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BSL:Variables: Difference between revisions

2,404 bytes removed ,  4 May 2013
updating for Intel Mac build
m (removing soon-to-be-redlink)
(updating for Intel Mac build)
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However, apparently there ''are'' "default" values assigned to every variable even if it hasn't been defined yet. Those values are 0 (i.e., false) for bool, 0 for int and float, and "" (empty string) for string.
However, apparently there ''are'' "default" values assigned to every variable even if it hasn't been defined yet. Those values are 0 (i.e., false) for bool, 0 for int and float, and "" (empty string) for string.
----
===More===
Later.




----
----
----
----
==Preset variables==
==Built-in variables==
;All the preset BSL variables are listed here, in alphabetical order.
All the built-in BSL variables are listed here, in alphabetical order.
;Please fill in with [http://ssg.oni2.net/commands.htm ssg's stuff] (descriptions + OK if variable works).
;Type and default value (from console) if you're motivated enough.
 


;Color
;Color
:White : available on all versions
:White: available on all versions
:Gray : available only on PC retail, Intel Mac and Mac beta 4
:Blue: Mac exclusive
:Red : Mac beta 4 exclusive
:Light green: Windows exclusive
:Green : PC retail exclusive
;Default value
;Default value
:'''# !!!''' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
:'''# !!!''' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
:'''!?''' : set by engine at game/level load, depends on [[persist.dat]]
:'''!?''' : set by engine at game/level load, depends on [[persist.dat]]
;Works
;Works
: "OK-I" works on Intel Mac
:"OK?" means confirmation/refinement required.
:"OK?" means confirmation/refinement required.
{|border=1 cellspacing=0 cellpadding=2
{|border=1 cellspacing=0 cellpadding=2
!Type!!Name!!Default value!!Comment!!Works
!Type!!Name!!Default value!!Comment!!Works
Line 109: Line 101:
|-
|-
|bool||[[ai2_showastar]]||0
|bool||[[ai2_showastar]]||0
|"shows grid squares that are evaluated by the A* pathfinding"||OK-I
|"shows grid squares that are evaluated by the A* pathfinding"||OK
|-
|-
|bool||[[ai2_showcombatranges]]||0
|bool||[[ai2_showcombatranges]]||0
Line 188: Line 180:
|int32||[[ai2_stopignoring_time]]||240
|int32||[[ai2_stopignoring_time]]||240
|"set the delay timer before the AI forgets about ignored events"||??
|"set the delay timer before the AI forgets about ignored events"||??
|-bgcolor="silver"
|-
|bool||am_hit_everything||0
|bool||am_hit_everything||0
|"makes the laser pointer hit all objects"||OK-I
|"makes the laser pointer hit all objects"||OK
|-bgcolor="silver"
|-
|bool||am_invert||'''!?'''
|bool||am_invert||'''!?'''
|"inverts aiming"||OK
|"inverts aiming"||OK
|-bgcolor="silver"
|-
|bool||am_show_axes||0
|bool||am_show_axes||0
|"shows world axes"||OK-I
|"shows world axes"||OK
|-bgcolor="silver"
|-
|bool||am_show_closest||0
|bool||am_show_closest||0
|"dumps the closest GQ index to console"||??
|"dumps the closest GQ index to console"||??
|-bgcolor="silver"
|-
|bool||am_show_filenames||0
|bool||am_show_filenames||0
|"dumps the closest GQ index file/obj name to console"<br>WTF? shows debug box, but doesn't dump anything||OK-I
|"dumps the closest GQ index file/obj name to console"<br>WTF? shows debug box, but doesn't dump anything||OK
|-bgcolor="silver"
|-bgcolor="blue"
|bool||am_show_texturenames||0
|"Shows Texture name"||OK
|-
|float||character_name_distance||150.
|float||character_name_distance||150.
|"specifies the distance from the camera that character names no longer draw"<br>(probably needs show_characters)||OK-I
|"specifies the distance from the camera that character names no longer draw"<br>(probably needs show_characters)||OK
|-bgcolor="silver"
|-
|bool||chr_active||1
|bool||chr_active||1
|"enables character activity"<br>(0 freezes animation etc)||OK
|"enables character activity"<br>(0 freezes animation etc)||OK
|-bgcolor="silver"
|-
|float||chr_aim_width||70.
|float||chr_aim_width||70.
|"number of degress of aiming width"<br>width of the aiming arc, in degrees||OK
|"number of degress of aiming width"<br>width of the aiming arc, in degrees||OK
|-bgcolor="silver"
|-
|bool||chr_all_active||0
|bool||chr_all_active||0
|"forces all characters to be active"||OK
|"forces all characters to be active"||OK
|-bgcolor="silver"
|-
|float||chr_auto_aim_arc||90.
|float||chr_auto_aim_arc||90.
|"number of degress of auto aiming arc"<br>width of the auto aiming arc, in degrees||OK
|"number of degress of auto aiming arc"<br>width of the auto aiming arc, in degrees||OK
|-bgcolor="silver"
|-
|float||chr_auto_aim_dist||40.
|float||chr_auto_aim_dist||40.
|"distance for auto aiming"<br>upper threshold, in world units||OK
|"distance for auto aiming"<br>upper threshold, in world units||OK
Line 224: Line 219:
|bool||chr_big_head||'''0 !!!'''
|bool||chr_big_head||'''0 !!!'''
|"draws everyone with a big head"<br>(head size set by chr_big_head_amount)||OK
|"draws everyone with a big head"<br>(head size set by chr_big_head_amount)||OK
|-bgcolor="silver"
|-
|float||chr_big_head_amount||4.
|float||chr_big_head_amount||4.
|"Controls the size of the big head"||OK
|"Controls the size of the big head"||OK
|-bgcolor="silver"
|-
|float||chr_block_angle||20.
|float||chr_block_angle||20.
|"controls the angle at which the characters can block"||OK
|"controls the angle at which the characters can block"||OK
|-bgcolor="silver"
|-
|int32||chr_buffer_size||8
|int32||chr_buffer_size||8
|"0 = normal buffer, otherwise buffer duration"||??
|"0 = normal buffer, otherwise buffer duration"||??
|-bgcolor="silver"
|-
|bool||chr_collision_box||1
|bool||chr_collision_box||1
|"toggles character bounding box / bounding sphere collision"||??
|"toggles character bounding box / bounding sphere collision"||??
|-bgcolor="silver"
|-
|float||chr_collision_grow||0.
|float||chr_collision_grow||0.
|"sets character bounding box collision grow amount"||??  
|"sets character bounding box collision grow amount"||??  
|-bgcolor="silver"
|-
|bool||chr_corpse_fade_offscreen||1
|bool||chr_corpse_fade_offscreen||1
|"makes corpses fade when they are offscreen"||??
|"makes corpses fade when they are offscreen"||??
|-bgcolor="silver"
|-
|int32||chr_death_fade_frames||180
|int32||chr_death_fade_frames||180
|"the number of game ticks until charaters fade over"||??
|"the number of game ticks until charaters fade over"||??
|-bgcolor="silver"
|-
|int32||chr_death_fade_start||7200
|int32||chr_death_fade_start||7200
|"the number of game ticks until charaters begin to fade"||??
|"the number of game ticks until charaters begin to fade"||??
|-bgcolor="silver"
|-
|bool||chr_debug_aiming_screen||0
|bool||chr_debug_aiming_screen||0
|"turns on aiming screen debugging"<br>(dumps AS changes to console)||OK
|"turns on aiming screen debugging"<br>(dumps AS changes to console)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_characters||0
|bool||chr_debug_characters||0
|"enables debugging information for characters"||OK
|"enables debugging information for characters"||OK
|-bgcolor="silver"
|-
|bool||chr_debug_collision||0
|bool||chr_debug_collision||0
|"turns on/off debugging of collision"<br>(melee collision info written to console)||OK
|"turns on/off debugging of collision"<br>(melee collision info written to console)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_fall||0
|bool||chr_debug_fall||0
|"controls debugging falling"<br>(dumps events to console)||OK
|"controls debugging falling"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_footsteps||0
|bool||chr_debug_footsteps||0
|"footstep debugging mode"<br>(dumps events to console)||OK
|"footstep debugging mode"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_footsteps_verbose||0
|bool||chr_debug_footsteps_verbose||0
|"verbose footstep debugging mode"<br>(dumps anim/type/frame to console)||OK
|"verbose footstep debugging mode"<br>(dumps anim/type/frame to console)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_handle||0
|bool||chr_debug_handle||0
|"turns on debugging for the handle code"<br>(dumps events to console)||OK
|"turns on debugging for the handle code"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_impacts||0
|bool||chr_debug_impacts||0
|"prints debugging info about character melee impacts"<br>(to console)||OK
|"prints debugging info about character melee impacts"<br>(to console)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_overlay||0
|bool||chr_debug_overlay||0
|"enables debugging information for overlays"||OK
|"enables debugging information for overlays"||OK
|-bgcolor="silver"
|-
|bool||chr_debug_pathfinding||0
|bool||chr_debug_pathfinding||0
|"control pathfinding debugging"||OK
|"control pathfinding debugging"||OK
|-bgcolor="silver"
|-
|bool||chr_debug_sphere||0
|bool||chr_debug_sphere||0
|"enables sphere tree debugging for characters"<br>(draws collision spheres for every character)||OK
|"enables sphere tree debugging for characters"<br>(draws collision spheres for every character)||OK
|-bgcolor="silver"
|-
|int32||chr_debug_target||0
|int32||chr_debug_target||0
|"selects the character debugging target"<br>(used by all debugging routines)||OK
|"selects the character debugging target"<br>(used by all debugging routines)||OK
|-bgcolor="silver"
|-
|bool||chr_debug_trigger_quad||0
|bool||chr_debug_trigger_quad||0
|"controls trigger quad debugging"<br>(draws characters as vertical lines)||OK
|"controls trigger quad debugging"<br>(draws characters as vertical lines)||OK
|-bgcolor="silver"
|-
|bool||chr_disable_melee||0
|bool||chr_disable_melee||0
|"turns off all melee damage"<br>(also disables knockdowns; does NOT disable throws)||OK
|"turns off all melee damage"<br>(also disables knockdowns; does NOT disable throws)||OK
|-bgcolor="silver"
|-
|bool||chr_disable_visactive||0
|bool||chr_disable_visactive||0
|"disables visibility activation"||OK
|"disables visibility activation"||OK
|-bgcolor="silver"
|-
|bool||chr_draw_aiming_vector||0
|bool||chr_draw_aiming_vector||0
|"enables drawing of the aiming vector"||OK
|"enables drawing of the aiming vector"||OK
|-bgcolor="silver"
|-
|bool||chr_draw_all_characters||0
|bool||chr_draw_all_characters||0
|"forces the drawing of all characters"<br>(also keeps them active)||OK
|"forces the drawing of all characters"<br>(also keeps them active)||OK
|-bgcolor="silver"
|-
|bool||chr_draw_facing_vector||0
|bool||chr_draw_facing_vector||0
|"enables drawing of the facing vector"||OK
|"enables drawing of the facing vector"||OK
|-bgcolor="silver"
|-
|bool||chr_draw_weapon||1
|bool||chr_draw_weapon||1
|"controls drawing of weapons"||OK
|"controls drawing of weapons"||OK
|-bgcolor="silver"
|-
|bool||chr_enable_collision||1
|bool||chr_enable_collision||1
|"enables character collision"<br>(does NOT prevent throws)||OK
|"enables character collision"<br>(does NOT prevent throws)||OK
|-bgcolor="silver"
|-
|int32||chr_lod||-1
|int32||chr_lod||-1
|"forces a given lod if it is between 0 and 4"<br>(uses automatic LOD otherwise)||OK
|"forces a given lod if it is between 0 and 4"<br>(uses automatic LOD otherwise)||OK
|-bgcolor="silver"
|-
|bool||chr_mini_me||0
|bool||chr_mini_me||0
|"decreases the size of the main character"<br>(custom size set by chr_mini_me_amount)||OK
|"decreases the size of the main character"<br>(custom size set by chr_mini_me_amount)||OK
|-bgcolor="silver"
|-
|float||chr_mini_me_amount||0.5
|float||chr_mini_me_amount||0.5
|"controls the size of the main character"<br>(if chr_mini_me is enabled)||OK
|"controls the size of the main character"<br>(if chr_mini_me is enabled)||OK
|-bgcolor="silver"
|-
|bool||chr_pin_character||0
|bool||chr_pin_character||0
|"pins a character to the ground"<br>(freezes coordinates of ''all'' chars)||OK
|"pins a character to the ground"<br>(freezes coordinates of ''all'' chars)||OK
|-bgcolor="silver"
|-
|bool||chr_print_sound||0
|bool||chr_print_sound||0
|"turns on printing of the sound effect"||??
|"turns on printing of the sound effect"||??
|-bgcolor="silver"
|-
|bool||chr_show_bnv||0
|bool||chr_show_bnv||0
|"shows the bnv of the main character"<br>(pathfinding volume; see [[OBD:AKVA|AKVA]])||OK
|"shows the bnv of the main character"<br>(pathfinding volume; see [[OBD:AKVA|AKVA]])||OK
|-bgcolor="silver"
|-
|bool||chr_show_lod||0
|bool||chr_show_lod||0
|"shows the current lod of the main character"||OK
|"shows the current lod of the main character"||OK
|-bgcolor="silver"
|-
|int32||chr_show_movement||0
|int32||chr_show_movement||0
|"enables movement debugging information for characters"<br>(dumps XZ velocity to console every # frames)||OK
|"enables movement debugging information for characters"<br>(dumps XZ velocity to console every # frames)||OK
|-bgcolor="silver"
|-bgcolor="blue"
|int32||chr_show_weaponid||0
|"Shows weapon ID"||OK
|-bgcolor="blue"
|int32||chr_showextent_globals||0
|"shows the global parts of an attack animation's extent"||OK
|-
|bool||chr_weapon_auto_aim||1
|bool||chr_weapon_auto_aim||1
|"enables auto aiming"<br>(melee auto aiming not affected)||OK
|"enables auto aiming"<br>(melee auto aiming not affected)||OK
|-bgcolor="silver"
|-
|float||cinematic_xoffset||20.
|float||cinematic_xoffset||20.
|"offset from the vertical edge of the screen for the cinematic insert"||??
|"offset from the vertical edge of the screen for the cinematic insert"||??
|-bgcolor="silver"
|-
|float||cinematic_yoffset||65.
|float||cinematic_yoffset||65.
|"offset from the horizontal edge of the screen for the cinematic insert"||??
|"offset from the horizontal edge of the screen for the cinematic insert"||??
|-bgcolor="silver"
|-
|float||cm_canter_unarmed||7.
|float||cm_canter_unarmed||7.
|"camera canter"<br>(when not aiming; in degrees)||OK
|"camera canter"<br>(when not aiming; in degrees)||OK
|-bgcolor="silver"
|-
|float||cm_canter_weapon||8.
|float||cm_canter_weapon||8.
|"camera canter"<br>(when aiming, in degrees)||OK
|"camera canter"<br>(when aiming, in degrees)||OK
|-bgcolor="silver"
|-
|float||cm_distance||33.
|float||cm_distance||33.
|"camera distance"<br>(to target, in world units)||OK
|"camera distance"<br>(to target, in world units)||OK
|-bgcolor="silver"
|-
|float||cm_height||15.
|float||cm_height||15.
|"camera target"<br>(target height to feet of target character, in world units)||OK
|"camera target"<br>(target height to feet of target character, in world units)||OK
|-bgcolor="silver"
|-
|int32||cm_jello_amt||20
|int32||cm_jello_amt||20
|"sets the transparency of walls"<br>(for [[Jello-cam]] mode, in % )||OK
|"sets the transparency of walls"<br>(for [[Jello-cam]] mode, in % )||OK
|-bgcolor="silver"
|-
|float||cm_jello_radius||12.
|float||cm_jello_radius||12.
|radius of effect of [[Jello-cam]] mode||OK
|radius of effect of [[Jello-cam]] mode||OK
|-bgcolor="silver"
|-
|float||cm_lookspring_percent||0.5
|float||cm_lookspring_percent||0.5
|"at what percent of lookspring fight mode turns off"||??
|"at what percent of lookspring fight mode turns off"||??
|-bgcolor="silver"
|-
|bool||cm_plane_test||1
|bool||cm_plane_test||1
|"jello camera plane test"||OK
|"jello camera plane test"||OK
|-bgcolor="silver"
|-
|bool||co_display||1
|bool||co_display||1
|"enables console display"<br>(console output only)||OK
|"enables console display"<br>(console output only)||OK
|-bgcolor="silver"
|-
|int32||co_fade_time||600
|int32||co_fade_time||600
|"the fade time of the console"||OK
|"the fade time of the console"||OK
|-bgcolor="silver"
|-
|bool||co_message_display||1
|bool||co_message_display||1
|"enables text message display"<br>(dmsg and prompts)||OK
|"enables text message display"<br>(dmsg and prompts)||OK
|-bgcolor="silver"
|-
|int32||co_priority||0
|int32||co_priority||0
|"changes the priority of messages to display on the console"<br>not sure what messages have priority >0||OK
|"changes the priority of messages to display on the console"<br>not sure what messages have priority >0||OK
|-bgcolor="silver"
|-
|1||debug_consoles||0
|1||debug_consoles||0
|"prints debugging information about console usage"<br>(information about ''ingame'' consoles; prints to ''dev mode'' console ^^)||OK
|"prints debugging information about console usage"<br>(information about ''ingame'' consoles; prints to ''dev mode'' console ^^)||OK
|-bgcolor="red"
|-bgcolor="blue"
|??||debug_font_cache||??
|??||debug_font_cache||??
|??||??
|"displays font cache texture"||??
|-bgcolor="silver"
|-
|bool||debug_gun_behavior||0
|bool||debug_gun_behavior||0
|"enable AI gun behavior debugging"<br>(dumps events to console)||OK
|"enable AI gun behavior debugging"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-
|bool||debug_impacts||0
|bool||debug_impacts||0
|"prints impacts as they occur"<br>(to console; footsteps, melee, projectiles...)||OK  
|"prints impacts as they occur"<br>(to console; footsteps, melee, projectiles...)||OK  
|-bgcolor="silver"
|-
|bool||debug_scripts||0
|bool||debug_scripts||0
|"enable script debugging"<br>(dumps events to console)||OK
|"enable script debugging"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-
|bool||debug_triggers||0
|bool||debug_triggers||0
|"enable trigger volume debugging"<br>(dumps events to console)||OK
|"enable trigger volume debugging"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-
|bool||debug_weapons||0
|bool||debug_weapons||0
|"prints debugging info about weapon particle events"||OK
|"prints debugging info about weapon particle events"||OK
|-bgcolor="silver"
|-
|bool||door_drawframes||0
|bool||door_drawframes||0
|"draws doorframes for all unplaced doors"||??
|"draws doorframes for all unplaced doors"||??
|-bgcolor="silver"
|-
|bool||door_ignore_locks||0
|bool||door_ignore_locks||0
|"disables all door locks"||OK
|"disables all door locks"||OK
|-bgcolor="silver"
|-
|bool||door_pop_lighting||0
|bool||door_pop_lighting||0
|"uses bad door lighting"||??
|"uses bad door lighting"||??
|-bgcolor="silver"
|-
|bool||door_show_activation||0
|bool||door_show_activation||0
|"draws a circle where door activates"||??
|"draws a circle where door activates"||??
|-bgcolor="silver"
|-
|bool||door_show_debug||0
|bool||door_show_debug||0
|"shows debug geometry"<br>(dumps events to console)||OK
|"shows debug geometry"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-
|bool||[[draw_every_frame]]||0
|bool||[[draw_every_frame]]||0
|"forces drawing of every frame"<br>(every '''draw_every_frame_multiple'''th frame)||OK
|"forces drawing of every frame"<br>(every '''draw_every_frame_multiple'''th frame)||OK
|-bgcolor="silver"
|-
|int32||[[draw_every_frame_multiple]]||1  
|int32||[[draw_every_frame_multiple]]||1  
||"draw every frame multiple"<br>set drawing frequency if '''draw_every_frame''' is ON||OK
||"draw every frame multiple"<br>set drawing frequency if '''draw_every_frame''' is ON||OK
|-bgcolor="silver"
|-
|bool||env_collision||1
|bool||env_collision||1
|"enables environment collision"||??
|"enables environment collision"||??
|-bgcolor="silver"
|-
|bool||env_drawallgqs||0
|bool||env_drawallgqs||0
|"draw all the GQs"||??
|"draw all the GQs"||??
|-bgcolor="silver"
|-
|bool||env_drawfrustum||0
|bool||env_drawfrustum||0
|"draw the frustum around the environment camera"||??
|"draw the frustum around the environment camera"||??
|-bgcolor="silver"
|-
|bool||env_drawvisonly||0
|bool||env_drawvisonly||0
|"draw only the GQs used for visibility"||??
|"draw only the GQs used for visibility"||??
|-bgcolor="silver"
|-
|int32||[[env_highlight_gq]]||-1
|int32||[[env_highlight_gq]]||-1
|"highlights a particular gq"<br>(-1 means none)||OK
|"highlights a particular gq"<br>(-1 means none)||OK
|-bgcolor="silver"
|-
|int32||[[env_ray_number]]||20
|int32||[[env_ray_number]]||20
|"sets the number of rays to cast"<br>(per frame?)||OK
|"sets the number of rays to cast"<br>(per frame?)||OK
|-bgcolor="silver"
|-
|bool||env_show_ghostgqs||0
|bool||env_show_ghostgqs||0
|"when true show ghost GQs"||OK?
|"when true show ghost GQs"||OK?
|-bgcolor="silver"
|-
|bool||env_show_leafnodes||0
|bool||env_show_leafnodes||0
|"enables display of environment octtree leaf nodes"||??
|"enables display of environment octtree leaf nodes"||??
|-bgcolor="silver"
|-
|bool||env_show_octnode_gqs||0
|bool||env_show_octnode_gqs||0
|"when true the environment only renders triangles in the octnode that contains the manual camera"||??  
|"when true the environment only renders triangles in the octnode that contains the manual camera"||??  
|-bgcolor="silver"
|-
|bool||env_show_octtree||0
|bool||env_show_octtree||0
|"enables display of environment octtree traversal"||??
|"enables display of environment octtree traversal"||??
|-bgcolor="silver"
|-
|bool||[[env_show_quad_count]]||0
|bool||[[env_show_quad_count]]||0
|"shows the count of visable environment quads"||??
|"shows the count of visable environment quads"||??
|-bgcolor="silver"
|-
|bool||env_show_rays||0
|bool||env_show_rays||0
|"draw the rays"||??
|"draw the rays"||??
|-bgcolor="silver"
|-
|bool||env_show_stairflagged||0
|bool||env_show_stairflagged||0
|"show specially flagged noncollision quads"||??
|"show specially flagged noncollision quads"||??
|-bgcolor="silver"
|-
|bool||fast_lookup||0
|bool||fast_lookup||0
|"enables fast lookup"||??
|"enables fast lookup"||??
|-bgcolor="silver"
|-
|bool||fast_mode||0
|bool||fast_mode||0
|"makes the game run fast"||OK
|"makes the game run fast"||OK
|-bgcolor="silver"
|-
|float||flag_name_distance||150.0
|float||flag_name_distance||150.0
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||??
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||??
|-bgcolor="silver"
|-
|int32||flag_new_id||'''!?'''
|int32||flag_new_id||'''!?'''
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||??
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||??
|-bgcolor="silver"
|-
|bool||footstep_flash||0
|bool||footstep_flash||0
|"footstep flash mode"||OK
|"footstep flash mode"||OK
|-bgcolor="silver"
|-
|float||fx_laser_width||0.2
|float||fx_laser_width||0.2
|width of lasers (weapons and triggers)||OK
|width of lasers (weapons and triggers)||OK
|-bgcolor="silver"
|-
|bool||gl_disable_depth_reads||0
|bool||gl_disable_depth_reads||0
|"disable_depth_reads"||??
|"disable_depth_reads"||??
|-bgcolor="red"
|-bgcolor="blue"
|??||gl_disable_dxt1||??
|??||gl_disable_dxt1||??
|??||??
|"lets you disable use of DXT1"||??
|-bgcolor="red"
|-bgcolor="blue"
|??||gl_disable_packed_pixels||??
|??||gl_disable_packed_pixels||??
|??||??
|"lets you disable packed-pixels support"||??
|-
|-
|float||[[gl_fog_blue]]||'''0.25 !!!'''
|float||[[gl_fog_blue]]||'''0.25 !!!'''
Line 500: Line 501:
|float||[[gl_fog_start]]||'''0.975 !!!'''
|float||[[gl_fog_start]]||'''0.975 !!!'''
|"fog start" in frustum space||OK
|"fog start" in frustum space||OK
|-bgcolor="red"
|-bgcolor="blue"
|??||gl_mipmap_offset||??
|??||gl_mipmap_offset||??
|??||??
|"lets you disable miplevels (-ve = disable big, +ve = disable small)"||??
|-bgcolor="silver"
|-
|float||gs_input_accel||5.0
|float||gs_input_accel||5.0
|"use this to control the input sensitivity"||??
|"use this to control the input sensitivity"||??
|-bgcolor="silver"
|-
|int32||gs_screen_shot_reduce||0
|int32||gs_screen_shot_reduce||0
|"2^n amount of reduction"||OK
|"2^n amount of reduction"||OK
|-bgcolor="silver"
|-
|bool||gs_show_characters||0
|bool||gs_show_characters||0
|"turns on the drawing of characters"||OK
|"turns on the drawing of characters"||OK
|-bgcolor="silver"
|-
|bool||gs_show_corpses||1
|bool||gs_show_corpses||1
|"show corpses"||OK
|"show corpses"||OK
|-bgcolor="silver"
|-
|bool||gs_show_environment||1
|bool||gs_show_environment||1
|"turns on doing the environment"||OK
|"turns on doing the environment"||OK
|-bgcolor="silver"
|-
|bool||gs_show_object_count||0
|bool||gs_show_object_count||0
|"shows the count of objects"||??
|"shows the count of objects"||??
|-bgcolor="silver"
|-
|bool||gs_show_objects||1
|bool||gs_show_objects||1
|"turns on the drawing of objects"||OK
|"turns on the drawing of objects"||OK
|-bgcolor="silver"
|-
|bool||gs_show_particles||1
|bool||gs_show_particles||1
|"turns on the drawing of particles"||OK
|"turns on the drawing of particles"||OK
|-bgcolor="silver"
|-
|bool||gs_show_physics_count||0
|bool||gs_show_physics_count||0
|"shows the count of physics"||??
|"shows the count of physics"||??
|-bgcolor="silver"
|-
|bool||gs_show_scripting_count||0
|bool||gs_show_scripting_count||0
|"shows the count of active scripting contexts"||??
|"shows the count of active scripting contexts"||??
|-bgcolor="silver"
|-
|bool||gs_show_shadows||1
|bool||gs_show_shadows||1
|"enables character shadows"||OK
|"enables character shadows"||OK
|-bgcolor="silver"
|-
|bool||gs_show_sky||1
|bool||gs_show_sky||1
|"turns on the sky"||??
|"turns on the sky"||??
|-bgcolor="silver"
|-
|bool||gs_show_ui||1
|bool||gs_show_ui||1
|"turns on the ui" (aka HUD)||OK
|"turns on the ui" (aka HUD)||OK
|-bgcolor="silver"
|-
|bool||gs_sleep||0
|bool||gs_sleep||0
|"turns on a call to sleep to make debugging easier"||??
|"turns on a call to sleep to make debugging easier"||??
|-bgcolor="silver"
|-
|bool||gs_stable_ear||1
|bool||gs_stable_ear||1
|"makes the ear stable"||??
|"makes the ear stable"||??
Line 551: Line 552:
|bool||[[invincible]]||'''0 !!!'''
|bool||[[invincible]]||'''0 !!!'''
|"makes player invincible"||OK
|"makes player invincible"||OK
|-bgcolor="silver"
|-
|bool||laser_alpha||0
|bool||laser_alpha||0
|WTF? lasers are always transparent||??
|WTF? lasers are always transparent||??
Line 557: Line 558:
|bool||li_center_cursor||1
|bool||li_center_cursor||1
|"should we center the cursor"||OK
|"should we center the cursor"||OK
|-bgcolor="silver"
|-
|bool||m3_buffer_clear||1
|bool||m3_buffer_clear||1
|"toggles buffer clear"||OK
|"toggles buffer clear"||OK
|-bgcolor="silver"
|-
|bool||m3_clear_color||0
|bool||m3_clear_color||0
|"color to clear the back buffer to" (color behind skybox)<br>(actually a 32-bit RGB integer; can calculate it with [http://www.shodor.org/stella2java/rgbint.html this site])||OK
|"color to clear the back buffer to" (color behind skybox)<br>(actually a 32-bit RGB integer; can calculate it with [http://www.shodor.org/stella2java/rgbint.html this site])||OK
|-bgcolor="silver"
|-
|bool||m3_double_buffer||1
|bool||m3_double_buffer||1
|"toggles double buffer mode"||OK
|"toggles double buffer mode"||OK
|-bgcolor="silver"
|-
|bool||m3_fill_solid||1
|bool||m3_fill_solid||1
|"toggles wireframe/solid"||OK
|"toggles wireframe/solid"||OK
|-bgcolor="silver"
|-
|bool||m3_shade_vertex||1
|bool||m3_shade_vertex||1
|"vertex shader on/off"||OK
|"vertex shader on/off"||OK
|-bgcolor="silver"
|-
|bool||m3_texture||1
|bool||m3_texture||1
|0 >> crash ^^||??
|0 >> crash ^^||??
|-bgcolor="silver"
|-
|bool||m3_zcompareon||1
|bool||m3_zcompareon||1
|"true if zcompare is on"||OK
|"true if zcompare is on"||OK
Line 581: Line 582:
|bool||marketing_line_off||0
|bool||marketing_line_off||0
|"turns the laser line off"||OK
|"turns the laser line off"||OK
|-bgcolor="silver"
|-
|bool||ob_show_debug||0
|bool||ob_show_debug||0
|"enable physics debugging visuals"<br>(shows spheres for doors etc)||OK
|"enable physics debugging visuals"<br>(shows spheres for doors etc)||OK
Line 602: Line 603:
|bool||p3_show_env_collision||0
|bool||p3_show_env_collision||0
|"draws particle / environment collisions"||OK
|"draws particle / environment collisions"||OK
|-bgcolor="silver"
|-
|float||patrolpath_name_distance||150.0
|float||patrolpath_name_distance||150.0
|"specifies the distance from the camera that patrol point names no longer draw"<br>(probably needs show_patrolpaths)||OK-I
|"specifies the distance from the camera that patrol point names no longer draw"<br>(probably needs show_patrolpaths)||OK
|-
|-
|bool||ph_active||1
|bool||ph_active||1
Line 614: Line 615:
|bool||ph_show_collisions||0
|bool||ph_show_collisions||0
|"toggle display of colliding quads"||OK
|"toggle display of colliding quads"||OK
|-bgcolor="silver"
|-
|float||recoil_base||0.0
|float||recoil_base||0.0
|"base" (for current ONWC; needs recoil_edit)||OK
|"base" (for current ONWC; needs recoil_edit)||OK
|-bgcolor="silver"
|-
|bool||recoil_edit||0
|bool||recoil_edit||0
|"enables editable recoil"<br>||OK
|"enables editable recoil"<br>||OK
|-bgcolor="silver"
|-
|float||recoil_factor||0.0
|float||recoil_factor||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|"factor" (for current ONWC; needs recoil_edit)||OK
|-bgcolor="silver"
|-
|float||recoil_max||0.0
|float||recoil_max||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|"factor" (for current ONWC; needs recoil_edit)||OK
|-bgcolor="silver"
|-
|float||recoil_return_speed||0.0
|float||recoil_return_speed||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|"factor" (for current ONWC; needs recoil_edit)||OK
Line 632: Line 633:
|int32||save_point||'''!?'''
|int32||save_point||'''!?'''
|which save point we are on||OK
|which save point we are on||OK
|-bgcolor="silver"
|-
|int32||saved_film_character_offset||1
|int32||saved_film_character_offset||1
|"dumps the filmed animation data of the player to file"||OK?
|"dumps the filmed animation data of the player to file"||OK?
|-bgcolor="silver"
|-
|bool||saved_film_loop||0
|bool||saved_film_loop||0
|enables looping when '''play_record'''ing||OK
|enables looping when '''play_record'''ing||OK
|-bgcolor="silver"
|-
|string||sc_bind_f2||""
|string||sc_bind_f2||""
|name of animation bound to '''cutscene1'''||OK
|name of animation bound to '''cutscene1'''||OK
|-bgcolor="silver"
|-
|string||sc_bind_f3||""
|string||sc_bind_f3||""
|name of animation bound to '''cutscene2'''||OK
|name of animation bound to '''cutscene2'''||OK
|-bgcolor="silver"
|-
|bool||show_characters||0
|bool||show_characters||0
|"enables the display of character starting positions"<br>(see BINA/OBJC/CHAR)||OK-I
|"enables the display of character starting positions"<br>(see BINA/OBJC/CHAR)||OK
|-bgcolor="silver"
|-
|bool||show_chr_env_collision||0
|bool||show_chr_env_collision||0
|"draws character / environment collisions"<br>(same as ph_show_collisions?)||OK
|"draws character / environment collisions"<br>(same as ph_show_collisions?)||OK
|-bgcolor="silver"
|-
|bool||show_flags||0
|bool||show_flags||0
|"enables the display of flags"<br>(see BINA/OBJC/FLAG)||OK-I
|"enables the display of flags"<br>(see BINA/OBJC/FLAG)||OK
|-bgcolor="silver"
|-
|bool||show_laser_env_collision||0
|bool||show_laser_env_collision||0
|"draws laser / environment collisions"<br>(works with any loaded gun)||OK
|"draws laser / environment collisions"<br>(works with any loaded gun)||OK
|-bgcolor="silver"
|-
|bool||show_patrolpaths||0
|bool||show_patrolpaths||0
|"enables the display of AI patrol path objects"<br>(see BINA/OBJC/PATR)||OK-I
|"enables the display of AI patrol path objects"<br>(see BINA/OBJC/PATR)||OK
|-bgcolor="silver"
|-
|bool||show_performance||0
|bool||show_performance||0
|"enables performance display"<br>(shows FPS counter)||OK
|"enables performance display"<br>(shows FPS counter)||OK
|-bgcolor="silver"
|-
|bool||show_performance_gsd||0
|bool||show_performance_gsd||0
|??||??
|??||??
|-bgcolor="silver"
|-
|bool||show_performance_gsu||0
|bool||show_performance_gsu||0
|??||??
|??||??
|-bgcolor="silver"
|-
|bool||show_sound_all||0
|bool||show_sound_all||0
|"sound rings will always be drawn, not just when a sound is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||??  
|"sound rings will always be drawn, not just when a sound is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||??  
|-bgcolor="silver"
|-
|bool||show_sound_rectangles||0
|bool||show_sound_rectangles||0
|"sound rectangles will always be drawn, not just when a sound Rectangle is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||??
|"sound rectangles will always be drawn, not just when a sound Rectangle is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||??
|-bgcolor="silver"
|-
|bool||show_sound_spheres||0
|bool||show_sound_spheres||0
|"sound spheres will always be drawn, not just when a sound Rectangle is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||??
|"sound spheres will always be drawn, not just when a sound Rectangle is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||??
|-bgcolor="silver"
|-
|bool||show_triggers||1
|bool||show_triggers||1
|"enables the display of triggers"<br>(see BINA/OBJC/TRIG)||OK
|"enables the display of triggers"<br>(see BINA/OBJC/TRIG)||OK
|-bgcolor="silver"
|-bgcolor="blue"
|bool||show_triggervolumes||1
|"Display trigger volumes"||OK
|-
|bool||show_turrets||1
|bool||show_turrets||1
|"enables the display of turrets"<br>(see BINA/OBJC/TURR)||OK
|"enables the display of turrets"<br>(see BINA/OBJC/TURR)||OK
|-bgcolor="silver"
|-
|bool||single_step||0
|bool||single_step||0
|"puts the game in single step mode"||OK  
|"puts the game in single step mode"||OK  
|-bgcolor="silver"
|-
|float||sky_height||0.
|float||sky_height||0.
|Y offset of skybox?||??  
|Y offset of skybox?||??  
|-bgcolor="silver"
|-
|bool||sky_show_clouds||1
|bool||sky_show_clouds||1
|"toggles display of the clouds"||??
|"toggles display of the clouds"||??
|-bgcolor="silver"
|-
|bool||[[sky_show_planet]]||1
|bool||[[sky_show_planet]]||1
|"toggles display of the planet (sun/moon)"<br>(sun present only in levels 2 and 3)||OK  
|"toggles display of the planet (sun/moon)"<br>(sun present only in levels 2 and 3)||OK  
|-bgcolor="silver"
|-
|bool||sky_show_sky||1
|bool||sky_show_sky||1
|"toggles display of the sky" (master switch)||OK  
|"toggles display of the sky" (master switch)||OK  
|-bgcolor="silver"
|-
|bool||sky_show_skybox||1
|bool||sky_show_skybox||1
|"toggles display of the skybox"||OK
|"toggles display of the skybox"||OK
|-bgcolor="silver"
|-
|bool||sky_show_stars||1
|bool||sky_show_stars||1
|"toggles display of the stars"<br>(no stars in any level)||??
|"toggles display of the stars"<br>(no stars in any level)||??
Line 707: Line 711:
|bool||sound_show_debug||0
|bool||sound_show_debug||0
|"displays sound debugging info"||OK
|"displays sound debugging info"||OK
|-bgcolor="silver"
|-
|bool||spatial_footsteps||1
|bool||spatial_footsteps||1
|"spatial footsteps"||??
|"spatial footsteps"||??
|-bgcolor="silver"
|-
|bool||sync_debug||0
|bool||sync_debug||0
|"enables sync debugging"||??
|"enables sync debugging"||??
|-bgcolor="silver"
|-
|float||[[target_max_distance]]||75000.
|float||[[target_max_distance]]||75000.
|"Sets the distance at which the radar will start to change from its minimum"||OK
|"Sets the distance at which the radar will start to change from its minimum"||OK
|-bgcolor="silver"
|-
|bool||turret_show_debug||0
|bool||turret_show_debug||0
|"enables the display of turret debug lines"||OK-I
|"enables the display of turret debug lines"||OK
|-
|-
|bool||[[ui_suppress_prompt]]||0
|bool||[[ui_suppress_prompt]]||0
Line 725: Line 729:
|bool||[[unstoppable]]||'''0 !!!'''
|bool||[[unstoppable]]||'''0 !!!'''
|makes player unstoppable||OK
|makes player unstoppable||OK
|-bgcolor="silver"
|-
|bool||[[wait_for_key]]||0
|bool||[[wait_for_key]]||0
|"makes the game wait for a key before level load"||OK
|"makes the game wait for a key before level load"||OK
Line 731: Line 735:
|bool||[[wp_disable_fade]]||0
|bool||[[wp_disable_fade]]||0
|"disables weapon fading"||OK
|"disables weapon fading"||OK
|-bgcolor="silver"
|-
|int32||wp_fadetime||360
|int32||wp_fadetime||360
|"sets free time for powerups"||??
|"sets free time for powerups"||??
|-bgcolor="silver"
|-
|bool||[[wp_force_half_scale]]||0
|bool||[[wp_force_half_scale]]||0
|crosshairs scale with distance, pow_adjustment redundant||OK
|crosshairs scale with distance, pow_adjustment redundant||OK
|-bgcolor="silver"
|-
|bool||[[wp_force_no_scale]]||0
|bool||[[wp_force_no_scale]]||0
|crosshairs don't scale with distance, pow_adjustment ineffective||OK
|crosshairs don't scale with distance, pow_adjustment ineffective||OK
|-bgcolor="silver"
|-
|bool||[[wp_force_scale]]||0
|bool||[[wp_force_scale]]||0
|crosshairs scale with distance, pow_adjustment ineffective||OK
|crosshairs scale with distance, pow_adjustment ineffective||OK
|-bgcolor="silver"
|-
|int32||wp_hypostrength||25
|int32||wp_hypostrength||25
|"sets strength of hypo spray"<br>apparently in % of full health, seems hard-coded||??
|"sets strength of hypo spray"<br>apparently in % of full health, seems hard-coded||??
|-bgcolor="silver"
|-
|bool||[[wp_kickable]]||0
|bool||[[wp_kickable]]||0
|"lets the player kick weapons"<br>(actually lets everyone ''but'' the player collide with guns)||OK
|"lets the player kick weapons"<br>(actually lets everyone ''but'' the player collide with guns)||OK
|-bgcolor="silver"
|-
|float||[[wp_pow_adjustment]]||0.3
|float||[[wp_pow_adjustment]]||0.3
|scales crosshair separately (or not, depending on "force" flags)||OK
|scales crosshair separately (or not, depending on "force" flags)||OK
|-bgcolor="silver"
|-
|float||[[wp_scale_adjustment]]||1.
|float||[[wp_scale_adjustment]]||1.
|adjusts scales||OK
|adjusts scales||OK