-
Notifications
You must be signed in to change notification settings - Fork 5
/
cmds.txt
316 lines (271 loc) · 14.4 KB
/
cmds.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
Console commands:
Example mask:
command
command subcommand/value ..., explanation (default)
command example, explanation
result
Q3MME CLIENT GAME
camera
camera add/del, add/del a camera point at current viewpoint and time
camera clear, clear all camera points. (Use with caution...)
camera lock, lock the view to camera point or free moving
camera shift time, move time indexes of camera points by certain amount
camera next/prev, go to time index of next or previous point
camera start/end, current time with be set as start/end of selection
camera pos/angles (a)0 (a)0 (a)0, directly control position/angles, optional "a" before number to add to current value
camera fov (a)0, directly control fov, optional "a" before number to add to current value
camera target, clear/set the target currently being aimed at
camera targetNext/Prev, go the next or previous player
camera smoothPos 0-2, linear, catmullrom, bezier interpolation
camera smoothAngles 0-1, linear, quaternion interpolation
camera toggle value, xor the flags with this value
camera smooth, smooth out the speed between select start/end
camera move here/x y z, move the camera track to view position or directly move it around
camera rotate pitch yaw roll, Rotate entire camera track around current view position
edit
edit camera, switch to camera edit mode (bound to 1)
edit chase, switch to chase edit mode (bound to 2)
edit line, switch to timeline edit mode (bound to 3)
edit effects, switch to effects edit mode (bound to 4)
edit script, switch to script edit mode (bound to 5)
edit dof, switch to dof edit mode (bound to 6)
edit none, hide demo hud and don't let edit anything (bound to 7)
(if selected either camera, or chase, or line):
edit prev, edit previous keypoint (bound to Q)
edit next, edit next keypoint (bound to E)
edit lock, lock camera/chase/timeline (bound to R)
edit add, add keypoint (bound to V)
edit del, delete current keypoint (bound to B)
edit start, set selection start (bound to T)
edit end, set selection end (bound to G)
edit target, with +attack down choose a target for camera/chase;
without +attack you will sync the edit coordinates to current view (bound to F)
view
view camera, change to camera view
view chase, change to chase view
view effect, change to effect view
view next/prev, change to next or previous view (bound to X/Z)
chase
chase add/del, add/del a chase point at current viewpoint and time
chase clear, clear all chase points. (Use with caution...)
chase lock, lock the view to chase track or free moving
chase target, clear/set the target currently being aimed at
chase targetNext/Prev, go the next or previous player
chase shift time, move time indexes of chase points by certain amount
chase next/prev, go to time index of next or previous point
chase start/end, current time with be set as start/end of selection
chase pos/angles (a)0 (a)0 (a)0, directly control position/angles, optional a before number to add to current value
speed
speed 0.0..?.?, set speed of demo playback (1.0)
seek
seek 0.000..?.???, go to given time in seconds.milliseconds
seek 20, will go to 0:20.000
seek 133.7, will go to 2:13.700
seek +?.???, go forward in time to given time in seconds.milliseconds
seek +290, being at 2:13.700 it will go to 7:03.700; 290 = 4*60+50 -> 2+4:13+50.700 -> 6:63.700 -> 7:03.700
seek -?.???, go backward in time to given time in seconds.milliseconds
seek -290, being at 7:03.700 it will go to 2:13.700
seek -1337, being at 7:03.700 it will go to 0:00.000; 7:03.700 -> 7*60+3.7 -> (423.7 - 1337) < 0 -> time cannot be negative
demoSeek
demoSeek 0:00.000..?:??.???, go to given time in minutes:seconds.milliseconds
demoSeek 13:33.37, will go to 13:33.370
demoSeek 13, will go to 13:00.000
demoSeek 13:82, will go to 14:22.000
pause
pause, no value or subcommand, pauses/unpauses demo playback
capture
capture jpg/tga/png/avi/pipe fps filename, start capturing to a specific file, demo has to be not paused
capture avi 30 niceshot, will start capturing AVI file with 30 frames per second framerate
into capture/[mme_demoFileName]/niceshot.000.avi (+001 after reaching 2GB filesize)
capture png 30 episode8, will start capturing PNG screenshots into capture/[mme_demoFileName]/episode8.000000000.png
(+000000001 each new screenshot) and each screenshot will be a frame of future video
capture pipe 42 namek, will start capturing RAW stream with 42 frames per second into given pipeline (ffmpeg by default)
into capture/[mme_demoFileName]/namek[CUSTOM OUTPUT] (mme_pipeCommand)
capture lock, lock capturing to the selected range
capture start/end, set start/end parts of capture range
capture stop, stop capturing
hudInit
hudInit, no value or subcommand, initialize demo hud,
called on demo startup and does not require reinitialize, thus never used
hudToggle
hudToggle, no value or subcommand, switch between normal hud mode and editable hud
line
line lock, lock timeline to use the keypoints
line add, add timeline point for this demo/line time como
line del, delete timeline keypoint
line clear, clear all keypoints
line speed value, demo speed when timeline unlocked
line offset seconds, shift the demotime along the main time
line start/end, set start/end parts of capture range
save
save project demolist, saves a project file and an optional list file
save niceshot, will save niceshot.cfg into project/[mme_demoFileName]/
save niceshot list.txt, will save niceshot.cfg into project/[mme_demoFileName]/
and list.txt into current folder (mme)
load
load project, loads saved project
load niceshot, will try to load niceshot.cfg from project/[mme_demoFileName]/,
so given name to mme_demoFileName cvar has to match given name in loading path
+seek
+seek, no value or subcommand, enable moving in time by using mouse, arrows or strafe keys (bound to SHIFT, hold it)
-seek
-seek, no value or subcommand, disable moving in time by using mouse, arrows or strafe keys (bound to SHIFT, unhold it)
clientOverride
<subcommands>:
list, view current settings, red tag means an override
startNumber[-endNumber], select client or range of client
player, override player who we recorded demo on
red, override all player on red team
blue, override all player on red team
friendly, override all player on your team
enemy, override all players who are on enemy team or everyone except our player if it's not team gametype
all, override all players
<subsubcommands, use them after subcommands above>:
model "modelname/skin", change model
hmodel "modelname/skin", change headmodel
skin "skin", change model skin
hskin "skin", change headmodel skin;
n "name", change name
t "0-3", change team number
c1 "0-9,a-w,xhexcode", change color1, can also do osp/cpm style shirt/head/pants colors
c2 "0-9,a-w,xhexcode", change color2
cmodel "0-9,a-w,xhexcode", same as color1 without the first color for the rail
hide "0,1", hide player yes or no
shader "shadername", shader override to be use on the whole player and weapon
torsoFX "script", FX Script to run from the torso position
headFX "script", FX Script to run from the head position
clientOverride list, result:
client 0 n CaNaBiS t 0 model doom/default c1 2 c2 2
client 1 n ent t 0 model crash/red c1 2 c2 2
client 2 n HMage t 0 model slash/blue c1 6 c2 6
player
red
blue
friendly
enemy
all
clientOverride 0-1 n q3mme, result:
client 0 n CaNaBiS t 0 model doom/default c1 2 c2 2
Override: \n\q3mme
client 1 n ent t 0 model crash/red c1 2 c2 2
Override: \n\q3mme
client 2 n HMage t 0 model slash/blue c1 6 c2 6
player
red
blue
friendly
enemy
all
clientOverride all model xaero, result:
client 0 n CaNaBiS t 0 model doom/default c1 2 c2 2
Override: \n\q3mme
client 1 n ent t 0 model crash/red c1 2 c2 2
Override: \n\q3mme
client 2 n HMage t 0 model slash/blue c1 6 c2 6
player
red
blue
friendly
enemy
all
Override: \model\xaero
clientOverride 2 c1 xFF2700, result:
client 0 n CaNaBiS t 0 model doom/default c1 2 c2 2
Override: \n\q3mme
client 1 n ent t 0 model crash/red c1 2 c2 2
Override: \n\q3mme
client 2 n HMage t 0 model slash/blue c1 6 c2 6
Override: \c1\xFF2700
player
red
blue
friendly
enemy
all
Override: \model\xaero
musicPlay
musicPlay length, will play selected audio file in mov_musicFile for some seconds to find synchronization point
musicPlay, will play 2 seconds music
musicPlay 10, will play 10 seconds music
find
find death, will fast forward a demo until a moment when someone dies
dof
dof add/del, add/del a dof point at current viewpoint and time
dof clear, clear all dof points. (Use with caution...)
dof lock, lock dof to use the keypoints
dof shift time, move time indexes of dof points by certain amount
dof next/prev, go to time index of next or previous point
dof start/end, current time with be set as start/end of selection
dof focus (a)0, Directly control focus, optional a before number to add to current value
dof radius (a)0, Directly control radius, optional a before number to add to current value
dof target, Clear/Set the target currently being focused at
cut
cut it, cut the currently playing demo with the set range (bound to /)
cut start/end, current time will be set as start/end of cutting (bound to [ and ])
multispec
<subcommands>:
list, view current settings, red tag means an override
del id, delete window with id
clear, delete all windows (bound to -)
background (shader), toggle showing main scene, optional shader to fill whole screen
teamoverlay (replace/offset/scale), multispec for teamoverlay, optional replace to hide/show original or offset it, or scale for all windows
or
add, add a new multispec window (bound to =)
edit (id), toggle editing mode, optional id to update (bound to \)
Followed by a list of 2 parameter combinations
x "X", Set x coordinate
y "Y", Set y coordinate
s "scale", Set window scale
client "0-31", Set window pov on a client
fov "1-180", Set player FOV
2d "0,1", Draw 2D for that client
bw "width", Set window border width
bc "0-9,#hexcode", Set window border colour
multispec add, result:
a new multispec window appears in the centre of the screen,
editing mode gets activated and mouse cursor appears,
clicking on the window with either mouse1 or mouse2 switches between next or previous players', camera or chase POVs,
clicking on the window, holding mouse1 and moving the cursor makes the window move by following the cursor,
putting the cursor in the window bounds and scrolling mouse wheel changes window scale
hitting ESC or ENTER closes the editing mode
multispec add x 0 client 2, result:
a new multispec window appears in the horizontal position 0, trying to follow client 2 POV or other closest,
the rest matches the example above
multispec teamoverlay, result:
in a team game mode it adds multispec windows for each followed player's teammate on the top of the screen
multispec teamoverlay offset 0.5, result:
upper right 2D elements on the main non-multispec POV gets offset vertically down by half of the screen
multispec edit 2 fov 133.7 2d 0
window with id 2 gets value 133.7 for window client's FOV and disables drawing 2d for that window
Q3MME CLIENT (ENGINE)
fxStats
fxStats, print statistics of fx usage
fxList
fxList, list all loaded fx
fxReset
fxReset, clean fx in the scene
fxReload
fxReload, reset and reload all the fx, useful if new fx were added
fxRemap
fxRemap oldScript newScript, will replace oldscript with new one
fxRemap old.fx new.fx, will replace old.fx with new.fx from "scripts" or "[fx_Override]" folder
fxRemap oldScript, will reset the remap
fxMath
fxMath operation, will compute the result with given operation
fxMath 1+1, will compute "result 2.0000000"
csList
csList, no value or subcommand, display in the console current configstrings
mmeDemo
mmeDemo filename, load a demo in .mme format (has to be converted at first) from "mmedemos" folder
mmeDemo aaaa/mysuperdemo, will load mysuperdemo.mme from mmedemos/aaaa/
or will convert demo mysuperdemo.dm_26 from demos/aaaa/ and load
demoList
demoList filename, load bunch of demos together with their projects to capture them all on background,
that file should have lines with "demoname" "projectname", these will be played after each other
demoListNext
demoListNext, play next demo from the list of demos, usually called by the game after finish capturing a demo from the list
Q3MME RENDERER
screenshotPNG
screenshotPNG levelshot, will capture a screenshot in PNG format in "levelshot" folder for using it as a levelshot for a map
screenshotPNG name, will capture a screenshot in PNG format in "screenshots" with given name
screenshotPNG testname, will capture a screenshot testname.png in "screenshots" folder