Doom 3 Flashlight Mods

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DOOM 3: BFG Edition. They removed flashlight mechanic completely. The one you get now that is mounted to your head is not the same, it's artificial, it doesn't cast shadows on anything like the old flashlight. A fake light unlike the old dynamic flashlight. How about someone writes a mod where you control the flashlight in one hand, with one mouse, and your weapon in the other, with another mouse. While you stab the Inhale and Exhale keys with your nose. And pound both feet alternately on your dance mat to move forwards. The game was designed.

  1. Play Doom 3 For Free

Yet the BFG Edition of DOOM 3 addresses the need to switch from weapon to flashlight by replacing it with a shoulder-mounted light that can be flicked on or off. It makes sense in one aspect - the gun play is fast and furious, unrelenting, and makes it feel more like a classic DOOM title.

Strategy Guide/Walkthrough/FAQ
Review
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Different text color

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

Made up items

Type 'give [anything]', where the item is anything that is not an item in the game. The window will say that the item is unknown, but it will say it is in your inventory. For example, type 'give poop' and the game will display 'Unknown stat 'poop' added to player's inventory'.

Secret web site and code

When you get Alan Dorweiler's PDA file, highlight his name then check his e-mails. You will notice the last one is a link. Read the e-mail and you will see a link to //www.martianbuddy.com. You can get a secret code (0508) to try on one of their promotional cabinets from the web site.

Programmer messageDoom

Play Doom 3 For Free

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

View credits

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

Saving ammunition

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

Bathroom scare

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

Multi-player information

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

Defeating the Guardian Of The Soul Cube

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

Defeating Sarge

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

Defeating Imps

If the Imp is jumping at you, blast it while it is in the air with the shotgun to kill it in one shot. This is slightly difficult to time. Additionally, as soon as an Imp has thrown a fireball at you, strafe around it with your shotgun equipped. Get very close to the front of the Imp and blast it in the chest. About 95% of the time, the Imp will die.

Defeating teleporting demons

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

Nightmare difficulty setting

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

    'seta g_nightmare '0'

and change it to:

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    seta g_nightmare '1'
Enable player shadows

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

    seta g_showPlayerShadow '0'

and change it to:

    seta g_showPlayerShadow '1'
Enable third person view

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

    bind 'p' 'toggle pm_thirdperson'
Cabinet combinations

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

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

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

Display console commandsAndroid

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

    spawn monster_zombie_fat
    spawn monster_zombie_fat2
    spawn monster_zombie_fat_wrench
    spawn monster_zombie_fat_eating

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

Cheat Codes

While playing the game, press [Ctrl] + [Alt] + ~ to display the console window. Then, enter one of the following codes to activate the corresponding cheat function:

Result Cheat Code
God mode [Note]god
Full weapons and ammunitiongive all
Full ammunition for current weaponsgive ammo
Armor to 125give armor
Classic 1995 versiongive doom95
Health to 100give health
All keys give keys
BFGgive weapon_bfg
Chainsawgive weapon_chainsaw
Machine gungive weapon_machinegun
Plasmagungive weapon_plasmagun
Rocket launchergive weapon_rocketlauncher
Shotgungive weapon_shotgun
Spawn indicated itemgive [item name]
Play indicated mapmap [map name]
Load a mapmap
Switch to indicated weapon slot, regardless if you have a weapon there _button0
Switch to indicated weapon slot, regardless if you have a weapon there _button1
Switch to indicated weapon slot, regardless if you have a weapon there _button2
Switch to indicated weapon slot, regardless if you have a weapon there _button3
Switch to indicated weapon slot, regardless if you have a weapon there _button4
Switch to indicated weapon slot, regardless if you have a weapon there _button5
Switch to indicated weapon slot, regardless if you have a weapon there _button6
Switch to indicated weapon slot, regardless if you have a weapon there _button7
Show AAS statsaasStats
Unknownaddarrow
Adds debug arrowaddarrow
Core to game chat linesaddChatLine
Add debug lineaddline
Scale contact frictionaf_contactFrictionScale
Force the given friction valueaf_forceFriction
Name of the body to highlightaf_highlightBody
Name of the constraint to highlightaf_highlightConstraint
Scale the joint frictionaf_jointFrictionScale
Maximum angular velocityaf_maxAngularVelocity:
Maximum linear velocityaf_maxLinearVelocity
Show structures of articulated figures not at rest af_showActive
Show bodiesaf_showBodies
Show body namesaf_showBodyNames
Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
Show constraint namesaf_showConstraintNames
Show constraintsaf_showConstraints
Show the inertia tensor of each bodyaf_showInertia
Show joint limitsaf_showLimits
Show mass of each bodyaf_showMass
Show primary constraints onlyaf_showPrimaryOnly
Show articulated figure CPU usageaf_showTimings
Show the total mass of each articulated figure af_showTotalMass
Show tree-like structuresaf_showTrees
Show velocity of each bodyaf_showVelocity
Skip frictionaf_skipFriction
Skip joint limitsaf_skipLimits
Skip self collision detectionaf_skipSelfCollision
Test for bodies initially stuck in solidaf_testSolid
Scale timeaf_timeScale
Use impulse-based contact frictionaf_useImpulseFriction
Use impulse-based joint frictionaf_useJointImpulseFriction
Use linear time algorithm for tree-like structures af_useLinearTime
Use constraint matrix symmetryaf_useSymmetry
Enable blocked fail safe handlingai_blockedFailSafe
Draw movement information for monstersai_debugMove
Display script calls for the specified monster entity number ai_debugScript
Draw trajectory tests for monstersai_debugTrajectory
Draw attack cones for monstersai_showCombatNodes
Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
Draw path_* entitiesai_showPaths:
Unknownai_testPredictPath
Write .AVI for a command demoaviCmdDemo
Save demo in .AVI formatavidemo
Write .AVI for a demoaviDemo
Write .AVI for the current gameaviGame
Game benchmarkbenchmark
Benchmarkbenchmark
Bind command to a keybind
Bind ragdoll at the current drag positionbindRagdoll
Bind a key, but unbinds it first if there are more than two binds bindunbindtwo
Blink a debug lineblinkline
Center viewcenterview
Check if new version of the game is available checkNewVersion
Unknownclear
Clear the consoleclear
Clear all lightsclearLights
Drop current weaponclientDropWeapon
In-game GUI message modeclientMessageMode
Voice chatsclientVoiceChat
Team voice chatsclientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
Cull back facing polygonscm_backFaceCul
Debug collision detectioncm_debugCollision
Color used to draw the collision modelscm_drawColor
Draw filled polygonscm_drawFilled
Draw internal edges greencm_drawInternal
Collision maskcm_drawMask
Draw polygon and edge normalscm_drawNormals
Show collision model infocollisionModelInfo
Use ~ to toggle consolecom_allowConsole
Sample input from the async threadcom_asyncInput
Mix sound from the async threadcom_asyncSound
Compress saved gamescom_compressSaveGame
Force generic platform independent SIMDcom_forceGenericSIMD
Unknowncom_guid
Record journalcom_journal 1
Play back journalcom_journal 2
Set hardware classification tocom_machineSpec
Set hardware classification to not detected, com_machineSpec -1
Set hardware classification to low quality, com_machineSpec 0
Set hardware classification to medium quality, com_machineSpec 1
Set hardware classification to high quality, com_machineSpec 2
Set hardware classification to ultra quality com_machineSpec 3
Make a buildcom_makingBuild 1
Marker for memory statscom_memoryMarker
Run one game tick every async thread update com_preciseTic
Purge everything between level loadscom_purgeAll
Show async network statscom_showAsyncStats
Show frame ratecom_showFPS
Show frameratecom_showfps 1
Show total and per frame memory usagecom_showMemoryUsage
show sound decoderscom_showSoundDecoders
Skip the renderer completelycom_skipRenderer
Show engine timingscom_speeds
Print time in milliseconds with each console print com_timestampPrints 1
Print time in seconds with each console print com_timestampPrints 2
Update the load size after loading a mapcom_updateLoadSize
Hold last amount of detected video RAMcom_videoRam
Combine six images for roq compressioncombineCubeImages
Compress a demo filecompressDemo
Print on the console but not onscreen when console is displayed con_noPrint
Time messages displayed when console is displayed con_notifyTime
Speed at which the console movescon_speed [number]
Dump the console text to a fileconDump
Connect to a serverconnect
Crashes gamecrash
Crash gamecrash
Unknowncvar_restart
Restart the cvar systemcvar_restart
Apply damage to an entitydamage
Launch script debuggerdebugger
Print parsesdecl_show 1
Print parses and references developerdecl_show 2
Delete selected entitydeleteSelected
Hold [Enter] to zoom viewdemoshot
Save screenshot for a demodemoShot
Load a map in developer modedevmap
Open directorydir
List a folderdir
List a folder with sub-foldersdirtree
Disassembles scriptdisasmScript
Disables connection for current multi-player game disconnect
Disconnect from a gamedisconnect
Compile mapdmap
Skip to last leveldoomhell
Print indicated textecho [text]
Launch in-game Articulated Figure EditoreditAFs
Launch in-game Declaration EditoreditDecls
Launch GUI EditoreditGUIs
Change lightingeditlight
Launch in-game Light EditoreditLights
Open the in-game editoreditor
Launch level editor Radianteditor
Launch in-game Particle EditoreditParticles
Launch in-game PDA EditoreditPDAs
Launch in-game Script EditoreditScripts
Change sounds in editor areaeditsounds
launch in-game Sound EditoreditSounds
Take an environment shotenvshot
Cause an errorerror
Execute a config fileexec
Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
Exit gameexit
Exit command demoexitCmdDemo
Export modelsexportmodels
Finish the build processfinishBuild
Freeze everything on screenfreeze
Freeze game for indicated number of seconds freeze [number]
Armor takes this percentage of damageg_armorProtection [number]
Armor takes this percentage of damage in MP g_armorProtectionMP [number]
Maintain even teamsg_balanceTDM
Show blood splats, sprays, and gibsg_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime [number]
Pregame countdown in secondsg_countDown [number]
Scale final damage on player by this factor g_damageScale [number]
Display information on which animations are playing on specified entity; -1 disables g_debugAnim [number]
Check for models with bounds over 2048g_debugBounds
Show decals (bullet holes, etc.)g_decals
Disassemble script into base/script disasm.txt when script is compiled g_disasm
Show double vision when taking damageg_doubleVision
Unknowng_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire]g_dragEntity
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. g_editEntityMode [0-7]
Toggle disable buffer file writing for save games g_flushSave [0 or 1]
Display timing information for each game frame g_frametime
Score review time in seconds at end gameg_gameReviewPause
Set how much health to take in nightmare mode g_healthTakeAmt [number]
Set how low can health get taken in nightmare mode g_healthTakeLimit [number]
Set how often to take health in nightmare mode g_healthTakeTime [number]
Control the weapon sway in MPg_mpWeaponAngleScale [number]
Show muzzle flashesg_muzzleFlash [0 or 1]
If nightmare mode is allowedg_nightmare [0 or 1]
Game passwordg_password [password>
Show dynamic lights on projectilesg_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapong_showBrass
Display current frame number for camera when playing cinematics g_showcamerainfo
Draw boxes around monsters that targeted player g_showEnemies
Enable shadow of player modelg_showPlayerShadow
Enable display of player hit percentageg_showProjectilePct
Toggle hit % to HUDg_showprojectilepct 1
Draw entities and their targets; hidden entities are gray g_showTargets
Display current animation and frame number for testmodels. g_showTestModelFrame
Draw trigger entities (orange) and their targets (green); disabled triggers are gray. g_showTriggers
Skip damage and other view effectsg_skipViewEffects
Let spectators talk to everyone during game g_spectatorChat
Draw arrows over teammates in team deathmatch g_TDMArrows
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
Number of frames to blendg_testModelBlend
Test model rotation speedg_testModelRotate
Test particle visualation; set by the particle editor g_testParticle
Name of the particle being tested by the particle editor g_testParticleName
Name of material to draw over screeng_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
Show available memorygame_memory
Display game class infogame_memory
Cause a game errorgameError
Kick player from multi-player gamegameKick [name]
Kick indicated player namegameKick [name]
Print current view positiongetviewpos
Display graphics card detailsgfxinfo
Show graphics infogfxInfo
Gametype filtergui_filter_gameType
Password filtergui_filter_password
Players filtergui_filter_players
Send heartbeat to master serversHeartbeat
Show helphelp
Hitch the gamehitch
Show IK debug linesik_debug
Enable IKik_enable
Name of log file; if empty 'qconsole.log' will be used ilFileName
Set the maximum texture anisotropy if available image_anisotropy [number]
Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs [number]
Maximum KB of precompressed files to read at specification time image_cacheMinK [number]
See texture MIP usageimage_colorMipLevels
Control texture downsamplingimage_downSize
Control normal map downsamplingimage_downSizeBump
Control normal map downsample limitimage_downSizeBumpLimit
Control diffuse map downsample limitimage_downSizeLimit
Control specular downsamplingimage_downSizeSpecular
Control specular downsampled limitimage_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknownimage_forceDownSize
Ignore high quality setting on materialsimage_ignoreHighQuality
Change lod bias on mipmapped imagesimage_lodbias
If 0, dynamically load all imagesimage_preload [0 or 1]
Round bad sizes down to nearest power of two image_roundDown
If 1, print number of outstanding background loads image_showBackgroundLoads[0 or 1]
Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
If 1, do background load image cachingimage_useCache [0 or 1]
If 0, force everything to high qualityimage_useCompression [0 or 1]
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available image_useNormalCompression [0-2]
Write batch file for offline compression of .DDS files image_useOfflineCompression
Use .DDS files if presentimage_usePrecompressedTextures
Write .tgas of the final normal maps for debugging image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
Write .DDS files if necessaryimage_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging image_writeTGA
Always run (reverse _speed button) in multi-player mode in_alwaysRun
Angle change scale when holding _speed button in_anglespeedkey
Look around with mouse (reverse _mlook button) in_freeLook
Enable mouse inputin_mouse
Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
Unknownin_restart
Restart the input systemin_restart
Yaw change speed when holding _left or _right button in_yawspeed
Unknownkeeptestmodel
Keep last test model in the gamekeepTestModel
Kick client by connection numberkick
Kill current target; suicide if no one is targeted kill
Kill the playerkill
Kill all monsters in current levelkillmonsters
Remove all monsterskillMonsters
Kill all moving enemieskillmoveables
Remove all moveableskillMoveables
Kill all non-moving enemieskillragdolls
Remove all ragdollskillRagdolls
Scan LAN for serversLANScan
Show LCP solver failureslcp_showFailures
List active game entitieslistActiveEntities
List articulated figureslistAF
Unknownlistanims
List all animationslistAnims
List audioslistAudios
List key bindingslistBinds
List game classeslistClasses
List commandslistCmds
Unknownlistcollisionmodels
List collision modelslistCollisionModels
List cvarslistCvars
List all declslistDecls
List all keys used by dictionarieslistDictKeys
List all values used by dictionarieslistDictValues
List emailslistEmails
Unknownlistentities
List game entitieslistEntities
Lists indicated def file settingslistentitydefs
List entity defslistEntityDefs
List FX systemslistFX
List game commandslistGameCmds
List GUIslistGuis
List decl text character frequencieslistHuffmanFrequencies
Unknownlistimages
List imageslistImages
Lists indicated def file settingslistlightdefs
Unknownlistlines
List all debug lineslistLines
Unknownlistmaterials
List materialslistMaterials
List model defslistModelDefs
Unknownlistmodels
List all modelslistModels
Unknownlistmodes
List all video modeslistModes
Lists images of monsterslistmonsters
List monsterslistMonsters
List particle systemslistParticles
List PDAslistPDAs
List the entity defslistRenderEntityDefs
List renderer commandslistRendererCmds
List the light defslistRenderLightDefs
List scanned serverslistServers
Unknownlistskins
List skinslistSkins
List sound commandslistSoundCmds
List active sound decoderslistSoundDecoders
Unknownlistsounds
List all soundslistSounds
Unknownlistsoundshaders
List sound shaderslistSoundShaders
List the spawn args of an entitylistSpawnArgs
List system commandslistSystemCmds
List tableslistTables
Unknownlistthreads
List script threadslistThreads
List tool commandslistToolCmds
List type infolistTypeInfo
Unknownlistvertexcache
List vertex cachelistVertexCache
List videoslistVideos
Load a gameloadGame
Localize GUIslocalizeGuis
Localize mapslocalizeMaps
If 1, buffer log; if 2, flush after each print logFile [1 or 2]
Mouse pitch scalem_pitch
Show mouse movementm_showMouseRate
Number of samples blended for mouse viewing m_smooth
Mouse strafe movement scalem_strafeScale
Number of samples blended for mouse movingm_strafeSmooth
Mouse yaw scalem_yaw
Make an ambient mapmakeAmbientMap
Process giant imagesMakeMegaTexture
Create memory dumpmemoryDump
Create a compressed memory dumpmemoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins
Unknownmodulatelights
Modify shader parms on all lightsmodulateLights
Unknownnextanim
Show next animation on test modelnextAnim
Show next animation frame on test modelnextFrame
Teleport player to the next func_static with a GUI nextGUI
Load next map on the servernextMap
No clippingnoclip
Disable collision detection for the playernoclip
Ignored by most enemiesnotarget
Unknownnotarget
Disable player as a targetnotarget
Unknownoverlaygui
Print tokenized stringparse
Unknownparsewait
Unknownpath
List search pathspath
Unknownplaycmddemo
Play back a command demoplayCmdDemo
Unknownplaydemo
Play back a demoplayDemo
Unknownplayermodel
Set the given model on the playerplayerModel [model name]
Milliseconds the player can go without air before damage starts pm_air [number]
x/y size of player's bounding boxpm_bboxwidth
Unknownpm_bobpitch
Unknownpm_bobroll
Unknownpm_bobup
Bob much faster when crouchedpm_crouchbob
Height of player's bounding box while crouched pm_crouchheight [number]
Time it takes for player's view to change from standing to crouching pm_crouchrate [number]
Speed the player can move while crouchedpm_crouchspeed [number]
Height of player's view while crouchedpm_crouchviewheight [number]
Height of player's bounding box while deadpm_deadheight [number]
Height of player's view while deadpm_deadviewheight [number]
Approximate height the player can jumppm_jumpheight [number]
Amount player's view can look downpm_maxviewpitch [number]
Amount player's view can look up; negative values are up pm_minviewpitch [number]
Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView [1 or 2]
Speed the player can move while in noclippm_noclipspeed [number]
Height of player's bounding box while standing pm_normalheight [number]
Height of player's view while standingpm_normalviewheight [number]
Bob faster when runningpm_runbob
Unknownpm_runpitch
Unknownpm_runroll
Speed the player can move while runningpm_runspeed [number]
Size of the spectator bounding boxpm_spectatebbox [number]
Speed the player can move while spectatingpm_spectatespeed [number]
Length of time player can runpm_stamina [number]
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate [number]
When stamina is below this value, player slows to a walk pm_staminathreshold [number]
Maximum height player can step up without jumping pm_stepsize [number]
Third person viewpm_thirdPerson
Toggle third person viewpm_thirdperson [0 or 1]
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle [0-180]
Clip third person view into world spacepm_thirdPersonClip
Enable third person view when player diespm_thirdPersonDeath
Height of camera from normal view height in third person pm_thirdPersonHeight [number]
Camera distance from player in third person pm_thirdPersonRange [number]
Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
Bob slowly when walkingpm_walkbob
Player's walking speedpm_walkspeed [number]
Unknownpoplight
Remove last created lightpopLight
Unknownprevanim
Show previous animation on test modelprevAnim
Show previous animation frame on test model prevFrame
Print an articulated figureprintAF
Print an AudioprintAudio
Print an emailprintEmail
Print an entity defprintEntityDef
Print an FX systemprintFX
Print a materialprintMaterial
Unknownprintmode
Print model infoprintModel
Print a model defprintModelDefs
Print a particle systemprintParticle
Print a PDAprintPDA
Unknownprintshader
Print a skinprintSkin
Print a sound shaderprintSoundShader
Print a tableprintTable
Print an VideoprintVideo
Prompt and set the CD KeypromptKey
Exit gamequit
Quit the gamequit
Change gamma tablesr_brightness
Set brightness levelr_brightness [number]
arbfp1, fp30r_cgFragmentProfile
arbvp1, vp20, vp30r_cgVertexProfile
Compare all surface bounds with precalculated ones r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear [1, 2, or R G B value]
Custom screen heightr_customHeight [number]
Custom screen widthr_customWidth [number]
Step size of arrow cone line rotation in degrees r_debugArrowStep [number]
Perform depth test on debug linesr_debugLineDepthTest
Width of debug linesr_debugLineWidth [number]
Draw a filled polygonr_debugPolygonFilled
Used during development to show IHV's their problems r_demonstrateBug
Optional display refresh rate option for vid mode r_displayRefresh
Force a call to glFinish() every framer_finish
Scale flare deforms from the material defr_flareSize
Draw all images to screen after registration r_forceLoadImages
Draw to front buffer for debuggingr_frontBuffer
0 = windowed, 1 = full screenr_fullscreen [0 or 1]
Change gamma tablesr_gamma
Set gamma levelr_gamma [0-3]
'opengl32', etc.r_glDriver [value]
Fraction to smear across neighborsr_hdr_bloomFraction
Maximum light scaler_hdr_exposure
Monitor gamma powerr_hdr_gamma
Random dither in monitor spacer_hdr_monitorDither
Use a floating point rendering bufferr_hdr_useFloats
Random debugging without defining new varsr_ignore
Random debugging without defining new varsr_ignore2
Ignore GL errorsr_ignoreGLErrors
Ignore the fragment program extensionr_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix r_jitter
Offset of joint names when r_showskel is set to 1 r_jointNameOffset
Size of joint names when r_showskel is set to 1 r_jointNameScale
Light all the back faces, even when they would be shadowed r_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow samplingr_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
Number of frames to emit GL logsr_logFile
Override all materialsr_materialOverride
Draw only a specific levelr_megaTextureLevel
Combine model surfaces with the same material r_mergeModelSurfaces
Video mode numberr_mode
Number of antialiasing samplesr_multiSamples
Near Z clip plane distancer_near
Polygon offset parameterr_offsetfactor
Polygon offset parameterr_offsetunits
Perform index reorganization to optimize vertex use r_orderIndexes
Hardware specific renderer path to user_renderer
Scale factor for jitter biasr_sb_biasScale
Oversize FOV for point light side matchingr_sb_frustomFOV
Scale factor for jitter offsetr_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
Do not draw any occludersr_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing[0-3]
polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
Randomly offset jitter texture each drawr_sb_randomize
Set to 0, 1, 4, or 16r_sb_samples [number]
Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
Color the pixels contained in the frustumr_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights r_sb_singleSide
Cull geometry to individual side frustumsr_sb_useCulling
Draw offscreenr_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
Scale value for stencil shadow drawingr_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
Enable shadowsr_shadows
Report alloc/free countsr_showAlloc
Report sphere and box culling statsr_showCull
Report number of modeDefs and lightDefs in view r_showDefs
Report reads and writes to the demo filer_showDemo
Display contents of the depth buffer and the depth range r_showDepth
Draw lines from vertexes to center of dominant triangles r_showDominantTri
Report stats on dynamic surface generationr_showDynamic
Draw the sil edgesr_showEdges
Show entity scissor rectanglesr_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size r_showImages [0-2]
Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity [number]
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums [0-3]
Report interaction generation activityr_showInteractions
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showInteractionScissors [0-2]
1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLightCount [0-3]
1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume r_showLights [0-3]
Report scale factor applied to drawing for overbrights r_showLightScale
Show light scissor rectanglesr_showLightScissors
Display all the level imagesr_showMegaTexture
Draw colored blocks in each tiler_showMegaTextureLabels
Print frame memory utilizationr_showMemory
Draw wireframe normalsr_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw [0-3]
Draw portal outlines in color based on passed/not passed r_showPortals
Report drawsurf/index/vertex countsr_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount [0-4]
1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows [0-2]
Highlight edges that are casting shadow planes r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel[0-2]
Show which end (front or back) is blockingr_showSmp
Show surface material name under crosshairr_showSurfaceInfo
Report surface/light/shadow countsr_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace [0-3]
Shade triangles by texture area polarityr_showTexturePolarity
If greater than 0, draw each triangles texture (tangent) vectors r_showTextureVectors [number]
Show intersection of an eye trace with the world r_showTrace
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showTris [0-3]
if 1, put all nVidia register combiner programming in display lists r_showUnsmoothedTangents [0-1]
Report entity and light updates and ref counts r_showUpdates
Unknownr_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys [0-2]
Only draw the portal area the view is actually in r_singleArea
Suppress all but one entityr_singleEntity
Suppress all but one lightr_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitiver_singleTriangle
Bypass all non-interaction drawingr_skipAmbient
Do not draw anythingr_skipBackEnd
Skip all blend lightsr_skipBlendLights
Use flat surface instead of the bump mapr_skipBump
Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture
Leave all deform materials in their original state r_skipDeforms
Use black for diffuser_skipDiffuse
Do not dynamically create texturesr_skipDynamicTextures
Skip all fog lightsr_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders [0-3]
Skip all light/surface interaction drawingr_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level imager_skipMegaTexture
Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
Skip overlay surfacesr_skipOverlays
1 = skip all particle systemsr_skipParticles [0-1]
Skip all post-process renderingsr_skipPostProcess
Skip 3D rendering, but pass 2Dr_skipRender
Null the rendering context during backend 3D rendering r_skipRenderContext
Skip ROQ decodingr_skipROQ
Use black for specular1r_skipSpecular
1 = don't render any GUI elements on surfaces r_skipSubviews [0 or 1]
Ignore the per-view suppressionsr_skipSuppress
Skip the translucent interaction renderingr_skipTranslucent
1 = do not accept any entity or light updates, making everything static r_skipUpdates [0 or 1]
Merge normals that dot less than thisr_slopNormal [number]
Merge texture coordinates this far apartr_slopTexCoord [number]
Merge xyz coordinates this far apartr_slopVertex [number]
1 = do not render main view, allowing subviews to be debugged r_subviewOnly [0 or 1]
Changes wglSwapIntarvalr_swapInterval
Vertically scale USGS datar_terrainScale
Experiment with vertex/fragment programsr_testARBProgram
if over 0, draw a grid pattern to test gamma levels r_testGamma [number]
if over 0 draw a grid pattern to test gamma levels r_testGammaBias [number]
if over 0 draw a grid pattern to test gamma levels r_testStepGamma [number]
Cache snapshots of dynamic modelsr_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors [0-2]
Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
Use pre-calculated material registers if possible r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and boxr_useCulling [0-2]
Defer tangents calculations after deformr_useDeferredTangents
Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
If 0, issue the callback immediately at update time, rather than deferring r_useEntityCallbacks [number]
0 = none, 1 = boxr_useEntityCulling [0 or 1]
1 = Use custom scissor rectangle for each entity r_useEntityScissors [0 or 1]
1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useExternalShadows [0-2]
if not 0, force the view frustum far distance to this distance r_useFrustumFarDistance [number]
Use ARB_vertex_buffer_object for indexesr_useIndexBuffers
Use the no-far-clip-plane trickr_useInfiniteFarZ
1 = cull interactionsr_useInteractionCulling [0 or 1]
1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionScissors [0-2]
Create a full entityDefs * lightDefs table to make finding interactions faster r_useInteractionTable
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightCulling [0 or 3]
Use a more precise area reference determination r_useLightPortalFlow
1 = use custom scissor rectangle for each light r_useLightScissors [0 or 1]
Stop pushing reference bounds early when possible r_useNodeCommonChildren
Use pass optimization for mono lightsr_useNV20MonoLights
Use the dmap generated static shadow volumes r_useOptimizedShadows
1 = use portals to perform area culling, otherwise draw everything r_usePortals[0 or 1]
1 = do winding clipping to determine if each ambiguous tri should be lit r_usePreciseTriangleInteractions [0 or 1]
Scissor clip as portals and lights are processed r_useScissor
Try to cull shadows from partially visible lights r_useShadowCulling
Discard triangles outside light volume before shadowing r_useShadowProjectedCull
Scissor shadows by the scissor rect of the interaction surfaces r_useShadowSurfaceScissor
Do the shadow projection in the vertex program on capable cards r_useShadowVertexProgram
Consider verts with the same XYZ, but different ST the same for shadows r_useSilRemap
Avoid redundant state changes in GL_*() calls r_useStateCaching
Cards with 3+ texture units do a two pass instead of three pass r_useTripleTextureARB
Use infinite projection with W technique for dynamic shadows r_useTurboShadow
Do stencil shadows in one pass with different ops on each side r_useTwoSidedStencil
Use ARB_vertex_buffer_object for vertexesr_useVertexBuffers
Show rigid bodies that are not at restrb_showActive
Show rigid bodiesrb_showBodies
Show the inertia tensor of each rigid bodyrb_showInertia
Show the mass of each rigid bodyrb_showMass
Show rigid body cpu usagerb_showTimings
Show the velocity of each rigid bodyrb_showVelocity
Unknownrecordcmddemo
Start recording game demorecorddemo
Record a demorecordDemo
Record current view position with notesrecordViewNotes
Unknownreexportmodels
Re-exports modelsreexportmodels
Respawn all dead enemies and destroyed objects regenerateworld
Regenerates all interactionsregenerateWorld
Unknownreload
Unknownreloadanims
Reload animationsreloadanims
Reload ARB programsreloadARBprograms
Reload CG programsreloadCgPrograms
Reload declsreloadDecls
Reload engine down to including the file system reloadEngine
Unknownreloadentitydefs
Unknownreloadfx
Unknownreloadguis
Reload GUIsreloadGuis
Unknownreloadimages
Reload imagesreloadImages
Reload language dictreloadLanguage
Unknownreloadmodels
Reload modelsreloadModels
Reload scriptsreloadScript
Unknownreloadshaders
Unknownreloadsounds
Reload all soundsreloadSounds
Unknownreloadsoundshaders
Reload the decl and images for selected surface reloadSurface
Remove an entityremove
Unknownremoveline
Remove a debug lineremoveline
Unknownrenderbump
Render a bump maprenderbump
Unknownrenderbumpflat
Render a flat bump maprenderbumpFlat
Check all referenced images for duplications reportImageDuplication
List all used materials sorted by surface area reportSurfaceAreas
Rescan serverinfo cvars and tell gamerescanSI
Unknownreset
Reset a cvarreset
Unknownroq
Encode a roq fileroq
Unknownrunaas
Compile an AAS file for a maprunAAS
Compile AAS files for all maps in a folderrunAASDir
Unknownrunreach
Calculate reachability for an AAS filerunReach
Unknowns_cacheinfo
Unknowns_cacheinvalidate
Unknowns_constantAmplitude
Reduce sound volume with this distance when going through a door s_doorDistanceAdd [number]
Unknowns_dotbias2
Unknowns_dotbias6
Unknowns_drawSounds
Unknowns_force22kHz
Volume to all speakers when not spatialized s_globalFraction
Unknowns_maxSoundsPerShader
Unknowns_meterTopTime
Unknowns_minVolume2
Unknowns_minVolume6
Unknowns_musictrack
Unknowns_noSound
Set number of speakerss_numberOfSpeakers [number]
Play beep for missing soundss_playDefaultSound
Unknowns_quadraticFalloff
Unknowns_realTimeDecoding
Unknowns_restart
Restart the sound systems_restart
Unknowns_reverse
Unknowns_showLevelMeter
Toggle sound level displays_showlevelmeter 1
Unknowns_showStartSound
mute All sounds but this emitters_singleEmitter
Unknowns_spatializationDecay
Set volume to subwoofer in Dolby 5.1s_subFraction [number]
Unknowns_useOcclusion
Set sound volume; default is 0s_volume_db [number]
Set volume in dBs_volume_dB [number]
Save a gamesaveGame
Save all lights to the .map filesaveLights
Save all moveables to the .map filesaveMoveables
Save all lights to the .map filesaveParticles
Save all ragdoll poses to the .map filesaveRagdolls
Save the selected entity to the .map filesaveSelected
Text chatsay
Send message to everyone in multi-playersay [message]
Team text chatsayTeam
Unknownscreenshot
Take a screenshotscreenshot
Unknownscript
Execute a line of scriptscript
Mouse view sensitivitysensitivity
Force all players readyserverForceReady
Show server infoserverInfo
Restart current gameserverMapRestart
Change to next mapserverNextMap
Unknownset
Set a cvarset
Unknownseta
Set a cvar and flags it as archiveseta
Detect system capabilities and sets com_machineSpec to appropriate value setMachineSpec
Unknownsets
Set a cvar and flags it as server infosets
Unknownsetstepgamma
Set a cvar and flags it as toolsett
Unknownsetu
Set a cvar and flags it as user infosetu
Unknownsetviewpos
Set the current view positionsetviewpos
Show memory used by dictionariesshowDictMemory
Show memory used by interactionsshowInteractionMemory
Show memory used by stringsshowStringMemory
Show memory used by triangle surfacesshowTriSurfMemory
Show any view notes for the current map, successive calls will cycle to the next note showViewNotes
Frag limitsi_fragLimit
Set game type to: singleplayer, deathmatch, tourney, team dm or last man si_gameType [value]
Map to be played next on serversi_map [map name]
Engine versionsi_version
Do pre-game warmupsi_warmup
Resize screen to smaller viewsizedown
Make the rendered view smallersizeDown
Resize screen to larger view; no effect if in fullscreen sizeup
Make the rendered view largersizeUp
Spawn a game entityspawn
Spawn indicated modelspawn [object name]
Unknownspawnserver
Spawn a serverspawnServer
Prepare to make a buildstartBuild
Display game statusstatus
Stop recording game demostoprecording
Stop demo recordingstopRecording
Unknownsys_arch
Unknownsys_cpustring
Unknownsys_lang
Take notes about the current map from the current view takeViewNotes
Extended take view notestakeViewNotes2
Teleport player to an entity locationteleport
Unknowntestanim
Test an animationtestAnim
Unknowntestblend
Test animation blendingtestBlend
Test an FX system bound to a jointtestBoneFx
Unknowntestbump
Unknowntestdamage
Test a damage deftestDamage
Test deathtestDeath
Unknowntestfx
Test an FX systemtestFx
Unknowntestgui
Test a GUItestGUI
Unknowntestimage
Display given image centered on screentestImage
Unknowntestlight
Test a lighttestLight
Unknowntestmap
Test a maptestmap
Unknowntestmodel
Test a modeltestModel
Unknowntestparticle
Test particle stop time on a test modeltestParticleStopTime
Test a point lighttestPointLight
Write out a test savegametestSave
Test a save game for a leveltestSaveGame
Unknowntestshader
Set a shaderParm on an existing testModeltestShaderParm
Unknowntestsimd
Test SIMD codetestSIMD
Test a skin on an existing testModeltestSkin
Test a soundtestSound
Unknowntesttrace
Display given cinematictestVideo [name]
Unknowntestwipe
Time a command demotimeCmdDemo
Time a demotimeDemo
Benchmark testtimedemo demo1.demo
Time a demo and quitstimeDemoQuit
Scales the timetimescale [number]
Unknowntoggle
Toggle a cvartoggle
Touch a decltouch
Unknowntouchfile
Touch a filetouchFile
Touch a list of filestouchFileList
Unknowntouchfx
Unknowntouchgui
Touch a guitouchGui
Unknowntouchmaterial
Unknowntouchmodel
Touch a modeltouchModel
Unknowntouchparticle
Unknowntouchskin
Unknowntouchsound
Trigger an entitytrigger
Auto reload weaponui_autoReload
Auto switch weaponui_autoSwitch
Player nameui_name
Player is ready to start playingui_ready
Show gunui_showGun
Player skinui_skin
Play or spectateui_spectate
Player teamui_team
Unknownunbind
Unbind any command from a keyunbind
Unknownunbindall
Unbind any command from all keysunbindall
Unbind selected ragdollunbindRagdoll [name]
Cause sync down of game-modified userinfoupdateUI
Update to previously entered screen resize code vid_restart
Restart renderSystemvid_restart
Unknownvstr
Insert the current value of a cvar as command text vstr
Delay remaining buffered commands one or more frames wait
Advance to next weapon slotweapnext
Unknownweapon
Puts bloodsplat on your gunweaponsplat
Project blood splat on the player weaponweaponSplat
Return to previous weapon slotweapprev
Show location and map namewhere
Print current view positionwhere
Allow multiple instances running concurrently win_allowMultipleInstances
Disable Windows task keyswin_notaskkeys
Unknownwin_outputDebugString
Unknownwin_outputEditString
Allow game to be updated while dragging window win_timerUpdate
Windows user namewin_username
Unknownwin_viewlog
Horizontal position of windowwin_xpos
Vertical position of window commandswin_ypos
Write a command demowriteCmdDemo
Unknownwriteconfig
Write a config filewriteConfig
Write game statewriteGameState
Unknownwriteprecache
Write precache writePrecache
Unknown_attack
Unknown_back
Unknownaas_goalArea
Unknownaas_pullPlayer
Unknownaas_randomPullPlayer
Unknownaas_showAreas
Unknownaas_showFlyPath
Unknownaas_showHideArea
Unknownaas_showPath
Unknownaas_showPushIntoArea
Unknownaas_showWallEdges
Unknownaas_test
Unknownaasstats
Unknownaddline
Unknowncenterview
Unknownblinkline
Unknownbind
Unknownbindlist
Unknownclearlights
UnknownclientVoiceChat
UnknownclientVoiceChat
Unknowncm_testAngle
Unknowncm_testBox
Unknowncm_testBoxRotation
Unknowncm_testCollision
Unknowncm_testLength
Unknowncm_testModel
Unknowncm_testOrigin
Unknowncm_testRadius
Unknowncm_testRandomMany
Unknowncm_testReset
Unknowncm_testRotation
Unknowncm_testTimes
Unknowncm_testWalk
Unknowncollisionmodelinfo
Unknowncom_aviDemoHeight
Unknowncom_aviDemoSamples
Unknowncom_aviDemoTics
Unknowncom_aviDemoWidth
Unknowncom_compressDemos
Unknowncom_fixedTic
Unknowncom_minTics
Unknowncom_logDemos
Unknowncom_preloadDemos
Unknowncom_showAngles
Unknowncom_showDemo
Unknowncom_showTics
Unknowncom_skipGameDraw
Unknowncom_wipeSeconds
Unknowncombinecubeimages
Unknowncompressdemo
Unknowncondump
Unknownconnect
Unknowncvarlist
Unknowndirtyfeet
Unknowndmap
Unknownecho
Unknownr_vertexBufferMegs
Unknownradiant_ALTEdgeDrag
Unknownfs_basepath
Unknownfs_caseSensitiveOS
Unknownfs_cdpath
Unknownfs_copyfiles
Unknownfs_debug
Unknownfs_devpath
Unknownfs_game
Unknownfs_restrict
Unknownfs_savepath
Unknownradiant_AngleSpeed
Unknownradiant_Autosave
Unknownradiant_AutosaveMinutes
Unknownradiant_camerawindow
Unknownradiant_CamXYUpdate
Unknownradiant_ChaseMouse
Unknownradiant_CubicClipping
Unknownradiant_CubicScale
Unknownradiant_entityMode
Unknownradiant_EntityShow
Unknownradiant_HiColorTextures
Unknownradiant_InspectorDockedDialogs
Unknownradiant_InspectorsWindow
Unknownradiant_LastMap
Unknownradiant_LastProject
Unknownradiant_LoadLast
Unknownradiant_LoadLastMap
Unknownradiant_LoadShaders
Unknownradiant_MainWindowPlace
Unknownradiant_ModelPath
Unknownradiant_MoveSpeed
Unknownradiant_NewFaceGrab
Unknownradiant_NewLightStyle
Unknownradiant_NewMapFormat
Unknownradiant_NewRightClick
Unknownradiant_NewTextureWindowStuff
Unknownradiant_NewVertex
Unknownradiant_NoClamp
Unknownradiant_NoStipple
Unknownradiant_QE4Paint
Unknownradiant_QE4StyleWindows
Unknownradiant_RadiantMapPath
Unknownradiant_RotateLock
Unknownradiant_Rotation
Unknownradiant_RunBefore
Unknownradiant_SavedInfo
Unknownradiant_SelectWholeEntitiesKey
Unknownradiant_SizePainting
Unknownradiant_Snapshots
Unknownradiant_SnapT
Unknownradiant_StatusPointSize
Unknownradiant_SwitchClipKey
Unknownradiant_TextureLock
Unknownradiant_TextureQuality
Unknownradiant_TextureScale
Unknownradiant_TextureScrollbar
Unknownradiant_texwindow
Unknownradiant_UndoLevels
Unknownradiant_UseDisplayLists
Unknownradiant_UseGLLighting
Unknownradiant_UseTextureBar
Unknownradiant_WideToolBar
Unknownradiant_xywindow
Unknownradiant_XZVIS
Unknownradiant_xzwindow
Unknownradiant_YZVIS
Unknownradiant_yzwindow
Unknownradiant_ZClipBottom
Unknownradiant_ZClipEnabled
Unknownradiant_ZClipTop
Unknownradiant_ZVIS
Unknownradiant_zwindow
Unknowng_blobSize
Unknowng_blobTime
Unknownerror
UnknownEntityPlacement
Unknownenvshot
Unknownexec
Unknownexportmodels
Unknownfillrate
Unknownflashlight
Unknownfocussoundseditor
Unknowng_debugCinematic
Unknowng_debugDamage
Unknowng_debugMove
Unknowng_debugMover
Unknowng_debugScript
Unknowng_debugTriggers
Unknowng_debugWeapon
Unknowng_dragShowSelection
Unknowng_dropItemRotation
Unknowng_dvAmplitude
Unknowng_dvFrequency
Unknowng_dvTime
Unknowng_exportMask
Unknowng_fov
Unknowng_gravity
Unknowng_gunX
Unknowng_gunY
Unknowng_gunZ
Unknowng_kickAmplitude
Unknowng_kickTime
Unknowng_knockback
Unknowng_maxShowDistance
Unknowng_monsters
Unknowng_showCollisionModels
Unknowng_showCollisionTraces
Unknowng_showCollisionWorld
Unknowng_showEntityInfo
Unknowng_showHud
Unknowng_showviewpos
Unknowng_skill
Unknowng_skipFX
Unknowng_skipParticles
Unknowng_showPVS
Unknowng_vehicleForce
Unknowng_vehicleVelocity
Unknowng_viewNodalX
Unknowng_viewNodalZ
Unknowng_stopTime
Unknowng_testDeath
Unknowng_testHealthVision
Unknowngive
Unknowngui_configServerRate
Unknowngui_debug
Unknowngui_edit
Unknowngui_mediumFontLimit
Unknowngui_smallFontLimit

Note: This code must be activated after each stage loading sequence.

Map names

Use one of the following values with the 'map [map name]' code:

ResultMap name
Administrationadmin.map
Alpha Labs Sector 1alpha1.map
Alpha Labs Sector 2alpha2.map
Alpha Labs Sector 3alpha3.map
Alpha Labs Sector 4alpha4.map
Caverns Area 1caverns1.map
Caverns Area 2caverns2.map
Communications Transfercommout.map
Communicationscommunications.map
CPU Complexcpu1.map
Central Processingcpuboss.map
Delta Labs Level 1delta1.map
Delta Labs Level 2Adelta2a.map
Delta Labs Level 2Bdelta2b.map
Delta Labs Level 3delta3.map
Delta Labs Level 4delta4.map
Delta Complexdelta5.map
EnPro Plantenpro.map
Hellhell.map
Primary Excavationhellhole.map
Mars City 1marscity1.map
Mars City 2marscity2.map
Mars City Undergroundmcunderground.map
Monorailmonorail.map
Monorail Skybridgerecycling1.map
Recycling Sector 2recycling2.map
Site 3site3.map

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

    map testmaps/test_lotsaimps.map
    map testmaps/test_box.map
    map testmaps/test_boxstack.map
Monster names

Use one of the following values with the 'spawn [monster name]' code:

ResultMonster name
Cyberdemonmonster_boss_cyberdemon
Guardianmonster_boss_guardian
Guardian's Seekermonster_boss_guardian_seeker
Sabaothmonster_boss_sabaoth
Vagarymonster_boss_vagary
Archvilemonster_demon_archvile
Cherubmonster_demon_cherub
Hellknightmonster_demon_hellknight
Impmonster_demon_imp
Maggotmonster_demon_maggot
Mancubusmonster_demon_mancubus
Pinkymonster_demon_pinky
Revenantmonster_demon_revenant
Tickmonster_demon_tick
Tritemonster_demon_trite
Wraithmonster_demon_wraith
Zombie wth flashlightmonster_zombie_ maint_flashlight
Flaming Zombiemonster_zombie_bernie
Commando Zombiemonster_zombie_commando
Commando Zombie with chaingunmonster_zombie_commando_cgun
Fat Zombie with wrenchmonster_zombie_fat_wrench
Fat Zombiemonster_zombie_fat2
Zombie in jumpsuitmonster_zombie_jumpsuit
Zombie eatingmonster_zombie_jumpsuit_eating
Zombie in labcoatmonster_zombie_labcoat
Zombie missing limbmonster_zombie_limb
Zombiemonster_zombie_maint
Bald zombiemonster_zombie_maint_bald
Zombie with no jawmonster_zombie_maint_nojaw
Skinny zombiemonster_zombie_maint_skinny
Zombie with Wrenchmonster_zombie_maint_wrench
Zombiemonster_zombie_maint2
Zombie with a pipemonster_zombie_pipe
Chainsaw zombiemonster_zombie_sawyer
Skinny zombiemonster_zombie_skinny
Bloody mouthed zombiemonster_zombie_suit_bloodymouth
Headless zombiemonster_zombie_suit_neckstump
Skinny zombie in suitmonster_zombie_suit_skinny
Bald Zombie in T-shirtmonster_zombie_tshirt_bald
Zombie in T-shirtmonster_zombie_tshirt_blown
Z-sec Zombie with machine gunmonster_zombie_zsec_machinegun
Z-sec Zombie with pistolmonster_zombie_zsec_pistol
Z-sec Zombie with shieldmonster_zombie_zsec_shield
Z-sec Zombie with shotgunmonster_zombie_zsec_shotgun
Other names

Use one of the following values with the 'spawn [name]' code:

ResultName
Adrenalinepowerup_adrenaline
Megahealthpowerup_megahealth
Invisibilitypowerup_invisibility
Weapon names

Use one of the following entries with the 'give [item name]' code:

    weapon_chaingun
    weapon_grenade
    weapon_pistol
    weapon_soulcube
Ammunition names

Use one of the following entries with the 'give [item name]' code:

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

Use one of the following values with the 'give [item name]' code:

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

Enter one of the following codes to activate the corresponding cheat function:

Result Cheat Code
God modegod
Disable AI (non-functioning)notarget
No clipping mode noclip
Shotgungive weapon_shotgun
Machine gungive weapon_machinegun
Plasma gungive weapon_plasmagun
BFGgive weapon_bfg
Rocket launchergive weapon_rocketlauncher
Chainsawgive weapon_chainsaw

A few weeks ago I finished reading Masters of DOOM, and while I question the validity of what is presented as fact, I was surprised that this account of the 'two Johns' brought up a real nostalgia hit for my connection to id Software. Thinking back, Wolfenstein 3D was one of my first gaming experiences, right alongside Mario and Castlevania. This studio has been a part of my gaming life for as long as I can remember, and now they are moving forward without two of their founding key figures, rebooting a franchise that at one point, was the coolest game I had ever seen.

DOOM 3 is the only DOOM game I have never finished. Back when it was released, my PC wasn't able to run this monster of a game. At the time I was hardcore down a Day of Defeat rabbit hole, so the janky frame rate thanks to my budget GPU meant that I only spent a handful of hours with the game.

Fast forward to today, I decided that I'd begin streaming a run through of DOOM 3: BFG Edition, so I picked it up on Steam and waited for it download. Thinking back on the game, I distinctly remembered two things - never having enough ammo, and the damn flashlight. I remember my friends who did play a lot of the game, constantly complaining about them having to put away their precious weapon to use the flashlight to see down the darkened corridors of hell. I remember the scathing comments on weird message boards I used to frequent. I remember thinking 'why the hell would they do this in a fast-paced shooter like DOOM?' scoffing at the thought, and returning back to the front lines in DoD.

So I set up the stream, booted up the game, and started the campaign on Veteran difficulty. The first thing I noticed was the obligatory post-Half Life interactive walking tour section, which is painfully slow in this day and age. Then the gameplay started, and I realised that DOOM 3 can seriously kick my arse. While I used to have the reactions of a fierce keyboard warrior, the grunts and Imps were taking me by surprise and smashing my face into oblivion. For a game that is quite old (yes, I know BFG edition is updated), the action holds up remarkably well. Running, shooting, dodging and killing has never felt so satisfying. Pulling off a quick dodge of flying fireballs from a rogue Imp always feels amazing.

Lagu era 70 an indonesia. What I did notice was the nuance and care that DOOM 3 put into its surroundings. Despite the chaotic combat and the constant run and gun action, the sound design of the various machines, the artificial air, the growls and grumbles of the isolated station is terrifying. The flickering lights, the labyrinthine corridors, the abandoned nature of Mars - all of this builds to create a sense of foreboding that is uneasy during the best of times.

Yet the BFG Edition of DOOM 3 addresses the need to switch from weapon to flashlight by replacing it with a shoulder-mounted light that can be flicked on or off. It makes sense in one aspect - the gun play is fast and furious, unrelenting, and makes it feel more like a classic DOOM title. However, I can't help that it's inclusion is a major flaw in the overall design of DOOM 3.

Yes, the need to switch the flashlight in and out was a burden to those seeking a balls-to-the-wall thrill ride of shooting excellence, but now I can't help but feel that the terrifying ambiance of the game is less so, because I can always see and defend myself at the same time.

Hiding in a corner, swinging your flashlight as a weapon to survive, scrounging for ammo may not have been very DOOM, but it sure did make for one hell of a game. Now it's gone, part of me wishes that id stuck to their guns.

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