DOOM 3 Cheats Cheats ( PC )

Print Email Submit

  •  

Before you even read the next line, your ass is already DOOMed. You've plunged into the world of DOOM 3 and there's no turning back. Your only choice is to step into the next dark hall and hope you don't die.

There are no cuddly aliens on the planet Mars, only brutally lethal demons and hellspawn. Tucked away in every pitch-black crevice and corner is something lurking and waiting to kill you. Hiding is not an option for you, as you'll have to blast your way through the many massive levels of DOOM 3, struggling to stay alive. Hundreds of halls of darkness await, and every inch of darkness is longer and more daunting than a mile in the light. Get used to snuggling with your flashlight—it's your only vestige of hope. Well, maybe not your only.

Thankfully, we're here break you from the stranglehold of fear. Inside IGN's guide to DOOM 3 you'll find:

  • BASICS: All the tips and strategies you'll need to destroy the evil demon hellspawn!
  • ENEMIES: Tactics to bring down the gnarliest of beasties and avoid their deadly grasp.
  • WALKTHROUGH: Every one of DOOM 3's 27 levels, detailed and beaten. Find secret stashes of weapons and health, and be ready for the next batch of nasty enemies.
  • MULTIPLAYER: All the skills you need to beat your friends, detailed and archived.
  • SECRETS: Dozens of cheats, including God Mode, and combos to all storage lockers.
Doom 3 Online Strategy Guide

Date Added: 1970-01-01

Cheat: Modify Def Files

it works: 0% | it doesn't work: 0%

The def files for this game can be found in “doom/base/def” Open these files in a text editor to make modifications on all of the game variables. Note: Back up your definition files in a text file. Incorrectly modifying these files can have unwanted effects on your game and without a backup you may have to reinstall the game, erasing progress.

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.

Date Added: 1970-01-01

Hint: Security Pass.

it works: 0% | it doesn't work: 0%

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.

Date Added: 1970-01-01

Cheat: Spawn Power-Ups

it works: 0% | it doesn't work: 0%

  • spawn adrenaline: Type in spawn powerup_adrenaline
  • spawn megahealth: Type in spawn powerup_megahealth
  • spawn invisibility: Type in spawn powerup_invisibility

Date Added: 1970-01-01

Cheat: Go Berserk

it works: 0% | it doesn't work: 0%

During gameplay, bring up the console by pressing CTRL + ALT + ~ and type the following cheat: give berserk

Date Added: 1970-01-01

Cheat List: PDA and Video

it works: 0% | it doesn't work: 0%

  • 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

      Date Added: 1970-01-01

      Cheat: Secret PDA

      it works: 0% | it doesn't work: 0%

      To get the secret PDA from the game administrators, type in: give pda hellhole_id

      Date Added: 1970-01-01

      Cheat List

      it works: 0% | it doesn't work: 0%

      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
      Submitted by: Gridlok, GreyFox, Dave, Mr. Chris, Kyle Tague,

      In Delta Labs Level 2A there is a storage cabinet with a BFG. To unlock the door, enter the code 931.

      Date Added: 1970-01-01

      Hint: Demon E-mail

      it works: 0% | it doesn't work: 0%

      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.

      Date Added: 1970-01-01

      Hint: Skip Intro

      it works: 0% | it doesn't work: 0%

      There is a game bug that let's you start the first actual level with full health, armor and a shot gun. It also skips the whole introducion. Start a new game, and make a 180 degree turn and run forward. If done correctly you should fall to your death. (do you do everything a stranger tells you to?) Now say "Restart Level" and it will start you at the beginning of Mars City!

      Date Added: 1970-01-01

      Cheat: Dev Cheat List

      it works: 0% | it doesn't work: 0%

      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
      

      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
      

      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
      
                

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

      Date Added: 1970-01-01

      Easter Egg Old Cheats

      it works: 0% | it doesn't work: 0%

      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

      s_constantAmplitude
      s_doorDistanceAdd:       reduce sound volume with 
                               this distance when
      going through a door 
      s_dotbias2 
      s_dotbias6 
      s_drawSounds 
      s_force22kHz
      s_globalFraction:         volume to all speakers when 
                                not spatialized
      s_maxSoundsPerShader
      s_meterTopTime
      s_minVolume2
      s_minVolume6
      s_noSound
      s_numberOfSpeakers:       number of speakers
      s_playDefaultSound:       play a beep for missing 
                                sounds
      s_quadraticFalloff
      s_realTimeDecoding
      s_reverse
      s_showLevelMeter
      s_showStartSound
      s_singleEmitter:          mute all sounds but this 
                                emitter
      s_spatializationDecay
      s_subFraction:            volume to subwoofer in 5.1
      s_useOcclusion
      s_volume_dB:              volume in dB
      sensitivity:              mouse view sensitivity
      si_fragLimit:             frag limit
      si_gameType:              game type - singleplayer, 
                                deathmatch, Tourney,
                                Team DM or Last Man
      si_map:                   map to be played next on 
                                server
      si_version:               engine version
      si_warmup:                do pre-game warmup
      sys_arch
      sys_cpustring
      sys_lang
      timescale:                scales the time
      ui_autoReload:            auto reload weapon
      ui_autoSwitch:            auto switch weapon
      ui_name:                  player name
      ui_ready:                 player is ready to start 
                                playing
      ui_showGun:               show gun
      ui_skin:                  player skin
      ui_spectate:              play or spectate
      ui_team:                  player team
      win_allowMultipleInstances: allow multiple instances 
                                running concurrently
      win_notaskkeys:           disable windows task keys
      win_outputDebugString
      win_outputEditString
      win_timerUpdate:          allows the game to be 
                                updated while dragging
      the window
      win_username:             windows user name
      win_viewlog
      win_xpos:                 horizontal position of 
                                window
      win_ypos:                 vertical position of window
      Commands for all you marines out there!
      aasStats:          shows AAS stats
      addarrow:          adds a debug arrow
      addChatLine:       internal use - core to game 
                         chat lines
      addline:           adds a debug line
      aviCmdDemo:        writes AVIs for a command demo
      aviDemo:           writes AVIs for a demo
      aviGame:           writes AVIs for the current game
      benchmark:         benchmark
      bind:              binds a command to a key
      bindRagdoll:       binds ragdoll at the current drag 
                         position
      bindunbindtwo:     binds a key but unbinds it first 
                         if there are more than two binds
      blinkline:         blinks a debug line
      centerview:        centers the view
      checkNewVersion:   check if a new version of the game 
                         is available
      clear:             clears the console
      clearLights:       clears all lights
      clientDropWeapon:  drop current weapon
      clientMessageMode: ingame gui message mode
      clientVoiceChat:   voice chats: clientVoiceChat 
                         
      clientVoiceChatTeam:team voice chats: clientVoiceChat 
                         
      closeViewNotes:    close the view showing any notes 
                         for this map
      collisionModelInfo:shows collision model info
      combineCubeImages: combines six images for roq 
                         compression
      compressDemo:      compresses a demo file
      conDump:           dumps the console text to a file
      connect:           connects to a server
      crash:             causes a crash
      cvar_restart:      restart the cvar system
      damage:            apply damage to an entity
      debugger:          launches the Script Debugger
      deleteSelected:    deletes selected entity
      demoShot:          writes a screenshot for a demo
      devmap:            loads a map in developer mode
      dir:               lists a folder
      dirtree:           lists a folder with subfolders
      disasmScript:      disassembles script
      disconnect:        disconnects from a game
      dmap:              compiles a map
      echo:              prints text
      editAFs:           launches the in-game Articulated 
                         Figure Editor
      editDecls:         launches the in-game Declaration 
                         Editor
      editGUIs:          launches the GUI Editor
      editLights:        launches the in-game Light Editor
      editor:            launches the level editor Radiant
      editParticles:     launches the in-game Particle 
                         Editor
      editPDAs:          launches the in-game PDA Editor
      editScripts:       launches the in-game Script Editor
      editSounds:        launches the in-game Sound Editor
      envshot:           takes an environment shot
      error:             causes an error
      exec:              executes a config file
      execMachineSpec:   execs the appropriate config files 
                         and sets cvars based on 
                         com_machineSpec
      exit:              exits the game
      exitCmdDemo:       exits a command demo
      exportmodels:      exports models
      finishBuild:       finishes the build process
      freeze:            freezes the game for a number of 
                         seconds
      game_memory:       displays game class info
      gameError:         causes a game error
      gameKick:          same as kick, but recognizes 
                         player names
      getviewpos:        prints the current view position
      gfxInfo:           show graphics info
      give:              gives one or more items
      god:               enables god mode
      heartbeat:         send a heartbeat to the the master 
                         servers
      help:              shows help
      hitch:             hitches the game
      in_restart:        restarts the input system
      keepTestModel:     keeps the last test model in the 
                         game
      kick:              kick a client by connection number
      kill:              kills the player
      killMonsters:      removes all monsters
      killMoveables:     removes all moveables
      killRagdolls:      removes all ragdolls
      LANScan:           scans LAN for servers
      listActiveEntities:lists active game entities
      listAF:            lists articulated figures
      listAnims:         lists all animations
      listAudios:        lists Audios
      listBinds:         lists key bindings
      listClasses:       lists game classes
      listCmds:          lists commands
      listCollisionModels:lists collision models
      listCvars:         lists cvars
      listDecls:         lists all decls
      listDictKeys:      lists all keys used by dictionaries
      listDictValues:    lists all values used by 
                         dictionaries
      listEmails:        lists Emails
      listEntities:      lists game entities
      listEntityDefs:    lists entity defs
      listFX:            lists FX systems
      listGameCmds:      lists game commands
      listGuis:          lists guis
      listHuffmanFrequencies: lists decl text character 
                         frequencies
      listImages:        lists images
      listLines:         lists all debug lines
      listMaterials:     lists materials
      listModelDefs:     lists model defs
      listModels:        lists all models
      listModes:         lists all video modes
      listMonsters:      lists monsters
      listParticles:     lists particle systems
      listPDAs:          lists PDAs
      listRenderEntityDefs:lists the entity defs
      listRendererCmds:  lists renderer commands
      listRenderLightDefs:lists the light defs
      listServers:       lists scanned servers
      listSkins:         lists skins
      listSoundCmds:     lists sound commands
      listSoundDecoders: list active sound decoders
      listSounds:        lists all sounds
      listSoundShaders:  lists sound shaders
      listSpawnArgs:     list the spawn args of an entity
      listSystemCmds:    lists system commands
      listTables:        lists tables
      listThreads:       lists script threads
      listToolCmds:      lists tool commands
      listTypeInfo:      list type info
      listVertexCache:   lists vertex cache
      listVideos:        lists Videos
      loadGame:          loads a game
      localizeGuis:      localize guis
      localizeMaps:      localize maps
      makeAmbientMap:    makes an ambient map
      MakeMegaTexture:   processes giant images
      map:               loads a map
      memoryDump:        creates a memory dump
      memoryDumpCompressed:creates a compressed memory dump
      modulateLights:    modifies shader parms on all lights
      nextAnim:          shows next animation on test model
      nextFrame:         shows next animation frame on test 
                         model
      nextGUI:           teleport the player to the next 
                         func_static with a gui
      nextMap:           loads the next map on the server
      noclip:            disables collision detection for 
                         the player
      notarget:          disables the player as a target
      parse:             prints tokenized string
      path:              lists search paths
      playCmdDemo:       plays back a command demo
      playDemo:          plays back a demo
      playerModel:       sets the given model on the player
      popLight:          removes the last created light
      prevAnim:          shows previous animation on test 
                         model
      prevFrame:         shows previous animation frame 
                         on test model
      printAF:           prints an articulated figure
      printAudio:        prints an Video
      printEmail:        prints an Email
      printEntityDef:    prints an entity def
      printFX:           prints an FX system
      printMaterial:     prints a material
      printModel:        prints model info
      printModelDefs:    prints a model def
      printParticle:     prints a particle system
      printPDA:          prints an PDA
      printSkin:         prints a skin
      printSoundShader:  prints a sound shader
      printTable:        prints a table
      printVideo:        prints a Audio
      promptKey:         prompt and sets the CD Key
      quit:              quits the game
      recordDemo:        records a demo
      recordViewNotes:   record the current view position 
                         with notes
      reexportmodels:    reexports models
      regenerateWorld:   regenerates all interactions
      reloadanims:       reloads animations
      reloadARBprograms: reloads ARB programs
      reloadCgPrograms:  reloads CG programs
      reloadDecls:       reloads decls
      reloadEngine:      reloads the engine down to 
                         including the file system
      reloadGuis:        reloads guis
      reloadImages:      reloads images
      reloadLanguage:    reload language dict
      reloadModels:      reloads models
      reloadScript:      reloads scripts
      reloadSounds:      reloads all sounds
      reloadSurface:     reloads the decl and images for 
                         selected surface
      remove:            removes an entity
      removeline:        removes a debug line
      renderbump:        renders a bump map
      renderbumpFlat:    renders a flat bump map
      reportImageDuplication: checks all referenced images 
                         for duplications
      reportSurfaceAreas:lists all used materials sorted by 
                         surface area
      rescanSI:          internal - rescan serverinfo cvars 
                         and tell game
      reset:             resets a cvar
      roq:               encodes a roq file
      runAAS:            compiles an AAS file for a map
      runAASDir:         compiles AAS files for all maps in 
                         a folder
      runReach:          calculates reachability for an AAS 
                         file
      s_restart:         restarts the sound system
      saveGame:          saves a game
      saveLights:        saves all lights to the .map file
      saveMoveables:     save all moveables to the .map file
      saveParticles:     saves all lights to the .map file
      saveRagdolls:      save all ragdoll poses to the .map 
                         file
      saveSelected:      saves the selected entity to 
                         the .map file
      say:               text chat
      sayTeam:           team text chat
      screenshot:        takes a screenshot
      script:            executes a line of script
      serverForceReady:  force all players ready
      serverInfo:        shows server info
      serverMapRestart:  restart the current game
      serverNextMap:     change to the next map
      set:               sets a cvar
      seta:              sets a cvar and flags it as archive
      setMachineSpec:    detects system capabilities and 
                         sets com_machineSpec to 
                         appropriate value
      sets:              sets a cvar and flags it as server 
                         info
      sett:              sets a cvar and flags it as tool
      setu:              sets a cvar and flags it as user 
                         info
      setviewpos:        sets the current view position
      showDictMemory:    shows memory used by dictionaries
      showInteractionMemory: shows memory used by 
                         interactions
      showStringMemory:  shows memory used by strings
      showTriSurfMemory: shows memory used by triangle 
                         surfaces
      showViewNotes:     show any view notes for the 
                         current map, successive calls will 
                         cycle to the next note
      sizeDown:          makes the rendered view smaller
      sizeUp:            makes the rendered view larger
      spawn:             spawns a game entity
      spawnServer:       spawns a server
      startBuild:        prepares to make a build
      stopRecording:     stops demo recording
      takeViewNotes:     take notes about the current map 
                         from the current view
      takeViewNotes2:    extended take view notes
      teleport:          teleports the player to an entity 
                         location
      testAnim:          tests an animation
      testBlend:         tests animation blending
      testBoneFx:        tests an FX system bound to a joint
      testDamage:        tests a damage def
      testDeath:         tests death
      testFx:            tests an FX system
      testGUI:           tests a gui
      testImage:         displays the given image centered 
                         on screen
      testLight:         tests a light
      testmap:           tests a map
      testModel:         tests a model
      testParticleStopTime:tests particle stop time on a 
                         test model
      testPointLight:    tests a point light
      testSave:          writes out a test savegame
      testSaveGame:      test a save game for a level
      testShaderParm:    sets a shaderParm on an 
                         existing testModel
      testSIMD:          test SIMD code
      testSkin:          tests a skin on an existing testModel
      testSound:         tests a sound
      testVideo:         displays the given cinematic
      timeCmdDemo:       times a command demo
      timeDemo:          times a demo
      timeDemoQuit:      times a demo and quits
      toggle:            toggles a cvar
      touch:             touches a decl
      touchFile:         touches a file
      touchFileList:     touches a list of files
      touchGui:          touches a gui
      touchModel:        touches a model
      trigger:           triggers an entity
      unbind:            unbinds any command from a key
      unbindall:         unbinds any commands from all keys
      unbindRagdoll:     unbinds the selected ragdoll
      updateUI:          internal - cause a sync down of 
                         game-modified userinfo
      vid_restart:       restarts renderSystem
      vstr:              inserts the current value of a 
                         cvar as command text
      wait:              delays remaining buffered commands 
                         one or more frames
      weaponSplat:       projects a blood splat on the 
                         player weapon
      where:             prints the current view position
      writeCmdDemo:      writes a command demo
      writeConfig:       writes a config file
      writeGameState:    write game state
      writePrecache:     writes precache 
      
                

Advertisement

Newsletter