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Old 09-24-04, 11:32 PM   #1
AngelGraves13
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Default Doom 3 Tweaking

Doom 3 Tweak at TweakGuides.com

General Commands

com_showFPS [0,1] - If set to 1, shows the current frame rate in Frames Per Second (FPS) at the top right of the screen.

com_allowConsole [0,1] - If set to 1, allows the command console to be opened by using only the '~' key, rather than CTRL + ALT + ~.

bind [keyname, command] - Binds a command to a key. For example:

bind F10 com_showFPS 1

bind F11 com_showFPS 0

This binds the F10 key to the command "com_showfps 1" (which turns on the FPS counter), and the next line binds the F11 key to the command "com_showfps 0" (which turns off the FPS counter). If you want to make a key binding "toggle", that is pressing the same key turns a command on or off, then use the 'toggle' command instead, for example:

bind F10 toggle com_showFPS

Now the F10 key alone will turn the FPS counter on and off, which frees up the F11 key.

bindunbindtwo [keyname, command] - Same as bind command, however if the key you want to bind is already being used more than twice, it will unbind it first then bind it to the command you've specified.

unbind [keyname] - Unbinds any existing commands from the single key named.

unbindall - Unbinds any commands from all keys. This command is used most commonly as a starting command before setting bindings, so that you can be sure the keys you are binding are not already in use by another command.

loadGame [savename] - Loads a saved game with the name specified. If no name is specified, loadgame will load the last quicksave.

saveGame [savename] - Saves your current game under the name specified.

editor - Opens the Doom 3 "DoomEdit" level editor. See Patches, Maps and Mods section.

echo [text] - Prints the specified text on the screen.

exec [filename] - Executes the commands in the config filename provided. For example to execute all the commands in a custom configuration file called MyTweaks.cfg, type:

exec MyTweaks.cfg

And all the commands in that config file will be compiled and run.

screenshot - Takes a screenshot and places it in your \Doom 3\base\screenshots\ directory as a .tga file, similar to using the F12 key.

conDump [filename] - dumps the entire contents of the console for the current session to the filename specified (as a .txt file) and places it in your \Doom 3\base\ directory.

freeze [seconds] - Freezes everything in the game for the number of seconds specified.

clear - Clears the console of all text to date. Useful if you want to clear the console before generating specific text (e.g. listcmds) then condump them cleanly.

con_noPrint [0,1] - If set to 1 provides text feedback in the console, but not on the screen when console is not visible.

exit - Closes Doom 3 and exits to the Windows Desktop.

Last edited by AngelGraves13; 09-25-04 at 02:55 PM. Reason: Additonal useful information and/or content
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Old 09-25-04, 02:48 PM   #2
AngelGraves13
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Default Re: Tweak Guide from Tweak Gudies!

Performance Commands

[Cache Tweaks]

The following commands control the image cache, which if enabled and set correctly can help smooth FPS and may also boost performance:

image_useCache [0,1] - If set to 1, uses background loading to cache image information. This may not necessarily improve framerate performance, but it does assist in smoothing out frame rates and reducing loading pauses. Note that the image_cacheMinK (see below) size must be raised from its default otherwise the game will crash when using this setting. Once this setting is enabled, the actual cache value is set in the image_cacheMegs setting below.

image_cacheMegs [Megabytes] - Determines the maximum amount of system memory to allocate to temporary loading of full-sized precompressed images if the cache is enabled by setting image_useCache to 1. Note that since this caching only applies to precompressed images, using the Ultra Quality setting will render this setting useless, since at Ultra quality no texture compression is used. Since a cache is only a temporary holding area, and not the place where the entire game is meant to reside, do not raise this value to something extremely high as that will simply reduce the available memory for the rest of Doom 3. Try a value of 128MB for those with 512MB of system RAM, and if you have 1GB or more of RAM, you can try a higher value like 196MB or 256MB for example. Do not automatically set this to half your system RAM or some monstrous amount.

image_cacheMinK [KiloBytes] - This setting determines the minimum size in KB for precompressed image files to be loaded into the cache. To make sure most image files can be loaded, and to also prevent a system crash when enabling caching, select a value like 3072 to start with. Raising this setting may improve caching, but it may also hinder caching if most textures are below the size you specify, so don't just raise this value for the hell of it.
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Old 09-25-04, 02:48 PM   #3
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Default Re: Tweak Guide from Tweak Gudies!

[Graphics Tweaks]

r_brightness [value] - Determines the overall brightness for the game. You can adjust this using the slider in the main options menu (See In-Game settings), however if you want to fine tune it you can do so here. Has no performance impact.

r_gamma [value] - Determines the gamma level (essentially a form of brightness) for the game. Raising this value too high can make the game image appear washed out. Has no performance impact.

r_displayRefresh [Hz] - Determines the refresh rate used when Doom 3 is launched. You should already be getting the maximum refresh rate possible on your monitor when playing Doom 3 through the use of a refresh rate fix (See my ATI Catalyst Tweak Guide for a link and instructions for both Nvidia and ATI users), however if you want to set this manually, determine the supported maximum refresh rate on your monitor for the resolution you've chosen for Doom 3 (e.g. I run Doom 3 at 1280x1024, and my monitor can do 85Hz maximum at this resolution), and set this variable to that value.

r_multiSamples [0,2,4,8,16] - This setting determines the level of Antialiasing samples used. This can be set using the in-game menus (See In-Game Settings section). The numerical values here are 0 which is no antialiasing, 2, 4, 8 and 16.

com_videoRam [MB] - Shows the detected amount of video memory on your graphics card in MB. If this value is incorrect, set it to the correct value to improve performance.

cm_backFaceCull [0,1] - If set to 1, removes all polygons behind the direction the player is facing - that is, all the things the player cannot see. This can improve performance, but if you experience any visual anomalies set this back to 0. Note it's cm_backFaceCull, not com_backFaceCull.

com_purgeAll [0,1] - If set to 1, discards all data between level loads. Can increase loading times noticeably but may help reduce in-game pauses.

com_machineSpec [-1,0,1,2,3] - Shows the currently detected machine specification level, with the choices being -1 - Not detected, 0 - Low quality, 1 - Medium quality, 2 - High quality, and 3 - Ultra quality.

com_fixedTic [-1,0,1] - If set to 0 (the default) Doom 3's ticrate is capped at 60FPS, meaning the game framerate cannot exceed this, except when running a timedemo. If you want to remove this cap, set com_fixedTic to -1. Setting it to 1 removes the cap, but causes the game physics to go out of sync. Removing the FPS cap doesn't necessarily improve performance, and can lead to more variable framerates.

setMachineSpec - Detects your system hardware and sets the value for com_machineSpec (See above).

execMachineSpec - Executes all the relevant config files and sets variables based on the machine specifications provided by the com_machinespec variable. For example, if you raise your machine spec to 3 using "com_machinespec 3", then running the command "execMachineSpec" will change all your settings and config variables to the ones appropriate to a machine suited for Ultra quality performance (i.e very high end).

r_vertexBufferMegs [Megabytes] - This setting controls how many MB are allocated to the vertex buffer. Increasing this value will see a performance improvement on most systems, so try increasing it to 48MB or 64MB.

r_orderIndexes [0,1] - If set to 1, reorganises indexes to optimize vertex use. This improves rendering performance.

r_usePortals [0,1] - If set to 1, uses portals to perform area culling, otherwise everything is drawn. Setting this to 1 provides the best performance.

r_useOptimizedShadows [0,1] - When set to 1, uses the dmap generated static shadow volumes, which provides optimal performance.

r_lightScale [value] - All light sources are multiplied by this value. Increasing this value increases the intensity of all visible light sources. Basically it makes light sources brighter the higher the value.

r_skipParticles [0,1] - If set to 1, this disables all particle effects, including smoke, fog, steam etc. This can dramatically improve performance in areas with these effects, however it can reduce realism greatly as well.

r_skipDiffuse [0,1] - If set to 1, disables diffuse lighting. This improves performance, but also darkens areas where such lighting is used since no lighting is used to replace the removed diffuse lighting.

r_skipUpdates [0,1] - If set to 1, lighting is not updated, meaning all lighting will become static (fixed direction and intensity). This can improve performance significantly, but reduces realism.

r_skipDeforms [0,1] - If set to 1, any material which can be deformed will remain in its original state.

r_skipFogLights [0,1] - If set to 1, disables all fog lights which can improve performance.

r_skipTranslucent [0,1] - If set to 1, disables translucent rendering, which can improve performance (but reduce realism) in such areas.

r_skipInteractions [0,1] - If set to 1, disables all light interactions with surfaces, effectively making almost all surfaces black.

r_skipMegaTexture [0,1] - If set to 1, uses only the lowest level images. This improves performance at the cost of lower image quality for some surfaces.

r_skipGuiShaders [0,1,2,3] - If set to 1, this removes all Graphical User Interfaces (GUIs) in the game (i.e. computer terminals, security screens etc.), if set to 2, GUIs aren't drawn but they can still be interacted with, if set to 3 they will be drawn, but cannot be interacted with. These settings can improve performance but obviously reduce playability.

r_useShadowCulling [0,1] - If set to 1, tries to remove shadows from partially visible lights. This provides optimal performance.

r_useLightCulling [0,1,2,3] - Determines the light culling method. 0 is no culling, 1 is box culling, 2 is the exact clip of polyhedron faces, and 3 also includes areas. This should be set to 3 for optimal performance. Other methods can reduce visual anomalies with lighting but will reduce performance.

r_useCulling [0,1,2] - Determines the object culling method. 0 is no culling, 1 is sphere culling and 2 is sphere and box culling. Setting this to 2 provides optimal performance, but other methods can be tried to reduce visual anomalies.

r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200] - Determines the rendering path to use. Some renderers can't run on certain hardware - for example cg is an Nvidia rendering language and can't run on ATI cards. You can experiment with these to see which is best on your system, as I haven't had the chance to test these on various hardware.

r_ignoreGLErrors [0,1] - This setting should be set to 1, to ignore OpenGL errors. Most people will have one or two OpenGL errors throughout the game, and these don't seem to affect gameplay.

r_znear [value] - This setting determines the distance at which z-buffer clipping occurs. The default value is 3, and lower values can result in graphical anomalies for distant objects but improve performance, while higher values may help reduce any z-buffer graphical anomalies, but may reduce performance.

r_useInfiniteFarZ [0,1] - If set to 1, this uses the no-far-clip-plane trick which provides optimal performance.

r_useStateCaching [0,1] - This option should be set to 1 for optimal performance, as it caches OpenGL state changes.

r_useIndexBuffers [0,1] - If set to 1, uses ARB_vertex_buffer_object for indexes. This can actually reduce performance, so set to 0.

r_useVertexBuffers [0,1] - If set to 1, uses ARB_vertex_buffer_object for vertexes, which improves performance.

r_useCachedDynamicModels [0,1] - If set to 1, uses cache snapshots of dynamic models which improves performance.

r_useTwoSidedStencil [0,1] - If set to 1, optimizes the processing of stencil shadows.

r_useTurboShadow [0,1] - If set to 1, uses the infinite projection with W technique for dynamic shadows which improves performance without a noticeable drop in image quality.

r_useShadowVertexProgram [0,1] - If set to 1, does the shadow projection in the vertex program on graphics cards with this capability. If you set this to 1 and experience problems or a crash, it is because your graphics card does not support this functionality.

r_useShadowProjectedCull [0,1] - If set to 1, removes polygons which would fall completely inside shadows, optimizing performance.

r_useTripleTextureARB [0,1] - If set to 1, this allows graphics cards with 3+ texture units do a two pass instead of three pass which improves performance. Set this to 1 and if you experience problems, your graphics card does not support this function.

r_useConstantMaterials [0,1] - If set to 1, this setting uses pre-calculated material registers if possible, improving performance.

r_useNV20MonoLights [0,1] - If set to 1, this option uses optimized rendering for mono lights.

r_mode [-1,3,4,5,6,7,8] - This setting determines the resolution, as set in the in-game menus under Screen Size (See In-Game Settings section). The mode values are 3 = 640x480, 4 = 800x600, 5 = 1024x768, 6 = 1152x864, 7 = 1280x1024 and 8 = 1600x1200. Note, you can use -1 for r_mode, and this tells the game to use the values for r_customHeight and r_customWidth to set screen width and height - this is useful for allowing things like widescreen mode.

r_useLightPortalFlow [0,1] - If set to 1, this uses a use a more precise area reference determination for lighting. Setting this to 0 improves performance but may result in graphical anomalies.

g_projectileLights [0,1] - If set to 1, allows dynamic lights for projectiles. Setting this to 0 can improve performance in combat.

g_doubleVision [0,1] - If set to 1, shows a blurry "double vision" effect when taking damage. Setting this to 0 removes this effect and can improve performance when taking damage.

g_muzzleFlash [0,1] - If set to 1, shows a flash from the muzzle of weapons that are firing. If set to 0, this effect is disabled, which can improve performance.

g_showBrass [0,1] - If set to 1, visible shells will be ejected from weapons. If set to 0, no visible shells will be ejected, and performance may be improved in heavy combat.

g_showHud [0,1] - If set to 1, this enables the Heads Up Display (HUD). If set to 0, this removes the HUD from view, which may give a minor performance improvement. This command is most useful for taking "clean" screenshots (i.e. without the HUD).

g_showPlayerShadow [0,1] - If set to 1, the player will cast a shadow when standing near lights. If set to 0, the player casts no shadow, which improves performance.

g_nightmare [0,1] - If set to 1, Nightmare difficulty level can now be selected on the main menu screen. If set to 0, this option is disabled. Normally players must complete the entire game before Nightmare mode is enabled.

g_bloodEffects [0,1] - If set to 1, full blood effects (blood sprays, splattering etc.) is enabled. If set to 0, this is removed, which may yield a small performance improvement in heavy combat.

g_skipViewEffects [0,1] - If set to 1, removes various view-related special effects like the damage effects (double vision). This can improve performance.

g_fov [angle] - Specifies the angle for the Field of View (FOV). The wider the angle, the larger the field of vision for the player, giving a "fish eye" view in effect, however performance will be reduced. The smaller the angle, the higher the performance. The default of 90 is recommended, but players can try 85 which is a value used in some other games and will gain a slight boost in FPS.

g_skipFX [0,1] - If set to 1, disables certain special effects (I'm unclear on which). This can improve performance.

g_skipParticles [0,1] - If set to 1, disables certain particle effects (does not include smoke, dust, fog effects etc). This can improve performance, particularly in areas which use these effects to a large extent, but realism will be reduced.

image_usePrecompressedTextures [0,1] - When set to 1, all textures will be precompressed, resulting in less video memory being used and hence smoother performance on most machines. There will be some minor compression artifacts on textures, but these are hardly noticeable. If you want to use uncompressed textures for maximum image quality, set this to 0, but performance will suffer and you may get more small pauses depending on the amount of Video RAM on your graphics card.

image_useNormalCompression [1,2] - Specifies the compression method used for textures. 1 is 256 color compression (if available), which gives the best performance but provides the most compression artifacts, while 2 is rxgb compression, which is the normal compression method.

image_useCompression [0,1] - When set to 1, compression is used - with the method of compression specified in the image_useNormalCompression variable. Compression provides the fastest performance by reducing the size of textures and light maps, but there are some (minor) compression artifacts. When set to 0, no compression is used, which provides the highest image quality but slower performance.

image_preload [0,1] - If set to 1, Doom 3 attempts to preload most images in the background, meaning less loading pauses during the game but longer loading times. If set to 0, images are loaded dynamically as needed, meaning more loading pauses during the game. 1 is the recommended setting.

image_lodbias [value] - Determines the Level of Detail (LOD) bias for mipmapped images. The higher the number, the less detail is visible on surrounding objects. This can improve performance, but reduces image quality. The default is 0, and values above 1 reduce detail quite heavily, so experiment with fractional values such as 0.2 or 0.5.

image_anisotropy [1,2,4,8] - This setting determines the level of Anisotropic Filtering used in Doom 3. Valid values are 1, 2, 4, and 8. The higher the value, the lower your performance, but the crisper textures will appear in the distance. Note that 1 is the lowest you can set for Anisotropic - 0 will simply default back to 1. Also note that if you have forced Anisotropic Filtering in your graphics card's control panel, it will override this setting, so for optimal performance set the Anisotropic Filtering level in your control panel to 'Application Preference', and adjust the level here.

image_filter [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR] - Determines the OpenGL texture filtering method to use on textures by default. GL_LINEAR_MIPMAP_LINEAR is Trilinear Filtering, however if you want a performance boost without any noticeable image quality loss, change this setting to GL_LINEAR_MIPMAP_NEAREST which is Bilinear Filtering.
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Old 09-25-04, 02:49 PM   #4
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Default Re: Tweak Guide from Tweak Gudies!

[Sound Tweaks]

The following commands all influence the way sound behaves in Doom 3:

s_force22kHz [0,1] - If set to 1, this forces lower quality (22kHz) audio, which reduces sound quality but improves performance.

s_numberOfSpeakers [2,4,5,6] - This value shows the number of speakers the game has detected, based on the your general Windows settings and In-Game settings. You can manually alter this value, however make sure it matches your current speaker setup otherwise you will have missing audio channels.

s_volume_dB [Decibels] - This is the sound volume for the game in decibels. You should use the in-game menu volume slider to adjust the sound, but if it is too low or too high you can also adjust it here. Be careful as decibel values are not linear.

s_maxSoundsPerShader [value] - This setting determines the maximum number of sounds to use per shader, that is how diverse the sounds effects are. Increasing this value increases sound variety but also increases memory usage and can reduce performance.

s_clipVolumes [0,1] - When set to 1, this removes sounds which cannot be heard which provides optimal performance.

s_useOcclusion [0,1] - Occlusion is a method which muffles sounds which aren't clearly heard, such as those behind walls and objects. If set to 0, this method is disabled reducing realism but it may increase performance.

s_realTimeDecoding [0,1] - This setting determines whether sound decoding is done in real-time or not, however it is protected and cannot be set to 0 (nor should it need to be).

s_playDefaultSound [0,1] - When set to 1, if any sounds are missing a beep is played back instead. If you are getting a lot of beeping errors, you can set this to 0 to remove them.

s_noSound [0,1] - If set to 1, disables sounds.
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Old 09-25-04, 02:50 PM   #5
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[Downsizing Tweaks]

The following values control the largest size allowed (in pixels) for textures, lighting and render maps. If downsampling is not enabled, these values make no difference. However if downsampling is enabled, changing the limit values can improve performance by restricting the size of texture, light and render maps. The common values are 256 for 64MB graphics cards, 512 for 128MB graphics cards and 1024 for 256MB graphics cards. You can try lower values for your graphics card to see if loading times and in-game pauses are improved, and judge whether your image quality has fallen or not. Typically smaller sample size limits will result in more pixelated textures and less detailed lighting as textures and lightmaps are resized from their original resolutions to smaller ones.

image_downSizeLimit [pixels] - This setting controls the diffuse light map downsample limit - the largest size in pixels for the diffuse light map.

image_downSize [0,1] - If set to 1, this puts into effect the downSizeLimit value specified above.

image_downSizeBumpLimit [pixels] - This setting controls the bump map texture downsample limit.

image_downSizeBump [0,1] - If set to 1, this puts into effect the downSizeBumpLimit value specified above.

image_downSizeSpecularLimit [pixels] - This setting controls the specular lighting light map downsample limit.

image_downSizeSpecular [0,1] - If set to 1, this puts into effect the downSizeSpecularLimit value specified above.
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Old 09-25-04, 02:51 PM   #6
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Demo Commands

recordDemo [demoname] - Records a demo of your current gameplay with the name specified. The demo is placed in your \Doom 3\base\demos\ directory by default. This directory is created the first time you record a demo.

stopRecording - Stops recording the current demo.

PlayDemo [demoname] - Plays back a demo with the name specified.

compressDemo [huffman, demoname] - Compresses a demo file of the name given using the 'huffman' compression scheme (the only one currently available in Doom 3), creating a new, smaller version of it with the extension .demo.huff in the \demos\ directory.

com_preloadDemos [0,1] - Preloads all demos. Set to 0 will reduce memory usage, which is recommended.

com_compressDemos [0,1] - If set to 1 will compress demo files recorded, reducing their size. These files may take longer to load.

demoShot [demoname] - Creates a screenshot for the demo file specified.

avidemo [demoname] - Creates an AVI from an existing demo.

avigame - Creates an AVI from your current gameplay.

com_aviDemoHeight [pixels] - Determines the resolution height in pixels for AVI demos generated through the avidemo command. The greater the size, the larger the resulting file.

com_aviDemoWidth [pixels] - Determines the resolution width in pixels for AVI demos generated through the avidemo command. The greater the size, the larger the resulting file.

com_aviDemoSamples [samplerate] - Determines the sample rate for AVI demos generated through the avidemo command. The higher the rate, the larger the resulting file will be, but the smoother it will play.

roq [filename] - Encodes a roq file, but requires the name of, and path to, the roqParam file.

Benchmarking Commands

benchmark - Runs a benchmarking procedure which uses progressively less pixels for the current image (screen size shrinks) until a result is provided at the end in the console.

timeDemo [demoname] - Runs a timedemo on the demo name provided. If no demos exist, you can use the default demo1 built into Doom 3. See the Neat Stuff & Conclusion section for more details.

timeDemoQuit [demoname] - Runs a timedemo using the demo specified, and then exits the game completely when done.
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Old 09-25-04, 02:52 PM   #7
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Control/Movement Commands

sensitivity [value] - This value represents your mouse sensitivity, as set by the slider in the in-game menus (See In-Game Settings). Raising the value increases the mouse's sensitivity to movements in the game. You can make subtle adjustments here if the slider is too awkward.

pm_crouchrate [seconds] - This setting controls the time it takes for the player to switch from standing to crouching. The higher the setting, the longer it takes.

pm_normalviewheight [value] - Determines the height of the player's view when standing.

pm_crouchviewheight [value] - Determines the height of the player's view when crouching.

pm_staminarate [value] - Determines the rate at which the player regains Stamina points. Divide the pm_stamina value by this rate to calculate how long it takes for the player to fully regain all his stamina.

pm_staminathreshold [value] - When stamina falls below this value, the player slows to a walk.

pm_stamina [value] - Determines the length of time a player can run.

pm_runspeed [value] - This setting determines how fast a player can run. Higher values result in a faster running speed.

pm_walkspeed [value] - This setting determines how fast a play can walk. Higher values result in a faster walking speed.

pm_crouchspeed [value] - This setting determines how fast a player can move while crouching. The higher the value, the faster a crouching player can move.

pm_stepsize [value] - This is the maximum height over which a player can step without having to jump. Lower values may result in players not being able to climb stairs without jumping for example.

pm_jumpheight [value] - This setting is the approximate height a player can jump. Higher values will result in a higher jump height.

[Disabling Bobbing Tweaks]

The variables below control the slight bobbing movements your player has when moving around, such as when he is running (runroll, runpitch, runbob), walking (walkbob, bobroll, bobpitch, bobup) and crouching (crouchbob). These bobbing, pitching and rolling movements are all quite realistic, but may be annoying to some people. Raising the values increases the bobbing and pitching, while reducing the values lessens the intensity of these movements. Setting all of them to 0 will completely remove any bobbing and pitching motions for your character.

pm_bobroll [value]

pm_bobpitch [value]

pm_bobup [value]

pm_runroll [value]

pm_runpitch [value]

pm_runbob [value]

pm_walkbob [value]

pm_crouchbob [value]

View Commands

pm_thirdPersonDeath [0,1] - If set to 1, enables third person view when the player dies. Note this command may force third person view even during normal gameplay, so disable it if this is not to your liking.

pm_thirdPerson [0,1] - If set to 1, shows the player in third person view.

pm_thirdPersonAngle [angle] - If third person view is being used (i.e. pm_thirdPerson is set to 1), this determines the angle of the third person camera view. 0 (the default) is behind the player, while 180 is looking directly at the player's face. Other values view the player from various angles.

pm_thirdPersonHeight [value] - If using third person view, this determines the height of the camera from normal view height. Positive values raise the camera above normal view height, negative values below normal view height.

pm_thirdPersonRange [value] - If using third person view, determines the distance of the camera from the player. 80 is the default, and 0 is right inside the players head.

pm_maxviewpitch [angle] - This setting determines the maximum angle a player can look down. Higher positive values will result in the player overshooting his own feet. Negative angles will result in the player looking up when attempting to view downwards.

pm_minviewpitch [angle] - This setting determines the maximum angle a player can look up. Higher negative values will allow the player to look up and over the back of their own head. Positive values will result in the player looking downward when attempting to look up.

Information/Diagnostic Commands

com_showMemoryUsage [0,1] - If set to 1, shows the amount of memory allocated to the game and various assets.

com_memoryMarker [Megabytes] - This marker shows the approximate amount of memory (in MB) used by Doom 3 in its last run. Don't alter this value, just see what it is.

game_memory - Displays the amount of game memory allocated, and to how many objects.

showTriSurfMemory - Shows the amount of memory used for polygon surfaces.

com_showSoundDecoders [0,1] - If set to 1, shows all the currently loaded sounds, how large they are and how far through playback (in %) they are.

g_showPVS [0,1] - If set to 1, shows a wireframe border around all portals such as doors and passageways.

r_showSurfaceInfo [0,1] - If set to 1, shows the surface material name when a cursor is pointed at a surface.

r_showTris [0,1] - Enables wireframe mode. If set to 1, shows all visible geometry in wireframe. If set to 2, it only draws front-facing geometry in wireframe. If set to 3, shows all geometry (visible or not) in wireframe. Interesting to see how many polygons are being used for certain effects, like smoke and steam.

r_showLightCount [0,1,2,3] - If set to 1, colors each surface based on the light count, if set to 2 also counts everything through walls, and if set to 3 also prints overdraw.

r_showShadowCount [0,1,2,3,4] - If set to 1, colors the screen based on shadow volume depth complexity, if set to 2 prints overdraw count based on stencil index values, if set to 3 only shows turboshadows, and if set to 4 only shows static shadows.

r_showSilhouette [0,1] - If set to 1, highlights every edge which casts a shadow.

gfxInfo - Displays a dump of graphics information, including graphics card model, driver version, supported paths etc.

listSounds - Lists all sounds currently loaded and the amount of memory they are using.

listImages - Lists all images currently loaded and the amount of memory they are using.

listCvars [-help] - Lists all cvars, and if the -help switch is used, help text is also provided.

listCmds - Lists all commands with current values.
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Old 09-25-04, 02:53 PM   #8
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Default Re: Tweak Guide from Tweak Gudies!

[Reload Commands]

The following commands all reload particular aspects of the game, such as sounds, images, decals and Graphical User Interfaces (GUIs). Using these commands at any point can help resolve any anomalies or glitches you are experiencing with these particular aspects of the game by reloading them from scratch. Note, some aspects take a while to reload (e.g. reloadImages and reloadEngine can take quite a while), so be careful if using such commands in an online game.

reloadEngine

reloadSounds

reloadModels

reloadImages

reloadSurface

regenerateWorld

reloadGuis

reloadDecls

reloadCgPrograms - Reloads CG programs. This can help resolve graphical anomalies during gameplay on Nvidia cards.

reloadARBprograms - Reloads ARB programs. This can help resolve graphical anomalies during gameplay on ATI cards.

cvar_restart - Restarts the cvar system.

s_restart - Restarts the Doom 3 sound system.

vid_restart - Restarts the video rendering system, which essentially reloads Doom 3. You must use this command to implement certain changes, such as changed resolution.

developer [0,1] - If set to 1, enables Developer mode, which allows certain other console commands to work such as the freeze, god, crash, error and gameerror commands.

devmap [mapname] - Loads a map in Developer mode.

noclip - Toggles clipping on/off. By default clipping is on. When clipping is turned off, you can walk through solid objects, useful for troubleshooting.

god - Enables God mod, useful for troubleshooting.

Multiplayer/Server Commands

connect [servername] - Connects to a multiplayer server with the given name

disconnect - Closes the current game map. Also used for skipping the introductory movie by appending +disconnect to the Doom 3 icon Target box (See Neat Stuff & Conclusion).

reconnect - Reconnects to the last server connected to successfully.

ui_name [string] - This is your character name as set in the in-game menus. The only reason you may want to edit it using this command rather than the in-game menus is if you want to insert special characters in your name, or use color codes in front of letters. The color codes are ^1 Red ^2 Green ^3 Yellow ^4 Blue ^5 Aqua ^6 Purple ^7 White ^8 Grey ^9 Black. E.g. ^5Persian^1Immortal provides the text PersianImmortal when my online name is displayed in multiplayer games. Don't go nuts with this, it can be very annoying.

serverNextMap - Changes to the next map on your server.

serverMapRestart - Restarts the current map on your server.

serverForceReady - Forces all players on your server to be ready for match start.

say [text] - Says the provided text in Global Chat in multiplayer.

sayTeam [text] - Says the provided text in Team Chat in multiplayer.

gameKick [playername] - Kicks the specified player from the server.

serverInfo - Shows information about the current server when in multiplayer.

rcon [command] - Sends the command specified to the remote console.

net_clientMaxRate [Bytes] - This setting controls the maximum amount of data in bytes per second you can receive from a server every second. By default, servers will only provide 16000 bytes per second at most (as set in the net_serverMaxClientRate setting), but you can try lowering this value to reduce your ping and stabilize it when playing Doom 3 online. Try values such as 10000 or 12000. Note that values which are too low will cause problems, as Doom 3 multiplayer is not designed for dialup speeds (i.e. 6000 or less).

net_serverMaxClientRate [Bytes] - If running a server, this setting determines the maximum amount of data which can be sent to each player in bytes per second. The default setting should be fine, however if you find your server struggling, or you have a limited bandwidth connection, you can try lowering this setting slightly. Once again, keep the value reasonably high, as too low a rate will result in packet loss, ping spikes and unplayable multiplayer for all who join the server.

si_maxPlayers [value] - This setting determines the maximum number of players on your multiplayer server. Unfortunately at the moment it cannot be set higher than 4 here or in the in-game settings.

Speed Up Load Times

One method some people are recommending to speed up loading times and perhaps boost performance is to unpack the zipped .pk4 files in the \Doom 3\base\ directory. These .pk4 files contain all the files Doom 3 uses to run the game, and at the start of each Doom 3 session these are unpacked and loaded up, which can take some time. If you want to use this method, follow these steps:

1. Firstly make sure that you do not delete the .pk4 files. Move them somewhere else on your system.

2. Rename each file from .pk4 to .zip.

3. Extract the contents of each file using WinZip to the \Doom 3\base\ directory. This may take a fair bit of time.

4. Make sure you run Windows Defragmenter after this procedure, as the files will be spread all over your hard drive. Do this by going to Start>Run and typing "Defrag.msc" (without quotes), then click the Defragment button.

5. You can now start Doom 3 and it should read these files much more quickly.
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Old 09-25-04, 03:50 PM   #9
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Default Re: Tweak Guide from Tweak Gudies!

Instead of whoring another sites content , a simple url would of proved sufficient
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Old 09-25-04, 11:33 PM   #10
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Default Re: Tweak Guide from Tweak Gudies!

I appreciate you doing it...saves me unnecessary clicking. Thanks.
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Old 10-08-04, 07:53 PM   #11
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Default Re: Tweak Guide from Tweak Gudies!

unpacking the larger .pk4 files gave my friend with the a 9600 Pro 256 MB able to run it in Ultra mode with 2XAA and 4XAF smooth. Seems it doesn't have to unpack itself when its loading the levels and monsters. Really neat!
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