Doom 3: Resurrection Of Evil Cheats, Codes, Cheat Codes, Walkthrough, Guide, FAQ, Unlockables for PC (2025)

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:

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Result Cheat Code God mode [Note] god Full weapons and ammunition give all Full ammunition for current weapons give ammo Armor to 125 give armor Classic 1995 version give doom95 Health to 100 give health All keys give keys BFG give weapon_bfg Chainsaw give weapon_chainsaw Machine gun give weapon_machinegun Plasmagun give weapon_plasmagun Rocket launcher give weapon_rocketlauncher Shotgun give weapon_shotgun Spawn indicated item give [item name] Play indicated map map [map name] Load a map map 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 stats aasStats Unknown addarrow Adds debug arrow addarrow Core to game chat lines addChatLine Add debug line addline Scale contact friction af_contactFrictionScale Force the given friction value af_forceFriction Name of the body to highlight af_highlightBody Name of the constraint to highlight af_highlightConstraint Scale the joint friction af_jointFrictionScale Maximum angular velocity af_maxAngularVelocity: Maximum linear velocity af_maxLinearVelocity Show structures of articulated figures not at rest af_showActive Show bodies af_showBodies Show body names af_showBodyNames Show two bodies constrained by the highlighted constraint af_showConstrainedBodies Show constraint names af_showConstraintNames Show constraints af_showConstraints Show the inertia tensor of each body af_showInertia Show joint limits af_showLimits Show mass of each body af_showMass Show primary constraints only af_showPrimaryOnly Show articulated figure CPU usage af_showTimings Show the total mass of each articulated figure af_showTotalMass Show tree-like structures af_showTrees Show velocity of each body af_showVelocity Skip friction af_skipFriction Skip joint limits af_skipLimits Skip self collision detection af_skipSelfCollision Test for bodies initially stuck in solid af_testSolid Scale time af_timeScale Use impulse-based contact friction af_useImpulseFriction Use impulse-based joint friction af_useJointImpulseFriction Use linear time algorithm for tree-like structures af_useLinearTime Use constraint matrix symmetry af_useSymmetry Enable blocked fail safe handling ai_blockedFailSafe Draw movement information for monsters ai_debugMove Display script calls for the specified monster entity number ai_debugScript Draw trajectory tests for monsters ai_debugTrajectory Draw attack cones for monsters ai_showCombatNodes Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1 Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2 Draw path_* entities ai_showPaths: Unknown ai_testPredictPath Write .AVI for a command demo aviCmdDemo Save demo in .AVI format avidemo Write .AVI for a demo aviDemo Write .AVI for the current game aviGame Game benchmark benchmark Benchmark benchmark Bind command to a key bind Bind ragdoll at the current drag position bindRagdoll Bind a key, but unbinds it first if there are more than two binds bindunbindtwo Blink a debug line blinkline Center view centerview Check if new version of the game is available checkNewVersion Unknown clear Clear the console clear Clear all lights clearLights Drop current weapon clientDropWeapon In-game GUI message mode clientMessageMode Voice chats clientVoiceChat Team voice chats clientVoiceChatTeam Close the view showing any notes for this map closeViewNotes Cull back facing polygons cm_backFaceCul Debug collision detection cm_debugCollision Color used to draw the collision models cm_drawColor Draw filled polygons cm_drawFilled Draw internal edges green cm_drawInternal Collision mask cm_drawMask Draw polygon and edge normals cm_drawNormals Show collision model info collisionModelInfo Use ~ to toggle console com_allowConsole Sample input from the async thread com_asyncInput Mix sound from the async thread com_asyncSound Compress saved games com_compressSaveGame Force generic platform independent SIMD com_forceGenericSIMD Unknown com_guid Record journal com_journal 1 Play back journal com_journal 2 Set hardware classification to com_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 build com_makingBuild 1 Marker for memory stats com_memoryMarker Run one game tick every async thread update com_preciseTic Purge everything between level loads com_purgeAll Show async network stats com_showAsyncStats Show frame rate com_showFPS Show framerate com_showfps 1 Show total and per frame memory usage com_showMemoryUsage show sound decoders com_showSoundDecoders Skip the renderer completely com_skipRenderer Show engine timings com_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 map com_updateLoadSize Hold last amount of detected video RAM com_videoRam Combine six images for roq compression combineCubeImages Compress a demo file compressDemo 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 moves con_speed [number] Dump the console text to a file conDump Connect to a server connect Crashes game crash Crash game crash Unknown cvar_restart Restart the cvar system cvar_restart Apply damage to an entity damage Launch script debugger debugger Print parses decl_show 1 Print parses and references developer decl_show 2 Delete selected entity deleteSelected Hold [Enter] to zoom view demoshot Save screenshot for a demo demoShot Load a map in developer mode devmap Open directory dir List a folder dir List a folder with sub-folders dirtree Disassembles script disasmScript Disables connection for current multi-player game disconnect Disconnect from a game disconnect Compile map dmap Skip to last level doomhell Print indicated text echo [text] Launch in-game Articulated Figure Editor editAFs Launch in-game Declaration Editor editDecls Launch GUI Editor editGUIs Change lighting editlight Launch in-game Light Editor editLights Open the in-game editor editor Launch level editor Radiant editor Launch in-game Particle Editor editParticles Launch in-game PDA Editor editPDAs Launch in-game Script Editor editScripts Change sounds in editor area editsounds launch in-game Sound Editor editSounds Take an environment shot envshot Cause an error error Execute a config file exec Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec Exit game exit Exit command demo exitCmdDemo Export models exportmodels Finish the build process finishBuild Freeze everything on screen freeze Freeze game for indicated number of seconds freeze [number] Armor takes this percentage of damage g_armorProtection [number] Armor takes this percentage of damage in MP g_armorProtectionMP [number] Maintain even teams g_balanceTDM Show blood splats, sprays, and gibs g_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 seconds g_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 2048 g_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 damage g_doubleVision Unknown g_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 game g_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 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, non-dormant are green g_showActiveEntities Enable ejected shells from weapon g_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 model g_showPlayerShadow Enable display of player hit percentage g_showProjectilePct Toggle hit % to HUD g_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 effects g_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 blend g_testModelBlend Test model rotation speed g_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 screen g_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 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” 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 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 images image_filter 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 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 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 maps if available image_useNormalCompression [0-2] Write batch file for offline compression of .DDS files image_useOfflineCompression Use .DDS files if present image_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 necessary image_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 input in_mouse Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed Unknown in_restart Restart the input system in_restart Yaw change speed when holding _left or _right button in_yawspeed Unknown keeptestmodel Keep last test model in the game keepTestModel Kick client by connection number kick Kill current target; suicide if no one is targeted kill Kill the player kill Kill all monsters in current level killmonsters Remove all monsters killMonsters Kill all moving enemies killmoveables Remove all moveables killMoveables Kill all non-moving enemies killragdolls Remove all ragdolls killRagdolls Scan LAN for servers LANScan Show LCP solver failures lcp_showFailures List active game entities listActiveEntities List articulated figures listAF Unknown listanims List all animations listAnims List audios listAudios List key bindings listBinds List game classes listClasses List commands listCmds Unknown listcollisionmodels List collision models listCollisionModels List cvars listCvars List all decls listDecls List all keys used by dictionaries listDictKeys List all values used by dictionaries listDictValues List emails listEmails Unknown listentities List game entities listEntities Lists indicated def file settings listentitydefs List entity defs listEntityDefs List FX systems listFX List game commands listGameCmds List GUIs listGuis List decl text character frequencies listHuffmanFrequencies Unknown listimages List images listImages Lists indicated def file settings listlightdefs Unknown listlines List all debug lines listLines Unknown listmaterials List materials listMaterials List model defs listModelDefs Unknown listmodels List all models listModels Unknown listmodes List all video modes listModes Lists images of monsters listmonsters List monsters listMonsters List particle systems listParticles List PDAs listPDAs List the entity defs listRenderEntityDefs List renderer commands listRendererCmds List the light defs listRenderLightDefs List scanned servers listServers Unknown listskins List skins listSkins List sound commands listSoundCmds List active sound decoders listSoundDecoders Unknown listsounds List all sounds listSounds Unknown listsoundshaders List sound shaders listSoundShaders List the spawn args of an entity listSpawnArgs List system commands listSystemCmds List tables listTables Unknown listthreads List script threads listThreads List tool commands listToolCmds List type info listTypeInfo Unknown listvertexcache List vertex cache listVertexCache List videos listVideos Load a game loadGame Localize GUIs localizeGuis Localize maps localizeMaps If 1, buffer log; if 2, flush after each print logFile [1 or 2] Mouse pitch scale m_pitch Show mouse movement m_showMouseRate Number of samples blended for mouse viewing m_smooth Mouse strafe movement scale m_strafeScale Number of samples blended for mouse moving m_strafeSmooth Mouse yaw scale m_yaw Make an ambient map makeAmbientMap Process giant images MakeMegaTexture Create memory dump memoryDump Create a compressed memory dump memoryDumpCompressed Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins Unknown modulatelights Modify shader parms on all lights modulateLights Unknown nextanim Show next animation on test model nextAnim Show next animation frame on test model nextFrame Teleport player to the next func_static with a GUI nextGUI Load next map on the server nextMap No clipping noclip Disable collision detection for the player noclip Ignored by most enemies notarget Unknown notarget Disable player as a target notarget Unknown overlaygui Print tokenized string parse Unknown parsewait Unknown path List search paths path Unknown playcmddemo Play back a command demo playCmdDemo Unknown playdemo Play back a demo playDemo Unknown playermodel Set the given model on the player playerModel [model name] Milliseconds the player can go without air before damage starts pm_air [number] x/y size of player’s bounding box pm_bboxwidth Unknown pm_bobpitch Unknown pm_bobroll Unknown pm_bobup Bob much faster when crouched pm_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 crouched pm_crouchspeed [number] Height of player’s view while crouched pm_crouchviewheight [number] Height of player’s bounding box while dead pm_deadheight [number] Height of player’s view while dead pm_deadviewheight [number] Approximate height the player can jump pm_jumpheight [number] Amount player’s view can look down pm_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 noclip pm_noclipspeed [number] Height of player’s bounding box while standing pm_normalheight [number] Height of player’s view while standing pm_normalviewheight [number] Bob faster when running pm_runbob Unknown pm_runpitch Unknown pm_runroll Speed the player can move while running pm_runspeed [number] Size of the spectator bounding box pm_spectatebbox [number] Speed the player can move while spectating pm_spectatespeed [number] Length of time player can run pm_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 view pm_thirdPerson Toggle third person view pm_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 space pm_thirdPersonClip Enable third person view when player dies pm_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 walking pm_walkbob Player’s walking speed pm_walkspeed [number] Unknown poplight Remove last created light popLight Unknown prevanim Show previous animation on test model prevAnim Show previous animation frame on test model prevFrame Print an articulated figure printAF Print an Audio printAudio Print an email printEmail Print an entity def printEntityDef Print an FX system printFX Print a material printMaterial Unknown printmode Print model info printModel Print a model def printModelDefs Print a particle system printParticle Print a PDA printPDA Unknown printshader Print a skin printSkin Print a sound shader printSoundShader Print a table printTable Print an Video printVideo Prompt and set the CD Key promptKey Exit game quit Quit the game quit Change gamma tables r_brightness Set brightness level r_brightness [number] arbfp1, fp30 r_cgFragmentProfile arbvp1, vp20, vp30 r_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 height r_customHeight [number] Custom screen width r_customWidth [number] Step size of arrow cone line rotation in degrees r_debugArrowStep [number] Perform depth test on debug lines r_debugLineDepthTest Width of debug lines r_debugLineWidth [number] Draw a filled polygon r_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 frame r_finish Scale flare deforms from the material def r_flareSize Draw all images to screen after registration r_forceLoadImages Draw to front buffer for debugging r_frontBuffer 0 = windowed, 1 = full screen r_fullscreen [0 or 1] Change gamma tables r_gamma Set gamma level r_gamma [0-3] “opengl32”, etc. r_glDriver [value] Fraction to smear across neighbors r_hdr_bloomFraction Maximum light scale r_hdr_exposure Monitor gamma power r_hdr_gamma Random dither in monitor space r_hdr_monitorDither Use a floating point rendering buffer r_hdr_useFloats Random debugging without defining new vars r_ignore Random debugging without defining new vars r_ignore2 Ignore GL errors r_ignoreGLErrors Ignore the fragment program extension r_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 sampling r_lightSourceRadius Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces 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 material r_mergeModelSurfaces 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 vertex use r_orderIndexes 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 – 2048 r_sb_lightResolution Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter Do not draw any occluders r_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 draw r_sb_randomize Set to 0, 1, 4, or 16 r_sb_samples [number] Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow Color the pixels contained in the frustum r_sb_showFrustumPixels only draw a single side (0 to 5) of points lights r_sb_singleSide 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 resolution of entire screen can be changed r_sb_viewResolution Scale value for stencil shadow drawing r_shadowPolygonFactor Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset 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 view r_showDefs Report reads and writes to the demo file r_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 generation r_showDynamic Draw the sil edges r_showEdges Show entity scissor rectangles r_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 activity r_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 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 r_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 counts r_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 blocking r_showSmp Show surface material name under crosshair r_showSurfaceInfo Report surface/light/shadow counts r_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 polarity r_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 Unknown r_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 entity r_singleEntity Suppress all but one light r_singleLight Suppress all but one surface on each entity r_singleSurface Only draw a single triangle per primitive r_singleTriangle Bypass all non-interaction drawing r_skipAmbient Do not draw anything r_skipBackEnd Skip all blend lights r_skipBlendLights Use flat surface instead of the bump map r_skipBump Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture Leave all deform materials in their original state r_skipDeforms Use black for diffuse r_skipDiffuse Do not dynamically create textures r_skipDynamicTextures Skip all fog lights r_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 drawing r_skipInteractions Do not do any post-interaction light scaling r_skipLightScale Only use the lowest level image r_skipMegaTexture Bypass all vertex/fragment program ambient drawing r_skipNewAmbient Skip overlay surfaces r_skipOverlays 1 = skip all particle systems r_skipParticles [0-1] Skip all post-process renderings r_skipPostProcess Skip 3D rendering, but pass 2D r_skipRender Null the rendering context during backend 3D rendering r_skipRenderContext Skip ROQ decoding r_skipROQ Use black for specular1 r_skipSpecular 1 = don’t render any GUI elements on surfaces r_skipSubviews [0 or 1] Ignore the per-view suppressions r_skipSuppress Skip the translucent interaction rendering r_skipTranslucent 1 = do not accept any entity or light updates, making everything static r_skipUpdates [0 or 1] Merge normals that dot less than this r_slopNormal [number] Merge texture coordinates this far apart r_slopTexCoord [number] Merge xyz coordinates this far apart r_slopVertex [number] 1 = do not render main view, allowing subviews to be debugged 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 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 models r_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 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 time, rather than deferring r_useEntityCallbacks [number] 0 = none, 1 = box r_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 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 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 lights r_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 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 objects regenerateworld Regenerates all interactions regenerateWorld Unknown reload Unknown reloadanims Reload animations reloadanims Reload ARB programs reloadARBprograms Reload CG programs reloadCgPrograms Reload decls reloadDecls Reload engine down to including the file system reloadEngine Unknown reloadentitydefs Unknown reloadfx Unknown reloadguis Reload GUIs reloadGuis Unknown reloadimages Reload images reloadImages Reload language dict reloadLanguage Unknown reloadmodels Reload models reloadModels Reload scripts reloadScript Unknown reloadshaders Unknown reloadsounds Reload all sounds reloadSounds Unknown reloadsoundshaders Reload the decl and images for selected surface reloadSurface Remove an entity remove Unknown removeline Remove a debug line removeline Unknown renderbump Render a bump map renderbump Unknown renderbumpflat Render a flat bump map renderbumpFlat Check all referenced images for duplications reportImageDuplication List all used materials sorted by surface area reportSurfaceAreas Rescan serverinfo cvars and tell game rescanSI Unknown reset Reset a cvar reset Unknown roq Encode a roq file roq Unknown runaas Compile an AAS file for a map runAAS Compile AAS files for all maps in a folder runAASDir Unknown runreach Calculate reachability for an AAS file runReach Unknown s_cacheinfo Unknown s_cacheinvalidate Unknown s_constantAmplitude Reduce sound volume with this distance when going through a door s_doorDistanceAdd [number] Unknown s_dotbias2 Unknown s_dotbias6 Unknown s_drawSounds Unknown s_force22kHz Volume to all speakers when not spatialized s_globalFraction Unknown s_maxSoundsPerShader Unknown s_meterTopTime Unknown s_minVolume2 Unknown s_minVolume6 Unknown s_musictrack Unknown s_noSound Set number of speakers s_numberOfSpeakers [number] Play beep for missing sounds s_playDefaultSound Unknown s_quadraticFalloff Unknown s_realTimeDecoding Unknown s_restart Restart the sound system s_restart Unknown s_reverse Unknown s_showLevelMeter Toggle sound level display s_showlevelmeter 1 Unknown s_showStartSound mute All sounds but this emitter s_singleEmitter Unknown s_spatializationDecay Set volume to subwoofer in Dolby 5.1 s_subFraction [number] Unknown s_useOcclusion Set sound volume; default is 0 s_volume_db [number] Set volume in dB s_volume_dB [number] Save a game saveGame Save all lights to the .map file saveLights Save all moveables to the .map file saveMoveables Save all lights to the .map file saveParticles Save all ragdoll poses to the .map file saveRagdolls Save the selected entity to the .map file saveSelected Text chat say Send message to everyone in multi-player say [message] Team text chat sayTeam Unknown screenshot Take a screenshot screenshot Unknown script Execute a line of script script Mouse view sensitivity sensitivity Force all players ready serverForceReady Show server info serverInfo Restart current game serverMapRestart Change to next map serverNextMap Unknown set Set a cvar set Unknown seta Set a cvar and flags it as archive seta Detect system capabilities and sets com_machineSpec to appropriate value setMachineSpec Unknown sets Set a cvar and flags it as server info sets Unknown setstepgamma Set a cvar and flags it as tool sett Unknown setu Set a cvar and flags it as user info setu Unknown setviewpos Set the current view position setviewpos Show memory used by dictionaries showDictMemory Show memory used by interactions showInteractionMemory Show memory used by strings showStringMemory Show memory used by triangle surfaces showTriSurfMemory Show any view notes for the current map, successive calls will cycle to the next note showViewNotes Frag limit si_fragLimit Set game type to: singleplayer, deathmatch, tourney, team dm or last man si_gameType [value] Map to be played next on server si_map [map name] Engine version si_version Do pre-game warmup si_warmup Resize screen to smaller view sizedown Make the rendered view smaller sizeDown Resize screen to larger view; no effect if in fullscreen sizeup Make the rendered view larger sizeUp Spawn a game entity spawn Spawn indicated model spawn [object name] Unknown spawnserver Spawn a server spawnServer Prepare to make a build startBuild Display game status status Stop recording game demo stoprecording Stop demo recording stopRecording Unknown sys_arch Unknown sys_cpustring Unknown sys_lang Take notes about the current map from the current view takeViewNotes Extended take view notes takeViewNotes2 Teleport player to an entity location teleport Unknown testanim Test an animation testAnim Unknown testblend Test animation blending testBlend Test an FX system bound to a joint testBoneFx Unknown testbump Unknown testdamage Test a damage def testDamage Test death testDeath Unknown testfx Test an FX system testFx Unknown testgui Test a GUI testGUI Unknown testimage Display given image centered on screen testImage Unknown testlight Test a light testLight Unknown testmap Test a map testmap Unknown testmodel Test a model testModel Unknown testparticle Test particle stop time on a test model testParticleStopTime Test a point light testPointLight Write out a test savegame testSave Test a save game for a level testSaveGame Unknown testshader Set a shaderParm on an existing testModel testShaderParm Unknown testsimd Test SIMD code testSIMD Test a skin on an existing testModel testSkin Test a sound testSound Unknown testtrace Display given cinematic testVideo [name] Unknown testwipe Time a command demo timeCmdDemo Time a demo timeDemo Benchmark test timedemo demo1.demo Time a demo and quits timeDemoQuit Scales the time timescale [number] Unknown toggle Toggle a cvar toggle Touch a decl touch Unknown touchfile Touch a file touchFile Touch a list of files touchFileList Unknown touchfx Unknown touchgui Touch a gui touchGui Unknown touchmaterial Unknown touchmodel Touch a model touchModel Unknown touchparticle Unknown touchskin Unknown touchsound Trigger an entity trigger Auto reload weapon ui_autoReload Auto switch weapon ui_autoSwitch Player name ui_name Player is ready to start playing ui_ready Show gun ui_showGun Player skin ui_skin Play or spectate ui_spectate Player team ui_team Unknown unbind Unbind any command from a key unbind Unknown unbindall Unbind any command from all keys unbindall Unbind selected ragdoll unbindRagdoll [name] Cause sync down of game-modified userinfo updateUI Update to previously entered screen resize code vid_restart Restart renderSystem vid_restart Unknown vstr Insert the current value of a cvar as command text vstr Delay remaining buffered commands one or more frames wait Advance to next weapon slot weapnext Unknown weapon Puts bloodsplat on your gun weaponsplat Project blood splat on the player weapon weaponSplat Return to previous weapon slot weapprev Show location and map name where Print current view position where Allow multiple instances running concurrently win_allowMultipleInstances Disable Windows task keys win_notaskkeys Unknown win_outputDebugString Unknown win_outputEditString Allow game to be updated while dragging window win_timerUpdate Windows user name win_username Unknown win_viewlog Horizontal position of window win_xpos Vertical position of window commands win_ypos Write a command demo writeCmdDemo Unknown writeconfig Write a config file writeConfig Write game state writeGameState Unknown writeprecache Write precache writePrecache Unknown _attack Unknown _back Unknown aas_goalArea Unknown aas_pullPlayer Unknown aas_randomPullPlayer Unknown aas_showAreas Unknown aas_showFlyPath Unknown aas_showHideArea Unknown aas_showPath Unknown aas_showPushIntoArea Unknown aas_showWallEdges Unknown aas_test Unknown aasstats Unknown addline Unknown centerview Unknown blinkline Unknown bind Unknown bindlist Unknown clearlights Unknown clientVoiceChat Unknown clientVoiceChat Unknown cm_testAngle Unknown cm_testBox Unknown cm_testBoxRotation Unknown cm_testCollision Unknown cm_testLength Unknown cm_testModel Unknown cm_testOrigin Unknown cm_testRadius Unknown cm_testRandomMany Unknown cm_testReset Unknown cm_testRotation Unknown cm_testTimes Unknown cm_testWalk Unknown collisionmodelinfo Unknown com_aviDemoHeight Unknown com_aviDemoSamples Unknown com_aviDemoTics Unknown com_aviDemoWidth Unknown com_compressDemos Unknown com_fixedTic Unknown com_minTics Unknown com_logDemos Unknown com_preloadDemos Unknown com_showAngles Unknown com_showDemo Unknown com_showTics Unknown com_skipGameDraw Unknown com_wipeSeconds Unknown combinecubeimages Unknown compressdemo Unknown condump Unknown connect Unknown cvarlist Unknown dirtyfeet Unknown dmap Unknown echo Unknown r_vertexBufferMegs Unknown radiant_ALTEdgeDrag Unknown fs_basepath Unknown fs_caseSensitiveOS Unknown fs_cdpath Unknown fs_copyfiles Unknown fs_debug Unknown fs_devpath Unknown fs_game Unknown fs_restrict Unknown fs_savepath Unknown radiant_AngleSpeed Unknown radiant_Autosave Unknown radiant_AutosaveMinutes Unknown radiant_camerawindow Unknown radiant_CamXYUpdate Unknown radiant_ChaseMouse Unknown radiant_CubicClipping Unknown radiant_CubicScale Unknown radiant_entityMode Unknown radiant_EntityShow Unknown radiant_HiColorTextures Unknown radiant_InspectorDockedDialogs Unknown radiant_InspectorsWindow Unknown radiant_LastMap Unknown radiant_LastProject Unknown radiant_LoadLast Unknown radiant_LoadLastMap Unknown radiant_LoadShaders Unknown radiant_MainWindowPlace Unknown radiant_ModelPath Unknown radiant_MoveSpeed Unknown radiant_NewFaceGrab Unknown radiant_NewLightStyle Unknown radiant_NewMapFormat Unknown radiant_NewRightClick Unknown radiant_NewTextureWindowStuff Unknown radiant_NewVertex Unknown radiant_NoClamp Unknown radiant_NoStipple Unknown radiant_QE4Paint Unknown radiant_QE4StyleWindows Unknown radiant_RadiantMapPath Unknown radiant_RotateLock Unknown radiant_Rotation Unknown radiant_RunBefore Unknown radiant_SavedInfo Unknown radiant_SelectWholeEntitiesKey Unknown radiant_SizePainting Unknown radiant_Snapshots Unknown radiant_SnapT Unknown radiant_StatusPointSize Unknown radiant_SwitchClipKey Unknown radiant_TextureLock Unknown radiant_TextureQuality Unknown radiant_TextureScale Unknown radiant_TextureScrollbar Unknown radiant_texwindow Unknown radiant_UndoLevels Unknown radiant_UseDisplayLists Unknown radiant_UseGLLighting Unknown radiant_UseTextureBar Unknown radiant_WideToolBar Unknown radiant_xywindow Unknown radiant_XZVIS Unknown radiant_xzwindow Unknown radiant_YZVIS Unknown radiant_yzwindow Unknown radiant_ZClipBottom Unknown radiant_ZClipEnabled Unknown radiant_ZClipTop Unknown radiant_ZVIS Unknown radiant_zwindow Unknown g_blobSize Unknown g_blobTime Unknown error Unknown EntityPlacement Unknown envshot Unknown exec Unknown exportmodels Unknown fillrate Unknown flashlight Unknown focussoundseditor Unknown g_debugCinematic Unknown g_debugDamage Unknown g_debugMove Unknown g_debugMover Unknown g_debugScript Unknown g_debugTriggers Unknown g_debugWeapon Unknown g_dragShowSelection Unknown g_dropItemRotation Unknown g_dvAmplitude Unknown g_dvFrequency Unknown g_dvTime Unknown g_exportMask Unknown g_fov Unknown g_gravity Unknown g_gunX Unknown g_gunY Unknown g_gunZ Unknown g_kickAmplitude Unknown g_kickTime Unknown g_knockback Unknown g_maxShowDistance Unknown g_monsters Unknown g_showCollisionModels Unknown g_showCollisionTraces Unknown g_showCollisionWorld Unknown g_showEntityInfo Unknown g_showHud Unknown g_showviewpos Unknown g_skill Unknown g_skipFX Unknown g_skipParticles Unknown g_showPVS Unknown g_vehicleForce Unknown g_vehicleVelocity Unknown g_viewNodalX Unknown g_viewNodalZ Unknown g_stopTime Unknown g_testDeath Unknown g_testHealthVision Unknown give Unknown gui_configServerRate Unknown gui_debug Unknown gui_edit Unknown gui_mediumFontLimit Unknown gui_smallFontLimit

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

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The image featured at the top of this post is ©The Legend of Heroes: Trails of Cold Steel III key art.

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Doom 3: Resurrection Of Evil Cheats, Codes, Cheat Codes, Walkthrough, Guide, FAQ, Unlockables for PC (2025)
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