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Commands

uji edited this page Oct 6, 2026 · 8 revisions

Commands

Project: Consolation includes a small set of utility and debugging commands that are useful for advanced users, modders, and troubleshooting.

Commands

Name Description Example
addbot [count] Spawns one or more multiplayer bots and assigns names from consolation/bots.txt when available. addbot addbot 4
dvarDump [filename] Prints all registered dvars to the console and can optionally write them to a text file under the consolation folder. dvarDump dvarDump dvars
commandDump [filename] Prints all registered command names to the console and can optionally write them to a text file under the consolation folder. commandDump commandDump commands
listassetpool <poolnumber> [filter] Lists assets from the selected asset pool and can optionally filter the output by text. listassetpool 0 listassetpool 13 weapon
`origin [0 1]` Debug builds only. Toggles a twice-per-second origin and velocity status line in the internal game console; an explicit value enables or disables it.
cslMenuRoute <options|host|join|online|private|map|mode|rules|main|leave|discord> Consolation frontend routing to QoS settings/session screens; discord opens the community invite, main returns to the root, and leave cleans up an online lobby before returning. Does not emulate online services. cslMenuRoute options
openmenu <name> Opens a parsed disk menu when available, otherwise uses native asset lookup. openmenu csl_main
reloadMenus Rescans disk definitions. Refuses to replace menus still in the native open stack. reloadMenus
bind <key> "<command>" Uses native key binding with the stock-action whitelist removed. Command case, quoting, key-up handling and config persistence remain native. bind F5 "noclip"

Notes

  • If you provide a filename to dvarDump or commandDump, .txt is added automatically if needed.
  • commandDump is still rough and may produce mangled or incomplete results in some cases.
  • listassetpool can also be run without arguments to print the available pool numbers and asset type names.

Movement

These QoS PC 1.1 hooks require rebuilding the client and in-game validation. Their patch sites are checked before installation; a mismatched executable logs a warning and skips the relevant patch.

Dvar Default Behavior
pm_movement_mode stock Server-replicated enum: stock restores native behavior for the seven movement controls below; iw3 selects the experimental COD4-style preset. Applied on preset changes by the host/frontend, not repeatedly over custom tuning or remote server settings.
pm_adsStopsSprint 0 Server-replicated. ADS ends sprint through the native sprint-ending routine; sprint remains suppressed for the remainder of the movement step. 0 restores stock behavior.
pm_adsExitOnDamage 1 Server-replicated. 0 suppresses native scoped-ADS cancellation on damage, including per-player overrides. 1 permits the original policy; it does not force cancellation. Damage, recoil, flinch and script allowads restrictions are unchanged.
pm_allowProne 2 Server-replicated integer: 0 rejects new prone permission checks, 1 allows native prone despite the weapon gate, 2 restores stock weapon permission. Clearance, ladder and script restrictions remain native. Does not forcibly stand an already-prone player. Animation and prediction require testing.
pm_allowCover 1 Server-replicated. 0 blocks native cover entry, including automatic/queued entry, clears the entry hint, and begins a native forced exit when already in cover. Native exit animation and cleanup continue normally. 1 permits the original rules; it does not override stock cover_disable or script restrictions.
pm_mantleFirstPerson 0 Server-replicated experimental camera option for native mantle_40, mantle_44 and mantle_56 traversals. Uses the native first-person view branch and suppresses traversal/model camera replacement. 0 restores the stock camera. Does not port COD4 mantle movement or add COD4 hand animations.
pm_climbFirstPerson 0 Server-replicated experimental camera option for native ladders, ledges and pipes. Same camera-only behavior as the mantle option; balance, generic transitions and wallhug retain their stock camera. Explicit cg_thirdPerson requests and death/spectator views are preserved.
pm_airborneBobScale 1 Server-replicated float, range 0–1. Scales the native movement camera bob speed input while airborne and outside traversal. 0 suppresses that bob; 1 restores stock amplitude. Grounded bob, velocity, recoil, landing effects and damage kick are not changed. This is a targeted mitigation; the reported excessive gun movement still needs reproduction and verification.

Use pm_movement_mode iw3 for sprint-to-ADS, retained ADS on damage, prone permission, disabled cover, first-person mantle/climb cameras and suppressed airborne bob. Use pm_movement_mode stock to restore all seven native policies. Individual controls remain adjustable after applying a preset; selecting a different preset replaces those adjustments. Re-entering the same preset does not reapply it. This does not reset unrelated jump/speed settings.

QoS already contains jump-step collision logic matching the KisakCOD algorithm, including the native 18-unit jump step. The preset preserves that path; broader ledge/strafe and traversal parity is not yet verified or a complete COD4 physics port.

For example, bind Z "+prone" uses the native prone input command. Remote prediction requires matching client hooks and server-replicated settings; mixed stock/patched clients have not been validated. All movement additions above are source implementations pending a rebuild and runtime tests, not verified gameplay fixes.

After rebuilding, test sprint-to-ADS with keyboard and controller; prone with and without overhead clearance; cover entry and toggling off while already in cover; each mantle height, ladder, ledge and pipe in both camera modes; and jump/crouch/strafe with pm_airborneBobScale 0 versus 1. Repeat after respawn and a map change, and on a patched client/server pair. Watch for [movement] ... skipped warnings indicating an unsupported patch site.

Native Main Menu

Development implementation; the matching client must be rebuilt and the menu files installed before testing.

consolation/menu/ui_mp/main.menu defines five horizontal navigation tabs and two play cards. ONLINE PLAY opens the custom matchmaking/private-match hub; LOCAL PLAY opens the custom create/join hub. Campaign has been removed. DISCORD opens the community invite in the default browser. The right-aligned logo has 65% opacity; native black fills at 35% opacity dim the background video and preview images without a black PNG.

The focus/action/dialog pattern follows the COD4 Mod Tools main menu. Syntax references: OpenAssetTools and Quake III menu guide. Definitions are expanded rather than importing unsupported macros or expressions.

Slideshow backgrounds select consolation/images/preview_mp_*.png (or preview_sp_*.png for the corresponding special background). They preserve aspect ratio, move only right within a fixed inset preview rectangle, advance every eight seconds, and crossfade for 1.5 seconds. Labels and controls are painted above the preview. Missing images leave the panel intact.

lobbies.menu supplies the online/local hubs and private/System Link host screens, with a LOBBY/SETTINGS navigation row and native match-start actions. The client observes sf_current_menu before replacing a host screen; session initialization, sign-in, and match ownership remain QoS responsibilities. The lobby currently shows the local name, not a complete live party roster. Map, mode, rules, matchmaking playlist selection, and server discovery still hand off to native screens. These are staged frontend replacements, not a complete replacement online service or fully rebuilt lobby data feed.

sf_enable is zero while a managed custom screen is active so the original background video can remain visible. Native destination screens temporarily re-enable Scaleform; returning reopens the corresponding custom root or host screen. Escape at the main menu opens quit confirmation. Escape in a hub returns to the root; leaving an online host lobby also uses native party cleanup. cslMenuRoute main is a recovery route, while leave performs online lobby cleanup first.

Native decorations do not take button focus. PNG materials use private copies of the engine's 2D pipeline. reloadMenus rescans definitions only after they are closed. The parser, crop/fade timing, menu layout, Escape behavior, LIVE sign-in, host/guest permissions, return transitions, and display scaling require verification with the rebuilt client. Never treat a successful screen transition alone as proof of a valid party or match.

Launch Commands

Commands passed to JB_Launcher_s.exe with either a + or - prefix are forwarded to the multiplayer engine command buffer. Launcher-only switches such as -multiplayer and -offline are consumed by Consolation instead of being submitted as game commands.

JB_Launcher_s.exe -multiplayer -offline -name mac-dev1 -seta com_maxfps 125 +devmap mp_barge

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