Oto lista najwazniejszych komend w Quake 2:
cl_blend
Default: 1
Description: Toggle the use of palette blending effects.
Note: The palette blending effect is used while being injured, using a powerup, or under water. It might be beneficial to disable this effect to see clearly in water, but then if the player is being injured he won’t know it.
cl_gun
Default: 1
Description: Toggle the display of the gun.
cl_lights
Default: 1
Description: Toggle the display of dynamic lighting.
cl_maxfps
Default: 90
Description: The maximum number of packets-per-second the server should send to the client to cap the frames-per-second rate.
cl_particles
Default: 1
Description: Toggle the display of partices.
condump
Syntax: condump (filename)
Description: Dump the console text to a text file.
Note: It is not necessary to specify an extension to the (filename) since a .txt extension as appended automatically.
Example: condump context
echo
Syntax: echo (text)
Description: Display text to the console.
Example: echo Hey Foo!
gl_coloredlightmaps
Default: 1
Description: Enables grayscaling of world lightmaps. 1 keeps original colors, 0 converts lightmaps to grayscale format, any value in between reduces colorfulness. Default value is 1 (keep original colors).
gl_dynamic
Default: 1
Description: Toggle the use of dynamic lighting.
gl_flashblend
Default: 0
Description: Toggle the blending of lights onto the environment.
Note: If this toggle is enabled the lights will blend into a translucent ball of light.
gl_mode
Default: 3
Description: Toggle the screen resolution mode.
Values:
0 – 320 x 200
1 – 400 x 300
2 – 512 x 384
3 – 640 x 480
4 – 800 x 600
5 – 960 x 720
6 – 1024 x 768
7 – 1152 x 864
8 – 1280 x 960
9 – 1600 x 1200
gl_modulate
Default: 1
Description: The brightness of a texture while it is being affected by dynamic lights.
Note: If the value is less than 1 then the texture which on which the dynamic light is displayed will be darker than it’s normal color. If the value is more than 1 then the texture will be brighter. This variable is mostly used to brighten up the lighting in the game without changing any gamma information.
gl_particle_att_a
Default: 1
Description: The value for the intensity of the particle A attributes.
gl_particle_att_b
Default: 1
Description: The value for the intensity of the particle B attributes.
gl_particle_att_c
Default: 0
Description: The value for the intensity of the particle C attributes.
gl_particle_max_size
Default: 4
Description: The maximum size for a rendered particle.
gl_particle_min_size
Default: 1
Description: The minimum size for a rendered particle.
gl_particle_size
Default: 4
Description: The default size for a rendered particle.
gl_picmip
Default: 0
Description: The dimensions of displayed textures.
Note: The value of this variable will determine the dimensions of the textures which are displayed in the game. The displayed textures are shrunk by the formula 2^x where x is the value of this register. Setting this to a value which is larger than zero might provide performance increases on slow systems.
gl_playermip
Default: 0
Description: The dimensions of displayed player skins.
Note: The value of this variable will determine the dimensions of the player skins which are displayed in the game. The displayed skins are shrunk by the formula 2^x where x is the value of this register. Setting this to a value which is larger than zero might provide performance increases on slow systems.
gl_polyblend
Default: 1
Description: Toggle pallet blending.
Note: The pallet blending effect is used while being injured, using a powerup, or under water. It might be beneficial to disable this effect to see clearly in water, but then if the player is being injured he won’t know it.
gl_shadows
Default: 0
Description: Toggle entity shadows.
Note: This function is far from perfect. Shadows will all be cast in the same direction (angle 180 in reference to viewpos) from all entities, including ones that are emitting light.
gl_swapinterval
Default: 1
Description: The delay between frame buffer swaps.
gl_texturemode
Default: GL_LINEAR_MIPMAP_NEAREST
Description: The texture drawing mode.
Values:
GL_NEAREST – This will enable nearest neighbor interpolation and will therefore appear similar to software Quake2 except with the added colored lighting.
GL_LINEAR – This will enable linear interpolation and will appear to blend in objects that are closer than the resolution that the textures are set as.
GL_NEAREST_MIPMAP_NEAREST – Nearest neighbor interpolation with mipmapping for bilinear hardware. Mipmapping will blend objects that are farther away than the resolution that they are set as.
GL_LINEAR_MIPMAP_NEAREST – Linear interpolation with mipmapping for bilinear hardware.
GL_NEAREST_MIPMAP_LINEAR – Nearest neighbor interpolation with mipmapping for trilinear hardware.
GL_LINEAR_MIPMAP_LINEAR – Linear interpolation with mipmapping for trilinear hardware.
hand
Default: 0
Description: Toggle the handedness of the player.
Values:
0 – Gun on the right and shots from the right.
1 – Gun on the left and shots from the left.
2 – No gun and shots from the center.
intensity
Default: 2
Description: The brightness of the OpenGL display.
inven
Description: Display the inventory screen.
Note: When the inventory screen is shown, you can use the invnext and invprev commands to select items from the inventory. Also, if the inventory screen holds more information than it can show, using the above mentioned commands will scroll the inventory screen to show all the information.
invnext
Description: Select the next item in the inventory.
Note: You can use this command without having the inventory screen up, in which case the little icon in the lower-right part of the screen will show which item is currently selected.
invprev
Description: Select the previous item in the inventory.
Note: You can use this command without having the inventory screen up, in which case the little icon in the lower-right part of the screen will show which item is currently selected.
m_filter
Default: 0
Description: Toggle the filtering of mouse input.
Note: If this toggle is enabled the game will take the average value between two consecutive numbers produced by the mouse input and use that value as the movement value. Enabling this variable will cause the mouse movement to be smoother but there will be increased latency between the actual mouse movement and movement in the game.
m_forward
Default: 1
Description: The sensitivity for moving forward and back with the mouse.
m_pitch
Default: 0.022
Description: The sensitivity for looking up and down with the mouse.
m_side
Default: 0.8
Description: The sensitivity for moving left and right with the mouse.
m_yaw
Default: 0.022
Description: The sensitivity for looking left and right with the mouse.
rate
Default: 2500
Description: The maximum number of bytes that the server should send to the client.
Note: Limit this value to a number close to the CPS speed that your connection can receive. A 28.8k/33.6 modem could be anywhere from 2400 to 3100 depending on compatibility between ISP and user modems. A good 53.3k connection with a 56k modem should be set from 4400 – 4800.
s_initsound
Default: 1
Description: Toggle the use of sound hardware.
s_khz
Default: 11
Description: The sampling rate in KHz of the sound samples.
Note: For high-quality sound samples use a value of 22.
s_loadas8bit
Default: 1
Description: Toggle if the sound samples should be loaded as 8-bit files.
s_mixahead
Default: 0.2
Description: The delay before mixing sound samples.
s_primary
Default: 0
Description: Toggle the use of the DirectSound primary buffer.
Note: If this toggle is enabled it might cause problems for some sound hardware, use with caution.
s_volume
Default: 0.7
Description: The volume for the playback of sound samples.
score
Description: Bring up score screen.
vid_fullscreen
Default: 0
Description: Toggle if the video is displayed in full-screen mode.
vid_gamma
Default: 1
Description: The video gamma setting.
vid_ref
Default: gl
Description: The name of the video renderer driver.