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Quake 4 Cheats (PC)

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Galactic Adventures: Command Adventures Starship / The Fortress of Dr. Radiaki (PC) (Windows 95)Galactic Adventures: Command Adventures Starship / The Fortress of Dr. Radiaki (PC) (Windows 95)
Manufacturer : Expert Software
Release Date :

- Two space fantasy adventures on one CD-ROM - Command Adventures Starship & The Fortress of Dr. Radiaki

- For DOS Windows 95/98

- Command Adventures: Starship features Over 50 spacecraft you can customize with weapons, shields, and engine systems.

- The Fortress of Dr. Radiaki has 15 different types of enemies and 15 action-packed levels.

Quake 4 (Windows XP)Quake 4 (Windows XP)
Manufacturer : Activision
Release Date : 2005-10-18

- Fight alongside other marines in both small squad missions along with large, epic battles

- Diversity of combat with indoor and outdoor environments along with mechanized walkers and hover tanks to pilot

- Battle through the early portion of the game as an elite marine, then after your capture as a “Stroggified” marine with enhanced abilities

- Utilize hi-tech weaponry with upgradeable modifications

- Arena-style multiplayer that allows players to play as Strogg or Marine in deathmatch, team deathmatch and capture-the-flag modes


PC - Quake 4 Cheats


Cheat Codes

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



Result Cheat Code
God modegod
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
Spawn indicated itemgive [item name]
Spawn a game entityspawn
Spawn indicated modelspawn [object name]
Play indicated mapmap game/ [map name]
Load a mapmap
Switch to indicated weapon slot, regardless if you have a weapon there _button0
Switch to indicated weapon slot, regardless if you have a weapon there _button1
Switch to indicated weapon slot, regardless if you have a weapon there _button2
Switch to indicated weapon slot, regardless if you have a weapon there _button3
Switch to indicated weapon slot, regardless if you have a weapon there _button4
Switch to indicated weapon slot, regardless if you have a weapon there _button5
Switch to indicated weapon slot, regardless if you have a weapon there _button6
Switch to indicated weapon slot, regardless if you have a weapon there _button7
Show AAS statsaasStats
Unknownaddarrow
Adds debug arrowaddarrow
Core to game chat linesaddChatLine
Add debug lineaddline
Scale contact frictionaf_contactFrictionScale
Force the given friction valueaf_forceFriction
Name of the body to highlightaf_highlightBody
Name of the constraint to highlightaf_highlightConstraint
Scale the joint frictionaf_jointFrictionScale
Maximum angular velocityaf_maxAngularVelocity:
Maximum linear velocityaf_maxLinearVelocity
Show structures of articulated figures not at rest af_showActive
Show bodiesaf_showBodies
Show body namesaf_showBodyNames
Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
Show constraint namesaf_showConstraintNames
Show constraintsaf_showConstraints
Show the inertia tensor of each bodyaf_showInertia
Show joint limitsaf_showLimits
Show mass of each bodyaf_showMass
Show primary constraints onlyaf_showPrimaryOnly
Show articulated figure CPU usageaf_showTimings
Show the total mass of each articulated figure af_showTotalMass
Show tree-like structuresaf_showTrees
Show velocity of each bodyaf_showVelocity
Skip frictionaf_skipFriction
Skip joint limitsaf_skipLimits
Skip self collision detectionaf_skipSelfCollision
Test for bodies initially stuck in solid af_testSolid
Scale timeaf_timeScale
Use impulse-based contact frictionaf_useImpulseFriction
Use impulse-based joint frictionaf_useJointImpulseFriction
Use linear time algorithm for tree-like structures af_useLinearTime
Use constraint matrix symmetryaf_useSymmetry
Enable blocked fail safe handlingai_blockedFailSafe
Draw movement information for monsters ai_debugMove
Display script calls for the specified monster entity number ai_debugScript
Draw trajectory tests for monstersai_debugTrajectory
Draw attack cones for monstersai_showCombatNodes
Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
Draw path_* entitiesai_showPaths:
Unknownai_testPredictPath
Write .AVI for a command demoaviCmdDemo
Save demo in .AVI formatavidemo
Write .AVI for a demoaviDemo
Write .AVI for the current gameaviGame
Game benchmarkbenchmark
Benchmarkbenchmark
Bind command to a keybind
Bind ragdoll at the current drag position bindRagdoll
Bind a key, but unbinds it first if there are more than two binds bindunbindtwo
Blink a debug lineblinkline
Center viewcenterview
Check if new version of the game is available checkNewVersion
Unknownclear
Clear the consoleclear
Clear all lightsclearLights
Drop current weaponclientDropWeapon
In-game GUI message modeclientMessageMode
Voice chatsclientVoiceChat
Team voice chatsclientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
Cull back facing polygonscm_backFaceCul
Debug collision detectioncm_debugCollision
Color used to draw the collision models cm_drawColor
Draw filled polygonscm_drawFilled
Draw internal edges greencm_drawInternal
Collision maskcm_drawMask
Draw polygon and edge normalscm_drawNormals
Show collision model infocollisionModelInfo
Use ~ to toggle consolecom_allowConsole
Sample input from the async threadcom_asyncInput
Mix sound from the async threadcom_asyncSound
Compress saved gamescom_compressSaveGame
Force generic platform independent SIMD com_forceGenericSIMD
Unknowncom_guid
Record journalcom_journal 1
Play back journalcom_journal 2
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
Run one game tick every async thread update com_preciseTic
Purge everything between level loadscom_purgeAll
Show async network statscom_showAsyncStats
Show frame ratecom_showFPS
Show frameratecom_showfps 1
Show total and per frame memory usagecom_showMemoryUsage
show sound decoderscom_showSoundDecoders
Skip the renderer completelycom_skipRenderer
Show engine timingscom_speeds
Print time in milliseconds with each console print com_timestampPrints 1
Print time in seconds with each console print com_timestampPrints 2
Update the load size after loading a map com_updateLoadSize
Hold last amount of detected video RAM com_videoRam
Combine six images for roq compression combineCubeImages
Compress a demo filecompressDemo
Print on the console but not onscreen when console is displayed con_noPrint
Time messages displayed when console is displayed con_notifyTime
Speed at which the console movescon_speed [number]
Dump the console text to a fileconDump
Connect to a serverconnect
Crashes gamecrash
Crash gamecrash
Unknowncvar_restart
Restart the cvar systemcvar_restart
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
Disassembles scriptdisasmScript
Disables connection for current multi-player game disconnect
Disconnect from a gamedisconnect
Compile mapdmap
Skip to last leveldoomhell
Print indicated textecho [text]
Launch in-game Articulated Figure Editor editAFs
Launch in-game Declaration EditoreditDecls
Launch GUI EditoreditGUIs
Change lightingeditlight
Launch in-game Light EditoreditLights
Open the in-game editoreditor
Launch 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
Take an environment shotenvshot
Cause an errorerror
Execute a config fileexec
Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
Exit gameexit
Exit command demoexitCmdDemo
Export modelsexportmodels
Finish the build processfinishBuild
Freeze everything on screenfreeze
Freeze game for indicated number of seconds freeze [number]
Armor takes this percentage of damageg_armorProtection [number]
Armor takes this percentage of damage in MP g_armorProtectionMP [number]
Maintain even teamsg_balanceTDM
Show blood splats, sprays, and gibsg_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime [number]
Pregame countdown in secondsg_countDown [number]
Scale final damage on player by this factor g_damageScale [number]
Display information on which animations are playing on specified entity; -1 disables g_debugAnim [number]
Check for models with bounds over 2048 g_debugBounds
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
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 g_frametime
Score review time in seconds at end game g_gameReviewPause
Set how much health to take in nightmare mode g_healthTakeAmt [number]
Set how low can health get taken in nightmare mode g_healthTakeLimit [number]
Set how often to take health in nightmare mode g_healthTakeTime [number]
Control the weapon sway in MPg_mpWeaponAngleScale [number]
Show muzzle flashesg_muzzleFlash [0 or 1]
If nightmare mode is allowedg_nightmare [0 or 1]
Game passwordg_password [password>
Show dynamic lights on projectilesg_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapong_showBrass
Display current frame number for camera when playing cinematics g_showcamerainfo
Draw boxes around monsters that targeted player g_showEnemies
Enable shadow of player modelg_showPlayerShadow
Enable display of player hit percentage g_showProjectilePct
Toggle hit \% to HUDg_showprojectilepct 1
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
Skip damage and other view effectsg_skipViewEffects
Let spectators talk to everyone during game g_spectatorChat
Draw arrows over teammates in team deathmatch g_TDMArrows
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
Number of frames to blendg_testModelBlend
Test model rotation speedg_testModelRotate
Test particle visualation; set by the particle editor g_testParticle
Name of the particle being tested by the particle editor g_testParticleName
Name of material to draw over screeng_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
Show available memorygame_memory
Display game class infogame_memory
Cause a game errorgameError
Kick player from multi-player gamegameKick [name]
Kick indicated player namegameKick [name]
Print current view positiongetviewpos
Display graphics card detailsgfxinfo
Show graphics infogfxInfo
Gametype filtergui_filter_gameType
Password filtergui_filter_password
Players filtergui_filter_players
Send heartbeat to master serversHeartbeat
Show helphelp
Hitch the gamehitch
Show IK debug linesik_debug
Enable IKik_enable
Name of log file; if empty "qconsole.log" will be used ilFileName
Set the maximum texture anisotropy if available image_anisotropy [number]
Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs [number]
Maximum KB of precompressed files to read at specification time image_cacheMinK [number]
See texture MIP usageimage_colorMipLevels
Control texture downsamplingimage_downSize
Control normal map downsamplingimage_downSizeBump
Control normal map downsample limitimage_downSizeBumpLimit
Control diffuse map downsample limitimage_downSizeLimit
Control specular downsamplingimage_downSizeSpecular
Control specular downsampled limitimage_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknownimage_forceDownSize
Ignore high quality setting on materials image_ignoreHighQuality
Change lod bias on mipmapped imagesimage_lodbias
If 0, dynamically load all imagesimage_preload [0 or 1]
Round bad sizes down to nearest power of two image_roundDown
If 1, print number of outstanding background loads image_showBackgroundLoads[0 or 1]
Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
If 1, do background load image caching image_useCache [0 or 1]
If 0, force everything to high quality image_useCompression [0 or 1]
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available image_useNormalCompression [0-2]
Write batch file for offline compression of .DDS files image_useOfflineCompression
Use .DDS files if presentimage_usePrecompressedTextures
Write .tgas of the final normal maps for debugging image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
Write .DDS files if necessaryimage_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging image_writeTGA
Always run (reverse _speed button) in multi-player mode in_alwaysRun
Angle change scale when holding _speed button in_anglespeedkey
Look around with mouse (reverse _mlook button) in_freeLook
Enable mouse inputin_mouse
Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
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 indicated def file settingslistentitydefs
List entity defslistEntityDefs
List FX systemslistFX
List game commandslistGameCmds
List GUIslistGuis
List decl text character frequencieslistHuffmanFrequencies
Unknownlistimages
List imageslistImages
Lists indicated 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 moving m_strafeSmooth
Mouse yaw scalem_yaw
Make an ambient mapmakeAmbientMap
Process giant imagesMakeMegaTexture
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 model nextFrame
Teleport player to the next func_static with a GUI nextGUI
Load next map on the servernextMap
No clippingnoclip
Disable collision detection for the player noclip
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 [model name]
Milliseconds the player can go without air before damage starts pm_air [number]
x/y size of player's bounding boxpm_bboxwidth
Unknownpm_bobpitch
Unknownpm_bobroll
Unknownpm_bobup
Bob much faster when crouchedpm_crouchbob
Height of player's bounding box while crouched pm_crouchheight [number]
Time it takes for player's view to change from standing to crouching pm_crouchrate [number]
Speed the player can move while crouched pm_crouchspeed [number]
Height of player's view while crouched pm_crouchviewheight [number]
Height of player's bounding box while dead pm_deadheight [number]
Height of player's view while deadpm_deadviewheight [number]
Approximate height the player can jump pm_jumpheight [number]
Amount player's view can look downpm_maxviewpitch [number]
Amount player's view can look up; negative values are up pm_minviewpitch [number]
Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView [1 or 2]
Speed the player can move while in noclip pm_noclipspeed [number]
Height of player's bounding box while standing pm_normalheight [number]
Height of player's view while standing pm_normalviewheight [number]
Bob faster when runningpm_runbob
Unknownpm_runpitch
Unknownpm_runroll
Speed the player can move while running pm_runspeed [number]
Size of the spectator bounding boxpm_spectatebbox [number]
Speed the player can move while spectating pm_spectatespeed [number]
Length of time player can runpm_stamina [number]
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate [number]
When stamina is below this value, player slows to a walk pm_staminathreshold [number]
Maximum height player can step up without jumping pm_stepsize [number]
Third person viewpm_thirdPerson
Toggle third person viewpm_thirdperson [0 or 1]
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle [0-180]
Clip third person view into world space pm_thirdPersonClip
Enable third person view when player dies pm_thirdPersonDeath
Height of camera from normal view height in third person pm_thirdPersonHeight [number]
Camera distance from player in third person pm_thirdPersonRange [number]
Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
Bob slowly when walkingpm_walkbob
Player's walking speedpm_walkspeed [number]
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 [number]
arbfp1, fp30r_cgFragmentProfile
arbvp1, vp20, vp30r_cgVertexProfile
Compare all surface bounds with precalculated ones r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear [1, 2, or R G B value]
Custom screen heightr_customHeight [number]
Custom screen widthr_customWidth [number]
Step size of arrow cone line rotation in degrees r_debugArrowStep [number]
Perform depth test on debug linesr_debugLineDepthTest
Width of debug linesr_debugLineWidth [number]
Draw a filled polygonr_debugPolygonFilled
Used during development to show IHV's their problems r_demonstrateBug
Optional display refresh rate option for vid mode r_displayRefresh
Force a call to glFinish() every frame r_finish
Scale flare deforms from the material def r_flareSize
Draw all images to screen after registration r_forceLoadImages
Draw to front buffer for debuggingr_frontBuffer
0 = windowed, 1 = full screenr_fullscreen [0 or 1]
Change gamma tablesr_gamma
Set gamma levelr_gamma [0-3]
"opengl32", etc.r_glDriver [value]
Fraction to smear across neighborsr_hdr_bloomFraction
Maximum light scaler_hdr_exposure
Monitor gamma powerr_hdr_gamma
Random dither in monitor spacer_hdr_monitorDither
Use a floating point rendering bufferr_hdr_useFloats
Random debugging without defining new vars r_ignore
Random debugging without defining new vars r_ignore2
Ignore GL errorsr_ignoreGLErrors
Ignore the fragment program extensionr_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix r_jitter
Offset of joint names when r_showskel is set to 1 r_jointNameOffset
Size of joint names when r_showskel is set to 1 r_jointNameScale
Light all the back faces, even when they would be shadowed Cheat Codes =312>r_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow samplingr_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
Number of frames to emit GL logsr_logFile
Override all materialsr_materialOverride
Draw only a specific levelr_megaTextureLevel
Combine model surfaces with the same material r_mergeModelSurfaces
Video mode numberr_mode
Number of antialiasing samplesr_multiSamples
Near Z clip plane distancer_near
Polygon offset parameterr_offsetfactor
Polygon offset parameterr_offsetunits
Perform index reorganization to optimize vertex use r_orderIndexes
Hardware specific renderer path to use r_renderer
Scale factor for jitter biasr_sb_biasScale
Oversize FOV for point light side matching r_sb_frustomFOV
Scale factor for jitter offsetr_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
Do not draw any occludersr_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing[0-3]
polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
Randomly offset jitter texture each draw r_sb_randomize
Set to 0, 1, 4, or 16r_sb_samples [number]
Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
Color the pixels contained in the frustum r_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights r_sb_singleSide
Cull geometry to individual side frustums r_sb_useCulling
Draw offscreenr_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
Scale value for stencil shadow drawing r_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
Enable shadowsr_shadows
Report alloc/free countsr_showAlloc
Report sphere and box culling statsr_showCull
Report number of modeDefs and lightDefs in view r_showDefs
Report reads and writes to the demo file r_showDemo
Display contents of the depth buffer and the depth range r_showDepth
Draw lines from vertexes to center of dominant triangles r_showDominantTri
Report stats on dynamic surface generation r_showDynamic
Draw the sil edgesr_showEdges
Show entity scissor rectanglesr_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size r_showImages [0-2]
Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity [number]
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums [0-3]
Report interaction generation activity r_showInteractions
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showInteractionScissors [0-2]
1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLightCount [0-3]
1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume r_showLights [0-3]
Report scale factor applied to drawing for overbrights r_showLightScale
Show light scissor rectanglesr_showLightScissors
Display all the level imagesr_showMegaTexture
Draw colored blocks in each tiler_showMegaTextureLabels
Print frame memory utilizationr_showMemory
Draw wireframe normalsr_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw [0-3]
Draw portal outlines in color based on passed/not passed r_showPortals
Report drawsurf/index/vertex countsr_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount [0-4]
1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows [0-2]
Highlight edges that are casting shadow planes r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel[0-2]
Show which end (front or back) is blocking r_showSmp
Show surface material name under crosshair r_showSurfaceInfo
Report surface/light/shadow countsr_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace [0-3]
Shade triangles by texture area polarity r_showTexturePolarity
If greater than 0, draw each triangles texture (tangent) vectors r_showTextureVectors [number]
Show intersection of an eye trace with the world r_showTrace
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showTris [0-3]
if 1, put all nVidia register combiner programming in display lists r_showUnsmoothedTangents [0-1]
Report entity and light updates and ref counts r_showUpdates
Unknownr_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys [0-2]
Only draw the portal area the view is actually in r_singleArea
Suppress all but one entityr_singleEntity
Suppress all but one lightr_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitive r_singleTriangle
Bypass all non-interaction drawingr_skipAmbient
Do not draw anythingr_skipBackEnd
Skip all blend lightsr_skipBlendLights
Use flat surface instead of the bump map r_skipBump
Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture
Leave all deform materials in their original state r_skipDeforms
Use black for diffuser_skipDiffuse
Do not dynamically create texturesr_skipDynamicTextures
Skip all fog lightsr_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders [0-3]
Skip all light/surface interaction drawing r_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level imager_skipMegaTexture
Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
Skip overlay surfacesr_skipOverlays
1 = skip all particle systemsr_skipParticles [0-1]
Skip all post-process renderingsr_skipPostProcess
Skip 3D rendering, but pass 2Dr_skipRender
Null the rendering context during backend 3D rendering r_skipRenderContext
Skip ROQ decodingr_skipROQ
Use black for specular1r_skipSpecular
1 = don't render any GUI elements on surfaces r_skipSubviews [0 or 1]
Ignore the per-view suppressionsr_skipSuppress
Skip the translucent interaction rendering r_skipTranslucent
1 = do not accept any entity or light updates, making everything static r_skipUpdates [0 or 1]
Merge normals that dot less than thisr_slopNormal [number]
Merge texture coordinates this far apart r_slopTexCoord [number]
Merge xyz coordinates this far apartr_slopVertex [number]
1 = do not render main view, allowing subviews to be debugged r_subviewOnly [0 or 1]
Changes wglSwapIntarvalr_swapInterval
Vertically scale USGS datar_terrainScale
Experiment with vertex/fragment programs r_testARBProgram
if over 0, draw a grid pattern to test gamma levels r_testGamma [number]
if over 0 draw a grid pattern to test gamma levels r_testGammaBias [number]
if over 0 draw a grid pattern to test gamma levels r_testStepGamma [number]
Cache snapshots of dynamic modelsr_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors [0-2]
Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
Use pre-calculated material registers if possible r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and box r_useCulling [0-2]
Defer tangents calculations after deform r_useDeferredTangents
Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
If 0, issue the callback immediately at update time, rather than deferring r_useEntityCallbacks [number]
0 = none, 1 = boxr_useEntityCulling [0 or 1]
Quake 4 (Mac) (Mac OS X)Quake 4 (Mac) (Mac OS X)
Manufacturer : Aspyr Media
Release Date : 2006-02-28

- Collect incredible new weapons -- from the standard shotgun and grenade launcher to the new Dark Matter Gun

- Fight with the support of an elite squad, using tactical skills to prevail over a deadly enemy

- Battle outdoors using tanks and walkers

- Competeonline in fast action arena-style multiplayer games

Unreal Tournament (Windows 98)Unreal Tournament (Windows 98)
Manufacturer : Atari
Release Date :

- A white-knuckle SINGLE PLAYER experience like no other! Guide your team of configurable 'bots' (virtual teammates) against the deadliest gladiator bots in the galaxy and become the Unreal Grand Master.

- The most spine-rattling online and offline MULTIPLAYER action ever. Take on bots and/or humans in new games like CAPTURE THE FLAG, ASSAULT, DOMINATION and new DEATHMATCH variantions that DO NOT REQUIRE INTERNET ACCESS.

- With 50 LEVELS OF BATTLE, each one a work of art. A gtalleon ship, Egyptian tombs, submarines, speeding trains, space castles and much more! Playable online or offline in single player and multiplayer modes. These levels raise the standard of 3D action environments.

- REALITY BENDING graphics and sound. With high-resolution textures and painstakingly detailed game worlds. Support the latest 3D accelerators but DOES NOT REQUIRE A 3D ACCELERATOR CARD!

- All-new enhanced BIG-BODY COUNT WEAPONRY guaranteed to send giblets flying! More than 10 weapons - each with dual modes of fire - are at your disposal.

Quake 4 Collectors Ed. PC (Windows XP)Quake 4 Collectors Ed. PC (Windows XP)
Manufacturer : Activision
Release Date :

- Activision

Spear of Destiny: A Wolfenstein 3D Adventure: Super CD Pack (PC CD-Rom) featuring Spear of Destiny & Mission Packs: Return to Danger and Ultimate Challenge plus Random Level GeneratorSpear of Destiny: A Wolfenstein 3D Adventure: Super CD Pack (PC CD-Rom) featuring Spear of Destiny & Mission Packs: Return to Danger and Ultimate Challenge plus Random Level Generator
Manufacturer : ID Software
Release Date :

- Requires DOS (Windows 95 / 98)

- Includes Spear of Destiny, Mission 2: Return to Danger, Mission 3: Ultimate Challenge

- Includes Random Level Generator & Hint Books

- CD-Rom Version for PC!

- **SUPER CD PACK**


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