A console command is a cheat or other command intended to be written in the Console.
attackis active the player is firing their current weapon.
backis active the player is moving backwards.
forwardis active the player is moving forward.
jumpis active the player jumps.
klookis active forward and back become lookup and lookdown.
leftis active the player is turning left.
lookdownis active the player's view is moving down.
lookupis active the player's view is moving up.
mlookis active moving the mouse forwards and backwards performs a lookup and lookdown respectively.
movedownis active the player is swimming down in a liquid.
moveleftis active the player is strafing left.
moverightis active the player is strafing right.
moveupis active the player is swimming up in a liquid.
rightis active the player is turning right.
showscoresis active in Single Player mode the current level stats are shown on the status bar. In Multiplayer mode the current frags are shown on the full screen.
speedis active the player is running. Doesn't do anything if
Always Runis set to
-strafe- When strafe is active left and right function as
+moverightstrafing in that direction.
-use- Completely useless in the vanilla game, deprecated
usefunction from the days of Doom.
_cl_color- Cvar (console variable) used by server when signing into a multiplayer game. Players should use the color function as using this variable directly can result in the new colors not being recognized by the server until a refresh (such as a map change or a reconnection). This means that only the player will see the new colors if they use this command.
_cl_name- Cvar (console variable) used by server when signing into a multiplayer game. Players should use the name function as using this variable directly can result in the new name not being recognized by the server until a refresh (such as a map change or a reconnection). This means that only the player will see the new name if they use this command.
alias # "X; Y; Z"- Shortens a string of commands into a single alias command.
#represents the name of the command that the player will use, simply typing this command in the future will cause the string of commands to be performed.
"X; Y; Z"represents the string of commands, which must be written in quotations. Each command is separated from each other by a semicolon. To clear the command, simply type the
aliasand command name without adding a string of commands.
ambient_level- Default value is
0.3. Lowering this decreases the volume of ambient sounds.
begin- Part of the Quake client/server protocol. When the client is ready to begin updating messages this command is sent. This command will state "Not valid from Console" if trying to run it manually.
bind- used in conjunction with a button to specify the function of the button (any previous function set for the button in the configuration menu will be eliminated to make room for the new function).
bf- causes a background flash, the effect used when an item is picked up.
bgmvolume- default is
1.0, setting this lower causes the volume of the music to decrease.
cd on- Turns on music system after using
cd offcommand. Note that music will not start playing again until a track is requested.
cd off- Shuts off music system.
cd info- States the currently playing track, the number of tracks on the CD, and the volume.
cd loop- Similar to
cd play, this loops the specified track so that it will continue playing until stopped or changed.
cd play- Plays a specified track (by track number).
cd reset- Restarts music
cd stop- Stops a track.
centerview- realigns the view of the player to the center of the screen. Does not work with
force_centerviewmust be used.
changelevel- changes the level to the specified map, similar to the
mapcommand. Unlike the latter, the player preserves their state (such as health and weapons).
cl_backspeed- having a default of
400, lowering this value slows the player's speed of movement when moving backwards.
cl_bob- having a default of
0.02, setting this to a lower or higher value causes the weapon bob as the player walks to become less or more noticeable respectively
cl_bobcycle- having a default of
0.6, this value controls the time it takes for a weapon to bob. A lower value will bob more rapidly, while a higher value will bob less frequently. While both this and
cl_bobupcontrol the frequency of the bob, this controls the time and therefore works exponentially (meaning values are more extreme).
cl_bobup- having a default of
0.5, this value controls the frequency that the weapon bobs. A lower value will bob more rapidly, while a higher value will bob less frequently.
cl_forwardspeed- having a default of
400, lowering this value slows the player's speed of movement when moving forwards.
cl_movespeedkey- having a default of
2, lowering this value slows the speed that the player runs when holding down the run key. Does not control the speed of
cl_rollangle- having a default of
2(meaning it is somewhat marginal), the angle that the camera tilts to when the player moves to a side. With a lower value the tilt is less extreme, with a higher value the tilt is more extreme.
cl_rollspeed- having a default of
200, lowering this value will cause the roll to appear at a lower value (
0meaning the roll is always on unless the player switches to the opposite side), whilst raising will cause the roll to appear at a higher value and might make it so that the roll might not appear with a large enough value.
cl_sidespeed- having a default of
350, lowering this value slows the player's speed of movement when strafing
cl_upspeed- having a default of
200, lowering this value slows the player's speed when using the up and down movement keys.
clear- clears all console messages
cmdline- displays the values of the target property line
color- used with a number between
13for various presets of the color of the player's shirt and pants.
crosshair- setting this value to
1displays a crosshair
demos- cycles through the game Demos, which by default are the three .dem files of E1M3: the Necropolis, E1M4: the Grisly Grotto, and E1M6: The Door to Chthon loaded at startup.
deathmatch- setting this value to
1and restarting or changing the level will result in the game switching to deathmatch mode.
developer- setting this value to
1will start a constant output of data about the level as it is rendered. Useful for finding bugs that exist in the game.
echo- when used a text value, will say said value in the Console. This can be useful with bound keys or aliases that might otherwise lack a visible change to say said action had occurred.
edgefriction- having a default of
2, lowering this value will cause less friction to exist on edges (meaning it is easier to walk off a surface to a lower level) while raising this value will make it harder to walk off edges.
exec- when used with the name of a script file, the file will be run by Quake. This causes an effect similar to the
autoexec.cfgfile, which can be created to preload commands instead of needing to use the
execcommand each time the game is started.
fly- the player can fly instead of walk
force_centerview- realigns the player's viewing angle to the default, unlike
centerviewthis can be used even with
fov #- changes the field of view, or how much the player can see to their sides
fraglimit #- determines the amount of kills necessary to win a deathmatch game.
gamma #- Changes the brightness to this value from the default of
0. Smaller numbers are brighter, larger numbers are darker. It is advisable to go down by small increments, a large change can make it difficult to see the screen. Note that brightness is broken in GLQuake and thus the gamma will not change appearance regardless of the value set.
give #- give weapon number
#; doesn't give corresponding ammo. For example,
give 3will give you the Double-Barrelled Shotgun
give X ###- give
H(Health). The ammo counter can only go as high as
255, meaning players with more ammo will appear to have less ammo than they honestly have (it overlaps, meaning after firing at an ammo count of
0it will go back to
255). If the player picks up any type of ammo dropped by an enemy, all ammo amounts will revert back to the maximum obtainable without console commands (for example, if the player has 255 nails and picks up a drop, they will have 200 nails). The player can have up to
294911health, afterwards their view will turn sideways and they will appear to be dead. It is still possible for the player to move around and finish the level in this angle, though if the player is injured enough to go below
294912their view will be immediately corrected. Note also that Health over
100will only last for the duration of the level, similar to the effects of the 100 Health powerup.
give health- "kills" the player (the player can still jump and shoot, but cannot move and is lying on their side).
god- the player becomes invincible
help- displays the help menu
impulse 255- the player receives Quad Damage
impulse 8- selects the corresponding weapon.
impulse 265- the player receives all weapons at full ammo, as well as both keys
impulse 10- selects the next weapon
impulse 11- One Rune; repeat 4 times to get all 4 runes
- Note: If you use this code more than once, you need to exit and re-enter the console after every usage, otherwise you will always receive only 1 rune.
- There is a glitch regarding the runes. A player can find that runes that she or he has completed an episode can disappear which means that she or he would have to redo an Episode. To avoid such a distressing replay, this code is perfect to get back those runes.
impulse 12- selects the previous weapon
kill- restarts the current level by killing the player.
load- loads a
.savfile based on the value after the command
lookspring #- setting this to
0turns lookspring off. Lookspring causes the player to move forward or backwards with the mouse.
lookstrafe #- setting this to
0turns lookstrafe off. Lookstrafe causes the player to move side to side with the mouse.
m_filter- default is
0, setting this to
1activates mouse smoothing.
m_forward- default is
1, lowering this makes the player move slower when moving forwards and backwards with the mouse (
m_pitch- default is
0.022. Raising this value makes the player look up and down faster, while lowering this value makes the player look up and down slower (
Mouselook). A negative value is used to invert
m_side- default is
0.8, lowering this makes the player move slower when strafing with the mouse (
m_yaw- default is
0.022. Lowering this value makes the mouse slower when turning from side to side, while raising this value makes mouse turning from side to side faster.
map- the current level can be changed to the map typed, but unlike the
changelevelcommand the player is reverted to the default state of 100 health and only an Axe and Shotgun.
menu_keys- displays the customize controls menu
menu_load- displays the load menu
menu_main- displays the main menu
menu_multiplayer- displays the Multiplayer menu
menu_options- displays the options menu
menu_save- displays the save menu
menu_setup- displays the Multiplayer setup menu
menu_singleplayer- displays the Single Player menu
menu_quit- displays the quit menu
menu_video- displays the video options menu
name- changes the player's name to the variables typed after the command
noclip- similar to
fly, but the player can also move through solid objects, such as walls
noexit- default is
0, setting this to
1will cause any player that tries to step into a Level Exit to get killed with the death message - "Player" tried to leave. Setting this to
2will cause similar results to
1, with the main difference being the ability to leave Introduction.
nosound- setting this to
1eliminates all sounds besides ambient noises
notarget- enemies cannot target the player
path- displays in the console the folder paths being used by the game, ID1 is always loaded whilst extra pak0 files might be loaded if playing a mod.
pausable- default is
1, setting this to
0forbids players from pausing the game
pause- pauses/unpauses the game
ping- sends request packets to the server to test the connection. A bug fixed by unofficial modern engines involved the client's connection being accepted but no packets being sent to the server due to problems with NAT. In WinQuake, GLQuake, and vanilla Quake if the client encounters this they can use this command to start sending packets (which allows them to enter the server),
playdemo #- plays the specified demo file, like the three loaded upon startup. All demos are saved in the game folder as .dem files.
quit- exits the game
r_drawentities- setting this to
0hides any models such as weapons, enemies, or doors.
r_draworder- setting this to
1allows the player to see through solid brushes, somewhat like x-ray vision.
r_drawviewmodel- setting this to
0hides the Weapon.
r_fullbright- setting this to
1causes all surfaces of a level to be completely lit up
record # #- records a demo which is saved as a .dem file (like the three that play on startup). The first variable after the command specifies the name of the file. The second variable specifies the map, which loads the map and is required as the game cannot demo levels already in progress.
registered- setting this to
1causes the shareware version of Quake to behave like registered. This will allow the doors to Episodes 2, 3 and 4 to open as they do in the full version of the game, yet stepping onto the Slipgates will cause the game to crash because the level data for these Episodes are missing.
restart- similar to
"killbut without a suicide message.
samelevel- setting this to
1causes the level to restart upon attempting to leave the level
save- saves an .sav file based on the value given after the command.
say #- sends a message to other players.
scr_conspeed- default is
300, increasing will make the console lower and rise at a faster rate, while lowering will slow the console's movement.
scr_ofsx #- default is
0, can be increased or decreased to offset the screen x-axis by this variable. Note that this value cannot be changed in Multiplayer.
scr_ofsy #- default is
0, can be increased or decreased to offset the screen y-axis by this variable. Note that this value cannot be changed in Multiplayer.
scr_ofsz #- default is
0, can be increased or decreased to offset the screen z-axis by this variable. Note that this value cannot be changed in Multiplayer.
scr_printspeed- default is
8, increasing will make text load at a faster rate, while decreasing causes the text (such as those at the end of an episode) to be displayed slower.
screenshot- Takes a screenshot of the current screen (including the console).
sensitivity- having a default value of
11, setting this to a lower number results in a slower turning speed of the mouse. Setting this to a higher number allows for faster turning speeds, but setting it too high can cause the player to lose their bearings. This speeds up or slows both the
m_yawinstead of being an individual command.
skill- sets the current Difficulty,
0being the easiest and
3being the hardest
showpause- having a default value of
1, setting this to
0will hide the pause box from being displayed when the game is paused.
showturtle- having a default value of
0, setting this to
1will display a turtle icon when the game drops below 10 FPS.
sizedown- Decreases the size of the screen.
sizeup- Increases the size of the screen.
slist- displays a list of currently accessible servers
snd_show- setting this to
1causes the number of sounds being played to be displayed and updated constantly.
soundinfo- Various information about sound is displayed including if a stereo output is being used, information about the samples, the playback speed, and the address for the DMA buffer which is used to bypass the CPU for real-time applications.
status- displays server information such as players, map, hostname, and frags.
stop- stops the recording of a demo.
stopdemo- stops the playback of a demo.
sv_aim- the default value of
0.93gives the player a small amount of autoaim. Setting the value to
1eliminates the autoaim, while lowering the value allows for more autoaim.
sv_gravity- the default is
800, setting this lower causes the player to have less gravity.
100is similar to what is found in E1M8: Ziggurat Vertigo
sv_maxspeed- having a default value of
320, lowering this value causes the player to have a slower movement speed. Increasing this value causes the player to move at a faster rate.
sv_maxvelocity- having a default value of
2000, lowering this value causes the player to have a slower movement speed like
sv_maxspeed. Unlike the aforementioned command, lowering this value will also decrease the speed of all projectiles.
sv_nostep- setting this to
1causes the player to not be able to climb stairs
sv_stopspeed- default is
100, lowering causes the player to slide more whilst increasing allows the player to stop moving immediately.
teamplay #- default is
0, setting this variable to
1will allow players on the same team to not injure each other. Teams are decided by the color of the pants, meaning both players must have the same color pants to be considered to be part of the same team.
tell # #- sends a whisper to a specific player, the name is specified by the first variable. The second variable is simply the message itself. For example,
Tell Player Hiwould send a whisper to Player saying "Player Hi"
timedemo #- plays a demo as a test to determine the frames per second, which is shown at the end of the demo to show how fast the game is able to display images on the screen.
timelimit #- default is
0, setting this variable higher will specify the amount of time the players have until the level is completed.
toggleconsole- Toggles the console on or off.
togglemenu- Toggles the main menu on or off. Note this will not work if the user is in the console, meaning it needs to be bound to a key.
unbind- used in conjunction with a button to get rid of key bindings.
unbindall- used to immediately get rid of any key bindings besides the escape key.
v_kickpitch- default is
0.6. The lower the number the less the player's view moves vertically after shot, while the higher the number the more displaced the player will be upon injury.
v_kickroll- default is
0.6. The lower the number the less the player's view moves horizontally after shot, while the higher the number the more displaced the player will be upon injury.
v_kicktime- default is
0.5. The lower the number the less time the player's view is moved by
v_kickroll. The higher the number the greater the time.
version- gives the date and version number of the .exe file.
vid_describecurrentmode- displays the current resolution and color depth.
vid_describemodes- gives a list of the different display resolutions in the console.
vid_mode- changes the resolution to a defined preset. Note that GLQuake requires the resolution specified via the target line, meaning this will do nothing in said source port.
vid_nummodes- displays the number of different display resolutions that exist.
viewsize #- default is
100. Allows the player to set the exact size of the screen they wish, larger increases (hides the HUD) while smaller decreases.
volume- raising this value to
1will put the game at maximum volume, lowering this value to be between
1will lower the volume, whilst
0will mute the game.
Note that it is possible to use any console command as a target property by adding a
+ before the console command. This section shall therefore focus on the values specific to the target property line, these can often be determined by the necessary usage of
- before the target command.
dinput- Allows the player to use direct input for their mouse. Note that this tends to cause problems with the mousewheel.
game- Used in combination with a folder name to load the files within the folder, used with Add-ons.
heapsize #- Allows a specific amount of memory to be allowed for general gameplay.
nocdaudio #- Setting this to
1will deactivate the music
nomouse #- Setting this to
1will deactivate the mouse
nosound #- Setting this to
1will deactivate all sounds
port#- Specifies the specific port that the game should be run on instead of the default *
zone #- Allows a specific amount of memory to be allowed to console scripts.
gl_affinemodels- By default set to
0, setting this to
1deactivates the textures autocorrecting on models (which is done to fix persective) and increases performance.
gl_doubleeys- By default set to
1, setting to
0makes this setting like the software mode. GLQuake had difficulty rendering eyes in comparison to the software engine and tried to fix the problem by doubling the size of the eyes.
gl_finish- By default set to
0. Setting it to
gl_finishto be added after each frame, which basically requires the cpu to wait for the gpu to prevent lag.
gl_flashblend- By default set to
1for performance, altering this changes how dynamic lights are rendered. Setting this to
0sets it to be similar to the software mode, which many individuals believe is better. The new mode creates a bright sphere around the environment based on the color of the light instead of trying to light the world around it. Setting this to
2makes it so the light only appears when the center of the light is visible.
gl_keeptjunctions- By default set to
0for better performance, setting to
1increases the number of vertices that can exist on the same plane and gets rid of a few blinking pixels that might be seen on the screen.
gl_picmip- By default set to
0for best quality. This controls the rendering quality of the maps, with
3getting progressively more blurry but also giving better performance.
gl_playermip- By default set to
0for best quality. This controls the rendering quality of the player models, with
3getting progressively more blurry but also giving better performance.
gl_texturemode- The default texture mode is
GL_NEARESTis used to optimize performance, while
GL_LINEARuses interlopation to improve textures. Each has two different types of
_LINEAR, that try to increase the look of faraway objects.
_NEARESTattempts to do this by washing out textures to eliminate pixels, while
_LINEARtries to keep the quality of the pixels and render them from far distances.
gl_triplebuffer- By default set to
1. Set to
0to deactivate triple buffering, which might not be compatible with older graphics cards.
gl_ztrick- By default set to
1. The Z buffer, used to determine spacial relativity, is prevented from being refreshed by being buffered. By setting it to
0it turns off this buffer, which can be useful for hardware that causes the status bar and console to flash every other second.
r_dynamic- setting this to
0deactivates dynamic lights such as flickering lights.
r_mirroralpha- default is
1, lowering this value allows glass to reflect the image of the player. This also tends to cause sound problems in various maps, most notably E1M5.
r_novis- default is
0, setting this to
1allows the world to be pre-rendered instead of being rendered in real time. In the base game this is rarely noticeable, with the greatest change being that it is required to see through liquids. If
r_wateralphais activated the Water becomes transparent but until
r_novisis set to
1the player will not be able to see what is beyond the water (such as brushes or objects).
r_shadows- setting this to
1renders shadows underneath actors
r_wateralpha- having a default value of
1, lowering this value to a decimal allows Water and other liquids to appear transparent.
conheight #- Height of the console, status bar, text, weapon display, and HUD.
conwidth #- Width of the console, status bar, text, weapon display, and HUD.
height #- Height of the display resolution.
width #- Width of the display resolution.