Ellatha.com Logo Logo right
News Articles Calendar Forum Websites Downloads Pictures Polls
      date time 
topleft icon Menu topright icon
bullet icon Main page
bullet icon News
bullet icon Articles
bullet icon Downloads
bullet icon Pictures
bullet icon Calendar
bullet icon Tags
topleft icon Portals topright icon
bullet icon Greek
bullet icon Gaming
bullet icon Business
bullet icon Online Stores
bullet icon Webmasters
topleft icon Community topright icon
bullet icon Guestbook
bullet icon Forum
bullet icon Events
bullet icon Polls
bullet icon Websites
topleft icon Personal topright icon
bullet icon Login
bullet icon Sign up
topleft icon
Search Minimize
topright icon
topleft icon
Web counters Minimize
topright icon
Top Day267,323
topleft icon LOMM - Console Commands topright icon
Posted on 20 September 2006 at 17:19:25 by Magi. | Print Articles Send To Friend

Console Commands

To Start
Hit ~ to enter the console. Hit it again to exit the console. In-game, you
can hit shift-~ to scroll the console down, and ctrl-~ to scroll the console up.

Networking Console Commands

ForceRemote <0,1>
Normally, the engine uses a different net protocol for a single player
game which is more efficient, but ForceRemote 1 will make it use 
a network connection.

LocalDebug <0,1>
By default, the transport debug doesn't tell about local connections. This
will enable local connection debug.

TransportDebug <0-10>
Debug net transport layer.. shows lots of info about packet sending/receiving.

Adds simulated latency in the networking layer. This takes up tons of memory
so should only be used for debugging. Set to zero to disable.

Causes the networking layer to drop packets every seconds, based on the 
DropChance variable. Set to zero to disable.

DropChance <0-100>
Sets the chance that a packet will be dropped each time the DropRate counterticks.

DebugPackets <0, 1, 2>
0 = no debug output for packets
1 = basic debug output -- new objects and removed objects
2 = verbose debug output

ShowThruPut <0,1>
Shows how much data is being sent per second.

connect to the first available IPX game

connect to the computer with the given IP address

ShowConnStats <0,1>
Shows status information about all active network connections. Only shows info
for local connections if LocalDebug is 1.

Rendering Console Commands

Draws geometry back to front so you can see what's in the PVS.

When this is enabled, the engine will draw what's in the PVS for the area you'recurrently
in no matter where you go so you can see how much extra stuff you can see.

LightSaturate (default 1)
Saturates all dynamic lights.

This provides a way to talk to render drivers.

Direct3d driver-specific render commands:
"ListDevices" will spit out all the hardware accelerated devices thatit can use.

"ListTextureFormats" will spit out all the texture formats that the
current card supports, as well as which texture format it's using.

Texture4444 <0,1>
Forces the texture format to be RGBA 4444. This is faster on some cards.

ShowFullbriteModels <0,1>
Draws models with a fullbrite texture flat-shaded.

ShowTextureUpload <0,1>
Shows stats on texture upload. Helpful for finding out if an area
is using too much texture.

ShowFillInfo <0,1>
Shows how much screen area is being drawn. Helps determine how
much overdraw you have. Overdraw is a large cause of slowness.

DrawAll <0,1>
Draws everything in the world, regardless of the visibility list.

ShowSplits <0,1> 
If DrawFlat is 1, then this shows BSP splits on the flat polies.

DynamicLight <0,1> 
Enable/disable dynamic lighting.

FastLight <0,1> 
Uses a faster method to light things with dynamic lights, but doesn't
look as smooth.

LightModels <0,1> 
Should models be lit by dynamic lights?

ModelFullbrite <0,1> 
Enable/disable model fullbrite colors (having fullbrite colors is slower).

LightmapsOnly <0,1> 
Tells renderer to only draw lightmaps.

Wireframe <0,1> 
Draw everything in wireframe. 

ModelBoxes <0,1> 
Draws model physics bounding boxes.

Sets the mipmap range, so you can push those mipmapping lines back.
Default value is 0.7. The lower you go, the further the lines are.

DrawSky <0,1>
Enable/disable sky rendering (default is 1)

FogEnable <0 or 1>
Enable fog (only in Glide).

FogR <0-255>
Fog red color (defaults to 100).

FogG <0-255>
Fog green color (defaults to 200).

FogB <0-255>
Fog blue color (defaults to 100).

FogNearZ <0-65000>
Where the fog starts (defaults to 0).

FogFarZ <0-65000>
Where the fog ends (defaults to 2000).

SkyFogNearZ <0-65000>
Where the fog starts in the sky (defaults to 0).

SkyFogFarZ <0-65000>
Where the fog ends in the sky (defaults to 200).

The engine uses a maximum of 3 shadows. You can disable shadows
with 'MaxModelShadows 0' or set it to 1, 2, or 3.

This offsets all model levels of detail by the given amount.
This should be used for a 'low detail' setting for slower machines.
(Note: you can set this to negative as well if you want to stop 
the models from using LODs).

The LOD that shadows use is the model's level of detail (which is 
affected by ModelLodOffset) + ShadowLodOffset.
This defaults to 150, which saves 300 triangles for shadows.

ModelAdd (0-255)
You can brighten up the global model lighting with this command.

Sets the farthest distance for drawing polies. Anything between 0
and FarDetailDist has its detail level scaled in between there.

Causes the renderer to not draw anything above the given detail level.

RenderDebug <0 - 5>
Helpful rendering debug information is printed in the console when errors occur.
Higher numbers print out more information.

MipMapOffset <0,3>
Offset the mipmap level that it uses by a certain amount. This helps on crappy
cards with very little texture memory.

GroupOffset0 through GroupOffset9 <0,3>
Offset the mipmaps used for textures in each group (this offset is in addition
to the offset applied with the 'global' mipmap offset in MipmapOffset).

Dither <0,1>
enable/disable dithering (best if it's on..)

DrawParticles <0,1> 
Turn on or off particle drawing.

DrawSprites <0,1> 
Turn on or off sprite drawing.

DrawModels <0,1> 
Turn on or off model drawing.

DrawLineSystems <0,1> 
Turn on or off line system drawing.

ShowFrameRate <0,1> 
show framerate info in the console

ShowPolyCounts <0,1> 
tell how many polies it's drawing

LightMap <0,1> 
enable/disable lightmapping

FarZ <100,65000> 
far clipping distance

ScreenWidth <512,640>
ScreenHeight <384, 480> 
video width and height (only useful on the command line)

use a different render DLL (only useful on the command line)

Scale factor for LOD values. Defaults to 1.0f.

Force2Pass <0,1>
Forces d3drender.dll to render lightmapped polies in two passes, even on a card
that can do it in one pass (like a Voodoo2).

TripleBuffer <0,1>
Enable/disable triple buffering. Triple buffering makes some cards run
much faster.

Gamma <0-500>
Set the gamma value. Defaults to 1.

WarbleSpeed (default 25)
Sets how fast the warbling effect goes.

WarbleScale <0-1> (default 0.92)
Sets how pronounced the warbling effect is. The closer to zero, the more
pronounced the effect is.

EnvScale (default 1)
Scales the environment map so it looks blurrier.

EnvMapAll <0,1>
Environment maps all models, regardless of whether they have the flag set ornot.

Sound Console Commands

DebugSound <0,1>
Tells when sounds are created.

DebugNumSounds <0,1>
Spits out how many sounds are currently being mixed each frame.

MusicEnable <0,1>
Disable/Enable music.

SoundEnable <0,1>
Disable/Enable sound.

Other Console Commands

Spits out a list of the game console variables and their values.

Shows a list of all the input devices and key names in the console.

Records a demo on the world.

Plays back a recorded demo.

Plays back a recorded demo as fast as it can. This is good for measuringframerate
over a period of time.

ShowTickCounts <0,1,2,3> 
Shows some performance data. The higher the number, the more detailed the info.

ShowMemStats <0,1>
Shows memory allocated and number of allocations.

DebugStrings <0,1>
Spits out messages when it can't find requested strings.

You can set the console font to be any Windows font. (Default is Terminal.)

You can set the console font pitch to adjust its size. (Default is 5.)

Restarts the console, making your ConsoleFont and ConsoleFontPitch settings takeeffect.

ErrorLog <0,1>
Checked on startup. Causes all errors and console output to be
logged to a file, Error.log.

AlwaysFlushLog <0,1>
Writes the log file to disk every time something is printed to it.
Slow, but it'll guarantee the contents of the log are intact if
the engine crashes or something.

Specify an alternate file for the error log (default is error.log).

prints the variable name and its value

lists all the console variables and their values

lists all the console commands

NumConsoleLines <0-20> 
how many lines of the console are visible in the upper left corner

Video <0,1> 
enable/disable video .. only useful if you do it on the command line

maximum world polies to draw .. useful for unvis'd levels

switch to the given world

bind a key or other input to an action

Bind a key or other input to an action. This is usually used if you want to 
hook up a joystick to act as a button. When the joystick moves in between
the low and high ranges you specify, the command is considered on. You can
repeat the last 3 tokens to add more actions with range bindings. Here's
an example: rangebind "joystick 1" x 0 22767 left 42767 65535 right

scale an input axis to make the mouse turn faster, for instance

add a new action

enable a device (like keyboard or mouse)

set the screenshot filename

Server Console Commands

Server-side console commands are done by entering "serv " into
the console, where command is like any normal command.

Currently, any client can run a server command, but later on, there will
be a password for it.

Note: the server commands will most likely change and some will be removed.

Open or close a portal (only used for debugging).

Set the server's internal update rate. This defaults to 30 times per second.

You can scale the time on the server to make things go slower or faster.
This is cool for some effects.

Spits out a list of all the files the server is using.

Shows a list of all the objects currently in the world.

Shows the game time progressing.

Shows how many ticks were spent updating each class each frame (this slowsthings
down a bit so don't have it on all the time).

Enables the FLAG_BOXPHYSICS flag on all objects so you can see how much the 
WorldModel physics is costing.

topleft icon Comments topright icon
1 Comment - 5/5 - Votes : 1
Posted on 04 June 2007 at 13:28:17 by Magi.  5/5

LithTech Game Engine Commands ~
topleft icon Advertisement topright icon
topleft icon
Online Minimize
topright icon
Staff Staff | Members | Guests | Male | Female
topleft icon
Accounts Minimize
topright icon
Members : 3448
-Active : -Active :3332
-Non active : -Non active :116

Random User
topleft icon topright icon
Bookmark and Share       
 © Ellatha.com 2002-2017 - Terms of Service  - Privacy Notice  - Copyright Notice