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  1. //-------------------------------------------------------------------------------------------------------------------------------------//
  2. // 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. //
  3. //-------------------------------------------------------------------------------------------------------------------------------------//
  4.  
  5. mat_processtoolvars 0 // Launcher, Developmentonly, (default:0)
  6. mat_motion_blur_enabled 0 // Motion sharpness: /0 = Blur Disabled /1 = Blur Enabled
  7.  
  8. mat_local_contrast_enable 0
  9. mat_bloomscale 0 // Disables blooming, 0-16 (default:1)
  10. r_shadowrendertotexture 0 // Determines shadow quality. Shadow details 0-1 if r_shadowrendertotexture 0 + r_shadows 0 = no shadows at all
  11.  
  12. r_bloomtintr 0 // Red tint for Bloom, (default: 0.3)
  13. r_bloomtintg 0 // Green tint for Bloom (default: 0.59)
  14. r_bloomtintb 0 // Blue tint for Bloom (default: 0.11)
  15. r_bloomtintexponent 0 // The coefficient for Bloom effect (default: 2.2)
  16. 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.
  17.  
  18. // Distance variant wav crossfade min/max values
  19. Snd_dvar_dist_min 480 // Play full 'near' sound at this distance (default: 240)
  20. Snd_dvar_dist_max 3000 // Play full 'far' sound at this distance (default: 1320)
  21. 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.
  22.  
  23. //voip sound duck settings
  24. 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.
  25. snd_ducktovolume 1.0 // Volume to lower the sound to
  26. asw_hear_height 256 // If set, hearing audio position is this many units above the marine.
  27.  
  28. locator_lerp_rest 0.0 // Number of seconds before moving from the center.
  29. locator_start_at_crosshair 1 // Start position at the crosshair instead of the top middle of the screen.
  30. locator_topdown_style 1 // Topdown games set this to handle distance and offscreen location differently.
  31. locator_background_style 1 // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
  32. locator_target_offset_x -75 // How many pixels to offset the locator from the target position.
  33. locator_target_offset_y -110 // How many pixels to offset the locator from the target position.
  34. locator_background_border_color "30 30 30 128" // The default color for the border.
  35. locator_background_border_thickness 2 // How many pixels the background borders the left and right.
  36. locator_background_color "0 0 0 128" // The default color for the background.
  37. locator_background_thickness_x 4 // How many pixels the background borders the left and right.
  38. locator_icon_max_size_non_ss 1.5 // Maximum scale of the icon on the screen
  39. locator_icon_min_size_non_ss 0.85 // Minimum scale of the icon on the screen
  40. locator_text_drop_shadow 0 // If enabled, a drop shadow is drawn behind caption text. PC only.
  41. locator_text_glow 1 // If enabled, a glow is drawn behind caption text
  42. locator_text_glow_color "35 214 250 128" // Color of text glow
  43. mat_do_not_shrink_dynamic_vb 1 // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
  44.  
  45. // reactivedrop: moved here from newmapsettings.cfg
  46. 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.
  47. cl_retire_low_priority_lights 1 // Low priority dlights are replaced by high priority ones
  48.  
  49. //Clear Vision
  50. mat_bloom_scalefactor_scalar 0
  51. mat_depth_blur_focal_distance_override 0
  52. mat_depth_blur_strength_override 0 // Disable depth blur for performance
  53. mat_grain_enable 0 // Disable the film grain effect, which may improve performance on some machines.
  54. mat_vignette_enable 0 // If 0 removes the dark edges around the screen
  55. asw_camera_shake 0
  56.  
  57. // uncomment a line to enable it
  58. //fps_max 61 // Limit frame rate to 61, needs to be migrated to newmapsettings.cfg to take effect
  59.  
  60. rd_env_projectedtexture_enabled 0 // Disable moving lights, increases performance
  61. rd_info_particle_system_enabled 0 // Disable preplaced smoke, fire, sparks on maps, increases performance
  62. rd_simple_beacons 1 // Simplify heal and damage amplify beacons, increases performance
  63. rd_func_precipitation_enable 0 // Disable snow, rain and ash effects, increases performance
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