CSS Autoexec
Posted: Fri Feb 25, 2011 9:12 am
Hi all, I was wondering if anyone had a better autoexec for CSS, here is my current one, I would like one that get a lil better FPS and still saves some quality, I dont care for the models, but I like my textures high.
[*]// 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_cmdbackup 0
cl_resend 0
cl_cmdrate 101
cl_interp 0.01
cl_interpolate 1
cl_lagcomp_errorcheck 1 // Disables lagcompensation error checking, only needed if you're having any registration/loss/choke problems.
cl_lagcompensation 1
cl_smooth 1
cl_updaterate 101
fps_max 101
rate 25000
//_Set Client vars_
mat_antialias 0 // Disables the use of multisampling to smooth out edges.
cl_drawmonitors 0 // Disables the rendering of ingame "monitors" which contain 3d rendered images.
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_avglight 0 // _disables average lighting_
r_lightaverage 0 // _disables average lighting_
r_cheapwaterend 1 // _worse water rendering_
r_cheapwaterstart 1 // _worse water rendering_
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_rootlod 2 // Base lod of the model in the memory.
r_shadowmaxrendered 0 // Max shadows the game will render.
r_shadowrendertotexture 1 // Rendered the shadow texture causing it to match the player model.
r_shadows 0 // 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.
r_dynamic 0
r_eyeshift_z 0
r_eyeshift_y 0
r_eyeshift_x 0
r_eyemove 0
r_eyegloss 0
rope_averagelight 0
rope_smooth 0 // _disables antialiasing on ropes_
rope_subdiv 0
rope_wind_dist 0 // _disables wind effects on ropes_
gl_clear 0 // Disables the gl_clear convariable.
props_break_max_pieces 0 // Disables prop fragmenting
//_Set Materials vars_
mat_antialias 0 // Disables the use of multisampling to smooth out edges.
mat_colorcorrection 0
mat_forceaniso 0 // _disables anisotropic filtering_
mat_bumpmap 0 // Disables bump mapping.
mat_clipz 1 // Disables optimized Z-Buffer rendering.
mat_compressedtextures 0 // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom 0 // Disables bloom effects.
mat_hdr_enabled 0 // Disables HDR.
mat_hdr_level 0 // Double Disables HDR.
mat_monitorgamma 1.5 // Lower the number the brighter the screen. Only works in fullscreen.
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_mipmaptextures 1 // _texture quality decreases with distance_
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.
muzzleflash_light 0
sv_forcepreload 1 // _forces preload to help increase performance_
//_Set Violence vars_
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1
//_Set HUD vars_
hud_centerid 1 // Centers player IDs
//_Set Misc settings_
net_graph 0
jpeg_quality 100 // High quality screenshots
clear
echo _Casey's Config v2 (CAL compliant) loaded_[*]
[*]// 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_cmdbackup 0
cl_resend 0
cl_cmdrate 101
cl_interp 0.01
cl_interpolate 1
cl_lagcomp_errorcheck 1 // Disables lagcompensation error checking, only needed if you're having any registration/loss/choke problems.
cl_lagcompensation 1
cl_smooth 1
cl_updaterate 101
fps_max 101
rate 25000
//_Set Client vars_
mat_antialias 0 // Disables the use of multisampling to smooth out edges.
cl_drawmonitors 0 // Disables the rendering of ingame "monitors" which contain 3d rendered images.
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_avglight 0 // _disables average lighting_
r_lightaverage 0 // _disables average lighting_
r_cheapwaterend 1 // _worse water rendering_
r_cheapwaterstart 1 // _worse water rendering_
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_rootlod 2 // Base lod of the model in the memory.
r_shadowmaxrendered 0 // Max shadows the game will render.
r_shadowrendertotexture 1 // Rendered the shadow texture causing it to match the player model.
r_shadows 0 // 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.
r_dynamic 0
r_eyeshift_z 0
r_eyeshift_y 0
r_eyeshift_x 0
r_eyemove 0
r_eyegloss 0
rope_averagelight 0
rope_smooth 0 // _disables antialiasing on ropes_
rope_subdiv 0
rope_wind_dist 0 // _disables wind effects on ropes_
gl_clear 0 // Disables the gl_clear convariable.
props_break_max_pieces 0 // Disables prop fragmenting
//_Set Materials vars_
mat_antialias 0 // Disables the use of multisampling to smooth out edges.
mat_colorcorrection 0
mat_forceaniso 0 // _disables anisotropic filtering_
mat_bumpmap 0 // Disables bump mapping.
mat_clipz 1 // Disables optimized Z-Buffer rendering.
mat_compressedtextures 0 // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom 0 // Disables bloom effects.
mat_hdr_enabled 0 // Disables HDR.
mat_hdr_level 0 // Double Disables HDR.
mat_monitorgamma 1.5 // Lower the number the brighter the screen. Only works in fullscreen.
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_mipmaptextures 1 // _texture quality decreases with distance_
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.
muzzleflash_light 0
sv_forcepreload 1 // _forces preload to help increase performance_
//_Set Violence vars_
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1
//_Set HUD vars_
hud_centerid 1 // Centers player IDs
//_Set Misc settings_
net_graph 0
jpeg_quality 100 // High quality screenshots
clear
echo _Casey's Config v2 (CAL compliant) loaded_[*]