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- ////////////////////////////////////////////////
- // Killsteal-Legends.net Dota 2 Config 1.5.2 //
- ////////////////////////////////////////////////
- //////////////// by Shixxor ////////////////////
- ////////////////////////////////////////////////
- //////////////
- // SETTINGS // Most of these settings can not be found in the regular options menu. Feel free to edit them to your likes.
- //////////////
- con_enable "1"
- bind "F8" "exec autoexec.cfg" // Strongly recommended to bind: Executes this config again which is needed to have smartcast working every time you start a match.
- bind "F11" "toggleconsole" // Strongly recommended to bind: Open Console, pretty obvious no-brainer ;)
- bind "0" "chatwheel_say 57"
- dota_killcam_show "0" // Enables information windows upon death (default 0)
- dota_health_per_vertical_marker "100" // Health segmenting in the lifebar (default 250)
- dota_health_marker_major_alpha "255" // Opacity major healthbar divider (default 255, 0=invisible 255=opaque)
- dota_health_marker_minor_alpha "128" // Opacity minor healthbar divider (default 128, 0=invisible 255=opaque)
- dota_hud_healthbar_number "1" // Health number above the lifebar on (default 1)
- dota_screen_shake "0" // Screen shake on certain spell effects (default 1)
- dota_force_right_click_attack "0" // Rightclick deny disabled (default 0)
- dota_disable_range_finder "0" // Visual spell range indicator activated (default 1)
- dota_minimap_hero_size "800" // Slightly bigger hero icons on minimap (default 600)
- dota_minimap_misclick_time "0.2" // Threshold delay to accept minimap clicks (default 0.2)
- dota_camera_accelerate "50" // Decelerating map scroll (50 = insta stop, 1 = smooth slowdown, vanilla DotA would be 50)
- dota_player_multipler_orders "1" // Control all units with CTRL click (default 0)
- dota_player_units_auto_attack "1" // Hero autoattack (default 1)
- dota_camera_speed "6500" // Scrolling speed (vanilla DotA-like is 6500, default 3000)
- dota_camera_disable_zoom "1" // Disables mousewheel zoom (default 1)
- dota_unit_fly_bonus_height "150" // Flying height of air units (Default 150)
- dota_reset_camera_on_spawn "0" // Center screen on hero after respawn (Default 1)
- dota_always_show_player_names "1" // Always show player names
- dota_ability_quick_cast "1" // Doubletapping to selfcast
- dota_unit_multiple_selection "1" // ???
- in_lock_mouse_to_window "1"
- //Fade time on visual effects on doing or receiving damage reduced to half duration
- dota_health_hurt_decay_time_max "0.4" // (Default 0.8)
- dota_health_hurt_decay_time_min "0.15" // (Default 0.3)
- dota_health_hurt_delay "0.05" // (Default 0.1)
- dota_pain_decay "0.4" // (Default 0.8)
- dota_pain_factor "1.5" // (Default 3)
- dota_pain_fade_rate "1.5" // (Default 3)
- dota_pain_multiplier "0.4" // (Default 0.8)
- fps_max "30" // Max FPS for client to render
- mat_vsync "0" // VSYNC on/off (0 Disables, 1 Enables)
- mat_triplebuffered "0" // Enable with vsync if fps is less than 60 (0 Disables, 1 Enables)
- engine_no_focus_sleep "0" // Run Dota 2 at full fps when tabbed out (Default 1)
- dota_embers "0" // Disables the menu embers
- cl_blobulator_freezing_max_metaball_radius "0" // Supposedly renders complex detail on hitboxes.
- cl_blurPasses "0" // the amount of blur passes for the client to do. Not sure if this is even used in dota.
- cl_detaildist "0" // Defines the distance at which detail props fade. Possibily leftover from previous games.
- cl_detailfade "0" // Similar to the previous
- cl_ejectbrass "0" // Leftover from CSS. better safe than sorry though.
- cl_jiggle_bone_sanity "0" // Allows model bones to face incorrect direction in the case of instability. which is okay since this will most likely skip a check that will tax the cpu.
- cl_particle_sim_fallback_base_multiplier "10" // more multiplying of timers and what not.
- cl_particle_sim_fallback_threshold_ms "1" // how long it takes for the fallback to happen when over loaded. On lower end machines it should help to have this set to 1.
- cl_phys_maxticks "1" // The amount of physics ticks a ragdoll can take. Not sure if zero is allowed since that would be nearly the same as turning physics off. But lower should be better.
- cl_show_splashes "0" // No definition for this. But my assumption is that it won't draw the water splashes.
- cl_updaterate "40" // increases the amount of packets per second of updates you are requesting.
- cloth_simulate "0" // Dota uses a lot of cloth simulation on characters so I hope this doesn't break any models.
- cloth_test "0" // Dota uses a lot of cloth simulation on characters so I hope this doesn't break any models.
- cloth_update "0" // Dota uses a lot of cloth simulation on characters so I hope this doesn't break any models.
- dota_cheap_water "1" // allows you to lower the water quality. I believe this can be changed in the menu options though.
- dota_portrait_animate "0" // Not sure if this able to be set in options or not either. disables portrait animations.
- dota_use_particle_fow "0" // I assume this means that the fog of war won't be made up of particles. I can only hope.
- g_ragdoll_fadespeed "60" // ragdolls fade after one minute.
- g_ragdoll_important_maxcount "1" // not entirely sure.
- g_ragdoll_maxcount "1" // only allows for one ragdoll.
- mat_bloomscale "0" // should disable bloom on materials.
- mat_bumpmap "0" // disables bump map on materials.
- mat_dof_enabled "0" // should disable depth of field. Don't honestly know why this isn't an option if it is used.
- engine_no_focus_sleep "30" // the framerate of the engine when not being used. set to 30 for steady performance.
- r_renderoverlayfragment "0"
- r_3dsky "0" // disables 3D skybox rendering
- r_DrawDetailProps "0" //Draws less props
- r_drawflecks "0"
- r_dynamic "0"
- r_eyegloss "0" //disables a lot of the complex eye rendering
- r_eyemove "0" //disables a lot of the complex eye rendering
- r_eyes "0" //disables a lot of the complex eye rendering
- r_jiggle_bones "0" // um, no jiggly bones?
- r_maxdlights "2" // a lot less dlights, hopefully this doesn't bug out.
- r_occlusion "0" // disables occlusionn
- r_RainParticleDensity "0" // makes rain less dense? No sure if this will actually change much
- r_screenspace_aa "0" // disables SSAA
- r_shadowfromworldlights "0" // no shadows from world lights
- r_shadowmaxrendered "0" // making sure no shadows
- r_ssao "0" // no ssao
- r_WaterDrawReflection "0" // no pretty water!
- r_worldlights "2" // two world lights per vertex, hey at least you can see right?
- smoothstairs "0" // bumpy stairs
- // Fitting Netgraph in the topbar for 1920x1080. Play around with net_graphinsetbottom and net_graphinsetright to adjust it for other resolutions
- net_graphheight 64
- net_graphinsetbottom 437
- net_graphinsetleft 0
- net_graphpos 1
- net_graphproportionalfont 0
- net_graphinsetright -70 (1920x1080)
- net_graphtext 1
- net_graph 0
- ///////////////
- /// NETCODE /// You should adjust cl_interp to your average ping to reach a stable and white-letter "lerp" value in the net_graph which is similar to your ping or about 10-20ms higher. An orange/red/yellowish colored or blinking lerp value means it is not correctly set up.
- ///////////////
- cl_interp "0.055" // Set this to your average ping divided by 1000. Ping 80 would be cl_interp 0.08 (Default 0.055, Min 0.033)
- cl_interp_ratio "2" // Multiplies final result of cl_interp (Default 2)
- cl_smoothtime "0.01" // When errors occur smooth display over X time, 0 Disables (Default 0.1)
- rate "80000" // Total amount of bandwidth Dota 2 may use (Default 80000)
- cl_updaterate "40" // Amount of updates recieved from server per second (Default 40)
- cl_cmdrate "40" // Amount of updates sent to server per second (Default 40)
- cl_forcepreload "1"
- cl_lagcompensation "1"
- r_fastzreject "-1"
- //////////////
- /// SCRIPT /// Do not edit these unless you know what you are doing. Respective bindings are in the config_keybindings.cfg
- //////////////
- bind "F5" "dota_camera_setpos -2273.898682 1232.745483 982.072876"
- bind "F6" "dota_camera_setpos 3035.773438 -2972.680176 966.072937"
- echo "Config Loaded."
- /////////////////////////
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