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<?xml version="1.0" ?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<meta name="GENERATOR" content="Microsoft Visual Studio.NET 7.0" />
<meta content="http://schemas.microsoft.com/intellisense/nav4-0" name="vs_targetSchema" />
<style type="text/css">@import url( console.css );
</style>
<title>ZDoom Console Reference</title>
</head>
<body>
<div class="main">
<h2>Contents</h2>
<ul>
<li>
Introduction<ul>
<li><a href="#about">About the console</a></li>
<li><a href="#using">Using this reference</a></li>
<li><a href="#cvartypes">Console variable types</a></li>
<li><a href="#obsolete">Obsolete commands and variables</a></li>
<li><a href="#buttons">Button commands</a></li></ul>
</li>
<li>
Reference
<ul>
<li>
<a href="#customization">Customization</a></li>
<li>
<a href="#screenshots">Screenshots</a></li>
<li>
<a href="#chatting">Chatting</a></li>
<li>
<a href="#gameplay">Gameplay</a></li>
<li>
<a href="#cheating">Cheating</a></li>
<li>
<a href="#display">Display</a></li>
<li>
<a href="#renderer">Renderer</a></li>
<li>
<a href="#video">Video</a></li>
<li>
<a href="#bots">Bots</a></li>
<li>
<a href="#automap">Automap</a></li>
<li>
<a href="#player_settings">Player settings</a></li>
<li>
<a href="#debugging">Debugging</a></li>
<li>
<a href="#effects">Effects</a></li>
<li>
<a href="#sounds">Sounds</a></li>
<li>
<a href="#music_midi">Music - MIDI</a></li>
<li>
<a href="#music_spc">Music - SPC</a></li>
<li>
<a href="#music_timidity">Music - Timidity</a></li>
<li>
<a href="#music_cd">Music - CD</a></li>
<li>
<a href="#input_keyboard">Input - Keyboard</a></li>
<li>
<a href="#input_mouse">Input - Mouse</a></li>
<li>
<a href="#input_joystick">Input - Joystick</a></li>
<li>
<a href="#other">Other commands and cvars</a></li></ul>
</li>
</ul>
<h2 id="about">About the console</h2>
<p>ZDoom's console is a powerful tool for interacting with the game engine directly.
There are two methods for accessing it:</p>
<ol><li>Open the options menu and select "Go to console."</li>
<li>Press a key bound to the <a href="#toggleconsole">toggleconsole</a> command. The normal key for this
is the ` key (the key to the left of 1 and above Tab).</li></ol>
<p>Once the console is open, you can type in commands and they will appear at the bottom of the console.
If you type a command that is wider than the console, the command view scrolls to fit the most recently
part of the command on the screen. Press Enter to execute the command.</p>
<p>To close the console and return to the game, press ` again or press Esc.</p>
<p>The console is divided into three distinct sections:</p>
<ol><li>The largest part of the console is the console buffer. This shows the last 32768 bytes printed to the
console (which are also printed to the top of the screen when the console is closed).</li>
<li>Underneath the console buffer is the command line. This is where you enter all your commands at.</li>
<li>Just beneath the command line is the ZDoom version number. If you're not sure what version of ZDoom
you're playing, just open the console and look in its lower-right corner.</li></ol>
<p>There are several special keys that function in the console:</p>
<blockquote>
<dl>
<dt>Enter</dt>
<dd>Execute the current command line.</dd>
<dt>Tab</dt>
<dd>Move forward through the possible completions for the current command. To use this feature, type the
first few characters of a command or cvar, then press Tab. For example, if you type <code>cl_</code>
and then press Tab, the first press of the Tab key will list all the possible choices that begin with cl_.
Each time you press Tab after that, the next choice in the list will be placed on the command line.</dd>
<dt>Shift+Tab</dt>
<dd>Move backward through the possible completions for the current command.</dd>
<dt>Left arrow</dt>
<dd>Move the cursor left on the command line.</dd>
<dt>Right arrow</dt>
<dd>Move the cursor right on the command line.</dd>
<dt>Home</dt>
<dd>Move the cursor to the first character on the command line.</dd>
<dt>End</dt>
<dd>Move the cursor to the last character on the command line.</dd>
<dt>Backspace</dt>
<dd>Delete the character to the left of the cursor</dd>
<dt>Del</dt>
<dd>Delete the character underneath the cursor</dd>
<dt>Up arrow</dt>
<dd>Scroll backward through the most recently typed command lines.</dd>
<dt>Down arrow</dt>
<dd>Scroll forward through the most recently typed command lines.</dd>
<dt>Ctrl+C</dt>
<dd>Copy the current command line to the clipboard.</dd>
<dt>Ctrl+V</dt>
<dd>Paste the contents of the clipboard to the command line.</dd>
<dt>Ctrl+D</dt>
<dd>When pressed on an empty command line, executes the contents of the <a href="#con_ctrl_d">con_ctrl_d</a>
cvar as if it had been typed at the command line.</dd>
<dt>Page Up</dt>
<dd>Scroll the console buffer up one line.</dd>
<dt>Page Down</dt>
<dd>Scroll the console buffer down one line.</dd>
<dt>Shift+Page Up</dt>
<dd>Scroll the console buffer up one page.</dd>
<dt>Shift+Page Down</dt>
<dd>Scroll the console buffer down one page.</dd>
<dt>Ctrl+Home</dt>
<dd>Scroll to the top of the console buffer.</dd>
<dt>Ctrlr+End</dt>
<dd>Scroll to the bottom of the console buffer.</dd>
</dl></blockquote>
<p>You can also use your mouse wheel to scroll through different things on the console:</p>
<blockquote>
<dl>
<dt>Wheel Up</dt>
<dd>Scroll the console buffer up three lines.</dd>
<dt>Wheel Down</dt>
<dd>Scroll the console buffer down three lines.</dd>
<dt>Ctrl+Wheel Up</dt>
<dd>Scroll the console buffer up one page.</dd>
<dt>Ctrl+Wheel Down</dt>
<dd>Scroll the console buffer down one page.</dd>
<dt>Shift+Wheel Up</dt>
<dd>Scroll backward through the most recently typed command lines.</dd>
<dt>Shift+Wheel Down</dt>
<dd>Scroll forward through the most recently typed command lines.</dd>
</dl></blockquote>
<h2 id="using">Using this reference</h2>
<p>This reference lists every cvar and command found in ZDoom. To make browsing easier,
they have been split into different sections according to category. If you already know the
name of the command or cvar you want, you can use the <a href="#index">index</a> to jump
directly to it.</p>
<p>Because cvars are like special commands, there is no separation between commands and cvars.
However, each entry is color coded:</p>
<div class="c">command <i>required-parameter</i> [<i>optional-parameter</i>]</div>
<div class="b">Green entries are commands. Commands are actions that the game can perform.
<p>The command's name and any parameters it takes are listed at the top of the box.
The parameters are all listed in <i>italics</i>. If a parameter is not required for the command
to operate, then it is surrounded by square brackets [<i>like this</i>].</p>
<p>The rest
of the box is devoted to a description of the command, which tells what the command does and what
any of its parameters do.</p></div>
<div class="v">cvar</div>
<div class="t">type: default</div>
<div class="d">Cyan entries are cvars. A cvar (short for console variable) contains a value that the
game uses to control its operations.
<p>Like commands, the first part of the box contains the cvar's name. However, parameters are never
listed because cvars always have one optional parameter. If you use a cvar without a parameter,
the cvar's current value is printed to the console. If you provide a parameter for the cvar, then that
will become the cvar's new value.</p>
<p>The next part of the box is the cvar's type and default value. The type determines what kinds of
values the cvar can hold, and its default is the value it will have when the game can't find an .ini
to load its settings from.</p>
<p>The remainder of the box is used to describe how the cvar is used.</p>
</div>
<div class="vf">flag cvar</div>
<div class="tf">flag in <i>other cvar</i>: default</div>
<div class="df">Blue entries are flag cvars. These are similar to the other types of cvars, except they
don't have any values of their own. Instead, they pick apart the contents of another cvar so that you don't
need to remember any numbers to use the other cvar.</div>
<h2 id="cvartypes">Console variable types</h2>
There are seven types of cvars:
<dl>
<dt>boolean</dt>
<dd>
This type of variable represents a yes/no or on/off value. It can only be set
to true or false. As shorthand, setting a boolean variable to 0 will set it to
false, and setting it to anything non-zero will set it to true.</dd>
<dt>integer</dt>
<dd>
This is an ordinary number without a decimal point. For example, 1 is an
integer, but 1.2 is not.</dd>
<dt>float</dt>
<dd>
This is an ordinary number that can have a decimal point.</dd>
<dt>string</dt>
<dd>
This is a series of text characters enclosed in quotes: For example, "Felix
loitered lecherously on the lot" is a string. If you removed the quotes around
it, then it would not be a string.
<p>If you need to use quotes inside a string, preface it with a backslash.</p>
<pre>Are you "The One" of old?</pre>
would be written like this as a string:
<pre>"Are you \"The One\" of old?"</pre>
</dd>
<dt>color</dt>
<dd>
This type of variable is a series of three hexadecimal numbers representing the
amounts of red, green, and blue (in that order) in a color. For example, pure
red would be represented as "ff 00 00". As a shorthand, you can set a color
variable with one of several color names, and the RGB values will be set for
you.</dd>
<dt>GUID</dt>
<dd>
This type variable is used to hold a GUID (Globally Unique Identifier). It is
currently used only by <a href="#joy_guid">joy_guid</a>.</dd>
<dt>flag</dt>
<dd>
This type of variable mirrors a setting in dmflags or dmflags2. Setting its
value will set the corresponding value in one of those variables, and getting
its value will get the corresponding value from one of the other two variables.
This is designed to make using dmflags easier, because you don't have to
memorize any numbers.
</dd>
</dl>
<h2 id="obsolete">Obsolete commands and variables</h2>
<p>The following commands and variables were present in ZDoom 1.22 but have been
removed:</p>
<dl>
<dt>configver</dt>
<dd>
This variable was used by ZDoom to determine which version wrote the zdoom.cfg.
This has been replaced by the [LastRun] section of zdoom.ini and is no longer
accessible from the console.</dd>
<dt>def_patch</dt>
<dd>
You can now have multiple dehacked patches loaded automatically. To do this,
add a [Doom.DefaultDehacked] section to <a href="#whereisini">zdoom.ini</a> like
this:
<pre>[Doom.DefaultDehacked]
Path=my_first_patch.deh
Path=my_second_patch.deh</pre>
You can add as many Path= lines as you like. Not all Dehacked patches will work
well together. Changes made by patches listed later will override any changes
made by patches listed earlier that affect the same things. If you specify any
patches with -deh or -bex at the command line, then those patches will be
loaded instead of the ones listed here.</dd>
<dt>i_remapkeypad</dt>
<dd>
The keypad is never remapped to non-keypad keys anymore. This cvar came from a
time when you could only assign a function to at most two different keys. Now
that Quake-style keybindings are possible, this cvar is no longer necessary and
has been a source of confusion.</dd>
<dt>impulse</dt>
<dd>
Use the new <a href="#slot">slot</a> command instead.</dd>
<dt>nobfgaim</dt>
<dd>
This was renamed to <a href="#sv_nobfgaim">sv_nobfgaim</a> and is now a part of <a href="#dmflags2">
dmflags2</a>.</dd>
<dt>vid_noptc</dt>
<dd>
PTC is no longer used for video, so there is nothing for this cvar to disable.</dd>
<dt>testgibs</dt>
<dd>
This variable never did anything useful in 1.22.
</dd>
<dt>sv_friction</dt>
<dd>
Friction was never configurable from the console.</dd>
</dl>
<div id="buttons">
<h2>Button commands</h2>
Button commands are commands that represent buttons and come in pairs. Each
"button" has a command prefixed by a + and another corresponding command
prefixed by a -. The + version of the command simulates pushing the button, and
the - version of the command simulates releasing the button.
<p>When you bind a command that begins with + to a key, releasing the key will
automatically execute the same command with the + replaced by a -. Note that
this works for aliases as well as the commands listed here. This provides a
useful way to bind multiple actions to a single key. Suppose you want the
normal Doom behavior of moving forward and using when you double click the
right mouse button. If you use the commands
</p>
<pre>bind mouse2 +forward<br />doublebind mouse2 +use</pre>
<p>ZDoom will move you forward when you press the right mouse button. When you
double click it, you will press use, but you will not move forward. To simulate
the standard Doom behavior, you can replace the doublebind command with these
three commands instead:
</p>
<pre>alias +useforward "+use; +forward"<br />alias -useforward "-use; -forward"<br />doublebind mouse2 +useforward</pre>
Now when you double click the right mouse button, the +useforward alias will be
executed. Because +useforward's name begins with a + releasing the right mouse
button will execute the -useforward alias (whether or not -useforward is
defined).
<p>This behavior of executing a - command when a key is released applies only to
the first command or alias bound to the key. If you bind a key to "+forward;
+right", releasing the key will execute the command "-forward; +right" and <i>not</i>
"-forward; -right". As shown above, you can use aliases to get the correct
behavior.</p>
<p>Another trick you can do with aliases is to create a key that only executes the
+ command without executing the - command. If you wanted a key that will make
you move forward when you press it, and will keep you moving forward even after
releasing it, you can use an alias like this:</p>
<pre>alias go "+forward"</pre>
<p>Then instead of binding +forward to a key, you bind go to the key instead. This
works because go does not begin with a + so nothing will happen when you
release the key—ZDoom only looks at the command actually bound to the key
to determine if it should execute a - command when the key is released; it does
not look inside aliases.
</p>
<h3>Standard buttons</h3>
<table cellspacing="0" cellpadding="0">
<tr>
<th>
<a name="_attack"></a>+attack</th>
<td>
Use your weapon.</td></tr>
<tr>
<th>
-attack</th>
<td>
Stop using your weapon.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_use"></a>+use</th>
<td>
Start trying to use anything in front of you.</td></tr>
<tr>
<th>
-use</th>
<td>
Stop trying to use anything in front of you.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="-back"></a>+back</th>
<td>
Move backward.</td></tr>
<tr>
<th>
-back</th>
<td>
Stop moving backward.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_forward"></a>+forward</th>
<td>
Move forward.</td></tr>
<tr>
<th>
-forward</th>
<td>
Stop moving forward.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_jump"></a>+jump</th>
<td>
Start jumping.</td></tr>
<tr>
<th>
-jump</th>
<td>
Stop jumping.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_left"></a>+left</th>
<td>
Start turning left.</td></tr>
<tr>
<th>
-left</th>
<td>
Stop turning left.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_right"></a>+right</th>
<td>
Start turning right.</td></tr>
<tr>
<th>
-right</th>
<td>
Stop turning right.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_moveleft"></a>+moveleft</th>
<td>
Start strafing left.</td></tr>
<tr>
<th>
-moveleft</th>
<td>
Stop strafing left.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_moveright"></a>+moveright</th>
<td>
Start strafing right.</td></tr>
<tr>
<th>
-moveright</th>
<td>
Stop strafing right.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_lookdown"></a>+lookdown</th>
<td>
Start lowering your view.</td></tr>
<tr>
<th>
-lookdown</th>
<td>
Stop lowering your view.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_lookup"></a>+lookup</th>
<td>
Start raising your view.</td></tr>
<tr>
<th>
-lookup</th>
<td>
Stop raising your view.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_movedown"></a>+movedown</th>
<td>
Start moving down if swimming or flying.</td></tr>
<tr>
<th>
-movedown</th>
<td>
Stop moving down.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_moveup"></a>+moveup</th>
<td>
Start moving up if swimming or flying.</td></tr>
<tr>
<th>
-moveup</th>
<td>
Stop moving up if swimming or flying.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_strafe"></a>+strafe</th>
<td>
Causes +left and +right to behave like +moveleft and +moveright;</td></tr>
<tr>
<th>
-strafe</th>
<td>
Returns +left and +right to their normal behavior.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_klook"></a>+klook</th>
<td>
Causes +forward and +back to act like +lookup and +lookdown instead.</td></tr>
<tr>
<th>
-klook</th>
<td>
Returns +forward and +back to their normal behavior.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_mlook"></a>+mlook</th>
<td>
Moving the mouse up and down will make you look up and down.</td></tr>
<tr>
<th>
-mlook</th>
<td>
Moving the mouse up and down will make you move forward and backward. However,
if freelook is true, then moving the mouse up and down will still change your
view instead of moving you.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_showscores"></a>+showscores</th>
<td>
Display a scorelist for deathmatch games.</td></tr>
<tr>
<th>
-showscores</th>
<td>
Hide the deathmatch scorelist.</td></tr>
<tr>
<td>
</td></tr>
<tr>
<th>
<a name="_speed"></a>+speed</th>
<td>
Start running.</td></tr>
<tr>
<th>
-speed</th>
<td>Start walking.</td>
</tr>
</table>
</div>
<div id="customization">
<h2>Customization</h2>
<div class="c" id="addkeysection">addkeysection <i>menu-heading</i> <i>ini-section-name</i></div>
<div class="b">This command does two things. First, it adds a new heading called <i>menu-heading</i>
to the <a href="#menu_keys">controls menu</a>. You can use the <a href="#addmenukey">
addmenukey</a> command to add your own custom keys beneath this heading.
Second, it loads all the bindings from the corresponding <i>ini-section-name</i>
section in zdoom.ini. You can use this command multiple times to create
different sections in the menu and ini for different sets of commands. If you
use a <i>menu-heading</i> that was already added to the menu, new controls
added with addmenukey will appear at the end of that section, but the bindings
will not be reloaded from the ini.
</div>
<div class="c" id="addmenukey">addmenukey <i>description</i> <i>command</i></div>
<div class="b">Adds a new control to the controls menu. <i>Description</i> is the
name of this control in the menu, and <i>command</i> is a console command or
alias to be executed when the control is pressed. New controls are added to the
last section specified with <a href="#addkeysection">addkeysection</a>.</div>
<div class="c" id="addslot">addslot <i>slot</i> <i>weapon</i></div>
<div class="b">Adds a single weapon to the list of weapons in a weapon slot.</div>
<div class="c" id="addslotdefault">addslotdefault <i>slot</i> <i>weapon</i></div>
<div class="b">Adds a single weapon to the list of weapons in a weapon slot, but
only if that weapon is not already in a slot. If the weapon is already present
in a slot (either the slot specified to addslotdefault or some other slot),
then this command does nothing. When used inside a KEYCONF lump, this command
must be preceded by a <a href="weaponsection">weaponsection</a> command.</div>
<div class="c" id="alias">alias <i>new-command</i> [<i>command-string</i>]</div>
<div class="b">If specified with no parameters, will display a list of all current
aliases. If only <i>new-command</i> is specified, it will be removed from the
list of aliases. If <i>command-string</i> is also specified, it will be added
to the list of aliases as <i>new-command</i>. For example, to create a new
command to kill the monsters on the level, you can use the command:
<pre>alias massacre "kill monsters"</pre>
<p>Then you can use the newly created <code>massacre</code> command to kill all the
monsters on the level.</p>
</div>
<div class="c" id="archivecvar">archivecvar <i>cvar</i></div>
<div class="b">When you create a custom cvar with the <a href="#set">set</a> command,
it will not normally be saved in the ini. You can use archivecvar after
creating the cvar to indicate that the custom cvar's value should persist even
after you quit.</div>
<div class="c" id="atexit">atexit [<i>command</i>]</div>
<div class="b">If you specify a <i>command</i>, it will be added to a list of
console commands to execute when the user quits the game. Commands are executed
in the reverse order that they were added in. If you do not specify any
arguments to atexit, then it will list the current set of commands that will
execute when you quit.</div>
<div class="c" id="bind">bind [<i>key</i> [<i>command string</i>]]</div>
<div class="b">If no parameters are specified, the entire list of bound keys will
be printed to the console. If only [<i>key</i>] is specified, the binding for
that specific key will be printed. If both [<i>key</i>] and [<i>command string</i>]
are specified, [<i>command string</i>] will be bound to [<i>key</i>].
</div>
<div class="c" id="binddefaults">binddefaults</div>
<div class="b">Binds all keys to their default commands. This will not unbind any
keys that do not have any default bindings, so if you want to properly restore
the default controls, you need to use unbindall first.
</div>
<div class="c" id="defaultbind">defaultbind <i>key</i> <i>command</i></div>
<div class="b">Binds <i>command</i> to the <i>key</i> if and only if <i>key</i> is
not already bound <b>and</b> there are no keys already bound to <i>command</i>.</div>
<div class="c" id="doublebind">doublebind [<i>key</i> [<i>command string</i>]]</div>
<div class="b">This command works just like bind, except it controls the action
that occurs when a key is double-clicked. If a key does not have a
doublebinding, then double-clicking it has the same result as pressing it
twice. Otherwise, the first press will execute the normal command set with
bind, and the second press of the double-click will execute the command set
with doublebind.
</div>
<div class="c" id="eval">eval <i>expression</i> [<i>variable</i>]</div>
<div class="b">Evaluates a mathematical expression and either prints it to the
console or stores it in <i>variable</i>. Expressions are written using prefix
notation instead of the more common infix notation. Basically, you first
specify what you want to do (the operator) and then what you want to do it to
(the operands). You must separate operators and operands with spaces.
<dl>
<dt>Examples:</dt>
<dd>
To compute 2+2:
<pre>eval + 2 2</pre>
To compute 5-3:
<pre>eval - 5 3</pre>
To compute 2+(5*6):
<pre>eval + 2 * 5 6</pre>
To decrease the number of screenblocks:
<pre>eval - $screenblocks 1 screenblocks</pre>
</dd>
<dt>The supported operators are:</dt><dd><table>
<tr>
<td><code>+ <i>a</i> <i>b</i></code></td>
<td><b>Adds</b> <i>a</i> and <i>b</i>.</td>
</tr>
<tr>
<td><code>- <i>a</i> <i>b</i></code></td>
<td><b>Subtracts</b> <i>b</i> from <i>a</i>.</td>
</tr>
<tr>
<td><code>* <i>a</i> <i>b</i></code></td>
<td><b>Multiplies</b> <i>a</i> and <i>b</i>.</td>
</tr>
<tr>
<td><code>/ <i>a</i> <i>b</i></code></td>
<td><b>Divides</b> <i>a</i> by <i>b</i>.</td>
</tr>
<tr>
<td><code>% <i>a</i> <i>b</i></code></td>
<td>Calculates the <b>remainder</b> of <i>a</i>/<i>b</i>.</td>
</tr>
<tr>
<td><code>^ <i>a</i> <i>b</i></code></td>
<td>Raises <i>a</i> to the <i>b</i>-th <b>power</b></td>
</tr>
<tr>
<td><code>< <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>less than</b> <i>b</i> and 0 if not.</td>
</tr>
<tr>
<td><code><= <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>less than or equal</b> to <i>b</i> and 0 if not.</td>
</tr>
<tr>
<td><code>> <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>greater than</b> <i>b</i> and 0 if not.</td>
</tr>
<tr>
<td><code>>= <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>greater than or equal</b> to <i>b</i> and 0 if
not.</td>
</tr>
<tr>
<td><code>= <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>equal</b> to <i>b</i> and 0 if not.</td>
</tr>
<tr>
<td><code>== <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>equal</b> to <i>b</i> and 0 if not.</td>
</tr>
<tr>
<td><code>!= <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>not equal</b> to <i>b</i> and 0 if it is.</td>
</tr>
<tr>
<td><code><> <i>a</i> <i>b</i></code></td>
<td>Produces 1 if <i>a</i> is <b>not equal</b> to <i>b</i> and 0 if is.</td>
</tr>
<tr>
<td><code>xor <i>a</i> <i>b</i></code></td>
<td>Calculates the <b>bit-wise exclusive-or</b> of <i>a</i> and <i>b</i>.</td>
</tr>
<tr>
<td><code>& <i>a</i> <i>b</i></code></td>
<td>Calculates the <b>bit-wise and</b> of <i>a</i> and <i>b</i>.</td>
</tr>
<tr>
<td><code>| <i>a</i> <i>b</i></code></td>
<td>Calculates the <b>bit-wise or</b> of <i>a</i> and <i>b</i>.</td>
</tr>
<tr>
<td><code>&& <i>a</i> <i>b</i></code></td>
<td>Calculates the <b>logical and</b> of <i>a</i> and <i>b</i>.</td>
</tr>
<tr>
<td><code>|| <i>a</i> <i>b</i></code></td>
<td>Calculates the <b>logical or</b> of <i>a</i> and <i>b</i>.</td>
</tr>
</table>
</dd>
</dl>
</div>
<div class="c" id="exec">exec <i>script-file</i></div>
<div class="b">Executes a series of commands stored in the <i>script-file</i> as if
they had been typed in at the console directly.
</div>
<div class="c" id="key">key <i>value1</i> [<i>value2</i>]</div>
<div class="b">Translates all parameters to the command into their corresponding
key values which are used internally for command and alias lookup. Probably not
very useful for the average user.
</div>
<div class="c" id="puke">puke <i>script</i> [<i>arguments</i>]</div>
<div class="b">Executes an ACS script on the current map, optionally passing it up
to three numerical arguments.
</div>
<div class="c" id="pullin">pullin <i>wadfile</i></div>
<div class="b">Loads a <i>wadfile</i> at startup. This command is only valid inside
.cfg files that have been <a href="#exe">exec</a>ed at startup.</div>
<div class="c" id="set">set <i>cvar</i> <i>value</i></div>
<div class="b">Sets <i>cvar</i> to <i>value</i>. If <i>cvar</i> does not exist, it
will be created.
</div>
<div class="c" id="rebind">rebind <i>binding</i></div>
<div class="b">Changes the binding for the key that caused the rebind command to
execute. For obvious reasons, this command cannot be used at the console.<dl>
<dt>Example:</dt>
<dd>
<pre>bind b "echo setting 1; rebind \"echo setting 2\""</pre>
This will cause the first press of b to echo "setting 1" to the console. All
future presses of b will echo "setting 2" instead.
</dd>
</dl>
</div>
<div class="c" id="unbind">unbind <i>key</i></div>
<div class="b">Removes a binding from the specified key.</div>
<div class="c" id="unbindall">unbindall</div>
<div class="b">Removes all bindings and doublebindings from every key. To restore
the default bindings, you can use the binddefaults command. There is no way to
restore any custom bindings after issuing this command except by retyping each
bind command or using the controls setup menu.</div>
<div class="c" id="undoublebind">undoublebind <i>key</i></div>
<div class="b">Removes a doublebinding from the specified key.</div>
<div class="c" id="unset">unset <i>cvar</i></div>
<div class="b">Undefines a user-created cvar.</div>
<div class="c" id="weaponsection">weaponsection <i>ini-section-name</i></div>
<div class="b">This command is similar to <a href="#addkeysection">addkeysection</a>.
Upon execution, it loads all the weapon slot assignments from the corresponding <i>ini-section-name</i>
section in zdoom.ini. When you quit the game, the weapon slots will also be
stored in the specified section in zdoom.ini instead of their standard location
so that they do not overwrite the player's normal weapon assignments.
</div>
</div>
<div id="screenshots">
<h2>Screenshots</h2>
<div class="v" id="png_gamma">png_gamma</div>
<div class="t">float: 0</div>
<div class="d">Controls the gamma level stored in PNG screenshots. If this is 0,
then your current <a href="#Gamma">gamma</a> setting will be used.</div>
<div class="v" id="png_level">png_level</div>
<div class="t">integer: 5</div>
<div class="d">This is the level of compression to use for PNG screenshots. 0 is no
compression at all, 1 is minimal compression (fastest), 9 is maximum
compression (slowest), and intermediate values offer intermediate compression.
5 is offers a decent trade-of between file size and compression time. An
uncompressed image will not neccessarily save faster than a compressed image,
because the extra time needed to write out a complete uncompressed image may be
longer than the time required to compress the image. If you need to create
screenshots as quickly as possible, consider setting <a href="#screenshot_type">screenshot_type</a>
to "pcx".
</div>
<div class="c" id="screenshot">screenshot [<i>file</i>]</div>
<div class="b">Dumps a copy of the screen to disk as a PNG or PCX file. If <i>file</i>
is not specified, the screenshot will be saved to the directory the game was
run from with a name of the form doom????.png.
</div>
<div class="v" id="screenshot_dir">screenshot_dir</div>
<div class="t">string: ""</div>
<div class="d">This is the directory where screenshots will be saved if you do not
provide a filename to the screenshot command. If this is unspecified (i.e. you
leave it at its default), screenshots will be saved to the current working
directory.</div>
<div class="v" id="screenshot_quiet">screenshot_quiet</div>
<div class="t">boolean: false</div>
<div class="d">Setting this to true will suppress the messages informing you what
file a screenshot was saved to.</div>
<div class="v" id="screenshot_type">screenshot_type</div>
<div class="t">string: "png"</div>
<div class="d">Determines the type of screenshots that will be saved. This can be
either "png" or "pcx". In my empirical studies, PNG screenshots are about half
the size of pcx screenshots. PCX screenshots have the advantage that they
require less time to create so are most useful for rapid screenshot generation.
The following sequence of console commands will take a screenshot every frame.
You can use an external program to assemble these into a video, if desired.
<pre>screenshot_type "pcx"
screenshot_quiet true
alias autoshot "screenshot; wait 1; autoshot"
autoshot</pre>
<p>If you use the autoshot alias, the command <code>alias autoshot</code> will stop
automatic screenshot taking before you hit 10000 screenshots (approximately 4
minutes, 45 seconds).</p>
</div>
<div class="v" id="storesavepic">storesavepic</div>
<div class="t">boolean: true</div>
<div class="d">Setting this to false will produce smaller savegames (by about 14k
typically) by not storing a screenshot inside the savegame.</div>
</div>
<div id="chatting">
<h2>Chatting</h2>
<div class="v" id="chat_substitution">chat_substitution</div>
<div class="t">boolean: false</div>
<div class="d">Set this to true if you want to chat using special keywords that
will be replaced with appropriate text when your messages are sent. The
supported keywords are:
<dl>
<dt>$health</dt>
<dd>
Replaced by your current health.</dd>
<dt>$weapon</dt>
<dd>
Replaced by the name of your current weapon.</dd>
<dt>$armor</dt>
<dd>
Replaced by your current armor count.</dd>
<dt>$ammocount</dt>
<dd>
Replaced by your current ammo count.</dd>
<dt>$ammo</dt>
<dd>
Replaced by the name of your current ammo.</dd>
</dl>
As an example, if you just started a new game of Doom and have chat
substitution turned on, when you send the message "My health is $health, and I
am using a $weapon", the message that is actually sent will be "My health is
100, and I am using a Pistol".</div>
<div class="v" id="chatmacroX">chatmacro0<br />
chatmacro1<br />
chatmacro2<br />
chatmacro3<br />
chatmacro4<br />
chatmacro5<br />
chatmacro6<br />
chatmacro7<br />
chatmacro8<br />
chatmacro9<br />
</div>
<!-- These are here so that I can grep for "<div class=\"v\"" and find all the variables
defined in this file.
<div class="v" id="chatmacro1"></div>
<div class="v" id="chatmacro2"></div>
<div class="v" id="chatmacro3"></div>
<div class="v" id="chatmacro4"></div>
<div class="v" id="chatmacro5"></div>
<div class="v" id="chatmacro6"></div>
<div class="v" id="chatmacro7"></div>
<div class="v" id="chatmacro8"></div>
<div class="v" id="chatmacro9"></div>
-->
<div class="t">string</div>
<div class="d">These are all strings that can be assigned to hotkeys in chat mode.
To use these, enter chat mode and then hold down Alt and press one of the
number keys. The string stored in the corresponding chatmacro cvar will be sent
as if you had typed it yourself.
</div>
<div class="c" id="messagemode">messagemode</div>
<div class="b">Enters message entry mode. Anything typed while in this mode will be
sent to everyone else as if you had used the say command once you press enter.
</div>
<div class="c" id="messagemode2">messagemode2</div>
<div class="b">This is just like messagemode except that the message is only sent
to other members of your team. If teamplay is false or you don't have a team,
then this command will work just like messagemode and send the message to
everyone.
</div>
<div class="c" id="say">say <i>message</i></div>
<div class="b">Sends a <i>message</i> to everyone playing. If your message begins
with "/me" then "/me" will be replaced by your name ala IRC.
</div>
<div class="c" id="say_team">say_team <i>message</i></div>
<div class="b">This is just like say except it only sends a <i>message</i> to your
teammates. If teamplay is inactive, then this command will act exactly like say
and send the message to everyone.
</div>
</div>
<div id="gameplay">
<h2>Gameplay</h2>
</div>
<div id="cheating">
<h2>Cheating</h2>
<div class="v" id="sv_cheats">sv_cheats</div>
<div class="t">boolean: false</div>
<div class="d">When true, cheats will be allowed in Nightmare difficulty and
network games. For purposes of fairness, this cvar can only be set from the
command line when you run ZDoom. This is to avoid situations where the key
player in a multiplayer game (player 1) could go to the console and type
something like this:<code>sv_cheats 1<br />
god<br />
sv_cheats 0</code> whereby rendering himself immune to the attacks of
others.</div>
<div class="c" id="anubis">anubis</div>
<div class="b">Toggles monster fear on and off. Scared monsters will run away from
you and attack less frequently.</div>
<div class="c" id="fly">fly</div>
<div class="b">Toggles fly mode on and off.</div>
<div class="c" id="give">give <i>item</i></div>
<div class="b">Gives an item to the player. Give understands the following special
items:
<ul>
<li>all - gives you everything</li>
<li>health - gives you full health</li>
<li>weapons - gives you every weapon</li>
<li>ammo - gives you full ammo</li>
<li>armor - gives you full armor</li>
<li>keys - gives you every key</li>
</ul>
It also understands the names of individual inventory items. Use the command <code><a href="#dumpclasses">
dumpclasses</a> inventory</code> for a complete list of these.
</div>
<div class="c" id="god">god</div>
<div class="b">Toggles God (Degreelessness) mode on/off. While active, you cannot
be hurt by normal attacks (although telefragging will still kill you). Also
known as iddqd.
</div>
<div class="c" id="iddqd">iddqd</div>
<div class="b">The same as <a href="#god">god</a>, except it also gives you 100
health.
</div>
<div class="c" id="kill">kill [<i>monsters</i>]</div>
<div class="b">If used as "kill monsters", will kill all monsters on the level.
Otherwise, it will kill you instead. This command is broken in netgames, so
don't use it unless you are playing a single player game.
</div>
<div class="c" id="logfile">logfile [<i>log-file</i>]</div>
<div class="b">If <i>log-file</i> is not specified, console logging will be stopped
(if active). Otherwise, a file named <i>log-file</i> will be created on disk,
and all console output will be recorded in it as well as on the screen.
</div>
<div class="c" id="mdk">mdk</div>
<div class="b">This cheat will kill whatever you are looking at.</div>
<div class="c" id="morphme">morphme</div>
<div class="b">Transforms you into a chicken in Heretic and a pig in Hexen.</div>
<div class="c" id="noclip">noclip</div>
<div class="b">Toggles noclipping mode on/off.
</div>
<div class="c" id="notarget">notarget</div>
<div class="b">Toggles notarget mode on/off. While active, monsters will not target
you unless you hurt them first.
</div>
<div class="c" id="powerup">powerup</div>
<div class="b">Powers you up in Heretic as if you had used a Tome of Power.</div>
<div class="v" id="turbo">turbo</div>
<div class="t">float: 100</div>
<div class="d">This cvar affects how quickly the player moves. A value of 100 will
cause the player to move at normal speed, 200 will cause the player to move at
200% of normal speed, 50 will cause the player to move at 50% of normal speed,
etc. Valid values range from 10 to 256.</div>
</div>
<div id="display">
<h2>Display</h2>
<div class="c" id="bumpgamma">bumpgamma</div>
<div class="b">Increases the current gamma level by 0.1. If the new gamma level
would be greater than 3.0, it wraps the gamma around to 1.0
</div>
<div class="v" id="cl_bbannounce">cl_bbannounce</div>
<div class="t">boolean: false</div>
<div class="d">When true, enables the Bloodbath announcer for deathmatch games. The
Bloodbath announcer is "The Voice" from Monolith Software's Blood game. To hear
the announcer, you need to load Blood's sounds.rff either at the command line
or through one of zdoom.ini's [*.Autoload] sections. You can get this file
either from the demo or full version of Blood. If you don't have sounds.rff,
you can still see the announcer's messages even though you won't hear anything.
</div>
<div class="v" id="cl_capfps">cl_capfps</div>
<div class="t">boolean: false</div>
<div class="d">Traditionally, Doom has been limited to displaying only 35 frames
per second. In ZDoom, this limitation has been shattered, and the game will
normally run as fast as your processor allows. If you prefer the limited
framerate originally offered by Doom, you can set this cvar to true, and the
game will never run faster than 35 FPS. If your machine is too slow to run
faster than 35 FPS, you might also experience better gameplay by setting this
cvar to true.</div>