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Slightly Changed Stabby script

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Feb 8th, 2014
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  1. // Networking
  2. fps_max 0
  3. cl_updaterate 67
  4. cl_cmdrate 67
  5. cl_interp_ratio 1
  6. cl_interp .0152 // Tweak. Recommend 0.0152 for projectiles/backstabs/DR activation
  7. rate 100000.000000
  8. cl_smooth 1 // View smoothing. Experiment with setting to "0" if you like.
  9. cl_smoothtime .1
  10. cl_pred_optimize "2"
  11. cl_showerror 0
  12. net_graph 1
  13. net_graphtext 1
  14.  
  15. // Sound
  16. soundinfo
  17. snd_legacy_surround 0
  18. snd_surround_speakers 0 // 0 = headphones 1 = speakers 5 = surround sound (virtual or real)
  19. dsp_enhance_stereo 1 // "1" for headphones, "0" for speakers or surround sound
  20. snd_disable_mixer_duck 0
  21. snd_pitchquality 1
  22. dsp_slow_cpu 1
  23. snd_spatialize_roundrobin
  24. // snd_spatialize_roundrobin 3 // low quality spatialization, not good for placing sounds, minor performance boost
  25. soundinfo
  26.  
  27. // mat_viewportupscale 1 and mat_viewportscale 0.5 // for setups with EXTREMELY weak GPU's only
  28.  
  29. mat_phong 0
  30. cl_jiggle_bone_framerate_cutoff 0
  31. r_drawflecks 0
  32. r_maxnewsamples 2
  33. r_maxsampledist 1
  34. tracer_extra 0
  35. mat_levelflush 1
  36.  
  37. r_hunkalloclightmaps "0"
  38. r_lightcache_zbuffercache "0"
  39.  
  40. r_lod 2
  41. r_rootlod 2
  42. mat_picmip 2
  43. mat_mipmaptextures 0
  44. r_flex 0
  45.  
  46. r_eyegloss 0
  47. r_eyemove 0
  48. r_eyeshift_x 0
  49. r_eyeshift_y 0
  50. r_eyeshift_z 0
  51. r_eyes 0
  52. r_eyesize 0
  53. blink_duration 0
  54. r_teeth 0
  55.  
  56. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  57. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  58. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  59. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  60. r_ragdoll_pronecheck_distance
  61.  
  62. cl_show_splashes 1
  63.  
  64. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  65. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  66. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  67. mat_aaquality 0
  68.  
  69.  
  70. cl_ejectbrass 0
  71. muzzleflash_light 0
  72. cl_muzzleflash_dlight_1st 0
  73. cl_new_impact_effects 0
  74. cl_rumblescale 0
  75. cl_debugrumble 0
  76.  
  77. mat_reduceparticles 1
  78.  
  79. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  80. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  81. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  82. cl_phys_props_enable "0" // def. "1" # Physical Props on(1)/off(0)
  83. cl_phys_props_max "5" // def. "300" # Count of physical Props
  84. props_break_max_pieces "0" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
  85. r_propsmaxdist "5" // def. "1200" # Behind this distance they are not rendered
  86.  
  87.  
  88. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  89. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  90.  
  91. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  92.  
  93. mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
  94. r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  95. r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
  96. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  97. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  98.  
  99.  
  100.  
  101. mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
  102. mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
  103. mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
  104. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  105. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  106. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  107. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  108. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  109. mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
  110. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  111. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  112. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  113. r_maxdlights "1" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
  114. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  115. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  116. r_worldlights "1" // def. "4" # Number of world lights to use per vertex
  117. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  118. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  119. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  120. r_shadowmaxrendered "0" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  121. nb_shadow_dist = "400"
  122. r_avglight 0
  123. r_ambientboost 0
  124. r_ambientfactor 0
  125. r_ambientmin 0
  126.  
  127. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  128. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  129. mat_mipmaptextures "0" // def. "1" # Mipmapping on(1)/off(0)
  130. mat_max_worldmesh_vertices 512
  131.  
  132.  
  133. r_lod 2
  134. r_rootlod 2
  135. mat_picmip 2
  136. mat_mipmaptextures 0
  137.  
  138. r_flex 0
  139. r_eyegloss 0
  140. r_eyemove 0
  141. r_eyeshift_x 0
  142. r_eyeshift_y 0
  143. r_eyeshift_z 0
  144. r_eyes 0
  145. r_eyesize 0
  146. blink_duration 0
  147. r_teeth 0
  148.  
  149. cl_ragdoll_collide "0" // def. "0" # Collision between corpses on(1)/off(0)
  150. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  151. cl_ragdoll_fade_time "0" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  152. cl_ragdoll_physics_enable "0" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  153. r_ragdoll_pronecheck_distance
  154.  
  155. cl_show_splashes 1
  156.  
  157. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  158. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  159. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  160. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  161. mat_aaquality 0 // low 0
  162. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  163.  
  164.  
  165. cl_ejectbrass 0
  166. muzzleflash_light 0
  167. cl_muzzleflash_dlight_1st 0
  168. cl_new_impact_effects 0
  169. cl_rumblescale 0
  170. cl_debugrumble 0
  171.  
  172. mat_reduceparticles 1
  173.  
  174. r_3dnow 0
  175. r_3dsky 0
  176.  
  177. mat_forcemanagedtextureintohardware 0
  178. cl_forcepreload 1
  179.  
  180. // multicore rendering--if crashes occur, try toggling bone_setup, client_shadow_manager, queued_decals, and/or queued_post_processing to "0"
  181. mat_queue_mode "-1" // possible performance gain from setting to "2" for multicore or "1" for dual core
  182. host_thread_mode "2"
  183. cl_threaded_bone_setup "1"
  184. cl_threaded_client_leaf_system "0" // legacy
  185. r_threaded_client_shadow_manager "1"
  186. r_threaded_particles "1"
  187. r_threaded_renderables "1"
  188. r_queued_decals "1"
  189. r_queued_post_processing "1"
  190. r_queued_ropes 1
  191. studio_queue_mode 1
  192.  
  193. mp_usehwmmodels "-1"
  194. mp_usehwmvcds "-1"
  195.  
  196. // Advanced Sound
  197. snd_mix_async "1"
  198. snd_mixahead .1 // tweak if sounds are delayed or cut off
  199. snd_async_fullyasync 1
  200. snd_async_spew_blocking 1
  201.  
  202.  
  203. rope_shake 0
  204. rope_smooth 0
  205. rope_wind_dist 0
  206. rope_collide 0
  207. rope_subdiv 0
  208. rope_smooth_enlarge 0
  209. rope_smooth_maxalpha 0
  210. rope_smooth_maxalphawidth 0
  211. rope_smooth_minalpha 0
  212. rope_smooth_minwidth 0
  213. rope_averagelight 0
  214. r_ropetranslucent 0
  215.  
  216.  
  217. cc_subtitles 0
  218. cl_downloadfilter "nosounds"
  219. cl_allowdownload 0
  220. cl_allowupload 1
  221. commentary 0
  222. overview_mode 0
  223. adsp_debug 0
  224. cl_clearhinthistory 1
  225. cl_showhelp 0
  226. cl_debugrumble "0"
  227. cl_rumblescale "0"
  228.  
  229. r_waterforceexpensive 0
  230. mat_wateroverlaysize 1
  231. r_cheapwaterend 200
  232. r_cheapwaterstart 300
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