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PC World 2001 September
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PCWorld_2001-09_cd.bin
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Vyzkuste
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doomleg
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LAUNCHER.EXE
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TEXTE
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+Command-line options
+Console commands
++About the Console
+++What is the console ?
The 'console' is a text pane that can be activated
at any time. It covers the top portion of the game
screen. All the messages that you can read on the
top of the screen are printed to the console as
well. When you show up the console, you can read
back all the messages, even those that already
disappeared from the screen.
You can enter commands into the console. Just type
any command followed by the parameters, then press
enter. Here is an example:
> color red
By typing this command at the console you will
change your player color to red.
Here's a more interesting example:
> god
And you become invincible!
While all the standard options are available in
the main game menus, many useful options are
only available through the console.
+++Using the console
To bring up the console while you are playing Doom
Legacy, simply press the 'tilde' key, that little
key on the top-left of your keyboard (just below
the 'Escape key). You can setup another key to
bring up the console in the 'Setup controls' menu
from the game.
Press 'Page Up' and 'Page Down' keys respectively,
to scroll back or scroll down the console text.
Press the 'Tab' key to complete the current command.
For example, if you type 'vid' and then the Tab key
several times, you will see all the commands that
start with 'vid' : vid_mode, vid_modelist,
vid_modeinfo, etc.
Press 'Shift + Tab' to complete the commands, but
backwards.
++Scripts
+++alias <aliasname> <command>
When you will type 'aliasname', it will do like if you had
entered 'command'. Let's better have an example: :)
alias silence "soundvolume 0;music volume 0"
Further, when you will type 'silence', it will execute the
corresponding command. In this example, we have given two
commands as one, inside " ", and using the ; as a separator
for commands.
+++echo <"text to output">
Just echoes text to the console. Like 'print' in Basic :)
+++exec <script file name>
Execute a script file. A script file is just a text file
containing a sequence of commands or variables. Script files
usually have an '.cfg' extension.
Example:
exec autoexec.cfg
will execute all the commands in autoexec.cfg
+++cls
Just clear the console text buffer.
+++wait [<frames>]
Wait a given amount of time. The unit is per 35th of second.
Example: this will wait 5 seconds, then display 'ok!'
wait 175;echo "ok!"
WARNING: when the wait command is executed, all the following
commands are delayed until wait has finished. Eg: if you enter
'wait 126000' (35 * 60seconds * 60 minutes), you will have
to wait one hour before other commands can be excuted!!!
++Console Appearance
+++con_backpic <0-1>
1 : use a console background picture, like in Quake. The background
is opaque, thus it doesn't slowdown the display because the
part of the view under the console is not drawn.
0 : use translucency for the console background : this one looks
much better, somewhat like a LCD translucent screen. The
drawback is that it is slower than the first method.
+++con_height <0-100>
Set how many %percent% of the total screen height the console
will use. eg: con_height 50 (the default), will use half the
screen height for displaying the console.
+++con_speed <1-???>
Set the speed at which the console comes down or moves out of
the screen, when you press the console toggle key. The number
is given as screen lines.
+++con_hudtime <0-???>
Set the number of seconds that the messages stay on the top
of the screen. They are 5 message lines that scroll as soon
as new messages arrive. eg: con_hudtime 5, which is the
default, will make the messages stay for 5 seconds before
disappearing. Set this to 0, and you will never see any
messages out of the console (hud means heads-up messages).
+++showmessages <0-2>
This is like in the Options Menu, with one more setting:
'0' means never show any messages on the screen, '1' means
always show the messages, which is the default.
There is one more setting, '2' that can only be entered at
the console, it will show all messages except most of the
'picked up ...' style messages. Useful if you are tired of
the 'picked up ammo', 'picked up health bonus', ect. messages.
++Player Setup
+++name <your name>
Enter your name as a player, for network games. Your name will
be seen when you send a message (chat key), and is displayed
in the deathmatch rankings. Use "" if the name contains spaces,
eg: name "dj fabbe"
The name can be entered in the Multiplayer menu.
+++color <0-10>
Choose your color, for multiplayer games.
The color can be entered in the Multiplayer menu.
+++chatmacro <0-9> <"your chat message">
This very useful command allows to change the chat messages at
any time during the game. They are saved to the config too!
You can now quickly setup some circumstance messages at the
start of a game.
Press the chat key, then ALT plus a number key from 0 to 9 to
send one of the chat messages. Well, just like it has always
been for Doom.
++Game Controls
+++use_mouse <0-1>
Setting 'use_mouse' to '0' will disable the mouse. The next time
you start the game, the mouse won't be detected.
Set 'use_mouse' to '1' to search for a mouse, and activate it.
+++use_joystick <0-5>
Enable joystick support with any value other than '0'.
'0' will disable the joystick.
The value will choose the joystick type:
Set one of these values for 'use_joystick'
0 : no joystick
1 : 4 buttons joystick (gamepad)
2 : Normal Joystick (analogic)
3 : 6 buttons joystick
4 : Wingman Extreme (Logitech) and compatible
5 : CH Flightstick PRO and compatible
The last two joystick types support 4 more buttons through the
'hat' up/down/left/right positions.
Go to the Setup Controls menu, to set the joystick buttons to
game controls (just press enter on a control, then push any
joystick button).
+++invertmouse <0-1>
Just like in the Options menu
Set invertmouse to 1 to inverse the mouse y (up and down) axis.
This is for freelook only, you will look up, when moving the mouse
down (backward), and look down when moving mouse forward.
+++autorun <0-1>
Just like in the Options menu
Set this to 1, to lock the 'run' key. You will always be running,
without the need of pushing a key.
+++alwaysmlook <0-1>
Just like in the Options menu
You can use the 'freelook' (ability to look up and down) in two
modes : permanent or temporary.
Setting 'alwaysmlook' to '1' will set the freelook permanent.
When 'alwaysmlook' is '0', you will need to keep the 'freelook'
key while moving the mouse up and down. When releasing the key,
the view will always re-center. This is useful if you keep
firing rockets at your feets.
+++mousesens <0-???>
The Options menu allows a range of 0-39 values.
If you are one of those people that used to change the mouse
sensitivity in the game config because you felt it was not enough,
you can now set it at the console to any value you like!
+++mlooksens <0-???>
The Options menu allows a range of 0-39 values.
Same note as the mousesens value.
+++crosshair <0-3>
Just like in the Options menu.
Choose whether to use a crosshair (1-3), or not (0). The values
are 1,2,3 for white cross, green angle, and red point.
+++originalweaponswitch <0-1>
Choose whether to use the original weapon change method (1), or
the new Preferred Weapons Order (0), see 'weaponpref' for more.
With the original weapon switch, whenever you walk on a weapon,
it will switch to that weapon, even if it is not as powerful
as the one you are carrying. That can be sometimes very
annoying, especially in fast deathmatches.
+++weaponpref <"014576328">
The Preferred Weapons Order (tm) :)
This works only if you have set 'originalweaponswitch' to '0'.
You give a priority to each of the weapons, with a number digit
from '0' to '9'. Several weapons can have the same priority.
When you pickup a weapon that you don't already have, you
will switch to that weapon ONLY AND ONLY IF that weapon's priority
is greater that the one you are carrying. If you already had the
weapon, you will pickup the ammo as usual, without changing
weapon.
The numbers are priority values, for each of the weapons, in
the following order:
Fist, Gun, Shotgun, Chaingun, Rocket launcher, Plasma, BFG,
Chainsaw, Super Shotgun.
Thus 'weaponpref "014576328"' means that the super shotgun has
the highest priority (8), while the fist is lowest priority (0).
After the double shotgun, in decreasing priority you have the
rocket launcher (7), plasma gun (6), chaingun (5), shotgun (4),
BFG (3), chainsaw (2), gun (1).
Let's have another interesting example :
'weaponpref 333333333'
Since all weapons have the same priority in this last example,
you will in fact NEVER change weapon automatically, because
no weapon has a priority higher than any other one. You might
consider this as the 'manual' weapon change.
+++autoaim <0-1>
Just like in the Options menu.
The original Doom used autoaiming for up and down, and a very
little aim adjustment on left and right.
Now that you can shoot up and down with the freelook, you can
play like a 'pro' and set autoaim off (0).
Note that the autoaim has been enhanced : if you are not
aiming at something right in front of you, you will be able
to shoot at any angle with the freelook. If something is to
be aimed just in front of you, then the autoaim will adjust
your shots like in the original Doom.
This means that you can to some extent, predict a target's
path, and shoot ahead, while in autoaim mode.
NETWORK NOTE: in a multiplayer game, the SERVER can force
the autoaim off for all players with the command 'allowautoaim',
use with caution (don't get your friends angry :) And remember:
you can have more control now with the enhanced Autoaim so it
might not be necessary to force everybody to autoaim off.
+++setcontrol <controlname> <keyname> [<2nd keyname>]
Using the Setup Controls menu will be much simpler!
This command associates a key/joystick/mouse button, to a
game control (forward, fire, use ...).
The second keyname is optional. You can set it, and have
two keys attached to one game control. eg: have 'ARROW UP'
and 'MOUSE2' for 'forward'.
When a key does not have a name, it uses a name of the
form 'KEYxxx' where xxx is the key code.
To know the name of the keys/joystick/mouse buttons, look
for them at the Setup Controls menu.
The control names are "forward","backward","strafe",
"straferight","strafeleft","speed","turnleft","turnright",
"fire","use","lookup","lookdown","centerview","mouseaiming",
"weapon1","weapon2", ... "weapon8","talkkey","scores",
"jump","console".
Note: some key names have spaces in it, use the "" around.
Example:
> setcontrol forward "keypad 7" "up arrow"
The following will use the windows95 'menu' key to toggle the
console:
> setcontrol console menu
+++overlay <"fhmak"> : status bar overlay
Choose which information to show when in full screen mode.
Each letter represent a type of information that will be shown.
'f' : show frags (only in deathmatch)
'h' : show health
'm' : show armor
'a' : show current weapon ammo
'k' : show keys
The default is 'fhmak' which show all kind of information
on the status bar overlay.
+++bind <keyname> <"command">
You can bind a key to console commands.
Example :
> bind s screenshot
This will do a screenshot every time you press the 's' key.
++Game options
+++viewheight <16-56>
Set the height of the view (the height of the eyes above the floor).
The normal value for the Doom marine is 41.
We have limited the range into acceptable values, to
prevent cheating.
+++turbo <10-400> : set turbo speed
This is like the original -turbo game parameter, you can now set
it anytime you want during the game.
+++respawnitem <0-1>
Choose whether items respawn or not.
'respawnitem 0' is like old deathmatch, it is set 'true'
automatically when in Deathmatch 2
NOTE: it is considered cheating to allow respawning of items
when in single player mode ! :)
+++respawnitemtime <0-???>
Set the respawn item time in secondes. The time between th moment
you pickup the item, and the moment it reappears.
The default is 30 seconds, from the original Doom.
+++respawnmonsters <0-1>
Choose if monsters can respawn.
'respawnmonsters 1' is like the -respawn command-line option of
the original Doom.
+++respawnmonsterstime <0-???>
Choose the time of respawn for the monsters, in seconds.
The default is 12, from the original Doom.
+++save <slot number> <"description">
Save the game in the slote_number slote. And put description in
for the name.
+++load <slot number>
Load the game in the slote_number slote.
+++exitlevel
Exits the level and goes to the intermision screen.
This is useful for example, when you play a cooperative
game and you can't find the exit of a level, or you are
stuck.
++Video
+++vid_nummodes
Tells how many different video modes are available.
+++vid_modelist
List all available video modes, like they are shown in the
Video Options menu. Each video mode has an associated number,
so you can set it with the following command...
+++vid_mode <mode number>
Set the given video mode. Give one of the numbers displayed
by the 'vid_modelist' command.
+++vid_modeinfo [<mode number>]
Shows information about the current video mode (no parameters),
or the given video mode number.
+++playersprites <0-1>
Choose wheter to show the player weapon sprites (1), which is
the default, or not to draw it (0).
When 'playersprites' is '0', you can aim simply because your
shots always go to the center of the screen, and the current
weapon type is shown in the status bar, or by the ammo icon
of the status bar overlay.
+++usegamma <0-4>
Choose the gamma level (brightness). Just like in the Options
menu.
+++viewsize <3-11>
Choose the size of the view window.
'3' is the smallest view window.
'10' is the normal full view window, with the status bar.
'11' is the full screen mode, without status bar.
++Multiplayer
+++skin <skinname>
Change your skin, provided skins are loaded (adding skins wads
after the -file on the command line). The skin name is the one
shown on the multiplayer->setup menu. The default marine skin
name is 'marine'. Of course, it's easier to use the multiplayer
setup menu.
+++teamplay <0-1-2>
You can change the deathmatch mode while in a multiplayer game.
0 : no teams, usual deathmatch
1 : teamplay, using color to identify teams, players of the
same color will be in the same team, the team name will
be like 'red team' or 'yellow team'
2 : teamskin, using skins to identify teams, players who use
the same skin will be in the same team, the team name will
show as 'leprechaun team' or 'terminator team', according
to the name of the skin
+++teamdamage <0-1>
Decide whether people of the same team can hurt themselves or
not. Note that the armor is always damaged.
NOTE! teamdamage works for cooperative! So you can now have
a cooperative mode where your partners don't get damage.
0 : damage is off, players of the same team can't kill each
other, you'll know of this because blood won't show, and
the player who is hit won't see his screen go red
1 : damage is on, like in original Doom cooperative, players
of the same team can hurt, and kill each other. If they
kill members of the same team, they fill score a negative
frag.
+++frags
Shows the frags table, like in the original Doom intermission.
It shows the frags count for each player, against each other
player.
+++teamfrags
Just like 'frags', but for teams, so it shows the frags count
for each team, against each other team.
+++gravity <0.0 ... ???>
Changes the gravity, only the server changes it, for all the players.
Note : this value is a 'float' type, for example 0.5 is half the normal
gravity.
Note2: you can't walk/move while in mid air.
The default gravity is '1'.
+++getplayernum
This command tells the number, node and name of the present
players. You can then use the number for the 'kick' command,
instead of the player name, if a player has a complicated
name or long one to type! :)
+++kick <"playername"-playernum>
One of the rare pleasure of being a server : kick out somebody
from your game!! The 'kicked' person will be brought back to the
title screen.
You can give either the name (using "" if it contains spaces),
or a player number from the 'getplayernum' command.
NOTE: this will work only for the server of the game, see legacy
documentation for more about who is the server.
+++allowjump <0-1>
Choose whether jump is allowed or not. For those of you who
comes from planet 'NoJump' or have a limited sensory system
and couldn't survive a jump in the 3rd axis of our world,
you can disable the jump in single player too.
Only the server can set this variable.
NOTE: not saved automatically, put it in autoexec.cfg
+++allowautoaim <0-1>
Disable autoaiming for all players... make sure everyone is ok
before getting your friends angry.
Only the server can set this variable.
NOTE: not saved automatically, put it in autoexec.cfg
+++say <message>
Send a message to all players. It is recorded with demos.
+++sayto <"playername"-playernum> <message>
Send a message to one player.
+++sayteam <message>
Send a message only for your team.
++Demos
NOTE: 'playdemo' command doesn't seem to work very well, sometimes
the demos don't playback properly. In such case, until we
fix it, use the -playdemo command line parm. It usually seem
to work better.
+++playdemo <demoname[.lmp]>
You can now play a demo at any time during the game:
> playdemo demo3
This will start the internal game demo 'demo3'.
If an internal resource by the same name is not found, it
will add '.lmp' and search for an external demo of the
same name.
You may add '.lmp' to ask explicitly for an external demo,
example:
> playdemo cave001.lmp
Will start an external demo, of file name 'cave001.lmp',
that you would have started with the -playdemo parameter
in the original Doom.
+++stopdemo
Stops right away the current playing demo. Very useful.
+++timedemo <demoname[.lmp]>
Play a demo like playdemo but run at fast as he can, rendering all
frames. It is used to measure the speed of the engine.
At the and of the demo it will show :
gametics : the numbers of frame rendered.
realtics : number of tics (1/35 second) taken to render all the
frames
seconde : the time take to render all frames.
avg fps : average frame per seconde. (gametic/seconde)
++Miscellaneous
+++memfree
Show the amount of heap, virtual and physical types of memory
available. The heap is the memory allocated for the game, and
you can change it using the '-mb' command line parameter
(see legacy.txt)
+++help
Show a list of all the console commands and variables. This
should also give help on each command.. later.
+++version
Show the game version and last date of compilation.
+++quit
Just quits the game, without confirmation.
Beavis: "- hey Butthead, why does Legacy always exits as soon as
it has finished loading ??"
Butthead: "- because I have put 'quit' in your autoexec.cfg..
uh.. uh ehehehe.. uh !!"
+++screenshot
Take a screenshot like the F1 key in devparm mode.
+++vid_ticrate <0-1>
Show a graph of the framerate per time base.
It is very usefull to know what part of a level is more slow in
framerate value.
++Player Config
+++saveconfig <filename[.cfg]>
Saves the current game configuration to the specified
file. This is just what Doom Legacy does when you
quit the game, with the default game configuration.
+++loadconfig <filename[.cfg]>
Loads the specified game configuration file.
Advanced users:
This does just like if you typed 'exec filename.cfg'
since the game configuration is made of console commands.
+++changeconfig <filename[.cfg]>
Quickly saves the current game configuration, and
then load the specified configuration.
This is useful when players are switching in front
of the computer and they use different settings.
Say Beavis and Butthead play Doom Legacy. When Beavis
takes the chair he types 'changeconfig beavis'.
Butthead's config is saved and Beavis's config is loa-
ded. When Butthead kicks the ass of Beavis out of the
chair and takes the keyboard, he types
'changeconfig butthead' : beavis's config is saved,
and Butthead's config is loaded! Uh uh uhuhuhu
++Cheats!
Most of the console cheats have the same effect as
their equivalent cheat-codes (eg: typing 'IDDAD' is
just like entering the 'god' command). Console cheats
are useful when a dehacked mod changed the cheat codes!
+++noclip
Same as cheat-code 'IDCLIP'. You become a 'ghost' and you
are able to pass through walls.
+++god
Same as cheat-code 'IDDAD'. It is named 'god' just like in
Quake.
+++gimme [xxx]
gimme [health] [ammo] [weapons] [armor] [keys] ...
[chainsaw] [shotgun] [chaingun] [supershotgun] ...
[rocket] [plasma] [bfg] [berserk]
Gives you only a specifc weapon, or ammo, or keys..
This is for those like me who likes to cheat only 'half'
++Sound
+++soundvolume <0-31>
Just like in the Sounds menu.
+++musicvolume <0-31>
Just like in the Sounds menu.
+++cd_volume <0-31>
Just like in the Sounds menu.
+++snd_channels <0-???>
Choose how many sound channels will be used. Usually you will
set a value from 8 to 16, which is plenty enough.
+++precachesound <0-1>
Set it to 1 (on), so that all the sounds are loaded at the
game startup. If 0 (off), it will load the sounds while in
the game, only when they are needed.
+++stereoreverse <0-1>
Set 'stereoreverse' to '1' to swap the stereo, if you hear the
the sound of fireballs coming from the left, output from the
speaker to the right...
+++cd <on-off-remap-reset-play <track>-loop <track>-info-stop-resume-open>
The CD Audio music is available only when the MSCDEX driver
version 2.0 or later is found.
NOTE! Always do a 'cd reset' when you have changed the cd in the
drive, else it will say 'cd not ready'.
Here's a description of the cd commands:
cd on : enable cd music, game will use cd music.
cd off : disable cd music, if you don't want to hear the cd music.
cd open : open cd door.
cd reset : reset the cd driver, check for a new cd. Do this if you
have changed the cd, to make the new cd's tracks available.
cd info : display the list of tracks, with time per track, and total
time. The track being played is printed in white.
cd play <track> : play a cd track, at the end, go to next track.
cd loop <track> : loop a cd track, at the end, restart it.
cd stop : stop/pause cd audio, use 'cd resume' to continue.
If you really want the cd drive to stop 'turning', use
'cd off'.
cd resume : continue playing after a 'cd stop'
cd remap : remap cd tracks. Normally, the game uses the map number
as the track number, for Doom1, it takes (episode*9)+
map number as track number.
This command is useful to adapt your favorite cd music
to Doom's levels, let's have an example:
cd remap 5 3 1 4 2
This remaps cd tracks as follows:
1 becomes 5,
2 becomes 3,
3 becomes 1,
4 becomes 4 (does not change),
5 becomes 2.
So, at map 1, it will play track 5, because track 1 was
remapped to track 5.
If you have a great music which is track 8 and you want
it at map 3 and 6 :
cd remap 1 2 8 4 5 8 ...
^ ^ tracks 3 and 6 become 8
TIP A: this is very useful, if you have a cd with 'data'
tracks, a pc cd-rom game with some audio tracks,
usually the first track is a data track, that won't
play. Use remap to skip the first track like this:
cd remap 2 3 4 5 6 7 8 9 2 3 4 5 6 7 ..
So track 1 is never used.
TIP B: you can do some aliases for your favorites CD's,
and save it to autoexec.cfg, example :
alias fsol cd remap 4 5 2 9 3
so you can just type 'fsol' to get your favorite
track list.
+++cd_update <0-1>
NOTE: THIS IS FOR DOOM LEGACY -DOS- ONLY
By default, cd Update is enabled. If you feel some serious
slowdown while the cd is playing, set cd_update to 0. The cd
will no more move to the next track, neither loop the current
track automatically. Another solution is to get the latest
version of your cd driver (a better one).
++Unfinished
These commands are mostly functional, but not finished, they are left
as 'beta-test'.
+++addfile <wadfile.WAD>
This command loads wads at run time.
Once wad files are loaded, use the 'map' command to play
maps from it.
It will give some info about sprites/musics/sounds that
were replaced.
NOTE: the loading of external maps was added as a last
minute, and is very promising. We have to add a command
to remove a wad from the active wads, and support sounds,
sprite and textures in a wad file loaded at run time.
Note to wad authors: it will be possible to put any number of
maps in a wad file, using any resource name instead of the
'MAPxx' and simply typing 'map START' for example. Actually
it will need to edit the wad file, and rename the 'MAPxx'
markers.
+++map <mapname - wadfile.WAD> [<skill>]
To play an original map of Doom1, enter a mapname of the
form ExMy where x is the episode and y the map number
eg: 'map E2M3'.
For Doom2, enter a map name of the form MAPxx where xx is
the map number from 01 to 32.
The command can also run external maps, it will load
new flat textures, sprites, sounds, but _not_ wall textures.
Example: 'map waterlab.wad'
It can also change the skill value from 0 to 4. From baby to
Nightmare.
+++solidcorpse <0-1>
The sneak preview option of Legacy v1.12 became a console
command, but is still not finished.
Note that this option works for solo play too.
Setting solidcorpse other than 0, makes the dead corpses
(monsters/marines) solid. The corpses thus stack one on top
of another, and you walk over them. Sometimes you can even
reach ledges where you couldn't go by climbing on corpses!
This option is there for fun in deathmatch, and so that
you can test easily the new improved height collision method!
At the time of writing, this feature is not finished, it is
not already supported for multiplayer nor demos.
+++bloodtime <0-???>
Choose how many seconds blood will stay on the floor.
In the original Doom the blood stayed no more than 1 second.
This can be fun for deathmatches, setting 'bloodtime' to '60',
for example, will make the blood drops stay 1 minute on the
floor before disappearing. Useful for tracking down your preys :)
NOTE: this command is not supported for multiplayer, basically
it works, but the other machines won't hear of it.
NOTE2: this command has a particularity : it doesn't 'mess'
existing demos, so you can change this while playing
back an old demo!
//