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MSC is not the most resource friendly game, and maybe indeed the most un-resource friendly HL1 mod in existence. But here's some settings you can use to attempt to make it play nice with older machines.
Place these in your msc/userconfig.cfg with notepad. Many of them will require you to restart MSC before they take effect:
These three will have a high impact on quality:
I think gl_picmip and gl_playermip can actually go all the way up to 4. But not entirely sure if MSC supports these options proper.
There's also these MSC specific ones:
Making the txt huds transparent might be good too. (ie. no alpha blend on it.) - but makes them harder to read:
You can adjust the size of the event huds and chat, so they put less lines on the screen. Maybe not such a good idea with chat, as often you cannot find said chat in console:
From FEB2007a on, you may find this alias useful. It toggles off the hud (including health/mana bars, and little red model), and reports your health/mana in the evt text scroll instead:
Replace "x" in the last line with key of your choice
Place these in your msc/userconfig.cfg with notepad. Many of them will require you to restart MSC before they take effect:
Code:
r_mirroralpha 0 //turn off mirror alphas
r_traceglow 0 //occlude check monsters
r_decals 0 //don't track decals
r_dynamic 0 //disable most dynamic lighting (including glow spell and torches)
r_mmx 1 //force MMX optimizations
r_detailtexture 0 //disables detail texts (used by a few maps)
cl_giblife 0 //don't track gibs
cl_gibvelscale 4 //scale gibs (def 1)
cl_himodels 0 //lq models (prob no effect in msc)
gl_alphamin 1 //don't blend alpha
gl_cull 1 //obey occluders
gl_dither 0 //dont dither
gl_keeptjunctions 0 //dont do fine calc on junctions (default 1)
gl_lightholes 0 //dont do fine calc on lights (default 1)
gl_max_size 64 //max texture size (default 256)
gl_palette_tex 0 //ignore local texture palettes (default 1)
gl_round_down 6 //round down textures, (default 3)
gl_smoothmodels 0 //do not anti-alias models (default 1)
gl_texturemode GL_NEAREST_MIPMAP_NEAREST //texture scaling mode
//(this is fastet, highest quality is: GL_LINEAR_MIPMAP_LINEAR)
gl_texsort 0 //disable texture sorting (default 0)
gl_wateramp 0 //do not render water waves (default 1)
gl_ztrick 1 //speeds up some older graphics cards (default 0 )
ati_npatch 0 //disable ATI poly additions (default: 1.0)
ati_subdiv 0 //ditto (default 2.0)
These three will have a high impact on quality:
Code:
gl_picmip 2 //scale textures (0 is default) - makes world textures pixilated
gl_playermip 2 //scale textures on models (0 is default) - makes model textures pixilated
r_drawviewmodel 0 //hides weapon model (best if you use 3rd person)
I think gl_picmip and gl_playermip can actually go all the way up to 4. But not entirely sure if MSC supports these options proper.
There's also these MSC specific ones:
Code:
ms_bloom_level 0 //disables bloom
ms_bloom_darken 0 //disables exposure adjustment for bloom
ms_lildude 0 //disables lil reg guy, without disabling health panel
ms_reflect 0 //disable reflections
ms_hidehud 1 //remove ms hud (both red guy and health)
Making the txt huds transparent might be good too. (ie. no alpha blend on it.) - but makes them harder to read:
Code:
ms_txthud_bgtrans 1
ms_evthud_bgtrans 1
You can adjust the size of the event huds and chat, so they put less lines on the screen. Maybe not such a good idea with chat, as often you cannot find said chat in console:
Code:
ms_evthud_size 6 //combat text, default 8
ms_txthud_size 3 //chat text, default 8
From FEB2007a on, you may find this alias useful. It toggles off the hud (including health/mana bars, and little red model), and reports your health/mana in the evt text scroll instead:
Code:
alias toggle_hud_on "show_health 0;ms_hidehud 0;alias toggle_hud toggle_hud_off"
alias toggle_hud_off "show_health 1;ms_hidehud 1;alias toggle_hud toggle_hud_on"
alias toggle_hud toggle_hud_on
bind "x" toggle_hud
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