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  • unknown command "sv_cheats"

    When entering "sv_cheats" I get an "unknown command" error.

    I've tried entering the command Quakespasm, Winquake, and Proquake, same result on all, even after re-extracting some old zip files of working Winquake directories. I have been able to get sv_cheats enabled by putting it in a shortcut. "sv_cheats" does, however, work normally on Darkplaces. Google's turned up blank on this, so I'm counting on you guys for now.

    On a side note, I've been told that there is a command "show_speed", which I haven't tried before. If it does exist it does not work, either; so if anyone has a command or mod that I might use to show player speed, it would be appreciated.

  • #2
    Hi IcarusV
    I have a sneaking suspicion that sv_cheats is a Darkplaces only cvar and therefore probably wont work in other engines. I could be wrong on this as I am by no means a Quake expert. What is it you are trying to do in proquake that requires these cheats to be enabled? If it is something like noclip for example then as long as you arent connected to one of the servers which disable such things, then you should be able to do that directly in a Proquake session without having to enable cheats.

    If you are using Proquake and want to view your speed of movement try show_speed 1 in console and you should get a readout on the top right of your screen

    Hope this helps

    Monty
    Mr.Burns
    "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
    WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
    Servers: Quake.shmack.net, damage.servequake.com

    News: JCR's excellent ctsj_jcr map is being ported to OOT

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    • #3
      Cheats do work right off the bat with Proquake, which is useful for the time being, but I still cannot do cheats in Winquake and Quakespasm. It's odd, I could swear that I'd needed to use sv_cheats in those two, but when I enter cheat commands, the console does not tell me to enable cheats and restart the level as it does in Darkplaces, I simply get no error and the command has no effect.

      Show_speed is an unknown command in Proquake and the others, I think I might be out of luck and it's just not a CVAR.

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      • #4
        Which cheats? What exactly are you trying to do?
        Quake 1 Singleplayer Maps and Mods

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        • #5
          Originally posted by IcarusV View Post
          Show_speed is an unknown command in Proquake and the others.
          I Just tried it in Proquake 4.93 using the method I described and it worked fine.
          I hope this helps but without more info on what "cheat" or setting you are trying to implement it is difficult to help you further

          Kind regards

          Monty
          Mr.Burns
          "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
          WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
          Servers: Quake.shmack.net, damage.servequake.com

          News: JCR's excellent ctsj_jcr map is being ported to OOT

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          • #6
            sv_cheats id a Darkplaces and probably FTE only cvar.

            other clients you just type give, god, noclip, etc in the console. Only works though on local server, single-player.

            show_speed is only in joequake, qrack, or enginex...
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #7
              What I'm trying to do is Impulse 9, but I've tried god and noclip as well.
              Proquake does work like Burns suggested. I've gone back and tried Winquake and Quakespasm, sv_cheats only works if I put it in a shortcut, launch the game with that, and load a map on the menu screen, rather than starting a new game. I have been trying these commands on single player and a local server.

              Thanks for the advice on show_speed, R00k, I'll have to try one of those.

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              • #8
                impulse 9, god and noclip are standard Quake cheats. They should work in any engine straightaway in singleplayer. sv_cheats is a custom variable that only some engines use to prevent cheating (god knows why it is necessary in singleplayer...).
                Quake 1 Singleplayer Maps and Mods

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                • #9
                  impulse 9, impulse 255, mod-specific impulse cheats. these are controlled by the mod itself.
                  vanilla qc allows them only if deathmatch+coop cvars are not set, other mods might have removed them completely or expect the engine to have an sv_cheats cvar or something.

                  god, noclip, fly, notarget, give are cheats controlled by the engine, and thus follow the engine's rules:
                  vanilla nq: cheats are allowed only in single player, never multiplayer.
                  vanilla qw: -cheats commandline argument must be used to allow cheats, otherwise blocked (sv_cheats cvar does not exist). vanilla qw does not support single player.
                  dp: sv_cheats 1 is required to enable them.
                  fte: sv_cheats 1 affects only multiplayer. cheats are always allowed in single player.

                  note: the engine's interpretation of single player vs multiplayer is strictly down to the current 'maxplayers' setting (or equivelent). the deathmatch+coop cvars are generally not relevent to the engine.
                  the exception here is of course fte, which selects a maxplayers value automatically based upon the deathmatch/coop cvars (1 or 32).
                  Last edited by Spike; 06-09-2014, 03:48 AM.
                  Some Game Thing

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                  • #10
                    Originally posted by Spike
                    impulse 9, impulse 255, mod-specific impulse cheats. these are controlled by the mod itself.
                    impulse 9 and 255 come straight out da box bro, don't know where you're connecting the dots to presume this.

                    unless your saying singleplayer Q1 is in of itself, a mod? HEH...
                    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                    • #11
                      depends on your definition of 'mod'. probably I should have said 'progs', but that term rarely makes sense to anyone that doesn't know what that actually is.
                      Some Game Thing

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                      • #12
                        Originally posted by Mindf!3ldzX View Post
                        unless your saying singleplayer Q1 is in of itself, a mod? HEH...
                        Yes, and not even a good one
                        Imagine if impulse 9 and 255 would not have been disabled in multiplayer mode, the engine would have to jump in and save the day

                        The important thing is that, if a mod (= progs.dat) allows something, the engine has to "accept" it. It cannot put something in question so to speak. And impulse 9 and 255 are declared in the original progs.dat.
                        For me it is not fully understandable why different cheats are handled differently (game-mechanics side and engine side), but there sure was/is a good reason for that.

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