Editing List of console commands and variables

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Console commands carry out a particular action when sent to the console.
Console commands carry out a particular action when sent to the console.
:''Back to [[Console]]''
:''Back to [[Console]]''
==Console commands==
Console commands are executed, they don't inherently store values to be checked.
===Flags===
Console commands have flags assigned to them, which alter their usability. They are:
*buffered: wait until all screen has rendered before running command.
*hidden: not showing when running cmdlist.
*level: only runnable during levels.
*netvar: under multiplayer, synchronizes with the other players.
*notnet: forbidden in multiplayer (unless during a demo).
*server: if under multiplayer, only triggerable by the "server" player.
===Categories===
The commands can be grouped by their purpose:
*Control: general game control.
*Core: main console stuff, such as "echo" or "delay".
*I/O: input/output setup.
*Information: purely informative commands. Can be executed any time as they don't affect the game.
*Logging: special console logging commands.
*Menu: commands that show various menus, as well as a few commands with actual effects, which depend on the current menu state, and can't be run standalone.
*Testing: gameplay testing and "cheating" commands.
===List of console commands===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Name
! Name
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|-
|-
||'''animshot'''||''numframes''||||Control||Takes the given number of consecutive screenshots for the purpose of making a crude animation. Would be useful for animated GIFs or AVI movies. This command will make the game run very slow, however, and will eat up disk space quickly, so use it with care.  
||'''animshot'''||''numframes''||||Control||Takes the given number of consecutive screenshots for the purpose of making a crude animation. Would be useful for animated GIFs or AVI movies. This command will make the game run very slow, however, and will eat up disk space quickly, so use it with care.  
|-
||'''banish'''||||level notnet||Testing||If the player is autoaiming at an enemy, the enemy will be removed from the play simulation and its memory will be freed once no other objects reference it.
|-
|-
||'''bind'''||''keyname'' ''actionname''||||I/O||Binds the specified action to the specified key. actionname is a string and should be enclosed in quotes if it contains whitespace. actionname may specify any valid action or console command. If "actionname" is not provided, the current binding status of the specified key will be displayed.  
||'''bind'''||''keyname'' ''actionname''||||I/O||Binds the specified action to the specified key. actionname is a string and should be enclosed in quotes if it contains whitespace. actionname may specify any valid action or console command. If "actionname" is not provided, the current binding status of the specified key will be displayed.  
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|-
|-
||'''cmdlist'''||''filter''||||Core||Displays all user-visible console commands, one per line. As of Eternity Engine v3.31 Delta, this command accepts an optional ''filter'' parameter that, if provided, should consist of a single character between A and Z. The character will be used to filter the command list down to only commands beginning with that letter.  
||'''cmdlist'''||''filter''||||Core||Displays all user-visible console commands, one per line. As of Eternity Engine v3.31 Delta, this command accepts an optional ''filter'' parameter that, if provided, should consist of a single character between A and Z. The character will be used to filter the command list down to only commands beginning with that letter.  
|-
||'''creator'''||||||Information||Displays the name of the creator as set in [[EMAPINFO]].
|-
||'''credits'''||||||Menu||Displays game engine / game credits.
|-
|-
||'''cvarhelp'''||''variablename''||||Core||Outputs a list of possible values for the given variable.
||'''cvarhelp'''||''variablename''||||Core||Outputs a list of possible values for the given variable.
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|-
|-
||'''echo'''||''msg''||||Core||Echoes a string message to the console. As with all console strings, the string should be in quotes if it contains whitespace.  
||'''echo'''||''msg''||||Core||Echoes a string message to the console. As with all console strings, the string should be in quotes if it contains whitespace.  
|-
||'''enable_lightning'''||||||Testing||Enables lightning sky effects in current level.
|-
|-
||'''endgame'''||||notnet||Testing||Ends game and drops to console mode.
||'''endgame'''||||notnet||Testing||Ends game and drops to console mode.
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|-
|-
||'''ev_mapspecials'''||||level||Information||Lists all linedef specials in current map.
||'''ev_mapspecials'''||||level||Information||Lists all linedef specials in current map.
|-
||'''exitlevel'''||||level netvar server||Testing||Exits the current level. Starting with EE v3.31 beta 1, this command will not allow an exit if the player is dead unless the comp_zombie variable is set to allow zombie exits.
|-
|-
||'''flood'''||||||Testing||Writes 300 garbage characters to the console. Usefulness is of debate.
||'''flood'''||||||Testing||Writes 300 garbage characters to the console. Usefulness is of debate.
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*xbox360 keylook
*xbox360 keylook
*xbox360
*xbox360
|-
||'''give'''||''thingtypename'' ''num''||level notnet||Testing||Spawns 1, or "num" if provided, of the object with this EDF thing type name on the player and causes the player to collect it/them. If the requested thing type is not collectable, it will not be spawned. In addition, if a collectable item is not picked up by the player, it will be removed immediately.
|-
|-
||'''GIVEARSENAL'''||||level notnet||Testing||Gives all weapons (as with IDFA).
||'''GIVEARSENAL'''||||level notnet||Testing||Gives all weapons (as with IDFA).
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|-
|-
||'''god'''||||level notnet||Testing||Toggles god mode (IDDQD) on or off.
||'''god'''||||level notnet||Testing||Toggles god mode (IDDQD) on or off.
|-
||'''help'''||||||Menu||Displays built-in and user-provided help screens. See the BOOM editing reference on how to provide up to 99 custom help screens.
|-
|-
||'''i_error'''||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits.  
||'''i_error'''||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits.  
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||'''i_fatalerror'''||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits.  
||'''i_fatalerror'''||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits.  
|-
|-
||'''i_joystick'''||''num''||||I/O||Selects the gamepad configured in ''num'', if it can be found.
||'''i_joystick'''||''num''||||Control||Selects the gamepad configured in ''num'', if it can be found.
|-
|-
||'''infammo'''||||level notnet||Testing||Toggles infinite ammo (INFSHOTS) on or off.
||'''infammo'''||||level notnet||Testing||Toggles infinite ammo (INFSHOTS) on or off.
|-
||'''kill'''||||level netvar||Testing||Causes the player to commit suiceide.
|-
|-
||'''listactions'''||||||Information||Displays a list of all bindable actions, aside from console commands.  
||'''listactions'''||||||Information||Displays a list of all bindable actions, aside from console commands.  
|-
|-
||'''listkeys'''||||||Information||Displays a list of all bindable key names. Not all bindable key codes correspond to pressable keys, however. Most pressable keys have obvious names which correspond to those on the keyboard.  
||'''listkeys'''||||||Information||Displays a list of all bindable key names. Not all bindable key codes correspond to pressable keys, however. Most pressable keys have obvious names which correspond to those on the keyboard.  
|-
||'''listskins'''||||||Information||Lists names of all available player skins.
|-
|-
||'''listwads'''||||||Information||Lists all currently loaded WAD files.
||'''listwads'''||||||Information||Lists all currently loaded WAD files.
|-
||'''map'''||''mapname''||netvar server||Control||Transfers game play to the given map. mapname may be the name of a WAD file to load, as well as the name of a map header itself.
  Examples:
  map E1M1
  map w00t.wad
|-
||'''maxdisplaynum'''||||||Information||Displays the maximum index of the available displaynum.
|-
||'''mdk'''||||level notnet||Testing||Fires a tracer from the player that instantly kills any monster the player is targetting.
|-
||'''mdkbomb'''||||level notnet||Testing||As above, but fires 60 such tracers in a circle around the player.
|-
|-
||'''mn_advkeys'''||||||Menu||Displays the advanced movement control customize menu.
||'''mn_advkeys'''||||||Menu||Displays the advanced movement control customize menu.
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|-
|-
||'''mn_status'''||||||Menu||Displays the status bar options menu.  
||'''mn_status'''||||||Menu||Displays the status bar options menu.  
|-
||'''mn_testfont'''||''fontname'' [''message'']||||Testing||Displays a widget to test a font.
|-
|-
||'''mn_video'''||||||Menu||Displays the video options menu.  
||'''mn_video'''||||||Menu||Displays the video options menu.  
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|-
|-
||'''noclip'''||||level notnet||Testing||Toggles no clipping (IDCLIP) on or off.
||'''noclip'''||||level notnet||Testing||Toggles no clipping (IDCLIP) on or off.
|-
||'''nuke'''||||netvar level server||Testing||Kills all enemies on the level, and if there are no enemies, kills all friends on the level (equivalent to KILLEM).
|-
|-
||'''openlog'''||''filename''||||Logging||Opens the specified file in append mode and begins writing any text printed to the console into the file. All console messages will be logged until either the '''closelog''' command is used, or the program closes. Note this log file is totally separate from any used with the "dumplog" command, which is simply for saving the current buffer. If a log file is already open, this command does nothing.  
||'''openlog'''||''filename''||||Logging||Opens the specified file in append mode and begins writing any text printed to the console into the file. All console messages will be logged until either the '''closelog''' command is used, or the program closes. Note this log file is totally separate from any used with the "dumplog" command, which is simply for saving the current buffer. If a log file is already open, this command does nothing.  
|-
||'''p_dumphubs'''||||||Information||Displays hub information (if hubs exist).
|-
||'''p_linespec'''||''name'' ''arg'' ''arg'' ''arg'' ''arg'' ''arg''||level notnet||Testing||Executes the named Eternity Engine parameterized line special with the given parameters. The line special is restricted to behaving as though it has been invoked without any linedef to reference, and thus certain effects such as sector special transfers will not occur even if specified by the special type or arguments.
|-
||'''p_testenvironment||''id1'' ''id2''||level||Testing||Alters player's sound zone to the one identified by ''id1'' and ''id2''.
|-
|-
||'''pause'''||||server||Control||Pauses or unpauses the game.
||'''pause'''||||server||Control||Pauses or unpauses the game.
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|-
|-
||'''playerinfo'''||||||Information||Displays name information for all connected players.  
||'''playerinfo'''||||||Information||Displays name information for all connected players.  
|-
||'''puke'''||''script'' ''arg...''||notnet||Testing||Executes an [[ACS]] script. Neither activator thing nor trigger linedef are set.
|-
||'''r_changesky'''||''texturename'' [''index'']||||Testing||Changes sky to specified one in ''texturename''. If ''index'' is set, it uses the specified sky flat (if more than one).
|-
|-
||'''quicksave'''||||||Control||Quicksaves a game. First time command is used, a slot must be chosen normally. Subsequent uses will overwrite the save in that slot.
||'''quicksave'''||||||Control||Quicksaves a game. First time command is used, a slot must be chosen normally. Subsequent uses will overwrite the save in that slot.
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|-
|-
||'''quote'''||||||Core||Currently does nothing.
||'''quote'''||||||Core||Currently does nothing.
|-
||'''restartmap'''||||server netvar||Testing||Restarts current map.
|-
||'''resurrect'''||||level notnet||Testing||Raises dead player.
|-
||'''s_playmusic'''||''name''||||Testing||Plays the given lump as music, if that lump can be found in the music hash table. Only lumps listed in the internal music table, or new lumps with names beginning with "D_" in DOOM or "MUS_" in Heretic are available.
|-
||'''say'''||''...''||netvar||Control||Sends all arguments as a single message to all players in a network game.
|-
|-
||'''screenshot'''||||||Control||Takes a single screenshot. Bind this command to a key in order to take a shot without the console in the way.
||'''screenshot'''||||||Control||Takes a single screenshot. Bind this command to a key in order to take a shot without the console in the way.
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|-
|-
||'''snd_selectbank||||||Menu||Brings up the ADLMidi sound bank selector menu.
||'''snd_selectbank||||||Menu||Brings up the ADLMidi sound bank selector menu.
|-
||'''spacejump'''||||hidden notnet||Testing||Allows the player to jump any number of times in midair; useful for testing linked portals.
|-
|-
||'''spectate_next'''||||||Control||Switches display to next player (spy mode). Only works during non-deathmatch gameplay, or during any multiplayer demo.
||'''spectate_next'''||||||Control||Switches display to next player (spy mode). Only works during non-deathmatch gameplay, or during any multiplayer demo.
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|-
|-
||'''stopdemo'''||||notnet||Control||Stops any currently playing demo and drops to console.
||'''stopdemo'''||||notnet||Control||Stops any currently playing demo and drops to console.
|-
||'''summon'''||''thingtypename'' ''flagslist'' ''mode''||hidden level notnet||Testing||Allows spawning of things via their EDF thing type name. An EDF/BEX flag list can optionally be provided, with the flags separated by commas only. By default, this will cause the listed flags to be added to the thing along with its normal flags. By specifying the third parameter as "set" or "remove", it is possible to set the thing's flags value to only the listed flags, or to remove the listed flags if the thingtype has them set by default.
Example to spawn a friendly thing:
$ summon doomimp friend
|-
||'''thunder'''||||||Testing||Forces a thunder to occur.
|-
|-
||'''timedemo'''||''demoname'' ''showmenu''||notnet||Control||Starts the given demo as a time demo, in which the framerate of the game can be measured. If showmenu is set to 1, a meter comparing the framerate against that of a "fast" machine will be displayed after the demo is complete. Otherwise, the framerate will be printed to the console as a number.
||'''timedemo'''||''demoname'' ''showmenu''||notnet||Control||Starts the given demo as a time demo, in which the framerate of the game can be measured. If showmenu is set to 1, a meter comparing the framerate against that of a "fast" machine will be displayed after the demo is complete. Otherwise, the framerate will be printed to the console as a number.
|-
|-
||'''togglefullscreen'''||||buffered||I/O||Toggles between fullscreen and window, by toggling between 'w' and 'f' in the current [[geom string]].
||'''togglefullscreen'''||||buffered||Control||Toggles between fullscreen and window, by toggling between 'w' and 'f' in the current [[geom string]].
|-
|-
||'''unbind'''||''keyname'' ''bindingclass''||||I/O||Unbinds the specified key from any action, or from only the action in the specified class if the bindingclass parameter is specified. As of Eternity Engine v3.31 Delta, keys may have one binding from each separate binding class. Binding class numbers are displayed next to action names when using the "bind keyname" command.  
||'''unbind'''||''keyname'' ''bindingclass''||||I/O||Unbinds the specified key from any action, or from only the action in the specified class if the bindingclass parameter is specified. As of Eternity Engine v3.31 Delta, keys may have one binding from each separate binding class. Binding class numbers are displayed next to action names when using the "bind keyname" command.  
|-
|-
||'''unbindall'''||||||I/O||Releases *all* dynamic keybindings. Use with caution!
||'''unbindall'''||||||I/O||Releases *all* dynamic keybindings. Use with caution!  
|-
||'''v_dumppatch'''||''lumpname'' ''filename'' ''fillcolor''||||Testing||Dumps a patch to a file as a PNG.
|-
||'''v_fontcolors'''||''fontname'' ''filename''||||Testing||Writes the colors of ''fontname'' to a file names ''filename''.
|-
||'''vilehit'''||||level notnet||Testing||If the player is autoaiming at an enemy, the player will perform an Arch-vile attack on that enemy.
|-
||'''viles'''||||hidden level notnet||Testing||A special command for DOOM II only. Try it and see what happens :)
|-
||'''w_masterlevels'''||[''skill'']||notnet||Menu||Shows the Master Levels menu, assuming master_levels_dir is properly configured.
|-
||'''w_playnorest'''||[''skill'']||||Control||Start playing No Rest for the Living (if available).
|-
||'''w_writelump'''||''lumpname''||||Testing||Writes a lump to a file, with the name of the lump followed by .lmp, stored in the user game path.
|-
||'''warp'''||''x'' ''y''||level notnet||Testing||Teleports player to given XY coordinates.
|-
||'''whistle'''||''thingtypename''||level notnet||Testing||If there is a live, friendly thing of the given EDF type, the first such thing found on the map will be teleported in front of the player. If the thing doesn't fit where the player is trying to teleport it, it will not be teleported. It will also not be teleported across blocking lines.
|-
||'''xl_dumpemapinfo'''||''mapname''||||Information||Displays information on a single [[EMAPINFO]] (Eternity) entry by map name.
|-
||'''xl_dumpmapinfo'''||''mapname''||||Information||Displays information on a single MAPINFO (Hexen/ZDoom) entry by map name.
|-
|-
||'''z_dumpcore'''||||hidden||Information||Write the zone heap to a file. Useful for debugging.
||'''z_dumpcore'''||||hidden||Information||Write the zone heap to a file. Useful for debugging.
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|}
|}


==Console constants==
===Logging the console===
These can't be changed, and when executed, show their content as information.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Name
! Name
! Parameters
! Description
! Description
|-
|-
||'''version'''||Eternity version number (only the major and minor components, not the subversion).
|-
||'''ver_date'''||Build date.
|-
||'''ver_time'''||Build time.
|-
||'''ver_name'''||Textual name of version.
|-
||'''opt'''||
|-
||'''rngseed'''||Show the random generator seed.
|}
|}


==Console variables==
==Menus==
These items store inherent values (unlike the commands) which can be queried by simply executing the variable without a new value, and can also be changed, often with side effects to the game.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Name
! Name
! Type
! Parameters
! Limits
! Description
! Description
|-
|-
||'''mapcolor_back'''||int||0 to 255||Colour of automap background
||'''mn_keybindings'''||||Displays primary keybindings menu.
|-
|-
||'''mapcolor_grid'''||int||0 to 255||Colour of grid
||'''mn_vidmode'''||||Displays the video mode options menu.
|-
|-
||'''mapcolor_wall'''||int||0 to 255||Colour of normal walls
||'''credits'''||||Displays game engine / game credits.
|-
|-
||'''mapcolor_fchg'''||int||0 to 255||Colour of lines with floor height change
||'''help'''||||Displays built-in and user-provided help screens. See the BOOM editing reference on how to provide up to 99 custom help screens.
|-
|-
||'''mapcolor_cchg'''||int||0 to 255||Colour of lines with ceiling height change
||'''mn_hnewgame'''||||Brings up the Heretic new game menu.
|-
|-
||'''mapcolor_clsd'''||int||0 to 255||Colour of closed doors or areas
||'''mn_dmflags'''||||Brings up the deathmatch flags configuration menu.
|-
|-
||'''mapcolor_rkey'''||int||0 to 255||Colour of red key objects
||'''mn_search'''||||Begins or continues a menu search operation. This command uses the value of the "mn_searchstr" console variable to carry out its search.
|}
 
==Multiplayer==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''mapcolor_bkey'''||int||0 to 255||Colour of blue key objects
||'''disconnect'''||||Disconnects from any ongoing network game and sets full-screen console mode.
 
Flags: only in network games
|-
|-
||'''mapcolor_ykey'''||int||0 to 255||Colour of yellow key objects
||'''kick'''||''playernum''||('''Currently disabled''') Kicks the player with the specified player number from the game. Player numbers can be retrieved with '''playerinfo'''.
 
Flags: server-only
|-
|-
||'''mapcolor_rdor'''||int||0 to 255||Colour of red doors
||'''say'''||''...''||Sends all arguments as a single message to all players in a network game.
 
Flags: net command
|}
 
==Cheats==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''mapcolor_bdor'''||int||0 to 255||Colour of blue doors
||'''nuke'''||||Kills all enemies on the level, and if there are no enemies, kills all friends on the level (equivalent to KILLEM).
 
Flags: server-only, only in level, net command
|-
|-
||'''mapcolor_ydor'''||int||0 to 255||Colour of yellow doors
||'''mdk'''||||Fires a tracer from the player that instantly kills any monster the player is targetting.
 
Flags: only in level, not in netgames, hidden
|-
|-
||'''mapcolor_tele'''||int||0 to 255||Colour of teleport lines
||'''mdkbomb'''||||As above, but fires 60 such tracers in a circle around the player.
 
Flags: only in level, not in network games, hidden
|-
|-
||'''mapcolor_secr'''||int||0 to 255||Colour of secret sector boundaries
||'''spacejump'''||||Allows the player to jump any number of times in midair; useful for testing linked portals.
 
Flags: only in level, not in network games, hidden
|-
|-
||'''mapcolor_exit'''||int||0 to 255||Colour of exit lines
||'''viles'''||||A special command for DOOM II only. Try it and see what happens :)
 
Flags: only in level, not in network games, hidden
|-
|-
||'''mapcolor_unsn'''||int||0 to 255||Colour of computer map unexplored lines
||'''vilehit'''||||If the player is autoaiming at an enemy, the player will perform an Arch-vile attack on that enemy.
 
Flags: only in level, not in network games
|-
|-
||'''mapcolor_flat'''||int||0 to 255||Colour of no-height-change line seen when doing iddt
||'''banish'''||||If the player is autoaiming at an enemy, the enemy will be removed from the play simulation and its memory will be freed once no other objects reference it.
 
Flags: only in level, not in network games
|}
 
==Video Options==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''mapcolor_sprt'''||int||0 to 255||Colour of normal map objects when doing iddt/iddt
||'''v_modelist'''||||Prints a list of available video modes to the console.
|}
 
==Sound Options==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''mapcolor_hair'''||int||0 to 255||Colour of map pointer
||'''s_playmusic'''||''name''||Plays the given lump as music, if that lump can be found in the music hash table. Only lumps listed in the internal music table, or new lumps with names beginning with "D_" in DOOM or "MUS_" in Heretic are available.
|}
 
==Player Options==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''mapcolor_sngl'''||int||0 to 255||Colour of player arrow in single player
||'''listskins'''||||Lists names of all available player skins.
|}
 
==Gameplay==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''mapcolor_frnd'''||int||0 to 255||Colour of friends in iddt/iddt
||'''map'''||''mapname''||Transfers game play to the given map. mapname may be the name of a WAD file to load, as well as the name of a map header itself.
  Examples:
  map E1M1
  map w00t.wad
 
Flags: server-only, net command, buffered command
|-
|-
||'''mapcolor_prtl'''||int||0 to 255||Colour of lines from other portal layers
||'''kill'''||||Causes the player to commit suiceide.
 
Flags: only in level, net command
|-
|-
||'''mapportal_overlay'''||bool||yes/no||
||'''exitlevel'''||||Exits the current level. Starting with EE v3.31 beta 1, this command will not allow an exit if the player is dead unless the comp_zombie variable is set to allow zombie exits.
 
Flags: only in level, server-only, net command, buffered command
|-
|-
||'''am_drawnodelines'''||toggle||on/off||Whether to draw node lines (and certain other internal lines not documented otherwise), for debugging
||'''summon'''||''thingtypename'' ''flagslist'' ''mode''||Allows spawning of things via their EDF thing type name. An EDF/BEX flag list can optionally be provided, with the flags separated by commas only. By default, this will cause the listed flags to be added to the thing along with its normal flags. By specifying the third parameter as "set" or "remove", it is possible to set the thing's flags value to only the listed flags, or to remove the listed flags if the thingtype has them set by default.
 
Example to spawn a friendly thing:
$ summon doomimp friend
 
Flags: not in a network game, only in levels, hidden
|-
|-
||'''am_drawsegs'''||toggle||on/off||Whether to draw BSP segs, for debugging.
||'''give'''||''thingtypename'' ''num''||Spawns 1, or "num" if provided, of the object with this EDF thing type name on the player and causes the player to collect it/them. If the requested thing type is not collectable, it will not be spawned. In addition, if a collectable item is not picked up by the player, it will be removed immediately.  
 
Flags: not in a network game, only in levels, hidden
|-
|-
||'''am_dynasegs_bysubsec'''||toggle||yes/no||
||'''whistle'''||''thingtypename''||If there is a live, friendly thing of the given EDF type, the first such thing found on the map will be teleported in front of the player. If the thing doesn't fit where the player is trying to teleport it, it will not be teleported. It will also not be teleported across blocking lines.
 
Flags: not in a network game, only in levels
|-
|-
||'''am_overlay'''||toggle||on/off||Whether automap is in overlay mode.
||'''p_linespec'''||''name'' ''arg'' ''arg'' ''arg'' ''arg'' ''arg''||Executes the named Eternity Engine parameterized line special with the given parameters. The line special is restricted to behaving as though it has been invoked without any linedef to reference, and thus certain effects such as sector special transfers will not occur even if specified by the special type or arguments.  
|-
 
||'''c_height'''||int||20 to 200||normal height of the console in pixels
Flags: not in a network game, only in levels.
|-
||'''c_speed'''||int||1 to 200||speed at which console descends/recedes
|-
||'''d_drawfps'''||toggle||on/off||
|-
||'''d_fastrefresh'''||toggle||on/off||
|-
||'''d_interpolate'''||toggle||on/off||
|-
||'''gl_colordepth'''||int||16 to 32||
|-
||'''gl_filter_type'''||int||0 to 1 or GL_LINEAR, GL_NEAREST||
|-
||'''gl_use_extensions'''||toggle||yes/no||
|-
||'''gl_arb_pixelbuffer'''||toggle||yes/no||
|-
||'''draw_particles'''||bool||on/off||Whether to show particle effects.
|-
||'''bloodsplattype'''||int||0 to 2 or sprites, particles, both||effect for blood splats
|-
||'''bulletpufftype'''||int||0 to 2 or sprites, particles, both||effect for bullet puffs
|-
||'''rocket_trails'''||bool||on/off||whether rockets have a smoke trail
|-
||'''grenade_trails'''||bool||on/off||whether MBF grenades have a smoke trail
|-
||'''bfg_cloud'''||bool||on/off||whether BFG projectiles have a particle cloud
|-
||'''alwaysmlook'''||bool||on/off||Whether mouse movements are always interpreted as mouse-look.
|-
||'''invertmouse'''||bool||on/off||Whether vertical mouse movements are reversed.
|-
||'''invert_padlock'''||bool||on/off||
|-
||'''sens_horiz'''||float||0 to 1024||Relative horizontal sensitivity of the mouse.
|-
||'''sens_vert'''||float||0 to 1024||Relative vertical sensitivity of the mouse.
|-
||'''sens_combined'''||int||0 to 16||Also changes '''sens_horiz''' and '''sens_vert''' with this value times 4.
|-
||'''sens_vanilla'''||toggle||yes/no||
|-
||'''weapon_hotkey_cycling'''||bool||on/off||Whether to allow a weapon key to select one from multiple weapons, as is the case with the fist/chainsaw and the two shotguns in original DOOM.
|-
||'''weapon_hotkey_holding'''||bool||on/off||Whether holding the weapon key keeps changing the current weapon, when multiple weapons are selectable from the same key.
|-
||'''turbo'''||int||10 to 400||Turbo scale factor for walking/running. Only affects current player, even in multiplayer.
|-
||'''cooldemo'''||int||0 to 2 or off, random, follow||If '''follow''' and if the level has intermission cameras, the view will move between them randomly during the demo. If '''random''', it will alternate between the "follow" mode and the chase-cam. If '''off''', demos are normal even in levels with intermission cameras.
|-
||'''shot_type'''||int||0 to 3 or bmp, pcx, tga, png||file type written when screenshots are taken
|-
||'''shot_gamma'''||bool||yes/no||whether to create gamma correct screenshots
|-
||'''textmode_startup'''||bool||on/off||If '''on''', game starts in text mode like the original DOOM. If '''off''', game starts in console mode with graphics.
|-
||'''demo_insurance'''||int||0 to 2 or off, on, "when recording"||Determines whether or not extra steps should be taken to ensure that demos will remain in sync. This should not be needed for vanilla Doom demos.
|-
||'''smooth_turning'''||bool||on/off||Whether mouse turning is smoothed by the game.
|-
||'''mouse_accel_type'''||int||0 to 3 or off, linear, choco, custom||
|-
||'''mouse_accel_threshold'''||int||0 to 1024||
|-
||'''mouse_accel_value'''||float||0 to 100||
|-
||'''mouse_novert'''||bool||on/off||
|-
||'''mouse_dblc1'''||int||-1 to 2||
|-
||'''mouse_dblc2'''||int||-1 to 2||
|-
||'''map_coords'''||bool||on/off||Whether automap coordinates follow the pointer in non-follow mode, or show the player coordinates.
|-
||'''map_secret_after'''||bool||yes/no||
|-
||'''numhelpers'''||int||0 to 3||Number of helper creatures that spawn with the player.
|-
||'''autorun'''||bool||on/off||Makes the player always run, without having to hold the shift key.
|-
||'''runiswalk'''||bool||on/off||Makes it so the shift key makes the player walk if '''autorun''' is '''on'''.
|-
||'''iwad_doom_shareware'''||string||||
|-
||'''iwad_doom'''||string||||
|-
||'''iwad_ultimate_doom'''||string||||
|-
||'''iwad_doom2'''||string||||
|-
||'''iwad_bfgdoom2'''||string||||
|-
||'''iwad_tnt'''||string||||
|-
||'''iwad_plutonia'''||string||||
|-
||'''iwad_hacx'''||string||||
|-
||'''iwad_heretic_shareware'''||string||||
|-
||'''iwad_heretic'''||string||||
|-
||'''iwad_heretic_sosr'''||string||||
|-
||'''iwad_freedoom'''||string||||
|-
||'''iwad_freedoomu'''||string||||
|-
||'''iwad_freedm'''||string||||
|-
||'''master_levels_dir||string||||Path to the Master Levels for DOOM II WADs. Must be path to the location which contains the actual WAD files. Used when starting the Master Level menu.
|-
||'''w_norestpath'''||string||||
|-
||'''use_doom_config'''||bool||yes/no||
|-
||'''i_joysticksens'''||int||0 to 32767||
|-
||'''i_forcefeedback'''||toggle||on/off||
|-
||'''i_gamespeed'''||int||0 to 500||Changes the speed of the entire game. The value is a percentage. 100 means the normal speed. Caution: setting 0 effectively freezes the game (stops time), but fortunately the console is available even then, so you can restore it to a nonzero value. This variable is useful for testing rendering interpolation.
|-
||'''v_retrace'''||bool||yes/no||Vertical synchronization. Turn it on if the display looks like tearing in the middle when changing frames. Turn it off if you experience other problems due to it.
|-
||'''i_usemouse'''||bool||yes/no||
|-
||'''i_grabmouse'''||bool||yes/no||whether the window grabs mouse input
|-
||'''i_videomode'''||string||buffered||This is a [[geom string]]. Use it to change the video mode.
|-
||'''i_resolution'''||string||buffered||Resolution of the renderer's target (WWWWxHHHH or native). Usually it's set to '''native''', which means to just use the same resolution as in '''i_videomode''', but sometimes you may want a different resolution, such as for displaying in low-detail.
|-
||'''i_videodriverid'''||int||-1 to 1 or default, "SDL Software", "SDL GL2D"||
|-
||'''i_letterbox'''||toggle||yes/no buffered||Whether to enable letterboxing when '''i_videomode''' is set to a square tower-like aspect ratio. This flag only applies for that; it does not apply for fullscreen letter/pillarboxing of 4:3 or wider aspect ratios.
|-
||'''show_scores'''||bool||on/off||Whether to show frags when you die.
|-
||'''hu_overlayid'''||int||-1 to 1 or default, "Modern HUD", "Boom HUD"||
|-
||'''hu_overlaystyle'''||int||0 to 4 or off, "boom style", flat, distributed, graphical||
|-
||'''hu_hidesecrets'''||bool||yes/no||whether to display kills/items/secrets on the HUD.
|-
||'''hu_obituaries'''||bool||on/off||whether to show obituary when player dies.
|-
||'''hu_obitcolor'''||int||0 to 9||Color of obituary message
|-
||'''hu_crosshair'''||int||0 to 2 or none, cross, angle||Shape/presence of aiming crosshairs.
|-
||'''hu_crosshair_hilite'''||toggle||on/off||Whether crosshair will highlight when player is aiming at a monster or friend
|-
||'''hu_crosshair_scale'''||toggle||on/off||Whether the crosshair gets scaled. It gets saved into the '''crosshair_scale''' [[OPTIONS]] field.
|-
||'''hu_messages'''||bool||on/off||Whether to show HUD messages.
|-
||'''hu_messagealignment'''||int||0 to 2 or default, left, centered||
|-
||'''hu_messagecolor'''||int||0 to 9||Colour of HUD messages.
|-
||'''hu_messagelines'''||int||0 to 14||Number of lines of the HUD message widget.
|-
||'''hu_messagescroll'''||bool||yes/no||Whether the widget can be scrolled to see previous messages.
|-
||'''hu_messagetime'''||int||0 to 100000||Length of time messages appear.
|-
||'''hu_showtime'''||toggle||yes/no||Whether to display level time in the automap.
|-
||'''hu_showcoords'''||toggle||yes/no||Whether to display player/pointer coordinates in the automap.
|-
||'''hu_alwaysshowcoords'''||toggle||yes/no||
|-
||'''hu_timecolor'''||int||0 to 9||Colour of the time widget
|-
||'''hu_levelnamecolor'''||int||0 to 9||Colour of the level name widget
|-
||'''hu_coordscolor'''||int||0 to 9||Colour of the coordinate widget.
|-
||'''hu_restrictoverlaywidth'''||toggle||yes/no buffered||Whether to restrict the modern HUD to a 16:9 subscreen (if at 16:9 or wider aspect)
|-
||'''mn_toggleisback'''||toggle||yes/no||whether the '''menu_toggle''' keybinding action goes back one menu instead of exiting.
|-
||'''mn_background'''||string||length 8||
|-
||'''wad_directory'''||string||length 1024||user's wad directory which will be listed in the wad loading dialog
|-
||'''mn_wadname'''||string||handlerset||
|-
||'''mn_start_mapname'''||string||length 9 handlerset||Exact map header name of a map at which a new game started from the menus should begin at. If invoked from the menus, this command will immediately invoke the gamemode-dependent skill selection menu when its value is set.
|-
||'''mn_demoname'''||string||length 12||
|-
||'''startlevel'''||string||length 9 handlerset||name of first level to start new games
|-
||'''mn_favaspectratio'''||int||0 to 7 or Legacy, 5:4, 4:3, 3:2, 16:10, 5:3, WSVGA, 16:9||
|-
||'''mn_favscreentype'''||int||0 to 1 or windowed, fullscreen||
|-
||'''mn_searchstr'''||string||length 32||string to search for in menus via the '''mn_search''' command
|-
||'''mn_classic_menus'''||bool||yes/no||
|-
||'''chasecam'''||bool||on/off||Whether to have a third-person camera behind you.
|-
||'''chasecam_height'''||int||-31 to 100||Preferred height of the chasecam above player's viewheight.
|-
||'''chasecam_dist'''||int||10 to 1024||Preferred distance from chasecam to player.
|-
||'''chasecam_speed'''||int||1 to 100||Percentage of distance to target chasecam moves per gametic.
|-
||'''walkcam'''||bool||on/off notnet||Whether to control a walkcam, which lets you explore the entire level as a spectator.
|-
||'''spechits_emulation'''||int||0 to 2 or off, chocodoom, prboomplus||
|-
||'''donut_emulation'''||bool||on/off||
|-
||'''p_markunknowns'''||bool||yes/no||'''yes''': location of unknown thingtypes will be marked with EDF '''Unknown''' objects. '''no''': only messages are displayed when unknown things are used in a map.
|-
||'''wipewait'''||int||0 to 2 or never, always, demos||Whether or not the screen wipe routine blocks the main game loop
|-
||'''wipetype'''||int||0 to 2 or none, melt, fade||
|-
||'''p_lastenemyroar'''||bool||on/off||
|-
||'''r_fov'''||int||20 to 179||
|-
||'''r_showrefused'''||bool||on/off||
|-
||'''gamma'''||int||0 to 4||Gamma correction level
|-
||'''lefthanded'''||bool||right/left||whether player is left handed (flips the player weapon sprites)
|-
||'''r_blockmap'''||bool||on/off||whether to rebuild blockmaps at runtime
|-
||'''r_homflash'''||bool||on/off||whether to flash the HOM indicator or keep it red.
|-
||'''r_precache'''||bool||on/off||whether to precache graphics
|-
||'''r_showgun'''||bool||yes/no||whether to draw weapon sprites
|-
||'''r_showhom'''||bool||yes/no||whether to show the flashing HOM indicator
|-
||'''r_stretchsky'''||bool||on/off||{{deprecated}} Do not use. Skies no longer need stretching, as Eternity will just fade them to a flat colour when looking up.
|-
||'''r_swirl'''||bool||on/off||Whether to enable the swirling effect for all animated flats. Meant mainly for testing the effect; otherwise it's preferable to use [[EDF animations]].
|-
||'''r_trans'''||bool||on/off||whether general translucency is enabled
|-
||'''r_tranpct'''||int||0 to 100||general global translucency percentage
|-
||'''screensize'''||int||0 to 8 buffered||View frame size.
|-
||'''r_ptcltrans'''||int||0 to 2 or none, smooth, general||translucency type for particle effects — smoth is ZDoom-style smooth fading, and general is static, BOOM-style translucency as used in Eternity v3.29 Gamma and earlier.
|-
||'''r_columnengine'''||int||0 to 1 or normal, quad||
|-
||'''r_spanengine'''||int||0 or highprecision||
|-
||'''r_tlstyle'''||int||0 to 2 or none, boom, new||
|-
||'''r_boomcolormaps'''||toggle||on/off||If '''on''', causes all sectors with colormaps to apply the Boom-like logic of changing player's full colormap instead of using it locally. This is mainly for compatibility. See also '''sector-colormap''' in [[EMAPINFO]] for level-based options on how to customize this behaviour.
|-
||'''r_drawplayersprites'''||toggle||on/off||
|-
||'''r_centerfire'''||toggle||on/off||Whether to centre the weapon sprites when firing, like in GZDoom. Can also be saved in [[OPTIONS]].
|-
||'''displaynum'''||int||0 to number of displays||
|-
||'''snd_card'''||int||-1 to 1 or "SDL mixer", none, "PC Speaker"||type of sound driver to be used by SDL
|-
||'''mus_card'''||int||-1 to 0 or "SDL mixer", none||MIDI driver used by SDL
|-
||'''detect_voices'''||int||0 to 1 or yes, no||Unused.
|-
||'''snd_spcpreamp'''||int||1 to 6||amplification factor for SPC music
|-
||'''snd_spcbassboost'''||int||0 to 31||logarithmic bass boost scale for SPC music
|-
||'''snd_mididevice'''||int||-1 to 0 or Default, ADLMIDI||
|-
||'''snd_numchips'''||int||1 to 8||
|-
||'''snd_bank'''||int||0 to bank count||
|-
||'''snd_oplemulator'''||int||0 to 4 or "Nuked 1.8", "Nuked 1.7.4", Dosbox, Opal, Java||
|-
||'''s_lowfreq'''||float||minimum 0||
|-
||'''s_highfreq'''||float||minimum 0||
|-
||'''s_eqpreamp'''||float||0 to 1||
|-
||'''s_lowgain'''||float||0 to 3||
|-
||'''s_midgain'''||float||0 to 3||
|-
||'''s_highgain'''||float||0 to 3||
|-
||'''i_ledsoff'''||bool||yes/no||Whether to keep keyboard LEDs off regardless of lock states.
|-
||'''i_waitatexit'''||bool||yes/no||whether game will wait for input after exiting ('''yes'''), or shut down immediately ('''no''').
|-
||'''i_showendoom'''||bool||yes/no||whether to show ENDOOM on exit.
|-
||'''i_endoomdelay'''||int||35 to 3500||how long is ENDOOM shown
|-
||'''com'''||int||1 to 4||COM port to use for serial connections
|-
||'''ammo_red'''||int||0 to 100||ammo amount at which status bar numbers turn red
|-
||'''ammo_yellow'''||int||0 to 100||ammo amount at which status bar numbers turn yellow
|-
||'''health_red'''||int||0 to 200||health amount at which status bar numbers turn red
|-
||'''health_yellow'''||int||0 to 200||health amount at which status bar numbers turn yellow
|-
||'''health_green'''||int||0 to 200||health amount at which status bar numbers turn green
|-
||'''armor_red'''||int||0 to 200||armor amount at which status bar numbers turn red
|-
||'''armor_yellow'''||int||0 to 200||armor amount at which status bar numbers turn yellow
|-
||'''armor_green'''||int||0 to 200||armor amount at which status bar numbers turn green
|-
||'''armor_byclass'''||toggle||yes/no||
|-
||'''st_graypct'''||bool||yes/no||whether to keep % sign grey or to make it change colour with the numbers (if that's enabled).
|-
||'''st_rednum'''||bool||yes/no||whether status bar numbers are always red, or coloured like in Boom.
|-
||'''st_singlekey'''||bool||yes/no||Whether to show just the skull keys when both are picked, like in vanilla Doom.
|-
||'''st_fsalpha'''||int||0 to 100||
|-
||'''s_enviro_volume'''||int||0 to 16||
|-
||'''s_precache'''||bool||on/off||whether to precache sounds at the beginning of the game
|-
||'''s_pitched'''||bool||on/off||whether to have variable pitched sounds like in old Doom and new Doom re-releases.
|-
||'''snd_channels'''||int||1 to 32||number of software sound channels to maintain.
|-
||'''sfx_volume'''||int||0 to 15||base volume for digital sound effects
|-
||'''music_volume'''||int||0 to 15||base volume for MIDI synthesis
|-
||'''s_flippan'''||bool||on/off||whether to reverse stereo channels
|-
||'''s_hidefmusic'''||bool||on/off||
|-
||'''s_randmusic'''||toggle||on/off||
|-
||'''v_ticker'''||int||0 to 3 or off, chart, classic, text||FPS ticker display
|-
||'''bobbing'''||bool||on/off netvar||'''on''': players see themselves bob about like chickens. '''off''': players see themselves scoot around like robots on wheels.
|-
||'''name'''||string||length 20 netvar||Name of player.
|-
||'''dogjumping'''||bool||on/off netvar||
|-
||'''dmflags'''||int||minimum 0 netvar||deathmatch flags bitmask -- add the values below together to set individual flags; values are as follows:
* 1 (0x1): items respawn
* 2 (0x2): weapons stay
* 4 (0x4): barrels respawn
* 8 (0x8): players drop backpacks
* 16 (0x10): super powerups respawn
* 32 (0x20): instagib, any damage gibs players
* 64 (0x40): keep items when player respawns
|-
||'''colour'''||int||netvar 0 to 14 or green, indigo, brown, red, tomato, dirt, blue, gold, sea, black, purple, orange, pink, cream, white||Player's uniform color.
|-
||'''gametype'''||int||netvar 0 to 2 or single, coop, deathmatch||determines rules used for gameplay; cannot set single if more than one player is present
|-
||'''skill'''||int||netvar 0 to 4 or "im too young to die", "hey not too rough", "hurt me plenty", "ultra violence", "nightmare"||game skill level
|-
||'''allowmlook'''||bool||on/off netvar||Whether to allow looking up and down.
|-
||'''bfgtype'''||int||netvar 0 to 4 or bfg9000, "press release", bfg11k, bouncing, "plasma burst"||Choose between one of the various port-implemented BFG variants.
|-
||'''autoaim'''||bool||on/off netvar||Autoaim enabled.
|-
||'''recoil'''||bool||on/off netvar||Boom-style recoil enabled.
|-
||'''pushers'''||bool||on/off netvar||Whether objects are affected by wind and current.
|-
||'''varfriction'''||bool||on/off netvar||Whether players (and possibly monsters) experience variable friction.
|-
||'''nukage'''||bool||on/off netvar||Whether damaging sectors hurt players as normal.
|-
||'''p_pitchedflight'''||toggle||on/off netvar||Whether flying in a pitched direction follows that direction (unlike vanilla Heretic).
|-
||'''timelimit'''||int||0 to 100 netvar||Time limit for deathmatch.
|-
||'''fraglimit'''||int||0 to 100 netvar||Frag limit for deathmatch.
|-
||'''fast'''||toggle||on/off netvar||Fast monsters.
|-
||'''nomonsters'''||toggle||on/off netvar||No monsters spawned.
|-
||'''respawn'''||toggle||on/off netvar||Respawning enabled.
|-
||'''mon_remember'''||bool||on/off netvar||Monsters remember target.
|-
||'''mon_infight'''||bool||on/off netvar||Monster infighting.
|-
||'''mon_backing'''||bool||on/off netvar||Monsters backing out from melee attackers.
|-
||'''mon_avoid'''||bool||on/off netvar||Monsters avoiding hazards such as crushing ceilings.
|-
||'''mon_friction'''||bool||on/off netvar||Monsters affected by friction.
|-
||'''mon_climb'''||bool||on/off netvar||Monsters can walk steep stairs.
|-
||'''mon_helpfriends'''||bool||on/off netvar||
|-
||'''mon_distfriend'''||int||0 to 1024 netvar||Distance friends stay away.
|-
||'''skin'''||string||length 256 netvar||Player skin setting.
|-
|-
||'''comp_*'''||bool||on/off netvar||These are the various compatibility options. See the equivalent '''comp_*''' fields from the [[OPTIONS]] lump for a full list of variables.
||'''puke'''||''script'' ''arg...''||Executes an [[ACS]] script. Neither activator thing nor trigger linedef are set.
|}
|}


[[category:console]]
[[category:console]]
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