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Link: http://codepad.org/daWj4aNs    [ raw code | fork ]

Plain Text, pasted on Mar 19:
con_enable 1
cl_showfps 1

//sound settings
dsp_slow_cpu 1

///// <<--------------------------------------------------|
///// > Multi Core Settings ||
///// |-------------------------------------------------->>
mat_queue_mode "0"											// [!-1] Multicore Utilisation
cl_threaded_bone_setup "0"
cl_interp_threadmodeticks "0"
cl_threaded_client_leaf_system "0"
host_thread_mode "0"
r_threaded_client_shadow_manager "0"
r_threaded_particles "1"
r_threaded_renderables "0"
r_queued_decals "0"
r_queued_ropes "0"
r_queued_post_processing "0"
studio_queue_mode "0"										// Play demos with MQM2
mp_usehwmmodels "-1"										// Hardware High Res Models
mp_usehwmvcds "-1"	

///// <<--------------------------------------------------|
// Violence Settings
// Increases blood to help you see hits better
///// |-------------------------------------------------->>
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1

///// <<--------------------------------------------------|
// Graphics settings to boost framerate
///// |-------------------------------------------------->>
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0 // _disables shells flying out of guns_
cl_forcepreload 1 //for server loading
cl_muzzleflash_dlight_1st 0 //disables your own muzzle flash

//FPS Settings
cl_lagcomp_errorcheck 1
cl_lagcompensation 1
cl_downloadfilter "nosounds"
cl_show_splashes 0
commentary 0


mat_picmip 2            // Texture Level
mat_antialias 0
mat_forceaniso 0        // Antiscopic Filtering
mat_trilinear 1 
mat_reducefillrate 1    // Shader Detail
mat_hdr_enabled 0       // High Dynamic Range Lighti
mat_hdr_level 0
mat_bumpmap 1           // Bumpmap Texturing
mat_specular 0          // Specular Lighting
r_lod 1                 // Model level of detail
r_rootlod 1             // Root model level of detail
r_decals 20             // Amount of decals that can be on the world at one time
r_drawdetailprops 0     // 'Detailed' props, such as grass
r_drawflecks 0          // Impact debris
r_shadows 1             // Player Shadows
r_shadowmaxrendered 32  // The amount of how many fully rendered player shadows will be drawn - anything else is rendered as a blur oval shadow
r_dynamic 0             // Dynamic lighting
r_3dsky	0               // Render the 3D skybox projection
r_WaterDrawReflection 1 // Water reflection
r_WaterDrawRefraction 1 // Water refraction
r_waterforceexpensive 0 // Detailed water
r_waterforcereflectentities 0 // Allow water object reflection
r_propsmaxdist 0        // Maximum visible distance of props
r_worldlights 0         // Lights that reflect off your weapon
r_renderoverlayfragment 0 // Overlaid textures that make up decal like effects
cl_phys_props_enable 0  // Disables trash and cans etc
cl_phys_props_max 0     // Maximum clientside physic props
cl_ragdoll_physics_enable 0 // Disables dead animations and bodies
cl_ragdoll_collide 0     // Ragdoll collisions
cl_ragdoll_forcefade 1
cl_ragdoll_fade_time 0   // Time until ragdolls disappear
ragdoll_sleepaftertime 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0

// disable ropes
r_ropetranslucent 0
rope_averagelight 0
rope_collide 0
rope_shake 0
rope_smooth 0
rope_smooth_enlarge 0
rope_smooth_maxalpha 0
rope_smooth_maxalphawidth 0
rope_smooth_minalpha 0
rope_smooth_minwidth 0
rope_subdiv 0
rope_wind_dist 0

mat_vsync 0
mat_monitorgamma 1.6  //Ingame Gamma Settings
mat_aaquality 0
mat_autoexposure_max 0
mat_autoexposure_min 0
mat_bloomscale 0
mat_bufferprimitives 0

mat_clipz 1
mat_colorcorrection 0
mat_compressedtextures 1
mat_diffuse 1
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_disable_ps_patch 1
mat_envmapsize 0
mat_excludetextures 1
mat_envmaptgasize 0
mat_filterlightmaps 1
mat_filtertextures 1
mat_forcehardwaresync 0
mat_forcemanagedtextureintohardware 0
mat_framebuffercopyoverlaysize 0
mat_mipmaptextures 1
mat_lightmap_pfms 0
mat_maxframelatency 0
mat_max_worldmesh_vertices 0
mat_parallaxmap 0
mat_shadowstate	0
mat_show_ab_hdr 0
mat_showlightmappage -1
mat_texture_limit -1
mat_use_compressed_hdr_textures 1
// review below here
mat_showenvmapmask 0
mat_showlowresimage 0
mat_showmaterials 0
mat_showmaterialsverbose 0
mat_supportflashlight 0
mat_wateroverlaysize 0
mat_motion_blur_enabled	0
mat_motion_blur_percent_of_screen_max 0
mat_softwarelighting 0
mp_decals 20
muzzleflash_light 0
net_maxfragments 1280
net_showevents 0
npc_height_adjust 1
props_break_max_pieces 0
r_PhysPropStaticLighting 0
r_ambientboost 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decal_cullsize 0
r_dopixelvisibility 1
r_drawbatchdecals 1
r_drawmodeldecals 0
r_drawmodelstatsoverlaymax 1.5
r_drawmodelstatsoverlaymin 0.01
r_drawspecificstaticprop 0

r_eyeglintlodpixels 0
r_eyemove 0
r_eyes 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyesize 0
r_fastzreject -1
r_flashlightrendermodels 0
r_unloadlightmaps 1
r_flashlightrenderworld	0
r_flex 0
r_forcewaterleaf 0
r_lightaverage 0

r_staticprop_lod 4
r_maxdlights 0
r_maxmodeldecal	0
r_maxnewsamples	0
r_maxsampledist	0
r_minnewsamples 0
r_norefresh 0
r_occlusion 1

r_queued_decals	1

r_shadowrendertotexture 1
r_spray_lifetime 0.1
r_teeth 0
r_staticpropinfo 0
r_visualizeproplightcaching 1





alias hlss-START "voice_inputfromfile 1; voice_loopback 1; +voicerecord; alias ToggleWAV hlss-STOP"
alias hlss-STOP "voice_inputfromfile 0; voice_loopback 0; -voicerecord; alias ToggleWAV hlss-START"
alias ToggleWAV "hlss-START"
voice_fadeouttime 0


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