- Details
- Written by: INsane
- Category: Day of Defeat Commands (CVARs)
- Hits: 6406
Half-Life 1 and Day of Defeat share similar commands.
Note: Some of these descriptions are from other HL1 and CS 1.3 lists from 2000 to 2006 (very old and some could be changed in 2023.). I will continually update them as I find more.
In Column 1 the Half-Life 1 commands may have a message "This command is not in HL1" It's a mod-specific command, sometimes shared with other mods like CS 1.6, but it's not in the HL1 cvar list.
In Column 2 the dod commands that don't share the HL1 commands are marked "Unknown command in dod" as that what the console returned.
After the Half-Life 25th Anniversary Update (Version now called Half-Life 25 or "[HL25]") some commands were added to Half Life 1 and the mods like Day of Defeat Source.
Condump dates for the below was 24th November 2023. More changes in late 2023 may come soon.
Note: When viewing these commands please remember HL1 is messy, there are descriptions beside the CVAR that may have worked in the past and now do not work in dod, or any other mod.
Note: The fact is the CVAR's below are in the official dod cvarlist and the resulting description may be very old and some are just sitting there... depreciated, turned off. but...that's what's on the list when you place "cvarlist" in console and copy the list with the "condump" command.
Page Tip 1: When using this page press "CTRL + F" keys to search for a word, like "video" to see commands related to that or "mouse" to find mouse settings. Your Browser search tool will mark the words and you will find all related information about that subject.
Page Tip 2: The column to the far right has images and links related to the commands.
Page Tip 3: The commands can often be found in your GUI "Options" screens, when a command has an "Options" GUI screen setting, look at the image in the right column provided to see what screen it is on.
Page Tip 4: Some commands like netcode have defaults that the majority of the community say are out of date. If you see yellow text on a command value make sure you read that one with care and go to the information link, it may be important to adjust.
Page Tip 5: Some of the updated commands in November 2023 were already in Day of Defeat from the SteamPipe update, and some for HL1 are new. New items will have a yellow highlight.
Page Tip 6: Command prefix, e.g.: cl_<command> is a client command. sv_<command> is a server command.
Popular command prefixes index...
c_ | Client commands but most require cheat access, sv_cheats "1" on a server. |
cam_ | Camera - GoldSrc Cinematography - Change Point of View |
cl_ | Client Command |
con_ | Only for the developer console. |
fps_ | Frames Per Second commands |
fs_ | Reports in the console and one sound cache command |
gl_ | Textures, light, gamma. Video/Display settings. |
host_ | Netcode settings |
hud_ | Heads Up Display (HUD) settings. |
joy | Joystick, is not really a prefix rather than a lot of commands start with "joy". |
m_ | Mouse commands |
max_queries | Netcode |
mp_ | Multiplayer, also pertains to a listen server. |
net_ | Server settings, netcode. |
net_graph_ | Net Graph settings |
r_ | Rendering of materials (Video) |
rcon_ | Server admin access commands |
room_ | Various settings for sounds (inside structures) |
scr_ | Screen messages |
sdl_ | game controller settings. |
spec_ | Spectator controls |
sv_ |
Server controls (also includes listen server). |
violence_ | Violence settings |
voice_ | Microphone settings |
Common Server commands:
Please see the dod server config file maker (server.cfg) page on my other site dodbits. The common commands are listed there and you can make a "server.cfg" file on that page.
Common Player commands:
These are the more common commands you may want in your config.cfg, autoexec.cfg or userconfig.cfg. See this page for those.
HL1 and dod cvar lists (After 22 Nov 2023 update ) The cvar lists are combined as dod uses most cvar's from HL1. |
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HALF-LIFE 1. 402 Total CVars "None" beta selection. latest. The "Steam Legacy" beta had 387 cvars. Yellow = new cvars for HL1. |
Day of Defeat. 431cvars. "None"Beta selection for dod- Yellow = new cvars in dod. |
NOTES on CVARs | Links to further info' | |
This command is not in HL1 | _ah : 0, a, i | Turn off the help tips - you can also do this in Options -Multiplayer - Advanced and untick "Auto Help" |
Hud Command - auto help tickbox. |
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This command is not in HL1 | _cl_minimap : 0, a, i | "+map" (Default key is "M") - Mini Map modes ("M" Key default) - 0 Default will turn off. Press the "M" key 1 the mini map opens in a large format. Press M again and it will move to the top right corner. It will remember your last setting. "_cl_minimap 0, 1, 2" will work in console. | dod Manual - Controls | |
This command is not in HL1 | _cl_minimapzoom : 1, a |
"+mapzoom" (Default key is "L") This will cycle through 3 settings when the minimap is in the top right, a full map, zoom, zoom in some more, then back to the full map. "_cl_minimapzoom 0, 1, 2" will NOT work in console. "+mapzoom" will work if bound to a key. |
Link to making a minimap. | |
_snd_mixahead : 0.100, a | _snd_mixahead : 0.100, a |
If you have a sound delay (lag) issue in the Half-Life try "0" but other wise leave at "0.1". There were some issues Nov 2023 but it's now corrected. |
Example of adjusting. | |
ambient_fade : 100 | ambient_fade : 100 |
Obsolete? Sets the distance at which ambient sounds fade away. This doesn't work in console. |
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ambient_level : 0.300 | ambient_level : 0.300 |
Obsolete server-only setting? "Sets the sound level for ambient sounds." This doesn't work in console. However, adjusting the "Sound effects Volume" slider in "Audio" options tab does work. Press apply to keep that level. |
Options - Audio |
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ati_npatch : 1, a | ati_npatch : 1, a |
This is pre 2010, leave this "ATI's TRUform" feature as it is "1". |
redditpost. | |
bannedcfgfile : 0 | bannedcfgfile : 0 |
When placed in the console it will return the .cfg filename of the bans file… "banned.cfg" on the dod directory. (server use) |
Steam - ban management | |
bgmvolume : 1, a | bgmvolume : 1, a |
Volume of the CD audio. (From 0 to 1) |
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bitmapfonts : 1 |
Unknown command in dod |
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bottomcolor : 6, a, i | bottomcolor : 6,a, i |
Sets the bottom color of the player model (Half Life only) In CS 1.6 it used to work like this - see this video. |
Doesn't work on dod 1.3 | |
brightness : 1.610, a | brightness : 1.690, a |
Sets how bright the screen is - 0 is dark 2 is the maximum. Set in the Options - Video tab. Also, see "gamma" and the other issues for lightgamma and texgamma in the github link. If your game is too dark consider a monitor that can adjust in it's settings or use your video card software to adjust as the game launches. In AMD software use the "Custom Colour" option. |
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c_maxdistance : 200 | c_maxdistance : 200 |
Sets the maximum distance of the chase cam, how far away your camera will be at a maximum from your camera in third person mode. Set c_mindistance to the same value to avoid third person camera stuttering. |
Camera commands | |
c_maxpitch : 90 | c_maxpitch : 90 |
sets the maximum pitch of the chase cam |
Camera commands | |
c_maxyaw : 135 | c_maxyaw : 135 |
sets the maximum yaw of the chase cam |
Camera commands | |
c_mindistance : 30 | c_mindistance : 30 |
See c_maxdistance above, they are related. |
Camera commands | |
c_minpitch : 0 | c_minpitch : 0 |
sets the minimum pitch of the chase cam |
Camera commands | |
c_minyaw : -135 | c_minyaw : -135 |
sets the minimum yaw of the chase cam |
Camera commands | |
cam_command : 0 | cam_command : 0 | Toggles chase cam commands on/off - * 1 is 'on', 0 is 'off' | GoldSrc Cinematography Guide | |
cam_contain : 0 | cam_contain : 0 |
Toggles chase cam auto-contain in the current room on/off - * 1 is 'on', 0 is 'off' |
GoldSrc Cinematography Guide | |
cam_idealdist : 64 | cam_idealdist : 64 |
Sets the preferred distance from the player model to the chase cam - *works only if thirdperson is activated. See "thirdperson" below. |
GoldSrc Cinematography Guide | |
cam_idealpitch : 0 | cam_idealpitch : 0 |
Sets the preferred pitch for the chase cam - *works only if thirdperson is activated. See "thirdperson" below. |
GoldSrc Cinematography Guide | |
cam_idealyaw : 90 | cam_idealyaw : 90 |
Sets the preferred yaw for the chase cam - *works only if thirdperson is activated. See "thirdperson" below. |
GoldSrc Cinematography Guide | |
cam_snapto : 0 | cam_snapto : 0 |
Sets the preferred snap interval for the chase cam - *works only if thirdperson is activated. See "thirdperson" below. |
GoldSrc Cinematography Guide | |
chase_active : 0 | chase_active : 0 |
Sets the preferred chase cam distance from the player when backing up |
Camera commands | |
chase_back : 100 | chase_back : 100 |
Sets the preferred chase cam distance from the player when backing up |
Camera commands | |
chase_right : 0 | chase_right : 0 |
Sets the preferred offset to the side for the chase cam |
Camera commands | |
chase_up : 16 | chase_up : 16 |
Sets the preferred offset up for the chase cam |
Camera commands | |
cl_allowdownload : 1, a | cl_allowdownload : 1, a |
Toggles download of maps, models and decals when joining a server - * 1 is "on", 0 is "off" |
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cl_allowupload : 1, a | cl_allowupload : 1, a |
Toggles upload of maps, models and decals when joining a server - * 1 is 'on', 0 is 'off' |
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cl_anglespeedkey : 0.670 | cl_anglespeedkey : 0.670 |
Sets the speed that the direction keys change the view angle. |
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cl_autowepswitch : 1, a, i | cl_autoreload : 1, a, i |
Automatic reload of weapons "1" is the default. "0" is OFF. This can be set in the Options - Multiplayer - advanced screens and will save in your config.cfg. |
Automatic reload option |
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cl_backspeed : 400, a | cl_backspeed : 400, a |
Sets the backup speed of a player - number can only go as fast as a particular server allows. |
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cl_bob : 0.010, a | cl_bob : 0.005, a |
Note that HL1 settings are different than dod 1.3. How much you roll back & forth while running. Leave it at the default value of 0.005 to remove the movement it's "0". This and the other 2 settings below may help you alleviate any motion sickness you may experience after prolonged gaming sessions. Aiming may also be improved when the bobbing is disabled. Mostly ok in dod to leave all the defaults as they are, in CS 1.6 it seems (or used to in the past) to make a big difference. |
Video (CS 1.6) | |
cl_bobcycle : 0.800 | cl_bobcycle : 0.800 |
How much you roll back & forth while moving. Leave it at the default value 0.8 or 0.1 to remove the movement. |
Video | |
cl_bobup : 0.500 | cl_bobup : 0.500 |
How much you bob up while moving. Leave it at the default value 0.5 or 0.1 to remove the movement. |
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This command is not in HL1 | cl_bulletejects : 1, a |
Removes the bullet casings if set to "0" |
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cl_chasedist : 112 | cl_chasedist : 112 |
Changes how much the camera zooms out while you are dead. |
Camera commands | |
cl_clockreset : 0.100 | cl_clockreset : 0.100 |
If the client’s clock deviates from the server by more than cl_clockreset, we simply reset it to use the server and reset the delta to 0 – this usually happens when the server is logged in and possibly when there is a lot of packet loss. |
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cl_cmdbackup : 2, a | cl_cmdbackup : 2, a |
Each batch of commands (cl_cmdrate), we resend the last few previous move commands (in case of packet loss) so that we can continue to run smoothly in the face of minor network issues. By default, the number of “backup” commands we send is 2, but you can change this number by setting cl_cmdbackup to a different number. You can send more than 8 backup commands and you should remember that sending backup commands will increase the outgoing bandwidth usage. 2023 advice is to use "2" (the default) |
Netcode and other commands you can set in dod .cfg files | |
cl_cmdrate : 60, a | cl_cmdrate : 30, a |
This is the maximum number of command packets you send to the server per second. By default, up to 30 command packets per second are sent to the server. If you are running at more than 30 frames per second, there will be multiple commands placed in some packets. You can change the rate at which command packets are sent to the server by setting the cl_cmdrate variable. 2023 advice is to use "105" |
Netcode and other commands you can set in dod .cfg files | |
This command is not in HL1 | cl_corpsestay : 10, a |
Time in seconds before dead bodies disappear from the ground. |
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This command is not in HL1 | cl_cutscenes : 1, a |
Likely a hangover from older versions like dod 3.1 beta that had a intro to a map like dod_glider, "0" would turn that off. See the link. |
Day of Defeat 3.1 Beta Cut scenes | |
cl_dlmax : 512, a, i | cl_dlmax : 128, a, i |
Defines the ” chunk ” size for pieces of player decals, etc. that are loaded during the game. Clamped up to 16 to 1024 bytes. Useful to try and limit decal usage to bandwidth – it made a lot more sense when everyone was using 14.4kbps modems. 2023 advice is to use "1024" |
Netcode and other commands you can set in dod .cfg files | |
This command is not in HL1 | cl_dmshowflags : 1, a |
If "0" the flags will not show on the mini map. |
Mini Map command | |
This command is not in HL1 | cl_dmshowgrenades : 1, a |
If "0" the grenades will not show on the mini map. |
Mini Map command | |
This command is not in HL1 | cl_dmshowmarkers : 1, a |
If "0" the markers (like a red cross after a teammatew dies) will not show on the mini map. |
Mini Map command | |
This command is not in HL1 | cl_dmshowobjects : 1, a |
If "0" the objects (like the skull icon) will not show on the mini map. |
Mini Map command | |
This command is not in HL1 | cl_dmshowplayers : 1, a |
If "0" the players will not show on the mini map. |
Mini Map command | |
This command is not in HL1 | cl_dmsmallmap : 1, a |
If "0" only the large mini map will show and just toggle (the M key) on and off without the small mini map in the top right being a third option toggle. |
Mini Map command | |
cl_download_ingame : 1, a | cl_download_ingame : 1, a |
Toggles downloads of models and decals during a game - * 1 is 'on', 0 is 'off' |
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This command is not in HL1 | cl_drawmodels : 1, a |
No info found |
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This command is not in HL1 | cl_drawplayermodels : 1, a |
No info found |
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This command is not in HL1 | cl_dynamic_xhair : 1, a |
Turns off "0" and on "1" the animated crosshair |
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This command is not in HL1 | cl_dynamiclights : 1, a |
Enable: 1, Disable: 0 flashing from guns, nades etc. Useful for seeing shooting enemies behind walls and dark spots. |
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cl_filterstuffcmd : 0, a | cl_filterstuffcmd : 0, a |
A command that blocks the client from executing certain commands. See the list with the link, there are a few when set at "0" (def) and a lot when set at "1" |
Admin Slowhacking (valve wiki) | |
cl_fixmodelinterpolationartifacts : 1 | cl_fixmodelinterpolationartifacts : 1 |
New in Nov 2023 for HL1 and dod Thanks to "Crafty" for this... "Fixed interpolation artifacts when animated models are moved by other entities." Crafty had an opinion: "So I think that fixes jittery-ness with boxing being pushed around. Not really important to DOD at all." Safe to say for dod, leave it on "1" default.
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cl_fixtimerate : 7.500 | cl_fixtimerate : 7.500 |
The number of ms per frame to fix clock drift . Because the server sends timestamps in every packet, but we only read network information once per frame, we don’t want to just ” take ” the server’s clock, so we use that as a target and ” correct ” it with fixtimerate (if the delta is not will become too large and we will bind the client to the server clock). |
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This command is not in HL1 | cl_fog : 0, a |
Turns off "0" and on "1" fog. It is best off in dod unless you need the special effect as it does have issues. The default is "0" (off) See the Options - Multiplayer - Advanced screen "Show Fog" tickbox. To test this join as a sniper and put on "cl_fog 1". Notice when zoomed you see a fog in long distances. Also, notice some pixel distortion from certain lighting like an enemy gun muzzle flash (right of this image) Sniper scope has fog if cl_fog is set to "1": Click on the image to enlarge |
Show fog tick box - cl_fog "0" is off. On is "1". |
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This command is not in HL1 | cl_fog_blue : 192, a |
It sets the value of the blue color of the fog |
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This command is not in HL1 | cl_fog_density : 0, a |
Sets the fog density. Fog can be enabled with gl_fog 1. This CVar is hidden by default and you need to add -dev to the game command line for this cvar to work. CS - The only official map with fog is de_inferno_cz. Map authors can add fog to their maps using the env_fog object, which automatically sets this CVar. A good value is 0.0003. |
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This command is not in HL1 | cl_fog_end : 3500, a |
Fog setting end distance (Test with a sniper zoomed in) If you set cl_fog "1" and cl_fog_end "0"... This has a weird effect on the alpha layer of sniper scopes, the black-out turns grey. However, the fog doesn't apply to the distances anymore in the scope. |
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This command is not in HL1 | cl_fog_green : 192,a |
It sets the value of the green color of the fog |
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This command is not in HL1 | cl_fog_red : 192, a |
It sets the value of the red color of the fog |
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This command is not in HL1 | cl_fog_start : 10, a |
Fog setting start distance |
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cl_forwardspeed : 400, a | cl_forwardspeed : 400, a |
Sets the forward speed of a player - *can only go as fast as the server allows. |
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cl_gaitestimation : 1 | cl_gaitestimation : 1 |
Enables estimated player stepping motion. |
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cl_gg : 0 | cl_gg : 0 |
Toggles game gauge mode - * 1 is 'on', 0 is 'off' This is to do with the demo system, see this page and search for "Game Gauge mode" (that's HL2) On this page search for "-gamegauge <demo name>" it may be related to that. |
Demo system? | |
cl_himodels : 0, a | cl_himodels : 0, a |
Enables high-resolution models if available. Toggles higher quality player models - * 1 is 'on', 0 is 'off' This is "0" in dod by default. I couldn't see any difference in any dod model. HL1 and HL:DM player models may still have this... read the link. |
Read this GitHub issue for more information. | |
This command is not in HL1 | cl_hud_ammo : 1, a |
If set to "0" it will hide the ammo image in the HUD. |
HUD Commands | |
This command is not in HL1 | cl_hud_health : 1, a |
If set to "0" it will hide the health image in the HUD. |
HUD Commands | |
This command is not in HL1 | cl_hud_msgs : 2, a |
Hides hud messages but will require "developer "1" and sv_cheats "1". Used for Mini Map creation. |
HUD Commands | |
This command is not in HL1 | cl_hud_objectives : 1, a |
If set to "0" it will hide the Objective icon images in the HUD. |
HUD Commands | |
This command is not in HL1 | cl_hud_objtimer : 1, a |
If set to "0" it will hide the Objective timer icon image in the HUD. (next to the Objective icons only on maps like dod_kraftstoff that have a time limit) |
HUD Commands | |
This command is not in HL1 | cl_hud_reinforcements : 1, a |
If set to "0" it will hide the Objective timer icon image in the HUD. (next to the health image) |
HUD Commands | |
This command is not in HL1 | cl_hudfont : 1, a |
If set to "0" the Chat Font is small. "1" is medium. "2" is large. |
HUD Command Chat Font | |
cl_idealpitchscale : 0.800, a | cl_idealpitchscale : 0.800, a |
This was used by a system (mainly for the use of joysticks) to adjust the angle of the eyes when walking up / down inclines. This appears to have been used to ” scale ” how quickly the pitch converged to the ” ideal ” pitch for tilt. This works when lookspring is enabled (must disable browsing with the mouse) and when browsing with the joystick is enabled. The value indicates how many degrees the view changes when walking up/down slopes. |
Joysticks. | |
This command is not in HL1 | cl_identiconmode : 2, a |
2 - icons over teammates heads 1- icons over target teammate 0 - no head icons. You can find this in Options - Multiplayer - Advanced - "Teammate icon style" drop down your choice. Press ok and apply. |
HUD Command - Player icons |
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cl_lc : 1, a, i | cl_lc : 1, a, i |
This is called “server-side hit calculation and lag compensation”. This only works if the server allows lag compensation (sv_unlag 1) and if the shooting player requests lag compensation (cl_lc 1 – note that the player must also predict weapon launch on the client side too, otherwise cl_lc is ignored). Don’t change it. See also cl_lw. |
Netcode | |
cl_logocolor : 0, a | cl_logocolor : 0, a | It defines the color of your spray: #Valve_Blue, #Valve_Brown, #Valve_Dkgray, #Valve_Ltblue, #Valve_Ltgray, #Valve_Green, #Valve_Orange, #Valve_Red, #Valve_Yellow. You can also acess this Options - Multiplayer tab. |
Spray |
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cl_logofile : 0, a | cl_logofile : 0, a |
It determines which spray you want to have: You can also access this via Options - Multiplayer tab. |
Spray |
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cl_lw : 1, a, i | cl_lw : 1, a, i |
“client-side weapon firing prediction”. Refers to the instantaneous set of effects that occur when the fire button is pressed. All of these effects are performed on the client side if the client side weapon firing prediction is enabled (cl_lw is 1 see above). Effects are: triggering a weapon firing animation, showing any muzzle flash, creating any ejected projectiles, drawing decals and bullets at the hit location on the level wall, triggering the sound of a weapon being fired, etc. However, the actual determination of whether a shot was fired ( at least for weapons with hit scan) to another player now and always has been done on the server. If this is disabled, delay compensation is also disabled. Also see "cl_lc" above. |
Netcode | |
cl_mousegrab : 1, a | cl_mousegrab : 1, a |
May be for Linux or older HL versions only, Related to adjustments of the mouse. See the link. |
Mouse setting see this GitHub post | |
cl_movespeedkey : 0.300 | cl_movespeedkey : 0.300 |
Sets movement speed for keyboard use. The speed at which you move when +speed is active. |
Keyboard control | |
cl_needinstanced : 0 | cl_needinstanced : 0 |
Enabling this option will display some information about loaded models (weapon models) in the console. You need developer 1 to see the information. Also, you need sv_instancedbaseline 1 on the server side. (It’s already 1 by default) |
Netcode | |
cl_nosmooth : 0 | cl_nosmooth : 0 |
Determines whether prediction errors will be smoothly corrected during cl_smoothtime. If set to 1, prediction error smoothing is disabled (same with cl_smootime 0). |
Netcode | |
This command is not in HL1 | cl_numshotrubble : 5, a |
Nothing found. Rubble models perhaps? |
Video? | |
This command is not in HL1 | cl_particlefx : 2, a |
Particles "FX" (special effects) like smoke, muzzle flashes, and rain. 0 - all FX (special effects) are off - Good FPS 1 - No Rain but muzzle flash and smoke are on. 2 (Def) - All Rain, muzzle flash and smoke are on. Go to dod_chemille and get a bazooka to test this. There is an FPS advantage for low-spec PC's if "0" is used, so look at the scores in your net_graph (see this page for netgraph display) "0" and "1" - This lowers the particle effects and can help reduce lag. |
Video | |
cl_pitchdown : 89 | cl_pitchdown : 89 |
Sets the maximum angle to look down - *default is 89 |
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cl_pitchspeed : 225 | cl_pitchspeed : 225 |
Sets the speed at which the pitch changes |
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cl_pitchup : 89 | cl_pitchup : 89 |
Sets the maximum viewing angle to look up. This is locked and cannot be changed in CS 1.6 and likely the same in dod 1.3. |
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cl_pmanstats : 0 | cl_pmanstats : 0 |
It displays particle information on your screen. Particles are smoke grenades (maybe there are other things, but I haven’t seen anything else that could change this particle counter). “Number of particles” is the number of particles currently on the map. ” is the number of particles currently displayed on your screen. “CMiniMem Free” is the amount of memory available for smoke. |
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cl_resend : 6 | cl_resend : 6 |
Sets the resend count |
Netcode | |
cl_showerror : 0 | cl_showerror : 0 |
Show the prediction errors on the screen. |
Netcode | |
cl_showevents : 0 | cl_showevents : 0 |
Enables the display of events such as firing a weapon, all these "events" are in the dod/events/ folder. |
Netcode | |
cl_showfps : 0, a | cl_showfps : 0, a |
Shows your current FPS in the top left corner of the screen. |
Netcode | |
cl_showmessages : 0 | cl_showmessages : 0 |
Drop network traffic to the console. Needs developer "1" to work. |
Netcode | |
cl_shownet : 0 | cl_shownet : 0 |
Toggles the display of network packet numbers - * 1 is 'on', 0 is 'off'. "0" does not display any information. 1 Print the size of the current incoming packet in bytes. 2 Display information about the current incoming packet and its size. |
Netcode | |
cl_sidespeed : 400 | cl_sidespeed : 400 |
Sets the strafing speed of a player. Sets the speed using the left and right movement keys (+moveleft and +moveright). This is limited to the sv_maxspeed backend. And in CS it’s limited by weapon speed. This should be equal to cl_backspeed and cl_forwardspeed, otherwise you will have trouble holding forward and left at the same time, for example. |
Netcode | |
cl_slist : 10 | cl_slist : 10 |
Sets the number of servers in the serverlist |
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cl_smoothtime : 0.100, a | cl_smoothtime : 0.100, a |
This specifies the amount of time that the representation will be smoothly correct after a prediction error. If we set cl_smoothtime to 0 (or cl_nosmooth to 1), our interpolation will not be “smoothed” or corrected and we will see the actual positions of the players. Please note that this will cause a jump in the players’ movements, but they will be correct. |
Netcode | |
cl_solid_players : 1 | cl_solid_players : 1 |
Whether the motion prediction mechanism should consider other players as solid. |
Netcode | |
cl_timeout : 60, a | cl_timeout : 60, a |
When you are inactive, after how many seconds the server will disconnect you. This is also controlled by sv_timeout (server side) |
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cl_updaterate : 60, a, i | cl_updaterate : 20, a, i |
This is the number of updates per second you are requesting from the server. 2023 advice is to use "100" |
Netcode and other commands you can set in dod .cfg files | |
cl_upspeed : 320 | cl_upspeed : 320 |
Sets the speed with the up/down navigation keys (+moveup/+moveleft). This is limited to the sv_maxspeed back end. In CS it’s limited by weapon speed. |
Keyboard control | |
cl_vsmoothing : 0.050, a | cl_vsmoothing : 0.050, a |
This is called View Smoothing, and involves interpolation between view vectors. It smoothes/interpolates the origin and viewing angles when riding on trains/platforms. 0.05 should be fine (if you’re above 20fps) and 0 turns it off so it should boost your fps. |
Netcode | |
cl_waterdist : 4 | cl_waterdist : 4 |
Compensates for the view along the water surface. |
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cl_weaponlistfix : 0 | cl_weaponlistfix : 0 |
This is a past issue, fixing a bug in the HL1 source code related to the WeaponList custom message – the message would simply be ignored if this was set. |
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This command is not in HL1 | cl_weatherdis : 1700, a |
Possible visual or sound setting no effect found could be related to fog. |
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This command is not in HL1 | cl_xhair_style : 0, a |
There are only 2 standard styles in dod Type 1. A value of "0" is the animated type (can become no moving via cl_dynamic_xhair "1" set to "0".) Type 2. A value of "1" or "2" ("2" is supposed to be the default but that is wrong) Custom Crosshairs are common and replacing a sprite file in dod\sprites called "customxhair.spr" can enable the default "0" and other types up to 16 via this command. The standard DoD crosshair is "0" .... 1 - 16 are the ones you made and require a special script to cycle through. See the link on the left for more information. |
See this tutorial page | |
cl_yawspeed : 210 | cl_yawspeed : 210 |
Sets the turning speed - * only will go as fast as a server allows |
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clientport : 27005 | clientport : 27005 |
For multiple PCs connecting to Steam servers behind the same router; it configures their client port to a different one than default so communications don't interfere with each other. |
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clockwindow : 0.500 | clockwindow : 0.500 |
Should not affect dod (steam) related to a loading of a level in half life, was likely there in dod 1.3 maps when the map had a into scene (parra maps like glider). |
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con_color : 255, a | con_color : 255, a |
Sets the color of chat messages. in RGB. In Won (pre-Steam system) it was also used to change the console text color. con_color "200 200 200" will be white, not yellow. This was for the WON system but still works. Note: The default is... con_color "255+155+50". You may have noticed the "+" inside the command value. If you put this con_color "255 155 50" the engine will only read "255" and you will have Red text. This is an RGB (Red Green Blue) color. What happened is the engine saw "255" and that's Red. Make sure you place a "+" symbol in you config file to get the full RBG color. This is also set in dod\resource\ClientScheme.res file. |
Hud commands chat font see here for colours | |
con_fastmode : 1 | con_fastmode : 1 |
Could be a old cvar for the console, no info'or effect seen. It seems to default back to "1" on a restart anyway. |
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con_mono : 0, a | con_mono : 0, a |
If set to "1" the font changes to a "mono" type, a thinner simple font. Requires a restart or in config,cfg to see the change. |
Developer console | |
con_notifytime : 4 | con_notifytime : 4 |
The amount of time, in seconds, that developer messages remain in the top left corner of the screen before they disappear from the screen. |
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con_shifttoggleconsole : 0 | con_shifttoggleconsole : 0 |
Could be a old cvar for the console, no info'or effect seen. It seems to default back to "1" on a restart anyway. |
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console : 1, a | console : 1, a |
Could be a old cvar for the console view. If "0" nothing happened. |
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coop : 0, sv | coop : 0, sv |
Toggles cooperative play mode - * 1 is 'on', 0 is 'off' |
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crosshair : 1, a | crosshair : 0, a |
Toggles (in Half Life not dod) the crosshair on/off. Leave on 1. |
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d_spriteskip : 0 | d_spriteskip : 0 |
It provides fast rendering of sprites. It will skip rendering every N scan lines. |
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deathmatch : 0, sv | deathmatch : 0, sv |
Toggles deathmatch mode |
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default_fov : 90, a | Unknown command in dod | |||
dev_overview : 0 | dev_overview : 0 |
Used to make a minimap, set to "1" as part of the process, see the link to see where this fits in. |
Overview Map Creation | |
developer : 0 | developer : 0 |
Toggles on/off special developer debug console messages - You can set this in your config.cfg as "1" to use the console. |
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direct : 0.900 | direct : 0.900 |
Specifies the ambient/direct lighting scaling on studio models. |
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This command is not in HL1 | dodcredits : 0, a |
Doesn't seem to do anything…obsolete? |
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edgefriction : 2, sv | edgefriction : 2, sv |
Sets the amount of friction between players and objects. This is used to add slowdown when jumping off the edge. When jumping from a platform that is 70 units above the ground, the edge friction effect is greatly increased. When it is set higher, the force pulling you down is greater. (Gravity in a sense) |
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ex_interp : 0.100, a | ex_interp : 0.100, a |
ex_interp sets the amount of time (in seconds) to interpolate between each successive update (cl_updaterate). Set this variable to 0 and nothing else. Counter-Strike will automatically set ex_interp to 1/cl_updaterate (i.e. your console will say “ex_interp is forcibly increased to xx ms”). This is because the time between each packet is 1/(number of updates per second), so that’s how long you want your client to interpolate. |
Netcode | |
fakelag : 0 | fakelag : 0 |
Simulates lag - * the higher the number, the more simulated lag. Simulates a delay when the value is greater than 0. The higher the value, the greater the delay. |
Netcode | |
fakeloss : 0 | fakeloss : 0 |
Simulates packet loss - * the higher the value, the more simulated packet loss. Simulates a cheat when the value is above 0. The higher the value, the bigger the cheat, for this sv_cheats must be enabled. |
Netcode | |
fps_max : 100, a | fps_max : 72, a |
Set whatever you like but this maximum will depend on your Video equipment, mostly your monitor and settings. 2023 advice is to use "99.5", "144" and even up to "300". Note that you should also use fps_override "1" and gl_vsync "0" if you want to exceed 60 FPS. |
Netcode and other commands you can set in dod .cfg files | |
fps_override : 0, a | fps_override : 0, a |
Set to "1" to gain FPS above 100 2023 advice is to set this at "1" . |
Netcode and other commands you can set in dod .cfg files | |
fs_lazy_precache : 0 | fs_lazy_precache : 0 |
Normally, this switch is disabled, which in turn allows the game to load all the necessary sound files for that particular map before launching the game. If this switch is enabled, the game will not preload sound files during map startup, instead, sound files will only be loaded when they are needed. Sound files will remain in memory after they are loaded to improve game performance by not having to reload the same sound files from the hard drive every time a sound file is used. |
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fs_perf_warnings : 0 | fs_perf_warnings : 0 |
Controls whether texture resampling warnings are printed. Requires developer to be 1 (On). |
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fs_precache_timings : 0 | fs_precache_timings : 0 |
Perf printouts about sound and model loading. Requires developer to be 1 (On). |
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fs_startup_timings : 0 | fs_startup_timings : 0 |
Manages a bunch of console nonsense about timings when starting the engine. Requires developer to be 1 (On). |
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gamma : 2.500, a | gamma : 2, a |
Sets gamma the screen is - 0 is dark 3 is the maximum. Set in the Options - Video tab. Also see "brightness", may require a restart if used in console. |
Brightness slider |
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gl_affinemodels : 0 | gl_affinemodels : 0 |
Applies opengl perspective correction hints: for example: glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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gl_alphamin : 0.250 | gl_alphamin : 0.250 |
Sets the minimum alpha blending level |
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gl_ansio : 16, a | gl_ansio : 16, a |
"0" turns off anisotropic filtering "0" - "16" |
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gl_clear : 0 | gl_clear : 0 |
If you enable gl_clear it will clear the color buffer. This basically means that when the camera can see into the void, either because the card is out of the far clip plane or because of some kind of map data corruption. This is often used as a debugging tool since the color of gl_clear is red. Cartographers use it to see if there are leaks in their maps. Everything seems to turn red in D3D, even if you are not outside the map. |
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gl_cull : 1 | gl_cull : 1 |
Enables the opengl GL_CULL_FACE setting. |
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gl_display_lists : 0 | gl_display_lists : 0 |
New in HL1 but has been in dod since the SteamPipe update No info found but could be related to CPU / GPU connections. |
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gl_dither : 1, a | gl_dither : 1, a |
16-bit OpenGL rendering can use a form of anti-aliasing in which lack of color depth is hidden by rounding in different ways depending on the pixel being rendered. Setting it to 0 could theoretically be faster or less hideous. Again, this may look more benign. It depends on personal preference. It seems that in 32-bit mode it doesn’t affect the walls, only the sky. |
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gl_flipmatrix : 0, a | gl_flipmatrix : 0, a |
This is a fix for your crosshair if you are using 3dfx drivers (old graphics cards eg: Voodoo, Voodoo2, Rush or Banshee.) Maybe in CS 1.6 you can’t even use 3dfx servers as there is no option like in 1.5 to enable it . If you use this with other drivers you will get an AWP/Scout scope error. Setting to "1" in dod has no effect (on new systems) but may have ill effects in CS 1.6, see the link. |
GitHub issue with this command. | |
gl_fog : 1, a | gl_fog : 1, a |
Turn on/off the fog effect. BUT NOT IN DOD. DOD use "cl_fog" not this. See the Options - Multiplayer - Advanced screen "Show Fog" tickbox. "gl_fog" Works in CZ too, but not CS 1.6. This only works in de_inferno_cz. But with this you can get a color map (or make it work on all maps): you have to have -dev in the launch options and set cl_fog_density to 1 + cl_fog_r/cl_fog_r/cl_fog_g (they control the color). |
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gl_keeptjunctions : 1, a | gl_keeptjunctions : 1, a |
Keep the collinear points added by QCSG/QBSP to fix T-junctions. If you set it to 0 you will see cracks between some of the textures. |
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gl_lightholes : 1, a | gl_lightholes : 1, a |
Controls whether to apply lighting to surfaces with ” holes ” (not sure if this still works). |
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gl_lowlatency : 0, a | gl_lowlatency : 0, a |
No info but in HL1 this is new, been in dod for a while SteamPipe version… see this… "On paper you'd want this on. Needs testing to see if that's actually the case" |
reddit link - click "read more" | |
gl_lowltency_debugoutput : 0, a | gl_lowlatency_debugouput : 0, a |
No info but in HL1 this is new, been in dod for a while - Steam pipe version |
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gl_lowlatency_maxslop_ms : 5, a | gl_lowlatency_maxslop_ms : 5, a |
No info but in HL1 this is new, been in dod for a while - Steam pipe version |
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gl_lowlatency_minslop_ms : 2, a | gl_lowlatency_minslop_ms : 2, a |
No info but in HL1 this is new, been in dod for a while - Steam pipe version |
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gl_max_size : 256, a | gl_max_size : 256, a |
Sets the maximum texture resolution For dod you can level it alone as most images used are this size. In CS 1.6 it is recommended to change this to "512" but not in dod. The maximum size in pixels in which textures are loaded. The value must be a multiple of 16 to prevent white textures from appearing. When a texture is greater than gl_max_size it will be clipped to this size. If this size is not a multiple of 16 it will become a white texture. Although gl_max_size does not have a maximum value, 512 is the most realistic maximum value for gl_max_size. |
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gl_monolights : 0, a | gl_monolights : 0, a |
Create an even source of light, without shadows. (Also may be referred to as FullBright). When a grenade explodes in an area or you turn on the flashlight, the area’s gamma returns to normal. |
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gl_overbright : 0, a | gl_overbright : 0, a |
Saturated lighting. Makes lighting more natural and realistic. In testing, I couldn't see any change in 2023 dod (with the "none" selection for betas. It's been replaced with gl_use_shaders (see below) See the link as it didn't initially work and underwater fog was also affected, see the link. |
[HL25] Detail textures broken with gl_use_shaders #3555 |
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gl_palette_tex : 1 | gl_palette_tex : 1 |
Enable/disable support for palette textures. If the GL driver you’re using doesn’t support the extension, it won’t make any difference. But some cards do not support the extension well and support must be disabled using this variable. |
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gl_picmip : 0, a | gl_picmip : 0, a |
Sets the rendering quality – * higher number is faster but lower quality. Don’t set more than 3 or games like cs will crash. In competition games, it is considered "illegal" to set it other than "0". It washes out all the textures. So a brick wall will look like a plain cement slab. In testing, I couldn't see a change in 2023 dod. |
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gl_polyoffset : 4, a | gl_polyoffset : 4, a |
The amount of offset to apply to polygon labels. If set to "0" you get weird effects go to the allied spawn in Anzio, look at the smoke sprite in the crater the base is pixelated. Leave at "4" |
Video setting | |
gl_reduce_shader_changes : 1 | gl_reduce_shader_changes : 1 |
In the last update,Nov 2023 HL1 this is new This may be connected to two other new commands. See "gl_use_shaders" "1" advice is to keep that "1" See "sv_allow_shaders" "0" advice is to change to "1" In this gamebanana post, the advice in the resulting config file is to set this at "0" More testing is required I guess! |
Video settings - See the other commands and also the links. |
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gl_round_down : 3, a | gl_round_down : 3, a |
This is texture accuracy or texture rounding. When textures need to be changed, they are rounded up or down depending on that. Setting it low SHOULD make textures more accurate, and setting it high SHOULD degrade texture accuracy. I say “MUST” because it may depend on the graphics card. The maximum value MUST be 5, but again this may depend on the graphics card. |
See this resolved issue on GitHub.
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gl_spriteblend : 1, a | gl_spriteblend : 1, a |
The alpha blending of the sprites, sprite rendering quality, if "1" the default will blur a sprite file. You have to look close to see it. The best is to observe a custom dot crosshair, if "0" you can see each pixel if your screen resolution is low enough. If "1" the default, then each pixel will blur into the pixels around it. Here is a screen shot of a 13 pixel X-Hair dot, with blending off a smaller X-Hair of around 5 Pixels looks small and sharp... but if blended it will be very small. You can make a script that when choosing a particular X-Hair you can turn on and off gl_spriteblend in the script. Click on the image to enlarge |
Rendering and Graphic control |
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gl_texturemode : 0, a | gl_texturemode : 0, a |
Sets the rendering mode in order from the lowest quality but fastest to highest quality which is slower - BAD to GOOD BAD - Simple (no texture filtering, no atmospheric filtering) [bad quality] gl_texturemode "GL_LINEAR" - Simple (texture filtering, no atmospheric filtering) gl_texturemode "GL_NEAREST_MIPMAP_NEAREST" - Bilinear (no texture filtering, atmospheric filtering normal) DEFAULT - Bilinear (texture filtering, atmospheric filtering normal) gl_texturemode "GL_NEAREST_MIPMAP_LINEAR" - Trilinear (no texture filtering, atmospheric filtering high) BEST - Trilinear (no texture filtering, atmospheric filtering high) [best quality] |
See here for a GitHub issue | |
gl_use_shaders : 1, a | gl_use_shaders : 1, a |
In HL1 this is new, been in dod for a while - Steam pipe version. Also, has an issue see this link. The replacement for gl_overbright? Also, see sv_allow_shaders "0", and read this forum post.
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Netcode and other commands you can set in dod .cfg files | |
gl_vsync : 1, a | gl_vsync : 1, a |
Used to gain more than the locked 60 FPS. When set to "0" it allows more FPS. See also fps_max and fps_overdrive command use. 2023 advice is to use "0" so your FPS can increase above 60 FPS. |
Netcode and other commands you can set in dod .cfg files | |
gl_wateramp : 0, a | gl_wateramp : 0, a | This enhances water waves (on water maps, of course). This cvar can only be modified with sv_wateramp (on the server side). | ||
gl_widesreen_yfov : 1, a | gl_widescreen_yfov : 1, a |
New to Half Life games 19 Nov 2023. Allows proper scaleing of widescreen resolutions, things like the FOV are corrected. You can enable it in Options - Video - 'Allow widescreen Field of View' tickbox. However, in Nov 2023 it broke dod sniper scopes, see the link to the GitHub report. |
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gl_wireframe : 0 | gl_wireframe : 0 |
gl_wireframe 1 does the former by placing glowing lines on each edge drawn by the engine to show how it splits. gl_wireframe 2 does the same, but the lines it creates can be seen through walls, allowing you to tell what part of the map is being drawn (including other areas that might not be drawn!). gl_wireframe 1 is thus good for watching faces break etc. gl_wireframe 2 is best for seeing if your VIS blockers are actually working and stopping other areas from being rendered. This is used by mappers to see what is calculated to improve the performance of their maps. |
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gl_zmax : 4096 | gl_zmax : 4096 |
Sets the maximum size of zbuffer. This is the maximum visible distance. Setting it to 0 in the D3D renderer allows you to see through walls. Since people were cheating on it, VALVe added protection and now this cvar can only be changed with sv_zmax (on the server side). |
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gl_ztrick_old : 0 | gl_ztrick_old : 0 |
February 15, 2013 Renamed gl_ztrick cvar to gl_ztrick_old, usage of this cvar is deprecated and caused rendering issues |
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graphheight : 64, a | graphheight : 64, a |
This command sets the height of the net graph display in pixels. This is the amount of pixels it will be from the bottom of the screen. The default is 64. Setting it you should use net_graph 3 only as the other types leave the bottom area of the graph at the bottom of the screen! |
NetGraph see this link | |
hisound : 1, a | hisound : 1, a |
Toggles high-quality sound - * 1=22kHz, 0=11kHz |
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host_framerate : 0 | host_framerate : 0 |
This scales the clock, but only in singleplayer or during demo playback (can be used to fast forward). |
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host_killtime : 0 | host_killtime : 0 |
Sets the delay before killing the server. |
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host_limitlocal : 0 | host_limitlocal : 0 |
Apply cl_cmdrate and cl_updaterate to loopback connection |
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host_profile : 0 | host_profile : 0 |
Displays the number of connected clients and their network latency. |
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host_speeds : 0 | host_speeds : 0 |
Displays host FPS, network latency, transfer rate, render rate, and object count for the map. |
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HostMap : 0 | HostMap : 0 |
When a map is modified using the “map” command, this parameter is automatically set to the name of the map. For multiplayer, this is only set at server startup, because the first map is started with the “map” command, but when changing maps, “changelevel” is used. |
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hostname : 0 | hostname : 0 |
Sets the server name. Used in "server.cfg". |
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hostport : 0 | hostport : 0 |
Sets the port to be used for your server. This CVar has the same effect as the “port” CVar, except that if “hostport” is not 0, it is used instead of “port”. |
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hpk_maxsize : 4, a | hpk_maxsize : 0, a |
Specifies the maximum size of the custom.hpk file in your cstrike folder, the custom.hpk file is used to store logos of other players. Its value is specified in megabytes, a value of 0 means no maximum size. |
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hud_capturemouse : 1, a | hud_capturemouse : 1, a |
If disabled, there is no mouse cursor in the command menu. This doesn’t work in CS 1.6 and DoD 1.3 because the command menu no longer supports number bindings. But it still works in HL, TFC and some other mods. |
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hud_centerid : 0, a | hud_centerid : 1, a |
The player’s name is displayed when you aim at another player. Toggles on "1" the display of player names, DoD 1.3 "0" turns that off, in the Options - Multiplayer - Advanced. Look for "Centre player names" and untick. In CS 1.6 "0" makes that display in the lower left corner or "1" in the middle of the screen. |
Hud command |
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hud_classautokill : 1, a, i | Unknown command in dod | |||
hud_deathnotice_time : 6, a | hud_deathnotice_time : 6, a |
Sets the number of seconds for which death notifications are displayed. |
Hud command | |
hud_draw : 1, a | hud_draw : 1, a |
Enables HUD rendering. |
Hud command | |
hud_drawhistory_time : 5 | Unknown command in dod | |||
hud_fastswitch : 0, a | hud_fastswitch : 0, a |
Toggles quick weapon switching. If enabled, the weapon switches immediately when a number key is pressed (should be bound to slotX commands). This has no effect when you scroll through your weapon (using invprev and invnext). //rant on Server owners often get all fucked up on its use and call you out for quick switching scripts. Maybe it's because they are still in the middle ages and ..." burning witches " ? Can't understand how a human can be quicker than them? If you find a server like that... 1. Blacklist it in your server browser 2. Go to the Steam forums and advise others to do the same, offer the IP of said server so others can avoid ...the morons. I don't cus often, bad server admins bring out the best in me. //rant off |
Hud command and a moron issue | |
hud_saytext : 1 | hud_saytext_internal : 1 | It includes in-game chat. hud_saytext (cmd) toggles this CVar. This is only in CS, CZ and DoD. | Hud Chat | |
hud_saytext_time : 5 | hud_saytext_time : 5 | Sets the number of seconds that chat messages are displayed. | Hud Chat | |
hud_takesshots : 0, a | hud_takesshots : 0, a | Allows you to take pictures at the end of maps like the final scoreboard. | ||
ip : 0 | ip : 0 | If a connection to the steam server cannot be established, you will need to use this variable on the server’s command line, specifying the server’s ip. | ||
ip_clientport : 0 | ip_clientport : 0 | sets the client port for a TCP/IP game | ||
ip_hostport : 0 | ip_hostport : 0 | sets the server port for a TCP/IP game | ||
ipx_clientport : 0 | Unknown command in dod | |||
ipx_hostport : 0 | Unknown command in dod | |||
joyadvanced : 1 | joyadvanced : 1 | This allows extended axis variables to be used, starting with joyadvaxisX, where X is the letter of the axis. | Joystick | |
joyadvaxisr : 2 | joyadvaxisr : 2 | See above | Joystick | |
joyadvaxisu : 0 | joyadvaxisu : 0 | See above | Joystick | |
joyadvaxisv : 0 | joyadvaxisv : 0 | See above | Joystick | |
joyadvaxisx : 3 | joyadvaxisx : 3 | See above | Joystick | |
joyadvaxisy : 1 | joyadvaxisy : 1 | See above | Joystick | |
joyadvaxisz : 4 | joyadvaxisz : 4 | See above | Joystick | |
joyforwardsensitivity : -1 | joyforwardsensitivity : -1 | Controls the rate of acceleration, or how much joystick movement is required to drive “full speed” forward and backward. | Joystick | |
joyforwardthreshold : 0.150 | joyforwardthreshold : 0.150 | Controls the dead zone for forward and backward movement. | Joystick | |
joyname : 0 | joyname : 0 | No detail, likley setting a name "1" or "0" for no name | Joystick | |
joypitchsensitivity : 1 | joypitchsensitivity: 1 | Controls the speed or ratio used when you look up and down | Joystick | |
joypitchthreshold : 0.150 | joypitchthreshold : 0.150 | Controls the dead zone for looking up and down. | Joystick | |
joysidesensitivity : -1 | joysidesensitivity : 1 | Controls the speed of acceleration, or how much joystick movement is required to move at “full speed” from side to side. | Joystick | |
joysidethreshold : 0.150 | joysidethreshold : 0.150 | Controls the dead zone for moving from side to side. | Joystick | |
joystick : 1, a | joystick : 1, a | Allows you to use the joystick. | Joystick | |
joywwhack1 : 0 | joywwhack1 : 0 | This is one of two variables that include custom response curves configured for the Logitech Wingman Warrior joystick. When enabled, this fixes the centering issue. | Joystick | |
joywwhack2 : 0 | joywwhack2 : 0 | This is one of two variables that include custom response curves configured for the Logitech Wingman Warrior joystick. When this feature is enabled, it eliminates the problem of “uncontrolled” rotation when using the joystick to turn or look left/right. | Joystick | |
joyyawsensitivity : -1 | joyyawsensitivity : -1 | Controls the speed or ratio used when you look from left to right. | Joystick | |
joyyawthreshold : 0.150 | joyyawthreshold : 0.150 | Controls the dead zone for looking left and right. | Joystick | |
lambert : 1.500 | lambert : 1.500 | Sets the Lambert level. Lambert is lighting the player models. | ||
lightgamma : 2.500 | lightgamma : 2.500 | Take care: if set to "1" you will crash with a "Hunk_Alloc" error. It is set to "2.5" and although you can change it, better to not change it online. Read the issue in the link. | Github link - lightgamma, texgamma | |
loadas8bit : 0 | loadas8bit : 0 | Toggles the use of the lowest quality 8-bit audio. On = 8 bits. Off = 16 bits. | ||
logsdir : 0 | logsdir : 0 | Specifies the directory where server logs will be created using the “log” command. | Logs | |
lookspring : 0, a | lookspring : 0, a | Enables automatic view centering when mouse browsing is disabled (-mlook). It must be set when mouse browsing is enabled (+mlook). It also disables up and down mouse movements. | Mouse setting | |
lookstrafe : 0, a | lookstrafe : 0, a | When this feature is enabled, left/right mouse movements cause you to move sideways instead of turning. | Mouse setting | |
lservercfgfile : 0 | lservercfgfile : 0 | Sets the configuration file that is loaded when the listener server starts. | Logs | |
m_customaccel : 0, a | Unknown command in dod | |||
m_customaccel_exponent : 1, a | Unknown command in dod | |||
m_customaccel_max : 0, a | Unknown command in dod | |||
m_customaccel_scale : 0.040, a | Unknown command in dod | |||
m_filter : 0, a | m_filter : 1, a | Mouse filtering (set this to 1 to average the mouse over 2 frames). | Mouse setting | |
m_forward : 1, a | m_forward : 1, a | Mouse forward factor. | Mouse setting | |
m_mousethread_sleep : 10, a | Unknown command in dod | |||
m_pitch : 0.022, a | m_pitch : 0.022, a | Mouse pitch factor. | Mouse setting | |
m_rawinput : 0, a | m_rawinput : 1, a |
Use Raw Input for mouse input. COMMON BUG! This is very important if you cannot move correctly in-game. See the link for this issue. |
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m_side : 0.800, a | m_side : 0.800, a |
Mouse side factor. |
Mouse setting | |
m_yaw : 0.022, a | m_yaw : 0.022, a |
Mouse yaw factor. |
Mouse setting | |
mapchangecfgfile : 0 | mapchangecfgfile : 0 |
This sets up a config file that is loaded whenever the map is changed. |
Server config | |
mapcyclefile : 0 | mapcyclefile : 0 |
This sets the file to be used for the map loop. |
Server config | |
max_queries_sec : 3, sv | max_queries_sec : 3, sv |
This is part of the rate-limiting code for out-of-band requests (i.e. players, information). It defines the maximum number of requests per second per user (averaged over max_queries_window). |
Server config Netcode | |
max_queries_sec_global : 30, sv | max_queries_sec_global : 30, sv |
This is part of the rate-limiting code for out-of-band requests (i.e. players, information). It defines the maximum number of requests per second for all requests. |
Server config Netcode | |
max_queries_window : 60, sv | max_queries_window : 60, sv |
This is part of the rate-limiting code for out-of-band requests (i.e. players, information). It defines the time window for averaging the request rate. |
Server config Netcode | |
This command is not in HL1 | max_rubble : 240 |
No info' found, likley the amount of rubble (models perhaps) allowed to display. |
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model : 0, a, i | model : 0, a, i |
Sets your model to Half-Life. Valid model names: barney, gina, gman, gordon, Helmet, Hgrunt, Recon, Robo, Scientist, Zombie. HL1 only. |
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motdfile : 0 | motdfile : 0 |
Sets the file to be used as the message of the day (welcome screen). |
Server config | |
MP3FadeTime : 2, a | MP3FadeTime : 2, a |
Change Fade Time for mp3’s |
Audio setting | |
MP3Volume : 0.800, a | MP3Volume : 0.390, a |
This will adjust the items like music playing in the GUI area as the game starts. It can be set by using the slider in the Options - Audio tab and will remember your choice in config.cfg. "0" is off and the lowest, "0.39" is the default and "1" is the maximum. |
Audio setting |
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mp_consistency : 1, sv | mp_consistency : 1, sv |
This checks to see if the connecting client has changed its models or sounds to give it an unfair advantage. For some models, it only checks the size to make sure it doesn’t exceed the hitboxes. But this doesn’t check all models/sounds/… Some of them are still there, like the smoke sprite. (not to smoke) |
Server config | |
mp_decals : 300, a | mp_decals : 300, a |
This sets the maximum number of decals (splash, logo, bullet holes, grenade burns, blood on the ground) to be visible on the screen. It must be installed before connecting to the server. This is not the same as r_decals. |
Server config | |
mp_footsteps : 1, sv | mp_footsteps : 1, sv |
Toggles footstep sounds - * 1 is 'on', 0 is 'off' |
Server config | |
mp_logecho : 1 | mp_logecho : 1 |
If enabled, server log messages are displayed in the server console. |
Server Logs | |
mp_logfile : 1, sv | mp_logfile : 1, sv |
Enables server console logging to a file in the logs/ folder. |
Server Logs | |
This command is not in HL1 | mp_markerstaytime : 30 | How long, in seconds, marker will stay on the minimap. | MiniMap command (server) | |
This command is not in HL1 | mp_nummapmarkers : 1 |
This determines the max number of map markers each player can place. Minimum and default is 1. This needs more info, came in Oct 2003, it could be a Mini Map function that marks how many dead players and them the above times how long they stay there on the map. |
MiniMap ? (server) | |
This command is not in HL1 | mp_spawnbazookas : 0 |
Allow Bazookas to spawn. Note the entire issue of bazooka spawning is officially broken... I do have a fix, see the link to the left. Def = "1" is on in the server.cfg and listenserver.cfg "0" = disabled - they will not spawn in maps that have these on the ground. Normally found in spawns of dod_caen, dod_chemille, dod_forest, dod_jagd, dod_kalt, dod_merderet, dod_vicenza, and dod_zalec. |
This command has an issue with default files. Please read here for a fix. | |
This command is not in HL1 | mp_teamlimit : 2 | Sets the number of players that one team can have over the other (enables balanced teams). Set to "0" to allow players to join the Allied or Axis teams, regardless of the current number of existing players on the team (enables unbalanced teams). | ||
mp_teamlist : 0 | mp_teamlist : 0 | No info found | ||
mp_teamoverride : 1 | mp_teamoverride : 1 | No info found | ||
mp_teamplay : 0 | mp_teamplay : 0 |
Not sure that works in dod. I'll have to test, likely in HL1 only Set teamplay mode flags -- set this variable to the sum of the numbers by the options you want enabled: 1=teamplay on (always set this for teamplay mode), 2=half-damage friendly-fire, 4=no damage friendly-fire, 8=half-damage friendly explosive, 16=no friendly explosive damage, 128=half-damage armor friendly-fire, 256=no damage to armor from friendly-fire, 512=half-damage armor friendly explosive, 1024=no damage to armor from friendly explosive, 2048=YOU take half damage from hitting Teammate with direct weaponfire, 4096=YOU take no damage from hitting Teammate with direct weaponfire, 8192=YOU take half damage from hitting Teammate with explosive weaponfire, 16384=YOU take no damage from hitting Teammate with explosive weaponfire, 32768=YOUR armor takes half damage from hitting Teammate with direct weaponfire, 65536=YOUR armor takes no damage from hitting Teammate with direct weaponfire, 131072=YOUR armor takes half damage from hitting Teammate with explosive weaponfire, 262144=YOUR armor takes no damage from hitting Teammate with explosive weaponfire. |
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mp_timelimit : 20, sv | mp_timelimit : 20, sv | (removes team limits allowing more people to be one side than the other (depending on game mode) | ||
This command is not in HL1 | mp_tkpenalty : 6 |
After a player has team-kills 6 times, there is a logged chat message that says that the player "has team killed too many times. Now being kicked!" |
Server config | |
mp_weaponstay : 0 | mp_weaponstay : 0 |
|
Server config | |
multicastport : 27025 | multicastport : 27025 |
No info. Router setting? |
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name : 0, a, i | name : 0, a, i |
Your name. Put "name" in the console followed by you name, also see Options - Multiplayer - "Player name" box |
Player Name |
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net_address : 0 | net_address : 0 |
Shows server IP and port |
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net_chokeloop : 0 | net_chokeloop : 0 |
Apply bandwidth choke to loopback packets |
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net_drawslider : 0 | net_drawslider : 0 |
Draw completion slider during sign-on |
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net_graph : 0, a | net_graph : 1, a |
Allows you to use net_graph. It displays information about your settings, ping, frame rate, etc. depending on the type of network. See the link to the right. |
See this page to set up the net graph in dod. | |
net_graphpos : 1, a | net_graphpos : 2, a |
Sets the position of the net_graph. 0 = LEFT 1 = RIGHT 2 = CENTRE |
See this page to set up the net graph in dod. | |
net_graphwidth : 150 | net_graphwidth : 150 |
Sets the width of net_graph. The higher the number, the wider the net_graph. |
See this page to set up the net graph in dod. | |
net_log : 0 | net_log : 0 |
Old cvar? No info, could be a log for the net_graph with net_showdrop ? |
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net_scale : 5, a | net_scale : 5, a |
Sets the number of bytes displayed per pixel in net_graph.(net_graph 2 only). net_scale 5 - default, the dotted area is normal.
This will only work with net_graph 2 |
See this page to set up the net graph in dod. | |
net_showdrop : 0 | net_showdrop : 0 |
Shows a message in the console when a packet is dropped. This is for both client and server. |
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net_showpackets : 0 | net_showpackets : 0 |
Shows incoming/outgoing packets. This is for both client and server. |
See this page to set up the net graph in dod. | |
nosound : 0 | nosound : 0 |
If set to "0" all sounds work. "1" turns off all sound. |
Audio | |
password : 0, i | password : 0, i |
Sets the password for the server you want to connect to. This cvar is automatically changed when you log into a password-protected server using Server Explorer. |
Server config | |
pausable : 1, sv | pausable : 1, sv |
Toggles whether or not clients can pause a server game - * 1 is 'on', 0 is 'off' |
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port : 27015 | port : 27015 |
Sets the port to be used for your server. |
Server config | |
r_bmodelinterp : 1 | r_bmodelinterp : 1 |
Determines whether moving brush models will interpolate their position (smooth the view). Makes model animations smoother rather than abrupt and laggy. Recommended to keep this at the default "1" |
Renderer CVAR | |
r_cachestudio : 1 | r_cachestudio : 1 |
Determines whether to cache studio model ” hulls ” for faster testing – the cache has a limited size/lifetime. This is a performance optimization. |
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r_cullsequencebox : 1 | r_cullsequencebox : 1 |
In a multiplayer game, if set, instead of just checking the bbox on the back of the viewer, we check the entire truncated pyramid for the current animation extents (sequence window). |
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r_decals : 4096 | r_decals : 4096 |
It sets the limit for decals (logo spatter, bullet holes, grenade burns, blood on the ground). If higher than mp_decals, mp_decals will be set (reset to mp_decals when connecting to server). This is not the same as mp_decals. |
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r_detailtextures : 0, a | r_detailtextures : 0, a |
Turns off "0" and on "1" detail textures The recommended setting is to change this "1" for better visuals. But if FPS and connection speed are more important... then leave this at "0" the default. In the new "none" beta selection, this is now (partially) broken. The textures do change but not fully, they are still blurred. Click on the image below, on high "1", the "None" beta (latest) has a better floor but look at the walls. The wall in the "beta - SteamPipe" (older) are better with black dots giving grain effect... but the floor has no outline for the stones.
The images on "0" are identical, but when set on "1" one has good walls/bad floor, the other bad walls/good floor.
Oh...shit. |
Netcode and other commands you can set in dod .cfg files | |
r_detailtexturessupported : 1 | r_detailtexturessupported : 1 | as above | ||
r_drawentities : 1 | r_drawentities : 1 |
Controls how objects/models are drawn. 0 = No objects 1 = Default and draw objects normally 2 = Objects are drawn as skeletons 3 = Objects are drawn, each bone has a bounding box 4 = Objects are drawn with a block 5 = Separate blocks for player and weapon NOTE: only works in SOFTWARE – D3D/OpenGL mode: single player only SoftWare: multiplayer mode |
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r_drawviewmodel : 1 | r_drawviewmodel : 1 |
Switch weapon model view. See this screenshot. "r_drawviewmodel "0" removes the weapon model from the screen, in this case a pistol." |
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r_dynamic : 1 | r_dynamic : 1 |
Dynamic lighting is when illuminated objects create projections onto walls or objects around them (example: rockets in half-life). You will improve performance by turning this off. But after a past HL update, it is locked to 1 in multiplayer. In the Source engine it works, see this video. In Sven-Coop it was removed as a cheat in 2019 Not working in dod. |
GitHub issue #2796 explains this is detail. | |
r_fullbright : 0 | r_fullbright : 0 |
2023 Note: It is now an "unknown command" in the dod client console. Old description: Setting this to “1” means no lightmaps, and will render all textures without any dynamic shading/lighting (so you’ll end up with brightly lit textures, so bright that even a flashlight beam will be invisible). Setting it to “2” will mean lightmaps only (all models gouraud shading without textures). NOTE. THE SPECIFIC VALUES ARE NOT FOR OPENGL, ONLY FOR PROGRAM MODE. This might be useful for cartographers. A setting of “3” means only lightmaps, but with an offset mesh. Setting to “4” is similar to “3”, but also shows the mip level of each surface in relation to the player. |
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r_glowshellfreq : 2.200 | r_glowshellfreq : 2.200 |
Sets the glow frequency of player models. Player models are highlighted by server plugins. For example, respawn protection in deathmatch. |
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r_lightmap : 0 | r_lightmap : 0 |
I only get the effect with this variable in D3D and Software: D3D: r_lightmap -1 or 1 = White walls. The recommended setting is "0" the default |
Render CVAR | |
r_mirroralpha : 1 | r_mirroralpha : 1 |
Mirror effect. Enables reflective textures. Deprecated and not supported in HL1. Recommended to leave this as the default "1" |
Render CVAR | |
r_mmx : 0 | r_mmx : 0 |
This includes MMX optimization. MMX is detected automatically (1=enabled, 0=disabled), but you can force it on or off with this. |
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r_norefresh : 0 | r_norefresh : 0 |
Disables world and HUD updates. |
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r_novis : 0 | r_novis : 0 |
First you need to know what VIS is: VIS is short for Visible Information Set. This generates what can and cannot be seen from certain locations on the map. Half-Life will then use this information when the game starts to speed up rendering by only drawing what the player can see. you can see everything. You can try with gl_wireframe 2 to see the effect. |
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r_prefertexturefiltering : 1, a | r_prefertexturefiltering : 1, a |
New (for HL1) in Nov 2023 but has been in dod since SteamPipe. Works the same as in HL1 where you can set it to 0 to disable texture filtering. |
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r_shadows : 0 | r_shadows : 0 |
New 19 nov 2023 (for HL1) but has been in dod since SteamPipe. |
GitHub issue #451 | |
r_speeds : 0 | r_speeds : 0 |
toggles average fps, draw speed and polygon info - * 1 is 'on', 0 is 'off', very useful when making maps |
See this page. | |
r_traceglow : 0 | r_traceglow : 0 |
Blocks sprites from being seen through models. Some guides recommend setting this to "1" Enables occlusion calculation. If enabled, light halos (created by the env_glow entity) and some explosion sprites will not be visible through AI players (hostages in CS, scientists and monsters in HL) when they are behind them. |
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r_wadtextures : 0 | r_wadtextures : 0 |
r_wadtextures is used to enable or disable enabled wad textures. |
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r_wateralpha : 1 | r_wateralpha : 1 |
Makes water transparent. (recommend left at "1" the default) r_wateralpha 1 enables alpha water blending (default). To disable it (0), r_novis must be enabled "1". Turning it off will allow you to see above the water everything below the surface of the water (which effectively makes the surface of the water completely transparent). This does not work with the Half-Life 1 engine. (may work in dod) To get transparent water, mappers must use the func_water entity. |
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rate : 30000, a, i | rate : 30000, a, i |
Max bytes/sec the host can receive data 2023 advice is to use 20000 |
Netcode and other commands you can set in dod .cfg files | |
rcon_address : 0 | rcon_address : 0 |
This allows clients to remotely connect to a server/HLTV and use rcon commands without even being in the game. Set it to the server’s IP address without a port number (1.2.3.4). |
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rcon_password : 0 | rcon_password : 0 |
It sets the rcon password on the server so admins can use admin commands/variables. Administrators must also set rcon_password in their client console to be able to use admin commands/options with the rcon command. |
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rcon_port : 0 | rcon_port : 0 |
The port through which the client can remotely connect to the server. See rcon_address. |
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reloaddist : 768 | reloaddist : 768 |
No detailed info'. Possible sound setting |
Sound setting? | |
room_delay : 0 | room_delay : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
room_dlylp : 2 | room_dlylp : 2 |
No detailed info', 3d sound setting |
3D sound setting | |
room_feedback : 0 | room_feedback : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
room_left : 0 | room_left : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
room_lp : 0 | room_lp : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
room_mod : 0 | room_mod : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
room_off : 0, a | room_off : 0, a |
Set this to "1" to disable reverb effects. |
3D sound setting | |
room_refl : 0 | room_refl : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
room_rvblp : 1 | room_rvblp : 1 |
No detailed info', 3d sound setting |
3D sound setting | |
room_size : 0 | room_size : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
room_type : 0 | room_type : 0 |
No detailed info', 3d sound setting |
3D sound setting | |
s_show : 0 | s_show : 0 |
Shows on the screen which sounds are being played. |
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scr_centertime : 2 | scr_centertime : 2 |
The time in seconds that the messages on the central screen remain active. (Example: the message “The Axis won!”). Note that this only works if set before the message is printed, not while it is being displayed on the screen. |
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scr_connectmsg : 0 | scr_connectmsg : 0 |
This is the first line of a small message in white text drawn on a black box at the bottom center of the screen. It is usually only visible when connected to servers, as everything is rendered on top of it. Also visible with r_norefresh 1 or when clipping outside the map. Depending on your hand model, when disconnected from a server, it may only be partially visible when connected to another. |
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scr_connectmsg1 : 0 | scr_connectmsg1 : 0 |
The second line of the Connect-Message window. See scr_connectmsg. |
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scr_connectmsg2 : 0 | scr_connectmsg2 : 0 |
The third line of the Connect-Message window. See scr_connectmsg. |
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scr_ofsx : 0 | scr_ofsx : 0 |
This sets the X offset of the view’s origin. |
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scr_ofsy : 0 | scr_ofsy : 0 |
This sets the Y offset of the view’s origin. |
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scr_ofsz : 0 | scr_ofsz : 0 |
This sets the Z offset of the view origin. |
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scr_printspeed : 8 | scr_printspeed : 8 |
Sets the screen message print speed |
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sdl_double_click_size : 2 | sdl_double_click_size : 2 |
Game controller mapping - see link |
GitHub SDL | |
sdl_double_click_time : 400 | sdl_double_click_time : 400 |
Game controller mapping - see link |
GitHub SDL | |
sensitivity : 3,a | sensitivity : 0.650, a |
Sets the mouse sensitivity. |
Mouse setting | |
servercfgfile : 0 | servercfgfile : 0 |
Sets the configuration file that is loaded when the server starts. For dedicated servers only. |
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showpause : 1 | showpause : 1 |
toggles pause of graphic display - * 1 is 'on', 0 is 'off' |
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249 X "sk_" commands (removed) |
These "sk_" commands do come up in the day of defeat console, they all do not work in dod so... screw that. You can view them in the link to the left. |
NOTE: these 249 "sk_" commands are not in dod. They are Half Life 1 only so this being primary a dod CVAR guide, I removed them. dod has no "sk_" commands. See the link to the left |
249 "sk_" commands for Half-Life 1. | |
skill : 1 | skill : 1 |
Sets the difficulty level in Half-Life single player mode (set automatically when you select the difficulty level in the new game menu). 1 : Easy 2 : Medium 3 : Complex HL1 Only |
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skin : 0, a, i | skin : 0, a, i |
Sets the model skin |
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snd_noextraupdate : 1 | snd_noextraupdate : 1 |
If enabled, disables “excessive” audio updates that may occur during rendering or other potentially low frame rate situations. |
Audio, Netcode | |
snd_show : 0 | snd_show : 0 |
Show sounds info |
Audio | |
sp_decals : 4096, a | sp_decals : 4096, a |
No info, but mp_decals sets the maximum number of decals to be displayed at a time, so this could be related. |
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speak_enabled : 1 | speak_enabled : 1 |
Goldsrc only console command that can disable speak commands, however it doesn't stop the sounds played by speak/spk previously. It doesn't disable "play" command sounds. The purpose is not known, disabling server-forced client command possibly |
Speak And Spk Commands | |
spec_autodirector : 1 | spec_autodirector_internal : 1 |
This enables the Auto Director viewer mode. Auto Director automatically moves the camera based on where the player is looking. This works for Free Chase Cam, Locked Chase Cam and Chase Map Overview. spec_autodirector (cmd) toggles this CVar. This is only in CS, CZ and DoD. |
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spec_drawcone : 1 | spec_drawcone_internal : 1 |
Toggles the 90-degree orange cone of view in view mode, which shows where you are looking in spec mode. spec_drawcone (cmd) toggles this CVar. This is only in CS, CZ and DoD. |
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spec_drawnames : 1 | spec_drawnames_internal : 1 |
Toggles drawing names in overview mode. spec_drawnames (cmd) toggles this CVar. This is only in CS, CZ and DoD. |
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spec_drawstatus_internal : 1 | spec_drawstatus_internal : 1 |
Toggles the game information (current map, game time, etc.) that is displayed in the upper right corner of the screen in spectator mode. It’s only CS, CZ and DoD and it doesn’t work in those games anymore since Steam. |
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spec_pip : 1 | spec_pip : 1 |
Sets the PIP spectator mode. 0 : Disabled 1 : Player Chase Camera 2 : First Person 3 : Chase Map View (zoomed out) 4 : Chase Map View (zoomed in) 5 : Buggy Mode (you see cone sprite view + player sprite view like in the map view, but works in third person, etc…) |
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This command is not in HL1 | spec_scoreboard : 0 |
Turns on/off the scoreboard. “togglescores” (command) toggles this CVAR. This is a CVAR specification, but you don’t have to be a spectator to use it. This is only in CS, CZ and DoD. |
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suitvolume : 0.250, a | suitvolume : 0.250, a |
Sets the volume of the HEV suit sounds in Half-Life. |
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sv_accelerate : 10, sv | sv_accelerate : 10, sv |
Sets the acceleration speed. Locked (only in CS), so it automatically switches to the default value (5). But in HL you can change it and the default value is 10. |
Netcode Server config | |
sv_aim : 1, a, sv | sv_aim : 0, a |
Enables auto-aim (when your crosshair is close to an enemy). Only works in Half-Life. |
Server config | |
sv_airaccelerate : 10, sv | sv_airaccelerate : 10, sv |
It sets how fast you accelerate in the air. Use "100" for surf in CS 1.6. |
Server config | |
sv_allow_autoaim : 0, a, sv | sv_allow_autoaim : 0, a, sv |
Half-Life: 25th anniversary update: New sv_allow_autoaim toggle command, independent of sv_aim adjuster. |
Server config | |
sv_allow_dlfile : 1 | sv_allow_dlfile : 1 | Has been disabled? See the link. | GitHub "dlfile" command doesn't work | |
This command is not in HL1 | sv_allow_shaders : 0, sv |
This didn't come up in HL1 cvars, it was not in the SteamPipe version but is new in dod Nov 2023. Crafty (steam forum post) has found more.... "This enables the new Overbright shader. Which fixes the dynamic range of the map lighting" Also, he advises you to change the default to "1". But also note his advice: "The command must be placed in your autoexec.cfg for it to stay enabled ingame." I agree considering what he found. But also note in his post this may change. Also, note there is a relationship with the new command "gl_use_shaders 1" above (way above in this list) His advice is to leave gl_use_shaders as the default "1". Perhaps you should place both in your autoexec.cfg and see for yourself |
Server config and player autoexec.cfg |
|
sv_allowdownload : 1 | sv_allowdownload : 1 |
Allows the server to upload any content to the client (maps, sprays, etc.) |
Server config | |
sv_allowupload : 1, sv | sv_allowupload : 1, sv |
Allows clients to send custom sprays to the server. |
Server config | |
sv_alltalk : 0, sv | sv_alltalk : 0, sv |
This command sets whether or not players can hear the voice communications of the enemy team. Default is 0 (can't hear enemies). If "1" all persons on the server can hear each other. |
Server config | |
sv_bounce : 1, sv | sv_bounce : 1, sv |
Controls the collision response of ” flying ” projectiles when they hit slopes. |
Server config | |
sv_cheats : 0, sv | sv_cheats : 0, sv |
This command allows you to use cheat codes such as impulse 101 (16000 money) or impulse 102 (blood). All variables in the “cheat” category in the variable list only work if enabled. |
Server config | |
sv_clienttrace : 1, sv | sv_clienttrace : 1, sv |
sv_clienttrace sets the player’s bounding box for collisions (with world objects). This is not the same as setting the hitbox size (used for bullet hits). This cannot be changed in CS, it is forced to 1. The value may differ from other HL mods. (3.5 is used in DoD etc.) |
Server config | |
sv_contact : 0, sv | sv_contact : 0, sv |
It is used to set the server owner's email. |
Server config | |
sv_downloadurl : 0 | sv_downloadurl : 0 |
Installing this CVAR will allow clients to load custom content via HTTP rather than fetching content from the game server much faster. Set this parameter to “” (an empty string) to return to normal downloads. |
Server config | |
sv_enableoldqueries : 0 | sv_enableoldqueries : 0 |
Setting “sv_enableoldqueries” to 1 allows old-style (no request/response) queries to work (this allows you to use the old HL1 Engine core query protocol). This should be disabled now because webserver browsers etc are using new requests to the server. |
Server config | |
sv_failuretime : 0.500 | sv_failuretime : 0.500 |
Adjust the freezing time before being moved in the beginning of each game. |
Server config | |
sv_filetransfercompression : 1 | sv_filetransfercompression : 1 |
Allows the server to compress and send compressed content to the client. |
Server config | |
sv_filetransfermaxsize : 10485760 | sv_filetransfermaxsize : 10485760 |
Limit the size of a file a server will try to send to a client |
Server config | |
sv_filterban : 1 | sv_filterban : 1 |
Sets packet filtering by IP mode. If disabled, everyone will be banned by IP, but their IP will not be added to the banlist. |
Server config, bans | |
sv_friction : 4, sv | sv_friction : 4, sv |
It controls the friction against the ground. This is locked to 4 in CS and cannot be changed. |
Server config, cheat | |
sv_gravity : 800, sv | sv_gravity : 800, sv |
Sets gravity. A smaller value means less gravity. You stay in the air with sv_gravity 0 and cannot jump with sv_gravity 12000. Negative values have the same effect as sv_gravity 0 but jump much faster. A value of 200 is about the same height as a low-set house (1 story). |
Server config, cheat | |
sv_instancedbaseline : 1 | sv_instancedbaseline : 1 |
Allows the server to create and use “instance” baselines (for things like grenades, etc. that don’t have good baselines because they’re not placed in the .map file). |
Server config | |
sv_lan : 1 | sv_lan : 1 |
It includes LAN server mode (no heartbeat, no authentication, class C). Only people on your local network can join. |
Server config | |
sv_lan_rate : 20000 | sv_lan_rate : 20000 |
It defines the rate for all clients on the LAN server (sv_lan 1), default is 20000. If sv_lan_rate < 1001 it will be ignored and “rate” (client side) will be used. See sv_maxrate and sv_min rate as well. 2023 advice is to set at the default "20000" (server only command) |
Netcode and other commands you can set in dod .cfg files | |
sv_log_onefile : 0 | sv_log_onefile : 0 |
It determines whether one log file is created (in total) or one log file per map change, as is currently the case. The default is the current behavior (one for each map change). |
Server config, logs | |
sv_log_singleplayer : 0 | sv_log_singleplayer : 0 |
If enabled, log files will be generated for single player games. Of course, logging (login) must be enabled. |
Server config, logs | |
sv_logbans : 0 | sv_logbans 0 |
It turns on and off the registration of player bans. Default is 0 (off). |
Server config, logs | |
sv_logblocks : 0, sv | sv_logblocks : 0, sv |
This is part of the rate-limiting code for out-of-band requests (i.e. players, information). It logs which IP addresses have been blocked by this code. See also max_queries_* variables. |
Server config, logs | |
sv_logrelay : 0 | sv_logrelay : 0 | No info. For server logging of…relays? | Server config, logs | |
sv_logsecret : 0 | sv_logsecret : 0 |
If set then include this secret when doing UDP logging (ill use 0x53 as packet type, not usual 0x52) |
Server config, logs | |
sv_maxrate : 0, sv | sv_maxrate : 0, sv |
This sets the maximum number of bytes per second that the server can send to the client. 0 = unlimited. Only for internet games (sv_lan 0), except when sv_lan_rate < 1001 in LAN game (sv_lan 1) 2023 advice is to set at "20000" (default) for online and LAN, but note what it says above about LAN. See sv_lan_rate above if on a LAN. (server only command) |
Netcode and other commands you can set in dod .cfg files | |
sv_maxspeed : 320, sv | sv_maxspeed : 500, sv |
Sets the maximum speed. In CS, after 260, nothing changes because of the speed of the weapon (With a scout, you go faster, and this is 260). |
Server config, Netcode | |
sv_maxunlag : 0.500 | sv_maxunlag : 0.500 |
Sets the maximum number of seconds during which the netcode compensates for someone’s ping (sv_unlag must be enabled). Netcode offsets 500ms by default. |
Server config, Netcode | |
sv_maxupdaterate : 30 | sv_maxupdaterate : 30 |
This is the maximum number of updates per second the server can send to the client (see cl_updaterate). 2023 advice is to set this at "60" (server only command) |
Netcode and other commands you can set in dod .cfg files | |
sv_maxvelocity : 2000 | sv_maxvelocity : 2000 |
It sets the maximum speed of any moving object. |
Server config | |
sv_minrate : 0, sv | sv_minrate : 0, sv |
This sets the minimum number of bytes per second that the server can send to the client. 0 = unlimited. Only for internet games (sv_lan 0), except when sv_lan_rate < 1001 in LAN game (sv_lan 1). See sv_minrate and sv_maxrate for LAN 2023 advice is set a server at the default "0" (server only command) |
Netcode and other commands you can set in dod .cfg files | |
sv_minupdaterate : 10 | sv_minupdaterate : 10 |
This is the minimum number of updates per second the server can send to the client (see cl_updaterate). 2023 advice is to set this at "30" (server only command) |
Netcode and other commands you can set in dod .cfg files | |
sv_newunit : 0 | sv_newunit : 0 |
Used to clear saved game data from previous levels to keep the saved game size as small as possible. This is used in the Half-Life single player maps. There is no need to change this CVar, mappers should set it in the worldspawn object. |
Server (listen) config | |
sv_outofdatetime : 1800 | sv_outofdatetime : 1800 |
No information. |
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sv_password : 0, sv | sv_password : 0, sv |
Sets the password for the server. People who want to connect to the server need a password. |
Server config | |
sv_proxies : 1, sv | sv_proxies : 1, sv |
This is necessary so that HLTV proxies can connect to your server. It sets how many HLTV proxies will be able to connect to your server. HLTV proxies take up server slots so make sure you take that into account before enabling this. |
Server config | |
sv_rcon_banpenalty : 0 | sv_rcon_banpenalty : 0 |
The number of minutes to block users who are not authenticated by rcon. (0=permanent) |
Server config bans | |
sv_rcon_maxfailures : 10 | sv_rcon_maxfailures : 10 |
The maximum number of times a user can fail rcon authentication before being banned. This is similar to sv_rcon_minfailures, except that this setting is independent of sv_rcon_minfailuretime. |
Server config | |
sv_rcon_minfailures : 5 | sv_rcon_minfailures : 5 |
The number of times a user can fail rcon authentication within sv_rcon_minfailuretime before being banned. |
Server config | |
sv_rcon_minfailuretime : 30 | sv_rcon_minfailuretime : 30 |
The amount of time (in seconds) that rcon attempts must fail before the ban is enforced. |
Server config | |
sv_rollangle : 2 | sv_rollangle : 2 |
New to HL1 and dod in Nov 2023: When moving side to side your model will tilt. To stop this use "0" it goes up to around 10 or so… and can make you sick. See the link for usage. |
Player movement setting. See this Link | |
sv_rollspeed : 200 | sv_rollspeed : 200 |
See above video link, the angle increase or decrease as you strafe. New to dod |
Server config | |
sv_send_logos : 1 | sv_send_logos : 1 |
Allows the server to send custom sprays to clients. sv_send_logos 1 requires sv_allowdownload 1 to work. |
Server config | |
sv_send_resources : 1 | sv_send_resources : 1 |
This variable determines whether resources are passed to clients. |
Server config | |
sv_skycolor_b : 0 | sv_skycolor_b : 0 |
It sets the value of the blue color of the sky. |
Server config | |
sv_skycolor_g : 0 | sv_skycolor_g : 0 |
It sets the value of the green color of the sky. |
Server config | |
sv_skycolor_r : 0 | sv_skycolor_r : 0 |
It sets the value of the red color of the sky. |
Server config | |
sv_skyname : 0 | sv_skyname : 0 |
It sets the name of the sky to be used for the current map (players must reconnect if you change it via this cvar to see the new sky). Cartographers can set a specific sky for their map and it will automatically set that variable. If nothing is set, it will default to sky: desert. |
Server config | |
sv_skyvec_x : 0 | sv_skyvec_x : 0 |
It sets the sky orientation on the x-axis. |
Server config | |
sv_skyvec_y : 0 | sv_skyvec_y : 0 |
It sets the sky orientation on the y-axis. |
Server config | |
sv_skyvec_z : 0 | sv_skyvec_z : 0 |
It sets the sky orientation on the z-axis. |
Server config | |
sv_spectatormaxspeed : 500 | sv_spectatormaxspeed : 500 |
Sets the maximum speed at which the viewer can move. |
Server config | |
sv_stats : 1 | sv_stats : 1 |
Specifies whether to collect server CPU usage statistics. Use the “stats” command to view the CPU usage data collected by this. |
Server config | |
sv_stepsize : 18, sv | sv_stepsize : 18, sv |
This is used to determine the maximum height you can climb without jumping. If set to a high value, you can walk on very tall objects. If you set a small number, you will not be able to climb even the smallest step. |
Server config | |
sv_stopspeed : 100, sv | sv_stopspeed : 100, sv |
It sets the minimum stop speed on the ground. In Half-Life and other mods the default value is 100. But in CS it is locked to 75, if you change it it will always go back to 75. |
Server config | |
sv_timeout : 60 | sv_timeout : 60 |
Controls how long the server will disconnect a client that has stopped responding (they might just be AFK). |
Server config, player management | |
sv_unlag : 1 | sv_unlag : 1 |
This allows clients to use lag compensation. Best to leave it enabled. |
Server config, Netcode | |
sv_unlagpush : 0 | sv_unlagpush : 0 |
No information. Related to the above? |
Server config, Netcode | |
sv_unlagsamples : 1 | sv_unlagsamples : 1 |
Sets the number of packets that will be averaged to find a ping to compensate (sv_unlag must be enabled). Examples: sv_unlagsamples 1 The server will calculate the ping from the last sample. (default) sv_unlagsamples 2 The server will calculate the ping from the average of the last two samples. |
Server config, Netcode | |
sv_uploadmax : 0.500, sv | sv_uploadmax : 0.500, sv |
It limits the maximum size (in MB) that a customer can use for a custom resource (such as spray stickers). |
Server config | |
sv_uploadmaxcount : 10, sv | sv_uploadmaxcount : 10, sv |
New to HL1 only, been in dod since SteamPipe. See link: "From what I know some engine limits were increased, another QoL change to improve connections." |
Link | |
sv_use_steam_networking : 1 | sv_use_steam_networking : 1 |
New to HL1 only, been in dod since SteamPipe. See link: "This appears to add functionality for the Steam Datagram Relay (used in newer games like CS2)." |
Link | |
sv_version : 112.200 | sv_version : 112.600 |
These are the numbers that appear when you type “version”. |
Server config | |
sv_visiblemaxplayers : -1 | sv_visiblemaxplayers : -1 |
This is how many server slots are visible from the server browser. This is used to store slots for administrators. They must use the connect command to join the hidden slot. But without a mod/plugin, anyone can join the hidden slot. |
Server config | |
sv_voiceenable : 1, a, sv | sv_voiceenable : 1, a, sv |
Server will include voice communication. |
Server config | |
sv_wateraccelerate : 10, sv | sv_wateraccelerate : 10, sv |
Allows to "walk" faster in water |
Server config | |
sv_wateramp : 0 | sv_wateramp : 0 |
It enhances water waves (on water maps, of course). This cvar automatically sets gl_wateramp (same but on the client side) on all clients. |
Server config | |
sv_waterfriction : 1, sv | sv_waterfriction : 1, sv |
Sets the friction in water |
Server config | |
sv_zmax : 4096 | sv_zmax : 4096 |
Sets the size of the Z-buffer. This is the maximum visible distance. Mappers can set the desired value on their map (with the world spawning entity) and it will automatically change that cvar when the map is loaded. It changes the gl_zmax value of any client that connects to the server. VALVe added this variable because with gl_zmax 0 you could see through walls (in the D3D renderer), so the client is forced to use the server’s value and cannot change gl_zmax. This can only be used in multiplayer on dedicated servers (only works in single-player on listening servers).
See gl_zmax for the cheat issue. |
Server config This has a GitHub issue number. Possible increase in the default value in future updates. |
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sys_ticrate : 100 | sys_ticrate : 100 |
This command sets the maximum number of ” frames ” per second that the server can calculate. |
Server config, Netcode | |
team : 0, a, i | team : 0, a, i |
toggles team mode - * 1 is 'on', 0 is 'off' |
Server config | |
texgamma : 2 | texgamma : 2 |
Take care: This changes the lighting in the skybox and other areas. Leave this at "2" as under that value it is considered cheating. Read the link. |
Github link - lightgamma, texgamma | |
tfc_newmodels : 1, a | Unknown command in dod (TFC only) | |||
"thirdperson" enables third-person view in Half Life 1 games. |
thirdperson Type 'thridperson" in console (listen server only) before starting a map. Your model is viewed from the side camera. It can also be configured by a group of commands to gain a "Third Person View" looking from behind or other views. |
This is a cheat where you can view your player model in the third person. To enable this you can also... 1. start the game, don't select a map yet. 2. Open console and enter 3 commands -
3. Start a map and you will see your player model in thrid person. This is used to make movies. Also, see the cvars starting with "c_" and "cam_" for adjustments and the link to the right -> |
GoldSrc Cinematography Guide | |
topcolor : 30, a, i | topcolor : 30, a, i |
Sets the model top color See "bottomcolor" Its for Half - Life 1 and other mods only. |
Doesn't work in DoD. | |
traceralpha : 0.500 | traceralpha : 0.450 |
This sets the transparency of the tracers. Tracers only work in HL with 9mm weapons, as well as some other mods. There are no tracers in CS 1.6. But in dod, find them in dod\events\effects\tracers.ss, and in dod\sprites\tracers01.spr also in dod\sprites\mapsprites\tracers01.spr (Both look like a bazooka rocket stream) so these commands could work in dod. |
dod Sprite commands… See this Half life guide. | |
tracerblue : 0.400 | tracerblue : 0.100 |
This sets the tracers value for blue. |
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tracergreen : 0.800 | tracergreen : 0.700 |
This sets the tracers value for green. |
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tracerlength : 0.800 | tracerlength : 0.450 |
This sets how long tracers exist. |
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traceroffset : 30 | traceroffset : 100 |
This sets how far the tracers will spawn from your weapon. |
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tracerred : 0.800 | tracerred : 1.300 |
This sets the tracers value for red. |
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tracerspeed : 6000 | tracerspeed : 6250 |
This sets the tracers speed value. |
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ui_cmd_on_connect : 0 | ui_cmd_on_connect : 0 |
New for Halflife in Nov 2023 - but has been in dod SteamPipe for a while. Seems to be related to consoles like X-Box so it may be for steam deck? |
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v_centermove : 0.150 | v_centermove : 0.150 |
Sets the distance to walk to lookpoints when -mlook and lookspring 1 are active. |
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v_centerspeed : 500 | v_centerspeed : 500 |
It determines how quickly your crosshair is centered in the middle of the screen when mouse browsing is disabled (-mlook) and lookspring 1. |
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v_dark : 0 | v_dark : 0 |
Setting this parameter to 1 causes the level to fade to black on initial load. |
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viewsize : 120, a | viewsize : 120, a |
Changes the size of your screen ingame, it doesnt work in OpenGL, so just use it default. |
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violence_ablood : 1, a | violence_ablood : 1, a |
Draw alien blood |
Violence setting | |
violence_agibs : 1, a | violence_agibs : 1, a |
Show alien gib entities |
Violence setting | |
violence_hblood : 1, a | violence_hblood : 1, a |
Draw human blood |
Violence setting | |
violence_hgibs : 1, a | violence_hgibs : 1, a |
Show human gib entities |
Violence setting | |
voice_avggain : 0.500 | voice_avggain : 0.500 |
Average gain to apply. Too low, too jarring, to high, too soft. |
Mic settings - for (some of) the ones below look at this guide (TF2) | |
voice_clientdebug : 0 | voice_clientdebug : 0 |
Provides voice communication through a microphone. |
Mic settings | |
voice_dsound : 1 | voice_dsound : 1 |
Fixes winXP distortion with microphone. If the console command above does not fix your mic distortion issues; using +voice_dsound 1 as a command line parameter after the -console command line. To do this Right-Click on your desktop icon and click on properties. In the target field after eveything that is already there, press the space bar once to make a space and then type +voice_dsound 1. |
Mic settings | |
voice_enable : 1, a | voice_enable : 1, a |
If "1" provides voice communication through a microphone. |
Mic settings | |
voice_fadeouttime : 0.100 | voice_fadeouttime : 0.100 |
The number of seconds the player’s voice fades out at the end when they speak into the microphone. This is to make the transition to the point where they stop talking sound smoother. Set this to 0 if you want to play sounds using HLSS/HLDJ, as this makes the music fade out and become muted after the song is played continuously. |
Mic settings | |
voice_forcemicrecord : 1, a | voice_forcemicrecord : 1, a |
Sets the recorder to Wave Out Mix instead of Line 1/Mic. The HL engine tries to make sure that the mixer control settings are set correctly while playing, but not all sound cards work the same, especially very high end ones. sound cards such as Audigy 2ZS pro cards. If you’re having issues with the microphone not working after launching the game, try setting this setting to 0. |
Mic settings | |
voice_inputfromfile : 0 | voice_inputfromfile : 0 |
If set to 1 and you use +voicerecord this will not record your voice but will play the WAV file from dod/voice_input.wav. |
Mic settings | |
voice_loopback : 0 | voice_loopback : 0 |
When you turn it on and speak into your microphone, it will loop your own voice so you can hear your voice. |
Mic settings | |
voice_maxgain : 5 | voice_maxgain : 5 |
voice chat gain/multiplication to improve voice chat quality |
Mic settings | |
voice_modenable : 1, a | voice_modenable : 1, a |
Enable/disable disables your microphone if set to 0 |
Mic settings | |
voice_overdrive : 2 | voice_overdrive : 2 |
This command controls how much the ingame environment volume should be dampen incase someone starts to talk in dB. (note: despite the commands description in the game, the values that are used for this are in dB and not by factor or percentage, having a value of 2 will make the game environment temporarily 2dB quiter if someone talks ingame) |
Mic settings | |
voice_overdrivefadetime : 0.400 | voice_overdrivefadetime : 0.400 |
Controls how long the fade time is and how fast it releases the dampening of the game environment volume, this usually doesn't need any changes as it is pretty optimal, you can however experiment around. |
Mic settings | |
voice_profile : 0 | voice_profile : 0 |
No info found. It's a older Mic setting? |
Mic settings | |
voice_recordtofile : 0 | voice_recordtofile : 0 |
Records your voice to a file if set to 1 and you speak into the microphone. Two files: voice_decompressed.wav (does not contain actual audio) and voice_micdata.wav (you speak). |
Mic settings | |
voice_scale : 1, a | voice_scale : 1, a |
This sets how loud other players’ voices will be when they talk (also your voice if you use voice_loopback). |
Mic settings | |
voice_serverdebug : 0 | voice_serverdebug : 0 | No info found. Is it an older Mic setting? | Mic settings | |
voice_showchannels : 0 | voice_showchannels : 0 |
No info found. Is it an older Mic setting? |
Mic settings | |
voice_showincoming : 0 | voice_showincoming : 0 |
No info found. Is it an older Mic setting? |
Mic settings | |
volume : 0.800, a | volume : 0.800, a |
Sets the sound volume level. |
Audio | |
waterroom_type : 14 | waterroom_type : 14 |
Client side, rhe way sound is proceeded clientside when you are under water. |
Audio | |
zoom_sensitivity_ratio : 1.200, a | zoom_sensitivity_ratio : 1.200, a |
Sets mouse sensitivity while using weapon zoom
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See this GitHub article for an explanation of the command (in TF2) |