Last updated Sep. The most recent version of this document can always be found at: https://www.neophi.com/home/danielr/quake/console.html
If anything in this document is either incorrect, missing, or not
explained well, please let me know so that I can correct it.
Daniel Rinehart aka Prog.
Cite this document as a source if used in another document.
Key for the list:
Disclaimer: This document is provided as is and may not be perfect. I
do not guarantee the validity of any of the information in it. I will
not be held liable or responsible for any damages caused from use or
misuse of the information contained within this document.
(A)=Action (C)=Command (P)=Protocol (T)=Toggle or flag
(V)=Variable (X)=Other (?)=Unknown
+attack / -attack (A)
Syntax: +attack -attack
When attack is active the player is firing their current weapon.
See also: impulse
Syntax: +back -back
When back is active the player is moving backwards.
See also: cl_backspeed
Syntax: +forward -forward
When forward is active the player is moving forward.
See also: cl_forwardspeed
Syntax: +jump -jump
When jump is active the player is jumping.
See also: sv_gravity
Syntax: +klook -klook
When klook is active forward and back become lookup and lookdown respectively.
Syntax: +left -left
When left is active the player is turning left.
See also: cl_yawspeed
Syntax: +lookdown -lookdown
When lookdown is active the player's view is moving down.
See also: cl_pitchspeed, centerview, force_centerview
Syntax: +lookup -lookup
When lookup is active the player's view is moving up.
See also: cl_pitchspeed, centerview, force_centerview
Syntax: +mlook -mlook
When mlook is active moving the mouse forwards and backwards performs a lookup and lookdown respectively.
Syntax: +movedown -movedown
When movedown is active the player is swimming down in a liquid.
See also: cl_upspeed
Syntax: +moveleft -moveleft
When moveleft is active the player is strafing left.
See also: cl_sidespeed
Syntax: +moveright -moveright
When moveright is active the player is strafing right.
See also: cl_sidespeed
Syntax: +moveup -moveup
When moveup is active the player is swimming up in a liquid.
See also: cl_upspeed
Syntax: +right -right
When right is active the player is turning right.
See also: cl_yawspeed
Syntax: +showscores -showscores
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.
Syntax: +speed -speed
When speed is active the player is running.
See also: cl_movespeedkey, cl_anglespeedkey
Syntax: +strafe -strafe
When strafe is active left and right function like moveleft and moveright, strafing in that direction.
Syntax: +use <?> -use
Sets the USE flag for the player. Currently not used by Quake.
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Syntax: _cl_color <value>
Default: 0
Set the player's color. The value is SC*16+PC where SC is shirt color and PC is pants color.
See also: color
Syntax: _cl_name <string>
Default: Player
Sets the player's name.
See also: name
Syntax: _config_com_baud <value>
Default: 57600
Sets the default baud rate for the modem.
See also: com1/com2
Syntax: _config_com_irq <value>
Default: 4
Sets the default irq for the modem.
See also: com1/com2
Syntax: _config_com_modem <0/1>
Default: 0
This is a really weird option. If set to 1 then com1 gets the values that the _config_x commands sets. It doesn't work for com2 though. I think in general it's better just to use the com1 and com2 commands.
See also: com1/com2
Syntax: _config_com_port <value>
Default: 1016
Sets the default port for the modem. Use 0x#### to enter the number in hex.
See also: com1/com2
Syntax: _config_modem_clear <string>
Default: ATZ
Sets the default modem reset command.
See also: com1/com2
Syntax: _config_modem_dialtype <P/T>
Default: T
Sets the default dailing mode to Touch Tone (T) or Pulse (P).
See also: com1/com2
Syntax: _config_modem_hangup <string>
Default: AT H
Sets the default hangup string for the modem.
See also: com1/com2
Syntax: _config_modem_init <string>
Default: (none)
Sets the default modem init string.
See also: com1/com2
Syntax: _vid_default_mode <mode>
Default: 0
Sets the default video mode that Quake uses.
See also: menu_video
Syntax: _vid_wait_override <0/1>
Default: 0
From techinfo.txt:
can be used to force wait for vertical sync in all modes. When _vid_wait_override is set to 0, the type of waiting, if any, for each video mode that's set thereafter is automatically set to that appears to be the fastest safe state. However, it is possible in some cases that automatic setting may result in some screen glitching, and it is also true that shear can be eliminated by waiting for vertical sync (although at a cost in performance), so it may be desirable in some cases to override the automatic wait selection and always wait for vertical sync. This can be done by setting _vid_wait_override to 1. Once set, this remains in effect through all succeeding mode sets, even when Quake is exited and re-entered; the only way to keep Quake from waiting for vertical sync once _vid_wait_override is set to 1 is to set _vid_wait_override to 0. Note that changing _vid_wait_override doesn't affect the current mode, but rather takes effect on the next mode set.
Syntax: alias <name> [command]
Using alias without the [command] option will erase the alias specified in <name>.
From techinfo.txt:
The alias command is used to create a reference to a command or list of commands. When aliasing multiple commands, or commands that contain multiple words (such as "fraglimit 50"), you must enclose all the commands in quotation marks and separate each command with a semi-colon. Example of an alias that changes some Deathmatch server parameters: alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15" bind INS net_game
See also: bind
Syntax: ambient_fade <n>
Default: 100
How quickly ambient sounds fade in/out. Higher values make the sound fade quicker.
See also: ambient_level
Syntax: ambient_level <n>
Default: 0.3
How loud ambient sounds are. This includes wind, water, and other ambient sounds.
See also: ambient_fade
Syntax: auxlook <0/1>
Default: 1
Toggle the camera angle control for use with an auxiliary controller (eg. SpaceTec & SpaceOrb).
Thanks to Sky Golightly <sky@bujin.com> for the info.
See also: toggle_auxlook
Syntax: ban <ip address> [mask]
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. It also supports higher order domain banning to make 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 (yes you have to type twice)
Once banning has been turned on you can turn it off by using the command: ban off
Thanks to Daniel A. Sill <sill@zeke.as.utexas.edu> for getting the low-down on this command.
See also: status
Syntax: begin
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.
Syntax: bf
Background flash, used when you pick up an item.
Syntax: bgmbuffer <size>
Default: 4096
Amount of memory allocated for the background music buffer, used when playing from a cd.
Syntax: bind <key> [command]
Used to bind a set of commands to a key.
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 action will automatically be stopped 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.)
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. 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 INSDEL 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.
See also: alias, unbind, unbindall
Syntax: cd [command]
Used to control the cd player.
From techinfo.txt:
cd on Re-enables the CD audio system after a "cd off" command. cd off Shuts down the CD audio system. No more music will be played unless it is re-enabled. cd reset Causes the CD audio to re-initialize. This is useful if you change CDs or insert the CD after you've already run Quake. cd play <track number> Plays the specified track one time. cd loop <track number> Plays the specified track. It will be repeated until either it is manually stopped or another track is started. cd stop Stops the currently playing track. cd resume Will resume playback of a stopped track. cd eject This is for CD players that do not have a manual eject button. cd remap <track1> <track2> <track3> ... Allows you to switch what tracks are played. This is especially useful if you want to play music other than that on the Quake CD. If the CD audio system is told to play track 1, it will instead play the 1st track you specified. For example: assuming a CD with 1 data track and 8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave the data alone and play the audio tracks as if they had been placed on the CD in the opposite order. cd info Reports information such as the number and types of tracks on the current CD, what track (if any) is currently playing, and the playback volume.
See also: bgmvolume, bgmbuffer
Syntax: centerview
Moves player's view back to straight ahead after a +lookup or +lookdown action.
See also: v_centerspeed, force_centerview
Syntax: changelevel <map>
Switch game play to selected level. Use this command instead of map when you are running a server. Unlike the command map, changelevel won't disconnect all of the clients before loading the next level.
Thanks to Howard Ship <hship@cac.stratus.com> for the command clarification.
See also: map
Syntax: cl_anglespeedkey <speed>
Default: 1.5
Sets multiplier for how fast you turn when running.
See also: cl_yawspeed
Syntax: cl_backspeed <speed>
Default: 400
Sets backward movement rate.
See also: sv_maxspeed, cl_movespeedkey
Syntax: cl_bob <value>
Default: 0.02
Sets how much your weapon moves up and down when walking.
See also: cl_bobcycle, cl_bobup
Syntax: cl_bobcycle <value>
Default: 0.6
Sets how quickly your weapon moves up and down when walking.
Syntax: cl_bobup <value>
Default: 0.5
Sets how long your weapon stays up before cycling when walking.
See also: cl_bob, cl_bob_cycle
Syntax: cl_forwardspeed <speed>
Default: 200
Sets forward movement rate.
See also: sv_maxspeed, cl_movespeedkey
Syntax: cl_movespeedkey <speed>
Default: 2.0
Set multiplier for how fast you move when running.
See also: cl_backspeed, cl_forwardspeed, sv_maxspeed
Syntax: cl_nolerp <0/1>
Default: 0
The default 0 has the following effect on game play. Normally in a netgame, when you are playing Quake plays for a bit, then check for the other players TCP/IP packets. This causes smooth play with the occasional jerk as it loads positions. Setting it to 1 changes the behavior. This causes the game to only display 1 frame per loading of positions, so it loads a positions in, displays a frame then loads positions, displays a frame, etc.
Thanks to Stephen Cakebread <Stephen.C@btinternet.com> for this information.
Syntax: cl_pitchspeed <value>
Default: 150
Sets how fast you lookup and lookdown.
Syntax: cl_rollangle <value>
Default: 2.0
Sets how much your screen tilts when strafing.
See also: cl_rollspeed
Syntax: cl_rollspeed <speed>
Default: 200
Sets how quickly you straighten out after strafing.
See also: cl_rollangle
Syntax: cl_shownet <0/1>
Default: 0
Toggle the display of current net status (Doesn't mean much to me.)
Example output:
98 98 120 120 98
Syntax: cl_sidespeed <speed>
Default: 350
Sets how quickly you strafe.
Syntax: cl_upspeed <speed>
Default: 200
Effects how quickly you moveup and movedown in liquids. Kind of strange that upspeed also effects your downspeed?
Syntax: cl_yawspeed <speed>
Default: 140
Sets how quickly you turn left or right.
See also: cl_anglespeedkey
Syntax: clear
Clears the console screen.
Syntax: cmd <commands>
This command, when issued from the client, forwards the remaining command arguments to the server for execution. For example: 'cmd sv_gravity -100', or 'cmd deathmatch 0', when issued at a connected client's console, will be sent to and processed by the server as if issued from the server's console. Note: as of 1.06, the server ignores such commands.
Thanks Sky Golightly <sky@bujin.com> for this information.
Syntax: color <shirt> <pants>
Sets the player's colors. If just the shirt color is used the pants color will be the same.
See also: _cl_color
Syntax: com1 [command] com2 [command]
Control the com ports on your computer.
From techinfo.txt:
enable | disable "enable" means that your configuration is complete and you want to use the COM port. "disable" is used to turn off a COM port, usually to change its settings. The default (initial) state is disabled. modem | direct Use one of these two to let Quake know if you are using a modem or a direct connection (also called a null modem.) Quake uses this to know if it needs to handles modem initialization strings, dialing sequences, and hangup procedures. reset This will reset the COM port to its default settings and state. port <n> irq <n> These are used to set the I/O Port and IRQ that your serial port uses. The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for COM2. Note that the port number is displayed in hexadecimal; to enter it you would use something like "COM2 port 0x2f8"; the "0x" preceding the "2f8" indicates that you are giving the value in hexadecimal otherwise decimal is assumed. baud <n> Sets the baud rate. Valid values for <n> are: 9600, 14400, 28800, 57600, and 115200. 57600 is the default. Please note that this is the baud rate used for the uart, not your modem. It is perfectly valid to use 57600 on a COM port that is connected to a 28.8 modem. 8250 | 16550 Specifies the type of uart chip in your system. Normally this is automatically detected, one of these need only be used if your chip is incorrectly detected. clear startup shutdown This allows you to specify the clear, startup, and shutdown strings needed for a modem for playing Quake. If you've found values that previously worked with Doom, use them here. If you are playing over a null modem cable, leave these blank. -cts | +cts -dsr | +dsr -cd | +cd These determine if certain serial control lines should be honored or ignored. The "-" means you want that line ignored, the "+" means to honor it. "cts" is an abbreviation for "clear to send", "dsr" for "data set ready", and "cd" for "carrier detect". Do not change these values unless you are absolutely positive you need to. The default is to ignore all 3 lines. Quake always uses no parity, 8 data bits, and 1 stop bit; these values can not be changed. The baud, port, irq, and uart type can not be changed on an enabled port, you must disable it first. ---------------------- Configuration examples Example1: You have a machine with two serial ports you are going to use as a Quake server. COM1 will be using a null modem cable and COM2 will be connected to a 14.4 modem. You would use commands similar (the startup string would almost certainly be different) to these: COM1 baud 57600 enable COM2 baud 14400 modem startup AT\N0%C0B8 enable Example2: You are going to use your machine to connect to a dial-up Quake server with your 28.8 modem connected to COM2. You would use a command something like this: COM2 baud 57600 modem startup AT\N0%C0B8 enable Note the baud rate is not the same as the modem speed. This allows the modem-to-uart communications to occur at a higher rate than the modem-to-modem communications.
See also: _config_com_baud, _config_com_irq, _config_com_modem, _config_com_port, _config_modem_clear, _config_modem_dialtype, _config_modem_hangup, _config_modem_init
Syntax: con_notifytime <time>
Default: 3
Sets how long messages are displayed when playing.
Syntax: connect <server>
Connect to a Quake server. The name can be an absolute LAN address, IP, or hostname, depending on your network connection. You can also use the following format "connect xxx.xxx.xxx.xxx: xxxxx" to connect to a certain udpport of a server. Make sure you use the quotes ("") otherwise it doesn't work. (I've had trouble getting this to work) In general if you want to connect to a port other than 26000 on a server use the port command before a connect command.
See also: port, slist, disconnect, reconnect
Syntax: coop <0/1>
Default: 0
Toggle the cooperative play mode in network games.
See also: deathmatch, teamplay
Syntax: crosshair <0/1>
Default: 0
Toggle the display of an aiming crosshair.
Syntax: d_mipcap <value>
Default: 0
Sets the detail level. Values range from 0-3 with 0 giving the highest detail.
Thanks to James Boswell <boswell@nspace.com.au> for improved documentation on this command.
See also: d_mipscale, d_subdiv16
Syntax: d_mipscale <value>
Default: 1
Sets how much detail distant objects have. Values range from 0-40 with 0 not bluring distant objects at all. (Uses lots of ram if set to 0)
Thanks to James Boswell <boswell@nspace.com.au> for improved documentation on this command.
See also: d_mipcap, d_subdiv16
Syntax: d_subdiv16 <0/1>
Default: 1
Toggle extreme perspective correction.
From techinfo.txt:
For maximum speed, perspective correction is performed only every 16 pixels. This is normally fine, but it is possible to see texture ripples in surfaces that are viewed at sharp angles. For more precise texture mapping, set the console variable d_subdiv16 to 0. Doing this will result in somewhat slower performance, however, and the difference in visual quality will not normally be noticeable.
See also: d_mipcap, d_mipscale
Syntax: demos
Start playing queued demo(s) or cycle to next one if already playing.
See also: playdemo, startdemos, stopdemo, record
Syntax: developer <0/1>
Default: 0
Toggle display of extra debugging information.
Thanks to Scott McDermott <scottm@compumedia.com> for getting me to document this command.
Example output:
SpawnServer: e1m1 Clearing memory Programs occupy 400K. 33 entities inhibited Server spawned. CL_EstablishConnection: connected to local Client LOCAL connected the Slipgate Complex CL_SignonReply: 1 CL_SignonReply: 2 CL_SignonReply: 3 4.2 megabyte data cache CL_SignonReply: 4
Syntax: echo <string>
Print text to your own console.
Syntax: edgefriction <value>
Default: 2
Sets how easy it is to fall off an edge.
Syntax: edict <value>
Get information on an edict in the game. This dumps a bunch of information about the object.
Example output:
EDICT 1: modelindex59.0 absmin'463.0 -369.0 63.0' absmax'497.0 -335.0 121.0' movetype3.0 solid3.0 origin'480.0 -352.0 88.0' oldorigin'480.0 -352.0 88.0' angles' 0.0 90.00.0' classnameplayer 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 health100.0 weapon 1.0 weaponmodel progs/v_shot.mdl currentammo 25.0 ammo_shells 25.0 items 4353.0 takedamage 2.0 view_ofs ' 0.00.0 22.0' v_angle ' 0.0 90.00.0' netname Prog flags 4616.0 colormap1.0 team 7.0 max_health 100.0 watertype -1.0 th_pain player_pain() th_diePlayerDie() walkframe 5.0 attack_finished 1.4 jump_flag-31.7 air_finished 14.7 dmg 2.0
See also: edictcount, edicts
Syntax: edictcount
Display summary information about game edicts.
Example output:
num_edicts: 165 active: 164 view: 107 touch: 123 step: 23
Syntax: edicts
Display information on all edicts in game.
See also: edict, edictcount
Syntax: entities
Display a list of used objects in the game.
Example output:
0: maps/e1m5.bsp: 0 ( 0.0, 0.0, 0.0) [ 0.00.00.0] 1: EMPTY 2: EMPTY 3: EMPTY 4: EMPTY 5: progs/player.mdl: 0 (-1647.9,1722.4, 24.0) [ 0.0 -94.20.0] 6: EMPTY 7: progs/player.mdl: 16 (-1205.8,2276.6, 24.0) [ 0.0 215.60.0] (...) {Text deleted}
Syntax: exec <filename>
Execute a script file.
Syntax: flush
Clears the current game cache this includes cached sounds.
Syntax: fly
Default: Off
Toggle fly mode. Use moveup and movedown to adjust height.
Syntax: force_centerview
Snaps the view back to the center regardless if you are in a +mlook, +klook, +lookup, or +lookdown.
See also: centerview
Syntax: fov <value>
Default: 90
Sets the field of vision, which determines how close you are to the objects.
Syntax: fraglimit <value>
Default: 0
Sets the number of frags needed before exiting a level.
Syntax: gamma <value>
Default: 0.0
Sets the gamma correction level (aka brightness.)
See also: r_fullbright
Syntax: give <item> <amount>
Give yourself an amount of an item. I still haven't been able to figure out how to get armor.
Item | Description | Maximum |
---|---|---|
1 | Axe | |
2 | Shotgun | |
3 | Double Shotgun | |
4 | Nailgun | |
5 | Super Nailgun | |
6 | Grenade Launcher | |
7 | Rocket Launcher | |
8 | Lighting Gun | |
C | Batteries | 255 |
H | Health | 32767 |
N | Nails | 255 |
R | Rockets | 255 |
S | Shotgun Shells | 255 |
Syntax: god
Default: Off
Toggle god mode.
Syntax: help
Bring up the help system (like pressing F1.)
Syntax: host_framerate <value>
Default: 0
This adjusts the time rate in Quake. A value of 0.1 is very fast and almost unplayable. A value of 0.01 will make the gameplay speedy, but still leaves some decent control. After you change the value, exit the console and hold the "TAB" key. Notice the time indicator on the bottom right. The higher the rate, the faster time passes.
Thanks to "K. Andrew Knies" <aknies@midohio.net> for everything about this command.
Syntax: host_speeds <0/1>
Default: 0
Toggle the display of host info. They are in order: total time, server time, graphics time, and sound time. Each one is represented in ms and indicates the total time spend in each sub-system.
Example output:
34 tot3 server 31 gfx0 snd 36 tot3 server 31 gfx2 snd 34 tot3 server 31 gfx0 snd
See also: snd_noextraupdate
Syntax: hostname <name>
Default: unnamed or local
Sets the hostname of your computer.
Syntax: impulse <value>
Perform weapon selection and also a few cheats.
Value | Action |
---|---|
1-8 | Select corresponding weapon |
9 | Gives you all the weapons and keys |
10 | Selects your next weapon by numerical value |
11 | Gives you a rune |
12 | Selects your last weapon by numerical value |
255 | Gives you quad damage |
Syntax: joybuttons <value> Sets the number of buttons on your
joystick.
See also: joystick
Syntax: joystick <0/1>
Toggles if you have a joystick or not.
See also: joybuttons
Syntax: kick <playername> or <# player-number> <message>
Kick a player off of your sever. You can also kick a player based on their number as listed in the status command. (Haven't tried the kick by number yet but it should work. I also believe that you will need the extra spaces between the # and the player-number.) If you add the message at the end it will display it to the user.
Thanks to Jim Peterson <jspeter@birch.ee.vt.edu> and Danny Sizemore <striker@mail.bcpl.lib.md.us> for updates on this command.
See also: status
Syntax: kill
Reduces your health to zero.
Syntax: listen <0/1>
Default: 0
Toggles if the server will "listen" for connections.
Syntax: loadas8bit <0/1>
Default: 0
Toggles if sounds are loaded in 8-bit.
Syntax: lookspring <0/1>
Default: 0
Toggles if the view will recenter after mlook is deactivated. Only works with the mouse and joystick.
See also: centerview
Syntax: lookstrafe <0/1>
Default: 0
Toggles if turn left and right will strafe left and right when a mlook is active. Only works with the mouse.
Syntax: m_filter <0/1>
Default: 1
Use the average of the last poistion and the current mouse position to track movement. 1 gives a smoother feel while 0 gives a raw feeling.
Thanks to Squirrel Eiserloh <squirrel@ionstorm.com> for the documentation on this command.
Syntax: m_forward <value>
Default: 1
Sets how quickly moving the mouse forwards and backwards causes the player to move in the respective direction.
Syntax: m_pitch <value>
Default: 0.022
Sets how quickly you lookup and lookdown with the mouse when a mlook is active. Using a negative value will reverse the directions that the mouse looks.
Syntax: m_side <value>
Default: 0.8
Sets how quickly you strafe left and right with the mouse.
Syntax: m_yaw <value>
Default: 0.022
Sets how quickly you turn left and right with the mouse.
Syntax: map <name>
Load an start a new map. Use of this command on a multiplayer server isn't recommended because it disconnects all of the clients before loading the next level. The changelevel command is preferred in this instance.
Thanks to Howard Ship <hship@cac.stratus.com> for the command clarification.
Deathmatch Arena | |||
---|---|---|---|
dm6 | The Dark Zone | dm5 | The Cistern |
dm4 | The Bad Place | dm3 | The Abandoned Base |
dm2 | Claustrophobopolis | dm1 | Place of Two Deaths |
Final Level | |||
end | Shub-Niggurath's Pit | ||
The Elder World | |||
e4m8 | The Nameless City | e4m7 | Azure Agony |
e4m6 | The Pain Maze | e4m5 | Hell's Atrium |
e4m4 | The Palace of Hate | e4m3 | The Elder God Shrine |
e4m2 | The Tower of Despair | e4m1 | The Sewage System |
Netherworld | |||
e3m7 | The Haunted Halls | e3m6 | Chambers of Torment |
e3m5 | Wind Tunnels | e3m4 | Satan's Dark Delight |
e3m3 | The Tomb of Terror | e3m2 | The Vaults of Zin |
e3m1 | Termination Central | ||
Realm of Black Magic | |||
e2m7 | Underearth | e2m6 | The Dismal Oubliette |
e2m5 | The Wizard's Manse | e2m4 | The Ebon Fortress |
e2m3 | Crypt of Decay | e2m2 | Ogre Citadel |
e2m1 | The Installation | ||
Doomed Dimension | |||
e1m8 | Ziggurat Vertigo | e1m7 | The House of Chthon |
e1m6 | The Door To Chthon | e1m5 | Gloom Keep |
e1m4 | The Grisly Grotto | e1m3 | The Necropolis |
e1m2 | Castle of the Damned | e1m1 | Slipgate Complex |
Welcome to Quake | |||
start | Entrance |
See also: changelevel, restart
Syntax: maxplayers <value>
Default: 1
Sets the number of players that can connect to a server. (Must use the command line to go above 4. Can't be changed while the server is running.)
Syntax: menu_keys
Brings up the key customization menu.
See also: menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Syntax: menu_load
Brings up the load game menu.
See also: menu_keys, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Syntax: menu_main
Brings up the main menu.
See also: togglemenu, menu_keys, menu_load, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Syntax: menu_multiplayer
Brings up the multiplayer game option menu.
See also: menu_keys, menu_load, menu_main, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Syntax: menu_options
Brings up the options menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
Syntax: menu_quit
Brings up the quit dialog box.
See also: quit, menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_save, menu_setup, menu_singleplayer, menu_video
Syntax: menu_save
Brings up the save game menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_setup, menu_singleplayer, menu_video
Syntax: menu_setup
Brings up the setup menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_singleplayer, menu_video
Syntax: menu_singleplayer
Brings up the single player option menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_video
Syntax: menu_video
Brings up the video option menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer
Syntax: messagemode
Prompts for string to broadcast to all other players. This command can not be used on a dedicated server because it lacks the graphic environment. Use a say or say_team command from a dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode2, say, say_team
Syntax: messagemode2
Prompts for string to broadcast to your team members. This command can not be used on a dedicated server because it lacks the graphic environment. Use a say or say_team command from a dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode, say, say_team
Syntax: name <string>
Default: Player
Sets your name that other players will see and what console messages will use.
See also: _cl_name
Syntax: net_messagetimeout <value>
Default: 300
Sets how long the program waits for network info before considering the connection broken.
Syntax: net_stats
Reports a summary of the current net information.
Example output:
unreliable messages sent = 0 unreliable messages recv = 0 reliable messages sent = 0 reliable messages received = 0 packetsSent = 0 packetsReSent = 0 packetsReceived = 0 receivedDuplicateCount = 0 shortPacketCount = 0 droppedDatagrams = 0
Syntax: noclip
Default: Off
Toggle no clipping mode.
Syntax: noexit <value>
Default: 0
Toggles if players can leave the current level. Useful for servers that what to use only one map. To correct a bug in v1.01 the noexit flag has the following effects on the "start" map:
0 = noexit off (people can exit at any point)
1 = noexit on (goes through the levels in order. exits the "start" map when either the fraglimit or timelimit has been reached)
2 = noexit on (players may exit into what ever episode they want from the "start" map before the fraglimit or timelimit has been reached)
Syntax: noisetrack <wav file>
Kind of starts up the wav file in a background loop. You have to use the complete sound path name ( sound/ambience/suck1.wav ). A little flaky on my setup for some reason.
Thanks to "Juergen P. Meier" <JPM@bv.rz.fh-muenchen.de> for the command information.
Syntax: nosound <0/1>
Default: 0
Toggles if sound is on.
Syntax: notarget
Default: Off
Toggle if creatures automatically attack player.
Syntax: path
Show what paths Quake is using.
Example output:
Current search path: c: /quake_sw/id1/pak0.pak (339 files) c: /quake_sw/id1
Syntax: pausable <0/1>
Default: 1
Toggles if players can pause the game.
See also: pause
Syntax: pause
Pause and unpause the game.
See also: pausable
Syntax: ping
Find the ping time to the server and to all other connected players.
Example output:
Client ping times: 443 Player1 368 Player2 462 Player3 93 Player4 1050 Player5
Syntax: play <name>
Play a sound effect.
Playable Sounds | ||
---|---|---|
ambience/buzz1.wav | ambience/comp1.wav | ambience/drip1.wav |
ambience/drone6.wav | ambience/fire1.wav | ambience/fl_hum1.wav |
ambience/hum1.wav | ambience/suck1.wav | ambience/swamp1.wav |
ambience/swamp2.wav | ambience/thunder1.wav | ambience/water1.wav |
ambience/wind2.wav | ambience/windfly.wav | blob/death1.wav |
blob/hit1.wav | blob/land1.wav | blob/sight1.wav |
boss1/death.wav | boss1/out1.wav | boss1/pain.wav |
boss1/sight1.wav | boss1/throw.wav | boss2/death.wav |
boss2/idle.wav | boss2/pop2.wav | boss2/sight.wav |
buttons/airbut1.wav | buttons/switch02.wav | buttons/switch04.wav |
buttons/switch21.wav | demon/ddeath.wav | demon/dhit2.wav |
demon/djump.wav | demon/dland2.wav | demon/dpain1.wav |
demon/idle1.wav | demon/sight2.wav | dog/dattack1.wav |
dog/ddeath.wav | dog/dpain1.wav | dog/dsight.wav |
dog/idle.wav | doors/airdoor1.wav | doors/airdoor2.wav |
doors/basesec1.wav | doors/basesec2.wav | doors/basetry.wav |
doors/baseuse.wav | doors/ddoor1.wav | doors/ddoor2.wav |
doors/doormv1.wav | doors/drclos4.wav | doors/hydro1.wav |
doors/hydro2.wav | doors/latch2.wav | doors/medtry.wav |
doors/meduse.wav | doors/runetry.wav | doors/runeuse.wav |
doors/stndr1.wav | doors/stndr2.wav | doors/winch2.wav |
enforcer/death1.wav | enforcer/enfire.wav | enforcer/enfstop.wav |
enforcer/idle1.wav | enforcer/pain1.wav | enforcer/pain2.wav |
enforcer/sight1.wav | enforcer/sight2.wav | enforcer/sight3.wav |
enforcer/sight4.wav | fish/bite.wav | fish/death.wav |
fish/idle.wav | hknight/attack1.wav | hknight/death1.wav |
hknight/grunt.wav | hknight/hit.wav | hknight/idle.wav |
hknight/pain1.wav | hknight/sight1.wav | hknight/slash1.wav |
items/armor1.wav | items/damage.wav | items/damage2.wav |
items/damage3.wav | items/health1.wav | items/inv1.wav |
items/inv2.wav | items/inv3.wav | items/itembk2.wav |
items/protect.wav | items/protect2.wav | items/protect3.wav |
items/r_item1.wav | items/r_item2.wav | items/suit.wav |
items/suit2.wav | knight/idle.wav | knight/kdeath.wav |
knight/khurt.wav | knight/ksight.wav | knight/sword1.wav |
knight/sword2.wav | misc/basekey.wav | misc/h2ohit1.wav |
misc/medkey.wav | misc/menu1.wav | misc/menu2.wav |
misc/menu3.wav | misc/null.wav | misc/outwater.wav |
misc/power.wav | misc/r_tele1.wav | misc/r_tele2.wav |
misc/r_tele3.wav | misc/r_tele4.wav | misc/r_tele5.wav |
misc/runekey.wav | misc/secret.wav | misc/talk.wav |
misc/trigger1.wav | misc/water1.wav | misc/water2.wav |
ogre/ogdrag.wav | ogre/ogdth.wav | ogre/ogidle.wav |
ogre/ogidle2.wav | ogre/ogpain1.wav | ogre/ogsawatk.wav |
ogre/ogwake.wav | plats/medplat1.wav | plats/medplat2.wav |
plats/plat1.wav | plats/plat2.wav | plats/train1.wav |
plats/train2.wav | player/axhit1.wav | player/axhit2.wav |
player/death1.wav | player/death2.wav | player/death3.wav |
player/death4.wav | player/death5.wav | player/drown1.wav |
player/drown2.wav | player/gasp1.wav | player/gasp2.wav |
player/gib.wav | player/h2odeath.wav | player/h2ojump.wav |
player/inh2o.wav | player/inlava.wav | player/land.wav |
player/land2.wav | player/lburn1.wav | player/lburn2.wav |
player/pain1.wav | player/pain2.wav | player/pain3.wav |
player/pain4.wav | player/pain5.wav | player/pain6.wav |
player/plyrjmp8.wav | player/slimbrn2.wav | player/teledth1.wav |
player/tornoff2.wav | player/udeath.wav | shalrath/attack.wav |
shalrath/attack2.wav | shalrath/death.wav | shalrath/idle.wav |
shalrath/pain.wav | shalrath/sight.wav | shambler/melee1.wav |
shambler/melee2.wav | shambler/sattck1.wav | shambler/sboom.wav |
shambler/sdeath.wav | shambler/shurt2.wav | shambler/sidle.wav |
shambler/smack.wav | shambler/ssight.wav | soldier/death1.wav |
soldier/idle.wav | soldier/pain1.wav | soldier/pain2.wav |
soldier/sattck1.wav | soldier/sight1.wav | vomitus/v_sight1.wav |
weapons/ax1.wav | weapons/bounce.wav | weapons/grenade.wav |
weapons/guncock.wav | weapons/lhit.wav | weapons/lock4.wav |
weapons/lstart.wav | weapons/pkup.wav | weapons/r_exp3.wav |
weapons/ric1.wav | weapons/ric2.wav | weapons/ric3.wav |
weapons/rocket1i.wav | weapons/sgun1.wav | weapons/shotgn2.wav |
weapons/spike2.wav | weapons/tink1.wav | wizard/hit.wav |
wizard/wattack.wav | wizard/wdeath.wav | wizard/widle1.wav |
wizard/widle2.wav | wizard/wpain.wav | wizard/wsight.wav |
zombie/idle_w2.wav | zombie/z_fall.wav | zombie/z_gib.wav |
zombie/z_hit.wav | zombie/z_idle.wav | zombie/z_idle1.wav |
zombie/z_miss.wav | zombie/z_pain.wav | zombie/z_pain1.wav |
zombie/z_shot1.wav |
Syntax: playdemo <filename>
Play a demo.
See also: demos, startdemos, stopdemo, record
Syntax: playvol <filename> <volume>
Play a sound at a given volume. See play for a list of sounds.
See also: play
Syntax: pointfile <filename.pts>
If qbsp generates a non-zero .pts file a leak exists in the level. This file is created in the maps directory. By using the pointfile command, it will load the .pts file and give a dotted line indicating where the leak(s) are on the level.
Thanks to Sam Kenny <SamKenny@cit.com.au> for the documentation of this command.
Syntax: port <port>
Default: 26000
Sets which port the connect command will use by default. Normally issuing a "connect 123.456.789.012" will connect to the server at port 26000. Helpful in binding your favorite servers to aliases. (ie alias server1 "port 260001; connect 123.456.789.012")
Thanks to David <bryand@powerup.com.au> for letting me know this command exists.
See also: connect
Syntax: precache <0/1>
Default: 1
Toggle the use of a precache. This caches sound and other game data.
See also: flush
Syntax: prespawn
This command reports "Not valid from console" when run. Part of the Quake client/server protcol. Sent by a client to a server after the client has processed the sign-on message from the server and the client is ready to process the ??? messages. Not for use by mortals.
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Syntax: profile <command>
Report info about which Quake C commands have been called the most. If the command is "all" it will dump every function call made.
Thanks to Nelson Hicks <0201207@acad.nwmissouri.edu> for added documentation for this command.
Example output:
185532 FindTarget 62092 ai_stand 39519 ai_walk 22417 WaterMove 21654 PlayerPreThink 16262 PlayerPostThink 16233 ImpulseCommands 14015 LinkDoors 12368 CheckRules 10822 CheckPowerups
Syntax: quit
Exit the game no questions asked.
See also: menu_quit
Syntax: r_aliastransadj <?>
Default: 200
Used in determining how much of an alias model (ie: monsters, etc) is "clipped away" and how much is viewable. Currently has no effect on game play.
Thanks to Squirrel Eiserloh <squirrel@ionstorm.com> for the documentation on this command.
Syntax: r_aliastransbase <?>
Default: 200
Used in determining how much of an alias model (ie: monsters, etc) is "clipped away" and how much is viewable. Currently has no effect on game play.
Thanks to Squirrel Eiserloh <squirrel@ionstorm.com> for the documentation on this command.
Syntax: r_ambient <value>
Default: 0
Sets how bright the rooms are by default. This applies regardless of seperate light source present in a room.
Thanks to Scott McDermott <scottm@compumedia.com> for the documentation for this command.
See also: r_fullbright
Syntax: r_clearcolor <value>
Default: 2
This sets the color for areas outside of the current map. You will really only see it if you have no clipping on and walk "outside".
Syntax: r_drawentities <0/1>
Default: 1
Toggles the drawing of objects like doors, bars, buttons, monsters, items, nails, rockets, and grenades.
Syntax: r_drawflat <0/1>
Default: 0
Toggles the drawing of texture maps (0=use texture maps.)
Syntax: r_draworder <0/1>
Default: 0
Toggles correct drawing order. (1=x-ray vision.)
Syntax: r_drawviewmodel <0/1>
Default: 1
Toggles the drawing of your weapon.
Syntax: r_dspeeds <0/1>
Default: 0
Toggles the displaying of information. (What it is I don't know.)
Example output:
31 0.4p5w 2.5b 20s 1.0e 1.6v 26 0.5p5w 2.5b 15s 1.0e 1.6v 28 0.4p5w 2.2b 17s 1.0e 1.6v 26 0.3p5w 2.5b 15s 1.0e 1.6v 26 0.2p5w 2.2b 15s 1.0e 1.6v
Syntax: r_fullbright <0/1>
Default: 0
Toggles whether light shading is in effect.
See also: gamma
Syntax: r_graphheight <value>
Default: 10
Set the number of lines displayed in the timegraph.
See also: r_timegraph
Syntax: r_maxedges <value>
Default: 2000
Sets the maximum number of edges. The new setting does not take effect until the map is restarted. Probably only helpful for map developers.
Thanks to Pat Fox <pat.fox@ukonline.co.uk> for extra information.
See also: r_numedges, r_reportedgeout
Syntax: r_maxsurfs <value>
Default: 1000
Sets the maximum number of surfaces. The new setting does not take effect until the map is restarted. Probably only helpful for map developers.
Thanks to Pat Fox <pat.fox@ukonline.co.uk> for extra information.
See also: r_numsurfs, r_reportsurfout
Syntax: r_numedges <0/1>
Default: 0
Toggles the displaying of number of edges currently being viewed.
Example output:
Used 517 of 2000 edges; 521 max Used 517 of 2000 edges; 521 max Used 513 of 2000 edges; 521 max Used 513 of 2000 edges; 521 max
See also: r_maxedges, r_reportedgeout
Syntax: r_numsurfs <0/1>
Default: 0
Toggles the displaying of number of surfaces currently being viewed.
Example output:
Used 183 of 1001 surfs; 188 max Used 182 of 1001 surfs; 188 max Used 182 of 1001 surfs; 188 max Used 178 of 1001 surfs; 188 max
See also: r_maxsurfs, r_reportsurfout
Syntax: r_polymodelstats <0/1>
Default: 0
Toggles the displays of number of polygon models current being viewed.
Example output:
5 polygon model drawn 6 polygon model drawn 5 polygon model drawn
Syntax: r_reportedgeout <0/1>
Default: 0
Toggle the display of how many edges where not displayed. I've never had this happen during normal game play, only when in noclip mode.
See also: r_maxedges, r_numedges
Syntax: r_reportsurfout <0/1>
Default: 0
Toggle the display of how many surfaces where not displayed. This shouldn't happen during normal game play, only when in noclip mode.
See also: r_maxsurfs, r_numsurfs
Syntax: r_speeds <0/1>
Default: 0
Toggles the displaying of drawing time and stats of what is currently being viewed.
Example output:
32.7 ms 267/196/ 74 poly 3 surf 38.6 ms 267/196/ 74 poly 20 surf 60.4 ms 267/196/ 74 poly 18 surf 38.2 ms 267/196/ 73 poly 18 surf
Syntax: r_timegraph <0/1>
Default: 0
Toggle the display of a performance graph. (Lower levels means better performance.)
See also: r_graphheight
Syntax: r_waterwarp <0/1>
Default: 1
Toggles whether surfaces are warped when in a liquid.
Syntax: reconnect
Reconnect to last server.
See also: connect, disconnect
Syntax: record <filename> <map> [cd track]
Record a demo on a map using an optional cd track.
Syntax: registered <0/1>
Default: 0 for SW
Toggles if the game is registered or not.
Syntax: restart
Restart the current level.
See also: map, changelevel
Syntax: samelevel <0/1>
Default: 0
Toggles whether exiting a level advances to the next one.
Syntax: say <string>
Broadcast a string to all other players. The string is entered on the console, unlike the messagemode and messagemode2 commands, allowing it to be used on a dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode, messagemode2, say_team
Syntax: say_team <string>
Broadcast a string to all players on your team. The string is entered on the console, unlike the messagemode and messagemode2 commands, allowing it to be used on a dedicated server.
Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation of this command.
See also: messagemode2, messagemode, say
Syntax: sbinfo
Report current Sound Blaster settings.
Example output:
BLASTER=A220 I5 D1 H5 P330 T6 dsp version=4.13 dma=5 dma position: 79
Syntax: scr_centertime <time>
Default: 2
Sets how long the screen hints are displayed on the screen. This includes messages like "Step into the slipgate...".
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
Syntax: scr_conspeed <value>
Default: 300
Sets how quickly the console screen scrolls up and down.
Syntax: scr_ofsx <value>
Default: 0
Sets how much to offset the view in the x direction.
Syntax: scr_ofsy <value>
Default: 0
Sets how much to offset the view in the y direction.
Syntax: scr_ofsz <value>
Default: 0
Sets how much to offset the view in the z direction.
Syntax: scr_printspeed <speed>
Default: 8
Controls how fast the text is displayed at the end of the single player episodes.
Thanks to Phrog`gee <mistix@nando.net> for the syntax of this command.
Syntax: screenshot
Captures a .pcx file of your current view. Automatically names based on the existence of other screenshots.
Syntax: sensitivity <value>
Default: 3
Sets the sensitivity of the mouse.
Syntax: serverprofile <0/1>
Default: 0
Toggles if server stats are displayed.
Example output:
serverprofile:4 clients 40 msec
Syntax: showpause <0/1>
Default: 1
Toggles if the pause icon appears when the game is paused.
See also: showram, showturtle
Syntax: showram <0/1>
Default: 1
Toggles if the ram icon appears when then game is running out of memory.
See also: showpause, showturtle
Syntax: showturtle <0/1>
Default: 0
Toggle if the turtle icon is displayed when the frame rate drops below 10.
Syntax: skill <level>
Set the skill level of the game. Useful to set before recording a demo.
Value | Difficulty |
---|---|
0 | Easy |
1 | Normal |
2 | Hard |
3 | Nightmare |
Syntax: slist
Show Quake servers located on the LAN.
See also: connect
Syntax: snd_noextraupdate <0/1>
Default: 0
Toggles the correct value display in host_speeds. Usually messes up sound playback when in effect.
From techinfo.txt:
(Note, though, that unless you also do snd_noextraupdate 1<enter> sound time will actually show up as graphics time. However, snd_noextraupdate 1 can cause sound to get choppy, so it's not generally recommended.)
See also: host_speeds
Syntax: snd_show <0/1>
Default: 0
Toggles the display of sounds currently being played.
Example output:
255 106 zombie/z_idle.wav 218 66 zombie/z_idle.wav 241 89 zombie/z_idle.wav 70 117 ambience/fire1.wav ----(4)----
Syntax: soundinfo
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
Syntax: soundlist
Reports a list of sounds current cached.
Example output:
(...) {Text Deleted} L( 8b) 137481 : ambience/drip1.wav L( 8b) 68273 : ambience/swamp2.wav L( 8b) 68271 : ambience/swamp1.wav (16b) 28120 : weapons/lstart.wav ( 8b) 12815 : items/damage3.wav ( 8b) 19694 : misc/power.wav Total resident: 1689633
See also: flush
Syntax: spawn
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.
Syntax: startdemos <filename1> <filename2> <...>
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 any future lists must also have 5 demos in it. If after queueing 4 demos you then queue 2, the two demos from the 4 demo queue will be played after your two newly queued demos.
Syntax: status
Report current game information.
Example output:
host: hostname map: e1m6 players: 8 active (8 max) player1 10: 03: 39 xxx.xxx.xxx.xxx: xxxx player2 20: 06: 49 xxx.xxx.xxx.xxx: xxxx (...) {Text deleted}
Syntax: stop
Stop the recording of a demo.
See also: record
Syntax: stopsound
Stops all sounds currently being played.
Syntax: stuffcmds
Starts execution of command line parameters. (Used during game startup.)
Syntax: sv_accelerate <value>
Default: 10
Sets how quickly objects accelerate.
Syntax: sv_aim <value>
Default: 0.93
Sets how much leniency there is in the vertical aim when shooting at a target. (0.0 gives the most leniency.)
Syntax: sv_friction <value>
Default: 4
Sets how much friction there is.
Syntax: sv_gravity <value>
Default: 800
Sets how much gravity there is.
Syntax: sv_idealpitchscale <value>
Default: 0.8
Sets how much a player's view changes when on steps or an incline.
Syntax: sv_maxspeed <value>
Default: 320
Sets the maximum rate at which a player can move.
See also: cl_backspeed, cl_forwardspeed, cl_movespeedkey
Syntax: sv_maxvelocity <value>
Default: 2000
Sets the maximum speed at which anything can move including ammunition.
Syntax: sv_nostep <0/1>
Default: 0
Toggles if players automatically walk up steps or if they have to jump up them.
Syntax: sv_stopspeed <value>
Default: 100
Sets how quickly objects stop moving.
Syntax: sys_ticrate <value>
Default: 0.05
From techinfo.txt:
Only used by dedicated servers. This determines the rate at which the server will send out updates to the clients. The default value is 0.05 (20 updates per second.) For servers where bandwidth is limited, using modems or the internet for example, it is advisable to lower this value to 0.1 (10 updates per second.) This will have a very minor effect on responsiveness, but will half the outbound bandwidth required making the modem players a lot happier.
Syntax: teamplay <value>
Default: 0
Toggles whether team mode is on during networked games. Set teamplay to 1 to turn this option on. Setting teamplay to 2 allows you to hurt yourself and your team, but if you kill someone on your team you lose a frag.
See also: coop, deathmatch
Syntax: tell <player> <string>
Send a message to a single player. Very nice in large network games.
Syntax: test <server>
Reports information about the players currently on the selected server.
Thanks to Brian Jones <polydat@infi.net> for the syntax of this command.
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
Syntax: test2 <server>
Reports information about the current conditions the selected server has.
Thanks to Brian Jones <polydat@infi.net> for the syntax of this command.
Example output:
sv_maxspeed 320 sv_friction 4 sv_gravity 800 noexit 0 teamplay 0 timelimit 0 fraglimit 50
Syntax: timedemo <demoname>
Gets demo speed and time.
Example output:
969 Frames 52.2 Seconds 18.6 FPS
Syntax: timelimit <value>
Default: 0
Set a time to play the level before advancing to the next one.
Syntax: timerefresh
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)
Syntax: toggle_auxlook
Toggles if auxlook is on or off.
See also: auxlook
Syntax: toggleconsole
Display or remove the console screen.
Syntax: togglemenu
Display the menu screens.
See also: menu_main
Syntax: unbindall
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!)
Syntax: v_centermove <value>
Default: 0.15
Sets how far the player must move forward before the view recenters. A big help for those people that like to use the keyboard.
Thanks to James Boswell <boswell@nspace.com.au> for the documentation of this command.
Syntax: v_centerspeed <value>
Default: 500
Sets how quickly you return to a center view after a lookup or lookdown.
See also: centerview
Syntax: v_cshift <red> <green> <blue> <intensity>
This adjusts all of the colors currently being displayed. Used when you are underwater, hit, or have the Ring of Shadows. Values range from 0-256 for all four values.
Thanks to "Mr. Muh" <mr.muh@cww.de> for the documentation of this command.
Syntax: v_idlescale <0/1>
Default: 0
Toggles whether the the view remains idle. (You can get some cool effects if you turn this on.)
See also: v_ipitch_cycle, v_ipitch_level, v_iroll_cycle, v_iroll_level, v_iyaw_cycle, v_iyaw_level
Syntax: v_ipitch_cycle <value>
Default: 1
Sets how quickly you lean forwards and backwards when v_idlescale is active.
See also: v_idlescale, v_ipitch_level
Syntax: v_ipitch_level <value>
Default: 0.3
Sets how far you lean forwards and backwards when v_idlescale is active.
See also: v_idlescale, v_ipitch_cycle
Syntax: v_iroll_cycle <value>
Default: 0.5
Sets how quickly you tilt right and left when v_idlescale is active.
See also: v_idlescale, v_iroll_level
Syntax: v_iroll_level <value>
Default: 0.1
Sets how far you tilt right and left when v_idlescale is active.
See also: v_idlescale, v_iroll_cycle
Syntax: v_iyaw_cycle <value>
Default: 2
Sets how quickly you look left and right when v_idlescale is active.
See also: v_idlescale, v_iyaw_level
Syntax: v_iyaw_level <value>
Default: 0.3
Sets how far you look left and right when v_idlescale is active.
See also: v_idlescale, v_iyaw_cycle
Syntax: v_kickpitch <value>
Default: 0.6
Sets how much you look up when hit.
See also: v_kickroll, v_kicktime
Syntax: v_kickroll <value>
Default: 0.6
Sets how much you lean when hit.
See also: v_kickpitch, v_kicktime
Syntax: v_kicktime <value>
Default: 0.5
Sets how long the "kick" effects last.
See also: v_kickpitch, v_kickroll
Syntax: version
Report version information.
Example output:
Version 1.01 Exe: 17: 38: 28 Jul 12 1996
Syntax: vid_describecurrentmode
Default: 0
Report current video mode.
See also: vid_describemode, vid_describemodes, vid_mode, vid_nummodes, vid_testmode, menu_video
Syntax: vid_describemode <mode>
Report information on selected videomode.
See also: vid_describecurrentmode, vid_describemodes, vid_mode, vid_nummodes, vid_testmode, menu_video
Syntax: vid_describemodes
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
See also: vid_describecurrentmode, vid_describemode, vid_mode, vid_nummodes, vid_testmode, menu_video
Syntax: vid_mode <mode>
Sets the video mode.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_nummodes, vid_testmode, menu_video
Syntax: vid_nopageflip <0/1>
Default: 0
Toggles whether page flipping is disabled.
From techinfo.txt:
If a given VESA mode can support page flipping, then it defaults to page- flipped operation. A VESA mode can be forced to non-page-flipped operation by setting the vid_nopageflip console variable to 1, then setting the mode (note that vid_nopageflip takes operation on the next, not the current, mode set, and note that it then stays in effect permanently, even when Quake is exited and restarted, unless it is manually set back to 0.)
Syntax: vid_nummodes
Reports the total number of videomodes available.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_mode, vid_testmode, menu_video
Syntax: vid_testmode <mode>
Switch to another videomode temporarily, to test it.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_mode, vid_nummodes, menu_video
Syntax: vid_wait <value>
Default: 0
From techinfo.txt:
sets the type of waiting that the video adapter should do, as follows: 0: no waiting 1: wait for vertical sync active 2: wait for display enable active
Syntax: viewframe <number>
View a particular frame in the current model.
Syntax: viewmodel <name>
Although mainly used internally by Quake, if you want to get an idea of what the models look like while playing Quake these are the steps needed. Once in Quake load up the map and you will be able to view what ever model you want now. A sample map can be downloaded at https://www.neophi.com/home/danielr/quake/ .
A big thank you to G-boy <peerbro@worldonline.nl> for the map and information.
Some models are | |
---|---|
progs/player.mdl | progs/zombie.mdl |
progs/ogre.mdl | progs/wizard.mdl |
progs/demon.mdl | progs/hknight.mdl |
progs/boss.mdl |
Example output:
Create a map with these characteristics: { "classname" "viewthing" "origin" "x y z" }
See also: viewframe, viewnext, viewprev
Syntax: viewprev
View the previous frame in the current model.
Syntax: wait
Wait a game tic.