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.
==Core commands==
===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
! Parameters
! Parameters
! Flags
! Category
! Description
! Description
|-
|-
||'''addfile'''||''wadfilename''||buffered notnet||Control||Adds the specified wad file at run-time. Some features will not function completely as expected when WADs are loaded at run-time, so for maximum compatibility always use the command line to load files.
||'''alias'''||''newcmdname'' ''command''||'''alias''' alone will list all currently defined aliases. Providing ''newcmdname'' alone will remove that alias if it exists. Providing ''newcmdname'' and a valid console ''command'' will create "newcmdname" as an alias to that command, allowing shortcuts.  
|-
||'''alias'''||''newcmdname'' ''command''||||Core||'''alias''' alone will list all currently defined aliases. Providing ''newcmdname'' alone will remove that alias if it exists. Providing ''newcmdname'' and a valid console ''command'' will create "newcmdname" as an alias to that command, allowing shortcuts.  


In order to make an alias take parameters, use the special variable "%opt", as such:  
In order to make an alias take parameters, use the special variable "%opt", as such:  
   alias "mycommand" "hu_overlay %opt"
   alias "mycommand" "hu_overlay %opt"
|-
|-
||'''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.  
||'''c_popup'''||||Instantly removes the console from view.
|-
|-
||'''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.
||'''cmdlist'''||''filter''||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.  
|-
|-
||'''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.  
||'''cvarhelp'''||''variablename''||Outputs a list of possible values for the given variable.
|-
|-
||'''bindings'''||||||Information||Dumps a list of all active keybindings to the console.
||'''delay'''||''amt''||Delays the running of the next console command by either 1, or if provided, by ''amt'' game tics.  
|-
|-
||'''buddha'''||||level notnet||Testing||Toggles "Buddha" mode, where you can take any amount of damage without dying.
||'''dir'''||||Lists the contents of the current working directory to the console.
|-
|-
||'''c_popup'''||||||Core||Instantly removes the console from view.
||'''echo'''||''msg''||Echoes a string message to the console. As with all console strings, the string should be in quotes if it contains whitespace.  
|-
|-
||'''closelog'''||||||Logging||Closes a console log opened by the '''openlog''' command. If no logging is currently occuring, this command does nothing. This command doesn't apply to files used by '''dumplog''', as they are closed immediately, so it doesn't need to be used with the '''dumplog''' command.
||'''flood'''||||Writes 300 garbage characters to the console. Usefulness is of debate.  
|-
|-
||'''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.
||'''quote'''||||Currently does nothing.
|}
 
===Logging the console===
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''creator'''||||||Information||Displays the name of the creator as set in [[EMAPINFO]].
||'''dumplog'''||''filename''||Dumps the current state of the console message buffer to the specified file as ASCII text. The text will be appended to the file if it already exists, allowing multiple use of a single log file.  
|-
|-
||'''credits'''||||||Menu||Displays game engine / game credits.  
||'''openlog'''||''filename''||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.  
|-
|-
||'''cvarhelp'''||''variablename''||||Core||Outputs a list of possible values for the given variable.
||'''closelog'''||||Closes a console log opened by the '''openlog''' command. If no logging is currently occuring, this command does nothing. This command doesn't apply to files used by '''dumplog''', as they are closed immediately, so it doesn't need to be used with the '''dumplog''' command.
|-
|}
||'''delay'''||''amt''||||Core||Delays the running of the next console command by either 1, or if provided, by ''amt'' game tics.
|-
||'''defdmflags'''||''mode''||server||Control||Sets the deathmatch flags variable to its default settings. If no argument is provided, dmflags is set to the default for the current game type. Otherwise, the "mode" parameter indicates what game mode's defaults to set, with the following values:


*0 = Single-player mode
==Menus==
*1 = Cooperative mode
{|class="wikitable sortable"
*2 = Deathmatch mode
! Name
*3 = Altdeath mode (deathmatch 2.0, items respawn)
! Parameters
*4 = Trideath mode (DM 3, barrels respawn, players drop backpacks)
! Description
|-
|-
||'''dir'''||||||Information||Lists the contents of the current working directory to the console.
||'''mn_clearmenus'''||||Deactivates any active menu and returns to the game
|-
|-
||'''dumplog'''||''filename''||||Logging||Dumps the current state of the console message buffer to the specified file as ASCII text. The text will be appended to the file if it already exists, allowing multiple use of a single log file.  
||'''mn_newgame'''||||Displays the New Game menu or takes the player to the start map, depending on their configuration.  
|-
|-
||'''e_dumpitemeffect'''||''mnemonic''||||Information||Displays the properties of an item effect metatable.
||'''mn_quit'''||||Displays a prompt asking the user if they want to quit.  
|-
|-
||'''e_dumpitems'''||||||Information||Lists all EDF thing type mnemonics and DeHackEd/DoomEd numbers for thing types which are collectable items. Useful in conjunction with the give command.
||'''mn_episode'''||||Displays the episode selection screen for Ultimate DOOM.
 
Flags: not in network games
|-
|-
||'''e_dumpmeta'''||''mnemonic''||||Information||Displays the properties stored in the metatable for the given thingtype.
||'''mn_prevmenu'''||||Returns user to the last menu they viewed, or to the game if the present menu is the highest-most in that chain.  
|-
|-
||'''e_dumpstate'''||''mnemonic''||||Information||Displays information on one EDF state definition.
||'''newgame'''||||Clears any active menus and starts a new game.
 
Flags: not in network games
|-
|-
||'''e_dumpthings'''||||||Information||Lists all EDF thing type mnemonics along with the DeHackEd numbers and doomednums of the corresponding types.
||'''mn_weaponkeys'''||||Displays the weapon keybinding menu.  
|-
|-
||'''e_linedef'''||''recordnum''||level||Information||Lists verbose information on an ExtraData linedef record with the given numeric record number. If no such linedef is defined or no ExtraData exists for the current map, an appropriate error message will be given.
||'''mn_keybindings'''||||Displays primary keybindings menu.  
|-
|-
||'''e_listkeyitems'''||||||Information||Lists all key-type artifact definitions.
||'''mn_demos'''||||Displays the Demos menu
|-
 
||'''e_listlinedefs'''||||level||Information||Lists all linedef definitions from the current map's ExtraData. If no linedefs are defined or no ExtraData exists for the current map, an appropriate error message will be given.
Flags: not in a network game
|-
||'''e_listmapthings'''||||level||Information||Lists all mapthing definitions from the current map's [[ExtraData]]. If no mapthings are defined or no [[ExtraData]] exists for the current map, an appropriate error message will be given.
|-
||'''e_mapthing'''||''recordnum''||level||Information||Lists verbose information on an ExtraData mapthing record with the given numeric record number. If no such mapthing is defined or no ExtraData exists for the current map, an appropriate error message will be given.
|-
||'''e_playsound'''||''name''||||Testing||Plays an EDF sound.
|-
||'''e_thingtype'''||''thingtypename''||||Information||Lists verbose information on an EDF thingtype with the given mnemonic. If no such thingtype is defined, an error message will be given.
|-
||'''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.
||'''mn_weapons'''||||Displays the weapons preferences menu
|-
|-
||'''endgame'''||||notnet||Testing||Ends game and drops to console mode.
||'''mn_loadwad'''||||Displays the wad/file options menu.  
|-
|-
||'''ev_mapsectorspecs'''||||level||Information||List out all the sector specials in use on the current map.
||'''mn_status'''||||Displays the status bar options menu.  
|-
|-
||'''ev_mapspecials'''||||level||Information||Lists all linedef specials in current map.
||'''mn_hud'''||||Displays the heads-up display options menu.  
|-
|-
||'''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.
||'''mn_mouse'''||||Displays the mouse options menu.  
|-
|-
||'''flood'''||||||Testing||Writes 300 garbage characters to the console. Usefulness is of debate.
||'''mn_sound'''||||Displays the sound options menu.  
|-
|-
||'''fly'''||||level notnet||Testing||Toggles flight mode, allowing you to fly like when having the [[Doom Wiki:Wings of Wrath|Wings of Wrath]].
||'''mn_vidmode'''||||Displays the video mode options menu.  
|-
|-
||'''frags'''||||||Information||Displays the current frag count for all players.  
||'''mn_particle'''||||Displays the particle effects options menu.  
|-
|-
||'''g_padprofile'''||''profilename''||||I/O||Runs a console script that can setup default bindings for a particular model/brand of gamepad. ''Profilename'' is the name of a lump, typically inside "gamepads/" in the Eternity's [[PKE]]. Example values (as currently in the base Eternity PKE) are:
||'''mn_video'''||||Displays the video options menu.  
*firestorm digital 3
*vanilla
*xbox360 keylook
*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.  
||'''mn_endgame'''||||Prompts the user to end the current game and return to the title screen.  
|-
|-
||'''GIVEARSENAL'''||||level notnet||Testing||Gives all weapons (as with IDFA).
||'''mn_options'''||||Displays the main options menu.  
|-
|-
||'''GIVEKEYS'''||||level notnet||Testing||Gives all keys (as with IDK).
||'''mn_savegame'''||||Displays the save game menu. Will not display if not in a level.  
|-
|-
||'''god'''||||level notnet||Testing||Toggles god mode (IDDQD) on or off.
||'''mn_load slotnum'''||||Loads the save game from save slot slotnum.  
|-
|-
||'''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.  
||'''mn_loadgame'''||||Displays the load game menu.  
|-
|-
||'''i_error'''||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits.  
||'''mn_player'''||||Displays the player setup menu.  
|-
|-
||'''i_exitwithmessage'''||...||||Testing||Causes a non-error exit with message.
||'''mn_envkeys'''||||Displays the environment keybindings menu.  
|-
|-
||'''i_fatalerror'''||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits.  
||'''credits'''||||Displays game engine / game credits.  
|-
|-
||'''i_joystick'''||''num''||||I/O||Selects the gamepad configured in ''num'', if it can be found.
||'''help'''||||Displays built-in and user-provided help screens. See the BOOM editing reference on how to provide up to 99 custom help screens.  
|-
|-
||'''infammo'''||||level notnet||Testing||Toggles infinite ammo (INFSHOTS) on or off.
||'''mn_enemies'''||||Displays enemy AI options menu.  
|-
|-
||'''kill'''||||level netvar||Testing||Causes the player to commit suiceide.
||'''mn_compat'''||||Displays the DOOM compatibility options menu.  
|-
|-
||'''listactions'''||||||Information||Displays a list of all bindable actions, aside from console commands.  
||'''mn_automap'''||||Displays the automap options menu.  
|-
|-
||'''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.  
||'''quickload'''||||Quickloads a game from a previously chosen quicksave slot. NOTE: does nothing in network games or demos
|-
|-
||'''listskins'''||||||Information||Lists names of all available player skins.
||'''quicksave'''||||Quicksaves a game. First time command is used, a slot must be chosen normally. Subsequent uses will overwrite the save in that slot.
|-
||'''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_automap'''||||||Menu||Displays the automap options menu.
|-
||'''mn_automapkeys'''||||||Menu||Displays the automap keybindings menu.
|-
||'''mn_bindings||||||Menu||Displays the control customize menu.
|-
||'''mn_clearmenus'''||||||Menu||Deactivates any active menu and returns to the game
|-
||'''mn_compat'''||||||Menu||Displays the DOOM compatibility options menu.
|-
||'''mn_config'''||||||Menu||Displays the user configuration menu.
|-
||'''mn_consolekeys'''||||||Menu||Brings up the console keybindings menu.
|-
||'''mn_demos'''||||notnet||Menu||Displays the Demos menu
|-
||'''mn_dynamenu'''||''menuname''||||Menu||Brings up the EDF dynamic menu with the given mnemonic. If no such menu exists, an error message will appear in the console.
|-
||'''mn_endgame'''||||||Menu||Prompts the user to end the current game and return to the title screen.
|-
||'''mn_enemies'''||||||Menu||Displays enemy AI options menu.
|-
||'''mn_envkeys'''||||||Menu||Displays the environment keybindings menu.
|-
||'''mn_episode'''||''num''||notnet||Menu||Brings up the Doom difficulty selection menu. ''Num'' it the index of the episode after which to show the difficulty settings.
|-
||'''mn_gamefuncs'''||||||Menu||Brings up the game function key bindings menu.
|-
||'''mn_gset'''||||||Menu||Brings up the game settings menu.
|-
||'''mn_hepis'''||''num''||notnet||Menu||Brings up the Heretic difficulty selection menu. ''Num'' it the index of the episode after which to show the difficulty settings.
|-
||'''mn_hud'''||||||Menu||Displays the heads-up display options menu.
|-
||'''mn_joymenu'''||||||Menu||Brings up the SDL joystick configuration menu. NOTE: This command does not exist in the DOS version of Eternity.
|-
||'''mn_load'''||''slotnum''||||Menu||Loads the save game from save slot slotnum.
|-
||'''mn_loadgame'''||||||Menu||Displays the load game menu.
|-
||'''mn_loadwad'''||||notnet||Menu||Displays the wad/file options menu.
|-
||'''mn_menukeys'''||||||Menu||Brings up the menue control keybindings menu.
|-
||'''mn_menus'''||||||Menu||Brings up the menu options menu.
|-
||'''mn_mouse'''||||||Menu||Displays the mouse options menu.
|-
||'''mn_movekeys'''||||||Menu||Displays the basic movement control customize menu.
|-
||'''mn_newgame'''||||||Menu||Displays the New Game menu or takes the player to the start map, depending on their configuration.
|-
||'''mn_old_options'''||||||Menu||Displays the vanilla Doom options menu.
|-
||'''mn_old_sound'''||||||Menu||Displays the vanilla Doom sounds menu.
|-
||'''mn_options'''||||||Menu||Displays the main options menu.
|-
||'''mn_padtest'''||||||Menu||If there's an active gamepad, brings up the testing widget.
|-
||'''mn_particle'''||||||Menu||Displays the particle effects options menu.
|-
||'''mn_player'''||||||Menu||Displays the player setup menu.
|-
||'''mn_prevmenu'''||||||Menu||Returns user to the last menu they viewed, or to the game if the present menu is the highest-most in that chain.
|-
||'''mn_quit'''||||||Menu||Displays a prompt asking the user if they want to quit.
|-
||'''mn_savegame'''||||||Menu||Displays the save game menu. Will not display if not in a level.
|-
||'''mn_selectflat'''||||||Menu||Brings up the menu background customization menu.
|-
||'''mn_selectmusic'''||||||Menu||Brings up the music menu.
|-
||'''mn_selectwad'''||||||Menu||Brings up the wad selection dialog box. The selected wad cannot be loaded if the current gamemode is a shareware game. Flags: not in a netgame
|-
||'''mn_sound'''||||||Menu||Displays the sound 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_weaponkeys'''||||||Menu||Displays the weapon control customize menu.
|-
||'''mn_weapons'''||||||Menu||Displays the weapons preferences menu
|-
||'''newgame'''||||notnet||Menu||Clears any active menus and starts a new game.
|-
||'''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.
|-
||'''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.
|-
||'''playdemo'''||''demoname''||notnet||Control||Plays the given demo normally.
|-
||'''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.


NOTE: does nothing in network games or demos  
NOTE: does nothing in network games or demos  
|-
|-
||'''quickload'''||||||Control||Quickloads a game from a previously chosen quicksave slot. NOTE: does nothing in network games or demos
||'''mn_joymenu'''||||Brings up the SDL joystick configuration menu. NOTE: This command does not exist in the DOS version of Eternity.
|-
|-
||'''quit'''||||||Control||Plays a random monster sound and exits the game normally, with no prompt.  
||'''mn_hnewgame'''||||Brings up the Heretic new game menu.  
|-
|-
||'''quote'''||||||Core||Currently does nothing.
||'''mn_hepis'''||||Brings up the Heretic episode selection menu.  
|-
|-
||'''restartmap'''||||server netvar||Testing||Restarts current map.
||'''skinviewer'''||||Brings up the skin viewer menu widget.  
|-
|-
||'''resurrect'''||||level notnet||Testing||Raises dead player.
||'''mn_dmflags'''||||Brings up the deathmatch flags configuration menu.  
|-
|-
||'''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.
||'''mn_dynamenu'''||''menuname''||Brings up the EDF dynamic menu with the given mnemonic. If no such menu exists, an error message will appear in the console.  
|-
|-
||'''say'''||''...''||netvar||Control||Sends all arguments as a single message to all players in a network game.
||'''mn_selectwad'''||||Brings up the wad selection dialog box. The selected wad cannot be loaded if the current gamemode is a shareware game. Flags: not in a netgame
|-
|-
||'''screenshot'''||||||Control||Takes a single screenshot. Bind this command to a key in order to take a shot without the console in the way.
||'''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.  
|-
|-
||'''skinviewer'''||||||Menu||Brings up the skin viewer menu widget.  
||'''mn_menus'''||||Brings up the menu options menu.
|}
 
==Keybindings==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''snd_selectbank||||||Menu||Brings up the ADLMidi sound bank selector menu.
||'''listactions'''||||Displays a list of all bindable actions, aside from console commands.  
|-
|-
||'''spacejump'''||||hidden notnet||Testing||Allows the player to jump any number of times in midair; useful for testing linked portals.
||'''bind'''||''keyname'' ''actionname''||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.  
|-
|-
||'''spectate_next'''||||||Control||Switches display to next player (spy mode). Only works during non-deathmatch gameplay, or during any multiplayer demo.
||'''unbindall'''||||Releases *all* dynamic keybindings. Use with caution!
|-
|-
||'''spectate_prev'''||||||Control||Switches display to previous player (spy mode). Only works during non-deathmatch gameplay, or during any multiplayer demo.
||'''unbind'''||''keyname'' ''bindingclass''||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.  
|-
|-
||'''starttitle'''||||notnet||Testing||Returns the game to the title screen / demo / credits loop.
||'''listkeys'''||||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.  
|-
|-
||'''stopdemo'''||||notnet||Control||Stops any currently playing demo and drops to console.
||'''bindings'''||||Dumps a list of all active keybindings to the console.
|}
 
==Multiplayer==
{|class="wikitable sortable"
! Name
! Parameters
! Description
|-
|-
||'''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.
||'''disconnect'''||||Disconnects from any ongoing network game and sets full-screen console mode.


Example to spawn a friendly thing:
Flags: only in network games
$ summon doomimp friend
|-
|-
||'''thunder'''||||||Testing||Forces a thunder to occur.
||'''playerinfo'''||||Displays name information for all connected players.  
|-
|-
||'''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.
||'''frags'''||||Displays the current frag count for all players.  
|-
|-
||'''togglefullscreen'''||||buffered||I/O||Toggles between fullscreen and window, by toggling between 'w' and 'f' in the current [[geom string]].
||'''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
|-
|-
||'''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.
||'''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
|-
|-
||'''unbindall'''||||||I/O||Releases *all* dynamic keybindings. Use with caution!
||'''god'''||||Toggles god mode (IDDQD) on or off.
 
Flags: not in network games, only in levels
|-
|-
||'''v_dumppatch'''||''lumpname'' ''filename'' ''fillcolor''||||Testing||Dumps a patch to a file as a PNG.
||'''noclip'''||||Toggles no clipping (IDCLIP) on or off.
 
Flags: not in network games, only in levels
|-
|-
||'''v_fontcolors'''||''fontname'' ''filename''||||Testing||Writes the colors of ''fontname'' to a file names ''filename''.
||'''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
|-
|-
||'''vilehit'''||||level notnet||Testing||If the player is autoaiming at an enemy, the player will perform an Arch-vile attack on that enemy.
||'''infammo'''||||Toggles infinite ammo (INFSHOTS) on or off.
 
Flags: not in network games, only in levels
|-
|-
||'''viles'''||||hidden level notnet||Testing||A special command for DOOM II only. Try it and see what happens :)
||'''mdk'''||||Fires a tracer from the player that instantly kills any monster the player is targetting.
 
Flags: only in level, not in netgames, hidden
|-
|-
||'''w_masterlevels'''||[''skill'']||notnet||Menu||Shows the Master Levels menu, assuming master_levels_dir is properly configured.
||'''mdkbomb'''||||As above, but fires 60 such tracers in a circle around the player.
 
Flags: only in level, not in network games, hidden
|-
|-
||'''w_playnorest'''||[''skill'']||||Control||Start playing No Rest for the Living (if available).
||'''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
|-
|-
||'''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.
||'''viles'''||||A special command for DOOM II only. Try it and see what happens :)
 
Flags: only in level, not in network games, hidden
|-
|-
||'''warp'''||''x'' ''y''||level notnet||Testing||Teleports player to given XY coordinates.
||'''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
|-
|-
||'''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.
||'''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
|-
|-
||'''xl_dumpemapinfo'''||''mapname''||||Information||Displays information on a single [[EMAPINFO]] (Eternity) entry by map name.
||'''v_modelist'''||||Prints a list of available video modes to the console.  
|-
|-
||'''xl_dumpmapinfo'''||''mapname''||||Information||Displays information on a single MAPINFO (Hexen/ZDoom) entry by map name.
||'''animshot'''||''numframes''||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.  
|-
|-
||'''z_dumpcore'''||||hidden||Information||Write the zone heap to a file. Useful for debugging.
||'''screenshot'''||||Takes a single screenshot. Bind this command to a key in order to take a shot without the console in the way.
|-
||'''z_print'''||||hidden||Information||Prints the zone heap. Useful for development debugging.
|}
|}


==Console constants==
==Sound Options==
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).
||'''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.
|-
||'''ver_date'''||Build date.
|-
||'''ver_time'''||Build time.
|-
||'''ver_name'''||Textual name of version.
|-
||'''opt'''||
|-
||'''rngseed'''||Show the random generator seed.
|}
|}


==Console variables==
==Player Options==
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
||'''listskins'''||||Lists names of all available player skins.  
|-
||'''mapcolor_grid'''||int||0 to 255||Colour of grid
|-
||'''mapcolor_wall'''||int||0 to 255||Colour of normal walls
|-
||'''mapcolor_fchg'''||int||0 to 255||Colour of lines with floor height change
|-
||'''mapcolor_cchg'''||int||0 to 255||Colour of lines with ceiling height change
|-
||'''mapcolor_clsd'''||int||0 to 255||Colour of closed doors or areas
|-
||'''mapcolor_rkey'''||int||0 to 255||Colour of red key objects
|-
||'''mapcolor_bkey'''||int||0 to 255||Colour of blue key objects
|-
||'''mapcolor_ykey'''||int||0 to 255||Colour of yellow key objects
|-
||'''mapcolor_rdor'''||int||0 to 255||Colour of red doors
|-
||'''mapcolor_bdor'''||int||0 to 255||Colour of blue doors
|-
||'''mapcolor_ydor'''||int||0 to 255||Colour of yellow doors
|-
||'''mapcolor_tele'''||int||0 to 255||Colour of teleport lines
|-
||'''mapcolor_secr'''||int||0 to 255||Colour of secret sector boundaries
|-
||'''mapcolor_exit'''||int||0 to 255||Colour of exit lines
|-
||'''mapcolor_unsn'''||int||0 to 255||Colour of computer map unexplored lines
|-
||'''mapcolor_flat'''||int||0 to 255||Colour of no-height-change line seen when doing iddt
|-
||'''mapcolor_sprt'''||int||0 to 255||Colour of normal map objects when doing iddt/iddt
|-
||'''mapcolor_hair'''||int||0 to 255||Colour of map pointer
|-
||'''mapcolor_sngl'''||int||0 to 255||Colour of player arrow in single player
|-
||'''mapcolor_frnd'''||int||0 to 255||Colour of friends in iddt/iddt
|-
||'''mapcolor_prtl'''||int||0 to 255||Colour of lines from other portal layers
|-
||'''mapportal_overlay'''||bool||yes/no||
|-
||'''am_drawnodelines'''||toggle||on/off||Whether to draw node lines (and certain other internal lines not documented otherwise), for debugging
|-
||'''am_drawsegs'''||toggle||on/off||Whether to draw BSP segs, for debugging.
|-
||'''am_dynasegs_bysubsec'''||toggle||yes/no||
|-
||'''am_overlay'''||toggle||on/off||Whether automap is in overlay mode.
|-
||'''c_height'''||int||20 to 200||normal height of the console in pixels
|-
||'''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.
||'''listwads'''||||Lists all currently loaded WAD files.
|-
||'''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.
|}
|}
==Demos==
These commands are related to playing / recording demos. For all of these commands, the demo specified by demoname must have been added in either a WAD or on the command-line with the -file option. Demos cannot be played directly from a file name.
====timedemo demoname showmenu====
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.
Flags: not in a network game
====playdemo demoname====
Plays the given demo normally.
Flags: not in a network game
====stopdemo====
Stops any currently playing demo and drops to console.
Flags: not in a network game
==Gameplay==
====pause====
Pauses or unpauses the game.
Flags: server-only
====i_error ...====
Simulates an internal game engine error. Prints any arguments provided as a single string when the game exits.
====endgame====
Drops to console mode.
Flags: not in a network game
====starttitle====
Returns the game to the title screen / demo / credits loop.
Flags: not in a network game
====quit====
Plays a random monster sound and exits the game normally, with no prompt.
====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
====kill====
Causes the player to commit suiceide.
Flags: only in level, net command
====addfile wadfilename====
Adds the specified wad file at run-time. Some features will not function completely as expected when WADs are loaded at run-time, so for maximum compatibility always use the command line to load files.
Flags: not in network games, buffered command
====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
====defdmflags <mode>====
Sets the deathmatch flags variable to its default settings. If no argument is provided, dmflags is set to the default for the current game type. Otherwise, the "mode" parameter indicates what game mode's defaults to set, with the following values:
  0 = Single-player mode
  1 = Cooperative mode
  2 = Deathmatch mode
  3 = Altdeath mode (deathmatch 2.0, items respawn)
  4 = Trideath mode (DM 3, barrels respawn, players drop backpacks)
 
Flags: server-only, net command
====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
====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
====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
====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.
Flags: not in a network game, only in levels.
====puke <script> <arg>...====
Executes an [[ACS]] script. Neither activator thing nor trigger linedef are set.
==Mod information==
*'''e_dumpitemeffect''' ''mnemonic''
:Displays the properties of an item effect metatable.
*'''e_dumpitems'''
:Lists all EDF thing type mnemonics and DeHackEd/DoomEd numbers for thing types which are collectable items. Useful in conjunction with the give command.
*'''e_dumpmeta''' ''mnemonic''
:Displays the properties stored in the metatable for the given thingtype.
*'''e_dumpstate''' ''mnemonic''
:Displays information on one EDF state definition.
*'''e_dumpthings'''
:Lists all EDF thing type mnemonics along with the DeHackEd numbers and doomednums of the corresponding types.
*'''e_linedef''' ''recordnum''
:Lists verbose information on an ExtraData linedef record with the given numeric record number. If no such linedef is defined or no ExtraData exists for the current map, an appropriate error message will be given.
*'''e_listkeyitems'''
:Lists all key-type artifact definitions.
*'''e_listlinedefs'''
:Lists all linedef definitions from the current map's ExtraData. If no linedefs are defined or no ExtraData exists for the current map, an appropriate error message will be given.
*'''e_listmapthings'''
:Lists all mapthing definitions from the current map's [[ExtraData]]. If no mapthings are defined or no [[ExtraData]] exists for the current map, an appropriate error message will be given.
*'''e_mapthing''' ''recordnum''
:Lists verbose information on an ExtraData mapthing record with the given numeric record number. If no such mapthing is defined or no ExtraData exists for the current map, an appropriate error message will be given.
*'''e_playsound''' ''name''
:Plays an EDF sound.
*'''e_thingtype''' ''thingtypename''
:Lists verbose information on an EDF thingtype with the given mnemonic. If no such thingtype is defined, an error message will be given.
===Others===
*'''ev_mapsectorspecs'''
:List out all the sector specials in use on the current map.
*'''ev_mapspecials'''
:Lists all linedef specials in current map.


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