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 30 Apr 2005 by Unregistered and is called "Cheats - Cheat Codes". 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 Codes

by Unregistered Apr 30, 2005

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:
Cheat Code
God mode [Note] god

Full weapons and ammunition give all

Full ammunition for current weapons give ammo

Armor to 125 give armor

Classic 1995 version give doom95

Health to 100 give health

All keys give keys

BFG give weapon_bfg

Chainsaw give weapon_chainsaw

Machine gun give weapon_machinegun

Plasmagun give weapon_plasmagun

Rocket launcher give weapon_rocketlauncher

Shotgun give weapon_shotgun

Spawn indicated item give [item name]

Play indicated map map [map name]
Load a map map
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Switch to indicated weapon slot, regardless if you have a weapon there
Show AAS stats aasStats

Unknown addarrow
Adds debug arrow addarrow

Core to game chat lines addChatLine

Add debug line addline

Scale contact friction af_contactFrictionScale

Force the given friction value af_forceFriction

Name of the body to highlight af_highlightBody

Name of the constraint to highlight af_highlightConstraint

Scale the joint friction af_jointFrictionScale

Maximum angular velocity af_maxAngularVelocity:

Maximum linear velocity af_maxLinearVelocity

Show structures of articulated figures not at rest
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

Bind command to a key bind

Bind ragdoll at the current drag position
Bind a key, but unbinds it first if there are more than two binds
Blink a debug line blinkline

Center view centerview

Check if new version of the game is available
Unknown clear
Clear the console clear

Clear all lights clearLights

Drop current weapon clientDropWeapon

In-game GUI message mode clientMessageMode

Voice chats clientVoiceChat

Team voice chats clientVoiceChatTeam

Close the view showing any notes for this map
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

Show collision model info collisionModelInfo

Use ~ to toggle console com_allowConsole

Sample input from the async thread com_asyncInput

Mix sound from the async thread com_asyncSound

Compress saved games com_compressSaveGame

Force generic platform independent SIMD
Unknown com_guid
Record journal com_journal 1

Play back journal com_journal 2

Set hardware classification to com_machineSpec

Set hardware classification to not detected,
com_machineSpec -1
Set hardware classification to low quality,
com_machineSpec 0
Set hardware classification to medium quality,
com_machineSpec 1
Set hardware classification to high quality,
com_machineSpec 2
Set hardware classification to ultra quality
com_machineSpec 3
Make a build com_makingBuild 1

Marker for memory stats com_memoryMarker

Run one game tick every async thread update
Purge everything between level loads com_purgeAll

Show async network stats com_showAsyncStats

Show frame rate com_showFPS

Show framerate com_showfps 1

Show total and per frame memory usage com_showMemoryUsage

show sound decoders com_showSoundDecoders

Skip the renderer completely com_skipRenderer

Show engine timings com_speeds

Print time in milliseconds with each console print
com_timestampPrints 1
Print time in seconds with each console print
com_timestampPrints 2
Update the load size after loading a map
Hold last amount of detected video RAM
Combine six images for roq compression
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 [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 from a game disconnect

Compile map dmap
Skip to last level doomhell

Print indicated text echo [text]

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

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
Exit game exit
Exit command demo exitCmdDemo

Export models exportmodels

Finish the build process finishBuild

Freeze everything on screen freeze

Freeze game for indicated number of seconds
freeze [number]
Armor takes this percentage of damage g_armorProtection [number]

Armor takes this percentage of damage in MP
g_armorProtectionMP [number]

Maintain even teams g_balanceTDM

Show blood splats, sprays, and gibs g_bloodEffects

Skip updating entities not marked 'cinematic' '1' during cinematics
Set seconds to allow game to run when skipping cinematic
g_cinematicMaxSkipTime [number]

Pregame countdown in seconds g_countDown [number]

Scale final damage on player by this factor
g_damageScale [number]

Display information on which animations are playing on specified entity; -1 disables
g_debugAnim [number]
Check for models with bounds over 2048
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]
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models.
g_editEntityMode [0-7]

Toggle disable buffer file writing for save games
g_flushSave [0 or 1]
Display timing information for each game frame
Score review time in seconds at end game
Set how much health to take in nightmare mode
g_healthTakeAmt [number]

Set how low can health get taken in nightmare mode
g_healthTakeLimit [number]

Set how often to take health in nightmare mode
g_healthTakeTime [number]

Control the weapon sway in MP g_mpWeaponAngleScale [number]

Show muzzle flashes g_muzzleFlash [0 or 1]

If nightmare mode is allowed g_nightmare [0 or 1]

Game password g_password [password>

Show dynamic lights on projectiles g_projectileLights

Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green
Enable ejected shells from weapon g_showBrass

Display current frame number for camera when playing cinematics
Draw boxes around monsters that targeted player
Enable shadow of player model g_showPlayerShadow

Enable display of player hit percentage
Toggle hit % to HUD g_showprojectilepct 1

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.
Skip damage and other view effects g_skipViewEffects

Let spectators talk to everyone during game
Draw arrows over teammates in team deathmatch
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
Show available memory game_memory

Display game class info game_memory

Cause a game error gameError

Kick player from multi-player game gameKick [name]

Kick indicated player name gameKick [name]

Print current view position getviewpos

Display graphics card details gfxinfo

Show graphics info gfxInfo

Gametype filter gui_filter_gameType

Password filter gui_filter_password

Players filter gui_filter_players

Send heartbeat to master servers Heartbeat

Show help help
Hitch the game hitch

Show IK debug lines ik_debug

Enable IK ik_enable

Name of log file; if empty "qconsole.log" will be used
Set the maximum texture anisotropy if available
image_anisotropy [number]

Maximum MB reserved for temporary loading of full-sized precompressed images
image_cacheMegs [number]

Maximum KB of precompressed files to read at specification time
image_cacheMinK [number]

See texture MIP usage image_colorMipLevels

Control texture downsampling image_downSize

Control normal map downsampling image_downSizeBump

Control normal map downsample limit image_downSizeBumpLimit

Control diffuse map downsample limit image_downSizeLimit

Control specular downsampling image_downSizeSpecular

Control specular downsampled limit image_downSizeSpecularLimit

Change texture filtering on mipmapped images
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

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 [model name]

Milliseconds the player can go without air before damage starts
pm_air [number]
x/y size of player's bounding box pm_bboxwidth

Unknown pm_bobpitch

Unknown pm_bobroll

Unknown pm_bobup
Bob much faster when crouched pm_crouchbob

Height of player's bounding box while crouched
pm_crouchheight [number]

Time it takes for player's view to change from standing to crouching
pm_crouchrate [number]

Speed the player can move while crouched
pm_crouchspeed [number]
Height of player's view while crouched
pm_crouchviewheight [number]

Height of player's bounding box while dead
pm_deadheight [number]
Height of player's view while dead pm_deadviewheight [number]

Approximate height the player can jump
pm_jumpheight [number]
Amount player's view can look down pm_maxviewpitch [number]

Amount player's view can look up; negative values are up
pm_minviewpitch [number]

Draw camera from POV of player model; 1 = always, 2 = when dead
pm_modelView [1 or 2]
Speed the player can move while in noclip
pm_noclipspeed [number]
Height of player's bounding box while standing
pm_normalheight [number]

Height of player's view while standing
pm_normalviewheight [number]

Bob faster when running pm_runbob

Unknown pm_runpitch

Unknown pm_runroll

Speed the player can move while running
pm_runspeed [number]
Size of the spectator bounding box pm_spectatebbox [number]

Speed the player can move while spectating
pm_spectatespeed [number]
Length of time player can run pm_stamina [number]

Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge.
pm_staminarate [number]

When stamina is below this value, player slows to a walk
pm_staminathreshold [number]

Maximum height player can step up without jumping
pm_stepsize [number]
Third person view pm_thirdPerson

Toggle third person view pm_thirdperson [0 or 1]

Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front
pm_thirdPersonAngle [0-180]

Clip third person view into world space
Enable third person view when player dies
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
Bob slowly when walking pm_walkbob

Player's walking speed pm_walkspeed [number]

Unknown poplight
Remove last created light popLight

Unknown prevanim
Show previous animation on test model prevAnim

Show previous animation frame on test model
Print an articulated figure printAF

Print an Audio printAudio

Print an email printEmail

Print an entity def printEntityDef

Print an FX system printFX

Print a material printMaterial

Unknown printmode
Print model info printModel

Print a model def printModelDefs

Print a particle system printParticle

Print a PDA printPDA

Unknown printshader

Print a skin printSkin

Print a sound shader printSoundShader

Print a table printTable

Print an Video printVideo

Prompt and set the CD Key promptKey

Exit game quit
Quit the game quit

Change gamma tables r_brightness

Set brightness level r_brightness [number]

arbfp1, fp30 r_cgFragmentProfile

arbvp1, vp20, vp30 r_cgVertexProfile

Compare all surface bounds with precalculated ones
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom
r_clear [1, 2, or R G B value]

Custom screen height r_customHeight [number]

Custom screen width r_customWidth [number]

Step size of arrow cone line rotation in degrees
r_debugArrowStep [number]

Perform depth test on debug lines r_debugLineDepthTest

Width of debug lines r_debugLineWidth [number]

Draw a filled polygon r_debugPolygonFilled

Used during development to show IHV's their problems
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 [value]

Fraction to smear across neighbors r_hdr_bloomFraction

Maximum light scale r_hdr_exposure

Monitor gamma power r_hdr_gamma

Random dither in monitor space r_hdr_monitorDither

Use a floating point rendering buffer r_hdr_useFloats

Random debugging without defining new vars
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
Set to 0, 1, 4, or 16 r_sb_samples [number]

Build shadows in screen space instead of on surfaces
Color the pixels contained in the frustum
only draw a single side (0 to 5) of points lights
Cull geometry to individual side frustums
Draw offscreen r_sb_usePbuffer

Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed
Scale value for stencil shadow drawing
Bias value added to depth test for stencil shadow drawing
Enable shadows r_shadows

Report alloc/free counts r_showAlloc

Report sphere and box culling stats r_showCull

Report number of modeDefs and lightDefs in view
Report reads and writes to the demo file
Display contents of the depth buffer and the depth range
Draw lines from vertexes to center of dominant triangles
Report stats on dynamic surface generation
Draw the sil edges r_showEdges

Show entity scissor rectangles r_showEntityScissors

1 = show all images instead of rendering, 2 = show in proportional size
r_showImages [0-2]
Draw screen colors based on intensity; red = 0, green = 128, blue = 255
r_showIntensity [number]

1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
r_showInteractionFrustums [0-3]

Report interaction generation activity
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
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
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
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
Show which end (front or back) is blocking
Show surface material name under crosshair
Report surface/light/shadow counts 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
If greater than 0, draw each triangles texture (tangent) vectors
r_showTextureVectors [number]

Show intersection of an eye trace with the world
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
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
Unknown r_showVertexCache

Draw all triangles with the solid vertex color
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
Suppress all but one entity r_singleEntity

Suppress all but one light r_singleLight

Suppress all but one surface on each entity
Only draw a single triangle per primitive
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
Do all rendering, but do not actually copyTexSubImage2D
Leave all deform materials in their original state
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
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
Do not do any post-interaction light scaling
Only use the lowest level image r_skipMegaTexture

Bypass all vertex/fragment program ambient drawing
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
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
1 = do not accept any entity or light updates, making everything static
r_skipUpdates [0 o

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Doom 3: Resurrection Of Evil Cheats


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