Help with my flashlight
#1
So some of you may know i have a crappy pc so i have added a config file to my gmod that makes my game run better. But the cfg file has stoped my flashlight from working. Could someone please take a look and tell me what to change so i have use my flashlight Thanks.

Code:
// Unexplained crashes? Try changing "mat_queue_mode" to -1
// Car Windows are not Transparent? Try typing "mat_dxlevel 90" on the In-Game Console.


// ----------------------------------------------------------------------------
// LazP' maxframes config, designed to get you a performance boost
// v2.017 | 24 December 2014 |
// ----------------------------------------------------------------------------

// ----------------------------------------------------------------------------
// FPS Cap - Info
// ----------------------------------------------------------------------------
// The primary benefit of an FPS cap is to make the FPS more stable, other than
// that, it doesn't do a lot. A moderate, consistent framerate is much more
// desirable than a variable but sometimes high framerate. A common
// misconception is that if any more frames are generated than your monitor can
// display, they are useless. This is wrong -- frames are used for much more
// than mere display, and affect the way the game feels well past your
// refresh rate.
//
// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
// any case, or the discrepancy between clientside frame generation and frames
// to be sent to the server will no doubt cause you many a headache, especially
// when it comes down to hit registration. Other than that, I recommend
// for everyone to use the value `132' (2*66), as long as you can generally
// keep that value stable without regular drops.
// ----------------------------------------------------------------------------
//fps_max "0"


// ----------------------------------------------------------------------------
// Disable Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these can be disabled on some servers.
// ----------------------------------------------------------------------------
cl_playerspraydisable "0"
r_spray_lifetime "0"


// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------
mat_shadowstate "0"
r_shadowmaxrendered "0"
r_shadowrendertotexture "0"
r_shadows "0"


// ----------------------------------------------------------------------------
// Disable Facial features
// ----------------------------------------------------------------------------
r_eyes "2"
r_flex "0"
r_lod "2"
r_rootlod "0"
r_teeth "0"


// ----------------------------------------------------------------------------
// Disable Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------
cl_ragdoll_fade_time "0"
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable "0"
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
ragdoll_sleepaftertime "0"


// ----------------------------------------------------------------------------
// Disable Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------
cl_phys_props_enable "0"
cl_phys_props_max "0"
props_break_max_pieces "0"
r_propsmaxdist "1"
violence_agibs "0"
violence_hgibs "0"


// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
cl_detaildist "0"
cl_detailfade "0"
cl_drawmonitors "1"
cl_ejectbrass "0"
cl_jiggle_bone_framerate_cutoff "0" // Turns off jigglebones
cl_new_impact_effects "0"
cl_show_splashes "0"
func_break_max_pieces "0"
glow_outline_effect_enable "0" // Cart glow effect.
lod_transitiondist "0"
mat_antialias "0"
mat_bumpmap "0" // Controls bumpmapping. Setting this to 0 on dx9 will cause
             // a strange `shine' effect to appear on all players.
mat_colcorrection_disableentities "1"
mat_colorcorrection "0"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "0"
mat_envmapsize "8"
mat_envmaptgasize "8"
mat_filterlightmaps "0"
mat_filtertextures "0"
mat_forceaniso "1"
mat_hdr_level "0"
mat_max_worldmesh_vertices "512"
mat_monitorgamma "2.0" // Controls brightness, try 1.8 to make it brighter or 2.2
                    // to get it darker. Only works in fullscreen.
mat_motion_blur_enabled "0"
mat_parallaxmap "0"
mat_picmip "2" // Higher = more mipmapping. Without `sv_cheats 1', you're looking
            // at a range from -1 to 2, -1 being the best quality, 2 being the
            // worst.
mat_reducefillrate "1"
mat_reduceparticles "1"
mat_specular "0" // Controls specularity. Setting this to 0 will make ubers
              // non-shiny, and will remove some specular effects from in-game
              // entities which support it. Setting this to 1 on dx8 will
              // result in some strange `fire' textures replacing their
              // appropriate counterparts, especially on medals, and certain
              // hats.
mat_trilinear "0"
mat_viewportscale "1" // Almost no performance gain from viewport upscaling.
mat_viewportupscale "1"
mat_wateroverlaysize "1"
mp_decals "1" // `9' is a good value to still see the spread pattern from a
           // scattergun without any real performance loss.
r_3dsky "0"
r_ambientboost "0"
r_ambientfactor "0"
r_ambientmin "0"
r_avglight "0"
r_cheapwaterend "0"
r_cheapwaterstart "0"
r_decals "1"
r_decalstaticprops "0"
r_decal_cullsize "15"
r_drawdetailprops "1"
r_drawmodeldecals "1"
r_drawflecks "0"
r_dynamic "0"
r_flashlightdepthtexture "1"
r_forcewaterleaf "1"
r_lightaverage "1"
r_maxnewsamples "2"
r_maxsampledist "1"
r_propsmaxdist "0"
r_renderoverlayfragment "0"
r_staticprop_lod "4"
r_waterdrawreflection "0"
r_waterdrawrefraction "0"
r_waterforceexpensive "0"
r_waterforcereflectentities "0"
rope_averagelight "0"
rope_collide "1"
rope_rendersolid "1"
rope_shake "0"
rope_smooth "0"
rope_subdiv "0"
rope_wind_dist "0"
tf_particles_disable_weather "1" // Disable weather effects on maps supporting
                              // it, for example, setting this to `1'
                              // disables rain effects on *_sawmill.
tracer_extra "0"
violence_ablood "1" // Setting ablood/hblood to 1 actually improves perf usually
violence_hblood "1"

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime "0"
mat_clipz "1" // FX card users should set this to 0
mat_forcehardwaresync "0"
mat_levelflush "1"
//m_rawinput "1" // Turn on raw mouse input. Commented out by default due to
              // silly incompatibility with the Xfire overlay. You should use
              // it if you can!
mat_vsync "0" // Turn off vsync to avoid nasty I/O latency.
r_fastzreject "-1" // Values >1 enable a fast Z rejection algorithm, to be
                // performed on the GPU (as opposed to on the CPU). The
                // value `-1' autodetects hardware support for this
                // feature, which is safer than forcing it.

// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
dsp_enhance_stereo "0"
dsp_slow_cpu "1"
snd_async_fullyasync "1" // Having the sound run fully asynchronous has been
                      // helpful in the past, as it seems to (for whatever
                      // reason) reduce the number of TDRs experienced during
                      // gameplay. There's some pretty good information on
                      // TDRs (nerds only) here:
                      // http://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality "0"
snd_spatialize_roundrobin "1"

// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode "2" // mat_queue mode is another frequently asked about cvar, it
                // defines the threading method to be used by the material
                // system. It has been unstable to use in the past, but
                // nowadays it's generally okay.
                //
                // Here are the possible values:
                //     -2 legacy default
                //     -1 default
                //      0 synchronous single thread
                //      1 queued single thread
                //      2 queued multithreaded
                //
                // If you have problems with the value `2', try setting it to
                // `-1'.
                //
                // As an aside, there are quite a few bugs in the demo system
                // that occur when mat_queue_mode is set to a value that is
                // not `-1'. If you intend to do work with the demo system,
                // maybe you should change this.

cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "0"
r_queued_decals "0"
r_queued_ropes "1"
r_queued_post_processing "0"
r_threaded_client_shadow_manager "0"
r_threaded_particles "0"
r_threaded_renderables "0"

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload "1" // Preloads content

// ----------------------------------------------------------------------------
// Print to console (Confirming that the CFG ran)
// ----------------------------------------------------------------------------
clear
echo "-------------------------------------------------------"
echo "            LazP' maxframes Config loaded.             "
echo "-------------------------------------------------------"
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#2
(09-11-2016, 08:48 AM)SelfGamer5 Wrote: To be more exact, type

r_flashlightdepthtexture 0

In your console

Will this make it work?
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#3
Alright testing it now
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#4
This does not work self Sad
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#5
No matter what you do in your console, when you have one of those configs enabled you will never get a flashlight, eyeballs and pix-elated map textures, so, the only way to fix it is disable it or get the person you got it off to tweak with it. Also, maybe change your graphics settings to medium or even high.
Regards,
Panda
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