List of Black Mesa development only flagged console variables

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This is a complete list of all Black Mesa Black Mesa console variables with "development only" flag. These are from the latest public build on Steam. Not included the mod version from 14 september 2012.

Black Mesa Level Creation

The List

Todo: 
  • Add Effect descriptions and replace developer comments (they're not accurate).
  • Fix value in some lines from Descriptor, the code is generated with ChatGPT.
Cvar/Command Parameters or default value Descriptor Effect
anim_showstate -1 int
anim_showstatelog 0 int
bm_50cal_scale 1.25 float
bm_generating_menu_images 0 int
bm_loading_screen_hint_body string
bm_loading_screen_hint_title string
bm_loading_screen_index 0 int
bm_marine_announcer scripts/killstreak/game_sounds_killstreak_marine.txt string
bm_max_lift_mass 85 int
bm_scientist_announcer scripts/killstreak/game_sounds_killstreak_scientist.txt string
bm_sheen_framerate 25 int Set Sheen Frame Rate
bm_sv_max_lift_size 128 int
cl_charactercolor0 255 255 255 255 string
cl_charactercolor1 255 255 255 255 string
cl_charactercolor2 255 255 255 255 string
cl_characterskin 4 int
cl_chatfilter_version 1 int Stores the chat filter version
cl_clanid 0 int Current clan ID for name decoration
cl_clean_textures_on_death 0 int If enabled, attempts to purge unused textures every time a freeze cam is shown
cl_cloud_settings 1 int Cloud enabled from (from HKCU\Software\Valve\Steam\Apps\appid\Cloud)
cl_connectmethod string Method by which we connected to the current server.
cl_csm_volume_auto_mode_disabled 1 int
cl_debug_mortar_screen 0 int
cl_depth_max 4096 int
cl_interpolate 1.0 float Interpolate entities on the client.
cl_pred_checkstuck 0 int Perform the additional 'stuck' traces on the client side during prediction.
cl_savescreenshotstosteam 0 int Saves screenshots to the Steam's screenshot library
cl_screenshotlocation string Location to tag the screenshot with
cl_screenshotusertag string User to tag in the screenshot
cl_showanimstate -1 int Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log 0 int 1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.
cl_simulate_no_quicktime 0 int
cl_simulationtimefix 1 int
cl_threaded_bone_setup 0 int Enable parallel processing of C_BaseAnimating::SetupBones()
cl_viewmodelfov 50 int
dbg_demofile 0 int
default_fov 75 int
dev_loadtime_mainmenu 0 int
dev_loadtime_map_elapsed 7.506705 float
dev_loadtime_map_start 0 int
fx_drawimpactdebris 1 int Draw impact debris effects.
fx_drawimpactdust 1 int Draw impact dust effects.
fx_drawmetalspark 1 int Draw metal spark effects.
hermite_fix 1 int Don't interpolate previous hermite sample when fixing up times.
hud_item_bright_time 1 int
hud_item_fade_time 1 int
hud_item_idle_time 3 int
hud_item_move_finish_time 0.1 float
hud_post 1 int
hud_post_bloom 4 int
hud_post_bloom_influence 8 int
hud_post_scanline_bloom_influence 1 int
hud_post_scanline_influence 0.5 float
hud_scanline_size 128 int
localplayer_visionflags 0 int
mat_autoconfigtriggered 0 int Indicates whether auto-config was triggered
mat_force_vertexfog 0 int
mat_forcemanagedtextureintohardware 0 int
mat_lodin_hidden_pop 1 int
mat_lodin_time 5 int
mat_parallaxmap 0 int
mat_requires_rt_alloc_first 0 int
mat_spewalloc 0 int
mat_supportflashlight 1 int Source SDK lefover.
mat_supports_d3d9ex 1 int
mod_dynamicloadpause 0 int
mod_dynamicloadspew 0 int
mod_dynamicloadthrottle 0 int
mod_dynamicunloadtex 1 int
mod_dynamicunloadtime 150 int
movement_anim_playback_minrate 0.25 float
mp_capdeteriorate_time 90.0 float Time it takes for a full capture point to deteriorate.
mp_capstyle 1 int Sets the style of capture points used. 0 means fixed players required to cap. 1 means more players cap faster, but longer cap times.
mp_facefronttime 3 int After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_feetyawrate 720 int How many degrees per second that we can turn our feet or upper body.
mp_ik 1 int Use IK on in-place turns.
mp_showgestureslots -1 int Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
mp_slammoveyaw 0 int Force movement yaw along an animation path.
np_active 1 int
np_gr_decay 1 int
nr_lights_active 847 int
player_debug_hulls 0 int
player_model_scale 1 int
player_respawn_alpha 24 int
r_entity -1 int
r_flashlight_version2 0 int
r_force_first_dynamic_light_to_directional_for_csm 1 int
r_particle_timescale 1.0 float
r_PhysPropStaticLighting 0 int
r_portalscloseall 0 int
r_rope_holiday_light_scale 0.055 float
r_ropes_holiday_lights_allowed 1 int
r_staticlight_streams 3 int
sv_bounce 0 int Bounce multiplier for when physically simulated objects collide with other objects.
sv_creationtickcheck 1 int Do extended check for encoding of timestamps against tickcount
sv_force_transmit_ents 0 int Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
sv_instancebaselines 1 int Enable instanced baselines. Saves network overhead.
sv_lagflushbonecache 1 int Flushes entity bone cache on lag compensation
sv_lagpushticks 0 int Push computed lag compensation amount by this many ticks.
sv_maxunlag 1.0 float Maximum lag compensation in seconds
sv_netvisdist 10000 int Test networking visibility distance
sv_optimizedmovement 1 int
sv_sendtables 0 int Force full sendtable sending path.
sv_showanimstate -1 int Show the (server) animation state for the specified entity (-1 for none).
sv_showanimstate_log 0 int 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
sv_showladders 0 int Show bbox and dismount points for all ladders (must be set before level load.)
sv_stepsize 18 int
sv_stressbots 0 int If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_suppress_viewpunch 0 int
sv_train_stop_owner_falloff 1 int Stops the train if the player jumps off
sv_unlag 1 int Enables player lag compensation
sv_unlag_debug 0 int
sv_unlag_fixstuck 1 int Disallow backtracking a player for lag compensation if it will cause them to become stuck
sv_unlag_npc 1 int Enables player lag compensation on NPCs
sv_useexplicitdelete 1 int Explicitly delete dormant client entities caused by AllowImmediateReuse().
sv_vote_command_delay 2 int How long after a vote passes until the action happens
sv_vote_timer_duration 15 int How long to allow voting on an issue
sv_waterdist 12 int Vertical view fixup when eyes are near water plane.
tf_debug_tabcontainer 0 int
vgui_nav_lock 0 int
vgui_nav_lock_default_button 0 int
viewmodel_fov_override -1 int