----------
 ZDAEMON	(v1.00)
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Command-line parameters, console commands and variables

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CONTENTS

A) about commands and variables
B) list of commands and variables
C) key bindings

===========================

[A] ABOUT COMMANDS AND VARIABLES

- A command-line parameter (clpar) modifies ZDaemon's performance through the command
  line (the DOS/Linux command line, a batch file or executable file, the target buffer
  in a Win32 shortcut's properties tab, or a similar location on a launcher) at start
  up. A command-line parameter is usually preceded by a minus (-) sign (i,e., -warp),
  unless i'ts also a console command, in which case it's preceded by a plus (+) sign
  (i,e., +exec). You can use a response file to edit clpars more easily; add all required
  commands to a text file, one per line, then add the file name, preceded by @, to the
  command-line. Response files may be used for both (client and server) applications. An
  example follows:

	zdaemon @blah.zdr

	The file blah.zdr itself could include:
		-iwad d:\id\doom2\doom2.wad
		-file fnord.wad
		-connect 199.56.40.199:10668
		-config zdaemon.cfg

- A console command (cmd) alters the game during play, or changes settings for the next
  game through the console. Entering the command name in the console, possibly with
  specification, will execute it. Some commands can also be used as command-line
  parameters. An action command (acmd) comes in two forms, one preceded by a plus sign
  (+), that activates the action (i.e., +right), and one preceded by a minus sign (-),
  that deactivates it (i.e., -right). Action commands bound to a key/button are in effect
  as long as the key/button is pressed.

- A console variable (cvar) changes ZDaemon's settings during the game, according to
  required variables, through the console (though the command line may also be used, as
  for cmds, but it's not convenient in most cases). Entering the cvar name in the
  console, along with the desired value, will set it. If a cvar is entered without any
  additional imput, it output its present value.

The term "command" may be used to refer to clpars, cmds, and cvars collectively. The
command descriptions in the next section all use the following format:

  1 - name of cmd/cvar     NAME
  2 - type of cmd/cvar      {TYPE}
  3 - proper usage          Use: CLPAR/CMD/CVAR [VAR]
  4 - variable range        (RANGE)
  5 - default setting       Default:
  6 - proper description      DESCRIPTION.
  7 - related entries       See also:

1) Name

This is the basic name of the command-line parameter, command or variable. It identifies the entry.

2) Type

This tells you if the description is referring to a command-line parameter, a console
command, an action command, or a console variable. Some console cmd/cvars may be used
in the command-line (as noted before), in that case, the additional function is given
here as well. Also, it lists whether it can be used for servers, clients, or both.

3) Usage

This is what you have to type in the command-line or console to apply the command. If
the command may be both in the command-line and console, the usage modes are listed in
the same order as they appear under Type. Any necessary parameters are shown within < >,
any optional ones within [ ]. The brackets are used only here for explicative reasons,
of course.

4) Range

This gives the possible range of each variable, in the corresponding order. If decimals
are not shown, then whole numbers must be used. If this is 0/1, 0 will turn the variable
OFF, and 1 will turn it ON.

5) Default

Many cvars are have a default setting that is used unless another value is set (either
temporarily or in the client's CFG file).

6) Description

This gives an idea of what the command or cvar does, and also adds any necessary specific
information about it.

7) See also

This tells you whether there are other commands or variables that affect the same, or
similar, functions or parts of the game.

===========================

[B] LIST OF COMMANDS AND VARIABLES

addmap
 {cmd, clpar, server}
 Use: addmap map<map> or e<episode>m<map>, +addmap map<map> or e<episode>m<map>
 (01-32, or 1-4 and 1-9)
 Default: cycles through all maps in game in order
   Starts a match on the specified map after the first map has finished. Additional
   addmap commands will start maps after maps in previous addmap commands finish. It's
   best to use it as a cmd, because it doesn't allow more than one map entry per command
   (thus you can only add one map from the command-line).
 See also: dmflags, map, warp (and zdaemon.txt, section F: addmap, clearmaplist, maplist)

alias
 {cmd, client}
 Use: alias [command] or [command <var>]
   If specified with no parameters, will display a list of all current aliases. If only
   COMMAND is specified, it will be removed from the list of aliases. If COMMAND <var>
   is specified, it will be added to the list of aliases as COMMAND. For example, to
   create a new command to change the player's suit to sky blue, you can use the command:

       alias sbs setcolor color skyblue

   Then, you can use the newly created sbs command to change the player's color to sky
   blue.
 See also: exec

alwaysapplydmflags
 {cvar, clpar, server}
 Use: alwaysapplydmflags <OFF/ON>, +alwaysapplydmflags <OFF/ON>
 (0/1)
 Default: 0
   Normally, some DMFlags are only used in deathmatch. If alwaysapplydmflags is 1, then
   they will also be used in cooperative games.
 See also: dmflags

am_backcolor
 {cvar, client}
 Use: am_backcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "6c 54 40" (a light tan)
   The color of the automap background. Changes to this cvar take effect the next time
   the automap is activated.
 See also: all the am_* cvars, setcolor

am_cdwallcolor
 {cvar, client}
 Use: am_cdwallcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "4c 38 20" (a dark tan)
   The color of two-sided lines that have a different ceiling height on each side.
   Changes to this cvar take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_fdwallcolor
 {cvar, client}
 Use: am_fdwallcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "88 70 58" (a lighter tan)
   The color of two-sided lines that have a different floor height on each side. Changes
   to this cvar take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_gridcolor
 {cvar, client}
 Use: am_gridcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "8b 5a 2b" (tan4)
   The color of the automap grid. Changes to this cvar take effect the next time the
   automap is activated.
 See also: all the am_* cvars, setcolor

am_interlevelcolor
 {cvar, client}
 Use: am_interlevelcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "ff 00 00" (red)
   The color of inter-level teleporters. These are teleporters that teleport you to
   a different map. Changes to this cvar take effect the next time the automap is
   activated.
 See also: all the am_* cvars, setcolor

am_intralevelcolor
 {cvar, client}
 Use: am_intralevelcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "00 00 ff" (blue)
   The color of intra-level teleporters. These are teleporters that teleport you to a
   different location on the same map. Changes to this cvar take effect the next time
   the automap is activated.
 See also: all the am_* cvars, setcolor

am_lockedcolor
 {cvar, client}
 Use: am_lockedcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "00 00 98" (a blue)
   The color of lines that open locked doors. Changes to this cvar take effetc the next
   time the automap is activated.
 See also: all the am_* cvars, setcolor

am_notseencolor
 {cvar, client}
 Use: am_notseencolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "6c 6c 6c" (somewhat dark gray)
   The color of lines on the automap that haven't yet been seen. Visible with a computer
   area map. Changes to this cvar take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_overlay
 {cvar, client}
 Use: am_overlay <off/on>
 (0/1)
 Default: 0
   When set ON the automap lines ill be darwn over the player's view without a
   background if the player toggles the automap (so the player can still see the action
   while looking at the map, and vice versa). And, if the automap is toggled again, it
   will be shown normally (as a separate screen). You must toggle the automap a third
   time to return to the player's normal view. If this cvar is OFF the transparent map
   won't be shown, and the togglemap cmd will simply switch from the player's view to the
   full automap (and back) when activated.
 See also: am_rotate, togglemap

am_ovotherwallscolor
 {cvar, client}
 Use: am_ovotherwallscolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "00 88 44" (a dark blueish-green)
   The color of passable lines on the automap when the map is overlayed. Changes to this
   cvar take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_ovtelecolor
 {cvar, client}
 Use: am_ovtelecolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "ff ff 00" (a bright green)
   The color of teleports on the overlayed automap. Changes to this cvar take effect the
   next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_ovunseencolor
 {cvar, client}
 Use: am_ovunseencolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "00 22 6e" (a dark greenish-blue)
   The color of unseen lines on the automap when the map is overlayed. Changes to this
   cvar take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_ovwallcolor
 {cvar, client}
 Use: am_ovwallcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "00 ff 00" (a bright green)
   The color of impassable walls when the automap is overlayed. Changes to this cvar take
   effect the next time the automap is activated.
 See also: all the am_* cvars

am_ovyourcolor
 {cvar, client}
 Use: am_ovyourcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "fc e8 d8" (a very light orange--almost white)
   The color of the arrow representing the player in single player games when the map is
   overlayed. Changes to this cvar take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_rotate
 {cvar, client}
 Use: am_rotate <off/on>
 (0/1)
 Default: 0
   Normally, the automap is always drawn such that north is at the top of the screen.
   Setting this cvar ON causes the automap to be drawn so that lines toward the top of
   the screen are always directly in front of the player's view. Changes to this cvar
   take effect immediately, unlike most of the other am_* cvars. This can be particularly
   useful when the automap is overlayed.
 See also: am_overlay

am_showmonsters
 {cvar, client}
 Use: am_showmonsters <off/on>
 (0/1)
 Default: 1
   When ON, the fullscreen automap will display a count of the number of monsters that
   have been killed in the current level and the total number of monsters in the level.
 See also: am_showtime, am_showsecrets

am_showsecrets
 {cvar, client}
 Use: am_showsecrets <off/on>
 (0/1)
 Default: 1
   When true, the fullscreen automap will display a count of the number of secrets that
   have been found in the current level and the total number of secrets in the level.
 See also: am_showmonsters, am_showtime

am_showtime
 {cvar, client}
 Use: am_showtime <off/on>
 (0/1)
 Default: 1
   When true, the fullscreen automap will display the total amount of time you have been
   in a level (excluding time that has been paused).
 See also: am_showmonsters, am_showsecrets

am_tswallcolor
 {cvar, client}
 Use: am_tswallcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "8888 8888 8888" (gray)
   The color of two-sided lines that don't have any difference in floor or ceiling
   heights on either side. Only seen using map cheat. Changes to this cvar take effect
   the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_usecustomcolors
 {cvar, client}
 Use: am_usecustomcolors <off/on>
 (0/1)
 Default: 1
   When ON, the automap uses the colors specified by the am_* cvars, otherwise it uses
   the standard DOOM automap colors. Changes to this cvar take effect the next time the
   automap is activated.
 See also: all the am_* cvars

am_wallcolor
 {cvar, client}
 Use: am_wallcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "2c2c 1818 0808" (a dark brown)
   The color of one-sided and secret walls in the automap. Changes to this cvar take
   effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_xhaircolor
 {cvar, client}
 Use: am_xhaircolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "8080 8080 8080" (gray)
   The color of the "crosshair" dot in the center of the automap. Changes to this cvar
   take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

am_yourcolor
 {cvar, client}
 Use: am_yourcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "fcfc e8e8 d8d8" (a very light orange--almost white)
   The color of the arrow representing the player in single player games. Changes to
   this cvar take effect the next time the automap is activated.
 See also: all the am_* cvars, setcolor

attack
 {acmd, client}
 Use: +attack, -attack
   While active, causes the player to fire whatever weapon he has in his hands.
 See also: weapnext, weapprev

autoexec
 {cvar, client}
 Use: autoexec <[dir/]filename>
 Default: the client's directory/autoexec.cfg
   This is a file that will be automatically executed by ZDoom each time it starts.
   This file is executed immediately after the config file is loaded. It should contain
   a series of console commands. C++ style comments are also supported. Comments begin
   with // and anything after them until the end of the line will be ignored.
 See also: config, exec, (and the beginning of section A: response files)

avg
 {clpar, server}
 Use: -avg
   Stands for "Austin Virtual Gaming." Automatically advances to the next level after 20
   minutes.
 See also: fraglimit, timelimit, timer

back
 {acmd, client}
 Use: +back, -back
   While active, causes the player to move backward.
 See also: forward, moveleft, moveright

bex
 {clpar, client/server}
 Use: -bex <filename>
   This is the same as the deh clpar, except the default file extension is BEX.
 See also: def_patch, deh

bg
 {clpar, server}
 Use: -bg
   Runs Zserv in the background. For Linux only.

bind
 {cmd, client}
 Use: bind <key [command]> or <key ["command [var]"]>
   If no parameters are specified, the entire list of bound keys will be printed to the
   console. If only KEY is specified, the binding for that specific key will be printed.
   If both KEY and COMMAND [var] are specified, COMMAND [var] will be bound to KEY. See
   section D for more information about binding commands.
 See also: binddefaults, doublebind, unbind, unbindall, undoublebind

binddefaults
 {cmd, client}
 Use: binddefaults
   Binds all keys to their default commands. This will not unbind any keys that do not
   have any default bindings, so if you want to properly restore the default controls,
   you need to use unbindall first.
 See also: bind, unbindall

bumpgamma
 {cmd, client}
 Use: bumpgamma
   Increases the current gamma level by 0.1. If the new gamma level would be greater than
   3.0, it wraps the gamma around to 1.0.
 See also: gamma

centerview
 {cmd, client}
 Use: centerview
   Causes the player to look straight ahead.
 See also: lookdown, lookspring, lookup

cfg_activated
 {cvar, server}
 Use: cfg_activated
 Default: -1 (in zserver.cfg)
   If set to a whole number above 0, it activates the main CFG file (zserver.cfg), which
   is required to run a ZDaemon server.

changemus
 {cmd, client}
 Use: changemus <music>
   Changes the currently playing music. MUSIC should be the name of a music lump or file
   on disk (which need not have been specified with the -file parameter).
 See also: dir

chase_dist
 {cvar, client}
 Use: chase_dist <distance>
 (any #)
 Default: 90
   This is how far away from the player the chasecam (the "3rd person" point of view
   from which the player is seen under certain circumstances) likes to be, but it will
   get closer as necessary to avoid going inside walls. Note that the chasecam always
   looks forward, so negative values will not show the player at all.
 See also: chase_height

chase_height
 {cvar, client}
 Use: chase_height <height>
 (any #)
 Default: -8
   This is the base height above the top of the player's head that the chasecam will be
   positioned at. Looking up and down will move the camera in the opposite direction so
   that the player stays at approximately the same height on the screen. Large values of
   this cvar (either positive or negative) will produce strange output.
 See also: chase_dist

chatmacro0
chatmacro1
chatmacro2
chatmacro3
chatmacro4
chatmacro5
chatmacro6
chatmacro7
chatmacro8
chatmacro9
 {cvar, client}
 Use: chatmacro<#> <"text">
 Default: 0 "No"
	    1 "I'm ready to kick butt!"
	    2 "I'm OK."
	    3 "I'm not looking too good!"
	    4 "Help!"
	    5 "You suck!"
	    6 "Next time, scumbag..."
	    7 "Come here!"
	    8 "I'll take care of it."
	    9 "Yes"
   These are all chat phrases bound to the number (0-9) keys. Modify the text stings to
   change them to something you are likely to say during a game. To use these, enter chat
   mode and then hold down Alt and press one of the number keys. The text stored in the
   corresponding chatmacro cvar will be sent as if you had typed it yourself.
 See also: messagemode, messagemode2

cl_predict_players
 {cvar, client}
 Use: cl_predict_players <off/on>
 (0/1)
 Default: 1
   This command toggles player prediction ON or OFF. When prediction is ON, players
   should move smoother. ZDaemon does not try to show the real position of players as
   QuakeWorld does using "pushlatency". It just predicts players' movements while waiting
   for the next packet from the server. When the client receives the packet with player
   coordinates, it sets the player's new position. It is advised that you leave
   prediction on even if you have a fast connection.

cl_rockettrails
 {cvar, client}
 Use: cl_rockettrails <off/on>
 (0/1)
 Default: 1
   Controls whether or not rockets leave trails of smoke behind them.

cl_run
 {cvar, client}
 Use: cl_run <off/on>
 (0/1)
 Default: 0
   When ON, the player will always run (as if the speed acmd were always activated).
 See also: speed

clear
 {cmd, client}
 Use: clear
   Clears the console of all text.

clearmaplist
 {cmd, server}
 Use: clearmaplist
   Clears the current map list que.

cmdlist
 {cmd, client}
 Use: cmdlist
   Lists all commands supported by v1.22 of ZDoom. Some of these are not used by
   ZDaemon, and ZDaemon-specific commands aren't listed.
 See also: cvarlist

color
{cvar, client}
Use: color <"red green blue">
(00-ff 00-ff 00-ff)
Default: "4040 cfcf 0000" (Mostly green)
  This is the color of your player's suit.
See also: gender, name, setcolor, skin

con_midtime
 {cvar, client}
 Use: con_midtime <seconds>
 (+#)
 Default: 3
   This is the number of seconds that messages in the middle of the screen will be
   displayed before they dispapper.
 See also: con_notifytime

con_notifytime
 {cvar, client}
 Use: con_notifytime <seconds>
 (+#)
 Default: 3
   This is the number of seconds that new messages will stay at the top of the screen
   before they start scrolling away.
 See also: con_midtime

con_scaletext
 {cvar, client}
 Use: con_scaletext <off/on>
 (0/1)
 Default: 0
   If this cvar is true, then message text will be scaled to larger sizes depending on
   the screen resolution so that it will stay approximately the same size it would be on
   a 320x200 screen.
 See also: hud_scale, st_scale

config
 {clpar, client}
 Use: -config <[dir]/filename>
 Default: the client's directory/zdoom.cfg
   Causes ZDaemon to use an alternative configuration file. If FILENAME doesn't exist,
   it will be created.
 See also: autoexec, exec, (and the beginning of section A: response files)

connect
 {clpar, cmd, client}
 Use: -connect <ip:port or host:port>, connect <ip:port or host:port>
 Default: :10666
   Connects the client to a server. You must enter the IP address or hostmask of a
   running ZDaemon server and you must enter the appropriate port number as well (only
   if the default port isn't being used by the server).
 See also: disconnect, port, reconnect

connectionlog
 {server}
 Use: fraglog
 Default: 0
   This activates the servers connection logging script that will log connection attempt
   to the server in conn_x.log
 See also: fraglog

crosshair
 {cvar, client}
 Use: crosshair <number>
 (-8-8)
 Default: 0
   If this cvar is non-zero, it draws a crosshair. If this cvar is negative, the
   crosshair is translucent, otherwise it is opaque. The specific crosshair drawn
   depends on the value of this cvar.

cvarlist
 {cmd, client}
 Use: cvarlist
   Lists the values of ZDoom v1.22's cvars (this includes some unusable ones, and
   excludes ZDaemon's new ones). Each cvar can also be prefaced by multiple flags.
   These are:
   
     A Cvar gets saved in the config file.
     U Cvar contains user info.
     S Cvar contains server info.
     - Cvar can only be changed from the command line.
     L Changes to cvar's contents don't take effect until the next game.
     C Cvar has an internal callback.
     * Cvar was created by the user and is meaningless to the game.
   
 See also: cmdlist

deathmatch
 {cvar, clpar, server}
 Use: deathmatch <off/on>
 (0/1)
 Default: 1
   When ON, deathmatch rules are used for the game.
 See also: teamplay

debugfile
 {clpar, client}
 Use: -debugfile
    Causes ZDaemon to write network debugging information to a file called debug#.txt
    where # is your player number.
See also: developer

def_patch
 {cvar, client}
 Use: def_patch <filename>
   This is the name of a DeHackEd patch file to automatically apply each time
   the game is run. It will only be used if the following conditions are met:

     a) def_patch is not "" in the client's CFG file, and the file exists.
     b) No loaded WAD files contain a DeHackEd lump.
     c) No patch is specified with the -deh command line parameter.

See also: bex, deh

deh
 {clpar, client, server}
 Use: -deh <filename>
   Causes ZDaemon to apply a DeHackEd or BEX patch to the game. This must be a text
   patch; binary patches are not supported. Also, only patch format 6 is known to be
   supported. Other formats may or may not work properly. If the DEH extension is
   omitted, ZDaemom will automatically add it. If this is a BEX patch, however, the
   extension does need to be included. Presently ZDaemon's DeHackEd/BEX patch support
   is limited.

 See also: bex, def_patch

developer
 {cvar, clpar, client}
 Use: developer <off/on>, +developer <off/on>
 (0/1)
 Default: 0
   When ON, prints various debugging messages to the console.
 See also: debugfile

devparm
 {clpar, client}
 Use: -devparm
   Prints a message telling you that you can take screenshots with the Print Screen
   key. With DOOM, using the devparm clpar is the only way to take screenshots. With
  ZDaemon, screenshot is just another command.
 See also: screenshot

dimamount
 {cvar, client}
 Use: dimamount <amount>
 (0-3)
 Default: 1
   This is the amount of dimcolor to mix with the background when a menu is displayed.
   The available values are:

     0: Do not dim the background.
     1: Mix 25% of dimcolor with the background.
     2: Mix 50% of dimcolor with the background.
     3: Mix 75% of dimcolor with the background.

 See also: dimcolor

dimcolor
 {cvar, client}
 Use: dimcolor <"red green blue">
 (00-ff 00-ff 00-ff)
 Default: "ffff d7d7 0000" (gold)
   This is the color to mix with the background when a menu is displayed.
 See also: dimamount, setcolor

dir
 {cmd, client}
 Use: [[dir/][pattern]]
   This command lists the contents of a directory. It supports wildcards (but will
   not recurse into multiple directories). If PATH is not specified, it will display
   the contents of the directory the game was run from.
 See also: exec

disconnect
 {cmd, client}
 Use: disconnect
   Closes the client's connection to a server.
 See also: connect, quit, reconnect

dmflags
 {cvar, clpar, server}
 Use: dmflags <flagtotal>, +dmflags <flagtotal>
 (0-520149)
 Default: 201732 (in zserver.cfg)
   This cvar controls the behavior of several aspects of gameplay. To determine what
   value to store in this cvar, select the desired features from the table below and
   add their values together. If a feature is marked with (DM), then that feature will
   only be active during a deathmatch game.

  Value  Description
 ------  ---------------------------------------------------------------------
      1  Do not spawn health items (DM)
      2  Do not spawn powerups (DM)
      4  Leave weapons around after pickup (DM)
     16  Players cannot hurt teammates (friendly fire avoidance)
     64  Stay on the same map when someone exits (DM)
    128  Spawn players as far as possible from other players (DM)
    256  Automatically respawn dead players (DM)
    512  Do not spawn armor (DM)
   1024  Kill anyone who tries to exit the level (DM)
   2048  Don't use any ammo when firing
   4096  Don't spawn monsters
   8192  Monsters respawn sometime after their death
  16384  Items and powerups other than invulnerability and invisibilty respawn
  32768  Monsters are fast
  65536  Don't allow jumping
 131072  Don't allow freelook
 262144  Invulnerability and invisibility respawn
 524288  Silent BFG (as in doom2.exe)
1048576  Multi-player weapons are spawned in Cooperative mode

 See also: alwaysapplydmflags, menu_gameplay, teamplay

doublebind
 {cmd, client}
 Use: doublebind [key [command] or [key ["command [var]]"]
   If no parameters are specified, the entire list of doublebound keys will be printed
   to the console. If only KEY is specified, the doublebinding for that specific key will
   be printed. If COMMAND [var] is also specified, COMMAND [var] will be doublebound
   to KEY. Doublebindings are commands that are executed when a key is pressed twice
   quickly, such as double cliking a mouse button.
 See also: bind, undoublebind

dumpheap
 {cmd, client}
 Use: dumpheap
   Prints detailed information about the heap. Probably not very useful to the average 
   user.
 See also: heapsize, mem

echo
 {cmd, client}
 Use: echo <text>
   Prints TEXT to the console.

email
 {cvar, server}
 Use: email <email>
 Default: None set (in zserver.cfg)
   This cvar defines the server admin's email adress. It will appear on the launcher, so
   that players may contact the person in charge of the server.
 See also: hostname, motd, website

endgame
 {cmd, client}
 Use: endgame
   Disconnects the client from the server and drops the console down to cover the screen.
 See also: disconnect, menu_endgame, quit

error
 {cmd, client}
 Use: error <message>
   Simulates an error by disconnecting the client from the server and falling back to the
   fullscreen console with the specified message.
 See also: endgame, disconnect

exec
 {cmd, clpar, client, server}
 Use: exec <[dir/]filename>, +exec <[dir/]filename>
   Executes a series of commands stored in the <script file> as if they were typed in at
   the console.
 See also: autoexec (and the beginning of section A: response files)

fast
 {clpar, server}
 Use: -fast
   Sets the DMFlags cvar to make the monsters as fast as in nightmare mode even if you
   aren't playing nightmare.
 See also: dmflags, nomonsters, respawn, skill, turbo

file
 {clpar, client, server}
 Use: -file <wadfile1> [wadfile2] [wadfile3..]
   Used to load one or more PWAD files which generally contain user-created levels.
   Files listed further right take precedence to files listed before them, so, as an 
   example, if both file1.wad and file2.wad contain a MAP01, the MAP01 in file2.wad
   would be used instead of the one in file1.wad If the WAD extension is omitted, ZDaemon
   will automatically add it.
See also: -bex -deh -iwad

forcewater
 {cvar, server}
 Use: forcewater <off/on>
 (0/1)
 Default: 0
   When set to ON, deep water will be swimmable (players in the water will be able to
   swim up and dowm).

forward
 {acmd, client}
 Use: +forward, -forward
   While active, causes the player to move forward.
 See also: back, moveleft, moveright

fraglog
 {server}
 Use: fraglog
 Default: 0
   This activates the servers frag logging script that will log all the games frags to
   frag_x.log file.
 See also: connectionlog

fraglimit
 {cvar, clpar, server}
 Use: fraglimit <frags>, +fraglimit <frags>
 Default: 0
   If this cvar is non-zero, the game will automatically advance to the next level once
   anyone gets this many frags.
 See also: timelimit

freelook
{cvar}
Use: freelook [off/on]
(0/1)
Default: 0
   When ON, mouse aiming will , regardless of whether the mlook acmd is
   active or not.
See also: +mlook, invertmouse

fullscreen
 {cvar, client}
 Use: fullscreen [off/on]
 (0/1)
 Default: 0
   If this cvar is ON, the game will be displayed fullscreen. Otherwise, it will be drawn
   in a window.
 
gameversion
 {cmd, client}
 Use: gameversion
   Outputs the version number and compile date of the version of ZDoom used as a base for
   ZDaemon.

gamma
 {cvar, client}
 Use: gamma [gamma]
 Default: 1.0
   If GAMMA is not specified, displays the current gamma correction level. Otherwise,
   sets the gamma correction level to GAMMA. 1.0 is equivalent to no correction, while
   larger numbers translate into a brighter display, and smaller numbers translate into a
   darker display. 0.0 is invalid and will be rejected. Negative numbers are technically
   invalid as well but will be accepted solely for the novelty value doing so provides.
 See also: bumpgamma

gender
 {cvar, client}
 Use: gender [gender]
 Default: male
   This is the gender of your player. Valid values are male, female, and neuter.
   Anything else will be treated as male. When you die, certain messages will be altered
   to reflect the gender selected here. Unfortunately, non-male player sounds aren't
   provided, so you'll still sound like a man no matter what this cvar is set to unless
   you provide your own sounds.
 See also: color, name, skin, team

get
 {cmd, client}
 Use: get <cvar>
   Displays the value of CVAR. This is for the most part redundant since typing the name
   of the cvar alone will accomplish the same thing.
 See also: set

heapsize
 {clpar, client, server}
 Use: -heapsize <size>
 Default: 8
  This is the size in megabytes of the zone memory managers heap. If set too low,
  problems will almost certainly arise. 6 megabytes is probably a reasonable minimum to
  use for this parameter, although ZDaemon wont stop you from using something smaller
  like 0.5 megabytes (which will almost certainly give you a Z_Malloc error if you try
  it). Values too high will also cause problems, because the game will use the system
  heap to obtain memory too. If the zone heap is too large, it will have to use virtual
  memory, and everything will be slower.
 See also: dumpheap, mem

height
 {clpar, client}
 Use: -height <pixels>
 (200+)
 Default: 200
   Specifies the desired height of the screen resolution. If it's specified without the
   width clpar, ZDaemon will try to guess width based on a standard aspect ratio. If the
   specified resolution is not supported by your DirectDraw drivers, ZDaemon will try 
   various resolutions until it either finds one that works or gives up.
 See also: vid_listmodes, vid_setmode, width

history
{cmd, client}
Use: history
  Outputs the console command history.

hostname
{cvar, clpar, server}
Use: hostname <hostname>, +hostname <hostname>
Default: Your server name (in zserver.cfg)
  Specifies the name of the server that will appear on ZDaemon launchers (as an
  identifier).
See also: email, motd, website

hud_scale
{cvar, client}
Use: hud_scale [off/on]
(0/1)
Default: 0
  Controls scaling of the fullscreen hud. At resolutions of 640x400 or above, setting
  this cvar to 1 will cause the icons to be scaled to approximately the same size they
  would be at 320x200. If this cvar is 0, the icons will always be drawn without any
  scaling.
See also: con_scaletext, st_scale

impulse
 {cmd, client}
 Use: impulse <number>
 (1-7, 50-57)
   This cmd allows weapon selection to work with keybindings. The numbers correspond to
   the weapons in the following way:

     #  Weapon			 #  Weapon
    --  ------------		--  ------------
     1  fist/chainsaw		50  fist
     2  pistol			51  pistol
     3  shotgun/SSG		52  shotgun
     4  chaingun			53  chaingun
     5  rocket launcher		54  rocket launcher
     6  plasma rifle		55  plasma rifle
     7  BFG				56  BFG
					57  chainsaw

   between 50 and 57 can be used to specify specific weapons instead of rolling between
   the fist/chainsaw and shotgun/SSG with impulses 1 and 3.
 See also: weapnext, weapprev

i_remapkeypad
 {cvar, client}
 Use: i_remapkeypad [off/on]
 (1/0)
 Default: 1
   When ON, most keypad keys will act like the keys in the cursor island between the main
   keyboard and the numeric keypad. For instance, when this cvar is true, pressing "4" on
   the keypad is the same as pressing the left arrow on the cursor island. If you need to
   map different commands specifically to keys on the numeric keypad, set i_remapkeypad
   OFF.
 See also: bind

in_mouse
 {cvar, client}
 Use: in_mouse [number]
 (0-2)
 Default: 0
   This cvar selects which method ZDoom will use to read the mouse. Valid values are:
    
     0: Automatically select a method based on the operating system.
     1: Use normal Win32 API calls (default for Windows NT).
     2: Use DirectInput (default for Windows 95/98).

invertmouse
 {cvar, client}
 Use: invertmouse [off/on]
 (0/1)
 Default: 0
   When true, reverses the way mouse movement up and down is interpreted with the mlook
   acmd. Normally, moving the mouse forward will make you look up, and moving it back
   will make you look down. Setting this cvar to true changes this behavior so that
   moving the mouse forward makes you look down, and moving it back makes you lookup.
 See also: freelook, mlook

iwad
 {clpar, client, server}
 Use: -iwad <[dir/]gamewadfile>
   The IWAD file specified after this clpar will be used as the game IWAD file. Normally,
   ZDaemon looks for IWADs in the following order and uses the first one it finds:

        doom2f.wad
        doom2.wad
        plutonia.wad
        tnt.wad
        doom.wad
        doom1.wad

   ZDaemon will look for the IWAD in the current directory, in the same directory as
   zdaemon.exe, in the directory set in the DOOMWADDIR environment variable, and in the
   directory set in the HOME environment variable. To set the DOOMWADDIR environment
   variable, add a line with SET DOOMWADDIR=<GAMEWADFILEDIR> to your AUTOEXEC.BAT and
   reboot.
See also: file

joy_speedmultiplier
 {cvar, client}
 Use: joy_speedmultiplier [multiplier]
 Default: 1.0
   This cvar controls the overall sensitivity/movement speed possible with a joystick.
   Values above 1.0 will allow you to reach full speed with less movement of the
   joystick, but they will not let you go any faster than normal (use the turbo cvar for
   that). Values less than 1.0 will prevent you from reaching full speed with the
   joystick. One potentially useful trick is to create these two aliases:
     
     alias +creep "joy_speedmultiplier 0.25"
     alias -creep "joy_speedmultiplier 1.0"

  If you bind +creep to a button, then whenever that button is held down, you will walk
  with the joystick instead of run.
 See also: joy_xsensitivity, joy_ysensitivity

joy_xsensitivity
 {cvar, client}
 Use: joy_xsensitivity [sensitivity]
 Default: 1.0
   This cvar controls how far the joystick needs to be moved horizontally to reach full
   speed for turning or strafing.
 See also: joy_speedmultipiler, joy_ysensitivity

joy_xthreshold
 {cvar, client}
 Use: joy_xthreshold [threshold]
 Default: 0.15
   This cvar is used to set the size of the joystick's horizontal "dead zone." Larger
   numbers correspond to a larger dead zone. The joystick needs to be outside this zone
   before its movement will register with the game.
 See also: joy_xsensitivity, joy_ythreshold

joy_ysensitivity
 {cvar, client}
 Use: joy_ysensitivity [sensitivity]
 Default: -1.0
   This cvar controls how far the joystick needs to be moved vertically to reach full
   speed for moving forward and backward or looking up and down.
 See also: joy_speedmultipiler, joy_xsenstivity

joy_ythreshold
 {cvar, client}
 Use: joy_ythreshold [threshold]
 Default: 0.15
   This cvar is used to set the size of the joystick's vertical "dead zone." Larger
   numbers correspond to a larger dead zone. The joystick needs to be outside this zone
   before its movement will register with the game.
 See also: joy_xthreshold, joy_ysensitivity

jump
 {acmd, client}
 Use: +jump, -jump
   Causes the player to jump. When underwater, the player will swim upward instead.
 See also: moveup

key
 {cmd, client}
 Use: key <value1> [[value2]...]
   Translates all parameters to the command into their corresponding key values which are
   used internally for command and alias lookup. Probably not very useful for the average
   user.

klook
 {acmd, client}
 Use: +klook, -klook
   While active, causes the forward and back acmds to act like lookup and lookdown
   instead.
 See also: back, forward, mlook, lookup, lookdown

left
 {acmd, client}
 Use: +left, -left
   While active, normally causes the player to turn to the left. However, as long as the
   strafe acmd is active, this will cause the player to move to the left instead.
 See also: moveleft, right, strafe

limits
 {cmd, client}
 Use: limits
   Prints the current state of all dynamic limits in ZDaemon. These are only limits in
   the sense that they were limits in the original Doom. In ZDaemon, these limits have
   been removed, and this command will give you a rough idea of how many of them your
   level uses.

logfile
 {cmd, clpar, client}
 Use: logfile [[dir/]filename] +logfile [[dir/]filename]
   If FILENAME is not specified, will stop console logging (if active). Otherwise, a file
   named FILENAME will be created on disk, and all console output will be recorded in it
   as well as on the screen.

lookdown
 {acmd, client}
 Use: +lookup, -lookup
   While active, causes the player to look down.
 See also: lookup

lookstrafe
 {cvar, client}
 Use: lookstrafe [off/on]
 (0/1)
 Default: 0
    When true, moving the mouse left and right will always cause the player to strafe left
    and right regardless of the state of the strafe acmd.
 See also: strafe

lookup
 {acmd, client}
 Use: +lookup, -lookdown
   While active, causes the player to look up.
 See also: lookdown

m_forward
 {cvar, client}
 Use: m_forward [sensitivity]
 Default: 1.0
   This is the sensitivity of moving forward and backward with the mouse.
 See also: mouse_sensitivity

m_pitch
 {cvar, client}
 Use: m_pitch [sensitivity]
 Default: 1.0
   This is the sensitivity of looking up and down with the mouse.
 See also: freelook, mlook, mouse_sensitivity

m_side
 {cvar, client}
 Use: m_side [sensitivity]
 Default: 2.0
   This is the sensitivity of strafing left and right with the mouse.
 See also: lookstrafe, mouse_sensitivity, strafe

m_yaw
 {cvar, client}
 Use: m_yaw [sensitivity]
 Default: 1.0
   Description
 See also: mouse_sensitivity

map
 {cmd, client}
 Use: rcon map map<01-32> or rcon map e<episode>m<map>
 (map01-map32 or e1m1-e4m9)
   Starts a new game on the specified map.
 See also: rcon, warp

maplist
 {cmd, server}
 Use: maplist
   Dumps the list of qued maps into the list.
 See also: clearmaplist, addmap

maxclients
 {clpar, server, cmd}
 Use: -maxclients <clients>
 (2-16)
 Default: 16
   This determines how many clients may connect to the server at one time.
 See also: maxplayers

maxplayers
 {clpar, server, cmd}
 Use: -maxplayers <players>
 (2-16 or 2-4)
 Default: 16
   This clpar defines how many connected clients may actually join the game (as opposed
   to just staying in spectator mode just to watch). Cooperative mode only accepts up to
   4 players. The exact maximum depends on how many player starts are in the maps being
   used, so be sure to check how many starts are on the maps you want your server to run.
   The iWADs all have 4 starts per map. Other WADs usually have 2 or 4, though some have
   only 1 (in which case they may not be used for Cooperative play). If a player joins
   the game and there are no more starts left the server may crash, so be sure to check
   if you've set the right number for this clpar.
 See also: maxclients

mem
 {cmd, client}
 Use: mem
   Prints statistics about the memory usage of the zone heap.
 See also: dumpheap

menu_display
 {cmd, client}
 Use: menu_display
   Displays the display options menu.

menu_endgame
 {cmd, client}
 Use: menu_endgame
   Asks the user if they want to end the current game, and returns to the title screen if
   they do.

menu_game
 {cmd, client}
 Use: menu_game
   Displays the new game menu.

menu_gameplay
 {cmd, client}
 Use: menu_gameplay
   Displays the gameplay options (DMFlags) menu.
 See also: dmflags

menu_help
 {cmd, client}
 Use: menu_help
   Displays the help screen.

menu_keys
 {cmd, client}
 Use: menu_keys
   Displays the customize controls menu.

menu_load
 {cmd, client}
 Use: menu_load
   Displays the load game menu.

menu_main
 {cmd, client}
 Use: menu_main
   Displays the main menu.

 menu_options
 {cmd, client}
   Displays the options menu.

menu_player
 {cmd, client}
 Use: menu_player
   Displays the player setup menu.

menu_quit
 {cmd, client}
 Use: menu_quit
   Asks the user if they want to quit, and quits if they do.

menu_save
 {cmd, client}
 Use: menu_save
   Displays the save game menu.

menu_video
 {cmd, client}
 Use: menu_video
   Displays the video mode menu.

messagemode
 {cmd, client}
 Use: messagemode
   Enters message entry mode. Anything typed while in this mode will be sent to everyone
   else as if you had used the say command.
 See also: messagemode2, say, say_team

messagemode2
 {cmd, client}
 Use: messagemode2
   Just like messagemode except that the message is only sent to other members of your
   team. If teamplay is OFF or you don't have a team, then this command will work just
   like messagemode and send the message to everyone.
 See also: messagemode, say, say_team, teamplay

mlook
 {acmd, client}
 Use: +mlook, -mlook
   While active, causes movement along the mouse's vertical axis to tilt the player's
   view up or down instead of moving the player forward or backward.
 See also: freelook, invertmouse, klook, r_stretchsky

motd
 {cvar, server}
 Use: motd "<message>"
 Default: Welcome to my server<br><br>Be sure to visit www.truelights.com<br>or<br>
 www.doom2.org<br><br><br>happy fragging! (in zserver.cfg)
   Defines the message all players see when they join a server and enter the first map.
   This is useful for showing players urls, ways to contact the admin, server rules, or
   server schedules or plans. Use <BR> tags (like in HTML) for line breaks.
 See also: email, hostname, website

mouse_sensitivity
 {cvar, client}
 Use: mouse_sensitivity [sensitivity]
 Default: 1.0
   The larger this cvar, the more sensitive the game is to all mouse movements.
 See also: m_forward, m_pitch, m_side, m_yaw

moveleft
 {acmd, client}
 Use: +moveleft, -moveleft
   While active, causes the player to move to the left.
 See also: left, moveright, strafe

moveright
 {acmd, client}
 Use: +moveright, -moveright
   While active, causes the player to move to the left.
 See also: movelrft, right, strafe

msg
 {cvar, client}
 Use: msg <level>
 (0-4)
 Default: 0
   This is the minimum message level that the player will see. Message levels are:
     
     0. Item pickup
     1. Obituaries
     2. Critical messages
     3. Chat messages
     4. Chat messages from a teammate

msg0color
msg1color
msg2color
msg3color
msg4color
 {cvar, client}
 Use: msg<number>color <color>
 (0-7)
 Default: 6 (msg0) 
	    5 (msg1)
	    2 (msg2)
	    3 (msg3)
	    3 (msg4)

   These cvars control the color used to display messages. Available colors are:
    
     0. Brick
     1. Tan
     2. Gray
     3. Green
     4. Brown
     5. Gold
     6. Red
     7. Blue

 See also: msg, msgmidcolor

msgmidcolor
 {cvar, client}
 Use: msgmidcolor
 (0-7)
 Default: 5
   This cvar controls the color used to display messages in the middle of the screen.
   Available colors are the same as for msg0color.
 See also: msg, msg0color

name
 {cvar, client}
 Use: name <playername>
 Default: Player
   This is your player name.
 See also: color, gender, skin, team

neverswitchonpickup
 {cvar, client}
 Use: neverswitchonpickup [off/on]
 (0/1)
 Default: 0
   When this cvar is ON, you won't automatically switch to a new weapon when you pick
   one up.

nofilecompression
 {cvar, client}
 Use: nofilecompression [off/on]
 (0/1)
 Default: 0
   This is a debugging cvar used to disable file compression. You should leave it set to
   0.

noflathack
 {clpar, client, server}
 Use: -noflathack
   Some wads were able to use new flats with the original Doom.exe. ZDaemon will normally
   try and detect them. Use this switch to prevent that.

noidle
 {clpar, client, server}
 Use: -noidle
   When the user presses Alt-Tab to switch from ZDaemon to another window, ZDaemon will
   normally reduce its priority class so that it doesn't slow the rest of the system
   down. By specifying this parameter, ZDaemon will try to run at full speed even when it
   isn't the active window. Only for Win32.

noise
 {cvar, client}
 Use: noise [off/on]
 (0/1)
 Default: 0
   When set to 1, the current status of all sound channels is displayed on the screen.
 See also: snd_channels

nomonsters
 {clpar, server}
 Use: -nomonsters
   Sets the dmflags cvar so that monsters are not spawned on levels.
 See also: dmflags

nomusic
 {clpar, client}
 Use: -nomusic
   Prevents the playback of music.
 See also: nosfx, nosound

noptc
 {clpar, client}
 Use: -noptc
   This forces ZDaemon to use DirectDraw directly instead of using PTC as an abstraction
   layer on top of it. Unless you have problems with video, it is recommended that you
   let ZDaemon use PTC.
 See also: vid_noptc

nosfx
 {clpar, client}
 Use: -nosfx
   Prevents the playback of sound effects. Because of the nature of MOD music, this also
   disables playback of MODs.
 See also: nomusic, nosound

nosound
 {clpar, client}
 Use: -nosound
   Disables both music and sound effects.
 See also: nomusic, nosfx

port
 {clpar, client, server}
 Use: -port <port>
 Default: 10666
   For servers this clpar defines the port clients must connect to, for clients it tells
   the server to send packets to the specified port.
 See also: connect

primarysound
 {clpar}
 Use: -primarysound
   If DirectSound is available, this parameter will cause ZDaemon to try to use the
   primary buffer for mixing. This can potentially lower sound latency but also
   introduces the possibilty for more sound problems. Only for Win32.
 See also: wavonly

quit
 {cmd, cilent}
 Use: quit
   Exits ZDaemon and saves all configuration information to disk. 
 See also: disconnect, endgame, menu_endgame

r_columnmethod
 {cvar, client}
 Use: r_columnmethod [method]
 (0-1)
 Default: 1
   Selects which of two algorithms to use to draw vertical columns on the screen. Method
   0 is the original algorithm used by DOOM and is best for a 486. Method 1 is a new
   algorithm optimized for modern processors, and can as much as double the framerate on
   post-Pentium processors. (On 486s, it can drop the framerate by at least half.)
 See also: r_detail

r_detail
 {cvar, client}
 Use: r_detail <detail>
 (0-3)
 Default: 0
   This cvar selects the detail level of the view window. Valid values are:

     0. Normal detail level. Equivalent to Doom's high detail mode.
     1. Double pixels horizontally. Equivalent to Doom's low detail mode.
     2. Double pixels vertically.
     3. Double pixels horizontally and vertically.

  Doubling pixels horizontally offers more of a speed-up than doubling them vertically
  does.
 See also: r_columnmethod

r_drawflat
 {cvar, client}
 Use: r_drawflat [off/on]
 (0/1)
 Default: 1
   When set to 0, segs will be drawn as solid colors instead of textures. This is useful
   if you want to see how a node builder split a level's linedefs. Otherwise, it just
   looks ugly.

r_drawfuzz
 {cvar, client}
 Use: r_drawfuzz [off/on]
 (0/1)
 Default: 1
   When set to false, the "fuzz" effect on spectres and partially invisible players will
   be replaced with translucency.
 See also:

r_drawplayersprites
 {cvar, client}
 Use: r_drawplayersprites [off/on]
 (0/1)
 Default: 0
   When zero, the game will not draw the player's weapon or muzzle flash.

r_particles
 {cvar, client}
 Use: r_particles [off/on]
 (0/1)
 Default: 1
   If set ON, particles are drawn. Otherwise, they aren't.

r_stretchsky
 {cvar, client}
 Use: r_stretchsky [off/on]
 (0/1)
 Default: 1
   Controls whether or not short sky textures are stretched so that you don't see them
   wrap when you look up.
 See also: mlook

r_viewsize
 {cvar, client}
 Use: r_viewsize
   String containing the width and height of the current view window. This cvar is read
   only.
 See also: sizeup, sizedown, screenblocks

rcon
 {cmd, client}
 Use: rcon <cvar/cmd <var>>
   sets a remote console cvar or executes a remote console command (cmds/cvars only
   available to server admins). The following cmds/cvars may be used:
See also: rcon_password

rcon_password
 {cvar, clpar (server), cmd (client)}
 Use: rcon_password <password>, +rcon_password <password>, rcon_password <password>
   For servers the cvar sets the remote console password, for clients the cmd allows to
   access cmds and cvars that change gameplay.
 See also: rcon

reconnect
 {cmd, client}
 Use: reconnect
   this cmd reconnects the client to the last server it connected to since it was
   launched.
 See also: connect, disconnect

respawn
 {clpar, server}
 Use: -respawn
   Sets the dmflags cvar so that monsters respawn even if you aren't playing at nightmare
   difficulty.
 See also: fast, skill

right
 {acmd, client}
 Use: +right, -right
   While active, normally causes the player to turn to the right. However, as long as the
   strafe  acmd is active, this will cause the player to move to the right instead.
 See also: left, moveright, strafe

say
 {cmd, client}
 Use: say <MESSAGE>
   Sends MESSAGE to everyone playing.
 See also: messagemode, messagemode2, say_team

say_team
 {cmd, client}
 Use: say_team <MESSAGE>
   Sends MESSAGE only to other members of your team. If teamplay is zero or you aren't on
   a team, then this command will act just like say and send the message to everyone.
 See also: messagemode, messagemode2, say

screenblocks
 {cvar, client}
 Use: screenblocks [size]
 (3-12)
 Default: 10
   This cvar determines the size of the view window. Attempts to set this cvar to values
   outside the possible range will be truncated. 10 is full screen plus the status bar,
   11 is also fullscreen and includes a small heads-up display instead of the bar.
 See also: sizeup, sizedown, r_viewsize

set
 {cmd, clpar, client, server}
 Use: set <cvar> <var>, +set <cvar> <var>
   Sets CVAR to VAR. If CVAR does not exist, it will be created. In most cases this is 
   redundant, as typing CVAR VAR will ususally set VAR.
 See also: get

setcolor
 {cmd, client}
 Use: setcolor <cvar> <colorname>
   Sets CVAR to a color value specified in the X11R6RGB lump. (This is the X11R6.rgb file
   from a standard X-Windows system.) If COLORNAME cannot be found, the contents of
   CVAR are left unchanged. The file color.txt included in the ZDaemon distribution
   contains a list of all the color names listed in zdaemon.wad.
 See also: all the am_* cvars, dimcolor

show_messages
 {cvar, client}
 Use: show_messages [off/on]
 (0/1)
 Default: 1
   When this variable is non-zero, game messages will be displayed at the top of the
   screen. Regardless of the state of this cvar, console messages will always be
   displayed in the console and also written to disk if logging is enabled.
 See also: msg

showscores
 {acmd, client}
 Use: +showscores, -showscores
   While this action is active a list of the players will be displayed on the screen. The
   list shows each players approximate color, ping and (in deathmatch games), frags. This
   list will also automatically be displayed when you are dead.
 See also: deathmatch

sizedown
 {cmd, client}
 Use: sizedown
   Decreases the size of the view window.
 See also: screenblocks, sizeup

sizeup
 {cmd, client}
 Use: sizeup
   Increases the size of the view window.
 See also: screenblocks, sizedown

skill
 {clpar, cvar, server}
 Use: -skill <skill>, +skill <skill>, rcon skill [skill]
 (1-5 or 0-4)
 Default: 3 (2)
   Sets the initial skill level. This is overridden if you start a new game from the New
   Game menu. This variable contains the game skill, ranging from 0 to 4 inclusive.
   Changes to this cvar only take effect when a new level is loaded.
 See also: dmflags, fast, nomonsters, respawn

skin
{cvar, client}
Use: skin [skinname]
Default: "base"
 This is your player's skin. Any skins you want to use or see need to be loaded at the
 command line with the -file parameter, or must be placed in a \skins directory, which
 must be ine the same directory as ZDaemon. "Base" is the name of the regular DOOM
 marine and is always available.
See also: color, gender, name,skins, team

skins
 {cmd, client}
 Use: skins
   Lists the names of the skins that were loaded when the game was started.
 See also: skin

snd_channels
 {cvar, client}
 Use: snd_channels [channels] 
 Default: 8
   This cvar determines the number of channels used for mixing sound effects. Larger
   values generally sound better but also require a faster processor.

snd_listmididevices
 {cmd, client}
 Use: snd_listmididevices
   This command lists the MIDI devices available in the system. Devices in this list can
   be used in the snd_mididevice cvar to select which device plays music.
 See also: snd_mididevice, snd_midivolume

snd_mididevice
 {cvar, client}
 Use: snd_mididevice [device]
 Default: -1
   This cvar determines which MIDI device ZDaemon uses for MIDI and MUS music. A value
   of -1 indicates to use the Windows MIDI Mapper, while other values select specific
   MIDI devices. A complete list of MIDI devices available can be obtained with the
   snd_listmididevices command.
 See also: snd_listmididevices, snd_midivolume

snd_midivolume
 {cvar, client}
 Use: snd_midivolume [volume]
 (0.0-1.0)
 Default: 0.5
   This is the volume at which MIDI and MUS music is played.
 See also: snd_musicvolume, snd_sfxvolume

snd_musicvolume
 {cvar, client}
 Use: snd_musicvolume [volume]
 (0-64)
 Default: 9
   This is the volume at which MOD music is played and can range from 0-64
 inclusive. Note that setting this near its maximum will probably result in
 nasty distortions of the music.
 See also: snd_midivolume, snd_sfxvolume

snd_pitched
 {cvar, client}
 Use: snd_pitched [off/on]
 (0/1)
 Default: 0
   When set to true, the random pitch effect found in early version of Doom will be
   simulated.

snd_samplerate
 {cvar, client}
 Use: snd_samplerate [rate]
 Default: 44100
   This is the sampling rate at which sounds are mixed in the game. The value in this
   cvar will only take effect when MIDAS is restarted (usually when the game first
   starts). If you do not play MOD music from within the game, you can set this as low
   as 11025 without experiencing much perceptable loss of sound quality.

snd_sfxvolume
 {cvar, client}
 Use: snd_sfxvolume [volume]
 (0-15)
 Default: 8
   This is the volume at which sound effects are played.
 See also: snd_midivolume, snd_musicvolume

snd_surround
 {cvar, client}
 Use: snd_surround [off/on]
 (0/1)
 Default: 1
   When ON, selected sounds will be played on the surround channel. The effect is even
   noticable if (like me) you don't have special hardware to decode it. If you think it's
   annoying or you have a buggy soundcard that mixes in stereo but outputs in mono, you
   can turn this off.

soundlinks
 {cmd, client}
 Use: soundlinks
   Lists the links between different sounds that use the same sound lump. Links are
   generated dynamically while you play, so it is possible for this command to give
   different results in different games and even at different times during the same game.
 See also: soundlist

speed
 {acmd, client}
 Use: +speed, -speed
   While active, all player movements occur at a rate faster than normal.
 See also: cl_run

splashfactor
 {cvar, server}
 Use: splashfactor [factor]
 Default: 1.0
   This controls the amount of damage players receive when they fire a rocket and it
   explodes right next to them. It applies only to the player who fires the rocket; all
   others receive normal damage. A value of 0.5 would apply only half damage to the
   player. A value of 2.0 would apply double damage. Other values are similar. Useful
   mostly for people who like to rocket jump and don't like dying if they don't have
   100% health and a lot of armor.

spynext
 {cmd, client}
 Use: spynext
   During a cooperative game this cmd wil view the next player from a chasecam.
 See also: spyprev

spyprev
 {cmd, client}
 Use: spyprev
   During a cooperative game this cmd wil view the previous player from a chasecam.
 See also: spynext

st_scale
 {cvar, client}
 Use: st_scale [off/on]
 (0/1)
 Default: 0
   When this cvar is true, the status bar will be scaled so that it covers the entire
   width of the screen in higher resolutions. This may look somewhat ugly, but it should
   be easier to read on high resolutions with smaller monitors.

stat
 {cmd, client}
 Use: stat [page]
   Displays profiling information. When used alone, displays a list of available
   displays. Use one of those as the page parameter to toggle the display on and off.
    
     stat bots : Time spent doing bot-related activities
     stat fps : Time spent rendering the scene (not the same as vid_fps 1)
     stat net : Bytes received and sent per second (from and to the server)
     stat think : Time spent running all thinkers

sv_gravity
 {cvar, clpar, server}
 Use: sv_gravity [gravity], sv_gravity [gravity]
 Default: 800
   This is the overall gravity of the entire level.

strafe
 {acmd, client}
 Use: +strafe, -strafe
   While active, causes all left and right acmds to act like moveleft and moveright
   instead.
 See also: moveleft, moveright, left, right

team
 {cvar, client}
 Use: team [teamcolor]
 (red/blue)
   This is the team that your player belongs to. It is selected automaticly when you
   enter a server with the teamplay cvar set to ON. Your player's color will be changed
   to red or blue when the team is chosen, but the color you chose will be restored when
   you leave the server. 
 See also: messagemode2, say_team, teamplay

ticker
 {cvar, client}
 Use: ticker [off/on]
 (0/1)
 Default: 0
   When true, draws a series of dots at the bottom of the screen representing the number
   of tics it took to display the current frame (One tic is 1/35th of a second).
 See also: vid_fps, devparm

timelimit
 {cvar, clpar, server>
 Use: timelimit <seconds>, +timelimit <seconds>
 Default: 0 (20 in zserver.cfg)
   When this cvar is non-zero, the game will automatically advance to the next level
   after MINUTES have elapsed.
 See also: avg, fraglimit, timer

timer
 {clpar, server}
 Use: -timer [minutes]
   Causes ZDaemon to automatically advance to the next level after MINUTES have elapsed.
 See also: avg, timelimit

toggle
 {cmd, client}
 Use: toggle <cvar>
   Toggles the value of CVAR between zero and non-zero.

toggleconsole
 {cmd, client}
 Use: toggleconsole
   Toggles display of the console on/off.

togglemap
 {cmd, client}
 Use: togglemap
   Toggles the automap on/off.
 See also: am_overlay

togglemessages
 {cmd, client}
 Use: togglemessages
   Toggles display of game messages ON/OFF. The only difference between doing this and
   "toggle show_messages" is that this command always displays a message describing the
   current state of messages.
 See also: show_messages, toggle

transfile
 {clpar, client, server}
 Use: -transfile <filename[.tch]>
 Default: the EXE's directory\transtab.tch
   Causes ZDaemon to use an alternative translucency cache file. This file is
   automatically generated if it doesn't already exist and is used to speed up startup by
   eliminating the need to recalculate the translucency tables every time the game is
   started. By default, ZDaemon will look for a file called transtab.
 See also: notrans

transsouls
 {cvar, client}
 Use: transsouls [opacity]
 (0.0-1.0)
 Default: 0.75
   This is the amount of translucency exhibitted by lost souls. Large values mean less
   translucency.
 See also: notrans

turbo
 {clpar, cvar, server}
 Use: -turbo [value], +turbo [value], turbo [value]
 (10-256)
 Default: 100
   This cvar effects how quickly the player moves. A value of 100 will cause the player
   to move at normal speed, 200 will cause the player to move at 200% of normal speed, 50
   will cause the player to move at 50% of normal speed, etc.

turn180
{cmd, client}
 Use: turn180
   Quickly turns your player around 180 degrees.
 See also: left, right

unbind
 {cmd, client}
 Use: unbind <key>
   Removes a binding from the specified key.
 See also: bind, unbindall, undoublebind

unbindall
 {cmd, client}
 Use: unbindall
   Removes all bindings and doublebindings from every key. To restore the default
   bindings, you can use the binddefaults command. There is no way to restore any custom
   bindings after issuing this command except by retyping each bind command or using the
   controls setup menu.
 See also: bind, binddefaults, doublebind, unbind, undoublebind

undoublebind
 {cmd, client}
 Use: undoublebind <key>
   Removes a doublebinding from the specified key.
 See also: bind, doublebind, unbind, unbindall

use
 {acmd, client}
 Use: +use, -use
   While active, causes the player to attempt to use any usable items in front of them
   (such as a door).

use_joystick
 {cvar, client}
 Use: use_joystick [off/on]
 (0/1)
 Default: 0
   Set this cvar to 1 if you want to use a joystick with ZDaemon.
 See also: use_mouse

use_mouse
 {cvar, client}
 Use: use_mouse [off/on]
 (0/1)
 Default: 1
   If this cvar is set OFF, ZDaemon will ignore the mouse.
 See also: use_joystick

var_friction
 {cvar, server}
 Use: var_friction [off/on]
 (0/1)
 Default: 1
   When set OFF, normal friction is applied to the player in all cases. Otherwise, the
   amount of friction applied is determined by the sector the player is in.

var_pushers
 {cvar, server}
 Use: var_pushers [off/on]
 (0/1)
 Default: 0
   When set OFF, disables the BOOM push/pull wind effects.

vid_currentmode
 {cmd, client}
 Use: vid_currentmode
   Displays the resolution of the currently active video mode.
 See also: vid_defheight, vid_defwidth, vid_listmodes

vid_defheight
 {type}
 Use: vid_defheight [height]
 (200+)
 Default: 200
   Specifies the default screen height to use if not overridden at the command line.
 See also: height, vid_defwidth, vid_listmodes, vid_setmode

vid_defwidth
 {cvar, client}
 Use: vid_defwidth [width]
 (320+)
 Default: 320
   Specifies the default screen width to use if not overridden at the command line
 See also: width, vid_defheight, vid_listmodes, vid_setmode

vid_fps
 {cvar, client}
 Use: vid_fps [off/on]
 (0/1)
 Default: 0
   When ON, will display a frame-per-second meter at the bottom of the screen.
 See also: devparm, stat, ticker

vid_listmodes
 {cmd, client}
 Use: vid_listmodes
   Lists all resolutions supported by the current display driver.
 See also: vid_currentmode

vid_noptc
 {cvar, client}
 Use: vid_noptc [off/on]
 (0/1)
 Default: 0
   When this cvar is true, ZDoom will use DirectDraw directly instead of using PTC to
   access it. Changes to this cvar take effect the next time the game starts.
 See also: noptc

vid_palettehack
 {cvar, client}
 Use: vid_palettehack [off/on]
 (0/1)
 Default: 0
   When this cvar is true, the game will refresh the palette every time the screen is
   redrawn. This can be useful with some buggy video drivers. Only for Win32.

vid_setmode
 {cmd, client}
 Use: vid_setmode <width> <height> <modeid>
 (range)
 Default:
   Sets the screen mode to <width> x <height> with <modeid> (if your video hardware
   supports it).
 See also: vid_currentmode, vid_listmodes

vid_winscale
 {cvar, client}
 Use: vid_winscale [scale]
 Default: 1.0
   Controls how large the display is scaled when playing in an X window. Values of 1.0
   and 2.0 are fast, other values use slower, generic scaling. Only for Linux.

website
 {cvar, server}
 Use: website [url]
 Default: None set (in zserver.cfg)
   This cvar is for showing the location of additional pwads of files required by the
   server, on the launcher
 See also: email, hostname, motd

warp
 {clpar, server}
 Use: -warp <map> or <episode> <map>
 (01-32, or 1-4 1-9)
 Default: 01 or 1 1
   For DOOM II or Final DOOM, it starts the game on MAP. For Ultimate DOOM (or the
   shareware version) it starts the game on EPISODE, MAP.
 See also: addmap, map

wavonly
 {clpar, client}
 Use: -wavonly
   Forces ZDaemon to use the standard Windows wave device for sound output instead of
   DirectSound. If you experience problems with sound, it may be worthwhile trying this
   parameter, although it will generally introduce a large amount of latency, causing
   sounds to be heard later than expected.
 See also: primarysound

weapnext
 {cmd, client}
 Use: weapnext
   Selects the next weapon (in order) that you own and have ammo for.
 See also: impulse, weapprev

weapprev
 {cmd, client}
 Use: weapprev
   Selects the previous weapon (in order) that you own and have ammo for.
 See also: impulse, weapnext

width
 {clpar, client}
 Use: -width <pixels>
 (320+)
 Default: 320
   Specifies the desired width of the screen resolution. If it's specified without the
   height clpar, ZDaemon will try to guess width based on a standard aspect ratio. If
   the specified resolution is not supported by your DirectDraw drivers, ZDaemon will try
   various resolutions until it either finds one that works or gives up.
 See also: height, vid_listmodes, vid_setmode

wipetype
 {cvar, client}
 Use: wipetype [type]
 (0-3)
 Default: 1
   Selects the type of screen wipe to use. There are currently four possible settings
   for this cvar:
     0. No wipe
     1. Melt
     2. Burn
     3. Crossfade

===========================

[C] KEY BINDINGS

This section explains how to bind keys and gives specifics about binding. Refer to the
the commands and variables list above for a description of how to use the binding
commands (bind, binddefaults, doublebind, unbind, unbindall, undoublebind).

If you are binding multiple commands to a key or button, make sure they are separated by
semicolons (;) and if there are any spaces in the commands, they need to be enclosed in
quotation marks (").

You can refer to keys by name or scancode For example,

bind #3 "echo Eat my BFG!"

is the same as

bind #3 "echo Eat my BFG!"

Both will bind the command string to the "2" key.

ZDaemon takes key names according the Qwerty layout, keep this in mind if you are using
a different keyboard arrangement. Thus, if you wanted to assign the key directly to the
right of the tab key to a command, you would use "bind q <command>" even if that key
isn't labeled Q on your keyboard.

The following special keys as well as the alphanumeric keys are named and can be bound.
These are the same keys displayed in the Configure Controls menu:

backspace
tab
enter
ctrl
shift
kp*             * on the numeric keypad
alt             Either the left or right Alt key
space
capslock
numlock
scroll          Scroll Lock
kp7             7 on the numeric keypad
kp8             8 on the numeric keypad
kp9             9 on the numeric keypad
kp-             - on the numeric keypad
kp4             4 on the numeric keypad
kp5             5 on the numeric keypad
kp6             6 on the numeric keypad
kp+             + on the numeric keypad
kp1             1 on the numeric keypad
kp2             2 on the numeric keypad
kp3             3 on the numeric keypad
kp0             0 on the numeric keypad
kp.             . on the numeric keypad
kana
convert
noconvert
yen
kp=             = on some numeric keypads
circumflex
kanji
stop
ax
unlabeled
kp,             , on some numeric keypads
kp/             / on the numeric keypad
sysrq
home
uparrow
pgup
leftarrow
rightarrow
end
downarrow
pgdn
ins
del
lwin            The left Windows key
rwin            The right Windows key
apps            The application menu key
pause           The pause key
mouse1          The left mouse button
mouse2          The right mouse button
mouse3          The middle mouse button
mouse4          The fourth mouse button if yours has one
joy1 - joy32    All 32 joystick buttons supported by Windows
mwheelup        The mouse wheel was rolled up
mwheeldown      The mouse wheel was rolled down

Note that i_remapkeypad must be "0" for kp0, kp., kp1, kp2, kp3, kp4, kp6,
kp7, kp8, and kp9 to be treated as distinct keys.

===========================

Note: Much of his text is based on commands.txt and zdoom.txt. Both are distributed with
v1.23 of ZDoom.

===========================

If anything in this file is not clear (or you think there is an error somewhere) please
email me at: myk@doom.zzn.com

  myk (6/2001)