View unanswered posts | View active topics


Post a new topicPost a reply
Previous topic | Next topic 

User avatar   Skilled Modder Skilled ModderMember since: 29.04.2009, 21:39Posts: 650Location: England Likes: 17
 

 Post Topic:
PostPosted 30.03.2011, 20:36 
Quote:
Originally posted by KillerSneak
I can not provide a CVAR list as Crysis2 "doesn't allow" dumping the console commands.

EDIT:
A more precise answer, I'm not allowed to post any other "obtained" cvar lists here on CryMod sorry

You could easily point him here.
Scroll down and you find the console commands.


Image

  Beginner BeginnerMember since: 26.03.2011, 23:25Posts: 92Location: Berlin Likes: 2
 

 Post Topic:
PostPosted 30.03.2011, 22:13 
Thanks for the info.


I am not looking for all the commands though, I clearly stated that what I want to know is what the commands actually DO!

Examples of commands I dont know jack about:

r_BeamsSoftClip = 0
gpu_Particle_Physics = 1
g_corpseMinTime = 30
e_Dissolve = 2
e_DecalsLifeTimeScale = 8


etc etc etc... 90% of all the commands are unknown to me and I asked for a comment line after each line that says what the line does, eg. "sys_MaxFPS = 60 ; capping max fps to 60"

Is that hard to do? You got the knowledge so spread it at least... :-/ Or maybe provide a link where the commands are explained.

Thanks in advance!


Have a nice day! :)


Last edited by Megagoth1702 on 30.03.2011, 22:16, edited 1 time in total.
User avatar   24/7 Modder 24/7 ModderMember since: 28.10.2007, 04:36Posts: 3094Location: The Internet Likes: 91
 

 Post Topic:
PostPosted 30.03.2011, 22:24 
well those 5 are basically:
1. dont know
2. Uses the GPU to do particle physics instead of the CPU
3. How long bodies stay on the ground
4. Instead of an object popping into existence due to LOD, it fades in
5. Multiplier for how long decals last (i.e. bullet holes on walls).
  Beginner BeginnerMember since: 26.03.2011, 23:25Posts: 92Location: Berlin Likes: 2
 

 Post Topic:
PostPosted 30.03.2011, 22:38 
Aight, thanks. But those were just examples.

No offense, but your explanations are ok but not really helpful for a new guy...

3. How long corpses stay on ground - in seconds? Minutes? Or "ratio"? It is important to say that. Says time and makes the forum search more helpful. (New guy comes in, searches for the command, gets the answer in 1 post instead of having to ask again for details.)

5. multiplier -> whats the default time? We need to know that in order to ... multiply. ^^

I hope you get my idea. Sorry about the odds and ends but precision is a quality that makes stuff like Crysis 1 & 2 actually happen.


Have a nice day! :)
  Experienced Modder Experienced ModderMember since: 29.12.2004, 16:20Posts: 414Location: Amersfoort Likes: 0
 

 Post Topic:
PostPosted 30.03.2011, 23:09 
Quote:
Originally posted by Megagoth1702
Thanks for the info.


I am not looking for all the commands though, I clearly stated that what I want to know is what the commands actually DO!

Examples of commands I dont know jack about:

r_BeamsSoftClip = 0
gpu_Particle_Physics = 1
g_corpseMinTime = 30
e_Dissolve = 2
e_DecalsLifeTimeScale = 8


etc etc etc... 90% of all the commands are unknown to me and I asked for a comment line after each line that says what the line does, eg. "sys_MaxFPS = 60 ; capping max fps to 60"

Is that hard to do? You got the knowledge so spread it at least... :-/ Or maybe provide a link where the commands are explained.

Thanks in advance!


to be honest everything that you share with this community is to much, I'm releasing enough already and have provided the community with all the info the needed before it even occurred to them, and what do I get in return? Admins using their über-admin skills and banning and thread closing around the forums, I'm done with sharing with the public here in return for nothing but trouble with members and childish staff.
2. enable gpu particles


~AMD Phenom II 965
~MSI GD70 (FX790) MoBo
~4GB DDR3 OCZ Reaper 1600Mhz
~HD5870 Vapor-X 2GB

Cell-Systems.net
-modular system enhancement

Cell-Systems-Interactive.com
-non static interactivity
  Beginner BeginnerMember since: 30.11.2010, 01:12Posts: 29 Likes: 0
 

 Post Topic:
PostPosted 31.03.2011, 00:13 
Wow. these configs finally stress out my card :D
  Experienced Modder Experienced ModderMember since: 29.12.2004, 16:20Posts: 414Location: Amersfoort Likes: 0
 

 Post Topic:
PostPosted 31.03.2011, 12:02 
many things have been updated and fixed for v0.04 as well. I might release a v0.035 with the new cvar groups without the weapons as much has been updated and enhanced.

Also working on a other small project that I want to release later today.


~AMD Phenom II 965
~MSI GD70 (FX790) MoBo
~4GB DDR3 OCZ Reaper 1600Mhz
~HD5870 Vapor-X 2GB

Cell-Systems.net
-modular system enhancement

Cell-Systems-Interactive.com
-non static interactivity
  Beginner BeginnerMember since: 25.03.2011, 02:01Posts: 14 Likes: 0
 

 Post Topic:
PostPosted 31.03.2011, 16:09 
Your configs are great! looking forward to a texture mod if possible. Keep up the awesome work its much appreciated.
User avatar   Beginner BeginnerMember since: 31.03.2011, 20:40Posts: 54 Likes: 0
 

 Post Topic: RE: Crysis 2 HD
PostPosted 31.03.2011, 20:48 
Quote:
Originally posted by KillerSneak
I started working on a custom autoexec.cfg for Crysis 2 HD

This will be a cfg for high end settings for Crysis 2 HD. And the first installment of the Crysis 2 HD mod as we can not open and edit the pak files yet.

V 0.03
    custom autoexec.cfg
  • commented non supported cvars
  • improved detail render distance
  • improved environment texture update interval
  • improved maximum onscreen particles and emiters
  • Detail View Distance Ratio decreased
  • Decreased HDR grain ammount
  • Rain/deffered max viewing distance improved
  • reduced ammount of beam slices to 225
  • HDR range adaptation max adaptation increased
  • decreased maximum dynamic-lights (was eating to much fps)
  • disabled vegetation terrain-color blending (free 1 fps, and looks crispier)
  • decreased physics distance, but increased viewable distance
  • updated "viewing distances" to far was eating to much fps
  • enabled "HW occlusion test for objects"
  • updated "size of LOD 0 GSM area" (increased)
  • enabled "cast shadows from terrain"
  • updated "maximum distance of global illumination"
  • improved lod distance on objects
  • corpse distances improved and they stay on the field longer
  • "Sprint speed scale when not using a nanosuit" updated (a bit faster)
  • "time between hits to start regeneration" decreased, improve regen time
  • player regeneration rate goes a bit faster now
  • increased the "fade to death" (black fade after dead) time
  • player cover edge detection updated (should enhance the cover system)
  • player Inertia updated
  • "General speed scale when not using a nanosuit" updated (faster)
  • "Fov while sprinting in power mode" updated (70)
  • deleted unused cvars

V 0.02
    custom autoexec.cfg
  • based on default CVAR groups
  • locked on 60 fps max
  • Updated FOV
  • Updated movie loading for smoother playback
  • Disabled ALT-TAB while playing
  • Updated beams for maximum quality (hardware based)
  • Updated Texture Anisotropy level for better looking textures
  • Intro movies disabled
  • GPU particle physics enabled
  • LOD levels disabled so everything gets rendered at maximum quality
  • bodies will stay on screen longer
  • - below are the updated default CVAR groups
  • Updated game effects settings
  • Updated objectdetail settings
  • Updated particles settings
  • Updated physics settings
  • Updated postprocessing settings
  • Updated shading settings
  • Updated shadows settings
  • Updated sound settings
  • Updated texture settings
  • Updated volumetriceffects settings
  • Updated water settings

V 0.01
custom autoexec.cfg
  • locked on 33 fps max.
  • improved shadows quality.
  • improved HDR settings/look.
  • improved/texture detail settings.
  • improved view distances.
  • improved rain settings.
  • improved beams (hardware based.more beams).
  • improved cloud settings.
  • updated fov
  • updated water reflections
  • updated motion blur


be sure to rename the autoexec.txt to autoexec.cfg as I can't upload CFG files
If anybody is willing to give it a spin and give me some feedback i can work it out further.

EDIT: for v0.02

EDIT2: for v0.03
I didn't have time to redo all the weapon settings yet and full physicial bullets are not able to be done at the moment as everything is done with particles and not with rigid bodies v0.04 will have the weapons and their ammo redone. For v0.05 we hope to include custom textures.


You're doing a great service to PC community, given this current situation. Thanks for this tool.


Last edited by 3rdmillhouse on 31.03.2011, 20:52, edited 1 time in total.
  Beginner BeginnerMember since: 31.03.2011, 21:05Posts: 1 Likes: 0
 

 Post Topic:
PostPosted 31.03.2011, 21:11 
Great job on the .cfg,any idea when the next version will be ready.
  Experienced Modder Experienced ModderMember since: 29.12.2004, 16:20Posts: 414Location: Amersfoort Likes: 0
 

 Post Topic:
PostPosted 31.03.2011, 22:05 
The next version will be released this weekend, till that time I made something else for the community :)

Crysis 2 - Online CFG maker

So people can start on their own custom CFG :)


~AMD Phenom II 965
~MSI GD70 (FX790) MoBo
~4GB DDR3 OCZ Reaper 1600Mhz
~HD5870 Vapor-X 2GB

Cell-Systems.net
-modular system enhancement

Cell-Systems-Interactive.com
-non static interactivity
User avatar   Beginner BeginnerMember since: 25.06.2009, 07:03Posts: 21Location: Kazakhstan, Almaty Likes: 0
 

 Post Topic: shadows looks like ****
PostPosted 01.04.2011, 05:47 
whats wrong with shadows?
  Experienced Modder Experienced ModderMember since: 29.12.2004, 16:20Posts: 414Location: Amersfoort Likes: 0
 

 Post Topic: RE: shadows looks like ****
PostPosted 01.04.2011, 16:39 
Quote:
Originally posted by Crunker2
whats wrong with shadows?


Already fixed for V 0.04 that will be released this weekend.


~AMD Phenom II 965
~MSI GD70 (FX790) MoBo
~4GB DDR3 OCZ Reaper 1600Mhz
~HD5870 Vapor-X 2GB

Cell-Systems.net
-modular system enhancement

Cell-Systems-Interactive.com
-non static interactivity
  Beginner BeginnerMember since: 11.01.2008, 04:18Posts: 42 Likes: 0
 

 Post Topic: RE: shadows looks like ****
PostPosted 01.04.2011, 18:31 
The shadow system of this game is seriously messed up. Even with vanilla settings you get lots of instances of shadows just popping in and out of existence where you take one step forward and, poof, some large object suddenly casts a shadow. Take one step back and the shadow disappears. It utterly destroys immersion. I've played with lots of cvars, but nothing seems to fix the problem.
  Experienced Modder Experienced ModderMember since: 29.12.2004, 16:20Posts: 414Location: Amersfoort Likes: 0
 

 Post Topic: RE: shadows looks like ****
PostPosted 01.04.2011, 18:55 
Quote:
Originally posted by brade
The shadow system of this game is seriously messed up. Even with vanilla settings you get lots of instances of shadows just popping in and out of existence where you take one step forward and, poof, some large object suddenly casts a shadow. Take one step back and the shadow disappears. It utterly destroys immersion. I've played with lots of cvars, but nothing seems to fix the problem.


I have no such issues to be honest, could be GFX driver related.


~AMD Phenom II 965
~MSI GD70 (FX790) MoBo
~4GB DDR3 OCZ Reaper 1600Mhz
~HD5870 Vapor-X 2GB

Cell-Systems.net
-modular system enhancement

Cell-Systems-Interactive.com
-non static interactivity