Console Usage


Standard game console is invoked by pressing the Tilde(~) key. You can edit the console line by standard editing keys, use history by pressing Arrow Upor Arrow Down, or use word completion by pressing Tab.
Note that the console syntax is C-like. That is, you have to append brackets to function names when calling functions, and you can use mathematical expresions. In the same spirit, statement separator is semicolon, but you don't have to enter it manually. It is automaticaly appended when you press return. Remember that, though, if you intend to write something in the startup script or key bindings.

Some console commands that can be useful for testing are listed here:


Interface rendering

plrInterface_bCrosshair Set this to 0 to disable drawing crosshair.
plrInterface_bShowWeapon Set this to 0 to disable rendering held weapon in the first person view.
plrInterface_bShowHUD Set this to 0 to disable drawing status line (head up display).


Graphics adjustments

GfxInfo() Prints information on current state of graphics library and active OpenGL driver.
gfx_bCrappyOpenGLDriver Set this to true to switch to slower modes for rendering world and models. This must be set if OpenGL driver does not support projective mapping or compiled vertex arrays+DrawElements() properly.
gfx_fVSyncsToWait Number of vertical retraces to wait on each buffer swapping. Disables vertical synchronization when set to 0. Requires WGL_EXT_swap_control.
RefreshTextures() Execute this function to reload all textures and rebind them to the OpenGL driver again. Required for some texture settings to take effect.
gfx_TextureFilter

Defines texture filtering and mip-mapping mode:
10 - Point sampling, no mip-maps
11 - Point sampling, with mip-maps
20 - Bilinear sampling, no mip-maps
21 - Bilinear sampling, with mip-maps
22 - Trilinear sampling

gfx_TextureQuality

Number of bits per pixel used for textures:
0 - Low (all textures are 16 bit)
1 - Optimal (16 or 32 bit, chosen for each texture by visual quality)
2 - High (all textures are 32 bit)

gfx_TextureDithering

How are textures dithered (only for 16 bit textures):
0 - No dithering
1 - Low dithering
2 - Medium dithering
3 - Full dithering

gfx_TextureSize Used to reduce texture sizes in order to preserve texture memory for low-end accelerators. Valid values are 1-3, 3 beeing the highest texture size, 1 beeing the lowest quality.
gfx_EffectSize Used to reduce procedural effect texture sizes in order to preserve texture memory and upload time for low-end accelerators. Valid values are 1-3, 3 beeing the highest texture size, 1 beeing the lowest quality.
gfx_ShadowQuality

Number of bits per pixel used for lightmaps:
0 - Low (all shadows are 16 bit)
1 - Optimal (static shadows16 bit, dynamic 32 bit)
2 - High (all shadows are 32 bit)

gfx_ShadowDithering

How are shadows dithered (only for 16 bit shadows):
0 - No dithering
1 - Low dithering
2 - Medium dithering
3 - Full dithering

gfx_ShadowSize Used to reduce shadow sizes in order to preserve texture memory and upload time for low-end accelerators. Valid values are 1-3, 3 beeing the highest shadow size, 1 beeing the lowest quality.
gfx_DynamicMipmapQuality Specifies number of lineary resampled mipmaps when generating mipmaps for dynamic upload. Used to reduce dynamic shadow and procedural effect generation time.Valid values are 0-8, 8 beeing the highest quality, 0 beeing the fastest.
gfx_bAllowDynamicLights Enables/disables dynamic lightmap creating/uploading completely. This can result in major speed up on low-end accelerators, low-end CPUs, or if texture uploading is not properly optimized in the OpenGL driver.
gfx_DynamicShadowDithering Determines whether dynamic shadows are dithered if uploaded in 16 bit mode.


Cheats

plrCheat_iGoToMarker Set this to a marker position numberand you will be instantly teleported to the given position. This can be used instead of this guide for fast step-by-step exploraion.