Re: Team Fortress 2
Добавлено: 17 окт 2009, 17:23
WTF?! что с сервом?!
Форум Глазовских локальных домашних сетей
http://svjazss.ru/
rPuByC пишет:Чекист я знаю Элман чо то замутил наверно
rPuByC пишет:Это не зависимость это гамать хочется!!!
zippoo пишет:дайте плиз конфиги настроенные на повышенное фпс (для тф2)
setinfo "tfvalid" "714826w"
// from config.cfg remove all variables under bind commands before using this
// -full -console -novid -dxlevel 81 -width 1680 -height 1050 -nocrashdialog -heapsize 524288 -refresh 60 -dev -nosync
// 16:9 for windowed 852x480 -> -width 852 -height 480 -full -noborder -console -novid -dxlevel 81 -nocrashdialog -heapsize 524288 -refresh 75 -dev -nosync
// 16:10 for windowed 1680x1050 -> -applaunch 440 -width 1680 -height 1050 -window -noborder -console -novid -
fps_max "250"
// hud
cl_hud_minmode "1"
hud_deathnotice_time "2"
hud_fastswitch "1"
hud_saytext_time "7"
hud_classautokill "1"
hud_draw_fixed_reticle "0"
cl_showfps "1" // Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
// net
rate "35000"
cl_cmdrate "75"
cl_interp "0.035"
cl_lagcomp_errorcheck "1"
cl_lagcompensation "1"
cl_updaterate "75"
cl_smooth "1" // Smooth view/eye origin after prediction errors
cl_smoothtime "0.035" // Smooth client's view after prediction error over this many seconds
cl_interp_threadmodeticks "0" f
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"
// con
con_notifytime "1"
con_enable "1"
developer "0"
// _Materials vars_
mat_mipmaptextures "1" // texture quality decreases with distance !!!!!!!!!!!!!!!!!!!!
mat_picmip "1" // 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_antialias "0" // disables antialiasing
mat_bumpmap "1" // disables bumpmapping
mat_bufferprimitives "1"
mat_clipz "1"
mat_colorcorrection "0"
mat_compressedtextures "1"
mat_disable_bloom "1"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_filterlightmaps "0"
mat_forceaniso "0"
mat_forcehardwaresync "0"
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
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_queue_mode "2" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued
mat_shadowstate "1"
mat_use_compressed_hdr_textures "1"
mat_specular "0" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
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_reducefillrate "1"
mat_softwarelighting "0"
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloomscale "0"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_disable_ps_patch "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_fastnobump "1"
mat_fastspecular "1"
mat_filterlightmaps "0"
mat_force_bloom "0"
mat_forcehardwaresync "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_leafvis "0"
mat_norendering "0"
mat_parallaxmap "0"
mat_parallaxmap "0"
// voice & sound
voice_forcemicrecord "1"
voice_enable "1"
voice_scale "1"
voice_modenable "1"
snd_mixahead "0.1"
dsp_enhance_stereo "0"
dsp_volume "1"
dsp_slow_cpu "0"
dsp_spatial "40.000000"
dsp_speaker "50.000000"
dsp_water "14.0000"
soundscape_flush "1" // Flushes the server & client side soundscapes
volume "1" // Sound volume
// violence
violence_agibs "0" // Show alien gib entities
violence_hgibs "1" // Show human gib entities
violence_hblood "1" // Draw human blood
violence_ablood "0" // Draw alien blood
// r shiz
r_avglight "1" // _disables average lighting_
r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
r_cheapwaterstart "1" // _worse water rendering_
r_cheapwaterend "0" // _worse water rendering_
r_drawflecks "0"
r_decals "1"
r_dynamic "1"
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_decal_cullsize "0" // 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_lod_noupdate "1"
r_occlusion "1" // Activate/deactivate the occlusion system.
r_rootlod "2" // Root LOD
r_renderoverlayfragment "0"
r_spray_lifetime "60" // Number of rounds player sprays are visible
r_teeth "0"
r_waterdrawreflection "1" // Enable water reflection
r_worldlights "0" // number of world lights to use per vertex
r_waterforceexpensive "0"
r_shadowmaxrendered "12" // 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_3dnow "0" // Enable/disable 3DNow code (amd prossulla kдytд 1)
r_3dsky "1" // Enable the rendering of 3d sky boxes
r_sse2 "1" // Enable/disable SSE2 code
r_ambientboost "0"
r_ambientmin "0.3"
r_ambientfactor "1"
r_drawmodelstatsoverlaymin "0.1"
r_drawmodelstatsoverlaymax "1.5"
r_lightaverage 0 // _disables average lighting_
r_lightinterp 0 // _disables light interpolation_
r_ropetranslucent "0"
r_drawdetailprops "0"
// cl shiz
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_detaildist "100"// Distance at which detail props are no longer visible (1200)
cl_detail_avoid_force "0"
cl_detail_avoid_radius "0"
cl_detail_avoid_recover_speed "0"
cl_detail_max_sway "0"
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_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.
cl_ragdoll_collide "1"
cl_ragdoll_fade_time "20" // dead models disappear instant
cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
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 "1"
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_debugrumble "0" // Turn on rumble debugging spew
cl_hideactionindicators "1"
// ropes
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.
// _Set various settings_
// mem_max_heapsize "640" //yleensд puolet muistin mддrдstд
sv_alternateticks "0" // If set, server only simulates entities on even numbered ticks.
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)
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"
lod_enable "1"
overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
fov_desired "90"
adsp_debug "0"
//new shits
cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "0"
r_threaded_client_shadow_manager "0"
r_threaded_particles "1"
r_threaded_renderables "0"
r_queued_decals "0"
r_queued_post_processing "0"
mp_usehwmmodels "-1"
mp_usehwmvcds "-1"
//netgraph on/off
net_graph "1" // Information graph
net_graphpos "0" // Suitable for [DIFF]
net_graphheight "720" //suitable for [DIFF]
net_graphproportionalfont "0" // Scale font to suit screen resolution
net_graphshowinterp "1" // Net graph 4 feature
net_graphshowlatency "0" // Net graph 4 feature
bind "-" "incrementvar net_graph 0 4 4" // Use bind to toggle net_graph on and off
//mouse
m_customaccel "0"
m_customaccel_scale "0.00"
m_customaccel_max "0"
m_customaccel_exponent "1"
m_filter "0"
sensivity "3" // Mouse sensivity lol
//??
_duration "0" // Duration of a model that s
cam_idealdist "-10"// The distance from the player the camera is when using cam_command 1 [Thirdperson]
//My added commands
host_thread_mode 2 IF 4Core Proz.
threadpool_affinity 2 IF 4Core Proz.
mat_queue_mode 2 Sometimes LAGS
// exec's
switcher.cfg
overload пишет:почему когда я захожу на серв и вылезает "Engine error"?
Чекист пишет:overload пишет:почему когда я захожу на серв и вылезает "Engine error"?
у тебя ОС Vista?