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Quake 4

Cheat mode:
Press the [Left Ctrl] + [Alt] + ~ during game play to display the console window.


Effect Code
Unknown_attack
Unknown_back
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
Unknownaas_goalArea
Unknownaas_pullPlayer
Unknownaas_randomPullPlayer
Unknownaas_showAreas
Unknownaas_showFlyPath
Unknownaas_showHideArea
Unknownaas_showPath
Unknownaas_showPushIntoArea
Unknownaas_showWallEdges
Unknownaas_test
Show AAS statsaasStats
Adds debug arrowaddarrow
Core to game chat linesaddChatLine
Add debug lineaddline
Scale contact frictionaf_contactFrictionScale
Force the given friction valueaf_forceFriction
Name of the body to highlightaf_highlightBody
Name of the constraint to highlightaf_highlightConstraint
Scale the joint frictionaf_jointFrictionScale
Maximum angular velocityaf_maxAngularVelocity:
Maximum linear velocityaf_maxLinearVelocity
Show structures of articulated figures not at rest af_showActive
Show bodiesaf_showBodies
Show body namesaf_showBodyNames
Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
Show constraint namesaf_showConstraintNames
Show constraintsaf_showConstraints
Show the inertia tensor of each bodyaf_showInertia
Show joint limitsaf_showLimits
Show mass of each bodyaf_showMass
Show primary constraints onlyaf_showPrimaryOnly
Show articulated figure CPU usageaf_showTimings
Show the total mass of each articulated figure af_showTotalMass
Show tree-like structuresaf_showTrees
Show velocity of each bodyaf_showVelocity
Skip frictionaf_skipFriction
Skip joint limitsaf_skipLimits
Skip self collision detectionaf_skipSelfCollision
Test for bodies initially stuck in solid af_testSolid
Scale timeaf_timeScale
Use impulse-based contact frictionaf_useImpulseFriction
Use impulse-based joint frictionaf_useJointImpulseFriction
Use linear time algorithm for tree-like structures af_useLinearTime
Use constraint matrix symmetryaf_useSymmetry
Enable blocked fail safe handlingai_blockedFailSafe
Draw movement information for monsters ai_debugMove
Display script calls for the specified monster entity number ai_debugScript
Draw trajectory tests for monstersai_debugTrajectory
Draw attack cones for monstersai_showCombatNodes
Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
Draw path_* entitiesai_showPaths:
Unknownai_testPredictPath
Write .AVI for a command demoaviCmdDemo
Save demo in .AVI formatavidemo
Write .AVI for a demoaviDemo
Write .AVI for the current gameaviGame
Game benchmarkbenchmark
Benchmarkbenchmark
Bind command to a keybind
Unknownbindlist
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 lineblinkline
Center viewcenterview
Check if new version of the game is available checkNewVersion
Clear the consoleclear
Unknownclearlights
Clear all lightsclearLights
Drop current weaponclientDropWeapon
In-game GUI message modeclientMessageMode
Voice chatsclientVoiceChat
Team voice chatsclientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
Cull back facing polygonscm_backFaceCul
Debug collision detectioncm_debugCollision
Color used to draw the collision models cm_drawColor
Draw filled polygonscm_drawFilled
Draw internal edges greencm_drawInternal
Collision maskcm_drawMask
Draw polygon and edge normalscm_drawNormals
Unknowncm_testAngle
Unknowncm_testBox
Unknowncm_testBoxRotation
Unknowncm_testCollision
Unknowncm_testLength
Unknowncm_testModel
Unknowncm_testOrigin
Unknowncm_testRadius
Unknowncm_testRandomMany
Unknowncm_testReset
Unknowncm_testRotation
Unknowncm_testTimes
Unknowncm_testWalk
Show collision model infocollisionModelInfo
Use ~ to toggle consolecom_allowConsole
Sample input from the async threadcom_asyncInput
Mix sound from the async threadcom_asyncSound
Unknowncom_aviDemoHeight
Unknowncom_aviDemoSamples
Unknowncom_aviDemoTics
Unknowncom_aviDemoWidth
Unknowncom_compressDemos
Compress saved gamescom_compressSaveGame
Unknowncom_fixedTic
Force generic platform independent SIMD com_forceGenericSIMD
Unknowncom_guid
Record journalcom_journal 1
Play back journalcom_journal 2
Unknowncom_logDemos
Set hardware classification tocom_machineSpec
Set hardware classification to not detected, com_machineSpec -1
Set hardware classification to low quality, com_machineSpec 0
Set hardware classification to medium quality, com_machineSpec 1
Set hardware classification to high quality, com_machineSpec 2
Set hardware classification to ultra quality com_machineSpec 3
Make a buildcom_makingBuild 1
Marker for memory statscom_memoryMarker
Unknowncom_minTics
Run one game tick every async thread update com_preciseTic
Unknowncom_preloadDemos
Purge everything between level loadscom_purgeAll
Unknowncom_showAngles
Show async network statscom_showAsyncStats
Unknowncom_showDemo
Show frame ratecom_showFPS
Show frameratecom_showfps 1
Show total and per frame memory usagecom_showMemoryUsage
Show sound decoderscom_showSoundDecoders
Unknowncom_showTics
Unknowncom_skipGameDraw
Skip the renderer completelycom_skipRenderer
Show engine timingscom_speeds
Print time in milliseconds with each console print com_timestampPrints 1
Print time in seconds with each console print com_timestampPrints 2
Update the load size after loading a map com_updateLoadSize
Hold last amount of detected video RAM com_videoRam
Unknowncom_wipeSeconds
Combine six images for roq compression combineCubeImages
Compress a demo filecompressDemo
Print on the console but not onscreen when console is displayed con_noPrint
Time messages displayed when console is displayed con_notifyTime
Speed at which the console movescon_speed <number>
Dump the console text to a fileconDump
Connect to a serverconnect
Crash gamecrash
Restart the cvar systemcvar_restart
Unknowncvarlist
Apply damage to an entitydamage
Launch script debuggerdebugger
Print parsesdecl_show 1
Print parses and references developerdecl_show 2
Delete selected entitydeleteSelected
Save screenshot for a demodemoShot
Load a map in developer modedevmap
List a folderdir
List a folder with sub-foldersdirtree
Unknowndirtyfeet
Disassembles scriptdisasmScript
Disables connection for current multi-player game disconnect
Disconnect from a gamedisconnect
Compile mapdmap
Print indicated textecho <text>
Launch in-game Articulated Figure Editor editAFs
Launch in-game Declaration EditoreditDecls
Launch GUI EditoreditGUIs
Change lightingeditlight
Launch in-game Light EditoreditLights
Open the in-game editoreditor
Launch in-game Particle EditoreditParticles
Launch in-game PDA EditoreditPDAs
Launch in-game Script EditoreditScripts
Launch in-game Sound EditoreditSounds
UnknownEntityPlacement
Take an environment shotenvshot
Cause an errorerror
Execute a config fileexec
Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
Exit gameexit
Exit command demoexitCmdDemo
Export modelsexportmodels
Unknownfillrate
Finish the build processfinishBuild
Unknownflashlight
Unknownfocussoundseditor
Freeze everything on screenfreeze
Freeze game for indicated number of seconds freeze <number>
Unknownfs_basepath
Unknownfs_caseSensitiveOS
Unknownfs_cdpath
Unknownfs_copyfiles
Unknownfs_debug
Unknownfs_devpath
Unknownfs_game
Unknownfs_restrict
Unknownfs_savepath
Armor takes this percentage of damageg_armorProtection <number>
Armor takes this percentage of damage in MP g_armorProtectionMP <number>
Maintain even teamsg_balanceTDM
Unknowng_blobSize
Unknowng_blobTime
Show blood splats, sprays, and gibsg_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime <number>
Pregame countdown in secondsg_countDown <number>
Scale final damage on player by this factor g_damageScale <number>
Display information on which animations are playing on specified entity; -1 disables g_debugAnim <number>
Check for models with bounds over 2048 g_debugBounds
Unknowng_debugCinematic
Unknowng_debugDamage
Unknowng_debugMove
Unknowng_debugMover
Unknowng_debugScript
Unknowng_debugTriggers
Unknowng_debugWeapon
Show decals (bullet holes, etc.)g_decals
Disassemble script into base/script disasm.txt when script is compiled g_disasm
Show double vision when taking damageg_doubleVision
Unknowng_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire] g_dragEntity
Unknowng_dragShowSelection
Unknowng_dropItemRotation
Unknowng_dvAmplitude
Unknowng_dvFrequency
Unknowng_dvTime
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>
Unknowng_exportMask
Toggle disable buffer file writing for save games g_flushSave <0 or 1>
Unknowng_fov
Display timing information for each game frame g_frametime
Score review time in seconds at end game g_gameReviewPause
Unknowng_gravity
Unknowng_gunX
Unknowng_gunY
Unknowng_gunZ
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>
Unknowng_kickAmplitude
Unknowng_kickTime
Unknowng_maxShowDistance
Unknowng_monsters
Control the weapon sway in MPg_mpWeaponAngleScale <number>
Show muzzle flashesg_muzzleFlash <0 or 1>
If nightmare mode is allowedg_nightmare <0 or 1>
Game passwordg_password <password>
Show dynamic lights on projectilesg_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapong_showBrass
Display current frame number for camera when playing cinematics g_showcamerainfo
Unknowng_showCollisionModels
Unknowng_showCollisionTraces
Unknowng_showCollisionWorld
Draw boxes around monsters that targeted player g_showEnemies
Unknowng_showEntityInfo
Unknowng_showHud
Enable shadow of player modelg_showPlayerShadow
Enable display of player hit percentage g_showProjectilePct
Toggle hit % to HUDg_showprojectilepct 1
Unknowng_showPVS
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
Unknowng_showviewpos
Unknowng_skill
Unknowng_skipFX
Unknowng_skipParticles
Skip damage and other view effectsg_skipViewEffects
Let spectators talk to everyone during game g_spectatorChat
Unknowng_stopTime
Draw arrows over teammates in team deathmatch g_TDMArrows
Unknowng_testDeath
Unknowng_testHealthVision
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
Number of frames to blendg_testModelBlend
Test model rotation speedg_testModelRotate
Test particle visualation; set by the particle editor g_testParticle
Name of the particle being tested by the particle editor g_testParticleName
Name of material to draw over screeng_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
Unknowng_vehicleForce
Unknowng_vehicleVelocity
Unknowng_viewNodalX
Unknowng_viewNodalZ
Show available memorygame_memory
Cause a game errorgameError
Kick player from multi-player gamegameKick <name>
Print current view positiongetviewpos
Display graphics card detailsgfxinfo
Spawn indicated itemgive <item name>
Full weapons and ammunitiongive all
Full ammunition for current weaponsgive ammo
Armor to 125give armor
Health to 100give health
All keys give keys
BFGgive weapon_bfg
Chainsawgive weapon_chainsaw
Machine gungive weapon_machinegun
Plasmagungive weapon_plasmagun
Rocket launchergive weapon_rocketlauncher
Shotgungive weapon_shotgun
God mode1god
Unknowngui_configServerRate
Unknowngui_debug
Unknowngui_edit
Gametype filtergui_filter_gameType
Password filtergui_filter_password
Players filtergui_filter_players
Unknowngui_mediumFontLimit
Unknowngui_smallFontLimit
Send heartbeat to master serversHeartbeat
Show helphelp
Hitch the gamehitch
Show IK debug linesik_debug
Enable IKik_enable
Name of log file; if empty "qconsole.log" will be used ilFileName
Set the maximum texture anisotropy if available image_anisotropy <number>
Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs <number>
Maximum KB of precompressed files to read at specification time image_cacheMinK <number>
See texture MIP usageimage_colorMipLevels
Control texture downsamplingimage_downSize
Control normal map downsamplingimage_downSizeBump
Control normal map downsample limitimage_downSizeBumpLimit
Control diffuse map downsample limitimage_downSizeLimit
Control specular downsamplingimage_downSizeSpecular
Control specular downsampled limitimage_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknownimage_forceDownSize
Ignore high quality setting on materials image_ignoreHighQuality
Change lod bias on mipmapped imagesimage_lodbias
If 0, dynamically load all imagesimage_preload <0 or 1>
Round bad sizes down to nearest power of two image_roundDown
If 1, print number of outstanding background loads image_showBackgroundLoads<0 or 1>
Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
If 1, do background load image 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 presentimage_usePrecompressedTextures
Write .tgas of the final normal maps for debugging image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
Write .DDS files if necessaryimage_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging image_writeTGA
Always run (reverse _speed button) in multi-player mode in_alwaysRun
Angle change scale when holding _speed button in_anglespeedkey
Look around with mouse (reverse _mlook button) in_freeLook
Enable mouse inputin_mouse
Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
Restart the input systemin_restart
Yaw change speed when holding _left or _right button in_yawspeed
Keep last test model in the gamekeepTestModel
Kick client by connection numberkick
Kill current target; suicide if no one is targeted kill
Kill the playerkill
Kill all monsters in current levelkillmonsters
Kill all moving enemieskillmoveables
Kill all non-moving enemieskillragdolls
Scan LAN for serversLANScan
Show LCP solver failureslcp_showFailures
List active game entitieslistActiveEntities
List articulated figureslistAF
List all animationslistAnims
List audioslistAudios
List key bindingslistBinds
List game classeslistClasses
List commandslistCmds
List collision modelslistCollisionModels
List cvarslistCvars
List all declslistDecls
List all keys used by dictionarieslistDictKeys
List all values used by dictionarieslistDictValues
List emailslistEmails
List game entitieslistEntities
Lists indicated def file settingslistentitydefs
List FX systemslistFX
List game commandslistGameCmds
List GUIslistGuis
List decl text character frequencieslistHuffmanFrequencies
List imageslistImages
Lists indicated def file settingslistlightdefs
List all debug lineslistLines
List materialslistMaterials
List model defslistModelDefs
List all modelslistModels
List all video modeslistModes
Lists images of monsterslistmonsters
List particle systemslistParticles
List PDAslistPDAs
List the entity defslistRenderEntityDefs
List renderer commandslistRendererCmds
List the light defslistRenderLightDefs
List scanned serverslistServers
List skinslistSkins
List sound commandslistSoundCmds
List active sound decoderslistSoundDecoders
List all soundslistSounds
List sound shaderslistSoundShaders
List the spawn args of an entitylistSpawnArgs
List system commandslistSystemCmds
List tableslistTables
List script threadslistThreads
List tool commandslistToolCmds
List type infolistTypeInfo
List vertex cachelistVertexCache
List videoslistVideos
Load a gameloadGame
Localize GUIslocalizeGuis
Localize mapslocalizeMaps
If 1, buffer log; if 2, flush after each print logFile <1 or 2>
Mouse pitch scalem_pitch
Show mouse movementm_showMouseRate
Number of samples blended for mouse viewing m_smooth
Mouse strafe movement scalem_strafeScale
Number of samples blended for mouse moving m_strafeSmooth
Mouse yaw scalem_yaw
Make an ambient mapmakeAmbientMap
Process giant imagesMakeMegaTexture
Play indicated mapmap game/<map name>
Create memory dumpmemoryDump
Create a compressed memory dumpmemoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins
Modify shader parms on all lightsmodulateLights
Show next animation on test modelnextAnim
Show next animation frame on test model nextFrame
Teleport player to the next func_static with a GUI nextGUI
Load next map on the servernextMap
Disable collision detection for the player noclip
Ignored by most enemiesnotarget
Unknownoverlaygui
Print tokenized stringparse
Unknownparsewait
List search pathspath
Play back a command demoplayCmdDemo
Play back a demoplayDemo
Set the given model on the playerplayerModel <model name>
Milliseconds the player can go without air before damage starts pm_air <number>
x/y size of player's bounding boxpm_bboxwidth
Unknownpm_bobpitch
Unknownpm_bobroll
Unknownpm_bobup
Bob much faster when crouchedpm_crouchbob
Height of player's bounding box while crouched pm_crouchheight <number>
Time it takes for player's view to change from standing to crouching pm_crouchrate <number>
Speed the player can move while 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 deadpm_deadviewheight <number>
Approximate height the player can jump pm_jumpheight <number>
Amount player's view can look downpm_maxviewpitch <number>
Amount player's view can look up; negative values are up pm_minviewpitch <number>
Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView <1 or 2>
Speed the player can move while in 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 runningpm_runbob
Unknownpm_runpitch
Unknownpm_runroll
Speed the player can move while running pm_runspeed <number>
Size of the spectator bounding boxpm_spectatebbox <number>
Speed the player can move while spectating pm_spectatespeed <number>
Length of time player can runpm_stamina <number>
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate <number>
When stamina is below this value, player slows to a walk pm_staminathreshold <number>
Maximum height player can step up without jumping pm_stepsize <number>
Toggle third person viewpm_thirdperson <0 or 1>
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle <0-180>
Clip third person view into world 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 walkingpm_walkbob
Player's walking speedpm_walkspeed <number>
Remove last created lightpopLight
Show previous animation on test modelprevAnim
Show previous animation frame on test model prevFrame
Print an articulated figureprintAF
Print an AudioprintAudio
Print an emailprintEmail
Print an entity defprintEntityDef
Print an FX systemprintFX
Print a materialprintMaterial
Print model infoprintModel
Print a model defprintModelDefs
Print a particle systemprintParticle
Print a PDAprintPDA
Unknownprintshader
Print a skinprintSkin
Print a sound shaderprintSoundShader
Print a tableprintTable
Print an VideoprintVideo
Prompt and set the CD KeypromptKey
Quit the gamequit
Change gamma tablesr_brightness
Set brightness levelr_brightness <number>
arbfp1, fp30r_cgFragmentProfile
arbvp1, vp20, vp30r_cgVertexProfile
Compare all surface bounds with precalculated ones r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear <1, 2, or R G B value>
Custom screen heightr_customHeight <number>
Custom screen widthr_customWidth <number>
Step size of arrow cone line rotation in degrees r_debugArrowStep <number>
Perform depth test on debug linesr_debugLineDepthTest
Width of debug linesr_debugLineWidth <number>
Draw a filled polygonr_debugPolygonFilled
Used during development to show IHV's their problems r_demonstrateBug
Optional display refresh rate option for vid mode r_displayRefresh
Force a call to glFinish() every 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 debuggingr_frontBuffer
0 = windowed, 1 = full screenr_fullscreen <0 or 1>
Change gamma tablesr_gamma
Set gamma levelr_gamma <0-3>
"opengl32", etc.r_glDriver <value>
Fraction to smear across neighborsr_hdr_bloomFraction
Maximum light scaler_hdr_exposure
Monitor gamma powerr_hdr_gamma
Random dither in monitor spacer_hdr_monitorDither
Use a floating point rendering bufferr_hdr_useFloats
Random debugging without defining new vars r_ignore
Random debugging without defining new vars r_ignore2
Ignore GL errorsr_ignoreGLErrors
Ignore the fragment program extensionr_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix r_jitter
Offset of joint names when r_showskel is set to 1 r_jointNameOffset
Size of joint names when r_showskel is set to 1 r_jointNameScale
Light all the back faces, even when they would be shadowed r_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow samplingr_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
Number of frames to emit GL logsr_logFile
Override all materialsr_materialOverride
Draw only a specific levelr_megaTextureLevel
Combine model surfaces with the same material r_mergeModelSurfaces
Video mode numberr_mode
Number of antialiasing samplesr_multiSamples
Near Z clip plane distancer_near
Polygon offset parameterr_offsetfactor
Polygon offset parameterr_offsetunits
Perform index reorganization to optimize vertex use r_orderIndexes
Hardware specific renderer path to use r_renderer
Scale factor for jitter biasr_sb_biasScale
Oversize FOV for point light side matching r_sb_frustomFOV
Scale factor for jitter offsetr_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
Do not draw any occludersr_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing<0-3>
polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
Randomly offset jitter texture each draw r_sb_randomize
Set to 0, 1, 4, or 16r_sb_samples <number>
Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
Color the pixels contained in the 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 offscreenr_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
Scale value for stencil shadow drawing r_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
Enable shadowsr_shadows
Report alloc/free countsr_showAlloc
Report sphere and box culling statsr_showCull
Report number of modeDefs and lightDefs in view r_showDefs
Report reads and writes to the demo 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 edgesr_showEdges
Show entity scissor rectanglesr_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size r_showImages <0-2>
Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity <number>
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums <0-3>
Report interaction generation 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 rectanglesr_showLightScissors
Display all the level imagesr_showMegaTexture
Draw colored blocks in each tiler_showMegaTextureLabels
Print frame memory utilizationr_showMemory
Draw wireframe normalsr_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw <0-3>
Draw portal outlines in color based on passed/not passed r_showPortals
Report drawsurf/index/vertex countsr_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount <0-4>
1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows <0-2>
Highlight edges that are casting shadow planes r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel<0-2>
Show which end (front or back) is blocking r_showSmp
Show surface material name under crosshair r_showSurfaceInfo
Report surface/light/shadow countsr_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace <0-3>
Shade triangles by texture area 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
Unknownr_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys <0-2>
Only draw the portal area the view is actually in r_singleArea
Suppress all but one entityr_singleEntity
Suppress all but one lightr_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitive r_singleTriangle
Bypass all non-interaction drawingr_skipAmbient
Do not draw anythingr_skipBackEnd
Skip all blend lightsr_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 diffuser_skipDiffuse
Do not dynamically create texturesr_skipDynamicTextures
Skip all fog lightsr_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders <0-3>
Skip all light/surface interaction drawing r_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level imager_skipMegaTexture
Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
Skip overlay surfacesr_skipOverlays
1 = skip all particle systemsr_skipParticles <0-1>
Skip all post-process renderingsr_skipPostProcess
Skip 3D rendering, but pass 2Dr_skipRender
Null the rendering context during backend 3D rendering r_skipRenderContext
Skip ROQ decodingr_skipROQ
Use black for specular1r_skipSpecular
1 = don't render any GUI elements on surfaces r_skipSubviews <0 or 1>
Ignore the per-view suppressionsr_skipSuppress
Skip the translucent interaction 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 thisr_slopNormal <number>
Merge texture coordinates this far apart r_slopTexCoord <number>
Merge xyz coordinates this far apartr_slopVertex <number>
1 = do not render main view, allowing subviews to be debugged r_subviewOnly <0 or 1>
Changes wglSwapIntarvalr_swapInterval
Vertically scale USGS datar_terrainScale
Experiment with vertex/fragment 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 modelsr_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors <0-2>
Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
Use pre-calculated material registers if possible r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and 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 = boxr_useEntityCulling <0 or 1>
1 = Use custom scissor rectangle for each entity r_useEntityScissors <0 or 1>
1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useExternalShadows <0-2>
if not 0, force the view frustum far distance to this distance r_useFrustumFarDistance <number>
Use ARB_vertex_buffer_object for indexes r_useIndexBuffers
Use the no-far-clip-plane trickr_useInfiniteFarZ
1 = cull interactionsr_useInteractionCulling <0 or 1>
1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionScissors <0-2>
Create a full entityDefs * lightDefs table to make finding interactions faster r_useInteractionTable
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightCulling <0 or 3>
Use a more precise area reference determination r_useLightPortalFlow
1 = use custom scissor rectangle for each light r_useLightScissors <0 or 1>
Stop pushing reference bounds early when possible r_useNodeCommonChildren
Use pass optimization for mono lightsr_useNV20MonoLights
Use the dmap generated static shadow volumes r_useOptimizedShadows
1 = use portals to perform area culling, otherwise draw everything r_usePortals<0 or 1>
1 = do winding clipping to determine if each ambiguous tri should be lit r_usePreciseTriangleInteractions <0 or 1>
Scissor clip as portals and lights are processed r_useScissor
Try to cull shadows from partially visible lights r_useShadowCulling
Discard triangles outside light volume before shadowing r_useShadowProjectedCull
Scissor shadows by the scissor rect of the interaction surfaces r_useShadowSurfaceScissor
Do the shadow projection in the vertex program on capable cards r_useShadowVertexProgram
Consider verts with the same XYZ, but different ST the same for shadows r_useSilRemap
Avoid redundant state changes in GL_*() calls r_useStateCaching
Cards with 3+ texture units do a two pass instead of three pass r_useTripleTextureARB
Use infinite projection with W technique for dynamic shadows r_useTurboShadow
Do stencil shadows in one pass with different ops on each side r_useTwoSidedStencil
Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers
Unknownr_vertexBufferMegs
Unknownradiant_ALTEdgeDrag
Unknownradiant_AngleSpeed
Unknownradiant_Autosave
Unknownradiant_AutosaveMinutes
Unknownradiant_camerawindow
Unknownradiant_CamXYUpdate
Unknownradiant_ChaseMouse
Unknownradiant_CubicClipping
Unknownradiant_CubicScale
Unknownradiant_entityMode
Unknownradiant_EntityShow
Unknownradiant_HiColorTextures
Unknownradiant_InspectorDockedDialogs
Unknownradiant_InspectorsWindow
Unknownradiant_LastMap
Unknownradiant_LastProject
Unknownradiant_LoadLast
Unknownradiant_LoadLastMap
Unknownradiant_LoadShaders
Unknownradiant_MainWindowPlace
Unknownradiant_ModelPath
Unknownradiant_MoveSpeed
Unknownradiant_NewFaceGrab
Unknownradiant_NewLightStyle
Unknownradiant_NewMapFormat
Unknownradiant_NewRightClick
Unknownradiant_NewTextureWindowStuff
Unknownradiant_NewVertex
Unknownradiant_NoClamp
Unknownradiant_NoStipple
Unknownradiant_QE4Paint
Unknownradiant_QE4StyleWindows
Unknownradiant_RadiantMapPath
Unknownradiant_RotateLock
Unknownradiant_Rotation
Unknownradiant_RunBefore
Unknownradiant_SavedInfo
Unknownradiant_SelectWholeEntitiesKey
Unknownradiant_SizePainting
Unknownradiant_Snapshots
Unknownradiant_SnapT
Unknownradiant_StatusPointSize
Unknownradiant_SwitchClipKey
Unknownradiant_TextureLock
Unknownradiant_TextureQuality
Unknownradiant_TextureScale
Unknownradiant_TextureScrollbar
Unknownradiant_texwindow
Unknownradiant_UndoLevels
Unknownradiant_UseDisplayLists
Unknownradiant_UseGLLighting
Unknownradiant_UseTextureBar
Unknownradiant_WideToolBar
Unknownradiant_xywindow
Unknownradiant_XZVIS
Unknownradiant_xzwindow
Unknownradiant_YZVIS
Unknownradiant_yzwindow
Unknownradiant_ZClipBottom
Unknownradiant_ZClipEnabled
Unknownradiant_ZClipTop
Unknownradiant_ZVIS
Unknownradiant_zwindow
Show rigid bodies that are not at rest rb_showActive
Show rigid bodiesrb_showBodies
Show the inertia tensor of each rigid body rb_showInertia
Show the mass of each rigid bodyrb_showMass
Show rigid body cpu usagerb_showTimings
Show the velocity of each rigid bodyrb_showVelocity
Unknownrecordcmddemo
Start recording game demorecorddemo
Record a demorecordDemo
Record current view position with notes recordViewNotes
Re-exports modelsreexportmodels
Regenerates all interactionsregenerateWorld
Unknownreload
Reload animationsreloadanims
Reload ARB programsreloadARBprograms
Reload CG programsreloadCgPrograms
Reload declsreloadDecls
Reload engine down to including the file system reloadEngine
Unknownreloadentitydefs
Unknownreloadfx
Unknownreloadguis
Reload GUIsreloadGuis
Reload imagesreloadImages
Reload language dictreloadLanguage
Reload modelsreloadModels
Reload scriptsreloadScript
Unknownreloadshaders
Reload all soundsreloadSounds
Unknownreloadsoundshaders
Reload the decl and images for selected surface reloadSurface
Remove an entityremove
Remove a debug lineremoveline
Render a bump maprenderbump
Render a flat bump maprenderbumpFlat
Check all referenced images for duplications reportImageDuplication
List all used materials sorted by surface area reportSurfaceAreas
Rescan serverinfo cvars and tell gamerescanSI
Reset a cvarreset
Encode a roq fileroq
Unknownrunaas
Compile an AAS file for a maprunAAS
Compile AAS files for all maps in a folder runAASDir
Calculate reachability for an AAS file runReach
Unknowns_cacheinfo
Unknowns_cacheinvalidate
Unknowns_constantAmplitude
Reduce sound volume with this distance when going through a door s_doorDistanceAdd <number>
Unknowns_dotbias2
Unknowns_dotbias6
Unknowns_drawSounds
Unknowns_force22kHz
Volume to all speakers when not spatialized s_globalFraction
Unknowns_maxSoundsPerShader
Unknowns_meterTopTime
Unknowns_minVolume2
Unknowns_minVolume6
Unknowns_musictrack
Unknowns_noSound
Set number of speakerss_numberOfSpeakers <number>
Play beep for missing soundss_playDefaultSound
Unknowns_quadraticFalloff
Unknowns_realTimeDecoding
Restart the sound systems_restart
Unknowns_reverse
Unknowns_showLevelMeter
Toggle sound level displays_showlevelmeter 1
Unknowns_showStartSound
mute All sounds but this emitters_singleEmitter
Unknowns_spatializationDecay
Set volume to subwoofer in Dolby 5.1s_subFraction <number>
Unknowns_useOcclusion
Set sound volume; default is 0s_volume_db <number>
Set volume in dBs_volume_dB <number>
Save a gamesaveGame
Save all lights to the .map filesaveLights
Save all moveables to the .map filesaveMoveables
Save all lights to the .map filesaveParticles
Save all ragdoll poses to the .map file saveRagdolls
Save the selected entity to the .map file saveSelected
Text chatsay
Send message to everyone in multi-player say <message>
Team text chatsayTeam
Take a screenshotscreenshot
Execute a line of scriptscript
Mouse view sensitivitysensitivity
Force all players readyserverForceReady
Show server infoserverInfo
Restart current gameserverMapRestart
Change to next mapserverNextMap
Set a cvarset
Set a cvar and flags it as archiveseta
Detect system capabilities and sets com_machineSpec to appropriate value setMachineSpec
Set a cvar and flags it as server info sets
Unknownsetstepgamma
Set a cvar and flags it as toolsett
Set a cvar and flags it as user infosetu
Set the current view positionsetviewpos
Show memory used by dictionariesshowDictMemory
Show memory used by interactionsshowInteractionMemory
Show memory used by stringsshowStringMemory
Show memory used by triangle surfacesshowTriSurfMemory
Show any view notes for the current map, successive calls will cycle to the next note showViewNotes
Frag limitsi_fragLimit
Set game type to: singleplayer, deathmatch, tourney, team dm or last man si_gameType <value>
Map to be played next on serversi_map <map name>
Engine versionsi_version
Do pre-game warmupsi_warmup
Resize screen to smaller viewsizedown
Make the rendered view smallersizeDown
Resize screen to larger view; no effect if in fullscreen sizeup
Make the rendered view largersizeUp
Spawn indicated modelspawn <object name>
Spawn a serverspawnServer
Prepare to make a buildstartBuild
Display game statusstatus
Stop recording game demostoprecording
Stop demo recordingstopRecording
Unknownsys_arch
Unknownsys_cpustring
Unknownsys_lang
Take notes about the current map from the current view takeViewNotes
Extended take view notestakeViewNotes2
Teleport player to an entity locationteleport
Test an animationtestAnim
Test animation blendingtestBlend
Test an FX system bound to a jointtestBoneFx
Unknowntestbump
Test a damage deftestDamage
Test deathtestDeath
Test an FX systemtestFx
Test a GUItestGUI
Display given image centered on screen testImage
Test a lighttestLight
Test a maptestmap
Test a modeltestModel
Unknowntestparticle
Test particle stop time on a test model testParticleStopTime
Test a point lighttestPointLight
Write out a test savegametestSave
Test a save game for a leveltestSaveGame
Unknowntestshader
Set a shaderParm on an existing testModel testShaderParm
Test SIMD codetestSIMD
Test a skin on an existing testModeltestSkin
Test a soundtestSound
Unknowntesttrace
Display given cinematictestVideo <name>
Unknowntestwipe
Time a command demotimeCmdDemo
Time a demotimeDemo
Benchmark testtimedemo demo1.demo
Time a demo and quitstimeDemoQuit
Scales the timetimescale <number>
Toggle a cvartoggle
Touch a decltouch
Touch a filetouchFile
Touch a list of filestouchFileList
Unknowntouchfx
Touch a guitouchGui
Unknowntouchmaterial
Touch a modeltouchModel
Unknowntouchparticle
Unknowntouchskin
Unknowntouchsound
Trigger an entitytrigger
Auto reload weaponui_autoReload
Auto switch weaponui_autoSwitch
Player nameui_name
Player is ready to start playingui_ready
Show gunui_showGun
Player skinui_skin
Play or spectateui_spectate
Player teamui_team
Unbind any command from a keyunbind
Unbind any command from all keysunbindall
Unbind selected ragdollunbindRagdoll <name>
Cause sync down of game-modified userinfo updateUI
Update to previously entered screen resize code vid_restart
Restart renderSystemvid_restart
Insert the current value of a cvar as command text vstr
Delay remaining buffered commands one or more frames wait
Advance to next weapon slotweapnext
Unknownweapon
Project blood splat on the player weapon weaponSplat
Return to previous weapon slotweapprev
Print current view positionwhere
Allow multiple instances running concurrently win_allowMultipleInstances
Disable Windows task keyswin_notaskkeys
Unknownwin_outputDebugString
Unknownwin_outputEditString
Allow game to be updated while dragging window win_timerUpdate
Windows user namewin_username
Unknownwin_viewlog
Horizontal position of windowwin_xpos
Vertical position of window commandswin_ypos
Write a command demowriteCmdDemo
Write a config filewriteConfig
Write game statewriteGameState
Write precache writePrecache

1. This code must be activated after each stage loading sequence.

Please submit any information regarding the unknown codes.

sTaNdArDdEvIaNt.


Map names:
Use one of the following entries with the map game/ code.
Air Defense Base: airdefense1
Air Defense Trenches: airdefense2
Aqueducts: convoy2
Aqueducts Annex: convoy2b
Canyon: convoy1
Construction Zone: walker
Data Networking Security: network2
Data Networking Terminal: network1
Data Processing Security: process2
Data Storage Security: storage2
Dispersal Facility: dispersal
game/process1: process1
game/storage1: storage1
Hangar Perimeter: hangar1
Interior Hangar: hangar2
MCC Landing Site: mcc_landing
Nexus Core: core1
Nexus Hub: hub2
Nexus Hub Tunnels: hub1
Operation: Advantage: mcc_1
Operation: Last Hope: mcc_2
Perimeter Defense Station: building_b
Putrification Center: putra
Recomposition Center: recomp
Strogg Medical Facilities: medlabs
The Nexus: core2
Tram Hub Station: tram1
Tram Rail: tram1b
Waste Processing Facility: waste

Model names:
Use one of the following entries with the spawn code.

char_doctor
char_kane_strogg
char_marine
char_marine_fatigues
char_marine_medic
char_marine_tech_armed
monster_berserker
monster_bossbuddy
monster_failed_transfer
monster_fatty
monster_gladiator
monster_grunt
monster_gunner
monster_harvester_combat
monster_iron_maiden
monster_makron
monster_network_guardian
monster_repair_bot
monster_scientist
monster_sentry
monster_slimy_transfer

Weapon mod names:
Use one of the following entries with the spawn code. Note: You must already have the base weapon for the mod for it to be of any use )enable the give all code first if needed).

weaponmod_hyperblaster_bounce1
weaponmod_lightninggun_chain
weaponmod_machinegun_ammo
weaponmod_nailgun_ammo
weaponmod_nailgun_power
weaponmod_nailgun_rof
weaponmod_nailgun_seek
weaponmod_railgun_penetrate
weaponmod_rocketlauncher_burst
weaponmod_rocketlauncher_homing
weaponmod_shotgun_ammo

Skip intermission sequences:
Start the game with the +disconnect command line parameter.

Symbols in names in multi-player mode:
Enter the following in your multi-player mode name to create the corresponding symbol.

Dark Matter Gun: ^iw09
Gauntlet: ^iw00
Grenade Launcher: ^iw04
Hyper Blaster: ^iw03
Lightning Gun: ^iw08
Machine Gun: ^iw01
Nail Gun: ^iw05
Rail Gun: ^iw07
Rocket Launcher: ^iw06
Shotgun: ^iw02

Hint: Hexen 2 reference:
In the third or fourth level while you are on the huge ship getting briefed, the names of the different teams taking the EMP to the center of the Strogg base are Death, Pestilence, Famine, and War. This is a reference to another iD game, Hexen 2. Those are the names of the Four Horsemen Of The Apocalypse that has fallen over the world.
Ragequit.


Published strategy guides
UHS file
Note: The Universal Hint System reader must be used to view this file. A HTML preview version is also available for direct viewing through the UHSWeb service.
Trainer: +4
Reviews
Copyright © 1995-2006 Al Amaloo. All rights reserved.