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Older platforms

Doom 3 cheats PC

Cheat mode:
Press [Ctrl] + [Alt] + ~ to display the console window. Then, enter one of the following codes to activate the corresponding cheat function.
 
Effect Code
Unknown _attack
Unknown _back
Switch to indicated weapon slot, regardless if you have a weapon there _button0
Switch to indicated weapon slot, regardless if you have a weapon there _button1
Switch to indicated weapon slot, regardless if you have a weapon there _button2
Switch to indicated weapon slot, regardless if you have a weapon there _button3
Switch to indicated weapon slot, regardless if you have a weapon there _button4
Switch to indicated weapon slot, regardless if you have a weapon there _button5
Switch to indicated weapon slot, regardless if you have a weapon there _button6
Switch to indicated weapon slot, regardless if you have a weapon there _button7
Unknown aas_goalArea
Unknown aas_pullPlayer
Unknown aas_randomPullPlayer
Unknown aas_showAreas
Unknown aas_showFlyPath
Unknown aas_showHideArea
Unknown aas_showPath
Unknown aas_showPushIntoArea
Unknown aas_showWallEdges
Unknown aas_test
Unknown aasstats
Show AAS stats aasStats
Unknown addarrow
Adds debug arrow addarrow
Core to game chat lines addChatLine
Unknown addline
Add debug line addline
Scale contact friction af_contactFrictionScale
Force the given friction value af_forceFriction
Name of the body to highlight af_highlightBody
Name of the constraint to highlight af_highlightConstraint
Scale the joint friction af_jointFrictionScale
Maximum angular velocity af_maxAngularVelocity:
Maximum linear velocity af_maxLinearVelocity
Show structures of articulated figures not at rest af_showActive
Show bodies af_showBodies
Show body names af_showBodyNames
Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
Show constraint names af_showConstraintNames
Show constraints af_showConstraints
Show the inertia tensor of each body af_showInertia
Show joint limits af_showLimits
Show mass of each body af_showMass
Show primary constraints only af_showPrimaryOnly
Show articulated figure CPU usage af_showTimings
Show the total mass of each articulated figure af_showTotalMass
Show tree-like structures af_showTrees
Show velocity of each body af_showVelocity
Skip friction af_skipFriction
Skip joint limits af_skipLimits
Skip self collision detection af_skipSelfCollision
Test for bodies initially stuck in solid af_testSolid
Scale time af_timeScale
Use impulse-based contact friction af_useImpulseFriction
Use impulse-based joint friction af_useJointImpulseFriction
Use linear time algorithm for tree-like structures af_useLinearTime
Use constraint matrix symmetry af_useSymmetry
Enable blocked fail safe handling ai_blockedFailSafe
Draw movement information for monsters ai_debugMove
Display script calls for the specified monster entity number ai_debugScript
Draw trajectory tests for monsters ai_debugTrajectory
Draw attack cones for monsters ai_showCombatNodes
Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
Draw path_* entities ai_showPaths:
Unknown ai_testPredictPath
Write .AVI for a command demo aviCmdDemo
Save demo in .AVI format avidemo
Write .AVI for a demo aviDemo
Write .AVI for the current game aviGame
Game benchmark benchmark
Benchmark benchmark
Unknown bind
Bind command to a key bind
Unknown bindlist
Bind ragdoll at the current drag position bindRagdoll
Bind a key, but unbinds it first if there are more than two binds bindunbindtwo
Unknown blinkline
Blink a debug line blinkline
Unknown centerview
Center view centerview
Check if new version of the game is available checkNewVersion
Unknown clear
Clear the console clear
Unknown clearlights
Clear all lights clearLights
Drop current weapon clientDropWeapon
In-game GUI message mode clientMessageMode
Voice chats clientVoiceChat
Unknown clientVoiceChat
Unknown clientVoiceChat
Team voice chats clientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
Cull back facing polygons cm_backFaceCul
Debug collision detection cm_debugCollision
Color used to draw the collision models cm_drawColor
Draw filled polygons cm_drawFilled
Draw internal edges green cm_drawInternal
Collision mask cm_drawMask
Draw polygon and edge normals cm_drawNormals
Unknown cm_testAngle
Unknown cm_testBox
Unknown cm_testBoxRotation
Unknown cm_testCollision
Unknown cm_testLength
Unknown cm_testModel
Unknown cm_testOrigin
Unknown cm_testRadius
Unknown cm_testRandomMany
Unknown cm_testReset
Unknown cm_testRotation
Unknown cm_testTimes
Unknown cm_testWalk
Unknown collisionmodelinfo
Show collision model info collisionModelInfo
Use ~ to toggle console com_allowConsole
Sample input from the async thread com_asyncInput
Mix sound from the async thread com_asyncSound
Unknown com_aviDemoHeight
Unknown com_aviDemoSamples
Unknown com_aviDemoTics
Unknown com_aviDemoWidth
Unknown com_compressDemos
Compress saved games com_compressSaveGame
Unknown com_fixedTic
Force generic platform independent SIMD com_forceGenericSIMD
Unknown com_guid
Record journal com_journal 1
Play back journal com_journal 2
Unknown com_logDemos
Set hardware classification to com_machineSpec
Set hardware classification to not detected, com_machineSpec -1
Set hardware classification to low quality, com_machineSpec 0
Set hardware classification to medium quality, com_machineSpec 1
Set hardware classification to high quality, com_machineSpec 2
Set hardware classification to ultra quality com_machineSpec 3
Make a build com_makingBuild 1
Marker for memory stats com_memoryMarker
Unknown com_minTics
Run one game tick every async thread update com_preciseTic
Unknown com_preloadDemos
Purge everything between level loads com_purgeAll
Unknown com_showAngles
Show async network stats com_showAsyncStats
Unknown com_showDemo
Show frame rate com_showFPS
Show framerate com_showfps 1
Show total and per frame memory usage com_showMemoryUsage
show sound decoders com_showSoundDecoders
Unknown com_showTics
Unknown com_skipGameDraw
Skip the renderer completely com_skipRenderer
Show engine timings com_speeds
Print time in milliseconds with each console print com_timestampPrints 1
Print time in seconds with each console print com_timestampPrints 2
Update the load size after loading a map com_updateLoadSize
Hold last amount of detected video RAM com_videoRam
Unknown com_wipeSeconds
Unknown combinecubeimages
Combine six images for roq compression combineCubeImages
Unknown compressdemo
Compress a demo file compressDemo
Print on the console but not onscreen when console is displayed con_noPrint
Time messages displayed when console is displayed con_notifyTime
Speed at which the console moves con_speed <number>
Unknown condump
Dump the console text to a file conDump
Unknown connect
Connect to a server connect
Crashes game crash
Crash game crash
Unknown cvar_restart
Restart the cvar system cvar_restart
Unknown cvarlist
Apply damage to an entity damage
Launch script debugger debugger
Print parses decl_show 1
Print parses and references developer decl_show 2
Delete selected entity deleteSelected
Hold [Enter] to zoom view demoshot
Save screenshot for a demo demoShot
Load a map in developer mode devmap
Open directory dir
List a folder dir
List a folder with sub-folders dirtree
Unknown dirtyfeet
Disassembles script disasmScript
Disables connection for current multi-player game disconnect
Disconnect from a game disconnect
Unknown dmap
Compile map dmap
Skip to last level doomhell
Unknown echo
Print indicated text echo <text>
Launch in-game Articulated Figure Editor editAFs
Launch in-game Declaration Editor editDecls
Launch GUI Editor editGUIs
Change lighting editlight
Launch in-game Light Editor editLights
Open the in-game editor editor
Launch level editor Radiant editor
Launch in-game Particle Editor editParticles
Launch in-game PDA Editor editPDAs
Launch in-game Script Editor editScripts
Change sounds in editor area editsounds
launch in-game Sound Editor editSounds
Unknown EntityPlacement
Unknown envshot
Take an environment shot envshot
Unknown error
Cause an error error
Unknown exec
Execute a config file exec
Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
Exit game exit
Exit command demo exitCmdDemo
Unknown exportmodels
Export models exportmodels
Unknown fillrate
Finish the build process finishBuild
Unknown flashlight
Unknown focussoundseditor
Freeze everything on screen freeze
Freeze game for indicated number of seconds freeze <number>
Unknown fs_basepath
Unknown fs_caseSensitiveOS
Unknown fs_cdpath
Unknown fs_copyfiles
Unknown fs_debug
Unknown fs_devpath
Unknown fs_game
Unknown fs_restrict
Unknown fs_savepath
Armor takes this percentage of damage g_armorProtection <number>
Armor takes this percentage of damage in MP g_armorProtectionMP <number>
Maintain even teams g_balanceTDM
Unknown g_blobSize
Unknown g_blobTime
Show blood splats, sprays, and gibs g_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime <number>
Pregame countdown in seconds g_countDown <number>
Scale final damage on player by this factor g_damageScale <number>
Display information on which animations are playing on specified entity; -1 disables g_debugAnim <number>
Check for models with bounds over 2048 g_debugBounds
Unknown g_debugCinematic
Unknown g_debugDamage
Unknown g_debugMove
Unknown g_debugMover
Unknown g_debugScript
Unknown g_debugTriggers
Unknown g_debugWeapon
Show decals (bullet holes, etc.) g_decals
Disassemble script into base/script disasm.txt when script is compiled g_disasm
Show double vision when taking damage g_doubleVision
Unknown g_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire] g_dragEntity
Unknown g_dragShowSelection
Unknown g_dropItemRotation
Unknown g_dvAmplitude
Unknown g_dvFrequency
Unknown g_dvTime
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. g_editEntityMode <0-7>
Unknown g_exportMask
Toggle disable buffer file writing for save games g_flushSave <0 or 1>
Unknown g_fov
Display timing information for each game frame g_frametime
Score review time in seconds at end game g_gameReviewPause
Unknown g_gravity
Unknown g_gunX
Unknown g_gunY
Unknown g_gunZ
Set how much health to take in nightmare mode g_healthTakeAmt <number>
Set how low can health get taken in nightmare mode g_healthTakeLimit <number>
Set how often to take health in nightmare mode g_healthTakeTime <number>
Unknown g_kickAmplitude
Unknown g_kickTime
Unknown g_knockback
Unknown g_maxShowDistance
Unknown g_monsters
Control the weapon sway in MP g_mpWeaponAngleScale <number>
Show muzzle flashes g_muzzleFlash <0 or 1>
If nightmare mode is allowed g_nightmare <0 or 1>
Game password g_password <password>
Show dynamic lights on projectiles g_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapon g_showBrass
Display current frame number for camera when playing cinematics g_showcamerainfo
Unknown g_showCollisionModels
Unknown g_showCollisionTraces
Unknown g_showCollisionWorld
Draw boxes around monsters that targeted player g_showEnemies
Unknown g_showEntityInfo
Unknown g_showHud
Enable shadow of player model g_showPlayerShadow
Enable display of player hit percentage g_showProjectilePct
Toggle hit % to HUD g_showprojectilepct 1
Unknown g_showPVS
Draw entities and their targets; hidden entities are gray g_showTargets
Display current animation and frame number for testmodels. g_showTestModelFrame
Draw trigger entities (orange) and their targets (green); disabled triggers are gray. g_showTriggers
Unknown g_showviewpos
Unknown g_skill
Unknown g_skipFX
Unknown g_skipParticles
Skip damage and other view effects g_skipViewEffects
Let spectators talk to everyone during game g_spectatorChat
Unknown g_stopTime
Draw arrows over teammates in team deathmatch g_TDMArrows
Unknown g_testDeath
Unknown g_testHealthVision
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
Number of frames to blend g_testModelBlend
Test model rotation speed g_testModelRotate
Test particle visualation; set by the particle editor g_testParticle
Name of the particle being tested by the particle editor g_testParticleName
Name of material to draw over screen g_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
Unknown g_vehicleForce
Unknown g_vehicleVelocity
Unknown g_viewNodalX
Unknown g_viewNodalZ
Show available memory game_memory
Display game class info game_memory
Cause a game error gameError
Kick player from multi-player game gameKick <name>
Kick indicated player name gameKick <name>
Print current view position getviewpos
Display graphics card details gfxinfo
Show graphics info gfxInfo
Unknown give
Spawn indicated item give <item name>
Full weapons and ammunition give all
Full ammunition for current weapons give ammo
Armor to 125 give armor
Classic 1995 version give doom95
Health to 100 give health
All keys give keys
BFG give weapon_bfg
Chainsaw give weapon_chainsaw
Machine gun give weapon_machinegun
Plasmagun give weapon_plasmagun
Rocket launcher give weapon_rocketlauncher
Shotgun give weapon_shotgun
God mode1 god
Unknown gui_configServerRate
Unknown gui_debug
Unknown gui_edit
Gametype filter gui_filter_gameType
Password filter gui_filter_password
Players filter gui_filter_players
Unknown gui_mediumFontLimit
Unknown gui_smallFontLimit
Send heartbeat to master servers Heartbeat
Show help help
Hitch the game hitch
Show IK debug lines ik_debug
Enable IK ik_enable
Name of log file; if empty "qconsole.log" will be used ilFileName
Set the maximum texture anisotropy if available image_anisotropy <number>
Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs <number>
Maximum KB of precompressed files to read at specification time image_cacheMinK <number>
See texture MIP usage image_colorMipLevels
Control texture downsampling image_downSize
Control normal map downsampling image_downSizeBump
Control normal map downsample limit image_downSizeBumpLimit
Control diffuse map downsample limit image_downSizeLimit
Control specular downsampling image_downSizeSpecular
Control specular downsampled limit image_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknown image_forceDownSize
Ignore high quality setting on materials image_ignoreHighQuality
Change lod bias on mipmapped images image_lodbias
If 0, dynamically load all images image_preload <0 or 1>
Round bad sizes down to nearest power of two image_roundDown
If 1, print number of outstanding background loads image_showBackgroundLoads<0 or 1>
Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
If 1, do background load image caching image_useCache <0 or 1>
If 0, force everything to high quality image_useCompression <0 or 1>
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available image_useNormalCompression <0-2>
Write batch file for offline compression of .DDS files image_useOfflineCompression
Use .DDS files if present image_usePrecompressedTextures
Write .tgas of the final normal maps for debugging image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
Write .DDS files if necessary image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging image_writeTGA
Always run (reverse _speed button) in multi-player mode in_alwaysRun
Angle change scale when holding _speed button in_anglespeedkey
Look around with mouse (reverse _mlook button) in_freeLook
Enable mouse input in_mouse
Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
Unknown in_restart
Restart the input system in_restart
Yaw change speed when holding _left or _right button in_yawspeed
Unknown keeptestmodel
Keep last test model in the game keepTestModel
Kick client by connection number kick
Kill current target; suicide if no one is targeted kill
Kill the player kill
Kill all monsters in current level killmonsters
Remove all monsters killMonsters
Kill all moving enemies killmoveables
Remove all moveables killMoveables
Kill all non-moving enemies killragdolls
Remove all ragdolls killRagdolls
Scan LAN for servers LANScan
Show LCP solver failures lcp_showFailures
List active game entities listActiveEntities
List articulated figures listAF
Unknown listanims
List all animations listAnims
List audios listAudios
List key bindings listBinds
List game classes listClasses
List commands listCmds
Unknown listcollisionmodels
List collision models listCollisionModels
List cvars listCvars
List all decls listDecls
List all keys used by dictionaries listDictKeys
List all values used by dictionaries listDictValues
List emails listEmails
Unknown listentities
List game entities listEntities
Lists indicated def file settings listentitydefs
List entity defs listEntityDefs
List FX systems listFX
List game commands listGameCmds
List GUIs listGuis
List decl text character frequencies listHuffmanFrequencies
Unknown listimages
List images listImages
Lists indicated def file settings listlightdefs
Unknown listlines
List all debug lines listLines
Unknown listmaterials
List materials listMaterials
List model defs listModelDefs
Unknown listmodels
List all models listModels
Unknown listmodes
List all video modes listModes
Lists images of monsters listmonsters
List monsters listMonsters
List particle systems listParticles
List PDAs listPDAs
List the entity defs listRenderEntityDefs
List renderer commands listRendererCmds
List the light defs listRenderLightDefs
List scanned servers listServers
Unknown listskins
List skins listSkins
List sound commands listSoundCmds
List active sound decoders listSoundDecoders
Unknown listsounds
List all sounds listSounds
Unknown listsoundshaders
List sound shaders listSoundShaders
List the spawn args of an entity listSpawnArgs
List system commands listSystemCmds
List tables listTables
Unknown listthreads
List script threads listThreads
List tool commands listToolCmds
List type info listTypeInfo
Unknown listvertexcache
List vertex cache listVertexCache
List videos listVideos
Load a game loadGame
Localize GUIs localizeGuis
Localize maps localizeMaps
If 1, buffer log; if 2, flush after each print logFile <1 or 2>
Mouse pitch scale m_pitch
Show mouse movement m_showMouseRate
Number of samples blended for mouse viewing m_smooth
Mouse strafe movement scale m_strafeScale
Number of samples blended for mouse moving m_strafeSmooth
Mouse yaw scale m_yaw
Make an ambient map makeAmbientMap
Process giant images MakeMegaTexture
Load a map map
Play indicated map map <map name>
Create memory dump memoryDump
Create a compressed memory dump memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins
Unknown modulatelights
Modify shader parms on all lights modulateLights
Unknown nextanim
Show next animation on test model nextAnim
Show next animation frame on test model nextFrame
Teleport player to the next func_static with a GUI nextGUI
Load next map on the server nextMap
No clipping noclip
Disable collision detection for the player noclip
Ignored by most enemies notarget
Unknown notarget
Disable player as a target notarget
Unknown overlaygui
Print tokenized string parse
Unknown parsewait
Unknown path
List search paths path
Unknown playcmddemo
Play back a command demo playCmdDemo
Unknown playdemo
Play back a demo playDemo
Unknown playermodel
Set the given model on the player playerModel <model name>
Milliseconds the player can go without air before damage starts pm_air <number>
x/y size of player's bounding box pm_bboxwidth
Unknown pm_bobpitch
Unknown pm_bobroll
Unknown pm_bobup
Bob much faster when crouched pm_crouchbob
Height of player's bounding box while crouched pm_crouchheight <number>
Time it takes for player's view to change from standing to crouching pm_crouchrate <number>
Speed the player can move while crouched pm_crouchspeed <number>
Height of player's view while crouched pm_crouchviewheight <number>
Height of player's bounding box while dead pm_deadheight <number>
Height of player's view while dead pm_deadviewheight <number>
Approximate height the player can jump pm_jumpheight <number>
Amount player's view can look down pm_maxviewpitch <number>
Amount player's view can look up; negative values are up pm_minviewpitch <number>
Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView <1 or 2>
Speed the player can move while in noclip pm_noclipspeed <number>
Height of player's bounding box while standing pm_normalheight <number>
Height of player's view while standing pm_normalviewheight <number>
Bob faster when running pm_runbob
Unknown pm_runpitch
Unknown pm_runroll
Speed the player can move while running pm_runspeed <number>
Size of the spectator bounding box pm_spectatebbox <number>
Speed the player can move while spectating pm_spectatespeed <number>
Length of time player can run pm_stamina <number>
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate <number>
When stamina is below this value, player slows to a walk pm_staminathreshold <number>
Maximum height player can step up without jumping pm_stepsize <number>
Third person view pm_thirdPerson
Toggle third person view pm_thirdperson <0 or 1>
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle <0-180>
Clip third person view into world space pm_thirdPersonClip
Enable third person view when player dies pm_thirdPersonDeath
Height of camera from normal view height in third person pm_thirdPersonHeight <number>
Camera distance from player in third person pm_thirdPersonRange <number>
Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
Bob slowly when walking pm_walkbob
Player's walking speed pm_walkspeed <number>
Unknown poplight
Remove last created light popLight
Unknown prevanim
Show previous animation on test model prevAnim
Show previous animation frame on test model prevFrame
Print an articulated figure printAF
Print an Audio printAudio
Print an email printEmail
Print an entity def printEntityDef
Print an FX system printFX
Print a material printMaterial
Unknown printmode
Print model info printModel
Print a model def printModelDefs
Print a particle system printParticle
Print a PDA printPDA
Unknown printshader
Print a skin printSkin
Print a sound shader printSoundShader
Print a table printTable
Print an Video printVideo
Prompt and set the CD Key promptKey
Exit game quit
Quit the game quit
Change gamma tables r_brightness
Set brightness level r_brightness <number>
arbfp1, fp30 r_cgFragmentProfile
arbvp1, vp20, vp30 r_cgVertexProfile
Compare all surface bounds with precalculated ones r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear <1, 2, or R G B value>
Custom screen height r_customHeight <number>
Custom screen width r_customWidth <number>
Step size of arrow cone line rotation in degrees r_debugArrowStep <number>
Perform depth test on debug lines r_debugLineDepthTest
Width of debug lines r_debugLineWidth <number>
Draw a filled polygon r_debugPolygonFilled
Used during development to show IHV's their problems r_demonstrateBug
Optional display refresh rate option for vid mode r_displayRefresh
Force a call to glFinish() every frame r_finish
Scale flare deforms from the material def r_flareSize
Draw all images to screen after registration r_forceLoadImages
Draw to front buffer for debugging r_frontBuffer
0 = windowed, 1 = full screen r_fullscreen <0 or 1>
Change gamma tables r_gamma
Set gamma level r_gamma <0-3>
"opengl32", etc. r_glDriver <value>
Fraction to smear across neighbors r_hdr_bloomFraction
Maximum light scale r_hdr_exposure
Monitor gamma power r_hdr_gamma
Random dither in monitor space r_hdr_monitorDither
Use a floating point rendering buffer r_hdr_useFloats
Random debugging without defining new vars r_ignore
Random debugging without defining new vars r_ignore2
Ignore GL errors r_ignoreGLErrors
Ignore the fragment program extension r_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix r_jitter
Offset of joint names when r_showskel is set to 1 r_jointNameOffset
Size of joint names when r_showskel is set to 1 r_jointNameScale
Light all the back faces, even when they would be shadowed r_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow sampling r_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
Number of frames to emit GL logs r_logFile
Override all materials r_materialOverride
Draw only a specific level r_megaTextureLevel
Combine model surfaces with the same material r_mergeModelSurfaces
Video mode number r_mode
Number of antialiasing samples r_multiSamples
Near Z clip plane distance r_near
Polygon offset parameter r_offsetfactor
Polygon offset parameter r_offsetunits
Perform index reorganization to optimize vertex use r_orderIndexes
Hardware specific renderer path to use r_renderer
Scale factor for jitter bias r_sb_biasScale
Oversize FOV for point light side matching r_sb_frustomFOV
Scale factor for jitter offset r_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
Do not draw any occluders r_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing<0-3>
polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
Randomly offset jitter texture each draw r_sb_randomize
Set to 0, 1, 4, or 16 r_sb_samples <number>
Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
Color the pixels contained in the frustum r_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights r_sb_singleSide
Cull geometry to individual side frustums r_sb_useCulling
Draw offscreen r_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
Scale value for stencil shadow drawing r_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
Enable shadows r_shadows
Report alloc/free counts r_showAlloc
Report sphere and box culling stats r_showCull
Report number of modeDefs and lightDefs in view r_showDefs
Report reads and writes to the demo file r_showDemo
Display contents of the depth buffer and the depth range r_showDepth
Draw lines from vertexes to center of dominant triangles r_showDominantTri
Report stats on dynamic surface generation r_showDynamic
Draw the sil edges r_showEdges
Show entity scissor rectangles r_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size r_showImages <0-2>
Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity <number>
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums <0-3>
Report interaction generation activity r_showInteractions
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showInteractionScissors <0-2>
1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLightCount <0-3>
1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume r_showLights <0-3>
Report scale factor applied to drawing for overbrights r_showLightScale
Show light scissor rectangles r_showLightScissors
Display all the level images r_showMegaTexture
Draw colored blocks in each tile r_showMegaTextureLabels
Print frame memory utilization r_showMemory
Draw wireframe normals r_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw <0-3>
Draw portal outlines in color based on passed/not passed r_showPortals
Report drawsurf/index/vertex counts r_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount <0-4>
1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows <0-2>
Highlight edges that are casting shadow planes r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel<0-2>
Show which end (front or back) is blocking r_showSmp
Show surface material name under crosshair r_showSurfaceInfo
Report surface/light/shadow counts r_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace <0-3>
Shade triangles by texture area polarity r_showTexturePolarity
If greater than 0, draw each triangles texture (tangent) vectors r_showTextureVectors <number>
Show intersection of an eye trace with the world r_showTrace
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showTris <0-3>
if 1, put all nVidia register combiner programming in display lists r_showUnsmoothedTangents <0-1>
Report entity and light updates and ref counts r_showUpdates
Unknown r_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys <0-2>
Only draw the portal area the view is actually in r_singleArea
Suppress all but one entity r_singleEntity
Suppress all but one light r_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitive r_singleTriangle
Bypass all non-interaction drawing r_skipAmbient
Do not draw anything r_skipBackEnd
Skip all blend lights r_skipBlendLights
Use flat surface instead of the bump map r_skipBump
Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture
Leave all deform materials in their original state r_skipDeforms
Use black for diffuse r_skipDiffuse
Do not dynamically create textures r_skipDynamicTextures
Skip all fog lights r_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders <0-3>
Skip all light/surface interaction drawing r_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level image r_skipMegaTexture
Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
Skip overlay surfaces r_skipOverlays
1 = skip all particle systems r_skipParticles <0-1>
Skip all post-process renderings r_skipPostProcess
Skip 3D rendering, but pass 2D r_skipRender
Null the rendering context during backend 3D rendering r_skipRenderContext
Skip ROQ decoding r_skipROQ
Use black for specular1 r_skipSpecular
1 = don't render any GUI elements on surfaces r_skipSubviews <0 or 1>
Ignore the per-view suppressions r_skipSuppress
Skip the translucent interaction rendering r_skipTranslucent
1 = do not accept any entity or light updates, making everything static r_skipUpdates <0 or 1>
Merge normals that dot less than this r_slopNormal <number>
Merge texture coordinates this far apart r_slopTexCoord <number>
Merge xyz coordinates this far apart r_slopVertex <number>
1 = do not render main view, allowing subviews to be debugged r_subviewOnly <0 or 1>
Changes wglSwapIntarval r_swapInterval
Vertically scale USGS data r_terrainScale
Experiment with vertex/fragment programs r_testARBProgram
if over 0, draw a grid pattern to test gamma levels r_testGamma <number>
if over 0 draw a grid pattern to test gamma levels r_testGammaBias <number>
if over 0 draw a grid pattern to test gamma levels r_testStepGamma <number>
Cache snapshots of dynamic models r_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors <0-2>
Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
Use pre-calculated material registers if possible r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and box r_useCulling <0-2>
Defer tangents calculations after deform r_useDeferredTangents
Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
If 0, issue the callback immediately at update time, rather than deferring r_useEntityCallbacks <number>
0 = none, 1 = box r_useEntityCulling <0 or 1>
1 = Use custom scissor rectangle for each entity r_useEntityScissors <0 or 1>
1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useExternalShadows <0-2>
if not 0, force the view frustum far distance to this distance r_useFrustumFarDistance <number>
Use ARB_vertex_buffer_object for indexes r_useIndexBuffers
Use the no-far-clip-plane trick r_useInfiniteFarZ
1 = cull interactions r_useInteractionCulling <0 or 1>
1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionScissors <0-2>
Create a full entityDefs * lightDefs table to make finding interactions faster r_useInteractionTable
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightCulling <0 or 3>
Use a more precise area reference determination r_useLightPortalFlow
1 = use custom scissor rectangle for each light r_useLightScissors <0 or 1>
Stop pushing reference bounds early when possible r_useNodeCommonChildren
Use pass optimization for mono lights r_useNV20MonoLights
Use the dmap generated static shadow volumes r_useOptimizedShadows
1 = use portals to perform area culling, otherwise draw everything r_usePortals<0 or 1>
1 = do winding clipping to determine if each ambiguous tri should be lit r_usePreciseTriangleInteractions <0 or 1>
Scissor clip as portals and lights are processed r_useScissor
Try to cull shadows from partially visible lights r_useShadowCulling
Discard triangles outside light volume before shadowing r_useShadowProjectedCull
Scissor shadows by the scissor rect of the interaction surfaces r_useShadowSurfaceScissor
Do the shadow projection in the vertex program on capable cards r_useShadowVertexProgram
Consider verts with the same XYZ, but different ST the same for shadows r_useSilRemap
Avoid redundant state changes in GL_*() calls r_useStateCaching
Cards with 3+ texture units do a two pass instead of three pass r_useTripleTextureARB
Use infinite projection with W technique for dynamic shadows r_useTurboShadow
Do stencil shadows in one pass with different ops on each side r_useTwoSidedStencil
Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers
Unknown r_vertexBufferMegs
Unknown radiant_ALTEdgeDrag
Unknown radiant_AngleSpeed
Unknown radiant_Autosave
Unknown radiant_AutosaveMinutes
Unknown radiant_camerawindow
Unknown radiant_CamXYUpdate
Unknown radiant_ChaseMouse
Unknown radiant_CubicClipping
Unknown radiant_CubicScale
Unknown radiant_entityMode
Unknown radiant_EntityShow
Unknown radiant_HiColorTextures
Unknown radiant_InspectorDockedDialogs
Unknown radiant_InspectorsWindow
Unknown radiant_LastMap
Unknown radiant_LastProject
Unknown radiant_LoadLast
Unknown radiant_LoadLastMap
Unknown radiant_LoadShaders
Unknown radiant_MainWindowPlace
Unknown radiant_ModelPath
Unknown radiant_MoveSpeed
Unknown radiant_NewFaceGrab
Unknown radiant_NewLightStyle
Unknown radiant_NewMapFormat
Unknown radiant_NewRightClick
Unknown radiant_NewTextureWindowStuff
Unknown radiant_NewVertex
Unknown radiant_NoClamp
Unknown radiant_NoStipple
Unknown radiant_QE4Paint
Unknown radiant_QE4StyleWindows
Unknown radiant_RadiantMapPath
Unknown radiant_RotateLock
Unknown radiant_Rotation
Unknown radiant_RunBefore
Unknown radiant_SavedInfo
Unknown radiant_SelectWholeEntitiesKey
Unknown radiant_SizePainting
Unknown radiant_Snapshots
Unknown radiant_SnapT
Unknown radiant_StatusPointSize
Unknown radiant_SwitchClipKey
Unknown radiant_TextureLock
Unknown radiant_TextureQuality
Unknown radiant_TextureScale
Unknown radiant_TextureScrollbar
Unknown radiant_texwindow
Unknown radiant_UndoLevels
Unknown radiant_UseDisplayLists
Unknown radiant_UseGLLighting
Unknown radiant_UseTextureBar
Unknown radiant_WideToolBar
Unknown radiant_xywindow
Unknown radiant_XZVIS
Unknown radiant_xzwindow
Unknown radiant_YZVIS
Unknown radiant_yzwindow
Unknown radiant_ZClipBottom
Unknown radiant_ZClipEnabled
Unknown radiant_ZClipTop
Unknown radiant_ZVIS
Unknown radiant_zwindow
Show rigid bodies that are not at rest rb_showActive
Show rigid bodies rb_showBodies
Show the inertia tensor of each rigid body rb_showInertia
Show the mass of each rigid body rb_showMass
Show rigid body cpu usage rb_showTimings
Show the velocity of each rigid body rb_showVelocity
Unknown recordcmddemo
Start recording game demo recorddemo
Record a demo recordDemo
Record current view position with notes recordViewNotes
Unknown reexportmodels
Re-exports models reexportmodels
Respawn all dead enemies and destroyed objects regenerateworld
Regenerates all interactions regenerateWorld
Unknown reload
Unknown reloadanims
Reload animations reloadanims
Reload ARB programs reloadARBprograms
Reload CG programs reloadCgPrograms
Reload decls reloadDecls
Reload engine down to including the file system reloadEngine
Unknown reloadentitydefs
Unknown reloadfx
Unknown reloadguis
Reload GUIs reloadGuis
Unknown reloadimages
Reload images reloadImages
Reload language dict reloadLanguage
Unknown reloadmodels
Reload models reloadModels
Reload scripts reloadScript
Unknown reloadshaders
Unknown reloadsounds
Reload all sounds reloadSounds
Unknown reloadsoundshaders
Reload the decl and images for selected surface reloadSurface
Remove an entity remove
Unknown removeline
Remove a debug line removeline
Unknown renderbump
Render a bump map renderbump
Unknown renderbumpflat
Render a flat bump map renderbumpFlat
Check all referenced images for duplications reportImageDuplication
List all used materials sorted by surface area reportSurfaceAreas
Rescan serverinfo cvars and tell game rescanSI
Unknown reset
Reset a cvar reset
Unknown roq
Encode a roq file roq
Unknown runaas
Compile an AAS file for a map runAAS
Compile AAS files for all maps in a folder runAASDir
Unknown runreach
Calculate reachability for an AAS file runReach
Unknown s_cacheinfo
Unknown s_cacheinvalidate
Unknown s_constantAmplitude
Reduce sound volume with this distance when going through a door s_doorDistanceAdd <number>
Unknown s_dotbias2
Unknown s_dotbias6
Unknown s_drawSounds
Unknown s_force22kHz
Volume to all speakers when not spatialized s_globalFraction
Unknown s_maxSoundsPerShader
Unknown s_meterTopTime
Unknown s_minVolume2
Unknown s_minVolume6
Unknown s_musictrack
Unknown s_noSound
Set number of speakers s_numberOfSpeakers <number>
Play beep for missing sounds s_playDefaultSound
Unknown s_quadraticFalloff
Unknown s_realTimeDecoding
Unknown s_restart
Restart the sound system s_restart
Unknown s_reverse
Unknown s_showLevelMeter
Toggle sound level display s_showlevelmeter 1
Unknown s_showStartSound
mute All sounds but this emitter s_singleEmitter
Unknown s_spatializationDecay
Set volume to subwoofer in Dolby 5.1 s_subFraction <number>
Unknown s_useOcclusion
Set sound volume; default is 0 s_volume_db <number>
Set volume in dB s_volume_dB <number>
Save a game saveGame
Save all lights to the .map file saveLights
Save all moveables to the .map file saveMoveables
Save all lights to the .map file saveParticles
Save all ragdoll poses to the .map file saveRagdolls
Save the selected entity to the .map file saveSelected
Text chat say
Send message to everyone in multi-player say <message>
Team text chat sayTeam
Unknown screenshot
Take a screenshot screenshot
Unknown script
Execute a line of script script
Mouse view sensitivity sensitivity
Force all players ready serverForceReady
Show server info serverInfo
Restart current game serverMapRestart
Change to next map serverNextMap
Unknown set
Set a cvar set
Unknown seta
Set a cvar and flags it as archive seta
Detect system capabilities and sets com_machineSpec to appropriate value setMachineSpec
Unknown sets
Set a cvar and flags it as server info sets
Unknown setstepgamma
Set a cvar and flags it as tool sett
Unknown setu
Set a cvar and flags it as user info setu
Unknown setviewpos
Set the current view position setviewpos
Show memory used by dictionaries showDictMemory
Show memory used by interactions showInteractionMemory
Show memory used by strings showStringMemory
Show memory used by triangle surfaces showTriSurfMemory
Show any view notes for the current map, successive calls will cycle to the next note showViewNotes
Frag limit si_fragLimit
Set game type to: singleplayer, deathmatch, tourney, team dm or last man si_gameType <value>
Map to be played next on server si_map <map name>
Engine version si_version
Do pre-game warmup si_warmup
Resize screen to smaller view sizedown
Make the rendered view smaller sizeDown
Resize screen to larger view; no effect if in fullscreen sizeup
Make the rendered view larger sizeUp
Spawn a game entity spawn
Spawn indicated model spawn <object name>
Unknown spawnserver
Spawn a server spawnServer
Prepare to make a build startBuild
Display game status status
Stop recording game demo stoprecording
Stop demo recording stopRecording
Unknown sys_arch
Unknown sys_cpustring
Unknown sys_lang
Take notes about the current map from the current view takeViewNotes
Extended take view notes takeViewNotes2
Teleport player to an entity location teleport
Unknown testanim
Test an animation testAnim
Unknown testblend
Test animation blending testBlend
Test an FX system bound to a joint testBoneFx
Unknown testbump
Unknown testdamage
Test a damage def testDamage
Test death testDeath
Unknown testfx
Test an FX system testFx
Unknown testgui
Test a GUI testGUI
Unknown testimage
Display given image centered on screen testImage
Unknown testlight
Test a light testLight
Unknown testmap
Test a map testmap
Unknown testmodel
Test a model testModel
Unknown testparticle
Test particle stop time on a test model testParticleStopTime
Test a point light testPointLight
Write out a test savegame testSave
Test a save game for a level testSaveGame
Unknown testshader
Set a shaderParm on an existing testModel testShaderParm
Unknown testsimd
Test SIMD code testSIMD
Test a skin on an existing testModel testSkin
Test a sound testSound
Unknown testtrace
Display given cinematic testVideo <name>
Unknown testwipe
Time a command demo timeCmdDemo
Time a demo timeDemo
Benchmark test timedemo demo1.demo
Time a demo and quits timeDemoQuit
Scales the time timescale <number>
Unknown toggle
Toggle a cvar toggle
Touch a decl touch
Unknown touchfile
Touch a file touchFile
Touch a list of files touchFileList
Unknown touchfx
Unknown touchgui
Touch a gui touchGui
Unknown touchmaterial
Unknown touchmodel
Touch a model touchModel
Unknown touchparticle
Unknown touchskin
Unknown touchsound
Trigger an entity trigger
Auto reload weapon ui_autoReload
Auto switch weapon ui_autoSwitch
Player name ui_name
Player is ready to start playing ui_ready
Show gun ui_showGun
Player skin ui_skin
Play or spectate ui_spectate
Player team ui_team
Unknown unbind
Unbind any command from a key unbind
Unknown unbindall
Unbind any command from all keys unbindall
Unbind selected ragdoll unbindRagdoll <name>
Cause sync down of game-modified userinfo updateUI
Update to previously entered screen resize code vid_restart
Restart renderSystem vid_restart
Unknown vstr
Insert the current value of a cvar as command text vstr
Delay remaining buffered commands one or more frames wait
Advance to next weapon slot weapnext
Unknown weapon
Puts bloodsplat on your gun weaponsplat
Project blood splat on the player weapon weaponSplat
Return to previous weapon slot weapprev
Show location and map name where
Print current view position where
Allow multiple instances running concurrently win_allowMultipleInstances
Disable Windows task keys win_notaskkeys
Unknown win_outputDebugString
Unknown win_outputEditString
Allow game to be updated while dragging window win_timerUpdate
Windows user name win_username
Unknown win_viewlog
Horizontal position of window win_xpos
Vertical position of window commands win_ypos
Write a command demo writeCmdDemo
Unknown writeconfig
Write a config file writeConfig
Write game state writeGameState
Unknown writeprecache
Write precache writePrecache

1. This code must be activated after each stage loading sequence.

Map names:
Use one of the following entries with the map code.
 
Effect Map name
Administration admin.map
Alpha Labs Sector 1 alpha1.map
Alpha Labs Sector 2 alpha2.map
Alpha Labs Sector 3 alpha3.map
Alpha Labs Sector 4 alpha4.map
Caverns Area 1 caverns1.map
Caverns Area 2 caverns2.map
Communications Transfer commout.map
Communications communications.map
CPU Complex cpu1.map
Central Processing cpuboss.map
Delta Labs Level 1 delta1.map
Delta Labs Level 2A delta2a.map
Delta Labs Level 2B delta2b.map
Delta Labs Level 3 delta3.map
Delta Labs Level 4 delta4.map
Delta Complex delta5.map
EnPro Plant enpro.map
Hell hell.map
Primary Excavation hellhole.map
Mars City 1 marscity1.map
Mars City 2 marscity2.map
Mars City Underground mcunderground.map
Monorail monorail.map
Monorail Skybridge recycling1.map
Recycling Sector 2 recycling2.map
Site 3 site3.map

Additionally, the following test maps can be extracted from the pak000.pk4 file and played with the corresponding console command:

map testmaps/testmaps_lotsaimps.map
map testmaps/test_box.map
map testmaps/test_boxstack.map

Monster names:
Use one of the following entries with the spawn code.
 
Effect Name
Cyberdemon monster_boss_cyberdemon
Guardian monster_boss_guardian
Guardian's Seeker monster_boss_guardian_seeker
Sabaoth monster_boss_sabaoth
Vagary monster_boss_vagary
Archvile monster_demon_archvile
Cherub monster_demon_cherub
Hellknight monster_demon_hellknight
Imp monster_demon_imp
Maggot monster_demon_maggot
Mancubus monster_demon_mancubus
Pinky monster_demon_pinky
Revenant monster_demon_revenant
Tick monster_demon_tick
Trite monster_demon_trite
Wraith monster_demon_wraith
Cacodemon monster_flying_cacodemon
Lostsoul monster_flying_lostsoul
Zombie wth flashlight monster_zombie_ maint_flashlight
Flaming Zombie monster_zombie_bernie
Commando Zombie monster_zombie_commando
Commando Zombie with chaingun monster_zombie_commando_cgun
Fat Zombie with wrench monster_zombie_fat_wrench
Fat Zombie monster_zombie_fat2
Zombie in jumpsuit monster_zombie_jumpsuit
Zombie eating monster_zombie_jumpsuit_eating
Zombie in labcoat monster_zombie_labcoat
Zombie missing limb monster_zombie_limb
Zombie monster_zombie_maint
Bald zombie monster_zombie_maint_bald
Zombie with no jaw monster_zombie_maint_nojaw
Skinny zombie monster_zombie_maint_skinny
Zombie with Wrench monster_zombie_maint_wrench
Zombie monster_zombie_maint2
Zombie with a pipe monster_zombie_pipe
Chainsaw zombie monster_zombie_sawyer
Skinny zombie monster_zombie_skinny
Bloody mouthed zombie monster_zombie_suit_bloodymouth
Headless zombie monster_zombie_suit_neckstump
Skinny zombie in suit monster_zombie_suit_skinny
Bald Zombie in T-shirt monster_zombie_tshirt_bald
Zombie in T-shirt monster_zombie_tshirt_blown
Z-sec Zombie with machine gun monster_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

Other names:
Use one of the following entries with the spawn code.
 
Effect Name
Adrenaline powerup_adrenaline
Megahealth powerup_megahealth
Invisibility powerup_invisibility

Weapon names:
Use one of the following entries with the give code.

weapon_chaingun
weapon_grenade
weapon_pistol
weapon_soulcube

Ammunition names:
Use one of the following entries with the give code.

ammo_bfg_small
ammo_belt_small
ammo_clip_small
ammo_bullets_small
ammo_cells_small
ammo_rockets_small
ammo_shells_small
ammo_grenage_small
ammo_clip_large
ammo_bullets_large
ammo_cells_large
ammo_rockets_large
ammo_shells_large

Item names:
Use one of the following entries with the give code.

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

Cabinet combinations:
Use one of the following combinations to unlock the corresponding cabinet.

Cabinet 001: 396
Cabinet 003: 483
Cabinet 009: 752
Cabinet 013: 586
Cabinet 017: 347
Cabinet 023: 531
Cabinet 038: 409
Cabinet 039: 102
Cabinet 047: 123
Cabinet 048: 123
Cabinet 049: 123
Cabinet 054: 246
Cabinet 054 (second): 142
Cabinet 063: 972
Cabinet 064: 651
Cabinet 078: 364
Cabinet 079: 364
Cabinet 103: 259
Cabinet 104: 579
Cabinet 112: 538
Cabinet 114: 715
Cabinet 116: 972
Cabinet 116 (second): 624
Cabinet 117: 624
Cabinet 213: 371
Cabinet 215: 298
Cabinet 317: 841
Cabinet 386: 836
Cabinet 387: 836
Cabinet 452: 571
Cabinet 666: 372
Cabinet 669: 468
Martian Buddies 1 and 2: 0508
Weapons Storage 1 and 2: 734

Nightmare difficulty setting:
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Locate the line:

"seta g_nightmare "0"

and change it to:

seta g_nightmare "1"

Alternately, successfully complete the game under any difficulty setting.

Enable player shadows:
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Locate the line:

seta g_showPlayerShadow "0"

and change it to

seta g_showPlayerShadow "1"

Easy third person view:
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Add the following line to the file, the press P during game play:

bind "p" "toggle pm_thirdperson"

Easier console:
To enable the console easier, add +set com_allowConsole 1 to your command-line shortcut for the game. You can then access the console by simply pressing ~.

You can also type set com_allowConsole "1" in the console window. From now on, the console can be opened by just pressing ~.

This can also be done by editing the "doomconfig" file in the "\doom 3\base" folder in a text editor. At the end of the list, add the line:

seta com_allowconsole "1"

Save the file, then right click it and turn on the "Read-only" property. Start the game, and simply press ~ to make the console window appear.

Display console commands:
If you cannot remember a console command, type as much as you can remember and press [Tab]. This will display the end parts of the command you entered. For example, type spawn monster_zombie_f and press [Tab]. This will display:

spawn monster_zombie_fat
spawn monster_zombie_fat2
spawn monster_zombie_fat_wrench
spawn monster_zombie_fat_eating

You can also keep pressing [Tab] to highlight the rest of the code if you do not want to type the rest of it in. Warning: If you press [Tab] with a command that has too many possibilities to fit the console window, the window will not show it.

Different text color:
Type ^ ([Shift] + 6) then type a number from 0 to 9. Each number is a different color. Note that "7" is the default color, white; and "9" is black, which is a bit difficult to see.

View credits:
Go to the Excavation Site level (final map) and get just before you enter the halls of Cyber-Satan. Walk to the left in the lower dungeons just before you reach the location where the wall breaks open and the intermission sequence of you discovering the final Boss starts. You will reach a dead end. Crouch and face the wall of the dead end. Look directly above the floor under a few protruding bricks to see the iD logo in the stone wall. Place your cross-hair on it. The same sound played when you use a computer will be heard. Click the iD logo. The brick it on will push into the wall with a scratching sound. A new path to your left will appear. Follow it to find a chamber lit by red light that has a huge horned skull on the back wall. Below the skull is a bloody pentagram with a PDA positioned in the center. Download the data from the iD PDA into your own to read . You will find e-mails from the game developers.

Programmer message:
Enter codes from the original Doom (for example, iddqd or idclip) at the console window. Along with the "invalid" message, you will get a message stating that you have a good memory.

Multi-player information:
During multi-player mode, you can enter the console window to see if anybody tried to join. It will also show you if anybody was rejected due to an invalid password.

Hint: Defeating the final Boss:
When you each the end Boss, do not bother wasting your ammunition on him. Just stay away from him. Kill the Imps and other demons and use the Soul Cube on him. If you are play in co-op mode, shoot him. Use the Soul Cube on him about five or six times. On the last time you will see an intermission sequence of him dying.

Hint: Defeating Archs:
In the "Security Monitoring" area, there are several enemies including Archvilles and they bring Cherubs to kill you. Run to the door at the far right and stay on the "blocks". The enemies will not attack you (life and armor are full and the Arch keep walking without attacking). You can now take out your chain saw (to save bullets) and use it to kill the Achs and Cherubs.

Hint: Defeating the Guardian Of The Soul Cube:
When fighting the Guardian Of The Soul Cube in hell, do not bother shooting his body. This is a waste of precious ammunition. Instead, blast his "searchers" with something with good coverage like the chaingun, and he will have to spawn more. When he does, a blue light will appear over his body. Shoot it with the rocket launcher. Do this a few times and he will die easily. Also, look in the room around the columns for ammunition, health, etc.

When you are fighting the Guardian boss at the end of Hell, make sure you save some rocket launcher ammunition and at least four BFG cells. Note: When you kill the Guardian you will lose all of your ammunition and guns -- there is no point of holding back and trying to save ammunition. When you first see the Guardian, use the rocket launcher to destroy all of its Seekers. As soon as you kill the last one, charge up the BFG until four BFG cells are charged into one shot. Fire it at the blue light above the Guardian's head and it should die instantly. If done correctly, you can kill it within twenty seconds without losing any of your health.

Hint: Defeating Sabaoth:
Note: A charged Soul Cube is requried for this trick. As soon as you enter the room with Sabaoth, the door in front of you will open and he will say "Welcome to mess hall". Fire the five rockets and you might detonate the BFG shot that he fires. After firing the five rockets he will be very close to you. Stand still and fire your Soul Cube to defeat him. Note: This was done under the normal difficulty setting.

Hint: Defeating Sarge:
Be prepared to die a few times. Beware of the edge of the room, as you can fall off. Also, do not hide behind the pillars for too long. They will open up and arc electricity periodically. When you walk into the room, a giant bay door at the opposite end of the room will open, revealing the "new and improved" Sarge. As soon as that door opens a crack, start lobbing rockets in there. After you score about six good hits without being splattered by his BFG, break out the Soul Cube (that you should have charged before entering the room) and let him have it. It should kill him and heal you. Pick up the armor and ammunition around the room before continuing.

Use the following trick to kill the new and improved Sarge much easier. The key is to use the chaingun. It will blow up his BFG bullets in his face. It will take about thirty seconds to kill him in this way, and you do not have to use the Soul Cube. There is is a video disc that you will get just before you fight him that explains the BFG, and says that small arms fire will blow up the chip in the ball of energy, making it explode instantly.

Hint: Defeating Imps:
If the Imp is jumping at you, blast it while it is in the air with the shotgun to kill it in one shot. This is slightly difficult to time.

As soon as an Imp has thrown a fireball at you, strafe around it with your shotgun equipped. Get very close to the front of the Imp and blast it in the chest. About 95% of the time, the Imp will die.

When Imps shoot their energy ball at you, crouch underneath it and run at them. Then, pump them in the face with the shotgun.

Hint: Defeating teleporting demons:
When a demon teleports in (generally signaled by whisperings, a red tint throughout the screen, and always red lightning in the location where they will appear), you will have a split second before they are able to attack. Take a good weapon (for example, a shotgun or chainsaw for imps and wraiths) and stand close by. For powerful creatures, such as Pinkys, use a ranged weapon and stand at a safe distance. Remember to save the game often

Hint: Skip part of second level:
On the second level wheb you are getting ready to go underground, once you get your pistol enable the noclip code. Go into the office and press the button facing the window. You should see a demon creep up the window and get attacked by a zombie. Once you kill him you can skip through the level by continuing on.

Hint: Saving ammunition:
If you can avoid it, try not to use weapons like the shotgun or others that have difficult to find ammunition on the weaker zombies. The flashlight (if you are fast enough) or just the pistol usually will suffice.

Hint: Locker codes:
The code for locker 216 and 217 is "624".

Hint: Save scientist:
In Delta Labs Level 3 South, almost as soon as you enter a room, you will see a zombie marine shooting a scientist. It is possible to save him using the Soul Cube in nightmare mode. Make sure you have the Soul Cube charged. As soon as you enter the room, use the Soul Cube on the marine. The scientist will be unharmed and run away. You must be very quick when you do, and it may require a few attempts.

Hint: Pumped up Soul Cube:
After you acquire the Soul Cube, equip it and wait about one to two minutes. It will reveal its blades and spin for a very short time.

Hint: Locker 666 warning:
When you find locker 666, do not open it. There is a monster in it, and nothing more.

Hint: BFG:
At Chief M. Abram's office, the BFG is in the test chamber when you are there to retrieve the plasma inducer. You will see the BFG in a test chamber in a room that is locked. Enter 931 as the code to get the BFG.

Hint: Bathroom scare:
After you have found the lost scientist and are returning to the main building, find your way back to the bathrooms. Stand in front of the mirror with your pistol then cycle through until your shotgun then get very close.

Hint: Hidden message:
Go to Delta Labs Sector 4. When you get to the room with the second chainsaw zombie, kill him, then face to the door that leads into the teleporter room. Look to the left. You will see a skeleton sitting in a corner. Hit it out of the corner and you should see a message written in black, reading "YOU LOUSY IT WORKS".

Hint: Classic Doom reference:
When you get to Mars City, go to the kitchen. Look closely at the video game in the back to see a classic Doom screen while you punch the turkey.

In the last few levels are stone tablets that feature the original Doom cover.

Glitch: Made up items:
Type give <anything>, where the item is anything that is not an item in the game. The window will say that the item is unknown, but it will say it is in your inventory. For example, type give poop and the game will display "Unknown stat "poop" added to player's inventory".

Cheat mode (alpha version):
Press ~ to display the console window. Then, enter one of the following codes to activate the corresponding cheat function.
 
Effect Code
God mode god
Disable AI (non-functioning) notarget
No clipping mode noclip
Machine gun give weapon_machinegun
Shotgun give weapon_shotgun
Plasma gun give weapon_plasmagun
BFG give weapon_bfg
Chainsaw give weapon_chainsaw
Rocket launcher give weapon_rocketlauncher

 

Please select the first letter of the game's title below. If the word "The" appears at the start of a title, ignore it and search for the second word in the title:


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