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[Problem] HLS nie czyta autoexec


Jano900

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Opublikowano

Wgrałem do hls (half-life source) autoexec na grafikę ale gra jej nie czyta. Wgrałem to do config.cfg tak samo. Ktoś coś pomoże bo pisali że działa.

 

Edit

 

Dla ciekawych

 

 

 

 

 

echo

echo Executing autoexec.cfg...

echo

 

sv_cheats 1

 

// Material Quality (Lowers FPS Somewhat)

//mat_compressedtextures 0 //Uncompressed textures. DO NOT USE WHEN mat_picmip IS NEGATIVE. May or may not improve quality.

mat_antialias 8 //Max settable option in the optins menu is 6. CVar goes to 8.

r_eyeglintlodpixels 8 //Allows eyes to be rendered at full quality across the map.

 

// Physics (Increases CPU usage in some situations.)

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

 

// Distance Viewing

cl_maxrenderable_dist 8192 //Makes everything outside the map visible.

 

//(Daimao) VAS HERE

//cl_wpn_sway_interp 1 //Smooth weapon bobbing.

//cl_wpn_sway_scale 8 //Smooth weapon bobbing scale.

 

//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 100 //Sets the amount of decals that appear on models.

 

// Field of View (FOV) settings.

_fov 90

viewmodel_fov 62

 

//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]

mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality

mat_envmaptgasize 512 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)

//r_worldlights 16 //Number of world lights to use per vertex

r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing

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)

 

// Other

r_rootlod 0

sv_forcepreload 1

cl_forcepreload 1 //Force texture preloading

jpeg_quality 100 //Better quality screenshots with F5.

r_lod 0 //Removes "Level Of Detail" from models.

mat_parallaxmap 1 //Attempts to enable parallax occlusion mapping. Do not set this from 0 to 1 in-game.

fps_max 1000 //Sets maximum FPS.

 

echo

echo Autoexec.cfg executed!

echo

 

 

 

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