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11-29-2007, 08:01 AM | #1 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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Ok here goes. It's kinda messy and to be quite honest, i don't know what half of the commands do..
Code:
//Decent Looking FPS Config //---------------------- //Email all questions or concerns to mattdelhey@comcast.net //Re-name this config to "autoexec.cfg" to enable clear echo "***********************" echo "Decent FPS Configuration v1.0 loaded" echo "http://hosted.filefront.com/aosonic" echo "Email any questions or concerns to mattdelhey@comcast.net" echo "***********************" // FPS Settings // ---------------- //Cl_ Commands rate "25000" cl_cmdrate "101" // Must be set to 100/101 cl_drawmonitors "0" // changeable cl_ejectbrass "0" // changeable cl_effectdetail "1" cl_forcepreload "1" // Preloads data while loading map cl_interp "0.01" // Must be set to .01 cl_interpolate "1" // Must be set to 1 cl_lagcomp_errorcheck "1" // changeable cl_lagcompensation "1" // changeable cl_predictweapons "1" // changeable cl_pred_optimize "2" // changeable cl_phys_props_enable 0 // disables some physics stuff! cl_phys_props_max "50" // Must be set to 50+ cl_ragdoll_physics_enable "0" // changeable cl_ragdoll_collide "0" // changeable cl_smooth "0" // changeable cl_smoothtime "0.01" // changeable cl_updaterate "101" // Must be set to 100/101 cl_cmprogresstime "0.5" cl_showfps "2" //Mat_ commands mat_bloomscale "0" // changeable mat_bumpmap "1" // changeable mat_clipz "1" // changeable mat_colorcorrection "0" // changeable mat_compressedtextures "1" // changeable mat_debug_postprocessing_effects "0" // Must be set to 0 mat_debugdepthmode "0" // Must be set to 0 mat_debugdepthval "128" // Must be set to 128 mat_debugdepthvalmax "256" // Must be set to 256 mat_disable_bloom "1" // changeable mat_filterlightmaps "0" // changeable mat_forcehardwaresync "0" // changeable mat_hdr_enabled "0" // changeable mat_parallaxmap "0" // changeable mat_picmip "0" // Must not be higher than 2 mat_reducefillrate "1" // changeable mat_specular "1" // changeable mat_vsync "0" // changeable mat_antialias "0" mat_monitorgamma "1.8" mat_texture_limit "-1" mat_fastnobump "1" mat_fastspecular "1" mat_forceaniso "2" mat_trilinear "0" mat_mipmaptextures "0" // Textures worsen with distance mat_vsync "1" //R_ Commands r_fastzreject "1" r_decals "50" // changeable r_decal_cullsize "0" // changeable r_dopixelvisibility "0" // changeable r_drawbatchdecals "0" // changeable r_drawflecks "0" // changeable r_drawmodeldecals "0" // changeable r_dynamic "1" // changeable r_eyes "0" // changeable r_flex "0" // changeable r_lightaverage "1" // Must be set to 1 r_lod "0" // Must be set to -1/0/1/2 r_maxdlights "32" // Must be set to 32 r_occlusion "0" // changeable r_renderoverlayfragment "1" // changeable r_rootlod "1" // Must be set to 0/1/2 r_shadows "1" // changeable r_shadowmaxrendered "1" // changeable r_shadowrendertotexture "0" // changeable r_teeth "0" // changeable r_waterforceexpensive "0" // changeable r_waterdrawreflection "0" // changeable r_worldlights "2" // Must be set to 2 r_worldlightmin "0.0002" // Must be set to .0002 r_3dnow "1" // changeable r_mmx "1" // changeable r_sse "1" // changeable r_sse2 "1" // changeable r_3dsky 0 // changeable //Rope_ rope_averagelight "0" // changeable rope_collide "0" // changeable rope_shake "0" // changeable rope_smooth "0" // changeable rope_smooth_minwidth "0" // changeable rope_smooth_minalpha "0" // changeable rope_smooth_maxalphawidth "0" // changeable rope_smooth_maxalpha "0" // changeable rope_smooth_enlarge "0" // changeable rope_subdiv "0" // changeable rope_wind_dist "0.01" // changeable //Miscellaneous fps_max "101" // Caps fps func_break_max_pieces "3" // changeable gl_clear "1" // Must be set to 1 jpeg_quality "100" // Must be set to 100 mp_decals "50" // changeable net_showevents "0" // Must be set to 0 props_break_max_pieces "0" // changeable props_break_max_pieces_perframe "0" // changeable snd_flushasync texture_budget_background_alpha "999 // changeable texture_budget_panel_height "0" // changeable texture_budget_panel_width "0" // changeable violence_agibs "1" // changeable violence_hgibs "1" // changeable violence_hblood "1" // changeable violence_ablood "1" // changeable ragdoll_sleepaftertime "0.2f" fog_enable_water_fog "0" // disables water fog lod_Enable "1" // //Sound dsp_off "1" // If set to 1, disables audio DSP (Digital Signal Processing) in Half Life 2. This may improve performance, but will reduce the richness of audio effects. dsp_enhance_stereo "0" // If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit. dsp_slow_cpu "1" // If set to 1, reduces the quality of dsp sound effects, improving performance on systems with slower CPUs. To "downgrade" this, try playing around with:
Most of them should be changeable in-game via console, so you can take a look around and see how they affect things. If anybody has comments on the cvars/settings, they'd certainly be appreciated. My insight into what most of them actually do is pretty diffuse. Oh, and my launch properties of FF in Steam is this: -console -noforcemspd -noforcemparms -noforcemaccel -heapsize 512000 -dxlevel 81 +exec autoexec.cfg (adjust heapsize to half of your system ram) Write back on how it went! |
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02-06-2008, 05:42 PM | #2 |
I got some bread, bitch
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I need a script where you attack with your held weapon, then scloak immedeatly after.. I tried Hammocks script, it didn't work.
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02-06-2008, 05:47 PM | #3 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Code:
alias +stab "+attack" alias -stab "-attack; wait; scloak" bind g "+stab"
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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02-07-2008, 12:19 PM | #4 |
I got some bread, bitch
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This actually works, thanks a lot Satan!
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02-07-2008, 03:23 PM | #5 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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np man...I made it for my spy.cfg a while back so it was just a copy and paste job!
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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02-08-2008, 09:35 PM | #6 |
I got some bread, bitch
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Yea well, stabbing someone while cloaked, then immedeatly recloaking in the matter of a split second really is awesome.
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02-08-2008, 09:43 PM | #7 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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yeah...I actually tend to use it more for the traq...cause when I stab someone with a back stab and it's successful I've found I die more often if I cloak immediately then if I just stand there like nothing happened (cause you steal their skin / disguise).
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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