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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Launch options you must use:
  4. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  5. //
  6. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  7. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  8. // ----------------------------------------------------------------------------
  9.  
  10. cl_showfps 1 // Show unsmoothed FPS meter
  11. //fps_max 132 // FPS cap if unsmoothed fps is wanted
  12. fps_max 0
  13.  
  14. // ----------------------------------------------------------------------------
  15. // Net settings
  16. // ----------------------------------------------------------------------------
  17. // Good connection is generally a less than 80 ping without much loss. This shouldn't really affect the framerate though.
  18. // Uncomment some commands if you want to use them
  19.  
  20. // Good connection
  21. //cl_cmdrate 66
  22. //cl_interp 0
  23. //cl_interp_ratio 1
  24. //cl_lagcompensation 1
  25. //cl_pred_optimize 2
  26. //cl_smooth 0
  27. //cl_smoothtime 0.01
  28. //cl_updaterate 66
  29. //rate 60000
  30.  
  31. // Bad connection
  32. //cl_cmdrate 40
  33. //cl_interp 0
  34. //cl_interp_ratio 2
  35. //cl_lagcompensation 1
  36. //cl_pred_optimize 2
  37. //cl_smooth 0
  38. //cl_smoothtime 0.01
  39. //cl_updaterate 40
  40. //rate 35000
  41.  
  42. // ----------------------------------------------------------------------------
  43. // Sprays
  44. // ----------------------------------------------------------------------------
  45.  
  46. // Disable sprays
  47. cl_playerspraydisable 1
  48. r_spray_lifetime 0
  49.  
  50. // Enable sprays -- uncomment this section if you want these settings
  51. //cl_playerspraydisable 0
  52. //r_spray_lifetime 2
  53.  
  54. // ----------------------------------------------------------------------------
  55. // Shadows
  56. // ----------------------------------------------------------------------------
  57.  
  58. // Disable shadows
  59. mat_shadowstate 0
  60. r_shadowmaxrendered 0
  61. r_shadowrendertotexture 0
  62. r_shadows 0
  63.  
  64. // ----------------------------------------------------------------------------
  65. // Facial features
  66. // ----------------------------------------------------------------------------
  67.  
  68. // Disable facial features
  69. r_eyes 0
  70. r_flex 0
  71. r_lod 2
  72. r_rootlod 2
  73. r_teeth 0
  74.  
  75. // ----------------------------------------------------------------------------
  76. // Ragdolls
  77. // ----------------------------------------------------------------------------
  78.  
  79. // Disable ragdolls
  80. cl_ragdoll_fade_time 0
  81. cl_ragdoll_forcefade 1
  82. cl_ragdoll_physics_enable 0
  83. g_ragdoll_fadespeed 0
  84. g_ragdoll_lvfadespeed 0
  85. ragdoll_sleepaftertime 0
  86.  
  87. // ----------------------------------------------------------------------------
  88. // Gibs
  89. // ----------------------------------------------------------------------------
  90.  
  91. // Disable gibs
  92. cl_phys_props_enable 0
  93. cl_phys_props_max 0
  94. props_break_max_pieces 0
  95. r_propsmaxdist 1
  96. violence_agibs 0
  97. violence_hgibs 0
  98.  
  99. // ----------------------------------------------------------------------------
  100. // Graphical
  101. // ----------------------------------------------------------------------------
  102. // Now we come to the main brunt of the config. You probably don't want to mess
  103. // with this.
  104. // ----------------------------------------------------------------------------
  105. cl_detaildist 0
  106. cl_detailfade 0
  107. cl_drawmonitors 0
  108. cl_ejectbrass 0
  109. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  110. cl_new_impact_effects 0
  111. cl_show_splashes 0
  112. func_break_max_pieces 0
  113. glow_outline_effect_enable 0 // Cart glow effect.
  114. lod_transitiondist 0
  115. mat_antialias 0
  116. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  117. // a strange `shine' effect to appear on all players.
  118. mat_colcorrection_disableentities 1
  119. mat_colorcorrection 0
  120. mat_disable_bloom 1
  121. mat_disable_fancy_blending 1
  122. mat_disable_lightwarp 1
  123. mat_envmapsize 8
  124. mat_envmaptgasize 8
  125. mat_filterlightmaps 0
  126. mat_filtertextures 0
  127. mat_forceaniso 1
  128. mat_hdr_level 0
  129. mat_max_worldmesh_vertices 512
  130. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  131. // to get it darker. Only works in fullscreen.
  132. mat_motion_blur_enabled 0
  133. mat_parallaxmap 0
  134. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  135. // at a range from -1 to 2, -1 being the best quality, 2 being the
  136. // worst.
  137. mat_reducefillrate 1
  138. mat_reduceparticles 1
  139. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  140. // non-shiny, and will remove some specular effects from in-game
  141. // entities which support it. Setting this to 1 on dx8 will
  142. // result in some strange `fire' textures replacing their
  143. // appropriate counterparts, especially on medals, and certain
  144. // hats.
  145. mat_trilinear 0
  146. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  147. mat_viewportupscale 1
  148. mat_wateroverlaysize 1
  149. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  150. // scattergun without any real performance loss.
  151. r_3dsky 0
  152. r_ambientboost 0
  153. r_ambientfactor 0
  154. r_ambientmin 0
  155. r_avglight 0
  156. r_cheapwaterend 1
  157. r_cheapwaterstart 1
  158. r_decals 1
  159. r_decalstaticprops 0
  160. r_decal_cullsize 15
  161. r_drawdetailprops 0
  162. r_drawmodeldecals 0
  163. r_drawflecks 0
  164. r_dynamic 0
  165. r_flashlightdepthtexture 0
  166. r_forcewaterleaf 1
  167. r_lightaverage 0
  168. r_maxnewsamples 2
  169. r_maxsampledist 1
  170. r_propsmaxdist 0
  171. r_renderoverlayfragment 0
  172. r_staticprop_lod 4
  173. r_waterdrawreflection 0
  174. r_waterdrawrefraction 1
  175. r_waterforceexpensive 0
  176. r_waterforcereflectentities 0
  177. rope_averagelight 0
  178. rope_collide 0
  179. rope_rendersolid 0
  180. rope_shake 0
  181. rope_smooth 0
  182. rope_subdiv 0
  183. rope_wind_dist 0
  184. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  185. // it, for example, setting this to `1'
  186. // disables rain effects on *_sawmill.
  187. tracer_extra 0
  188. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  189. violence_hblood 1
  190.  
  191. // ----------------------------------------------------------------------------
  192. // Misc
  193. // ----------------------------------------------------------------------------
  194. in_usekeyboardsampletime 0
  195. mat_clipz 1 // FX card users should set this to 0
  196. mat_forcehardwaresync 0
  197. mat_levelflush 1
  198. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  199. // silly incompatibility with the Xfire overlay. You should use
  200. // it if you can!
  201. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  202. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  203. // performed on the GPU (as opposed to on the CPU). The
  204. // value `-1' autodetects hardware support for this
  205. // feature, which is safer than forcing it.
  206.  
  207.  
  208. // ----------------------------------------------------------------------------
  209. // Threading
  210. // ----------------------------------------------------------------------------
  211. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  212. // defines the threading method to be used by the material
  213. // system. It has been unstable to use in the past, but
  214. // nowadays it's generally okay.
  215. //
  216. // Here are the possible values:
  217. // -2 legacy default
  218. // -1 default
  219. // 0 synchronous single thread
  220. // 1 queued single thread
  221. // 2 queued multithreaded
  222. //
  223. // If you have problems with the value `2', try setting it to
  224. // `-1'.
  225. //
  226. // As an aside, there are quite a few bugs in the demo system
  227. // that occur when mat_queue_mode is set to a value that is
  228. // not `-1'. If you intend to do work with the demo system,
  229. // maybe you should change this.
  230.  
  231. cl_threaded_bone_setup 0
  232. cl_threaded_client_leaf_system 0
  233. r_queued_decals 0
  234. r_queued_ropes 1
  235. r_queued_post_processing 0
  236. r_threaded_client_shadow_manager 1
  237. r_threaded_particles 1
  238. r_threaded_renderables 1
  239.  
  240. // ----------------------------------------------------------------------------
  241. // Misc
  242. // ----------------------------------------------------------------------------
  243. cl_forcepreload 1 // Force preloading
  244.  
  245. // ----------------------------------------------------------------------------
  246. // Print to console
  247. // ----------------------------------------------------------------------------
  248. echo "!!! MAXFRAMES AUTOEXEC SUCCESSFULLY LOADED !!!"
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