Revision 5, May 15, 2000
Made by Zail (kkelly@technologist.com) with a little help by the ttlg Thief Editor's Guild (www.ttlg.com).  
CAUTION - ONLY THE FIRST 12/20 PAGES CONTAIN USEFUL INFORMATION.  This file was made with intermediate and above level Dromeders in mind.  Beginners may understand some of the commands but not all.  As you learn more definitions you will get more out of this file.  Not all commands are bug free.  Some commands fit under multiple headings so they are in here multiple times.  Always remember to save your mission often.  This is not a tutorial, it is a command reference file.  I am not responsible for messing up your level because of any of these commands.  Fully read and understand a command's description before using it. Any submissions or corrections to this file are welcome.  If you include this file in a guide please email me and let me know.  The best way to find a command is to use the find feature on your word processor.  Thank-you for taking the time to read this.

Table of Contents:
Newbie Commands
Well-known Commands
Set-up Commands
Lesser-known Commands
Useful In-game Commands
Useless In-game Commands
Dromed.cfg Commands
Weather/Sky Commands
Multibrush Commands
Picture Commands
Objectives/Goals Commands
	Variables
Menu Commands
	File
	Edit
	View and Right-click on a Window
	Shapes
	Tools
	Editors
	Game
	Mbrush
Bound Commands and Screen Bottom Commands
AI Useful Stuff
AI Useless
Useless Commands
Commands that are Not Understood or Do Not Work

Newbie commands
cam_to_brush        :  move camera to center of the current brush
ambient             :  sets the ambient lighting for a level.  I recommend ‘ambient 20’ for Thief 1.  For Thief 2, you must enter 3 numbers for this command.  The numbers correspond to amount of red, blue, and green light to add.  I recommend ‘ambient 20 20 20’ for normal white light.
add_family          :  add another texture family. For Thief 2 they are Ancient, ArtDeco, ArtDMisc, ArtDout, catacomb, Cave, CeilPain, church, city, CivicB2, CivicBui, Core_1, Core_2, Core_3, keeper, lostcty, maw, MBFloor, Mech, newcity, NewKeep, NewMech, NewMetal, rescor_1, rescor_2, Ruined, Tower2, vicm012, VicM01, VicM04, vicm07, VicM09, vmaw, Vrescor1, and WdFloor.  The texture families for Thief 1 are: dungeon, city, church, cave, catacomb, concastle, bafford, sewer, rescore, temple, mine, ruined, metals, core, ancient, maw, ramirez, lostcty, newcity, keeper, newkeep, basement, tower2.  Do not add the following families unless you know what you are doing: waterhw, skyhw, sky, porttest, water, or mech.
remove_family       :  remove family, use "all" to clear all
compress_family     :  remove unused textures from family or all.  ie "compress_family all"
script_load         :  Load a script file to add to mission.  use "script_load convict" to get things to work normally in the game.  Only play with other script files if you know what you are doing.
show_stats          :  will cause stats to appear at upper left of screen when in game mode.
edit_screen_size    :  changes the window size of dromed when typed in dromed.cfg  You must restart dromed for the effect to take place.  The size should be entered like this "edit_screen_size 600,800"
persistant_player_pos:  Lets you start at the camera when you enter game mode.
no_endgame          :  Stops you from being sent to the debrief screen in game mode.
ai_aware_of_player  :  causes AI to ignore you.  They still can be attacked by the player.
ai_forget_player    :  causes AI to forget they ever saw you.  For game mode.

These are well-known commands.

cam_to_brush        :  move camera to center of the current brush
ambient             : sets the ambient lighting for a level.  I recommend ‘ambient 20’ for Thief 1.  For Thief 2, you must enter 3 numbers for this command.  The numbers correspond to amount of red, blue, and green light to add.  I recommend ‘ambient 20 20 20’ for normal white light.
dump_cmds           :  dump command list to file.  The file is like this help file but is unorganized, long, and hard to read.
compress_family     :  remove unused textures from family or all.  ie "compress_family all"
add_family          :  add another texture family. For Thief 2 they are Ancient, ArtDeco, ArtDMisc, ArtDout, catacomb, Cave, CeilPain, church, city, CivicB2, CivicBui, Core_1, Core_2, Core_3, keeper, lostcty, maw, MBFloor, Mech, newcity, NewKeep, NewMech, NewMetal, rescor_1, rescor_2, Ruined, Tower2, vicm012, VicM01, VicM04, vicm07, VicM09, vmaw, Vrescor1, and WdFloor.  The texture families are: dungeon, city, church, cave, catacomb, concastle, bafford, sewer, rescore, temple, mine, ruined, metals, core, ancient, maw, ramirez, lostcty, newcity, keeper, newkeep, basement, tower2.  Do not add the following families unless you know what you are doing: waterhw, skyhw, sky, porttest, water, mech,
remove_family       :  remove family, use "all" to clear all and leave just jorge.

These are lesser known but should be known for setting things up.

autosaves           :  do we autosave to p_portal.cow on exit or portalization?  default is on
tjoint              :  do we fix T-joints when portalizing?  default is on
script_load         :  Load a script file to add to mission.  use "script_load convict" to get things to work normally in the game.  Only play with other script files if you know what you are doing.
script_drop         :  drop a script file from mission.
script_drop_all     :  drop all script files from mission.
brush_to_room       :  put a room around your brush.  An argument added to this tells Dromed how far you want the room to stick out from the brush.
set                 : Used to set the config variables to specific numbers, i.e set game_mode_backup 0.
toggle_3d           :  Turns the Camera off and on.  Caution You cannot move the 2d views while the camera is off.

Lesser known commands that are useful.

wall_object         :  moves the object to the wall.  Similar to floor me and just as buggy. It may alter the object's orientation.
ceil_object         :  moves the object to the ceiling.  Similar to floor me and just as buggy. It may alter the object's orientation.
clear_surface_cache :  use this command if you load more than one mission in a session.
vm_teleport         :  move camera to x,y,z ie "vm_teleport 50,25,-300"
find_obj            :  Look up an object by name or number
destroy_obj         :  Destroy an object by name or number
edit_obj            :  edit an object by name or number
obj_histogram_popup :  Brings up obj list sorted by usage.
obj_alpha_popup     :  Brings up obj list sorted alphabetically.
copy_props_to       :  Copy all props from selection to arg.  Useful for cloning objects without pressing "insert" and obj already in place.  Only do this on objects in the same archtype.
fix_rooms           :  If you have accidentally corrupted your room table set up (when on a room it says unknown rather than default, etc) then this might fix it.
lit_obj_toggle      :  Same affect as light_bright but on objects, useful if you haven’t lit your level yet.
compress_br_ids     :  compact terrain brush ids
hilight_by_prop     :  give a property name (base categories when you press add in an object's properties) and Dromed will highlights obj's with it
hilight_nonaxial    :  highlights any terrain with non 90 angles (0,90,180,270)
hilight_media       :  highlight terrain of a certain type (0-solid, 1-air, 2-water, 3-flood, etc)
hilight_texture     :  highlight terrain with specified texture (number or name) If unknown Dromed will hilight jorge.  Only works with default textures on brushes.
hilight_clear       :  clears the hilighted selection

Ingame commands.  press "Shift ;" (aka ":") while ingame to get a prompt to enter these in.  These will not work when you run a level in the actual game (not dromed).
Useful  Ingame Commands

win_mission         :  Win the mission
show_stats          :  will cause stats to appear at upper left of screen
stats_full          :  more stats/less stats
scale_sim_time      :  Scale the speed at which game mode runs
scale_player_speed  :  Scale the player's speed.  Caution - running at 5 times normal into a wall will cause death.
add_hp              :  give player the specified amount of hp.  Negative numbers work.
test_book           :  book <text>,<art>
debrief             :  Go to debrief screen.
objectives          :  Go to objectives screen.
loadout             :  Go to loadout screen.
ai_aware_of_player  :  causes AI to ignore you.  They still can be attacked by the player.
ai_forget_player    :  causes AI to forget they ever saw you.
ai_sleep_all        :  Put all AIs into pause mode
ai_wake_all         :  Wake all sleeping AIs (unpause)
ai_wake             :  Wake a sleeping AI.  objID must be given
sky_dump            :  DROMED 2 ONLY This spits out some stats on what the sky is doing and the sky’s memory usage.

Useless Ingame Commands

aiawareofplayer     :  if typed you will not be able to make ai's unaware of you until it's typed again.
aiforgetplayer      :  if typed you will not be able to make ai's forget you until it's typed again.
quit_game           :  Quit the game
halt_player         : Only really useful if you have been mucking about with gravity in someway and have turned the backup off and want Garret to stay floored.
automap             :  Display the automap
player_cam_control  :  0 for look forward, 1 for move camera to next object, 2 for detach the camera from the object, 3 attach the camera back to object, 4 save camera location, 5 load camera location
cam_attach          :  attach camera to object.  The camera will see though the object's eye.  Guards have their eye in their gut.  Possibly it goes into the centre of the object brush.
player_cam_save     :  save what object the cam is currently on to ARG, or drom000.cam
player_cam_load     :  load cam to the object saved as ARG or cam000.loc
cret_weap_abort     :  stop readying an attack
player_weap_abort   :  stop readying an attack by the player
use_item            :  use item  0 = release use button, 1 = hold down use button
use_weapon          :  use weapon  0 = release attack button, 1 = hold down attack button
cycle_item          :  cycle your item  1 = forward, -1 = backward
cycle_weapon        :  cycle your weapon  1 = forward, -1 = backward
inv_select          :  Select an inventory object by name (or archetype number)
drop_item           :  Drop (actually, throw) your currently selected item (doesn't work on all items ie. coins)
clear_item          :  Clear the player's 'current item' selection.
clear_weapon        :  Clear the player's 'current weapon' selection.
clear_weapon_and_item:  Clear both the player's 'current item' and 'current weapon.'
player_detach_arm   :  toggles whether the weapon arm is on. (you cannot use weapons when arm is off, but you can make sounds like you are)
game_message        :  Display the typed message following this command on the game screen
load_game           :  Go to the game load UI
save_game           :  Go to the game save UI
make_sound_z        :  Generate a sound at 0,0,0
make_sound          :  Generate a sound at the player.  The sound is a guard's alert call

These commands are so useful that you should put them in dromed.cfg !

check_rooms         :  Checks to see if room brushes intersect in a solid.  Makes the brushes a different colour.
edit_screen_size    :  changes the window size of dromed.  You must restart dromed for the effect to take place.  The size should be entered like this "edit_screen_size 600,800"
persistant_player_pos:  Lets you start at the camera when you enter game mode.
no_endgame          :  Stops you from being sent to the debrief screen in game mode.
mlog                :  If used with a filename afterwards will allow you to dump details to the mlog. This is useful for AI debugging, and any command that dumps data or lists it will end up in the mono log. mlog again closes the file so that you can read it. It also lists errors while the game is running.
speed_fac           :  sets how fast the camera moves in 3d mode.  Relative camera speed may vary from level to level due to complexity and size.  Default is 1. Uses base 2 (like grid sizes)
color_depth         :  DROMED 2 ONLY set to 16 to get the family colours normal.

Weather/Sky Commands (Dromed II only)

fog_on              : is fog currently being used?  You might have to change the settings under the editors menu as well to get this to work.
fog_dist            : the distance that garrett wouldn’t be able to see anthing through the fog
fog_r               : The red value of the fog.  A normal white fog would have the red, green, and blue values of fog to be equal at 20.  A darker fog would have a larger value, like 230.  The value can be anything between 0 and 255.
fog_g               : The green value of the fog.
fog_b               : The blue value of the fog.
sky_setlong         : Debug Sky Longitude
sky_setlat          : Debug Sky Latitude
sky_dump            : Gives a list of all meshes used in the sky
stars_spin          : The rate at which the stars spin.
cloud_row           : Debug Cloud Row
cloud_col           : Debug Cloud Col
cloud_glow          : Sets the amount of detail in your clouds.  
cloud_cfg           : Debug Config Ix
cloud_dump          : Dump cloud deck info
sky_dump            : This spits out some stats on what the sky is doing and the sky’s memory usage.  Works ingame
Weather commands (Both Dromeds)
load_sky            :  load a sky bitmap set choose from: dsky, nsky  You must have skyrendering mode set to texture for this to work.
set_star_count      :  how many stars do you want in the sky
set_star_rate       :  how fast they rotate across the screen
set_star_axis       :  which axis (0 for x, 1 for y, 2 for z) rotates
star_base_color     :  enter the number of the colour you want the stars
star_num_colors     :  number of palette colors

These commands are useful when you are dealing with multibrushes.  They are also good when your level is not on the grid.  Just set the grid to the appropriate size and go.

hilight_check_snap  :  hilight unangled, unsnapped brushes, or if (1) all unsnapped brushes
hilight_do_snap     :  grid snap all hilight brushes...
hilight_global      :  if 0, it will hilight everything, if 1 it will highlight nothing
hilight_clear       :  clears the hilighted selection

These commands are good for makeing pictures to send to others.  Caution: set gamma to max or the picture will be too dark.

screen_dump         :  take a screen shot
light_bright        :  makes texture brushes lit up.  Use this if you have not lit your level yet.
show_image          :  Shows an image.  It is unknown how to return to Dromed afterwards.  Use a graphics program or Internet browser instead.

Use these when setting objectives for your level.

quest_create_mis    :  this lets you enter mission variables
quest_delete        :  this lets you delete mission variables that you do not want.  there is no need to add the variable's value after this.  ie.  "quest_delete goal_target_5"

The mission variables that you can use with this are (# represents the ID of the goal).  To set a value for any of these variables, follow them by a comma then a space before entering in the number.  If you do not do this they will not work!  eg. "quest_create_mis goal_visible_0, 1" 

goal_visible_#      :  tells dromed if you want the player to see this goal at the start of the mission.  0 for invisible and 1 for visible.  This must be entered for all goals.
goal_state_#        :  tells dromed what you want the goal to be set as.  0 for incomplete, 1 for complete, 2 for inactive (the goal is not relevent anymore), 3 for failed.  This must be entered for all goals.
goal_type_#         :  tells dromed what kind of goal this is.  0 for steal, 1 for kill, 2 for loot, 3 for goto.  Goto requires a concrete room with a WelcomeRoom script on it.  See other tutorials for details.
goal_target_#       :  lets you select an object ID to steal/slay/goto.
goal_loot_#         :  how much total loot do you need to satisfy your type 2 goal
goal_gold_#         :  how much gold do you need to satisfy your type 2 goal
goal_gems_#         :  how much gems do you need to satisfy your type 2 goal
goal_goods_#        :  how much goods do you need to satisfy your type 2 goal
goal_special_#      :  how many special flags do you need to satisfy your type 2 goal
goal_final_#        :  tells dromed that it shouldn't check this off as complete until all goals are completed.  Good for do not kill and goto room objectives.  Set the value as 1
goal_reverse_#      :  instead of telling the player to do something, this reverses the goal so it says do not do something.  Set the value as 1 to use.
goal_irreversible_# :  Once this goal has been set to complete, it cannot be changed to incomplete without a questvar trap.  Must be set to 1 to use.
goal_min_diff_#     :  Sets the minimum difficulty that this goal will be seen at.  0 for normal, 1 for expert, 2 for hard.  If unstated, Dromed assumes that minimum difficulty is normal.
goal_max_diff_#     :  similar to goal_min_diff but for maximums.  If unstated, Dromed assumes that maximum difficulty is expert.
difficulty          :  Sets the amount of health and objectives that Garrett will have in game mode
process_difficulty  :  Prep level for difficulty.  Save your game before entering this command and restore the level afterwards.  This can delete some objects from your level that are difficulty dependant.
map_min_page        :  sets the number of the first map page.  If you do not have a map set this to 1 along with map_max_page and add a blank map to your level.  This normally starts at 001.  The map should be named map001.pcx  This command must be paired with map_max_page.
map_max_page        :  set it to the same number as map_min_page.  More than one map causes thief to overlay the two maps when switching between them while ingame.  This command must be paired with map_min_page.

These can be done using a menu selection:

: File
save_cow            :  Save world to file
save_mission        :  Save mission to file
save_gamesys        :  Save gamesys info only
load_file           :  Load a .MIS, .COW, or .GAM file
load_gamesys        :  Load a .GAM file - Resets the level
set_gamesys         :  Set gamesys file for current mission
new_world           :  starts a new mission
add_family          :  add another texture family. For Thief 2 they are Ancient, ArtDeco, ArtDMisc, ArtDout, catacomb, Cave, CeilPain, church, city, CivicB2, CivicBui, Core_1, Core_2, Core_3, keeper, lostcty, maw, MBFloor, Mech, newcity, NewKeep, NewMech, NewMetal, rescor_1, rescor_2, Ruined, Tower2, vicm012, VicM01, VicM04, vicm07, VicM09, vmaw, Vrescor1, and WdFloor.  The texture families for Thief 1 are: dungeon, city, church, cave, catacomb, concastle, bafford, sewer, rescore, temple, mine, ruined, metals, core, ancient, maw, ramirez, lostcty, newcity, keeper, newkeep, basement, tower2.  Do not add the following families unless you know what you are doing: waterhw, skyhw, sky, porttest, water, or mech. (also see remove_family and compress_family)
script_load         :  Load a script file to add to mission.  use "script_load convict" to get things to work normally ingame.  Only play with other script files if you know what you are doing.
file_menu           :  Bring up the file menu box that has save, load, create.  This defaults to cow files.
quit_game           :  Exits Dromed

: Edit
undo                :  undo last thing done (dangerous and buggy)
redo                :  cancel the last undo (dangerous and buggy)(not really in the edit menu, but should be)
delete_brush        :  deletes selected object (the clear command)
insert_brush        :  clones selected object (clone command)

: View and Right-click on a window
zoom_all            :  zoom all 2d cameras (0.5 for half the view (zoom in), 1 to keep things the same, 2 to double the view (zoom out), 3 to triple the view, ...)
zoom_2d             :  zoom current camera similar to zoom_all(I'm unsure on how to select a view in order to do this)
synch_all           :  allows you to move all the views with one teleportation click
vm_layout 4         :  Changes the views of Dromed.  4 for recenter dividers
ai_draw_cells       :  Shows the ai cells in the dromed editor windows, not as useful as...
ai_draw_links       :  Shows the ai links through the cells, essentially, the path database if a route is in white the AI can do it, if it is in red they can't. Very useful for isolating path find errors.
show_phys_models    :  Shows the size of objects in the 3d/game views (pink).  Also shows headings for lift type objects (dark blue)
show_phys_bbox      :  Shows the square outline of objects.  (light blue)
grid_3d             :  toggle grid display in 3d
grid_2d             :  toggle grid display in 2d
grid_3d_axis        :  3d grid normal axis (0 for e-w u-d (x-axis), 1 for n-s u-d (y-axis), 2 for n-s e-w (z-axis)(default)) (not under view menu but should be)
grid_move           :  move the grid relative to current position in the direction of its axis (can be positive or negative) (not under view menu but should be)

: Shapes
set_primal          :  set default terrain brush (1=cylinder, 2=pyramid, 3=Corner Apex Pyramid, 0=cube)
prim_sides          :  # of sides on next terrain brush
prim_type           :  What shape for the next terrain brush (1=cylinder, 2=pyramid, 3=Corner Apex Pyramid, 0=cube)
cube                :  set cube
prim_facealign      :  changes the texture from world aligned to brush aligned and back again (found in menu at bottom of the screen in Dromed)
prim_special        :  set 'special' primal type (crashes Dromed)

: Tools
optimize            :  build optimized portalization
portalize           :  make a 3d world out of brushes
rooms_build         :  build the room database
ai_build_path_database:  Update the AI path database
relight_level       :  relight the level.  Best used when adding lighting but not terrain.
ambient             :  sets the ambient light for the mission.  ie. "ambient 20"
set_lighting_mode   :  Set lighting mode (0 for Quicklighting, 1 for Raycast, 2 for Objlight)
obj_histogram_popup :  Brings up obj list sorted by usage.
obj_alpha_popup     :  Brings up obj list sorted alphabetically.

:Editors
obj_tree            :  Object Hierarchy editor
texture_pal         :  Brings up the texture palette
motedit             :  Brings up the motion editor.  How to use the motion editor is unknown.
edit_file_vars      :  Edit Parameters.  0 for mission, 1 for gamesys, 2 for campaign
quest_edit_mis      :  bring up the mission variables menu.  Only works if there currently are mission variables entered.
quest_edit          :  bring up the campaign variables menu.  Campaign variables are unneeded for FMs.

: Game
game_mode           :  switch to game mode.  Specify the resolution by typing in width, height.  Standard resolutions are- 320,200 320,240 400,300 512,384 640,400 640,480 800,600 1024,768 1280,1024 ie. "game_mode 640,400"

: Mbrush
load_group          :  loads a vbr
save_group          :  saves a vbr
brush_relative      :  sets how the texture is applied.  0 for world relative, 1 for brush relative
add_brush_num       :  add current brush to group.  ie add_brush_num 1000
rem_brush_num       :  remove current brush from group
tog_brush_num       :  add or remove the current brush from group.  This depends on whether brush is part of the group or not.
stair_serf          :  build some straight stairs.  Built southwards, it uses the depth of the cube for the total depth of the stairs.  In order for ai to use the stairs, set the height to be 0.75 (or less) times the number of stairs.

Bound Commands and commands appearing at the bottom of the screen
floor_object        :  moves the object to the floor
edit_links          :  shows all the links in the level or object specified.  This includes links in archtypes.  This command is more advanced than this but I will not go into detail on it.
ar_list_receptrons  :  list an object's receptrons or all receptrons.  Only works on the base level for objects and archtypes.
ar_list_sources     :  list an object's sources or all sources.  Only works on the base level for objects and archtypes.
new_brush           :  makes a new brush that is identical to the last brush selected but has dimensions of 2,2,2
go_to_meonly        :  Hilights the meonlyed brush.  Does not move you there.
cam_rotate          :  rotate current camera.  1-down, 4-up, 2-left, 5-right, 3-pitch, 0-negative pitch
cam_slew            :  Move the camera in a direction.  0-forward, 3-backwards, 1-sidestep left, 4-sidestep right, 2-down, 5-up
cam_level           :  Makes the cam face directly forward
cam_unroll          :  Removes the tilt from the camera
solo_toggle         :  Makes the currently selected view take up the entire screen
cycle_media         :  changes the selected brush's type. (eg. from air to solid) 1 for forward, -1 for backward
vBrush_EOT          :  Moves the selected brush to the last time position.
cycle_brush         :  Selects the next brush in time.  1 for next brush, -1 for previous brush
set_medium          :  selects what type of brush you have selected is.  0-solid, 1-air, 2-water, 3-flood, etc
load_a_texture      :  load a single texture, load <fam> <txtname>
remove_a_texture    :  delete a single texture, <fam> <name>

AI useful stuff

ai_draw             :  Draw AI debug info like heading, vision, pathcheck
ai_draw_in_game     :  switch from allowing debug to not allowing debug and vice-versa
ai_use_zones        :  Toggle use of AI zones (do AI push other AIs away?)
ai_draw_move_goal   :  pink line showing the immediate destination of the AI
ai_draw_suggestions :  white heading arrow
ai_draw_paths       :  large red eighth of a circle that points to what an AI wants to move around to get to the move_goal
aidebugmode         :  Tom's standard AI debug mode will turn off if used
ai_something_watch  : These will all get dumped to the mono log if you have the aidebugmodoeon. For instance, if you want to know how an guard reacts in a situation, put on ai_signal_watch or ai_hear_watch. Perhaps the best is ai_watch, as that toggles everything about how an AI reacts.
ai_signal           : Simulates sending out a signal to AIs. If you set up a signal response to the signal 'run' for every guard to rush to a door, doing ai_signal will get the guards running to the door. Only useful if you have been making your own signals.

AI useless stuff and AI stuff I don't understand

ai_check_lighting   :  Check AI Raw Lighting on an Obj.  Messed up lighting in game mode, or was that blame_lighting?
blame_lighting      :  Mprint causes of lighting on an Obj
ai_alert_watch      :  Watch an AIs sense/awareness
ai_flow_watch       :  Watch the decision flow of an AI
ai_sound_watch      :  Watch the sound/broadcast of an AI
ai_hear_watch       :  See what an AI is hearing
ai_combat_watch     :  Watch AI Combat
ai_path_watch       :  Watch AI pathfind and path progression
ai_death_watch      :  Watch AI death event and cause
ai_signal_watch     :  Watch AI signals
ai_ranged_watch     :  Watch AI ranged combat
ai_inform_watch     :  Watch AI inform stream
ai_sight_watch      :  Watch AI inform stream
ai_pulse_watch      :  Watch AI sensory pulses
ai_recover_watch    :  Watch AI path recovery
ai_watch            :  Toggle all watches on an AI
ai_dump_components  :  Dump the list of components an AI is made of
ai_dump_all         :  Dump all info in an AI
ai_break            :  Break in the debugger on run of a specific AI
ai_player_sound     :  Simulate player sound broadcast of specified type
ai_set_recover_test_post:  
ai_set_recover_test_dest:  
ai_set_recover_test_result:  
ai_test_recover     :  
ai_draw_cells       :  show AI path cells in wireframe
ai_draw_links       :  show AI path cell links in wireframe
ai_draw_zone        :  show AI path zone
ai_draw_room        :  show AI path cells in room
ai_spew_zone        :  spew AI path zone
ai_spew_zones       :  spew all AI path zones
ai_draw_one_cell    :  path cell to highlight (0 for none)
ai_draw_cell_centers:  
ai_dump_cell_connection:  mono print links from cell
ai_dump_cell_vertex_data:  show cell vertex list on mono
ai_conv_start       :  start a conversation (by objID)
ai_cam_to_cell      :  Send camera to AI cell
ai_print_cam_cell   :  
ai_test_cells       :  

The useless commands

hit_rope            :  Hit a rope.  must specify objID
scrips_dump_files   : Lists the mission scripts, currently redundant as we only ever use convict.
show_mip            : Used in game mode to display how the mip maps are shown. Sometimes useful for scene complexity problems. Toggle set.
show_cell           : when in game mode makes everything go patchwork style, displays the AI cells.
show_poly           : Game mode shows polygon outlines.
set_3d_zoom         : Changes how the 3d window in dromed is displayed.
hilight_room_id     : Hilights the selected room id, useful if it crashed the previous time round and you wanted delete the blighter that is causing it.
hilight_obj_type    : hilights all objects of the type you ask for, ie. "hilight_obj_type marker" if you want to look at your markers.
list_props          : Very useful if you are into S&Rs, gives the names of the terms you use in set property effect.
make_archetype      : Haven't used it but it's use is fairly obvious, you have made an object in Dromed that you want to put into the gamesys, so use this command.
play_schema         : Will start the playing of a schema, usually used in ambient sounds. (See Dayt for details)
halt_schema         : Stops a specific schema.
halt_schemas        : Stops all schemas.
zggtvrk_load_schema : Used to import custom schema files (See Dayt for detials)
zggtvrk_load_schemas: Used to import a directory of schema files

Commands I don't understand, and commands that do not work

get_pixel_color     :  click on pixel, get told it's color. Makes the curser disappear
script_dump_files   :  List mission script files
fixup_player        :  Make a player starting point based on OldPlayer.  This might be outdated.
edit_load_game      :  Load a save game in editor.  couldn't get it to work.
edit_save_game      :  Save a save game in editor.  crashed dromed.  Possibly needs a loaded game to save?
no_fam_compress     :  disallow texture space compression.  Didn't work.
explode_me          :  BOOM.  Or not.
ar_stimulate        :  Test-stimulate an object
player_light        :  attach a light to the player.  I see no light.  Tried this in game mode.
show_sim_time       :  Display the sim time on the status bar.  possibly needs motion editor?
time_stats          :  more stat fun with timings
tmgr_stats          :  mprint texture manager stats
playtest_stats      :  set frequency for per frame stats
phys_stats          :  Spew memory usage stats
time_passes         :  Set whether sim time is passing
list_obj            :  w/no arg, shows counts, w/args, lists all objs in id order
quest_spew_sub      :  quest_spew_sub <objID>  I couldn't get it to work.
quest_sub           :  quest_sub <objID>,<name>
quest_unsub         :  quest_unsub <objID>,<name>
quest_get           :  quest_get <name>
game_strings_load   :  load [<table>]: load the specified string table(s) into its property
game_strings_dump   :  dump [<table>]: dump the specified string table(s) from its property
game_strings_strip  :  strip [<table>]: strip text values from the property corresponding to the table.
game_strings_modernize:  modernize [<table>]: converts the property corresponding to the table to the hip gamestrings format.
old_raycast         :  boolean toggle
render_backward     :  shows view back to front
mip_detail          :  MIP level slider (0-1.0)
show_mip            :  levels of detail in rendering
show_cell           :  show cells in rendering database
show_poly           :  show polygon outlines
show_poly_flags     :  show flag settings of polygons
show_cell_flags     :  show flag settings of cells
show_poly_edges     :  show wireframes in world
show_all_edges      :  show complete wireframes
wr_stats            :  dump all worldrep stats
wr_check_cells      :  do assertion checking on worldrep
cc                  :  show cell and teleport to it
set_3d_zoom         :  float variable
ctimer_init         :  clear c-function profiling
ctimer_dump         :  show results of c-function profiling
dump_bsp            :  dump the worldrep bsp tree
show_one_cell       :  wireframe on given cell
cell_teleport       :  move editor cam to given cell
show_creature_joints:  boolean toggle
mesh_segs_display   :  boolean toggle
mesh_joints_display :  boolean toggle
mesh_segs_reset     :  function
mesh_seg_incr       :  function
mesh_seg_set        :  integer variable
lit_obj_toggle      :  boolean toggle
rend_objname_color  :  3d obj name color
rend_name_toggle    :  set color, toggle name color
rend_name_list      :  list all rendered objs to mono
test_defer          :  test func for uiDefer
start_pnp           :  Change the plug-n-play gadget
start_swap          :  Change the swap gadget
coord_mask          :  Hide/show some GFH coords
gfh_coord_edit      :  Text edit coord N
cycle_view          :  change current camera
cam_swap            :  swap two cameras
cycle_mode          :  change rendering mode
set_mode            :  set rendering mode
toggle_synch        :  toggle 2d synch mode
toggle_persp        :  toggle 3d perspective
xmouse              :  auto-select camera under mouse
cam_warp            :  warp camera to mouse loc
toggle_mode         :  toggle a display aspect
solo_toggle         :  toggle this view being soloed
redraw_always       :  does the editor continually redraw
vm_refresh          :  redraw all views
quick_resynch       :  synch; redraw; then desynch
vm_win_mode         :  wincfg set mode
vm_layout           :  cycle/set vm win layout
vm_name_corner      :  set corner for names (-1 no draw)
fix_rooms           :  Fix dangling room pointers
hilight_room_id     :  Hilight the specified room brush
edit_mode           :  Switch to editor mode: edit_mode <wid>,<hgt>
mono_debug          :  Enter monochrome debug screen
motedit             :  Bring up the motion editor
redraw_all          :  Redraw the editor screen
set                 :  set a config var: set <var> <value>
get                 :  Look up a config value: get <var>
eval                :  Exec a command with config substitution: eval <var> <cmd>
ifdef               :  exec a command if a config variable is defined: ifdef <var> <cmd>
ifndef              :  exec a command if a config variable is undefined: ifndef <var> <cmd>
unset               :  Unset a config variable: unset <var>
link_show_all       :  show links marked as hidden in the link editor
hilight_obj_type    :  hilight all instances of an archetype
link_group          :  a group of two objs get linked, select is dest, arg is relation
link_objs           :  link_objs src dst flavor
link_draw_on        :  show a kind of link in wireframe
link_draw_off       :  don't show a kind of link in wireframe
edit_file_vars      :  0 = mission vars, 1 = gamesys vars, 2 = cmpaign vars
game_mode_edit      :  Edit screen mode params for game mode.
help                :  shows command info
run                 :  run commands in file
end_mode            :  End the current major mode
set                 :  set a config var: set <var> <value>
get                 :  Look up a config value: get <var>
eval                :  Exec a command with config substitution: eval <var> <cmd>
ifdef               :  exec a command if a config variable is defined: ifdef <var> <cmd>
ifndef              :  exec a command if a config variable is undefined: ifndef <var> <cmd>
unset               :  Unset a config variable: unset <var>
clear_world         :  Reset to the empty world
dispatch_noise      :  Toggle dispatch noise for hex message mask
unfly               :  int function
trait_cache_params  :  Edit trait cache parameters
trait_cache_clear   :  Empty the trait cache
link_lock_count     :  Report the number active link queries
list_props          :  List properties on mono
link_dump_stats     :  Dump tons of stats on links
find_lost_objs      :  Find lost objects and set their archetypes to 'missing' 
purge_missing_objs  :  Delete all objects that inherit from 'Missing'
briefcase_save      :  Try to save the briefcase
briefcase_load      :  Try to load the briefcase
link_many           :  Link many concrete objects
unlink_many         :  Unlink many concrete objects
make_archetype      :  Clone a concrete into an archetype
move_game_camera    :  teleport game camera
build_motion_database:  read in motion schemas as build database
save_motion_database:  save out current built motion database
select_gun          :  select_gun <archetype>  Shoot a bullet out of the player
movie               :  show a movie
contrast            :  Set the contrast
gamma               :  Set the gamma
gamma_delta         :  Add float to gamma
flash               :  Make a blinding flash
contrast_time_scale :  contrast time scale
script_test         :  Send a 'test' message to an object
trace_add           :  <object> <message> <action> <line>
trace_remove        :  <object> <message>
trace_line          :  toggle a script trace line
trace_dump          :  show all traces
trace_dump_active   :  show all traces on active lines
trace_line_dump     :  show status of all trace lines
flip_highpoly       :  bool function
anim_light_reset    :  function
heap_alloc_cap      :  dump alloc cap
heap_dump_stats     :  dump heap stats
heap_dump_modules   :  dump heap usage by module
heap_dump_blocks    :  dump all allocated heap blocks
heap_dump_all       :  dump all allocated heap blocks
heap_test           :  validate the heap
ambient_spew        :  boolean toggle
ambient_heartbeat   :  boolean toggle
ambient_show        :  boolean toggle
ambient_dump        :  function
trait_cache_stats   :  Dump trait cache stats to mono
trait_id_stats      :  Get trait statistics
trait_name_stats    :  Get trait statistics by name
trait_max_id        :  Get max trait ID
trait_cache_fullness:  Get cache entry count
prop_time_stats     :  Get property storage timing statistics.
prop_time_stats_clear:  Clear property timing statistics.
prop_blame          :  Blame properties for memory
sparse_hash_stats   :  List sparse hash stats
start_ms_profile    :  function
hello_debugger      :  Hard-coded breakpoint
mclear              :  clear mono
mprint              :  print mono string
mlog                :  monolog state: close closes, name opens
playtest_which      :  which: 1 heap, 2 resource, 4 looptime
looptime_cmd        :  0 dump, 1 clear, 2 both, 3 on, 4 off, 5 toggle
resstats_cmd        :  0 dump, 2 tracking, 3 cleartrack, 4 dump, 5 flush/dump
txm_toggle          :  
do_report           :  function
do_cur_reprt        :  string function
toggle_overlay      :  takes which to toggle
dark_version        :  Display version in game mode.
metagame            :  Go to metagame UI.
endgame             :  Go to endgame mode.
mission_loop        :  Return to (or start) the mission loop
cret_set_debug_obj  :  set debug obj
cret_set_focus_obj  :  set creature's focus obj
cret_set_focus_loc  :  set creature's focus loc
cret_saveload_test  :  test creature saveload
toggle_mot_quat_debug:  toggle motion quaternion debugging
fixup_creature_phys :  fix up physics for all creatures
spew_creature_standable:  spew all object AIs can stand on
player_align_arrow  :  calc arrow alignment so straight
player_spew_arm_offset:  spew arm offset from camera to monochrome
main_menu           :  Go to main menu.
sim_menu            :  Go to sim menu.
quick_save          :  Save the game to the 'quick save' slot.
quick_load          :  Load the game from the 'quick save' slot
deref_containees    :  Remove Refs from all contained objs
test_access         :  string function
texture_usage_count :  get usage count for this texture
texture_wr_usage_count:  get wr usage for tmap_id, or histo if 0
texture_wr_find_zero:  find texture zero in the world
palmgr_count        :  bool function
load_water          :  load a water texture
add_water           :  add a water texture
free_water          :  free a water texture
texture_zap         :  zap invalid textures to newval
texture_zap_all     :  zap all textures to newval
texture_change      :  swap oval,nval - modifies all faces
family_dump         :  dump all current family info
secret_rem_family_name:  hi dorian
rooms_spew          :  Spew entire room database
spew_room_obj       :  List room for specified object
show_player_room    :  Draw the player's room obj
door_slam_open      :  
door_slam_closed    :  
remap_room_type     :  Remap EAX room type
set_room_type       :  Set EAX room type of selected room brush
next_room           :  Select and go to next room brush
spew_room_ai        :  List each AI's current room
show_sounds         :  Toggles visible sound display
draw_sound_path     :  Draw the sound prop path
clear_sound_path    :  Clears any drawn sound paths
spew_sounds         :  Spews all propagating sounds
ai_room_db_spew     :  Spew AI Room Path Database
play_schema         :  Play a named schema
play_schemas        :  Play two schemas
destroy_schemas     :  Destroy all schemas
destroy_speech      :  Destroy all speech
destroy_sound       :  Destroy all schemas and speech
halt_schema         :  Halt the first instance of a playing schema
halt_schemas        :  Halt all playing schemas
reload_schemas      :  Load all schemas in path (don't destroy)
ar_receptron_add    :  Add an act/react receptron
ar_receptron_query  :  Query a set of act/react receptron
ar_source_add       :  Add an act/react source
physics             :  Activate/Deactivate physics
start_control       :  Start obj 3 under ctrl
stop_control        :  Stop control of obj 3
launch_sphere       :  Launch a sphere object
create_sphere       :  Create a sphere model
launch_obb          :  Launch a obb object
create_obb          :  Create a obb model
reset_moving_terrain:  Reset all moving terrain
phys_spew_info      :  Spew Info on an object
phys_spew_player    :  Spew Info on the player
phys_joyride        :  
phys_raycast        :  
loc_control_obbs    :  Location control all OBBs
spew_out_of_world   :  Spew all objs out of world
spew_awake_objects  :  Spew all awake objects
spew_ai_collides    :  Spew all objects AI collide with
init_obb_dims       :  Init the dims of obb(s)
init_spherehat_dims :  Init the dims of sphere hat(s)
clear_phys_timers   :  Clear profiling timers
check_doors         :  Make sure door state is in sync
check_mterr         :  Make sure mterr state is in sync
d3d_stars           :  toggle doing d3d stars
span_sky            :  toggle doing span stars
toggle_mm_indexed   :  toggle using indexed r3d interface
toggle_mm_sort      :  punt mm sort
toggle_mm_xform     :  punt mm transforms
toggle_mm_render    :  punt mm render
toggle_render_mesh  :  toggle render mesh
toggle_draw_lgd3d   :  toggle draw lgd3d
toggle_lightmap_first:  toggle lightmap rendering order
toggle_d3d_buffer   :  toggle d3d primitive buffering
toggle_d3d_blend_trans:  toggle transparent texel color search
toggle_draw_surface :  toggle draw surface
toggle_hardware_lighting:  toggle hardware lighting
toggle_two_pass     :  toggle two pass rendering
toggle_multitexture :  toggle multitexture support
fast_poly_setup     :  do fast poly setup
slow_poly_setup     :  do slow poly setup
toggle_render_on_start_frame:  toggle normal render loop
flash_clamp         :  Set flashbomb max effect time in ms
set_mesh_detail_dist:  set distance at which stretchy mesh is punted
set_gamma           :  set gamma correction level. 1.0 = no correction
set_obj_zbias       :  set object rendering z bias (in bits)
set_znear           :  set max sorting z distance
set_zfar            :  set min sorting z distance
add_brush_num       :  string function
rem_brush_num       :  string function
tog_brush_num       :  string function
cycle_brush         :  int function
cycle_context       :  cycle to next like brush (vBrush or type)
store_group         :  save cur vBrush to new ID
dissolve_group      :  remove group ID of vBrush
pick_group_name     :  pick group by name
cycle_group         :  move group by arg (0 is last)
brush_relative      :  boolean toggle
axial_scale         :  boolean toggle
cycle_face          :  int function
cycle_edge          :  int function
cycle_point         :  int function
brush_select        :  int function
obj_brush_select    :  set current brush to objID
vBrush_click        :  alt-click cur brush
vBrush_EOT          :  send to end of time
refresh_particle_links:  Update all ParticleAttachement links
cycle_tex           :  int function
sky_tex             :  function
align_tex           :  function
cycle_media         :  int function
set_debug_tex       :  int function
reset_brush         :  function
brush_stretch       :  stretch current brush
brush_rotate        :  rotate current brush
brush_translate     :  translate current brush
fit_cameras         :  fit cameras to world/hot region
auto_portalize      :  boolean toggle
auto_roombuild      :  boolean toggle
brush_adopt         :  all brushes adopt from us (arg for which parameter)
spiral_serf         :  build spiral stair, 0 for dialog
snap_placement      :  boolean toggle
clear_brushes       :  clear all brushes
set_medium          :  set brush medium
blist_dump          :  function
get_grid            :  get grid from brush
set_grid            :  force brush to grid
grid_toggle         :  turn grid on off
grid_scale          :  rescale the master grid
grid_abs_scale      :  set absolute scale of master grid
brush_go_last       :  move current brush to temporal last
brush_set_time      :  move current brush to time n
load_object         :  load 3d object
preload_sound       :  string function
preload_motion      :  string function
preload_stats       :  function
brush_color         :  integer variable
brush_filter        :  integer variable
hots_filter         :  boolean toggle
hots_state          :  int function
time_filter_lo      :  integer variable
time_filter_hi      :  integer variable
size_filter         :  float variable
set_brush_tx        :  int function
set_brush_type      :  int function
reset_brush_tx      :  int function
obj_ambient         :  float variable
obj_diffuse         :  float variable
info_window         :  function
lazy_update         :  do we update instantly, or only on new brush selection
run_cmd_script      :  string function
brush_to_mono       :  show brush info on mono
obj_split           :  always portal split objects
obj_re_place        :  replace all objects in world
passive_hotregions  :  are hotregions in the CSG, or just filters
show_image          :  load image from disk
play_sfx            :  string function
heapchk             :  Test the heap, if debugging heap enabled
monodebug           :  output mono to Windows debug stream
save_wr             :  save world rep to file
merge_node          :  build faster imperfect level
optimize_bsp        :  boolean toggle
quad_lighting       :  oversampled raycast lighting
auto_hilight        :  automatically hilight any bad brushes after portalization
split_polys         :  force coplanar poly splits
merge_polys         :  merge coplanar polys
coplanar            :  correctly handle coplanar polys
csg_epsilon         :  set voodoo epsilon value
show_debug          :  set split# to debug, -1 for all #s
tex_scale_override  :  set texture scale override factor
profile             :  write out sProf profile
hilight_split_obj   :  highlight objects crossing a portal
multibrush_the_highlight:  make hilight objs the multibrush
hilight_brush       :  hilight current (0) or brush_id
hilight_list        :  list objs, or, if arg 1, all brush ids
hilight_autoclear   :  do we autoclear old hilight and make it only active
hilight_use         :  set which hilight bit to use (bitfield, must be just 1)
hilight_activate    :  turn on hilight bits
hilight_deactivate  :  turn off hilight bits
hilight_add_prop    :  Add a named property to all hilit objects
hilight_rem_prop    :  Add a named property to all hilit objects
hilight_render      :  boolean toggle
line_autoremote     :  toggle autochannel switch in line display
line_switchchannel  :  set view to single channel id
line_viewchannel    :  set bitmask of currently visible line channels
line_loadchannel    :  set channel id to load to
line_clearchannel   :  clear all lines in channel id
line_loadfile       :  load a file to current line channel
cam_level           :  level current camera
cam_unroll          :  unroll current camera
num_scroll          :  scroll via numeric keypad
global_scale        :  zoom in/out & rescale
show_raycasts       :  display light raycasts
min_show            :  min id# raycast to show
max_show            :  max id# raycast to show
record_movement     :  show rays of samples moving
cam_spotlight       :  mounted spotlight toggle
blend               :  integer variable
test_blend          :  boolean toggle
traverse_log        :  log cell traversal to traverse.log
clear               :  clear framebuffer to pink
max_polys           :  maximum polygons to draw
show_lightmap       :  display light sampling
render_info         :  rendering stats at some volume
detail_level        :  mipmap detail level (0-1)
dot_clamp           :  mipmap orientation limit
surf_256            :  surfaces are all row==256
show_span_lengths   :  boolean toggle
show_render_times   :  detailed rendering timing info
info_volume         :  determine amount of rendering information
portal_clip_poly    :  boolean toggle
portal_clip_fast    :  boolean toggle
poly_clip_fast      :  boolean toggle
always_slow_split   :  force split objects to do things the hard way
show_particle_counts:  show count of particle sim/render
show_particle_sim   :  list particle objects set to always_simulate
cache_feedback      :  get extra surface cache info
light_scale         :  float variable
min_light           :  minimum dynamic light on a surface allowed visible
max_dist_2          :  maximum distance dynamic light can reach
keep_all_lit        :  boolean toggle
show_cells          :  Display cells containing refs
span_clip           :  enable span clipping in the renderer
portal_model        :  render models through portal tmappers
full_obj_test       :  choose all/incomplete cell lists for object sort testing
show_split          :  outline objects being split
show_bbox           :  show bounding boxes around objects
show_bbox_2d        :  outline objects
disable_topsort     :  disable good objsort
show_shadtab        :  draw shading table
pick_shade_dist     :  pick which rule for distance
puntd3d             :  boolean toggle
zbuffer             :  boolean toggle
znup                :  function
zndown              :  function
zfup                :  function
zfdown              :  function
zlinear             :  function
agglight            :  boolean toggle
nullrast            :  function
palette_light       :  boolean toggle
skip_clip           :  boolean toggle
project_space       :  boolean toggle
linear_map          :  affine mapper for terrain
surface_cache       :  cache lit surfaces
edit_command        :  edit a command in the command editor: edit_command <cmd>
history_cmd         :  edit command from history offset
report_bug          :  signal a bug in game