DREAMCAST QUAKE 3 ARENA CONSOLE VARIBLES & COMMANDS FAQ (DC Q3A CONSOLE FAQ)
Version 2.000
October 1, 2001
FAQ written by $muvMoney/David J. Antoine (smuvmoney@ameritech.net)
Copyright (c) 2001 $muvMoney/David J. Antoine.  All Rights Reserved.

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# TABLE OF CONTENTS                                                            # 
################################################################################

CHAPTER I - INTRODUCTION
     What Is This?
     Where To Find This FAQ
     Special Thanks
          Special People
          FAQ Writers/Contributors

CHAPTER II - LEGEND

CHAPTER III - CONSOLE VARIBLES

CHAPTER IV - CONSOLE COMMANDS

CHAPTER V - TWEAKING

CHAPTER VI - BIBLIOGRAPHY
     Acknowledgements
     Contributors
     Version History
          Version 2.000
          Version 1.000 
          Upcoming

CHAPTER VII - EPILOGUE

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# CHAPTER I - INTRODUCTION                                                     #
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=================
= What Is This? = 
=================

Welcome to my DC Q3A Console Variables & Command FAQ.  I always wanted to know 
if console variables for PC Q3A worked on DC Q3A had the same effect or even 
worked at all on the DC.  By trial and error, I have found what commands will 
actually not yield an error on the DC console.  In fact, I found a few that may 
be somewhat useful to improving gameplay.  However, since I do not have cheats 
enabled offline or online, I can not go into those.  Below is a list of PC 
console variables and commands that can be used on the DC Q3A console.  Enjoy.

By the way, if a command or variable is not listed here, it is either because it 
is a cheat code that I didn't activate yet or it was an invalid command/variable 
for the DC Q3A console.  If I ever enable cheats offline, I will add the various 
cheat codes to my FAQ.

==========================
= Where To Find This FAQ =
==========================

This FAQ can only be found at GameFAQs for the moment (www.gamefaqs.com).  If 
you find it at any other website, please let me know immediately.

==================
= Special Thanks =
==================

This FAQ is not possible with the following people and resources.

------------------
- Special People -
------------------

* God: For allowing me to grace this earth and blessing me
* Family: For birthing, raising, loving, and tolerating me
* Myself: For finally deciding to write a DC Q3A Console FAQ

----------------------------
- FAQ Writers/Contributors -
----------------------------

* FAQ Authors: Vesther Fauransy (for the copyright), Commander Keen (PC Q3A 
Console Page)
* Web Sites: PlanetQuake, All Sega, GameFAQs DC Q3A message board
* FAQ Feedback: D Green, anonymous contributors

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# CHAPTER II - LEGEND                                                          #
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Here is how each variable or command will look like:

;variable <default value>

Values     : [Boolean] OR [range] {for variables only}
Map Reload : Y/N
Definition : "taken from Commander Keen's Quake 3 Arena Console Page" sometimes 
followed by commentary from me
Result     : What happens if you change to a non-default value

OR

;COMMAND <parameter1> <parameter2> ...

Parameters : <parameter1>  
             <parameter2> {for commands only}
Map Reload : Y/N
Definition : "taken from Commander Keen's Quake 3 Arena Console Page" sometimes 
followed by commentary from me
Result     : What happens if you change to a non-default value

The first line is how the variable or command should be typed into the Q3A 
console (hit ~ or F12 on the DC keyboard to toggle the console).  At first I 
thought it was required that all commands had to begin with a semicolon.  D 
Green informed me otherwise in an email (between the ==========) :

==========
You also stated in your faq that only a few commands can be used with the 
slash "/" and backslash "\". That is not entirely true. You can use all the 
commands but one with a slash or backslash. The only way to enable use of 
the slash "/" is to enter the command:

;raster 1

After this command has been entered all commands can be used with a slash 
defeating the use of the semicolon. Note: After this command has been 
entered the console can be brought down on any screen in any part of the 
game. Your current name will also not be displayed in someone elses console 
after entering a command (example: "NONAME:"). Also keep in mind that there 
is only one command that does not work with the "/" after ";raster 1" has 
been entered. That command is:

;addbot <model>

When doing the /cvarlist command the ";addbot <model>" command does appear 
in the cvarlist.
==========

By the way, commands will always be in CAPS while variables will be in lower 
case.  If you type in a variable without a value, DC Q3A will let you know the 
present value and the default value for that variable.  Note that this doesn't 
work for commands.  For variables, I list the default value in the title.  

If a value for a given variable is Boolean, it only has two options - ON/OFF.  
Zero (0) is usually OFF while 1 or any nonzero value represents ON.  If this is 
not the case, I will specify.  If a range of valid values exist for the command, 
they will be listed as well inclusively.   For commands, I will specify what you 
enter for each parameter.

If Map Reload = Y, this means that the command/variable only takes effect after 
a map is reloaded once the command in entered (see ;MAP command).  A map reload 
on DC is when you see the map reload screen - a map_restart (see ;MAP_RESTART)  
is NOT a map reload and will not make any changes.  If this is N, that means the 
command will take effect instantly, sometimes without even closing the console.

I would have no idea what most of these commands meant had I not read Commander 
Keen's PC Q3A console page (link is in Bibliography section).  He had some of 
the better definitions and explanations.  If it the definition is in quotes, it 
is courtesy of that page.  If not, then it is my definition or commentary added 
to his definition.  If something weird, bad, or unusual occurs when you enter or 
change the command or variable, I will describe it in the result.  If I am 
not sure what happens, I will say that as well. :)

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# CHAPTER III - VARIABLES                                                      #
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These variables are listed alphabetically for convenience.  There are a total of 
264 variables according to DC Q3A.

;autoswitch0 1
;autoswitch1 1
;autoswitch2 1
;autoswitch3 1

Values     : Boolean
Map Reload : N
Definition : This is AUTO SWITCH under player controls.
Result     : This setting determines if you switch weapons when you pick up a 
new one.  Player 1's setting is controlled by ;autoswitch0 etc and so forth.

;bot_debug 0

Values     : Boolean
Map Reload : Y
Definition : "toggle debugging tool for bot code"
Result     : Turning this on will prevent you from loading maps in some cases - 
you will have to turn off your DC as the game doesn't recover.  Try to avoid.

;bot_developer 0

Values     : Boolean
Map Reload : Y
Definition : "toggle developer mode for bots"
Result     : This is another variable I wouldn't mess with unless you felt like 
messing around.  

;bot_enable 1

Values     : Boolean
Map Reload : ?
Definition : "enable and disable adding of bots to the map/game"
Result     : If you disable this on your own, you can cause a problem with 
loading maps.  Don't mess with the default value.  Let the DC handle this one.  
Don't worry though - there are commands you can actually use. :)

;bot_fastchat 0

Values     : Boolean?
Map Reload : ???
Definition : "toggle between frequent and less frequent bot chat strings 1 = 
more often"
Result     : ???

;bot_grapple 0

Values     : Boolean
Map Reload : 
Definition : "toggle determines weather the bots will use the grappling hook"
Result     : 

;bot_groundonly 0

Values     : Boolean
Map Reload : N
Definition : "this is a debug cvar to show areas which does not work in the 
retail version special thanks to - MrElusive"
Result     : I'm not sure if this really works as I have seen some bots jump 
regardless of this setting.

;bot_nochat 1

Values     : Boolean
Map Reload : 
Definition : "toggle determines weather bots will chat or not 0 = bots will 
chat"
Result     : For some reason, I can't get the bots to actually say anything even 
with this on.

;bot_reachability 0

Values     : Boolean?
Map Reload : ???
Definition : "this is a debug cvar which does not work in the retail version - 
MrElusive"
Result     : ???

;bot_reloadcharacters

Values     : Boolean
Map Reload : ???
Definition : "this cvar if set to 1 disabled bot character file caching. used 
when creating bot characters while keeping Q3A running. kicking and re-adding a 
bot will reload the bot character files - MrElusive"
Result     : ???

;bot_rocketjump 1

Values     : Boolean
Map Reload : ?
Definition : "toggle determines weather the bots will use the rocket jump 
technique" (sp)
Result     : I have never seen a bot actually do a RJ on the DC in-game (Xaero 
does one in the first DC demo).  However, the command is considered valid.

;bot_testichat 0

Values     : Boolean
Map Reload : 
Definition : "used to test the initial bot chats. set this to 1 and add a bot. 
the bot will spit out all initial chats. - MrElusive"
Result     : I tried to use this and the next variable set to 1, but my DC froze 
up so I'm not sure which one caused it.

;bot_testrchat 0

Values     : Boolean
Map Reload : 
Definition : "used to test the reply chats. set this to 1 and add one bot. the 
bot will always reply and dump all possible replies - MrElusive"
Result     : The first time I used this, I had to power down my DC.  I will 
research it again further.

;bot_thinktime 100

Values: >= 0
Map Reload: ???
Definition: "this is the time in milliseconds between two AI frames. - MrElusive 
set the amount of time a bot thinks about a move before making it AI...(c:"
Result: This is hard to verify without some sort of bot debugging tool. :-/

;capturelimit 0

Values     : >= 0
Map Reload : ?
Definition : "set # of times a team must grab the others flag before the win is 
declared"
Result     : For CTF (Capture The Flag), this is the flag capture limit.

;cg_debug 0

Values: Boolean
Map Reload: ?
Definition: ?
Result: ?

;cg_debugevents 0

Values: Boolean
Map Reload: ?
Definition: "toggle event debug mode"
Result: ?

;cg_errordecay 100

Values: >= 0
Map Reload: ???
Definition: "helps to smooth animation during player prediction while 
experiencing packet loss or snapshot errors. "detect prediction errors and allow 
them to be decayed off over several frames to ease the jerk." from the source 
code comments cg_predict.c"
Result: This is in milliseconds IIRC but otherwise I couldn't really verify it.

;cg_nopredict 0

Values: Boolean
Map Reload: ?
Definition: "toggle client-side player prediction. (disabling causes the client 
to wait for updates from the server before updating the player location.) ."
Result: The definition speaks for itself I guess.

;cg_overlay 1

Values: Boolean?
Map Reload: ?
Definition: ?
Result: ?

;cg_predictitems 1

Values      : Boolean
Map Reload  : ?
Definition  : "toggle client-side item prediction. 0 option to not do local 
prediction of item pickup - John Carmack"
Result      : I guess online this may keep the connection more stable as it is 
one less piece of data that the server has to send to the client (your DC).

;cg_shadows 1

Values: 0 <-> 3
Map Reload: ?
Definition: "set shadow detail level (0 = OFF, 1 = basic discs, 2 = stencil 
buffered 3 = simple stencil buffered(if r_stencilebits is not=0)) - Andre Lucas"
Result: Even on 0/OFF, I seem to get a basic disk underneath me so I guess this 
is talking about shadows within the map environment.  I think that turning it 
off (0) will provide some FPS boost.

;cg_showmiss 0

Values: Boolean
Map Reload: ?
Definition: "toggle the display of missed packets or predictions on the HUD"
Result: 

;cl_cheats 0

Values     : Boolean
Map Reload : N
Definition : This gives you all the cheats.
Result     : If you want to see all the cheats offline, here is your command.

;cl_paused 0

Values     : Boolean
Map Reload : N
Definition : "variable holds the status of the paused flag on the client side"
Result     : If you're paused, I guess this is one.

;cl_running 0

Values     : Boolean
Map Reload : N
Definition : "variable which shows weather or not a client game is running or 
weather we are in server/client mode (read only)"
Result     : While you are playing, this becomes 1.

;cl_shownet 0

Values     : Boolean
Map Reload : N
Definition : "display network quality info"
Result     : Making this one causes the game to show you various numbers that 
probably describe your status.  This doesn't mess up your game - it just fills 
up the console quickly.

;cl_showsend 0

Values     : Boolean
Map Reload : N
Definition : "network debugging tool "John Carmack""
Result     : Like with ;cl_shownet 1, this will cause the game to show you 
various numbers that probably describe your network status.  This doesn't mess 
up your game - it just fills up the console quickly.

;cl_showtimedelta 0

Values     : Boolean
Map Reload : ???
Definition : "display time delta between server updates"
Result     : ???

;cl_timenudge 0

Values     : numeric
Map Reload : N
Definition : "effectively adds local lag to try to make sure you interpolate 
instead of extrapolate (try 100 for a really laggy server)"
Result     : For those who suffer from a lot of lag/latency, this is a good way 
to practice with lag while offline.  Simply enter ";cl_timenudge 100" for a 
significant client-added lag to your shots and movements.  If you are online, 
enter a negative to attempt to reduce your lag somewhat.  If you have broadband 
like myself, then you can more or less disregard. (Yeah, I'm an LPB :)

;color 4
;color0 4
;color1 4
;color2 4
;color3 4

Values     : 1 <-> 7
Map Reload : N
Definition : "rail trail color blue/green/cyan/red/magenta/yellow/white 
respectively 1/2/3/4/5/6/7" 0 <-> 3 represent Players 1 <-> 4
Result     : I believe ;color is for the bots only.

;com_blood 1

Values     : Boolean
Map Reload : N
Definition : "toggle the blood mist effect in the gib animations. 0 option for 
no gibs and no blood on hits" 
Result     : If you want to turn off gibs and other blood effects offline, 
setting this to 0 would do it.  This usually results in a small FPS boost for PC 
Q3A and would probably do the same on the DC.  This takes effect instantly.  
However, this does not work online as D Green noted: One other thing I noticed 
about the faq was that with the command: "com_blood 0" you failed to mention 
that with the DC version of the game the command works only offline.  
Otherwise, this would be a huge FPS boost when playing online.

;crosshair0 4
;crosshair1 4
;crosshair2 4
;crosshair3 4

Values     : 0 <-> 25
Map Reload : N
Definition : This is the CROSSHAIR setting in player options.  Player 1's 
crosshair is set by ;crosshair0 etc and so forth. 
Result     : This allows each player to sets his/her/its crosshair.  While 0 
will remove your crosshair, 1 <-> 9 represent A <-> I under player options.  The 
other 16 represent different custom cursors.  Once you go past 25, you get a 
black box that represents graphics that the DC doesnt know how to draw.

;dedicated 0

Values     : 0 <-> 2
Map Reload : N
Definition : "set console to server only 0 is a listen, 1 is lan, and 2 is 
internet (command line cvar causes engine not to load 3D game just a server 
console C:\Q3TEST\quake3.exe +set dedicated 2) - Dekard"
Result     : Since the DC can't operate a server, this command is probably 
useless and will not do you any good.

;dmflags 0

Values     : Boolean
Map Reload : N
Definition : set deathmatch flags originally I posted the values of Quake 2 
dmflags but have since tested them and most of them don't work 
Result     : I'm not sure what this means at all.

;fraglimit 20

Values     : 0 <-> 100
Map Reload : Y
Definition : "set fraglimit on a server (0 is no limit)"
Result     : This sets your fraglimit on a map.  For a time-based match, set 
this to 0.

;fs_basepath a:\quake3

Values     : valid path?
Map Reload : ???
Definition : "set base path root C:\Program Files\Quake III Arena for files to 
be downloaded from this path may change for TC's and MOD's"
Result     : I wouldn't mess with this as it is an internal variable.  

;fs_cdpath c:\quake

Values     : valid path?
Map Reload : ???
Definition : "possibly a variable to use when the full CD was copied to the HDD"
Result     : I wouldn't mess with this one either.

;fs_debug 0

Values     : Boolean?
Map Reload : ?
Definition : "possibly enables file server debug mode for download/uploads or 
something"
Result     : ?

;fs_filesearch 0

Values     : ?
Map Reload : ?
Definition : ?
Result     : ?

;fs_netpath k:\quake3dcr

Values     : ?
Map Reload : ?
Definition : ?
Result     : ?

;fs_restrict " "

Values     : Boolean?
Map Reload : ?
Definition : "demoversion if set to 1 restricts game to 4 arenas like the Q3A 
demo"
Result     : ?

;g_allowvote 1

Values     : Boolean
Map Reload : ???
Definition : "toggle the use of voting on a server"
Result     : Unless you run a server or have cheats enabled, you won't be able 
to use this online.

;g_debugalloc 0

Values     : Boolean?
Map Reload : ?
Definition : "possibly debugging tool for memory allocation?"
Result     : I tend to avoid anything relating to debugging at this point.

;g_debugdamage 0

Values     : Boolean?
Map Reload : ?
Definition : "debugging tool for damage effects?"
Result     : I tend to avoid anything relating to debugging at this point.

;g_debugmove 0

Values     : Boolean?
Map Reload : ?
Definition : "debugging tool for brush/entity movements?"
Result     : I tend to avoid anything relating to debugging at this point.

;g_forcerespawn 5

Values     : >= 0
Map Reload : ?
Definition : "set the respawn time in seconds, 0 = don't force respawn"
Result     : This is the maximum time you can wait before respawning.

;g_friendlyfire 0

Values     : Boolean
Map Reload : ?
Definition : "toggle damage caused by friendly fire 1 = can kill or injure 
teammate"
Result     : This will allow you to kill/injure your teammate in team games.

;g_gravity 800

Values     : >= 0
Map Reload : N
Definition : "set the gravity level. (this is normally set by a property of the 
map loaded)"
Result     : The closer gravity is to 0, the less gravity has an effect on you.

;g_gametype 0

Definition : "0 - Free For All 1 - Tournament 2 - Single Player 3 - Team 
Deathmatch 4 - Capture the Flag"
Result     : You can change the game type with a map reload.  However, if you 
load a CTF game into a non-CTF map, Q3A will return to the menu screen.

;g_inactivity 0

Values     : >= 0
Map Reload : ???
Definition : "set the amount of time a player can remain inactive before kicked"
Result     : ???

;g_knockback 1000

Values     : >= 0
Map Reload : ???
Definition : "the knockback from a weapon, higher number = greater knockback."
Result     : The results of a high knockback value are quite humorous IMHO.

;g_maxgameclients 

Values     : >= 0
Map Reload : ???
Definition : "set maximum # of players who may join the game the remainder of 
clients are forced to spectate - Holesinswiss"
Result     : This is a server command that has no bearing on the DC I think.

;g_motd

Values     : text
Map Reload : ???
Definition : "set message of the day to "X" (see "cl_motd" to display it)"
Result     : This is another server level command.

;g_password " "

Values     : text
Map Reload : ???
Definition : "set the serverside password players use to get on the server"
Result     : For an online game, this would be the password you need to enter.

;g_quadfactor 3

Values     : >= 0
Map Reload : ???
Definition : "allows the admin to set the amount of damage the quad damage will 
do."
Result     : This sets the multiply factor of the Quad.

;g_restarted 0

Values     : Boolean
Map Reload : ???
Definition : "read only variable that is toggled when the game has been 
restarted in match mode this sets an event trap for if warmup is needed"
Result     : ???

;g_spawards " "

Values     : Boolean
Map Reload : ???
Definition : "variable holds the names of the award icons that have been earned 
in the tier levels in single player mode"
Result     : I don't think you can change this on the fly.

;g_speed 320

Values     : >= 0
Map Reload : ???
Definition : "how fast you move in Q3Test. The greater the number, the greater 
the velocity"
Result     : This controls how fast players move in the arena.

;g_spscores1 " "
;g_spscores2 " "
;g_spscores3 " "
;g_spscores4 " "
;g_spscores5 " "

Values     : >= 0
Map Reload : ???
Definition : "holds your scores on skill level 1-5 in single player games - Dr 
Qube"
Result     : ???

;g_spskill 2

Values     : 1 <-> 5
Map Reload : ???
Definition : "holds your current skill level for single player 1 = I can win 2 = 
bring it on 3 = hurt me plenty 4 = hardcore and 5 = nightmare"
Result     : See above.

;g_syncronousclients 0

Values     : Boolean?
Map Reload : ???
Definition : "toggle synching of all client movements (1 required to record 
server demo) show "snc" on lagometer "John Carmack""
Result     : See above.

;g_warmup 20

Values     : >= 0
Map Reload : ???
Definition : "the warmup time for tournament play is set with g_warmup. A 
tournament game is implicitly a one on one match, and further players are 
automatically entered as spectators (note, when the game starts, all clients, 
including the spectators respawn). You can follow the players by using Steam 
follow1T, Steam follow2T, and you can be a scoreboard by using Steam 
scoreboardT., "Graeme Devine""
Result     : See above.

;g_weaponrespawn 5

Values     : >= 0
Map Reload : ???
Definition : "set time before a picked up weapon will respawn again 0 = weapons 
stay"
Result     : See above.

;gamename "baseq3"

Values     : ???
Map Reload :
Definition : "display the game name for TC's basedir would be other than baseq3"
Result     :

;handicap 100
;handicap0 100
;handicap1 100
;handicap2 100
;handicap3 100

Values     : 1 <-> 100
Map Reload : N
Definition : "set player handicap (max health), valid values 1 - 99"
Result     : You can set your handicap anytime during play.  I believe ;handicap 
is for the bots.  On the other hand, ;handicap0 <-> 3 represent Players 1 <-> 4.  
Even though the in-game options only go by multiples of 5, the variable can be 
non-multiples of 5.

;invertmouse0 0
;invertmouse1 0
;invertmouse2 0
;invertmouse3 0

Values     : Boolean
Map Reload : N
Definition : This is the "Invert Mouse" setting for each player.
Result     : This sets "Invert Mouse" ON/OFF for players 1 <-> 4.

;joystickx0 3
;joystickx1 3
;joystickx2 3
;joystickx3 3

Values     : 0 <-> 6
Map Reload : N
Definition : This sets the JOYSTICK X slider setting. (0 for Player 1 etc)
Result     : This sets the JOYSTICK X slider for each player, which in turn 
determines the X sensitivity of the analog stick or the Panther DC flight stick.  
Note that a click on the slider is equal to 0.24 for this variable.  However, 
you do not need to enter multiples of 0.24 in the console. 

;joysticky0 3
;joysticky1 3
;joysticky2 3
;joysticky3 3

Values     : 0 <-> 6
Map Reload : N
Definition : This sets the JOYSTICK Y slider setting. (0 for Player 1 etc). 
Result     : This sets the JOYSTICK Y slider for each player, which in turn 
determines the Y sensitivity of the analog stick or the Panther DC flight stick.  
Note that a click on the slider is equal to 0.24 for this variable.  However, 
you do not need to enter multiples of 0.24 in the console. 

;jumppack0 1
;jumppack1 1
;jumppack2 1
;jumppack3 1

Values     : Boolean
Map Reload : N
Definition : This sets the JUMP PACK option for each player.
Result     : This sets the JUMP PACK option for Players 1 <-> 4.

;lookspring0 1
;lookspring1 1
;lookspring2 1
;lookspring3 1

Values     : Boolean
Map Reload : N
Definition : This sets the AUTO CENTER option.
Result     : This sets the AUTO CENTER option for Players 1 <-> 4.

;model Sarge
;model0 Sarge/default 
;model1 Sarge/red
;model2 Sarge/blue
;model3 Sarge

Values     : <skin name>/<team color> (team color required in team games)
             <skin name> i.e., Orbb, Keel, Hunter, Major, etc.                     
             <team color> red, blue, default (for non team games) 
Map Reload : dependent on situation (see below)
Definition : This allows you to change your skin.
Result     : You can only change your skin/model between maps except when 
someone else (bot or human) already has that same skin model.  Then you'll 
change instantly.  If you leave team color blank, it defaults to the non-team 
skin for that model.

;mousex0 20
;mousex1 20
;mousex2 20
;mousex3 20

Values     : 0 <-> 100
Map Reload : N
Definition : This sets the MOUSE X slider setting for players 1 <-> 4. 
Result     : This controls how fast or slow your X/horizontal mouse movements 
are (or trackball movements on the Panther DC).  Each click on the slider is 
equal to 4 for this command so set accordingly.  However, you do not need to 
enter multiples of 4 in the console.

;mousey0 20
;mousey1 20
;mousey2 20
;mousey3 20

Values     : 0 <-> 100
Map Reload : N
Definition : This sets the MOUSE Y slider setting for players 1 <-> 4.
Result     : This controls how fast or slow your Y/vertical mouse movements are 
(or trackball movements on the Panther DC).  Each click on the slider is equal 
to 4 for this command so set accordingly.  However, you do not need to enter 
multiples of 4 in the console.

;name NONAME
;name0 NONAME
;name1 NONAME
;name2 NONAME
;name3 NONAME

Values     : whatever screen name you wish to enter for DC Q3A
Map Reload : N
Definition : This allows each player to set its name.
Result     : You can change your name anytime during combat.  To change the 
color of text, press the function keys on the DC keyboard:
F1 = Gray
F2 = Red
F3 = Green
F4 = Yellow
F5 = Blue
F6 = Purple
F7 = Maroon
F8 = White
F9 = Blinking (try not to use - it annoys a lot of people)

;net_whoami " "

Values     : ???
Map Reload : ???
Definition : A command that is used online and tells you your current ip that 
you are connected with. (D Green)
Result     : ???

;password " "

Values     : text
Map Reload : N
Definition : This is the password for maps online that require it
Result     : This allows you to enter a password for online maps requiring it?

;port0
;port1
;port2
;port3

Values     : ???
Map Reload : ???
Definition : ???
Result     : ???

;r_ambientscale 0.5

Values     : >= 0
Map Reload : N
Definition : "set the scale or intensity of ambient light"
Result     : Between this and r_directedscale, this seems to determine how 
bright the models look against light is shone upon them.

;r_allowextensions 1

Values     : Boolean
Map Reload : ???
Definition : "use all of the OpenGL extensions your card is capable of"
Result     : If the DC uses OpenGL to draw the game, I suggest you keep this 1.

;r_clear 0

Values     : Boolean
Map Reload : ???
Definition : "toggle the clearing of the screen between frames"
Result     : The jury is still out on this one -  I'm not sure what this does.

;r_colorbits 0

Values     : Boolean
Map Reload : ???
Definition : "set number of bits used for each color from 0 to 32 bit"
Result     :

;r_colormiplevels 0

Values     : Boolean
Map Reload : ???
Definition : ""texture visualization tool" John Carmack"
Result     :

;r_customaspect 1

Values     : ???
Map Reload : ???
Definition : "toggle the use of custom screen resolution/sizes"
Result     : ???

;r_customheight 1024

Values     : ???
Map Reload : ???
Definition : "custom resolution (Height)"
Result     : ???

;r_customwidth 1600

Values     : ???
Map Reload : ???
Definition : "custom resolution (Width)"
Result     : ???

;r_debuglight 0

Values     : ???
Map Reload : ???
Definition : "possibly toggle debugging of lighting effects"
Result     : ???

;r_debugsort 0

Values     : ???
Map Reload : ???
Definition : "possibly toggle debugging of sorting of list like scoreboard"
Result     : ???

;r_debugsurface 0

Values     : ???
Map Reload : ???
Definition : "possibly used for debugging the curve rendering and possibly for 
map debugging."
Result     : ???

;r_debugsurfaceupdate 1

Values     : ???
Map Reload : ???
Definition : "possibly used for debugging the curve rendering and possibly for 
map debugging."
Result     : ???

;r_depthbits 0

Values     : ???
Map Reload : ???
Definition : "set number of bits used for color depth from 0 to 24 bit"
Result     : ???

;r_detailtextures 1

Values     : Boolean
Map Reload : Y
Definition : toggle the use of detailed textures, when disabled every stage of a 
shader is rendered except those with the keyword "detail". when enabled detail 
stages are also rendered. in proper use the detail stages are supposed to 
enhance the texture's visual quality when viewed close up. more information is 
available in the shader manual included in the GTK Radiant install. - Rroff
Result     : I really couldn't tell if there was much of a difference.  I'd 
probably turn this off to save processing and maybe help with FPS.

;r_directedscale 1

Values     : >= 0
Mad Reload : N
Definition : set scale/intensity of light shinning directly upon objects
Result     : I would not mess with this or ;r_ambientscale that much unless you 
want your enemies to be darker than default.  If you make the value higher, the 
brighter objects (models, walls, etc) will be when light hits them.

;r_dlightbacks 1

Values     : Boolean
Map Reload : ?
Definition : "brighter areas are changed more by dlights than dark areas. I 
don't feel TOO bad about that, because its not like the dlight is much of a 
proper lighting simulation even in the best case..."
Result     : This is not the same as r_dynamiclight, but it does have an effect 
on certain walls and shaded areas.

;r_drawbuffer "GL_BACK"

Values     : ???
Mad Reload : N
Definition : "set which frame buffer to draw into. basically you draw into a 
"back" buffer while simultaneously showing a "front" buffer. next frame you 
"swap" these. the benefit is that you won't "see" the actual painting of the 
image take place. - Questy/Carl"
Result     : If I knew how to change the variable, I would mess with it.

;r_drawentities 1

Values     : Boolean
Map Reload : N
Definition : "toggle display of brush entities"
Result     : There is some good news and bad news.  The good news is that you 
clear out most of the Heads Up Display and your weapon from your screen (it is 
still equipped though).  This would normally help your FPS a lot.  However, the 
bad news is this: you can't see the powerups or your enemies!  Avoid this one 
please unless you really just feel like messing around.

;r_drawsun 0

Values     : Boolean
Map Reload : ?
Definition : set to zero if you do not want to render sunlight into the equation 
of lighting effects
Result     : I really couldn't tell the difference in the lighting when I 
changed this from 0 to 1 even with a map change.  If anyone can tell me how to 
really distinguish the differences, let me know.

;r_drawworld 1

Values     : Boolean
Map Reload : N
Definition : "toggle rendering of map architecture"
Result     : Unless you feel like playing in complete darkness, don't set this 
to 0.  You can still see items/powerups though.

;r_dynamiclight 1

Values     : Boolean
Map Reload : N
Definition : "toggle dynamic lighting (different "dynamic" method of rendering 
lights)"
Result     : Models tend to look darker - your HUD (heads up display) won't look 
as bright either.

;r_ext_compress_textures 1

Values     : Boolean
Map Reload : N
Definition : "toggle compression of textures"
Result     :

;r_ext_gamma_control 1

Values     : Boolean
Map Reload : N
Definition : "enable external gamma control settings"
Result     :

;r_ext_multitexture 1

Values     : Boolean
Map Reload : N
Definition : "toggle hardware mutitexturing if set to zero is a direct FPS 
benefit"
Result     : 

;r_ext_texture_env_add 1

Values     : Boolean
Map Reload : N
Definition : "toggle additive blending in multitexturing. If not present, OpenGL 
limits you to multiplicative blending only, so additive will require an extra 
pass. - Questy/Carl "
Result     :

;r_faceplanecull 1

Values     : Boolean
Map Reload : N
Definition : "toggle culling of brush faces not in view (0 will slow FPS)"
Result     :

;r_flarefade 7

Values     : Boolean
Map Reload : N
Definition : "set scale of fading of flares in relation to distance"
Result     :

;r_flares 0

Values     : Boolean
Map Reload : ???
Definition : "toggle projectile flare and lighting effect. the flare effect is a 
translucent disk that is used to alter the colors around lights with a corona 
effect"
Result     : I would assume keeping this 0 would keep your FPS up.

;r_flaresize 40

Values     : Boolean
Map Reload : N
Definition : "set the size of flares? I wish you could make the big balls 
smaller now those are flares"
Result     :

;r_fullbright 0

Values     : Boolean
Map Reload : Y
Definition : toggle textures to full brightness level
Result     : This command makes the map textures brighter without removing them 
with pure light like r_lightmap.  I'm not sure if this increases or decreases 
FPS, but it does make maps look cleaner and brighter. 

;r_fullscreen 1

Values     : Boolean
Map Reload : N
Definition : "toggle full screen or play in a window"
Result     : This doesn't actually change anything on a DC.

;r_gamma 1

Values     : Boolean
Map Reload : N
Definition : "gamma correction"
Result     :

;r_ignore 1

Values     : Boolean
Map Reload : N
Definition : "possibly ignores hardware driver settings in favor of variable 
settings"
Result     :

;r_ignorefastpath 1

Values     : Boolean
Map Reload : N
Definition : "possibly to disable the looking outside of the PAK file first 
feature in case of duplicate file names etc."
Result     :

;r_ignoreglerrors 1

Values     : Boolean
Map Reload : N
Definition : "ignores OpenGL errors that occur"
Result     :

;r_ignorehwgamma 0

Values     : Boolean
Map Reload : N
Definition : "possibly to toggle the use of DirectX gamma correction or video 
driver gamma correction?"
Result     :

;r_intensity 1

Values     : Boolean
Map Reload : N
Definition : "increase brightness of texture colors (may be like gl_modulate?)"
Result     :

;r_lightmap 0

Values     : Boolean
Definition : toggle entire map to full brightness level all textures become 
blurred with light
Map Reload : N
Result     : ;r_lightmap 1 looks like someone white washed the whole map save 
for a few out of the way textures (really high pillars, the sky, etc).  This 
probably increases FPS a lot, but I don't know if it is really worth looking at 
it unless you are really desparate for an FPS increase.

;r_lockpvs 0

Values     : Boolean
Map Reload : N
Definition : "disable update to PVS table as player moves through map (new areas 
not rendered) - Randy"
Result     :

;r_lodcurveerror 64

Values     : Boolean
Map Reload : N
Definition : "another level of detail setting if set to 10000 "don't drop curve 
rows for a long time" John Carmack (really mean 3D cards only??)"
Result     : This seems to make your game less smooth when you move the mouse 
quickly

;r_lodscale 5

Values     : Boolean
Map Reload : N
Definition : "set scale for level of detail adjustment"
Result     : Im not sure how much of an effect this have on the game.  I cant 
really tell.  

;r_mapoverbrightbits 2

Values     : 0 <-> 2
Map Reload : Y
Definition : "set intensity level of lights reflected from textures"
Result     : This can help determine how bright certain textures are when light 
is shone on them.

;r_measureoverdraw 0

Values     : Boolean
Map Reload :
Definition : "overdraw' is when the same pixel is written to more than once when 
rendering a scene. I guess r_measureOverdraw is used to see how much is going 
on. used for software rendering"
Result     :

;r_mode 3

Values     : 1 <-> 5?
Map Reload :
Definition : "set video display mode (resolution), use listmodes for list of 
modes (3 is 640X480)"
Result     :

;r_nobind 0

Values     : Boolean
Map Reload : ???
Definition : "toggle the binding of textures to triangles"
Result     : This completely messed up the graphics on Q3A.  Keep this 0.

;r_nocull 0

Values     : Boolean
Map Reload : ???
Definition : "toggle rendering of hidden objects (1=slow performance)"
Result     : This completely messed up the graphics on Q3A.  Keep this 0.

;r_nocurves 0

Values     : BooleanMap Reload : N
Definition : "map diagnostic command toggle the use of curved geometry"
Result     : This removes all curved geometry/surfaces from the game.

;r_noportals 0

Values     : Boolean
Map Reload : N
Definition : "toggle player view through portals"
Result     : I don't think this works on the DC at all.

;r_norefresh 0

Values     : Boolean
Map Reload : N
Definition : "toggle the refreshing of the rendered display"
Result     : Setting this to 1 put me in complete darkness.

;r_novis 0

Values     : Boolean
Map Reload : N
Definition : "the VIS tables hold information about which areas should be 
displayed from other areas."
Result     : 

;r_offsetfactor -1

Values     : ???
Map Reload : N
Definition : "control the OpenGL Polygon Offset, If you see lines appearing in 
decals, or they seem to flick on and off, these variables may help out. - 
Questy/Andre"
Result     : Setting this to 1 put me in complete darkness.

;r_offsetunits -2

Values     : ???
Map Reload : N
Definition : "see r_offsetfactor"
Result     : 

;r_overbrightbits 1

Values     : ???
Map Reload : N
Definition : "possibly similar to r_mapOverBrightBits (no visible effect on 
mine)"
Result     : 

;r_portalonly 0

Values     : Boolean
Map Reload : N
Definition : "when set to "1" turns off stencil buffering for portals, this 
allows you to see the entire portal before it's clipped, i.e. more of the room, 
to get a better feel for who's in there before you jump in."
Result     : I tried turning portals on with ;r_noportals 0 and ;r_portalonly 1, 
but I still couldn't get a preview look through the portals.

;r_primitives 1

Values     : -1 <-> 3
Map Reload : N
Definition : set the rendering method. -1 = skips drawing 0 = uses 
glDrawElements if compiled vertex arrays are present, or strips of 
glArrayElement if not present 1 = forces strips 2 = forces drawElements 3 = path 
for non-vertex array testing "John Carmack"
Result     : One warning...don't ever use ;r_primitives 0 - you will no longer 
be able to see anything; the screen goes black.  Everything is still there 
though.  You can type ;r_primitives 1 to get back to normal.  I could not tell 
any differences between the values (except for 0 obviously).

;r_printshaders 0

Values     : Boolean
Map Reload : N
Definition : "possibly toggle the printing on console of the number of shaders 
used? "
Result     : 

;r_railcorewidth 6

Values     : >= 0
Map Reload : ?
Definition : "set size of the rail trail's core"
Result     :

;r_railsegmentlength 32

Values     : >= 0
Map Reload : ?
Definition : "set distance between rail "sun bursts""
Result     : 

;r_railwidth 16

Values     : >= 0
Map Reload : ?
Definition : "set width of the rail trail"
Result     :

;r_roundimagesdown 1

Values     : >= 0
Map Reload : ?
Definition : set rounding down amount (larger = faster, lower quality) 
Result     : I really could not tell a difference as of yet.

;r_showcluster 0

Values     : Boolean
Map Reload : ?
Definition : "toggle the display of clusters by number as the player enters them 
on the currently loaded map<maddog"
Result     :

;r_showimages 0

Values     : Boolean
Map Reload : ?
Definition : "toggle displaying a collage of all image files when set to a 
one...texture use debugging tool"
Result     :

;r_showsky 0

Values     : Boolean
Map Reload : ?
Definition : "enable rendering sky in front of other objects"
Result     :

;r_singleshader 0

Values     : Boolean
Map Reload : ?
Definition : "possibly toggles use of 1 shader for objects that have multiple 
shaders"
Result     :

;r_skipbackend 0

Values     : Boolean
Map Reload : ?
Definition : "possibly to toggle the skipping of the backend video buffer"
Result     :

;r_speeds 0

Values     : Boolean
Map Reload : ?
Definition : "possibly to toggle the skipping of the backend video buffer"
Result     : This reports ongoing status about the bots at a high speed.  

;r_stencilbits 8

Values     : 0, 8, 16
Map Reload : ?
Definition : "stencil buffer size (0, 8bit, and 16bit)"
Result     :

;r_subdivisions 4

Values     : 1 <-> 9
Map Reload : Y
Definition : set maximum level of detail. (an example would be the complexity of 
curves. 1=highest detail)
Result     : So far, I can't get it to change values when I reload maps.  I can 
set it and change the value, but when the map reloads, it resets to 4.

;r_swapinterval 0

Values     : Boolean
Map Reload : ?
Definition : "toggle frame swapping. "
Result     :

;r_verbose 0

Values     : Boolean
Map Reload : ?
Definition : "toggle display of rendering commands as they happen on the 
console"
Result     : More data is spewed through the console as you enter data.

;r_vertexlight 0

Values     : Boolean
Map Reload : ?
Definition : "enable vertex lighting (faster, lower quality than lightmap) 
removes lightmaps, forces every shader to only use a single rendering pass, no 
layered transparancy, environment mapping, world lighting is completely static, 
and there is no dynamic lighting when in vertex lighting mode. (recommend 
dynamiclight 0 and this 1) direct FPS benefit "John Carmack""
Result     : 

;r_znear 4

Values     : >= 0
Map Reload : ?
Definition : "set how close objects can be to the player before they're clipped 
out of the scene - Questy/Andre"
Result     : This is actually considered a cheat - if you set the variable high 
enough, you can see through walls.

;rate 4000

Values     : >= 0
Map Reload : ???
Definition : "modem speed/rate of data transfer "4500" (take a zero off the end 
of your connection speed?)"
Result     : For modem users/HPBs, I think you can move this up to 4800 but no 
more than 5000.  For broadband users/LPBs, the default is 25000.  If you try to 
put it too high online, you mess with the server and your connection to it.

;raster 1

Values     : Boolean
Map Reload : N
Definition : This allows you to access commands that you normally can't from the 
console.
Result     : You can use commands like ;cvarlist to find out all the variables, 
which is what I did.  

;run0 1
;run1 1
;run2 1
;run3 1

Values     : Boolean
Map Reload : N
Definition : This is the ALWAYS RUN setting.
Result     : This sets the ALWAYS RUN settings for Players 1 <-> 4.

;s_debug 0

Values     : Boolean
Map Reload : N
Definition : ???
Result     : ???

;s_musicvolume 1

Values     : >= 0
Map Reload : Y
Definition : This corresponds to the MUSIC slider in options.
Result     : Even though you can lower the music volume with the slider and have 
it take effect immediately, you need a map reload to use the command.  Go fig.  
I'd rather go into options if that is the case.

;s_stereo 1

Values     : Boolean
Map Reload : N
Definition : This corresponds to the STEREO sound option.
Result     : This sets your stereo setting.

;s_volume 1

Values     : >= 0
Map Reload : Y
Definition : This corresponds to the EFFECTS slider in options.
Result     : Even though you can lower the music volume with the slider and have 
it take effect immediately, you need a map reload to use the command.  Go fig.  
I'd rather go into options if that is the case.

;session 2 
;session0 0 300 1 0 0 0
;session1 0 300 1 0 0 0
;session2 0 300 1 0 0 0
;session3 0 300 1 0 0 0

Values     : Multiple Numeric
Map Reload : ???
Definition : "possibly to set up multiple addresses and sockets for multiple 
servers on one machine (can you say BFServer with multiple processors?)"
Result     : This sets your stereo setting.

;sex MALE
;sex1 MALE
;sex2 FEMALE
;sex3 NEUTRAL
;sex4 MALE

Values     : MALE or FEMALE or NEUTRAL
Map Reload : ???
Definition : "set gender for model characteristics (sounds, obituary's etc.)"
Result     : See above.

;snaps 20

Values     : >= 0
Map Reload : ???
Definition set the number of snapshots sever will send to a client (server run 
at 40Hz, so use 40, 20, or 10) -Randy"
Result     : See above.

;statusbar0 1
;statusbar1 1
;statusbar2 1
;statusbar3 1

Values     : Boolean
Map Reload : N
Definition : This is the STATUS BAR switch under options.
Result     : This allows you to turn on/off your Heads Up Display.

;sv_cyclemap 1

Values     : Boolean
Map Reload : Y
Definition : I am assuming that this allows the maps to cycle.
Result     : See above.

;sv_hostname NONAME

Values     : >= 0
Map Reload : ???
Definition : "set the name of the server "Shadowlands""
Result     : See above.

;sv_keywords " "

Values     : >= 0
Map Reload : ???
Definition : "variable holds the search string entered in the internet 
connection menu"
Result     : This string is used to search for specific servers.

;sv_mapchecksum 0

Values     : Boolean
Map Reload : N
Definition : "allows check for client server map to match"
Result     : This string is used to search for specific servers.

;sv_mapname " "

Values     : text
Map Reload : Y
Definition : "display the name of the current map being used on a server"
Result     : This string is used to search for specific servers.

;sv_maxclients 4

Values     : >= 0
Map Reload : N
Definition : "maximum number of people allowed to join the server dedicated 
server memory optimizations. Tips: com_hunkMegs 4 sv_maxclients 3 bot_enable 0 
"John Carmack""
Result     : This string is used to search for specific servers.

;sv_paks " "

Values     : text
Map Reload : Y
Definition : "variable holds the checksum of all pk3 files"
Result     : Huh?

;sv_pure 0

Values     : Boolean
Map Reload : Y
Definition : "disallow native DLL loading if sv_pure, requires clients to only 
get data from pk3 files the server is using "John Carmack""
Result     : You can not change sv_pure from the default value in the console.

;sv_reconnectlimit 3

Values     : text
Map Reload : Y
Definition : "number of times a disconnected client can come back and reconnect"
Result     : Huh?

;sv_running 1

Values     : text
Map Reload : Y
Definition : "variable flag tells the console weather or not a local server is 
running"
Result     : Huh?

;sv_serverid XXXXXXX

Values     : text
Map Reload : Y
Definition : ID # of the server you're playing on?
Result     : Huh?

;sv_showloss 0

Values     : text
Map Reload : Y
Definition : "toggle sever packet loss display"
Result     : Huh?

;sv_timeout 120

Values     : >= 0
Map Reload : 
Definition : "sets the amount of time for the server to wait for a client packet 
before assuming a disconnected state."
Result     : This is your online timeout.

;sv_zombietime 2

Values     : >= 0
Map Reload : 
Definition : "the amount of time in minutes before a frozen character is removed 
from the map."
Result     : This is the time between when you die and your body is removed from 
the map.

;thirdperson0 0
;thirdperson1 0
;thirdperson2 0
;thirdperson3 0

Values     : Boolean
Map Reload : N
Definition : This is the BODY VIEW setting in options.
Result     : This allows Players 1 <-> 4 to change the view.

;timedemo 0

Values     : Boolean
Map Reload : Y
Definition : "when set to "1" times a demo and returns frames per second like a 
benchmark"
Result     : This is supposed to run a benchmark, but I have never seen it.

;timelimit 0

Values     : >= 0
Map Reload : ?
Definition : 
Result     : This changes the timelimit for any given game.

;timescale 1

Values     : >= 0
Map Reload : ?
Definition : set the ratio between game time and real time
Result     : This may be only used when online.  I didn't see any changes 
offline.

;triggerL0 3
;triggerL1 3
;triggerL2 3
;triggerL3 3

Values     : 0 <-> 6
Map Reload : N
Definition : This sets the LEFT TRIGGER slider for each player.
Result     : This controls how sensitive the left trigger is when pressed.  Note 
that a click on the slider is equal to 0.24 for this variable.  Anyway, I set 
this to the max (6) so it doesn't matter as much to me.

;triggerR0 3
;triggerR1 3
;triggerR2 3
;triggerR3 3

Values     : 0 <-> 6
Map Reload : N
Definition : This sets the RIGHT TRIGGER slider for each player.
Result     : This controls how sensitive the right trigger is when pressed.  
Note that a click on the slider is equal to 0.24 for this variable.  
Anyway, I set this to the max (6) so it doesn't matter as much to me.

################################################################################
# CHAPTER IV  - COMMANDS                                                       #
################################################################################

Like the variables, commands are listed alphabetically for convenience. The list 
is not as long though (39 commands total).

;ADDBOT <model>

Parameters : <model> any model name of a bot that has been kicked
Map Reload : N
Definition : the "addbot <model>" command only works with a model that has 
already been added then kicked out from the loaded map. This is an offline-only 
command. (D Green)
Result     : A bot that you have kicked from an offline game can be readded.  

;CALLVOTE <command>

Parameters : <command> map_restart or map or g_gametype or kick
Map Reload : N
Definition : "callvote <command> vote <y/n> Caller automatically votes yes vote 
has a 30 second timeout each client can only call 3 votes a level vote is 
displayed on screen with totals "John Carmack" vote commands are: map_restart, 
nextmap, map , g_gametype and kick ."
Result     : See above.;help

;CLEAR

Parameters : NONE
Map Reload : N
Definition : This commands clear the text in the console.
Result     : Your console is clearer.

;CMD 

Parameters : NONE
Map Reload : N
Definition : "send a command to server remote console"
Result     : Your console is clearer.

;CONNECT <server>

Parameters : <server> server in IP format xxx.xxx.xxx.xxx:xxxxx or URL format
Map Reload : N/A
Definition : "connect to server (connect 204.52.135.50) or (connect 
serverURL.com)"
Result     : This is how you connect to an unofficial DC Q3A server.

;CVARLIST <parameter1>

Parameters : <parameter1> substring to search variable list (leave none for all)
Map Reload : N
Definition : This shows you a list of variables based on the paramater entered.
Result     : One you use ;raster 1, this command will give you the entire list 
of variables or any subset (like ;CVARLIST A to see commands that begin with a).

;DEMO <demoname>

Parameters : <demoname> name of demo to run
Map Reload : Y
Definition : "play demo (demo q3demo001.dm3)"
Result     : If you can find a valid demo file, you can run a Q3A demo I think.

;DUMPUSER <name>

Parameters : <demoname> name of demo to run
Map Reload : N
Definition : "display user info (handicap, model/color, rail color, 
more...)(dumpuser "<name>")"
Result     : This gives you all the information about a user be it bot or human.

;FOLLOW <name>

Parameters : <name> bot of human that you want ordered bot to follow
Map Reload : N
Definition : "switch to follow mode (follow "<name>" or follow1 for 1ST place 
follow2 for 2ND etc...)"
Result     : This is one of the orders used in team games.  The bot follows you 
around the map.

;GIVE <item>

Parameters : <item> name of item to give
Map Reload : N
Definition : "cheat - give player item (give railgun)"
Result     : This allows you to give yourself an item.

;GOD

Parameters : NONE
Map Reload : N
Definition : "cheat - give player invulnerability"
Result     : This allows for complete invulnerability.

;HELP <parameter1>

Parameters : <parameter1> substring to search command list (leave none for all)
Map Reload : N
Definition : This is DC Q3A's console command help.
Result     : Without ;raster 1, this command lists 11 commands.  With ;raster 1, 
it lists 39, all of which you'll see here.

;KICK <name>

Parameters : <name> name of player or bot you wish to kick off the server
Map Reload : N
Definition : "kick the player with the given name off the server. if nobody uses 
the name "all" and "all" is specified as player name then everyone is kicked. if 
there are no bots with the name "allbots" and "allbots" is specified as player 
name then all the bots are kicked. (from server console only...kick "<name>")"
Result     : If you have the rights, you can kick people off a server.

;KILL

Parameters : NONE
Map Reload : N
Definition : "kills your player (suicide but can get you unstuck some times)"
Result     : This is an easy way to commit suicide.

;MAP <mapname>

Parameters : <mapname> dc_mapXX (XX = 01 <-> 24) OR dc_ss4XX (XX = 01 <-> 09)
Map Reload : Y
Definition : This causes a map to reload from scratch.
Result     : This will allow you to load any map offline.

;MAP_RESTART

Parameters : NONE
Map Reload : N
Definition : "resets the game on the same map (also plays fight! sound file and 
displays FIGHT!)" actually DC players don't get the FIGHT! Sound, but otherwise 
it does reset the game
Result     : Offline, this allows you to restart the map without going to the 
menu.  I don't think you can use this command online without cheats enabled or 
unless you're the server admin.

;NOCLIP

Parameters : NONE
Map Reload : ???
Definition : "no clipping objects (nothing will be solid)"
Result     :

;NOTARGET 

Parameters : NONE
Map Reload : ???
Definition : "BOTS will not fight/see you (good for getting cool screenshots)"
Result     :

;PATH

Parameters : NONE
Map Reload : N
Definition : "display all current game paths"
Result     : See above.

;PLAY

Parameters : NONE
Map Reload : ???
Definition : "play a sound file (play sound.wav)"
Result     : See above.

;RESET <variable>

Values     : <variable> any DC Q3A variable listed above
Map Reload : dependent on variable
Definition : This command resets a DC Q3A variable back to its default value.
Result     : You can reset any valid variable with this command, but it may not 
take effect until after a map reload.  See variable chapter for details.

;SAY <message>

Parameters : <message> what you want to say to everyone on ther server
Map Reload : N
Definition : "say something to everyone on the server."
Result     : Use this to say something to everyone you're playing against.

;SAY_TEAM <message>

Parameters : <message> what you want to say to your team 
Map Reload : N
Definition : "say something to your team only."
Result     : Use this to send out team command and objectives.

;SAY1 <message>
;SAY2 <message>
;SAY3 <message>
;SAY4 <message>

Parameters : <message> what you want to say to the receiving party
Map Reload : N
Definition : This allows you to send a private message to an individual player.
Result     : You can say something in private to Player 1, 2, 3, or 4 privately.

;SECTORLIST

Parameters : NONE
Map Reload : N
Definition : "lists sectors and number of entities in each on the currently 
loaded map"
Result     : This lists every sector of the map listing the number of entities.

;SERVERINFO

Parameters : NONE
Map Reload : N
Definition : "gives information about local server from the console of that 
server"
Result     : This gives you information on your local server.

;SET <variable> <value>

Parameters : <variable> any of the DC Q3A variables listed in this FAQ
             <value> the corresponding values for the <variable> parameter
Definition : "set a variable (set <variable name> <commands;separate 
by;semi;colon>)"
Result     : You can do most of the same things that the ;SET command does in DC 
Q3A just by typing the variable name and a value.  SET is more used for 
scripting for PC Q3A.  I believe you can use ;SET to set multiple variables and 
run multiple commands within the same line.

;SPMAP

Parameters : NONE
Map Reload : Y
Definition : "load a map with bots spawned in. (cheats disabled)"
Result     : This will attempt to load a map and fail in single player.

;STATUS

Parameters : NONE
Map Reload : N
Definition : "status of currently connected server"
Result     : This returns the status of all players on the server.

;SYSTEMINFO

Parameters : NONE
Map Reload : N
Definition : "returns values for: g_syncronousclients, sv_serverid, and 
timescale."
Result     : See above.

;TCMD

Parameters : NONE
Map Reload : N
Definition : "display the current target command or displays some type of code 
address"
Result     : See above.

;TEAM <status>

Parameters : <status> p, s, red, blue, free, follow1, follow2
Map Reload : N
Definition : "set player status. p=player s=spectator red, blue, or free (team 
free joins smallest/loosing team)also in tourney play team follow1 2 etc.(follow 
players by lead position) team scoreboard your player becomes a scoreboard"
Result     : Entering the command with no parameters shows you your team status.  
If you choose Team S (type ";team s"), you get to spectate.  If you choose p, 
red, blue, or free, you're back in the game.  If you choose follow1, follow2, 
etc., while spectating, you will follow another active player.

;TELL_ATTACKER <message>

Parameters : <message> what you want to say to your most recent attacker
Map Reload : N
Definition : "possibly to pass a complement to your last known attacker..he he 
more like insult"
Result     : You get to speak to your last known attacker/fragger.

;TELL_TARGET <message>

Parameters : <message> what you want to say to your most recent target
Map Reload : N
Definition : "possibly to pass a complement back...ha ha more like "Die Llama""
Result     : You get to speak to your last known target/victim.

;VOTE <yes/no>

Parameters : <yes/no> yes/no vote
Map Reload : N
Definition : "allows user to cast a vote on a called vote usually bound to F1 
(yes) and F2 (no)...(c: callvote <command> vote <y/n> Caller automatically votes 
yes vote has a 30 second timeout each client can only call 3 votes a level vote 
is displayed on screen with totals "John Carmack""
Result     : This is how you vote via console.

;WAIT

Parameters : NONE
Map Reload : N
Definition : "stop execution and wait one game tick (no alias support will be 
added in Q3A per J.C.)"
Result     : This doesn't stop the game when used.

;WHO

Parameters : NONE
Map Reload : N
Definition : Who is playing with you on the map you're on?
Result     : This lists the players (human and bots) that are playing on the map 
you're playing on.

################################################################################
# CHAPTER V  - TWEAKING                                                        #
################################################################################

So you have read most if not all of the commands and variables.  Now you are 
probably asking, how can I use these to help me offline or online (no cheating 
of course)?  Well this is the section where I make suggestions on what variables 
or commands to use to best help your game.

Here is a set of commands that were given to me online from a player who wishes 
to remain anonymous.  Simply drop the console, enter ;raster 1, then enter 
these commands, and enter a new map or server:

;r_mapoverbrightbits 0
;r_fullbright 1
;r_vertexlight 1
;r_dynamiclight 0
;r_detailtextures 0
;cg_shadows 0
;r_ambientscale 200
;r_directedscale 200

Basically, what this does is eliminate most if not all of the textures from the 
game save the models.  It does steady the framerate, but it looks really, really 
bland.  What I tend to do is keep ;r_vertexlight 0 (0 is default).  This returns 
the textures somewhat but makes the game really bright and visible.  I prefer it 
that way.  There are a few other commands that can be used online:

;r_lodcurveerror 0

This makes your game a little more jerky but you are able to move your mouse 
faster.  The command is used mostly to make your movements more smooth.  If you 
prefer it smoother, make it greater than the default of 64 (like 250).  However, 
this may slow your frame rate a little.

;r_ignorefastpath 0
;cg_errordecay

I have seen this mentioned as an improvement in the PnP AutoExec Creator, but I 
cant personally verify it.

################################################################################
# CHAPTER VI  - BIBLIOGRAPHY                                                   #
################################################################################

====================
= Acknowledgements =
====================

Name      : Mark Kim
Pen Name  : Vesther Fauransy
Web Page  : http://www.verasnaship.net/
Email     : verasnaship@verasnaship.net
FAQ       : None (Original and revised copyright template for this FAQ) 
Copyright (c) 1999-2001 Mark Kim/Vesther Fauransy. All Rights Reserved.


Web Site  : http://www.planetquake.com - Planet Quake
Web Page  : http://www.planetquake.com/q3console/ - Commander's Keen Quake 3 
Arena Console Page 
Copyright (c) 2001.  All Rights Reserved.

Web Site  : http://www.allsega.com/ - All Sega
Web Page  : http://members.tripod.com/~oasis900/dccommands.html/ - Quake III 
Arena allsega.com
Copyright (c) 2001.  All Rights Reserved.

Web Site  : PnP Q3 Autoexec Creator
Web Page  : http://www.lanparty.com/pnp/autoexecq3.htm
Copyright (c) 2001.  All Rights Reserved. 

================
= Contributors =
================

Name      : D Green
Email     : player154@hotmail.com

- First to give feedback on my FAQ
- Referenced on several definitions
- Noted many mistakes

Name      : Anon Y. Mous (actual person asked to remain anonymous)
Email     : none

- Gave me advice while online in Q3A on tweaking
- Asked specifically to remain anonymous (if you change your mind, let me know)

===================
= Version History =
===================

-----------------
- Version 2.000 -
-----------------

First revision
Tweaking section added but still incomplete
Added feedback

-----------------
- Version 1.000 -
-----------------

First version
No tweaking section yet
Most commands and variables defined

------------
- Upcoming -
------------

Full tweaking section
Feedback

################################################################################
# CHAPTER VII - EPILOGUE                                                       #
################################################################################

As I continue my research, I will be able to find more and more useful commands 
and variables for DC Q3A.  I will also find better uses for them in making DC 
Q3A a better experience.  Feedback from you (the reader) will help make this a 
better FAQ.  I would appreciate any input on the FAQ itself or any variables or 
commands I may have missed.  Email me at the address below any comments, 
questions, or critiques.  Thank you for taking time to read this.

This Electronically Published Document is copyrighted (c) and trademarked (tm) 
by David Antoine.  All Rights Reserved.  This document is protected by 
applicable copyright laws and international treaties.  Unauthorized 
reproduction, retransmission, and/or a breach of copyright, partial or full, may 
result in civil and criminal penalties and is subject to maximum punishment and 
prosecution to the highest extent possible by law.  Please properly credit David 
J. Antoine where credit is due.  This document is the sole property of David J.
Antoine.

DC Q3A CONSOLE FAQ 
Written by $muvMoney/David J. Antoine
Copyright (c) 2001 $muvMoney/David J. Antoine.  All Rights Reserved.
smuvmoney@ameritech.net
John 14:27
Numbers 6:24