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Quake - Client Commands |
| See your Textinfo.txt
file for Quake 1 commands.
If you make a mistake in a config or exec
file, Quake 2 will return an error. For instance, if you have aalias k
jump in a file named exec.cfg, when you type exec exec.cfg Quake
will return unknown command "aalias" There are over 200 commands, counting cheat codes and server commands. With a few exceptions, setup commands you can access from the menu are not listed unless they are especially handy during a game. Id's debugging commands, such as cl_test(whatever) also aren't documented, unless I have seen their use encouraged in other web sites, and then only as a warning not to use them. Some losers will do anything to screw up your game in order to beat you, even though the odds of you ever playing them are slim. Commands that don't really do anything (e.g.,
"changing") also aren't listed. Untested commands are marked "untested". Chances are very slim that I have discovered all the commands and variables. If you find any more commands or mistakes in this table, please send me an Email explaining the command and how I got it wrong so I can correct it. Also, I have added a few commands in response to questions from readers with an arcane setup that are of little or no value to anyone except one with that setup. All email is answered. If I don't have an answer to your question, I'll let you know and post the question on the main page. Note- some commands have notations that it may "slow your system way down". When this page was first written, the fastest PC on the market was about a 180mz P1. More modern systems should be able to handle the load with little or no trouble. To the programmers at Id, there is a vast difference between a command and a variable. For the Quake player, there is no difference at all. |
| command | function | subfunction | Explanation |
| alias | new command | action | Makes a new command. Type alias fragfest CONNECT 208.16.68.2:27910 to make the new command "Fragfest", which would connect you to the Springfield Quake 2 Fragfest (if it was still running; it isn't). Aliases are not saved when you exit Quake 2. To make an alias permanent, add them to your AUTOEXEC.CFG file or your CONFIG.CFG FILE. Typing alias without an alias name lists aliases in use. |
| allow_download | 0 or 1 | 1 allows downloading of skins, sounds, maps, etc. (3.15 or later only) | |
| allow_download_maps | 0 or 1 | 1 allows downloading of maps. (3.15 or later only) | |
| allow_download_models | 0 or 1 | 1 allows downloading of models. (3.15 or later only) | |
| allow_download_players | 0 or 1 | 1 allows downloading of skins. (3.15 or later only) | |
| allow_download_sounds | 0 or 1 | 1 allows downloading of sounds. (3.15 or later only) | |
| basedir | directory | Tells Quake 2 where data files are located. Useful if you are running Quake 2 from a second CD ROM. You must put this command in your config.cfg file, AUTOEXEC.CFG FILE, or as a command line parameter in your Windows shortcut. | |
| bind | key | action / variable | Reprograms a key on your keyboard. For instance, bind pgup jump makes the Pg Up key your "Jump" key. You can use this command to change keys not accessible from the menus. |
| bindlist | Lists all "bind" commands in use. Only the part of the list that will fit on your screen will show up. Use the PgUp, PgDn, Home and End keys to scroll. | ||
| bob_pitch | Affects the amount of the head's forward and backward movement when walking. The default is .002 | ||
| bob_roll | number | Affects the amount of the head's side to side movement when walking. The default is .002 | |
| bob_up | number | Affects the speed of the head's "bobbing" action while walking. The default is .005 | |
| cd close | Closes the CD tray. May not work with some CD ROMs. Disabled if the CD is playing when the game loads. | ||
| cd eject | Closes the CD if open, or opens the CD if closed. May not work with some CD ROMs. Disabled if the CD is playing when the game loads. | ||
| cd info | Lists CD status and number of mucic tracks. Disabled if the CD is playing when the game loads. | ||
| cd loop | number | Repeats the playing CD track. Disabled if the CD is playing when the game loads. | |
| cd_loopcount | number | Determines how many times a music track will repeat. See the list of tracks on the Quake 2 CD at the bottom of this page. | |
| cd_looptrack | number | Chooses music tracks on the CD. You do not have to have the Quake CD; any music CD or game CD that will play in a music CD player (e.g., Screamer works but not Road Rash). With the 3.15 or later patch, you do not need the Quake 2 CD at all; previous versions needed the Quake 2 CD to start a single player game, after which you can swap CDs. | |
| cd_nocd | 0 or 1 | 0 enables the CD, 1 disables it. You can bind this to a key to quickly stop/start the CD during a game. | |
| cd off | Turns off the CD music. Disabled if the CD is playing when the game loads. | ||
| cd on | ">Turns on the CD music. Disabled if the CD is playing when the game loads. | ||
| cd remap | track numbers | Remaps the cd to the order given. Example: cd remap 2 5 3 4 4 would play track 2, then track 5, then track 3, then play track 4 twice. If you issue this command without track numbers, it will list the remapped order. Disabled if the CD is playing when the game loads. | |
| cd reset | Resets the CD. Disabled if the CD is playing when the game loads. | ||
| cd resume | Starts the track where it stopped from a cd pause command. Disabled if the CD is playing when the game loads. | ||
| cd stop | Stops the CD music. Disabled if the CD is playing when the game loads. | ||
| cddir | drive and directory of game files | Tells Quake 2 where Quake program files are located. Useful if you are running Quake 2 from a second CD ROM. You must put this command in your config.cfg file, AUTOEXEC.CFG FILE, or as a command line parameter in your Windows shortcut. | |
| centerview | Snaps your view "forward", handy when bound to a key. | ||
| cl_anglespeedkey | number | Determines movement speed, whether you are using the keyboard, mouse, or joystick. The speed command must be issued before it comes into effect. | |
| cl_blend | 1 or 0 | Turns "palette switching" on or off. 0 turns it off. Turned off, water is as clear as air. However, you also won't "see red" when you're hit by enemy fire. | |
| clear | Clears out the message buffer. Does not reset variables. | ||
| cl_footsteps | 1 or 0 | 1 enables walking sounds, 0 disables | |
| cl_forwardspeed | number | Determines forward speed when you are using the keyboard to move | |
| cl_gun | 1 or 0 | 0 makes your gun invisible, but you can still shoot it. Does not speed up gameplay and may even decrease performance | |
| cl_lights | 1 or 0 | 0 disables the muzzle flash from your weapon, 1 enables | |
| cl_maxfps | 1 and up | Determines the maximum frames per second. Note that this is limited by your PCs capabilities. Setting to a lower number can reduce lag somewhat when playing over the internet; also useful with lower end machines in single player. Gamespy recommends 31. | |
| cl_motd | 1 or 0 | 1 enables sending information about your video card to id. The default is 1. Quake 3 only. The only information sent is reportedly what version of video driver you are using. This is untested (how could you test this?), but the information comes from a John Carmak posting on slashdot. I only include it here because some people are pretty picky about what data travels down their wires. | |
| cl_nodelta | 1 or 0 | 1 disables delta compression, 0 enables (default). Disabling delta compression can reduce lag when you have a bad internet connection. | |
| cl_noskins | 0, 1, or 2 | Enables or disables custom skins. Set to 1 will disable the use (and downloading in 3.15) of custom skins. Set to 2 will disable downloading of custom skins but allow the use of skins already on your hard drive. | |
| cl_particles | 0 or 1 | 0 disables smoke, sparks, etc; 1 enables. May speed up a slow machine somewhat. | |
| cl_pitchspeed | number | Determines the look up/down speed; default is 150. Used without an argument (number) reports the pitch speed. | |
| cl_predict | 0 or 1 | 1 enables server prediction, 0 disables. Use this when you can't hit what you're shooting at in multi player games. | |
| cl_run | 0 or 1 | 1 makes you "always run". You can set this from the menus, but it can be handy when bound to a key. | |
| cl_shownet | 0 or 1 | Set to 1 will scroll your lag numbers across the screen and really slow your system down, even in single player. Setting back to 0 will speed it back up somewhat, but you will need to exit and restart the game to get it back to normal. I only included this as a warning not to use it, as some places on the internet actually encourage its use! | |
| cl_sidespeed | number | Determines side to side speed when using the keyboard. The default is 200. | |
| cl_stats | 0 or 1 | Another "do not use this command" command. Set to 1 is an Id debugging tool to show the number of enemies. Slows your system way down. | |
| cl_stereo | 0 or 1 | 1 plays the music and sounds in stereo, 0 in mono. It does not let you play Quake with 3D glasses as some have written! | |
| cl_stereo_seperation | number | Widens or narrows stereo separation. Set to 0 is the same as setting cl_stereo to 0. | |
| cl_testblend | 0 or 1 | Do not use this command. Set to 1 is an Id debugging tool to show a pallete blending test. Slows your system way down. | |
| cl_upspeed | number | Determines upward speed when swimming; the default is 200. Used without the number returns the speed. | |
| cl_vwep | number | Untested. Toggles the display of player's weapons. | |
| cl_yawspeed | number | Keyboard user's turning speed. | |
| cmdlist | Lists all the Quake 2 commands; where I got most of these. | ||
| condump | file name | Places everything from the console in a text file, giving you a log. | |
| connect | IP address | Connects you to a network or internet game. Example: CONNECT 208.16.68.2:27910 connects you to the Springfield Fragfest (or used to- the Springfield Fragfest no longer runs a server). You must already be connected to your ISP, Quake 2 will not dial for you. | |
| con_notifytime | seconds | Determines how long messages are displayed. The default is 3. | |
| crosshair | 0 or 1 | Toggles the use of the crosshair sight. You can select this from a menu, or put this command in a file or bound to a key. | |
| cvarlist | Lists all the commands and variables in use. You can use the Home, End, Pg Up and PgDn keys to navigate the list. If a variable lists prefaced with "", the variable is empty. - - is a write-protected variable. These variables can only be changed from a cfg. file or a parameter in the Windows "Properties" box. * means if you change this setting with the Quake menus, it will stay changed, and have that value the next time you run Quake 2. Changes to variables prefaced with L will not tale place untill the next level. S means it is a server variable, and U means it is a user variable. | ||
| debuggraph | Do not use this command. Set to 1 is an Id debugging tool. Slows your system way down | ||
| demomap | file name | Runs a demo specified by "file name". | |
| developer | Do not use this command. Slows your system way down. This command displays all internal messages; may be useful if you are making levels. | ||
| dir | Returns a directory listing of your baseq folder. | ||
| disconnect | Disconnects you from the server. Issuing this command, followed by reconnect will sometimes clear up a bad connection. | ||
| drop | inventory item | Pretty much self explanatory. This command is pretty useful during team play. It only works if instant powerups are disabled, and dropped items only last 30 seconds (this may not be the case with some server side mods). | |
| dumpuser | name | Gives information about a player. Lists gender, rate message mode, FOV, skin name, Quake name, and handedness variables. May crash your Quake client if you use it in a game you are not hosting, depending on your computer's resources. | |
| exec | complete file name | Executes a "Quake 2 batch file". The "batch file" must be a text file containing valid Quake 2 commands, and must be in your baseq2 folder. | |
| fixedtime | Do not use this command. Slows your system way down. Normally, Quake 2 "drops" frames to keep its timing to "real time". This command forces Quake to show all the frames. Again, mod or level authors may find use for this command, but don't use it in deathmatch! | ||
| flood_msgs | number | number of messages allowed in flood_waitdelay | |
| flood_persecond | number | time period that a maximum of flood_msgs messages are permitted | |
| flood_waitdelay | number | determines "flood message" time | |
| fov | number | Forward view. Sent in by reader JJ, I haven't tested it yet. The default is 90, 180 gives you wide angle vision, and 10 can be used for sniping. | |
| game | drive:\directory | Tells Quake 2 the location of information about mods, maps, etc. that aren't in the default baseq2 directory. | |
| gender | male female auto |
sets gender for sounds of gender neutral skins. Female and crakhor default to female, male and cyborg default to male, everything else defaults to neutral. 3.15 and later only. | |
| gender_auto | 0 or 1 | makes determination of "death", etc. sounds automatic | |
| gl_3dlabs_broken | 1 or 0 | Untested. 0 fixes problems with some Creative video cards. The default is 1. | |
| gl_allow_software | 0 or 1 | Untested. Emulates missing GL functions. May be necessary before issuing some other GL commands. | |
| gl_bitdepth | 0 or 1 | Untested. 1 enables the use of 16 bit colors. | |
| gl_driver | driver DLL name | Untested. Enables the use of alternate drivers. Most likely your card's setup information will change this for you. Issued without the name should return the name; if it returns other than 3dfxgl it is already changed. | |
| gl_dynamic | 0 or 1 | Untested. 0 disables dynamic lighting. | |
| gl_ext_multitexture | 0 or 1 | Untested. 0 disables use of multiple texture processors. | |
| gl_ext_palletedtexture | 0 or 1 | Untested. 0 disables textures that have their own color pallettes. | |
| gl_ext_pointparameters | 0 or 1 | Untested. 0 disables the use of external point parameter files. | |
| gl_flashblend | 0 or 1 | This was Emailed in by Reader "Fort Ndukwu"; I haven't tested it yet. "Setting this to 1 will put a shpere around projectiles that show light (Instead of seeing the light agains the walls, you will see them in a sphere around the object) For example- the BFG ball will have a green sphere around it and a rocket will have a yellow shpere." | |
| gl_lightmap | 0 or 1 | This was Emailed in by Reader "Fort Ndukwu"; I haven't tested it yet. "(Def. 0) This may only work on non-server or 1 player game... but it takes all the textures of everything non-entity and leaves the colors (Solid kind-of look). Similar to gl_monolightmap." | |
| gl_lockpvs | 0 or 1 | Warning- Do not use. Locks the PVS table making player movement impossible. Useful for mapmaking. | |
| gl_log | 0 or 1 | Untested. Do not use. Makes a very large log of all GL functions, will slow the game to a crawl for a short time and then lock up the computer due to lack of drive space. | |
| gl_mipcap | 0-3 | Untested. However, the software version of this command was tested, see sw_mipcap | |
| gl_mipscale | 1-100 | Untested. However, the software version of this command was tested, see sw_mipscale | |
| gl_mode | 0 or 1 | Untested. However, the software version of this command was tested, see sw_mode | |
| gl_modulate | number | Untested. affects the brightness of textures under dynamic lighting. Fractions are permissible for the value. Making the value more than 1 brightens, less than 1 darkens. | |
| gl_monolightmap | 0 or 1 | Untested. Do not use. Debugging command; removes all color and hue. | |
| gl_multitexture | 0 or 1 | Untested. 0 disables the use of multiple texture processing. | |
| gl_picmip | number | Untested. Determines texture dimentions. Setting to a value larger than the default 0 may speed up some systems. | |
| gl_playermip | number | Untested. Determines skin texture dimentions. Setting to a value larger than the default 0 may speed up some systems. | |
| gl_polyblend | 0 or 1 | Untested. 0 disables water effects. see sw_waterwarp | |
| gl_round_down | 0 or 1 | Untested. Set to 0 disables rounding calculations of some pixels. May slightly increase performance on some systems. | |
| gl_texturemode | see Explanation | Untested. Determines mode for hardware rendering. GL_LINEAR blends pixels. GL_LINEAR_MIPMAP_NEAREST is the default, interpolating the nearest pixels, and using mipmapping for bilinear hardware. GL_NEAREST is the closest to software mode. Experiment to see which works best for your system (and let me know if it crashes). | |
| gl_ztrick | 0 or 1 | Untested. Setting this variable to 1 makes it not clear the z-buffer between frames. It may result in increased performance on some machines, and it may screw up the video or lock it up in others. | |
| gun_next | Selects the next weapon | ||
| gun_prev | Selects the previous weapon | ||
| gun_x | number | Determines how far to the right your weapon displays on your screen. | |
| gun_y | number | Determines how far forward into the screen your gun is placed. | |
| gun_z | number | Determines how far up or down your weapon shows up on your screen | |
| hand | 0 -2 | Determines handedness. 0 is right handed, 1 is left handed, and 2 removes the hand completely. You can select handedness from the menus. | |
| host_speeds | 0 or 1 | Use this to find your frame rate. Enter host_speeds 1 and a list of numbers will scroll down the screen. The column on the left is the time in milliseconds between screen refreshes. host_speeds 0 stops the scrolling. The other columns are server, graphics, and sound frame time in milliseconds. Divide 100 by the number in the left column to find your frame rate in FPS. | |
| imagelist | Lists all images in use in the game, their file names, file paths, and horizontal and vertical sizes in pixels. | ||
| info | Lists your map name and map's file name, game version, date your version was released, maximum players (will be 1 for single player), protocol number, whether or not cheats are enabled, the time limit, the frag limit, and deathmatch. This is basically a single-player version of serverinfo. | ||
| in_initjoy | 0 or 1 | 0 disables the initialization of your joystick. If you prefer the mouse and don't use your joystick, putting this in your config.cfg file may speed up game loading somewhat. | |
| in_joystick | 0 or 1 | 0 disables or 1 enables your joystick. The default is 0. If your joystick doesn't work, check to be sure set in_joystick "1" is in your config.cfg file (located in your baseq2 directory). The "set" and the quotes around the 1 are required in the config file, but are not at the command line. | |
| in_mouse | 0 or 1 | 0 disables or 1 enables your mouse. The default is 0. If your mouse doesn't work, check to be sure set in_mouse "1" is in your config.cfg file (located in your baseq2 directory). The "set" and the quotes around the 1 are required in the config file, but are not at the command line. | |
| intensity | number | Untested. GL command for adjusting display brightness. | |
| invdrop | number | Drops an inventory item for your teammate to pick up | |
| inven | Displays the inventory screen. | ||
| invnext | Selects the next item in your inventory list | ||
| invnextp | Selects the next powerup in your inventory list | ||
| invnextw | Selects the next weapon in your inventory list | ||
| invprev | Selects the previous item in your inventory list | ||
| invprevp | Selects the previous powerup in your inventory list | ||
| invprevw | Selects the previous weapon item in your inventory list | ||
| invuse | number | Uses an inventory item. | |
| joyadvanced | 0 or 1 | Untested. Determines whether an advanced joystick is used. Must be set to 1 manually or in a file before Quake 2 recognizes an advanced joystick. | |
| joyadvancedupdate | Untested. Tells Quake if an advanced joystick is being used. The joyadvance variable must be set first | ||
| joyadvaxisu | number | Untested. Remaps the R axis of an advanced joystick. The joyadvance variable must be set first. Values are 0: Axis not used; 1: Used for forward and backward movement; 2: Pitch; 3: Sideways movement; 4: Yaw. Add 16 to the number to make it a relative movement. | |
| joyadvaxisv | number | Untested. Remaps the V axis of an advanced joystick. The joyadvance variable must be set first. Values are 0: Axis not used; 1: Used for forward and backward movement; 2: Pitch; 3: Sideways movement; 4: Yaw. Add 16 to the number to make it a relative movement. | |
| joyadvaxisx | number | Untested. Remaps the X axis of an advanced joystick. The joyadvance variable must be set first. Values are 0: Axis not used; 1: Used for forward and backward movement; 2: Pitch; 3: Sideways movement; 4: Yaw. Add 16 to the number to make it a relative movement. | |
| joyadvaxisy | number | Untested. Remaps the Y axis of an advanced joystick. The joyadvance variable must be set first. Values are 0: Axis not used; 1: Used for forward and backward movement; 2: Pitch; 3: Sideways movement; 4: Yaw. Add 16 to the number to make it a relative movement. | |
| joyadvaxisz | number | Untested. Remaps the Z axis of an advanced joystick. The joyadvance variable must be set first. Values are 0: Axis not used; 1: Used for forward and backward movement; 2: Pitch; 3: Sideways movement; 4: Yaw. Add 16 to the number to make it a relative movement. | |
| joy_forwardsensitivity | any number. Negative numbers reverse the direction | Controls the sensitivity of the joystick's forward or backward movement. | |
| joy_forwardthreshold | 0-1 | Controls the front and back dead zone. Default is .15, or 15% | |
| joy_name | name of joystick | Tells Quake 2 what kind of joystick you are using. Issued by itself returns the name of the joystick. If you have a non-advanced joystick it will return "joystick". | |
| joy_pitchsensitivity | any number. Negative numbers reverse the direction | Controls the sensitivity of the joystick's movement looking up or down | |
| joy_pitchthreshold | 0-1 | Controls the up and down dead zone. Default is .15, or 15% | |
| joy_sidesensitivity | any number. Negative numbers reverse the direction | Controls the sensitivity of the joystick's sideways movement. | |
| joy_sidethreshold | 0-1 | Controls the left and right dead zone. Default is .15, or 15% | |
| joy_upsensitivity | any number. Negative numbers reverse the direction | Controls the sensitivity of the joystick's upward movement. | |
| joy_yawsensitivity | any number. Negative numbers reverse the direction | Controls the joystick's sensitivity looking left and right | |
| joy_yawthreshold | 0-1 | Controls the dead zone looking left and right. Default is .15, or 15% | |
| kill | Warning- Do not use. This is not a cheat to "cast a magic spell to kill other players in multiplayer" as reported on some pages, it kills YOU. This is the suicide command. It has also been posted elsewhere that it is for if you are "stuck somewhere and can't get out or just want to start over", but if you are "stuck somewhere" (like under the elevator), there is a cheat for that. If you just want to start over hit F3. | ||
| +klook | Makes the up and down arrows look up or down, instead of moving forward and backward | ||
| -klook | Makes the up and down arrows move forward and backward, instead of looking up and down (default) | ||
| link | new path | old path | Similar to the DOS command SUBST, it makes Quake 2 "think" that one path is really another. For example, if you had a second baseq2 directory named altbase (perhaps with a separate set of configs, maps, etc.), issueing link baseq2 altbase as a parameter when calling Quake 2 from Windows would make Quake 2 use files in the altbase folder instead of the baseq2 folder. |
| load | saved game | Loads a saved game. Only useful if you want to remap your F3 key to something else. | |
| +lookdown +lookup |
Makes you look up or down. Do
NOT use this command or the punks that posted this command
on their websites will blow you to fragments while laughing at your ignorance;
the only ways out are to use the "centerview" command or exit the game
completely.
Note that these commmands are always bound to a key; using the key, rebinding, or using in a script can be very useful. |
||
| map | file name | Loads a custom map or demo | |
| mapname | Returns the name of the current map. Works for both built-in maps and user-created maps. | ||
| menu_addressbook | Brings up the internet address book | ||
| menu_downloadoptions | Brings up the download options menu (3.17 and later only) | ||
| menu_joinserver | Brings up the "active servers" list | ||
| menu_keys | Brings up the "keys" menu | ||
| menu_load game | Brings up the "load saved game" menu. Only useful if you want to remap the F3 key. | ||
| menu_multiplayer | Brings up the multiplayer menu | ||
| menu_options | Brings up the "options" menu | ||
| menu_playerconfig | Brings up the Player Configuration menu | ||
| menu_quit | Exits the game after prompt | ||
| menu_video | Brings up the video menu | ||
| messagemode | Puts you in "message mode". What you type is interpreted as a message to other players. The 1 key will respond with "your name: 1". The enter key sends the message as if you typed it in at the command console. This seems to be time sensitive, and there may be additional functions that go with this command; I'm still experimenting with it. | ||
| messagemode2 | Same as messagemode, except only your team members hear your messages. | ||
| m_forward | Changes mouse sensitivity moving forward and backeard. The default is 1. | ||
| m_filter | 1 or 0 | m_filter 1 makes aiming more precise. It should be the default, but isn't, probably so John Carmak won't have to give up another Lamborgini. It's also possible that it makes aiming less precise on some systems. | |
| +mlook | Makes the mouse and joystick look up or down, instead of moving forward and backward. | ||
| -mlook | Makes the mouse and joystick move forward and backward, instead of looking up and down (default) | ||
| modellist | Lists all models, file names and paths, and file sizes. | ||
| m_pitch | number with up to three decimal places | Changes how sensitive your mouse is when looking up and down. The default is 0.022 | |
| m_side | number | Changes how sensitive your mouse is when moving left or right. The default is 0.8 | |
| m_yaw | number with up to three decimal places | Changes how sensitive your mouse is when looking left and right. The default is 0.022 | |
| name | new nickname | Changes your Quake name. If you want to have spaces in it, put it in quotes. | |
| path | Displays paths to files needed by the game. Helpful for trying to find out why a downloaded mod doesn't work. | ||
| play | name of .wav file or sound | Plays a .wav file or a sound. You could conceivably record the DOOM midis as .wav files, and use them with the "play" command to have "Super Doom". You could also have an exec command file that starts a server, then plays a custom .wav to alert you when all the skins and stuff were done loading. The files must be in baseq2\sound | |
| playerlist | Causes the server to give you a text list of the players on the server, including their connect time, score, ping, and spectator status. This is handy if not everyone fits on the scoreboard on busy servers. 3.19 and up only. | ||
| quit | Exits the game without the "Quit: y/n?" prompt. Bind this to your F10 key to disable the prompt. | ||
| run_pitch | number | Determines how far forward and backward you bob while walking and running. if run_pitch and run_roll are both set to 0 your movements are as smooth as playing Wolfenstein, Quake's Grandpa. | |
| r_novis | 0 or 1 | 1 causes Quake 2 to create a VIS table. The test showed no change between o (default) and 1 on my machine; it seemed slightly slower set to 1. Please send me an email if you have more info about this command. | |
| run_roll | number | Determines how far right and left you weave while walking and running. if run_pitch and run_roll are both set to 0 your movements are as smooth as playing Wolfenstein, Quake's Grandpa. A high number makes you stagger like a drunk. | |
| savegame | directory | Saves your game in the specified directory | |
| say | message | Makes Quake 2 interpret what you type as a message, instead of a command. For example, if you type say alias k jump the response will be FROGLEGS: ALIAS K JUMP, instead of remapping the "k" key to "jump". This assumes your name is "Froglegs". | |
| say_team | message | Only your teammates can "hear" the message. | |
| scr_conspeed | 1 to 50+ | Determines how fast the console drops when you hit the tilde (`) key. The default is 3, anything from 20 to 50 drops it in the blink of an eye, depending on your machine's speed. | |
| sensitivity | number with up to 3 decimal places | Changes sensitivity of your mouse in all directions. You can go past what's allowed in the menu selection. | |
| server info | lists information about the server. Info listed is the map's file name, creation date, map's game name, the maximum number of clients, variable listings for protocol and cheats, the time limit, the frag limit, deathmatch flags, and version number. Just use GameSpy instead and you'll have this info before you join the game. | ||
| set | variable | value | Sets the value of a Quake 2 variable. Most variables can be set without the set command. You can initialize a new variable with this command. For example, you can set x 1, and if you then issue sensitivity x, your mouse sensitivity will be set to 1. |
| s_khz | sampling frequency in KHz. 11 for performance, or 22 for sound quality. | sampling frequency in KHz. 11 for performance, or 22 for sound quality. | |
| skin | model | skin | Use this command to set up keys to quickly change your name and skin, just in case you've done something really stupid. Also useful if you're superstitious and your "lucky" skin isn't working. |
| s_loadas8bit | 1 or 0 | Setting this variable to 0 loads sound as 16 bit files (8 bit is the default). The command doesn't take effect untill the next level. | |
| snd_restart | Restarts the sound. Caution- don't use it. It works, but if your sound is screwed up, your whole system probably is, too. Exit Quake and restart windows instead. Except- see s_primary | ||
| soundinfo | Returns information about the sound setup | ||
| soundlist | Lists all sounds, and whether they are internal or external .wav files. External .wavs lists the subdirectory as well. | ||
| speed | 0 enables the cl_speedkey command, 1 disables. | ||
| spectator | 0 or 1 | 1 makes you a spectator. The default is 0. Using the inventory keys changes between players to chase. Resetting to 0 also sets your score to 0 (handy if you get that embarrassing -1 when falling in the lava). 3.19 and up only. | |
| s_primary | 1 or 0 | "Primary samplimg" variable. The default
is 0. If your sound effects are scratchy or distorted, setting
this to 1 may clear up the problem. This setting is retained when you
exit the game. Activision: "If you still have trouble, type the follow
lines into the console as well: s_wavonly 1 snd_restart s_mixahead 0.2 " |
|
| s_show | number | Displays all sounds. Caution-don't use it. The display slows your game way down. Except- see s_primary | |
| status | Gives the map name and number, score, ping, player name, port number, and LASTMSG and LOOPBACK variables | ||
| *strafe | Makes left and right controls "slide" left and right instead of turning | ||
| -strafe | Returns left and right controls back to default after issuing the +strafe command | ||
| sv_gravity | number | Alters gravity. 0 floats, 800 is the default. | |
| sv_volume | number | Adjusts sound effect .wav file volume. The default is .7. | |
| sv_maxvelocity | number | Returns the maximum speed that anything, including projectiles, can move. The default is 2000; see "server commands". | |
| sw_mipcap | 0-3 | Determines how realistically - and how fast -all textures are drawn. The default is 0, giving you the highest resolution, but the slowest speed.This only works with software rendering; the command is gl_mipcap for hardware acceleration | |
| sw_mipscale | 1-100 | Determines how realistically - and how fast - far away textures are drawn. A higher number speeds up your system at the expense of detail. This only works with software rendering; the command is gl_mipscale for hardware acceleration. | |
| sw_mode | 0-9 | Changes screen resolution in Software mode. It is generally quicker on most systems to change resolutions through the menus. For hardware accelerated systems, the command is gl_mode. Values are 0: 320x200; 1: 400x300; 2: 512x384; 3: 6640x480; 4: 800x600; 5: 960x720; 6: 10224x768; 7: 1152x864; 8: 1280x960; and 9: 1600x1200. | |
| sw_waterwarp | 0-1 | Set to 0 disables the waving and blurring effect when under water. | |
| togglechat | key | Binds the next key pressed to toggle to "chat mode". Example: togglechat t binds the "t" key to go into chat mode. For those who like to talk to other players without the console getting in your way. | |
| unbind | key | "Unprograms" a bound (programmed) key; see BIND | |
| unbindall | "Unprograms" allyour keys. | ||
| use | inventory item | Self explanatory. Using the bind command in a "Quake 2 batch file" redirecting certain keys to certain inventory items is very useful. | |
| vid_fullscreen | 0 or 1 | 0 for windowed. Bind this to a key so you can tab out more quickly while junk is loading. | |
| vid_ref | name of reference file | This was sent in by reader Dan Larson: Tells your server which reference file your system is to use for the video. For example, if you typed in vid_ref soft then it would use the software video reference file. You can see which ref's you have because they are the files in the Quake2 folder that start with ref_ (eg. ref_soft.dll). This is useful for people with a K6-2 so that they can use Quake 2 v3.20 with the 3DNow! reference file (AMD only has v3.19 released). |
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| vid_restart | Restarts the video. Useful if you issue a command you got from somebody else's web site that trashes your video. If this happens in internet play and you didn't give any console command, give the vid_restart command, exit Quake, delete that server from your GameSpy list, and restart your PC. | ||
| wave | 0-4 | "waves" at other players. 0:flipoff, 1: salute, 2: taunt, 3: wave, 4: point. | |
| weapprev | Chooses your previous weapon | ||
| weapnext | . | Chooses your next weapon | |
| win_noaltab | 0 or 1 | . | 0 enables tabbing out of Quake 2 when running from "windowed view" (default), 1 disables tabbing out (default). Pause the game when tabbing out, because the game still plays whether you see it or not. |
| z_stats | Returns information about memory useage. |
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