11-28-2007, 09:19 AM | #141 |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
|
Well didnt know really where to post this but since you guys pretty much the best at scripts and configs, i thought i post my Q here.
ok im using the decent fps config someone posted in the forum, but for some reason all models have this white glow to them. Someone told me changing mat_bumpmap and mat_specular both to 0 or 1 i tried that but no result. So maybe you guys could help me with this. Actually let me just paste what i got in my autoexec i think that will help alot more instead of me trying to explain. I think the sniper and soldier dont have the glow but all other classes do. //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" cl_drawmonitors "0" cl_ejectbrass "0" cl_forcepreload "0" cl_interp "0.01" cl_interpolate "1" cl_lagcomp_errorcheck "1" cl_lagcompensation "1" cl_predictweapons "1" cl_pred_optimize "2" cl_phys_props_max "50" cl_ragdoll_physics_enable "0" cl_ragdoll_collide "0" cl_smooth "1" cl_smoothtime "0.01" cl_updaterate "101" //Mat_ commands mat_bloomscale "0" mat_bumpmap "0" mat_clipz "1" mat_colorcorrection "0" mat_compressedtextures "1" mat_debug_postprocessing_effects "0" mat_debugdepthmode "0" mat_debugdepthval "128" mat_debugdepthvalmax "256" mat_disable_bloom "1" mat_filterlightmaps "0" mat_forcehardwaresync "0" mat_hdr_enabled "0" mat_parallaxmap "0" mat_picmip "0" mat_reducefillrate "1" mat_specular "0" mat_vsync "0" mat_antialias "0" mat_monitorgamma "1.6" mat_texture_limit "-1" mat_fastnobump "1" mat_fastspecular "1" mat_forceaniso "0" mat_trilinear "1" //R_ Commands r_fastzreject "1" r_decals "300" r_decal_cullsize "0" r_dopixelvisibility "0" r_drawbatchdecals "0" r_drawflecks "0" r_drawmodeldecals "0" r_dynamic "0" r_eyes "0" r_flex "0" r_lightaverage "1" r_lod "0" r_maxdlights "32" r_occlusion "1" r_renderoverlayfragment "0" r_rootlod "1" r_shadows "1" r_shadowmaxrendered "1" r_shadowrendertotexture "1" r_teeth "0" r_waterforceexpensive "0" r_waterdrawreflection "0" r_worldlights "2" r_worldlightmin "0.0002" r_3dnow "1" r_mmx "1" r_sse "1" r_sse2 "1" r_3dsky 0 //Rope_ rope_averagelight "0" rope_collide "0" rope_shake "0" rope_smooth "0" rope_smooth_minwidth "0" rope_smooth_minalpha "0" rope_smooth_maxalphawidth "0" rope_smooth_maxalpha "0" rope_smooth_enlarge "0" rope_subdiv "0" rope_wind_dist "0.01" //Miscellaneous fps_max "101" func_break_max_pieces "0" gl_clear "1" jpeg_quality "100" mp_decals "300" net_showevents "0" props_break_max_pieces "0" props_break_max_pieces_perframe "0" snd_flushasync texture_budget_background_alpha "999 texture_budget_panel_height "0" texture_budget_panel_width "0" voice_enable "1" voice_scale "1" voice_modenable "1" violence_agibs "1" violence_hgibs "1" violence_hblood "1" violence_ablood "1" Also i made both autoexec and config.cfg read only.
__________________
|
|
11-28-2007, 09:27 AM | #142 |
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
|
hi soulja - have you tried changing around your dxlevels? add "-dxlevel 70", "80", "81" (which i'm currently using), or "90" to the launch options in the game's properties. That'll change the directx level fortress forever will use. I seem to vaguely remember the white glow in conjunction with dxlevel 70, but it might just be my imagination..
|
|
11-28-2007, 12:10 PM | #143 |
Mapper ^^
|
Sorry, I Can't help you with that, I don't understand FF settings very well ATM. Haven't tryed CMDS 1 by 1.
|
|
11-28-2007, 08:24 PM | #144 | |
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
|
Quote:
Code:
// -------- //---- Sabotage ---- // -------- alias sab_1 "sentrysabotage" alias sab_2 "dispensersabotage" alias sabsg "sab_1; wait; default; wait; speak vox/female/s.g." alias sabdis "sab_2; wait; default; wait; speak vox/female/dispenser" alias sabboth "sab_1; wait; sab_2; wait; default; wait; speak vox/female/both" alias sabmenu "bind 1 sabsg; wait; echo 1) Sabotage SG; wait; bind 2 sabdis; wait; echo 2) Sabotage Dispenser; wait; bind 3 sabboth; wait; echo 3) Sabotage Both; wait; bind 0 default; wait; echo 0) Defaults" bind ctrl "sabmenu" When you hit ctrl it will rebind keys 1, 2, and 3 as follows: 1 = Sabotage SG and rebind keys (back to defaults) 2 = Sabotage Disp. and rebind 3 = Sabotage All / Both and rebind 0 = Rebind to default (fail safe it you accidently hit the wrong key) You will also want to put this in your autoexec.cfg Code:
// ------- //---- Default ---- // ------- alias d_1 "wait;bind 1 slot1" alias d_2 "wait;bind 2 slot2" alias d_3 "wait;bind 3 slot3" alias d_4 "wait;bind 4 slot4" alias d_5 "wait;bind 5 slot5" alias d_6 "wait;bind 6 slot6" alias default "wait;d_1;wait;d_2;wait;d_3;wait;d_4;wait;d_5;wait;d_6" I have it set now to echo them in consol so if you get confused you can hit your console and it will be shown in there (time consuming, but you generally memorize them fairly quickly) I remember somewhere someone suggesting a messageme mode or say_me mode where you could send yourself chat messages to compensate for the loss of echo and such, but until DrEvil gets a bit and codes it in we're all pretty much SOL. ~hope it helps
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
|
11-28-2007, 08:30 PM | #145 |
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
|
Zero...I'm not really sure which command would be doing it...pretty much going to have to just tinker with it for a bit to see if you can figure it out.
I know most of those commands, but I'm not sure why they would be giving you the white glow... Also have you tried emailing the creator: "Email any questions or concerns to mattdelhey@comcast.net" ~ I know that's kind of a half asses answer, and if I get the time I will try to look into it, but it may take me a bit so you might want to try that in the meantime!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
11-29-2007, 01:23 AM | #146 |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
|
yes i e-mailed him he never responded. and i tried tinkering with th settings but no luck :\ thx for trying doc if you do decide to look into it a bit that be nice ill keep checking back
__________________
|
|
11-29-2007, 01:26 AM | #147 |
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
|
Dr.Satan: Thanks a lot, i'll play around with this as soon as i find the time - again, much appreciated.
Soulja: from my own experience trying to squeeze out more fps, it had to be a combo of specular/bumpmap and possibly dxlevel. i had that strange whitish glow on one occasion as well, so i'm pretty sure you can fix it messing around with these settings. I don't have much time over the next few days, but i'll try messing around with my settings to reproduce it. Alternatively, i could send you my autoexec.cfg if you're interested (it's based off of the same FPS cfg from the forums here) |
|
11-29-2007, 01:29 AM | #148 |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
|
ahh thx pf i willl give yours a go my friend uses it to but only what he needed he put in the autoexec to get betetr fps rly so yea paste me it and ill try it im using dx8
__________________
|
|
11-29-2007, 09:01 AM | #149 |
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
|
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! |
|
02-06-2008, 06:42 PM | #150 |
I got some bread, bitch
|
I need a script where you attack with your held weapon, then scloak immedeatly after.. I tried Hammocks script, it didn't work.
|
|
02-06-2008, 06:47 PM | #151 |
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
|
Code:
alias +stab "+attack" alias -stab "-attack; wait; scloak" bind g "+stab"
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
02-07-2008, 01:19 PM | #152 |
I got some bread, bitch
|
This actually works, thanks a lot Satan!
|
|
02-07-2008, 04:23 PM | #153 |
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
|
np man...I made it for my spy.cfg a while back so it was just a copy and paste job!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
02-08-2008, 10:35 PM | #154 |
I got some bread, bitch
|
Yea well, stabbing someone while cloaked, then immedeatly recloaking in the matter of a split second really is awesome.
|
|
02-08-2008, 10:43 PM | #155 |
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
|
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 |
|
06-06-2008, 01:56 PM | #156 |
I got some bread, bitch
|
BUMP. I wonder if this is possible: A script for the classes with both shotguns..
When bound key is pressed, you fire your super shotgun, then switch to normal shotgun, then switch to super shotgun, then switch to normal, et cetera. Can it be done via scripting? |
|
06-06-2008, 07:31 PM | #157 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
|
Example of classes.cfg
echo SNIPER CFG LOADED alias sniperg "slot2; bind MOUSE4 ar" alias ar "slot3; bind MOUSE4 sniperg" bind "MOUSE4" "sniperg" bind "MOUSE5" "slot4" echo ENGINEER CFG LOADED alias gpipe "slot3; bind MOUSE4 bpipe" alias bpipe "slot1; bind MOUSE4 gpipe" bind MOUSE4 gpipe bind "MOUSE5" "slot2" and in CFG i use bind "MOUSE4" "rpg" not sure if its right :P i use mouse 4 to change between my prefered 2 weapons of each class and mouse 5 to use the less powerfull weapon, for when i run out of reload. Last edited by zE; 06-06-2008 at 07:39 PM. |
|
06-06-2008, 09:12 PM | #158 |
Fortress Forever Staff
Join Date: Sep 2007
Class/Position: O: Scout Affiliations: {NFO} - New Family Order Posts Rated Helpful 0 Times
|
zE why does your engineer have blue pipes and green pipes? HACKER!
Handym please describe what you want more clearly. |
|
06-06-2008, 10:37 PM | #159 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
|
lolz h4x indeed^^ prolly forget to change the name of it, but still works
|
|
06-07-2008, 11:24 PM | #160 | |
I got some bread, bitch
|
Quote:
|
|
|
Currently Active Users Viewing This Thread: 2 (0 members and 2 guests) | |
|
|