Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //-------------------------------------------------------------------------------------------------------------------------------------//
- // Loaded by the engine on startup. If this file is not present in the mod's cfg folder, will not fallback based on search path. //
- //-------------------------------------------------------------------------------------------------------------------------------------//
- mat_processtoolvars 0 // Launcher, Developmentonly, (default:0)
- mat_motion_blur_enabled 0 // Motion sharpness: /0 = Blur Disabled /1 = Blur Enabled
- mat_local_contrast_enable 0
- mat_bloomscale 0 // Disables blooming, 0-16 (default:1)
- r_shadowrendertotexture 0 // Determines shadow quality. Shadow details 0-1 if r_shadowrendertotexture 0 + r_shadows 0 = no shadows at all
- r_bloomtintr 0 // Red tint for Bloom, (default: 0.3)
- r_bloomtintg 0 // Green tint for Bloom (default: 0.59)
- r_bloomtintb 0 // Blue tint for Bloom (default: 0.11)
- r_bloomtintexponent 0 // The coefficient for Bloom effect (default: 2.2)
- mat_dest_alpha_range 3000 // Modify the range of the depth buffer, but the bit-depth and behaviour in regards to alpha tested geometry stays the same.
- // Distance variant wav crossfade min/max values
- Snd_dvar_dist_min 480 // Play full 'near' sound at this distance (default: 240)
- Snd_dvar_dist_max 3000 // Play full 'far' sound at this distance (default: 1320)
- think_limit 15 // Performance cost caused for all game logic that isn't NPCs. Player movement, triggers, entity I/O, any simulations (fire entities, tracktrains, doors, etc). Reduce the number of entities in the level. Using entity I/O, a single entity can trigger multiple entities. Look for think_limit spikes - reduce think_limit to 1 or 2 and see what shows up.
- //voip sound duck settings
- voice_overdrive 1 // How much to decrease/increase all other sounds when someone is speaking. By default this cvar is set to 2; that makes a 50% decrease. Change this cvar to 1 in order to disable overdrive. Don't set it to 0; this confuses the voice system. If you rather want to increase the game volume, set this cvar to 0.5 for a nice little volume boost to outweight the voice comm.
- snd_ducktovolume 1.0 // Volume to lower the sound to
- asw_hear_height 256 // If set, hearing audio position is this many units above the marine.
- locator_lerp_rest 0.0 // Number of seconds before moving from the center.
- locator_start_at_crosshair 1 // Start position at the crosshair instead of the top middle of the screen.
- locator_topdown_style 1 // Topdown games set this to handle distance and offscreen location differently.
- locator_background_style 1 // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
- locator_target_offset_x -75 // How many pixels to offset the locator from the target position.
- locator_target_offset_y -110 // How many pixels to offset the locator from the target position.
- locator_background_border_color "30 30 30 128" // The default color for the border.
- locator_background_border_thickness 2 // How many pixels the background borders the left and right.
- locator_background_color "0 0 0 128" // The default color for the background.
- locator_background_thickness_x 4 // How many pixels the background borders the left and right.
- locator_icon_max_size_non_ss 1.5 // Maximum scale of the icon on the screen
- locator_icon_min_size_non_ss 0.85 // Minimum scale of the icon on the screen
- locator_text_drop_shadow 0 // If enabled, a drop shadow is drawn behind caption text. PC only.
- locator_text_glow 1 // If enabled, a glow is drawn behind caption text
- locator_text_glow_color "35 214 250 128" // Color of text glow
- mat_do_not_shrink_dynamic_vb 1 // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
- // reactivedrop: moved here from newmapsettings.cfg
- r_flashlightscissor 0 // Having this enabled causes shadows to no longer be clipped at the projectedtextures frustum. This will cause added shadow rendering, and can vary in cost based on the complexity of the scene. However due to the nature of odd shadow clipping from general projected light sources, the impact on overall rendering cost is small enough to not worry about.
- cl_retire_low_priority_lights 1 // Low priority dlights are replaced by high priority ones
- //Clear Vision
- mat_bloom_scalefactor_scalar 0
- mat_depth_blur_focal_distance_override 0
- mat_depth_blur_strength_override 0 // Disable depth blur for performance
- mat_grain_enable 0 // Disable the film grain effect, which may improve performance on some machines.
- mat_vignette_enable 0 // If 0 removes the dark edges around the screen
- asw_camera_shake 0
- // uncomment a line to enable it
- //fps_max 61 // Limit frame rate to 61, needs to be migrated to newmapsettings.cfg to take effect
- rd_env_projectedtexture_enabled 0 // Disable moving lights, increases performance
- rd_info_particle_system_enabled 0 // Disable preplaced smoke, fire, sparks on maps, increases performance
- rd_simple_beacons 1 // Simplify heal and damage amplify beacons, increases performance
- rd_func_precipitation_enable 0 // Disable snow, rain and ash effects, increases performance
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement