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  • Tweaks!

    Here are my settings for what I hope are max quality ... the only problem is that the game quits. I have removed all of the cvars that are now considered cheats. Hopefully somebody will be able to tell me which cvar is causing the problem, and if the values that I am using are correct. The reason for the #'s are for troubleshooting. If there is a problem, I know where it occurs, because the echo statements are displayed in the console.

    I have no clue why, but the game is still quiting, even when the refresh rate is not forced. In addition to these tweaks, I am also using the following command line parameters when launching the game, "-heapsize 1048576 -high". Heapsize tells the system how much memory to allocate to the game, while high lets the CPU know that the game deserves more processing power. I cannot figure out why the game is quiting, and it's driving me mad!

    echo #########################
    echo ### Tweaking Settings ###
    echo #########################

    echo ### HUD ###
    cl_radaralpha 255 // (def. 200) min. 0.000000 max. 255.000000
    cl_radartype 1
    cl_radar_locked 1 // Lock radar to preset position
    cl_autohelp 0 // Enable autohelp
    cl_autowepswitch 0 // Automatic switch to better guns when picked up
    cl_c4progressbar 1 // Enables progressbar when defusing c4
    cl_righthand 1 // Use right-hand view models
    cl_showfps 0 // Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
    cl_showtextmsg 1 // Enables text messages printing on the screen
    con_notifytime 8 // How long to display recent console text to the upper part of the game window
    hud_centerid 1 // Center player id
    hud_deathnotice_time 8 // Sets how long death messages remain onscreen
    hud_drawhistory_time 8 // Sets how long messages remain onscreen
    hud_saytext_time 8 // Sets how long chat messages remain onscreen
    hud_showtargetid 1 // Shows target id when pointed at with cursor
    hud_fastswitch 1 // Quick weapon selection
    overview_locked 0 // Locks map angles so the map does not follow your point of view angle (off or on)
    overview_tracks 0 // Shows player tracks in map overview (off or on)
    overview_preferred_mode 1 // Determines preferred overview mode while in spectator mode (off, mini-map, full map)
    overview_names 1 // Shows player name in map overview (off or on)
    overview_alpha 1 // Determines how visible the overview map is (1 = 100%)
    overview_health 1 // Show player health in map overview

    echo #############
    echo ### Sound ###
    echo #############
    bgmvolume 0 // CD sound playback volume
    dsp_enhance_stereo 1 // If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit
    dsp_slow_cpu 0
    dsp_volume 2 // Max = 2. Determines the volume of the background dsp effects. If the volume is increased, the impact of dsp enhancement will be exaggerated with no performance impact
    dsp_vol_5ch 1
    snd_profile 0 // If set to 1, shows dsp usage stats in the console
    snd_mixahead 1 // Mixes sound ahead to reduce stuttering. Set between 0 and 1, the higher the value the less stuttering and more synchronized sound will be, but performance may be reduced. A value of 0.5 to 0.7 will help reduce stuttering in the game. If you experience no stuttering, lower this value to gain some performance
    snd_async_fullyasync 0 // If set to 1, sound may go out of synch with actions but you will experience reduced loading pauses and stuttering. Usually best left disabled
    snd_musicvolume 0.000000 // Music volume
    volume 0.5 // Sets the volume
    // cl_downloadfilter "nosounds" // Disable downloading of sounds when connecting to a server

    echo ### Water ###
    mat_wateroverlaysize 32 // Lowers water quality
    r_cheapwaterend 0 // Worse water rendering
    r_cheapwaterstart 0 // Worse water rendering
    r_waterforceexpensive 1 // Disables water reflection
    r_waterforcereflectentities 1 // Disables water reflection
    r_waterdrawreflection 1 // If set to 0, disables all reflections on top of water. This will boost performance at the cost of realism however you may experience graphical anomalies on the water
    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
    cl_show_splashes 1 // Disables water splashes

    echo ##############
    echo ### Models ###
    cl_minmodels 0 // Uses one player model for each team
    cl_min_ct 3 // Sets the CT model skin with minmodels enabled. 1=Seal_Team_6 2=GSG_9 3=SAS 4=GIGN
    cl_min_t 3 // Sets the T model skin with minmodels enabled. 1=Phoenix_Connexion 2=Elite_Crew 3=Arctic_Avengers 4=Guerilla_Warfare
    cl_ragdoll_physics_enable 1 // Turns on ragdoll when a model gets killed. When turned off the model will disapear in thin air instead
    cl_ragdoll_collide 1 // Turns on the possibility of dying models to stack ontop of eachother
    r_drawmodeldecals 1 // Show blood on models. This command made me crash when enabled together with r_rootlod 7 and r_lod 5. This happened only when I was shooting at someone
    r_maxmodeldecal 128 // If r_drawmodeldecals is enabled, this number determines the maximum number of decals which can be drawn on a model. The higher the setting the greater the performance impact when firing at models
    r_rootlod 0 // Model detail. Max detail = 0. Minimum detail = 7
    r_lod 0 // Determines the rate at which level of detail (lod) is stripped from objects as they recede away from the player. The lower the value, the more detail remains visible on objects as they progress into the distance, reducing performance but increasing image quality
    r_eyeglintlodpixels 10 // Removes eyes graphic on playermodels
    r_eyegloss 1 // Removes eyes graphic on playermodels
    r_eyemove 1 // Removes eyes graphic on playermodels
    r_eyes 1 // Removes eyes graphic on playermodels
    r_teeth 1 // Removes teeth graphic on playermodels

    echo ################
    echo ### Lighting ###
    r_lightaverage 1 // Disables average lighting
    r_shadows 1 // Enables shadows on playermodels
    r_shadowmaxrendered 32 // Maximum shadows rendered (Default=32)
    r_shadowrendertotexture 1 // Render shadow to texture
    r_dynamic 1 // Enable/Disable dynamic lighting
    r_maxdlights 32 // Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in such situations
    mat_specular 1 // Disables specularity for perf testing
    mat_fastspecular 0 // Fast specular lighting
    mat_hdr_enabled 0 // Enables High Dynamic Range if the map supports it. A light effect, first introduced in HL2 Lost coast
    // 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_bloomscale 1
    mat_disable_bloom 0 // (Default=0)
    mat_disable_fancy_blending 0 // (Default=0)
    mat_disable_lightwarp 0 // (Default=0)
    mat_disable_ps_patch 0 // (Default=0)
    mat_monitorgamma 1.6 // Sets screen brightness. 1.6 is the brightest
    mat_filterlightmaps 1 // If set to 1, static lightmaps are rendered correctly. If set to 0, all areas of pre-rendered lighting will be blocky and unrealistic, but performance will be improved slightly at the cost of realism
    muzzleflash_light 1 // Disable/Enable muzzleflash
    cl_c4dynamiclight 1 // Draw dynamic light when planted c4 flashes
    rope_averagelight 1 // Disables average lighting on ropes

    echo ################
    echo ### Graphics ###
    budget_show_history 0 // Turn history graph off and on. good to turn off on low end
    cl_drawmonitors 1
    cl_logofile 1 // Disable spraylogos
    cl_ejectbrass 1 // If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance especially during heavy combat
    cl_phys_props_max 100 // Maximum clientside physic props
    lod_enable 0 // If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. This should be set to 1 for optimal performance, or 0 for maximum image quality
    lod_transitiondist 1000 // The distance at which the lod is reduced on objects. The higher this range, the lower your performance but the better distant objects will appear
    r_3dsky 1 // 3 dimentional skybox
    r_occlusion 1 // Disable/Enable occlusion. If disabled lowers image quality but gains FPS
    r_decals 4096 // Specifies the maximum number of decals visible at any one time (0 removes player sprays)
    r_decal_cullsize 0 // makes decals appear from any distance
    r_renderoverlayfragment 1 // Removes useless adition to texture. Like flags, posters and tekst on walls
    r_drawflecks 1 // If set to 1, small chunks of rubble and dirt will be thrown up around bullet impact points. If set to 0, these 'flecks' will be disabled, reducing realism but improving performance
    rope_smooth 0 // Enable antialiasing effect on ropes
    // rope_smooth_enlarge 100 // How much to enlarge ropes in screen space for antialiasing effect
    // rope_subdiv 1
    // rope_wind_dist 1 // Disable wind effects on ropes
    // rope_shake 1 // Disable wind effects on ropes
    mat_reducefillrate 0 // Reduces shader fill rate (1=Low, 0=High)
    mat_bumpmap 1 // Disables bumpmapping
    mat_clipz 0 // Disable non visible object rendering
    mat_picmip 0 // Level of detail on textures
    mat_compressedtextures 0 // Uses compressed textures for optimal performance process
    mat_fastnobump 0 // If set to 1, floor textures have all bump mapping removed and will appear flat and smooth
    mat_forcemanagedtextureintohardware 1 // [0,1] - If set to 1, attempts to force texture information into your Video RAM at the start of a level, alleviating any stuttering in the game. Note, this setting was introduced with the stutter fix patch (See Patches Mods & Steam section for details). Also note that from feedback and in my experience this setting can reduce FPS by up to 50%. Setting this variable to 0 may improve performance on some machines.
    mat_vsync 1 // Syncronize frames per second to monitor refresh rate
    mat_trilinear 1 // Disable/Enable trilinear filtering
    mat_forceaniso 0 // Level of anisotrophic filtering (0/2/4/8/16)
    mat_antialias 0 // Level of antialiasing (0/2/4/6)
    // mat_hsv 0 // [0,1] - If set to 1, converts everything to black and white.
    mat_dxlevel 90 // [dxversion] - Determines the shader version for special effects applied to materials. Options include 70, 80, 81 and 90 (e.g. mat_dxlevel 81). This is similar to the -dxlevel switch in the Advanced Tweaking section on page 7. Using shader versions lower than the highest level supported by your card will improve performance at the cost of varying degrees of image quality loss (depending on the shader version used).

    echo ###################
    echo ### Performance ###
    r_fastzreject 0 // [-1,0,1] - If set to 1 activates a fast z-setting algorithm which takes advantage of hardware fast z reject for improved performance. If set to -1 detects your default hardware setting for this option. Initially this should be set to 1, and if you see any problems then set to -1.
    cl_forcepreload 1 // [0,1] - If set to 1 forces all information to preload, reducing loading pauses and stuttering by not loading information on the fly.

    echo #####################
    echo ### Network & FPS ###
    //fps_max 60 // Set maximum amount of frames per second. Should be equal to monitor refresh rate
    rate 25000 // Max bytes/sec recieved from the server
    net_graph 3 // Show net graph
    net_graphpos 1 // Positions net graph
    net_graphheight 64
    net_maxfragments 1280 // Max fragment bytes per packet
    cl_resend 3 // Delay in seconds before the client will resend the 'connect' attempt
    cl_cmdrate 100 // Max packets/sec sent to the server
    cl_updaterate 100 // Number of packets requested by the server per sec
    cl_allowdownload 1 // Client downloads customization files
    cl_allowupload 1 // Client uploads customization files
    cl_smooth 1 // Enable player position correction (Default=1)
    cl_smoothtime 0.1 // Smooth client's view after prediction error over this many seconds
    cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events
    cl_lagcomp_errorcheck 1 // Checks for position errors
    cl_interpolate 1 // Smooths player positions
    cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate) (Default=1)
    cl_interp_all 0 // Disable all interpolate optimizations. When set to 0 the optimisation is run and only the set of entities that need interpolation are considered. When set to 1 (or any non zero value) the old behaviour is run, where every entity the client knows about is considered for interpolation
    cl_predictweapons 1 // Perform client side prediction of weapon effects
    cl_timeout 16 // After this many seconds without receiving a packet from the server, the client will disconnect itself
    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)

    echo #########################
    echo ### Tweaking Complete ###
    echo #########################
    Last edited by booyagranpa; 08-19-2007, 03:41 PM. Reason: Game still quits ...
    That's like playing Russian roulette with a shotgun.
    "Colorless green ideas sleep furiously." -Noam Chompsky
    Everyone knows TG stands for Tiny Gnomes. Or is it Talented Gnomes? I can never remember.
    I support the OPNSLP - Organization for the Protection of Neurotic Squirrels that Live in Pudding
    "I don't see the point," said the sane person. "Then try sharpening your eyes," responded the crazy.

  • #2
    Re: Tweaks!

    Dude, if `-high` increases the process's priority, that's your problem! Windows is HORRIBLE at managing those sorts of things.
    The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~
    I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~
    Feel free to quote me. ~


    • #3
      Re: Tweaks!

      I got this out of the CAL website...

      // Casey's Config v2 (CAL compliant)
      // Updated for new season by CAL|Stone
      // Updated 01/23/07 - Added misc settings section

      //_Set Netcode vars_
      cl_cmdrate "101"
      cl_interp "0.01"
      cl_interpolate "1"
      cl_lagcomp_errorcheck "0" // Disables lagcompensation error checking, only needed if you're having any registration/loss/choke problems.
      cl_lagcompensation "1"
      cl_smooth "1"
      cl_updaterate "101"
      rate "25000"

      //_Set MP vars_
      mp_decals "0" // How many player sprays will be shown.

      //_Set Client vars_
      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_phys_props_enable "1" // Enables phsyics props.
      cl_phys_props_max "50" // Maximum amount of physics props allowed.
      cl_ragdoll_physics_enable "0" // Disables ragdoll.
      cl_restrict_server_commands "0" // Compatible/needed with serverplugins
      cl_show_splashes "0" // Disables water splashes.

      //_Set Render vars_
      r_3dsky "0" // Disables the rendering of 3d sky boxes.
      r_decal_cullsize "9999" // Any decals under this size are not rendered.
      r_decals "0" // Disables decals.
      r_drawbatchdecals "1" // Enables the rendering of decals in batch.
      r_drawdetailprops "1" // Enables the rendering of detail props.
      r_drawflecks "0" // Disables the sparks and dirt from bullet impacts.
      r_drawmodeldecals "0" // Models decals (i.e. blood).
      r_eyes "0" // Disables eyes in models.
      r_lod "-1" // Different level of details on models. -1 = Variable at distance. 0 = None. 1 = Minor. 2 = Less minor.
      r_modellodscale "1.0" // The transitioning power of LOD.
      r_occlusion "0" // Enables the Model Occlusion system.
      r_propsmaxdist "100" // Max distance at which props are rendered.
      r_renderoverlayfragment "0"
      r_rootlod "2" // Base lod of the model in the memory.
      r_shadowmaxrendered "32" // Max shadows the game will render.
      r_shadowrendertotexture "1" // Rendered the shadow texture causing it to match the player model.
      r_shadows "1" // Enables shadows (Change be disabled for additional performance.)
      r_teeth "0" // Disables teeth in models.
      r_waterdrawreflection "0" // Disables the rendering of water reflections.
      r_waterforceexpensive "0" // Forces cheap water.
      gl_clear "1"
      props_break_max_pieces "0" // Disables prop fragmenting

      //_Set Materials vars_
      mat_antialias "0" // Disables the use of multisampling to smooth out edges.
      mat_bumpmap "0" // Disables bump mapping.
      mat_clipz "0" // Disables optimized Z-Buffer rendering.
      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_mipmaptextures "1" // Enables the use of mipmapping to make textures look smooth.
      mat_monitorgamma "1.6" // Lower the number the brighter the screen. Only works in fullscreen.
      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_reducefillrate "1" // Reduces the fillrate when the game is run in DXLevel 8.
      mat_specular "0" // Disables Specularity on objects.
      mat_trilinear "0" // Disables the use of Trilinear mipmapping.
      mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8.

      //_Set Violence vars_
      violence_ablood "1"
      violence_agibs "1"
      violence_hblood "1"
      violence_hgibs "1"

      //_Set HUD vars_
      hud_centerid "1" // Centers player IDs
      net_graph "3" // Enables net_graph (Required in SS round)
      net_graphpos "2" // Adjusts netgraph position-set between 1 and 3.

      //_Set Misc settings_
      cl_downloadfilter "nosounds" // Disables annoying pub sound downloads
      fps_max "101" // Caps framerate. Set to max monitor refresh rate + 1.
      jpeg_quality "100" // High quality screenshots

      echo Casey's Config v2 (CAL compliant) loaded!!!


      • #4
        Re: Tweaks!

        please keep configs to personal exchange. To many players have had issues with configs posted on these forums which some of these have been posted already.

        - -




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