Back Last changes: 1999-07-13 Contact Maddes

Quake Console Commands

Index

General Information

This page is a mixture of the command lists from QuakeWorld.Net and Daniel Rinehart's homepage.
Some things were added by myself, Maddes, and are marked with *.
You can find the most recent version of this list on Quake Info Pool.

Keys for the list:

Quake v1.06 Console Commands

This section provides commands for all Quake versions, like DOSQuake, WinQuake, GLQuake and QuakeWorld.
In QuakeWorld, commands may be proceeded with a '/' character optionally. If you do not use the '/' to begin your commands, a mistyped command that QuakeWorld does not recognize will be echoed to everyone in the game like messagemode.

+/- _ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

+/-
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   +attack / -attack (A)
Syntax: +attack -attack
When attack is active the player is firing their current weapon.
See also: impulse

   +back / -back (A)
Syntax: +back -back
When back is active the player is moving backwards.
See also: cl_backspeed

   +forward / -forward (A)
Syntax: +forward -forward
When forward is active the player is moving forward.
See also: cl_forwardspeed

   +jump / -jump (A)
Syntax: +jump -jump
When jump is active the player is jumping.
See also: sv_gravity

   +klook / -klook (A)
Syntax: +klook -klook
When klook is active forward and back become lookup and lookdown respectively.

   +left / -left (A)
Syntax: +left -left
When left is active the player is turning left.
See also: cl_yawspeed

   +lookdown / -lookdown (A)
Syntax: +lookdown -lookdown
When lookdown is active the player's view is moving down.
See also: cl_pitchspeed, centerview, force_centerview

   +lookup / -lookup (A)
Syntax: +lookup -lookup
When lookup is active the player's view is moving up.
See also: cl_pitchspeed, centerview, force_centerview

   +mlook / -mlook (A)
Syntax: +mlook -mlook
When mlook is active moving the mouse forwards and backwards performs a lookup and lookdown respectively.

   +movedown / - movedown (A)
Syntax: +movedown -movedown
When movedown is active the player is swimming down in a liquid.
See also: cl_upspeed

   +moveleft / -moveleft (A)
Syntax: +moveleft -moveleft
When moveleft is active the player is strafing left.
See also: cl_sidespeed

   +moveright / -moveright (A)
Syntax: +moveright -moveright
When moveright is active the player is strafing right.
See also: cl_sidespeed

   +moveup / -moveup (A)
Syntax: +moveup -moveup
When moveup is active the player is swimming up in a liquid.
See also: cl_upspeed

   +right / -right (A)
Syntax: +right -right
When right is active the player is turning right.
See also: cl_yawspeed

   +showscores / -showscores (A)
Syntax: +showscores -showscores
When showscores is active in single player mode the current level stats are shown on the status bar. In multiplayer mode the current frags are shown on the full screen.

   +speed / -speed (A)
Syntax: +speed -speed
When speed is active the player is running.
See also: cl_movespeedkey, cl_anglespeedkey

   +strafe / -strafe (A)
Syntax: +strafe -strafe
When strafe is active left and right function like moveleft and moveright, strafing in that direction.

   +use / -use (A)
Syntax: +use <?> -use
Sets the USE flag for the player. Currently not used by Quake.
_
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   _cl_color (V)
Syntax: _cl_color <value>
Default: 0
Set the player's color. The value is SC*16+PC where SC is shirt color and PC is pants color.
See also: color

   _cl_name (V)
Syntax: _cl_name <string>
Default: Player
Sets the player's name.
See also: name

   _config_com_baud (V)
Syntax: _config_com_baud <value>
Default: 57600
Sets the default baud rate for the modem.
See also: com1/com2

   _config_com_irq (V)
Syntax: _config_com_irq <value>
Default: 4
Sets the default irq for the modem.
See also: com1/com2

   _config_com_modem (T)
Syntax: _config_com_modem <0/1>
Default: 0
This is a really weird option. If set to 1 then com1 gets the values that the _config_x commands sets. It doesn't work for com2 though. I think in general it's better just to use the com1 and com2 commands.
See also: com1/com2

   _config_com_port (V)
Syntax: _config_com_port <value>
Default: 1016
Sets the default port for the modem. Use 0x#### to enter the number in hex.
See also: com1/com2

   _config_modem_clear (V)
Syntax: _config_modem_clear <string>
Default: ATZ
Sets the default modem reset command.
See also: com1/com2

   _config_modem_dialtype (V)
Syntax: _config_modem_dialtype <P/T>
Default: T
Sets the default dialing mode to Touch Tone (T) or Pulse (P).
See also: com1/com2

   _config_modem_hangup (V)
Syntax: _config_modem_hangup <string>
Default: AT H
Sets the default hangup string for the modem.
See also: com1/com2

   _config_modem_init (V)
Syntax: _config_modem_init <string>
Default: (none)
Sets the default modem init string.
See also: com1/com2

   _vid_default_mode (V)
Syntax: _vid_default_mode <mode>
Default: 0
Sets the default video mode that Quake uses.
See also: menu_video

   _vid_wait_override (T)
Syntax: _vid_wait_override <0/1>
Default: 0
From techinfo.txt:
	can be used to force wait for vertical sync in all modes. When
	_vid_wait_override is set to 0, the type of waiting, if any,
	for each video mode that's set thereafter is automatically set
	to that appears to be the fastest safe state. However, it is
	possible in some cases that automatic setting may result in
	some screen glitching, and it is also true that shear can be
	eliminated by waiting for vertical sync (although at a cost in
	performance), so it may be desirable in some cases to override
	the automatic wait selection and always wait for vertical
	sync.  This can be done by setting _vid_wait_override to 1. Once
	set, this remains in effect through all succeeding mode sets,
	even when Quake is exited and re-entered; the only way to keep
	Quake from waiting for vertical sync once _vid_wait_override is
	set to 1 is to set _vid_wait_override to 0. Note that changing
	_vid_wait_override doesn't affect the current mode, but rather
	takes effect on the next mode set.
A
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   alias (C)
Syntax: alias <name> [command]
Using alias without the [command] option will erase the alias specified in <name>.
From techinfo.txt:
	The alias command is used to create a reference to a command or list
	of commands. When aliasing multiple commands, or commands that contain
	multiple words (such as "fraglimit 50"), you must enclose all the
	commands in quotation marks and separate each command with a
	semi-colon.

	Example of an alias that changes some Deathmatch server parameters:

	alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
	bind INS net_game
See also: bind

   ambient_fade (V)
Syntax: ambient_fade <n>
Default: 100
How quickly ambient sounds fade in/out. Higher values make the sound fade quicker.
See also: ambient_level

   ambient_level (V)
Syntax: ambient_level <n>
Default: 0.3
How loud ambient sounds are. This includes wind, water, and other ambient sounds.
See also: ambient_fade

   auxlook (T)
Syntax: auxlook <0/1>
Default: 1
Toggle the camera angle control for use with an auxiliary controller (eg. SpaceTec & SpaceOrb).
See also: toggle_auxlook
B
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   ban (C)
Syntax: ban <ip address> [mask]
At long last you can ban those troublesome players. Just get their ip with the status command and enter it in. However, don't get your hopes up that much at this point. It is a quick hack and can only current handle one banned ip address. It also supports higher order domain banning to make it easy to ban players from a particular ISP or site. Once you have declared at least one banned site typing ban without an ip address will list the current sites that are being banned.
To use the higher order domain banning the format is: ban xxx.xxx.0.0 xxx.xxx.0.0 (yes you have to type twice)
Once banning has been turned on you can turn it off by using the command: ban off
See also: status

   begin (P)
Syntax: begin
This command reports "Not valid from console" when run. It is part of the Quake client/server protocol. Sent by a client to a server after the client has processed the entity spawn messages and the client is ready to begin rendering and processing game update messages. Not for use by mortals.
See also: prespawn, spawn

   bf (C)
Syntax: bf
Background flash, used when you pick up an item.

   bgmbuffer (V)
Syntax: bgmbuffer <size>
Default: 4096
Amount of memory allocated for the background music buffer, used when playing from a cd.
See also: bgmvolume, cd

   bgmvolume (V)
Syntax: bgmvolume <vol>
Default: 1.0
Volume of background cd music.
See also: cd, bgmbuffer

   bind (C)
Syntax: bind <key> [command]
Used to bind a set of commands to a key.
To bind multiple command enclose the entire command in quotes and separate the commands with semicolons:
bind q "impulse 7; +attack; wait; -attack; impulse 5"
When using actions commands in a bind (ie +attack or +left) the first action will automatically be stopped when the key is released. To prevent this, start the command with a semicolon:
bind q ";+mlook" (This will keep mlook on until a -mlook is executed.)
From techinfo.txt:
	Where <key> is a valid key control and [command] is a valid
	Quake command.

	Example:
	To bind the j key to the 'jump' command, you would type:
	bind j +jump
	and press enter.

	Non-printable keys such as 'page up' and buttons from the
	mouse/joystick are bound in the same manner as printable
	characters.

	Example:
	To bind the page up key to the 'jump' command, you would type:
	bind pageup +jump
	and press enter.

	To bind the right mouse button to the attack command, you would type:
	bind mouse2 +attack
	and press enter.

	The following keys can be bound:
	A-Z 		0-9
	*F1-F12  	*TAB
	ENTER 		SPACE
	BACKSPACE	UPARROW
	DOWNARROW 	LEFTARROW
	RIGHTARROW  	ALT
	CTRL  		SHIFT
	INS  		DEL
	PGDN  		PGUP
	HOME  		END
	PAUSE 		SEMICOLON
	MOUSE1 (mouse button 1)
	MOUSE2 (mouse button 2)
	MOUSE3 (mouse button 3)
	*~ (tilde)

	* Can only be bound on the command line or in a .cfg file.
	The ESC key cannot be bound.
See also: alias, unbind, unbindall
C
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   cd (C)
Syntax: cd [command]
Used to control the cd player.
From techinfo.txt:
	cd on
		Re-enables the CD audio system after a "cd off" command.
	cd off
		Shuts down the CD audio system. No more music will be
		played unless it is re-enabled.
	cd reset
		Causes the CD audio to re-initialize. This is useful
		if you change CDs or insert the CD after you've
		already run Quake.
	cd play <track number>
		Plays the specified track one time.
	cd loop <track number>
		Plays the specified track. It will be repeated until
		either it is manually stopped or another track is started.
	cd stop
		Stops the currently playing track.
	cd resume
		Will resume playback of a stopped track.
	cd eject
		This is for CD players that do not have a manual eject button.
	cd remap <track1> <track2> <track3> ...
		Allows you to switch what tracks are played. This is
		especially useful if you want to play music other than
		that on the Quake CD. If the CD audio system is told
		to play track 1, it will instead play the 1st track
		you specified. For example: assuming a CD with 1 data
		track and 8 music tracks, the command "cd remap 1 9 8
		7 6 5 4 3 2" would leave the data alone and play the
		audio tracks as if they had been placed on the CD in
		the opposite order.
	cd info
		Reports information such as the number and types of
		tracks on the current CD, what track (if any) is
		currently playing, and the playback volume.
See also: bgmvolume, bgmbuffer

   centerview (C)
Syntax: centerview
Moves player's view back to straight ahead after a +lookup or +lookdown action.
See also: v_centerspeed, force_centerview

   changelevel (C)
Syntax: changelevel <map>
Switch game play to selected level. Use this command instead of map when you are running a server. Unlike the command map, changelevel won't disconnect all of the clients before loading the next level.
See also: map

   cl_anglespeedkey (V)
Syntax: cl_anglespeedkey <speed>
Default: 1.5
Sets multiplier for how fast you turn when running.
See also: cl_yawspeed

   cl_backspeed (V)*
Syntax: cl_backspeed <speed>
Default: 200
Sets backward movement rate.
See also: sv_maxspeed, cl_movespeedkey

   cl_bob (V)
Syntax: cl_bob <value>
Default: 0.02
Sets how much your weapon moves up and down when walking.
See also: cl_bobcycle, cl_bobup

   cl_bobcycle (V)
Syntax: cl_bobcycle <value>
Default: 0.6
Sets how quickly your weapon moves up and down when walking.
See also: cl_bob, cl_bobup

   cl_bobup (V)
Syntax: cl_bobup <value>
Default: 0.5
Sets how long your weapon stays up before cycling when walking.
See also: cl_bob, cl_bob_cycle

   cl_forwardspeed (V)
Syntax: cl_forwardspeed <speed>
Default: 200
Sets forward movement rate.
See also: sv_maxspeed, cl_movespeedkey

   cl_movespeedkey (V)
Syntax: cl_movespeedkey <speed>
Default: 2.0
Set multiplier for how fast you move when running.
See also: cl_backspeed, cl_forwardspeed, sv_maxspeed

   cl_nolerp (T)
Syntax: cl_nolerp <0/1>
Default: 0
The default 0 has the following effect on game play. Normally in a netgame, when you are playing Quake plays for a bit, then check for the other players TCP/IP packets. This causes smooth play with the occasional jerk as it loads positions. Setting it to 1 changes the behavior. This causes the game to only display 1 frame per loading of positions, so it loads a positions in, displays a frame then loads positions, displays a frame, etc.

   cl_pitchspeed (V)
Syntax: cl_pitchspeed <value>
Default: 150
Sets how fast you lookup and lookdown.

   cl_rollangle (V)
Syntax: cl_rollangle <value>
Default: 2.0
Sets how much your screen tilts when strafing.
See also: cl_rollspeed

   cl_rollspeed (V)
Syntax: cl_rollspeed <speed>
Default: 200
Sets how quickly you straighten out after strafing.
See also: cl_rollangle

   cl_shownet (T)
Syntax: cl_shownet <0/1>
Default: 0
Toggle the display of current net status (Doesn't mean much to me.)
Example output:
	98 98 120
	120
	98

   cl_sidespeed (V)
Syntax: cl_sidespeed <speed>
Default: 350
Sets how quickly you strafe.

   cl_upspeed (V)*
Syntax: cl_upspeed <speed>
Default: 200
Effects how quickly you move in liquids. (up, down and forward)

   cl_yawspeed (V)
Syntax: cl_yawspeed <speed>
Default: 140
Sets how quickly you turn left or right.
See also: cl_anglespeedkey

   clear (C)
Syntax: clear
Clears the console screen.

   cmd (C)
Syntax: cmd <commands>
This command, when issued from the client, forwards the remaining command arguments to the server for execution. For example: 'cmd sv_gravity -100', or 'cmd deathmatch 0', when issued at a connected client's console, will be sent to and processed by the server as if issued from the server's console. Note: as of 1.06, the server ignores such commands.

   color (C)
Syntax: color <shirt> <pants>
Sets the player's colors. If just the shirt color is used the pants color will be the same.
See also: _cl_color

   com1 / com2 (C)
Syntax: com1 [command] com2 [command]
Control the com ports on your computer.
From techinfo.txt:
	enable | disable
		"enable" means that your configuration is complete and
		you want to use the COM port. "disable" is used to
		turn off a COM port, usually to change its
		settings. The default (initial) state is disabled.

	modem | direct
		Use one of these two to let Quake know if you are
		using a modem or a direct connection (also called a
		null modem.) Quake uses this to know if it needs to
		handles modem initialization strings, dialing
		sequences, and hangup procedures.

	reset
		This will reset the COM port to its default settings
		and state.

	port <n>
	irq <n>
		These are used to set the I/O Port and IRQ that your
		serial port uses.  The default values are: port=3f8
		irq=4 for COM1 and port=2f8 irq=3 for COM2. Note that
		the port number is displayed in hexadecimal; to enter
		it you would use something like "COM2 port 0x2f8"; the
		"0x" preceding the "2f8" indicates that you are giving
		the value in hexadecimal otherwise decimal is assumed.

	baud <n>
		Sets the baud rate. Valid values for <n> are: 9600,
		14400, 28800, 57600, and 115200. 57600 is the
		default. Please note that this is the baud rate used
		for the uart, not your modem. It is perfectly valid to
		use 57600 on a COM port that is connected to a 28.8
		modem.

	8250 | 16550
		Specifies the type of uart chip in your
		system. Normally this is automatically detected, one
		of these need only be used if your chip is incorrectly
		detected.

	clear
	startup
	shutdown
		This allows you to specify the clear, startup, and
		shutdown strings needed for a modem for playing
		Quake. If you've found values that previously worked
		with Doom, use them here. If you are playing over a
		null modem cable, leave these blank.

	-cts | +cts
	-dsr | +dsr
	-cd  | +cd
		These determine if certain serial control lines should
		be honored or ignored. The "-" means you want that
		line ignored, the "+" means to honor it. "cts" is an
		abbreviation for "clear to send", "dsr" for "data set
		ready", and "cd" for "carrier detect". Do not change
		these values unless you are absolutely positive you
		need to. The default is to ignore all 3 lines.

	Quake always uses no parity, 8 data bits, and 1 stop bit; these
	values can not be changed. The baud, port, irq, and uart type can
	not be changed on an enabled port, you must disable it first.

	----------------------
	Configuration examples

	Example1: You have a machine with two serial ports you are going
	to use as a Quake server. COM1 will be using a null modem cable and
	COM2 will be connected to a 14.4 modem. You would use commands similar
	(the startup string would almost certainly be different) to these:

	COM1 baud 57600 enable
	COM2 baud 14400 modem startup AT\N0%C0B8 enable

	Example2: You are going to use your machine to connect to a dial-up
	Quake server with your 28.8 modem connected to COM2. You would
	use a command something like this:

	COM2 baud 57600 modem startup AT\N0%C0B8 enable

	Note the baud rate is not the same as the modem speed. This allows
	the modem-to-uart communications to occur at a higher rate than
	the modem-to-modem communications.
See also: _config_com_baud, _config_com_irq, _config_com_modem, _config_com_port, _config_modem_clear, _config_modem_dialtype, _config_modem_hangup, _config_modem_init

   con_notifytime (V)
Syntax: con_notifytime <time>
Default: 3
Sets how long messages are displayed when playing.

   connect (C)
Syntax: connect <server>
Connect to a Quake server. The name can be an absolute LAN address, IP, or hostname, depending on your network connection. You can also use the following format "connect xxx.xxx.xxx.xxx: xxxxx" to connect to a certain udpport of a server. Make sure you use the quotes ("") otherwise it doesn't work. (I've had trouble getting this to work) In general if you want to connect to a port other than 26000 on a server use the port command before a connect command.
See also: port, slist, disconnect, reconnect

   coop (T)
Syntax: coop <0/1>
Default: 0
Toggle the cooperative play mode in network games.
See also: deathmatch, teamplay

   crosshair (T)
Syntax: crosshair <0/1>
Default: 0
Toggle the display of an aiming crosshair.
D
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   d_mipcap (V)
Syntax: d_mipcap <value>
Default: 0
Sets the detail level. Values range from 0-3 with 0 giving the highest detail.
See also: d_mipscale, d_subdiv16

   d_mipscale (V)
Syntax: d_mipscale <value>
Default: 1
Sets how much detail distant objects have. Values range from 0-40 with 0 not bluring distant objects at all. (Uses lots of ram if set to 0)
See also: d_mipcap, d_subdiv16

   d_subdiv16 (T)
Syntax: d_subdiv16 <0/1>
Default: 1
Toggle extreme perspective correction.
From techinfo.txt:
	For maximum speed, perspective correction is performed only
	every 16 pixels. This is normally fine, but it is possible to
	see texture ripples in surfaces that are viewed at sharp
	angles. For more precise texture mapping, set the console
	variable d_subdiv16 to 0. Doing this will result in somewhat
	slower performance, however, and the difference in visual
	quality will not normally be noticeable.
See also: d_mipcap, d_mipscale

   deathmatch (T)
Syntax: deathmatch <0/1>
Default: 0
Toggle the deathmatch play mode.
See also: coop, teamplay

   demos (C)
Syntax: demos
Start playing queued demo(s) or cycle to next one if already playing.
See also: playdemo, startdemos, stopdemo, record

   developer (V)
Syntax: developer <0/1>
Default: 0
Toggle display of extra debugging information.
Example output:
	SpawnServer:  e1m1
	Clearing memory
	Programs occupy 400K.
	33 entities inhibited
	Server spawned.
	CL_EstablishConnection:  connected to local
	Client LOCAL connected
	the Slipgate Complex
	CL_SignonReply:  1
	CL_SignonReply:  2
	CL_SignonReply:  3
	4.2 megabyte data cache
	CL_SignonReply:  4

   disconnect (C)
Syntax: disconnect
Leave current server.
See also: connect, reconnect
E
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   echo (C)
Syntax: echo <string>
Print text to your own console.

   edgefriction (V)
Syntax: edgefriction <value>
Default: 2
Sets how easy it is to fall off an edge.

   edict (C)
Syntax: edict <value>
Get information on an edict in the game. This dumps a bunch of information about the object.
Example output:
	EDICT 1:
	modelindex59.0
	absmin'463.0 -369.0  63.0'
	absmax'497.0 -335.0 121.0'
	movetype3.0
	solid3.0
	origin'480.0 -352.0  88.0'
	oldorigin'480.0 -352.0  88.0'
	angles'  0.0  90.00.0'
	classnameplayer
	model progs/player.mdl
	frame  16.0
	mins  '-16.0 -16.0 -24.0'
	maxs  ' 16.0  16.0  32.0'
	size  ' 32.0  32.0  56.0'
	think player_stand1()
	nextthink  2.8
	health100.0
	weapon  1.0
	weaponmodel progs/v_shot.mdl
	currentammo  25.0
	ammo_shells  25.0
	items 4353.0
	takedamage 2.0
	view_ofs '  0.00.0  22.0'
	v_angle  '  0.0  90.00.0'
	netname  Prog
	flags 4616.0
	colormap1.0
	team 7.0
	max_health  100.0
	watertype -1.0
	th_pain  player_pain()
	th_diePlayerDie()
	walkframe  5.0
	attack_finished  1.4
	jump_flag-31.7
	air_finished 14.7
	dmg  2.0
See also: edictcount, edicts

   edictcount (C)
Syntax: edictcount
Display summary information about game edicts.
Example output:
	num_edicts: 165
	    active: 164
	      view: 107
	     touch: 123
	      step:  23
See also: edict, edicts

   edicts (C)
Syntax: edicts
Display information on all edicts in game.
See also: edict, edictcount

   entities (C)
Syntax: entities
Display a list of used objects in the game.
Example output:
  	0: maps/e1m5.bsp:  0  (  0.0,  0.0,  0.0) [  0.00.00.0]
  	1: EMPTY
  	2: EMPTY
  	3: EMPTY
  	4: EMPTY
  	5: progs/player.mdl:  0  (-1647.9,1722.4, 24.0) [  0.0 -94.20.0]
  	6: EMPTY
 	7: progs/player.mdl: 16  (-1205.8,2276.6, 24.0) [  0.0 215.60.0]
  	(...) {Text deleted}

   exec (C)
Syntax: exec <filename>
Execute a script file.
F
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   flush (C)
Syntax: flush
Clears the current game cache this includes cached sounds.
See also: precache, soundlist

   fly (T)
Syntax: fly
Default: Off
Toggle fly mode. Use moveup and movedown to adjust height.

   force_centerview (C)
Syntax: force_centerview
Snaps the view back to the center regardless if you are in a +mlook, +klook, +lookup, or +lookdown.
See also: centerview

   fov (V)
Syntax: fov <value>
Default: 90
Sets the field of vision, which determines how close you are to the objects.

   fraglimit (V)
Syntax: fraglimit <value>
Default: 0
Sets the number of frags needed before exiting a level.
See also: timelimit, noexit, samelevel
G
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   gamma (V)
Syntax: gamma <value>
Default: 0.0
Sets the gamma correction level (aka brightness.)
See also: r_fullbright

   give (C)
Syntax: give <item> <amount>
Give yourself an amount of an item. I still haven't been able to figure out how to get armor.
ItemDescriptionMaximum
1Axe
2Shotgun
3Double Shotgun
4Nailgun
5Super Nailgun
6Grenade Launcher
7Rocket Launcher
8Lighting Gun
CCells255
HHealth32767
NNails255
RRockets255
SShotgun Shells255

   god (T)
Syntax: god
Default: Off
Toggle god mode.
H
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   help (C)
Syntax: help
Bring up the help system (like pressing F1).

   host_framerate (V)*
Syntax: host_framerate <value>
Default: 0
This adjusts the time rate in Quake. The default of 0 sets the Quake Frame Time (QFT) to the corresponding real time, that means if a frame is displayed 0.05 seconds in real time then it also lasts 0.05 seconds in Quake.
By giving host_framerate another value the QFT is fixed, no matter how long it is displayed in real time. Your real fps isn't affected.
In multiplayer games each client can set host_framerate for a short time. If host_framerate isn't set back to zero as fast as possible, then the client's computer will hang, especially when picking up things, etc..
Test: A value of 0.5 (= artifical 2fps, half second per frame) is very fast and almost unplayable. After you change the value, exit the console and hold the "TAB" key. Notice the time indicator on the bottom right. The higher the rate, the faster time passes.

This gives you the possibilty to create exact movements like a 180 degree turn:
echo "180 Degree Turn Alias"
alias turn "host_framerate 0.03; wait; cl_yawspeed 8000; +left; wait; -left; cl_yawspeed 140; host_framerate 0"

   host_speeds (T)
Syntax: host_speeds <0/1>
Default: 0
Toggle the display of host info. They are in order: total time, server time, graphics time, and sound time. Each one is represented in ms and indicates the total time spend in each sub-system.
Example output:
 	34 tot3 server  31 gfx0 snd
 	36 tot3 server  31 gfx2 snd
 	34 tot3 server  31 gfx0 snd
See also: snd_noextraupdate

   hostname (V)
Syntax: hostname <name>
Default: unnamed or local
Sets the hostname of your computer.
I
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   impulse (C)
Syntax: impulse <value>
Perform weapon selection and also a few cheats.
ValueAction
1-8Select corresponding weapon
9Gives you all the weapons and keys
10Selects your next weapon by numerical value
11Gives you a rune
12Selects your last weapon by numerical value
255Gives you quad damage
J
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   joybuttons (V)
Syntax: joybuttons <value>
Sets the number of buttons on your joystick.
See also: joystick

   joystick (T)
Syntax: joystick <0/1>
Toggles if you have a joystick or not.
See also: joybuttons
K
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   kick (C)
Syntax: kick <playername> or <# player-number> <message>
Kick a player off of your sever. You can also kick a player based on their number as listed in the status command. (Haven't tried the kick by number yet but it should work. I also believe that you will need the extra spaces between the # and the player-number.) If you add the message at the end it will display it to the user.
See also: status

   kill (C)
Syntax: kill
Reduces your health to zero.
L
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   listen (T)
Syntax: listen <0/1>
Default: 0
Toggles if the server will "listen" for connections.

   load (C)
Syntax: load <filename>
Load a saved game.
See also: save, menu_load

   loadas8bit (T)
Syntax: loadas8bit <0/1>
Default: 0
Toggles if sounds are loaded in 8-bit.

   lookspring (T)
Syntax: lookspring <0/1>
Default: 0
Toggles if the view will recenter after mlook is deactivated. Only works with the mouse and joystick.
See also: centerview

   lookstrafe (T)
Syntax: lookstrafe <0/1>
Default: 0
Toggles if turn left and right will strafe left and right when a mlook is active. Only works with the mouse.
M
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   m_filter (T)
Syntax: m_filter <0/1>
Default: 1
Use the average of the last poistion and the current mouse position to track movement. 1 gives a smoother feel while 0 gives a raw feeling.

   m_forward (V)
Syntax: m_forward <value>
Default: 1
Sets how quickly moving the mouse forwards and backwards causes the player to move in the respective direction.

   m_pitch (V)
Syntax: m_pitch <value>
Default: 0.022
Sets how quickly you lookup and lookdown with the mouse when a mlook is active. Using a negative value will reverse the directions that the mouse looks.

   m_side (V)
Syntax: m_side <value>
Default: 0.8
Sets how quickly you strafe left and right with the mouse.

   m_yaw (V)
Syntax: m_yaw <value>
Default: 0.022
Sets how quickly you turn left and right with the mouse.

   map (C)
Syntax: map <name>
Load an start a new map. Use of this command on a multiplayer server isn't recommended because it disconnects all of the clients before loading the next level. The changelevel command is preferred in this instance.
Welcome to Quake
startEntrance
Doomed Dimension
e1m1Slipgate Complexe1m2Castle of the Damned
e1m3The Necropolise1m4The Grisly Grotto
e1m5Gloom Keepe1m6The Door To Chthon
e1m7The House of Chthone1m8Ziggurat Vertigo
Realm of Black Magic
e2m1The Installatione2m2Ogre Citadel
e2m3Crypt of Decaye2m4The Ebon Fortress
e2m5The Wizard's Mansee2m6The Dismal Oubliette
e2m7Underearth
Netherworld
e3m1Termination Centrale3m2The Vaults of Zin
e3m3The Tomb of Terrore3m4Satan's Dark Delight
e3m5Wind Tunnelse3m6Chambers of Torment
e3m7The Haunted Halls
The Elder World
e4m1The Sewage Systeme4m2The Tower of Despair
e4m3The Elder God Shrinee4m4The Palace of Hate
e4m5Hell's Atriume4m6The Pain Maze
e4m7Azure Agonye4m8The Nameless City
Final Level
endShub-Niggurath's Pit
Deathmatch Arena
dm1Place of Two Deathsdm2Claustrophobopolis
dm3The Abandoned Basedm4The Bad Place
dm5The Cisterndm6The Dark Zone
See also: changelevel, restart

   maxplayers (V)
Syntax: maxplayers <value>
Default: 1
Sets the number of players that can connect to a server. (Must use the command line to go above 4. Can't be changed while the server is running.)

   menu_keys (C)
Syntax: menu_keys
Brings up the key customization menu.
See also: menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video

   menu_load (C)
Syntax: menu_load
Brings up the load game menu.
See also: menu_keys, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video

   menu_main (C)
Syntax: menu_main
Brings up the main menu.
See also: togglemenu, menu_keys, menu_load, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video

   menu_multiplayer (C)
Syntax: menu_multiplayer
Brings up the multiplayer game option menu.
See also: menu_keys, menu_load, menu_main, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video

   menu_options (C)
Syntax: menu_options
Brings up the options menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video

   menu_quit (C)
Syntax: menu_quit
Brings up the quit dialog box.
See also: quit, menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_save, menu_setup, menu_singleplayer, menu_video

   menu_save (C)
Syntax: menu_save
Brings up the save game menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_setup, menu_singleplayer, menu_video

   menu_setup (C)
Syntax: menu_setup
Brings up the setup menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_singleplayer, menu_video

   menu_singleplayer (C)
Syntax: menu_singleplayer
Brings up the single player option menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_video

   menu_video (C)
Syntax: menu_video
Brings up the video option menu.
See also: menu_keys, menu_load, menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer

   messagemode (C)
Syntax: messagemode
Prompts for string to broadcast to all other players. This command can not be used on a dedicated server because it lacks the graphic environment. Use a say or say_team command from a dedicated server.
See also: messagemode2, say, say_team

   messagemode2 (C)
Syntax: messagemode2
Prompts for string to broadcast to your team members. This command can not be used on a dedicated server because it lacks the graphic environment. Use a say or say_team command from a dedicated server.
See also: messagemode, say, say_team
N
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   name (V)
Syntax: name <string>
Default: Player
Sets your name that other players will see and what console messages will use.
See also: _cl_name

   net_messagetimeout (V)
Syntax: net_messagetimeout <value>
Default: 300
Sets how long the program waits for network info before considering the connection broken.

   net_stats (C)
Syntax: net_stats
Reports a summary of the current net information.
Example output:
	unreliable messages sent  = 0
	unreliable messages recv  = 0
	reliable messages sent  = 0
	reliable messages received  = 0
	packetsSent  = 0
	packetsReSent  = 0
	packetsReceived  = 0
	receivedDuplicateCount  = 0
	shortPacketCount  = 0
	droppedDatagrams  = 0

   noclip (T)
Syntax: noclip
Default: Off
Toggle no clipping mode.

   noexit (V)
Syntax: noexit <value>
Default: 0
Toggles if players can leave the current level. Useful for servers that what to use only one map. To correct a bug in v1.01 the noexit flag has the following effects on the "start" map:
0 = noexit off (people can exit at any point)
1 = noexit on (goes through the levels in order. exits the "start" map when either the fraglimit or timelimit has been reached)
2 = noexit on (players may exit into what ever episode they want from the "start" map before the fraglimit or timelimit has been reached)
See also: fraglimit, timelimit, samelevel

   noisetrack (C)
Syntax: noisetrack <wav file>
Kind of starts up the wav file in a background loop. You have to use the complete sound path name ( sound/ambience/suck1.wav ). A little flaky on my setup for some reason.

   nosound (T)
Syntax: nosound <0/1>
Default: 0
Toggles if sound is on.

   notarget (T)
Syntax: notarget
Default: Off
Toggle if creatures automatically attack player.

P
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   path (C)
Syntax: path
Show what paths Quake is using.
Example output:
	Current search path:
	c: /quake_sw/id1/pak0.pak (339 files)
	c: /quake_sw/id1

   pausable (T)
Syntax: pausable <0/1>
Default: 1
Toggles if players can pause the game.
See also: pause

   pause (C)
Syntax: pause
Pause and unpause the game.
See also: pausable

   ping (C)*
Syntax: ping
Shows the ping time to the server for you and all other connected players.
Example output:
	Client ping times:
 	 443 Player1
 	 368 Player2
 	 462 Player3
  	  93 Player4
	1050 Player5

   play (C)
Syntax: play <name>
Play a sound effect.
Playable Sounds
ambience/buzz1.wavambience/comp1.wavambience/drip1.wav
ambience/drone6.wavambience/fire1.wavambience/fl_hum1.wav
ambience/hum1.wavambience/suck1.wavambience/swamp1.wav
ambience/swamp2.wavambience/thunder1.wavambience/water1.wav
ambience/wind2.wavambience/windfly.wavblob/death1.wav
blob/hit1.wavblob/land1.wavblob/sight1.wav
boss1/death.wavboss1/out1.wavboss1/pain.wav
boss1/sight1.wavboss1/throw.wavboss2/death.wav
boss2/idle.wavboss2/pop2.wavboss2/sight.wav
buttons/airbut1.wavbuttons/switch02.wavbuttons/switch04.wav
buttons/switch21.wavdemon/ddeath.wavdemon/dhit2.wav
demon/djump.wavdemon/dland2.wavdemon/dpain1.wav
demon/idle1.wavdemon/sight2.wavdog/dattack1.wav
dog/ddeath.wavdog/dpain1.wavdog/dsight.wav
dog/idle.wavdoors/airdoor1.wavdoors/airdoor2.wav
doors/basesec1.wavdoors/basesec2.wavdoors/basetry.wav
doors/baseuse.wavdoors/ddoor1.wavdoors/ddoor2.wav
doors/doormv1.wavdoors/drclos4.wavdoors/hydro1.wav
doors/hydro2.wavdoors/latch2.wavdoors/medtry.wav
doors/meduse.wavdoors/runetry.wavdoors/runeuse.wav
doors/stndr1.wavdoors/stndr2.wavdoors/winch2.wav
enforcer/death1.wavenforcer/enfire.wavenforcer/enfstop.wav
enforcer/idle1.wavenforcer/pain1.wavenforcer/pain2.wav
enforcer/sight1.wavenforcer/sight2.wavenforcer/sight3.wav
enforcer/sight4.wavfish/bite.wavfish/death.wav
fish/idle.wavhknight/attack1.wavhknight/death1.wav
hknight/grunt.wavhknight/hit.wavhknight/idle.wav
hknight/pain1.wavhknight/sight1.wavhknight/slash1.wav
items/armor1.wavitems/damage.wavitems/damage2.wav
items/damage3.wavitems/health1.wavitems/inv1.wav
items/inv2.wavitems/inv3.wavitems/itembk2.wav
items/protect.wavitems/protect2.wavitems/protect3.wav
items/r_item1.wavitems/r_item2.wavitems/suit.wav
items/suit2.wavknight/idle.wavknight/kdeath.wav
knight/khurt.wavknight/ksight.wavknight/sword1.wav
knight/sword2.wavmisc/basekey.wavmisc/h2ohit1.wav
misc/medkey.wavmisc/menu1.wavmisc/menu2.wav
misc/menu3.wavmisc/null.wavmisc/outwater.wav
misc/power.wavmisc/r_tele1.wavmisc/r_tele2.wav
misc/r_tele3.wavmisc/r_tele4.wavmisc/r_tele5.wav
misc/runekey.wavmisc/secret.wavmisc/talk.wav
misc/trigger1.wavmisc/water1.wavmisc/water2.wav
ogre/ogdrag.wavogre/ogdth.wavogre/ogidle.wav
ogre/ogidle2.wavogre/ogpain1.wavogre/ogsawatk.wav
ogre/ogwake.wavplats/medplat1.wavplats/medplat2.wav
plats/plat1.wavplats/plat2.wavplats/train1.wav
plats/train2.wavplayer/axhit1.wavplayer/axhit2.wav
player/death1.wavplayer/death2.wavplayer/death3.wav
player/death4.wavplayer/death5.wavplayer/drown1.wav
player/drown2.wavplayer/gasp1.wavplayer/gasp2.wav
player/gib.wavplayer/h2odeath.wavplayer/h2ojump.wav
player/inh2o.wavplayer/inlava.wavplayer/land.wav
player/land2.wavplayer/lburn1.wavplayer/lburn2.wav
player/pain1.wavplayer/pain2.wavplayer/pain3.wav
player/pain4.wavplayer/pain5.wavplayer/pain6.wav
player/plyrjmp8.wavplayer/slimbrn2.wavplayer/teledth1.wav
player/tornoff2.wavplayer/udeath.wavshalrath/attack.wav
shalrath/attack2.wavshalrath/death.wavshalrath/idle.wav
shalrath/pain.wavshalrath/sight.wavshambler/melee1.wav
shambler/melee2.wavshambler/sattck1.wavshambler/sboom.wav
shambler/sdeath.wavshambler/shurt2.wavshambler/sidle.wav
shambler/smack.wavshambler/ssight.wavsoldier/death1.wav
soldier/idle.wavsoldier/pain1.wavsoldier/pain2.wav
soldier/sattck1.wavsoldier/sight1.wavvomitus/v_sight1.wav
weapons/ax1.wavweapons/bounce.wavweapons/grenade.wav
weapons/guncock.wavweapons/lhit.wavweapons/lock4.wav
weapons/lstart.wavweapons/pkup.wavweapons/r_exp3.wav
weapons/ric1.wavweapons/ric2.wavweapons/ric3.wav
weapons/rocket1i.wavweapons/sgun1.wavweapons/shotgn2.wav
weapons/spike2.wavweapons/tink1.wavwizard/hit.wav
wizard/wattack.wavwizard/wdeath.wavwizard/widle1.wav
wizard/widle2.wavwizard/wpain.wavwizard/wsight.wav
zombie/idle_w2.wavzombie/z_fall.wavzombie/z_gib.wav
zombie/z_hit.wavzombie/z_idle.wavzombie/z_idle1.wav
zombie/z_miss.wavzombie/z_pain.wavzombie/z_pain1.wav
zombie/z_shot1.wav
See also: playvol, volume

   playdemo (C)
Syntax: playdemo <filename>
Play a demo.
See also: demos, startdemos, stopdemo, record

   playvol (C)
Syntax: playvol <filename> <volume>
Play a sound at a given volume. See play for a list of sounds.
See also: play

   pointfile (C)
Syntax: pointfile <filename.pts>
If qbsp generates a non-zero .pts file a leak exists in the level. This file is created in the maps directory. By using the pointfile command, it will load the .pts file and give a dotted line indicating where the leak(s) are on the level.

   port (V)
Syntax: port <port>
Default: 26000
Sets which port the connect command will use by default. Normally issuing a "connect 123.456.789.012" will connect to the server at port 26000. Helpful in binding your favorite servers to aliases. (ie alias server1 "port 260001; connect 123.456.789.012")
See also: connect

   precache (T)
Syntax: precache <0/1>
Default: 1
Toggle the use of a precache. This caches sound and other game data.
See also: flush

   prespawn (P)
Syntax: prespawn
This command reports "Not valid from console" when run. Part of the Quake client/server protcol. Sent by a client to a server after the client has processed the sign-on message from the server and the client is ready to process the ??? messages. Not for use by mortals.
See also: begin, spawn

   profile (C)
Syntax: profile <command>
Report info about which Quake C commands have been called the most. If the command is "all" it will dump every function call made.
Example output:
	185532 FindTarget
	 62092 ai_stand
	 39519 ai_walk
	 22417 WaterMove
	 21654 PlayerPreThink
	 16262 PlayerPostThink
	 16233 ImpulseCommands
	 14015 LinkDoors
	 12368 CheckRules
	 10822 CheckPowerups
Q
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   quit (C)
Syntax: quit
Exit the game no questions asked.
See also: menu_quit
R
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   r_aliastransadj (X)
Syntax: r_aliastransadj <?>
Default: 200
Used in determining how much of an alias model (ie: monsters, etc) is "clipped away" and how much is viewable. Currently has no effect on game play.

   r_aliastransbase (X)
Syntax: r_aliastransbase <?>
Default: 200
Used in determining how much of an alias model (ie: monsters, etc) is "clipped away" and how much is viewable. Currently has no effect on game play.

   r_ambient (V)
Syntax: r_ambient <value>
Default: 0
Sets how bright the rooms are by default. This applies regardless of separate light source present in a room.
See also: r_fullbright

   r_clearcolor (V)
Syntax: r_clearcolor <value>
Default: 2
This sets the color for areas outside of the current map. You will really only see it if you have no clipping on and walk "outside".

   r_drawentities (T)
Syntax: r_drawentities <0/1>
Default: 1
Toggles the drawing of objects like doors, bars, buttons, monsters, items, nails, rockets, and grenades.

   r_drawflat (T)
Syntax: r_drawflat <0/1>
Default: 0
Toggles the drawing of texture maps. (0=use texture maps)

   r_draworder (T)
Syntax: r_draworder <0/1>
Default: 0
Toggles correct drawing order. (1=x-ray vision)

   r_drawviewmodel (T)
Syntax: r_drawviewmodel <0/1>
Default: 1
Toggles the drawing of your weapon.

   r_dspeeds (T)
Syntax: r_dspeeds <0/1>
Default: 0
Toggles the displaying of information. (What it is I don't know)
Example output:
 	31  0.4p5w  2.5b  20s  1.0e  1.6v
 	26  0.5p5w  2.5b  15s  1.0e  1.6v
 	28  0.4p5w  2.2b  17s  1.0e  1.6v
 	26  0.3p5w  2.5b  15s  1.0e  1.6v
 	26  0.2p5w  2.2b  15s  1.0e  1.6v

   r_fullbright (T)
Syntax: r_fullbright <0/1>
Default: 0
See also: gamma

   r_graphheight (V)
Syntax: r_graphheight <value>
Default: 10
Set the number of lines displayed in the timegraph.
See also: r_timegraph

   r_maxedges (V)
Syntax: r_maxedges <value>
Default: 2000
Sets the maximum number of edges. The new setting does not take effect until the map is restarted. Probably only helpful for map developers.
See also: r_numedges, r_reportedgeout

   r_maxsurfs (V)
Syntax: r_maxsurfs <value>
Default: 1000
Sets the maximum number of surfaces. The new setting does not take effect until the map is restarted. Probably only helpful for map developers.
See also: r_numsurfs, r_reportsurfout

   r_numedges (T)
Syntax: r_numedges <0/1>
Default: 0
Toggles the displaying of number of edges currently being viewed.
Example output:
	Used 517 of 2000 edges; 521 max
	Used 517 of 2000 edges; 521 max
	Used 513 of 2000 edges; 521 max
	Used 513 of 2000 edges; 521 max
See also: r_maxedges, r_reportedgeout

   r_numsurfs (T)
Syntax: r_numsurfs <0/1>
Default: 0
Toggles the displaying of number of surfaces currently being viewed.
Example output:
	Used 183 of 1001 surfs; 188 max
	Used 182 of 1001 surfs; 188 max
	Used 182 of 1001 surfs; 188 max
	Used 178 of 1001 surfs; 188 max
See also: r_maxsurfs, r_reportsurfout

   r_polymodelstats (T)
Syntax: r_polymodelstats <0/1>
Default: 0
Toggles the displays of number of polygon models current being viewed.
Example output:
  	5 polygon model drawn
  	6 polygon model drawn
  	5 polygon model drawn

   r_reportedgeout (T)
Syntax: r_reportedgeout <0/1>
Default: 0
Toggle the display of how many edges where not displayed. I've never had this happen during normal game play, only when in noclip mode.
See also: r_maxedges, r_numedges

   r_reportsurfout (T)
Syntax: r_reportsurfout <0/1>
Default: 0
Toggle the display of how many surfaces where not displayed. This shouldn't happen during normal game play, only when in noclip mode.
See also: r_maxsurfs, r_numsurfs

   r_speeds (T)
Syntax: r_speeds <0/1>
Default: 0
Toggles the displaying of drawing time and stats of what is currently being viewed.
Example output:
 	32.7 ms 267/196/ 74 poly   3 surf
 	38.6 ms 267/196/ 74 poly  20 surf
 	60.4 ms 267/196/ 74 poly  18 surf
 	38.2 ms 267/196/ 73 poly  18 surf

   r_timegraph (T)
Syntax: r_timegraph <0/1>
Default: 0
Toggle the display of a performance graph. (Lower levels means better performance.)
See also: r_graphheight

   r_waterwarp (T)
Syntax: r_waterwarp <0/1>
Default: 1
Toggles whether surfaces are warped when in a liquid.

   reconnect (C)
Syntax: reconnect
Reconnect to last server.
See also: connect, disconnect

   record (C)
Syntax: record <filename> <map> [cd track]
Record a demo on a map using an optional cd track.
See also: stop, playdemo

   registered (T)
Syntax: registered <0/1>
Default: 0 for SW
Toggles if the game is registered or not.

   restart (C)
Syntax: restart
Restart the current level.
See also: map, changelevel
S
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   samelevel (T)
Syntax: samelevel <0/1>
Default: 0
Toggles whether exiting a level advances to the next one.
See also: fraglimit, timelimit, noexit

   save (C)
Syntax: save <filename>
Save a game.
See also: load, menu_save

   say (C)
Syntax: say <string>
Broadcast a string to all other players. The string is entered on the console, unlike the messagemode and messagemode2 commands, allowing it to be used on a dedicated server.
See also: messagemode, messagemode2, say_team

   say_team (C)
Syntax: say_team <string>
Broadcast a string to all players on your team. The string is entered on the console, unlike the messagemode and messagemode2 commands, allowing it to be used on a dedicated server.
See also: messagemode2, messagemode, say

   sbinfo (C)
Syntax: sbinfo
Report current Sound Blaster settings.
Example output:
	BLASTER=A220 I5 D1 H5 P330 T6
	dsp version=4.13
	dma=5
	dma position: 79

   scr_centertime (V)
Syntax: scr_centertime <time>
Default: 2
Sets how long the screen hints are displayed on the screen. This includes messages like "Step into the slipgate...".

   scr_conspeed (V)
Syntax: scr_conspeed <value>
Default: 300
Sets how quickly the console screen scrolls up and down.

   scr_ofsx (V)
Syntax: scr_ofsx <value>
Default: 0
Sets how much to offset the view in the x direction.
See also: scr_ofsy, scr_ofsz

   scr_ofsy (V)
Syntax: scr_ofsy <value>
Default: 0
Sets how much to offset the view in the y direction.
See also: scr_ofsx, scr_ofsz

   scr_ofsz (V)
Syntax: scr_ofsz <value>
Default: 0
Sets how much to offset the view in the z direction.
See also: scr_ofsx, scr_ofsy

   scr_printspeed (V)
Syntax: scr_printspeed <speed>
Default: 8
Controls how fast the text is displayed at the end of the single player episodes.

   screenshot (V)
Syntax: screenshot
Captures a .pcx file of your current view. Automatically names based on the existence of other screenshots.

   sensitivity (V)
Syntax: sensitivity <value>
Default: 3
Sets the sensitivity of the mouse.

   serverprofile (T)
Syntax: serverprofile <0/1>
Default: 0
Toggles if server stats are displayed.
Example output:
	serverprofile:4 clients 40 msec

   showpause (T)
Syntax: showpause <0/1>
Default: 1
Toggles if the pause icon appears when the game is paused.
See also: showram, showturtle

   showram (T)
Syntax: showram <0/1>
Default: 1
Toggles if the ram icon appears when then game is running out of memory.
See also: showpause, showturtle

   showturtle (T)
Syntax: showturtle <0/1>
Default: 0
Toggle if the turtle icon is displayed when the frame rate drops below 10.
See also: showpause, showram

   sizedown (C)
Syntax: sizedown
Reduces the screen size.
See also: sizeup, viewsize

   sizeup (C)
Syntax: sizeup
Increases the screen size.
See also: sizedown, viewsize

   skill (V)
Syntax: skill <level>
Set the skill level of the game. Useful to set before recording a demo.
ValueDifficulty
0Easy
1Normal
2Hard
3Nightmare

   slist (C)
Syntax: slist
Show Quake servers located on the LAN.
See also: connect

   snd_noextraupdate (T)
Syntax: snd_noextraupdate <0/1>
Default: 0
Toggles the correct value display in host_speeds. Usually messes up sound playback when in effect.
From techinfo.txt:
	(Note, though, that unless you also do snd_noextraupdate
	1<enter> sound time will actually show up as graphics
	time. However, snd_noextraupdate 1 can cause sound to get
	choppy, so it's not generally recommended.)
See also: host_speeds

   snd_show (T)
Syntax: snd_show <0/1>
Default: 0
Toggles the display of sounds currently being played.
Example output:
	255 106 zombie/z_idle.wav
	218  66 zombie/z_idle.wav
	241  89 zombie/z_idle.wav
	 70 117 ambience/fire1.wav
	----(4)----

   soundinfo (C)
Syntax: soundinfo
Reports information on the sound system.
Example output:
	    1 stereo
	 2048 samples
	 1963 samplepos
	   16 samplebits
	    1 submission_chunk
	11025 speed
   0x7d7cf000 dma buffer
           78 total_channels

   soundlist (C)
Syntax: soundlist
Reports a list of sounds current cached.
Example output:
	(...) {Text Deleted}
	L( 8b) 137481 :  ambience/drip1.wav
	L( 8b)  68273 :  ambience/swamp2.wav
	L( 8b)  68271 :  ambience/swamp1.wav
	 (16b)  28120 :  weapons/lstart.wav
	 ( 8b)  12815 :  items/damage3.wav
	 ( 8b)  19694 :  misc/power.wav
	Total resident:  1689633
See also: flush

   spawn (P)
Syntax: spawn
This command reports "Not valid from console" when run. Part of the Quake client/server protocol. Sent by a client to a server after the client has processed the prespawn messages and the client is ready to process the entity spawn messages. Not for use by mortals.
See also: begin, prespawn

   startdemos (C)
Syntax: startdemos <filename1> <filename2> <...>
Setup a queue of demos to loop. Note: once you queue 3 demos your list must always have 3 demos in it. Likewise if you queue 5 any future lists must also have 5 demos in it. If after queueing 4 demos you then queue 2, the two demos from the 4 demo queue will be played after your two newly queued demos.
See also: demos, playdemo, stopdemo

   status (C)
Syntax: status
Report current game information.
Example output:
	   host:  hostname
	    map:  e1m6
	players:  8 active (8 max)
	player1 10: 03: 39
	xxx.xxx.xxx.xxx: xxxx
	player2 20: 06: 49
	xxx.xxx.xxx.xxx: xxxx
	(...) {Text deleted}

   stop (C)
Syntax: stop
Stop the recording of a demo.
See also: record

   stopdemo (C)
Syntax: stopdemo
Stops the current playback of demos.
See also: playdemo, demos

   stopsound (C)
Syntax: stopsound
Stops all sounds currently being played.

   stuffcmds (C)
Syntax: stuffcmds
Starts execution of command line parameters. (Used during game startup.)

   sv_accelerate (V)
Syntax: sv_accelerate <value>
Default: 10
Sets how quickly objects accelerate.

   sv_aim (V)
Syntax: sv_aim <value>
Default: 0.93
Sets how much leniency there is in the vertical aim when shooting at a target. (0.0 gives the most leniency.)

   sv_friction (V)
Syntax: sv_friction <value>
Default: 4
Sets how much friction there is.

   sv_gravity (V)
Syntax: sv_gravity <value>
Default: 800
Sets how much gravity there is.

   sv_idealpitchscale (V)
Syntax: sv_idealpitchscale <value>
Default: 0.8
Sets how much a player's view changes when on steps or an incline.

   sv_maxspeed (V)
Syntax: sv_maxspeed <value>
Default: 320
Sets the maximum rate at which a player can move.
See also: cl_backspeed, cl_forwardspeed, cl_movespeedkey

   sv_maxvelocity (V)
Syntax: sv_maxvelocity <value>
Default: 2000
Sets the maximum speed at which anything can move including ammunition.

   sv_nostep (T)
Syntax: sv_nostep <0/1>
Default: 0
Toggles if players automatically walk up steps or if they have to jump up them.

   sv_stopspeed (V)
Syntax: sv_stopspeed <value>
Default: 100
Sets how quickly objects stop moving.

   sys_ticrate (V)
Syntax: sys_ticrate <value>
Default: 0.05
From techinfo.txt:
	Only used by dedicated servers. This determines the rate at
	which the server will send out updates to the clients. The
	default value is 0.05 (20 updates per second.) For servers
	where bandwidth is limited, using modems or the internet for
	example, it is advisable to lower this value to 0.1 (10
	updates per second.)  This will have a very minor effect on
	responsiveness, but will half the outbound bandwidth required
	making the modem players a lot happier.
T
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   teamplay (T)
Syntax: teamplay <value>
Default: 0
Toggles whether team mode is on during networked games. Set teamplay to 1 to turn this option on. Setting teamplay to 2 allows you to hurt yourself and your team, but if you kill someone on your team you lose a frag.
See also: coop, deathmatch

   tell (C)
Syntax: tell <player> <string>
Send a message to a single player. Very nice in large network games.

   temp1 (V)*
Syntax: <0-5>
Default: 0
For testing player deaths. 0 means random selection of player death, where 1 to 5 selects the corresponding player death.

   test (C)
Syntax: test <server>
Reports information about the players currently on the selected server.
Example output:
	Player1
	  frags:0  colors: 13 13  time: 284
	  xxx.xxx.xxx.xxx: xxxx
	Player2
	  frags:5  colors: 4 3  time: 11
	  xxx.xxx.xxx.xxx: xxxx
	Player3
	  frags:  13  colors: 3 11  time: 3
	  xxx.xxx.xxx.xxx: xxxx

   test2 (C)
Syntax: test2 <server>
Reports information about the current conditions the selected server has.
Example output:
	sv_maxspeed 320
	sv_friction 4
	sv_gravity  800
	noexit      0
	teamplay    0
	timelimit   0
	fraglimit   50

   timedemo (C)
Syntax: timedemo <demoname>
Gets demo speed and time.
Example output:
	969 Frames 52.2 Seconds 18.6 FPS

   timelimit (V)
Syntax: timelimit <value>
Default: 0
Set a time to play the level before advancing to the next one.
See also: fraglimit, noexit, samelevel

   timerefresh (C)
Syntax: timerefresh
Does a quick test to find out video refresh for your current location. It calculates this based on doing a 360 degree turn.
Example output:
	3.675180 Seconds (34.828222 FPS)

   toggle_auxlook (T)
Syntax: toggle_auxlook
Toggles if auxlook is on or off.
See also: auxlook

   toggleconsole (C)
Syntax: toggleconsole
Display or remove the console screen.

   togglemenu (C)
Syntax: togglemenu
Display the menu screens.
See also: menu_main
U
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   unbind (C)
Syntax: unbind <key>
Remove the current commands bound to a key.
See also: unbindall, bind

   unbindall (C)
Syntax: unbindall
Remove every key binding. (Use with caution. Current key bindings are saved when you exit so if you unbindall then exit only the ESC key will work. Trust me I know!)
See also: unbind, bind
V
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   v_centermove (V)
Syntax: v_centermove <value>
Default: 0.15
Sets how far the player must move forward before the view recenters. A big help for those people that like to use the keyboard.

   v_centerspeed (V)
Syntax: v_centerspeed <value>
Default: 500
Sets how quickly you return to a center view after a lookup or lookdown.
See also: centerview

   v_cshift (V)
Syntax: v_cshift <red> <green> <blue> <intensity>
This adjusts all of the colors currently being displayed. Used when you are underwater, hit, or have the Ring of Shadows. Values range from 0-256 for all four values.

   v_idlescale (T)
Syntax: v_idlescale <0/1>
Default: 0
Toggles whether the the view remains idle. (You can get some cool effects if you turn this on.)
See also: v_ipitch_cycle, v_ipitch_level, v_iroll_cycle, v_iroll_level, v_iyaw_cycle, v_iyaw_level

   v_ipitch_cycle (V)
Syntax: v_ipitch_cycle <value>
Default: 1
Sets how quickly you lean forwards and backwards when v_idlescale is active.
See also: v_idlescale, v_ipitch_level

   v_ipitch_level (V)
Syntax: v_ipitch_level <value>
Default: 0.3
Sets how far you lean forwards and backwards when v_idlescale is active.
See also: v_idlescale, v_ipitch_cycle

   v_iroll_cycle (V)
Syntax: v_iroll_cycle <value>
Default: 0.5
Sets how quickly you tilt right and left when v_idlescale is active.
See also: v_idlescale, v_iroll_level

   v_iroll_level (V)
Syntax: v_iroll_level <value>
Default: 0.1
Sets how far you tilt right and left when v_idlescale is active.
See also: v_idlescale, v_iroll_cycle

   v_iyaw_cycle (V)
Syntax: v_iyaw_cycle <value>
Default: 2
Sets how quickly you look left and right when v_idlescale is active.
See also: v_idlescale, v_iyaw_level

   v_iyaw_level (V)
Syntax: v_iyaw_level <value>
Default: 0.3
Sets how far you look left and right when v_idlescale is active.
See also: v_idlescale, v_iyaw_cycle

   v_kickpitch (V)
Syntax: v_kickpitch <value>
Default: 0.6
Sets how much you look up when hit.
See also: v_kickroll, v_kicktime

   v_kickroll (V)
Syntax: v_kickroll <value>
Default: 0.6
Sets how much you lean when hit.
See also: v_kickpitch, v_kicktime

   v_kicktime (V)
Syntax: v_kicktime <value>
Default: 0.5
Sets how long the "kick" effects last.
See also: v_kickpitch, v_kickroll

   version (C)
Syntax: version
Report version information.
Example output:
	Version 1.01
	Exe:  17: 38: 28 Jul 12 1996

   vid_describecurrentmode (C)
Syntax: vid_describecurrentmode
Report current video mode.
See also: vid_describemode, vid_describemodes, vid_mode, vid_nummodes, vid_testmode, menu_video

   vid_describemode (C)
Syntax: vid_describemode <mode>
Report information on selected videomode.
See also: vid_describecurrentmode, vid_describemodes, vid_mode, vid_nummodes, vid_testmode, menu_video

   vid_describemodes (C)
Syntax: vid_describemodes
Report information on all video modes.
Example output:
	 ***** standard VGA modes *****
	 0:  320x200
	 ***** Mode X-style modes *****
	 1:  320x200
	 2:  360x200
	 3:  320x240
	 4:  360x240
	 5:  320x350
	 6:  360x350
	 7:  320x400
	 8:  360x400
	 9:  320x480
	10:  360x480
See also: vid_describecurrentmode, vid_describemode, vid_mode, vid_nummodes, vid_testmode, menu_video

   vid_mode (C)
Syntax: vid_mode <mode>
Sets the video mode.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_nummodes, vid_testmode, menu_video

   vid_nopageflip (T)
Syntax: vid_nopageflip <0/1>
Default: 0
Toggles whether page flipping is disabled. From techinfo.txt:
	If a given VESA mode can support page flipping, then it
	defaults to page- flipped operation.  A VESA mode can be
	forced to non-page-flipped operation by setting the
	vid_nopageflip console variable to 1, then setting the mode
	(note that vid_nopageflip takes operation on the next, not the
	current, mode set, and note that it then stays in effect
	permanently, even when Quake is exited and restarted, unless
	it is manually set back to 0.)

   vid_nummodes (C)
Syntax: vid_nummodes
Reports the total number of videomodes available.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_mode, vid_testmode, menu_video

   vid_testmode (C)
Syntax: vid_testmode <mode>
Switch to another videomode temporarily, to test it.
See also: vid_describecurrentmode, vid_describemode, vid_describemodes, vid_mode, vid_nummodes, menu_video

   vid_wait (V)
Syntax: vid_wait <value>
Default: 0
From techinfo.txt:
	sets the type of waiting that the video adapter should do, as follows:
	0:  no waiting
	1:  wait for vertical sync active
	2:  wait for display enable active

   viewframe (X)
Syntax: viewframe <number>
View a particular frame in the current model.
See also: viewmodel, viewnext, viewprev

   viewmodel (X)
Syntax: viewmodel <name>
Although mainly used internally by Quake, if you want to get an idea of what the models look like while playing Quake these are the steps needed. Once in Quake load up the map and you will be able to view what ever model you want now.
A big thank you to G-boy <peerbro@worldonline.nl> for the map and information.
Some models are
progs/player.mdlprogs/zombie.mdl
progs/ogre.mdlprogs/wizard.mdl
progs/demon.mdlprogs/hknight.mdl
progs/boss.mdl
Example output:
	Create a map with these characteristics:
	{
	"classname" "viewthing"
	"origin" "x y z"
	}
See also: viewframe, viewnext, viewprev

   viewnext (X)
Syntax: viewnext
View the next frame in the current model.
See also: viewframe, viewmodel, viewprev

   viewprev (X)
Syntax: viewprev
View the previous frame in the current model.
See also: viewframe, viewmodel, viewnext

   viewsize (V)
Syntax: viewsize <value>
Default: 100
Set the screen size.
See also: sizedown, sizeup

   volume (V)
Syntax: volume <volume>
Default: 1.0
Set the volume for sound playback.
See also: play, playvol
W
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   wait (C)
Syntax: wait
Wait a game tic.

Windows Quake Console Commands

This section provides additional commands for Quake windows versions, like WinQuake, GLQuake and QuakeWorld.
In QuakeWorld, commands may be proceeded with a '/' character optionally. If you do not use the '/' to begin your commands, a mistyped command that QuakeWorld does not recognize will be echoed to everyone in the game like messagemode.
Some of these commands are available in DOS Quake 1.07 and higher, but maybe have no effect. Also DOS Quake maybe shows "Unknown command" warnings which can be ignored.

+/- _ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

_
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   _snd_mixahead (V)(available in DOS Quake 1.07 and higher)
Syntax: _snd_mixahead <value>
Default: 0.1
Sets the time (in seconds) to mix the sound that much ahead. Should only be used with severe lag.

   _vid_default_mode_win (V)(available in DOS Quake 1.07 and higher)
Syntax: _vid_default_mode_win <value>
Default: 3
Just like the DOS Quake vid_default_mode you can set the default video mode for Windows versions.
See also: _vid_default_mode, menu_video

   _windowed_mouse (T)(available in DOS Quake 1.07 and higher)
Syntax: _windowed_mouse <0/1>
Default: 0
Toggles windowed mouse mode. Helpful when playing WinQuake in a windowed mode.
B
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   block_switch (?)
Syntax: block_switch
Default: 0
Not documented yet.
C
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   cmdline (C)(available in DOS Quake 1.07 and higher)
Syntax: cmdline
Displays the command line/parameters with which quake was started.
G
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   gamecfg (?)(available in DOS Quake 1.07 and higher)
Syntax: gamecfg
Default: 0
Not documented yet.
L
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   lcd_x (?)(available in DOS Quake 1.07 and higher)
Syntax: lcd_x
Default: 0
Not documented yet.

   lcd_yaw (?)(available in DOS Quake 1.07 and higher)
Syntax: lcd_yaw
Default: 0
Not documented yet.
M
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   mcache (?)(available in DOS Quake 1.07 and higher)
Syntax: mcache
Not documented yet.
N
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   nomonsters (?)(available in DOS Quake 1.07 and higher)
Syntax: nomonsters
Default: 0
Not documented yet.
S
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   saved1 (?)(available in DOS Quake 1.07 and higher)
Syntax: saved1
Default: 0
Not documented yet.

   saved2 (?)(available in DOS Quake 1.07 and higher)
Syntax: saved2
Default: 0
Not documented yet.

   saved3 (?)(available in DOS Quake 1.07 and higher)
Syntax: saved3
Default: 0
Not documented yet.

   saved4 (?)(available in DOS Quake 1.07 and higher)
Syntax: saved4
Default: 0
Not documented yet.

   savedgamecfg (?)(available in DOS Quake 1.07 and higher)
Syntax: savedgamecfg
Default: 0
Not documented yet.

   scratch1 (?)(available in DOS Quake 1.07 and higher)
Syntax: scratch1
Default: 0
Not documented yet.

   scratch2 (?)(available in DOS Quake 1.07 and higher)
Syntax: scratch2
Default: 0
Not documented yet.

   scratch3 (?)(available in DOS Quake 1.07 and higher)
Syntax: scratch3
Default: 0
Not documented yet.

   scratch4 (?)(available in DOS Quake 1.07 and higher)
Syntax: scratch4
Default: 0
Not documented yet.
V
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   vid_config_x (V)(available in DOS Quake 1.07 and higher)
Syntax: vid_config_x <value>
Default: 800
Width of mode 2 window.
See also: vid_config_y, vid_forcemode, vid_stretch_by_2

   vid_config_y (V)(available in DOS Quake 1.07 and higher)
Syntax: vid_config_y <value>
Default: 600
Height of mode 2 window.
See also: vid_config_x, vid_forcemode, vid_stretch_by_2

   vid_forcemode (C)
Syntax: vid_forcemode <value>
Sets the specified mode, even if it's the same as the current mode.
From wqreadme.txt:
	This is generally useful only if you've modified the characteristics of
	video mode 2 (the configurable window) while you're in mode 2, and
	want to force the new characteristics to take effect.
See also: vid_config_x, vid_config_y, vid_stretch_by_2

   vid_fullscreen (C)
Syntax: vid_fullscreen
Switches to the mode specified in vid_fullscreen_mode.
See also: vid_fullscreen_mode, vid_windowed, vid_windowed_mode

   vid_fullscreen_mode (V)
Syntax: vid_fullscreen_mode <value>
Default: 3
Mode for vid_fullscreen.
See also: vid_fullscreen, vid_windowed, vid_windowed_mode

   vid_minimize (C)
Syntax: vid_minimized
Minimizes the window only when in windowd mode.
From wqreadme.txt:
	You can bind a key to the commands "vid_windowed; wait; vid_minimize"
	to minimize WQ regardless of whether you're running in windowed or fullscreen mode.

   vid_stretch_by_2 (T)(available in DOS Quake 1.07 and higher)
Syntax: vid_stretch_by_2 <0/1>
Default: 1
Renders at half-resolution in each direction and stretch up to the specified size in mode 2, otherwise renders at full resolution (0).
See also: vid_config_x, vid_config_y, vid_forcemode

   vid_window_x (V)
Syntax: vid_window_x <value>
Default: 0
X coordinate of the window position in windowed mode.

   vid_window_y (V)
Syntax: vid_window_y <value>
Default: 0
Y coordinate of the window position in windowed mode.

   vid_windowed (C)
Syntax: vid_windowed
Switches to the mode specified in vid_windowed_mode.
See also: vid_fullscreen, vid_fullscreen_mode, vid_windowed_mode

   vid_windowed_mode (V)
Syntax: vid_windowed_mode <value>
Default: 0
Mode for vid_windowed.
See also: vid_fullscreen, vid_fullscreen_mode, vid_windowed

OpenGL Quake Console Commands

This section provides additional commands for OpenGL Quake versions, like GLQuake and GLQuakeWorld.
In QuakeWorld, commands may be proceeded with a '/' character optionally. If you do not use the '/' to begin your commands, a mistyped command that QuakeWorld does not recognize will be echoed to everyone in the game like messagemode.

+/- _ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

G
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   gl_affinemodels (?)*
Syntax: gl_affinemodels <value>
Not documented yet.

   gl_cull (T)*
Syntax: gl_cull <0/1>
Default: 1
ADVANCED OPTION: Toggles backface culling on model files.
Thanks to Charles "Psykotik" Pence for the info.

   gl_finish (T)
Syntax: gl_finish <0/1>
Default: 1
ADVANCED OPTION: Toggles GLQuake's issue of a glFinish() call after each frame.
0 - Do not issue a glFinish() call after each frame, this may optimize speed for non 3Dfx based systems.
1 - Issue a glFinish() call after each frame.

   gl_flashblend (T)
Syntax: gl_flashblend <0/1>
Default: 1
Toggles how GLQuake handles dynamic lighting.
0 - Makes dynamic lights look as they do in software Quake, and is slightly slower.
1 - Use the new dynamic light drawing technique.

   gl_keeptjunctions (T)
Syntax: gl_keeptjunctions <0/1>
Default: 1
ADVANCED OPTION: Toggles if t-junctions are kept.
0 - Does not save t-juncts, will speed up the game, but will leave a few artifact pixels.
1 - Save t-juncts.

   gl_nobind (?)*
Syntax: gl_nobind <value>
Not documented yet.

   gl_picmip (T)
Syntax: gl_picmip <0-4>
Default: 0
ADVANCED OPTION: This option controls the texture detail of the map, each value greater than 0 cuts the size of textures used in the map by half. This helps reduce memory requirements resulting in smoother frame rate in complex scenes. The down side is this will make things a bit more blurry.

   gl_playermip (T)
Syntax: gl_playermip <0-4>
Default: 0
ADVANCED OPTION: This option controls the texture detail of models in the game, each value greater than 0 cuts the size of textures used in the map by half. This helps reduce memory requirements resulting in smoother frame rate in complex scenes. The down side is this will make things a bit more blurry.

   gl_polyblend (T)
Syntax: gl_polyblend <0/1>
Default: 1
Toggles the effects (palette shifting) from getting hit, quad, pentagram of protection, and under water clarity.
0 - Poly blending is disabled.
1 - Poly blending is enabled.

   gl_reportjunctions (?)*
Syntax: gl_reportjunctions <value>
Not documented yet.

   gl_rounddown (T)
Syntax: gl_rounddown <0/1>
Default: 1
ADVANCED OPTION: Toggles how GLQuake handles textures whose dimensions are not a power of 2.
0 - The texture will be scaled up to the next power of 2 size.
1 - The texture will be scaled down to the next power of 2 size.

   gl_sgis_multitexture (T)*
Syntax: gl_sgis_multitexture <0/1>
Default: detected by GLQuake
Multitextures support allows certain hardware to render the world in onepass instead of two. On hardware that supports this, you will get a 60% to 100% increase in frame rate. This extension will be autodetected and used.
If for some reason it is not working correctly, specify the command line option "-nomtex" to disable it.

   gl_smoothmodels (?)*
Syntax: gl_smoothmodels <value>
Not documented yet.

   gl_subdivide_size (C)*
Syntax: gl_subdivide_size <value>
Default: 128
Defines the size of the pieces in which skies are divided/split.
Higher values being better for smoothness, albeit with a tradeoff in distortion of the sky up close.

   gl_texturemode (T)*
Syntax: gl_texturemode [GL_NEAREST | GL_NEAREST_MIPMAP_NEAREST | GL_LINEAR | GL_LINEAR_MIPMAP_NEAREST | GL_LINEAR_MIPMAP_LINEAR]
Default: GL_LINEAR_MIPMAP_NEAREST
ADVANCED OPTION: Sets the texture mapping mode.

   gl_triplebuffer (T)*
Syntax: gl_triplebuffer <0/1>
Default: 0
Enables TripleBuffering. Set this to 1 on a Voodoo Rush card.

   gl_ztrick (T)
Syntax: gl_ztrick <0/1>
Default: 1
ADVANCED OPTION: Toggles if GLQuake clears the Z-buffer after each frame. If the status bar or console flashes, set the variable to 0.
0 - GL Quake does not clear the Z-buffer.
1 - GL Quake does clear the Z-buffer.
R
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   r_lightmap (T)*
Syntax: r_lightmap <0/1>
Default: 0
Enabled shows the lightmap without textures, textures only displayed on entities.

   r_mirroralpha (C)
Syntax: r_mirroralpha <0-1>
Default: 1
Causes a stained glass texture (like the window at the 'easy' hall in the start map) to reflect when set to a decimal value less than 1.

   r_novis (T)
Syntax: r_novis <0/1>
Default: 0
Toggles if GLQuake use visible information list, the drawback is massive engine slow down associated with the r_novis 1 option.
See also: r_wateralpha

   r_shadows (T)
Syntax: r_shadows <0/1>
Default: 0
Toggles if GLQuake displays shadows.
0 - GLQuake does not display shadows.
1 - GLQuake does display shadows.

   r_wateralpha (C)
Syntax: r_wateralpha <0-1>
Default: 1
Allows for semi-transparent water when set to a decimal value greater than 0.
See also: r_novis

VQuake Console Commands

This section provides additional commands for VQuake.

+/- _ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

D
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   d_bilerp (T)*
Syntax: d_bilerp <0/1>
Default: 1
Setting to 0 turns off texture bilinear filtering.

   d_mipcap (V)*
Syntax: d_mipcap <value>
Default: 0
Increasing it (to 1, 2, or 3) reduces texture detail for all objects.

   d_mipscale (V)*
Syntax: d_mipscale <value>
Default: 1.0
Increasing it reduces texture detail for more distant objects.

   d_dither (T)*
Syntax: d_dither <0/1>
Default: 1
Setting to 0 turns off dithering.

   d_wamp (V)*
Syntax: d_wamp <value>
Default: 7.0
Controls amplitude of water warping.

   d_wfreq (V)*
Syntax: d_wfreq <value>
Default: 12.0
Controls frequency of water warping.
R
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   r_antialias (V)*
Syntax: r_antialias <0-7>
Default: 0
Use "r_antialias 7" to antialias just about everything, including particles.

   r_surfacelookup (T)* (available in VQuake 1.08 Beta 1 and higher)
Syntax: r_surfacelookup <0/1>
Default: 1
Disabling r_surfacelookup will make the CPU perform the 8 to 16 bit conversion step for texture maps instead of the Verité. On faster CPUs this can increase performance. Results also depend on what resolution you choose.

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