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 Post subject: Reference: JoeQuake Commands / CVars
PostPosted: Thu Oct 06, 2005 2:15 am 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
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.


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PostPosted: Fri Oct 07, 2005 2:43 pm 
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Joined: Tue Sep 20, 2005 12:47 pm
Posts: 61
Location: England
Joequake is now starting to piss me off :evil:

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!


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PostPosted: Fri Oct 07, 2005 3:23 pm 
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Location: Hungary
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.


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PostPosted: Fri Oct 07, 2005 3:36 pm 
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Joined: Tue Sep 20, 2005 12:47 pm
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Nah forget it


Last edited by Ranger on Sun Oct 09, 2005 5:13 am, edited 1 time in total.

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PostPosted: Sat Oct 08, 2005 10:01 pm 
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
ezquake (quakeworld) has a REALLY nice internal help command/cvar manual. Just never got around to rippin that :)


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PostPosted: Mon Oct 10, 2005 12:31 pm 
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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?


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PostPosted: Mon Oct 10, 2005 2:29 pm 
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Location: Hey look! Secret Message!!!!
Read the top post you slacker, tell you there :wink:

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PostPosted: Mon Oct 10, 2005 2:59 pm 
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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.


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PostPosted: Mon Oct 10, 2005 3:22 pm 
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Canadian*Sniper wrote:
Read the top post you slacker, tell you there :wink:


Well the command line wasn't obvious :evil: was it?


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PostPosted: Mon Oct 10, 2005 4:54 pm 
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I don't think any of them are :wink: I saw the command you wanted when browsing thru the JQ features

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