List of client commands: Difference between revisions

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== Client Commands ==
== Client Commands ==
<p>
<strong><span style="font-size:14px;">Client Commands</span></strong>
</p>


<ul>
<ul>
<li>
<li>
<strong>.fog [density] [minfog]</strong><br>
<code>.fog [density] [minfog]</code><br>
Sets the density of the world fog. Useful&nbsp;<em>density</em> value are in the range of 0 and 0.1, default value is 0.004<br>
Sets the density of the world fog. Useful&nbsp;<em>density</em> value are in the range of 0 and 0.1, default value is 0.004<br>
The <em>minfog&nbsp;</em>determines a minimum amount of fog that is always applied, default is 0<br>
The <em>minfog&nbsp;</em>determines a minimum amount of fog that is always applied, default is 0<br>
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<strong>.cam [p|rp|start|stop|clear|load|save|alpha|tp]</strong><br>
<code>.cam [p|rp|start|stop|clear|load|save|alpha|tp]</code><br>
The cinematic camera tool system.
The cinematic camera tool system.
<ul>
<ul>
<li>
<li>
<strong>.cam p</strong>: Adds the current position to the list of places to visit
<code>.cam p</code>: Adds the current position to the list of places to visit
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</li>
<li>
<li>
<strong>.cam rp</strong>: Removes the last added point&nbsp;
<code>.cam rp</code>: Removes the last added point&nbsp;
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</li>
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<li>
<strong>.cam clear</strong>: Removea all points
<code>.cam clear</code>: Removea all points
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</li>
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<li>
<strong>.cam start</strong>: Starts the cinematic camera, i.e. it will smoothly traverse all points
<code>.cam start</code>: Starts the cinematic camera, i.e. it will smoothly traverse all points
</li>
</li>
<li>
<li>
<strong>.cam stop</strong>: Stops the cinematic camera
<code>.cam stop</code>: Stops the cinematic camera
</li>
</li>
<li>
<li>
<strong>.cam save</strong>: Exports the current list of points into your Clipboard (which you then can paste into any text editor)
<code>.cam save</code>: Exports the current list of points into your Clipboard (which you then can paste into any text editor)
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</li>
<li>
<li>
<strong>.cam load [data]</strong>: Import supplied list of points&nbsp;
<code>.cam load [data]</code>: Import supplied list of points&nbsp;
</li>
</li>
<li>
<li>
<strong>.cam tp [0 or 1]:&nbsp;</strong>Toggles whether to teleport you back to your previous position after the camera path has been completed
<code>.cam tp [0 or 1]:&nbsp;</code>Toggles whether to teleport you back to your previous position after the camera path has been completed
</li>
</li>
<li>
<li>
<strong>.cam alpha</strong> <strong>[0..1]</strong>: Modifies how the points are traversed by the camera (more rounded or more straight)<br>
<code>.cam alpha</code> <code>[0..1]</code>: Modifies how the points are traversed by the camera (more rounded or more straight)<br>
&nbsp;
&nbsp;
</li>
</li>
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<strong>.clearchat</strong><br>
<code>.clearchat</code><br>
Clears your chat history<br>
Clears your chat history<br>
&nbsp;
&nbsp;
</li>
</li>
<li>
<li>
<strong>.clientconfig [parameterName] [parameterValue]</strong><br>
<code>.clientconfig [parameterName] [parameterValue]</code><br>
Changes client configuration at runtime.<br>
Changes client configuration at runtime, lets you set any parameter value that is available in the clientsettings.json file<br>
                Lets set any parameter value that is available in the clientsettings.json file.<br>
                Added at [https://www.vintagestory.at/blog.html/news/the-road-to-the-smithing-system-135-r83/ v1.3.5].<br>
                 Examples:<br>
                 Examples:<br>
<ul>
<ul>
<li>
<li>
<strong>.clientconfig floatyGuis [1|0]</strong>: Enables/disables the experimental feature where chest dialogs float above the chests. (introduced [https://www.vintagestory.at/blog.html/news/the-vintage-operating-system-v151-r121/ v1.5.1]).
<code>.clientconfig floatyGuis [1|0]</code>: Enables/disables the experimental feature where chest dialogs float above the chests
</li>
</li>
<li>
<li>
<strong>.clientconfig set showentitydebuginfo [0|1]</strong>: Displays arbitrary debug information above entities. (introduced [https://www.vintagestory.at/blog.html/news/smithing-chickens-v136-r86/ v1.3.6]).<br>
<code>.clientconfig set showentitydebuginfo [0|1]</code>: Displays arbitrary debug information above entities<br>
May require corresponding server command <strong>/entity debug 1</strong>
May require corresponding server command <code>/entity debug 1</code>
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</li>
<li>
<li>
<strong>.clientconfig set ssaa [0.5|2]</strong>: Controls Sampling Pixel Rate.<br>
<code>.clientconfig set ssaa [0.5|2]</code>: Controls Sampling Pixel Rate.<br>
<strong>0.5</strong> value enables 0.5x Sampling rate and gives 50% performance gain at the cost of reduced graphics quality for ultra low end hardware.<br>
<code>0.5</code> value enables 0.5x Sampling rate and gives 50% performance gain at the cost of reduced graphics quality for ultra low end hardware.<br>
<strong>2</strong> value enables 2-4x Sampling rate. Very laggy but allows making massive screenshots (e.g. 7680x4320 pixels) and is supposed to be used with <strong>.clientconfig set scaleScreenshot 0</strong><br>
<code>2</code> value enables 2-4x Sampling rate. Very laggy but allows making massive screenshots (e.g. 7680x4320 pixels) and is supposed to be used with <code>.clientconfig set scaleScreenshot 0</code><br>
(introduced [https://www.vintagestory.at/blog.html/news/the-road-to-the-smithing-system-135-r83/ v1.3.5]).<br>
</li>
</li>
<li>
<li>
<strong>.clientconfig gammaLevel [level]</strong>: Allows to set gamma level in survival mode.<br>
<code>.clientconfig gammaLevel [level]</code>: Allows to set gamma level in survival mode.<br>
Value <strong>1</strong> is the default 100%, <strong>1.5</strong> is good amount brighter.<br>
Value <code>1</code> is the default 100%, <code>1.5</code> is good amount brighter.<br>
Use Macros Manager (Ctrl-M) in game to assign these commands to hotkeys.<br>
Use Macros Manager (Ctrl-M) in game to assign these commands to hotkeys.<br>
Depending on your operating system setup, you might have to use comma instead of dot as the decimal delimiter.
Depending on your operating system setup, you might have to use comma instead of dot as the decimal delimiter.
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<strong>.debug wireframe chunk</strong><br>
<code>.debug wireframe chunk</code><br>
Shows chunk borders. /debug also exists.<br>
Shows chunk borders. /debug also exists.<br>
                 Use <strong>.help debug</strong> for more info on debug commands.<br>
                 Use <code>.help debug</code> for more info on debug commands.<br>
                 Also typing just <strong>.debug wireframe</strong> will give some help info. Same for other commands.<br>
                 Also typing just <code>.debug wireframe</code> will give some help info. Same for other commands.<br>
&nbsp;
&nbsp;
</li>
</li>
<li>
<li>
<strong>.reloadmodels</strong><br>
<code>.reloadmodels</code><br>
Reloads all json models from assets/blockshapes. Can be used to quickly test new block shapes.<br>
Reloads all json models from assets/blockshapes. Can be used to quickly test new block shapes.<br>
Notice: The chunks are not redrawn, so you'd have to force a redraw e.g. by placing and removing a block<br>
Notice: The chunks are not redrawn, so you'd have to force a redraw e.g. by placing and removing a block<br>
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</li>
</li>
<li>
<li>
<strong>.viewdistance</strong><br>
<code>.viewdistance</code><br>
Sets the viewing distance. Same as setting the view distance in the graphics settings but with no upper limit<br>
Sets the viewing distance. Same as setting the view distance in the graphics settings but with no upper limit<br>
For viewing distances above 1000 blocks you also have to set the .zfar value above that.&nbsp;<br>
For viewing distances above 1000 blocks you also have to set the .zfar value above that.&nbsp;<br>
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</li>
<li>
<li>
<strong>.zfar [value]</strong><br>
<code>.zfar [value]</code><br>
Sets the clipping plane distance, everything beyond given value is no longer visible (default value is 1000)<br>
Sets the clipping plane distance, everything beyond given value is no longer visible (default value is 1000)<br>
Very high values will cause Z-Fighting glitches<br>
Very high values will cause Z-Fighting glitches<br>
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