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<H4> 4.2.2.1 General commands </H4>
<!--docid::SEC139::-->
<P>
General commands, in contrast to other commands, DO something instead of
changing a variable. How the argument is interpreted depends on the command.
</P><P>
The following general commands are available:
</P><P>
<DL COMPACT>
<DT><CODE>quit</CODE>
<DD>Terminate the application.
<P>
<DT><CODE>help</CODE>
<DD>Give a short list of all commands.
<P>
<DT><CODE>capture</CODE>
<DD>Generate a screenshot in PNG format.
<P>
<DT><CODE>activate</CODE>
<DD>Activate the object that is right in front of you (<EM>obsolete</EM>).
<P>
<DT><CODE>action</CODE>
<DD>Activate the object that is right in front of you. This command
will use the WalkTest entity system. Currently it only works for
opening doors that use the cmd_Door key.
<P>
<DT><CODE>perftest</CODE>
<DD>Run a performance test on the current position.
The default number of runs is 100 but you can change it
with an optional argument.
<P>
<DT><CODE>coordsave</CODE>
<DD>Save the current position to the `<TT>coord</TT>' file.
<P>
<DT><CODE>coordload</CODE>
<DD>Restore the position from the `<TT>coord</TT>' file. Note that the position
will always be restored but the orientation of the camera will only be
restored if `<SAMP>move3d</SAMP>' is set.
<P>
<DT><CODE>hi</CODE>
<DD>Hilight the named polygon in the current sector. If the polygon is not
found hilighting is disabled. This command is useful for debugging.
<P>
<DT><CODE>exec</CODE>
<DD>Start a script containing console commands. Every line in this script is
performed one line at a time at every new frame. The console automatically
closes after executing a succesful `<SAMP>exec</SAMP>' command.
<P>
<DT><CODE>coordset</CODE>
<DD>Set the coordinate of the camera to the given sector and location. Example:
`<SAMP>coordset room,0,0,0</SAMP>' to restore the position of the camera to the
starting point.
<P>
<DT><CODE>cls</CODE>
<DD>Clear all messages from the console window.
<P>
<DT><CODE>facenorth</CODE>
<DD>Face the camera to the north.
<P>
<DT><CODE>facesouth</CODE>
<DD>Face the camera to the south.
<P>
<DT><CODE>facewest</CODE>
<DD>Face the camera to the west.
<P>
<DT><CODE>faceeast</CODE>
<DD>Face the camera to the east.
<P>
<DT><CODE>facedown</CODE>
<DD>Face the camera down.
<P>
<DT><CODE>faceup</CODE>
<DD>Face the camera up.
<P>
<DT><CODE>cmessage</CODE>
<DD>Write the specified message to the console.
<P>
<DT><CODE>dmessage</CODE>
<DD>Write the specified message to `<TT>debug.txt</TT>'.
<P>
<DT><CODE>dnl</CODE>
<DD>Write a newline to `<TT>debug.txt</TT>'.
<P>
<DT><CODE>version</CODE>
<DD>Write the current version to the console.
<P>
<DT><CODE>about</CODE>
<DD>Write the current version to the console in a more verbose format.
<P>
<DT><CODE>addlight</CODE>
<DD>Add a dynamic light at the position of the camera. With no arguments the
color of this dynamic light will be random and the light will move up and
down slightly. But you can also say `<SAMP>addlight r,g,b,radius,st</SAMP>' for a
more controlled light. The `<SAMP>st</SAMP>' flag can be 0 or 1. If 1 things will
also cast shadows.
<P>
<DT><CODE>dellight</CODE>
<DD>Delete the last added dynamic light.
<P>
<DT><CODE>dellights</CODE>
<DD>Delete all dynamic lights.
<P>
<DT><CODE>picklight</CODE>
<DD><EM>Broken</EM>.
<P>
<DT><CODE>droplight</CODE>
<DD><EM>Broken</EM>.
<P>
<DT><CODE>fire</CODE>
<DD>Fire a missile in the direction that you are looking. The missile will
explode when it hits a wall.
<P>
<DT><CODE>debug1</CODE>
<DD>Debug command. The function of this command is undefined but it serves as a
place-holder for some debugging functionality. A particular version of
Crystal Space may assign some action to this command but another version
may remove this action again.
<P>
<DT><CODE>debug2</CODE>
<DD>Debug command. The function of this command is undefined but it serves as a
place-holder for some debugging functionality. A particular version of
Crystal Space may assign some action to this command but another version
may remove this action again.
<P>
<DT><CODE>extension</CODE>
<DD>Perform the specified system specific extension. Currently the X11 port is
the only port that has extensions (`<SAMP>sim_pal</SAMP>', `<SAMP>sim_grey</SAMP>', and
`<SAMP>sim_332</SAMP>'). They are used when simulating 15/16-bit display mode on a
8-bit display.
<P>
<DT><CODE>bind</CODE>
<DD>Bind a key to a command. The given key can be anything like <KBD>alt-c</KBD>,
<KBD>shift-pgdn</KBD>, <KBD>home</KBD>, <KBD>ctrl-space</KBD>, <small>...</small>. The command can be
anything that you can execute in the console. If you only give a key this
command will show the current command that is bound to that key. If you give
no parameters then all current key-bindings will be listed. Note that if you
bind a key which has already been bound then the old key-binding will be
removed.
<P>
<DT><CODE>snd_play <VAR>file</VAR></CODE>
<DD>Play the given `<TT><VAR>file</VAR>.wav</TT>' file (currently only has effect on
Windows) as an <EM>ephemeral</EM> sound.
<P>
<DT><CODE>s_fog</CODE>
<DD>If no arguments are given this command will show the fog settings for the
current sector. Otherwise you can set the fog level for this sector. Syntax
is `<SAMP>s_fog r,g,b,density</SAMP>'.
<P>
<DT><CODE>turn</CODE>
<DD>Turn arround (so that the camera looks the other way). This command only
works if `<SAMP>move3d</SAMP>' is enabled.
<P>
<DT><CODE>jump</CODE>
<DD>Jump upwards. Only works if the gravity system is enabled.
<P>
<DT><CODE>step_forward</CODE>
<DD>Move forwards. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>step_backward</CODE>
<DD>Move backwards. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>strafe_left</CODE>
<DD>Move left. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>strafe_right</CODE>
<DD>Move right. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>look_up</CODE>
<DD>Look up. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>look_down</CODE>
<DD>Look down. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>rotate_left</CODE>
<DD>Rotate player left. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>rotate_right</CODE>
<DD>Rotate player right. Uses gravity system if `<SAMP>move3d</SAMP>' is disabled.
<P>
<DT><CODE>i_forward <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_backward <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_left <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_right <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_up <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_down <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD>Move. The first argument is 0 or 1. If 1 we will move <EM>very</EM> slowly
(for debugging). The second argument is 0 or 1. If 1 we will move very fast.
This command only works if `<SAMP>move3d</SAMP>' is enabled.
<P>
<DT><CODE>i_rotleftc <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_rotleftw <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_rotrightc <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_rotrightw <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD>Rotate left or right. The `<SAMP>c</SAMP>' versions rotate along the camera axis.
The `<SAMP>w</SAMP>' version along the world axis. The first argument is 0 or 1. If
1 we will move <EM>very</EM> slowly (for debugging). The second argument is 0
or 1. If 1 we will move very fast. This command only works if `<SAMP>move3d</SAMP>'
is enabled.
<P>
<DT><CODE>i_rotleftx <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_rotleftz <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_rotrightx <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD><DT><CODE>i_rotrightz <VAR>slow</VAR>,<VAR>fast</VAR></CODE>
<DD>Rotate the camera. The first argument is 0 or 1. If 1 we will move <EM>very</EM>
slowly (for debugging). The second argument is 0 or 1. If 1 we will move very
fast. This command only works if `<SAMP>move3d</SAMP>' is enabled.
<P>
<DT><CODE>addbot</CODE>
<DD>Add a sprite that moves randomly through the map.
<P>
<DT><CODE>delbot</CODE>
<DD>Remove the last added bot.
<P>
<DT><CODE>loadmesh <VAR>file</VAR>,<VAR>template</VAR>,<VAR>texture</VAR></CODE>
<DD>Load a mesh from a model file (currently 3DS version 3 and MD2 are
supported) and add it as a mesh factory. Later you can use
`<SAMP>addmesh</SAMP>' to really add the mesh visually. Parameters are
<VAR>file</VAR>, <VAR>template</VAR>, <VAR>texture</VAR>. The texture should be one which is
already loaded in memory. This is a current limitation. The filename
represents a file within the VFS directory hierarchy.
<P>
<DT><CODE>addmesh <VAR>sname</VAR>,<VAR>tname</VAR>,<VAR>size</VAR></CODE>
<DD>Add a mesh from a factory already in memory. <VAR>sname</VAR> is the name of
the mesh. <VAR>tname</VAR> is the name of a mesh factory which has to be
loaded in memory (either from `<TT>standard.zip</TT>' or from the level). The
<VAR>size</VAR> is a scale factor for the mesh. The mesh is put at the current
location.
<P>
<DT><CODE>delmesh <VAR>name</VAR></CODE>
<DD>Delete a mesh from the world with the given name.
<P>
<DT><CODE>listactions <VAR>name</VAR></CODE>
<DD>Lists the actions of a sprite. <VAR>name</VAR> is the name of the sprite for which
you want to list the actions.
<P>
<DT><CODE>setaction <VAR>spritename</VAR>,<VAR>action</VAR></CODE>
<DD>Sets the action of the specified sprite. <VAR>spritename</VAR> is the name of the
sprite which you want to list the actions of. <VAR>action</VAR> is the name of the
action which you want the sprite to use.
<P>
<DT><CODE>listmeshes</CODE>
<DD>Lists all of the mesh objects in the world.
<P>
<DT><CODE>addskel</CODE>
<DD>Add a skeletal tree (demonstration). The first argument is the depth. A
depth of 1 will create a root and one layer above. The second argument is
the width. This is the number of branches created at every depth. A good
tree is `<SAMP>addskel 3,3</SAMP>'. Be careful with large numbers here. The number
of triangles grows <EM>very</EM> fast! If the width parameter is negative the
choosen width will be random between 1 and `<SAMP>-width</SAMP>' (inclusive).
<P>
<DT><CODE>addghost <VAR>depth</VAR>,<VAR>width</VAR></CODE>
<DD>Add a floating transparent green ghost. The first argument is the depth. A
depth of 1 will create a root and one layer above. The second argument is
the width. This is the number of arms for the ghost.
<P>
<DT><CODE>rain <VAR>texture</VAR>,<VAR>nparticles</VAR>,<VAR>speed</VAR></CODE>
<DD>Add a particle system simulating rain. The three parameter for this command
are the texture to use for the particles (`<TT>raindrop.png</TT>' is good), the
number of particles and the speed (in meter per second). The default number
of particles is 500 and the default speed is 2. All parameters are optional.
<P>
<DT><CODE>snow <VAR>texture</VAR>,<VAR>nparticles</VAR>,<VAR>speed</VAR></CODE>
<DD>Add a particle system simulating rain. The three parameter for this command
are the texture to use for the particles (`<TT>snow.jpg</TT>' is good), the number
of particles and the speed (in meter per second). The default number of
particles is 500 and the default speed is 0.3. All parameters are optional.
<P>
<DT><CODE>fountain <VAR>texture</VAR>,<VAR>nparticles</VAR></CODE>
<DD>Add a particle system simulating a fountain. The two parameter for this
command are the texture to use for the particles and the number of particles.
The default number of particles is 50.
<P>
<DT><CODE>flame <VAR>texture</VAR>,<VAR>nparticles</VAR></CODE>
<DD>Add a particle system simulating a flame. The two parameter for this command
are the texture to use for the particles and the number of particles. The
default number of particles is 50.
<P>
<DT><CODE>explosion <VAR>texture</VAR></CODE>
<DD>Add a particle system simulating an explosion. The parameter for this command
is the texture to use for the particles.
<P>
<DT><CODE>spiral <VAR>texture</VAR></CODE>
<DD>Add a particle system simulating an spiral. The parameter for this command is
the texture to use for the particles. Experimental!
<P>
<DT><CODE>portal <VAR>level</VAR></CODE>
<DD>Create a new region with the given name and load the same named level
into that region. Then create a portal on the spot you are standing to
the start position of the new level and back.
<P>
<DT><CODE>fs_inter <VAR>amount</VAR>,<VAR>length</VAR></CODE>
<DD>Toggle a fullscreen interference mode.
<P>
<DT><CODE>fs_red</CODE>
<DD>Toggle a fullscreen fade-to-red effect.
<P>
<DT><CODE>fs_green</CODE>
<DD>Toggle a fullscreen fade-to-green effect.
<P>
<DT><CODE>fs_blue</CODE>
<DD>Toggle a fullscreen fade-to-blue effect.
<P>
<DT><CODE>fs_whiteout</CODE>
<DD>Toggle a fullscreen fade-to-white effect.
<P>
<DT><CODE>fs_fadecol <VAR>r</VAR>,<VAR>g</VAR>,<VAR>b</VAR></CODE>
<DD>Toggle a fullscreen fade-to-color effect.
<P>
<DT><CODE>fs_fadetxt <VAR>material</VAR></CODE>
<DD>Toggle a fullscreen fade-to-material effect. The material should be
the name of a loaded material (use 'spark' for a good example).
<P>
<DT><CODE>fs_shadevert <VAR>topr</VAR>,<VAR>topg</VAR>,<VAR>topb</VAR>,<VAR>botr</VAR>,<VAR>botg</VAR>,<VAR>botb</VAR></CODE>
<DD>Toggle a fullscreen shading effect which is added to the 3D view using
add-blending-mode.
<P>
<DT><CODE>clrlights</CODE>
<DD>Clear all pseudo-dynamic lights in the world to black.
<P>
<DT><CODE>setlight <VAR>r</VAR>,<VAR>g</VAR>,<VAR>b</VAR></CODE>
<DD>Set the color for the selected pseudo-dynamic light to <VAR>r</VAR>, <VAR>g</VAR>,
<VAR>b</VAR>.
<P>
<DT><CODE>db_osolid</CODE>
<DD>Debug command to create things from all solid space node boundaries for
the octree.
<P>
<DT><CODE>db_curleaf</CODE>
<DD>Debug command to find the octree leaf where the camera is located and
then show the dimensions of this leaf on standard output.
<P>
<DT><CODE>record</CODE>
<DD>Start/stop recording camera movement. If you have a previous recording in
memory then a the new camera movements will be appended.
<P>
<DT><CODE>clrrec</CODE>
<DD>Clear a recording.
<P>
<DT><CODE>loadrec <VAR>file</VAR></CODE>
<DD>Load a recording from VFS path `<TT>/this/<VAR>file</VAR></TT>' where <VAR>file</VAR>
is the argument specified with the `<SAMP>loadrec</SAMP>' command. If <VAR>file</VAR> is
not specified, then it looks for a file named `<TT>/this/record</TT>'. Note that
a recording is only valid when played in the same (or <EM>very</EM> similar)
world.
<P>
<DT><CODE>saverec <VAR>file</VAR></CODE>
<DD>Save a recording to VFS path `<TT>/this/<VAR>file</VAR></TT>' where <VAR>file</VAR> is
the argument specified with the `<SAMP>saverec</SAMP>' command. If <VAR>file</VAR> is not
specified then the recording is saved with the name `<TT>/this/record</TT>'.
<P>
<DT><CODE>play</CODE>
<DD>Play a recording loaded with `<SAMP>loadrec</SAMP>' (if there is one). Note that a
recording is only valid when played in the same (or <EM>very</EM> similar)
level.
<P>
<DT><CODE>play <VAR>file</VAR></CODE>
<DD>This outputs summary statistics for the demo played to `<TT><VAR>file</VAR>.rps</TT>'.
The `<TT>.rps</TT>' extension stands for <EM>Recorded Performance Statistics</EM>.
<P>
<DT><CODE>play res, <VAR>x</VAR>, <VAR>file</VAR></CODE>
<DD>The `<SAMP>res</SAMP>' option stands for <EM>resolution</EM> and tells WalkTest to record
statistics every <VAR>x</VAR> frames and output the summary to
`<TT><VAR>file</VAR>.rps</TT>'.
<P>
<DT><CODE>play break, <VAR>x</VAR></CODE>
<DD>The `<SAMP>break</SAMP>' option, when WalkTest is compiled in debug mode, will trip
off a signal trap frame number <VAR>x</VAR>. This is useful once you take note of
the frame number of something interesting in an `<TT>.rps</TT>' file.
<P>
<DT><CODE>recsubperf <VAR>file</VAR></CODE>
<DD>Once a recording has begun this command is used to record the statistics of a
subsection of the demo and is reported as such in the output
`<TT><VAR>file</VAR>.rps</TT>' when played back. To finish the subsection call the
command again without an argument. `<SAMP>recsubperf</SAMP>' stands for <EM>record
subsection performance</EM>.
<P>
</DL>
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