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1 | // Unexplained crashes? Try changing mat_queue_mode to `-1'. | |
2 | // ---------------------------------------------------------------------------- | |
3 | // Chris' maxframes config, designed to get you a large performance boost | |
4 | - | // v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/ |
4 | + | // v2.009 | 19 May 2013 | fakkelbrigade.eu/chris/configs/ |
5 | // ---------------------------------------------------------------------------- | |
6 | // Problems or questions? Contact me at #christf2 on QuakeNet. | |
7 | // ---------------------------------------------------------------------------- | |
8 | // Launch options: | |
9 | // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch! | |
10 | // | |
11 | // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd | |
12 | // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd | |
13 | // ---------------------------------------------------------------------------- | |
14 | ||
15 | // ---------------------------------------------------------------------------- | |
16 | // FPS cap | |
17 | // ---------------------------------------------------------------------------- | |
18 | // The primary benefit of an FPS cap is to make the FPS more stable, other than | |
19 | // that, it doesn't do a lot. A moderate, consistent framerate is much more | |
20 | // desirable than a variable but sometimes high framerate. A common | |
21 | // misconception is that if any more frames are generated than your monitor can | |
22 | // display, they are useless. This is wrong -- frames are used for much more | |
23 | // than mere display, and affect the way the game feels well past your | |
24 | // refresh rate. | |
25 | // | |
26 | // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in | |
27 | // any case, or the discrepancy between clientside frame generation and frames | |
28 | // to be sent to the server will no doubt cause you many a headache, especially | |
29 | // when it comes down to hit registration. Other than that, I recommend | |
30 | // for everyone to use the value `132' (2*66), as long as you can generally | |
31 | // keep that value stable without regular drops. | |
32 | // ---------------------------------------------------------------------------- | |
33 | - | cl_showfps 1 // Show unsmoothed FPS meter |
33 | + | //cl_showfps 1 // Show unsmoothed FPS meter |
34 | //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some | |
35 | - | fps_max 0 |
35 | + | fps_max 45 |
36 | ||
37 | // ---------------------------------------------------------------------------- | |
38 | // Net settings | |
39 | // ---------------------------------------------------------------------------- | |
40 | // Whilst net settings perhaps aren't an integral part of an FPS config, they | |
41 | // are a fact of life in competitive TF2, and as such, they are included here. | |
42 | // | |
43 | // A common question I am asked -- what defines whether a good connection is | |
44 | // good or bad? Mostly personal preference. If you're not willing to make the | |
45 | // choice, try both and see which is better for you. | |
46 | // | |
47 | // Generally, meeting both of the following conditions would classify it as a | |
48 | // good connection: | |
49 | // | |
50 | // - Ping of <80 to the average server you join | |
51 | // - Generally no/negligible choke/loss (can be checked with `net_graph') | |
52 | // | |
53 | // There's some pretty good documentation on this here: | |
54 | // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking | |
55 | // | |
56 | // Uncomment (remove the `//' from) one of the groups if you want to use them. | |
57 | // ---------------------------------------------------------------------------- | |
58 | ||
59 | // LAN | |
60 | - | //cl_cmdrate 66 |
60 | + | //cl_cmdrate 66 // Number of command pakets sent to the server per second. |
61 | //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to | |
62 | // the minimum available. | |
63 | - | //cl_interp_ratio 0 |
63 | + | //cl_interp_ratio 0 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). |
64 | - | //cl_lagcompensation 0 |
64 | + | //cl_lagcompensation 0 // Perform server side lag compensation of weapon firing events. |
65 | - | //cl_pred_optimize 2 |
65 | + | //cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) |
66 | - | //cl_smooth 0 |
66 | + | //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors. |
67 | - | //cl_smoothtime 0.01 |
67 | + | //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled. |
68 | - | //cl_updaterate 66 |
68 | + | //cl_updaterate 66 // Number of packets per second you are requesting from the server. |
69 | - | //rate 60000 |
69 | + | //rate 60000 // Max bytes/sec the host can receive data. |
70 | ||
71 | // Good connection | |
72 | - | //cl_cmdrate 66 |
72 | + | //cl_cmdrate 66 // Number of command pakets sent to the server per second. |
73 | - | //cl_interp 0 |
73 | + | //cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms) |
74 | - | //cl_interp_ratio 1 |
74 | + | //cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). |
75 | - | //cl_lagcompensation 1 |
75 | + | //cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events. |
76 | - | //cl_pred_optimize 2 |
76 | + | //cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) |
77 | - | //cl_smooth 0 |
77 | + | //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors. |
78 | - | //cl_smoothtime 0.01 |
78 | + | //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled. |
79 | - | //cl_updaterate 66 |
79 | + | //cl_updaterate 66 // Number of packets per second you are requesting from the server. |
80 | - | //rate 60000 |
80 | + | //rate 60000 // Max bytes/sec the host can receive data. |
81 | ||
82 | // Bad connection | |
83 | - | cl_cmdrate 40 |
83 | + | cl_cmdrate 66 // Number of command pakets sent to the server per second. |
84 | - | cl_interp 0 |
84 | + | cl_interp 0.01 // Interpolate x seconds from game (0.02 = 20ms) |
85 | - | cl_interp_ratio 2 |
85 | + | cl_interp_ratio 2 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). |
86 | - | cl_lagcompensation 1 |
86 | + | cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events. |
87 | - | cl_pred_optimize 2 |
87 | + | cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) |
88 | - | cl_smooth 0 |
88 | + | cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors. |
89 | - | cl_smoothtime 0.01 |
89 | + | cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled. |
90 | - | cl_updaterate 40 |
90 | + | cl_updaterate 40 // Number of packets per second you are requesting from the server. |
91 | - | rate 35000 |
91 | + | rate 60000 // Max bytes/sec the host can receive data. |
92 | ||
93 | // ---------------------------------------------------------------------------- | |
94 | // Sprays | |
95 | // ---------------------------------------------------------------------------- | |
96 | // Bear in mind that these are disabled on war servers due to `sv_pure 2' | |
97 | // anyway, so if you play competitive TF2, this won't help you. | |
98 | // ---------------------------------------------------------------------------- | |
99 | ||
100 | // Disable sprays | |
101 | - | //cl_playerspraydisable 1 |
101 | + | cl_playerspraydisable 1 |
102 | - | //r_spray_lifetime 0 |
102 | + | r_spray_lifetime 0 |
103 | ||
104 | // Enable sprays -- uncomment this section if you want these settings | |
105 | - | cl_playerspraydisable 0 |
105 | + | //cl_playerspraydisable 0 |
106 | - | r_spray_lifetime 2 |
106 | + | //r_spray_lifetime 2 |
107 | ||
108 | // ---------------------------------------------------------------------------- | |
109 | // Shadows | |
110 | // ---------------------------------------------------------------------------- | |
111 | ||
112 | // Disable shadows | |
113 | mat_shadowstate 0 | |
114 | r_shadowmaxrendered 0 | |
115 | r_shadowrendertotexture 0 | |
116 | r_shadows 0 | |
117 | ||
118 | // Enable shadows -- uncomment this section if you want these settings | |
119 | //mat_shadowstate 1 | |
120 | //r_shadowmaxrendered 11 | |
121 | //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by | |
122 | // competitive TF2 players to see opponents standing | |
123 | // near the other side of a wall. You may see some | |
124 | // performance loss from setting this to `1'. | |
125 | //r_shadows 1 | |
126 | ||
127 | // ---------------------------------------------------------------------------- | |
128 | // Facial features | |
129 | // ---------------------------------------------------------------------------- | |
130 | ||
131 | // Disable facial features | |
132 | r_eyes 0 | |
133 | r_flex 0 | |
134 | r_lod 2 | |
135 | r_rootlod 2 | |
136 | r_teeth 0 | |
137 | ||
138 | // Enable facial features -- uncomment this section if you want these settings | |
139 | //r_eyes 1 | |
140 | //r_flex 1 | |
141 | //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled. | |
142 | //r_rootlod 1 | |
143 | //r_teeth 1 | |
144 | ||
145 | // ---------------------------------------------------------------------------- | |
146 | // Ragdolls | |
147 | // ---------------------------------------------------------------------------- | |
148 | // You will have reduced performance on deaths which produce ragdolls. | |
149 | // ---------------------------------------------------------------------------- | |
150 | ||
151 | // Disable ragdolls | |
152 | cl_ragdoll_fade_time 0 | |
153 | cl_ragdoll_forcefade 1 | |
154 | cl_ragdoll_physics_enable 0 | |
155 | g_ragdoll_fadespeed 0 | |
156 | g_ragdoll_lvfadespeed 0 | |
157 | ragdoll_sleepaftertime 0 | |
158 | ||
159 | // Enable ragdolls -- uncomment this section if you want these settings | |
160 | //cl_ragdoll_fade_time 15 | |
161 | //cl_ragdoll_forcefade 0 | |
162 | //cl_ragdoll_physics_enable 1 | |
163 | //g_ragdoll_fadespeed 600 | |
164 | //g_ragdoll_lvfadespeed 100 | |
165 | //ragdoll_sleepaftertime "5.0f" | |
166 | ||
167 | // ---------------------------------------------------------------------------- | |
168 | // Gibs | |
169 | // ---------------------------------------------------------------------------- | |
170 | // You will have reduced performance on deaths which produce gibs. | |
171 | // ---------------------------------------------------------------------------- | |
172 | ||
173 | // Disable gibs | |
174 | cl_phys_props_enable 0 | |
175 | cl_phys_props_max 0 | |
176 | props_break_max_pieces 0 | |
177 | r_propsmaxdist 1 | |
178 | violence_agibs 0 | |
179 | violence_hgibs 0 | |
180 | ||
181 | // Enable gibs -- uncomment this section if you want these settings | |
182 | //cl_phys_props_enable 1 | |
183 | //cl_phys_props_max 128 | |
184 | //props_break_max_pieces -1 | |
185 | //r_propsmaxdist 1000 | |
186 | //violence_agibs 1 | |
187 | //violence_hgibs 1 | |
188 | ||
189 | // ---------------------------------------------------------------------------- | |
190 | // Graphical | |
191 | // ---------------------------------------------------------------------------- | |
192 | // Now we come to the main brunt of the config. You probably don't want to mess | |
193 | // with this. | |
194 | // ---------------------------------------------------------------------------- | |
195 | cl_detaildist 0 | |
196 | cl_detailfade 0 | |
197 | cl_drawmonitors 0 | |
198 | cl_ejectbrass 0 | |
199 | cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones | |
200 | cl_new_impact_effects 0 | |
201 | - | func_break_max_pieces 0 |
201 | + | |
202 | func_break_max_pieces 3 //line 434 | |
203 | glow_outline_effect_enable 0 // Cart glow effect. | |
204 | lod_transitiondist 0 | |
205 | mat_antialias 0 | |
206 | mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause | |
207 | // a strange `shine' effect to appear on all players. | |
208 | mat_colcorrection_disableentities 1 | |
209 | mat_colorcorrection 0 | |
210 | mat_disable_bloom 1 | |
211 | mat_disable_fancy_blending 1 | |
212 | mat_disable_lightwarp 1 | |
213 | - | mat_envmaptgasize 8 |
213 | + | |
214 | mat_envmaptgasize 0 | |
215 | mat_filterlightmaps 0 | |
216 | - | mat_forceaniso 1 |
216 | + | |
217 | mat_forceaniso 0 | |
218 | mat_hdr_level 0 | |
219 | - | mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2 |
219 | + | |
220 | mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 430 | |
221 | // to get it darker. Only works in fullscreen. | |
222 | mat_motion_blur_enabled 0 | |
223 | mat_parallaxmap 0 | |
224 | mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking | |
225 | // at a range from -1 to 2, -1 being the best quality, 2 being the | |
226 | // worst. | |
227 | mat_reducefillrate 1 | |
228 | mat_reduceparticles 1 | |
229 | mat_specular 0 // Controls specularity. Setting this to 0 will make ubers | |
230 | // non-shiny, and will remove some specular effects from in-game | |
231 | // entities which support it. Setting this to 1 on dx8 will | |
232 | // result in some strange `fire' textures replacing their | |
233 | // appropriate counterparts, especially on medals, and certain | |
234 | // hats. | |
235 | mat_trilinear 0 | |
236 | mat_viewportscale 1 // Almost no performance gain from viewport upscaling. | |
237 | mat_viewportupscale 1 | |
238 | mat_wateroverlaysize 1 | |
239 | mp_decals 1 // `9' is a good value to still see the spread pattern from a | |
240 | // scattergun without any real performance loss. | |
241 | r_3dsky 0 | |
242 | r_ambientboost 0 | |
243 | r_ambientfactor 0 | |
244 | r_ambientmin 0 | |
245 | r_avglight 0 | |
246 | r_cheapwaterend 1 | |
247 | r_cheapwaterstart 1 | |
248 | r_decals 1 | |
249 | r_decalstaticprops 0 | |
250 | r_decal_cullsize 15 | |
251 | r_drawdetailprops 0 | |
252 | r_drawmodeldecals 0 | |
253 | r_drawflecks 0 | |
254 | r_dynamic 0 | |
255 | r_flashlightdepthtexture 0 | |
256 | r_forcewaterleaf 1 | |
257 | r_lightaverage 0 | |
258 | r_maxnewsamples 2 | |
259 | r_maxsampledist 1 | |
260 | r_propsmaxdist 0 | |
261 | - | r_waterdrawrefraction 1 |
261 | + | |
262 | r_staticprop_lod 4 | |
263 | r_waterdrawreflection 0 | |
264 | r_waterdrawrefraction 0 | |
265 | r_waterforceexpensive 0 | |
266 | r_waterforcereflectentities 0 | |
267 | rope_averagelight 0 | |
268 | rope_collide 0 | |
269 | rope_rendersolid 0 | |
270 | rope_shake 0 | |
271 | rope_smooth 0 | |
272 | rope_subdiv 0 | |
273 | rope_wind_dist 0 | |
274 | tf_particles_disable_weather 1 // Disable weather effects on maps supporting | |
275 | - | violence_ablood 0 |
275 | + | |
276 | - | violence_hblood 0 |
276 | + | |
277 | tracer_extra 0 | |
278 | violence_ablood 1 | |
279 | violence_hblood 1 | |
280 | ||
281 | // ---------------------------------------------------------------------------- | |
282 | // Misc | |
283 | // ---------------------------------------------------------------------------- | |
284 | in_usekeyboardsampletime 0 | |
285 | mat_clipz 1 // FX card users should set this to 0 | |
286 | mat_forcehardwaresync 0 | |
287 | mat_levelflush 1 | |
288 | m_rawinput 1 // Turn on raw mouse input. Commented out by default due to | |
289 | // silly incompatibility with the Xfire overlay. You should use | |
290 | // it if you can! | |
291 | mat_vsync 0 // Turn off vsync to avoid nasty I/O latency. | |
292 | r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be | |
293 | // performed on the GPU (as opposed to on the CPU). The | |
294 | // value `-1' autodetects hardware support for this | |
295 | // feature, which is safer than forcing it. | |
296 | ||
297 | // ---------------------------------------------------------------------------- | |
298 | // Sound | |
299 | // ---------------------------------------------------------------------------- | |
300 | // I'd be hesitant to say that you would see a great deal of performance | |
301 | // improvement from lowering the sound quality, but in my experience as a | |
302 | // competitive TF2 player, lowering the sound quality makes determination of | |
303 | // directionality and distance that much easier. You may see a small FPS gain | |
304 | // with these settings, or you may not, either way will likely have a | |
305 | // negligible effect on performance. | |
306 | // ---------------------------------------------------------------------------- | |
307 | dsp_enhance_stereo 0 | |
308 | dsp_slow_cpu 1 | |
309 | snd_async_fullyasync 1 // Having the sound run fully asynchronous has been | |
310 | // helpful in the past, as it seems to (for whatever | |
311 | // reason) reduce the number of TDRs experienced during | |
312 | // gameplay. There's some pretty good information on | |
313 | // TDRs (nerds only) here: | |
314 | // http://forums.nvidia.com/index.php?showtopic=65161 | |
315 | snd_pitchquality 0 | |
316 | snd_spatialize_roundrobin 1 | |
317 | ||
318 | // ---------------------------------------------------------------------------- | |
319 | // Threading | |
320 | // ---------------------------------------------------------------------------- | |
321 | mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it | |
322 | // defines the threading method to be used by the material | |
323 | // system. It has been unstable to use in the past, but | |
324 | // nowadays it's generally okay. | |
325 | // | |
326 | // Here are the possible values: | |
327 | // -2 legacy default | |
328 | // -1 default | |
329 | // 0 synchronous single thread | |
330 | // 1 queued single thread | |
331 | // 2 queued multithreaded | |
332 | // | |
333 | // If you have problems with the value `2', try setting it to | |
334 | // `-1'. | |
335 | // | |
336 | // As an aside, there are quite a few bugs in the demo system | |
337 | // that occur when mat_queue_mode is set to a value that is | |
338 | // not `-1'. If you intend to do work with the demo system, | |
339 | // maybe you should change this. | |
340 | ||
341 | cl_threaded_bone_setup 0 | |
342 | cl_threaded_client_leaf_system 0 | |
343 | r_queued_decals 0 | |
344 | - | r_queued_post_processing 0 |
344 | + | |
345 | - | r_threaded_client_shadow_manager 1 |
345 | + | r_queued_post_processing 1 |
346 | - | r_threaded_particles 1 |
346 | + | r_threaded_client_shadow_manager 0 |
347 | r_threaded_particles 0 | |
348 | r_threaded_renderables 1 | |
349 | ||
350 | // ---------------------------------------------------------------------------- | |
351 | // Misc | |
352 | // ---------------------------------------------------------------------------- | |
353 | cl_forcepreload 1 // Force preloading | |
354 | ||
355 | // ---------------------------------------------------------------------------- | |
356 | // M0re's FPS Config | |
357 | // ---------------------------------------------------------------------------- | |
358 | - | echo " Chris' maxframes config loaded. " |
358 | + | mat_mipmaptextures "1" // texture quality decreases with distance |
359 | mat_bufferprimitives "1" | |
360 | - | echo "Please direct all comments/queries/whatnot to" |
360 | + | |
361 | - | echo "#christf2 on QuakeNet." |
361 | + | |
362 | mat_debugdepthvalmax "0" | |
363 | - | /////////////////////// |
363 | + | //mat_forceaniso "1" // Line 217 |
364 | - | //|||m0re's config|||// |
364 | + | |
365 | - | /////////////////////// |
365 | + | |
366 | mat_aaquality "0" | |
367 | - | //_____ |
367 | + | |
368 | - | //|MAT_| |
368 | + | |
369 | - | //---- |
369 | + | |
370 | mat_bloomscale "0" | |
371 | - | mat_mipmaptextures "1" //lowers graphic quality at longer distance |
371 | + | |
372 | - | mat_bufferprimitives "1" |
372 | + | |
373 | //mat_envmaptgasize "8" // Line 214 | |
374 | mat_fastspecular "1" | |
375 | mat_fastnobump "0" | |
376 | mat_forcemanagedtextureintohardware "0" | |
377 | mat_framebuffercopyoverlaysize "0" | |
378 | mat_diffuse "1" | |
379 | mat_software_aa_blur_one_pixel_lines "0" | |
380 | mat_software_aa_strength "0" | |
381 | mat_software_aa_strength_vgui "0" | |
382 | mat_software_aa_tap_offset "0" | |
383 | mat_alphacoverage "0" | |
384 | mat_non_hdr_bloom_scalefactor "0" | |
385 | mat_maxframelatency "0" | |
386 | snd_mixahead "0.1" | |
387 | dsp_volume "1" | |
388 | dsp_spatial "40" | |
389 | dsp_speaker "50" | |
390 | dsp_water "14 | |
391 | soundscape_flush "1" // Flushes the server & client side soundscapes | |
392 | r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls | |
393 | r_dopixelvisibility "0" | |
394 | r_PhysPropStaticLighting "0" | |
395 | r_occlusion "1" // Activate/deactivate the occlusion system. | |
396 | r_worldlights "0" // number of world lights to use per vertex | |
397 | r_3dnow "0" // Enable/disable 3DNow code | |
398 | - | //_______ |
398 | + | r_sse2 "1" // Enable/disable SSE2 code |
399 | - | //|SOUND| |
399 | + | |
400 | - | //------- |
400 | + | //r_threaded_client_shadow_manager "1" // Line 346 |
401 | //r_threaded_particles "1" // Line 347 | |
402 | - | snd_mixahead "0.01" |
402 | + | //r_threaded_renderables "0" // Line 345 |
403 | //r_queued_post_processing "0" // Line 345 | |
404 | r_drawbatchdecals "0" | |
405 | - | dsp_speaker "50 |
405 | + | r_hunkalloclightmaps "0" |
406 | - | dsp_water "14" |
406 | + | |
407 | - | soundscape_flush "1" |
407 | + | |
408 | //r_maxnewsamples "2" //Line 258 | |
409 | - | //____ |
409 | + | //r_maxsampledist "1" //Line 259 |
410 | - | //|R_| |
410 | + | |
411 | - | //---- |
411 | + | |
412 | r_bloomtintb "0" | |
413 | - | r_unloadlightmaps "0" |
413 | + | |
414 | r_bloomtintr "0" | |
415 | r_lightcache_zbuffercache "0" | |
416 | - | r_occlusion "1" |
416 | + | //r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water) //Line 246 |
417 | - | r_worldlights "0" |
417 | + | cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player |
418 | - | r_3dnow "1" |
418 | + | |
419 | - | r_sse2 "1" |
419 | + | |
420 | cl_predict "1" | |
421 | tf_playergib "0" | |
422 | - | r_hunkalloclightmaps "0" |
422 | + | |
423 | cl_showpluginmessages "0" // Allow plugins to display messages to you | |
424 | cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0) | |
425 | cl_debugrumble "0" // Turn on rumble debugging spew | |
426 | cl_ragdoll_collide "0" | |
427 | rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect | |
428 | sv_forcepreload "1" // forces preload to help increase performance | |
429 | jpeg_quality "100" // jpeg screenshot quality. | |
430 | //mat_monitorgamma "2.0" //monitor gamma (typically 2.2 for CRT and 1.7 for LCD) //line 220 | |
431 | commentary "0" // desired commentary mode state | |
432 | - | //_____ |
432 | + | flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes. |
433 | - | //|CL_| |
433 | + | |
434 | - | //----- |
434 | + | //func_break_max_pieces "0" //line 202 |
435 | showhitlocation "1" | |
436 | gl_clear "0" | |
437 | muzzleflash_light "0" | |
438 | overview_mode "0" // Sets overview map mode off,small,large: <0|1|2> | |
439 | adsp_debug "0" | |
440 | mp_usehwmmodels "0" | |
441 | - | cl_showpluginmessages "0" |
441 | + | |
442 | - | cl_rumblescale "0" |
442 | + | |
443 | - | cl_debugrumble "0" |
443 | + | |
444 | // ---------------------------------------------------------------------------- | |
445 | - | rope_smooth_enlarge "0" |
445 | + | |
446 | // ---------------------------------------------------------------------------- | |
447 | - | //_____ |
447 | + | |
448 | - | //|MISC| |
448 | + | |
449 | - | //----- |
449 | + | echo " Cal's Mixture of " |
450 | echo " Chris' maxframes config " | |
451 | - | sv_forcepreload "1" |
451 | + | echo " and " |
452 | - | jpeg_quality "100" |
452 | + | echo " M0re's FPS config " |
453 | - | budget_show_history "0" |
453 | + | echo " loaded " |
454 | - | flex_smooth "1" |
454 | + | echo " SUCCESSFULLY! " |
455 | echo "-------------------------------------------------------" | |
456 | echo "Chris' FPS Configs: http://fakkelbrigade.eu/chris/configs/" | |
457 | echo "M0re's FPS Config: http://m.gamefaqs.com/boards/437678-team-fortress-2/53044464" | |
458 | echo "Cal's Public Steam Forums Profile: http://forums.steampowered.com/forums/member.php?u=1477024" |