Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ////# v1.3: revised graphics presets, added BLING=highest quality; revised game end tweaks; added some settings
- ////# missing from GUI; added health per vertical marker toggle
- ////# v1.2: fixed visual glitch (green lines over model) with Additive Light disabled; added right-click deny toggle
- ////# relayout for easier snip - aliases and binds are in the same place
- ////# v1.1: qc_toggle reverted to normal/quickcast but added qc-smart as an option; added camera lock settings
- echo ""; con_filter_enable 0; clear // Please don't remove the banner below
- echo " _______ ______ ______ ________ __ ___ ___ __ ________ _______ ______ "
- echo " | \ / __ \ | _ \ | | | | | \/ | | | | / | ____| | _ \ "
- echo " | .--. | _______ | | | | | |_) | '--| |--' | | | \ / | | | '---/ / | |__ | |_) | "
- echo " | | | | |AveYo's| | | | | | ___/ | | | | | |\/| | | | / / | __| | / "
- echo " | '--' | ````````` | '--' | | | | | | | | | | | | | / /---. | |____ | |\ \ "
- echo " |_______/ \______/ |__| |__| |__| |__| |__| |__| /_______| |_______| |__| \__\ "
- echo ""
- echo " Tweaks-only Version 1.3 "
- echo ""
- echo " Extended commands: EE - Reload autoexec.cfg ' BG - Bots Game (LOCAL) ' HG - Host Game (LAN) "
- echo " FF - ForFeit (disconnect) ' JR - Join Radiant (LAN) ' JD - Join Dire (LAN) "
- echo " NG - Net Graph presets ' AA - Auto Attack ' QC - QuickCast "
- echo " NQ - Network quality Low/High ' DN - Right-click Deny ' HP - HP bar marker "
- echo ""
- echo " Default Graphics preset: TWEAKED Available Graphics presets: BLING TWEAKED NOSHADOWS POTATO "
- echo ""
- //echo " Press {\} to toggle Console";echo "";showconsole
- ////# NOTE THAT THE CHOSEN GRAPHICS PRESET WILL OVERRIDE VARIOUS ADVANCED VIDEO SETTINGS AND PERFORMANCE TWEAKS.
- ////# TO PREVENT IT, EITHER EDIT THE PRESET DIRECTLY, ADD YOUR OWN OR SIMPLY DON'T ACTIVATE ANY BY COMMENTING LAST SCRIPT LINE WITH //
- ////#####################
- ////# DOTA GUI SETTINGS #
- ////#####################
- ////# GAME
- dota_player_units_auto_attack "0" // [0] Auto Attack
- dota_player_units_auto_attack_after_spell "0" //-[1] Auto Attack After Spell
- dota_player_auto_purchase_items "0" // [0] Auto Purchase Items
- dota_player_add_summoned_to_selection "1" //+[0] Auto Select Summoned Units
- dota_ability_quick_cast "1" //+[0] Double Tap Ability to Self Cast
- dota_player_multipler_orders "1" //+[0] Unified Unit Orders
- dota_player_teleport_requires_halt "1" //+[0] Teleport Requires Stop
- dota_show_hero_finder "0" //-[1] Holding ALT Highlights Hero
- dota_always_show_player_names "0" // [0] Show Player Names Over Health bar
- dota_hud_healthbar_number "1" // [1] Show Hit points Over Player Health bar
- dota_shop_force_hotkeys "0" // [0] Shop Always Uses Hot keys
- dota_spectator_use_broadcaster_stats_panel "1" // [1] Use Broadcaster Stats
- dota_hud_colorblind "0" // [0] Color Blind Mode
- dota_hud_reduced_flash "0" // [0] Reduced Flash
- dota_fight_recap_pause "0" // [0] Pause During Fight Recap
- dota_fight_recap_terse "1" //+[0] Terse Fight Recap
- ////# MINIMAP
- dota_minimap_simple_colors "0" // [0] Use Simple Colors in Minimap
- dota_minimap_hide_background "0" // [0] Hide Minimap Background
- dota_minimap_show_hero_icon "1" // [1] Draw Hero Icons in Minimap
- dota_minimap_always_draw_hero_icons "1" //+[0] Names/Icons Always in Minimap
- dota_hud_flip "0" // [0] Draw Minimap on Right
- ////# CAMERA
- dota_camera_accelerate "50" //+[49] Camera Deceleration
- dota_camera_speed "6000" //-[3000] Camera Speed [AveYo: Closer to Dota1 feeling, also makes the game feel less choppy on low fps]
- dota_camera_reverse "0" // [0] Reverse Camera Grip
- dota_camera_edgemove "1" // [1] Edge Pan
- dota_screen_shake "0" //-[1] Enable Screen Shake
- dota_reset_camera_on_spawn "0" //-[1] Move Camera on Respawn
- dota_camera_dotatv_smooth_drag "1" //+[0] Smooth drag Camera when Spectating
- dota_camera_deatheffect "0" //-[1] Camera Color-shift when Dead (forced by Valve)
- ////# SETTINGS MISSING FROM GUI
- cl_dota_speech_spec_ancientattack "1" // [1] Hearing 'your ancient is under attack'
- cl_dota_speech_spec_barracksattack "1" // [1] Hearing 'your rax is under attack'
- cl_dota_speech_spec_barracksfalls "1" // [1] Hearing 'your rax has fallen'
- cl_dota_speech_spec_enemybasefalls "1" // [1] Hearing 'enemy's tower/rax has fallen'
- cl_dota_speech_spec_idles "1" // [1] Hearing announcer random quotes breaking idle silence
- cl_dota_speech_spec_towerattack "1" // [1] Hearing 'your tower is under attack'
- cl_dota_speech_spec_towerfalls "1" // [1] Hearing 'your tower has fallen'
- dota_camera_lock "0" // [0] Camera Lock
- dota_camera_disable_zoom "0" // [0] Disable mousewheel zoom
- dota_camera_hold_select_to_follow "0" // [0] Single click to select, hold to follow - if 1 breaks freelock camera
- dota_disable_range_finder "0" //-[1] Disable Range finder - disable=1 enable=0
- dota_disable_unit_ring "1" //+[0] Disable Unit Ring - if enabled, gives an annoying visual glitch (green lines over model) with Additive Light disabled
- dota_force_right_click_attack "1" //+[0] Right click deny
- dota_hud_healthbars "3" //+[1] Advanced health bars for all units (3) or just for allies (2) or simple (1)
- dota_hud_healthbar_number_danger "40" // [40] Percentage of health left before hitpoint number turns orange
- dota_hud_healthbar_number_critical "20" // [20] Percentage of health left before hitpoint number turns red
- dota_health_per_vertical_marker "250" // [250] How much health between each vertical line in the health bars
- dota_health_marker_major_alpha "255" // [255] Opacity level for vertical lines in the health bars
- dota_health_marker_minor_alpha "255" //+[128] Opacity level for health bars
- dota_health_hurt_decay_time_max "0.2" //-[0.8] Health bars fade over max time once receiving a hit
- dota_health_hurt_decay_time_min "0.075" //-[0.3] Health bars fade over min time once receiving a hit
- dota_health_hurt_delay "0.025" //-[0.1] Health bars delay once receiving a hit
- dota_health_hurt_threshold "99999" //-[0.01] Health bars threshold once receiving a hit - high number to directly show final damage
- dota_pain_decay "0.2" //-[0.8] Health bars fade time for damage over time
- dota_pain_factor "0.75" //-[3.0] Health bars factor for damage over time
- dota_pain_fade_rate "0.75" //-[3.0] Health bars fade rate for damage over time
- dota_pain_multiplier "0.2" //-[0.8] Health bars multiplier for damage over time
- dota_minimap_hero_size "800" //+[600] Hero icons size on minimap [AveYo: use 800 for slightly bigger]
- dota_minimap_creep_scale "1.5" //+[1.0] Creeps dots size on minimap [AveYo: use 1.5 for slightly bigger]
- dota_minimap_misclick_time "0" //-[0.2] Minimap miss click detection [AveYo: use 0 so that every click on the minimap counts]
- dota_enemy_color_b "0.0" // [0.0] Enemy color: blue component
- dota_enemy_color_g "0.0" // [0.0] Enemy color: green component
- dota_enemy_color_r "1.0" // [1.0] Enemy color: red component
- dota_friendly_color_b "0.0" // [1.0] Friendly color: blue component
- dota_friendly_color_g "1.0" // [1.0] Friendly color: green component
- dota_friendly_color_r "0.0" // [0.0] Friendly color: red component
- dota_neutral_color_b "1.0" // [1.0] Neutral color: blue component (spectator only)
- dota_neutral_color_g "1.0" // [1.0] Neutral color: green component (spectator only)
- dota_neutral_color_r "1.0" // [1.0] Neutral color: red component (spectator only)
- dota_unit_allow_moveto_direction "1" //+[0] New command to disable pathfinding
- dota_unit_use_player_color "1" //+[0] Decorate units with player color
- ////# AUDIO_SETTINGS
- speaker_config "1" //-[-1] Speakers [AveYo: 1=headphones, 2=stereo, 4=4 surround, 5=5.1 surround, 7=7.1 surround]
- volume "0.9" //-[1.0] Master Volume
- snd_gamevolume "0.5" //-[1.0] Game Volume
- snd_musicvolume "0.25" //-[1.0] Music Volume
- snd_voipvolume "0.75" //-[1.0] Voice Volume
- snd_gamevoicevolume "0.35" //-[1.0] Unit Speech Volume
- voice_vox "0" // [0] Enable Open Mic [AveYo: Always on vox-style mic]
- closecaption "0" // [0] Use Captions
- snd_mute_losefocus "0" // [0] Play Sound in Desktop
- chat_sound "0" // [0] Chat Message Sound
- dota_mute_cobroadcasters "0" // [0] Mute Co-Broadcasters
- dota_speech_level "2" // [2] Unit Speech [AveYo: 0=Off 1=Events 2=All]
- snd_pitchquality "0" //-[1] Sound Quality A [AveYo: Low A=0 B=1 Med A=0 B=0 High A=1 B=0]
- dsp_slow_cpu "1" //+[0] Sound Quality B [AveYo: Low A=0 B=1 Med A=0 B=0 High A=1 B=0]
- ////# ADVANCED_VIDEO_SETTINGS [Default] Bling Tweaked Noshadows Potato AveYo's notes:
- //mat_monitorgamma "1.9" //-[2.2] Brightness - - - - Fullscreen mode only, 1.9 equals 130 in GUI
- r_screenspace_aa "0" //-[1] Anti-aliasing 0 0 0 0 OFF - VERY HIGH FPS IMPACT
- r_deferred_specular "1" // [1] Specular 1 1 1 1 AON - KEEP ALWAYS ON AT ALL COSTS - terrain looks flat without it and you also loose overall brightness
- r_deferred_specular_bloom "0" //-[1] Specular bloom 1 0 0 0 OFF - HIGH FPS IMPACT - you should prefer shadows=high over this
- dota_cheap_water "1" //+[0] Low Quality Water 0 1 1 1 OFF - VERY HIGH FPS IMPACT - you should prefer shadows=high over this - RETARD CVAR/GUI NAME INVERSION
- r_deferred_height_fog "0" //-[1] Atmospheric Fog 0 0 0 0 OFF - HIGH FPS IMPACT FOR ONBOARD GPUs - you wont even notice it missing
- dota_portrait_animate "1" // [1] Animate portrait 1 1 1 0 ON - It's just a flash animation, but since scaleform is so broken it does impact fps
- r_deferred_additive_pass "0" //-[1] Additive light pass 1 0 0 0 OFF - HIGH FPS IMPACT- you should prefer shadows=high over this
- r_deferred_simple_light "0" //-[1] World lighting 1 0 0 0 OFF - Only affects tree lights - you should prefer shadows=high over this
- r_ssao "0" //-[1] Ambient occlusion 1 0 0 0 OFF - VERY HIGH FPS IMPACT
- dota_ambient_creatures "0" // [1] Ambient creatures 1 0 0 0 OFF - Worth having them for the atmosphere but can be distracting - you should prefer shadows=high over this
- mat_vsync "0" //-[1] Vertical Sync 0 0 0 0 OFF - Fullscreen mode only, not recommended because of current engine unfixable and drastic fps drops
- mat_triplebuffered "0" // [0] Triple buffering 0 0 0 0 OFF - Fullscreen mode only, set the same as Vertical Sync
- mat_viewportscale "0.900000" //-[1] Render Quality 1.0 0.95 0.9 0.8 0.8+ Anything less it's too blurry - from 0.4=40 to 1.0=100
- cl_globallight_shadow_mode "2" // [2] Shadows 2 2 0 0 HIGH - it's demanding, but without shadows the game looks worst than warcraft3, 0=Low 1=Med 2=High
- mat_picmip "0" // [0] Textures 0 0 0 1 HIGH - don't sacrifice crisp details for less memory footprint 2=Low 1=Med 0=High
- ////#####################################################################
- ////# AVEYO'S PERFORMANCE TWEAKS BELOW #
- ////# Reset by commenting lines in this script, then delete config.cfg #
- ////# Many cvars do nothing - not implemented in current Dota2 engine #
- ////#####################################################################
- ////# CPU TWEAKS - SOLID FPS GAINS BUT CRASHES MAY OCCUR ON SOME OLDER/MOBILE SYSTEMS - dare to write threadpool_run_tests in console and watch your computer die - Valve, that should never happen!
- ////# Queueing
- mat_queue_mode "2" //+[-1] Queued loading of materials 0=disabled (if it gives you crashes on map load) 1=enabled 2=enabled+multi-threaded for SOLID fps gains
- studio_queue_mode "1" // [1] Queued playback NEEDS TO BE 1 or else mat_queue_mode other than 0 renders with missing buildings - bug?!
- r_queued_ropes "1" // [1] Queued ropes loading for SLIGHT fps gain, enabled by default
- r_queued_post_processing "0" // [0] Queued post processing effects might cause crashes or graphical glitches for LITLE to NONE fps gain!
- r_queued_decals "0" // [0] Queued decorations loading might cause crashes or graphical glitches for LITLE to NONE fps gain!
- ////# Multi-threading AveYo's notes:
- snd_mix_async "1" //+[0] Separate thread for the sound engine Fix stuttering while pressing buttons in the main menu
- host_threaded_sound "1" //+[0] Separate thread for sounds when hosting Might cause local server or demo playback crashes
- vphysics_threadmode "1" // [1] Parallel physics computations Nvidia only ?!
- cl_threaded_bone_setup "1" //+[0] Parallel skeleton animations computations NOTICEABLE fps gain but might cause crashes or graphical glitches!
- r_threaded_particles "1" // [1] Parallel particles computations NOTICEABLE fps gain
- r_threadeddetailprops "1" // [1] Parallel detail props drawing LITLE to NONE fps gain
- r_threaded_shadow_clip "0" // [0] Parallel shadows computations LITLE to NONE fps gain
- g_ai_threadedgraphbuild "0" // [0] Experimental threaded node graph building LITLE to NONE fps gain
- cl_threaded_init "1" //+[0] Parallel client launch Might speed up loading or cause crashes on map load
- sv_threaded_init "1" //+[0] Parallel server launch Might speed up loading or cause crashes on map load
- ////# TEXTURES TWEAKS
- cl_detaildist "600" //-[1200] HQ Details range limit
- cl_detailfade "200" //-[400] HQ Details fade limit
- mat_bumpmap "0" //-[1] Realistic terrain - linked to phong and specular
- mat_colcorrection_disableentities "1" //+[0] Color-correction for entities ?!
- mat_envmapsize "128" // [128] Environment map size limit
- mat_envmaptgasize "32" // [32] Environment map size limit for tga image export
- mat_forceaniso "1" // [1] Anisotropic texture filtering (negligible on recent GPUs)
- mat_phong "0" //-[1] Phong reflections - linked to specular and bump map
- mat_specular "0" //-[1] Chrome shine - linked to phong and bump map
- r_rootlod "0" // [0] General detail - don't change while a map is loaded or you get artifacts
- r_lod "0" // [-1] Model detail
- r_decals "1024" //-[2048] General limit for decorations
- r_decal_overlap_count "2" //-[3] Overlapping limit for decorations
- r_drawmodeldecals "0" //-[1] Enable decorations over models
- r_maxmodeldecal "50" // [50] Models decorations limit
- r_DrawDetailProps "0" //-[1] Enable static props
- r_propsmaxdist "600" //-[1200] Range limit for static props
- r_renderoverlayfragment "0" //-[1] Enable decorations over terrain
- ////# RENDER TWEAKS
- mat_monitorgamma_tv_enabled "0" //-[1] PC=0 or TV=1 levels - Fullscreen mode only
- mat_disable_bloom "1" //-[0] HDR-like lighting
- mat_bloomscale "0" //-[1] Progressive/superexposed HDR?!
- mat_disable_fancy_blending "0" // [0] Realistic alpha blending
- mat_disable_lightwarp "0" // [0] Realistic brightness with color tint
- mat_clipz "1" // [1] Clip out-of-view parts of textures, might cause artifacts on old GPUs, used to be 0 as default before 2015 first patches
- r_fastzreject "1" //+[0] Hardware optimized z-setting algorithm
- r_occlusion "1" // [1] Don't render obscured objects, used to be 0 as default before 2015 first patches
- r_frustumcullworld "1" // [1] Should be the same as r_occlusion, but only for current viewport
- r_dynamic "1" // [1] Dynamic lighting
- r_maxdlights "16" //-[32] Maximum number of dynamic lights
- r_worldlights "2" //-[3] World lights per vertex used
- r_globallight_singlepass "1" // [1] Global light is drawn as a single pass
- r_lightaverage "0" //-[1] Activates/deactivate light averaging
- r_RainParticleDensity "0.05" //-[1] Number of rain drops - noticeable in the sniper tutorial or if you have the weather effects equipped
- r_twopasspaint "0" //-[1] Two pass shader processing
- r_dopixelvisibility "0" //-[1] Per-pixel light visibility - only seems to affect world lights
- r_3dsky "0" //-[1] Does nothing since dota heroes are like pigs and can't look up to the sky?!
- r_flashlightrender "0" //-[1] Enable post-processing render
- r_flashlightnodraw "1" //+[0] Disable post-processing drawing
- r_flashlightmodels "0" //-[1] Post-processing for models
- r_FlashlightDetailProps "0" //-[1] Post-processing for detail props
- ////# SHADOWS TWEAKS - active only if cl_globallight_shadow_mode=2
- mat_shadowstate "1" // [1] Undocumented
- nb_shadow_dist "200" // [400] Shadows range limit
- r_shadowfromworldlights "0" //-[1] Render shadows from tree lights
- r_shadowmaxrendered "16" //+[32] Not the same thing as actual number of shadows visible on screen!
- r_shadowrendertotexture "0" // [0] Wasteful plot shadows on textures directly
- r_shadows "1" // [1] Shadows rendering - needs to be 1 or else you get glitches
- r_shadows_on_renderables_enable "0" // [0] Wasteful shadows onto other renderable's
- r_shadow_deferred_downsample "1" //+[0] Lower-res deferred shadow rendering
- r_shadow_deferred_simd "1" //+[0] Use CPU optimizations for computing shadows
- r_shadow_half_update_rate "1" //+[0] Half update rate shadow rendering
- ////# WATER TWEAKS - active only if dota_cheap_water=1
- cl_disable_water_render_targets "1" //+[0] Don't render extra effects for objects while in water
- mat_wateroverlaysize "32" //-[128] Water overlay limit
- r_forcewaterleaf "1" // [1] Optimization to water - considers view in leaf under water for purposes of culling
- r_WaterDrawRefraction "0" //-[1] Wasteful river realistic refractions
- r_waterforceexpensive "0" // [0] Wasteful river renderer
- r_waterforcereflectentities "0" // [0] Wasteful river reflections for entities
- //////# OTHER ENGINE_TWEAKS
- engine_no_focus_sleep "50" //+[20] FPS limiter while alt-tab 0=disable and waste power but might be needed when streaming; I've been using 50 with no issues
- mat_forcehardwaresync "1" // [1] Only set to 0 if you get crashes on load with your old Intel or Nvidia GPU
- mat_reducefillrate "1" //+[0] Fill rate optimization Should provide improved memory usage, but I rather keep on wasting memory
- mat_reduceparticles "1" //+[0] Particles optimization Definitely needed with all the arcana's and cosmetic gems mixing havoc, but not much fps impact at the moment
- fast_fogvolume "1" //+[0] Fog optimization Fog has always been very demanding and any tweak is welcomed, , but not much fps impact at the moment
- cl_particle_fallback_base "4" //+[0] A Cheaper particle effects under high load GPU dependent, uncomment then delete video.txt to reset
- cl_particle_fallback_multiplier "0" // [0] V Cheaper particle effects limit GPU dependent, uncomment then delete video.txt to reset
- cl_phys_maxticks "3" //+[2] E Physics priority GPU dependent, uncomment then delete video.txt to reset
- dota_ambient_creatures_pop "1" //+[0] Y Pop into view?! GPU dependent, uncomment then delete video.txt to reset
- mat_motion_blur_enabled "0" // [0] O Motion blur GPU dependent, uncomment then delete video.txt to reset
- mp_usehwmmodels "-1" //-[0] Use realistic models GPU dependent=0 always=1 never=-1 (not used in dota?)
- mp_usehwmvcds "-1" //-[0] Use realistic expressions GPU dependent=0 always=1 never=-1 (not used in dota?)
- cl_jiggle_bone_sanity "0" //-[1] Reinitiate jiggle bones setup in case of numerical instability
- cl_simdbones "1" //+[0] Use CPU optimizations for bone setup
- cl_use_simd_bones "1" // [1] Use CPU optimized bones or scalar bones
- r_jiggle_bones "1" // [1] Render jiggle bones
- ai_expression_optimization "1" //+[0] Ignore out-of-view NPC expressions
- ragdoll_sleepaftertime "3" //-[5] Idle timeout for rag dolls
- r_drawflecks "0" //-[1] Bullet impacts - not used by Dota?
- flex_smooth "0" //-[1] Applies smoothing/decay curve to flex animation controller changes
- r_flex "1" // [1] Facial animations
- r_ropetranslucent "0" //-[1] Translucent ropes
- ////# WARNING! GAME BREAKING CVARS
- mat_force_low_quality_shadows "0" // [0] 1=WILL FORCE LOW QUALITY SHADOWS, ONLY USE IT FOR POTATO PC's
- mat_lowqualityshaders "0" // [0] 1=WILL FORCE LOW QUALITY SHADERS, ONLY USE IT FOR POTATO PC's
- r_flashlightdepthtexture "1" // [1] 0=WILL FORCE ALL SHADOWS OFF, ONLY USE IT FOR POTATO PC's
- r_WaterDrawReflection "1" // [1] 0=WILL BREAK HIGH QUALITY WATER, ONLY USE IT FOR POTATO PC's
- ////mat_managedtextures "1" // [1] If set, allows Direct3D to manage texture uploading at the cost of extra system memory
- ////mat_filtertextures "1" // [1] Without anisotropic filtering for textures, you get quake1-like blocky textures
- ////mat_filterlightmaps "1" // [1] Without anisotropic filtering for lightmaps, you get quake1-like blocky lightmaps
- ////datacachesize "32" // [32] CHANGING THIS CAN CAUSE CRASHES ON MAP RELOAD
- ////mem_max_heapsize "256" // [256] CHANGING THIS CAN CAUSE CRASHES ON MAP RELOAD
- ////mem_min_heapsize "128" // [128] CHANGING THIS CAN CAUSE CRASHES ON MAP RELOAD
- ////mod_load_mesh_async "0" // [0] 1=WILL DEFINITELY CAUSE CRASH ON EVERY MAP LOAD!
- ////mod_load_anims_async "0" // [0] 1=MIGHT SPEED UP LOADING OR CAUSE CRASHES ON MAP LOAD
- ////mod_load_vcollide_async "0" // [0] 1=MIGHT SPEED UP LOADING OR CAUSE CRASHES ON MAP LOAD
- ////# AUDIO TWEAKS
- dsp_enhance_stereo "0" // [0] Headphones enhancements
- snd_async_fullyasync "1" // [1] All playback is fully async (sound doesn't play until data arrives)
- snd_dvar_dist_max "1800" //+[1320] Play full 'far' sound at this distance
- snd_dvar_dist_min "700" //+[240] Play full 'near' sound at this distance
- snd_mixahead "0.2" //-[0.1] Sound engine buffer - Increase for fixing crackling, but can lead to delayed sounds
- snd_noextraupdate "1" //+[0] Undocumented
- ////# NET CODE TWEAKS
- //clientport "27005" // [27005] Host game client port
- //clientportany "1" // [1] If set use system allocated port
- cl_allowdownload "0" //-[1] Not used in dota since there is no custom players logo to download ?!
- cl_allowupload "0" //-[1] Not used in dota since there is no personal player logo to upload ?!
- cl_cmdrate "30" // [30] Server clamped to 30 no point in going above, Network Quality Low is anything below 16
- cl_disable_steam_p2p "1" //+[0] Steam Peer2Peer - historically abused for DDOS
- cl_forcepreload "1" //+[0] Should help client fps stability but increases map load time
- cl_interp "0.033333" //-[0.05] limited by server tick rate to 0.033333
- cl_interp_ratio "2" // [2] Set to 3-4 if constant packet loss
- cl_interp_threadmodeticks "1" //+[0] Additional interpolation ticks with threaded engine
- cl_lagcompensation "1" // [1] Required do not disable!
- cl_lagcomp_errorcheck "0" // [0] It should do less jumping around when packet loss but generates additional network load so not sure if worth it
- cl_predictweapons "1" // [1] Guess not used in dota ?!
- cl_pred_optimize "2" // [2] Prediction reuses previous data if no error
- cl_resend "15" //-[6] Delay in seconds before the client will resend the 'connect' attempt
- cl_singleplayernetworkbackdoor "0" // [0] Single player network optimizations - if 1, can fix crashing after second local lobby creation http://dev.dota2.com/showthread.php?t=147736
- cl_smooth "0" //-[1] Smooth view/eye origin after prediction errors - keep it on
- cl_smoothtime "0.066666" //-[0.1] Smooth client's view after prediction error over this many seconds
- cl_timeout "15" //-[30] After this many seconds without receiving a packet from the server, the client will disconnect
- cl_updaterate "30" // [30] Server clamped to 30 no point in going above, Network Quality Low is anything below 16
- instant_replay_enable "0" //-[1] Enable instant replay recording
- dota_keybindings_cloud_disable "1" //-[0] Don't save key binding in the cloud
- net_max_network_processing_frame_time_ms "20" // [20] Undocumented, I would adventure using 16 or 33
- net_queued_packet_thread "1" // [1] Use a high priority thread to send queued packets out instead of sending them each frame.
- net_splitrate "2" //+[1] Number of fragments for a splitpacket that can be sent per frame - helps with client choke
- net_threaded_socket_burst_cap "256" // [256] Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
- net_threaded_socket_recovery_rate "6400" // [6400] Number of packets per second that threaded socket pump algorithm allows from client.
- net_threaded_socket_recovery_time "60" // [60] Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
- rate "80000" // [80000] The maximum receiving rate advertised, actual usage will be a lot less because of tick rate so no point in changing it
- workshop_concurrent_fileinfo_requests "2" //-[5] Limits bandwidth trashing in case of numerous guides, custom games subscriptions
- ////# MISC TWEAKS [Default]
- cl_showfps "0" // [0] FPS visual indicator Try 2-show realtime + average over 1000 frames or 4-show average fps with logging and extra color warning
- fps_max "0" //-[120] FPS limiter If vsync=on, set it to display Hz-2 to lower input lag, else to display Hz
- dota_embers "0" //-[1] Animated menu background Fix stuttering/crashes caused by scaleform
- dota_courier_morph_on_deliver "0" // [0] Courier morph on deliver Seems to be disabled by Valve in online game
- dota_sf_hud_killcam_local_player_items "1" //-[0] Show your items under killcam window Does help a little network and fps - wise
- dota_full_ui "1" //+[0] Unlock the full UI for new users
- voice_chat_bubble_show_volume "0" //-[1] Volume indicator on chat bubble A bit less (0.x) fps loss when using voice
- in_lock_mouse_to_window "1" // [1] Lock Mouse inside game window 1=lock 0=free, but you might need edge pan also off
- dota_mouse_spectator_window_lock "0" // [0] If enabled mouse will be locked to the window when in game and spectating in a mode that doesn't give camera control
- dota_mouse_window_lock "1" // [1] If enabled mouse will be locked to the window when ingame
- jpeg_quality "99" //+[90] Screenshot quality
- guidepanel_promptforrating "0" //-[1] Annoying prompt for rating in the top left corner, command seems to be disabled by Valve
- gameinstructor_enable "0" //-[1] Display in game lessons that teach new players
- cl_showhelp "0" //-[1] Hint popups
- dota_sf_hero_selection_seen "1" //+[0] New hero picker hint
- cloth_update "0" //-[1] Undocumented
- dota_quit_immediate "1" //+[0] If enabled, Dota will quit immediately rather than prompting to confirm
- tracer_extra "0" //-[0] Does extra calculations to make CFXDiscreetLine more visible over distance
- sys_minidumpspewlines "100" //-[500] Console history size in crash dumps
- developer "0" // [0] Developer message level
- con_enable "1" //+[0] Enable console
- ////# AVEYO'S OPTIMIZED ALL-PICK LOADOUT - MORE HEROES TO CHOSE FROM (UP TO 14 FROM THE FIRST CLICK) WITH NO ANIMATED PORTRETS
- sf_fulldeck_intro_curve "0" //-[0.5]
- sf_fulldeck_intro_time "0" // [0]
- sf_fulldeck_raise_speed "0" //-[10]
- sf_loadout_tutorial_enable "0" //-[1]
- sf_turntable_curve_16x10 "0.44" //-[0.69]
- sf_turntable_curve_16x9 "0.41" //-[0.65]
- sf_turntable_curve_4x3 "0.51" //-[0.76]
- sf_turntable_curve_5x4 "0.51" //-[0.76]
- sf_turntable_end "0" //-[1]
- sf_turntable_indent "0.02" //-[0.05]
- sf_turntable_moviecards_fromcenter "0" //-[3]
- sf_turntable_scale_max_ingame "80" //-[150]
- sf_turntable_scale_min "80" //-[80]
- sf_turntable_tint_curve "1.0" //+[0.9]
- ////# GAME END TWEAKS - prevent some stuttering
- game_end_item_anim_delay "0.1" //-[2.0]
- game_end_speech_delay "0.1" //-[1.0]
- game_end_xmas_intro_delay "0.1" //-[2.0]
- game_end_xp_anim_delay "0.1" //-[1.0]
- game_end_xp_anim_duration "0.1" //-[1.0]
- dota_sf_game_end_delay "0.1" //-[10]
- dota_endgame_cinematic_disable "1" //+[0]
- dota_sf_victory_message_duration "1.0" //-[4.0f]
- dota_postgame_finish_replay_time "3" //-[15]
- ////# DEFAULT PLAY TAB
- dota_play_landing_tab "1" //+[8] 0=normal 1,4=bot 2=create 3=find 5,10=ranked 6=diretide:) 7=frostivus:) 8=training 9=coach 11=blank 12=custom 13=1vs1
- ////#########################################################################################
- ////# ALIASES (THIS TWEAKS-ONLY VERSION HAS OSD ENGINE AND ALL BINDS REMOVED/COMMENTED OUT) #
- ////#########################################################################################
- ////# TOGGLE AUTO-ATTACK SCRIPT BY AVEYO
- alias "aa_on" "dota_stop;dota_player_units_auto_attack 1;dota_player_units_auto_attack_after_spell 1; alias aa aa_off; dota_player_units_auto_attack"
- alias "aa_off" "dota_stop;dota_player_units_auto_attack 0;dota_player_units_auto_attack_after_spell 0; alias aa aa_on; dota_player_units_auto_attack"
- dota_player_units_auto_attack 0; dota_player_units_auto_attack_after_spell 1; alias aa aa_on //AutoAttack disabled by default
- //bind "CAPSLOCK" "aa" //or just write 'aa' in console
- ////# TOGGLE RIGHT-CLICK DENY SCRIPT BY AVEYO
- alias "deny_on" "dota_force_right_click_attack 1; alias dn deny_off; dota_force_right_click_attack"
- alias "deny_off" "dota_force_right_click_attack 0; alias dn deny_on; dota_force_right_click_attack"
- dota_force_right_click_attack 1; alias dn deny_off //Right-click deny enabled by default
- //bind "HOME" "dn" //or just write 'dn' in console
- ////# Follow hero with single tap without locking camera
- alias freelock "dota_camera_lock 0;+dota_camera_follow; -dota_camera_follow; +dota_camera_follow"
- //bind "SPACE" "freelock"
- ////# MULTI CHAT WHEEL PRESETS - SET TO ALT+ENTER IN GUI!!!
- ////# 1 2 3
- ////# BUY_TP_43 HELP_5 WELL_PLAYED_7
- ////# REQUEST_GANK_36 < > ON_MY_WAY_21 UNDER_TOWER_37 < > ATTACK_NOW!_18 OKAY_0 < > SORRY_63
- ////# WE_NEED_DETECTION_41 < o > THEY_HAVE_DETECTION_42 SPREAD_OUT_16 < o > GROUP_UP_15 TIME_57 < o > THANKS_62
- ////# STACK_AND_PULL_48 < > RE-USE_COURIER_44 ROSHAN_53 < > SPLIT_PUSH_34 PAUSE_56 < > WAIT_55
- ////# CARE_1 GET_BACK_2 DON'T_GIVE_UP_64
- alias chatwheel_preset1 "chat_wheel_phrase_6 43;chat_wheel_phrase_5 36;chat_wheel_phrase_7 21;chat_wheel_phrase_4 41;chat_wheel_phrase_0 42;chat_wheel_phrase_3 48;chat_wheel_phrase_1 44;chat_wheel_phrase_2 1;alias cw chatwheel_preset2"
- alias chatwheel_preset2 "chat_wheel_phrase_6 5;chat_wheel_phrase_5 37;chat_wheel_phrase_7 18;chat_wheel_phrase_4 16;chat_wheel_phrase_0 15;chat_wheel_phrase_3 53;chat_wheel_phrase_1 34;chat_wheel_phrase_2 2;alias cw chatwheel_preset3"
- alias chatwheel_preset3 "chat_wheel_phrase_6 7;chat_wheel_phrase_5 0;chat_wheel_phrase_7 63;chat_wheel_phrase_4 57;chat_wheel_phrase_0 62;chat_wheel_phrase_3 56;chat_wheel_phrase_1 55;chat_wheel_phrase_2 64;alias cw chatwheel_preset1"
- chatwheel_preset1 //Initiate chatwheel with preset 1 - write cw in console to switch preset
- //bind "ENTER" "+chatwheel;cw" // Multiple Chat Wheels on ENTER - ALT+ENTER will reuse the current preset without changing it
- //bind "KP_ENTER" "+chatwheel;cw" // Mirror above
- ////# CHAT PHRASES
- //bind "KP_0" "chatwheel_say 7" // KP_0 = Well_played_7 - Care_1 Get_Back_2 Need_Wards_3 Stun_4 Help_5 Push_6 Well_played_7 Missing_top_9 Missing_mid_10 Missing_bottom_11
- ////# AVEYO'S LOOK AROUND THE MAP WHILE KEY PRESSED - TOWERS, RUNES, ANCIENTS
- alias "centerhero" "+dota_camera_center_on_hero;-dota_camera_center_on_hero" // Center on hero - required for look around jumps or last ping location
- alias "+show_radiant_top" "dota_camera_set_lookatpos -5900 2200";alias "-show_radiant_top" "centerhero"
- alias "+show_radiant_ancients" "dota_camera_set_lookatpos -2700 200";alias "-show_radiant_ancients" "centerhero"
- alias "+show_radiant_bot" "dota_camera_set_lookatpos 5100 -5700";alias "-show_radiant_bot" "centerhero"
- alias "+show_rune_top" "dota_camera_set_lookatpos -1800 1200";alias "-show_rune_top" "centerhero"
- alias "+show_river_mid" "dota_camera_set_lookatpos -500 -400";alias "-show_river_mid" "centerhero"
- alias "+show_rune_bot" "dota_camera_set_lookatpos 2400 -2100";alias "-show_rune_bot" "centerhero"
- alias "+show_dire_top" "dota_camera_set_lookatpos -5500 5700";alias "-show_dire_top" "centerhero"
- alias "+show_dire_ancients" "dota_camera_set_lookatpos 3900 -600";alias "-show_dire_ancients" "centerhero"
- alias "+show_dire_bot" "dota_camera_set_lookatpos 6200 -1900";alias "-show_dire_bot" "centerhero"
- //bind "KP_7" "+show_radiant_top"; bind "KP_8" "+show_rune_top"; bind "KP_9" "+show_dire_top" //TOP ZONES 7 8 9
- //bind "KP_4" "+show_radiant_ancients"; bind "KP_5" "+show_river_mid"; bind "KP_6" "+show_dire_ancients" //CENTER ZONES 4 5 6
- //bind "KP_1" "+show_radiant_bot"; bind "KP_2" "+show_rune_bot"; bind "KP_3" "+show_dire_bot" //BOT ZONES 1 2 3
- ////# SHOW RECENT EVENT (LAST PING)
- alias "+show_lastping" "dota_recent_event";alias "-show_lastping" "centerhero"
- //bind "P" "+show_lastping" //SET TO ALT+P IN GUI!!!
- ////# Toggle health per vertical marker
- alias hp "incrementvar dota_health_per_vertical_marker 250 750 100;echo ;echo;echo ;echo ;dota_health_per_vertical_marker;echo "
- //bind "H" "hp" //or just write 'hp' in console
- ////# BOTS GAME (LOCAL) - EVERYBODY KNOWS THE REASON FOR BAD GAMES: OTHER HUMAN PLAYERS :D
- alias "bg" "sv_update_master_server 0;sv_lan 1;dota_disable_lan_lobby_broadcast 1;cl_singleplayernetworkbackdoor 1;host_limitlocal 1;dota_log_server_connection 0;sv_parallel_packentities 1;sv_extra_client_connect_time 30;tv_enable 0;sv_voiceenable 0;sv_stats 0;sv_forcepreload 1;item_enable_dynamic_loading 0;dota_surrender_on_disconnect 1;sv_hibernate_when_empty 1;dota_start_ai_game 1;hideconsole;map dota"
- ////# HOST GAME (LAN) - IF HERO PICKER WON'T SHOW, YOU NEED TO OPEN THE CONSOLE AND WRITE 'JR' OR 'JD'
- alias "hg" "echo ##### WRITE 'JR' TO JOIN RADIANT OR 'JD' TO JOIN DIRE #####;sv_update_master_server 0;sv_lan 1;dota_disable_lan_lobby_broadcast 0;cl_singleplayernetworkbackdoor 0;host_limitlocal 1;dota_log_server_connection 0;sv_parallel_packentities 1;sv_extra_client_connect_time 30;tv_enable 0;sv_voiceenable 0;sv_stats 0;sv_forcepreload 1;item_enable_dynamic_loading 0;dota_surrender_on_disconnect 0;sv_hibernate_when_empty 0;dota_start_ai_game 0;hideconsole;map dota"
- alias "jr" "jointeam good;echo ;echo ##### Toggle console with {\} or {F10} to pick a hero #####;echo "; alias "jd" "jointeam bad;echo ;echo ##### Toggle console with {\} or {F10} to pick a hero #####;echo "
- ////# FORFEIT CURRENT GAME (JUST DISCONNECT, YOU CAN STILL RECONNECT TO LIVE GAMES USING RETRY OR FROM PLAY MENU)
- alias "ff" "echo FORFEIT!;stopdemo;disconnect;dota_start_ai_game 0;hideconsole"
- ////# NETWORK QUALITY HIGH/LOW TOGGLE
- alias "nq_low" "rate 40000;cl_updaterate 15;cl_cmdrate 15;cl_interp_ratio 2;cl_interp 0.066667;alias nq nq_high;echo Enabling Low Network quality."
- alias "nq_high" "rate 80000;cl_updaterate 30;cl_cmdrate 30;cl_interp_ratio 2;cl_interp 0.033333;alias nq nq_low;echo Enabling High Network quality."
- nq_high // Start with HIGH - write 'nq' in console to toggle
- ////# AVEYO'S OPTIMIZED NET_GRAPH PRESET WITH TOGGLE BETWEEN AVERAGE-FPS, EXTENDED-TEXT MODE AND CHART MODE - NOW POSITIONED ABOVE MINIMAP
- alias "ng_preset" "net_graphtext 1;net_graphproportionalfont 0;net_graphshowlatency 1;net_graphshowinterp 0;net_graphshowsvframerate 0;net_graphholdsvframerate 0;net_graphsolid 1;net_graphheight 64;net_graphmsecs 200;net_scale 8092;net_graphpos 3;net_graphinsetbottom 128;net_graphinsettop 0;net_graphinsetleft 0;net_graphinsetright 0"
- alias "ng_off" "ng_preset;net_graph 0;alias ng ng_fps";
- alias "ng_fps" "ng_preset;net_graph 0;cl_showfps 4;dota_ping;ping;alias ng ng_text" //show average fps and writes results to dota\prof_dota.csv when switched
- alias "ng_text" "ng_preset;net_graphinsetright 2048;net_graph 4;cl_showfps 0;dota_ping;ping;alias ng ng_chart" //text mode with extra loss/choke monitoring
- alias "ng_chart" "ng_preset;net_graphshowinterp 1;net_graph 2;cl_showfps 0;dota_ping;ping;alias ng ng_off" //chart mode, slightly reduces fps
- ng_off //netgraph hidden by default
- //bind "DEL" "ng" //or just write 'ng' in console to show/hide Netgraph optimized presets
- ////# Autoexec.cfg reload (this script)
- alias "ee" "execifexists autoexec.cfg"
- ////#########################################################################################
- ////# GRAPHICS LEVEL PRESETS. BLING:Ultra TWEAKED:High(default) NOSHADOWS:Medium POTATO:Low #
- ////#########################################################################################
- alias "high_details" "cloth_update 1;dota_portrait_animate 1;r_WaterDrawReflection 1;r_WaterDrawRefraction 1;r_dopixelvisibility 1;r_flashlightdepthtexture 1;r_renderoverlayfragment 1;r_DrawDetailProps 1;r_drawmodeldecals 1;mat_picmip 0;mat_lowqualityshaders 0;mat_force_low_quality_shadows 0;mat_bumpmap 1;mat_phong 1;mat_specular 1"
- alias "low_details" "cloth_update 0;dota_portrait_animate 0;r_WaterDrawReflection 0;r_WaterDrawRefraction 0;r_dopixelvisibility 0;r_flashlightdepthtexture 0;r_renderoverlayfragment 0;r_DrawDetailProps 0;r_drawmodeldecals 0;mat_picmip 1;mat_lowqualityshaders 1;mat_force_low_quality_shadows 1;mat_bumpmap 0;mat_phong 0;mat_specular 0"
- alias "BLING" "high_details;cl_particle_fallback_base 0;cl_globallight_shadow_mode 2;dota_cheap_water 0;mat_viewportscale 1.00;r_ssao 1;r_deferred_additive_pass 1;r_deferred_specular_bloom 1;r_deferred_specular 1;r_deferred_simple_light 1;dota_ambient_creatures 1;echo Enabling BLING Graphics preset.; echo "
- alias "TWEAKED" "high_details;cl_particle_fallback_base 2;cl_globallight_shadow_mode 2;dota_cheap_water 1;mat_viewportscale 0.95;r_ssao 0;r_deferred_additive_pass 0;r_deferred_specular_bloom 0;r_deferred_specular 1;r_deferred_simple_light 0;dota_ambient_creatures 0;echo Enabling TWEAKED Graphics preset.; echo "
- alias "NOSHADOWS" "high_details;cl_particle_fallback_base 4;cl_globallight_shadow_mode 0;dota_cheap_water 1;mat_viewportscale 0.90;r_ssao 0;r_deferred_additive_pass 0;r_deferred_specular_bloom 0;r_deferred_specular 1;r_deferred_simple_light 0;dota_ambient_creatures 0;echo Enabling NOSHADOWS Graphics preset.; echo "
- alias "POTATO" "low_details; cl_particle_fallback_base 4;cl_globallight_shadow_mode 0;dota_cheap_water 1;mat_viewportscale 0.80;r_ssao 0;r_deferred_additive_pass 0;r_deferred_specular_bloom 0;r_deferred_specular 1;r_deferred_simple_light 0;dota_ambient_creatures 0;echo Enabling POTATO Graphics preset.; echo "
- ////# CHOSE PRESET BELOW (WRITE BLING OR TWEAKED OR NOSHADOWS OR POTATO) YOU CAN ALSO WRITE IT DIRECTLY INTO CONSOLE BUT CHANGES WON'T BE SAVED
- TWEAKED
- //
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement