Cheat Codes

Different text color
Enter "^" (hold down the [Shift] + 6) and then type a number from 0 to 9. Each number is a different color. Note that the "7" is the default color white and "9" is black it is a little difficult to see.

Manufacturing projects
Type "[What]" where the project is what is not in the game of a project. The window will say that the project is unknown but it will say that this is in your inventory. For example type "stern" the game will display "Unknown Statistics" poop "is added to the player's inventory."

Secret websites and codes
When you get a PDA Alan Dorweiler document highlighting his name and then check his email. You will note that the last one is the link. Reading e-mail you'll see a link to the site. You can get a secret code (0508) attempts a promotion cabinet from the site.

Programmer’s news
Enter the code from the original Doom (for example "iddqd's" or "idclip") in the console window. With the "invalid" message you will get a message stating that you have a good memory.

View credits
Enter the excavation site (final map) before you enter the digital Satan hall. Walk to the left lower dungeon they arrive at your location cracked walls you find the final Boss began during the intermission sequence. You will reach a dead end. Crouch and face the wall dead end. Several prominent brick directly above the floor to see the ID of the logo in stone walls. Your hair on it. The same sound to play when you use the computer you will hear. Click ID. Brick it will push the wall scratching sound. There will be a new path to your left. Follow it to find a room red light behind the wall there is a huge corner of the skull. Below is a bloody skull pentagram center position PDA. Download to your own ID PDA data read. From game developer you will find e-mail.

Storage of ammunition
If you can avoid it try not to use like a shotgun ammunition or other hard to find a weak zombies weapon. Flashlight (if you are fast enough) or just the pistol usually will work.

Bathrooms panic
When you find a missing scientist and return to the main building find their way back to the bathroom. Standing in front of a mirror with your pistol then loop until your shotgun then very close.

Multi-player information
In multi-player mode you can enter the console window to see if someone is trying to join. It will also tell you if someone into an invalid password was rejected.

Beat the guardian of the soul cube
Battle "The Guardian" Cube soul in hell do not bother shooting his body. This is a waste of precious ammunition. Instead blasting his "search" has a good coverage of things like the chaingun he will have to produce more. As he did so a blue light will appear on his body. It shot rocket launcher. Doing this several times he will die easily. In addition in the room around the pillars of ammunition health etc.

Sarge's defeat
Ready to die several times. Beware of the edge of the room because you can fall off. Also do not hide behind a pillar for too long. They will open up on a regular basis arc electricity. When you walk into the room the door at the other end of the room a huge gulf will open revealing a "new and improved" Sarge's. As long as the door opened a crack began to lob rockets. When your score is not his BFG scattered about six out of the soul of a good click Cube (before entering the room you should have charged) and let him have. It should kill him heal you. In the room pick up armor and ammunition and then continue.

Beat the devil
If the kid jumping at you blast it while it is in the air with a shotgun to kill it in one shot. This is slightly more difficult time. In addition as soon as you throw a fireball kid around strafed it with your shotgun equipped. Very close to the front of the kid it exploded in his chest. Approximately 95% of the time kid will die.

Teleport to beat the devil
When the demon teleport (usually whisper the entire screen a red hue is always red lightning location where they will appear in the signal) you will have a split second before they can attack. A good weapon (eg imp and the specter of a shotgun or chainsaw) standing nearby. For powerful creatures such as Pinkys at a safe distance the use of long-range weapons and positions remember to always save the game.

Nightmare difficulty setting
Note: This procedure involves modifying game files create a backup file and then continue. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Find the line:

The "bristles g_nightmare" 0 "
And change it to:

Setae g_nightmare "1"
Enabling players Shadows
Note: This procedure involves modifying game files create a backup file and then continue. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Find the line:

Setae g_showPlayerShadow "0"
And change it to:

Setae g_showPlayerShadow "1"
Enabling third-person perspective
Note: This procedure involves modifying game files create a backup file and then continue. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Add the following line to the file in the game press P:

Bind "p" "Switch pm_thirdperson"
Cabinet portfolio
Use one of the following combinations to unlock the corresponding box:

Cabinet 001:396
Cabinet 003:483
Cabinet 009:752
Cabinet 013:586
Cabinet 017:347
Cabinet 023:531
Cabinet 038:409
039 Cabinet: 102
Cabinet 047:123
Cabinet 048:123
Cabinet 049:123
Cabinet 054:246
Cabinet 054 (sec): 142
Cabinet 063:972
Cabinet 064:651
Cabinet 078:364
Cabinet 079:364
Cabinet 103:259
Cabinet 104:579
Cabinet 112:538
Cabinet 114:715
Cabinet 116:972
Cabinet 116 (sec): 624
Cabinet 117:624
Cabinet 213:371
Cabinet 215:298
Cabinet 317:841
Cabinet 386:836
Cabinet 387:836
Cabinet 452:571
Cabinet 666:372
Cabinet 669:468
Martian Buddies 1 and 2:0508
Weapons Storage 1 and 2:734
More simple console
To enable the console add "+ set com_allowConsole 1" to your command line shortcut keys for the game. You can then access the console by pressing ~.

Display console commands
If you can not remember the command console type as much as you can remember then press the [Tab] key. This will show that you enter the command ends. For example type "rebirth monster_zombie_f" press the [TAB]; This will show:

Spawning monster_zombie_fat
The spawning monster_zombie_fat2
Spawning monster_zombie_fat_wrench "
Spawning monster_zombie_fat_eating
You can also continue to press the [Tab] key to highlight the rest of the code if you do not want to enter the rest of it. NOTE: If you press [Tab] key there are too many possibilities to adapt the commands in the console window the window does not show it.

Cheats
In playing the game press [Ctrl] + [Alt] key + ~ display the console window. Then enter the following code to activate the corresponding cheat function:

Results Goldfinger
[Note] god God Mode
Complete weapons and ammunition to all
All existing weapons and ammunition to the ammunition
Armor 125 Armor
1995 classic version to doom95
Health 100 Health
All keys to the keys
BFG to weapon_bfg
Chainsaw to weapon_chainsaw
Machine guns to weapon_machinegun
Plasmagun to weapon_plasmagun
Rocket to weapon_rocketlauncher
Shotgun to weapon_shotgun
Spawning project [Project Name]
Play indicated map map [map name]
Loading Map Map
Switch to the weapon slot that matter if you have a weapon with _button0
Switch to the weapon slot that matter if you have a weapon with _button1
Switch to the weapon slot that matter if you have a weapon with _button2
Switch to the weapon slot that matter if you have a weapon with _button3
Switch to the weapon slot that matter if you have a weapon with _button4
Switch to the weapon slot that matter if you have a weapon with _button5
Switch to the weapon slot that matter if you have a weapon with _button6
Switch to the weapon slot that matter if you have a weapon with _button7
Show AAS stats aasStats
The unknown addarrow
Add debug arrow addarrow
Game chat line addChatLine core
Add debug line addline
Scale contact friction af_contactFrictionScale
Given force of friction values af_forceFriction
The name of the body of prominent af_highlightBody
Name of the constraint to highlight af_highlightConstraint
Zoom joint friction af_jointFrictionScale
Maximum angular af_maxAngularVelocity:
The maximum line speed af_maxLinearVelocity
Articulated figures are not at rest af_showActive display structure
Display means af_showBodies "
Body name af_showBodyNames information
Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
Display constraint name af_showConstraintNames information
Display constraint af_showConstraints "
Show inertia tensor of each body af_showInertia
Joint restrictions af_showLimits
Each body af_showMass display quality
Show only the main constraint af_showPrimaryOnly
Mounted digital display of CPU usage af_showTimings
Each hinge shows the total number of mass af_showTotalMass
Show tree structure af_showTrees
Display speed every body af_showVelocity
Skip friction af_skipFriction
Skip joint limits af_skipLimits
Skip self collision detection af_skipSelfCollision
Testing agency initially remain in solid af_testSolid
Scale time af_timeScale
Use the impulse-based contact friction af_useImpulseFriction of
Use the urge joint friction af_useJointImpulseFriction
Using a linear time algorithm for tree structure af_useLinearTime
Using the constraint matrix symmetry af_useSymmetry
Enable blocked fail safe handling ai_blockedFailSafe
Draw a monster ai_debugMove motion information
Show script calls the specified number of entities ai_debugScript of monsters
Ballistics tests drawn monster ai_debugTrajectory
Draw a monster attack cone ai_showCombatNodes
Draw obstacle avoidance information monsters. ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and players ai_showObstacleAvoidance 2
Draw path_ entity ai_showPaths:
The unknown ai_testPredictPath
Write command demonstrates aviCmdDemo of AVI
Save the presentation. The AVI format avidemo
Write AVI demo aviDemo
Write. Current game aviGame to AVI
Game benchmark benchmark
Baseline baseline
Bind command to a key binding
In the current resistance levels bindRagdoll binding dolls
A key binding but first unbind if there are two or more combined bindunbindtwo
Blink debug line blinkline
View CENTERVIEW the center
Check for a new version of the game is available checkNewVersion
Unknown clear
Clear Clear the console
Clear all the lights clearLights
Delete the current weapon clientDropWeapon
In the game GUI message mode clientMessageMode
The voice chat clientVoiceChat
Team voice chat clientVoiceChatTeam
Close view displays any notes this map closeViewNotes
Karl back to the polygon cm_backFaceCul
Commissioning of collision detection cm_debugCollision "
Color used to draw the collision model cm_drawColor
Draw a filled polygon cm_drawFilled
Draw internal edges green cm_drawInternal
The collision mask cm_drawMask
Draw a polygon edge normals cm_drawNormals
Display information collisionModelInfo collision model
Switch consoles com_allowConsole use ~
From asynchronous thread com_asyncInput input samples
The voice came from a mixed asynchronous thread com_asyncSound
Compressed save game com_compressSaveGame
Independent SIMD com_forceGenericSIMD mandatory universal platform
The unknown com_guid
Record Diary com_journal 1
Play back magazine com_journal 2
Set hardware classification com_machineSpec
Set hardware classification undetectable com_machineSpec -1
Set hardware classification of low quality com_machineSpec 0
Set hardware classification medium quality com_machineSpec 1
The high-quality hardware classification com_machineSpec 2
Set hardware classification super quality com_machineSpec 3
Makes building com_makingBuild 1
Tag memory statistics com_memoryMarker
Run a game tick every async thread update com_preciseTic
Clear all com_purgeAll between horizontal load
Show asynchronous network statistics com_showAsyncStats
Display Frame Rate com_showFPS "
Display Frame Rate com_showfps 1
Show total and per frame memory usage com_showMemoryUsage of
Sound decoder displays com_showSoundDecoders
Skip render completely com_skipRenderer
The display engine timing com_speeds
With each console print com_timestampPrints 1 print time (in milliseconds)
Each console print com_timestampPrints 2 seconds print time
Updated load size after loading map com_updateLoadSize
Final payment to keep the detected video RAM com_videoRam
As ROQ compression combineCubeImages combination of the six images
Demonstration of compressed files compressDemo
Printed on the console but the screen's display console con_noPrint
Time a message is displayed when the display console con_notifyTime
Console movement speed con_speed [Digital]
Dump the console text file conDump
Connect to a server connection
Crash game Crash
Crash game Crash
The unknown cvar_restart
Restart the system cvar_restart CVaR
Physical damage damage
Startup Script Debugger Debugger
Print resolution decl_show 1
Print resolution and development decl_show 2 references
Delete selected entities deleteSelected
Press and hold the [Enter] key enlarged view demoshot of
Save your demoShot Screenshot
The devmap in development mode to load the map
Open the directory dir
List Folder Contents
Listed in a folder subfolders as DirTree
Unpack the script disasmScript
Disable the current multi-player game disconnected
Disconnect Disconnect from the game
Compile map DMAP
Skip to end a doomhell
Print display text echo [text]
Articulated figure in the game's launch editor editAFs
Start the game Declaration Editor editDecls
Start GUI editor editGUIs
Changing lighting editlight
Start the game Light Editor editLights
Open the game editor editor
Start radiation level editor editor
In the game's start particle editor editParticles
Start editing editPDAs PDA in the game of
Start in the game's script editor editScripts
Changing the sound editing area editsounds
Launched in-game sound editor editSounds
Environmental shooting envshot
Causes an error an error
Exec a configuration file
Perform the appropriate configuration files and sets CVARS based com_machineSpec execMachineSpec
Exit out of the game
Exit command demo exitCmdDemo
Export model exportmodels "
Completion of the build process finishBuild
Freeze freeze all
Specified number of seconds freeze freezing game [Digital]
This percentage is needed armor damage g_armorProtection [number]
This percentage is needed armor damage MP g_armorProtectionMP [number]
Maintain uniform Team g_balanceTDM
Show blood splats sprays and gibs g_bloodEffects's
Does not indicate the need to update the entities 'movie'' 1' cutscenes can be skipped during g_cinematic
Set seconds to allow the game to run skipping movies g_cinematicMaxSkipTime [number]
Before the countdown seconds g_countDown [No.]
Scale players end up hurting this factor g_damageScale [Digital]
Show animations play on the entity specified information; -1 disables g_debugAnim [Digital]
Examined more than 2048 g_debugBounds bounded model
Show decals (bullet holes etc.) g_decals ""
Dismantling Base / script disasm.txt script to the script when compiling g_disasm
Display double vision hurt g_doubleVision
Unknown g_dragDamping
Allow drag physical objects placed around the cross and holding [the fire] g_dragEntity
Edit Entity mode 0 = off 1 = light 2 = sounds elaborate figures 3 = 4 = particle systems 5 = monsters 6 = entity names 7 = solid model. g_editEntityMode [0-7]
Switch to disable write cache files saved games g_flushSave [0 or 1]
Displayed for each game frame timing information g_frametime
Scores review time in seconds ending the game g_gameReviewPause
Set how much health to take nightmare mode g_healthTakeAmt [Digital]
Set how low can take health nightmare mode g_healthTakeLimit [number]
Set how long the health nightmare mode g_healthTakeTime [number]
Control arms sway MP g_mpWeaponAngleScale [number]
Show muzzle flashes g_muzzleFlash [0 or 1]
If nightmare mode allows g_nightmare [0 or 1]
Game password g_password password>
Display of dynamic light projectile g_projectileLights
Box drawn around thinking entity; sleep entity (other than the PV) is yellow green g_showActiveEntities of non-sleep
From the Enable pop-bomb weapon g_showBrass
Animation g_showcamerainfo camera playing field is displayed when the current frame number
Draw boxes around the monster targeted players g_showEnemies
Enable shadow player models g_showPlayerShadow
Enable player hit percentage g_showProjectilePct display "
Toggle HUD g_showprojectilepct 1 hits in
And entities and their objectives; hidden entity is a gray g_showTargets
Displays the current animation and frame number testmodels's. g_showTestModelFrame
Draw trigger entities (orange) and the target (green); disable the trigger is gray. g_showTriggers
Skip damage and other effects g_skipViewEffects of view
Let the audience with everyone in the game g_spectatorChat
Over teammates in Team Deathmatch g_TDMArrows drawing arrows
Test model animation 0 = cycle anime homing 1 = cycle anim fixed origin 2 = cycle anim continuous origin 3 = frame by frame continuous origin 4 = game animation once g_testModelAnimate
The number of frame blending g_testModelBlend
The test model speed g_testModelRotate
Test particle visualation; g_testParticle by the particle editor settings
The name of the particle by the particle editor g_testParticleName to be tested
Material Name draw the screen g_testPostProcess exceeded
When non-zero indicating the number of the entity's brains function beyond the specified number of milliseconds g_timeEntities <number>
Scale damage and armor dynamically to keep the players more often alive g_useDynamicProtection
Show available memory game_memory
Show game class information game_memory
Causes an error gameError game of "
Kick players from the multi-player games gameKick [name]
Kick player's name indicates gameKick [name]
Print current view position getviewpos
Display card details gfxinfo
Display graphical information gfxInfo
Game Type filter gui_filter_gameType
The password filter gui_filter_password
Filtration of players gui_filter_players
Heartbeat Heartbeat is sent to the primary server
Show Help
Hitch game smoothly
IK debug lines ik_debug
Enable IK ik_enable "
The name of the log file if that will be used ilFileName empty "qconsole.log"
Set the maximum texture anisotropy if there image_anisotropy the [Digital]
Retain maximum load preload MB temporary full-size image image_cacheMegs [Digital]
Maximum KB read pre-compressed file specification time image_cacheMinK [Digital]
See Using texture MIP image_colorMipLevels
Control texture downsampling image_downSize
Control of the normal map downsampling image_downSizeBump
Control normal map sample rate conversion limit image_downSizeBumpLimit
Control diffuse map sample rate conversion restrictions image_downSizeLimit
Mirror under the control of the sampling image_downSizeSpecular
Mirror reduce the sampling rate of the control limits image_downSizeSpecularLimit
Change texture filtering on mipmapped image image_filter
Unknown image_forceDownSize
Ignore high quality materials image_ignoreHighQuality settings
LOD bias mipmapped change the image image_lodbias
If 0 all threads dynamically loaded images image_preload [0 or 1]
Round bad sizes down to the nearest power two image_roundDown
If 1 print some excellent background load image_showBackgroundLoads [0 or 1]
Allow α / intensity / brightness of brightness + alpha image_useAllFormats
If 1 the background load image caching image_useCache [0 or 1]
If 0 forcing all high quality image_useCompression [0 or 1]
If 2 use rxgb compressed normal map if 1 using 256 colors compressed normal maps if available image_useNormalCompression [0-2]
Write batch files offline compression. The DDS file image_useOfflineCompression
Using DDS file if it exists image_usePrecompressedTextures
Write. TGAS final normal maps for debugging image_writeNormalTGA
Write. The final tray of TGAS normal map debugging image_writeNormalTGAPalletized
Write DDS files if necessary image_writePrecompressedTextures
Write TGAS map debugging image_writeTGA of non-normal
Always run (reverse _SPEED button) of the multi-player mode in_alwaysRun
Angle change scale when holding _SPEED button in_anglespeedkey
Look around with the mouse (reverse _mlook button) in_freeLook
Enable mouse input in_mouse "
When the speed of the pitch change or _lookDown button in_pitchspeed hold _lookUp
The unknown in_restart
Restart the input system in_restart
Yaw rate of change while holding the button in_yawspeed _left or _right
The unknown keeptestmodel
In the game retains the last test model keepTestModel
Kicked client connections
Kill the current target; suicide if no one is for killing
Player Kill Kill
Kill all the monsters at the current level killmonsters
Remove all monsters killMonsters "
Kill all enemies move killmoveables
Remove all movable killMoveables of
Kill all the enemies killragdolls non-mobile
Delete all the dolls killRagdolls
Scan LAN servers in lanscan
Show LCP solution fails lcp_showFailures
List active game entities listActiveEntities
List articulated figures listAF
Unknown listanims
List of all animated listAnims
List of audio listAudios
List of key bindings listBinds
List games category listClasses
The list commands listCmds
Unknown listcollisionmodels
List collision model listCollisionModels
List CVARS listCvars
List all before the declaration listDecls
List all keys used by the dictionary listDictKeys
All values are listed by the use of dictionaries listDictValues
The mailing list listEmails
Unknown listentities
List game entities listEntities
Def file list display settings listentitydefs
List of listEntityDefs entity DEFS
List FX system listFX
List game command listGameCmds
The list GUI listGuis
List DECL text character frequencies listHuffmanFrequencies
Unknown listimages
List of images listImages
Def file list display settings listlightdefs
Unknown listlines
List all debug lines listLines
Unknown listmaterials
List of materials listMaterials
List mode DEFS listModelDefs
Unknown listmodels
List of all models listModels
Unknown listmodes
List all video modes listModes of
Lists monsters listmonsters image
The monster list listMonsters
Lists the particle system listParticles
List of Pocket PC listPDAs
DEFS entities listed in listRenderEntityDefs
List Render command listRendererCmds
List of listRenderLightDefs light DEFS
Scan Server List Server List
Unknown listskins
List skin listSkins
List of voice commands listSoundCmds
Lists the active sound decoder listSoundDecoders
Unknown listsounds
List all sounds listSounds
Unknown listsoundshaders
List of sound shader listSoundShaders
Spawning an entity listed in the args listSpawnArgs
List of system commands listSystemCmds
List of tables listTables
Unknown listthreads
List script thread listThreads
List of tool command listToolCmds
List types of information listTypeInfo
The unknown listvertexcache
List of the vertex buffer listVertexCache
List of video listVideos
Loading game loadGame
The localized GUI localizeGuis
The localization map localizeMaps
If 1 buffer records; 2 if the rinse after every print the log file [1 or 2]
Mouse pitch scale m_pitch
Display mouse m_showMouseRate "
Watch for the mouse hybrid m_smooth number of samples
Mouse strafe movement scale m_strafeScale
For mouse movement m_strafeSmooth number of mixed samples
Mouse yaw scale m_yaw
The environment map makeAmbientMap
Giant image processing MakeMegaTexture
Create a memory dump memoryDump "
Create a compressed memory dump memoryDumpCompressed's
Effective skin (including flushing referenced pak files); decreased 0 mod_validSkins
Unknown modulatelights
Modify shader PARMS modulateLights on all the lights. "
The unknown nextanim
An animated display of test model nextAnim
Displays the next frame of an animation test model nextFrame
Teleport player with a GUI nextGUI next FUNC_STATIC
Load on the server following figure nextMap
No clipping noclip
Disabling collision detection players noclip
Most enemies notarget ignored
Unknown notarget
Banned players as the target notarget
Unknown overlaygui
Print mark string parsing
The unknown parsewait
Path Unknown
A list of search path
The unknown playcmddemo
Play back command demonstrates playCmdDemo
Unknown playdemo
Play Demo playDemo
The unknown playermodel
Set a given model players playerModel [Model Name]
Ms players can go to the air without prejudice to begin pm_air [Digital]
x / y of the size of the player's bounding box pm_bboxwidth
The unknown pm_bobpitch
The unknown pm_bobroll
The unknown pm_bobup
Bob faster squatted pm_crouchbob
Tall player's bounding box while crouched pm_crouchheight [Digital]
The time it takes to change the view of the players from standing to crouching pm_crouchrate [number]
Speed the player can move while crouched pm_crouchspeed [Digital]
Player's view while highly squatted pm_crouchviewheight [Digital]
Player's bounding box height and died pm_deadheight [Digital]
The height of the player's view died pm_deadviewheight [Digital]
Approximate height players can jump pm_jumpheight [Digital]
Amount player's view can look down pm_maxviewpitch the [Digital]
Amount player's view can look negative pm_minviewpitch [Digital]
Draw camera from POV player model; 1 = 2 = When the dead pm_modelView [1 or 2]
In noclip pm_noclipspeed speed the player can move [Digital]
The height of the player's bounding box while standing pm_normalheight [Digital]
The height of the player's view while standing pm_normalviewheight [Digital]
Bob faster when running pm_runbob
The unknown pm_runpitch
The unknown pm_runroll
Accelerate the player can move while running pm_runspeed [Digital]
Size of the bounding box audience pm_spectatebbox [Digital]
Accelerate the player can move while on the sidelines pm_spectatespeed [Digital]
The length of time you can run pm_stamina play the [Digital]
Rate the players to recuperate; This digital divide pm_stamina determine how fully charged. pm_staminarate [Digital]
When the strength is less than this value the player walks pm_staminathreshold slowing the [Digital]
Maximum height of the player can not jump to intensify pm_stepsize [Digital]
The third-person perspective pm_thirdPerson
Switch third-person perspective pm_thirdperson [0 or 1]
Camera orientation the players in the third degree; 0 = behind player 180 = former pm_thirdPersonAngle in [0-180]
The third-person perspective to world space pm_thirdPersonClip clips
Enabling third person view when player dies pm_thirdPersonDeath
The camera's height the height from the normal view third person pm_thirdPersonH eight [number]
The distance between the camera from a third-person pm_thirdPersonRange player [No.]
Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
Bob slowly walking pm_walkbob
Players walking speed pm_walkspeed [Digital]
The unknown poplight
Remove last creates light popLight
The unknown prevanim
An animated display of test model prevAnim
Show previous animation frame test model prevFrame
Print an articulated figure printAF
Print Audio printAudio "
Print E-mail printEmail
Print entity DEF printEntityDef
Print FX system printFX
Print materials printMaterial
Unknown print mode
Print mode information printModel "
Print model of HD printModelDefs
Print a particle system printParticle
Printing of the PDA printPDA
The unknown printshader
Print skin printSkin
Print coloring printSoundShader sound
Print Table printTable of
Print Video printVideo
Tips and setup CD Key promptKey
Exit out of the game
Exit out of the game
Changing the gamma table r_brightness "
Set brightness level r_brightness [Digital]
arbfp1 FP30 r_cgFragmentProfile
arbvp1 VP20 VP30 r_cgVertexProfile
All ground boundary precalculated comparison r_checkBounds
Forced clear picture of each frame 1 = 2 = purple black RGB = r_clear custom [12 or RGB value]
Custom screen height r_customHeight [Digital]
Custom screen width r_customWidth the [Digital]
Step arrow cone line rotation in degrees r_debugArrowStep [Digital]
Perform depth testing debug line r_debugLineDepthTest
Debug line width r_debugLineWidth [Digital]
Draw a filled polygon r_debugPolygonFilled
In the development process shows the IHV's their problem r_demonstrateBug
Optional display refresh rate option VID mode r_displayRefresh
Forced to call glFinish () every frame r_finish
HD r_flareSize scale flares from material deformation
All images draw the screen after registration r_forceLoadImages
Before the drawing buffer debug r_frontBuffer
0 = window 1 = full r_fullscreen of [0 or 1]
Changing gamma table r_gamma
Set gamma level r_gamma [0-3]
The "opengl32" etc. r_glDriver [value]
Smear across neighbors r_hdr_bloomFraction scores
The largest optical r_hdr_exposure
Monitor gamma power r_hdr_gamma
Display space r_hdr_monitorDither random jitter
Using floating-point rendering buffer r_hdr_useFloats
Define a new random debugging without Val r_ignore
Define a new random debugging without Val r_ignore2
Ignore the GL error r_ignoreGLErrors
Ignore the fragment program extensions r_inhibitFragmentProgram
Random sub-pixel jitter in the projection matrix r_jitter
When the offset is set to 1 r_jointNameOffset joint r_showskel
The joint size is set to 1 r_jointNameScale of r_showskel
All back lit even when they will shadow r_lightAllBackFaces
All light intensity multiplied by the r_lightScale
Soft shadow sampling r_lightSourceRadius's
Scene does not change the composition of allowing movement of the viewpoint including culling r_lockSurfaces
The number of frames in order to transmit GL logs r_logFile
Replace all r_materialOverride "
Draw only a certain level r_megaTextureLevel
With the same combination of model surface material r_mergeModelSurfaces
The video mode number r_mode
The number of anti-aliasing sampling r_multiSamples
Near Z clipping plane distance r_near
Polygon offset parameter r_offsetfactor's
Polygon offset parameter r_offsetunits's
Performed to optimize the use of r_orderIndexes vertices and index reorganization
Specific hardware rendering path using r_renderer of
Jitter scale factor bias r_sb_biasScale
Large field of point light side matching r_sb_frustomFOV
The scale factor jitter offset r_sb_jitterScale
Each shadow buffer 64 pixel size - 2048 r_sb_lightResolution
Instead of using GL_LINEAR GL_NEAREST on shadow map r_sb_linearFilter
Do not draw any occluders r_sb_noShadows and
0 = positive; 1 = rear; 2 = intermediate their r_sb_occluderFacing of [0-3]
polygonOffset factors drawing shadow buffer r_sb_polyOfsFactor
Drawing shadow buffer r_sb_polyOfsUnits's polygonOffset unit
Random offset jitter texture each draw r_sb_randomize
Set as 014 or 16 r_sb_samples the [Digital]
Building shadows in screen space rather than on the surface r_sb_screenSpaceShadow
The color of the pixel included in the cone r_sb_showFrustumPixels
Draw only one side (0 to 5) of the light r_sb_singleSide
Carl geometric cones r_sb_useCulling personal side
Draw the offscreen r_sb_usePbuffer
Wide screen space filling factor of shadow screenFraction test sample the resolution of the screen can be changed in r_sb_viewResolution
Stencil shadows drawing r_shadowPolygonFactor scale value
Offset value is added to the depth stencil shadows drawing r_shadowPolygonOffset test
Enable shadow r_shadows "
Report allocate / free count r_showAlloc
Report sphere and box culling of statistical r_showCull
View r_showDefs in the number of reports modeDefs and lightDefs
Read and write the report's presentation r_showDemo
Show the depth buffer and depth range r_showDepth
Draw a line from the vertex to the center of the triangle r_showDominantTri advantage
Report statistics generated r_showDynamic dynamic surface
SIL drawn edge r_showEdges
Show entities scissors rectangle r_showEntityScissors
1 = show all images instead of rendering 2 = show in proportional size r_showImages [0-2]
Drawn on the basis of the intensity of the color screen; red = 0 green = 128 blue = 255 r_showIntensity [Digital]
1 = show frustum for each interaction 2 = light line drawing origin 3 = also draw entity BBOX r_showInteractionFrustums of [0-3]
Interactive report generation activities r_showInteractions
1 = display screen rectangle which contains interactive frustum 2 = draw construction lines r_showInteractionScissors of [0-2]
A = the number of colors on the basis of the surface light source 2 = also count everything through walls 3 = print overdraw r_showLightCount [0-3]
1 = just print volumes numbers prominent coverage view 2 = also draw planes of each volume 3 = draw edges of each volume r_showLights of [0-3]
Report scale factor applied to the drawing of overbrights r_showLightScale
Light scissors rectangle r_showLightScissors
Show all levels of image r_showMegaTexture
The color to draw each tile r_showMegaTextureLabels
Print frame memory utilization r_showMemory
Rendering wireframe of normal r_showNormals
1 = geometry overdraw 2 = light interaction overdraw 3 = geometry and light interaction overdraw r_showOverDraw [0-3]
Draw the outline color portal based on pass / fail r_showPortals
Report drawsurf / index / vertex count r_showPrimitives of
Color screen shadow volume on the basis of the depth of 2 or greater complexity template-based index value 3 = print overdraw count = Display only turboshadows 4 = only show static shadows r_showShadowCount [0-4]
1 = visualization template shadow volumes 2 = draw filled-in r_showShadows [0-2]
Highlight the edge casting shadow planes r_showSilhouette
Draw skeletal model animation 1 = draw the model skeleton 2 = draw skeleton only r_showSkel [0-2]
Display side (front or back) blocking r_showSmp
According crosshairs r_showSurfaceInfo display surface material name
Reports Surface / highlight / shadow count r_showSurfaces
Shaded triangle tangent space; 1 = Use a tangent vector 2 = Use the second tangent vector 3 = use the normal vector r_showTangentSpace [0-3]
Texture triangle area of the shaded polar r_showTexturePolarity
If greater than 0 draw each triangle texture (tangent) vector r_showTextureVectors [Digital]
Show intersection of eye tracking with the world r_showTrace
Open wireframe rendering of the world; 1 = draw only visible 2 = draw by some positive 3 = draw all r_showTris of [0-3]
If 1 the combination of registers programmed all NVIDIA display list r_showUnsmoothedTangents in [0-1]
Reporting entity and light updates and ref counts r_showUpdates of
The unknown r_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = show all border view model 2 = print index r_showViewEntitys [0-2]
Draw only the gateway to a regional perspective is in fact r_singleArea
Suppress all but one entity r_singleEntity of
Cancel all but one lamp r_singleLight
Suppressing all but one surface of each entity on r_singleSurface
Only original r_singleTriangle each draw a triangle
Bypassing all non-interactive graphics r_skipAmbient
Do not draw anything r_skipBackEnd
Skip all mixed lights r_skipBlendLights
Use bump mapping r_skipBump flat surface rather than
Are all the rendering but it does not actually copyTexSubImage2D r_skipCopyTexture
Let all the deformed material retained in its original state r_skipDeforms
Using black in diffuse r_skipDiffuse
Do not dynamically create textures r_skipDynamicTextures
Skip all fog r_skipFogLights
Bypassing all front-end work but 2D GUI rendering still attract r_skipFrontEnd
1 = skip all GUI elements on the surface 2 = skip the drawings but still processing the event 3 = draw but skip the event r_skipGuiShaders in [0-3]
Skip all light / surface interaction diagram r_skipInteractions
Do not do anything after the optical zoom r_skipLightScale interaction
Use only the lowest-level image r_skipMegaTexture
Bypass all vertex / fragment program environment drawing r_skipNewAmbient
Skip r_skipOverlays covering the surface of
1 = skip all particle systems r_skipParticles [0-1]
Skip all post-processing effect chart r_skipPostProcess
Skip 3D rendering but through the 2D r_skipRender
In the back-end 3D rendering r_skipRenderContext empty rendering context
Skip ROQ decoding r_skipROQ
Use black for the specular1 r_skipSpecular
1 = not render any GUI elements on the surface r_skipSubviews [0 or 1. ]
Ignore Pay repression r_skipSuppress
Skip translucent interactive rendering r_skipTranslucent
1 = do not accept any unit or light updates making everything static r_skipUpdates of [0 or 1]
Merge normal embellishment than this r_slopNormal [Digital]
Merge texture coordinates this far apart r_slopTexCoord number]
Xyz coordinate merger far r_slopVertex's [Digital]
1 = Do not show the main view let the child view r_subviewOnly debug [0 or 1]
Changes wglSwapIntarval of r_swapInterval
Vertical scale USGS data r_terrainScale
Experimental vertex / fragment program r_testARBProgram
If greater than 0 draw a grid pattern test gamma levels r_testGamma [Digital]
If more than 0 draw a grid pattern to test γ levels r_testGammaBias [Digital]
If more than 0 draw a grid pattern test gamma levels r_testStepGamma [Digital]
Caching dynamic model r_useCachedDynamicModels's a snapshot of the
0 = FULL close cropped 1 = exact near cropping 2 = exact always r_useClippedLightScissors of [0-2]
NVIDIA registers combination of all programming in the display list r_useCombinerDisplayLists
If possible use pre-calculated material register r_useConstantMaterials
0 = no 1 ball 2 = sphere and box r_useCulling of [0-2]
Delay after the tangential deformations r_useDeferredTangents
Using a depth boundary test to reduce shadow fill r_useDepthBoundsTest
If 0 updated immediately issued a correction rather than later r_useEntityCallbacks [Digital]
0 = no 1 = box r_useEntityCulling [0 or 1]
1 = use custom scissor rectangle for each entity r_useEntityScissors [0 or 1]
1 = skip lightweight drawing outside the cap 2 = no limit test r_useExternalShadows force of [0-2]
If not 0 forcing cone distance This distance r_useFrustumFarDistance [Digital]
Use ARB_vertex_buffer_object indicators r_useIndexBuffers of
Using far-clip plane trick r_useInfiniteFarZ
1 = Excluding interaction r_useInteractionCulling [0 or 1]
1 = use custom scissor rectangle for each shadow interaction 2 = crop using portal scissors r_useInteractionScissors of [0-2]
Create full entityDefs * lightDefs table quickly find the interactions r_useInteractionTable
0 = no 1 = medium 2 = exact clip polyhedron faces 3 = field r_useLightCulling [0 or 3]
Using a more precise identification of regional reference r_useLightPortalFlow
1 = use custom scissor rectangle for each light r_useLightScissors [0 or 1]
Stop pushing reference bounds early when possible r_useNodeCommonChildren
Optimize the use of qualified single lamp r_useNV20MonoLights and
Using the generated static shadow volumes r_useOptimizedShadows DMAP
1 = use portals to perform area removed otherwise draw everything r_usePortals [0 or 1]
1 = winding clipping to determine whether each of the three should be easily confused r_usePreciseTriangleInteractions light the [0 or 1]
Scissors clip portals and lighting processing r_useScissor
Try culling shaded visible r_useShadowCulling
Discard triangles outside light volume before the shadow r_useShadowProjectedCull
Scissors scissor rectangle shadow interaction surface r_useShadowSurfaceScissor
In the vertex program can cast shadows on the card do r_useShadowVertexProgram
XYZ Greens consider the same but different ST the same shadow r_useSilRemap
Avoid redundant state changes GL_ * () call r_useStateCaching
Card 3 + texture units do it twice rather than the other three through r_useTripleTextureARB
Use infinite projection of W Technical dynamic shadows r_useTurboShadow
Stencil shadows at once with different OPS on each side r_useTwoSidedStencil
Use ARB_vertex_buffer_object the vertex r_useVertexBuffers
Show rigid body does not rest rb_showActive
Show the rigid rb_showBodies
Each displayed inertia of rigid body rb_showInertia
Show each body's mass rb_showMass
Show cpu usage rb_showTimings of rigid
Displaying the speed of each body rb_showVelocity
The unknown recordcmddemo
Start recording game demo recorddemo
Recording demo recordDemo
Record the position of the current view notes recordViewNotes
Unknown reexportmodels
Re-model reexportmodels
Rebirth of all the death and destruction of the enemy objects regenerateworld
Rebuild all interactions regenerateWorld
Unknown reload
Unknown reloadanims
Refresh animation reloadanims "
Refresh ARB program reloadARBprograms
Refresh CG program reloadCgPrograms
Refresh before the declaration of reloadDecls
Down to refresh the system including the file system reloadEngine
Unknown reloadentitydefs
The unknown reloadfx
Unknown reloadguis
Refresh the GUI reloadGuis
Unknown reloadimages
Refresh Image reloadImages "
Refresh Language Dict reloadLanguage and
Unknown reloadmodels
Refresh Model reloadModels "
Refresh the script reloadScript
Unknown reloadshaders
Unknown reloadsounds
Refresh all sound reloadSounds
Unknown reloadsoundshaders
Decl and image refresh selected surface reloadSurface
Delete Delete Entities
The unknown removeline
Remove a debug line removeline
The unknown renderbump
Render bump renderbump "
The unknown renderbumpflat
Rendering of a flat bump map renderbumpFlat
Check all referenced images repeat reportImageDuplication
Sort surface reportSurfaceAreas lists all the materials used
Rescan server information CVARS's and tell the game rescanSI
Unknown Reset
Reset Reset CVaR
Unknown ROQ
Coding ROQ file ROQ
Unknown runaas
Compile the AAS file map runAAS
AAS compile all map files in one folder runAASDir
Unknown runreach
Calculation for the AAS file runReach up
The unknown s_cacheinfo
The unknown s_cacheinvalidate
The unknown s_constantAmplitude
At this distance through the door s_doorDistanceAdd [decreased volume]
The unknown s_dotbias2
The unknown s_dotbias6
Unknown s_drawSounds
The unknown s_force22kHz
To all the speaker volume when there is no space of s_globalFraction of
The unknown s_maxSoundsPerShader
The unknown s_meterTopTime
The unknown s_minVolume2
Unknown s_minVolume6
The unknown s_musictrack
The unknown s_noSound
Set the number of speakers s_numberOfSpeakers [No.]
Play beep sound s_playDefaultSound missing
The unknown s_quadraticFalloff
Unknown s_realTimeDecoding
The unknown s_restart
Restart sound system s_restart
The unknown s_reverse
The unknown s_showLevelMeter
Toggle sound level display s_showlevelmeter 1
The unknown s_showStartSound
All voices but this launch s_singleEmitter Mute
The unknown s_spatializationDecay
Set the volume subwoofer in Dolby 5.1 s_subFraction [Digital]
The unknown s_useOcclusion
Set the volume the default is 0 s_volume_db [Digital]
Set the number of decibels s_volume_dB []
Save Game Cheats
Save all the lights. Graphic piece of land saveLights
Save all movables. The map file saveMoveables
Save all the lights. Graphic piece of land saveParticles
Save all the dolls. Map file saveRagdolls constitution
Save the map file "to save the selected entity
Text chat say
Send a message to everyone in multi-player says [news]
Team text chat sayTeam
Unknown Screenshot
Take screenshots Screenshot
Unknown script
Line script script execution
Mouse Sensitivity Sensitivity view
Mandatory for all players ready serverForceReady
Viewing Server Information Server Information
Restart the current game serverMapRestart
Changes to the next map serverNextMap
Unknown Set
Set set of CVaR
Unknown setae
CVaR settings and flags archive setae
Detection system capacity and sets appropriate values setMachineSpec com_machineSpec
Unknown sets
CVaR settings and flags it as server information collection
Unknown setstepgamma
CVaR settings and flags it as a tool SETT
Unknown SETU
CVaR settings and flags as the user information settings -
Unknown setviewpos
Set the current location of the view setviewpos
Display memory usage by a dictionary showDictMemory
Display memory usage by the interaction showInteractionMemory
Display memory used by the string showStringMemory
Use the triangular surface showTriSurfMemory display memory
Any view of the current map display notes of continuous talk will cycle the next note showViewNotes
Fragment limit si_fragLimit of
Set Genre: single deathmatch contest team DM or the last person si_gameType [value]
The next map to be played on the server si_map [map name]
The engine version si_version
Warm Up si_warmup of doing
Adjust the screen size the smaller view sizedown
Render View Small sizeDown
Enlarge adjust the screen size there is no effect if in full-screen sizeup
Render View larger sizeUp
Produce a game entity spawning
Spawning representation model species [object name]
The unknown spawnserver
Generating a server spawnServer
Ready to build startBuild
Game Status Display
Stop recording game demo stoprecording
Stop demo recording stopRecording
The unknown sys_arch
The unknown sys_cpustring
The unknown sys_lang
From the current point of view on the current map takeViewNotes note taking
Extended light bills takeViewNotes2
The physical location Teleport Teleport player
The unknown testanim
Test animation testAnim
Unknown testblend
Test animation blend testBlend
Test FX system bound to a joint testBoneFx
The unknown testbump
The unknown testdamage
Test damage DEF testDamage
Testing of death testDeath
The unknown testfx
When tested the FX system testFx
Unknown testgui
Testing an interface testGUI product
Unknown testimage
Display the image centered on the screen testImage
The unknown testlight
Test light testLight
The unknown testmap
Test Map testmap
The unknown testmodel
Testing a model testModel of
The unknown testparticle
Test the particles stop time of the test model testParticleStopTime
Test a point of light testPointLight "
Wrote a test Cheats testSave
Save game test level testSaveGame
The unknown testshader
Set in an existing testModel testShaderParm a shaderParm
Unknown testsimd
Test SIMD code testSIMD
On an existing testModel testSkin skin testing
Test sound testSound
The unknown testtrace
Show movies testVideo [name]
The unknown testwipe
A command demonstrates timeCmdDemo time
Time of presentation timeDemo
Benchmark test timedemo demo1.demo
Time of presentation and exit timeDemoQuit
The time scales chronology [Digital]
Unknown switch
Switching a switch CVaR
Touch Touch DECL
The unknown touchfile
Touch a file touchFile
Touch the list of files touchFileList
The unknown touchfx
Unknown touchgui
Touch GUI touchGui
Unknown touchmaterial
The unknown touchmodel
Touch model touchModel
The unknown touchparticle
The unknown touchskin
The unknown touchsound
Trigger trigger entities
Auto-reload weapons ui_autoReload's
Automatic switch weapons ui_autoSwitch
The player's name ui_name
The players are ready to start playing ui_ready's
Show the gun ui_showGun
The player skin ui_skin
Play sidelines ui_spectate
Player team ui_team of
Unknown unbind
Unbind unbinds any command from the key
Unknown unbindall
Release all keys unbindall any order
Dismantled selected dolls unbindRagdoll [name]
Cause Synchronization game updateUI modify user information
Update previously entered screen resize code vid_restart
Restart the rendering system vid_restart
Unknown VSTR
Insert the current value of the command text VSTR CVaR
The remaining delay to wait one or more frames buffered commands
Advance to the next weapon slot weapnext
Unknown Weapon
Your gun weaponsplat raised bloodsplat
Item Icon Player Weapons weaponSplat the blood
Return to the previous weapon slot weapprev
Show the location and name of the map
Print current view position
Allows multiple instances to run win_allowMultipleInstances
Disable Windows Task button win_notaskkeys "
The unknown win_outputDebugString
The unknown win_outputEditString
Allows the game and drag the window win_timerUpdate updates
The Windows user name win_username
The unknown win_viewlog
Win_xpos window horizontal position
The vertical position of window commands win_ypos
Write a command demonstrates writ eCmdDemo
The unknown writeconfig
Write a configuration file writeConfig
Write Gameplay writeGameState
Unknown writeprecache
Write a precache writePrecache
The unknown _attack
The unknown _back
The unknown aas_goalArea
The unknown aas_pullPlayer
The unknown aas_randomPullPlayer
Unknown aas_showAreas
The unknown aas_showFlyPath
The unknown aas_showHideArea
The unknown aas_showPath
The unknown aas_showPushIntoArea
Unknown aas_showWallEdges
The unknown aas_test
Unknown aasstats
The unknown addline
Unknown CENTERVIEW
Unknown blinkline
Unknown Binding
The unknown bindlist
Unknown clearlights
The unknown clientVoiceChat
The unknown clientVoiceChat
The unknown cm_testAngle
The unknown cm_testBox
The unknown cm_testBoxRotation
The unknown cm_testCollision
The unknown cm_testLength
The unknown cm_testModel
The unknown cm_testOrigin
The unknown cm_testRadius
The unknown cm_testRandomMany
The unknown cm_testReset
The unknown cm_testRotation
Unknown cm_testTimes
The unknown cm_testWalk
The unknown collisionmodelinfo
The unknown com_aviDemoHeight
Unknown com_aviDemoSamples
Unknown com_aviDemoTics
The unknown com_aviDemoWidth
Unknown com_compressDemos
The unknown com_fixedTic
Unknown com_minTics
Unknown com_logDemos
Unknown com_preloadDemos
Unknown com_showAngles
The unknown com_showDemo
Unknown com_showTics
The unknown com_skipGameDraw
Unknown com_wipeSeconds
Unknown combinecubeimages
The unknown compressdemo
The unknown condump
Unknown connection
The unknown cvarlist
The unknown dirtyfeet
Unknown DMAP
Unknown echo
Unknown r_vertexBufferMegs
The unknown radiant_ALTEdgeDrag
Unknown fs_bas epath
Unknown fs_caseSensitiveOS
The unknown fs_cdpath
Unknown fs_copyfiles
The unknown fs_debug
The unknown fs_devpath
The unknown fs_game
Unknown fs_restrict
The unknown fs_savepath
Unknown radiant_AngleSpeed
The unknown radiant_Autosave
Unknown radiant_AutosaveMinutes
The unknown radiant_camerawindow
The unknown radiant_CamXYUpdate
The unknown radiant_ChaseMouse
The unknown radiant_CubicClipping
Unknown radiant_CubicScale
The unknown radiant_entityMode
The unknown radiant_EntityShow
Unknown radiant_HiColorTextures
Unknown radiant_InspectorDockedDialogs
The unknown radiant_InspectorsWindow
The unknown radiant_LastMap
Unknown radiant_LastProject
The unknown radiant_LoadLast
The unknown radiant_LoadLastMap
Unknown radiant_LoadShaders
The unknown radiant_MainWindowPlace
The unknown radiant_ModelPath
Unknown radiant_MoveSpeed
The unknown radiant_NewFaceGrab
The unknown radiant_NewLightStyle
The unknown radiant_NewMapFormat
Unknown radiant_NewRightClick
The unknown radiant_NewTextureWindowStuff
Unknown radiant_NewVertex
The unknown radiant_NoClamp
The unknown radiant_NoStipple
The unknown radiant_QE4Paint
Unknown radiant_QE4StyleWindows
The unknown radiant_RadiantMapPath
Unknown radiant_RotateLock
The unknown radiant_Rotation
The unknown radiant_RunBefore
The unknown radiant_SavedInfo
Unknown radiant_SelectWholeEntitiesKey
The unknown radiant_SizePainting
Unknown radiant_Snapshots
The unknown radiant_SnapT
The unknown radiant_StatusPointSize
Unknown radiant_SwitchClipKey
The unknown radiant_TextureLock
The unknown radiant_TextureQuality
Unknown radiant_TextureScale
Unknown radiant_TextureScrollbar
The unknown radiant_texwindow
Unknown radiant_UndoLevels
Unknown radiant_UseDisplayLists
The unknown radiant_UseGLLighting
The unknown radiant_UseTextureBar
Unknown radiant_WideToolBar
The unknown radiant_xywindow
Unknown radiant_XZVIS
The unknown radiant_xzwindow
Unknown radiant_YZVIS
The unknown radiant_yzwindow
Unknown radiant_ZClipBottom
The unknown radiant_ZClipEnabled
The unknown radiant_ZClipTop
Unknown radiant_ZVIS
The unknown radiant_zwindow
The unknown g_blobSize
The unknown g_blobTime
Unknown error
The unknown EntityPlacement
The unknown envshot
Unknown EXEC
Unknown exportmodels
Unknown fill rate
Unknown Flashlight
The unknown focussoundseditor
Unknown g_debugCinematic
The unknown g_debugDamage
The unknown g_debugMove
The unknown g_debugMover
The unknown g_debugScript
Unknown g_debugTriggers
The unknown g_debugWeapon
The unknown g_dragShowSelection
The unknown g_dropItemRotation
The unknown g_dvAmplitude
The unknown g_dvFrequency
The unknown g_dvTime
The unknown g_exportMask
Unknown g_fov
The unknown g_gravity
The unknown g_gunX
The unknown g_gunY
Unknown g_gunZ
The unknown g_kickAmplitude
The unknown g_kickTime
The unknown g_knockback
The unknown g_maxShowDistance
Unknown g_monsters
Unknown g_showCollisionModels
Unknown g_showCollisionTraces
The unknown g_showCollisionWorld
The unknown g_showEntityInfo
The unknown g_showHud
Unknown g_showviewpos
Unknown g_skill
The unknown g_skipFX
Unknown g_skipParticles
Unknown g_showPVS
Unknown g_vehicleForce
The unknown g_vehicleVelocity
The unknown g_viewNodalX
Unknown g_viewNodalZ
The unknown g_stopTime
The unknown g_testDeath
The unknown g_testHealthVision
Unknown to
The unknown gui_configServerRate
The unknown gui_debug
Unknown gui_edit
The unknown gui_mediumFontLimit
The unknown gui_smallFontLimit
Note: This code must be activated after each stage of the loading sequence.

Map Name
"Map [map name]" code to use one of the following values:

Results Map Name
Management admin.map
Alpha Lab Section 1 alpha1.map
Alpha Lab Section 2 alpha2.map
Alpha Labs Sector 3 alpha3.map
Alpha Labs Sector 4 alpha4.map
In the cave area caverns1.map
Cave in Zone 2 caverns2.map
The communication transmission commout.map
Communication communications.map
The CPU complex cpu1.map
The central processing cpuboss.map
Delta Labs Level 1 delta1.map
Delta Lab Class 2A delta2a.map
Delta Labs Level 2B delta2b.map
Delta laboratory grade 3 delta3.map
Delta Labs Level 4 delta4.map
The delta complex delta5.map
ENPRO plant enpro.map
Hell hell.map
Major mining hellhole.map
Mars City 1 marscity1.map
Mars City 2 marscity2.map
Mars Underground mcunderground.map
The monorail monorail.map
The monorail bridge recycling1.map
The recycling sector 2 recycling2.map
Site 3 site3.map
In addition the following test chart can be extracted from pak000.pk4 file and play the appropriate console command:

Map testmaps / test_lotsaimps.map
Map testmaps / test_box.map
Map testmaps / test_boxstack.map
Monster Name
Use one of the following values of the "rebirth of the monster name]" code:

Results Monster Name
Cyber demon monster_boss_cyberdemon
The Guardian monster_boss_guardian
Guardian seekers monster_boss_guardian_seeker
The hosts monster_boss_sabaoth
VAGARY monster_boss_vagary of
Archvile monster_demon_archvile
The cherubim monster_demon_cherub
Hellknight monster_demon_hellknight
The import and export monster_demon_imp
The maggots monster_demon_maggot
Mancubus monster_demon_mancubus
The Pink monster_demon_pinky
The Revenant monster_demon_revenant
Check monster_demon_tick "
The trite monster_demon_trite
The Wraith monster_demon_wraith
Zombie WTH flashlight monster_zombie_'s maint_flashlight of
The fire zombie monster_zombie_bernie
Commando Zombie monster_zombie_commando of
Commando Zombie with chaingun monster_zombie_commando_cgun
Fat zombie with a wrench monster_zombie_fat_wrench
Fat zombie monster_zombie_fat2
Zombie in jumpsuit monster_zombie_jumpsuit
Zombies Ate monster_zombie_jumpsuit_eating of
Zombie in labcoat monster_zombie_labcoat
Zombie missing limb monster_zombie_limb
The zombie monster_zombie_maint
The bald zombie monster_zombie_maint_bald
Zombie jawless monster_zombie_maint_nojaw
Tight Zombie monster_zombie_maint_skinny
Zombie with wrench monster_zombie_maint_wrench
The zombie monster_zombie_maint2
Zombies and pipeline monster_zombie_pipe
Chainsaw Zombie monster_zombie_sawyer of
Tight Zombie monster_zombie_skinny
Bloody mouth zombie monster_zombie_su it_bloodymouth
The headless zombie monster_zombie_su it_neckstump
The thin zombie suit monster_zombie_su it_skinny
Bald Zombie's T-shirt monster_zombie_tshirt_bald
Zombie T-shirt monster_zombie_tshirt_blown
Z-seconds of zombie gun monster_zombie_zsec_machinegun
Z-sec Zombie with pistol monster_zombie_zsec_pistol
Z-sec Zombie Shield monster_zombie_zsec_shield
Z-sec zombie with a shotgun monster_zombie_zsec_shotgun
Other names
Use "Rebirth [name]" code is one of the following values:

Result Name
The adrenaline powerup_adrenaline
Megahealth powerup_megahealth
The Invisible powerup_invisibility
Weapon Name
"Give [item name]" code use one of the following:

weapon_chaingun
weapon_grenade
weapon_pistol
weapon_soulcube
Ammunition name
"Give [item name]" code use one of the following:

ammo_bfg_small
ammo_belt_small
ammo_clip_small
ammo_bullets_small
ammo_cells_small
ammo_rockets_small
ammo_shells_small
ammo_grenage_small
ammo_clip_large
ammo_bullets_large
ammo_cells_large
ammo_rockets_large
ammo_shells_large
Project Name
"Give [item name]" code use one of the following values:

PDA admin_banks of
PDA admin_dorweiler of
PDA admin_moses of
PDA admin_simons of
PDA alphalabs1_berger of
PDA alphalabs1_krietman of
PDA alphalabs1_lipsitz of
PDA alphalabs1_smith of
PDA alphalabs2_chin of
PDA alphalabs2_connors of
PDA alphalabs3_abrams of
PDA alphalabs3_lamia of
PDA alphalabs3_nelson of
PDA alphalabs3_poota of
PDA alphalabs4_kaczynski of
PDA caverns1_cody of
PDA comm1_blake of
PDA comm1_finch of
PDA comm1_wolfe of
PDA comm1_wolfe of
PDA commoutside_holiday of
PDA commoutside_ridge of
PDA cpu_bates of
PDA cpu_haskell of
PDA cpuboss_tooloose of
PDA delta1_mora of
PDA delta1_price of
PDA delta2a_cinders of
PDA delta2a_raleigh of
PDA delta2a_wilson of
PDA delta2b_bullman of
PDA delta2b_erikson of
PDA delta2b_mcneil of
PDA delta2b_stemmons of
PDA delta3_cerano of
PDA delta3_lee of
PDA delta3_shultz of
PDA delta4_gilbert of
PDA delta5_jackson
PDA delta5_swann of
PDA enpro_chasar of
PDA enpro_hammer of
PDA enpro_raad of
PDA hell_garlick of
PDA hell_hebert of
PDA marscity2_caseon of
PDA marscity2_duncan of
PDA marscity2_stanton of
PDA marscity2_tyson of
PDA mc1_berneche of
PDA mcunderground_baston of
PDA mcunderground_delahue of
PDA mcunderground_ryan of
PDA mcunderground_young of
PDA monorail_cullen of
PDA monorail_harding of
PDA monorail_hollies of
PDA monorail_ross of
PDA recycling1_garza of
PDA recycling1_sadowayj of
PDA recycling2_johnson of
PDA recycling2_moen of
PDA site3_davis of
PDA site3_rogers of
Video BFG
Video chaingun
Video demon_museum
Video EPD (content download video disc)
Video hydrocon
Video ian_report
The video ipn_news
Video MFS
Video plasmagun
Video Recycling
Video soulcube
Video clips
Cheats (alpha version)
Enter the following codes to activate the corresponding cheat function:

Results Goldfinger
God God Mode
Disable AI (no function) notarget
No clipping mode noclip
Shotgun to weapon_shotgun
Machine guns to weapon_machinegun
Plasma gun to weapon_plasmagun
BFG to weapon_bfg
Rocket to weapon_rocketlauncher
Chainsaw to weapon_chainsaw