THE_PHANTOMLORD Posted April 8, 2002 Share Posted April 8, 2002 I'm realy kind of torn about posting these due to the fact I don't want anyone acidently ruining their game state due to one of my posts, but A lot of peeps have been asking about console commands so Im posting a link to where they can b found......In case the hyperlink mysteriously vanishes from the face of the web I'll past them below as well-"Funny how that just happens sometimes". Bare in mind these are the commands for Quake 3 "The same engine used to design JK2". So some of them may or may not have the same effect blah blah blah.......and on a word of caution Please be careful what u change or u may find ur self reinstaling the game"or worse.who knows" and if u check ur read me file for JK2 you will notice the Commands are for "Development use Only" so don't expect any Tech support if U foul something up as a result of them. One word to the wise make a note of what u change "AND its default setting" so U can change it back incase of a disaster.......Have gotten that off my chest here's http://fps.brainerd.net/consolecommands.htm a link to the site which may be easier on ur eyes than the command lines below.........Enjoy and I hope this helps some peeps out there http://fps.brainerd.net/consolecommands.htm "WARNING USE AT UR OWN RISK" Console Commands Description centerview quickly move current view to the center of screen changeVectors change to vector defined by FIND_NEW_CHANGE_VECTORS cinematic play the q3a intro movie... clear clear all text from console clientinfo display name, rate, number of snaps, player model, rail color, and handicap (state number?) cmd send a command to server remote console cmdlist list all available console commands condump condump "x" write the console text to a file where "x" is the name of that file configstrings list the current config strings in effect connect connect to server (connect 204.52.135.50) or (connect serverURL.com) crash causes Q3TEST.EXE to perform an illegal operation in Windows cvar_restart reset all variables back to factory defaults (could be handy) cvarlist list all available console variables and their values demo play demo (demo q3test1.dm3) devmap load maps in development mode? (loads map with cheats enabled in v1.08) dir display directory if syntax is correct ex. (dir \) or (dir ..\) or (dir ..\baseq3) disconnect disconnects you from server (local included) dumpuser display user info (handicap, model/color, rail color, more…)(dumpuser "<name>") echo echo a string to the message display error execute an error routine to protect the server exec execute a config file or script follow switch to follow mode (follow "<name>" or follow1 for 1ST place follow2 for 2ND etc…) -forward stop moving forward freeze freeze game and all animation for specified time (freeze 5) (5 seconds) gfxinfo returns extensive information about video settings give cheat - give player item (give railgun) globalservers list public servers on the internet god cheat - give player invulnerability heartbeat send a manual heartbeat to the master servers hunk_stats returns value of some registers how many bits high/low and total imagelist list currently open images (textures). in_restart restarts all the input drivers, dinput, joystick, etc -info stop displaying server information (sv_hostname, map, rules, g_gametype, fraglimit) joy_advancedupdate removed Graeme says joy support still broken kick kick a user from the server (sorry from server console only…kick "<name>") kill kills your player (suicide but can get you unstuck some times) -left stop turning left localservers list servers on LAN or local sub net only -lookdown stop looking down -lookup stop looking up map loads specified map (map q3test1) map_restart resets the game on the same map (also plays fight! sound file and displays FIGHT!) messagemode send a message to everyone messagemode2 send a message to teammates messagemode3 send a message to tourney opponents? messagemode4 send a message to attacker? (does not work) midiinfo display information about MIDI music system -mlook stop using mouse look modelist list of accessible screen resolutions modellist list of currently open player models -movedown stop moving down (crouch, climb down, swim down) -moveleft stop strafing to the left -moveright stop strafing to the right -moveup stop moving up (jump, climb up, swim up) music plays specified music file (music music.???) nextframe steps to the next frame? nextskin steps to the next skin? noclip no clipping objects (nothing will be solid) notarget BOTS will not fight/see you (good for getting cool screenshots) path display all current game paths ping manually ping a server (ping "<sv_hostname>" or by the IP address) play play a sound file (play sound.wav) prevframe prevskin quit quit arena and quit Quake 3 Arena and return to your OS…Thanx for flying rcon start a remote console to a server. record records a demo (record mydemo.dm3) reset reset specified variable (reset model) single variable as opposed to cvar_restart…(c: restart restart the game on the current map (server only) -right stop turning right say say something to everyone on the server. say_team say something to your team only. scanservers scan the local area network for servers (only works for same subnet) -scores stop displaying current scores screenshot save current viewport to an image file (usually named sequentially shot0001.tga^) sectorlist lists sectors and number of entities in each on the currently loaded map serverinfo gives information about local server from the console of that server serverrecord records a serverside demo (serverrecord srvrdemo.dm3) serverstop stops the recording of a serverside demo set set a variable (set <variable name> <commands;separate by;semi;colon> seta works the same as set Hey John Carmack tell us how this differs from set setenv sets environment variables sets works the same as set Hey John Carmack tell us how this differs from set setu works the same as set Hey John Carmack tell us how this differs from set shaderlist list of currently open shaders (light effects). sizedown makes viewport one size smaller sizeup makes viewport one size larger skinlist list of currently open skins snd_restart re-initialize sound soundinfo information about sound system soundlist list of currently open sound files -speed speed toggle bound to shift key by default toggles run/walk status status of currently connected server stoprecord stop recording a demo stopdemo stop recording demo stopsound stop whatever sound that is currently playing from playing. -strafe stop changing directional movement into strafing movement systeminfo returns values for: g_syncronousclients, sv_serverid, and timescale. tcmd possibly send a command to server remote console? (illegal operation locked my PC) team set player status. p=player s=spectator red, blue, or free (team free joins smallest/loosing team)also in tourney play team follow1 2 etc.(follow players by lead position) team scoreboard your player becomes a scoreboard tell_attacker possibly to pass a complement to your last known attacker..he he more like insult tell_target possibly to pass a complement back…ha ha more like "Die Llama" testfog removed may have been used for development of fog emulation testgun weapon model dissapears cg_gun 1 does not bring it back possibly to debug weapon model testmodel testmodel <path\model.md3> will test/debug? the model specified testshader covers all brushes and entities with the selected texture, and lights the map using the effect of that texture as well. entering testshader without a parameter will restore all textures set by the map. -hacker (removed possibly because cheat potential) toggle toggle "X", where X is the variable you give, to a 1 if it is 0 and 0 if it is 1 (toggle cg_autoswitch) "The 'toggle' command can toggle write protected cvars." Graeme toggleconsole usually bound to ~ the tilde key brings the console up and down touchFile make the file a zero byte file (not a good idea I did not test this one) unbind unbinds a key unbindall unbinds all keys (be careful) userinfo list user information like (possibly replaced by clientinfo) vid_restart re-initialize video viewpos returns player coordinates on the max in x y z form vmprofile possibly more of the virtual machine John's talking about, profile…hmm? vmtest probably a developer test which returns levels of success, returns >display "C: test 1234" vstr identifies the attached command as a variable sting (bind a vstr "myvariable") wait stop execution and wait one game tick (no alias support will be added in Q3A per J.C.) weapnext switch to the next higher numbered weapon weapon select a weapon by it's number (weapon "5") weapprev switch to the next lower numbered weapon writeconfig saves current configuration to a cfg file…this is cool! (c: z_stats display the memory statistics for the Z-buffer in the game "lists all blocks >= given size" John Carmack -zoom zoom out to fov specified by the fov variable Variables Description activeaction "" execute a given command once the first snapshot is recieved from the conected server (activeaction "+movedown") - Questy + ZOID arch "win98" architecture/operating system bot_enable "0" possibly to enable and disable adding of bots to the map/game capturelimit "8" set # of times a team must grab the others flag before the win is declared cg_animspeed "1" enable player animations (see cg_noplayeranims) cg_autoswitch "1" auto-switch Weapons (on pick-up) cg_bobpitch "0.002" set amount player view bobs forward/back while moving cg_bobroll "0.002" set amount player view rolls side to side while moving cg_bobup "0.005" set amount player view bobs up/down while moving cg_brassTime "1250" set amount of time a shell casing gets displayed if set to 0 the game engine will skip all shell eject code cg_centertime "3" set display time for center screen messages (0 off) cg_debuganim "0" toggle model animation debug mode cg_debugevents "0" toggle event debug mode cg_debugposition "0" toggle player position debug mode cg_demoLook "0" possibly to change the look of a recorded demo? cg_draw2D "1" toggle the drawing of 2D icons on the HUD (Ammo #, health #, Armor #) cg_draw3dIcons "1" toggle the drawing of 3D icons on the HUD (3DAmmo, 3Dface, 3DArmor) cg_drawAmmoWarning "1" toggle low-ammo warning display cg_drawAttacker "1" toggle the display of last know assailant cg_drawCrosshair "1" toggle crosshairs (change to zero if you have really good aim ha! ha!) cg_drawCrosshairNames "1" toggle displaying of name of who you're pointing at cg_drawFPS "0" toggle Frames Per Second display (when set to one "0" is default) cg_drawKiller "1" toggle display of players name and picture who fragged you last cg_drawSnapshot "0" toggle the display of snapshots counter (# of snaps since game start) cg_drawStatus "1" draw the HUD. (toggle weather or not health and score is displayed) cg_drawTimer "1" show timer on HUD. Shows Time remaining, if timelimit is set cg_errordecay "100" cg_extrapolate "1" toggle blending of animations from one to the next (like a segway) cg_footsteps "1" toggle the footstep sounds of your player in the game cg_gibs "1" toggle the display of animated gibs (explosions flying body parts OH! YEA! BABY!) cg_gun "1" toggle determines if the weapon your holding is visible or not cg_ignore "0" possibly ignores hardware driver settings in favor of variable settings cg_lagometer "1" toggle the display of Lag-O-Meter on the HUD 1=netgraph cg_marks "1" toggle the marks the projectiles leave on the wall (bullet holes, etc) cg_noplayeranims "0" toggle player model animations. (the animation frame displayed when this is disabled is rather odd, though.) cg_nopredict "0" toggle client-side player prediction. (disabling causes the client to wait for updates from the server before updating the player location.) . cg_railTrailTime "400" how long the railgun's trails last cg_runpitch "0.002" set amount player view bobs up and down while running cg_runroll "0.005" set amount player view rolls side to side while running (in 3rd person only?) cg_shadows "0" set shadow detail level (0 = OFF, 1 = basic discs, 2 = Stencil Buffered (if r_stencilebits=8)) cg_showcrosshair "1" appeared in version 1.06 then removed in 1.07 now back in 1.08…hmm cg_showmiss "0" toggle the display of missed player predictions (like Q2's cl_showmiss) cg_simpleItems "0" makes some objects more "simple" (faster to render) now draws sprite items (OK large gain in FPS but even larger loss in visual quality/effects, is it worth it?)...hacker cg_stats "0" toggles display of client frames in sequence missed frames are not shown cg_stereoSeparation "0.4" the amount of Stereo Separation (some people think audio I think 3D glasses!) also can not notice any audible effect in greater or lesser numbers. You ever take off your glasses at a 3D movie, remember how the images were separated into 3 colors? cg_swingSpeed "0.3" set speed player model rotates to match position (1 is no delay, 0 will never turn) cg_teamchattime "" set the time for how long team messages (messagemode2) in the team colored (red/blue) box will remain on screen (3000=default) cg_temp "0" cg_testentities "0" cg_thirdPerson "0" toggle the use of and third person view cg_thirdPersonAngle "0" change the angle of perspective you view your player (180 changes view to the front of the model) cg_thirdPersonRange "40" change the trailing distance you view your player from cg_tracerchance "0.4" set frequency of tracer bullets (1 is all tracers) cg_tracerlength "100" set length of tracer bullets cg_tracerwidth "1" set width of tracer bullets cg_waveamplitude "1" cg_wavefrequency1 "0.4" cheats "0" enable cheating commands (give all) (serverside only) cl_anglespeedkey "1.5" set the speed that the direction keys (not mouse) change the view angle cl_avidemo "0" toggle recording of a slideshow of screenshots records into the snapshot folder and appears to have overwritten some snapshots I had in there…)c: cl_debugMove "0" toggle the drawing of debug graphs for mouse testing - Questy + ZOID cl_freezeDemo "0" stops a demo play back and freeze on one frame cl_maxpackets "30" possibly the transmission packet size? or how many packets are sent to client? (serverside) cl_motd "1" toggle the display of "Message of the day" cl_mouseAccel "0" set mouse acceleration the mouse speeds up as it continues in one direction (not good) cl_nodelta "0" disable delta compression (slows net performance, only use if net errors happen otherwise not recommended) cl_noprint "0" printout messages to your screen or to the console (tired of all the chatter?) cl_packetdup "2" cl_pitchspeed "140" set the pitch rate when +lookup and/or +lookdown is active. cl_run "1" always run...play without it I dare you! (c: cl_running "1" possibly a server side control that may take precedence over players cl_run cl_showmouserate "0" show the mouse rate of mouse samples per frame (USB 1/per frame) cl_shownet "0" display network quality info cl_showTimeDelta "0" display time delta between server updates cl_timeNudge "0" effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server) cl_timeout "125" seconds to wait before you are removed from the server when you lag out. cl_updateInfoString "" "challenge\14985\motd\This was used when 1.07 came out" cl_yawspeed "140" set the yaw rate when +left and/or +right is active. (as high as server will allow) cm_curveClipHack "0" must have been a cheat!!! removed now cm_noAreas "0" cm_noCurves "0" toggle the ability of the player bounding box to clip through curved surfaces cm_playerCurveClip "1" toggles the ability of the player bounding box to respect curved surfaces. color "1" rail color blue/green/cyan/red/magenta/yellow/white respectively 1/2/3/4/5/6/7 com_dropsim "0" simulate random packet loss .5 will simulate half the packets being dropped used for debugging...Thanx to Questy + ZOID com_hunkMegs "20" set the amount of memory in MB that quake3.exe will reserve for itself com_maxfps "100" set max frames per second you receive from server (maxfps was removed) com_showtrace "0" toggle display of packet traces. 0=disables,1=toggles. com_speeds "0" toggle display of client side connection speeds (all: sv: ev: cl: gm: rf:) con_notifytime "3" defines how long messages (from players or the system) are on the screen conback "" select console background file "gfx/2d/conback.tga" crosshairhealth "1" show health by the cross hairs crosshairsize "24" crosshair size...incase you have crosshair envy (c: d_bot "" all d_ commands have been removed to disable bots most likely d_botai "0" all d_ commands have been removed to disable bots most likely d_botaiming "0" all d_ commands have been removed to disable bots most likely d_botfreeze "0" all d_ commands have been removed to disable bots most likely d_break "0" all d_ commands have been removed to disable bots most likely d_noroam "0" all d_ commands have been removed to disable bots most likely debuggraph "0" toggle the display of a graph used by id dedicated "0" set console to server only (command line cvar causes engine not to load 3D game just a server console C:\Q3TEST\quake3.exe +set dedicated 1) developer "0" enable developer mode (more verbose messages) dmflags "0" set deathmatch flags (hex value like q2 weapons stay spawn farthest etc…) fixedtime "0" toggle will force engine to display all frames disregarding smoothness (usually some frames are skipped to keep game play smooth) fov "90" field of view/vision "90" is default higher numbers give peripheral vision. fraglimit "20" set fraglimit on a server (0 is no limit) freelook "1" steer aim and control head movement with the mouse…a must (c: fs_basepath "" possibly sets base path root C:\Q3TEST for files to be downloaded from fs_cdpath "" possibly sets drive letter for CD-ROM for use of .cin files maybe fs_copyfiles "0" possible sets weather files can be copied from servers or weather client will download fs_debug "0" possibly enables file server debug mode for download/uploads or something fs_game "" possibly sets game type CTF DM or COOP? fs_restrict "" possibly sets up file restrictions read-only etc... g_aimTest "0" removed possibly was a cheat (bot like aiming) g_arenaName "0" possibly toggles the display of the name of the current arena? g_arenaRank "" possibly a variable to hold the value for your rank in the current series g_arenaScores "" possibly a variable to hold the value of previous arena series scores g_debugalloc "0" g_debugMove "0" g_forcerespawn "10" set the respawn time in seconds, 0 = don't forcerespawn g_gametype "0" a value of 0 here indicates classic Free For All, a value of 1 indicates tournament Play and a value of 2 indicates Team Deathmatch. So, to start a dedicated server in tournament mode, you would use: quake3 +set dedicated 2 +set sv_zone tournaments +set g_gametype 1 +map q3tourney, "Graeme Devine" g_gravity "800" set the gravity level. (this is normally set by a property of the map loaded) g_inactivity "0" set the amount of time a player can remain inactive before kicked g_knockback "1000" the knockback from a weapon, higher number = greater knockback. g_log "1" toggles logging of game data or statistics John Carmack will make g_log a filename instead of a 0/1 in the next version g_maxGameClients "0" possibly to set maximum # of players who may join the game g_motd "" set message of the day to "X" (see "cl_motd" to display it) g_password "" possibly a variable that holds the password to get in the game g_quadfactor "3" allows the admin to set the amount of damage the quad damage will do. g_restarted "0" possibly a flag that is toggled when the game has been restarted g_singlePlayer "0" possibly to allow 3rd party's to make TC's for single player style games? g_speed "320" how fast you move in Q3Test. The greater the number, the greater the velocity. g_syncronousClients "0" toggle synching of all client movements (1 required to record server demo) g_warmup "" the warmup time for tournament play is set with g_warmup. A tournament game is implicitly a one on one match, and further players are automatically entered as spectators (note, when the game starts, all clients, including the spectators respawn). You can follow the players by using Steam follow1T, Steam follow2T, and you can be a scoreboard by using Steam scoreboardT., "Graeme Devine" g_weaponrespawn "5" set the time before a picked up weapon will respawn again, 0 = continuous respawn gamedate "" "Aug 2 1999" gamename "baseq3" set the game directory (for MODS and such dir. would be other than baseq3) GL_EXT_cull_vertex GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_texture_object GL_EXT_vertex_array GL_WIN_swap_hint gl_extensions "GL_EXT_abgr GL_EXT_bgra GL_EXT_compiled_vertex_array GL_KTX_buffer_region " gl_pixelformat "" color(16) depth(16) stencil(8) sets up how many bits for each pixel item 8, 16, or 32 bit? gl_renderer "" variable holds the GL Renderer driver information "RIVA 128/RIVA 128 ZX (PCI)" gl_vendor "" variable holds the brand of your chip maker "NVIDIA Corporation" gl_version "" variable holds the driver version number "1.1.0" graphheight "32" set height, in pixels?, for graph displays graphscale "1" set scale multiplier for graph displays graphshift "0" set offset for graph displays gun_frame "0" turns off weapon animation and displays specified frame in the weapons animation sequence 0=animate 1 and up step through frames...(c: gun_x "0" set the x location of the gun model (one is up and down one is side to side) gun_y "0" set the y location of the gun model (one is up and down one is side to side) gun_z "0" set the z location of the gun model (possibly angle?) handicap "100" set player handicap (max health), valid values 0 - 100 host_speeds "0" toggle the display of timing information sv=server cl=client gm=gametime rf=render time all=total time in_debugjoystick "0" possibly to set the debug level of direct input in_joyBall "0" possibly to allow support for trackball style joy sticks and orb's in_joystick "0" toggle the initialization of the joystick in_midi "0" possibly to toggle the initialization of midi sounds in_midichannel "1" possibly to toggle the initialization of the given midi channel in_mididevice "0" possibly to toggle the initialization of the given midi device in_midiport "1" possibly to toggle the initialization of the given midi port in_mouse "1" toggle initialization of the mouse (command line) journal "0" possibly statistics log joy_advanced "0" applies game controller axis mapping settings < maddog joy_advaxisr "0" bind an action to the joystick r axis joy_advaxisu "0" bind an action to the joystick u axis joy_advaxisv "0" bind an action to the joystick v axis joy_advaxisx "0" bind an action to the joystick x axis joy_advaxisy "0" bind an action to the joystick y axis joy_advaxisz "0" bind an action to the joystick z axis joy_forwardsensitivity "-1" set forward/back sensitivity (negative is inverted) joy_forwardthreshold "0.15" set forward/back dead zone joy_name "joystick" set joystick name joy_pitchsensitivity "1" set pitch sensitivity (negative is inverted) joy_pitchthreshold "0.15" set pitch dead zone joy_sidesensitivity "-1" set side sensitivity (negative is inverted) joy_sidethreshold "0.15" set side dead zone joy_threshold "0.15" possibly an overall threshold setting all other joy variables removed in 1.08 joy_upsensitivity "-1" set up/down sensitivity (negative is inverted) joy_upthreshold "0.15" set up/down dead zone joy_yawsensitivity "-1" set yaw sensitivity (negative is inverted) joy_yawthreshold "0.15" set yaw dead zone logfile "0" enable console logging 0=no log 1=buffered 2=continuous 3=append so as not to overwrite old logs m_forward "0.25" set the back and forth movement distance of the player in relation to how much the mouse moves m_pitch "0.022" set the up and down movement distance of the player in relation to how much the mouse moves m_side "0.25" set the strafe movement distance of the player in relation to how much the mouse moves m_yaw "0.022" set the speed at which the player's screen moves left and right while using the mouse mapname "Q3TEST1" variable holds the name of the current map being used maxfps "0" set the max frames per second the server should send you model "visor/blue" set the model used to represent your player Hey John a 3D Keen model would be nice…(c: name "Commander Keen" pick your own be original (no Player) net_ip "localhost" variable holds the IP of the local machine (or the "hosts" name) passed from the OS environment net_noipx "0" toggle the use of ipx/spx network protocol (command line only) net_noudp "0" toggle the use of tcp/ip network protocol (command line only) net_port "27960" set port number server will use if you want to run more than one instance of Q3A server on the same machine net_socksEnabled "0" toggle the use of network socks 5 protocol enabling firewall access net_socksPassword "" possibly variable holds password for socks firewall access to get out? or in? net_socksPort "1080" set proxy and/or firewall port (command line) net_socksServer "" set proxy/firewall socks server address (I would do it from the command line) net_socksUsername "" possibly this variable holds username for socks firewall nextmap "map Q3TEST1" variable holds the name of the map for the next game nohealth "0" toggle the use of health items on next map or do it now from the command line password "" set password for entering a password protected server port "27960" set port number server will use if you want to run more than one instance of Q3A server on the same machine paused "0" possible to allow the game to pause while in single player mode protocol "36" set network protocol version. Useful for backwards compatibility with servers with otherwise incompatible versions < maddog qport "59337" set internal network port. this allows more than one person to play from behind a NAT router by using only one IP address - Questy (command line only) r_allowExtensions "1" use all of the pen GL extensions your card is capable of r_allowSoftwareGL "0" toggle the use of the default software OpenGL driver supplied by the Operating System < maddog r_ambientScale "0.5" possibly to set the scale of ambient light r_clear "0" toggle the clearing of the screen between frames r_colorbits "16" sets up how many bits are used for each color 8, 16, or 32 bit? r_colorMipLevels "0" "texture visualization tool" John Carmack r_customaspect "1" toggle the use of custom screen resolution/sizes r_customheight "1024" custom resolution (Height) r_customwidth "1600" custom resolution (Width) r_debuglight "0" possibly toggle debugging of lighting effects r_debugSurface "0" possibly used for debugging the curve rendering and possibly for map debugging. r_depthbits "16" sets up how many bits are used for color depth 8, 16, or 32 bit? r_detailtextures "1" possibly to toggle detailing of textures (I'll test it) r_directedScale "1" set the level of effect direct lighting has on entities r_displayRefresh "0" monitor refresh rate in game (will change desktop settings too in Windows 98 anyway) r_dlightBacks "1" "brighter areas are changed more by dlights than dark areas. I don't feel TOO bad about that, because its not like the dlight is much of a proper lighting simulation even in the best case..."John Carmack r_drawBuffer "GL_BACK" set which framebuffer to draw into. basically you draw into a "back" buffer while simultaneously showing a "front" buffer. next frame you "swap" these. the benefit is that you won't "see" the actual painting of the image take place. - Questy/Carl r_drawentities "1" toggle display of brush entities r_drawstrips "1" toggle triangle strips rendering method r_drawSun "1" set to zero if you do not want to render sunlight into the equation of lighting effects r_drawworld "1" toggle rendering of map architecture r_dynamiclight "0" toggle dynamic lighting (different "dynamic" method of rendering lights) r_ext_compiled_vertex_array "1" toggle hardware compiled vertex array rendering method r_ext_compress_textures "1" toggle hardware compression of textures r_ext_gamma_control "1" enable external gamma control settings r_ext_multitexture "1" toggle hardware mutitexturing if set to zero is a direct FPS benefit r_ext_swapinterval "1" toggle hardware frame swapping r_ext_texenv_add "1" toggle additive blending in multitexturing. If not present, OpenGL limits you to multiplicative blending only, so additive will require an extra pass. - Questy/Carl r_ext_texture_env_add "1" possible duplicate cvar or an extension to the r_ext_texture_add variable r_facePlaneCull "1" toggle culling of brush faces not in view (0 will slow FPS) r_fastsky "1" toggle the rendering of sky and view through portals. performance gains can be made from disabling high quality sky, though portals will appear beige and you will not see the room on other side...thanx hacker and q3tweak r_finish "1" toggle synchronization of rendered frames (engine will wait for gl calls to finish) r_fixtjunctions "1" toggle filling in of gaps between polygons r_flareFade "7" set scale of fading of flares in relation to distance r_flares "0" toggle projectile flare and lighting effect. the flare effect is a translucent disk that is used to alter the colors around lights with a corona effect r_flareSize "40" set the size of flares? I wish you could make the big balls smaller now those are flares r_fullbright "0" toggle textures to full brightness level (is set as a cheat code?) boy who turned on the lights…(c: r_fullscreen "1" toggle full screen or play in a window r_gamma "1" gamma correction r_glDriver "opengl32" used "x" OpenGL driver (Standard OpenGL or 3Dfx) r_ignore "0" possibly ignores hardware driver settings in favor of variable settings r_ignoreFastPath "0" possible to disable the looking outside of the PAK file first feature in case of duplicate file names etc. r_ignoreGLErrors "1" ignores OpenGL errors that occur r_ignorehwgamma "0" possibly to toggle the use of DirectX gamma correction or video driver gamma correction? r_ignoreOffset "0" see r_offsetfactor this will just turn the offset off completely r_intensity "1" increase brightness of texture colors (may be like gl_modulate?) r_lastValidRenderer "" last known video driver(RIVA 128/RIVA 128 ZX (PCI)) << donations needed for a better (c: mailto:vern_a@swbell.net r_lightmap "0" toggle entire map to full brightness renders only lightmaps, no textures are visible but goaroud-shading is still implemented (is set as a cheat code?) r_lightningSegmentLength "32" possibly to set the distance between bends in the lightning bolt of the lightning gun…(c: r_lockpvs "0" disable update to PVS table as player moves through map (new areas not rendered) - Randy r_lockview "0" possibly was intended to lock a certain Field Of View (FOV) is removed now r_lodbias "0" change the level of detail (0 - 2) r_lodCurveError "250" another level of detail setting if set to 10000 "don't drop curve rows for a long time" John Carmack (really mean 3D cards only??) r_lodscale "5" set scale for level of detail adjustment r_logFile "0" set log file name r_mapOverBrightBits "2" set intensity level of lights reflected from textures r_maskMinidriver "0" treat the current OpenGL32 driver as an ICD, regardless if it is in fact a MCD - Questy + ZOID r_measureOverdraw "0" overdraw' is when the same pixel is written to more than once when rendering a scene. I guess r_measureOverdraw is used to see how much is going on. used for software rendering r_mode "3" set video display mode (resolution), use listmodes for list of modes (3 is 640X480) r_nobind "0" toggle the binding of textures to triangles r_nocull "0" toggle rendering of hidden objects (1=slow performance) r_nocurves "0" toggle the use of curved geometry ( disabled because of cheating possibility ) r_nolightcalc "0" disable lighting and shadow calculations…hmm r_noportals "0" toggle player view through portals r_norefresh "0" toggle the refreshing of the rendered display r_novis "0" the VIS tables hold information about which areas should be displayed from other areas. r_offsetfactor "-1" control the OpenGL Polygon Offset, If you see lines appearing in decals, or they seem to flick on and off, these variables may help out. - Questy/Andre r_offsetunits "-2" see r_offsetfactor r_overBrightBits "1" possibly similar to r_mapOverBrightBits (I'll test it) r_picmip "1" set maximum texture size (0 - 3, 3=fastest 0=quality) r_portalOnly "0" when set to "1" turns off stencil buffering for portals, this allows you to see the entire portal before it's clipped, i.e. more of the room, to get a better feel for who's in there before you jump in. r_preloadTextures "0" enable video processor to pre-cache textures r_primitives "0" set rendering method 1=skips drawing 0=uses glDrawElements if compiled vertex arrays are present, or strips of glArrayElement if not 1=forces strips 2=forces drawElements - maddog r_railCoreWidth "16" set size of the rail trail's core r_railSegmentLength "64" set distance between rail "sun bursts" r_railWidth "128" set width of the rail trail r_roundImagesDown "1" set rounding down amount (larger = faster, lower quality) - Randy r_showcluster "0" toggle the display of clusters by number as the player enters them on the currently loaded map<maddog r_showImages "0" toggle displaying a collage of all image files when set to a one...texture use debugging tool r_shownormals "0" toggle the drawing of short lines indicating brush and entity polygon vertices < maddog r_showsky "0" enable rendering sky in front of other objects r_showSmp "0" toggle display of multi processor (SMP) info on the HUD r_showtris "0" show triangles, pretty cool looking... r_simpleMipMaps "1" toggle the use of "simple" mip mapping. used to "dumb-down" resoluiton displays for slower machines - Questy r_skipBackEnd "0" possibly to toggle the skipping of the backend video buffer r_smp "0" toggle the use of multi processor acceleration code r_speeds "0" show the rendering info e.g. how many triangles are drawn r_stencilbits "8" stencil buffer size (0, 8bit, and 16bit) r_stereo "0" for 3D glasses? r_subdivisions "4" set level of detail and curve geometry level 1=highest quality 999=lowest r_swapInterval "0" toggle frame swapping. r_texturebits "0" set color depth of textures r_textureMode "" select texture mode. "GL_LINEAR_MIPMAP_NEAREST" or "GL_LINEAR_MIPMAP_LINEAR" nearest=bilinear linear=trilinear r_verbose "0" r_vertexLight "1" enable vertex lighting (faster, lower quality than lightmap) (recommend dynamiclight 0 and this 1) direct FPS benefit r_znear "4" set how close objects can be to the player before they're clipped out of the scene - Questy/Andre rate "" modem speed/rate of data transfer "4500" (take a zero off the end of your connection speed?) rcon_password "" set password for remote console control of the server removed cause dupe rconAddress "" variable holds IP address of the server for rcon rconPassword "" set password for remote console control of the server s_initsound "1" toggle weather sound is initialized or not (on next game) s_khz "11" set the sampling frequency of sounds lower=performance higher=quality s_loadas8bit "1" load sounds in 8bit mode s_mixahead "0.2" set delay before mixing sound samples. s_mixPreStep "0.05" possibly to set the prefetching of sound on sound cards that have that power s_musicvolume "1" music volume level s_separation "0.5" set separation between left and right sound channels (this one is it) s_show "0" toggle display of paths and filenames of all sound files as they are played. s_testsound "0" toggle a test tone to test sound system. 0=disables,1=toggles. s_volume "0.7" Sound FX Volume scr_conspeed "3" how fast the console goes up and down sensitivity "9" how far your mouse moves in relation to travel on the mouse pad session "0" possibly a variable to hold some session number session0 "" possibly a typo dupe >> 0 765471 1 0 0 0 both seem to be read only showdrop "0" toggle display of dropped packets. 0=disables,1=toggles. showpackets "0" toggle display of all packets sent and received. 0=disables,1=toggles. showtrace "0" toggle display of packet traces. 0=disables,1=toggles. snaps "20" set the number of snapshots sever will send to a client (server run at 40Hz, so use 40, 20, or 10) -Randy snd "visor" select which model sounds your player uses (mix it up) sv_allowdownload "1" toggle the ability for clients to download files maps etc. from server. . sv_fps "20" set the max frames per second the server sends the client sv_hostname "" set the name of the server "Shadowlands" sv_keywords "" variable holds the search string entered in the internet connection menu sv_killserver "0" if set to a one the server goes down (server console only I hope) sv_mapChecksum "" allows check for client server map to match sv_master1 "" set URL or address to master server "master3.idsoftware.com" sv_master2 "" optional master 2 sv_master3 "" optional master 3 sv_master4 "" optional master 4 sv_master5 "" optional master 5 sv_maxclients "8" maximum number of people allowed to join the server sv_maxRate "" option to force all clients to play with a max rate. This can be used to limit the advantage of LPB, or to cap bandwidth utilization for a server. Note that rate is ignored for clients that are on the same LAN. Father John stepping in, in the name of fairness…(c: (will see in next version) (ever notice when 3 or so LPB's join a server your PING takes a dump? It's because your slice of the pie got smaller because theirs is so big…die bandwidth suckers) sv_nopredict "0" is it possible that the server is handling some prediction of player location? sv_pad "0" adds n nop to the server packets to test rate settings - Questy + ZOID sv_privateClients "0" require password for clients (members only hmm…) sv_privatePassword "" set password for private clients to login with sv_reconnectlimit "3" number of times a disconnected client can come back and reconnect sv_running "1" variable flag tells the console weather or not a local server is running sv_serverid "" hmm…"8021204" sv_showloss "0" toggle sever packet loss display sv_timeout "120" sets the amount of time for the server to wait for a client packet before assuming a disconnected state. sv_zombietime "2" the amount of time in minutes before a frozen character is removed from the map. sv_zone "default" this is the keyword that clients will search for server admins should set this variable to the gametype they have running. free for all, tournament, team deathmatch, and ctf(soon) I do not know if you can deviate from the keywords the way Zaphod layed them down in the whatsnew.txt sys_cpuid "33" more snooping into your CPU sys_cpustring "" variable holds a string that identifies your processor "x86 (P5/PPro, non-MMX)" << POS Link to comment Share on other sites More sharing options...
MrPsycho Posted April 8, 2002 Share Posted April 8, 2002 Thanks but most every joe down the street has a copy of the quake 3 command list. What we really want is a list of the new JKII commands added to the game/engine! Link to comment Share on other sites More sharing options...
XorKaya Posted April 8, 2002 Share Posted April 8, 2002 agh... has everyone missed mine? there's no descriptions of use... but its a full list for this game... moreso than those http://members.rogers.com/xorkaya/joconsole.zip it's just a zipped txt file Link to comment Share on other sites More sharing options...
S!TH!NAT0R Posted April 8, 2002 Share Posted April 8, 2002 Well, here ye go:p JK][ Console-Commands ]\+ (also works with '-' (minus)) +altattack +attack +back +button0 +button1 +button10 +button11 +button12 +button13 +button14 +button2 +button3 +button4 +button5 +button6 +button7 +button8 +button9 +force_drain +force_grip +force_lightning +forward +left +lookdown +lookup +mlook +movedown +moveleft +moveright +moveup +right +scores +speed +strafe +taunt +use +useforce ]\a activeAction addbot arch ]\b bind bindlist bot_aasoptimize bot_attachments bot_camp bot_challenge bot_debug bot_developer bot_enable bot_fastchat bot_forceclustering bot_forcepowers bot_forcereachability bot_forcewrite bot_forgimmick bot_grapple bot_groundonly bot_interbreedbots bot_interbreedchar bot_interbreedcycle bot_interbreedwrite bot_maxdebugpolys bot_minplayers bot_nochat bot_order bot_pause bot_reachability bot_reloadcharacters bot_report bot_rocketjump bot_saveroutingcache bot_testclusters bot_testichat bot_testrchat bot_testsolid bot_thinktime bot_visualizejumppads bot_wp_clearweight bot_wp_distconnect bot_wp_edit bot_wp_info bot_wp_visconnect ]\c callteamvote callvote capturelimit centerview cg_animBlend cg_animspeed cg_auraShell cg_autoswitch cg_bobpitch cg_bobroll cg_bobup cg_cameraOrbit cg_cameraOrbitDelay cg_centertime cg_crosshairHealth cg_crosshairSize cg_crosshairX cg_crosshairY cg_currentSelectedPlayer cg_currentSelectedPlayerName cg_debuganim cg_debugevents cg_debugposition cg_debugsaber cg_deferPlayers cg_dismember cg_draw2D cg_draw3dIcons cg_drawAmmoWarning cg_drawCrosshair cg_drawCrosshairNames cg_drawEnemyInfo cg_drawFPS cg_drawFriend cg_drawGun cg_drawIcons cg_drawRewards cg_drawScores cg_drawSnapshot cg_drawStatus cg_drawTeamOverlay cg_drawTimer cg_dynamicCrosshair cg_errordecay cg_footsteps cg_forceModel cg_fov cg_gibs cg_gunX cg_gunY cg_gunZ cg_hudFiles cg_ignore cg_lagometer cg_marks cg_noplayeranims cg_nopredict cg_noProjectileTrail cg_noTaunt cg_noVoiceChats cg_noVoiceText cg_predictItems cg_runpitch cg_runroll cg_saberContact cg_saberTrail cg_scorePlums cg_selectedPlayer cg_selectedPlayerName cg_shadows cg_showmiss cg_simpleItems cg_smoothClients cg_speedTrail cg_stats cg_stereoSeparation cg_swingAngles cg_teamChatHeight cg_teamChatsOnly cg_teamChatTime cg_thirdPerson cg_thirdPersonAlpha cg_thirdPersonAngle cg_thirdPersonCameraDamp cg_thirdPersonHorzOffset cg_thirdPersonPitchOffset cg_thirdPersonRange cg_thirdPersonTargetDamp cg_thirdPersonVertOffset cg_timescaleFadeEnd cg_timescaleFadeSpeed cg_tracerchance cg_tracerlength cg_tracerwidth cg_trueLightning cg_viewsize cg_zoomfov changeVectors cinematic cl_allowDownload cl_anglespeedkey cl_anonymous cl_autolodscale cl_avidemo cl_conXOffset cl_currentServerAddress cl_debugMove cl_downloadName cl_forceavidemo cl_framerate cl_freelook cl_freezeDemo cl_maxpackets cl_maxPing cl_motd cl_motdString cl_mouseAccel cl_nodelta cl_noprint cl_packetdup cl_paused cl_pitchspeed cl_run cl_running cl_serverStatusResendTime cl_showmouserate cl_shownet cl_showSend cl_showTimeDelta cl_timeNudge cl_timeout cl_yawspeed clear clientinfo clientkick cm_noAreas cm_noCurves cm_playerCurveClip cmd cmdlist color1 color2 com_blood com_buildScript com_cameraMode com_dropsim com_hunkmegs com_ignoreothertasks com_introplayed com_maxfps com_othertasks com_showtrace com_speeds com_validateZone con_notifytime condump configstrings confirmOrder connect cvar_restart cvarlist ]\d debug_protocol debugBB debuggraph dedicated demo denyOrder developer devmap devmapall devmapmdl dir disconnect dmflags duel_fraglimit dumpuser ]\e echo engage_duel exec ]\f fdir fixedtime follow force_absorb force_distract force_forcepowerother force_heal force_healother force_protect force_pull force_rage force_seeing force_speed force_throw forcechanged forcenext forcepowers forcepowers forceprev fraglimit fs_basegame fs_basepath fs_cdpath fs_copyfiles fs_debug fs_game fs_homepath fs_openedList fs_referencedList fs_restrict ]\g g_adaptrespawn g_allowVote g_arenasFile g_autoMapCycle g_banIPs g_blueTeam g_botsFile g_debugAlloc g_debugDamage g_debugMove g_dismember g_doWarmup g_duelWeaponDisable g_enableBreath g_enableDust g_ff_objectives g_filterBan g_forceBasedTeams g_forceDodge g_forcePowerDisable g_forceRegenTime g_forcerespawn g_friendlyFire g_friendlySaber g_gametype g_gravity g_inactivity g_knockback g_listEntity g_log g_logSync g_maxForceRank g_maxGameClients g_maxHolocronCarry g_motd g_needpass g_password g_podiumDist g_podiumDrop g_privateDuel g_quadfactor g_rankings g_redTeam g_restarted g_saberInterpolate g_saberLocking g_smoothClients g_spAwards g_spawnInvulnerability g_speed g_spScores1 g_spScores2 g_spScores3 g_spScores4 g_spScores5 g_spSkill g_spVideos g_statLog g_statLogFile g_synchronousClients g_teamAutoJoin g_teamForceBalance g_timeouttospec g_warmup g_weaponDisable g_weaponrespawn g_weaponTeamRespawn gamedate gamename gfxinfo give globalservers god graphheight graphscale graphshift ]\h handicap heartbeat ]\i imagecacheinfo imagelist in_debugjoystick in_joyBallScale in_joystick in_midi in_midichannel in_mididevice in_midiport in_mouse in_restart invnext invprev ]\j journal joy_threshold ]\k k_language kick kill killserver ]\l levelshot loaddefered loaddeferred localservers logfile ]\m m_filter m_forward m_pitch m_side m_yaw map map_restart mapname meminfo messagemode messagemode2 messagemode3 messagemode4 midiinfo model model modelcacheinfo modelist modellist music ]\n name net_forcenonlocal net_ip net_killdroppedfragments net_noipx net_noudp net_port net_qport net_restart net_socksEnabled net_socksPassword net_socksPort net_socksServer net_socksUsername nextdemo nextframe nextmap nextOrder nextskin nextTeamMember noclip notarget ]\p password path ping play pmove_fixed pmove_msec prevframe prevskin prevTeamMember protocol ]\q quit ]\r r_allowExtensions r_allowSoftwareGL r_ambientScale r_autolodscalevalue r_clear r_colorbits r_colorMipLevels r_customaspect r_customheight r_customwidth r_debuglight r_debugSort r_debugSurface r_depthbits r_detailtextures r_directedScale r_displayRefresh r_dlightBacks r_drawBuffer r_drawentities r_drawSun r_drawworld r_dynamiclight r_ext_compiled_vertex_array r_ext_compress_lightmaps r_ext_compress_textures r_ext_gamma_control r_ext_multitexture r_ext_preferred_tc_method r_ext_texture_env_add r_ext_texture_filter_anisotropic r_ext_texture_filter_anisotropic_avail r_facePlaneCull r_fastsky r_finish r_flareFade r_flares r_flareSize r_fullbright r_fullscreen r_gamma r_ghoul2animsmooth r_ghoul2unsqashaftersmooth r_ignore r_ignoreFastPath r_ignoreGLErrors r_ignorehwgamma r_inGameVideo r_intensity r_lastValidRenderer r_lightmap r_lockpvs r_lodbias r_lodCurveError r_lodscale r_logFile r_maxpolys r_maxpolyverts r_measureOverdraw r_mode r_modelpoolmegs r_nobind r_nocull r_nocurves r_noportals r_norefresh r_noserverghoul2 r_novis r_offsetfactor r_offsetunits r_overBrightBits r_picmip r_portalOnly r_primitives r_printShaders r_showcluster r_showImages r_shownormals r_showsky r_showSmp r_showtris r_simpleMipMaps r_singleShader r_skipBackEnd r_smp r_speeds r_stencilbits r_stereo r_subdivisions r_surfaceSprites r_surfaceWeather r_swapInterval r_texturebits r_texturebitslm r_textureMode r_uiFullScreen r_verbose r_vertexLight r_we r_windAngle r_windDampFactor r_windGust r_windPointForce r_windPointX r_windPointY r_windSpeed r_znear rate rcon rconAddress rconPassword reconnect record reset ]\s s_doppler s_initsound s_khz s_language s_mixahead s_mixPreStep s_mp3overhead s_musicMult s_musicvolume s_separation s_show s_soundpoolmegs s_testsound s_volume saberAttackCycle say say_team scoresDown scoresUp scr_conspeed screenshot screenshot_tga sectorlist sensitivity server1 server10 server11 server12 server13 server14 server15 server16 server2 server3 server4 server5 server6 server7 server8 server9 serverinfo serverstatus session0 set seta setenv sets setu setviewpos sex shaderlist showdrop showip showpackets sizedown sizeup skinlist snaps snd_restart soundinfo soundlist soundstop sp_language sp_show_strip spdevmap spLose spmap spWin startOrbit stats status stoprecord sv_allowAnonymous sv_allowDownload sv_cheats sv_debugserver sv_floodProtect sv_forcenext sv_forceprev sv_fps sv_hostname sv_invnext sv_invprev sv_keywords sv_killserver sv_mapChecksum sv_mapname sv_master1 sv_master2 sv_master3 sv_master4 sv_master5 sv_maxclients sv_maxPing sv_maxRate sv_minPing sv_padPackets sv_pakNames sv_paks sv_paused sv_privateClients sv_privatePassword sv_pure sv_reconnectlimit sv_referencedPakNames sv_referencedPaks sv_running sv_saberswitch sv_serverid sv_showloss sv_timeout sv_zombietime svsay sys_cpuid sys_cpuspeed sys_cpustring sys_memory systeminfo ]\t taskCamp taskDefense taskEscort taskFollow taskOffense taskOwnFlag taskPatrol taskRetrieve taskSuicide tauntDeathInsult tauntGauntlet tauntKillInsult tauntPraise tauntTaunt tcmd team team_model teamoverlay teamtask teamtask teamvote tell tell_attacker tell_target testgun testmodel timedemo timegraph timelimit timescale toggle toggleconsole touchFile ]\u ui_about_botminplayers ui_about_capturelimit ui_about_dmflags ui_about_duellimit ui_about_fraglimit ui_about_gametype ui_about_hostname ui_about_mapname ui_about_maxclients ui_about_needpass ui_about_timelimit ui_actualNetGametype ui_bigFont ui_blueteam ui_blueteam1 ui_blueteam2 ui_blueteam3 ui_blueteam4 ui_blueteam5 ui_blueteam6 ui_blueteam7 ui_blueteam8 ui_browserGameType ui_browserMaster ui_browserShowEmpty ui_browserShowFull ui_browserSortKey ui_captureLimit ui_cdkeychecked ui_ctf_capturelimit ui_ctf_friendly ui_ctf_timelimit ui_currentMap ui_currentNetMap ui_currentOpponent ui_currentTier ui_debug ui_dedicated ui_ffa_fraglimit ui_ffa_timelimit ui_findPlayer ui_forcePowerDisable ui_fragLimit ui_freeSaber ui_gametype ui_initialized ui_joinGametype ui_lastServerRefresh_0 ui_lastServerRefresh_1 ui_lastServerRefresh_2 ui_lastServerRefresh_3 ui_mapIndex ui_menuFilesMP ui_mousePitch ui_myteam ui_netGametype ui_netSource ui_opponentName ui_q3model ui_r_glCustom ui_rankChange ui_recordSPDemo ui_recordSPDemoName ui_redteam ui_redteam1 ui_redteam2 ui_redteam3 ui_redteam4 ui_redteam5 ui_redteam6 ui_redteam7 ui_redteam8 ui_scoreAccuracy ui_scoreAssists ui_scoreBase ui_scoreCaptures ui_scoreDefends ui_scoreExcellents ui_scoreGauntlets ui_scoreImpressives ui_scorePerfect ui_scoreScore ui_scoreShutoutBonus ui_scoreSkillBonus ui_scoreTeam ui_scoreTime ui_scoreTimeBonus ui_selectedModelIndex ui_serverStatusTimeOut ui_singlePlayerActive ui_smallFont ui_spSelection ui_team_fraglimit ui_team_friendly ui_team_timelimit ui_teamName ui_tourney_fraglimit ui_tourney_timelimit unbind unbindall use_bacta use_electrobinoculars use_field use_seeker use_sentry username ]\v version vid_restart vid_xpos vid_ypos viewlog viewpos vm_cgame vm_game vm_ui vminfo vmprofile vosay vosay_team vote votell vsay vsay_team vstr vtaunt vtell vtell_attacker vtell_target ]\w wait weapnext weapon weapprev win_hinstance win_wndproc writeconfig Link to comment Share on other sites More sharing options...
Moleculor Posted April 8, 2002 Share Posted April 8, 2002 Not that that helps any, since they don't have descriptions. Link to comment Share on other sites More sharing options...
mIRC Posted April 8, 2002 Share Posted April 8, 2002 Bleh, those were too easy to find. I have a better site with the commands which is more organized, and on the official site. http://quakeworld.com/q3console BTW, your site Phantom, that guy obviously just copied from this one >_< Link to comment Share on other sites More sharing options...
Zahriel Omega Posted April 8, 2002 Share Posted April 8, 2002 crash causes Q3TEST.EXE to perform an illegal operation in Windows I don't know why but I found that rather humourous. I'm sure there's a reason why you'd want to cause a system meltdown.... somewhere... maybe if you were an INSANE LUNATIC!!!! </chandler-bing-isms> Link to comment Share on other sites More sharing options...
CaptainSolo_de Posted April 10, 2002 Share Posted April 10, 2002 ****! I want to use this: ----- alias t_wpns "t_wpns1" alias t_wpns1 "weapon 1; wait; wait; alias t_wpns t_wpns2;" alias t_wpns2 "weapon 4; wait; wait; alias t_wpns t_wpns1;" bind "MOUSE4" "t_wpns" ----- But there is no alias known... Can somebody say me how I can make / change this?! Greetz, CS Link to comment Share on other sites More sharing options...
steady Posted August 13, 2003 Share Posted August 13, 2003 is there a console command that can be typed in order to skip a cinematic cut-scene (in-game kind)? thanks Link to comment Share on other sites More sharing options...
boinga1 Posted August 13, 2003 Share Posted August 13, 2003 Well, you could just hit your 'use' key... Link to comment Share on other sites More sharing options...
CanadianSurfer Posted August 13, 2003 Share Posted August 13, 2003 Thank you for this useless waste of space. Link to comment Share on other sites More sharing options...
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