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  1.  
  2. //====// Celo CFG //====//
  3.  
  4. fps_max 110
  5. hud_saytext_time 6
  6.  
  7. cl_cmdrate 66
  8. cl_interp 0.0152
  9. cl_interp_ratio 1
  10. cl_lagcompensation 1
  11. cl_pred_optimize 2
  12. cl_smooth 0
  13. cl_smoothtime 0.01
  14. cl_updaterate 66
  15. rate 60000
  16. fov_desired 90
  17.  
  18. cl_playerspraydisable 1
  19. r_spray_lifetime 0
  20.  
  21. mat_shadowstate 0
  22. r_shadowmaxrendered 0
  23. r_shadowrendertotexture 0
  24. r_shadows 0
  25.  
  26. r_eyes 1
  27. r_flex 0
  28. r_lod 2
  29. r_rootlod 2
  30. r_teeth 0
  31.  
  32. cl_ragdoll_fade_time 0
  33. cl_ragdoll_forcefade 1
  34. cl_ragdoll_physics_enable 0
  35. g_ragdoll_fadespeed 0
  36. g_ragdoll_lvfadespeed 0
  37. ragdoll_sleepaftertime 0
  38.  
  39. cl_phys_props_enable 0
  40. cl_phys_props_max 0
  41. props_break_max_pieces 0
  42. r_propsmaxdist 1
  43. violence_agibs 0
  44. violence_hgibs 0
  45.  
  46. cl_detaildist 0
  47. cl_detailfade 0
  48. cl_drawmonitors 0
  49. cl_ejectbrass 0
  50. cl_new_impact_effects 0
  51. cl_show_splashes 0
  52. func_break_max_pieces 0
  53. glow_outline_effect_enable 0 // Cart glow effect.
  54. lod_transitiondist 0
  55. mat_antialias 0
  56. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  57. // a strange `shine' effect to appear on all players.
  58. mat_colcorrection_disableentities 1
  59. mat_colorcorrection 0
  60. mat_disable_bloom 1
  61. mat_disable_fancy_blending 1
  62. mat_disable_lightwarp 1
  63. mat_envmapsize 1
  64. mat_envmaptgasize 1
  65. mat_filterlightmaps 0
  66. mat_filtertextures 1
  67. mat_forceaniso 0
  68. mat_hdr_level 0
  69. mat_max_worldmesh_vertices 512
  70. mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2
  71. // to get it darker. Only works in fullscreen.
  72. mat_motion_blur_enabled 0
  73. mat_parallaxmap 0
  74. mat_picmip 4 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  75. // at a range from -1 to 2, -1 being the best quality, 2 being the
  76. // worst.
  77. mat_reducefillrate 1
  78. mat_reduceparticles 1
  79. mat_specular 1 // Controls specularity, setting this to 0 will make ubers
  80. // non-shiny, and will remove some specular effects from in-game
  81. // entities which support it. Setting this to 1 on dx8 will
  82. // result in some strange `fire' textures replacing their
  83. // appropriate counterparts, especially on medals, and certain
  84. // hats.
  85. mat_trilinear 0
  86. mat_wateroverlaysize 0
  87. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  88. // scattergun without any real performance loss.
  89. r_3dsky 0
  90. r_ambientboost 0
  91. r_ambientfactor 0
  92. r_ambientmin 0
  93. r_avglight 0
  94. r_cheapwaterend 1
  95. r_cheapwaterstart 1
  96. r_decalstaticprops 0
  97. r_decal_cullsize 15
  98. r_drawdetailprops 0
  99. r_drawmodeldecals 0
  100. r_drawflecks 0
  101. r_dynamic 0
  102. r_flashlightdepthtexture 0
  103. r_forcewaterleaf 1
  104. r_lightaverage 0
  105. r_maxnewsamples 2
  106. r_maxsampledist 1
  107. r_propsmaxdist 0
  108. r_renderoverlayfragment 0
  109. r_staticprop_lod 4
  110. r_waterdrawreflection 0
  111. r_waterdrawrefraction 1
  112. r_waterforceexpensive 0
  113. r_waterforcereflectentities 0
  114. rope_averagelight 0
  115. rope_collide 0
  116. rope_rendersolid 0
  117. rope_shake 0
  118. rope_smooth 0
  119. rope_subdiv 0
  120. rope_wind_dist 0
  121. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  122. // it, for example, setting this to `1'
  123. // disables rain effects on *_sawmill.
  124. tracer_extra 0
  125. violence_ablood 1
  126. violence_hblood 1
  127.  
  128. // ----------------------------------------------------------------------------
  129. // Misc
  130. // ----------------------------------------------------------------------------
  131. in_usekeyboardsampletime 0
  132. //mat_clipz 0
  133. mat_forcehardwaresync 0
  134. mat_levelflush 1
  135.  
  136. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  137. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  138. // performed on the GPU (as opposed to on the CPU). The
  139. // value `-1' autodetects hardware support for this
  140. // feature, which is safer than forcing it.
  141.  
  142. // ----------------------------------------------------------------------------
  143. // Sound
  144. // ----------------------------------------------------------------------------
  145. // I'd be hesitant to say that you would see a great deal of performance
  146. // improvement from lowering the sound quality, but in my experience as a
  147. // competitive TF2 player, lowering the sound quality makes determination of
  148. // directionality and distance that much easier. You may see a small FPS gain
  149. // with these settings, or you may not, either way will likely have a
  150. // negligible effect on performance.
  151. // ----------------------------------------------------------------------------
  152. dsp_enhance_stereo 0
  153. dsp_slow_cpu 1
  154. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  155. // helpful in the past, as it seems to (for whatever
  156. // reason) reduce the number of TDRs experienced during
  157. // gameplay. There's some pretty good information on
  158. // TDRs (nerds only) here:
  159. // http://forums.nvidia.com/index.php?showtopic=65161
  160. snd_pitchquality 0
  161. snd_spatialize_roundrobin 1
  162.  
  163. // ----------------------------------------------------------------------------
  164. // Threading
  165. // ----------------------------------------------------------------------------
  166. mat_queue_mode 0 // mat_queue mode is another frequently asked about cvar, it
  167. // defines the threading method to be used by the material
  168. // system. It has been unstable to use in the past, but
  169. // nowadays it's generally okay.
  170. //
  171. // Here are the possible values:
  172. // -2 legacy default
  173. // -1 default
  174. // 0 synchronous single thread
  175. // 1 queued single thread
  176. // 2 queued multithreaded
  177. //
  178. // If you have problems with the value `2', try setting it to
  179. // `-1'.
  180. //
  181. // As an aside, there are quite a few bugs in the demo system
  182. // that occur when mat_queue_mode is set to a value that is
  183. // not `-1'. If you intend to do work with the demo system,
  184. // maybe you should change this.
  185.  
  186. cl_threaded_bone_setup 0
  187. cl_threaded_client_leaf_system 0
  188. r_queued_decals 0
  189. r_queued_ropes 0
  190. r_queued_post_processing 0
  191. r_threaded_client_shadow_manager 1
  192. r_threaded_particles 1
  193. r_threaded_renderables 1
  194.  
  195. // ----------------------------------------------------------------------------
  196. // Misc
  197. // ----------------------------------------------------------------------------
  198. cl_forcepreload 1 // Force preloading
  199.  
  200. echo "-------------------------------------------------------"
  201. echo " Config Loaded "
  202. echo "-------------------------------------------------------"
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