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1743 lines
54 KiB
Text
1743 lines
54 KiB
Text
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This document lists all commands and cvars supported by the current version
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of ZDoom (1.22) and a short description of each. There are a total of 130
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commands and 141 cvars.
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===========================================================================
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There are five types of cvars:
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boolean: This is a number that can be either "0" or "1". "0" indicates no/
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false, and "1" indicates yes/true.
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color: This is a series of three hexadecimal numbers representing the
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amounts of red, green, and blue (in that order) in a color. For
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example, pure redwould be represented as "ffff 0000 0000". The
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setcolor command can be used to set one of these cvars using a
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color name instead of numbers. (See the description of the
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setcolor command below.)
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number: This is an ordinary number.
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integer: This is an ordinary that doesn't take fractional values.
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string: This is a series of text characters enclosed in quotes.
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Some commands also take parameters. Any parameters that are required are
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enclosed in < >, and those that are optional are enclosed in [ ].
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ACTION COMMANDS
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===============
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NOTE: As in Quake, all action commands come in pairs. When prefixed by a
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'+', they activate the corresponding action, and when prefixed by a '-',
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they deactivate that action.
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+attack, -attack
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While active, causes the player to fire his active weapon.
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+back, -back
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While active, causes the player to move backward.
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See also: +forward
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+forward, -forward
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While active, causes the player to move forward.
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See also: +back
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+jump, -jump
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Causes the player to jump. When underwater, the player will swim upward
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instead.
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See also: +moveup
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+klook, -klook
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While active, causes +forward and +back to act like +lookup and +lookdown
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instead.
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See also: +mlook, +lookup, +lookdown, +forward, +back
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+left, -left
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While active, normally causes the player to turn to the left. However, as
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long as +strafe is active, this will cause the player to move to the left
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instead.
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See also: +right, +strafe, +moveleft
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+lookdown, -lookdown
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While active, causes the player to look down.
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See also: +lookup, +klook
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+lookup, -lookup
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While active, causes the player to look up.
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See also: +lookdown, +klook
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+mlook, -mlook
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While active, causes movement along the mouse's vertical axis to tilt the
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player's view up or down instead of moving the player forward or backward.
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See also: +klook, freelook, invertmouse, lookspring
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+movedown, -movedown
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Moves the player down if swimming or flying.
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See also: +moveup
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+moveleft, -moveleft
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While active, causes the player to move to the left.
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See also: +moveright, +left, +strafe
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+moveright, -moveright
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While active, causes the player to move to the right.
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See also: +moveleft, +right, +strafe
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+moveup, -moveup
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Moves the player up if swimming or flying.
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See also: +movedown
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+right, -right
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While active, normally causes the player to turn to the right. However, as
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long as +strafe is active, this will cause the player to move to the right
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instead.
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See alse: +left, +strafe, +moveright
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+showscores, -showscores
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While this action is active and you are playing a deathmatch game, a list
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of the frags made by all players will be displayed on the screen. In
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deathmatch games, this list will also automatically be display when you
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are dead.
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+speed, -speed
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While active, all player movements occur at a rate faster than normal.
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See also: cl_run
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+strafe, -strafe
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While active, causes all +left and +right commands to act like +moveleft
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and +moveright instead.
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See also: +left, +right, +moveleft, +moveright
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+use, -use
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While active, causes the player to attempt to use any usable items in
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front of him/her (such as a door).
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OTHER COMMANDS AND CVARS
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========================
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addbot [name]
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(command)
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Spawns a bot. If a name is given, the corresponding bot in bots.cfg will be
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spawned. Otherwise, a bot will be picked at random from bots.cfg.
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See also: listbots, removebots
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alias <new command> <command string>
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(command)
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If specified with no parameters, will display a list of all current
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aliases. If only <new command> is specified, it will be removed from the
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list of aliases. If <command string> is also specified, it will be added
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to the list of aliases as <new command>. For example, to create a new
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command to kill the monsters on the level, you can use the command:
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alias massacre kill monsters
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Then, you can use the newly created massacre command to kill all the
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monsters on the level.
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alwaysapplydmflags
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(cvar: boolean)
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default: 0
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Normally, some dmflags are only used in deathmatch. If alwaysapplydmflags
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is 1, then they will also be used in single-player and co-op games.
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See also: dmflags
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am_backcolor
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(cvar: color)
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default: "6c 54 40" (a light tan)
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The color of the automap background. Changes to this cvar take effect the
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next time the automap is activated.
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See also: all the am_* cvars
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am_cdwallcolor
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(cvar: color)
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default: "4c 38 20" (a dark tan)
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The color of two-sided lines that have a different ceiling height on each
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side. Changes to this cvar take effect the next time the automap is
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activated.
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See also: all the am_* cvars
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am_fdwallcolor
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(cvar: color)
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default: "88 70 58" (a lighter tan)
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The color of two-sided lines that have a different floor height on each
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side. Changes to this cvar take effect the next time the automap is
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activated.
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See also: all the am_* cvars
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am_gridcolor
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(cvar: color)
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default: "8b 5a 2b" (tan4)
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The color of the automap grid. Changes to this cvar take effect the next
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time the automap is activated.
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See also: all the am_* cvars
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am_interlevelcolor
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(cvar: color)
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default: "ff 00 00" (red)
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The color of inter-level teleporters. These are teleporters that teleport
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you to a different map. Changes to this cvar take effect the next time the
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automap is activated.
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See also: all the am_* cvars
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am_intralevelcolor
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(cvar: color)
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default: "00 00 ff" (blue)
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The color of intra-level teleporters. These are teleporters that teleport
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you to a different location on the same map. Changes to this cvar take
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effect the next time the automap is activated.
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See also: all the am_* cvars
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am_lockedcolor
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(cvar: color)
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default: "00 00 98" (a blue)
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The color of lines that open locked doors. Changes to this cvar take
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effetc the next time the automap is activated.
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See also: all the am_* cvars
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am_notseencolor
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(cvar: color)
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default: "6c 6c 6c" (somewhat dark gray)
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The color of lines on the automap that haven't yet been seen. Visible with
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a computer area map. Changes to this cvar take effect the next time the
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automap is activated.
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See also: all the am_* cvars
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am_overlay
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(cvar: boolean)
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default: 0
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Normally, the togglemap command switches the automap between fully off and
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fully on. Setting this cvar to "1" will cause togglemap to draw the
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automap on top of the player's view before it draws the automap
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fullscreen. (Bad description, I know. Just try it)
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See also: am_rotate, togglemap
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am_ovotherwallscolor
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(cvar: color)
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default: "00 88 44" (a dark blueish-green)
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The color of passable lines on the automap when the map is overlayed.
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Changes to this cvar take effect the next time the automap is activated.
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See also: all the am_* cvars
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ov_telecolor
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(cvar: color)
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default: "ff ff 00" (a bright green)
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The color of teleports on the overlayed automap. Changes to this cvar take
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effect the next time the automap is activated.
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See also: all the am_* cvars
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am_ovthingcolor
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(cvar: color)
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default: "e8 88 00" (an orange)
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The color of things visible with the automap cheat when the map is
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overlayed. Changes to this cvar take effect the next time the automap is
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activated.
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See also: all the am_* cvars
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am_ovunseencolor
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(cvar: color)
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default: "00 22 6e" (a dark greenish-blue)
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The color of unseen lines on the automap when the map is overlayed.
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Changes to this cvar take effect the next time the automap is activated.
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See also: all the am_* cvars
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am_ovwallcolor
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(cvar: color)
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default: "00 ff 00" (a bright green)
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The color of impassable walls when the automap is overlayed. Changes to
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this cvar take effect the next time the automap is activated.
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See also: all the am_* cvars
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am_ovyourcolor
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(cvar: color)
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default: "fc e8 d8" (a very light orange--almost white)
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The color of the arrow representing the player in single player games when
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the map is overlayed. Changes to this cvar take effect the next time the
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automap is activated.
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See also: all the am_* cvars
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am_rotate
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(cvar: boolean)
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default: 0
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Normally, the automap is always drawn such that north is at the top of the
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screen. Setting this cvar to "1" causes the automap to be drawn so that
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lines toward the top of the screen are always directly in front of the
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player's view. Changes to this cvar take effect immediately, unlike most
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of the other am_* cvars. This can be particularly useful when the automap
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is overlayed.
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See also: am_overlay
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am_showmonsters
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(cvar: boolean)
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default: 1
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When true, the fullscreen automap will display a count of the number of
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monsters that have been killed in the current level and the total number
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of monsters in the level.
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See also: am_showtime, am_showsecrets
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am_showsecrets
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(cvar: boolean)
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default: 1
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When true, the fullscreen automap will display a count of the number of
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secrets that have been found in the current level and the total number of
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secrets in the level.
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See also: am_showmonsters, am_showtime
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am_showtime
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(cvar: boolean)
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default: 1
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When true, the fullscreen automap will display the total amount of time
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you have been in a level (excluding time that has been paused).
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See also: am_showmonsters, am_showsecrets
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am_thingcolor
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(cvar: color)
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default: "fcfc fcfc fcfc" (almost white)
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The color of things revealed with the map cheat. Changes to this cvar take
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effect the next time the automap is activated.
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See also: all the am_* cvars
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am_tswallcolor
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(cvar: color)
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default: "8888 8888 8888" (gray)
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The color of two-sided lines that don't have any difference in floor or
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ceiling heights on either side. Only seen using map cheat. Changes to this
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cvar take effect the next time the automap is activated.
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See also: all the am_* cvars
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am_usecustomcolors
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(cvar: boolean)
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default: 1
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When true, the automap uses the colors specified by the am_* cvars,
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otherwise it uses the standard DOOM automap colors. Changes to this cvar
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take effect the next time the automap is activated.
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See also: all the am_* cvars
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am_wallcolor
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(cvar: color)
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default: "2c2c 1818 0808" (a dark brown)
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The color of one-sided and secret walls in the automap. Changes to this
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cvar take effect the next time the automap is activated.
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See also: all the am_* cvars
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am_xhaircolor
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(cvar: color)
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default: "8080 8080 8080" (gray)
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The color of the "crosshair" dot in the center of the automap. Changes to
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this cvar take effect the next time the automap is activated.
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See also: all the am_* cvars
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am_yourcolor
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(cvar: color)
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default: "fcfc e8e8 d8d8" (a very light orange--almost white)
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The color of the arrow representing the player in single player games.
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Changes to this cvar take effect the next time the automap is activated.
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See also: all the am_* cvars
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autoaim
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(cvar: number)
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default: 5000
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This represents the vertical distance from an object that the player's
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sight must be before that object is aimed at. Setting this cvar to "0"
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disables autoaiming, while large values such as "5000" will reproduce the
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original DOOM behavior of always autoaiming.
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See also: color, name
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autoexec
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(cvar: string)
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default: "<PROGDIR>/autoexec.cfg"
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This is a file that will be automatically executed by ZDoom each time it
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starts. This file is executed immediately after the config file is loaded.
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It should contain a series of console commands. C++ style comments are
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also supported. Comments begin with // and anything after them until the
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end of the line will be ignored.
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<PROGDIR> represents the directory that ZDoom is in and will naturally
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vary depending on where you put it.
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bind [key [command string]]
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(command)
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If no parameters are specified, the entire list of bound keys will be
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printed to the console. If only [key] is specified, the binding for that
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specific key will be printed. If both [key] and [command string] are
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specified, [command string] will be bound to [key].
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See also: doublebind, unbind, unbindall, undoublebind
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binddefaults
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(command)
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Binds all keys to their default commands. This will not unbind any keys
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that do not have any default bindings, so if you want to properly restore
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the default controls, you need to use unbindall first.
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See also: unbindall, bind
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bot_allowspy
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(cvar: boolean)
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default: 0
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Allows you to see through the eyes of bots during botmatch games.
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bot_next_color
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(cvar: number)
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default: 11
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Theoretically, a number representing the color of the next bot to be
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spawned. In practice, it doesn't do anything.
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bot_observer
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(cvar: boolean)
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default: 0
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When set to 1, the player will experience minimal interaction with the
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world, and bots will ignore him.
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bumpgamma
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(command)
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Increases the current gamma level by 0.1. If the new gamma level would be
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greater than 3.0, it wraps the gamma around to 1.0
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See also: gamma
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centerview
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(command)
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Causes the player to look straight ahead.
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See also: +lookup, +lookdown
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changemap <map>
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(command)
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Exits the current level and continues the game on the specified map.
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||
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Unlike the map and idclev commands, this command *will* work properly
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during network games and is recorded in demos. Unfortunately, it has
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occasionally resulted in some problems. It should, however, be safe
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enough to use most of the time.
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See also: idclev, map
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changemus <music>
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(command)
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Changes the currently playing music. <music> should be the name of a music
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lump or file on disk (which need not have been specified with the -file
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parameter).
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||
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See also: dir, idmus
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||
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|
chase
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(command)
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Turns the chasecom on and off. This command also works while watching
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demos, so you can bind it to a key and watch demos in the third person.
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||
|
See also: chase_dist, chase_height, chasedemo
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||
|
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||
|
chase_dist
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||
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(cvar: number)
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||
|
default: 90
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||
|
This is how far away from the player the chasecam likes to be, but it will
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get closer as necessary to avoid going inside walls.
|
||
|
See also: chase, chase_height
|
||
|
|
||
|
chase_height
|
||
|
(cvar: number)
|
||
|
default: -8
|
||
|
This is the base height above the top of the player's head that the
|
||
|
chasecam will be positioned at. Looking up and down will move the camera
|
||
|
in the opposite direction so that the player stays at approximately the
|
||
|
same height on the screen. Large values of this cvar (either positive or
|
||
|
negative) will produce strange output.
|
||
|
See also: chase, chase_dist
|
||
|
|
||
|
chasedemo
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
If this cvar is true, then demos will automatically start with the
|
||
|
chasecam active.
|
||
|
See also: chase
|
||
|
|
||
|
chatmacro0
|
||
|
chatmacro1
|
||
|
chatmacro2
|
||
|
chatmacro3
|
||
|
chatmacro4
|
||
|
chatmacro5
|
||
|
chatmacro6
|
||
|
chatmacro7
|
||
|
chatmacro8
|
||
|
chatmacro9
|
||
|
(cvar: string)
|
||
|
These are all strings programmable to the function keys during a netgame.
|
||
|
To use these, enter chat mode with the messagemode command, and then hold
|
||
|
down Alt and press one of the number keys. The string stored in the
|
||
|
corresponding chatmacro cvar will be sent as if you had typed it yourself.
|
||
|
|
||
|
cl_bloodtype
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
Controls how blood is drawn. Supported values are:
|
||
|
0: Blood is drawn as sprites
|
||
|
1: Blood is drawn as both sprites and particles
|
||
|
2: Blood is drawn as particles
|
||
|
|
||
|
cl_pufftype
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
Controls how bullet puffs are drawn. Supported values are:
|
||
|
0: Puffs are drawn as sprites.
|
||
|
1: Puffs are drawn as particles.
|
||
|
|
||
|
cl_rockettrails
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
Controls whether or not rockets leave trails of smoke behind them.
|
||
|
|
||
|
cl_run
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When non-zero, the game will always treat movement commands as if +speed
|
||
|
is active.
|
||
|
See also: +speed
|
||
|
|
||
|
clear
|
||
|
(command)
|
||
|
Clears the console of all text.
|
||
|
|
||
|
cmdlist
|
||
|
(command)
|
||
|
Lists all commands currently supported by ZDoom.
|
||
|
See also: cvarlist
|
||
|
|
||
|
color
|
||
|
(cvar: color)
|
||
|
default: "4040 cfcf 0000" (Mostly green)
|
||
|
This is the color of your player's suit.
|
||
|
See also: gender, name, skin, team
|
||
|
|
||
|
con_midtime
|
||
|
(cvar: number)
|
||
|
default: 3
|
||
|
This is the number of seconds that messages in the middle of the screen
|
||
|
will be displayed before they dispapper.
|
||
|
See also: con_notifytime
|
||
|
|
||
|
con_notifytime
|
||
|
(cvar: number)
|
||
|
default: 3
|
||
|
This is the number of seconds that new messages will stay at the top of
|
||
|
the screen before they start scrolling away.
|
||
|
See also: con_midtime
|
||
|
|
||
|
con_scaletext
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
If this cvar is true, then message text will be scaled to larger sizes
|
||
|
depending on the screen resolution so that it will stay approximately the
|
||
|
same size it would be on a 320x200 screen.
|
||
|
|
||
|
configver
|
||
|
(cvar: number)
|
||
|
default: "116"
|
||
|
This cvar is used to keep track of which version of ZDoom was used to write
|
||
|
the current config file and adjust for differences that may have been
|
||
|
introduced between versions. Changing it has no effect, since it will
|
||
|
always be changed to reflect the current game version before the config
|
||
|
file is saved.
|
||
|
|
||
|
crosshair
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
If this cvar is non-zero, it draws a crosshair. If this cvar is negative,
|
||
|
the crosshair is translucent, otherwise it is opaque. The specific
|
||
|
crosshair drawn depends on the value of this cvar.
|
||
|
|
||
|
cvarlist
|
||
|
(command)
|
||
|
Lists the values of all currently defined cvars. Each cvar can also be
|
||
|
prefaced by multiple flags. These are:
|
||
|
|
||
|
A Cvar gets saved in the config file.
|
||
|
U Cvar contains user info.
|
||
|
S Cvar contains server info.
|
||
|
- Cvar can only be changed from the command line.
|
||
|
L Changes to cvar's contents don't take effect until the next game.
|
||
|
C Cvar has an internal callback.
|
||
|
* Cvar was created by the user and is meaningless to the game.
|
||
|
|
||
|
See also: cmdlist, get, set
|
||
|
|
||
|
deathmatch
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, deathmatch rules are used for the game.
|
||
|
|
||
|
def_patch
|
||
|
(cvar: string)
|
||
|
default: ""
|
||
|
This is the name of a DeHackEd patch file to automatically apply each time
|
||
|
the game is run. It will only be used if the following conditions are met:
|
||
|
|
||
|
a) def_patch is not "", and the file exists.
|
||
|
b) No loaded WAD files contain a DEHACKED lump.
|
||
|
c) No patch is specified with the -deh command line parameter.
|
||
|
|
||
|
developer
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, prints various debugging messages to the console.
|
||
|
|
||
|
dimamount
|
||
|
(cvar: number)
|
||
|
default: 1
|
||
|
This is the amount of dimcolor to mix with the background when a menu is
|
||
|
displayed. The available values are:
|
||
|
0: Do not dim the background.
|
||
|
1: Mix 25% of dimcolor with the background.
|
||
|
2: Mix 50% of dimcolor with the background.
|
||
|
3: Mix 75% of dimcolor with the background.
|
||
|
See also: dimcolor
|
||
|
|
||
|
dimcolor
|
||
|
(cvar: color)
|
||
|
default: "ffff d7d7 0000" (gold)
|
||
|
This is the color to mix with the background when a menu is displayed.
|
||
|
See also: dimamount, setcolor
|
||
|
|
||
|
dir [[path/][pattern]]
|
||
|
(command)
|
||
|
This command lists the contents of a directory. It supports wildcards (but
|
||
|
will not recurse into multiple directories). If [path] is not specified,
|
||
|
it will display the contents of the directory the game was run from.
|
||
|
|
||
|
deathmatch
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to true, the game is treated as a deathmatch. When the game is
|
||
|
started with -altdeath or -deathmatch, this cvar is automatically set to 1.
|
||
|
|
||
|
dmflags
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
This cvar controls the behavior of several aspects of gameplay. To
|
||
|
determine what value to store in this cvar, select the desired features
|
||
|
from the table below and add their values together. If a feature is
|
||
|
marked with (DM), then that feature will only be active during a
|
||
|
deathmatch game.
|
||
|
|
||
|
Value Description
|
||
|
------ -----------------------------------------------------------------
|
||
|
1 Do not spawn health items (DM)
|
||
|
2 Do not spawn powerups (DM)
|
||
|
4 Leave weapons around after pickup (DM)
|
||
|
8 Falling too far hurts
|
||
|
16 Players cannot hurt teammates (friendly fire avoidance)
|
||
|
64 Stay on the same map when someone exits (DM)
|
||
|
128 Spawn players as far as possible from other players (DM)
|
||
|
256 Automatically respawn dead players (DM)
|
||
|
512 Do not spawn armor (DM)
|
||
|
1024 Kill anyone who tries to exit the level (DM)
|
||
|
2048 Don't use any ammo when firing
|
||
|
4096 Don't spawn monsters
|
||
|
8192 Monsters respawn sometime after their death
|
||
|
16384 Powerups other than invulnerability and invisibilty respawn
|
||
|
32768 Monsters are fast
|
||
|
65536 Don't allow jumping
|
||
|
131072 Don't allow freelook
|
||
|
262144 Invulnerability and invisibility respawn
|
||
|
|
||
|
See also: menu_gameplay, teamplay
|
||
|
|
||
|
doublebind [key [command string]]
|
||
|
(command)
|
||
|
If no parameters are specified, the entire list of doublebound keys will be
|
||
|
printed to the console. If only [key] is specified, the doublebinding for
|
||
|
that specific key will be printed. If both [key] and [command string] are
|
||
|
specified, [command string] will be doublebound to [key]. (Doublebindings
|
||
|
are commands that are executed when a key is pressed twice quickly--such as
|
||
|
double cliking a mouse button.)
|
||
|
See also: bind, unbind, unbindall, undoublebind
|
||
|
|
||
|
dumpheap
|
||
|
(command)
|
||
|
Prints detailed information about the heap. Probably not very useful to
|
||
|
the average user.
|
||
|
See also: mem
|
||
|
|
||
|
echo <string>
|
||
|
(command)
|
||
|
Prints <string> to the console.
|
||
|
|
||
|
endgame
|
||
|
(command)
|
||
|
Ends the current single player game and drops the console down to cover the
|
||
|
screen.
|
||
|
See also: menu_endgame
|
||
|
|
||
|
error <error message>
|
||
|
(command)
|
||
|
Simulates an error by killing the current game and falling back to the
|
||
|
fullscreen console with the specified message.
|
||
|
|
||
|
exec <script file>
|
||
|
(command)
|
||
|
Executes a series of commands stored in the <script file> as if they were
|
||
|
typed in at the console.
|
||
|
|
||
|
fly
|
||
|
(command)
|
||
|
Toggles fly mode on and off.
|
||
|
|
||
|
forcewater
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to 1, all BOOM-style deep water will be swimmable. This is not
|
||
|
the default, because the effect can be used for more than just deep water
|
||
|
(although water is probably its most common use).
|
||
|
|
||
|
fov [viewfield]
|
||
|
(command)
|
||
|
When used without a parameter, returns the current field of vision. When
|
||
|
viewfield is specified, sets the field of vision. This can be between 1
|
||
|
and 179 degrees. The default is 90.
|
||
|
|
||
|
fraglimit
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
If this cvar is non-zero, the game will automatically advance to the next
|
||
|
level once anyone gets this many frags. (deathmatch only)
|
||
|
See also: timelimit
|
||
|
|
||
|
freelook
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, mouse aiming will always be on, regardless of the state of
|
||
|
+mlook.
|
||
|
See also: +mlook, invertmouse
|
||
|
|
||
|
freeze
|
||
|
(command)
|
||
|
Use this command once to freeze gameplay (while still allowing you to move
|
||
|
around). Use it again to unfreeze gameplay.
|
||
|
|
||
|
fullscreen
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
If this cvar is true, the game will be displayed fullscreen. Otherwise, it
|
||
|
will be drawn in a window.
|
||
|
|
||
|
gameversion
|
||
|
(command)
|
||
|
Prints the version number and compile date of ZDoom.
|
||
|
|
||
|
gamma
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
If <level> is not specified, displays the current gamma correction level.
|
||
|
Otherwise, sets the gamma correction level to <level>. 1.0 is equivalent
|
||
|
to no correction, while larger numbers translate into a brighter display,
|
||
|
and smaller numbers translate into a darker display. 0.0 is invalid and
|
||
|
will be rejected. Negative numbers are technically invalid as well but
|
||
|
will be accepted solely for the novelty value doing so provides.
|
||
|
See also: bumpgamma
|
||
|
|
||
|
gender
|
||
|
(cvar: string)
|
||
|
default: "male"
|
||
|
This is the gender of your player. Valid values are "male", "female", and
|
||
|
"neuter". Anything else will be treated as male. When you die, certain
|
||
|
messages will be altered to reflect the gender selected here.
|
||
|
Unfortunately, I don't provide any non-male player sounds, so you'll still
|
||
|
sound like a man no matter what this cvar is set to unless you provide your
|
||
|
own sounds.
|
||
|
See also: color, name, skin, team
|
||
|
|
||
|
get <cvar>
|
||
|
Displays the value of <cvar>. This is probably redundant since typing the
|
||
|
name of the cvar alone will accomplish the same thing.
|
||
|
See also: cvarlist, set
|
||
|
|
||
|
give <item>
|
||
|
(command)
|
||
|
Gives an item to the player. This is a cheat. Give understands the
|
||
|
following items:
|
||
|
|
||
|
all - gives you everything
|
||
|
health - gives you full health
|
||
|
weapons - gives you every weapon
|
||
|
ammo - gives you full ammo
|
||
|
armor - gives you full armor
|
||
|
keys - gives you every key
|
||
|
|
||
|
Single items:
|
||
|
Basic Armor
|
||
|
Mega Armor
|
||
|
Armor Bonus
|
||
|
Chainsaw
|
||
|
Shotgun
|
||
|
Super Shotgun
|
||
|
Chaingun
|
||
|
Rocket Launcher
|
||
|
Plasma Gun
|
||
|
BFG9000
|
||
|
Bullets
|
||
|
Shells
|
||
|
Cells
|
||
|
Rockets
|
||
|
Invulnerability
|
||
|
Berserk
|
||
|
Partial Invisibility
|
||
|
Iron Feet
|
||
|
Computer Map
|
||
|
Light Amplification Visor
|
||
|
Blue Keycard
|
||
|
Yellow Keycard
|
||
|
Red Keycard
|
||
|
Blue Skull Key
|
||
|
Yellow Skull Key
|
||
|
Red Skull Key
|
||
|
See also: sv_cheats
|
||
|
|
||
|
god
|
||
|
(command)
|
||
|
Toggles God (Degreelessness) mode on/off. While active, you cannot be hurt
|
||
|
by normal attacks (although telefragging will still kill you). Also known
|
||
|
as iddqd. This is (of course) a cheat.
|
||
|
See also: sv_cheats
|
||
|
|
||
|
history
|
||
|
(command)
|
||
|
Prints the console command history.
|
||
|
|
||
|
hud_scale
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
Controls scaling of the fullscreen hud. At resolutions of 640x400 or above,
|
||
|
setting this cvar to 1 will cause the icons to be scaled to approximately
|
||
|
the same size they would be at 320x200. If this cvar is 0, the icons will
|
||
|
always be drawn without any scaling.
|
||
|
|
||
|
idclev <level code>
|
||
|
(command)
|
||
|
Changes to the level specified by <level code>.
|
||
|
|
||
|
iddqd
|
||
|
See god.
|
||
|
|
||
|
idmus <level code>
|
||
|
(command)
|
||
|
Changes the music to that associated with the specified level.
|
||
|
See also: changemus
|
||
|
|
||
|
idmypos
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When non-zero, constantly displays the player's current position and view
|
||
|
angle.
|
||
|
See also: idmypos (command)
|
||
|
|
||
|
impulse <number>
|
||
|
(command)
|
||
|
This is currently a hack to get weapon selection to work with keybindings
|
||
|
until I finalize the inventory system (at which time, I plan to handle
|
||
|
weapon selections as they are in Quake2). <number> can be a value ranging
|
||
|
between 1 and 7 inclusive and will select the corresponding weapon. Values
|
||
|
between 50 and 57 inclusive can be used to specify specific weapons instead
|
||
|
of rolling between the fist/chainsaw and shotgun/ssg with impulses 1 and 3.
|
||
|
See also: weapnext, weapprev
|
||
|
|
||
|
i_remapkeypad
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
When non-zero, most keypad keys will act like the keys in the cursor
|
||
|
island between the main keyboard and the numeric keypad. For instance,
|
||
|
when this cvar is true, pressing "4" on the keypad is the same as pressing
|
||
|
the left arrow on the cursor island. If you need to map different commands
|
||
|
specifically to keys on the numeric keypad, set i_remapkeypad to "0".
|
||
|
See also: bind
|
||
|
|
||
|
in_mouse
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
This cvar select which method ZDoom will use to read the mouse. Valid
|
||
|
values are:
|
||
|
0: Automatically select a method based on the operating system.
|
||
|
1: Use normal Win32 API calls (default for Windows NT).
|
||
|
2: Use DirectInput (default for Windows 95/98).
|
||
|
|
||
|
invertmouse
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, reverses the way mouse movement up and down is interpreted with
|
||
|
+mlook. Normally, moving the mouse forward will make you look up, and
|
||
|
moving it back will make you look down. Setting this cvar to true changes
|
||
|
this behavior so that moving the mouse forward makes you look down, and
|
||
|
moving it back makes you lookup.
|
||
|
See also: +mlook, freelook
|
||
|
|
||
|
joy_speedmultipiler
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
This cvar controls the overall sensitivity/movement speed possible with a
|
||
|
joystick. Values above 1.0 will allow you to reach full speed with less
|
||
|
movement of the joystick, but they will not let you go any faster than
|
||
|
normal (use the turbo cvar for that). Values less than 1.0 will prevent
|
||
|
you from reaching full speed with the joystick. One potentially useful
|
||
|
trick is to create these two aliases:
|
||
|
alias +creep "joy_speedmultiplier 0.25"
|
||
|
alias -creep "joy_speedmultiplier 1.0"
|
||
|
If you bind +creep to a button, then whenever that button is held down, you
|
||
|
will walk with the joystick instead of run.
|
||
|
See also: joy_xsensitivity, joy_ysensitivity
|
||
|
|
||
|
joy_xsensitivity
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
This cvar controls how far the joystick needs to be moved horizontally to
|
||
|
reach full speed for turning or strafing.
|
||
|
See also: joy_speedmultipiler, joy_ysensitivity
|
||
|
|
||
|
joy_xthreshold
|
||
|
(cvar: number)
|
||
|
default: 0.15
|
||
|
This cvar is used to set the size of the joystick's horizontal "dead zone."
|
||
|
Larger numbers correspond to a larger dead zone. The joystick needs to be
|
||
|
outside this zone before its movement will register with the game.
|
||
|
See also: joy_xsensitivity, joy_ythreshold
|
||
|
|
||
|
joy_ysensitivity
|
||
|
(cvar: number)
|
||
|
default: -1.0
|
||
|
This cvar controls how far the joystick needs to be moved vertically to
|
||
|
reach full speed for moving forward and backward or looking up and down.
|
||
|
See also: joy_speedmultipiler, joy_xsenstivity
|
||
|
|
||
|
joy_ythreshold
|
||
|
(cvar: number)
|
||
|
default: 0.15
|
||
|
This cvar is used to set the size of the joystick's vertical "dead zone."
|
||
|
Larger numbers correspond to a larger dead zone. The joystick needs to be
|
||
|
outside this zone before its movement will register with the game.
|
||
|
See also: joy_xthreshold, joy_ysensitivity
|
||
|
|
||
|
key <value1> [[value2]...]
|
||
|
(command)
|
||
|
Translates all parameters to the command into their corresponding key
|
||
|
values which are used internally for command and alias lookup. Probably
|
||
|
not very useful for the average user.
|
||
|
|
||
|
kill [monsters]
|
||
|
(command)
|
||
|
If used as "kill monsters", will kill all monsters on the level.
|
||
|
Otherwise, it will kill you instead. This command is broken in netgames,
|
||
|
so don't use it unless you are playing a single player game.
|
||
|
|
||
|
limits
|
||
|
(command)
|
||
|
Prints the current state of all dynamic limits in ZDoom. These are only
|
||
|
limits in the sense that they were limits in the original Doom. In ZDoom,
|
||
|
these limits have been removed, and this command will give you a rough
|
||
|
idea of how many of them your level uses.
|
||
|
|
||
|
listbots
|
||
|
(command)
|
||
|
Lists the bots available in bots.cfg, and indicates which are currently playing.
|
||
|
See also: addbot
|
||
|
|
||
|
logfile [log file]
|
||
|
(command)
|
||
|
If [log file] is not specified, will stop console logging (if active).
|
||
|
Otherwise, all file named [log file] will be created on disk, and all
|
||
|
console output will be recorded in it as well as on the screen.
|
||
|
|
||
|
lookspring
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
When true, all -mlook commands will also generate centerview commands.
|
||
|
See also: +mlook
|
||
|
|
||
|
lookstrafe
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, moving the mouse left and right will always cause the player
|
||
|
to strafe left and right regardless of the state of +strafe.
|
||
|
See also: +strafe
|
||
|
|
||
|
m_forward
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
This is the sensitivity of moving forward and backward with the mouse.
|
||
|
See also: mouse_sensitivity
|
||
|
|
||
|
m_pitch
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
This is the sensitivity of looking up and down with the mouse.
|
||
|
See also: mouse_sensitivity, +mlook, freelook
|
||
|
|
||
|
m_side
|
||
|
(cvar: number)
|
||
|
default: 2.0
|
||
|
This is the sensitivity of strafing left and right with the mouse.
|
||
|
See also: mouse_sensitivity, +strafe, lookstrafe
|
||
|
|
||
|
m_yaw
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
This is the sensitivity of looking left and right with the mouse.
|
||
|
See also: mouse_sensitivity
|
||
|
|
||
|
map <map>
|
||
|
(command)
|
||
|
Starts a new game on the specified map.
|
||
|
See also: changemap, idclev
|
||
|
|
||
|
mem
|
||
|
(command)
|
||
|
Prints statistics about the memory usage of the zone heap.
|
||
|
See also: dumpheap
|
||
|
|
||
|
menu_display
|
||
|
(command)
|
||
|
Displays the display options menu,
|
||
|
|
||
|
menu_endgame
|
||
|
(command)
|
||
|
Asks the user if they want to end the current game, and returns to the
|
||
|
title screen if they do.
|
||
|
|
||
|
menu_game
|
||
|
(command)
|
||
|
Displays the new game menu.
|
||
|
|
||
|
menu_gameplay
|
||
|
(command)
|
||
|
Displays the gameplay options (dmflags) menu.
|
||
|
See also: dmflags
|
||
|
|
||
|
menu_help
|
||
|
(command)
|
||
|
Displays the help screen.
|
||
|
|
||
|
menu_keys
|
||
|
(command)
|
||
|
Displays the customize controls menu.
|
||
|
|
||
|
menu_load
|
||
|
(command)
|
||
|
Displays the load game menu.
|
||
|
|
||
|
menu_main
|
||
|
(command)
|
||
|
Displays the main menu.
|
||
|
|
||
|
menu_options
|
||
|
(command)
|
||
|
Displays the options menu.
|
||
|
|
||
|
menu_player
|
||
|
(command)
|
||
|
Displays the player setup menu.
|
||
|
|
||
|
menu_quit
|
||
|
(command)
|
||
|
Asks the user if they want to quit, and quits if they do.
|
||
|
|
||
|
menu_save
|
||
|
(command)
|
||
|
Displays the save game menu.
|
||
|
|
||
|
menu_video
|
||
|
(command)
|
||
|
Displays the video mode menu.
|
||
|
|
||
|
messagemode
|
||
|
(command)
|
||
|
Enters message entry mode. Anything typed while in this mode will be
|
||
|
sent to everyone else as if you had used the say command.
|
||
|
See also: say, say_team, messagemode2
|
||
|
|
||
|
messagemode2
|
||
|
(command)
|
||
|
Just like messagemode except that the message is only sent to other
|
||
|
members of your team. If teamplay is zero or you don't have a team, then
|
||
|
this command will work just like messagemode and send the message to
|
||
|
everyone.
|
||
|
See also: messagemode, say, say_team, teamplay
|
||
|
|
||
|
mouse_sensitivity
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
The larger this cvar, the more sensitive the game is to all mouse
|
||
|
movements.
|
||
|
See also: m_forward, m_pitch, m_side, m_yaw
|
||
|
|
||
|
msg
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
This is the minimum message level that the player will see. Message levels
|
||
|
are:
|
||
|
0. Item pickup
|
||
|
1. Obituaries
|
||
|
2. Critical messages
|
||
|
3. Chat messages
|
||
|
4. Chat messages from a teammate
|
||
|
|
||
|
msg0color
|
||
|
(cvar: number)
|
||
|
default: 6
|
||
|
This cvar controls the color used to display level 0 messages. Available
|
||
|
colors are:
|
||
|
0. Brick
|
||
|
1. Tan
|
||
|
2. Gray
|
||
|
3. Green
|
||
|
4. Brown
|
||
|
5. Gold
|
||
|
6. Red
|
||
|
7. Blue
|
||
|
See also: msg1color, msg2color, msg3color, msg4color, msgmidcolor
|
||
|
|
||
|
msg1color
|
||
|
(cvar: number)
|
||
|
default: 5
|
||
|
This cvar controls the color used to display level 1 messages. Available
|
||
|
colors are the same as for msg0color.
|
||
|
See also: msg0color, msg2color, msg3color, msg4color, msgmidcolor
|
||
|
|
||
|
msg2color
|
||
|
(cvar: number)
|
||
|
default: 2
|
||
|
This cvar controls the color used to display level 2 messages. Available
|
||
|
colors are the same as for msg0color.
|
||
|
See also: msg0color, msg1color, msg3color, msg4color, msgmidcolor
|
||
|
|
||
|
msg3color
|
||
|
(cvar: number)
|
||
|
default: 3
|
||
|
This cvar controls the color used to display level 3 messages. Available
|
||
|
colors are the same as for msg0color.
|
||
|
See also: msg0color, msg1color, msg2color, msg4color, msgmidcolor
|
||
|
|
||
|
msg4color
|
||
|
(cvar: number)
|
||
|
default: 3
|
||
|
This cvar controls the color used to display level 4 messages. Available
|
||
|
colors are the same as for msg0color.
|
||
|
See also: msg0color, msg1color, msg2color, msg3color, msgmidcolor
|
||
|
|
||
|
msgmidcolor
|
||
|
(cvar: number)
|
||
|
default: 5
|
||
|
This cvar controls the color used to display messages in the middle of
|
||
|
the screen. Available colors are the same as for msg0color.
|
||
|
See also: msg0color, msg1color, msg2color, msg3color, msg4color
|
||
|
|
||
|
name
|
||
|
(cvar: string)
|
||
|
default: "Player"
|
||
|
This is your player's name. This is only really useful in a
|
||
|
multiplayer game, but it can also be set for single player.
|
||
|
See also: color, gender, skin, team
|
||
|
|
||
|
neverswitchonpickup
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When this cvar is true, you won't automatically switch to a new weapon
|
||
|
when you pick one up.
|
||
|
|
||
|
nobfgaim
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to 1, prevents manual aiming of the BFG. It will still aim up or
|
||
|
down if you shoot it at something, but you won't be able to, for instance,
|
||
|
shoot it at the ground to quickly generate tracer damage by looking down.
|
||
|
|
||
|
noclip
|
||
|
(command)
|
||
|
Toggles noclipping mode on/off. This is a cheat.
|
||
|
See also: sv_cheats
|
||
|
|
||
|
nofilecompression
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
This is a debugging cvar used to disable file compression. You should leave
|
||
|
it set to 0.
|
||
|
|
||
|
noise
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to 1, the current status of all sound channels is displayed on
|
||
|
the screen.
|
||
|
See also: snd_channels
|
||
|
|
||
|
notarget
|
||
|
(command)
|
||
|
Toggles notarget mode on/off. While active, monsters will not target you
|
||
|
unless you hurt them first. This is a cheat.
|
||
|
See also: sv_cheats
|
||
|
|
||
|
pause
|
||
|
(command)
|
||
|
Pauses or unpauses the game depending on whether or not it is currently
|
||
|
paused.
|
||
|
|
||
|
pings
|
||
|
(command)
|
||
|
This lists a very rough estimate of the speed of the connection between
|
||
|
your machine and any others in the game. In reality, the values printed by
|
||
|
this command aren't even pings; they're just the number of milliseconds
|
||
|
that have passed since the last time you received a network packet from the
|
||
|
other machines.
|
||
|
|
||
|
playdemo <demo>
|
||
|
(command)
|
||
|
Plays a demo. The demo can be a file on disk or a lump in a wad.
|
||
|
See also: timedemo
|
||
|
|
||
|
puke <script> [arguments]
|
||
|
(command)
|
||
|
Executes an ACS script on the current map, optionally passing it up to
|
||
|
three numerical arguments.
|
||
|
|
||
|
quickload
|
||
|
(command)
|
||
|
Loads the last quicksaved game.
|
||
|
See also: quicksave
|
||
|
|
||
|
quicksave
|
||
|
(command)
|
||
|
Quick saves the game.
|
||
|
See also: quickload
|
||
|
|
||
|
quit
|
||
|
(command)
|
||
|
Exits ZDoom and saves all configuration information to disk.
|
||
|
|
||
|
r_columnmethod
|
||
|
(cvar: number)
|
||
|
default: 1
|
||
|
Selects which of two algorithms to use to draw vertical columns on the
|
||
|
screen. Method 0 is the original algorithm used by DOOM and is best for
|
||
|
a 486. Method 1 is a new algorithm optimized for modern processors, and
|
||
|
can as much as double the framerate on post-Pentium processors. (On 486s,
|
||
|
it can drop the framerate by at least half.)
|
||
|
|
||
|
r_detail
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
This cvar selects the detail level of the view window. Valid values are:
|
||
|
0. Normal detail level. Equivalent to Doom's high detail mode.
|
||
|
1. Double pixels horizontally. Equivalent to Doom's low detail mode.
|
||
|
2. Double pixels vertically.
|
||
|
3. Double pixels horizontally and vertically.
|
||
|
Doubling pixels horizontally offers more of a speed-up than doubling them
|
||
|
vertically does.
|
||
|
|
||
|
r_drawflat
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to 0, segs will be drawn as solid colors instead of textures.
|
||
|
This is useful if you want to see how a node builder split a level's
|
||
|
linedefs. Otherwise, it just looks ugly.
|
||
|
|
||
|
r_drawfuzz
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
When set to false, the "fuzz" effect on spectres and partially invisible
|
||
|
players will be replaced with translucency.
|
||
|
|
||
|
r_drawplayersprites
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
When zero, the game will not draw the player's weapon or muzzle flash.
|
||
|
|
||
|
r_particles
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
If set to true, particles are drawn. Otherwise, they aren't.
|
||
|
|
||
|
r_stretchsky
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
Controls whether or not short sky textures are stretched so that you don't
|
||
|
see them wrap when you look up.
|
||
|
|
||
|
r_viewsize
|
||
|
(cvar: string)
|
||
|
String containing the width and height of the current view window. This
|
||
|
cvar is read only.
|
||
|
See also: sizeup, sizedown, screenblocks
|
||
|
|
||
|
removebots
|
||
|
(command)
|
||
|
Removes any bots from the game. Bots will also be automatically removed from
|
||
|
network games when the arbitrator quits.
|
||
|
See also: addbot
|
||
|
|
||
|
say <message>
|
||
|
(command)
|
||
|
Sends a <message> to everyone playing.
|
||
|
See also: messagemode, messagemode2, say_team
|
||
|
|
||
|
say_team <message>
|
||
|
(command)
|
||
|
Sends a <message> only to other members of your team. If teamplay is zero
|
||
|
or you aren't on a team, then this command will act just like say and send
|
||
|
the message to everyone.
|
||
|
See also: messagemode, messagemode2, say, team, teamplay
|
||
|
|
||
|
screenblocks
|
||
|
(cvar: integer)
|
||
|
default: 10
|
||
|
This cvar determines the size of the view window. Valid values are in the
|
||
|
range 3-12 inclusive. Attempts to set this cvar to values outside this
|
||
|
range will be truncated. 3 is the smallest view window, and 12 is full
|
||
|
screen. 11 is also full screen, but includes a small heads-up display.
|
||
|
See also: sizeup, sizedown, r_viewsize
|
||
|
|
||
|
screenshot [file]
|
||
|
(command)
|
||
|
Dumps a copy of the screen to disk as a .pcx file. If [file] is not
|
||
|
specified, the screenshot will be saved to the directory the game was run
|
||
|
from with a name of the form doom????.pcx.
|
||
|
|
||
|
set <cvar> <value>
|
||
|
(command)
|
||
|
Sets <cvar> to <value>. If <cvar> does not exist, it will be created.
|
||
|
See also: get
|
||
|
|
||
|
setcolor <cvar> <color name>
|
||
|
(command)
|
||
|
Sets <cvar> to a color value specified in the X11R6RGB lump. (This is the
|
||
|
X11R6.rgb file from a standard X-Windows system.) If <color name> cannot
|
||
|
be found, the contents of <cvar> are left unchanged. The file colors.txt
|
||
|
included with the ZDoom archive contains a list of all the color names
|
||
|
listed in zdoom.wad.
|
||
|
See also: all the am_* cvars, dimcolor
|
||
|
|
||
|
show_messages
|
||
|
(cvar: boolean)
|
||
|
Default: 1
|
||
|
When this variable is non-zero, game messages will be displayed at the top
|
||
|
of the screen. Regardless of the state of this cvar, console messages will
|
||
|
always be displayed in the console and also written to disk if logging is
|
||
|
enabled.
|
||
|
|
||
|
sizedown
|
||
|
(command)
|
||
|
Decreases the size of the view window.
|
||
|
See also: screenblocks, sizeup
|
||
|
|
||
|
sizeup
|
||
|
(command)
|
||
|
Increases the size of the view window.
|
||
|
See also: screenblocks, sizedown
|
||
|
|
||
|
skill
|
||
|
(cvar: integer)
|
||
|
default: 2
|
||
|
This variable contains the game skill, ranging from 0 to 4 inclusive.
|
||
|
Changes to this cvar only take effect when a new level is loaded.
|
||
|
|
||
|
skin
|
||
|
(cvar: string)
|
||
|
default: "base"
|
||
|
This is your player's skin. Any skins you want to use or see need to be
|
||
|
loaded at the command line with the -file parameter. "Base" is the name of
|
||
|
the regular Doom marine and is always available. When (if?) I get
|
||
|
client/server working, I will use a better mechanism where you can just
|
||
|
throw the skins in a directory and use them without having to worry about
|
||
|
specifying them at the command line.
|
||
|
See also: color, gender, name, skins, team
|
||
|
|
||
|
skins
|
||
|
(command)
|
||
|
Lists the names of the skins that were loaded when the game was started.
|
||
|
See also: skin
|
||
|
|
||
|
snd_channels
|
||
|
(cvar: integer)
|
||
|
default: 8
|
||
|
This cvar determines the number of channels used for mixing sound effects.
|
||
|
Larger values generally sound better but also require a faster processor.
|
||
|
In general, anything between 8-16 should be plenty.
|
||
|
|
||
|
snd_listmididevices
|
||
|
(command)
|
||
|
This command lists the MIDI devices available in the system. Devices in
|
||
|
this list can be used in the snd_mididevice cvar to select which device
|
||
|
plays music.
|
||
|
See also: snd_mididevice, snd_midivolume
|
||
|
|
||
|
snd_mididevice
|
||
|
(cvar: integer)
|
||
|
default: -1
|
||
|
This cvar determines which MIDI device ZDoom uses for MIDI and MUS music.
|
||
|
A value of -1 indicates to use the Windows MIDI Mapper, while other
|
||
|
values select specific MIDI devices. A complete list of MIDI devices
|
||
|
available can be obtained with the snd_listmididevices command.
|
||
|
See also: snd_listmididevices, snd_midivolume
|
||
|
|
||
|
snd_midivolume
|
||
|
(cvar: number)
|
||
|
default: 0.5
|
||
|
This is the volume at which MIDI and MUS music is played and can range
|
||
|
from 0.0-1.0.
|
||
|
See also: snd_musicvolume, snd_sfxvolume
|
||
|
|
||
|
snd_musicvolume
|
||
|
(cvar: integer)
|
||
|
default: 9
|
||
|
This is the volume at which MOD music is played and can range from 0-64
|
||
|
inclusive. Note that setting this near its maximum will probably result in
|
||
|
nasty distortions of the music.
|
||
|
See also: snd_midivolume, snd_sfxvolume
|
||
|
|
||
|
snd_pitched
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to true, the random pitch effect found in early version of Doom
|
||
|
will be simulated.
|
||
|
|
||
|
snd_samplerate
|
||
|
(cvar: integer)
|
||
|
default: 44100
|
||
|
This is the sampling rate at which sounds are mixed in the game. The value
|
||
|
in this cvar will only take effect when MIDAS is restarted (usually when
|
||
|
the game first starts). If you do not play MOD music from within the game,
|
||
|
you can set this as low as 11025 without experiencing much perceptable
|
||
|
loss of sound quality.
|
||
|
|
||
|
snd_sfxvolume
|
||
|
(cvar: integer)
|
||
|
default: 8
|
||
|
This is the volume at which sound effects are played and can range from
|
||
|
0-15 inclusive.
|
||
|
See also: snd_midivolume, snd_musicvolume
|
||
|
|
||
|
snd_surround
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
When true, selected sounds will be played on the surround channel. The
|
||
|
effect is even noticable if (like me) you don't have special hardware
|
||
|
to decode it. If you think it's annoying or you have a buggy soundcard
|
||
|
that mixes in stereo but outputs in mono, you can turn this off.
|
||
|
|
||
|
splashfactor
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
This controls the amount of damage players receive when they fire a rocket
|
||
|
and it explodes right next to them. It applies only to the player who fires
|
||
|
the rocket; all others receive normal damage. A value of 0.5 would apply
|
||
|
only half damage to the player. A value of 2.0 would apply double damage.
|
||
|
Other values are similar. Useful mostly for people who like to rocket
|
||
|
jump and don't like dying if they don't have 100% health and a lot of
|
||
|
armor.
|
||
|
|
||
|
soundlinks
|
||
|
(command)
|
||
|
Lists the links between different sounds that use the same sound lump.
|
||
|
Links are generated dynamically while you play, so it is possible for this
|
||
|
command to give different results in different games and even at different
|
||
|
times during the same game.
|
||
|
See also: soundlist
|
||
|
|
||
|
soundlist
|
||
|
(command)
|
||
|
Lists all the sounds defined and the lumps that they alias to. Unlike
|
||
|
regular Doom, ZDoom refers to sounds using a long name and uses a SNDINFO
|
||
|
lump to map those to the lumps in a WAD file that contain the actual
|
||
|
sounds. Long names that refer to the same sound lump will have links
|
||
|
generated as necessary to avoid actually loading multiple copies of the
|
||
|
same sound into memory.
|
||
|
See also: soundlinks
|
||
|
|
||
|
spynext
|
||
|
(command)
|
||
|
During a cooperative game or while watching a multiplayer demo, this
|
||
|
command will switch the view to the next player.
|
||
|
See also: spyprev
|
||
|
|
||
|
spyprev
|
||
|
(command)
|
||
|
During a cooperative game or while watching a multiplayer demo, this
|
||
|
command will switch the view to the previous player.
|
||
|
See also: spynext
|
||
|
|
||
|
st_scale
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When this cvar is true, the status bar will be scaled so that it covers
|
||
|
the entire width of the screen in higher resolutions. This may look
|
||
|
somewhat ugly, but it should be easier to read on high resolutions with
|
||
|
smaller monitors.
|
||
|
|
||
|
stat [page]
|
||
|
(command)
|
||
|
Displays profiling information. When used alone, displays a list of
|
||
|
available displays. Use one of those as the page parameter to toggle
|
||
|
the display on and off.
|
||
|
stat fps : Time spent rendering the scene (not the same as vid_fps 1)
|
||
|
stat bots : Time spent doing bot-related activities
|
||
|
stat think : Time spent running all thinkers
|
||
|
|
||
|
stop
|
||
|
(command)
|
||
|
Stops demo recording and exits the game.
|
||
|
|
||
|
sv_cheats
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When non-zero, cheats will be allowed in Nightmare difficulty and network
|
||
|
games. For purposes of fairness, this cvar can only be set from the
|
||
|
command line when you run ZDoom. This is to avoid situations where the key
|
||
|
player in a multiplayer game (player 1) could go to the console and type
|
||
|
something like this:
|
||
|
sv_cheats 1
|
||
|
god
|
||
|
sv_cheats 0
|
||
|
whereby rendering himself immune to the attacks of others.
|
||
|
See also: give, god, noclip, notarget, idclev
|
||
|
|
||
|
sv_friction
|
||
|
(cvar: number)
|
||
|
default: 0.90625
|
||
|
This is a dummy cvar that is still waiting to be implemented.
|
||
|
See also: sv_gravity
|
||
|
|
||
|
sv_gravity
|
||
|
(cvar: number)
|
||
|
default: 800
|
||
|
This is the overall gravity of the entire level. 800 is normal gravity.
|
||
|
|
||
|
team
|
||
|
(cvar: string)
|
||
|
default: ""
|
||
|
This is the team that your player belongs to.
|
||
|
See also: teamplay, say_team, messagemode2
|
||
|
|
||
|
teamplay
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to "1", players will be recognized by team. Otherwise, everyone
|
||
|
is treated as if they aren't on a team regardless of the settings of their
|
||
|
team cvars. Useful primarily for the friendy fire avoidance dmflag and
|
||
|
say_team command.
|
||
|
See also: dmflags, say_team team
|
||
|
|
||
|
testblend <color> <amount>
|
||
|
(command)
|
||
|
Sets the palette blend to a specified color and amount. <color> can be
|
||
|
either a color name defined in the X11R6RGB lump or a color string.
|
||
|
<amount> can be a number between 0.0 and 1.0 inclusive and specifies how
|
||
|
much of <color> should be mixed with the palette, with 0.0 being no mixing
|
||
|
and 1.0 being full mixing.
|
||
|
See also: testcolor, testfade
|
||
|
|
||
|
testcolor <color>
|
||
|
Sets the light color of any sectors using the default light to <color>.
|
||
|
<color> can be either a color defined in the X11R6RGB lump or a color
|
||
|
string.
|
||
|
See also: testblend, testfade
|
||
|
|
||
|
testfade <color>
|
||
|
(command)
|
||
|
Temporarily sets the fade color of the current level to <color>. Most
|
||
|
levels fade to black by default, but this can be changed with the MAPINFO
|
||
|
lump. <color> can be either a color defined in the X11R6RGB lump or a
|
||
|
color string.
|
||
|
See also: testblend, testcolor
|
||
|
|
||
|
testgibs
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
Does nothing.
|
||
|
|
||
|
ticker
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, draws a series of dots at the bottom of the screen representing
|
||
|
the number of tics it took to display the current frame. (One tic is
|
||
|
1/35th of a second.) When -devparm is specified on the command line, this
|
||
|
cvar is automatically set to "1". You can get a rough idea of your fps by
|
||
|
counting the number of lit dots and dividing that from 35. A better way
|
||
|
would be to use vid_fps.
|
||
|
See also: vid_fps
|
||
|
|
||
|
timedemo <demo>
|
||
|
(command)
|
||
|
Plays a demo as fast as the refresh rate will allow and displays the
|
||
|
average framerate attained during playback. For stability reasons, this
|
||
|
command will also exit the game when the demo finishes.
|
||
|
See also: playdemo
|
||
|
|
||
|
timelimit
|
||
|
(cvar: number)
|
||
|
default: 0
|
||
|
When this cvar is non-zero, the game will automatically advance to the
|
||
|
next level after this many minutes have elapsed. (deathmatch only)
|
||
|
See also: fraglimit
|
||
|
|
||
|
toggle <cvar>
|
||
|
(command)
|
||
|
Toggles the value of <cvar> between zero and non-zero.
|
||
|
|
||
|
toggleconsole
|
||
|
(command)
|
||
|
Toggles display of the console on/off.
|
||
|
|
||
|
togglemap
|
||
|
(command)
|
||
|
Toggles the automap on/off.
|
||
|
See also: am_overlay
|
||
|
|
||
|
togglemessages
|
||
|
(command)
|
||
|
Toggles display of game messages on/off. The only difference between doing
|
||
|
this and "toggle show_messages" is that this command always displays a
|
||
|
message describing the current state of messages.
|
||
|
See also: show_messages, toggle
|
||
|
|
||
|
turn180
|
||
|
(command)
|
||
|
Quickly turns your player around 180 degrees.
|
||
|
|
||
|
transsouls
|
||
|
(cvar: number)
|
||
|
default: 0.75
|
||
|
This is the amount of translucency exhibitted by lost souls. Valid values
|
||
|
are in the interval (0.0,1.0]. Large values mean less translucency.
|
||
|
|
||
|
turbo
|
||
|
(cvar: number)
|
||
|
default: 100
|
||
|
This cvar effects how quickly the player moves. A value of 100 will cause
|
||
|
the player to move at normal speed, 200 will cause the player to move at
|
||
|
200% of normal speed, 50 will cause the player to move at 50% of normal
|
||
|
speed, etc. Valid values range from 10 to 256.
|
||
|
|
||
|
unbind <key>
|
||
|
(command)
|
||
|
Removes a binding from the specified key.
|
||
|
See also: bind, doublebind, unbindall, undoublebind
|
||
|
|
||
|
unbindall
|
||
|
(command)
|
||
|
Removes all bindings and doublebindings from every key. To restore the
|
||
|
default bindings, you can use the binddefaults command. There is no way to
|
||
|
restore any custom bindings after issuing this command except by retyping
|
||
|
each bind command or using the controls setup menu.
|
||
|
See also: bind, binddefaults, doublebind, unbind, undoublebind
|
||
|
|
||
|
undoublebind <key>
|
||
|
(command)
|
||
|
Removes a doublebinding from the specified key.
|
||
|
See also: bind, doublebind, unbind, unbindall
|
||
|
|
||
|
use_joystick
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
Set this cvar to 1 if you want to use a joystick with ZDoom.
|
||
|
See also: use_mouse
|
||
|
|
||
|
use_mouse
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
Set this cvar is 0, ZDoom will ignore the mouse.
|
||
|
See also: use_joystick
|
||
|
|
||
|
var_friction
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
When set to "0", normal friction is applied to the player in all cases.
|
||
|
Otherwise, the amount of friction applied is determined by the sector
|
||
|
the player is in.
|
||
|
|
||
|
var_pushers
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When set to "0", disables the BOOM push/pull wind effects.
|
||
|
|
||
|
vid_currentmode
|
||
|
(command)
|
||
|
Displays the resolution of the currently active video mode.
|
||
|
See also: vid_defwidth, vid_defheight, vid_listmodes
|
||
|
|
||
|
vid_defbits
|
||
|
(cvar: integer)
|
||
|
default: 8
|
||
|
Specifies the default screen depth. Currently, only 8 bits are supported.
|
||
|
See also: vid_defheight, vid_defwidth
|
||
|
|
||
|
vid_defheight
|
||
|
(cvar: integer)
|
||
|
default: 200
|
||
|
Specifies the default screen height to use if not overridden at the
|
||
|
command line.
|
||
|
See also: vid_defbits, vid_defwidth
|
||
|
|
||
|
vid_defwidth
|
||
|
(cvar: integer)
|
||
|
default: 320
|
||
|
Specifies the default screen width to use if not overridden at the command
|
||
|
line.
|
||
|
See also: vid_defbits, vid_defheight
|
||
|
|
||
|
vid_listmodes
|
||
|
(command)
|
||
|
Lists all resolutions supported by the current display driver.
|
||
|
See also: vid_currentmode
|
||
|
|
||
|
vid_fps
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, will display a frame-per-second meter at the bottom of the
|
||
|
screen.
|
||
|
|
||
|
vid_noptc
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When this cvar is true, ZDoom will use DirectDraw directly instead of
|
||
|
using PTC to access it. Changes to this cvar take effect the next time
|
||
|
the game starts.
|
||
|
|
||
|
vid_palettehack (Win32 only)
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When this cvar is true, the game will refresh the palette every time
|
||
|
the screen is redrawn. This can be useful with some buggy video drivers.
|
||
|
|
||
|
vid_winscale (Linux only)
|
||
|
(cvar: number)
|
||
|
default: 1.0
|
||
|
Controls how large the display is scaled when playing in an X window.
|
||
|
Values of 1.0 and 2.0 are fast, other values use slower, generic scaling.
|
||
|
|
||
|
vid_setmode <width> <height> <modeid>
|
||
|
(command)
|
||
|
Sets the screen mode to <width> x <height> with <modeid> (if your video
|
||
|
hardware supports it).
|
||
|
See also vid_describecurrentmode, vid_describemodes
|
||
|
|
||
|
weapnext
|
||
|
(command)
|
||
|
Selects the next weapon (in order) that you own and have ammo for.
|
||
|
See also: impulse, weapprev
|
||
|
|
||
|
weapondrop
|
||
|
(cvar: boolean)
|
||
|
default: 0
|
||
|
When true, dead players will drop their current weapon (or ammo if the
|
||
|
pistol).
|
||
|
|
||
|
weapprev
|
||
|
(command)
|
||
|
Selects the previous weapon (in order) that you own and have ammo for.
|
||
|
See also: impulse, weapnext
|
||
|
|
||
|
wi_percents
|
||
|
(cvar: boolean)
|
||
|
default: 1
|
||
|
When false, intermission stats are printed as absolute values such as "3
|
||
|
of 6". When true, intermission stats are printed as percentages such as
|
||
|
"50%".
|
||
|
|
||
|
wipetype
|
||
|
(cvar: number)
|
||
|
default: 1
|
||
|
Selects the type of screen wipe to use. There are currently four possible
|
||
|
settings for this cvar:
|
||
|
1. No wipe
|
||
|
2. Melt
|
||
|
3. Burn
|
||
|
4. Crossfade
|