g_useDynamicProtection: scale damage and armor dynamically to keep the player alive more often g_vehicleForce g_vehicleVelocity g_viewNodalX g_viewNodalZgui_configServerRategui_debuggui_editgui_filter_gameType Gametype filtergui_filter_password Password filtergui_filter_players Players filtergui_mediumFontLimitgui_smallFontLimitik_debug show IK debug linesik_enable enable IKimage_anisotropy set the maximum texture anisotropy ifavailableimage_cacheMegs maximum MB set aside for temporary loading of full-sized precompressed imagesimage_cacheMinK: maximum KB of precompressed files to read at specification timeimage_colorMipLevels: development aid to see texture mip usageimage_downSize: controls texture downsamplingimage_downSizeBump: Controls normal map downsamplingimage_downSizeBumpLimit: Controls normal map downsample limitimage_downSizeLimit: Controls diffuse map downsample limitimage_downSizeSpecular: Controls specular downsamplingimage_downSizeSpecularLimit: Controls specular downsampled limitimage_filter: Changes texture filtering on mipmapped imagesimage_forceDownSizeimage_ignoreHighQuality: Ignore high quality setting on materialsimage_lodbias: Change lod bias on mipmapped imagesimage_preload: If 0, dynamically load all imagesimage_roundDown: Round bad sizes down to nearest power of twoimage_showBackgroundLoads:1 = print number of outstanding background loadsimage_useAllFormats: allow alpha/ intensity/ luminance luminance+alphaimage_useCache: 1 = do background load image cachingimage_useCompression: 0 = force everything to high qualityimage_useNormalCompression: 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if availableimage_useOfflineCompression: Write a batch file for offline compression of DDS filesimage_usePrecompressedTextures: Use .dds files if presentimage_writeNormalTGA: Write .tgas of the final normal maps for debuggingimage_writeNormalTGAPalletized: Write .tgas of the final palletized normal maps for debugging image_writePrecompressedTextures: Write .dds files if necessaryimage_writeTGA: write .tgas of the non normal maps for debuggingin_alwaysRun: always run (reverse _speed button) -only in MPin_anglespeedkey: angle change scale when holding down _speed buttonin_freeLook: look around with mouse (reverse _mlook button)in_mouse: enable mouse inputin_pitchspeed: pitch change speed when holding down look_lookUp or _lookDown buttonin_yawspeed: yaw change speed when holding down _left or _right buttonlcp_showFailures: show LCP solver failures logFile 1 = buffer log, 2 = flush after each print ilFileName name of log file, if empty,qconsole.log will be used. m_pitch: mouse pitch scalem_showMouseRate: shows mouse movementm_smooth: number of samples blended for mouse viewingm_strafeScale: mouse strafe movement scalem_strafeSmooth: number of samples blended for mouse movingm_yaw: mouse yaw scalemod_validSkins: valid skins for the game(including flushing referenced pak files) - decreased if > 0 pm_air: how long in milliseconds the player can go without air before he starts taking damagepm_bboxwidth: x/y size of player's bounding boxpm_bobpitchpm_bobrollpm_bobuppm_crouchbob: bob much faster when crouchedpm_crouchheight: height of player's bounding box while crouchedpm_crouchrate: time it takes for player's view to change from standing to crouchingpm_crouchspeed: speed the player can move while crouchedpm_crouchviewheight: height of player's view while crouchedpm_deadheight: height of player's bounding box while deadpm_deadviewheight: height of player's view while deadpm_jumpheight: approximate hieght the player can jumppm_maxviewpitch: amount player's view can look downpm_minviewpitch: amount player's view can look up (negative values are up)pm_modelView: draws camera from POV of player model (1 = always, 2 = when dead)pm_noclipspeed: speed the player can move while in noclippm_normalheight: height of player's bounding box while standingpm_normalviewheight: height of player's view while standingpm_runbob: bob faster when runningpm_runpitchpm_runrollpm_runspeed: speed the player can move while runningpm_spectatebbox: size of the spectator bounding boxpm_spectatespeed: speed the player can move while spectatingpm_stamina: length of time player can runpm_staminarate: rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.pm_staminathreshold: when stamina drops below this value, player gradually slows to a walkpm_stepsize: maximum height the player can step up without jumpingpm_thirdPerson: enables third person viewpm_thirdPersonAngle: direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)pm_thirdPersonClip: clip third person view into world spacepm_thirdPersonDeath: enables third person view when player diespm_thirdPersonHeight: height of camera from normal view height in 3rd personpm_thirdPersonRange: camera distance from player in 3rd personpm_usecylinder: use a cylinder approximation instead of a bounding box for player collision detectionpm_walkbob: bob slowly when walkingpm_walkspeed: speed the player can move while walking
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© 2009 AOL LLC. All Rights Reserved. AOL@games gdc © 2009 AOL LLC. All Rights Reserved.





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