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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' highquality config, designed to get you excellent quality
  4. // v2.007 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 98 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 98 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 98 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  13. // ----------------------------------------------------------------------------
  14.  
  15. engine_no_focus_sleep 0
  16. snd_mute_losefocus 0
  17. // Disable ragdolls
  18. cl_ragdoll_fade_time 0
  19. cl_ragdoll_forcefade 1
  20. cl_ragdoll_physics_enable 0
  21. g_ragdoll_fadespeed 0
  22. g_ragdoll_lvfadespeed 0
  23. ragdoll_sleepaftertime 0
  24.  
  25. mp_showrespawntimes
  26.  
  27. tf_hud_showservertimelimit 1
  28.  
  29. // Enable ragdolls -- uncomment this section if you want these settings
  30. //cl_ragdoll_fade_time 15
  31. //cl_ragdoll_forcefade 0
  32. //cl_ragdoll_physics_enable 1
  33. //g_ragdoll_fadespeed 600
  34. //g_ragdoll_lvfadespeed 100
  35. //ragdoll_sleepaftertime "5.0f"
  36.  
  37. // Disable gibs
  38. cl_phys_props_enable 0
  39. cl_phys_props_max 0
  40. props_break_max_pieces 0
  41. r_propsmaxdist 1
  42. violence_agibs 0
  43. violence_hgibs 0
  44.  
  45. // Disable gibs
  46. cl_phys_props_enable 0
  47. cl_phys_props_max 0
  48. props_break_max_pieces 0
  49. r_propsmaxdist 1
  50. violence_agibs 0
  51. violence_hgibs 0
  52.  
  53. // Enable gibs -- uncomment this section if you want these settings
  54. //cl_phys_props_enable 1
  55. //cl_phys_props_max 128
  56. //props_break_max_pieces -1
  57. //r_propsmaxdist 1000
  58. //violence_agibs 1
  59. //violence_hgibs 1
  60.  
  61. con_filter_enable 1
  62. con_filter_text_out particle
  63.  
  64. ----------------------------------------------------------------------------
  65. // FPS cap
  66. // ----------------------------------------------------------------------------
  67. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  68. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  69. // desirable than a variable but sometimes high framerate. A common
  70. // misconception is that if any more frames are generated than your monitor can
  71. // display, they are useless. This is wrong -- frames are used for much more
  72. // than mere display, and affect the way the game feels well past your
  73. // refresh rate.
  74. //
  75. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  76. // any case, or the discrepancy between clientside frame generation and frames
  77. // to be sent to the server will no doubt cause you many a headache, especially
  78. // when it comes down to hit registration. Other than that, I recommend
  79. // for everyone to use the value `132' (2*66), as long as you can generally
  80. // keep that value stable without regular drops.
  81. // ----------------------------------------------------------------------------
  82. cl_showfps 1 // Don't show FPS meter
  83. fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  84.  
  85. // ----------------------------------------------------------------------------
  86. // Net settings
  87. // ----------------------------------------------------------------------------
  88. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  89. // are a fact of life in competitive TF2, and as such, they are included here.
  90. //
  91. // A common question I am asked -- what defines whether a good connection is
  92. // good or bad? Mostly personal preference. If you're not willing to make the
  93. // choice, try both and see which is better for you.
  94. //
  95. // Generally, meeting both of the following conditions would classify it as a
  96. // good connection:
  97. //
  98. // - Ping of <80 to the average server you join
  99. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  100. //
  101. // There's some pretty good documentation on this here:
  102. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  103. //
  104. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  105. // ----------------------------------------------------------------------------
  106.  
  107. // Good connection
  108. cl_cmdrate 66
  109. cl_interp 0
  110. cl_interp_ratio 1
  111. cl_lagcompensation 1
  112. cl_pred_optimize 2
  113. cl_smooth 0
  114. cl_smoothtime 0.01
  115. cl_updaterate 66
  116. rate 100000
  117.  
  118. // Bad connection
  119. //cl_cmdrate 40
  120. //cl_interp 0
  121. //cl_interp_ratio 2
  122. //cl_lagcompensation 1
  123. //cl_pred_optimize 2
  124. //cl_smooth 0
  125. //cl_smoothtime 0.01
  126. //cl_updaterate 40
  127. //rate 35000
  128.  
  129. // ----------------------------------------------------------------------------
  130. // Graphical
  131. // ----------------------------------------------------------------------------
  132. // Now we come to the main brunt of the config. You probably don't want to mess
  133. // with this.
  134. // ----------------------------------------------------------------------------
  135. cl_burninggibs 1
  136. cl_detaildist 2048
  137. cl_detailfade 0
  138. cl_maxrenderable_dist 4096
  139. cl_new_impact_effects 1
  140. cl_phys_props_max 1024
  141. cl_ragdoll_collide 1
  142. lod_transitiondist 6400
  143. mat_aaquality 0
  144. mat_antialias 4
  145. mat_bumpmap 1
  146. mat_compressedtextures 1
  147. mat_envmapsize 512
  148. mat_envmaptgasize 512
  149. mat_forceaniso 16
  150. mat_hdr_level 2
  151. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  152. // to get it darker. Only works in fullscreen.
  153. mat_motion_blur_enabled 0 // Disabled by default in v2.005 onwards
  154. mat_motion_blur_forward_enabled 0
  155. mat_motion_blur_strength 0
  156. mat_parallaxmap 1
  157. mat_picmip -1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  158. // at a range from -1 to 2, -1 being the best quality, 2 being the
  159. // worst.
  160. mat_postprocess_x 8
  161. mat_postprocess_y 8
  162. mat_reducefillrate 0
  163. mat_software_aa_blur_one_pixel_lines 0.5
  164. mat_software_aa_edge_threshold 0.8
  165. mat_software_aa_quality 2
  166. mat_software_aa_strength 2
  167. mat_software_aa_strength_vgui 2
  168. mat_specular 1
  169. mat_wateroverlaysize 128
  170. mp_decals 512
  171. mp_usehwmmodels 1
  172. mp_usehwmvcds 1
  173. r_avglight 3
  174. r_decals 512
  175. r_eyeglintlodpixels 8
  176. r_lod 0
  177. r_maxmodeldecal 512
  178. r_radiosity 1
  179. r_rainradius 2250
  180. r_rainsplashpercentage 100
  181. r_rootlod 0
  182. r_shadowmaxrendered 1024
  183. r_shadowrendertotexture 1
  184. r_shadows 1
  185. r_waterdrawreflection 1
  186. r_waterdrawrefraction 1
  187. r_waterforceexpensive 1
  188. r_waterforcereflectentities 1
  189.  
  190. // ----------------------------------------------------------------------------
  191. // Misc
  192. // ----------------------------------------------------------------------------
  193. in_usekeyboardsampletime 0
  194. mat_clipz 1 // FX card users should set this to 0
  195. mat_forcehardwaresync 0
  196. mat_levelflush 1
  197. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  198. // silly incompatibility with the Xfire overlay. You should use
  199. // it if you can!
  200. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  201. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  202. // performed on the GPU (as opposed to on the CPU). The
  203. // value `-1' autodetects hardware support for this
  204. // feature.
  205.  
  206. // ----------------------------------------------------------------------------
  207. // Sound
  208. // ----------------------------------------------------------------------------
  209. // I'd be hesitant to say that you would see a great deal of performance
  210. // improvement from lowering the sound quality, but in my experience as a
  211. // competitive TF2 player, lowering the sound quality makes determination of
  212. // directionality and distance that much easier. You may see a small FPS gain
  213. // with these settings, or you may not, either way will likely have a
  214. // negligible effect on performance.
  215. // ----------------------------------------------------------------------------
  216. dsp_enhance_stereo 0
  217. dsp_slow_cpu 1
  218. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  219. // helpful in the past, as it seems to (for whatever
  220. // reason) reduce the number of TDRs experienced during
  221. // gameplay. There's some pretty good information on
  222. // TDRs (nerds only) here:
  223. // http://forums.nvidia.com/index.php?showtopic=65161
  224. snd_pitchquality 0
  225. snd_spatialize_roundrobin 1
  226.  
  227. // ----------------------------------------------------------------------------
  228. // Threading
  229. // ----------------------------------------------------------------------------
  230. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  231. // defines the threading method to be used by the material
  232. // system. It has been unstable to use in the past, but
  233. // nowadays it's generally okay.
  234. //
  235. // Here are the possible values:
  236. // -2 legacy default
  237. // -1 default
  238. // 0 synchronous single thread
  239. // 1 queued single thread
  240. // 2 queued multithreaded
  241. //
  242. // If you have problems with the value `2', try setting it to
  243. // `-1'.
  244. //
  245. // As an aside, there are quite a few bugs in the demo system
  246. // that occur when mat_queue_mode is set to a value that is
  247. // not `-1'. If you intend to do work with the demo system,
  248. // maybe you should change this.
  249.  
  250. cl_threaded_bone_setup 0
  251. cl_threaded_client_leaf_system 0
  252. r_queued_decals 0
  253. r_queued_ropes 1
  254. r_queued_post_processing 0
  255. r_threaded_client_shadow_manager 1
  256. r_threaded_particles 1
  257. r_threaded_renderables 1
  258.  
  259. // ----------------------------------------------------------------------------
  260. // Misc
  261. // ----------------------------------------------------------------------------
  262. cl_forcepreload 1 // Force preloading
  263.  
  264. // ----------------------------------------------------------------------------
  265. // Print to console
  266. // ----------------------------------------------------------------------------
  267. echo "-------------------------------------------------------"
  268. echo " Chris' highquality config loaded. "
  269. echo "-------------------------------------------------------"
  270. echo "Please direct all comments/queries/whatnot to"
  271. echo "#christf2 on QuakeNet."
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