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To bind multiple commands to a key, enclose the commands in double-quotes and separate them with semi-colons. To bind to non-printable keys, use the key name. Example: bind h "say Hi Foo! Description: The amount of movment that the player's screen moves up and down while in motion.
Description: The amount of movment that the player's screen moves left and right while in motion. Syntax: cd command cd command parameter. Note: For the command to be available the CD-ROM drive has to be idle at the time that Quake 2 starts, or else this command will be disabled.
Example: cd info cd play 3 cd remap 4 5 1 2 7 8 cd remap. Note: The palette blending effect is used while being injured, using a powerup, or under water. It might be beneficial to disable this effect to see clearly in water, but then if the player is being injured he won't know it. Description: The maximum number of packets-per-second the server should send to the client to cap the frames-per-second rate. Values: 0 - Enable the use of skins.
Note: This variable determines the speed at which the player's screen moves up and down while using the keyboard keys. The reason for this is that the keyboard does not have sensetivity states only an off and on state. Description: The seperation value between the left and right images in stereoscoptic mode. Description: The maximum time in seconds that the client will wait for a network packet before disconnecting.
Note: This variable determines the speed at which the player's screen moves left and right while using the keyboard keys. Syntax: cmd command cmd command parameters. List: baselines random number value - Set up the initial values for spawning the player on the map. Download a file from the server.
Note: Some commands that the client uses do not need to be prefixed with cmd before sending them to the server. The function on this command is to allow the client to perform actions which require information from the server. This command is basically an interface between the client and the server, where the client asks the server if it can perform an action, and the server performs the action or rejects the request.
This command is automatically used by the client internally, so it is never necessary to call this command unless performing some type of debugging. Note: It is not necessary to specify an extension to the filename since a. Syntax: connect IP address connect IP address : port. Note: It is usually not necessary to specify a port unless the server is running on a different port than , which is the default port.
Example: connect Note: In cooperative mode, the dmflags variable is disabled. Weapons will remain for all players to retrieve whereas other items will disappear when picked up. Values: 0 - Crosshair disabled. Note: Each varaiable has a value and a state flag. If a variable has the value of "" , then that variable is empty. U - User variable, will show up in the output from the userinfo command or dumpuser command.. S - Server variable, will show up in the output from the serverinfo command.
L - Delayed function, will take action after a map change. Note: This variable will determine if the game will load with a graphical interface used for single-player game or for the client mode use for gaming. When the variable is set to 1 the game will load with a text-only interface with server functions only.
This is beneficial because a dedicated server is more efficient than a listen server. Note: The extension. The default extension of a demo is. If any key is pressed during the playback of a demo the main menu is displayed.
Note: There are a lot of game message which are not displayed, this variable will allow for a game developer to read all of the internal messages that the game displays. A lot of this information is necessary for debugging the game or just watching the internal processes that the game goes through. Note: This command will display the files and directories of any directory on the hard disk.
It is necessary to specify the location of the directory to be displayed using a relative path format. In a relative path the character. It is also necessary to specify a filename mask which will determine what files are displayed. In a filemask the character? Values: 1 - No Health. List: adrenaline - Adrenaline. Note: This only works in multiplayer games where instant powerups are disabled.
Also, dropped items only stay on the map for seconds, after that time they just disappear. Note: This command will display all variables flagged with the U user flag, and their values. Note: This is a very helpful command because it allows for the execution of multiple commands which are stored in text files and are used to setup the client or a server.
The default extension for a console script is. Values: 0 - Allow only the addresses in the banlist to join the server. Note: If this variable is enabled the game will display all game frames thus slowing down the game in order to allow for the display of every frame. Normally the game will skip frames to keep the speed of the game constant.
Description: The number of messages that a client has to send in order to be considered a flood. Description: The time in seconds in which the messages are send in order to be considered a flood. Description: The time in seconds that a client will not be able to send any more message to the server because of the flood. Description: Toggle the use of the forward and down movements into look up and look down. Note: This variable is used to inform Quake 2 to look for additional game information in the directory provided.
This variable is used while playing different game modifications. Description: The directory name where the game files are located when the server is running a custom game configuration. Note: This variable is necessary in order to display the proper death messages which might be gender related. Values: male - Male death messages displayed. Description: Toggle the use of automatic gender detection based on the player's model.
Syntax: give item give item amount. Note: The amount parameter is only available when giving ammo and does not work for grenades. It is possible to take away items by giving a negative amount of an item. List: all - All items. Example: give all give rocket launcher give shells give rockets Note: The drivers that 3D Labs release have some problems so this variable was developed to overcome those problems.
Once the drivers are fixed this variable can be disabled. Note: This is only necessary when developing a map and it is necessary to clear extraneous screen information when floating outside of the map for example. Note: The culling functions are used to remove certain map information which would not be rendered because it is covered by another object. Note: If this toggle is enabled the lights will blend into a translucent ball of light.
Note: If this toggle is enabled all of the textures will be removed from the display and only the static lights will be shown. Note: If this toggle is enabled the game will lock the PVS table in the memory for the current location that the player is in and it will not let it be updated by the player's movement. The PVS table determines what parts of the map can be seen by the player and if they should be rendered.
This variable is used by map makers to lock the PVS from a certain location and then move around to see what parts the game will render from that location and then determine where hint brushes should be placed to limit the rendering.
Note: If this toggle is enabled a file called gl. Be careful about using this command since the size of the log file can grow quite large quick quickly. Description: The brightness of a texture while it is being affected by dynamic lights. Note: If the value is less than 1 then the texture which on which the dynamic light is displayed will be darker than it's normal color.
If the value is more than 1 then the texture will be brighter. This variable is mostly used to brighten up the lighting in the game without changing any gamma information. Note: If this toggle is enabled the wall textures will be removed from walls and replaced by a white texture. Also, all effects of dynamic lighting on different parts of the map will be displayed in a solid black color.
Note: The value of this variable will determine the dimensions of the textures which are displayed in the game. Setting this to a value which is larger than zero might provide performance increases on slow systems. Note: The value of this variable will determine the dimensions of the player skins which are displayed in the game.
Note: The pallet blending effect is used while being injured, using a powerup, or under water. Note: If this toggle is enabled textures which are not sized to the power of 2 will be enlarged to the next higher power of 2. Normally textures will be shrunk to the next lower power of 2. Enabling this toggle will make some textures sharper such as monster skins but will degrade performance.
Note: This function is far from perfect. Shadows will all be cast in the same direction angle in reference to viewpos from all entities, including ones that are emitting light. Description: This command toggles a map of the triangles that the engine is drawing for the current view. The edges of the triangles are shown in white and the faces are darkened. Note: This command is unable to be used on a 3Dfx card.
You need to be using the default OpenGL driver. Values: default - The default mode. Mipmapping will blend objects that are farther away than the resolution that they are set as. Note: If you are using a 3Dfx Voodoo2 card this toggle will automatically be set to 1 because these cards support triple buffering by default. Note: If this toggle is enabled the game will not clear the z-buffer between frames. This will result in increased performance but might cause problems for some display hardware.
Note: When a player is in god mode he is indestructible, except for the teleportation death telefrag , or if he issues the kill command. Also, players in god mode have a white aura effect around their character so you always know who's using this command. Note: If this register is lower than 1 the data in the graphs will be shrunk, if higher than 1 the data will be enlarged. Note: This command is primarily used to test the look of the weapon models and to allow the display of each frame for a gun model.
When this command is used without any parameters, it will return the default gun model. Description: Displays the next frame for the current weapon model and reports the frame number. The first frame 0 is the default frame where the gun animation takes place. If the frame number is increased to anything above that frame, the gun model will be frozen in that frame until the gun frame is returned to 0. Description: Displays the previous frame for the current weapon model and reports the frame number.
Note: The x-axis is the left to right axis with negative numbers on the left and positive on the right. Note: The y-axis is the forward and back axis with negative numbers back and positive forward. Values: 0 - Gun on the right and shots from the right. Output: all - Total time.
Description: Display a list of all loaded images, their types, dimensions, and color pallets. Also display the total texel count. Note: There are five columns of information. The first column identifies the image type, consult the list below for all possible types. The second column shows the x-axis size of the image. The third column shows the y-axis size of the image. The fourth column shows the image's dependency on the pallet, either the red-green-blue pallet, or the internal game pallet.
The fifth column shows the image's path and filename. List: M - Model texture used for models shown in the map. P - Player images, shown on the player's view screen. S - Sprite picture. W - Wall texture used for the map. PAL - The images uses the internal game pallet. Note: This command will be used by various mods to allow clients to access extra game features. Currently there are no internal impulses in Quake 2.
Note: If this variable is set to 0 the game will not try to detect the joystick and will disable all joystick functions in the game. Note: If this variable is set to 0 the game will not try to detect the mouse and will disable all mouse functions in the game. Note: This command is pretty much broken. It cannot be executed by the server, and when it is executed by the client the output from the command is only displayed on the server's console. Basically this is a broken version of the serverinfo command since it displays the same information.
Note: This is a very useful command in team games where you can supply your team with ammo, powerups, and weapons. This command will drop the item which is selected in the inventory to the ground a little in front of you. If a player is standing directly in front of you and you use this command he will automatically pick up the item that you drop.
Note: When the inventory screen is shown, you can use the invnext and invprev commands to select items from the inventory. Also, if the inventory screen holds more information than it can show, using the above mentioned commands will scroll the inventory screen to show all the information. Note: You can use this command without having the inventory screen up, in which case the little icon in the lower-right part of the screen will show which item is currently selected.
Values: 0 - Axis not used. Syntax: kick userid kick username. Note: You can remove clients from the server by their userid or by their username. Note: This command is commonly used in single-player mode where the player gets stuck somewhere and can't get out or if he just wants to start over.
This command can also be used in multiplayer by players who want to take the easy way out of life. Note: This command will terminate the server, but it will not exit from the server's console. This is useful when changing mods for the server remotely. Note: This command will allow you select where the game will look for its files. A set of empty quotes will clear any modifications that you make to a directory location. Within it are separate directories for each saved game.
And within those directories are separate files for each map in the game unit which hold the status of all entities for each map. Note: This is an internal command used by the client to show the "Loading Values: 0 - Disable logging. The log file will be deleted and overridden when a new server starts up. The log file will be appended to and logging will continute to the same log file when a new server starts up.
Note: If this toggle is enabled the game will take the average value between two consecutive numbers produced by the mouse input and use that value as the movement value. Enabling this variable will cause the mouse movement to be smoother but there will be increased latency between the actual mouse movement and movement in the game. Note: This is an all purpose loading command. This command can load maps to play, play demos, and also show images on the screen.
This seems to be a compilation of the gamemap and demomap commands. By default, this command will try to load a map when a filename is specified without an extension. Example: map base3 map demo1. Note: This command prompts for a message to send to everybody on the server. It is used for casual talking on the server. Note: This command prompts for a message to send to your team players on the server. This is used for team talk when relaying strategy information, attack plans, or pleads for help.
Note: This command will display information about models, maps, and sprites which are loaded into the memory in a list format. The first column in the list shows the size of the model, map, or sprite. The second column in the list shows the path and file location.
The last line of the output shows the total size of all models, maps, and sprites currently present in the memory. Values: 0 - All messages. Note: This is a read-only variable which is displayed globally in the serverinfo information to inform game browser software to determine the password settings on the server. A program such as GameSpy could use the output from this variable to ask the user for the password or the spectator password before he joins the game.
Once a password has been set to either one of these variables then this variable will be automatically updated to display information about which passwords are necessary to play or spectate on the server. Values: 0 - No passwords required. Note: The size of each bar is the latency time. A green bar indicates a successful packet transfer.
A red bar indicates a lost packet. Note: This variable is used to loop the introduction demos. This variable holds the name of the next alias to be executed after the demo finishes playing. A looping series of aliases is created which look something like ' alias l1 "demomap demo1.
These two aliases would loop the demos until interrupted with a key press. Note: When no clipping mode is enabled the player becomes a kind of a ghost, where he is able to walk through walls, objects, or other players. This command is mostly used for fly around the map or when the player becomes stuck and can't get out in any normal fashion.
Note: When in this mode is turned on monsters cannot see the player. If the player attack a monster the monster will see the player then and retaliate in the normal fashion. This command is useful to level author for walking around their level checking if all the monsters are being good and are in their right spots. Note: If this variable is set to none then no password is required to enter the server.
Note: All the information about what path locations the game is using is displayed here. Also, all the. This is a very helpful command in investigating in the game has access to all the necessary information. Note: This command is only available in single-player mode, and is useful if the player has to pause the game because of a phone call, or he needs some refreshment.
Note: This command will make two attempts to retrieve information about servers. The first attempt is made by broadcasting to all the servers on the current subnet to respond with their information. The second attempt is made by retrieving the information about servers which appear in the address book. The addresses of the servers in the address book appear in the adr? Unfortunately, this command does not actually ping the servers to find out their latency, it just retrieves information about the current map and the number of players.
Description: List in console all players in the game, their score, and the connect time. It is recommended that servers use incremental port numbers, i. This makes it easy for the players to connect to the other servers without having to remember their port numbers. Note: This is an internal command used to load up all the necessary models, sounds, sprites, and images before starting a level.
This command is send by the server to the client right before the server is ready to accept the client into the game. This command checks what level the server is running, and using that information compiles a list of all necessary games files that should be loaded up for that specific map, and loads them.
Description: The random internal network protocol port for Network Address Translation schemes. Note: This is a read-only variable. The value in the variable represents a random network protocol port which is used to help out any Network Address Translation proxies. The VIS tables hold information about which areas should be displayed from other areas.
Note: Limit this value to a number close to the CPS speed that your connection can receive. A good Syntax: rcon password command rcon command. Note: This command is used to control a server from a client. This is very useful if the server is running at a remote location, and the server administrator does not have physical access to the server. There are two different syntax versions to this command.
Also, be aware that it is possible to send commands to a server to which the client is not connected. Using the command, a server administrator is able to control a server as if at the server's console. Example: rcon foo "map base1" rcon "map base1".
Note: This command will disconnect the client from the server, and automatically reconnect the client to the server. This is useful if the connection gets hung-up for some reason. Note: The player has to be in a map to start recording a demo. Also, to stop the recording of a demo use the stop command. Demo files have the default extension of. Note: If this toggle is enabled it might cause problems for some sound hardware, use with caution.
Note: The save game operation will create a directory named after the parameter. All save game files will reside in that directory. And within that directory are separate files for each map in the game unit which hold the status of all entities for each map. Note: This command is not necessary when typing directly on the console since the player can just type a message and send it like it was a command. This command is mostly useful when creating aliases which broadcast frequently used messages or player taunts.
Example: say I am the master Foo! Note: This command can be used directly from the console to send messages to team mates. It can also be used to create aliases which broadcast frequently used team messages or when planning strategy with team mates. Description: The amount of time in seconds that center print messages will be displayed. Description: The speed in characters-per-second that messages should scroll on the client's screen.
Note: This command will take a screen shot of the current frame buffer. When a screen shot is taken while using software mode, the screen shot will be in the PCX format. When the screen shot is taken while using the OpenGL mode, the screen shot will be in TGA format to save allow the saving of high-color video mode information. This command is most useful when saving score information at the end of a match, or when taking screen shots of weird things in the game.
Note: This command will look for all the variables marked with the S server flag and report those variables and their settings. It is quite possible to create your own server variables using the set command and make them show up with this command and display them to all those server browser programs such as QView and GameSpy. It is advisable to create server variables with the names admin to report the name of the administrator, email to report the email address of the admin, location to tell the physical location of the server, and site to report the address of the web site associated with this server.
Note: The demo that is going to be recorded with contain the data so that the view from each player's perspective is saved. This allows the server to record a one demo for all the players. A server recorded demo cannot be played back by Quake 2 without undergoing editing to separate out all of the different views. Note: This command is used mostly to create new variables or change the state flags for current variables.
If a variable already exists it is not necessary to use the set command to change the value of that variable, it is just possible to use the simple syntax " variable value ". It is also very helpful to server administrators which want to setup dedicated variables to hold information about the server such as the email of the administrator, the location of the server, or the message-of-the-day. Another thing, variables which have no value will not show up when the commands serverinfo or userinfo are executed.
Flags: s - Server flag. If this flag is set the variable and it's value will show up when the command serverinfo is executed. If this flag is set the variable and it's value will show up when the command userinfo is executed. Note: This command can be used to pass settings from inside the game to the operating system with the use of environment variables.
Values: 0 — Join a server as a player. Description: How quickly you return to a center view after a lookup or lookdown. Description: This adjusts all of the colors currently being displayed. Used when you are underwater, hit, have the Ring of Shadows, or Quad Damage. Values: 0 — No waiting. Values: 30 — Minimum size — Maximum siz. Description: Allow for the passing of console commands from the command line to the console. Used to specify the directory where mod files were stored.
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Pagespeed Optimization by Lighthouse. The gallery brings you interesting Quake screenshots, screengrabs, levelshots, level design examples, Quake maps, low-poly mapshots and other related images. Introduction This is the complete list of commands for the QuakeWorld Client. Command: Performs a command, sometimes with extra parameters. Parameter: Command line parameter used upon launching the executable file.
The Type field is not shown for parameters because of the seperate list. Toggle: Toggles the setting between known attributes, usually on and off only. Variable: Allows for the change of a game variable with numeric input. Note: Will take effect on next video mode switch. Note: Same as the skins command.
Note: Higher values make the sounds fade quicker. Example: cmd msg 2 color Type: Command Syntax: color shirt color pants color Default: 0 0 Description: The pant and shirt color. Note: If only the shirt color is given, the pant color will match. Example: echo Hi Foo! Example: exec mysetup.
Note: Use the setinfo command to see the output. Order of display: total time, server time, graphics time, and sound time. Example: impulse 9 joyadvanced Type: Toggle Default: 0 Description: Toggle use of advanced joystick features. Example: joyadvaxisr 2 joyadvaxisr 18 joyadvaxisu Default: 0 Description: Mapping of the joystick u-axis. Example: joyadvaxisu 2 joyadvaxisu 18 joyadvaxisv Default: 0 Description: Mapping of the joystick v-axis.
Example: joyadvaxisv 2 joyadvaxisv 18 joyadvaxisx Default: 0 Description: Mapping of the joystick x-axis. Example: joyadvaxisx 2 joyadvaxisx 18 joyadvaxisy Default: 0 Description: Mapping of the joystick y-axis. Example: joyadvaxisy 2 joyadvaxisy 18 joyadvaxisz Default: 0 Description: Mapping of the joystick z-axis.
Example: joyadvaxisz 2 joyadvaxisz 18 joyforwardsensitivity Type: Variable Default: Note: Negative values will reverse movement. Note: Only works with the mouse and joystick. Note: Enabling this will average the last mouse position and the current mouse position. Note: Using a negative value will reverse the directions.
Example: packet Example: play foo. Note: Use the negative value of your ping to achieve the best results. Example: pushlatency qport Type: Variable Default: random Description: The internal port number for the game networking code. Determines the ambient lighting for a level.
Note: Only available for spectators. Toggles the drawing of textures. Toggles the drawing order, x-ray mode. Toggles the light level on a map to maximum. Note: A change in the value will only take effect after a map change.
Example: record foo. Example: rerecord foo. Example: say Hi Foo! Toggles the display of the pause graphic. Example: skin foo skins Type: Command Syntax: skins Description: Download all skins that currently in use. Note: Same as allskins command. Note: This command will only take effect if set before connecting to the server. Note: Used on startup. Plays a demo. Same problem as in Quake version 1. Note: Use with caution. Note: Use the users command to obtain user ids. Example: user users Type: Command Syntax: users Description: Report information on connected players and retrieve user ids.
Credit: Mr. Stretch the pixles by a two fold to acheive proper view. Note: Only applicable if Quake is windowed. Example: winquake. Note: Removed from use because of the new server gamedir command. Note: You also need the -width command. Example: -width -height -minmemory Type: Parameter Syntax: -minmemory kilobytes Description: Allocate the minimum amount of memory for Quake. Note: Using this will increase performance but might not work on all systems. Note: You also need the -height command.
Note: Usually necessary when loading large Quake scripts. Example: -zone 5. Removed the links to the Cascading Style Sheet file which was providing the stylistic markup for this document in order to solve an existing major problem with troublesome web serving software and to promote better accessibility and availability of this document for the future at the price of removing the coloring and formatting markup from this document.
Changed the format of my email address from URL format to a proprietary format in order to defeat the automatic gathering of my email address by web crawler software and to prevent the increasingly annoying barrage of unsolicited commercial advertisements that I have been receiving.
Renamed the Index section to Table Of Contents to correct this long lasting mistake. November 6, New legal terms for this document. October 11, Added the missing qport command thanks to David Jonsson for pointing it out. This should be the last such update because I think I solved all of the previous problems with HTML and the correct display of this document.
Added my email address to the Abstract section. Updated the HTML 4. Added HTML meta information to each document to include all necessary header information to help search engines. Changed the formatting for the lists of commands and parameters from heading section based formatting into definition list formatting with each command or parameter being the definition term and the fields being the definition data.
Changed the usage of bold and italic stylistic markup in order to facilitate better display of this document in browsers which do not support Cascading Style Sheets. Updated the document because of QuakeWorld v2.
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This command controls your upspeed. The default value for this is Arguments. Arguments are parameters that you add to a command. Don't use anything higher than , it makes you move faster than normal and is illegal. 3 replies. CS:GO cl_upspeed command description. This command controls your upspeed. The default value for this is