The Q Spot

The Q Spot

Q3 LogoQuake 3

  • HotWire Software Quake 3 Utilities
    HotWire Software is a Small Software Developer for creating utilties for games such as Quake,Quake2,Quake3 Arena.
  • ID Software
    ID is the developer of the quake series.
  • ioquake3
    oquake3 is a free software first person shooter engine based on the Quake 3: Arena and Quake 3: Team Arena source code. The source code is licensed under the GPL version 2, and was first released under that license by id software on August 20th, 2005.
  • Quake III Arena on Steam

Q3 LogoQuake 2

  • Action Quake
    Action Quake2 is a DM mod designed along the lines of a good action movie. No BFGs or rapid fire rocket launchers here, and not a plasma weapon or laser gun in sight. What we DO have is a mod where stealth and strategy pay off more than the ability to shoot yourself in the feet with a BFG.
  • CTF

    Quake II Capture The Flag (Q2CTF) is a multiplayer addon for Quake2 that features a simple set of rules for team based play. It features five unique maps and special powerups to enhance and make the gameplay more exciting.

    Q2CTF requires the full retail version of Quake II installed in order to play. Once installed, you simple need to connect to a Quake2 game server that is running the Q2CTF addon.

    The game is played by two teams, red and blue. Both teams have a base with a flag in it. The goal is to steal the other team's flag, while not allowing the other team to steal your flag. On Oct 2nd 1996, David "Zoid" Kirsch sets up the first Threewave Capture The Flag server. CTF (in various forms) went on to become the most popular Quake mod ever made.

  • L-Fire CTF
    L-Fire CTF is a server-side mod that adds many significant features to Id's official Quake2 CTF. The L-Fire CTF charter is to not change the fundamental game or balance of Id's CTF. Instead, this mod adds many much needed improvements to the game. L-Fire CTF includes such features as match support, rocket arena overtime, sudden death overtime, anti-spam, highscore lists for each level, team balancing, IP banning, custom map loops, permissions for admin users, profanity filtering, and various logging options.
  • LaserMine CTF

    LaserMine CTF is an exciting and easy to use CTF modification. This is a server-side mod so no client download is needed to play. Hand grenades are replaced by laser trip mines. To use one, throw a hand grenade at any surface. The grenade will stick to the first surface it comes in contact with, and will begin to emit a laser perpendicular to that surface. The laser itself acts only as a tripwire and does no damage. The laser is the same color as the team you are on. Your own teammates can also trip your mines, but do not take any damage. After 60 seconds, mines power down and explode. Defense can actually be fun now! We have taken care to place grenade packs on maps so as to not overwhelm maps with lasermines or cause it to be impossible to get into a base.

    The second main addition to gameplay is the MicroNuke. To use the MicroNuke you need a key bound to "micronuke" and the ammo for it (200 power cells and 20 uranium slugs). If you use the micronuke command when you do not have all the ammo you need, you will be told how much and what type of ammo you are lacking. After you drop a MicroNuke, you have 10 seconds to get out of range. The MicroNuke kills anything within a blast radius of 750 units and a line of sight radius of 2000 units. A range indicator has been added to the HUD (Heads-Up Display) as well as a danger icon which only appears when you are within the 750 unit blast radius. One of the main uses of the MicroNuke is not to kill people, but to get people out of their base when they get dug in like an Alabama tick. All lasermines within 750 units of the nuke are detonated.

    Lasermine also has a Midnight mode. Real CTFers do it in the dark. :-) Bind a key to flare to use a flare. Flares can only be fired once every second. A flare will burn for 30 seconds. New in version 1.8 is a flashlight. Bind a key to flashlight to turn it on and off. Unlike flares, the flashlight can be used even when midnightctf is off.

  • OSP Tourney DM
    OSP Tourney DM is a server-side only mod designed to facilitate match play for tournaments, whether LAN-based or online. It also has an enhanced regular DM mode for warmups and informal play. Rather than having specific mods used for various aspects of tournament play (i.e. Battle/GX for team play, Duel for 1v1, and even id DM for FFA qualifiers), the tourney mod was designed specifically to handle these modes of play with all of their unique requirements in a single mod.
  • Rocket Arena
    The concept of Rocket Arena is simple. Put two players in an arena. Give them full weapons and ammo. Take away powerups. Take away weapon pickups. Take away ammo and armor pickups. Take away everything except the enemy. Then fight .... and see who's left standing. Loser goes, winner stays, everyone else watches in line and waits for their chance.
+attack
Action
When active the player is firing the current weapon.
+back
Action
When active the player is moving backwards.
+forward
Action
When active the player is moving forwards.
+klook
Action
When active the keyboard keys bound to +forward and +back serve as +lookup and +lookdown.
+left
Action
When active the player is turning left.
+lookdown
Action
When active the player is looking down.
+lookup
Action
When active the player is looking up.
+mlook
Action
When active the mouse movement forward serves as +lookup and mouse movement backward as +lookdown. Note: The function of the forward and backward movement of the mouse can be reversed with a negative value in the m_pitch variable.
+movedown
Action
When active the player is moving downward in liquids, on a ladder, or is crouching on ground.
+moveleft
Action
When active the player is strafe moving, side stepping to the left.
+moveright
Action
When active the player is strafe moving, side stepping to the right.
+moveup
Action
When active the player is moving up in liquids, on a ladder, or jumping.
+right
Action
When active the player is turning right.
+speed
Action
When active the player is running.
+strafe
Action
When active the +left and +right functions are changed to +moveleft and +moveright.
+use
Action
Unused. Note: This command has been left intact but still unused to allow future additions to the game engine where a key press will be needed to active objects in the world, instead of just walking or pushing them. Similar to other games where you have to press a key to open a door or activate a switch.
adr0
String
[None]
The server address for the entry in the address book.
adr2
String
[None]
The server address for the entry in the address book.
adr3
String
[None]
The server address for the entry in the address book.
adr4
String
[None]
The server address for the entry in the address book.
adr5
String
[None]
The server address for the entry in the address book.
adr6
String
[None]
The server address for the entry in the address book.
adr7
String
[None]
The server address for the entry in the address book.
adr8
String
[None]
The server address for the entry in the address book.
alias
Function
alias alias (name) "(commands)"
Used to create a reference to a command or list of commands. Note: When used without parameters, it will display all current aliases. To create an alias which executes multiple commands, it is necessary to surround the commands with double-quotes and separate each command with a semicolon. An alias works like a command function since it cannot accept any parameters. Also, aliases are executed as if they were commands. Example: alias sayhi "say Hi foo!" alias jumpshot "+moveup;+attack;wait;-attack;-moveup"
allow_download
Toggle
0
Toggle the automatic downloading of game files. Note: This command can be used by both, the client and the server individually to prevent the automatic downloading of game files.
allow_download_maps
Toggle
1
Toggle the automatic downloading of map files to the client from the server. Note: This command can be used by both, the client and the server individually to prevent the automatic downloading of game files. Maps which are contained in .pak files will not be available for download because of copyright issues associated with the distribution of commercial addons.
allow_download_models
Toggle
1
Toggle the automatic downloading of model files. Note: This command can be used by both, the client and the server individually to prevent the automatic downloading of game files.
allow_download_players
Toggle
1
Toggle the automatic downloading of player skin files. Note: This command can be used by both, the client and the server individually to prevent the automatic downloading of game files.
allow_download_sounds
Toggle
1
Toggle the automatic downloading of sound files. Note: This command can be used by both, the client and the server individually to prevent the automatic downloading of game files.
basedir
Command Line Parameter
.
The location of the directory where baseq2/ directory resides. Note: This variable might be used if the data files for Quake 2 are stored in a totally different directory, for example on a read-only mounted drive.
bind
Function
Assign a command or a set of commands to a key. Note: When the command is used with just the key name and without assigning any commands to it, it will display the command which is currently assigned to that key. To bind multiple commands to a key, enclose the commands in double-quotes and separate them with semi-colons. To bind to non-printable keys, use the key name. The escape, and ~ (tilde) keys can only be bound from an external configuration file. Key Name List: ESCAPE, F1-F12, PAUSE, BACKSPACE, TAB, SEMICOLON, ENTER, SHIFT, CTRL, ALT, SPACE, INS, HOME, PGUP, DEL, END, PGDN, UPARROW, DOWNARROW, LEFTARROW, RIGHTARROW, KP_SLASH, KP_MINUS, KP_PLUS, KP_ENTER, KP_5, KP_UPARROW, KP_LEFTARROW, KP_RIGHTARROW, KP_DOWNARROW, KP_HOME, KP_END, KP_PGUP, KP_PGDN, KP_INS, KP_DEL, MOUSE1-MOUSE3, AUX1-AUX32, JOY1-JOY4, MWHEELUP, MWHEELDOWN. Example: bind h "say Hi Foo!" bind mouse1 "+attack;+moveup;wait;-moveup;-attack;echo Foo!"
bindlist
Operation
Displays all key and button bindings.
bob_pitch
Register
0.002
The amount of movment that the player's screen moves up and down while in motion.
bob_roll
Register
0.002
The amount of movment that the player's screen moves left and right while in motion.
bob_up
Register
0.005
The amount of time before the player's screen starts moving.
cd
Function
Control the functions of playing CD music. List: close - Close the CD-ROM drive door. eject - Eject the CD from the drive. info - Display the number of music tracks on the CD and the current status. loop (track) - Play the same track over and over. off - Disable CD music. on - Enable CD music. pause - Pause the current playback. play (track) - Play the track. remap - Display the remapped order of tracks. remap (track) (track) ... (track) - Change the playback order of tracks. reset - Reset the CD functions. resume - Resume play after a pause. stop - Stop the current playback. Note: For the command to be available the CD-ROM drive has to be idle at the time that Quake 2 starts, or else this command will be disabled. Example: cd info cd play 3 cd remap 4 5 1 2 7 8 cd remap
cd_loopcount
Register
4
The number of times that the looping track will play.
cd_looptrack
Register
11
The number of the music track designated to loop.
cd_nocd
Toggle
0
Toggle the use of CD music.
cddir
Command Line Parameter
z:\install\data
The location of the game files on the CD-ROM. Note: The game will detect the CD-ROM drive letter automatically and will append the appropriate path by itself. If it happens that the computer has more than one CD-ROM drive and the game detects the wrong drive this variable might be set to direct the game to the right CD-ROM drive and path.
centerview
Operation
Center the player's view.
changing
Operation
Informs the client of an upcoming map change. Note: This is an internal command used between the client and server.
cheats
Toggle
0
Toggle the use of cheat codes.
cl_anglespeedkey
Register
1.5
The multiplier value for the yaw and roll axes. Note: While the +speed command is enabled or the cl_run toggle is enabled the values of cl_forwardspeed, cl_sidespeed, and cl_upspeed are multiplied by this value.
cl_autoskins
Toggle
0
* Disabled.
cl_blend
Toggle
1
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_entities
Toggle
1
Toggle the display of entities.
cl_footsteps
Toggle
1
Toggle the footstep sounds.
cl_forwardspeed
Register
200
The maximum forward and backward movement speed.
cl_gun
Toggle
1
Toggle the display of the gun.
cl_lights
Toggle
1
Toggle the display of dynamic lighting.
cl_maxfps
Register
90
The maximum number of packets-per-second the server should send to the client to cap the frames-per-second rate.
cl_nodelta
Toggle
0
Toggle the use of delta network packet compression.
cl_noskins
Toggle
0
Toggle the display of custom skins on other players. Values: 0 - Enable the use of skins. 1 - Disable the use of skins. 2 - Enable the use of skins but do not download new skins from the server.
cl_particles
Toggle
1
Toggle the display of partices.
cl_pitchspeed
Register
150
The constant movement speed for the up and down axis. Note: This variable determines the speed at which the player's screen moves up and down while using the keyboard keys. The reason for this is that the keyboard does not have sensetivity states only an off and on state.
cl_predict
Toggle
1
Toggle prediction of entities between network packets.
cl_run
Toggle
0
Toggle automatic running.
cl_showmiss
Toggle
0
Toggle the display of missed predictions.
cl_shownet
Toggle
0
Toggle the display of latency information for network packets.
cl_sidespeed
Register
200
The maximum left and right movement speed.
cl_stats
Toggle
0
Toggle the display of information for map statistics.
cl_stereo
Toggle
0
Toggle the use of stereoscopic display mode.
cl_stereo_separation
Register
0.4
The seperation value between the left and right images in stereoscoptic mode.
cl_testblend
Toggle
0
Toggle the display of test for pallet blending.
cl_testentities
Toggle
0
Toggle the display of a test for entities.
cl_testlights
Toggle
0
Toggle the display of a test for dynamic lighting.
cl_testparticles
Toggle
0
Toggle the display of a test for particles.
cl_timeout
Register
120
The maximum time in seconds that the client will wait for a network packet before disconnecting.
cl_upspeed
Register
200
The maximum speed for up and down movment.
cl_vwep
Toggle
1
Toggle the use of Visual Weapons on players.
cl_yawspeed
Register
140
The speed at which the player will turn while using a keyboard. Note: This variable determines the speed at which the player's screen moves left and right while using the keyboard keys. The reason for this is that the keyboard does not have sensetivity states only an off and on state.
clear
Operation
Clear the console of all text.
clientport
Register
27901
The port that the client uses for receiving message from the server.
cmd
Function
Send the command and/or parameters to the server. List: baselines (random number) (value) - Set up the initial values for spawning the player on the map. begin (random number) - Spawn the player on the map. configstrings (random number) (value) - Set up the initial configuration for connecting the client to the server. disconnect - Disconnect the client from the server. download (filename) - *Disabled. Download a file from the server. drop (item) - Drop an item from the inventory. fov (value)- Set the field-of-vision. gameversion - Display the date version of the game. give (item)- Give an item to the player. god - Toggle God mode. help - Display the score screen. info - Display server information. invdrop - Drop the currently selected item in the inventory. inven - Display the inventory screen. invnext - Select the next item in the inventory. invprev - Select the previous item in the inventory. invuse - Use the currently selected item from the inventory. kill - Make the player commit suicide. nextdl - *Unknown. noclip - Toggle the ability of the player to walk though walls and objects. notarget - Toggle the ability of the monsters to detect the player. putaway - Putaway any menu screen or inventory window. say (message) - Send a message to all the players on the server. say_team (message) - Send a message to all the players on the server who are on your team. use - Use an item which is in the player's inventory. wave (type)- Make the player character display a hand gesture to other players on the server. weapnext - Switch to the next weapon in the player's inventory. weapprev - Switch to the previous weapon in the player's inventory. Note: Some commands that the client uses do not need to be prefixed with cmd before sending them to the server. The function on this command is to allow the client to perform actions which require information from the server. This command is basically an interface between the client and the server, where the client asks the server if it can perform an action, and the server performs the action or rejects the request. This command is automatically used by the client internally, so it is never necessary to call this command unless performing some type of debugging. Example: cmd god cmd give all
cmdlist
Operation
Display a list of all available commands.
con_notifytime
Register
3
The delay before console messages disappear from the screen.
condump
Function
condump (filename)
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
connect
Function
Connect the client to a server. Note: It is usually not necessary to specify a (port) unless the server is running on a different port than 29710, which is the default port. Example: connect 123.123.123.123 connect 123.123.123.123:27911
coop
Toggle
0
Toggle cooperative play. Note: In cooperative mode, the dmflags variable is disabled. Weapons will remain for all players to retrieve whereas other items will disappear when picked up.
crosshair
Toggle
1
Toggle the use of the crosshair. Values: 0 - Crosshair disabled. 1 - X crosshair enabled. 2 - Dot crosshair enabled. 3 - Angle crosshair enabled.
cvarlist
Operation
Display a list of all variables, their flags, and their values. Note: Each varaiable has a value and a state flag. If a variable has the value of "", then that variable is empty. List: * - Saved setting, will save changes to this variable between games by writing it in the config.cfg file. U - User variable, will show up in the output from the userinfo command or dumpuser command.. S - Server variable, will show up in the output from the serverinfo command. L - Delayed function, will take action after a map change. - - Write protected, only changable upon launching of the game with a command line parameter.
deathmatch
Toggle
0
Toggle the deathmatch game mode.
debuggraph
Toggle
0
Toggle the display of the debug graph.
dedicated
Command Line Parameter
0
Set the game into dedicated server mode. Note: This variable will determine if the game will load with a graphical interface used for single-player game or for the client mode use for gaming. When the variable is set to 1 the game will load with a text-only interface with server functions only. This is beneficial because a dedicated server is more efficient than a listen server.
demomap
Function
demomap (filename)
Plays back a demo. Note: The extension .bsp is appended to any (filename) which does not contain an extension. The default extension of a demo is .dm2. If any key is pressed during the playback of a demo the main menu is displayed. Example: demomap demo1.dm2
developer
Toggle
0
Toggle the display of developer information. Note: There are a lot of game message which are not displayed, this variable will allow for a game developer to read all of the internal messages that the game displays. A lot of this information is necessary for debugging the game or just watching the internal processes that the game goes through.
dir
Function
dir dir (relative path)/(filename mask)
Display a directory listing. Note: This command will display the files and directories of any directory on the hard disk. It is necessary to specify the location of the directory to be displayed using a relative path format. In a relative path the character . means current path, .. means parent path, and / or \ separates directories. It is also necessary to specify a filename mask which will determine what files are displayed. In a filemask the character ? substitutes for any single character, * substitutes for any number of characters. If the command is executed without parameters it will display the contents of the quake2/baseq2/ directory. Example: dir dir *.cfg dir ../*.* dir ..\*.*
disconnect
Operation
Disconnects the client from the server.
dmflags
Bitmap
16
The options which determine deathmatch game settings. Values: 1 - No Health. 2 - No Powerups. 4 - Weapons Stay. 8 - No Falling Damage. 16 - Instant Powerups. 32 - Same Map. 64 - Teams by Skin. 128 - Teams by Model. 256 - No Friendly Fire. 512 - Spawn Farthest. 1024 - Force Respawn. 2048 - No Armor. 4096 - Allow Exit. 8192 - Infinite Ammo. 16384 - Quad Drop. 32768 - Fixed FOV.
download
Function
download (filename)
This command will download any specified filename from the server. Example: download players/male/grunt.pcx
drop
Function
drop (item)
Drop an item from the inventory. List: adrenaline - Adrenaline. airstrike marker - Airstrike Marker. ammo pack - Ammo Pack. ancient head - Ancient Head. bandolier - Bandoleer. bfg10k - BFG10K. blue key - Blue Key. bullets - 50 Bullets. chaingun - Chaingun. cells - 50 cells. commander's head - Commander's Head. data cd - Data CD. data spinner - Data Spinner. environment suit - Environment Suit. grenade launcher - Grenade Launcher. grenades - 5 Grenades. hyperblaster - HyperBlaster. invulnerability - Invulnerability. machinegun - Machinegun. power cube - Power Cube. power screen - Power Screen. power shield - Power Shield. pyramid key - Pyramid Key. quad damage - Quad Damage. railgun - Railgun. rebreather - Rebreather. red key - Red Key. rocket launcher - Rocket Launcher. rockets - 5 Rockets. security pass - Security Pass. shells - 10 Shells. shotgun - Shotgun. silencer - Silencer. slugs - 10 Slugs. super shotgun - Super Shotgun. Note: This only works in multiplayer games where instant powerups are disabled. Also, dropped items only stay on the map for 30-seconds, after that time they just disappear. Example: drop shotgun drop quad damage
dumpuser
Function
dumpuser (userid)
Display user information. Note: This command will display all variables flagged with the U (user) flag, and their values. Example: dumpuser 0
echo
Function
echo (text)
Display text to the console. Example: echo Hey Foo!
error
Function
error "(text)"
Quit the game with an error message. Example: error "The Foo Overflowed"
exec
Function
exec (filename)
Execute a console script file. Note: This is a very helpful command because it allows for the execution of multiple commands which are stored in text files and are used to setup the client or a server. The default extension for a console script is .cfg, but an extension of .rc is also in common use especially for player configuration scripts. The .rc extension was derived from Unix shell scripts which also share the same extension. Example: exec foo.rc
filterban
Toggle
1
Toggle the usage of the banlist. Values: 0 - Allow only the addresses in the banlist to join the server. 1 - Ban the addresses in the banlist from joining the server.
fixedtime
Toggle
0
Toggle display of all game frames. Note: If this variable is enabled the game will display all game frames thus slowing down the game in order to allow for the display of every frame. Normally the game will skip frames to keep the speed of the game constant.
flood_msgs
Register
4
The number of messages that a client has to send in order to be considered a flood.
flood_persecond
Register
4
The time in seconds in which the messages are send in order to be considered a flood.
flood_waitdelay
Register
10
The time in seconds that a client will not be able to send any more message to the server because of the flood.
flushmap
Toggle
0
Toggle the flushing of map during map changes.
fov
Register
90
The size of the player's peripheral vision.
fraglimit
Register
0
The score that is necessary for changing of maps.
freelook
Toggle
0
Toggle the use of the forward and down movements into look up and look down.
g_select_empty
Toggle
0
Toggle the ability of players to select weapons without ammo.
game
String
[None]
The alternative location for the baseq2/ directory. Note: This variable is used to inform Quake 2 to look for additional game information in the directory provided. This variable is used while playing different game modifications.
gamedate
String
May 27 1998
The internal date of game .dll file.
gamedir
String
[None]
The directory name where the game files are located when the server is running a custom game configuration.
gamemap
Function
gamemap (filename)
Start the server with a new map. Note: The extension .bsp is appended to the (filename) when it does not include an extension. Example: gamemap base1
gamename
String
baseq2
The internal name of the game .dll file.
gameversion
Operation
*Disabled. Note: This command used to display the date version of the game.
gender
String
male
The gender of the player. Note: This variable is necessary in order to display the proper death messages which might be gender related. Values: male - Male death messages displayed. female - Female death messages displayed. none - Neutral death messages displayed.
gender_auto
Toggle
1
Toggle the use of automatic gender detection based on the player's model.
give
Function
give (item) give (item) (amount)
Give an item to the player. Note: The amount parameter is only available when giving ammo and does not work for grenades. It is possible to take away items by giving a negative amount of an item. List: all - All items. ammo - Full ammo. armor - Full armor. health - Full health. weapons - All weapons. shells - 10 Shells. bullets - 50 Bullets. grenades - 5 Grenades. rockets - 5 Rockets. slugs - 10 Slugs. cells - 50 Cells. combat armor - 1 unit of Combat Armor. jacket armor - 1 unit of Jacket Armor. armor shard - Armor Shard. power screen - Power Screen. power shield - Power Shield. shotgun - Shotgun. super shotgun - Super Shotgun. machinegun - Machinegun. chaingun - Chaingun. grenade launcher - Grenade Launcher. rocket launcher - Rocket Launcher. hyperblaster - HyperBlaster. railgun - Railgun. bfg10k - BFG10K. adrenaline - Adrenaline. ammo pack - Ammo Pack. bandolier - Bandoleer. environment suit - Environment Suit. invulnerability - Invulnerability. quad damage - Quad Damage. rebreather - Rebreather. silencer - Silencer. airstrike marker - Airstrike Marker. ancient head - Ancient Head. blue key - Blue Key. commander's head - Commander's Head. data cd - Data CD. data spinner - Data Spinner. power cube - Power Cube. pyramid key - Pyramid Key. red key - Red Key. security pass - Security Pass. Example: give all give rocket launcher give shells give rockets 100
gl_3dlabs_broken
Toggle
1
Toggle the use of alternative code for 3D Labs video drivers. Note: The drivers that 3D Labs release have some problems so this variable was developed to overcome those problems. Once the drivers are fixed this variable can be disabled.
gl_allow_software
Toggle
0
Toggle the emulation of missing OpenGL functions by the game software.
gl_bitdepth
Toggle
0
Toggle the use of 16-bit textures.
gl_clear
Toggle
0
Toggle the clearing of the screen between frames. Note: This is only necessary when developing a map and it is necessary to clear extraneous screen information when floating outside of the map for example. This is also helpful when using the gl_lockpvs command.
gl_cull
Toggle
1
Toggle the use of OpenGL culling functions. Note: The culling functions are used to remove certain map information which would not be rendered because it is covered by another object.
gl_drawbuffer
String
GL_BACK
The name of the buffer that display information should be written to.
gl_driver
String
3dfxgl
The filename of the OpenGL .dll driver.
gl_dynamic
Toggle
1
Toggle the use of dynamic lighting.
gl_ext_compiled_vertex_array
Toggle
1
Toggle the use of a compiled vertex array.
gl_ext_multitexture
Toggle
1
Toggle the use of multiple texture processors.
gl_ext_palettedtexture
Toggle
1
Toggle the use of textures with their own color pallets.
gl_ext_pointparameters
Toggle
1
Toggle the use of point parameter files.
gl_ext_swapinterval
Toggle
1
Toggle the use of the swap interval between frames.
gl_finish
Toggle
0
Toggle the use of gl_finish() function after each frame. Note: If this toggle is enabled the video card driver will send out a gl_finish() call at the end of each frame for proper timing.
gl_flashblend
Toggle
0
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_lightmap
Toggle
0
Toggle the display of light map used for testing static lighting. Note: If this toggle is enabled all of the textures will be removed from the display and only the static lights will be shown.
gl_lockpvs
Toggle
0
Toggle the locking of the current PVS table. Note: If this toggle is enabled the game will lock the PVS table in the memory for the current location that the player is in and it will not let it be updated by the player's movement. The PVS table determines what parts of the map can be seen by the player and if they should be rendered. This variable is used by map makers to lock the PVS from a certain location and then move around to see what parts the game will render from that location and then determine where hint brushes should be placed to limit the rendering. It is helpful to enable the gl_clear command to avoid the hall of mirrors effect on the unrendered parts of the level.
gl_log
Toggle
0
Toggle the logging of all the OpenGL commands. Note: If this toggle is enabled a file called gl.log is produced with all of the OpenGL commands which were used by the game. Be careful about using this command since the size of the log file can grow quite large quick quickly.
gl_mode
Toggle
3
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
Register
1
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_monolightmap
Toggle
0
Toggle the display of a monochromic light map to test dynamic lighting. Note: If this toggle is enabled the wall textures will be removed from walls and replaced by a white texture. Also, all effects of dynamic lighting on different parts of the map will be displayed in a solid black color.
gl_nobind
Toggle
0
Toggle the binding of textures to triangles.
gl_nosubimage
Toggle
0
Toggle the usage of subimages for rendering.
gl_particle_att_a
Register
1
The value for the intensity of the particle A attributes.
gl_particle_att_b
Register
1
The value for the intensity of the particle B attributes.
gl_particle_att_c
Register
0
The value for the intensity of the particle C attributes.
gl_particle_max_size
Register
4
The maximum size for a rendered particle.
gl_particle_min_size
Register
1
The minimum size for a rendered particle.
gl_particle_size
Register
4
The default size for a rendered particle.
gl_picmip
Register
0
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
Toggle
0
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
Toggle
1
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_round_down
Toggle
1
Toggle the rounding of texture sizes. Note: If this toggle is enabled textures which are not sized to the power of 2 will be enlarged to the next higher power of 2. Normally textures will be shrunk to the next lower power of 2. Enabling this toggle will make some textures sharper such as monster skins but will degrade performance.
gl_saturatelighting
Toggle
0
Toggle the saturation of all lights.
gl_shadows
Toggle
0
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_showtris
Toggle
0
This command toggles a map of the triangles that the engine is drawing for the current view. The edges of the triangles are shown in white and the faces are darkened. Note: This command is unable to be used on a 3Dfx card. You need to be using the default OpenGL driver.
gl_skymip
Toggle
0
Toggle the usage of mipmap information for the sky graphics.
gl_swapinterval
Register
1
The delay between frame buffer swaps.
gl_texturealphamode
Toggle
default
The color mode for alpha-blended textures. Values: default - The default mode. GL_RGBA - Unknown. GL_RGBA2 - Unknown. GL_RGBA4 - Unknown. GL_RGBA8 - Unknown. GL_RGB5_A1 - Unknown.
gl_texturemode
String
GL_LINEAR_MIPMAP_NEAREST
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.
gl_texturesolidmode
Toggle
default
The color mode for solid-blended textures. Values: default - The default mode. GL_RGB - Unknown. GL_RGB2 - Unknown. GL_RGB4 - Unknown. GL_RGB5 - Unknown. GL_RGB8 - Unknown. GL_R3_G3_B2 - Unknown.
gl_triplebuffer
Toggle
0
Toggle the usage of triple buffering for OpenGL cards. Note: If you are using a 3Dfx Voodoo2 card this toggle will automatically be set to 1 because these cards support triple buffering by default.
gl_vertex_arrays
Toggle
0
Toggle the use of vertex arrays.
gl_ztrick
Toggle
0
Toggle the clearing of the z-buffer between frames. Note: If this toggle is enabled the game will not clear the z-buffer between frames. This will result in increased performance but might cause problems for some display hardware.
god
Operation
Toggle god mode for the player. Note: When a player is in god mode he is indestructible, except for the teleportation death (telefrag), or if he issues the kill command. Also, players in god mode have a white aura effect around their character so you always know who's using this command.
graphheight
Register
32
The height in pixes of graphs.
graphscale
Register
1
The vertical scale of displayed information on graphs. Note: If this register is lower than 1 the data in the graphs will be shrunk, if higher than 1 the data will be enlarged.
graphshift
Register
0
The vertical shift of information on graphs.
gun_model
Function
gun_model gun_model (filename)
Display a weapon model. Note: This command is primarily used to test the look of the weapon models and to allow the display of each frame for a gun model. When this command is used without any parameters, it will return the default gun model. Example: gun_model gun_model weapons/v_shotg
gun_next
Operation
Displays the next frame for the current weapon model and reports the frame number. The first frame 0 is the default frame where the gun animation takes place. If the frame number is increased to anything above that frame, the gun model will be frozen in that frame until the gun frame is returned to 0.
gun_prev
Operation
Displays the previous frame for the current weapon model and reports the frame number. The first frame 0 is the default frame where the gun animation takes place. If the frame number is increased to anything above that frame, the gun model will be frozen in that frame until the gun frame is returned to 0.
gun_x
Toggle
0
The x-axis position of the player's gun. Note: The x-axis is the left to right axis with negative numbers on the left and positive on the right.
gun_y
Toggle
0
The y-axis position of the player's gun. Note: The y-axis is the forward and back axis with negative numbers back and positive forward.
gun_z
Toggle
0
The z-axis position of the player's gun. Note: The z-axis is the up and down axis with negative numbers down and positive up.
hand
Toggle
0
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.
heartbeat
Operation
Sends a manual heartbeat to the master servers.
host_speeds
Toggle
0
Toggle the display of timing information. Output: all - Total time. sv - Server time. gm - Game time. cl - Client Time. rf - Renderer Time.
hostname
String
noname
The name of the server.
hostport
Register
*Unknown
*Unknown
imagelist
Operation
Display a list of all loaded images, their types, dimensions, and color pallets. Also display the total texel count. Note: There are five columns of information. The first column identifies the image type, consult the list below for all possible types. The second column shows the x-axis size of the image. The third column shows the y-axis size of the image. The fourth column shows the image's dependency on the pallet, either the red-green-blue pallet, or the internal game pallet. The fifth column shows the image's path and filename. List: M - Model texture used for models shown in the map. P - Player images, shown on the player's view screen. S - Sprite picture. W - Wall texture used for the map. RGB - The image uses the standard RGB pallet. PAL - The images uses the internal game pallet.
impulse
Function
impulse (number)
Send an impulse command to the server. Note: This command will be used by various mods to allow clients to access extra game features. Currently there are no internal impulses in Quake 2. Example: impulse 1
in_initjoy
Command Line Parameter
1
Toggle the initialization of joystick. Note: If this variable is set to 0 the game will not try to detect the joystick and will disable all joystick functions in the game.
in_initmouse
Command Line Parameter
1
Toggle the initialization of the mouse. Note: If this variable is set to 0 the game will not try to detect the mouse and will disable all mouse functions in the game.
in_joystick
Toggle
0
Toggle the use of input from the joystick.
in_mouse
Toggle
1
Toggle the use of input from the mouse.
info
Operation
Display server information. Note: This command is pretty much broken. It cannot be executed by the server, and when it is executed by the client the output from the command is only displayed on the server's console. Basically this is a broken version of the serverinfo command since it displays the same information.
intensity
Register
2
The brightness of the OpenGL display.
invdrop
Operation
Drop the currently selected item. Note: This is a very useful command in team games where you can supply your team with ammo, powerups, and weapons. This command will drop the item which is selected in the inventory to the ground a little in front of you. If a player is standing directly in front of you and you use this command he will automatically pick up the item that you drop.
inven
Operation
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
Operation
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.
invnextp
Operation
Select the next powerup 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.
invnextw
Operation
Select the next weapon 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
Operation
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.
invprevp
Operation
Select the previous powerup 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.
invprevw
Operation
Select the previous weapon 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.
invuse
Operation
Use the currently selected item from the inventory.
ip
Register
localhost
The IP address used by the server.
ip_clientport
Register
0
*Unknown
ip_hostport
Register
0
*Unknown
ipx_clientport
Register
0
*Unknown
ipx_hostport
Register
0
*Unknown
joy_advanced
Toggle
0
Toggle advanced joystick functions.
joy_advancedupdate
Operation
Initialize the joystick's advanced features.
joy_advaxisr
Toggle
0
Toggle the mapping of the joystick r-axis. Values: 0 - Axis not used. 1 - Axis is for forward and backward movement. 2 - Axis is for pitch. 3 - Axis is for side to side movement. 4 - Axis is for yaw. 16 + (value) - Axis Toggle the mapping is relative (no stop points).
joy_advaxisu
Toggle
0
Toggle the mapping of the joystick u-axis. Values: 0 - Axis not used. 1 - Axis is for forward and backward movement. 2 - Axis is for pitch. 3 - Axis is for side to side movement. 4 - Axis is for yaw. 16 + (value) - Axis Toggle the mapping is relative (no stop points).
joy_advaxisv
Toggle
0
Toggle the mapping of the joystick v-axis. Values: 0 - Axis not used. 1 - Axis is for forward and backward movement. 2 - Axis is for pitch. 3 - Axis is for side to side movement. 4 - Axis is for yaw. 16 + (value) - Axis Toggle the mapping is relative (no stop points).
joy_advaxisx
Toggle
0
Toggle the mapping of the joystick x-axis. Values: 0 - Axis not used. 1 - Axis is for forward and backward movement. 2 - Axis is for pitch. 3 - Axis is for side to side movement. 4 - Axis is for yaw. 16 + (value) - Axis Toggle the mapping is relative (no stop points).
joy_advaxisy
Toggle
0
Toggle the mapping of the joystick y-axis. Values: 0 - Axis not used. 1 - Axis is for forward and backward movement. 2 - Axis is for pitch. 3 - Axis is for side to side movement. 4 - Axis is for yaw. 16 + (value) - Axis Toggle the mapping is relative (no stop points).
joy_advaxisz
Toggle
0
Toggle the mapping of the joystick z-axis. Values: 0 - Axis not used. 1 - Axis is for forward and backward movement. 2 - Axis is for pitch. 3 - Axis is for side to side movement. 4 - Axis is for yaw. 16 + (value) - Axis Toggle the mapping is relative (no stop points).
joy_forwardsensitivity
Register
-1
The sensitivity speed for moving forward and backward.
joy_forwardthreshold
Register
0.15
The dead-zone for moving forward and backward.
joy_name
String
joystick
Joystick Name.
joy_pitchsensitivity
Register
1
The speed that you look up and down.
joy_pitchthreshold
Register
0.15
The dead-zone for looking up and down.
joy_sidesensitivity
Register
-1
The sensitivity speed for moving side to side.
joy_sidethreshold
Register
0.15
The dead-zone for moving side to side.
joy_upsensitivity
Register
-1
The sensitivity speed for moving up and down.
joy_upthreshold
Register
0.15
The dead-zone for moving up and down.
joy_yawsensitivity
Register
-1
The sensitivity speed for looking left and right.
joy_yawthreshold
Register
0.15
The dead-zone for looking left and right.
kick
Function
Remove a client from the server. Note: You can remove clients from the server by their (userid) or by their (username).
kill
Operation
Make the player commit suicide. Note: This command is commonly used in single-player mode where the player gets stuck somewhere and can't get out or if he just wants to start over. This command can also be used in multiplayer by players who want to take the easy way out of life.
killserver
Operation
Shutdown the server. Note: This command will terminate the server, but it will not exit from the server's console. This is useful when changing mods for the server remotely.
link
Function
link (from path) (to path)
Alter the actual location of a directory inside the game. Note: This command will allow you select where the game will look for its files. A set of empty quotes will clear any modifications that you make to a directory location. Example: link maps "" link maps "dmmaps" link maps "mission/maps" link sound/player/male "c:/quake2/newsounds/"
load
Function
load (savegame)
Load a saved game. Note:The place where saved games are stored in is the baseq2/save directory. Within it are separate directories for each saved game. And within those directories are separate files for each map in the game unit which hold the status of all entities for each map. Example: load save3
loading
Operation
Show the "Loading..." picture. Note: This is an internal command used by the client to show the "Loading..." graphic.
log_stats
Toggle
0
Toggle the logging of map statistics.
logfile
Toggle
0
Toggle the logging of console messages. Values: 0 - Disable logging. 1 - Enable buffered logging where the log file is only updated when the text buffer fills up. The log file will be deleted and overridden when a new server starts up. 2 - Enable continuous logging where the log file is updated with every new line of text. The log file will be deleted and overridden when a new server starts up. 3 - Enable continous logging where the log file is updated with ever new line of text. The log file will be appended to and logging will continute to the same log file when a new server starts up.
lookspring
Toggle
1
Toggle automatic centering of the screen when using +mlook.
lookstrafe
Toggle
0
Toggle automatic strafing when using +mlook.
m_filter
Toggle
0
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
Register
1
The sensitivity for moving forward and back with the mouse.
m_pitch
Register
0.022
The sensitivity for looking up and down with the mouse.
m_side
Register
0.8
The sensitivity for moving left and right with the mouse.
m_yaw
Register
0.022
The sensitivity for looking left and right with the mouse.
map
Function
map (filename)
Load maps, demos, or images. Note: This is an all purpose loading command. This command can load maps to play, play demos, and also show images on the screen. This seems to be a compilation of the gamemap and demomap commands. By default, this command will try to load a map when a filename is specified without an extension. Example: map base3 map demo1.dm2 map colormap.pcx
map_noareas
*Unknown.
0
*Disabled.
mapname
String
base1
The name of the current map. Note: This is a read-only variable which displays the name of the current map.
maxclients
Register
1
The maximum number of clients for the server.
maxentities
Register
1024
The maximum number of entities on a map.
maxspectators
Register
4
The maximum number of spectators for the server.
menu_addressbook
Operation
Display the server address book menu.
menu_credits
Operation
Display the game credits.
menu_dmoptions
Operation
Display the deathmatch options menu.
menu_game
Operation
Display the single-player game menu.
menu_joinserver
Operation
Display the join server menu.
menu_keys
Operation
Display the key configuration menu.
menu_loadgame
Operation
Display the load game menu.
menu_main
Operation
Display the main menu.
menu_multiplayer
Operation
Display the multiplayer menu.
menu_options
Operation
Display the options menu.
menu_playerconfig
Operation
Display the player configuration menu.
menu_quit
Operation
Display the quit menu.
menu_savegame
Operation
Display the save game menu.
menu_startserver
Operation
Display the start server menu.
menu_video
Operation
Display the video configuration menu.
messagemode
Operation
Prompt for a message to send. Note: This command prompts for a message to send to everybody on the server. It is used for casual talking on the server.
messagemode2
Operation
Prompt for a message to send to team members. Note: This command prompts for a message to send to your team players on the server. This is used for team talk when relaying strategy information, attack plans, or pleads for help.
modellist
Operation
Display information on all loaded models, maps, and sprites. Note: This command will display information about models, maps, and sprites which are loaded into the memory in a list format. The first column in the list shows the size of the model, map, or sprite. The second column in the list shows the path and file location. The last line of the output shows the total size of all models, maps, and sprites currently present in the memory.
msg
Toggle
1
Toggle the display of messages. Values: 0 - All messages. 1 - Most messages. 2 - Limited messages. 3 - Minimal messages. 4 - No messages.
name
String
Player
The player's name.
needpass
Toggle
0
Displays information about password settings on the server. Note: This is a read-only variable which is displayed globally in the serverinfo information to inform game browser software to determine the password settings on the server. A program such as GameSpy could use the output from this variable to ask the user for the password or the spectator password before he joins the game. The server uses the password and the spectator_password variables to set the appropriate password. Once a password has been set to either one of these variables then this variable will be automatically updated to display information about which passwords are necessary to play or spectate on the server. Values: 0 - No passwords required. 1 - Password reguired to play on the server. 2 - Password required to sepectate on the server. 3 - Password required to play or spectate on the server.
net_shownet
*Unknown.
0
*Disabled.
netgraph
Toggle
0
Toggle the display of the network performance graph. Note: The size of each bar is the latency time. A green bar indicates a successful packet transfer. A red bar indicates a lost packet.
nextserver
String
[None]
Used for looping the introduction demos. Note: This variable is used to loop the introduction demos. This variable holds the name of the next alias to be executed after the demo finishes playing. A looping series of aliases is created which look something like 'alias l1 "demomap demo1.dm2; set nextserver l2"' and 'alias l2 "demo2.dm2; set nextserver l1"'. These two aliases would loop the demos until interrupted with a key press.
noclip
Operation
Toggle no clipping mode. Note: When no clipping mode is enabled the player becomes a kind of a ghost, where he is able to walk through walls, objects, or other players. This command is mostly used for fly around the map or when the player becomes stuck and can't get out in any normal fashion. Also, if you set the variable gl_clear to 1 and gl_polyblend to 0 the areas outside of the map will turn pink and the annoying flashing images will disappear when outside of the map and using the OpenGL video driver. When using the Software video driver just set the variable cl_blend to 0 to achieve a similar effect.
noipx
Command Line Parameter
0
Toggle the use of IPX network protocol.
notarget
Operation
Toggle the ability of the monsters to detect the player. Note: When in this mode is turned on monsters cannot see the player. If the player attack a monster the monster will see the player then and retaliate in the normal fashion. This command is useful to level author for walking around their level checking if all the monsters are being good and are in their right spots.
noudp
Command Line Parameter
0
Toggle the use of the UDP TCP/IP network protocol.
password
String
[None]
The server password. Note: If this variable is set to none then no password is required to enter the server.
path
Operation
Display the path and link information. Note: All the information about what path locations the game is using is displayed here. Also, all the .pak files which are being used by the game are displayed. This is a very helpful command in investigating in the game has access to all the necessary information.
pause
Operation
Toggle pausing of the game. Note: This command is only available in single-player mode, and is useful if the player has to pause the game because of a phone call, or he needs some refreshment.
paused
Toggle
1
Toggle the pausing of the game.
pingservers
Operation
Display information about servers in the address book. Note: This command will make two attempts to retrieve information about servers. The first attempt is made by broadcasting to all the servers on the current subnet to respond with their information. The second attempt is made by retrieving the information about servers which appear in the address book. The addresses of the servers in the address book appear in the adr? variables. Unfortunately, this command does not actually ping the servers to find out their latency, it just retrieves information about the current map and the number of players.
play
Function
play (filename)
Play a sound file. Note: This command adds a sound/ prefix directory when executed, just keep this in mind when playing your own sound files. Example: play doors/dr1_strt.wav play items/n_health.wav
playerlist
Operation
List in console all players in the game, their score, and the connect time.
players
Operation
List in console all players in the game.
port
Register
27910
The TCP/IP port number used by the server. Note: If you are running multiple servers on the same computer then you must start each server with the '+set port 27910' parameter to manually set the port number for each server. It is recommended that servers use incremental port numbers, i.e. 27910, 27911, 27912. This makes it easy for the players to connect to the other servers without having to remember their port numbers.
precache
Operation
Load up all the necessary information before entering a map. Note: This is an internal command used to load up all the necessary models, sounds, sprites, and images before starting a level. This command is send by the server to the client right before the server is ready to accept the client into the game. This command checks what level the server is running, and using that information compiles a list of all necessary games files that should be loaded up for that specific map, and loads them.
prog
Operation
*Disabled. Note: This command has been disabled and it's use is unknown.
protocol
Command Line Parameter
31
The version number of the Quake 2 game protocol. Note: This is a read-only variable.
public
Toggle
0
Toggle listing server in id's master server list.
qport
Command Line Parameter
35462
The random internal network protocol port for Network Address Translation schemes. Note: This is a read-only variable. The value in the variable represents a random network protocol port which is used to help out any Network Address Translation proxies. This allows more than one person to play from behind a NAT router by using only one IP address.
quit
Operation
Quit the game. Note: This command will disconnect from the server and shutdown the client program.
r_drawentities
Toggle
1
Toggle the display of entities on the map.
r_drawworld
Toggle
1
Toggle the display of walls and map BSP objects.
r_dspeeds
Toggle
0
Toggle the display of the render speeds in milliseconds.
r_fullbright
Toggle
0
Toggle the use of maximum texture brightness.
r_lerpmodels
Toggle
1
Toggle the prediction of model movment.
r_lightlevel
*Unknown.
0
*Disabled.
r_nocull
Toggle
0
Toggle the rendering of objects which are covered up.
r_norefresh
Toggle
0
Toggle the refreshing of the renderer display.
r_novis
Toggle
0
Toggle the use of BSP VIS tables. Note: The VIS tables are created when a level is processed by a VIS program. The VIS tables hold information about which areas should be displayed from other areas.
r_speeds
Toggle
0
Toggle the display of the renderer statistics.
rate
Register
2500
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.
rcon
Function
Remotely control a server. Note: This command is used to control a server from a client. This is very useful if the server is running at a remote location, and the server administrator does not have physical access to the server. There are two different syntax versions to this command. If the variable rcon_password is set the second syntax may be used since the password field will be filled automatically by the client. Also, be aware that it is possible to send commands to a server to which the client is not connected. This is accomplished with the setting of the rcon_address variable to the server's IP address. Using the command, a server administrator is able to control a server as if at the server's console. Example: rcon foo "map base1" rcon "map base1"
rcon_address
String
[None]
The address to which rcon commands should be sent.
rcon_password
String
[None]
The password that is used to access rcon functions.
reconnect
Operation
Reconnect to the server. Note: This command will disconnect the client from the server, and automatically reconnect the client to the server. This is useful if the connection gets hung-up for some reason.
record
Function
record (demoname)
Record a demo. Note: The player has to be in a map to start recording a demo. Also, to stop the recording of a demo use the stop command. Demo files have the default extension of .dm2 and are placed in the baseq2/demos directory. Example: record foodemo
run_pitch
Register
0.002
The amount that the player should tilt up and down while running.
run_roll
Register
0.005
The amount that the player should tilt left and right while running.
s_initsound
Toggle
1
Toggle the use of sound hardware.
s_khz
Register
11
The sampling rate in KHz of the sound samples. Note: For high-quality sound samples use a value of 22.
s_loadas8bit
Toggle
1
Toggle if the sound samples should be loaded as 8-bit files.
s_mixahead
Register
0.2
The delay before mixing sound samples.
s_primary
Toggle
0
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_show
Toggle
0
Toggle the display of all sounds which are currently playing.
s_testsound
Toggle
0
Toggle the generation of a test tone to test the sound hardware.
s_volume
Register
0.7
The volume for the playback of sound samples.
s_wavonly
Toggle
0
Toggle the playback of only .wav file sound samples.
save
Function
save (savegame)
Save the game. Note: The save game operation will create a directory named after the parameter. All save game files will reside in that directory. And within that directory are separate files for each map in the game unit which hold the status of all entities for each map. Example: save mygame
say
Function
say (message)
Send a message to all the players on the server. Note: This command is not necessary when typing directly on the console since the player can just type a message and send it like it was a command. This command is mostly useful when creating aliases which broadcast frequently used messages or player taunts. Example: say I am the master Foo! say Thanks man! say Good bye everybody... say Hello all, The Foo Master has arrived to kick butt!
say_team
Function
say_team (message)
Send a message to all the players on the server who are on your team. Note: This command can be used directly from the console to send messages to team mates. It can also be used to create aliases which broadcast frequently used team messages or when planning strategy with team mates. Example: say_team Let's attack now! say_team Let's regroup and kick the foo out of them! say_team The base has been overrun!
score
Operation
Bring up score screen.
scr_centertime
Register
2.5
The amount of time in seconds that center print messages will be displayed.
scr_conspeed
Register
3
The speed at which the console is raised and lowered.
scr_drawall
Toggle
0
Toggle the display of extended characters on the client's display.
scr_printspeed
Register
8
The speed in characters-per-second that messages should scroll on the client's screen.
scr_showpause
Toggle
1
Toggle the display of the pause graphic.
scr_showturtle
Toggle
0
Toggle the display of the slow frame-rate graphic.
screenshot
Operation
Take a screenshot of the current view. Note: This command will take a screen shot of the current frame buffer. When a screen shot is taken while using software mode, the screen shot will be in the PCX format. When the screen shot is taken while using the OpenGL mode, the screen shot will be in TGA format to save allow the saving of high-color video mode information. This command is most useful when saving score information at the end of a match, or when taking screen shots of weird things in the game.
sensitivity
Register
3
The mouse sensitivity.
serverinfo
Operation
Report server information. Note: This command will look for all the variables marked with the S (server) flag and report those variables and their settings. It is quite possible to create your own server variables using the set command and make them show up with this command and display them to all those server browser programs such as QView and GameSpy. It is advisable to create server variables with the names admin to report the name of the administrator, email to report the email address of the admin, location to tell the physical location of the server, and site to report the address of the web site associated with this server.
serverrecord
Function
serverrecord (demoname)
Record a demo from the server with views of all players. Note: The demo that is going to be recorded with contain the data so that the view from each player's perspective is saved. This allows the server to record a one demo for all the players. A server recorded demo cannot be played back by Quake 2 without undergoing editing to separate out all of the different views. Example: serverrecord foodemo
serverstop
Operation
Stop the recording of a server demo.
set
Function
set (variable) (value) (flag)
Set or create a variable. Note: This command is used mostly to create new variables or change the state flags for current variables. If a variable already exists it is not necessary to use the set command to change the value of that variable, it is just possible to use the simple syntax "variable (value)". It is also very helpful to server administrators which want to setup dedicated variables to hold information about the server such as the email of the administrator, the location of the server, or the message-of-the-day. Another thing, variables which have no value will not show up when the commands serverinfo or userinfo are executed. Flags: s - Server flag. If this flag is set the variable and it's value will show up when the command serverinfo is executed. u - User flag. If this flag is set the variable and it's value will show up when the command userinfo is executed. Example: set foo "The Master Foo" set foospeed 800 set admin MasterFoo s set email masterfoo@foo.org s set clan "Clan Foo Masters" u
setenv
Function
Set external environment variables from inside the game. Note: This command can be used to pass settings from inside the game to the operating system with the use of environment variables. This command is the most useful for passing variables directly to the video driver libraries. Typing the command and the environment variable without being followed by a value will display the assigned value. Example: setenv fx_glide_shameless_plug 1 ; vid_restart setenv fx_glide_shameless_plug
setmaster
Function
setmaster (IP address 1) (IP address 2) ... (IP address 7)
Link the server to a master. Note: It is possible to link a single server to as many as 7 masters. By linking the server to a master the master will add the server to a general list of all servers. Masters are then queried by server browser programs such as GameSpy to retrieve a list of game servers. The server will also send a heartbeat to the master once in a while to inform the master that the server is still alive and to prevent the master from removing the server from the list. Currently this command when executed without a master IP tries to register itself with the id Software Master at 192.246.40.37:27900. Example: setmaster 123.123.123.123 setmaster 123.123.123.123 123.123.123.124 123.123.123.125 123.123.123.126
showclamp
Toggle
0
Toggle the display of clamping information which relates to network performance.
showdrop
Toggle
0
Toggle the display of information about dropped network packets.
showpackets
Toggle
0
Toggle the display of information about all network packets.
showtrace
Toggle
0
Toggle the display of network packet tracing information.
sizedown
Operation
Decrease the size of the game screen. Note: It is possible to increase the frame rate on slower computers by decreasing the size of the game screen.
sizeup
Operation
Increase the size of the game screen. Note: The size of the game screen will impact the frame rate, so it is advisable not to make the screen too large or performance will suffer.
skill
Toggle
0
Toggle the difficulty setting. Values: 0 - Easy difficulty. 1 - Medium difficulty. 2 - Hard difficulty.
skin
String
male/grunt
The texture skin that the player is wearing.
skins
Operation
Display skin information. Note: This command will display the names of all the players on the server and the skins that they are wearing. This command will also reinitialize the skins and reload them.
sky
Function
sky (skyname) (rotate) (x-axis) (y-axis) (z-axis)
Set the parameters for displaying the sky. Note: The skyname parameter specifies the first part of the filename for loading all the sky files. There are six sky files to load in total, they are the name of sky followed by the position. The following positions exist for a sky, dn (down), up (up), ft (front), bk (back), lf (left), and rt (right). The rotation parameter sets how fast the sky should turn in degree-per-second. It is possible to specify a negative value to make the sky rotate in the opposite direction. The last three parameters are basically toggles with possible settings of 0 or 1 which specify on which axis should the sky turn. By default the sky spins on the z-axis. Example: sky unit2_ sky unit1_ 5 sky unit3_ 3 1 0 0 sky space1 -0.5 1 1 0
snd_restart
Operation
Restart the sound system. Note: This command will shutdown the sound system, reinitialize all the sound settings, restart the sound system, and then reload all the sound files. This command is necessary when making changes to the sound parameters for the sound system which require reinitialization, such as changing the sound samples which used a different sampling rate.
soundinfo
Operation
Display information about the sound system. Note: This command will display information such as the directory where sound files are stored, if the sound system is in stereo mode, the sampling rate for the sound system, the speed in hertz that the sound system is initialized in, and the memory location of the DMA buffer.
soundlist
Operation
Display a list of all loaded sound files. Note: This command will list all the loaded sound files along with information about each sound file. There are four columns in the display. The first column has two possible values, no value, or a value of L (loop) which signifies that the sound is looping. The second column describes the sound as either (8b) 8-bit, or (16b) 16-bit sampling. The third column displays the size of the sound file. The fourth column displays the path and filename of the sound file.
spectator
String
0
Enable spectator mode and watch the game instead of play. Note: If this variable is set to 1 the player will turn into a spectator if already in the game, or enter the server as a spectator on the next connection. If this variable is set to a string then the player will enter the server as a spectator and provide the necessary password to enter the server. The spectator password is stored in the spectator_password variable for the server.
spectator_password
String
[None]
Set the password necessary to join the server as a spectator. Note: If this variable is set to the string none then anybody can enter the server as a spectator without a password, this is in order to allow the usage of rcon to reset the password.
status
Operation
Display server status. Note: The status output displays the name of the map currently running. There is also a list of all clients currently connected to the server. The first column named num displays the client's userid number. The second column named score displays the frag count. The third column named address displays the IP address of the client. The fourth column named name displays the game name of the player. The fifth column named ping displays the current ping/latency of the client to the server at the point in time when the command was executed.
stop
Operation
Stop the recording of a demo.
stopsound
Operation
Stop any sounds which are currently playing. Note: This command is useful if any sounds do not correctly finish up and end up looping themselves for no reason.
sv
Function
sv (command)
This command can be used as a replacement for the impulse command of Quake. With this command you can send commands directly to the server but only if you do it from rcon or from the server's console. This is a very useful command for admins who like to hack the game source and add their own little commands. List: addip (ip address) - Add an IP address to the banlist. listip - List the banlist to the console. remove (ip address) - Remove an IP address to the banlist. writeip - Write the banlist to the listip.cfg file.
sv_airaccelerate
Register
0
The maximum additional allowable air acceleration velocity. Note: Normally this variable is set to 0 and players have no control of their velocity when in air. If this variable is increased then players will be able to control their velocities in mid-air allowing them more control of their movement. If you wish to make the air control the same as in Quake and QuakeWorld then you should set this variable to a value of 10. This variable is ignored for single-player and cooperative games.
sv_enforcetime
Toggle
0
Toggle the enforcing of time measurements between the client and the server.
sv_gravity
Register
800
The gravity in the game.
sv_maplist
Function
sv_maplist "[map 1] [map 2] ... [map n]"
The list of maps that the server cycles through. Example: sv_maplist "base3 base1 base2" sv_maplist "base1 biggun q2dm1 boss2 fact1 q2dm2 fact3 hangar1"
sv_maxvelocity
Register
2000
The maximum velocity for any moving object.
sv_noreload
Toggle
0
Toggle the reloading of all the game data for every map.
sv_reconnect_limit
Toggle
3
The number of times that a client can reconnect to the server.
sv_rollangle
Register
2
*Disabled.
sv_rollspeed
Register
200
*Disabled.
sw_allow_modex
Toggle
1
Toggle the use of ModeX video modes.
sw_clearcolor
Register
2
The color of areas outside the map.
sw_drawflat
Toggle
0
Toggle the removal of textures from walls.
sw_draworder
Toggle
0
Toggle the order of rendering walls.
sw_maxedges
Register
x
The maximum number of edges that the game should handle.
sw_maxsurfs
Register
0
The maximum number of surfaces that the game should handle.
sw_mipcap
Register
0
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.
sw_mipscale
Register
1
The blending level of distant objects.
sw_mode
Toggle
0
The software video mode. Values: 0 - 320 x 480 3 - 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
sw_polymodelstats
Toggle
0
Toggle the display of current number of polygons.
sw_reportedgeout
Toggle
0
Toggle the display of the number of edges which could not be rendered.
sw_reportsurfout
Toggle
0
Toggle the display of the number of surfaces which could not be rendered.
sw_stipplealpha
Toggle
0
Toggle the alternative display of alpha information.
sw_surfcacheoverride
Toggle
0
Override the usage of surface cache.
sw_waterwarp
Toggle
1
Toggle the warping effects while underwater.
timedemo
Toggle
0
Toggle the extrapolation of frames to maintain constant game speed. Note: If this toggle is enabled the game will not extrapolate any frames to keep the game speed constant. It will play a single frame only once thus increasing the overall speed of the game. If this toggle is enabled and a demo is played back the game will report the frames-per-second rate for that demo.
timegraph
Toggle
0
Toggle the display of a time compression graph. Note: If this toggle is enabled the time graph will show the information displaying the compression and expansion of game time to in order to keep the overall game time constant.
timelimit
Register
0
The number of minutes before switching to the next level.
timeout
Register
125
The maximum number of seconds before terminating a game connection. Note: If no packets are sent from the client to the server within that time range the server will disconnect the client from the game.
timerefresh
Function
timerefresh timerefresh (parameter)
Test the frame-per-second rate. Note: When the command is used without any parameters the test is performed normally with the client actually seeing the screen turning the full 360-degrees. If the command is executed with any type of a parameter, a letter, a number, a character, then the test is performed in memory only without drawing the output on the screen. This command will calculate the frame-per-second rate by turning the player 360-degrees and showing exactly 128-frames as fast as possible. The time is then put into the equation " 128 / time = fps" to achieve the final result. Example:
timescale
Register
1
The scale at which game time relates to real time.
togglechat
Operation
Bring down the console to allow the player to send chat messages. Note: This command is performs the same identical action as the toggleconsole command.
toggleconsole
Operation
Bring down the console to allow the player to type in console commands. Note: This command is performs the same identical action as the togglechat command.
unbind
Function
unbind (key)
Remove a binding from a key. Note: This command will remove any commands which are bound to key, in effect making this key functionless. Please consult the bind command for a list of all possible key names. Also, consult the bindlist command to receive a listing of all currently bound keys. This command is useful if a key has been bound by accident and it's function is no longer needed. Example: unbind a unbind backspace
unbindall
Operation
Remove the bindings from all keys. Note: This command will remove bindings from all the keys except for the escape and ~ (tilde) keys. Be very careful about using this command, since you will lose all bindings and functions outside of the console. Also, this command should be used by people who write scripts to remove any unwanted bindings before setting up personal bindings.
use
Function
use (item)
Use an item. Note: This command can be used to setup individual key bindings which would use items with the press of a key. This command is also used when using keys to select weapons. Also, this command is able to use the item from the player's inventory without have the player perselect the item with the invnext or invprev commands. List: bfg10k - BFG10K. blaster - Blaster. chaingun - Chaingun. environment suit - Environment Suit. grapple - Grappling Hook (ThreeWave CTF). grenade launcher - Grenade Launcher. grenades - Hand Grenades. hyperblaster - HyperBlaster. invulnerability - Invulnerability. machinegun - Machinegun. power screen - Power Screen. power shield - Power Shield. quad damage - Quad Damage. railgun - Railgun. rebreather - Rebreather. rocket launcher - Rocket Launcher. shotgun - Shotgun. silencer - Silencer. super shotgun - Super Shotgun. Example: use blaster use quad damage
userinfo
Operation
Display information about the client. Note: This command will display all the personal information about the client. This command displays all the variables and their values which have the U (user) flag set. It is possible to create new variables which will show up when this executed by turning on the appropriate flag with the set command.
v_centermove
Register
0.15
The speed at which the screen will automatically center.
v_centerspeed
Register
500
The distance traveled before the screen will automatically center.
version
Command Line Parameter
Current Game Build
The version of the game.
vid_front
Operation
Switch the display to use the front buffer.
vid_fullscreen
Toggle
0
Toggle if the video is displayed in full-screen mode.
vid_gamma
Register
1
The video gamma setting.
vid_ref
String
gl
The name of the video renderer driver.
vid_restart
Operation
Restart the video system. Note: This command is used if there is a problem with the video system or video settings have been changed and need the video system to be restarted. This command is also used when switching between different video system .dll files.
vid_xpos
Register
3
The x-axis position of the game screen on the desktop.
vid_ypos
Register
22
The y-axis position of the game screen on the desktop.
viewpos
Operation
Display the current position of the player. Note: There are four values which are displayed. The first value is the x-axis location. The second value is the y-axis location. The third value is the z-axis location which is the current elevation. The fourth value is the x-axis angle which the player is facing.
viewsize
Register
100
The size of the game screen.
wait
Operation
Wait one game tic. Note: This command is mostly used when creating complex sets of commands and aliases. Some commands cannot be executed in the same game tic, so this command allows a space in time between executing different commands. Be warned though, the time of the command varies from system to system based on the CPU speed. It is a very bad idea to use the command to time things using human time, and using more than one command in alias is quite unwise. Remember, the time of the command is different for each system.
wave
Function
wave (number)
Make the player character display a hand gesture to other players on the server. Note: This command is best used to make fast and quiet gestures to other players. It can be used on enemy players to piss them off. It can also be used with team players to make silent and fast hand gestures to dictate strategy, kind of like milliary hand signals. List: 0 - Flipoff. 1 - Salute 2 - Taunt. 3 - Wave. 4 - Point. Example: wave 2
weaplast
Operation
Switches to the last weapon that the player had carried. Note: This command will bring up the weapon that was carried right before the weapon currently being carried. It will not go backwards in the history of weapons that the player has selected. If it is executed multiple times, it will toggle between the two last weapons carried.
weapnext
Operation
Switches to the next weapon in the player's inventory. Note: The weapon that the command will switch to is based a predefined order set by the game. The order of selection is: Blaster, Shotgun, Super Shotgun, Machinegun, Chaingun, Grenade Launcher, Rocket Launcher, HyperBlaster, Railgun, BFG10K.
weapprev
Operation
Switches to the previous weapon in the player's inventory. Note: The weapon that the command will switch to is based a predefined order set by the game. The order of selection is: BFG10K, Railgun, HyperBlaster, Rocket Launcher, Grenade Launcher, Chaingun, Machinegun, Super Shotgun, Shotgun, Blaster.
win_noalttab
Toggle
0
Toggle the ability to switch away from the game back to Windows.
z_stats
Operation
Displays the memory statistics for the Z-buffer in the game.
zombietime
Register
2
The amount of time in minutes before a frozen character is removed from the map.

This is my personal config file. It is customized for CTF, and saved as derek.cfg. My autoexec.cfg contains two lines for CTF:

			exec derek.cfg
			exec messages.cfg
			

For other mods or DM, the autoexec.cfg has an extra line which takes away the CTF specific commands and binds:

			exec derek.cfg
			exec message.cfg
			exec noctf.cfg
			

Not all the alias's in this config are in use. Some are left over from testing or are not actively in use.

**Note** I have not included the text of messages.cfg file. You will need to set up your own chat binds.

	//Config file for Quake 2
	//created by RQDxTheRock
	//You may use this file as long as you do not delete  these lines
	//https://cyberrock.net/contact
	//Start of actual config stuff

	// new stuff for testing

	alias +pause "set rate .5; set cl_maxfps .5; echo I'm Flying..."
	alias -pause "set rate 3600; set cl_maxfps $maxfps"

	//fps adjustments
	alias changefps "fps50"
	alias fps90 "set cl_maxfps 90;set maxfps 90;alias changefps fps50;echo MaxFPS: 90" 
	alias fps50 "set cl_maxfps 50;set maxfps 50;alias changefps fps37;echo MaxFPS: 50"
	alias fps37 "set cl_maxfps 37;set maxfps 37;alias changefps fps90;echo MaxFPS: 37"

	// set fisheye
	alias +wa "fov 120"
	alias -wa "fov $maxfov"

	alias rview "fov 90;set maxfov 90;set fish 120"
	alias xview "fov 110;set maxfov 110;set fish 140"

	alias +wide "fov $fish"
	alias -wide "fov $maxfov"

	//use center hand when firing
	alias +fire "hand 2; +attack"
	alias -fire "-attack; hand 0"

	alias duck0 "duck1"
	alias duck1 "+movedown;alias duck0 duck2"
	alias duck2 "-movedown;alias duck0 duck1"

	//Nothing of Your Concern(Do Not Modify or Delete!)
	alias LW "wait;wait;wait;wait;wait;wait;wait;wait;wait;wait"
	alias LWX "LW;LW;LW;LW;LW"
	alias LWX2 "LWX;LWX;LWX;LWX;LWX"
	alias LWX3 "LWX2;LWX2;LWX2;LWX2;LWX2"
	alias LWX4 "LWX3;LWX3;LWX3;LWX3;LWX3"
	alias LWX5 "LWX4;LWX4;LWX4;LWX4;LWX4"

	//The Single-Button SuperRocketJump
	alias +srj "lookdown1;rjump"
	alias -srj "lookdown2"
	alias +srj2 "lookdown1;rjump2" //
	alias -srj2 "lookdown2"
	alias lookdown1 "cl_pitchspeed 999999;+lookdown"
	alias lookdown2 "-lookdown;cl_pitchspeed 200;-attack;-moveup;wait;wait;wait;centerview;cl_maxfps $maxfps"
	alias rjump "+moveup;+attack;wait;wait;wait;wait;cl_maxfps 8"
	alias rjump2 "+moveup;+attack;lwx;cl_maxfps 0;"

	//The Freezer(You Can Freeze In Mid Air!)
	alias +Stop "cl_maxfps 0"
	alias -Stop "cl_maxfps $maxfps"

	//Victory Dances - alternates
	alias +VictoryDance1 "cl_forwardspeed 1;cl_yawspeed 1500;+left;+movedown;LWX;-left;+right;-movedown;+moveup;+lookup"
	alias -VictoryDance1 "cl_forwardspeed 200;cl_yawspeed 180;-left;-movedown;-right;-moveup;-lookup;centerview"
	alias +VictoryDance2 "cl_forwardspeed 1;cl_yawspeed 1500;+right;+moveup;LWX;-moveup;+movedown;-movedown;+lookdown;LWX3;-right;+left;-lookdown;+lookup"
	alias -VictoryDance2 "cl_forwardspeed 200;cl_yawspeed 180;-right;-moveup;-movedown;-lookdown;-left;-lookup;centerview"

	alias CH0 "+VictoryDance1;echo Doing a jig..;-VictoryDance1"
	alias CH1 "+VictoryDance2;echo Dancin' on his grave;-VictoryDance2"

	//-------------------
	alias +Xoom "fov 10;vid_gamma .5;sensitivity $zoomsen"
	alias -Xoom "fov $maxfov;vid_gamma 1;sensitivity $mousesen"
	alias +autograpple "use grapple;+attack"
	alias -Autograpple "-attack;weaplast"
	alias +usehook "use grapple;cl_maxfps $lowfps"
	alias -usehook "cl_maxfps $maxfps"
	alias +slow "cl_maxfps $lowfps"
	alias -slow "cl_maxfps $maxfps"

	alias +SniperScope "fov 30;vid_gamma .5;sensitivity $zoomsen;crosshair 3"
	alias -SniperScope "fov $maxfov;vid_gamma 1;sensitivity $mousesen;crosshair 1"

	alias +launch "use grenades;+attack"
	alias -launch "-attack;weaplast"

	alias +launch2 "use grenade launcher;+attack"
	alias -launch2 "-attack;weaplast"

	//------------------
	alias defendbase "DEF0"
	alias DEF0 "teaminfest;alias defendbase DEF1"
	alias DEF1 "teamhelp;alias defendbase DEF0"

	alias cam0 "cam1"
	alias cam1 "msg6;alias cam0 cam2" 
	alias cam2 "msg13;msg12;alias cam0 cam1"

	alias TM "TM1"
	alias TM1 "alias TM0 Team1;alias TM TM2;Echo Score message"
	alias TM2 "alias TM0 Team2;alias TM TM3;Echo Same Team message"
	alias TM3 "alias TM0 Team3;alias TM TM4;Echo HI-5 message"
	alias TM4 "alias TM0 Team4;alias TM TM1;Echo Teamwork message"
	TM

	alias IM "IM1"
	alias IM1 "alias IM0 teamincom;alias IM IM2;Echo Assault msg"
	alias IM2 "alias IM0 teamunder;alias IM IM1;Echo Underground Msg"
	IM

	bind - "teamflagoff"
	bind = "teamflagdef"
	bind SHIFT "use Grapple"

	bind TAB "inven"
	bind ENTER "invuse"
	bind ESCAPE "togglemenu"
	bind SPACE "+moveup"
	bind , "msg18"
	bind . "admin;say Please type yes in console to vote"
	//bind "wave 3"
	bind ";" "stopsound"
	bind + "teamflagdef"
	bind - "teamflagoff"
	bind / "msgvote"
	bind 0 "teamloc"
	bind 1 "use Blaster;use Machinegun"
	bind 2 "use Shotgun;use Super Shotgun"
	bind 3 "teamstatus"
	bind 4 "teamgetflag"
	bind 5 "teamquad"
	bind 6 "TM0"
	bind 7 "IM0"
	bind 8 "defendbase"
	bind 9 "teamfoundflag"
	bind = "teamflagdef"
	bind [ "invprev"
	bind \ "say_team I dropped the %t %l;drop tech"
	bind ] "invnext"
	bind ` "toggleconsole"
	bind a "+moveleft"
	//bind b "use rebreather"
	bind c "use Railgun"
	bind d "+moveright"
	bind e "use Grenade Launcher"
	//bind f "use HyperBlaster"
	bind f "use Shotgun;use Super Shotgun"
	bind g "use grenades"
	bind h "wave 0"
	bind i "use invulnerability"
	bind j "wave 1"
	bind k "wave 2"
	bind l "wave 4"
	bind n "exec derek.cfg"
	bind m "exec autoexec.cfg"
	bind u "use quad damage"
	bind p ""
	bind o ""
	bind q "use BFG10K"
	bind r "use Rocket Launcher"
	bind s "+forward"
	bind t "messagemode"
	bind u "use environment suit"
	//bind v "CH"
	bind b "ch0"
	bind v "ch1"
	bind w "use HyperBlaster;use Chaingun"
	bind x "+back"
	bind y "messagemode2"
	//bind z "+pause"
	bind z "+stop"
	bind ~ "toggleconsole"
	bind BACKSPACE "Say_team Here take this.;invdrop"
	bind ALT "+movedown"
	bind CTRL "+sniperscope"
	bind SHIFT "+usehook"
	bind F1 "cmd help"
	bind F12 "screenshot"

	bind Uparrow +xoom
	bind downarrow +wide
	bind leftarrow xview
	bind rightarrow rview 
	bind INS "msg4"
	bind DEL "msg3"
	bind PGDN "msg1"
	//bind PGUP "cam0"
	bind PGUP "msg13;msg12"
	bind HOME "msg5"
	bind END "msg2"
	bind KP_HOME "msg10"
	bind KP_PGUP "msg9"
	bind KP_LEFTARROW "msg14"
	bind KP_RIGHTARROW "msg15;msg15b"
	bind KP_END "msg11"
	bind KP_PGDN "msg12"
	bind KP_5 "msg17"
	bind KP_ENTER "+srj"
	bind KP_INS "msg7"
	bind KP_DEL "msg8"
	bind KP_UPARROW "msg16"
	bind KP_DOWNARROW "exec sukmeter.rc"
	bind KP_MINUS "msgno"
	bind KP_PLUS "msgyes"
	bind KP_SLASH "teamdef"
	bind * "teamoff"
	//bind MOUSE1 "+fire"
	bind MOUSE1 "+attack"
	bind MOUSE2 "use Rocket Launcher"
	bind MOUSE3 "+Autograpple"
	bind MWHEELDOWN "use Super Shotgun"
	bind MWHEELUP "use Grenade Launcher"
	bind PAUSE "msghyper"

	Alias graphon "bind F2 graphoff;netgraph 1;"
	alias graphoff "bind F2 graphon;netgraph 0;"
	graphoff

	alias rate0 "bind F3 rate1; rate 3600; echo Rate Set to 3600;"
	alias rate1 "bind F3 rate2; rate 3000; echo Rate Set to 3000;"
	alias rate2 "bind F3 rate3; rate 2500; echo Rate Set to 2500;"
	alias rate3 "bind f3 rate4; rate 4000; echo Rate Set to 4000;"
	alias rate4 "bind F3 rate0; rate 4500; echo Rate Set to 4500;"

	rate0
	set gender_auto "1"
	set lookstrafe "0"
	set lookspring "0"
	set hand "2"
	set freelook "1"
	set cl_run "1"
	//set cl_maxfps 50
	//set maxfps 50
	//echo Max FPS: 50
	fps37
	set lowfps 7
	echo Low FPS: 7
	set scr_conspeed "20"
	set con_notifytime "8"
	set m_filter "1"
	set mousesen 10
	set zoomsen 7
	set cl_footsteps "0"
	rview
	set logfile 1
	sensitivity $nousesen
	bind F4 "changefps"
	//bind f5 "changelowfps"
	bind f11 "exec lagmeter.rc"
	bind f10 "exec hello.rc"
	bind f5 "TM"
	bind f6 "IM"
	bind f8 "stopsound;say_team Quad %l will respawn in 60 seconds..;play quad60.wav"
	bind f7 ";stopsound;say_team Quad will respawn in 30 seconds..;play quad30.wav"
	bind f9 "say_team Someone Get the Quad NOW!"
	//set gender "male"
	//set skin "rqd/rqd_therock"
	//set name "RQDxTheRock"
	//bind pause "exec rqd.rc"
	//bind scrolllock "Hyper Pussy!"
	//alias test1 ";"
	//alias test2 ";"
	//alias test3 ";"
	//alias test4 ";"
	//alias test5 ";"
	//alias -test1 ";"
	//alias -test2 ";"
	//alias -test3 ";"
	//alias -test4 ";"
	//alias -test5 ";"