AurO^

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Регистрация: 16.07.2015

Сообщения: 57

Рейтинг: 7

AurO^

Регистрация: 16.07.2015

Сообщения: 57

Рейтинг: 7

Gilmett сказал(а):
Спойлер: "Многобукаф"


//////////////////////////////////////////////////////////////////////////////
//

















//
// ██████╗ ██████╗ ████████╗ █████╗ ██████╗
██████╗███████╗ ██████╗ //
// ██╔══██╗██╔═══██╗╚══██╔══╝██╔══██╗ ╚════██╗
██╔════╝██╔════╝██╔════╝ //
// ██║ ██║██║
██║
██║
███████║ █████╔╝
██║
█████╗ ██║ ███╗ //
// ██║ ██║██║
██║
██║
██╔══██║ ██╔═══╝
██║
██╔══╝ ██║
██║ //
// ██████╔╝╚██████╔╝
██║
██║ ██║ ███████╗
╚██████╗██║
╚██████╔╝ //
// ╚═════╝ ╚═════╝
╚═╝
╚═╝ ╚═╝ ╚══════╝
╚═════╝╚═╝
╚═════╝ //
// 21.01.16















//
//////////////////////////////////////////////////////////////////////////////
con_filter_enable 0; clear
//// NET CODE TWEAKS ////
//clientport "27005"






// [27005] Host game client port.
//clientportany "1"






// [1] If set use system allocated port.
cl_interp_ratio "1"







// [2] Sets the interpolation amount.
cl_interp "0.033"







// [0.05] Sets the interpolation amount.
cl_cmdrate "60"








// [30] Max number of command packets sent to server per second.
cl_updaterate "60"







// [30] Number of packets per second of updates you are requesting from the server.
cl_smooth "1"








// [1] Smooth view/eye origin after prediction errors.
cl_smoothtime "0.01"






// [0.1] Smooth client's view after prediction error over this many seconds.
cl_lagcompensation "1"






// [1] Perform server side lag compensation of weapon firing events.
cl_lagcomp_errorcheck "0"




// [0] It should do less jumping around when packet loss.
cl_pred_optimize "2"






// [2] Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
rate "128000"








// [80000] Max bytes/sec the host can receive data.
net_maxcleartime "0"






// Max # of seconds we can wait for next packets to be sent based on rate setting.
cl_resend "15"







// [6] Delay in seconds before the client will resend the 'connect' attempt.
cl_predictweapons "1"





// [1] Guess not used in dota ?!
cl_timeout "120"







// [30] Increases server connection timeout.
net_max_network_processing_frame_time_ms "20" // [20] Undocumented.
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.

//// MOUSE SETTINGS /////
m_customaccel "0"






// [0] Custom mouse acceleration.
m_rawinput "1"







// [0] Use Raw Input for mouse input.
m_mouseaccel1 "0"






// [0] Windows mouse acceleration initial threshold. (2x movement)
m_mouseaccel2 "0"






// [0] Windows mouse acceleration secondary threshold. (4x movement)
m_mousespeed "0"







// [1] Set 2 to enable secondary threshold.

//// INGAME SETTINGS ////
dota_player_units_auto_attack "0"


// [0] Auto Attack.
dota_player_units_auto_attack_after_spell "0" // [1] Auto Attack After Spell.
dota_force_right_click_attack "1"



// [0] Right-click deny.
dota_player_auto_purchase_items "0"


// [0] Auto Purchase Items.
dota_player_add_summoned_to_selection "0"
// [0] Auto Select Summoned Units.
dota_ability_quick_cast "1"




// [0] Double Tap Ability to Self Cast.
dota_player_multipler_orders "0"



// [0] Unified Unit Orders.
dota_player_teleport_requires_halt "1"

// [0] Teleport Requires Stop.
dota_show_hero_finder "1"




// [1] Holding ALT Highlights Hero.
dota_always_show_player_names "1"


// [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 "1"




// [0] Reduced Flash.
dota_fight_recap_pause "0"




// [0] Pause During Fight Recap.
dota_fight_recap_terse "1"




// [0] Terse Fight Recap.
con_enable "1"







// [0] Allows the console to be activated.

//// CAMERA SETTINGS /////
dota_minimap_hero_size "800"




// [600] Hero icons size on minimap.
dota_screen_shake "0"





// [1] Enable Screen Shake.
dota_reset_camera_on_spawn "0"



// [1] If enabled, camera will reset to your hero when you respawn.
dota_camera_accelerate "50"




// [10] Decelerating map scroll. [50=insta stop, 1=smooth slowdown]
dota_camera_speed "6500"





// [3000] Scrolling speed. [vanilla DotA-like is 6500]
dota_camera_dotatv_smooth_drag "0"


// [0] Smooth drag Camera when Spectating.
dota_camera_deatheffect "1"




// [1] Camera Color-shift when Dead.
dota_camera_edgemove "1"





// [1] Edge Pan.
dota_camera_reverse "0"





// [0] Reverse Camera Grip.

//// MINIMAP ////
dota_unit_use_player_color "1";



// [0] Decorate units with player color.
dota_friendly_color_b "0.8"; dota_friendly_color_g "0.7"; dota_friendly_color_r "0.3";
dota_enemy_color_b "0.4"; dota_enemy_color_g "0.4"; dota_enemy_color_r "0.8";

//// SETTINGS MISSING FROM INGAME GUI ////
dota_health_hurt_decay_time_max "0"



// [0.8] Health bars fade over max time once receiving a hit.
dota_health_hurt_decay_time_min "0"



// [0.3] Health bars fade over min time once receiving a hit.
dota_health_hurt_delay "0"





// [0.1] Health bars delay once receiving a hit.
dota_pain_decay "0"







// [0.8] Health bars fade time for damage over time.
dota_pain_factor "0"






// [3.0] Health bars factor for damage over time.
dota_pain_fade_rate "0"






// [3.0] Health bars fade rate for damage over time.
dota_pain_multiplier "0"





// [0.8] Health bars multiplier for damage over time.
dota_health_hurt_threshold "0.01"


// [0.01] Health bars threshold once receiving a hit - high number to directly show final damage.
dota_health_per_vertical_marker "250"

// [250] How much health between each vertical line in the health bars. (Default 250)

//// AUDIO_SETTINGS /////
speaker_config "2"






// [-1] Speakers. [1=headphones, 2=stereo, 4=4 surround, 5=5.1 surround, 7=7.1 surround]
volume "1"








// [1.0] Master Volume.
snd_gamevolume "1"






// [1.0] Game Volume.
snd_musicvolume "0.75"





// [1.0] Music Volume.
snd_voipvolume "1"






// [1.0] Voice Volume.
snd_gamevoicevolume "1"





// [1.0] Unit Speech Volume.
closecaption "0"







// [0] Use Captions.
chat_sound "1"







// [0] Chat Message Sound.
dota_mute_cobroadcasters "0"




// [0] Mute Co-Broadcasters.

/// 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.

//// ADVANCED VIDEO SETTINGS ////



[Default]



[Tweaked]
[Potato]
Notes:
r_deferred_additive_pass "1"




// [1] Additive light pass [0]

[0]
r_deferred_simple_light "1"




// [1] World lighting

[0]

[0]
dota_ambient_creatures "1"




// [1] Ambient creatures
[1]

[0]
mat_triplebuffered "0"





// [0] Triple buffering
[0]

[0]
mat_picmip "0"







// [0] Textures


[0]

[1]

//// CPU TWEAKS ////
engine_no_focus_sleep "0"




// [50] Disables game freezing on minimized game.
mat_queue_mode "2"






// [-1] Queued loading. [0=disabled, 1=enabled, 2=Enabled+multicore threaded]
studio_queue_mode "1"





// [1]
r_queued_ropes "1"






// [1] Queued ropes loading for SLIGHT fps gain, enabled by default.
snd_mix_async "1"






// [0] Separate thread for the sound engine.
host_threaded_sound "1"





// [0] Separate thread for sounds when hosting.
vphysics_threadmode "1"





// [1] Parallel physics computations.
cl_threaded_bone_setup "0"




// [0] Parallel skeleton animations computations. (Fps gain, but might cause crashes or graphical glitches!)
r_threaded_particles "1"





// [1] Parallel particles computations.
r_threadeddetailprops "1"




// [1] Parallel detail props drawing.
r_threaded_shadow_clip "0"




// [0] Parallel shadows computations.
g_ai_threadedgraphbuild "0"




// [0] Experimental threaded node graph building.
cl_threaded_init "1"






// [0] Parallel client launch.
sv_threaded_init "1"






// [0] Parallel server launch.

//// 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 "0"

// [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 "0"






// [1] Anisotropic texture filtering.
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 "0"








// [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 "0"






// [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.
mat_disable_bloom "0"





// [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 "3"






// [3] World lights per vertex used.
r_globallight_singlepass "1"




// [1] Global light is drawn as a single pass.
r_lightaverage "1"






// [1] Activates/deactivate light averaging.
r_RainParticleDensity "0.3"




// [1] Number of rain drops - noticeable in the sniper tutorial or if you have the weather effects equipped.
r_twopasspaint "1"






// [1] Two pass shader processing.
r_dopixelvisibility "1"





// [1] Per-pixel light visibility - only seems to affect world lights.
r_3dsky "1"








// [1] Does nothing since dota heroes are like pigs and can't look up to the sky?!
r_flashlightrender "1"





// [1] Enable post-processing render.
r_flashlightnodraw "1"





// [0] Disable post-processing drawing.
r_flashlightmodels "1"





// [1] Post-processing for models.
r_FlashlightDetailProps "1"




// [1] Post-processing for detail props.

//// SHADOWS TWEAKS - only if [cl_globallight_shadow_mode=2] ////
//mat_shadowstate "1"






// [1] Undocumented.
//nb_shadow_dist "400"





// [400] Shadows range limit.
//r_shadowfromworldlights "1"




// [1] Render shadows from tree lights.
//r_shadowmaxrendered "32"




// [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 "1"


// [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 - only if [dota_cheap_water=1] ////
cl_disable_water_render_targets "0"


// [0] Don't render extra effects for objects while in water.
mat_wateroverlaysize "128"




// [128] Water overlay limit.
r_forcewaterleaf "1"






// [1] Optimization to water - considers view in leaf under water for purposes of culling.
r_WaterDrawRefraction "1"




// [1] Wasteful river realistic refractions.
r_waterforceexpensive "0"




// [0] Wasteful river renderer.
r_waterforcereflectentities "0"



// [0] Wasteful river reflections for entities.

////// OTHER ENGINE TWEAKS ////
mat_forcehardwaresync "1"




// [1] Set it to 0 if you get crashes.
mat_reducefillrate "1"





// [0] Fill rate optimization.
mat_reduceparticles "1"





// [0] Particles optimization.
fast_fogvolume "1"






// [0] Fog optimization.
cl_particle_fallback_base "4"



// [0] Cheaper particle effects under high load. (GPU dependent, uncomment then delete video.txt to reset)
cl_particle_fallback_multiplier "0"


// [0] Cheaper particle effects limit. (GPU dependent, uncomment then delete video.txt to reset)
cl_phys_maxticks "2"






// [2] Physics priority. (GPU dependent, uncomment then delete video.txt to reset)
dota_ambient_creatures_pop "1"



// [0] Pop into view?! (GPU dependent, uncomment then delete video.txt to reset)
mat_motion_blur_enabled "0"




// [1] 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 "1"




// [5] Idle timeout for rag dolls.
r_drawflecks "0"







// [1] Bullet impacts. (not used by Dota?)
flex_smooth "1"







// [1] Applies smoothing/decay curve to flex animation controller changes.
r_flex "1"








// [1] Facial animations.
r_ropetranslucent "1"





// [1] Translucent ropes.

//// SHUTNIK ENHANCED ALL-PICK LOADOUT ////
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 "1"

//-[5]
sf_turntable_scale_max_ingame "120"


//-[150]
sf_turntable_scale_min "100"




//-[40]
sf_turntable_tint_curve "1.0"



//+[0.9]
//// GAME END TWEAKS - prevent some stuttering ////
game_end_item_anim_delay "6.0"



// [2.0]
game_end_speech_delay "3.0"




// [1.0]
game_end_xmas_intro_delay "6.0"



// [2.0]
game_end_xp_anim_delay "3.0"




// [1.0]
game_end_xp_anim_duration "0"



// [1.0]
dota_sf_game_end_delay "0"




// [10]

//// BINDINGS ////
bind "f4" "quick_courier"




// Quick Courier.
bind "MOUSE4" "+voicerecord"




// Voice chat.
bind "/" "autorepeat"





// Auto repeat right mouse.

////




S C R I P T S




////
alias "quick_courier" "say_team Courier is coming to me! Please wait.; dota_courier_burst; dota_courier_deliver;"
//////////////////////////////////////////////////////////////////
alias "autorepeat" "autorepeaton"
alias "autorepeaton" "dota_player_auto_repeat_right_mouse 1; say_student auto repeat RMb on (apm 440+); alias autorepeat autorepeatoff"
alias "autorepeatoff" "dota_player_auto_repeat_right_mouse 0; say_student auto repeat RMb off (apm 110+); alias autorepeat autorepeaton"
//////////////////////////////////////////////////////////////////





host_writeconfig





// write settings to config.cfg

Нажмите, чтобы раскрыть...


видел, ничего не дал.

TopNagib-Progib

Пользователь

Регистрация: 25.10.2015

Сообщения: 339

Рейтинг: 97

TopNagib-Progib

Регистрация: 25.10.2015

Сообщения: 339

Рейтинг: 97

AurO^ сказал(а):
видел, ничего не дал.
Нажмите, чтобы раскрыть...

Хоть поверхностно помнишь его? Много ли команд было, или несколько?

AurO^

Пользователь

Регистрация: 16.07.2015

Сообщения: 57

Рейтинг: 7

AurO^

Регистрация: 16.07.2015

Сообщения: 57

Рейтинг: 7

TopNagib-Progib сказал(а):
Хоть поверхностно помнишь его? Много ли команд было, или несколько?
Нажмите, чтобы раскрыть...

да не помню я ничего, братик.
только то, что было в той теме и всё(

Red Hot Chili Pepper

Пользователь

Регистрация: 17.07.2015

Сообщения: 169

Рейтинг: 53

Red Hot Chili Pepper

Регистрация: 17.07.2015

Сообщения: 169

Рейтинг: 53

img
AurO^ сказал(а):
Начиная играть в доту, у меня был маленький фпс.

Тогда я очень долго искал подходящий конфиг для улучшения производительности, многие подумают, что я сумасшедший.
Но! Поставив его, фпс с 40 стал 90-100. Эта статья была на д2.ру. Там парень ещё выкладывал скрины и писал что-то вроде "вот так мы ухудшили графику" (на скринах был аббадон или аппарат)

Все, кто помнят или могут как-то помочь вспомнить ссылку на эту статью, буду искренне благодарен вам.
Нажмите, чтобы раскрыть...

Не нашел ещё этот конфиг?Просто самому интересно играю при фпс 20

AurO^

Пользователь

Регистрация: 16.07.2015

Сообщения: 57

Рейтинг: 7

AurO^

Регистрация: 16.07.2015

Сообщения: 57

Рейтинг: 7

Red Hot Chili Pepper сказал(а):
Не нашел ещё этот конфиг?Просто самому интересно играю при фпс 20
Нажмите, чтобы раскрыть...

неа. ап

Viceroy

Пользователь

Регистрация: 20.10.2015

Сообщения: 2225

Рейтинг: 549

Нарушения: 1000

Viceroy

Регистрация: 20.10.2015

Сообщения: 2225

Рейтинг: 549

Нарушения: 1000

img
Вот он)

Спойлер:

"////////////////////////////////////////////////////////////////////////////// // // // ██████╗ ██████╗ ████████╗ █████╗ ██████╗ ██████╗███████╗ ██████╗ // // ██╔══██╗██╔═══██╗╚══██╔══╝██╔══██╗ ╚════██╗ ██╔════╝██╔════╝██╔════╝ // // ██║ ██║██║ ██║ ██║ ███████║ █████╔╝ ██║ █████╗ ██║ ███╗ // // ██║ ██║██║ ██║ ██║ ██╔══██║ ██╔═══╝ ██║ ██╔══╝ ██║ ██║ // // ██████╔╝╚██████╔╝ ██║ ██║ ██║ ███████╗ ╚██████╗██║ ╚██████╔╝ // // ╚═════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚══════╝ ╚═════╝╚═╝ ╚═════╝ // // 21.01.16 // ////////////////////////////////////////////////////////////////////////////// con_filter_enable 120; clear //// NET CODE TWEAKS //// //clientport "2123105" // [27005] Host game client port. //clientportany "213" // [12312] If set use system allocated port. cl_interp_ratio "123123" // [2] Sets the interpolation amount. cl_interp "0.033" // [0.05] Sets the interpolation amount. cl_cmdrate "60" // [30] Max number of command pasdasdasfdsaghcopying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) rate "1400"3545








// [8000425425Max bytes/sec the host can receive data. net_maxcleartime "0" // Max # of seconds we can wait for next packets to be sent based on rate setting. cl_resend "15" // [6] Delay in seconds before the client will resend the 'connect' attempt. cl_predictweapons "1" // [1] Guess not used in dota ?! cl_timeout "120" // [30] Increases server connection 12525151 "20" // [20] Undocumented. 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 bsdafgasg will fully recover client ratelimit. //// MOUSE SETTINGS ///// m_dsafgdsagasdg INGAME SETTINGS //// dota_player_units_auto_attack "0" // [0] Auto Attack. dota_player_units_auto_attack_after_spell "0" // [1] Auto Attack After Spell. dota_force_right_click_attack "1" // [0] Right-click deny. dota_player_auto_purchase_items "0" // [0] Auto Purchase Items. dota_player_add_summoned_to_selection "0" // [0] Auto Select Summoned Units. dota_ability_quick_cast "1" // [0] Double Tap Ability to Self Cast. dota_player_multipler_orders "0" // [0] Unified Unit Orders. dota_player_teleport_redsfgasdfgsdes_halt "1" // [0] Teleport Requires Stop. dota_show_hero_finder "1sdfagasfdgighlights Hero. dota_always_show_player_names "1" // [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_re235135/ [600] Hero icons size on minimap. dota_screen_shake "0" // [1] Enable Screen Shake. dota_reset_camesdgsadra_on_spawn "0" // [1] If enabled, camera will reset to your hero when you respawn. dotafgown] dota_camera_speed "6500" // [3000] Scrolling speed. [vanilla DotA-like is 6500] dota_camera_dotatv_smooth_drag "0" // [0] Smooth drag Camera when Spectating. dota_camera_deatheffect "1" // [1] Camera Color-shift when Dead. dota_camera_edgemove "1" // [1] Edge Pan. dota_camera_reverse "0" // [0] Reverse Camera Grip. //// MINIMAP //// dota_unit_use_player_color "1"; // [0] Decorate units with player color. dota_friendly_color_b "0.8"; dota_friendly_color_g "0.7"; dota_friendly_color_r "0.3"; dota_enemy_color_b "0.4"; dota_enemy_color_g "0.4"; dota_enemy_color_r "0.8"; //// SETTINGS MISSING FROM INGAME GUI //// dota_health_hurt_decay_time_max "0" // [0.8] Health bars fadesdgasdg// [0.1] Health bars delay once receiving a hit. dota_pain_decay "0" // [0.8] Health bars fade time for damage over time. dota_pain_factor "0" // [3.0] Health bars factor for damage over time. dota_pain_fade_rate "0" // [3.0] Health bars fade rate for damage over time. dota_pain_multiplier "0" // [0.8] Health bars multiplier for damage over time. dota_health_hurt_threshold "0.01" // [0.01] Health bars threshold once receiving a hit - high number to directly show final damage. dota_health_per_vertical_marker "250" // [250] How much health between each vertical line in the health bars. (Default 250) //// AUDIO_SETTINGS ///// speaker_config "2" // [-1] Speakers. [1=headphones, 2=stereo, 4adgdasgasd=4s "1" // [1.0] Game Volume. snd_musicvolume "0.75" // [1.0] Music Volume. snd_voipvolume "1" // [1.0] Voice Volume. snd_gamevoicevolsdgsadg[0] Triple buffering [0] [0] mat_picmip "0" // [0] Textures [0] [1] //// CPU TWEAKS //// engine_no_focus_sleep "0" // [50] Disables game freezing on minimized game. mat_queue_mode "2" // [-1] Queued loading. [0=disabled, 1=enabled, 2=Enabled+multicore threaded] studio_queue_mode "1" // [1] r_queued_ropes "1" // [1] Queued ropes loading for SLIGHT fps gain, enabled by default. snd_mix_async "1" // [0] Separate thread for the sound engine. host_threaded_sound "1" // [0] Separate thread for sounds when hosting. vphysics_threadmode "1" // [1] Parallel physics computations. cl_threaded_bone_setup "0" // [0] Parallel skeleton animations computations. (Fps gain, but might cause crashes or graphical glitches!) r_threaded_particles "1" // [1] Parallel particles computations. r_threadeddetailprops "1" // [1] Parallel detail props drawing. r_threaded_shadow_clip "0" // [0] Parallel shadows computations. g_ai_threadedgrapdsagasdgllel client launch. sv_threaded_init "1" // [0] Parallel server launch. //// 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 "0" // [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 "0" // [1] Anisotropic texture filtering. 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 "0" // [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 "0" // [50] Models decorations limit. r_DrawDetailProps "0" // [1] Enable static props. r_propsmaxdist "600" // [1200] Range limit fordsagsdg/ [0] HDR-like lighting. mat_bloomscale "0" // [1] Progressive/superexposed HDR?! mat_disable_fancy_blending 3461436] Realistic alpha blending. mat_disabledsagsag5 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_worldlightssadgsdgms to affect world lights. r_3dsky "1" // [1] Does nothing since dota heroes are like pigs and can't look up to the sky?! r_flashlightrender "1" // [1] Enable post-processing render. r_flashlightnodraw "1" // [0] Disable post-processing drawing. r_flashlightmodels "1" // [1] Post-processing for models. r_FlashlightDetailProps "1" // [1] Post-processing for detail props. //// SHADOWS TWEAKS - only if [cl_globallight_shadow_mode=2] //// //mat_shadowstate "1" // [1] Undocumented. //nb_shadow_dist "400" // [400] Shadows range limit. //r_shadowfromworldlights "1" // [1] Render shadows from tree lights. //r_shadowmaxrendered "32" // [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 "1" // [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 upsdgsdgarDrawRefraction "1" // [1] Wasteful river realistic refractions. r_waterforceexpensive "0" // [0] Wasteful river renderer. r_waterforcereflectentities "0" // [0] Wasteful river reflections fo43161346OTHER ENGINE TWEAKS //// mat_forcehardwaresync "1" // [1] Set it to 0 if you get crashes. mat_reducefillrate "1" // [0] Fill ratesadgsdagen delete video.txt to reset) cl_phys_maxticks "2" // [2] Physics priority. (GPU dependent, uncomment then delete video.txt to reset) dota_ambient_creatures_pop "1" // [0] Pop into view?! (GPU dependent, uncomment then delete video.txt to reset) mat_motion_blur_enabled "0" // [1] 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 "1" // [5] Idle timeout for rag dolsdagsdgaaise_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 "1" //-[5] sf_turntable_scale1361346_max_ingame "120" //-[150] sf_turntable_scale_min "100" //-[40] sf_turntable_tint_curve "1.0" //+[0.9] //// GAME END TWEAKS - prevent some stuttering //// game_end_item_anim_delay "6.0" // [2.0] game_end_speech_delay "3.0" // [1.0] game_end_xmas_intro_delay "6.0" // [2.0] game_end_xp_anim_delay "3.0" // [1.0] game_end_xp_anim_duration "0" // [1.0] dota_sf_game_end_delay "0" // [10] //// BINDINGS //// bind "f4" "quick_courier" // Quick Courier. bind "MOUSE4" "+voicerecord" // Voice chat. bind "/" "autorep1346eat" /4163uto repeat right mouse. //// S C R I P T S //// alias "quick_courier" "say_team Courier is coming to me! Please wait.; dota_courier_burst; dota_courier_deliver;" /////////////////////////////////////3461613613461///////////////////////////// alias "autorepeat" "autorepeaton" alias "autorepeaton" "dota_player_auto_repeat_right_mouse 1; say_student auto repeat RMb on (apm 440+); alias autorepeat autorepeatoff" alias "autorepeatoff" "dota_player_auto_repeat_right_mouse 0; say_student auto repeat RMb off (apm 110+); alias autorepeat autorepeaton" ////////////////////////////////////////////////////////////////// host_writeconfig // write settings to config.cfg"]

Gilmett

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Регистрация: 26.12.2014

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Gilmett

Регистрация: 26.12.2014

Сообщения: 39

Рейтинг: 7

Ну ты лалка
Viceroy сказал(а):
Вот он) С тебя лайк))

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"////////////////////////////////////////////////////////////////////////////// // // // ██████╗ ██████╗ ████████╗ █████╗ ██████╗ ██████╗███████╗ ██████╗ // // ██╔══██╗██╔═══██╗╚══██╔══╝██╔══██╗ ╚════██╗ ██╔════╝██╔════╝██╔════╝ // // ██║ ██║██║ ██║ ██║ ███████║ █████╔╝ ██║ █████╗ ██║ ███╗ // // ██║ ██║██║ ██║ ██║ ██╔══██║ ██╔═══╝ ██║ ██╔══╝ ██║ ██║ // // ██████╔╝╚██████╔╝ ██║ ██║ ██║ ███████╗ ╚██████╗██║ ╚██████╔╝ // // ╚═════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚══════╝ ╚═════╝╚═╝ ╚═════╝ // // 21.01.16 // ////////////////////////////////////////////////////////////////////////////// con_filter_enable 120; clear //// NET CODE TWEAKS //// //clientport "2123105" // [27005] Host game client port. //clientportany "213" // [12312] If set use system allocated port. cl_interp_ratio "123123" // [2] Sets the interpolation amount. cl_interp "0.033" // [0.05] Sets the interpolation amount. cl_cmdrate "60" // [30] Max number of command pasdasdasfdsaghcopying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) rate "1400"3545








// [8000425425Max bytes/sec the host can receive data. net_maxcleartime "0" // Max # of seconds we can wait for next packets to be sent based on rate setting. cl_resend "15" // [6] Delay in seconds before the client will resend the 'connect' attempt. cl_predictweapons "1" // [1] Guess not used in dota ?! cl_timeout "120" // [30] Increases server connection 12525151 "20" // [20] Undocumented. 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 bsdafgasg will fully recover client ratelimit. //// MOUSE SETTINGS ///// m_dsafgdsagasdg INGAME SETTINGS //// dota_player_units_auto_attack "0" // [0] Auto Attack. dota_player_units_auto_attack_after_spell "0" // [1] Auto Attack After Spell. dota_force_right_click_attack "1" // [0] Right-click deny. dota_player_auto_purchase_items "0" // [0] Auto Purchase Items. dota_player_add_summoned_to_selection "0" // [0] Auto Select Summoned Units. dota_ability_quick_cast "1" // [0] Double Tap Ability to Self Cast. dota_player_multipler_orders "0" // [0] Unified Unit Orders. dota_player_teleport_redsfgasdfgsdes_halt "1" // [0] Teleport Requires Stop. dota_show_hero_finder "1sdfagasfdgighlights Hero. dota_always_show_player_names "1" // [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_re235135/ [600] Hero icons size on minimap. dota_screen_shake "0" // [1] Enable Screen Shake. dota_reset_camesdgsadra_on_spawn "0" // [1] If enabled, camera will reset to your hero when you respawn. dotafgown] dota_camera_speed "6500" // [3000] Scrolling speed. [vanilla DotA-like is 6500] dota_camera_dotatv_smooth_drag "0" // [0] Smooth drag Camera when Spectating. dota_camera_deatheffect "1" // [1] Camera Color-shift when Dead. dota_camera_edgemove "1" // [1] Edge Pan. dota_camera_reverse "0" // [0] Reverse Camera Grip. //// MINIMAP //// dota_unit_use_player_color "1"; // [0] Decorate units with player color. dota_friendly_color_b "0.8"; dota_friendly_color_g "0.7"; dota_friendly_color_r "0.3"; dota_enemy_color_b "0.4"; dota_enemy_color_g "0.4"; dota_enemy_color_r "0.8"; //// SETTINGS MISSING FROM INGAME GUI //// dota_health_hurt_decay_time_max "0" // [0.8] Health bars fadesdgasdg// [0.1] Health bars delay once receiving a hit. dota_pain_decay "0" // [0.8] Health bars fade time for damage over time. dota_pain_factor "0" // [3.0] Health bars factor for damage over time. dota_pain_fade_rate "0" // [3.0] Health bars fade rate for damage over time. dota_pain_multiplier "0" // [0.8] Health bars multiplier for damage over time. dota_health_hurt_threshold "0.01" // [0.01] Health bars threshold once receiving a hit - high number to directly show final damage. dota_health_per_vertical_marker "250" // [250] How much health between each vertical line in the health bars. (Default 250) //// AUDIO_SETTINGS ///// speaker_config "2" // [-1] Speakers. [1=headphones, 2=stereo, 4adgdasgasd=4s "1" // [1.0] Game Volume. snd_musicvolume "0.75" // [1.0] Music Volume. snd_voipvolume "1" // [1.0] Voice Volume. snd_gamevoicevolsdgsadg[0] Triple buffering [0] [0] mat_picmip "0" // [0] Textures [0] [1] //// CPU TWEAKS //// engine_no_focus_sleep "0" // [50] Disables game freezing on minimized game. mat_queue_mode "2" // [-1] Queued loading. [0=disabled, 1=enabled, 2=Enabled+multicore threaded] studio_queue_mode "1" // [1] r_queued_ropes "1" // [1] Queued ropes loading for SLIGHT fps gain, enabled by default. snd_mix_async "1" // [0] Separate thread for the sound engine. host_threaded_sound "1" // [0] Separate thread for sounds when hosting. vphysics_threadmode "1" // [1] Parallel physics computations. cl_threaded_bone_setup "0" // [0] Parallel skeleton animations computations. (Fps gain, but might cause crashes or graphical glitches!) r_threaded_particles "1" // [1] Parallel particles computations. r_threadeddetailprops "1" // [1] Parallel detail props drawing. r_threaded_shadow_clip "0" // [0] Parallel shadows computations. g_ai_threadedgrapdsagasdgllel client launch. sv_threaded_init "1" // [0] Parallel server launch. //// 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 "0" // [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 "0" // [1] Anisotropic texture filtering. 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 "0" // [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 "0" // [50] Models decorations limit. r_DrawDetailProps "0" // [1] Enable static props. r_propsmaxdist "600" // [1200] Range limit fordsagsdg/ [0] HDR-like lighting. mat_bloomscale "0" // [1] Progressive/superexposed HDR?! mat_disable_fancy_blending 3461436] Realistic alpha blending. mat_disabledsagsag5 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_worldlightssadgsdgms to affect world lights. r_3dsky "1" // [1] Does nothing since dota heroes are like pigs and can't look up to the sky?! r_flashlightrender "1" // [1] Enable post-processing render. r_flashlightnodraw "1" // [0] Disable post-processing drawing. r_flashlightmodels "1" // [1] Post-processing for models. r_FlashlightDetailProps "1" // [1] Post-processing for detail props. //// SHADOWS TWEAKS - only if [cl_globallight_shadow_mode=2] //// //mat_shadowstate "1" // [1] Undocumented. //nb_shadow_dist "400" // [400] Shadows range limit. //r_shadowfromworldlights "1" // [1] Render shadows from tree lights. //r_shadowmaxrendered "32" // [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 "1" // [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 upsdgsdgarDrawRefraction "1" // [1] Wasteful river realistic refractions. r_waterforceexpensive "0" // [0] Wasteful river renderer. r_waterforcereflectentities "0" // [0] Wasteful river reflections fo43161346OTHER ENGINE TWEAKS //// mat_forcehardwaresync "1" // [1] Set it to 0 if you get crashes. mat_reducefillrate "1" // [0] Fill ratesadgsdagen delete video.txt to reset) cl_phys_maxticks "2" // [2] Physics priority. (GPU dependent, uncomment then delete video.txt to reset) dota_ambient_creatures_pop "1" // [0] Pop into view?! (GPU dependent, uncomment then delete video.txt to reset) mat_motion_blur_enabled "0" // [1] 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 "1" // [5] Idle timeout for rag dolsdagsdgaaise_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 "1" //-[5] sf_turntable_scale1361346_max_ingame "120" //-[150] sf_turntable_scale_min "100" //-[40] sf_turntable_tint_curve "1.0" //+[0.9] //// GAME END TWEAKS - prevent some stuttering //// game_end_item_anim_delay "6.0" // [2.0] game_end_speech_delay "3.0" // [1.0] game_end_xmas_intro_delay "6.0" // [2.0] game_end_xp_anim_delay "3.0" // [1.0] game_end_xp_anim_duration "0" // [1.0] dota_sf_game_end_delay "0" // [10] //// BINDINGS //// bind "f4" "quick_courier" // Quick Courier. bind "MOUSE4" "+voicerecord" // Voice chat. bind "/" "autorep1346eat" /4163uto repeat right mouse. //// S C R I P T S //// alias "quick_courier" "say_team Courier is coming to me! Please wait.; dota_courier_burst; dota_courier_deliver;" /////////////////////////////////////3461613613461///////////////////////////// alias "autorepeat" "autorepeaton" alias "autorepeaton" "dota_player_auto_repeat_right_mouse 1; say_student auto repeat RMb on (apm 440+); alias autorepeat autorepeatoff" alias "autorepeatoff" "dota_player_auto_repeat_right_mouse 0; say_student auto repeat RMb off (apm 110+); alias autorepeat autorepeaton" ////////////////////////////////////////////////////////////////// host_writeconfig // write settings to config.cfg"]

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Регистрация: 09.05.2014

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Viceroy сказал(а):
Вот он) С тебя лайк))

Спойлер:

"////////////////////////////////////////////////////////////////////////////// // // // ██████╗ ██████╗ ████████╗ █████╗ ██████╗ ██████╗███████╗ ██████╗ // // ██╔══██╗██╔═══██╗╚══██╔══╝██╔══██╗ ╚════██╗ ██╔════╝██╔════╝██╔════╝ // // ██║ ██║██║ ██║ ██║ ███████║ █████╔╝ ██║ █████╗ ██║ ███╗ // // ██║ ██║██║ ██║ ██║ ██╔══██║ ██╔═══╝ ██║ ██╔══╝ ██║ ██║ // // ██████╔╝╚██████╔╝ ██║ ██║ ██║ ███████╗ ╚██████╗██║ ╚██████╔╝ // // ╚═════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚══════╝ ╚═════╝╚═╝ ╚═════╝ // // 21.01.16 // ////////////////////////////////////////////////////////////////////////////// con_filter_enable 120; clear //// NET CODE TWEAKS //// //clientport "2123105" // [27005] Host game client port. //clientportany "213" // [12312] If set use system allocated port. cl_interp_ratio "123123" // [2] Sets the interpolation amount. cl_interp "0.033" // [0.05] Sets the interpolation amount. cl_cmdrate "60" // [30] Max number of command pasdasdasfdsaghcopying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) rate "1400"3545








// [8000425425Max bytes/sec the host can receive data. net_maxcleartime "0" // Max # of seconds we can wait for next packets to be sent based on rate setting. cl_resend "15" // [6] Delay in seconds before the client will resend the 'connect' attempt. cl_predictweapons "1" // [1] Guess not used in dota ?! cl_timeout "120" // [30] Increases server connection 12525151 "20" // [20] Undocumented. 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 bsdafgasg will fully recover client ratelimit. //// MOUSE SETTINGS ///// m_dsafgdsagasdg INGAME SETTINGS //// dota_player_units_auto_attack "0" // [0] Auto Attack. dota_player_units_auto_attack_after_spell "0" // [1] Auto Attack After Spell. dota_force_right_click_attack "1" // [0] Right-click deny. dota_player_auto_purchase_items "0" // [0] Auto Purchase Items. dota_player_add_summoned_to_selection "0" // [0] Auto Select Summoned Units. dota_ability_quick_cast "1" // [0] Double Tap Ability to Self Cast. dota_player_multipler_orders "0" // [0] Unified Unit Orders. dota_player_teleport_redsfgasdfgsdes_halt "1" // [0] Teleport Requires Stop. dota_show_hero_finder "1sdfagasfdgighlights Hero. dota_always_show_player_names "1" // [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_re235135/ [600] Hero icons size on minimap. dota_screen_shake "0" // [1] Enable Screen Shake. dota_reset_camesdgsadra_on_spawn "0" // [1] If enabled, camera will reset to your hero when you respawn. dotafgown] dota_camera_speed "6500" // [3000] Scrolling speed. [vanilla DotA-like is 6500] dota_camera_dotatv_smooth_drag "0" // [0] Smooth drag Camera when Spectating. dota_camera_deatheffect "1" // [1] Camera Color-shift when Dead. dota_camera_edgemove "1" // [1] Edge Pan. dota_camera_reverse "0" // [0] Reverse Camera Grip. //// MINIMAP //// dota_unit_use_player_color "1"; // [0] Decorate units with player color. dota_friendly_color_b "0.8"; dota_friendly_color_g "0.7"; dota_friendly_color_r "0.3"; dota_enemy_color_b "0.4"; dota_enemy_color_g "0.4"; dota_enemy_color_r "0.8"; //// SETTINGS MISSING FROM INGAME GUI //// dota_health_hurt_decay_time_max "0" // [0.8] Health bars fadesdgasdg// [0.1] Health bars delay once receiving a hit. dota_pain_decay "0" // [0.8] Health bars fade time for damage over time. dota_pain_factor "0" // [3.0] Health bars factor for damage over time. dota_pain_fade_rate "0" // [3.0] Health bars fade rate for damage over time. dota_pain_multiplier "0" // [0.8] Health bars multiplier for damage over time. dota_health_hurt_threshold "0.01" // [0.01] Health bars threshold once receiving a hit - high number to directly show final damage. dota_health_per_vertical_marker "250" // [250] How much health between each vertical line in the health bars. (Default 250) //// AUDIO_SETTINGS ///// speaker_config "2" // [-1] Speakers. [1=headphones, 2=stereo, 4adgdasgasd=4s "1" // [1.0] Game Volume. snd_musicvolume "0.75" // [1.0] Music Volume. snd_voipvolume "1" // [1.0] Voice Volume. snd_gamevoicevolsdgsadg[0] Triple buffering [0] [0] mat_picmip "0" // [0] Textures [0] [1] //// CPU TWEAKS //// engine_no_focus_sleep "0" // [50] Disables game freezing on minimized game. mat_queue_mode "2" // [-1] Queued loading. [0=disabled, 1=enabled, 2=Enabled+multicore threaded] studio_queue_mode "1" // [1] r_queued_ropes "1" // [1] Queued ropes loading for SLIGHT fps gain, enabled by default. snd_mix_async "1" // [0] Separate thread for the sound engine. host_threaded_sound "1" // [0] Separate thread for sounds when hosting. vphysics_threadmode "1" // [1] Parallel physics computations. cl_threaded_bone_setup "0" // [0] Parallel skeleton animations computations. (Fps gain, but might cause crashes or graphical glitches!) r_threaded_particles "1" // [1] Parallel particles computations. r_threadeddetailprops "1" // [1] Parallel detail props drawing. r_threaded_shadow_clip "0" // [0] Parallel shadows computations. g_ai_threadedgrapdsagasdgllel client launch. sv_threaded_init "1" // [0] Parallel server launch. //// 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 "0" // [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 "0" // [1] Anisotropic texture filtering. 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 "0" // [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 "0" // [50] Models decorations limit. r_DrawDetailProps "0" // [1] Enable static props. r_propsmaxdist "600" // [1200] Range limit fordsagsdg/ [0] HDR-like lighting. mat_bloomscale "0" // [1] Progressive/superexposed HDR?! mat_disable_fancy_blending 3461436] Realistic alpha blending. mat_disabledsagsag5 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_worldlightssadgsdgms to affect world lights. r_3dsky "1" // [1] Does nothing since dota heroes are like pigs and can't look up to the sky?! r_flashlightrender "1" // [1] Enable post-processing render. r_flashlightnodraw "1" // [0] Disable post-processing drawing. r_flashlightmodels "1" // [1] Post-processing for models. r_FlashlightDetailProps "1" // [1] Post-processing for detail props. //// SHADOWS TWEAKS - only if [cl_globallight_shadow_mode=2] //// //mat_shadowstate "1" // [1] Undocumented. //nb_shadow_dist "400" // [400] Shadows range limit. //r_shadowfromworldlights "1" // [1] Render shadows from tree lights. //r_shadowmaxrendered "32" // [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 "1" // [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 upsdgsdgarDrawRefraction "1" // [1] Wasteful river realistic refractions. r_waterforceexpensive "0" // [0] Wasteful river renderer. r_waterforcereflectentities "0" // [0] Wasteful river reflections fo43161346OTHER ENGINE TWEAKS //// mat_forcehardwaresync "1" // [1] Set it to 0 if you get crashes. mat_reducefillrate "1" // [0] Fill ratesadgsdagen delete video.txt to reset) cl_phys_maxticks "2" // [2] Physics priority. (GPU dependent, uncomment then delete video.txt to reset) dota_ambient_creatures_pop "1" // [0] Pop into view?! (GPU dependent, uncomment then delete video.txt to reset) mat_motion_blur_enabled "0" // [1] 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 "1" // [5] Idle timeout for rag dolsdagsdgaaise_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 "1" //-[5] sf_turntable_scale1361346_max_ingame "120" //-[150] sf_turntable_scale_min "100" //-[40] sf_turntable_tint_curve "1.0" //+[0.9] //// GAME END TWEAKS - prevent some stuttering //// game_end_item_anim_delay "6.0" // [2.0] game_end_speech_delay "3.0" // [1.0] game_end_xmas_intro_delay "6.0" // [2.0] game_end_xp_anim_delay "3.0" // [1.0] game_end_xp_anim_duration "0" // [1.0] dota_sf_game_end_delay "0" // [10] //// BINDINGS //// bind "f4" "quick_courier" // Quick Courier. bind "MOUSE4" "+voicerecord" // Voice chat. bind "/" "autorep1346eat" /4163uto repeat right mouse. //// S C R I P T S //// alias "quick_courier" "say_team Courier is coming to me! Please wait.; dota_courier_burst; dota_courier_deliver;" /////////////////////////////////////3461613613461///////////////////////////// alias "autorepeat" "autorepeaton" alias "autorepeaton" "dota_player_auto_repeat_right_mouse 1; say_student auto repeat RMb on (apm 440+); alias autorepeat autorepeatoff" alias "autorepeatoff" "dota_player_auto_repeat_right_mouse 0; say_student auto repeat RMb off (apm 110+); alias autorepeat autorepeaton" ////////////////////////////////////////////////////////////////// host_writeconfig // write settings to config.cfg"]

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реально он?

ecFulgrim

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ecFulgrim

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Тоже подпишусь, очень уж интересно.

phil_48

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phil_48

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ждем ждем

DeadMoras

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DeadMoras

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up

Gilmett

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Gilmett

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Ппц, он просто скопировал мой конфиг..... посмотри прошлую страницу
Ctrl+v сказал(а):
реально он?
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TopNagib-Progib

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TopNagib-Progib

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Gilmett сказал(а):
Ппц, он просто скопировал мой конфиг..... посмотри прошлую страницу
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у тебя не такой

DeadMoras

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DeadMoras

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up

TocK

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TocK

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Хз для кого как, но для меня это просто дно Марианской впадины.
Спойлер: "Вёдрын-конфиг"

mat_viewportscale "0.4"

mat_monitorgamma "2"
mat_picmip "2"
mat_vsync "0"
mat_triplebuffered "0"
mat_bumpmap "0"
mat_specular "0"
mat_phong "0"
mat_grain_enable "0"
mat_local_contrast_enable "0"
mat_motion_blur_enabled "0"
mat_force_low_quality_shadows "1"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mp_usehwmvcds "-1"
mp_usehwmmodels "-1"
gpu_level "0"
cpu_level "0"
gpu_mem_level "0"
mem_level "0"
dota_cheap_water "1"
dota_ambient_creatures "0"
dota_ambient_creatures_pop "0"
dota_portrait_animate "0"
dota_minimap_use_dynamic_mesh "0"
r_deferred_specular "0"
r_deferred_specular_bloom "0"
r_deferred_additive_pass "0"
r_deferred_simple_light "0"
r_ssao "0"
r_deferred_height_fog "0"
r_screenspace_aa "0"
r_shadow_half_update_rate "1"
r_worldlights "2"
r_decals "512"
r_decal_overlap_count "1"
r_worldlightmin "0.005"
r_drawmodeldecals "0"
r_decalstaticprops "0"
r_flashlightdepthtexture "0"
r_shadowrendertotexture "0"
r_shadowfromworldlights "0"
r_rainparticledensity "0"
r_DrawDetailProps "0"
r_FlashlightDetailProps "0"
r_shadow_deferred_downsample "1"
r_WaterDrawReflection "0"
r_renderoverlayfragment "0"
r_threadeddetailprops "0"
r_shadowmaxrendered "8"
r_flashlightrendermodels "0"
r_shadows "0"
r_3dsky "0"
r_flashlightnodraw "1"
cl_globallight_shadow_mode "0"
cl_particle_fallback_base "4"
cl_particle_fallback_multiplier "0"
cl_detaildist "400"
cl_phys_maxticks "3"
g_ragdoll_fadespeed "200"
g_ragdoll_important_maxcount "1"
g_ragdoll_lvfadespeed "50"
g_ragdoll_maxcount "2"
props_break_max_pieces "2"
ragdoll_sleepaftertime "3"
locator_text_drop_shadow "0"


TocK сказал(а):
Спойлер: И немного оптимизации от себя


fps_max "60"
dota_cheap_water "1"
cl_globallight_shadow_mode "0"
r_deferred_height_fog "0"
r_deferred_simple_light "0"
r_deferred_additive_pass "0"
r_deferred_specular "0"
r_deferred_specular_bloom "0"
r_ssao "0"
sv_forcepreload "1"
engine_no_focus_sleep "0"
dota_portrait_animate "0"
dota_ambient_creatures "0"
r_decals "0"

//-[2048] Limit for decorations
r_drawmodeldecals "0"

//-[1] Enable decorations over models
r_propsmaxdist "600"

//-[1200] Range limit for static props
mat_bloomscale "0"
r_occlusion "1"
r_RainParticleDensity "0.3"
cl_jiggle_bone_sanity "0"
ai_expression_optimization "1"
ragdoll_sleepaftertime "1"
r_drawflecks "0"
snd_mix_async "1"
ai_expression_optimization "1"
flex_smooth "1"
r_ropetranslucent "1"

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Потестите его на каком то телефоне и отпишитесь плз, как оно?
__________
Можно еще в драйвер видюхи залезть и всякой фигни наклацать, но там можно перемудрить. Да и вообще — это уже ближе к разгону чем к оптимизации.

01EG

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01EG

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bump ! up Жду конфиг.

TocK

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TocK

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01EG сказал(а):
bump ! up Жду конфиг.
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Пока ждешь, тестани конфиг постом выше, не будь сосиской))

Willac

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Willac

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TocK сказал(а):
Хз для кого как, но для меня это просто дно Марианской впадины.
Спойлер: "Вёдрын-конфиг"

mat_viewportscale "0.4"

mat_monitorgamma "2"
mat_picmip "2"
mat_vsync "0"
mat_triplebuffered "0"
mat_bumpmap "0"
mat_specular "0"
mat_phong "0"
mat_grain_enable "0"
mat_local_contrast_enable "0"
mat_motion_blur_enabled "0"
mat_force_low_quality_shadows "1"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mp_usehwmvcds "-1"
mp_usehwmmodels "-1"
gpu_level "0"
cpu_level "0"
gpu_mem_level "0"
mem_level "0"
dota_cheap_water "1"
dota_ambient_creatures "0"
dota_ambient_creatures_pop "0"
dota_portrait_animate "0"
dota_minimap_use_dynamic_mesh "0"
r_deferred_specular "0"
r_deferred_specular_bloom "0"
r_deferred_additive_pass "0"
r_deferred_simple_light "0"
r_ssao "0"
r_deferred_height_fog "0"
r_screenspace_aa "0"
r_shadow_half_update_rate "1"
r_worldlights "2"
r_decals "512"
r_decal_overlap_count "1"
r_worldlightmin "0.005"
r_drawmodeldecals "0"
r_decalstaticprops "0"
r_flashlightdepthtexture "0"
r_shadowrendertotexture "0"
r_shadowfromworldlights "0"
r_rainparticledensity "0"
r_DrawDetailProps "0"
r_FlashlightDetailProps "0"
r_shadow_deferred_downsample "1"
r_WaterDrawReflection "0"
r_renderoverlayfragment "0"
r_threadeddetailprops "0"
r_shadowmaxrendered "8"
r_flashlightrendermodels "0"
r_shadows "0"
r_3dsky "0"
r_flashlightnodraw "1"
cl_globallight_shadow_mode "0"
cl_particle_fallback_base "4"
cl_particle_fallback_multiplier "0"
cl_detaildist "400"
cl_phys_maxticks "3"
g_ragdoll_fadespeed "200"
g_ragdoll_important_maxcount "1"
g_ragdoll_lvfadespeed "50"
g_ragdoll_maxcount "2"
props_break_max_pieces "2"
ragdoll_sleepaftertime "3"
locator_text_drop_shadow "0"



Потестите его на каком то телефоне и отпишитесь плз, как оно?
__________
Можно еще в драйвер видюхи залезть и всякой фигни наклацать, но там можно перемудрить. Да и вообще — это уже ближе к разгону чем к оптимизации.
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а куда вставлять немного от себя ?

TocK

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TocK

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Willac сказал(а):
а куда вставлять немного от себя ?
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Все в автоекзек.
Потести пока так, если не будет краша в первой игре, то добавь в конец автоэкзека.

WARRIOR09

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WARRIOR09

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TocK

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TocK

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Ну что там по сабжу? Есть идеи? Я все свое уже выложил, давайте еще колитесь, как дотку ломать?))
__________
Аве габену и девелоперам! Мб кто то там почувствовал задницей необходимость заботы о комьюнити, которое из за неблагодарных действий самих вольво (с точки зрения комиьюнити офк) уже начало придумывать заговоры с иллюминатами, габеном и рептилойдами.
40-45 стабильных фпсиков в замесе 5х5 при загрузке видеокарты на 40% (9600gt) и проца на 100% (core2duo 3.6 Ггц)

FaMN

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FaMN

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up
Жду конфиг!!

Kush-

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Регистрация: 15.11.2013

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Kush-

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UpsideDown

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UpsideDown

Регистрация: 29.11.2014

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Ребят, забейте. Все эти конфиги ничего, абсолютно ничего не дают. Штук 15 перепробовал, фпс везде был один и тот же, на некоторых даже ниже.

asdasddsadsa

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Регистрация: 17.12.2015

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asdasddsadsa

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