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PC - Windows

Cheat Mode for Doom 3

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This page contains Doom 3 Codes for PC - Windows called "Cheat Mode" and has been posted or updated on Jan 20, 2009 by Forgiven. Let us know what you think of this Code by thumbs voting.

Boxshot / Details
Doom 3 Cheats Boxshot
  • Developer: id Software
  • Publisher: Activision
  • Genre: Action Shooter First-Person
  • Release Date: Aug 3, 2004
  • ESRB: Mature
Codes

Cheat Mode

Press [Ctrl] + [Alt] + ~ to display the console window. Then, enter one of the following codes:

Code:Result:
r_glDriver <value>"opengl32", etc.
r_sb_occluderFacing<0-3>0 = front faces; 1 = back faces; 2 = midway between them
r_useClippedLightScissors <0-2>0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
r_useEntityCulling <0 or 1>0 = none, 1 = box
r_useLightCulling <0 or 3>0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
r_useCulling <0-2>0 = none, 1 = sphere, 2 = sphere and box
r_fullscreen <0 or 1>0 = windowed, 1 = full screen
r_useEntityScissors <0 or 1>1 = Use custom scissor rectangle for each entity
r_showLightCount <0-3>1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
r_useInteractionCulling <0 or 1>1 = cull interactions
r_showViewEntitys <0-2>1 = displays the bounding boxes of all view models, 2 = print index numbers
r_skipUpdates <0 or 1>1 = do not accept any entity or light updates, making everything static
r_subviewOnly <0 or 1>1 = do not render main view, allowing subviews to be debugged
r_usePreciseTriangleInteractions <0 or 1>1 = do winding clipping to determine if each ambiguous tri should be lit
r_skipSubviews <0 or 1>1 = don't render any GUI elements on surfaces
r_showOverDraw <0-3>1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
r_showLights <0-3>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_showImages <0-2>1 = show all images instead of rendering, 2 = show in proportional size
r_showInteractionFrustums <0-3>1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
r_showInteractionScissors <0-2>1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
r_skipGuiShaders <0-3>1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
r_skipParticles <0-1>1 = skip all particle systems
r_useExternalShadows <0-2>1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
r_useInteractionScissors <0-2>1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
r_useLightScissors <0 or 1>1 = use custom scissor rectangle for each light
r_usePortals<0 or 1>1 = use portals to perform area culling, otherwise draw everything
r_showShadows <0-2>1 = visualize the stencil shadow volumes, 2 = draw filled in
addlineAdd debug line
addarrowAdds debug arrow
weapnextAdvance to next weapon slot
give keysAll keys
r_lightScaleAll light intensities are multiplied by this
image_useAllFormatsAllow alpha/intensity/luminance luminance+alpha
g_dragEntityAllow dragging physics objects around by placing the crosshair over them and holding [Fire]
win_timerUpdateAllow game to be updated while dragging window
r_lockSurfacesAllow moving the view point without changing the composition of the scene, including culling
win_allowMultipleInstancesAllow multiple instances running concurrently
in_alwaysRunAlways run (reverse _speed button) in multi-player mode
pm_maxviewpitch <number>Amount player's view can look down
pm_minviewpitch <number>Amount player's view can look up; negative values are up
in_anglespeedkeyAngle change scale when holding _speed button
damageApply damage to an entity
pm_jumpheight <number>Approximate height the player can jump
g_armorProtection <number>Armor takes this percentage of damage
g_armorProtectionMP <number>Armor takes this percentage of damage in MP
give armorArmor to 125
ui_autoReloadAuto reload weapon
ui_autoSwitchAuto switch weapon
r_useStateCachingAvoid redundant state changes in GL_*() calls
give weapon_bfgBFG
benchmarkBenchmark
timedemo demo1.demoBenchmark test
r_shadowPolygonOffsetBias value added to depth test for stencil shadow drawing
bindunbindtwoBind a key, but unbinds it first if there are more than two binds
bindBind command to a key
bindRagdollBind ragdoll at the current drag position
blinklineBlink a debug line
pm_runbobBob faster when running
pm_crouchbobBob much faster when crouched
pm_walkbobBob slowly when walking
r_sb_screenSpaceShadowBuild shadows in screen space instead of on surfaces
r_skipFrontEndBypass all front end work, but 2D GUI rendering still draws
r_skipAmbientBypass all non-interaction drawing
r_skipNewAmbientBypass all vertex/fragment program ambient drawing
r_useCachedDynamicModelsCache snapshots of dynamic models
runReachCalculate reachability for an AAS file
pm_thirdPersonRange <number>Camera distance from player in third person
r_useTripleTextureARBCards with 3+ texture units do a two pass instead of three pass
gameErrorCause a game error
errorCause an error
updateUICause sync down of game-modified userinfo
centerviewCenter view
give weapon_chainsawChainsaw
r_brightnessChange gamma tables
r_gammaChange gamma tables
editlightChange lighting
image_lodbiasChange lod bias on mipmapped images
editsoundsChange sounds in editor area
image_filterChange texture filtering on mipmapped images
serverNextMapChange to next map
r_swapIntervalChanges wglSwapIntarval
reportImageDuplicationCheck all referenced images for duplications
g_debugBoundsCheck for models with bounds over 2048
checkNewVersionCheck if new version of the game is available
give doom95Classic 1995 version
clearLightsClear all lights
clearClear the console
pm_thirdPersonClipClip third person view into world space
closeViewNotesClose the view showing any notes for this map
cm_drawMaskCollision mask
r_showShadowCount <0-4>Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
r_sb_showFrustumPixelsColor the pixels contained in the frustum
cm_drawColorColor used to draw the collision models
r_mergeModelSurfacesCombine model surfaces with the same material
combineCubeImagesCombine six images for roq compression
r_checkBoundsCompare all surface bounds with precalculated ones
runAASDirCompile AAS files for all maps in a folder
runAASCompile an AAS file for a map
dmapCompile map
compressDemoCompress a demo file
com_compressSaveGameCompress saved games
connectConnect to a server
r_useSilRemapConsider verts with the same XYZ, but different ST the same for shadows
image_downSizeLimitControl diffuse map downsample limit
image_downSizeBumpLimitControl normal map downsample limit
image_downSizeBumpControl normal map downsampling
image_downSizeSpecularLimitControl specular downsampled limit
image_downSizeSpecularControl specular downsampling
image_downSizeControl texture downsampling
g_mpWeaponAngleScale <number>Control the weapon sway in MP
addChatLineCore to game chat lines
crashCrash game
crashCrashes game
memoryDumpCompressedCreate a compressed memory dump
r_useInteractionTableCreate a full entityDefs * lightDefs table to make finding interactions faster
memoryDumpCreate memory dump
cm_backFaceCulCull back facing polygons
r_sb_useCullingCull geometry to individual side frustums
r_customHeight <number>Custom screen height
r_customWidth <number>Custom screen width
cm_debugCollisionDebug collision detection
r_useDeferredTangentsDefer tangents calculations after deform
waitDelay remaining buffered commands one or more frames
deleteSelectedDelete selected entity
setMachineSpecDetect system capabilities and sets com_machineSpec to appropriate value
pm_thirdPersonAngle <0-180>Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front
win_notaskkeysDisable Windows task keys
noclipDisable collision detection for the player
notargetDisable player as a target
disconnectDisables connection for current multi-player game
g_disasmDisassemble script into base/script disasm.txt when script is compiled
disasmScriptDisassembles script
r_useShadowProjectedCullDiscard triangles outside light volume before shadowing
disconnectDisconnect from a game
r_showMegaTextureDisplay all the level images
r_showDepthDisplay contents of the depth buffer and the depth range
g_showTestModelFrameDisplay current animation and frame number for testmodels.
g_showcamerainfoDisplay current frame number for camera when playing cinematics
game_memoryDisplay game class info
statusDisplay game status
testVideo <name>Display given cinematic
testImageDisplay given image centered on screen
gfxinfoDisplay graphics card details
g_debugAnim <number>Display information on which animations are playing on specified entity; -1 disables
ai_debugScriptDisplay script calls for the specified monster entity number
g_frametimeDisplay timing information for each game frame
r_skipCopyTextureDo all rendering, but do not actually copyTexSubImage2D
r_skipLightScaleDo not do any post-interaction light scaling
r_sb_noShadowsDo not draw any occluders
r_skipBackEndDo not draw anything
r_skipDynamicTexturesDo not dynamically create textures
si_warmupDo pre-game warmup
r_useTwoSidedStencilDo stencil shadows in one pass with different ops on each side
r_useShadowVertexProgramDo the shadow projection in the vertex program on capable cards
r_debugPolygonFilledDraw a filled polygon
r_forceLoadImagesDraw all images to screen after registration
r_showVertexColorDraw all triangles with the solid vertex color
g_TDMArrowsDraw arrows over teammates in team deathmatch
ai_showCombatNodesDraw attack cones for monsters
g_showEnemiesDraw boxes around monsters that targeted player
g_showActiveEntitiesDraw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green
pm_modelView <1 or 2>Draw camera from POV of player model; 1 = always, 2 = when dead
r_showMegaTextureLabelsDraw colored blocks in each tile
g_showTargetsDraw entities and their targets; hidden entities are gray
cm_drawFilledDraw filled polygons
cm_drawInternalDraw internal edges green
r_showDominantTriDraw lines from vertexes to center of dominant triangles
ai_debugMoveDraw movement information for monsters
ai_showObstacleAvoidance 2Draw obstacle avoidance information for monsters and player
ai_showObstacleAvoidance 1Draw obstacle avoidance information for monsters.
r_sb_usePbufferDraw offscreen
r_megaTextureLevelDraw only a specific level
ai_showPaths:Draw path_* entities
cm_drawNormalsDraw polygon and edge normals
r_showPortalsDraw portal outlines in color based on passed/not passed
r_showIntensity <number>Draw screen colors based on intensity; red = 0, green = 128, blue = 255
r_showSkel<0-2>Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showEdgesDraw the sil edges
r_frontBufferDraw to front buffer for debugging
ai_debugTrajectoryDraw trajectory tests for monsters
g_showTriggersDraw trigger entities (orange) and their targets (green); disabled triggers are gray.
r_showNormalsDraw wireframe normals
clientDropWeaponDrop current weapon
conDumpDump the console text to a file
g_editEntityMode <0-7>Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models.
ik_enableEnable IK
ai_blockedFailSafeEnable blocked fail safe handling
g_showProjectilePctEnable display of player hit percentage
g_showBrassEnable ejected shells from weapon
in_mouseEnable mouse input
exec mp_vchatEnable multi-player voice command keys
g_showPlayerShadowEnable shadow of player model
r_shadowsEnable shadows
pm_thirdPersonDeathEnable third person view when player dies
r_showTris <0-3>Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
roqEncode a roq file
si_versionEngine version
execExecute a config file
scriptExecute a line of script
execMachineSpecExecute appropriate config files and sets cvars based on com_machineSpec
exitCmdDemoExit command demo
exitExit game
quitExit game
r_testARBProgramExperiment with vertex/fragment programs
exportmodelsExport models
takeViewNotes2Extended take view notes
finishBuildFinish the build process
r_finishForce a call to glFinish() every frame
serverForceReadyForce all players ready
com_forceGenericSIMDForce generic platform independent SIMD
r_clear <1, 2, or R G B value>Force screen clear every frame; 1 = purple, 2 = black, R G B = custom
af_forceFrictionForce the given friction value
r_hdr_bloomFractionFraction to smear across neighbors
si_fragLimitFrag limit
freezeFreeze everything on screen
freeze <number>Freeze game for indicated number of seconds
give ammoFull ammunition for current weapons
give allFull weapons and ammunition
benchmarkGame benchmark
g_password <password>Game password
gui_filter_gameTypeGametype filter
godGod mode
r_rendererHardware specific renderer path to use
give healthHealth to 100
pm_thirdPersonHeight <number>Height of camera from normal view height in third person
pm_crouchheight <number>Height of player's bounding box while crouched
pm_deadheight <number>Height of player's bounding box while dead
pm_normalheight <number>Height of player's bounding box while standing
pm_crouchviewheight <number>Height of player's view while crouched
pm_deadviewheight <number>Height of player's view while dead
pm_normalviewheight <number>Height of player's view while standing
r_showSilhouetteHighlight edges that are casting shadow planes
hitchHitch the game
demoshotHold [Enter] to zoom view
com_videoRamHold last amount of detected video RAM
win_xposHorizontal position of window
image_preload <0 or 1>If 0, dynamically load all images
image_useCompression <0 or 1>If 0, force everything to high quality
r_useEntityCallbacks <number>If 0, issue the callback immediately at update time, rather than deferring
logFile <1 or 2>If 1, buffer log; if 2, flush after each print
image_useCache <0 or 1>If 1, do background load image caching
image_showBackgroundLoads<0 or 1>If 1, print number of outstanding background loads
image_useNormalCompression <0-2>If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available
r_showTextureVectors <number>If greater than 0, draw each triangles texture (tangent) vectors
g_nightmare <0 or 1>If nightmare mode is allowed
r_ignoreGLErrorsIgnore GL errors
image_ignoreHighQualityIgnore high quality setting on materials
r_inhibitFragmentProgramIgnore the fragment program extension
r_skipSuppressIgnore the per-view suppressions
notargetIgnored by most enemies
clientMessageModeIn-game GUI message mode
vstrInsert the current value of a cvar as command text
keepTestModelKeep last test model in the game
kickKick client by connection number
gameKick <name>Kick indicated player name
gameKick <name>Kick player from multi-player game
killmonstersKill all monsters in current level
killmoveablesKill all moving enemies
killragdollsKill all non-moving enemies
killKill current target; suicide if no one is targeted
killKill the player
editGUIsLaunch GUI Editor
editAFsLaunch in-game Articulated Figure Editor
editDeclsLaunch in-game Declaration Editor
editLightsLaunch in-game Light Editor
editPDAsLaunch in-game PDA Editor
editParticlesLaunch in-game Particle Editor
editScriptsLaunch in-game Script Editor
editorLaunch level editor Radiant
debuggerLaunch script debugger
r_skipDeformsLeave all deform materials in their original state
pm_stamina <number>Length of time player can run
g_spectatorChatLet spectators talk to everyone during game
r_lightAllBackFacesLight all the back faces, even when they would be shadowed
listFXList FX systems
listGuisList GUIs
listPDAsList PDAs
dirList a folder
dirtreeList a folder with sub-folders
listActiveEntitiesList active game entities
listSoundDecodersList active sound decoders
listAnimsList all animations
listLinesList all debug lines
listDeclsList all decls
listDictKeysList all keys used by dictionaries
listModelsList all models
listSoundsList all sounds
reportSurfaceAreasList all used materials sorted by surface area
listDictValuesList all values used by dictionaries
listModesList all video modes
listAFList articulated figures
listAudiosList audios
listCollisionModelsList collision models
listCmdsList commands
listCvarsList cvars
listHuffmanFrequenciesList decl text character frequencies
listEmailsList emails
listEntityDefsList entity defs
listClassesList game classes
listGameCmdsList game commands
listEntitiesList game entities
listImagesList images
listBindsList key bindings
listMaterialsList materials
listModelDefsList model defs
listMonstersList monsters
listParticlesList particle systems
listRendererCmdsList renderer commands
listServersList scanned servers
listThreadsList script threads
pathList search paths
listSkinsList skins
listSoundCmdsList sound commands
listSoundShadersList sound shaders
listSystemCmdsList system commands
listTablesList tables
listRenderEntityDefsList the entity defs
listRenderLightDefsList the light defs
listSpawnArgsList the spawn args of an entity
listToolCmdsList tool commands
listTypeInfoList type info
listVertexCacheList vertex cache
listVideosList videos
listmonstersLists images of monsters
listentitydefsLists indicated def file settings
listlightdefsLists indicated def file settings
loadGameLoad a game
devmapLoad a map in developer mode
nextMapLoad next map on the server
localizeGuisLocalize GUIs
localizeMapsLocalize maps
in_freeLookLook around with mouse (reverse _mlook button)
give weapon_machinegunMachine gun
g_balanceTDMMaintain even teams
com_makingBuild 1Make a build
makeAmbientMapMake an ambient map
sizeUpMake the rendered view larger
sizeDownMake the rendered view smaller
si_map <map name>Map to be played next on server
com_memoryMarkerMarker for memory stats
image_cacheMinK <number>Maximum KB of precompressed files to read at specification time
image_cacheMegs <number>Maximum MB reserved for temporary loading of full-sized precompressed images
af_maxAngularVelocity:Maximum angular velocity
pm_stepsize <number>Maximum height player can step up without jumping
r_hdr_exposureMaximum light scale
af_maxLinearVelocityMaximum linear velocity
r_slopNormal <number>Merge normals that dot less than this
r_slopTexCoord <number>Merge texture coordinates this far apart
r_slopVertex <number>Merge xyz coordinates this far apart
pm_air <number>Milliseconds the player can go without air before damage starts
com_asyncSoundMix sound from the async thread
modulateLightsModify shader parms on all lights
r_hdr_gammaMonitor gamma power
m_pitchMouse pitch scale
m_strafeScaleMouse strafe movement scale
sensitivityMouse view sensitivity
m_yawMouse yaw scale
ilFileNameName of log file; if empty "qconsole.log" will be used
g_testPostProcessName of material to draw over screen
af_highlightBodyName of the body to highlight
af_highlightConstraintName of the constraint to highlight
g_testParticleNameName of the particle being tested by the particle editor
r_nearNear Z clip plane distance
noclipNo clipping
r_skipRenderContextNull the rendering context during backend 3D rendering
r_multiSamplesNumber of antialiasing samples
g_testModelBlendNumber of frames to blend
r_logFileNumber of frames to emit GL logs
m_strafeSmoothNumber of samples blended for mouse moving
m_smoothNumber of samples blended for mouse viewing
r_jointNameOffsetOffset of joint names when r_showskel is set to 1
r_singleTriangleOnly draw a single triangle per primitive
r_singleAreaOnly draw the portal area the view is actually in
r_skipMegaTextureOnly use the lowest level image
editorOpen the in-game editor
r_displayRefreshOptional display refresh rate option for vid mode
r_materialOverrideOverride all materials
r_sb_frustomFOVOversize FOV for point light side matching
gui_filter_passwordPassword filter
r_debugLineDepthTestPerform depth test on debug lines
r_orderIndexesPerform index reorganization to optimize vertex use
in_pitchspeedPitch change speed when holding _lookUp or _lookDown button
r_sb_lightResolutionPixel dimensions for each shadow buffer, 64 - 2048
give weapon_plasmagunPlasmagun
playCmdDemoPlay back a command demo
playDemoPlay back a demo
com_journal 2Play back journal
s_playDefaultSoundPlay beep for missing sounds
map <map name>Play indicated map
ui_spectatePlay or spectate
ui_readyPlayer is ready to start playing
ui_namePlayer name
ui_skinPlayer skin
ui_teamPlayer team
pm_walkspeed <number>Player's walking speed
gui_filter_playersPlayers filter
r_offsetfactorPolygon offset parameter
r_offsetunitsPolygon offset parameter
g_countDown <number>Pregame countdown in seconds
startBuildPrepare to make a build
printPDAPrint a PDA
printMaterialPrint a material
printModelDefsPrint a model def
printParticlePrint a particle system
printSkinPrint a skin
printSoundShaderPrint a sound shader
printTablePrint a table
printAudioPrint an Audio
printFXPrint an FX system
printVideoPrint an Video
printAFPrint an articulated figure
printEmailPrint an email
printEntityDefPrint an entity def
getviewposPrint current view position
wherePrint current view position
r_showMemoryPrint frame memory utilization
echo <text>Print indicated text
printModelPrint model info
con_noPrintPrint on the console but not onscreen when console is displayed
decl_show 1Print parses
decl_show 2Print parses and references developer
com_timestampPrints 1Print time in milliseconds with each console print
com_timestampPrints 2Print time in seconds with each console print
parsePrint tokenized string
MakeMegaTextureProcess giant images
weaponSplatProject blood splat on the player weapon
promptKeyPrompt and set the CD Key
com_purgeAllPurge everything between level loads
r_useCombinerDisplayListsPut all nVidia register combiner programming in display lists
weaponsplatPuts bloodsplat on your gun
quitQuit the game
r_ignoreRandom debugging without defining new vars
r_ignore2Random debugging without defining new vars
r_hdr_monitorDitherRandom dither in monitor space
r_sb_randomizeRandomly offset jitter texture each draw
r_jitterRandomly subpixel jitter the projection matrix
pm_staminarate <number>Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge.
reexportmodelsRe-exports models
recordDemoRecord a demo
recordViewNotesRecord current view position with notes
com_journal 1Record journal
s_doorDistanceAdd <number>Reduce sound volume with this distance when going through a door
regenerateWorldRegenerates all interactions
reloadARBprogramsReload ARB programs
reloadCgProgramsReload CG programs
reloadGuisReload GUIs
reloadSoundsReload all sounds
reloadanimsReload animations
reloadDeclsReload decls
reloadEngineReload engine down to including the file system
reloadImagesReload images
reloadLanguageReload language dict
reloadModelsReload models
reloadScriptReload scripts
reloadSurfaceReload the decl and images for selected surface
removelineRemove a debug line
killMonstersRemove all monsters
killMoveablesRemove all moveables
killRagdollsRemove all ragdolls
removeRemove an entity
popLightRemove last created light
renderbumpRender a bump map
renderbumpFlatRender a flat bump map
r_showAllocReport alloc/free counts
r_showPrimitivesReport drawsurf/index/vertex counts
r_showUpdatesReport entity and light updates and ref counts
r_showInteractionsReport interaction generation activity
r_showDefsReport number of modeDefs and lightDefs in view
r_showDemoReport reads and writes to the demo file
r_showLightScaleReport scale factor applied to drawing for overbrights
r_showCullReport sphere and box culling stats
r_showDynamicReport stats on dynamic surface generation
r_showSurfacesReport surface/light/shadow counts
rescanSIRescan serverinfo cvars and tell game
resetReset a cvar
sizeupResize screen to larger view; no effect if in fullscreen
sizedownResize screen to smaller view
regenerateworldRespawn all dead enemies and destroyed objects
serverMapRestartRestart current game
vid_restartRestart renderSystem
cvar_restartRestart the cvar system
in_restartRestart the input system
s_restartRestart the sound system
weapprevReturn to previous weapon slot
give weapon_rocketlauncherRocket launcher
image_roundDownRound bad sizes down to nearest power of two
com_preciseTicRun one game tick every async thread update
com_asyncInputSample input from the async thread
saveGameSave a game
saveLightsSave all lights to the .map file
saveParticlesSave all lights to the .map file
saveMoveablesSave all moveables to the .map file
saveRagdollsSave all ragdoll poses to the .map file
avidemoSave demo in .AVI format
demoShotSave screenshot for a demo
saveSelectedSave the selected entity to the .map file
af_contactFrictionScaleScale contact friction
r_sb_biasScaleScale factor for jitter bias
r_sb_jitterScaleScale factor for jitter offset
g_damageScale <number>Scale final damage on player by this factor
r_flareSizeScale flare deforms from the material def
af_jointFrictionScaleScale the joint friction
af_timeScaleScale time
r_shadowPolygonFactorScale value for stencil shadow drawing
timescale <number>Scales the time
LANScanScan LAN for servers
r_useScissorScissor clip as portals and lights are processed
r_useShadowSurfaceScissorScissor shadows by the scissor rect of the interaction surfaces
g_gameReviewPauseScore review time in seconds at end game
image_colorMipLevelsSee texture MIP usage
HeartbeatSend heartbeat to master servers
say <message>Send message to everyone in multi-player
setSet a cvar
setaSet a cvar and flags it as archive
setsSet a cvar and flags it as server info
settSet a cvar and flags it as tool
setuSet a cvar and flags it as user info
testShaderParmSet a shaderParm on an existing testModel
r_brightness <number>Set brightness level
si_gameType <value>Set game type to: singleplayer, deathmatch, tourney, team dm or last man
r_gamma <0-3>Set gamma level
com_machineSpecSet hardware classification to
com_machineSpec 2Set hardware classification to high quality,
com_machineSpec 0Set hardware classification to low quality,
com_machineSpec 1Set hardware classification to medium quality,
com_machineSpec -1Set hardware classification to not detected,
com_machineSpec 3Set hardware classification to ultra quality
g_healthTakeLimit <number>Set how low can health get taken in nightmare mode
g_healthTakeAmt <number>Set how much health to take in nightmare mode
g_healthTakeTime <number>Set how often to take health in nightmare mode
s_numberOfSpeakers <number>Set number of speakers
g_cinematicMaxSkipTime <number>Set seconds to allow game to run when skipping cinematic
s_volume_db <number>Set sound volume; default is 0
setviewposSet the current view position
playerModel <model name>Set the given model on the player
image_anisotropy <number>Set the maximum texture anisotropy if available
r_sb_samples <number>Set to 0, 1, 4, or 16
s_volume_dB <number>Set volume in dB
s_subFraction <number>Set volume to subwoofer in Dolby 5.1
r_showTangentSpace <0-3>Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTexturePolarityShade triangles by texture area polarity
give weapon_shotgunShotgun
aasStatsShow AAS stats
ik_debugShow IK debug lines
lcp_showFailuresShow LCP solver failures
showViewNotesShow any view notes for the current map, successive calls will cycle to the next note
af_showTimingsShow articulated figure CPU usage
com_showAsyncStatsShow async network stats
game_memoryShow available memory
g_bloodEffectsShow blood splats, sprays, and gibs
af_showBodiesShow bodies
af_showBodyNamesShow body names
collisionModelInfoShow collision model info
af_showConstraintNamesShow constraint names
af_showConstraintsShow constraints
g_decalsShow decals (bullet holes, etc.)
g_doubleVisionShow double vision when taking damage
g_projectileLightsShow dynamic lights on projectiles
com_speedsShow engine timings
r_showEntityScissorsShow entity scissor rectangles
com_showFPSShow frame rate
com_showfps 1Show framerate
gfxInfoShow graphics info
ui_showGunShow gun
helpShow help
r_showTraceShow intersection of an eye trace with the world
af_showLimitsShow joint limits
r_showLightScissorsShow light scissor rectangles
whereShow location and map name
af_showMassShow mass of each body
showDictMemoryShow memory used by dictionaries
showInteractionMemoryShow memory used by interactions
showStringMemoryShow memory used by strings
showTriSurfMemoryShow memory used by triangle surfaces
m_showMouseRateShow mouse movement
g_muzzleFlash <0 or 1>Show muzzle flashes
nextFrameShow next animation frame on test model
nextAnimShow next animation on test model
prevFrameShow previous animation frame on test model
prevAnimShow previous animation on test model
af_showPrimaryOnlyShow primary constraints only
rb_showBodiesShow rigid bodies
rb_showActiveShow rigid bodies that are not at rest
rb_showTimingsShow rigid body cpu usage
serverInfoShow server info
com_showSoundDecodersShow sound decoders
af_showActiveShow structures of articulated figures not at rest
r_showSurfaceInfoShow surface material name under crosshair
af_showInertiaShow the inertia tensor of each body
rb_showInertiaShow the inertia tensor of each rigid body
rb_showMassShow the mass of each rigid body
af_showTotalMassShow the total mass of each articulated figure
rb_showVelocityShow the velocity of each rigid body
com_showMemoryUsageShow total and per frame memory usage
af_showTreesShow tree-like structures
af_showConstrainedBodiesShow two bodies constrained by the highlighted constraint
af_showVelocityShow velocity of each body
r_showSmpShow which end (front or back) is blocking
r_jointNameScaleSize of joint names when r_showskel is set to 1
pm_spectatebbox <number>Size of the spectator bounding box
r_skipRenderSkip 3D rendering, but pass 2D
r_skipROQSkip ROQ decoding
r_skipBlendLightsSkip all blend lights
r_skipFogLightsSkip all fog lights
r_skipInteractionsSkip all light/surface interaction drawing
r_skipPostProcessSkip all post-process renderings
g_skipViewEffectsSkip damage and other view effects
af_skipFrictionSkip friction
af_skipLimitsSkip joint limits
r_skipOverlaysSkip overlay surfaces
af_skipSelfCollisionSkip self collision detection
com_skipRendererSkip the renderer completely
r_skipTranslucentSkip the translucent interaction rendering
doomhellSkip to last level
g_cinematicSkip updating entities not marked 'cinematic' '1' during cinematics
r_lightSourceRadiusSoft-shadow sampling
spawnSpawn a game entity
spawnServerSpawn a server
give <item name>Spawn indicated item
spawn <object name>Spawn indicated model
con_speed <number>Speed at which the console moves
pm_crouchspeed <number>Speed the player can move while crouched
pm_noclipspeed <number>Speed the player can move while in noclip
pm_runspeed <number>Speed the player can move while running
pm_spectatespeed <number>Speed the player can move while spectating
recorddemoStart recording game demo
r_debugArrowStep <number>Step size of arrow cone line rotation in degrees
stopRecordingStop demo recording
r_useNodeCommonChildrenStop pushing reference bounds early when possible
stoprecordingStop recording game demo
r_singleEntitySuppress all but one entity
r_singleLightSuppress all but one light
r_singleSurfaceSuppress all but one surface on each entity
_button0Switch to indicated weapon slot, regardless if you have a weapon there
_button1Switch to indicated weapon slot, regardless if you have a weapon there
_button2Switch to indicated weapon slot, regardless if you have a weapon there
_button3Switch to indicated weapon slot, regardless if you have a weapon there
_button4Switch to indicated weapon slot, regardless if you have a weapon there
_button5Switch to indicated weapon slot, regardless if you have a weapon there
_button6Switch to indicated weapon slot, regardless if you have a weapon there
_button7Switch to indicated weapon slot, regardless if you have a weapon there
screenshotTake a screenshot
envshotTake an environment shot
takeViewNotesTake notes about the current map from the current view
sayTeamTeam text chat
clientVoiceChatTeamTeam voice chats
teleportTeleport player to an entity location
nextGUITeleport player to the next func_static with a GUI
testSIMDTest SIMD code
testGUITest a GUI
testDamageTest a damage def
testLightTest a light
testmapTest a map
testModelTest a model
testPointLightTest a point light
testSaveGameTest a save game for a level
testSkinTest a skin on an existing testModel
testSoundTest a sound
testFxTest an FX system
testBoneFxTest an FX system bound to a joint
testAnimTest an animation
testBlendTest animation blending
testDeathTest death
af_testSolidTest for bodies initially stuck in solid
g_testModelAnimateTest 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_testModelRotateTest model rotation speed
testParticleStopTimeTest particle stop time on a test model
g_testParticleTest particle visualation; set by the particle editor
sayText chat
pm_thirdPersonThird person view
timeCmdDemoTime a command demo
timeDemoTime a demo
timeDemoQuitTime a demo and quits
pm_crouchrate <number>Time it takes for player's view to change from standing to crouching
con_notifyTimeTime messages displayed when console is displayed
toggleToggle a cvar
g_flushSave <0 or 1>Toggle disable buffer file writing for save games
g_showprojectilepct 1Toggle hit % to HUD
s_showlevelmeter 1Toggle sound level display
pm_thirdperson <0 or 1>Toggle third person view
touchTouch a decl
touchFileTouch a file
touchGuiTouch a gui
touchFileListTouch a list of files
touchModelTouch a model
triggerTrigger an entity
r_useShadowCullingTry to cull shadows from partially visible lights
unbindUnbind any command from a key
unbindallUnbind any command from all keys
unbindRagdoll <name>Unbind selected ragdoll
EntityPlacementUnknown
_attackUnknown
_backUnknown
aas_goalAreaUnknown
aas_pullPlayerUnknown
aas_randomPullPlayerUnknown
aas_showAreasUnknown
aas_showFlyPathUnknown
aas_showHideAreaUnknown
aas_showPathUnknown
aas_showPushIntoAreaUnknown
aas_showWallEdgesUnknown
aas_testUnknown
aasstatsUnknown
addarrowUnknown
addlineUnknown
ai_testPredictPathUnknown
bindlistUnknown
blinklineUnknown
centerviewUnknown
clearUnknown
clearlightsUnknown
clientVoiceChatUnknown
clientVoiceChatUnknown
cm_testAngleUnknown
cm_testBoxUnknown
cm_testBoxRotationUnknown
cm_testCollisionUnknown
cm_testLengthUnknown
cm_testModelUnknown
cm_testOriginUnknown
cm_testRadiusUnknown
cm_testRandomManyUnknown
cm_testResetUnknown
cm_testRotationUnknown
cm_testTimesUnknown
cm_testWalkUnknown
collisionmodelinfoUnknown
com_aviDemoHeightUnknown
com_aviDemoSamplesUnknown
com_aviDemoTicsUnknown
com_aviDemoWidthUnknown
com_compressDemosUnknown
com_fixedTicUnknown
com_guidUnknown
com_logDemosUnknown
com_minTicsUnknown
com_preloadDemosUnknown
com_showAnglesUnknown
com_showDemoUnknown
com_showTicsUnknown
com_skipGameDrawUnknown
com_wipeSecondsUnknown
combinecubeimagesUnknown
compressdemoUnknown
condumpUnknown
connectUnknown
cvar_restartUnknown
cvarlistUnknown
dirtyfeetUnknown
envshotUnknown
errorUnknown
execUnknown
exportmodelsUnknown
fillrateUnknown
flashlightUnknown
focussoundseditorUnknown
fs_basepathUnknown
fs_caseSensitiveOSUnknown
fs_cdpathUnknown
fs_copyfilesUnknown
fs_debugUnknown
fs_devpathUnknown
fs_gameUnknown
fs_restrictUnknown
fs_savepathUnknown
g_blobSizeUnknown
g_blobTimeUnknown
g_debugCinematicUnknown
g_debugDamageUnknown
g_debugMoveUnknown
g_debugMoverUnknown
g_debugScriptUnknown
g_debugTriggersUnknown
g_debugWeaponUnknown
g_dragDampingUnknown
g_dragShowSelectionUnknown
g_dropItemRotationUnknown
g_dvAmplitudeUnknown
g_dvFrequencyUnknown
g_dvTimeUnknown
g_exportMaskUnknown
g_fovUnknown
g_gravityUnknown
g_gunXUnknown
g_gunYUnknown
g_gunZUnknown
g_kickAmplitudeUnknown
g_kickTimeUnknown
g_knockbackUnknown
g_maxShowDistanceUnknown
g_monstersUnknown
g_showCollisionModelsUnknown
g_showCollisionTracesUnknown
g_showCollisionWorldUnknown
g_showEntityInfoUnknown
g_showHudUnknown
g_showPVSUnknown
g_showviewposUnknown
g_skillUnknown
g_skipFXUnknown
g_skipParticlesUnknown
g_stopTimeUnknown
g_testDeathUnknown
g_testHealthVisionUnknown
g_vehicleForceUnknown
g_vehicleVelocityUnknown
g_viewNodalXUnknown
g_viewNodalZUnknown
giveUnknown
gui_configServerRateUnknown
gui_debugUnknown
gui_editUnknown
gui_mediumFontLimitUnknown
gui_smallFontLimitUnknown
image_forceDownSizeUnknown
in_restartUnknown
keeptestmodelUnknown
listanimsUnknown
listcollisionmodelsUnknown
listentitiesUnknown
listimagesUnknown
listlinesUnknown
listmaterialsUnknown
listmodelsUnknown
listmodesUnknown
listskinsUnknown
listsoundsUnknown
listsoundshadersUnknown
listthreadsUnknown
listvertexcacheUnknown
modulatelightsUnknown
nextanimUnknown
notargetUnknown
overlayguiUnknown
parsewaitUnknown
pathUnknown
playcmddemoUnknown
playdemoUnknown
playermodelUnknown
pm_bobpitchUnknown
pm_bobrollUnknown
pm_bobupUnknown
pm_runpitchUnknown
pm_runrollUnknown
poplightUnknown
prevanimUnknown
printmodeUnknown
printshaderUnknown
r_showVertexCacheUnknown
r_vertexBufferMegsUnknown
radiant_ALTEdgeDragUnknown
radiant_AngleSpeedUnknown
radiant_AutosaveUnknown
radiant_AutosaveMinutesUnknown
radiant_CamXYUpdateUnknown
radiant_ChaseMouseUnknown
radiant_CubicClippingUnknown
radiant_CubicScaleUnknown
radiant_EntityShowUnknown
radiant_HiColorTexturesUnknown
radiant_InspectorDockedDialogsUnknown
radiant_InspectorsWindowUnknown
radiant_LastMapUnknown
radiant_LastProjectUnknown
radiant_LoadLastUnknown
radiant_LoadLastMapUnknown
radiant_LoadShadersUnknown
radiant_MainWindowPlaceUnknown
radiant_ModelPathUnknown
radiant_MoveSpeedUnknown
radiant_NewFaceGrabUnknown
radiant_NewLightStyleUnknown
radiant_NewMapFormatUnknown
radiant_NewRightClickUnknown
radiant_NewTextureWindowStuffUnknown
radiant_NewVertexUnknown
radiant_NoClampUnknown
radiant_NoStippleUnknown
radiant_QE4PaintUnknown
radiant_QE4StyleWindowsUnknown
radiant_RadiantMapPathUnknown
radiant_RotateLockUnknown
radiant_RotationUnknown
radiant_RunBeforeUnknown
radiant_SavedInfoUnknown
radiant_SelectWholeEntitiesKeyUnknown
radiant_SizePaintingUnknown
radiant_SnapTUnknown
radiant_SnapshotsUnknown
radiant_StatusPointSizeUnknown
radiant_SwitchClipKeyUnknown
radiant_TextureLockUnknown
radiant_TextureQualityUnknown
radiant_TextureScaleUnknown
radiant_TextureScrollbarUnknown
radiant_UndoLevelsUnknown
radiant_UseDisplayListsUnknown
radiant_UseGLLightingUnknown
radiant_UseTextureBarUnknown
radiant_WideToolBarUnknown
radiant_XZVISUnknown
radiant_YZVISUnknown
radiant_ZClipBottomUnknown
radiant_ZClipEnabledUnknown
radiant_ZClipTopUnknown
radiant_ZVISUnknown
radiant_camerawindowUnknown
radiant_entityModeUnknown
radiant_texwindowUnknown
radiant_xywindowUnknown
radiant_xzwindowUnknown
radiant_yzwindowUnknown
radiant_zwindowUnknown
recordcmddemoUnknown
reexportmodelsUnknown
reloadUnknown
reloadanimsUnknown
reloadentitydefsUnknown
reloadfxUnknown
reloadguisUnknown
reloadimagesUnknown
reloadmodelsUnknown
reloadshadersUnknown
reloadsoundsUnknown
reloadsoundshadersUnknown
removelineUnknown
renderbumpUnknown
renderbumpflatUnknown
resetUnknown
roqUnknown
runaasUnknown
runreachUnknown
s_cacheinfoUnknown
s_cacheinvalidateUnknown
s_constantAmplitudeUnknown
s_dotbias2Unknown
s_dotbias6Unknown
s_drawSoundsUnknown
s_force22kHzUnknown
s_maxSoundsPerShaderUnknown
s_meterTopTimeUnknown
s_minVolume2Unknown
s_minVolume6Unknown
s_musictrackUnknown
s_noSoundUnknown
s_quadraticFalloffUnknown
s_realTimeDecodingUnknown
s_restartUnknown
s_reverseUnknown
s_showLevelMeterUnknown
s_showStartSoundUnknown
s_spatializationDecayUnknown
s_useOcclusionUnknown
screenshotUnknown
scriptUnknown
setUnknown
setaUnknown
setsUnknown
setstepgammaUnknown
setuUnknown
setviewposUnknown
spawnserverUnknown
sys_archUnknown
sys_cpustringUnknown
sys_langUnknown
testanimUnknown
testblendUnknown
testbumpUnknown
testdamageUnknown
testfxUnknown
testguiUnknown
testimageUnknown
testlightUnknown
testparticleUnknown
testshaderUnknown
testsimdUnknown
testtraceUnknown
testwipeUnknown
toggleUnknown
touchfileUnknown
touchfxUnknown
touchguiUnknown
touchmaterialUnknown
touchmodelUnknown
touchparticleUnknown
touchskinUnknown
touchsoundUnknown
vstrUnknown
weaponUnknown
win_outputDebugStringUnknown
win_outputEditStringUnknown
win_viewlogUnknown
writeconfigUnknown
writeprecacheUnknown
com_updateLoadSizeUpdate the load size after loading a map
vid_restartUpdate to previously entered screen resize code
image_usePrecompressedTexturesUse .DDS files if present
r_useIndexBuffersUse ARB_vertex_buffer_object for indexes
r_useVertexBuffersUse ARB_vertex_buffer_object for vertexes
r_sb_linearFilterUse GL_LINEAR instead of GL_NEAREST on shadow maps
r_hdr_useFloatsUse a floating point rendering buffer
r_useLightPortalFlowUse a more precise area reference determination
r_skipDiffuseUse black for diffuse
r_skipSpecularUse black for specular1
af_useSymmetryUse constraint matrix symmetry
pm_usecylinderUse cylinder approximation instead of bounding box for player collision detection
r_useDepthBoundsTestUse depth bounds test to reduce shadow fill
r_skipBumpUse flat surface instead of the bump map
af_useImpulseFrictionUse impulse-based contact friction
af_useJointImpulseFrictionUse impulse-based joint friction
r_useTurboShadowUse infinite projection with W technique for dynamic shadows
af_useLinearTimeUse linear time algorithm for tree-like structures
r_useNV20MonoLightsUse pass optimization for mono lights
r_useConstantMaterialsUse pre-calculated material registers if possible
r_useOptimizedShadowsUse the dmap generated static shadow volumes
r_useInfiniteFarZUse the no-far-clip-plane trick
com_allowConsoleUse ~ to toggle console
r_demonstrateBugUsed during development to show IHV's their problems
mod_validSkinsValid skins (including flushing referenced pak files); decreased if over 0
win_yposVertical position of window commands
r_terrainScaleVertically scale USGS data
r_modeVideo mode number
clientVoiceChatVoice chats
s_globalFractionVolume to all speakers when not spatialized
g_timeEntities <number>When non-zero, shows entities whose think functions exceeded the number of milliseconds specified
pm_staminathreshold <number>When stamina is below this value, player slows to a walk
r_debugLineWidth <number>Width of debug lines
r_sb_viewResolutionWidth of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed
win_usernameWindows user name
aviCmdDemoWrite .AVI for a command demo
aviDemoWrite .AVI for a demo
aviGameWrite .AVI for the current game
image_writePrecompressedTexturesWrite .DDS files if necessary
image_writeNormalTGAPalletizedWrite .TGAs of the final palletized normal maps for debugging
image_writeTGAWrite .TGAs of the non normal maps for debugging
image_writeNormalTGAWrite .tgas of the final normal maps for debugging
writeCmdDemoWrite a command demo
writeConfigWrite a config file
image_useOfflineCompressionWrite batch file for offline compression of .DDS files
writeGameStateWrite game state
testSaveWrite out a test savegame
writePrecacheWrite precache
in_yawspeedYaw change speed when holding _left or _right button
r_cgFragmentProfilearbfp1, fp30
r_cgVertexProfilearbvp1, vp20, vp30
r_showUnsmoothedTangents <0-1>if 1, put all nVidia register combiner programming in display lists
r_useFrustumFarDistance <number>if not 0, force the view frustum far distance to this distance
r_testGammaBias <number>if over 0 draw a grid pattern to test gamma levels
r_testStepGamma <number>if over 0 draw a grid pattern to test gamma levels
r_testGamma <number>if over 0, draw a grid pattern to test gamma levels
editSoundslaunch in-game Sound Editor
s_singleEmittermute All sounds but this emitter
r_sb_singleSideonly draw a single side (0 to 5) of points lights
r_sb_polyOfsFactorpolygonOffset factor for drawing shadow buffer
r_sb_polyOfsUnitspolygonOffset units for drawing shadow buffer
g_useDynamicProtectionscale damage and armor dynamically to keep player alive more often
pm_bboxwidthx/y size of player's bounding box

From: Forgiven, Jan 20, 2009
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