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Team Fortress 2: Nintendo 64

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Posted

By request I am putting this up here.

There is a low poly model pack and a high FPS config that when used together, make TF2 look like a Nintendo 64 game while at the same time giving an incredible boost in framerate. The stuff was made to allow slower computers to play the game, but, even though playing in Ultra High settings was smooth, I liked the retro look of it and installed it. Now you can too!

First off, let's install the model pack. You can find it HERE.

Next, we can correct some of the shading and make it more effecient by installing this little gizmo here.

http://www.aclerex.com/business/swiftshader/

You have to give your email to get the software. Once downloaded, put the .dll files from the archive into the BIN folder in your TF directory.

The game has a lot of particle effects too, and you can reduce, remove, or optimize most of them by following the instructions in this post

Finally install the FPS config. I have thrown up m0re's config, altered for playing on DX9 instead of DX8 since DX8 crashes the game under Vista and Windows 7. Just copy and paste it into your autoexec.

// m0reoe @ qnet : http://m0re.nocrits.com/

//  _______________

// |   READ THIS   |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

// move autoexec.cfg -> x:\Steam\steamapps\<user name>\team fortress 2\tf\cfg

// clear config.cfg, dont clear bind commands

//  _______________

// |    DXLEVEL    |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

// Use dxlevel 80 or 81, IF you prefer dxlevel 90 or don't know how to set DX80, change mat_bumpmap to 1

// right click TF2 > properties > launch options > -dxlevel 80 or 81

//  ____________________

// |   LAUNCH OPTIONS   |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

// -heapsize      ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) =  1048576]

// -noforcemspd   ;; Use desktop mouse speed settings.

// -noforcemaccel ;; Use desktop mouse acceleration settings. 

// -window        ;; This enables tf2 to start in a window mode, instead of fullscreen.

// -full          ;; This runs tf2 in full screen mode.

// -freq          ;; Set the Refresh Rate

// -nocrashdialog ;; Suppresses some memory could not be read unhandled errors.

// -dev           ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit.

//  ___________________________________

// |    DEFAULT CONFIGS - AUTOCONFIG   |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

// -autoconfig

// right click TF2 > properties > launch options > -autoconfig

// Restores video and performance settings to default for the current hardware detected. Ignores settings inside any .cfg files until this parameter is removed.

//  _________________________________________________

// |   DONT TOUCH UNLESS YOU KNOW WHAT YOURE DOING   |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

//  _______________

// |      NET      |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

rate                                              "30000" // Max bytes/sec the host can receive data.

cl_cmdrate                                        "66"    // Number of command pakets sent to the server per second.

cl_interp                                         "0.02"  // Interpolate x seconds from game (0.02 = 20ms)

cl_lagcompensation                                "1"     // Perform server side lag compensation of weapon firing events.

cl_updaterate                                     "66"    // Number of packets per second you are requesting from the server.

cl_smooth                                         "0"     // If set to 1 attempts to smooth the view after prediction errors.

cl_smoothtime                                     "0.01"  // Time over which to smooth the view after prediction errors if cl_smooth is enabled.

cl_interp_threadmodeticks                         "0"     // Additional interpolation ticks to use when interpolating with threaded engine mode set.

cl_pred_optimize                                  "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)

cl_interp_ratio                                   "1"     // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).

//  _______________

// |      MAT      |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

mat_queue_mode                                    "-1"     // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded

mat_aaquality                                     "0"

mat_antialias                                     "0"     // Anti-aliasing on(1,2,4,8)/off(0) 

mat_autoexposure_max                              "0"

mat_autoexposure_min                              "0"

mat_alphacoverage                                 "0"

mat_bumpmap                                       "1"     // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.

mat_bloomscale                                    "0"

mat_bloom_scalefactor_scalar                      "0"

mat_bufferprimitives                              "1"

mat_clipz                                         "1"

mat_colorcorrection                               "0"

mat_compressedtextures                            "1"

mat_disable_bloom                                 "1"

mat_disable_fancy_blending                        "1"

mat_disable_lightwarp                             "1"

mat_disable_ps_patch                              "1"

mat_debugdepthval                                 "0" 

mat_debugdepthvalmax                              "0"

mat_diffuse                                       "1"

mat_envmapsize                                    "0"

mat_envmaptgasize                                 "0"

mat_fastspecular                                  "1"

mat_fastnobump                                    "0"

mat_filterlightmaps                               "0"

mat_filtertextures                                "0"

mat_forceaniso                                    "0" // change to 0 if you notice lower fps

mat_forcehardwaresync                             "0"

mat_forcemanagedtextureintohardware               "0"

mat_framebuffercopyoverlaysize                    "0"

mat_hdr_enabled                                   "0" // Report if HDR is enabled for debugging

mat_hdr_level                                     "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.

mat_maxframelatency                               "0"

mat_max_worldmesh_vertices                        "0"

mat_mipmaptextures                                "1"     // texture quality decreases with distance

mat_non_hdr_bloom_scalefactor                     "0"

mat_parallaxmap                                   "1"

mat_picmip                                        "2"     // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.

mat_reducefillrate                                "1"     // Reduces fill rate used.

mat_shadowstate                                   "0"

mat_software_aa_blur_one_pixel_lines              "0"

mat_software_aa_strength                          "0"

mat_software_aa_strength_vgui                     "0"

mat_software_aa_tap_offset                        "0"

mat_softwarelighting                              "0"

mat_specular                                      "0"

mat_trilinear                                     "0" // Disables the use of Trilinear mipmapping.

mat_use_compressed_hdr_textures                   "0"

mat_wateroverlaysize                              "0" // Sets the resolution of water distortion. Must be multiple of 8.

//  _______________

// |     SOUND     |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

// snd_mixahead                                      "0.1"

// dsp_enhance_stereo                                "0"

// dsp_volume                                        "1"

// dsp_slow_cpu                                      "1"

// dsp_spatial                                       "40"

// dsp_speaker                                       "50"

// dsp_water                                         "14"

// soundscape_flush                                  "1" // Flushes the server & client side soundscapes

//  _______________

// |     GIBS      |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

violence_agibs                                    "0" // Show alien gib entities

violence_hgibs                                    "1" // Show human gib entities

violence_hblood                                   "1" // Draw human blood

violence_ablood                                   "0" // Draw alien blood

//  _______________

// |       R_      |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

r_ambientboost                                    "0"

r_ambientmin                                      "0"

r_ambientfactor                                   "0"

r_bloomtintg                                      "0"

r_bloomtintb                                      "0"

r_bloomtintexponent                               "0"

r_bloomtintr                                      "0"

r_cheapwaterend                                   "1" // End of the CheapWater rendering (all behind this range is black water)

r_cheapwaterstart                                 "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)

r_drawflecks                                      "0"

r_decals                                          "0"

r_decal_cullsize                                  "0" // Decals under this size in pixels are culled // _lower texture quality at distance_

r_decalstaticprops                                "0" // Decal static props test

r_dopixelvisibility                               "0"

r_drawbatchdecals                                 "0"

r_drawmodeldecals                                 "0"

r_dynamic                                         "0"

r_eyes                                            "0"

r_flex                                            "0"

r_forcewaterleaf                                  "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling

r_hunkalloclightmaps                              "0"

r_lightcache_zbuffercache                         "0"

r_lightaverage                                    "0"

r_lod                                             "2" // _adjusts model quality--set between -5 and 5_

r_maxdlights                                      "0"

r_maxmodeldecal                                   "0"

r_maxnewsamples                                   "0"

r_maxsampledist                                   "0"

r_minnewsamples                                   "0"

r_fastzreject                                     "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware

r_occlusion                                       "1" // Activate/deactivate the occlusion system.

r_PhysPropStaticLighting                          "0"

r_queued_decals                                   "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.

r_queued_post_processing                          "1"

r_renderoverlayfragment                           "0"

r_rootlod                                         "2" // Root LOD

r_ropetranslucent                                 "0"

r_drawdetailprops                                 "0"

r_spray_lifetime                                  "0" // Number of rounds player sprays are visible

r_shadowmaxrendered                               "0" // Max shadows the game will render.

r_shadowrendertotexture                           "0" // Rendered the shadow texture causing it to match the player model.

r_3dnow                                           "1" // Enable/disable 3DNow code 

r_3dsky                                           "0" // Enable the rendering of 3d sky boxes

r_sse2                                            "1" // Enable/disable SSE2 code 

r_shadows                                         "0"

r_teeth                                           "0"

r_threaded_client_shadow_manager                  "1"

r_threaded_particles                              "1"

r_threaded_renderables                            "1"

r_unloadlightmaps                                 "0" // 0 because of alt tabbing causes black walls

r_worldlights                                     "0" // number of world lights to use per vertex

r_waterdrawreflection                             "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.

r_waterdrawrefraction                             "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 or even in the sky for some reason.

r_waterforceexpensive                             "0" // 1 = High (reflect world), 0 = Low (simple reflect)

r_waterforcereflectentities                       "0" // 1 = High (reflect all), 0 = Low 

//  _______________

// |      CL_      |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

cl_clearhinthistory                               "1" // Clear memory of client side hints displayed to the player

cl_detaildist                                     "0" // Distance at which detail props are no longer visible (1200)

cl_detailfade                                     "0"

cl_drawmonitors                                   "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.

cl_ejectbrass                                     "0" // Disables brass ejection

cl_forcepreload                                   "1" // Forces the game to load all texture and model information into memory on map load.

cl_muzzleflash_dlight_1st                         "0"

cl_phys_props_enable                              "0"

cl_phys_props_max                                 "0" // Maximum amount of physics props allowed.

cl_predictweapons                                 "1" // perform client side prediction of weapon effects.

cl_predict                                        "1" // Perform client side prediction.

tf_playergib                                      "1"

cl_showhelp                                       "0" // Set to 0 to not show on-screen help

cl_showpluginmessages                             "0" // Allow plugins to display messages to you

cl_show_splashes                                  "0"

cl_rumblescale                                    "0" // Scale sensitivity of rumble effects (0 to 1.0)

cl_debugrumble                                    "0" // Turn on rumble debugging spew

cl_playerspraydisable                             "1"

cl_threaded_bone_setup                            "0"

cl_threaded_client_leaf_system                    "0"

cl_ragdoll_collide                                "0"

cl_ragdoll_fade_time                              "0"

cl_ragdoll_physics_enable                         "1"

cl_ragdoll_forcefade                              "0"

//  _______________

// |     ROPES     |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

rope_averagelight                                 "0" // Makes ropes use average of cubemap lighting instead of max intensity.

rope_collide                                      "0" // Collide rope with the world

rope_smooth_enlarge                               "0" // How much to enlarge ropes in screen space for antialiasing effect

rope_smooth                                       "0" // Do an antialiasing effect on ropes

rope_subdiv                                       "0" // Rope subdivision amount

rope_wind_dist                                    "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.

//  _______________

// |     MISC      |

//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

sv_forcepreload                                   "1" // forces preload to help increase performance

jpeg_quality                                      "100" // jpeg screenshot quality.

mat_monitorgamma                                  "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)

commentary                                        "0" // Desired commentary mode state.

budget_show_history                               "0" // turn history graph off and on. . good to turn off on low end

g_ragdoll_fadespeed                               "0"

g_ragdoll_lvfadespeed                             "0"

flex_smooth                                       "1" // Applies smoothing/decay curve to flex animation controller changes.

props_break_max_pieces                            "0" // Maximum prop breakable piece count (-1 = model default)

r_propsmaxdist                                    "1"

prop_active_gib_limit                             "999999"

func_break_max_pieces                             "3"

showhitlocation                                   "1"

mp_decals                                         "0" // How many player sprays will be shown.

gl_clear                                          "0"

muzzleflash_light                                 "0"

lod_transitiondist                                "0"

overview_mode                                     "0" // Sets overview map mode off,small,large: <0|1|2>

adsp_debug                                        "0"

mp_usehwmmodels                                   "0" 

mp_usehwmvcds                                     "0" 

tf_particles_disable_weather                      "1"


exec settings.cfg

exec binds.cfg

clear

echo

echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"

echo "|m0rehighfps : http://m0re.nocrits.com/ |"

echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"

If for any reason you ever want to remove it, that is simple too. Just delete the .dlls, the models and materials folder, the config from your autoexec and add -autoconfig to your launch parameters. Once you've launched the game once, you will need to remove -autoconfig from the launch parameters or it will not save your settings.

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Posted

That is pretty cool, but the video does a poor job a showing us the models.

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Posted

Lol I've been using it for a while because my laptop is terrible, and I still don't get a very good FPS so I'll try out the config.

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Posted

A perfect match for the Minecraft map.

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Posted

That is actually kinda nice.

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Posted

A perfect match for the Minecraft map.

I completely concur with this. This would definitely be fun to play with on the minecraft map. By the way, is that map loaded onto any of the servers? Because the last time we check it was not.

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Posted

I completely concur with this. This would definitely be fun to play with on the minecraft map. By the way, is that map loaded onto any of the servers? Because the last time we check it was not.

I think it's on LA, but it's definitely not on SacTown.

I heard someone saying they played it on LA at least. I don't really like looking through that garbled mess of maps that most of which are horribly broken and never played on.

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Posted

The map is on LA and Sactown. I think when I put it on the servers I put it everywhere except the testing server and checking just now it's at least on LA and Sactown, didn't bother to check the others.

You had me thinking someone had deleted it, but no it's still there. It's been there since it was posted on notch's blog.

pl_minecraft_b2 I believe.

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Posted

The map is on LA and Sactown. I think when I put it on the servers I put it everywhere except the testing server and checking just now it's at least on LA and Sactown, didn't bother to check the others.

You had me thinking someone had deleted it, but no it's still there. It's been there since it was posted on notch's blog.

pl_minecraft_b2 I believe.

Sweet that means I get to play it since I have yet to play on it. Though I have seen videos of it. Sure do love the way it looks.

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Posted

Apparently the map has been updated. After b2 is was called pl_minepit_b3 for some reason... and now it's final as pl_minepit. I'll go put it up.

http://www.fpsbanana.com/prefabs/5235

Apparently a prefab pack to make your own minecraft map.

Edit: It's on the servers.

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Posted

i installed the models, and they DON'T speed up FPS themselves, so, do we just follow that you put in quote for fps boost?

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