CONSOLE COMMANDS |
This list would not have been possible without help from Lauri Alanko mivars@cc.helsinki.fi who's list got me interested in the console and also made a wonderful format that I've copied for this update. I would also like to thank JPM@mailserv.rz.fh-muenchen.de for his hints on how to extract the important information out of the Quake.exe file.
In most cases I have tried to connected commands together with the See also: field. However, to keep the size down and also make that field as useful as possible I didn't reference anything that was an action command. In most cases the description will let you know what action(s) the command effects.
If anything in this document is either incorrect, missing, or not explained well enough, please send mail to danielr@ccs.neu.edu so that it can be corrected. The most recent version of this document can always be found at http://www.ccs.neu.edu/home/danielr/quake/console.html
Daniel Rinehart danielr@ccs.neu.edu aka Prog. Last updated Oct-10-1996. Site this document as a source if you use any part in another document.
An unformatted text version of this document is also available.
For an older but formatted text version written by Michael Montgomery is also available.
Disclaimer: This document is provided as is and may not be perfect. I do not guarentee the validity of any of the information in it. I will not be held liable or responsible for any damages caused from use or misuse of the information contained within this document.
auxlook (?) | ban (C) | force_centerview (C) |
toggle_auxlook (T) |
connect (C) | impulse (C) | kick (C) |
noexit (V) | teamplay (V) | timedemo (C) |
When attack is active the player is firing their current weapon
See also: impulse
When back is active the player is moving backwards
See also: cl_backspeed
When forward is active the player is moving forward
See also: cl_forwardspeed
When jump is active the player is jumping
See also: sv_gravity
When klook is active forward and back become lookup and lookdown.
When left is active the player is turning left.
See also: cl_yawspeed
When lookdown is active the player's view is moving down.
See also: cl_pitchspeed, centerview
When lookup is active the player's view is moving up.
See also: cl_pitchspeed, centerview
When mlook is active moving the mouse forwards and backwards performs a lookup and lookdown respectively.
When movedown is active the player is swimming down in a liquid.
See also: cl_upspeed
When moveleft is active the player is strafing left.
See also: cl_sidespeed
When moveright is active the player is strafing right.
See also: cl_sidespeed
When moveup is active the player is swimming up in a liquid.
See also: cl_upspeed
When right is active the player is turning right.
See also: cl_yawspeed
When showscores is active in single player mode the current level stats are shown on the status bar. In multiplayer mode the current frags are shown on the full screen.
When speed is active the player is running.
See also: cl_movespeedkey, cl_anglespeedkey
When strafe is active left and right function as +moveleft and +moveright strafing in that direction.
Sets the USE flag for the player. Currently not used by Quake.
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Using alias without the [command] option will erase the alias specified
in <name>
From techinfo.txt:
The alias command is used to create a reference to a command or list of commands. When aliasing multiple commands, or commands that contain multiple words (such as "fraglimit 50"), you must enclose all the commands in quotation marks and separate each command with a semi-colon. Example of an alias that changes some Deathmatch server parameters: alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15" bind INS net_gameSee also: bind
Default: 100
How quickly ambient sounds fade in/out. Higher values make the sound fade quicker.
See also: ambient_level
Default: 0.3
How loud ambient sounds are. This includes wind, water, and other ambient sounds.
See also: ambient_fade
Default: 1
I thought this would allow the joystick to function like the mouse during a +mlook but I can't get it to work...
See also: toggle_auxlook
At long last you can ban those troublesome players. Just get their ip with
the status command and enter it in. However, don't get your hopes up that
much at this point. It is a quick hack and can only current handle one banned
ip address. If you enter a higher order domain such as xxx.xxx.xxx any player
from that domain will be unable to play. Makes it easy to ban players from a particular ISP or site.
Once you have declared at least one banned site typing ban without an ip
address will list the current sites that are being banned.
To use the higher order domain banning the format is: ban xxx.xxx.0.0 xxx.xxx.0.0
Once banning has been turned on you can turn it off by using the command: ban off
Thanks to Daniel A. Sill <sill@zeke.as.utexas.edu> for getting the low-down on this command.
See also: status
This command reports "Not valid from console" when run.
It is part of the Quake client/server protocol. Sent by a client to a
server after the client has processed the entity spawn messages and the client
is ready to begin rendering and processing game update messages. Not
for use by mortals.
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Default: 4096
Amount of memory allocated for the background music buffer, used when playing from a cd.
Default: 1.0
Volume of background cd music.
Used to bind a set of commands to a key.
From techinfo.txt:
Where <key> is a valid key control and [command] is a valid Quake command. Example: To bind the j key to the 'jump' command, you would type: bind j +jump and press enter. Non-printable keys such as 'page up' and buttons from the mouse/joystick are bound in the same manner as printable characters. A list of bindable keys can be found at the end of this file. Example: To bind the page up key to the 'jump' command, you would type: bind pageup +jump and press enter. To bind the right mouse button to the attack command, you would type: bind mouse2 +attack and press enter. The following keys can be bound: A-Z 0-9 *F1-F12 *TAB ENTER SPACE BACKSPACE UPARROW DOWNARROW LEFTARROW RIGHTARROW ALT CTRL SHIFT INS DEL PGDN PGUP HOME END PAUSE SEMICOLON MOUSE1 (mouse button 1) MOUSE2 (mouse button 2) MOUSE3 (mouse button 3) *~ (tilde) * Can only be bound on the command line or in a .cfg file. The ESC key cannot be bound.To bind multiple command enclose the entire command in quotes and separate the commands with semicolons.
See also: alias, unbind, unbindall
Background flash, used when you pick up an item.
Default: 0
Set the player's color. The value is SC*16+PC where SC is shirt color and PC is pants color.
See also: color
Default: Player
Sets the player's name. Works the same as the name command.
See also: name
Default: 57600
Sets the default baud rate for the modem.
See also: com1/com2
Default: 4
Sets the default irq for the modem.
See also: com1/com2
Default: 0
This is a really weird option. If set to one then com1 gets the values that the _config_x commands sets. It doesn't work for com2 though. I think in general it's better just to use the com1 and com2 commands.
See also: com1/com2
Default: 1016
Sets the default port for the modem. Use 0x to enter the number in hex.
See also: com1/com2
Default: ATZ
Sets the default modem reset command.
See also: com1/com2
Default: T
Sets the default dailing mode to Touch Tone (T) or Pulse (P).
See also: com1/com2
Default: AT H
Sets the default hangup string for the modem.
See also: com1/com2
Default: (none)
Sets the default modem init string.
See also: com1/com2
Used to control the cd player.
From techinfo.txt:
cd on Re-enables the CD audio system after a "cd off" command. cd off Shuts down the CD audio system. No more music will be played unless it is re-enabled. cd reset Causes the CD audio to re-initialize. This is useful if you change CDs or insert the CD after you've already run Quake. cd play <track number> Plays the specified track one time. cd loop <track number> Plays the specified track. It will be repeated until either it is manually stopped or another track is started. cd stop Stops the currently playing track. cd resume Will resume playback of a stopped track. cd eject This is for CD players that do not have a manual eject button. cd remap <track1> <track2> <track3> ... Allows you to switch what tracks are played. This is especially useful if you want to play music other than that on the Quake CD. If the CD audio system is told to play track 1, it will instead play the 1st track you specified. For example: assuming a CD with 1 data track and 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave the data alone and play the audio tracks as if they had been placed on the CD in the opposite order. cd info Reports information such as the number and types of tracks on the current CD, what track (if any) is currently playing, and the playback volume.
See also: bgmvolume, bgmbuffer
Moves player's view back to straight ahead after a +lookup or +lookdown action.
See also: v_centerspeed, force_centerview
Switch game play to selected level. Use this command instead of map when you
are running a server. Unlike the map command changelevel won't disconnect all
of the clients before loading the next level
Thanks to Howard Ship <hship@cac.stratus.com> for the command clarification.
See also: map
Default: 1.5
Sets multiplier for how fast you turn when running.
See also: cl_yawspeed
Default: 400
Sets backward movement rate.
See also: sv_maxspeed, cl_movespeedkey
Default: 0.02
Sets how much your weapon moves up and down when walking.
See also: cl_bobcycle, cl_bobup
Default: 0.6
Sets how quickly your weapon moves up and down when walking.
Default: 0.5
Sets how long your weapon stays up before cycling when walking
See also: cl_bob, cl_bob_cycle
Default: 200
Sets forward movement rate.
See also: sv_maxspeed, cl_movespeedkey
Default: 2.0
Set multiplier for how fast you move when running.
See also: cl_backspeed, cl_forwardspeed, sv_maxspeed
Default: 0
Don't know what is does.
Default: 150
Sets how fast you lookup and lookdown.
Default: 2.0
Sets how much your screen tilts when strafing.
See also: cl_rollspeed
Default: 200
Sets how quickly you straighten out after strafing.
See also: cl_rollangle
Default: 0
Toggle the display of current net status (Doesn't mean much to me.)
Example output:
98 98 120 120 98
Default: 350
Sets how quickly you strafe.
Default: 200
Effects how quickly you moveup and movedown in liquids. Kind of strange that upspeed also effects your downspeed?
Default: 140
Sets how quickly you turn left or right.
See also: cl_anglespeedkey
Clears the console screen.
Don't know what it does.
Sets the player's colors. If just the shirt color is used the pants color will be the same.
See also: _cl_color
Control the com ports on your computer. From techinfo.txt:
enable | disable "enable" means that your configuration is complete and you want to use the COM port. "disable" is used to turn off a COM port, usually to change its settings. The default (initial) state is disabled. modem | direct Use one of these two to let Quake know if you are using a modem or a direct connection (also called a null modem.) Quake uses this to know if it needs to handles modem initialization strings, dialing sequences, and hangup procedures. reset This will reset the COM port to its default settings and state. port <n> irq <n> These are used to set the I/O Port and IRQ that your serial port uses. The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for COM2. Note that the port number is displayed in hexadecimal; to enter it you would use something like "COM2 port 0x2f8"; the "0x" preceding the "2f8" indicates that you are giving the value in hexadecimal otherwise decimal is assumed. baud <n> Sets the baud rate. Valid values for <n> are: 9600, 14400, 28800, 57600, and 115200. 57600 is the default. Please note that this is the baud rate used for the uart, not your modem. It is perfectly valid to use 57600 on a COM port that is connected to a 28.8 modem. 8250 | 16550 Specifies the type of uart chip in your system. Normally this is automatically detected, one of these need only be used if your chip is incorrectly detected. clear startup shutdown This allows you to specify the clear, startup, and shutdown strings needed for a modem for playing Quake. If you've found values that previously worked with Doom, use them here. If you are playing over a null modem cable, leave these blank. -cts | +cts -dsr | +dsr -cd | +cd These determine if certain serial control lines should be honored or ignored. The "-" means you want that line ignored, the "+" means to honor it. "cts" is an abbreviation for "clear to send", "dsr" for "data set ready", and "cd" for "carrier detect". Do not change these values unless you are absolutely positive you need to. The default is to ignore all 3 lines. Quake always uses no parity, 8 data bits, and 1 stop bit; these values can not be changed. The baud, port, irq, and uart type can not be changed on an enabled port, you must disable it first. Configuration examples ---------------------- Example1: You have a machine with two serial ports you are going to use as a Quake server. COM1 will be using a null modem cable and COM2 will be connected to a 14.4 modem. You would use commands similar (the startup string would almost certainly be different) to these: COM1 baud 57600 enable COM2 baud 14400 modem startup AT\N0%C0B8 enable Example2: You are going to use your machine to connect to a dial-up Quake server with your 28.8 modem connected to COM2. You would use a command something like this: COM2 baud 57600 modem startup AT\N0%C0B8 enable Note the baud rate is not the same as the modem speed. This allows the modem-to-uart communications to occur at a higher rate than the modem-to-modem communications.
See also: _config_com_baud, _config_com_irq, _config_com_modem, _config_com_port, _config_modem_clear, _config_modem_dialtype, _config_modem_hangup, _config_modem_init
Default: 3
Sets how long messages are displayed when playing.
Connect to a Quake server. The name can be an absolute LAN address, IP, or
hostname, depending on your network connection.
In v1.06 you can also use the following format "connect xxx.xxx.xxx.xxx:xxxxx"
to connect to a certian udpport of a server. Make sure you use the quotes ("")
otherwise it doesn't work.
See also: slist, disconnect, reconnect
Default: 0
Toggle the cooperative play mode in network games.
See also: deathmatch, teamplay
Default: 0
Toggle the display of an aiming crosshair.
Default: 0
Sets the detail level. Values range from 0-3 with 0 giving the highest detail.
Thanks to James Boswell <boswell@nspace.com.au> for improved documentation on this command.
See also: d_mipscale, d_subdiv16
Default: 1
Sets how much detail distant objects have. Values range from 0-40 with 0 not
bluring distant objects at all. (Uses lots of ram if set to 0)
Thanks to James Boswell <boswell@nspace.com.au> for improved documentation on this command.
See also: d_mipcap, d_subdiv16
Default: 1
Toggle extreme perspective correction.
From techinfo.txt:
For maximum speed, perspective correction is performed only every 16 pixels. This is normally fine, but it is possible to see texture ripples in surfaces that are viewed at sharp angles. For more precise texture mapping, set the console variable d_subdiv16 to 0. Doing this will result in somewhat slower performance, however, and the difference in visual quality will not normally be noticeable.
See also: d_mipcap, d_mipscale
Default: 0
Toggle the deathmatch play mode in network games.
Start playing queued demo(s) or cycle to next one if already playing.
See also: playdemo, startdemos, stopdemo, record
Default: 0
Toggle display of extra debugging information.
Sample output:
SpawnServer: e1m1 Clearing memory Programs occupy 400K. 33 entities inhibited Server spawned. CL_EstablishConnection: connected to local Client LOCAL connected the Slipgate Complex CL_SignonReply: 1 CL_SignonReply: 2 CL_SignonReply: 3 4.2 megabyte data cache CL_SignonReply: 4Thanks to Scott McDermott <scottm@compumedia.com> for getting me to document this command.
Leave current server.
Print text to your own console.
Default: 2
Sets how easy it is to fall off an edge.
Get information on an edict in the game. This dumps a bunch of
information about the object.
Example output:
EDICT 1: modelindex 59.0 absmin '463.0 -369.0 63.0' absmax '497.0 -335.0 121.0' movetype 3.0 solid 3.0 origin '480.0 -352.0 88.0' oldorigin '480.0 -352.0 88.0' angles ' 0.0 90.0 0.0' classname player model progs/player.mdl frame 16.0 mins '-16.0 -16.0 -24.0' maxs ' 16.0 16.0 32.0' size ' 32.0 32.0 56.0' think player_stand1() nextthink 2.8 health 100.0 weapon 1.0 weaponmodel progs/v_shot.mdl currentammo 25.0 ammo_shells 25.0 items 4353.0 takedamage 2.0 view_ofs ' 0.0 0.0 22.0' v_angle ' 0.0 90.0 0.0' netname Prog flags 4616.0 colormap 1.0 team 7.0 max_health 100.0 watertype -1.0 th_pain player_pain() th_die PlayerDie() walkframe 5.0 attack_finished 1.4 jump_flag -31.7 air_finished 14.7 dmg 2.0See also: edictcount, edicts
Display summary information about game edicts.
Example output:
num_edicts:165 active :164 view :107 touch :123 step : 23See also: edict, edicts
Display information on all edicts in game.
See also: edict, edictcount
Display a list of used objects in the game.
Example output:
0:maps/e1m5.bsp: 0 ( 0.0, 0.0, 0.0) [ 0.0 0.0 0.0] 1:EMPTY 2:EMPTY 3:EMPTY 4:EMPTY 5:progs/player.mdl: 0 (-1647.9,1722.4, 24.0) [ 0.0 -94.2 0.0] 6:EMPTY 7:progs/player.mdl:16 (-1205.8,2276.6, 24.0) [ 0.0 215.6 0.0] (...) {Text deleted}
Execute a script file.
Clears the current game cache this includes cached sounds.
Default: Off
Toggle fly mode. Use moveup and movedown to adjust height.
Snaps the view back to the center regardless if you are in a +mlook, +klook, +lookup, or +lookdown.
See also: centerview
Default: 90
Sets the field of vision which determines how close you are to the objects.
Default: 0
Sets the number of frags needed before exiting a level.
See also: timelimit, noexit, samelevel
Default: 0.0
Sets the gamma correction level (aka brightness.)
See also: r_fullbright
Give yourself an amount of an item. I still haven't been able to figure
out how to get armor.
Item | Description | Maximum |
---|---|---|
1 | Axe | |
2 | Shotgun | |
3 | Double Shotgun | |
4 | Nailgun | |
5 | Super Nailgun | |
6 | Grenade Launcher | |
7 | Rocket Launcher | |
8 | Lighting Gun | |
C | Batteries | 255 |
H | Health | 32767 |
N | Nails | 255 |
R | Rockets | 255 |
S | Shotgun Shells | 255 |
Default: Off
Toggle god mode.
Bring up the help system (like pressing F1.)
Default: 0
This adjusts the time rate in Quake. A value of 0.1 is very fast and
almost unplayable. A value of 0.01 will make the gameplay speedy, but
still leaves some decent control. After you change the value, exit the
console and hold the "TAB" key. Notice the time indicator on the
bottom right. The higher the rate, the faster time passes.
Thanks to "K. Andrew Knies" <aknies@midohio.net> for everything about this command.
Default: 0
Toggle the display of host info. They are in order: total time, server time, graphics time, and sound time. Each one is
represented in ms and indicates the total time spend in each sub-system.
Sample output:
34 tot 3 server 31 gfx 0 snd 36 tot 3 server 31 gfx 2 snd 34 tot 3 server 31 gfx 0 sndSee also: snd_noextraupdate
Default: unnamed or local
Sets the hostname of your computer.
Perform weapon selection and also a few cheats.
Value | Action |
---|---|
1-8 | Select corresponding weapon |
9 | Gives you all the weapons and keys |
10 | Selects your next weapon by numerical value |
11 | Gives you a rune |
12 | Selects your last weapon by numerical value (1.06) |
255 | Gives you quad damage |
See also: joystick
Toggles if you have a joystick or not.
See also: joybuttons
Kick a player off of a network game. Only valid from the server console.
Under v1.06 you can also kick a player based on their number listed in the status command. (Haven't tried the kick by number
yet but it should work. I also believe that you will need the extra spaces between the # and the player-number.)
Thanks to Jim Peterson <jspeter@birch.ee.vt.edu> for an update on this command.
See also: status
Reduce your health to zero.
Default: 0
Toggles if the server will "listen" for connections.
Load a saved game.
Default: 0
Toggles if sounds are loaded as only 8-bit.
Default: 0
Toggles if the view will recenter after mlook is deactivated. Only works with the mouse and joystick.
See also: centerview
Default: 0
Toggles if turn left and right will strafe left and right when a mlook is active. Only works with the mouse.
Default: 1
Don't know what it does. (Probably has to do with the mouse.)
Default: 1
Sets how quickly moving the mouse forwards and backwards causes the player to move in the respective direction.
Default: 0.022
Sets how quickly you lookup and lookdown with the mouse when a mlook is active.
Default: 0.8
Sets how quickly you strafe left and right with the mouse.
Default: 0.022
Sets how quickly you turn left and right with the mouse.
Load an start a new map. Use of this command on a multiplayer server isn't
recommended because it disconnects all of the clients before loading the next
level. The changelevel command is preferred in this instance.
Thanks to Howard Ship <hship@cac.stratus.com> for the command clarification.
Name | Description | Name | Description |
---|---|---|---|
Deathmatch Arena | |||
dm6 | The Dark Zone | dm5 | The Cistern |
dm4 | The Bad Place | dm3 | The Abandoned Base |
dm2 | Claustrophobopolis | dm1 | Place of Two Deaths |
Final Level | |||
end | Shub-Niggurath's Pit | ||
The Elder World | |||
e4m8 | The Nameless City | e4m7 | Azure Agony |
e4m6 | The Pain Maze | e4m5 | Hell's Atrium |
e4m4 | The Palace of Hate | e4m3 | The Elder God Shrine |
e4m2 | The Tower of Despair | e4m1 | The Sewage System |
Netherworld | |||
e3m7 | The Haunted Halls | e3m6 | Chambers of Torment |
e3m5 | Wind Tunnels | e3m4 | Satan's Dark Delight |
e3m3 | The Tomb of Terror | e3m2 | The Vaults of Zin |
e3m1 | Termination Central | ||
Realm of Black Magic | |||
e2m7 | Underearth | e2m6 | The Dismal Oubliette |
e2m5 | The Wizard's Manse | e2m4 | The Ebon Fortress |
e2m3 | Crypt of Decay | e2m2 | Ogre Citadel |
e2m1 | The Installation | ||
Doomed Dimension | |||
e1m8 | Ziggurat Vertigo | e1m7 | The House of Chthon |
e1m6 | The Door To Chthon | e1m5 | Gloom Keep |
e1m4 | The Grisly Grotto | e1m3 | The Necropolis |
e1m2 | Castle of the Damned | e1m1 | Slipgate Complex |
Welcome to Quake | |||
start | Entrance |
Default: 1
Sets the number of players that can connect to a server. (Must use the command line to go above 4. Can't be changed while the server is running.)
Brings up the key customization menu.
See also: menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Brings up the load game menu.
See also: menu_keys, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Brings up the main menu.
See also: togglemenu, menu_keys, menu_load, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Brings up the multiplayer game option menu. See also: menu_keys, menu_load, menu_main, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Brings up the options menu. See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Brings up the quit dialog box. See also: quit, menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_save, menu_setup, menu_singleplayer, menu_video
Brings up the save game menu. See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_setup, menu_singleplayer, menu_video
Brings up the setup menu. See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_singleplayer, menu_video
Brings up the single player option menu. See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_video
Brings up the video option menu. See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer
Prompts for string to broadcast to all other players. This command can not be
used on a dedicated server because it lacks the graphic environment. Use a
say or say_team command from a dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode2, say, say_team
Prompts for string to broadcast to your team members. This command can not be
used on a dedicated server because it lacks the graphic environment. Use a
say or say_team command from a dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode, say, say_team
Default: Player
Sets your name that other players will see and what console messages will use.
See also: _cl_name
Default: 300
Sets how long the program waits for network info before considering the connection broken.
Reports a summary of the current net information.
Example output:
unreliable messages sent = 0 unreliable messages recv = 0 reliable messages sent = 0 reliable messages received = 0 packetsSent = 0 packetsReSent = 0 packetsReceived = 0 receivedDuplicateCount = 0 shortPacketCount = 0 droppedDatagrams = 0
Default: Off
Toggle no clipping mode.
Default: 0
Toggles if players can leave the current level. Useful for servers that
what to use only one map. Set noexit equal to 1 to enable this option.
v1.06 corrects a bug that didn't allow people to leave the "start" or "end"
maps if this option was set. Under v1.06 it works like this on the "start"
map:
0 = noexit off (people can exit at any point)
1 = noexit on (goes through the levels in order. exits the "start" map when
either the fraglimit or timelimit has been reached)
2 = noexit on (players may exit into what ever episode they want from the
"start" map before the fraglimit or timelimit has been reached)
In both cases the noexit flag works as normal on all other levels.
See also: fraglimit, timelimit, samelevel
This command reports "Couldn't open" when run.
Default: 0
Toggles if sound is on.
Default: Off
Toggle if creatures automatically attack player.
Show what paths Quake is using.
Example output:
Current search path: c:/quake_sw/id1/pak0.pak (339 files) c:/quake_sw/id1
Default: 1
Toggles if players can pause the game.
See also: pause
Pause and unpause the game.
See also: pausable
Find the ping time to the server and to all other connected players.
Example output:
Client ping times: 443 Player1 368 Player2 462 Player3 93 Player4 1050 Player5
Play a sound effect.
ambience/buzz1.wav | ambience/comp1.wav | ambience/drip1.wav | ambience/drone6.wav |
ambience/fire1.wav | ambience/fl_hum1.wav | ambience/hum1.wav | ambience/suck1.wav |
ambience/swamp1.wav | ambience/swamp2.wav | ambience/thunder1.wav | ambience/water1.wav |
ambience/wind2.wav | ambience/windfly.wav | blob/death1.wav | blob/hit1.wav |
blob/land1.wav | blob/sight1.wav | boss1/death.wav | boss1/out1.wav |
boss1/pain.wav | boss1/sight1.wav | boss1/throw.wav | boss2/death.wav |
boss2/idle.wav | boss2/pop2.wav | boss2/sight.wav | buttons/airbut1.wav |
buttons/switch02.wav | buttons/switch04.wav | buttons/switch21.wav | demon/ddeath.wav |
demon/dhit2.wav | demon/djump.wav | demon/dland2.wav | demon/dpain1.wav |
demon/idle1.wav | demon/sight2.wav | dog/dattack1.wav | dog/ddeath.wav |
dog/dpain1.wav | dog/dsight.wav | dog/idle.wav | doors/airdoor1.wav |
doors/airdoor2.wav | doors/basesec1.wav | doors/basesec2.wav | doors/basetry.wav |
doors/baseuse.wav | doors/ddoor1.wav | doors/ddoor2.wav | doors/doormv1.wav |
doors/drclos4.wav | doors/hydro1.wav | doors/hydro2.wav | doors/latch2.wav |
doors/medtry.wav | doors/meduse.wav | doors/runetry.wav | doors/runeuse.wav |
doors/stndr1.wav | doors/stndr2.wav | doors/winch2.wav | enforcer/death1.wav |
enforcer/enfire.wav | enforcer/enfstop.wav | enforcer/idle1.wav | enforcer/pain1.wav |
enforcer/pain2.wav | enforcer/sight1.wav | enforcer/sight2.wav | enforcer/sight3.wav |
enforcer/sight4.wav | fish/bite.wav | fish/death.wav | fish/idle.wav |
hknight/attack1.wav | hknight/death1.wav | hknight/grunt.wav | hknight/hit.wav |
hknight/idle.wav | hknight/pain1.wav | hknight/sight1.wav | hknight/slash1.wav |
items/armor1.wav | items/damage.wav | items/damage2.wav | items/damage3.wav |
items/health1.wav | items/inv1.wav | items/inv2.wav | items/inv3.wav |
items/itembk2.wav | items/protect.wav | items/protect2.wav | items/protect3.wav |
items/r_item1.wav | items/r_item2.wav | items/suit.wav | items/suit2.wav |
knight/idle.wav | knight/kdeath.wav | knight/khurt.wav | knight/ksight.wav |
knight/sword1.wav | knight/sword2.wav | misc/basekey.wav | misc/h2ohit1.wav |
misc/medkey.wav | misc/menu1.wav | misc/menu2.wav | misc/menu3.wav |
misc/null.wav | misc/outwater.wav | misc/power.wav | misc/r_tele1.wav |
misc/r_tele2.wav | misc/r_tele3.wav | misc/r_tele4.wav | misc/r_tele5.wav |
misc/runekey.wav | misc/secret.wav | misc/talk.wav | misc/trigger1.wav |
misc/water1.wav | misc/water2.wav | ogre/ogdrag.wav | ogre/ogdth.wav |
ogre/ogidle.wav | ogre/ogidle2.wav | ogre/ogpain1.wav | ogre/ogsawatk.wav |
ogre/ogwake.wav | plats/medplat1.wav | plats/medplat2.wav | plats/plat1.wav |
plats/plat2.wav | plats/train1.wav | plats/train2.wav | player/axhit1.wav |
player/axhit2.wav | player/death1.wav | player/death2.wav | player/death3.wav |
player/death4.wav | player/death5.wav | player/drown1.wav | player/drown2.wav |
player/gasp1.wav | player/gasp2.wav | player/gib.wav | player/h2odeath.wav |
player/h2ojump.wav | player/inh2o.wav | player/inlava.wav | player/land.wav |
player/land2.wav | player/lburn1.wav | player/lburn2.wav | player/pain1.wav |
player/pain2.wav | player/pain3.wav | player/pain4.wav | player/pain5.wav |
player/pain6.wav | player/plyrjmp8.wav | player/slimbrn2.wav | player/teledth1.wav |
player/tornoff2.wav | player/udeath.wav | shalrath/attack.wav | shalrath/attack2.wav |
shalrath/death.wav | shalrath/idle.wav | shalrath/pain.wav | shalrath/sight.wav |
shambler/melee1.wav | shambler/melee2.wav | shambler/sattck1.wav | shambler/sboom.wav |
shambler/sdeath.wav | shambler/shurt2.wav | shambler/sidle.wav | shambler/smack.wav |
shambler/ssight.wav | soldier/death1.wav | soldier/idle.wav | soldier/pain1.wav |
soldier/pain2.wav | soldier/sattck1.wav | soldier/sight1.wav | vomitus/v_sight1.wav |
weapons/ax1.wav | weapons/bounce.wav | weapons/grenade.wav | weapons/guncock.wav |
weapons/lhit.wav | weapons/lock4.wav | weapons/lstart.wav | weapons/pkup.wav |
weapons/r_exp3.wav | weapons/ric1.wav | weapons/ric2.wav | weapons/ric3.wav |
weapons/rocket1i.wav | weapons/sgun1.wav | weapons/shotgn2.wav | weapons/spike2.wav |
weapons/tink1.wav | wizard/hit.wav | wizard/wattack.wav | wizard/wdeath.wav |
wizard/widle1.wav | wizard/widle2.wav | wizard/wpain.wav | wizard/wsight.wav |
zombie/idle_w2.wav | zombie/z_fall.wav | zombie/z_gib.wav | zombie/z_hit.wav |
zombie/z_idle.wav | zombie/z_idle1.wav | zombie/z_miss.wav | zombie/z_pain.wav |
zombie/z_pain1.wav | zombie/z_shot1.wav |
Play a demo.
See also: demos, startdemos, stopdemo, record
Play a sound at a given volume. See play for a list of sounds.
See also: play
If qbsp generates a non-zero .pts file a leak exists in the level.
This file is created in the maps directory. By using the pointfile command, it
will load the .pts file and give a dotted line indicating where the leak(s)
are on the level.
Thanks to Sam Kenny <SamKenny@cit.com.au> for the documentation of this command.
Default: 1
Toggle the use of a precache. This caches sound and other game data.
See also: flush
This command reports "Not valid from console" when run.
Part of the Quake client/server protcol. Sent by a client to a server
after the client has processed the sign-on message from the server and
the client is ready to process the ??? messages. Not for use by
mortals.
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Report info about which Quake C commands have been called the most. If the command all is used it will dump every
function call made.
Example output:
185532 FindTarget 62092 ai_stand 39519 ai_walk 22417 WaterMove 21654 PlayerPreThink 16262 PlayerPostThink 16233 ImpulseCommands 14015 LinkDoors 12368 CheckRules 10822 CheckPowerupsThanks to Nelson Hicks <0201207@acad.nwmissouri.edu> for added documentation for this command.
Exit the game no questions asked.
See also: menu_quit
Default: 200
Don't know what it does.
Default: 200
Don't know what it does.
Default: 0
Sets how bright the rooms are by default. This applies regardless even if a seperate light source exists for a room.
Thanks to Scott McDermott <scottm@compumedia.com> for the documentation for this command.
See also: r_fullbright
Default: 2
This sets the color for areas outside of the current map. You will really only see it if you have no clipping on and walk "outside".
Default: 1
Toggles the drawing of objects like doors, bars, buttons, monsters, items, nails, rockets, and grenades.
Default: 0
Toggles the drawing of texture maps (0=use texture maps.)
Default: 0
Toggles correct drawing order. (1=x-ray vision.)
Default: 1
Toggles the drawing of your weapon.
Default: 0
Toggles the displaying of information. (What it is I don't know.)
Example output:
31 0.4p 5w 2.5b 20s 1.0e 1.6v 26 0.5p 5w 2.5b 15s 1.0e 1.6v 28 0.4p 5w 2.2b 17s 1.0e 1.6v 26 0.3p 5w 2.5b 15s 1.0e 1.6v 26 0.2p 5w 2.2b 15s 1.0e 1.6v
Default: 0
Toggles whether light shading is in effect.
See also: gamma
Default: 10
Set the number of lines displayed in the timegraph.
See also: r_timegraph
Default: 2000
Sets the maximum number of edges. Haven't seen any effect on the game or any change when displaying edge stats.
See also: r_numedges, r_reportedgeout
Default: 1000
Sets the maximum number of surfaces. Haven't seen any effect on the game or any change when displaying surface stats.
See also: r_numsurfs, r_reportsurfout
Default: 0
Toggles the displaying of number of edges currently being viewed.
Example output:
Used 517 of 2000 edges; 521 max Used 517 of 2000 edges; 521 max Used 513 of 2000 edges; 521 max Used 513 of 2000 edges; 521 maxSee also: r_maxedges, r_reportedgeout
Default: 0
Toggles the displaying of number of surfaces currently being viewed.
Example output:
Used 183 of 1001 surfs; 188 max Used 182 of 1001 surfs; 188 max Used 182 of 1001 surfs; 188 max Used 178 of 1001 surfs; 188 maxSee also: r_maxsurfs, r_reportsurfout
Default: 0
Toggles the displays of number of polygon models current being viewed.
Example output:
5 polygon model drawn 6 polygon model drawn 5 polygon model drawn
Default: 0
Toggle the display of how many edges where not displayed. I've never had this happen during normal game play, only when in noclip mode.
See also: r_maxedges, r_numedges
Default: 0
Toggle the display of how many surfaces where not displayed. This shouldn't happen during normal game play, only when in noclip mode.
See also: r_maxsurfs, r_numsurfs
Default: 0
Toggles the displaying of drawing time and stats of what is currently being
viewed.
Example output:
32.7 ms 267/196/ 74 poly 3 surf 38.6 ms 267/196/ 74 poly 20 surf 60.4 ms 267/196/ 74 poly 18 surf 38.2 ms 267/196/ 73 poly 18 surf
Default: 0
Toggle the display of a performance graph. (Lower levels is better performance.)
See also: r_graphheight
Default: 1
Toggles whether surfaces are warped when in a liquid.
Reconnect to last server.
See also: connect, disconnect
Record a demo on a map using an optional cd track.
Default: 0 for SW
Toggles if the game is registered or not.
Restart the current level.
See also: map, changelevel
Default: 0
Toggles whether exiting a level advances to the next one.
See also: fraglimit, timelimit, noexit
Save a game.
Broadcast a string to all other players. The string is entered on the console,
unlike the messagemode and messagemode2 commands, allowing it to be used on a
dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode, messagemode2, say_team
Broadcast a string to all players on your team. The string is entered on the console,
unlike the messagemode and messagemode2 commands, allowing it to be used on a
dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode2, messagemode, say
Report current Sound Blaster settings.
Example output:
BLASTER=A220 I5 D1 H5 P330 T6 dsp version=4.13 dma=5 dma position:79
Default: 2
Sets how long the screen hints are displayed on the screen. This includes messages like "Step into the slipgate...".
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Default: 300
Sets how quickly the console screen scrolls up and down.
Default: 0
Sets how much to offset the view in the x direction.
Default: 0
Sets how much to offset the view in the y direction.
Default: 0
Sets how much to offset the view in the z direction.
Default: 8
Controls how fast the text is displayed at the end of the single player episodes.
Thanks to Phrog`gee <mistix@nando.net> for the syntax of this command.
Captures a .pcx file of your current view. Automatically names based on the existence of other screenshots.
Default: 3
Sets the sensitivity of the mouse.
Default: 0
Toggles if server stats are displayed.
Example output:
serverprofile: 4 clients 40 msec
Default: 1
Toggles if the pause icon appears when the game is paused.
See also: showram, showturtle
Default: 1
Toggles if the ram icon appears when then game is running out of memory.
See also: showpause, showturtle
Default: 0
Toggle if the turtle icon is displayed when the frame rate drops below 10.
Reduces the screen size.
Increases the screen size.
Set the skill level of the game. Useful to set before recording a
demo.
Value | Difficulty |
---|---|
0 | Easy |
1 | Normal |
2 | Hard |
3 | Nightmare |
Show Quake servers located on the LAN.
See also: connect
Default: 0
Toggles the correct value display in host_speeds. Usually messes up sound
playback when in effect.
From techinfo.txt:
(Note, though, that unless you also do snd_noextraupdate 1<enter> sound time will actually show up as graphics time. However, snd_noextraupdate 1 can cause sound to get choppy, so it's not generally recommended.)See also: host_speeds
Default: 0
Toggles the display of sounds currently being played.
Example output:
255 106 zombie/z_idle.wav 218 66 zombie/z_idle.wav 241 89 zombie/z_idle.wav 70 117 ambience/fire1.wav ----(4)----
Reports information on the sound system.
Example output:
1 stereo 2048 samples 1963 samplepos 16 samplebits 1 submission_chunk 11025 speed 0x7d7cf000 dma buffer 78 total_channels
Reports a list of sounds current cached.
Example output:
(...) {Text Deleted} L( 8b) 137481 : ambience/drip1.wav L( 8b) 68273 : ambience/swamp2.wav L( 8b) 68271 : ambience/swamp1.wav (16b) 28120 : weapons/lstart.wav ( 8b) 12815 : items/damage3.wav ( 8b) 19694 : misc/power.wav Total resident: 1689633
See also: flush
This command reports "Not valid from console" when run.
Part of the Quake client/server protocol. Sent by a client to a server
after the client has processed the prespawn messages and the client is
ready to process the entity spawn messages. Not for use by mortals.
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Setup a queue of demos to loop. Note: once you queue 3 demos your list must always have 3 demos in it. Likewise if you queue 5 future lists must also have 5 demos in them. If after queueing up 4 demos you then queue 2 the two demos from the 4 demo queue will be played after your two newly queued demos.
See also: demos, playdemo, stopdemo
Report current game information.
Example output:
host: hostname map: e1m6 players: 8 active (8 max) player1 1 0:03:39 xxx.xxx.xxx.xxx:xxxx player2 2 0:06:49 xxx.xxx.xxx.xxx:xxxx (...) {Text deleted}
Stop the recording of a demo.
See also: record
Stops the current playback of demos.
Stops all sounds currently being played.
Starts execution of command line parameters. (Used during game startup.)
Default: 10
Sets how quickly objects accelerate.
Default: 0.93
Sets how much leniency there is in the vertical aim when shooting at a target. (0.0 gives the most leniency.)
Default: 4
Sets how much friction there is.
Default: 800
Sets how much gravity there is.
Default: 0.8
Sets how much a player's view changes when on steps or an incline.
Default: 320
Sets the maximum rate at which a player can move.
See also: cl_backspeed, cl_forwardspeed, cl_movespeedkey
Default: 2000
Sets the maximum speed at which anything can move including ammunition.
Default: 0
Toggles if players automatically walk up steps or if they have to jump up them.
Default: 100
Sets how quickly objects stop moving.
Default: 0.05
From techinfo.txt:
Only used by dedicated servers. This determines the rate at which the server will send out updates to the clients. The default value is 0.05 (20 updates per second.) For servers where bandwidth is limited, using modems or the internet for example, it is advisable to lower this value to 0.1 (10 updates per second.) This will have a very minor effect on responsiveness, but will half the outbound bandwidth required making the modem players a lot happier.
Default: 0
Toggles whether team mode is on during networked games. Set teamplay to 1
to turn this option on.
Under v1.06 teamplay 2 was added which allows you to hurt yourself and your
team, but if you kill someone on your team you lose a frag.
See also: coop, deathmatch
Send a message to a single player. Very nice in large network games.
Reports information about the players currently on the selected server.
Example output:
Player1 frags: 0 colors:13 13 time:284 xxx.xxx.xxx.xxx:xxxx Player2 frags: 5 colors:4 3 time:11 xxx.xxx.xxx.xxx:xxxx Player3 frags: 13 colors:3 11 time:3 xxx.xxx.xxx.xxx:xxxxThanks to Brian Jones <polydat@infi.net> for the syntax of this command.
Reports information about the current conditions the selected server has.
Example output:
sv_maxspeed 320 sv_friction 4 sv_gravity 800 noexit 0 teamplay 0 timelimit 0 fraglimit 50Thanks to Brian Jones <polydat@infi.net> for the syntax of this command.
Gets demo speed and time. Only works correctly under v1.06.
Example output:
969 Frames 52.2 Seconds 18.6 FPS
Default: 0
Set a time to play the level before advancing to the next one.
See also: fraglimit, noexit, samelevel
Does a quick test to find out video refresh for your current location. It
calculates this based on doing a 360 degree turn.
Example output:
3.675180 Seconds (34.828222 FPS)
Toggles if auxlook is on or off.
See also: auxlook
Display or remove the console screen.
Display the menu screens.
See also: menu_main
Remove the current commands bound to a key.
Remove every key binding. (Use with caution. Current key bindings are saved when you exit so if you unbindall then exit only the ESC key will work. Trust me I know!)
Default: 0
Sets the default video mode that Quake uses.
See also: menu_video
Default: 0
From techinfo.txt:
can be used to force wait for vertical sync in all modes. When _vid_wait_override is set to 0, the type of waiting, if any, for each video mode that's set thereafter is automatically set to that appears to be the fastest safe state. However, it is possible in some cases that automatic setting may result in some screen glitching, and it is also true that shear can be eliminated by waiting for vertical sync (although at a cost in performance), so it may be desirable in some cases to override the automatic wait selection and always wait for vertical sync. This can be done by setting _vid_wait_override to 1. Once set, this remains in effect through all succeeding mode sets, even when Quake is exited and re-entered; the only way to keep Quake from waiting for vertical sync once _vid_wait_override is set to 1 is to set _vid_wait_override to 0. Note that changing _vid_wait_override doesn't affect the current mode, but rather takes effect on the next mode set.
Default: 0.15
Sets how far the player must move forward before the view recenters. A big
help for those people that like to use the keyboard.
Thanks to James Boswell &tg;boswell@nspace.com.au> for the documentation of this command.
Default: 500
Sets how quickly you return to a center view after a lookup or lookdown.
See also: centerview
Don't know what it does.
Default: 0
Toggles whether the the view remains idle. (You can get some cool effects if you turn this on.)
See also: v_ipitch_cycle, v_ipitch_level, v_iroll_cycle, v_iroll_level, v_iyaw_cycle, v_iyaw_level
Default: 1
Sets how quickly you lean forwards and backwards when v_idlescale is active.
See also: v_idlescale, v_ipitch_level
Default: 0.3
Sets how far lean forwards and backwards when v_idlescale is active.
See also: v_idlescale, v_ipitch_cycle
Default: 0.5
Sets how quickly you tilt right and left when v_idlescale is active.
See also: v_idlescale, v_iroll_level
Default: 0.1
Sets how far you tilt right and left when v_idlescale is active.
See also: v_idlescale, v_iroll_cycle
Default: 2
Sets how quickly you look left and right when v_idlescale is active.
See also: v_idlescale, v_iyaw_level
Default: 0.3
Sets how far you look left and right when v_idlescale is active.
See also: v_idlescale, v_iyaw_cycle
Default: 0.6
Sets how much you look up when hit.
See also: v_kickroll, v_kicktime
Default: 0.6
Sets how much you lean when hit.
See also: v_kickpitch, v_kicktime
Default: 0.5
Sets how long the "kick" effects last.
See also: v_kickpitch, v_kickroll
Report version information.
Example output:
Version 1.01 Exe: 17:38:28 Jul 12 1996
Default: 0
Report current video mode.
See also: vid_describemode, vid_describemodes, vid_mode, vid_nummodes, vid_testmode, menu_video
Report information on selected videomode.
See also: vid_describecurrentmode, vid_describemodes, vid_mode, vid_nummodes, vid_testmode, menu_video
Report information on all video modes.
Example output:
***** standard VGA modes ***** 0: 320x200 ***** Mode X-style modes ***** 1: 320x200 2: 360x200 3: 320x240 4: 360x240 5: 320x350 6: 360x350 7: 320x400 8: 360x400 9: 320x480 10: 360x480See also: vid_describecurrentmode, vid_describemode, vid_mode, vid_nummodes, vid_testmode, menu_video
Sets the video mode.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_nummodes, vid_testmode, menu_video
Default: 0
Toggles whether page flipping is disabled.
From techinfo.txt:
If a given VESA mode can support page flipping, then it defaults to page- flipped operation. A VESA mode can be forced to non-page-flipped operation by setting the vid_nopageflip console variable to 1, then setting the mode (note that vid_nopageflip takes operation on the next, not the current, mode set, and note that it then stays in effect permanently, even when Quake is exited and restarted, unless it is manually set back to 0.)
Reports the total number of videomodes available.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_mode, vid_testmode, menu_video
Switch to another videomode temporarily to test it.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_mode, vid_nummodes, menu_video
Default: 0
From techinfo.txt:
sets the type of waiting that the video adapter should do, as follows: 0: no waiting 1: wait for vertical sync active 2: wait for display enable active
This command reports "No viewthing on map" when run. It is used internally by Quake and is recommended not to be
accessed by the user.
Thanks to Phrog`gee <mistix@nando.net> for information on this command.
This command reports "No viewthing on map" when run. It is used internally by Quake and is recommended not to be
accessed by the user.
Thanks to Phrog`gee <mistix@nando.net> for information on this command.
This command reports "No viewthing on map" when run. It is used internally by Quake and is recommended not to be
accessed by the user.
Thanks to Phrog`gee <mistix@nando.net> for information on this command.
This command reports "No viewthing on map" when run. It is used internally by Quake and is recommended not to be
accessed by the user.
Thanks to Phrog`gee <mistix@nando.net> for information on this command.
Default: 100
Set the screen size.
Default: 1.0
Set the volume for sound playback.
Wait a game tic.