DMFlags: Difference between revisions

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|  Prevents powerups from spawning on the map.
|  Prevents powerups from spawning on the map.
Note: This dmflag is non functional as per https://forum.zdoom.org/viewtopic.php?f=7&t=14285
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| Weapons stay (In Deathmatch)  
| Weapons stay (In Deathmatch)  

Revision as of 23:13, 12 December 2022

DMFlags

Flag Name Console shortcut Value Description
Disallow health (In Deathmatch) SV_NoHealth 1 Prevents health from spawning on the map.
Disallow powerups (In Deathmatch) SV_NoItems 2 Prevents powerups from spawning on the map.

Note: This dmflag is non functional as per https://forum.zdoom.org/viewtopic.php?f=7&t=14285

Weapons stay (In Deathmatch) SV_WeaponStay 4 Weapons remain after being picked up by a player.
Falling damage (ZDoom) SV_OldFallDamage 8 Enables the falling damage used from ZDoom.
Falling damage (Hexen) SV_FallDamage 16 Enables the stronger but less aggressive falling damage used from Hexen.
Falling damage (Strife) SV_OldFallDamage & SV_FallDamage 8 + 16 Combining both values for ZDoom and Hexen enables the falling damage used from Strife. The minimum amount of damage you take from falling in Strife is 52. Ouch!
32 (unused)
Stay on the same map (In Deathmatch) SV_SameLevel 64 Stay on the same map when someone exits.
Spawn farthest (In Deathmatch) SV_SpawnFarthest 128 Spawn players as far as possible from other players.
Force respawn (In Deathmatch) SV_ForceRespawn 256 Forces the players that were killed to respawn. Requires alwaysapplydmflags to be 'true' to have an effect outside of deathmatch mode.
Disallow armor (In Deathmatch) SV_NoArmor 512 Prevents armor from spawning on the map.
Disallow exit (In Deathmatch) SV_NoExit 1024 Kill anyone that tries to exit from the map.
Infinite ammo SV_InfiniteAmmo 2048 Players have infinite ammo.
No monsters SV_NoMonsters 4096 Monsters do not spawn on the map.
Monsters respawn SV_MonsterRespawn 8192 Monsters will respawn sometime after their death.
Items respawn SV_ItemRespawn 16384 Items respawn after being picked up by a player. However, mega powerups (i.e: invisibility, invulnerability) will not respawn.
Note: Doom's 'RadSuit' and Heretic's 'Wings of Wrath' will always respawn in survival regardless of this CVar's value.
Fast monsters SV_FastMonsters 32768 Monsters are more aggressive, and both they and projectiles use their FastSpeed property instead of their speed.
Disallow jump SV_NoJump 65536 Prevents players from jumping.
Allow jumping SV_AllowJump 131072 Allows the players to jump regardless of the MAPINFO NoJumping argument.
Disallow freelook SV_NoFreelook 262144 Prevents the players from being able to freelook.
Mega powerups respawn SV_RespawnSuper 524288 Allows mega powerups (i.e: invisibility, invulnerability) to respawn. Requires sv_itemrespawn to be 'true'.
Disallow FOV SV_NoFOV 1048576 Disallows the clients to use a different Field of View value. [Default: 90]
Don't spawn multiplayer weapons (In Cooperative) SV_NoWeaponSpawn 2097152 Prevents 'multiplayer only' weapons from spawning.
Disallow crouch SV_NoCrouch 4194304 Disallow players ability to crouch.
Allow crouch SV_AllowCrouch 8388608 Allow players to crouch regardless of the NoCrouch flag on the MAPINFO lump.
Lose inventory (In Cooperative) SV_Coop_LoseInventory 16777216 Players lose all of their inventory when killed.
Lose keys (In Cooperative) SV_Coop_LoseKeys 33554432 Players will lose all of their keys when killed.
Lose weapons (In Cooperative) SV_Coop_LoseWeapons 67108864 Players will lose all of their weapons when killed.
Lose armor (In Cooperative) SV_Coop_LoseArmor 134217728 Players will lose all of their armor when killed.
Lose powerups (In Cooperative) SV_Coop_LosePowerups 268435456 Players will lose all of their powerups when killed.
Lose ammo (In Cooperative) SV_Coop_LoseAmmo 536870912 Players will lose all their ammo when killed.
Lose half ammo SV_Coop_HalveAmmo 1073741824 Players lose half of their ammo when killed.

DMFlags2

Flag Name Console shortcut Value Description
1 (unused)
Drop weapons SV_WeaponDrop 2 Players drop their current weapon when killed or fragged.
Don't spawn runes SV_NoRunes 4 Prevents runes from spawning on the map.
Instant flag return (ST/CTF) SV_InstantReturn 8 Flags are instantly returned when the carriers are fragged.
No team switching (ST/CTF) SV_NoTeamSwitch 16 Players cannot change teams after already being on a team.
Server picks teams (ST/CTF) SV_NoTeamSelect 32 Players are placed in teams automatically by the server.
Double ammo SV_DoubleAmmo 64 Double amount of ammo that items give you like skill 0 and 4 do.
Degeneration SV_Degeneration 128 Players slowly lose health when above 100%, like in Quake.
Allow BFG freeaiming SV_BFGFreeAim 256 Allows the BFG to be fired vertically.
Barrels respawn SV_BarrelRespawn 512 Barrels respawn after being blown up -- only works in non-deathmatch game modes if "alwaysapplydmflags" is true!
No respawn protection (In Deathmatch) SV_NoRespawnInvul 1024 Players do not have temporary invulnerability when respawning.
Start with shotgun (In Cooperative) SV_ShotgunStart 2048 Players will have a shotgun when they spawn.
Spawn where died (In Cooperative) SV_SameSpawnSpot 4096 Players respawn at the same location they were killed at.
Keep frags SV_KeepFrags 8192 The clients frags are never reset when advancing to the next map.
No respawning SV_NoRespawn 16384 Players can not respawn once killed or fragged.
Lose frag when fragged SV_LoseFrag 32768 When fragged, the player will lose a frag point.
Infinite inventory SV_InfiniteInventory 65536 When true, using an inventory item will not expend it.
Kill all monsters (In Cooperative) SV_KillAllMonsters 131072 All monsters must be killed before advancing into the next map.
Disallow automap SV_NoAutomap 262144 Disallow players to utilize the Automap.
Disallow allies on automap SV_NoAutomapAllies 524288 Disallow players to see allies on the Automap.
Disallow spying SV_DisallowSpying 1048576 Disallow players from spying other players.
Chasecam SV_Chasecam 2097152 Allow the players to utilize the chasecam feature.
Disallow suicide SV_DisallowSuicide 4194304 Disallow the players to use the 'kill' CCMD.
Disallow autoaim SV_NoAutoaim 8388608 Disallow the clients to utilize Autoaim regardless of the players settings.
Check ammo for weapon switch SV_DontCheckAmmo 16777216 Chooses whether having ammunition in your inventory is needed to be able to switch to a weapon.
Killing Romero kills all his spawns SV_KillBossMonst 33554432 This option makes it so the death of the BossBrain kills all monsters created by the BossEye before ending the level, allowing a 100% kill tally on the intermission screen.
Count monsters in end level sectors SV_NoCountEndMonst 67108864 This option makes monsters placed in sectors with the dDamage_End type (as used in Doom E1M8) not count towards the total.

ZaDMFlags

Flag Name Console shortcut Value Description
Never identify players SV_NoIdentifyTarget 1 If this is true, clients can never identify other players when pointing at them.
Enforce LMS spectator settings SV_ApplyLMSSpectatorSettings 2 If this is true, lms_spectatorchat will be respected in all game modes.
Don't draw Coop Info SV_NoCoopInfo 4 If true, this disallows clients to utilize the Coop Info CVar regardless if enabled from the clients CVar.
Disable unlagged SV_NoUnlagged 8 Disables unlagged support for all clients. (default false)
Disable player collisions SV_UnblockPlayers 16 Allows players to pass through each other. Great for small or cramped maps on Multiplayer.
No medals SV_NoMedals 32 When this is set to true, the 'medals' feature will be disabled and will not be displayed nor upkept within the game.
Share keys SV_ShareKeys 64 For Cooperative and Survival game modes, when this is set to true, picking up a key gives the key to all players.
Keep teams SV_KeepTeams 128 Players that were already in teams before the map change will continue to be on the same team on the next map.
Force Video defaults SV_ForceVideoDefaults 256 If this is enabled, some default rendering options are enforced, i.e. clients render as if
  • gl_texture == 1
  • gl_lightmode == 3
  • gl_light_ambient == 20.0
  • gl_fogmode == 1
  • gl_lights_size == 1
  • r_3dfloors == 1
No rocket jumping SV_NoRocketJumping 512 Disallow players from rocket jumping.
Award damage instead of kills SV_AwardDamageInsteadKills 1024 Players will be awarded points from the damage that they do on monsters, besides awarding by kills.
Force alpha SV_ForceAlpha 2048 If this is enabled, clients are enforced to display alpha, i.e. render as if r_drawtrans was enabled.
Only spawn single player actors in coop SV_Coop_SPActorSpawn 4096 If this is true in a cooperative game mode, map actors are spawned as if the game was single player.
Emulate vanilla blood brightness. sv_MaxbloodScalar 8192 Forces blood brightness to max when damaged.
Unblock players on same team sv_UnblockAllies 16384 Allows players of the same team to pass through each other only.
Don't allow dropping. sv_NoDrop 32768 Prevents players from dropping items.
No map reset sv_Survival_NoMapResetOnDeath 65536 In a Survival game, the map is not reset if all players die.
Dead players keep inventory sv_DeadPlayersCanKeepInventory 131072 In a Survival game, when a player loses all of their lives, they keep their inventory.
No unlagged BFG tracers sv_NoUnlaggedBFGTracers 262144 If true, prevents use of backwards reconcilation for the hitscan tracers fired from the BFG9000.
No manually closing doors sv_NoDoorClose 524288 If true, stops doors from being manually closed, preventing players from intentionally (or unintentionally) griefing by closing doors that other players (or the same player) have opened.
Force software pitch limits sv_ForceSoftwarePitchLimits 1048576 Forces everyone's pitch, including those playing in the OpenGL renderer, to what's allowed in the software renderer.
Shoot through allies sv_ShootThroughAllies 2097152 Allows a player's attacks, whether hitscans or projectiles, to safely pass through their teammates and friendly monsters. This is ignored by actors who have FORCEALLYCOLLISION enabled.
Don't push allies sv_DontPushAllies 4194304 Prevents a player's attacks from thrusting their teammates and friendly monsters. This also prevents teammates from being pushed by barrel explosions caused by the player. This is ignored by actors who have FORCEALLYCOLLISION enabled.
Don't keep join queue sv_DontKeepJoinQueue 8388608 (development version 3.2-alpha and above only) When enabled, the join queue will be cleared between levels. This was the default behaviour for non-duel modes prior to 3.2.
Don't hide stats sv_DontHideStats 16777216 (development version 3.2-alpha and above only) Allows players to see the health and armour of other players in competitive game modes.
Don't override player colors sv_DontOverridePlayerColors 33554432 (development version 3.2-alpha and above only) Prevents players from overriding player colors via the 'cl_overrideplayercolors' CVar.

CompatFlags

Flag Name Console shortcut Value Description
Find shortest textures like Doom Compat_ShortTex 1 In Doom, AASHITTY in Doom II or AASTINKY in Doom was created to fill in the place of texture index 0, normally treated by the Doom engine as no texture at all. When this is enabled, the "raise platform by lower texture" line special and MAP07 floor raise considers AASHITTY or AASTINKY as a valid texture and uses it's height when raising a platform. If disabled, these textures aren't considered valid and are ignored.
Use buggier stair building Compat_Stairs 2 Causes doom to calculate heights of stairs when stairbuilding from the last (topmost) step, instead of the first (bottom-most) step.
Limit pain elementals to 20 lost souls Compat_LimitPain 4 Prevents pain elementals from spawning lost souls if there are 20 or more on the map.
Don't let others hear pickups Compat_SilentPickUp 8 This prevents players from hearing other players picking up items, weapons, or powerups in netgames.
Actors are infinitely tall Compat_NoPassOver 16 This causes all objects to occupy an infinite vertical space from the ceiling to the floor, which prevents monsters or the player from being able to pass over or under other solid objects, regardless of whether they are touching each other on the Z plane or not.
  • WARNING: Enabling this will break ZDoom-style thing bridges and objects that rely on height sensitivity.
Allow silent BFG trick Compat_SoundSlots 32 Forces all actors to play all sounds only on one channel, cutting off any previous sounds the actor has made. Only enable this if you can't live without the silent BFG trick, as it will cripple the sound system and prevent actors from playing any more than one sound at a time.
Enable wallrunning Compat_WallRun 64 This uses a buggier method of collision detection with walls that allows a player to run double average speed when pressing against a vertically-aligned wall.
Spawn item drops on the floor Compat_NoTossDrops 128 Items dropped by monsters appear on the floor below the center of the monster, instead of being tossed from the monster's corpse. May cause items to get stuck in walls or appear at the bottom of pits.
All special lines can block use lines Compat_UseBlocking 256 Any lines with line specials prevent the player from triggering a usable line behind it, regardless of whether the frontmost line can be used itself or not.
Disable Boom door light effect Compat_NoDoorLight 512 Don't do the BOOM local door light effect
Raven's scrollers use original speed Compat_RavenScroll 1024 Raven's scrollers use their original carrying speed
Use sector based sound target code Compat_SoundTarget 2048 Use sector based sound target code.
Limit deh.MaxHealth to health bonus Compat_DehHealth 4096 Players can not exceed over the 200% health, as you can with just the normal MaxHealth bonuses.
Trace ign. lines w. s. sec on b. sides Compat_Trace 8192 Trace ignores lines with the same sector on both sides
No monster dropoff move Compat_Dropoff 16384 Monsters cannot move when hanging over a dropoff
Scrolling sectors are additve Compat_BoomScroll 32768 Scrolling sectors are additive like in Boom
Monsters see semi-invisible players Compat_Invisibility 65536 Monsters will be able to see the player even if the player has a partial invisibility sphere.
Silent instant floors Compat_SilentInstantFloors 131072 Instantly moving floors are not silent
Sector sounds Compat_SectorSounds 262144 Sector sounds use original method for sound origin.
Doom missile clip Compat_MissileClip 524288 Use original Doom heights for clipping against projectiles
Monster drop off Compat_CrossDropoff 1048576 Monsters can't be pushed over dropoffs
Allow any bossdeath for level special Compat_AnyBossDeath 2097152 If enabled, any actor type which calls A_BossDeath triggers the level's special, even if they are not supposed to. This emulates a pre-Doom v1.9 behavior which is exploited by Doomsday of UAC.
No Minotaur floor flames in water Compat_Minotaur 4194304 If enabled, maulotaurs are unable to create their floor fire attack if their feet are clipped by water, sludge, lava or other terrain effect. Note that the flames can still travel across water; this was on the part of Raven Software's developers as it was a bug found in the original clipping code and not an attempt at realism as some may have believed.
Original A_Mushroom speed in DEH mods Compat_Mushroom 8388608 If enabled, when the A_Mushroom codepointer is called from a state that was modified by a DeHackEd lump, it uses the original MBF behavior of the codepointer. This option does not affect states defined in DECORATE.
Monster movement is affected by effects Compat_MBFMonsterMove 16777216 If enabled, monsters are affected by sector friction, wind and pusher/puller effects, as they are in MBF. By default, monsters are not subjected to friction and only affected by wind and pushers/pullers if they have the WINDTHRUST flag.
Crushed monsters can be resurrected Compat_CorpseGibs 33554432 If enabled, corpses under a vertical door or crusher are changed into gibs, rather than replaced by a different actor, if they do not have a custom Crush state. This allows an arch-vile or similar monster to resurrect them. By default, actors without a custom Crush state are removed entirely and can therefore not be raised from the dead.
Friendly monsters aren't blocked Compat_NoBlockFriends 67108864 If enabled, friendly monsters are, like in MBF, not affected by lines with the "block monsters" flag, allowing them to follow the player all around a map. This option does not, however, block them at lines with the "block player" flag.
Invert sprite sorting Compat_SpriteSort 134217728 If enabled, the original Doom sorting order for overlapping sprites is used.
Use Doom code for hitscan checks Compat_Hitscan 268435456 If enabled, the original Doom code for hitscan attacks is used. This reintroduces two bugs which makes hitscan attacks less likely to hit. The first is that it is a monster's cross-section, rather than its bounding box, that is used to check for impact; this makes attacks with a limited range (especially melee attacks) unlikely to hit very wide monsters. The second is the blockmap bug: if an actor crosses block boundaries and its center is in a different block than the one in which the impact happens, then there is no collision at all, letting attacks pass through it harmlessly.
Find neighboring light like Doom Compat_Light 536870912 If enabled, when a light level changes to the highest light level found in neighboring sectors, the search is made only for the first tagged sector, like in Doom.
Draw polyobjects like Hexen Compat_Polyobj 1073741824 Uses the old flawed polyobject system, for maps that relied on its glitches.
Ignore Y offsets on masked midtextures Compat_MaskedMidTex -2147483648 This option emulates a vanilla renderer glitch by ignoring the Y locations of patches drawn on two-sided midtextures and instead always drawing them at the top of the texture.

CompatFlags2

Flag Name Console shortcut Value Description
Cannot travel straight NSEW Compat_BadAngles 1 This option emulates the error in the original engine's sine table by offsetting player angle when spawning or teleporting by one fineangle (approximatively 0.044°), preventing the player from facing directly in a cardinal direction.
Use Doom's floor motion behavior Compat_FloorMove 2 This option undoes a Boom fix to floor movement logic. If this option is on, a floor may rise through the ceiling, or a ceiling may lower through a floor.
Non-blocking lines can be pushed Compat_PushWindow 64 For maps that expect non-blocking push lines to activate when you are standing on them and run into a completely different line. (for example, Thing Thrust Z ladders)

ZaCompatFlags

Flag Name Console shortcut Value Description
Client side scripts (NET) Compat_NetScriptsAreClientSide 1 Uses Skulltag's old behavior when (NET) ACS Scripts are used. This is disabled by default, for compatibility among other ZDoom wads. If the WAD file is designed for Skulltag, and uses NET script advantages, then you would enable this feature.
Clients send full button info Compat_ClientsSendFullButtonInfo 2 This needs to be enabled to make the ACS function {{{2}}} work on server side scripts with buttons other than
  • BT_ATTACK
  • BT_USE
  • BT_JUMP
  • BT_CROUCH
  • BT_TURN180
  • BT_ALTATTACK
  • BT_RELOAD
  • BT_ZOOM
Because it increases net traffic, it should only be activated if needed.
No land Compat_NoLand 4 If this is enabled, players are not allowed to use the land CCMD.
Old random generator Compat_OldRandom 8 If this is enabled, the original Doom random table is used to generate random integers in [0,255], which should make for instance the SSG cause a little more damage.
NOGRAVITY spheres Compat_NoGravity_Spheres 16 This compatflag gives the specified spheres the NOGRAVITY flag, but only when they are spawned by the map.
  • Invulnerability Sphere
  • Mega Sphere
  • Soul Sphere
  • Blur Sphere
Don't stop player scripts on disconnect Compat_Dont_Stop_Player_Scripts_On_Disconnect 32 If this is enabled, the ACS scripts with a player as activator are not terminated when this player disconnects.
Old explosion thrust Compat_ExplosionThrust 64 Enables the original (greater) horizontal explosion thrust.
Old bridge drops Compat_BridgeDrops 128 If this is enabled, non-SOLID things (like flags) fall through invisible bridges.
Old jump physics Compat_OldZDoomZMovement 256 Enables the old ZDoom 1.23b33 jump physics.
No weapon switch cancellation Compat_FullWeaponLower 512 This flag disallows the ability to switch weapons while in the middle of {{{2}}}. Once the selected weapon starts its raising sequence, it cannot be cancelled.
Auto-aiming has vertical holes Compat_Autoaim 1024 Zandronum uses more tracers in order to fill in the vertical gaps of the autoaim, this reverts it back to vanilla Doom's three-tracer behavior.
West-facing spawns are silent Compat_SilentWestSpawns 2048 When set to true, players who spawn facing west are silent, as in vanilla Doom.
Use old Skulltag jumping behavior Compat_SkulltagJumping 4096 Restore the jumping behavior known from Skulltag. This reverts the jumping change from ZDoom SVN revision 2970.
Reset Global ACS variables upon map reset Compat_ResetGlobalVarsOnMapReset 8192 When set to true, any world or global-scope ACS variables/arrays will be reset upon resetting the map like in Survival.
No obituaries Compat_NoObituaries 16384 When set to true, obituary messages will not be printed if a player dies.
Limited movement in the air Compat_Limited_AirMovement 131072 By default, Zandronum gives players more maneuverability in the air than ZDoom. When this is true, ZDoom’s method is used. See Air Control for more precise details.
Plasma bump bug Compat_PlasmaBump 262144 Allows players to pick up items on the other side of solid walls by running into the wall at a specific angle. This flag should only be used for old vanilla Doom maps that really need it; it can have serious side effects on bridges and scrolling floors!
Allow instant respawn Compat_InstantRespawn 524288 Allows players to respawn instantly after being killed by holding down the "use" key when being hit.
Disable taunts Compat_DisableTaunts 1048576 Prevents players from using the "taunt" command.
Original sound curve Compat_OriginalSoundCurve 2097152 Enabling this uses the original Doom sound curve, which causes sounds to fade away at a shorter distance. When disabled, the Hexen sound curve is used instead, which allows players to hear sounds louder, farther away than usual.
Use old intermission screens/music Compat_OldIntermission 4194304 Use doom2.exe's original intermission screens/music.
Disable stealth monsters Compat_DisableStealthMonsters 8388608 Disable stealth monsters, since doom2.exe didn't have them.
Old radius damage Compat_OldRadiusDmg 16777216 If this is enabled, the original Doom radius damage code is used, i.e. explosions have infinite vertical range.
Disable crosshair Compat_NoCrossHair 33554432 Players will not be able to use crosshair.
Old weapon switch Compat_OldWeaponSwitch 67108864 Players will be forced to switch weapons every time they pick up a new weapon.

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