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- ******
- samelevel <0/1> (T)
-
- Def: 0
-
- Toggles whether exiting a level advances to the next one.
-
- SA: fraglimit, timelimit, noexit
- ******
- save <filename> (C)
-
- Save a game.
-
- SA: load, menu_save
- ******
- say <string> (C)
-
- Broadcast a string to all other players. The string is entered on the console,
- unlike the messagemode and messagemode2 commands, allowing it to be used on a
- dedicated server.
-
- Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation
- of this command.
-
- SA: messagemode, messagemode2, say_team
- ******
- say_team <string> (C)
-
- Broadcast a string to all players on your team. The string is entered on the
- console, unlike the messagemode and messagemode2 commands, allowing it to be
- used on a dedicated server.
-
- Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation
- of this command.
-
- SA: messagemode2, messagemode, say
- ******
- sbinfo (C)
-
- Report current Sound Blaster settings.
- Example output:
-
- BLASTER=A220 I5 D1 H5 P330 T6
- dsp version=4.13
- dma=5
- dma position:79
-
- ******
- scr_centertime <time> (V)
-
- Def: 2
-
- Sets how long the screen hints are displayed on the screen. This includes
- messages like "Step into the slipgate...".
-
- Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
- ******
- scr_conspeed <value> (V)
-
- Def: 300
-
- Sets how quickly the console screen scrolls up and down.
- ******
- scr_ofsx <value> (V)
-
- Def: 0
-
- Sets how much to offset the view in the x direction.
-
- SA: scr_ofsy, scr_ofsz
- ******
- scr_ofsy <value> (V)
-
- Def: 0
-
- Sets how much to offset the view in the y direction.
-
- SA: scr_ofsx, scr_ofsz
- ******
- scr_ofsz <value> (V)
-
- Def: 0
-
- Sets how much to offset the view in the z direction.
-
- SA: scr_ofsx, scr_ofsy
- ******
- scr_printspeed <speed> (V)
-
- Def: 8
-
- Controls how fast the text is displayed at the end of the single player
- episodes.
-
- Thanks to Phrog`gee <mistix@nando.net> for the syntax of this command.
- ******
- screenshot (V)
-
- Captures a .pcx file of your current view. Automatically names based on the
- existence of other screenshots.
- ******
- sensitivity <value> (V)
-
- Def: 3
-
- Sets the sensitivity of the mouse.
- ******
- serverprofile <0/1> (T)
-
- Def: 0
-
- Toggles if server stats are displayed.
- Example output:
-
- serverprofile: 4 clients 40 msec
-
- ******
- showpause <0/1> (T)
-
- Def: 1
-
- Toggles if the pause icon appears when the game is paused.
-
- SA: showram, showturtle
- ******
- showram <0/1> (T)
-
- Def: 1
-
- Toggles if the ram icon appears when then game is running out of memory.
-
- SA: showpause, showturtle
- ******
- showturtle <0/1> (T)
-
- Def: 0
-
- Toggle if the turtle icon is displayed when the frame rate drops below 10.
-
- SA: showpause, showram
- ******
- sizedown (C)
-
- Reduces the screen size.
-
- SA: sizeup, viewsize
- ******
- sizeup (C)
-
- Increases the screen size.
-
- SA: sizedown, viewsize
- ******
- skill <level> (V)
-
- Set the skill level of the game. Useful to set before recording a demo.
- ValueDifficulty
- 0 Easy
- 1 Normal
- 2 Hard
- 3 Nightmare
- ******
- slist (C)
-
- Show Quake servers located on the LAN.
-
- SA: connect
- ******
- snd_noextraupdate <0/1> (T)
-
- Def: 0
-
- Toggles the correct value display in host_speeds. Usually messes up sound
- playback when in effect.
-
- From techinfo.txt:
-
- (Note, though, that unless you also do
- snd_noextraupdate 1<enter>
- sound time will actually show up as graphics time. However,
- snd_noextraupdate 1 can cause sound to get choppy, so it's not
- generally recommended.)
-
- SA: host_speeds
- ******
- snd_show <0/1> (T)
-
- Def: 0
-
- Toggles the display of sounds currently being played.
- Example output:
-
- 255 106 zombie/z_idle.wav
- 218 66 zombie/z_idle.wav
- 241 89 zombie/z_idle.wav
- 70 117 ambience/fire1.wav
- ----(4)----
-
- ******
- soundinfo (C)
-
- Reports information on the sound system.
- Example output:
-
- 1 stereo
- 2048 samples
- 1963 samplepos
- 16 samplebits
- 1 submission_chunk
- 11025 speed
- 0x7d7cf000 dma buffer
- 78 total_channels
-
- ******
- soundlist (C)
-
- Reports a list of sounds current cached.
- Example output:
-
- (...) {Text Deleted}
- L( 8b) 137481 : ambience/drip1.wav
- L( 8b) 68273 : ambience/swamp2.wav
- L( 8b) 68271 : ambience/swamp1.wav
- (16b) 28120 : weapons/lstart.wav
- ( 8b) 12815 : items/damage3.wav
- ( 8b) 19694 : misc/power.wav
- Total resident: 1689633
-
- SA: flush
- ******
- spawn (P)
-
- This command reports "Not valid from console" when run. Part of the Quake
- client/server protocol. Sent by a client to a server after the client has
- processed the prespawn messages and the client is ready to process the entity
- spawn messages. Not for use by mortals.
-
- Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
-
- SA: begin, prespawn
- ******
- startdemos <filename1> <filename2> <...> (C)
-
- Setup a queue of demos to loop. Note: once you queue 3 demos your list must
- always have 3 demos in it. Likewise if you queue 5 future lists must also have
- 5 demos in them. If after queueing up 4 demos you then queue 2 the two demos
- from the 4 demo queue will be played after your two newly queued demos.
-
- SA: demos, playdemo, stopdemo
- ******
- status (C)
-
- Report current game information.
- Example output:
-
- host: hostname
- map: e1m6
- players: 8 active (8 max)
-
- player1 1 0:03:39
- xxx.xxx.xxx.xxx:xxxx
- player2 2 0:06:49
- xxx.xxx.xxx.xxx:xxxx
- (...) {Text deleted}
-
- ******
- stop (C)
-
- Stop the recording of a demo.
-
- SA: record
- ******
- stopdemo (C)
-
- Stops the current playback of demos.
-
- SA: playdemo, demos
- ******
- stopsound (C)
-
- Stops all sounds currently being played.
- ******
- stuffcmds (C)
-
- Starts execution of command line parameters. (Used during game startup.)
- ******
- sv_accelerate <value> (V)
-
- Def: 10
-
- Sets how quickly objects accelerate.
- ******
- sv_aim <value> (V)
-
- Def: 0.93
-
- Sets how much leniency there is in the vertical aim when shooting at a target.
- (0.0 gives the most leniency.)
- ******
- sv_friction <value> (V)
-
- Def: 4
-
- Sets how much friction there is.
- ******
- sv_gravity <value> (V)
-
- Def: 800
-
- Sets how much gravity there is.
- ******
- sv_idealpitchscale <value> (V)
-
- Def: 0.8
-
- Sets how much a player's view changes when on steps or an incline.
- ******
- sv_maxspeed <value> (V)
-
- Def: 320
-
- Sets the maximum rate at which a player can move.
-
- SA: cl_backspeed, cl_forwardspeed, cl_movespeedkey
- ******
- sv_maxvelocity <value> (V)
-
- Def: 2000
-
- Sets the maximum speed at which anything can move including ammunition.
- ******
- sv_nostep <0/1> (T)
-
- Def: 0
-
- Toggles if players automatically walk up steps or if they have to jump up them.
- ******
- sv_stopspeed <value> (V)
-
- Def: 100
-
- Sets how quickly objects stop moving.
- ******
- sys_ticrate <value> (V)
-
- Def: 0.05
-
- From techinfo.txt:
-
- Only used by dedicated servers. This determines the rate at which the
- server will send out updates to the clients. The default value is 0.05
- (20 updates per second.) For servers where bandwidth is limited, using
- modems or the internet for example, it is advisable to lower this value
- to 0.1 (10 updates per second.) This will have a very minor effect on
- responsiveness, but will half the outbound bandwidth required making the
- modem players a lot happier.
-
- ******
- teamplay <value> (T)
-
- Def: 0
-
- Toggles whether team mode is on during networked games. Set teamplay to 1 to
- turn this option on.
-
- Under v1.06 teamplay 2 was added which allows you to hurt yourself and your
- team, but if you kill someone on your team you lose a frag.
-
- SA: coop, deathmatch
- ******
- tell <player> <string> (C)
-
- Send a message to a single player. Very nice in large network games.
- ******
- A variable used mainly by Quake C programmers for just about anything. (X)
- ******
- test <server> (C)
-
- Reports information about the players currently on the selected server.
- Example output:
-
- Player1
- frags: 0 colors:13 13 time:284
- xxx.xxx.xxx.xxx:xxxx
- Player2
- frags: 5 colors:4 3 time:11
- xxx.xxx.xxx.xxx:xxxx
- Player3
- frags: 13 colors:3 11 time:3
- xxx.xxx.xxx.xxx:xxxx
-
- Thanks to Brian Jones <polydat@infi.net> for the syntax of this command.
- ******
- test2 <server> (C)
-
- Reports information about the current conditions the selected server has.
- Example output:
-
- sv_maxspeed 320
- sv_friction 4
- sv_gravity 800
- noexit 0
- teamplay 0
- timelimit 0
- fraglimit 50
-
- Thanks to Brian Jones <polydat@infi.net> for the syntax of this command.
- ******
- timedemo <demoname> (C)
-
- Gets demo speed and time. Only works correctly under v1.06.
- Example output:
-
- 969 Frames 52.2 Seconds 18.6 FPS
-
- ******
- timelimit <value> (V)
-
- Def: 0
-
- Set a time to play the level before advancing to the next one.
-
- SA: fraglimit, noexit, samelevel
- ******
- timerefresh (C)
-
- Does a quick test to find out video refresh for your current location. It
- calculates this based on doing a 360 degree turn.
- Example output:
-
- 3.675180 Seconds (34.828222 FPS)
-
- ******
- toggle_auxlook (1.06)
-
- Toggles if auxlook is on or off.
-
- SA: auxlook
- ******
- toggleconsole (C)
-
- Display or remove the console screen.
- ******
- togglemenu (C)
-
- Display the menu screens.
-
- SA: menu_main
- ******
- unbind <key> (C)
-
- Remove the current commands bound to a key.
-
- SA: unbindall, bind
- ******
- unbindall (C)
-
- Remove every key binding. (Use with caution. Current key bindings are saved
- when you exit so if you unbindall then exit only the ESC key will work. Trust
- me I know!)
-
- SA: unbind, bind
- ******
- _vid_default_mode <mode> (V)
-
- Def: 0
-
- Sets the default video mode that Quake uses.
-
- SA: menu_video
- ******
- _vid_wait_override <0/1> (T)
-
- Def: 0
-
- From techinfo.txt:
-
- can be used to force wait for vertical sync in all modes. When
- _vid_wait_override is set to 0, the type of waiting, if any, for
- each video mode that's set thereafter is automatically set to
- that appears to be the fastest safe state. However, it is
- possible in some cases that automatic setting may result in some
- screen glitching, and it is also true that shear can be
- eliminated by waiting for vertical sync (although at a cost in
- performance), so it may be desirable in some cases to override
- the automatic wait selection and always wait for vertical sync.
- This can be done by setting _vid_wait_override to 1. Once set,
- this remains in effect through all succeeding mode sets, even
- when Quake is exited and re-entered; the only way to keep Quake
- from waiting for vertical sync once _vid_wait_override is set to
- 1 is to set _vid_wait_override to 0. Note that changing
- _vid_wait_override doesn't affect the current mode, but rather
- takes effect on the next mode set.
-
- ******
- v_centermove <value> (V)
-
- Def: 0.15
-
- Sets how far the player must move forward before the view recenters. A big
- help for those people that like to use the keyboard.
-
- Thanks to James Boswell &tg;boswell@nspace.com.au> for the documentation of
- this command.
- ******
- v_centerspeed <value> (V)
-
- Def: 500
-
- Sets how quickly you return to a center view after a lookup or lookdown.
-
- SA: centerview
- ******
- v_cshift <?> (?)
-
- Don't know what it does.
- ******
- v_idlescale <0/1> (T)
-
- Def: 0
-
- Toggles whether the the view remains idle. (You can get some cool effects if
- you turn this on.)
-
- SA: v_ipitch_cycle, v_ipitch_level, v_iroll_cycle, v_iroll_level,
- v_iyaw_cycle, v_iyaw_level
- ******
- v_ipitch_cycle <value> (V)
-
- Def: 1
-
- Sets how quickly you lean forwards and backwards when v_idlescale is active.
-
- SA: v_idlescale, v_ipitch_level
- ******
- v_ipitch_level <value> (V)
-
- Def: 0.3
-
- Sets how far lean forwards and backwards when v_idlescale is active.
-
- SA: v_idlescale, v_ipitch_cycle
- ******
- v_iroll_cycle <value> (V)
-
- Def: 0.5
-
- Sets how quickly you tilt right and left when v_idlescale is active.
-
- SA: v_idlescale, v_iroll_level
- ******
- v_iroll_level <value> (V)
-
- Def: 0.1
-
- Sets how far you tilt right and left when v_idlescale is active.
-
- SA: v_idlescale, v_iroll_cycle
- ******
- v_iyaw_cycle <value> (V)
-
- Def: 2
-
- Sets how quickly you look left and right when v_idlescale is active.
-
- SA: v_idlescale, v_iyaw_level
- ******
- v_iyaw_level <value> (V)
-
- Def: 0.3
-
- Sets how far you look left and right when v_idlescale is active.
-
- SA: v_idlescale, v_iyaw_cycle
- ******
- v_kickpitch <value> (V)
-
- Def: 0.6
-
- Sets how much you look up when hit.
-
- SA: v_kickroll, v_kicktime
- ******
- v_kickroll <value> (V)
-
- Def: 0.6
-
- Sets how much you lean when hit.
-
- SA: v_kickpitch, v_kicktime
- ******
- v_kicktime <value> (V)
-
- Def: 0.5
-
- Sets how long the "kick" effects last.
-
- SA: v_kickpitch, v_kickroll
- ******
- version (C)
-
- Report version information.
- Example output:
-
- Version 1.01
- Exe: 17:38:28 Jul 12 1996
-
- ******
- vid_describecurrentmode (C)
-
- Def: 0
-
- Report current video mode.
-
- SA: vid_describemode, vid_describemodes, vid_mode, vid_nummodes,
- vid_testmode, menu_video
- ******
- vid_describemode <mode> (C)
-
- Report information on selected videomode.
-
- SA: vid_describecurrentmode, vid_describemodes, vid_mode, vid_nummodes,
- vid_testmode, menu_video
- ******
- vid_describemodes (C)
-
- Report information on all video modes.
- Example output:
-
- ***** standard VGA modes *****
- 0: 320x200
-
- ***** Mode X-style modes *****
- 1: 320x200
- 2: 360x200
- 3: 320x240
- 4: 360x240
- 5: 320x350
- 6: 360x350
- 7: 320x400
- 8: 360x400
- 9: 320x480
- 10: 360x480
-
- SA: vid_describecurrentmode, vid_describemode, vid_mode, vid_nummodes,
- vid_testmode, menu_video
- ******
- vid_mode <mode> (C)
-
- Sets the video mode.
-
- SA: vid_describecurrentmode, vid_describemode, vid_describemodes,
- vid_nummodes, vid_testmode, menu_video
- ******
- vid_nopageflip <0/1> (T)
-
- Def: 0
-
- Toggles whether page flipping is disabled.
- From techinfo.txt:
-
- If a given VESA mode can support page flipping, then it defaults to page-
- flipped operation. A VESA mode can be forced to non-page-flipped operation
- by setting the vid_nopageflip console variable to 1, then setting the mode
- (note that vid_nopageflip takes operation on the next, not the current,
- mode set, and note that it then stays in effect permanently, even when
- Quake is exited and restarted, unless it is manually set back to 0.)
-
- ******
- vid_nummodes (C)
-
- Reports the total number of videomodes available.
-
- SA: vid_describecurrentmode, vid_describemode, vid_describemodes,
- vid_mode, vid_testmode, menu_video
- ******
- vid_testmode <mode> (C)
-
- Switch to another videomode temporarily to test it.
-
- SA: vid_describecurrentmode, vid_describemode, vid_describemodes,
- vid_mode, vid_nummodes, menu_video
- ******
- vid_wait <value> (V)
-
- Def: 0
-
- From techinfo.txt:
-
- sets the type of waiting that the video adapter should do, as follows:
- 0: no waiting
- 1: wait for vertical sync active
- 2: wait for display enable active
-
- ******
- viewframe (X)
-
- This command reports "No viewthing on map" when run. It is used internally by
- Quake and is recommended not to be accessed by the user.
-
- Thanks to Phrog`gee <mistix@nando.net> for information on this command.
- ******
- viewmodel (X)
-
- This command reports "No viewthing on map" when run. It is used internally by
- Quake and is recommended not to be accessed by the user.
-
- Thanks to Phrog`gee <mistix@nando.net> for information on this command.
- ******
- viewnext (X)
-
- This command reports "No viewthing on map" when run. It is used internally by
- Quake and is recommended not to be accessed by the user.
-
- Thanks to Phrog`gee <mistix@nando.net> for information on this command.
- ******
- viewprev (X)
-
- This command reports "No viewthing on map" when run. It is used internally by
- Quake and is recommended not to be accessed by the user.
-
- Thanks to Phrog`gee <mistix@nando.net> for information on this command.
- ******
- viewsize <value> (V)
-
- Def: 100
-
- Set the screen size.
-
- SA: sizedown, sizeup
- ******
- volume <volume> (V)
-
- Def: 1.0
-
- Set the volume for sound playback.
-
- SA: play, playvol
- ******
- wait (C)
-
- Wait a game tic.