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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' dx9frames config, designed to get you a large performance boost
  4. // v2.016 | 25 January 2013 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 95 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 95 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 95 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  13. // ----------------------------------------------------------------------------
  14.  
  15. // ----------------------------------------------------------------------------
  16. // FPS cap
  17. // ----------------------------------------------------------------------------
  18. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  19. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  20. // desirable than a variable but sometimes high framerate. A common
  21. // misconception is that if any more frames are generated than your monitor can
  22. // display, they are useless. This is wrong -- frames are used for much more
  23. // than mere display, and affect the way the game feels well past your
  24. // refresh rate.
  25. //
  26. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  27. // any case, or the discrepancy between clientside frame generation and frames
  28. // to be sent to the server will no doubt cause you many a headache, especially
  29. // when it comes down to hit registration. Other than that, I recommend
  30. // for everyone to use the value `132' (2*66), as long as you can generally
  31. // keep that value stable without regular drops.
  32. // ----------------------------------------------------------------------------
  33. // Show unsmoothed FPS meter
  34.  
  35. // ----------------------------------------------------------------------------
  36. // Net settings
  37. // ----------------------------------------------------------------------------
  38. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  39. // are a fact of life in competitive TF2, and as such, they are included here.
  40. //
  41. // A common question I am asked -- what defines whether a good connection is
  42. // good or bad? Mostly personal preference. If you're not willing to make the
  43. // choice, try both and see which is better for you.
  44. //
  45. // Generally, meeting both of the following conditions would classify it as a
  46. // good connection:
  47. //
  48. // - Ping of <80 to the average server you join
  49. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  50. //
  51. // There's some pretty good documentation on this here:
  52. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  53. //
  54. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  55. // ----------------------------------------------------------------------------
  56.  
  57. // Good connection
  58. cl_cmdrate 66
  59. cl_interp 0
  60. cl_interp_ratio 1
  61. cl_lagcompensation 1
  62. cl_pred_optimize 2
  63. cl_smooth 0
  64. cl_smoothtime 0.01
  65. cl_updaterate 66
  66. rate 60000
  67.  
  68. // Bad connection
  69. //cl_cmdrate 40
  70. //cl_interp 0
  71. //cl_interp_ratio 2
  72. //cl_lagcompensation 1
  73. //cl_pred_optimize 2
  74. //cl_smooth 0
  75. //cl_smoothtime 0.01
  76. //cl_updaterate 40
  77. //rate 35000
  78.  
  79. // ----------------------------------------------------------------------------
  80. // Sprays
  81. // ----------------------------------------------------------------------------
  82. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  83. // anyway, so if you play competitive TF2, this won't help you.
  84. // ----------------------------------------------------------------------------
  85.  
  86. // Disable sprays
  87. //cl_playerspraydisable 1
  88. //r_spray_lifetime 0
  89.  
  90. // Enable sprays -- uncomment this section if you want these settings
  91. cl_playerspraydisable 0
  92. r_spray_lifetime 2
  93.  
  94. // ----------------------------------------------------------------------------
  95. // Shadows
  96. // ----------------------------------------------------------------------------
  97.  
  98. // Disable shadows
  99. //mat_shadowstate 0
  100. //r_shadowmaxrendered 0
  101. //r_shadowrendertotexture 0
  102. //r_shadows 0
  103.  
  104. // Enable shadows -- uncomment this section if you want these settings
  105. mat_shadowstate 1
  106. r_shadowmaxrendered 11
  107. r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  108. // competitive TF2 players to see opponents standing
  109. // near the other side of a wall. You may see some
  110. // performance loss from setting this to `1'.
  111. r_shadows 1
  112.  
  113. // ----------------------------------------------------------------------------
  114. // Facial features
  115. // ----------------------------------------------------------------------------
  116.  
  117. // Disable facial features
  118. r_eyes 0
  119. r_flex 0
  120. r_lod 2
  121. r_rootlod 2
  122. r_teeth 0
  123.  
  124. // Enable facial features -- uncomment this section if you want these settings
  125. //r_eyes 1
  126. //r_flex 1
  127. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  128. //r_rootlod 1
  129. //r_teeth 1
  130.  
  131. // ----------------------------------------------------------------------------
  132. // Ragdolls
  133. // ----------------------------------------------------------------------------
  134. // You will have reduced performance on deaths which produce ragdolls.
  135. // ----------------------------------------------------------------------------
  136.  
  137. // Disable ragdolls
  138. cl_ragdoll_fade_time 0
  139. cl_ragdoll_forcefade 1
  140. cl_ragdoll_physics_enable 0
  141. g_ragdoll_fadespeed 0
  142. g_ragdoll_lvfadespeed 0
  143. ragdoll_sleepaftertime 0
  144.  
  145. // Enable ragdolls -- uncomment this section if you want these settings
  146. //cl_ragdoll_fade_time 15
  147. //cl_ragdoll_forcefade 0
  148. //cl_ragdoll_physics_enable 1
  149. //g_ragdoll_fadespeed 600
  150. //g_ragdoll_lvfadespeed 100
  151. //ragdoll_sleepaftertime "5.0f"
  152.  
  153. // ----------------------------------------------------------------------------
  154. // Gibs
  155. // ----------------------------------------------------------------------------
  156. // You will have reduced performance on deaths which produce gibs.
  157. // ----------------------------------------------------------------------------
  158.  
  159. // Disable gibs
  160. cl_phys_props_enable 0
  161. cl_phys_props_max 0
  162. props_break_max_pieces 0
  163. r_propsmaxdist 1
  164. violence_agibs 0
  165. violence_hgibs 0
  166.  
  167. // Enable gibs -- uncomment this section if you want these settings
  168. //cl_phys_props_enable 1
  169. //cl_phys_props_max 128
  170. //props_break_max_pieces -1
  171. //r_propsmaxdist 1000
  172. //violence_agibs 1
  173. //violence_hgibs 1
  174.  
  175. // ----------------------------------------------------------------------------
  176. // Graphical
  177. // ----------------------------------------------------------------------------
  178. // Now we come to the main brunt of the config. You probably don't want to mess
  179. // with this.
  180. // ----------------------------------------------------------------------------
  181. cl_detaildist 0
  182. cl_detailfade 0
  183. cl_disablehtmlmotd 0
  184. cl_drawmonitors 0
  185. cl_ejectbrass 0
  186. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  187. cl_new_impact_effects 0
  188. cl_show_splashes 0
  189. func_break_max_pieces 0
  190. glow_outline_effect_enable 0 // Cart glow effect.
  191. lod_transitiondist 0
  192. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  193. // a strange `shine' effect to appear on all players.
  194. mat_colcorrection_disableentities 1
  195. mat_colorcorrection 0
  196. mat_disable_bloom 1
  197. mat_disable_fancy_blending 1
  198. mat_disable_lightwarp 1
  199. mat_disable_d3d9ex "1"
  200. mat_envmapsize 8
  201. mat_envmaptgasize 8
  202. mat_filterlightmaps 1
  203. mat_filtertextures 1
  204. mat_forceaniso 1
  205. mat_hdr_level 0
  206. mat_max_worldmesh_vertices 512
  207. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  208. // to get it darker. Only works in fullscreen.
  209. mat_motion_blur_enabled 0
  210. mat_parallaxmap 0
  211. mat_phong 0
  212. mat_picmip 0 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  213. // at a range from -1 to 2, -1 being the best quality, 2 being the
  214. // worst.
  215. mat_reducefillrate 1
  216. mat_reduceparticles 1
  217. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  218. // non-shiny, and will remove some specular effects from in-game
  219. // entities which support it. Setting this to 1 on dx8 will
  220. // result in some strange `fire' textures replacing their
  221. // appropriate counterparts, especially on medals, and certain
  222. // hats.
  223. mat_trilinear 1
  224. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  225. mat_viewportupscale 1
  226. mat_wateroverlaysize 1
  227. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  228. // scattergun without any real performance loss.
  229. r_3dsky 0
  230. r_ambientboost 0
  231. r_ambientfactor 0
  232. r_ambientmin 0
  233. r_avglight 0
  234. r_cheapwaterend 1
  235. r_cheapwaterstart 1
  236. r_decals 9
  237. r_decalstaticprops 0
  238. r_decal_cullsize 15
  239. r_drawdetailprops 0
  240. r_drawmodeldecals 0
  241. r_drawflecks 0
  242. r_dynamic 0
  243. r_flashlightdepthtexture 0
  244. r_forcewaterleaf 1
  245. r_lightaverage 0
  246. r_maxnewsamples 2
  247. r_maxsampledist 1
  248. r_propsmaxdist 0
  249. r_renderoverlayfragment 0
  250. r_staticprop_lod 4
  251. r_waterdrawreflection 0
  252. r_waterdrawrefraction 1
  253. r_waterforceexpensive 0
  254. r_waterforcereflectentities 0
  255. rope_averagelight 0
  256. rope_collide 0
  257. rope_rendersolid 0
  258. rope_shake 0
  259. rope_smooth 0
  260. rope_subdiv 0
  261. rope_wind_dist 0
  262. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  263. // it, for example, setting this to `1'
  264. // disables rain effects on *_sawmill.
  265. tracer_extra 0
  266. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  267. violence_hblood 1
  268.  
  269. // ----------------------------------------------------------------------------
  270. // Misc
  271. // ----------------------------------------------------------------------------
  272. in_usekeyboardsampletime 0
  273. mat_clipz 1 // FX card users should set this to 0
  274. mat_forcehardwaresync 0
  275. mat_levelflush 1
  276. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  277. // silly incompatibility with the Xfire overlay. You should use
  278. // it if you can!
  279. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  280. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  281. // performed on the GPU (as opposed to on the CPU). The
  282. // value `-1' autodetects hardware support for this
  283. // feature, which is safer than forcing it.
  284.  
  285. // ----------------------------------------------------------------------------
  286. // Sound
  287. // ----------------------------------------------------------------------------
  288. // I'd be hesitant to say that you would see a great deal of performance
  289. // improvement from lowering the sound quality, but in my experience as a
  290. // competitive TF2 player, lowering the sound quality makes determination of
  291. // directionality and distance that much easier. You may see a small FPS gain
  292. // with these settings, or you may not, either way will likely have a
  293. // negligible effect on performance.
  294. // ----------------------------------------------------------------------------
  295. dsp_enhance_stereo 0
  296. dsp_slow_cpu 1
  297. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  298. // helpful in the past, as it seems to (for whatever
  299. // reason) reduce the number of TDRs experienced during
  300. // gameplay. There's some pretty good information on
  301. // TDRs (nerds only) here:
  302. // http://forums.nvidia.com/index.php?showtopic=65161
  303. snd_pitchquality 0
  304. snd_spatialize_roundrobin 1
  305.  
  306. // ----------------------------------------------------------------------------
  307. // Threading
  308. // ----------------------------------------------------------------------------
  309. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  310. // defines the threading method to be used by the material
  311. // system. It has been unstable to use in the past, but
  312. // nowadays it's generally okay.
  313. //
  314. // Here are the possible values:
  315. // -2 legacy default
  316. // -1 default
  317. // 0 synchronous single thread
  318. // 1 queued single thread
  319. // 2 queued multithreaded
  320. //
  321. // If you have problems with the value `2', try setting it to
  322. // `-1'.
  323. //
  324. // As an aside, there are quite a few bugs in the demo system
  325. // that occur when mat_queue_mode is set to a value that is
  326. // not `-1'. If you intend to do work with the demo system,
  327. // maybe you should change this.
  328.  
  329. cl_threaded_bone_setup 0
  330. cl_threaded_client_leaf_system 0
  331. r_queued_decals 0
  332. r_queued_ropes 1
  333. r_queued_post_processing 0
  334. r_threaded_client_shadow_manager 1
  335. r_threaded_particles 1
  336. r_threaded_renderables 1
  337.  
  338. // ----------------------------------------------------------------------------
  339. // Print to console
  340. // ----------------------------------------------------------------------------
  341. echo "-------------------------------------------------------"
  342. echo " Chris' dx9frames config loaded. "
  343. echo "-------------------------------------------------------"
  344. echo "Please direct all comments/queries/whatnot to"
  345. echo "#christf2 on QuakeNet."
  346.  
  347. // ----------------------------------------------------------------------------
  348. // NULL MOVEMENT
  349. // ----------------------------------------------------------------------------
  350. // Possibly the most important and useful script for any player for any
  351. // class. This simply prevents your left/right (strafing) movement from
  352. // ever being "cancelled out" due to both left and right strafe keys
  353. // being pressed at the same time; therefore, if you press both strafe
  354. // keys at the same time, only the key most recently pressed will be executed.
  355.  
  356. //Remover Sniper
  357. alias remove_scope "sv_cheats 1; testhudanim scoperemoval"
  358. remove_scope
  359.  
  360. // Violence
  361. violence_ablood "0"
  362. violence_agibs "0"
  363. violence_hblood "0"
  364. violence_hgibs "0"
  365.  
  366. // Prism Settings (for refract)
  367. mat_motion_blur_enabled 1
  368. mat_motion_blur_strength 0
  369. mat_disable_bloom 1
  370. mat_hdr_level 0
  371. mat_colcorrection_disableentities 1
  372. mat_colorcorrection 0
  373.  
  374. //Visual
  375. viewmodel_fov 90
  376. fov_desired 90
  377.  
  378. //Cosos varios
  379. sv_allow_point_servercommand always
  380. mat_phong 0
  381. tf_use_min_viewmodels
  382. bindtoggle alt r_drawviewmodel //Desactivar modelos
  383. bind p kill
  384. tf_scoreboard_mouse_mode 2
  385. bind "MWHEELDOWN" "+jump"
  386.  
  387. //Para sacar los cuerpos:
  388. cl_ragdoll_forcefade 1
  389. cl_ragdoll_fade_time 1
  390. cl_ragdoll_physics_enable 0
  391.  
  392. //Loadouts
  393. bind "KP_END" "load_itempreset 0"
  394. bind "KP_DOWNARROW" "load_itempreset 1"
  395. bind "KP_PGDN" "load_itempreset 2"
  396.  
  397. bind "KP_LEFTARROW" "load_itempreset 3"
  398.  
  399. //----------------------------\\
  400. // Woolen's Scoreboard Config \\
  401. //----------------------------\\
  402.  
  403. // Press tab to:
  404. // Display scoreboard, display netgraph with small text, display fps, display postition/speed, display errors
  405.  
  406. // Relese tab to:
  407. // Disable all of these again
  408.  
  409. bind tab "+scoreboard"
  410. alias +scoreboard "+showscores;net_graph 1;cl_showerror 1;cl_showpos 1;net_graphtext 1;cl_showfps 1;net_graphproportionalfont 1"
  411. alias -scoreboard "-showscores;net_graph 0;cl_showerror 0;cl_showpos 0;net_graphtext 0;cl_showfps 0;net_graphproportionalfont 0"
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