**This article is a work in progress.** ======Prey====== =====Builds===== ====Prey v0.95==== **Timestamp**: 447CFC05 (Wed May 31 02:14:29 2006) \\ **g_version**: Prey 1.0.95-release win-x86 May 30 2006 20:58:10 \\ **Console**: Prey 0.2.95 May 30 2006 21:14:05 ====Prey v0.99==== **Timestamp**: 44851779 (Tue Jun 06 05:49:45 2006)\\ **g_version**: Prey 0.2.99 win-x86 Jun 6 2006 00:49:30 \\ **Console**: Prey 0.2.99 Jun 6 2006 00:49:30 ====Prey v1.0==== **Timestamp**: 448A5C3A (Sat Jun 10 05:44:26 2006) \\ **g_version**: Prey 1.0.103-release win-x86 Jun 10 00:41:22 \\ **Console**: Prey 1.0.103 Jun 10 2006 00:44:11 ====Prey v1.1==== **Timestamp**: 44E22501 (Tue Aug 15 19:48:17 2006) \\ **g_version**: Prey 1.1.111-release win-x86 Aug 15 2006 14:45:11 \\ **Console**: Prey 1.1.111 Aug 15 2006 14:48:02 ====Prey v1.2==== **Timestamp**: 450F158D (Mon Sep 18 21:54:21 2006) \\ **g_version**: Prey 1.0.116-release win-x86 Sep 18 2006 16:51:12 \\ **Console**: Prey 1.2.116 Sep 18 2006 16:54:05 ====Prey v1.3==== **Timestamp**: 45A6AA1A (Thu Jan 11 21:20:26 2007) \\ **g_version**: Prey 1.0.116-release win-x86 Sep 18 2006 16:51:12 \\ **Console**: Prey 1.3.117 Jan 11 2007 15:20:10 ====Prey v1.4==== **Timestamp**: 47437C7A (Wed Nov 21 00:31:54 2007) \\ **g_version**: Prey 1.0.117-release win-x86 Sep 20 2007 10:59:54 \\ **Console**: Prey 1.4.119 Nov 20 2007 18:31:35 \\ \\ **TO DO** * Check release(s) on Xbox 360. * Prey: Evil for Zeebo. Digital only. \\ \\ =====Console===== For a full list of debug commands see the [[https://tgear99.info/doku.php?id=databases:humanheadstudios:prey#list_of_console_commands|full console command list below.]] {{developers:human_head_studios:prey:prey:prey_2020-01-11_21-31-34-30.png?436}} ====Enabling the console==== seta com_allowConsole "1" By default the console is accessed by pressing **ALT+CTRL+TILDE**, this will change it to just the **tilde** key. \\ ====No clip==== {{developers:human_head_studios:prey:prey:prey_2020-01-11_22-29-42-28.png?436}} noclip 1 0/1 = on/off bind "F3" "noclip" No clip can also be by bound to a key in **preyconfig.cfg**. \\ ====Third person view==== {{developers:human_head_studios:prey:prey:prey_2020-01-11_21-43-49-31.png?436}} pm_thirdperson 1 0/1 = on/off bind "F1" "pm_thirdperson 0" bind "F2" "pm_thirdperson 1" Third person view can also be by bound to keys in **preyconfig.cfg**. ||**console command** ||comment || ||pm_thirdPersonRange ||camera distance from player in 3rd person || ||pm_thirdPersonHeight ||height of camera from normal view height in 3rd person || ||pm_thirdPersonAngle ||direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front || ||pm_thirdPersonClip ||clip third person view into world space. || ||pm_thirdPersonDeath ||enables third person view when player dies || ||pm_thirdPersonDeathMP ||enables third person view when player dies in mp || Additional configuration options for third person view. \\ \\ =====Debug===== ====Debugger==== {{developers:human_head_studios:prey:prey:prey_2020-01-11_22-04-53-67.png?436}} g_debugger In-game debugger (1=on, 2=interactive), eg.: **g_debugger 2** \\ \\ =====Editors===== Launch editors in windowed mode. ====Articulated Figure Editor==== {{developers:human_head_studios:prey:prey:2020-01-11_22_55_20-prey.png?436}} editAFs \\ ====GUI Editor==== {{developers:human_head_studios:prey:prey:2020-01-11_23_33_31-prey_gui_editor.png?436}} editGUIs //Identifies as v0.15 like the one used in Doom v1.3.1.1304.// \\ ====Level Editor==== {{developers:human_head_studios:prey:prey:2020-01-11_22_44_43-1.png?436}} editor //PREDITOR 1.0 build 199// \\ ====Light Editor==== {{developers:human_head_studios:prey:prey:2020-01-11_23_13_36-1.png?436}} editLights \\ ====Material Editor==== {{developers:human_head_studios:prey:prey:2020-01-12_20_01_14-material_editor.png?436}} materialeditor \\ ====Sound Editor==== {{developers:human_head_studios:prey:prey:2020-01-11_23_09_11-1.png?436}} editSounds \\ ====Particle Editor==== {{developers:human_head_studios:prey:prey:2020-01-11_23_17_38-1.png?436}} editParticles \\ ====Script Editor==== {{developers:human_head_studios:prey:prey:2020-01-11_23_39_34-prey.png?436}} editScripts \\ ====Declaration Editor==== {{developers:human_head_studios:prey:prey:2020-01-19_23_22_30-prey.png?208}} editDecls \\ ====PDA Editor==== {{developers:human_head_studios:prey:prey:2020-01-19_23_22_58-prey.png?208}} editPDAs **TO DO** *ID Tech 4 tools. \\ \\ =====Gameplay===== **TO DO** * Player commands (spawns/cheats) \\ \\ =====Levels===== ====Loading==== {{developers:human_head_studios:prey:prey:2020-01-19_23_24_22-prey.png?436}} map Usage: **map game/mapname** \\ Loads a map. devmap Usage: **devmap game/mapname** \\ Loads a map in developer mode. testmap Usage: **testmap game/mapname** \\ Tests a map. \\ ====List==== **Singleplayer** ||**mapname** ||earliest || ||biolabsa ||0.2.99 || ||biolabsb ||0.2.99 || ||deathwalk1 ||0.2.95 || ||deathwalk2 ||0.2.99 || ||deathwalk3 ||0.2.99 || ||feedingtowera ||0.2.95 || ||feedingtowerb ||0.2.95 || ||feedingtowerc ||0.2.95 || ||feedingtowerd ||0.2.99 || ||girlfriendx ||0.2.99 || ||harvestera ||0.2.99 || ||harvesterb ||0.2.99 || ||keeperfortress ||0.2.99 || ||lotaa ||0.2.95 || ||lotab ||0.2.99 || ||lotad ||0.2.99 || ||roadhouse ||0.2.95 || ||salvage ||0.2.99 || ||salvageboss ||0.2.99 || ||shuttlea ||0.2.99 || ||shuttleb ||0.2.99 || ||spherebrain ||0.2.99 || ||spindlea ||0.2.99 || ||spindleb ||0.2.99 || ||superportal ||0.2.99 || **Multiplayer** ||**mapname** ||earliest || ||dmescher ||0.2.95 || ||dmescher2 ||0.2.99 || ||dmgravitylab_6 ||1.0.103 || ||dmplanes_4 ||1.0.103 || ||dmroadhouse ||0.2.99 || ||dmsalvagewalk ||0.2.95 || ||dmshuttle1 ||0.2.99 || ||dmshuttle2 ||0.2.99 || ||dmsphere ||0.2.99 || ||dmtopillogical_4 ||1.0.103 || ||dmtunnelrat_8 ||1.0.103 || ||dmwallwalk2 ||0.2.99 || \\ ====Tests==== Several tests and test maps are listed in **def/maps.def**. } mapDef mlong/forcefield { "snd_loadmusic" "mapload_roadhouse" "disableWeapons" "all" } mapDef paul/test_cinematic { "snd_loadmusic" "mapload_roadhouse" "disableWeapons" "all" } mapDef mlong/toroadhouse { "playerHealth" "50" } mapDef mlong/toroadhouseb { "playerHealth" "100" "storePlayerHealth" "1" } mapDef paul/simple { "name" "Simple Test" "devname" "simple" "deathwalkmap" "None" "singleplayer" "1" "size0" "55718518" "size1" "69681808" "size2" "69681808" "size3" "154372907" // "disableWeapons" "all" "snd_loadmusic" "mapload_default" } mapDef training/testertraining { "name" "Prey Training" "deathwalkmap" "maps/game/deathwalk1" "singleplayer" "1" "playerHealth" "50" } \\ ====Unidentified==== {{developers:human_head_studios:prey:prey:prey_2020-01-11_23-06-01-60.png?436}} A small unused sector is out of bounds on several maps. To view the sector on the first level, roadhouse, use: setviewpos 8976.25 -511.43 68.25 359.8 \\ \\ =====Media===== ====Concept Art==== ;#; {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.914x1440.2007-01-07.51.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.705x1026.2005-05-22.9.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.756x1203.2007-01-13.65.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.594x1580.2007-01-20.180.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1217x2160.2005-05-22.5.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.2099x2132.2005-05-22.8.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1600x1200.2005-05-22.3.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.950x950.2007-01-20.184.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1024x768.2007-01-20.178.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1600x1200.2006-04-24.33.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1600x1200.2006-04-24.34.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1024x791.2007-01-20.182.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1550x2160.2005-05-22.1.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1024x1024.2007-01-20.181.jpg?92x134}} {{developers:human_head_studios:prey:prey:artwork.prey-i-2006.899x504.2007-01-20.189.jpg?92x134}} ;#; \\ ===The Art of Prey== Bundled with the collector's edition of the game. {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_2.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_3.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_4.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_5.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_6.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_7.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_8.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_9.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_10.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_11.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_12.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_13.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_14.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_15.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_16.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_17.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_18.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_19.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_20.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_21.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_22.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_23.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_24.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_25.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_26.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_27.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_28.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_29.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_30.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_31.png?208}} {{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_32.png?208}} https://archive.org/details/PreyLimitedCollectorsEdition2006HumanHeadStudiosInc.BoxArt \\ \\ =====Multiplayer===== **TO DO** * Client and server commands. \\ \\ =====Pre-release content===== Leftovers from E3 can be found in all known versions of the game. The following content is from Prey v1.4.119. ====Commands==== {{developers:human_head_studios:prey:prey:2020-01-12_19_52_20-prey.png?436}} ||**console command** ||comment || ||displayE3Loading ||display demo loading banner || ||resetE3Demos ||reset e3 demo sequence || ||e3_demoIndex || || ||e3_demoshotrelease || || ||e3_demofadeoutrate || || ||e3_demofadeinrate || || \\ ====Configs==== // Set for demo playback set e3_demofadeoutrate 0.005 set e3_demofadeinrate 0.005 displayE3Loading set con_noprint 1 set com_preloaddemos 0 set com_hideleveltransitions 1 set e3_demomode 1 set e3_demoshotrelease 0 bind f8 "toggle e3_demoshotrelease" // This must be bound to a function key or it gets inhibited resetE3Demos // Precache resources (These must not exceed 64k each) // Generate these with the "writePrecache" command. Split up after-the-fact. exec demos/e3precache1.cfg exec demos/e3precache2.cfg exec demos/e3precache3.cfg // Queue up our demos set e3_numdemos 16 set e3_demo0 shot_hh set e3_demo1 1_roadhouse set e3_demo2 2_ftc_fodder set e3_demo3 3_ftc_hunter set e3_demo4 4_ftc_kids set e3_demo5 5_ftc_combat_deathwalk set e3_demo6 6_ftc_combat_more set e3_demo7 7_ftc_airplane set e3_demo8 8_spindlea set e3_demo9 9_lotaa set e3_demo10 10_biolabs set e3_demo11 11_harv_harvesters set e3_demo12 12_harv_gravity set e3_demo13 13_harv_spincube set e3_demo14 14_superportal_combat set e3_demo15 15_salvageboss // Start playback sequence playdemo $e3_demo0 \\ ====Misc==== **def/obsolete.def** \\ ====Models==== **models/monsters/hunter/anim/e3_lookdown.md5anim** \\ ====Sounds==== **sound/e3_demo** | {{developers:human_head_studios:prey:prey:grandfatherintro_new_pt1.ogg}} \\ grandfatherintro_new_pt1.ogg| | {{developers:human_head_studios:prey:prey:grandfatherintro_new_pt2.ogg}} \\ grandfatherintro_new_pt2.ogg| | {{developers:human_head_studios:prey:prey:rumble2.ogg}} \\ rumble2.ogg| **sound/e3_demo.sndshd** e3_loadmenu sound/e3_demo/loadmenu.ogg e3_grandfather_intro sound/E3_demo/GrandfatherIntro.wav sound/E3_demo/GrandfatherIntro_new.wav e3_grandfather_intro_pt1. sound/E3_demo/GrandfatherIntro_new_pt1.wav e3_grandfather_intro_pt2. sound/E3_demo/GrandfatherIntro_new_pt2.wav e3_fta_music_intro sound/e3_demo/feeding_tower_a_intro_music.ogg e3_grandfather_LOTA1a sound/E3_demo/Grandfather_LOTA1a.wav e3_grandfather_LOTA1b sound/E3_demo/Grandfather_LOTA1b.wav e3_grandfather_LOTA2a sound/E3_demo/Grandfather_LOTA2a.wav e3_grandfather_LOTA2b sound/E3_demo/Grandfather_LOTA2b.wav e3_rumble sound/e3_demo/rumble.wav e3_outro sound/e3_demo/outro.wav \\ \\ =====Pre-release versions===== ====Version 1==== The first screenshots of the game have a different HUD. ;#; {{developers:human_head_studios:prey:prey:prey10_1.jpg?166x280}} {{developers:human_head_studios:prey:prey:e305preyvideo.avi_snapshot_01.23_1.png?166x280}} {{developers:human_head_studios:prey:prey:prey10_2.jpg?240x280}} {{developers:human_head_studios:prey:prey:e305preyvideo.avi_snapshot_01.23_2.png?166x280}} ;#; {{developers:human_head_studios:prey:prey:prey06.jpg?208}} {{developers:human_head_studios:prey:prey:prey07.jpg?208}} {{developers:human_head_studios:prey:prey:prey09.jpg?208}} {{developers:human_head_studios:prey:prey:prey10.jpg?208}} {{developers:human_head_studios:prey:prey:prey12.jpg?208}} {{developers:human_head_studios:prey:prey:prey13.jpg?208}} \\ ====Version 2==== ===Videos=== **2005-06-03** {{youtube>BHs5yEHOPmw?436}} Download original video: https://drive.google.com/open?id=1UR5VncSxOYJUMxJBBCLpJVsrg3ibmqoN \\ {{developers:human_head_studios:prey:prey:e305preyvideo.avi_snapshot_01.23.png?410}} The assault rifle is different. ;;# credit: **optimuswhat** ;;# \\ ====Version 3+==== ===Videos=== **2005-08-03** {{youtube>zKRGQIFW1PQ?436}} Download original video: https://drive.google.com/open?id=1viQpBoAgRw-tvfs4XyROCPx6_oZF-M-4 \\ **2005-08-12** {{developers:human_head_studios:prey:prey:prey_teaser_640x480.mp4?426}} Download original video: https://drive.google.com/open?id=1Yq6oGIxeeqVUOzDE8QcKM72-sj8FMa5f \\ **TO DO** * Research pre-release media. \\ \\ =====Sounds===== **sound/ryanred/temp** | {{developers:human_head_studios:prey:prey:fta_tom_youok.ogg}} \\ fta_tom_youok.ogg| **sound/test** | {{developers:human_head_studios:prey:prey:test.ogg}} \\ test.ogg| \\ \\ =====Tools===== ====takeViewNotes==== {{developers:human_head_studios:prey:prey:prey_2020-01-19_22-17-24-67.png?436}} takeViewNotes //take notes about the current map from the current view// \\ ====takeViewNotes2==== {{developers:human_head_studios:prey:prey:prey_2020-01-19_22-19-17-05.png?436}} takeViewNotes2 //takeViewNotes2.gui is not present in any known build.// \\ ====Test GUI==== {{developers:human_head_studios:prey:prey:2020-01-12_21_40_26-prey.png?436}} testgui Usage: **testgui guiname.extension** alarm.gui bsod.gui chat.gui credits.gui cursor.gui debugger.gui dialog_elhuit.gui dirlist.txt elevator.gui elevator2FloorScript.gui elevatorcall.gui eyestalk.gui forcefield.gui forcefield_beams.gui forcefield_off.gui forcefield_offdim.gui forcefield_on.gui generictranslatable.gui generic_1.gui generic_2.gui generic_3.gui generic_unlock_1.gui gravity.gui help.gui hud.gui hunterhand.gui intro.gui itemcabinet.gui keycode.gui keyenter.gui mainmenu.gui mphud.gui mpmain.gui mpmsgmode.gui msg.gui netmenu.gui nia_trans_d.gui nodraw_script1.gui noninteract_a.gui noninteract_art_bell.gui noninteract_autopsyscan.gui noninteract_b.gui noninteract_bless_mother.gui noninteract_c.gui noninteract_caution_mother_grows.gui noninteract_d.gui noninteract_e.gui noninteract_earthmoonscan.gui noninteract_earthpopscan.gui noninteract_earthscan.gui noninteract_f.gui noninteract_feedmother.gui noninteract_fighterplanescan.gui noninteract_gulfcoastscan.gui noninteract_hunters_report.gui noninteract_lascan.gui noninteract_meter.gui noninteract_mother_encroaches.gui noninteract_newyorkscan.gui noninteract_prey_is_protein.gui noninteract_protein_isfor_mother.gui noninteract_scanner.gui noninteract_slabshot.gui noninteract_westcoastscan.gui off1.gui portal_control.gui profiler.gui restart.gui roadhouse save.gui scoreboard.gui spectate.gui static.gui static_2.gui static_transparent.gui subtitles.gui takeNotes.gui wallwalk.gui biolabs\droid_recharge.gui biolabs\hideranalyze.gui biolabs\hideranalyze2.gui biolabs\jennyscan1.gui biolabs\jennyscan2.gui biolabs\mutate1.gui hud\hud_ammobars.guifragment hud\hud_damageindictor.guifragment hud\hud_devtools.guifragment hud\hud_healthbars.guifragment hud\hud_itempickups.guifragment hud\hud_lighter.guifragment hud\hud_mpmisc.guifragment hud\hud_mpreadytip.guifragment hud\hud_mpvotetips.guifragment hud\hud_mpweaponswitch.guifragment hud\hud_playeridentity.guifragment hud\hud_progressbar.guifragment hud\hud_shuttletips.guifragment hud\hud_subtitles.guifragment hud\hud_textdebug.guifragment hud\hud_tips.guifragment hud\hud_weaponswitchicons.guifragment keeperfortress\generator.gui keeperfortress\lota1.gui keeperfortress\lota2.gui keeperfortress\lota3.gui mainmenu\mainmenu_creditcontent.guifragment mainmenu\mainmenu_creditdefines.guifragment mainmenu\mainmenu_credits.guifragment mainmenu\mainmenu_exit.guifragment mainmenu\mainmenu_loadgame.guifragment mainmenu\mainmenu_mods.guifragment mainmenu\mainmenu_multiplayer.guifragment mainmenu\mainmenu_newgame.guifragment mainmenu\mainmenu_options.guifragment mainmenu\mainmenu_overlays.guifragment mainmenu\mainmenu_quitgame.guifragment mainmenu\mainmenu_savegame.guifragment mainmenu\menucolors.guifragment map\loading.gui roadhouse\arcade_teaser.gui roadhouse\blackjack.gui roadhouse\blackjack_teaser.gui roadhouse\clock.gui roadhouse\jukebox.gui roadhouse\jukeboxouter.gui roadhouse\pacman.gui roadhouse\poker.gui roadhouse\poker_teaser.gui roadhouse\slots.gui roadhouse\slots_teaser.gui roadhouse\tv.gui vehicles\railhud.gui vehicles\shuttle1.gui vehicles\shuttlehud.gui weapons\auto_cannon.gui weapons\hider.gui weapons\sniperoverlay.gui weapons\soulstripper.gui \\ \\ =====List of console commands===== ====gamex86.dll==== ||offset ||**command** ||comment || ||0031DC14 ||no_kill_monsters || || ||0031DC28 ||damage_instantdeath || || ||0031DC48 ||playTime ||prints current playtime || ||0031DC6C ||testid ||output the string for the specified id || ||0031DC9C ||nextGUI ||teleport the player to the next func_static with a gui || ||0031DCDC ||serverNextMap ||change to the next map || ||0031DD04 ||serverForceReady ||force all players ready || ||0031DD30 ||serverMapRestart ||restart the current game || ||0031DD60 ||clientVoiceChatTeam ||team voice chats: clientVoiceChat || ||0031DDA8 ||clientVoiceChat ||voice chats: clientVoiceChat || ||0031DDE4 ||clientMessageMode ||ingame gui message mode || ||0031DE10 ||clientDropWeapon ||drop current weapon || ||0031DE38 ||eraseViewNote ||erase the currently displayed note || ||0031DE6C ||exportmodels ||exports models || ||0031DE8C ||closeViewNotes ||close the view showing any notes for this map || ||0031DECC ||showViewNotes ||show any view notes for the current map, successive calls will cycle to the next note || ||0031DF38 ||recordViewNotes ||record the current view position with notes || ||0031DF74 ||disasmScript ||disassembles script || ||0031DF98 ||gameError ||causes a game error || ||0031DFB8 ||clearLights ||clears all lights || ||0031DFD8 ||saveParticles || || ||0031DFE8 ||saveLights ||saves all lights to the .map file || ||0031E018 ||unbindRagdoll ||unbinds the selected ragdoll || ||0031E048 ||bindRagdoll ||binds ragdoll at the current drag position || ||0031E080 ||saveRagdolls ||save all ragdoll poses to the .map file || ||0031E0B8 ||saveMoveables ||save all moveables to the .map file || ||0031E0EC ||deleteSelected ||deletes selected entity || ||0031E114 ||saveSelected ||saves the selected entity to the .map file || ||0031E150 ||weaponSplat ||projects a blood splat on the player weapon || ||0031E188 ||testDamage ||tests a damage def || ||0031E1A8 ||aasStats ||shows AAS stats || ||0031E1C4 ||listAnims ||lists all animations || ||0031E1E8 ||reloadanims ||reloads animations || ||0031E208 ||reexportmodels ||reexports models || ||0031E22C ||collisionModelInfo ||shows collision model info || ||0031E25C ||listCollisionModels ||lists collision models || ||0031E288 ||script ||executes a line of script || ||0031E2AC ||reloadScript ||reloads scripts || ||0031E2CC ||testBlend ||tests animation blending || ||0031E2F4 ||prevFrame ||shows previous animation frame on test model || ||0031E330 ||nextFrame ||shows next animation frame on test model || ||0031E368 ||prevAnim ||shows previous animation on test model || ||0031E39C ||nextAnim ||shows next animation on test model || ||0031E3CC ||testParticleStopTime ||tests particle stop time on a test model || ||0031E410 ||testAnim ||tests an animation || ||0031E430 ||keepTestModel ||keeps the last test model in the game || ||0031E468 ||testShaderParm ||sets a shaderParm on an existing testModel || ||0031E4A4 ||testSkin ||tests a skin on an existing testModel || ||0031E4D8 ||testModel ||tests a model || ||0031E4F4 ||testSave ||writes out a test savegame || ||0031E51C ||testDeath ||tests death || ||0031E534 ||popLight ||removes the last created light || ||0031E560 ||testPointLight ||tests a point light || ||0031E584 ||testLight ||tests a light || ||0031E5A0 ||testBoneFx ||tests an FX system bound to a joint || ||0031E5D0 ||testFx ||tests an FX system || ||0031E610 ||listLines ||lists all debug lines || ||0031E634 ||blinkline ||blinks a debug line || ||0031E654 ||removeline ||removes a debug line || ||0031E68C ||addline ||adds a debug line || ||0031E6A8 ||killRagdolls ||removes all ragdolls || ||0031A6E8 ||killMoveables ||removes all moveables || ||0031E6F8 ||killMonsters ||removes all monsters || ||0031E73C ||spawnArtificialPlayer ||spawns an artificial player entity || ||0031E778 ||spawn ||spawns a game entity || ||0031E7C4 ||setviewpos ||sets the current view position || ||0031E7F0 ||getviewpos ||where - prints the current view position || ||0031E83C ||noclip ||disables collision detection for the player || ||0031E870 ||notarget ||disables the player as a target || ||0031E89C ||god ||enables god mode || ||0031E8B4 ||centerview ||centers the view || ||0031E8D4 ||give ||gives one or more items || ||0031E8F4 ||gameKick ||same as kick, but recognizes player names || ||0031E92C ||addChatLine ||internal use - core to game chat lines.. || ||0031E97C ||listSpawnArgs ||list the spawn args of an entity || ||0031E9B0 ||listMonsters ||lists monsters || ||0031E9D0 ||listActiveEntities ||lists active game entities || ||0031EA00 ||listEntities ||lists game entities || ||0031EA24 ||listThreads ||lists script threads || ||0031EA48 ||listClasses ||lists game classes || ||0031EA68 ||game_memory ||displays game class info || ||0031EA90 ||testSaveGame ||test a save game for a level || ||0031EAC0 ||writeGameState ||write game state || ||0031EAE4 ||listTypeInfo ||list type info %s 1.0 %d%s%s %s %s %s -release win-x86.00:46:41 || ||0031AB54 ||g_tips||allow hud tips to display || ||0031AB78 ||g_jawflap ||controls jawflapping || ||0031AB9C ||g_wicked ||if wicked mode is active || ||0031ABC4 ||g_casino ||if casino mode is active || ||0031ABEC ||g_roadhouseCompleted ||if roadhouse map has been completed once || ||0031EC3C ||g_debugProjections ||Shows projection windings || ||0031EC6C ||g_showProjectileLaunchPoint ||Shows position of projectile origin || ||0031ECAC ||p_tripwireDebug ||Show tripwire trace || ||0031ECD0 ||p_playerPhysicsDebug ||Show player physics gravity alignment info || ||0031ED14 ||p_camRotRateScale ||1.3 Used to scale delta time thats passed into camera interpolator || ||0031ED6C ||p_camInterpDebug ||1: Shows lerp info, 2: Shows slerp info || ||0031EDA8 ||p_iterRotMoveNumIterations ||Per frame, the number of attempts to align the players bbox if unaligned to gravity || ||0031EE1C ||p_iterRotMoveTransDist ||Distance to translate per player bbox alignment attempt || ||0031EE6C ||p_disableCamInterp ||Disable camera interpolator || ||0031EE9C ||p_mountedGunDebug ||Shows debug info for mountedgun || ||0031EED0 ||g_mbNumBlurs ||Number of images used in motion blur effect || ||0031EF0C ||g_mbFrameSpan ||Motion blur: time each image spans || ||0031EF40 ||g_postEventsDebug ||for showing all posted events || ||0031EF74 ||g_debugger ||In-game debugger (1=on, 2=interactive) || ||0031EFA8 ||g_nodormant ||Disallow any dormant logic || ||0031EFD0 ||g_robustDormantAll ||All dormant checks check all areas || ||0031F008 ||g_dormanttests || || ||0031F018 ||pm_wallwalkstepsize ||Step size while wallwalking || ||0031F048 ||g_vehicleDebug ||print out vehicle physics debug info || ||0031F080 ||sys_savedPosition ||saved position used by getpos/putpos || ||0031B0D4 ||g_crosshair ||Which crosshair to use (0=off) || ||0031F0E8 ||g_springConstant ||200000 - Modify factor for bind controller tension || ||0031F130 ||ai_debugBrain || || ||0031F140 ||ai_debugAction || || ||0031F150 ||ai_talonAttack ||Enable Talon's attacks || ||0031F178 ||ai_debugPath ||Draw general-purpose pathfinding debug info || ||0031F1B4 ||ai_hideSkipThink ||Hidden monsters don't think at all || ||0031F1EC ||g_debugAFs ||print out info on what the ragdolls are doing || ||0031F228 ||g_debugFX || || ||0031F234 ||g_showDormant ||1= Prints out msgs when an entity goes dormant || ||0031B28C ||ai_showNoAAS ||1= Show when monsters do not have AAS available (shows a ?) ||0031B2D8 ||ai_printSpeech ||1= Draw hunter speech sounds || ||0031F2F0 ||ai_skipSpeech ||1= Do not use the AI speech system || ||0031F324 ||ai_skipThink ||1= Do not execute hhAI::Think() fxn || ||0031F358 ||g_useDDA ||Whether to use dda system || ||0031F380 ||g_debugmatter ||turns on matter based debugging, 2=include wallwalk traces || ||0031F3CC ||g_debugimpulse ||turns on impulse debugging || ||0031F3F8 ||sys_forceCache ||force resource caching even when developer is on || ||0031F43C ||g_showGamePortals ||draw game portal connections || ||0031F470 ||g_showValidSoundAreas ||draw valid sound areas || ||0031F4A0 ||g_testModelPitch ||pitch of angle of test model || ||0031F4D4 ||g_printDDA ||Prints DDA information to the console || ||0031F508 ||g_trackDDA ||Whether to track detailed statistics as the player goes through a level || ||0031F560 ||g_dumpDDA ||Whether to automatically dump DDA tracking statistics on level change || ||0031F5B8 ||g_maxEntitiesWarning ||max number of entities before warning is displayed || ||0031F604 ||g_showEntityCount ||1=show entity count || ||0031F62C ||g_expensiveMS ||ms of think to be considered expensive by debugger || ||0031B688 ||g_runMapCycle ||whether to run the map cycling script (g_mapcycle) || ||0031B6CC ||g_forceSingleSmokeView ||do not consider multiple views for smoke system ||0031B714 ||g_nogore ||Disables gore || ||0031F718 ||g_version ||game version || ||0031F734 ||gamename || || ||0031F740 ||gamedate || || ||0031B764 ||si_name ||name of the server || ||0031B864 ||si_usePass ||enable client password checking || ||0031B958 ||ui_autoSwitch ||auto switch weapon || ||0031F9E0 ||developer || || ||0031BA04 ||r_aspectRatio ||aspect ratio of view:.0 = 4:3.1 = 16:9.2 = 16:10 || ||0031FA30 ||g_cinematic ||skips updating entities that aren't marked 'cinematic' '1' during cinematics || ||0031FA90 ||g_cinematicMaxSkipTime ||600 - # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end || ||0031BB34 ||g_muzzleFlash ||show muzzle flashes || ||0031BB58 ||g_projectileLights ||show dynamic lights on projectiles || ||0031BB90 ||g_bloodEffects ||show blood splats, sprays and gibs || ||0031BBC4 ||g_doubleVision ||show double vision when taking damage || ||0031FBE4 ||g_monsters || || ||0031BC08 ||g_decals ||show decals such as bullet holes || ||0031FC20 ||g_knockback ||if nightmare mode is allowed || ||0031FC4C ||g_gravity ||1066 || ||0031FC60 ||g_skipFX || || ||0031FC6C ||g_skipParticles || || ||0031BC94 ||g_ragdollDecals ||ragdolls leave blood splats || ||0031FCA8 ||g_disasm ||disassemble script into base/script/disasm.txt on the local drive when script is compiled || ||0031FD14 ||g_debugBounds ||checks for models with bounds > 2048 || ||0031FD4C ||g_debugAnim ||displays information on which animations are playing on the specified entity number. set to -1 to disable || ||0031FDC4 ||g_debugMove || || ||0031FDD0 ||g_debugDamage || || ||0031FDE0 ||g_debugWeapon || || ||0031FDF0 ||g_debugScript || || ||0031FE00 ||g_debugMover || || ||0031FE10 ||g_debugTriggers || || ||0031FE20 ||g_debugCinematic || || ||0031FE34 ||g_stopTime || || ||0031FE40 ||g_showPVS || || ||0031FE4C ||g_showTargets ||draws entities and thier targets. hidden entities are drawn grey || ||0031FEA4 ||g_showTriggers ||draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey || ||0031FF18 ||g_showCollisionWorld || || ||0031FF30 ||g_showCollisionModels || || ||0031FF48 ||g_showCollisionTraces || || ||0031FF60 ||g_maxShowDistance || || ||0031FF74 ||g_showEntityInfo || || ||0031FF88 ||g_showviewpos || || ||0031BFB0 ||g_showcamerainfo ||displays the current frame # for the camera when playing cinematics || ||0031FFF4 ||g_showTestModelFrame ||displays the current animation and frame # for testmodels || ||0031D798 ||g_showPlayerShadow ||enables shadow of player model || ||0031D7CC ||g_showHud || || ||0031D7D8 ||g_showProjectilePct ||enables display of player hit percentage || ||0031D818 ||g_showBrass ||enables ejected shells from weapon || ||0031DB08 ||g_exportMask || || ||0031DD3C ||g_voteFlags || vote flags || ||00320048 ||g_showActiveEntities ||draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green || ||003200D4 ||g_showEnemies ||draws boxes around monsters that have targeted the the player || ||00320124 ||g_artificialPlayerCount ||spawns artificial players || ||00320158 ||g_frametime ||displays timing information for each game frame || ||00320194 ||g_timeEntities ||when non-zero, shows entities whose think functions exceeded the # of milliseconds specified || ||00320208 ||ai_debugScript ||displays script calls for the specified monster entity number || ||00320258 ||ai_debugMove ||draws movement information for monsters || ||00320290 ||ai_debugTrajectory ||draws trajectory tests for monsters || ||003202C8 ||ai_testPredictPath || || ||003202DC ||ai_showCombatNodes ||draws attack cones for monsters || ||00320310 ||ai_showPaths ||draws path_* entities || ||00320338 ||ai_showObstacleAvoidance ||draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well || ||003203B8 ||ai_blockedFailSafe ||enable blocked fail safe handling || ||003203F0 ||g_dvTime || || ||003203FC ||g_dvAmplitude ||0.001 || ||00320414 ||g_dvFrequency || || ||00320424 ||g_kickTime || || ||00320430 ||g_kickAmplitude ||0.0001 || ||00320448 ||g_blobTime || || ||00320454 ||g_blobSize || || ||00320460 ||g_testHealthVision || || ||00320474 ||g_editEntityMode ||0 = off.1 = lights.2 = sounds.3 = articulated figures.4 = particle systems.5 = monsters.6 = entity names.7 = entity models || ||00320504 ||g_dragEntity ||allows dragging physics objects around by placing the crosshair over them and holding the fire button || ||00320580 ||g_dragDamping || || ||00320590 ||g_dragShowSelection || || ||003205A4 ||g_dropItemRotation || || ||003205B8 ||g_vehicleVelocity || || ||003205CC ||g_vehicleForce ||50000 || ||003205E4 ||g_vehicleSuspensionUp || || ||003205FC ||g_vehicleSuspensionDown || || ||00320614 ||g_vehicleSuspensionKCompress || || ||00320634 ||g_vehicleSuspensionDamping || || ||00320650 ||g_vehicleTireFriction || || ||00320668 ||ik_enable ||enable IK || ||00320680 ||ik_debug ||show IK debug lines || ||003206A0 ||af_useLinearTime ||use linear time algorithm for tree-like structures || ||003206E8 ||af_useImpulseFriction ||use impulse based contact friction || ||00320724 ||af_useJointImpulseFriction ||use impulse based joint friction || ||00320764 ||af_useSymmetry ||use constraint matrix symmetry || ||00320794 ||af_skipSelfCollision ||skip self collision detection || ||003207CC ||af_skipLimits ||skip joint limits || ||003207F0 ||af_skipFriction ||skip friction || ||00320810 ||af_forceFriction ||force the given friction value || ||00320844 ||af_maxLinearVelocity ||maximum linear velocity || ||00320874 ||af_maxAngularVelocity ||1.57 - maximum angular velocity || ||003208B0 ||af_timeScale ||scales the time || ||003208D0 ||af_jointFrictionScale ||scales the joint friction || ||00320904 ||af_contactFrictionScale ||scales the contact friction || ||00320938 ||af_highlightBody ||name of the body to highlight || ||0032096C ||af_highlightConstraint ||name of the constraint to highlight || ||003209A8 ||af_showTimings ||show articulated figure cpu usage || ||003209DC ||af_showConstraints ||show constraints || ||00320A04 ||af_showConstraintNames ||show constraint names || ||00320A34 ||af_showConstrainedBodies ||show the two bodies contrained by the highlighted constraint || ||00320A90 ||af_showPrimaryOnly ||show primary constraints only || ||00320AC4 ||af_showTrees ||show tree-like structures || ||00320AF0 ||af_showLimits ||show joint limits || ||00320B14 ||af_showBodies ||show bodies || ||00320B30 ||af_showBodyNames ||show body names || ||00320B54 ||af_showMass ||show the mass of each body || ||00320B7C ||af_showTotalMass ||show the total mass of each articulated figure || ||00320BC0 ||af_showInertia ||show the inertia tensor of each body || ||00320BF8 ||af_showVelocity ||show the velocity of each body || ||00320C28 ||af_showActive ||show tree-like structures of articulated figures not at rest || ||00320C78 ||af_testSolid ||test for bodies initially stuck in solid || ||00320CB4 ||rb_showTimings ||show rigid body cpu usage || ||00320CE0 ||rb_showBodies ||show rigid bodies || ||00320D04 ||rb_showMass ||show the mass of each rigid body || ||00320D34 ||rb_showInertia ||show the inertia tensor of each rigid body || ||00320D70 ||rb_showVelocity ||show the velocity of each rigid body || ||00320DA8 ||rb_showActive ||show rigid bodies that are not at rest || ||00320DE0 ||pm_jumpheight ||48 - approximate hieght the player can jump || ||00320E1C ||pm_stepsize ||maximum height the player can step up without jumping || ||00320E60 ||pm_crouchspeed ||80 - speed the player can move while crouched || ||00320EA0 ||pm_walkspeed ||140 - speed the player can move while walking || ||00320EDC ||pm_runspeed ||220 - speed the player can move while running || ||00320F14 ||pm_noclipspeed ||speed the player can move while in noclip || ||00320F50 ||pm_spectatespeed ||450 - speed the player can move while spectating || ||00320F94 ||pm_spectatebbox ||size of the spectator bounding box || ||00320FC8 ||pm_usecylinder ||use a cylinder approximation instead of a bounding box for player collision detection || ||00321030 ||pm_minviewpitch ||-89 - amount player's view can look up (negative values are up || ||00321080 ||pm_maxviewpitch ||89 - amount player's view can look down 24 - length of time player can run || ||003210DC ||pm_staminathreshold ||when stamina drops below this value, player gradually slows to a walk || ||00321138 ||pm_staminarate ||rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge || ||003211BC ||pm_crouchheight ||38 - height of player's bounding box while crouched || ||00321200 ||pm_crouchviewheight ||height of player's view while crouched || ||0032123C ||pm_normalheight ||74 - height of player's bounding box while standing || ||00321280 ||pm_normalviewheight ||68 - height of player's view while standing || ||003212C0 ||pm_deadheight ||height of player's bounding box while dead || ||003212FC ||pm_deadviewheight ||height of player's view while dead || ||00321334 ||pm_crouchrate ||0.87 - time it takes for player's view to change from standing to crouching || ||00321398 ||pm_bboxwidth ||x/y size of player's bounding box || ||003213CC ||pm_crouchbob ||bob much faster when crouched || ||003213FC ||pm_walkbob ||bob slowly when walking || ||00321420 ||pm_runbob ||bob faster when running || ||00321444 ||pm_runpitch ||0.002 || ||00321458 ||pm_runroll || || ||00321464 ||pm_bobup || || ||00321470 ||pm_bobpitch || || ||0032147C ||pm_bobroll || || ||00321488 ||pm_thirdPersonRange ||camera distance from player in 3rd person || ||003214C8 ||pm_thirdPersonHeight ||height of camera from normal view height in 3rd person || ||00321518 ||pm_thirdPersonAngle ||direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front || ||00321590 ||pm_thirdPersonClip ||clip third person view into world space. || ||003215CC ||pm_thirdPerson ||enables third person view || ||003215F8 ||pm_thirdPersonDeath ||enables third person view when player dies || ||00321638 ||pm_modelView ||draws camera from POV of player model (1 = always, 2 = when dead) || ||0032168C ||pm_air ||1800 - how long in milliseconds the player can go without air before he starts taking damage || ||003216F8 ||pm_thirdPersonDeathMP ||enables third person view when player dies in mp || ||00321744 ||g_showAimHealth ||health display of target (gameplay testing) || ||00321830 ||g_gunX || || ||00321838 ||g_gunY || || ||00321840 ||g_gunZ || || ||00321848 ||g_viewNodalX || || ||00321858 ||g_viewNodalZ || || ||00321868 ||g_fov || || ||00321870 ||g_skipViewEffects ||skip damage and other view effects || ||003218A8 ||g_mpWeaponAngleScale ||Control the weapon sway in MP || ||003218E0 ||g_testParticle ||test particle visualation, set by the particle editor || ||00321928 ||g_testParticleName ||name of the particle being tested by the particle editor || ||00321978 ||g_testModelRotate ||test model rotation speed || ||003219A8 ||g_testPostProcess ||name of material to draw over screen || ||003219E4 ||g_testModelAnimate ||test model animation,.0 = cycle anim with origin reset.1 = cycle anim with fixed origin.2 = cycle anim with continuous origin.3 = frame by frame with continuous origin.4 = play anim once || ||00321AB4 ||g_testModelBlend ||number of frames to blend || ||00321AE4 ||g_testDeath || || ||00321B00 ||g_flushSave ||1 = don't buffer file writing for save games || ||00321B3C ||aas_test || || ||00321B48 ||aas_showAreas || || ||00321B58 ||aas_showPath || || ||00321B68 ||aas_showFlyPath || || ||00321B78 ||aas_showWallEdges || || ||00321B8C ||aas_showHideArea || || ||00321BA0 ||aas_pullPlayer || || ||00321BB0 ||aas_randomPullPlayer || || ||00321BC8 ||aas_goalArea || || ||00321BD8 ||aas_showPushIntoArea || || ||00321C00 ||password ||client password used when connecting || ||00321C80 ||g_TDMArrows ||draw arrows over teammates in team deathmatch || ||00321CBC ||g_balanceTDM ||maintain even teams || ||00321CE0 ||net_clientPredictGUI ||test guis in networking without prediction || ====PREY.exe==== ||offset ||**command** ||comment || ||003AD9F0 ||memstatsprocess ||prints out process memory usage || ||003ADA20 ||memstats ||prints out system memory usage || ||003ADA4C ||finishBuild ||finishes the build process || ||003ADA74 ||startBuild ||prepares to make a build || ||003ADA9C ||localizeMapsTest ||Create test files that shows which strings will be localized || ||003ADAF0 ||localizeGuiParmsTest ||Create test files that show gui parms localized and ignored || ||003ADB48 ||localizeSubs ||localize subtitles || ||003ADB6C ||reloadLanguage ||reload language dict || ||003ADB94 ||localizeMaps ||localize maps || ||003ADBB4 ||localizeGuis ||localize guis || ||003ADBD4 ||testSIMD ||test SIMD code || ||003ADBF0 ||listDictValues ||lists all values used by dictionaries || ||003ADC28 ||listDictKeys ||lists all keys used by dictionaries || ||003ADC5C ||showDictMemory ||shows memory used by dictionaries || ||003ADC90 ||showStringMemory ||shows memory used by strings || ||003ADCC4 ||memoryDumpCompressed ||creates a compressed memory dump || ||003ADCC4 ||memoryDump ||creates a memory dump || ||003ADD24 ||printMemInfo ||prints memory debugging data || ||003ADD54 ||materialeditor ||launches the Material Editor || ||003ADD74 ||debugger ||launches the Script Debugger || ||003ADD94 ||editPDAs ||launches the in-game PDA Editor || ||003ADDC0 ||editGUIs ||launches the GUI Editor || ||003ADDE4 ||editScripts ||launches the in-game Script Editor || ||003ADE14 ||editParticles ||launches the in-game Particle Editor || ||003ADE4C ||editAFs ||launches the in-game Articulated Figure Editor || ||003ADE84 ||editDecls ||launches the in-game Declaration Editor || ||003ADEB8 ||editSounds ||launches the in-game Sound Editor || ||003ADEE8 ||editLights ||launches the in-game Light Editor || ||003ADF18 ||editor ||launches the level editor Radiant|| ||003ADF3C ||roq ||encodes a roq file || ||003ADF54 ||runReach ||calculates reachability for an AAS file || ||003ADF88 ||runAASDir ||compiles AAS files for all maps in a folder || ||003ADFC0 ||runAAS ||compiles an AAS file for a map || ||003ADFE8 ||renderbumpFlat ||renders a flat bump map || ||003AE034 ||writeBindings ||writes a bindings file || ||003AE05C ||execImageQuality ||sets cvars based on com_imageQuality || ||003AE098 ||setMachineSpec ||detects system capabilities and sets com_machineSpec to appropriate value || ||003AE0F4 ||reloadEngine ||reloads the engine down to including the file system || ||003AE13C ||writeConfig ||writes a config file || ||003AE160 ||exit ||exits the game || ||003AE178 ||quit ||quits the game || ||003AE190 ||freeze ||freezes the game for a number of seconds || ||003AE1C4 ||crash ||causes a crash || ||003AE1DC ||error ||causes an error || ||003AE21C ||win_outputDebugString ||Prey initialization || ||003AE248 ||si_version ||engine version || ||003AE264 ||com_skipRenderer ||skip the renderer completely || ||003AE32C ||com_memoryMarker ||used as a marker for memory stats || ||003AE364 ||com_preciseTic ||run one game tick every async thread update || ||003AE3A0 ||com_asyncInput ||sample input from the async thread || ||003AE3D4 ||com_asyncSound ||0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix || ||003AE440 ||com_forceGenericSIMD ||force generic platform independent SIMD || ||003AE480 ||developer ||developer mode || ||003AE49C ||com_allowConsole ||allow toggling console with the tilde key || ||003AE4DC ||com_speeds ||show engine timings || ||003AE4FC ||com_showFPS || show frames rendered per second || ||003AE528 ||com_showMemoryUsage ||show total and per frame memory usage || ||003AE564 ||com_showAsyncStats ||show async network stats || ||003AE594 ||com_showSoundDecoders ||show sound decoders || ||003AE5C0 ||com_timestampPrints ||print time with each console print, 1 = msec, 2 = sec || ||003AE60C ||timescale ||scales the time || ||003AE628 ||logFile ||1 = buffer log, 2 = flush after each print || ||003AE65C ||logFileName ||name of log file, if empty, qconsole.log will be used || ||003AE6A0 ||com_makingBuild ||1 when making a build || ||003AE6C8 ||com_updateLoadSize ||update the load size after loading a map || ||003AE708 ||com_videoRam ||holds the last amount of detected video ram || ||003AE744 ||com_precache ||if on, precaches needed resources || ||003AE778 ||com_profanity ||if off, blocks profanity || ||003AE7A4 ||cl_punkbuster ||is client side PunkBuster enabled? || ||003AE7D8 ||sv_punkbuster ||is server side PunkBuster enabled? || ||003AE80C ||com_product_lang_ext ||Extension to use when creating language files || ||003AE854 ||com_showErrors ||0 to turn off spawning of notepad and console after exit || ||003C2DE4 ||forceBuildImage ||Forces the specified image to be included in makedds.bat || ||003C2E30 ||reloadSurface ||reloads the decl and images for selected surface || ||003C2E74 ||listModes ||lists all video modes || ||003C2E98 ||listRenderLightDefs ||lists the light defs || ||003C2EC4 ||listRenderEntityDefs ||lists the entity defs || ||003C2EF4 ||vid_restart ||restarts renderSystem || ||003C2F18 ||showTriSurfMemory ||shows memory used by triangle surfaces || ||003C2F54 ||showInteractionMemory ||shows memory used by interactions || ||003C2F90 ||regenerateWorld ||regenerates all interactions || ||003C2FC0 ||reportImageDuplication ||checks all referenced images for duplications || ||003C3008 ||reportSurfaceAreas ||lists all used materials sorted by surface area || ||003C304C ||testMaterial ||tests a material || ||003C3070 ||testVideo ||displays the given cinematic || ||003C309C ||testImage ||displays the given image centered on screen || ||003C30D4 ||modulateLights ||modifies shader parms on all lights || ||003C3108 ||gfxInfo ||show graphics info || ||003C3124 ||benchmark || || ||003C3130 ||makeAmbientMap ||makes an ambient map || ||003C3158 ||envshot ||takes an environment shot || ||003C317C ||pbufferinit ||circumvent a driver bug by pre-initializing the pbuffer || ||003C31C0 ||pbuffershot ||takes a screenshot using the pbuffer || ||003C31F4 ||screenshot ||takes a screenshot || ||003C3214 ||touchGui ||touches a gui || ||003C3230 ||listGuis ||lists guis || ||003C3248 ||reloadGuis ||reloads guis || ||003C3264 ||sizeDown ||makes the rendered view smaller || ||003C3290 ||sizeUp ||makes the rendered view larger || ||003C32B8 ||MakeMegaTexture ||processes giant images || ||003C33C0 ||r_useLightPortalFlow ||use a more precise area reference determination.number of antialiasing samples..video mode number || ||003C343C ||r_displayRefresh ||optional display refresh rate option for vid mode || ||003C34A4 ||r_customWidth ||720 - custom screen width. set r_mode to -1 to activate || ||003C34EC ||r_customHeight ||486 - custom screen height. set r_mode to -1 to activate || ||003C3534 ||r_singleTriangle ||only draw a single triangle per primitive || ||003C3574 ||r_checkBounds ||compare all surface bounds with precalculated ones || ||003C35B8 ||r_noBufferDword ||disable screenshot dword alignment || ||003C35EC ||r_useNV20MonoLights ||use pass optimization for mono lights || ||003C3628 ||r_useConstantMaterials ||use pre-calculated material registers if possible || ||003C3674 ||r_useTripleTextureARB ||cards with 3+ texture units do a two pass instead of three pass || ||003C36D0 ||r_useSilRemap ||consider verts with the same XYZ, but different ST the same for shadows || ||003C3728 ||r_useNodeCommonChildren ||stop pushing reference bounds early when possible || ||003C3774 ||r_useShadowProjectedCull ||discard triangles outside light volume before shadowing || ||003C37C8 ||r_useShadowVertexProgram ||do the shadow projection in the vertex program on capable cards || ||003C3828 ||r_useShadowSurfaceScissor ||scissor shadows by the scissor rect of the interaction surfaces || ||003C3888 ||r_useInteractionTable ||create a full entityDefs * lightDefs table to make finding interactions faster || ||003C38F0 ||r_useTurboShadow ||use the infinite projection with W technique for dynamic shadows || ||003C394C ||r_useTwoSidedStencil ||do stencil shadows in one pass with different ops on each side || ||003C39A4 ||r_useDeferredTangents ||defer tangents calculations after deform || ||003C39E8 ||r_useCachedDynamicModels ||cache snapshots of dynamic models || ||003C3A28 ||r_useVertexBuffers ||use ARB_vertex_buffer_object for vertexes || ||003C3A68 ||r_useIndexBuffers ||use ARB_vertex_buffer_object for indexes || ||003C3AA8 ||r_useStateCaching ||avoid redundant state changes in GL_*() calls || ||003C3AEC ||r_useInfiniteFarZ ||use the no-far-clip-plane trick || ||003C3B20 ||r_znear ||near Z clip plane distance || ||003C3B44 ||r_ignoreGLErrors ||ignore GL errors || ||003C3B6C ||r_finish ||force a call to glFinish() every frame || ||003C3BA0 ||r_swapInterval ||changes wglSwapIntarval || ||003C3BC8 ||r_gamma ||changes gamma tables || ||003C3BE8 ||r_renderer ||hardware specific renderer path to use || ||003C3C1C ||r_jitter ||randomly subpixel jitter the projection matrix || ||003C3C58 ||r_skipSuppress ||ignore the per-view suppressions || ||003C3C8C ||r_skipPostProcess ||skip all post-process renderings || ||003C3CC4 ||r_skipLightScale ||don't do any post-interaction light scaling, makes things dim on low-dynamic range cards || ||003C3D34 ||r_skipInteractions ||skip all light/surface interaction drawing || ||003C3D74 ||r_skipDynamicTextures ||don't dynamically create textures || ||003C3DB0 ||r_skipCopyTexture ||do all rendering, but don't actually copyTexSubImage2D || ||003C3DFC ||r_skipBackEnd ||don't draw anything || ||003C3E20 ||r_skipRender ||skip 3D rendering, but pass 2D || ||003C3E50 ||r_skipRenderContext ||NULL the rendering context during backend 3D rendering || ||003C3E9C ||r_skipTranslucent ||skip the translucent interaction rendering || ||003C3EDC ||r_skipAmbient ||bypasses all non-interaction drawing || ||003C3F4C ||r_skipBlendLights ||skip all blend lights || ||003C3F78 ||r_skipFogLights ||skip all fog lights || ||003C3F9C ||r_skipDeforms ||leave all deform materials in their original state || ||003C3FE0 ||r_skipFrontEnd ||bypasses all front end work, but 2D gui rendering still draws || ||003C4030 ||r_skipUpdates ||1 = don't accept any entity or light updates, making everything static || ||003C4088 ||r_skipOverlays ||skip overlay surfaces || ||003C40B0 ||r_skipSpecular ||use black for specular1 || ||003C40D8 ||r_skipBump ||uses a flat surface instead of the bump map || ||003C4110 ||r_skipDiffuse ||use black for diffuse || ||003C4138 ||r_skipROQ ||skip ROQ decoding || ||003C4158 ||r_ignore ||used for random debugging without defining new vars || ||003C4198 ||r_ignore2 || || ||003C41A4 ||r_usePreciseTriangleInteractions ||1 = do winding clipping to determine if each ambiguous tri should be lit || ||003C4214 ||r_useCulling ||0 = none, 1 = sphere, 2 = sphere + box || ||003C424C ||r_useLightCulling ||0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas || ||003C42A8 ||r_useLightScissors ||1 = use custom scissor rectangle for each light || ||003C42EC ||r_useClippedLightScissors ||0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always || ||003C435C ||r_useEntityCulling ||0 = none, 1 = box || ||003C4384 ||r_useEntityScissors ||1 = use custom scissor rectangle for each entity || ||003C43CC ||r_useInteractionCulling ||1 = cull interactions || ||003C43FC ||r_useInteractionScissors ||1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors || ||003C447C ||r_useShadowCulling ||try to cull shadows from partially visible lights || ||003C44C4 ||r_useFrustumFarDistance ||if != 0 force the view frustum far distance to this distance || ||003C451C ||r_logFile || of frames to emit GL logs || ||003C454C ||r_clear ||force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom || ||003C45A0 ||r_offsetfactor ||polygon offset parameter || ||003C45CC ||r_offsetunits ||-600 || ||003C45E4 ||r_shadowPolygonOffset ||bias value added to depth test for stencil shadow drawing || ||003C4638 ||r_shadowPolygonFactor ||scale value for stencil shadow drawingv || ||003C4678 ||r_frontBuffer ||draw to front buffer for debugging || ||003C46AC ||r_skipSubviews ||1 = don't render any gui elements on surfaces || ||003C46EC ||r_skipGuiShaders ||1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events || ||003C476C ||r_skipParticles ||1 = skip all particle systems || ||003C479C ||r_subviewOnly ||1 = don't render main view, allowing subviews to be debugged || ||003C47FC ||r_testGamma ||if > 0 draw a grid pattern to test gamma levels || ||003C4838 ||r_testGammaBias || || ||003C4848 ||r_testStepGamma || || ||003C4858 ||r_lightScale ||all light intensities are multiplied by this || ||003C4898 ||r_lightSourceRadius ||for soft-shadow sampling || ||003C48C8 ||r_flareSize ||scale the flare deforms from the material def || ||003C4904 ||r_useExternalShadows ||1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing || ||003C4978 ||r_useOptimizedShadows ||use the dmap generated static shadow volumes || ||003C49C0 ||r_useScissor ||scissor clip as portals and lights are processed || ||003C4A04 ||r_useCombinerDisplayLists ||put all nvidia register combiner programming in display lists || ||003C4A60 ||r_useDepthBoundsTest ||use depth bounds test to reduce shadow fill || ||003C4AA4 ||r_screenFraction ||100 - for testing fill rate, the resolution of the entire screen can be changed || ||003C4B0C ||r_demonstrateBug ||used during development to show IHV's their problems || ||003C4B58 ||r_usePortals ||1 = use portals to perform area culling, otherwise draw everything || ||003C4BAC ||r_singleLight ||suppress all but one light || ||003C4BD8 ||r_singleEntity ||suppress all but one entity || ||003C4C04 ||r_singleSurface ||suppress all but one surface on each entity || ||003C4C40 ||r_singleArea ||only draw the portal area the view is actually in || ||003C4CB4 ||r_orderIndexes ||perform index reorganization to optimize vertex use || ||003C4CF8 ||r_lightAllBackFaces ||light all the back faces, even when they would be shadowed || ||003C4D48 ||r_lightWholeMesh ||send full index list || ||003C4D74 ||r_showPortals ||draw portal outlines in color based on passed / not passed || ||003C4DC0 ||r_showUnsmoothedTangents ||if 1, put all nvidia register combiner programming in display lists || ||003C4E24 ||r_showSilhouette ||highlight edges that are casting shadow planes || ||003C4E68 ||r_showVertexColor ||draws all triangles with the solid vertex color || ||003C4EAC ||r_showUpdates ||report entity and light updates and ref counts || ||003C4EEC ||r_showDemo ||report reads and writes to the demo file || ||003C4F24 ||r_showDynamic ||report stats on dynamic surface generation || ||003C4F60 ||r_showLightScale ||report the scale factor applied to drawing for overbrights || ||003C4FB0 ||r_showDefs ||report the number of modeDefs and lightDefs in view || ||003C4FF0 ||r_showTrace ||show the intersection of an eye trace with the world || ||003C5034 ||r_showIntensity ||draw the screen colors based on intensity, red = 0, green = 128, blue = 255 || ||003C5094 ||r_showImages ||1 = show all images instead of rendering, 2 = show in proportional size || ||003C50F0 ||r_showSmp ||show which end (front or back) is blocking || ||003C5128 ||r_showLights ||1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume || ||003C51C8 ||r_showShadows ||1 = visualize the stencil shadow volumes, 2 = draw filled in || ||003C5218 ||r_showShadowCount ||colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows || ||003C52DC ||r_showLightScissors ||show light scissor rectangles || ||003C5310 ||r_showEntityScissors ||show entity scissor rectangles || ||003C5348 ||r_showInteractionFrustums ||1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox || ||003C53D0 ||r_showInteractionScissors ||1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines || ||003C5454 ||r_showLightCount ||1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw.. ||003C54D4 ||r_showViewEntitys ||1 = displays the bounding boxes of all view models, 2 = print index numbers || ||003C5534 ||r_showTris ||enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all || ||003C55B0 ||r_showSurfaceInfo ||show surface material name under crosshair || ||003C55F0 ||r_showNormals ||draws wireframe normals || ||003C5618 ||r_showMemory ||print frame memory utilization || ||003C5648 ||r_showCull ||report sphere and box culling stats || ||003C5678 ||r_showInteractions ||report interaction generation activity || ||003C56B4 ||r_showDepth ||display the contents of the depth buffer and the depth range || ||003C5700 ||r_showSurfaces ||report surface/light/shadow counts || ||003C5734 ||r_showPrimitives ||report drawsurf/index/vertex counts || ||003C576C ||r_showEdges ||draw the sil edges || ||003C578C ||r_showTexturePolarity ||shade triangles by texture area polarity || ||003C57D0 ||r_showTangentSpace ||shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector || ||003C5858 ||r_showDominantTri ||draw lines from vertexes to center of dominant triangles || ||003C58A8 ||r_showAlloc ||report alloc/free counts || ||003C58D0 ||r_showTextureVectors ||if > 0 draw each triangles texture (tangent) vectors || ||003C5920 ||r_showOverDraw ||1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw || ||003C5994 ||r_lockSurfaces ||allow moving the view point without changing the composition of the scene, including culling || ||003C5A08 ||r_useEntityCallbacks ||if 0, issue the callback immediately at update time, rather than defering || ||003C5A6C ||r_showSkel ||draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only || ||003C5AD4 ||r_jointNameScale ||size of joint names when r_showskel is set to 1 || ||003C5B18 ||r_jointNameOffset ||0.5.offset of joint names when r_showskel is set to 1 || ||003C5B64 ||r_cgVertexProfile ||arbvp1, vp20, vp30 || ||003C5B8C ||r_cgFragmentProfile ||arbfp1, fp30 || ||003C5BB0 ||r_debugLineDepthTest ||perform depth test on debug lines || ||003C5BEC ||r_debugLineWidth ||width of debug lines || ||003C5C18 ||r_debugArrowStep ||120.step size of arrow cone line rotation in degrees || ||003C5C64 ||r_debugPolygonFilled ||draw a filled polygon || ||003C5C94 ||r_materialOverride ||overrides all materials || ||003C5CC0 ||r_debugRenderToTexture || || ||003C5CD8 ||r_showTextureSize ||colors the texture to show the size || ||003C5D10 ||r_skipLights ||skips lights, to give the designers an accurate poly count without lights || ||003C5D6C ||r_skipBeams ||1 = skip all beam systems || ||003C5D94 ||r_glowAlpha ||0.55 - start alpha used when blurring the glow texture || ||003C5DD8 ||r_glowAlphaChange ||0.85 - alpha change used when blurring the glow texture || ||003C5E28 ||r_glowSteps ||8 - steps used when blurring the glow texture || ||003C5E64 ||r_glowStrength ||strength when drawing the final glow texture on screen if true, skip drawing the glow overlay || ||003C5ED4 ||r_normalizeBumpmap ||per pixel renormalization of bumpmaps || ||003C5F10 ||r_cubemapNormalize ||use cubemaps to normalize || ||003C5F40 ||r_correctSpecular ||per pixel half angle calculation || ||003C5F78 ||r_alphaToCoverage ||alpha to coverage transparency || ||003C5FAC ||r_shaderLevel ||level of shaders to use || ||003C5FD4 ||r_showBatchSize ||color tris based on batch size - 0 = normal, 1 = faster with tangents transformed, 2 = use single weight simple skinning || ||003C60BC ||r_pbufferRender ||render to a pbuffer for hi-res screenshots || ||003C60F8 ||r_pbufferRenderW ||3200 - pbuffer width || ||003C6124 ||r_pbufferRenderH ||2400 - pbuffer height || ||003B6164 ||stoprecording || || ||003B6174 ||disconnect ||died || ||003B6188 ||devmap ||loads a map in developer mode || ||003B6220 ||si_map || || ||003B6229 ||serverMapRestart || || ||003B6261 ||cdemo ||%i seconds of game, replayed in %5.1f seconds...minute %i took %3.1f seconds || ||003B6420 ||hitch ||hitches the game || ||003B643C ||promptKey ||prompt and sets the CD Key || ||003B6464 ||rescanSI ||internal - rescan serverinfo cvars and tell game || ||003B64A4 ||takeViewNotes2 ||extended take view notes || ||003B64D0 ||takeViewNotes ||take notes about the current map from the current view || ||003B6518 ||loadGame ||loads a game || ||003B6534 ||saveGame ||saves a game || ||003B6550 ||testGUI ||tests a gui || ||003B6564 ||demoShot ||writes a screenshot for a demo || ||003B6590 ||togglehelp ||display in-game help || ||003B65B4 ||displayE3Loading ||display demo loading banner || ||003B65E4 ||resetE3Demos ||reset e3 demo sequence || ||003B6624 ||compressDemo ||compresses a demo file || ||003B664C ||aviDemo ||writes AVIs for a demo || ||003B666C ||timeDemoQuit ||times a demo and quits || ||003B6694 ||timeDemo ||times a demo || ||003B66B0 ||playDemo ||plays back a demo || ||003B66D0 ||stopRecording ||stops demo recording || ||003B66F8 ||recordDemo ||records a demo || ||003B6714 ||aviGame ||writes AVIs for the current game || ||003B6740 ||aviCmdDemo ||writes AVIs for a command demo || ||003B676C ||exitCmdDemo ||exits a command demo || ||003B6790 ||timeCmdDemo ||times a command demo || ||003B67B4 ||playCmdDemo ||plays back a command demo || ||003B67DC ||writeCmdDemo ||writes a command demo || ||003B6804 ||testmap ||tests a map || ||003B6844 ||writePrecache ||writes precache commands || ||003B6898 ||com_showAngles || || ||003B68A8 ||com_minTics || || ||003B68B4 ||com_showTics || || ||003B68C4 ||com_fixedTic || || ||003B68D4 ||com_showDemo || || ||003B68E4 ||com_skipGameDraw || || ||003B68F8 ||com_aviDemoSamples ||16 || ||003B6910 ||com_aviDemoWidth ||256 || ||003B6928 ||com_aviDemoHeight || || ||003B693C ||com_aviDemoTics || || ||003B694C ||com_wipeSeconds || || ||003B695C ||com_guid || || ||003B6968 ||g_subtitles ||Display subtitles || ||003B6988 ||com_demoPaused || || ||003B6998 ||g_levelLoadMusic ||play music during level loads || ||003B69CC ||g_deathwalk ||Allow deathwalk map appending || ||003B69F8 ||e3_demoIndex || || ||003B6A08 ||game_list || || ||003B6A2C ||noIntro || || ||003B6A34 ||playIntro || || ||003B6A40 ||guisounds_menu_music || || ||003B6A58 ||gui_sv_punkbuster || || ||003B6A6C ||gui_cl_punkbuster || || ||003B5180 ||e3_demoshotrelease || || ||003B5194 ||e3_demofadeoutrate || || ||003B51A8 ||e3_demofadeinrate || || ||003B56D0 ||e3_numdemos ||Bad render demo token || ||003B5710 ||e3_demomode ||AdvanceDemo || **TO DO** * Clean up/add/remove console commands. \\ {{tag>2006 3d_realms demos human_head_studios prey prey_2006 prototypes}}