Need some cfg help!

P

pr0ximity

Guest
Alright, before I ask, this is my autoexec:

Code:
//Cl_ Commands

cl_cmdrate "101"			// Must be set to 100/101
cl_drawmonitors "0"			// changeable
cl_ejectbrass "0"			// changeable
cl_forcepreload "1"			// changeable
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_minmodels "1"			// changeable
cl_min_ct "1"				// changeable
cl_min_t "1"				// changeable
cl_predictweapons "1"			// changeable
cl_pred_optimize "2"			// changeable
cl_phys_props_max "50"			// Must be set to 50+
cl_ragdoll_fade_time "0"
cl_ragdoll_physics_enable "1"		// changeable
cl_ragdoll_collide "0"			// changeable
cl_smooth "1"				// changeable
cl_smoothtime "0.01"			// changeable
cl_soundscape_flush
cl_updaterate "101"			// Must be set to 100/101
cl_crosshairscale "900"
cl_dynamiccrosshair "0"
cl_crosshaircolor "4"
cl_crosshairalpha "999"
cl_crosshairusealpha "1"
cl_restrict_server_commands "0"


//Mat_ commands

mat_bloomamount_rate "0.05f"		// Must be set to "0.05f"
mat_bloomscale "0"			// changeable
mat_bumpbasis "0"			// Must be set to 0
mat_bumpmap "0"				// changeable
mat_clipz "1"				// changeable
mat_colorcorrection "0"			// changeable
mat_compressedtextures "1"		// changeable
//mat_debug				// Illegal
mat_debug_autoexposure "0"		// Must be set to 0
mat_debug_bloom "0"			// Must be set to 0
mat_debug_postprocessing_effects "0"	// Must be set to 0
mat_debug_process_halfscreen "0"	// Must be set to 0
mat_debugalttab "0"			// Must be set to 0
mat_debugdepth "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 "1"			// changeable
mat_force_bloom "0"			// Must be set to 0
mat_forcehardwaresync "0"		// changeable
mat_hdr_enabled "0"			// changeable
mat_hdroverbrightrange "16"		// Must be set to 16
mat_leafvis "0"				// Must be set to 0
mat_norendering "0"			// Must be set to 0
mat_parallaxmap "0"			// changeable
mat_picmip "0"				// Must not be higher than 2
mat_reducefillrate "1"			// changeable
mat_showlightmappage "-1"		// Must be set to -1
mat_specular "0"			// changeable
mat_surfaceid "0"			// Must be set to 0
mat_surfacemat "0"			// Must be set to 0
mat_vsync "0"				// changeable

//R_ Commands

r_ambientfraction "0.1"			// Must be set to .1
r_avglight "1"				// Must be set to 1
r_decals "0"				// changeable
r_decal_cullsize "0"			// changeable
r_dopixelvisibility "0"			// changeable
r_drawbatchdecals "0"			// changeable
r_drawdetailprops "1"			// Must be set to 1
r_drawflecks "1"			// changeable
r_drawmodeldecals "0"			// changeable
r_dynamic "0"				// changeable
r_eyes "0"				// changeable
r_flex "0"				// changeable
r_lightaverage "1"			// Must be set to 1
r_lod "-1"				// Must be set to -1/0/1/2
r_maxdlights "32"			// Must be set to 32
r_modellodscale "1"			// Must be set to 1
r_occlusion "1"				// changeable
r_renderoverlayfragment "0"		// changeable
r_rootlod "2"				// Must be set to 0/1/2
r_shadows "1"				// changeable
r_shadowmaxrendered "1"			// changeable
r_shadowrendertotexture "1"		// 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

//+showbudget				// Illegal
//+showbudget_texture			// Illegal
//+showbudget_texture_global		// Illegal
demo_recordcommands "1"			// Must be set to 1
//flush					// Illegal
//flush_locked				// Illegal
//fps_max "100"				// changeable
func_break_max_pieces "0"		// changeable
gl_clear "0"				// changeable
jpeg_quality "100"			// Must be set to 100
mp_decals "0"				// changeable
net_showevents "0"			// Must be set to 0
props_break_max_pieces "0"		// changeable
props_break_max_pieces_perframe "0"	// changeable
rate "25000"				// Must be set to 25000+
snd_flushasync				
texture_budget_background_alpha "999	// changeable
texture_budget_panel_height "0"		// changeable
texture_budget_panel_width "0"		// changeable
//timerefresh				// Illegal
voice_enable "1"			// changeable
voice_scale "1"				// changeable
voice_modenable "1"			// changeable
violence_agibs "1"			// changeable
violence_hgibs "1"			// changeable
violence_hblood "1"			// changeable
violence_ablood "1"			// changeable
//wait					// Illegal
//zoom_sensitivity_ratio "1"		// changeable

Simple CEVO FPS config, with crosshair settings and stuff thrown in. Now I have two questions:

1. When I set cl_ragdoll_physics_enable to 0, I absolutely LOVE it, no bodies getting in the way anymore, but when a player dies, their shadow remains, repeating whatever they were doing when they died and their model disappeared. Is there any way to keep the ragdolls turned off, but take the shadows away when the players die besides turning shadows off or on Low detail (which turns them off)?

2. Whenever my autoexec runs, my Textures setting on my options goes to "High", but I want it at "Low", what command in my autoexec does that, or is it outside my autoexec? I don't have -dxlevel in my launch options, and no mat_dxlevel in my autoexec either.

Thank you guys a ton for any help!
 
1. no

2. mat_picmip 2 (0-4; the higher the value the lower the texture detail; "low" is 2, "high" is 0)
 
Alright, thanks a bunch man, shame the shadows are messed up like that, but oh well. 5v5 doesn't create a whole ton of bodies anyways.
 
The player models disappear when shot, ragdolls do not appear.
 
So for example, if I'm going up spiral from lower tunnels to upper tunnels in Dust2, if there's a body laying at the top of the stairs it can get in the way of me peeking, without the ragdolls, that's never a problem. And there's less clutter all over the map.
 
Yeah also sometimes they can lie ontop of their weapons so it can be hard to find the weapon they dropped, and its alot easier to see when they are dead so u dont waste bullets/time shooting a corpse wich is fallling down.
 
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