[QUOTE=yellowoboe;22315518]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.[/QUOTE]
If you know how to tweak it you don't need it as a base in the first place.
I'm just really tired of this moron posting the same config over and over again like he knows what he's doing.
Especially since he leaves useless shit in there and doesn't even bother to fix it.
[QUOTE=yellowoboe;22315518]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.[/QUOTE]
It is not exactly the same one. A few unrecognized commands have been removed. I may also add HL2-specific commands in the future if I find any.
Also, the game still recognizes the TF2 commands, so I see no reason to remove them.
And if it doesn't work, how is it my fault?
[QUOTE=yellowoboe;22316124]I'm just really tired of this moron posting the same config over and over again like he knows what he's doing.
Especially since he leaves useless shit in there and doesn't even bother to fix it.[/QUOTE]
Like I said, it's not the same config. I have one for every Source game I own, and most of them are different in some way or another.
And if you'd like to point out this, as you put it,[QUOTE=yellowoboe;22316124]useless shit[/QUOTE]Go ahead.
[QUOTE=E-102 Gamma;22317029]Also, the game still recognizes the TF2 commands, so I see no reason to remove them.[/QUOTE]
It might recognise the commands, but not use them such as HWM models.
[QUOTE=E-102 Gamma;22295985][CODE]mat_picmip -10
dsp_enhance_stereo 1
mat_hdr_uncapexposure 1 (If you really want it)
mat_force_bloom 1
cl_shadowtextureoverlaysize 512
r_worldlights 16
r_decal_cullsize 0
mat_wateroverlaysize 512
r_waterdrawreflection 1
r_cheapwaterend 8000
r_cheapwaterstart 5000
r_waterforceexpensive 1
r_waterforcereflectentities 1
jpeg_quality 100
mat_motion_blur_forward_enabled 1
mat_motion_blur_strength 4
r_lod 0
mat_parallaxmap 1[/CODE][/QUOTE]
Only ones I've seen that actually do anything.
If "Enhance Stereo" is what I think it is you should leave it off.
[QUOTE=BmB;22319032]If "Enhance Stereo" is what I think it is you should leave it off.[/QUOTE]
It's surround-sound.
[QUOTE=Dippeggs;22297696]Anyone notice that some entrances to air vents, around the grate you have to break, the wall crushes?[/QUOTE]
Yep, happens to me too.
[QUOTE=Godzillarr;22321001]Yep, happens to me too.[/QUOTE]
Its always been like that
[QUOTE=yellowoboe;22317948]Only ones I've seen that actually do anything.[/QUOTE]
And some of those (like the force water reflections and lod setting) are stuff you can change in the damn video settings.
[IMG]http://i45.tinypic.com/2drxjwo.jpg[/IMG]
Episode One Core :3:
This update is fucking awesome. The old engine was what was keeping me from playing these.
[QUOTE=The freeman;22332477]
Episode One Core :3:[/QUOTE]
DAMN thats sexy:rock:
[QUOTE=Chilean_Wolf;22336982]This update is fucking awesome. The old engine was what was keeping me from playing these.[/QUOTE]
Uh? How? They look barely better, most of the time HL2 actually looks worse.
Did they just fix all the games? Everything was downloading an update.
Im getting a ~64 MB update on HL2
and a ~55 MB on EP2
[quote]Half-Life 2
Fixed crash due to long hud hint messages, seen when playing in French
Fixed Lambda logo at end of credits being cut off (Mac)
Added pre-caching of GLSL shaders on game launch to prevent hitching in game (Mac)
Performance improvements when using anti-aliasing on ATI GPU's
Half-Life 2: Episode One
Fixed localized content not loading properly resulting in English audio
Added pre-caching of GLSL shaders on game launch to prevent hitching in game (Mac)
Performance improvements when using anti-aliasing on ATI GPU's
Half-Life 2: Episode Two
Improved frame rate on opening map
Fixed localized content not loading properly resulting in English audio
Added pre-caching of GLSL shaders on game launch to prevent hitching in game (Mac)
Performance improvements when using anti-aliasing on ATI GPU's
Portal
Added pre-caching of GLSL shaders on game launch to prevent hitching in game (Mac)
Performance improvements when using anti-aliasing on ATI GPU's[/quote]
And no actual fixes
bravo valve :golfclap:
Yeah the awful cone effect in Episode 1 is still there but I'm sure they will get on to it
[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]
If i see you posting that config again I'm gonnna go mad sv_cheats 1 is useless if you join a server and more useless for achivements multithread is broken some high quality commands are missing see here [url]http://tf2wiki.net/wiki/Ultra_high_settings[/url]
[QUOTE=what.avi;22355760]If i see you posting that config again I'm gonnna go mad[/QUOTE]
Did I or did I not already specifically say that is the very first time I have posted that exact CFG?
[QUOTE=what.avi;22355760]sv_cheats 1 is useless [B]if you join a server[/B] and more useless for achivements[/QUOTE]
That CFG is for HL2. HL2 is not officially a miltiplayer game (I say "not officially" because one actually CAN play it multiplayer).
[QUOTE=what.avi;22355760]multithread is broken[/QUOTE]
Explain.
[QUOTE=what.avi;22355760]some high quality commands are missing see here [url]http://tf2wiki.net/wiki/Ultra_high_settings[/url][/QUOTE]
If you actually think that high-quality config is better, then wow. Just... Wow.
It is absolutely crap-tastic. I've helped people who have used it and gotten instability and delayed audio.
[CODE]cl_burninggibs 1
cl_detaildist 2400
[B]cl_detailfade 0 //Causes details to fade instantly at any distance. REDUCES quality.[/B]
[B]cl_maxrenderable_dist 6000 //Marked as a cheat.[/B]
cl_new_impact_effects 1
cl_ragdoll_collide 1
[B]cl_smooth 1 //Defaults to 1.[/B]
[highlight]cl_threaded_bone_setup 1 //CAUSES INSTABILITY!
cl_threaded_client_leaf_system 1 //CAUSES INSTABILITY![/highlight]
dsp_enhance_stereo 1
lod_TransitionDist 6400
[B]mat_aaquality 8 //AA doesn't go this high.
mat_antialias[highlight]ing[/highlight] 16 //Typo. No such command.[/B]
[B]mat_antialinis 16 //Wow. Incredible typo. Couldn't this guy even see the "Unknown Command: mat_antialinis" in the console[/B]?
[B]mat_bumpmap 1 //This command defaults to 1.[/B]
[B]mat_clipz 0 //Only certain cards need this to be 0. Otherwise, it should be 1.[/B]
[B]mat_hdr_tonemapscale 16 //Marked as a cheat.[/B]
mat_motion_blur_forward_enabled 1 //"A MATTER OF PERSONAL PREFERENCE!"
mat_picmip -10
[B]mat_queue_mode 2 //Pointless. -1 already enables multi-core.[/B]
[B]mat_specular 1 //This command is already 1 by default.[/B]
mp_usehwmmodels 1
mp_usehwmvcds 1
[B]r_fastzreject 1 //FORCING this on might not be a good idea.[/B]
r_lod 0
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1
r_waterforceexpensive 1
[B]snd_mixahead 1 //Causes delayed audio.[/B]
echo Custom config loaded[/CODE]
Why is it that I've never heard anyone make any complaints about this "config," and yet EVERYBODY is ALWAYS criticizing mine? I find this quite ironic.
Lemme fix it.
[CODE]cl_burninggibs 1
cl_detaildist 12000
cl_detailfade 4000
//cl_maxrenderable_dist 6000 //Marked as a cheat.
cl_new_impact_effects 1 //Use ONLY in Team Fortress 2
cl_ragdoll_collide 1
dsp_enhance_stereo 1
lod_TransitionDist 6400
//mat_clipz 0 //Use this to fix rendering errors with certain NVidia GeForce cards.
//mat_hdr_tonemapscale 16 //Marked as a cheat.
mat_motion_blur_forward_enabled 1 //Comment this if you don't like it.
mat_picmip -10
mp_usehwmmodels 1
mp_usehwmvcds 1
r_fastzreject -1
r_lod 0
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1
r_waterforceexpensive 1
echo Custom config loaded[/CODE]
Done.
Would someone kindly explain why this post is "Dumb"?
Just so you know.
[quote]mp_usehwmmodels 1
mp_usehwmvcds 1[/quote]
These do nothing in Half-Life 2.
[QUOTE=yellowoboe;22360036]Just so you know.
These do nothing in Half-Life 2.[/QUOTE]
But it doesn't give you "Unknown Command:", so why take them out?
[QUOTE=Butthurter;22360344][QUOTE=E-102 Gamma;22360008]cl_new_impact_effects 1[/QUOTE]:golfclap:[/QUOTE]I left that in because the config it's from was originally for use in TF2. Also, I fix'd it with a comment.[QUOTE=E-102 Gamma;22360008]cl_new_impact_effects 1 [B]//Use ONLY in Team Fortress 2[/B][/QUOTE]
[QUOTE=E-102 Gamma;22360061]But it doesn't give you "Unknown Command:", so why take them out?[/QUOTE]
Because it's fucking useless and doesn't do shit.
[QUOTE=yellowoboe;22361702]Because it's fucking useless and doesn't do shit.[/QUOTE]
HL2 Ep.2 has mp_usehwmvcds but not mp_usehwmmodels, suggesting that it [I]can[/I] actually take advantage of better facial animation. HL2 now has the command, along with Ep.2's Alyx.
Hmmmmm...
Basically, what I'm saying is this: Says you! If you don't like it, you can just remove it. :colbert:
[QUOTE=E-102 Gamma;22361761]HL2 Ep.2 has mp_usehwmvcds but not mp_usehwmmodels, suggesting that it [I]can[/I] actually take advantage of better facial animation. HL2 now has the command, along with Ep.2's Alyx.
Hmmmmm...
Basically, what I'm saying is this: Says you! If you don't like it, you can just remove it. :colbert:[/QUOTE]
You have no idea what you're talking about.
[QUOTE=Chunk3ym4n;22361861]You have no idea what you're talking about.[/QUOTE]
Alright then, care to explain to me what I'm talking about?
Oh god I just played through ep1 three days ago and almost came at the citadel core. I just stared at it.
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