qzdoom-gpl/docs/commands.txt

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2016-03-01 15:47:10 +00:00
This document lists all commands and cvars supported by the current version
of ZDoom (1.22) and a short description of each. There are a total of 130
commands and 141 cvars.
===========================================================================
There are five types of cvars:
boolean: This is a number that can be either "0" or "1". "0" indicates no/
false, and "1" indicates yes/true.
color: This is a series of three hexadecimal numbers representing the
amounts of red, green, and blue (in that order) in a color. For
example, pure redwould be represented as "ffff 0000 0000". The
setcolor command can be used to set one of these cvars using a
color name instead of numbers. (See the description of the
setcolor command below.)
number: This is an ordinary number.
integer: This is an ordinary that doesn't take fractional values.
string: This is a series of text characters enclosed in quotes.
Some commands also take parameters. Any parameters that are required are
enclosed in < >, and those that are optional are enclosed in [ ].
ACTION COMMANDS
===============
NOTE: As in Quake, all action commands come in pairs. When prefixed by a
'+', they activate the corresponding action, and when prefixed by a '-',
they deactivate that action.
+attack, -attack
While active, causes the player to fire his active weapon.
+back, -back
While active, causes the player to move backward.
See also: +forward
+forward, -forward
While active, causes the player to move forward.
See also: +back
+jump, -jump
Causes the player to jump. When underwater, the player will swim upward
instead.
See also: +moveup
+klook, -klook
While active, causes +forward and +back to act like +lookup and +lookdown
instead.
See also: +mlook, +lookup, +lookdown, +forward, +back
+left, -left
While active, normally causes the player to turn to the left. However, as
long as +strafe is active, this will cause the player to move to the left
instead.
See also: +right, +strafe, +moveleft
+lookdown, -lookdown
While active, causes the player to look down.
See also: +lookup, +klook
+lookup, -lookup
While active, causes the player to look up.
See also: +lookdown, +klook
+mlook, -mlook
While active, causes movement along the mouse's vertical axis to tilt the
player's view up or down instead of moving the player forward or backward.
See also: +klook, freelook, invertmouse, lookspring
+movedown, -movedown
Moves the player down if swimming or flying.
See also: +moveup
+moveleft, -moveleft
While active, causes the player to move to the left.
See also: +moveright, +left, +strafe
+moveright, -moveright
While active, causes the player to move to the right.
See also: +moveleft, +right, +strafe
+moveup, -moveup
Moves the player up if swimming or flying.
See also: +movedown
+right, -right
While active, normally causes the player to turn to the right. However, as
long as +strafe is active, this will cause the player to move to the right
instead.
See alse: +left, +strafe, +moveright
+showscores, -showscores
While this action is active and you are playing a deathmatch game, a list
of the frags made by all players will be displayed on the screen. In
deathmatch games, this list will also automatically be display when you
are dead.
+speed, -speed
While active, all player movements occur at a rate faster than normal.
See also: cl_run
+strafe, -strafe
While active, causes all +left and +right commands to act like +moveleft
and +moveright instead.
See also: +left, +right, +moveleft, +moveright
+use, -use
While active, causes the player to attempt to use any usable items in
front of him/her (such as a door).
OTHER COMMANDS AND CVARS
========================
addbot [name]
(command)
Spawns a bot. If a name is given, the corresponding bot in bots.cfg will be
spawned. Otherwise, a bot will be picked at random from bots.cfg.
See also: listbots, removebots
alias <new command> <command string>
(command)
If specified with no parameters, will display a list of all current
aliases. If only <new command> is specified, it will be removed from the
list of aliases. If <command string> is also specified, it will be added
to the list of aliases as <new command>. For example, to create a new
command to kill the monsters on the level, you can use the command:
alias massacre kill monsters
Then, you can use the newly created massacre command to kill all the
monsters on the level.
alwaysapplydmflags
(cvar: boolean)
default: 0
Normally, some dmflags are only used in deathmatch. If alwaysapplydmflags
is 1, then they will also be used in single-player and co-op games.
See also: dmflags
am_backcolor
(cvar: color)
default: "6c 54 40" (a light tan)
The color of the automap background. Changes to this cvar take effect the
next time the automap is activated.
See also: all the am_* cvars
am_cdwallcolor
(cvar: color)
default: "4c 38 20" (a dark tan)
The color of two-sided lines that have a different ceiling height on each
side. Changes to this cvar take effect the next time the automap is
activated.
See also: all the am_* cvars
am_fdwallcolor
(cvar: color)
default: "88 70 58" (a lighter tan)
The color of two-sided lines that have a different floor height on each
side. Changes to this cvar take effect the next time the automap is
activated.
See also: all the am_* cvars
am_gridcolor
(cvar: color)
default: "8b 5a 2b" (tan4)
The color of the automap grid. Changes to this cvar take effect the next
time the automap is activated.
See also: all the am_* cvars
am_interlevelcolor
(cvar: color)
default: "ff 00 00" (red)
The color of inter-level teleporters. These are teleporters that teleport
you to a different map. Changes to this cvar take effect the next time the
automap is activated.
See also: all the am_* cvars
am_intralevelcolor
(cvar: color)
default: "00 00 ff" (blue)
The color of intra-level teleporters. These are teleporters that teleport
you to a different location on the same map. Changes to this cvar take
effect the next time the automap is activated.
See also: all the am_* cvars
am_lockedcolor
(cvar: color)
default: "00 00 98" (a blue)
The color of lines that open locked doors. Changes to this cvar take
effetc the next time the automap is activated.
See also: all the am_* cvars
am_notseencolor
(cvar: color)
default: "6c 6c 6c" (somewhat dark gray)
The color of lines on the automap that haven't yet been seen. Visible with
a computer area map. Changes to this cvar take effect the next time the
automap is activated.
See also: all the am_* cvars
am_overlay
(cvar: boolean)
default: 0
Normally, the togglemap command switches the automap between fully off and
fully on. Setting this cvar to "1" will cause togglemap to draw the
automap on top of the player's view before it draws the automap
fullscreen. (Bad description, I know. Just try it)
See also: am_rotate, togglemap
am_ovotherwallscolor
(cvar: color)
default: "00 88 44" (a dark blueish-green)
The color of passable lines on the automap when the map is overlayed.
Changes to this cvar take effect the next time the automap is activated.
See also: all the am_* cvars
ov_telecolor
(cvar: color)
default: "ff ff 00" (a bright green)
The color of teleports on the overlayed automap. Changes to this cvar take
effect the next time the automap is activated.
See also: all the am_* cvars
am_ovthingcolor
(cvar: color)
default: "e8 88 00" (an orange)
The color of things visible with the automap cheat when the map is
overlayed. Changes to this cvar take effect the next time the automap is
activated.
See also: all the am_* cvars
am_ovunseencolor
(cvar: color)
default: "00 22 6e" (a dark greenish-blue)
The color of unseen lines on the automap when the map is overlayed.
Changes to this cvar take effect the next time the automap is activated.
See also: all the am_* cvars
am_ovwallcolor
(cvar: color)
default: "00 ff 00" (a bright green)
The color of impassable walls when the automap is overlayed. Changes to
this cvar take effect the next time the automap is activated.
See also: all the am_* cvars
am_ovyourcolor
(cvar: color)
default: "fc e8 d8" (a very light orange--almost white)
The color of the arrow representing the player in single player games when
the map is overlayed. Changes to this cvar take effect the next time the
automap is activated.
See also: all the am_* cvars
am_rotate
(cvar: boolean)
default: 0
Normally, the automap is always drawn such that north is at the top of the
screen. Setting this cvar to "1" causes the automap to be drawn so that
lines toward the top of the screen are always directly in front of the
player's view. Changes to this cvar take effect immediately, unlike most
of the other am_* cvars. This can be particularly useful when the automap
is overlayed.
See also: am_overlay
am_showmonsters
(cvar: boolean)
default: 1
When true, the fullscreen automap will display a count of the number of
monsters that have been killed in the current level and the total number
of monsters in the level.
See also: am_showtime, am_showsecrets
am_showsecrets
(cvar: boolean)
default: 1
When true, the fullscreen automap will display a count of the number of
secrets that have been found in the current level and the total number of
secrets in the level.
See also: am_showmonsters, am_showtime
am_showtime
(cvar: boolean)
default: 1
When true, the fullscreen automap will display the total amount of time
you have been in a level (excluding time that has been paused).
See also: am_showmonsters, am_showsecrets
am_thingcolor
(cvar: color)
default: "fcfc fcfc fcfc" (almost white)
The color of things revealed with the map cheat. Changes to this cvar take
effect the next time the automap is activated.
See also: all the am_* cvars
am_tswallcolor
(cvar: color)
default: "8888 8888 8888" (gray)
The color of two-sided lines that don't have any difference in floor or
ceiling heights on either side. Only seen using map cheat. Changes to this
cvar take effect the next time the automap is activated.
See also: all the am_* cvars
am_usecustomcolors
(cvar: boolean)
default: 1
When true, the automap uses the colors specified by the am_* cvars,
otherwise it uses the standard DOOM automap colors. Changes to this cvar
take effect the next time the automap is activated.
See also: all the am_* cvars
am_wallcolor
(cvar: color)
default: "2c2c 1818 0808" (a dark brown)
The color of one-sided and secret walls in the automap. Changes to this
cvar take effect the next time the automap is activated.
See also: all the am_* cvars
am_xhaircolor
(cvar: color)
default: "8080 8080 8080" (gray)
The color of the "crosshair" dot in the center of the automap. Changes to
this cvar take effect the next time the automap is activated.
See also: all the am_* cvars
am_yourcolor
(cvar: color)
default: "fcfc e8e8 d8d8" (a very light orange--almost white)
The color of the arrow representing the player in single player games.
Changes to this cvar take effect the next time the automap is activated.
See also: all the am_* cvars
autoaim
(cvar: number)
default: 5000
This represents the vertical distance from an object that the player's
sight must be before that object is aimed at. Setting this cvar to "0"
disables autoaiming, while large values such as "5000" will reproduce the
original DOOM behavior of always autoaiming.
See also: color, name
autoexec
(cvar: string)
default: "<PROGDIR>/autoexec.cfg"
This is a file that will be automatically executed by ZDoom each time it
starts. This file is executed immediately after the config file is loaded.
It should contain a series of console commands. C++ style comments are
also supported. Comments begin with // and anything after them until the
end of the line will be ignored.
<PROGDIR> represents the directory that ZDoom is in and will naturally
vary depending on where you put it.
bind [key [command string]]
(command)
If no parameters are specified, the entire list of bound keys will be
printed to the console. If only [key] is specified, the binding for that
specific key will be printed. If both [key] and [command string] are
specified, [command string] will be bound to [key].
See also: doublebind, unbind, unbindall, undoublebind
binddefaults
(command)
Binds all keys to their default commands. This will not unbind any keys
that do not have any default bindings, so if you want to properly restore
the default controls, you need to use unbindall first.
See also: unbindall, bind
bot_allowspy
(cvar: boolean)
default: 0
Allows you to see through the eyes of bots during botmatch games.
bot_next_color
(cvar: number)
default: 11
Theoretically, a number representing the color of the next bot to be
spawned. In practice, it doesn't do anything.
bot_observer
(cvar: boolean)
default: 0
When set to 1, the player will experience minimal interaction with the
world, and bots will ignore him.
bumpgamma
(command)
Increases the current gamma level by 0.1. If the new gamma level would be
greater than 3.0, it wraps the gamma around to 1.0
See also: gamma
centerview
(command)
Causes the player to look straight ahead.
See also: +lookup, +lookdown
changemap <map>
(command)
Exits the current level and continues the game on the specified map.
Unlike the map and idclev commands, this command *will* work properly
during network games and is recorded in demos. Unfortunately, it has
occasionally resulted in some problems. It should, however, be safe
enough to use most of the time.
See also: idclev, map
changemus <music>
(command)
Changes the currently playing music. <music> should be the name of a music
lump or file on disk (which need not have been specified with the -file
parameter).
See also: dir, idmus
chase
(command)
Turns the chasecom on and off. This command also works while watching
demos, so you can bind it to a key and watch demos in the third person.
See also: chase_dist, chase_height, chasedemo
chase_dist
(cvar: number)
default: 90
This is how far away from the player the chasecam likes to be, but it will
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