Heh, I got vorticough without even realizing it's an achievement
[QUOTE=BobIsAwesome;22270240]I constantly keep hearing Alyx say "Come on Gordon", even when she's not there. Also, Breen no longer stands up during the teleporting sequence - I'm not sure if this is intentional but it makes him seem a lot less surprised to see you.[/QUOTE]
[img]http://img405.imageshack.us/img405/49/idontcare.png[/img]
this makes the scene so much fucking funnier
Whats even funnier is that, after he lazily calls your name while sitting on his ass, he goes BACK to reading his book or whatever it is
Apparently buddha no longer requires cheats.
EDIT: Neither does give.
That's fun.
[QUOTE=AlfieSR;22274753]Apparently buddha no longer requires cheats.
EDIT: Neither does give.
That's fun.[/QUOTE]
Buddha didn't need sv_cheats 1 before.
Love they updated these but they need to fix the bugs in Episode 1 just looks worse in some places now
[IMG]http://lh6.ggpht.com/_r8a-aPfhuvM/S_80mguQayI/AAAAAAAADoo/XZA7cTLq8aA/s800/ep1_citadel_010000.jpg[/IMG]
[quote]this makes the scene so much fucking funnier
Whats even funnier is that, after he lazily calls your name while sitting on his ass, he goes BACK to reading his book or whatever it is[/quote]
What do you expect? We've been warping into his office since 2004. I'm sure anyone would be sick of it by now, Breen especially.
Besides the Breen and airboat bugs, I haven't really encountered anything else buggy. But then again, I only played up to Black Mesa East, then exited because it was getting boring. Half-Life 2 is unfortunately one of those games for me that was awesome the first playthrough, not as much the second.
[QUOTE=WillerinV1.02;22274088][img_thumb]http://img405.imageshack.us/img405/49/idontcare.png[/img_thumb]
this makes the scene so much fucking funnier
Whats even funnier is that, after he lazily calls your name while sitting on his ass, he goes BACK to reading his book or whatever it is[/QUOTE]
And later when he talks to the advisor, he's still sitting there even though his chair is set to the side.
So would high-quality configs for TF2 work on Half-Life 2 now?
Are there any ones specifically for Half-life 2?
[QUOTE=imaguy;22285905]So would high-quality configs for TF2 work on Half-Life 2 now?
Are there any ones specifically for Half-life 2?[/QUOTE]
Lemme go make one. I'll be back later.
Wow, the amount of people who still have to run HL2 in DX7 is astounding. This is a standard which was archaic and unsupported when the game was fucking released. 6 fucking years ago.
[editline]10:14PM[/editline]
[QUOTE=BmB;22218302]Replaying it... it kinda sucks. How'd this get 10+ GOTY and so many perfect scores again?
And the HDR stretched skies of fail is failure.
They also messed up some of the water's colours and certain wall normals are messed too. Great work there Valve. Great work.
I can't wait until the day Valve starts fixing bugs. That'll be epic.
[editline]09:27PM[/editline]
Yeah, the multiple Alyx' is a classic bug, just restart the game.[/QUOTE]
so y'know I read your post and all I could see is [b]BAWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW[/b]
Christ BmB, I never thought you were that good a poster, but god DAMN
[QUOTE=WillerinV1.02;22274088]
this makes the scene so much fucking funnier
Whats even funnier is that, after he lazily calls your name while sitting on his ass, he goes BACK to reading his book or whatever it is[/QUOTE]
Who ARE you? How did you get IN here?!
And more importantly, what happens to Ricardo in Chapter 4?!?!
Does fire not show up for anyone else in HL2 since this update? I can see it in Ep2 but not HL2.
[QUOTE=Rasrap Smurf;22293181]Does fire not show up for anyone else in HL2 since this update? I can see it in Ep2 but not HL2.[/QUOTE]
Eh, delete local resources -> redownload I'd say :v:
[QUOTE=Butthurter;22264737]
[img]http://www.cubeupload.com/files/43ec00d3c17050096.jpg[/img]
I'M GONA CRAI. WAAAAAAA.
[/QUOTE]
guy on the right made me lol.
[CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1 //Required for some of the commands in this CFG to work properly.
// Multithreading (1/4 Life's settings, which he tweaked for stability)
// May cause instability on Windows 7 and possibly Vista computers
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
//r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_ropes 0 //Defaults to 1, which tends to cause instability.
//cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
//mat_software_aa_quality 1
//mat_software_aa_strength 1
//mat_software_aa_strength_vgui 1
//mat_software_aa_blur_one_pixel_lines 0.5
//mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Team Fortress 2 Only (Lowers FPS)
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
// HDR, Distance Viewing
mat_hdr_uncapexposure 1 //Makes HDR REEEAAAALLLY bright.
mat_force_bloom 1 //Forces light blooming effect.
cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
// Field of View settings.
_fov 90
default_fov 90
viewmodel_fov 62 //Feel free to adjust this.
//Rate Settings
rate 999999999
cl_cmdrate 101
cl_updaterate 101
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //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 scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
//datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
//mem_max_heapsize 1024 //MAY CAUSE INSTABILITY. Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
// Other
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1 //Forces serverside preloading.
jpeg_quality 100 //Better quality screenshots with F5.
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1 //Attempts to enable parallax mapping. Do not use in-game.
echo
echo Autoexec.cfg executed!
echo[/CODE]
This one is based off of my TF2 config, so you'll see a command or two in there relating to TF2, but I don't think the console will show any Unknown Commands...
Anyone notice that some entrances to air vents, around the grate you have to break, the wall crushes?
[QUOTE=E-102 Gamma;22295985][CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1 //Required for some of the commands in this CFG to work properly.
// Multithreading (1/4 Life's settings, which he tweaked for stability)
// May cause instability on Windows 7 and possibly Vista computers
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
//r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_ropes 0 //Defaults to 1, which tends to cause instability.
//cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
//mat_software_aa_quality 1
//mat_software_aa_strength 1
//mat_software_aa_strength_vgui 1
//mat_software_aa_blur_one_pixel_lines 0.5
//mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Team Fortress 2 Only (Lowers FPS)
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
// HDR, Distance Viewing
mat_hdr_uncapexposure 1 //Makes HDR REEEAAAALLLY bright.
mat_force_bloom 1 //Forces light blooming effect.
cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
// Field of View settings.
_fov 90
default_fov 90
//Rate Settings
rate 999999999
cl_cmdrate 101
cl_updaterate 101
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //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 scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
//datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
//mem_max_heapsize 1024 //MAY CAUSE INSTABILITY. Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
// Other
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1 //Forces serverside preloading.
jpeg_quality 100 //Better quality screenshots with F5.
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1 //Attempts to enable parallax mapping. Do not use in-game.
echo
echo Autoexec.cfg executed!
echo[/CODE]
This one is based off of my TF2 config, so you'll see a command or two in there relating to TF2, but I don't think the console will show any Unknown Commands...[/QUOTE]
Hey, that's nice. Any chance you can remove the cheat commands so achievements can still be unlocked?
EDIT: :facepalm:
[media]http://www.youtube.com/watch?v=H1hZKAQULso[/media]
Breen not giving a shit anymore :smug:
Few bugs with the updates obviously from all the posts, but the one that I find quite annoying is the screens being too bright.
It just looks horrendous.
[QUOTE=Adius Shadow;22301207]Few bugs with the updates obviously from all the posts, but the one that I find quite annoying is the screens being too bright.
It just looks horrendous.[/QUOTE]
Turn fullbright off.
It's not fullbright, the Breen screens are just extremely bloom-y
[QUOTE=E-102 Gamma;22295985][CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1 //Required for some of the commands in this CFG to work properly.
// Multithreading (1/4 Life's settings, which he tweaked for stability)
// May cause instability on Windows 7 and possibly Vista computers
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
//r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_ropes 0 //Defaults to 1, which tends to cause instability.
//cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
//mat_software_aa_quality 1
//mat_software_aa_strength 1
//mat_software_aa_strength_vgui 1
//mat_software_aa_blur_one_pixel_lines 0.5
//mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Team Fortress 2 Only (Lowers FPS)
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
// HDR, Distance Viewing
mat_hdr_uncapexposure 1 //Makes HDR REEEAAAALLLY bright.
mat_force_bloom 1 //Forces light blooming effect.
cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
// Field of View settings.
_fov 90
default_fov 90
//Rate Settings
rate 999999999
cl_cmdrate 101
cl_updaterate 101
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //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 scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
//datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
//mem_max_heapsize 1024 //MAY CAUSE INSTABILITY. Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
// Other
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1 //Forces serverside preloading.
jpeg_quality 100 //Better quality screenshots with F5.
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1 //Attempts to enable parallax mapping. Do not use in-game.
echo
echo Autoexec.cfg executed!
echo[/CODE]
This one is based off of my TF2 config, so you'll see a command or two in there relating to TF2, but I don't think the console will show any Unknown Commands...[/QUOTE]
When I see that config, I wanna fucking rip my brain out of my eyesocket.
This was probably there before this update but during my last playthrough to get some achievements I noticed that one of the poison zombie death noises has some noise that sounds like laughing at the end :/
[QUOTE=Chunk3ym4n;22311687]When I see that config, I wanna fucking rip my brain out of my eyesocket.[/QUOTE]
Your brain is in your eye socket? You only have one eye socket?!
But what do you find so detestable about my CFG?
Probably because you post it everywhere and the whole fact that it doesn't even work in HL2.
[QUOTE=yellowoboe;22312832]Probably because you post it everywhere and the whole fact that it doesn't even work in HL2.[/QUOTE]
It was basically requested, and it DOES work in HL2. :colbert:
If you think I have only one high-quality config, you're mistaken.
[QUOTE=E-102 Gamma;22312317]Your brain is in your eye socket? You only have one eye socket?!
But what do you find so detestable about my CFG?[/QUOTE]
Half of the settings on there do not work and are outdated. Mat_queue_mode 2 should be on there instead of host_thread_mode which does shit. A lot of the settings just fuck up the optimization that Valve has tried hard to make it run on good computers. For example, is it necessary to render eyes at full LOD across the map when the size of the eye from far away is less than 10 pixels? A lot of the commands are for personal taste only such as setting the bloom to an extremely high value or setting motion blur to 4.
There needs to be an image comparison, one with mat_picmip -10, mp_usehwmmodels 1 mp_usehwmvcds 1 and the one you posted. I don't think anyone will find the difference between that and your config.
[QUOTE=Chunk3ym4n;22313926]Half of the settings on there do not work and are outdated. Mat_queue_mode 2 should be on there instead of host_thread_mode which does shit. A lot of the settings just fuck up the optimization that Valve has tried hard to make it run on good computers. For example, is it necessary to render eyes at full LOD across the map when the size of the eye from far away is less than 10 pixels? A lot of the commands are for personal taste only such as setting the bloom to an extremely high value or setting motion blur to 4.
There needs to be an image comparison, one with mat_picmip -10, mp_usehwmmodels 1 mp_usehwmvcds 1 and the one you posted. I don't think anyone will find the difference between that and your config.[/QUOTE]
Ok, first of all, my CFG is not un-tweakable. Change it however you want to! I would hope that the majority of people who use it read through it first for this very reason.
And second, the aim of the CFG is maximum quality. If it even hints to a quality increase (without loss of stability), it's in there.
[QUOTE=E-102 Gamma;22313781]It was basically requested, and it DOES work in HL2. :colbert:
If you think I have only one high-quality config, you're mistaken.[/QUOTE]
Considering it's the exact same as the other ones I've seen you post in the TF2 section kinda throws what you just said out the window.
Seriously.
You even left the TF2 only commands in there.
And no it doesn't work I tried it and it didn't do a damn thing.
Could this be like portal...in which EP3 news are hidden in the game?!
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