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Reference: JoeQuake Commands / CVars http://runequake.com/forums/viewtopic.php?f=9&t=919 |
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Author: | Baker [ Thu Oct 06, 2005 2:15 am ] |
Post subject: | Reference: JoeQuake Commands / CVars |
0.14 DEV JoeQuake Commands wrote: capture_start capture_stop capturedemo cmdlist cvarlist demdir dir gamedir getcoords loadcharset menu_demos menu_maps menu_particles menu_videomodes menu_videooptions play2 printtxt set_interpolated_weapon toggleparticles writeconfig JoeQuake Cvars wrote: capture_codec capture_dir capture_fps capture_hack capture_mp3 capture_mp3_kbps cfg_savevars cl_advancedcompletion cl_bobbing cl_bonusflash cl_clock cl_clock_x cl_clock_y cl_confirmquit cl_deadbodyfilter cl_demorewind cl_demospeed cl_gibfilter cl_maxfps cl_muzzleflash cl_r2g cl_sbar cl_truelightning con_notifylines crosshairalpha crosshaircolor crosshairimage crosshairsize gl_bounceparticles gl_caustics gl_clipparticles gl_conalpha gl_consolefont gl_contrast gl_detail gl_externaltextures_bmodels gl_externaltextures_world gl_fb_bmodels gl_fb_models gl_gamma gl_hwblend gl_interpolate_animation gl_interpolate_distance gl_interpolate_transform gl_loadlitfiles gl_part_blobs gl_part_blood gl_part_explosions gl_part_flames gl_part_gunshots gl_part_inferno gl_part_lavasplash gl_part_lightning gl_part_spikes gl_part_spiketrails gl_part_telesplash gl_part_trails gl_picmip_all gl_ringalpha gl_smoothfont gl_solidparticles gl_texturemode gl_vertexlights gl_waterfog gl_waterfog_density m_rate m_showrate mapname png_compression_level pq_lag r_explosionlight r_explosionlightcolor r_explosiontype r_farclip r_fastsky r_fullbrightskins r_grenadetrail r_powerupglow r_rocketlight r_rocketlightcolor r_rockettrail r_skybox r_skycolor r_viewmodelsize scr_centermenu scr_centersbar scr_centertime scr_consize scr_printstats scr_printstats_length scr_printstats_style scr_scalemenu scr_sshot_type show_fps show_speed showpause showram showturtle v_contentblend v_damagecshift v_dlightcshift v_gunkick v_pentcshift v_quadcshift v_ringcshift v_suitcshift vid_hwgammacontrol Code: capture_start Starts capturing an .avi file. capture_stop Stops capturing. capturedemo Starts playing a demo and starts capturing it also with the same name. Exits game after capturing's done. cmdlist Lists all console commands. cvarlist Lists all console variables. demdir The same as dir, except that this cmd is only for .dem files. So please omit the .dem extension from the wildcard. dir Lists all files matching wildcard. Works the same way like other shells' dir command. gamedir Changes the mod's directory. If you started Quake with e.g. -game ctf and during the game you wish to play with an other mod, you can change it dynamically, without quitting the game. Relative pathnames like "newdir/ctf" are not allowed. getcoords Writes the player's origin into the given file or to "camfile.cam" if there was no filename given. loadcharset Loads an external console charset. Console charsets should be placed inside textures/charsets dir. loadsky loadsky [filename] Skyboxes goes to "/env" directory. This command also sets r_skybox's value. You can change skyboxes through this cvar as well. menu_demos Pops up the Demos menu, the same as you enter it from the Main Menu menu_maps Map menu menu_particles Particles menu menu_videomodes Video modes menu menu_videooptions Video options menu play2 Unknown! printtxt Prints a text file into the console. You can now read SDA demos' txt files without quitting the game :) rcon Added "rcon" command from ProQuake. set_interpolated_weapon Needs further documentation (fixme) toggleparticles Changes all gl_part_* vars' values to their opposite. A pleasant way if you wouldn't like to set all variables one by one. writeconfig Writes a .cfg file with your actual game settings. See more info about this at the "cfg_savevars" variable. JoeQuake Cvars Descriptions wrote: capture_codec
Contains the fourcc code of video codec's, 0 by default no compression). For example divx or xvid, etc. capture_dir Sets the directory where avis to be saved during capturing, "capture" by default. capture_fps Sets on how many frames/sec you wish the video to be captured. It's 30.0 by default. capture_hack Further documentation needed (fixme) capture_mp3 Turns mp3 audio compression on/off, 0 by default. capture_mp3_kbps Sets the bitrate (128 by default). cfg_savevars Switch for the "writeconfig" command. If set to 0 than writeconfig will save only archieved vars. If 1, it'll save the ones which have other than default values. And with value 2 it'll save ALL variables. cl_advancedcompletion Toggles between advanced and normal (old) command/cvar completion. Its value is 1 by default. cl_bobbing Turns Quake3-style bobbing on, 0 by default. cl_bonusflash Turns pickup flashes on/off, 1 by default. cl_clock Shows clock in the lower left corner. On/off. There are 4 predefined clock formats. 0 by default. cl_clock_x Clock positioning cl_clock_y Clock positioning cl_confirmquit Switch for confirmation when exiting, 0 means no confirmation required. Its value is 1 by default. cl_crossy Crosshair positioning cl_crossx Crosshair positioning cl_deadbodyfilter Removes dead bodies (both for players and monsters). When using with value 1, the dead body is to be removed in the last animation frame. When using with value 2, it is removed immediately when the monster/player dies. Its value is 0 (off) by default. cl_demorewind Toggles between normal and backward demoplaying, 0 by default. Only works when playing a demo. cl_demospeed Changes the playback speed of a demo, 1 by default. Values < 1 mean slow motion, while > 1 result fast forward. cl_gibfilter Removes gibs if turned on, 0 (off) by default. cl_maxfps Customizes the maximal fps, 72 by default. You are not allowed to raise this above 72 if you're playing single player or coop. cl_muzzleflash Turns muzzle flashes (flashes when firing) on/off, 1 by default. cl_r2g Replace the rocket model with grenade, 0 by default (popular in deathmatch). cl_sbar Switch between Quake/Quakeworld style HUD cl_truelightning Makes the lightning gun's bolt more precise, 0 by default. Can be 0.0 (off) - 1.0 (most precise). con_notifylines Set number of on-screen lines of messages to display crosshairalpha Sets the transparency of your crosshair. Default value is 1.0. crosshaircolor Sets the color of the crosshair, 79 (red) by default. crosshairimage Sets an image as crosshair, "" (none) by default. Crosshair images go to "crosshairs" subdirectory. crosshairsize Sets the size of the crosshair, 1.0 by default. gl_bounceparticles Turns bouncing chunks on/off, 1 by default. Only works for QMB particles. gl_caustics Turns caustic underwater polygons on/off, 0 by default. gl_clipparticles If turned on, particles near you won't be drawn, and therefore won't eat up the CPU. 0 by default. gl_conalpha Sets the transparency of the console, 0.8 by default. Can be 0.0 (totally transparent) - 1.0 (not transparent). gl_consolefont Specifies an external console charset. Console charsets should be placed inside textures/charsets dir. gl_contrast Contrast gl_detail Turns bump mapping on/off, 0 by default. Requires hi-end systems. gl_externaltextures_bmodels Load external textures when set to "1". Textures for _world should be placed inside textures/ or textures/ dir while textures for _bmodels should be placed inside textures/bmodels dir. Both are 1 by default. gl_externaltextures_world Load external textures when set to "1". Textures for _world should be placed inside textures/ or textures/ dir while textures for _bmodels should be placed inside textures/bmodels dir. Both are 1 by default. gl_fb_bmodels Turn fullbright polys on brush models on/off, 1 by default. gl_fb_models Turn fullbright polys on alias models on/off, 1 by default. gl_gamma Gamma gl_hwblend Further documentation needed (fixme) gl_interpolate_animation fenix@io.com's popular code, both are 1 by default. gl_interpolate_distance Further documentation needed (fixme) gl_interpolate_transform fenix@io.com's popular code, both are 1 by default. gl_loadlitfiles Loads static colored lights containing files (.lit) if "1". gl_part_blobs Turns QMB spawn explosions on/off, 0 by default. gl_part_blood Sets QMB blood: 1 - normal, 2 - Q3 style, 0 by default. gl_part_explosions Sets QMB explosions: 1 - normal, 2 - Q3 style, 0 by default. gl_part_flames Turns QMB style torch flames on/off, 0 by default. gl_part_gunshots Turns QMB gunshots on/off, 0 by default. gl_part_inferno Turns QMB flames on/off, 0 by default. gl_part_lavasplash Turns QMB lavasplashes on/off, 0 by default. gl_part_lightning Turns QMB lightning gun on/off, 0 by default. gl_part_spikes Turns QMB spikes on/off, 0 by default. gl_part_spiketrails Turns QMB underwater spike affected bubble trails on/off, 0 by default. gl_part_telesplash Turns QMB teleport splashes on/off, 0 by default. gl_part_trails Turns QMB trails on/off, 0 by default. gl_picmip_all Further documentation needed (fixme) gl_ringalpha Sets the transparency of your weapon model when you're invisible. Default value is 0.4. gl_smoothfont Gets fonts look smoother, "1" by default. gl_solidparticles If set to "1" classic particles are to be drawn with Z buffer bits. On some video cards this helps to keep the fps high. 0 by default. gl_texturemode Texture rendering quality? gl_vertexlights Turns vertex lighting on alias models on/off, "0" by default. gl_waterfog Adds fog inside (not just water, but) all kinds of liquids, 1 by default. Values: 0 - off, 2 - realistic, other - normal. gl_waterfog_density For further costumizing gl_waterfog, 1 by default. Can be 0.0 (low amount of fog) - 1.0 (high amount of fog). m_rate Sets mouse rate. Only work when start with -dinput and -m_smooth. m_showrate Shows current mouse rate. Useful to set m_rate. Only work with -dinput -m_smooth. mapname Tells you the mapname (like e1m1) png_compression_level Likely is screenshot compression. Further documentation needed. (fixme) pq_lag ProQuake synthetic lag r_explosionlight Turns explosion's light on/off, 1 by default. r_explosionlightcolor Sets the color of explosions glows. Only works if r_explosionlight is on. Values: 0 - default, 1 - blue, 2 - red, 3 - purple, 4 - random. r_explosiontype Sets various types of explosions. Values: 0 - normal, 1 - just sprite, 3 - just particles, 4 - slight blood. Its value is 0 by default. r_farclip How far away to stop rendering. Default 4096? r_fastsky Helps those where sky animation slows computer r_fullbrightskins Makes player(s)'s skins fullbright, 0 by default. Forced off in multiplayer. r_grenadetrail Sets flying grenade's trail: 0 - no trail, 1 - default trail, 2 - rocket trail. Behaves differently when using QMB particles: 0 - no trail, 1 - default trail, 2 - darkplaces trail, 3 - Q3 trail. Value is 1 by default. r_powerupglow Turns powerup glow around player's body on/off, 1 by default. r_rocketlight Turns flying rocket's light on/off, 1 by default. r_rocketlightcolor Sets the color of flying rockets glows. Only works if r_rocketlight is on. Values: same as for r_explosinlightcolor. r_rockettrail Sets flying rocket's trail: 0 - no trail, 1 - default trail, 2 - grenade trail. Behaves differently when using QMB particles: 0 - no trail, 1 - default trail, 2 - darkplaces trail, 3 - Q3 trail. Value is 1 by default. r_skybox Sets a custom skybox, "" by default (no skybox). See more info about this at the "loadsky" command. r_skycolor Skybox color? r_viewmodelsize Adjust the amount of your weapon to be visible, 1 by default (fully visible). Can be 0.0 (not visble, equals "r_drawviewmodel 0") - 1.0 (see above). This is useful for people using bigger fovs than 90. scr_centermenu Makes the menu centered, 1 by default. scr_centersbar Makes the status bar (hud) centered, 0 by default. scr_centertime Further documentation needed (fixme) scr_consize Adjust the console's size, 0.5 (half size) by default. Can be 0.0 (nothing visible) - 1.0 (fully visble). NOTE: when the console is pulled down, you can also adjust the size with using the ctrl+up or ctrl+down keys. scr_printstats Print actual statistics (time, secrets, kills) to the upper right corner of the screen, 1 by default. Values: 0 - off, 1 - only time, 2 - time + kills + secrets, 3 - only time, but only on if some reasonable event happens, 4 - same as 3, plus kills + secrets too. scr_printstats_length If scr_printstats is set to 2, the printing takes as long as it's set in this cvar, 0.5 by default. The value represents seconds. scr_printstats_style Toggles between using HUD numbers or console characters when showing scr_printstats' statistics. 0 (HUD-style) by deafult. scr_scalemenu Scales the menu to fit for any resolutions, 1 by default. scr_sshot_type Sets the type of screenshot image, "tga" by default. Can be "tga" or "png". show_fps Displays frames per second onscreen. show_speed Displays player movement speed onscreen. showpause scr_showpause equivalent showram scr_showram equivalent showturtle scr_showturtle equivalent v_contentblend Turns liquid blends on/off, 1 by default. v_damagecshift Turns damage flashes on/off, 1 by default. v_dlightcshift Further documentation needed (fixme) v_gunkick Turns weapon's jarring every time when firing on/off, 0 by default. v_pentcshift Turns pentagram's blend on/off, 1 by default. v_quadcshift Turns quad damage's blend on/off, 1 by default. v_ringcshift Turns invisibilty's blend on/off, 1 by default. v_suitcshift Turns environment suit's blend on/off, 1 by default. vid_hwgammacontrol Turns gamma changing possibility on/off, 1 by default. With using a value of "2", it applies gamma for windowed modes as well. I merged a lot of information together into the following. One way to use this conveniently is to do Edit --> Find in your browser (FireFox, IE, etc.) This isn't meant as a manual, more as technical documentation and a convenient way to check commands for various reasons. It is mostly merged information from Joe's changelog and features list with some additional commands/cvars that vary from standard Quake. |
Author: | Ranger [ Fri Oct 07, 2005 2:43 pm ] |
Post subject: | |
Joequake is now starting to piss me off 1. When you walk the gun doesn't move back and forth it just stays in one position (like nehahra) 2. When you pick up powerups you just glow the screen doesn't change color 3. When you take damage the screen doesn't turn red and when you pick up somethin the screen flashes 2 seconds later with hardly any flash It seems 2. and 3. are linked to the commands v_quadcshift etc. and v_bonusflash but i change it and it's still like this! grrrr! |
Author: | Jozsef [ Fri Oct 07, 2005 3:23 pm ] |
Post subject: | |
1. the guns movement depends on the cl_bob* cvars settings 2. 3. if v_*cshift, cl_bonusflash etc are turned on, it should work. Also use gl_hwblend 0. |
Author: | Ranger [ Fri Oct 07, 2005 3:36 pm ] |
Post subject: | |
Nah forget it |
Author: | sputnikutah [ Sat Oct 08, 2005 10:01 pm ] |
Post subject: | |
ezquake (quakeworld) has a REALLY nice internal help command/cvar manual. Just never got around to rippin that |
Author: | Ranger [ Mon Oct 10, 2005 12:31 pm ] |
Post subject: | |
how the hell do you get rid of the clock in the corner? and how do you show the monster kills and secrets in the corner? |
Author: | Canadian*Sniper [ Mon Oct 10, 2005 2:29 pm ] |
Post subject: | |
Read the top post you slacker, tell you there |
Author: | Baker [ Mon Oct 10, 2005 2:59 pm ] |
Post subject: | |
Ranger wrote: how the hell do you get rid of the clock in the corner? and how do you show the monster kills and secrets in the corner?
scr_printstats 0 will get rid of the top right corner information. Values greater than 1 show more information like kills and secrets. |
Author: | Ranger [ Mon Oct 10, 2005 3:22 pm ] |
Post subject: | |
Canadian*Sniper wrote: Read the top post you slacker, tell you there
Well the command line wasn't obvious was it? |
Author: | Canadian*Sniper [ Mon Oct 10, 2005 4:54 pm ] |
Post subject: | |
I don't think any of them are I saw the command you wanted when browsing thru the JQ features |
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