Editing List of console commands and variables

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:''Back to [[Console]]''
:''Back to [[Console]]''
==Console commands==
==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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||'''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.
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||'''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.  
||'''map'''||''mapname''||netvar server||Testing||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:
   Examples:
   map E1M1
   map E1M1
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||'''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.  
Line 336: Line 317:
|-
|-
||'''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.
||'''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.  
||'''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.  
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|-
|-
||'''z_print'''||||hidden||Information||Prints the zone heap. Useful for development debugging.
||'''z_print'''||||hidden||Information||Prints the zone heap. Useful for development debugging.
|}
==Console constants==
These can't be changed, and when executed, show their content as information.
{|class="wikitable sortable"
! Name
! 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==
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"
! Name
! Type
! Limits
! Description
|-
||'''mapcolor_back'''||int||0 to 255||Colour of automap background
|-
||'''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.
|-
||'''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.
|}
|}


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