*Note i've played AND completed this game on the PC as well* In short Quake 4, dispite being a fun game, is just way too simplistic in todays world, and it barely functions on the Xbox 360. It's like Doom 3 but without the substance, or the kickass lighting, or even a steady framerate. DDS files if necessary - image_writePrecompressedTextures DDS files if present - image_usePrecompressedTextures See texture MIP usage - image_colorMipLevelsĬontrol texture downsampling - image_downSizeĬontrol normal map downsampling - image_downSizeBumpĬontrol normal map downsample limit - image_downSizeBumpLimitĬontrol diffuse map downsample limit - image_downSizeLimitĬontrol specular downsampling - image_downSizeSpecularĬontrol specular downsampled limit - image_downSizeSpecularLimitĬhange texture filtering on mipmapped images - image_filterĬhange lod bias on mipmapped images - image_lodbias Send heartbeat to master servers - Heartbeat Kick player from multi-player game - gameKick Name of material to draw over screen - g_testPostProcess Test model rotation speed - g_testModelRotate Number of frames to blend - g_testModelBlend Skip damage and other view effects - g_skipViewEffects Toggle hit % to HUD - g_showprojectilepct 1 Show dynamic lights on projectiles - g_projectileLightsĮnable ejected shells from weapon - g_showBrassĮnable shadow of player model - g_showPlayerShadowĮnable display of player hit percentage -g_showProjectilePct If nightmare mode is allowed - g_nightmare Set how often to take health in nightmare mode - g_healthTakeTime Ĭontrol the weapon sway in MP - g_mpWeaponAngleScale Set how low can health get taken in nightmare mode - g_healthTakeLimit ![]() Set how much health to take in nightmare mode - g_healthTakeAmt Score review time in seconds at end game - g_gameReviewPause Toggle disable buffer file writing for save games - g_flushSave ĭisplay timing information for each game frame - g_frametime Show double vision when taking damage - g_doubleVision Scale final damage on player by this factor - g_damageScale Ĭheck for models with bounds over 2048 - g_debugBounds Pregame countdown in seconds - g_countDown Show blood splats, sprays, and gibs - g_bloodEffects Launch in-game Script Editor - editScriptsĬhange sounds in editor area - editsoundsįreeze game for indicated number of seconds - freeze Īrmor takes this percentage of damage - g_armorProtection Īrmor takes this percentage of damage in MP - g_armorProtectionMP Launch in-game Particle Editor - editParticles Launch in-game Declaration Editor - editDecls Launch in-game Articulated Figure Editor - editAFs Print parses and references developer - decl_show 2ĭisables connection for current multi-player game - disconnect Speed at which the console moves - con_speed ĭump the console text to a file - conDump Skip the renderer completely - com_skipRenderer ![]() Show sound decoders - com_showSoundDecoders Show total and per frame memory usage - com_showMemoryUsage Show async network stats - com_showAsyncStats Purge everything between level loads - com_purgeAll Marker for memory stats - com_memoryMarker Mix sound from the async thread - com_asyncSoundĬompress saved games - com_compressSaveGame Sample input from the async thread - com_asyncInput Use ~ to toggle console - com_allowConsole ![]() Show collision model info - collisionModelInfo In-game GUI message mode - clientMessageModeĬull back facing polygons - cm_backFaceCulĭebug collision detection - cm_debugCollisionĭraw internal edges green - cm_drawInternalĭraw polygon and edge normals - cm_drawNormals Use constraint matrix symmetry - af_useSymmetryĮnable blocked fail safe handling - ai_blockedFailSafeĭraw trajectory tests for monsters - ai_debugTrajectoryĭraw attack cones for monsters - ai_showCombatNodes Use impulse-based joint friction - af_useJointImpulseFriction Use impulse-based contact friction - af_useImpulseFriction Skip self collision detection - af_skipSelfCollision Show velocity of each body - af_showVelocity ![]() Show articulated figure CPU usage - af_showTimings Show primary constraints only - af_showPrimaryOnly Show the inertia tensor of each body - af_showInertia Show constraint names - af_showConstraintNames Maximum linear velocity - af_maxLinearVelocity Maximum angular velocity - af_maxAngularVelocity: Scale the joint friction - af_jointFrictionScale Name of the constraint to highlight - af_highlightConstraint Name of the body to highlight - af_highlightBody Scale contact friction - af_contactFrictionScaleįorce the given friction value - af_forceFriction Rocket launcher - give weapon_rocketlauncher Then, enter one of the following codes to activate the corresponding cheat function:įull ammunition for current weapons - give ammo While playing a game, press + + ~ to display the console window.
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