Here are 2,416 Day of Defeat: Source console commands that you can choose from.
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+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
+duck
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+overview_largemap
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores
+showvprof
+speed
+strafe
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-demoui2 // Send the advanced demo player UI (demoui2) to background.
-duck
-forward
-graph
-grenade1
-grenade2
-jlook
-jump
-klook
-left
-lookdown
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-overview_largemap
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-speed
-strafe
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
achievement_debug "0" // Turn on achievement debug msgs.
addip // Add an IP address to the ban list.
adsp_alley_min "122"
adsp_courtyard_min "126"
adsp_debug "0"
adsp_door_height "112"
adsp_duct_min "106"
adsp_hall_min "110"
adsp_low_ceiling "108"
adsp_opencourtyard_min "126"
adsp_openspace_min "130"
adsp_openstreet_min "118"
adsp_openwall_min "130"
adsp_room_min "102"
adsp_street_min "118"
adsp_tunnel_min "114"
adsp_wall_height "128"
air_density // Changes the density of air for drag computations.
ai_auto_contact_solver "1"
ai_block_damage "0"
ai_debugscriptconditions "0"
ai_debug_assault "0"
ai_debug_avoidancebounds "0"
ai_debug_directnavprobe "0"
ai_debug_doors "0"
ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
ai_debug_efficiency "0"
ai_debug_enemies "0"
ai_debug_expressions "0" // Show random expression decisions for NPCs.
ai_debug_follow "0"
ai_debug_loners "0"
ai_debug_looktargets "0"
ai_debug_los "0" // itl
ai_debug_nav "0"
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets "0"
ai_debug_shoot_positions "0"
ai_debug_speech "0"
ai_debug_squads "0"
ai_debug_think_ticks "0"
ai_default_efficient "0"
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_dump_hints
ai_efficiency_override "0"
ai_enable_fear_behavior "1"
ai_expression_frametime "0" // Maximum frametime to still play background expressions.
ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
ai_fear_player_dist "720"
ai_find_lateral_cover "1"
ai_find_lateral_los "1"
ai_follow_use_points "1"
ai_follow_use_points_when_moving "1"
ai_force_serverside_ragdoll "0"
ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
ai_lead_time "0"
ai_LOS_mode "0"
ai_moveprobe_debug "0"
ai_moveprobe_jump_debug "0"
ai_moveprobe_usetracelist "0"
ai_navigator_generate_spikes "0"
ai_navigator_generate_spikes_strength "8"
ai_norebuildgraph "0"
ai_no_local_paths "0"
ai_no_node_cache "0"
ai_no_select_box "0"
ai_no_steer "0"
ai_no_talk_delay "0"
ai_path_adjust_speed_on_immediate_turns "1"
ai_path_insert_pause_at_est_end "1"
ai_path_insert_pause_at_obstruction "1"
ai_post_frame_navigation "0"
ai_radial_max_link_dist "512"
ai_reaction_delay_alert "0"
ai_reaction_delay_idle "0"
ai_rebalance_thinks "1"
ai_report_task_timings_on_limit "0"
ai_sequence_debug "0"
ai_setupbones_debug "0" // Shows that bones that are setup every think
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_shot_bias "1"
ai_shot_bias_max "1"
ai_shot_bias_min "-1"
ai_shot_stats "0"
ai_shot_stats_term "1000"
ai_show_hull_attacks "0"
ai_show_think_tolerance "0"
ai_simulate_task_overtime "0"
ai_spread_cone_focus_time "0"
ai_spread_defocused_cone_multiplier "3"
ai_spread_pattern_focus_time "0"
ai_strong_optimizations "0"
ai_strong_optimizations_no_checkstand "0"
ai_task_pre_script "0"
ai_test_moveprobe_ignoresmall "0"
ai_think_limit_label "0"
ai_use_clipped_paths "1"
ai_use_efficiency "1"
ai_use_frame_think_limits "1"
ai_use_think_optimizations "1"
ai_use_visibility_cache "1"
ai_vehicle_avoidance "1"
alias // Alias a command.
anim_3wayblend "1" // Toggle the 3-way animation blending code.
anim_showmainactivity "0" // and/or sprint activities.
anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
askconnect_accept // Accept a redirect request by the server.
async_allow_held_files "1" // Allow AsyncBegin/EndRead()
async_mode "0" // 1 = synchronous)
async_resume
async_serialize "0" // Force async reads to serialize for profiling
async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect "0"
autoaim_max_dist "2160"
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
binds_per_command "1"
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_mac // not win32
blink_duration "0" // How many seconds an eye blink will last.
bloodspray // blood
bot // Add a bot.
bot_attack "0" // Shoot!
bot_changeclass "0" // Force all bots to change to the specified class.
bot_crouch "0" // Bot crouches
bot_defend "0" // and that team will all keep their combat shields raised.
bot_flipout "0" // all bots fire their guns.
bot_forceattack2 "0" // use attack2.
bot_forceattackon "0" // hold it down.
bot_forcefireweapon "0" // Force bots with the specified weapon to fire.
bot_mimic "0" // Bot uses usercmd of player by index.
bot_mimic_yaw_offset "0" // Offsets the bot yaw.
bot_sendcmd "0" // Forces bots to send the specified command.
bot_zombie "0" // Brraaaaaiiiins.
box // Draw a debug box.
breakable_disable_gib_limit "0"
breakable_multiplayer "1"
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "1" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show/hide the bug reporting UI.
bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0"
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
camortho // Switch to orthographic camera.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command "0"
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cancelselect
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_captiontrace "1" // 2 = show in hud)
cc_emit // Emits a closed caption
cc_findsound // Searches for soundname which emits specified text.
cc_flush // Flushes asyncd captions.
cc_lang "0" // Current close caption language (emtpy = use game UI language)
cc_linger_time "1" // Close caption linger time.
cc_minvisibleitems "1" // Minimum number of caption items to show.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_random // Emits a random caption
cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
cc_showblocks // Toggles showing which blocks are pending/loaded async.
cc_smallfontlength "300" // force usage of small font size.
cc_subtitles "0" // wont help hearing impaired players).
centerview
changeclass // Choose a new class
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
changeteam // Choose a new team
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_anglespeedkey "0"
cl_animationinfo // Hud element to examine.
cl_autoreload "1" // Set to 1 to auto reload your weapon when it is empty
cl_autorezoom "1" // sniper rifles and bazooka weapons will automatically raise after each shot
cl_avoidspeed "1000"
cl_backspeed "450"
cl_blobbyshadows "0"
cl_bob "0"
cl_bobcycle "0"
cl_bobup "0"
cl_burninggibs "0" // A burning player that gibs has burning gibs.
cl_chatfilters "63" // Stores the chat filter settings
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "30" // Max number of command packets sent to server per second
cl_coldbreath_enable "1"
cl_coldbreath_forcestamina "0"
cl_crosshair_alpha "200"
cl_crosshair_approach_speed "0"
cl_crosshair_blue "0"
cl_crosshair_file "0"
cl_crosshair_green "0"
cl_crosshair_red "255"
cl_crosshair_scale "32"
cl_customsounds "0" // Enable customized player sound playback
cl_deatheffect_always_on "0" // Always show the death effect
cl_deathicon_bg_alpha "1"
cl_deathicon_height "18"
cl_deathicon_width "57"
cl_deathlookup "0" // Sets the lookup map to use for death cameras
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_player_perf "0"
cl_demoviewoverride "0" // Override view during demo playback
cl_detaildist "1200" // Distance at which detail props are no longer visible
cl_detailfade "400" // Distance across which detail props fade in
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "5" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_disablehtmlmotd "0" // Disable HTML motds.
cl_dod_freezecam "1" // Client option to not show freeze camera on death
cl_downloadfilter "0" // nosounds)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawmonitors "1"
cl_drawshadowtexture "0"
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_dynamic_crosshair "1"
cl_ejectbrass "1"
cl_enabledeatheffects "1" // Enable/disable death camera effects
cl_enabledeathfilmgrain "1" // Enable/disable the death camera film grain
cl_enablespectatoreffects "0" // Enable/disable spectator camera effects
cl_entityreport "0" // draw entity states to console
cl_entityreport_sorted "0" // 3 = peak
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_fasttempentcollision "5"
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "0" // Whether we should force preloading.
cl_forwardspeed "450"
cl_fullupdate // Forces the server to send a full update packet
cl_gunlowerangle "30"
cl_gunlowerspeed "2"
cl_headiconoffset "24"
cl_headiconsize "8"
cl_idealpitchscale "0"
cl_identiconmode "2" // 2 - icons over teammates heads 1- icons over target teammate 0 - no head icons
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all "0" // Disable interpolation list optimizations.
cl_interp_npcs "0" // if greater)
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
cl_logofile "0" // Spraypoint logo decal.
cl_low_violence "0"
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_mouseenable "1"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_muzzleflash_dlight_1st "1"
cl_muzzleflash_dlight_3rd "1"
cl_new_impact_effects "0"
cl_observercrosshair "1"
cl_overdraw_test "0"
cl_overview_chat_time "2"
cl_panelanimation // Shows panel animation variables: <panelname | blankforallpanels>.
cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particle_batch_mode "1"
cl_particle_max_count "0"
cl_particle_retire_cost "0"
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
cl_phys_props_max "300" // Maximum clientside physic props
cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
cl_phys_props_respawnrate "60" // between clientside prop respawns.
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchspeed "225" // Client pitch speed.
cl_pitchup "89"
cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
cl_playerspraydisable "0" // Disable player sprays.
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictionlist "0" // Show which entities are predicting
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
cl_pred_track // for field fieldname.
cl_ragdoll_collide "0"
cl_ragdoll_fade_time "15"
cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
cl_ragdoll_pronecheck_distance "64"
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
cl_screenshotname "0" // Custom Screenshot name
cl_SetupAllBones "0"
cl_shadowtextureoverlaysize "256"
cl_showbattery "0" // Draw current battery level at top of screen when on battery power
cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
cl_showdemooverlay "0" // -1 - show always)
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "0" // 2 = smooth fps)
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showpausedimage "1" // Show the Paused image when game is paused.
cl_showpluginmessages "1" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_ShowSunVectors "0"
cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
cl_show_speed "0" // spam console with local player speed
cl_show_splashes "1"
cl_sidespeed "450"
cl_smooth "1" // Smooth view/eye origin after prediction errors
cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
cl_soundemitter_flush // Flushes the sounds.txt system (client only)
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spectatorlookup "0" // Sets the lookup map to use for spectator cameras
cl_spec_mode "1" // spectator mode
cl_sporeclipdistance "512"
cl_sun_decay_rate "0"
cl_team "0" // Default team when joining a game
cl_test_vm_offset "0"
cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_client_leaf_system "0"
cl_timeout "30" // the client will disconnect itself
cl_updaterate "20" // Number of packets per second of updates you are requesting from the server
cl_upspeed "320"
cl_view // Set the view entity index.
cl_voicesubtitles "1" // Enable/disable subtitle printing on voice commands and hand signals.
cl_voicetest "0"
cl_voice_filter "0" // Filter voice by name substring
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wpn_sway_interp "0"
cl_wpn_sway_scale "2"
cl_yawspeed "210" // Client yaw speed.
cmd // Forward command to server.
collision_shake_amp "0"
collision_shake_freq "0"
collision_shake_time "0"
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary "0" // Desired commentary mode state.
commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging
commentary_finishnode
commentary_firstrun "0"
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <modelname><optionalattachedmodelname>
commentary_testfirstrun
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
contimes "8" // Number of console lines to overlay for debugging.
con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
con_enable "0" // Allows the console to be activated.
con_filter_enable "0" // 2 displays filtered text brighter than ot
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile "0" // Console output gets written to this file
con_notifytime "8" // How long to display recent console text to the upper part of the game window
con_nprint_bgalpha "50" // Con_NPrint background alpha.
con_nprint_bgborder "5" // Con_NPrint border size.
con_timestamp "0" // Prefix console.log entries with timestamps
con_trace "0" // Print console text to low level printout.
coop "0" // Cooperative play.
CreateHairball
CreatePredictionError // Create a prediction error
create_flashlight
creditsdone
crosshair "1"
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
datacachesize "32" // Size in MB.
dbghist_addline // Add a line to the debug history. Format: <categoryid><line>
dbghist_dump // Dump the debug history to the console. Format: <categoryid> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
deathmatch "1" // Running a deathmatch server.
debugsystemui // Show/hide the debug system UI.
debug_materialmodifycontrol "0"
debug_materialmodifycontrol_client "0"
debug_physimpact "0"
debug_touchlinks "0" // Spew touch link activity
decalfrequency "10"
default_fov "90"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demoui2 // Show/hide the advanced demo player UI (demoui2).
demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
demo_debug "0" // Demo debug info.
demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
demo_gototick // Skips to a tick in demo.
demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
demo_interpolateview "1" // Do view interpolation during dem playback.
demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
demo_pause // Pauses demo playback.
demo_pauseatservertick "0" // Pauses demo playback at server tick
demo_quitafterplayback "0" // Quits game after demo playback.
demo_recordcommands "1" // Record commands typed at console into .dem files.
demo_resume // Resumes demo playback.
demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
deployed_bazooka_sensitivity "0" // Mouse sensitivity while deploying a bazooka
deployed_mg_sensitivity "0" // Mouse sensitivity while deploying a machine gun
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disconnect // Disconnect game from server.
dispcoll_drawplane "0"
displaysoundlist "0"
disp_dynamic "0"
dlight_debug // Creates a dlight in front of the player
dod_bodyheightoffset "4" // Deploy height offset.
dod_bonusround "1" // the winners of the round can attack in the intermission.
dod_bonusroundtime "15" // Time after round win until round restarts
dod_bulletforcescale "1"
dod_debugdamage "0"
dod_debugmgdeploy "0"
dod_enableroundwaittime "1" // Enable timers to wait between rounds.
dod_explosionforcescale "1"
dod_flagrespawnbonus "1" // How many seconds per advantage flag to decrease the respawn time
dod_freezecam "1" // show players a freezecam shot of their killer on death
dod_friendlyfiresafezone "100" // even if FF is on
dod_grenadegravity "-420" // gravity applied to grenades
dod_grenademaxspeed "1400"
dod_grenademinspeed "500"
dod_grenadespeed "4"
dod_meleeattackforcescale "8"
dod_overview_voice_icon_size "64"
dod_playachievementsound "1"
dod_playerstatetransitions "-2" // dod_playerstatetransitions <entindexor -1 forall>. Show player state transitions.
dod_playrivalrysounds "1"
dod_playwinmusic "1"
dod_showcleanedupents "0" // Show entities that are removed on round respawn
dod_showroundtransitions "0" // Show gamestate round transitions
dod_simulatemultiplecappers "1"
dod_stun_max_pitch "50"
dod_stun_max_roll "30"
dod_stun_max_yaw "150"
dod_stun_min_pitch "30"
dod_stun_min_roll "15"
dod_stun_min_yaw "120"
dod_test_winpanel
dod_waverespawnfactor "1" // Factor for respawn wave timers
download_debug "0"
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dsp_automatic "0"
dsp_db_min "80"
dsp_db_mixdrop "0"
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "0"
dsp_facingaway "0"
dsp_mix_max "0"
dsp_mix_min "0"
dsp_off "0"
dsp_player "0"
dsp_reload
dsp_room "0"
dsp_slow_cpu "0"
dsp_spatial "40"
dsp_speaker "50"
dsp_volume "1"
dsp_vol_2ch "1"
dsp_vol_4ch "0"
dsp_vol_5ch "0"
dsp_water "14"
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning "0" // Print data table warnings?
dtwatchclass "0" // Watch all fields encoded with this table.
dtwatchent "-1" // Watch this entities data table encoding.
dtwatchvar "0" // Watch the named variable.
dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumpsavedir // List the contents of the save directory in memory
dumpstringtables // Print string tables to console.
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
dump_panels // Dump Panel Tree
dump_x360_cfg // Dump X360 config files to disk
dump_x360_saves // Dump X360 save games to disk
echo // Echo text to console.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
enable_debug_overlays "1" // Enable rendering of debug overlays
endmovie // Stop recording movie frames.
english "0" // running the english language set of assets.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking.
ent_debugkeys "0"
ent_dump // Usage: ent_dump <entityname>
ent_fire // Usage: ent_fire <target> [action] [value] [delay]
ent_info // Usage: ent_info <classname>
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entityid><key1>=<v
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw "0" // Visualizes all entity input/output activity.
ent_name
ent_orient // only orients target entitys YAW. Use the allangles opt
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate // Rotates an entity by a specified # of degrees
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entityname>
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap
escape // Escape key pressed.
exec // Execute script file.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector <player><xvalue><yvalue><zvalue>
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fast_fogvolume "0"
filesystem_buffer_size "0" // Size of per file buffers. 0 for none
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
firetarget
fire_absorbrate "3"
fire_dmgbase "1"
fire_dmginterval "1"
fire_dmgscale "0"
fire_extabsorb "5"
fire_extscale "12"
fire_growthrate "1"
fire_heatscale "1"
fire_incomingheatscale "0"
fire_maxabsorb "50"
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression "0"
flex_looktime "5"
flex_maxawaytime "1"
flex_maxplayertime "7"
flex_minawaytime "0"
flex_minplayertime "5"
flex_rules "1" // Allow flex animation rules to run.
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
flex_talk "0"
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "-1"
fog_endskybox "-1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0"
fog_start "-1"
fog_startskybox "-1"
force_centerview
fov // Change players FOV
fps_max "300" // cannot be set while connected to a server.
free_pass_peek_debug "0"
fs_convert "1" // Allow Xbox 360 files to be generated at runtime
fs_monitor_read_from_pack "0" // 2:Sync only
fs_printopenfiles // Show all files currently opened by the engine.
fs_report_sync_opens "0" // 2:Not during load
fs_warning_level // Set the filesystem warning level.
fs_warning_mode "0" // 2:Warn other threads
func_breakdmg_bullet "0"
func_breakdmg_club "1"
func_breakdmg_explosive "1"
func_break_max_pieces "15"
func_break_reduction_factor "0"
g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gamemenucommand // Issue game menu command.
gameui_activate // Shows the game UI
gameui_allowescape // Escape key allowed to hide game UI
gameui_allowescapetoshow // Escape key allowed to show game UI
gameui_hide // Hides the game UI
gameui_hide_dialog // asdf
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
gameui_show_dialog // Show an arbitrary Dialog.
gameui_xbox "0"
getpos // dump position and angles to the console
give // Give item to player. Arguments: <item_name>
givecurrentammo // Give a supply of ammo for current weapon..
global_set // 2 = DEAD).
gl_clear "0"
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
god // Toggle. Player becomes invulnerable.
groundlist // Display ground entity list <index>
g_debug_angularsensor "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_doors "0"
g_debug_npc_vehicle_roles "0"
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
g_debug_trackpather "0"
g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
g_debug_vehiclebase "0"
g_debug_vehicledriver "0"
g_debug_vehicleexit "0"
g_debug_vehiclesound "0"
g_Language "0"
g_ragdoll_fadespeed "600"
g_ragdoll_important_maxcount "2"
g_ragdoll_lvfadespeed "100"
g_ragdoll_maxcount "8"
hammer_update_entity // Updates the entitys position/angles when in edit mode
hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
hap_damagescale_game "1"
hap_HasDevice "0" // falcon is connected
hap_melee_scale "0"
hap_noclip_avatar_scale "0"
hap_ui_vehicles "0"
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
hidepanel // Hides a viewport panel <name>
hl2_episodic "0"
hostip "0" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
host_framerate "0" // Set to lock per-frame time elapse.
host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
host_map "0" // Current map name.
host_profile "0"
host_runofftime // Run off some time without rendering/updating sounds
host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_speeds "0" // Show general system running times.
host_thread_mode "0" // 2 == force)
host_timescale "1" // Prescale the clock by this amount.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
hud_autoaim_method "1"
hud_autoaim_scale_icon "0"
hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
hud_c4pickuppanel "1" // Set to 0 to not draw the HUD c4 pickup panel
hud_capturepanel "1" // Set to 0 to not draw the HUD capture panel
hud_centerid "1"
hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
hud_deathnotice_time "6"
hud_drawhistory_time "5"
hud_draw_active_reticle "0"
hud_draw_fixed_reticle "0"
hud_fastswitch "0"
hud_freezecamhide "0" // Hide the HUD during freeze-cam
hud_magnetism "0"
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_reticle_alpha_speed "700"
hud_reticle_maxalpha "255"
hud_reticle_minalpha "125"
hud_reticle_scale "1"
hud_saytext_time "12"
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hurtme // Hurts the player. Arguments: <healthtolose>
ifm_basecamera_camerastate // Set camera state
ifm_steadycam_2ddragconstant "11"
ifm_steadycam_2dspringconstant "33"
ifm_steadycam_armspeed "0"
ifm_steadycam_mousefactor "1"
ifm_steadycam_mousepower "1"
ifm_steadycam_noise "0"
ifm_steadycam_rotatedamp "0"
ifm_steadycam_rotaterate "60"
ifm_steadycam_sensitivity "1"
ifm_steadycam_zoomdamp "0"
ifm_steadycam_zoomspeed "1"
impulse
incrementvar // Increment specified convar value.
invnext
invprev
in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
ip "0" // Overrides IP for multihomed hosts
joyadvancedupdate
joystick "0"
joy_accelmax "1"
joy_accelscale "0"
joy_accel_filter "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_autosprint "0" // Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_inverty_default "0"
joy_lowend "1"
joy_lowmap "1"
joy_movement_stick "0" // Which stick controls movement (0 is left stick)
joy_movement_stick_default "0"
joy_name "0"
joy_pegged "0"
joy_pitchsensitivity "1"
joy_pitchsensitivity_default "-1"
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_response_move_vehicle "6"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_vehicle_turn_lowend "0"
joy_vehicle_turn_lowmap "0"
joy_virtual_peg "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
joy_yawsensitivity "-1"
joy_yawsensitivity_default "-1"
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg <filename><quality 1-100>.
jpeg_quality "90" // jpeg screenshot quality.
kdtree_test // Tests spatial partition for entities queries.
key_findbinding // Find key bound to specified command string.
key_listboundkeys // List bound keys with bindings.
key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
kick // Kick a player by name.
kickid // with a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector <player><xvalue><yvalue><zvalue>
lastinv
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
loadcommentary
loader_dump_table
loader_spew_info "0" // -1:All
load_enttext
lod_TransitionDist "800"
log // and udp < on | off >.
logaddress_add // Set address and port for remote host <ip:port>.
logaddress_del // Remove address and port for remote host <ip:port>.
logaddress_delall // Remove all udp addresses being logged to
logaddress_list // List all addresses currently being used by logaddress.
log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
lookspring "0"
lookstrafe "0"
lservercfgfile "0"
map // Start playing on specified map.
mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_edit
map_noareas "0" // Disable area to area connection testing.
map_showspawnpoints // draws for 60 seconds
matchmakingport "27025" // Host Matchmaking port
mat_aaquality "0"
mat_accelerate_adjust_exposure_down "3"
mat_alphacoverage "1"
mat_antialias "0"
mat_autoexposure_max "2"
mat_autoexposure_min "0"
mat_bloomamount_rate "0"
mat_bloomscale "1"
mat_bloom_scalefactor_scalar "0"
mat_bufferprimitives "1"
mat_bumpbasis "0"
mat_bumpmap "1"
mat_camerarendertargetoverlaysize "128"
mat_clipz "1"
mat_colcorrection_disableentities "0" // Disable map color-correction entities
mat_colorcorrection "1"
mat_compressedtextures "1"
mat_configcurrent // show the current video control panel config for the material system
mat_crosshair // Display the name of the material under the crosshair
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial // print the material under the crosshair
mat_crosshair_reloadmaterial // reload the material under the crosshair
mat_debugalttab "0"
mat_debugdepth "0"
mat_debugdepthmode "0"
mat_debugdepthval "128"
mat_debugdepthvalmax "256"
mat_debug_autoexposure "0"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
mat_debug_process_halfscreen "0"
mat_depthbias_decal "-262144"
mat_depthbias_normal "0"
mat_depthbias_shadowmap "0"
mat_diffuse "1"
mat_disablehwmorph "0" // Disables HW morphing for particular mods
mat_disable_bloom "0"
mat_disable_fancy_blending "0"
mat_disable_lightwarp "0"
mat_disable_ps_patch "0"
mat_drawflat "0"
mat_drawTexture "0" // Enable debug view texture
mat_drawTextureScale "1" // Debug view texture scale
mat_drawTitleSafe "0" // Enable title safe overlay
mat_drawwater "1"
mat_dump_rts "0"
mat_dxlevel "95"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_envmapsize "128"
mat_envmaptgasize "32"
mat_excludetextures "0"
mat_exposure_center_region_x "0"
mat_exposure_center_region_x_flashlight "0"
mat_exposure_center_region_y "0"
mat_exposure_center_region_y_flashlight "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate "0"
mat_filmgrain "0" // Enable/disable film grain post effect
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_forceaniso "1"
mat_forcedynamic "0"
mat_forcehardwaresync "1"
mat_forcemanagedtextureintohardware "0"
mat_force_bloom "0"
mat_force_ps_patch "0"
mat_force_tonemap_scale "0"
mat_framebuffercopyoverlaysize "128"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_level "2" // and 2 for full HDR on HDR maps.
mat_hdr_manual_tonemap_rate "1"
mat_hdr_tonemapscale "1" // 16 = eyes wide open.
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // Draw wireframe of current leaf
mat_levelflush "1"
mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_loadtextures "1"
mat_luxels "0"
mat_maxframelatency "1"
mat_max_worldmesh_vertices "65536"
mat_measurefillrate "0"
mat_mipmaptextures "1"
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled "0"
mat_monitorgamma_tv_exp "2"
mat_monitorgamma_tv_range_max "255"
mat_monitorgamma_tv_range_min "16"
mat_morphstats "0"
mat_motion_blur_enabled "0"
mat_motion_blur_falling_intensity "1"
mat_motion_blur_falling_max "20"
mat_motion_blur_falling_min "10"
mat_motion_blur_forward_enabled "0"
mat_motion_blur_percent_of_screen_max "4"
mat_motion_blur_rotation_intensity "1"
mat_motion_blur_strength "1"
mat_non_hdr_bloom_scalefactor "0"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_parallaxmap "0"
mat_picmip "1"
mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
mat_postprocess_x "4"
mat_postprocess_y "1"
mat_proxy "0"
mat_queue_mode "-2" // 1=queued sing
mat_reducefillrate "0"
mat_reduceparticles "0"
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "0"
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_report_queue_status "0"
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_setvideomode // windowed state of the material system
mat_shadowstate "1"
mat_showcamerarendertarget "0"
mat_showenvmapmask "0"
mat_showframebuffertexture "0"
mat_showlightmappage "-1"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_ab_hdr "0"
mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
mat_show_histogram "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_slopescaledepthbias_decal "0"
mat_slopescaledepthbias_normal "0"
mat_slopescaledepthbias_shadowmap "16"
mat_softwarelighting "0"
mat_softwareskin "0"
mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
mat_software_aa_debug "0" // (2 - show anti-a
mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
mat_software_aa_quality "0" // (1 - 9-tap filter)
mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_stub "0"
mat_supportflashlight "1" // 1 - flashlight is supported
mat_surfaceid "0"
mat_surfacemat "0"
mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
mat_texture_list "0" // show a list of used textures per frame
mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
mat_tonemapping_occlusion_use_stencil "0"
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_tonemap_min_avglum "3"
mat_tonemap_percent_bright_pixels "2"
mat_tonemap_percent_target "60"
mat_trilinear "1"
mat_use_compressed_hdr_textures "1"
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_vsync "0" // Force sync to vertical retrace
mat_wateroverlaysize "128"
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
memory // Print memory stats.
mem_compact
mem_dump // Dump memory stats to text file.
mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_dumpvballocs // Dump VB memory allocation stats.
mem_eat
mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
mem_test
mem_test_each_frame "0" // Run heap check at end of every frame
mem_test_every_n_seconds "0" // Run heap check at a specified interval
mem_vcollide // Dumps the memory used by vcollides
menuselect // menuselect
minisave // Saves game (for current level only!)
mission_list // List all available tactical missions
mission_show // Show the given mission
mm_add_item // Add a stats item
mm_add_player // Add a player
mm_max_spectators "4" // Max players allowed on the spectator team
mm_message // Send a message to all remote clients
mm_minplayers "2" // Number of players required to start an unranked game
mm_select_session // Select a session
mm_session_info // Dump session information
mm_stats
model_list // Dump model list to file
mod_forcedata "1" // Forces all model file data into cache on model load.
mod_forcetouchdata "1" // Forces all model file data into cache on model load.
mod_load_anims_async "0"
mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
mod_load_mesh_async "0"
mod_load_showstall "0" // 2 - show stalls
mod_load_vcollide_async "0"
mod_lock_mdls_on_load "0"
mod_test_mesh_not_available "0"
mod_test_not_available "0"
mod_test_verts_not_available "0"
mod_touchalldata "1" // Touch model data during level startup
mod_trace_load "0"
motdfile "0" // The MOTD file to load.
motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
movie_fixwave // etc.
So, to address this concerning issue for a 3rd time now. We have previously told you we DO NOT tolerate the behavior you have disgustingly displayed within our server. I will however state I'm absolutely THRILLED to hear you've learned your lesson and now know that acting the way you did was indeed wrong in every aspect. Thats great but unfortunately isn't a factor that will change my mind on the matter as you were told before. If you don't remember what was said to you previously that's A-OKAY!! Because I have graciously provided you with the response you were given previously by our MP chief at the time of your last unban request.
I want to say it takes a man to admit he's wrong but unfortunately, we both know this situation should've never have happened to begin with. So, with that being said I am hereby stating your ban will stay as a PERMANENT ban and will not change in the seeable future by any means. Thank you for reaching out to us and know I'm happy as ever to hear you've learned your lesson but as I stated above that doesn't clear you of your actions nor does it make me forget on how YOU chose to act that day as a guest within our servers.
Perma Ban stays in full effect. Sorry for any inconvenience this may cause for you. We thank you again for reaching out to us once again.
Signed,
2ndLt. S. Belcher
1-A/CO Platoon Commander
Unban Request __ Pfc. A. Sheffer _8th ID_ - Day of Defeat_ Source - 1st Marine Raiders.html
Name: Germ-E-Nader [Germinator]
Steam I.D: STEAM_0:0:520043914
Duration of Ban: Permanent
Reasons for the Ban: Racism
Demo Provided?: N
Comments: Started into a political, racist rant in chat. He was warned by Keebler, DapperxDuck, and myself of the consequences of continuing. He didn't listen.
Welcome to the 1st Marine Raider Battalion! Now that you have been accepted don't forget to:
1. Check in at the Recruit Depot
2. Read the Marine Raider Handbook (you are expected to know everything in it)
3. Change your steam friends Avatar
4. Download, install and log into Discord
NOTE: Please be aware that you will not have access to the above links until an officer has given you full access to the forum. Access to the forum should be given to you within the next day.
Question
Parker 1st MRB
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