- Joined
- Sep 6, 2010
- Messages
- 2,495
Ok so heres the thing...
Everytime I open CSS/DOD/TF2, I have to set my Shadow Detail to Low and Antialiasing mode to None. I dont know which command in my FPS (if it even exists) or what command I need to use to make it so that its always set as Low/None. It's really annoying that I have to do it everytime.
Here's my autoexec.cfg
Thanks
Everytime I open CSS/DOD/TF2, I have to set my Shadow Detail to Low and Antialiasing mode to None. I dont know which command in my FPS (if it even exists) or what command I need to use to make it so that its always set as Low/None. It's really annoying that I have to do it everytime.
Here's my autoexec.cfg
//General
cl_identiconmode "2"
cl_ragdoll_collide "0"
cl_wpn_sway_scale "0"
cl_enabledeatheffects "0"
cl_enabledeathfilmgrain "0"
g_ragdoll_fadespeed "0"
//Light and Shadow
mat_filterlightmaps "0"
mat_bloomscale "0"
r_maxdlights "0"
r_maxnewsamples "0"
r_minnewsamples "0"
r_maxsampledist "0"
r_PhysPropStaticLighting "0"
//Water Settings
r_forcewaterleaf "0"
r_waterforcereflectentities "0"
//Sound
snd_pitchquality "1"
cl_muzzleflash_dlight_3rd 0 //Disables 3rd person muzzle flashes lighting up surrounding area
cl_muzzleflash_dlight_1st 0 //Disables 1st person muzzle flashes lighting up surrounding area
cl_ragdoll_fade_time 1 //Causes dead bodies to disappear immediately (default: 15)
commentary 0 //Disables map commentary
mat_bloom 0 //Disables bloom effect
mat_bufferprimitives 1 //Buffer primitive objects
gl_clear 0 //Disables hiding of cracks/faults between textures
// Uncomment these lines if you have a good CPU but not a good Graphics Card //
r_3dnow "0"
r_mmx "1"
//_Set Materials vars_
mat_compressedtextures "1" // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom "1" // Disables bloom effects.
mat_hdr_enabled "0" // Disables HDR.
mat_hdr_level "0" // Double Disables HDR.
mat_monitorgamma "1.6" // Lower the number the brighter the screen. Only works in fullscreen.
mat_reducefillrate "1" // Reduces the fillrate when the game is run in DXLevel 8.
mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8.
mat_colorcorrection "0" // If enabled fps takes a major hit
mat_motion_blur_enabled "0"
mat_texture_limit "-1"
mat_color_projection "0"
r_spray_lifetime "1"
r_sse2 "1"
fps_max "121"
sv_forcepreload "1" // default 0;
jpeg_quality "100"
r_drawrain 0
r_worldlightmin "0"
r_worldlights "0"
cl_drawmonitors "0" // default 1; If set to 0 it won't display monitors, huge FPS boost in video stress test
cl_lagcompensation "1" // default 1;
// Ropes
// ***********************************************
rope_smooth_maxalphawidth "0"
rope_smooth_maxalpha "0"
rope_smooth_enlarge "0"
rope_smooth_minwidth "0"
rope_smooth_minalpha "0"
rope_shake "0"
rope_collide "0"
rope_rendersolid "1" // default 1;
// Water Tweaks
// ***********************************************
r_waterdrawreflection "0" // default 1;
r_waterdrawrefraction "0" // default 1;
r_updaterefracttexture "0" // default 1;
// Props
// ***********************************************
r_decalstaticprops "1" // default 1;
props_break_max_pieces "0" // default -1;
props_break_max_pieces_perframe "0" // default -1;
func_break_max_pieces "0" // default 15;
// CAL Legal Settings
cl_detaildist "1200" // and above
cl_detailfade "200"
r_drawbatchdecals "1"
// End CAL Legal Settings
// Detail Commands
// ***********************************************
r_drawflecks "0" // default 1; Disables bullet impacts
r_3dsky "0" // default 1;
r_dopixelvisibility "1" // default 1;
r_flex "0" // default 1;
// _ooooooooooooooooo_
// _Personal Settings_
// _ooooooooooooooooo_
con_enable "1" // _Enables your Console_
// _oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo_
// _Your Netcode Settings_
// _adjusts hitboxes and netcode settings for optimal registration_
// _oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo_
rate "30000" // _Max bytes/sec the host can receive data_
cl_interp "0.01" // _Interpolate object positions starting this many seconds in past_
cl_interpolate "1" // _Interpolate entities on the client_
cl_smooth "1" // _Smooth view/eye origin after prediction errors_
cl_lagcomp_errorcheck 1 // _Player index of other player to check for position errors_
cl_updaterate "101"
cl_upspeed "400" // _Number of times you requests for packets from server a second, 320 does not = 320,default = 320_
cl_cmdrate "101" // _Max number of command packets sent to server per second_
cl_cmdbackup "2"
cl_allowupload "10" // _Client uploads customization files_
cl_smoothtime "0.01"
// _oooooooooooooooooooooooooooooooooooooooooooo_
// _Set graphics settings_
// _adjusts graphics settings to boost framerate_
// _oooooooooooooooooooooooooooooooooooooooooooo_
cl_ejectbrass 0 // _disables shells flying out of guns_
cl_forcepreload 1 // _Whether we should force preloading_
cl_phys_props_enable 0 // _disables trash and cans etc_
cl_phys_props_max 0 // _disables trash and cans etc_
cl_radartype 0 // _solid radar_
cl_ragdoll_physics_enable 1 // _causes dead bodies to fade_
g_ragdoll_fadespeed 1 // _speed that dead bodies fade at_
cl_show_splashes 0 // _disables splashes when in water_
fps_max 119 // _caps FPS 101 - 500_
mat_bumpmap 0 // _disables bumpmapping_
mat_clipz 0 // _lowers water quality_
mat_fastnobump 1 // _faster bump mapping_
mat_fastspecular 1 // _fast specular lighting_
mat_mipmaptextures 1 // _texture quality decreases with distance_
mat_picmip 0 // _lower texture quality--set between 0 and 2_
mat_specular 0 // _disables specular lighting_
mat_trilinear 0 // _disables trilinear filtering_
mat_vsync 0 // _disables vertical synchronization_
mp_decals 200 // _how many bullets etc will be shown_
muzzleflash_light 0 // _disables muzzleflash_
r_avglight 0 // _disables average lighting_
r_cheapwaterend 0.1 // _worse water rendering_
r_cheapwaterstart 0 // _worse water rendering_
r_decal_cullsize 9999 // _lower texture quality at distance_
r_decals 25 // _disables player sprays_
r_drawdetailprops 0
r_drawmodeldecals 0 // _disables decals on models_
r_dynamic 0
r_eyes 0 // _removes eyes from player models_
r_lightaverage 0 // _disables average lighting_
r_lightinterp 0 // _Controls the speed of light interpolation, 0 turns off interpolation_
r_lod 3 // _adjusts model quality--set between -5 and 5_
r_propsmaxdist 1200 // _lower object fading distance_
r_renderoverlayfragment 0
r_rootlod 2 // _lower overall game detail level_
r_shadows 1 // _set to 0 to disable shadows (not recommended)_
r_teeth 0 // _removes teeth from player models_
r_waterforceexpensive 0 // _disables high-quality water_
rope_averagelight 0 // _disables average lighting on ropes_
rope_smooth 0 // _disables antialiasing on ropes_
rope_subdiv 0 // _Rope subdivision amount_
rope_wind_dist 0 // _disables wind effects on ropes_
// _oooooooooooooooooo_
// _Showing your Rates_
// _oooooooooooooooooo_
net_graph "1" // _Draw the network usage statistics_
net_scale "5"
net_graphpos "1"
net_graphsolid "1"
// _ooooooooooooooooooooooooooooooooooooooooooo_
// _Set violence settings_
// _increases blood to help you see hits better_
// _ooooooooooooooooooooooooooooooooooooooooooo_
violence_ablood 1 // _Draw alien blood_
violence_agibs 1 // _Show alien gib entities_
violence_hblood 1 // _Draw human blood_
violence_hgibs 1 // _Show human gib entities_
// _oooooooooooooooooooooooooooooo_
// _Set audio settings_
// _corrects audio synchronization_
// _oooooooooooooooooooooooooooooo_
snd_mixahead .1 // _mixes sound ahead to reduce stuttering_
// _ooooooooooooooooooooooooooo_
// _Settings for Eyes in Models_
// _ooooooooooooooooooooooooooo_
r_eyeglintlodpixels "0" // _Size of light glint or reflection of light_
r_eyesize "0" // _Size of Eyes_
r_eyeshift_z "0"
r_eyeshift_y "0"
r_eyeshift_x "0"
r_eyemove "0"
r_eyegloss "0" // _Gloss or shineiness of eyes_
// _oooooooooooooooooooooooooooooooooooo_
// _Model rendering times in miliseconds_
// _oooooooooooooooooooooooooooooooooooo_
r_drawmodelstatsoverlaymax "1.5" // _time in milliseconds beyond which a model overlay is fully red in
r_drawmodelstatsoverlay 2_
r_drawmodelstatsoverlaymin "0.1" // _time in milliseconds that a model must take to render before showing an
overlay in r_drawmodelstatsoverlay 2_
Thanks





















