Site Tools


developers:human_head_studios:prey
This article is a work in progress.

Prey

Builds

Prey v0.95

Timestamp: 447CFC05 (Wed May 31 02:14:29 2006)
g_version: Prey 1.0.95-release win-x86 May 30 2006 20:58:10
Console: Prey 0.2.95 May 30 2006 21:14:05

Prey v0.99

Timestamp: 44851779 (Tue Jun 06 05:49:45 2006)
g_version: Prey 0.2.99 win-x86 Jun 6 2006 00:49:30
Console: Prey 0.2.99 Jun 6 2006 00:49:30

Prey v1.0

Timestamp: 448A5C3A (Sat Jun 10 05:44:26 2006)
g_version: Prey 1.0.103-release win-x86 Jun 10 00:41:22
Console: Prey 1.0.103 Jun 10 2006 00:44:11

Prey v1.1

Timestamp: 44E22501 (Tue Aug 15 19:48:17 2006)
g_version: Prey 1.1.111-release win-x86 Aug 15 2006 14:45:11
Console: Prey 1.1.111 Aug 15 2006 14:48:02

Prey v1.2

Timestamp: 450F158D (Mon Sep 18 21:54:21 2006)
g_version: Prey 1.0.116-release win-x86 Sep 18 2006 16:51:12
Console: Prey 1.2.116 Sep 18 2006 16:54:05

Prey v1.3

Timestamp: 45A6AA1A (Thu Jan 11 21:20:26 2007)
g_version: Prey 1.0.116-release win-x86 Sep 18 2006 16:51:12
Console: Prey 1.3.117 Jan 11 2007 15:20:10

Prey v1.4

Timestamp: 47437C7A (Wed Nov 21 00:31:54 2007)
g_version: Prey 1.0.117-release win-x86 Sep 20 2007 10:59:54
Console: Prey 1.4.119 Nov 20 2007 18:31:35

TO DO
  • Check release(s) on Xbox 360.
  • Prey: Evil for Zeebo. Digital only.



Console

For a full list of debug commands see the full console command list below. Fig. 1

Enabling the console

preyconfig.cfg
seta com_allowConsole "1"

By default the console is accessed by pressing ALT+CTRL+TILDE, this will change it to just the tilde key.


No clip

Fig. 2: noclip 1

console command
noclip 1

0/1 = on/off

preyconfig.cfg
bind "F3" "noclip"

No clip can also be by bound to a key in preyconfig.cfg.


Third person view

Fig. 3: pm_thirdperson 1

console command
pm_thirdperson 1

0/1 = on/off

preyconfig.cfg
bind "F1" "pm_thirdperson 0"
bind "F2" "pm_thirdperson 1"

Third person view can also be by bound to keys in preyconfig.cfg.

console command comment
pm_thirdPersonRange camera distance from player in 3rd person
pm_thirdPersonHeight height of camera from normal view height in 3rd person
pm_thirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front
pm_thirdPersonClip clip third person view into world space.
pm_thirdPersonDeath enables third person view when player dies
pm_thirdPersonDeathMP enables third person view when player dies in mp

Additional configuration options for third person view.



Debug

Debugger

Fig. 4: g_debugger 2

console command
g_debugger

In-game debugger (1=on, 2=interactive), eg.: g_debugger 2



Editors

Launch editors in windowed mode.

Articulated Figure Editor

Fig. 5: Articulated Figure Editor

console command
editAFs


GUI Editor

Fig. 6: GUI Editor

console command
editGUIs

Identifies as v0.15 like the one used in Doom v1.3.1.1304.


Level Editor

Fig. 7: Level Editor

console command
editor

PREDITOR 1.0 build 199


Light Editor

Fig. 8: Light Editor

console command
editLights


Material Editor

Fig. 9: Material Editor

console command
materialeditor


Sound Editor

Fig. 10: Sound Editor

console command
editSounds


Particle Editor

Fig. 11: Particle Editor

console command
editParticles


Script Editor

Fig. 12: Script Editor

console command
editScripts


Declaration Editor

Fig. 13: iDeclManager::GetDeclNameFromType: bad type: 10

console command
editDecls


PDA Editor

Fig. 14: iDeclManager::GetNumdecls: bad type: 10

console command
editPDAs
TO DO
  • ID Tech 4 tools.



Gameplay

TO DO
  • Player commands (spawns/cheats)



Levels

Loading

Fig. 15

console command
map

Usage: map game/mapname
Loads a map.

console command
devmap

Usage: devmap game/mapname
Loads a map in developer mode.

console command
testmap

Usage: testmap game/mapname
Tests a map.


List

Singleplayer

mapname earliest
biolabsa 0.2.99
biolabsb 0.2.99
deathwalk1 0.2.95
deathwalk2 0.2.99
deathwalk3 0.2.99
feedingtowera 0.2.95
feedingtowerb 0.2.95
feedingtowerc 0.2.95
feedingtowerd 0.2.99
girlfriendx 0.2.99
harvestera 0.2.99
harvesterb 0.2.99
keeperfortress 0.2.99
lotaa 0.2.95
lotab 0.2.99
lotad 0.2.99
roadhouse 0.2.95
salvage 0.2.99
salvageboss 0.2.99
shuttlea 0.2.99
shuttleb 0.2.99
spherebrain 0.2.99
spindlea 0.2.99
spindleb 0.2.99
superportal 0.2.99

Multiplayer

mapname earliest
dmescher 0.2.95
dmescher2 0.2.99
dmgravitylab_6 1.0.103
dmplanes_4 1.0.103
dmroadhouse 0.2.99
dmsalvagewalk 0.2.95
dmshuttle1 0.2.99
dmshuttle2 0.2.99
dmsphere 0.2.99
dmtopillogical_4 1.0.103
dmtunnelrat_8 1.0.103
dmwallwalk2 0.2.99


Tests

Several tests and test maps are listed in def/maps.def.

maps.def
 
}

mapDef mlong/forcefield {
	"snd_loadmusic"		"mapload_roadhouse"
	"disableWeapons"	"all"
}

mapDef paul/test_cinematic {
	"snd_loadmusic"		"mapload_roadhouse"
	"disableWeapons"	"all"
}

mapDef mlong/toroadhouse {
	"playerHealth"	"50"
}
mapDef mlong/toroadhouseb {
	"playerHealth"	"100"
	"storePlayerHealth" "1"
}
mapDef paul/simple {
	"name"		"Simple Test"
	"devname"		"simple"
	"deathwalkmap"		"None"
	"singleplayer"		"1"
	"size0"		"55718518"
	"size1"		"69681808"
	"size2"		"69681808"
	"size3"		"154372907"
//	"disableWeapons"	"all"
	"snd_loadmusic"		"mapload_default"
}
mapDef training/testertraining {
	"name"		"Prey Training"
	"deathwalkmap"		"maps/game/deathwalk1"
	"singleplayer"		"1"
	"playerHealth"		"50"
}


Unidentified

Fig. 16: Unidentified

A small unused sector is out of bounds on several maps. To view the sector on the first level, roadhouse, use:

console command
setviewpos 8976.25 -511.43 68.25 359.8



Media

Concept Art

artwork.prey-i-2006.914x1440.2007-01-07.51.jpgFig. 17: 2007-01-07 artwork.prey-i-2006.705x1026.2005-05-22.9.jpgFig. 18: 2005-05-22 artwork.prey-i-2006.756x1203.2007-01-13.65.jpgFig. 19: 2007-01-13 artwork.prey-i-2006.594x1580.2007-01-20.180.jpgFig. 20: 2007-01-20 artwork.prey-i-2006.1217x2160.2005-05-22.5.jpgFig. 21: 2005-05-22 artwork.prey-i-2006.2099x2132.2005-05-22.8.jpgFig. 22: 2005-05-22 artwork.prey-i-2006.1600x1200.2005-05-22.3.jpgFig. 23: 2005-05-22 artwork.prey-i-2006.950x950.2007-01-20.184.jpgFig. 24: 2007-01-20 artwork.prey-i-2006.1024x768.2007-01-20.178.jpgFig. 25: 2007-01-20 artwork.prey-i-2006.1600x1200.2006-04-24.33.jpgFig. 26: 2006-04-24 artwork.prey-i-2006.1600x1200.2006-04-24.34.jpgFig. 27: 2006-04-24 artwork.prey-i-2006.1024x791.2007-01-20.182.jpgFig. 28: 2007-01-20 artwork.prey-i-2006.1550x2160.2005-05-22.1.jpgFig. 29: 2005-05-22 artwork.prey-i-2006.1024x1024.2007-01-20.181.jpgFig. 30: 2007-01-20 artwork.prey-i-2006.899x504.2007-01-20.189.jpgFig. 31: 2007-01-20


The Art of Prey

Bundled with the collector's edition of the game.

Fig. 32: Page 1 Fig. 33: Pages 2-3 Fig. 34: Pages 4-5 Fig. 35: Pages 6-7 Fig. 36: Pages 8-9 Fig. 37: Pages 10-11 Fig. 38: Pages 12-13 Fig. 39: Pages 14-15 Fig. 40: Pages 16-17 Fig. 41: Pages 18-19 Fig. 42: Pages 20-21 Fig. 43: Pages 22-23 Fig. 44: Pages 24-25 Fig. 45: Pages 26-27 Fig. 46: Pages 28-29 Fig. 47: Pages 30-31 Fig. 48: Pages 32-33 Fig. 49: Pages 34-35 Fig. 50: Pages 36-37 Fig. 51: Pages 38-39 Fig. 52: Pages 40-41 Fig. 53: Pages 42-43 Fig. 54: Pages 44-45 Fig. 55: Pages 46-47 Fig. 56: Pages 48-49 Fig. 57: Pages 50-51 Fig. 58: Pages 52-53 Fig. 59: Pages 54-55 Fig. 60: Pages 56-57 Fig. 61: Pages 58-59 Fig. 62: Page 60 https://archive.org/details/PreyLimitedCollectorsEdition2006HumanHeadStudiosInc.BoxArt



Multiplayer

TO DO
  • Client and server commands.



Pre-release content

Leftovers from E3 can be found in all known versions of the game. The following content is from Prey v1.4.119.

Commands

Fig. 63: displayE3Loading

console command comment
displayE3Loading display demo loading banner
resetE3Demos reset e3 demo sequence
e3_demoIndex
e3_demoshotrelease
e3_demofadeoutrate
e3_demofadeinrate


Configs

e3demo.cfg
// Set for demo playback
set e3_demofadeoutrate 0.005
set e3_demofadeinrate 0.005
displayE3Loading
set con_noprint 1
set com_preloaddemos 0
set com_hideleveltransitions 1
set e3_demomode 1
set e3_demoshotrelease 0
bind f8 "toggle e3_demoshotrelease"		// This must be bound to a function key or it gets inhibited
resetE3Demos

// Precache resources (These must not exceed 64k each) 
// Generate these with the "writePrecache" command.  Split up after-the-fact.
exec demos/e3precache1.cfg
exec demos/e3precache2.cfg
exec demos/e3precache3.cfg

// Queue up our demos
set e3_numdemos 16
set e3_demo0 shot_hh
set e3_demo1 1_roadhouse
set e3_demo2 2_ftc_fodder
set e3_demo3 3_ftc_hunter
set e3_demo4 4_ftc_kids
set e3_demo5 5_ftc_combat_deathwalk
set e3_demo6 6_ftc_combat_more
set e3_demo7 7_ftc_airplane
set e3_demo8 8_spindlea
set e3_demo9 9_lotaa
set e3_demo10 10_biolabs
set e3_demo11 11_harv_harvesters
set e3_demo12 12_harv_gravity
set e3_demo13 13_harv_spincube
set e3_demo14 14_superportal_combat
set e3_demo15 15_salvageboss

// Start playback sequence
playdemo $e3_demo0


Misc

def/obsolete.def


Models

models/monsters/hunter/anim/e3_lookdown.md5anim


Sounds

sound/e3_demo


grandfatherintro_new_pt1.ogg

grandfatherintro_new_pt2.ogg

rumble2.ogg

sound/e3_demo.sndshd

e3_demo.sndshd
e3_loadmenu
sound/e3_demo/loadmenu.ogg

e3_grandfather_intro
sound/E3_demo/GrandfatherIntro.wav
sound/E3_demo/GrandfatherIntro_new.wav

e3_grandfather_intro_pt1.
sound/E3_demo/GrandfatherIntro_new_pt1.wav
e3_grandfather_intro_pt2.
sound/E3_demo/GrandfatherIntro_new_pt2.wav

e3_fta_music_intro
sound/e3_demo/feeding_tower_a_intro_music.ogg

e3_grandfather_LOTA1a
sound/E3_demo/Grandfather_LOTA1a.wav

e3_grandfather_LOTA1b
sound/E3_demo/Grandfather_LOTA1b.wav

e3_grandfather_LOTA2a
sound/E3_demo/Grandfather_LOTA2a.wav

e3_grandfather_LOTA2b
sound/E3_demo/Grandfather_LOTA2b.wav

e3_rumble
sound/e3_demo/rumble.wav

e3_outro
sound/e3_demo/outro.wav



Pre-release versions

Version 1

The first screenshots of the game have a different HUD.

prey10_1.jpgFig. 64: Version 1 Fig. 65: Version 2 prey10_2.jpgFig. 66: Version 1 Fig. 67: Version 2

prey06.jpgFig. 68: Prey 2005 prey07.jpgFig. 69: Prey 2005 prey09.jpgFig. 70: Prey 2005 prey10.jpgFig. 71: Prey 2005 prey12.jpgFig. 72: Prey 2005 prey13.jpgFig. 73: Prey 2005


Version 2

Videos

2005-06-03

Download original video: https://drive.google.com/open?id=1UR5VncSxOYJUMxJBBCLpJVsrg3ibmqoN


Fig. 74: Prey E3 2005

The assault rifle is different.

credit: optimuswhat


Version 3+

Videos

2005-08-03

Download original video: https://drive.google.com/open?id=1viQpBoAgRw-tvfs4XyROCPx6_oZF-M-4


2005-08-12

Download original video: https://drive.google.com/open?id=1Yq6oGIxeeqVUOzDE8QcKM72-sj8FMa5f


TO DO
  • Research pre-release media.



Sounds

sound/ryanred/temp


fta_tom_youok.ogg

sound/test


test.ogg



Tools

takeViewNotes

Fig. 75: takeViewNotes

console command
takeViewNotes

take notes about the current map from the current view


takeViewNotes2

Fig. 76: takeViewNotes2

console command
takeViewNotes2

takeViewNotes2.gui is not present in any known build.


Test GUI

Fig. 77: testgui

console command
testgui

Usage: testgui guiname.extension

alarm.gui
bsod.gui
chat.gui
credits.gui
cursor.gui
debugger.gui
dialog_elhuit.gui
dirlist.txt
elevator.gui
elevator2FloorScript.gui
elevatorcall.gui
eyestalk.gui
forcefield.gui
forcefield_beams.gui
forcefield_off.gui
forcefield_offdim.gui
forcefield_on.gui
generictranslatable.gui
generic_1.gui
generic_2.gui
generic_3.gui
generic_unlock_1.gui
gravity.gui
help.gui
hud.gui
hunterhand.gui
intro.gui
itemcabinet.gui
keycode.gui
keyenter.gui
mainmenu.gui
mphud.gui
mpmain.gui
mpmsgmode.gui
msg.gui
netmenu.gui
nia_trans_d.gui
nodraw_script1.gui
noninteract_a.gui
noninteract_art_bell.gui
noninteract_autopsyscan.gui
noninteract_b.gui
noninteract_bless_mother.gui
noninteract_c.gui
noninteract_caution_mother_grows.gui
noninteract_d.gui
noninteract_e.gui
noninteract_earthmoonscan.gui
noninteract_earthpopscan.gui
noninteract_earthscan.gui
noninteract_f.gui
noninteract_feedmother.gui
noninteract_fighterplanescan.gui
noninteract_gulfcoastscan.gui
noninteract_hunters_report.gui
noninteract_lascan.gui
noninteract_meter.gui
noninteract_mother_encroaches.gui
noninteract_newyorkscan.gui
noninteract_prey_is_protein.gui
noninteract_protein_isfor_mother.gui
noninteract_scanner.gui
noninteract_slabshot.gui
noninteract_westcoastscan.gui
off1.gui
portal_control.gui
profiler.gui
restart.gui
roadhouse
save.gui
scoreboard.gui
spectate.gui
static.gui
static_2.gui
static_transparent.gui
subtitles.gui
takeNotes.gui
wallwalk.gui
biolabs\droid_recharge.gui
biolabs\hideranalyze.gui
biolabs\hideranalyze2.gui
biolabs\jennyscan1.gui
biolabs\jennyscan2.gui
biolabs\mutate1.gui
hud\hud_ammobars.guifragment
hud\hud_damageindictor.guifragment
hud\hud_devtools.guifragment
hud\hud_healthbars.guifragment
hud\hud_itempickups.guifragment
hud\hud_lighter.guifragment
hud\hud_mpmisc.guifragment
hud\hud_mpreadytip.guifragment
hud\hud_mpvotetips.guifragment
hud\hud_mpweaponswitch.guifragment
hud\hud_playeridentity.guifragment
hud\hud_progressbar.guifragment
hud\hud_shuttletips.guifragment
hud\hud_subtitles.guifragment
hud\hud_textdebug.guifragment
hud\hud_tips.guifragment
hud\hud_weaponswitchicons.guifragment
keeperfortress\generator.gui
keeperfortress\lota1.gui
keeperfortress\lota2.gui
keeperfortress\lota3.gui
mainmenu\mainmenu_creditcontent.guifragment
mainmenu\mainmenu_creditdefines.guifragment
mainmenu\mainmenu_credits.guifragment
mainmenu\mainmenu_exit.guifragment
mainmenu\mainmenu_loadgame.guifragment
mainmenu\mainmenu_mods.guifragment
mainmenu\mainmenu_multiplayer.guifragment
mainmenu\mainmenu_newgame.guifragment
mainmenu\mainmenu_options.guifragment
mainmenu\mainmenu_overlays.guifragment
mainmenu\mainmenu_quitgame.guifragment
mainmenu\mainmenu_savegame.guifragment
mainmenu\menucolors.guifragment
map\loading.gui
roadhouse\arcade_teaser.gui
roadhouse\blackjack.gui
roadhouse\blackjack_teaser.gui
roadhouse\clock.gui
roadhouse\jukebox.gui
roadhouse\jukeboxouter.gui
roadhouse\pacman.gui
roadhouse\poker.gui
roadhouse\poker_teaser.gui
roadhouse\slots.gui
roadhouse\slots_teaser.gui
roadhouse\tv.gui
vehicles\railhud.gui
vehicles\shuttle1.gui
vehicles\shuttlehud.gui
weapons\auto_cannon.gui
weapons\hider.gui
weapons\sniperoverlay.gui
weapons\soulstripper.gui



List of console commands

gamex86.dll

offset command comment
0031DC14 no_kill_monsters
0031DC28 damage_instantdeath
0031DC48 playTime prints current playtime
0031DC6C testid output the string for the specified id
0031DC9C nextGUI teleport the player to the next func_static with a gui
0031DCDC serverNextMap change to the next map
0031DD04 serverForceReady force all players ready
0031DD30 serverMapRestart restart the current game
0031DD60 clientVoiceChatTeam team voice chats: clientVoiceChat <sound shader>
0031DDA8 clientVoiceChat voice chats: clientVoiceChat <sound shader>
0031DDE4 clientMessageMode ingame gui message mode
0031DE10 clientDropWeapon drop current weapon
0031DE38 eraseViewNote erase the currently displayed note
0031DE6C exportmodels exports models
0031DE8C closeViewNotes close the view showing any notes for this map
0031DECC showViewNotes show any view notes for the current map, successive calls will cycle to the next note
0031DF38 recordViewNotes record the current view position with notes
0031DF74 disasmScript disassembles script
0031DF98 gameError causes a game error
0031DFB8 clearLights clears all lights
0031DFD8 saveParticles
0031DFE8 saveLights saves all lights to the .map file
0031E018 unbindRagdoll unbinds the selected ragdoll
0031E048 bindRagdoll binds ragdoll at the current drag position
0031E080 saveRagdolls save all ragdoll poses to the .map file
0031E0B8 saveMoveables save all moveables to the .map file
0031E0EC deleteSelected deletes selected entity
0031E114 saveSelected saves the selected entity to the .map file
0031E150 weaponSplat projects a blood splat on the player weapon
0031E188 testDamage tests a damage def
0031E1A8 aasStats shows AAS stats
0031E1C4 listAnims lists all animations
0031E1E8 reloadanims reloads animations
0031E208 reexportmodels reexports models
0031E22C collisionModelInfo shows collision model info
0031E25C listCollisionModels lists collision models
0031E288 script executes a line of script
0031E2AC reloadScript reloads scripts
0031E2CC testBlend tests animation blending
0031E2F4 prevFrame shows previous animation frame on test model
0031E330 nextFrame shows next animation frame on test model
0031E368 prevAnim shows previous animation on test model
0031E39C nextAnim shows next animation on test model
0031E3CC testParticleStopTime tests particle stop time on a test model
0031E410 testAnim tests an animation
0031E430 keepTestModel keeps the last test model in the game
0031E468 testShaderParm sets a shaderParm on an existing testModel
0031E4A4 testSkin tests a skin on an existing testModel
0031E4D8 testModel tests a model
0031E4F4 testSave writes out a test savegame
0031E51C testDeath tests death
0031E534 popLight removes the last created light
0031E560 testPointLight tests a point light
0031E584 testLight tests a light
0031E5A0 testBoneFx tests an FX system bound to a joint
0031E5D0 testFx tests an FX system
0031E610 listLines lists all debug lines
0031E634 blinkline blinks a debug line
0031E654 removeline removes a debug line
0031E68C addline adds a debug line
0031E6A8 killRagdolls removes all ragdolls
0031A6E8 killMoveables removes all moveables
0031E6F8 killMonsters removes all monsters
0031E73C spawnArtificialPlayer spawns an artificial player entity
0031E778 spawn spawns a game entity
0031E7C4 setviewpos sets the current view position
0031E7F0 getviewpos where - prints the current view position
0031E83C noclip disables collision detection for the player
0031E870 notarget disables the player as a target
0031E89C god enables god mode
0031E8B4 centerview centers the view
0031E8D4 give gives one or more items
0031E8F4 gameKick same as kick, but recognizes player names
0031E92C addChatLine internal use - core to game chat lines..
0031E97C listSpawnArgs list the spawn args of an entity
0031E9B0 listMonsters lists monsters
0031E9D0 listActiveEntities lists active game entities
0031EA00 listEntities lists game entities
0031EA24 listThreads lists script threads
0031EA48 listClasses lists game classes
0031EA68 game_memory displays game class info
0031EA90 testSaveGame test a save game for a level
0031EAC0 writeGameState write game state
0031EAE4 listTypeInfo list type info %s 1.0 %d%s%s %s %s %s -release win-x86.00:46:41
0031AB54 g_tipsallow hud tips to display
0031AB78 g_jawflap controls jawflapping
0031AB9C g_wicked if wicked mode is active
0031ABC4 g_casino if casino mode is active
0031ABEC g_roadhouseCompleted if roadhouse map has been completed once
0031EC3C g_debugProjections Shows projection windings
0031EC6C g_showProjectileLaunchPoint Shows position of projectile origin
0031ECAC p_tripwireDebug Show tripwire trace
0031ECD0 p_playerPhysicsDebug Show player physics gravity alignment info
0031ED14 p_camRotRateScale 1.3 Used to scale delta time thats passed into camera interpolator
0031ED6C p_camInterpDebug 1: Shows lerp info, 2: Shows slerp info
0031EDA8 p_iterRotMoveNumIterations Per frame, the number of attempts to align the players bbox if unaligned to gravity
0031EE1C p_iterRotMoveTransDist Distance to translate per player bbox alignment attempt
0031EE6C p_disableCamInterp Disable camera interpolator
0031EE9C p_mountedGunDebug Shows debug info for mountedgun
0031EED0 g_mbNumBlurs Number of images used in motion blur effect
0031EF0C g_mbFrameSpan Motion blur: time each image spans
0031EF40 g_postEventsDebug for showing all posted events
0031EF74 g_debugger In-game debugger (1=on, 2=interactive)
0031EFA8 g_nodormant Disallow any dormant logic
0031EFD0 g_robustDormantAll All dormant checks check all areas
0031F008 g_dormanttests
0031F018 pm_wallwalkstepsize Step size while wallwalking
0031F048 g_vehicleDebug print out vehicle physics debug info
0031F080 sys_savedPosition saved position used by getpos/putpos
0031B0D4 g_crosshair Which crosshair to use (0=off)
0031F0E8 g_springConstant 200000 - Modify factor for bind controller tension
0031F130 ai_debugBrain
0031F140 ai_debugAction
0031F150 ai_talonAttack Enable Talon's attacks
0031F178 ai_debugPath Draw general-purpose pathfinding debug info
0031F1B4 ai_hideSkipThink Hidden monsters don't think at all
0031F1EC g_debugAFs print out info on what the ragdolls are doing
0031F228 g_debugFX
0031F234 g_showDormant 1= Prints out msgs when an entity goes dormant
0031B28C ai_showNoAAS
0031B2D8 ai_printSpeech 1= Draw hunter speech sounds
0031F2F0 ai_skipSpeech 1= Do not use the AI speech system
0031F324 ai_skipThink 1= Do not execute hhAI::Think() fxn
0031F358 g_useDDA Whether to use dda system
0031F380 g_debugmatter turns on matter based debugging, 2=include wallwalk traces
0031F3CC g_debugimpulse turns on impulse debugging
0031F3F8 sys_forceCache force resource caching even when developer is on
0031F43C g_showGamePortals draw game portal connections
0031F470 g_showValidSoundAreas draw valid sound areas
0031F4A0 g_testModelPitch pitch of angle of test model
0031F4D4 g_printDDA Prints DDA information to the console
0031F508 g_trackDDA Whether to track detailed statistics as the player goes through a level
0031F560 g_dumpDDA Whether to automatically dump DDA tracking statistics on level change
0031F5B8 g_maxEntitiesWarning max number of entities before warning is displayed
0031F604 g_showEntityCount 1=show entity count
0031F62C g_expensiveMS ms of think to be considered expensive by debugger
0031B688 g_runMapCycle whether to run the map cycling script (g_mapcycle)
0031B6CC g_forceSingleSmokeView
0031B714 g_nogore Disables gore
0031F718 g_version game version
0031F734 gamename
0031F740 gamedate
0031B764 si_name name of the server
0031B864 si_usePass enable client password checking
0031B958 ui_autoSwitch auto switch weapon
0031F9E0 developer
0031BA04 r_aspectRatio aspect ratio of view:.0 = 4:3.1 = 16:9.2 = 16:10
0031FA30 g_cinematic skips updating entities that aren't marked 'cinematic' '1' during cinematics
0031FA90 g_cinematicMaxSkipTime 600 - # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end
0031BB34 g_muzzleFlash show muzzle flashes
0031BB58 g_projectileLights show dynamic lights on projectiles
0031BB90 g_bloodEffects show blood splats, sprays and gibs
0031BBC4 g_doubleVision show double vision when taking damage
0031FBE4 g_monsters
0031BC08 g_decals show decals such as bullet holes
0031FC20 g_knockback if nightmare mode is allowed
0031FC4C g_gravity 1066
0031FC60 g_skipFX
0031FC6C g_skipParticles
0031BC94 g_ragdollDecals ragdolls leave blood splats
0031FCA8 g_disasm disassemble script into base/script/disasm.txt on the local drive when script is compiled
0031FD14 g_debugBounds checks for models with bounds > 2048
0031FD4C g_debugAnim displays information on which animations are playing on the specified entity number. set to -1 to disable
0031FDC4 g_debugMove
0031FDD0 g_debugDamage
0031FDE0 g_debugWeapon
0031FDF0 g_debugScript
0031FE00 g_debugMover
0031FE10 g_debugTriggers
0031FE20 g_debugCinematic
0031FE34 g_stopTime
0031FE40 g_showPVS
0031FE4C g_showTargets draws entities and thier targets. hidden entities are drawn grey
0031FEA4 g_showTriggers draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey
0031FF18 g_showCollisionWorld
0031FF30 g_showCollisionModels
0031FF48 g_showCollisionTraces
0031FF60 g_maxShowDistance
0031FF74 g_showEntityInfo
0031FF88 g_showviewpos
0031BFB0 g_showcamerainfo displays the current frame # for the camera when playing cinematics
0031FFF4 g_showTestModelFrame displays the current animation and frame # for testmodels
0031D798 g_showPlayerShadow enables shadow of player model
0031D7CC g_showHud
0031D7D8 g_showProjectilePct enables display of player hit percentage
0031D818 g_showBrass enables ejected shells from weapon
0031DB08 g_exportMask
0031DD3C g_voteFlags vote flags
00320048 g_showActiveEntities draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green
003200D4 g_showEnemies draws boxes around monsters that have targeted the the player
00320124 g_artificialPlayerCount spawns artificial players
00320158 g_frametime displays timing information for each game frame
00320194 g_timeEntities when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
00320208 ai_debugScript displays script calls for the specified monster entity number
00320258 ai_debugMove draws movement information for monsters
00320290 ai_debugTrajectory draws trajectory tests for monsters
003202C8 ai_testPredictPath
003202DC ai_showCombatNodes draws attack cones for monsters
00320310 ai_showPaths draws path_* entities
00320338 ai_showObstacleAvoidance draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well
003203B8 ai_blockedFailSafe enable blocked fail safe handling
003203F0 g_dvTime
003203FC g_dvAmplitude 0.001
00320414 g_dvFrequency
00320424 g_kickTime
00320430 g_kickAmplitude 0.0001
00320448 g_blobTime
00320454 g_blobSize
00320460 g_testHealthVision
00320474 g_editEntityMode 0 = off.1 = lights.2 = sounds.3 = articulated figures.4 = particle systems.5 = monsters.6 = entity names.7 = entity models
00320504 g_dragEntity allows dragging physics objects around by placing the crosshair over them and holding the fire button
00320580 g_dragDamping
00320590 g_dragShowSelection
003205A4 g_dropItemRotation
003205B8 g_vehicleVelocity
003205CC g_vehicleForce 50000
003205E4 g_vehicleSuspensionUp
003205FC g_vehicleSuspensionDown
00320614 g_vehicleSuspensionKCompress
00320634 g_vehicleSuspensionDamping
00320650 g_vehicleTireFriction
00320668 ik_enable enable IK
00320680 ik_debug show IK debug lines
003206A0 af_useLinearTime use linear time algorithm for tree-like structures
003206E8 af_useImpulseFriction use impulse based contact friction
00320724 af_useJointImpulseFriction use impulse based joint friction
00320764 af_useSymmetry use constraint matrix symmetry
00320794 af_skipSelfCollision skip self collision detection
003207CC af_skipLimits skip joint limits
003207F0 af_skipFriction skip friction
00320810 af_forceFriction force the given friction value
00320844 af_maxLinearVelocity maximum linear velocity
00320874 af_maxAngularVelocity 1.57 - maximum angular velocity
003208B0 af_timeScale scales the time
003208D0 af_jointFrictionScale scales the joint friction
00320904 af_contactFrictionScale scales the contact friction
00320938 af_highlightBody name of the body to highlight
0032096C af_highlightConstraint name of the constraint to highlight
003209A8 af_showTimings show articulated figure cpu usage
003209DC af_showConstraints show constraints
00320A04 af_showConstraintNames show constraint names
00320A34 af_showConstrainedBodies show the two bodies contrained by the highlighted constraint
00320A90 af_showPrimaryOnly show primary constraints only
00320AC4 af_showTrees show tree-like structures
00320AF0 af_showLimits show joint limits
00320B14 af_showBodies show bodies
00320B30 af_showBodyNames show body names
00320B54 af_showMass show the mass of each body
00320B7C af_showTotalMass show the total mass of each articulated figure
00320BC0 af_showInertia show the inertia tensor of each body
00320BF8 af_showVelocity show the velocity of each body
00320C28 af_showActive show tree-like structures of articulated figures not at rest
00320C78 af_testSolid test for bodies initially stuck in solid
00320CB4 rb_showTimings show rigid body cpu usage
00320CE0 rb_showBodies show rigid bodies
00320D04 rb_showMass show the mass of each rigid body
00320D34 rb_showInertia show the inertia tensor of each rigid body
00320D70 rb_showVelocity show the velocity of each rigid body
00320DA8 rb_showActive show rigid bodies that are not at rest
00320DE0 pm_jumpheight 48 - approximate hieght the player can jump
00320E1C pm_stepsize maximum height the player can step up without jumping
00320E60 pm_crouchspeed 80 - speed the player can move while crouched
00320EA0 pm_walkspeed 140 - speed the player can move while walking
00320EDC pm_runspeed 220 - speed the player can move while running
00320F14 pm_noclipspeed speed the player can move while in noclip
00320F50 pm_spectatespeed 450 - speed the player can move while spectating
00320F94 pm_spectatebbox size of the spectator bounding box
00320FC8 pm_usecylinder use a cylinder approximation instead of a bounding box for player collision detection
00321030 pm_minviewpitch -89 - amount player's view can look up (negative values are up
00321080 pm_maxviewpitch 89 - amount player's view can look down 24 - length of time player can run
003210DC pm_staminathreshold when stamina drops below this value, player gradually slows to a walk
00321138 pm_staminarate rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge
003211BC pm_crouchheight 38 - height of player's bounding box while crouched
00321200 pm_crouchviewheight height of player's view while crouched
0032123C pm_normalheight 74 - height of player's bounding box while standing
00321280 pm_normalviewheight 68 - height of player's view while standing
003212C0 pm_deadheight height of player's bounding box while dead
003212FC pm_deadviewheight height of player's view while dead
00321334 pm_crouchrate 0.87 - time it takes for player's view to change from standing to crouching
00321398 pm_bboxwidth x/y size of player's bounding box
003213CC pm_crouchbob bob much faster when crouched
003213FC pm_walkbob bob slowly when walking
00321420 pm_runbob bob faster when running
00321444 pm_runpitch 0.002
00321458 pm_runroll
00321464 pm_bobup
00321470 pm_bobpitch
0032147C pm_bobroll
00321488 pm_thirdPersonRange camera distance from player in 3rd person
003214C8 pm_thirdPersonHeight height of camera from normal view height in 3rd person
00321518 pm_thirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front
00321590 pm_thirdPersonClip clip third person view into world space.
003215CC pm_thirdPerson enables third person view
003215F8 pm_thirdPersonDeath enables third person view when player dies
00321638 pm_modelView draws camera from POV of player model (1 = always, 2 = when dead)
0032168C pm_air 1800 - how long in milliseconds the player can go without air before he starts taking damage
003216F8 pm_thirdPersonDeathMP enables third person view when player dies in mp
00321744 g_showAimHealth health display of target (gameplay testing)
00321830 g_gunX
00321838 g_gunY
00321840 g_gunZ
00321848 g_viewNodalX
00321858 g_viewNodalZ
00321868 g_fov
00321870 g_skipViewEffects skip damage and other view effects
003218A8 g_mpWeaponAngleScale Control the weapon sway in MP
003218E0 g_testParticle test particle visualation, set by the particle editor
00321928 g_testParticleName name of the particle being tested by the particle editor
00321978 g_testModelRotate test model rotation speed
003219A8 g_testPostProcess name of material to draw over screen
003219E4 g_testModelAnimate test model animation,.0 = cycle anim with origin reset.1 = cycle anim with fixed origin.2 = cycle anim with continuous origin.3 = frame by frame with continuous origin.4 = play anim once
00321AB4 g_testModelBlend number of frames to blend
00321AE4 g_testDeath
00321B00 g_flushSave 1 = don't buffer file writing for save games
00321B3C aas_test
00321B48 aas_showAreas
00321B58 aas_showPath
00321B68 aas_showFlyPath
00321B78 aas_showWallEdges
00321B8C aas_showHideArea
00321BA0 aas_pullPlayer
00321BB0 aas_randomPullPlayer
00321BC8 aas_goalArea
00321BD8 aas_showPushIntoArea
00321C00 password client password used when connecting
00321C80 g_TDMArrows draw arrows over teammates in team deathmatch
00321CBC g_balanceTDM maintain even teams
00321CE0 net_clientPredictGUI test guis in networking without prediction

PREY.exe

offset command comment
003AD9F0 memstatsprocess prints out process memory usage
003ADA20 memstats prints out system memory usage
003ADA4C finishBuild finishes the build process
003ADA74 startBuild prepares to make a build
003ADA9C localizeMapsTest Create test files that shows which strings will be localized
003ADAF0 localizeGuiParmsTest Create test files that show gui parms localized and ignored
003ADB48 localizeSubs localize subtitles
003ADB6C reloadLanguage reload language dict
003ADB94 localizeMaps localize maps
003ADBB4 localizeGuis localize guis
003ADBD4 testSIMD test SIMD code
003ADBF0 listDictValues lists all values used by dictionaries
003ADC28 listDictKeys lists all keys used by dictionaries
003ADC5C showDictMemory shows memory used by dictionaries
003ADC90 showStringMemory shows memory used by strings
003ADCC4 memoryDumpCompressed creates a compressed memory dump
003ADCC4 memoryDump creates a memory dump
003ADD24 printMemInfo prints memory debugging data
003ADD54 materialeditor launches the Material Editor
003ADD74 debugger launches the Script Debugger
003ADD94 editPDAs launches the in-game PDA Editor
003ADDC0 editGUIs launches the GUI Editor
003ADDE4 editScripts launches the in-game Script Editor
003ADE14 editParticles launches the in-game Particle Editor
003ADE4C editAFs launches the in-game Articulated Figure Editor
003ADE84 editDecls launches the in-game Declaration Editor
003ADEB8 editSounds launches the in-game Sound Editor
003ADEE8 editLights launches the in-game Light Editor
003ADF18 editor launches the level editor Radiant
003ADF3C roq encodes a roq file
003ADF54 runReach calculates reachability for an AAS file
003ADF88 runAASDir compiles AAS files for all maps in a folder
003ADFC0 runAAS compiles an AAS file for a map
003ADFE8 renderbumpFlat renders a flat bump map
003AE034 writeBindings writes a bindings file
003AE05C execImageQuality sets cvars based on com_imageQuality
003AE098 setMachineSpec detects system capabilities and sets com_machineSpec to appropriate value
003AE0F4 reloadEngine reloads the engine down to including the file system
003AE13C writeConfig writes a config file
003AE160 exit exits the game
003AE178 quit quits the game
003AE190 freeze freezes the game for a number of seconds
003AE1C4 crash causes a crash
003AE1DC error causes an error
003AE21C win_outputDebugString Prey initialization
003AE248 si_version engine version
003AE264 com_skipRenderer skip the renderer completely
003AE32C com_memoryMarker used as a marker for memory stats
003AE364 com_preciseTic run one game tick every async thread update
003AE3A0 com_asyncInput sample input from the async thread
003AE3D4 com_asyncSound 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix
003AE440 com_forceGenericSIMD force generic platform independent SIMD
003AE480 developer developer mode
003AE49C com_allowConsole allow toggling console with the tilde key
003AE4DC com_speeds show engine timings
003AE4FC com_showFPS show frames rendered per second
003AE528 com_showMemoryUsage show total and per frame memory usage
003AE564 com_showAsyncStats show async network stats
003AE594 com_showSoundDecoders show sound decoders
003AE5C0 com_timestampPrints print time with each console print, 1 = msec, 2 = sec
003AE60C timescale scales the time
003AE628 logFile 1 = buffer log, 2 = flush after each print
003AE65C logFileName name of log file, if empty, qconsole.log will be used
003AE6A0 com_makingBuild 1 when making a build
003AE6C8 com_updateLoadSize update the load size after loading a map
003AE708 com_videoRam holds the last amount of detected video ram
003AE744 com_precache if on, precaches needed resources
003AE778 com_profanity if off, blocks profanity
003AE7A4 cl_punkbuster is client side PunkBuster enabled?
003AE7D8 sv_punkbuster is server side PunkBuster enabled?
003AE80C com_product_lang_ext Extension to use when creating language files
003AE854 com_showErrors 0 to turn off spawning of notepad and console after exit
003C2DE4 forceBuildImage Forces the specified image to be included in makedds.bat
003C2E30 reloadSurface reloads the decl and images for selected surface
003C2E74 listModes lists all video modes
003C2E98 listRenderLightDefs lists the light defs
003C2EC4 listRenderEntityDefs lists the entity defs
003C2EF4 vid_restart restarts renderSystem
003C2F18 showTriSurfMemory shows memory used by triangle surfaces
003C2F54 showInteractionMemory shows memory used by interactions
003C2F90 regenerateWorld regenerates all interactions
003C2FC0 reportImageDuplication checks all referenced images for duplications
003C3008 reportSurfaceAreas lists all used materials sorted by surface area
003C304C testMaterial tests a material
003C3070 testVideo displays the given cinematic
003C309C testImage displays the given image centered on screen
003C30D4 modulateLights modifies shader parms on all lights
003C3108 gfxInfo show graphics info
003C3124 benchmark
003C3130 makeAmbientMap makes an ambient map
003C3158 envshot takes an environment shot
003C317C pbufferinit circumvent a driver bug by pre-initializing the pbuffer
003C31C0 pbuffershot takes a screenshot using the pbuffer
003C31F4 screenshot takes a screenshot
003C3214 touchGui touches a gui
003C3230 listGuis lists guis
003C3248 reloadGuis reloads guis
003C3264 sizeDown makes the rendered view smaller
003C3290 sizeUp makes the rendered view larger
003C32B8 MakeMegaTexture processes giant images
003C33C0 r_useLightPortalFlow use a more precise area reference determination.number of antialiasing samples..video mode number
003C343C r_displayRefresh optional display refresh rate option for vid mode
003C34A4 r_customWidth 720 - custom screen width. set r_mode to -1 to activate
003C34EC r_customHeight 486 - custom screen height. set r_mode to -1 to activate
003C3534 r_singleTriangle only draw a single triangle per primitive
003C3574 r_checkBounds compare all surface bounds with precalculated ones
003C35B8 r_noBufferDword disable screenshot dword alignment
003C35EC r_useNV20MonoLights use pass optimization for mono lights
003C3628 r_useConstantMaterials use pre-calculated material registers if possible
003C3674 r_useTripleTextureARB cards with 3+ texture units do a two pass instead of three pass
003C36D0 r_useSilRemap consider verts with the same XYZ, but different ST the same for shadows
003C3728 r_useNodeCommonChildren stop pushing reference bounds early when possible
003C3774 r_useShadowProjectedCull discard triangles outside light volume before shadowing
003C37C8 r_useShadowVertexProgram do the shadow projection in the vertex program on capable cards
003C3828 r_useShadowSurfaceScissor scissor shadows by the scissor rect of the interaction surfaces
003C3888 r_useInteractionTable create a full entityDefs * lightDefs table to make finding interactions faster
003C38F0 r_useTurboShadow use the infinite projection with W technique for dynamic shadows
003C394C r_useTwoSidedStencil do stencil shadows in one pass with different ops on each side
003C39A4 r_useDeferredTangents defer tangents calculations after deform
003C39E8 r_useCachedDynamicModels cache snapshots of dynamic models
003C3A28 r_useVertexBuffers use ARB_vertex_buffer_object for vertexes
003C3A68 r_useIndexBuffers use ARB_vertex_buffer_object for indexes
003C3AA8 r_useStateCaching avoid redundant state changes in GL_*() calls
003C3AEC r_useInfiniteFarZ use the no-far-clip-plane trick
003C3B20 r_znear near Z clip plane distance
003C3B44 r_ignoreGLErrors ignore GL errors
003C3B6C r_finish force a call to glFinish() every frame
003C3BA0 r_swapInterval changes wglSwapIntarval
003C3BC8 r_gamma changes gamma tables
003C3BE8 r_renderer hardware specific renderer path to use
003C3C1C r_jitter randomly subpixel jitter the projection matrix
003C3C58 r_skipSuppress ignore the per-view suppressions
003C3C8C r_skipPostProcess skip all post-process renderings
003C3CC4 r_skipLightScale don't do any post-interaction light scaling, makes things dim on low-dynamic range cards
003C3D34 r_skipInteractions skip all light/surface interaction drawing
003C3D74 r_skipDynamicTextures don't dynamically create textures
003C3DB0 r_skipCopyTexture do all rendering, but don't actually copyTexSubImage2D
003C3DFC r_skipBackEnd don't draw anything
003C3E20 r_skipRender skip 3D rendering, but pass 2D
003C3E50 r_skipRenderContext NULL the rendering context during backend 3D rendering
003C3E9C r_skipTranslucent skip the translucent interaction rendering
003C3EDC r_skipAmbient bypasses all non-interaction drawing
003C3F4C r_skipBlendLights skip all blend lights
003C3F78 r_skipFogLights skip all fog lights
003C3F9C r_skipDeforms leave all deform materials in their original state
003C3FE0 r_skipFrontEnd bypasses all front end work, but 2D gui rendering still draws
003C4030 r_skipUpdates 1 = don't accept any entity or light updates, making everything static
003C4088 r_skipOverlays skip overlay surfaces
003C40B0 r_skipSpecular use black for specular1
003C40D8 r_skipBump uses a flat surface instead of the bump map
003C4110 r_skipDiffuse use black for diffuse
003C4138 r_skipROQ skip ROQ decoding
003C4158 r_ignore used for random debugging without defining new vars
003C4198 r_ignore2
003C41A4 r_usePreciseTriangleInteractions 1 = do winding clipping to determine if each ambiguous tri should be lit
003C4214 r_useCulling 0 = none, 1 = sphere, 2 = sphere + box
003C424C r_useLightCulling 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
003C42A8 r_useLightScissors 1 = use custom scissor rectangle for each light
003C42EC r_useClippedLightScissors 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
003C435C r_useEntityCulling 0 = none, 1 = box
003C4384 r_useEntityScissors 1 = use custom scissor rectangle for each entity
003C43CC r_useInteractionCulling 1 = cull interactions
003C43FC r_useInteractionScissors 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
003C447C r_useShadowCulling try to cull shadows from partially visible lights
003C44C4 r_useFrustumFarDistance if != 0 force the view frustum far distance to this distance
003C451C r_logFile of frames to emit GL logs
003C454C r_clear force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
003C45A0 r_offsetfactor polygon offset parameter
003C45CC r_offsetunits -600
003C45E4 r_shadowPolygonOffset bias value added to depth test for stencil shadow drawing
003C4638 r_shadowPolygonFactor scale value for stencil shadow drawingv
003C4678 r_frontBuffer draw to front buffer for debugging
003C46AC r_skipSubviews 1 = don't render any gui elements on surfaces
003C46EC r_skipGuiShaders 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
003C476C r_skipParticles 1 = skip all particle systems
003C479C r_subviewOnly 1 = don't render main view, allowing subviews to be debugged
003C47FC r_testGamma if > 0 draw a grid pattern to test gamma levels
003C4838 r_testGammaBias
003C4848 r_testStepGamma
003C4858 r_lightScale all light intensities are multiplied by this
003C4898 r_lightSourceRadius for soft-shadow sampling
003C48C8 r_flareSize scale the flare deforms from the material def
003C4904 r_useExternalShadows 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
003C4978 r_useOptimizedShadows use the dmap generated static shadow volumes
003C49C0 r_useScissor scissor clip as portals and lights are processed
003C4A04 r_useCombinerDisplayLists put all nvidia register combiner programming in display lists
003C4A60 r_useDepthBoundsTest use depth bounds test to reduce shadow fill
003C4AA4 r_screenFraction 100 - for testing fill rate, the resolution of the entire screen can be changed
003C4B0C r_demonstrateBug used during development to show IHV's their problems
003C4B58 r_usePortals 1 = use portals to perform area culling, otherwise draw everything
003C4BAC r_singleLight suppress all but one light
003C4BD8 r_singleEntity suppress all but one entity
003C4C04 r_singleSurface suppress all but one surface on each entity
003C4C40 r_singleArea only draw the portal area the view is actually in
003C4CB4 r_orderIndexes perform index reorganization to optimize vertex use
003C4CF8 r_lightAllBackFaces light all the back faces, even when they would be shadowed
003C4D48 r_lightWholeMesh send full index list
003C4D74 r_showPortals draw portal outlines in color based on passed / not passed
003C4DC0 r_showUnsmoothedTangents if 1, put all nvidia register combiner programming in display lists
003C4E24 r_showSilhouette highlight edges that are casting shadow planes
003C4E68 r_showVertexColor draws all triangles with the solid vertex color
003C4EAC r_showUpdates report entity and light updates and ref counts
003C4EEC r_showDemo report reads and writes to the demo file
003C4F24 r_showDynamic report stats on dynamic surface generation
003C4F60 r_showLightScale report the scale factor applied to drawing for overbrights
003C4FB0 r_showDefs report the number of modeDefs and lightDefs in view
003C4FF0 r_showTrace show the intersection of an eye trace with the world
003C5034 r_showIntensity draw the screen colors based on intensity, red = 0, green = 128, blue = 255
003C5094 r_showImages 1 = show all images instead of rendering, 2 = show in proportional size
003C50F0 r_showSmp show which end (front or back) is blocking
003C5128 r_showLights 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
003C51C8 r_showShadows 1 = visualize the stencil shadow volumes, 2 = draw filled in
003C5218 r_showShadowCount colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
003C52DC r_showLightScissors show light scissor rectangles
003C5310 r_showEntityScissors show entity scissor rectangles
003C5348 r_showInteractionFrustums 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
003C53D0 r_showInteractionScissors 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
003C5454 r_showLightCount
003C54D4 r_showViewEntitys 1 = displays the bounding boxes of all view models, 2 = print index numbers
003C5534 r_showTris enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
003C55B0 r_showSurfaceInfo show surface material name under crosshair
003C55F0 r_showNormals draws wireframe normals
003C5618 r_showMemory print frame memory utilization
003C5648 r_showCull report sphere and box culling stats
003C5678 r_showInteractions report interaction generation activity
003C56B4 r_showDepth display the contents of the depth buffer and the depth range
003C5700 r_showSurfaces report surface/light/shadow counts
003C5734 r_showPrimitives report drawsurf/index/vertex counts
003C576C r_showEdges draw the sil edges
003C578C r_showTexturePolarity shade triangles by texture area polarity
003C57D0 r_showTangentSpace shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
003C5858 r_showDominantTri draw lines from vertexes to center of dominant triangles
003C58A8 r_showAlloc report alloc/free counts
003C58D0 r_showTextureVectors if > 0 draw each triangles texture (tangent) vectors
003C5920 r_showOverDraw 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
003C5994 r_lockSurfaces allow moving the view point without changing the composition of the scene, including culling
003C5A08 r_useEntityCallbacks if 0, issue the callback immediately at update time, rather than defering
003C5A6C r_showSkel draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
003C5AD4 r_jointNameScale size of joint names when r_showskel is set to 1
003C5B18 r_jointNameOffset 0.5.offset of joint names when r_showskel is set to 1
003C5B64 r_cgVertexProfile arbvp1, vp20, vp30
003C5B8C r_cgFragmentProfile arbfp1, fp30
003C5BB0 r_debugLineDepthTest perform depth test on debug lines
003C5BEC r_debugLineWidth width of debug lines
003C5C18 r_debugArrowStep 120.step size of arrow cone line rotation in degrees
003C5C64 r_debugPolygonFilled draw a filled polygon
003C5C94 r_materialOverride overrides all materials
003C5CC0 r_debugRenderToTexture
003C5CD8 r_showTextureSize colors the texture to show the size
003C5D10 r_skipLights skips lights, to give the designers an accurate poly count without lights
003C5D6C r_skipBeams 1 = skip all beam systems
003C5D94 r_glowAlpha 0.55 - start alpha used when blurring the glow texture
003C5DD8 r_glowAlphaChange 0.85 - alpha change used when blurring the glow texture
003C5E28 r_glowSteps 8 - steps used when blurring the glow texture
003C5E64 r_glowStrength strength when drawing the final glow texture on screen if true, skip drawing the glow overlay
003C5ED4 r_normalizeBumpmap per pixel renormalization of bumpmaps
003C5F10 r_cubemapNormalize use cubemaps to normalize
003C5F40 r_correctSpecular per pixel half angle calculation
003C5F78 r_alphaToCoverage alpha to coverage transparency
003C5FAC r_shaderLevel level of shaders to use
003C5FD4 r_showBatchSize color tris based on batch size - 0 = normal, 1 = faster with tangents transformed, 2 = use single weight simple skinning
003C60BC r_pbufferRender render to a pbuffer for hi-res screenshots
003C60F8 r_pbufferRenderW 3200 - pbuffer width
003C6124 r_pbufferRenderH 2400 - pbuffer height
003B6164 stoprecording
003B6174 disconnect died
003B6188 devmap loads a map in developer mode
003B6220 si_map
003B6229 serverMapRestart
003B6261 cdemo %i seconds of game, replayed in %5.1f seconds…minute %i took %3.1f seconds
003B6420 hitch hitches the game
003B643C promptKey prompt and sets the CD Key
003B6464 rescanSI internal - rescan serverinfo cvars and tell game
003B64A4 takeViewNotes2 extended take view notes
003B64D0 takeViewNotes take notes about the current map from the current view
003B6518 loadGame loads a game
003B6534 saveGame saves a game
003B6550 testGUI tests a gui
003B6564 demoShot writes a screenshot for a demo
003B6590 togglehelp display in-game help
003B65B4 displayE3Loading display demo loading banner
003B65E4 resetE3Demos reset e3 demo sequence
003B6624 compressDemo compresses a demo file
003B664C aviDemo writes AVIs for a demo
003B666C timeDemoQuit times a demo and quits
003B6694 timeDemo times a demo
003B66B0 playDemo plays back a demo
003B66D0 stopRecording stops demo recording
003B66F8 recordDemo records a demo
003B6714 aviGame writes AVIs for the current game
003B6740 aviCmdDemo writes AVIs for a command demo
003B676C exitCmdDemo exits a command demo
003B6790 timeCmdDemo times a command demo
003B67B4 playCmdDemo plays back a command demo
003B67DC writeCmdDemo writes a command demo
003B6804 testmap tests a map
003B6844 writePrecache writes precache commands
003B6898 com_showAngles
003B68A8 com_minTics
003B68B4 com_showTics
003B68C4 com_fixedTic
003B68D4 com_showDemo
003B68E4 com_skipGameDraw
003B68F8 com_aviDemoSamples 16
003B6910 com_aviDemoWidth 256
003B6928 com_aviDemoHeight
003B693C com_aviDemoTics
003B694C com_wipeSeconds
003B695C com_guid
003B6968 g_subtitles Display subtitles
003B6988 com_demoPaused
003B6998 g_levelLoadMusic play music during level loads
003B69CC g_deathwalk Allow deathwalk map appending
003B69F8 e3_demoIndex
003B6A08 game_list
003B6A2C noIntro
003B6A34 playIntro
003B6A40 guisounds_menu_music
003B6A58 gui_sv_punkbuster
003B6A6C gui_cl_punkbuster
003B5180 e3_demoshotrelease
003B5194 e3_demofadeoutrate
003B51A8 e3_demofadeinrate
003B56D0 e3_numdemos Bad render demo token
003B5710 e3_demomode AdvanceDemo
TO DO
  • Clean up/add/remove console commands.


developers/human_head_studios/prey.txt · Last modified: 2023/03/26 11:10 by eezzzz