Console Useful Controls: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
Line 118: | Line 118: | ||
</tr> | </tr> | ||
<td>Show fps to test performance.</td> | <td>Show fps to test performance.</td> | ||
<td>com_showfps 1</td> | |||
<td>show frames per second</td> | |||
</tr> | </tr> | ||
Revision as of 18:20, 14 September 2009
begun by Fidcal
Introduction
This is a list of common console commands and cvars that are of use to Dark Mod mappers and developers for testing etc. It is in order of key words and meaning. There is no use just adding a cvar or command - one can just look on any of the published lists. Instead think what will be in the user's head. For example, you want to know the joint name on a particular AI? You might be looking under J but instead you might be think B for bone, or indeed 'Wasn't there a cvar to show the AI skeleton?' so you look under S. Or the user might look first under AI. It should ideally be under all four...
Notes
- Where a cvar or command is followed by a 1 (parameter) it can be taken that it is enabled by 1 and disabled by 0 unless otherwise stated.
- Where a cvar or command is followed by a N (parameter) it indicates a range of values.
- The current value of a cvar can be shown by entering its name without a value.
- Parameters can be toggled between values by preceding the control with 'toggle' and following it with eg, 1 0. Example : toggle r_showtris 3 0
- Controls can be bound to keys to be used in-game, including the toggle command, eg, bind "v" "toggle r_showportals 1 0"
- Many controls can be included in the file Doomconfig.cfg in the darkmod folder so they are automatically effective.
- Some controls are disabled on exit from a map; others are permanent until manually changed.
The List
Common Console Controls | ||
Keyword | Enter in Console | Comments |
AI joints, bones names, skeleton | r_showskel 1 | Shows skeleton in-game with joints names |
AI not attack | notarget | enemy AI will not attack player |
Bones, joints names, skeleton of AI | r_showskel 1 | Shows skeleton in-game with joints names |
Collision Models, show | g_showCollisionModels 1 | Shows collision models |
Drag moveable entities | g_dragentity 1 | Aim at entity and hold attack control then pull back |
Field of view zoom | g_fov N | N=angle of field of view, eg, g_fov 30 = zoom in to restrict field of view to 30 degrees. Default = 90 |
Fly and go through solids (player) | noclip | Move any direction, up and down, without collision |
fps : Show frames per second | com_showfps 1 | Show fps to test performance. |
Frames per second (fps) show | com_showfps 1 | Show fps to test performance. |
Friendly AI | notarget | enemy AI will not attack player |
Invulnerable player | god | player cannot be harmed |
Joints, bones names, skeleton of AI | r_showskel 1 | Shows skeleton in-game with joints names |
Player fly and go through solids | noclip | Move any direction, up and down, without collision |
Player ignored by enemy | notarget | enemy AI will not attack player |
Player invulnerable | god | player cannot be harmed |
Performance : Show frames per second (fps) | com_showfps 1 | |
Pull moveable entities | g_dragentity 1 | Aim at entity and hold attack control then pull back |
Show fps to test performance. | com_showfps 1 | show frames per second |
Skeleton of AI with joints, bones names, | r_showskel 1 | Shows skeleton in-game with joints names |
Show Collision Models | g_showCollisionModels 1 | Shows collision models |
Show frames per second (fps) | com_showfps 1 | Show fps to test performance. |
Zoom field of view | g_fov N | N=angle of field of view, eg, g_fov 30 = zoom in to restrict field of view to 30 degrees. Default = 90 |