all commands but stuffcmds require a value
Example fps_max "100"
stuffcmds
used to initialize client console commands from server
violence_hgibs
enable max gibs
violence_hblood
enable max blood
violence_agibs
enable gibs
violence_ablood
enable blood
s_reverb
enable reverb
s_eax
enable EAX support
r_mirroralpha
enable reflective textures
r_dynamic
enable dynamic lighting -- the light reflections glowing objects make on other objects nearby, such as rockets and the flashlight
gl_wateramp
enable amplified (higher) waves in water.
gl_ztrick
speeds up renndering on some 3dfx cards (and maybe others), but may cause flickering on some video cards
gl_smoothmodels -(not valid in ESF)
enable model smoothing.
gl_playermip
set player rendering quality (0,1,2, higher is faster and lower quality) see gl_playermip, gl_texturemode
gl_pimip
set rendering quality (0,1,2, higher is faster and lower quality) see gl_playermip, gl_texturemode
cl_gg
enable Game Gauge mode (gg starts running a demo in gamegauge mode and will report averag FPS at the end
cl_lc
enable lag compensation (if server enables with sv_unlag 1)
cl_lw
enable client-side (lagless) weapon animations and sounds. If 1, weapons animation and sounds will fire instantly, but the real shot must be acknowledged by the server to happen, so animation/sounds may not match server reality. Leave on (1) if you have lag compensation on (cl_lc 1).
gl_lightholes
enable light holes
gl_keeptjunctions
enable allowing slight cracks between textures, setting to 1 may look better on some video cards, but will be a bit slower (fewer fps)
cl_updaterate
set number of updates client will request from the server each second. In general, the more players in the game, the lower this should be. Lower than 12 will cause choppiness, but 15 may be great for some slow connections. Cable and DSL connections may like 30-40, unless there are too many players on the server. For lan games, use 50.
bgmvolume
enable CD audio (0 may improve performance)
scr_conspeed
set the console scroll speed
rate
replaced by cl_rate
fps_modem
replaced by fps_max
r_mmx
force MMX calculation methods for MMX CPU's (set to 1 if your CPU supports MMX! Any p2 does, as do most newer AMD and Cyrix chips. If using 1 reduces perfomance, set back to 0)
gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"
medium high video setting
cl_dusttrails
enable dustrails from swoops (ESF only cvar)
precache
enable pre-loading of all needed files at map start (1 may help skipping/stoppoing problems)
cl_fxquality
0, 1, 2, or 3 0 for none and add 1 sprite shown for 1-3
eg 2 would show you two sprites for transforming
gl_max_size
set the maximum texture size (higher may look better, but may slow performance if set too high)
cl_rate
set rate that client will send data to the server in bytes per second (suggested starting values: 1000-4000 modem, 5000-7000 ISDN, 6000-10000 cable/DSL, 7000-20000 T1, 20000+ LAN) -- bad values cause LAG! turn on the net_graph 3 to help evaluate different values, and try non-integers like 4001.0528.
fps_max
set the maximum number of frames per second that the game will try to render. Similar to the old fps_modem, but no longer affects network lag.
s_refgain - s_verbwet
a3d 2.0 only options