You normally wouldn´t consider Console Commands as cheating, because the programmers wanted them to be used, but there are a few commands which may be used for cheating purposes, which are more effective then all hacks together and not everybody knows them.
I will use the definitions from "Quake Console Commands V1.06" by Daniel Rinehart ( http://www.ccs.neu.edu/home/danielr/quake/console.html ):


r_polymodelstats (T)

Syntax: r_polymodelstats <0/1>

Default: 0

Toggles the displays of number of polygon models current being viewed.
Example output:

       5 polygon model drawn
       6 polygon model drawn
       5 polygon model drawn
 

This command may be used for cheating by placing yourself in front of a door or a corridor where the enemy has to pass and activating this command. If the number of polygon models increases you know the enemy will come around the corner even before you see him, so you may fire a rocket right in his face before he knows whats going on (but be careful, a rocket or grenade may also increase the number of polygons).
Because I have turned of the command most of the time I use an alias to quickly turn it on, just copy and paste it in your config:

alias model modelon
alias modelon "r_polymodelstats 1; alias model modeloff"
alias modeloff "r_polymodelstats 0; alias model modelon"
bind <your button> model

Doesnt work with GlQuake!


d_mipcap (V)

Syntax: d_mipcap <value>

Default: 0

Sets the detail level. Values range from 0-3 with 0 giving the highest detail.
 

By setting this to 3 you will have a very blurry graphic (thats why it´s also called Legoquake), but because of the big pixels of the map and no decreased details on the entities it is much easier to see a rocket, grenade, or an enemy, especially if he is invisible. Another advantage of this setting is that you get a bit more frames per second.

If you want to have this effect in Glquake read here.


r_waterwarp (T)

Syntax: r_waterwarp <0/1>

Default: 1

Toggles whether surfaces are warped when in a liquid.
 

By setting this to 0 you may see much better under water (NormalQuake only).


cl_rollangle (V)

Syntax: cl_rollangle <value>

Default: 2.0

Sets how much your screen tilts when strafing.

See also: cl_rollspeed
 

I guess every player who knows a bit about the console commands turned this flag to 0, because you have a clearer view then. But in Quakeworld this option doesnt just set how  much you tilt, but also how much enemies tilt if they strafe, so you may immediately see where the enemy is heading to and fire a rocket there. I would set it to about 5 or 6. This might be a bit strange in the beginning if you were used to 0, but the advantages overweigh and you get used to it.

As I already said this is unfortunately Quakeworld only, but I wouldn´t turn it off if you play Netquake, so its the same view in both.


fov (V)

Syntax: fov <value>

Default: 90

Sets the field of vision which determines how close you are to the objects.
 

This is one of the most important commands to alter, you should have at least fov 120, better 130, because you just see more in all 4 Directions. Fov 170 is maximum, but with more than fov 150 your aim will be too bad. It may be a bit strange if you use it the first time, but you get used to it fast and then you wonder how you could have played with 90 before...
Doesn´t work with nonQuakeworld GlQuake!


impulse (C)

Syntax: impulse <value>

Perform weapon selection and also a few cheats.
 Value                      Action
 1-8  Select corresponding weapon
 9    Gives you all the weapons and keys
 10   Selects your next weapon by numerical value
 11   Gives you a rune
 12   Selects your last weapon by numerical value (1.06)
 255  Gives you quad damage
 

Yes, I really think the impulse command may be used for cheating.
You probably use a sort of quickweapon script, where you fire for example a grenade and then turn back to the weapon you had before (If not take a look at this page´s tutorials and start playing real Quake (-: )
Well, some guys use this handy script for getting an advantage over the enemy. They just always run around with the Axe or the Shotgun, and only switch to other weapons if they fire and then instantly switch back. So if they are killed and didnt fire a weapon at that moment their backpack will only contain some ammo, but no weapon, because everybody already has axe and shotgun...
So while they always get weapons from other backpacks their enemys don´t get any reward for killing them, which is quite anoying.
Thats why I would use Kombat Team for 1on1s and  teamplay, which includes the option "fair backpacks", so that the backpack always contains the players best weapon.


There are some GlQuake-Commands which give the Gl-Players some advantage over NormalQuake players, which should also be considered cheating, because you have to play GlQuake to have a fair chance )-:
NormalQuake Players should also read on, because I found a sort of polyblend for NormalQuake

I will use the definitions from "QuakeWorld Client Console Commands" by Jakfrost (http://www.planetquake.com/console/commands/quake.html):
 


gl_polyblend

Type: Toggle | glQuakeWorld

Default: 1

Description: Toggle the color changing when submerged or when power-ups are active.
 

By setting this command to 0 you always have a clear view, which is a big advantage if you are under water or being attacked or if you have quad.


There is also a way to get a clear view in NormalQuake, although its much more complicated than in GL

v_cshift

Type: Command

Syntax: v_cshift (red) (green) (blue) (intensity)

Description: This adjusts all of the colors currently being displayed. Used when you are underwater, hit, have the Ring of Shadows, or Quad Damage.
 

This is the command Quake uses to turn the palette blue if you have a Quad or red if you have a Pentagramm. So if you set this flag to minus the value it is adjusted to if you have quad, this effect is neutralized. Unfortunately this doesn´t work with water, lava or slime neither with the red flash if you are hit (to turn that off use a proxy with filteroption). So you may just take advantage of this if you have Quad, Pentagramm or a Ring of Shadows.
I made 3 aliases, 1 for every powerup, because each adjusts the palette another way. So you should set which one you want to use at a level before the game starts, for example quad on dm4 or ring on dm6 or you may use the toggle, which has some disadvantages though, but you have no other choice on levels with more than one powerup like dm3
change <your button> to whatever button you want:

alias quad_on "v_cshift 0 0 -9500 1; alias p_change quad"
alias quad "v_cshift 0 0 0 0; alias p_change quad_on"
alias ring_on "v_cshift -16000 -16000 -16000 1; alias p_change ring"
alias ring "v_cshift 0 0 0 0; alias p_change ring_on"
alias pent_on "v_cshift -9500 -9500 0 1; alias p_change pent"
alias pent "v_cshift 1 1 1 1; alias p_change pent_on"

//toggle for levels with 2 or more powerups (push the button repeatly)
alias pow1_on "v_cshift 0 0 -9500 1; alias p_change pow2_on; echo quad"
alias pow2_on "v_cshift -16000 -16000 -16000 1; alias p_change pow3_on; echo ring"
alias pow3_on "v_cshift -9500 -9500 0 1; alias p_change pow; echo penta"
alias pow "v_cshift 1 1 1 1; alias p_change pow1_on; echo off"
quad
bind <your button> p_change

So just type in "ring", "pent", "quad" or "pow" before the game (default quad) and it will be set correctly.
I know it still is not the normal view, it might be a bit darker. This is because i found out the values by trial and error (which took long enough) so they are not perfect. If someone has the exact values it would be nice to tell me them.


r_wateralpha

Type: Variable | glQuakeWorld

Default: 1

Description: Determines the opacity of liquids.

Values:
0.00 - Transparent.
0.25 - Low opacity.
0.50 - Medim opacity.
0.75 - High opacity.
1.00 - Solid.

Note: On maps which have not been VISed with a transparent water, you have to use the r_novis 1 command to enable water tansparency.

This is the most important advantage of a GlQuake over a NormalQuake player.  Before qw 2.2 the use of waterhack gave a  NormalQuake player the same advantages (even with teleporters, slime and lava like explained in the editing section), but with the new map checksumming its not possible anymore. So if you want to run a competetive server you should disable r_wateralpha for GlQuake players by using the command  "watervis 0" (disabled by default).


r_lightmap

Type: Toggle | glQuakeWorld

Default: 0

Description: Toggles the display of light sources on the map.

By setting this to 1 everything becomes bright, so you may see enemies or things like rockets and items better.


gl_max_size

Type: Variable | glQuakeWorld

Default: 256

Description: Determines the detail level for loaded textures.

You can use this command to get the same effect in Glquake as with d_mipcap in Software Quake. Just start Glquake with "glqwcl.exe + gl_max_size 2". Now all the textures will be very blurry, including skins. To avoid this you can set gl_max_size back to 256 and type /skins. The skins are reloaded and are now shown in full detail, so that you can easily see enemy players. Nfproxy users only have to type ".gllego"
I first got this from Sujoy´s page, the "dodgy German" he got it from is [OCR]Iwan as far as I know.


And here a Quakeworld only command.

rate

Type: Variable

Default: 2500

Description: Sets the maximum amount of bytes per second that the server should send to the client.

Note: The higher the value, the smoother the movement. Value of 5000 is recommended for non-analog connections.

This may be seen as cheating if someone sets it to a very high or small number, so he has a big amount of latency. And then he says that he was so bad because of his lag, but he is just a lamer who cant stand losing with fair conditions.
You may easily find out those bastards by typing "users" and then "user <id>". If the rate is set to something below 2000 or above 10000 (except in lan) then he probably uses this really lame cheat. But its not like that in every case, some players may use rate 15000 or have to use 1500 to play smoothly, its also very dependant on the fps, so the same rate doesnt have the same effect on other systems or connection types...
The same may be done by using the cpps-option of a proxy, although some people have to lower it, because of their high fps.


If you know another Console Command which might be used for cheating please tell me


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