Zman42
2008-02-06 02:12:38


Zman42
2008-02-06 02:12:38
Jelly Fox
2008-02-06 03:59:38
{Rx}Crowbar Ninja DJ Z3R0
2008-02-06 04:02:30
Noobles
2008-02-06 16:27:31
joule
2008-02-06 19:54:40
Walking Target
2008-02-06 21:05:43
Epoch
2008-02-07 21:08:46
ninjins
2008-02-07 23:24:42
Coke.
2008-02-14 15:40:47
Dude it's beautiful! This pack is pretty much the finishing touch of dm.. If you've been playing a long time and have just grown tired of the same ole stuff, download these! My fave thing is the health, they are really vibrant (c-balls as well) and easy to spot. Explosions are better, more fire, less smoke, looks very nice.holymoly wrote:Is anyone using this pack right now and have any comments on how it runs, what its doing to your FPS, etc?
snipeIT
2008-02-14 23:45:35
cyber_clash
2008-02-15 00:42:09
Coke.
2008-02-15 01:06:43
I couldn't either, till I right clicked on it, and Saved As, then it suddenly worked, try it!cyber_clash wrote:I couldn't get the last link to work. (The 2 MB one.)
cyber_clash
2008-02-15 01:54:21
Worked, ty.Coke. wrote:I couldn't either, till I right clicked on it, and Saved As, then it suddenly worked, try it!cyber_clash wrote:I couldn't get the last link to work. (The 2 MB one.)
keefy
2008-02-15 02:53:19
cyber_clash
2008-02-15 20:49:59
Yeah thanks holy now I'm F***ed if my girlfriend searches for "porn" on my computer. LOL on a lighter note I like the textures and actually think I notice of 5-10 fps increase instead of decrease??holymoly wrote:lol OMG WTF I INCLUDED MY pr0n FOLDER IN THE RAR?!!
:p
I think that folder is called porn because it holds a decal for a love shop advertisement.
cyber_clash
2008-02-16 10:22:28
Jelly Fox
2008-02-16 12:22:08
Probably caused by both of them using up all your paged memory, try turning them off too see if it improves your game!cyber_clash wrote:I cut down every process I had running that I could except for firewall and antivirus
Coke.
2008-02-16 13:13:37
Ghost Dog_TSGK
2008-02-16 14:40:35
Seagull
2008-02-16 14:48:07
Anonymous
2008-02-16 19:38:25
cyber_clash
2008-02-16 20:08:11
No the lag came recently. I've been playing with my antivirus and firewall since I've had the game.Jelly Fox wrote:Probably caused by both of them using up all your paged memory, try turning them off too see if it improves your game!cyber_clash wrote:I cut down every process I had running that I could except for firewall and antivirus
Walking Target
2008-02-16 21:24:28
keefy
2008-02-17 00:54:10
cyber_clash
2008-02-17 10:41:06
I told ya this in game, but yeah I reset my heapsize to 1048....whatever it said in the other thread.Walking Target wrote:Do you have heapsize set in startup options?
keefy
2008-02-17 17:30:26
cyber_clash
2008-02-17 20:26:02
Well Walking Target seems to have the same problem I have and we both have similar cards (7600GT). I updated drivers...haven't really seen if it has helped yet. For a few quick games it has. WT isn't using high res textures and I am. So we don't think it's the textures....keefy wrote:TBH heapsize doest seem to do much, you are best off having a video card with 512MB at least for the hi res textures. I did use them a while ago with a X850XT which has 256mb but every so often the game paused for a split second probably due to not enough RAM on the card. Now i have a 512MB card thsi does not happen.
Van Occupanther
2008-02-19 03:06:43
keefy
2008-02-19 06:36:02
Van Occupanther
2008-02-19 08:38:05
keefy
2008-02-19 16:26:08
Van Occupanther
2008-02-19 22:46:58
Code: Select all
// CPU PERFORMANCE SETTINGS.
echo -----> loading CPU PERFORMANCE SETTINGS...
r_3dnow "1" // [0,1] 3DNow.
r_mmx "1" // [0,1] MMX.
r_sse "1" // [0,1] SSE.
r_sse2 "1" // [0,1] SSE2.
echo
// AUDIO PERFORMANCE SETTINGS.
echo -----> loading AUDIO PERFORMANCE SETTINGS...
echo
dsp_enhance_stereo "1" // [0,1] If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit.
dsp_slow_cpu "0" // [0,1] If set to 1, reduces the quality of dsp sound effects, improving performance on systems with slower CPUs.
snd_pitchquality "1" // [0,1] Pitch Quality.
snd_digital_surround "1" // [0,1] Toggles Surround Sound.
snd_async_fullyasync "1" // [0,1] Synchronizes something to do with sound.
volume "0.9" // [0,1] Volume Level.
voice_dsound "1" // [0,1] Voice uses Direct Sound.
voice_modenable "1" // [0,1] Toggles ingame Voice.
// GRAPHICAL PERFORMANCE SETTINGS.
echo -----> loading GRAPHICAL PERFORMANCE SETTINGS...
echo
cl_drawmonitors "1" // [0,1] Disables the rendering of ingame monitors which contain 3d rendered images.
cl_ejectbrass "1" // [0,1] If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance especially during heavy combat.
cl_forcepreload "1" // [0,1] Forces the game to load all texture and model information into memory on map load.
cl_phys_props_max "300" // [300] Sets the range that props show up.
cl_ragdoll_collide "1" // [0,1] If set to 1, prevents characters from merging into each other due to ragdoll effects, thereby improving realism with no real performance hit.
cl_show_splashes "1" // [0,1] If set to 1, splashes in water are shown, if set to 0 they are disabled. Can improve performance if disabled at the cost of realism.
fps_max "86" // [fps] Limits the maximum possible framerate to the FPS specified. Has no impact on framerate performance (other than capping it). This is best set to your monitor's refresh rate for smoother FPS, due to less volatile fluctuations. Setting it higher does not increase overall FPS.
gl_clear "0" // [0,1] Toggles visual quality - cracks between textures show when set to 1.
jpeg_quality "100" // [percentage] - Specifies the default quality percentage for screenshots taken with the jpeg command.
lod_Enable "1" // [0,1] If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. This should be set to 1 for optimal performance, or 0 for maximum image quality.
mat_antialias "0" // [2,4,6,8] Sets level of anti-aliasing.
mat_bumpmap "1" // [0,1] If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. If disabled, textures will be loaded without bumpmapping and will appear far less realistic, however performance will be improved.
mat_clipz "1" // [0,1] If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems.
mat_colorcorrection "1" // [0,1] Enable or disable color correction.
mat_compressedtextures "0" // [0,1] If set to 1, uses compressed textures for optimal performance. For those with graphics cards which have higher amounts of Video RAM (e.g. 256MB) setting this to 0 will improve texture appearance at the cost of some performance.
mat_dxlevel "95" // [90/81/80/70] DirectX Level.
mat_fastnobump "0" // [0,1] If set to 1, floor textures have all bump mapping removed and will appear flat and smooth. This can improve performance without affecting all bump mapping in the game, but will make floors appear unrealistic.
mat_filterlightmaps "1" // [0,1] If set to 1, static lightmaps are rendered correctly. If set to 0, all areas of pre-rendered lighting will be blocky and unrealistic, but performance will be improved slightly at the cost of realism.
mat_forceaniso "8" // [2,4,6,8,10,12,14,16] Sets Anistropic Filtering Level.
mat_forcemanagedtextureintohardware "0" // [0,1] If set to 1, attempts to force texture information into your Video RAM at the start of a level, alleviating any stuttering in the game. Note, this setting was introduced with the stutter fix patch. Also note that from feedback and in my experience this setting can reduce FPS by up to 50%. Setting this variable to 0 may improve performance on some machines.
mat_hdr_enabled "1" // [0,1] Enables, disables HDR.
mat_hdr_level "2" // [0,1,2] Set to 0 for no HDR, 1 for LDR and bloom on HDR maps, and 2 for full HDR and bloom on HDR maps.
mat_monitorgamma "1.6" // [1.6-2.6] Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
mat_non_hdr_bloom_scalefactor "0.25" // [x] Scale factor for HDR Bloom effect.
mat_picmip "0" // [0-High, 1-Medium, 2-Low] Sets texture quality. Is the same as the Texture Detail menu.
mat_specular "1" // [0,1] If set to 1, uses specular lighting. If set to 0 materials will not have specular lighting applied to them for a performance boost but a slight drop in image quality.
mat_trilinear "1" // [0,1] Disables and sets bilinear / Enable trilinear filtering.
mat_vsync "1" // [0,1] Enables Vertical Sync.
mp_decals "300" // [300/4096] This determines the maximum number of decals visible at one time.
muzzleflash_light "1" // [0,1] If set to 1, weapons firing will emit a light along with the muzzle flash. If set to 0, a muzzle flash is still visible but no lighting is cast from it. Performance will improve in combat scenes with no noticeable drop in realism.
props_break_max_pieces "-1" // [0,1] Disables prop fragmenting.
r_3dsky "1" // [0,1] Disables the rendering of 3d sky boxes.
r_decals "2048" // [2048/4096] Sets the amount of decals that stay on objects to the max amount.
r_decal_cullsize "5" // [0-15] The distance from which bulletholes are visible. Higher numbers mean a shorter viewing. Decals don't just appear when you get close, it makes it so you can see them from any distance.
r_drawbatchdecals "1" // [0,1] Enables the rendering of decals in batch.
r_drawflecks "1" // [0,1] If set to 1, small chunks of rubble and dirt will be thrown up around bullet impact points. If set to 0, these flecks will be disabled, reducing realism but improving performance.
r_drawmodeldecals "1" // [0,1] If set to 1, decals can be drawn on models, which are pretty much everything excluding walls and floors. If set to 0 these decals will be disabled, improving performance during weapons fire for example, but reducing realism.
r_dynamic "1" // [0,1] If set to 1, enables dynamic lighting. If set to 0, disables dynamic lighting which can boost performance without a dramatic impact on realism.
r_eyes "1" // [0,1] Disables eyes in models.
r_eyegloss "1" // [0,1] Enables glossy eyes.
r_eyemove "1" // [0,1] Enables eyes.
r_fastzreject "-1" // [-1,0,1] If set to 1 activates a fast z-setting algorithm which takes advantage of hardware fast z reject for improved performance. If set to -1 detects your default hardware setting for this option. Initially this should be set to 1, and if you see any problems then set to -1.
r_lightaverage "1" // [0,1] Activates/deactivate light averaging
r_lod "-1" // [-1] Set the model lod (only values -1,0,1,2 legal in cal...-1 = Variable at distance. 0 = None. 1 = Minor. 2 = Less minor).
r_maxmodeldecal "100" // [50/100] Sets the amount of decals that appear on models to the max amount.
r_occlusion "1" // [0,1] If set to 0, disables the occlusion system in the game, which can increase performance at the expense of image quality.
r_renderoverlayfragment "1" // [0,1] Renders overlay textures.
r_rootlod "0" // [0-2] 0 - High, 1 - Medium, 2 - Low.
r_shadowmaxrendered "32" // [x] Max shadows the game will render.
r_shadowrendertotexture "1" // [0,1] Shadow Details 0 - Low, 1 - High. Rendered the shadow texture causing it to match the player model.
r_shadows "1" // [0,1] Enables shadows, disable for additional performance.
r_teeth "1" // [0,1] Disables teeth in models.
r_WaterDrawReflection "1" // [0,1] If set to 0, disables all reflections on top of water. This will boost performance at the cost of realism however you may experience graphical anomalies on the water.
r_WaterDrawRefraction "1" // [0,1] If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water.
r_waterforceexpensive "1" // [0,1] If set to 1, the highest quality water will be used. If set to 0, performance may improve without a noticeable reduction in water quality.
r_waterforcereflectentities "1" // [0,1] Reflect all.
rope_averagelight "1" // [0,1] Enables/disables average lighting on ropes.
rope_collide "1" // [0,1] Collide rope with the world.
rope_rendersolid "1" // [0,1] Rendering ropes.
rope_smooth "1" // [0,1] Rendering ropes.
rope_subdiv "2" // [0,1] Rope subdivision amount.
rope_wind_dist "4000" // [x] Don't use CPU applying small wind gusts to ropes when they're past this distance.
sv_robust_explosions "1" // [0,1] If set to 0, explosions will be less spectacular, but this may improve performance around explosions without a significant drop in realism.
violence_ablood "1" // [0,1] If set to 1, shows alien blood when they are hit. Disabling this can improve performance but reduce realism.
violence_agibs "1" // [0,1] If set to 1, shows alien gore when they are hit. Disabling this can improve performance but reduce realism.
violence_hblood "1" // [0,1] If set to 1, shows human blood when they are hit. Disabling this can improve performance but reduce realism.
violence_hgibs "1" // [0,1] If set to 1, shows human gore when they are hit. Disabling this can improve performance but reduce realism.
keefy
2008-02-19 23:29:26
Van Occupanther
2008-02-19 23:48:38