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

Def: 0

Toggles whether exiting a level advances to the next one.

SA: fraglimit, timelimit, noexit
******
save <filename> (C)

Save a game.

SA: load, menu_save
******
say <string> (C)

Broadcast a string to all other players. The string is entered on the console,
unlike the messagemode and messagemode2 commands, allowing it to be used on a
dedicated server.

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

SA: messagemode, messagemode2, say_team
******
say_team <string> (C)

Broadcast a string to all players on your team. The string is entered on the
console, unlike the messagemode and messagemode2 commands, allowing it to be
used on a dedicated server.

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

SA: messagemode2, messagemode, say
******
sbinfo (C)

Report current Sound Blaster settings.
Example output:

     BLASTER=A220 I5 D1 H5 P330 T6
     dsp version=4.13
     dma=5
     dma position:79

******
scr_centertime <time> (V)

Def: 2

Sets how long the screen hints are displayed on the screen. This includes
messages like "Step into the slipgate...".

Thanks to Sky Golightly <sky@cruzio.com> for information on this command.
******
scr_conspeed <value> (V)

Def: 300

Sets how quickly the console screen scrolls up and down.
******
scr_ofsx <value> (V)

Def: 0

Sets how much to offset the view in the x direction.

SA: scr_ofsy, scr_ofsz
******
scr_ofsy <value> (V)

Def: 0

Sets how much to offset the view in the y direction.

SA: scr_ofsx, scr_ofsz
******
scr_ofsz <value> (V)

Def: 0

Sets how much to offset the view in the z direction.

SA: scr_ofsx, scr_ofsy
******
scr_printspeed <speed> (V)

Def: 8

Controls how fast the text is displayed at the end of the single player
episodes.

Thanks to Phrog`gee <mistix@nando.net> for the syntax of this command.
******
screenshot (V)

Captures a .pcx file of your current view. Automatically names based on the
existence of other screenshots.
******
sensitivity <value> (V)

Def: 3

Sets the sensitivity of the mouse.
******
serverprofile <0/1> (T)

Def: 0

Toggles if server stats are displayed.
Example output:

     serverprofile:  4 clients 40 msec

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

Def: 1

Toggles if the pause icon appears when the game is paused.

SA: showram, showturtle
******
showram <0/1> (T)

Def: 1

Toggles if the ram icon appears when then game is running out of memory.

SA: showpause, showturtle
******
showturtle <0/1> (T)

Def: 0

Toggle if the turtle icon is displayed when the frame rate drops below 10.

SA: showpause, showram
******
sizedown (C)

Reduces the screen size.

SA: sizeup, viewsize
******
sizeup (C)

Increases the screen size.

SA: sizedown, viewsize
******
skill <level> (V)

Set the skill level of the game. Useful to set before recording a demo.
 ValueDifficulty
 0    Easy
 1    Normal
 2    Hard
 3    Nightmare
******
slist (C)

Show Quake servers located on the LAN.

SA: connect
******
snd_noextraupdate <0/1> (T)

Def: 0

Toggles the correct value display in host_speeds. Usually messes up sound
playback when in effect.

From techinfo.txt:

     (Note, though, that unless you also do
     snd_noextraupdate 1<enter>
     sound time will actually show up as graphics time.  However,
     snd_noextraupdate 1 can cause sound to get choppy, so it's not
     generally recommended.)

SA: host_speeds
******
snd_show <0/1> (T)

Def: 0

Toggles the display of sounds currently being played.
Example output:

     255 106 zombie/z_idle.wav
     218  66 zombie/z_idle.wav
     241  89 zombie/z_idle.wav
      70 117 ambience/fire1.wav
     ----(4)----

******
soundinfo (C)

Reports information on the sound system.
Example output:

         1 stereo
      2048 samples
      1963 samplepos
        16 samplebits
         1 submission_chunk
     11025 speed
     0x7d7cf000 dma buffer
        78 total_channels

******
soundlist (C)

Reports a list of sounds current cached.
Example output:

     (...) {Text Deleted}
     L( 8b) 137481 : ambience/drip1.wav
     L( 8b)  68273 : ambience/swamp2.wav
     L( 8b)  68271 : ambience/swamp1.wav
      (16b)  28120 : weapons/lstart.wav
      ( 8b)  12815 : items/damage3.wav
      ( 8b)  19694 : misc/power.wav
     Total resident: 1689633

SA: flush
******
spawn (P)

This command reports "Not valid from console" when run. Part of the Quake
client/server protocol. Sent by a client to a server after the client has
processed the prespawn messages and the client is ready to process the entity
spawn messages. Not for use by mortals.

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

SA: begin, prespawn
******
startdemos <filename1> <filename2> <...> (C)

Setup a queue of demos to loop. Note: once you queue 3 demos your list must
always have 3 demos in it. Likewise if you queue 5 future lists must also have
5 demos in them. If after queueing up 4 demos you then queue 2 the two demos
from the 4 demo queue will be played after your two newly queued demos.

SA: demos, playdemo, stopdemo
******
status (C)

Report current game information.
Example output:

     host:    hostname
     map:     e1m6
     players: 8 active (8 max)

     player1             1   0:03:39
        xxx.xxx.xxx.xxx:xxxx
     player2             2   0:06:49
        xxx.xxx.xxx.xxx:xxxx
     (...) {Text deleted}

******
stop (C)

Stop the recording of a demo.

SA: record
******
stopdemo (C)

Stops the current playback of demos.

SA: playdemo, demos
******
stopsound (C)

Stops all sounds currently being played.
******
stuffcmds (C)

Starts execution of command line parameters. (Used during game startup.)
******
sv_accelerate <value> (V)

Def: 10

Sets how quickly objects accelerate.
******
sv_aim <value> (V)

Def: 0.93

Sets how much leniency there is in the vertical aim when shooting at a target.
(0.0 gives the most leniency.)
******
sv_friction <value> (V)

Def: 4

Sets how much friction there is.
******
sv_gravity <value> (V)

Def: 800

Sets how much gravity there is.
******
sv_idealpitchscale <value> (V)

Def: 0.8

Sets how much a player's view changes when on steps or an incline.
******
sv_maxspeed <value> (V)

Def: 320

Sets the maximum rate at which a player can move.

SA: cl_backspeed, cl_forwardspeed, cl_movespeedkey
******
sv_maxvelocity <value> (V)

Def: 2000

Sets the maximum speed at which anything can move including ammunition.
******
sv_nostep <0/1> (T)

Def: 0

Toggles if players automatically walk up steps or if they have to jump up them.
******
sv_stopspeed <value> (V)

Def: 100

Sets how quickly objects stop moving.
******
sys_ticrate <value> (V)

Def: 0.05

From techinfo.txt:

     Only used by dedicated servers.  This determines the rate at which the
     server will send out updates to the clients.  The default value is 0.05
     (20 updates per second.)  For servers where bandwidth is limited, using
     modems or the internet for example, it is advisable to lower this value
     to 0.1 (10 updates per second.)  This will have a very minor effect on
     responsiveness, but will half the outbound bandwidth required making the
     modem players a lot happier.

******
teamplay <value> (T)

Def: 0

Toggles whether team mode is on during networked games. Set teamplay to 1 to
turn this option on.

Under v1.06 teamplay 2 was added which allows you to hurt yourself and your
team, but if you kill someone on your team you lose a frag.

SA: coop, deathmatch
******
tell <player> <string> (C)

Send a message to a single player. Very nice in large network games.
******
A variable used mainly by Quake C programmers for just about anything. (X)
******
test <server> (C)

Reports information about the players currently on the selected server.
Example output:

     Player1
       frags:  0  colors:13 13  time:284
       xxx.xxx.xxx.xxx:xxxx
     Player2
       frags:  5  colors:4 3  time:11
       xxx.xxx.xxx.xxx:xxxx
     Player3
       frags: 13  colors:3 11  time:3
       xxx.xxx.xxx.xxx:xxxx

Thanks to Brian Jones <polydat@infi.net> for the syntax of this command.
******
test2 <server> (C)

Reports information about the current conditions the selected server has.
Example output:

     sv_maxspeed       320
     sv_friction       4
     sv_gravity        800
     noexit            0
     teamplay          0
     timelimit         0
     fraglimit         50

Thanks to Brian Jones <polydat@infi.net> for the syntax of this command.
******
timedemo <demoname> (C)

Gets demo speed and time. Only works correctly under v1.06.
Example output:

     969 Frames 52.2 Seconds 18.6 FPS

******
timelimit <value> (V)

Def: 0

Set a time to play the level before advancing to the next one.

SA: fraglimit, noexit, samelevel
******
timerefresh (C)

Does a quick test to find out video refresh for your current location. It
calculates this based on doing a 360 degree turn.
Example output:

     3.675180 Seconds (34.828222 FPS)

******
toggle_auxlook (1.06)

Toggles if auxlook is on or off.

SA: auxlook
******
toggleconsole (C)

Display or remove the console screen.
******
togglemenu (C)

Display the menu screens.

SA: menu_main
******
unbind <key> (C)

Remove the current commands bound to a key.

SA: unbindall, bind
******
unbindall (C)

Remove every key binding. (Use with caution. Current key bindings are saved
when you exit so if you unbindall then exit only the ESC key will work. Trust
me I know!)

SA: unbind, bind
******
_vid_default_mode <mode> (V)

Def: 0

Sets the default video mode that Quake uses.

SA: menu_video
******
_vid_wait_override <0/1> (T)

Def: 0

From techinfo.txt:

     can be used to force wait for vertical sync in all modes.  When
     _vid_wait_override is set to 0, the type of waiting, if any, for
     each video mode that's set thereafter is automatically set to
     that appears to be the fastest safe state.  However, it is
     possible in some cases that automatic setting may result in some
     screen glitching, and it is also true that shear can be
     eliminated by waiting for vertical sync (although at a cost in
     performance), so it may be desirable in some cases to override
     the automatic wait selection and always wait for vertical sync.
     This can be done by setting _vid_wait_override to 1.  Once set,
     this remains in effect through all succeeding mode sets, even
     when Quake is exited and re-entered; the only way to keep Quake
     from waiting for vertical sync once _vid_wait_override is set to
     1 is to set _vid_wait_override to 0.  Note that changing
     _vid_wait_override doesn't affect the current mode, but rather
     takes effect on the next mode set.

******
v_centermove <value> (V)

Def: 0.15

Sets how far the player must move forward before the view recenters. A big
help for those people that like to use the keyboard.

Thanks to James Boswell &tg;boswell@nspace.com.au> for the documentation of
this command.
******
v_centerspeed <value> (V)

Def: 500

Sets how quickly you return to a center view after a lookup or lookdown.

SA: centerview
******
v_cshift <?> (?)

Don't know what it does.
******
v_idlescale <0/1> (T)

Def: 0

Toggles whether the the view remains idle. (You can get some cool effects if
you turn this on.)

SA: v_ipitch_cycle, v_ipitch_level, v_iroll_cycle, v_iroll_level,
v_iyaw_cycle, v_iyaw_level
******
v_ipitch_cycle <value> (V)

Def: 1

Sets how quickly you lean forwards and backwards when v_idlescale is active.

SA: v_idlescale, v_ipitch_level
******
v_ipitch_level <value> (V)

Def: 0.3

Sets how far lean forwards and backwards when v_idlescale is active.

SA: v_idlescale, v_ipitch_cycle
******
v_iroll_cycle <value> (V)

Def: 0.5

Sets how quickly you tilt right and left when v_idlescale is active.

SA: v_idlescale, v_iroll_level
******
v_iroll_level <value> (V)

Def: 0.1

Sets how far you tilt right and left when v_idlescale is active.

SA: v_idlescale, v_iroll_cycle
******
v_iyaw_cycle <value> (V)

Def: 2

Sets how quickly you look left and right when v_idlescale is active.

SA: v_idlescale, v_iyaw_level
******
v_iyaw_level <value> (V)

Def: 0.3

Sets how far you look left and right when v_idlescale is active.

SA: v_idlescale, v_iyaw_cycle
******
v_kickpitch <value> (V)

Def: 0.6

Sets how much you look up when hit.

SA: v_kickroll, v_kicktime
******
v_kickroll <value> (V)

Def: 0.6

Sets how much you lean when hit.

SA: v_kickpitch, v_kicktime
******
v_kicktime <value> (V)

Def: 0.5

Sets how long the "kick" effects last.

SA: v_kickpitch, v_kickroll
******
version (C)

Report version information.
Example output:

     Version 1.01
     Exe: 17:38:28 Jul 12 1996

******
vid_describecurrentmode (C)

Def: 0

Report current video mode.

SA: vid_describemode, vid_describemodes, vid_mode, vid_nummodes,
vid_testmode, menu_video
******
vid_describemode <mode> (C)

Report information on selected videomode.

SA: vid_describecurrentmode, vid_describemodes, vid_mode, vid_nummodes,
vid_testmode, menu_video
******
vid_describemodes (C)

Report information on all video modes.
Example output:

         ***** standard VGA modes *****
      0: 320x200

         ***** Mode X-style modes *****
      1: 320x200
      2: 360x200
      3: 320x240
      4: 360x240
      5: 320x350
      6: 360x350
      7: 320x400
      8: 360x400
      9: 320x480
     10: 360x480

SA: vid_describecurrentmode, vid_describemode, vid_mode, vid_nummodes,
vid_testmode, menu_video
******
vid_mode <mode> (C)

Sets the video mode.

SA: vid_describecurrentmode, vid_describemode, vid_describemodes,
vid_nummodes, vid_testmode, menu_video
******
vid_nopageflip <0/1> (T)

Def: 0

Toggles whether page flipping is disabled.
From techinfo.txt:

    If a given VESA mode can support page flipping, then it defaults to page-
    flipped operation.  A VESA mode can be forced to non-page-flipped operation
    by setting the vid_nopageflip console variable to 1, then setting the mode
    (note that vid_nopageflip takes operation on the next, not the current,
    mode set, and note that it then stays in effect permanently, even when
    Quake is exited and restarted, unless it is manually set back to 0.)

******
vid_nummodes (C)

Reports the total number of videomodes available.

SA: vid_describecurrentmode, vid_describemode, vid_describemodes,
vid_mode, vid_testmode, menu_video
******
vid_testmode <mode> (C)

Switch to another videomode temporarily to test it.

SA: vid_describecurrentmode, vid_describemode, vid_describemodes,
vid_mode, vid_nummodes, menu_video
******
vid_wait <value> (V)

Def: 0

From techinfo.txt:

     sets the type of waiting that the video adapter should do, as follows:
     0: no waiting
     1: wait for vertical sync active
     2: wait for display enable active

******
viewframe (X)

This command reports "No viewthing on map" when run. It is used internally by
Quake and is recommended not to be accessed by the user.

Thanks to Phrog`gee <mistix@nando.net> for information on this command.
******
viewmodel (X)

This command reports "No viewthing on map" when run. It is used internally by
Quake and is recommended not to be accessed by the user.

Thanks to Phrog`gee <mistix@nando.net> for information on this command.
******
viewnext (X)

This command reports "No viewthing on map" when run. It is used internally by
Quake and is recommended not to be accessed by the user.

Thanks to Phrog`gee <mistix@nando.net> for information on this command.
******
viewprev (X)

This command reports "No viewthing on map" when run. It is used internally by
Quake and is recommended not to be accessed by the user.

Thanks to Phrog`gee <mistix@nando.net> for information on this command.
******
viewsize <value> (V)

Def: 100

Set the screen size.

SA: sizedown, sizeup
******
volume <volume> (V)

Def: 1.0

Set the volume for sound playback.

SA: play, playvol
******
wait (C)

Wait a game tic.