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Doom 3 Cheats

PC Cheats
Platform: PC Cheats
Views: 99405
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Last Updated on September 22, 2008
 
 

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Cheats for Doom 3

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

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.



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

Cheat: Keypad Codes

Below are a list of some door lock codes so you don’t have to spend unnecessary amounts of time figuring them out.

  • Broken Airlock Door - 826
  • Fire Blast Valve (Mars City) - 842
  • Lab A Access - 627
  • Michael Abrams’ Door - 931
  • Plasma Storage - 735
  • Weapons Storage (Mars City) - 584



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.

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_viewNodalZ
gui_configServerRate
gui_debug
gui_edit
gui_filter_gameType       Gametype filter
gui_filter_password       Password filter
gui_filter_players        Players filter
gui_mediumFontLimit
gui_smallFontLimit
ik_debug                  show IK debug lines
ik_enable                 enable IK
image_anisotropy          set the maximum texture anisotropy if
available
image_cacheMegs           maximum MB set aside for
                          temporary loading of
                          full-sized precompressed
                          images
image_cacheMinK:          maximum KB of precompressed
                          files to read at 
                          specification time
image_colorMipLevels:     development aid to see 
                          texture mip usage
image_downSize:           controls texture 
                          downsampling
image_downSizeBump:       Controls normal map 
                          downsampling
image_downSizeBumpLimit:  Controls normal map 
                          downsample limit
image_downSizeLimit:      Controls diffuse map 
                          downsample limit
image_downSizeSpecular:   Controls specular 
                          downsampling
image_downSizeSpecularLimit: Controls specular 
                          downsampled limit
image_filter:             Changes texture filtering 
                          on mipmapped images
image_forceDownSize
image_ignoreHighQuality:  Ignore high quality setting 
                          on materials
image_lodbias:            Change lod bias on 
                          mipmapped images
image_preload:            If 0, dynamically load all 
                          images
image_roundDown:          Round bad sizes down to 
                          nearest power of two
image_showBackgroundLoads:1 = print number of 
                          outstanding background
                          loads
image_useAllFormats:      allow alpha/ intensity/  
                          luminance luminance+alpha
image_useCache:           1 = do background load 
                          image caching
image_useCompression:     0 = force everything to 
                          high quality
image_useNormalCompression: 2 = use rxgb compression 
                          for normal maps, 1 = use
                          256 color compression for 
                          normal maps if available
image_useOfflineCompression: Write a batch file for 
                          offline compression of
                          DDS files
image_usePrecompressedTextures: Use .dds files if 
                          present
image_writeNormalTGA:     Write .tgas of the final 
                          normal maps for debugging
image_writeNormalTGAPalletized: Write .tgas of the 
                          final palletized normal
                          maps for debugging 
image_writePrecompressedTextures: Write .dds files if 
                          necessary
image_writeTGA:           write .tgas of the non
                          normal maps for debugging
in_alwaysRun:             always run (reverse _speed 
                          button) -only in MP
in_anglespeedkey:         angle change scale when 
                          holding down _speed button
in_freeLook:              look around with mouse 
                          (reverse _mlook button)
in_mouse:                 enable mouse input
in_pitchspeed:            pitch change speed when 
                          holding down look
_lookUp or _lookDown button
in_yawspeed:              yaw change speed when 
                          holding down _left or
                          _right button
lcp_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 scale
m_showMouseRate:          shows mouse movement
m_smooth:                 number of samples blended 
                          for mouse viewing
m_strafeScale:            mouse strafe movement scale
m_strafeSmooth:           number of samples blended 
                          for mouse moving
m_yaw:                    mouse yaw scale
mod_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 damage
pm_bboxwidth:             x/y size of player's 
                          bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob:             bob much faster when 
                          crouched
pm_crouchheight:          height of player's bounding 
                          box while crouched
pm_crouchrate:            time it takes for player's 
                          view to change from 
                          standing to crouching
pm_crouchspeed:           speed the player can move 
                          while crouched
pm_crouchviewheight:      height of player's view 
                          while crouched
pm_deadheight:            height of player's bounding 
                          box while dead
pm_deadviewheight:        height of player's view 
                          while dead
pm_jumpheight:            approximate hieght the 
                          player can jump
pm_maxviewpitch:          amount player's view can 
                          look down
pm_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 noclip
pm_normalheight:          height of player's bounding 
                          box while standing
pm_normalviewheight:      height of player's view 
                          while standing
pm_runbob:                bob faster when running
pm_runpitch
pm_runroll
pm_runspeed:              speed the player can move 
                          while running
pm_spectatebbox:          size of the spectator 
                          bounding box
pm_spectatespeed:         speed the player can move 
                          while spectating
pm_stamina:               length of time player can 
                          run
pm_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 walk
pm_stepsize:              maximum height the player 
                          can step up without jumping
pm_thirdPerson:           enables third person view
pm_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 space
pm_thirdPersonDeath:      enables third person view 
                          when player dies
pm_thirdPersonHeight:     height of camera from 
                          normal view height in 3rd
                          person
pm_thirdPersonRange:      camera distance from player 
                          in 3rd person
pm_usecylinder:           use a cylinder 
                          approximation instead of a
                          bounding box for player 
                          collision detection
pm_walkbob:               bob slowly when walking
pm_walkspeed:             speed the player can move 
                          while walking


Cheat: 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
Characters Type “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,

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.

Cheat: Dev Cheat List Part V
s_constantAmplitude
s_doorDistanceAdd:       reduce sound volume with 
                         this distance when
going through a door 
s_dotbias2 
s_dotbias6 
s_drawSounds 
s_force22kHz
s_globalFraction:         volume to all speakers when 
                          not spatialized
s_maxSoundsPerShader
s_meterTopTime
s_minVolume2
s_minVolume6
s_noSound
s_numberOfSpeakers:       number of speakers
s_playDefaultSound:       play a beep for missing 
                          sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverse
s_showLevelMeter
s_showStartSound
s_singleEmitter:          mute all sounds but this 
                          emitter
s_spatializationDecay
s_subFraction:            volume to subwoofer in 5.1
s_useOcclusion
s_volume_dB:              volume in dB
sensitivity:              mouse view sensitivity
si_fragLimit:             frag limit
si_gameType:              game type - singleplayer, 
                          deathmatch, Tourney,
                          Team DM or Last Man
si_map:                   map to be played next on 
                          server
si_version:               engine version
si_warmup:                do pre-game warmup
sys_arch
sys_cpustring
sys_lang
timescale:                scales the time
ui_autoReload:            auto reload weapon
ui_autoSwitch:            auto switch weapon
ui_name:                  player name
ui_ready:                 player is ready to start 
                          playing
ui_showGun:               show gun
ui_skin:                  player skin
ui_spectate:              play or spectate
ui_team:                  player team
win_allowMultipleInstances: allow multiple instances 
                          running concurrently
win_notaskkeys:           disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate:          allows the game to be 
                          updated while dragging
the window
win_username:             windows user name
win_viewlog
win_xpos:                 horizontal position of 
                          window
win_ypos:                 vertical position of window
Commands for all you marines out there!
aasStats:          shows AAS stats
addarrow:          adds a debug arrow
addChatLine:       internal use - core to game 
                   chat lines
addline:           adds a debug line
aviCmdDemo:        writes AVIs for a command demo
aviDemo:           writes AVIs for a demo
aviGame:           writes AVIs for the current game
benchmark:         benchmark
bind:              binds a command to a key
bindRagdoll:       binds ragdoll at the current drag 
                   position
bindunbindtwo:     binds a key but unbinds it first 
                   if there are more than two binds
blinkline:         blinks a debug line
centerview:        centers the view
checkNewVersion:   check if a new version of the game 
                   is available
clear:             clears the console
clearLights:       clears all lights
clientDropWeapon:  drop current weapon
clientMessageMode: ingame gui message mode
clientVoiceChat:   voice chats: clientVoiceChat 
                   
clientVoiceChatTeam:team voice chats: clientVoiceChat 
                   
closeViewNotes:    close the view showing any notes 
                   for this map
collisionModelInfo:shows collision model info
combineCubeImages: combines six images for roq 
                   compression
compressDemo:      compresses a demo file
conDump:           dumps the console text to a file
connect:           connects to a server
crash:             causes a crash
cvar_restart:      restart the cvar system
damage:            apply damage to an entity
debugger:          launches the Script Debugger
deleteSelected:    deletes selected entity
demoShot:          writes a screenshot for a demo
devmap:            loads a map in developer mode
dir:               lists a folder
dirtree:           lists a folder with subfolders
disasmScript:      disassembles script
disconnect:        disconnects from a game
dmap:              compiles a map
echo:              prints text
editAFs:           launches the in-game Articulated 
                   Figure Editor
editDecls:         launches the in-game Declaration 
                   Editor
editGUIs:          launches the GUI Editor
editLights:        launches the in-game Light Editor
editor:            launches the level editor Radiant
editParticles:     launches the in-game Particle 
                   Editor
editPDAs:          launches the in-game PDA Editor
editScripts:       launches the in-game Script Editor
editSounds:        launches the in-game Sound Editor
envshot:           takes an environment shot
error:             causes an error
exec:              executes a config file
execMachineSpec:   execs the appropriate config files 
                   and sets cvars based on 
                   com_machineSpec
exit:              exits the game
exitCmdDemo:       exits a command demo
exportmodels:      exports models
finishBuild:       finishes the build process
freeze:            freezes the game for a number of 
                   seconds
game_memory:       displays game class info
gameError:         causes a game error
gameKick:          same as kick, but recognizes 
                   player names
getviewpos:        prints the current view position
gfxInfo:           show graphics info
give:              gives one or more items
god:               enables god mode
heartbeat:         send a heartbeat to the the master 
                   servers
help:              shows help
hitch:             hitches the game
in_restart:        restarts the input system
keepTestModel:     keeps the last test model in the 
                   game
kick:              kick a client by connection number
kill:              kills the player
killMonsters:      removes all monsters
killMoveables:     removes all moveables
killRagdolls:      removes all ragdolls
LANScan:           scans LAN for servers
listActiveEntities:lists active game entities
listAF:            lists articulated figures
listAnims:         lists all animations
listAudios:        lists Audios
listBinds:         lists key bindings
listClasses:       lists game classes
listCmds:          lists commands
listCollisionModels:lists collision models
listCvars:         lists cvars
listDecls:         lists all decls
listDictKeys:      lists all keys used by dictionaries
listDictValues:    lists all values used by 
                   dictionaries
listEmails:        lists Emails
listEntities:      lists game entities
listEntityDefs:    lists entity defs
listFX:            lists FX systems
listGameCmds:      lists game commands
listGuis:          lists guis
listHuffmanFrequencies: lists decl text character 
                   frequencies
listImages:        lists images
listLines:         lists all debug lines
listMaterials:     lists materials
listModelDefs:     lists model defs
listModels:        lists all models
listModes:         lists all video modes
listMonsters:      lists monsters
listParticles:     lists particle systems
listPDAs:          lists PDAs
listRenderEntityDefs:lists the entity defs
listRendererCmds:  lists renderer commands
listRenderLightDefs:lists the light defs
listServers:       lists scanned servers
listSkins:         lists skins
listSoundCmds:     lists sound commands
listSoundDecoders: list active sound decoders
listSounds:        lists all sounds
listSoundShaders:  lists sound shaders
listSpawnArgs:     list the spawn args of an entity
listSystemCmds:    lists system commands
listTables:        lists tables
listThreads:       lists script threads
listToolCmds:      lists tool commands
listTypeInfo:      list type info
listVertexCache:   lists vertex cache
listVideos:        lists Videos
loadGame:          loads a game
localizeGuis:      localize guis
localizeMaps:      localize maps
makeAmbientMap:    makes an ambient map
MakeMegaTexture:   processes giant images
map:               loads a map
memoryDump:        creates a memory dump
memoryDumpCompressed:creates a compressed memory dump
modulateLights:    modifies shader parms on all lights
nextAnim:          shows next animation on test model
nextFrame:         shows next animation frame on test 
                   model
nextGUI:           teleport the player to the next 
                   func_static with a gui
nextMap:           loads the next map on the server
noclip:            disables collision detection for 
                   the player
notarget:          disables the player as a target
parse:             prints tokenized string
path:              lists search paths
playCmdDemo:       plays back a command demo
playDemo:          plays back a demo
playerModel:       sets the given model on the player
popLight:          removes the last created light
prevAnim:          shows previous animation on test 
                   model
prevFrame:         shows previous animation frame 
                   on test model
printAF:           prints an articulated figure
printAudio:        prints an Video
printEmail:        prints an Email
printEntityDef:    prints an entity def
printFX:           prints an FX system
printMaterial:     prints a material
printModel:        prints model info
printModelDefs:    prints a model def
printParticle:     prints a particle system
printPDA:          prints an PDA
printSkin:         prints a skin
printSoundShader:  prints a sound shader
printTable:        prints a table
printVideo:        prints a Audio
promptKey:         prompt and sets the CD Key
quit:              quits the game
recordDemo:        records a demo
recordViewNotes:   record the current view position 
                   with notes
reexportmodels:    reexports models
regenerateWorld:   regenerates all interactions
reloadanims:       reloads animations
reloadARBprograms: reloads ARB programs
reloadCgPrograms:  reloads CG programs
reloadDecls:       reloads decls
reloadEngine:      reloads the engine down to 
                   including the file system
reloadGuis:        reloads guis
reloadImages:      reloads images
reloadLanguage:    reload language dict
reloadModels:      reloads models
reloadScript:      reloads scripts
reloadSounds:      reloads all sounds
reloadSurface:     reloads the decl and images for 
                   selected surface
remove:            removes an entity
removeline:        removes a debug line
renderbump:        renders a bump map
renderbumpFlat:    renders a flat bump map
reportImageDuplication: checks all referenced images 
                   for duplications
reportSurfaceAreas:lists all used materials sorted by 
                   surface area
rescanSI:          internal - rescan serverinfo cvars 
                   and tell game
reset:             resets a cvar
roq:               encodes a roq file
runAAS:            compiles an AAS file for a map
runAASDir:         compiles AAS files for all maps in 
                   a folder
runReach:          calculates reachability for an AAS 
                   file
s_restart:         restarts the sound system
saveGame:          saves a game
saveLights:        saves all lights to the .map file
saveMoveables:     save all moveables to the .map file
saveParticles:     saves all lights to the .map file
saveRagdolls:      save all ragdoll poses to the .map 
                   file
saveSelected:      saves the selected entity to 
                   the .map file
say:               text chat
sayTeam:           team text chat
screenshot:        takes a screenshot
script:            executes a line of script
serverForceReady:  force all players ready
serverInfo:        shows server info
serverMapRestart:  restart the current game
serverNextMap:     change to the next map
set:               sets a cvar
seta:              sets a cvar and flags it as archive
setMachineSpec:    detects system capabilities and 
                   sets com_machineSpec to 
                   appropriate value
sets:              sets a cvar and flags it as server 
                   info
sett:              sets a cvar and flags it as tool
setu:              sets a cvar and flags it as user 
                   info
setviewpos:        sets the current view position
showDictMemory:    shows memory used by dictionaries
showInteractionMemory: shows memory used by 
                   interactions
showStringMemory:  shows memory used by strings
showTriSurfMemory: shows memory used by triangle 
                   surfaces
showViewNotes:     show any view notes for the 
                   current map, successive calls will 
                   cycle to the next note
sizeDown:          makes the rendered view smaller
sizeUp:            makes the rendered view larger
spawn:             spawns a game entity
spawnServer:       spawns a server
startBuild:        prepares to make a build
stopRecording:     stops demo recording
takeViewNotes:     take notes about the current map 
                   from the current view
takeViewNotes2:    extended take view notes
teleport:          teleports the player to an entity 
                   location
testAnim:          tests an animation
testBlend:         tests animation blending
testBoneFx:        tests an FX system bound to a joint
testDamage:        tests a damage def
testDeath:         tests death
testFx:            tests an FX system
testGUI:           tests a gui
testImage:         displays the given image centered 
                   on screen
testLight:         tests a light
testmap:           tests a map
testModel:         tests a model
testParticleStopTime:tests particle stop time on a 
                   test model
testPointLight:    tests a point light
testSave:          writes out a test savegame
testSaveGame:      test a save game for a level
testShaderParm:    sets a shaderParm on an 
                   existing testModel
testSIMD:          test SIMD code
testSkin:          tests a skin on an existing testModel
testSound:         tests a sound
testVideo:         displays the given cinematic
timeCmdDemo:       times a command demo
timeDemo:          times a demo
timeDemoQuit:      times a demo and quits
toggle:            toggles a cvar
touch:             touches a decl
touchFile:         touches a file
touchFileList:     touches a list of files
touchGui:          touches a gui
touchModel:        touches a model
trigger:           triggers an entity
unbind:            unbinds any command from a key
unbindall:         unbinds any commands from all keys
unbindRagdoll:     unbinds the selected ragdoll
updateUI:          internal - cause a sync down of 
                   game-modified userinfo
vid_restart:       restarts renderSystem
vstr:              inserts the current value of a 
                   cvar as command text
wait:              delays remaining buffered commands 
                   one or more frames
weaponSplat:       projects a blood splat on the 
                   player weapon
where:             prints the current view position
writeCmdDemo:      writes a command demo
writeConfig:       writes a config file
writeGameState:    write game state
writePrecache:     writes precache 


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

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.

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


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.



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
Characters Type “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,

Cheat: Dev Cheat List Part II
com_videoRam:           holds the last amount of
                        detected video ram
com_wipeSeconds
con_noPrint:            print on the console but not
                        onscreen when
console is pulled up
con_notifyTime:         time messages are displayed
                        onscreen when
console is pulled up
con_speed:              speed at which the console
                        moves up and down
decl_show:              set to 1 to print parses, 2
                        to also print references
                        developer.
EntityPlacement
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game
fs_restrict
fs_savepath
g_armorProtection:      armor takes this percentage of damage
g_armorProtectionMP:    armor takes this percentage
                        of damage in mp
g_balanceTDM            maintain even teams
g_blobSize
g_blobTime
g_bloodEffects:         show blood splats, sprays and gibs
g_cinematic:            skips updating entities that
                        aren't marked 'cinematic' '1'
                        during cinematics
g_cinematicMaxSkipTime: # of seconds to allow game to
                        run when skipping cinematic.
                        Prevents lock-up when 
                        cinematic doesn't end.
g_countDown:            pregame countdown in seconds
g_damageScale:          scale final damage on player
                        by this factor
g_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 > 2048
g_debugCinematic
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals:               show decals such as bullet holes
g_disasm:               disassemble script into
                        base/script disasm.txt
on the local drive when script is compiled
g_doubleVision:         show double vision when taking damage
g_dragDamping
g_dragEntity:           allows dragging physics
                        objects around by
placing the:            crosshair over them and
                        holding the fire button 
g_dragShowSelection 
g_dropItemRotation 
g_dvAmplitude 
g_dvFrequency 
g_dvTime
g_editEntityMode:       0 = off
                        1 = lights
                        2 = sounds
                        3 = articulated figures
                        4 = particle systems
                        5 = monsters
                        6 = entity names
                        7 = entity models
g_exportMask
g_flushSave:            1 = don't buffer file writing
                        for save games.
g_fov
g_frametime:            displays timing information
                        for each game frame
g_gameReviewPause:      scores review time in seconds
                       (at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt:        how much health to take in
                        nightmare mode
g_healthTakeLimit:      how low can health get taken
                        in nightmare mode
g_healthTakeTime:       how often to take health in
                        nightmare mode
g_kickAmplitude
g_kickTime
g_knockback
g_maxShowDistance 
g_monsters
g_mpWeaponAngleScale:   Control the weapon sway in MP
g_muzzleFlash:          Show muzzle flashes
g_nightmare:            if nightmare mode is allowed
g_password :            game password
g_projectileLights:     show dynamic lights on 
                        projectiles
g_showActiveEntities:   draws boxes around thinking 
                        entities. Dormant entities
                        (outside of pvs) are drawn
                        yellow.  non-dormant are 
                        green.
g_showBrass:            enables ejected shells from 
                        weapon
g_showcamerainfo:       displays the current frame # 
                        for the camera when playing 
                        cinematics 
g_showCollisionModels 
g_showCollisionTraces 
g_showCollisionWorld
g_showEnemies:          Draws boxes around monsters
                        that have targeted.
the the player 
g_showEntityInfo 
g_showHud
g_showPlayerShadow:     Enables shadow of player model
g_showProjectilePct:    Enables display of player hit percentage
g_showPVS
g_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_skipParticles
g_skipViewEffects:      skip damage and other view 
                        effects
g_spectatorChat:        let spectators talk to 
                        everyone during game
g_stopTime
g_TDMArrows:            draw arrows over teammates in 
                        team deathmatch
g_testDeath
g_testHealthVision
g_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 once
g_testModelBlend:       number of frames to blend
g_testModelRotate:      test model rotation speed
g_testParticle:         test particle visualation, 
                        set by the particle editor
g_testParticleName:     name of the particle being 
                        tested by the
particle editor
g_testPostProcess:      name of material to draw over 
                        screen
g_timeEntities:         when non-zero, shows entities 
                        whose think functions 
                        exceeded the # of 
                        milliseconds specified


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


      Cheat: Dev Cheat List Part IV
      r_brightness:            Changes gamma tables
      r_cgFragmentProfile:     arbfp1, fp30
      r_cgVertexProfile:       arbvp1, vp20, vp30
      r_checkBounds:           Compare all surface bounds 
                               with precalculated ones
      r_clear:                 Force screen clear every
                               frame, 1 = purple, 2 = 
                               black, 'r g b' = custom
      r_customHeight:          Custom screen height
      r_customWidth:           Custom screen width
      r_debugArrowStep:        Step size of arrow cone line 
                               rotation in degrees
      r_debugLineDepthTest:    Perform depth test on debug 
                               lines
      r_debugLineWidth:        Width of debug lines
      r_debugPolygonFilled:    Draw a filled polygon
      r_demonstrateBug:        Used during development to 
                               show IHV's their problems
      r_displayRefresh:        optional display refresh 
                               rate option for vid mode
      r_finish:                force a call to glFinish() 
                               every frame
      r_flareSize:             scale the flare deforms from 
                               the material def
      r_forceLoadImages:       draw all images to screen 
                               after registration
      r_frontBuffer:           draw to front buffer for 
                               debugging
      r_fullscreen:            0 = windowed, 1 = full screen
      r_gamma:                 changes gamma tables
      r_glDriver:              "opengl32", etc.
      r_hdr_bloomFraction:     fraction to smear across 
                               neighbors
      r_hdr_exposure:          Maximum light scale
      r_hdr_gamma:             Monitor gamma power
      r_hdr_monitorDither:     Random dither in monitor 
                               space
      r_hdr_useFloats:         Use a floating point 
                               rendering buffer
      r_ignore:                Used for random debugging 
                               without defining new vars
      r_ignore2:               Used for random debugging 
                               without defining new vars
      r_ignoreGLErrors:        Ignore GL errors
      r_inhibitFragmentProgram:Ignore the fragment program 
                               extension
      r_jitter:                randomly subpixel jitter the 
                               projection matrix
      r_jointNameOffset:       offset of joint names when 
                               r_showskel is set to 1
      r_jointNameScale:        size of joint names when 
                               r_showskel is set to 1
      r_lightAllBackFaces:     light all the back faces, 
                               even when they would be 
                               shadowed
      r_lightScale:            all light intensities are 
                               multiplied by this
      r_lightSourceRadius:     for soft-shadow sampling
      r_lockSurfaces:          allow moving the view point 
                               without changing the 
                               composition of the scene, 
                               including culling
      r_logFile:               number of frames to emit GL 
                               logs
      r_materialOverride:      overrides all materials
      r_megaTextureLevel:      draw only a specific level
      r_mergeModelSurfaces:    combine model surfaces with 
                               the same material
      r_mode:                  video mode number
      r_multiSamples:          number of antialiasing 
                               samples
      r_offsetfactor:          polygon offset parameter
      r_offsetunits:           polygon offset parameter
      r_orderIndexes:          perform index reorganization 
                               to optimize vertex use
      r_renderer:              hardware specific renderer 
                               path to use
      r_sb_biasScale:          scale factor for jitter bias
      r_sb_frustomFOV:         oversize FOV for point light 
                               side matching
      r_sb_jitterScale:        scale factor for jitter 
                               offset
      r_sb_lightResolution:    Pixel dimensions for each 
                               shadow buffer, 64 - 2048
      r_sb_linearFilter:       Use GL_LINEAR instead of 
                               GL_NEAREST on shadow maps
      r_sb_noShadows:          don't draw any occluders
      r_sb_occluderFacing:     0 = front faces, 1 = back 
                               faces, 2 = midway between
      r_sb_polyOfsFactor:      polygonOffset factor for 
                               drawing shadow buffer
      r_sb_polyOfsUnits:       polygonOffset units for 
                               drawing shadow buffer
      r_sb_randomize:          randomly offset jitter 
                               texture each draw
      r_sb_samples:            0, 1, 4, or 16
      r_sb_screenSpaceShadow:  build shadows in screen 
                               space instead of on surfaces
      r_sb_showFrustumPixels:  color the pixels contained 
                               in the frustum
      r_sb_singleSide:         only draw a single side (0-
                               5) of points lights
      r_sb_useCulling:         cull geometry to individual 
                               side frustums
      r_sb_usePbuffer:         draw offscreen
      r_sb_viewResolution:     Width of screen space shadow 
                               sampling screenFraction for 
                               testing fill rate, the 
                               resolution of the entire 
                               screen can be changed
      r_shadowPolygonFactor:   scale value for stencil 
                               shadow drawing
      r_shadowPolygonOffset:   bias value added to depth 
                               test for stencil shadow 
                               drawing
      r_shadows:               enable shadows
      r_showAlloc:             report alloc/free counts
      r_showCull:              report sphere and box 
                               culling stats
      r_showDefs:              report the number of 
                               modeDefs and lightDefs in 
                               view
      r_showDemo:              report reads and writes to 
                               the demo file
      r_showDepth:             display the contents of the 
                               depth buffer and the depth 
                               range
      r_showDominantTri:       draw lines from vertexes to 
                               center of dominant triangles
      r_showDynamic:           report stats on dynamic 
                               surface generation
      r_showEdges:             draw the sil edges
      r_showEntityScissors:    show entity scissor 
                               rectangles
      r_showImages:            1 = show all images instead 
                               of rendering, 2 = show in 
                               proportional size
      r_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 bbox
      r_showInteractions:      report interaction 
                               generation activity
      r_showInteractionScissors: 1 = show screen rectangle 
                               which contains the 
                               interaction frustum, 2 = 
                               also draw construction lines
      r_showLightCount:        1 = colors surfaces based on 
                               light count, 2 = also count 
                               everything through walls, 3 
                               = also print overdraw
      r_showLights:            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_showLightScale:        report the scale factor 
                               applied to drawing: for
                               overbrights
      r_showLightScissors:     show light scissor rectangles
      r_showMegaTexture:       display all the level images
      r_showMegaTextureLabels: draw colored blocks in each 
                               tile
      r_showMemory:            print frame memory 
                               utilization
      r_showNormals:           draws wireframe normals
      r_showOverDraw:          1 = geometry overdraw, 2 = 
                               light interaction overdraw, 
                               3 = geometry and light 
                               interaction overdraw
      r_showPortals:           draw portal outlines in 
                               color based on passed / not 
                               passed
      r_showPrimitives:        report drawsurf/index/vertex 
                               counts
      r_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 shadows
      r_showShadows:           1 = visualize the stencil 
                               shadow volumes, 2 = draw 
                               filled in
      r_showSilhouette:        highlight edges that are 
                               casting shadow planes
      r_showSkel:              draw the skeleton when model 
                               animates, 1 = draw model 
                               with skeleton, 2 = draw 
                               skeleton only
      r_showSmp:               show which end (front or 
                               back) is blocking
      r_showSurfaceInfo:       show surface material name 
                               under crosshair
      r_showSurfaces:          report surface/light/shadow 
                               counts
      r_showTangentSpace:      shade triangles by tangent 
                               space, 1 = use 1st tangent 
                               vector, 2 = use 2nd tangent
                               vector, 3 = use normal vector
      r_showTexturePolarity:   shade triangles by texture 
                               area polarity
      r_showTextureVectors:    if > 0 draw each triangles 
                               texture (tangent) vectors
      r_showTrace:             show the intersection of an 
                               eye trace with the world
      r_showTris:              enables wireframe rendering 
                               of the world, 1 = only draw 
                               visible ones, 2 = draw all 
                               front facing, 3 = draw all
      r_showUnsmoothedTangents:if 1, put all nvidia 
                               register combiner 
                               programming in display lists
      r_showUpdates:           report entity and light 
                               updates and ref counts
      r_showVertexCache
      r_showVertexColor:       draws all triangles with the 
                               solid vertex color
      r_showViewEntitys:       1 = displays the bounding 
                               boxes of all view models, 2 
                               = print index numbers
      r_singleArea:            only draw the portal area 
                               the view is actually in
      r_singleEntity:          suppress all but one entity
      r_singleLight:           suppress all but one light
      r_singleSurface:         suppress all but one surface 
                               on each entity
      r_singleTriangle:        only draw a single triangle 
                               per primitive
      r_skipAmbient:           bypasses all non-interaction 
                               drawing
      r_skipBackEnd:           don't draw anything
      r_skipBlendLights:       skip all blend lights
      r_skipBump:              uses a flat surface instead 
                               of the bump map
      r_skipCopyTexture:       do all rendering, but don't 
                               actually copyTexSubImage2D
      r_skipDeforms:           leave all deform materials 
                               in their original state
      r_skipDiffuse:           use black for diffuse
      r_skipDynamicTextures:   don't dynamically create 
                               textures
      r_skipFogLights:         skip all fog lights
      r_skipFrontEnd:          bypasses all front end work, 
                               but 2D gui rendering still 
                               draws
      r_skipGuiShaders:        1 = skip all gui elements on 
                               surfaces, 2 = skip drawing 
                               but still handle events, 3 =
                               draw but skip events
      r_skipInteractions:      skip all light/surface 
                               interaction drawing
      r_skipLightScale:        don't do any post- 
                               interaction light scaling,
                               makes things dim on low- 
                               dynamic range cards
      r_skipMegaTexture:       only use the lowest level 
                               image
      r_skipNewAmbient:        bypasses all vertex/fragment 
                               program ambient drawing
      r_skipOverlays:          skip overlay surfaces
      r_skipParticles:         1 = skip all particle systems
      r_skipPostProcess:       skip all post-process 
                               renderings
      r_skipRender:            skip 3D rendering, but pass 
                               2D
      r_skipRenderContext:     NULL the rendering context 
                               during backend 3D rendering
      r_skipROQ:               skip ROQ decoding
      r_skipSpecular:          use black for specular1
      r_skipSubviews:          1 = don't render any gui 
                               elements on surfaces
      r_skipSuppress:          ignore the per-view 
                               suppressions
      r_skipTranslucent:       skip the translucent 
                               interaction rendering
      r_skipUpdates:           1 = don't accept any entity 
                               or light updates making 
                               everything static
      r_slopNormal:            merge normals that dot less 
                               than this
      r_slopTexCoord:          merge texture coordinates 
                               this far apart
      r_slopVertex:            merge xyz coordinates this 
                               far apart
      r_subviewOnly:           1 = don't render main view, 
                               allowing subviews to be 
                               debugged
      r_swapInterval:          changes wglSwapIntarval
      r_terrainScale:          vertically scale USGS data
      r_testARBProgram:        experiment with 
                               vertex/fragment programs
      r_testGamma:             if > 0 draw a grid pattern 
                               to test gamma levels
      r_testGammaBias:         if > 0 draw a grid pattern 
                               to test gamma levels
      r_testStepGamma:         if > 0 draw a grid pattern 
                               to test gamma levels
      r_useCachedDynamicModels:cache snapshots of dynamic 
                               models
      r_useClippedLightScissors: 0 = full screen when near 
                               clipped, 1 = exact when near 
                               clipped, 2 = exact always
      r_useCombinerDisplayLists: put all nvidia register 
                               combiner programming in 
                               display lists
      r_useConstantMaterials:  use pre-calculated material 
                               registers if possible
      r_useCulling:            0 = none, 1 = sphere, 2 = 
                               sphere + box
      r_useDeferredTangents:   defer tangents calculations 
                               after deform
      r_useDepthBoundsTest:    use depth bounds test to 
                               reduce shadow fill
      r_useEntityCallbacks:    if 0, issue the callback 
                               immediately at update time, 
                               rather than defering
      r_useEntityCulling:      0 = none, 1 = box
      r_useEntityScissors:     1 = use custom scissor 
                               rectangle for each entity
      r_useExternalShadows:    1 = skip drawing caps when 
                               outside the light volume, 2 
                               = force to no caps for 
                               testing
      r_useFrustumFarDistance: if != 0 force the view 
                               frustum far distance to this 
                               distance
      r_useIndexBuffers:       use ARB_vertex_buffer_object 
                               for indexes
      r_useInfiniteFarZ:       Use the no-far-clip-plane 
                               trick
      r_useInteractionCulling: 1 = cull interactions
      r_useInteractionScissors:1 = use a custom scissor 
                               rectangle for each shadow 
                               interaction, 2 = also crop 
                               using portal scissors
      r_useInteractionTable:   create a full entityDefs * 
                               lightDefs table to make 
                               finding interactions faster
      r_useLightCulling:       0 = none, 1 = box, 2 = exact 
                               clip of polyhedron faces, 3 
                               = also areas
      r_useLightPortalFlow:    use a more precise area 
                               reference determination
      r_useLightScissors:      1 = use custom scissor 
                               rectangle for each light
      r_useNodeCommonChildren: stop pushing reference 
                               bounds early when possible
      r_useNV20MonoLights:     use pass optimization for 
                               mono lights
      r_useOptimizedShadows:   use the dmap generated 
                               static shadow volumes
      r_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 lit
      r_useScissor:            scissor clip as portals and 
                               lights are processed
      r_useShadowCulling:      try to cull shadows from 
                               partially visible lights
      r_useShadowProjectedCull:discard triangles outside 
                               light volume before shadowing
      r_useShadowSurfaceScissor: scissor shadows by the 
                               scissor rect of the 
                               interaction surfaces
      r_useShadowVertexProgram:do the shadow projection in 
                               the vertex program on 
                               capable cards
      r_useSilRemap:           consider verts with the same 
                               XYZ, but different ST the 
                               same for shadows
      r_useStateCaching:       avoid redundant state 
                               changes in GL_*() calls
      r_useTripleTextureARB:   cards with 3+ texture units 
                               do a two pass instead of 
                               three pass
      r_useTurboShadow:        use the infinite projection 
                               with W technique for dynamic 
                               shadows
      r_useTwoSidedStencil:    do stencil shadows in one 
                               pass with different ops on 
                               each side
      r_useVertexBuffers:      use ARB_vertex_buffer_object 
                               for vertexes
      r_vertexBufferMegs
      r_near:                  near Z clip plane distance
      radiant_ALTEdgeDrag
      radiant_AngleSpeed
      radiant_Autosave
      radiant_AutosaveMinutes
      radiant_camerawindow
      radiant_CamXYUpdate
      radiant_ChaseMouse
      radiant_CubicClipping
      radiant_CubicScale
      radiant_entityMode
      radiant_EntityShow
      radiant_HiColorTextures
      radiant_InspectorDockedDialogs
      radiant_InspectorsWindow
      radiant_LastMap
      radiant_LastProject
      radiant_LoadLast
      radiant_LoadLastMap
      radiant_LoadShaders
      radiant_MainWindowPlace
      radiant_ModelPath
      radiant_MoveSpeed
      radiant_NewFaceGrab
      radiant_NewLightStyle
      radiant_NewMapFormat
      radiant_NewRightClick
      radiant_NewTextureWindowStuff
      radiant_NewVertex
      radiant_NoClamp
      radiant_NoStipple
      radiant_QE4Paint
      radiant_QE4StyleWindows
      radiant_RadiantMapPath
      radiant_RotateLock
      radiant_Rotation
      radiant_RunBefore
      radiant_SavedInfo
      radiant_SelectWholeEntitiesKey
      radiant_SizePainting
      radiant_Snapshots
      radiant_SnapT
      radiant_StatusPointSize
      radiant_SwitchClipKey
      radiant_TextureLock
      radiant_TextureQuality
      radiant_TextureScale
      radiant_TextureScrollbar
      radiant_texwindow
      radiant_UndoLevels
      radiant_UseDisplayLists
      radiant_UseGLLighting
      radiant_UseTextureBar
      radiant_WideToolBar
      radiant_xywindow
      radiant_XZVIS
      radiant_xzwindow
      radiant_YZVIS
      radiant_yzwindow
      radiant_ZClipBottom
      radiant_ZClipEnabled
      radiant_ZClipTop
      radiant_ZVIS
      radiant_zwindow
      rb_showActive:            show rigid bodies that are not at rest
      rb_showBodies:            show rigid bodies
      rb_showInertia:           show the inertia tensor of 
                                each rigid body
      rb_showMass:              show the mass of each rigid 
                                body
      rb_showTimings:           show rigid body cpu usage
      rb_showVelocity:          show the velocity of each 
                                rigid body
      


      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!

      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.

      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.

      Cheat: Dev Cheat List
      aas_goalArea
      aas_pullPlayer
      aas_randomPullPlayer
      aas_showAreas
      aas_showFlyPath
      aas_showHideArea
      aas_showPath
      aas_showPushIntoArea
      aas_showWallEdges
      aas_test
      af_contactFrictionScale: scales the contact friction
      af_forceFriction:        force the given friction value
      af_highlightBody:        name of the body to highlight
      af_highlightConstraint:  name of the constraint to highlight
      af_jointFrictionScale:   scales the joint friction
      af_maxAngularVelocity:   maximum angular velocity
      af_maxLinearVelocity:    maximum linear velocity
      af_showActive:           show tree-like structures of articulated
                               figures not at rest
      af_showBodies:           show bodies
      af_showBodyNames:        show body names
      af_showConstrainedBodies:show the two bodies contrained by the
                               highlighted constraint
      af_showConstraintNames:  show constraint names
      af_showConstraints:      show constraints
      af_showInertia:          show the inertia tensor of each body
      af_showLimits:           show joint limits
      af_showMass:             show the mass of each body
      af_showPrimaryOnly:      show primary constraints only
      af_showTimings:          show articulated figure cpu usage
      af_showTotalMass:        show the total mass of each articulated
                               figure
      af_showTrees:            show tree-like structures
      af_showVelocity:         show the velocity of each body
      af_skipFriction:         skip friction
      af_skipLimits:           skip joint limits
      af_skipSelfCollision:    skip self collision detection
      af_testSolid:            test for bodies initially stuck in solid
      af_timeScale:            scales the time
      af_useImpulseFriction:   use impulse based contact friction
      af_useJointImpulseFriction: use impulse based joint friction
      af_useLinearTime:        use linear time algorithm for tree-like
                               structures
      af_useSymmetry:          use constraint matrix symmetry
      ai_blockedFailSafe:      enable blocked fail safe handling
      ai_debugMove:            draws movement information for monsters
      ai_debugScript:          displays script calls for the specified
                               monster entity number
      ai_debugTrajectory:      draws trajectory tests for monsters
      ai_showCombatNodes:      draws attack cones for monsters
      ai_showObstacleAvoidance:draws obstacle avoidance information for
                               monsters.
      If 2, draws obstacles for player as well
      ai_showPaths:            draws path_* entities
      ai_testPredictPath
      cm_backFaceCull:         cull back facing polygons
      cm_debugCollision:       debug the collision detection
      cm_drawColor:            color used to draw the collision models
      cm_drawFilled:           draw filled polygons
      cm_drawInternal:         draw internal edges green
      cm_drawMask:             collision mask
      cm_drawNormals:          draw polygon and edge normals
      cm_testAngle
      cm_testBox
      cm_testBoxRotation
      cm_testCollision
      cm_testLength
      cm_testModel
      cm_testOrigin
      cm_testRadius
      cm_testRandomMany
      cm_testReset
      cm_testRotation
      cm_testTimes
      cm_testWalk
      com_allowConsole:        allow ~ to toggle console
      com_asyncInput:          sample input from the async thread
      com_asyncSound:          mix sound from the async thread
      com_aviDemoHeight
      com_aviDemoSamples
      com_aviDemoTics
      com_aviDemoWidth
      com_compressDemos
      com_compressSaveGame:    compress save games
      com_fixedTic
      com_forceGenericSIMD:    force generic platform independent SIMD
      com_guid
      com_journal:             1 = record journal, 2 = play back journal
      com_logDemos
      com_machineSpec:         hardware classification, 
                               -1 = not detected,
                               0 = low quality,
                               1 = medium quality, 
                               2 = high quality, 
                               3 = ultra quality
      com_makingBuild:         1 when making a build
      com_memoryMarker:        used as a marker for memory stats
      com_minTics
      com_preciseTic:          run one game tick 
      every async thread update
      com_preloadDemos
      com_purgeAll:            purge everything between level loads
      com_showAngles
      com_showAsyncStats:      show async network stats
      com_showDemo
      com_showFPS:             show frames rendered per second
      com_showMemoryUsage:     show total and per frame memory usage
      com_showSoundDecoders:   show sound decoders
      com_showTics
      com_skipGameDraw
      com_skipRenderer:        skip the renderer completely
      com_speeds:              show engine timings
      com_timestampPrints:     print time with each console print,
                               1 = msec
                               2 = sec
      com_updateLoadSize:      update the load size 
                               after loading a map
      


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