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- ******
- +attack -attack (A)
-
- When attack is active the player is firing their current weapon
-
- SA: impulse
- ******
- +back -back (A)
-
- When back is active the player is moving backwards
-
- SA: cl_backspeed
- ******
- +forward -forward (A)
-
- When forward is active the player is moving forward
-
- SA: cl_forwardspeed
- ******
- +jump -jump (A)
-
- When jump is active the player is jumping
-
- SA: sv_gravity
- ******
- +klook -klook (A)
-
- When klook is active forward and back become lookup and lookdown.
- ******
- +left -left (A)
-
- When left is active the player is turning left.
-
- SA: cl_yawspeed
- ******
- +lookdown -lookdown (A)
-
- When lookdown is active the player's view is moving down.
-
- SA: cl_pitchspeed, centerview
- ******
- +lookup -lookup (A)
-
- When lookup is active the player's view is moving up.
-
- SA: cl_pitchspeed, centerview
- ******
- +mlook -mlook (A)
-
- When mlook is active moving the mouse forwards and backwards performs a
- lookup and lookdown respectively.
- ******
- +movedown -movedown (A)
-
- When movedown is active the player is swimming down in a liquid.
-
- SA: cl_upspeed
- ******
- +moveleft -moveleft (A)
-
- When moveleft is active the player is strafing left.
-
- SA: cl_sidespeed
- ******
- +moveright -moveright (A)
-
- When moveright is active the player is strafing right.
-
- SA: cl_sidespeed
- ******
- +moveup -moveup (A)
-
- When moveup is active the player is swimming up in a liquid.
-
- SA: cl_upspeed
- ******
- +right -right (A)
-
- When right is active the player is turning right.
-
- SA: cl_yawspeed
- ******
- +showscores -showscores (A)
-
- When showscores is active in single player mode the current level stats are
- shown on the status bar. In multiplayer mode the current frags are shown on
- the full screen.
- ******
- +speed -speed (A)
-
- When speed is active the player is running.
-
- SA: cl_movespeedkey, cl_anglespeedkey
- ******
- +strafe -strafe (A)
-
- When strafe is active left and right function as +moveleft and +moveright
- strafing in that direction.
- ******
- +use <?> -use (A)
-
- Sets the USE flag for the player. Currently not used by Quake.
- Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
- ******
- alias <name> [command] (C)
-
- Using alias without the [command] option will erase the alias specified
- in <name> From techinfo.txt:
-
- The alias command is used to create a reference to a command or list of
- commands. When aliasing multiple commands, or commands that contain
- multiple words (such as "fraglimit 50"), you must enclose all the
- commands in quotation marks and separate each command with a semi-colon.
-
- Example of an alias that changes some Deathmatch server parameters:
-
- alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
- bind INS net_game
-
- SA: bind
- ******
- ambient_fade <n> (V)
-
- Def: 100
-
- How quickly ambient sounds fade in/out. Higher values make the sound fade
- quicker.
-
- SA: ambient_level
- ******
- ambient_level <n> (V)
-
- Def: 0.3
-
- How loud ambient sounds are. This includes wind, water, and other ambient
- sounds.
-
- SA: ambient_fade
- ******
- auxlook <?> (1.06)
-
- Def: 1
-
- I thought this would allow the joystick to function like the mouse during a
- +mlook but I can't get it to work...
-
- SA: toggle_auxlook
- ******
- ban <ip address> [mask] (1.06)
-
- At long last you can ban those troublesome players. Just get their ip with the
- status command and enter it in. However, don't get your hopes up that much at
- this point. It is a quick hack and can only current handle one banned ip
- address. If you enter a higher order domain such as xxx.xxx.xxx any player
- from that domain will be unable to play. Makes it easy to ban players from a
- particular ISP or site. Once you have declared at least one banned site typing
- ban without an ip address will list the current sites that are being banned.
-
- To use the higher order domain banning the format is: ban xxx.xxx.0.0
- xxx.xxx.0.0 Once banning has been turned on you can turn it off by using the
- command: ban off
-
- Thanks to Daniel A. Sill <sill@zeke.as.utexas.edu> for getting the low-down
- on this command.
-
- SA: status
- ******
- begin (P)
-
- This command reports "Not valid from console" when run. It is part of the
- Quake client/server protocol. Sent by a client to a server after the client
- has processed the entity spawn messages and the client is ready to begin
- rendering and processing game update messages. Not for use by mortals.
-
- Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
-
- See aldo: prespawn, spawn
- ******
- bgmbuffer <size> (V)
-
- Def: 4096
-
- Amount of memory allocated for the background music buffer, used when playing
- from a cd.
-
- SA: bgmvolume, cd
- ******
- bgmvolume <vol> (V)
-
- Def: 1.0
-
- Volume of background cd music.
-
- SA: cd, bgmbuffer
- ******
- bind <key> [command] (C)
-
- Used to bind a set of commands to a key.
- From techinfo.txt:
-
- Where <key> is a valid key control and [command] is a valid Quake
- command.
-
- Example:
- To bind the j key to the 'jump' command, you would type:
- bind j +jump
- and press enter.
-
- Non-printable keys such as 'page up' and buttons from the mouse/joystick
- are bound in the same manner as printable characters. A list of bindable
- keys can be found at the end of this file.
-
- Example:
- To bind the page up key to the 'jump' command, you would type:
- bind pageup +jump
- and press enter.
-
- To bind the right mouse button to the attack command, you would type:
- bind mouse2 +attack
- and press enter.
-
- The following keys can be bound:
-
- A-Z 0-9
- *F1-F12 *TAB
- ENTER SPACE
- BACKSPACE UPARROW
- DOWNARROW LEFTARROW
- RIGHTARROW ALT
- CTRL SHIFT
- INS DEL
- PGDN PGUP
- HOME END
- PAUSE SEMICOLON
-
- MOUSE1 (mouse button 1)
- MOUSE2 (mouse button 2)
- MOUSE3 (mouse button 3)
-
- *~ (tilde)
-
- * Can only be bound on the command line or in a .cfg file.
-
- The ESC key cannot be bound.
-
- To bind multiple command enclose the entire command in quotes and separate the
- commands with semicolons.
-
- bind q "impulse 7; +attack; wait; -attack; impulse 5"
-
- When using actions commands in a bind (ie +attack or +left) the first plus
- action will automatically have a minus added when the key is released. To
- prevent this start the command with a semicolon.
-
- bind q ";+mlook" (This will keep mlook on until a -mlook is executed.)
-
- SA: alias, unbind, unbindall
- ******
- bf (C)
-
- Background flash, used when you pick up an item.
- ******
- _cl_color <value> (V)
-
- Def: 0
-
- Set the player's color. The value is SC*16+PC where SC is shirt color and
- PC is pants color.
-
- SA: color
- ******
- _cl_name <string> (V)
-
- Def: Player
-
- Sets the player's name. Works the same as the name command.
-
- SA: name
- ******
- _config_com_baud <value> (V)
-
- Def: 57600
-
- Sets the default baud rate for the modem.
-
- SA: com1/com2
- ******
- _config_com_irq <value> (V)
-
- Def: 4
-
- Sets the default irq for the modem.
-
- SA: com1/com2
- ******
- _config_com_modem <0/1> (T)
-
- Def: 0
-
- This is a really weird option. If set to one then com1 gets the values that
- the config_x commands sets. It doesn't work for com2 though. I think in
- general it's better just to use the com1 and com2 commands.
-
- SA: com1/com2
- ******
- _config_com_port <value> (V)
-
- Def: 1016
-
- Sets the default port for the modem. Use 0x to enter the number in hex.
-
- SA: com1/com2
- ******
- _config_modem_clear <string> (V)
-
- Def: ATZ
-
- Sets the default modem reset command.
-
- SA: com1/com2
- ******
- _config_modem_dialtype <P/T> (V)
-
- Def: T
-
- Sets the default dailing mode to Touch Tone (T) or Pulse (P).
-
- SA: com1/com2
- ******
- _config_modem_hangup <string> (V)
-
- Def: AT H
-
- Sets the default hangup string for the modem.
-
- SA: com1/com2
- ******
- _config_modem_init <string> (V)
-
- Def: (none)
-
- Sets the default modem init string.
-
- SA: com1/com2
- ******
- cd [command] (C)
-
- Used to control the cd player.
- From techinfo.txt:
-
- cd on
- Re-enables the CD audio system after a "cd off" command.
-
- cd off
- Shuts down the CD audio system. No more music will be played unless
- it is re-enabled.
-
- cd reset
- Causes the CD audio to re-initialize. This is useful if you change
- CDs or insert the CD after you've already run Quake.
-
- cd play <track number>
- Plays the specified track one time.
-
- cd loop <track number>
- Plays the specified track. It will be repeated until either it is
- manually stopped or another track is started.
-
- cd stop
- Stops the currently playing track.
-
- cd resume
- Will resume playback of a stopped track.
-
- cd eject
- This is for CD players that do not have a manual eject button.
-
- cd remap <track1> <track2> <track3> ...
- Allows you to switch what tracks are played. This is especially useful
- if you want to play music other than that on the Quake CD. If the CD
- audio system is told to play track 1, it will instead play the 1st
- track you specified. For example: assuming a CD with 1 data track and
- 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
- the data alone and play the audio tracks as if they had been placed on
- the CD in the opposite order.
-
- cd info
- Reports information such as the number and types of tracks on the
- current CD, what track (if any) is currently playing, and the playback
- volume.
-
- SA: bgmvolume, bgmbuffer
- ******
- centerview (C)
-
- Moves player's view back to straight ahead after a +lookup or +lookdown action.
-
- SA: v_centerspeed, force_centerview
- ******
- changelevel <map> (C)
-
- Switch game play to selected level. Use this command instead of map when you
- are running a server. Unlike the map command changelevel won't disconnect all
- of the clients before loading the next level
-
- Thanks to Howard Ship <hship@cac.stratus.com> for the command clarification.
-
- SA: map
- ******
- cl_anglespeedkey <speed> (V)
-
- Def: 1.5
-
- Sets multiplier for how fast you turn when running.
-
- SA: cl_yawspeed
- ******
- cl_backspeed <speed> (V)
-
- Def: 400
-
- Sets backward movement rate.
-
- SA: sv_maxspeed, cl_movespeedkey
- ******
- cl_bob <value> (V)
-
- Def: 0.02
-
- Sets how much your weapon moves up and down when walking.
-
- SA: cl_bobcycle, cl_bobup
- ******
- cl_bobcycle <value> (V)
-
- Def: 0.6
-
- Sets how quickly your weapon moves up and down when walking.
-
- SA: cl_bob, cl_bobup
- ******
- cl_bobup <value> (V)
-
- Def: 0.5
-
- Sets how long your weapon stays up before cycling when walking
-
- SA: cl_bob, cl_bob_cycle
- ******
- cl_forwardspeed <speed> (V)
-
- Def: 200
-
- Sets forward movement rate.
-
- SA: sv_maxspeed, cl_movespeedkey
- ******
- cl_movespeedkey <speed> (V)
-
- Def: 2.0
-
- Set multiplier for how fast you move when running.
-
- SA: cl_backspeed, cl_forwardspeed, sv_maxspeed
- ******
- cl_nolerp <?> (?)
-
- Def: 0
-
- Don't know what is does.
- ******
- cl_pitchspeed <value> (V)
-
- Def: 150
-
- Sets how fast you lookup and lookdown.
- ******
- cl_rollangle <value> (V)
-
- Def: 2.0
-
- Sets how much your screen tilts when strafing.
-
- SA: cl_rollspeed
- ******
- cl_rollspeed <speed> (V)
-
- Def: 200
-
- Sets how quickly you straighten out after strafing.
-
- SA: cl_rollangle
- ******
- cl_shownet <0/1> (T)
-
- Def: 0
-
- Toggle the display of current net status (Doesn't mean much to me.)
- Example output:
-
- 98 98 120
- 120
- 98
-
- ******
- cl_sidespeed <speed> (V)
-
- Def: 350
-
- Sets how quickly you strafe.
- ******
- cl_upspeed <speed> (V)
-
- Def: 200
-
- Effects how quickly you moveup and movedown in liquids. Kind of strange that
- upspeed also effects your downspeed?
- ******
- cl_yawspeed <speed> (V)
-
- Def: 140
-
- Sets how quickly you turn left or right.
-
- SA: cl_anglespeedkey
- ******
- clear (C)
-
- Clears the console screen.
- ******
- cmd <?> (?)
-
- Don't know what it does.
- ******
- color <shirt> <pants> (C)
-
- Sets the player's colors. If just the shirt color is used the pants color will
- be the same.
-
- SA: _cl_color
- ******
- com1 [command] com2 [command] (C)
-
- Control the com ports on your computer. From techinfo.txt:
-
- enable | disable
- "enable" means that your configuration is complete and you want to use
- the COM port. "disable" is used to turn off a COM port, usually to
- change its settings. The default (initial) state is disabled.
-
- modem | direct
- Use one of these two to let Quake know if you are using a modem or a
- direct connection (also called a null modem.) Quake uses this to know
- if it needs to handles modem initialization strings, dialing sequences,
- and hangup procedures.
-
- reset
- This will reset the COM port to its default settings and state.
-
- port <n>
- irq <n>
- These are used to set the I/O Port and IRQ that your serial port uses.
- The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
- COM2. Note that the port number is displayed in hexadecimal; to enter
- it you would use something like "COM2 port 0x2f8"; the "0x" preceding
- the "2f8" indicates that you are giving the value in hexadecimal
- otherwise decimal is assumed.
-
- baud <n>
- Sets the baud rate. Valid values for <n> are: 9600, 14400,
- 28800, 57600, and 115200. 57600 is the default. Please note that
- this is the baud rate used for the uart, not your modem. It is
- perfectly valid to use 57600 on a COM port that is connected to a
- 28.8 modem.
-
- 8250 | 16550
- Specifies the type of uart chip in your system. Normally this is
- automatically detected, one of these need only be used if your chip
- is incorrectly detected.
-
- clear
- startup
- shutdown
- This allows you to specify the clear, startup, and shutdown strings
- needed for a modem for playing Quake. If you've found values that
- previously worked with Doom, use them here. If you are playing over
- a null modem cable, leave these blank.
-
- -cts | +cts
- -dsr | +dsr
- -cd | +cd
- These determine if certain serial control lines should be honored or
- ignored. The "-" means you want that line ignored, the "+" means to
- honor it. "cts" is an abbreviation for "clear to send", "dsr" for
- "data set ready", and "cd" for "carrier detect". Do not change these
- values unless you are absolutely positive you need to. The default is
- to ignore all 3 lines.
-
- Quake always uses no parity, 8 data bits, and 1 stop bit; these
- values can not be changed. The baud, port, irq, and uart type can
- not be changed on an enabled port, you must disable it first.
-
- Configuration examples
- ************************--
- Example1: You have a machine with two serial ports you are going
- to use as a Quake server. COM1 will be using a null modem cable and
- COM2 will be connected to a 14.4 modem. You would use commands similar
- (the startup string would almost certainly be different) to these:
-
- COM1 baud 57600 enable
- COM2 baud 14400 modem startup AT\N0%C0B8 enable
-
- Example2: You are going to use your machine to connect to a dial-up
- Quake server with your 28.8 modem connected to COM2. You would
- use a command something like this:
-
- COM2 baud 57600 modem startup AT\N0%C0B8 enable
-
- Note the baud rate is not the same as the modem speed. This allows
- the modem-to-uart communications to occur at a higher rate than
- the modem-to-modem communications.
-
- SA: _config_com_baud, _config_com_irq, _config_com_modem,
- _config_com_port, _config_modem_clear, _config_modem_dialtype,
- _config_modem_hangup, _config_modem_init
- ******
- con_notifytime <time> (V)
-
- Def: 3
-
- Sets how long messages are displayed when playing.
- ******
- connect <server> (C)
-
- Connect to a Quake server. The name can be an absolute LAN address, IP, or
- hostname, depending on your network connection.
- In v1.06 you can also use the following format "connect xxx.xxx.xxx.xxx:xxxxx"
- to connect to a certian udpport of a server. Make sure you use the quotes ("")
- otherwise it doesn't work. SA: slist, disconnect, reconnect
- ******
- coop <0/1> (T)
-
- Def: 0
-
- Toggle the cooperative play mode in network games.
-
- SA: deathmatch, teamplay
- ******
- crosshair <0/1> (T)
-
- Def: 0
-
- Toggle the display of an aiming crosshair.
-