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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 God mode [Note] Full weapons and ammunition Full ammunition for current weapons Armor to 125 Classic 1995 version Health to 100 All keys BFG Chainsaw Machine gun Plasmagun Rocket launcher Shotgun Spawn indicated item Play indicated map Load a map Switch to indicated weapon slot, regardless if you have a weapon there Switch to indicated weapon slot, regardless if you have a weapon there Switch to indicated weapon slot, regardless if you have a weapon there Switch to indicated weapon slot, regardless if you have a weapon there Switch to indicated weapon slot, regardless if you have a weapon there Switch to indicated weapon slot, regardless if you have a weapon there Switch to indicated weapon slot, regardless if you have a weapon there Switch to indicated weapon slot, regardless if you have a weapon there Show AAS stats Unknown Adds debug arrow Core to game chat lines Add debug line Cheat Code god give all give ammo give armor give doom95 give health give keys give weapon_bfg give weapon_chainsaw give weapon_machinegun give weapon_plasmagun give weapon_rocketlauncher give weapon_shotgun give [item name] map [map name] map _button0 _button1 _button2 _button3 _button4 _button5 _button6 _button7 aasStats addarrow addarrow addChatLine addline

Scale contact friction Force the given friction value Name of the body to highlight Name of the constraint to highlight Scale the joint friction Maximum angular velocity Maximum linear velocity Show structures of articulated figures not at rest Show bodies Show body names Show two bodies constrained by the highlighted constraint Show constraint names Show constraints Show the inertia tensor of each body Show joint limits Show mass of each body Show primary constraints only Show articulated figure CPU usage Show the total mass of each articulated figure Show tree-like structures Show velocity of each body Skip friction Skip joint limits Skip self collision detection Test for bodies initially stuck in solid Scale time Use impulse-based contact friction Use impulse-based joint friction Use linear time algorithm for tree-like structures Use constraint matrix symmetry Enable blocked fail safe handling Draw movement information for monsters Display script calls for the specified monster entity number Draw trajectory tests for monsters Draw attack cones for monsters Draw obstacle avoidance information for monsters.

af_contactFrictionScale af_forceFriction af_highlightBody af_highlightConstraint af_jointFrictionScale af_maxAngularVelocity: af_maxLinearVelocity af_showActive af_showBodies af_showBodyNames af_showConstrainedBodies af_showConstraintNames af_showConstraints af_showInertia af_showLimits af_showMass af_showPrimaryOnly af_showTimings af_showTotalMass af_showTrees af_showVelocity af_skipFriction af_skipLimits af_skipSelfCollision af_testSolid af_timeScale af_useImpulseFriction af_useJointImpulseFriction af_useLinearTime af_useSymmetry ai_blockedFailSafe ai_debugMove ai_debugScript ai_debugTrajectory ai_showCombatNodes ai_showObstacleAvoidance 1

Draw obstacle avoidance information for monsters and player Draw path_* entities Unknown Write .AVI for a command demo Save demo in .AVI format Write .AVI for a demo Write .AVI for the current game Game benchmark Benchmark Bind command to a key Bind ragdoll at the current drag position Bind a key, but unbinds it first if there are more than two binds Blink a debug line Center view Check if new version of the game is available Unknown Clear the console Clear all lights Drop current weapon In-game GUI message mode Voice chats Team voice chats Close the view showing any notes for this map Cull back facing polygons Debug collision detection Color used to draw the collision models Draw filled polygons Draw internal edges green Collision mask Draw polygon and edge normals Show collision model info Use ~ to toggle console Sample input from the async thread Mix sound from the async thread Compress saved games Force generic platform independent SIMD Unknown Record journal

ai_showObstacleAvoidance 2 ai_showPaths: ai_testPredictPath aviCmdDemo avidemo aviDemo aviGame benchmark benchmark bind bindRagdoll bindunbindtwo blinkline centerview checkNewVersion clear clear clearLights clientDropWeapon clientMessageMode clientVoiceChat clientVoiceChatTeam closeViewNotes cm_backFaceCul cm_debugCollision cm_drawColor cm_drawFilled cm_drawInternal cm_drawMask cm_drawNormals collisionModelInfo com_allowConsole com_asyncInput com_asyncSound com_compressSaveGame com_forceGenericSIMD com_guid com_journal 1

Play back journal Set hardware classification to Set hardware classification to not detected, Set hardware classification to low quality, Set hardware classification to medium quality, Set hardware classification to high quality, Set hardware classification to ultra quality Make a build Marker for memory stats Run one game tick every async thread update Purge everything between level loads Show async network stats Show frame rate Show framerate Show total and per frame memory usage show sound decoders Skip the renderer completely Show engine timings Print time in milliseconds with each console print Print time in seconds with each console print Update the load size after loading a map Hold last amount of detected video RAM Combine six images for roq compression Compress a demo file Print on the console but not onscreen when console is displayed Time messages displayed when console is displayed Speed at which the console moves Dump the console text to a file Connect to a server Crashes game Crash game Unknown Restart the cvar system Apply damage to an entity Launch script debugger Print parses Print parses and references developer

com_journal 2 com_machineSpec com_machineSpec -1 com_machineSpec 0 com_machineSpec 1 com_machineSpec 2 com_machineSpec 3 com_makingBuild 1 com_memoryMarker com_preciseTic com_purgeAll com_showAsyncStats com_showFPS com_showfps 1 com_showMemoryUsage com_showSoundDecoders com_skipRenderer com_speeds com_timestampPrints 1 com_timestampPrints 2 com_updateLoadSize com_videoRam combineCubeImages compressDemo con_noPrint con_notifyTime con_speed [number] conDump connect crash crash cvar_restart cvar_restart damage debugger decl_show 1 decl_show 2

Delete selected entity Hold [Enter] to zoom view Save screenshot for a demo Load a map in developer mode Open directory List a folder List a folder with sub-folders Disassembles script Disables connection for current multi-player game Disconnect from a game Compile map Skip to last level Print indicated text Launch in-game Articulated Figure Editor Launch in-game Declaration Editor Launch GUI Editor Change lighting Launch in-game Light Editor Open the in-game editor Launch level editor Radiant Launch in-game Particle Editor Launch in-game PDA Editor Launch in-game Script Editor Change sounds in editor area launch in-game Sound Editor Take an environment shot Cause an error Execute a config file Execute appropriate config files and sets cvars based on com_machineSpec Exit game Exit command demo Export models Finish the build process Freeze everything on screen Freeze game for indicated number of seconds Armor takes this percentage of damage Armor takes this percentage of damage in MP Maintain even teams

deleteSelected demoshot demoShot devmap dir dir dirtree disasmScript disconnect disconnect dmap doomhell echo [text] editAFs editDecls editGUIs editlight editLights editor editor editParticles editPDAs editScripts editsounds editSounds envshot error exec execMachineSpec exit exitCmdDemo exportmodels finishBuild freeze freeze [number] g_armorProtection [number] g_armorProtectionMP [number] g_balanceTDM

Show blood splats, sprays, and gibs g_bloodEffects Skip updating entities not marked 'cinematic' g_cinematic '1' during cinematics Set seconds to allow game to run when g_cinematicMaxSkipTime [number] skipping cinematic Pregame countdown in seconds g_countDown [number] Scale final damage on player by this factor g_damageScale [number] Display information on which animations are g_debugAnim [number] playing on specified entity; -1 disables Check for models with bounds over 2048 g_debugBounds Show decals (bullet holes, etc.) g_decals Disassemble script into base/script g_disasm disasm.txt when script is compiled Show double vision when taking damage g_doubleVision Unknown g_dragDamping Allow dragging physics objects around by placing the crosshair over them and holding g_dragEntity [Fire] Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle g_editEntityMode [0-7] systems, 5 = monsters, 6 = entity names, 7 = entity models. Toggle disable buffer file writing for save g_flushSave [0 or 1] games Display timing information for each game g_frametime frame Score review time in seconds at end game g_gameReviewPause Set how much health to take in nightmare g_healthTakeAmt [number] mode Set how low can health get taken in g_healthTakeLimit [number] nightmare mode Set how often to take health in nightmare g_healthTakeTime [number] mode Control the weapon sway in MP g_mpWeaponAngleScale [number] Show muzzle flashes g_muzzleFlash [0 or 1] If nightmare mode is allowed g_nightmare [0 or 1] Game password g_password [password> Show dynamic lights on projectiles g_projectileLights Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, g_showActiveEntities non-dormant are green Enable ejected shells from weapon g_showBrass Display current frame number for camera g_showcamerainfo when playing cinematics

Draw boxes around monsters that targeted g_showEnemies player Enable shadow of player model g_showPlayerShadow Enable display of player hit percentage g_showProjectilePct Toggle hit % to HUD g_showprojectilepct 1 Draw entities and their targets; hidden g_showTargets entities are gray Display current animation and frame number g_showTestModelFrame for testmodels. Draw trigger entities (orange) and their g_showTriggers targets (green); disabled triggers are gray. Skip damage and other view effects g_skipViewEffects Let spectators talk to everyone during game g_spectatorChat Draw arrows over teammates in team g_TDMArrows deathmatch Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = g_testModelAnimate frame by frame with continuous origin, 4 = play anime once Number of frames to blend g_testModelBlend Test model rotation speed g_testModelRotate Test particle visualation; set by the particle g_testParticle editor Name of the particle being tested by the g_testParticleName particle editor Name of material to draw over screen g_testPostProcess When non-zero, shows entities whose think functions exceeded the number of g_timeEntities <number> milliseconds specified scale damage and armor dynamically to keep g_useDynamicProtection player alive more often Show available memory game_memory Display game class info game_memory Cause a game error gameError Kick player from multi-player game gameKick [name] Kick indicated player name gameKick [name] Print current view position getviewpos Display graphics card details gfxinfo Show graphics info gfxInfo Gametype filter gui_filter_gameType Password filter gui_filter_password Players filter gui_filter_players

Send heartbeat to master servers Heartbeat Show help help Hitch the game hitch Show IK debug lines ik_debug Enable IK ik_enable Name of log file; if empty "qconsole.log" ilFileName will be used Set the maximum texture anisotropy if image_anisotropy [number] available Maximum MB reserved for temporary image_cacheMegs [number] loading of full-sized precompressed images Maximum KB of precompressed files to read image_cacheMinK [number] at specification time See texture MIP usage image_colorMipLevels Control texture downsampling image_downSize Control normal map downsampling image_downSizeBump Control normal map downsample limit image_downSizeBumpLimit Control diffuse map downsample limit image_downSizeLimit Control specular downsampling image_downSizeSpecular Control specular downsampled limit image_downSizeSpecularLimit Change texture filtering on mipmapped image_filter images Unknown image_forceDownSize Ignore high quality setting on materials image_ignoreHighQuality Change lod bias on mipmapped images image_lodbias If 0, dynamically load all images image_preload [0 or 1] Round bad sizes down to nearest power of image_roundDown two If 1, print number of outstanding background image_showBackgroundLoads[0 or 1] loads Allow alpha/intensity/luminance image_useAllFormats luminance+alpha If 1, do background load image caching image_useCache [0 or 1] If 0, force everything to high quality image_useCompression [0 or 1] If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal image_useNormalCompression [0-2] maps if available Write batch file for offline compression image_useOfflineCompression of .DDS files Use .DDS files if present image_usePrecompressedTextures Write .tgas of the final normal maps for image_writeNormalTGA debugging Write .TGAs of the final palletized normal image_writeNormalTGAPalletized

maps for debugging Write .DDS files if necessary Write .TGAs of the non normal maps for debugging Always run (reverse _speed button) in multiplayer mode Angle change scale when holding _speed button Look around with mouse (reverse _mlook button) Enable mouse input Pitch change speed when holding _lookUp or _lookDown button Unknown Restart the input system Yaw change speed when holding _left or _right button Unknown Keep last test model in the game Kick client by connection number Kill current target; suicide if no one is targeted Kill the player Kill all monsters in current level Remove all monsters Kill all moving enemies Remove all moveables Kill all non-moving enemies Remove all ragdolls Scan LAN for servers Show LCP solver failures List active game entities List articulated figures Unknown List all animations List audios List key bindings List game classes List commands Unknown List collision models List cvars List all decls

image_writePrecompressedTextures image_writeTGA in_alwaysRun in_anglespeedkey in_freeLook in_mouse in_pitchspeed in_restart in_restart in_yawspeed keeptestmodel keepTestModel kick kill kill killmonsters killMonsters killmoveables killMoveables killragdolls killRagdolls LANScan lcp_showFailures listActiveEntities listAF listanims listAnims listAudios listBinds listClasses listCmds listcollisionmodels listCollisionModels listCvars listDecls

List all keys used by dictionaries List all values used by dictionaries List emails Unknown List game entities Lists indicated def file settings List entity defs List FX systems List game commands List GUIs List decl text character frequencies Unknown List images Lists indicated def file settings Unknown List all debug lines Unknown List materials List model defs Unknown List all models Unknown List all video modes Lists images of monsters List monsters List particle systems List PDAs List the entity defs List renderer commands List the light defs List scanned servers Unknown List skins List sound commands List active sound decoders Unknown List all sounds Unknown List sound shaders List the spawn args of an entity List system commands List tables

listDictKeys listDictValues listEmails listentities listEntities listentitydefs listEntityDefs listFX listGameCmds listGuis listHuffmanFrequencies listimages listImages listlightdefs listlines listLines listmaterials listMaterials listModelDefs listmodels listModels listmodes listModes listmonsters listMonsters listParticles listPDAs listRenderEntityDefs listRendererCmds listRenderLightDefs listServers listskins listSkins listSoundCmds listSoundDecoders listsounds listSounds listsoundshaders listSoundShaders listSpawnArgs listSystemCmds listTables

Unknown List script threads List tool commands List type info Unknown List vertex cache List videos Load a game Localize GUIs Localize maps If 1, buffer log; if 2, flush after each print Mouse pitch scale Show mouse movement Number of samples blended for mouse viewing Mouse strafe movement scale Number of samples blended for mouse moving Mouse yaw scale Make an ambient map Process giant images Create memory dump Create a compressed memory dump Valid skins (including flushing referenced pak files); decreased if over 0 Unknown Modify shader parms on all lights Unknown Show next animation on test model Show next animation frame on test model Teleport player to the next func_static with a GUI Load next map on the server No clipping Disable collision detection for the player Ignored by most enemies Unknown Disable player as a target Unknown Print tokenized string Unknown Unknown

listthreads listThreads listToolCmds listTypeInfo listvertexcache listVertexCache listVideos loadGame localizeGuis localizeMaps logFile [1 or 2] m_pitch m_showMouseRate m_smooth m_strafeScale m_strafeSmooth m_yaw makeAmbientMap MakeMegaTexture memoryDump memoryDumpCompressed mod_validSkins modulatelights modulateLights nextanim nextAnim nextFrame nextGUI nextMap noclip noclip notarget notarget notarget overlaygui parse parsewait path

List search paths Unknown Play back a command demo Unknown Play back a demo Unknown Set the given model on the player Milliseconds the player can go without air before damage starts x/y size of player's bounding box Unknown Unknown Unknown Bob much faster when crouched Height of player's bounding box while crouched Time it takes for player's view to change from standing to crouching Speed the player can move while crouched Height of player's view while crouched Height of player's bounding box while dead Height of player's view while dead Approximate height the player can jump Amount player's view can look down Amount player's view can look up; negative values are up Draw camera from POV of player model; 1 = always, 2 = when dead Speed the player can move while in noclip Height of player's bounding box while standing Height of player's view while standing Bob faster when running Unknown Unknown Speed the player can move while running Size of the spectator bounding box Speed the player can move while spectating Length of time player can run Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. When stamina is below this value, player

path playcmddemo playCmdDemo playdemo playDemo playermodel playerModel [model name] pm_air [number] pm_bboxwidth pm_bobpitch pm_bobroll pm_bobup pm_crouchbob pm_crouchheight [number] pm_crouchrate [number] pm_crouchspeed [number] pm_crouchviewheight [number] pm_deadheight [number] pm_deadviewheight [number] pm_jumpheight [number] pm_maxviewpitch [number] pm_minviewpitch [number] pm_modelView [1 or 2] pm_noclipspeed [number] pm_normalheight [number] pm_normalviewheight [number] pm_runbob pm_runpitch pm_runroll pm_runspeed [number] pm_spectatebbox [number] pm_spectatespeed [number] pm_stamina [number] pm_staminarate [number] pm_staminathreshold [number]

slows to a walk Maximum height player can step up without jumping Third person view Toggle third person view Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front Clip third person view into world space Enable third person view when player dies Height of camera from normal view height in third person Camera distance from player in third person Use cylinder approximation instead of bounding box for player collision detection Bob slowly when walking Player's walking speed Unknown Remove last created light Unknown Show previous animation on test model Show previous animation frame on test model Print an articulated figure Print an Audio Print an email Print an entity def Print an FX system Print a material Unknown Print model info Print a model def Print a particle system Print a PDA Unknown Print a skin Print a sound shader Print a table Print an Video Prompt and set the CD Key Exit game Quit the game

pm_stepsize [number] pm_thirdPerson pm_thirdperson [0 or 1] pm_thirdPersonAngle [0-180] pm_thirdPersonClip pm_thirdPersonDeath pm_thirdPersonHeight [number] pm_thirdPersonRange [number] pm_usecylinder pm_walkbob pm_walkspeed [number] poplight popLight prevanim prevAnim prevFrame printAF printAudio printEmail printEntityDef printFX printMaterial printmode printModel printModelDefs printParticle printPDA printshader printSkin printSoundShader printTable printVideo promptKey quit quit

Change gamma tables Set brightness level arbfp1, fp30 arbvp1, vp20, vp30 Compare all surface bounds with precalculated ones Force screen clear every frame; 1 = purple, 2 = black, R G B = custom Custom screen height Custom screen width Step size of arrow cone line rotation in degrees Perform depth test on debug lines Width of debug lines Draw a filled polygon Used during development to show IHV's their problems Optional display refresh rate option for vid mode Force a call to glFinish() every frame Scale flare deforms from the material def Draw all images to screen after registration Draw to front buffer for debugging 0 = windowed, 1 = full screen Change gamma tables Set gamma level "opengl32", etc. Fraction to smear across neighbors Maximum light scale Monitor gamma power Random dither in monitor space Use a floating point rendering buffer Random debugging without defining new vars Random debugging without defining new vars Ignore GL errors Ignore the fragment program extension Randomly subpixel jitter the projection matrix Offset of joint names when r_showskel is set to 1 Size of joint names when r_showskel is set

r_brightness r_brightness [number] r_cgFragmentProfile r_cgVertexProfile r_checkBounds r_clear [1, 2, or R G B value] r_customHeight [number] r_customWidth [number] r_debugArrowStep [number] r_debugLineDepthTest r_debugLineWidth [number] r_debugPolygonFilled r_demonstrateBug r_displayRefresh r_finish r_flareSize r_forceLoadImages r_frontBuffer r_fullscreen [0 or 1] r_gamma r_gamma [0-3] r_glDriver [value] r_hdr_bloomFraction r_hdr_exposure r_hdr_gamma r_hdr_monitorDither r_hdr_useFloats r_ignore r_ignore2 r_ignoreGLErrors r_inhibitFragmentProgram r_jitter r_jointNameOffset r_jointNameScale

to 1 Light all the back faces, even when they r_lightAllBackFaces would be shadowed All light intensities are multiplied by this r_lightScale Soft-shadow sampling r_lightSourceRadius Allow moving the view point without changing the composition of the scene, r_lockSurfaces including culling Number of frames to emit GL logs r_logFile Override all materials r_materialOverride Draw only a specific level r_megaTextureLevel Combine model surfaces with the same r_mergeModelSurfaces material Video mode number r_mode Number of antialiasing samples r_multiSamples Near Z clip plane distance r_near Polygon offset parameter r_offsetfactor Polygon offset parameter r_offsetunits Perform index reorganization to optimize r_orderIndexes vertex use Hardware specific renderer path to use r_renderer Scale factor for jitter bias r_sb_biasScale Oversize FOV for point light side matching r_sb_frustomFOV Scale factor for jitter offset r_sb_jitterScale Pixel dimensions for each shadow buffer, 64 r_sb_lightResolution - 2048 Use GL_LINEAR instead of GL_NEAREST r_sb_linearFilter on shadow maps Do not draw any occluders r_sb_noShadows 0 = front faces; 1 = back faces; 2 = midway r_sb_occluderFacing[0-3] between them polygonOffset factor for drawing shadow r_sb_polyOfsFactor buffer polygonOffset units for drawing shadow r_sb_polyOfsUnits buffer Randomly offset jitter texture each draw r_sb_randomize Set to 0, 1, 4, or 16 r_sb_samples [number] Build shadows in screen space instead of on r_sb_screenSpaceShadow surfaces Color the pixels contained in the frustum r_sb_showFrustumPixels only draw a single side (0 to 5) of points r_sb_singleSide lights Cull geometry to individual side frustums r_sb_useCulling

Draw offscreen r_sb_usePbuffer Width of screen space shadow sampling screenFraction for testing fill rate; the r_sb_viewResolution resolution of entire screen can be changed Scale value for stencil shadow drawing r_shadowPolygonFactor Bias value added to depth test for stencil r_shadowPolygonOffset shadow drawing Enable shadows r_shadows Report alloc/free counts r_showAlloc Report sphere and box culling stats r_showCull Report number of modeDefs and lightDefs in r_showDefs view Report reads and writes to the demo file r_showDemo Display contents of the depth buffer and the r_showDepth depth range Draw lines from vertexes to center of r_showDominantTri dominant triangles Report stats on dynamic surface generation r_showDynamic Draw the sil edges r_showEdges Show entity scissor rectangles r_showEntityScissors 1 = show all images instead of rendering, 2 = r_showImages [0-2] show in proportional size Draw screen colors based on intensity; red = r_showIntensity [number] 0, green = 128, blue = 255 1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw r_showInteractionFrustums [0-3] entity bbox Report interaction generation activity r_showInteractions 1 = show screen rectangle which contains the interaction frustum, 2 = also draw r_showInteractionScissors [0-2] construction lines 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also r_showLightCount [0-3] print overdraw 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes r_showLights [0-3] of each volume, 3 = also draw edges of each volume Report scale factor applied to drawing for r_showLightScale overbrights Show light scissor rectangles r_showLightScissors Display all the level images r_showMegaTexture Draw colored blocks in each tile r_showMegaTextureLabels Print frame memory utilization r_showMemory

Draw wireframe normals 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw Draw portal outlines in color based on passed/not passed Report drawsurf/index/vertex counts 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 1 = visualize the stencil shadow volumes, 2 = draw filled in Highlight edges that are casting shadow planes Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only Show which end (front or back) is blocking Show surface material name under crosshair Report surface/light/shadow counts Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector Shade triangles by texture area polarity If greater than 0, draw each triangles texture (tangent) vectors Show intersection of an eye trace with the world Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all if 1, put all nVidia register combiner programming in display lists Report entity and light updates and ref counts Unknown Draw all triangles with the solid vertex color 1 = displays the bounding boxes of all view models, 2 = print index numbers Only draw the portal area the view is actually in Suppress all but one entity

r_showNormals r_showOverDraw [0-3] r_showPortals r_showPrimitives r_showShadowCount [0-4]

r_showShadows [0-2] r_showSilhouette r_showSkel[0-2] r_showSmp r_showSurfaceInfo r_showSurfaces r_showTangentSpace [0-3] r_showTexturePolarity r_showTextureVectors [number] r_showTrace r_showTris [0-3] r_showUnsmoothedTangents [0-1] r_showUpdates r_showVertexCache r_showVertexColor r_showViewEntitys [0-2] r_singleArea r_singleEntity

Suppress all but one light Suppress all but one surface on each entity Only draw a single triangle per primitive Bypass all non-interaction drawing Do not draw anything Skip all blend lights Use flat surface instead of the bump map Do all rendering, but do not actually copyTexSubImage2D Leave all deform materials in their original state Use black for diffuse Do not dynamically create textures Skip all fog lights Bypass all front end work, but 2D GUI rendering still draws 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events Skip all light/surface interaction drawing Do not do any post-interaction light scaling Only use the lowest level image Bypass all vertex/fragment program ambient drawing Skip overlay surfaces 1 = skip all particle systems Skip all post-process renderings Skip 3D rendering, but pass 2D Null the rendering context during backend 3D rendering Skip ROQ decoding Use black for specular1 1 = don't render any GUI elements on surfaces Ignore the per-view suppressions Skip the translucent interaction rendering 1 = do not accept any entity or light updates, making everything static Merge normals that dot less than this Merge texture coordinates this far apart Merge xyz coordinates this far apart 1 = do not render main view, allowing subviews to be debugged

r_singleLight r_singleSurface r_singleTriangle r_skipAmbient r_skipBackEnd r_skipBlendLights r_skipBump r_skipCopyTexture r_skipDeforms r_skipDiffuse r_skipDynamicTextures r_skipFogLights r_skipFrontEnd r_skipGuiShaders [0-3] r_skipInteractions r_skipLightScale r_skipMegaTexture r_skipNewAmbient r_skipOverlays r_skipParticles [0-1] r_skipPostProcess r_skipRender r_skipRenderContext r_skipROQ r_skipSpecular r_skipSubviews [0 or 1] r_skipSuppress r_skipTranslucent r_skipUpdates [0 or 1] r_slopNormal [number] r_slopTexCoord [number] r_slopVertex [number] r_subviewOnly [0 or 1]

Changes wglSwapIntarval r_swapInterval Vertically scale USGS data r_terrainScale Experiment with vertex/fragment programs r_testARBProgram if over 0, draw a grid pattern to test gamma r_testGamma [number] levels if over 0 draw a grid pattern to test gamma r_testGammaBias [number] levels if over 0 draw a grid pattern to test gamma r_testStepGamma [number] levels Cache snapshots of dynamic models r_useCachedDynamicModels 0 = full screen when near clipped, 1 = exact r_useClippedLightScissors [0-2] when near clipped, 2 = exact always Put all nVidia register combiner r_useCombinerDisplayLists programming in display lists Use pre-calculated material registers if r_useConstantMaterials possible 0 = none, 1 = sphere, 2 = sphere and box r_useCulling [0-2] Defer tangents calculations after deform r_useDeferredTangents Use depth bounds test to reduce shadow fill r_useDepthBoundsTest If 0, issue the callback immediately at update r_useEntityCallbacks [number] time, rather than deferring 0 = none, 1 = box r_useEntityCulling [0 or 1] 1 = Use custom scissor rectangle for each r_useEntityScissors [0 or 1] entity 1 = skip drawing caps when outside the light r_useExternalShadows [0-2] volume, 2 = force to no caps for testing if not 0, force the view frustum far distance r_useFrustumFarDistance [number] to this distance Use ARB_vertex_buffer_object for indexes r_useIndexBuffers Use the no-far-clip-plane trick r_useInfiniteFarZ 1 = cull interactions r_useInteractionCulling [0 or 1] 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using r_useInteractionScissors [0-2] portal scissors Create a full entityDefs * lightDefs table to r_useInteractionTable make finding interactions faster 0 = none, 1 = box, 2 = exact clip of r_useLightCulling [0 or 3] polyhedron faces, 3 = also areas Use a more precise area reference r_useLightPortalFlow determination 1 = use custom scissor rectangle for each r_useLightScissors [0 or 1] light Stop pushing reference bounds early when r_useNodeCommonChildren possible

Use pass optimization for mono lights r_useNV20MonoLights Use the dmap generated static shadow r_useOptimizedShadows volumes 1 = use portals to perform area culling, r_usePortals[0 or 1] otherwise draw everything 1 = do winding clipping to determine if each r_usePreciseTriangleInteractions [0 or 1] ambiguous tri should be lit Scissor clip as portals and lights are r_useScissor processed Try to cull shadows from partially visible r_useShadowCulling lights Discard triangles outside light volume before r_useShadowProjectedCull shadowing Scissor shadows by the scissor rect of the r_useShadowSurfaceScissor interaction surfaces Do the shadow projection in the vertex r_useShadowVertexProgram program on capable cards Consider verts with the same XYZ, but r_useSilRemap different ST the same for shadows Avoid redundant state changes in GL_*() r_useStateCaching calls Cards with 3+ texture units do a two pass r_useTripleTextureARB instead of three pass Use infinite projection with W technique for r_useTurboShadow dynamic shadows Do stencil shadows in one pass with r_useTwoSidedStencil different ops on each side Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers Show rigid bodies that are not at rest rb_showActive Show rigid bodies rb_showBodies Show the inertia tensor of each rigid body rb_showInertia Show the mass of each rigid body rb_showMass Show rigid body cpu usage rb_showTimings Show the velocity of each rigid body rb_showVelocity Unknown recordcmddemo Start recording game demo recorddemo Record a demo recordDemo Record current view position with notes recordViewNotes Unknown reexportmodels Re-exports models reexportmodels Respawn all dead enemies and destroyed regenerateworld objects Regenerates all interactions regenerateWorld

Unknown Unknown Reload animations Reload ARB programs Reload CG programs Reload decls Reload engine down to including the file system Unknown Unknown Unknown Reload GUIs Unknown Reload images Reload language dict Unknown Reload models Reload scripts Unknown Unknown Reload all sounds Unknown Reload the decl and images for selected surface Remove an entity Unknown Remove a debug line Unknown Render a bump map Unknown Render a flat bump map Check all referenced images for duplications List all used materials sorted by surface area Rescan serverinfo cvars and tell game Unknown Reset a cvar Unknown Encode a roq file Unknown Compile an AAS file for a map Compile AAS files for all maps in a folder Unknown

reload reloadanims reloadanims reloadARBprograms reloadCgPrograms reloadDecls reloadEngine reloadentitydefs reloadfx reloadguis reloadGuis reloadimages reloadImages reloadLanguage reloadmodels reloadModels reloadScript reloadshaders reloadsounds reloadSounds reloadsoundshaders reloadSurface remove removeline removeline renderbump renderbump renderbumpflat renderbumpFlat reportImageDuplication reportSurfaceAreas rescanSI reset reset roq roq runaas runAAS runAASDir runreach

Calculate reachability for an AAS file Unknown Unknown Unknown Reduce sound volume with this distance when going through a door Unknown Unknown Unknown Unknown Volume to all speakers when not spatialized Unknown Unknown Unknown Unknown Unknown Unknown Set number of speakers Play beep for missing sounds Unknown Unknown Unknown Restart the sound system Unknown Unknown Toggle sound level display Unknown mute All sounds but this emitter Unknown Set volume to subwoofer in Dolby 5.1 Unknown Set sound volume; default is 0 Set volume in dB Save a game Save all lights to the .map file Save all moveables to the .map file Save all lights to the .map file Save all ragdoll poses to the .map file Save the selected entity to the .map file Text chat Send message to everyone in multi-player Team text chat

runReach s_cacheinfo s_cacheinvalidate s_constantAmplitude s_doorDistanceAdd [number] s_dotbias2 s_dotbias6 s_drawSounds s_force22kHz s_globalFraction s_maxSoundsPerShader s_meterTopTime s_minVolume2 s_minVolume6 s_musictrack s_noSound s_numberOfSpeakers [number] s_playDefaultSound s_quadraticFalloff s_realTimeDecoding s_restart s_restart s_reverse s_showLevelMeter s_showlevelmeter 1 s_showStartSound s_singleEmitter s_spatializationDecay s_subFraction [number] s_useOcclusion s_volume_db [number] s_volume_dB [number] saveGame saveLights saveMoveables saveParticles saveRagdolls saveSelected say say [message] sayTeam

Unknown Take a screenshot Unknown Execute a line of script Mouse view sensitivity Force all players ready Show server info Restart current game Change to next map Unknown Set a cvar Unknown Set a cvar and flags it as archive Detect system capabilities and sets com_machineSpec to appropriate value Unknown Set a cvar and flags it as server info Unknown Set a cvar and flags it as tool Unknown Set a cvar and flags it as user info Unknown Set the current view position Show memory used by dictionaries Show memory used by interactions Show memory used by strings Show memory used by triangle surfaces Show any view notes for the current map, successive calls will cycle to the next note Frag limit Set game type to: singleplayer, deathmatch, tourney, team dm or last man Map to be played next on server Engine version Do pre-game warmup Resize screen to smaller view Make the rendered view smaller Resize screen to larger view; no effect if in fullscreen Make the rendered view larger Spawn a game entity Spawn indicated model

screenshot screenshot script script sensitivity serverForceReady serverInfo serverMapRestart serverNextMap set set seta seta setMachineSpec sets sets setstepgamma sett setu setu setviewpos setviewpos showDictMemory showInteractionMemory showStringMemory showTriSurfMemory showViewNotes si_fragLimit si_gameType [value] si_map [map name] si_version si_warmup sizedown sizeDown sizeup sizeUp spawn spawn [object name]

Unknown Spawn a server Prepare to make a build Display game status Stop recording game demo Stop demo recording Unknown Unknown Unknown Take notes about the current map from the current view Extended take view notes Teleport player to an entity location Unknown Test an animation Unknown Test animation blending Test an FX system bound to a joint Unknown Unknown Test a damage def Test death Unknown Test an FX system Unknown Test a GUI Unknown Display given image centered on screen Unknown Test a light Unknown Test a map Unknown Test a model Unknown Test particle stop time on a test model Test a point light Write out a test savegame Test a save game for a level Unknown Set a shaderParm on an existing testModel Unknown

spawnserver spawnServer startBuild status stoprecording stopRecording sys_arch sys_cpustring sys_lang takeViewNotes takeViewNotes2 teleport testanim testAnim testblend testBlend testBoneFx testbump testdamage testDamage testDeath testfx testFx testgui testGUI testimage testImage testlight testLight testmap testmap testmodel testModel testparticle testParticleStopTime testPointLight testSave testSaveGame testshader testShaderParm testsimd

Test SIMD code Test a skin on an existing testModel Test a sound Unknown Display given cinematic Unknown Time a command demo Time a demo Benchmark test Time a demo and quits Scales the time Unknown Toggle a cvar Touch a decl Unknown Touch a file Touch a list of files Unknown Unknown Touch a gui Unknown Unknown Touch a model Unknown Unknown Unknown Trigger an entity Auto reload weapon Auto switch weapon Player name Player is ready to start playing Show gun Player skin Play or spectate Player team Unknown Unbind any command from a key Unknown Unbind any command from all keys Unbind selected ragdoll Cause sync down of game-modified userinfo Update to previously entered screen resize

testSIMD testSkin testSound testtrace testVideo [name] testwipe timeCmdDemo timeDemo timedemo demo1.demo timeDemoQuit timescale [number] toggle toggle touch touchfile touchFile touchFileList touchfx touchgui touchGui touchmaterial touchmodel touchModel touchparticle touchskin touchsound trigger ui_autoReload ui_autoSwitch ui_name ui_ready ui_showGun ui_skin ui_spectate ui_team unbind unbind unbindall unbindall unbindRagdoll [name] updateUI vid_restart

code Restart renderSystem Unknown Insert the current value of a cvar as command text Delay remaining buffered commands one or more frames Advance to next weapon slot Unknown Puts bloodsplat on your gun Project blood splat on the player weapon Return to previous weapon slot Show location and map name Print current view position Allow multiple instances running concurrently Disable Windows task keys Unknown Unknown Allow game to be updated while dragging window Windows user name Unknown Horizontal position of window Vertical position of window commands Write a command demo Unknown Write a config file Write game state Unknown Write precache Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown

vid_restart vstr vstr wait weapnext weapon weaponsplat weaponSplat weapprev where where win_allowMultipleInstances win_notaskkeys win_outputDebugString win_outputEditString win_timerUpdate win_username win_viewlog win_xpos win_ypos writeCmdDemo writeconfig writeConfig writeGameState writeprecache writePrecache _attack _back aas_goalArea aas_pullPlayer aas_randomPullPlayer aas_showAreas aas_showFlyPath aas_showHideArea aas_showPath aas_showPushIntoArea aas_showWallEdges

Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown

aas_test aasstats addline centerview blinkline bind bindlist clearlights clientVoiceChat clientVoiceChat cm_testAngle cm_testBox cm_testBoxRotation cm_testCollision cm_testLength cm_testModel cm_testOrigin cm_testRadius cm_testRandomMany cm_testReset cm_testRotation cm_testTimes cm_testWalk collisionmodelinfo com_aviDemoHeight com_aviDemoSamples com_aviDemoTics com_aviDemoWidth com_compressDemos com_fixedTic com_minTics com_logDemos com_preloadDemos com_showAngles com_showDemo com_showTics com_skipGameDraw com_wipeSeconds combinecubeimages compressdemo condump connect

Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown

cvarlist dirtyfeet dmap echo r_vertexBufferMegs radiant_ALTEdgeDrag fs_basepath fs_caseSensitiveOS fs_cdpath fs_copyfiles fs_debug fs_devpath fs_game fs_restrict fs_savepath radiant_AngleSpeed radiant_Autosave radiant_AutosaveMinutes radiant_camerawindow radiant_CamXYUpdate radiant_ChaseMouse radiant_CubicClipping radiant_CubicScale radiant_entityMode radiant_EntityShow radiant_HiColorTextures radiant_InspectorDockedDialogs radiant_InspectorsWindow radiant_LastMap radiant_LastProject radiant_LoadLast radiant_LoadLastMap radiant_LoadShaders radiant_MainWindowPlace radiant_ModelPath radiant_MoveSpeed radiant_NewFaceGrab radiant_NewLightStyle radiant_NewMapFormat radiant_NewRightClick radiant_NewTextureWindowStuff radiant_NewVertex

Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown

radiant_NoClamp radiant_NoStipple radiant_QE4Paint radiant_QE4StyleWindows radiant_RadiantMapPath radiant_RotateLock radiant_Rotation radiant_RunBefore radiant_SavedInfo radiant_SelectWholeEntitiesKey radiant_SizePainting radiant_Snapshots radiant_SnapT radiant_StatusPointSize radiant_SwitchClipKey radiant_TextureLock radiant_TextureQuality radiant_TextureScale radiant_TextureScrollbar radiant_texwindow radiant_UndoLevels radiant_UseDisplayLists radiant_UseGLLighting radiant_UseTextureBar radiant_WideToolBar radiant_xywindow radiant_XZVIS radiant_xzwindow radiant_YZVIS radiant_yzwindow radiant_ZClipBottom radiant_ZClipEnabled radiant_ZClipTop radiant_ZVIS radiant_zwindow g_blobSize g_blobTime error EntityPlacement envshot exec exportmodels

Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown

fillrate flashlight focussoundseditor g_debugCinematic g_debugDamage g_debugMove g_debugMover g_debugScript g_debugTriggers g_debugWeapon g_dragShowSelection g_dropItemRotation g_dvAmplitude g_dvFrequency g_dvTime g_exportMask g_fov g_gravity g_gunX g_gunY g_gunZ g_kickAmplitude g_kickTime g_knockback g_maxShowDistance g_monsters g_showCollisionModels g_showCollisionTraces g_showCollisionWorld g_showEntityInfo g_showHud g_showviewpos g_skill g_skipFX g_skipParticles g_showPVS g_vehicleForce g_vehicleVelocity g_viewNodalX g_viewNodalZ g_stopTime g_testDeath

Unknown Unknown Unknown Unknown Unknown Unknown Unknown

g_testHealthVision give gui_configServerRate gui_debug gui_edit gui_mediumFontLimit gui_smallFontLimit

Note: This code must be activated after each stage loading sequence. Monster names Use one of the following values with the "spawn [monster name]" code: Result Cyberdemon Guardian Guardian's Seeker Sabaoth Vagary Archvile Cherub Hellknight Imp Maggot Mancubus Pinky Revenant Tick Trite Wraith Zombie wth flashlight Flaming Zombie Commando Zombie Commando Zombie with chaingun Fat Zombie with wrench Fat Zombie Zombie in jumpsuit Zombie eating Zombie in labcoat Zombie missing limb Zombie Monster name monster_boss_cyberdemon monster_boss_guardian monster_boss_guardian_seeker monster_boss_sabaoth monster_boss_vagary monster_demon_archvile monster_demon_cherub monster_demon_hellknight monster_demon_imp monster_demon_maggot monster_demon_mancubus monster_demon_pinky monster_demon_revenant monster_demon_tick monster_demon_trite monster_demon_wraith monster_zombie_ maint_flashlight monster_zombie_bernie monster_zombie_commando monster_zombie_commando_cgun monster_zombie_fat_wrench monster_zombie_fat2 monster_zombie_jumpsuit monster_zombie_jumpsuit_eating monster_zombie_labcoat monster_zombie_limb monster_zombie_maint

Bald zombie Zombie with no jaw Skinny zombie Zombie with Wrench Zombie Zombie with a pipe Chainsaw zombie Skinny zombie Bloody mouthed zombie Headless zombie Skinny zombie in suit Bald Zombie in T-shirt Zombie in T-shirt Z-sec Zombie with machine gun Z-sec Zombie with pistol Z-sec Zombie with shield Z-sec Zombie with shotgun Other names

monster_zombie_maint_bald monster_zombie_maint_nojaw monster_zombie_maint_skinny monster_zombie_maint_wrench monster_zombie_maint2 monster_zombie_pipe monster_zombie_sawyer monster_zombie_skinny monster_zombie_suit_bloodymouth monster_zombie_suit_neckstump monster_zombie_suit_skinny monster_zombie_tshirt_bald monster_zombie_tshirt_blown monster_zombie_zsec_machinegun monster_zombie_zsec_pistol monster_zombie_zsec_shield monster_zombie_zsec_shotgun

Use one of the following values with the "spawn [name]" code: Result Adrenaline Megahealth Invisibility Weapon names Name powerup_adrenaline powerup_megahealth powerup_invisibility

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 Read more: http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7 Under Creative Commons License: Attribution Non-Commercial No Derivatives

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