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    Quake 4 complete list of console variables

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    IMMORTALZ

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    default Quake 4 complete list of console variables

    Post by IMMORTALZ on Sun May 16, 2010 5:24 am

    Variables
    We are working on sorting and explaining the variables, so this section will be frequently updated until we are done.


    com_Limits "0
    com_logDemos "0
    com_logMPStats "0
    com_machineSpec "2
    com_MakeLoadScreens "0
    com_makingBuild "0
    com_memoryMarker "-1
    com_minTics "1
    com_preciseTic "1
    com_preloadDemos "0
    com_purgeAll "0
    com_QuickLoad "0
    com_showAngles "0
    com_showAsyncStats "0
    com_showDemo "0
    com_showFPS "1
    com_showMemAllocTags "0
    com_showMemoryUsage "0
    com_showSoundDecoders "0
    com_showTics "0
    com_SingleDeclFile "0
    com_skipGameDraw "0
    com_skipLevelLoadPause "0
    com_skipRenderer "0
    com_speeds "0
    com_syncGameFrame "0
    com_systemRam "1024
    com_timestampPrints "0
    com_uniqueWarnings "0
    com_updateLoadSize "0
    com_videoRam "256
    com_wipeSeconds "1
    com_WriteSingleDeclFile "0
    con_noPrint "1
    con_notifyTime "3
    con_speed "3
    decl_show "0
    demo_debug "0
    demo_enforceFS "0
    demo_scale "1.0
    developer "0
    fas_blendBias "1.5
    fas_debug "0
    fas_intensityBias "0
    fas_threshhold0 "60
    fas_threshhold1 "30
    fas_timeOffset "50
    fs_basepath "G:/Q4
    fs_caseSensitiveOS "0
    fs_cdpath "
    fs_copyfiles "0
    fs_debug "0
    fs_devpath "G:/Q4
    fs_game "q4base
    fs_game_base "
    fs_importpath "
    fs_mapPaks "0
    fs_restrict "0
    fs_savepath "G:/Q4
    fs_searchAddons "0
    g_allowVehicleGunOverheat "1
    g_announcerDelay "1000
    g_armorProtection "0.66667
    g_armorProtectionMP "0.66667
    g_blobSize "1
    g_blobTime "1
    g_brassTime "1
    g_cinematic "1
    g_cinematicMaxSkipTime "600
    g_crosshairCharInfoFar "1
    g_crosshairColor "1 1 0 1
    g_crosshairCustom "1
    g_crosshairCustomFile "gfx/guis/crosshairs/crosshair_railgun.tga
    g_crosshairSize "32
    g_currentPlayback "
    g_debugAnim "-1
    g_debugBounds "0
    g_debugCinematic "0
    g_debugDamage "0
    g_debugMove "0
    g_debugMover "0
    g_debugScript "0
    g_debugState "0
    g_debugTriggers "0
    g_debugVehicle "0
    g_debugVehicleAI "0
    g_debugVehicleDriver "0
    g_debugWeapon "0
    g_decals "1
    g_disasm "0
    g_doubleVision "1
    g_dragDamping "0.5
    g_dragEntity "0
    g_dragShowSelection "0
    g_dropItemRotation "
    g_dvAmplitude "0.001
    g_dvFrequency "0.5
    g_dvTime "1
    g_earthquake "1
    g_editEntityDistance "512
    g_editEntityMode "0
    g_editEntityTextDistance "256
    g_exportMask "
    g_favoritesList "
    g_flushSave "0
    g_forceUndying "0
    g_fov "90
    g_frametime "0
    g_friendsList "
    g_gameReviewPause "15
    g_gravity "1066
    g_gunPitch "0
    g_gunRoll "0
    g_gunViewStyle "0
    g_gunX "0
    g_gunY "0
    g_gunYaw "0
    g_gunZ "0
    g_healthTakeAmt "5
    g_healthTakeLimit "25
    g_healthTakeTime "5
    g_keepEntityStats "0
    g_kickAmplitude "0.0001
    g_kickTime "1
    g_knockback "1000
    g_log "0
    g_mapCycle "mapcycle
    g_maxShowDistance "128
    g_monsters "1
    g_mp_gravity "800
    g_mpWeaponAngleScale "0
    g_muzzleFlash "1
    g_nightmare "0
    g_password "
    g_perfTest_aiNoDodge "0
    g_perfTest_aiNoObstacleAvoid "0
    g_perfTest_aiNoRagdoll "0
    g_perfTest_aiNoVisTrace "0
    g_perfTest_aiStationary "0
    g_perfTest_aiUndying "0
    g_perfTest_hitscanBBox "0
    g_perfTest_hitscanShort "0
    g_perfTest_noJointTransform "0
    g_perfTest_noPlayerFocus "0
    g_perfTest_noProjectiles "0
    g_perfTest_weaponNoFX "0
    g_playPlayback "0
    g_projectileLights "1
    g_recordPlayback "0
    g_showActiveEntities "0
    g_showAreaClipSectors "0
    g_showcamerainfo "0
    g_showClipSectorFilter "0
    g_showClipSectors "0
    g_showCollisionModels "0
    g_showCollisionTraces "0
    g_showCollisionWorld "0
    g_showDebugHud "0
    g_showEnemies "0
    g_showEntityInfo "0
    g_showFrameCmds "0
    g_showGodDamage "0
    g_showHud "1
    g_showHudPopups "0
    g_showPlayback "0
    g_showPlayerShadow "0
    g_showProjectilePct "0
    g_showPVS "0
    g_showRange "0
    g_showTargets "0
    g_showTestModelFrame "0
    g_showTriggers "0
    g_showviewpos "0
    g_skill "1
    g_skipFX "0
    g_skipItemShadowsMP "0
    g_skipParticles "0
    g_skipPlayerShadowsMP "0
    g_skipViewEffects "0
    g_spectatorChat "0
    g_stopTime "0
    g_testCTF "0
    g_testDeath "0
    g_testHealthVision "0
    g_testModelAnimate "0
    g_testModelBlend "0
    g_testModelRotate "0
    g_testPlayer "
    g_testPostProcess "
    g_testScoreboard "0
    g_timeEntities "0
    g_useDynamicProtection "1
    g_vehicleForce "50000
    g_vehicleMode "1
    g_vehicleVelocity "1000
    g_version "Quake4 Final 1.0.1283-release win-x86 Sep 23 2005 00:01:45
    g_viewNodalX "0
    g_viewNodalZ "0
    g_voteFlags "0
    gamedate "Sep 23 2005
    gamename "baseQUAKE4-1
    gui_configServerRate "0
    gui_debug "0
    gui_debugScript "0
    gui_edit "0
    gui_mediumFontLimit "0.60
    gui_smallFontLimit "0.30
    gui_ui_name "Player
    ik_debug "0
    ik_enable "1
    image_anisotropy "4
    image_cacheMegs "100
    image_cacheMinK "30
    image_colorMipLevels "0
    image_dontUsePrecompressedSkyboxesForCGW "0
    image_downSize "0
    image_downSizeBump "0
    image_downSizeBumpLimit "256
    image_downSizeLimit "256
    image_downSizeSpecular "0
    image_downSizeSpecularLimit "64
    image_filter "GL_LINEAR_MIPMAP_LINEAR
    image_ignoreHighQuality "0
    image_lodbias "0
    image_preload "1
    image_showBackgroundLoads "0
    image_useAllFormats "1
    image_useCache "0
    image_useCompression "1
    image_useNormalCompression "2
    image_useNormalCompressionLoadDDSForPal "1
    image_useOfflineCompression "0
    image_usePrecompressedTextures "1
    image_writeNormalTGA "0
    image_writePrecompressedTextures "0
    image_writeProgramImages "0
    image_writeTGA "0
    in_alwaysRun "1
    in_anglespeedkey "1.5
    in_freeLook "1
    in_joystick "0
    in_joystickLeftStickMove "1
    in_mouse "1
    in_pitchspeed "140
    in_toggleCrouch "0
    in_toggleRun "0
    in_toggleZoom "0
    in_yawspeed "140
    lcp_showFailures "0
    logFile "0
    logFileName "qconsole.log
    m_maxInput "0
    m_pitch "-0.022
    m_showMouseRate "0
    m_smooth "1
    m_strafeScale "6.25
    m_strafeSmooth "4
    m_yaw "0.022
    mat_useHitMaterials "1
    mat_writeHitMaterials "0
    net_allowCheats "0
    net_challengeLimit "15
    net_channelShowDrop "0
    net_channelShowPackets "0
    net_clientDownload "1
    net_clientLagOMeter "0
    net_clientMaxPrediction "1000
    net_clientMaxRate "16000
    net_clientPredictGUI "1
    net_clientPrediction "10
    net_clientRemoteConsoleAddress "localhost
    net_clientRemoteConsolePassword "
    net_clientServerTimeout "60
    net_clientShowSnapshot "0
    net_clientShowSnapshotRadius "128
    net_clientUsercmdBackup "2
    net_debugClient "0
    net_debugFrameTime "0
    net_debugPlayerCount "0
    net_debugStartLevel "0
    net_debugTraffic "0
    net_forceDrop "0
    net_forceInternet "0
    net_forceLatency "0
    net_ip "localhost
    net_LANServer "0
    net_master0 "q4master.idsoftware.com:27650
    net_master1 "
    net_master2 "
    net_master3 "
    net_master4 "
    net_menuLANServer "1
    net_port "0
    net_predictionErrorDecay "112
    net_serverAllowServerMod "0
    net_serverClientTimeout "60
    net_serverDedicated "0
    net_serverDrawClient "-1
    net_serverMaxClientRate "25600
    net_serverMaxUsercmdRelay "5
    net_serverMenuDedicated "0
    net_serverReloadEngine "0
    net_serverRemoteConsolePassword "
    net_serverRunning "0
    net_serverSnapshotDelay "80
    net_serverZombieTimeout "5
    net_showPredictionError "-1
    net_socksEnabled "0
    net_socksPassword "
    net_socksPort "1080
    net_socksServer "
    net_socksUsername "
    net_verbose "0
    password "
    pm_acceloverride "0
    pm_air "1800
    pm_bboxwidth "32
    pm_bobpitch "0.002
    pm_bobroll "0.002
    pm_bobup "0.005
    pm_crouchbob "0.5
    pm_crouchheight "49
    pm_crouchrate "0.87
    pm_crouchspeed "80
    pm_crouchviewheight "32
    pm_deadheight "20
    pm_deadviewheight "10
    pm_forcespectatormove "0
    pm_frictionoverride "-1
    pm_jumpheight "48
    pm_maxviewpitch "89
    pm_minviewpitch "-89
    pm_modelView "0
    pm_noclipspeed "270
    pm_normalheight "77
    pm_normalviewheight "68
    pm_runbob "0.4
    pm_runpitch "0.002
    pm_runroll "0.005
    pm_spectatebbox "32
    pm_spectatespeed "450
    pm_speed "160
    pm_stamina "24
    pm_staminarate "0.75
    pm_staminathreshold "45
    pm_stepsize "16
    pm_thirdPerson "0
    pm_thirdPersonAngle "0
    pm_thirdPersonClip "1
    pm_thirdPersonDeath "0
    pm_thirdPersonHeight "0
    pm_thirdPersonRange "80
    pm_usecylinder "0
    pm_vehicleCameraMinDist "300
    pm_vehicleCameraScaleMax "300
    pm_vehicleCameraSnap "1
    pm_vehicleCameraSpeedScale "0.5
    pm_vehicleSoundLerpScale "10
    pm_walkbob "0.3
    pm_walkspeed "80
    r_actualRenderer "ARB2
    r_alphaToCoverage "1
    r_aspectRatio "0
    r_brightness "1.380952
    r_checkBounds "0
    r_clear "2
    r_convertMD5toMD5R "0
    r_convertProcToMD5R "0
    r_convertStaticToMD5R "0
    r_customHeight "486
    r_customWidth "720
    r_debugArrowStep "120
    r_debugLineDepthTest "0
    r_debugLineWidth "1
    r_debugPolygonFilled "1
    r_debugRenderToTexture "0
    r_debugSphereSubdivision "2
    r_demonstrateBug "0
    r_deriveBiTangents "0
    r_displayRefresh "0
    r_drawBoundInfo "0
    r_finish "0
    r_fixedHorizFOV "0
    r_flareSize "1
    r_forceConvertMD5R "0
    r_forceDiffuseOnly "0
    r_forceLoadImages "0
    r_frontBuffer "0
    r_fullscreen "1
    r_gamma "1
    r_glDriver "
    r_ignore "0
    r_ignore2 "0
    r_ignoreGLErrors "1
    r_inhibitFragmentProgram "0
    r_inhibitNativePowerOfTwo "1
    r_jitter "0
    r_jointNameOffset "0.5
    r_jointNameScale "0.02
    r_lightAllBackFaces "0
    r_lightDetailLevel "0
    r_lightScale "2
    r_lightSourceRadius "0
    r_limitBatchSize "0
    r_lockSurfaces "0
    r_lod_animations_coverage "0.05
    r_lod_animations_distance "0.0
    r_lod_animations_wait "0.1
    r_lod_entities "0
    r_lod_entities_percent "0.008
    r_lod_shadows "0
    r_lod_shadows_percent "0.06
    r_materialOverride "
    r_megaTextureLevel "0
    r_mergeModelSurfaces "1
    r_mode "4
    r_multiSamples "0
    r_offsetfactor "0
    r_offsetunits "-600
    r_orderIndexes "1
    r_penumbraMapDepthBias "3.
    r_portalsDistanceCull "1
    r_renderer "best
    r_screenFraction "100
    r_shadowMapDepthBias ".6
    r_shadowMapSlopeScaleBias "3.2
    r_shadowPolygonFactor "0
    r_shadowPolygonOffset "-1
    r_shadows "1
    r_showAlloc "0
    r_showBatchSize "0
    r_showCull "0
    r_showDebugGraph "0
    r_showDefs "0
    r_showDemo "0
    r_showDepth "0
    r_showDominantTri "0
    r_showDynamic "0
    r_showEdges "0
    r_showEditorImages "0
    r_showEntityScissors "0
    r_showHitImages "0
    r_showImages "0
    r_showIntensity "0
    r_showInteractionFrustums "0
    r_showInteractions "0
    r_showInteractionScissors "0
    r_showLightCount "0
    r_showLightPortals "0
    r_showLights "0
    r_showLightScale "0
    r_showLightScissors "0
    r_showMegaTexture "0
    r_showMegaTextureLabels "0
    r_showMemory "0
    r_showNormals "0
    r_showOverDraw "0
    r_showOverdrawDivisor "10
    r_showOverdrawMax "50
    r_showPortals "0
    r_showPrimitives "0
    r_showRenderTrace "0
    r_showSafeArea "0
    r_showShadowCount "0
    r_showShadows "0
    r_showSilhouette "0
    r_showSkel "0
    r_showSmp "0
    r_showSurfaceInfo "0
    r_showSurfaces "0
    r_showTangentSpace "0
    r_showTexturePolarity "0
    r_showTextureVectors "0
    r_showTrace "0
    r_showTriangleTangents "0
    r_showTris "0
    r_showUnsmoothedTangents "0
    r_showUnweld "0
    r_showUpdates "0
    r_showVertexCache "0
    r_showVertexColor "0
    r_showViewEntitys "0
    r_singleArea "0
    r_singleEntity "-1
    r_singleLight "-1
    r_singleSurface "-1
    r_singleTriangle "0
    r_skipAmbient "0
    r_skipBackEnd "0
    r_skipBlendLights "0
    r_skipBump "0
    r_skipCopyTexture "0
    r_skipDecals "0
    r_skipDeforms "0
    r_skipDiffuse "0
    r_skipDownsize "0
    r_skipDynamicTextures "0
    r_skipFogLights "0
    r_skipFrontEnd "0
    r_skipGuiShaders "0
    r_skipInteractions "0
    r_skipLightScale "0
    r_skipMegaTexture "0
    r_skipNewAmbient "0
    r_skipOverlays "0
    r_skipPostProcess "0
    r_skipRender "0
    r_skipRenderContext "0
    r_skipROQ "0
    r_skipSpecular "0
    r_skipSubviews "0
    r_skipSuppress "0
    r_skipTextures "0
    r_skipTranslucent "0
    r_skipUpdates "0
    r_slopNormal "0.02
    r_slopTexCoord "0.001
    r_slopVertex "0.01
    r_subviewOnly "0
    r_suppressMultipleUpdates "1
    r_swapInterval "1
    r_terrainScale "3
    r_test "0
    r_testARBProgram "0
    r_testGamma "0
    r_testGammaBias "0
    r_testSpecialEffect "0
    r_testSpecialEffectParm "0
    r_testSpecialEffectParmValue "0
    r_testStepGamma "0
    r_trackTextureUsage "0
    r_useCachedDynamicModels "1
    r_useClippedLightScissors "1
    r_useCombinerDisplayLists "1
    r_useConstantMaterials "1
    r_useCulling "2
    r_useDeferredTangents "1
    r_useDepthBoundsTest "1
    r_useEntityCallbacks "1
    r_useEntityCulling "1
    r_useEntityScissors "1
    r_useExternalShadows "1
    r_useFastSkinning "0
    r_useFrustumFarDistance "0
    r_useIndexBuffers "0
    r_useInfiniteFarZ "1
    r_useInteractionCulling "1
    r_useInteractionScissors "2
    r_useLightCulling "3
    r_useLightPortalFlow "1
    r_useLightScissors "1
    r_useNewSkinning "1
    r_useNodeCommonChildren "1
    r_useNV20MonoLights "1
    r_useOptimizedShadows "1
    r_usePenumbraMapShadows "0
    r_usePortals "1
    r_usePreciseTriangleInteractions "0
    r_useScissor "1
    r_useShadowCulling "1
    r_useShadowProjectedCull "1
    r_useShadowSurfaceScissor "1
    r_useShadowVertexProgram "1
    r_useSilRemap "1
    r_useSimpleInteraction "0
    r_useStateCaching "1
    r_useTripleTextureARB "1
    r_useTurboShadow "1
    r_useTwoSidedStencil "1
    r_useVertexBuffers "1
    r_varmegs "32
    r_videoCard "NVIDIA Corporation/GeForce 6800 GT/PCI/SSE2/ 3DNOW!/2.0.0
    r_videoSettingsFailed "0
    r_znear "3
    radiant_camerawindow "junk - FG"
    radiant_InspectorsWindow "junk - FG"
    radiant_MainWindowPlace "junk - FG"
    radiant_xywindow "junk - FG"
    radiant_zwindow "junk - FG"
    rb_showActive "0
    rb_showBodies "0
    rb_showContacts "0
    rb_showInertia "0
    rb_showMass "0
    rb_showTimings "0
    rb_showVelocity "0
    s_clipVolumes "1
    s_constantAmplitude "-1
    s_decompressionLimit "2
    s_deviceName "SB Audigy 2 ZS Audio [9000]
    s_doorDistanceAdd "150
    s_dotbias2 "1.1
    s_dotbias6 "0.8
    s_drawSounds "0
    s_force22kHz "0
    s_frequencyShift "1
    s_globalFraction "0.8
    s_loadOpenALFailed "0
    s_maxChannelsMixed "63
    s_maxSoundsPerShader "0
    s_meterTopTime "2000
    s_minStereo "8
    s_minVolume2 "0.25
    s_minVolume6 "0
    s_musicVolume "0.5
    s_muteEAXReverb "0
    s_noSound "0
    s_numberOfSpeakers "6
    s_playDefaultSound "1
    s_quadraticFalloff "0
    s_radioChatterFraction "0.9
    s_realTimeDecoding "1
    s_reverbFeedback "0.333
    s_reverbTime "1000
    s_reverse "0
    s_showLevelMeter "0
    s_showStartHardware "0
    s_showStartSound "0
    s_singleEmitter "-1
    s_skipStartSound "0
    s_spatializationDecay "2
    s_speakerFraction "0.65
    s_subFraction "0.5
    s_useDeferredSettings "1
    s_useEAXOcclusion "1
    s_useEAXReverb "1
    s_useOcclusion "1
    s_useOpenAL "0
    s_volume "1
    sensitivity "3
    si_allowHitscanTint "2
    si_allowVoting "0
    si_autobalance "1
    si_captureLimit "5
    si_countDown "10
    si_entityFilter "
    si_fragLimit "10
    si_gameType "DM
    si_idleServer "0
    si_map "mp/q4ctf5
    si_mapCycle "
    si_maxPlayers "12
    si_minPlayers "2
    si_name "Quake 4 Server
    si_numPlayers "4
    si_pure "1
    si_shuffle "0
    si_spectators "1
    si_teamDamage "0
    si_timeLimit "0
    si_tourneyLimit "3
    si_usePass "0
    si_useReady "0
    si_version "Quake4 Final V1.0.0.0 Build 2147 win-x86 Sep 23 2005
    si_warmup "1
    si_weaponStay "0
    subliminal "0
    sv_punkbuster "0
    sys_arch "WinXP (NT)
    sys_country "United States
    sys_cpustring "64-Bit AMD CPU with MMX & 3DNow! & SSE & SSE2 & EM64T
    sys_lang "english
    sys_language "English
    sys_opticalMedia "unknown
    timescale "1
    ui_autoReload "1
    ui_autoSwitch "0
    ui_chat "1
    ui_clan "
    ui_hitscanTint "0 1 1
    ui_model "model_player_marine
    ui_model_backup "
    ui_model_marine "
    ui_model_strogg "
    ui_name "Player
    ui_ready "Not Ready
    ui_showGun "1
    ui_skin "base
    ui_spectate "Play
    ui_team "Strogg
    win_allowAltTab "0
    win_allowMultipleInstances "0
    win_enableFPUExceptions "0
    win_notaskkeys "0
    win_outputDebugString "1
    win_outputEditString "1
    win_sysErrorNoWait "0
    win_timerUpdate "0
    win_username "
    win_viewlog "0
    win_viewlog_update_count "10
    win_viewlog_xpos "0
    win_viewlog_ypos "0
    win_xpos "3
    win_ypos "22"


    ~
    er ist entkommen .. wir ihn erfassen tryed aber er war zu stark und zu schnell. whiterman entgangen .. Aufmerksamkeit ... Sie müssen laufen, weil er kommt, um uns alle töten ganderxdanger never diez

      Current date/time is Thu Dec 08, 2016 12:51 am