Cheat Codes Doom 3

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    Cheat Codes

    While playing the game, press [Ctrl] + [Alt] + ~to display the console window. Then,

    enter one of the following codes to activate the corresponding cheat function:

    Result Cheat CodeGod mode [Note] god

    Full weapons and ammunition give all

    Full ammunition for current weapons give ammo

    Armor to 125 give armor

    Classic 1995 version give doom95

    Health to 100 give health

    All keys give keys

    BFG give weapon_bfg

    Chainsaw give weapon_chainsaw

    Machine gun give weapon_machinegunPlasmagun give weapon_plasmagun

    Rocket launcher give weapon_rocketlauncher

    Shotgun give weapon_shotgun

    Spawn indicated item give [item name]

    Play indicated map map [map name]

    Load a map map

    Switch to indicated weapon slot, regardless

    if you have a weapon there_button0

    Switch to indicated weapon slot, regardless

    if you have a weapon there

    _button1

    Switch to indicated weapon slot, regardless

    if you have a weapon there_button2

    Switch to indicated weapon slot, regardlessif you have a weapon there

    _button3

    Switch to indicated weapon slot, regardless

    if you have a weapon there_button4

    Switch to indicated weapon slot, regardless

    if you have a weapon there_button5

    Switch to indicated weapon slot, regardless

    if you have a weapon there_button6

    Switch to indicated weapon slot, regardlessif you have a weapon there

    _button7

    Show AAS stats aasStats

    Unknown addarrow

    Adds debug arrow addarrow

    Core to game chat lines addChatLine

    Add debug line addline

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    Scale contact friction af_contactFrictionScale

    Force the given friction value af_forceFriction

    Name of the body to highlight af_highlightBody

    Name of the constraint to highlight af_highlightConstraint

    Scale the joint friction af_jointFrictionScale

    Maximum angular velocity af_maxAngularVelocity:

    Maximum linear velocity af_maxLinearVelocity

    Show structures of articulated figures not at

    restaf_showActive

    Show bodies af_showBodies

    Show body names af_showBodyNames

    Show two bodies constrained by the

    highlighted constraintaf_showConstrainedBodies

    Show constraint names af_showConstraintNames

    Show constraints af_showConstraints

    Show the inertia tensor of each body af_showInertiaShow joint limits af_showLimits

    Show mass of each body af_showMass

    Show primary constraints only af_showPrimaryOnly

    Show articulated figure CPU usage af_showTimings

    Show the total mass of each articulated

    figureaf_showTotalMass

    Show tree-like structures af_showTrees

    Show velocity of each body af_showVelocity

    Skip friction af_skipFriction

    Skip joint limits af_skipLimitsSkip self collision detection af_skipSelfCollision

    Test for bodies initially stuck in solid af_testSolid

    Scale time af_timeScale

    Use impulse-based contact friction af_useImpulseFriction

    Use impulse-based joint friction af_useJointImpulseFriction

    Use linear time algorithm for tree-like

    structuresaf_useLinearTime

    Use constraint matrix symmetry af_useSymmetry

    Enable blocked fail safe handling ai_blockedFailSafe

    Draw movement information for monsters ai_debugMoveDisplay script calls for the specified monster

    entity numberai_debugScript

    Draw trajectory tests for monsters ai_debugTrajectory

    Draw attack cones for monsters ai_showCombatNodes

    Draw obstacle avoidance information for

    monsters.ai_showObstacleAvoidance 1

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    Draw obstacle avoidance information for

    monsters and playerai_showObstacleAvoidance 2

    Draw path_* entities ai_showPaths:

    Unknown ai_testPredictPath

    Write .AVI for a command demo aviCmdDemo

    Save demo in .AVI format avidemoWrite .AVI for a demo aviDemo

    Write .AVI for the current game aviGame

    Game benchmark benchmark

    Benchmark benchmark

    Bind command to a key bind

    Bind ragdoll at the current drag position bindRagdoll

    Bind a key, but unbinds it first if there are

    more than two bindsbindunbindtwo

    Blink a debug line blinkline

    Center view centerviewCheck if new version of the game is

    availablecheckNewVersion

    Unknown clear

    Clear the console clear

    Clear all lights clearLights

    Drop current weapon clientDropWeapon

    In-game GUI message mode clientMessageMode

    Voice chats clientVoiceChat

    Team voice chats clientVoiceChatTeam

    Close the view showing any notes for thismap

    closeViewNotes

    Cull back facing polygons cm_backFaceCul

    Debug collision detection cm_debugCollision

    Color used to draw the collision models cm_drawColor

    Draw filled polygons cm_drawFilled

    Draw internal edges green cm_drawInternal

    Collision mask cm_drawMask

    Draw polygon and edge normals cm_drawNormals

    Show collision model info collisionModelInfo

    Use ~to toggle console com_allowConsoleSample input from the async thread com_asyncInput

    Mix sound from the async thread com_asyncSound

    Compress saved games com_compressSaveGame

    Force generic platform independent SIMD com_forceGenericSIMD

    Unknown com_guid

    Record journal com_journal 1

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    Play back journal com_journal 2

    Set hardware classification to com_machineSpec

    Set hardware classification to not detected, com_machineSpec -1

    Set hardware classification to low quality, com_machineSpec 0

    Set hardware classification to medium

    quality, com_machineSpec 1Set hardware classification to high quality, com_machineSpec 2

    Set hardware classification to ultra quality com_machineSpec 3

    Make a build com_makingBuild 1

    Marker for memory stats com_memoryMarker

    Run one game tick every async threadupdate

    com_preciseTic

    Purge everything between level loads com_purgeAll

    Show async network stats com_showAsyncStats

    Show frame rate com_showFPS

    Show framerate com_showfps 1Show total and per frame memory usage com_showMemoryUsage

    show sound decoders com_showSoundDecoders

    Skip the renderer completely com_skipRenderer

    Show engine timings com_speeds

    Print time in milliseconds with each console

    printcom_timestampPrints 1

    Print time in seconds with each console print com_timestampPrints 2

    Update the load size after loading a map com_updateLoadSize

    Hold last amount of detected video RAM com_videoRam

    Combine six images for roq compression combineCubeImagesCompress a demo file compressDemo

    Print on the console but not onscreen when

    console is displayedcon_noPrint

    Time messages displayed when console isdisplayed

    con_notifyTime

    Speed at which the console moves con_speed [number]

    Dump the console text to a file conDump

    Connect to a server connect

    Crashes game crash

    Crash game crashUnknown cvar_restart

    Restart the cvar system cvar_restart

    Apply damage to an entity damage

    Launch script debugger debugger

    Print parses decl_show 1

    Print parses and references developer decl_show 2

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    Delete selected entity deleteSelected

    Hold [Enter] to zoom view demoshot

    Save screenshot for a demo demoShot

    Load a map in developer mode devmap

    Open directory dir

    List a folder dir

    List a folder with sub-folders dirtree

    Disassembles script disasmScript

    Disables connection for current multi-player

    gamedisconnect

    Disconnect from a game disconnect

    Compile map dmap

    Skip to last level doomhell

    Print indicated text echo [text]

    Launch in-game Articulated Figure Editor editAFs

    Launch in-game Declaration Editor editDeclsLaunch GUI Editor editGUIs

    Change lighting editlight

    Launch in-game Light Editor editLights

    Open the in-game editor editor

    Launch level editor Radiant editor

    Launch in-game Particle Editor editParticles

    Launch in-game PDA Editor editPDAs

    Launch in-game Script Editor editScripts

    Change sounds in editor area editsounds

    launch in-game Sound Editor editSoundsTake an environment shot envshot

    Cause an error error

    Execute a config file exec

    Execute appropriate config files and setscvars based on com_machineSpec

    execMachineSpec

    Exit game exit

    Exit command demo exitCmdDemo

    Export models exportmodels

    Finish the build process finishBuild

    Freeze everything on screen freezeFreeze game for indicated number of

    secondsfreeze [number]

    Armor takes this percentage of damage g_armorProtection [number]

    Armor takes this percentage of damage in

    MPg_armorProtectionMP [number]

    Maintain even teams g_balanceTDM

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    Show blood splats, sprays, and gibs g_bloodEffects

    Skip updating entities not marked 'cinematic'

    '1' during cinematicsg_cinematic

    Set seconds to allow game to run when

    skipping cinematicg_cinematicMaxSkipTime [number]

    Pregame countdown in seconds g_countDown [number]Scale final damage on player by this factor g_damageScale [number]

    Display information on which animations are

    playing on specified entity; -1 disablesg_debugAnim [number]

    Check for models with bounds over 2048 g_debugBounds

    Show decals (bullet holes, etc.) g_decals

    Disassemble script into base/script

    disasm.txt when script is compiledg_disasm

    Show double vision when taking damage g_doubleVision

    Unknown g_dragDamping

    Allow dragging physics objects around byplacing the crosshair over them and holding

    [Fire]

    g_dragEntity

    Edit entity mode; 0 = off, 1 = lights, 2 =

    sounds, 3 = articulated figures, 4 = particle

    systems, 5 = monsters, 6 = entity names, 7 =entity models.

    g_editEntityMode [0-7]

    Toggle disable buffer file writing for save

    gamesg_flushSave [0 or 1]

    Display timing information for each gameframe

    g_frametime

    Score review time in seconds at end game g_gameReviewPause

    Set how much health to take in nightmaremode

    g_healthTakeAmt [number]

    Set how low can health get taken in

    nightmare modeg_healthTakeLimit [number]

    Set how often to take health in nightmaremode

    g_healthTakeTime [number]

    Control the weapon sway in MP g_mpWeaponAngleScale [number]

    Show muzzle flashes g_muzzleFlash [0 or 1]

    If nightmare mode is allowed g_nightmare [0 or 1]

    Game password g_password [password>Show dynamic lights on projectiles g_projectileLights

    Draw boxes around thinking entities;

    dormant entities (outside of PVs) are yellow,non-dormant are green

    g_showActiveEntities

    Enable ejected shells from weapon g_showBrass

    Display current frame number for camerawhen playing cinematics

    g_showcamerainfo

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    Draw boxes around monsters that targeted

    playerg_showEnemies

    Enable shadow of player model g_showPlayerShadow

    Enable display of player hit percentage g_showProjectilePct

    Toggle hit % to HUD g_showprojectilepct 1

    Draw entities and their targets; hiddenentities are gray

    g_showTargets

    Display current animation and frame number

    for testmodels.g_showTestModelFrame

    Draw trigger entities (orange) and theirtargets (green); disabled triggers are gray.

    g_showTriggers

    Skip damage and other view effects g_skipViewEffects

    Let spectators talk to everyone during game g_spectatorChat

    Draw arrows over teammates in teamdeathmatch

    g_TDMArrows

    Test model animation; 0 = cycle anime withorigin 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_testModelAnimate

    Number of frames to blend g_testModelBlend

    Test model rotation speed g_testModelRotate

    Test particle visualation; set by the particle

    editorg_testParticle

    Name of the particle being tested by theparticle editor

    g_testParticleName

    Name of material to draw over screen g_testPostProcess

    When non-zero, shows entities whose thinkfunctions exceeded the number of

    milliseconds specifiedg_timeEntities

    scale damage and armor dynamically to keep

    player alive more ofteng_useDynamicProtection

    Show available memory game_memory

    Display game class info game_memory

    Cause a game error gameError

    Kick player from multi-player game gameKick[name]

    Kick indicated player name gameKick [name]Print current view position getviewpos

    Display graphics card details gfxinfo

    Show graphics info gfxInfo

    Gametype filter gui_filter_gameType

    Password filter gui_filter_password

    Players filter gui_filter_players

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    Send heartbeat to master servers Heartbeat

    Show help help

    Hitch the game hitch

    Show IK debug lines ik_debug

    Enable IK ik_enable

    Name of log file; if empty "qconsole.log"will be used

    ilFileName

    Set the maximum texture anisotropy if

    availableimage_anisotropy [number]

    Maximum MB reserved for temporaryloading of full-sized precompressed images

    image_cacheMegs [number]

    Maximum KB of precompressed files to read

    at specification timeimage_cacheMinK[number]

    See texture MIP usage image_colorMipLevels

    Control texture downsampling image_downSize

    Control normal map downsampling image_downSizeBumpControl normal map downsample limit image_downSizeBumpLimit

    Control diffuse map downsample limit image_downSizeLimit

    Control specular downsampling image_downSizeSpecular

    Control specular downsampled limit image_downSizeSpecularLimit

    Change texture filtering on mipmapped

    imagesimage_filter

    Unknown image_forceDownSize

    Ignore high quality setting on materials image_ignoreHighQuality

    Change lod bias on mipmapped images image_lodbias

    If 0, dynamically load all images image_preload [0 or 1]Round bad sizes down to nearest power of

    twoimage_roundDown

    If 1, print number of outstanding backgroundloads

    image_showBackgroundLoads[0 or 1]

    Allow alpha/intensity/luminance

    luminance+alphaimage_useAllFormats

    If 1, do background load image caching image_useCache [0 or 1]

    If 0, force everything to high quality image_useCompression [0 or 1]

    If 2, use rxgb compression for normal maps;

    if 1, use 256 color compression for normal

    maps if available

    image_useNormalCompression [0-2]

    Write batch file for offline compression

    of .DDS filesimage_useOfflineCompression

    Use .DDS files if present image_usePrecompressedTextures

    Write .tgas of the final normal maps for

    debuggingimage_writeNormalTGA

    Write .TGAs of the final palletized normal image_writeNormalTGAPalletized

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    maps for debugging

    Write .DDS files if necessary image_writePrecompressedTextures

    Write .TGAs of the non normal maps fordebugging

    image_writeTGA

    Always run (reverse _speed button) in multi-

    player mode in_alwaysRunAngle change scale when holding _speed

    buttonin_anglespeedkey

    Look around with mouse (reverse _mlook

    button)in_freeLook

    Enable mouse input in_mouse

    Pitch change speed when holding _lookUp

    or _lookDown buttonin_pitchspeed

    Unknown in_restart

    Restart the input system in_restart

    Yaw change speed when holding _left or_right button

    in_yawspeed

    Unknown keeptestmodel

    Keep last test model in the game keepTestModel

    Kick client by connection number kick

    Kill current target; suicide if no one istargeted

    kill

    Kill the player kill

    Kill all monsters in current level killmonsters

    Remove all monsters killMonsters

    Kill all moving enemies killmoveablesRemove all moveables killMoveables

    Kill all non-moving enemies killragdolls

    Remove all ragdolls killRagdolls

    Scan LAN for servers LANScan

    Show LCP solver failures lcp_showFailures

    List active game entities listActiveEntities

    List articulated figures listAF

    Unknown listanims

    List all animations listAnims

    List audios listAudiosList key bindings listBinds

    List game classes listClasses

    List commands listCmds

    Unknown listcollisionmodels

    List collision models listCollisionModels

    List cvars listCvars

    List all decls listDecls

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    List all keys used by dictionaries listDictKeys

    List all values used by dictionaries listDictValues

    List emails listEmails

    Unknown listentities

    List game entities listEntities

    Lists indicated def file settings listentitydefs

    List entity defs listEntityDefs

    List FX systems listFX

    List game commands listGameCmds

    List GUIs listGuis

    List decl text character frequencies listHuffmanFrequencies

    Unknown listimages

    List images listImages

    Lists indicated def file settings listlightdefs

    Unknown listlines

    List all debug lines listLines

    Unknown listmaterials

    List materials listMaterials

    List model defs listModelDefs

    Unknown listmodels

    List all models listModels

    Unknown listmodes

    List all video modes listModes

    Lists images of monsters listmonsters

    List monsters listMonsters

    List particle systems listParticles

    List PDAs listPDAs

    List the entity defs listRenderEntityDefs

    List renderer commands listRendererCmds

    List the light defs listRenderLightDefs

    List scanned servers listServers

    Unknown listskins

    List skins listSkins

    List sound commands listSoundCmds

    List active sound decoders listSoundDecoders

    Unknown listsounds

    List all sounds listSounds

    Unknown listsoundshaders

    List sound shaders listSoundShaders

    List the spawn args of an entity listSpawnArgs

    List system commands listSystemCmds

    List tables listTables

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    Unknown listthreads

    List script threads listThreads

    List tool commands listToolCmds

    List type info listTypeInfo

    Unknown listvertexcache

    List vertex cache listVertexCache

    List videos listVideos

    Load a game loadGame

    Localize GUIs localizeGuis

    Localize maps localizeMaps

    If 1, buffer log; if 2, flush after each print logFile [1 or 2]

    Mouse pitch scale m_pitch

    Show mouse movement m_showMouseRate

    Number of samples blended for mouse

    viewingm_smooth

    Mouse strafe movement scale m_strafeScaleNumber of samples blended for mouse

    movingm_strafeSmooth

    Mouse yaw scale m_yaw

    Make an ambient map makeAmbientMap

    Process giant images MakeMegaTexture

    Create memory dump memoryDump

    Create a compressed memory dump memoryDumpCompressed

    Valid skins (including flushing referenced

    pak files); decreased if over 0mod_validSkins

    Unknown modulatelightsModify shader parms on all lights modulateLights

    Unknown nextanim

    Show next animation on test model nextAnim

    Show next animation frame on test model nextFrame

    Teleport player to the next func_static with a

    GUInextGUI

    Load next map on the server nextMap

    No clipping noclip

    Disable collision detection for the player noclip

    Ignored by most enemies notargetUnknown notarget

    Disable player as a target notarget

    Unknown overlaygui

    Print tokenized string parse

    Unknown parsewait

    Unknown path

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    List search paths path

    Unknown playcmddemo

    Play back a command demo playCmdDemo

    Unknown playdemo

    Play back a demo playDemo

    Unknown playermodel

    Set the given model on the player playerModel [model name]

    Milliseconds the player can go without air

    before damage startspm_air [number]

    x/y size of player's bounding box pm_bboxwidth

    Unknown pm_bobpitch

    Unknown pm_bobroll

    Unknown pm_bobup

    Bob much faster when crouched pm_crouchbob

    Height of player's bounding box while

    crouched pm_crouchheight [number]Time it takes for player's view to change

    from standing to crouchingpm_crouchrate [number]

    Speed the player can move while crouched pm_crouchspeed [number]

    Height of player's view while crouched pm_crouchviewheight [number]

    Height of player's bounding box while dead pm_deadheight [number]

    Height of player's view while dead pm_deadviewheight [number]

    Approximate height the player can jump pm_jumpheight [number]

    Amount player's view can look down pm_maxviewpitch [number]

    Amount player's view can look up; negative

    values are uppm_minviewpitch [number]

    Draw camera from POV of player model; 1

    = always, 2 = when deadpm_modelView [1 or 2]

    Speed the player can move while in noclip pm_noclipspeed [number]

    Height of player's bounding box whilestanding

    pm_normalheight [number]

    Height of player's view while standing pm_normalviewheight [number]

    Bob faster when running pm_runbob

    Unknown pm_runpitch

    Unknown pm_runroll

    Speed the player can move while running pm_runspeed [number]Size of the spectator bounding box pm_spectatebbox [number]

    Speed the player can move while spectating pm_spectatespeed [number]

    Length of time player can run pm_stamina [number]

    Rate that player regains stamina; divide

    pm_stamina by this number to determinehow to fully recharge.

    pm_staminarate [number]

    When stamina is below this value, player pm_staminathreshold [number]

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    slows to a walk

    Maximum height player can step up without

    jumpingpm_stepsize [number]

    Third person view pm_thirdPerson

    Toggle third person view pm_thirdperson [0 or 1]

    Direction of camera from player in thirdperson in degrees; 0 = behind player, 180 =

    in frontpm_thirdPersonAngle [0-180]

    Clip third person view into world space pm_thirdPersonClip

    Enable third person view when player dies pm_thirdPersonDeath

    Height of camera from normal view height

    in third personpm_thirdPersonHeight [number]

    Camera distance from player in third person pm_thirdPersonRange [number]

    Use cylinder approximation instead ofbounding box for player collision detection

    pm_usecylinder

    Bob slowly when walking pm_walkbobPlayer's walking speed pm_walkspeed [number]

    Unknown poplight

    Remove last created light popLight

    Unknown prevanim

    Show previous animation on test model prevAnim

    Show previous animation frame on testmodel

    prevFrame

    Print an articulated figure printAF

    Print an Audio printAudio

    Print an email printEmailPrint an entity def printEntityDef

    Print an FX system printFX

    Print a material printMaterial

    Unknown printmode

    Print model info printModel

    Print a model def printModelDefs

    Print a particle system printParticle

    Print a PDA printPDA

    Unknown printshader

    Print a skin printSkinPrint a sound shader printSoundShader

    Print a table printTable

    Print an Video printVideo

    Prompt and set the CD Key promptKey

    Exit game quit

    Quit the game quit

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    Change gamma tables r_brightness

    Set brightness level r_brightness [number]

    arbfp1, fp30 r_cgFragmentProfile

    arbvp1, vp20, vp30 r_cgVertexProfile

    Compare all surface bounds with

    precalculated ones r_checkBoundsForce screen clear every frame; 1 = purple, 2= black, R G B = custom

    r_clear [1, 2, or R G B value]

    Custom screen height r_customHeight [number]

    Custom screen width r_customWidth [number]

    Step size of arrow cone line rotation in

    degreesr_debugArrowStep [number]

    Perform depth test on debug lines r_debugLineDepthTest

    Width of debug lines r_debugLineWidth [number]

    Draw a filled polygon r_debugPolygonFilled

    Used during development to show IHV'stheir problems

    r_demonstrateBug

    Optional display refresh rate option for vidmode

    r_displayRefresh

    Force a call to glFinish() every frame r_finish

    Scale flare deforms from the material def r_flareSize

    Draw all images to screen after registration r_forceLoadImages

    Draw to front buffer for debugging r_frontBuffer

    0 = windowed, 1 = full screen r_fullscreen [0 or 1]

    Change gamma tables r_gamma

    Set gamma level r_gamma [0-3]"opengl32", etc. r_glDriver [value]

    Fraction to smear across neighbors r_hdr_bloomFraction

    Maximum light scale r_hdr_exposure

    Monitor gamma power r_hdr_gamma

    Random dither in monitor space r_hdr_monitorDither

    Use a floating point rendering buffer r_hdr_useFloats

    Random debugging without defining new

    varsr_ignore

    Random debugging without defining new

    vars

    r_ignore2

    Ignore GL errors r_ignoreGLErrors

    Ignore the fragment program extension r_inhibitFragmentProgram

    Randomly subpixel jitter the projection

    matrixr_jitter

    Offset of joint names when r_showskel is setto 1

    r_jointNameOffset

    Size of joint names when r_showskel is set r_jointNameScale

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    to 1

    Light all the back faces, even when they

    would be shadowedr_lightAllBackFaces

    All light intensities are multiplied by this r_lightScale

    Soft-shadow sampling r_lightSourceRadius

    Allow moving the view point withoutchanging the composition of the scene,

    including cullingr_lockSurfaces

    Number of frames to emit GL logs r_logFile

    Override all materials r_materialOverride

    Draw only a specific level r_megaTextureLevel

    Combine model surfaces with the same

    materialr_mergeModelSurfaces

    Video mode number r_mode

    Number of antialiasing samples r_multiSamples

    Near Z clip plane distance r_nearPolygon offset parameter r_offsetfactor

    Polygon offset parameter r_offsetunits

    Perform index reorganization to optimize

    vertex user_orderIndexes

    Hardware specific renderer path to use r_renderer

    Scale factor for jitter bias r_sb_biasScale

    Oversize FOV for point light side matching r_sb_frustomFOV

    Scale factor for jitter offset r_sb_jitterScale

    Pixel dimensions for each shadow buffer, 64

    - 2048

    r_sb_lightResolution

    Use GL_LINEAR instead of GL_NEAREST

    on shadow mapsr_sb_linearFilter

    Do not draw any occluders r_sb_noShadows

    0 = front faces; 1 = back faces; 2 = midway

    between themr_sb_occluderFacing[0-3]

    polygonOffset factor for drawing shadow

    bufferr_sb_polyOfsFactor

    polygonOffset units for drawing shadow

    bufferr_sb_polyOfsUnits

    Randomly offset jitter texture each draw r_sb_randomize

    Set to 0, 1, 4, or 16 r_sb_samples [number]

    Build shadows in screen space instead of on

    surfacesr_sb_screenSpaceShadow

    Color the pixels contained in the frustum r_sb_showFrustumPixels

    only draw a single side (0 to 5) of points

    lightsr_sb_singleSide

    Cull geometry to individual side frustums r_sb_useCulling

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    Draw offscreen r_sb_usePbuffer

    Width of screen space shadow sampling

    screenFraction for testing fill rate; theresolution of entire screen can be changed

    r_sb_viewResolution

    Scale value for stencil shadow drawing r_shadowPolygonFactor

    Bias value added to depth test for stencilshadow drawing

    r_shadowPolygonOffset

    Enable shadows r_shadows

    Report alloc/free counts r_showAlloc

    Report sphere and box culling stats r_showCull

    Report number of modeDefs and lightDefs in

    viewr_showDefs

    Report reads and writes to the demo file r_showDemo

    Display contents of the depth buffer and thedepth range

    r_showDepth

    Draw lines from vertexes to center ofdominant triangles

    r_showDominantTri

    Report stats on dynamic surface generation r_showDynamic

    Draw the sil edges r_showEdges

    Show entity scissor rectangles r_showEntityScissors

    1 = show all images instead of rendering, 2 =show in proportional size

    r_showImages [0-2]

    Draw screen colors based on intensity; red =

    0, green = 128, blue = 255r_showIntensity [number]

    1 = show frustum for each interaction, 2 =also draw lines to light origin, 3 = also draw

    entity bboxr_showInteractionFrustums [0-3]

    Report interaction generation activity r_showInteractions

    1 = show screen rectangle which contains theinteraction frustum, 2 = also draw

    construction linesr_showInteractionScissors [0-2]

    1 = colors surfaces based on light count, 2 =also count everything through walls, 3 = also

    print overdrawr_showLightCount [0-3]

    1 = just print volumes numbers, highlighting

    ones covering the view, 2 = also draw planes

    of each volume, 3 = also draw edges of eachvolume

    r_showLights [0-3]

    Report scale factor applied to drawing foroverbrights

    r_showLightScale

    Show light scissor rectangles r_showLightScissors

    Display all the level images r_showMegaTexture

    Draw colored blocks in each tile r_showMegaTextureLabels

    Print frame memory utilization r_showMemory

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    Draw wireframe normals r_showNormals

    1 = geometry overdraw, 2 = light interaction

    overdraw, 3 = geometry and light interactionoverdraw

    r_showOverDraw [0-3]

    Draw portal outlines in color based on

    passed/not passedr_showPortals

    Report drawsurf/index/vertex counts r_showPrimitives

    Color screen based on shadow volume depth

    complexity, 2 or greater = print overdraw

    count based on stencil index values, 3 = onlyshow turboshadows, 4 = only show static

    shadows

    r_showShadowCount [0-4]

    1 = visualize the stencil shadow volumes, 2= draw filled in

    r_showShadows [0-2]

    Highlight edges that are casting shadow

    planesr_showSilhouette

    Draw skeleton when model animates, 1 =draw model with skeleton, 2 = draw skeleton

    onlyr_showSkel[0-2]

    Show which end (front or back) is blocking r_showSmp

    Show surface material name under crosshair r_showSurfaceInfo

    Report surface/light/shadow counts r_showSurfaces

    Shade triangles by tangent space; 1 = use 1st

    tangent vector, 2 = use 2nd tangent vector, 3= use normal vector

    r_showTangentSpace [0-3]

    Shade triangles by texture area polarity r_showTexturePolarity

    If greater than 0, draw each triangles texture(tangent) vectors

    r_showTextureVectors [number]

    Show intersection of an eye trace with the

    worldr_showTrace

    Enable wireframe rendering of the world; 1= only draw visible ones, 2 = draw all front

    facing, 3 = draw allr_showTris [0-3]

    if 1, put all nVidia register combiner

    programming in display listsr_showUnsmoothedTangents [0-1]

    Report entity and light updates and ref

    countsr_showUpdates

    Unknown r_showVertexCache

    Draw all triangles with the solid vertex color r_showVertexColor

    1 = displays the bounding boxes of all view

    models, 2 = print index numbersr_showViewEntitys [0-2]

    Only draw the portal area the view isactually in

    r_singleArea

    Suppress all but one entity r_singleEntity

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    Suppress all but one light r_singleLight

    Suppress all but one surface on each entity r_singleSurface

    Only draw a single triangle per primitive r_singleTriangle

    Bypass all non-interaction drawing r_skipAmbient

    Do not draw anything r_skipBackEnd

    Skip all blend lights r_skipBlendLights

    Use flat surface instead of the bump map r_skipBump

    Do all rendering, but do not actually

    copyTexSubImage2Dr_skipCopyTexture

    Leave all deform materials in their originalstate

    r_skipDeforms

    Use black for diffuse r_skipDiffuse

    Do not dynamically create textures r_skipDynamicTextures

    Skip all fog lights r_skipFogLights

    Bypass all front end work, but 2D GUI

    rendering still drawsr_skipFrontEnd

    1 = skip all gui elements on surfaces, 2 =

    skip drawing but still handle events, 3 =draw but skip events

    r_skipGuiShaders [0-3]

    Skip all light/surface interaction drawing r_skipInteractions

    Do not do any post-interaction light scaling r_skipLightScale

    Only use the lowest level image r_skipMegaTexture

    Bypass all vertex/fragment program ambient

    drawingr_skipNewAmbient

    Skip overlay surfaces r_skipOverlays

    1 = skip all particle systems r_skipParticles [0-1]Skip all post-process renderings r_skipPostProcess

    Skip 3D rendering, but pass 2D r_skipRender

    Null the rendering context during backend3D rendering

    r_skipRenderContext

    Skip ROQ decoding r_skipROQ

    Use black for specular1 r_skipSpecular

    1 = don't render any GUI elements onsurfaces

    r_skipSubviews [0 or 1]

    Ignore the per-view suppressions r_skipSuppress

    Skip the translucent interaction rendering r_skipTranslucent

    1 = do not accept any entity or light updates,making everything static

    r_skipUpdates [0 or 1]

    Merge normals that dot less than this r_slopNormal [number]

    Merge texture coordinates this far apart r_slopTexCoord [number]

    Merge xyz coordinates this far apart r_slopVertex [number]

    1 = do not render main view, allowing

    subviews to be debuggedr_subviewOnly [0 or 1]

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    Changes wglSwapIntarval r_swapInterval

    Vertically scale USGS data r_terrainScale

    Experiment with vertex/fragment programs r_testARBProgram

    if over 0, draw a grid pattern to test gamma

    levelsr_testGamma [number]

    if over 0 draw a grid pattern to test gammalevels

    r_testGammaBias [number]

    if over 0 draw a grid pattern to test gamma

    levelsr_testStepGamma [number]

    Cache snapshots of dynamic models r_useCachedDynamicModels

    0 = full screen when near clipped, 1 = exact

    when near clipped, 2 = exact alwaysr_useClippedLightScissors [0-2]

    Put all nVidia register combiner

    programming in display listsr_useCombinerDisplayLists

    Use pre-calculated material registers if

    possible

    r_useConstantMaterials

    0 = none, 1 = sphere, 2 = sphere and box r_useCulling [0-2]

    Defer tangents calculations after deform r_useDeferredTangents

    Use depth bounds test to reduce shadow fill r_useDepthBoundsTest

    If 0, issue the callback immediately at update

    time, rather than deferringr_useEntityCallbacks [number]

    0 = none, 1 = box r_useEntityCulling [0 or 1]

    1 = Use custom scissor rectangle for each

    entityr_useEntityScissors [0 or 1]

    1 = skip drawing caps when outside the lightvolume, 2 = force to no caps for testing

    r_useExternalShadows [0-2]

    if not 0, force the view frustum far distance

    to this distancer_useFrustumFarDistance [number]

    Use ARB_vertex_buffer_object for indexes r_useIndexBuffers

    Use the no-far-clip-plane trick r_useInfiniteFarZ

    1 = cull interactions r_useInteractionCulling [0 or 1]

    1 = use a custom scissor rectangle for eachshadow interaction, 2 = also crop using

    portal scissorsr_useInteractionScissors [0-2]

    Create a full entityDefs * lightDefs table to

    make finding interactions fasterr_useInteractionTable

    0 = none, 1 = box, 2 = exact clip ofpolyhedron faces, 3 = also areas

    r_useLightCulling [0 or 3]

    Use a more precise area reference

    determinationr_useLightPortalFlow

    1 = use custom scissor rectangle for each

    lightr_useLightScissors [0 or 1]

    Stop pushing reference bounds early whenpossible

    r_useNodeCommonChildren

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    Use pass optimization for mono lights r_useNV20MonoLights

    Use the dmap generated static shadow

    volumesr_useOptimizedShadows

    1 = use portals to perform area culling,

    otherwise draw everythingr_usePortals[0 or 1]

    1 = do winding clipping to determine if eachambiguous tri should be lit

    r_usePreciseTriangleInteractions [0 or 1]

    Scissor clip as portals and lights are

    processedr_useScissor

    Try to cull shadows from partially visiblelights

    r_useShadowCulling

    Discard triangles outside light volume before

    shadowingr_useShadowProjectedCull

    Scissor shadows by the scissor rect of theinteraction surfaces

    r_useShadowSurfaceScissor

    Do the shadow projection in the vertex

    program on capable cards r_useShadowVertexProgram

    Consider verts with the same XYZ, but

    different ST the same for shadowsr_useSilRemap

    Avoid redundant state changes in GL_*()

    callsr_useStateCaching

    Cards with 3+ texture units do a two pass

    instead of three passr_useTripleTextureARB

    Use infinite projection with W technique fordynamic shadows

    r_useTurboShadow

    Do stencil shadows in one pass with

    different ops on each sider_useTwoSidedStencil

    Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers

    Show rigid bodies that are not at rest rb_showActive

    Show rigid bodies rb_showBodies

    Show the inertia tensor of each rigid body rb_showInertia

    Show the mass of each rigid body rb_showMass

    Show rigid body cpu usage rb_showTimings

    Show the velocity of each rigid body rb_showVelocity

    Unknown recordcmddemo

    Start recording game demo recorddemo

    Record a demo recordDemoRecord current view position with notes recordViewNotes

    Unknown reexportmodels

    Re-exports models reexportmodels

    Respawn all dead enemies and destroyed

    objectsregenerateworld

    Regenerates all interactions regenerateWorld

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    Unknown reload

    Unknown reloadanims

    Reload animations reloadanims

    Reload ARB programs reloadARBprograms

    Reload CG programs reloadCgPrograms

    Reload decls reloadDecls

    Reload engine down to including the filesystem

    reloadEngine

    Unknown reloadentitydefs

    Unknown reloadfx

    Unknown reloadguis

    Reload GUIs reloadGuis

    Unknown reloadimages

    Reload images reloadImages

    Reload language dict reloadLanguage

    Unknown reloadmodelsReload models reloadModels

    Reload scripts reloadScript

    Unknown reloadshaders

    Unknown reloadsounds

    Reload all sounds reloadSounds

    Unknown reloadsoundshaders

    Reload the decl and images for selectedsurface

    reloadSurface

    Remove an entity remove

    Unknown removelineRemove a debug line removeline

    Unknown renderbump

    Render a bump map renderbump

    Unknown renderbumpflat

    Render a flat bump map renderbumpFlat

    Check all referenced images for duplications reportImageDuplication

    List all used materials sorted by surface area reportSurfaceAreas

    Rescan serverinfo cvars and tell game rescanSI

    Unknown reset

    Reset a cvar resetUnknown roq

    Encode a roq file roq

    Unknown runaas

    Compile an AAS file for a map runAAS

    Compile AAS files for all maps in a folder runAASDir

    Unknown runreach

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    Calculate reachability for an AAS file runReach

    Unknown s_cacheinfo

    Unknown s_cacheinvalidate

    Unknown s_constantAmplitude

    Reduce sound volume with this distance

    when going through a door s_doorDistanceAdd [number]Unknown s_dotbias2

    Unknown s_dotbias6

    Unknown s_drawSounds

    Unknown s_force22kHz

    Volume to all speakers when not spatialized s_globalFraction

    Unknown s_maxSoundsPerShader

    Unknown s_meterTopTime

    Unknown s_minVolume2

    Unknown s_minVolume6

    Unknown s_musictrackUnknown s_noSound

    Set number of speakers s_numberOfSpeakers [number]

    Play beep for missing sounds s_playDefaultSound

    Unknown s_quadraticFalloff

    Unknown s_realTimeDecoding

    Unknown s_restart

    Restart the sound system s_restart

    Unknown s_reverse

    Unknown s_showLevelMeter

    Toggle sound level display s_showlevelmeter 1Unknown s_showStartSound

    mute All sounds but this emitter s_singleEmitter

    Unknown s_spatializationDecay

    Set volume to subwoofer in Dolby 5.1 s_subFraction [number]

    Unknown s_useOcclusion

    Set sound volume; default is 0 s_volume_db [number]

    Set volume in dB s_volume_dB [number]

    Save a game saveGame

    Save all lights to the .map file saveLights

    Save all moveables to the .map file saveMoveablesSave all lights to the .map file saveParticles

    Save all ragdoll poses to the .map file saveRagdolls

    Save the selected entity to the .map file saveSelected

    Text chat say

    Send message to everyone in multi-player say [message]

    Team text chat sayTeam

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    Unknown screenshot

    Take a screenshot screenshot

    Unknown script

    Execute a line of script script

    Mouse view sensitivity sensitivity

    Force all players ready serverForceReady

    Show server info serverInfo

    Restart current game serverMapRestart

    Change to next map serverNextMap

    Unknown set

    Set a cvar set

    Unknown seta

    Set a cvar and flags it as archive seta

    Detect system capabilities and sets

    com_machineSpec to appropriate valuesetMachineSpec

    Unknown setsSet a cvar and flags it as server info sets

    Unknown setstepgamma

    Set a cvar and flags it as tool sett

    Unknown setu

    Set a cvar and flags it as user info setu

    Unknown setviewpos

    Set the current view position setviewpos

    Show memory used by dictionaries showDictMemory

    Show memory used by interactions showInteractionMemory

    Show memory used by strings showStringMemoryShow memory used by triangle surfaces showTriSurfMemory

    Show any view notes for the current map,

    successive calls will cycle to the next noteshowViewNotes

    Frag limit si_fragLimit

    Set game type to: singleplayer, deathmatch,

    tourney, team dm or last mansi_gameType [value]

    Map to be played next on server si_map [map name]

    Engine version si_version

    Do pre-game warmup si_warmup

    Resize screen to smaller view sizedownMake the rendered view smaller sizeDown

    Resize screen to larger view; no effect if infullscreen

    sizeup

    Make the rendered view larger sizeUp

    Spawn a game entity spawn

    Spawn indicated model spawn [object name]

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    Unknown spawnserver

    Spawn a server spawnServer

    Prepare to make a build startBuild

    Display game status status

    Stop recording game demo stoprecording

    Stop demo recording stopRecording

    Unknown sys_arch

    Unknown sys_cpustring

    Unknown sys_lang

    Take notes about the current map from the

    current viewtakeViewNotes

    Extended take view notes takeViewNotes2

    Teleport player to an entity location teleport

    Unknown testanim

    Test an animation testAnim

    Unknown testblendTest animation blending testBlend

    Test an FX system bound to a joint testBoneFx

    Unknown testbump

    Unknown testdamage

    Test a damage def testDamage

    Test death testDeath

    Unknown testfx

    Test an FX system testFx

    Unknown testgui

    Test a GUI testGUIUnknown testimage

    Display given image centered on screen testImage

    Unknown testlight

    Test a light testLight

    Unknown testmap

    Test a map testmap

    Unknown testmodel

    Test a model testModel

    Unknown testparticle

    Test particle stop time on a test model testParticleStopTime

    Test a point light testPointLight

    Write out a test savegame testSave

    Test a save game for a level testSaveGame

    Unknown testshader

    Set a shaderParm on an existing testModel testShaderParm

    Unknown testsimd

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    Test SIMD code testSIMD

    Test a skin on an existing testModel testSkin

    Test a sound testSound

    Unknown testtrace

    Display given cinematic testVideo [name]

    Unknown testwipe

    Time a command demo timeCmdDemo

    Time a demo timeDemo

    Benchmark test timedemo demo1.demo

    Time a demo and quits timeDemoQuit

    Scales the time timescale [number]

    Unknown toggle

    Toggle a cvar toggle

    Touch a decl touch

    Unknown touchfile

    Touch a file touchFile

    Touch a list of files touchFileList

    Unknown touchfx

    Unknown touchgui

    Touch a gui touchGui

    Unknown touchmaterial

    Unknown touchmodel

    Touch a model touchModel

    Unknown touchparticle

    Unknown touchskin

    Unknown touchsound

    Trigger an entity trigger

    Auto reload weapon ui_autoReload

    Auto switch weapon ui_autoSwitch

    Player name ui_name

    Player is ready to start playing ui_ready

    Show gun ui_showGun

    Player skin ui_skin

    Play or spectate ui_spectate

    Player team ui_team

    Unknown unbind

    Unbind any command from a key unbind

    Unknown unbindall

    Unbind any command from all keys unbindall

    Unbind selected ragdoll unbindRagdoll [name]

    Cause sync down of game-modified userinfo updateUI

    Update to previously entered screen resize vid_restart

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    code

    Restart renderSystem vid_restart

    Unknown vstr

    Insert the current value of a cvar as

    command textvstr

    Delay remaining buffered commands one ormore frames

    wait

    Advance to next weapon slot weapnext

    Unknown weapon

    Puts bloodsplat on your gun weaponsplat

    Project blood splat on the player weapon weaponSplat

    Return to previous weapon slot weapprev

    Show location and map name where

    Print current view position where

    Allow multiple instances running

    concurrentlywin_allowMultipleInstances

    Disable Windows task keys win_notaskkeys

    Unknown win_outputDebugString

    Unknown win_outputEditString

    Allow game to be updated while dragging

    windowwin_timerUpdate

    Windows user name win_username

    Unknown win_viewlog

    Horizontal position of window win_xpos

    Vertical position of window commands win_ypos

    Write a command demo writeCmdDemoUnknown writeconfig

    Write a config file writeConfig

    Write game state writeGameState

    Unknown writeprecache

    Write precache writePrecache

    Unknown _attack

    Unknown _back

    Unknown aas_goalArea

    Unknown aas_pullPlayer

    Unknown aas_randomPullPlayerUnknown aas_showAreas

    Unknown aas_showFlyPath

    Unknown aas_showHideArea

    Unknown aas_showPath

    Unknown aas_showPushIntoArea

    Unknown aas_showWallEdges

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    Unknown aas_test

    Unknown aasstats

    Unknown addline

    Unknown centerview

    Unknown blinkline

    Unknown bind

    Unknown bindlist

    Unknown clearlights

    Unknown clientVoiceChat

    Unknown clientVoiceChat

    Unknown cm_testAngle

    Unknown cm_testBox

    Unknown cm_testBoxRotation

    Unknown cm_testCollision

    Unknown cm_testLength

    Unknown cm_testModel

    Unknown cm_testOrigin

    Unknown cm_testRadius

    Unknown cm_testRandomMany

    Unknown cm_testReset

    Unknown cm_testRotation

    Unknown cm_testTimes

    Unknown cm_testWalk

    Unknown collisionmodelinfo

    Unknown com_aviDemoHeight

    Unknown com_aviDemoSamples

    Unknown com_aviDemoTics

    Unknown com_aviDemoWidth

    Unknown com_compressDemos

    Unknown com_fixedTic

    Unknown com_minTics

    Unknown com_logDemos

    Unknown com_preloadDemos

    Unknown com_showAngles

    Unknown com_showDemo

    Unknown com_showTics

    Unknown com_skipGameDraw

    Unknown com_wipeSeconds

    Unknown combinecubeimages

    Unknown compressdemo

    Unknown condump

    Unknown connect

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    Unknown cvarlist

    Unknown dirtyfeet

    Unknown dmap

    Unknown echo

    Unknown r_vertexBufferMegs

    Unknown radiant_ALTEdgeDrag

    Unknown fs_basepath

    Unknown fs_caseSensitiveOS

    Unknown fs_cdpath

    Unknown fs_copyfiles

    Unknown fs_debug

    Unknown fs_devpath

    Unknown fs_game

    Unknown fs_restrict

    Unknown fs_savepath

    Unknown radiant_AngleSpeed

    Unknown radiant_Autosave

    Unknown radiant_AutosaveMinutes

    Unknown radiant_camerawindow

    Unknown radiant_CamXYUpdate

    Unknown radiant_ChaseMouse

    Unknown radiant_CubicClipping

    Unknown radiant_CubicScale

    Unknown radiant_entityMode

    Unknown radiant_EntityShow

    Unknown radiant_HiColorTextures

    Unknown radiant_InspectorDockedDialogs

    Unknown radiant_InspectorsWindow

    Unknown radiant_LastMap

    Unknown radiant_LastProject

    Unknown radiant_LoadLast

    Unknown radiant_LoadLastMap

    Unknown radiant_LoadShaders

    Unknown radiant_MainWindowPlace

    Unknown radiant_ModelPath

    Unknown radiant_MoveSpeed

    Unknown radiant_NewFaceGrab

    Unknown radiant_NewLightStyle

    Unknown radiant_NewMapFormat

    Unknown radiant_NewRightClick

    Unknown radiant_NewTextureWindowStuff

    Unknown radiant_NewVertex

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    Unknown radiant_NoClamp

    Unknown radiant_NoStipple

    Unknown radiant_QE4Paint

    Unknown radiant_QE4StyleWindows

    Unknown radiant_RadiantMapPath

    Unknown radiant_RotateLock

    Unknown radiant_Rotation

    Unknown radiant_RunBefore

    Unknown radiant_SavedInfo

    Unknown radiant_SelectWholeEntitiesKey

    Unknown radiant_SizePainting

    Unknown radiant_Snapshots

    Unknown radiant_SnapT

    Unknown radiant_StatusPointSize

    Unknown radiant_SwitchClipKey

    Unknown radiant_TextureLock

    Unknown radiant_TextureQuality

    Unknown radiant_TextureScale

    Unknown radiant_TextureScrollbar

    Unknown radiant_texwindow

    Unknown radiant_UndoLevels

    Unknown radiant_UseDisplayLists

    Unknown radiant_UseGLLighting

    Unknown radiant_UseTextureBar

    Unknown radiant_WideToolBar

    Unknown radiant_xywindow

    Unknown radiant_XZVIS

    Unknown radiant_xzwindow

    Unknown radiant_YZVIS

    Unknown radiant_yzwindow

    Unknown radiant_ZClipBottom

    Unknown radiant_ZClipEnabled

    Unknown radiant_ZClipTop

    Unknown radiant_ZVIS

    Unknown radiant_zwindow

    Unknown g_blobSize

    Unknown g_blobTime

    Unknown error

    Unknown EntityPlacement

    Unknown envshot

    Unknown exec

    Unknown exportmodels

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    Unknown fillrate

    Unknown flashlight

    Unknown focussoundseditor

    Unknown g_debugCinematic

    Unknown g_debugDamage

    Unknown g_debugMove

    Unknown g_debugMover

    Unknown g_debugScript

    Unknown g_debugTriggers

    Unknown g_debugWeapon

    Unknown g_dragShowSelection

    Unknown g_dropItemRotation

    Unknown g_dvAmplitude

    Unknown g_dvFrequency

    Unknown g_dvTime

    Unknown g_exportMask

    Unknown g_fov

    Unknown g_gravity

    Unknown g_gunX

    Unknown g_gunY

    Unknown g_gunZ

    Unknown g_kickAmplitude

    Unknown g_kickTime

    Unknown g_knockback

    Unknown g_maxShowDistance

    Unknown g_monsters

    Unknown g_showCollisionModels

    Unknown g_showCollisionTraces

    Unknown g_showCollisionWorld

    Unknown g_showEntityInfo

    Unknown g_showHud

    Unknown g_showviewpos

    Unknown g_skill

    Unknown g_skipFX

    Unknown g_skipParticles

    Unknown g_showPVS

    Unknown g_vehicleForce

    Unknown g_vehicleVelocity

    Unknown g_viewNodalX

    Unknown g_viewNodalZ

    Unknown g_stopTime

    Unknown g_testDeath

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    Unknown g_testHealthVision

    Unknown give

    Unknown gui_configServerRate

    Unknown gui_debug

    Unknown gui_edit

    Unknown gui_mediumFontLimit

    Unknown gui_smallFontLimit

    Note: This code must be activated after each stage loading sequence.

    Monster names

    Use one of the following values with the "spawn [monster name]" code:

    Result Monster name

    Cyberdemon monster_boss_cyberdemonGuardian monster_boss_guardian

    Guardian's Seeker monster_boss_guardian_seeker

    Sabaoth monster_boss_sabaoth

    Vagary monster_boss_vagary

    Archvile monster_demon_archvile

    Cherub monster_demon_cherub

    Hellknight monster_demon_hellknight

    Imp monster_demon_imp

    Maggot monster_demon_maggot

    Mancubus monster_demon_mancubusPinky monster_demon_pinky

    Revenant monster_demon_revenant

    Tick monster_demon_tick

    Trite monster_demon_trite

    Wraith monster_demon_wraith

    Zombie wth flashlight monster_zombie_ maint_flashlight

    Flaming Zombie monster_zombie_bernie

    Commando Zombie monster_zombie_commando

    Commando Zombie with chaingun monster_zombie_commando_cgun

    Fat Zombie with wrench monster_zombie_fat_wrenchFat Zombie monster_zombie_fat2

    Zombie in jumpsuit monster_zombie_jumpsuit

    Zombie eating monster_zombie_jumpsuit_eating

    Zombie in labcoat monster_zombie_labcoat

    Zombie missing limb monster_zombie_limb

    Zombie monster_zombie_maint

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    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_maint2

    Zombie with a pipe monster_zombie_pipe

    Chainsaw zombie monster_zombie_sawyer

    Skinny zombie monster_zombie_skinny

    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_tshirt_bald

    Zombie in T-shirt monster_zombie_tshirt_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

    Other names

    Use one of the following values with the "spawn [name]" code:

    Result Name

    Adrenaline powerup_adrenaline

    Megahealth powerup_megahealth

    Invisibility powerup_invisibility

    Weapon names

    Use one of the following entries with the "give [item name]" code:

    weapon_chaingun

    weapon_grenade

    weapon_pistol

    weapon_soulcube Ammunition names

    Use one of the following entries with the "give [item name]" code:

    ammo_bfg_small

    ammo_belt_small

    ammo_clip_small

    ammo_bullets_small

    ammo_cells_small

    ammo_rockets_small

    ammo_shells_small

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    ammo_grenage_small

    ammo_clip_large

    ammo_bullets_large

    ammo_cells_large

    ammo_rockets_large

    ammo_shells_large Item names

    Use one of the following values with the "give [item name]" code:

    pda admin_banks

    pda admin_dorweiler

    pda admin_moses

    pda admin_simons

    pda alphalabs1_berger

    pda alphalabs1_krietman

    pda alphalabs1_lipsitzpda alphalabs1_smith

    pda alphalabs2_chin

    pda alphalabs2_connors

    pda alphalabs3_abrams

    pda alphalabs3_lamia

    pda alphalabs3_nelson

    pda alphalabs3_poota

    pda alphalabs4_kaczynski

    pda caverns1_cody

    pda comm1_blake

    pda comm1_finchpda comm1_wolfe

    pda comm1_wolfe

    pda commoutside_holiday

    pda commoutside_ridge

    pda cpu_bates

    pda cpu_haskell

    pda cpuboss_tooloose

    pda delta1_mora

    pda delta1_price

    pda delta2a_cinders

    pda delta2a_raleigh

    pda delta2a_wilson

    pda delta2b_bullman

    pda delta2b_erikson

    pda delta2b_mcneil

    pda delta2b_stemmons

    pda delta3_cerano

    pda delta3_lee

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    pda delta3_shultz

    pda delta4_gilbert

    pda delta5_jackson

    pda delta5_swann

    pda enpro_chasar

    pda enpro_hammerpda enpro_raad

    pda hell_garlick

    pda hell_hebert

    pda marscity2_caseon

    pda marscity2_duncan

    pda marscity2_stanton

    pda marscity2_tyson

    pda mc1_berneche

    pda mcunderground_baston

    pda mcunderground_delahue

    pda mcunderground_ryanpda mcunderground_young

    pda monorail_cullen

    pda monorail_harding

    pda monorail_hollies

    pda monorail_ross

    pda recycling1_garza

    pda recycling1_sadowayj

    pda recycling2_johnson

    pda recycling2_moen

    pda site3_davis

    pda site3_rogers

    video bfg

    video chaingun

    video demon_museum

    video epd (download videodisc with content)

    video hydrocon

    video ian_report

    video ipn_news

    video mfs

    video plasmagun

    video recycling

    video soulcube

    video tablets

    Read more: http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7Under Creative Commons License:Attribution Non-Commercial No Derivatives

    http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7http://creativecommons.org/licenses/by-nc-nd/3.0http://creativecommons.org/licenses/by-nc-nd/3.0http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7http://creativecommons.org/licenses/by-nc-nd/3.0