rate when +lookup and/or +lookdown are active 140 0 - -
cl_punkbuster - - - - -
cl_renderer - - - - -
cl_run toggle to use the silentwalk continiously 0 0 1 -
cl_running - - - - -
cl_serverStatusResendTime - - - - -
cl_showmouserate show the mouse rate of mouse samples per frame 0 0 1 -
cl_shownet display network quality info 0 0 1 -
cl_showSend network debugging tool 0 0 1 -
cl_showTimeDelta display time delta between server updates 0 0 1 -
cl_timedemoLog - - - - -
cl_timeNudge effectively adds local lag to try to make sure you interpolate instead of extrapolate 0 0 - -
cl_timeout seconds to wait before you are removed from the server when you lag out 150 0 - -
cl_useMumble - - - - -
cl_voip - - - - -
cl_voipCaptureMult - - - - -
cl_voipGainDuringCapture - - - - -
cl_voipShowMeter - - - - -
cl_voipUseVAD - - - - -
cl_voipVADThreshold - - - - -
cl_yawspeed set the yaw rate when +left and/or +right are active 140 0 - -
cm_playerCurveClip toggles the ability of the player bounding box to respect curved surfaces 1 0 1 -
color1 spiral rail trail color spiral core 2 0 9 -
color2 spiral rail trail color spiral ring 5 0 9 -
com_abnormalExit - - - - -
com_altivec enable use of altivec on PowerPC systems 1 0 - P
com_ansiColor enable use of ANSI escape codes in the tty - - - P
com_basegame Use a different base than baseq3. If no original Quake3 or TeamArena pak files are found, this will enable running in standalone mode - - - -
com_blindlyLoadDLLs n7a 1 0 1 -
com_blood toggle the blood mist effect in the gib animations 1 0 1 -
com_buildScript - - - - -
com_busyWait Will use a busy loop to wait for rendering next frame when set to non-zero value 0 - - P
com_cameraMode toggle the view of your player model off and on when in 3D camera view 0 0 1 -
com_errorMessage - - - - -
com_gamename Gamename sent to master server in getservers[Ext] query and infoResponse "gamename" infostring value. Also used for filtering local network games. - - - -
com_homepath Specify name that is to be appended to the home path - - - -
com_hunkMegs set the amount of memory you want your engine to reserve for game play 20 0 - -
com_introplayed toggle displaying of intro cinematic. Once its seen its set to 1 0 0 1 -
com_legacyprotocol Specify protocol version number for legacy Quake3 1.32c protocol - - - -
com_maxfps set max frames per second you receive the server 100 30 140 -
com_maxfpsMinimized Maximum frames per second when minimized 0 0 - P
com_maxfpsUnfocused Maximum frames per second when unfocused 0 0 - P
com_minimized is set to 1 once your client minimized 0 0 1 -
com_pipefile Specify filename to create a named pipe through which other processes can control the server while it is running. Nonfunctional on Windows. - - - P
com_protocol Specify protocol version number for current ioquake3 protocol, see "Network protocols" section below (startup only) - - - -
com_showtrace toggle display of packet traces 0 0 1 -
com_sleepfps set the max frames per scond you reveice from the server when your client is not active (minimized or unfocused) 10 0 140 -
com_soundMegs - - - - -
com_speeds toggle display of frame counter 0 0 1 -
com_standalone If set to 1, quake3 is running in standalone mode - - - -
com_unfocused is set when the client is not focused 0 0 1 -
com_zoneMegs - - - - -
con_completemapnames toggle the autocomplete feature for mapnames 1 0 1 -
con_drawversion toggle the drawing of the version in the console (lower right corner) 1 0 1 -
con_filter toggle the con_filterX to be active. 0 0 1 -
con_filter0 can be used to filter the content with regular expressions - - - -
con_filter1 can be used to filter the content with regular expressions - - - -
con_filter10 can be used to filter the content with regular expressions - - - -
con_filter11 can be used to filter the content with regular expressions - - - -
con_filter12 can be used to filter the content with regular expressions - - - -
con_filter13 can be used to filter the content with regular expressions - - - -
con_filter14 can be used to filter the content with regular expressions - - - -
con_filter15 can be used to filter the content with regular expressions - - - -
con_filter16 can be used to filter the content with regular expressions - - - -
con_filter17 can be used to filter the content with regular expressions - - - -
con_filter18 can be used to filter the content with regular expressions - - - -
con_filter19 can be used to filter the content with regular expressions - - - -
con_filter2 can be used to filter the content with regular expressions - - - -
con_filter3 can be used to filter the content with regular expressions - - - -
con_filter4 can be used to filter the content with regular expressions - - - -
con_filter5 can be used to filter the content with regular expressions - - - -
con_filter6 can be used to filter the content with regular expressions - - - -
con_filter7 can be used to filter the content with regular expressions - - - -
con_filter8 can be used to filter the content with regular expressions - - - -
con_filter9 can be used to filter the content with regular expressions - - - -
con_height sets the height of the console 0.5 0 1 -
con_notifykeep - - - - -
con_notifylines sets the amount of lines to be displayed (chat and console) while the console is closed. 3 1 - -
con_notifytime sets the amount of time the text is being displayed 3 0 - -
con_notifyx sets the X coordinate for the outputed text 0 - - -
con_notifyy sets the Y coordinate for the outputed text 0 - - -
con_opacity sets the opacity (only works if con_useshader is set to 0) 0.95 0 1 -
con_rgb sets the background-color for the console - - - -
con_timedisplay sets location of displayed timestamp

0 = Off
1 = Timestamp in console prompt
2 = Timestamp at bottom/right of console
3 = Both in prompt and bottom/right of console
3 0 - -
con_timestamp draws a timestamp in front of the chat 0 0 1 -
con_useshader toggle the default shader background in the console 1 0 1 -
D - - - - -
dmq_stop Stops the Demo Queue from playing. - - - -
dmq_play Starts playing the Demo Queue. - - - -
dmq_clear Resets the Demo Queue. - - - -
dmq_add - - - - -
devcpm [mapname] loads a map in development mode also loads the CPM physics. (Cheats are enabled) - - - -
devvq3 [mapname] loads a map in development mode also loads the VQ3 physics. (Cheats are enabled) - - - -
displaymessage Centerprints a message on screen - - - -
df_ndm_timer_aliases - - - - -
defrag_svsc - - - - -
defrag_demoPlayback - - - - -
df_ar_targetfolder - - - - -
defrag_version_client holds the value of the clients defrag version - - - P
defrag_version_server holds the value of the servers defrag version - - - S
defrag_clfps - - - - -
defrag_svfps - - - - -
defrag_bspcrc holds the checksum for the current bsp file - - - -
defrag_flags - - - - -
defrag_obs - - - - -
defrag_route - - - - -
defrag_mode - - - - -
defrag_gametype - - - - -
defrag_vers - - - - -
defrag_servername holds the ip of the current server - - - -
df_demos_CurrentListVars - - - - -
df_demos_CurrentPath - - - - -
df_ar_verbose - - - - -
df_ndm_nomover Configures the moving platforms in the Tricks Mode and Fast Caps gametypes.

0: platforms enabled
1: platforms removed

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
0 0 1 S
df_ndm_noteleport Configures the teleporters in the Tricks Mode and Fast Caps gametypes.

0: teleporters enabled
1: teleporters disabled
2: contact with the teleporters result in instant death

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
0 0 2 S
df_ndm_nopad Configures the jump-pads and bounce-pads in the Tricks Mode and Fast Caps gametypes.

0: pads enabled
1: pads disabled
2: contact with the pads results in instant death

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
0 0 2 S
df_ndm_itemsSpawn Configures the spawning of the items in the Tricks Mode and Fast Caps gametypes.

0: off - items never spawn
1: selective - pickable items spawn
2: on - every item spawns

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
1 0 2 P
df_ndm_weaponsPickup Toggles weapon pickup in the Tricks Mode and Fast Caps gametypes.

0: weapon pickup disabled
1: weapon pickup enabled

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
1 0 1 -
df_ndm_weaponsSet Determines which weapons players are given in the Tricks Mode and Fast Caps gametypes.

Gauntlet: 2
Machine Gun: 4
Shotgun: 8
Grenade Launcher: 16
Rocket Launcher: 32
Lightning Gun: 64
Rail Gun: 128
Plasma Gun: 256
BFG: 512
Grappling Hook: 1024

Select the weapons that are to be enabled by adding their corresponding values.
For example:
Rocket Launcher (32) + Plasma Gun (256) = df_ndm_weaponsSet 288

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
1022 - - -
df_ndm_powerups Toggles the powerups in the Tricks Mode and Fast Caps gametypes.

0: powerups disabled
1: powerups enabled

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
0 0 1 S
df_ndm_RespawnPoint this cvar removed, and replaced with respawnpoint command in Defrag 1.91 - - - -
df_ndm_damage Toggles player damage in the Tricks Mode and Fast Caps gametypes.

0: player damage disabled
1: player damage enabled

NOTE: The cvar df_mode must be set to Custom Settings (value 0) for this cvar to take effect.
1 0 1 P
df_mode_fastcaps Selects a preset config for the Fast Caps gametype.

0: enable custom settings

1: disable weapons, forbid jump-pads/teleporters/movers

2: enable weapons, allow jump-pads/teleporters/movers

3: disable weapons, allow jump-pads/teleporters/movers

4: enable weapons, forbid jump-pads/teleporters/movers

5: swinging hook

6: Quake3 hook

7: vanilla Quake3
2 0 7 P
df_mode_tricksmode Selects a preset config for the Tricks Mode gametype.

0: enable custom settings

1: disable weapons, forbid jump-pads/teleporters/movers

2: enable weapons, allow jump-pads/teleporters/movers

3: disable weapons, allow jump-pads/teleporters/movers

4: enable weapons, forbid jump-pads/teleporters/movers

5: swinging hook

6: Quake3 hook
7: vanilla Quake3
2 0 7 P
df_ndm_timer_stop Sets the timer-stop trigger in Tricks Mode (type \df_ndm_timer_aliases into the console to obtain a list of the possible values) - - - -
df_ndm_timer_checkpoint Sets a checkpoint trigger in Tricks Mode (type `\df_ndm_timer_aliases` into the console to obtain a list of the possible values) - - - -
df_ndm_timer_start Sets the timer-start trigger in Tricks Mode (type \df_ndm_timer_aliases into the console to obtain a list of the possible values) - - - -
df_competition Marks your demo as being intended for a particular contest.
This feature permits admins to : 1/ prevent the submission of a given demo across multiple contest websites. 2/ ensure that players do not submit demos prior to that contest.
- - - -
df_promode Toggles the CPM physics. (0: VQ3 physics -- 1: CPM physics) 0 0 1 P
df_gametype Defrag has a total of six different game types, plus a special automatic configuration mode. To set the game type through the console or a configuration file, set df_gametype to the appropriate value

0: auto-config
1: defrag
2: tricks mode
3: fast caps
4: *** reserved ***
5: multiplayer defrag
6: multiplayer tricks mode
7: multiplayer fast caps

The easiest way of running the game through the console or a script is to use the Automatic Configuration mode. In this mode, Defrag will decide itself which game type is the most appropriate for the map. A multiplayer game type will be automatically selected when Quake is running as a dedicated server.

Note: Due to the nature of the Quake3 engine architecture, Defrag cannot detect a multiplayer game unless Quake3 is running as a dedicated server. If you are running your server as a non-dedicated server, you will need to set the appropriate game type manually.
0 0 7 P
df_hud_videocapture_enable Enables/Disables Video Capture Mode

Disables the hud, similarly to cg_draw2D 0, but keeps displaying the timer. It was thought of for video capture, and you might enjoy playing with cl_noprint as well.
0 0 1 P
df_hud_drawStatus toggle to display certain parts of the HUD (like timer, checkpoints) 1 0 1 P
df_demos_exitAfterPlayback - 0 0 1 -
df_lg_Knockback toggles lightning gun knockback

*** requires map_restart to take effect
The knockback on the lighting gun is dictated by this cvar (set on the server), unless the lightning gun is actually picked up as an item, in which case the lightning gun knockback setting for the weapon (as set by the mapper), dictates if knockback is on (for the player that just picked up the lighting gun).

As a mapper, you may change the knockback on/off setting, by using the "speed" key/value pair in the entities window for the lighting gun. To do this, create the lighting gun in the map, then open the entities window for the LG. Create the "speed" key/value pair.

Speed:
0 = knockback off
1 = knockback on

Now, if the player picks up the lighting gun ingame, the setting you applied for the LG will override the server's df_lg_Knockback setting. Note that since the speed key/value pair is absent for the LG on normal maps (id, etc.), the knockback will be set to "off" for the player if the player picks up the LG ingame (even if the df_lg_Knockback setting is "on" for the server.)
Only works when df_mode_tricksmode and df_mode_fastcaps are set to 0
0 0 1 P
df_hook_Type physics - grappling hook type

0 = Quake 3
1 = Swinging
2 = Pendulum
3 = Quake 2
*** requires map_restart to take effect
0 0 3 P
df_ob_KillOBs disables OBs (0 = OBs are on -- 1 = OBs are off) requires map_restart to take effect 0 0 1 P
df_mp_InterferenceOff allows servers to turn player-to-player interference off, as well as missile interference (for non-teammates, or for everyone).

0 = Normal Q3 Inteference
1 = Player2Player Interference Off
2 = Missile Interference Off
4 = Inteference Off - Enemies Only (teammates still intefere)

This var is a bitmask. Add the options you want to get the desired inteference settings.

3 = 1 + 2 = Player2Player And Missile Inteference Off

5 = 1 + 4 = Player2Player Interference Enemies Only Off (* PARTIALLY IMPLEMENTED)

7 = 1 + 2 + 4 = Player2Player And Missile Enemies Only Off (* PARTIALLY IMPLEMENTED)

Note:
"Player2Player Interference Off" currently only works for everyone (teammates and enemies). "Player2Player Interference Enemies Only Off" is not currently implemented, and therefore defaults to "Player2Player Inteference Off" for all forms of Player2Player interference.
0 0 7 S
df_ob_OffsetStopPosZ Allows the player's ending (landing position) to be offsetted.

This can be used to find new OB heights, such as determining if landing on another player will cause a new OB height.

Example: df_ob_OffsetStopPosZ 128.000 (would be the same as landing on top of a stack of 2 players)

NOTE: You can monitor this cvar by assigning 79 (CH_INFO_OVERBOUNCE_VOFFSETS) to one of the crosshair stats info slots.
0.00 -F F P
df_ob_OffsetStartPosZ Allows the player's starting (current standing position) to be offsetted.

This can be used to find new OB heights, such as determining if standing on another player will cause a new OB on another platform.

Example: df_ob_OffsetStartPosZ 64.000 (would be the same as standing on top of another player)


NOTE: You can monitor this cvar by assigning 79 (CH_INFO_OVERBOUNCE_VOFFSETS) to one of the crosshair stats info slots.
0.00 -F F P
df_mp_TrackPlayerNum allows democams to track different players, as well as allowing the ghost miniview (PIP) to spectate other players.

Set the variable to the desired player to track. If you are using democams, the democams will track this player. If you are ingame, using the ghost miniview, the PIP will spectate the player specified.

NOTE: To get player ID information, in the console, type:

\info players

To spectate other players using the ghost miniview (PIP), set the df_mp_TrackPlayerNum to the proper player, and set the df_ghosts_MiniviewDraw var to 7 or 8.
Useful binds for tracking:

bind LEFTARROW "varMath df_mp_TrackPlayerNum = $PreviousTeamPlayerNum" bind RIGHTARROW "varMath df_mp_TrackPlayerNum = $NextTeamPlayerNum"
-1 0 63 P
df_transitions - - - - -
df_keymaps_movedown - - - - -
df_keymaps_moveup - - - - -
df_keymaps_moveright - - - - -
df_keymaps_moveleft - - - - -
df_keymaps_back - - - - -
df_keymaps_forward - - - - -
df_keymaps - - - - -
df_demos_CamOffsetRadiusU - 0 0 - P
df_demos_CamOffsetRadiusR - 0 0 - P
df_demos_CamOffsetRadiusF - 0 0 - P
df_demos_CamOffsetAngleZ set the offset angle for the X coordinate 0 0 - P
df_demos_CamOffsetAngleY set the offset angle for the X coordinate 0 0 - P
df_demos_CamOffsetAngleX set the offset angle for the X coordinate 0 0 - P
df_demos_CamOffsetPositionZ offset for Z coordinate 0 1 - P
df_demos_CamOffsetPositionY offset for Y coordinate 0 1 - P
df_demos_CamOffsetPositionX offset for X coordinate 0 1 - P
df_demos_CamSeqMode - - - - -
df_demos_CamSeqSpeed - - - - -
df_demos_CamSeqPosition - - - - -
df_demos_Seek specifies a time, in minutes.seconds, within a demo, to seek to

Specify xx to seek to a minutes value time Specify .xx to seek to a seconds value time Specify a negative value to seek to the beginning of a game (if game is in warmup)

Examples:

\df_demos_Seek 2 // seeks to 2:00 in a demo
\df_demos_Seek 3.23 // seeks to 3:23 in a demo
\df_demos_Seek -1 // seeks to 0:00 in a demo (seeks past the game warmup)

NOTE: when specifying a value in minutes only (no seconds), the system seeks in hyper-speed mode (10 times faster than normal mode). Hyper-speed seeking is not as accurate, and will not always stop exactly at the x.00 minute mark (may pass it by a second or 2).
0.00 0.00 XX.XX P
df_demos_ModSupport 0 = Off
1 = General 1 (unrecognized data, events, etc. don't cause demo exit)
2 = General 2 (General 1, plus additional data checking/clearing)
3 = Orange Smoothie Productions (OSP) (Specific setting for OSP - so other players are visible)
0 0 3 P
df_ghosts_Command - - - - -
dl_verbose - - - - -
debuggraph - - - - -
dmflags set deathmatch flags - - - P
dedicated - - - - -
df_sv_script_idleCfg Set the config file to execute when the server has been idle for a set period of time. (see df_sv_script_idleDelay) - - - S
df_sv_script_idleDelay When the server idles, set the period of time before the idle script is executed. (see df_sv_script_idleCfg) 50 - - S
df_vote_allowVotes globally enables/disables votes 1 0 1 S
df_vote_passVoteOnRatio ratio of yes votes required for the vote to pass .5 0.0 1.0 S
df_vote_maxVotes callvotes per client (0: infinite) 5 0 n S
df_vote_voteDelay seconds to be spent before a vote is discarded 30 0 n S
df_vote_allow_map - - - - -
df_vote_allow_devmap - - - - -
df_vote_allow_map_restart enables/disables map_restart votes 1 0 1 S
df_vote_allow_nextmap enables/disables nextmap votes 1 0 1 S
df_vote_allow_gametype enables/disables gametype votes. Off by default, so clients don't disrupt the gametype autoconfig 0 0 1 S
df_vote_allow_promode - - - - -
df_vote_allow_mode enables/disables game mode votes 1 0 1 S
df_vote_allow_kick enables/disables kick votes 1 0 1 S
df_vote_allow_clientkick enables/disables clientkick votes 1 0 1 S
df_vote_allow_interference - - - - -
df_tieOverwrites - - - - -
df_hud_cgaz_ypos sets vertical position of cgaz hud 253 - - P
df_hud_cgaz_opacity sets opacity level of cgaz hud 0.6 0 1 P
df_sound_leadChanges Turns on/off the audible lead changes (You have taken the lead) 1 0 1 P
df_script_onJoinTeam - - - - -
df_hud_scoreboard_showSpectators - - - - -
df_hud_scoreboard_size Selects the scoreboard display size. 0: 8/10 fonts -- 1: 10/12 fonts 0 0 1 P
df_hud_frameTransparency Sets the opacity/brightness of the box frames around the defrag hud components 1 0 1 P
df_cl_alwaysDrawItems allows picked up items to keep being drawn in multiplayer modes.
0 - disabled
1 - enabled
2 - enabled only with cg_simpleItems off
3 - enabled only with cg_simpleItems on
1 0 3 P
df_noEndOfRunStats Toggles whether or not to display the End of Run Stats after each run in OFFLINE play 0 0 1 P
df_ui_CursorColor - - - - -
df_ui_StatusColor .r .g .b .t color

FORMAT:

RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (white). Leave empty for standard ID color (white)
- - - -
df_ui_ListbarColor .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (red). Leave empty for standard ID color (orange)
- - - -
df_ui_PulseColor .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (white). Leave empty for standard ID color (white)
- - - -
df_ui_TextColorHighlight .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (transparent yellow). Leave empty for standard ID color (transparent orange)
- - - -
df_ui_TextColorDisabled .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (gray). Leave empty for standard ID color (gray)
- - - -
df_ui_TextColorBig .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (red). Leave empty for standard ID color (red)
- - - -
df_ui_TextColorMedium .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (blue). Leave empty for standard ID color (red)
- - - -
df_ui_TextColorValue \df_ui_TextColorValue [ DEFAULT: "1.00 0.00 0.00 1.00" ] - .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (red). Leave empty for standard ID color (orange)
- - - -
df_ui_TextColorLabel .r .g .b .t color


RED (0.00 to 1.00)
GREEN (0.00 to 1.00)
BLUE (0.00 to 1.00)
TRANSPARENCY (0.00 to 1.00)

Default: (yellow). Leave empty for standard ID color (orange)
- - - -
df_ui_DisplayCVarName turns the display of cvar names onscreen in the custom menu system on/off 1 0 1 P
df_ui_CustomMenu turns custom menu on/off 1 0 1 P
df_demos_UICompatibility

0 = normal (all features enabled)

1 = strict filenames - forces file names and folders to use the same capitalization as the actual demo filenames

2 = no folders - turns off the ability to browse folder below the demos folder

3 = all options (strict filenames, no folders)

If you are having problems using the Demo User interface from a Mac or Linux Operating System, you can try setting a cvar that will disable some of the features in the Demo UI.

Try changing df_demos_UICompatibility to "1". This will use strict filenaming, which is the main cause of the UI not working in Mac and Linux systems. If that doesn't work, try "2", and then, ultimately "3".
0 0 3 P
df_hud_cgaz Selects which components of CgazHUD to display:

(A) Acceleration bar,
(S) Strafing helper bar,
(W) World axis bar,
and (G) Gaz-o-meter.

1 = ASW

3 = ASWG

5 = SW

7 = SWG

9 = AS

11 = AS G

13 = S

15 = S G

17 = A W

19 = A WG

21 = W

23 = WG

25 = A

27 = A G
0 0 27 P
df_unit Selects the unit type to be used with the various meters and statistics.

0: quake units - quake units per second
1: meters - meters per hour
2: miles - miles per hour
0 0 2 -
df_sound_flagGrabbing turns on/off the sound event for the CTF flags pickup. 0 0 1 P
df_script_onRespawn Executes respawn.cfg each time player respawns. Basically used for alternative demos recording scripts. 0 0 1 P
df_script_onMapLoad Executes [mapname].cfg after a map is loaded. Basically used for specific map settings (sv_fps, com_maxFps, ...) and user defined timers. 0 0 1 P
df_name Sets up your Defrag name as it will appear on multiplayer servers, at the end of each run in single player, and in the filenames generated by the Demo Autorecord for your demos.

Note: When Defrag is started for the first time, this cvar is set automatically according to your Quake3 player name.
"" - - -
df_hud_videocapture_fontjustify Sets the font alignment

0: center justify
1: left justify
2: right justify
0 0 2 P
df_hud_videocapture_fontshadow - 1 0 1 P
df_hud_videocapture_fontcolor

- Defrag Hud Color Chart
* vQ3 colors
0 : Black
1 : Red
2 : Green
3 : Yellow
4 : Blue
5 : Cyan
6 : Magenta
7 : White


* Defrag Additional Colors
8 : Gray
9 : Orange
10 : Purple
11 : Dark Green
7 1 11 P
df_hud_videocapture_fontsize - 16 4 32 P
df_hud_videocapture_y Timer position from relative screen resolution 640x480. 240 - - -
df_hud_videocapture_x Timer position from relative screen resolution 640x480. 320 - - -
df_hud_transparency Sets the background opacity the defrag hud components 0.25 0 1 P
df_hud_fontshadow - 1 0 1 P
df_hud_fontcolorRGB Sets a custom font color exprimed in the 24 bits RGB format (0,0,0 to 255,255,255). As an example, 0,255,0 will display green fonts. - - - -
df_hud_fontcolor

- Defrag Hud Color Chart
* vQ3 colors
0 : Black
1 : Red
2 : Green
3 : Yellow
4 : Blue
5 : Cyan
6 : Magenta
7 : White


* Defrag Additional Colors
8 : Gray
9 : Orange
10 : Purple
11 : Dark Green
7 0 11 P
df_hud_forceteamcolors Sets hud color to match player's team. (CTF Fast caps only) 1 0 1 P
df_hud_colorwarning Marks low values in red. 1 0 1 P
df_hud_colorRGB Sets a custom hud color exprimed in the 24 bits RGB format (0,0,0 to 255,255,255). As an example, 0,255,0 will display a green hud. - - - -
df_hud_color

- Defrag Hud Color Chart
* vQ3 colors
0 : Black
1 : Red
2 : Green
3 : Yellow
4 : Blue
5 : Cyan
6 : Magenta
7 : White


* Defrag Additional Colors
8 : Gray
9 : Orange
10 : Purple
11 : Dark Green
4 0 11 P
df_hud_3DIcons Toggles the display of the 3D flag on the Defrag HUD in the Fast Caps gametype. (0: icon -- 1: 3D model) 1 0 1 P
df_hud Toggles the Defrag HUD. 0 0 1 P
df_drawCheckpointEvents Turns on/off the display of the screen-centered checkpoint events. 1 0 1 P
df_drawCheckpointStats Turns on/off the display of the bottom right checkpoints info. 1 0 1 P
df_drawSpeed Controls the display of the Speed Meter on the HUD.

0: off
1: on
2: on, using a former quake-unit conversion ratio (Defrag old-school)
1 0 2 P
df_drawJumpmeters Sets up the jump meters on the HUD.

1: draw jump height
2: draw jump distance
3: draw both
5: draw jump height, high values only
6: draw jump distance, high values only
7: draw both, high values only
3 0 7 P
df_drawBesttime Turns on/off the display of the map record on the hud. 0 0 1 P
df_demos_validation outputs demo info in system\reports. (works only with defrag demos) 0 0 2 P
df_country The Demo Autorecord feature will use this setting to generate filenames for your demos. Many websites use this piece of information in their score tables. - - - -
df_checkpoints Controls the display of your checkpoint times (bottom right corner of the HUD).


0: off
1: effective time
2: offset time
3: relative time
In Effective Time mode, the HUD will display the times at which you passed each checkpoint.
In Offset Time mode, your checkpoint times will be compared to the times of the best run to have been saved by Defrag (in the system\records directory of your Defrag setup).
In Relative Time mode, the HUD will display for each checkpoint the time that elapsed since you passed the previous checkpoint.
2 0 3 P
df_ar_speedcapture_format turns on/off the speedcapture.com demo name format for autorecord in Fast Caps. 0 0 1 P
df_ar_format sets the demo name format used by the autorecord.


The format string supports the following tokens : $map : map name
$gt : gametype
$phys : physics type
$route : tricks mode route
$mode : tricks mode / fast caps game-mode
$m : timer minutes
$s : timer seconds
$ms : timer milliseconds
$pl : player name
$plc : player country
$$ : ouput a '$' character

When a token can't be translated, the characters + and - can be used to modify the output: $+i : cancels the output of the character following the token in the format string. $-i : cancels the output of the character preceding the token. Both can be combined using $-+i. For example, "$m[$-+mode]_$p" will result in "mapname_physics" when no "mode" data is available.
Default (*D): $map.$-route[$gt.$phys.$-mode]$m.$-s.$-ms($pl.$plc)
*D - - P
df_ar_stopdelay sets the period of time in milliseconds to be elapsed from the run completion before the autorecord stops recording 1800 0 n P
df_autorecord autorecord options
0 = off
1 = on
2 = outdated - has no effect
3 = selective - keep only the record demos
1 0 3 P
df_player_Sprites - - - - -
df_player_SmokeTrails specifies time duration (in seconds) of players smoke trails and other players smoke trails.

The number before the decimal indicates the number of seconds the main player's smoke trails should remain. The number after the decimal indicates the number of seconds the other players' and the ghosts' smokes trails should remain.

Example:

\df_player_SmokeTrails 0.10 // other players' and ghosts' smoke trails would last 10 seconds

\df_player_SmokeTrails 15.00 // main player's smoke trails = 15 seconds

\df_player_SmokeTrails 15.05 // main player's smoke trails = 15 seconds, other players' smoke trails = 5 seconds

NOTE: Setting the value to 0.00 will automatically turn off any existing smoke trails.

NOTE: If you need to have smoke trails to show a path, but then want to stop smoke trails (while you move around to take a screenshot), instead of setting df_player_SmokeTrails to 0.00, set it to 1.00. This way while you move around, the new smoke trails you make will only last one second, while the original ones you creates will last the number of seconds originally specified by df_player_SmokeTrails.
0.00 0.00 99.99 P
df_ob_AllSlopes Turns on OB prediction for all slopes (not just XY-planar (horizontal) floors).

Peformance-wise, with df_ob_AllSlopes set to 0, OB prediction won't occur for angled floors. With it on, OB prediction occurs. The performance difference for horizontal versus angled floors is null, however, with OB prediction on only for horizontal floors, the sloped prediction won't occur at all. Also, with OB prediction on for slopes, you'll see the OB prediction indication flicker on and off as you travel down a slope, or scan a slop with the crosshair. Generally OB prediction for slopes is not needed.
0 0 1 -
df_ob_Fast Turns OB fast prediction on or off. OB fast prediction uses a different algorithm internally to detect OBs.

This algorithm is much faster, and it's calculation time is not dependant on the distance/height to the floor the player is looking at, and therefore has absolutely minimal effects on display framerates. It is, however, very slightly inaccurate (due to floating point rounding errors, etc.). Map makers may want to turn off fast prediction if they are looking to find new OB heights for usage in a new map. Using noclip to move up and down while using OB detection should definately use df_ob_fast off, as it is much more accurate.
1 0 1 -
df_varHelpers_DrawOutput Changes the color/output style for all varHelper commands (varMath, varValueMath, varCycle, varValueCycle)

0 = Off
1 = Normal Output Style 1: All white output
2 = CHS0 Output Style 1: Uses CHS0 set colors (fontcolor, labelcolor)
3 = CHS1 Output Style 1: Uses CHS1 set colors (fontcolor, labelcolor)
4 = CHS2 Output Style 1: Uses CHS2 set colors (fontcolor, labelcolor)
5 = NORMAL Output Style 2: All white output
6 = CHS0 Output Style 2: Uses CHS0 set colors (fontcolor, labelcolor)
7 = CHS1 Output Style 2: Uses CHS1 set colors (fontcolor, labelcolor)
8 = CHS2 Output Style 2: Uses CHS2 set colors (fontcolor, labelcolor)
1 0 8 P
df_mp_NoDrawRadius hides other players/missiles/explosions inside radius, depending on the current df_mp_InteferenceOff setting.

-N = show players using "invisibility" shader if within radius
0 = turns off players/missiles/effects hiding
N = hides players/missiles/effects if within radius (and interference is off for that particular object)

Depending on the current server setting of df_mp_InterferenceOff, certain entities (players, missiles, explosions) can be hidden if they fall within the specified radius. This is useful as it can be visually distracting if another player is in the way (even if that player will not physically interfere).

The variable is tied to the current server setting of df_mp_InterferenceOff. If the current setting has turned off Player2Player interference, then all players that fall within the specified radius will not be drawn on the client's system. Similarly, if df_mp_InterferenceOff has been set to disable missile interference, than missiles/explosions from other players will be hidden as well.

Setting the value to 0 disables all hiding of other entities, regardless of if they are interfering or not.
200 -n n P
df_demos_UnlockThirdPersonPitch removes the pitch restriction when cg_thirdperson is 1. This allows full overhead (or underneath) views. 0 0 1 P
df_demos_ReplayFilename indicates (overrides) the replay script file to be used.

Specifies the replay script to be loaded. When $demoname is specified (the default value), the system will first try to load a replay script name that matches the demoname. If one does not exist, the system will try to load a script that matches the mapname. This allows demo-specific replay scripts to be distributed. In the absence of demo-specific script, the system will use the default script for the map, if one exists.

If the var is left empty, then the system will try to load a script that matches the mapname, skipping the demo-specific script load attempt.

Specifying another value for the var, such as another valid script name, will load the script indicated.

When creating new replay scripts, it may be useful to override this. As long as the df_demos_ReplayFileName is not empty, the replay script engine will use the filename specified.

NOTE: The actual time a loading of a script occurs depends on the df_demos_ReplayMode var. If the var is set to 1 (normal), then the script load attempt occurs when a demo is played. If df_demos_ReplayMode is set to one of the debug modes, the replay script load attempt occurs immediately (assuming you are currently ingame, on a map).
- - - -
df_demos_ReplayDrawMask Shows/Hides replay entities in debug modes

1 = RP_DRAW_ID
2 = RP_DRAW_CAM
4 = RP_DRAW_CAM2CAM
8 = RP_DRAW_ACT2CAM
16 = RP_DRAW_ACTPOINTS
32 = RP_DRAW_ACTBOXRAILS
64 = RP_DRAW_ACTBOX

Add the numbers to display the desired items.
Example - to show only ID numbers, Cameras, and Activation Points, use: df_demos_ReplayDrawMask 19
1 + 2 + 16 = 19
You can hide or show various replay script items while in debug mode. This is useful if you have large scripts, as quake3 has a limit to the number of shaders that can be displayed at a given time. So, you can turn on the most useful items to you - most likely IDs, CAMs, and ACTPOINTs.
32767 0 n P
df_demos_ReplayMode sets the Replay Mode

0 = Off
1 = On (used during demo playback for maps that have replay scripts) and turns on/off Replay/Autochase spectating
2 = Debug mode, Level 1 (reports debug information during activations)
3 = Debug mode, Level 2 (reports debug information during activations, shows activators and cams)
4 = Debug mode, Level 3 (shows activators and cams, uses rail beams to show activator boxes, links and transitions)

1 = On. If on, and a replay script exists for a given map, the script will be used during a demo. Also turns on/off replay/autochase spectating

The debug modes are used for Replay Script creation, editing, and debugging. The debug modes can be used inside and outside of demos. General users (those not creating replay scripts) should only set the replay mode to 0 or 1 (off or on).

Debug mode 1: will load the replay script inside or outside demos, and allow activation to take place. It displays activation information onscreen. Replay entities are NOT visually shown.

Debug mode 2: will load the replay script inside or outside demos, and allow activation to take place. It displays activation information onscreen. Replay entities are visually shown using normal q3 entities such as rockets, etc.

Debug mode 3: will load the replay script inside or outside demos, but no activation takes place. Replay entities are visually shown using normal q3 entities. In addition, rail beams are used in addition to the missiles, to show more information about the replay entities.

For debug mode 2 and 3: replay entities are shown visually.

- Camera are shown as rockets
- Activators are shown using BFG missiles in the corners of the activator volume
- Activator control corners are shown with gauntlet icons
- Activator centers are shown using a plasma shot
- Activator and camera ID numbers float above the entities to indicate the ID number


In debug mode 3:
- Blue boxes are used to outline the activator volumes
- Green rail beams show activator to camera links
- Red rail beams show camera to camera transitions


NOTE: enabling a demos camera mode (df_demos_CameraMode) automatically turns off the Replay Mode (df_demos_ReplayMode) during demos
1 0 4 P
df_demos_HideLocalEntities hides local entities

Add the following values to hide the desired entities:
LE_MARK 1
LE_EXPLOSION 2
LE_SPRITE_EXPLOSION 4
LE_FRAGMENT 8 // gibs and brass
LE_MOVE_SCALE_FADE 16 // water bubbles
LE_FALL_SCALE_FADE 32 // gib blood trails
LE_FADE_RGB 64 // teleporters, railtrails
LE_SCALE_FADE 128 // rocket trails
LE_SCOREPLUM 256


// team arena - not used
LE_KAMIKAZE 512
LE_INVULIMPACT 1024
LE_INVULJUICED 2048
LE_SHOWREFENTITY 4096

511 = all (1+2+4+8+16+32+64+128+256) (not including team arena items)
0 0 n P
df_demos_HidePacketEntities hides packet entities

Add the following values to hide the desired entities:
ET_GENERAL 1
ET_PLAYER 2
ET_ITEM 4
ET_MISSILE 8
ET_MOVER 16
ET_BEAM 32
ET_PORTAL 64
ET_SPEAKER 128
ET_PUSH_TRIGGER 256
ET_TELEPORT_TRIGGER 512
ET_INVISIBLE 1024
ET_GRAPPLE 2048 // grapple hooked on wall
ET_TEAM 4096
ET_EVENTS 8192 // any of the EV_* events can be added freestanding

16383 = all (1+2+4+8+16+32+64+128+256+512+1024+2048+4096+8192)
0 0 n P
df_demos_CameraTransitionSpeed adjusts the camera speeds

Demos camera mode 1: Changes the speed that the camera moves when player presses +forward, +back, etc. Values are striclty positive (a negative CameraTransitionSpeed is converted to positive for usage in this camera mode).

Demos camera mode 4, 5, 6, 7: Changes the speed that the camera moves from saved position to saved position.

* Positive values: Camera transition is time-fixed - the camera will take the same amount of time to move between 2 camera positions that have short distance, as 2 camera positions that have a larger distance. The speed of the camera transition therefore changes with distance between the camera positions.

* Negetiva values: Camera transition is speed-fixed - the camera moves at a steady speed, regardless of the distance between the 2 camera positions. The time of the camera transition therefore changes with the distance between the camera positions.

* 0: Camera transition is instant - the camera instantly moves from camera position to the next camera position.
50 -n n P
df_demos_CameraMode changes the different demos camera mode. cg_thirdperson will be changed automatically, depending on the camera mode chosen. more...
0 = DEMOS_CAMERAMODE_OFF: Off

1 = DC_CAMERAMODE_FREE: First Person, Free Cam: Allows free movement of the camera as well as free angle movement. Note: Nice effects can be achieved by recording your freecamming movements to a ghost, and using the special ghost cam 1P_CAMVIEW_LOOK_PLAYER (df_ghost1_PlayCameraMode 14).

2 = DC_CAMERAMODE_FOLLOW: First Person, Follow Cam: Movement of the camera is attached/fixed to the player, but angle movements are free

3 = DC_CAMERAMODE_3P: Third Person, Free Angles Cam: Movement of the camera is attached/fixed to the player, in 3rd person fashion, angle movements are free

4 = DC_CAMERAMODE_LOOK: Savedpos Transition Cam: Camera starts at the current saved position, and moves to the next saved position when the user keys the transition. Camera view angles transition from the first saved position to the keyed (next) saved position.

5 = DC_CAMERAMODE_LOOK_PLAYER: Savedpos Player-Tracking Cam: Camera starts at the current saved position, and moves to the next saved position when the user keys the transition. Camera view angles continuously track the player.

6 = DC_CAMERAMODE_LOOK_PLAYER_NOPITCH: Savedpos Player-Tracking Cam, No Pitch: Camera starts at the current saved position, and moves to the next saved position when the user keys the transition. Camera view angles continuously track the player, except for pitch (up/down), which is transitioned from the first saved position to the keyed (next) saved position. A nice cam mode to use for strafing maps, as the camera does not bob up and down as the player jumps.

7 = DC_CAMERAMODE_LOOK_PLAYER_NOYAW: Savedpos Player-Tracking Cam, No Yaw: Camera starts at the current saved position, and moves to the next saved position when the user keys the transition. Camera view angles continuously track the player, except for yaw (left/right), which is transitioned from the first saved position to the keyed (next) saved position.

8 = DC_CAMERAMODE_NORMALWITHOFFSETS: Used for other player tracking (uses the df_mp_TrackPlayerNum cvar). Also, will use the camera offsetting vars. Use this mode if you are trying to track different players while watching a demo, but simply desire the standard firstperson view.

9 = DC_CAMERAMODE_CHASE_AUTO: Cinematic-type camera movements done automatically, without any camera position setup. This is the default mode used for demos if Replays are on, and no replay script exists for the map. This is the same as the CHASE USER1 mode, with hardcoded values of: cg_thirdPersonAngle 0, cg_thirdPersonRange 100, df_demos_CameraTransitionSpeed 200

10 = DC_CAMERAMODE_CHASE_USER1: Same as mode 9 (AutoChase), but allows the user to change the way the camera moves, by changing cg_thirdPersonRange, cg_thirdPersonAngle, and df_demos_CameraTransitionSpeed

11 = DC_CAMERAMODE_CHASE_USER2_THRUWALLS: Same as mode 10 (UserChase1), but will travel through walls (will not reposition the camera position if the player target is hidden behind a wall). This can be useful for a camera that stays close to a wall or the ground.

NOTE: enabling a demos camera mode (df_demos_CameraMode) automatically turns off the Replay Mode (df_demos_ReplayMode) during demos

NOTE: if no savedpositions have been set up and/or the "saveposname" var is empty, then modes 4, 5, 6, 7 will default to a standard thirdperson view. Once a savedposition is activated (example: set saveposname pos1), the camera position will smoothly interpolate from the current thirdperson view position to the new camera position.
0 0 7 P
df_ghost2_PlayLoop - - - - -
df_ghost2_PlayCameraMode - - - - -
df_ghost2_PlayDrawMissiles - - - - -
df_ghost2_PlayDrawPlayer - - - - -
df_ghost2_PlayTimescale - - - - -
df_ghost2_RecordView - - - - -
df_ghost2_RecordInterval - - - - -
df_ghost2_RecordFileFormat - - - - -
df_ghost1_PlayLoop 0 = Off: Ghost playback stops automatically at the end of the file.
1 = Loop: Ghost playback loops back to the beginning of the ghost file when the end of the file is reached.
2 = Pause: Ghost playback is paused at the end of the file.
0 0 2 P
df_ghost1_PlayCameraMode changes the ghost camera mode during ghost playback.

During ghost playback, normally you see the ghost player running around the map, as if it was another player. You can actually switch you mainview (and the miniview as well) to one of the ghost cameras. Note that your user input will still be active (pushing forwards might make you fall off a platform :P).

- There are 2 types of camera: locked and free. Locked means that your actual input while following the ghost does not effect the view. Free means that you can move the mouse and your camera angles will change.
- There are 2 types of "person" settings: first person or third person.
- There is 1 type of player follow modes: player. Follows the ghost player
- There are 2 types of missile follow modes: first missile, last missile. Follows your first missile fired or your last missile fired.

NOTE: For missiles cams, if no missile is in the air, the camera switches back to the ghost player.

0 - CAMERAMODE_OFF: Ghost camera is off

1 - 1P_PLAYER_LOCKED: Ghost camera is in first person player follow mode, and the camera angles are locked.

2 - 1P_PLAYER_FREE: Ghost camera is in first person player follow mode, and the camera angles are unlocked (move mouse to change the angles).

3 - 3P_PLAYER_LOCKED: Ghost camera is in the third person player follow mode, and the camera angles are locked.

4 - 3P_PLAYER_FREE: Ghost camera is in the third person player follow mode, and the camera angles are unlocked (move mouse to change the angles).

5 - 1P_FIRST_MISSILE_LOCKED: Ghost camera is in the first person first missile follow mode, and the camera angles are locked.

6 - 1P_FIRST_MISSILE_FREE: Ghost camera is in the first person first missile follow mode, and the camera angles are unlocked.

7 - 3P_FIRST_MISSILE_LOCKED: Ghost camera is in the third person first missile follow mode, and the camera angles are locked.

8 - 3P_FIRST_MISSILE_FREE: Ghost camera is in the first person first missile follow mode, and the camera angles are unlocked.

9 - 1P_LAST_MISSILE_LOCKED: Ghost camera is in the first person last missile follow mode, and the camera angles are locked.

10 - 1P_LAST_MISSILE_FREE: Ghost camera is in the first person last missile follow mode, and the camera angles are unlocked.

11 - 3P_LAST_MISSILE_LOCKED: Ghost camera is in the third person last missile follow mode, and the camera angles are locked.

12 - 3P_LAST_MISSILE_FREE: Ghost camera is in the third person last missile follow mode, and the camera angles are unlocked.

13 - 1P_CAMVIEW: To be used in conjunction with "View" recording - turns off ghost's gun, crosshair, and 2d (hud)

14 - 1P_CAMVIEW_LOOK_PLAYER: To be used in conjunction with "view" recording - turn's off ghost's gun, crosshair, and 2d (hud). The camera's position is the ghost's position. However, the camera does not use the ghost's angles, but instead continuously tracks the main player. Especially nice for usage with demo camming techniques, such as freecamming.

15 - 1P_VIEW_WITH_VARS: Ghost camera is in follow mode, angles are locked. CVars that were recorded (using fileformat 3) are played back.

16 - VIEW_VARS_ONLY: No camera mode is used. CVars that were recorded (using fileformat 3) are played back.

17 - REPLAY_DEBUG: Ghost camera is in First/Third person switching follow mode. This is a special mode to be used for Replay Script debugging. If df_demos_ReplayMode is 2 or 3, and a ghost is played back with this camera mode set, the replay script will use the ghost's position and cgtime values to trigger replay activations, etc.
0 0 17 P
df_ghost1_PlayDrawMissiles changes the rendering of the ghost missiles and explosions.

0 = DRAW_MISSILES_OFF: Turns off rendering (drawing) of the ghost's missiles and explosions.

1 = DRAW_MISSILES_ONLY: Ghost missiles are drawn, ghost explosions are not.

2 = DRAW_MISSILES_EXPLOSIONS: Both ghost missiles and ghost explosions are drawn.
2 0 2 P
df_ghost1_PlayDrawPlayer changes the rendering of the ghost player.

0 = DRAW_PLAYER_OFF: Turns off rendering (drawing) of the ghost player.

1 = DRAW_PLAYER_NORMAL: The ghost player is drawn normally.

2 = DRAW_PLAYER_INVIS: The ghost player is drawn using the invisibility powerup.

3 = DRAW_PLAYER_INVIS_USE_RADIUS: The ghost player is drawn normally, unless the ghost player is within the df_ghosts_NoDrawRadius distance to the player (you), in which case the ghost player is drawn using the invisibility powerup.

4 = DRAW_PLAYER_ICON: The ghost player is drawn not as a quake3 player, but instead as the guantlet icon.
3 0 4 P
df_ghost1_PlayTimescale sets the speed of the ghost playback.

You can change the speed of the ghost during playback. Setting a the ghost timescale to a negative value "rewinds" the ghost. You can rewind as far back as the ghost snapshot buffer allows (normally about 25 seconds using a recording interval of 50).
1.0 -10.0 10.0 P
df_ghost1_RecordView optionally sets the ghost recording of the camera/angles to the virtual position of the camera.

The default is 0. The only reason to set it to 1 is for some cases of demo recamming, specifically if you are recording a demo recam to a ghost file, and using the DemoCam 3 mode. Demo cam 3 mode is third person free mode (you can move/orbit the camera around the visible player). In order to capture your camming movements to a ghost file in this case, it is necessary to record the camera (view) position during the demo, not the player (normally you are recording the players position and angles). This will then record your camming movements as you orbit the player in thirdperson mode. Basically just use "1" for df_demos_CameraMode 3, otherwise keep it set to "0".

In the case that you set df_ghost1_RecordView to 1, and use this newly recorded ghost during demo playback, you will have to set the following vars (to show the original player, and hide the ghost weapon):

cg_thirdperson 1
cg_drawgun 0
0 0 1 P
df_ghost1_RecordInterval sets the frequency that the ghost system records a snapshot to the ghost file.

This may be used for a few different reasons. One reason may be a desire to reduce ghost file size. Another reason may be to actually record more ghost data then the default (making ghost stats data more accurate), at the sacrifice of having a larger ghost file. The default of 50 provides a very decent balance of the effective playback characteristics.



Changing the ghost recording interval has the following effects:

- Decreasing the interval increases ghost file size.

- Decreasing the interval increases the ghost data. Increasing the interval to a significantly larger number (over 200) will have a more profound negative effect visually on the ghost animations, as well as ghost walk/running paths (curves paths become a series of connecting straight lines).

- Decreasing the interval increases the ghost's statistical data displayed through the crosshair stats system (when switched to a first person ghost camera mode) is more accurate. (You can view the ghost's speed, angles, etc. through the CHS during ghost playback).

- Decreasing the interval makes the ghost playback timescales LESS accurate. Setting the record interval to 0 results in a ghost playback timescale sensitivity of X.X. This means that a timescale of 1.1 is the same as 1.15. Or even that 1.01 = 1.1. So, if you wish to adjust the ghost timescale playback very minutely (X.XX or even X.XXX) is is actually beter to record the ghost at the default value (50), or slightly higher (100).

- Increasing the interval allow more seconds of rewind (accomplished throught the df_ghost1_PlayTimescale variable).
50 0 1000 P
df_ghost1_RecordFileFormat changes the ghost file format for recording ghosts.

0 = Camera only: Records only the player position and angles. Pretty much only useful for reducing ghost file sizes. Works fine for first person ghost camera views. Third person cams (as well as viewing the ghost normally, without a ghost cam) looks terrible, as the player animations are not recorded to the file.

1 = Player only (no missiles or explosions): Records only the player data (position, angles, animations). Missiles and explosions are not recorded to the file. Reduces file size as compared to Format #2. Note that usually you will want to record everything (use format #2), and then you can optionally turn of the drawing of missiles/explosions using the df_ghost*_PlayDrawMissiles variable.

2 = Player, Missiles, and Explosions: Records player, missiles (rockets, grenades, bfg shots, and plasma shots), and explosions.

3 = Player, Missiles, Explosions, and CVars. This mode records not only all of the ghost items, but any cvar changes as well (such as cg_thirdperson, cg_thirdpersonrange, etc.). During playback of the ghost, if the camera mode is set to one of the Var modes (14 or 15), then the cvar changes that occured during recording of the ghost will be played back as well. This is particularly useful for demo recam recording using the ghost. The cvars that the ghost monitors (and hence, records) are specified by the "Ghost-MonitoredVars.cfg" in the system folder. Edit that file to indicate which cvars the ghost should record.

Notes:
When recording using fileformat #2 or #3, missiles and explosions are recorded. A maximum of 10 missiles and 10 explosions per snapshot are recorded, and ultimately means that a maximum of 10 missiles and 10 explosions are displayed during playback. This was done to reduce file size. Works fine, since it's pretty rare to have 10 rockets on screen at any one time. Plasma maybe, but what the hell are you shooting at?? Plasma wall climbs etc - 10 seems to give great results anyway.
2 0 3 P
df_ghosts_MiniviewFOV changes the field of view (FOV) of the miniview. 90 0 250 P
df_ghosts_MiniviewBorderSize changes the border size drawn around the miniview

NOTE: The border of the miniview uses the texture "backtile" found in pak0.pk3 of quake3, (\gfx\2d\backtile.jpg). You can edit this file (back it up, or better yet, copy it to "zBackTile.jpg", edit it, and put the pk3 in your defrag folder) to change the color/texture of the border.
4 0 25 P
df_ghosts_MiniviewOffsetY changes the vertical position of the miniview elative to the center of the screen -155 -400 400 P
df_ghosts_MiniviewOffsetX changes the horizontal position of the miniview elative to the center of the screen 235 -500 500 P
df_ghosts_MiniviewSize adjusts the size of the miniview 25 5 75 P
df_ghosts_MiniviewCameraMode sets the miniview camera mode.

0 = Non ghost camera mode
1 through 12 = ghost camera mode (see df_ghost1_PlayCameraMode for information) if a ghost is playing.
1 0 12 P
df_ghosts_MiniviewDraw turns on/off the Miniview (PIP)

0 = Off
1 = On during ghost playback
2 = On for ghost playback, and for demos
3 = On for demos only
4 = Always On (1P/3P switching style - opposite of mainview)
5 = Always On, 1st Person
6 = Always On, 3rd Person
7 = Always On, Player spectating/tracking (specified by df_mp_TrackPlayerNum). PIP is main player's view if other player is outside of PVS
8 = Always On (PVS), Player spectating/tracking (specified by df_mp_TrackPlayerNum). PIP is off if other player is outside of PVS

For mode 4 (always on), the miniview functions differently depending on if a ghost is playing or not.

- If a ghost not playing, then the miniview will display the opposite of the mainview, in relation to cg_thirdperson 1.
- If a ghost IS playing, and the df_ghosts_MiniviewCameraMode is set to 0, the miniview will show the player view (not the ghost view) in first person form.
- If a ghost IS playing, and the df_ghosts_MiniviewCameraMode is not 0, the miniview will use one of the ghost camera modes (the same modes that are available in df_ghost*_PlayCameraMode.
3 0 8 P
df_ghosts_MiniviewDrawGun turns on/off display of the gun in the miniview 1 0 8 P
df_ghosts_SpriteSize font size of message displayed via df_ghosts_SpriteInfo

The color and transparency of the font is dictated by the df_ghosts_DrawOutput setting:

df_ghosts_DrawOutput:
0: color = white, trasparency = 1.00
1: color = red, tranparency = 1.00
2: chs0 color and tranparency used
3: chs1 color and tranparency used
4: chs2 color and tranparency used
8 4 20 P
df_ghosts_SpriteInfo information to be displayed above a playing ghost

This can be used to display information above the ghost
Examples:
$ghostnum // shows the ghostnumber above the ghost
$chsinfo(200) // shows the defrag timer above the ghost (crosshair stats info item 200)
Defrag Owns // shows "Defrag Owns" above the ghost

NOTE: Use in conjunction with df_ghosts_SpriteSize and df_ghosts_DrawOutput
- - - -
df_ghosts_SelfMissilesOnly when a ghost is recording, ghost will only record missiles from the player who is being recorded. When this is off, the ghost will record ALL missiles that are being fired, regardless of owner.

Turning this option to off can be useful mainly for doing democams for non-self missiles. Note that for creating ghosts from demos, for mods OTHER THAN DEFRAG, you should set this cvar to 0.
1 0 1 P
df_ghosts_CheckPVS determines if the ghost or demo camera system should check the map Potential Visible Set.

The quake3 PVS deteremines if a section of the map is visible or not to the player. An example of a section outside of the PVS would be another room, seperated by the void (you usually get to a room like this through a teleporter). If the ghost is playing, and a ghost camera mode is on (in either the mainview or the miniview) and the ghost goes outside the current PVS, then a hall of mirrors effect occurs (mappers are familiar with this effect). Keep this variable set to 1. Leaving it set to the default (1), handles the quake3 PVS in an appropriate way, so that the ghost's view (camera) can still be drawn properly. There's not really much reason to set it to 0. Leave it alone you freaks.

Note that you can see the effect of the PVS when watching a playback of the ghost. Notice that when the ghost is not in visible range (maybe it went around the corner) to you the player, then the items on the screen are not visible to the ghost's view as it continues running through the map. If you are in visible range to the ghost, then the PVS permits items to be displayed in the ghost's view.

DemoCams also use the same variable to (df_ghosts_CheckPVS) to determine if the PVS check should occur.
1 0 1 P
df_ghosts_LiveAmmo makes ghost fire real missiles (rockets, grenades, plasma, or bfg shots) if cheats are enabled. Nice for practicing multiplayer tricks by oneself.

0 = off
1 = on
2 = on - quaded missiles
3 = on - self-style missiles - missiles that do not explode when hitting player
4 = on - self-style quaded missiles - quaded missiles that do not explode when hitting the player
1 0 4 P
df_ghosts_NoDrawRadius hides the ghost, the ghost missiles, and the ghost exlosions if a particular item is within the given radius (distance) to the player.

Useful for map running, as it is a way to prevent the ghost from obstucting your view. For general tricking, you may wish to set this value to "0" - then the ghost, and it's missiles/explosions will not be hidden. Note that if you are using the ghost draw mode GHOST_PLAYSET_DRAW_PLAYER_INVIS_USE_RADIUS (df_ghost1_PlayDrawPlayer 4) then if the ghost is within the given distance, it is not hidden, but instead drawn with the invisiblity powerup shader. Missiles and explosions that fall within the radius are still hidden.
200 0 n P
df_ghosts_AutoMode changes the behavior of the ghosts automatic playing/recording system.

0 = GHOSTS_SET_AUTOMODE_OFF: Off

1 = GHOSTS_SET_AUTOMODE_RECORD_FROM_DEMO: Records a ghost from a demo. The ghost starts recording as soon as the demo starts, and stops recording when the demo finishes. The ghost filename is the same as the demo name.

2 = GHOSTS_SET_AUTOMODE_PLAY_DURING_DEMO: Plays a ghost during a demo. The ghost starts playing as soon as the demo starts. The ghost filename must be the same as the demoname.

3 = GHOSTS_SET_AUTOMODE_DEFRAG_RECORD_PLAY: Records a new ghost on every defrag or timered run. Plays your best ghost (if it exists) during the run. If the ghost you are recording is a new best ghost, then the system updates the .grec file to indicate that the ghost just recorded is now your best ghost. Ghosts are still recorded even if cheats are on, and therefore a ghost that is a new best (even if cheated) will replace the old best ghost.

4 = GHOSTS_SET_AUTOMODE_DEFRAG_RECORD_PLAY_NOCHEATS: Records a new ghost on every defrag or timered run. Plays your best ghost (if it exists) during the run. If the ghost you are recording is a new best ghost, then the system updates the .grec file for the map to indicate that the ghost just recorded is now your best ghost. Ghosts are NOT recorded if cheats are enabled, but your best ghost will still play during your cheated run.

5 = GHOSTS_SET_AUTOMODE_DEFRAG_PLAY_PLAY: Plays both your best ghost and last recorded ghost during timered runs. Cool to race 2 ghosts at one time, but a ghost is NOT recorded during your run. Realize that you can later go back and create a new ghost from a demo if you want to, so this option may be fun to use at times.

6 = GHOSTS_SET_AUTOMODE_DEFRAG_RECORD_FROM_DEMO: Records a ghost from a timered demo (a demo that triggers the defrag start and stop timers). The ghost starts recording when the timer is started, and stops when the timer stops. The ghost filename is the same as the demo filename. The .grec for the map is NOT updated. If you wish to use this ghost to be raced, you must edit the ghost filename and edit the .grec map file appropriately. See ??? documentation for more info. This mode is useful for recording ghosts from demos that are not to be used as a best ghost - more for recamming.

7 = GHOSTS_SET_AUTOMODE_DEFRAG_RECORD_FROM_DEMO_OVERWRITE_BEST: Records a ghost from a timered demo (a demo that triggers the defrag start and stop timers). The ghost starts recording when the timer is started, and stops when the timer stops. The ghost filename follows the format mapname_##. If the ghost recorded from the demo has a better time than your best ghost, the .grec file for the map IS updated. So you can start using this new ghost right away in your next run (remember to switch df_ghosts_Automode back to "4". WARNING: As soon as you start a new run using this ghost recorded from the demo, your old best ghost file will be overwritten.

8 - GHOSTS_SET_AUTOMODE_DEFRAG_RECORD_FROM_DEMO_OVERWRITE_BEST_ALWAYS: Same as mode 7, but will update (overwrite) the existing best ghost, even if the ghost generated from the demo has a slower time than the existing best ghost.
4 0 8 P
df_ghosts_AutoModeMP turns on/off the ghosts automatic playing/recording system during multiplayer games. Used in conjunction with df_ghosts_AutoMode.

0 = Off
1 = On

Note, this must be enabled (even if df_ghosts_AutoMode is off) in order to insure that ghosts play back at proper speeds within multiplayer/online games.
0 0 1 P
df_ghosts_DrawOutput changes the ghost information format that is drawn to the console.

O = GHOSTS_OUTPUT_OFF: off
1 = GHOSTS_OUTPUT_STYLE1_NORMAL: All white output
2 = GHOSTS_OUTPUT_STYLE1_CHS0: Uses crosshair stats CHS0 FontColor and LabelColor
3 = GHOSTS_OUTPUT_STYLE1_CHS1: Uses crosshair stats CHS1 FontColor and LabelColor
4 = GHOSTS_OUTPUT_STYLE1_CHS2: Uses crosshair stats CHS2 FontColor and LabelColor
4 0 4 P
df_ghosts_FileExtension allows the ghost files extension to be changed.

default <empty>: Uses .BOO_## format
user-defined: Uses user-defined format. Do not supply a ".", it is created automatically (to use .cfg extenstion, change df_ghosts_FileExtension to "cfg")
This is mainly only needed if you are playing on a multiplayer server, that is set to sv_pure 1. With sv_pure 1, quake3 does not allow you to open a file, unless the file extension is .cfg or .menu. Therefore, if necessary, you can change the ghost file extension. "." should NOT be included.
- - - P
df_accel_HistoryResetSpeed resets the Jumpmeter history if the player's ground speed falls below the value specified 100 0 n P
df_accel_AdjustMaxSpeed turns on/off maximum speed adjustment 1 0 1 P
df_accel_Scale changes the amount of offset the accel CH is adjusted based on the angle difference between the user's chosen direction of travel (wishdir) and the optimal angle.



Normally, with a scale value of 1.0, a 5 degree difference between the wishdir and optimaldir results in a 5 position offset. A scale value of 2.0 would effectively multiply the angle difference: 5 degrees would equal a 10 position offset. Scale is the magnification of the degree difference. It may help to think of the scale as the "snsitivity" of the accelmeter.

Positive scale values are simple maginifications of the degree difference. Negative scale values are the magnification of the degree difference, but scales based on speed. Above 600ups the scale begins to increase with speed. This is useful, since at higher speeds the amount of change between the starting CH position (on jump) and the ending CH position (on landing) is smaller. Using the negative scale means that at higher speeds, you accelmeter will feel closer to the sensitivity of the accelmeter at lower speeds
-1.2 -F F P
df_accel_OffsetY changes the vertical position of the accelmeter crosshair set relative to the center of the screen 2 -240 240 P
df_accel_OffsetX changes the horizontal position of the accelmeter crosshair set relative to the center of the screen 0 -320 320 P
df_accel_Output turns on/off console output of acceleration and speed percentages on landing
useful for seeing a history of accelmeter landing data
0 0 1 P
df_accel_Mode changes the display type for the accelmeter.
0 = crosshair graphics
1 = text graphics, using "+" and "O"
2 = text graphics, using "+" and "+"

Note that for text graphics modes, the accelmeter uses the FontColor, LabelColor, and FontTransparency variables/characteristics from Crosshair Stats Set 2 (CHS2).
0 0 2 P
df_accel_FontSize changes font size 7 4 50 P
df_accel_Draw turns display on/off
0 = off
1 = always on
2 = on for demos only
3 = on for non-demos only (off for demos)
4 = always on (even if 2d drawing is off, scoreboard is displayed, etc.)
0 0 4 P
df_chs2_Info8 - - - - -
df_chs2_Info7 - - - - -
df_chs2_Info6 - - - - -
df_chs2_Info5 - - - - -
df_chs2_Info4 - - - - -
df_chs2_Info3 - - - - -
df_chs2_Info2 - - - - -
df_chs2_Info1 - - - - -
df_chs2_ComboSeparator - - - - -
df_chs2_EnableCombos - - - - -
df_chs2_OffsetY - - - - -
df_chs2_OffsetX - - - - -
df_chs2_DisplayType - - - - -
df_chs2_LabelType - - - - -
df_chs2_LabelColor - - - - -
df_chs2_FontTransparency - - - - -
df_chs2_FontColor - - - - -
df_chs2_FontShadow - - - - -
df_chs2_FontSize - - - - -
df_chs2_Draw - - - - -
df_chs1_Info8 - - - - -
df_chs1_Info7 - - - - -
df_chs1_Info6 - - - - -
df_chs1_Info5 - - - - -
df_chs1_Info4 - - - - -
df_chs1_Info3 - - - - -
df_chs1_Info2 - - - - -
df_chs1_Info# chs1_Info1 - chs1_Info8
assigns an information type to the stat info slot
Each CHS set has 8 positions (slots) available for information. (List of CHS Info Variables)
0 0 n P
df_chs1_ComboSeparator specifies the character string to use for CHS info combo items / - - P
df_chs1_EnableCombos turns user combos on/off. See User Defined Combos section for more information and warnings about user combos. Also, when combos are enabled, cvar/vstr monitoring is possible. 0 0 1 P
df_chs1_OffsetY changes the vertical position of the CHS set relative to the center of the screen 0 -240 240 P
df_chs1_OffsetX changes the horizontal position of the CHS set relative to the center of the screen 0 -320 320 P
df_chs1_DisplayType changes the display type of the CHS set
0 = crosshair
1 = 1 column, left aligned
2 = 1 column, center aligned
3 = 1 column, right aligned
4 = 2 column, split
use DisplayType along with LabelType to create a display/label set to your liking
0 0 4 P
df_chs1_LabelType changes the lable type of the CHS set
0 = off (no label displayed)
1 = left (label appears to the left of the data)
2 = center (style 1) (use with displaytype 4)
3 = center (style 2) (use with displaytype 4)
4 = right (label appears to the right of the data)
0 0 4 P
df_chs1_LabelColor changes font color (for label) 7 0 9 P
df_chs1_FontTransparency changes font transparency 1 0 1 P
df_chs1_FontColor changes font color (for data) 7 0 9 P
df_chs1_FontShadow toggles font shadows 1 0 1 P
df_chs1_FontSize changes font size 10 4 50 P
df_chs1_Draw turns display on/off
0 = off
1 = on
2 = on only for demos and spectating
3 = on only ingame (off for demos and spectating)
4 = always on (even if 2d drawing is off, scoreboard is displayed, etc.)
0 0 4 P
df_chs0_OffsetY changes the vertical position of the CHS set relative to the center of the screen 0 -240 240 P
df_chs0_OffsetX changes the horizontal position of the CHS set relative to the center of the screen 0 -320 320 P
df_chs0_DisplayType changes the display type of the CHS set


0 = CHS0_ARROWS1_CENTERED: Arrows, style 1 (single character "picture" style), centered pattern

1 = CHS0_ARROWS2_CENTERED: Arrows, style 2 (ascii character style)

2 = CHS0_ARROWS1_TREE: Arrows, style 1 (single character "picture" style), tree (gaz-style) pattern

3 = CHS0_LETTERS_CENTERED_FLBR_JC: Letters, Centered pattern: Uses FLBR J C to indicate Forward, Left, Back, Right, Jump, Crouch

4 = CHS0_LETTERS_TREE_FLBR_JC: Letters, Tree pattern: Uses FLBR J C to indicate Forward, Left, Back, Right, Jump, Crouch

5 = CHS0_LETTERS_CENTERED_USER_JC: Letters, Centered pattern: Uses whatever keys the user has bound for +forward, +moveleft, +back, +moveright, to indicate Forward, Left, Back, Right, and J C to indicate Jump and Crouch

6 = CHS0_LETTERS_TREE_USER_JC: Letters, Tree pattern: Uses whatever keys the user has bound for +forward, +moveleft, +back, +moveright, to indicate Forward, Left, Back, Right, and J C to indicate Jump and Crouch
0 0 6 P
df_chs0_LabelColor creates 2 tone display
If the LabelColor is different than the FontColor, the CHS0 displays in a 2-tone fashion. Two tone display shows all the arrows (or direction keys if the DisplayType is not 0) on screen. When a key is pressed, the appropriate CH0 indicator is "lit up" using the FontColor. The LabelColor becomes the "off color" (colorcodes)
7 0 9 P
df_chs0_FontTransparency changes font transparency 1 0 1 P
df_chs0_FontColor changes font color (colorcodes) 7 0 9 P
df_chs0_FontShadow toggles font shadows 1 0 1 P
df_chs0_FontSize changes font size 7 4 50 P
df_chs0_Draw turns display on/off
0 = off
1 = on
2 = on only for demos and spectating
3 = on only ingame (off for demos and spectating)
4 = always on (even if 2d drawing is off, scoreboard is displayed, etc.)
0 0 4 P
df_chs_UsePredicted use predicted player data as option for input into CHS items and AccelMeter. This makes the readout smoother (but less accurate) during multiplayer games. 1 0 1 P
dl_usebaseq3 - - - - -
dl_showmotd displays message of the day from download server - - - S
dl_showprogress displays download progess: MB downloaded, download speed, % remaining, time remaining - - - S
dl_source enter URL of map repository here, usually set to "http://ws.q3df.org/getpk3bymapname.php/%m" - - - P
developer - - - - -
E - - - - -
F - - - - -
firemissile - - - - -
follow - - - - -
fixedtime - - - - -
fs_autoload - - - - -
fraglimit sets frag limit for deathmatch/tourney, item collect limit or target accuracy limit (e.g. /fraglimit 10) - - - S
fs_game echoes game mod name to console (e.g. /fs_game displays is: "defrag", the default) - - - -
fs_homepath displays folder directory of game install path to console - - - -
fs_basegame - - - - -
fs_basepath - - - - -
fs_debug - - - - -
G - - - - -
give Gives player weapon, ammo or item when server cheats are enabled - - - P
god toggles player invulnerability when server cheats are enabled 0 0 1 P
ghost - - - - -
g_enableBreath - - - - -
g_enableDust - - - - -
g_rankings - - - - -
g_smoothClients - - - - -
g_listEntity - - - - -
g_podiumDrop - - - - -
g_podiumDist - - - - -
g_motd - - - - -
g_debugAlloc - - - - -
g_debugDamage - - - - -
g_debugMove - - - - -
g_inactivity - - - - -
g_forcerespawn - - - - -
g_weaponTeamRespawn - - - - -
g_weaponrespawn - - - - -
g_quadfactor sets quad damage multiplier, scales with damage and knockback 3 0 - S
g_needpass enforce or negate use of password when connecting to server 0 0 1 S
g_password this is the actual server password - - - S
g_doWarmup - - - - -
g_restarted - - - - -
gamedate displays creation date of game system files to console - - - -
gamename displays game mod name to console (e.g. /gamename displays "gamename" is "defrag") - - - -
g_botsFile - - - - -
g_arenasFile - - - - -
graphshift - - - - -
graphscale - - - - -
graphheight - - - - -
g_gametype - - - - -
g_maxGameClients - - - - -
g_friendlyFire - - - - -
g_teamAutoJoin - - - - -
g_teamForceBalance - - - - -
g_warmup - - - - -
g_log - - - - -
g_logSync - - - - -
g_banIPs - - - - -
g_filterBan - - - - -
g_allowVote - - - - -
g_killWallbug - - - - -
g_speed sets player speed on a server wide scale 320 0 - S
g_gravity sets the gravity of the server 800 0 - S
g_knockback - - - - -
g_synchronousClients - - - - -
g_spSkill - - - - -
g_spVideos - - - - -
g_spAwards - - - - -
g_spScores5 - - - - -
g_spScores4 - - - - -
g_spScores3 - - - - -
g_spScores2 - - - - -
g_spScores1 - - - - -
g_blueTeam - - - - -
g_redTeam - - - - -
H - - - - -
help display information and usage of commands and variables - - - -
handicap sets maximum health of a player on spawn and sets maximum health gained by mega health 100 0 100 P
headmodel changes only 'head' model of player model, e.g. default Sarge model with Sorlag head - - - -
I - - - - -
info - - - - -
in_availableJoysticks list of available Joysticks - - - -
in_joystickDebug - - - - -
iodfe_hud_pitch_rgba - - - - -
iodfe_hud_pitch_width - - - - -
iodfe_hud_pitch_x - - - - -
iodfe_hud_pitch_thickness - - - - -
iodfe_hud_pitch angle marks, setting it to "-15 70" for example will put two marks at -15 and 70 degrees of pitch - - - P
iodfe_hud_snap_speed - - - - -
iodfe_hud_snap_def offset with no keys pressed or with iodfe_hud_snap_auto 0 45 - - P
iodfe_hud_snap_auto auto-shifting angle of the hud for different strafe styles 1 0 1 P
iodfe_hud_snap_h set vertical height/size of snap hud 8 - - P
iodfe_hud_snap_y set vertical position of snap hud 248 - - P
iodfe_hud_snap_rgba2 - - - - -
iodfe_hud_snap_rgba1 - - - - -
iodfe_hud_snap_draw "snapping hud, shows zones of possible acceleration (for 8 ms frametime)
0 = Off
1 = On"
0 0 0 P
in_numpadbug_legacy - - - - -
in_joystick - - - - -
in_mouse - - - - -
in_keyboardDebug print keyboard debug inf - - - -
in_nograb - - - - -
in_joystickThreshold - - - - -
in_midi - - - - -
in_midiport - - - - -
in_midichannel - - - - -
in_mididevice - - - - -
in_logitechbug - - - - -
in_joyBallScale - - - - -
in_keyboardShortcuts - - - - -
in_keyboardRepeatInterval - - - - -
in_keyboardRepeatDelay - - - - -
in_keyboardRepeatAlways - - - - -
in_disableLockKeys - - - - -
in_numpadbug - - - - -
J - - - - -
j_up_axis Selects which joystick axis, controls up/down - - - P
j_side_axis Selects which joystick axis, controls left/right. - - - P
j_forward_axis Selects which joystick axis, controls forward/back - - - P
j_yaw_axis - - - - -
j_pitch_axis Selects which joystick axis, controls pitch - - - P
j_up Joystick up movement speed/direction. - - - P
j_side Joystick analogue to m_side, for side movement speed/direction. - - - P
j_forward Joystick analogue to m_forward, for forward movement speed/direction. - - - P
j_yaw Joystick analogue to m_yaw, for yaw rotation speed/direction. - - - P
j_pitch Joystick analogue to m_pitch, for pitch rotation speed/direction. - - - P
joy_threshold - - - - -
journal - - - - -
K - - - - -
kill player self-kill. Used when stuck in a map or to restart at beginning (respawnpoint) of level. - - - -
L - - - - -
loaddefered - - - - -
levelshot - - - - -
loaddeferred - - - - -
logfile - - - - -
M - - - - -
mapname displays name of the map to console - - - P
map_developer - - - - -
m_filter - - - - -
m_side sets "strength" of +strafe movment on the X axis 0.25 0 - P
m_forward sets "strength" of +strafe movment on the Y axis 0.25 0 - P
m_yaw sets rotational mouse sensitivity 0.022 0 - P
m_pitch sets mouse sensitivity along vertical axis. Use negative value for inverted mouse setting 0.022 - - P
N - - - - -
noclip toggles player clipping through brushes when server cheats are enabled 0 0 1 P
notarget - - - - -
nextskin - - - - -
nextframe - - - - -
net_dropsim - - - - -
net_port6 port to bind to using the ipv6 address - - - -
net_port - - - - -
net_ip6 IPv6 address to bind to - - - -
net_ip - - - - -
nextmap - - - - -
net_qport - - - - -
net_socksPassword - - - - -
net_socksUsername - - - - -
net_socksPort - - - - -
net_socksServer - - - - -
net_socksEnabled - - - - -
name displays player name to console - - - P
net_enabled enable networking, bitmask. Add up number for option to enable it:
enable ipv4 networking: 1
enable ipv6 networking: 2
prioritise ipv6 over ipv4: 4
disable multicast support: 8
3 - - -
net_mcast6addr multicast address to use for scanning for ipv6 servers on the local network - - - -
net_mcast6iface - - - - -
net_noudp - - - - -
net_noipx - - - - -
O - - - - -
o3j_version - - - - -
P - - - - -
placeplayer - - - - -
prevskin - - - - -
prevframe - - - - -
password enter the server password here - - - -
protocol - - - - -
pmove_fixed this forces (pmove_msec) number of milliseconds to be processed in a "frame 1 0 0 -
pmove_msec this is how many milliseconds pass in a single "frame" in quake 8 0 - -
Q - - - - -
R - - - - -
rehashbans - - - - -
r_availableModes - - - - -
r_sdlDriver read only, indicates the SDL driver backend being used - - - -
r_allowSoftwareGL - - - - -
r_maxpolyverts - - - - -
r_maxpolys - - - - -
r_noportals - - - - -
r_lockpvs - - - - -
r_drawBuffer - - - - -
r_offsetunits - - - - -
r_offsetfactor - - - - -
r_clear - - - - -
r_shownormals - - - - -
r_showsky enable rendering sky in front of other objects 0 0 1 P
r_showtris - - - - -
r_nobind - - - - -
r_debugSurface - - - - -
r_logFile - - - - -
r_verbose toggle display of rendering commands as they happen on the console - - - -
r_speeds - - - - -
r_showcluster - - - - -
r_novis the VIS tables hold information about which areas should be displayed from other areas 0 - - P
r_nocull - - - - -
r_ignore - - - - -
r_drawentities - - - - -
r_norefresh - - - - -
r_lodscale - - - - -
r_measureOverdraw - - - - -
r_skipBackEnd - - - - -
r_showSmp - - - - -
r_flareCoeff - - - - -
r_flareFade - - - - -
r_flareSize - - - - -
r_portalOnly - - - - -
r_lightmap - - - - -
r_drawworld - - - - -
r_nocurves - - - - -
r_saveFontData - - - - -
r_printShaders - - - - -
r_debugSort - - - - -
r_debuglight - - - - -
r_showImages - - - - -
r_directedScale - - - - -
r_ambientScale - - - - -
r_znear - - - - -
r_singleShader - - - - -
r_intensity - - - - -
r_mapOverBrightBits set intensity level of lights reflected from textures 2 - - P
r_colorMipLevels - - - - -
r_uiFullScreen - - - - -
rconAddress - - - - -
rconPassword - - - - -
r_lastValidRenderer - - - -
r_smp toggle the use of multi processor acceleration code - - - -
r_customaspect - - - - -
r_stereo - - - - -
r_ext_gamma_control - - - - -
r_glDriver - - - - -
r_anaglyphMode Enable rendering of anaglyph images
red-cyan glasses: 1
red-blue: 2
red-green: 3
green-magenta: 4

To swap the colors for left and right eye just add 4 to the value for the wanted color combination. For red-blue and red-green you probably want to enable r_greyscale
- - - -
r_stereoSeparation Control eye separation. Resulting separation is r_zProj spanided by this value in quake3 standard units. - - - -
r_zproj distance of observer camera to projection plane in quake3 standard units 64 - - -
r_greyscale desaturate textures, useful for anaglyph, supports values in the range of 0 to 1 0 0 1 P
r_stereoEnabled enable stereo rendering for techniques like shutter glasses (untested) 0 0 1 P
r_customPixelAspect - - - - -
r_ext_max_anisotropy - - - - -
r_ext_texture_filter_anisotropic anisotropic texture filtering 0 - - P
r_inGameVideo - - - - -
rate modem speed/rate of data transfer 25000 - - P
r_allowExtensions - - - - -
r_ext_compressed_textures - - - - -
r_ext_multitexture - - - - -
r_ext_compiled_vertex_array - - - - -
r_ext_texture_env_add - - - - -
r_picmip - - - - -
r_roundImagesDown - - - - -
r_detailtextures - - - - -
r_texturebits set number of bits used for each texture 0 0 32 P
r_colorbits - - - - -
r_stencilbits - - - - -
r_depthbits - - - - -
r_overBrightBits - - - - -
r_ignorehwgamma - - - - -
r_mode Toggles between preset screen resolution modes. Use -1 for custom resolution:

Mode:
0=320x240;
1=400x300;
2=512x384;
3=640x480;
4=800x600;
5=960x720;
6=1024x768;
7=1152x864;
8=1280x1024;
9=1600x1200;
10=2048x1536;
11=856x480
3 -1 11 P
r_fullscreen sets fullscreen mode. Use '0' for windowed mode. 1 0 1 P
r_customwidth define height of custom screen resolution. Activated when r_mode is set to -1 - 0 - P
r_customheight define height of custom screen resolution. Activated when r_mode is set to -1 - 0 - P
r_simpleMipMaps - - - - -
r_vertexLight - - - - -
r_subspanisions - - - - -
r_ignoreFastPath - - - - -
r_lodCurveError - - - - -
r_lodbias - - - - -
r_flares - - - - -
r_ignoreGLErrors - - - - -
r_fastsky toggles rendering of sky textures and shaders 0 0 1 P
r_drawSun - - - - -
r_dynamiclight - - - - -
r_dlightBacks - - - - -
r_finish - - - - -
r_textureMode sets the texture mode

GL_NEAREST - This will enable nearest neighbor interpolation and will therefore appear similar to software Quake2 except with the added colored lighting.

GL_LINEAR - This will enable linear interpolation and will appear to blend in objects that are closer than the resolution that the textures are set as.

GL_NEAREST_MIPMAP_NEAREST - Nearest neighbor interpolation with mipmapping for bilinear hardware. Mipmapping will blend objects that are farther away than the resolution that they are set as.

GL_LINEAR_MIPMAP_NEAREST - Linear interpolation with mipmapping for bilinear hardware.

GL_NEAREST_MIPMAP_LINEAR - Nearest neighbor interpolation with mipmapping for trilinear hardware. GL_LINEAR_MIPMAP_LINEAR - Linear interpolation with mipmapping for trilinear hardware.
- - - P
r_swapInterval toggle frame swapping 0 - - P
r_gamma - - - - -
r_facePlaneCull - - - - -
r_railWidth - - - - -
r_railCoreWidth sets width of rail core/slug 6 0 - P
r_railSegmentLength - 32 - - -
r_primitives - - - - -
r_ext_multisample - - - - -
r_noborder Remove window decoration from window managers, like borders and titlebar. 0 0 1 P
r_fullbright - - - - -
r_marksOnTriangleMeshes Support impact marks on md3 models, MOD developers should increase the mark triangle limits in cg_marks.c if they intend to use this. 0 0 1 P
r_aviMotionJpegQuality Controls quality of video capture when cl_aviMotionJpeg is enabled 90 0 100 P
r_screenshotJpegQuality Controls quality of jpeg screenshots captured using screenshotJPEG 90 0 100 P
r_defaultImage - - - - -
r_allowResize make window resizable (SDL only) - - - -
r_centerWindow - - - - -
r_xpos - - - - -
r_ypos - - - - -
S - - - - -
serverstatus - - - - -
spdevmap - - - - -
sectorlist - - - - -
serverinfo - - - - -
s_alAvailableDevices list of available OpenAL devices - - - -
s_initsound - - - - -
s_backend - - - - -
s_muted - - - - -
sv_mapChecksum - - - - -
sv_killserver - - - - -
sv_padPackets - - - - -
sv_showloss - 0 0 1 S
sv_reconnectlimit - 3 - - S
sv_master1 - - - - -
sv_allowDownload - 0 0 1 S
sv_zombietime - 2 - - S
sv_timeout - 200 - - S
sv_privatePassword password that allows you to take up a private slot on a server. - - - -
sv_referencedPakNames - - - - -
sv_referencedPaks - - - - -
sv_pakNames list of all paks in baseq3 folder. - - - -
sv_paks - - - - -
sv_pure the server does checks to allow clients to use only the .pk3 files that are present also on the server 1 0 1 S
sv_serverid - - - - -
sv_privateClients amount of slots reserved for private players - - - S
sv_keywords - - - - -
showdrop - - - - -
showpackets - - - - -
sv_running - - - - -
sv_packetdelay - - - - -
sv_paused - - - - -
sv_noReferencedPaks - - - - -
scr_hud_yaw_rgba - - - - -
scr_hud_pitch_rgba - - - - -
scr_hud_yaw_width - - - - -
scr_hud_pitch_width - - - - -
scr_hud_yaw_y - - - - -
scr_hud_pitch_x - - - - -
scr_hud_yaw_thickness - - - - -
scr_hud_pitch_thickness - - - - -
scr_hud_yaw - - - - -
scr_hud_pitch - - - - -
scr_hud_snap_speed - - - - -
scr_hud_snap_def - - - - -
scr_hud_snap_auto - - - - -
scr_hud_snap_h - - - - -
scr_hud_snap_y - - - - -
scr_hud_snap_rgba2 - - - - -
scr_hud_snap_rgba1 - - - - -
scr_hud_snap_draw - - - - -
s_alCapture - - - - -
s_alInputDevice which OpenAL input device to use - - - -
s_alGraceDistance after having passed MaxDistance, length until sounds are completely inaudible 512 - - P
s_alRolloff the value of AL_ROLLOFF_FACTOR for each source 2 - - P
s_alMaxDistance the maximum distance before sounds start to become inaudible 1024 0 - P
s_alMinDistance the value of AL_REFERENCE_DISTANCE for each source - - - P
s_khz - - - - -
s_separation - - - - -
sv_punkbuster enables the anti cheat system 1 0 1 S
s_alPrecache cache OpenAL sounds before use - - - P
s_alGain the value of AL_GAIN for each source 1.0 0 - P
s_alSources the total number of sources (memory) to allocate 96 - - P
s_alDopplerFactor the value passed to alDopplerFactor 1.0 0 - P
s_alDopplerSpeed the value passed to alDopplerVelocity 13512 0 n P
s_alDriver which OpenAL library to use - - - P
s_alDevice which OpenAL device to use - - - P
s_sdlMixSamps SDL mix buffer size override read only, indicates the current sound backend 0 - - P
s_sdlDevSamps SDL DMA buffer size override 0 - - P
s_sdlChannels SDL number of channels 2 - - P
s_sdlSpeed SDL sample rate 0 - - P
s_sdlBits SDL bit resolution - - - -
s_useOpenAL use the OpenAL sound backend if available 1 0 1 P
s_muteWhenMinimized mute sound when minimized 0 0 1 P
sv_dlURL the base of the HTTP or FTP site that holds custom pk3 files for your server - - - S
sv_minRate - - - - -
sv_hostname - - - - -
sv_maxRate - - - - -
sv_minPing - - - - -
sv_maxPing - - - - -
sv_floodProtect - - - - -
sv_master2 - - - - -
sv_master3 - - - - -
sv_master4 - - - - -
sv_master5 - - - - -
sv_lanForceRate - - - - -
sv_strictAuth - 1 0 1 S
sensitivity toggles input mouse sensitivity 5 0 - P
snaps - - - - -
sex - - - - -
s_volume sets volume level of sounds effects while in-game 0.25 0 - P
s_musicvolume sets volume level of music while in-game 0.25 0 - P
s_doppler - - - - -
s_mixahead - - - - -
s_mixPreStep - - - - -
server1 holds IP/URL of a servers from the Favorite servers list - - - P
server2 holds IP/URL of a servers from the Favorite servers list - - - P
server3 holds IP/URL of a servers from the Favorite servers list - - - P
server4 holds IP/URL of a servers from the Favorite servers list - - - P
server5 holds IP/URL of a servers from the Favorite servers list - - - P
server6 holds IP/URL of a servers from the Favorite servers list - - - P
server7 holds IP/URL of a servers from the Favorite servers list - - - P
server8 holds IP/URL of a servers from the Favorite servers list - - - P
server9 holds IP/URL of a servers from the Favorite servers list - - - P
server10 holds IP/URL of a servers from the Favorite servers list - - - P
server11 holds IP/URL of a servers from the Favorite servers list - - - P
server12 holds IP/URL of a servers from the Favorite servers list - - - P
server13 holds IP/URL of a servers from the Favorite servers list - - - P
server14 holds IP/URL of a servers from the Favorite servers list - - - P
server15 holds IP/URL of a servers from the Favorite servers list - - - P
server16 holds IP/URL of a servers from the Favorite servers list - - - P
sv_maxclients sets the maximum number of clients that can join a server - - - S
sv_dlRate bandwidth allotted to PK3 file downloads via UDP, in kbyte/s 100 - - S
sv_fps set the maximum frames per second that server sends to client - - - S
sv_banFile Name of the file that is used for storing the server bans - - - S
scr_conspeed sets how fast the console appears or disappears 3 0 - P
s_muteWhenUnfocused mute sound when window is unfocused 0 0 1 P
s_ambient enables/disables all ambient sounds in-game (lava, wind, waterfalls, platforms, etc.) 1 0 1 P
sv_cheats enables cheats on the server 0 0 1 S
T - - - - -
timegraph - 0 - - -
teamtask - - - - -
timedemo runs a demo as a benchmark to see fps (frames per second) result - - - P
team_model - - - - -
team_headmodel - - - - -
timescale slow down or speed up gameplay or demo playback. For in-game, server cheats must be enabled 1 - - P
timelimit sets time limit (in minutes) for a map after which gameplay will end - - - S
U - - - - -
ui_singlePlayerActive - - - - -
ui_cdkeychecked - - - - -
ui_spSelection - - - - -
username - - - - -
ui_ffa_fraglimit - - - - -
ui_ffa_timelimit - - - - -
ui_tourney_fraglimit - - - - -
ui_tourney_timelimit - - - - -
ui_team_fraglimit - - - - -
ui_team_timelimit - - - - -
ui_team_friendly - - - - -
ui_ctf_capturelimit - - - - -
ui_ctf_timelimit - - - - -
ui_ctf_friendly - - - - -
ui_browserMaster set server search

0 = LAN
1 = Mplayer
2 = Internet
3 = Favorites
0 0 3 P
ui_browserGameType set server search game type in the browser list (see g_gametype) - - - -
ui_browserSortKey set the field number to sort by in the browser list

0=Server Name
1=Map Name
2=Open Player Spots
3=Game Type
4=PingTime
- - - -
ui_browserShowFull toggle the displaying of full servers in the browser list 1 0 1 P
ui_browserShowEmpty toggle the displaying of empty servers in the browser list 1 0 1 P
ui_smallFont - - - - -
ui_bigFont font-size of health, armor and ammo counters (HUD) - - - -
V - - - - -
version - - - - -
vid_ypos - - - - -
vid_xpos - - - - -
vm_cgame - - - - -
vm_game - - - - -
vm_ui - - - - -
W - - - - -
X - - - - -
Y - - - - -
Z - - - - -

Legend

L = Level (User or Server)

O = Origin (Engine or Mod)

n = Up to infinity

F = Float




Written by muckster with lots of help from:
Ducky, Kairos, Timothy and Raack


Released under Creative Commons Attribution-ShareAlike License