This document lists all commands and cvars supported by the current version
of ZDoom (1.14) and a short description of each.
===========================================================================

There are four types of cvars:

boolean: This is a number that can be either "0" or "1". "0" indicates no/
		 false, and "1" indicates yes/true.

  color: This is a series of three hexadecimal numbers representing the
		 amounts of red, green, and blue (in that order) in a color. For
		 example, pure redwould be represented as "ffff 0000 0000". The
		 setcolor command can be used to set one of these cvars using a
		 color name instead of numbers. (See the description of the
		 setcolor command below.)

 number: This is an ordinary number.

 string: This is a series of text characters enclosed in quotes.


Some commands also take parameters. Any parameters that are required are 
enclosed in < >, and those that are optional are enclosed in [ ].


ACTION COMMANDS
===============
NOTE: As in Quake, all action commands come in pairs. When prefixed by a
'+', they activate the corresponding action, and when prefixed by a '-',
they deactivate that action.


+attack, -attack
 While active, causes the player to fire his active weapon.

+back, -back
 While active, causes the player to move backward.
See also: +forward

+forward, -forward
 While active, causes the player to move forward.
See also: +back

+jump, -jump
 Causes the player to jump.

+klook, -klook
 While active, causes +forward and +back to act like +lookup and +lookdown 
 instead.
See also: +mlook, +lookup, +lookdown, +forward, +back

+left, -left
 While active, normally causes the player to turn to the left. However, as
 long as +strafe is active, this will cause the player to move to the left
 instead.
See also: +right, +strafe, +moveleft

+lookdown, -lookdown
 While active, causes the player to look down.
See also: +lookup, +klook

+lookup, -lookup
 While active, causes the player to look up.
See also: +lookdown, +klook

+mlook, -mlook
 While active, causes movement along the mouse's vertical axis to tilt the 
 player's view up or down instead of moving the player forward or backward.
See also: +klook, freelook, invertmouse, lookspring

+moveleft, -moveleft
 While active, causes the player to move to the left.
See also: +moveright, +left, +strafe

+moveright, -moveright
 While active, causes the player to move to the right.
See also: +moveleft, +right, +strafe

+movedown, -movedown
 Not implemented.
See also: +moveup

+moveup, -moveup
 Not implemented.
See also: +movedown

+right, -right
 While active, normally causes the player to turn to the right. However, as
 long as +strafe is active, this will cause the player to move to the right
 instead.
See alse: +left, +strafe, +moveright

+showscores
 While this action is active and you are playing a deathmatch game, a list
 of the frags made by all players will be displayed on the screen. In
 deathmatch games, this list will also automatically be display when you
 are dead.

+speed, -speed
 While active, all player movements occur at a rate faster than normal.
See also: cl_run

+strafe, -strafe
 While active, causes all +left and +right commands to act like +moveleft
 and +moveright instead.
See also: +left, +right, +moveleft, +moveright

+use, -use
 While active, causes the player to attempt to use any usable items in
 front of him/her (such as a door).


OTHER COMMANDS AND CVARS
========================
alias <new command> <command string>
(command)
 If specified with no parameters, will display a list of all current
 aliases. If only <new command> is specified, it will be removed from the
 list of aliases. If <command string> is also specified, it will be added
 to the list of aliases as <new command>. For example, to create a new
 command to kill the monsters on the level, you can use the command:

     alias massacre kill monsters

 Then, you can use the newly created massacre command to kill all the
 monsters on the level.

am_backcolor
(cvar: color)
default: "6c6c 5454 4040" (a light tan)
 The color of the automap background. Changes to this cvar take effect the
 next time the automap is activated.
See also: all the am_* cvars

am_cdwallcolor
(cvar: color)
default: "4c4c 3838 2020" (a dark tan)
 The color of two-sided lines that have a different ceiling height on each
 side. Changes to this cvar take effect the next time the automap is
 activated.
See also: all the am_* cvars

am_fdwallcolor
(cvar: color)
default: "8888 7070 5858" (a lighter tan)
 The color of two-sided lines that have a different floor height on each
 side. Changes to this cvar take effect the next time the automap is
 activated.
See also: all the am_* cvars

am_gridcolor
(cvar: color)
default: "8b8b 5a5a 2b2b" (tan4)
 The color of the automap grid. Changes to this cvar take effect the next
 time the automap is activated.
See also: all the am_* cvars

am_key1color
(cvar: color)
default: "0000 0000 9898" (a blue)
 The color of lines that need a blue key to be activated. Changes to this
 cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_key2color
(cvar: color)
default: "9898 0000 0000" (a red)
 The color of lines that need a red key to be activated. Changes to this
 cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_key3color
(cvar: color)
default: "e8e8 d8d8 5454" (a yellow)
 The color of lines that need a yellow key to be activated. Changes to this
 cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_notseencolor
(cvar: color)
default: "6c6c 6c6c 6c6c" (somewhat dark gray)
 The color of lines on the automap that haven't yet been seen. Visible with
 a computer area map. Changes to this cvar take effect the next time the
 automap is activated.
See also: all the am_* cvars

am_overlay
(cvar: boolean)
default: 0
 Normally, the togglemap command switches the automap between fully off and
 fully on. Setting this cvar to "1" will cause togglemap to draw the
 automap on top of the player's view before it draws the automap
 fullscreen. (Bad description, I know. Just try it)
See also: am_rotate, togglemap

am_ovotherwallcolor
(cvar: color)
default: "0000 8888 4444" (a dark blueish-green)
 The color of passable lines on the automap when the map is overlayed.
 Changes to this cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_ovthingcolor
(cvar: color)
default: "e8e8 8888 0000" (an orange)
 The color of things visible with the automap cheat when the map is
 overlayed. Changes to this cvar take effect the next time the automap is
 activated.
See also: all the am_* cvars

am_ovunseencolor
(cvar: color)
default: "0000 2222 6e6e" (a dark greenish-blue)
 The color of unseen lines on the automap when the map is overlayed.
 Changes to this cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_ovwallcolor
(cvar: color)
default: "0000 ffff 0000" (a bright green)
 The color of impassable walls when the automap is overlayed. Changes to
 this cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_ovyourcolor
(cvar: color)
default: "fcfc e8e8 d8d8" (a very light orange--almost white)
 The color of the arrow representing the player in single player games when
 the map is overlayed. Changes to this cvar take effect the next time the
 automap is activated.
See also: all the am_* cvars

am_rotate
(cvar: boolean)
default: 0
 Normally, the automap is always drawn such that north is at the top of the
 screen. Setting this cvar to "1" causes the automap to be drawn so that
 lines toward the top of the screen are always directly in front of the
 player's view. Changes to this cvar take effect immediately, unlike most
 of the other am_* cvars. This can be particularly useful when the automap
 is overlayed.
See also: am_overlay

am_showmonsters
(cvar: boolean)
default: 1
 When true, the fullscreen automap will display a count of the number of
 monsters that have been killed in the current level and the total number
 of monsters in the level.
See also: am_showtime, am_showsecrets

am_showsecrets
(cvar: boolean)
default: 1
 When true, the fullscreen automap will display a count of the number of
 secrets that have been found in the current level and the total number of
 secrets in the level.
See also: am_showmonsters, am_showtime

am_showtime
(cvar: boolean)
default: 1
 When true, the fullscreen automap will display the total amount of time
 you have been in a level (excluding time that has been paused).
See also: am_showmonsters, am_showsecrets

am_thingcolor
(cvar: color)
default: "fcfc fcfc fcfc" (almost white)
 The color of things revealed with the map cheat. Changes to this cvar take
 effect the next time the automap is activated.
See also: all the am_* cvars

am_tswallcolor
(cvar: color)
default: "8888 8888 8888" (gray)
 The color of two-sided lines that don't have any difference in floor or
 ceiling heights on either side. Only seen using map cheat. Changes to this
 cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_usecustomcolors
(cvar: boolean)
default: 1
 When true, the automap uses the colors specified by the am_* cvars,
 otherwise it uses the standard DOOM automap colors. Changes to this cvar
 take effect the next time the automap is activated.
See also: all the am_* cvars

am_wallcolor
(cvar: color)
default: "2c2c 1818 0808" (a dark brown)
 The color of one-sided and secret walls in the automap. Changes to this
 cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_xhaircolor
(cvar: color)
default: "8080 8080 8080" (gray)
 The color of the "crosshair" dot in the center of the automap. Changes to
 this cvar take effect the next time the automap is activated.
See also: all the am_* cvars

am_yourcolor
(cvar: color)
default: "fcfc e8e8 d8d8" (a very light orange--almost white)
 The color of the arrow representing the player in single player games.
 Changes to this cvar take effect the next time the automap is activated.
See also: all the am_* cvars

autoaim
(cvar: number)
default: 5000
 This represents the vertical distance from an object that the player's
 sight must be before that object is aimed at. Setting this cvar to "0"
 disables autoaiming, while large values such as "5000" will reproduce the
 original DOOM behavior of always autoaiming.
See also: color, name

autoexec
(cvar: string)
default: "<PROGDIR>/autoexec.cfg"
 This is a file that will be automatically executed by ZDoom each time it
 starts. This file is executed immediately after the config file is loaded.
 It should contain a series of console commands. C++ style comments are
 also supported. Comments begin with // and anything after them until the
 end of the line will be ignored.

 <PROGDIR> represents the directory that ZDoom is in and will naturally
 vary depending on where you put it.

bind <key> <command string>
(command)
 If no parameters are specified, the entire list of bound keys will be
 printed to the console. If only <key> is specified, the binding for that
 specific key will be printed. If both <key> and <command string> are
 specified, <command string> will be bound to <key>.
See also: unbind, unbindall

binddefaults
(command)
 Binds all keys to their default commands. This will not unbind any keys
 that do not have any default bindings, so if you want to properly restore
 the default controls, you need to use unbindall first.
See also: unbindall, bind

bumpgamma
(command)
 Increases the current gamma level by 0.1. If the new gamma level would be
 greater than 3.0, it wraps the gamma around to 1.0
See also: gamma

centerview
(command)
 Causes the player to look straight ahead.
See also: +lookup, +lookdown

changemap <map>
(command)
 Exits the current level and continues the game on the specified map.
 Unlike the map and idclev commands, this command *will* work properly
 during network games and is recorded in demos. Unfortunately, it has
 occasionally resulted in some problems. It should, however, be safe
 enough to use most of the time.
See also: idclev, map

changemus <music>
(command)
 Changes the currently playing music. <music> should be the name of a music
 lump or file on disk (which need not have been specified with the -file
 parameter).

chatmacro0
chatmacro1
chatmacro2
chatmacro3
chatmacro4
chatmacro5
chatmacro6
chatmacro7
chatmacro8
chatmacro9
(cvar: string)
 These are all strings programmable to the function keys during a netgame.
 To use these, enter chat mode with the messagemode command, and then hold
 down Alt and press one of the number keys. The string stored in the
 corresponding chatmacro cvar will be sent as if you had typed it yourself.

cheats
(cvar: boolean)
default: 0
 When non-zero, cheats will be allowed in Nightmare difficulty and network
 games. For purposes of fairness, this cvar can only be set from the
 command line when you run ZDoom. This is to avoid situations where the key
 player in a multiplayer game (player 1) could go to the console and type
 something like this:
    cheats 1
    god
    cheats 0
 whereby rendering himself immune to the attacks of others.
See also: give, god, noclip, notarget, idclev

clear
(command)
 Clears the console of all text.

cl_run
(cvar: boolean)
default: 0
 When non-zero, the game will always treat movement commands as if +speed
 is active.
See also: +speed

cmdlist
(command)
 Lists all commands currently supported by ZDoom.
See also: cvarlist

color
(cvar: color)
default: "4040 cfcf 0000" (Mostly green)
 This is the color of the player's suit.
See also: autoaim, name

con_notifytime
(cvar: number)
default: 3
 This is the number of seconds that new messages will stay at the top of
 the screen before they start scrolling away. Currently also the length of
 time that messages in the middle of the screen will be displayed, but this
 will probably be separated to another cvar sometime in the indefinite
 future.

crosshair
(cvar: number)
default: 0
 If this cvar is non-zero, it draws a crosshair. If this cvar is negative,
 the crosshair is translucent, otherwise it is opaque. The specific
 crosshair drawn depends on the value of this cvar.

cvarlist
(command)
 Lists the values of all currently defined cvars. Each cvar can also be
 prefaced by multiple flags. These are:

    A Cvar gets saved in the config file.
    U Cvar contains user info.
    S Cvar contains server info.
    - Cvar can only be changed from the command line.
    L Changes to cvar's contents don't take effect until the next game.
    C Cvar has an internal callback.
    * Cvar was created by the user and is meaningless to the game.

See also: cmdlist, get, set

def_patch
(cvar: string)
default: ""
 This is the name of a DeHackEd patch file to automatically apply each time
 the game is run. It will only be used if the following conditions are met:

    a) def_patch is not "", and the file exists.
    b) No loaded WAD files contain a DEHACKED lump.
    c) No patch is specified with the -deh command line parameter.

developer
(cvar: boolean)
default: 0
 When true, prints various debugging messages to the console.

dimamount
(cvar: number)
default: 1
 This is the amount of dimcolor to mix with the background when a menu is 
 displayed. The available values are:
    0: Do not dim the background.
    1: Mix 25% of dimcolor with the background.
    2: Mix 50% of dimcolor with the background.
    3: Mix 75% of dimcolor with the background.
See also: dimcolor

dimcolor
(cvar: color)
default: "ffff d7d7 0000" (gold)
 This is the color to mix with the background when a menu is displayed.
See also: dimamount, setcolor

dmflags
(cvar: number)
default: 0
 This cvar controls the behavior of several aspects of gameplay. To
 determine what value to store in this cvar, select the desired features
 from the table below and add their values together. If a feature is
 marked with (DM), then that feature will only be active during a
 deathmatch game.

  Value  Description
 ------  -----------------------------------------------------------------   
      1  Do not spawn health items (DM)
      2  Do not spawn powerups (DM)
      4  Leave weapons around after pickup (DM)
      8  Falling too far hurts a little
     16  Falling too far hurts a lot
     64  Stay on the same map when someone exits (DM)
    128  Spawn players as far as possible from other players (DM)
    256  Automatically respawn dead players (DM)
    512  Do not spawn armor (DM)
   1024  Kill anyone who tries to exit the level (DM)
   2048  Don't use any ammo when firing
   4096  Don't spawn monsters
   8192  Monsters respawn sometime after their death
  16384  Powerups other than invulnerability and invisibilty respawn
  32768  Monsters are fast
  65536  Don't allow jumping
 131072  Don't allow freelook

See also: menu_gameplay

dumpheap
(command)
 Prints detailed information about the heap. Probably not very useful to
 the average user.

echo <string>
(command)
 Prints [string] to the local console.

exec <script file>
(command)
 Executes a series of commands stored in the <script file> as if they were
 typed in at the console.

fraglimit
(cvar: number)
default: 0
 If this cvar is non-zero, the game will automatically advance to the next
 level once anyone gets this many frags. (deathmatch only)
See also: timelimit

freelook
(cvar: boolean)
default: 0
 When true, mouse aiming will always be on, regardless of the state of
 +mlook.
See also: +mlook, invertmouse

gameversion
(command)
 Prints the version number and compile date of ZDoom.

gamma
(cvar: number)
default: 1.0
 If <level> is not specified, displays the current gamma correction level. 
 Otherwise, sets the gamma correction level to <level>. 1.0 is equivalent
 to no correction, while larger numbers translate into a brighter display,
 and smaller numbers translate into a darker display. 0.0 is invalid and
 will be rejected. Negative numbers are technically invalid as well but
 will be accepted solely for the novelty value doing so provides.
See also: bumpgamma

get <cvar>
 Displays the value of <cvar>. This is probably redundant since typing the
 name of the cvar alone will accomplish the same thing.
See also: cvarlist, set

give <item>
(command)
 Gives an item to the player. This is a cheat. Give understands the
 following items:

    all - gives you everything
    health [amount] - If you specify [amount], gives you that much health.
                      Otherwise, gives you full health
    weapons - gives you every weapon
    ammo - gives you full ammo
    armor - gives you full armor
    keys - gives you every key

 Single items:
    Basic Armor
    Mega Armor
    Armor Bonus
    Chainsaw
    Shotgun
    Super Shotgun
    Chaingun
    Rocket Launcher
    Plasma Gun
    BFG9000
    Bullets
    Shells
    Cells
    Rockets
    Invulnerability
    Berserk
    Partial Invisibility
    Iron Feet
    Computer Map
    Light Amplification Visor
    Blue Keycard
    Yellow Keycard
    Red Keycard
    Blue Skull Key
    Yellow Skull Key
    Red Skull Key
See also: cheats

god
(command)
 Toggles God (Degreelessness) mode on/off. While active, you cannot be hurt
 by normal attacks (although telefragging will still kill you). Also known
 as iddqd. This is (of course) a cheat.
See also: cheats

history
(command)
 Prints the console command history.

idclev <level code>
(command)
 Changes to the level specified by <level code>.

idclip
 See noclip.

iddqd
 See god.

idmypos
(cvar: boolean)
default: 0
 When non-zero, constantly displays the player's current position and view
 angle.
See also: idmypos (command)

idspispopd
 See noclip.

impulse <number>
(command)
 This is currently a hack to get weapon selection to work with keybindings
 until I finalize the inventory system (at which time, weapon selections
 will be handled as they are in Quake2). <number> can be a value ranging
 between 1 and 8 inclusive and will select the corresponding weapon.

i_remapkeypad
(cvar: boolean)
default: 1
 When non-zero, most keypad keys will act like the keys in the cursor
 island between the main keyboard and the numeric keypad. For instance,
 when this cvar is true, pressing "4" on the keypad is the same as pressing
 the left arrow on the cursor island. If you need to map different commands
 specifically to keys on the numeric keypad, set i_remapkeypad to "0".
See also: bind

in_mouse
(cvar: number)
default: 0
 This cvar select which method ZDoom will use to read the mouse. Valid
 values are:
    0: Automatically select a method based on the operating system.
    1: Use normal Win32 API calls (default for Windows NT).
    2: Use DirectInput (default for Windows 95).

invertmouse
(cvar: boolean)
default: 0
 When true, reverses the way mouse movement up and down is interpreted with
 +mlook. Normally, moving the mouse forward will make you look up, and
 moving it back will make you look down. Setting this cvar to true changes
 this behavior so that moving the mouse forward makes you look down, and
 moving it back makes you lookup.
See also: +mlook, freelook

key <value1> [[value2]...]
(command)
 Translates all parameters to the command into their corresponding key
 values which are used internally for command and alias lookup. Probably
 not very useful for the average user.

kill [monsters]
(command)
 If used as "kill monsters", will kill all monsters on the level.
 Otherwise, it will kill you instead. This command is broken in netgames,
 so don't use it unless you are playing a single player game.

language
(cvar: string)
default: English
 This is the name of the current language. Changes to this cvar will take
 effect immediately. Currently, the only non-English translation is French;
 attempts to use other languages will result in English being used instead.

limits
(command)
 Prints the current state of all dynamic limits in ZDoom. These are only
 limits in the sense that they were limits in the original ZDoom. In ZDoom,
 these limits have been removed, and this command will give you a rough
 idea of how many of them your level uses.

logfile [log file]
(command)
 If [log file] is not specified, will stop console logging (if active). 
 Otherwise, all console output will be sent to the [log file] as well as
 the screen.

lookspring
(cvar: boolean)
default: 1
 When true, all -mlook commands will also generate centerview commands.
See also: +mlook

lookstrafe
(cvar: boolean)
default: 0
 When true, moving the mouse left and right will always cause the player
 to strafe left and right regardless of the state of +strafe.
See also: +strafe

map <map>
(command)
 Starts a new game on the specified map.
See also: changemap, idclev

menu_display
(command)
 Displays the display options menu,

menu_endgame
(command)
 Asks the user if they want to end the current game, and drops to the title 
 screen if they do.

menu_game
(command)
 Displays the new game menu.

menu_gameplay
(command)
 Displays the gameplay options (dmflags) menu.
See also: dmflags

menu_help
(command)
 Displays the help screen.

menu_keys
(command)
 Displays the customize controls menu.

menu_load
(command)
 Displays the load game menu.

menu_main
(command)
 Displays the main menu.

menu_options
(command)
 Displays the options menu.

menu_player
(command)
 Displays the player setup menu.

menu_quit
(command)
 Asks the user if they want to quit, and quits if they do.

menu_save
(command)
 Displays the save game menu.

menu_video
(command)
 Displays the video mode menu.

mouse_sensitivity
(cvar: number)
default: 1.0
 The larger this cvar, the more sensitive the game is to all mouse
 movements.

m_forward
(cvar: number)
default: 1.0
 This is the sensitivity of moving forward and backward with the mouse.
See also: mouse_sensitivity

m_pitch
(cvar: number)
default: 1.0
This is the sensitivity of looking left and right with the mouse.
See also: mouse_sensitivity

m_side
(cvar: number)
default: 2.0
 This is the sensitivity of strafing left and right with the mouse.
See also: mouse_sensitivity, +strafe, lookstrafe

m_yaw
(cvar: number)
default: 1.0
 This is the sensitivity of looking up and down with the mouse.
See also: mouse_sensitivity, +mlook, freelook

name
(cvar: string)
default: "Player"
 This is the name of the current player. This is only really useful in a
 multiplayer game, but it can also be set for single player.
See also: autoaim, color

noclip
(command)
 Toggles noclipping mode on/off. Also known as idclip and idspispopd. This
 is a cheat.
See also: cheats

notarget
(command)
 Toggles notarget mode on/off. While active, monsters will not target you
 unless you hurt them first. This is a cheat.
See also: cheats

pause
(command)
 Pauses or unpauses the game depending on whether or not it is currently
 paused.

quickload
(command)
 Loads the last quicksaved game.
See also: quicksave

quicksave
(command)
 Quick saves the game.
See also: quickload

quit
(command)
 Exits ZDoom and saves all configuration information to disk.

r_detail
(cvar: number)
default: 0
 This cvar selects the detail level of the view window. Valid values are:
    0. Normal detail level. Equivalent to Doom's high detail mode.
    1. Double pixels horizontally. Equivalent to Doom's low detail mode.
    2. Double pixels vertically.
    3. Double pixels horizontally and vertically.
 Doubling pixels horizontally offers more of a speed-up than doubling them
 vertically does.

r_drawplayersprites
(cvar: boolean)
default: 1
 When zero, the game will not draw the player's weapon or muzzle flash.

r_viewsize
(cvar: string)
 String containing the width and height of the current view window. This
 cvar is read only.
See also: sizeup, sizedown, screenblocks

screenblocks
(cvar: integer)
default: 10
 This cvar determines the size of the view window. Valid values are in the
 range 3-12 inclusive. Attempts to set this cvar to values outside this
 range will be truncated. 3 is the smallest view window, and 12 is full
 screen. 11 is also full screen, but includes a small heads-up display.
See also: sizeup, sizedown, r_viewsize

set <cvar> <value>
(command)
 Sets <cvar> to <value>. If <cvar> does not exist, it will be created.
See also: get

setcolor <cvar> <color name>
(command)
 Sets <cvar> to a color value specified in the X11R6RGB lump. (This is the 
 X11R6.rgb file from a standard X-Windows system.) If <color name> cannot
 be found, the contents of <cvar> are left unchanged. The file colors.txt
 included with the ZDoom archive contains a list of all the color names
 listed in zdoom.wad.
See also: all the am_* cvars, dimcolor

show_messages
(cvar: boolean)
Default: 1
 When this variable is non-zero, game messages will be displayed at the top
 of the screen. Regardless of the state of this cvar, console messages will
 always be displayed in the console and also written to disk if logging is
 enabled.

sizedown
(command)
 Decreases the size of the view window.
See also: screenblocks, sizeup

sizeup
(command)
 Increases the size of the view window.
See also: screenblocks, sizedown

skill
(cvar: integer)
default: 2
 This variable contains the game skill, ranging from 0 to 4 inclusive.
 Changes to this cvar only take effect when a new level is loaded.

snd_channels
(cvar: integer)
default: 8
 This cvar determines the number of channels used for mixing sound effects.
 Larger values generally sound better but also require a faster processor.
 In general, anything between 8-16 should be plenty.

snd_musicvolume
(cvar: integer)
default: 9
 This is the volume at which music is played and can range from 0-64
 inclusive. Currently, this only effects MOD music, and this may never
 change. To set the volume of MIDI music, use the standard Windows Mixer.
 Note that setting this near its maximum will probably result in
 distortions of the music. Also, changes to this cvar only take effect when
 you use the menu to change the volume.
See also: snd_sfxvolume

snd_samplerate
(cvar: integer)
default: 44100
 This is the sampling rate at which sounds are mixed in the game. The value
 in this cvar will only take effect when MIDAS is restarted (usually when
 the game first starts). If you do not play MOD music from within the game,
 you can set this as low as 11025 without experiencing much perceptable
 loss of sound quality. If you try to set this to a rate your sound card
 does not support, the game will most likely refuse to run, and you will
 need to edit the config.cfg file by hand. 

snd_sfxvolume
(cvar: integer)
default: 8
 This is the volume at which sound effects are played and can range from
 0-15 inclusive. Changes to this cvar only take effect when the menu is
 used to change the volume.
See also: snd_musicvolume

spynext
(command)
 During a cooperative game or while watching a multiplayer demo, this
 command will switch the view to the next player.
See also: spyprev

spyprev
(command)
 During a cooperative game or while watching a multiplayer demo, this
 command will switch the view to the previous player.
See also: spynext

st_scale
(cvar: boolean)
default: 0
 When this cvar is true, the status bar will be scaled so that it covers
 the entire width of the screen in higher resolutions. This may slow the
 game down slightly, and it may look somewhat ugly, but it should be easier
 to read on high resolutions with smaller monitors.

stop
(command)
 Stops demo recording and exits the game.

testblend <color> <amount>
(command)
 Sets the palette blend to a specified color and amount. <color> can be
 either a color name defined in the X11R6RGB lump or a color string.
 <amount> can be a number between 0.0 and 1.0 inclusive and specifies how
 much of <color> should be mixed with the palette, with 0.0 being no mixing
 and 1.0 being full mixing.

testfade <color>
(command)
 Temporarily sets the fade color of the current level to <color>. Most
 levels fade to black by default, but this can be changed with the MAPINFO
 lump. <color> can be either a color defined in the X11R6RGB lump or a
 color string.

testgibs
(cvar: boolean)
default: 0
 When true, tests the preliminary gib code. This is currently permanently
 disabled until I get some decent gib sprites. If you want to see it in
 action, find a copy of version 1.13.

timelimit
(cvar: number)
default: 0
 When this cvar is non-zero, the game will automatically advance to the
 next level after this many minutes have elapsed. (deathmatch only)
See also: fraglimit

toggle <cvar>
(command)
 Toggles the value of <cvar> between zero and non-zero.

toggleconsole
(command)
 Toggles display of the console on/off.

togglemap
(command)
 Toggles the automap on/off. 
See also: am_overlay

togglemessages
(command)
 Toggles display of game messages on/off. The only difference between doing
 this and "toggle show_messages" is that this command always displays a
 message describing the current state of messages.
See also: show_messages, toggle

transsouls
(cvar: number)
default: 0.75
 This is the amount of translucency exhibitted by lost souls. Valid values
 are:
    0.25 - Lost souls are very faint.
    0.50 - Lost souls are semi-opaque.
    0.75 - Lost souls are almost opaque.
    1.00 - Lost souls are completely opaque.

unbind <key>
(command)
 Removes a keybinding from the specified key.
See also: bind, unbindall

unbindall
(command)
 Removes all keybindings from every key. To restore the default
 keybindings, you can use the binddefaults command. There is no way to
 restore any custom keybindings after issuing this command.
See also: bind, unbind, binddefaults

use_joystick
(cvar: boolean)
default: 0
 When this cvar is false, ZDoom will ignore the joystick.
See also: use_mouse

use_mouse
(cvar: boolean)
default: 1
 When this cvar is false, ZDoom will ignore the mouse.
See also: use_joystick

turbo
(cvar: number)
default: 100
 This cvar effects how quickly the player moves. A value of 100 will cause
 the player to move at normal speed, 200 will cause the player to move at
 200% of normal speed, 50 will cause the player to move at 50% of normal
 speed, etc. Valid values range from 10 to 256.

vid_defbpp
(cvar: integer)
default: 8
 Specifies the default screen bit depth. Currently, only 8 is fully
 supported.
See also: vid_defheight, vid_defwidth

vid_defheight
(cvar: integer)
default: 200
 Specifies the default screen height to use if not overridden at the
 command line.
See also: vid_defbpp, vid_defwidth

vid_defwidth
(cvar: integer)
default: 320
 Specifies the default screen width to use if not overridden at the command line.
See also: vid_defbpp vid_defheight

vid_describecurrentmode
(command)
 Displays the resolution of the currently active video mode.
See also: vid_defwidth, vid_defheight

vid_describemodes
(command)
 Lists all resolutions supported by the current display driver.
See also: vid_describecurrentmode, vid_describecurrentdriver

vid_fps
(cvar: boolean)
default: 0
 When true, will display a frame-per-second meter at the bottom of the
 screen.

vid_nummodes
(cvar: integer)
 Contains the number of resolutions supported by the current driver.
See also: vid_describemodes

vid_setmode <width> <height> <bpp>
(command)
 Sets the screen mode to <width> x <height> x <bpp> (if your video hardware
 supports it).

wi_percents
(cvar: boolean)
default: 1
 When false, intermission stats are printed as absolute values such as "3
 of 6". When true, intermission stats are printed as percentages such as
 "50%", which is also the only behavior supported by the original DOOM.
