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fps config, models stuck
Created 19th January 2009 @ 23:16
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Hey there!
Been playing around with a fps conf. today. Its working perfectly except one small problem. Sometimes when I or someone else kills another play the model gets stuck. On dm_store all the models get stuck in mid air in the middle of the map for instance. This is of course quite annoying. I know that I’m not the only one having this problem.
Would love some tips or if someone can point out some values that needs to be changed.
//FPS
mat_queue_mode "-1"
//Settings
r_fastzreject 1
mat_disable_bloom 1
mat_specular 0
r_3dsky 0
r_dynamic 0
r_shadows 0
muzzleflash_light 0
cl_ejectbrass 0
cl_show_splashes 0
r_decals 0
mp_decals 0
r_drawmodeldecals 0
cl_phys_props_enable 0
cl_ragdoll_collide 0
cl_ragdoll_fade_time 0
cl_ragdoll_physics_enable 0
cl_forcepreload 1
mat_dxlevel "81" (directx level see below for more info)
sv_cheats 1
sv_unlag "1"
cl_cmdrate "100"
cl_interp "0.02"
cl_interp_ratio "1"
cl_lagcomp_errorcheck "1"
cl_lagcompensation "1"
cl_pred_optimize "2"
cl_predictweapons "1"
cl_resend "6"
cl_smooth "0"
cl_smoothtime "0.0152"
cl_timeout "30"
cl_updaterate "100"
net_maxfragments "1024" (change to you resolution width / 1024x768 change this to 1024 etc)
net_maxfragments "1024" (change to you resolution width / 1024x768 change this to 1024 etc)
rate "35000"
adsp_debug "0"
blink_duration "0"
budget_averages_window "0"
budget_background_alpha "0"
budget_history_numsamplesvisible "0"
budget_history_range_ms "5"
budget_peaks_window "0"
budget_show_averages "0"
budget_show_history "0"
budget_show_peaks "0"
cl_allowdownload "0"
cl_allowupload "0"
cl_autohelp "0"
cl_show_bloodspray "1"
cl_class "default"
cl_detail_avoid_force "0"
cl_detail_avoid_radius "0"
cl_detail_avoid_recover_speed "0"
cl_detail_max_sway "0"
cl_detaildist "0"
cl_detailfade "0"
cl_drawmonitors "0"
cl_playback_screenshots "1"
cl_ejectbrass "0"
cl_forcepreload "1"
cl_hideactionindicators "1"
cl_lagcompensation "1"
cl_hidehints "1"
cl_left_hand_ik "0"
cl_logofile "0"
cl_rumblescale "0"
cl_show_splashes "0"
cl_wpn_sway_interp "0"
cl_wpn_sway_scale "0"
closecaption "0"
demo_recordcommands "1"
dsp_water "14"
flex_smooth "0"
g_ragdoll_fadespeed "0"
g_ragdoll_important_maxcount "0"
g_ragdoll_lvfadespeed "0"
g_ragdoll_maxcount "0"
gl_clear "0"
hud_centerid "0"
hud_fastswitch "1"
jpeg_quality "100"
lod_TransitionDist "0"
lod_enable "1"
mat_aaquality "0"
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloomamount_rate "0.05f"
mat_bloomscale "0"
mat_bufferprimitives "1"
mat_bumpbasis "0"
mat_bumpmap "0"
mat_clipz "1"
mat_colorcorrection "0"
mat_compressedtextures "1"
mat_debug_autoexposure "0"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0"
mat_debug_process_halfscreen "0"
mat_debugalttab "0"
mat_debugdepth "0"
mat_debugdepthmode "0"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_disable_ps_patch "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_fastnobump "1"
mat_fastspecular "1"
mat_filterlightmaps "0"
mat_force_bloom "0"
mat_forceaniso "0"
mat_forcehardwaresync "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_hdr_enabled "0"
mat_hdr_level "0"
mat_hdroverbrightrange "16"
mat_leafvis "0"
mat_monitorgamma "1.6"
mat_norendering "0"
mat_parallaxmap "0"
mat_parallaxmap "0"
mat_picmip "2"
mat_reducefillrate "1"
mat_shadowstate "0"
mat_showlightmappage "-1"
mat_surfacemat "0"
mat_texture_limit "-1"
mat_trilinear "0"
mat_vsync "0"
mat_wateroverlaysize "0"
mp_decals "0"
muzzleflash_light "0"
net_showevents "0"
r_PhysPropStaticLighting "0"
r_RainSimulate "0"
r_TransitionSensitivity "0"
r_WaterDrawReflection "0"
r_WaterDrawRefraction "1"
r_ambientboost "0"
r_ambientfactor "1"
r_ambientfraction "0.1"
r_avglight "1"
r_cheapwaterend "1"
r_cheapwaterstart "1"
r_decal_cullsize "0"
r_decals "0"
r_drawdecals "0"
r_dopixelvisibility "0"
r_drawbatchdecals "0"
r_drawdetailprops "0"
r_drawflecks "0"
r_drawflecks "0"
r_drawmodelstatsoverlaymax "1.5"
r_drawmodelstatsoverlaymin "0.01"
r_drawspecificstaticprop "0"
r_eyeglintlodpixels "0"
r_eyegloss "0"
r_eyemove "0"
r_eyes "0"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_flashlightrendermodels "0"
r_flashlightrenderworld "0"
r_flex "0"
r_forcewaterleaf "0"
r_lightaverage "0"
r_lod "2"
r_lod_noupdate "1"
r_maxdlights "0"
r_maxnewsamples "0"
r_maxsampledist "0"
r_minnewsamples "0"
r_norefresh "0"
r_occlusion "0"
r_phong "0"
r_rainalpha "0.001"
r_renderoverlayfragment "0"
r_rootlod "2"
r_ropetranslucent "0"
r_shadowmaxrendered "0"
r_shadowrendertotexture "0"
r_spray_lifetime "0.1"
r_teeth "0"
r_updaterefracttexture "0"
r_updaterefracttexture "0"
r_visualizeproplightcaching "1"
r_waterdrawreflection "0"
r_waterforceexpensive "0"
r_waterforceexpensive "0"
r_waterforceexpensive "0"
r_waterforcereflectentities "0"
r_worldlightmin "0"
r_worldlights "0"
scene_showfaceto "0"
scene_showlook "0"
scene_showmoveto "0"
showhitlocation "1"
spec_scoreboard "0"
sv_alternateticks "0"
texture_budget_background_alpha "9999999"
texture_budget_panel_height "0"
texture_budget_panel_width "0"
cl_downloadfilter "nosounds"
dsp_enhance_stereo "0"
dsp_slow_cpu "1"
dsp_spatial "40"
dsp_speaker "50"
dsp_volume "2"
hud_centerid "1"
snd_async_fullyasync "0"
snd_digital_surround "1"
snd_flushasync
snd_mixahead "0.1"
snd_musicvolume "0"
snd_noextraupdate "1"
snd_profile "0"
snd_duckerthreshold "0.15"
snd_duckerreleasetime "2.5"
snd_duckerattacktime "0.5"
snd_ducktovolume "0.55"
suitvolume "0"
sv_voiceenable "0"
voice_enable "1"
voice_modenable "1"
voice_scale "1"
con_enable "1"
fps_max "121"
func_break_max_pieces "0"
npc_height_adjust "1"
props_break_max_pieces "0"
props_break_max_pieces_perframe "0"
weapon_showproficiency "0"
rope_averagelight "0"
rope_collide "0"
rope_shake "0"
rope_smooth "0"
rope_smooth_enlarge "0"
rope_smooth_maxalpha "0"
rope_smooth_maxalphawidth "0"
rope_smooth_minalpha "0"
rope_smooth_minwidth "0"
rope_subdiv "0"
rope_wind_dist "0.01"
cl_phys_props_max "50"
cl_ragdoll_collide "0"
cl_ragdoll_physics_enable "0"
r_drawmodeldecals "0"
r_maxmodeldecal "0"
r_maxmodeldecal "0"
r_modellodscale "1"
ragdoll_sleepaftertime "0"
violence_ablood "1"
violence_agibs "1"
violence_hblood "0"
violence_hgibs "1"
Mat_HDR_TonemapScale_Max "0"
R_Entity "0"
Mat_SurfaceID "0"
ShowBudget_Texture "0"
cl_phys_props_enable "0"
cl_windspeed "0"
mat_hdr_manual_tonemap_rate "0"
mat_hdr_tonmapscale_max "0"
cl_classautokill "0"
volume "0.2"
r_fastzreject 1
mat_disable_bloom 1
mat_specular 0
r_dynamic 0
r_shadows 0
muzzleflash_light 0
cl_ejectbrass 0
cl_show_splashes 0
r_decals 0
mp_decals 0
r_drawmodeldecals 0
cl_phys_props_enable 0
cl_ragdoll_collide 0
cl_ragdoll_fade_time 0
cl_ragdoll_physics_enable 0
cl_forcepreload 1
//Blood settings
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1
//TF Specific Settings
tf_medigun_autoheal "1"
hud_fastswitch "1"
cl_autorezoom "0"
cl_hud_minmode "1"
con_enable "1"
fov_desired "90"
cl_showfps "1"
volume "0.1"
//Mouse Settings
sensitivity "2.2" (change to what you use)
crosshair "1"
m_customaccel "0"
m_customaccel_exponent "0"
m_customaccel_max "0"
m_customaccel_scale "0.00"
m_filter "0"
m_mouseaccel1 "0"
m_mouseaccel2 "0"
m_pitch "0.022"
m_side "0.8"
m_yaw "0.022"
Config End
Much appreciated <3
Mine does the same thing. You get used to it after a while and learn where the middle of the map is on each map. God forbid someone actually stands in that spot stationary when i walk past, or i’ll cry D;
cl_ragdoll_collide 0
cl_ragdoll_fade_time 0
cl_ragdoll_physics_enable 0
they + maybe other ragdoll commands do it
my ragdoll cfg that makes them not to stuck but to instantly dissapear:
ragdoll_sleepaftertime “0”
cl_ragdoll_collide “0”
cl_ragdoll_physics_enable “1”
cl_ragdoll_fade_time “0”
g_ragdoll_fadespeed “0”
g_ragdoll_lvfadespeed “0”
TY for all the help. Will test it out if it works ASAP.
Anyone know what I need to change to get the player models where it is visible how much damage they have taken? That is, if your low on health your model is a bit bloody etc.
//Blood settings
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1
As for cl_ragdoll_physics 0 fixing it, I have ragdolls disabled and I still get this bug evertime someone dies. Characters randomly appearing all over the map while the enemy is waiting for respawn, then when the enemy respawns the bug disappears.
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1
That does not work. Sure it shows blood when you hit someone but the model does not change. Atleast not on my config.
Pretty sure your getting this error as you have your fadetime set to low, try and set that to default 5.0F and then use sleep after time to make the characters disappear.
Mike
you just need to delete this string
r_drawmodeldecals “0”
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