• Portal 2 Megathread Mark VIII - Fuck Compwhizii Edition
    5,003 replies, posted
How do you browse inside a .vpk again?
[QUOTE=Katamari_Jr;29300366]Anyone figured out how to do local splitscreen on the PC, like how they did in L4D?[/QUOTE] Head to SPUF, they have a thread.
[QUOTE=Katamari_Jr;29300366]Anyone figured out how to do local splitscreen on the PC, like how they did in L4D?[/QUOTE] [url]http://forums.steampowered.com/forums/showthread.php?t=1847904[/url]
[QUOTE=SomeDumbShit;29300389]How do you browse inside a .vpk again?[/QUOTE] GCFScape. Just browse to it.
I fucking love this game.
How the hell do I get through the chamber when [sp]wheatley starts playing the classical music and talking about books[/sp]
[QUOTE=guzz60;29296757]Did anybody else feel like the menu's were a little console-ish. You must remember though, I'm trying desperately to think of something to criticize here as the game was basically perfect ...[/QUOTE] I just loved the menu makeover that made it no longer resemble the Source engine. It felt like a very very upgraded Source engine to me which is what it is :v:
And anyone have a link to just the credit song MP3?
[QUOTE=JurajIsNotPirat;29300216]Looks like it didn't replace anything at all. Is there anything I am missing? I am getting angry.[/QUOTE] You need to create a [url=http://developer.valvesoftware.com/wiki/L4D2_Campaign_Add-on_Tutorial]VPK[/url] and put it in the addons folder. At least that's how it works with L4D2.
[QUOTE=TheWhiteFox1;29300348]Just reposting, but how do you get the "You've Made Your Point" achievement? It's the one you get by [sp]refusing to solve the first test in chapter 8.[/sp] Do I just wait there for an hour?[/QUOTE] It's actually [sp]the second, super easy test (chamber) you do 2 times.[/sp]
[QUOTE=saddasta;29300368]You're supposed to pick him up a lot further into the game. You'll see him on a rail into a fire. You'll pass by him, impossible to miss. It'll even say "thank you". :unsmith:[/QUOTE] Thank you, I felt really sad when I couldn't save that poor turret in the incinerator. :unsmith: Also, I found a radio in a rattman's den, was that the final transmission? What do I have to do with it? Just played til the first hard light bridge testchamber, It was 2 am and I had school, but I'll be free this whole week to play :q:
[QUOTE=saddasta;29300342]May I ask why?[/QUOTE] My game is only playable with -nosound. This computer probably just can't handle all the sounds, and well, if I don't disable them it all stutters like fuck and slows the whole game down to under 10 fps. With -nosound it runs smoothly like a baby butt. fuck.
Are the glass effects actual source glass now? Or just pregenerated.
[QUOTE=Maurice;29300470]It's actually [sp]the second, super easy test (chamber) you do 2 times.[/sp][/QUOTE] Ah, alright. Thanks man.
Pregenerated.
Dang, was really looking forward to some new glass when garrysmod eventually switches engine version.. ah well.
Fuck you steam, my pc finally kinda works, and you decide to smash all my happines and thoughts of decrypting portal 2 with Steam guard I don't know jack shit about. Now I STILL can't play :saddowns: (the e-mail addres my account uses is gone, can't acces it anymore) I used Steam support, now I've just to wait.. for god knows how long :smith:
When I was nearing the end of the game, a Modern Marvel episodes about...potatoes came on. Coincidence? I THINK NOT. I seriously freaked out.
[QUOTE=SomeDumbShit;29300613]Dang, was really looking forward to some new glass when garrysmod eventually switches engine version.. ah well.[/QUOTE] Garry's Mod probably isn't switching to a .VPK engine either.
anyone about to livestream Portal 2? I cant afford it and I doubt my computer can run it.
Just finished the singleplayer... It's so awesome. The graphics are awesome! [sp]I'm in space![/sp]
I enabled the developers console, brought it up, typed "map" and then chose the first one which came up (e191 or something) It's a pretty awesome sequence, am I late with this?
[QUOTE=JurajIsNotPirat;29300474]My game is only playable with -nosound. This computer probably just can't handle all the sounds, and well, if I don't disable them it all stutters like fuck and slows the whole game down to under 10 fps. With -nosound it runs smoothly like a baby butt. fuck.[/QUOTE] Well that's odd. Does it happen in all games or just Valve games?
INSERT FRIEND NAME is now playing Portal 2. x111111111111111000000000010
[QUOTE=- Livewire -;29300654]I enabled the developers console, brought it up, typed "map" and then chose the first one which came up (e191 or something) It's a pretty awesome sequence, am I late with this?[/QUOTE] Yeah that's also accessible from the Extras section
[QUOTE=xtndr;29300707]Yeah that's also accessible from the Extras section[/QUOTE] Ah yes, it's the super 8 thing. Still awesome though!
Dunno if this has been posted yet, but... [CODE]"Name","Value","ARCHIVE","SPONLY","GAMEDLL","CHEAT","USERINFO","NOTIFY","PROTECTED","PRINTABLEONLY","UNLOGGED","NEVER_AS_STRING","REPLICATED","DEMO","DONTRECORD","SERVER_CAN_EXECUTE","CLIENTCMD_CAN_EXECUTE","CLIENTDLL","SS","SS_ADDED",,"Help Text" "_autosave","cmd",,,,,,,,,,,,,,,,,,,,"Autosave" "_autosavedangerous","cmd",,,,,,,,,,,,,,,,,,,,"AutoSaveDangerous" "_bugreporter_restart","cmd",,,,,,,,,,,,,,,,,,,,"Restarts bug reporter .dll" "_fov","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Automates fov command to server." "_record","cmd",,,,,,,,,,,,,,,,,,,,"Record a demo incrementally." "_resetgamestats","cmd",,,,,,,,,,,,,,,,,,,,"Erases current game stats and writes out a blank stats file" "_restart","cmd",,,,,,,,,,,,,,,,,,,,"Shutdown and restart the engine." "addip","cmd",,,,,,,,,,,,,,,,,,,,"Add an IP address to the ban list." "adsp_alley_min","122 ",,,,,,,,,,,,,,,,,,,,"" "adsp_courtyard_min","126 ",,,,,,,,,,,,,,,,,,,,"" "adsp_debug","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"" "adsp_door_height","112 ",,,,,,,,,,,,,,,,,,,,"" "adsp_duct_min","106 ",,,,,,,,,,,,,,,,,,,,"" "adsp_hall_min","110 ",,,,,,,,,,,,,,,,,,,,"" "adsp_low_ceiling","108 ",,,,,,,,,,,,,,,,,,,,"" "adsp_opencourtyard_min","126 ",,,,,,,,,,,,,,,,,,,,"" "adsp_openspace_min","130 ",,,,,,,,,,,,,,,,,,,,"" "adsp_openstreet_min","118 ",,,,,,,,,,,,,,,,,,,,"" "adsp_openwall_min","130 ",,,,,,,,,,,,,,,,,,,,"" "adsp_room_min","102 ",,,,,,,,,,,,,,,,,,,,"" "adsp_street_min","118 ",,,,,,,,,,,,,,,,,,,,"" "adsp_tunnel_min","114 ",,,,,,,,,,,,,,,,,,,,"" "adsp_wall_height","128 ",,,,,,,,,,,,,,,,,,,,"" "ai_actbusy_search_time","10 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_auto_contact_solver","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_block_damage","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_clear_bad_links","cmd",,,,,,,,,,,,,,,,,,,,"Clears bits set on nav links indicating link is unusable " "ai_debug_actbusy","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2:" "ai_debug_assault","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_avoidancebounds","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_directnavprobe","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_doors","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_dyninteractions","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Debug the NPC dynamic interaction system." "ai_debug_efficiency","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_enemies","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_enemyfinders","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_eventresponses","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." "ai_debug_expressions","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Show random expression decisions for NPCs." "ai_debug_follow","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_loners","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_looktargets","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_los","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l" "ai_debug_nav","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_node_connect","cmd",,,,,,,,,,,,,,,,,,,,"Debug the attempted connection between two nodes" "ai_debug_ragdoll_magnets","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_shoot_positions","0 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "ai_debug_speech","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_squads","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debug_think_ticks","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_debugscriptconditions","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_default_efficient","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_disable","cmd",,,,,,,,,,,,,,,,,,,,"Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t" "ai_drawbattlelines","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"" "ai_drop_hint","cmd",,,,,,,,,,,,,,,,,,,,"Drop an ai_hint at the player's current eye position." "ai_dump_hints","cmd",,,,,,,,,,,,,,,,,,,,"" "ai_ef_hate_npc_duration","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_ef_hate_npc_frequency","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_efficiency_override","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_enable_fear_behavior","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_expression_frametime","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Maximum frametime to still play background expressions." "ai_expression_optimization","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Disable npc background expressions when you can't see them." "ai_fear_player_dist","720 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_find_lateral_cover","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_find_lateral_los","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_follow_use_points","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_follow_use_points_when_moving","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_force_serverside_ragdoll","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_frametime_limit","50 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"frametime limit for min efficiency AIE_NORMAL (in sec's)." "ai_hull","cmd",,,,,,,,,,,,,,,,,,,,"Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, " "ai_inhibit_spawners","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"" "ai_lead_time","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_LOS_mode","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,,,"" "ai_moveprobe_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_moveprobe_jump_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_moveprobe_usetracelist","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_nav_debug_experimental_pathing","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Draw paths tried during search for bodysnatcher pathing" "ai_navigator_generate_spikes","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_navigator_generate_spikes_strength","8 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_next_hull","cmd",,,,,,,,,,,,,,,,,,,,"Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are " "ai_no_local_paths","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_no_node_cache","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_no_select_box","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_no_steer","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_no_talk_delay","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_nodes","cmd",,,,,,,,,,,,,,,,,,,,"Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a" "ai_norebuildgraph","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_path_adjust_speed_on_immediate_turns","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_path_insert_pause_at_est_end","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_path_insert_pause_at_obstruction","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_post_frame_navigation","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_radial_max_link_dist","512 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_reaction_delay_alert","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_reaction_delay_idle","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_rebalance_thinks","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_report_task_timings_on_limit","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_resume","cmd",,,,,,,,,,,,,,,,,,,,"If NPC is stepping through tasks (see ai_step ) will resume normal processing." "ai_sequence_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_set_move_height_epsilon","cmd",,,,,,,,,,,,,,,,,,,,"Set how high AI bumps up ground walkers when checking steps" "ai_setenabled","cmd",,,,,,,,,,,,,,,,,,,,"Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it." "ai_setupbones_debug","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Shows that bones that are setup every think" "ai_shot_bias","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_shot_bias_max","1 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "ai_shot_bias_min","-1 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "ai_shot_stats","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_shot_stats_term","1000 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_show_connect","cmd",,,,,,,,,,,,,,,,,,,,"Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre" "ai_show_connect_crawl","cmd",,,,,,,,,,,,,,,,,,,,"Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre" "ai_show_connect_fly","cmd",,,,,,,,,,,,,,,,,,,,"Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre" "ai_show_connect_jump","cmd",,,,,,,,,,,,,,,,,,,,"Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre" "ai_show_graph_connect","cmd",,,,,,,,,,,,,,,,,,,,"Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by " "ai_show_grid","cmd",,,,,,,,,,,,,,,,,,,,"Draw a grid on the floor where looking." "ai_show_hints","cmd",,,,,,,,,,,,,,,,,,,,"Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - " "ai_show_hull","cmd",,,,,,,,,,,,,,,,,,,,"Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - " "ai_show_hull_attacks","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_show_node","cmd",,,,,,,,,,,,,,,,,,,,"Highlight the specified node" "ai_show_think_tolerance","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_show_visibility","cmd",,,,,,,,,,,,,,,,,,,,"Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d" "ai_simulate_task_overtime","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_spread_cone_focus_time","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_spread_defocused_cone_multiplier","3 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_spread_pattern_focus_time","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_step","cmd",,,,,,,,,,,,,,,,,,,,"NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no" "ai_strong_optimizations","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_strong_optimizations_no_checkstand","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_task_pre_script","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_test_los","cmd",,,,,,,,,,,,,,,,,,,,"Test AI LOS from the player's POV" "ai_test_moveprobe_ignoresmall","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_think_limit_label","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_use_clipped_paths","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_use_efficiency","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_use_frame_think_limits","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_use_think_optimizations","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_use_visibility_cache","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "ai_vehicle_avoidance","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"" "ainet_generate_report","cmd",,,,,,,,,,,,,,,,,,,,"Generate a report to the console." "ainet_generate_report_only","cmd",,,,,,,,,,,,,,,,,,,,"Generate a report to the console." "air_density","cmd",,,,,,,,,,,,,,,,,,,,"Changes the density of air for drag computations." "alias","cmd",,,,,,,,,,,,,,,,,,,,"Alias a command." "'-alt1'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+alt1'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-alt2'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+alt2'","cmd",,,,,,,,,,,,,,,,,,,,"" "anim_3wayblend","1 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"Toggle the 3-way animation blending code." "anim_showmainactivity","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Show the idle, walk, run, and/or sprint activities." "askconnect_accept","cmd",,,,,,,,,,,,,,,,,,,,"Accept a redirect request by the server." "asw_engine_finished_building_map","cmd",,,,,,,,,,,,,,,,,,,,"Notify engine that we've finished building a map" "async_allow_held_files","1 ",,,,,,,,,,,,,,,,,,,,"Allow AsyncBegin/EndRead()" "async_mode","0 ",,,,,,,,,,,,,,,,,,,,"Set the async filesystem mode (0 = async, 1 = synchronous)" "async_resume","cmd",,,,,,,,,,,,,,,,,,,,"" "async_serialize","0 ",,,,,,,,,,,,,,,,,,,,"Force async reads to serialize for profiling" "async_simulate_delay","0 ",,,,,,,,,,,,,,,,,,,,"Simulate a delay of up to a set msec per file operation" "async_suspend","cmd",,,,,,,,,,,,,,,,,,,,"" "'+attack'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-attack'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-attack2'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+attack2'","cmd",,,,,,,,,,,,,,,,,,,,"" "audit_save_in_memory","cmd",,,,,,,,,,,,,,,,,,,,"Audit the memory usage and files in the save-to-memory system" "autoaim_max_deflect","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "autoaim_max_dist","2160 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "autosave","cmd",,,,,,,,,,,,,,,,,,,,"Autosave" "autosavedangerous","cmd",,,,,,,,,,,,,,,,,,,,"AutoSaveDangerous" "autosavedangerousissafe","cmd",,,,,,,,,,,,,,,,,,,,"" "'-back'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+back'","cmd",,,,,,,,,,,,,,,,,,,,"" "banid","cmd",,,,,,,,,,,,,,,,,,,,"Add a user ID to the ban list." "banip","cmd",,,,,,,,,,,,,,,,,,,,"Add an IP address to the ban list." "bench_end","cmd",,,,,,,,,,,,,,,,,,,,"Ends gathering of info." "bench_start","cmd",,,,,,,,,,,,,,,,,,,,"Starts gathering of info. Arguments: filename to write results into" "bench_upload","cmd",,,,,,,,,,,,,,,,,,,,"Uploads most recent benchmark stats to the Valve servers." "benchframe","cmd",,,,,,,,,,,,,,,,,,,,"Takes a snapshot of a particular frame in a time demo." "bind","cmd",,,,,,,,,,,,,,,,,,,,"Bind a key." "bind_osx","cmd",,,,,,,,,,,,,,,,,,,,"Bind a key for OSX only." "BindToggle","cmd",,,,,,,,,,,,,,,,,,,,"Performs a bind <key> 'increment var <cvar> 0 1 1'" "bink_dump_precached_movies","cmd",,,,,,,,,,,,,,,,,,,,"Dumps information about all precached Bink movies" "bink_mat_queue_mode","1 ",,,,,,,,,,,,,,,,,,,,"Update bink on mat queue thread if mat_queue_mode is on (if turned off, always update bink on main thread; may cause stalls!)" "bink_preload_videopanel_movies","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Preload Bink movies used by VideoPanel." "bink_try_load_vmt","0 ",,,,,,,,,,,,,,,,,,,,"Try and load a VMT with the same name as the BIK file to override settings" "bink_use_preallocated_scratch_texture","1 ",,,,,,,,,,,,,,,,,,,,"Use a pre-allocated VTF instead of creating a new one and deleting it for every texture update. Gameconsole only." "blackbox","1 ",,,,,,,,,,,,,,,,,,,,"" "blackbox_dump","cmd",,,,,,,,,,,,,,,,,,,,"Dump the contents of the blackbox" "blackbox_record","cmd",,,,,,,,,,,,,,,,,,,,"Record an entry into the blackbox" "BlendBonesMode","2 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "blink_duration","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"How many seconds an eye blink will last." "blobs_paused","0 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "bot","cmd",,,,,,,,,,,,,,,,,,,,"Add a bot." "bot_command","cmd",,,,,,,,,,,,,,,,,,,,"<bot name> <command string...>. Sends specified command on behalf of specified bot" "bot_defend","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Set to a team number, and that team will all keep their combat shields raised." "bot_dontmove","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"" "bot_equip","cmd",,,,,,,,,,,,,,,,,,,,"Generate an item and have the bot equip it. Format: bot_equip <bot name> <item name>" "bot_flipout","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"When on, all bots fire their guns." "bot_follow","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"When on, bot will follow the player." "bot_following_distance","200 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"distance that bot will follow the player." "bot_forceattack2","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"When firing, use attack2." "bot_forceattackon","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"When firing, don't tap fire, hold it down." "bot_forcefireweapon","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Force bots with the specified weapon to fire." "bot_jump","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Force all bots to repeatedly jump." "bot_kill","cmd",,,,,,,,,,,,,,,,,,,,"<bot id>. Kills bot." "bot_look","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"When on, bot will look at what the player is looking." "bot_mimic","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Bot uses usercmd of player by index." "bot_mimic_yaw_offset","180 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Offsets the bot yaw." "bot_randomnames","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"" "bot_refill","cmd",,,,,,,,,,,,,,,,,,,,"Refill all bot ammo counts" "bot_requestswap","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Force bot to request swap weapon from player." "bot_selectweapon","cmd",,,,,,,,,,,,,,,,,,,,"" "bot_selectweaponslot","-1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"set to weapon slot that bot should switch to." "bot_selectweaponsubtype","-1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"set to weapon subtype that bot should switch to." "bot_taunt","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"Force all bots to repeatedly taunt." "bot_teleport","cmd",,,,,,,,,,,,,,,,,,,,"Teleport the specified bot to the specified position & angles. Format: bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll" "bot_throw","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"When on, bot will throw current weapon." "bounce_paint_color","-23296 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"Color for bounce paint" "bounce_paint_min_speed","500 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"For tweaking how high bounce paint launches the player." "bounce_paint_wall_jump_upward_speed","275 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"The upward velocity added when bouncing off a wall" "box","cmd",,,,,,,,,,,,,,,,,,,,"Draw a debug box." "'-break'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+break'","cmd",,,,,,,,,,,,,,,,,,,,"" "breakable_disable_gib_limit","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "breakable_multiplayer","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "buddha","cmd",,,,,,,,,,,,,,,,,,,,"Toggle. Player takes damage but won't die. (Shows red cross when health is zero)" "budget_averages_window","30 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"number of frames to look at when figuring out average frametimes" "budget_background_alpha","128 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"how translucent the budget panel is" "budget_bargraph_background_alpha","128 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"how translucent the budget panel is" "budget_bargraph_range_ms","16 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"budget bargraph range in milliseconds" "budget_history_numsamplesvisible","100 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel" "budget_history_range_ms","66 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"budget history range in milliseconds" "budget_panel_bottom_of_history_fraction","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"number between 0 and 1" "budget_panel_height","384 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"height in pixels of the budget panel" "budget_panel_width","512 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"width in pixels of the budget panel" "budget_panel_x","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"number of pixels from the left side of the game screen to draw the budget panel" "budget_panel_y","50 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"number of pixels from the top side of the game screen to draw the budget panel" "budget_peaks_window","30 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"number of frames to look at when figuring out peak frametimes" "budget_show_averages","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"enable/disable averages in the budget panel" "budget_show_history","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"turn history graph off and on. . good to turn off on low end" "budget_show_peaks","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"enable/disable peaks in the budget panel" "budget_toggle_group","cmd",,,,,,,,,,,,,,,,,,,,"Turn a budget group on/off" "bug","cmd",,,,,,,,,,,,,,,,,,,,"Show the bug reporting UI." "bug_swap","cmd",,,,,,,,,,,,,,,,,,,,"Automatically swaps the current weapon for the bug bait and back again." "bugreporter_console_bytes","15000 ",,,,,,,,,,,,,,,,,,,,"Max # of console bytes to put into bug report body (full text still attached)." "bugreporter_includebsp","1 ",,,,,,,,,,,,,,,,,,,,"Include .bsp for internal bug submissions." "bugreporter_snapshot_delay","15 ",,,,,,,,,,,,,,,,,,,,"Frames to delay before taking snapshot" "bugreporter_uploadasync","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Upload attachments asynchronously" "bugreporter_username","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Username to use for bugreporter" "buildcubemaps","cmd",,,,,,,,,,,,,,,,,,,,"Rebuild cubemaps." "building_cubemaps","0 ",,,,,,,,,,,,,,,,,,,,"Indicates we're building cubemaps" "buildmodelforworld","cmd",,,,,,,,,,,,,,,,,,,,"buildmodelforworld" "c_maxdistance","200 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_maxpitch","90 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_maxyaw","135 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_mindistance","30 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_minpitch","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_minyaw","-135 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_orthoheight","100 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_orthowidth","100 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_thirdpersonshoulder","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_thirdpersonshoulderaimdist","120 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_thirdpersonshoulderdist","40 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_thirdpersonshoulderheight","5 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "c_thirdpersonshoulderoffset","20 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cache_print","cmd",,,,,,,,,,,,,,,,,,,,"cache_print [section] Print out contents of cache memory." "cache_print_lru","cmd",,,,,,,,,,,,,,,,,,,,"cache_print_lru [section] Print out contents of cache memory." "cache_print_summary","cmd",,,,,,,,,,,,,,,,,,,,"cache_print_summary [section] Print out a summary contents of cache memory." "cam_collision","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls." "cam_command","cmd",,,,,,,,,,,,,,,,,,,,"Tells camera to change modes" "cam_idealdelta","4 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Controls the speed when matching offset to ideal angles in thirdperson view" "cam_idealdist","150 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cam_idealdistright","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cam_idealdistup","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cam_ideallag","4 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Amount of lag used when matching offset to ideal angles in thirdperson view" "cam_idealpitch","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cam_idealyaw","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cam_showangles","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"When in thirdperson, print viewangles/idealangles/cameraoffsets to the console." "cam_snapto","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "'-camdistance'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+camdistance'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+camin'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-camin'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+cammousemove'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-cammousemove'","cmd",,,,,,,,,,,,,,,,,,,,"" "camortho","cmd",,,,,,,,,,,,,,,,,,,,"Switch to orthographic camera." "'-camout'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+camout'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+campitchdown'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-campitchdown'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+campitchup'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-campitchup'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+camyawleft'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-camyawleft'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+camyawright'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-camyawright'","cmd",,,,,,,,,,,,,,,,,,,,"" "cancelselect","cmd",,,,,,,,,,,,,,,,,,,,"" "cast_hull","cmd",,,,,,,,,,,,,,,,,,,,"Tests hull collision detection" "cast_ray","cmd",,,,,,,,,,,,,,,,,,,,"Tests collision detection" "cast_ray_paint","cmd",,,,,,,,,,,,,,,,,,,,"Test paint" "catapult_physics_drag_boost","2 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "cc_captiontrace","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)" "cc_emit","cmd",,,,,,,,,,,,,,,,,,,,"Emits a closed caption" "cc_findsound","cmd",,,,,,,,,,,,,,,,,,,,"Searches for soundname which emits specified text." "cc_flush","cmd",,,,,,,,,,,,,,,,,,,,"Flushes async'd captions." "cc_lang","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Current close caption language (emtpy = use game UI language)" "cc_linger_time","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Close caption linger time." "cc_minvisibleitems","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Minimum number of caption items to show." "cc_norepeat","5 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"In multiplayer games, don't repeat captions more often than this many seconds." "cc_predisplay_time","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Close caption delay before showing caption." "cc_random","cmd",,,,,,,,,,,,,,,,,,,,"Emits a random caption" "cc_sentencecaptionnorepeat","4 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"How often a sentence can repeat." "cc_showblocks","cmd",,,,,,,,,,,,,,,,,,,,"Toggles showing which blocks are pending/loaded async." "cc_showmissing","0 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"Show missing closecaption entries." "cc_subtitles","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players)." "centerview","cmd",,,,,,,,,,,,,,,,,,,,"" "ch_createairboat","cmd",,,,,,,,,,,,,,,,,,,,"Spawn airboat in front of the player." "ch_createjeep","cmd",,,,,,,,,,,,,,,,,,,,"Spawn jeep in front of the player." "change_portalgun_linkage_id","cmd",,,,,,,,,,,,,,,,,,,,"Changes the portal linkage ID for the portal gun held by the commanding player. Give it three numbers to cycle through a range " "changelevel","cmd",,,,,,,,,,,,,,,,,,,,"Change server to the specified map" "changelevel2","cmd",,,,,,,,,,,,,,,,,,,,"Transition to the specified map in single player" "cheap_captions_fadetime","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cheap_captions_test","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "chet_debug_idle","0 ","ARCHIVE",,"GAMEDLL",,,,,,,,,,,,,,,,,"If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info" "choreo_spew_filter","0 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"Spew choreo. Use a sub-string or * to display all events." "cl_aggregate_particles","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_allowdownload","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Client downloads customization files" "cl_allowupload","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Client uploads customization files" "cl_ambient_light_disableentities","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Disable map ambient light entities." "cl_anglespeedkey","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_auto_taunt_pip","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_autowepswitch","1 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Automatically switch to picked up weapons (if more powerful)" "cl_backspeed","175 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_blobulator_freezing_max_metaball_radius","12 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Setting this can create more complex surfaces on large hitboxes at the cost of performance." "cl_blur_test","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Blurs entities that have had their photo taken" "cl_blurClearAlpha","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"0-255, but 0 has errors at the moment" "cl_blurDebug","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_blurPasses","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_blurTapSize","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_bob","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_bobcycle","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_bobup","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_brushfastpath","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_burninggibs","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"A burning player that gibs has burning gibs." "cl_camera_follow_bone_index","-2 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index." "cl_camera_minimal_photos","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Draw just the targetted entity when taking a camera photo" "cl_chat_active","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_chatfilters","31 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Stores the chat filter settings " "cl_class","0 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Default class when joining a game" "cl_clearhinthistory","cmd",,,,,,,,,,,,,,,,,,,,"Clear memory of client side hints displayed to the player." "cl_clock_correction","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Enable/disable clock correction on the client." "cl_clock_correction_adjustment_max_amount","200 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount " "cl_clock_correction_adjustment_max_offset","90 ",,,,"CHEAT",,,,,,,,,,,,,,,,"As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply" "cl_clock_correction_adjustment_min_offset","10 ",,,,"CHEAT",,,,,,,,,,,,,,,,"If the clock offset is less than this amount (in milliseconds), then no clock correction is applied." "cl_clock_correction_force_server_tick","999 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Force clock correction to match the server tick + this offset (-999 disables it)." "cl_clock_showdebuginfo","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Show debugging info about the clock drift. " "cl_clockdrift_max_ms","150 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's." "cl_clockdrift_max_ms_threadmode","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's." "cl_cmdrate","30 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,,,"Max number of command packets sent to server per second" "cl_colorfastpath","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_coop_ping_indicator_scale","64 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_customsounds","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Enable customized player sound playback" "cl_debugoverlaysthroughportals","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_debugrumble","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Turn on rumble debugging spew" "cl_demoviewoverride","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Override view during demo playback" "cl_detail_multiplier","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"extra details to create" "cl_detaildist","1024 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Distance at which detail props are no longer visible" "cl_detailfade","400 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Distance across which detail props fade in" "cl_disable_ragdolls","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_disable_splitscreen_cpu_level_cfgs_in_pip","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_disable_survey_panel","0 ","ARCHIVE",,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "cl_disable_water_render_targets","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_downloadfilter","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Determines which files can be downloaded from the server (all, none, nosounds)" "cl_draw_paint_bomb_with_blobs","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_draw_projected_wall_with_paint","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_drawhud","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Enable the rendering of the hud" "cl_drawleaf","-1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_drawmaterial","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Draw a particular material over the frame" "cl_drawmonitors","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_drawshadowtexture","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_dump_particle_stats","cmd",,,,,,,,,,,,,,,,,,,,"dump particle profiling info to particle_profile.csv" "cl_dumpplayer","cmd",,,,,,,,,,,,,,,,,,,,"Dumps info about a player" "cl_dumpsplithacks","cmd",,,,,,,,,,,,,,,,,,,,"Dump split screen workarounds." "cl_ejectbrass","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_enable_remote_splitscreen","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Allows viewing of nonlocal players in a split screen fashion" "cl_energy_ball_start_fade_time","8 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_ent_absbox","cmd",,,,,,,,,,,,,,,,,,,,"Displays the client's absbox for the entity under the crosshair." "cl_ent_bbox","cmd",,,,,,,,,,,,,,,,,,,,"Displays the client's bounding box for the entity under the crosshair." "cl_ent_rbox","cmd",,,,,,,,,,,,,,,,,,,,"Displays the client's render box for the entity under the crosshair." "cl_entityreport","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"For debugging, draw entity states to console" "cl_extrapolate","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Enable/disable extrapolation if interpolation history runs out." "cl_extrapolate_amount","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Set how many seconds the client will extrapolate entities for." "cl_fastdetailsprites","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"whether to use new detail sprite system" "cl_fasttempentcollision","5 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_find_ent","cmd",,,,,,,,,,,,,,,,,,,,"Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> " "cl_find_ent_index","cmd",,,,,,,,,,,,,,,,,,,,"Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> " "cl_flushentitypacket","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"For debugging. Force the engine to flush an entity packet." "cl_forcepreload","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Whether we should force preloading." "cl_forwardspeed","175 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_foundry_ShowEntityHighlights","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_fullupdate","cmd",,,,,,,,,,,,,,,,,,,,"Forces the server to send a full update packet" "cl_group_paint_impact_effects","1 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "cl_idealpitchscale","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_ignore_vpk_assocation","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Do not ask to set vpk assocation" "cl_ignorepackets","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Force client to ignore packets (for debugging)." "cl_interp","0 ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Sets the interpolation amount (bounded on low side by server interp ratio settings)." "cl_interp_all","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Disable interpolation list optimizations." "cl_interp_npcs","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)" "cl_interp_ratio","2 ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate)." "cl_jiggle_bone_debug","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Display physics-based 'jiggle bone' debugging information" "cl_jiggle_bone_debug_pitch_constraints","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Display physics-based 'jiggle bone' debugging information" "cl_jiggle_bone_debug_yaw_constraints","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Display physics-based 'jiggle bone' debugging information" "cl_jiggle_bone_invert","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_jiggle_bone_sanity","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Prevent jiggle bones from pointing directly away from their target in case of numerical instability." "cl_lagcomp_errorcheck","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Player index of other player to check for position errors." "cl_lagcompensation","1 ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Perform server side lag compensation of weapon firing events." "cl_language","0 ",,,,,"USERINFO",,,,,,,,,,,,,,,"Language (from Steam API)" "cl_leafsystemvis","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_leveloverview","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_leveloverviewmarker","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_localnetworkbackdoor","1 ",,,,,,,,,,,,,,,,,,,,"Enable network optimizations for single player games." "cl_logofile","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Spraypoint logo decal." "cl_maxrenderable_dist","3000 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Max distance from the camera at which things will be rendered" "cl_minimal_rtt_shadows","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_modelfastpath","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_mouseenable","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_mouselook","1 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL","SS",,,"Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server." "cl_mouselook2","1 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,"SS_ADDED",,"Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server." "cl_mouselook_roll_compensation","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"In Portal and Paint, if your view is being rolled, compensate for that. So mouse movements are always relative to the screen." "cl_npc_speedmod_intime","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_npc_speedmod_outtime","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_observercrosshair","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_overdraw_test","0 ",,,,"CHEAT",,,,,,"NEVER_AS_STRING",,,,,,"CLIENTDLL",,,,"" "cl_paintable_projected_wall_texture_wrap_rate","64 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_panelanimation","cmd",,,,,,,,,,,,,,,,,,,,"Shows panel animation variables: <panelname | blank for all panels>." "cl_particle_batch_mode","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_particle_fallback_base","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Base for falling back to cheaper effects under load." "cl_particle_fallback_multiplier","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Multiplier for falling back to cheaper effects under load." "cl_particle_max_count","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_particle_retire_cost","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_particle_sim_fallback_base_multiplier","5 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time" "cl_particle_sim_fallback_threshold_ms","6 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Amount of simulation time that can elapse before new systems start falling back to cheaper versions" "cl_particles_dump_effects","cmd",,,,,,,,,,,,,,,,,,,,"" "cl_particles_dumplist","cmd",,,,,,,,,,,,,,,,,,,,"Dump all new particles, optional name substring." "cl_particles_show_bbox","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_particles_show_controlpoints","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_pclass","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Dump entity by prediction classname." "cl_pdump","-1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Dump info about this entity to screen." "cl_photo_disable_model_alpha_writes","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Disallows the target entity in photos from writing to the photo's alpha channel" "cl_phys_block_dist","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_phys_block_fraction","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_phys_maxticks","2 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Sets the max number of physics ticks allowed for client-side physics (ragdolls)" "cl_phys_show_active","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_phys_timescale","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Sets the scale of time for client-side physics (ragdolls)" "cl_physicsshadowupdate_render","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_pitchdown","89 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_pitchspeed","225 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_pitchup","89 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_playback_screenshots","0 ",,,,,,,,,,,,,,,,,,,,"Allows the client to playback screenshot and jpeg commands in demos." "cl_player_fullupdate_predicted_origin_fix","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_playermodel","0 ","ARCHIVE",,,,"USERINFO",,,,,,,,,"SERVER_CAN_EXECUTE",,"CLIENTDLL",,,,"Default Player Model" "cl_playerspraydisable","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Disable player sprays." "cl_portal_camera_orientation_acceleration_rate","1000 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portal_camera_orientation_max_speed","375 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portal_camera_orientation_rate","480 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portal_camera_orientation_rate_base","45 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portal_ghost_use_render_bound","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portal_projectile_delay_mp","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portal_projectile_delay_sp","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portal_teleportation_interpolation_fixup_method","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"0 = transform history only, 1 = insert discontinuity transform" "cl_portal_use_new_dissolve","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Use new dissolve effect" "cl_portalgun_beam_size","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portalgun_effects_max_alpha","32 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portalgun_effects_min_alpha","16 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_portalgun_effects_min_size","2 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_precacheinfo","cmd",,,,,,,,,,,,,,,,,,,,"Show precache info (client)." "cl_pred_doresetlatch","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_pred_error_verbose","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Show more field info when spewing prediction errors." "cl_pred_optimize","2 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)" "cl_pred_track","cmd",,,,,,,,,,,,,,,,,,,,"<entindex> <fieldname>: Track changes to entity index entindex, for field fieldname." "cl_predict","1 ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Perform client side prediction." "cl_predict_basetoggles","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_predict_catapults","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_predict_motioncontrol","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_predict_portal_placement","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Controls whether we attempt to compensate for lag by predicting portal placement on the client when playing multiplayer." "cl_predict_projected_entities","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_predicted_movement_uses_uninterpolated_physics","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_prediction_error_timestamps","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_predictioncopy_describe","cmd",,,,,,,,,,,,,,,,,,,,"Describe datamap_t for entindex" "cl_predictionlist","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Show which entities are predicting " "cl_predictphysics","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Use a prediction-friendly physics interface on the client" "cl_predictweapons","1 ",,,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Perform client side prediction of weapon effects." "cl_projected_wall_projection_speed","150 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_projectedbridge_aabbhack","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"When predicting projected bridges, the spatial partition AABB encompasses all AABB's for outstanding collideables" "cl_quick_join_panel_accel","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Acceleration for the y position of the panel when items are added or removed." "cl_quick_join_panel_fakecount","-1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_quick_join_panel_tall","18 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"The spacing between panels." "cl_quick_join_scroll_max","4 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Max players shown in the friend scrolling ticker." "cl_quick_join_scroll_offset","16 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Offset of the friend scrolling ticker from the title." "cl_quick_join_scroll_rate","90 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Rate of the friend scrolling ticker." "cl_quick_join_scroll_start","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Number of players available to start friend scrolling ticker." "cl_race_checkpoint_active_color","-13198377",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_race_checkpoint_inactive_color","-931301 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_ragdoll_collide","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_ragdoll_gravity","386 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Sets the gravity client-side ragdolls" "cl_removedecals","cmd",,,,,,,,,,,,,,,,,,,,"Remove the decals from the entity under the crosshair." "cl_report_soundpatch","cmd",,,,,,,,,,,,,,,,,,,,"reports client-side sound patch count" "cl_resend","6 ",,,,,,,,,,,,,,,,,,,,"Delay in seconds before the client will resend the 'connect' attempt" "cl_resend_timeout","60 ",,,,,,,,,,,,,,,,,,,,"Total time allowed for the client to resend the 'connect' attempt" "cl_resetportalledplayerinterp","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_retire_low_priority_lights","0 ",,,,,,,,,,,,,,,,,,,,"Low priority dlights are replaced by high priority ones" "cl_rosette_debug","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_rosette_gamepad_expand_time","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_rosette_gamepad_lockin_time","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_rosette_line_inner_radius","25 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_rosette_line_outer_radius","45 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_rumblescale","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL","SS",,,"Scale sensitivity of rumble effects (0 to 1.0)" "cl_rumblescale2","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,"SS_ADDED",,"Scale sensitivity of rumble effects (0 to 1.0)" "cl_screenshotname","0 ",,,,,,,,,,,,,,,,,,,,"Custom Screenshot name" "cl_SetupAllBones","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_shadowtextureoverlaysize","256 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_shadowupdatespacing","10 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_show_bounds_errors","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_show_splashes","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_showanimstate_activities","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Show activities in the (client) animation state display." "cl_showbackpackrarities","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Show item rarities within the backpack." "cl_ShowBoneSetupEnts","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Show which entities are having their bones setup each frame." "cl_showcomplexfrustum","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_showdemooverlay","0 ",,,,,,,,,,,,,,,,,,,,"How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)" "cl_showents","cmd",,,,,,,,,,,,,,,,,,,,"Dump entity list to console." "cl_showerror","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Show prediction errors, 2 for above plus detailed field deltas." "cl_showevents","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Print event firing info in the console" "cl_showfps","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, +10 = detailed )" "cl_showhelp","1 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Set to 0 to not show on-screen help" "cl_showpausedimage","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Show the 'Paused' image when game is paused." "cl_showpluginmessages","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Allow plugins to display messages to you" "cl_showpos","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Draw current position at top of screen" "cl_ShowSunVectors","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_showtextmsg","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Enable/disable text messages printing on the screen." "cl_sidespeed","175 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_simdbones","0 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"Use SIMD bone setup." "cl_skip_player_render_in_main_view","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_skipfastpath","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Set to 1 to stop all models that go through the model fast path from rendering" "cl_skipslowpath","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Set to 1 to skip any models that don't go through the model fast path" "cl_smooth","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Smooth view/eye origin after prediction errors" "cl_smoothtime","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Smooth client's view after prediction error over this many seconds" "cl_soundemitter_flush","cmd",,,,,,,,,,,,,,,,,,,,"Flushes the sounds.txt system (server only)" "cl_soundfile","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Jingle sound file." "cl_soundscape_flush","cmd",,,,,,,,,,,,,,,,,,,,"Flushes the client side soundscapes" "cl_soundscape_printdebuginfo","cmd",,,,,,,,,,,,,,,,,,,,"print soundscapes" "cl_spec_mode","1 ",,,,,"USERINFO",,,,,,,,,"SERVER_CAN_EXECUTE",,"CLIENTDLL",,,,"spectator mode" "cl_spewscriptintro","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "cl_sporeclipdistance","512 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_ss_origin","cmd",,,,,,,,,,,,,,,,,,,,"print origin in script format" "cl_sun_decay_rate","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_sunlight_depthbias","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_sunlight_ortho_size","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Set to values greater than 0 for ortho view render projections." "cl_support_vpk_assocation","0 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"Whether vpk associations are enabled for this mod" "cl_survey_panel_dont_submit_answers","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_taunt_finish_rotate_cam","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_taunt_finish_speed","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_team","0 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,"CLIENTDLL",,,,"Default team when joining a game" "cl_threaded_bone_setup","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"Enable parallel processing of C_BaseAnimating::SetupBones()" "cl_threaded_init","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_timeout","30 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"After this many seconds without receiving a packet from the server, the client will disconnect itself" "cl_tlucfastpath","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_tracer_whiz_distance","72 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_tree_sway_dir","cmd",,,,,,,,,,,,,,,,,,,,"sets tree sway wind direction and strength" "cl_updaterate","20 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,,,"Number of packets per second of updates you are requesting from the server" "cl_updatevisibility","cmd",,,,,,,,,,,,,,,,,,,,"Updates visibility bits." "cl_upspeed","320 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_use_simd_bones","1 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"1 use SIMD bones 0 use scalar bones." "cl_useoldswapportalvisibilitycode","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_vertical_elevator_fix","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_view","cmd",,,,,,,,,,,,,,,,,,,,"Set the view entity index." "cl_viewmodelsclonedasworld","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_voice_filter","0 ",,,,,,,,,,,,,,,,,,,,"Filter voice by name substring" "cl_winddir","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Weather effects wind direction angle" "cl_windspeed","0 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"Weather effects wind speed scalar" "cl_wpn_sway_interp","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_wpn_sway_scale","1 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "cl_yawspeed","210 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "clear","cmd",,,,,,,,,,,,,,,,,,,,"Clear all console output." "clear_anim_cache","cmd",,,,,,,,,,,,,,,,,,,,"Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested)." "clear_debug_overlays","cmd",,,,,,,,,,,,,,,,,,,,"clears debug overlays" "clientport","27005 ",,,,,,,,,,,,,,,,,,,,"Host game client port" "closecaption","0 ","ARCHIVE",,,,"USERINFO",,,,,,,,,,,,,,,"Enable close captioning." "cmd","cmd",,,,,,,,,,,,,,,,,,,,"Forward command to server." "cmd1","cmd",,,,,,,,,,,,,,,,,,,,"sets userinfo string for split screen player in slot 1" "cmd2","cmd",,,,,,,,,,,,,,,,,,,,"sets userinfo string for split screen player in slot 2" "cmd3","cmd",,,,,,,,,,,,,,,,,,,,"sets userinfo string for split screen player in slot 3" "cmd4","cmd",,,,,,,,,,,,,,,,,,,,"sets userinfo string for split screen player in slot 4" "collision_shake_amp","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "collision_shake_freq","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "collision_shake_time","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "collision_test","cmd",,,,,,,,,,,,,,,,,,,,"Tests collision system" "colorcorrectionui","cmd",,,,,,,,,,,,,,,,,,,,"Show/hide the color correction tools UI." "'+commandermousemove'","cmd",,,,,,,,,,,,,,,,,,,,"" "'-commandermousemove'","cmd",,,,,,,,,,,,,,,,,,,,"" "commentary","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Desired commentary mode state." "commentary_available","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Automatically set by the game when a commentary file is available for the current map." "commentary_cvarsnotchanging","cmd",,,,,,,,,,,,,,,,,,,,"" "commentary_finishnode","cmd",,,,,,,,,,,,,,,,,,,,"" "commentary_showmodelviewer","cmd",,,,,,,,,,,,,,,,,,,,"Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>" "con_drawnotify","1 ",,,,,,,,,,,,,,,,,,,,"Disables drawing of notification area (for taking screenshots)." "con_enable","1 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"Allows the console to be activated." "con_filter_enable","0 ",,,,,,,,,,,,,,,,,,,,"Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot" "con_filter_text","0 ",,,,,,,,,,,,,,,,,,,,"Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate." "con_filter_text_out","0 ",,,,,,,,,,,,,,,,,,,,"Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate." "con_logfile","0 ",,,,,,,,,,,,,,,,,,,,"Console output gets written to this file" "con_notifytime","8 ",,,,,,,,,,,,,,,,,,,,"How long to display recent console text to the upper part of the game window" "con_nprint_bgalpha","50 ",,,,,,,,,,,,,,,,,,,,"Con_NPrint background alpha." "con_nprint_bgborder","5 ",,,,,,,,,,,,,,,,,,,,"Con_NPrint border size." "con_timestamp","0 ",,,,,,,,,,,,,,,,,,,,"Prefix console.log entries with timestamps" "con_trace","0 ",,,,,,,,,,,,,,,,,,,,"Print console text to low level printout." "condump","cmd",,,,,,,,,,,,,,,,,,,,"dump the text currently in the console to condumpXX.log" "connect","cmd",,,,,,,,,,,,,,,,,,,,"Connect to specified server." "contimes","8 ",,,,,,,,,,,,,,,,,,,,"Number of console lines to overlay for debugging." "coop","0 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"Cooperative play." "coop_impact_velocity_threshold","250 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "'-coop_ping'","cmd",,,,,,,,,,,,,,,,,,,,"" "'+coop_ping'","cmd",,,,,,,,,,,,,,,,,,,,"" "cpu_level","1 ",,,,,,,,,,,,,,,,,,,,"CPU Level - Default: High" "crash","cmd",,,,,,,,,,,,,,,,,,,,"Cause the engine to crash (Debug!!)" "create_flashlight","cmd",,,,,,,,,,,,,,,,,,,,"" "creditsdone","cmd",,,,,,,,,,,,,,,,,,,,"" "crosshair","1 ","ARCHIVE",,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "curve_bias","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "cvarlist","cmd",,,,,,,,,,,,,,,,,,,,"Show the list of convars/concommands." "das_max_z_trace_length","100000 ",,,,,,,,,,,,,,,,,,,,"Maximum height of player and still test for adsp" "das_process_overhang_spaces","1 ",,,,,,,,,,,,,,,,,,,,"" "datacachesize","32 ",,,,,,,,,,,,,,,,,,,,"Size in MB." "dbg_demofile","0 ",,,,,,,,,,,,,,,,,,,,"" "dbg_testdynamicwearablegib","cmd",,,,,,,,,,,,,,,,,,,,"" "dbghist_addline","cmd",,,,,,,,,,,,,,,,,,,,"Add a line to the debug history. Format: <category id> <line>" "dbghist_dump","cmd",,,,,,,,,,,,,,,,,,,,"Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc" "deathmatch","0 ",,,,,,"NOTIFY",,,,,,,,,,,,,,"Running a deathmatch server." "debug_fixmyposition","cmd",,,,,,,,,,,,,,,,,,,,"Runs FindsClosestPassableSpace() on player." "debug_materialmodifycontrol","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "debug_materialmodifycontrol_client","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "debug_mouse","20 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "debug_overlay_fullposition","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "debug_paint_client_blobs","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "debug_paint_impact_effects","0 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "debug_paint_sprayer_cone","0 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "debug_paintable_projected_wall","0 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "debug_paintbomb_explosion","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"" "debug_physimpact","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "debug_pitch_limit","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "debug_player_paint_shoot_pos","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "debug_projected_wall_drawing","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "debug_touchlinks","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"Spew touch link activity" "debug_viewmodel_grabcontroller","0 ",,,,"CHEAT",,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "debug_visibility_monitor","0 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,,,"" "debugportalcollideables","cmd",,,,,,,,,,,,,,,,,,,,"Dump all CPhysCollides for all portals to the debug overlay" "debugsystemui","cmd",,,,,,,,,,,,,,,,,,,,"Show/hide the debug system UI." "decalfrequency","10 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,,,"" "default_fov","75 ",,,,"CHEAT",,,,,,,,,,,,"CLIENTDLL",,,,"" "demo_avellimit","2000 ",,,,,,,,,,,,,,,,,,,,"Angular velocity limit before eyes considered snapped for demo playback." "demo_debug","0 ",,,,,,,,,,,,,,,,,,,,"Demo debug info." "demo_enabledemos","1 ",,,,,,,,,,,,,,,,,,,,"Enable recording demos (must be set true before loading a map)" "demo_fastforwardfinalspeed","20 ",,,,,,,,,,,,,,,,,,,,"Go this fast when starting to hold FF button." "demo_fastforwardramptime","5 ",,,,,,,,,,,,,,,,,,,,"How many seconds it takes to get to full FF speed." "demo_fastforwardstartspeed","2 ",,,,,,,,,,,,,,,,,,,,"Go this fast when starting to hold FF button." "demo_gototick","cmd",,,,,,,,,,,,,,,,,,,,"Skips to a tick in demo." "demo_interplimit","4000 ",,,,,,,,,,,,,,,,,,,,"How much origin velocity before it's considered to have 'teleported' causing interpolation to reset." "demo_interpolateview","1 ",,,,,,,,,,,,,,,,,,,,"Do view interpolation during dem playback." "demo_legacy_rollback","1 ",,,,,,,,,,,,,,,,,,,,"Use legacy view interpolation rollback amount in demo playback." "demo_pause","cmd",,,,,,,,,,,,,,,,,,,,"Pauses demo playback." "demo_pauseatservertick","0 ",,,,,,,,,,,,,,,,,,,,"Pauses demo playback at server tick" "demo_quitafterplayback","0 ",,,,,,,,,,,,,,,,,,,,"Quits game after demo playback." "demo_recordcommands","1 ",,,,"CHEAT",,,,,,,,,,,,,,,,"Record commands typed at console into .dem files." "demo_resume","cmd",,,,,,,,,,,,,,,,,,,,"Resumes demo playback." "demo_timescale","cmd",,,,,,,,,,,,,,,,,,,,"Sets demo replay speed." "demo_togglepause","cmd",,,,,,,,,,,,,,,,,,,,"Toggles demo playback." "demolist","cmd",,,,,,,,,,,,,,,,,,,,"Print demo sequence list." "demos","cmd",,,,,,,,,,,,,,,,,,,,"Demo demo file sequence." "demoui","cmd",,,,,,,,,,,,,,,,,,,,"Show/hide the demo player UI." "'+demoui2'","cmd",,,,,,,,,,,,,,,,,,,,"Bring the advanced demo player UI (demoui2) to foreground." "'-demoui2'","cmd",,,,,,,,,,,,,,,,,,,,"Send the advanced demo player UI (demoui2) to background." "demoui2","cmd",,,,,,,,,,,,,,,,,,,,"Show/hide the advanced demo player UI (demoui2)." "developer","0 ",,,,,,,,,,,,,,,,,,,,"Set developer message level" "devshots_nextmap","cmd",,,,,,,,,,,,,,,,,,,,"Used by the devshots system to go to the next map in the devshots maplist." "devshots_screenshot","cmd",,,,,,,,,,,,,,,,,,,,"Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead." "differences","cmd",,,,,,,,,,,,,,,,,,,,"Show all convars which are not at their default values." "disable_static_prop_loading","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"If non-zero when a map loads, static props won't be loaded" "disconnect","cmd",,,,,,,,,,,,,,,,,,,,"Disconnect game from server." "disp_dynamic","0 ",,,,,,,,,,,,,,,,,,,,"" "disp_list_all_collideable","cmd",,,,,,,,,,,,,,,,,,,,"List all collideable displacements" "dispcoll_drawplane","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "display_elapsedtime","cmd",,,,,,,,,,,,,,,,,,,,"Displays how much time has elapsed since the game started" "display_game_events","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"" "displayportalplayerstats","cmd",,,,,,,,,,,,,,,,,,,,"Displays current level stats for portals placed, steps taken, and seconds taken." "displaysoundlist","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,,,"" "dlight_debug","cmd",,,,,,,,,,,,,,,,,,,,"Creates a dlight in front of the player" "draw_paint_client_blobs","0 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "draw_paint_isosurface","1 ",,,,,,,,,,,,,,,,"CLIENTDLL",,,,"" "draw_paint_splat_particles","1 ",,,,,,,,,,,"REPLICATED",,,,,"CLIENTDLL",,,,"" "drawcross","cmd",,,,,,,,,,,,,,,,,,,,"Draws a cross at the given location Arguments: x y z" "drawline","cmd",,,,,,,,,,,,,,,,,,,,"Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2" "dropprimary","cmd",,,,,,,,,,,,,,,,,,,,"dropprimary: Drops the primary weapon of the player." "dsp_automatic","0 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_db_min","80 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_db_mixdrop","0 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_dist_max","1440 ",,,,"CHEAT",,,,,,,,"DEMO",,,,,,,,"" "dsp_dist_min","0 ",,,,"CHEAT",,,,,,,,"DEMO",,,,,,,,"" "dsp_enhance_stereo","0 ","ARCHIVE",,,,,,,,,,,,,,,,,,,"" "dsp_facingaway","0 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_mix_max","0 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_mix_min","0 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_off","0 ",,,,"CHEAT",,,,,,,,,,,,,,,,"" "dsp_player","0 ",,,,,,,,,,,,"DEMO",,"SERVER_CAN_EXECUTE",,,,,,"" "dsp_reload","cmd",,,,,,,,,,,,,,,,,,,,"" "dsp_room","1 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_slow_cpu","0 ","ARCHIVE",,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_spatial","40 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_speaker","50 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_vol_2ch","1 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_vol_4ch","0 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_vol_5ch","0 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_volume","0 ","ARCHIVE",,,,,,,,,,,"DEMO",,,,,,,,"" "dsp_water","14 ",,,,,,,,,,,,"DEMO",,,,,,,,"" "dt_ShowPartialChangeEnts","0 ",,,,,,,,,,,,,,,,,,,,"(SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE)." "dt_UsePartialChangeEnts","1 ",,,,,,,,,,,,,,,,,,,,"(SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization." "dti_flush
I feel like I am missing out on the experience when playing without sound. Everything GLaDOS says is just.. few lines of text. Nothing more. :smith: [editline]19th April 2011[/editline] [QUOTE=saddasta;29300663]Well that's odd. Does it happen in all games or just Valve games?[/QUOTE] Valve games. Noticed it on TF2 and L4D2, too. Not as bad, though.
[QUOTE=JurajIsNotPirat;29300739]I feel like I am missing out on the experience when playing without sound. Everything GLaDOS says is just.. few lines of text. Nothing more. :smith: [editline]19th April 2011[/editline] Valve games. Noticed it on TF2 and L4D2, too. Not as bad, though.[/QUOTE] Atleast you CAN play, steam decided to randomly update with Steam guard at my pc (see my above post)
Also [sp]the Turret song[/sp] rules!
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