domelus
New Member
- Dołączył
- 1.10.2009
- Posty
- 2
Witam, jestem posiadaczem angielskiej wersji Risen. W readme znalazłem komendy do konsoli lecz nie wiem jak tę konsole otworzyć. Zamieszczam tutaj kody i proszę o pomoc.
;(audio.fAmbientVolume) (null) sets the ambient volume
;(audio.fEffectVolume) (null) sets the effect volume
;(audio.fMasterVolume) (null) sets the master volume
;(audio.fMusicVolume) (null) sets the music volume
;(audio.fVoiceVolume) (null) sets the voice volume
;(caps.DisableAlphaRendering) (null)
;(caps.DisableModuleRendering) (null)
;(caps.DisableStencilTesting) (null)
;(caps.EnableDynamicVisualsRendering) (null)
;(caps.EnableLightMaps) (null)
;(caps.EnableObjectVPTHCCulling) (null)
;(caps.EnableOcclusionCulling) (null)
;(caps.EnableStaticVisualsRendering) (null)
;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range
;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange
;(caps.FarClippingPlane) (null) changes far clipping plane
;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh
;(caps.GlobalVisualLoDFactor) (null) Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines
;(caps.OCCheckThreshold) (null)
;(caps.OCPixelOverdrawThreshold) (null)
;(caps.RenderDebug) (null) toggles rendering of entity debug infos
;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold
;(compile navigation) (null) (re-)compiles the navigation scene!
;(console.font) (null) defines the font of the output window
;(console.dimy) (null) defines the y height of the console in pixel (default 250)
;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width)
;(console.posy) (null) defines the y pos of the console in pixel (default 0)
;(console.posx) (null) defines the x pos of the console in pixel (default:0)
;(console.filterlevel) (null) defines the spy filter level (default 5)
;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000)
;(colorscheme) (null) choose next color scheme
;(control) Control Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+F)
;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview
;(DebugShowMem) (null) shows memory output in zspy and traceview
;(defeat) (null) something you should not use!
;(DisablePrefetcher) (null) Disables prefetcher
;(dispose) (null) disposes items from the inventory
;(dViewGameKeys()) View Gamekeys Prints all active gamekeys and debug-actions on screen (assigned to key: LEFT CTRL+G)
;(edit) OnConsoleCommand edits the current entity
;(EnablePrefetcher) (null) Enable prefetcher
;(focus.ShowTA()) Toggle AI Debug toggles the focus ai debug mode (assigned to key: LEFT CTRL+A)
;(fullhealth) (null) something you should not use!
;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1)
;(game.Chat()) IRC Chat start an irc chat session
;(game.ForceCrash) (null) guess what!
;(game.ForceFloatException) (null) causes a floating point exception!
;(game.SetTime) (null) Sets the World Time
;(game.ShowVersion) (null) prints out the current game version
;(game.WatchFPS) (null) opens a statistic control with fps output
;(god) (null) something you should not use!
;(goto) (null) beams player and camera to the given entity
;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP)
;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L)
;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode
;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode
;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode
;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode
;(PhysicFPS) (null) steps the physicscene at [n] fps
;(physics.dToggleActorAxes) Actor Axes Toggles the visualization of the axes of the physic actors
;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors
;(physics.dToggleContactForce) Contact Force Toggles the visualization of the contact forces acting on the bodies of the physic actors
;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]
;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0)
;(version) (null) prints the engine version
;(quit) (null) closes the application's window
;(history) (null) prints the history of entered commands
;(help) (null) prints a help line for each command
;(clear) (null) clears the console output
;(give) (null) places an instance of the given item in the player's inventory
;(idkfa) (null) something you should not use!
;(invisibility) (null) something you should not use!
;(kill) (null) something you should not use!
;(music.bEnableAutoUpdate) (null) enables or disables automatic updates
;(music.bEnableTriggers) (null) enables or disables accepting triggers
;(music.sDayTime) (null) sets the daytime
;(music.sLocation) (null) sets the location
;(music.sSituation) (null) sets the situation
;(physics.dToggleBodyMassAxes) Body Mass Axes Toggles the visualization of the mass-axes of the bodies of the physic actors
;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R)
;(physics.dToggleStatistics) Toggle Status Shows some physics debug output
;(player.GotoStartPosition()) Goto Startposition beams the player to the starting point (assigned to key: LEFT CTRL+H)
;(Remotedebugger) (null) starts a remote debugging session on the target machine [localhost], if nothing entered
;(show position) (null) display the current camera position
;(spawn) (null) spawns an instance of the given entity name
;(spy.AddComment) (null) adds a comment line in the spy
;(teach) (null) teaches the specified spell(s) and/or skill(s)
;(timer.fTimeScale) (null) sets the time scale value (default: 1.0)
;(toggle memdebug) (null) tests the memory for corruptions (SLOW!)
;(trigger) (null) triggers the given entity or the focus/editor entity if no name given
;(untrigger) (null) untriggers the given entity or the focus/editor entity if no name given
;(view.dShowEvents()) View Events visualizes all relevant event psets
;(view.dShowLabels()) View Labels visualizes all relevant label psets
;(view.dShowLights()) View Lights visualizes all relevant light psets
;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N)
;(watch) Watch Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+W)
;(world.ToggleFolder) (null) enables or disables the given sector-folder
;(world.ToggleSector) (null) enables or disables the given sector
;(audio.fAmbientVolume) (null) sets the ambient volume
;(audio.fEffectVolume) (null) sets the effect volume
;(audio.fMasterVolume) (null) sets the master volume
;(audio.fMusicVolume) (null) sets the music volume
;(audio.fVoiceVolume) (null) sets the voice volume
;(caps.DisableAlphaRendering) (null)
;(caps.DisableModuleRendering) (null)
;(caps.DisableStencilTesting) (null)
;(caps.EnableDynamicVisualsRendering) (null)
;(caps.EnableLightMaps) (null)
;(caps.EnableObjectVPTHCCulling) (null)
;(caps.EnableOcclusionCulling) (null)
;(caps.EnableStaticVisualsRendering) (null)
;(caps.EntityProcessingRangeSphere) (null) changes the EnterProcessing range, must be greater than the processing range
;(caps.EntityROI) (null) changes the processing range, must be smaller than the EnterProcessingRange
;(caps.FarClippingPlane) (null) changes far clipping plane
;(caps.FarClippingPlaneLowPoly) (null) changes far clipping plane for lowpoly mesh
;(caps.GlobalVisualLoDFactor) (null) Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines
;(caps.OCCheckThreshold) (null)
;(caps.OCPixelOverdrawThreshold) (null)
;(caps.RenderDebug) (null) toggles rendering of entity debug infos
;(caps.ScreenObjectDistanceCulling) (null) Simple distance screen metric object distance culling used. Culls all objects under threshold
;(compile navigation) (null) (re-)compiles the navigation scene!
;(console.font) (null) defines the font of the output window
;(console.dimy) (null) defines the y height of the console in pixel (default 250)
;(console.dimx) (null) defines the x width of the console in pixel (default: renderer width)
;(console.posy) (null) defines the y pos of the console in pixel (default 0)
;(console.posx) (null) defines the x pos of the console in pixel (default:0)
;(console.filterlevel) (null) defines the spy filter level (default 5)
;(console.outputlines) (null) defines the number of buffered output lines in the console (default: 5000)
;(colorscheme) (null) choose next color scheme
;(control) Control Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+F)
;(DebugShowDiffMem) (null) shows memory diff output in zspy and traceview
;(DebugShowMem) (null) shows memory output in zspy and traceview
;(defeat) (null) something you should not use!
;(DisablePrefetcher) (null) Disables prefetcher
;(dispose) (null) disposes items from the inventory
;(dViewGameKeys()) View Gamekeys Prints all active gamekeys and debug-actions on screen (assigned to key: LEFT CTRL+G)
;(edit) OnConsoleCommand edits the current entity
;(EnablePrefetcher) (null) Enable prefetcher
;(focus.ShowTA()) Toggle AI Debug toggles the focus ai debug mode (assigned to key: LEFT CTRL+A)
;(fullhealth) (null) something you should not use!
;(game.bTestMode) (null) toggles the testmode on or off, 0: off, 1: on (default:1)
;(game.Chat()) IRC Chat start an irc chat session
;(game.ForceCrash) (null) guess what!
;(game.ForceFloatException) (null) causes a floating point exception!
;(game.SetTime) (null) Sets the World Time
;(game.ShowVersion) (null) prints out the current game version
;(game.WatchFPS) (null) opens a statistic control with fps output
;(god) (null) something you should not use!
;(goto) (null) beams player and camera to the given entity
;(gotocamera) Goto Camera beams player to camera position (assigned to key: LEFT CTRL+PAGE UP)
;(illumination.CycleLightningModes) Cycle Lightningmodes cycles through all lightning modes (assigned to key: LEFT CTRL+I)
;(illumination.CycleMovingLight) Cycle Moving Light cycles through all moving light modes (assigned to key: LEFT CTRL+L)
;(illumination.SetPixelHemispherePixelLightning) Pixel Hemisphere Pixel Lightning set the lightning to pixel hemisphere mode
;(illumination.SetSimpleLightning) Simple Lightning set the lightning to simple mode
;(illumination.SetVertexHemispherePixelLightning) Vertex Hemisphere Pixel Lightning set the lightning to vertex hemisphere mode
;(illumination.SetVertexHemisphereVertexLightning) Vertex Hemisphere Vertex Lightning set the lightning to vertex hemisphere mode
;(PhysicFPS) (null) steps the physicscene at [n] fps
;(physics.dToggleActorAxes) Actor Axes Toggles the visualization of the axes of the physic actors
;(physics.dToggleBodyAxes) Body Axes Toggles the visualization of the axes of the bodies of the physic actors
;(physics.dToggleContactForce) Contact Force Toggles the visualization of the contact forces acting on the bodies of the physic actors
;(play ani) (null) syntax: play ani [a1] [a2] [ib] [name] plays the ani [a1] to [a2] with optional blending [ib]
;(player.fForwardSpeedMax) (null) sets the maximum forward speed of the player in m/sec (default: 300.0)
;(version) (null) prints the engine version
;(quit) (null) closes the application's window
;(history) (null) prints the history of entered commands
;(help) (null) prints a help line for each command
;(clear) (null) clears the console output
;(give) (null) places an instance of the given item in the player's inventory
;(idkfa) (null) something you should not use!
;(invisibility) (null) something you should not use!
;(kill) (null) something you should not use!
;(music.bEnableAutoUpdate) (null) enables or disables automatic updates
;(music.bEnableTriggers) (null) enables or disables accepting triggers
;(music.sDayTime) (null) sets the daytime
;(music.sLocation) (null) sets the location
;(music.sSituation) (null) sets the situation
;(physics.dToggleBodyMassAxes) Body Mass Axes Toggles the visualization of the mass-axes of the bodies of the physic actors
;(physics.dToggleRays) Toggle Rays Shows ray debug lines (assigned to key: LEFT CTRL+R)
;(physics.dToggleStatistics) Toggle Status Shows some physics debug output
;(player.GotoStartPosition()) Goto Startposition beams the player to the starting point (assigned to key: LEFT CTRL+H)
;(Remotedebugger) (null) starts a remote debugging session on the target machine [localhost], if nothing entered
;(show position) (null) display the current camera position
;(spawn) (null) spawns an instance of the given entity name
;(spy.AddComment) (null) adds a comment line in the spy
;(teach) (null) teaches the specified spell(s) and/or skill(s)
;(timer.fTimeScale) (null) sets the time scale value (default: 1.0)
;(toggle memdebug) (null) tests the memory for corruptions (SLOW!)
;(trigger) (null) triggers the given entity or the focus/editor entity if no name given
;(untrigger) (null) untriggers the given entity or the focus/editor entity if no name given
;(view.dShowEvents()) View Events visualizes all relevant event psets
;(view.dShowLabels()) View Labels visualizes all relevant label psets
;(view.dShowLights()) View Lights visualizes all relevant light psets
;(view.dShowNavigation()) View Navigation visualizes all relevant navigation psets (assigned to key: LEFT CTRL+N)
;(watch) Watch Focus controls the given entity or the focus/editor entity if no name given (assigned to key: LEFT CTRL+W)
;(world.ToggleFolder) (null) enables or disables the given sector-folder
;(world.ToggleSector) (null) enables or disables the given sector