Overview
Kingpin Console Commands and VariablesVariables are listed with their default values. Commands are listed without values, but some may have and/or [optional arguments], see the descriptions for valid arguments or values. If none are specified, it’s a boolean variable, meaning it can be on (1) or off (0). Note that many video and sound changes will not take effect until you restart the video or sound system with vid_restart or snd_restart respectively.The flags on some variables have the following meanings: – (dash) command-line parameters – these variables can only be changed by loading the game with ‘kingpin.exe +set variable value’, they will not work if entered directly into the console. * saved variables – changes to these variables are saved between games by writing them to Kingpin/Main/config.cfg S server variables – will be listed in the output of a serverinfo command U user variables – will be listed in the output of a userinfo command L locked variables – changes will not take effect until the map changes
1
(see +mlook, +jlook)
+klook, +jlook)
run
strafe while this is held down
entry 0 [Flags: *]
entry 1 [Flags: *]
entry 2 [Flags: *]
entry 3 [Flags: *]
entry 4 [Flags: *]
entry 5 [Flags: *]
entry 6 [Flags: *]
entry 7 [Flags: *]
entry 8 [Flags: *]
cmd2; … cmdN”>
name indicated that will perform the commands indicated. leave off
name and commands to get a list of aliases in memory. quotes must
surround multiple commands separated by semicolons.
of all game files from multiplayer servers joined
of maps from multiplayer servers joined (in no case will maps inside
.pak files be downloaded)
of models from multiplayer servers joined
of skins from multiplayer servers joined
of sounds from multiplayer servers joined
if other than the current directory [Flags: -]
… cmdN”>
command(s) indicated (in quotes, separated by semicolons if more
than one). Binding a key to a +command automatically binds RELEASE
of that key to the corresponding -command. Valid <key>list: ESCAPE,
F1-F12, PAUSE, BACKSPACE, TAB, SEMICOLON, ENTER, SHIFT, CTRL, ALT,
SPACE, INS, HOME, PGUP, DEL, END, PGDN, UPARROW, DOWNARROW, LEFTARROW,
RIGHTARROW, KP_SLASH, KP_MINUS, KP_PLUS, KP_ENTER, KP_5, KP_UPARROW,
KP_LEFTARROW, KP_RIGHTARROW, KP_DOWNARROW, KP_HOME, KP_END, KP_PGUP,
KP_PGDN, KP_INS, KP_DEL, MOUSE1-MOUSE3, AUX1-AUX32, JOY1-JOY4, MWHEELUP,
MWHEELDOWN.
down while moving
right while moving
makes the view bob and roll
player (see togglecam, cam_*) [Flags: *]
(see togglecam, cam_*)
(see togglecam, cam_*) [Flags: *]
(see togglecam, cam_*) [Flags: *]
must get to change to the next map [Flags: S]
a looping CD track will play
files [Flags: -]
server to alert clients of upcoming map change
multiplayer servers joined (client only) [Flags: *]
for cl_forwardspeed, cl_sidespeed, and cl_upspeed
(lighting change when shot, underwater, etc.) 0 may increase FPS
disappear (lower, or 0 may increase FPS) [Flags: *]
cutscenes [Flags: *]
cl)_testentities)
display, 0 – 3, higher is prettier and slower [Flags: *]
movement speed (cannot exceed server max)
gun model (set to 0 to increase FPS a bit)
to 0 to increase FPS, see cl_testlights)
(FPS) — higher FPS requires more bandwidth, lowering it can reduce
lag
use if you get network errors online — will slow netplay)
on other players in multiplayer (0=enable skins, 1=disable skins,
2=enable skins, but do not download new ones from the server) —
1 may improve lag and FPS
lock [Flags: -]
override [Flags: -]
splats) see cl_testparticles (0 may increase FPS)
(in MB) [Flags: -]
keys change view pitch (look up and down)
2
(attempts to compensate for lag by predicting player movements)
(for the incomplete vehicle mode, see g_vehicle_test)
+speed key to walk) [Flags: *]
(see cl_predict) — may want to turn off cl_predict if many
latency information — turn on while tweaking net settings (see
also netgraph)
movement speed (max not exceed server max)
mode (for 3D-glasses, see cl_stereo_separation)
0.4
separation value (see cl_stereo) [Flags: *]
test
(see cl_lights)
(see cl_particles)
to wait for packets before disconnecting (how long of a lag spell
it takes to dro pfrom the server)
down (may not exceed server max)
on other players (0 may increase FPS) [Flags: *]
— no effective difference than omitting the ‘cmd’ part
the console
text [Flags: *]
on screen
[Flags: *]
history to the file Kingpin/Main/file.txt
and (optional) port indicated (i.e. 192.169.0.1:12075)
(buggy) [Flags: L]
2, 3 = different crosshair types) [Flags: *]
and their values to the console (flags: *=setting is saved in config.cfg
between games, U=user variable shown in output of userinfo or dumpuser
commands, S=server variable, shows up in serverinfo command output,
L=Locked for current map, changes will not take effect until next
map change, – = may only be changed from the command line (i.e.
kingpin.exe -cmd)
mode (as opposed to teamplay) [Flags: L]
(as opposed to listen-server mode) — dedicated server is faster,
but has no graphical display, cannot be played locally [Flags: -]
filename.dem (see record, stop)
more verbose information, allow console and screw-up in-game scripted
sequences in single-player 🙂
disk where Kingpin is installed, relative to Kingpin/Main (use mask
of *.* for all files)
local game
multiplayer mode (different damage for head, torso, leg hits) [Flags:
*]
the sum of ALL the active optionns’ values: 1=no health, 2=no powerups,
4=weapons stay, 8=no fall damage, 16=instand powerups, 32=same map,
64=teams by skin, 128=teams by model, 256=no friendly fire, 512=spawn
farthest, 1024=force respawn, 2048=no armor, 4096=allow exit, 8192=infinite
ammo, 16384=quad drop, 32768=fixed FOV (no zoom) [Flags: *S]
server, path is relative to Kingpin/Main (i.e. download models/actors/♥♥♥♥♥/body_001.tga)
(in multiplayer, only works if instant powerups is disabled, see
dmflags)
(client connected to the server), shows all ‘U’ variables with values
(not seen by other players in multiplayer)
text (error message, I suppose) indicated
and .rc extensions are common, but not required)
into flames
ip addresses in list to join, 1=only allow ip addresses NOT in list
to join)
game frames (slows the game as needed to render frames that would
have otherwise been skipped)
player must send (in flood_persecond time) to be considered flooding
a player can send flood_msgs before being considered to be flooding
a player cannot send any messages after flooding
Default is 90, lower is zoomed-in, higher is fish-eye’d out [Flags:
*U]
map change when any player achieves it [Flags: S]
to look up and down [Flags: *]
is off, 1, 2, 3 give different vehicles) [Flags: L]
game files (besides Kingpin/Main) [Flags: SL]
dll code [Flags: SL]
running the indicated map (map.bsp)
code dll [Flags: SL]
selection based on player model [Flags: *]
3
(optional quantity may be number or ‘all’ for max allowed), item
names are the same as those listed in the inventory screen in-game
3DLabs video cards [Flags: *]
OpenGL funstions not performed by available hardware
frames (useful when flying outside map in building/testing)
obscured objects) disabling will reduce FPS
.dll file [Flags: *]
increase FPS)
(try both 0 and 1 to see which is better) [Flags: *]
support (leave on if your video card supports it) [Flags: *]
palettes [Flags: *]
support [Flags: *]
interval [Flags: *]
function after each frame is rendered [Flags: *]
effects onto the map objects (0 will increase FPS)
FPS) [Flags: *]
mode (no textures, just lights)
with gl_clear in map-making and debugging)
to Kingpin/Main/gl.log (warning: will get huge fast)
may increase FPS on some video cards) [Flags: *]
1=400×300, 2=512×384, 3=640×480, 4=800×600, 5=960×720, 6=1024×768,
7=1152×864, 8=1280×960, 9=1600×1200), lower will increase FPS [Flags:
*U]
lights on textures (greater than 1 is lighter, less than 1 is darker)
[Flags: *]
test mode (no textures)
feature)
A [Flags: *]
B [Flags: *]
C [Flags: *]
40
type A [Flags: *]
type B [Flags: *]
type C [Flags: *]
to shrink textures (higher numbers increase FPS, but look poorer,
over 2 is very bad)
to shrink player skins (higher numbers increase FPS, but look poorer,
over 2 is very bad)
when injured or under water (0 will increase FPS)
sizes to next-lower power of 2 (set to 0 to round up, may look better,
but will decrease FPS)
on all lights
FPS) [Flags: *]
that make up the display (wireframe mode), OpenGL only, won’t work
on 3DFX cards.
(0 may increase FPS) [Flags: *]
buffer swaps [Flags: *]
mode
GL_NEAREST = nearest-neighbor interpolation (looks like software
mode with colored lighting); GL_LINEAR = linear interpolation (blurs
textures that are too close). GL_NEAREST_MIPMAP_NEAREST = nearest-neighbor
interpolation with mipmapping (blurs textures that are too far away).
GL_LINEAR_MIPMAP_NEAREST = linear interpolation with mipmapping;
GL_NEAREST_MIPMAP_LINEAR =nearest-neighbor interpolation with mipmapping
(for trilinear hardware); GL_LINEAR_MIPMAP_LINEAR = linear interpolation
with mipmapping for trilinear hardware. (The later ones in the list
look better, but are slower) [Flags: *]
(compare 0 and 1) [Flags: *]
frames (0 will increase FPS, but may cause flickering)
32
as netgraph)
as netgraph)
animation frames
frame and number
animation frame and number
1=left, 2=center but no gun model shown) [Flags: *U]
server
gm=game, cl=client, rf=renderer)
in server browser lists) [Flags: *S]
types
HUD [Flags: *]
on the HUD [Flags: *]
(model), P (player HUD), S (sprite), W (wall)], sizes (x, y, in
pixels), and pallette type [RGB/PAL, PAL=internal pallette]
4
to the server (used to add game features, none known yet)
(set to 0 if you don’t use a joystick to save a bit of RAM) [Flags:
-]
(set to 0 if you don’t use a mouse to save a bit of RAM) [Flags:
-]
to 0 if you don’t use a joystick to save a bit of RAM) [Flags: *]
to 0 if you don’t use a mouse to save a bit of RAM) [Flags: *]
serverinfo instead)
item (see inven, invnext, invprev)
invnext, invprev)
inven, invnext, invprev)
(see inven, invnext, invprev)
item (see inven, invnext, invprev)
support
1=forward/back, 2=pitch, 3=strafe, 4=yaw (add 16 to one of those
values and use the sum for relative mapping)
1=forward/back, 2=pitch, 3=strafe, 4=yaw (add 16 to one of those
values and use the sum for relative mapping)
1=forward/back, 2=pitch, 3=strafe, 4=yaw (add 16 to one of those
values and use the sum for relative mapping)
1=forward/back, 2=pitch, 3=strafe, 4=yaw (add 16 to one of those
values and use the sum for relative mapping)
1=forward/back, 2=pitch, 3=strafe, 4=yaw (add 16 to one of those
values and use the sum for relative mapping)
1=forward/back, 2=pitch, 3=strafe, 4=yaw (add 16 to one of those
values and use the sum for relative mapping)
-1
forward/back movement
0.15
movement (increase to help centering/constant motion problems)
looking up/down
(increase to help centering/constant motion problems)
strafing
to help centering/constant motion problems)
moving up/down
(increase to help centering/constant motion problems)
turning right/left
(increase to help centering/constant motion problems)
(see filterban)
get stuck somewere)
op only), but do not exit console (useful for changing mods remotely)
list of directories that the game looks for files in <from_path>
, use “” for path to clear
the “loading” screen
(0=off, 1=buffered log, overwritten on server restart, 2=continuous
log, overwritten on server restart, 3=continuous log, appended (never
overwritten)
when +mlook deactivated [Flags: *]
strafe when using +mlook [Flags: *]
with the mouse
or smoothing (see m_filter) [Flags: *]
up/down with the mouse (negative inverts y-axis) [Flags: *]
with the mouse
left/right with the mouse
no extension on file), a demo (if .dm2 extentsion used), or a picture
(if .pcx or .tga extension used)
logo.tga if no map loaded) [Flags: S-]
that can play on the server at any one time [Flags: SL]
allowed on a map [Flags: L]
book menu
menu
menu
audio)
menu
sent to the screen of all players on the server
sent to the screen of only your teammates on the server
m_interpolate)
models, sprites, and maps
1=most, 2=some, 3=few, 4=no messages) [Flags: *U]
scoreboard) [Flags: *U]
5
(green bar height indicates ping, lower is better; red/yellow represents
packet-loss/lag, fewer is better) — enable this while you tweak
rate or any oher setting to see what works best for you
demos. for example, to loop demos “a.dm2” and “b.dm2” repeatedly:
‘alias d1 “demomap a; set nextserver d2” ; alias d2 “demomap b;
set nextserver d1″ ‘ — then just d1 or d2 to start looping from
that demo (may be extended to loop any number of demos).
through walls, flying when active)
[Flags: -]
protocol [Flags: -]
password
for clients to join the server (none or “” disables password) [Flags:
U]
patches (record changes in the executable code)
patches (record changes in the executable code)
game update patches (record changes in the executable code) [Flags:
*]
for servers in the serverlist
path is relative to Kingpin/Main/sounds)
play on a new map
increase FPS in single-player) [Flags: *]
[Flags: S-]
master server list (for server browsers to find, see setmaster)
port for NAT (network address translator) proxies [Flags: -]
[Flags: *]
(higher may increase FPS) [Flags: *]
(higher may increase FPS) [Flags: *]
effects (0 may increase FPS) [Flags: *]
and sky
prediction
may increase FPS) [Flags: *]
hidden objects (1 will decrease FPS and render all objects, hidden
or not)
1=some, 2=all), lower may increase FPS [Flags: *]
display (including FPS), see timerefresh, timedemo
that the server can send data to the client — enable the netgraph
and try different values to find the best. Starting points: 28.8k/33.6
= 2100-3500, 56k = 3000 – 5000, for T1, cable, DSL, LAN: up to 20000
or so [Flags: *U]
remotely (from a client). If the variable rcon_password is set to
the same password as the server, the password can be omitted. Example:
rcon password “map kpdm1”
password
(map must already be loaded), use ‘stop’ to stop recording, demoname <file>
to playback
up and down while moving
side-to-side while moving
all sounds)
are 11 and 22. 22 sounds better, but may decrease performance [Flags:
*]
sound samples (1 may improve performance) [Flags: *]
higher numbers to fix stuttering problems [Flags: *]
buffer, 1 may improve performance a bit, but also may not work [Flags:
*]
sounds repeat and fade (lower or 0 may improve perfomance)
reverberating sounds
sound volumes diminish on each repeat
playing sounds
[Flags: *]
sound samples
see load)
of all players on the server, only required in script files, since
anything you type at the console (that isn’t another command) will
be sent out as a ‘say’ message (see messagemode)
of teammate players on the server (useful in scripts, see also messagemode2)
will stay in the center of the screen
speed
6
display on the console
2=full) see HUD
icon
save to Kingpin/Main/Scrnshot/KingpinXXX.tga, XXX increments with
each screenshot
*]
of all S-flagged variables), server admins can make their own S
variables (see set command) to report more info to server browsers.
Commonly used additional S variables are: admin, email, location.
the view information for ALL players, use serverstop to quit recording
(see record, stop, demomap) — the demo cannot be played back unless
it is split into separate view files
(see serverrecord, record, stop, demomap)
(or create a new variable with the given value and flags). ‘set’
itself is not required unless creating a new variable. Flags are
‘S’ to make variable appear in serverinfo list and ‘U’ to make variable
appear in userinfo list. Common variables used by server admins
to provide more info to server browsers (give them the ‘S’ flag)
are: admin, email, location
variables from within the game (such as the old FX_GLIDE_XXX variables
for Voodoo1 tweaking)
master server lists (up to 7 allowed) to register this server with
(so it will appear in server browsers) — if no ip give, will register
with the default masterserver
information
packet info
direction of all light sources)
info
info
increase FPS if your video card will let it shrink)
decrease FPS if your video card will let it grow more)
level (0 easy, 3 real) [Flags: L]
(model names are the directory names in Kingpin/Main/Players, such
as female_chick, male_runt, male_thug), the skin numbers set the
head, body, and leg skins from one of the Kingpin/Main/Models directories,
which one is listed in skinfolder.txt in each model directory) [Flags:
*U]
each player on the server
[z]
and rotation speed (rot) and axes (xyz)
for most sound setting variables to take effect
samples, samplebits, speed, DMA, and sound channels
and for each client list: user#, frags, name, frame rate, frame
latency, ping, drop %
with record
from rcon or server console), even hacked (added) commands. Examples:
addip <ip>adds an ip address to the banlist, listip lists addresses
on the banlist, remove <ip>removes an address from the banlist,
writeip writes the banlist to listip.cfg
between the server and clients
is less gravity, higher jumps, etc.)
any moving object on the server
data on map changes (1 may kick players, slow map changes)
a client may reconnect to the server [Flags: *]
software rendering mode (unsupported)
transparent textures in software rendering mode (not supported)
[Flags: *]
(i.e. bagman) [Flags: L]
file.dm2 at full speed and report average FPS (buggy?)
server map changes (assuming cashlimit is not attained first) [Flags:
S]
wait for ectivity before disconnecting
view in place and report average FPS for the 128 frames required
for the full spin (FPS = 128 / time_required_to_spin). see timedemo,
r_speeds
between game and real time (may be used to play demos in slow motion,
or to mess with players on your server 🙂
screen for sending chat messages or commands
for the given key
bindlist, unbind, bind)
of the invuse, invnext, invprev method)
including all U-flagged variables and their values
distance for autocentering
*]
18 1999 Win32 RELEASE
date/timestamp [Flags: S-]
the front (instead of back) buffer
[Flags: *]
7
*]
driver [Flags: *]
system, many video tweaking variables will not take effect until
this command is executed
[Flags: *]
[Flags: *]
y, z (elevation), and x-angle (facing direction)
[Flags: *]
or script
taunt animation in multiplayer
inventory (relative to the currently selected weapon)
the inventory (relative to the currently selected weapon)
game to desktop [Flags: *]
a frozen player is dropped from the server