Doom III media and tweaking


Recommended Posts

Hey peps. (Y)

I saw Hell-In-A-Handbasket posted alot of screenshot in the big DoomIII thread, but they all disappear so suddenly because of the increasing number of pages.

So, i wanted to dedicate this thread to Media and tweaking only.

User Screenshots and movies/clips

Tweakin for the people with low-end rigs, so they can enjoy Doom III to its full extend

Do not, i repeat DO NOT go offtopic with silly talk, and crap. Don't post some lame MS paint screenshots or similar

And please mark any possible spoilers with Attention: SPOILER

Thanks (Y)

Link to comment
https://www.neowin.net/forum/topic/197685-doom-iii-media-and-tweaking/
Share on other sites

Here's some "Tweaking" :whistle:

Bring the console up with [~] and type the following codes in to blow

the monsters back to hell:)

aviDemo = Saves a demo of your playing to an AVI movie file

benchmark = Game Benchmark

doomhell = Skip all levels to last

freeze = Freeze all on screen

gfxinfo = Graphicscard infomation

god = God mode

noclip = No Clip

notarget = Invisibility to most enemies

com_drawfps 1 = Show FPS

give all = Full load of weapons and ammo

give doom95 = Load the '95 version of Doom

give keys = Acquire all the keys you'll ever need

give weapon_machinegun = Machinegun

give weapon_shotgun = Shotgun

give weapon_plasmagun = Plasmagun

give weapon_bfg = BFG

give weapon_chainsaw = Chainsaw

give weapon_rocketlauncher = Rocket Launcher

status = Your game status

quit = Quid aka Exit

      Bring the console up with [~]and type the following codes in to blow

      the monsters back to hell:)

isn't it shift ~ or even shift alt ~?

      aviDemo = Saves a demo of your playing to an AVI movie file

:woot:
      give doom95 = Load the '95 version of Doo

what does that do? screenies?

Here's some "Tweaking":whistle::

Bring the console up with [~] and type the following codes in to blow

the monsters back to hell:)

aviDemo = Saves a demo of your playing to an AVI movie file

benchmark = Game Benchmark

doomhell = Skip all levels to last

freeze = Freeze all on screen

gfxinfo = Graphicscard infomation

god = God mode

noclip = No Clip

notarget = Invisibility to most enemies

com_drawfps 1 = Show FPS

give all = Full load of weapons and ammo

give doom95 = Load the '95 version of Doom

give keys = Acquire all the keys you'll ever need

give weapon_machinegun = Machinegun

give weapon_shotgun = Shotgun

give weapon_plasmagun = Plasmagun

give weapon_bfg = BFG

give weapon_chainsaw = Chainsaw

give weapon_rocketlauncher = Rocket Launcher

status = Your game status

quit = Quid aka Exit

you're kidding me...cheats already!! It just came out...I mean it hasn't even come out yet!...:)):pp

found this on uesnet...

RELEASE NOTES:

Bring the console up with [~] and type the following codes in to blow

the monsters back to hell:)

aviDemo = Saves a demo of your playing to an AVI movie file

benchmark = Game Benchmark

doomhell = Skip all levels to last

freeze = Freeze all on screen

gfxinfo = Graphicscard infomation

god = God mode

noclip = No Clip

notarget = Invisibility to most enemies

com_drawfps 1 = Show FPS

give all = Full load of weapons and ammo

give doom95 = Load the '95 version of Doom

give keys = Acquire all the keys you'll ever need

give weapon_machinegun = Machinegun

give weapon_shotgun = Shotgun

give weapon_plasmagun = Plasmagun

give weapon_bfg = BFG

give weapon_chainsaw = Chainsaw

give weapon_rocketlauncher = Rocket Launcher

status = Your game status

quit = Quid aka Exit

Below is the rest of the codes. At the moment we don't have time to find

out what they're all good for. Play around with them yourselves!!

_use

_moveRight

_moveLeft

_moveDown

_forward

_back

_right

_left

_lookDown

_lookUp

_attack

_moveUp

_speed

_strafe

_button7

_button6

_button5

_button4

_button3

_button2

_button1

_button0

aasStats

addarrow

addline

blinkline

bindlist

bind

centerview

compressDemo

connect

clearlights

conDump

clear

cvar_restart

cvarlist

combineCubeImages

crash

collisionModelInfo

dirtyfeet

dir

demoShot

disconnect

dmap

echo

envshot

exec

exportmodels

editSounds

editLight

editor

error

fillrate

flashlight

focusSoundsEditor

give

game_memory

in_restart

kill

killRagdolls

killMoveables

killMonsters

keepTestModel

listModels

listSkins

listMaterials

listImages

listModes

listLightDefs

listEntityDefs

listMonsters

listEntities

listThreads

listSounds

listAnims

listCollisionModels

listlines

listVertexCache

map

modulateLights

noclip

notarget

nextanim

overlayGUI

path

poplight

parsewait

printShader

printMode

playDemo

playCmdDemo

playerModel

prevanim

reload

reloadSounds

reloadSoundShaders

reloadFx

reloadanims

reexportmodels

removeline

runReach

runAAS

recordCmdDemo

recordDemo

recordCmdDemo

recordDemo

renderbumpFlat

renderbump

roq

reloadGuis

reset

regenerateWorld

reloadImages

reloadShaders

reloadModels

script

reloadEntityDefs

s_musictrack

s_cacheInvalidate

s_cacheInfo

s_restart

seta

set

spawn

setviewpos

setStepGamma

setu

sets

sizeDown

sizeUp

screenshot

spawnServer

stopRecording

say

testTrace

testImage

testShader

testBump

testLight

touchFx

touchGui

touchFile

toggle

testSIMD

touchMaterial

testFx

touchSound

listSoundShaders

touchParticle

testDamage

testblend

testanim

testParticle

testModel

testWipe

testGUI

timeDemo

testmap

touchSkin

touchModel

unbind

unbindall

vid_restart

vstr

writeConfig

writePrecache

weapon

weapnext

where

weapprev

weaponSplat

ok the game definitely doesn't put enough ammo!

I'm in Alpha Lab 2 and with a lot of reloading I achieve the most rational use of ammo (aka I only spend exact amount it takes to kill specific creep) and now I'm out of ammo, creeps are creeping at me, and no ammo on the ground. I also do several rounds of checks of each area to ensure that I get everything.

There is just NOT ENOUGH AMMO!

P.S. does anyone else find the game boring up until now? I mean it's plenty scary, but rather uneventful...

ok the game definitely doesn't put enough ammo!

I'm in Alpha Lab 2 and with a lot of reloading I achieve the most rational use of ammo (aka I only spend exact amount it takes to kill specific creep) and now I'm out of ammo, creeps are creeping at me, and no ammo on the ground. I also do several rounds of checks of each area to ensure that I get everything.

There is just NOT ENOUGH AMMO!

P.S. does anyone else find the game boring up until now? I mean it's plenty scary, but rather uneventful...

I'm about to enter the alpha lab...... still at the mars city, about to go down to the elevator. That personal robot crawling thing kicks ass!!! I want one of those!

does anyone now creamhacked's spec?

Edited by Hidea
ok the game definitely doesn't put enough ammo!

I'm in Alpha Lab 2 and with a lot of reloading I achieve the most rational use of ammo (aka I only spend exact amount it takes to kill specific creep) and now I'm out of ammo, creeps are creeping at me, and no ammo on the ground. I also do several rounds of checks of each area to ensure that I get everything.

There is just NOT ENOUGH AMMO!

P.S. does anyone else find the game boring up until now? I mean it's plenty scary, but rather uneventful...

I'm in the same area you are and noticed the ammo thing as well. I've decided to just do headshots on whatever I can until I get another weapon or more ammo.

I think it's pretty fun, especially if you use headphones and turn the lights out. But, the beginning reminded me alot of Half-Life for some reason, and I never really did get into that game.

Shots from my (ancient) XP2200+ 1gig SDRam, 64mb Radeon 8500

Runs around 22-28fps mostly.

And with enough "tweaking" you can get doom 3 to run on practically anything with a high framerate! :x

http://frazmal.com/andrewfee/images/doom3/1337.jpg

:x

Phew, got me a cheap Radeon 9800,

unfortunatley SE but hey at least that thing has 128 MB 256 MBit Ram and not the SE typical 128 MBit RAM.

As long as I don't have to play it on my old 8500 crap card :whistle:

Now if they just would sell the damn game already over here :cry:

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • The proportion (or number of iterations) has nothing to with this aspect of Copyright I am describing. In short, it doesn't matter how many times the manager tells you to change something or how. Your work product is always YOURS until and unless you then assign that to the person representing the client/company, usually for financial compensation -- either in salary or as a subcontract work for hire payment. if iterations determined copyright, then businesses would have learned to just keep making changes until they could claim they owned the copyright, without having to compensate the artist for their work. And that would be BAD. The only place where the amount of changes does have a role is in how much does a human modify a previous public domain work (from any source) before it is considered fair use or their own work, etc. For example, if a human makes substantial changes to a public domain (re: AI, by definition) work, then they can then claim that derivative work as their own...but NEVER the original version, of course. That's why anyone can make a movie about Dracula, for example, as long as it is based on the public domain novel, but not if they take new ideas from copyrighted movies made afterwards. As one of the people who personally advised the US Copyright Office on their recent ruling on these very issues, be assured that I specifically used the terminology precisely -- though I made it simple enough for laymen to understand it. If I made this confusing by doing so, I apologize. But, to be clear regarding your assumption that I would agree to your second statement that I quoted above -- the answer is NO. If AI does the work, no matter how much "direction" you give it, it cannot be copyrighted. All AI generated content is in the Public Domain and therefore the copyright cannot be assigned to ANYONE, even you -- until and unless substantial modifications are made to it BY A HUMAN BEING (yourself or a contracted artist/writer/etc.) and then that copyright on the derivative work is legally (in writing) transferred to you. This is a critical distinction. And it is important that people, especially AI sloppers, understand this. For example, YouTube is not paying AI slop generators for the copyright, etc. of their AI slop. What YouTube is doing is sharing AD REVENUE for permission to publish your AI slop. Copyright/ownership/rights never come into it. Importantly, that means that anyone can copy any AI slopware on YouTube, etc. and rehost it anywhere they want, even back on YouTube, and there is nothing legal that YouTube can do about it with regards to copyright protections, ownership, DMCA, etc. Anyone is legally free to use any AI slopware in any way they want. When this ruling was pending, I warned Disney legal of all of this before they did their OpenAI deal -- that it would literally dilute their entire IP portfolio forever. They ignored that warning for the PR and stock bump. But that is why, when the ruling came down last year, Disney quickly extricated themselves from that OpenAI deal, even eating the initial upfront fees -- followed closely by OpenAI ending their entire AI video generating business model. They adjusted their PR release dates to make this less obvious to shareholders, of course. Phew. I hope that this clears up the key distinctions for you and anyone reading. If you have any additional questions or even hypotheticals about AI and Copyright, please feel free to ask.
    • Each of the devices displayed on this page now has a little volume meter next to it to show if there is audio actively playing. About time.
    • Owing to the nature of Windows feature enablement updates, it was distributed over Windows Update services as a complete system upgrade rather than as an ordinary cumulative update
    • Microsoft confirms Windows 11 26H2, urges IT admins to prepare for release by Usama Jawad Windows 11 typically follows an annual update cycle, but Microsoft recently broke that tradition a bit by releasing a "26H1" version in the first half of this year as a "scoped" build for select new silicon PCs only. This version was not available for customers using 24H2 and 25H2 builds, as Microsoft is busy preparing version 26H2 for them, confirmed officially for the first time. In a Windows IT Pro blog, Microsoft has urged IT admins to prepare for the upcoming release of Windows 11 version 26H2. The company has confirmed that this will be a small enablement package (eKB) that will simply light up certain disabled features that are already present in the operating system's code base. This means that the "refined" Windows update and deployment experience will be simpler and quicker, with minimal disruptions, as the feature update will simply toggle a few flags rather than performing a complete replacement. Microsoft has explained that this is all possible because the standard Windows 11 releases share the same servicing branch and hence, the same source code. However, this also means that Windows 11 26H1 users won't be able to upgrade to 26H2 as that is a different branch, but this is something we have known for a while now. Similar to previous annual feature updates, Windows 11 26H2 will offer the following support cycles: 24 months of support for Home, Pro, Pro EDU, and Pro for Workstations editions 36 months of support for Enterprise, Education, IoT Enterprise, and Enterprise Multi-session editions Microsoft has not confirmed a concrete release date for Windows 11 26H2, but noted that it is "coming soon". If we go by the ongoing release cadence, we can expect it to begin rolling out in early October 2026. As such, IT admins have been encouraged to begin validating Windows Insider releases in the Experimental Channel, plan rollout rings, and strategize the utilization of their existing deployment tools.
  • Recent Achievements

    • Collaborator
      ryansurfer98 went up a rank
      Collaborator
    • Week One Done
      Eurosoft10 earned a badge
      Week One Done
    • One Month Later
      Eurosoft10 earned a badge
      One Month Later
    • One Year In
      Skeet Campbell earned a badge
      One Year In
    • One Month Later
      Sharbel earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      576
    2. 2
      +Edouard
      188
    3. 3
      Michael Scrip
      79
    4. 4
      PsYcHoKiLLa
      78
    5. 5
      neufuse
      72
  • Tell a friend

    Love Neowin? Tell a friend!