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KBNHud v420: Not what you think it is Edition
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Loads of stuff updated. The HUD now has custom materials, configs, and
sounds. It uses a new, improved advanced options menu with expanded
functionality, such as the ability to load graphics presets that come
with the HUD install, such as various maxframes configs and demo
friendly configs,as well as being a physically larger window. Updated
the default main menu, added the tile menu as override, overhauled the
simple menu, made the HUD totally compliant with the competitive beta,
the HUD now causes exactly ZERO console errors, the list goes on.
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Jotunn committed Mar 5, 2016
1 parent 061b38a commit b8acd81
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251 changes: 251 additions & 0 deletions KBNHud/cfg/_frames/cinema.cfg
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// Unexplained crashes? Try changing mat_queue_mode to `-1'.
// ----------------------------------------------------------------------------
// Comanglia's Cinema Config, Designed for Video makers
// v0.3beta | 12 August, 2015 |
// ----------------------------------------------------------------------------
// Problems or questions? Post at ???
// ----------------------------------------------------------------------------
// Launch options:
// IMPORTANT: Remove -dxlevel 98 isn't exactly necessary cause alt+tabbing during recording is dumb.
//
// Fullscreen: -dxlevel 98 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
// Windowed: -dxlevel 98 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// FPS cap
// ----------------------------------------------------------------------------
// 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.
// ----------------------------------------------------------------------------
cl_showfps 0 // you don't want to record this, and it's rounded and eats fps anyway.
//fps_max 132 //
fps_max 0

// ----------------------------------------------------------------------------
// Net settings
// ----------------------------------------------------------------------------
// Whilst net settings perhaps aren't an integral part of an FPS config, they
// are a fact of life in competitive TF2, and as such, they are included here.
//
// A common question I am asked -- what defines whether a good connection is
// good or bad? Mostly personal preference. If you're not willing to make the
// choice, try both and see which is better for you.
//
// Generally, meeting both of the following conditions would classify it as a
// good connection:
//
// - Ping of <80 to the average server you join
// - Generally no/negligible choke/loss (can be checked with `net_graph')
//
// There's some pretty good documentation on this here:
// http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
//
// Uncomment (remove the `//' from) one of the groups if you want to use them.
// ----------------------------------------------------------------------------
// Good connection
cl_cmdrate 67
cl_interp 0
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000
// Bad connection
//cl_cmdrate 40
//cl_interp 0
//cl_interp_ratio 2
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000
// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
sv_cheats 1 // primarily because this is meant for demos
fov_desired 90 // seriously everyone should use this.
cl_ejectbrass 1
cl_new_impact_effects 1
cl_hud_playerclass_use_playermodel 0
cl_burninggibs 1
cl_detaildist 8096
cl_detailfade 0
cl_maxrenderable_dist 8096
cl_phys_props_max 1024
cl_ragdoll_collide 1
lod_transitiondist 6400
mat_use_compressed_hdr_textures 1
mat_phong 0
mat_aaquality 2
mat_antialias 8
mat_bumpmap 1
mat_compressedtextures 1 // Set to 0 cause instant crash on map load for me
mat_envmapsize 512
mat_envmaptgasize 512
mat_forceaniso 16
mat_hdr_level 2
mat_monitorgamma 2.2 // 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_motion_blur_forward_enabled 0
mat_motion_blur_strength 0
mat_parallaxmap 1
mat_picmip -1 // 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. // Valve has disabled values beyond -1 and 2 even in sv_cheats 1
mat_postprocess_x 8
mat_postprocess_y 8
mat_reducefillrate 0
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 0.8
mat_software_aa_quality 2
mat_software_aa_strength 2
mat_software_aa_strength_vgui 2
mat_specular 1
mat_wateroverlaysize 512
mp_decals 4096
mp_usehwmmodels 1
mp_usehwmvcds 1
r_avglight 3
r_decals 4096
r_eyeglintlodpixels 4
r_lod 0
r_maxmodeldecal 4096
r_radiosity 3
r_rainradius 2250
r_rainsplashpercentage 100
r_rootlod 0
r_shadowmaxrendered 1024
r_shadowrendertotexture 1
r_shadows 1
r_waterdrawreflection 1
r_waterdrawrefraction 1
r_waterforceexpensive 1
r_waterforcereflectentities 1
r_pixelfog 1 // removes a lot of the map haze in DX 9 doesn't do anything in DX 8
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 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.
ai_expression_optimization 1
fast_fogvolume 1
mod_load_anims_async 1
mod_load_mesh_async 1
mod_load_vcollide_async 1

// ----------------------------------------------------------------------------
// 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 1
dsp_slow_cpu 0
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 1
snd_spatialize_roundrobin 0

// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode -1 // 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 1
r_threaded_particles 1
r_threaded_renderables 1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload 1 // Force preloading
cl_loadondemand_default 0
cl_ask_blacklist_opt_out "1"
cl_ask_favorite_opt_out "1"
sb_dontshow_maxplayer_warning "1"
tf_explanations_backpackpanel "1"
tf_explanations_charinfo_armory_panel "1"
tf_explanations_charinfopanel "1"
tf_explanations_craftingpanel "1"
tf_explanations_discardpanel "1"
tf_explanations_store "1"
tf_training_has_prompted_for_forums "1"
tf_training_has_prompted_for_loadout "1"
tf_training_has_prompted_for_offline_practice "1"
tf_training_has_prompted_for_options "1"
tf_training_has_prompted_for_training "1"
hud_fastswitch 1

// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
echo "---------------------------------------------------------"
echo "Comanglia' Cinema config loaded. Inspired by Chris config"
echo "---------------------------------------------------------"
90 changes: 90 additions & 0 deletions KBNHud/cfg/_frames/dx9frames.cfg
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fps_max 0
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
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 1
mat_colcorrection_disableentities 1
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filterlightmaps 1
mat_filtertextures 1
mat_forceaniso 1
mat_hdr_level 0
mat_max_worldmesh_vertices 512
mat_monitorgamma 2.0
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 1
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 1
mat_trilinear 1
mat_viewportscale 1
mat_viewportupscale 1
mat_wateroverlaysize 1
mp_decals 9
r_3dsky 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 9
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 0
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_lightaverage 0
r_maxnewsamples 2
r_maxsampledist 1
r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforcereflectentities 0
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0
tf_particles_disable_weather 1
tracer_extra 0
violence_ablood 1
violence_hblood 1
in_usekeyboardsampletime 0
mat_clipz 1
mat_forcehardwaresync 0
mat_levelflush 1
mat_vsync 0
r_fastzreject -1
mat_queue_mode 2
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 1
r_threaded_particles 1
r_threaded_renderables 1
cl_forcepreload 1
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