Here are 2,416 Day of Defeat: Source console commands that you can choose from.
For an easier search method, press "ctrl+f" now on your keyboard and type in a keyword.
If you still can't find what you're looking for, just ask for help or fill out a MSO Helpdesk Form and someone will help you shortly.
+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.
Name: CHOCOMOCO_SD
Steam I.D: STEAM_0:0:52447046
Duration of Ban: Permanent
Reasons for the Ban: Racist comments
Demo Provided?: N
Comments: Said the N word twice
Its Friday Night Fight Night in HLL and me and Muthas are in different squads.
We meet up while attacking a point:
Me: Muthas! Let's go get the poiple toineps!
Muthas: Hah poi....
We are immediately cut down by a MG.
Steam messages:
Muthas: LMFAOO
Me:OMFG! ROFLMAO!
Name: elon musk
Steam I.D: STEAM_0:0:918906720
Duration of Ban: Permanent
Reasons for the Ban: Racist comments and Mass Team Killing
Demo Provided?: N
Comments: Keebler reported in public chat, sent screen shot of typed comments
Hey Reis! Great to see you again, man. The unit means a lot to all of us and I know you were here for quite some time. There’s always room for you to come back
*Salute*
I dont know how many of the people that know me or what i did in the unit are still here. But i just wanted to leave a huge thank you on the forums to this unit, that i was a part of for so many years, and all the good times and hardships i shared with a lot of different people from all over the world.
Maybe i'll still see you in DoD:s
*Salute*
Question
Parker 1st MRB
Here are 2,416 Day of Defeat: Source console commands that you can choose from.
For an easier search method, press "ctrl+f" now on your keyboard and type in a keyword.
If you still can't find what you're looking for, just ask for help or fill out a MSO Helpdesk Form and someone will help you shortly.
2 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.