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| Doom 3 cheats and cheat codes for PC. |
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Showing 1 to 34 of 34 Doom 3 for PC Games cheats |
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Doom 3
Cheats for PC Games
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Effect: |
Alot |
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When:
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Read the following |
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How:
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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_rocketlaunche
r
Display game status
status
Spawn indicated
model spawn
<model name>
Play indicated map
map <map name>
Benchmark test
timedemo demo1.demo
Set gamma level
r_gamma <0-3>
Set brightness level
r_brightness
<number>
Toggle sound level
display
s_showlevelmeter 1
Set sound volume;
default is 0
s_volume_db
<number>
Toggle hit % to HUD
g_showprojectilepct
1
Exit game quit
Model names:
Use one of the
following entries
with the spawn code.
What name does Model
name
Cyberdemon
monster_boss_cyberde
mon
Guardian
monster_boss_guardia
n
Guardian's Seeker
monster_boss_guardia
n_seeker
Sabaoth
monster_boss_sabaoth
Vagary
monster_boss_vagary
Archvile
monster_demon_archvi
le
Cherub
monster_demon_cherub
Hellknight
monster_demon_hellkn
ight
Imp
monster_demon_imp
Maggot
monster_demon_maggot
Mancubus
monster_demon_mancub
us
Pinky
monster_demon_pinky
Revenant
monster_demon_revena
nt
Tick
monster_demon_tick
Trite
monster_demon_trite
Wraith
monster_demon_wraith
Zombie wth
flashlight
monster_zombie_
maint_flashlight
Flaming Zombie
monster_zombie_berni
e
Commando Zombie
monster_zombie_comma
ndo
Commando Zombie with
chaingun
monster_zombie_comma
ndo_cgun
Fat Zombie with
wrench
monster_zombie_fat_w
rench
Fat Zombie
monster_zombie_fat2
Zombie in jumpsuit
monster_zombie_jumps
uit
Zombie eating
monster_zombie_jumps
uit_eating
Zombie in labcoat
monster_zombie_labco
at
Zombie missing limb
monster_zombie_limb
Zombie
monster_zombie_maint
Bald zombie
monster_zombie_maint
_bald
Zombie with no jaw
monster_zombie_maint
_nojaw
Skinny zombie
monster_zombie_maint
_skinny
Zombie with Wrench
monster_zombie_maint
_wrench
Zombie
monster_zombie_maint
2
Zombie with a pipe
monster_zombie_pipe
Chainsaw zombie
monster_zombie_sawye
r
Skinny zombie
monster_zombie_skinn
y
Bloody mouthed
zombie
monster_zombie_suit_
bloodymouth
Headless zombie
monster_zombie_suit_
neckstump
Skinny zombie in
suit
monster_zombie_suit_
skinny
Bald Zombie in
T-shirt
monster_zombie_tshir
t_bald
Zombie in T-shirt
monster_zombie_tshir
t_blown
Z-sec Zombie with
machine gun
monster_zombie_zsec_
machinegun
Z-sec Zombie with
pistol
monster_zombie_zsec_
pistol
Z-sec Zombie with
shield
monster_zombie_zsec_
shield
Z-sec Zombie with
shotgun
monster_zombie_zsec_
shotgun
Marine PDA:
You can call up this
device at any time
with the Tab key and
it keeps track of
e-mails, audio
recordings, and
video files
available to your
own character. But
its main purpose is
so you can store the
same sorts of data
contained in other
characters' PDAs,
which you'll find
scattered around the
base. These audio
recordings and
emails help in two
distinct ways: First
they help you
comprehend the
storyline and
atmosphere; Secondly
they contain pass
codes or hints that
you'll need to
progress to the next
area
User Cheat by
James777
Fighting Imps:
Don't let Imps get
within melee
distance of your
character because
you will life when
it is in claws reach
of you. It is
imperative to take
care of your these
enemies as soon as
you encounter them
without delay.
User Cheat by
James777
Some locker codes:
531 Energy
stablization unit
568
#038 is 409
#039 is 102
#064 is 651
monorail - 483
#054 - 142
airlock code - 826
#079 is 364
#112 is 538
#103 is 259
#216 is 624
door 07 - 725
l3 access - 463
One of lockers lets
you do a 4 digit
code and that one is
0508
When you pick up a
PDA look at the
e-mails you will
find the other codes
there
User Cheat by
lart2150
Enable player
shadows:
Using your text
editor to edit the
"doomconfig.cfg
" file in the
game folder. Find
the line:
seta
g_showPlayerShadow
"0"
and change it to
seta
g_showPlayerShadow
"1"
Nightmare difficulty
setting:
Using your text
editor to edit the
"doomconfig.cfg
" file in the
game folder. Find
the line:
"seta
g_nightmare
"0"
and change it to:
seta g_nightmare
"1"
Third person view:
Using your text
editor to edit the
"doomconfig.cfg
" file in the
game folder. Add the
following line to
the file, the press
P during game play:
bind "p"
"toggle
pm_thirdperson"
Cheat mode (alpha
version):
Submit one of the
codes below to
enable that
particular cheat
code for Doom 3.
What code does Code
God mode god
Disable AI
(non-functioning)
notarget
No clipping mode
noclip
Machine gun give
weapon_machinegun
Shotgun give
weapon_shotgun
Plasma gun give
weapon_plasmagun
BFG give weapon_bfg
Chainsaw give
weapon_chainsaw
Rocket launcher give
weapon_rocketlaunche
r
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Submitted By:
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Jin |
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Effect: |
god mode |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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god |
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Submitted By:
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J.A.C |
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Effect: |
All weapons, full
health and full
armour |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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giveall |
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Submitted By:
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J.A.C |
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Effect: |
Walk through walls |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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no clip |
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Submitted By:
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J.A.C |
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Effect: |
Saves a demo game to
an .AVI movie file |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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aviDemo |
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Submitted By:
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J.A.C |
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Effect: |
game benchmark |
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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 |
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How:
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benchmark |
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Submitted By:
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J.A.C |
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Effect: |
skip to last level |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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doomhell |
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Submitted By:
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J.A.C |
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Effect: |
freeze all on screen |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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freeze |
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Submitted By:
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J.A.C |
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Effect: |
Graphics card
information
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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gfxinfo |
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Submitted By:
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J.A.C |
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Effect: |
Invisibility to most
enemies |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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notarget |
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Submitted By:
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J.A.C |
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Effect: |
Show FPS |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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com_drawfps 1 |
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Submitted By:
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J.A.C |
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Effect: |
Restock Ammo |
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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 |
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How:
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give ammo
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Submitted By:
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J.A.C |
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Effect: |
machine gun |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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give
weapon_machinegun |
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Submitted By:
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J.A.C |
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Effect: |
shotgun |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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give weapon_shotgun |
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Submitted By:
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J.A.C |
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Effect: |
plasmagun |
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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 |
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How:
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give
weapon_plasmagun |
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Submitted By:
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J.A.C |
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Effect: |
bfg |
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When:
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Press control and
alt to bring up the
console, press it
again to get rid of
the console here you
can enter the cheat |
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How:
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give weapon_bfg |
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Submitted By:
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J.A.C |
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Effect: |
chainsaw |
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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 |
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How:
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give weapon_chainsaw |
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Submitted By:
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J.A.C |
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Effect: |
rocketlauncher |
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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 |
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How:
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give
weapon_rocketlaunche
r |
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Submitted By:
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J.A.C |
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Effect: |
health to 100 |
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When:
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during game |
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How:
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presh[ctrl]+[alt]the
n type in give
health |
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Submitted By:
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orton |
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Effect: |
armour to 125 |
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When:
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during game |
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How:
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presh[ctrl]+[alt]the
n type in give
armour |
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Submitted By:
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orton |
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Effect: |
all keys |
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When:
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during game |
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How:
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presh[ctrl]+[alt]the
n type in give keys |
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Submitted By:
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orton |
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Effect: |
classic 1995 mode |
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When:
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during game |
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How:
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presh[ctrl]+[alt]the
n type in give
doom95 |
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Submitted By:
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orton |
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Effect: |
kill all monsters on
level |
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When:
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during game |
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How:
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presh[ctrl]+[alt]the
n type in
killmonsters |
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Submitted By:
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orton |
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Effect: |
invincible |
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When:
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During game play |
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How:
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Bring the console up
with [~] or ['] and
type the following
codes in:
god |
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Submitted By:
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John Doe |
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Effect: |
weapons and ammo |
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When:
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During game play |
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How:
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Bring the console up
with [~] or ['] and
type the following
codes in:
give all |
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Submitted By:
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John Doe |
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Effect: |
Martian Buddy Locker
Code
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When:
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. |
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How:
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Go to
http://www.martianbu
ddy.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. |
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Submitted By:
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KROC-AKA-COACH |
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Effect: |
Security Pass |
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When:
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. |
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How:
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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.
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Submitted By:
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KROC-AKA-COACH |
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Effect: |
Spawn Power-Ups
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When:
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In Game |
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How:
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spawn adrenaline:
Type in spawn
powerup_adrenaline
spawn megahealth:
Type in spawn
powerup_megahealth
spawn invisibility:
Type in spawn
powerup_invisibility
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Submitted By:
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KROC-AKA-COACH |
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Effect: |
Go Berserk
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When:
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. |
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How:
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During gameplay,
bring up the console
by pressing CTRL +
ALT + ~ and type the
following cheat:
give berserk
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Submitted By:
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KROC-AKA-COACH |
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Effect: |
PDA and Video
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When:
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. |
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How:
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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_delahu
e
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 |
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Submitted By:
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KROC-AKA-COACH |
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Effect: |
Secret PDA
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When:
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. |
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How:
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o get the secret PDA
from the game
administrators, type
in: give pda
hellhole_id
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Submitted By:
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KROC-AKA-COACH |
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Effect: |
Cheat List
|
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When:
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. |
|
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_rocketlaunche
r
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_berni
e
Chainsaw Zombie:
monster_zombie_sawye
r
Z-sec Zombie with
machine gun:
monster_zsec_machine
gun
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_comma
ndo
Commando Zombie with
Chaingun:
monster_zombie_comma
ndo_cgun
Fat Zombie:
monster_zombie_fat2
Fat Zombie with
wrench:
monster_zombie_fat_w
rench
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_maint
2
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_labco
at
Zombie Missing Limb:
monster_zombie_limb
Zombie:
monster_zombie_skinn
y
Zombie with a pipe:
monster_zombie_pipe
Zombie in T-shirt:
monster_zombie_tshir
t_bald
Zombie:
monster_zombie_tshir
t_blown
Zombie in Jumpsuit:
monster_zombie_jumps
uit
Zombie Eating:
monster_zombie_jumps
uit_eating
Archvile:
monster_demon_archvi
le
Cherub:
monster_demon_cherub
Hellknight:
monster_demon_hellkn
ight
Imp:
monster_demon_imp
Maggot:
monster_demon_maggot
Mancubus:
monster_demon_mancub
us
Pinky:
monster_demon_pinky
Revenant:
monster_demon_revena
nt
Tick:
monster_demon_tick
Trite:
monster_demon_trite
Wraith:
monster_demon_wraith
Cyberdemon:
monster_boss_cyberde
mon
Gaurdian:
monster_boss_guardia
n
Guardian’s Seeker:
monster_boss_guardia
n_seeker
Sabaoth:
monster_boss_sabaoth
Vagary:
monster_boss_Vagary
Cacodemon:
monster_flying_cacod
emon
Lostsoul:
monster_flying_losts
oul
|
|
Submitted By:
|
KROC-AKA-COACH |
|
|
|
|
|
|
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_contactFrictionSc
ale: scales the
contact friction
af_forceFriction:
force the given
friction value
af_highlightBody:
name of the body
to highlight
af_highlightConstrai
nt: name of the
constraint to
highlight
af_jointFrictionScal
e: scales the
joint friction
af_maxAngularVelocit
y: 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_showConstrainedBo
dies:show the two
bodies contrained by
the
highlighted
constraint
af_showConstraintNam
es: 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_useImpulseFrictio
n: use impulse
based contact
friction
af_useJointImpulseFr
iction: 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_showObstacleAvoid
ance: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_showSoundDecoder
s: 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_cinematicMaxSkipTi
me: # 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_showCollisionModel
s
g_showCollisionTrace
s
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&q
uot; Scott
Cheat: Dev Cheat
List Part III
g_useDynamicProtecti
on: 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_downSizeBumpLi
mit: Controls
normal map
downsample
limit
image_downSizeLimit:
Controls
diffuse map
downsample
limit
image_downSizeSpecul
ar: Controls
specular
downsampling
image_downSizeSpecul
arLimit: Controls
specular
downsampled
limit
image_filter:
Changes texture
filtering
on mipmapped
images
image_forceDownSize
image_ignoreHighQual
ity: 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_showBackground
Loads: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_useNormalCompr
ession: 2 = use rxgb
compression
for normal
maps, 1 = use
256 color
compression for
normal maps if
available
image_useOfflineComp
ression: Write a
batch file for
offline
compression of
DDS files
image_usePrecompress
edTextures: Use .dds
files if
present
image_writeNormalTGA
: Write .tgas of
the final
normal maps for
debugging
image_writeNormalTGA
Palletized: Write
.tgas of the
final
palletized normal
maps for
debugging
image_writePrecompre
ssedTextures: 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&q
uot; 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_inhibitFragmentPro
gram: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_screenSpaceShad
ow: build shadows
in screen
space instead of
on surfaces
r_sb_showFrustumPixe
ls: 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_shadowPolygonFacto
r: scale value for
stencil
shadow drawing
r_shadowPolygonOffse
t: 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_showInteractionFru
stums: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_showInteractionSci
ssors: 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_showMegaTextureLab
els: 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/verte
x
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_showTexturePolarit
y: 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_showUnsmoothedTang
ents: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_skipDynamicTexture
s: 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_useCachedDynamicMo
dels:cache snapshots
of dynamic
models
r_useClippedLightSci
ssors: 0 = full
screen when near
clipped, 1 =
exact when near
clipped, 2 =
exact always
r_useCombinerDisplay
Lists: put all
nvidia register
combiner
programming in
display lists
r_useConstantMateria
ls: use
pre-calculated
material
registers if
possible
r_useCulling:
0 = none, 1 =
sphere, 2 =
sphere + box
r_useDeferredTangent
s: 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_useFrustumFarDista
nce: if != 0 force
the view
frustum far
distance to this
distance
r_useIndexBuffers:
use
ARB_vertex_buffer_ob
ject
for indexes
r_useInfiniteFarZ:
Use the
no-far-clip-plane
trick
r_useInteractionCull
ing: 1 = cull
interactions
r_useInteractionScis
sors:1 = use a
custom scissor
rectangle for
each shadow
interaction, 2 =
also crop
using portal
scissors
r_useInteractionTabl
e: 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_useNodeCommonChild
ren: stop pushing
reference
bounds early
when possible
r_useNV20MonoLights:
use pass
optimization for
mono lights
r_useOptimizedShadow
s: use the dmap
generated
static shadow
volumes
r_usePortals:
1 = use portals
to perform
area culling,
otherwise draw
everything
r_usePreciseTriangle
Interactions: 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_useShadowProjected
Cull:discard
triangles outside
light volume
before shadowing
r_useShadowSurfaceSc
issor: scissor
shadows by the
scissor rect of
the
interaction
surfaces
r_useShadowVertexPro
gram: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_useTripleTextureAR
B: 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_ob
ject
for vertexes
r_vertexBufferMegs
r_near:
near Z clip
plane distance
radiant_ALTEdgeDrag
radiant_AngleSpeed
radiant_Autosave
radiant_AutosaveMinu
tes
radiant_camerawindow
radiant_CamXYUpdate
radiant_ChaseMouse
radiant_CubicClippin
g
radiant_CubicScale
radiant_entityMode
radiant_EntityShow
radiant_HiColorTextu
res
radiant_InspectorDoc
kedDialogs
radiant_InspectorsWi
ndow
radiant_LastMap
radiant_LastProject
radiant_LoadLast
radiant_LoadLastMap
radiant_LoadShaders
radiant_MainWindowPl
ace
radiant_ModelPath
radiant_MoveSpeed
radiant_NewFaceGrab
radiant_NewLightStyl
e
radiant_NewMapFormat
radiant_NewRightClic
k
radiant_NewTextureWi
ndowStuff
radiant_NewVertex
radiant_NoClamp
radiant_NoStipple
radiant_QE4Paint
radiant_QE4StyleWind
ows
radiant_RadiantMapPa
th
radiant_RotateLock
radiant_Rotation
radiant_RunBefore
radiant_SavedInfo
radiant_SelectWholeE
ntitiesKey
radiant_SizePainting
radiant_Snapshots
radiant_SnapT
radiant_StatusPointS
ize
radiant_SwitchClipKe
y
radiant_TextureLock
radiant_TextureQuali
ty
radiant_TextureScale
radiant_TextureScrol
lbar
radiant_texwindow
radiant_UndoLevels
radiant_UseDisplayLi
sts
radiant_UseGLLightin
g
radiant_UseTextureBa
r
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&q
uot; 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"Sco
tt
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_spatializationDeca
y
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_allowMultipleIns
tances: allow
multiple instances
running
concurrently
win_notaskkeys:
disable windows
task keys
win_outputDebugStrin
g
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:s
hows 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:l
ists 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
listHuffmanFrequenci
es: 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
reportImageDuplicati
on: checks all
referenced images
for duplications
reportSurfaceAreas:l
ists 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
showInteractionMemor
y: 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
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Submitted By:
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KROC-AKA-COACH |
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Effect: |
Demon E-mail
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When:
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How:
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Right before you
leave the delta labs
for the final time
(just before the
lift) there is an
information console
with the red Doom
pentagram on it. Hit
download and receive
a funny message
addressed to other
demons. It's about
tips to opening a
portal. It discusses
how fresh the
virgin’s blood has
to be and how big
the pentagram should
be.
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Submitted By:
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KROC-AKA-COACH |
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