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📄 console.txt

📁 The source code of Doom legacy for windows
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      playdemo cave001.lmp      Will start an external demo, of file name 'cave001.lmp',      that you would have started with the -playdemo parameter      in the original Doom. stopdemo      Stops right away the current playing demo. Very useful. timedemo <demoname[.lmp]>      Play a demo like playdemo but run at fast as he can, rendering all      frames. It is used to measure the speed of the engine.      At the and of the demo it will show :        gametics : the numbers of frame rendered.        realtics : number of tics (1/35 second) taken to render all the                   frames        seconde : the time take to render all frames.        avg fps : average frame per seconde. (gametic/seconde) playdemospeed <0 - ???>    Allow you to change the speed of the playback of a demo. [2-9] Miscellaneous =================== memfree      Show the amount of heap, virtual and physical types of memory      available. The heap is the memory allocated for the game, and      you can change it using the '-mb' command line parameter      (see legacy.txt) help      Show a list of all the console commands and variables.|help <variable>|     Show all possible value for the variable.|      ex: help teamdamage|           0 : Off|           1 : On version      Show the game version and last date of compilation. quit      Just quits the game, without confirmation.      Beavis: "- hey Butthead, why does Legacy always exits as soon as               it has finished loading ??"      Butthead: "- because I have put 'quit' in your autoexec.cfg..                 uh.. uh ehehehe.. uh !!" screenshot      Take a screenshot like the F1 key in devparm mode. saveconfig <filename[.cfg]>      Save the current config in the specified file. This is always done when      you exit Legacy. loadconfig <filename[.cfg]>      Load a config file like at the begining of legacy.      For the pro : this is a simple exec command with ".cfg" default. changeconfig <filename[.cfg]>      Do a 'savegame currentconfigfilename' then a 'loadconfig filename'. The following commands might be helpful when you are playing a 'dehacked' game, and the cheat codes have been changed, damn! :) noclip      Like the cheat code 'idclip'. god      God mode. Just like 'iddad'. gimme [health] [ammo] [weapons] [armor] [keys]       [chainsaw] [shotgun] [chaingun] [supershotgun] [rocket] [plasma]       [bfg]       [berserk]|      [map] [fullmap]      Each of the paramater is optional, just add anything you want to      be added. This is a cheat 'a-la-carte' : for those like me that      likes to cheat 'half'. You can ask only for one weapon, or      just 100% health, or just an item..      NOTE: this was added as a last minute, the other items need to      be added (goggles, invuln., invisibility...) addfile <wadfile.WAD>      This command loads wads at run time.      The difference with the 'map' command is that:      - it won't automatically start a map      - it doesn't work in multiplayer (clients won't load        the file)      It will give some info about sprites/musics/sounds that      were replaced.      Note to wad authors: it will be possible to put any number of      maps in a wad file, using any resource name instead of the      'MAPxx' and simply typing 'map START' for example. Actually      it will need to edit the wad file, and rename the 'MAPxx'      markers.|netstat <0|1>|     Show netstat at the screen, this include :|       upstream byte per seconde|       downstream byte per seconde|       system packet lost ratio|       game packet lost ratio||     This is mainly for devloppers and curious [2-10] Sound ============ soundvolume <0-31>      Just like in the Sounds menu. musicvolume <0-31>      Just like in the Sounds menu. cd_volume <0-31>      Just like in the Sounds menu. snd_channels <0-???>      Choose how many sound channels will be used. Usually you will      set a value from 8 to 16, which is plenty enough. precachesound <0|1>      Set it to 1 (true), so that all the sounds are loaded at the      game startup. If 0, it will load the sounds while in the game,      only when they are needed. stereoreverse <0|1>      Set 'stereoreverse' to '1' to swap the stereo, if you hear the      the sound of fireballs coming from the left, output from the      speaker to the right... cd <on|off|remap|reset|play <track>|loop <track>|info|stop|resume|open>      The CD Audio music is available only when the MSCDEX driver      version 2.0 or later is found.      NOTE! Always do a 'cd reset' when you have changed the cd in the            drive, else it will say 'cd not ready'.      Here's a description of the cd commands:      cd on : enable cd music, game will use cd music.      cd off : disable cd music, if you don't want to hear the cd music.      cd open : open cd door.      cd reset : reset the cd driver, check for a new cd. Do this if you                 have changed the cd, to make the new cd's tracks available.      cd info : display the list of tracks, with time per track, and total                time. The track being played is printed in white.      cd play <track> : play a cd track, at the end, go to next track.      cd loop <track> : loop a cd track, at the end, restart it.      cd stop : stop/pause cd audio, use 'cd resume' to continue.                If you really want the cd drive to stop 'turning', use                'cd off'.      cd resume : continue playing after a 'cd stop'      cd remap : remap cd tracks. Normally, the game uses the map number                 as the track number, for Doom1, it takes (episode*9)+                 map number as track number.                 This command is useful to adapt your favorite cd music                 to Doom's levels, let's have an example:                 cd remap 5 3 1 4 2                 This remaps cd tracks as follows:                 1 becomes 5,                 2 becomes 3,                 3 becomes 1,                 4 becomes 4 (does not change),                 5 becomes 2.                 So, at map 1, it will play track 5, because track 1 was                 remapped to track 5.                 If you have a great music which is track 8 and you want                 it at map 3 and 6 :                 cd remap 1 2 8 4 5 8 ...                              ^     ^ tracks 3 and 6 become 8                 TIP A: this is very useful, if you have a cd with 'data'                        tracks, a pc cd-rom game with some audio tracks,                        usually the first track is a data track, that won't                        play. Use remap to skip the first track like this:                        cd remap 2 3 4 5 6 7 8 9 2 3 4 5 6 7 ..                        So track 1 is never used.                 TIP B: you can do some aliases for your favorites CD's,                        and save it to autoexec.cfg, example :                        alias fsol cd remap 4 5 2 9 3                        so you can just type 'fsol' to get your favorite                        track list. cd_update <0|1>      By default, cd Update is enabled. If you feel some serious      slowdown while the cd is playing, set cd_update to 0. The cd      will no more move to the next track, neither loop the current      track automatically. Another solution is to get the latest      version of your cd driver (a better one). [2-11] Unfinished ================= solidcorpse <0|1>      The sneak preview option of Legacy v1.12 became a console      command, but is still not finished.      Note that this option works for solo play too.      Setting solidcorpse other than 0, makes the dead corpses      (monsters/marines) solid. The corpses thus stack one on top      of another, and you walk over them. Sometimes you can even      reach ledges where you couldn't go by climbing on corpses!      This option is there for fun in deathmatch, and so that      you can test easily the new improved height collision method! bloodtime <0-???>      Choose how many seconds blood will stay on the floor.      In the original Doom the blood stayed no more than 1 second.      This can be fun for deathmatches, setting 'bloodtime' to '60',      for example, will make the blood drops stay 1 minute on the      floor before disappearing. Useful for tracking down your preys :)      default falue is now 20  connect <server_ip | server_address | ANY | SELF >      This command connect to a server to play a netgame.      Unfortunately, it can't be used if legacy was not started in network      (-connect or -server). So you may use it only when reconnecting to      a server.  fullscreen <0|1>      switch between fullscreen or windowed, work only under Linux and      win32 opengl [2-12] OpenGL/Glide =================== note: Those variables are only available in the Linux and Win32 version.       All those variable's names start with the gr_ prefix.       Not all those variables are effective in Glide mode. gr_coronas <On|Off>    Enable or disable coronas around lights and rocket. gr_coronasize <positive float value>    Adjust light coronas size on the screen, coronas is in the reality     caused by despertion of light in the eye the size of a coronas depand     on your screen size and your distance of your eye to screen. So you     can adjust it the get the more realistic effect or just to see more     bigger coronas :). gr_dynamiclighting <On|Off>    Dynamic lighting is way to render (on walls and planes) lights emit by    missiles or BFG balls. Be aware it can be slow on low end PC.    See also gr_mblighting. gr_fog <On|Off>      Enable or disable the fog, default is On. gr_fogcolor <rrggbb>      Change the RGB (in hexadecimal format) value of the fog. The|     default is set to 000000 (black, looks like the original      doom fog). For a grey fog, set the value to 707070 (for example). gr_fogdensity <1-?>      Change the fog density. The default value is 500. I suggest you to      try different values to see the changes. gr_fov <1-179>      FOV means Field Of View. If you set a value above 90 and gr_mlook      (see below) is "Off", then DooM Legacy set automatically gr_mlook      to "On". This is because FOV, with a value higher than 90 degrees,      needs this mode to work properly. You can use it for zooming:      Mandeep/FlynnT tips for zooming (see other commands/variables)        alias psprites_on "playersprites 1"        alias psprites_off "playersprites 0"        alias zoom_in "set_zoom_out; psprites_off; gr_fov 80; wait 1;                       gr_fov 71; wait 1; gr_fov 62; wait 1; gr_fov 54;                       wait 1; gr_fov 46; wait 1; gr_fov 39; wait 1;                       gr_fov 32; wait 1; gr_fov 26; wait 1; gr_fov 20;                       wait 1; gr_fov 15; wait 1; gr_fov 10"        alias set_zoom_out "bind n zoom_out"        alias zoom_out "set_zoom_in; gr_fov 15; wait 1; gr_fov 20; wait 1;                        gr_fov 26; wait 1; gr_fov 32; wait 1; gr_fov 39;                        wait 1; gr_fov 46; wait 1; gr_fov 54; wait 1;                        gr_fov 62;  wait 1; gr_fov 71;  wait 1; gr_fov 80;                        psprites_on; wait 1; gr_fov 90"        alias set_zoom_in "bind n zoom_in"        bind n zoom_in      I suggest you to put this in the autoexec.cfg file. It allows you      to use the 'n' key for zooming in and out. gr_gammaxxx (where xxx = red|green|blue) <0-255>      Those variables are used for changing the intensity of red, green or      blue. You can use them to make DooM Legacy brighter or darker if you      change all those variables with the same smaller or higher value. gr_mblighting <On|Off>      It's the same as dynamic lighting, except it shows the lights emit      by balls throw by monsters. gr_mlook <Off|On|Full>      gr_mlook command is there for fixing the "mlook" bug (when you look      up and down). The default value is On.      - The "Off" (or 0) should only use if you don't use full mlook.      - The "On" (or 1) is fast and fix most of the mlook bug, but walls        behind you can be hidden if you look at nearly 90

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