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Cheat Mode for Quake 4

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This page contains Quake 4 Codes for PC called "Cheat Mode" and has been posted or updated on Nov 2, 2006 by topsoil.

Boxshot & Details
Quake 4
  • Developer: Raven Software
  • Publisher: Activision
  • Genre: Action Shooter First-Person
  • Release: Oct 18, 2005
  • ESRB: Mature

Cheat Mode

Press the [Left Ctrl] + [Alt] + ~ during game play to display the console window.

r_glDriver <value> &quot;opengl32&quot;, 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_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_useEntityScissors <0 or 1> 1 = Use custom scissor rectangle for each entity
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
addline Add debug line
addarrow Adds debug arrow
weapnext Advance to next weapon slot
give keys All 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
damage Apply damage to an entity
pm_jumpheight <number>Approximate height the player can jump
r_cgFragmentProfile arbfp1, fp30
r_cgVertexProfile arbvp1, vp20, vp30
g_armorProtectionMP <number> Armor takes this percentage of damage in MP
give armor Armor to 125
ui_autoReload Auto reload weapon
ui_autoSwitch Auto switch weapon
r_useStateCachingAvoid redundant state changes in GL_*() calls
benchmark Benchmark
timedemo demo1.demo Benchmark test
give weapon_bfg BFG
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
bind Bind command to a key
bindRagdollBind ragdoll at the current drag position
blinkline Blink a debug line
pm_runbob Bob faster when running
pm_crouchbob Bob much faster when crouched
pm_walkbob Bob 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_skipAmbient Bypass all non-interaction drawing
r_skipNewAmbientBypass all vertex/fragment program ambient drawing
r_useCachedDynamicModels Cache 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
gameError Cause a game error
error Cause an error
updateUICause sync down of game-modified userinfo
centerview Center view
give weapon_chainsaw Chainsaw
r_brightness Change gamma tables
r_gamma Change gamma tables
editlight Change lighting
image_lodbias Change lod bias on mipmapped images
image_filterChange texture filtering on mipmapped images
serverNextMap Change to next map
r_swapInterval Changes wglSwapIntarval
reportImageDuplicationCheck all referenced images for duplications
g_debugBoundsCheck for models with bounds over 2048
checkNewVersionCheck if new version of the game is available
clearLights Clear all lights
clear Clear the console
pm_thirdPersonClipClip third person view into world space
closeViewNotesClose the view showing any notes for this map
cm_drawMask Collision 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
runAAS Compile an AAS file for a map
dmapCompile map
compressDemo Compress a demo file
com_compressSaveGame Compress saved games
connect Connect to a server
r_useSilRemapConsider verts with the same XYZ, but different ST the same for shadows
image_downSizeLimit Control diffuse map downsample limit
image_downSizeBumpLimit Control normal map downsample limit
image_downSizeBump Control normal map downsampling
image_downSizeSpecularLimit Control specular downsampled limit
image_downSizeSpecular Control specular downsampling
image_downSize Control texture downsampling
g_mpWeaponAngleScale <number> Control the weapon sway in MP
addChatLine Core to game chat lines
crashCrash game
memoryDumpCompressed Create a compressed memory dump
r_useInteractionTableCreate a full entityDefs * lightDefs table to make finding interactions faster
memoryDump Create memory dump
cm_backFaceCul Cull back facing polygons
r_sb_useCullingCull geometry to individual side frustums
r_customHeight <number> Custom screen height
r_customWidth <number> Custom screen width
cm_debugCollision Debug collision detection
r_useDeferredTangentsDefer tangents calculations after deform
waitDelay remaining buffered commands one or more frames
deleteSelected Delete 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
noclipDisable collision detection for the player
win_notaskkeys Disable Windows task keys
disconnectDisables connection for current multi-player game
g_disasmDisassemble script into base/script disasm.txt when script is compiled
disasmScript Disassembles script
r_useShadowProjectedCullDiscard triangles outside light volume before shadowing
disconnect Disconnect from a game
r_showMegaTexture Display 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
status Display game status
testVideo <name> Display given cinematic
testImageDisplay given image centered on screen
gfxinfo Display 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_noShadows Do not draw any occluders
r_skipBackEnd Do not draw anything
r_skipDynamicTextures Do not dynamically create textures
si_warmup Do 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_debugPolygonFilled Draw 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_showCombatNodes Draw 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_showMegaTextureLabels Draw colored blocks in each tile
g_showTargetsDraw entities and their targets; hidden entities are gray
cm_drawFilled Draw filled polygons
cm_drawInternal Draw 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_usePbuffer Draw offscreen
r_megaTextureLevel Draw only a specific level
ai_showPaths: Draw path_* entities
cm_drawNormals Draw 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_showEdges Draw the sil edges
r_frontBuffer Draw to front buffer for debugging
ai_debugTrajectory Draw trajectory tests for monsters
g_showTriggersDraw trigger entities (orange) and their targets (green); disabled triggers are gray.
r_showNormals Draw wireframe normals
clientDropWeapon Drop current weapon
conDump Dump 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.
ai_blockedFailSafe Enable blocked fail safe handling
g_showProjectilePctEnable display of player hit percentage
g_showBrass Enable ejected shells from weapon
ik_enable Enable IK
in_mouse Enable mouse input
g_showPlayerShadow Enable shadow of player model
r_shadows Enable 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
roq Encode a roq file
si_version Engine version
exec Execute a config file
script Execute a line of script
execMachineSpecExecute appropriate config files and sets cvars based on com_machineSpec
exitCmdDemo Exit command demo
exitExit game
r_testARBProgramExperiment with vertex/fragment programs
exportmodels Export models
takeViewNotes2 Extended take view notes
finishBuild Finish the build process
r_finishForce a call to glFinish() every frame
serverForceReady Force 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_forceFriction Force the given friction value
r_hdr_bloomFraction Fraction to smear across neighbors
si_fragLimit Frag limit
freeze Freeze everything on screen
freeze <number>Freeze game for indicated number of seconds
give ammo Full ammunition for current weapons
give all Full weapons and ammunition
benchmark Game benchmark
g_password <password> Game password
gui_filter_gameType Gametype filter
god God mode
r_rendererHardware specific renderer path to use
give health Health 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
hitch Hitch the game
com_videoRamHold last amount of detected video RAM
win_xpos Horizontal 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
r_showUnsmoothedTangents <0-1> if 1, put all nVidia register combiner programming in display lists
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_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
r_ignoreGLErrors Ignore GL errors
image_ignoreHighQualityIgnore high quality setting on materials
r_inhibitFragmentProgram Ignore the fragment program extension
r_skipSuppress Ignore the per-view suppressions
notarget Ignored by most enemies
clientMessageMode In-game GUI message mode
vstrInsert the current value of a cvar as command text
keepTestModel Keep last test model in the game
kick Kick client by connection number
gameKick <name> Kick player from multi-player game
killmonsters Kill all monsters in current level
killmoveables Kill all moving enemies
killragdolls Kill all non-moving enemies
killKill current target; suicide if no one is targeted
kill Kill the player
editGUIs Launch GUI Editor
editAFsLaunch in-game Articulated Figure Editor
editDecls Launch in-game Declaration Editor
editLights Launch in-game Light Editor
editParticles Launch in-game Particle Editor
editPDAs Launch in-game PDA Editor
editScripts Launch in-game Script Editor
editSounds Launch in-game Sound Editor
debugger Launch 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
dirList a folder
dirtree List a folder with sub-folders
listActiveEntities List active game entities
listSoundDecoders List active sound decoders
listAnims List all animations
listLines List all debug lines
listDecls List all decls
listDictKeys List all keys used by dictionaries
listModels List all models
listSounds List all sounds
reportSurfaceAreasList all used materials sorted by surface area
listDictValues List all values used by dictionaries
listModes List all video modes
listAF List articulated figures
listAudios List audios
listCollisionModels List collision models
listCmds List commands
listCvars List cvars
listHuffmanFrequencies List decl text character frequencies
listEmails List emails
listFX List FX systems
listClasses List game classes
listGameCmds List game commands
listEntities List game entities
listGuis List GUIs
listImages List images
listBinds List key bindings
listMaterials List materials
listModelDefs List model defs
listParticles List particle systems
listPDAs List PDAs
listRendererCmds List renderer commands
listServers List scanned servers
listThreads List script threads
path List search paths
listSkins List skins
listSoundCmds List sound commands
listSoundShaders List sound shaders
listSystemCmds List system commands
listTables List tables
listRenderEntityDefs List the entity defs
listRenderLightDefs List the light defs
listSpawnArgs List the spawn args of an entity
listToolCmds List tool commands
listTypeInfo List type info
listVertexCache List vertex cache
listVideos List videos
listmonsters Lists images of monsters
listentitydefs Lists indicated def file settings
listlightdefs Lists indicated def file settings
loadGame Load a game
devmap Load a map in developer mode
nextMap Load next map on the server
localizeGuis Localize GUIs
localizeMaps Localize maps
in_freeLookLook around with mouse (reverse _mlook button)
give weapon_machinegun Machine gun
g_balanceTDM Maintain even teams
com_makingBuild 1 Make a build
makeAmbientMap Make an ambient map
sizeUp Make the rendered view larger
sizeDown Make the rendered view smaller
com_memoryMarker Marker for memory stats
af_maxAngularVelocity: Maximum angular velocity
pm_stepsize <number>Maximum height player can step up without jumping
image_cacheMinK <number> Maximum KB of precompressed files to read at specification time
r_hdr_exposure Maximum light scale
af_maxLinearVelocity Maximum linear velocity
image_cacheMegs <number> Maximum MB reserved for temporary loading of full-sized precompressed images
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_asyncSound Mix sound from the async thread
modulateLights Modify shader parms on all lights
r_hdr_gamma Monitor gamma power
m_pitch Mouse pitch scale
m_strafeScale Mouse strafe movement scale
sensitivity Mouse view sensitivity
m_yaw Mouse yaw scale
s_singleEmitter mute All sounds but this emitter
ilFileNameName of log file; if empty &quot;qconsole.log&quot; will be used
g_testPostProcess Name of material to draw over screen
af_highlightBody Name of the body to highlight
af_highlightConstraint Name of the constraint to highlight
g_testParticleNameName of the particle being tested by the particle editor
r_near Near Z clip plane distance
r_skipRenderContextNull the rendering context during backend 3D rendering
r_multiSamples Number of antialiasing samples
g_testModelBlend Number of frames to blend
r_logFile Number 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_sb_singleSideonly draw a single side (0 to 5) of points lights
r_singleTriangleOnly draw a single triangle per primitive
r_singleAreaOnly draw the portal area the view is actually in
r_skipMegaTexture Only use the lowest level image
editor Open the in-game editor
r_displayRefreshOptional display refresh rate option for vid mode
r_materialOverride Override all materials
r_sb_frustomFOVOversize FOV for point light side matching
gui_filter_password Password filter
r_debugLineDepthTest Perform 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_plasmagun Plasmagun
playCmdDemo Play back a command demo
playDemo Play back a demo
com_journal 2 Play back journal
s_playDefaultSound Play beep for missing sounds
ui_spectate Play or spectate
ui_ready Player is ready to start playing
ui_name Player name
ui_skin Player skin
ui_team Player team
pm_walkspeed <number> Player's walking speed
gui_filter_players Players filter
r_offsetfactor Polygon offset parameter
r_offsetunits Polygon offset parameter
r_sb_polyOfsFactorpolygonOffset factor for drawing shadow buffer
r_sb_polyOfsUnitspolygonOffset units for drawing shadow buffer
g_countDown <number> Pregame countdown in seconds
startBuild Prepare to make a build
printMaterial Print a material
printModelDefs Print a model def
printParticle Print a particle system
printPDA Print a PDA
printSkin Print a skin
printSoundShader Print a sound shader
printTable Print a table
printAF Print an articulated figure
printAudio Print an Audio
printEmail Print an email
printEntityDef Print an entity def
printFX Print an FX system
printVideo Print an Video
getviewpos Print current view position
where Print current view position
r_showMemory Print frame memory utilization
echo <text> Print indicated text
printModel Print model info
con_noPrintPrint on the console but not onscreen when console is displayed
decl_show 1 Print parses
decl_show 2 Print parses and references developer
com_timestampPrints 1Print time in milliseconds with each console print
com_timestampPrints 2Print time in seconds with each console print
parse Print tokenized string
MakeMegaTexture Process giant images
weaponSplatProject blood splat on the player weapon
promptKey Prompt and set the CD Key
com_purgeAll Purge everything between level loads
r_useCombinerDisplayListsPut all nVidia register combiner programming in display lists
quit Quit the game
r_ignoreRandom debugging without defining new vars
r_ignore2Random debugging without defining new vars
r_hdr_monitorDither Random 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.
reexportmodels Re-exports models
recordDemo Record a demo
recordViewNotesRecord current view position with notes
com_journal 1 Record journal
s_doorDistanceAdd <number> Reduce sound volume with this distance when going through a door
regenerateWorld Regenerates all interactions
reloadSounds Reload all sounds
reloadanims Reload animations
reloadARBprograms Reload ARB programs
reloadCgPrograms Reload CG programs
reloadDecls Reload decls
reloadEngineReload engine down to including the file system
reloadGuis Reload GUIs
reloadImages Reload images
reloadLanguage Reload language dict
reloadModels Reload models
reloadScript Reload scripts
reloadSurfaceReload the decl and images for selected surface
removeline Remove a debug line
remove Remove an entity
popLight Remove last created light
renderbump Render a bump map
renderbumpFlat Render a flat bump map
r_showAlloc Report alloc/free counts
r_showPrimitives Report 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_showCull Report sphere and box culling stats
r_showDynamicReport stats on dynamic surface generation
r_showSurfaces Report surface/light/shadow counts
rescanSI Rescan serverinfo cvars and tell game
reset Reset a cvar
sizeupResize screen to larger view; no effect if in fullscreen
sizedown Resize screen to smaller view
serverMapRestart Restart current game
vid_restart Restart renderSystem
cvar_restart Restart the cvar system
in_restart Restart the input system
s_restart Restart the sound system
weapprev Return to previous weapon slot
give weapon_rocketlauncher Rocket launcher
image_roundDownRound bad sizes down to nearest power of two
com_preciseTicRun one game tick every async thread update
com_asyncInput Sample input from the async thread
saveGame Save a game
saveLights Save all lights to the .map file
saveParticles Save all lights to the .map file
saveMoveables Save all moveables to the .map file
saveRagdollsSave all ragdoll poses to the .map file
avidemo Save demo in .AVI format
demoShot Save screenshot for a demo
saveSelectedSave the selected entity to the .map file
af_contactFrictionScale Scale contact friction
g_useDynamicProtectionscale damage and armor dynamically to keep player alive more often
r_sb_biasScale Scale factor for jitter bias
r_sb_jitterScale Scale factor for jitter offset
g_damageScale <number> Scale final damage on player by this factor
r_flareSizeScale flare deforms from the material def
af_jointFrictionScale Scale the joint friction
af_timeScale Scale time
r_shadowPolygonFactorScale value for stencil shadow drawing
timescale <number> Scales the time
LANScan Scan 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_colorMipLevels See texture MIP usage
Heartbeat Send heartbeat to master servers
say <message>Send message to everyone in multi-player
setSet a cvar
seta Set a cvar and flags it as archive
setsSet a cvar and flags it as server info
sett Set a cvar and flags it as tool
setu Set 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_machineSpec Set 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
setviewpos Set 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_shotgun Shotgun
aasStats Show AAS stats
showViewNotesShow any view notes for the current map, successive calls will cycle to the next note
af_showTimings Show articulated figure CPU usage
com_showAsyncStats Show async network stats
game_memory Show available memory
g_bloodEffects Show blood splats, sprays, and gibs
af_showBodies Show bodies
af_showBodyNames Show body names
collisionModelInfo Show collision model info
af_showConstraintNames Show constraint names
af_showConstraints Show constraints
g_decals Show decals (bullet holes, etc.)
g_doubleVision Show double vision when taking damage
g_projectileLights Show dynamic lights on projectiles
com_speeds Show engine timings
r_showEntityScissors Show entity scissor rectangles
com_showFPS Show frame rate
com_showfps 1 Show framerate
ui_showGun Show gun
helpShow help
ik_debug Show IK debug lines
r_showTraceShow intersection of an eye trace with the world
af_showLimits Show joint limits
lcp_showFailures Show LCP solver failures
r_showLightScissors Show light scissor rectangles
af_showMass Show mass of each body
showDictMemory Show memory used by dictionaries
showInteractionMemory Show memory used by interactions
showStringMemory Show memory used by strings
showTriSurfMemory Show memory used by triangle surfaces
m_showMouseRate Show mouse movement
g_muzzleFlash <0 or 1> Show muzzle flashes
nextFrameShow next animation frame on test model
nextAnim Show next animation on test model
prevFrameShow previous animation frame on test model
prevAnim Show previous animation on test model
af_showPrimaryOnly Show primary constraints only
rb_showBodies Show rigid bodies
rb_showActiveShow rigid bodies that are not at rest
rb_showTimings Show rigid body cpu usage
serverInfo Show server info
com_showSoundDecoders Show sound decoders
af_showActiveShow structures of articulated figures not at rest
r_showSurfaceInfoShow surface material name under crosshair
af_showInertia Show the inertia tensor of each body
rb_showInertiaShow the inertia tensor of each rigid body
rb_showMass Show the mass of each rigid body
af_showTotalMassShow the total mass of each articulated figure
rb_showVelocity Show the velocity of each rigid body
com_showMemoryUsage Show total and per frame memory usage
af_showTrees Show tree-like structures
af_showConstrainedBodiesShow two bodies constrained by the highlighted constraint
af_showVelocity Show 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_skipRender Skip 3D rendering, but pass 2D
r_skipBlendLights Skip all blend lights
r_skipFogLights Skip all fog lights
r_skipInteractionsSkip all light/surface interaction drawing
r_skipPostProcess Skip all post-process renderings
g_skipViewEffects Skip damage and other view effects
af_skipFriction Skip friction
af_skipLimits Skip joint limits
r_skipOverlays Skip overlay surfaces
r_skipROQ Skip ROQ decoding
af_skipSelfCollision Skip self collision detection
com_skipRenderer Skip the renderer completely
r_skipTranslucentSkip the translucent interaction rendering
g_cinematicSkip updating entities not marked 'cinematic' '1' during cinematics
r_lightSourceRadius Soft-shadow sampling
spawnServer Spawn a server
give <item name> Spawn indicated item
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
recorddemo Start recording game demo
r_debugArrowStep <number> Step size of arrow cone line rotation in degrees
stopRecording Stop demo recording
r_useNodeCommonChildrenStop pushing reference bounds early when possible
stoprecording Stop recording game demo
r_singleEntity Suppress all but one entity
r_singleLight Suppress 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
screenshot Take a screenshot
envshot Take an environment shot
takeViewNotesTake notes about the current map from the current view
sayTeam Team text chat
clientVoiceChatTeam Team voice chats
teleport Teleport player to an entity location
nextGUITeleport player to the next func_static with a GUI
testDamage Test a damage def
testGUI Test a GUI
testLight Test a light
testmap Test a map
testModel Test a model
testPointLight Test a point light
testSaveGame Test a save game for a level
testSkin Test a skin on an existing testModel
testSound Test a sound
testAnim Test an animation
testFx Test an FX system
testBoneFx Test an FX system bound to a joint
testBlend Test animation blending
testDeath Test 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_testModelRotate Test model rotation speed
testParticleStopTimeTest particle stop time on a test model
g_testParticleTest particle visualation; set by the particle editor
testSIMD Test SIMD code
sayText chat
timeCmdDemo Time a command demo
timeDemo Time a demo
timeDemoQuit Time 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
toggle Toggle a cvar
g_flushSave <0 or 1>Toggle disable buffer file writing for save games
g_showprojectilepct 1 Toggle hit % to HUD
s_showlevelmeter 1 Toggle sound level display
pm_thirdperson <0 or 1> Toggle third person view
touch Touch a decl
touchFile Touch a file
touchGui Touch a gui
touchFileList Touch a list of files
touchModel Touch a model
trigger Trigger an entity
r_useShadowCullingTry to cull shadows from partially visible lights
unbind Unbind any command from a key
unbindall Unbind any command from all keys
unbindRagdoll <name> Unbind selected ragdoll
com_updateLoadSizeUpdate the load size after loading a map
vid_restartUpdate to previously entered screen resize code
image_usePrecompressedTextures Use .DDS files if present
com_allowConsole Use ~ to toggle console
r_hdr_useFloats Use a floating point rendering buffer
r_useLightPortalFlowUse a more precise area reference determination
r_useIndexBuffersUse ARB_vertex_buffer_object for indexes
r_useVertexBuffersUse ARB_vertex_buffer_object for vertexes
r_skipDiffuse Use black for diffuse
r_skipSpecular Use black for specular1
af_useSymmetry Use 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
r_sb_linearFilterUse GL_LINEAR instead of GL_NEAREST on shadow maps
af_useImpulseFriction Use impulse-based contact friction
af_useJointImpulseFriction Use impulse-based joint friction
r_useTurboShadowUse infinite projection with W technique for dynamic shadows
af_useLinearTimeUse linear time algorithm for tree-like structures
r_useNV20MonoLights Use pass optimization for mono lights
r_useConstantMaterialsUse pre-calculated material registers if possible
r_useOptimizedShadowsUse the dmap generated static shadow volumes
r_useInfiniteFarZ Use the no-far-clip-plane trick
r_demonstrateBugUsed during development to show IHV's their problems
mod_validSkinsValid skins (including flushing referenced pak files); decreased if over 0
win_ypos Vertical position of window commands
r_terrainScale Vertically scale USGS data
r_mode Video mode number
clientVoiceChat Voice 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_username Windows user name
aviCmdDemo Write .AVI for a command demo
aviDemo Write .AVI for a demo
aviGame Write .AVI for the current game
image_writePrecompressedTextures Write .DDS files if necessary
image_writeNormalTGAWrite .tgas of the final normal maps for debugging
image_writeNormalTGAPalletizedWrite .TGAs of the final palletized normal maps for debugging
image_writeTGAWrite .TGAs of the non normal maps for debugging
writeCmdDemo Write a command demo
writeConfig Write a config file
image_useOfflineCompressionWrite batch file for offline compression of .DDS files
writeGameState Write game state
testSave Write out a test savegame
writePrecache Write precache
pm_bboxwidth x/y size of player's bounding box
in_yawspeedYaw change speed when holding _left or _right button

topsoil, Nov 2, 2006
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From: topsoil
From: little2pac
From: Jammie08Dodger
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