Console Additions

May 23, 2026 ยท View on GitHub

HUD Information

Variables:

  • cg_drawSecrets (0 or 1)

    Show a tracker for found versus total number of secrets on the current level. Default 0.

  • cg_drawServerFPS (0 or 1)

    Show current value of sv_fps. For verification of speedruns for the leaderboards. Default: 1.

  • cg_drawNPCInfo : 0 or 1

    Display information about some flags about NPCs such as their default and current behavior. This is triggered when looking at an NPC entity. The last NPC entity will be remembered as long as the player's crosshair doesn't look at any other NPC entity.

Speed Display

Variables:

  • cg_drawSpeed (0 or 1)

    Draw the current player speed. Default: 0.

  • cg_speedScale (#)

    Scale of the text for speed display. Default: 0.9.

  • cg_speedX (#)

    Horizontal offset for drawing speed text, relative to the center of the screen. Default: 0.0 (center of the screen).

  • cg_speedY (#)

    Vertical offset for drawing speed text, relative to the center of the screen. Default: 75.0 (Slightly below center of the screen).

Commands:

  • speedColor <r> <g> <b> <a> (components in range 0.0 to 1.0)

    Sets the color for the speed display to the given red, green, blue and alpha values.

Ingame Trigger Rendering

Variables:

  • cg_drawBoxPlayer : 0 or 1

    Draw in RED, the box around the player Default: 0.

  • cg_drawBoxNPC : 0 or 1

    Draw in GREEN, the boxes around NPCs (include spawned NPCs) Default: 0.

  • cg_drawBoxItems : 0 or 1

    Draw in BLUE, the boxes around items (include dropped weapons) Default: 0.

  • cg_drawBoxTriggers : 0 or 1

    Render game triggers in the world with different colors depending on their type. Color code :

    • Green : interactibles. Example : cairn_assembly cameras or buttons in kejim_post.
    • Orange : spawners (NPCs or items). Example : kejim_post, after the window jump.
    • Yellow : doors triggers. Example : everywhere.
    • Purple : secrets zone, checkpoints saves, mission update and level change.
    • Pink and blue : any kind of scripts. Example : doors in ns_streets when interacted with, will make a sound.
    • Red : disabled trigger. Example : after triggering the NPC spawn on kejim_post.
    • White : uncategorized. Example : the one runner are trying to access in artus_detention, making the door near the end level openable.

    Default: 0.

  • cg_drawBoxTriggersFilter : 0 to 511

    #------------------------------------------------------------------------------------------------# Binary : (1 1 1 1 1 1 1 1 1 1) = 1023 Power of 2^n : 9 8 7 6 5 4 3 2 1 0 Decimal : 512 256 128 64 32 16 8 4 2 1 | | | | | | | | | | | | | | | | | | | Orange : Spawners | | | | | | | | Purple : World+Save | | | | | | | Green : Interactibles | | | | | | Cyan : 'func' Scripts | | | | | Pink : 'target' scripts | | | | Pink light : fx & sounds | | | White : Unknowns | | Yellow : Doors | Red opaque : Death & Hurt Unused (yet?)

    #------------------------------------------------------------------------------------------------#

    Examples : . To enable everything, set the variable to 511. . To only enable doors (yellow), spawners (orange) and level changes (purple), set the variable to 131 (128 + 2 + 1) . Setting the variable to 0 will disable the filter (and so the bahavior is like 511 where you enable everything).

    Default: 0.

  • cg_drawBoxTriggersFilterDisabled : 0 or 1

    Enable or not, the rendering of used/disabled triggers, in light red. Example : after using a spawner (in orange), the trigger is considered 'disbaled' and would still render in red if this variable is set to 1. On the contrary, if this is set to 0, after using the same trigger, the rendering would stop and visually the rectangle would disappear.

    Default: 1.

Ingame NPC behavior, line of sight and pathing rendering

Variables:

  • cg_drawLineOfSight : 0 or 1

    Draw a blue line showing what every NPC is looking at. Will stop at the first collision encountered (includes player)

  • cg_drawNPCPath : 0 or 1

    Draw in orange, a line showing where an NPC is trying to go to, a 'goal' destination. This does not include the whole path that an NPC will take to get to said goal.

Maximum Jump Height Visualization

Variables:

  • r_showMaxJumpHeight (0 or 1)

    Enable or disable coloring heights that can be jumped unto, without crouching, from the current jumping position in the vertical axis.

  • r_showMaxJumpHeight[R,G or B] (0 - 255)

    Color components (red, green, blue) used to mark how high the player can jump. Color can be set more conveniently with the command showMaxJumpHeightColor. Applies after reloading the map.

Commands:

  • showMaxJumpHeightColor <r> <g> <b> (components in range 0 to 255)

    Sets the color for showing maximum jump height. Applies after reloading the map.

Player Information Display

Variables:

  • cg_drawPlayerInfo (0 to 15)

    The displayed result will always be in the following order from top to bottom : Position - Velocity - Angles - Jumping state.

    #------------------------------------# Binary : (1 1 1 1) = 15 Power of 2^n : 3 2 1 0 Decimal : 8 4 2 1 | | | | | | | Position | | Velocity | Angles Jumping state #------------------------------------#

    Examples : . To enable everything, you must then set the variable to 15 (8 + 4 + 2 + 1) . To only enable velocity and angles, you would set the variable to 6 (4 + 2)

    Default: 0.

  • cg_drawPlayerInfoPrecision (0 to 5)

    Changes the quantity of numbers drawn after the point for each variables. Default: 2.

Strafe Helper

Variables:

  • cg_drawStrafeHelper (0 or 1)

    Draw a strafe helper. Default: 0.

  • cg_strafeHelperCenter (0 or 1)

    Put the strafe helper in the center of the screen. Default: 1.

  • cg_strafeHelperCenterMarker (0 or 1)

    Draw a marker in the center of the strafe helper. Default: 1.

  • cg_strafeHelperHeight (#)

    Height of strafe helper bar. Default: 20.0.

  • cg_strafeHelperScale (#)

    Horizontal scale of the strafe helper. Angles correspond directly to the field of view if this scale is set to 360/cg_fov. Default: 4.0.

  • cg_strafeHelperSpeedScale (#)

    Scale of the text for speed display tied to strafe helper. Note that this shows the speed after friction but prior to acceleration, as this is what is relevant for optimal strafing. It is not the intuitive current player speed. For that, see cg_drawSpeed. Default: 0.9.

  • cg_strafeHelperSpeedX (#)

    Horizontal offset of the text for speed display, relative to the center of the screen. Default: 0.0 (center of the screen).

  • cg_strafeHelperSpeedY (#)

    Vertical offset of the text for speed display, relative to the strafe helper. Default: 0.0 (directly under the strafe helper).

  • cg_strafeHelperY (#)

    Vertical position of the strafe helper. Default: 50.0.

  • cg_strafeHelperColor[...] (0.0 - 1.0)

    Color components (red, green, blue, alpha) for different strafe helper elements. These are Accelerating, Optimal, CenterMarker and Speed. Colors can be set more conveniently with the corresponding commands.

  • cg_drawVelocityVector (0 or 1)

    Draw a 3D rectangle representing the current velocity vector of the player when moving in the world. It's 3D length is 1/10 of the units values stored internally. Example : a forward volocity of 250 (walking) will result in a rectangle of length 25 ingame units in the direction the player is walking to.

Commands:

  • strafeHelperColor[...] <r> <g> <b> <a> (components in range 0.0 to 1.0)

    Sets the color for one of the strafe helper elements Accelerating, Optimal, CenterMarker or Speed to the given red, green, blue and alpha values.

Jump Helper

Variables:

  • cg_drawJumpHelper (0 or 1)

    Draw a helper for correctly timing jump release and crouch jumping.

  • cg_jumpHelperX (#)

    Horizontal position of the jump helper. Default: 0.0 (center of the screen).

  • cg_jumpHelperY (#)

    Vertical position of the jump helper. Default: 0.0 (center of the screen).

  • cg_jumpHelperWidth (#)

    Width of the jump helper. Note that this becomes height when using the vertical jump helper (cg_jumpHelperHorizontal 0). Default: 300.

  • cg_jumpHelperHeight (#)

    Height of the jump helper. Note that this becomes width when using the vertical jump helper (cg_jumpHelperHorizontal 0). Default: 20.

  • cg_jumpHelperHorizontal (-1, 0 or 1)

    Whether to draw the jump helper horizontally left-to-right (1), horizontally right-to-left (-1) or vertically bottom-to-top (0). Default: 1.

  • cg_jumpHelperMirror (0 or 1)

    Whether to mirror the jump helper. Mirrors horizontally when drawing horizontally, vertically otherwise. Default: 1.

  • cg_jumpHelperAutoScale (0 or 1)

    Whether to rescale the jump helper to the same size for each force level. Default: 0.

  • cg_jumpHelperCrouch (0 or 1)

    Show an additional height section for crouch jumping, appended to normal jump height. Default: 1.

  • cg_jumpHelperCurrentScale (#)

    Scale of the indicator for the current height within the jump helper. Negative values draw from top to bottom, positive values from bottom to top. Default: 0.5.

Commands:

  • jumpHelperColor[...] <r> <g> <b> <a> (components in range 0.0 to 1.0)

    Sets the color for one of the jump helper elements Background, Crouch, CrouchExtend, Extend, Optimal, Current or Cancel to the given red, green, blue and alpha values.

Speedrun Modes

Variables:

  • cg_drawSpeedrunTotalTimer (0-3)

    Draw a total run timer. Higher values show more decimals. Default: 0.

  • cg_drawSpeedrunLevelTimer (0-3)

    Draw a current level timer. Higher values show more decimals. Default: 0.

  • sv_speedrunModeIL (0 or 1)

    Individual-level run mode. When set to 1, ingame timer will reset every time an autosave is loaded. When set to 0, ingame timer will reset only when kejim_post is loaded. Default: 0.

  • sv_speedrunModeCheckpoint (0 or 1)

    Mode for running from quicksave to a specified checkpoint on a map. Coordinates can be set with the command settimedcheckpoint. Default: 0.

  • sv_speedrunModeCheckpointSave (0 or 1)

    Create an automatic save when a checkpoint is reached in checkpoint mode. Default: 0.

  • cg_drawSpeedrunCheckpoint (0 or 1)

    Draw a green/red box indicating the checkpoint position in checkpoint mode. Default: 0.

Commands:

  • settimedcheckpoint <x1> <y1> <z1> <x2> <y2> <z2>

    Sets a box-shaped checkpoint for sv_speedrunModeCheckpoint. When the player enters the box spanned by the two points (x1 y1 z1) and (x2 y2 z2) the run is finished. If x2, y2 and z2 are omitted, a checkpoint of reasonable size will be created at (x1 y1 z1). If all arguments are omitted, a checkpoint of reasonable size will be created at the current player position.

Mouse Input

Variables:

  • cg_sensitivityFactorTurret (#)

    Allows changing how much the sensitivity is scaled by when steering a turret. The normal sensitivity is multiplied with this factor when in a turret, so a value of 1.0 means the usual sensitivity is used. Default: 0.25.

  • in_mouse_raw (0 or 1)

    Use raw mouse input. Only applies after an in_restart (or after restarting the game). Default: 1.

Cosmetics

Variables:

  • cg_fovThirdPerson (#)

    Sets the field of view for third person view in degrees. If set to 0, uses third person FOV equal to the normal first person FOV given by cg_fov. Default: 0

  • g_saber_color (color)

    Set saber color. Valid colors: "red", "orange", "yellow", "green", "blue", and "purple". Default: "blue"

Overbounces

Variables:

  • cg_drawOverbounceInfo (0 or 1)

    Draw overbounce probabilities, G is for Go, J is for Jump. Default: 0.

  • g_overbounceWithoutInputs (0 or 1)

    In JKO and JKA, overbounces only happen when holding a directional key (WASD) on landing. This allows enabling overbounces without any of those inputs, like in original Quake 3. That also allows vertical overbounces. Cheat protected. Default: 0.

  • r_overbouncePrediction (0 or 1)

    Enable or disable coloring heights that have overbounce potential.

  • r_overbouncePredictionColor[R,G or B] (0 - 255)

    Color components (red, green, blue) used to mark heights that have overbounce potential. Color can be set more conveniently with the command overbouncePredictionColor. Applies after reloading the map.

Commands:

  • overbouncePredictionColor <r> <g> <b> (components in range 0 to 255)

    Sets the color for showing overbounce potential heights. Applies after reloading the map.

Damage Boosting

Variables:

  • g_selfKnockback (0 or 1)

    Allow players to damage boost themselves with explosive weapons. Cheat protected. Default: 0.

Movement Modifications

Variables:

  • g_speedFactorLanding (0 or 1)

    To play with factors to multiply speed by on landing. A value of 0.5 will obtain Jedi Academy behaviour, 1.0 is the original behaviour in Jedi Outcast. Cheat protected. Default: 1.