Doom 3: Resurrection Of Evil Cheats

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Doom 3: Resurrection Of Evil Cheats :

This cheat for Doom 3: Resurrection Of Evil [PC] has been posted at 26 Apr 2005 by Unregistered and is called "Cheats - Cheat mode". If cheat is usable don't forgot thumbs up Unregistered and share this with your freinds. And most important we have 2 other cheats for Doom 3: Resurrection Of Evil, look them as soon as possible!

Cheats - Cheat mode

by Unregistered Apr 26, 2005

Press [Ctrl] + [Alt] + ~ to display
the console window. Then, enter one of the following codes to
activate the corresponding cheat function.

Unknown _attack
Unknown _back
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Unknown aas_goalArea
Unknown aas_pullPlayer
Unknown aas_randomPullPlayer
Unknown aas_showAreas
Unknown aas_showFlyPath
Unknown aas_showHideArea
Unknown aas_showPath
Unknown aas_showPushIntoArea
Unknown aas_showWallEdges
Unknown aas_test
Unknown aasstats
Show AAS stats aasStats
Unknown addarrow
Adds debug arrow addarrow
Core to game chat lines addChatLine
Unknown addline
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
Show bodies af_showBodies
Show body names af_showBodyNames
Show two bodies constrained by the highlighted constraint
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
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
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
Use constraint matrix symmetry af_useSymmetry
Enable blocked fail safe handling ai_blockedFailSafe
Draw movement information for monsters
Display script calls for the specified monster entity number
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
Unknown bind
Bind command to a key bind
Unknown bindlist
Bind ragdoll at the current drag position
Bind a key, but unbinds it first if there are more than two binds
Unknown blinkline
Blink a debug line blinkline
Unknown centerview
Center view centerview
Check if new version of the game is available
Unknown clear
Clear the console clear
Unknown clearlights
Clear all lights clearLights
Drop current weapon clientDropWeapon
In-game GUI message mode clientMessageMode
Voice chats clientVoiceChat
Unknown clientVoiceChat
Unknown clientVoiceChat
Team voice chats clientVoiceChatTeam
Close the view showing any notes for this map
Cull back facing polygons cm_backFaceCul
Debug collision detection cm_debugCollision
Color used to draw the collision models
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
Unknown collisionmodelinfo
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
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
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
Hold last amount of detected video RAM
Unknown com_wipeSeconds
Unknown combinecubeimages
Combine six images for roq compression
Unknown compressdemo
Compress a demo file compressDemo
Print on the console but not onscreen when console is displayed
Time messages displayed when console is displayed
Speed at which the console moves con_speed
Unknown condump
Dump the console text to a file conDump
Unknown connect
Connect to a server connect
Crashes game crash
Crash game crash
Unknown cvar_restart
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
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
Unknown dirtyfeet
Disassembles script disasmScript
Disables connection for current multi-player game
Disconnect from a game disconnect
Unknown dmap
Compile map dmap
Skip to last level doomhell
Unknown echo
Print indicated text echo
Launch in-game Articulated Figure Editor
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
Unknown EntityPlacement
Unknown envshot
Take an environment shot envshot
Unknown error
Cause an error error
Unknown exec
Execute a config file exec
Execute appropriate config files and sets cvars based on com_machineSpec
Exit game exit
Exit command demo exitCmdDemo
Unknown exportmodels
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
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
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
Set seconds to allow game to run when skipping cinematic
Pregame countdown in seconds g_countDown
Scale final damage on player by this factor
Display information on which animations are playing on specified entity; -1 disables
Check for models with bounds over 2048
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
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]
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
Score review time in seconds at end game
Unknown g_gravity
Unknown g_gunX
Unknown g_gunY
Unknown g_gunZ
Set how much health to take in nightmare mode
Set how low can health get taken in nightmare mode
Set how often to take health in nightmare mode
Unknown g_kickAmplitude
Unknown g_kickTime
Unknown g_knockback
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
Enable ejected shells from weapon g_showBrass
Display current frame number for camera when playing cinematics
Unknown g_showCollisionModels
Unknown g_showCollisionTraces
Unknown g_showCollisionWorld
Draw boxes around monsters that targeted player
Unknown g_showEntityInfo
Unknown g_showHud
Enable shadow of player model g_showPlayerShadow
Enable display of player hit percentage
Toggle hit % to HUD g_showprojectilepct 1
Unknown g_showPVS
Draw entities and their targets; hidden entities are gray
Display current animation and frame number for testmodels.
Draw trigger entities (orange) and their targets (green); disabled triggers are gray.
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
Unknown g_stopTime
Draw arrows over teammates in team deathmatch
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
Number of frames to blend g_testModelBlend
Test model rotation speed g_testModelRotate
Test particle visualation; set by the particle editor
Name of the particle being tested by the particle editor
Name of material to draw over screen g_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified
scale damage and armor dynamically to keep player alive more often
Unknown g_vehicleForce
Unknown g_vehicleVelocity
Unknown g_viewNodalX
Unknown g_viewNodalZ
Show available memory game_memory
Display game class info game_memory
Cause a game error gameError
Kick player from multi-player game gameKick
Kick indicated player name gameKick
Print current view position getviewpos
Display graphics card details gfxinfo
Show graphics info gfxInfo
Unknown give
Spawn indicated item give
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
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
Set the maximum texture anisotropy if available
Maximum MB reserved for temporary loading of full-sized precompressed images
Maximum KB of precompressed files to read at specification time
See texture MIP usage image_colorMipLevels
Control texture downsampling image_downSize
Control normal map downsampling image_downSizeBump
Control normal map downsample limit image_downSizeBumpLimit
Control diffuse map downsample limit image_downSizeLimit
Control specular downsampling image_downSizeSpecular
Control specular downsampled limit image_downSizeSpecularLimit
Change texture filtering on mipmapped images
Unknown image_forceDownSize
Ignore high quality setting on materials
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
If 1, print number of outstanding background loads
image_showBackgroundLoads<0 or 1>
Allow alpha/intensity/luminance luminance+alpha
If 1, do background load image caching
image_useCache <0 or 1>
If 0, force everything to high quality
image_useCompression <0 or 1>
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available
image_useNormalCompression <0-2>
Write batch file for offline compression of .DDS files
Use .DDS files if present image_usePrecompressedTextures
Write .tgas of the final normal maps for debugging
Write .TGAs of the final palletized normal maps for debugging
Write .DDS files if necessary image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging
Always run (reverse _speed button) in multi-player mode
Angle change scale when holding _speed button
Look around with mouse (reverse _mlook button)
Enable mouse input in_mouse
Pitch change speed when holding _lookUp or _lookDown button
Unknown in_restart
Restart the input system in_restart
Yaw change speed when holding _left or _right button
Unknown keeptestmodel
Keep last test model in the game keepTestModel
Kick client by connection number kick
Kill current target; suicide if no one is targeted
Kill the player kill
Kill all monsters in current level killmonsters
Remove all monsters killMonsters
Kill all moving enemies killmoveables
Remove all moveables killMoveables
Kill all non-moving enemies killragdolls
Remove all ragdolls killRagdolls
Scan LAN for servers LANScan
Show LCP solver failures lcp_showFailures
List active game entities listActiveEntities
List articulated figures listAF
Unknown listanims
List all animations listAnims
List audios listAudios
List key bindings listBinds
List game classes listClasses
List commands listCmds
Unknown listcollisionmodels
List collision models listCollisionModels
List cvars listCvars
List all decls listDecls
List all keys used by dictionaries listDictKeys
List all values used by dictionaries listDictValues
List emails listEmails
Unknown listentities
List game entities listEntities
Lists indicated def file settings listentitydefs
List entity defs listEntityDefs
List FX systems listFX
List game commands listGameCmds
List GUIs listGuis
List decl text character frequencies listHuffmanFrequencies
Unknown listimages
List images listImages
Lists indicated def file settings listlightdefs
Unknown listlines
List all debug lines listLines
Unknown listmaterials
List materials listMaterials
List model defs listModelDefs
Unknown listmodels
List all models listModels
Unknown listmodes
List all video modes listModes
Lists images of monsters listmonsters
List monsters listMonsters
List particle systems listParticles
List PDAs listPDAs
List the entity defs listRenderEntityDefs
List renderer commands listRendererCmds
List the light defs listRenderLightDefs
List scanned servers listServers
Unknown listskins
List skins listSkins
List sound commands listSoundCmds
List active sound decoders listSoundDecoders
Unknown listsounds
List all sounds listSounds
Unknown listsoundshaders
List sound shaders listSoundShaders
List the spawn args of an entity listSpawnArgs
List system commands listSystemCmds
List tables listTables
Unknown listthreads
List script threads listThreads
List tool commands listToolCmds
List type info listTypeInfo
Unknown listvertexcache
List vertex cache listVertexCache
List videos listVideos
Load a game loadGame
Localize GUIs localizeGuis
Localize maps localizeMaps
If 1, buffer log; if 2, flush after each print
logFile <1 or 2>
Mouse pitch scale m_pitch
Show mouse movement m_showMouseRate
Number of samples blended for mouse viewing
Mouse strafe movement scale m_strafeScale
Number of samples blended for mouse moving
Mouse yaw scale m_yaw
Make an ambient map makeAmbientMap
Process giant images MakeMegaTexture
Load a map map
Play indicated map map
Create memory dump memoryDump
Create a compressed memory dump memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0
Unknown modulatelights
Modify shader parms on all lights modulateLights
Unknown nextanim
Show next animation on test model nextAnim
Show next animation frame on test model
Teleport player to the next func_static with a GUI
Load next map on the server nextMap
No clipping noclip
Disable collision detection for the player
Ignored by most enemies notarget
Unknown notarget
Disable player as a target notarget
Unknown overlaygui
Print tokenized string parse
Unknown parsewait
Unknown path
List search paths path
Unknown playcmddemo
Play back a command demo playCmdDemo
Unknown playdemo
Play back a demo playDemo
Unknown playermodel
Set the given model on the player playerModel
Milliseconds the player can go without air before damage starts
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
Time it takes for player's view to change from standing to crouching
Speed the player can move while crouched
Height of player's view while crouched
Height of player's bounding box while dead
Height of player's view while dead pm_deadviewheight
Approximate height the player can jump
Amount player's view can look down pm_maxviewpitch
Amount player's view can look up; negative values are up
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
Height of player's bounding box while standing
Height of player's view while standing
Bob faster when running pm_runbob
Unknown pm_runpitch
Unknown pm_runroll
Speed the player can move while running
Size of the spectator bounding box pm_spectatebbox
Speed the player can move while spectating
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.
When stamina is below this value, player slows to a walk
Maximum height player can step up without jumping
Third person view pm_thirdPerson
Toggle third person view pm_thirdperson <0 or 1>
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front
pm_thirdPersonAngle <0-180>
Clip third person view into world space
Enable third person view when player dies
Height of camera from normal view height in third person
Camera distance from player in third person
Use cylinder approximation instead of bounding box for player collision detection
Bob slowly when walking pm_walkbob
Player's walking speed pm_walkspeed
Unknown poplight
Remove last created light popLight
Unknown prevanim
Show previous animation on test model prevAnim
Show previous animation frame on test model
Print an articulated figure printAF
Print an Audio printAudio
Print an email printEmail
Print an entity def printEntityDef
Print an FX system printFX
Print a material printMaterial
Unknown printmode
Print model info printModel
Print a model def printModelDefs
Print a particle system printParticle
Print a PDA printPDA
Unknown printshader
Print a skin printSkin
Print a sound shader printSoundShader
Print a table printTable
Print an Video printVideo
Prompt and set the CD Key promptKey
Exit game quit
Quit the game quit
Change gamma tables r_brightness
Set brightness level r_brightness
arbfp1, fp30 r_cgFragmentProfile
arbvp1, vp20, vp30 r_cgVertexProfile
Compare all surface bounds with precalculated ones
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
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
Optional display refresh rate option for vid mode
Force a call to glFinish() every frame
Scale flare deforms from the material def
Draw all images to screen after registration
Draw to front buffer for debugging 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
Random debugging without defining new vars
Ignore GL errors r_ignoreGLErrors
Ignore the fragment program extension r_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix
Offset of joint names when r_showskel is set to 1
Size of joint names when r_showskel is set to 1
Light all the back faces, even when they would be shadowed
All light intensities are multiplied by this
Soft-shadow sampling r_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling
Number of frames to emit GL logs r_logFile
Override all materials r_materialOverride
Draw only a specific level r_megaTextureLevel
Combine model surfaces with the same material
Video mode number r_mode
Number of antialiasing samples r_multiSamples
Near Z clip plane distance r_near
Polygon offset parameter r_offsetfactor
Polygon offset parameter r_offsetunits
Perform index reorganization to optimize vertex use
Hardware specific renderer path to use
Scale factor for jitter bias r_sb_biasScale
Oversize FOV for point light side matching
Scale factor for jitter offset r_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048
Use GL_LINEAR instead of GL_NEAREST on shadow maps
Do not draw any occluders r_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them
polygonOffset factor for drawing shadow buffer
polygonOffset units for drawing shadow buffer
Randomly offset jitter texture each draw

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Doom 3: Resurrection Of Evil Cheats


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