home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2001 June
/
Gamestar_30_2001-06_cd2.bin
/
CD
/
DATABASE
/
NAVODY
/
QConsole.txt
< prev
next >
Wrap
Text File
|
1999-02-21
|
116KB
|
5,014 lines
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<HTML>
<HEAD>
<TITLE>Prikazy Quake konzole</TITLE>
<META NAME="GENERATOR" CONTENT="Mozilla/3.0Gold (Win95; I) [Netscape]">
</HEAD>
<BODY TEXT="#AA8C62" BGCOLOR="#000000" LINK="#FFB040" VLINK="#8080E0" ALINK="#FF0000">
<P><! Written by Daniel Rinehart in 1996><! Please send any mail to danielr@ccs.neu.edu><! If you use any thing from this document site the source></P>
<H3 ALIGN=CENTER><B><TT><FONT SIZE=+4>P╪═KAZY QUAKE KONZOLE</FONT></TT></B></H3>
<H3 ALIGN=CENTER><B><TT>VΦetn∞ p°φkaz∙ verze 1.06</TT></B></H3>
<CENTER><P>
<HR><BR>
Tento seznam je zde dφky ochot∞ <A HREF="mailto:danielr@ccs.neu.edu">Daniela
Rineharta</A> a vznikl p°ekladem jeho strßnky <A HREF="http://www.ccs.neu.edu/home/danielr/quake/console.html">Quake
Console Commands<BR>
</A>P°eklad provedl <A HREF="mailto:suhajda@serverpha.czcom.cz">Karel èuhajda</A>
(<A HREF="http://www.mamedia.anet.cz/@m=chat/chat?u=KASUHA">KASUHA</A>)<BR>
Poslednφ ·prava 6.12.1996 <BR>
<HR WIDTH="100%"></P></CENTER>
<P>Tento seznam by nebyl mo₧n² bez pomoci Lauri Alanko <I><A HREF="MAILTO:mivars@cc.helsinki.fi">mivars@cc.helsinki.fi</A></I>
jeho₧ seznam ve m∞ vzbudil zßjem o konzoli a souΦasn∞ ukßzal krßsn² formßt
kter² jsem pou₧il. TakΘ bych cht∞l pod∞kovat <I><A HREF="MAILTO:JPM@mailserv.rz.fh-muenchen.de">JPM@mailserv.rz.fh-muenchen.de</A></I>
za rady jak zφskat d∙le₧itΘ informace ze souboru <B>Quake.exe</B>.</P>
<P>Ve v∞tÜin∞ p°φpad∙ jsem se sna₧il spojit p°φkazy odkazy <I>Viz tΘ₧:
</I>. NicmΘn∞ pro udr₧enφ menÜφ velikosti a srozumitelnosti jsem nedlal
odkazy na vÜechny akΦnφ p°φkazy. Ve v∞tÜin∞ p°φpad∙ vßm popis sd∞lφ, kterΘ
akce p°φkaz postihuje.</P>
<P>Pokud je v tomto dokumentu cokoli nesprßvn∞, chybφ nebo nenφ dostateΦn∞
vysv∞tleno, poÜlete mail na adresu <I><A HREF="MAILTO:danielr@ccs.neu.edu">danielr@ccs.neu.edu</A></I>
aby mohl b²t nedostatek odstran∞n. SouΦasnou verzi dokumentu lze v₧dy najφt
na adrese <I><A HREF="http://www.ccs.neu.edu/home/danielr/quake/console.html">http://www.ccs.neu.edu/home/danielr/quake/console.html</A></I></P>
<P>Daniel Rinehart <I><A HREF="MAILTO:danielr@ccs.neu.edu">danielr@ccs.neu.edu</A></I>
aka Prog. Poslednφ aktualizace 24.11.1996. Odka₧te se na tento dokument
jako na zdroj, pokud pou₧φvßte jeho Φßst jinde.</P>
<PRE>NeruΦφme za sprßvnost jakΘkoli informace v tomto dokumentu.
Nejsme zodpov∞dnφ za jakΘkoli Ükody zp∙sobenΘ pou₧itφm nebo zneu₧itφm
informace obsa₧enΘ v tomto dokumentu.
</PRE>
<P>
<HR></P>
<H1 ALIGN=CENTER>Seznam p°φkaz∙ konzole</H1>
<H3 ALIGN=CENTER>250 p°φkaz∙ (jen 8 nepopsßno)</H3>
<P>
<HR>(A)=Akce (C)=P°φkaz (T)=P°epφnaΦ (V)=Prom∞nnß (?)=Neznßm² (X)=Ostatnφ
(P)=Protokol</P>
<H3 ALIGN=CENTER>NovΘ ve v1.06</H3>
<TABLE WIDTH="100%" >
<TR>
<TD><A HREF="#auxlook">auxlook (?)</A></TD>
<TD><A HREF="#ban">ban (C)</A></TD>
<TD><A HREF="#force_centerview">force_centerview (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#toggle_auxlook">toggle_auxlook (T)</A></TD>
</TR>
</TABLE>
<H3 ALIGN=CENTER>Zm∞ny proti v1.01</H3>
<TABLE WIDTH="100%" >
<TR>
<TD><A HREF="#connect">connect (C)</A></TD>
<TD><A HREF="#impulse">impulse (C)</A></TD>
<TD><A HREF="#kick">kick (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#noexit">noexit (V)</A></TD>
<TD><A HREF="#teamplay">teamplay (V)</A></TD>
<TD><A HREF="#timedemo">timedemo (C)</A></TD>
</TR>
</TABLE>
<H3 ALIGN=CENTER>P°φkazy ve v1.01</H3>
<TABLE>
<TR>
<TD><A HREF="#+attack/-attack">+attack / -attack (A)</A></TD>
<TD><A HREF="#+back/-back">+back / -back (A)</A></TD>
<TD><A HREF="#+forward/-forward">+forward / -forward (A)</A></TD>
</TR>
<TR>
<TD><A HREF="#+jump/-jump">+jump / -jump (A)</A></TD>
<TD><A HREF="#+klook/-klook">+klook / -klook (A)</A></TD>
<TD><A HREF="#+left/-left">+left / -left (A)</A></TD>
</TR>
<TR>
<TD><A HREF="#+lookdown/-lookdown">+lookdown / -lookdown (A)</A></TD>
<TD><A HREF="#+lookup/-lookup">+lookup / -lookup (A)</A></TD>
<TD><A HREF="#+mlook/-mlook">+mlook / -mlook (A)</A></TD>
</TR>
<TR>
<TD><A HREF="#+movedown/-movedown">+movedown / - movedown (A)</A></TD>
<TD><A HREF="#+moveleft/-moveleft">+moveleft / -moveleft (A)</A></TD>
<TD><A HREF="#+moveright/-moveright">+moveright / -moveright (A)</A></TD>
</TR>
<TR>
<TD><A HREF="#+moveup/-moveup">+moveup / -moveup (A)</A></TD>
<TD><A HREF="#+right/-right">+right / -right (A)</A></TD>
<TD><A HREF="#+showscores/-showscores">+showscores / -showscores (A)</A></TD>
</TR>
<TR>
<TD><A HREF="#+speed/-speed">+speed / -speed (A)</A></TD>
<TD><A HREF="#+strafe/-strafe">+strafe / -strafe (A)</A></TD>
<TD><A HREF="#+use/-use">+use / -use (A)</A></TD>
</TR>
<TR>
<TD><A HREF="#alias">alias (C)</A></TD>
<TD><A HREF="#ambient_fade">ambient_fade (V)</A></TD>
<TD><A HREF="#ambient_level">ambient_level (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#begin">begin (P)</A></TD>
<TD><A HREF="#bgmbuffer">bgmbuffer (V)</A></TD>
<TD><A HREF="#bgmvolume">bgmvolume (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#bind">bind (C)</A></TD>
<TD><A HREF="#bf">bf (C)</A></TD>
<TD><A HREF="#_cl_color">_cl_color (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#_cl_name">_cl_name (V)</A></TD>
<TD><A HREF="#_config_com_baud">_config_com_baud (V)</A></TD>
<TD><A HREF="#_config_com_irq">_config_com_irq (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#_config_com_modem">_config_com_modem (T)</A></TD>
<TD><A HREF="#_config_com_port">_config_com_port (V)</A></TD>
<TD><A HREF="#_config_modem_clear">_config_modem_clear (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#_config_modem_dialtype">_config_modem_dialtype (V)</A></TD>
<TD><A HREF="#_config_modem_hangup">_config_modem_hangup (V)</A></TD>
<TD><A HREF="#_config_modem_init">_config_modem_init (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#cd">cd (C)</A></TD>
<TD><A HREF="#centerview">centerview (C)</A></TD>
<TD><A HREF="#changelevel">changelevel (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#cl_anglespeedkey">cl_anglespeedkey (V)</A></TD>
<TD><A HREF="#cl_backspeed">cl_backspeed (V)</A></TD>
<TD><A HREF="#cl_bob">cl_bob (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#cl_bobcycle">cl_bobcycle (V)</A></TD>
<TD><A HREF="#cl_bobup">cl_bobup (V)</A></TD>
<TD><A HREF="#cl_forwardspeed">cl_forwardspeed (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#cl_movespeedkey">cl_movespeedkey (V)</A></TD>
<TD><A HREF="#cl_nolerp">cl_nolerp (?)</A></TD>
<TD><A HREF="#cl_pitchspeed">cl_pitchspeed (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#cl_rollangle">cl_rollangle (V)</A></TD>
<TD><A HREF="#cl_rollspeed">cl_rollspeed (V)</A></TD>
<TD><A HREF="#cl_shownet">cl_shownet (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#cl_sidespeed">cl_sidespeed (V)</A></TD>
<TD><A HREF="#cl_upspeed">cl_upspeed (V)</A></TD>
<TD><A HREF="#cl_yawspeed">cl_yawspeed (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#clear">clear (C)</A></TD>
<TD><A HREF="#cmd">cmd (?)</A></TD>
<TD><A HREF="#color">color (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#com1/com2">com1 / com2 (C)</A></TD>
<TD><A HREF="#con_notifytime">con_notifytime (V)</A></TD>
<TD><A HREF="#connect">connect (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#coop">coop (T)</A></TD>
<TD><A HREF="#crosshair">crosshair (T)</A></TD>
<TD><A HREF="#d_mipcap">d_mipcap (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#d_mipscale">d_mipscale (T)</A></TD>
<TD><A HREF="#d_subdiv16">d_subdiv16 (T)</A></TD>
<TD><A HREF="#deathmatch">deathmatch (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#demos">demos (C)</A></TD>
<TD><A HREF="#developer">developer (V)</A></TD>
<TD><A HREF="#disconnect">disconnect (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#echo">echo (C)</A></TD>
<TD><A HREF="#edgefriction">edgefriction (V)</A></TD>
<TD><A HREF="#edict">edict (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#edictcount">edictcount (C)</A></TD>
<TD><A HREF="#edicts">edicts (C)</A></TD>
<TD><A HREF="#entities">entities (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#exec">exec (C)</A></TD>
<TD><A HREF="#flush">flush (C)</A></TD>
<TD><A HREF="#fly">fly (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#fov">fov (V)</A></TD>
<TD><A HREF="#fraglimit">fraglimit (V)</A></TD>
<TD><A HREF="#gamma">gamma (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#give">give (V)</A></TD>
<TD><A HREF="#god">god (T)</A></TD>
<TD><A HREF="#help">help (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#host_framerate">host_framerate (V)</A></TD>
<TD><A HREF="#host_speeds">host_speeds (T)</A></TD>
<TD><A HREF="#hostname">hostname (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#impulse">impulse (C)</A></TD>
<TD><A HREF="#joybuttons">joybuttons (V)</A></TD>
<TD><A HREF="#joystick">joystick (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#kick">kick (C)</A></TD>
<TD><A HREF="#kill">kill (C)</A></TD>
<TD><A HREF="#listen">listen (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#load">load (C)</A></TD>
<TD><A HREF="#loadas8bit">loadas8bit (T)</A></TD>
<TD><A HREF="#lookspring">lookspring (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#lookstrafe">lookstrafe (T)</A></TD>
<TD><A HREF="#m_filter">m_filter (?)</A></TD>
<TD><A HREF="#m_forward">m_forward (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#m_pitch">m_pitch (V)</A></TD>
<TD><A HREF="#m_side">m_side (V)</A></TD>
<TD><A HREF="#m_yaw">m_yaw (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#map">map (C)</A></TD>
<TD><A HREF="#maxplayers">maxplayers (V)</A></TD>
<TD><A HREF="#menu_keys">menu_keys (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#menu_load">menu_load (C)</A></TD>
<TD><A HREF="#menu_main">menu_main (C)</A></TD>
<TD><A HREF="#menu_multiplayer">menu_multiplayer (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#menu_options">menu_options (C)</A></TD>
<TD><A HREF="#menu_quit">menu_quit (C)</A></TD>
<TD><A HREF="#menu_save">menu_save (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#menu_setup">menu_setup (C)</A></TD>
<TD><A HREF="#menu_singleplayer">menu_singleplayer (C)</A></TD>
<TD><A HREF="#menu_video">menu_video (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#messagemode">messagemode (C)</A></TD>
<TD><A HREF="#messagemode2">messagemode2 (C)</A></TD>
<TD><A HREF="#name">name (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#net_messagetimeout">net_messagetimeout (V)</A></TD>
<TD><A HREF="#net_stats">net_stats (C)</A></TD>
<TD><A HREF="#noclip">noclip (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#noexit">noexit (V)</A></TD>
<TD><A HREF="#noisetrack">noisetrack (?)</A></TD>
<TD><A HREF="#nosound">nosound (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#notarget">notarget (T)</A></TD>
<TD><A HREF="#path">path (C)</A></TD>
<TD><A HREF="#pausable">pausable (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#pause">pause (C)</A></TD>
<TD><A HREF="#ping">ping (C)</A></TD>
<TD><A HREF="#play">play (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#playdemo">playdemo (C)</A></TD>
<TD><A HREF="#playvol">playvol (C)</A></TD>
<TD><A HREF="#pointfile">pointfile (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#precache">precache (T)</A></TD>
<TD><A HREF="#prespawn">prespawn (P)</A></TD>
<TD><A HREF="#profile">profile (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#quit">quit (C)</A></TD>
<TD><A HREF="#r_aliastransadj">r_aliastransadj (?)</A></TD>
<TD><A HREF="#r_aliastransbase">r_aliastransbase (?)</A></TD>
</TR>
<TR>
<TD><A HREF="#r_ambient">r_ambient (V)</A></TD>
<TD><A HREF="#r_clearcolor">r_clearcolor (V)</A></TD>
<TD><A HREF="#r_drawentities">r_drawentities (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#r_drawflat">r_drawflat (T)</A></TD>
<TD><A HREF="#r_draworder">r_draworder (T)</A></TD>
<TD><A HREF="#r_drawviewmodel">r_drawviewmodel (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#r_dspeeds">r_dspeeds (T)</A></TD>
<TD><A HREF="#r_fullbright">r_fullbright (T)</A></TD>
<TD><A HREF="#r_graphheight">r_graphheight (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#r_maxedges">r_maxedges (V)</A></TD>
<TD><A HREF="#r_maxsurfs">r_maxsurfs (V)</A></TD>
<TD><A HREF="#r_numedges">r_numedges (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#r_numsurfs">r_numsurfs (T)</A></TD>
<TD><A HREF="#r_polymodelstats">r_polymodelstats (T)</A></TD>
<TD><A HREF="#r_reportedgeout">r_reportedgeout (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#r_reportsurfout">r_reportsurfout (T)</A></TD>
<TD><A HREF="#r_speeds">r_speeds (T)</A></TD>
<TD><A HREF="#r_timegraph">r_timegraph (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#r_waterwarp">r_waterwarp (T)</A></TD>
<TD><A HREF="#reconnect">reconnect (C)</A></TD>
<TD><A HREF="#record">record (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#registered">registered (T)</A></TD>
<TD><A HREF="#restart">restart (C)</A></TD>
<TD><A HREF="#samelevel">samelevel (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#save">save (C)</A></TD>
<TD><A HREF="#say">say (C)</A></TD>
<TD><A HREF="#say_team">say_team (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#sbinfo">sbinfo (C)</A></TD>
<TD><A HREF="#scr_centertime">scr_centertime (V)</A></TD>
<TD><A HREF="#scr_conspeed">scr_conspeed (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#scr_ofsx">scr_ofsx (V)</A></TD>
<TD><A HREF="#scr_ofsy">scr_ofsy (V)</A></TD>
<TD><A HREF="#scr_ofsz">scr_ofsz (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#scr_printspeed">scr_printspeed (V)</A></TD>
<TD><A HREF="#screenshot">screenshot (V)</A></TD>
<TD><A HREF="#sensitivity">sensitivity (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#serverprofile">serverprofile (T)</A></TD>
<TD><A HREF="#showpause">showpause (T)</A></TD>
<TD><A HREF="#showram">showram (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#showturtle">showturtle (T)</A></TD>
<TD><A HREF="#sizedown">sizedown (C)</A></TD>
<TD><A HREF="#sizeup">sizeup (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#skill">skill (V)</A></TD>
<TD><A HREF="#slist">slist (C)</A></TD>
<TD><A HREF="#snd_noextraupdate">snd_noextraupdate (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#snd_show">snd_show (T)</A></TD>
<TD><A HREF="#soundinfo">soundinfo (C)</A></TD>
<TD><A HREF="#soundlist">soundlist (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#spawn">spawn (P)</A></TD>
<TD><A HREF="#startdemos">startdemos (C)</A></TD>
<TD><A HREF="#status">status (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#stop">stop (C)</A></TD>
<TD><A HREF="#stopdemo">stopdemo (C)</A></TD>
<TD><A HREF="#stopsound">stopsound (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#stuffcmds">stuffcmds (C)</A></TD>
<TD><A HREF="#sv_accelerate">sv_accelerate (V)</A></TD>
<TD><A HREF="#sv_aim">sv_aim (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#sv_friction">sv_friction (V)</A></TD>
<TD><A HREF="#sv_gravity">sv_gravity (V)</A></TD>
<TD><A HREF="#sv_idealpitchscale">sv_idealpitchscale (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#sv_maxspeed">sv_maxspeed (V)</A></TD>
<TD><A HREF="#sv_maxvelocity">sv_maxvelocity (V)</A></TD>
<TD><A HREF="#sv_nostep">sv_nostep (T)</A></TD>
</TR>
<TR>
<TD><A HREF="#sv_stopspeed">sv_stopspeed (V)</A></TD>
<TD><A HREF="#sys_ticrate">sys_ticrate (V)</A></TD>
<TD><A HREF="#teamplay">teamplay (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#tell">tell (C)</A></TD>
<TD><A HREF="#temp1">temp1 (X)</A></TD>
<TD><A HREF="#test">test (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#test2">test2 (C)</A></TD>
<TD><A HREF="#timedemo">timedemo (C)</A></TD>
<TD><A HREF="#timelimit">timelimit (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#timerefresh">timerefresh (C)</A></TD>
<TD><A HREF="#toggleconsole">toggleconsole (C)</A></TD>
<TD><A HREF="#togglemenu">togglemenu (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#unbind">unbind (C)</A></TD>
<TD><A HREF="#unbindall">unbindall (C)</A></TD>
<TD><A HREF="#_vid_default_mode">_vid_default_mode (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#_vid_wait_override">_vid_wait_override (T)</A></TD>
<TD><A HREF="#v_centermove">v_centermove (V)</A></TD>
<TD><A HREF="#v_centerspeed">v_centerspeed (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#v_cshift">v_cshift (?)</A></TD>
<TD><A HREF="#v_idlescale">v_idlescale (T)</A></TD>
<TD><A HREF="#v_ipitch_cycle">v_ipitch_cycle (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#v_ipitch_level">v_ipitch_level (V)</A></TD>
<TD><A HREF="#v_iroll_cycle">v_iroll_cycle (V)</A></TD>
<TD><A HREF="#v_iroll_level">v_iroll_level (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#v_iyaw_cycle">v_iyaw_cycle (V)</A></TD>
<TD><A HREF="#v_iyaw_level">v_iyaw_level (V)</A></TD>
<TD><A HREF="#v_kickpitch">v_kickpitch (V)</A></TD>
</TR>
<TR>
<TD><A HREF="#v_kickroll">v_kickroll (V)</A></TD>
<TD><A HREF="#v_kicktime">v_kicktime (V)</A></TD>
<TD><A HREF="#version">version (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#vid_describecurrentmode">vid_describecurrentmode (C)</A></TD>
<TD><A HREF="#vid_describemode">vid_describemode (C)</A></TD>
<TD><A HREF="#vid_describemodes">vid_describemodes (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#vid_mode">vid_mode (C)</A></TD>
<TD><A HREF="#vid_nopageflip">vid_nopageflip (T)</A></TD>
<TD><A HREF="#vid_nummodes">vid_nummodes (C)</A></TD>
</TR>
<TR>
<TD><A HREF="#vid_testmode">vid_testmode (C)</A></TD>
<TD><A HREF="#vid_wait">vid_wait (V)</A></TD>
<TD><A HREF="#viewframe">viewframe (X)</A></TD>
</TR>
<TR>
<TD><A HREF="#viewmodel">viewmodel (X)</A></TD>
<TD><A HREF="#viewnext">viewnext (X)</A></TD>
<TD><A HREF="#viewprev">viewprev (X)</A></TD>
</TR>
<TR>
<TD><A HREF="#viewsize">viewsize (V)</A></TD>
<TD><A HREF="#volume">volume (V)</A></TD>
<TD><A HREF="#wait">wait (C)</A></TD>
</TR>
</TABLE>
<P>
<HR></P>
<H4><A NAME="+attack/-attack"></A>+attack / -attack (A)</H4>
<P><I>Syntaxe: </I>+attack -attack</P>
<P>Kdy₧ je ATTACK aktivnφ, hrßΦ st°φlφ ze svΘ souΦasnΘ zbran∞.</P>
<P><I>Viz tΘ₧: </I><A HREF="#impulse">impulse</A>
<HR></P>
<H4><A NAME="+back/-back"></A>+back / -back (A)</H4>
<P><I>Syntaxe: </I>+back -back</P>
<P>Kdy₧ je BACK aktivnφ, hrßΦ se pohybuje vzad.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_backspeed">cl_backspeed</A>
<HR></P>
<H4><A NAME="+forward/-forward"></A>+forward / -forward (A)</H4>
<P><I>Syntaxe: </I>+forward -forward</P>
<P>Kdy₧ je FORWARD aktivnφ, hrßΦ se pohybuje vp°ed.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_forwardspeed">cl_forwardspeed</A>
<HR></P>
<H4><A NAME="+jump/-jump"></A>+jump / -jump (A)</H4>
<P><I>Syntaxe: </I>+jump -jump</P>
<P>Kdy₧ je JUMP aktivnφ, hrßΦ skßΦe.</P>
<P><I>Viz tΘ₧: </I><A HREF="#sv_gravity">sv_gravity</A>
<HR></P>
<H4><A NAME="+klook/-klook"></A>+klook / -klook (A)</H4>
<P><I>Syntaxe: </I>+klook -klook</P>
<P>Kdy₧ je KLOOK aktivnφ, m∞nφ se FORWARD a BACK na LOOKUP a LOOKDOWN.
<HR></P>
<H4><A NAME="+left/-left"></A>+left / -left (A)</H4>
<P><I>Syntaxe: </I>+left -left</P>
<P>Kdy₧ je LEFT aktivnφ, otßΦφ se hrßΦ doleva</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_yawspeed">cl_yawspeed</A>
<HR></P>
<H4><A NAME="+lookdown/-lookdown"></A>+lookdown / -lookdown (A)</H4>
<P><I>Syntaxe: </I>+lookdown -lookdown</P>
<P>Kdy₧ je LOOKDOWN aktivnφ, pohybuje se hrßΦ∙v pohled sm∞rem dol∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_pitchspeed">cl_pitchspeed</A>, <A HREF="#centerview">centerview</A>
<HR></P>
<H4><A NAME="+lookup/-lookup"></A>+lookup / -lookup (A)</H4>
<P><I>Syntaxe: </I>+lookup -lookup</P>
<P>Kdy₧ je LOOKUP aktivnφ, pohybuje se hrßΦ∙v pohled sm∞rem nahoru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_pitchspeed">cl_pitchspeed</A>, <A HREF="#centerview">centerview</A>
<HR></P>
<H4><A NAME="+mlook/-mlook"></A>+mlook / -mlook (A)</H4>
<P><I>Syntaxe: </I>+mlook -mlook</P>
<P>Kdy₧ je MLOOK aktivnφ, pohyb myÜi vp°ed a vzad h²be pohledem nahoru
a dol∙ v tomto po°adφ.
<HR></P>
<H4><A NAME="+movedown/-movedown"></A>+movedown / - movedown (A)</H4>
<P><I>Syntaxe: </I>+movedown -movedown</P>
<P>Kdy₧ je MOVEDOWN aktivnφ, plave hrßΦ ve vod∞ dol∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_upspeed">cl_upspeed</A>
<HR></P>
<H4><A NAME="+moveleft/-moveleft"></A>+moveleft / -moveleft (A)</H4>
<P><I>Syntaxe: </I>+moveleft -moveleft</P>
<P>Kdy₧ je MOVELEFT aktivnφ, provßdφ hrßΦ ·kroky doleva.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_sidespeed">cl_sidespeed</A>
<HR></P>
<H4><A NAME="+moveright/-moveright"></A>+moveright / -moveright (A)</H4>
<P><I>Syntaxe: </I>+moveright -moveright</P>
<P>Kdy₧ je MOVERIGHT aktivnφ, provßdφ hrßΦ ·kroky doprava.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_sidespeed">cl_sidespeed</A>
<HR></P>
<H4><A NAME="+moveup/-moveup"></A>+moveup / -moveup (A)</H4>
<P><I>Syntaxe: </I>+moveup -moveup</P>
<P>Kdy₧ je MOVEUP aktivnφ, plave hrßΦ ve vod∞ nahoru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_upspeed">cl_upspeed</A>
<HR></P>
<H4><A NAME="+right/-right"></A>+right / -right (A)</H4>
<P><I>Syntaxe: </I>+right -right</P>
<P>Kdy₧ je RIGHT aktivnφ, otßΦφ se hrßΦ doprava.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_yawspeed">cl_yawspeed</A>
<HR></P>
<H4><A NAME="+showscores/-showscores"></A>+showscores / -showscores (A)</H4>
<P><I>Syntaxe: </I>+showscores -showscores</P>
<P>Kdy₧ je SHOWSCORES aktivnφ, zobrazuje p°i samostatnΘ h°e statistiku
ve stavovΘm pruhu. P°i h°e vφce hrßΦ∙ zobrazuje poΦty smrtφ na celΘ obrazovce.
<HR></P>
<H4><A NAME="+speed/-speed"></A>+speed / -speed (A)</H4>
<P><I>Syntaxe: </I>+speed -speed</P>
<P>Kdy₧ je SPEED aktivnφ, hrßΦ b∞₧φ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_movespeedkey">cl_movespeedkey</A>, <A HREF="#cl_anglespeedkey">cl_anglespeedkey</A>
<HR></P>
<H4><A NAME="+strafe/-strafe"></A>+strafe / -strafe (A)</H4>
<P><I>Syntaxe: </I>+strafe -strafe</P>
<P>Kdy₧ je STRAFE aktivnφ, m∞nφ se LEFT a RIGHT na MOVELEFT a MOVERIGHT.
<HR></P>
<H4><A NAME="+use/-use"></A>+use / -use (A)</H4>
<P><I>Syntaxe: </I>+use <?> -use </P>
<P>Nastavuje USE p°epφnaΦ hrßΦe. V souΦasnosti nenφ v <B>Quake</B> pou₧ito.<BR>
Informace poskytl Sky Golightly <sky@cruzio.com>.
<HR></P>
<H4><A NAME="alias"></A>alias (C)</H4>
<P><I>Syntaxe: </I>alias <jmΘno> [p°φkaz]</P>
<P>Pou₧itφ ALIAS bez [p°φkaz] vyma₧e alias specifikovan² pro <jmΘno><BR>
<B>Z techinfo.txt:</B></P>
<UL>
<PRE>P°φkaz alias se pou₧φvß k vytvo°enφ odkazu na p°φkaz nebo seznam p°φkaz∙.
P°i pou₧itφ vφce p°φkaz∙ nebo p°φkaz∙ tvo°en²ch vφce slovy (nap°φklad
"fraglimit 50"), je nutno vÜechny p°φkazy uzav°φt do uvozovek a jednotlivΘ
p°φkazy odd∞lit st°ednφkem.
P°φklad ALIASu, kter² m∞nφ n∞kterΘ parametry serveru:
alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
bind INS net_game</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#bind">bind</A>
<HR></P>
<H4><A NAME="ambient_fade"></A>ambient_fade (V)</H4>
<P><I>Syntaxe: </I>ambient_fade <n></P>
<P><I>Default: </I>100</P>
<P>Nastavuje, jak rychle se zvuky pozadφ rozeznφvajφ/doznφvajφ. VyÜÜφ hodnoty
zp∙sobujφ rychlejÜφ doznφvßnφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#ambient_level">ambient_level</A>
<HR></P>
<H4><A NAME="ambient_level"></A>ambient_level (V)</H4>
<P><I>Syntaxe: </I>ambient_level <n></P>
<P><I>Default: </I>0.3</P>
<P>Nastavuje jak jsou zvuky pozadφ hlasitΘ. Jde o vφtr, vodu a ostatnφ
zvuky pozadφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#ambient_fade">ambient_fade</A>
<HR></P>
<H4><A NAME="auxlook"></A>auxlook (?) (1.06)</H4>
<P><I>Syntaxe: </I>auxlook <0/1></P>
<P><I>Default: </I>1</P>
<P>Nevφ se p°esn∞ co ovliv≥uje - pravd∞podobn∞ zp∙sob rozhlφ₧enφ, ale nezaznamenali
jsme ₧ßdnou zm∞nu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#toggle_auxlook">toggle_auxlook</A>
<HR></P>
<H4><A NAME="ban"></A>ban (C) (1.06)</H4>
<P><I>Syntaxe: </I>ban <ip adresa> [maska]</P>
<P>Umo₧≥uje zakßzat p°φstup n∞kter²m otravn²m hrßΦ∙m. Prost∞ zφskejte jejich
ip adresu p°φkazem STATUS a zadejte ji zde. NicmΘn∞, moc vßm to nepom∙₧e.
Je to jen rychlß nßhrada a umo₧≥uje zßkaz vstupu pouze pro jednu ip adresu.
Pokud zadßte vyÜÜφ adresu, nap°φklad jako xxx.xxx.xxx, zakß₧e vstup libovolnΘmu
hrßΦi z tΘto domΘny. To umo₧≥uje zakßzat vstup hrßΦ∙m od konkrΘtnφho providera
nebo z konkrΘtnφho mφsta.<BR>
Zadßnφ BAN bez ip adresy vypφÜe seznam vÜech v souΦasnΘ dob∞ zakßzan²ch
adres.<BR>
K pou₧itφ vyÜÜφch domΘn pou₧ijte formßt: ban xxx.xxx.0.0 xxx.xxx.0.0<BR>
Pokud byl zßkaz vstupu jednou zapnut, lze jej vypnout p°φkazem ban off<BR>
Informace poskytl Daniel A. Sill <sill@zeke.as.utexas.edu>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#status">status</A>
<HR></P>
<H4><A NAME="begin"></A>begin (P)</H4>
<P><I>Syntaxe: </I>begin</P>
<P>P°i spuÜt∞nφ vypφÜe "Not valid from console". Jde o Φßst klient/server
protokolu <B>Quake</B>. Posφlß jej klient po dokonΦenφ zprßv pro vytvo°enφ
entit a oznamuje, ₧e je p°ipraven k p°φjmu zprßv o pr∙b∞hu hry. Nenφ urΦeno
k pou₧itφ.<BR>
Informace poskytl Sky Golightly <sky@cruzio.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#prespawn">prespawn</A>, <A HREF="../../HP/SPECIAL/spawn">spawn</A>
<HR></P>
<H4><A NAME="bgmbuffer"></A>bgmbuffer (V)</H4>
<P><I>Syntaxe: </I>bgmbuffer <velikost></P>
<P><I>Default: </I>4096</P>
<P>Velikost pam∞ti urΦenΘ pro hudebnφ buffer, pou₧φvß se pro p°ehrßvßnφ
z CD.</P>
<P><I>Viz tΘ₧: </I><A HREF="#bgmvolume">bgmvolume</A>, <A HREF="#cd">cd</A>
<HR></P>
<H4><A NAME="bgmvolume"></A>bgmvolume (V)</H4>
<P><I>Syntaxe: </I>bgmvolume <hlasitost></P>
<P><I>Default: </I>1.0</P>
<P>Hlasitost hudby na pozadφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cd">cd</A>, <A HREF="#bgmbuffer">bgmbuffer</A>
<HR></P>
<H4><A NAME="bind"></A>bind (C)</H4>
<P><I>Syntaxe: </I>bind <klßvesa> [p°φkaz]</P>
<P>Pou₧φvß se k p°i°azenφ p°φkaz∙ klßvesßm.<BR>
<B>Z techinfo.txt:</B></P>
<UL>
<PRE><klßvesa> je platn² popis klßvesy a [p°φkaz] je platn² p°φkaz <B>Quake</B>.
P°φklad:
K p°ipojenφ p°φkazu 'jump' ke klßvese j, napiÜte:
bind j +jump
a stiskn∞te enter.
NetisknutelnΘ klßvesy jako 'page up' a klßvesy myÜi/joysticku jsou
nastavovßny stejn²m zp∙sobem jako tisknutelnΘ klßvesy. Seznam jejich popis∙
je uveden dßle.
P°φklad:
K p°i°azenφ p°φkazu 'jump' klßvese page up, zadejte:
bind pageup +jump
a stiskn∞te enter.
K p°i°azenφ p°φkazu 'attack' pravΘ klßvese myÜi, zadejte:
bind mouse2 +attack
a stiskn∞te enter.
P°i°azovat lze t∞mto klßvesßm:
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 (levΘ tlaΦφtko myÜi)
MOUSE2 (pravΘ tlaΦφtko myÜi)
MOUSE3 (st°ednφ tlaΦφtko myÜi)
*~ (tilda)
Klßvesy oznaΦenΘ '*' mohou b²t p°i°azeny pouze ze spouÜt∞cφho p°φkazu
nebo v .cfg souboru.
Klßvese ESC nelze p°i°azovat.
</PRE>
</UL>
<P>K p°i°azenφ vφce p°φkaz∙ musφte cel² seznam uvΘst v uvozovkßch a jednotlivΘ
p°φkazy odd∞lit st°ednφky.<BR>
bind q "impulse 7; +attack; wait; -attack; impulse 5"<BR>
P°i pou₧itφ akΦnφch p°φkaz∙ (jako +attack nebo +left) je prvnφ "+"
p°φkaz automaticky zopakovßn s "-" p°i puÜt∞nφ klßvesy. Pokud
se tomu chcete vyhnout, zahajte p°φkaz st°ednφkem.<BR>
bind q ";+mlook" (Toto zachovß MLOOK dokud nenφ proveden -mlook)</P>
<P><I>Viz tΘ₧: </I><A HREF="#alias">alias</A>, <A HREF="#unbind">unbind</A>,
<A HREF="#unbindall">unbindall</A>
<HR></P>
<H4><A NAME="bf"></A>bf (C)</H4>
<P><I>Syntaxe: </I>bf</P>
<P>Zßblesk na pozadφ, pou₧φvß se p°i sebrßnφ p°edm∞tu.
<HR></P>
<H4><A NAME="_cl_color"></A>_cl_color (V)</H4>
<P><I>Syntaxe: </I>_cl_color <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje barvu hrßΦe. Hodnota je SCx16+PC kde SC je barva koÜile a
PC je barva kalhot.</P>
<P><I>Viz tΘ₧: </I><A HREF="#color">color</A>
<HR></P>
<H4><A NAME="_cl_name"></A>_cl_name (V)</H4>
<P><I>Syntaxe: </I>_cl_name <text></P>
<P><I>Default: </I>Player</P>
<P>Nastavuje jmΘno hrßΦe. Pracuje stejn∞ jako p°φkaz NAME.</P>
<P><I>Viz tΘ₧: </I><A HREF="#name">name</A>
<HR></P>
<H4><A NAME="_config_com_baud"></A>_config_com_baud (V)</H4>
<P><I>Syntaxe: </I>_config_com_baud <Φφslo></P>
<P><I>Default: </I>57600</P>
<P>Nastavuje rychlost komunikace s modemem</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="_config_com_irq"></A>_config_com_irq (V)</H4>
<P><I>Syntaxe: </I>_config_com_irq <Φφslo></P>
<P><I>Default: </I>4</P>
<P>Nastavuje IRQ pro modem.</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="_config_com_modem"></A>_config_com_modem (T)</H4>
<P><I>Syntaxe: </I>_config_com_modem <0/1></P>
<P><I>Default: </I>0</P>
<P>P°i nastavenφ na 1 zφskßvß COM1 vlastnosti zadanΘ p°φkazy _config_x.
Nefunguje pro COM2. Obecn∞ je lepÜφ pou₧itφ p°φkaz∙ com1/com2.</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="_config_com_port"></A>_config_com_port (V)</H4>
<P><I>Syntaxe: </I>_config_com_port <Φφslo></P>
<P><I>Default: </I>1016</P>
<P>Nastavuje port pro modem. ╚φslo zaΦn∞te 0x pokud jej chcete zadat hexadecimßln∞.</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="_config_modem_clear"></A>_config_modem_clear (V)</H4>
<P><I>Syntaxe: </I>_config_modem_clear <text></P>
<P><I>Default: </I>ATZ</P>
<P>Nastavuje p°φkaz pro reset modemu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="_config_modem_dialtype"></A>_config_modem_dialtype (V)</H4>
<P><I>Syntaxe: </I>_config_modem_dialtype <P/T></P>
<P><I>Default: </I>T</P>
<P>Nastavuje zp∙sob vytßΦenφ Φφsla modemem na t≤nov² (T) nebo pulsnφ (P).</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="_config_modem_hangup"></A>_config_modem_hangup (V)</H4>
<P><I>Syntaxe: </I>_config_modem_hangup <text></P>
<P><I>Default: </I>AT H</P>
<P>Nastavuje zav∞Üovacφ p°φkaz modemu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="_config_modem_init"></A>_config_modem_init (V)</H4>
<P><I>Syntaxe: </I>_config_modem_init <text></P>
<P><I>Default: </I>(none)</P>
<P>Nastavuje inicializaΦnφ p°φkaz pro modem</P>
<P><I>Viz tΘ₧: </I><A HREF="#com1/com2">com1/com2</A>
<HR></P>
<H4><A NAME="cd"></A>cd (C)</H4>
<P><I>Syntaxe: </I>cd [p°φkaz]</P>
<P>Pou₧φvß se k °φzenφ CD p°ehrßvaΦe.<BR>
<B>Z techinfo.txt:</B></P>
<UL>
<PRE>cd on
Povoluje CD p°ehrßvaΦ po p°φkazu "cd off".
cd off
Vypφnß CD p°ehrßvaΦ. Do povolenφ nebude p°ehrßvßna ₧ßdnß hudba.
cd reset
Reinicializace CD p°ehrßvaΦe. U₧iteΦnΘ p°i v²m∞n∞ CD nebo p°i vlo₧enφ
CD a₧ po spuÜt∞nφ <B>Quake</B>.
cd play <stopa>
P°ehraje jednou zadanou stopu.
cd loop <stopa>
Hraje zadanou stopu - opakuje a₧ do ruΦnφho zastavenφ nebo do spuÜt∞nφ
jinΘ stopy.
cd stop
Zastavuje p°ehrßvßnφ.
cd resume
PokraΦuje v zastavenΘm p°ehrßvßnφ.
cd eject
Pro CD mechaniky kterΘ nemajφ ruΦnφ otevφracφ klßvesu.
cd remap <stopa1> <stopa2> <stopa3> ...
Umo₧≥uje p°epφnat p°ehrßvanΘ stopy. Velmi u₧iteΦnΘ pokud chcete pou₧φt
hudbu z jinΘho CD ne₧ zrovna <B>Quake</B>. Pokud se mß p°ehrßvat stopa 1,
bude se mφsto nφ p°ehrßvat ta stopa, kterß je v seznamu prvnφ. Nap°φklad
p°edpoklßdejme, ₧e mßte CD s jednou datovou stopou a 8 hudebnφmi stopami.
P°φkaz "cd remap 1 9 8 7 6 5 4 3 2 1" ponechß data na mφst∞ a hudebnφ
stopy bude p°ehrßvat jako by na CD byly v opaΦnΘm po°adφ.
cd info
Informuje o poΦtu a typech stop na CD, kterß stopa se p°ehrßvß
a jakß je hlasitost p°ehrßvßnφ.
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#bgmvolume">bgmvolume</A>, <A HREF="#bgmbuffer">bgmbuffer</A>
<HR></P>
<H4><A NAME="centerview"></A>centerview (C)</H4>
<P><I>Syntaxe: </I>centerview</P>
<P>Vrßtφ pohled hrßΦe do polohy "p°φmo vp°ed" po akcφch +lookup
nebo +lookdown.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_centerspeed">v_centerspeed</A>, <A HREF="#force_centerview">force_centerview</A>
<HR></P>
<H4><A NAME="changelevel"></A>changelevel (C)</H4>
<P><I>Syntaxe: </I>changelevel <mapa></P>
<P>P°epφnß hru na zvolenou level. Pou₧ijte tento p°φkaz mφsto p°φkazu MAP
pokud pracujete na serveru, proto₧e neodpojφ p°ipojenΘ hrßΦe.<BR>
Informace poskytl Howard Ship <hship@cac.stratus.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#map">map</A>
<HR></P>
<H4><A NAME="cl_anglespeedkey"></A>cl_anglespeedkey (V)</H4>
<P><I>Syntaxe: </I>cl_anglespeedkey <rychlost></P>
<P><I>Default: </I>1.5</P>
<P>Nastavuje nßsobφcφ faktor pro rychlost otßΦenφ za b∞hu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_yawspeed">cl_yawspeed</A>
<HR></P>
<H4><A NAME="cl_backspeed"></A>cl_backspeed (V)</H4>
<P><I>Syntaxe: </I>cl_backspeed <rychlost></P>
<P><I>Default: </I>400</P>
<P>Nastavuje rychlost pohybu vzad.</P>
<P><I>Viz tΘ₧: </I><A HREF="#sv_maxspeed">sv_maxspeed</A>, <A HREF="#cl_movespeedkey">cl_movespeedkey</A>
<HR></P>
<H4><A NAME="cl_bob"></A>cl_bob (V)</H4>
<P><I>Syntaxe: </I>cl_bob <Φφslo></P>
<P><I>Default: </I>0.02</P>
<P>Nastavuje o kolik se zbra≥ pohybuje nahoru a dol∙ p°i ch∙zi.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_bobcycle">cl_bobcycle</A>, <A HREF="#cl_bobup">cl_bobup</A>
<HR></P>
<H4><A NAME="cl_bobcycle"></A>cl_bobcycle (V)</H4>
<P><I>Syntaxe: </I>cl_bobcycle <Φφslo></P>
<P><I>Default: </I>0.6</P>
<P>Nastavuje jak rychle se zbra≥ pohybuje nahoru a dol∙ p°i ch∙zi.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_bob">cl_bob</A>, <A HREF="#cl_bobup">cl_bobup</A>
<HR></P>
<H4><A NAME="cl_bobup"></A>cl_bobup (V)</H4>
<P><I>Syntaxe: </I>cl_bobup <Φφslo></P>
<P><I>Default: </I>0.5</P>
<P>Nastavuje jak dlouho z∙stßvß p°i ch∙zi zbra≥ naho°e p°ed dalÜφm zhoupnutφm.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_bob">cl_bob</A>, <A HREF="#cl_bobcycle">cl_bob_cycle</A>
<HR></P>
<H4><A NAME="cl_forwardspeed"></A>cl_forwardspeed (V)</H4>
<P><I>Syntaxe: </I>cl_forwardspeed <rychlost></P>
<P><I>Default: </I>200</P>
<P>Nastavuje rychlost pohybu vp°ed.</P>
<P><I>Viz tΘ₧: </I><A HREF="#sv_maxspeed">sv_maxspeed</A>, <A HREF="#cl_movespeedkey">cl_movespeedkey</A>
<HR></P>
<H4><A NAME="cl_movespeedkey"></A>cl_movespeedkey (V)</H4>
<P><I>Syntaxe: </I>cl_movespeedkey <rychlost></P>
<P><I>Default: </I>2.0</P>
<P>Nastavuje nßsobφcφ faktor pro rychlost pohybu p°i b∞hu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_backspeed">cl_backspeed</A>, <A HREF="#cl_forwardspeed">cl_forwardspeed</A>,
<A HREF="#sv_maxspeed">sv_maxspeed</A>
<HR></P>
<H4><A NAME="cl_nolerp"></A>cl_nolerp (?)</H4>
<P><I>Syntaxe: </I>cl_nolerp <?></P>
<P><I>Default: </I>0</P>
<P>Nevφ se, co to d∞lß.
<HR></P>
<H4><A NAME="cl_pitchspeed"></A>cl_pitchspeed (V)</H4>
<P><I>Syntaxe: </I>cl_pitchspeed <Φφslo></P>
<P><I>Default: </I>150</P>
<P>Nastavuje rychlost zm∞ny sm∞ru pohledu p°i LOOKUP/LOOKDOWN.
<HR></P>
<H4><A NAME="cl_rollangle"></A>cl_rollangle (V)</H4>
<P><I>Syntaxe: </I>cl_rollangle <Φφslo></P>
<P><I>Default: </I>2.0</P>
<P>Nastavuje o kolik se obraz natoΦφ p°i ·krocφch.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_rollspeed">cl_rollspeed</A>
<HR></P>
<H4><A NAME="cl_rollspeed"></A>cl_rollspeed (V)</H4>
<P><I>Syntaxe: </I>cl_rollspeed <rychlost></P>
<P><I>Default: </I>200</P>
<P>Nastavuje jak rychle se po ·krocφch obnovφ p°φm² sm∞r.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_rollangle">cl_rollangle</A>
<HR></P>
<H4><A NAME="cl_shownet"></A>cl_shownet (T)</H4>
<P><I>Syntaxe: </I>cl_shownet <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß/vypφnß zobrazenφ stavu sφt∞ (nenφ tomu rozum∞t)<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>98 98 120
120
98
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="cl_sidespeed"></A>cl_sidespeed (V)</H4>
<P><I>Syntaxe: </I>cl_sidespeed <rychlost></P>
<P><I>Default: </I>350</P>
<P>Nastavuje rychlost pohybu p°i ·krocφch.
<HR></P>
<H4><A NAME="cl_upspeed"></A>cl_upspeed (V)</H4>
<P><I>Syntaxe: </I>cl_upspeed <rychlost></P>
<P><I>Default: </I>200</P>
<P>Nastavuje rychlost pohybu nahoru a dol∙ (MOVEUP/MOVEDOWN) ve vod∞. ZvlßÜtnφ,
₧e "upspeed" nastavuje i rychlost dol∙...
<HR></P>
<H4><A NAME="cl_yawspeed"></A>cl_yawspeed (V)</H4>
<P><I>Syntaxe: </I>cl_yawspeed <rychlost></P>
<P><I>Default: </I>140</P>
<P>Nastavuje rychlost otßΦenφ doleva/doprava.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_anglespeedkey">cl_anglespeedkey</A>
<HR></P>
<H4><A NAME="clear"></A>clear (C)</H4>
<P><I>Syntaxe: </I>clear</P>
<P>Ma₧e obsah konzole.
<HR></P>
<H4><A NAME="cmd"></A>cmd (?)</H4>
<P><I>Syntaxe: </I>cmd <?></P>
<P>nevφ se, co to d∞lß.
<HR></P>
<H4><A NAME="color"></A>color (C)</H4>
<P><I>Syntaxe: </I>color <koÜile> <kalhoty></P>
<P>Nastavuje barvu hrßΦe. P°i zadßnφ jednoho Φφsla dostanou koÜile i kalhoty
stejnou barvu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#_cl_color">_cl_color</A>
<HR></P>
<H4><A NAME="com1/com2"></A>com1 / com2 (C)</H4>
<P><I>Syntaxe: </I>com1 [p°φkaz], com2 [p°φkaz]</P>
<P>╪φzenφ COM port∙ poΦφtaΦe.<BR>
<B>Z techinfo.txt:</B></P>
<UL>
<PRE>enable | disable
"enable" znamenß ₧e konfigurace byla ukonΦena a chcete COM port pou₧φt.
"disable" vypφnß pou₧itφ COM portu, obvykle proto aby bylo mo₧no
zm∞nit jeho nastavenφ. PoΦßteΦnφ stav je vypnuto.
modem | direct
Oznamuje <B>Quake</B> zda je na COM portu p°ipojen modem nebo p°φmß linka
(tzv. null modem). Oznamuje <B>Quake</B>, zda mß nebo nemß pou₧φvat
modemovΘ p°φkazy p°i navßzßnφ/ukonΦenφ spojenφ.
reset
Resetuje COM port do poΦßteΦnφho stavu a nastavenφ.
port <n>
irq <n>
Umo₧≥uje nastavenφ adresy portu a Φφsla IRQ.
Default hodnoty jsou: port=3f8 irq=4 pro COM1 a port=2f8 irq=3 pro COM2.
VÜimn∞te si, ₧e Φφslo je zobrazeno hexadecimßln∞; pro zadßni musφte pou₧φt
notaci nap°. "COM2 port 0x2f8"; poΦßteΦnφ "0x" znamenß ₧e nßsledujφcφ
Φφslo ("2f8") je hexadecimßlnφ - jinak se p°edpoklßdß dekadickΘ.
baud <n>
Nastavuje rychlost komunikace v baudech. PovolenΘ hodnoty pro <n> jsou:
9600, 14400, 28800, 57600, a 115200. 57600 je default. Jednß se
o rychlost komunikace pro UART, ne pro modem. Je vhodnΘ pou₧φt hodnotu
57600 pro COM port p°ipojen² k modemu 28.8.
8250 | 16550
Specifikuje typ UART obvodu ve vaÜem PC. Normßln∞ je typ detekovßn
automaticky. SprßvnΘ nastavenφ je pot°eba provΘst v p°φpad∞ chyby
automatickΘ detekce.
clear
startup
shutdown
Umo₧≥uje nastavenφ resetovacφho, inicializaΦnφho a ukonΦovacφho p°φkazu
pro modem. Mßte-li p°φkazy kterΘ d°φve fungovaly v DOOMu, pou₧ijte je
zde. Pokud hrajete p°es p°φmΘ propojenφ, ponechte je prßzdnΘ.
-cts | +cts
-dsr | +dsr
-cd | +cd
Nastavujφ zda se majφ danΘ °φdφcφ signßly pou₧φvat nebo ignorovat.
"-" znamenß ignorovat, "+" znamenß pou₧φvat. Default je ignorovat
vÜechny t°i signßly. Nastavenφ nem∞≥te, pokud opravdu nepot°ebujete.
<B>Quake</B> pou₧φvß p°enos bez parity, 8 bit∙ a 1 stopbit. Tyto hodnoty
nelze m∞nit. Rychlost, port, IRQ a typ UART nelze m∞nit na povolenΘm portu.
Pokud je chcete m∞nit, pou₧ijte nejprve "disable".
P°φklady konfigurace
--------------------
P°φklad 1: Mßte PC se dv∞ma COM porty a chcete je pou₧φt jako <B>Quake</B> server.
Na COM1 bude p°φmΘ propojenφ, na COM2 bude 14.4 modem. Pak m∙₧ete pou₧φt
nap°φklad tuto inicializaci (inicializaΦnφ p°φkaz modemu bude pravd∞podobn∞
jin²):
COM1 baud 57600 enable
COM2 baud 14400 modem startup AT\N0%C0B8 enable
P°φklad 2: Chcete se se sv²m PC p°ipojovat pomocφ 28.8 modemu na COM2:
COM2 baud 57600 modem startup AT\N0%C0B8 enable
VÜimn∞te si, ₧e rychlost nenφ stejnß jako rychlost modemu. Komunikace
mezi poΦφtaΦem a modemem je pak rychlejÜφ ne₧ komunikace mezi modemy.
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#_config_com_baud">_config_com_baud</A>, <A HREF="#_config_com_irq">_config_com_irq</A>,
<A HREF="#_config_com_modem">_config_com_modem</A>, <A HREF="#_config_com_port">_config_com_port</A>,
<A HREF="#_config_modem_clear">_config_modem_clear</A>, <A HREF="#_config_modem_dialtype">_config_modem_dialtype</A>,
<A HREF="#_config_modem_hangup">_config_modem_hangup</A>, <A HREF="#_config_modem_init">_config_modem_init</A>
<HR></P>
<H4><A NAME="con_notifytime"></A>con_notifytime (V)</H4>
<P><I>Syntaxe: </I>con_notifytime <doba></P>
<P><I>Default: </I>3</P>
<P>Nastavuje jak dlouho jsou zprßvy b∞hem hry zobrazovßny.
<HR></P>
<H4><A NAME="connect"></A>connect (C)</H4>
<P><I>Syntaxe: </I>connect <server></P>
<P>P°ipojuje ke <B>Quake</B> serveru. Jako jmΘno m∙₧e b²t LAN adresa, IP
nebo hostname, podle toho kterou sφ¥ pou₧φvßte.<BR>
V 1.06 m∙₧ete pou₧φt i formßt "connect xxx.xxx.xxx.xxx:xxxxx"
pro p°ipojenφ k danΘmu portu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#slist">slist</A>, <A HREF="#disconnect">disconnect</A>,
<A HREF="#reconnect">reconnect</A>
<HR></P>
<H4><A NAME="coop"></A>coop (T)</H4>
<P><I>Syntaxe: </I>coop <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) re₧im spoluprßce (cooperative).</P>
<P><I>Viz tΘ₧: </I><A HREF="#deathmatch">deathmatch</A>, <A HREF="#teamplay">teamplay</A>
<HR></P>
<H4><A NAME="crosshair"></A>crosshair (T)</H4>
<P><I>Syntaxe: </I>crosshair <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ zam∞°ovacφho k°φ₧e.
<HR></P>
<H4><A NAME="d_mipcap"></A>d_mipcap (V)</H4>
<P><I>Syntaxe: </I>d_mipcap <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje detailnost zobrazenφ. PovolenΘ hodnoty jsou 0 a₧ 3, 0 znamenß
nejvyÜÜφ rozliÜenφ.<BR>
Informace poskytl James Boswell <boswell@nspace.com.au>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#d_mipscale">d_mipscale</A>, <A HREF="#d_subdiv16">d_subdiv16</A>
<HR></P>
<H4><A NAME="d_mipscale"></A>d_mipscale (V)</H4>
<P><I>Syntaxe: </I>d_mipscale <Φφslo></P>
<P><I>Default: </I>1</P>
<P>Nastavuje detaily vzdßlen²ch objekt∙. PovolenΘ hodnoty jsou 0 a₧ 40,
0 znamenß ₧e vzdßlenΘ textury nebudou v∙bec "rozmazßvßny". Pou₧itφ
hodnoty 0 velmi zvyÜuje nßroky na pam∞¥.<BR>
Informace poskytl James Boswell <boswell@nspace.com.au>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#d_mipcap">d_mipcap</A>, <A HREF="#d_subdiv16">d_subdiv16</A>
<HR></P>
<H4><A NAME="d_subdiv16"></A>d_subdiv16 (T)</H4>
<P><I>Syntaxe: </I>d_subdiv16 <0/1></P>
<P><I>Default: </I>1</P>
<P>Vypφnß (1) / zapφnß (0) extremnφ perspektivnφ korekci.<BR>
<B>Z techinfo.txt:</B></P>
<UL>
<PRE>Kv∙li maximßlnφ rychlosti je perspektivnφ korekce provßd∞na jen ka₧d² 16 bod.
To za normßlnφch okolnostφ staΦφ, ale je mo₧nΘ vid∞t "prohnutΘ" textury
na plochßch sledovan²ch z ostr²ch ·hl∙. Pro p°esn∞jÜφ zobrazenφ textur
nastavte prom∞nnou d_subdiv16 na 0. To zp∙sobφ jistΘ snφ₧enφ rychlosti,
ale zv²Üenφ kvality obrazu nebude normßln∞ post°ehnutelnΘ.
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#d_mipcap">d_mipcap</A>, <A HREF="#d_mipscale">d_mipscale</A>
<HR></P>
<H4><A NAME="deathmatch"></A>deathmatch (T)</H4>
<P><I>Syntaxe: </I>deathmatch <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) hru typu "deathmatch" p°i h°e vφce
hrßΦ∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#coop">coop</A>, <A HREF="#teamplay">teamplay</A>
<HR></P>
<H4><A NAME="demos"></A>demos (C)</H4>
<P><I>Syntaxe: </I>demos</P>
<P>Zahßjφ p°ehrßvßnφ p°ipraven²ch dem nebo p°ejde k dalÜφmu pokud n∞kterΘ
b∞₧φ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#playdemo">playdemo</A>, <A HREF="#startdemos">startdemos</A>,
<A HREF="#stopdemo">stopdemo</A>, <A HREF="#record">record</A>
<HR></P>
<H4><A NAME="developer"></A>developer (V)</H4>
<P><I>Syntaxe: </I>developer <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ dodateΦnΘ ladφcφ informace<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>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: 4
</PRE>
</UL>
<P>Informace poskytl Scott McDermott <scottm@compumedia.com>.
<HR></P>
<H4><A NAME="disconnect"></A>disconnect (C)</H4>
<P><I>Syntaxe: </I>disconnect</P>
<P>UkonΦφ p°ipojenφ k serveru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#connect">connect</A>, <A HREF="#reconnect">reconnect</A>
<HR></P>
<H4><A NAME="echo"></A>echo (C)</H4>
<P><I>Syntaxe: </I>echo <text></P>
<P>VypφÜe text na konzoli.
<HR></P>
<H4><A NAME="edgefriction"></A>edgefriction (V)</H4>
<P><I>Syntaxe: </I>edgefriction <Φφslo></P>
<P><I>Default: </I>2</P>
<P>Nastavuje jak snadnΘ je spadnout z hrany.
<HR></P>
<H4><A NAME="edict"></A>edict (C)</H4>
<P><I>Syntaxe: </I>edict <Φφslo></P>
<P>Dodß informace o objektech ("edicts") ve h°e. Vypisuje °adu
informacφ o zadanΘm ediktu.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 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 2.0
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#edictcount">edictcount</A>, <A HREF="#edicts">edicts</A>
<HR></P>
<H4><A NAME="edictcount"></A>edictcount (C)</H4>
<P><I>Syntaxe: </I>edictcount</P>
<P>Zobrazφ souhrnnou informaci o ediktech.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>num_edicts:165
active :164
view :107
touch :123
step : 23
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#edict">edict</A>, <A HREF="#edicts">edicts</A>
<HR></P>
<H4><A NAME="edicts"></A>edicts (C)</H4>
<P><I>Syntaxe: </I>edicts</P>
<P>Zobrazφ informace o vÜech ediktech ve h°e.</P>
<P><I>Viz tΘ₧: </I><A HREF="#edict">edict</A>, <A HREF="#edictcount">edictcount</A>
<HR></P>
<H4><A NAME="entities"></A>entities (C)</H4>
<P><I>Syntaxe: </I>entities</P>
<P>Zobrazφ seznam objekt∙ ve h°e.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 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]
(...) {zbytek odstran∞n}
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="exec"></A>exec (C)</H4>
<P><I>Syntaxe: </I>exec <soubor></P>
<P>Provede p°φkazy ve script souboru.
<HR></P>
<H4><A NAME="flush"></A>flush (C)</H4>
<P><I>Syntaxe: </I>flush</P>
<P>╚istφ hernφ cache vΦetn∞ ulo₧en²ch zvuk∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#precache">precache</A>, <A HREF="#soundlist">soundlist</A>
<HR></P>
<H4><A NAME="fly"></A>fly (T)</H4>
<P><I>Syntaxe: </I>fly</P>
<P><I>Default: </I>Off</P>
<P>Zapφnß / vypφnß re₧im lΘtßnφ. MOVEUP a MOVEDOWN umo₧≥ujφ nastavit v²Üku.
<HR></P>
<H4><A NAME="force_centerview"></A>force_centerview (C) (1.06)</H4>
<P><I>Syntaxe: </I>force_centerview</P>
<P>M∞nφ sm∞r pohledu na "p°φmo vp°ed" bez zßvislosti na tom jestli
je zapnut² +mlook, +klook, +lookup nebo +lookdown.</P>
<P><I>Viz tΘ₧: </I><A HREF="#centerview">centerview</A>
<HR></P>
<H4><A NAME="fov"></A>fov (V)</H4>
<P><I>Syntaxe: </I>fov <Φφslo></P>
<P><I>Default: </I>90</P>
<P>Nastavuje ·hel pohledu (v jakΘm ·hlu je vid∞t obrazovka). Nastavuje
se ve stupnφch, nφzkΘ hodnoty zp∙sobujφ "zv∞tÜenφ" obrazu se
snφ₧enφm rozhledu.
<HR></P>
<H4><A NAME="fraglimit"></A>fraglimit (V)</H4>
<P><I>Syntaxe: </I>fraglimit <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje poΦet smrtφ pot°ebn²ch k opuÜt∞nφ levelu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#timelimit">timelimit</A>, <A HREF="#noexit">noexit</A>,
<A HREF="#samelevel">samelevel</A>
<HR></P>
<H4><A NAME="gamma"></A>gamma (V)</H4>
<P><I>Syntaxe: </I>gamma <Φφslo></P>
<P><I>Default: </I>0.0</P>
<P>Nastavuje jas obrazu (gama korekci).</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_fullbright">r_fullbright</A>
<HR></P>
<H4><A NAME="give"></A>give (V)</H4>
<P><I>Syntaxe: </I>give <p°edm∞t> <mno₧stvφ></P>
<P>P°idßvß hrßΦi urΦitΘ mno₧stvφ p°edm∞t∙. Zatφm se nevφ jak p°idat brn∞nφ.<BR>
</P>
<TABLE>
<TR>
<TH>P°edm∞t</TH>
<TH>Popis</TH>
<TH>Maximum</TH>
</TR>
<TR>
<TD>1</TD>
<TD COLSPAN="2">Sekyra</TD>
</TR>
<TR>
<TD>2</TD>
<TD COLSPAN="2">PuÜka</TD>
</TR>
<TR>
<TD>3</TD>
<TD COLSPAN="2">Dvouhlav≥ovka</TD>
</TR>
<TR>
<TD>4</TD>
<TD COLSPAN="2">Nast°elovaΦ</TD>
</TR>
<TR>
<TD>5</TD>
<TD COLSPAN="2">Super nast°elovaΦ</TD>
</TR>
<TR>
<TD>6</TD>
<TD COLSPAN="2">VrhaΦ granßt∙</TD>
</TR>
<TR>
<TD>7</TD>
<TD COLSPAN="2">Raketomet</TD>
</TR>
<TR>
<TD>8</TD>
<TD COLSPAN="2">Bleskomet</TD>
</TR>
<TR>
<TD>C</TD>
<TD>Baterie</TD>
<TD>255</TD>
</TR>
<TR>
<TD>H</TD>
<TD>Zdravφ</TD>
<TD>32767</TD>
</TR>
<TR>
<TD>N</TD>
<TD>H°ebφky</TD>
<TD>255</TD>
</TR>
<TR>
<TD>R</TD>
<TD>Rakety</TD>
<TD>255</TD>
</TR>
<TR>
<TD>S</TD>
<TD>Nßboje</TD>
<TD>255</TD>
</TR>
</TABLE>
<P>
<HR></P>
<H4><A NAME="god"></A>god (T)</H4>
<P><I>Syntaxe: </I>god</P>
<P><I>Default: </I>Off</P>
<P>Zapφnß / vypφnß "GOD" re₧im. Zp∙sobuje nezranitelnost ale
nebrßnφ ub²vßnφ brn∞nφ.
<HR></P>
<H4><A NAME="help"></A>help (C)</H4>
<P><I>Syntaxe: </I>help</P>
<P>Zobrazuje nßpov∞du (jako stisk F1).
<HR></P>
<H4><A NAME="host_framerate"></A>host_framerate (V)</H4>
<P><I>Syntaxe: </I>host_framerate <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje b∞h Φasu v <B>Quake</B>. Hodnota 0.1 je velmi rychlß a tΘm∞°
nehratelnß. Hodnota 0.01 uΦinφ hru rychlou, ale hratelnou. Po nastavenφ
hodnoty opus¥te konzoli, p°idr₧te klßvesu TAB a vÜimn∞te si ukazatele Φasu
ve stavovΘm pruhu.<BR>
Informace poskytl "K. Andrew Knies" <aknies@midohio.net>.</P>
<P>
<HR></P>
<H4><A NAME="host_speeds"></A>host_speeds (T)</H4>
<P><I>Syntaxe: </I>host_speeds <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ host informacφ. Po°adφ je: celkov²
Φas, Φas serveru, Φas grafiky, Φas zvuku. Ka₧d² je v ms a indikuje celkov²
Φas strßven² v denΘm subsystΘmu.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 34 tot 3 server 31 gfx 0 snd
36 tot 3 server 31 gfx 2 snd
34 tot 3 server 31 gfx 0 snd
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#snd_noextraupdate">snd_noextraupdate</A>
<HR></P>
<H4><A NAME="hostname"></A>hostname (V)</H4>
<P><I>Syntaxe: </I>hostname <jmΘno></P>
<P><I>Default: </I>unnamed nebo local</P>
<P>Nastavuje hostname (jmΘno serveru).
<HR></P>
<H4><A NAME="impulse"></A>impulse (C)</H4>
<P><I>Syntaxe: </I>impulse <Φφslo></P>
<P>Provßdφ v²b∞r zbranφ a n∞kterΘ cheaty.<BR>
</P>
<TABLE>
<TR>
<TH>Φφslo</TH>
<TH>Action</TH>
</TR>
<TR>
<TD>1-8</TD>
<TD>Vyber odpovφdajφcφ zbra≥</TD>
</TR>
<TR>
<TD>9</TD>
<TD>Dodßvß vÜechny zbran∞ a klφΦe</TD>
</TR>
<TR>
<TD>10</TD>
<TD>Vybφrß dalÜφ zbra≥ podle Φφsla</TD>
</TR>
<TR>
<TD>11</TD>
<TD>P°idßvß runu</TD>
</TR>
<TR>
<TD>12</TD>
<TD>Vybφrß p°edchozφ zbra≥ podle Φφsla (1.06)</TD>
</TR>
<TR>
<TD>255</TD>
<TD>Dodßvß Φty°nßsobnou sφlu</TD>
</TR>
</TABLE>
<P>
<HR></P>
<H4><A NAME="joybuttons"></A>joybuttons (V)</H4>
<P><I>Syntaxe: </I>joybuttons <Φφslo> Nastavuje poΦet tlaΦφtek na
joysticku.</P>
<P><I>Viz tΘ₧: </I><A HREF="#joystick">joystick</A>
<HR></P>
<H4><A NAME="joystick"></A>joystick (T)</H4>
<P><I>Syntaxe: </I>joystick <0/1></P>
<P>Zapφnß (1) / vypφnß (0) pou₧itφ joysticku.</P>
<P><I>Viz tΘ₧: </I><A HREF="#joybuttons">joybuttons</A>
<HR></P>
<H4><A NAME="kick"></A>kick (C)</H4>
<P><I>Syntaxe: </I>kick <hrßΦ> nebo <# Φφslo hrßΦe></P>
<P>Vykopne hrßΦe ze serveru. Lze pou₧φt pouze z konzole serveru.<BR>
Od v1.06 lze vykopnout hrßΦe i podle jeho Φφsla na seznamu z p°φkazu STATUS.<BR>
Informace poskytl Jim Peterson <jspeter@birch.ee.vt.edu>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#status">status</A>
<HR></P>
<H4><A NAME="kill"></A>kill (C)</H4>
<P><I>Syntaxe: </I>kill</P>
<P>Sebevra₧da - pou₧itelnΘ p°i uvφznutφ v pastech, ze kter²ch nenφ ·niku.
<HR></P>
<H4><A NAME="listen"></A>listen (T)</H4>
<P><I>Syntaxe: </I>listen <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) jestli bude server "poslouchat" p°ihlaÜujφcφ
se hrßΦe.
<HR></P>
<H4><A NAME="load"></A>load (C)</H4>
<P><I>Syntaxe: </I>load <soubor></P>
<P>Nahrßvß ulo₧enou hru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#save">save</A>, <A HREF="#menu_load">menu_load</A>
<HR></P>
<H4><A NAME="loadas8bit"></A>loadas8bit (T)</H4>
<P><I>Syntaxe: </I>loadas8bit <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) jestli jsou zvuky nahrßvßny pouze jako 8-bitovΘ.
<HR></P>
<H4><A NAME="lookspring"></A>lookspring (T)</H4>
<P><I>Syntaxe: </I>lookspring <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) jestli se pohled vrßtφ do st°edu po deaktivaci
MLOOK. Funguje pouze pro myÜ a joystick.</P>
<P><I>Viz tΘ₧: </I><A HREF="#centerview">centerview</A>
<HR></P>
<H4><A NAME="lookstrafe"></A>lookstrafe (T)</H4>
<P><I>Syntaxe: </I>lookstrafe <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) jestli otoΦenφ doleva a doprava se zm∞nφ v ·kroky
p°i aktivnφm MLOOK. Funguje jen s myÜφ.
<HR></P>
<H4><A NAME="m_filter"></A>m_filter (?)</H4>
<P><I>Syntaxe: </I>m_filter <?></P>
<P><I>Default: </I>1</P>
<P>Pravd∞podobn∞ mß n∞co spoleΦnΘho s myÜφ, ale nevφ se, co.
<HR></P>
<H4><A NAME="m_forward"></A>m_forward (V)</H4>
<P><I>Syntaxe: </I>m_forward <Φφslo></P>
<P><I>Default: </I>1</P>
<P>Nastavuje jak rychl² pohyb myÜi vp°ed/vzad zp∙sobuje pohyb hrßΦe v danΘm
sm∞ru.
<HR></P>
<H4><A NAME="m_pitch"></A>m_pitch (V)</H4>
<P><I>Syntaxe: </I>m_pitch <Φφslo></P>
<P><I>Default: </I>0.022</P>
<P>Nastavuje jak rychle se m∞nφ ·hel pohybu pomocφ myÜi p°i aktivnφm MLOOK.
<HR></P>
<H4><A NAME="m_side"></A>m_side (V)</H4>
<P><I>Syntaxe: </I>m_side <Φφslo></P>
<P><I>Default: </I>0.8</P>
<P>Nastavuje rychlost ·krok∙ pomocφ myÜi.
<HR></P>
<H4><A NAME="m_yaw"></A>m_yaw (V)</H4>
<P><I>Syntaxe: </I>m_yaw <Φφslo></P>
<P><I>Default: </I>0.022</P>
<P>Nastavuje rychlost otßΦenφ pomocφ myÜi.
<HR></P>
<H4><A NAME="map"></A>map (C)</H4>
<P><I>Syntaxe: </I>map <jmΘno></P>
<P>Nahraje novou mapu (level). Nenφ doporuΦeno pou₧φvat tento p°φkaz na
serveru, proto₧e zp∙sobφ odpojenφ vÜech p°ipojen²ch u₧ivatel∙. Mφsto toho
je mo₧no pou₧φt p°φkaz CHANGELEVEL.<BR>
Informace poskytl Howard Ship <hship@cac.stratus.com>.</P>
<TABLE>
<TR>
<TH>JmΘno</TH>
<TH>Popis</TH>
<TH>JmΘno</TH>
<TH>Popis</TH>
</TR>
<TR>
<TH COLSPAN="4">Deathmatch Arena</TH>
</TR>
<TR>
<TD>dm6</TD>
<TD>The Dark Zone</TD>
<TD>dm5</TD>
<TD>The Cistern</TD>
</TR>
<TR>
<TD>dm4</TD>
<TD>The Bad Place</TD>
<TD>dm3</TD>
<TD>The Abandoned Base</TD>
</TR>
<TR>
<TD>dm2</TD>
<TD>Claustrophobopolis</TD>
<TD>dm1</TD>
<TD>Place of Two Deaths</TD>
</TR>
<TR>
<TH COLSPAN="4">Final Level</TH>
</TR>
<TR>
<TD>end</TD>
<TD>Shub-Niggurath's Pit</TD>
</TR>
<TR>
<TH COLSPAN="4">The Elder World</TH>
</TR>
<TR>
<TD>e4m8</TD>
<TD>The Nameless City</TD>
<TD>e4m7</TD>
<TD>Azure Agony</TD>
</TR>
<TR>
<TD>e4m6</TD>
<TD>The Pain Maze</TD>
<TD>e4m5</TD>
<TD>Hell's Atrium</TD>
</TR>
<TR>
<TD>e4m4</TD>
<TD>The Palace of Hate</TD>
<TD>e4m3</TD>
<TD>The Elder God Shrine</TD>
</TR>
<TR>
<TD>e4m2</TD>
<TD>The Tower of Despair</TD>
<TD>e4m1</TD>
<TD>The Sewage System</TD>
</TR>
<TR>
<TH COLSPAN="4">Netherworld</TH>
</TR>
<TR>
<TD>e3m7</TD>
<TD>The Haunted Halls</TD>
<TD>e3m6</TD>
<TD>Chambers of Torment</TD>
</TR>
<TR>
<TD>e3m5</TD>
<TD>Wind Tunnels</TD>
<TD>e3m4</TD>
<TD>Satan's Dark Delight</TD>
</TR>
<TR>
<TD>e3m3</TD>
<TD>The Tomb of Terror</TD>
<TD>e3m2</TD>
<TD>The Vaults of Zin</TD>
</TR>
<TR>
<TD>e3m1</TD>
<TD>Termination Central</TD>
</TR>
<TR>
<TH COLSPAN="4">Realm of Black Magic</TH>
</TR>
<TR>
<TD>e2m7</TD>
<TD>Underearth</TD>
<TD>e2m6</TD>
<TD>The Dismal Oubliette</TD>
</TR>
<TR>
<TD>e2m5</TD>
<TD>The Wizard's Manse</TD>
<TD>e2m4</TD>
<TD>The Ebon Fortress</TD>
</TR>
<TR>
<TD>e2m3</TD>
<TD>Crypt of Decay</TD>
<TD>e2m2</TD>
<TD>Ogre Citadel</TD>
</TR>
<TR>
<TD>e2m1</TD>
<TD>The Installation</TD>
</TR>
<TR>
<TH COLSPAN="4">Doomed Dimension</TH>
</TR>
<TR>
<TD>e1m8</TD>
<TD>Ziggurat Vertigo</TD>
<TD>e1m7</TD>
<TD>The House of Chthon</TD>
</TR>
<TR>
<TD>e1m6</TD>
<TD>The Door To Chthon</TD>
<TD>e1m5</TD>
<TD>Gloom Keep</TD>
</TR>
<TR>
<TD>e1m4</TD>
<TD>The Grisly Grotto</TD>
<TD>e1m3</TD>
<TD>The Necropolis</TD>
</TR>
<TR>
<TD>e1m2</TD>
<TD>Castle of the Damned</TD>
<TD>e1m1</TD>
<TD>Slipgate Complex</TD>
</TR>
<TR>
<TH COLSPAN="4">Welcome to Quake</TH>
</TR>
<TR>
<TD>start</TD>
<TD>Entrance</TD>
</TR>
</TABLE>
<P><I>Viz tΘ₧: </I><A HREF="#changelevel">changelevel</A>, <A HREF="#restart">restart</A>
<HR></P>
<H4><A NAME="maxplayers"></A>maxplayers (V)</H4>
<P><I>Syntaxe: </I>maxplayers <Φφslo></P>
<P><I>Default: </I>1</P>
<P>Nastavuje maximßlnφ poΦet hrßΦ∙ kte°φ se sm∞jφ p°ipojit k serveru. Nelze
m∞nit za b∞hu serveru, hodnoty vyÜÜφ ne₧ 4 je nutno nastavit p°i startu
programu.
<HR></P>
<H4><A NAME="menu_keys"></A>menu_keys (C)</H4>
<P><I>Syntaxe: </I>menu_keys</P>
<P>Zobrazuje menu pro nastavenφ klßves.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_load">menu_load</A>, <A HREF="#menu_main">menu_main</A>,
<A HREF="#menu_multiplayer">menu_multiplayer</A>, <A HREF="#menu_options">menu_options</A>,
<A HREF="#menu_quit">menu_quit</A>, <A HREF="#menu_save">menu_save</A>,
<A HREF="#menu_setup">menu_setup</A>, <A HREF="#menu_singleplayer">menu_singleplayer</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_load"></A>menu_load (C)</H4>
<P><I>Syntaxe: </I>menu_load</P>
<P>Zobrazuje menu pro nahrßnφ ulo₧enΘ hry.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_keys">menu_keys</A>, <A HREF="#menu_main">menu_main</A>,
<A HREF="#menu_multiplayer">menu_multiplayer</A>, <A HREF="#menu_options">menu_options</A>,
<A HREF="#menu_quit">menu_quit</A>, <A HREF="#menu_save">menu_save</A>,
<A HREF="#menu_setup">menu_setup</A>, <A HREF="#menu_singleplayer">menu_singleplayer</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_main"></A>menu_main (C)</H4>
<P><I>Syntaxe: </I>menu_main</P>
<P>Zobrazuje hlavnφ menu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#togglemenu">togglemenu</A>, <A HREF="#menu_keys">menu_keys</A>,
<A HREF="#menu_load">menu_load</A>, <A HREF="#menu_multiplayer">menu_multiplayer</A>,
<A HREF="#menu_options">menu_options</A>, <A HREF="#menu_quit">menu_quit</A>,
<A HREF="#menu_save">menu_save</A>, <A HREF="#menu_setup">menu_setup</A>,
<A HREF="#menu_singleplayer">menu_singleplayer</A>, <A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_multiplayer"></A>menu_multiplayer (C)</H4>
<P><I>Syntaxe: </I>menu_multiplayer</P>
<P>Zobrazuje menu vlastnostφ pro hru vφce hrßΦ∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_keys">menu_keys</A>, <A HREF="#menu_load">menu_load</A>,
<A HREF="#menu_main">menu_main</A>, <A HREF="#menu_options">menu_options</A>,
<A HREF="#menu_quit">menu_quit</A>, <A HREF="#menu_save">menu_save</A>,
<A HREF="#menu_setup">menu_setup</A>, <A HREF="#menu_singleplayer">menu_singleplayer</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_options"></A>menu_options (C)</H4>
<P><I>Syntaxe: </I>menu_options</P>
<P>Zobrazuje menu vlastnostφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_keys">menu_keys</A>, <A HREF="#menu_load">menu_load</A>,
<A HREF="#menu_main">menu_main</A>, <A HREF="#menu_multiplayer">menu_multiplayer</A>,
<A HREF="#menu_quit">menu_quit</A>, <A HREF="#menu_save">menu_save</A>,
<A HREF="#menu_setup">menu_setup</A>, <A HREF="#menu_singleplayer">menu_singleplayer</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_quit"></A>menu_quit (C)</H4>
<P><I>Syntaxe: </I>menu_quit</P>
<P>Zobrazuje dialog pro ukonΦenφ programu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#quit">quit</A>, <A HREF="#menu_keys">menu_keys</A>,
<A HREF="#menu_load">menu_load</A>, <A HREF="#menu_main">menu_main</A>,
<A HREF="#menu_multiplayer">menu_multiplayer</A>, <A HREF="#menu_options">menu_options</A>,
<A HREF="#menu_save">menu_save</A>, <A HREF="#menu_setup">menu_setup</A>,
<A HREF="#menu_singleplayer">menu_singleplayer</A>, <A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_save"></A>menu_save (C)</H4>
<P><I>Syntaxe: </I>menu_save</P>
<P>Zobrazuje menu pro ulo₧enφ hry.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_keys">menu_keys</A>, <A HREF="#menu_load">menu_load</A>,
<A HREF="#menu_main">menu_main</A>, <A HREF="#menu_multiplayer">menu_multiplayer</A>,
<A HREF="#menu_options">menu_options</A>, <A HREF="#menu_quit">menu_quit</A>,
<A HREF="#menu_setup">menu_setup</A>, <A HREF="#menu_singleplayer">menu_singleplayer</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_setup"></A>menu_setup (C)</H4>
<P><I>Syntaxe: </I>menu_setup</P>
<P>Zobrazuje menu nastavenφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_keys">menu_keys</A>, <A HREF="#menu_load">menu_load</A>,
<A HREF="#menu_main">menu_main</A>, <A HREF="#menu_multiplayer">menu_multiplayer</A>,
<A HREF="#menu_options">menu_options</A>, <A HREF="#menu_quit">menu_quit</A>,
<A HREF="#menu_save">menu_save</A>, <A HREF="#menu_singleplayer">menu_singleplayer</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_singleplayer"></A>menu_singleplayer (C)</H4>
<P><I>Syntaxe: </I>menu_singleplayer</P>
<P>Zobrazuje menu vlastnostφ pro hru jednoho hrßΦe.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_keys">menu_keys</A>, <A HREF="#menu_load">menu_load</A>,
<A HREF="#menu_main">menu_main</A>, <A HREF="#menu_multiplayer">menu_multiplayer</A>,
<A HREF="#menu_options">menu_options</A>, <A HREF="#menu_quit">menu_quit</A>,
<A HREF="#menu_save">menu_save</A>, <A HREF="#menu_setup">menu_setup</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="menu_video"></A>menu_video (C)</H4>
<P><I>Syntaxe: </I>menu_video</P>
<P>Zobrazujke menu videore₧im∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_keys">menu_keys</A>, <A HREF="#menu_load">menu_load</A>,
<A HREF="#menu_main">menu_main</A>, <A HREF="#menu_multiplayer">menu_multiplayer</A>,
<A HREF="#menu_options">menu_options</A>, <A HREF="#menu_quit">menu_quit</A>,
<A HREF="#menu_save">menu_save</A>, <A HREF="#menu_setup">menu_setup</A>,
<A HREF="#menu_singleplayer">menu_singleplayer</A>
<HR></P>
<H4><A NAME="messagemode"></A>messagemode (C)</H4>
<P><I>Syntaxe: </I>messagemode</P>
<P>Vy₧ßdß si zadßnφ zprßvy, kterß se mß zobrazit vÜem ostatnφm hrßΦ∙m.
Tento p°φkaz nelze pou₧φt na dedikovanΘm serveru, proto₧e vy₧aduje grafickΘ
rozhranφ. Na dedikovan²ch serverech pou₧φvejte SAY nebo SAY_TEAM.<BR>
Informace poskytl Robert Coward INF-SP <rcoward@madge.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#messagemode2">messagemode2</A>, <A HREF="#say">say</A>,
<A HREF="#say_team">say_team</A>
<HR></P>
<H4><A NAME="messagemode2"></A>messagemode2 (C)</H4>
<P><I>Syntaxe: </I>messagemode2</P>
<P>Vy₧ßdß si zadßnφ zprßvy, kterß se mß zobrazit vÜem hrßΦ∙m vaÜeho t²mu,
Tento p°φkaz nelze pou₧φt na dedikovanΘm serveru, proto₧e vy₧aduje grafickΘ
rozhranφ. Na dedikovan²ch serverech pou₧φvejte SAY nebo SAY_TEAM.<BR>
Informace poskytl Robert Coward INF-SP <rcoward@madge.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#messagemode">messagemode</A>, <A HREF="#say">say</A>,
<A HREF="#say_team">say_team</A>
<HR></P>
<H4><A NAME="name"></A>name (V)</H4>
<P><I>Syntaxe: </I>name <text></P>
<P><I>Default: </I>Player</P>
<P>Nastavuje vaÜe hrßΦskΘ jmΘno, kterΘ bude pou₧φvßno ve zprßvßch a kterΘ
uvidφ ostatnφ hrßΦi.</P>
<P><I>Viz tΘ₧: </I><A HREF="#_cl_name">_cl_name</A>
<HR></P>
<H4><A NAME="net_messagetimeout"></A>net_messagetimeout (V)</H4>
<P><I>Syntaxe: </I>net_messagetimeout <Φφslo></P>
<P><I>Default: </I>300</P>
<P>Nastavuje jak dlouho program Φekß na sφ¥ ne₧ se rozhodne, ₧e je spojenφ
p°eruÜeno.
<HR></P>
<H4><A NAME="net_stats"></A>net_stats (C)</H4>
<P><I>Syntaxe: </I>net_stats</P>
<P>Vypisuje souhrn souΦasnΘ sφ¥ovΘ informace.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>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
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="noclip"></A>noclip (T)</H4>
<P><I>Syntaxe: </I>noclip</P>
<P><I>Default: </I>Off</P>
<P>Zapφnß / vypφnß prochßzenφ zdφ.
<HR></P>
<H4><A NAME="noexit"></A>noexit (V)</H4>
<P><I>Syntaxe: </I>noexit <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Vypφnß (1) / zapφnß (0) mo₧nost opustit level. U₧iteΦnΘ pro servery
kterΘ cht∞jφ hrßt jen jednu mapu.<BR>
V1.06 opravuje chybu kterß nedovolφ hrßΦ∙m opustit "start" a
"end" mapy pokud je tato volba zapnuta. Pod v1.06 pracuje v levelu
"start" takto:<BR>
0 = noexit off (hrßΦi sm∞jφ kdykoli opustit level)<BR>
1 = noexit on (prochßzφ levely podle po°edφ. opouÜtφ "start"
mapu po dosa₧enφ fraglimitu nebo timelimitu)<BR>
2 = noexit on (hrßΦi smφ opustit "start" do libovolnΘ epizody
p°ed dosa₧enφm fraglimitu nebo timelimitu).<BR>
V ostatnφch levelech funguje NOEXIT normßln∞.</P>
<P><I>Viz tΘ₧: </I><A HREF="#fraglimit">fraglimit</A>, <A HREF="#timelimit">timelimit</A>,
<A HREF="#samelevel">samelevel</A>
<HR></P>
<H4><A NAME="noisetrack"></A>noisetrack (?)</H4>
<P><I>Syntaxe: </I>noisetrack <?></P>
<P>Tento p°φkaz p°i spuÜt∞nφ hlßsφ "Couldn't open".
<HR></P>
<H4><A NAME="nosound"></A>nosound (T)</H4>
<P><I>Syntaxe: </I>nosound <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (0) / vypφnß (1) zvuk.
<HR></P>
<H4><A NAME="notarget"></A>notarget (T)</H4>
<P><I>Syntaxe: </I>notarget</P>
<P><I>Default: </I>Off</P>
<P>Zapφnß / vypφnß jestli si monstra nevÜφmajφ hrßΦe.
<HR></P>
<H4><A NAME="path"></A>path (C)</H4>
<P><I>Syntaxe: </I>path</P>
<P>Zobrazuje cesty kterΘ <B>Quake</B> pou₧φvß.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>Current search path:
c:/quake_sw/id1/pak0.pak (339 files)
c:/quake_sw/id1
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="pausable"></A>pausable (T)</H4>
<P><I>Syntaxe: </I>pausable <0/1></P>
<P><I>Default: </I>1</P>
<P>Zapφnß (1) / vypφnß (0) zda hrßΦ smφ pozastavit hru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#pause">pause</A>
<HR></P>
<H4><A NAME="pause"></A>pause (C)</H4>
<P><I>Syntaxe: </I>pause</P>
<P>Pozastavφ / rozb∞hne hru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#pausable">pausable</A>
<HR></P>
<H4><A NAME="ping"></A>ping (C)</H4>
<P><I>Syntaxe: </I>ping</P>
<P>Zjistφ PING k serveru a ke vÜem p°ipojen²m hrßΦ∙m.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>Client ping times:
443 Player1
368 Player2
462 Player3
93 Player4
1050 Player5
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="play"></A>play (C)</H4>
<P><I>Syntaxe: </I>play <jmΘno></P>
<P>Hraje zvukov² efekt.<BR>
</P>
<TABLE>
<TR>
<TD>ambience/buzz1.wav</TD>
<TD>ambience/comp1.wav</TD>
<TD>ambience/drip1.wav</TD>
<TD>ambience/drone6.wav</TD>
</TR>
<TR>
<TD>ambience/fire1.wav</TD>
<TD>ambience/fl_hum1.wav</TD>
<TD>ambience/hum1.wav</TD>
<TD>ambience/suck1.wav</TD>
</TR>
<TR>
<TD>ambience/swamp1.wav</TD>
<TD>ambience/swamp2.wav</TD>
<TD>ambience/thunder1.wav</TD>
<TD>ambience/water1.wav</TD>
</TR>
<TR>
<TD>ambience/wind2.wav</TD>
<TD>ambience/windfly.wav</TD>
<TD>blob/death1.wav</TD>
<TD>blob/hit1.wav</TD>
</TR>
<TR>
<TD>blob/land1.wav</TD>
<TD>blob/sight1.wav</TD>
<TD>boss1/death.wav</TD>
<TD>boss1/out1.wav</TD>
</TR>
<TR>
<TD>boss1/pain.wav</TD>
<TD>boss1/sight1.wav</TD>
<TD>boss1/throw.wav</TD>
<TD>boss2/death.wav</TD>
</TR>
<TR>
<TD>boss2/idle.wav</TD>
<TD>boss2/pop2.wav</TD>
<TD>boss2/sight.wav</TD>
<TD>buttons/airbut1.wav</TD>
</TR>
<TR>
<TD>buttons/switch02.wav</TD>
<TD>buttons/switch04.wav</TD>
<TD>buttons/switch21.wav</TD>
<TD>demon/ddeath.wav</TD>
</TR>
<TR>
<TD>demon/dhit2.wav</TD>
<TD>demon/djump.wav</TD>
<TD>demon/dland2.wav</TD>
<TD>demon/dpain1.wav</TD>
</TR>
<TR>
<TD>demon/idle1.wav</TD>
<TD>demon/sight2.wav</TD>
<TD>dog/dattack1.wav</TD>
<TD>dog/ddeath.wav</TD>
</TR>
<TR>
<TD>dog/dpain1.wav</TD>
<TD>dog/dsight.wav</TD>
<TD>dog/idle.wav</TD>
<TD>doors/airdoor1.wav</TD>
</TR>
<TR>
<TD>doors/airdoor2.wav</TD>
<TD>doors/basesec1.wav</TD>
<TD>doors/basesec2.wav</TD>
<TD>doors/basetry.wav</TD>
</TR>
<TR>
<TD>doors/baseuse.wav</TD>
<TD>doors/ddoor1.wav</TD>
<TD>doors/ddoor2.wav</TD>
<TD>doors/doormv1.wav</TD>
</TR>
<TR>
<TD>doors/drclos4.wav</TD>
<TD>doors/hydro1.wav</TD>
<TD>doors/hydro2.wav</TD>
<TD>doors/latch2.wav</TD>
</TR>
<TR>
<TD>doors/medtry.wav</TD>
<TD>doors/meduse.wav</TD>
<TD>doors/runetry.wav</TD>
<TD>doors/runeuse.wav</TD>
</TR>
<TR>
<TD>doors/stndr1.wav</TD>
<TD>doors/stndr2.wav</TD>
<TD>doors/winch2.wav</TD>
<TD>enforcer/death1.wav</TD>
</TR>
<TR>
<TD>enforcer/enfire.wav</TD>
<TD>enforcer/enfstop.wav</TD>
<TD>enforcer/idle1.wav</TD>
<TD>enforcer/pain1.wav</TD>
</TR>
<TR>
<TD>enforcer/pain2.wav</TD>
<TD>enforcer/sight1.wav</TD>
<TD>enforcer/sight2.wav</TD>
<TD>enforcer/sight3.wav</TD>
</TR>
<TR>
<TD>enforcer/sight4.wav</TD>
<TD>fish/bite.wav</TD>
<TD>fish/death.wav</TD>
<TD>fish/idle.wav</TD>
</TR>
<TR>
<TD>hknight/attack1.wav</TD>
<TD>hknight/death1.wav</TD>
<TD>hknight/grunt.wav</TD>
<TD>hknight/hit.wav</TD>
</TR>
<TR>
<TD>hknight/idle.wav</TD>
<TD>hknight/pain1.wav</TD>
<TD>hknight/sight1.wav</TD>
<TD>hknight/slash1.wav</TD>
</TR>
<TR>
<TD>items/armor1.wav</TD>
<TD>items/damage.wav</TD>
<TD>items/damage2.wav</TD>
<TD>items/damage3.wav</TD>
</TR>
<TR>
<TD>items/health1.wav</TD>
<TD>items/inv1.wav</TD>
<TD>items/inv2.wav</TD>
<TD>items/inv3.wav</TD>
</TR>
<TR>
<TD>items/itembk2.wav</TD>
<TD>items/protect.wav</TD>
<TD>items/protect2.wav</TD>
<TD>items/protect3.wav</TD>
</TR>
<TR>
<TD>items/r_item1.wav</TD>
<TD>items/r_item2.wav</TD>
<TD>items/suit.wav</TD>
<TD>items/suit2.wav</TD>
</TR>
<TR>
<TD>knight/idle.wav</TD>
<TD>knight/kdeath.wav</TD>
<TD>knight/khurt.wav</TD>
<TD>knight/ksight.wav</TD>
</TR>
<TR>
<TD>knight/sword1.wav</TD>
<TD>knight/sword2.wav</TD>
<TD>misc/basekey.wav</TD>
<TD>misc/h2ohit1.wav</TD>
</TR>
<TR>
<TD>misc/medkey.wav</TD>
<TD>misc/menu1.wav</TD>
<TD>misc/menu2.wav</TD>
<TD>misc/menu3.wav</TD>
</TR>
<TR>
<TD>misc/null.wav</TD>
<TD>misc/outwater.wav</TD>
<TD>misc/power.wav</TD>
<TD>misc/r_tele1.wav</TD>
</TR>
<TR>
<TD>misc/r_tele2.wav</TD>
<TD>misc/r_tele3.wav</TD>
<TD>misc/r_tele4.wav</TD>
<TD>misc/r_tele5.wav</TD>
</TR>
<TR>
<TD>misc/runekey.wav</TD>
<TD>misc/secret.wav</TD>
<TD>misc/talk.wav</TD>
<TD>misc/trigger1.wav</TD>
</TR>
<TR>
<TD>misc/water1.wav</TD>
<TD>misc/water2.wav</TD>
<TD>ogre/ogdrag.wav</TD>
<TD>ogre/ogdth.wav</TD>
</TR>
<TR>
<TD>ogre/ogidle.wav</TD>
<TD>ogre/ogidle2.wav</TD>
<TD>ogre/ogpain1.wav</TD>
<TD>ogre/ogsawatk.wav</TD>
</TR>
<TR>
<TD>ogre/ogwake.wav</TD>
<TD>plats/medplat1.wav</TD>
<TD>plats/medplat2.wav</TD>
<TD>plats/plat1.wav</TD>
</TR>
<TR>
<TD>plats/plat2.wav</TD>
<TD>plats/train1.wav</TD>
<TD>plats/train2.wav</TD>
<TD>player/axhit1.wav</TD>
</TR>
<TR>
<TD>player/axhit2.wav</TD>
<TD>player/death1.wav</TD>
<TD>player/death2.wav</TD>
<TD>player/death3.wav</TD>
</TR>
<TR>
<TD>player/death4.wav</TD>
<TD>player/death5.wav</TD>
<TD>player/drown1.wav</TD>
<TD>player/drown2.wav</TD>
</TR>
<TR>
<TD>player/gasp1.wav</TD>
<TD>player/gasp2.wav</TD>
<TD>player/gib.wav</TD>
<TD>player/h2odeath.wav</TD>
</TR>
<TR>
<TD>player/h2ojump.wav</TD>
<TD>player/inh2o.wav</TD>
<TD>player/inlava.wav</TD>
<TD>player/land.wav</TD>
</TR>
<TR>
<TD>player/land2.wav</TD>
<TD>player/lburn1.wav</TD>
<TD>player/lburn2.wav</TD>
<TD>player/pain1.wav</TD>
</TR>
<TR>
<TD>player/pain2.wav</TD>
<TD>player/pain3.wav</TD>
<TD>player/pain4.wav</TD>
<TD>player/pain5.wav</TD>
</TR>
<TR>
<TD>player/pain6.wav</TD>
<TD>player/plyrjmp8.wav</TD>
<TD>player/slimbrn2.wav</TD>
<TD>player/teledth1.wav</TD>
</TR>
<TR>
<TD>player/tornoff2.wav</TD>
<TD>player/udeath.wav</TD>
<TD>shalrath/attack.wav</TD>
<TD>shalrath/attack2.wav</TD>
</TR>
<TR>
<TD>shalrath/death.wav</TD>
<TD>shalrath/idle.wav</TD>
<TD>shalrath/pain.wav</TD>
<TD>shalrath/sight.wav</TD>
</TR>
<TR>
<TD>shambler/melee1.wav</TD>
<TD>shambler/melee2.wav</TD>
<TD>shambler/sattck1.wav</TD>
<TD>shambler/sboom.wav</TD>
</TR>
<TR>
<TD>shambler/sdeath.wav</TD>
<TD>shambler/shurt2.wav</TD>
<TD>shambler/sidle.wav</TD>
<TD>shambler/smack.wav</TD>
</TR>
<TR>
<TD>shambler/ssight.wav</TD>
<TD>soldier/death1.wav</TD>
<TD>soldier/idle.wav</TD>
<TD>soldier/pain1.wav</TD>
</TR>
<TR>
<TD>soldier/pain2.wav</TD>
<TD>soldier/sattck1.wav</TD>
<TD>soldier/sight1.wav</TD>
<TD>vomitus/v_sight1.wav</TD>
</TR>
<TR>
<TD>weapons/ax1.wav</TD>
<TD>weapons/bounce.wav</TD>
<TD>weapons/grenade.wav</TD>
<TD>weapons/guncock.wav</TD>
</TR>
<TR>
<TD>weapons/lhit.wav</TD>
<TD>weapons/lock4.wav</TD>
<TD>weapons/lstart.wav</TD>
<TD>weapons/pkup.wav</TD>
</TR>
<TR>
<TD>weapons/r_exp3.wav</TD>
<TD>weapons/ric1.wav</TD>
<TD>weapons/ric2.wav</TD>
<TD>weapons/ric3.wav</TD>
</TR>
<TR>
<TD>weapons/rocket1i.wav</TD>
<TD>weapons/sgun1.wav</TD>
<TD>weapons/shotgn2.wav</TD>
<TD>weapons/spike2.wav</TD>
</TR>
<TR>
<TD>weapons/tink1.wav</TD>
<TD>wizard/hit.wav</TD>
<TD>wizard/wattack.wav</TD>
<TD>wizard/wdeath.wav</TD>
</TR>
<TR>
<TD>wizard/widle1.wav</TD>
<TD>wizard/widle2.wav</TD>
<TD>wizard/wpain.wav</TD>
<TD>wizard/wsight.wav</TD>
</TR>
<TR>
<TD>zombie/idle_w2.wav</TD>
<TD>zombie/z_fall.wav</TD>
<TD>zombie/z_gib.wav</TD>
<TD>zombie/z_hit.wav</TD>
</TR>
<TR>
<TD>zombie/z_idle.wav</TD>
<TD>zombie/z_idle1.wav</TD>
<TD>zombie/z_miss.wav</TD>
<TD>zombie/z_pain.wav</TD>
</TR>
<TR>
<TD COLSPAN="2">zombie/z_pain1.wav</TD>
<TD COLSPAN="2">zombie/z_shot1.wav</TD>
</TR>
</TABLE>
<P><I>Viz tΘ₧: </I><A HREF="#playvol">playvol</A>, <A HREF="#volume">volume</A>
<HR></P>
<H4><A NAME="playdemo"></A>playdemo (C)</H4>
<P><I>Syntaxe: </I>playdemo <soubor></P>
<P>Spustφ demo.</P>
<P><I>Viz tΘ₧: </I><A HREF="#demos">demos</A>, <A HREF="#startdemos">startdemos</A>,
<A HREF="#stopdemo">stopdemo</A>, <A HREF="#record">record</A>
<HR></P>
<H4><A NAME="playvol"></A>playvol (C)</H4>
<P><I>Syntaxe: </I>playvol <soubor> <hlasitost></P>
<P>Hraje zvuk v danΘ hlasitosti. Viz seznam zvuk∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#play">play</A>
<HR></P>
<H4><A NAME="pointfile"></A>pointfile (C)</H4>
<P><I>Syntaxe: </I>pointfile <soubor.pts></P>
<P>Pokud <I>qbsp</I> vytvo°φ neprßzdn² .pts soubor, existuje v levelu "dφra".
Pou₧itφm tohoto p°φkazu nahrajete pts soubor a zobrazφte v n∞m obsa₧enΘ
body, kterΘ indikujφ mφsto, kde "dφra" je.<BR>
Informace poskytl Sam Kenny <SamKenny@cit.com.au>.
<HR></P>
<H4><A NAME="precache"></A>precache (T)</H4>
<P><I>Syntaxe: </I>precache <0/1></P>
<P><I>Default: </I>1</P>
<P>Zapφnß (1) / vypφnß (0) p°ednaΦtenφ. To se t²kß zvuk∙ i ostatnφch hernφch
dat.</P>
<P><I>Viz tΘ₧: </I><A HREF="#flush">flush</A>
<HR></P>
<H4><A NAME="prespawn"></A>prespawn (P)</H4>
<P><I>Syntaxe: </I>prespawn</P>
<P>P°φkaz p°i spuÜt∞nφ vypφÜe "Not valid from console". Jednß
se o Φßst klient/server protokolu <B>Quake</B>. P°φkaz je poφlßn klientem
po zpracovßnφ p°ihlaÜovacφch zprßv v dob∞ kdy je p°ipraven p°ijφmat ???
zprßvy. Nenφ urΦen k pou₧φvßnφ.<BR>
Informace poskytl Sky Golightly <sky@cruzio.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#begin">begin</A>, <A HREF="#spawn">spawn</A>
<HR></P>
<H4><A NAME="profile"></A>profile (C)</H4>
<P><I>Syntaxe: </I>profile <p°φkaz></P>
<P>Vypisuje nejpou₧φvan∞jsφ C-p°φkazy <B>Quake</B>. P°i pou₧itφ "profile
all" vypφÜe vÜechny funkce kterΘ byly volßny.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 185532 FindTarget
62092 ai_stand
39519 ai_walk
22417 WaterMove
21654 PlayerPreThink
16262 PlayerPostThink
16233 ImpulseCommands
14015 LinkDoors
12368 CheckRules
10822 CheckPowerups
</PRE>
</UL>
<P>Informace poskytl Nelson Hicks <0201207@acad.nwmissouri.edu>.<BR>
<HR></P>
<H4><A NAME="quit"></A>quit (C)</H4>
<P><I>Syntaxe: </I>quit</P>
<P>UkonΦuje program bez dalÜφch otßzek.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_quit">menu_quit</A>
<HR></P>
<H4><A NAME="r_aliastransadj"></A>r_aliastransadj (?)</H4>
<P><I>Syntaxe: </I>r_aliastransadj <?></P>
<P><I>Default: </I>200</P>
<P>Nevφ se k Φemu to je.
<HR></P>
<H4><A NAME="r_aliastransbase"></A>r_aliastransbase (?)</H4>
<P><I>Syntaxe: </I>r_aliastransbase <?></P>
<P><I>Default: </I>200</P>
<P>Nevφ se k Φemu to je.
<HR></P>
<H4><A NAME="r_ambient"></A>r_ambient (V)</H4>
<P><I>Syntaxe: </I>r_ambient <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje jak jasnΘ jsou mφstnosti. Funguje nezßvisle na tom, jestli
je v mφstnosti samostatnΘ sv∞tlo.</P>
<P>Informace poskytl Scott McDermott <scottm@compumedia.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_fullbright">r_fullbright</A>
<HR></P>
<H4><A NAME="r_clearcolor"></A>r_clearcolor (V)</H4>
<P><I>Syntaxe: </I>r_clearcolor <Φφslo></P>
<P><I>Default: </I>2</P>
<P>Nastavuje Φφslo barvy kterß je pou₧ita pro plochy mimo level. Tuto barvu
za normßlnφch okolnostφ uvidφte pouze p°i zapnutΘm prochßzenφ zdφ pokud
vyjdete "mimo".
<HR></P>
<H4><A NAME="r_drawentities"></A>r_drawentities (T)</H4>
<P><I>Syntaxe: </I>r_drawentities <0/1></P>
<P><I>Default: </I>1</P>
<P>Zapφnß (1) / vypφnß (0) zobrazovßnφ objekt∙ jako dve°e, tyΦe, tlaΦφtka,
monstra, p°edm∞ty a munice.
<HR></P>
<H4><A NAME="r_drawflat"></A>r_drawflat (T)</H4>
<P><I>Syntaxe: </I>r_drawflat <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (0) / vypφnß (1) pou₧itφ textur.
<HR></P>
<H4><A NAME="r_draworder"></A>r_draworder (T)</H4>
<P><I>Syntaxe: </I>r_draworder <0/1></P>
<P><I>Default: </I>0</P>
<P>P°evracφ po°adφ kreslenφ ploch (1="rentgenovΘ oΦi").
<HR></P>
<H4><A NAME="r_drawviewmodel"></A>r_drawviewmodel (T)</H4>
<P><I>Syntaxe: </I>r_drawviewmodel <0/1></P>
<P><I>Default: </I>1</P>
<P>Zapφnß (1) / vypφnß (0) kreslenφ vlastnφ zbran∞.
<HR></P>
<H4><A NAME="r_dspeeds"></A>r_dspeeds (T)</H4>
<P><I>Syntaxe: </I>r_dspeeds <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) v²pis informace (nevφ se jakΘ).<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 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
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="r_fullbright"></A>r_fullbright (T)</H4>
<P><I>Syntaxe: </I>r_fullbright <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ v "plnΘm sv∞tle".</P>
<P><I>Viz tΘ₧: </I><A HREF="#gamma">gamma</A>
<HR></P>
<H4><A NAME="r_graphheight"></A>r_graphheight (V)</H4>
<P><I>Syntaxe: </I>r_graphheight <Φφslo></P>
<P><I>Default: </I>10</P>
<P>Nastavuje poΦet °ßdek pou₧it²ch pro timegraph.</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_timegraph">r_timegraph</A>
<HR></P>
<H4><A NAME="r_maxedges"></A>r_maxedges (V)</H4>
<P><I>Syntaxe: </I>r_maxedges <Φφslo></P>
<P><I>Default: </I>2000</P>
<P>Nastavuje maximßlnφ poΦet hran pro grafick² engine. Nebyl pozorovßn
₧ßdn² vliv na hru ani na zobrazenφ statistik hran.</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_numedges">r_numedges</A>, <A HREF="#r_reportedgeout">r_reportedgeout</A>
<HR></P>
<H4><A NAME="r_maxsurfs"></A>r_maxsurfs (V)</H4>
<P><I>Syntaxe: </I>r_maxsurfs <Φφslo></P>
<P><I>Default: </I>1000</P>
<P>Nestavuje maximßlnφ poΦet povrch∙ pro grafick² engine. Nebyl pozorovßn
₧ßdn² vliv na hru ani na zobrazenφ statustik povrch∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_numsurfs">r_numsurfs</A>, <A HREF="#r_reportsurfout">r_reportsurfout</A>
<HR></P>
<H4><A NAME="r_numedges"></A>r_numedges (T)</H4>
<P><I>Syntaxe: </I>r_numedges <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ poΦtu prßv∞ zobrazen²ch hran.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>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 max
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#r_maxedges">r_maxedges</A>, <A HREF="#r_reportedgeout">r_reportedgeout</A>
<HR></P>
<H4><A NAME="r_numsurfs"></A>r_numsurfs (T)</H4>
<P><I>Syntaxe: </I>r_numsurfs <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ poΦtu prßv∞ zobrazen²ch povrch∙.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>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 max
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#r_maxsurfs">r_maxsurfs</A>, <A HREF="#r_reportsurfout">r_reportsurfout</A>
<HR></P>
<H4><A NAME="r_polymodelstats"></A>r_polymodelstats (T)</H4>
<P><I>Syntaxe: </I>r_polymodelstats <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ poΦtu zobrazovan²ch polygonßlnφch
model∙.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 5 polygon model drawn
6 polygon model drawn
5 polygon model drawn
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="r_reportedgeout"></A>r_reportedgeout (T)</H4>
<P><I>Syntaxe: </I>r_reportedgeout <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ poΦtu hran kterΘ nebyly zobrazeny.
Nestßvß se to p°i normßlnφ h°e, pouze p°i prochßzenφ zdφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_maxedges">r_maxedges</A>, <A HREF="#r_numedges">r_numedges</A>
<HR></P>
<H4><A NAME="r_reportsurfout"></A>r_reportsurfout (T)</H4>
<P><I>Syntaxe: </I>r_reportsurfout <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ poΦtu povrch∙ kterΘ nebyly zobrazeny.
Nem∞lo by se to stßt b∞hem normßlnφ hry, pouze p°i prochßzenφ zdφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_maxsurfs">r_maxsurfs</A>, <A HREF="#r_numsurfs">r_numsurfs</A>
<HR></P>
<H4><A NAME="r_speeds"></A>r_speeds (T)</H4>
<P><I>Syntaxe: </I>r_speeds <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ Φas∙ pot°ebn²ch na vykreslenφ.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 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
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="r_timegraph"></A>r_timegraph (T)</H4>
<P><I>Syntaxe: </I>r_timegraph <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ grafu rychlosti (Φφm ni₧Üφ hodnota,
tφm vyÜÜφ rychlost).</P>
<P><I>Viz tΘ₧: </I><A HREF="#r_graphheight">r_graphheight</A>
<HR></P>
<H4><A NAME="r_waterwarp"></A>r_waterwarp (T)</H4>
<P><I>Syntaxe: </I>r_waterwarp <0/1></P>
<P><I>Default: </I>1</P>
<P>Zapφnß (1) / vypφnß (0) vln∞nφ obrazu ve vod∞.
<HR></P>
<H4><A NAME="reconnect"></A>reconnect (C)</H4>
<P><I>Syntaxe: </I>reconnect</P>
<P>Provßdφ znovup°ipojenφ k poslednφmu serveru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#connect">connect</A>, <A HREF="#disconnect">disconnect</A>
<HR></P>
<H4><A NAME="record"></A>record (C)</H4>
<P><I>Syntaxe: </I>record <soubor> <mapa> [cd stopa]</P>
<P>Uklßdß demo hranΘ v uvedenΘ map∞p°φpadn∞ s hudbou z denΘ stopy cd.</P>
<P><I>Viz tΘ₧: </I><A HREF="#stop">stop</A>, <A HREF="#playdemo">playdemo</A>
<HR></P>
<H4><A NAME="registered"></A>registered (T)</H4>
<P><I>Syntaxe: </I>registered <0/1></P>
<P><I>Default: </I>0 for SW</P>
<P>Zapφnß (1) / vypφnß (0) vlastnosti regstrovanΘ verze.
<HR></P>
<H4><A NAME="restart"></A>restart (C)</H4>
<P><I>Syntaxe: </I>restart</P>
<P>Restartuje aktußlnφ level.</P>
<P><I>Viz tΘ₧: </I><A HREF="#map">map</A>, <A HREF="#changelevel">changelevel</A>
<HR></P>
<H4><A NAME="samelevel"></A>samelevel (T)</H4>
<P><I>Syntaxe: </I>samelevel <0/1></P>
<P><I>Default: </I>0</P>
<P>P°epφnß jestli se odchodem z levelu p°echßzφ do dalÜφho (0) nebo zp∞t
do tΘho₧ (1).</P>
<P><I>Viz tΘ₧: </I><A HREF="#fraglimit">fraglimit</A>, <A HREF="#timelimit">timelimit</A>,
<A HREF="#noexit">noexit</A>
<HR></P>
<H4><A NAME="save"></A>save (C)</H4>
<P><I>Syntaxe: </I>save <soubor></P>
<P>Uklßdß hru.</P>
<P><I>Viz tΘ₧: </I><A HREF="#load">load</A>, <A HREF="#menu_save">menu_save</A>
<HR></P>
<H4><A NAME="say"></A>say (C)</H4>
<P><I>Syntaxe: </I>say <text></P>
<P>Zobrazφ text vÜem ostatnφm hrßΦ∙m. Na rozdφl od p°φkaz∙ MESSAGEMODE
a MESSAGEMODE2 je text zadßvßn z konzole, co₧ umo₧≥uje jeho pou₧itφ na
dedikovanΘm serveru.<BR>
Informace poskytl Robert Coward INF-SP <rcoward@madge.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#messagemode">messagemode</A>, <A HREF="#messagemode2">messagemode2</A>,
<A HREF="#say_team">say_team</A>
<HR></P>
<H4><A NAME="say_team"></A>say_team (C)</H4>
<P><I>Syntaxe: </I>say_team <text></P>
<P>Zobrazφ text vÜem hrßΦ∙m vaÜeho t²mu. Na rozdφl od p°φkaz∙ MESSAGEMODE
a MESSAGEMODE2 je text zadßvßn z konzole, co₧ umo₧≥uje jeho pou₧itφ na
dedikovanΘm serveru.<BR>
Informace poskytl Robert Coward INF-SP <rcoward@madge.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#messagemode2">messagemode2</A>, <A HREF="#messagemode">messagemode</A>,
<A HREF="#say">say</A>
<HR></P>
<H4><A NAME="sbinfo"></A>sbinfo (C)</H4>
<P><I>Syntaxe: </I>sbinfo</P>
<P>Zobrazuje souΦasnΘ nastavenφ Sound Blasteru.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>BLASTER=A220 I5 D1 H5 P330 T6
dsp version=4.13
dma=5
dma position:79
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="scr_centertime"></A>scr_centertime (V)</H4>
<P><I>Syntaxe: </I>scr_centertime <doba></P>
<P><I>Default: </I>2</P>
<P>Nastavuje jak dlouho jsou zprßvy zobrazovßny na obrazovce, vΦetn∞ zprßv
jako "Step into the slipgate...".<BR>
Informace poskytl Sky Golightly <sky@cruzio.com>.<BR>
<HR></P>
<H4><A NAME="scr_conspeed"></A>scr_conspeed (V)</H4>
<P><I>Syntaxe: </I>scr_conspeed <Φφslo></P>
<P><I>Default: </I>300</P>
<P>Nastavuje rychlost, jakou se konzole vysouvß / zasouvß.
<HR></P>
<H4><A NAME="scr_ofsx"></A>scr_ofsx (V)</H4>
<P><I>Syntaxe: </I>scr_ofsx <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje posunutφ v²hledu v ose X.</P>
<P><I>Viz tΘ₧: </I><A HREF="#scr_ofsy">scr_ofsy</A>, <A HREF="#scr_ofsz">scr_ofsz</A>
<HR></P>
<H4><A NAME="scr_ofsy"></A>scr_ofsy (V)</H4>
<P><I>Syntaxe: </I>scr_ofsy <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje posunutφ v²hledu v ose Y.</P>
<P><I>Viz tΘ₧: </I><A HREF="#scr_ofsx">scr_ofsx</A>, <A HREF="#scr_ofsz">scr_ofsz</A>
<HR></P>
<H4><A NAME="scr_ofsz"></A>scr_ofsz (V)</H4>
<P><I>Syntaxe: </I>scr_ofsz <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje posunutφ v²hledu v ose Z.</P>
<P><I>Viz tΘ₧: </I><A HREF="#scr_ofsx">scr_ofsx</A>, <A HREF="#scr_ofsy">scr_ofsy</A>
<HR></P>
<H4><A NAME="scr_printspeed"></A>scr_printspeed (V)</H4>
<P><I>Syntaxe: </I>scr_printspeed <rychlost></P>
<P><I>Default: </I>8</P>
<P>Nastavuje rychlost v²pisu textu na konci epizod.<BR>
Informace poskytl Phrog`gee <mistix@nando.net>.<BR>
<HR></P>
<H4><A NAME="screenshot"></A>screenshot (V)</H4>
<P><I>Syntaxe: </I>screenshot</P>
<P>Ulo₧φ obsah obrazovky do .pcx souboru. JmΘna se automaticky odvozujφ
od existence jin²ch obrßzk∙.
<HR></P>
<H4><A NAME="sensitivity"></A>sensitivity (V)</H4>
<P><I>Syntaxe: </I>sensitivity <Φφslo></P>
<P><I>Default: </I>3</P>
<P>Nastavuje citlivost myÜi.
<HR></P>
<H4><A NAME="serverprofile"></A>serverprofile (T)</H4>
<P><I>Syntaxe: </I>serverprofile <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ statistik serveru.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>serverprofile: 4 clients 40 msec
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="showpause"></A>showpause (T)</H4>
<P><I>Syntaxe: </I>showpause <0/1></P>
<P><I>Default: </I>1</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ "PAUSE" ikony pokud je hra
pozastavena.</P>
<P><I>Viz tΘ₧: </I><A HREF="#showram">showram</A>, <A HREF="#showturtle">showturtle</A>
<HR></P>
<H4><A NAME="showram"></A>showram (T)</H4>
<P><I>Syntaxe: </I>showram <0/1></P>
<P><I>Default: </I>1</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ "RAM" ikony pokud mß hra
nedostatek pam∞ti.</P>
<P><I>Viz tΘ₧: </I><A HREF="#showpause">showpause</A>, <A HREF="#showturtle">showturtle</A>
<HR></P>
<H4><A NAME="showturtle"></A>showturtle (T)</H4>
<P><I>Syntaxe: </I>showturtle <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ ikony s ₧elvou pokud rychlost zobrazenφ
klesne pod 10 FPS.</P>
<P><I>Viz tΘ₧: </I><A HREF="#showpause">showpause</A>, <A HREF="#showram">showram</A>
<HR></P>
<H4><A NAME="sizedown"></A>sizedown (C)</H4>
<P><I>Syntaxe: </I>sizedown</P>
<P>ZmenÜuje rozm∞r obrazu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#sizeup">sizeup</A>, <A HREF="#viewsize">viewsize</A>
<HR></P>
<H4><A NAME="sizeup"></A>sizeup (C)</H4>
<P><I>Syntaxe: </I>sizeup</P>
<P>Zv∞tÜuje rozm∞r obrazu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#sizedown">sizedown</A>, <A HREF="#viewsize">viewsize</A>
<HR></P>
<H4><A NAME="skill"></A>skill (V)</H4>
<P><I>Syntaxe: </I>skill <obtφ₧nost></P>
<P>Nastavuje ·rove≥ obtφ₧nosti hry. Je vhodnΘ nastavit p°ed nahrßvßnφm
dema.<BR>
</P>
<TABLE>
<TR>
<TH>
<CENTER><P>╚φslo</P></CENTER>
</TH>
<TH COLSPAN=2>
<CENTER><P>Obtφ₧nost</P></CENTER>
</TH>
</TR>
<TR>
<TD>
<CENTER><P>0</P></CENTER>
</TD>
<TD>
<CENTER><P>Snadnß</P></CENTER>
</TD>
<TD>
<CENTER><P>(Easy)</P></CENTER>
</TD>
</TR>
<TR>
<TD>
<CENTER><P>1</P></CENTER>
</TD>
<TD>
<CENTER><P>Normßlnφ</P></CENTER>
</TD>
<TD>
<CENTER><P>(Normal)</P></CENTER>
</TD>
</TR>
<TR>
<TD>
<CENTER><P>2</P></CENTER>
</TD>
<TD>
<CENTER><P>T∞₧kß</P></CENTER>
</TD>
<TD>
<CENTER><P>(Hard)</P></CENTER>
</TD>
</TR>
<TR>
<TD>
<CENTER><P>3</P></CENTER>
</TD>
<TD>
<CENTER><P>Zl² sen</P></CENTER>
</TD>
<TD>
<CENTER><P>(Nightmare)</P></CENTER>
</TD>
</TR>
</TABLE>
<P>
<HR></P>
<H4><A NAME="slist"></A>slist (C)</H4>
<P><I>Syntaxe: </I>slist</P>
<P>VypφÜe <B>Quake</B> servery na LAN.</P>
<P><I>Viz tΘ₧: </I><A HREF="#connect">connect</A>
<HR></P>
<H4><A NAME="snd_noextraupdate"></A>snd_noextraupdate (T)</H4>
<P><I>Syntaxe: </I>snd_noextraupdate <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ sprßvnΘ hodnoty v host_speeds. Obvykle
znehodnocuje p°ehrßvßnφ zvuk∙.<BR>
<B>Z techinfo.txt:</B></P>
<UL>
<PRE>VÜimn∞te se ale, ₧e pokud neud∞lßte takΘ
snd_noextraupdate 1<enter>
bude Φas na zvuk zobrazovßn jako Φas grafiky. NicmΘn∞,
snd_noextraupdate 1 m∙₧e zp∙sobit trhan² zvuk, tak₧e obecn∞
nenφ doporuΦen.
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#host_speeds">host_speeds</A>
<HR></P>
<H4><A NAME="snd_show"></A>snd_show (T)</H4>
<P><I>Syntaxe: </I>snd_show <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) zobrazenφ prßv∞ p°ehrßvan²ch zvuk∙. <BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>255 106 zombie/z_idle.wav
218 66 zombie/z_idle.wav
241 89 zombie/z_idle.wav
70 117 ambience/fire1.wav
----(4)----
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="soundinfo"></A>soundinfo (C)</H4>
<P><I>Syntaxe: </I>soundinfo</P>
<P>Zobrazije informace o zvukovΘm systΘmu.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> 1 stereo
2048 samples
1963 samplepos
16 samplebits
1 submission_chunk
11025 speed
0x7d7cf000 dma buffer
78 total_channels
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="soundlist"></A>soundlist (C)</H4>
<P><I>Syntaxe: </I>soundlist</P>
<P>Vypisuje seznam zvuk∙ v cache.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>(...) {zaΦßtek odstran∞n}
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
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#flush">flush</A>
<HR></P>
<H4><A NAME="spawn"></A>spawn (P)</H4>
<P><I>Syntaxe: </I>spawn</P>
<P>Tento p°φkaz p°i zadßnφ ohlßsφ "Not valid from console". Jde
o Φßst klient/server protokolu <B>Quake</B>. Posφlß jej klient po zpracovßnφ
p°φpravn²ch zprßv. Nenφ urΦen k pou₧itφ.<BR>
Informace poskytl Sky Golightly <sky@cruzio.com>.</P>
<P><I>Viz tΘ₧: </I><A HREF="#begin">begin</A>, <A HREF="#prespawn">prespawn</A>
<HR></P>
<H4><A NAME="startdemos"></A>startdemos (C)</H4>
<P><I>Syntaxe: </I>startdemos <soubor1> <soubor2> <...></P>
<P>P°ipravuje °adu dem do cyklu. Poznßmka: pokud vytvo°φte cyklus ze 3
dem, musφ vßÜ dalÜφ seznam v₧dy obsahovat 3 dema. Podobn∞ pokud vytvo°φte
°adu 5 dem, musφ dalÜφ seznamy op∞t obsahovat 5 dem. Pokud vytvo°φte °adu
ze 4 dem a pak jinou ze 2 dem, budou po p°ehrßnφ nov²ch 2 dem hrßna dalÜφ
2 z p∙vodnφho seznamu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#demos">demos</A>, <A HREF="#playdemo">playdemo</A>,
<A HREF="#stopdemo">stopdemo</A>
<HR></P>
<H4><A NAME="status"></A>status (C)</H4>
<P><I>Syntaxe: </I>status</P>
<P>Zobrazuje informace o souΦasnΘm stavu hry.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>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
(...) {zbytek odstran∞n}
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="stop"></A>stop (C)</H4>
<P><I>Syntaxe: </I>stop</P>
<P>UkonΦuje zßznam dema.</P>
<P><I>Viz tΘ₧: </I><A HREF="#record">record</A>
<HR></P>
<H4><A NAME="stopdemo"></A>stopdemo (C)</H4>
<P><I>Syntaxe: </I>stopdemo</P>
<P>UkonΦuje p°ehrßvßnφ dem.</P>
<P><I>Viz tΘ₧: </I><A HREF="#playdemo">playdemo</A>, <A HREF="#demos">demos</A>
<HR></P>
<H4><A NAME="stopsound"></A>stopsound (C)</H4>
<P><I>Syntaxe: </I>stopsound</P>
<P>UkonΦφ vÜechny prßv∞ hranΘ zvuky.
<HR></P>
<H4><A NAME="stuffcmds"></A>stuffcmds (C)</H4>
<P><I>Syntaxe: </I>stuffcmds</P>
<P>Spustφ provßd∞nφ p°φkaz∙ z parametr∙ p°φkazovΘ °ßdky (pou₧ito p°i spouÜt∞nφ
programu).
<HR></P>
<H4><A NAME="sv_accelerate"></A>sv_accelerate (V)</H4>
<P><I>Syntaxe: </I>sv_accelerate <Φφslo></P>
<P><I>Default: </I>10</P>
<P>Nastavuje zrychlenφ objekt∙.
<HR></P>
<H4><A NAME="sv_aim"></A>sv_aim (V)</H4>
<P><I>Syntaxe: </I>sv_aim <Φφslo></P>
<P><I>Default: </I>0.93</P>
<P>Nastavuje vertikßlnφ vzdßlenost pro mφ°enφ na cφl.
<HR></P>
<H4><A NAME="sv_friction"></A>sv_friction (V)</H4>
<P><I>Syntaxe: </I>sv_friction <Φφslo></P>
<P><I>Default: </I>4</P>
<P>Nastavuje "kluzkost" prost°edφ.
<HR></P>
<H4><A NAME="sv_gravity"></A>sv_gravity (V)</H4>
<P><I>Syntaxe: </I>sv_gravity <Φφslo></P>
<P><I>Default: </I>800</P>
<P>Nastavuje gravitaci prost°edφ.
<HR></P>
<H4><A NAME="sv_idealpitchscale"></A>sv_idealpitchscale (V)</H4>
<P><I>Syntaxe: </I>sv_idealpitchscale <Φφslo></P>
<P><I>Default: </I>0.8</P>
<P>Nastavuje o kolik se hrßΦ∙v pohled vychyluje na schodech a Üikm²ch plochßch.
<HR></P>
<H4><A NAME="sv_maxspeed"></A>sv_maxspeed (V)</H4>
<P><I>Syntaxe: </I>sv_maxspeed <Φφslo></P>
<P><I>Default: </I>320</P>
<P>Nastavuje maximßlnφ rychlost, kterou se hrßΦ m∙₧e pohybovat.</P>
<P><I>Viz tΘ₧: </I><A HREF="#cl_backspeed">cl_backspeed</A>, <A HREF="#cl_forwardspeed">cl_forwardspeed</A>,
<A HREF="#cl_movespeedkey">cl_movespeedkey</A>
<HR></P>
<H4><A NAME="sv_maxvelocity"></A>sv_maxvelocity (V)</H4>
<P><I>Syntaxe: </I>sv_maxvelocity <Φφslo></P>
<P><I>Default: </I>2000</P>
<P>Nastavuje maximßlnφ rychlost, kterou se cokoli smφ pohybovat, vΦetn∞
munice.
<HR></P>
<H4><A NAME="sv_nostep"></A>sv_nostep (T)</H4>
<P><I>Syntaxe: </I>sv_nostep <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (0) / vypφnß (1) ch∙zi do schod∙. P°i vypnutΘ se do schod∙ musφ
skßkat.
<HR></P>
<H4><A NAME="sv_stopspeed"></A>sv_stopspeed (V)</H4>
<P><I>Syntaxe: </I>sv_stopspeed <Φφslo></P>
<P><I>Default: </I>100</P>
<P>Nastavuje jak rychle se objekty zastavujφ.
<HR></P>
<H4><A NAME="sys_ticrate"></A>sys_ticrate (V)</H4>
<P><I>Syntaxe: </I>sys_ticrate <Φφslo></P>
<P><I>Default: </I>0.05</P>
<P><B>Z techinfo.txt:</B></P>
<UL>
<PRE>Pou₧φvß se pouze v dedikovan²cxh serverech. UrΦuje jak Φasto bude server
zpravovat klienty o zm∞nßch. Default je 0.05 (20krßt za sekundu).
Pro servery s nφzkou p°enosovou rychlostφ doporuΦujeme zm∞nit hodnotu
na 0.1 (10krßt za sekundu). To zp∙sobφ velmi malΘ zdr₧enφ odpov∞dφ,
ale snφ₧φ na polovinu pot°ebn² p°enos dat, co₧ uΦinφ u₧ivatele modem∙
Ü¥astn∞jÜφmi.
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="teamplay"></A>teamplay (T)</H4>
<P><I>Syntaxe: </I>teamplay <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Zapφnß (1) / vypφnß (0) t²mov² re₧im ve h°e vφce hrßΦ∙.<BR>
Od v1.06 bylo p°idßno "teamplay 2" co₧ umo₧≥uje zranit sßm sebe
a hrßΦe svΘho t²mu, ale kdy₧ zabijete n∞koho ze svΘho t²mu, ztrßcφte bod.</P>
<P><I>Viz tΘ₧: </I><A HREF="#coop">coop</A>, <A HREF="#deathmatch">deathmatch</A>
<HR></P>
<H4><A NAME="tell"></A>tell (C)</H4>
<P><I>Syntaxe: </I>tell <hrßΦ> <text></P>
<P>Posφlß zprßvu urΦitΘmu hrßΦi. VhodnΘ pro hry mnoha hrßΦ∙.
<HR></P>
<H4><A NAME="temp1"></A>temp1 (X)</H4>
<P>Prom∞nnß pou₧φvanß programßtory <B>Quake C</B> pro tΘm∞° cokoli.
<HR></P>
<H4><A NAME="test"></A>test (C)</H4>
<P><I>Syntaxe: </I>test <server></P>
<P>Zobrazuje informaci o hrßΦφch prßv∞ p°φtomn²ch na zvolenΘm serveru.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>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:xxxx
</PRE>
</UL>
<P>Informace poskytl Brian Jones <polydat@infi.net>.<BR>
<HR></P>
<H4><A NAME="test2"></A>test2 (C)</H4>
<P><I>Syntaxe: </I>test2 <server></P>
<P>Zobrazuje informaci o souΦasnΘm nastavenφ zadanΘho serveru.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>sv_maxspeed 320
sv_friction 4
sv_gravity 800
noexit 0
teamplay 0
timelimit 0
fraglimit 50
</PRE>
</UL>
<P>Informace poskytl Brian Jones <polydat@infi.net>.<BR>
<HR></P>
<H4><A NAME="timedemo"></A>timedemo (C)</H4>
<P><I>Syntaxe: </I>timedemo <jmΘno dema></P>
<P>Zobrazuje rychlost dema a jeho dΘlku. Funguje sprßvn∞ pouze pod v1.06.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>969 Frames 52.2 Seconds 18.6 FPS
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="timelimit"></A>timelimit (V)</H4>
<P><I>Syntaxe: </I>timelimit <Φφslo></P>
<P><I>Default: </I>0</P>
<P>Nastavuje Φas, jak dlouho se mß hrßt level p°ed p°echodem do dalÜφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#fraglimit">fraglimit</A>, <A HREF="#noexit">noexit</A>,
<A HREF="#samelevel">samelevel</A>
<HR></P>
<H4><A NAME="timerefresh"></A>timerefresh (C)</H4>
<P><I>Syntaxe: </I>timerefresh</P>
<P>Provßdφ rychl² test rychlosti videa pro aktußlnφ pozici. V²poΦet je
zalo₧en na dob∞ provedenφ kompletnφ otoΦky o 360 stup≥∙.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>3.675180 Seconds (34.828222 FPS)
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="toggle_auxlook"></A>toggle_auxlook (T) (1.06)</H4>
<P><I>Syntaxe: </I>toggle_auxlook</P>
<P>Zapφnß a vypφnß auxlook.</P>
<P><I>Viz tΘ₧: </I><A HREF="#auxlook">auxlook</A>
<HR></P>
<H4><A NAME="toggleconsole"></A>toggleconsole (C)</H4>
<P><I>Syntaxe: </I>toggleconsole</P>
<P>Zobrazφ / odstranφ konzoli.
<HR></P>
<H4><A NAME="togglemenu"></A>togglemenu (C)</H4>
<P><I>Syntaxe: </I>togglemenu</P>
<P>Zobrazφ menu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_main">menu_main</A>
<HR></P>
<H4><A NAME="unbind"></A>unbind (C)</H4>
<P><I>Syntaxe: </I>unbind <klßvesa></P>
<P>Odstranφ p°φkaz p°i°azen² klßvese.</P>
<P><I>Viz tΘ₧: </I><A HREF="#unbindall">unbindall</A>, <A HREF="#bind">bind</A>
<HR></P>
<H4><A NAME="unbindall"></A>unbindall (C)</H4>
<P><I>Syntaxe: </I>unbindall</P>
<P>Odstranφ p°i°azenφ vÜem klßvesßm. Pou₧φvejte opatrn∞. SouΦasnΘ p°i°azenφ
klßves je uklßdßno p°i ukonΦenφ programu, tak₧e pokud provedete UNBINDALL
a pak ukonΦφte program, bude fungovat jen klßvesa ESC... <I>Opravdu!</I></P>
<P><I>Viz tΘ₧: </I><A HREF="#unbind">unbind</A>, <A HREF="#bind">bind</A>
<HR></P>
<H4><A NAME="_vid_default_mode"></A>_vid_default_mode (V)</H4>
<P><I>Syntaxe: </I>_vid_default_mode <mode></P>
<P><I>Default: </I>0</P>
<P>Nastavuje poΦßteΦnφ videore₧im.</P>
<P><I>Viz tΘ₧: </I><A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="_vid_wait_override"></A>_vid_wait_override (T)</H4>
<P><I>Syntaxe: </I>_vid_wait_override <0/1></P>
<P><I>Default: </I>0</P>
<P><B>Z techinfo.txt:</B></P>
<UL>
<PRE>M∙₧e zp∙sobit Φekßnφ na vertikßlnφ synchronizaci ve vÜech video
re₧imech. P°i nastavenφ na 0 je zp∙sob Φekßnφ zvolen nejrychlejÜφ
bezpeΦn². NicmΘn∞ v n∞kter²ch p°φpadech m∙₧e automatickΘ nastavenφ
zp∙sobit urΦitΘ blikßnφ obrazovky a i dalÜφ ne₧ßdoucφ efekty mohou
b²t odstran∞nyΦekßnφm na vertikßlnφ sync, p°esto₧e to sni₧uje
rychlost zobrazenφ. Proto m∙₧e b²t v n∞kter²ch p°φpadech vhodnΘ
p°epsat automatickou volbu a v₧dy Φekat. To zp∙sobφte nastavenφm
_vid_wait_override na 1. Nastavenφ platφ pro vÜechny re₧imy,
i po ukonΦenφ a znovuspuÜt∞nφ <B>Quake</B>. Jedinß mo₧nost jak
Φekßnφ na V-sync odstranit je vrßtit prom∞nnΘ _vid_wait_override
hodnotu 0. Nastavenφ prom∞nnΘ neovlivnφ aktußlnφ re₧im, platφ
a₧ od nejbli₧Üφ zm∞ny re₧imu.
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="v_centermove"></A>v_centermove (V)</H4>
<P><I>Syntaxe: </I>v_centermove <Φφslo></P>
<P><I>Default: </I>0.15</P>
<P>Nastavuje vzdßlenost, kterou musφ hrßΦ urazit, ne₧ se pohled vrßtφ do
st°edu. Velmi u₧iteΦnΘ pro ty, kte°φ pou₧φvajφ klßvesnici.<BR>
Informace poskytl James Boswell &tg;boswell@nspace.com.au>.
<HR></P>
<H4><A NAME="v_centerspeed"></A>v_centerspeed (V)</H4>
<P><I>Syntaxe: </I>v_centerspeed <Φφslo></P>
<P><I>Default: </I>500</P>
<P>Nastavuje rychlost, kterou se pohled vracφ do st°edu po LOOKUP nebo
LOOKDOWN.</P>
<P><I>Viz tΘ₧: </I><A HREF="#centerview">centerview</A>
<HR></P>
<H4><A NAME="v_cshift"></A>v_cshift (?)</H4>
<P><I>Syntaxe: </I>v_cshift <?></P>
<P>Nevφ se, co to d∞lß.
<HR></P>
<H4><A NAME="v_idlescale"></A>v_idlescale (T)</H4>
<P><I>Syntaxe: </I>v_idlescale <0/1></P>
<P><I>Default: </I>0</P>
<P>Vypφnß (1) / zapφnß (0) jestli pohled z∙stßvß v klidu. Velmi zajφmavΘ
p°i zapnutφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_ipitch_cycle">v_ipitch_cycle</A>, <A HREF="#v_ipitch_level">v_ipitch_level</A>,
<A HREF="#v_iroll_cycle">v_iroll_cycle</A>, <A HREF="#v_iroll_level">v_iroll_level</A>,
<A HREF="#v_iyaw_cycle">v_iyaw_cycle</A>, <A HREF="#v_iyaw_level">v_iyaw_level</A>
<HR></P>
<H4><A NAME="v_ipitch_cycle"></A>v_ipitch_cycle (V)</H4>
<P><I>Syntaxe: </I>v_ipitch_cycle <Φφslo></P>
<P><I>Default: </I>1</P>
<P>Nastavuje rychlost k²vßnφ dop°edu a dozadu p°i aktivnφm v_idlescale.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_idlescale">v_idlescale</A>, <A HREF="#v_ipitch_level">v_ipitch_level</A>
<HR></P>
<H4><A NAME="v_ipitch_level"></A>v_ipitch_level (V)</H4>
<P><I>Syntaxe: </I>v_ipitch_level <Φφslo></P>
<P><I>Default: </I>0.3</P>
<P>Nastavuje jak daleko se hrßΦ k²vß dop°edu a dozadu p°i aktivnφm v_idlescale.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_idlescale">v_idlescale</A>, <A HREF="#v_ipitch_cycle">v_ipitch_cycle</A>
<HR></P>
<H4><A NAME="v_iroll_cycle"></A>v_iroll_cycle (V)</H4>
<P><I>Syntaxe: </I>v_iroll_cycle <Φφslo></P>
<P><I>Default: </I>0.5</P>
<P>Nastavuje rychlost k²vßnφ do stran p°i aktivnφm v_idlescale.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_idlescale">v_idlescale</A>, <A HREF="#v_iroll_level">v_iroll_level</A>
<HR></P>
<H4><A NAME="v_iroll_level"></A>v_iroll_level (V)</H4>
<P><I>Syntaxe: </I>v_iroll_level <Φφslo></P>
<P><I>Default: </I>0.1</P>
<P>Nastavuje velikost k²vßnφ do stran p°i aktivnφm v_idlescale.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_idlescale">v_idlescale</A>, <A HREF="#v_iroll_cycle">v_iroll_cycle</A>
<HR></P>
<H4><A NAME="v_iyaw_cycle"></A>v_iyaw_cycle (V)</H4>
<P><I>Syntaxe: </I>v_iyaw_cycle <Φφslo></P>
<P><I>Default: </I>2</P>
<P>Nastavuje rychlost otßΦenφ doprava a doleva p°i aktivnφm v_idlescale.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_idlescale">v_idlescale</A>, <A HREF="#v_iyaw_level">v_iyaw_level</A>
<HR></P>
<H4><A NAME="v_iyaw_level"></A>v_iyaw_level (V)</H4>
<P><I>Syntaxe: </I>v_iyaw_level <Φφslo></P>
<P><I>Default: </I>0.3</P>
<P>Nastavuje jak daleko se hrßΦ rozhlφ₧φ doprava a doleva p°i aktivnφm
v_idlescale.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_idlescale">v_idlescale</A>, <A HREF="#v_iyaw_cycle">v_iyaw_cycle</A>
<HR></P>
<H4><A NAME="v_kickpitch"></A>v_kickpitch (V)</H4>
<P><I>Syntaxe: </I>v_kickpitch <Φφslo></P>
<P><I>Default: </I>0.6</P>
<P>Nastavuje o kolik se hrßΦ podφvß nahor p°i zßsahu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_kickroll">v_kickroll</A>, <A HREF="#v_kicktime">v_kicktime</A>
<HR></P>
<H4><A NAME="v_kickroll"></A>v_kickroll (V)</H4>
<P><I>Syntaxe: </I>v_kickroll <Φφslo></P>
<P><I>Default: </I>0.6</P>
<P>Nastavuje o koliΦ se hrßΦ naklonφ p°i zßsahu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_kickpitch">v_kickpitch</A>, <A HREF="#v_kicktime">v_kicktime</A>
<HR></P>
<H4><A NAME="v_kicktime"></A>v_kicktime (V)</H4>
<P><I>Syntaxe: </I>v_kicktime <Φφslo></P>
<P><I>Default: </I>0.5</P>
<P>Nastavuje dobu trvßnφ "kick" efektu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#v_kickpitch">v_kickpitch</A>, <A HREF="#v_kickroll">v_kickroll</A>
<HR></P>
<H4><A NAME="version"></A>version (C)</H4>
<P><I>Syntaxe: </I>version</P>
<P>Zobrazφ informaci o verzi.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE>Version 1.01
Exe: 17:38:28 Jul 12 1996
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="vid_describecurrentmode"></A>vid_describecurrentmode (C)</H4>
<P><I>Syntaxe: </I>vid_describecurrentmode</P>
<P><I>Default: </I>0</P>
<P>VypφÜe aktußlnφ videore₧im.</P>
<P><I>Viz tΘ₧: </I><A HREF="#vid_describemode">vid_describemode</A>, <A HREF="#vid_describemodes">vid_describemodes</A>,
<A HREF="#vid_mode">vid_mode</A>, <A HREF="#vid_nummodes">vid_nummodes</A>,
<A HREF="#vid_testmode">vid_testmode</A>, <A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="vid_describemode"></A>vid_describemode (C)</H4>
<P><I>Syntaxe: </I>vid_describemode <re₧im></P>
<P>VypφÜe informaci o vybranΘm videore₧imu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#vid_describecurrentmode">vid_describecurrentmode</A>,
<A HREF="#vid_describemodes">vid_describemodes</A>, <A HREF="#vid_mode">vid_mode</A>,
<A HREF="#vid_nummodes">vid_nummodes</A>, <A HREF="#vid_testmode">vid_testmode</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="vid_describemodes"></A>vid_describemodes (C)</H4>
<P><I>Syntaxe: </I>vid_describemodes</P>
<P>Zobrazφ informaci o vÜech videore₧imech.<BR>
<B>P°φklad v²stupu:</B></P>
<UL>
<PRE> ***** 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: 360x480
</PRE>
</UL>
<P><I>Viz tΘ₧: </I><A HREF="#vid_describecurrentmode">vid_describecurrentmode</A>,
<A HREF="#vid_describemode">vid_describemode</A>, <A HREF="#vid_mode">vid_mode</A>,
<A HREF="#vid_nummodes">vid_nummodes</A>, <A HREF="#vid_testmode">vid_testmode</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="vid_mode"></A>vid_mode (C)</H4>
<P><I>Syntaxe: </I>vid_mode <re₧im></P>
<P>Nastavφ videore₧im.</P>
<P><I>Viz tΘ₧: </I><A HREF="#vid_describecurrentmode">vid_describecurrentmode</A>,
<A HREF="#vid_describemode">vid_describemode</A>, <A HREF="#vid_describemodes">vid_describemodes</A>,
<A HREF="#vid_nummodes">vid_nummodes</A>, <A HREF="#vid_testmode">vid_testmode</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="vid_nopageflip"></A>vid_nopageflip (T)</H4>
<P><I>Syntaxe: </I>vid_nopageflip <0/1></P>
<P><I>Default: </I>0</P>
<P>Zapne (0) / vypne (1) strßnkovßnφ.<BR>
<B>Z techinfo.txt:</B></P>
<UL>
<PRE>Pokud dan² VESA re₧im podporuje strßnkovßnφ, je strßnkovßnφ pou₧ito.
Strßnkovßnφ m∙₧e b²t zakßzßno nastavenφm vid_nopageflip na 1 a nßsledn²m
nastavenφm videore₧imu. Poznßmka: hodnota vid_nopageflip se bere v ·vahu
pouze p°i zm∞n∞ videore₧imu. Nastavenφ z∙stßvß v platnosti i p°i opuÜt∞nφ
a znovuspuÜt∞nφ <B>Quake</B>, dokud nenφ ruΦn∞ vrßcena hodnota 0.
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="vid_nummodes"></A>vid_nummodes (C)</H4>
<P><I>Syntaxe: </I>vid_nummodes</P>
<P>Zobrazuje poΦet videore₧im∙ kterΘ jsou k dispozici.</P>
<P><I>Viz tΘ₧: </I><A HREF="#vid_describecurrentmode">vid_describecurrentmode</A>,
<A HREF="#vid_describemode">vid_describemode</A>, <A HREF="#vid_describemodes">vid_describemodes</A>,
<A HREF="#vid_mode">vid_mode</A>, <A HREF="#vid_testmode">vid_testmode</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="vid_testmode"></A>vid_testmode (C)</H4>
<P><I>Syntaxe: </I>vid_testmode <re₧im></P>
<P>P°epne do vybranΘho videore₧imu na urΦitou dobu kv∙li otestovßnφ.</P>
<P><I>Viz tΘ₧: </I><A HREF="#vid_describecurrentmode">vid_describecurrentmode</A>,
<A HREF="#vid_describemode">vid_describemode</A>, <A HREF="#vid_describemodes">vid_describemodes</A>,
<A HREF="#vid_mode">vid_mode</A>, <A HREF="#vid_nummodes">vid_nummodes</A>,
<A HREF="#menu_video">menu_video</A>
<HR></P>
<H4><A NAME="vid_wait"></A>vid_wait (V)</H4>
<P><I>Syntaxe: </I>vid_wait <Φφslo></P>
<P><I>Default: </I>0</P>
<P><B>Z techinfo.txt:</B></P>
<UL>
<PRE>nastavuje typ Φekßnφ na videokartu:
0: ₧ßdnΘ Φekßnφ
1: Φekßnφ na vertikßlnφ sync
2: Φekßnφ na signßl "display enable"
</PRE>
</UL>
<P>
<HR></P>
<H4><A NAME="viewframe"></A>viewframe (X)</H4>
<P><I>Syntaxe: </I>viewframe</P>
<P>P°i spuÜt∞nφ ohlßsφ "No viewthing on map". Pou₧φvßn intern∞
a nedoporuΦuje se jeho pou₧φvßnφ.<BR>
Informace poskytl Phrog`gee <mistix@nando.net>.<BR>
<HR></P>
<H4><A NAME="viewmodel"></A>viewmodel (X)</H4>
<P><I>Syntaxe: </I>viewmodel</P>
<P>P°i spuÜt∞nφ ohlßsφ "No viewthing on map". Pou₧φvßn intern∞
a nedoporuΦuje se jeho pou₧φvßnφ.<BR>
Informace poskytl Phrog`gee <mistix@nando.net>.<BR>
<HR></P>
<H4><A NAME="viewnext"></A>viewnext (X)</H4>
<P><I>Syntaxe: </I>viewnext</P>
<P>P°i spuÜt∞nφ ohlßsφ "No viewthing on map". Pou₧φvßn intern∞
a nedoporuΦuje se jeho pou₧φvßnφ.<BR>
Informace poskytl Phrog`gee <mistix@nando.net>.<BR>
<HR></P>
<H4><A NAME="viewprev"></A>viewprev (X)</H4>
<P><I>Syntaxe: </I>viewprev</P>
<P>P°i spuÜt∞nφ ohlßsφ "No viewthing on map". Pou₧φvßn intern∞
a nedoporuΦuje se jeho pou₧φvßnφ.<BR>
Informace poskytl Phrog`gee <mistix@nando.net>.<BR>
<HR></P>
<H4><A NAME="viewsize"></A>viewsize (V)</H4>
<P><I>Syntaxe: </I>viewsize <Φφslo></P>
<P><I>Default: </I>100</P>
<P>Nastavuje velikost obrazu.</P>
<P><I>Viz tΘ₧: </I><A HREF="#sizedown">sizedown</A>, <A HREF="#sizeup">sizeup</A>
<HR></P>
<H4><A NAME="volume"></A>volume (V)</H4>
<P><I>Syntaxe: </I>volume <hlasitost></P>
<P><I>Default: </I>1.0</P>
<P>Nastavuje hlasitost p°ehrßvßnφ zvuk∙.</P>
<P><I>Viz tΘ₧: </I><A HREF="#play">play</A>, <A HREF="#playvol">playvol</A>
<HR></P>
<H4><A NAME="wait"></A>wait (C)</H4>
<P><I>Syntaxe: </I>wait</P>
<P>Zp∙sobφ Φekßnφ jeden tik hry. </P>
</BODY>
</HTML>