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- //distance level of detail, also models (requires cheat for 8)
- r_lod 8
- //do not draw decals
- r_drawdecals 0
- r_decals 0
- r_decalstaticprops 0
- r_drawmodeldecals 0
- r_maxmodeldecal 0
- //dxlevel 7
- mat_dxlevel 70
- //less ragdoll physics
- cl_ragdoll_collide 0
- //super blurry textures
- mat_picmip 4
- //disable water reflections
- r_WaterDrawReflection 0
- // disable water refractions
- r_WaterDrawRefraction 0
- // disable ligthining - kinda crashy
- mat_diffuse 0
- // disable bumb mapping
- mat_bumpmap 0
- // disable shadows
- r_shadows 0
- // disable anisotropic filtering
- mat_forceaniso 0
- // disables mipmap textures
- mat_mipmaptextures 0
- // textures will be blocky and unrealistic
- mat_filtertextures 0
- // resolution of environment maps that are used for reflective surfaces.
- mat_envmapsize 0
- // disable anti-aliasing (also on setup screen)
- mat_antialias 0
- // Disable clientside physics props
- cl_phys_props_enable 0
- // Time between characters blinking (woa). 0 means no blinking
- blink_duration 0
- // no shells ejected during gunfire
- cl_ejectbrass 0
- // blocky light maps
- mat_filterlightmaps 0
- // load blocky textures
- mat_showlowresimage 1
- // disable lights from firing guns
- muzzleflash_light 0
- // disable pieces of brekable stuff. They just vanish now
- props_break_max_pieces 0
- // disable pieces of brekable stuff. They just vanish now
- props_break_max_pieces_perframe 0
- // disable sky 3d boxes
- r_3dsky 0
- // no sky. The sky ghosts all other elements. Looks whack
- r_drawskybox 0
- // disable dynamic lighting
- r_dynamic 0
- r_dynamiclighting 0
- r_maxdlights 0
- // disable eye moment
- r_eyemove 0
- // disable eyes (Yes, really)
- r_eyes 0
- // disable teeth (yes, really)
- r_teeth 0
- // disable radiosity
- r_radiosity 0
- // numer of world lights per vertex
- r_worldlights 0
- // Makes ropes use average of cubemap lighting instead of max intensity.
- rope_averagelight 0
- //disable rope colliding
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- // Disable antialiasing effect on ropes
- rope_smooth 0
- rope_smooth_enlarge 0
- rope_smooth_maxalpha 0
- rope_smooth_maxalphawidth 0
- rope_smooth_minalpha 0
- rope_smooth_minwidth 0
- // Rope subdivision amount
- rope_subdiv 0
- // Don't use CPU applying small wind gusts to ropes
- rope_wind_dist 0.01
- //disable blood and violence particles
- violence_ablood 0
- violence_agibs 0
- violence_hblood 0
- violence_hgibs 0
- //no character expressions when not looking at them
- ai_expression_optimization 1
- //minimum detail distance for things like grass (0 = no grass)
- cl_detaildist 0
- //disable water splashes
- cl_show_splashes 0
- //disable specular lighting (everything looks shinny)
- mat_specular 0
- //disable some impact particles
- r_drawflecks 0
- //disables high quality explosions
- sv_robust_explosions 0
- //disable fog
- fog_enable 0
- fog_enable_water_fog 0
- mat_queue_mode 2 // better texture rendering on multicore systems
- snd_mix_async 1 // If set to 1, this command will allow multi-core CPUs to run most of the sound engine in parallel with the renderer
- r_threaded_particles 1 // multithreaded particles
- r_threaded_renderables 1 // Determines whether part of the rendering system is multi-threaded
- mat_fastnobump 1 // remove bump mapping on the floor
- sv_forcepreload 1 // preload everything server side
- cl_detailfade 0 // (experiment) set the distance for detail fade
- cl_maxrenderable_dist 500 // (experiment) (cheat) draw distance
- lod_TransitionDist 100 // (experiment) lod distance
- mat_hsv 1 // (experiment) disables color
- mat_softwarelighting 1 // (experiment) uses software for lights
- sv_cheats 1 //cheats needed for some commands
- mat_fullbright 1 //cheat that disables all darkness. Not sure about performance. Compensates mat_diffuse
- r_drawparticles 0 // disable particles
- mat_drawwater 0 // water is not drawn
- r_DrawRain 0 //rain is not drawn
- r_drawropes 0 //ropes are not drawn (like power lines)
- cl_showfps 2
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