Quake 4


Quake 4

Quake 4

The Strogg are regrouping and it is up to you as a member of "Rhino Squad" to deal them the final blow. The Quake 4 story continues where Quake 2's left off, with the half-man, half-machine aliens known as the Strogg hanging on to existence. Now you can join in the final assault. However, in order to defeat them you must become one of them. Quake 4 contains an all-new single-player campaign with many of the classic weapons and enemies from earlier Quake games, such as the nailgun, shotgun, and grenade launcher. You can also play in a variety of multiplayer modes modeled after the multiplayer...
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Description

Quake 4

The Strogg are regrouping and it is up to you as a member of "Rhino Squad" to deal them the final blow. The Quake 4 story continues where Quake 2's left off, with the half-man, half-machine aliens known as the Strogg hanging on to existence. Now you can join in the final assault. However, in order to defeat them you must become one of them. Quake 4 contains an all-new single-player campaign with many of the classic weapons and enemies from earlier Quake games, such as the nailgun, shotgun, and grenade launcher. You can also play in a variety of multiplayer modes modeled after the multiplayer...
More


Console
Category
Publisher
Raven Software, Activision
Developer
Raven Software
Genre
Action > Shooter > First-Person > Arcade
Players
1 Player
Release Date (US)
08/04/2011
Release Date (EU)
06/22/2012
ESRB Rating



LIMIT PER PAGE:

PAGE: 1 OF 2  (12 CHEATS/HINTS)

Cheat Codes/Hints

Cheat Codes

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

Effect - Code

God mode - 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
Show AAS stats - aasStats
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 bodies - af_showBodies
Show body names - af_showBodyNames
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 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
Scale time - af_timeScale
Use impulse-based contact friction - af_useImpulseFriction
Use impulse-based joint friction - af_useJointImpulseFriction
Use constraint matrix symmetry - af_useSymmetry
Enable blocked fail safe handling - ai_blockedFailSafe
Draw trajectory tests for monsters - ai_debugTrajectory
Draw attack cones for monsters - ai_showCombatNodes
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
Blink a debug line - blinkline
Center view - centerview
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
Cull back facing polygons - cm_backFaceCul
Debug collision detection - cm_debugCollision
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
Record journal - com_journal 1
Play back journal - com_journal 2
Make a build - com_makingBuild 1
Marker for memory stats - com_memoryMarker
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
Compress a demo file - compressDemo
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
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
Pregame countdown in seconds - g_countDown [number]
Scale final damage on player by this factor - g_damageScale [number]
Check for models with bounds over 2048 - g_debugBounds
Show double vision when taking damage - g_doubleVision
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
Enable ejected shells from weapon - g_showBrass
Enable shadow of player model - g_showPlayerShadow
Enable display of player hit percentage -g_showProjectilePct
Toggle hit % to HUD - g_showprojectilepct 1
Skip damage and other view effects - g_skipViewEffects
Number of frames to blend - g_testModelBlend
Test model rotation speed - g_testModelRotate
Name of material to draw over screen - g_testPostProcess
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
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
Change lod bias on mipmapped images - image_lodbias
Use .DDS files if present - image_usePrecompressedTextures
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
Restart the input system - in_restart
Yaw change speed when holding _left or _right button - in_yawspeed
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
List all animations - listAnims
List audios - listAudios
List key bindings - listBinds
List game classes - listClasses
List commands - listCmds
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
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
List images - listImages
Lists indicated def file settings - listlightdefs
List all debug lines - listLines
List materials - listMaterials
List model defs - listModelDefs
List all models - listModels
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
List skins - listSkins
List sound commands - listSoundCmds
List active sound decoders - listSoundDecoders
List all sounds - listSounds
List sound shaders - listSoundShaders
List the spawn args of an entity - listSpawnArgs
List system commands - listSystemCmds
List tables - listTables
List script threads - listThreads
List tool commands - listToolCmds
List type info - listTypeInfo
List vertex cache - listVertexCache
List videos - listVideos
Load a game - loadGame
Localize GUIs - localizeGuis
Localize maps - localizeMaps
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
Modify shader parms on all lights - modulateLights
Show next animation on test model - nextAnim
Show next animation frame on test model - nextFrame
Load next map on the server - nextMap
No clipping - noclip
Disable collision detection for the player - noclip
Ignored by most enemies - notarget
Disable player as a target - notarget
Print tokenized string - parse
List search paths - path
Play back a command demo - playCmdDemo
Play back a demo - playDemo
Set the given model on the player - playerModel [model name]
x/y size of player's bounding box - pm_bboxwidth
Bob much faster when crouched - pm_crouchbob
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]
Speed the player can move while in noclip - pm_noclipspeed [number]
Height of player's view while standing - pm_normalviewheight [number]
Bob faster when running - pm_runbob
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]
Third person view - pm_thirdPerson
Toggle third person view - pm_thirdperson [0 or 1]
Clip third person view into world space - pm_thirdPersonClip
Enable third person view when player dies - pm_thirdPersonDeath
Bob slowly when walking - pm_walkbob
Player's walking speed - pm_walkspeed [number]
Remove last created light - popLight
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
Print model info - printModel
Print a model def - printModelDefs
Print a particle system - printParticle
Print a PDA - printPDA
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
Custom screen height - r_customHeight [number]
Custom screen width - r_customWidth [number]
Perform depth test on debug lines - r_debugLineDepthTest
Width of debug lines - r_debugLineWidth [number]
Draw a filled polygon - r_debugPolygonFilled
Change gamma tables - r_gamma
Set gamma level - r_gamma [0-3]
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
Ignore GL errors - r_ignoreGLErrors
Ignore the fragment program extension - r_inhibitFragmentProgram
Number of frames to emit GL logs - r_logFile
Override all materials - r_materialOverride
Draw only a specific level - r_megaTextureLevel
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
Scale factor for jitter offset - r_sb_jitterScale
Do not draw any occluders - r_sb_noShadows
Draw offscreen - r_sb_usePbuffer
Enable shadows - r_shadows
Report alloc/free counts - r_showAlloc
Report sphere and box culling stats - r_showCull
Draw the sil edges - r_showEdges
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

Cheat mode

Add the +set com_allowConsole 1 command line parameter to end of the "Target" field in the "Shortcut" properties that are used to launch the game. 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
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
Show AAS stats
aasStats
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
Unknown
bindlist
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
Clear the console
clear
Unknown
clearlights
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
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
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
Unknown
com_aviDemoHeight
Unknown
com_aviDemoSamples
Unknown
com_aviDemoTics
Unknown
com_aviDemoWidth
Unknown
com_compressDemos
Compress saved games
com_compressSaveGame
Unknown
com_fixedTic
Force generic platform independent SIMD
com_forceGenericSIMD
Unknown
com_guid
Record journal
com_journal 1
Play back journal
com_journal 2
Unknown
com_logDemos
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
Unknown
com_minTics
Run one game tick every async thread update
com_preciseTic
Unknown
com_preloadDemos
Purge everything between level loads
com_purgeAll
Unknown
com_showAngles
Show async network stats
com_showAsyncStats
Unknown
com_showDemo
Show frame rate
com_showFPS
Show framerate
com_showfps 1
Show total and per frame memory usage
com_showMemoryUsage
Show sound decoders
com_showSoundDecoders
Unknown
com_showTics
Unknown
com_skipGameDraw
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
Unknown
com_wipeSeconds
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
Dump the console text to a file
conDump
Connect to a server
connect
Crash game
crash
Restart the cvar system
cvar_restart
Unknown
cvarlist
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
Save screenshot for a demo
demoShot
Load a map in developer mode
devmap
List a folder
dir
List a folder with sub-folders
dirtree
Unknown
dirtyfeet
Disassembles script
disasmScript
Disables connection for current multi-player game
disconnect
Disconnect from a game
disconnect
Compile map
dmap
Print indicated text
echo
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 in-game Particle Editor
editParticles
Launch in-game PDA Editor
editPDAs
Launch in-game Script Editor
editScripts
Launch in-game Sound Editor
editSounds
Unknown
EntityPlacement
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
Unknown
fillrate
Finish the build process
finishBuild
Unknown
flashlight
Unknown
focussoundseditor
Freeze everything on screen
freeze
Freeze game for indicated number of seconds
freeze
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
Armor takes this percentage of damage
g_armorProtection
Armor takes this percentage of damage in MP
g_armorProtectionMP
Maintain even teams
g_balanceTDM
Unknown
g_blobSize
Unknown
g_blobTime
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
Pregame countdown in seconds
g_countDown
Scale final damage on player by this factor
g_damageScale
Display information on which animations are playing on specified entity; -1 disables
g_debugAnim
Check for models with bounds over 2048
g_debugBounds
Unknown
g_debugCinematic
Unknown
g_debugDamage
Unknown
g_debugMove
Unknown
g_debugMover
Unknown
g_debugScript
Unknown
g_debugTriggers
Unknown
g_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 damage
g_doubleVision
Unknown
g_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire]
g_dragEntity
Unknown
g_dragShowSelection
Unknown
g_dropItemRotation
Unknown
g_dvAmplitude
Unknown
g_dvFrequency
Unknown
g_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>
Unknown
g_exportMask
Toggle disable buffer file writing for save games
g_flushSave <0 or 1>
Unknown
g_fov
Display timing information for each game frame
g_frametime
Score review time in seconds at end game
g_gameReviewPause
Unknown
g_gravity
Unknown
g_gunX
Unknown
g_gunY
Unknown
g_gunZ
Set how much health to take in nightmare mode
g_healthTakeAmt
Set how low can health get taken in nightmare mode
g_healthTakeLimit
Set how often to take health in nightmare mode
g_healthTakeTime
Unknown
g_kickAmplitude
Unknown
g_kickTime
Unknown
g_maxShowDistance
Unknown
g_monsters
Control the weapon sway in MP
g_mpWeaponAngleScale
Show muzzle flashes
g_muzzleFlash <0 or 1>
If nightmare mode is allowed
g_nightmare <0 or 1>
Game password
g_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
Unknown
g_showCollisionModels
Unknown
g_showCollisionTraces
Unknown
g_showCollisionWorld
Draw boxes around monsters that targeted player
g_showEnemies
Unknown
g_showEntityInfo
Unknown
g_showHud
Enable shadow of player model
g_showPlayerShadow
Enable display of player hit percentage
g_showProjectilePct
Toggle hit % to HUD
g_showprojectilepct 1
Unknown
g_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
Unknown
g_showviewpos
Unknown
g_skill
Unknown
g_skipFX
Unknown
g_skipParticles
Skip damage and other view effects
g_skipViewEffects
Let spectators talk to everyone during game
g_spectatorChat
Unknown
g_stopTime
Draw arrows over teammates in team deathmatch
g_TDMArrows
Unknown
g_testDeath
Unknown
g_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 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
scale damage and armor dynamically to keep player alive more often
g_useDynamicProtection
Unknown
g_vehicleForce
Unknown
g_vehicleVelocity
Unknown
g_viewNodalX
Unknown
g_viewNodalZ
Show available memory
game_memory
Cause a game error
gameError
Kick player from multi-player game
'gameKick'
Print current view position
getviewpos
Display graphics card details
gfxinfo
Spawn indicated item
'give'
Full weapons and ammunition
give all
Full ammunition for current weapons
give ammo
Armor to 125
give armor
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
God mode1
god
Unknown
gui_configServerRate
Unknown
gui_debug
Unknown
gui_edit
Gametype filter
gui_filter_gameType
Password filter
gui_filter_password
Players filter
gui_filter_players
Unknown
gui_mediumFontLimit
Unknown
gui_smallFontLimit
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
Maximum MB reserved for temporary loading of full-sized precompressed images
image_cacheMegs
Maximum KB of precompressed files to read at specification time
image_cacheMinK
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
Restart the input system
in_restart
Yaw change speed when holding _left or _right button
in_yawspeed
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
Kill all moving enemies
killmoveables
Kill all non-moving enemies
killragdolls
Scan LAN for servers
LANScan
Show LCP solver failures
lcp_showFailures
List active game entities
listActiveEntities
List articulated figures
listAF
List all animations
listAnims
List audios
listAudios
List key bindings
listBinds
List game classes
listClasses
List commands
listCmds
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
List game entities
listEntities
Lists indicated def file settings
listentitydefs
List FX systems
listFX
List game commands
listGameCmds
List GUIs
listGuis
List decl text character frequencies
listHuffmanFrequencies
List images
listImages
Lists indicated def file settings
listlightdefs
List all debug lines
listLines
List materials
listMaterials
List model defs
listModelDefs
List all models
listModels
List all video modes
listModes
Lists images of 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
List skins
listSkins
List sound commands
listSoundCmds
List active sound decoders
listSoundDecoders
List all sounds
listSounds
List sound shaders
listSoundShaders
List the spawn args of an entity
listSpawnArgs
List system commands
listSystemCmds
List tables
listTables
List script threads
listThreads
List tool commands
listToolCmds
List type info
listTypeInfo
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
Play indicated map
map game/
Create memory dump
memoryDump
Create a compressed memory dump
memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0
mod_validSkins
Modify shader parms on all lights
modulateLights
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
Disable collision detection for the player
noclip
Ignored by most enemies
notarget
Unknown
overlaygui
Print tokenized string
parse
Unknown
parsewait
List search paths
path
Play back a command demo
playCmdDemo
Play back a demo
playDemo
Set the given model on the player
playerModel
Milliseconds the player can go without air before damage starts
pm_air
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
Time it takes for player's view to change from standing to crouching
pm_crouchrate
Speed the player can move while crouched
pm_crouchspeed
Height of player's view while crouched
pm_crouchviewheight
Height of player's bounding box while dead
pm_deadheight
Height of player's view while dead
pm_deadviewheight
Approximate height the player can jump
pm_jumpheight
Amount player's view can look down
pm_maxviewpitch
Amount player's view can look up; negative values are up
pm_minviewpitch
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
Height of player's bounding box while standing
pm_normalheight
Height of player's view while standing
pm_normalviewheight
Bob faster when running
pm_runbob
Unknown
pm_runpitch
Unknown
pm_runroll
Speed the player can move while running
pm_runspeed
Size of the spectator bounding box
pm_spectatebbox
Speed the player can move while spectating
pm_spectatespeed
Length of time player can run
pm_stamina
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge.
pm_staminarate
When stamina is below this value, player slows to a walk
pm_staminathreshold
Maximum height player can step up without jumping
pm_stepsize
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
Camera distance from player in third person
pm_thirdPersonRange
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
Remove last created light
popLight
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
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
Quit the game
quit
Change gamma tables
r_brightness
Set brightness level
'r_brightness'
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
Custom screen width
r_customWidth
Step size of arrow cone line rotation in degrees
r_debugArrowStep
Perform depth test on debug lines
r_debugLineDepthTest
Width of debug lines
r_debugLineWidth
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
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
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
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
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
Merge texture coordinates this far apart
r_slopTexCoord
Merge xyz coordinates this far apart
r_slopVertex
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
if over 0 draw a grid pattern to test gamma levels
r_testGammaBias
if over 0 draw a grid pattern to test gamma levels
r_testStepGamma
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
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
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
Unknown
r_vertexBufferMegs
Unknown
radiant_ALTEdgeDrag
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
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
Re-exports models
reexportmodels
Regenerates all interactions
regenerateWorld
Unknown
reload
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
Reload images
reloadImages
Reload language dict
reloadLanguage
Reload models
reloadModels
Reload scripts
reloadScript
Unknown
reloadshaders
Reload all sounds
reloadSounds
Unknown
reloadsoundshaders
Reload the decl and images for selected surface
reloadSurface
Remove an entity
remove
Remove a debug line
removeline
Render a bump map
renderbump
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
Reset a cvar
reset
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
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
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
Play beep for missing sounds
s_playDefaultSound
Unknown
s_quadraticFalloff
Unknown
s_realTimeDecoding
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
Unknown
s_useOcclusion
Set sound volume; default is 0
's_volume_db'
Set volume in dB
s_volume_dB
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'
Team text chat
sayTeam
Take a screenshot
screenshot
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
Set a cvar
set
Set a cvar and flags it as archive
seta
Detect system capabilities and sets com_machineSpec to appropriate value
setMachineSpec
Set a cvar and flags it as server info
sets
Unknown
setstepgamma
Set a cvar and flags it as tool
sett
Set a cvar and flags it as user info
setu
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
Map to be played next on server
si_map
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 indicated model
'spawn'
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
Test an animation
testAnim
Test animation blending
testBlend
Test an FX system bound to a joint
testBoneFx
Unknown
testbump
Test a damage def
testDamage
Test death
testDeath
Test an FX system
testFx
Test a GUI
testGUI
Display given image centered on screen
testImage
Test a light
testLight
Test a map
testmap
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
Test SIMD code
testSIMD
Test a skin on an existing testModel
testSkin
Test a sound
testSound
Unknown
testtrace
Display given cinematic
testVideo
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
Toggle a cvar
toggle
Touch a decl
touch
Touch a file
touchFile
Touch a list of files
touchFileList
Unknown
touchfx
Touch a gui
touchGui
Unknown
touchmaterial
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
Unbind any command from a key
unbind
Unbind any command from all keys
unbindall
Unbind selected ragdoll
unbindRagdoll
Cause sync down of game-modified userinfo
updateUI
Update to previously entered screen resize code
vid_restart
Restart renderSystem
vid_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 slot
weapnext
Unknown
weapon
Project blood splat on the player weapon
weaponSplat
Return to previous weapon slot
weapprev
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
Write a config file
writeConfig
Write game state
writeGameState
Write precache
writePrecache

1. This code must be activated after each stage loading sequence.Please more details about the unknown information.

Console codes...

Press (~,Ctrl, and Alt) to bring up the game console during play and enter the following codes to activate them. Make sure you press "Enter" after you type each code in!
Effect
Code
+100 health up to 200
give item_health_mega
1 shows shadow, 0 removes it
g_showplayershadow #
1 to show frame rate on screen constantly, 0 to turn it off
com_showfps #
1 turns third-person mode on, 0 turns it off
pm_thirdperson #
All weapons with full ammo, health and armor
give all
Allows console opening and closing with just ~
com_allowconsole 1
can be knocked down to 1 health and 0 armor, but can't die
undying
Clears the Console
clear
Close the game and open the map editor
editor
commit suicide
kill
Creates a new light source where you're pointing
testlight
game benchmark
benchmark
get a dark matter gun plus some ammo
give weapon_dmg
get a grenade launcher plus some ammo
give weapon_grenadelauncher
get a hyperblaster plus some ammo
give weapon_hyperblaster
get a lightning gun plus some ammo
give weapon_lightninggun
get a machinegun plus some ammo
give weapon_machinegun
get a nailgun plus some ammo
give weapon_nailgun
get a railgun plus some ammo
give weapon_railgun
get a rocket launcher plus some ammo
give weapon_rocketlauncher
get a shotgun plus some ammo
give weapon_shotgun
get all weapons without any ammo
give weapons
Get quad damage (x4 normal weapon damage)
give quad
give ammo
give ammo
gives all weapons
give all weapons
graphics card information
gfxinfo
How fast you move in noclip mode
pm_noclipspeed #
How fast you move when crouched
pm_crouchspeed #
How fast you move when running
pm_speed #
How high you can jump
pm_jumpheight #
immediately exit from game
quit
Launches the model viewer
modview
Makes your field of vision wider.
g_fov #
max armor
give armor
max health
give health
remove all monsters and NPCs from current level
killmonsters
Removes a "testlight"-created light source
poplight
replace X and Y with 4:3 screen resolutions, like 800 600 or 1024 768
screenshot X Y
Returns the game speed to normal.
timescale 1
save a demo of your playing to an AVI movie file
avidemo
Saves the game
saveGame
Set to 0 to keep monster attacks from knocking you around
g_knockback #
Set to 1 to stop time (can only move around) and 0 to restart time
g_stoptime #
spawns a driveable mech
spawn vehicle_walker
spawns a driveable tank
spawn vehicle_gev
Spawns the "Stream Protector"
spawn monster_stream_protector
Speeds up the game. Handy for getting past scripted sequences.
timescale 15
summons a marine who'll help fight
spawn char_marine
summons a medic who can heal you
spawn char_marine_medic
summons a tech who can fight and restore your armor
spawn char_marine_tech_armed
Takes a jpeg screenshot
screenshotJpeg
toggle ability to fly and move through solid objects
noclip
Toggle GOD Mode
GOD
toggle invisibility
notarget
When set to "0", your character will stop bobbing when you run.
pm_runbob #
When set to "0", your character will stop bobbing when you walk.
pm_walkbob #

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.

Model names

Use one of the following values with the "spawn [object name]" 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

Quake 4 level codes

The password screen is the standard console, which can be gotten by holding Ctrl and Alt and pressing ~ (tilde). After the console's up, type "map game/mapname", replacing mapname with one of the codes listed below. For example, to start a new game in the Nexus Core area, you'd type: map game/core1.
Effect
Password
Air Defense Base (beginning of game)
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

Skip intermission sequences

Start the game with the +disconnect command line parameter.

Spawn enemies or good guys!

Press "Ctrl, Alt and ~" to bring up the console and type in the following and then press "Enter" when done to spawn one of the following. Each one mess be entered seperatley. There is a bigger list but these are the only ones that work!If you don't want to ruin the game and see some of the future enemies in game then don't use these or even read this list! If I have a "unknown enemy" listed that means I just don't know what it is called.
Effect
Code
Gives a marine with a hyperblaster
spawn char_marine_hyperblaster
Gives a marine with a shotgun
spawn char_marine_shotgun
Spawns "Spider" mechs (Massive)
spawn monster_harvester_combat
Spawns a doctor
spawn char_doctor
Spawns a marine (has a gun)
spawn char_marine
Spawns a marine in shirt and shorts
spawn char_marine_fatigues
Spawns a marine that fixes armor
spawn char_marine_tech_armed
Spawns a Medic marine that heals you
spawn char_marine_medic
Spawns a Repair Bot
spawn monster_repair_bot
Spawns an unarmed, unnamed techy.
spawn char_marine_tech
Spawns an unnamed, armed medic.
spawn char_marine_medic_armed
Spawns Boss (Very Big)
spawn monster_makron
Spawns enemy with Shield
spawn monster_gladiator
Spawns Fatty Boss (Big and Invincible)
spawn monster_fatty
Spawns Kane in Strogg form (has a gun)
spawn char_kane_strogg
Spawns Mech Boss (Small)
spawn monster_bossbuddy
Spawns the Network Boss (Big)
spawn monster_network_guardian
Spawns the Strogg"Doctor" robot
spawn monster_scientist
Spawns unknown enemy
spawn monster_berserker
Spawns unknown enemy
spawn monster_failed_transfer
Spawns unknown enemy
spawn monster_grunt
Spawns unknown enemy
spawn monster_gunner
Spawns unknown enemy
spawn monster_iron_maiden
Spawns unknown enemy
spawn monster_sentry
Spawns unknown enemy
spawn monster_slimy_transfer

Special Characters in your MultiPlayer Name

From the Main Menu, goto Multiplayer, then goto Settings. Then click on your name to change it.Enter these symbols in as would with any other character.
Effect
Code
For a Green X
^idm1
For a right arrow
^iarr
For a skull and crossbones
^idm0
For a star
^ifve
For the Armor Shard symbol
^idse
For the Dark Matter Gun symbol
^iw09
For the Doubler symbol
^idbl
For the Gauntlet symbol
^iw00
For the Grenade Launcher symbol
^iw04
For the Guard symbol
^igrd
For the HyperBlaster symbol
^iw03
For the LightningGun symbol
^iw08
For the MachineGun symbol
^iw01
For the Marine Flag symbol
^iflm
For the NailGun symbol
^iw05
For the Padlock symbol
^ipse
For the Played Muted symbol
^ifdd
For the Played Unmuted symbol
^ifde
For the PunkBuster Logo
^ipbe
For the RailGun symbol
^iw07
For the Regeneration symbol
^irgn
For the RocketLauncher symbol
^iw06
For the Scout symbol
^isct
For the Shotgun symbol
^iw02
For the Strogg Flag symbol
^ifls
For the Voice Disabled symbol
^ivcd
For the Voice Enabled symbol
^ivce

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

PAGE: 1 OF 2  (12 CHEATS/HINTS)



 




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