Settings
- Cvars
- Renderer
r_explosiontype
r_explosionlight
r_rocketlight
r_rockettrail
r_grenadetrail
r_powerupglow
r_coloredpowerupglow
r_fullbrightskins
r_explosionlightcolor
r_rocketlightcolor
r_skybox
r_ringalpha
r_skyfog
r_skyfog_default
r_noshadow_list
r_oldwater
r_litwater
r_waterquality
r_waterwarp
r_particles
r_outline
r_outline_players
r_outline_color
- Client
cl_r2g
cl_truelightning
cl_bobbing
cl_deadbodyfilter
cl_gibfilter
cl_sbar
cl_sbar_offset
cl_demorewind
mapname
cl_bonusflash
cl_muzzleflash
cl_demospeed
cl_autodemo
cl_autodemo_format
cl_maxfps
cl_advancedcompletion
cvar_savevars
cl_confirmquit
cl_lag
cl_keypad
cl_chatmode
cl_newbob
cl_gun_fovscale
cl_minpitch
cl_maxpitch
cl_demoui
cl_demouitimeout
cl_demouihidespeed
cl_independentphysics
freefly_speed
cl_bbox
- Server
- Network
- Video
- OpenGL
gamma
(orgl_gamma
)contrast
(orgl_contrast
)gl_fb_bmodels
gl_fb_models
gl_overbright
gl_overbright_models
gl_interpolate_animation
gl_interpolate_movement
gl_interpolate_distance
gl_externaltextures_world
gl_externaltextures_bmodels
gl_externaltextures_models
gl_consolefont
gl_smoothfont
gl_loadlitfiles
gl_vertexlights
gl_waterfog
gl_waterfog_density
gl_caustics
gl_detail
gl_solidparticles
gl_part_explosions
gl_part_trails
gl_part_spikes
gl_part_gunshots
gl_part_blood
gl_part_telesplash
gl_part_blobs
gl_part_lavasplash
gl_part_flames
gl_part_damagesplash
gl_part_muzzleflash
gl_bounceparticles
gl_decal_blood
gl_decal_bullets
gl_decal_sparks
gl_decal_explosions
gl_decal_viewdistance
gl_decaltime
gl_loadq3models
gl_lerptextures
gl_externaltextures_gfx
gl_texturemode_hud
gl_texturemode_sky
gl_texture_anisotropy
gl_zfix
fog_custom
fog_override
- Screen
- Console
- View
- Hud
- Mouse
- AVI Capture
- Renderer
- Commands
- All
cmdlist
cvarlist
find
apropos
gamedir <path>
dir <wildcard>
demdir <wildcard>
menu_maps
menu_demos
menu_mods
menu_mouse
menu_hud
menu_sound
menu_view
menu_renderer
menu_textures
menu_particles
menu_decals
menu_weapons
menu_screenflahes
menu_miscellaneous
menu_crosshair_colorchooser
menu_sky_colorchooser
menu_namemaker
writeconfig <filename>
printtxt <filename>
getcoords <filename>
volumeup
volumedown
iplog
ipmerge
identify
loadsky <filename>
loadcharset <filename>
capture_start <filename>
capture_stop
capturedemo <filename>
keepdemo
demoskip
demoseek
toggleparticles
toggledecals
fog
fog_set
printspawnparams [clientnum]
setspawnparam <paramnum> <value> [clientnum]
writenextspawnparams [clientnum] [filename]
sv_protocol
freefly
+freeflymlook
/-freeflymlook
freefly_copycam
freefly_writecam [filename]
- All
Cvars
Renderer
r_explosiontype
Sets various types of explosions:
0
- normal
1
- just sprite
2
- just particles
3
- slight blood
Its value is 0
by default.
r_explosionlight
Turns explosion’s light on/off, 1
by default.
r_rocketlight
Turns flying rocket’s light on/off, 1
by default.
r_rockettrail
Sets flying rocket’s trail:
0
- no trail
1
- default trail
2
- grenade trail
- when using
gl_part_trails 1
: same as above, plus there’s a new state:3
- darkplaces trail. - when using
gl_part_trails 2
: there’re no different trails, just a Quake 3 style one.
Value is 1
by default.
r_grenadetrail
Sets flying grenade’s trail:
0
- no trail
1
- default trail
2
- rocket trail
- when using
gl_part_trails 1
: same as above, plus there’s a new state:3
- darkplaces trail - when using
gl_part_trails 2
: there’re no different trails, just a Quake 3 style one
Value is 1
by default.
r_powerupglow
Turns powerup glow around player’s body on/off, 1
by default.
r_coloredpowerupglow
Turns forced coloration of powerup glow for quad and pentagram on/off, 1
by default.
r_fullbrightskins
Makes player(s)’s skins fullbright, 0
by default.
r_explosionlightcolor
Sets the color of explosions glows:
0
- default
1
- blue
2
- red
3
- purple
4
- random
Only works if r_explosionlight
is on.
r_rocketlightcolor
Sets the color of flying rockets glows.
Only works if r_rocketlight
is on.
Values: same as for r_explosionlightcolor
.
r_skybox
Sets a custom skybox, ""
by default (no skybox).
See more info about this at the loadsky
command.
r_ringalpha
Sets the transparency of your weapon model when you’re invisible.
Default value is 0.4
.
r_skyfog
Applies fog on the sky, valid values are from 0.0
to 1.0
. Used implicitly by newer maps.
It is only used if fog is also applied by using the fog
command.
Default value is 0.5
.
r_skyfog_default
Same as r_skyfog
, but is used to initialize the fog amount at the start of a map only.
Once r_skyfog
is changed, it overrides this value.
This is a workaround for when mods do not reset r_skyfog
at the start of a map, causing whatever value from the end of the previous map to be used instead, which may not be intended.
Default value is 0.5
.
r_noshadow_list
Ignores drawing shadow for mdl files added to this list.
Default value is ""
(empty list).
r_oldwater
Since version 0.17.4 water surfaces are drawn via the frame buffer.
Switching this setting on reverts to the original water surface rendering method.
0
by default.
r_litwater
When switched on, water surfaces are lit on compatible maps.
1
by default.
r_waterquality
Specifies the quality (tesselation level) of the water surfaces’ warping animation.
Can be between 3
and 64
.
8
by default.
r_waterwarp
When switched on, puts a warp effect on the screen while underwater.
0
by default.
r_particles
Toggles drawing of classic particles:
0
- No particles drawn
1
- Circle shaped particles
2
- Square shaped particles
Default value is 1
.
r_outline
Draws cartoon style outlines around dynamic models (monsters, rotating items, etc).
0
- No outlines drawn
1
- 3
- Outlines drawn with the set value as thickness
Default value is 0
.
r_outline_players
Draws outlines around players through walls as well. This feature is only enabled single player and cooperative mode.
0
- No outlines drawn
1
- 3
- Outlines drawn with the set value as thickness
Default value is 0
.
r_outline_color
Sets the color of outlines using RGB format, 0 0 0
(white) by default.
Client
cl_r2g
Replaces the rocket model with grenade, 0
by default.
(popular in deathmatch)
cl_truelightning
Makes the lightning gun’s bolt more precise, 0
by default.
Can be 0.0
(off) - 1.0
(most precise).
cl_bobbing
Turns Quake3-style bobbing on, 0
by default.
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_gibfilter
Removes gibs if turned on, 0
(off) by default.
cl_sbar
Toggles between transparent (0
), old/original (1
) and alternative (2
) huds, 0
by default.
cl_sbar_offset
Lifts the position of hud icons from the bottom with the specified offset. Valid range is from 0
(no offset) to 8
(max offset). Only applied to hud styles 0
and 2
.
Default value is 0
.
cl_demorewind
Toggles between normal and backward demoplaying, 0
by default.
Only works when playing a demo.
mapname
Contains actual map’s name, for built-in use.
cl_bonusflash
Turns pickup flashes on/off, 1
by default.
cl_muzzleflash
Turns muzzle flashes (flashes when firing) on/off, 1
by default.
cl_demospeed
Changes the playback speed of a demo, 1
by default.
Values < 1
mean slow motion, while > 1
result fast forward.
cl_autodemo
Enables automatic demo recording. When switched on, a demo file named current.dem
is recorded at every level start. When the run is completed, the keepdemo
command is recommended to be used, which renames current.dem
according to cl_autodemo_format
.
Its value is 0
by default.
cl_autodemo_format
Defines how the automatically recorded demo (current.dem
) to be renamed when the keepdemo
command is used.
The following placeholders are available:
#map#
: name of the level, e.g.e1m1
#time#
: finishing time as<minutes><seconds><milliseconds>
#skill#
: skill level, e.g.0
when playing on easy skill#player#
: player name
The default value is #map#_#time#_#skill#_#player#
For example, exiting e2m1 in 0:07.958 seconds on easy skill by player ‘joe’ will result the following demo name: e2m1_007958_0_joe.dem
cl_maxfps
Customizes the maximal fps, 72
by default.
If cl_independentphysics
is switched OFF (default is ON), the value of this cvar is reverted back to 72
if you start recording a demo.
cl_advancedcompletion
Toggles between advanced and normal (old) command/cvar completion.
Its value is 1
by default.
cvar_savevars
Switch for the writeconfig
command.
0
- it will save only archieved vars.
1
- it will save the ones which have other than default values.
2
- it will save ALL variables.
Its value is 0
by default.
cl_confirmquit
Switch for confirmation when exiting, 0
means no confirmation required.
Its value is 1
by default.
cl_lag
Sets the amount of synthetic lag, in milliseconds.
The maximal allowed value is 1000
. Default value is 0
.
You may also use ping +<value>
to get the same effect.
cl_keypad
Toggles between the using of keypad keys or not, 1
by default.
cl_chatmode
If turned on (1
), everything that Quake can’t interpret
(not command or cvar or alias) is sent as chat. Similar to QW clients, you don’t have to type say
every time you wanna say something.
Default value is 1
.
cl_newbob
Toggles between old and new style weapon bobbing, 0
by default.
cl_gun_fovscale
If turned on (1
), the gun model is scaled according to the current FOV. Decimal values are also accepted for partial scaling.
Default value is 0
.
cl_minpitch
Minimum value of pitch angle. Cannot be smaller than -90
.
Default value is -70
.
cl_maxpitch
Maximum value of pitch angle. Cannot be greater than 90
.
Default value is 80
.
cl_demoui
Switch for the demo player UI, 0
means the player is hidden.
Default value is 1
.
cl_demouitimeout
Time that you have to keep the mouse still and not hovering over the demo UI before the UI hiding animation starts.
cl_demouihidespeed
Speed of the demo UI hiding animation which begins once the above timeout has elapsed.
cl_independentphysics
Server and Client framerates are independent. This setting is turned on by default. To turn it off you need to start joequake with the following command line:
+set cl_independentphysics 0
freefly_speed
Set the speed the camera moves when in freefly mode. 800
by default.
cl_bbox
When set to 1 display bounding boxes for non-map entities. The bounding boxes are derived from information available to the client, therefore they work while playing a demo as well as when playing a live game. However, the bounding boxes have the following limitations:
- If using non-id1 progs, bounding boxes may be missing or incorrect. This is unavoidable since bounding box information is not sent to the client or stored in the demo, and are defined in each mod’s QuakeC. It is therefore impossible, in general, for the client to know the bounding boxes.
- Bounding box origins may be wrong by up to 0.125 game units owing to fixed precision in the coordinates sent to the client and stored in the demo.
- Bounding boxes are not displayed when recording a demo.
Server
sv_altnoclip
Switches on alternative noclip movement where the player always moves towards
the direction he’s looking at.
1
by default.
sv_override_spawnparams
Allows to enable or disable overriding the spawn parameters on every spawn of a player.
The overriding values can be set using the command setspawnparam <paramnum> <value> [0]
.
This allows to set starting stats for when starting levels with the map
or record
commands, e.g. for singleplayer segmented runs.
sv_noclipspeed
Dedicated max speed value used only while noclip.
Its value is 320
by default.
Network
net_connectsearch
Allows to enable or disable the search for hosts on use of the connect
command. It allows connecting by the server’s hostname instead of by IP address.
However, the search takes a significant amount of time. So disabling it can
greatly speedup the time it takes to connect to a server by IP address.
1
by default. Set to 0
to try to speedup connecting by IP address.
net_getdomainname
Allows to enable or disable trying to find domain names for IP addresses using
DNS lookups. These can find domain names like nl2.badplace.eu
from its IP
address. However, on Windows this lookup seems to take a long time. Disabling it
can therefore speed up connecting to a server significantly. As there will
barely be any usecase for the domain names, it is 0
by default. Set to 1
to
restore the original Quake behaviour with the lookups enabled.
Video
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.
vid_vsync
Turns vertical synchronization on/off, 0
by default.
vid_displayfrequency
If not equals to 0
, overrides the monitor’s refresh rate to the given value.
0
by default.
OpenGL
gamma
(or gl_gamma
)
contrast
(or gl_contrast
)
One of the most important features. These are for your viewing pleasure :)
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_overbright
Sets lighting overbright on map surfaces, 1
by default.
gl_overbright_models
Sets lighting overbright on models, 1
by default.
gl_interpolate_animation
Sets lerped model animation:
0
- Animations are not lerped (original “software” Quake behavior)
1
- Animations are lerped except weapon muzzleflash animations
2
- Animations are lerped including weapon muzzleflash animations
Default value is 1
.
gl_interpolate_movement
Switches on lerped model movement, default value is 1
(on).
gl_interpolate_distance
Sets the maximum distance between vertexes where animation lerping takes place.
This variable was implemented exclusively for gl_interpolate_animation, when used with the value 2
.
It is rather a technical thing, it serves fine-tuning of muzzleflash animations.
If you’re not entirely familiar of this feature I recommend not adjusting it.
Its default value is 135
. It cannot be set higher than 300
.
gl_externaltextures_world
gl_externaltextures_bmodels
gl_externaltextures_models
Load external textures when set to 1
.
Textures for _world should be placed inside textures/
or textures/<mapname>
folder.
Textures for _bmodels should be placed inside textures/bmodels
folder.
Textures for _models should be placed inside textures/models
folder.
Both are 1
by default.
gl_consolefont
Specifies an external console charset. Console charsets should be placed inside textures/charsets dir.
gl_smoothfont
Gets fonts look smoother, 1
by default.
gl_loadlitfiles
Loads static colored lights containing files (.lit) if 1
.
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.
Possible values:
0
- off
2
- realistic
<other>
- normal
gl_waterfog_density
For further customizing gl_waterfog
, 1
by default.
Can be 0.0
(low amount of fog) - 1.0
(high amount of fog).
gl_caustics
Turns caustic underwater polygons on/off, 0
by default.
gl_detail
Turns detailed textures on/off, 0
by default.
Requires hi-end systems.
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_part_explosions
Sets type of explosions:
0
- Classic
1
- QMB
2
- Quake 3
0
by default.
gl_part_trails
Sets type of particle trails:
0
- Classic
1
- QMB
2
- Quake 3
0
by default.
gl_part_spikes
Sets type of particle spikes:
0
- Classic
1
- QMB
2
- Quake 3
0
by default.
gl_part_gunshots
Sets type of particle gunshots:
0
- Classic
1
- QMB
2
- Quake 3
0
by default.
gl_part_blood
Sets type of blood:
0
- Classic
1
- QMB
2
- Quake 3
0
by default.
gl_part_telesplash
Sets type of teleport splashes:
0
- Classic
1
- QMB
2
- Quake 3
3
- Super secret Quake Live style :)
0
by default.
gl_part_blobs
Sets type of spawn explosions:
0
- Classic
1
- QMB
0
by default.
gl_part_lavasplash
Sets type of lava splash:
0
- Classic
1
- QMB
0
by default.
gl_part_flames
Sets type of torch flames:
0
- Classic
1
- QMB
0
by default.
gl_part_damagesplash
Turns Quake 3 style on-screen damage splash on/off, 0
by default.
gl_part_muzzleflash
Hides muzzleflash model objects from weapons when fired. Instead it replaces the muzzle flashes with particle effects.
0
by default.
gl_bounceparticles
Turns bouncing chunks on/off, 1
by default.
Only works for QMB particles.
gl_decal_blood
Turns blood stain decal patches on/off, 0
by default.
gl_decal_bullets
Turns bullet mark decal patches on/off, 0
by default.
gl_decal_sparks
Turns nail spark decal patches on/off, 0
by default.
gl_decal_explosions
Turns explosion stain decal patches on/off, 0
by default.
gl_decal_viewdistance
Sets distance how far decal patches are visible from.
Default value is 2048
.
gl_decaltime
Sets the time (in seconds) how long decal patches remain visible.
Default value is 30
.
gl_loadq3models
Loads quake3 models (.md3) if value is 1
. By default, it’s 0
.
- mdl replacement files must go to
/progs
folder - bsp replacement files must go to
/maps
folder - ALL Quake 3 texture files must go to
/textures/q3models
folder
Read a complete description about Quake 3 models support here.
gl_lerptextures
Smooth out textures on alias models if turned on.
1
by default.
gl_externaltextures_gfx
Load external textures for menu and hud/status bar.
1
by default.
gl_texturemode_hud
Set texture filtering mode for HUD elements, for example health display, menu
images and so on. Valid modes: GL_LINEAR
and GL_NEAREST
, GL_LINEAR
by
default.
gl_texturemode_sky
Set texture filtering mode for sky textures. Valid modes: GL_LINEAR
and
GL_NEAREST
, GL_LINEAR
by default.
gl_texture_anisotropy
Sets the level of anisotropic texture filtering. A valid value should be a power of two: 2 4 8 16
(depending on your hardware’s limits).
If you don’t wanna use anisotropic filtering, set the value to 1
.
gl_zfix
Tries to prevent overlapping textures (z-fighting fix).
0
by default.
fog_custom
Can store custom fog parameters which are only applied if the fog_override
variable is set to 1.
The values must be specified the following way: <density> <red> <green> <blue>
<density>
defines the thickness of the fog.<red> <green> <blue>
values define the color of the fog.
Default value is 0 0 0 0
, which means:
0
density (invisible)
RGB: 0 0 0
(black color)
fog_override
Overrides the default fog parameters with the ones defined by the fog_custom
variable.
0
by default.
Screen
scr_centermenu
Makes the menu centered, 1
by default.
scr_centersbar
Makes the status bar (hud) centered, 0
by default.
scr_widescreen_fov
When turned on, fov (field of view) is properly calculated in widescreen
(16:9 or 16:10) resolutions also, 1
by default.
scr_sbarscale_amount
Scales (multiplies) the size of console font and status bar icons
with the specified number, 2
by default.
scr_scorebarmode
Toggles between vanilla (0
) and QuakeSpasm (1
) style scorebar layouts, 0
by default.
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 and Ctrl+DOWN keys.
scr_cursor_sensitivity
Sets the speed of the mouse cursor, 1
by default.
scr_cursor_scale
Sets the size of the mouse cursor, 1
by default.
scr_cursor_alpha
Sets the transparency of the mouse cursor, 1
by default.
Possible values are between 0.0
(fully transparent) and 1.0
(fully opaque).
scr_sshot_format
Sets the type of screenshot image, jpg
by default.
Can be tga
, png
or [jpeg|jpg]
.
png_compression_level
Sets the compression level of png
screenshots.
The value can be between 0
- 9
, where 0
means no compression and 9
means maximum compression.
Default value is 1
.
jpeg_compression_level
Sets the quality level of jpg
screenshots.
The value can be between 0
- 100
, where 0
means worst quality (maximum compression) and 100
means best quality (least compression).
Default value is 90
.
scr_precisetime
Show two decimal places of precision on the intermission screen time, 0
by
default.
Console
gl_conalpha
Sets the transparency of the console, 0.8
by default.
Can be 0.0
(totally transparent) - 1.0
(not transparent).
con_notify_intermission
Console notify messages are shown on the intermission screen, 0
by default.
con_logcenterprint
Centerprinted messages are shown in the console, 0
by default.
View
v_gunkick
Turns weapon’s jarring every time when firing on/off, 0
by default.
Using with value 1
the weapon kicks the original (old) way, while using with
value 2
the kick is much smoother.
v_contentblend
Adjusts liquid blends between 0.0
- 1.0
.
1
by default.
v_damagecshift
Adjusts damage flashes between 0.0
- 1.0
.
1
by default.
v_quadcshift
Adjusts quad damage’s blend between 0.0
- 1.0
.
1
by default.
v_pentcsift
Adjusts pentagram’s blend between 0.0
- 1.0
.
1
by default.
v_ringcshift
Adjusts invisibilty’s blend between 0.0
- 1.0
.
1
by default.
v_suitcshift
Adjusts environment suit’s blend between 0.0
- 1.0
.
1
by default.
Hud
crosshairsize
Sets the size of the crosshair, 1.0
by default.
crosshaircolor
Sets the color of the crosshair, 79
(red) by default.
crosshairalpha
Sets the transparency of your crosshair. Default value is 1.0
.
crosshairimage
Sets an image as crosshair, ""
(none) by default.
Crosshair images go to crosshairs
subdirectory.
show_stats
Print actual statistics (time, secrets, kills) to the upper right corner
of the screen, 1
by default.
Possible values:
0
- off
1
- only time
2
- time + kills + secrets
3
- only time, but only on if some reasonable event happens
4
- time + kills + secrets, but only on if some reasonable event happens
show_stats_length
If show_stats is set to 2
, the printing takes as long as it’s set in this
cvar, 0.5
by default. The value represents seconds.
show_stats_small
Replaces HUD numbers with console characters when showing show_stats
’s
statistics. 0
by deafult.
show_speed
show_speed_x
show_speed_y
show_speed_alpha
Prints the player’s speed in units.
Position can be changed with the _x
and _y
coordinates.
Transparency of the speed bar can be changed with the _alpha
value.
show_fps
show_fps_x
show_fps_y
Prints the framerate in frames per second.
Position can be changed with the _x
and _y
coordinates.
show_movekeys
Displays movement key indicators around the crosshair. 0
by deafult.
cl_clock
cl_clock_x
cl_clock_y
Shows clock in the lower left corner. Position can be changed with the _x
and _y
coordinates. There are 4 predefined clock formats. 0
by default.
Mouse
m_rate
Sets mouse rate. Only works when the game is started with -dinput
and -m_smooth
.
m_showrate
Shows current mouse rate. Useful to set m_rate. Only works when the game is started with -dinput -m_smooth
.
freelook
Mouse look is enabled when it’s turned on. Default value is 1
.
It does the same effect like switching -mlook
/+mlook
.
AVI Capture
capture_codec
Contains the fourcc code of video codec’s, 0
by default (no compression).
For example divx
or xvid
, etc.
capture_fps
Sets on how many frames/sec you wish the video to be captured.
30.0
by default.
capture_console
If set to 1
, the console is also captured, otherwise not.
1
by default.
capture_dir
Sets the directory where avis to be saved during capturing.
capture
by default.
capture_mp3
Turns mp3 audio compression on/off, 0
by default.
capture_mp3_kbps
Sets mp3 compression’s bitrate, 128
by default.
Only works if capture_mp3
is 1
(trivial).
capture_avi_split
Set this to the number of megabytes at which to split captured video into more
than one AVI file. The used video capture module has a problem with files
getting corrupted when reaching a size of over 2 gigabytes, so splitting them
into smaller files is a good idea to avoid this corruption.
Default is 1900
megabytes.
Setting to 0
disables splitting.
Commands
All
cmdlist
Lists all console commands.
cvarlist
Lists all console variables.
find
apropos
Finds all relevant console commands and variables.
gamedir <path>
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 dinamically,
without quitting the game.
Relative pathnames like newdir/ctf
are not allowed.
dir <wildcard>
Lists all files matching wildcard. Works the same way like other shells’ dir command.
demdir <wildcard>
The same as dir, except that this cmd is only for .dem files. So please omit the .dem extension from the wildcard.
menu_maps
menu_demos
menu_mods
These commands display the appropriate new main menus, as if you were opened them from the Main menu.
menu_mouse
menu_hud
menu_sound
menu_view
menu_renderer
menu_textures
menu_particles
menu_decals
menu_weapons
menu_screenflahes
menu_miscellaneous
These commands display the appropriate options submenus, as if you were opened them from the Options menu.
menu_crosshair_colorchooser
menu_sky_colorchooser
These commands display the color chooser submenus, as if you were opened them from:
- the Options / Hud options / Crosshair color menu
- the Options / View options / Solid sky color menu
menu_namemaker
This command displays the name maker submenu, as if you were opened it from the Multiplayer / Setup / Name maker menu.
writeconfig <filename>
Writes a .cfg file with your actual game settings.
printtxt <filename>
Prints a text file into the console. You can now read SDA demos’ txt files without quitting the game :)
getcoords <filename>
Writes the player’s origin into the given file or to camfile.cam
if there
was no filename given.
volumeup
volumedown
volumeup
increases the volume by 0.1
.
volumedown
decreases by the same value.
The maximum volume is 1.0
, it won’t raise higher than that. You’ll see a graphical volume control bar at the top right corner of the screen for 2 seconds any time you change the volume using volumeup or volumedown.
iplog
ipmerge
identify
These commands are exported from ProQuake. Please read the ProQuake documentation on using them.
loadsky <filename>
Loads a custom skybox.
As you know (or not) a skybox consists of 6 images (6 sides of a box).
To set a skybox, you only have to add the common name of these six files,
since they contain 2 characters of skybox extension at the end.
For example, you have a skybox called day
, you have six images called
dayrt
, daybk
, daylf
, dayft
, dayup
, daydn
. Then you only have to use loadsky day
.
Skyboxes goes to /env
directory.
This command also sets r_skybox
’s value. You can change skyboxes using
this cvar as well.
loadcharset <filename>
Loads an external console charset. Console charsets should be placed inside textures/charsets dir.
capture_start <filename>
Starts capturing an .avi file.
capture_stop
Stops capturing.
capturedemo <filename>
Starts playing a demo and starts capturing it also with the same name.
keepdemo
When automatic demo recording is switched on (cl_autodemo
is 1
), using this command renames the temporary demo file to its final name, based on the cl_autodemo_format
cvar.
This command is only valid on the intermission/finale screen!
See more details about cl_autodemo
in the Cvars section.
demoskip
When playing back a marathon demo, skips the amount of levels by the set value. Negative numbers are also valid.
For example: when playing back an episode 1 marathon (e1m1 - e1m7):
- using
skipdemo +2
on e1m2 will jump to e1m4 - using
skipdemo -3
on e1m6 will jump to e1m3
demoseek
Seeks the amount of seconds by the set value during demo playback. Available usage modes (example values):
demoseek 12
will seek to the time 0:12demoseek +3
will seek forward 3 seconds from the actual positiondemoseek -5
will seek back 5 seconds from the actual position
toggleparticles
Changes all gl_part_*
cvar values between 0
(off), 1
(QMB) or 2
(Quake3).
A pleasant way if you want to toggle between particle themes and wouldn’t like to set each variable one by one.
toggledecals
Changes all gl_decal_*
cvar values between [0|1]
.
fog
Applies fog to the map. Used implicitly by newer maps.
Usage:
fog <density>
fog <red> <green> <blue>
fog <density> <red> <green> <blue>
<density>
defines the thickness of the fog.
<red> <green> <blue>
values define the color of the fog.
fog_set
Saves the actual fog values (set at map start) to the fog_custom
variable.
printspawnparams [clientnum]
Prints the spawn parameters of clients on the server. If clientnum
is given,
prints the spawn parameters for the client with that number. If it is not given, prints the spawn parameters for all active clients on the server.
setspawnparam <paramnum> <value> [clientnum]
Sets the spawn parameter with index paramnum
to value
. If clientnum
is
given, the spawn parameter of the client with that number is changed. If it is
not given, the spawn parameter of the host is changed.
writenextspawnparams [clientnum] [filename]
Writes a config to store the spawn parameters as they would be if the current map is finished as is. Can be executed to start playing the next map with those stored spawn parameters.
If this client is not the server host, the spawn parameters of this client are
written and assigned to the number clientnum
(0
if not given). If this
client is the server host, writes spawn parameters of the client with number
clientnum
. If clientnum
is not given, writes the spawn parameters for all
active clients on the server.
The name of the written config file can be given as filename
. If not present,
an automatic name based on current map and time is used.
sv_protocol
Overrides the default 15
(NetQuake) protocol version with given value. Recognized values are 666
(FitzQuake) and 999
(RMQ).
This command primarly aims to keep JoeQuake compatible with mods.
freefly
Toggle freefly mode. This is a free flying third-person camera that can be used
during demo playback. When enabled, the usual inputs will manipulate the
camera’s position and angle (+moveleft
, +moveright
, +forward
, +back
,
mouse movements, etc).
If the demo UI is enabled (cl_demoui 1
) then click and drag with mouse2 to
change the camera angle, or bind +freeflymlook
(see below). If the demo UI is
disabled (cl_demoui 0
) then mouse movements will effect the camera angle
without need for extra key or button presses.
+freeflymlook
/ -freeflymlook
When using freefly mode with the demo UI, this command makes mouse movements adjust the camera angle. Use this as an alternative to mouse2. You’ll typically want to bind this to a key, which should be held down to adjust the camera angle.
freefly_copycam
Copy a ReMaic-style command to the clipboard, indicating the freefly camera’s
location, viewing direction, and current demo timestamp. The output must be
manipulated a little to make a valid ReMaic script — the timestamp output as
the third copied line must be used as a prefix for the next command, and
likewise the copied move
and pan
command must be themselves prefixed with a
timestamp from the previous command. This is because ReMaic’s move and pan
commands indicate when the movement should start rather than when it should
end, so timestamps need to be shifted on by one.
This command currently does not work on the win32 build.
freefly_writecam [filename]
Like freefly_copycam
, but append commands to the provided filename instead.
This command is available on all builds.