Alert (cg_alert)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: voteDescription: Flash minimized JKA window whenever a vote is called.Tags:
Setting: pmDescription: Flash minimized JKA window whenever you receive a private message.Tags:
Setting: connectDescription: Flash minimized JKA window whenever someone connects.Tags:
Setting: restartDescription: Flash minimized JKA window whenever a map restart occurs.Tags:
Setting: roundDescription: Flash minimized JKA window whenever a round ends.Tags:
Setting: players=​<number>Description: Flash minimized JKA window when a certain number of players have joined the server.Tags:
Setting: <word>Description: Flash minimized JKA window whenever anyone types a certain word in the chat.Tags:
Setting: <'phrase surrounded by single quotes'>Description: Flash minimized JKA window anyone types a certain phrase in the chat.Tags:
Setting: vote pm players=4Description: Example setting. Minimized JKA window will be flashed whenever a vote is called, whenever a private message is received, or when 4 players are on the server.Tags:

Allow Minimize (cl_allowMinimize)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: On vanilla executable, force JKA to minimize whenever it loses focus + automatically change screen resolution.Tags:
Setting: 2Description: On vanilla executable, force JKA to minimize whenever it loses focus.

Automatic Downloading (cg_autoDL)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Automatically download missing maps over HTTP(S) connection (requires compatible server).Tags:

Auto Download Fake Map (cg_fakeMap)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: <map name>Description: If you don't have a map and autoDL fails (due to no autoDL server or map missing from the autoDL server), you can specify a map to load instead of the real map. It will probably look buggy, but you will at least be able to connect to the server (and thereby vote for a new map, etc). For best results, choose a map similar to the real map (e.g. choose a CTF map for CTF).

Chat URLs (cg_chatURLs)

SettingDescriptionTags
Setting: 0Description: Disable detection of URLs in chat.Tags:
Setting: 1Description: After someone writes a URL in chat, it is assigned an ID number. You can then use open <id> to open the URL in your default browser, or copy <id> to copy it to the clipboard (you may optionally leave out <id> to simply open/copy the last detected URL).Tags:

Console Font (cl_consoleFont)

SettingDescriptionTags
Setting: 0Description: Default/base JKA console text font.Tags:
Setting: 1Description: Alternate console text font.

Console Font Size (cl_consoleFontSize)

SettingDescriptionTags
Setting: 8Description: Default/base JKA font size for console text.Tags:

Console Height (cl_consoleHeight)

SettingDescriptionTags
Setting: 0.5Description: The console occupies 50% of the screen.Tags:
Setting: 1.0Description: The console occupies 100% of the screen.Tags:

Console Opacity (cl_consoleOpacity)

SettingDescriptionTags
Setting: 1Description: 100% opacity for the console background image.Tags:
Setting: 0.5Description: More transparent setting.Tags:
Setting: 0Description: Do not display console background image.

Discord Integration (cl_discord)

SettingDescriptionTags
Setting: 0Description: Disable.
Setting: 1Description: Enable Discord integration; your current server info will be displayed in your Discord status (only if you have game activity enabled in Discord).Tags:

Disruptor Tweaks (cg_disruptor)

SettingDescriptionTags
Setting: mainTime=​<time in milliseconds>Description: Lifetime of primary fire shots. Defaults to 150 if unspecified.Tags:
Setting: altTime=​<time in milliseconds>Description: Lifetime of alternate fire shots. Defaults to 175 if unspecified.Tags:
Setting: mainSize=​<size>Description: Size of primary fire shots. Uses base tapering from 6 to 0 if unspecified; set to something else for constant size.Tags:
Setting: altSize=​<size>Description: Size of alternate fire shots. Uses base tapering from 6 to 0 if unspecified; set to something else for constant size.Tags:
Setting: mainTime=​150 altTime=​175Description: Default setting.Tags:

Dropped Flags (cg_droppedFlags)

SettingDescriptionTags
Setting: 0Description: Dropped flags use default/base JKA style:

Simple Items (cg_simpleItems) enabled?Style used
Simple Items (cg_simpleItems) enabled? NoStyle used: Resting-on-ground style
Simple Items (cg_simpleItems) enabled? YesStyle used: Simple style
Tags:
Setting: 1Description: Force dropped flags to use upright style.
Setting: 2Description: Force dropped flags to use resting-on-ground style.
Setting: 3Description: Force dropped flags to use simple style.

Dropped Weapons (cg_droppedWeapons)

SettingDescriptionTags
Setting: 0Description: Dropped weapons use default/base JKA style:

Simple Items (cg_simpleItems) enabled?Style used
Simple Items (cg_simpleItems) enabled? NoStyle used: Resting-on-ground style
Simple Items (cg_simpleItems) enabled? YesStyle used: Simple style
Tags:
Setting: 1Description: Force dropped weapons to use floating style.
Setting: 2Description: Force dropped weapons to use resting-on-ground style.
Setting: 3Description: Force dropped weapons to use simple style.

Fast Sky Color (r_fastSkyColor)

SettingDescriptionTags
Setting: <color>Description: The color of the sky that is rendered if you use the base JKA Fast Sky cvar (r_fastSky). For <color>, use any color name or hex code, e.g. purple or #ff00ff.
Setting: blackDescription: Default setting.Tags:

Force Game (fs_forceGame)

SettingDescriptionTags
Setting: 0 or ""Description: Disable. Allows servers to freely change your fs_game setting.Tags:
Setting: [mod name]Description: Force the fs_game cvar to [mod name]. Annoying servers will be prevented from changing your game mod directory. Use base to force it to an empty "" value (for base directory).

Force Models (cg_forceModel)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: ally=​<model>Description: Force allies to use <model> player model in non-Siege gametypes. You can optionally specify multiple models, separated by commas, to force allies to use a pool of models.Tags:
Setting: enemy=​<model>Description: Force enemies to use <model> player model in non-Siege gametypes. You can optionally specify multiple models, separated by commas, to force enemies to use a pool of models.Tags:
Setting: ally=rebel enemy=reeloDescription: Example showing all allies forced to Rebel, and all enemies forced to Reelo.Tags:
Setting: ally=​rebel​,rebel_pilot​,kyle​,jan enemy=​stormtrooper​,imperial​,desann​,tavionDescription: Example showing allies forced to a pool of Rebel​/Rebel_Pilot​/Kyle​/Jan, and enemies forced to a pool of Stormtrooper​/Imperial​/Desann​/Tavion.Tags:

Force Siege Models (cg_forceSiegeModel)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: In Siege, force red team to use player models from cg_forceSiegeModelsTeam1, and force blue team to use player models from cg_forceSiegeModelsTeam2.
Setting: 2Description: In Siege, force allied team to use player models from cg_forceSiegeModelsTeam1, and force enemy team to use player models from cg_forceSiegeModelsTeam2.

Force Siege Models for Red Team or Allies (cg_forceSiegeModelTeam1)

Force Siege Models for Blue Team or Enemies (cg_forceSiegeModelTeam2)

SettingDescriptionTags
Setting: a=​<model>Description: In Siege, force assault class to use <model> player model.Tags:
Setting: h=​<model>Description: In Siege, force heavy weapons class to use <model> player model.Tags:
Setting: d=​<model>Description: In Siege, force demo class to use <model> player model.Tags:
Setting: t=​<model>Description: In Siege, force tech class to use <model> player model.Tags:
Setting: j=​<model>Description: In Siege, force jedi class to use <model> player model.Tags:
Setting: s=​<model>Description: In Siege, force scout class to use <model> player model.Tags:
Setting: a=​snowtrooper
h=​stormtrooper​/officer
d=​rax​_joris
t=​imperial​_worker
s=​saboteur
j=​reborn​/boss

Description: Default setting for cg_forceSiegeModelTeam1.

(These are the red team player models from mp/siege_hoth.)

Tags:
Setting: a=​rebel
h=​chewbacca
d=​bespin​_cop
t=​jan​/siege
s=​lando
j=​jedi_kdm​/siege

Description: Default setting for cg_forceSiegeModelTeam2.

(These are the blue team player models from mp/siege_hoth.)

Tags:

FPS Saver (cl_fpsSaver)

SettingDescriptionTags
Setting: -1Description: Enable all options.
Setting: 0Description: Disable.Tags:
Setting: 1Description: Improve FPS by reducing particle effects.Tags:
Setting: 2Description: Improve FPS by reducing frequency of spammy effects (saber sparks/blood/wall marks, smoke, etc.).Tags:

Fullbright Models (cg_fullbrightModels)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Force all player models except yourself to white full brightness.
Setting: 2Description: Force allied player models to lime full brightness.
Force enemy player models to red full brightness.
Force all others except yourself to white full brightness.
Setting: 3Description: Force allied player models to super lime full brightness.
Force enemy player models to super red full brightness.
Force all others except yourself to super white full brightness.
Setting: 4Description: Force red team player models to red full brightness.
Force blue team player models to blue full brightness.
Force all others except yourself to super white full brightness.
Setting: 5Description: Force red team player models to super red full brightness.
Force blue team player models to super blue full brightness.
Force all others except yourself to super white full brightness.
Setting: ally=​<color>Description: Force allied player models to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
You can specify multiple colors, separated by commas.
Tags:
Setting: enemy=​<color>Description: Force enemy player models to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
You can specify multiple colors, separated by commas.
Tags:
Setting: red=​<color>Description: Force red team player models to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
You can specify multiple colors, separated by commas.
Tags:
Setting: blue=​<color>Description: Force blue team player models to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
You can specify multiple colors, separated by commas.
Tags:
Setting: self=​<color>Description: Force your own player model to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: free=​<color>Description: Force all other player models to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: ally=cyan enemy=!magenta self freeDescription: Example: cyan allies, super magenta enemies, white self and others.Tags:

Fullbright Siege Models (cg_fullbrightSiegeModels)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: In Siege, use your cg_fullbrightModels setting (disregard cg_fullbrightSiegeModelsTeam1 and cg_fullbrightSiegeModelsTeam2).
Setting: 2Description: In Siege, force red team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam1, and force blue team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam2.
Setting: 3Description: In Siege, force red team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam1, and force blue team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam2.
Includes yourself.
Setting: 4Description: In Siege, force allied team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam1, and force enemy team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam2.
Setting: 5Description: In Siege, force allied team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam1, and force enemy team to the fullbright settings specified in cg_fullbrightSiegeModelsTeam2.
Includes yourself.

Fullbright Siege Models for Red Team or Allies (cg_fullbrightSiegeModelsTeam1)

Fullbright Siege Models for Blue Team or Enemies (cg_fullbrightSiegeModelsTeam2)

SettingDescriptionTags
Setting: a=​<color>Description: Force assault class to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: h=​<color>Description: Force heavy weapons class to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: d=​<color>Description: Force demolitions class to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: t=​<color>Description: Force tech class to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: s=​<color>Description: Force scout class to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: j=​<color>Description: Force jedi class to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:

Fullbright Items (cg_fullbrightItems)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Force all item models to white full brightness.
Setting: health=​<color>Description: Force health to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: armor=​<color>Description: Force armor to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: ammo=​<color>Description: Force all ammo to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: blasterammo=​<color>Description: Force blaster ammo to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: powercellammo=​<color>Description: Force power cell ammo to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: boltammo=​<color>Description: Force metallic bolt ammo to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: rocketammo=​<color>Description: Force rocket ammo to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: powerup=​<color>Description: Force powerups (boon, etc.) to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: holdable=​<color>Description: Force holdable items (sentry, etc.) to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: flag=​<color>Description: Force all CTF flags to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: allyflag=​<color>Description: Force allied CTF flags to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: enemyflag=​<color>Description: Force enemy CTF flags to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: redflag=​<color>Description: Force red team CTF flags to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: blueflag=​<color>Description: Force blue team CTF flags to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: ammo health=red armor=lime enemyflag=!magentaDescription: Example: white ammo, red health, lime armor, and super magenta enemy flags.Tags:

Fullbright Weapons (cg_fullbrightWeapons)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Force all weapon models to white full brightness.
Setting: saber=​<color>Description: Force saber hilts to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: pistol=​<color>Description: Force pistol to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: blaster=​<color>Description: Force blaster to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: disruptor=​<color>Description: Force disruptor to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: bowcaster=​<color>Description: Force bowcaster to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: repeater=​<color>Description: Force repeater to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: demp=​<color>Description: Force demp to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: golan=​<color>Description: Force golan to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: rocket=​<color>Description: Force rocket launcher to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: concussion=​<color>Description: Force concussion rifle to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: thermal=​<color>Description: Force thermal to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: mine=​<color>Description: Force mines to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: detpack=​<color>Description: Force detpacks to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: stunbaton=​<color>Description: Force stun baton to <color> full brightness.
Use any color name or hex code, e.g. purple or #ff00ff.
If the color begins with with !, it will be super colored, e.g. use !red for super red.
You can omit the color argument for white.
Tags:
Setting: repeater golan=orange mine=!yellow detpack=!yellowDescription: Example: white repeater, orange golan, and super yellow mines and detpacks.Tags:

Invalid Player Models (cg_invalidPlayerModels)

SettingDescriptionTags
Setting: 0Description: Disable. Invalid/troll player models will be filtered to kyle.Tags:
Setting: 1Description: Enable invalid/troll player models, such as rancor or colorless Hoth Jaden skins in team gametypes.Tags:

Language Fixes (cg_languageFix)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: huDescription: Uses a custom font to replace õ and û with the Hungarian letters ő and ű.

Log Chat (cg_logChat)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Log chat messages to a file in your /base​/chatlogs/ folder. Writes the log file periodically to save performance.Tags:
Setting: 2Description: Writes log file in real-time (worse performance).

Pure Bypass (fs_pureBypass)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Allow playing on "pure" servers in an "impure" manner (using any and all files/mods you have installed).Tags:
Setting: 2Description: Allow playing on "pure" servers in a "pure" manner (only using base JKA files).

Raw Mouse (in_raw)

SettingDescriptionTags
Setting: 0Description: Disable. Allows mouse to be modified by OS-level mouse acceleration, etc.Tags:
Setting: 1Description: Enable raw mouse input.Tags:

Rewards (cg_drawRewards)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Enable rewards (defaults to Jedi Knight-style graphics and Quake Live sounds).
Setting: <mod name>Description:

Use rewards sounds and graphics with this mod name.

Sound/graphic mods included with Newmod:

Mod NameDescription
Mod Name: jkDescription: Jedi Knight-style sounds and graphics. Made by Ent.
Mod Name: qlDescription: Quake Live sounds and graphics.
Setting: sound=​<mod name>Description: Use rewards sounds with this mod name.Tags:
Setting: gfx=​<mod name>Description: Use ewards graphics with this mod name.Tags:
Setting: disable=​<bitflags>Description: Disable some particular rewards using bitflags:
BitflagDescription
Bitflag: 1Description: Disable "impressive" reward.
Bitflag: 2Description: Disable "excellent" reward.
Bitflag: 4Description: Disable "humiliation" reward.
Bitflag: 8Description: Disable "denied" reward.
Bitflag: 16Description: Disable "defense" reward.
Bitflag: 32Description: Disable "assist" reward.
Bitflag: 64Description: Disable "capture" reward.
Bitflag: 128Description: Disable "holy shit" reward.
Tags:

Sense Corpses (cg_senseCorpses)

SettingDescriptionTags
Setting: 0Description: Only detect living players with force sense.
Setting: 1Description: Allow force sense to detect corpses of players who have not yet respawned.Tags:

Shift Toggle Console (cl_shiftToggleConsole)

SettingDescriptionTags
Setting: 0Description: Do not require holding Shift to open or close the console.
Setting: 1Description:

Require holding Shift to open the console, but not to close it.

Also allows pressing the console key without holding Shift to work outside of the console (e.g. for binds or chat), such as ` on English keyboard or ' on Brazillian keyboard.
Tags:
Setting: 2Description:

Require holding Shift to open or close the console.

Recommended for keyboard layouts where you may want to enter <the character that would normally close the console> into the console, such as ^ on German keyboard.

Also allows pressing the console key without holding Shift to work outside of the console (e.g. for binds or chat), such as ` on English keyboard or ' on Brazillian keyboard.

Siege Team Skins (cg_siegeTeamSkins)

SettingDescriptionTags
Setting: -1Description: Enable all options.
Setting: 0Description: Disable.Tags:
Setting: 1Description: In Siege, force red/blue player skins.Tags:
Setting: 2Description: In Siege, force red/blue saber colors.Tags:

Simple Items (cg_simpleItems)

SettingDescriptionTags
Setting: -1Description: Enable all options.
Setting: 0Description: Disable.Tags:
Setting: 1Description: Weapons use icons instead of 3D models.Tags:
Setting: 2Description: Ammo uses icons instead of 3D models.Tags:
Setting: 4Description: Health/armor/items use icons instead of 3D models.Tags:
Setting: 8Description: Powerups(boon, etc) use icons instead of 3D models.Tags:
Setting: 16Description: Flags use icons instead of 3D models.Tags:

Sky Portals (cg_skyPortals)

SettingDescriptionTags
Setting: 0Description: Disable rendering of sky portals (distant mountains/buildings, etc.). May improve FPS on some maps.
Setting: 1Description: Enable rendering of sky portals (distant mountains/buildings, etc.).Tags:

Smooth Movement (cg_smoothMovement)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Movement in third-person view is smoother and less jerky, particularly at high speeds or when falling. May have poor performance on some computers, particularly at very high framerates. You may wish to test to see if it works for you.

Spawn Bubbles (cg_drawSpawnBubbles)

SettingDescriptionTags
Setting: -1Description: Enable all options.Tags:
Setting: 0Description: Disable.
Setting: 1Description: Show green invulnerability bubble when you spawn.Tags:
Setting: 2Description: Show green invulnerability bubble when other players spawn.Tags:

Spectator Info (cg_drawSpecInfo)

SettingDescriptionTags
Setting: -1Description: Enable all options.
Setting: 0Description: Disable.Tags:
Setting: 1Description: Displays players' names floating above their heads. Enabling spectator wallhack (via force_seeing bind or cg_specWallhack) allows spec info to be shown for non-visible players, as well.Tags:
Setting: 2Description: On supporting server mods, display bars representing players' health, armor, and force over their heads. Enabling spectator wallhack (via force_seeing bind or cg_specWallhack) allows spec info to be shown for non-visible players, as well.Tags:

Spectator Wallhack (cg_specWallhack)

SettingDescriptionTags
Setting: 0Description: Disable. Note that you can still toggle spectator wallhack by pressing your force_seeing bind.Tags:
Setting: 1Description: See other players through walls as a spectator.

Steam Integration (cl_steam)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Enable Steam integration; starting NewJK directly will enable the Steam overlay.

Third-Person Alpha (cg_thirdPersonAlpha)

Third-Person Flag Alpha (cg_thirdPersonFlagAlpha)

SettingDescriptionTags
Setting: 1Description: 100% opacity for your player/flag in third-person view.Tags:
Setting: 0.25Description: More transparent setting.Tags:
Setting: -0.25Description: If you use a negative value, models will not be transparent while you are following from spec. For example, with -0.25 setting, you will see 0.25 alpha while ingame, but 1 alpha while following someone from spec.Tags:

Time Nudge (cl_timeNudge)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: <number less than 0>Description: Shift information drawing time to try to predict movement earlier, at the expense of accuracy.
Setting: <number greater than 0>Description: Shift information drawing time to simulate lag by waiting more before drawing elements.
Setting: auto=​<target ping in milliseconds>Description: Automatically adjust time nudge based on a specified target and your current ping. For example, if you set cl_timeNudge to auto=40 and your ping at some moment is 61ms, a time nudge value of -21 will be used at that moment.

Tint Alpha (cg_tintAlpha)

SettingDescriptionTags
Setting: 1Description: Base transparency for screen tints in first-person view (e.g. blue overlay while using absorb).Tags:
Setting: 0.25Description: More transparent setting, so your view isn't obscured.Tags:

Translate To (cg_translateTo)

SettingDescriptionTags
Setting: 0Description: Do not translate any chat messages.Tags:
Setting: <language>Description: Your own native/preferred language for translations with the Player Tracker command (nm_playerTracker). Supported languages: Afrikkans, Albanian, Basque, Catalan, Cebuano, Corsican, Croatian, Czech, Danish, Dutch, English, Esperanto, Finnish, French, Frisian, Galician, German, Greek, Haitian Creole, Hausa, Hmong, Hungarian, Indonesian, Irish, Italian, Javanese, Latin, Latvian, Lithuanian, Luxembourgish, Malagasy, Malay, Maori, Norwegian, Polish, Portuguese, Romanian, Russian, Samoan, Scots Gaelic, Sesotho, Shona, Slovak, Slovenian, Somali, Spanish, Sudanese, Swahili, Swedish, Tagalog, Turkish, Uzbek, Welsh, Xhosa, Zulu.
Setting: englishDescription: Default setting.Tags:

Unlagged (cg_unlagged)

SettingDescriptionTags
Setting: 0Description: Disable.Tags:
Setting: 1Description: Enable "unlagged" lag compensation on compatible (base_enhanced) servers. Note that it is not recommended to use Time Nudge (cl_timeNudge) at the same time as this setting.
Setting: 2Description: Enable "unlagged" lag compensation on compatible (base_enhanced) servers, and automatically disable time nudge while using disruptor or concussion rifle.
Setting: 3Description: Enable "unlagged" lag compensation on compatible (base_enhanced) servers, and automatically disable time nudge while using disruptor.

Weather (cg_weather)

SettingDescriptionTags
Setting: 0Description: Disable.
Setting: 1Description: Enable weather effects, such as fog, rain, snow, etc.Tags: