******
+attack -attack (A)

When attack is active the player is firing their current weapon

SA: impulse
******
+back -back (A)

When back is active the player is moving backwards

SA: cl_backspeed
******
+forward -forward (A)

When forward is active the player is moving forward

SA: cl_forwardspeed
******
+jump -jump (A)

When jump is active the player is jumping

SA: sv_gravity
******
+klook -klook (A)

When klook is active forward and back become lookup and lookdown.
******
+left -left (A)

When left is active the player is turning left.

SA: cl_yawspeed
******
+lookdown -lookdown (A)

When lookdown is active the player's view is moving down.

SA: cl_pitchspeed, centerview
******
+lookup -lookup (A)

When lookup is active the player's view is moving up.

SA: cl_pitchspeed, centerview
******
+mlook -mlook (A)

When mlook is active moving the mouse forwards and backwards performs a
lookup and lookdown respectively.
******
+movedown -movedown (A)

When movedown is active the player is swimming down in a liquid.

SA: cl_upspeed
******
+moveleft -moveleft (A)

When moveleft is active the player is strafing left.

SA: cl_sidespeed
******
+moveright -moveright (A)

When moveright is active the player is strafing right.

SA: cl_sidespeed
******
+moveup -moveup (A)

When moveup is active the player is swimming up in a liquid.

SA: cl_upspeed
******
+right -right (A)

When right is active the player is turning right.

SA: cl_yawspeed
******
+showscores -showscores (A)

When showscores is active in single player mode the current level stats are
shown on the status bar. In multiplayer mode the current frags are shown on
the full screen.
******
+speed -speed (A)

When speed is active the player is running.

SA: cl_movespeedkey, cl_anglespeedkey
******
+strafe -strafe (A)

When strafe is active left and right function as +moveleft and +moveright
strafing in that direction.
******
+use <?> -use (A)

Sets the USE flag for the player. Currently not used by Quake.
Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
******
alias <name> [command] (C)

Using alias without the [command] option will erase the alias specified
in <name> From techinfo.txt:

     The alias command is used to create a reference to a command or list of
     commands.  When aliasing multiple commands, or commands that contain
     multiple words (such as "fraglimit 50"), you must enclose all the
     commands in quotation marks and separate each command with a semi-colon.

     Example of an alias that changes some Deathmatch server parameters:

     alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
     bind INS net_game

SA: bind
******
ambient_fade <n> (V)

Def: 100

How quickly ambient sounds fade in/out. Higher values make the sound fade
quicker.

SA: ambient_level
******
ambient_level <n> (V)

Def: 0.3

How loud ambient sounds are. This includes wind, water, and other ambient
sounds.

SA: ambient_fade
******
auxlook <?> (1.06)

Def: 1

I thought this would allow the joystick to function like the mouse during a
+mlook but I can't get it to work...

SA: toggle_auxlook
******
ban <ip address> [mask] (1.06)

At long last you can ban those troublesome players. Just get their ip with the
status command and enter it in. However, don't get your hopes up that much at
this point. It is a quick hack and can only current handle one banned ip
address. If you enter a higher order domain such as xxx.xxx.xxx any player
from that domain will be unable to play. Makes it easy to ban players from a
particular ISP or site. Once you have declared at least one banned site typing
ban without an ip address will list the current sites that are being banned.

To use the higher order domain banning the format is: ban xxx.xxx.0.0
xxx.xxx.0.0 Once banning has been turned on you can turn it off by using the
command: ban off

Thanks to Daniel A. Sill <sill@zeke.as.utexas.edu> for getting the low-down
on this command.

SA: status
******
begin (P)

This command reports "Not valid from console" when run. It is part of the
Quake client/server protocol. Sent by a client to a server after the client
has processed the entity spawn messages and the client is ready to begin
rendering and processing game update messages. Not for use by mortals.

Thanks to Sky Golightly <sky@cruzio.com> for information on this command.

See aldo: prespawn, spawn
******
bgmbuffer <size> (V)

Def: 4096

Amount of memory allocated for the background music buffer, used when playing
from a cd.

SA: bgmvolume, cd
******
bgmvolume <vol> (V)

Def: 1.0

Volume of background cd music.

SA: cd, bgmbuffer
******
bind <key> [command] (C)

Used to bind a set of commands to a key.
From techinfo.txt:

     Where <key> is a valid key control and [command] is a valid Quake
     command.

     Example:
     To bind the j key to the 'jump' command, you would type:
     bind j +jump
     and press enter.

     Non-printable keys such as 'page up' and buttons from the mouse/joystick
     are bound in the same manner as printable characters. A list of bindable
     keys can be found at the end of this file.

     Example:
     To bind the page up key to the 'jump' command, you would type:
     bind pageup +jump
     and press enter.

     To bind the right mouse button to the attack command, you would type:
     bind mouse2 +attack
     and press enter.

     The following keys can be bound:

     A-Z                     0-9
     *F1-F12                 *TAB
     ENTER                   SPACE
     BACKSPACE               UPARROW
     DOWNARROW               LEFTARROW
     RIGHTARROW              ALT
     CTRL                    SHIFT
     INS                     DEL
     PGDN                    PGUP
     HOME                    END
     PAUSE                   SEMICOLON

     MOUSE1 (mouse button 1)
     MOUSE2 (mouse button 2)
     MOUSE3 (mouse button 3)

     *~ (tilde)

     * Can only be bound on the command line or in a .cfg file.

     The ESC key cannot be bound.

To bind multiple command enclose the entire command in quotes and separate the
commands with semicolons.

bind q "impulse 7; +attack; wait; -attack; impulse 5"

When using actions commands in a bind (ie +attack or +left) the first plus
action will automatically have a minus added when the key is released. To
prevent this start the command with a semicolon.

bind q ";+mlook" (This will keep mlook on until a -mlook is executed.)

SA: alias, unbind, unbindall
******
bf (C)

Background flash, used when you pick up an item.
******
_cl_color <value> (V)

Def: 0

Set the player's color. The value is SC*16+PC where SC is shirt color and
PC is pants color.

SA: color
******
_cl_name <string> (V)

Def: Player

Sets the player's name. Works the same as the name command.

SA: name
******
_config_com_baud <value> (V)

Def: 57600

Sets the default baud rate for the modem.

SA: com1/com2
******
_config_com_irq <value> (V)

Def: 4

Sets the default irq for the modem.

SA: com1/com2
******
_config_com_modem <0/1> (T)

Def: 0

This is a really weird option. If set to one then com1 gets the values that
the config_x commands sets. It doesn't work for com2 though. I think in
general it's better just to use the com1 and com2 commands.

SA: com1/com2
******
_config_com_port <value> (V)

Def: 1016

Sets the default port for the modem. Use 0x to enter the number in hex.

SA: com1/com2
******
_config_modem_clear <string> (V)

Def: ATZ

Sets the default modem reset command.

SA: com1/com2
******
_config_modem_dialtype <P/T> (V)

Def: T

Sets the default dailing mode to Touch Tone (T) or Pulse (P).

SA: com1/com2
******
_config_modem_hangup <string> (V)

Def: AT H

Sets the default hangup string for the modem.

SA: com1/com2
******
_config_modem_init <string> (V)

Def: (none)

Sets the default modem init string.

SA: com1/com2
******
cd [command] (C)

Used to control the cd player.
From techinfo.txt:

     cd on
        Re-enables the CD audio system after a "cd off" command.

     cd off
        Shuts down the CD audio system.  No more music will be played unless
        it is re-enabled.

     cd reset
        Causes the CD audio to re-initialize.  This is useful if you change
        CDs or insert the CD after you've already run Quake.

     cd play <track number>
        Plays the specified track one time.

     cd loop <track number>
        Plays the specified track.  It will be repeated until either it is
        manually stopped or another track is started.

     cd stop
        Stops the currently playing track.

     cd resume
        Will resume playback of a stopped track.

     cd eject
        This is for CD players that do not have a manual eject button.

     cd remap <track1> <track2> <track3> ...
        Allows you to switch what tracks are played.  This is especially useful
        if you want to play music other than that on the Quake CD.  If the CD
        audio system is told to play track 1, it will instead play the 1st
        track you specified.  For example: assuming a CD with 1 data track and
        8 music tracks, the command "cd remap 1 9 8 7 6 5 4 3 2" would leave
        the data alone and play the audio tracks as if they had been placed on
        the CD in the opposite order.

     cd info
        Reports information such as the number and types of tracks on the
        current CD, what track (if any) is currently playing, and the playback
        volume.

SA: bgmvolume, bgmbuffer
******
centerview (C)

Moves player's view back to straight ahead after a +lookup or +lookdown action.

SA: v_centerspeed, force_centerview
******
changelevel <map> (C)

Switch game play to selected level. Use this command instead of map when you
are running a server. Unlike the map command changelevel won't disconnect all
of the clients before loading the next level

Thanks to Howard Ship <hship@cac.stratus.com> for the command clarification.

SA: map
******
cl_anglespeedkey <speed> (V)

Def: 1.5

Sets multiplier for how fast you turn when running.

SA: cl_yawspeed
******
cl_backspeed <speed> (V)

Def: 400

Sets backward movement rate.

SA: sv_maxspeed, cl_movespeedkey
******
cl_bob <value> (V)

Def: 0.02

Sets how much your weapon moves up and down when walking.

SA: cl_bobcycle, cl_bobup
******
cl_bobcycle <value> (V)

Def: 0.6

Sets how quickly your weapon moves up and down when walking.

SA: cl_bob, cl_bobup
******
cl_bobup <value> (V)

Def: 0.5

Sets how long your weapon stays up before cycling when walking

SA: cl_bob, cl_bob_cycle
******
cl_forwardspeed <speed> (V)

Def: 200

Sets forward movement rate.

SA: sv_maxspeed, cl_movespeedkey
******
cl_movespeedkey <speed> (V)

Def: 2.0

Set multiplier for how fast you move when running.

SA: cl_backspeed, cl_forwardspeed, sv_maxspeed
******
cl_nolerp <?> (?)

Def: 0

Don't know what is does.
******
cl_pitchspeed <value> (V)

Def: 150

Sets how fast you lookup and lookdown.
******
cl_rollangle <value> (V)

Def: 2.0

Sets how much your screen tilts when strafing.

SA: cl_rollspeed
******
cl_rollspeed <speed> (V)

Def: 200

Sets how quickly you straighten out after strafing.

SA: cl_rollangle
******
cl_shownet <0/1> (T)

Def: 0

Toggle the display of current net status (Doesn't mean much to me.)
Example output:

     98 98 120
     120
     98

******
cl_sidespeed <speed> (V)

Def: 350

Sets how quickly you strafe.
******
cl_upspeed <speed> (V)

Def: 200

Effects how quickly you moveup and movedown in liquids. Kind of strange that
upspeed also effects your downspeed?
******
cl_yawspeed <speed> (V)

Def: 140

Sets how quickly you turn left or right.

SA: cl_anglespeedkey
******
clear (C)

Clears the console screen.
******
cmd <?> (?)

Don't know what it does.
******
color <shirt> <pants> (C)

Sets the player's colors. If just the shirt color is used the pants color will
be the same.

SA: _cl_color
******
com1 [command] com2 [command] (C)

Control the com ports on your computer. From techinfo.txt:

     enable | disable
        "enable" means that your configuration is complete and you want to use
        the COM port.  "disable" is used to turn off a COM port, usually to
        change its settings.  The default (initial) state is disabled.

     modem | direct
        Use one of these two to let Quake know if you are using a modem or a
        direct connection (also called a null modem.)  Quake uses this to know
        if it needs to handles modem initialization strings, dialing sequences,
        and hangup procedures.

     reset
        This will reset the COM port to its default settings and state.

     port <n>
     irq <n>
        These are used to set the I/O Port and IRQ that your serial port uses.
        The default values are: port=3f8 irq=4 for COM1 and port=2f8 irq=3 for
        COM2.  Note that the port number is displayed in hexadecimal; to enter
        it you would use something like "COM2 port 0x2f8"; the "0x" preceding
        the "2f8" indicates that you are giving the value in hexadecimal
        otherwise decimal is assumed.

     baud <n>
        Sets the baud rate.  Valid values for <n> are: 9600, 14400,
        28800, 57600, and 115200.  57600 is the default.  Please note that
        this is the baud rate used for the uart, not your modem.  It is
        perfectly valid to use 57600 on a COM port that is connected to a
        28.8 modem.

     8250 | 16550
        Specifies the type of uart chip in your system. Normally this is
        automatically detected, one of these need only be used if your chip
        is incorrectly detected.

     clear
     startup
     shutdown
        This allows you to specify the clear, startup, and shutdown strings
        needed for a modem for playing Quake.  If you've found values that
        previously worked with Doom, use them here.  If you are playing over
        a null modem cable, leave these blank.

     -cts | +cts
     -dsr | +dsr
     -cd  | +cd
        These determine if certain serial control lines should be honored or
        ignored. The "-" means you want that line ignored, the "+" means to
        honor it. "cts" is an abbreviation for "clear to send", "dsr" for
        "data set ready", and "cd" for "carrier detect".  Do not change these
        values unless you are absolutely positive you need to. The default is
        to ignore all 3 lines.

     Quake always uses no parity, 8 data bits, and 1 stop bit; these
     values can not be changed.  The baud, port, irq, and uart type can
     not be changed on an enabled port, you must disable it first.

     Configuration examples
     ************************--
     Example1: You have a machine with two serial ports you are going
     to use as a Quake server.  COM1 will be using a null modem cable and
     COM2 will be connected to a 14.4 modem.  You would use commands similar
     (the startup string would almost certainly be different) to these:

     COM1 baud 57600 enable
     COM2 baud 14400 modem startup AT\N0%C0B8 enable

     Example2: You are going to use your machine to connect to a dial-up
     Quake server with your 28.8 modem connected to COM2.  You would
     use a command something like this:

     COM2 baud 57600 modem startup AT\N0%C0B8 enable

     Note the baud rate is not the same as the modem speed.  This allows
     the modem-to-uart communications to occur at a higher rate than
     the modem-to-modem communications.

SA: _config_com_baud, _config_com_irq, _config_com_modem,
_config_com_port, _config_modem_clear, _config_modem_dialtype,
_config_modem_hangup, _config_modem_init
******
con_notifytime <time> (V)

Def: 3

Sets how long messages are displayed when playing.
******
connect <server> (C)

Connect to a Quake server. The name can be an absolute LAN address, IP, or
hostname, depending on your network connection.
In v1.06 you can also use the following format "connect xxx.xxx.xxx.xxx:xxxxx"
to connect to a certian udpport of a server. Make sure you use the quotes ("")
otherwise it doesn't work. SA: slist, disconnect, reconnect
******
coop <0/1> (T)

Def: 0

Toggle the cooperative play mode in network games.

SA: deathmatch, teamplay
******
crosshair <0/1> (T)

Def: 0

Toggle the display of an aiming crosshair.
