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CFG Empty CFG

Mensagem  Ermac Qui Set 02, 2010 1:44 pm

// NOTE: If you experience crashes out of the blue, put all of the cvars in the threading section to "0".
// ---------------------------------------------------------------------------------------------------------------------------------
// Chris' maxframes config, designed to get you a large performance boost
// v1.055 | 30 August 2010 | fakkelbrigade.eu/chris/configs/
// ---------------------------------------------------------------------------------------------------------------------------------
// Problems or questions? Message me at http://steamcommunity.com/profiles/76561197995375493
// ---------------------------------------------------------------------------------------------------------------------------------
// Some of the commands in here are redundant to others, they are failsafes for server-side variable locks.
//
// Launch options:
// FOR FULLSCREEN: -dxlevel 80 -full -w WIDTH -h HEIGHT -console -nojoy -noipx -novid -noforcemaccel -noforcemparms -noforcemspd
// FOR WINDOWED MODE: -dxlevel 80 -sw -w WIDTH -h HEIGHT -console -noborder -nojoy -noipx -novid -noforcemaccel -noforcemparms -noforcemspd
//
// If you ignore the launch options and still ask me why stuff is weird you are legally declaring yourself retarded
// ---------------------------------------------------------------------------------------------------------------------------------
// CONFIG BEGINS
// ---------------------------------------------------------------------------------------------------------------------------------

sv_cheats "1" // To change vars that require a sv_cheats enabled server without error

// ---------------------------------------------------------------------------------------------------------------------------------
// SETTINGS THAT YOU MAY WISH TO CUSTOMISE
// ---------------------------------------------------------------------------------------------------------------------------------

// To uncomment a section, remove the // from all but the description line.

// ------------
// NET SETTINGS
// ------------

// Net settings for good connections -- UNCOMMENT THIS SECTION IF YOU WANT THESE SETTINGS
//cl_cmdrate "67"
//cl_interp "0.0152"
//cl_interp_ratio "1"
//cl_lagcompensation "1"
//cl_pred_optimize "2"
//cl_smooth "0"
//cl_smoothtime "0.01"
//cl_updaterate "67"
//rate "60000"

// Net settings for moderate or bad internet connections -- UNCOMMENT THIS SECTION IF YOU WANT THESE SETTINGS
//cl_cmdrate "40"
//cl_interp "0.025"
//cl_interp_ratio "1"
//cl_lagcompensation "1"
//cl_pred_optimize "2"
//cl_smooth "0"
//cl_smoothtime "0.01"
//cl_updaterate "40"
//rate "35000"

// ------
// SPRAYS
// ------

// Enable sprays -- not enabled by default
cl_playerspraydisable "0"
r_decals "200"
r_spray_lifetime "2"

// Disable sprays -- DELETE THIS SECTION IF YOU WANT SPRAYS ENABLED
cl_playerspraydisable "1"
r_decals "0"
r_spray_lifetime "0"

// ---------------
// FACIAL FEATURES
// ---------------

// Enable facial features -- not enabled by default
blink_duration "0.2"
r_eyes "1"
r_flex "1"
r_teeth "1"
flex_rules "1"
flex_smooth "1"

// Disable facial features -- DELETE THIS SECTION IF YOU WANT FACIAL FEATURES ENABLED
blink_duration "0"
r_eyes "0"
r_flex "0"
r_teeth "0"
flex_rules "0"
flex_smooth "0"

// -----------------
// RAGDOLLS AND GIBS
// -----------------

// Enable ragdolls and gibs -- not enabled by default
cl_phys_props_enable "1"
cl_phys_props_max "300"
cl_ragdoll_fade_time "15"
cl_ragdoll_forcefade "0"
cl_ragdoll_physics_enable "1"
g_ragdoll_fadespeed "600"
g_ragdoll_lvfadespeed "100"
props_break_max_pieces "-1"
ragdoll_sleepaftertime "5.0f"
r_propsmaxdist "1200"
violence_ablood "1"
violence_agibs "1"
violence_hblood "1"
violence_hgibs "1"

// Disable ragdolls and gibs -- DELETE THIS SECTION IF YOU WANT RAGDOLLS ENABLED
cl_phys_props_enable "0"
cl_phys_props_max "0"
cl_ragdoll_fade_time "0"
cl_ragdoll_forcefade "1"
cl_ragdoll_physics_enable "0"
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
props_break_max_pieces "0"
ragdoll_sleepaftertime "0"
r_propsmaxdist "1"
violence_ablood "0"
violence_agibs "0"
violence_hblood "0"
violence_hgibs "0"

// ---------------------------------------------------------------------------------------------------------------------------------
// END OF CUSTOMISATION
// ---------------------------------------------------------------------------------------------------------------------------------

// Cleaning up and stopping debug flooding
adsp_debug "0"
cl_clearhinthistory "1"
cl_debugrumble "0"
cl_rumblescale "0"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_debug_postprocessing_effects "0"

// Graphical
cl_burninggibs "0"
cl_detaildist "0"
cl_detailfade "0"
cl_drawmonitors "0"
cl_ejectbrass "0"
cl_muzzleflash_dlight_1st "0"
cl_show_splashes "0"
func_break_max_pieces "1"
glow_outline_effect_enable "0"
lod_transitiondist "0"
mat_alphacoverage "0"
mat_antialias "0"
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloomscale "0"
mat_bumpmap "0"
mat_colcorrection_disableentities "1"
mat_colorcorrection "0"
mat_compressedtextures "1"
mat_disablehwmorph "1"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_disable_ps_patch "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_excludetextures "1"
mat_fastnobump "1"
mat_fastspecular "1"
mat_filterlightmaps "0"
mat_filtertextures "0"
mat_forceaniso "0"
mat_forcehardwaresync "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_hdr_level "0"
mat_levelflush "0"
mat_maxframelatency "0"
mat_max_worldmesh_vertices "64"
mat_mipmaptextures "1"
mat_monitorgamma "2.0"
mat_motion_blur_enabled "0"
mat_parallaxmap "0"
mat_picmip "2"
mat_postprocessing_combine "1"
mat_postprocess_x "0"
mat_postprocess_y "0"
mat_reducefillrate "1"
mat_shadowstate "0"
mat_specular "0"
mat_trilinear "0"
mat_use_compressed_hdr_textures "1"
mat_vsync "0"
mat_wateroverlaysize "1"
mp_usehwmmodels "0"
mp_usehwmvcds "0"
muzzleflash_light "0"
rope_averagelight "0"
rope_collide "0"
rope_rendersolid "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_solid_maxalpha "0"
rope_solid_maxwidth "0"
rope_solid_minalpha "0"
rope_solid_minwidth "0"
rope_subdiv "0"
rope_wind_dist "0"
r_3dsky "0"
r_ambientboost "0"
r_ambientfactor "0"
r_ambientmin "0"
r_avglight "0"
r_bloomtintb "0"
r_bloomtintexponent "0"
r_bloomtintg "0"
r_bloomtintr "0"
r_cheapwaterend "1"
r_cheapwaterstart "1"
r_decalstaticprops "0"
r_dopixelvisibility "0"
r_drawbatchdecals "0"
r_drawdetailprops "0"
r_drawflecks "0"
r_drawmodeldecals "0"
r_drawspecificstaticprop "0"
r_dynamic "0"
r_eyemove "0"
r_fastzreject "-1"
r_flashlightdepthtexture "0"
r_flashlightrendermodels "0"
r_flashlightrenderworld "0"
r_forcewaterleaf "1"
r_hunkalloclightmaps "0"
r_lightaverage "0"
r_lightcache_zbuffercache "0"
r_lod "2"
r_maxdlights "0"
r_maxmodeldecal "0"
r_maxnewsamples "0"
r_occlusion "0"
r_physpropstaticlighting "0"
r_pixelfog "0"
r_radiosity "0"
r_renderoverlayfragment "0"
r_rootlod "2"
r_ropetranslucent "0"
r_shadowmaxrendered "0"
r_shadowrendertotexture "0"
r_shadows "0"
r_staticprop_lod "4"
r_updaterefracttexture "0"
r_visualizeproplightcaching "1"
r_waterdrawreflection "0"
r_waterdrawrefraction "1"
r_waterforceexpensive "0"
r_waterforcereflectentities "0"
r_worldlights "0"
tf_particles_disable_weather "1"

// Misc
cl_predict "1"
cl_predictweapons "1"
cl_showfps "1" // Show unsmoothed FPS meter
cl_showpluginmessages "0"
fps_max "120"
r_unloadlightmaps "0"

// Performance
cl_forcepreload "1" // Preloads maps, may cause a few seconds more loading the map at the benefit of a more consistent FPS (because the whole map is preloaded)
cl_soundemitter_flush "1"
mat_bufferprimitives "1"
mat_clipz "1" // FX owners should set this to 0
soundscape_flush "1"

// Sound
dsp_enhance_stereo "0"
dsp_slow_cpu "1"
snd_pitchquality "0"
snd_spatialize_roundrobin "1"

// Threading
cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "0"
mat_queue_mode "-1"
r_queued_post_processing "1"
r_threaded_client_shadow_manager "1"
r_threaded_particles "1"
r_threaded_renderables "1"
r_queued_decals "0"
r_queued_post_processing "0"
r_queued_ropes "0"

sv_cheats "0"

// Console printout
clear
echo "-------------------------------------------------------"
echo " Chris' maxframes config loaded. "
echo "-------------------------------------------------------"
echo "Please direct all comments/queries/whatnot to"
echo "http://steamcommunity.com/profiles/76561197995375493."
echo " "
echo "-------------------------------------------------------"
echo " Memory stats "
echo "-------------------------------------------------------"
memory
echo " "
echo "-------------------------------------------------------"
echo " Code support "
echo "-------------------------------------------------------"
r_3dnow
r_sse2
echo "-------------------------------------------------------"

Ermac

Mensagens : 219
Data de inscrição : 03/07/2010
Idade : 31

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CFG Empty Re: CFG

Mensagem  Ermac Qui Set 02, 2010 1:45 pm

@@@@@@@@@@@ FRAGGA CFG @@@@@@@@@@@@@@

mat_reducefillrate "1" // Reduces fill rate used.

mat_queue_mode "2" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
mat_mipmaptextures "1" // texture quality decreases with distance
mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.

mat_bumpmap "0" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
mat_bufferprimitives "1"
mat_clipz "1"
mat_colorcorrection "0"
mat_compressedtextures "1"

mat_compressedtextures "1"
mat_disable_bloom "1"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_forceaniso "0" // change to 0 if you notice lower fps
mat_forcehardwaresync "0"
mat_hdr_enabled "0" // Report if HDR is enabled for debugging
mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_parallaxmap "0"
mat_shadowstate "0"
mat_use_compressed_hdr_textures "1"
mat_trilinear "0" // Disables the use of Trilinear mipmapping.
mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8.

mat_aaquality "0" //
mat_softwarelighting "0"
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloomscale "0"
mat_bloom_scalefactor_scalar "0"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_disable_ps_patch "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_fastspecular "1"
mat_fastnobump "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_parallaxmap "0"
mat_diffuse "1"
mat_software_aa_blur_one_pixel_lines "0"
mat_software_aa_strength "0"
mat_software_aa_strength_vgui "0"
mat_software_aa_tap_offset "0"
mat_alphacoverage "0"
mat_non_hdr_bloom_scalefactor "0"
mat_maxframelatency "0"
mat_max_worldmesh_vertices "0"
mat_filterlightmaps "0"
mat_filtertextures "0"
mat_specular "0"

rate "30000" // Max bytes/sec the host can receive data.
cl_cmdrate "67" // Number of command pakets sent to the server per second.
cl_interp "0.02" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "67" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).

violence_agibs "0" // Show alien gib entities
violence_hgibs "0" // Show human gib entities
violence_hblood "0" // Draw human blood
violence_ablood "0" // Draw alien blood

snd_mixahead "0.1"
dsp_enhance_stereo "0"
dsp_volume "1"
dsp_slow_cpu "1"
dsp_spatial "40"
dsp_speaker "50"
dsp_water "14"
soundscape_flush "1" // Flushes the server & client side soundscapes

r_lightaverage "0"
r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
r_drawflecks "0"
r_decals "2"
r_dynamic "0"
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_decal_cullsize "15" // Decals under this size in pixels are culled // _lower texture quality at distance_
r_drawmodeldecals "0"
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0"
r_eyes "0"
r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_lod "2" // _adjusts model quality--set between -5 and 5_
r_PhysPropStaticLighting "0"
r_occlusion "1" // Activate/deactivate the occlusion system.
r_rootlod "2" // Root LOD
r_renderoverlayfragment "0"
r_spray_lifetime "0" // Number of rounds player sprays are visible
r_teeth "0"
r_worldlights "0" // number of world lights to use per vertex
r_shadowmaxrendered "0" // Max shadows the game will render.
r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model.
r_3dnow "1" // Enable/disable 3DNow code
r_3dsky "0" // Enable the rendering of 3d sky boxes
r_sse2 "1" // Enable/disable SSE2 code
r_ambientboost "0"
r_ambientmin "0"
r_ambientfactor "0"
r_ropetranslucent "0"
r_drawdetailprops "0"
r_threaded_client_shadow_manager "0"
r_threaded_particles "0"
r_threaded_renderables "0"
r_queued_decals "0"
r_queued_post_processing "1"
r_drawbatchdecals "0"
r_hunkalloclightmaps "0"
r_maxdlights "0"
r_maxmodeldecal "0"
r_maxnewsamples "0"
r_maxsampledist "0"
r_minnewsamples "0"
r_bloomtintg "0"
r_bloomtintb "0"
r_bloomtintexponent "0"
r_bloomtintr "0"
r_shadows "1"
r_lightcache_zbuffercache "0"
r_flex "0"
r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low

cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
cl_detailfade "0"
cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass "0" // Disables brass ejection
cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
cl_muzzleflash_dlight_1st "0"
cl_phys_props_enable "0"
cl_phys_props_max "0" // Maximum amount of physics props allowed.
cl_predictweapons "1" // perform client side prediction of weapon effects.
cl_predict "1" // Perform client side prediction.
tf_playergib "0"
cl_showhelp "0" // Set to 0 to not show on-screen help
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_show_splashes "0"
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_debugrumble "0" // Turn on rumble debugging spew
cl_playerspraydisable "1"
cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "0"
cl_ragdoll_collide "0"
cl_ragdoll_fade_time "0"
cl_ragdoll_physics_enable "0"
cl_ragdoll_forcefade "1"

rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "0" // Collide rope with the world
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth "0" // Do an antialiasing effect on ropes
rope_subdiv "0" // Rope subdivision amount
rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.

sv_forcepreload "1" // forces preload to help increase performance
jpeg_quality "100" // jpeg screenshot quality.
mat_monitorgamma "1.6" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
commentary "0" // Desired commentary mode state.
budget_show_history "0" // turn history graph off and on. . good to turn off on low end
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
r_propsmaxdist "1"
prop_active_gib_limit "0"
func_break_max_pieces "3"
showhitlocation "1"
mp_decals "1" // How many player sprays will be shown.
gl_clear "0"
muzzleflash_light "0"
lod_transitiondist "0"
overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
adsp_debug "0"
mp_usehwmmodels "0"
mp_usehwmvcds "0"
tf_particles_disable_weather "1"
snd_mix_async 1


Última edição por guiko em Qui Set 02, 2010 3:18 pm, editado 1 vez(es)

Ermac

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CFG Empty Re: CFG

Mensagem  Ermac Qui Set 02, 2010 1:46 pm

ambas cfg's são de FPS então o jogo vai fica feio pra caramba tipo "quadrado" Like a Star @ heaven

Ermac

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CFG Empty Re: CFG

Mensagem  Ermac Qui Set 02, 2010 1:52 pm

SOLDIER

bind mouse1 "+attack"
bind mouse2 "lastinv"

MEDIC

bind "mouse2" "+attack2; say_team -*UBER ON*-; voice_menu_3 ; slot2"
bind "mouse5" "voice_menu_2 ; slot8; say_team *FAKE UBER!*" /// se vc n tiver os botões do lado no mouse eh so mudar "mouse5" pra otra coisa tipo "bind j.."

SCOUT @ Se vc usa o taco com a bolinha n pode por lastinv tem q por "bind mouse2 +attack2"


bind mouse1 "+attack"
bind mouse2 "lastinv"

outras classes coloquem apenas

bind mouse2 +attack2


@ EDIT/ esse lastinv eh tipo um Q mas no botão direito ja q n tem função pra soldier e scout ( q n use o taco)

Ermac

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CFG Empty Re: CFG

Mensagem  Ermac Qui Set 02, 2010 1:56 pm

RIVA TURNER

http://www.baixaki.com.br/download/rivatuner.htm

como configurar: (ATI & NVIDIA)

http://tf2scout.blogspot.com/2009/07/high-lod-picmip-hack-for-tf2.html

Ermac

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CFG Empty Re: CFG

Mensagem  Wsn Qui Set 02, 2010 2:31 pm

pra qm n tem um pc muito bom e gosta de fps é isso ae Very Happy Laughing

Wsn

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CFG Empty Re: CFG

Mensagem  Ermac Qui Set 02, 2010 3:03 pm

lembrando q isso é pra qm usa DX8
eu tinha mas agora n tenho CFG dx9 qnd encontra eu posto.

Ermac

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CFG Empty Re: CFG

Mensagem  Ermac Qui Set 02, 2010 3:14 pm

Comando de NET do extremer (demoman do IDK/elpsilon)

///Rates
rate 25000
cl_interp 0.0152
cl_interp_ratio 1
cl_updaterate 66
cl_cmdrate 66
cl_smoothtime 0.0152
cl_smooth 1

///Misc
fps_max 121
voice_enable 1
viewmodel_fov 70
fov_desired 90
r_drawviewmodel 1
mat_hdr_enabled 0
r_drawflecks 0
volume 0.08
snd_surround_speakers 0
tf_remember_activeweapon 1
cl_use_tournament_specgui 1
cl_spec_carrieditems 0

///Screenshots
jpeg_quality 100
bind f5 jpeg
bind k jpeg

Ermac

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