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TheLowSpecGamer

half life 2 with explanations

Feb 13th, 2017
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  1. //distance level of detail, also models (requires cheat for 8)
  2. r_lod 8
  3.  
  4. //do not draw decals
  5. r_drawdecals 0
  6. r_decals 0
  7. r_decalstaticprops 0
  8. r_drawmodeldecals 0
  9. r_maxmodeldecal 0
  10.  
  11. //dxlevel 7
  12. mat_dxlevel 70
  13.  
  14. //less ragdoll physics
  15. cl_ragdoll_collide 0
  16.  
  17. //super blurry textures
  18. mat_picmip 4
  19.  
  20. //disable water reflections
  21. r_WaterDrawReflection 0
  22.  
  23. // disable water refractions
  24. r_WaterDrawRefraction 0
  25.  
  26. // disable ligthining - kinda crashy
  27. mat_diffuse 0
  28.  
  29. // disable bumb mapping
  30. mat_bumpmap 0
  31.  
  32. // disable shadows
  33. r_shadows 0
  34.  
  35. // disable anisotropic filtering
  36. mat_forceaniso 0
  37.  
  38. // disables mipmap textures
  39. mat_mipmaptextures 0
  40.  
  41. // textures will be blocky and unrealistic
  42. mat_filtertextures 0
  43.  
  44. // resolution of environment maps that are used for reflective surfaces.
  45. mat_envmapsize 0
  46.  
  47. // disable anti-aliasing (also on setup screen)
  48. mat_antialias 0
  49.  
  50. // Disable clientside physics props
  51. cl_phys_props_enable 0
  52.  
  53. // Time between characters blinking (woa). 0 means no blinking
  54. blink_duration 0
  55.  
  56. // no shells ejected during gunfire
  57. cl_ejectbrass 0
  58.  
  59. // blocky light maps
  60. mat_filterlightmaps 0
  61.  
  62. // load blocky textures
  63. mat_showlowresimage 1
  64.  
  65. // disable lights from firing guns
  66. muzzleflash_light 0
  67.  
  68. // disable pieces of brekable stuff. They just vanish now
  69. props_break_max_pieces 0
  70.  
  71. // disable pieces of brekable stuff. They just vanish now
  72. props_break_max_pieces_perframe 0
  73.  
  74. // disable sky 3d boxes
  75. r_3dsky 0
  76.  
  77. // no sky. The sky ghosts all other elements. Looks whack
  78. r_drawskybox 0
  79.  
  80. // disable dynamic lighting
  81. r_dynamic 0
  82. r_dynamiclighting 0
  83. r_maxdlights 0
  84.  
  85. // disable eye moment
  86. r_eyemove 0
  87.  
  88. // disable eyes (Yes, really)
  89. r_eyes 0
  90.  
  91. // disable teeth (yes, really)
  92. r_teeth 0
  93.  
  94. // disable radiosity
  95. r_radiosity 0
  96.  
  97. // numer of world lights per vertex
  98. r_worldlights 0
  99.  
  100. // Makes ropes use average of cubemap lighting instead of max intensity.
  101. rope_averagelight 0
  102.  
  103. //disable rope colliding
  104. rope_collide 0
  105. rope_rendersolid 0
  106. rope_shake 0
  107.  
  108. // Disable antialiasing effect on ropes
  109. rope_smooth 0
  110. rope_smooth_enlarge 0
  111. rope_smooth_maxalpha 0
  112. rope_smooth_maxalphawidth 0
  113. rope_smooth_minalpha 0
  114. rope_smooth_minwidth 0
  115.  
  116. // Rope subdivision amount
  117. rope_subdiv 0
  118.  
  119. // Don't use CPU applying small wind gusts to ropes
  120. rope_wind_dist 0.01
  121.  
  122. //disable blood and violence particles
  123. violence_ablood 0
  124. violence_agibs 0
  125. violence_hblood 0
  126. violence_hgibs 0
  127.  
  128. //no character expressions when not looking at them
  129. ai_expression_optimization 1
  130.  
  131. //minimum detail distance for things like grass (0 = no grass)
  132. cl_detaildist 0
  133.  
  134. //disable water splashes
  135. cl_show_splashes 0
  136.  
  137. //disable specular lighting (everything looks shinny)
  138. mat_specular 0
  139.  
  140. //disable some impact particles
  141. r_drawflecks 0
  142.  
  143. //disables high quality explosions
  144. sv_robust_explosions 0
  145.  
  146. //disable fog
  147. fog_enable 0
  148. fog_enable_water_fog 0
  149.  
  150.  
  151.  
  152. mat_queue_mode 2 // better texture rendering on multicore systems
  153. snd_mix_async 1 // If set to 1, this command will allow multi-core CPUs to run most of the sound engine in parallel with the renderer
  154. r_threaded_particles 1 // multithreaded particles
  155. r_threaded_renderables 1 // Determines whether part of the rendering system is multi-threaded
  156. mat_fastnobump 1 // remove bump mapping on the floor
  157. sv_forcepreload 1 // preload everything server side
  158. cl_detailfade 0 // (experiment) set the distance for detail fade
  159. cl_maxrenderable_dist 500 // (experiment) (cheat) draw distance
  160. lod_TransitionDist 100 // (experiment) lod distance
  161. mat_hsv 1 // (experiment) disables color
  162. mat_softwarelighting 1 // (experiment) uses software for lights
  163.  
  164.  
  165. sv_cheats 1 //cheats needed for some commands
  166. mat_fullbright 1 //cheat that disables all darkness. Not sure about performance. Compensates mat_diffuse
  167. r_drawparticles 0 // disable particles
  168. mat_drawwater 0 // water is not drawn
  169. r_DrawRain 0 //rain is not drawn
  170. r_drawropes 0 //ropes are not drawn (like power lines)
  171.  
  172. cl_showfps 2
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