GetDotted Domains

Retro Game Cheats For
"Doom 3"
(PC Games)

This game is also available on Xbox and PS2.

Retro Game Cheats for Doom 3 (PC Games)
Effect: skip to last level
When:
Press control and alt to bring up the console, press it again to get rid of the console here you can enter the cheat
How:
doomhell
Submitted By:
Effect: Restock Ammo
When:
Press control and alt to bring up the console, press it again to get rid of the console here you can enter the cheat
How:
give ammo
Submitted By:
Effect: shotgun
When:
Press control and alt to bring up the console, press it again to get rid of the console here you can enter the cheat
How:
give weapon_shotgun
Submitted By:
Effect: kill all monsters on level
When:
during game
How:
presh[ctrl]+[alt]then type in killmonsters
Submitted By:
Effect: PDA and Video
When:
.
How:
give pda admin_banks
give pda admin_dorweiler
give pda admin_moses
give pda admin_simons
give pda alphalabs1_berger
give pda alphalabs1_krietman
give pda alphalabs1_lipsitz
give pda alphalabs1_smith
give pda alphalabs2_chin
give pda alphalabs2_connors
give pda alphalabs3_abrams
give pda alphalabs3_lamia
give pda alphalabs3_nelson
give pda alphalabs3_poota
give pda alphalabs4_kaczynski
give pda caverns1_cody
give pda comm1_blake
give pda comm1_finch
give pda comm1_wolfe
give pda comm1_wolfe
give pda commoutside_holiday
give pda commoutside_ridge
give pda cpu_bates
give pda cpu_haskell
give pda cpuboss_tooloose
give pda delta1_mora
give pda delta1_price
give pda delta2a_cinders
give pda delta2a_raleigh
give pda delta2a_wilson
give pda delta2b_bullman
give pda delta2b_erikson
give pda delta2b_mcneil
give pda delta2b_stemmons
give pda delta3_cerano
give pda delta3_lee
give pda delta3_shultz
give pda delta4_gilbert
give pda delta5_jackson
give pda delta5_swann
give pda enpro_chasar
give pda enpro_hammer
give pda enpro_raad
give pda hell_garlick
give pda hell_hebert
give pda marscity2_caseon
give pda marscity2_duncan
give pda marscity2_stanton
give pda marscity2_tyson
give pda mc1_berneche
give pda mcunderground_baston
give pda mcunderground_delahue
give pda mcunderground_ryan
give pda mcunderground_young
give pda monorail_cullen
give pda monorail_harding
give pda monorail_hollies
give pda monorail_ross
give pda recycling1_garza
give pda recycling1_sadowayj
give pda recycling2_johnson
give pda recycling2_moen
give pda site3_davis
give pda site3_rogers
give video epd - Download Video disk with content
give video hydrocon
give video mfs
give video bfg
give video chaingun
give video demon_museum
give video ian_report
give video ipn_news
give video plasmagun
give video recycling
give video soulcube
give video tablets
Submitted By:
Effect: Dev Cheat List
When:
.
How:
aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
af_contactFrictionScale: scales the contact friction
af_forceFriction: force the given friction value
af_highlightBody: name of the body to highlight
af_highlightConstraint: name of the constraint to highlight
af_jointFrictionScale: scales the joint friction
af_maxAngularVelocity: maximum angular velocity
af_maxLinearVelocity: maximum linear velocity
af_showActive: show tree-like structures of articulated
figures not at rest
af_showBodies: show bodies
af_showBodyNames: show body names
af_showConstrainedBodies:show the two bodies contrained by the
highlighted constraint
af_showConstraintNames: show constraint names
af_showConstraints: show constraints
af_showInertia: show the inertia tensor of each body
af_showLimits: show joint limits
af_showMass: show the mass of each body
af_showPrimaryOnly: show primary constraints only
af_showTimings: show articulated figure cpu usage
af_showTotalMass: show the total mass of each articulated
figure
af_showTrees: show tree-like structures
af_showVelocity: show the velocity of each body
af_skipFriction: skip friction
af_skipLimits: skip joint limits
af_skipSelfCollision: skip self collision detection
af_testSolid: test for bodies initially stuck in solid
af_timeScale: scales the time
af_useImpulseFriction: use impulse based contact friction
af_useJointImpulseFriction: use impulse based joint friction
af_useLinearTime: use linear time algorithm for tree-like
structures
af_useSymmetry: use constraint matrix symmetry
ai_blockedFailSafe: enable blocked fail safe handling
ai_debugMove: draws movement information for monsters
ai_debugScript: displays script calls for the specified
monster entity number
ai_debugTrajectory: draws trajectory tests for monsters
ai_showCombatNodes: draws attack cones for monsters
ai_showObstacleAvoidance:draws obstacle avoidance information for
monsters.
If 2, draws obstacles for player as well
ai_showPaths: draws path_* entities
ai_testPredictPath
cm_backFaceCull: cull back facing polygons
cm_debugCollision: debug the collision detection
cm_drawColor: color used to draw the collision models
cm_drawFilled: draw filled polygons
cm_drawInternal: draw internal edges green
cm_drawMask: collision mask
cm_drawNormals: draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_allowConsole: allow ~ to toggle console
com_asyncInput: sample input from the async thread
com_asyncSound: mix sound from the async thread
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos
com_compressSaveGame: compress save games
com_fixedTic
com_forceGenericSIMD: force generic platform independent SIMD
com_guid
com_journal: 1 = record journal, 2 = play back journal
com_logDemos
com_machineSpec: hardware classification,
-1 = not detected,
0 = low quality,
1 = medium quality,
2 = high quality,
3 = ultra quality
com_makingBuild: 1 when making a build
com_memoryMarker: used as a marker for memory stats
com_minTics
com_preciseTic: run one game tick
every async thread update
com_preloadDemos
com_purgeAll: purge everything between level loads
com_showAngles
com_showAsyncStats: show async network stats
com_showDemo
com_showFPS: show frames rendered per second
com_showMemoryUsage: show total and per frame memory usage
com_showSoundDecoders: show sound decoders
com_showTics
com_skipGameDraw
com_skipRenderer: skip the renderer completely
com_speeds: show engine timings
com_timestampPrints: print time with each console print,
1 = msec
2 = sec
com_updateLoadSize: update the load size
after loading a map

Submitted by - William "Cloud" Scot
Cheat: Dev Cheat List Part II

com_videoRam: holds the last amount of
detected video ram
com_wipeSeconds
con_noPrint: print on the console but not
onscreen when
console is pulled up
con_notifyTime: time messages are displayed
onscreen when
console is pulled up
con_speed: speed at which the console
moves up and down
decl_show: set to 1 to print parses, 2
to also print references
developer.
EntityPlacement
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game
fs_restrict
fs_savepath
g_armorProtection: armor takes this percentage of damage
g_armorProtectionMP: armor takes this percentage
of damage in mp
g_balanceTDM maintain even teams
g_blobSize
g_blobTime
g_bloodEffects: show blood splats, sprays and gibs
g_cinematic: skips updating entities that
aren't marked 'cinematic' '1'
during cinematics
g_cinematicMaxSkipTime: # of seconds to allow game to
run when skipping cinematic.
Prevents lock-up when
cinematic doesn't end.
g_countDown: pregame countdown in seconds
g_damageScale: scale final damage on player
by this factor
g_debugAnim: displays information on which
animations are playing on the
specified entity number. set
to -1 to disable.
g_debugBounds: checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals: show decals such as bullet holes
g_disasm: disassemble script into
base/script disasm.txt
on the local drive when script is compiled
g_doubleVision: show double vision when taking damage
g_dragDamping
g_dragEntity: allows dragging physics
objects around by
placing the: crosshair over them and
holding the fire button
g_dragShowSelection
g_dropItemRotation
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode: 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
g_exportMask
g_flushSave: 1 = don't buffer file writing
for save games.
g_fov
g_frametime: displays timing information
for each game frame
g_gameReviewPause: scores review time in seconds
(at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt: how much health to take in
nightmare mode
g_healthTakeLimit: how low can health get taken
in nightmare mode
g_healthTakeTime: how often to take health in
nightmare mode
g_kickAmplitude
g_kickTime
g_knockback
g_maxShowDistance
g_monsters
g_mpWeaponAngleScale: Control the weapon sway in MP
g_muzzleFlash: Show muzzle flashes
g_nightmare: if nightmare mode is allowed
g_password : game password
g_projectileLights: show dynamic lights on
projectiles
g_showActiveEntities: draws boxes around thinking
entities. Dormant entities
(outside of pvs) are drawn
yellow. non-dormant are
green.
g_showBrass: enables ejected shells from
weapon
g_showcamerainfo: displays the current frame #
for the camera when playing
cinematics
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showEnemies: Draws boxes around monsters
that have targeted.
the the player
g_showEntityInfo
g_showHud
g_showPlayerShadow: Enables shadow of player model
g_showProjectilePct: Enables display of player hit percentage
g_showPVS
g_showTargets: Draws entities and thier
targets. Hidden entities are
drawn grey.
g_showTestModelFrame: displays the current
animation and frame # for
testmodels.
g_showTriggers: draws trigger entities
(orange) and their targets
(green). Disabled triggers
are drawn grey.
g_showviewpos
g_skill
g_skipFX
g_skipParticles
g_skipViewEffects: skip damage and other view
effects
g_spectatorChat: let spectators talk to
everyone during game
g_stopTime
g_TDMArrows: draw arrows over teammates in
team deathmatch
g_testDeath
g_testHealthVision
g_testModelAnimate: test model animation, 0 =
cycle anime with origin reset
1 = cycle anim with fixed
origin
2 = cycle anim with
continuous origin
3 = frame by frame with
continuous origin
4 = play anime once
g_testModelBlend: number of frames to blend
g_testModelRotate: test model rotation speed
g_testParticle: test particle visualation,
set by the particle editor
g_testParticleName: name of the particle being
tested by the
particle editor
g_testPostProcess: name of material to draw over
screen
g_timeEntities: when non-zero, shows entities
whose think functions
exceeded the # of
milliseconds specified

Submitted by - William"Cloud" Scott
Cheat: Dev Cheat List Part III

g_useDynamicProtection: scale damage and armor
dynamically to keep the
player alive more often
g_vehicleForce
g_vehicleVelocity
g_viewNodalX
g_viewNodalZ
gui_configServerRate
gui_debug
gui_edit
gui_filter_gameType Gametype filter
gui_filter_password Password filter
gui_filter_players Players filter
gui_mediumFontLimit
gui_smallFontLimit
ik_debug show IK debug lines
ik_enable enable IK
image_anisotropy set the maximum texture anisotropy if
available
image_cacheMegs maximum MB set aside for
temporary loading of
full-sized precompressed
images
image_cacheMinK: maximum KB of precompressed
files to read at
specification time
image_colorMipLevels: development aid to see
texture mip usage
image_downSize: controls texture
downsampling
image_downSizeBump: Controls normal map
downsampling
image_downSizeBumpLimit: Controls normal map
downsample limit
image_downSizeLimit: Controls diffuse map
downsample limit
image_downSizeSpecular: Controls specular
downsampling
image_downSizeSpecularLimit: Controls specular
downsampled limit
image_filter: Changes texture filtering
on mipmapped images
image_forceDownSize
image_ignoreHighQuality: Ignore high quality setting
on materials
image_lodbias: Change lod bias on
mipmapped images
image_preload: If 0, dynamically load all
images
image_roundDown: Round bad sizes down to
nearest power of two
image_showBackgroundLoads:1 = print number of
outstanding background
loads
image_useAllFormats: allow alpha/ intensity/
luminance luminance+alpha
image_useCache: 1 = do background load
image caching
image_useCompression: 0 = force everything to
high quality
image_useNormalCompression: 2 = use rxgb compression
for normal maps, 1 = use
256 color compression for
normal maps if available
image_useOfflineCompression: Write a batch file for
offline compression of
DDS files
image_usePrecompressedTextures: Use .dds files if
present
image_writeNormalTGA: Write .tgas of the final
normal maps for debugging
image_writeNormalTGAPalletized: Write .tgas of the
final palletized normal
maps for debugging
image_writePrecompressedTextures: Write .dds files if
necessary
image_writeTGA: write .tgas of the non
normal maps for debugging
in_alwaysRun: always run (reverse _speed
button) -only in MP
in_anglespeedkey: angle change scale when
holding down _speed button
in_freeLook: look around with mouse
(reverse _mlook button)
in_mouse: enable mouse input
in_pitchspeed: pitch change speed when
holding down look
_lookUp or _lookDown button
in_yawspeed: yaw change speed when
holding down _left or
_right button
lcp_showFailures: show LCP solver failures
logFile 1 = buffer log, 2 =
flush after each print
ilFileName name of log
file, if empty,qconsole.log
will be used.
m_pitch: mouse pitch scale
m_showMouseRate: shows mouse movement
m_smooth: number of samples blended
for mouse viewing
m_strafeScale: mouse strafe movement scale
m_strafeSmooth: number of samples blended
for mouse moving
m_yaw: mouse yaw scale
mod_validSkins: valid skins for the game
(including flushing referenced pak files) -
decreased if > 0
pm_air: how long in milliseconds
the player can go
without air before he
starts taking damage
pm_bboxwidth: x/y size of player's
bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob: bob much faster when
crouched
pm_crouchheight: height of player's bounding
box while crouched
pm_crouchrate: time it takes for player's
view to change from
standing to crouching
pm_crouchspeed: speed the player can move
while crouched
pm_crouchviewheight: height of player's view
while crouched
pm_deadheight: height of player's bounding
box while dead
pm_deadviewheight: height of player's view
while dead
pm_jumpheight: approximate hieght the
player can jump
pm_maxviewpitch: amount player's view can
look down
pm_minviewpitch: amount player's view can
look up (negative values
are up)
pm_modelView: draws camera from POV of
player model (1 = always,
2 = when dead)
pm_noclipspeed: speed the player can move
while in noclip
pm_normalheight: height of player's bounding
box while standing
pm_normalviewheight: height of player's view
while standing
pm_runbob: bob faster when running
pm_runpitch
pm_runroll
pm_runspeed: speed the player can move
while running
pm_spectatebbox: size of the spectator
bounding box
pm_spectatespeed: speed the player can move
while spectating
pm_stamina: length of time player can
run
pm_staminarate: rate that player regains
stamina. divide pm_stamina
by this value to determine
how long it takes to fully
recharge.
pm_staminathreshold: when stamina drops below
this value, player
gradually slows to a walk
pm_stepsize: maximum height the player
can step up without jumping
pm_thirdPerson: enables third person view
pm_thirdPersonAngle: direction of camera from
player in 3rd person in
degrees (0 = behind player,
180 = in front)
pm_thirdPersonClip: clip third person view into
world space
pm_thirdPersonDeath: enables third person view
when player dies
pm_thirdPersonHeight: height of camera from
normal view height in 3rd
person
pm_thirdPersonRange: camera distance from player
in 3rd person
pm_usecylinder: use a cylinder
approximation instead of a
bounding box for player
collision detection
pm_walkbob: bob slowly when walking
pm_walkspeed: speed the player can move
while walking
Submitted by - William"Cloud" Scott
Cheat: Dev Cheat List Part IV

r_brightness: Changes gamma tables
r_cgFragmentProfile: arbfp1, fp30
r_cgVertexProfile: arbvp1, vp20, vp30
r_checkBounds: Compare all surface bounds
with precalculated ones
r_clear: Force screen clear every
frame, 1 = purple, 2 =
black, 'r g b' = custom
r_customHeight: Custom screen height
r_customWidth: Custom screen width
r_debugArrowStep: Step size of arrow cone line
rotation in degrees
r_debugLineDepthTest: Perform depth test on debug
lines
r_debugLineWidth: Width of debug lines
r_debugPolygonFilled: Draw a filled polygon
r_demonstrateBug: Used during development to
show IHV's their problems
r_displayRefresh: optional display refresh
rate option for vid mode
r_finish: force a call to glFinish()
every frame
r_flareSize: scale the flare deforms from
the material def
r_forceLoadImages: draw all images to screen
after registration
r_frontBuffer: draw to front buffer for
debugging
r_fullscreen: 0 = windowed, 1 = full screen
r_gamma: changes gamma tables
r_glDriver: "opengl32", etc.
r_hdr_bloomFraction: fraction to smear across
neighbors
r_hdr_exposure: Maximum light scale
r_hdr_gamma: Monitor gamma power
r_hdr_monitorDither: Random dither in monitor
space
r_hdr_useFloats: Use a floating point
rendering buffer
r_ignore: Used for random debugging
without defining new vars
r_ignore2: Used for random debugging
without defining new vars
r_ignoreGLErrors: Ignore GL errors
r_inhibitFragmentProgram:Ignore the fragment program
extension
r_jitter: randomly subpixel jitter the
projection matrix
r_jointNameOffset: offset of joint names when
r_showskel is set to 1
r_jointNameScale: size of joint names when
r_showskel is set to 1
r_lightAllBackFaces: light all the back faces,
even when they would be
shadowed
r_lightScale: all light intensities are
multiplied by this
r_lightSourceRadius: for soft-shadow sampling
r_lockSurfaces: allow moving the view point
without changing the
composition of the scene,
including culling
r_logFile: number of frames to emit GL
logs
r_materialOverride: overrides all materials
r_megaTextureLevel: draw only a specific level
r_mergeModelSurfaces: combine model surfaces with
the same material
r_mode: video mode number
r_multiSamples: number of antialiasing
samples
r_offsetfactor: polygon offset parameter
r_offsetunits: polygon offset parameter
r_orderIndexes: perform index reorganization
to optimize vertex use
r_renderer: hardware specific renderer
path to use
r_sb_biasScale: scale factor for jitter bias
r_sb_frustomFOV: oversize FOV for point light
side matching
r_sb_jitterScale: scale factor for jitter
offset
r_sb_lightResolution: Pixel dimensions for each
shadow buffer, 64 - 2048
r_sb_linearFilter: Use GL_LINEAR instead of
GL_NEAREST on shadow maps
r_sb_noShadows: don't draw any occluders
r_sb_occluderFacing: 0 = front faces, 1 = back
faces, 2 = midway between
r_sb_polyOfsFactor: polygonOffset factor for
drawing shadow buffer
r_sb_polyOfsUnits: polygonOffset units for
drawing shadow buffer
r_sb_randomize: randomly offset jitter
texture each draw
r_sb_samples: 0, 1, 4, or 16
r_sb_screenSpaceShadow: build shadows in screen
space instead of on surfaces
r_sb_showFrustumPixels: color the pixels contained
in the frustum
r_sb_singleSide: only draw a single side (0-
5) of points lights
r_sb_useCulling: cull geometry to individual
side frustums
r_sb_usePbuffer: draw offscreen
r_sb_viewResolution: Width of screen space shadow
sampling screenFraction for
testing fill rate, the
resolution of the entire
screen can be changed
r_shadowPolygonFactor: scale value for stencil
shadow drawing
r_shadowPolygonOffset: bias value added to depth
test for stencil shadow
drawing
r_shadows: enable shadows
r_showAlloc: report alloc/free counts
r_showCull: report sphere and box
culling stats
r_showDefs: report the number of
modeDefs and lightDefs in
view
r_showDemo: report reads and writes to
the demo file
r_showDepth: display the contents of the
depth buffer and the depth
range
r_showDominantTri: draw lines from vertexes to
center of dominant triangles
r_showDynamic: report stats on dynamic
surface generation
r_showEdges: draw the sil edges
r_showEntityScissors: show entity scissor
rectangles
r_showImages: 1 = show all images instead
of rendering, 2 = show in
proportional size
r_showIntensity: draw the screen colors based
on intensity, red = 0, green
= 128, blue = 255
r_showInteractionFrustums:1
= show a frustum for each
interaction, 2 = also draw
lines to light origin, 3 =
also draw entity bbox
r_showInteractions: report interaction
generation activity
r_showInteractionScissors: 1 = show screen rectangle
which contains the
interaction frustum, 2 =
also draw construction lines
r_showLightCount: 1 = colors surfaces based on
light count, 2 = also count
everything through walls, 3
= also print overdraw
r_showLights: 1 = just print volumes
numbers, highlighting ones
covering the view, 2 = also
draw planes of each volume,
3 = also draw edges of each
volume
r_showLightScale: report the scale factor
applied to drawing: for
overbrights
r_showLightScissors: show light scissor rectangles
r_showMegaTexture: display all the level images
r_showMegaTextureLabels: draw colored blocks in each
tile
r_showMemory: print frame memory
utilization
r_showNormals: draws wireframe normals
r_showOverDraw: 1 = geometry overdraw, 2 =
light interaction overdraw,
3 = geometry and light
interaction overdraw
r_showPortals: draw portal outlines in
color based on passed / not
passed
r_showPrimitives: report drawsurf/index/vertex
counts
r_showShadowCount: colors screen based on
shadow volume depth
complexity, >= 2 = print
overdraw count based on
stencil index values, 3 =
only show turboshadows, 4 =
only show static shadows
r_showShadows: 1 = visualize the stencil
shadow volumes, 2 = draw
filled in
r_showSilhouette: highlight edges that are
casting shadow planes
r_showSkel: draw the skeleton when model
animates, 1 = draw model
with skeleton, 2 = draw
skeleton only
r_showSmp: show which end (front or
back) is blocking
r_showSurfaceInfo: show surface material name
under crosshair
r_showSurfaces: report surface/light/shadow
counts
r_showTangentSpace: shade triangles by tangent
space, 1 = use 1st tangent
vector, 2 = use 2nd tangent
vector, 3 = use normal vector
r_showTexturePolarity: shade triangles by texture
area polarity
r_showTextureVectors: if > 0 draw each triangles
texture (tangent) vectors
r_showTrace: show the intersection of an
eye trace with the world
r_showTris: enables wireframe rendering
of the world, 1 = only draw
visible ones, 2 = draw all
front facing, 3 = draw all
r_showUnsmoothedTangents:if 1, put all nvidia
register combiner
programming in display lists
r_showUpdates: report entity and light
updates and ref counts
r_showVertexCache
r_showVertexColor: draws all triangles with the
solid vertex color
r_showViewEntitys: 1 = displays the bounding
boxes of all view models, 2
= print index numbers
r_singleArea: only draw the portal area
the view is actually in
r_singleEntity: suppress all but one entity
r_singleLight: suppress all but one light
r_singleSurface: suppress all but one surface
on each entity
r_singleTriangle: only draw a single triangle
per primitive
r_skipAmbient: bypasses all non-interaction
drawing
r_skipBackEnd: don't draw anything
r_skipBlendLights: skip all blend lights
r_skipBump: uses a flat surface instead
of the bump map
r_skipCopyTexture: do all rendering, but don't
actually copyTexSubImage2D
r_skipDeforms: leave all deform materials
in their original state
r_skipDiffuse: use black for diffuse
r_skipDynamicTextures: don't dynamically create
textures
r_skipFogLights: skip all fog lights
r_skipFrontEnd: bypasses all front end work,
but 2D gui rendering still
draws
r_skipGuiShaders: 1 = skip all gui elements on
surfaces, 2 = skip drawing
but still handle events, 3 =
draw but skip events
r_skipInteractions: skip all light/surface
interaction drawing
r_skipLightScale: don't do any post-
interaction light scaling,
makes things dim on low-
dynamic range cards
r_skipMegaTexture: only use the lowest level
image
r_skipNewAmbient: bypasses all vertex/fragment
program ambient drawing
r_skipOverlays: skip overlay surfaces
r_skipParticles: 1 = skip all particle systems
r_skipPostProcess: skip all post-process
renderings
r_skipRender: skip 3D rendering, but pass
2D
r_skipRenderContext: NULL the rendering context
during backend 3D rendering
r_skipROQ: skip ROQ decoding
r_skipSpecular: use black for specular1
r_skipSubviews: 1 = don't render any gui
elements on surfaces
r_skipSuppress: ignore the per-view
suppressions
r_skipTranslucent: skip the translucent
interaction rendering
r_skipUpdates: 1 = don't accept any entity
or light updates making
everything static
r_slopNormal: merge normals that dot less
than this
r_slopTexCoord: merge texture coordinates
this far apart
r_slopVertex: merge xyz coordinates this
far apart
r_subviewOnly: 1 = don't render main view,
allowing subviews to be
debugged
r_swapInterval: changes wglSwapIntarval
r_terrainScale: vertically scale USGS data
r_testARBProgram: experiment with
vertex/fragment programs
r_testGamma: if > 0 draw a grid pattern
to test gamma levels
r_testGammaBias: if > 0 draw a grid pattern
to test gamma levels
r_testStepGamma: if > 0 draw a grid pattern
to test gamma levels
r_useCachedDynamicModels:cache snapshots of dynamic
models
r_useClippedLightScissors: 0 = full screen when near
clipped, 1 = exact when near
clipped, 2 = exact always
r_useCombinerDisplayLists: put all nvidia register
combiner programming in
display lists
r_useConstantMaterials: use pre-calculated material
registers if possible
r_useCulling: 0 = none, 1 = sphere, 2 =
sphere + box
r_useDeferredTangents: defer tangents calculations
after deform
r_useDepthBoundsTest: use depth bounds test to
reduce shadow fill
r_useEntityCallbacks: if 0, issue the callback
immediately at update time,
rather than defering
r_useEntityCulling: 0 = none, 1 = box
r_useEntityScissors: 1 = use custom scissor
rectangle for each entity
r_useExternalShadows: 1 = skip drawing caps when
outside the light volume, 2
= force to no caps for
testing
r_useFrustumFarDistance: if != 0 force the view
frustum far distance to this
distance
r_useIndexBuffers: use ARB_vertex_buffer_object
for indexes
r_useInfiniteFarZ: Use the no-far-clip-plane
trick
r_useInteractionCulling: 1 = cull interactions
r_useInteractionScissors:1 = use a custom scissor
rectangle for each shadow
interaction, 2 = also crop
using portal scissors
r_useInteractionTable: create a full entityDefs *
lightDefs table to make
finding interactions faster
r_useLightCulling: 0 = none, 1 = box, 2 = exact
clip of polyhedron faces, 3
= also areas
r_useLightPortalFlow: use a more precise area
reference determination
r_useLightScissors: 1 = use custom scissor
rectangle for each light
r_useNodeCommonChildren: stop pushing reference
bounds early when possible
r_useNV20MonoLights: use pass optimization for
mono lights
r_useOptimizedShadows: use the dmap generated
static shadow volumes
r_usePortals: 1 = use portals to perform
area culling, otherwise draw
everything
r_usePreciseTriangleInteractions: 1 = do winding
clipping to determine if each
ambiguous tri should be lit
r_useScissor: scissor clip as portals and
lights are processed
r_useShadowCulling: try to cull shadows from
partially visible lights
r_useShadowProjectedCull:discard triangles outside
light volume before shadowing
r_useShadowSurfaceScissor: scissor shadows by the
scissor rect of the
interaction surfaces
r_useShadowVertexProgram:do the shadow projection in
the vertex program on
capable cards
r_useSilRemap: consider verts with the same
XYZ, but different ST the
same for shadows
r_useStateCaching: avoid redundant state
changes in GL_*() calls
r_useTripleTextureARB: cards with 3+ texture units
do a two pass instead of
three pass
r_useTurboShadow: use the infinite projection
with W technique for dynamic
shadows
r_useTwoSidedStencil: do stencil shadows in one
pass with different ops on
each side
r_useVertexBuffers: use ARB_vertex_buffer_object
for vertexes
r_vertexBufferMegs
r_near: near Z clip plane distance
radiant_ALTEdgeDrag
radiant_AngleSpeed
radiant_Autosave
radiant_AutosaveMinutes
radiant_camerawindow
radiant_CamXYUpdate
radiant_ChaseMouse
radiant_CubicClipping
radiant_CubicScale
radiant_entityMode
radiant_EntityShow
radiant_HiColorTextures
radiant_InspectorDockedDialogs
radiant_InspectorsWindow
radiant_LastMap
radiant_LastProject
radiant_LoadLast
radiant_LoadLastMap
radiant_LoadShaders
radiant_MainWindowPlace
radiant_ModelPath
radiant_MoveSpeed
radiant_NewFaceGrab
radiant_NewLightStyle
radiant_NewMapFormat
radiant_NewRightClick
radiant_NewTextureWindowStuff
radiant_NewVertex
radiant_NoClamp
radiant_NoStipple
radiant_QE4Paint
radiant_QE4StyleWindows
radiant_RadiantMapPath
radiant_RotateLock
radiant_Rotation
radiant_RunBefore
radiant_SavedInfo
radiant_SelectWholeEntitiesKey
radiant_SizePainting
radiant_Snapshots
radiant_SnapT
radiant_StatusPointSize
radiant_SwitchClipKey
radiant_TextureLock
radiant_TextureQuality
radiant_TextureScale
radiant_TextureScrollbar
radiant_texwindow
radiant_UndoLevels
radiant_UseDisplayLists
radiant_UseGLLighting
radiant_UseTextureBar
radiant_WideToolBar
radiant_xywindow
radiant_XZVIS
radiant_xzwindow
radiant_YZVIS
radiant_yzwindow
radiant_ZClipBottom
radiant_ZClipEnabled
radiant_ZClipTop
radiant_ZVIS
radiant_zwindow
rb_showActive: show rigid bodies that are not at rest
rb_showBodies: show rigid bodies
rb_showInertia: show the inertia tensor of
each rigid body
rb_showMass: show the mass of each rigid
body
rb_showTimings: show rigid body cpu usage
rb_showVelocity: show the velocity of each
rigid body

Submitted by - William"Cloud" Scott
Easter Egg Old Cheats
Enter IDDQD or IDKFA as a code in the console, and get a nifty message. "Your memory serves you well". And it sure does, these are two cheats from the first doom. Also Submitted by: thewickedjester
Submitted by - William "Cloud"Scott
Cheat: Dev Cheat List Part V

s_constantAmplitude
s_doorDistanceAdd: reduce sound volume with
this distance when
going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_force22kHz
s_globalFraction: volume to all speakers when
not spatialized
s_maxSoundsPerShader
s_meterTopTime
s_minVolume2
s_minVolume6
s_noSound
s_numberOfSpeakers: number of speakers
s_playDefaultSound: play a beep for missing
sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverse
s_showLevelMeter
s_showStartSound
s_singleEmitter: mute all sounds but this
emitter
s_spatializationDecay
s_subFraction: volume to subwoofer in 5.1
s_useOcclusion
s_volume_dB: volume in dB
sensitivity: mouse view sensitivity
si_fragLimit: frag limit
si_gameType: game type - singleplayer,
deathmatch, Tourney,
Team DM or Last Man
si_map: map to be played next on
server
si_version: engine version
si_warmup: do pre-game warmup
sys_arch
sys_cpustring
sys_lang
timescale: scales the time
ui_autoReload: auto reload weapon
ui_autoSwitch: auto switch weapon
ui_name: player name
ui_ready: player is ready to start
playing
ui_showGun: show gun
ui_skin: player skin
ui_spectate: play or spectate
ui_team: player team
win_allowMultipleInstances: allow multiple instances
running concurrently
win_notaskkeys: disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate: allows the game to be
updated while dragging
the window
win_username: windows user name
win_viewlog
win_xpos: horizontal position of
window
win_ypos: vertical position of window
Commands for all you marines out there!
aasStats: shows AAS stats
addarrow: adds a debug arrow
addChatLine: internal use - core to game
chat lines
addline: adds a debug line
aviCmdDemo: writes AVIs for a command demo
aviDemo: writes AVIs for a demo
aviGame: writes AVIs for the current game
benchmark: benchmark
bind: binds a command to a key
bindRagdoll: binds ragdoll at the current drag
position
bindunbindtwo: binds a key but unbinds it first
if there are more than two binds
blinkline: blinks a debug line
centerview: centers the view
checkNewVersion: check if a new version of the game
is available
clear: clears the console
clearLights: clears all lights
clientDropWeapon: drop current weapon
clientMessageMode: ingame gui message mode
clientVoiceChat: voice chats: clientVoiceChat

clientVoiceChatTeam:team voice chats: clientVoiceChat

closeViewNotes: close the view showing any notes
for this map
collisionModelInfo:shows collision model info
combineCubeImages: combines six images for roq
compression
compressDemo: compresses a demo file
conDump: dumps the console text to a file
connect: connects to a server
crash: causes a crash
cvar_restart: restart the cvar system
damage: apply damage to an entity
debugger: launches the Script Debugger
deleteSelected: deletes selected entity
demoShot: writes a screenshot for a demo
devmap: loads a map in developer mode
dir: lists a folder
dirtree: lists a folder with subfolders
disasmScript: disassembles script
disconnect: disconnects from a game
dmap: compiles a map
echo: prints text
editAFs: launches the in-game Articulated
Figure Editor
editDecls: launches the in-game Declaration
Editor
editGUIs: launches the GUI Editor
editLights: launches the in-game Light Editor
editor: launches the level editor Radiant
editParticles: launches the in-game Particle
Editor
editPDAs: launches the in-game PDA Editor
editScripts: launches the in-game Script Editor
editSounds: launches the in-game Sound Editor
envshot: takes an environment shot
error: causes an error
exec: executes a config file
execMachineSpec: execs the appropriate config files
and sets cvars based on
com_machineSpec
exit: exits the game
exitCmdDemo: exits a command demo
exportmodels: exports models
finishBuild: finishes the build process
freeze: freezes the game for a number of
seconds
game_memory: displays game class info
gameError: causes a game error
gameKick: same as kick, but recognizes
player names
getviewpos: prints the current view position
gfxInfo: show graphics info
give: gives one or more items
god: enables god mode
heartbeat: send a heartbeat to the the master
servers
help: shows help
hitch: hitches the game
in_restart: restarts the input system
keepTestModel: keeps the last test model in the
game
kick: kick a client by connection number
kill: kills the player
killMonsters: removes all monsters
killMoveables: removes all moveables
killRagdolls: removes all ragdolls
LANScan: scans LAN for servers
listActiveEntities:lists active game entities
listAF: lists articulated figures
listAnims: lists all animations
listAudios: lists Audios
listBinds: lists key bindings
listClasses: lists game classes
listCmds: lists commands
listCollisionModels:lists collision models
listCvars: lists cvars
listDecls: lists all decls
listDictKeys: lists all keys used by dictionaries
listDictValues: lists all values used by
dictionaries
listEmails: lists Emails
listEntities: lists game entities
listEntityDefs: lists entity defs
listFX: lists FX systems
listGameCmds: lists game commands
listGuis: lists guis
listHuffmanFrequencies: lists decl text character
frequencies
listImages: lists images
listLines: lists all debug lines
listMaterials: lists materials
listModelDefs: lists model defs
listModels: lists all models
listModes: lists all video modes
listMonsters: lists monsters
listParticles: lists particle systems
listPDAs: lists PDAs
listRenderEntityDefs:lists the entity defs
listRendererCmds: lists renderer commands
listRenderLightDefs:lists the light defs
listServers: lists scanned servers
listSkins: lists skins
listSoundCmds: lists sound commands
listSoundDecoders: list active sound decoders
listSounds: lists all sounds
listSoundShaders: lists sound shaders
listSpawnArgs: list the spawn args of an entity
listSystemCmds: lists system commands
listTables: lists tables
listThreads: lists script threads
listToolCmds: lists tool commands
listTypeInfo: list type info
listVertexCache: lists vertex cache
listVideos: lists Videos
loadGame: loads a game
localizeGuis: localize guis
localizeMaps: localize maps
makeAmbientMap: makes an ambient map
MakeMegaTexture: processes giant images
map: loads a map
memoryDump: creates a memory dump
memoryDumpCompressed:creates a compressed memory dump
modulateLights: modifies shader parms on all lights
nextAnim: shows next animation on test model
nextFrame: shows next animation frame on test
model
nextGUI: teleport the player to the next
func_static with a gui
nextMap: loads the next map on the server
noclip: disables collision detection for
the player
notarget: disables the player as a target
parse: prints tokenized string
path: lists search paths
playCmdDemo: plays back a command demo
playDemo: plays back a demo
playerModel: sets the given model on the player
popLight: removes the last created light
prevAnim: shows previous animation on test
model
prevFrame: shows previous animation frame
on test model
printAF: prints an articulated figure
printAudio: prints an Video
printEmail: prints an Email
printEntityDef: prints an entity def
printFX: prints an FX system
printMaterial: prints a material
printModel: prints model info
printModelDefs: prints a model def
printParticle: prints a particle system
printPDA: prints an PDA
printSkin: prints a skin
printSoundShader: prints a sound shader
printTable: prints a table
printVideo: prints a Audio
promptKey: prompt and sets the CD Key
quit: quits the game
recordDemo: records a demo
recordViewNotes: record the current view position
with notes
reexportmodels: reexports models
regenerateWorld: regenerates all interactions
reloadanims: reloads animations
reloadARBprograms: reloads ARB programs
reloadCgPrograms: reloads CG programs
reloadDecls: reloads decls
reloadEngine: reloads the engine down to
including the file system
reloadGuis: reloads guis
reloadImages: reloads images
reloadLanguage: reload language dict
reloadModels: reloads models
reloadScript: reloads scripts
reloadSounds: reloads all sounds
reloadSurface: reloads the decl and images for
selected surface
remove: removes an entity
removeline: removes a debug line
renderbump: renders a bump map
renderbumpFlat: renders a flat bump map
reportImageDuplication: checks all referenced images
for duplications
reportSurfaceAreas:lists all used materials sorted by
surface area
rescanSI: internal - rescan serverinfo cvars
and tell game
reset: resets a cvar
roq: encodes a roq file
runAAS: compiles an AAS file for a map
runAASDir: compiles AAS files for all maps in
a folder
runReach: calculates reachability for an AAS
file
s_restart: restarts the sound system
saveGame: saves a game
saveLights: saves all lights to the .map file
saveMoveables: save all moveables to the .map file
saveParticles: saves all lights to the .map file
saveRagdolls: save all ragdoll poses to the .map
file
saveSelected: saves the selected entity to
the .map file
say: text chat
sayTeam: team text chat
screenshot: takes a screenshot
script: executes a line of script
serverForceReady: force all players ready
serverInfo: shows server info
serverMapRestart: restart the current game
serverNextMap: change to the next map
set: sets a cvar
seta: sets a cvar and flags it as archive
setMachineSpec: detects system capabilities and
sets com_machineSpec to
appropriate value
sets: sets a cvar and flags it as server
info
sett: sets a cvar and flags it as tool
setu: sets a cvar and flags it as user
info
setviewpos: sets the current view position
showDictMemory: shows memory used by dictionaries
showInteractionMemory: shows memory used by
interactions
showStringMemory: shows memory used by strings
showTriSurfMemory: shows memory used by triangle
surfaces
showViewNotes: show any view notes for the
current map, successive calls will
cycle to the next note
sizeDown: makes the rendered view smaller
sizeUp: makes the rendered view larger
spawn: spawns a game entity
spawnServer: spawns a server
startBuild: prepares to make a build
stopRecording: stops demo recording
takeViewNotes: take notes about the current map
from the current view
takeViewNotes2: extended take view notes
teleport: teleports the player to an entity
location
testAnim: tests an animation
testBlend: tests animation blending
testBoneFx: tests an FX system bound to a joint
testDamage: tests a damage def
testDeath: tests death
testFx: tests an FX system
testGUI: tests a gui
testImage: displays the given image centered
on screen
testLight: tests a light
testmap: tests a map
testModel: tests a model
testParticleStopTime:tests particle stop time on a
test model
testPointLight: tests a point light
testSave: writes out a test savegame
testSaveGame: test a save game for a level
testShaderParm: sets a shaderParm on an
existing testModel
testSIMD: test SIMD code
testSkin: tests a skin on an existing testModel
testSound: tests a sound
testVideo: displays the given cinematic
timeCmdDemo: times a command demo
timeDemo: times a demo
timeDemoQuit: times a demo and quits
toggle: toggles a cvar
touch: touches a decl
touchFile: touches a file
touchFileList: touches a list of files
touchGui: touches a gui
touchModel: touches a model
trigger: triggers an entity
unbind: unbinds any command from a key
unbindall: unbinds any commands from all keys
unbindRagdoll: unbinds the selected ragdoll
updateUI: internal - cause a sync down of
game-modified userinfo
vid_restart: restarts renderSystem
vstr: inserts the current value of a
cvar as command text
wait: delays remaining buffered commands
one or more frames
weaponSplat: projects a blood splat on the
player weapon
where: prints the current view position
writeCmdDemo: writes a command demo
writeConfig: writes a config file
writeGameState: write game state
writePrecache: writes precache
Submitted By:
Effect: game benchmark
When:
Press control and alt to bring up the console, press it again to get rid of the console here you can enter the cheat
How:
benchmark
Submitted By:
Effect: freeze all on screen
When:
Press control and alt to bring up the console, press it again to get rid of the console here you can enter the cheat
How:
freeze
Submitted By:
Effect: Graphics card information
When:
Press control and alt to bring up the console, press it again to get rid of the console here you can enter the cheat
How:
gfxinfo
Submitted By:
Effect: Invisibility to most enemies
When:
Press control and alt to bring up the console, press it again to get rid of the console here you can enter the cheat
How:
notarget
Submitted By:

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