Shy’s cool and useful source engine console command list, mostly for my own reference also semi specific to gmod
Most of these need sv_cheats!
Last Updated - [5/7/2024]
Shy’s cool and useful source engine console command list, mostly for my own reference also semi specific to gmod
Most of these need sv_cheats!
mat_leafvis 1 | shows the current leaf you are in |
mat_leafvis 2 | shows the current viscluster you are in. |
mat_leafvis 3 | shows all visclusters in PVS |
r_lockpvs 1 | lets you move around without the pvs updating |
r_visambient 1 | will show you ambient light probes, only when using leafvis. good for fixing lighting |
r_visocclusion 1 | shows func_occluders in world |
r_occlusion 1/0 | toggles occlusion to test if your occluders are actually doing anything |
r_drawportals 1 | shows areaportals in world |
gl_clear_randomcolor 1 | replaces black void with random color each frame |
debugsystemui | lots of useful toggles (useful with above to remove sky and check for holes) |
mat_surfaceid 1 | displays in 3d the ID of the SURFACE of a brush or displacement in hex, advanced |
fog_ * | fog commands, various, used to set specific values vs using fogui command |
r_farz value | manually set zclip, only properly works with values LOWER than what the map was compiled with, -1 is default |
impulse 81 | gives cubemap weapon |
perfui | lil super useful ui that lets you visualize a few things like prop fades and occluders |
vcollide_wireframe | show model collisions that use vphysics, does not always work with bbox, or static props |
r_drawclipbrushes 2 | draws brushes with clip textures on them |
r_printdecalinfo | prints amount of decals in use, and the decal limit |
mat_luxels 1 | shows lightmap grid texture in game |
snd_show 1 | SUPER IMPORTANT, shows sound buffers and currently playing sounds |
snd_visualize 1 | requires above, shows in 3d where sounds come from |
snd_showmixer | shows volumes of different sound channels, useful for sequence development |
room_type value | forces different DSP. if you run it without a value it will display the value from the soundscape |
snd_restart | will restart the soundsystem and reload any soundscapes but it will NOT reload soundSCRIPTS! (i think) |
sv_footsteps 0/1 | turns off/on footstep noise, but does not stop jumping or splash noises |
ent_messages_draw 1 | shows logic between ents in game |
report_touchlinks | lists ents that do col testing in vphys with the entity number |
picker 1 | shows bounding box and origin of ents |
report_simthinklist | lists of ents that are currently "thinking", doesn't take into account timers or delays in logic? |
cl_showents | prints all ents by number and their class name |
cl_entityreport value | value is the first ent number it will list at, shows a dynamic ent allocation table in gui |
r_drawmodelstatsoverlay 1 | VERY USEFUL, works on statics, shows tons of info including texture paths |
r_drawmodelstatsoverlaydistance | max distance the above overlay will draw info, 256 is a pretty good value |
r_drawlightcache 1 | kind of shows a general view of how lights are being applied from source to model |
r_drawmodellightorigin 1 | shows the lighting origin and rays expanding out to the bounding box of the model |
r_lod -1 | Default LOD behavior |
r_lod 0 | fully disables lod switching |
r_lod 1-X | force a specific lod level on all models, very important for lod debugging |
impulse 106 | prints model targetname and path, but does not work with static props. useful for ent debug as well |
listmodels | prints list of in-use model paths to console and refcounts |
cl_ent_absbox | show the model's grid aligned abs box use these by pointing at a model, doesn't work on statics |
cl_ent_bbox | show the model's bounding box |
cl_ent_rbox | show the model's render box |
impulse 107 | prints path of texture (ignores models) |
mat_surfacemat 1 | displays in 3d the name of the material on a brush or displacement |
mat_crosshair | shows material that is under the crosshair |
mat_texture_list 1 | opens the texture list displaying only textures from the current frame, toggle all with button in ui |
mat_normalmaps 1 | will show the normal(bump), works with ssbumps on everything that has it, will likely crash when you turn it off, does not show blending |
lightprobe test 512 | will create a compiled cubemap vtf (and hdr files?) named test with the size of 512 where you are standing |
dlight_debug | spawns a dynamic light that slowly fades away |
mat_normals 1 | shows the NORMAL of a surface, useful for finding out why certain shading is busted |
mat_fillrate 1 | IMPORTANT! shows overdraw, basically the more stuff overlapping = bad |
+showbudget | "-" turns it off, too much to explain, read the wiki for this one |
showbudget_texture 1 | just like +showbudget but this one monitors texture related usage |
host_ShowIPCCallCount 0/1 | shows IPC calls per frame/tick, need developer mode for console overlay |
vprof_on / vprof_off | turns on or off vprofiler sampling |
+/-showvprof | show/hide the vprofiler |
vprof_generate_report | prints a report, should write it out but im not sure if it can without a special convar that prob needs set via launch? |
bench_start / bench_end | will lock your fps to the tickrate (66.666 default) and manipulate the speed of the game depending on real fps, when ended shows average fps and writes the results in a file in the results folder |
key_findbinding | (ex. +jump, shows buttons bound to +jump) used to find a key |
key_listboundkeys | shows a list of every key and what it is bound to, I ran this and i still have gms_ stuff from like 2010 lol |
differences | shows convars that are not default, but not v useful because it always overflows the console output |
dumpstringtables_new | lists the status of all string tables, stringtable info can help you to reduce networking ent load |
dumpstringtables | actually prints the strings, but can overflow console |
cache_print | prints the entire cache and all the paths to sounds or models in it |
path | very useful, shows active filepath locations of game content |
crosshair 0/1 | shows or hides the 5 dot hl2 crosshair |
hidehud 1 | makes it so you cant change weapons, and doesn’t show ammo counter. |
cl_drawhud 0 | actually hides the hud |
hud_quickinfo 0/1 | show/hide the hl2 health and ammo counters on crosshair |
hud_draw_fixed_reticle 0/1 | show/hide the alternate crosshair (kinda like a static quickinfo, usually needed for modded crosshairs) |
mat_monitorgamma value | default 2.2 (SRGB standard) Should adjust the gamma in fullscreen, in windowed SHOULD stay 2.2 |
cl_leveloverview value | shows top down camera overview, value is zoom, 0 is off, culls geometry to current ground level, kinda pointless |
r_shadows 0/1 | enables or disables dynamic prop shadows also projected textures (lamps) |
r_cleardecals | client command to remove placed decals like blood from world, works in mp |
dgetinfo | a lil atlaschat command, prints lots of useful info very simple to recreate |
dgetinfo:
concommand.Add("dgetinfo", function(ply) local infoget=ply:GetEyeTrace().Entity Msg(tostring(infoget) .. "\n") Msg(tostring(infoget:GetPos()) .."\n") Msg(tostring(infoget:GetAngles()) .. "\n") Msg(tostring(infoget:GetModel()) .. "\n") end)
add a texture to the material tool:
list.Add( "OverrideMaterials", "shystudios/tools/greengreengreeen" )
add a model to the player model list:
list.Set( "PlayerOptionsModel", "Nick", "models/shystudios/nik001.mdl" ) player_manager.AddValidModel( "Nick", "models/shystudios/nik001.mdl" )
add any of the above commands to a file in your lua autoruns folder to make them work
sv_friction value | can be used to control walk speed, default value in gmod is 7 or 8 higher = slower |
Not console commands but equally useful! These are the settings I use to compile my maps!
VBSP:
-allowdynamicpropsasstatic -low -game $gamedir $path\$file
VVIS:
-low -threads 32 -game $gamedir $path\$file
VRAD:
-ldr -final -smooth 30 -StaticPropLighting -StaticPropPolys -TextureShadows -low -threads 32 -noskyboxrecurse -game $gamedir $path\$file
Launch Params:
-dev -console -allowdebug -game $gamedir +map $file