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- // ___________________
- // |DEAFPS - AUTOEXEC|
- //
- // Follow @deaFPS_ on Twitter
- //Gameplay
- //mouse_sensitivity "2" // Your mouse sensitivity. wont take any effect unless you remove the "//" at the
- // beginning
- m_rawinput "1" // Takes the direct input of your mouse
- m_filter "0" // Makes sure any kind of mouse filtering is off
- m_acceleration "0" // Once again this makes sure mouse acceleration is off
- hud_setting_minimapRotate "1" // This setting allows the minimap to rotate with you, this setting isnt present inside
- // the game
- //Binds - Feel free to customize them to your preference
- bind "F1" "disconnect" // When pressed allows to disconnect into the main-menu or ragequit, this is usefull if
- // you are at the legends screen and cant disconnect
- bind "F3" "mat_setvideomode 1280 720 0 0" // changes res to 1440x900
- bind "F4" "mat_setvideomode 1024 576 0 0" // changes res to 1920x1080
- bind "F7" "exec autoexec.cfg" // If you have accedently changes something in the video options just press F7 and the
- // settings will load again
- bind "w" "+forward; dof_enable 0" // This disables the Weapon DOF, this setting is reanabled by joining a new match so
- // this is the only way to disable it
- //Scripts
- // No Muzzleflash script
- alias "+shoot" "+attack; r_particle_timescale 600"
- alias "-shoot" "-attack; r_particle_timescale 1"
- bind "mouse1" "+shoot"
- bind "TAB" "particle_remove_all; toggle_inventory" 0 // Disables dust and gives around 50FPS but has to be
- // reenabled every match. So binding it to INVENTORY makes sure
- // you will press it atleast once a match!
- //Graphics and Performance Based Commands - Unfortunately i am not able to explain all of them
- //mat_antialias_mode 0 // Disables Antialiasing
- mat_diffuse 1 // No known description, but gives a fair amount of performance
- mat_disable_bloom 1 // Disables Glow spread of the light
- mat_disable_lightmap_ambient 1 // Disables the ambient lightmap
- mat_disable_lightmaps 1 // Disables the lightmap
- mat_disable_model_ambient 1 // Disables the impact of light on some models
- mat_drawflat 1 // Apparently disables something like Tessalation or Parallax
- mat_depthfeather_enable 0 // DoF smoothing
- mat_debug_tonemapping_disable 1 // Disables Debuging of Tonemaps?
- mat_detail_tex 0
- mat_enable_ssr 0 // SSR = Screen Space Reflections
- mat_fastnobump 0 // Faster Bumpmapping, may cause crashes so put to 1 at own risk
- mat_fastspecular 0 // Faster Specularmapping, may cause crashes so put to 1 at own risk
- mat_global_lighting 0
- mat_hdr_enabled 0 // Disables HDR
- mat_hdr_level 0
- mat_norendering 1
- mat_postprocess_enable 0 // Post Process effects are effects like motionblur that are added afterwards on top
- mat_reducefillrate 1
- mat_screen_blur_enabled 0 // Disables the blur effect on the HUD, this gives you like 5-10 more fps
- mat_dynamic_tonemapping 0 // Disables the dynamic change of the tonemaps
- mat_fxaa_enable 0 // This makes sure FXAA is off
- mat_use_compressed_hdr_textures 0 // Setting that is reffering to mat_hdr_enabled
- mat_mip_linear 1
- mat_picmip 4 // Basically this is the texture Quallity 4 = Lowest ... 1 = High
- stream_memory 0 // Change this to 0 if you want to use mat_picmip 4
- mat_phong 0
- mat_filtertextures 0 // Unfiltered texures
- mat_filterlightmaps 0 // Unfiltered lightmaps
- mat_envmap_scale 0 // Environment mapping scale
- fog_enable 0 // Should disable fog... but sadly not everywhere
- fog_enable_water_fog 0 // Disables water fog
- fog_enableskybox 0 // Removes the fog from the skybox
- r_dynamic 0 // Removes the Ambient light for example when fireing a gun the near surroundings wont
- // be lit by the muzzleflash
- r_fastzreject 0 // If set to 1 activates a fast z-setting algorithm which takes advantage of hardware
- // fast z reject for improved performance. If set to -1 detects your default hardware
- // setting for this option.
- r_forcecheapwater 1 // Water only cost you half a dollar OMEGALUL
- r_modeldecal_maxtotal 1
- r_particle_lighting_enable 0
- r_particle_low_res_enable 1
- r_updaterefracttexture 0
- r_updaterefracttexture_allowmultiple 0
- r_threaded_client_shadow_manager 1
- r_threaded_renderables 1
- r_queued_ropes 1
- r_queued_decals 1
- r_queued_post_processing 1
- r_WaterDrawReflection 0
- r_jiggle_bones 0
- r_decals 0 // No bullet impacts
- r_rimlight 0
- r_volumetric_lighting_enabled 0
- r_lod_switch_scale 0.3 // Distance at where the low end models are loaded
- r_threaded_client_shadow_manager 1
- r_threaded_renderables 1
- r_queued_ropes 1
- r_queued_decals 1
- r_queued_post_processing 1
- r_threaded_particles 1
- volumetric_lighting 0
- shadow_capable 0
- shadow_enable 0
- shadow_maxdynamic 0
- ssao_enabled 0 // Disables Ambient Ocullusion
- modeldecals_forceAllowed -1
- dvs_enable 0 // Disables Adaptive Resolution
- particle_cpu_level 0
- cl_disable_ragdolls 1 // Disables Ragdoll
- cl_particle_limiter_max_particle_count 1
- cl_particle_limiter_max_system_count 1
- cl_particle_fallback_base 0
- cl_particle_fallback_multiplier 0
- cl_cull_weapon_fx 0
- cl_ragdoll_maxcount 0 // Disables Ragdoll
- cl_ragdoll_self_collision 0 // Disables Ragdoll on self
- cl_use_simd_bones 0
- cl_simdbones_slerp 0
- cl_gib_allow 0
- cl_threaded_bone_setup 1
- cl_threaded_client_leaf_system 1
- cl_forcepreload 1 // Forces to preload all models and textures... Put to 0 if this causes troubble
- cl_ragdoll_force_fade_time 0
- cl_ragdoll_force_fade_time_local_view_player 0
- cl_ragdoll_force_fade_time_on_moving_geo 0
- lightmap_realtimelight 0
- lightmap_realtimeshadows 0
- lightmap_ambient 0
- csm_enabled 0 // Disables Cascaded Shadows
- csm_world_shadows 0 // Seems to have no effect put still here why not
- sssss_enable 0
- viewmodel_selfshadow 0 // Disables shadow of your own playermodel on your gun
- static_shadow_res 1
- violence_ablood 0
- violence_hblood 0
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