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Friday, 25 July 2014
Quake 4 Cheats for PC
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Quake 4 PC Cheats

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TRAINERS
What is a trainer? A trainer is a program written to intercept and alter the memory addresses of games that are running in the background. Usually trainers contain such features as GOD MODE, UNLIMITED LIVES and others. Since trainers address specific memory locations, they are usually written to only support a specific version of a game.

Trainer by: Anonymous Oct 25,2005
Trainer by: Anonymous Oct 25,2005
CHEATS


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Cheat mode 100%
Press the [Left Ctrl] + [Alt ] + ~ during game play to display the
console window.



EffectCode
Unknown_attack
Unknown_back
Switch to listed weapon slot, regardless if you have a
weapon there _button0
Switch to listed weapon slot, regardless if you have a
weapon there _button1
Switch to listed weapon slot, regardless if you have a
weapon there _button2
Switch to listed weapon slot, regardless if you have a
weapon there _button3
Switch to listed weapon slot, regardless if you have a
weapon there _button4
Switch to listed weapon slot, regardless if you have a
weapon there _button5
Switch to listed weapon slot, regardless if you have a
weapon there _button6
Switch to listed weapon slot, regardless if you have a
weapon there _button7
Unknownaas_goalArea
Unknownaas_pullPlayer
Unknownaas_randomPullPlayer
Unknownaas_showAreas
Unknownaas_showFlyPath
Unknownaas_showHideArea
Unknownaas_showPath
Unknownaas_showPushIntoArea
Unknownaas_showWallEdges
Unknownaas_test
Unknownaasstats
Show AAS statsaasStats
Unknownaddarrow
Adds debug arrowaddarrow
Core to game chat linesaddChatLine
Unknownaddline
Add debug lineaddline
Scale contact frictionaf_contactFrictionScale
Force the given friction valueaf_forceFriction
Name of the body to highlightaf_highlightBody
Name of the constraint to highlightaf_highlightConstraint
Scale the joint frictionaf_jointFrictionScale
Maximum angular velocityaf_maxAngularVelocity:
Maximum linear velocityaf_maxLinearVelocity
Show structures of articulated figures not at rest
af_showActive
Show bodiesaf_showBodies
Show body namesaf_showBodyNames
Show 2 bodies constrained by the highlighted constraint
af_showConstrainedBodies
Show constraint namesaf_showConstraintNames
Show constraintsaf_showConstraints
Show the inertia tensor of each bodyaf_showInertia
Show joint limitsaf_showLimits
Show mass of each bodyaf_showMass
Show primary constraints onlyaf_showPrimaryOnly
Show articulated figure CPU usageaf_showTimings
Show the total mass of each articulated figure
af_showTotalMass
Show tree-like structuresaf_showTrees
Show velocity of each bodyaf_showVelocity
Skip frictionaf_skipFriction
Skip joint limitsaf_skipLimits
Skip self collision detectionaf_skipSelfCollision
Test for bodies initially stuck in solidaf_testSolid
Scale timeaf_timeScale
Use impulse-based contact frictionaf_useImpulseFriction
Use impulse-based joint frictionaf_useJointImpulseFriction
Use linear time algorithm for tree-like structures
af_useLinearTime
Use constraint matrix symmetryaf_useSymmetry
Enable blocked fail safe handlingai_blockedFailSafe
Draw movement information for monstersai_debugMove
Display script calls for the specified monster entity number
ai_debugScript
Draw trajectory tests for monstersai_debugTrajectory
Draw attack cones for monstersai_showCombatNodes
Draw obstacle avoidance information for monsters.
ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player
ai_showObstacleAvoidance 2
Draw path_* entitiesai_showPaths:
Unknownai_testPredictPath
Write .AVI for a command demoaviCmdDemo
Save demo in .AVI formatavidemo
Write .AVI for a demoaviDemo
Write .AVI for the current gameaviGame
Game benchmarkbenchmark
Benchmarkbenchmark
Unknownbind
Bind command to a keybind
Unknownbindlist
Bind ragdoll at the current drag positionbindRagdoll
Bind a key, but unbinds it 1st if there are more than 2
binds bindunbindtwo
Unknownblinkline
Blink a debug lineblinkline
Unknowncenterview
Center viewcenterview
Check if new version of the game is available checkNewVersion
Unknownclear
Clear the consoleclear
Unknownclearlights
Clear all lightsclearLights
Drop current weaponclientDropWeapon
In-game GUI message modeclientMessageMode
Voice chatsclientVoiceChat
UnknownclientVoiceChat
UnknownclientVoiceChat
Team voice chatsclientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
Cull back facing polygonscm_backFaceCul
Debug collision detectioncm_debugCollision
Color used to draw the collision modelscm_drawColor
Draw filled polygonscm_drawFilled
Draw internal edges greencm_drawInternal
Collision maskcm_drawMask
Draw polygon and edge normalscm_drawNormals
Unknowncm_testAngle
Unknowncm_testBox
Unknowncm_testBoxRotation
Unknowncm_testCollision
Unknowncm_testLength
Unknowncm_testModel
Unknowncm_testOrigin
Unknowncm_testRadius
Unknowncm_testRandomMany
Unknowncm_testReset
Unknowncm_testRotation
Unknowncm_testTimes
Unknowncm_testWalk
Unknowncollisionmodelinfo
Show collision model infocollisionModelInfo
Use ~ to toggle consolecom_allowConsole
Sample input from the async threadcom_asyncInput
Mix sound from the async threadcom_asyncSound
Unknowncom_aviDemoHeight
Unknowncom_aviDemoSamples
Unknowncom_aviDemoTics
Unknowncom_aviDemoWidth
Unknowncom_compressDemos
Compress saved gamescom_compressSaveGame
Unknowncom_fixedTic
Force generic platform independent SIMDcom_forceGenericSIMD
Unknowncom_guid
Record journalcom_journal 1
Play back journalcom_journal 2
Unknowncom_logDemos
Set hardware classification tocom_machineSpec
Set hardware classification to not detected, com_machineSpec
-1
Set hardware classification to low quality, com_machineSpec 0
Set hardware classification to medium quality, com_machineSpec
1
Set hardware classification to high quality, com_machineSpec 2
Set hardware classification to ultra quality com_machineSpec 3
Make a buildcom_makingBuild 1
Marker for memory statscom_memoryMarker
Unknowncom_minTics
Run one game tick every async thread update com_preciseTic
Unknowncom_preloadDemos
Purge everything between level loadscom_purgeAll
Unknowncom_showAngles
Show async network statscom_showAsyncStats
Unknowncom_showDemo
Show frame ratecom_showFPS
Show frameratecom_showfps 1
Show total and per frame memory usagecom_showMemoryUsage
Show sound decoderscom_showSoundDecoders
Unknowncom_showTics
Unknowncom_skipGameDraw
Skip the renderer completelycom_skipRenderer
Show engine timingscom_speeds
Print time in milliseconds with each console print
com_timestampPrints 1
Print time in seconds with each console print
com_timestampPrints 2
Update the load size after loading a mapcom_updateLoadSize
Hold last amount of detected video RAMcom_videoRam
Unknowncom_wipeSeconds
Unknowncombinecubeimages
Combine 6 images for roq compressioncombineCubeImages
Unknowncompressdemo
Compress a demo filecompressDemo
Print on the console but not onscreen when console is
displayed con_noPrint
Time messages displayed when console is displayed
con_notifyTime
Speed at which the console movescon_speed
Unknowncondump
Dump the console text to a fileconDump
Unknownconnect
Connect to a serverconnect
Crashes gamecrash
Crash gamecrash
Unknowncvar_restart
Restart the cvar systemcvar_restart
Unknowncvarlist
Apply damage to an entitydamage
Launch script debuggerdebugger
Print parsesdecl_show 1
Print parses and references developerdecl_show 2
Delete selected entitydeleteSelected
Hold [Enter] to zoom viewdemoshot
Save screenshot for a demodemoShot
Load a map in developer modedevmap
Open directorydir
List a folderdir
List a folder with sub-foldersdirtree
Unknowndirtyfeet
Disassembles scriptdisasmScript
Disables connection for current multi-player game disconnect
Disconnect from a gamedisconnect
Unknowndmap
Compile mapdmap
Skip to last leveldoomhell
Unknownecho
Print listed textecho
Launch in-game Articulated Figure EditoreditAFs
Launch in-game Declaration EditoreditDecls
Launch GUI EditoreditGUIs
Change lightingeditlight
Launch in-game Light EditoreditLights
Open the in-game editoreditor
Launch level editor Radianteditor
Launch in-game Particle EditoreditParticles
Launch in-game PDA EditoreditPDAs
Launch in-game Script EditoreditScripts
Change sounds in editor areaeditsounds
launch in-game Sound EditoreditSounds
UnknownEntityPlacement
Unknownenvshot
Take an environment shotenvshot
Unknownerror
Cause an errorerror
Unknownexec
Execute a config fileexec
Execute appropriate config files and sets cvars based on
com_machineSpec execMachineSpec
Exit gameexit
Exit command demoexitCmdDemo
Unknownexportmodels
Export modelsexportmodels
Unknownfillrate
Finish the build processfinishBuild
Unknownflashlight
Unknownfocussoundseditor
Freeze everything on screenfreeze
Freeze game for listed number of seconds freeze
Unknownfs_basepath
Unknownfs_caseSensitiveOS
Unknownfs_cdpath
Unknownfs_copyfiles
Unknownfs_debug
Unknownfs_devpath
Unknownfs_game
Unknownfs_restrict
Unknownfs_savepath
Armor takes this percentage of damageg_armorProtection

Armor takes this percentage of damage in MP
g_armorProtectionMP
Maintain even teamsg_balanceTDM
Unknowng_blobSize
Unknowng_blobTime
Show blood splats, sprays, and gibsg_bloodEffects
Skip updating entities not marked 'cinematic' '1' during
cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic
g_cinematicMaxSkipTime
Pregame countdown in secondsg_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 2048g_debugBounds
Unknowng_debugCinematic
Unknowng_debugDamage
Unknowng_debugMove
Unknowng_debugMover
Unknowng_debugScript
Unknowng_debugTriggers
Unknowng_debugWeapon
Show decals (bullet holes, etc.)g_decals
Disassemble script into base/script disasm.txt when script is
compiled g_disasm
Show double vision when taking damageg_doubleVision
Unknowng_dragDamping
Allow dragging physics objects around by placing the crosshair
over them and holding [Fire] g_dragEntity
Unknowng_dragShowSelection
Unknowng_dropItemRotation
Unknowng_dvAmplitude
Unknowng_dvFrequency
Unknowng_dvTime
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 =
articulated figures, 4 = particle systems, 5 = monsters, 6 =
entity names, 7 = entity models. g_editEntityMode <0-7>
Unknowng_exportMask
Toggle disable buffer file writing for save games g_flushSave
<0 or 1>
Unknowng_fov
Display timing information for each game frame g_frametime
Score review time in seconds at end gameg_gameReviewPause
Unknowng_gravity
Unknowng_gunX
Unknowng_gunY
Unknowng_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
Unknowng_kickAmplitude
Unknowng_kickTime
Unknowng_knockback
Unknowng_maxShowDistance
Unknowng_monsters
Control the weapon sway in MPg_mpWeaponAngleScale
Show muzzle flashesg_muzzleFlash <0 or 1>
If nightmare mode is allowedg_nightmare <0 or 1>
Game passwordg_password
Show dynamic lights on projectilesg_projectileLights
Draw boxes around thinking entities; dormant entities (outside
of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapong_showBrass
Display current frame number for camera when playing
cinematics g_showcamerainfo
Unknowng_showCollisionModels
Unknowng_showCollisionTraces
Unknowng_showCollisionWorld
Draw boxes around monsters that targeted player g_showEnemies
Unknowng_showEntityInfo
Unknowng_showHud
Enable shadow of player modelg_showPlayerShadow
Enable display of player hit percentageg_showProjectilePct
Toggle hit % to HUDg_showprojectilepct 1
Unknowng_showPVS
Draw entities and their targets; hidden entities are gray
g_showTargets
Display current animation and frame number for testmodels.
g_showTestModelFrame
Draw trigger entities (orange) and their targets (green);
disabled triggers are gray. g_showTriggers
Unknowng_showviewpos
Unknowng_skill
Unknowng_skipFX
Unknowng_skipParticles
Skip damage and other view effectsg_skipViewEffects
Let spectators chat to everyone during game g_spectatorChat
Unknowng_stopTime
Draw arrows over teammates in team deathmatch g_TDMArrows
Unknowng_testDeath
Unknowng_testHealthVision
Test model animation; 0 = cycle anime with origin reset, 1 =
cycle anim with fixed origin, 2 = cycle anim with continuous
origin, 3 = frame by frame with continuous origin, 4 = play
anime once g_testModelAnimate
Number of frames to blendg_testModelBlend
Test model rotation speedg_testModelRotate
Test particle visualation; set by the particle editor
g_testParticle
Name of the particle being tested by the particle editor
g_testParticleName
Name of material to draw over screeng_testPostProcess
When non-zero, shows entities whose think functions exceeded
the number of milliseconds specified g_timeEntities
scale damage and armor dynamically to keep player alive more
often g_useDynamicProtection
Unknowng_vehicleForce
Unknowng_vehicleVelocity
Unknowng_viewNodalX
Unknowng_viewNodalZ
Show available memorygame_memory
Display game class infogame_memory
Cause a game errorgameError
Kick player from multi-player gamegameKick
Kick listed player namegameKick
Print current view positiongetviewpos
Display graphics card detailsgfxinfo
Show graphics infogfxInfo
Unknowngive
Spawn listed itemgive
Full weapons and ammunitiongive all
Full ammunition for current weaponsgive ammo
Armor to 125give armor
Classic 1995 versiongive doom95
Health to 100give health
All keys give keys
BFGgive weapon_bfg
Chainsawgive weapon_chainsaw
Machine gungive weapon_machinegun
Plasmagungive weapon_plasmagun
Rocket launchergive weapon_rocketlauncher
Shotgungive weapon_shotgun
God mode1god
Unknowngui_configServerRate
Unknowngui_debug
Unknowngui_edit
Gametype filtergui_filter_gameType
Password filtergui_filter_password
Players filtergui_filter_players
Unknowngui_mediumFontLimit
Unknowngui_smallFontLimit
Send heartbeat to master serversHeartbeat
Show helphelp
Hitch the gamehitch
Show IK debug linesik_debug
Enable IKik_enable
Name of log file; if empty "qconsole.log" will be used

ilFileName
Set the maximum texture anisotropy if available
image_anisotropy
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 usageimage_colorMipLevels
Control texture downsamplingimage_downSize
Control normal map downsamplingimage_downSizeBump
Control normal map downsample limitimage_downSizeBumpLimit
Control diffuse map downsample limitimage_downSizeLimit
Control specular downsamplingimage_downSizeSpecular
Control specular downsampled limitimage_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknownimage_forceDownSize
Ignore high quality setting on
materialsimage_ignoreHighQuality
Change lod bias on mipmapped imagesimage_lodbias
If 0, dynamically load all imagesimage_preload <0 or 1>
Round bad sizes down to nearest power of 2 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 cachingimage_useCache <0 or 1>
If 0, force everything to high qualityimage_useCompression <0
or 1>
If 2, use rxgb compression for normal maps; if 1, use 256
color compression for normal maps if available
image_useNormalCompression <0-2>
Write batch file for offline compression of .DDS files
image_useOfflineCompression
Use .DDS files if presentimage_usePrecompressedTextures
Write .tgas of the final normal maps for debugging
image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging
image_writeNormalTGAPalletized
Write .DDS files if necessaryimage_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging
image_writeTGA
Always run (reverse _speed button) in multi-player mode
in_alwaysRun
Angle change scale when holding _speed button in_anglespeedkey
Look around with mouse (reverse _mlook button) in_freeLook
Enable mouse inputin_mouse
Pitch change speed when holding _lookUp or _lookDown button
in_pitchspeed
Unknownin_restart
Restart the input systemin_restart
Yaw change speed when holding _left or _right button
in_yawspeed
Unknownkeeptestmodel
Keep last test model in the gamekeepTestModel
Kick client by connection numberkick
Kill current target; suicide if no one is targeted kill
Kill the playerkill
Kill all monsters in current levelkillmonsters
Remove all monsterskillMonsters
Kill all moving enemieskillmoveables
Remove all moveableskillMoveables
Kill all non-moving enemieskillragdolls
Remove all ragdollskillRagdolls
Scan LAN for serversLANScan
Show LCP solver failureslcp_showFailures
List active game entitieslistActiveEntities
List articulated figureslistAF
Unknownlistanims
List all animationslistAnims
List audioslistAudios
List key bindingslistBinds
List game classeslistClasses
List commandslistCmds
Unknownlistcollisionmodels
List collision modelslistCollisionModels
List cvarslistCvars
List all declslistDecls
List all keys used by dictionarieslistDictKeys
List all values used by dictionarieslistDictValues
List emailslistEmails
Unknownlistentities
List game entitieslistEntities
Lists listed def file settingslistentitydefs
List entity defslistEntityDefs
List FX systemslistFX
List game commandslistGameCmds
List GUIslistGuis
List decl text character frequencieslistHuffmanFrequencies
Unknownlistimages
List imageslistImages
Lists listed def file settingslistlightdefs
Unknownlistlines
List all debug lineslistLines
Unknownlistmaterials
List materialslistMaterials
List model defslistModelDefs
Unknownlistmodels
List all modelslistModels
Unknownlistmodes
List all video modeslistModes
Lists images of monsterslistmonsters
List monsterslistMonsters
List particle systemslistParticles
List PDAslistPDAs
List the entity defslistRenderEntityDefs
List renderer commandslistRendererCmds
List the light defslistRenderLightDefs
List scanned serverslistServers
Unknownlistskins
List skinslistSkins
List sound commandslistSoundCmds
List active sound decoderslistSoundDecoders
Unknownlistsounds
List all soundslistSounds
Unknownlistsoundshaders
List sound shaderslistSoundShaders
List the spawn args of an entitylistSpawnArgs
List system commandslistSystemCmds
List tableslistTables
Unknownlistthreads
List script threadslistThreads
List tool commandslistToolCmds
List type infolistTypeInfo
Unknownlistvertexcache
List vertex cachelistVertexCache
List videoslistVideos
Load a gameloadGame
Localize GUIslocalizeGuis
Localize mapslocalizeMaps
If 1, buffer log; if 2, flush after each print logFile <1 or
2>
Mouse pitch scalem_pitch
Show mouse movementm_showMouseRate
Number of samples blended for mouse viewing m_smooth
Mouse strafe movement scalem_strafeScale
Number of samples blended for mouse movingm_strafeSmooth
Mouse yaw scalem_yaw
Make an ambient mapmakeAmbientMap
Process giant imagesMakeMegaTexture
Play listed mapmap game/
Create memory dumpmemoryDump
Create a compressed memory dumpmemoryDumpCompressed
Valid skins (including flushing referenced pak files);
decreased if over 0 mod_validSkins
Unknownmodulatelights
Modify shader parms on all lightsmodulateLights
Unknownnextanim
Show next animation on test modelnextAnim
Show next animation frame on test modelnextFrame
Teleport player to the next func_static with a GUI nextGUI
Load next map on the servernextMap
No clippingnoclip
Disable collision detection for the playernoclip
Ignored by most enemiesnotarget
Unknownnotarget
Disable player as a targetnotarget
Unknownoverlaygui
Print tokenized stringparse
Unknownparsewait
Unknownpath
List search pathspath
Unknownplaycmddemo
Play back a command demoplayCmdDemo
Unknownplaydemo
Play back a demoplayDemo
Unknownplayermodel
Set the given model on the playerplayerModel
Milliseconds the player can go without air before damage
starts pm_air
x/y size of player's bounding boxpm_bboxwidth
Unknownpm_bobpitch
Unknownpm_bobroll
Unknownpm_bobup
Bob much faster when crouchedpm_crouchbob
Height of player's bounding box while crouched pm_crouchheight

Time it takes for player's view to change from standing to
crouching pm_crouchrate
Speed the player can move while crouchedpm_crouchspeed

Height of player's view while crouchedpm_crouchviewheight

Height of player's bounding box while deadpm_deadheight

Height of player's view while deadpm_deadviewheight
Approximate height the player can jumppm_jumpheight
Amount player's view can look downpm_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 noclippm_noclipspeed

Height of player's bounding box while standing pm_normalheight

Height of player's view while standingpm_normalviewheight

Bob faster when runningpm_runbob
Unknownpm_runpitch
Unknownpm_runroll
Speed the player can move while runningpm_runspeed
Size of the spectator bounding boxpm_spectatebbox
Speed the player can move while spectatingpm_spectatespeed

Length of time player can runpm_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

Third person viewpm_thirdPerson
Toggle 3rd person viewpm_thirdperson <0 or 1>
Direction of camera from player in 3rd person in degrees; 0
= behind player, 180 = in front pm_thirdPersonAngle <0-180>
Clip 3rd person view into world spacepm_thirdPersonClip
Enable 3rd person view when player diespm_thirdPersonDeath
Height of camera from normal view height in 3rd person
pm_thirdPersonHeight
Camera distance from player in 3rd person
pm_thirdPersonRange
Use cylinder approximation instead of bounding box for player
collision detection pm_usecylinder
Bob slowly when walkingpm_walkbob
Player's walking speedpm_walkspeed
Unknownpoplight
Remove last created lightpopLight
Unknownprevanim
Show previous animation on test modelprevAnim
Show previous animation frame on test model prevFrame
Print an articulated figureprintAF
Print an AudioprintAudio
Print an emailprintEmail
Print an entity defprintEntityDef
Print an FX systemprintFX
Print a materialprintMaterial
Unknownprintmode
Print model infoprintModel
Print a model defprintModelDefs
Print a particle systemprintParticle
Print a PDAprintPDA
Unknownprintshader
Print a skinprintSkin
Print a sound shaderprintSoundShader
Print a tableprintTable
Print an VideoprintVideo
Prompt and set the CD KeypromptKey
Exit gamequit
Quit the gamequit
Change gamma tablesr_brightness
Set brightness levelr_brightness
arbfp1, fp30r_cgFragmentProfile
arbvp1, vp20, vp30r_cgVertexProfile
Compare all surface bounds with precalculated ones
r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B =
custom r_clear <1, 2, or R G B value>
Custom screen heightr_customHeight
Custom screen widthr_customWidth
Step size of arrow cone line rotation in degrees
r_debugArrowStep
Perform depth test on debug linesr_debugLineDepthTest
Width of debug linesr_debugLineWidth
Draw a filled polygonr_debugPolygonFilled
Used during development to show IHV's their problems
r_demonstrateBug
Optional display refresh rate option for vid mode
r_displayRefresh
Force a call to glFinish() every framer_finish
Scale flare deforms from the material defr_flareSize
Draw all images to screen after registration r_forceLoadImages
Draw to front buffer for debuggingr_frontBuffer
0 = windowed, 1 = full screenr_fullscreen <0 or 1>
Change gamma tablesr_gamma
Set gamma levelr_gamma <0-3>
"opengl32", etc.r_glDriver
Fraction to smear across neighborsr_hdr_bloomFraction
Maximum light scaler_hdr_exposure
Monitor gamma powerr_hdr_gamma
Random dither in monitor spacer_hdr_monitorDither
Use a floating point rendering bufferr_hdr_useFloats
Random debugging without defining new varsr_ignore
Random debugging without defining new varsr_ignore2
Ignore GL errorsr_ignoreGLErrors
Ignore the fragment program extensionr_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix r_jitter
Offset of joint names when r_showskel is set to 1
r_jointNameOffset
Size of joint names when r_showskel is set to 1
r_jointNameScale
Light all the back faces, even when they would be shadowed
r_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow samplingr_lightSourceRadius
Allow moving the view point without changing the composition
of the scene, including culling r_lockSurfaces
Number of frames to emit GL logsr_logFile
Override all materialsr_materialOverride
Draw only a specific levelr_megaTextureLevel
Combine model surfaces with the same material
r_mergeModelSurfaces
Video mode numberr_mode
Number of antialiasing samplesr_multiSamples
Near Z clip plane distancer_near
Polygon offset parameterr_offsetfactor
Polygon offset parameterr_offsetunits
Perform index reorganization to optimize vertex use
r_orderIndexes
Hardware specific renderer path to user_renderer
Scale factor for jitter biasr_sb_biasScale
Oversize FOV for point light side matchingr_sb_frustomFOV
Scale factor for jitter offsetr_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048
r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps
r_sb_linearFilter
Do not draw any occludersr_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them
r_sb_occluderFacing<0-3>
polygonOffset factor for drawing shadow buffer
r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer
r_sb_polyOfsUnits
Randomly offset jitter texture each drawr_sb_randomize
Set to 0, 1, 4, or 16r_sb_samples
Build shadows in screen space instead of on surfaces
r_sb_screenSpaceShadow
Color the pixels contained in the
frustumr_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights
r_sb_singleSide
Cull geometry to individual side frustumsr_sb_useCulling
Draw offscreenr_sb_usePbuffer
Width of screen space shadow sampling screenFraction for
testing fill rate; the resolution of entire screen can be
changed r_sb_viewResolution
Scale value for stencil shadow drawingr_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing
r_shadowPolygonOffset
Enable shadowsr_shadows
Report alloc/free countsr_showAlloc
Report sphere and box culling statsr_showCull
Report number of modeDefs and lightDefs in view r_showDefs
Report reads and writes to the demo filer_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 generationr_showDynamic
Draw the sil edgesr_showEdges
Show entity scissor rectanglesr_showEntityScissors
1 = show all images instead of rendering, 2 = show in
proportional size r_showImages <0-2>
Draw screen colors based on intensity; red = 0, green = 128,
blue = 255 r_showIntensity
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 activityr_showInteractions
1 = show screen rectangle which contains the interaction
frustum, 2 = also draw construction lines
r_showInteractionScissors <0-2>
1 = colors surfaces based on light count, 2 = also count
everything through walls, 3 = also print overdraw
r_showLightCount <0-3>
1 = just print volumes numbers, highlighting ones covering the
view, 2 = also draw planes of each volume, 3 = also draw edges
of each volume r_showLights <0-3>
Report scale factor applied to drawing for overbrights
r_showLightScale
Show light scissor rectanglesr_showLightScissors
Display all the level imagesr_showMegaTexture
Draw colored blocks in each tiler_showMegaTextureLabels
Print frame memory utilizationr_showMemory
Draw wireframe normalsr_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 =
geometry and light interaction overdraw r_showOverDraw <0-3>
Draw portal outlines in color based on passed/not passed
r_showPortals
Report drawsurf/index/vertex countsr_showPrimitives
Color screen based on shadow volume depth complexity, 2 or
greater = print overdraw count based on stencil index values,
3 = only show turboshadows, 4 = only show static shadows
r_showShadowCount <0-4>
1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showShadows <0-2>
Highlight edges that are casting shadow planes
r_showSilhouette
Draw skeleton when model animates, 1 = draw model with
skeleton, 2 = draw skeleton only r_showSkel<0-2>
Show which end (front or back) is blockingr_showSmp
Show surface material name under crosshairr_showSurfaceInfo
Report surface/light/shadow countsr_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector,
2 = use 2nd tangent vector, 3 = use normal vector
r_showTangentSpace <0-3>
Shade triangles by texture area polarityr_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
Unknownr_showVertexCache
Draw all triangles with the solid vertex color
r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print
index numbers r_showViewEntitys <0-2>
Only draw the portal area the view is actually in r_singleArea
Suppress all but one entityr_singleEntity
Suppress all but one lightr_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitiver_singleTriangle
Bypass all non-interaction drawingr_skipAmbient
Do not draw anythingr_skipBackEnd
Skip all blend lightsr_skipBlendLights
Use flat surface instead of the bump mapr_skipBump
Do all rendering, but do not actually copyTexSubImage2D
r_skipCopyTexture
Leave all deform materials in their original state
r_skipDeforms
Use black for diffuser_skipDiffuse
Do not dynamically create texturesr_skipDynamicTextures
Skip all fog lightsr_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws
r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but
still handle events, 3 = draw but skip events r_skipGuiShaders
<0-3>
Skip all light/surface interaction drawingr_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level imager_skipMegaTexture
Bypass all vertex/fragment program ambient drawing
r_skipNewAmbient
Skip overlay surfacesr_skipOverlays
1 = skip all particle systemsr_skipParticles <0-1>
Skip all post-process renderingsr_skipPostProcess
Skip 3D rendering, but pass 2Dr_skipRender
Null the rendering context during backend 3D rendering
r_skipRenderContext
Skip ROQ decodingr_skipROQ
Use black for specular1r_skipSpecular
1 = don't render any GUI elements on surfaces r_skipSubviews
<0 or 1>
Ignore the per-view suppressionsr_skipSuppress
Skip the translucent interaction renderingr_skipTranslucent
1 = do not accept any entity or light updates, making
everything static r_skipUpdates <0 or 1>
Merge normals that dot less than thisr_slopNormal
Merge texture coordinates this far apartr_slopTexCoord

Merge xyz coordinates this far apartr_slopVertex
1 = do not render main view, allowing subviews to be debugged
r_subviewOnly <0 or 1>
Changes wglSwapIntarvalr_swapInterval
Vertically scale USGS datar_terrainScale
Experiment with vertex/fragment programsr_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 modelsr_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near
clipped, 2 = exact always r_useClippedLightScissors <0-2>
Put all nVidia register combiner programming in display lists
r_useCombinerDisplayLists
Use pre-calculated material registers if possible
r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and boxr_useCulling <0-2>
Defer tangents calculations after deformr_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 = boxr_useEntityCulling <0 or 1>
1 = Use custom scissor rectangle for each entity
r_useEntityScissors <0 or 1>
1 = skip drawing caps when outside the light volume, 2 = force
to no caps for testing r_useExternalShadows <0-2>
if not 0, force the view frustum far distance to this distance
r_useFrustumFarDistance
Use ARB_vertex_buffer_object for indexesr_useIndexBuffers
Use the no-far-clip-plane trickr_useInfiniteFarZ
1 = cull interactionsr_useInteractionCulling <0 or 1>
1 = use a custom scissor rectangle for each shadow
interaction, 2 = also crop using portal scissors
r_useInteractionScissors <0-2>
Create a full entityDefs * lightDefs table to make finding
interactions faster r_useInteractionTable
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 =
also areas r_useLightCulling <0 or 3>
Use a more precise area reference determination
r_useLightPortalFlow
1 = use custom scissor rectangle for each light
r_useLightScissors <0 or 1>
Stop pushing reference bounds early when possible
r_useNodeCommonChildren
Use pass optimization for mono lightsr_useNV20MonoLights
Use the dmap generated static shadow volumes
r_useOptimizedShadows
1 = use portals to perform area culling, otherwise draw
everything r_usePortals<0 or 1>
1 = do winding clipping to determine if each ambiguous tri
should be lit r_usePreciseTriangleInteractions <0 or 1>
Scissor clip as portals and lights are processed r_useScissor
Try to cull shadows from partially visible lights
r_useShadowCulling
Discard triangles outside light volume before shadowing
r_useShadowProjectedCull
Scissor shadows by the scissor rect of the interaction
surfaces r_useShadowSurfaceScissor
Do the shadow projection in the vertex program on capable
cards r_useShadowVertexProgram
Consider verts with the same XYZ, but different ST the same
for shadows r_useSilRemap
Avoid redundant state changes in GL_*() calls
r_useStateCaching
Cards with 3+ texture units do a 2 pass instead of 3
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 vertexesr_useVertexBuffers
Unknownr_vertexBufferMegs
Unknownradiant_ALTEdgeDrag
Unknownradiant_AngleSpeed
Unknownradiant_Autosave
Unknownradiant_AutosaveMinutes
Unknownradiant_camerawindow
Unknownradiant_CamXYUpdate
Unknownradiant_ChaseMouse
Unknownradiant_CubicClipping
Unknownradiant_CubicScale
Unknownradiant_entityMode
Unknownradiant_EntityShow
Unknownradiant_HiColorTextures
Unknownradiant_InspectorDockedDialogs
Unknownradiant_InspectorsWindow
Unknownradiant_LastMap
Unknownradiant_LastProject
Unknownradiant_LoadLast
Unknownradiant_LoadLastMap
Unknownradiant_LoadShaders
Unknownradiant_MainWindowPlace
Unknownradiant_ModelPath
Unknownradiant_MoveSpeed
Unknownradiant_NewFaceGrab
Unknownradiant_NewLightStyle
Unknownradiant_NewMapFormat
Unknownradiant_NewRightClick
Unknownradiant_NewTextureWindowStuff
Unknownradiant_NewVertex
Unknownradiant_NoClamp
Unknownradiant_NoStipple
Unknownradiant_QE4Paint
Unknownradiant_QE4StyleWindows
Unknownradiant_RadiantMapPath
Unknownradiant_RotateLock
Unknownradiant_Rotation
Unknownradiant_RunBefore
Unknownradiant_SavedInfo
Unknownradiant_SelectWholeEntitiesKey
Unknownradiant_SizePainting
Unknownradiant_Snapshots
Unknownradiant_SnapT
Unknownradiant_StatusPointSize
Unknownradiant_SwitchClipKey
Unknownradiant_TextureLock
Unknownradiant_TextureQuality
Unknownradiant_TextureScale
Unknownradiant_TextureScrollbar
Unknownradiant_texwindow
Unknownradiant_UndoLevels
Unknownradiant_UseDisplayLists
Unknownradiant_UseGLLighting
Unknownradiant_UseTextureBar
Unknownradiant_WideToolBar
Unknownradiant_xywindow
Unknownradiant_XZVIS
Unknownradiant_xzwindow
Unknownradiant_YZVIS
Unknownradiant_yzwindow
Unknownradiant_ZClipBottom
Unknownradiant_ZClipEnabled
Unknownradiant_ZClipTop
Unknownradiant_ZVIS
Unknownradiant_zwindow
Show rigid bodies that are not at restrb_showActive
Show rigid bodiesrb_showBodies
Show the inertia tensor of each rigid bodyrb_showInertia
Show the mass of each rigid bodyrb_showMass
Show rigid body cpu usagerb_showTimings
Show the velocity of each rigid bodyrb_showVelocity
Unknownrecordcmddemo
Start recording game demorecorddemo
Record a demorecordDemo
Record current view position with notesrecordViewNotes
Unknownreexportmodels
Re-exports modelsreexportmodels
Respawn all dead enemies and destroyed objects regenerateworld
Regenerates all interactionsregenerateWorld
Unknownreload
Unknownreloadanims
Reload animationsreloadanims
Reload ARB programsreloadARBprograms
Reload CG programsreloadCgPrograms
Reload declsreloadDecls
Reload engine down to including the file system reloadEngine
Unknownreloadentitydefs
Unknownreloadfx
Unknownreloadguis
Reload GUIsreloadGuis
Unknownreloadimages
Reload imagesreloadImages
Reload language dictreloadLanguage
Unknownreloadmodels
Reload modelsreloadModels
Reload scriptsreloadScript
Unknownreloadshaders
Unknownreloadsounds
Reload all soundsreloadSounds
Unknownreloadsoundshaders
Reload the decl and images for selected surface reloadSurface
Remove an entityremove
Unknownremoveline
Remove a debug lineremoveline
Unknownrenderbump
Render a bump maprenderbump
Unknownrenderbumpflat
Render a flat bump maprenderbumpFlat
Check all referenced images for duplications
reportImageDuplication
List all used materials sorted by surface area
reportSurfaceAreas
Rescan serverinfo cvars and tell gamerescanSI
Unknownreset
Reset a cvarreset
Unknownroq
Encode a roq fileroq
Unknownrunaas
Compile an AAS file for a maprunAAS
Compile AAS files for all maps in a folderrunAASDir
Unknownrunreach
Calculate reachability for an AAS filerunReach
Unknowns_cacheinfo
Unknowns_cacheinvalidate
Unknowns_constantAmplitude
Reduce sound volume with this distance when going through a
door s_doorDistanceAdd
Unknowns_dotbias2
Unknowns_dotbias6
Unknowns_drawSounds
Unknowns_force22kHz
Volume to all speakers when not spatialized s_globalFraction
Unknowns_maxSoundsPerShader
Unknowns_meterTopTime
Unknowns_minVolume2
Unknowns_minVolume6
Unknowns_musictrack
Unknowns_noSound
Set number of speakerss_numberOfSpeakers
Play beep for missing soundss_playDefaultSound
Unknowns_quadraticFalloff
Unknowns_realTimeDecoding
Unknowns_restart
Restart the sound systems_restart
Unknowns_reverse
Unknowns_showLevelMeter
Toggle sound level displays_showlevelmeter 1
Unknowns_showStartSound
mute All sounds but this emitters_singleEmitter
Unknowns_spatializationDecay
Set volume to subwoofer in Dolby 5.1s_subFraction
Unknowns_useOcclusion
Set sound volume; default is 0s_volume_db
Set volume in dBs_volume_dB
Save a gamesaveGame
Save all lights to the .map filesaveLights
Save all moveables to the .map filesaveMoveables
Save all lights to the .map filesaveParticles
Save all ragdoll poses to the .map filesaveRagdolls
Save the selected entity to the .map filesaveSelected
Text chatsay
Send message to everyone in multi-playersay
Team text chatsayTeam
Unknownscreenshot
Take a screenshotscreenshot
Unknownscript
Execute a line of scriptscript
Mouse view sensitivitysensitivity
Force all players readyserverForceReady
Show server infoserverInfo
Restart current gameserverMapRestart
Change to next mapserverNextMap
Unknownset
Set a cvarset
Unknownseta
Set a cvar and flags it as archiveseta
Detect system capabilities and sets com_machineSpec to
appropriate value setMachineSpec
Unknownsets
Set a cvar and flags it as server infosets
Unknownsetstepgamma
Set a cvar and flags it as toolsett
Unknownsetu
Set a cvar and flags it as user infosetu
Unknownsetviewpos
Set the current view positionsetviewpos
Show memory used by dictionariesshowDictMemory
Show memory used by interactionsshowInteractionMemory
Show memory used by stringsshowStringMemory
Show memory used by triangle surfacesshowTriSurfMemory
Show any view notes for the current map, successive calls will
cycle to the next note showViewNotes
Frag limitsi_fragLimit
Set game type to: singleplayer, deathmatch, tourney, team dm
or last man si_gameType
Map to be played next on serversi_map
Engine versionsi_version
Do pre-game warmupsi_warmup
Resize screen to smaller viewsizedown
Make the rendered view smallersizeDown
Resize screen to larger view; no effect if in fullscreen
sizeup
Make the rendered view largersizeUp
Spawn a game entityspawn
Spawn listed modelspawn
Unknownspawnserver
Spawn a serverspawnServer
Prepare to make a buildstartBuild
Display game statusstatus
Stop recording game demostoprecording
Stop demo recordingstopRecording
Unknownsys_arch
Unknownsys_cpustring
Unknownsys_lang
Take notes about the current map from the current view
takeViewNotes
Extended take view notestakeViewNotes2
Teleport player to an entity locationteleport
Unknowntestanim
Test an animationtestAnim
Unknowntestblend
Test animation blendingtestBlend
Test an FX system bound to a jointtestBoneFx
Unknowntestbump
Unknowntestdamage
Test a damage deftestDamage
Test deathtestDeath
Unknowntestfx
Test an FX systemtestFx
Unknowntestgui
Test a GUItestGUI
Unknowntestimage
Display given image centered on screentestImage
Unknowntestlight
Test a lighttestLight
Unknowntestmap
Test a maptestmap
Unknowntestmodel
Test a modeltestModel
Unknowntestparticle
Test particle stop time on a test modeltestParticleStopTime
Test a point lighttestPointLight
Write out a test savegametestSave
Test a save game for a leveltestSaveGame
Unknowntestshader
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