cg_showmiss "1"			//shows by how much time the client game predicton was off
cg_nopredict "1"		//disables the predictions from the client code if the player has picked up a item on a server, waits until server confirmes pickup
cg_stats "0"			//shows client gamecode frame statistics
cg_hidetempmodels "1"	//hides temp models (client side effect models), showing only models that are static or transmitted over the network
cg_lagometer "1"		//shows network traffic
cg_traceinfo			//?
cg_debug "1"			//?
cg_showevents "1"		//prints client code events useful for debugging tikis
cg_showtempmodels "1"	//prints tempmodel count
cg_stereosep "0.4"		//?stereo sound configuration
ui_minicon "1"			//showns a mino console overlaying if text is printed to console (developer 1)
cfgexec					//?
scr_printfunccalls		// Prints event calls done by script (developer 1)
scr_printeventcalls		// Prints script function calls (developer 1)
scr_maxerrors			// ? Lines of error messages ? (developer 1)
com_printwarnings		//prints waring messages (developer 1)
sv_mapchecksum			//prints the checksum of the current bsp file, useful to test if client has a different version than the server
sv_precache 1			//default 1, preloads models sounds and images, predefined in models and precache\server\ also global0.scr/global.txt 		
sv_traceinfo 1			//prints traceing infos
sv_showentnums 1		//shows entity numbers
sv_showactornums 1		//shows actor numbers
sv_showdamagecolors 1	//draws damaged actors in red
sv_drawtrace 1			//shows traces made by the gamecode for targeting, projectiles, ai-pathfinding and others
sv_currentGravity		//cvar - shows the currently set gravity - also if set py script physics var
sv_cinematic 0/1		//is set if in cinematic sequence or not
sv_edgefriction 8		//?
sv_friction 6			//general friction of surfaces, reduce if you want more ef1 slidiness
sv_stopspeed 50			//anti-slidiness when starting/stopping to move or sliding down/up slopes or getting out of the water, lower means more like ef1
sv_showcameras			//shows cinematic cameras
sv_showinfodist			//sets range of overlay activation
sv_showinfo				//shows info of targeted object in a overlay(developer 1)
sv_showbboxes			//0/1/2/3/4/5 shows various different boundingbox types of objects in level (developer 1)
sv_defaultviewheight 85 //set default height of player camera
sv_noclipspeed	200		//set speed to fly in during noclip
sv_crouchspeed	0		//set speed in which players move while crouched^
sv_wateraccellerate		//?
sv_waterfriction		//?
developer 				//set various developer states (cheats)
r_znear					//sets where the camera starts to render objects(developer 1), can be useful to check how a map is rendered use like 100 to look trough walls
g_showevents			//shows all the game code events in real time (developer 1)
g_eventlimit			//sets event limit, default is 5000 might fix "Event overflow.  Possible infinite loop in script." if raised
r_nocull				//schaltet VIS farfield cull über BSP tree aus (worldfog farplane culling sollte damit nicht betroffen sein)
r_novis					//schaltet VIS komplett ab - zeigt alles auf einmal an
r_noportals				//schaltet portal surfaces , also mirror, cameraviews auf tetxuren und skyportal usw an und aus 
r_lockpvs				//setzt aktuellen BSP VIS CULL fest
r_speeds - 0-6			//shows renderer/
fps 0-?					//shows fps and video memory related infos
r_lightmap 0-1			//shows lightmap
ai_showfailure			//marks actors that are failing to find their path
ai_numactive			//shows how many actors are active on the level, updates on spawn/death of actors
ai_debuginfo 			//?
ai_clearnodes			//removes pathnodes from level
ai_recalcpaths			//?
ai_createnodes			//?
ai_showroutes "1"		//Shows Pathnode routes, if they are red they are bad, you can also see he height and how they connected together, useful to debug info_pathnodes
ai_showroutes_distance "1000"	//how far to show the routes ahead
ai_shownodenums	"1"		//shows ai node numbers
mapdir 					""
fs_debug				//print filesystem events (logfile 1 will crash use logfile 2 instead)
fs_filedir				"I:\COOP EF2\base\maps\"
fs_game					""
cgamedll ""				""
fs_basepath				"I:\COOP EF2"
logfile "1"				//save game console to logfile 0/1/2/



//how unfinished or problematic code is marked in the game to be found later
might need some finetunning
critical
optimize
temporary
changeme
unfinished
temptest
fixme
HZMDEBUG

In gamecode you can have all event calls written to a txt as they are called in: Listener::ProcessEvent
This should obviously only be used if conventional means do not help

To test the Mod with multiple clients, create a shortcut to the game executable
and add the following parameters, to use the same game directory but a different
user with logs, own configs and everything.
You can also make the client directly connect to your local test server.

+set config "user1.cfg" +set username "user1" +set logfile 1 +connect 127.0.0.1
+set config "user2.cfg" +set username "user2" +set logfile 1 +connect 127.0.0.1