Planet Cheats





Cheat codes for DOOM 3

 Platform: PC - Windows User rating: 5.2 Page visits: 1640 
DOOM 3 Cheat: Modify Def Files
The def files for this game can be found in “doom/base/def” Open these files in a text editor to make modifications on all of the game variables. Note: Back up your definition files in a text file. Incorrectly modifying these files can have unwanted effects on your game and without a backup you may have to reinstall the game, erasing progress.

DOOM 3 Cheat: Martian Buddy Locker Code
Go to http://www.martianbuddy.com for the Martian buddy locker code of 0508. The web site address is found in a spam mail on the pda of Alan Dorweiler.

DOOM 3 Hint: Security Pass.
Before you fight the final boss, move to the left and find a little section you can crawl under. There is a brick that says ID. Hit this brick like you would a computer panel. It will open a secret area with a PDA. This PDA will have messages from the programmers and will give you an all access security pass.

DOOM 3 Cheat: Spawn Power-Ups
  • spawn adrenaline: Type in spawn powerup_adrenaline
  • spawn megahealth: Type in spawn powerup_megahealth
  • spawn invisibility: Type in spawn powerup_invisibility


DOOM 3 Cheat: Go Berserk
During gameplay, bring up the console by pressing CTRL + ALT + ~ and type the following cheat: give berserk

DOOM 3 Cheat List: PDA and Video
  • give pda admin_banks
  • give pda admin_dorweiler
  • give pda admin_moses
  • give pda admin_simons
  • give pda alphalabs1_berger
  • give pda alphalabs1_krietman
  • give pda alphalabs1_lipsitz
  • give pda alphalabs1_smith
  • give pda alphalabs2_chin
  • give pda alphalabs2_connors
  • give pda alphalabs3_abrams
  • give pda alphalabs3_lamia
  • give pda alphalabs3_nelson
  • give pda alphalabs3_poota
  • give pda alphalabs4_kaczynski
  • give pda caverns1_cody
  • give pda comm1_blake
  • give pda comm1_finch
  • give pda comm1_wolfe
  • give pda comm1_wolfe
  • give pda commoutside_holiday
  • give pda commoutside_ridge
  • give pda cpu_bates
  • give pda cpu_haskell
  • give pda cpuboss_tooloose
  • give pda delta1_mora
  • give pda delta1_price
  • give pda delta2a_cinders
  • give pda delta2a_raleigh
  • give pda delta2a_wilson
  • give pda delta2b_bullman
  • give pda delta2b_erikson
  • give pda delta2b_mcneil
  • give pda delta2b_stemmons
  • give pda delta3_cerano
  • give pda delta3_lee
  • give pda delta3_shultz
  • give pda delta4_gilbert
  • give pda delta5_jackson
  • give pda delta5_swann
  • give pda enpro_chasar
  • give pda enpro_hammer
  • give pda enpro_raad
  • give pda hell_garlick
  • give pda hell_hebert
  • give pda marscity2_caseon
  • give pda marscity2_duncan
  • give pda marscity2_stanton
  • give pda marscity2_tyson
  • give pda mc1_berneche
  • give pda mcunderground_baston
  • give pda mcunderground_delahue
  • give pda mcunderground_ryan
  • give pda mcunderground_young
  • give pda monorail_cullen
  • give pda monorail_harding
  • give pda monorail_hollies
  • give pda monorail_ross
  • give pda recycling1_garza
  • give pda recycling1_sadowayj
  • give pda recycling2_johnson
  • give pda recycling2_moen
  • give pda site3_davis
  • give pda site3_rogers
  • give video epd - Download Video disk with content
  • give video hydrocon
  • give video mfs
  • give video bfg
  • give video chaingun
  • give video demon_museum
  • give video ian_report
  • give video ipn_news
  • give video plasmagun
  • give video recycling
  • give video soulcube
  • give video tablets


      DOOM 3 Cheat: Secret PDA
      To get the secret PDA from the game administrators, type in: give pda hellhole_id

      DOOM 3 Cheat List
      Press CTRL + ALT + ~ to bring up the console. Press is again to get rid of the console. Here you can enter these cheats:
      • God Mode: god
      • All Weapons, Full Health, Full Armor: give all
      • Walk through walls: noclip
      • Saves a demo game to an .AVI movie file: aviDemo
      • Game Benchmark: benchmark
      • Skip to last level: doomhell
      • Freeze all on screen: freeze
      • Graphics card information: gfxinfo
      • Invisibility to most enemies: notarget
      • Show FPS: com_showfps 1
      • Acquire all keys: give keys
      • Your game status: status
      • Full Health: give health
      • Quit or Exit: quit
      Weapons
      • Restock Ammo: give ammo
      • Machinegun: give weapon_machinegun
      • Shotgun: give weapon_shotgun
      • Plasmagun: give weapon_plasmagun
      • BFG: give weapon_bfg
      • Chainsaw: give weapon_chainsaw
      • Rocket Launcher: give weapon_rocketlauncher
      Levels
      • Mars City 1: map game/mars_city1
      • Mars City Underground: map game/mc_underground
      • Mars City 2: map game/mars_city2
      • Administration: map game/admin
      • Alpha Labs Sector 1: map game/alpha1
      • Alpha Labs Sector 2: map game/alpha2
      • Alpha Labs Sector 3: map game/alpha3
      • Alpha Labs Sector 4: map game/alpha4
      • EnPro Plant: map game/enpro
      • Communications Outside: map game/commout
      • Communications: map game/communications
      • Monorail Skybridge: map game/recycling1
      • Recycling Sector 2: map game/recycling2
      • Monorail: map game/monorail
      • Delta Labs Level 1: map game/delta1
      • Delta Labs Level 2A: map game/delta2a
      • Delta Labs Level 2B: map game/delta2b
      • Delta Labs Level 3: map game/delta3
      • Delta Labs Level 4: map game/delta4
      • Hell: map game/hell
      • CPU Complex: map game/cpu1
      • CPU Boss: map game/cpuboss
      • Site 3: map game/site3.map
      • Caverns Area 1: map game/caverns1
      • Caverns Area 2: map game/caverns2
      • Primary Excavation: map game/hellhole
      • Multiplayer Map 1: map game/mp/d3dm1
      • Multiplayer Map 2: map game/mp/d3dm2
      • Multiplayer Map 3: map game/mp/d3dm3
      • Multiplayer Map 4: map game/mp/d3dm4
      • Multiplayer Map 5: map game/mp/d3dm5
      CharactersType “spawn” and the name of the character to spawn them.
      • Flaming Zombie: monster_zombie_bernie
      • Chainsaw Zombie: monster_zombie_sawyer
      • Z-sec Zombie with machine gun: monster_zsec_machinegun
      • Z-sec Zombie with pistol: monster_zsec_pistol
      • Z-sec Zombie with shield: monster_zsec_shield
      • Z-sec Zombie with shotgun: monster_zsec_shotgun
      • Commando Zombie: monster_zombie_commando
      • Commando Zombie with Chaingun: monster_zombie_commando_cgun
      • Fat Zombie: monster_zombie_fat2
      • Fat Zombie with wrench: monster_zombie_fat_wrench
      • Bald Zombie: monster_zombie_maint_bald
      • Zombie with no jaw: monster_zombie_maint_nojaw
      • Zombie with Wrench: monster_zombie_maint_wrench
      • Skinny Zombie: monster_zombie_maint_skinny
      • Zombie: monster_zombie_maint
      • Zombie: monster_zombie_maint2
      • Zombie wth Flashlight: monster_zombie_ maint_flashlight
      • Headless Zombie: monster_zombie_suit_neckstump
      • Zombie: monster_zombie_suit_bloodymouth
      • Skinny Zombie: monster_zombie_suit_skinny
      • Zombie in Labcoat: monster_zombie_labcoat
      • Zombie Missing Limb: monster_zombie_limb
      • Zombie: monster_zombie_skinny
      • Zombie with a pipe: monster_zombie_pipe
      • Zombie in T-shirt: monster_zombie_tshirt_bald
      • Zombie: monster_zombie_tshirt_blown
      • Zombie in Jumpsuit: monster_zombie_jumpsuit
      • Zombie Eating: monster_zombie_jumpsuit_eating
      • Archvile: monster_demon_archvile
      • Cherub: monster_demon_cherub
      • Hellknight: monster_demon_hellknight
      • Imp: monster_demon_imp
      • Maggot: monster_demon_maggot
      • Mancubus: monster_demon_mancubus
      • Pinky: monster_demon_pinky
      • Revenant: monster_demon_revenant
      • Tick: monster_demon_tick
      • Trite: monster_demon_trite
      • Wraith: monster_demon_wraith
      • Cyberdemon: monster_boss_cyberdemon
      • Gaurdian: monster_boss_guardian
      • Guardian’s Seeker: monster_boss_guardian_seeker
      • Sabaoth: monster_boss_sabaoth
      • Vagary: monster_boss_Vagary
      • Cacodemon: monster_flying_cacodemon
      • Lostsoul: monster_flying_lostsoul
      Submitted by: Gridlok, GreyFox, Dave, Mr. Chris, Kyle Tague,

      DOOM 3 Hint: BFG Storage Cabinet Code
      In Delta Labs Level 2A there is a storage cabinet with a BFG. To unlock the door, enter the code 931.

      DOOM 3 Hint: Demon E-mail
      Right before you leave the delta labs for the final time (just before the lift) there is an information console with the red Doom pentagram on it. Hit download and receive a funny message addressed to other demons. It's about tips to opening a portal. It discusses how fresh the virgin’s blood has to be and how big the pentagram should be.

      DOOM 3 Hint: Skip Intro
      There is a game bug that let's you start the first actual level with full health, armor and a shot gun. It also skips the whole introducion. Start a new game, and make a 180 degree turn and run forward. If done correctly you should fall to your death. (do you do everything a stranger tells you to?) Now say "Restart Level" and it will start you at the beginning of Mars City!

      DOOM 3 Cheat: Dev Cheat List
      aas_goalAreaaas_pullPlayeraas_randomPullPlayeraas_showAreasaas_showFlyPathaas_showHideAreaaas_showPathaas_showPushIntoAreaaas_showWallEdgesaas_testaf_contactFrictionScale: scales the contact frictionaf_forceFriction: force the given friction valueaf_highlightBody: name of the body to highlightaf_highlightConstraint: name of the constraint to highlightaf_jointFrictionScale: scales the joint frictionaf_maxAngularVelocity: maximum angular velocityaf_maxLinearVelocity: maximum linear velocityaf_showActive: show tree-like structures of articulated figures not at restaf_showBodies: show bodiesaf_showBodyNames: show body namesaf_showConstrainedBodies:show the two bodies contrained by the highlighted constraintaf_showConstraintNames: show constraint namesaf_showConstraints: show constraintsaf_showInertia: show the inertia tensor of each bodyaf_showLimits: show joint limitsaf_showMass: show the mass of each bodyaf_showPrimaryOnly: show primary constraints onlyaf_showTimings: show articulated figure cpu usageaf_showTotalMass: show the total mass of each articulated figureaf_showTrees: show tree-like structuresaf_showVelocity: show the velocity of each bodyaf_skipFriction: skip frictionaf_skipLimits: skip joint limitsaf_skipSelfCollision: skip self collision detectionaf_testSolid: test for bodies initially stuck in solidaf_timeScale: scales the timeaf_useImpulseFriction: use impulse based contact frictionaf_useJointImpulseFriction: use impulse based joint frictionaf_useLinearTime: use linear time algorithm for tree-like structuresaf_useSymmetry: use constraint matrix symmetryai_blockedFailSafe: enable blocked fail safe handlingai_debugMove: draws movement information for monstersai_debugScript: displays script calls for the specified monster entity numberai_debugTrajectory: draws trajectory tests for monstersai_showCombatNodes: draws attack cones for monstersai_showObstacleAvoidance:draws obstacle avoidance information for monsters.If 2, draws obstacles for player as wellai_showPaths: draws path_* entitiesai_testPredictPathcm_backFaceCull: cull back facing polygonscm_debugCollision: debug the collision detectioncm_drawColor: color used to draw the collision modelscm_drawFilled: draw filled polygonscm_drawInternal: draw internal edges greencm_drawMask: collision maskcm_drawNormals: draw polygon and edge normalscm_testAnglecm_testBoxcm_testBoxRotationcm_testCollisioncm_testLengthcm_testModelcm_testOrigincm_testRadiuscm_testRandomManycm_testResetcm_testRotationcm_testTimescm_testWalkcom_allowConsole: allow ~ to toggle consolecom_asyncInput: sample input from the async threadcom_asyncSound: mix sound from the async threadcom_aviDemoHeightcom_aviDemoSamplescom_aviDemoTicscom_aviDemoWidthcom_compressDemoscom_compressSaveGame: compress save gamescom_fixedTiccom_forceGenericSIMD: force generic platform independent SIMDcom_guidcom_journal: 1 = record journal, 2 = play back journalcom_logDemoscom_machineSpec: hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra qualitycom_makingBuild: 1 when making a buildcom_memoryMarker: used as a marker for memory statscom_minTicscom_preciseTic: run one game tick every async thread updatecom_preloadDemoscom_purgeAll: purge everything between level loadscom_showAnglescom_showAsyncStats: show async network statscom_showDemocom_showFPS: show frames rendered per secondcom_showMemoryUsage: show total and per frame memory usagecom_showSoundDecoders: show sound decoderscom_showTicscom_skipGameDrawcom_skipRenderer: skip the renderer completelycom_speeds: show engine timingscom_timestampPrints: print time with each console print, 1 = msec 2 = seccom_updateLoadSize: update the load size after loading a map

      DOOM 3 Cheat: Dev Cheat List Part II
      com_videoRam: holds the last amount of detected video ramcom_wipeSecondscon_noPrint: print on the console but not onscreen whenconsole is pulled upcon_notifyTime: time messages are displayed onscreen whenconsole is pulled upcon_speed: speed at which the console moves up and downdecl_show: set to 1 to print parses, 2 to also print references developer.EntityPlacementfs_basepathfs_caseSensitiveOSfs_cdpathfs_copyfilesfs_debugfs_devpathfs_gamefs_restrictfs_savepathg_armorProtection: armor takes this percentage of damageg_armorProtectionMP: armor takes this percentage of damage in mpg_balanceTDM maintain even teamsg_blobSizeg_blobTimeg_bloodEffects: show blood splats, sprays and gibsg_cinematic: skips updating entities that aren't marked 'cinematic' '1' during cinematicsg_cinematicMaxSkipTime: # of seconds to allow game to run when skipping cinematic. Prevents lock-up when cinematic doesn't end.g_countDown: pregame countdown in secondsg_damageScale: scale final damage on player by this factorg_debugAnim: displays information on which animations are playing on the specified entity number. set to -1 to disable.g_debugBounds: checks for models with bounds > 2048g_debugCinematicg_debugDamageg_debugMoveg_debugMoverg_debugScriptg_debugTriggersg_debugWeapong_decals: show decals such as bullet holesg_disasm: disassemble script into base/script disasm.txton the local drive when script is compiledg_doubleVision: show double vision when taking damageg_dragDampingg_dragEntity: allows dragging physics objects around byplacing the: crosshair over them and holding the fire button g_dragShowSelection g_dropItemRotation g_dvAmplitude g_dvFrequency g_dvTimeg_editEntityMode: 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity modelsg_exportMaskg_flushSave: 1 = don't buffer file writing for save games.g_fovg_frametime: displays timing information for each game frameg_gameReviewPause: scores review time in seconds (at end game)g_gravityg_gunXg_gunYg_gunZg_healthTakeAmt: how much health to take in nightmare modeg_healthTakeLimit: how low can health get taken in nightmare modeg_healthTakeTime: how often to take health in nightmare modeg_kickAmplitudeg_kickTimeg_knockbackg_maxShowDistance g_monstersg_mpWeaponAngleScale: Control the weapon sway in MPg_muzzleFlash: Show muzzle flashesg_nightmare: if nightmare mode is allowedg_password : game passwordg_projectileLights: show dynamic lights on projectilesg_showActiveEntities: draws boxes around thinking entities. Dormant entities (outside of pvs) are drawn yellow. non-dormant are green.g_showBrass: enables ejected shells from weapong_showcamerainfo: displays the current frame # for the camera when playing cinematics g_showCollisionModels g_showCollisionTraces g_showCollisionWorldg_showEnemies: Draws boxes around monsters that have targeted.the the player g_showEntityInfo g_showHudg_showPlayerShadow: Enables shadow of player modelg_showProjectilePct: Enables display of player hit percentageg_showPVSg_showTargets: Draws entities and thier targets. Hidden entities are drawn grey.g_showTestModelFrame: displays the current animation and frame # for testmodels.g_showTriggers: draws trigger entities (orange) and their targets (green). Disabled triggers are drawn grey.g_showviewpos g_skill g_skipFX g_skipParticlesg_skipViewEffects: skip damage and other view effectsg_spectatorChat: let spectators talk to everyone during gameg_stopTimeg_TDMArrows: draw arrows over teammates in team deathmatchg_testDeathg_testHealthVisiong_testModelAnimate: test model animation, 0 = cycle anime with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anime onceg_testModelBlend: number of frames to blendg_testModelRotate: test model rotation speedg_testParticle: test particle visualation, set by the particle editorg_testParticleName: name of the particle being tested by theparticle editorg_testPostProcess: name of material to draw over screeng_timeEntities: when non-zero, shows entities whose think functions exceeded the # of milliseconds specified

      DOOM 3 Cheat: Dev Cheat List Part III
      g_useDynamicProtection: scale damage and armor dynamically to keep the player alive more often g_vehicleForce g_vehicleVelocity g_viewNodalX g_viewNodalZgui_configServerRategui_debuggui_editgui_filter_gameType Gametype filtergui_filter_password Password filtergui_filter_players Players filtergui_mediumFontLimitgui_smallFontLimitik_debug show IK debug linesik_enable enable IKimage_anisotropy set the maximum texture anisotropy ifavailableimage_cacheMegs maximum MB set aside for temporary loading of full-sized precompressed imagesimage_cacheMinK: maximum KB of precompressed files to read at specification timeimage_colorMipLevels: development aid to see texture mip usageimage_downSize: controls texture downsamplingimage_downSizeBump: Controls normal map downsamplingimage_downSizeBumpLimit: Controls normal map downsample limitimage_downSizeLimit: Controls diffuse map downsample limitimage_downSizeSpecular: Controls specular downsamplingimage_downSizeSpecularLimit: Controls specular downsampled limitimage_filter: Changes texture filtering on mipmapped imagesimage_forceDownSizeimage_ignoreHighQuality: Ignore high quality setting on materialsimage_lodbias: Change lod bias on mipmapped imagesimage_preload: If 0, dynamically load all imagesimage_roundDown: Round bad sizes down to nearest power of twoimage_showBackgroundLoads:1 = print number of outstanding background loadsimage_useAllFormats: allow alpha/ intensity/ luminance luminance+alphaimage_useCache: 1 = do background load image cachingimage_useCompression: 0 = force everything to high qualityimage_useNormalCompression: 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if availableimage_useOfflineCompression: Write a batch file for offline compression of DDS filesimage_usePrecompressedTextures: Use .dds files if presentimage_writeNormalTGA: Write .tgas of the final normal maps for debuggingimage_writeNormalTGAPalletized: Write .tgas of the final palletized normal maps for debugging image_writePrecompressedTextures: Write .dds files if necessaryimage_writeTGA: write .tgas of the non normal maps for debuggingin_alwaysRun: always run (reverse _speed button) -only in MPin_anglespeedkey: angle change scale when holding down _speed buttonin_freeLook: look around with mouse (reverse _mlook button)in_mouse: enable mouse inputin_pitchspeed: pitch change speed when holding down look_lookUp or _lookDown buttonin_yawspeed: yaw change speed when holding down _left or _right buttonlcp_showFailures: show LCP solver failures logFile 1 = buffer log, 2 = flush after each print ilFileName name of log file, if empty,qconsole.log will be used. m_pitch: mouse pitch scalem_showMouseRate: shows mouse movementm_smooth: number of samples blended for mouse viewingm_strafeScale: mouse strafe movement scalem_strafeSmooth: number of samples blended for mouse movingm_yaw: mouse yaw scalemod_validSkins: valid skins for the game(including flushing referenced pak files) - decreased if > 0 pm_air: how long in milliseconds the player can go without air before he starts taking damagepm_bboxwidth: x/y size of player's bounding boxpm_bobpitchpm_bobrollpm_bobuppm_crouchbob: bob much faster when crouchedpm_crouchheight: height of player's bounding box while crouchedpm_crouchrate: time it takes for player's view to change from standing to crouchingpm_crouchspeed: speed the player can move while crouchedpm_crouchviewheight: height of player's view while crouchedpm_deadheight: height of player's bounding box while deadpm_deadviewheight: height of player's view while deadpm_jumpheight: approximate hieght the player can jumppm_maxviewpitch: amount player's view can look downpm_minviewpitch: amount player's view can look up (negative values are up)pm_modelView: draws camera from POV of player model (1 = always, 2 = when dead)pm_noclipspeed: speed the player can move while in noclippm_normalheight: height of player's bounding box while standingpm_normalviewheight: height of player's view while standingpm_runbob: bob faster when runningpm_runpitchpm_runrollpm_runspeed: speed the player can move while runningpm_spectatebbox: size of the spectator bounding boxpm_spectatespeed: speed the player can move while spectatingpm_stamina: length of time player can runpm_staminarate: rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.pm_staminathreshold: when stamina drops below this value, player gradually slows to a walkpm_stepsize: maximum height the player can step up without jumpingpm_thirdPerson: enables third person viewpm_thirdPersonAngle: direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)pm_thirdPersonClip: clip third person view into world spacepm_thirdPersonDeath: enables third person view when player diespm_thirdPersonHeight: height of camera from normal view height in 3rd personpm_thirdPersonRange: camera distance from player in 3rd personpm_usecylinder: use a cylinder approximation instead of a bounding box for player collision detectionpm_walkbob: bob slowly when walkingpm_walkspeed: speed the player can move while walking

      DOOM 3 Cheat: Dev Cheat List Part IV
      r_brightness: Changes gamma tablesr_cgFragmentProfile: arbfp1, fp30r_cgVertexProfile: arbvp1, vp20, vp30r_checkBounds: Compare all surface bounds with precalculated onesr_clear: Force screen clear every frame, 1 = purple, 2 = black, 'r g b' = customr_customHeight: Custom screen heightr_customWidth: Custom screen widthr_debugArrowStep: Step size of arrow cone line rotation in degreesr_debugLineDepthTest: Perform depth test on debug linesr_debugLineWidth: Width of debug linesr_debugPolygonFilled: Draw a filled polygonr_demonstrateBug: Used during development to show IHV's their problemsr_displayRefresh: optional display refresh rate option for vid moder_finish: force a call to glFinish() every framer_flareSize: scale the flare deforms from the material defr_forceLoadImages: draw all images to screen after registrationr_frontBuffer: draw to front buffer for debuggingr_fullscreen: 0 = windowed, 1 = full screenr_gamma: changes gamma tablesr_glDriver: "opengl32", etc.r_hdr_bloomFraction: fraction to smear across neighborsr_hdr_exposure: Maximum light scaler_hdr_gamma: Monitor gamma powerr_hdr_monitorDither: Random dither in monitor spacer_hdr_useFloats: Use a floating point rendering bufferr_ignore: Used for random debugging without defining new varsr_ignore2: Used for random debugging without defining new varsr_ignoreGLErrors: Ignore GL errorsr_inhibitFragmentProgram:Ignore the fragment program extensionr_jitter: randomly subpixel jitter the projection matrixr_jointNameOffset: offset of joint names when r_showskel is set to 1r_jointNameScale: size of joint names when r_showskel is set to 1r_lightAllBackFaces: light all the back faces, even when they would be shadowedr_lightScale: all light intensities are multiplied by thisr_lightSourceRadius: for soft-shadow samplingr_lockSurfaces: allow moving the view point without changing the composition of the scene, including cullingr_logFile: number of frames to emit GL logsr_materialOverride: overrides all materialsr_megaTextureLevel: draw only a specific levelr_mergeModelSurfaces: combine model surfaces with the same materialr_mode: video mode numberr_multiSamples: number of antialiasing samplesr_offsetfactor: polygon offset parameterr_offsetunits: polygon offset parameterr_orderIndexes: perform index reorganization to optimize vertex user_renderer: hardware specific renderer path to user_sb_biasScale: scale factor for jitter biasr_sb_frustomFOV: oversize FOV for point light side matchingr_sb_jitterScale: scale factor for jitter offsetr_sb_lightResolution: Pixel dimensions for each shadow buffer, 64 - 2048r_sb_linearFilter: Use GL_LINEAR instead of GL_NEAREST on shadow mapsr_sb_noShadows: don't draw any occludersr_sb_occluderFacing: 0 = front faces, 1 = back faces, 2 = midway betweenr_sb_polyOfsFactor: polygonOffset factor for drawing shadow bufferr_sb_polyOfsUnits: polygonOffset units for drawing shadow bufferr_sb_randomize: randomly offset jitter texture each drawr_sb_samples: 0, 1, 4, or 16r_sb_screenSpaceShadow: build shadows in screen space instead of on surfacesr_sb_showFrustumPixels: color the pixels contained in the frustumr_sb_singleSide: only draw a single side (0- 5) of points lightsr_sb_useCulling: cull geometry to individual side frustumsr_sb_usePbuffer: draw offscreenr_sb_viewResolution: Width of screen space shadow sampling screenFraction for testing fill rate, the resolution of the entire screen can be changedr_shadowPolygonFactor: scale value for stencil shadow drawingr_shadowPolygonOffset: bias value added to depth test for stencil shadow drawingr_shadows: enable shadowsr_showAlloc: report alloc/free countsr_showCull: report sphere and box culling statsr_showDefs: report the number of modeDefs and lightDefs in viewr_showDemo: report reads and writes to the demo filer_showDepth: display the contents of the depth buffer and the depth ranger_showDominantTri: draw lines from vertexes to center of dominant trianglesr_showDynamic: report stats on dynamic surface generationr_showEdges: draw the sil edgesr_showEntityScissors: show entity scissor rectanglesr_showImages: 1 = show all images instead of rendering, 2 = show in proportional sizer_showIntensity: draw the screen colors based on intensity, red = 0, green = 128, blue = 255 r_showInteractionFrustums:1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bboxr_showInteractions: report interaction generation activityr_showInteractionScissors: 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction linesr_showLightCount: 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdrawr_showLights: 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volumer_showLightScale: report the scale factor applied to drawing: for overbrightsr_showLightScissors: show light scissor rectanglesr_showMegaTexture: display all the level imagesr_showMegaTextureLabels: draw colored blocks in each tiler_showMemory: print frame memory utilizationr_showNormals: draws wireframe normalsr_showOverDraw: 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdrawr_showPortals: draw portal outlines in color based on passed / not passedr_showPrimitives: report drawsurf/index/vertex countsr_showShadowCount: colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadowsr_showShadows: 1 = visualize the stencil shadow volumes, 2 = draw filled inr_showSilhouette: highlight edges that are casting shadow planesr_showSkel: draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton onlyr_showSmp: show which end (front or back) is blockingr_showSurfaceInfo: show surface material name under crosshairr_showSurfaces: report surface/light/shadow countsr_showTangentSpace: shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vectorr_showTexturePolarity: shade triangles by texture area polarityr_showTextureVectors: if > 0 draw each triangles texture (tangent) vectorsr_showTrace: show the intersection of an eye trace with the worldr_showTris: enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw allr_showUnsmoothedTangents:if 1, put all nvidia register combiner programming in display listsr_showUpdates: report entity and light updates and ref countsr_showVertexCacher_showVertexColor: draws all triangles with the solid vertex colorr_showViewEntitys: 1 = displays the bounding boxes of all view models, 2 = print index numbersr_singleArea: only draw the portal area the view is actually inr_singleEntity: suppress all but one entityr_singleLight: suppress all but one lightr_singleSurface: suppress all but one surface on each entityr_singleTriangle: only draw a single triangle per primitiver_skipAmbient: bypasses all non-interaction drawingr_skipBackEnd: don't draw anythingr_skipBlendLights: skip all blend lightsr_skipBump: uses a flat surface instead of the bump mapr_skipCopyTexture: do all rendering, but don't actually copyTexSubImage2Dr_skipDeforms: leave all deform materials in their original stater_skipDiffuse: use black for diffuser_skipDynamicTextures: don't dynamically create texturesr_skipFogLights: skip all fog lightsr_skipFrontEnd: bypasses all front end work, but 2D gui rendering still drawsr_skipGuiShaders: 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip eventsr_skipInteractions: skip all light/surface interaction drawingr_skipLightScale: don't do any post- interaction light scaling, makes things dim on low- dynamic range cardsr_skipMegaTexture: only use the lowest level imager_skipNewAmbient: bypasses all vertex/fragment program ambient drawingr_skipOverlays: skip overlay surfacesr_skipParticles: 1 = skip all particle systemsr_skipPostProcess: skip all post-process renderingsr_skipRender: skip 3D rendering, but pass 2Dr_skipRenderContext: NULL the rendering context during backend 3D renderingr_skipROQ: skip ROQ decodingr_skipSpecular: use black for specular1r_skipSubviews: 1 = don't render any gui elements on surfacesr_skipSuppress: ignore the per-view suppressionsr_skipTranslucent: skip the translucent interaction renderingr_skipUpdates: 1 = don't accept any entity or light updates making everything staticr_slopNormal: merge normals that dot less than thisr_slopTexCoord: merge texture coordinates this far apartr_slopVertex: merge xyz coordinates this far apartr_subviewOnly: 1 = don't render main view, allowing subviews to be debuggedr_swapInterval: changes wglSwapIntarvalr_terrainScale: vertically scale USGS datar_testARBProgram: experiment with vertex/fragment programsr_testGamma: if > 0 draw a grid pattern to test gamma levelsr_testGammaBias: if > 0 draw a grid pattern to test gamma levelsr_testStepGamma: if > 0 draw a grid pattern to test gamma levelsr_useCachedDynamicModels:cache snapshots of dynamic modelsr_useClippedLightScissors: 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact alwaysr_useCombinerDisplayLists: put all nvidia register combiner programming in display listsr_useConstantMaterials: use pre-calculated material registers if possibler_useCulling: 0 = none, 1 = sphere, 2 = sphere + boxr_useDeferredTangents: defer tangents calculations after deformr_useDepthBoundsTest: use depth bounds test to reduce shadow fillr_useEntityCallbacks: if 0, issue the callback immediately at update time, rather than deferingr_useEntityCulling: 0 = none, 1 = boxr_useEntityScissors: 1 = use custom scissor rectangle for each entityr_useExternalShadows: 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testingr_useFrustumFarDistance: if != 0 force the view frustum far distance to this distancer_useIndexBuffers: use ARB_vertex_buffer_object for indexesr_useInfiniteFarZ: Use the no-far-clip-plane trickr_useInteractionCulling: 1 = cull interactionsr_useInteractionScissors:1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissorsr_useInteractionTable: create a full entityDefs * lightDefs table to make finding interactions fasterr_useLightCulling: 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areasr_useLightPortalFlow: use a more precise area reference determinationr_useLightScissors: 1 = use custom scissor rectangle for each lightr_useNodeCommonChildren: stop pushing reference bounds early when possibler_useNV20MonoLights: use pass optimization for mono lightsr_useOptimizedShadows: use the dmap generated static shadow volumesr_usePortals: 1 = use portals to perform area culling, otherwise draw everything r_usePreciseTriangleInteractions: 1 = do winding clipping to determine if each ambiguous tri should be litr_useScissor: scissor clip as portals and lights are processedr_useShadowCulling: try to cull shadows from partially visible lightsr_useShadowProjectedCull:discard triangles outside light volume before shadowingr_useShadowSurfaceScissor: scissor shadows by the scissor rect of the interaction surfacesr_useShadowVertexProgram:do the shadow projection in the vertex program on capable cardsr_useSilRemap: consider verts with the same XYZ, but different ST the same for shadowsr_useStateCaching: avoid redundant state changes in GL_*() callsr_useTripleTextureARB: cards with 3+ texture units do a two pass instead of three passr_useTurboShadow: use the infinite projection with W technique for dynamic shadowsr_useTwoSidedStencil: do stencil shadows in one pass with different ops on each sider_useVertexBuffers: use ARB_vertex_buffer_object for vertexesr_vertexBufferMegsr_near: near Z clip plane distanceradiant_ALTEdgeDragradiant_AngleSpeedradiant_Autosaveradiant_AutosaveMinutesradiant_camerawindowradiant_CamXYUpdateradiant_ChaseMouseradiant_CubicClippingradiant_CubicScaleradiant_entityModeradiant_EntityShowradiant_HiColorTexturesradiant_InspectorDockedDialogsradiant_InspectorsWindowradiant_LastMapradiant_LastProjectradiant_LoadLastradiant_LoadLastMapradiant_LoadShadersradiant_MainWindowPlaceradiant_ModelPathradiant_MoveSpeedradiant_NewFaceGrabradiant_NewLightStyleradiant_NewMapFormatradiant_NewRightClickradiant_NewTextureWindowStuffradiant_NewVertexradiant_NoClampradiant_NoStippleradiant_QE4Paintradiant_QE4StyleWindowsradiant_RadiantMapPathradiant_RotateLockradiant_Rotationradiant_RunBeforeradiant_SavedInforadiant_SelectWholeEntitiesKeyradiant_SizePaintingradiant_Snapshotsradiant_SnapTradiant_StatusPointSizeradiant_SwitchClipKeyradiant_TextureLockradiant_TextureQualityradiant_TextureScaleradiant_TextureScrollbarradiant_texwindowradiant_UndoLevelsradiant_UseDisplayListsradiant_UseGLLightingradiant_UseTextureBarradiant_WideToolBarradiant_xywindowradiant_XZVISradiant_xzwindowradiant_YZVISradiant_yzwindowradiant_ZClipBottomradiant_ZClipEnabledradiant_ZClipTopradiant_ZVISradiant_zwindowrb_showActive: show rigid bodies that are not at restrb_showBodies: show rigid bodiesrb_showInertia: show the inertia tensor of each rigid bodyrb_showMass: show the mass of each rigid bodyrb_showTimings: show rigid body cpu usagerb_showVelocity: show the velocity of each rigid body

      DOOM 3 Easter Egg Old Cheats
      Enter IDDQD or IDKFA as a code in the console, and get a nifty message. "Your memory serves you well". And it sure does, these are two cheats from the first doom.Also Submitted by: thewickedjester

      DOOM 3 Cheat: Dev Cheat List Part V
      s_constantAmplitudes_doorDistanceAdd: reduce sound volume with this distance whengoing through a door s_dotbias2 s_dotbias6 s_drawSounds s_force22kHzs_globalFraction: volume to all speakers when not spatializeds_maxSoundsPerShaders_meterTopTimes_minVolume2s_minVolume6s_noSounds_numberOfSpeakers: number of speakerss_playDefaultSound: play a beep for missing soundss_quadraticFalloffs_realTimeDecodings_reverses_showLevelMeters_showStartSounds_singleEmitter: mute all sounds but this emitters_spatializationDecays_subFraction: volume to subwoofer in 5.1s_useOcclusions_volume_dB: volume in dBsensitivity: mouse view sensitivitysi_fragLimit: frag limitsi_gameType: game type - singleplayer, deathmatch, Tourney, Team DM or Last Mansi_map: map to be played next on serversi_version: engine versionsi_warmup: do pre-game warmupsys_archsys_cpustringsys_langtimescale: scales the timeui_autoReload: auto reload weaponui_autoSwitch: auto switch weaponui_name: player nameui_ready: player is ready to start playingui_showGun: show gunui_skin: player skinui_spectate: play or spectateui_team: player teamwin_allowMultipleInstances: allow multiple instances running concurrentlywin_notaskkeys: disable windows task keyswin_outputDebugStringwin_outputEditStringwin_timerUpdate: allows the game to be updated while draggingthe windowwin_username: windows user namewin_viewlogwin_xpos: horizontal position of windowwin_ypos: vertical position of windowCommands for all you marines out there!aasStats: shows AAS statsaddarrow: adds a debug arrowaddChatLine: internal use - core to game chat linesaddline: adds a debug lineaviCmdDemo: writes AVIs for a command demoaviDemo: writes AVIs for a demoaviGame: writes AVIs for the current gamebenchmark: benchmarkbind: binds a command to a keybindRagdoll: binds ragdoll at the current drag positionbindunbindtwo: binds a key but unbinds it first if there are more than two bindsblinkline: blinks a debug linecenterview: centers the viewcheckNewVersion: check if a new version of the game is availableclear: clears the consoleclearLights: clears all lightsclientDropWeapon: drop current weaponclientMessageMode: ingame gui message modeclientVoiceChat: voice chats: clientVoiceChat clientVoiceChatTeam:team voice chats: clientVoiceChat closeViewNotes: close the view showing any notes for this mapcollisionModelInfo:shows collision model infocombineCubeImages: combines six images for roq compressioncompressDemo: compresses a demo fileconDump: dumps the console text to a fileconnect: connects to a servercrash: causes a crashcvar_restart: restart the cvar systemdamage: apply damage to an entitydebugger: launches the Script DebuggerdeleteSelected: deletes selected entitydemoShot: writes a screenshot for a demodevmap: loads a map in developer modedir: lists a folderdirtree: lists a folder with subfoldersdisasmScript: disassembles scriptdisconnect: disconnects from a gamedmap: compiles a mapecho: prints texteditAFs: launches the in-game Articulated Figure EditoreditDecls: launches the in-game Declaration EditoreditGUIs: launches the GUI EditoreditLights: launches the in-game Light Editoreditor: launches the level editor RadianteditParticles: launches the in-game Particle EditoreditPDAs: launches the in-game PDA EditoreditScripts: launches the in-game Script EditoreditSounds: launches the in-game Sound Editorenvshot: takes an environment shoterror: causes an errorexec: executes a config fileexecMachineSpec: execs the appropriate config files and sets cvars based on com_machineSpecexit: exits the gameexitCmdDemo: exits a command demoexportmodels: exports modelsfinishBuild: finishes the build processfreeze: freezes the game for a number of secondsgame_memory: displays game class infogameError: causes a game errorgameKick: same as kick, but recognizes player namesgetviewpos: prints the current view positiongfxInfo: show graphics infogive: gives one or more itemsgod: enables god modeheartbeat: send a heartbeat to the the master servershelp: shows helphitch: hitches the gamein_restart: restarts the input systemkeepTestModel: keeps the last test model in the gamekick: kick a client by connection numberkill: kills the playerkillMonsters: removes all monsterskillMoveables: removes all moveableskillRagdolls: removes all ragdollsLANScan: scans LAN for serverslistActiveEntities:lists active game entitieslistAF: lists articulated figureslistAnims: lists all animationslistAudios: lists AudioslistBinds: lists key bindingslistClasses: lists game classeslistCmds: lists commandslistCollisionModels:lists collision modelslistCvars: lists cvarslistDecls: lists all declslistDictKeys: lists all keys used by dictionarieslistDictValues: lists all values used by dictionarieslistEmails: lists EmailslistEntities: lists game entitieslistEntityDefs: lists entity defslistFX: lists FX systemslistGameCmds: lists game commandslistGuis: lists guislistHuffmanFrequencies: lists decl text character frequencieslistImages: lists imageslistLines: lists all debug lineslistMaterials: lists materialslistModelDefs: lists model defslistModels: lists all modelslistModes: lists all video modeslistMonsters: lists monsterslistParticles: lists particle systemslistPDAs: lists PDAslistRenderEntityDefs:lists the entity defslistRendererCmds: lists renderer commandslistRenderLightDefs:lists the light defslistServers: lists scanned serverslistSkins: lists skinslistSoundCmds: lists sound commandslistSoundDecoders: list active sound decoderslistSounds: lists all soundslistSoundShaders: lists sound shaderslistSpawnArgs: list the spawn args of an entitylistSystemCmds: lists system commandslistTables: lists tableslistThreads: lists script threadslistToolCmds: lists tool commandslistTypeInfo: list type infolistVertexCache: lists vertex cachelistVideos: lists VideosloadGame: loads a gamelocalizeGuis: localize guislocalizeMaps: localize mapsmakeAmbientMap: makes an ambient mapMakeMegaTexture: processes giant imagesmap: loads a mapmemoryDump: creates a memory dumpmemoryDumpCompressed:creates a compressed memory dumpmodulateLights: modifies shader parms on all lightsnextAnim: shows next animation on test modelnextFrame: shows next animation frame on test modelnextGUI: teleport the player to the next func_static with a guinextMap: loads the next map on the servernoclip: disables collision detection for the playernotarget: disables the player as a targetparse: prints tokenized stringpath: lists search pathsplayCmdDemo: plays back a command demoplayDemo: plays back a demoplayerModel: sets the given model on the playerpopLight: removes the last created lightprevAnim: shows previous animation on test modelprevFrame: shows previous animation frame on test modelprintAF: prints an articulated figureprintAudio: prints an VideoprintEmail: prints an EmailprintEntityDef: prints an entity defprintFX: prints an FX systemprintMaterial: prints a materialprintModel: prints model infoprintModelDefs: prints a model defprintParticle: prints a particle systemprintPDA: prints an PDAprintSkin: prints a skinprintSoundShader: prints a sound shaderprintTable: prints a tableprintVideo: prints a AudiopromptKey: prompt and sets the CD Keyquit: quits the gamerecordDemo: records a demorecordViewNotes: record the current view position with notesreexportmodels: reexports modelsregenerateWorld: regenerates all interactionsreloadanims: reloads animationsreloadARBprograms: reloads ARB programsreloadCgPrograms: reloads CG programsreloadDecls: reloads declsreloadEngine: reloads the engine down to including the file systemreloadGuis: reloads guisreloadImages: reloads imagesreloadLanguage: reload language dictreloadModels: reloads modelsreloadScript: reloads scriptsreloadSounds: reloads all soundsreloadSurface: reloads the decl and images for selected surfaceremove: removes an entityremoveline: removes a debug linerenderbump: renders a bump maprenderbumpFlat: renders a flat bump mapreportImageDuplication: checks all referenced images for duplicationsreportSurfaceAreas:lists all used materials sorted by surface arearescanSI: internal - rescan serverinfo cvars and tell gamereset: resets a cvarroq: encodes a roq filerunAAS: compiles an AAS file for a maprunAASDir: compiles AAS files for all maps in a folderrunReach: calculates reachability for an AAS files_restart: restarts the sound systemsaveGame: saves a gamesaveLights: saves all lights to the .map filesaveMoveables: save all moveables to the .map filesaveParticles: saves all lights to the .map filesaveRagdolls: save all ragdoll poses to the .map filesaveSelected: saves the selected entity to the .map filesay: text chatsayTeam: team text chatscreenshot: takes a screenshotscript: executes a line of scriptserverForceReady: force all players readyserverInfo: shows server infoserverMapRestart: restart the current gameserverNextMap: change to the next mapset: sets a cvarseta: sets a cvar and flags it as archivesetMachineSpec: detects system capabilities and sets com_machineSpec to appropriate valuesets: sets a cvar and flags it as server infosett: sets a cvar and flags it as toolsetu: sets a cvar and flags it as user infosetviewpos: sets the current view positionshowDictMemory: shows memory used by dictionariesshowInteractionMemory: shows memory used by interactionsshowStringMemory: shows memory used by stringsshowTriSurfMemory: shows memory used by triangle surfacesshowViewNotes: show any view notes for the current map, successive calls will cycle to the next notesizeDown: makes the rendered view smallersizeUp: makes the rendered view largerspawn: spawns a game entityspawnServer: spawns a serverstartBuild: prepares to make a buildstopRecording: stops demo recordingtakeViewNotes: take notes about the current map from the current viewtakeViewNotes2: extended take view notesteleport: teleports the player to an entity locationtestAnim: tests an animationtestBlend: tests animation blendingtestBoneFx: tests an FX system bound to a jointtestDamage: tests a damage deftestDeath: tests deathtestFx: tests an FX systemtestGUI: tests a guitestImage: displays the given image centered on screentestLight: tests a lighttestmap: tests a maptestModel: tests a modeltestParticleStopTime:tests particle stop time on a test modeltestPointLight: tests a point lighttestSave: writes out a test savegametestSaveGame: test a save game for a leveltestShaderParm: sets a shaderParm on an existing testModeltestSIMD: test SIMD codetestSkin: tests a skin on an existing testModeltestSound: tests a soundtestVideo: displays the given cinematictimeCmdDemo: times a command demotimeDemo: times a demotimeDemoQuit: times a demo and quitstoggle: toggles a cvartouch: touches a decltouchFile: touches a filetouchFileList: touches a list of filestouchGui: touches a guitouchModel: touches a modeltrigger: triggers an entityunbind: unbinds any command from a keyunbindall: unbinds any commands from all keysunbindRagdoll: unbinds the selected ragdollupdateUI: internal - cause a sync down of game-modified userinfovid_restart: restarts renderSystemvstr: inserts the current value of a cvar as command textwait: delays remaining buffered commands one or more framesweaponSplat: projects a blood splat on the player weaponwhere: prints the current view positionwriteCmdDemo: writes a command demowriteConfig: writes a config filewriteGameState: write game statewritePrecache: writes precache

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