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- //# Game launch options description:
- //# > Commentary
- //
- // +mat_motion_blur_percent_of_screen_max 0 //# If Shader above Medium it will force motion blur off (gives console error but works)
- // +dsp_enhance_stereo 1 //# Enhance stereo sound quality
- // -console //# Enables developer console
- // -noforcemaccel //# Forces desktop mouse acceleration settings
- // -noforcemparms //# Forces desktop mouse button configuration
- // -noipx //# Disables IPX network detection, local LAN (slight boot time improvement)
- // -nojoy //# Disables detection of 3rd party gamepads and controllers (slight boot time improvement)
- // -novid //# Disables the intro movie, speeds up game on start-up
- // -lv //# Low Violence settings - makes zombie dissapear instantly at death (alot of fps boost)
- // -threads //# Makes use of all your cpu cores (if you have a quadcore, use 4, dualcore 2, single core just omit this or use 1)
- // -noaafonts //# Disables Anti-Aliasing of Screen Fonts
- // -refresh 120 //# Changes the Hertz for monitors HL2 Engine ( Using 120HZ due lightboost on)
- // -heapsize 1572864 //# Allocates RAM for the game
- // -high //# Forces high CPU priority (not using this, may be good on lowend computers but worst on highend computers)
- //# Game launch options:
- //# > My personal settings
- //
- // -refresh 60 -lv -heapsize 1572864 -high -noforcemaccel -noforcemparms -noipx -nojoy -novid +mat_motion_blur_percent_of_screen_max 0 -nocrashdialog -noforcemspd +dsp_enhance_stereo 1
- //# In-game options:
- //# > In-game graphic settings, minimum input lag, removed blur, clean look, max fps
- //
- // -Resolution: What ever feels good (prefer native resolution if no-scaling is in use @ gpu drivers)
- // -Anti-Aliasing: None (always OFF, massive input lag / smoothing)
- // -Filtering Mode: 16x AF (more sharper textures on distances)
- // -Vertical Sync: Disabled (always OFF, no fps lock + no crazy inputlag / smoothing)
- // -Shader Detail: Low (disables blur with my autoexec)
- // -Effect Detail: High (low-mid = some objects become invisible in distances, including tank rocks etc..)
- // -Model/Texture Detail: Low (slightly reduce loading time)
- // -Multicore Rendering: Enabled (more cores in use, highest fps possible)
- // -Page Pool Memory Available: High (spray quality, loading screen picture etc..)
- //# Lighting & Material & Fps Settings:
- //# > More cleaner game, less shit, better lighting, minor fps boost
- cl_autohelp "0" // No help
- cl_showhelp "0" // No help
- cl_ragdoll_limit "0" // Removes ragdolls, makes game more clean
- cl_forcepreload "1" // Pre-load levels entirely into RAM, reduces in-game stuttering
- cl_detail_max_sway "0" // Amplitude of the detail prop sway
- c_thirdpersonshoulder "0" // Blocks 3rd personshoulder
- cc_subtitles "0" // No subs
- r_dynamic "0" // Disables dynamic shadows
- r_PhysPropStaticLighting "0" // Faster lighting on phys objects
- r_ambientfraction "0.2" // Fraction of direct lighting used to boost lighting when model requests
- r_cheapwaterend "1" // Worse water rendering
- r_cheapwaterstart "1" // Worse water rendering 2
- r_skyboxfogfactor "0" // Skybox fogs
- r_eyemove "0" // Disables survivors eye movement
- r_eyemove "0" // Disables survivors eye movement
- r_eyeshift_z "0" // Disables survivors eye movement
- r_eyeshift_y "0" // Disables survivors eye movement
- r_eyeshift_x "0" // Disables survivors eye movement
- mat_monitorgamma "1.6" // Increases brightness
- mat_monitorgamma_tv_enabled "1.6" // Increases brightness
- mat_bloom_scalefactor_scalar "0" // Disables bloom scaling
- mat_grain_scale_override "0" // Disables the film grain effect
- func_break_max_pieces "0" // Reduces debris by a lot
- gameinstructor_enable "0" // Disables game instructor
- muzzleflash_light "0" // Supposed to remove/reduce gunfire
- //# Mouse settings
- //# > Removed acceleration ( Enhanced pointer precision OFF from windows, ALSO use windows mouse drivers )
- sensitivity " " // What ever feels good
- m_filter "0" // Removes mouse input lag
- m_filter2 "0" // Removes mouse input lag
- m_customaccel "0" // Remove accel
- m_mouseaccel1 "0" // Remove accel
- m_mouseaccel2 "0" // Remove accel
- m_mousespeed "0" // Force windows mouse accel
- m_customaccel_exponent "0" // Mouse move is raised to this power before being scaled by scale factor
- m_customaccel_max "0" // Max mouse move scale factor, 0 for no limit
- m_customaccel_scale "0" // Custom mouse acceleration value
- m_rawinput "1" // Ignores the Mouse Driver and Windows Settings (uninstall mouse drivers & use on-board one)
- //# Net settings
- //# > Settings for 128T w/ 0 lerp (works for any other tickrate too)
- rate "128000"
- cl_cmdrate "101"
- cl_updaterate "101"
- cl_interp_ratio "0"
- cl_interp "0"
- cl_resend "1.5"
- cl_timeout "15"
- net_maxroutable "1280"
- net_splitrate "2"
- net_splitpacket_maxrate "50000"
- net_graphshowlatency "0"
- budget_show_history "0"
- //# Null-cancelling movement by l4dnation.com/wiki
- //# > Prevents you from pressing two opposing directions, which causes you to stop moving
- alias +mfwd "-back;+forward;alias checkfwd +forward"
- alias +mback "-forward;+back;alias checkback +back"
- alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
- alias +mright "-moveleft;+moveright;alias checkright +moveright"
- alias -mfwd "-forward;checkback;alias checkfwd;"
- alias -mback "-back;checkfwd;alias checkback;"
- alias -mleft "-moveleft;checkright;alias checkleft;"
- alias -mright "-moveright;checkleft;alias checkright;"
- alias checkfwd;
- alias checkback;
- alias checkleft;
- alias checkright;
- bind w +mfwd
- bind a +mleft
- bind s +mback
- bind d +mright
- //# Simple Glows
- //# > Custom glows
- cl_glow_survivor_r "0.0";
- cl_glow_survivor_g "1.0";
- cl_glow_survivor_b "1.0";
- cl_glow_survivor_vomit_r "1.0";
- cl_glow_survivor_vomit_g "0.0";
- cl_glow_survivor_vomit_b "1.0";
- cl_glow_survivor_hurt_r "1.0";
- cl_glow_survivor_hurt_g "1.0";
- cl_glow_survivor_hurt_b "0.0";
- cl_glow_item_r "1.0";
- cl_glow_item_g "1.0";
- cl_glow_item_b "1.0";
- cl_glow_item_far_r "1.0";
- cl_glow_item_far_g "1.0";
- cl_glow_item_far_b "1.0";
- cl_glow_thirdstrike_item_r "1.0";
- cl_glow_thirdstrike_item_g "0.0";
- cl_glow_thirdstrike_item_b "0.0";
- cl_glow_ability_r "1.0";
- cl_glow_ability_g "0.0";
- cl_glow_ability_b "0.0";
- cl_glow_infected_r "0.0";
- cl_glow_infected_g "1.0";
- cl_glow_infected_b "1.0";
- cl_glow_ghost_infected_r "1.0";
- cl_glow_ghost_infected_g "1.0";
- cl_glow_ghost_infected_b "1.0";
- cl_glow_infected_vomit_r "1.0";
- cl_glow_infected_vomit_g "0.0";
- cl_glow_infected_vomit_b "1.0";
- cl_glow_survivor_health_include_buffer "1";
- cl_glow_survivor_health_bleed_pulse "0";
- cl_glow_survivor_health_bleed_pulse_amount "0.3";
- cl_glow_survivor_health_bleed_pulse_speed "10";
- cl_glow_survivor_health_high_r "0.0";
- cl_glow_survivor_health_high_g "1.0";
- cl_glow_survivor_health_high_b "0.0";
- cl_glow_survivor_health_med_r "1.0";
- cl_glow_survivor_health_med_g "1.0";
- cl_glow_survivor_health_med_b "0.0";
- cl_glow_survivor_health_low_r "1.0";
- cl_glow_survivor_health_low_g "0.0";
- cl_glow_survivor_health_low_b "0.0";
- cl_glow_survivor_health_crit_r "1.0";
- cl_glow_survivor_health_crit_g "0.0";
- cl_glow_survivor_health_crit_b "0.0";
- snd_mixahead 0.05
- sensitivity 2
- cl_viewmodelfovsurvivor 105
- cl_colorblind 1
- bind F8 toggleconsole
- net_graph 1
- net_graphheight 200
- bind F11 disconnect
- bind "space" "+jump"
- bind "mwheeldown" "+jump"
- bind "mwheelup" "+jump"
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