List of console commands/DOOM Compatibility Vector

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The compatibility vector can be accessed with the following variables. All variables are of the on / off type and are server-only net commands.

comp_telefrag[edit]

Determines whether enemies telefrag players on MAP30

comp_dropoff[edit]

Determines whether enemies get stuck over tall dropoffs

comp_vile[edit]

Determines whether Archviles can resurrect ghosts

comp_pain[edit]

Toggles Pain Elemental's limit of 21 lost souls on the map

comp_skull[edit]

Determines whether Pain Elementals may spawn lost souls past blocking lines

comp_blazing[edit]

Toggles double closing sound from blazing doors

comp_doorlight[edit]

Turns on/off tagged sector light fading for DR door line types

comp_model[edit]

Toggles use of DOOM's linedef trigger model

comp_god[edit]

Determines whether damage greater than 9999 can kill players in god mode

comp_falloff[edit]

Toggles MBF torque simulation physics

comp_floors[edit]

Toggles use of DOOM's floor movement model

comp_skymap[edit]

Determines whether invulnerability affects drawing of sky textures

comp_pursuit[edit]

Determines whether enemies remember their last target

comp_doorstuck[edit]

Determines whether enemies may get stuck on door tracks

comp_zerotags[edit]

Determines whether linedef actions with a zero tag will be applied.

comp_terrain[edit]

Toggles Eternity TerrainTypes effects

comp_respawnfix[edit]

Determines whether spawned things respawn at the point (0, 0) or at their point of death

comp_fallingdmg[edit]

Toggles Eternity falling damage

comp_soul[edit]

Determines lost soul floor/ceiling bouncing behavior.

comp_overunder[edit]

Toggles Eternity extended 3D object clipping.

comp_planeshoot[edit]

Toggles ability to shoot floors and ceilings with tracer weapons.

Note: This variable is required in particular for Eternal DOOM compatibility.

comp_theights[edit]

Works along with comp_overunder. If disabled, decorative thingtypes from the DOOM and DOOM II gamemodes will have their heights corrected using the correctheight as defined by the EDF thingtype definition. For gameplay reasons, monsters do not define correct heights in the default EDF.