The Eternity Engine v3.35.90 Console Reference -- 09/02/08
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This reference contains information on useful console commands and variables that work with 
the Eternity console, as well as pointers on console command syntax.
- Table of Contents
   
   - Notes on Special Command Syntax
   
 - Notes on Notation
   
 - Console Commands
      
      - Core Commands
           flood, delay, alias, cmdlist, quote, echo, dumplog, openlog, closelog, dir
       - Menus
           mn_clearmenus, mn_newgame, mn_quit, mn_episode,
           mn_prevmenu, newgame,
           mn_weaponkeys, mn_keybindings, mn_demos,
           mn_weapons, mn_loadwad, mn_status, mn_hud, mn_mouse, mn_sound,
           mn_vidmode, mn_particle, mn_video, mn_endgame, mn_options,
           mn_savegame, mn_load, mn_player, mn_envkeys,
           credits, help, mn_enemies, mn_compat, mn_automap,
           quickload, quicksave, mn_joymenu, mn_hnewgame, mn_hepis,
           skinviewer, mn_dynamenu, mn_selectwad, mn_search, mn_menus
       - Keybindings
      	  listactions, bind, unbindall, unbind, listkeys, bindings
       - Networking
          disconnect, playerinfo, frags, kick, say
       - Cheats
          god, noclip, nuke, infammo, mdk, mdkbomb, spacejump, viles, vilehit, banish
       - Video Options
          v_modelist, animshot, screenshot
       - Sound Options
          s_playmusic
       - Player Options
          listskins, listwads
       - Demos
          timedemo, playdemo, stopdemo
       - Gameplay
          pause, i_error, spawn, endgame, starttitle, quit, map, kill,
          addfile, exitlevel, defdmflags, summon, give, whistle, p_linespec
       - EDF- and ExtraData-Related Commands
          e_dumpthings, e_thingtype, e_dumpitems, e_listmapthings, e_mapthing,
          e_listlinedefs, e_linedef
       - Small Scripting Engine
          a_running, a_execv, a_execi
       
    - Console Variables
      
      - Console
          c_speed, c_height, textmode_startup
       - Networking variables
          com
       - Gametype / Deathmatch
          skill, nomonsters, respawn, fraglimit, bfgtype, gametype,
          weapspeed, timelimit, fast, turbo, startlevel, dmflags
       - Demo options
          cooldemo, demo_insurance
       - Player variables
          name, skin, colour, walkcam, chasecam, chasecam_height, chasecam_dist,
          chasecam_speed, numhelpers
       - Input options
          alwaysmlook, invertmouse, sens_horiz, sens_vert, smooth_turning,
          use_joystick, use_mouse, joysens_x, joysens_y
       - Environment / Physics variables
          autoaim, allowmlook, bobbing, pushers, nukage, varfriction,
          recoil, bfglook, p_markunknowns
       - AI variables
          mon_infight, mon_avoid, mon_climb, mon_friction, mon_remember,
          mon_backing, mon_helpfriends, mon_distfriend
       - Heads-up System variables
          hu_overlay, hu_hidesecrets, hu_obituaries, hu_obitcolor, hu_crosshair,
          hu_crosshair_hilite, hu_showvpo, hu_vpo_threshold, hu_messages,
          hu_messagecolor, hu_messagelines, hu_messagescroll, hu_messagetime,
          hu_showtime, hu_showcoords, hu_timecolor, hu_levelnamecolor,
          hu_coordscolor, show_scores, map_coords
       - Automap variables
          mapcolor_rkey, mapcolor_bkey, mapcolor_ykey, mapcolor_rdor, 
          mapcolor_bdor, mapcolor_ydor, mapcolor_frnd, mapcolor_wall, 
          mapcolor_clsd, mapcolor_tele, mapcolor_secr, mapcolor_exit,
          mapcolor_unsn, mapcolor_sprt, mapcolor_hair, mapcolor_sngl, 
          mapcolor_back, mapcolor_fchg, am_drawnodelines
       - Status Bar variables
          ammo_red, ammo_yellow, health_red, health_yellow, health_green,
          armor_red, armor_yellow, armor_green, st_rednum, st_singlekey,
          st_graypct
       - Menu variables
          use_traditional_menu, wad_directory, mn_toggleisback, mn_searchstr, mn_start_mapname
       - Rendering variables
          r_showgun, r_showhom, r_blockmap, r_homflash, r_planeview, r_zoom, 
          r_stretchsky, r_precache, r_trans, r_tranpct, r_swirl, gamma,
          draw_particles, bloodsplattype, bulletpufftype, rocket_trails,
          grenade_trails, lefthanded, r_ptcltrans, bfg_cloud
       - Particle Events
          pevt_rexpl, pevt_bfgexpl
       - Video variables
          v_diskicon, v_retrace, v_mode, v_ticker, shot_type, shot_gamma, screensize, wipewait
       - Sound options
          detect_voices, snd_card, mus_card, sfx_volume, music_volume,
          s_flippan, s_precache, s_pitched, snd_channels, snd_spcpreamp, snd_spcbassboost
       - Chat Macros
          chatmacro0, chatmacro1, chatmacro2, chatmacro3, chatmacro4, 
          chatmacro5, chatmacro6, chatmacro7, chatmacro8, chatmacro9
       - Weapon Preferences
          weappref_0, weappref_1, weappref_2, weappref_3, weappref_4, 
          weappref_5, weappref_6, weappref_7, weappref_8 
       - DOOM Compatibility Vector
          comp_telefrag, comp_dropoff, comp_vile, comp_pain, comp_skull, 
          comp_blazing, comp_doorlight, comp_model, comp_god, comp_falloff, 
          comp_floors, comp_skymap, comp_pursuit, comp_doorstuck, 
          comp_staylift, comp_zombie, comp_stairs, comp_infcheat, 
          comp_zerotags, comp_terrain, comp_respawnfix, comp_fallingdmg, 
          comp_soul, comp_overunder, comp_planeshoot
       - Misc. Configuration
          use_startmap, i_gamespeed, i_ledsoff, startonnewmap, i_waitatexit,
          i_showendoom, i_endoomdelay, i_grabmouse
       - Constants
          rngseed, creator, version, ver_date, ver_name, ver_time
       
    
 
Notes on Special Command Syntax
Commands which take parameters may accept numbers, strings, or members
of a predefined set of values.
  ex:
  $ delay 50
  $ spawn 249 1
  $ name Quasar
  $ hu_overlay distributed
If string arguments contain whitespace, they must be in quotations. Quotations
around strings are otherwise optional.
  ex:
  $ echo "This has to be in quotes"
  $ i_error "R_FindVisplane: no more visplanes!"
Multiple commands can be run from one prompt by separating them with a
semicolon.
  ex:
  $ delay; kill
Variables of type integer, named-value, on / off, and yes / no can be
affected by the following operators:
-  + 
  
    Affixed to the end of the variable, it will increment it to the next
    valid value, but no higher than the maximum allowed.
    
    ex:
    $ screensize +
    
    
 -  - 
    Affixed to the end of the variable, it will decrement it to the next
    lower valid value, but no lower than the minimum allowed.
    
    ex:
    $ screensize -
    
    
 -  / 
  
    Toggles through the variable values from minimum to maximum, wrapping
    around to the minimum value again when it is maxed out. This is most
    useful with two-state yes/no and on/off variables.
    
    ex:
    $ hu_overlay /
    
 
Return to Table of Contents
Notes on Notation
In the list below, command arguments enclosed in brackets are optional.
Commands typically have some default behavior when the arguments they
expect are not provided, although this is often to simply print usage
information.
An ellipsis (...) signifies that the command will accept any number of
arguments and will amalgamate them into one continuous string.          
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Console Commands
Console commands carry out a particular action when sent to the
console.
Core Commands
These commands are for manipulating the console itself.
Synopsis of Commands:
	* flood		* echo
	* delay		* dumplog
	* alias 	* openlog
	* cmdlist	* closelog
	* quote         * dir
Return to Table of Contents
  
Menus
These commands display and affect various aspects of the menu system.
Synopsis of Commands:
-  mn_clearmenus 
 -  mn_newgame 
 -  mn_quit 
 -  mn_episode
 -  mn_prevmenu 
 -  newgame
 -  mn_weaponkeys 
 -  mn_keybindings 
 -  mn_demos
 -  mn_weapons 
 -  mn_loadwad 
 -  mn_status 
 -  mn_hud 
 -  mn_mouse 
 -  mn_sound
 -  mn_vidmode 
 -  mn_particle 
 -  mn_video 
 -  mn_endgame 
 -  mn_options
 -  mn_savegame 
 -  mn_load 
 -  mn_player 
 -  mn_envkeys
 -  credits 
 -  help 
 -  mn_enemies 
 -  mn_compat 
 -  mn_automap
 -  quickload 
 -  quicksave 
 -  mn_joymenu 
 -  mn_hnewgame 
 -  mn_hepis
 -  skinviewer 
 -  mn_dynamenu 
 -  mn_selectwad 
 -  mn_search 
 -  mn_menus
 
-  mn_clearmenus
  Deactivates any active menu and returns to the game
  
 -  mn_newgame
  Displays the New Game menu or takes the player to the start map,
  depending on their configuration.
  
 -  mn_quit
  Displays a prompt asking the user if they want to quit.
  
 -  mn_episode
  Displays the episode selection screen for Ultimate DOOM.
  Flags: not in network games
  
 -  mn_prevmenu
  Returns user to the last menu they viewed, or to the game if the present
  menu is the highest-most in that chain.
  
 -  newgame
  Clears any active menus and starts a new game.
  Flags: not in network games
  
 -  mn_weaponkeys
  Displays the weapon keybinding menu.
  
 -  mn_keybindings
  Displays primary keybindings menu.
  
 -  mn_demos
  Displays the Demos menu
  Flags: not in a network game
  
 -  mn_weapons
  Displays the weapons preferences menu
  
 -  mn_loadwad
  Displays the wad/file options menu.
  
 -  mn_status
  Displays the status bar options menu.
  
 -  mn_hud
  Displays the heads-up display options menu.
  
 -  mn_mouse
  Displays the mouse options menu.
  
 -  mn_sound
  Displays the sound options menu.
  
 -  mn_vidmode
  Displays the video mode options menu.
  
 -  mn_particle
  Displays the particle effects options menu.
  
 -  mn_video
  Displays the video options menu.
  
 -  mn_endgame
  Prompts the user to end the current game and return to the title screen.
  
 -  mn_options
  Displays the main options menu.
  
 -  mn_savegame
  Displays the save game menu. Will not display if not in a level.
  
 -  mn_load slotnum
  Loads the save game from save slot slotnum.
  
 -  mn_loadgame
  Displays the load game menu.
  
 -  mn_player
  Displays the player setup menu.
  
 -  mn_envkeys
  Displays the environment keybindings menu.
  
 -  credits
  Displays game engine / game credits.
  
 -  help
  Displays built-in and user-provided help screens. See the BOOM editing
  reference on how to provide up to 99 custom help screens.
  
 -  mn_enemies
  Displays enemy AI options menu.
  
 -  mn_compat
  Displays the DOOM compatibility options menu.
  
 -  mn_automap
  Displays the automap options menu.
  
 -  quickload
  Quickloads a game from a previously chosen quicksave slot.
  NOTE: does nothing in network games or demos
  
 -  quicksave
  
  Quicksaves a game. First time command is used, a slot must
  be chosen normally. Subsequent uses will overwrite the save in
  that slot.
  NOTE: does nothing in network games or demos
  
 -  mn_joymenu
  Brings up the SDL joystick configuration menu.
  NOTE: This command does not exist in the DOS version of Eternity.
  
 -  mn_hnewgame
  
  Brings up the Heretic new game menu.
  
 -  mn_hepis
  Brings up the Heretic episode selection menu.
  
 -  skinviewer
  Brings up the skin viewer menu widget.
  
 -  mn_dmflags
  
  Brings up the deathmatch flags configuration menu.
  
 -  mn_dynamenu menuname
  
  Brings up the EDF dynamic menu with the given mnemonic. If no such
  menu exists, an error message will appear in the console.
  
 -  mn_selectwad
  
  Brings up the wad selection dialog box. The selected wad cannot be loaded
  if the current gamemode is a shareware game.
  Flags: not in a netgame
  
 -  mn_search
  
  Begins or continues a menu search operation. This command uses the value
  of the "mn_searchstr" console variable to carry out its search.
  
 -  mn_menus
  
  Brings up the menu options menu.
 
Return to Table of Contents
Keybindings
These commands allow manipulation of the dynamic keybinding system.
Synopsis of Commands:
	* listactions	* bindings
	* bind
	* unbindall
	* unbind
	* listkeys
-  listactions
  Displays a list of all bindable actions, aside from console
  commands.
  
 -  bind keyname <actionname>
  Binds the specified action to the specified key. actionname is
  a string and should be enclosed in quotes if it contains
  whitespace. actionname may specify any valid action or console
  command. If "actionname" is not provided, the current binding
  status of the specified key will be displayed.
  
 -  unbindall
  Releases *all* dynamic keybindings. Use with caution!
  
 -  unbind keyname <bindingclass>
  Unbinds the specified key from any action, or from only the action in
  the specified class if the bindingclass parameter is specified. As of
  Eternity Engine v3.31 Delta, keys may have one binding from each separate 
  binding class. Binding class numbers are displayed next to action names 
  when using the "bind keyname" command.
  
 -  listkeys
  Displays a list of all bindable key names. Not all bindable key codes
  correspond to pressable keys, however. Most pressable keys have obvious
  names which correspond to those on the keyboard.
  
 -  bindings
  Dumps a list of all active keybindings to the console.
 
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Networking
Synopsis of Commands:
	* disconnect
	* playerinfo
	* frags
	* kick
	* say
	
-  disconnect
  Disconnects from any ongoing network game and sets full-screen
  console mode.
  Flags: only in network games
  
 -  playerinfo
  Displays name information for all connected players.
  
 -  frags
  Displays the current frag count for all players.
  
 -  kick playernum
  Kicks the player with the specified player number from the game.
  Player numbers can be retrieved with playerinfo.
  Flags: server-only
  
 -  say ...
  Sends all arguments as a single message to all players in a network
  game.
  Flags: net command
 
Return to Table of Contents
  
Cheats
These commands provide an alternative method of entering some cheat
codes.
Synopsis of Commands:
	* god
	* noclip
	* nuke
	* infammo
	* mdk
	* mdkbomb
	* spacejump
	* viles
	* vilehit
	* banish
-  god
  Toggles god mode (IDDQD) on or off.
  Flags: not in network games, only in levels
  
 -  noclip
  Toggles no clipping (IDCLIP) on or off.
  Flags: not in network games, only in levels
  
 -  nuke
  Kills all enemies on the level, and if there are no enemies, kills
  all friends on the level (equivalent to KILLEM).
  Flags: server-only, only in level, net command
  
 -  infammo
  Toggles infinite ammo (INFSHOTS) on or off.
  Flags: not in network games, only in levels
  
 -  mdk
  Fires a tracer from the player that instantly kills any monster the player
  is targetting.
  Flags: only in level, not in netgames, hidden
  
 -  mdkbomb
  As above, but fires 60 such tracers in a circle around the player.
  Flags: only in level, not in network games, hidden
  
 -  spacejump
  Allows the player to jump any number of times in midair; useful for testing
  linked portals.
  Flags: only in level, not in network games, hidden
  
 -  viles 
 
  A special command for DOOM II only. Try it and see what happens :)
  Flags: only in level, not in network games, hidden
  
 -  vilehit
  If the player is autoaiming at an enemy, the player will perform an Arch-vile 
  attack on that enemy.
  Flags: only in level, not in network games
  
 -  banish
  
  If the player is autoaiming at an enemy, the enemy will be removed from the 
  play simulation and its memory will be freed once no other objects reference
  it.
  Flags: only in level, not in network games
 
Return to Table of Contents
  
Video Options
Synopsis of Commands:
	* v_modelist
	* animshot
	* screenshot
	
-  v_modelist
  Prints a list of available video modes to the console.
  
 -  animshot numframes
  Takes the given number of consecutive screenshots for the purpose
  of making a crude animation. Would be useful for animated GIFs
  or AVI movies.  This command will make the game run very slow,
  however, and will eat up disk space quickly, so use it with
  care.
  
 -  screenshot
  Takes a single screenshot. Bind this command to a key in order
  to take a shot without the console in the way.
 
Return to Table of Contents
  
Sound Options
Synopsis of Commands:
	* s_playmusic
	
-  s_playmusic name
  Plays the given lump as music, if that lump can be found in the music hash
  table. Only lumps listed in the internal music table, or new lumps with
  names beginning with "D_" in DOOM or "MUS_" in Heretic are available.
 
Return to Table of Contents
	
Player Options
Synopsis of Commands:
	* listskins
	* listwads
	
-  listskins
  Lists names of all available player skins.
  
 -  listwads
  Lists all currently loaded WAD files.
 
Return to Table of Contents
	
Demos
These commands are related to playing / recording demos.
For all of these commands, the demo specified by demoname must have
been added in either a WAD or on the command-line with the -file
option. Demos cannot be played directly from a file name.
Synopsis of Commands:
	* timedemo
	* playdemo
	* stopdemo
	
-  timedemo demoname showmenu
  Starts the given demo as a time demo, in which the framerate of the
  game can be measured.  If showmenu is set to 1, a meter comparing
  the framerate against that of a "fast" machine will be displayed after
  the demo is complete. Otherwise, the framerate will be printed to the 
  console as a number.
  Flags: not in a network game
  
 -  playdemo demoname
  Plays the given demo normally.
  Flags: not in a network game
  
 -  stopdemo
  Stops any currently playing demo and drops to console.
  Flags: not in a network game
 
Return to Table of Contents
	
Gameplay
These commands directly affect gameplay in various ways.
Synopsis of Commands:
	* pause       * quit       * defdmflags
	* i_error     * map        * summon
	* spawn       * kill       * give
	* endgame     * addfile    * p_linespec
	* starttitle  * exitlevel
	
-  pause
  Pauses or unpauses the game.
  Flags: server-only
  
 -  i_error ...
  Simulates an internal game engine error. Prints any arguments provided
  as a single string when the game exits.
  
 -  spawn objecttype <friend>
  Spawns a map object of the given internal type (DeHackEd number minus 1)
  in front of the player. If  is provided and is a non-zero number,
  the object will be friendly. This command is for developers.
  Flags: not in a network game, only in levels, hidden
  
-  endgame
  Drops to console mode.
  Flags: not in a network game
  
 -  starttitle
  Returns the game to the title screen / demo / credits loop.
  Flags: not in a network game
  
 -  quit
  Plays a random monster sound and exits the game normally, with no prompt.
  
 -  map mapname
  Transfers game play to the given map. mapname may be the name of a WAD
  file to load, as well as the name of a map header itself.
  
  Examples:
  	map E1M1
  	map w00t.wad
  
  Flags: server-only, net command, buffered command
  
 -  kill
  Causes the player to commit suiceide.
  Flags: only in level, net command
  
 -  addfile wadfilename
  Adds the specified wad file at run-time. Some features will not
  function completely as expected when WADs are loaded at run-time, so
  for maximum compatibility always use the command line to load files.
  Flags: not in network games, buffered command
  
 -  exitlevel
  Exits the current level. Starting with EE v3.31 beta 1, this
  command will not allow an exit if the player is dead unless the
  comp_zombie variable is set to allow zombie exits.
  Flags: only in level, server-only, net command, buffered command
  
 -  defdmflags <mode>
  Sets the deathmatch flags variable to its default settings. If no
  argument is provided, dmflags is set to the default for the current 
  game type. Otherwise, the "mode" parameter indicates what game mode's 
  defaults to set, with the following values:
  
  0 = Single-player mode
  1 = Cooperative mode
  2 = Deathmatch mode
  3 = Altdeath mode (deathmatch 2.0, items respawn)
  4 = Trideath mode (DM 3, barrels respawn, players drop backpacks)
  
  Flags: server-only, net command
  
 -  summon thingtypename <flagslist> <mode>
  
  Allows spawning of things via their EDF thing type name. An EDF/BEX
  flag list can optionally be provided, with the flags separated by commas
  only. By default, this will cause the listed flags to be added to the
  thing along with its normal flags. By specifying the third parameter as
  "set" or "remove", it is possible to set the thing's flags value to only
  the listed flags, or to remove the listed flags if the thingtype has them
  set by default.
  Example to spawn a friendly thing:
  $ summon doomimp friend
  
  Flags: not in a network game, only in levels, hidden
  
 -  give thingtypename <num>
  
  Spawns 1, or "num" if provided, of the object with this EDF thing
  type name on the player and causes the player to collect it/them. If the requested
  thing type is not collectable, it will not be spawned. In addition, if a
  collectable item is not picked up by the player, it will be removed immediately.
  
  Flags: not in a network game, only in levels, hidden
  
 -  whistle thingtypename
  If there is a live, friendly thing of the given EDF type, the first such thing
  found on the map will be teleported in front of the player. If the thing doesn't
  fit where the player is trying to teleport it, it will not be teleported. It will
  also not be teleported across blocking lines.
  
  Flags: not in a network game, only in levels
  
 -  p_linespec name <arg> <arg> <arg> <arg> <arg>
  
  Executes the named Eternity Engine parameterized line special (as documented in 
  editref.html) with the given parameters. The line special is restricted to behaving
  as though it has been invoked without any linedef to reference, and thus certain
  effects such as sector special transfers will not occur even if specified by the
  special type or arguments.
  
  Flags: not in a network game, only in levels.
  
Return to Table of Contents
	
EDF- and ExtraData-Related Commands
These commands are related to the Eternity Definition Files (EDF) system.  They
expose information which may be useful for editing or for use with other console
commands.
Synopsis of Commands:
	* e_dumpthings      * e_listlinedefs
	* e_thingtype       * e_linedef
	* e_dumpitems
	* e_listmapthings
	* e_mapthing
	
-  e_dumpthings
  Lists all EDF thing type mnemonics along with the DeHackEd numbers and 
  doomednums of the corresponding types.
  
 -  e_thingtype thingtypename
  
  Lists verbose information on an EDF thingtype with the given mnemonic. If
  no such thingtype is defined, an error message will be given.
  
 -  e_dumpitems
  Lists all EDF thing type mnemonics and DeHackEd/DoomEd numbers for thing
  types which are collectable items.  Useful in conjunction with the give
  command.
  
 -  e_listmapthings
  
  Lists all mapthing definitions from the current map's ExtraData. If no
  mapthings are defined or no ExtraData exists for the current map, an
  appropriate error message will be given.
  
 -  e_mapthing recordnum
  
  Lists verbose information on an ExtraData mapthing record with the given
  numeric record number. If no such mapthing is defined or no ExtraData
  exists for the current map, an appropriate error message will be given.
  
 
 -  e_listlinedefs
  Lists all linedef definitions from the current map's ExtraData. If no
  linedefs are defined or no ExtraData exists for the current map, an
  appropriate error message will be given.
  
 -  e_linedef recordnum
  Lists verbose information on an ExtraData linedef record with the given
  numeric record number. If no such linedef is defined or no ExtraData
  exists for the current map, an appropriate error message will be given.  
 
Return to Table of Contents
	
Small Scripting Engine
These commands are related to the Small scripting engine.
Synopsis of Commands:
	* a_running
	* a_execv
	* a_execi
	
-  a_running
  
  Prints debug information about the currently running script callbacks.
  The data listed is as follows: internal script number, internal
  callback type number, and callback data (wait time or sector tag).
  
 -  a_execv vm scriptname
  Executes a public Small script, passing no parameters (use this for
  scripts declared with an empty parameter list). The "vm" parameter
  should be 0 to indicate the Gamescript VM, or 1 to indicate the
  Levelscript VM. If the indicated VM isn't valid, an error message
  will be displayed. The indicated script will run under the
  INVOKE_CCMD invocation model.
  
 -  a_execi vm scriptname ...
  Executes a public Small script, passing one or more integer parameters
  provided to this command. You cannot pass string values to Small functions
  using this command. The number of parameters passed should match the
  prototype of the Small function being invoked, or an error may occur.
  The "vm" parameter should be 0 to indicate the Gamescript VM, or 1 to
  indicate the Levelscript VM. If the indicated VM isn't valid, an error
  message will be displayed. The indicated script will run under the
  INVOKE_CCMD invocation model.
 
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Console Variables
Variables differ from commands in that they are assigned values rather
than performing actions directly.
Console
Synopsis:
	* c_speed
	* c_height
	* textmode_startup
	
-  c_speed
	type: integer
	value range: 1 - 200
	value = speed at which console descends/recedes
	
 -  c_height
	type: integer
	value range: 20 - 200
	value = normal height of the console in pixels
	
 -  textmode_startup
	type: on / off
	on  = game starts in text mode like the original DOOM
	off = game starts in console mode with graphics
 
Return to Table of Contents
Networking variables
Synopsis:
	* com
	
-  com
	type: integer
	value range: 1 - 4
	value = com port to use for serial connections
 
Return to Table of Contents
		
Game type / Deathmatch options
Synopsis:
	* skill       * gametype     * startlevel
	* nomonsters  * weapspeed    * dmflags
	* respawn     * timelimit
	* fraglimit   * fast
	* bfgtype     * turbo
Return to Table of Contents
Demo options
Synopsis:
	* cooldemo
	* demo_insurance
	
-  cooldemo
	type: on / off
	on  = if the level has intermission cameras, the view will move
	      between them randomly during the demo
	off = demos are normal even in levels with intermission cameras
	
 -  demo_insurance
	type: named values
	values: off, on, "when recording"
	value = determines whether or not extra steps should be taken to
	        ensure that demos will remain in sync
 
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Player variables
Synopsis:
	* name		* chasecam_height
	* skin          * chasecam_dist
	* colour        * chasecam_speed
	* walkcam       * numhelpers
	* chasecam
-  name
	type: string
	value = name of console player
	Flags: netvar
	
 -  skin
	type: string
	value = console player's current skin
	Flags: netvar
	-> skin names can be retrieved with the listskins command
       
 -  colour
	type: named values
	values: green, indigo, brown, red, tomato, dirt, blue, gold, sea,
	        black, purple, vomit, pink, cream, white
	value = consoleplayer's clothing color
	Flags: netvar
 -  walkcam
	type: on / off
	on  = the player controls a walkcam
	off = the player has a normal viewpoint
	Flags: not in network games
	
 -  chasecam
	type: on / off
	on  = the player views himself from a following camera
	off = the player has a normal viewpoint
	
 -  chasecam_height
	type: integer
	value range: -31 - 100
	value = preferred height of the chasecam above the player's viewheight
	
 -  chasecam_dist
	type: integer
	value range: 10 - 1024
	value = preferred distance from chasecam to player
	
 -  chasecam_speed
	type: integer
	value range: 1 - 100
	value = percentage of distance to target chasecam moves per gametic
	
 -  numhelpers
	type: integer
	value range: 0 - 3
	value = number of helper creatures that spawn with the player
	Flags: not in network game
 
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Input options
Synopsis:
	* alwaysmlook	 * use_joystick
	* invertmouse	 * use_mouse
	* sens_horiz	 * joysens_x
	* sens_vert	 * joysens_y
	* smooth_turning * grabmouse
	
	
-  alwaysmlook
	type: on / off
	on  = mouse movements are always interpreted as mlook
	off = mouse movements may be interpreted as player movement
	
 -  invertmouse
	type: on / off
	on  = mlook mouse movements are reversed -- "arcade style"
	off = mlook mouse movements correspond to physical mouse movement
 -  sens_horiz
	type: integer
	value range: 0 - 64
	value = relative horizontal sensitivity of the mouse
	
 -  sens_vert
	type: integer
	value range: 0 - 48
	value = relative vertical sensitivity of the mouse
	
 -  smooth_turning
	type: on / off
	on  = mouse turning is smoothed by the game
	off = raw mouse turning is used
 -  use_joystick
	type: yes / no
	yes = enables use of joystick/gamepad cross pad and buttons
	no  = joystick/gamepad is disabled
	
	* NOTE: In DOS, the joystick must be calibrated through the
	        Allegro configuration program.
	
 -  use_mouse
	type: yes / no
	yes = enables use of mouse tracking and buttons
	no  = mouse is disabled
	
 -  joysens_x
	type: integer
	value range: -32768, 32767
	value = horizontal axis sensitivity for SDL joystick
	NOTE: this variable does not exist in the DOS version of Eternity
	
 -  joysens_y
	type: integer
	value range: -32768, 32767
	value = vertical axis sensitivity for SDL joystick
	NOTE: this variable does not exist in the DOS version of Eternity
	
 -  grab_mouse
	type: yes / no
	yes = the mouse is restricted to Eternity's graphics window
	no  = the mouse can move freely
	NOTE: this variable does not exist in the DOS version of Eternity
 
Return to Table of Contents
	
Environment / Physics variables
Synopsis:
   * autoaim      * varfriction
   * allowmlook   * recoil
   * bobbing      * bfglook
   * pushers      * p_markunknowns
   * nukage
	
	
-  autoaim
	type: on / off
	on  = the game engine assists players with aiming automatically
	off = players must aim precisely
	Flags: netvar, server-only
 -  allowmlook
	type: on / off
	on  = players may use mlook
	off = players may not use mlook
	Flags: netvar, server-only
	
 -  bobbing
	type: on / off
	on  = players see themselves bob about like chickens
	off = players see themselves scoot around like robots on wheels
	Flags: netvar, server-only
	
 -  pushers
	type: on / off
	on  = objects are affected by wind, current, conveyors
	off = objects are not affected by wind, current, conveyors
	Flags: netvar, server-only
 -  nukage
	type: on / off
	on  = damaging sectors hurt players as normal
	off = damaging sectors are harmless
	Flags: netvar, server-only
 -  varfriction
	type: on / off
	on  = players experience variable friction
	off = players always experience normal friction
	Flags: netvar, server-only
	
 -  recoil
	type: on / off
	on  = players experience recoil when firing weapons
	off = players do not experience recoil
	Flags: netvar, server-only
 -  bfglook
	type: named values
	values: off, on, fixedgun
	value = ability to mlook with BFG -- fixedgun allows mlook to occur,
	        but will not allow the unfair effects of BFG mlooking
	Flags: netvar, server-only
 -  p_markunknowns
   type: yes / no
   yes = location of unknown thingtypes will be marked with EDF Unknown objects
   no  = only messages are displayed when unknown things are used in a map
   NOTE: this affects single-player non-demo games only.	
 
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AI variables
Synopsis:
	* mon_infight	* mon_backing
	* mon_avoid	* mon_helpfriends
	* mon_climb	* mon_distfriend
	* mon_friction
	* mon_remember
	
	
-  mon_infight
	type: on / off
	on  = monsters will fight with each other when provoked
	off = monsters will fight only with players and friends
	Flags: netvar, server-only
		
 -  mon_avoid
	type: on / off
	on  = monsters will avoid damaging sectors if possible
	off = monsters are naive about damaging sectors
	Flags: netvar, server-only
	
 -  mon_climb
	type: on / off
	on  = monsters can climb tall stairs
	off = monsters cannot navigate tall stairs
	Flags: netvar, server-only
	
 -  mon_friction
	type: on / off
	on  = monsters are affected by sector friction attributes
	off = monsters always experience normal friction
	Flags: netvar, server-only
	
 -  mon_remember
	type: on / off
	on  = monsters remember their last enemy after making a kill
	off = monsters track only one enemy and may fall asleep if it is killed
	Flags: netvar, server-only
	
 -  mon_backing
	type: on / off
	on  = monsters may intelligently back out of a fight if hurt
	off = monsters savagely fight to the death
	Flags: netvar, server-only
		
 -  mon_helpfriends
	type: on / off
	on  = friends may help other friends with low health
	off = friends will pursue their own targets without regard to others
	Flags: netvar, server-only
	
 -  mon_distfriend
	type: integer
	value range: 0 - 1024
	value = average distance friends attempt to remain from players
	Flags: netvar, server-only
 
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Heads-up system variables
Synopsis:
-  hu_overlay
 -  hu_hidesecrets
 -  hu_obituaries
 -  hu_obitcolor
 -  hu_crosshair
 -  hu_crosshair_hilite
 -  hu_showvpo
 -  hu_vpo_threshold
 -  hu_messages
 -  hu_messagecolor
 -  hu_messagelines
 -  hu_messagescroll
 -  hu_messagetime
 -  hu_showtime
 -  hu_showcoords
 -  hu_timecolor
 -  hu_levelnamecolor
 -  hu_coordscolor
 -  show_scores
 -  map_coords
 
-  hu_overlay
	type: named values
	values: off, "boom style", flat, distributed, graphical
	value = style / activation state of HUD
	
 -  hu_hidesecrets
	type: yes / no
	yes = kills/items/secrets statistics are not displayed on the HUD
	no  = kills/items/secrets statistics are displayed on the HUD
	
 -  hu_obituaries
	type: on / off
	on  = obituaries are shown when a player dies
	off = no obituaries are shown
		
 -  hu_obitcolor
	type: named values
	values: brick, tan, gray, green, brown, gold, red, blue, orange, yellow
	value = color of obituary messages
	
 -  hu_crosshair
	type: named values
	values: none, cross, angle
	value = shape / presence of the aiming crosshairs
	
 -  hu_crosshair_hilite
	type: on / off
	on  = crosshair will highlight when player is aiming at a monster or friend
	off = crosshair remains the default color at all times
	
 -  hu_showvpo
	type: yes / no
	yes = a VPO indicator will be displayed when the number of visplanes
	      is at or above the level set in the 'hu_vpo_threshold' variable.
	no  = no VPO indicator will be shown
	
	* NOTE: Due to a more efficient visplane splitting algorithm
	        developed in BOOM, Eternity uses fewer visplanes than DOOM
	        did. Due to this discrepancy, Eternity uses a customizable
	        number to set the level at which a VPO warning is issued. The
	        default value of 85 is reasonable, but is not perfect. The 
	        appearance of the VPO indicator is only to be taken as a 
	        warning that the threshold may be near, and not that a VPO
	        will occur at an exact location.
		
 -  hu_vpo_threshold
        type: integer
        value range: 1 - 128
        value = number of visplanes required for the VPO indicator to be displayed.
        
 -  hu_messages
	type: on / off
	on  = HUD messages will be displayed in the upper left corner
	off = HUD messages are not displayed
 -  hu_messagecolor
	type: named values
	values: brick, tan, gray, green, brown, gold, red, blue, orange, yellow
	value = color of normal HUD messages
	
 -  hu_messagelines
	type: integer
	value range: 0 - 14
	value = number of lines in the HUD message widget
	
 -  hu_messagescroll
	type: yes / no
	yes = the HUD message widget can be scrolled to see previous messages
	no  = the HUD message widget cannot be scrolled
	
 -  hu_messagetime
	type: integer
	value range: 0 - 100000
	value = length of time messages appear
	
 -  hu_showtime
	type: yes / no
	yes = level timer is displayed on the automap
	no  = level timer is not displayed
	
 -  hu_showcoords
	type: yes / no
	yes = player/pointer coordinates are displayed on the automap
	no  = player/pointer coordinates are not displayed
	
 -  hu_timecolor
	type: named values
	values: brick, tan, gray, green, brown, gold, red, blue, orange, yellow
	value = color of automap level time HUD widget text
	
 -  hu_levelnamecolor
	type: named values
	values: brick, tan, gray, green, brown, gold, red, blue, orange, yellow
	value = color of automap level name HUD widget text
	
 -  hu_coordscolor
	type: named values
	values: brick, tan, gray, green, brown, gold, red, blue, orange, yellow
	value = color of automap player/pointer coordinates HUD widget text
	
 -  show_scores
	type: on / off
	on  = a player frags chart will be shown when you die
	off = no frags chart is displayed
	
 -  map_coords
	type: on / off
	on  = automap coordinates follow the pointer in non-follow mode
	off = automap coordinates always show player coordinates
 
Return to Table of Contents
	
Automap variables
Synopsis:
   * mapcolor_rkey   * mapcolor_ydor   * mapcolor_secr   * mapcolor_sngl
   * mapcolor_bkey   * mapcolor_frnd   * mapcolor_exit   * mapcolor_back
   * mapcolor_ykey   * mapcolor_wall   * mapcolor_unsn   * mapcolor_fchg
   * mapcolor_rdor   * mapcolor_clsd   * mapcolor_sprt   * map_coords
   * mapcolor_bdor   * mapcolor_tele   * mapcolor_hair   * am_drawnodelines
 
	
-  mapcolor_rkey
	type: integer
	value range: 0 - 255
	value = color of red key objects on map
	
 -  mapcolor_bkey
	type: integer
	value range: 0 - 255
	value = color of blue key objects on map
	
 -  mapcolor_ykey
	type: integer
	value range: 0 - 255
	value = color of yellow key objects on map
	
 -  mapcolor_rdor
	type: integer
	value range: 0 - 255
	value = color of red key doors on map
	
 -  mapcolor_bdor
	type: integer
	value range: 0 - 255
	value = color of blue key doors on map
	
 -  mapcolor_ydor
	type: integer
	value range: 0 - 255
	value = color of yellow key doors on map
 -  mapcolor_frnd
	type: integer
	value range: 0 - 255
	value = color of friends when in IDDTx2 mode
	
 -  mapcolor_wall
	type: integer
	value range: 0 - 255
	value = color of normal walls
	
 -  mapcolor_clsd
	type: integer
	value range: 0 - 255
	value = color of closed doors / areas
	
 -  mapcolor_tele
	type: integer
	value range: 0 - 255
	value = color of teleportal lines
	
 -  mapcolor_secr
	type: integer
	value range: 0 - 255
	value = color of secret sector boundaries
	
 -  mapcolor_exit
	type: integer
	value range: 0 - 255
	value = color of exit lines
	
 -  mapcolor_unsn
	type: integer
	value range: 0 - 255
	value = color of computer map unseen lines
	
 -  mapcolor_sprt
	type: integer
	value range: 0 - 255
	value = color of normal map objects
	
 -  mapcolor_hair
	type: integer
	value range: 0 - 255
	value = color of map pointer
	
 -  mapcolor_sngl
	type: integer
	value range: 0 - 255
	value = color of player arrow in single-player game
 -  mapcolor_back
	type: integer
	value range: 0 - 255
	value = color of automap background
	
 -  mapcolor_fchg
	type: integer
	value range: 0 - 255
	value = color of lines at floor height changes
	
 -  am_drawnodelines
   type: on / off
   on  = node lines from the BSP are drawn on the automap using the friendly thing color
   off = normal automap behavior
 
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Status Bar variables
Synopsis:
	* ammo_red	* armor_red	* st_graypct
	* ammo_yellow	* armor_yellow
	* health_red	* armor_green
	* health_yellow	* st_rednum
	* health_green	* st_singlekey
	
	
-  ammo_red
	type: integer
	value range: 0 - 100
	value = ammo amount at which status bar numbers turn red
 -  ammo_yellow
	type: integer
	value range: 0 - 100
	value = ammo amount at which status bar numbers turn yellow
	
 -  health_red
	type: integer
	value range: 0 - 200
	value = health amount at which status bar numbers turn red
	
 -  health_yellow
	type: integer
	value range: 0 - 200
	value = health amount at which status bar numbers turn yellow
	
 -  health_green
	type: integer
	value range: 0 - 200
	value = health amount at which status bar number turn green
 -  armor_red
	type: integer
	value range: 0 - 200
	value = armor amount at which status bar number turn red
 -  armor_yellow
	type: integer
	value range: 0 - 200
	value = armor amount at which status bar numbers turn yellow
	
 -  armor_green
	type: integer
	value range: 0 - 200
	value = armor amount at which status bar numbers turn green
	
 -  st_rednum
	type: yes / no
	yes = status bar numbers are always red
	no  = status bar numbers change color to reflect condition
 -  st_singlekey
	type: yes / no
	yes = status bar key icons show only one key type even if both
	      are possessed (skull vs key)
	no  = status bar key icons display a double key icon if both
	      keys are possessed
 -  st_graypct
	type: yes / no
	yes = if status bar numbers change colors, the percent sign will
	      be gray rather than changing along with the numbers
	no  = if status bar numbers change colors, the percent sign will
	      change colors as well -- otherwise it will be red as normal
	
 
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Menu variables
Synopsis:
	* use_traditional_menu
	* wad_directory
	* mn_toggleisback
	* mn_searchstr
	* mn_start_mapname
	
	
-  use_traditional_menu
	type: yes / no
	yes = DOOM / DOOM II original main menu will be emulated
	no  = Eternity's main menu behavior is used
	
	* NOTE: This variable has no effect on game modes other than DOOM or DOOM II.
	
 -  wad_directory
	type: string
	
	value = user's wad directory, which will be listed in the wad loading dialog.
	
 -  mn_toggleisback
	type: yes / no
	
	yes = "menu_toggle" keybinding action goes back one menu instead of exiting
	no  = "menu_toggle" keybinding action exits the menu system
	
 -  mn_searchstr
	type: string
	
	value = string to search for in menus via mn_search command
	
 -  mn_start_mapname
        type: string
        value = Exact map header name of a map at which a new game started from the menus
                should begin at. If invoked from the menus, this command will immediately
                invoke the gamemode-dependent skill selection menu when its value is set.
        
 
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Rendering variables
Synopsis:
	* r_showgun     * r_zoom        * r_swirl         * rocket_trails
	* r_showhom     * r_stretchsky  * gamma           * grenade_trails
	* r_blockmap    * r_precache    * draw_particles  * lefthanded
	* r_homflash    * r_trans       * bloodsplattype  * bfg_cloud
	* r_planeview   * r_tranpct     * bulletpufftype
	
-  r_showgun
	type: yes / no
	yes = weapon sprites are drawn as normal
	no  = no weapon sprites are drawn
	
 -  r_showhom
	type: yes / no
	yes = HOM will appear as a red or flashing red area on the screen
	no  = HOM will appear as a simple lack of screen-redraw	
	
 -  r_blockmap
	type: on / off
	on  = the game engine will rebuild blockmaps at run-time
	off = the game engine will use prebuilt blockmaps when available
	
 -  r_homflash
	type: on / off
	on  = when HOM detection is enabled, it will flash between red 
	      and black
	off = HOM detection appears as solid red
	
	 ** This option is important if the user may have an epileptic
	    condition triggered by flashing solid color patterns. It is
	    recommended of course that such persons do not play video
	    games at any rate.
	    
 -  r_planeview
	type: on / off
	on  = visplanes are separated by thin black lines
	off = visplanes are not visible to the user
	
	This option is just for technical interest.
	
 -  r_zoom
	type: integer
	value range: 0 - 8192
	value = zoom level of the game camera
	
 -  r_stretchsky
	type: on / off
	on  = short skies will be stretched to accomidate up/down look
	off = short skies are tiled (very ugly!)
	
 -  r_precache
	type: on / off
	on  = various graphics will be precached at the start of the level
	off = graphics are loaded as needed (shorter start up time, but
	      can result in loss of framerate)
	
 -  r_trans
	type: on / off
	on  = general translucency is enabled
	off = general translucency is disabled (can improve framerate)
	
 -  r_tranpct
	type: integer
	value range: 0 - 100
	value = general global translucency percentage
 -  r_swirl
	type: on / off
	on  = all animated flats use a swirling effect
	off = animated flats behave normally
	
	* NOTE: this option is just for testing / fun -- swirling can be
	        achieved for individual flats through the ANIMATED lump.
	
 -  gamma
	type: integer
	value range: 0 - 4
	value = gamma correction level
	
 -  draw_particles
	type: on / off
	on  = individually enabled particle effects are drawn
	off = no particle effects are drawn
	
 -  bloodsplattype
	type: named values
	values: sprites, particles, both
	value = effect used for blood splats
	
 -  bulletpufftype
	type: named values
	values: sprites, particles, both
	value = effect used for bullet puffs
 -  rocket_trails
	type: on / off
	on  = rockets have a smoke trail effect
	off = rockets are normal
	
 -  grenade_trails
	type: on / off
	on  = grenades have a smoke trail effect
	off = grenades are normal
	
 -  lefthanded
	type: named values
	values: right, left
	value = handedness of player -- left causes weapon sprites to be
	        flipped
	        
	* NOTE: due to discrepancies in the original weapon graphics,
	        left vs right handedness is illy-defined and is a popular
	        subject of debate on forums, channels, and sites. This
	        feature is just for fun.
	        
 -  r_ptcltrans
	type: named values
	values: none, smooth, general
	value = translucency type used by particle effects -- smooth is zdoom-style
	        smooth fading, and general is static, BOOM-style translucency as
	        used in Eternity v3.29 Gamma and earlier.
	
 -  bfg_cloud
    type: on / off
    on = BFG projectiles have a particle cloud
    off = BFG projectiles are normal
 
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Particle events
Synopsis:
	* pevt_rexpl
	* pevt_bfgexpl
	
-  pevt_rexpl
	type: on / off
	on  = Particle event #1, explosion particle burst, is enabled
	off = Particle event #1 is disabled
	
 -  pevt_bfgexpl
    type: on / off
    on  = Particle event #2, bfg particle burst, is enabled
    off = Particle event #2 is disabled
 
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Video variables
Synopsis:
	* v_diskicon
	* v_retrace
	* v_mode
	* v_ticker
	* shot_type
	* shot_gamma
	* screensize
	* wipewait
	
	
-  v_diskicon
	type: on / off
	on  = flashing disk icon is used to indicate disk access
	off = disk access is silent
	
 -  v_retrace
	type: yes / no
	yes = drawing waits for vertical retrace (vsynch)
	no  = drawing does not wait for vsynch (may cause display tearing)
	
 -  v_mode
	type: named values
	values: use v_modelist command to view available modes
	value = video mode
	
 -  v_ticker
	type: named values
	values: off, chart, classic, text
	value = presence / appearance of an FPS ticker
	        classic is the original FPS ticker enabled through -devparm
	        in DOOM
	
 -  shot_type
	type: named values
	values: bmp, pcx
	value = file type written when screenshots are taken
	
 -  shot_gamma
	type: yes / no
        yes = gamma correction will be applied to screenshots.
        no  = no gamma correction will be applied to screenshots.
	
 -  screensize
	type: integer
	value range: 0 - 8
	value = size of game screen
	
 -  wipewait
   type: named values
   values: never, always, demos
   value = whether or not the screen wipe routine blocks the main game loop.
           "demos" means to do this during demo playback only. This allows seeing
           the first few frames of a demo when watching demos from the command
           line or a frontend.
 
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Sound options
Synopsis:
   * detect_voices   * s_flippan       * snd_spcbassboost
   * snd_card        * s_precache
   * mus_card        * s_pitched
   * sfx_volume      * snd_channels
   * music_volume    * snd_spcpreamp
	
	
-  detect_voices
	type: yes / no
	yes = Allegro will attempt to autodetect the number of hardware voices available
	no  = Allegro will use a specified default number of voices
	
	* NOTE: this setting only works in the DOS version of Eternity.
	
 -  snd_card
	type: named values
	values: 
	
	-  DOS: autodetect, none, SB, "SB 1.0", "SB 1.5", "SB 2.0", "SB Pro", SB16, GUS
	
 -  Windows: SDL_mixer, none
	
 
	
	value = type of sound driver to be used by Allegro/SDL
	
	-  autodetect = Allegro will attempt to autodetect the card type (DOS only)
	
 -  none = digital sound will be disabled
	
 
	
	
 -  mus_card
	type: named values
	values:
	
	-  DOS: autodetect, none, adlib, OPL2, 2xOPL2, OPL3, "SB MIDI", MPU-401, GUS, DIGMID, AWE32
	 -  Windows: SDL_mixer, none
	
 
	value = type of MIDI driver to be used by Allegro/SDL
	
        -  autodetect = Allegro will attempt to autodetect the synthesizer (DOS only)
         -  none = MIDI output will be disabled
        
 
        
 -  sfx_volume
	type: integer
	value range = 0 - 15
	value = base volume for digital sound effects
	
 -  music_volume
	type: integer
	value range: 0 - 15
	value = base volume for MIDI synthesis
	
 -  s_flippan
	type: on / off
	on  = forces reversal of stereo sound channels
	off = stereo sound will be normal for the card/driver/other settings
	
	* NOTE: on and off for this variable do not equate to flipped or
	        non-flipped in the same way for every combination of
	        sound card and/or Allego configuration. If your sound is
	        right, turning on s_flippan will make it wrong. If your sound
	        is wrong, try this to make it right.
	    
    
 -  s_precache
	type: on / off
	on  = sounds will be precached at the beginning of the game
	off = sounds will be loaded as they are used
	
	* NOTE: off will make load times shorter, but may degrade
	        performance. on may require more system memory.
	
 -  s_pitched
	type: on / off
	on  = enable variable-pitched sound effects
	off = sounds always play at real pitch
	
 -  snd_channels
	type: integer
	value range: 0 - 128
	value = number of software channels to maintain
	
	* NOTE: this has nothing to do with the number of available
	        hardware channels, which, unless you are very rich, is
	        probably nowhere near 128 :P
	        
	        This value affects the number of sounds the game will
	        *attempt* to play at one time. If set too low, you will
	        lose sound unnecessarily. Setting it too high will use 
	        more memory and take more time to process.
	
 -  snd_spcpreamp
   type: integer
   value range: 1 - 6
   value = amplification factor for SPC music.
   
 -  snd_spcbassboost
   type: integer
   value range: 0 - 31
   value = logarithmic bass boost scale for SPC music.
 
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Chat Macros
Chat macros are stored in variables "chatmacro0" through "chatmacro9"
All are of type string and reflect the chat macros usable in multiplayer.
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Weapon Preferences
Weapon preferences are stored in variables "weappref_0" through
"weappref_8".
Weapon preferences are named-value variables and use the following values:
   fist, pistol, shotgun, chaingun, "rocket launcher", "plasma gun",
   bfg, chainsaw, "double shotgun"
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DOOM Compatibility Vector
The compatibility vector can be accessed with the following variables.
All variables are of the on / off type and are server-only net commands.
Synopsis:
   * comp_telefrag     * comp_blazing     * comp_floors      * comp_zombie
   * comp_dropoff      * comp_doorlight   * comp_skymap      * comp_stairs
   * comp_vile         * comp_model       * comp_pursuit     * comp_infcheat
   * comp_pain         * comp_god         * comp_doorstuck   * comp_zerotags
   * comp_skull        * comp_falloff     * comp_staylift    * comp_terrain
   * comp_respawnfix   * comp_theights	
   * comp_fallingdmg
   * comp_soul
   * comp_overunder
   * comp_planeshoot
-  comp_telefrag
     Determines whether enemies telefrag players on MAP30
     
     
 -  comp_dropoff
     Determines whether enemies get stuck over tall dropoffs
     
 -  comp_vile
     Determines whether Archviles can resurrect ghosts
     
 -  comp_pain
     Toggles Pain Elemental's limit of 21 lost souls on the map
     
 -  comp_skull
     Determines whether Pain Elementals may spawn lost souls past blocking lines
     
 -  comp_blazing
     Toggles double closing sound from blazing doors
     
 -  comp_doorlight
     Turns on/off tagged sector light fading for DR door line types
     
 -  comp_model
     Toggles use of DOOM's linedef trigger model
     
 -  comp_god
     Determines whether damage greater than 9999 can kill players in god mode
     
 -  comp_falloff
     Toggles MBF torque simulation physics
     
 -  comp_floors
     Toggles use of DOOM's floor movement model
     
 -  comp_skymap
     Determines whether invulnerability affects drawing of sky textures
     
 -  comp_pursuit
     Determines whether enemies remember their last target
     
 -  comp_doorstuck
     Determines whether enemies may get stuck on door tracks
     
 -  comp_zerotags
     Determines whether linedef actions with a zero tag will be applied.
     
 -  comp_terrain
     Toggles Eternity TerrainTypes effects
     
 -  comp_respawnfix
     Determines whether spawned things respawn at the point (0, 0) or at their
     point of death
     
 -  comp_fallingdmg
     Toggles Eternity falling damage
     
 -  comp_soul
     Determines lost soul floor/ceiling bouncing behavior.
     
 -  comp_overunder
     Toggles Eternity extended 3D object clipping.
     
 -  comp_planeshoot
     Toggles ability to shoot floors and ceilings with tracer weapons.
     Note: This variable is required in particular for Eternal DOOM compatibility.
     
 -  comp_theights
     Works along with comp_overunder. If disabled, decorative thingtypes from the DOOM 
     and DOOM II gamemodes will have their heights corrected using the correctheight
     as defined by the EDF thingtype definition. For gameplay reasons, monsters do not
     define correct heights in the default EDF.
     
 
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Misc. Configuration
Synopsis:
	* use_startmap
	* i_gamespeed
	* i_ledsoff
	* startonnewmap
	* i_waitatexit
	* i_showendoom
	* i_endoomdelay
	* i_grabmouse
	
	
-  use_startmap
	type: named values
	values: ask, no, yes
	value = determines whether the game should use the menu or the
	        start map to start new games. "ask" is used to indicate
	        that the user has not chosen a value. The game will prompt
	        the player to decide the next time the game is started.
        
        * NOTE: if new wads are added and none of them contain their own
          start map, the start map will not be used.
        
 -  i_gamespeed
	type: integer
	value range: 0 - 500
	value = percentage of real time at which the game clock runs
        
 -  i_ledsoff
	type: yes / no
	yes = keyboard LEDs will remain off regardless of lock states
	no  = keyboard LEDs will toggle on/off with presses of lock keys
	
	* NOTE: this variable only works in the DOS version of Eternity.
	
 -  startonnewmap
	type: yes / no
	yes = new game starts on first new map, if any
	no  = new game starts at MAP01 or on selected episode
	
 -  i_waitatexit
	type: yes / no
	yes = game will wait for input after exiting
	no  = console window will shut immediately on exit
	
	* NOTE: this variable does not exist in the DOS version of Eternity.
	
 -  i_showendoom
	type: yes / no
	yes = ENDOOM will be displayed in a textmode emulator window on exit
	no  = ENDOOM is not displayed
	
	* NOTE: this variable does not exist in the DOS version of Eternity.
	
 -  i_endoomdelay
	type: integer
	value range: 35 - 3500
	value = time in gametics to display the ENDOOM in the textmode emulator
	
	* NOTE: this variable does not exist in the DOS version of Eternity.
	
 -  i_grabmouse
	type: yes / no
	yes = window grabs mouse input
	no  = window does not grab mouse input
	
	* NOTE: this variable does not exist in the DOS version of Eternity.
 
	
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Constants
These variables are read-only and cannot be set to a new value.
Synopsis:
	* rngseed	* ver_time
	* creator
	* version
	* ver_date
	* ver_name
	
	
-  rngseed
	type: integer
	value = current random number generator seed
	
 -  creator
	type: string
	value = author of current map as specified via MapInfo
	
 -  version
	type: integer
	value = whole-number version of this Eternity Engine build
	
 -  ver_date
	type: string
	value = date on which this Eternity Engine executable was compiled
	
 -  ver_name
	type: string
	value = special name of this Eternity Engine version
 -  ver_time
        type: string
        value = time at which this Eternity Engine executable was compiled
 
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