|
 |
| Effect: |
Alot |
| When: |
Read the following |
| How: |
Cheat mode:
Push [Ctrl] + [Alt] + ~ to visualize the console window. Now submit one of the codes below to enable that particular cheat code for Doom 3.
User Cheat by NickC
What code does Code
Save demo in .AVI format avidemo
Game benchmark benchmark
Skip to last level doomhell
Freeze everything on screen freeze
Display graphics card details gfxinfo
God mode god
No clipping noclip
Ignored by most enemies notarget
Show framerate com_drawfps 1
Full weapons and ammunition give all
Classic 1995 version give doom95
All keys give keys
Machine gun give weapon_machinegun
Shotgun give weapon_shotgun
Plasmagun give weapon_plasmagun
BFG give weapon_bfg
Chainsaw give weapon_chainsaw
Rocket launcher give weapon_rocketlauncher
Display game status status
Spawn indicated model spawn
Play indicated map map |
| Posted By: |
Jin |
|
 Rate It! |
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|
 |
| Effect: |
god mode |
| 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: |
god |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
All weapons, full health and full armour |
| 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: |
giveall |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
 |
 |
 |
| Effect: |
Walk through walls |
| 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: |
no clip |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
Saves a demo game to an .AVI movie file |
| 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: |
aviDemo |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| 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 |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| 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 |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| 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 |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
|
Submit your Doom 3 cheats, or any PC Games cheats and you could win any game of your choice from Gameaday! Click here to add a Doom 3 cheat. |
|
|
| Doom 3 Cheats (PC Games) |
Rating |
|
 |
| 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 |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| 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 |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
Show FPS |
| 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: |
com_drawfps 1 |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| 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
|
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
machine gun |
| 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_machinegun |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| 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 |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
plasmagun |
| 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_plasmagun |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
bfg |
| 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_bfg |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
|
Submit your Doom 3 cheats, or any PC Games cheats and you could win any game of your choice from Gameaday! Click here to add a Doom 3 cheat. |
|
|
| Doom 3 Cheats (PC Games) |
Rating |
|
 |
| Effect: |
chainsaw |
| 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_chainsaw |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
rocketlauncher |
| 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_rocketlauncher |
| Posted By: |
J.A.C |
|
 Rate It! |
 |
|
 |
| Effect: |
health to 100 |
| When: |
during game |
| How: |
presh[ctrl]+[alt]then type in give health |
| Posted By: |
orton |
|
 Rate It! |
 |
|
 |
| Effect: |
armour to 125 |
| When: |
during game |
| How: |
presh[ctrl]+[alt]then type in give armour |
| Posted By: |
orton |
|
 Rate It! |
 |
|
 |
| Effect: |
all keys |
| When: |
during game |
| How: |
presh[ctrl]+[alt]then type in give keys |
| Posted By: |
orton |
|
 Rate It! |
 |
|
 |
| Effect: |
classic 1995 mode |
| When: |
during game |
| How: |
presh[ctrl]+[alt]then type in give doom95 |
| Posted By: |
orton |
|
 Rate It! |
 |
|
 |
| Effect: |
kill all monsters on level |
| When: |
during game |
| How: |
presh[ctrl]+[alt]then type in killmonsters |
| Posted By: |
orton |
|
 Rate It! |
 |
|
 |
| Effect: |
invincible |
| When: |
During game play |
| How: |
Bring the console up with [~] or ['] and type the following codes in:
god |
| Posted By: |
John Doe |
|
 Rate It! |
 |
|
 |
|
Submit your Doom 3 cheats, or any PC Games cheats and you could win any game of your choice from Gameaday! Click here to add a Doom 3 cheat. |
|
|
| Doom 3 Cheats (PC Games) |
Rating |
|
 |
| Effect: |
weapons and ammo |
| When: |
During game play |
| How: |
Bring the console up with [~] or ['] and type the following codes in:
give all |
| Posted By: |
John Doe |
|
 Rate It! |
 |
|
 |
| Effect: |
Martian Buddy Locker Code
|
| When: |
. |
| How: |
Go to http://www.martianbuddy.com for the Martian buddy locker code of 0508. The web site address is found in a spam mail on the pda of Alan Dorweiler. |
| Posted By: |
KROC-AKA-COACH |
|
 Rate It! |
 |
|
 |
| Effect: |
Security Pass |
| When: |
. |
| How: |
Before you fight the final boss, move to the left and find a little section you can crawl under. There is a brick that says ID. Hit this brick like you would a computer panel. It will open a secret area with a PDA. This PDA will have messages from the programmers and will give you an all access security pass.
|
| Posted By: |
KROC-AKA-COACH |
|
 Rate It! |
 |
|
 |
| Effect: |
Spawn Power-Ups
|
| When: |
In Game |
| How: |
spawn adrenaline: Type in spawn powerup_adrenaline
spawn megahealth: Type in spawn powerup_megahealth
spawn invisibility: Type in spawn powerup_invisibility
|
| Posted By: |
KROC-AKA-COACH |
|
 Rate It! |
 |
|
 |
| Effect: |
Go Berserk
|
| When: |
. |
| How: |
During gameplay, bring up the console by pressing CTRL + ALT + ~ and type the following cheat: give berserk
|
| Posted By: |
KROC-AKA-COACH |
|
 Rate It! |
 |
|
 |
| 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 |
| Posted By: |
KROC-AKA-COACH |
|
 Rate It! |
 |
|
 |
| Effect: |
Secret PDA
|
| When: |
. |
| How: |
o get the secret PDA from the game administrators, type in: give pda hellhole_id
|
| Posted By: |
KROC-AKA-COACH |
|
 Rate It! |
 |
|
 |
| Effect: |
Cheat List
|
| When: |
. |
| How: |
Press CTRL + ALT + ~ to bring up the console. Press is again to get rid of the console. Here you can enter these cheats:
God Mode: god
All Weapons, Full Health, Full Armor: give all
Walk through walls: noclip
Saves a demo game to an .AVI movie file: aviDemo
Game Benchmark: benchmark
Skip to last level: doomhell
Freeze all on screen: freeze
Graphics card information: gfxinfo
Invisibility to most enemies: notarget
Show FPS: com_showfps 1
Acquire all keys: give keys
Your game status: status
Full Health: give health
Quit or Exit: quit
Weapons
Restock Ammo: give ammo
Machinegun: give weapon_machinegun
Shotgun: give weapon_shotgun
Plasmagun: give weapon_plasmagun
BFG: give weapon_bfg
Chainsaw: give weapon_chainsaw
Rocket Launcher: give weapon_rocketlauncher
Levels
Mars City 1: map game/mars_city1
Mars City Underground: map game/mc_underground
Mars City 2: map game/mars_city2
Administration: map game/admin
Alpha Labs Sector 1: map game/alpha1
Alpha Labs Sector 2: map game/alpha2
Alpha Labs Sector 3: map game/alpha3
Alpha Labs Sector 4: map game/alpha4
EnPro Plant: map game/enpro
Communications Outside: map game/commout
Communications: map game/communications
Monorail Skybridge: map game/recycling1
Recycling Sector 2: map game/recycling2
Monorail: map game/monorail
Delta Labs Level 1: map game/delta1
Delta Labs Level 2A: map game/delta2a
Delta Labs Level 2B: map game/delta2b
Delta Labs Level 3: map game/delta3
Delta Labs Level 4: map game/delta4
Hell: map game/hell
CPU Complex: map game/cpu1
CPU Boss: map game/cpuboss
Site 3: map game/site3.map
Caverns Area 1: map game/caverns1
Caverns Area 2: map game/caverns2
Primary Excavation: map game/hellhole
Multiplayer Map 1: map game/mp/d3dm1
Multiplayer Map 2: map game/mp/d3dm2
Multiplayer Map 3: map game/mp/d3dm3
Multiplayer Map 4: map game/mp/d3dm4
Multiplayer Map 5: map game/mp/d3dm5
Characters Type “spawn” and the name of the character to spawn them.
Flaming Zombie: monster_zombie_bernie
Chainsaw Zombie: monster_zombie_sawyer
Z-sec Zombie with machine gun: monster_zsec_machinegun
Z-sec Zombie with pistol: monster_zsec_pistol
Z-sec Zombie with shield: monster_zsec_shield
Z-sec Zombie with shotgun: monster_zsec_shotgun
Commando Zombie: monster_zombie_commando
Commando Zombie with Chaingun: monster_zombie_commando_cgun
Fat Zombie: monster_zombie_fat2
Fat Zombie with wrench: monster_zombie_fat_wrench
Bald Zombie: monster_zombie_maint_bald
Zombie with no jaw: monster_zombie_maint_nojaw
Zombie with Wrench: monster_zombie_maint_wrench
Skinny Zombie: monster_zombie_maint_skinny
Zombie: monster_zombie_maint
Zombie: monster_zombie_maint2
Zombie wth Flashlight: monster_zombie_ maint_flashlight
Headless Zombie: monster_zombie_suit_neckstump
Zombie: monster_zombie_suit_bloodymouth
Skinny Zombie: monster_zombie_suit_skinny
Zombie in Labcoat: monster_zombie_labcoat
Zombie Missing Limb: monster_zombie_limb
Zombie: monster_zombie_skinny
Zombie with a pipe: monster_zombie_pipe
Zombie in T-shirt: monster_zombie_tshirt_bald
Zombie: monster_zombie_tshirt_blown
Zombie in Jumpsuit: monster_zombie_jumpsuit
Zombie Eating: monster_zombie_jumpsuit_eating
Archvile: monster_demon_archvile
Cherub: monster_demon_cherub
Hellknight: monster_demon_hellknight
Imp: monster_demon_imp
Maggot: monster_demon_maggot
Mancubus: monster_demon_mancubus
Pinky: monster_demon_pinky
Revenant: monster_demon_revenant
Tick: monster_demon_tick
Trite: monster_demon_trite
Wraith: monster_demon_wraith
Cyberdemon: monster_boss_cyberdemon
Gaurdian: monster_boss_guardian
Guardian’s Seeker: monster_boss_guardian_seeker
Sabaoth: monster_boss_sabaoth
Vagary: monster_boss_Vagary
Cacodemon: monster_flying_cacodemon
Lostsoul: monster_flying_lostsoul
|
| Posted By: |
KROC-AKA-COACH |
|
 Rate It! |
 |
|
 |
|
Submit your Doom 3 cheats, or any PC Games cheats and you could win any game of your choice from Gameaday! Click here to add a Doom 3 cheat. |
|
|
| Doom 3 Cheats (PC Games) |
Rating |
|
 |
| 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 vi | |