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Doom 3

Cheat List

Press CTRL + ALT + ~ to bring up the console. Press is again to get rid of the console. Here you can enter these cheats:

  • God Mode: god
  • All Weapons, Full Health, Full Armor: give all
  • Walk through walls: noclip
  • Saves a demo game to an .AVI movie file: aviDemo
  • Game Benchmark: benchmark
  • Skip to last level: doomhell
  • Freeze all on screen: freeze
  • Graphics card information: gfxinfo
  • Invisibility to most enemies: notarget
  • Show FPS: com_showfps 1
  • Acquire all keys: give keys
  • Your game status: status
  • Full Health: give health
  • Quit or Exit: quit

Weapons

  • Restock Ammo: give ammo
  • Machinegun: give weapon_machinegun
  • Shotgun: give weapon_shotgun
  • Plasmagun: give weapon_plasmagun
  • BFG: give weapon_bfg
  • Chainsaw: give weapon_chainsaw
  • Rocket Launcher: give weapon_rocketlauncher

Levels

  • Mars City 1: map game/mars_city1
  • Mars City Underground: map game/mc_underground
  • Mars City 2: map game/mars_city2
  • Administration: map game/admin
  • Alpha Labs Sector 1: map game/alpha1
  • Alpha Labs Sector 2: map game/alpha2
  • Alpha Labs Sector 3: map game/alpha3
  • Alpha Labs Sector 4: map game/alpha4
  • EnPro Plant: map game/enpro
  • Communications Outside: map game/commout
  • Communications: map game/communications
  • Monorail Skybridge: map game/recycling1
  • Recycling Sector 2: map game/recycling2
  • Monorail: map game/monorail
  • Delta Labs Level 1: map game/delta1
  • Delta Labs Level 2A: map game/delta2a
  • Delta Labs Level 2B: map game/delta2b
  • Delta Labs Level 3: map game/delta3
  • Delta Labs Level 4: map game/delta4
  • Hell: map game/hell
  • CPU Complex: map game/cpu1
  • CPU Boss: map game/cpuboss
  • Site 3: map game/site3.map
  • Caverns Area 1: map game/caverns1
  • Caverns Area 2: map game/caverns2
  • Primary Excavation: map game/hellhole
  • Multiplayer Map 1: map game/mp/d3dm1
  • Multiplayer Map 2: map game/mp/d3dm2
  • Multiplayer Map 3: map game/mp/d3dm3
  • Multiplayer Map 4: map game/mp/d3dm4
  • Multiplayer Map 5: map game/mp/d3dm5

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 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

    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


    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: 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: 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

    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
    <sound></sound>
    clientVoiceChatTeam:team voice chats: clientVoiceChat
    <sound></sound>
    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








    Cheat: Go Berserk

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







    Cheat: Martian Buddy Locker Code

    Go to 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: 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: Secret PDA

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







    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.
    Also Submitted by: thewickedjester







    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.







    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.







    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.







    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!