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

    • Waymo recalls self-driving software after cars enter closed freeway work zones by Paul Hill Waymo, the self-driving car maker owned by Alphabet – the parent company of Google –, has recalled some of its fifth-generation Automated Driving Systems (ADS). It did so after some of its cars drove through closed construction zones. According to the National Highway Traffic Safety Administration (NHTSA), the affected vehicles were capable of driving through a closed freeway construction zone and continuing to drive at speed. The listing on the NHTSA website says that Waymo is currently developing a solution to fix this issue, but in the meantime, freeway driving is being restricted. Waymo will update its ADS software so that vehicles can detect when they can avoid entering construction zones. According to the Safety Recall Report, on April 20, 2026, Waymo’s Field Safety Committee began meetings reviewing an event from April 11, 2026, and five events from April 19, 2026, where Waymo’s autonomous vehicles didn’t recognize and drove past ramp closure signs into the pre-planned freeway construction zones. This took place in Phoenix, Arizona. Separately, on May 18, 2026, seven Waymo vehicles entered freeway lanes with active construction in the San Francisco Bay Area by driving between cones that were placed to show the lane was closed. On the back of both of these events, Waymo restricted freeway driving until it could address the issue. In June, Waymo’s Safety Board reviewed the issue and additional information related to ADS performances around construction zones; then, as a result, it decided to conduct a recall. This development is not good for Waymo as it adds to a growing list of technical hiccups its cars have experienced. Ultimately, it will lead to more scrutiny from lawmakers around the world who will be more cautious about letting autonomous vehicles on their roads without tighter regulation. For readers in areas where Waymo operates, does this news make you more wary about stepping into one of these vehicles?
    • I'm still on Windows 10 22H2 because I didn't want to deal with all the issues in Windows 11, so I waited almost a week before installing the latest Patch Tuesday update (KB5094127), I went ahead and did it, and it was a huge mistake—ever since then, my File Explorer has seen a performance drop of about 30% when transferring large files... Once again, Microsoft has outdone itself! This update cannot be uninstalled, either through the Control Panel (via Settings) or by accessing Advanced Startup Options. The only possible alternative would be to use system restore points, but I’d have to reinstall all app and driver updates (and there’s no guarantee it would work). Or there’s the “nuclear option” of a in-place repair without losing files or apps, but even then, all my customizations would be lost! Microsoft just can’t help but mess everything up! Way to go, Microsoft! But I still don’t want your c****y Windows 11!
    • Microsoft: Windows 11 could finally solve a major issue across AMD, Nvidia, and Intel GPUs by Sayan Sen While Microsoft has been trying to improve it, Windows 11 is definitely not flawless, as even today some issues are taking a year to publicly acknowledge. However, one area of trouble that may finally see much better results soon is graphics driver crashes. Work on graphics driver timeouts, also called Timeout and Detection Recovery (TDR), is not new as the latest WDDM 3.2 also has specific improvements regarding it. Windows Display Driver Model (WDDM) version 3.2 is supported on Windows 11 24H2 and 25H2. However, with the upcoming version 26H2, TDR crash diagnosis could go to the next level as Microsoft is introducing a new DirectX 12 API feature called "DirectX Dump Files". Similar to how system memory dump files work when a system crashes or freezes or encounters any such major issue, DirectX Dump Files (DDF) will essentially record a snapshot of the GPU execution right at the moment a graphics-related crash or hang or freeze occurs, so that developers can better understand and diagnoze these TDR and timeout detection errors. The dump will be available as a .dxdmp file for analysis and it will be a comprehensive dump file generated with detailed insights about the hardware, drivers, Windows, as well as the affected application. This should be another welcome change in this department. Earlier at GDC 2026, when the technology was first debuted, Microsoft had shared more details regarding it. The company had explained how DDF is designed to gather data from every layer of the graphics stack into a single file, eliminating the need for developers to manually correlate logs from multiple tools. As mentioned above, the dump can contain a lot of useful details like GPU hardware state information such as register values, shader program counters, page fault virtual addresses, shader memory data, and command buffers. Alongside that, it also captures DirectX runtime and kernel information, including D3D objects, pipeline state objects, device error data, adapter details, and CPU call stacks. Microsoft says the feature has been built around two primary use cases: retail device removals and local device removals. The former allows developers to collect crash information from end users' systems in the field, while the latter helps QA teams and developers investigate issues on test machines. Developers will also be able to include up to 2 MB of custom application data through new D3D12 APIs, providing additional context for troubleshooting. In addition, Microsoft is introducing three dump collection modes ranging from zero-overhead capture, which has no runtime performance impact on supported hardware, to higher-detail modes that collect more vendor-specific debugging data. On compatible Tier 2 hardware, zero-overhead dumps will be enabled by default, meaning developers may begin receiving useful crash diagnostics without making any code changes. The table below explains the three tiers: Tier Description NO_OVERHEAD Enables crash capture with no runtime cost and is suitable for broad deployment MEDIUM_OVERHEAD Provides a balance, capturing additional diagnostic data with moderate impact HIGH_OVERHEAD Collects the most detailed GPU and driver state available, enabling deeper investigation at the cost of higher runtime overhead In terms of availability, the company expects broader release to be around the fall of 2026, which should be right around the time when Windows 11 version 26H2 lands. Right now, DirectX Dump Files are available as a preview and currently, only AMD has the compatible AgilitySDK Developer Preview driver version 26.10.07.02. You can find the official announcement post here on Microsoft's website.
    • And with SO much better perf than the laggy mess that is Files.
  • Recent Achievements

    • One Month Later
      Sharbel earned a badge
      One Month Later
    • First Post
      BizSAR earned a badge
      First Post
    • Week One Done
      Jordan Smith earned a badge
      Week One Done
    • Reacting Well
      BizSAR earned a badge
      Reacting Well
    • First Post
      AndreaB earned a badge
      First Post
  • Popular Contributors

    1. 1
      +primortal
      598
    2. 2
      +Edouard
      190
    3. 3
      PsYcHoKiLLa
      79
    4. 4
      Michael Scrip
      76
    5. 5
      Steven P.
      70
  • Tell a friend

    Love Neowin? Tell a friend!