Wolfenstein - Enemy Territory client CVAR explanations

There are many different settings used in the game Wolfenstein - Enemy Territory. This document attempts to provide a brief description of the client side CVARs. If you are looking for more information about the commands and CVARs, I suggest you take a look at the Enemy Territory Console Commands & Cvars documentation by DG. As said, this documents is for the game Wolfenstein - Enemy Territory, not the newer Wolfenstein games.

If you want to start building your own config file based on these explanations, I suggest you download the default.cfg and start editing it to fit your needs.

The table below has three columns: (third column is below the first two on small screens)

  1. The actual console variable
  2. Default value of the CVAR
  3. Description of what the CVAR does

Table of contents

  1. CVAR explanations
    • b = bani for etpro cvars
    • cf = game stats
    • cg = client game
    • cl = client engine
    • com = common
    • con = console
    • demo = demo view
    • m = mouse
    • net = netcode
    • r = renderer
    • s = sound
    • ui = user interface and browser
    • vid = video positioning
    • vm = virtual machine
    • * = miscellaneous other settings
  2. CVAR restrictions
  3. Color codes

1. CVAR explanations


b = bani for etpro cvars

b_altHud
0
chooses an alternate HUD layout, valid values: 0, 1, 2, 3 (editHUD)
b_altHudFlags
0
bitmask for various HUD settings, 1 = move round timer, 2 = hide rank, 4 = move messages
b_antilag
1
controls whether shots are lag-compensated by the server, valid values: 0, 1
b_backupcvars
1
controls whether backup files are made when etpro cvar restrictions are applied, valid values: 0, 1
b_altHudFlags
0
bitmask for various HUD settings, 1 = move round timer, 2 = hide rank, 4 = move messages
b_antilag
1
controls whether shots are lag-compensated by the server, valid values: 0, 1
b_backupcvars
1
controls whether backup files are made when etpro cvar restrictions are applied, valid values: 0, 1
b_chatAlpha
0.33
defines the alpha of the chat text, valid values: anything between 0 and 1
b_chatFlags
1
when set to 1, team flags are drawn by each chat message, valid values: 0, 1
b_chatsounds
0
enables a sound when players use text chats, valid values: 0, 1
b_cmdwarnings
1
enable/disable notifications from the tjl_* commands
b_debuglocations
0
bitmask to enable debugging/design aids for location names, 1 = draw a bubble sprite at each location marker, 2 = add a dynamic light at each location marker, 4 = draw floating text at each location marker containing the location's name, 8 = send updates to other players when a location is added, deleted or renamed, 16 = accept updates to locations from other players who are using b_debuglocations 8
b_demo_autotimescale
1
timescale to switch to when a weapon set in b_demo_autotimescaleweapons is fired
b_demo_autotimescaleweapons
0
bitmask to automatically change the timescale when a certain type of weapon are fired, 1 = Panzerfaust, 2 = Grenade, 4 = Dynamite, 8 = Mortar, 16 = Smoke grenades and airstrike markers
b_demo_dynamitecam
0
attach the camera to this type of weapon during demo playback, valid values: 0, 1
b_demo_dynamitecounter
0
draws a floating counter above armed dynamite during demo playback and when spectating as a shoutcaster
b_demo_followxDistance
50
x camera offset when attached to a weapon
b_demo_followyDistance
0
y camera offset when attached to a weapon
b_demo_followzDistance
20
z camera offset when attached to a weapon
b_demo_freecamspeed
800
controls the freecam movement speed, similar to g_speed
b_demo_grenadecam
0
attach the camera to these types of grenades during demo playback, 1 = grenades, 2 = airstrike markers, smoke grenades
b_demo_lookat
-1
causes the freecam to lock its view on the specified player (-1 disables)
b_demo_mortarcam
0
attach the camera to this type of weapon during demo playback, valid values: 0, 1
b_demo_nametags
0
a bitmask controlling how floating names above each player are drawn during demo playback and when spectating as a shoutcaster, 1 = draw visible players, 2 = draw all players, 4 = draw the player's client number, 8 = draw the player's class
b_demo_nopitch
1
when set to 1, the camera doesn't pitch while it's attached to weapons
b_demo_panzercam
0
attach the camera to this type of weapon during demo playback, valid values: 0, 1
b_demo_pitchturnspeed
140
defines the speed while using the +freecam_* commands (demo playback only), the units are degrees/second
b_demo_playersprites
1
controls whether the floating sprites are drawn over players' heads in demo playback
b_demo_pvshint
0
draws a line from the freecam origin to the origin of the demo recorder, valid values: 0, 1
b_demo_rollspeed
140
defines the speed while using the +freecam_* commands (demo playback only), the units are degrees/second
b_demo_teamonlymissilecam
0
only attach the camera to weapons fired by your own team, valid values: 0, 1
b_demo_yawturnspeed
140
defines the speed while using the +freecam_* commands (demo playback only), the units are degrees/second
b_descriptiveTextscale
0.8
scales the limbo HUD text
b_drawclock
0
when set to 1, a clock with your local time is drawn on the HUD, valid values: 0, 1
b_drawpromotions
1
controls whether the "Promoted to rank <rank>" messages are shown, valid values: 0, 1
b_drawranks
1
when set to 1, the ranks of other players are drawn when using cg_crosshairnames, valid values: 0, 1
b_drawrewards
1
controls whether skill level increase and reward messages are shown, valid values: 0, 1
b_drawspectatoralpha
1.0
defines the alpha of the "spectator", "shoutcaster", "freecam", etc. notices, valid values: 0 - 1.0
b_drawspectatorteamflags
1
draw a small team flag near the player name when following players in spectator mode, valid values: 0, 1
b_drawspeed
0
draws a speedometer on the HUD, valid values: 0, 1, 2, 3, 4, 5
b_fireteamAlpha
1
defines the alpha of the fireteam overlay, valid values: anything between 0 and 1
b_fireteamLatchedClass
0
toggle showing latched playerclass instead of rank in the fireteam HUD display
b_goatsound
1
enables the OSP goat sound on knife kills, valid values: 0, 1
b_hitsounds
1
enables hitsounds, 0 = disable, 1 = enable, 2 = enable for headshots only
b_hudYoffset
10
moves the HUD up so it is out of the way of the demo status line
b_lagometerAlpha
1
defines the alpha of the lagometer, valid values: anything between 0 and 1
b_locationJustify
0
alignment of location names in fireteam HUD table, -1 = left padding, 0 = left, 1 = right padding
b_locationMaxChars
25
max number of characters for location name in the fireteam HUD table
b_locationMode
0
bitmask to control how locations are displayed, 0 = Default, currently equivalent to '1', 1 = Show location names, 2 = Show location coordinates, 4 = Do not check whether locations are in your PVS when searching for a location name, 8 = Do not fall back to location coordinates when no location name was found; instead, show "unknown"
b_logbanners
1
force logging of server banners to the console, valid values: 0, 1
b_mapzoom
5.159
zoom level for the map shown in the compass, valid values: 1.0-7.43
b_muzzleflash
1
when set to 1, first-person muzzleflash is drawn, valid values: 0, 1
b_noactivatelean
0
disables leaning behavior when strafing with +activate, valid values: 0, 1
b_numPopups
-1
controls the number of popup messages on the HUD, -1 = default, 0 = disable popups, n = number of popups
b_optimizePrediction
1
attempt to use previously calculated prediction results when possible to increase performance, valid values: 0, 1
b_panzerhack
1
if set to 1, the secondary MP40/Thompson (for a soldier with level 4 heavy weapons) is moved to weaponbank 2
b_popupFadeTime
2500
defines the time in milliseconds that popups take to fade out
b_popupStayTime
2000
defines the time in milliseconds that popups will stay before fading
b_popupTime
1000
the time in milliseconds between popups
b_predefineddemokeys
1
if this is set to 1, demo playback uses hard-coded key bindings, which cannot be overridden
b_shovesounds
1
enables shove sounds, valid values: 0, 1
b_simpleItems
0
draw sprites instead of models for items for a slight performance/visibility increase, valid values: 0, 1
b_speedinterval
100
the time in milliseconds between two speedometer updates
b_speedunit
0
the speedunit used for the ups meter, valid values: 0 (UPS), 1(mi/h), 2(km/h)
b_textcolorfilter
""
strips certain color characters from most text messages
b_tjg_ghostfx
2
special effects for trickjump ghosts to distinguish them from normal players, 0 = no effect, 1 = flicker, 2 = ghost, 3 = flaming, 4 = flame only
b_tjl_draw
1
when set to 0, no trickjump lines will be drawn, valid values: 0, 1
b_tjl_color
green
sets the default trickjump line color
b_tjl_quickslot
0
defines the slot used when specifying "quickslot" to tjl_startrecord. This is also the slot used by tjl_menu.
b_tjl_showmaxspeed
0
when set to 1, the top speed reached will be drawn at the appropriate point on a trickjump line
b_tjl_stepsize
0.5
the minimum distance between any two points of the drawn trickjump line
b_tjl_stoponnomove
1
when set to 1, trickjump line recording will automatically stop when the player being recorded stops moving
b_tracers
1
enable/disable bullet tracers, valid values: 0 = no tracers, 1 = show all tracers, 2 = don't show own tracers
b_votetextscale
0.8
defines the scaling for the vote text
b_watermarkAlpha
1
defines the alpha of the watermark, valid values: anything between 0 and 1
b_weapaltReloads
1
controls weather weapalt doubles as reload for weapons lacking an alternate fire mode, valid values: 0, 1

cf = game stats

cf_wstats
1.2
specifies the font scale of the +wstats window
cf_wtopshots
1.0
specifies the font scale of the +wtopshots window

cg = client game

cg_announcer
1
toggles the announcer voice on map start ("FIGHT!"), win (Allies win!) etc
cg_atmosphericEffects
1
toggles display of map effects like rain and snow
cg_autoAction
0
bitmask value that gives a variety of functions to always perform, 1 = demos, 2 = screenshot, 4 = stats, 8 = stopwatch only
cg_autoActivate
1
toggles automatically picking up items (paks, weapons etc)
cg_autoReload
1
toggles automatically reloading weapon when clip becomes empty
cg_autoSwitch
0
toggles automatically changing weapon when current one is out of ammo
cg_blinktime
0
duration of "blink" blackout when taking damage in milliseconds
cg_bloodDamageBlend
1.0
amount of blood flashed on screen when you take damage
cg_bloodFlash
1.0
toggles the blood effect when you are shot
cg_bloodTime
120
duration of blood puddle effect on walls/floor etc
cg_bobpitch
0.002
sets extent of the bob pitch (forwards/backwards) effect when moving
cg_bobroll
0.002
sets extent of the bob roll (left/right) effect when moving
cg_bobup
0.005
sets extent of the vertical "bob" effect when moving
cg_bobyaw
0.002
sets extent of the "bob" yaw (turn left/right) effect when moving
cg_brassTime
2500
sets the duration ejected bullet shells etc last for
cg_cameraOrbitDelay
50
associated with camera spinning around when you're dead
cg_complaintPopUp
1
toggles wether to show the popup about filing complaints after a teamkill
cg_coronafardist
1536
either the size or cull distance of corona effect
cg_coronas
1
toggles the corona effect around lights
cg_crosshairAlpha
1.0
sets the transparency of the crosshair
cg_crosshairAlphaAlt
1.0
sets the transparency of the secondary crosshair
cg_crosshairColor
white
sets the colour of the crosshair
cg_crosshairColorAlt
white
sets the colour of the secondary crosshair, usually the surrounding part
cg_crosshairHealth
0
toggles crosshair changing colour to indicate your health
cg_crosshairPulse
1
toggles the crosshair changing size according to bullet spread
cg_crosshairSize
48
size/scale of the crosshair
cg_crosshairX
0
move crosshair on x axis (left/right)
cg_crosshairY
0
move crosshair on y axis (up/down)
cg_cursorHints
1
toggles displaying action hint icons when near interactive objects, valid values are: 0 = off, 1 = size pulse, 2 = strobe pulse, 3 = alpha pulse, 4 = solid
cg_cycleAllWeaps
1
include non-weapon items when scrolling with weapnext (mousewheel)
cg_deferPlayers
1
toggle only loading models at convenient times
cg_descriptiveText
1
toggles the display of "you killed xxxx"
cg_draw2D
1
toggles all 2D items on the HUD display
cg_drawBuddies
1
toggle showing the icon above players in your fireteam
cg_drawCompass
1
toggles displaying the compass on the HUD
cg_drawCrosshair
1
sets which crosshair to use
cg_drawCrosshairNames
1
wether to draw the names of players when crosshair is on them
cg_drawCrosshairPickups
1
toggles a hand icon when crosshair is over items you can pick up
cg_drawFireteamOverlay
1
toggles the Fireteam overlay on the HUD
cg_drawFPS
0
toggles a FPS counter on the HUD, in etpro 2 enables a more accurate framerate counter
cg_drawGun
1
toggles displaying your weapon
cg_drawNotifyText
1
toggles displaying 'notification' text on the HUD
cg_drawReinforcementTime
1
toggles displaying your teams' respawn timer on the HUD
cg_drawRoundTimer
1
toggles a countdown of the time left for the current map
cg_drawSmallPopupIcons
0
show smaller popup messages
cg_drawSnapshot
0
toggle a display showing snapshot counter
cg_drawSpreadScale
1
show crosshair changing relevant to spread
cg_drawStatus
1
alpha (transparency) of the watermark HUD display, if the server has one
cg_drawTeamOverlay
2
toggle size/info shown in something akin to fireteam HUD item
cg_drawWeaponIconFlash
2
flashes the weapon's icon on certain events
cg_errordecay
100
supposed to decay prediction errors over several frames instead of correcting in one jerk
cg_fastSolids
1
 
cg_fov
90
sets the player's Field of View
cg_gibs
1
toggles gibbage from splatted bodies
cg_hudAlpha
4.0
alpha (transparency) of the HUD display
cg_instanttapout
0
go instantly to limbo, do not wait for medics
cg_lagometer
0
toggles a connection-related display on the HUD
cg_marktime
20000
duration of bullet marks on walls etc
cg_noAmmoAutoSwitch
1
toggles wether to change weapon when it is out of ammo
cg_noTaunt
0
Q3 relic, instead see cg_noVoiceChats and cg_noVoiceText
cg_noVoiceChats
0
toggles the audio of voice chats
cg_noVoiceText
0
toggles displaying the text of voice chats
cg_popupLimboMenu
1
toggles automatically popping up limbo menu on tapout
cg_predictItems
1
toggle use of prediction for picking up items.
cg_printObjectiveInfo
1
toggle displaying popup message on objective activity, "east radar parts returned"
cg_quickMessageAlt
1
sets wether voice chat system uses numbers (1) or apha (letters, 0)
cg_railTrailTime
400
duration bullet 'trails' last for with g_debugBullets.
cg_recording_statusline
9
move the demo recording text around, 0 to remove
cg_runpitch
0.002
see cg_bobpitch
cg_runroll
0.005
see cg_bobroll
cg_shadows
1
toggles display of player model shadows
cg_showblood
1
toggles showing blood spurt effect when player's are shot
cg_specHelp
1
toggle displaying spectator help
cg_stereoSeparation
0.4
set the stereo seperation, how far apart the red and green are
cg_teamChatHeight
8
number of rows of chats
cg_teamChatsOnly
0
toggles only displaying chats from teammates
cg_teamChatTime
8000
duration chats are displayed for
cg_tracerchance
0.4
likelihood of bullet tracers
cg_tracerlength
160
length of bullet tracers
cg_tracerSpeed
4500
speed of bullet tracers
cg_tracerwidth
0.8
width of bullet tracers
cg_useScreenshotJPEG
1
wether autoScreenshot's are of the JPEG or TGA format
cg_useWeapsForZoom
1
weapnext/weapprev keys zoom in/out for zoom weapons, 0 = off, 1 = on, 2 = inverse
cg_viewsize
100
supposed to be for setting the % of screen actually displaying rendered game
cg_voiceSpriteTime
6000
duration of the ! Vsay indicator sprite above player heads in milliseconds
cg_weaponCycleDelay
150
delay between accepting a new weapon has been selected, due to mousewheel errors
cg_wolfparticles
1
toggles display of particle effects, e.g. explosions, some smoke effects.
cg_zoomDefaultBinoc
22.5
initial zoom with binocular
cg_zoomDefaultFG
55
initial zoom with FG
cg_zoomDefaultSniper
20
initial zoom with sniper/binocular, 4 = fully in, 20 = fully out
cg_zoomDefaultSnooper
40
initial zoom with snooper rifle
cg_zoomfov
22.5
field of view when zoomed
cg_zoomStepBinoc
3
rate of change when zoomin/zoomout with binocular
cg_zoomStepFG
10
rate of change when zoomin/zoomout with FG
cg_zoomStepSniper
2
16/n = how many steps of incremental zoomin/zoomout for both binoc and sniper
cg_zoomStepSnooper
5
rate of change when zoomin/zoomout with snooper rifle

cl = client engine

cl_allowDownload
1
toggles downloading missing files from the server
cl_anonymous
0
this is included in the info you send on connect and server keeps in console logs, but nobody knows what it's for
cl_autoupdate
1
toggle automatic game update checks on launch
cl_doubletapdelay
350
sets the delay between keypresses required to be a double-tap
cl_freelook
1
look around using the mouse
cl_language
9
stores the language of user's ET
cl_maxpackets
30
cap for data packet transmissions (upstream)
cl_maxPing
800
don't show servers with a higher ping than this in server browser
cl_mouseAccel
0
toggles mouse acceleration
cl_packetdup
1
number of duplicates for every data packet sent upstream, minimized packetloss
cl_pitchspeed
140
turn speed when using keyboard to look up/down
cl_punkbuster
0
toggles Punkbuster anticheat for client
cl_run
1
toggle 'always run' setting
cl_timeNudge
0
supposed to be for adjusting prediction for your ping. Don't bother, use antilag
cl_wwwDownload
1
toggles downloading missing files from a www file server
cl_yawspeed
140
turn speed when using keyboard +left/right

com = common

com_hunkMegs
56
amount of memory (MB) assign to the hunk
com_maxfps
85
sets cap on the frames per second. 125, 76 and 43 common 'tweak' values, as better for jumping
com_soundMegs
24
sets the amount of memory (MB) to allocate for loaded sound files
com_zoneMegs
24
amount of RAM to allocate to map and texture loading

con = console

con_autoclear
1
toggle to clear console automatically on game start
con_debug
0
console debug

demo = demo view

demo_avifpsF1
0
screenshots per second when recording a movie from a demo and pressing F1
demo_avifpsF2
10
screenshots per second when recording a movie from a demo and pressing F2
demo_avifpsF3
15
screenshots per second when recording a movie from a demo and pressing F3
demo_avifpsF4
20
screenshots per second when recording a movie from a demo and pressing F4
demo_avifpsF5
25
screenshots per second when recording a movie from a demo and pressing F5
demo_drawTimeScale
1
display the current timescale (fast-forward) of playing demo
demo_infoWindow
0
toggle to show the demo information popup

m = mouse

m_filter
0
toggles mouse filter (mouse smoothing)
m_forward
0.25
 
m_pitch
0.022
sets the mouse pitch (up/down)
m_side
0.25
 
m_yaw
0.022
sets the mouse yaw (left/right)

net = netcode

net_noipx
0
toggle IPX network protocol
net_noudp
0
toggle UDP network protocol

r = renderer

r_allowExtensions
1
toggle allowing video-driver opengl extensions
r_ambientScale
0.5
strength of the player model ambient lighting
r_ati_fsaa_samples
1
ATI video card stuff
r_ati_truform_normalmode
see:
ATI video card truform stuff, default: GL_PN_TRIANGLES_NORMAL_MODE_LINEAR
r_ati_truform_pointmode
see:
ATI video card truform stuff, default: GL_PN_TRIANGLES_POINT_MODE_LINEAR
r_ati_truform_tess
1
ATI video card truform stuff
r_cacheShaders
1
 
r_clampToEdge
1
something to do with clamping fog
r_clear
0
used for map dev: clears the screen with a horrible pink color
r_colorbits
0
colour depth, 16/32
r_colorMipLevels
0
 
r_customaspect
1
toggles wether to use the custom resolution
r_customheight
1024
to set height of a custom resolution
r_customwidth
1600
to set width of a custom resolution
r_depthbits
0
 
r_detailtextures
1
wether to use high detail textures
r_displayRefresh
0
set the refresh rate of monitor
r_dlightBacks
1
 
r_drawentities
1
toggles drawing of players
r_drawfoliage
1
toggles drawing foliage (e.g. all the grass on Radar)
r_drawSun
1
toggles drawing the image of the sun in the sky
r_drawworld
1
toggles drawing of the "world"
r_dynamiclight
1
toggles use of dynamic lighting effect
r_ext_ATI_pntriangles
0
 
r_ext_compiled_vertex_array
1
 
r_ext_compressed_textures
1
toggles the compress textures
r_ext_gamma_control
1
 
r_ext_multitexture
1
 
r_ext_NV_fog_dist
0
 
r_ext_texture_env_add
1
 
r_ext_texture_filter_anisotropic
0
toggles anisotropic filtering, 1 to enable, r_textureAnisotropy to set the level
r_facePlaneCull
1
wether to not render the hidden side of objects in view
r_fastsky
0
toggles wether the detailed skybox is drawn or just a basic sky
r_finish
0
toggles sync every frame
r_flares
1
toggle flare effect around certain dynamic lights
r_fullscreen
1
toggle between fullscreen and windowed mode
r_gamma
1.3
sets gamma (form of brightness) level, gamma correction
r_glDriver
opengl32
 
r_glIgnoreWicked3D
0
 
r_highQualityVideo
1
 
r_ignoreFastPath
0
 
r_ignoreGLErrors
1
 
r_ignorehwgamma
0
toggles ignoring the hardware gamma settings
r_inGameVideo
1
toggle use of video clips in game (limbo menu)
r_intensity
1
sets intensity level
r_lightmap
0
 
r_lodbias
0
geometric detail level, 0 = high, 1 = medium, 2 = low, 3 = custom
r_lodCurveError
250
determines how quickly polygons are pulled out with distance
r_lodscale
5
 
r_mapoverbrightbits
2
set brightness of light on textures
r_mode
4
set screen resolution, see
available modes
0 = 320x240
1 = 400x300
2 = 512x384
3 = 640x480
4 = 800x600
5 = 960x720
6 = 1024x768
7 = 1152x864
8 = 1280x1024
9 = 1600x1200
10 = 2048x1536
11 = 856x480 (wide)
-1 = custom
modelist
r_nocull
0
toggle wether to render hidden objects
r_nocurves
0
 
r_normallength
0.5
 
r_nv_fogdist_mode
see:
default: GL_EYE_RADIAL_NV
r_oldMode
""
old resolution mode
r_overBrightBits
0
brightness setting
r_picmip
1
texture detail level, 0 = high, 1 = medium, 2 = low, 3 = custom
r_primitives
0
 
r_railCoreWidth
1
 
r_railSegmentLength
32
 
r_railWidth
16
 
r_rmse
0.0
 
r_roundImagesDown
1
toggles rounding of images
r_showmodelbounds
0
 
r_shownormals
0
can be used to detect wallhacks when watching demos
r_showtris
0
toggles showing of vectors
r_simpleMipMaps
1
 
r_singleShader
0
 
r_smp
0
 
r_stencilbits
0
 
r_stereo
0
for stereo OpenGL, 3D glasses type thing
r_subdivisions
4
sets number of subdivisions of "curves", increasing makes curves into straights
r_swapInterval
0
 
r_textureAnisotropy
1.0
set level of anisotropic texture filtering
r_texturebits
0
number of bits for textures, stick to 32 as 16 is hardly better performance
r_textureMode
see:
texture filtering, bilinear = GL_LINEAR_MIPMAP_NEAREST, trilinear = GL_LINEAR_MIPMAP_LINEAR, default: GL_LINEAR_MIPMAP_NEAREST
r_trisColor
see:
sets colour for r_tris, usage: r_triscolor r g b a, default: "1.0 1.0 1.0 1.0"
r_uifullscreen
0
appears functionless in ET, was fog-removal "exploit" in RTCW
r_wolffog
1
enables and disables fog
r_zfar
0
distance for culling distant objects
r_znear
3
distance for culling objects close to player

s = sound

s_bits
16
sound bits
s_channels
2
sound channels
s_defaultsound
0
 
s_doppler
1
s_khz
22
sets frequency of the music, very high quality = 44, high = 22, low = 11
s_mixahead
0.2
for mixing audio
s_mixPreStep
0.05
 
s_musicvolume
0.25
sets volume of the music, multiplier value (0.0 to 1.0)
s_separation
0.5
stereo seperation
s_volume
0.8
sets volume of the game sounds, multiplier value (0.0 to 1.0)
s_wavonly
0
toggles playing only .wav files

ui = user interface and browser

ui_autoredirect
0
toggle allowing servers to auto-redirect you to another server when full
ui_browserShowAntilag
0
server browser: selects servers running specific gametypes
ui_browserShowEmptyOrFull
0
server browser: empty or full servers, 0 = both, 1 = only show, 2 = don't show
ui_browserShowETPro
1
server browser: servers running ETPro mod, 0 = both, 1 = only show, 2 = don't show
ui_browserShowFriendlyFire
0
server browser: servers with Friendly Fire, 0 = both, 1 = only show, 2 = don't show
ui_browserShowMaxlives
0
server browser: servers with limited lives, 0 = both, 1 = only show, 2 = don't show
ui_browserShowPasswordProtected
0
server browser: passworded servers, 0 = both, 1 = only show, 2 = don't show
ui_browserShowPunkBuster
0
server browser: PunkBuster servers, 0 = both, 1 = only show, 2 = don't show
ui_browserShowTeamBalanced
0
server browser: servers forcing balanced teams, 0 = both, 1 = only show, 2 = don't show
ui_browserShowWeaponsRestricted
0
server browser: servers with weapon restrictions, 0 = both, 1 = only show, 2 = don't show
ui_joinGameType
-1
server browser: selects servers running specific gametypes, -1 = all, 2 = objective, 3 = stopwatch, 4 = campaign, 5 = last man standing
ui_netSource
1
server browser: selects servers from source, 0 = local, 1 = internet, 2 = favorites

vid = video positioning

vid_xpos
3
X axis offset for moving the game-screen around
vid_ypos
22
Y axis offset for moving the game-screen around

vm = virtual machine

vm_cgame
0
 
vm_game
0
 
vm_ui
0
 

miscellaneous other settings

cm_playerCurveClip
1
 
devdll
1
 
logfile
0
toggles saving a logfile
mv_sensitivity
20
multiview sensitivity
pmove_fixed
0
affects game physiscs, see here
pmove_msec
8
affects game physiscs, see here
rate
5000
cap on the connection bandwidth to use, 1000=1KB/s, for 56k use about 4000, broadband 25000
scr_conspeed
3
console speed
sensitivity
5
used for setting the mouse sensitivity
snaps
20
"snapshots" for server to send you

2. CVAR restrictions

There are quite a few CVARs that can be exploited in the game to gain advantage and therefore the leagues and AntiCheat tools are restricting the use of these CVARs. Here I have listed the most common restrictions. The first table shows the forced CVARs (forcecvar command that forces all clients to set the cvarname cvar to value), the second table has etpro cvar range enforcement mechanism used in the league configs.


forcecvar = forced CVARs

r_ambientScale
forcecvar 0.5
forced to 0.5 in some league configs
r_wolffog
forcecvar 0
forced to 0 in some league configs
r_zfar
forcecvar 0
forced to 0 in some league configs

sv_cvar = etpro CVAR restrictions

cg_autoaction
IN 2 7
inside the range from 2 to 7 in some league configs
cg_bobup
IN 0 0.005
inside the range from 0 to 0.005 in some league configs
cg_fov
IN 90 140
inside the range from 90 to 120 in some league configs
cg_shadows
IN 0 1
inside the range from 0 to 1 in some league configs
cl_freelook
EQ 1
equal to 1 in some league configs
cl_maxpackets
EQ 100
equal to 100 in some league configs
cl_pitchspeed
EQ 0
equal to 0 in some league configs
cl_timenudge
EQ 0
equal to 0 in some league configs
cl_yawspeed
EQ 0
equal to 0 in some league configs
com_maxfps
IN 40 125
inside the range from 40 to 125 in some league configs
m_pitch
OUT -0.015 0.015
outside the range from -0.015 0.015 in some league configs
m_yaw
IN -0.022 0.022
inside the range from -0.022 0.022 in some league configs
r_allowextensions
EQ 1
equal to 1 in some league configs
r_ambientScale
EQ 0.5
equal to 0.5 in some league configs
r_ati_fsaa_samples
EQ 0
equal to 0 in some league configs
r_ati_truform_tess
EQ 0
equal to 0 in some league configs
r_clamptoedge
EQ 1
equal to 1 in some league configs
r_colorMipLevels
EQ 0
equal to 0 in some league configs
r_depthbits
IN 24 32
inside the range from 24 to 32 in some league configs
r_detailtextures
EQ 0
equal to 0 in some league configs
r_drawentities
EQ 1
equal to 1 in some league configs
r_drawworld
EQ 1
equal to 1 in some league configs
r_ext_ATI_pntriangles
EQ 0
equal to 0 in some league configs
r_flares
IN 0 1
inside the range from 0 to 1 in some league configs
r_lightmap
EQ 0
equal to 0 in some league configs
r_lodcurveerror
GE 60
greater or equal to 20 in some league configs
r_nv_fogdist_mode
see:
INCLUDE NV GL_EYE_RADIAL_NV (has to include NV GL_EYE_RADIAL_NV)
r_primitives
IN 0 2
inside the range from 0 to 2 in some league configs
r_showmodelbounds
EQ 0
equal to 0 in some league configs
r_showtris
EQ 0
equal to 0 in some league configs
r_subdivisions
IN 1 20
inside the range from 1 to 20 in some league configs
r_znear
EQ 3
equal to 3 in some league configs
rate
EQ 25000
equal to 25000 in some league configs
snaps
EQ 20
equal to 20 in some league configs

3. Color codes

There are 32 colors available -- internally, the game has a table of all 32 colors (starting with color #0) and uses the ASCII value of the character following the caret plus 16 to determine which color to use, looping back around to color #0 after color #31. The index lookup could be described in C code as '(*char + 16) & 31'.

The following table shows what the index of each color is, its HTML color code equivalent, and the characters that will produce the color in-game if placed after a caret:

Index HTML color Characters
0 #000000 0 P p ° Ð ð
1 #ff0000 1 Q q ± Ñ ñ
2 #00ff00 2 R r ² Ò ò
3 #ffff00 3 S s ³ Ó ó
4 #0000ff 4 T t Ž Ô ô
5 #00ffff 5 U u µ Õ õ
6 #ff00ff 6 V v ¶ Ö ö
7 #ffffff 7 W w · × ÷
8 #ff7f00 8 X x ž Ø ø
9 #7f7f7f 9 Y y ¹ Ù ù
10 #bfbfbf : Z z º Ú ú
11 #bfbfbf ; [ { › Û û
12 #007f00 < \ | Œ Ü ü
13 #7f7f00 = ] } œ Ý ý
14 #00007f > ˆ ~ Ÿ Þ þ
15 #7f0000 ? _ ¿ ß Ÿ ÿ
16 #7f3f00 @ `     À à
17 #ff9919 ! A a ¡ Á á
18 #007f7f " B b ¢ Â â
19 #7f007f # C c £ Ã ã
20 #007fff $ D d € Ä ä
21 #7f00ff % E e ¥ Å å
22 #3399cc & F f Š Æ æ
23 #ccffcc ' G g § Ç ç
24 #006633 ( H h š È è
25 #ff0033 ) I i © É é
26 #b21919 * J j ª Ê ê
27 #993300 + K k « Ë ë
28 #cc9933 , L l ¬ Ì ì
29 #999933 - M m   Í í
30 #ffffbf . N n ® Î î
31 #ffff7f / O o ¯ Ï ï