******
d_mipcap <value> (V)

Def: 0

Sets the detail level. Values range from 0-3 with 0 giving the highest detail.
Thanks to James Boswell <boswell@nspace.com.au> for improved documentation on
this command.

SA: d_mipscale, d_subdiv16
******
d_mipscale <value> (V)

Def: 1

Sets how much detail distant objects have. Values range from 0-40 with 0 not
bluring distant objects at all. (Uses lots of ram if set to 0)

Thanks to James Boswell <boswell@nspace.com.au> for improved documentation on
this command.

SA: d_mipcap, d_subdiv16
******
d_subdiv16 <0/1> (T)

Def: 1

Toggle extreme perspective correction.
From techinfo.txt:

     For maximum speed, perspective correction is performed only every 16
     pixels.  This is normally fine, but it is possible to see texture ripples
     in surfaces that are viewed at sharp angles.  For more precise texture
     mapping, set the console variable d_subdiv16 to 0.  Doing this will result
     in somewhat slower performance, however, and the difference in visual
     quality will not normally be noticeable.

SA: d_mipcap, d_mipscale
******
deathmatch <0/1> (T)

Def: 0

Toggle the deathmatch play mode in network games.

SA: coop, teamplay
******
demos (C)

Start playing queued demo(s) or cycle to next one if already playing.

SA: playdemo, startdemos, stopdemo, record
******
developer <0/1> (V)

Def: 0

Toggle display of extra debugging information.
Sample output:

     SpawnServer: e1m1
     Clearing memory
     Programs occupy 400K.
     33 entities inhibited
     Server spawned.
     CL_EstablishConnection: connected to local
     Client LOCAL connected
     the Slipgate Complex
     CL_SignonReply: 1
     CL_SignonReply: 2
     CL_SignonReply: 3
      4.2 megabyte data cache
     CL_SignonReply: 4

Thanks to Scott McDermott <scottm@compumedia.com> for getting me to document
this command.
******
disconnect (C)

Leave current server.

SA: connect, reconnect
******
echo <string> (C)

Print text to your own console.
******
edgefriction <value> (V)

Def: 2

Sets how easy it is to fall off an edge.
******
edict <value> (C)

Get information on an edict in the game. This dumps a bunch of information
about the object.

Example output:

      EDICT 1:
     modelindex      59.0
     absmin         '463.0 -369.0  63.0'
     absmax         '497.0 -335.0 121.0'
     movetype         3.0
     solid            3.0
     origin         '480.0 -352.0  88.0'
     oldorigin      '480.0 -352.0  88.0'
     angles         '  0.0  90.0   0.0'
     classname      player
     model          progs/player.mdl
     frame           16.0
     mins           '-16.0 -16.0 -24.0'
     maxs           ' 16.0  16.0  32.0'
     size           ' 32.0  32.0  56.0'
     think          player_stand1()
     nextthink        2.8
     health         100.0
     weapon           1.0
     weaponmodel    progs/v_shot.mdl
     currentammo     25.0
     ammo_shells     25.0
     items          4353.0
     takedamage       2.0
     view_ofs       '  0.0   0.0  22.0'
     v_angle        '  0.0  90.0   0.0'
     netname        Prog
     flags          4616.0
     colormap         1.0
     team             7.0
     max_health     100.0
     watertype       -1.0
     th_pain        player_pain()
     th_die         PlayerDie()
     walkframe        5.0
     attack_finished  1.4
     jump_flag      -31.7
     air_finished    14.7
     dmg              2.0

SA: edictcount, edicts
******
edictcount (C)

Display summary information about game edicts.
Example output:

     num_edicts:165
     active    :164
     view      :107
     touch     :123
     step      : 23

SA: edict, edicts
******
edicts (C)

Display information on all edicts in game.

SA: edict, edictcount
******
entities (C)

Display a list of used objects in the game.
Example output:

       0:maps/e1m5.bsp: 0  (  0.0,  0.0,  0.0) [  0.0   0.0   0.0]
       1:EMPTY
       2:EMPTY
       3:EMPTY
       4:EMPTY
       5:progs/player.mdl: 0  (-1647.9,1722.4, 24.0) [  0.0 -94.2   0.0]
       6:EMPTY
       7:progs/player.mdl:16  (-1205.8,2276.6, 24.0) [  0.0 215.6   0.0]
       (...) {Text deleted}

******
exec <filename> (C)

Execute a script file.
******
flush (C)

Clears the current game cache this includes cached sounds.

SA: precache, soundlist
******
fly (T)

Def: Off

Toggle fly mode. Use moveup and movedown to adjust height.
******
force_centerview (1.06)

Snaps the view back to the center regardless if you are in a +mlook, +klook,
+lookup, or +lookdown.

SA: centerview
******
fov <value> (V)

Def: 90

Sets the field of vision which determines how close you are to the objects.
******
fraglimit <value> (V)

Def: 0

Sets the number of frags needed before exiting a level.

SA: timelimit, noexit, samelevel
******
gamma <value> (V)

Def: 0.0

Sets the gamma correction level (aka brightness.)

SA: r_fullbright
******
give <item> <amount> (V)

Give yourself an amount of an item. I still haven't been able to figure out how
to get armor.

 Item  Description  Maximum
 1   Axe
 2   Shotgun
 3   Double Shotgun
 4   Nailgun
 5   Super Nailgun
 6   Grenade Launcher
 7   Rocket Launcher
 8   Lighting Gun
 C   Batteries      255
 H   Health         32767
 N   Nails          255
 R   Rockets        255
 S   Shotgun Shells 255
******
god (T)

Def: Off

Toggle god mode.
******
help (C)

Bring up the help system (like pressing F1.)
******
host_framerate <value> (V)

Def: 0

This adjusts the time rate in Quake. A value of 0.1 is very fast and almost
unplayable. A value of 0.01 will make the gameplay speedy, but still leaves
some decent control. After you change the value, exit the console and hold the
"TAB" key. Notice the time indicator on the bottom right. The higher the rate,
the faster time passes.

Thanks to "K. Andrew Knies" <aknies@midohio.net> for everything about this
command.

******
host_speeds <0/1> (T)

Def: 0

Toggle the display of host info. They are in order: total time, server time,
graphics time, and sound time. Each one is represented in ms and indicates the
total time spend in each sub-system.
Sample output:

      34 tot   3 server  31 gfx   0 snd
      36 tot   3 server  31 gfx   2 snd
      34 tot   3 server  31 gfx   0 snd

SA: snd_noextraupdate
******
hostname <name> (V)

Def: unnamed or local

Sets the hostname of your computer.
******
impulse <value> (C)

Perform weapon selection and also a few cheats.
 Value                      Action
 1-8  Select corresponding weapon
 9    Gives you all the weapons and keys
 10   Selects your next weapon by numerical value
 11   Gives you a rune
 12   Selects your last weapon by numerical value (1.06)
 255  Gives you quad damage
******
joybuttons <value> Sets the number of buttons on your joystick. (V)

SA: joystick
******
joystick <0/1> (T)

Toggles if you have a joystick or not.

SA: joybuttons
******
kick <player> or <# player-number> (C)

Kick a player off of a network game. Only valid from the server console.
Under v1.06 you can also kick a player based on their number listed in the
status command. (Haven't tried the kick by number yet but it should work. I
also believe that you will need the extra spaces between the # and the
player-number.)

Thanks to Jim Peterson <jspeter@birch.ee.vt.edu> for an update on this command.

SA: status
******
kill (C)

Reduce your health to zero.
******
listen <0/1> (T)

Def: 0

Toggles if the server will "listen" for connections.
******
load <filename> (C)

Load a saved game.

SA: save, menu_load
******
loadas8bit <0/1> (T)

Def: 0

Toggles if sounds are loaded as only 8-bit.
******
lookspring <0/1> (T)

Def: 0

Toggles if the view will recenter after mlook is deactivated. Only works with
the mouse and joystick.

SA: centerview
******
lookstrafe <0/1> (T)

Def: 0

Toggles if turn left and right will strafe left and right when a mlook is
active. Only works with the mouse.
******
m_filter <?> (?)

Def: 1

Don't know what it does. (Probably has to do with the mouse.)
******
m_forward <value> (V)

Def: 1

Sets how quickly moving the mouse forwards and backwards causes the player to
move in the respective direction.
******
m_pitch <value> (V)

Def: 0.022

Sets how quickly you lookup and lookdown with the mouse when a mlook is
active.
******
m_side <value> (V)

Def: 0.8

Sets how quickly you strafe left and right with the mouse.
******
m_yaw <value> (V)

Def: 0.022

Sets how quickly you turn left and right with the mouse.
******
map <name> (C)

Load an start a new map. Use of this command on a multiplayer server isn't
recommended because it disconnects all of the clients before loading the next
level. The changelevel command is preferred in this instance.
Thanks to Howard Ship <hship@cac.stratus.com> for the command clarification.

 Name      Description     Name     Description
                  Deathmatch Arena
 dm6  The Dark Zone        dm5 The Cistern
 dm4  The Bad Place        dm3 The Abandoned Base
 dm2  Claustrophobopolis   dm1 Place of Two Deaths
                    Final Level
 end  Shub-Niggurath's Pit
                  The Elder World
 e4m8 The Nameless City    e4m7Azure Agony
 e4m6 The Pain Maze        e4m5Hell's Atrium
 e4m4 The Palace of Hate   e4m3The Elder God Shrine
 e4m2 The Tower of Despair e4m1The Sewage System
                    Netherworld
 e3m7 The Haunted Halls    e3m6Chambers of Torment
 e3m5 Wind Tunnels         e3m4Satan's Dark Delight
 e3m3 The Tomb of Terror   e3m2The Vaults of Zin
 e3m1 Termination Central
                Realm of Black Magic
 e2m7 Underearth           e2m6The Dismal Oubliette
 e2m5 The Wizard's Manse   e2m4The Ebon Fortress
 e2m3 Crypt of Decay       e2m2Ogre Citadel
 e2m1 The Installation
                  Doomed Dimension
 e1m8 Ziggurat Vertigo     e1m7The House of Chthon
 e1m6 The Door To Chthon   e1m5Gloom Keep
 e1m4 The Grisly Grotto    e1m3The Necropolis
 e1m2 Castle of the Damned e1m1Slipgate Complex
                  Welcome to Quake
 startEntrance
SA: changelevel, restart
******
maxplayers <value> (V)

Def: 1

Sets the number of players that can connect to a server. (Must use the command
line to go above 4. Can't be changed while the server is running.)
******
menu_keys (C)

Brings up the key customization menu.

SA: menu_load, menu_main, menu_multiplayer, menu_options, menu_quit,
menu_save, menu_setup, menu_singleplayer, menu_video
******
menu_load (C)

Brings up the load game menu.

SA: menu_keys, menu_main, menu_multiplayer, menu_options, menu_quit,
menu_save, menu_setup, menu_singleplayer, menu_video
******
menu_main (C)

Brings up the main menu.

SA: togglemenu, menu_keys, menu_load, menu_multiplayer, menu_options,
menu_quit, menu_save, menu_setup, menu_singleplayer, menu_video
******
menu_multiplayer (C)

Brings up the multiplayer game option menu. SA: menu_keys, menu_load,
menu_main, menu_options, menu_quit, menu_save, menu_setup, menu_singleplayer,
menu_video
******
menu_options (C)

Brings up the options menu. SA: menu_keys, menu_load, menu_main,
menu_multiplayer, menu_quit, menu_save, menu_setup, menu_singleplayer,
menu_video
******
menu_quit (C)

Brings up the quit dialog box. SA: quit, menu_keys, menu_load, menu_main,
menu_multiplayer, menu_options, menu_save, menu_setup, menu_singleplayer,
menu_video
******
menu_save (C)

Brings up the save game menu. SA: menu_keys, menu_load, menu_main,
menu_multiplayer, menu_options, menu_quit, menu_setup, menu_singleplayer,
menu_video
******
menu_setup (C)

Brings up the setup menu. SA: menu_keys, menu_load, menu_main,
menu_multiplayer, menu_options, menu_quit, menu_save, menu_singleplayer,
menu_video
******
menu_singleplayer (C)

Brings up the single player option menu. SA: menu_keys, menu_load,
menu_main, menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup,
menu_video
******
menu_video (C)

Brings up the video option menu. SA: menu_keys, menu_load, menu_main,
menu_multiplayer, menu_options, menu_quit, menu_save, menu_setup,
menu_singleplayer
******
messagemode (C)

Prompts for string to broadcast to all other players. This command can not
be used on a dedicated server because it lacks the graphic environment. Use a
say or say_team command from a dedicated server.

Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation
of this command.

SA: messagemode2, say, say_team
******
messagemode2 (C)

Prompts for string to broadcast to your team members. This command can not be
used on a dedicated server because it lacks the graphic environment. Use a say
or say_team command from a dedicated server.

Thanks to Robert Coward INF-SP <rcoward@madge.com> for improved documentation
of this command.

SA: messagemode, say, say_team
******
name <string> (V)

Def: Player

Sets your name that other players will see and what console messages will use.

SA: _cl_name
******
net_messagetimeout <value> (V)

Def: 300

Sets how long the program waits for network info before considering the
connection broken.
******
net_stats (C)

Reports a summary of the current net information.
Example output:

     unreliable messages sent   = 0
     unreliable messages recv   = 0
     reliable messages sent     = 0
     reliable messages received = 0
     packetsSent                = 0
     packetsReSent              = 0
     packetsReceived            = 0
     receivedDuplicateCount     = 0
     shortPacketCount           = 0
     droppedDatagrams           = 0

******
noclip (T)

Def: Off

Toggle no clipping mode.
******
noexit <value> (V)

Def: 0

Toggles if players can leave the current level. Useful for servers that what
to use only one map. Set noexit equal to 1 to enable this option. v1.06
corrects a bug that didn't allow people to leave the "start" or "end" maps if
this option was set. Under v1.06 it works like this on the "start" map:

0 = noexit off (people can exit at any point)
1 = noexit on (goes through the levels in order. exits the "start" map when
    either the fraglimit or timelimit has been reached)
2 = noexit on (players may exit into what ever episode they want from the
    "start" map before the fraglimit or timelimit has been reached)

In both cases the noexit flag works as normal on all other levels.
SA: fraglimit, timelimit, samelevel
******
noisetrack <?> (?)

This command reports "Couldn't open" when run.
******
nosound <0/1> (T)

Def: 0

Toggles if sound is on.
******
notarget (T)

Def: Off

Toggle if creatures automatically attack player.
******
path (C)

Show what paths Quake is using.
Example output:

     Current search path:
     c:/quake_sw/id1/pak0.pak (339 files)
     c:/quake_sw/id1

******
pausable <0/1> (T)

Def: 1

Toggles if players can pause the game.

SA: pause
******
pause (C)

Pause and unpause the game.

SA: pausable
******
ping (C)

Find the ping time to the server and to all other connected players.
Example output:

     Client ping times:
      443 Player1
      368 Player2
      462 Player3
       93 Player4
     1050 Player5

******
play <name> (C)


SA: playvol, volume
******
playdemo <filename> (C)

Play a demo.

SA: demos, startdemos, stopdemo, record
******
playvol <filename> <volume> (C)

Play a sound at a given volume. See play for a list of sounds.

SA: play
******
pointfile <filename.pts> (C)

If qbsp generates a non-zero .pts file a leak exists in the level. This
file is created in the maps directory. By using the pointfile command, it
will load the .pts file and give a dotted line indicating where the leak(s)
are on the level.

Thanks to Sam Kenny <SamKenny@cit.com.au> for the documentation of this
command.
******
precache <0/1> (T)

Def: 1

Toggle the use of a precache. This caches sound and other game data.

SA: flush
******
prespawn (P)

This command reports "Not valid from console" when run. Part of the Quake
client/server protcol. Sent by a client to a server after the client has
processed the sign-on message from the server and the client is ready to
process the ??? messages. Not for use by mortals.

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

SA: begin, spawn
******
profile <command> (C)

Report info about which Quake C commands have been called the most. If the
command all is used it will dump every function call made.

Example output:

      185532 FindTarget
       62092 ai_stand
       39519 ai_walk
       22417 WaterMove
       21654 PlayerPreThink
       16262 PlayerPostThink
       16233 ImpulseCommands
       14015 LinkDoors
       12368 CheckRules
       10822 CheckPowerups

Thanks to Nelson Hicks <0201207@acad.nwmissouri.edu> for added documentation
for this command.
******
quit (C)

Exit the game no questions asked.

SA: menu_quit
******
r_aliastransadj <?> (?)

Def: 200

Don't know what it does.
******
r_aliastransbase <?> (?)

Def: 200

Don't know what it does.
******
r_ambient <value> (V)

Def: 0

Sets how bright the rooms are by default. This applies regardless even if a
seperate light source exists for a room.

Thanks to Scott McDermott <scottm@compumedia.com> for the documentation for
this command.

SA: r_fullbright
******
r_clearcolor <value> (V)

Def: 2

This sets the color for areas outside of the current map. You will really only
see it if you have no clipping on and walk "outside".
******
r_drawentities <0/1> (T)

Def: 1

Toggles the drawing of objects like doors, bars, buttons, monsters, items,
nails, rockets, and grenades.
******
r_drawflat <0/1> (T)

Def: 0

Toggles the drawing of texture maps (0=use texture maps.)
******
r_draworder <0/1> (T)

Def: 0

Toggles correct drawing order. (1=x-ray vision.)
******
r_drawviewmodel <0/1> (T)

Def: 1

Toggles the drawing of your weapon.
******
r_dspeeds <0/1> (T)

Def: 0

Toggles the displaying of information. (What it is I don't know.)
Example output:

      31  0.4p   5w  2.5b  20s  1.0e  1.6v
      26  0.5p   5w  2.5b  15s  1.0e  1.6v
      28  0.4p   5w  2.2b  17s  1.0e  1.6v
      26  0.3p   5w  2.5b  15s  1.0e  1.6v
      26  0.2p   5w  2.2b  15s  1.0e  1.6v

******
r_fullbright <0/1> (T)

Def: 0

Toggles whether light shading is in effect.

SA: gamma
******
r_graphheight <value> (V)

Def: 10

Set the number of lines displayed in the timegraph.

SA: r_timegraph
******
r_maxedges <value> (V)

Def: 2000

Sets the maximum number of edges. Haven't seen any effect on the game or any
change when displaying edge stats.

SA: r_numedges, r_reportedgeout
******
r_maxsurfs <value> (V)

Def: 1000

Sets the maximum number of surfaces. Haven't seen any effect on the game or any
change when displaying surface stats.

SA: r_numsurfs, r_reportsurfout
******
r_numedges <0/1> (T)

Def: 0

Toggles the displaying of number of edges currently being viewed.
Example output:

     Used 517 of 2000 edges; 521 max
     Used 517 of 2000 edges; 521 max
     Used 513 of 2000 edges; 521 max
     Used 513 of 2000 edges; 521 max

SA: r_maxedges, r_reportedgeout
******
r_numsurfs <0/1> (T)

Def: 0

Toggles the displaying of number of surfaces currently being viewed.
Example output:

     Used 183 of 1001 surfs; 188 max
     Used 182 of 1001 surfs; 188 max
     Used 182 of 1001 surfs; 188 max
     Used 178 of 1001 surfs; 188 max

SA: r_maxsurfs, r_reportsurfout
******
r_polymodelstats <0/1> (T)

Def: 0

Toggles the displays of number of polygon models current being viewed.
Example output:

       5 polygon model drawn
       6 polygon model drawn
       5 polygon model drawn

******
r_reportedgeout <0/1> (T)

Def: 0

Toggle the display of how many edges where not displayed. I've never had this
happen during normal game play, only when in noclip mode.

SA: r_maxedges, r_numedges
******
r_reportsurfout <0/1> (T)

Def: 0

Toggle the display of how many surfaces where not displayed. This shouldn't
happen during normal game play, only when in noclip mode.

SA: r_maxsurfs, r_numsurfs
******
r_speeds <0/1> (T)

Def: 0

Toggles the displaying of drawing time and stats of what is currently being
viewed.

Example output:

      32.7 ms 267/196/ 74 poly   3 surf
      38.6 ms 267/196/ 74 poly  20 surf
      60.4 ms 267/196/ 74 poly  18 surf
      38.2 ms 267/196/ 73 poly  18 surf

******
r_timegraph <0/1> (T)

Def: 0

Toggle the display of a performance graph. (Lower levels is better
performance.)

SA: r_graphheight
******
r_waterwarp <0/1> (T)

Def: 1

Toggles whether surfaces are warped when in a liquid.
******
reconnect (C)

Reconnect to last server.

SA: connect, disconnect
******
record <filename> <map> [cd track] (C)

Record a demo on a map using an optional cd track.

SA: stop, playdemo
******
registered <0/1> (T)

Def: 0 for SW

Toggles if the game is registered or not.
******
restart (C)

Restart the current level.

SA: map, changelevel
