Author Topic: General Postal 3 support thread  (Read 12538 times)

RWS

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General Postal 3 support thread
« on: March 04, 2012, 08:25:44 PM »
Game will not start, but resolution changes

There are some commands which can only be used in the Target box of your P3 icon, or in the 'Launch Options' box of Steam. They cannot be used in the game's console or in your autoexec.cfg file. These are referred to as 'Command Line' commands, and the most useful of these commands are:

-width [pixels] -height [pixels]: Using these two commands you can set a custom resolution in Pixel Width x Pixel Height (e.g. -width 640 –height 480 starts P3 with 640x480 resolution). Make sure you choose a resolution supported by your monitor and with the correct ratio of width to height (16:9, 16:10 or 4:3).

Probably best to set it to the same as your desktop, at least at first.  So for example if you run a desktop resolution of 1920 x 1080 do the following:
Open Steam

Right click on Postal 3 and select properties.

A box will open, and there will be an option to select launch options, click it.

Input the following into the box and click okay
-width  1920  -height 1080

Try the game again, this should allow you to boot your game.

Anti Virus is detecting P3.exe as a false positive

NOTE: This is a common fix for the 'GAME NOT AVAILABLE' issue some have been getting.

To make things easier, you might wanna disable the back ground scanning on your Antivirus before preforming these steps (but can enable it again after).

Quickest way to deal with that right now is to right click on postal 3 in steam library select properties their local files and 'press verify integrity of game cache'. That should download missing files such as the P3.exe which the antivirus probably removed as a false positive.

Right after that make sure you add P3.exe as an exception before starting the game again in your Antivirus.

FIX: Purple and Black Squares / Russian Text


Download this bat file:
http://www.mediafire.com/?7wjy464311i1mix

Copy file to your postal III root directory and run

(Program Files (x86)\Steam\steamapps\Common\Postaliii

Xbox 360 Controller set up

First you will need the developers console up. Should be either ` or ' or tab when in game. If they do not work, check the options under 'advanced' and make sure the developers console is ticked.

Type "exec 360controller" in the console and this will partly enable the pad, but not all buttons are assigned, so afterwards assign all your button via keyboard menu in the options (just click on the action, and then press a joypad button to assign).

If you want to invert the look just type "joy_inverty 1" into the console.

Improving performance

Run the game, load a map, open the console and type in the following commands OR  find the autoexec.cfg > Steam\steamapps\common\postal iii\p3\cfg and add or alter the settings so they load with the game. Some you might have to add but some might already be there.  Copy and rename or backup the original .cfg first just in case.

Disabling Physx. (Thanks to Infinate for this one)

physx_enabled 0
The only downside is that the dude's jacket isn't really "flappy" anymore.
It still moves about, but becomes a little more static.
This greatly improved performance on my nVidia card. 

Multicore Tweeks

This rest only apply to multicore CPUs.

The current release of P3 is not optimized for multi-core rendering at all, and if you enable it under the console commands, you will get a drastic improvement in FPS.


mat_queue_mode 2 (or -1)
This setting determines the threading mode the material system uses. A value of -1 uses the default for your system, a value of 0 uses synchronous single thread, 1 uses queued single threaded mode, and value of 2 uses multi-threaded mode. Many users report performance increases on multi-core systems when setting this variable to a value of 2.

If you do this it's recommend you also so the physx_enabled 0 to help cut back on animation problems with the dude and his jacket.


ai_expression_optimization 1
If set to 1, disables NPC expressions when you can't see them, potentially improving performance.

r_threaded_particles 1
Determines whether the particle system is multi-threaded. This should be set to 1 on systems with multi-core CPUs.

r_threaded_renderables 1
Determines whether part of the rendering system is multi-threaded. This can be set to 1 on systems with multi-core CPUs to potentially improve performance.

snd_mix_async 1
If set to 1, this command will allow multi-core CPUs to run most of the sound engine in parallel with the renderer, which can improve performance and reduce stuttering.

"mat_queue_mode 2" will net you the greatest performance, however, if it is enable, there are some animation/physics glitches. This value is at "-2" by default, and I am guessing that the developers accidentally typed a 2 instead of 1. -1 would have been correct.
« Last Edit: April 26, 2012, 09:40:09 AM by Toploader »

xroft.ru

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Re: General Postal 3 support thread
« Reply #1 on: March 21, 2012, 11:58:44 AM »
Here are some console commands to optimize game performance. Please test commands marked with "?"
WARNING: it may cause game crashes

find the autoexec.cfg > Steam\steamapps\common\postal iii\p3\cfg and write:


Quote
mp_decals 100 // decrease decals limit
r_decals 100 // same
g_ragdoll_maxcount 10 // max count of ragdolls
g_ragdoll_important_maxcount 10 // !important! ragdoll count not set to 0 or decrease under 5
r_shadowmaxrendered 0 // max count of dynamic shadows (0 - shadows disabled)
r_threaded_client_shadow_manager "1" // threaded shadow manager
r_queued_decals "1" // decals
r_queued_post_processing "1" // threaded HDR ?
threadpool_affinity "2" // multithread ?
mem_max_heapsize "1024" // heap size


If the error shows  CAudioSourceMemWave (characters\dude\dude_porn_shootingwads1v2.wav) GetDataPointer() failed

Update your sound drivers. If it's not solve this problem, try to write into p3\cfg\autoexec.cfg this strings:

Quote
sv_cheats 1
cl_soundemitter_flush
cl_soundscape_flush
soundscape_flush
snd_async_fullyasync 1
snd_async_spew_blocking 1
snd_async_flush
snd_restart
sv_soundemitter_filecheck
report_soundpatch
voice_modenable 0


Help! I have sound glitches! (noise whistle)
Quote
You need to rebuild your audio-cache. Open console, type snd_rebuildaudiocache   wait and restart your game

webkilla

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Re: General Postal 3 support thread
« Reply #2 on: March 24, 2012, 05:00:06 AM »
I tried all the graphics fixes

but the game still lags and has an average framerate of maybe 2 or 3 FPS


How on earth could you release something this buggy? I want to be able to play this, I really do - loved Postal 2, got the Fudge pack from a friend, still play it every now and then. But this?

This is barely even playable.

Ingram

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Re: General Postal 3 support thread
« Reply #3 on: June 11, 2012, 08:43:55 AM »
What could happend if i use multicore tweaks on a single-core machine?

SlimDurst

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Re: General Postal 3 support thread
« Reply #4 on: June 11, 2012, 10:09:24 AM »
Make it lag even worse.

rubregg

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Re: General Postal 3 support thread
« Reply #5 on: June 16, 2012, 11:34:01 AM »
Camera Tweaking

Stop the camera shaking with every step you walk

p3_cam_shake 0 (default 1)
Thanks to poop87 for this.


Changing the FOV

If you want to toy around with your FOV, note that there are two settings for this:
p3_cam_fov (FOV for walking, default 60)
p3_cam_burst_fov (FOV for running, default 75)


Make the running camera match the walking camera

p3_cam_burst_offset_view "0 -10 0"
p3_cam_burst_offset_body "-16.841 -2.593 62.604"
p3_cam_burst_idealpitch "0"
p3_cam_burst_idealpitch_lag "0"
p3_cam_burst_fov "60"
p3_cam_burst_fov_changespeed "55"
p3_cam_burst_distance "56.548"


Notes on the camera parameters:

There's some funny stuff going on in the original camera.cfg:

p3_cam_distance "56.548"
"p3_cam_distance" is undefined. "p3_cam_burst_distance" is defined however, and changing its value from 72.301 (default) to 56.548 made the running cam match the walking cam.

p3_cam_burst_idealpitch
p3_cam_burst_idealpitch_speed
These two get set in camera.cfg and then instantly overwritten a few lines down. "p3_cam_burst_idealpitch_speed" is not even defined, it's called "p3_cam_burst_idealpitch_lag" instead and has a default value of 3.5.

p3_cam_burst_idealpitch
Sets the angle for the running cam. Default value is 12 which makes you look slightly down. If you set it to 0 you'll look straight forward when running. Unless...

p3_cam_burst_idealpitch_lag
Sets how long it takes the cam to reach that running angle. If you set this to 0, no angle will be forced at all and the camera will remain where you were pointing it.


Ingram

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Re: General Postal 3 support thread
« Reply #6 on: June 16, 2012, 11:47:25 AM »
But...
Quote
ai_expression_optimization 1
If set to 1, disables NPC expressions when you can't see them, potentially improving performance.
I can't see a reason for this not to work on single core machines, can someone explain it to me?

xroft.ru

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Re: General Postal 3 support thread
« Reply #7 on: September 05, 2012, 05:41:45 AM »
But...
Quote
ai_expression_optimization 1
If set to 1, disables NPC expressions when you can't see them, potentially improving performance.
I can't see a reason for this not to work on single core machines, can someone explain it to me?
This tweak is CPU-independent.
Quote
disables NPC expressions when you can't see them
maybe NPCs are using a simplified behavior which reduces CPU usage.


question:
steam-version have p3\reslists folder?
« Last Edit: September 05, 2012, 05:47:05 AM by xroft.ru »

kushzilla

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Re: General Postal 3 support thread
« Reply #8 on: October 15, 2012, 07:13:29 PM »
Anyone got anymore tweaks?
I've tried every one on this page and still can't get the game to last longer than 20 minutes.
If its not the random p3.exe stopped working, its a specific level bug that will crash it everytime. eg. Protesters vs Cops, choose sides.
I would love to be able to fire up this game every now and then, but with the amounts of crashes its completely pointless :(

Ingram

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Re: General Postal 3 support thread
« Reply #9 on: October 15, 2012, 07:24:32 PM »
But...
Quote
ai_expression_optimization 1
If set to 1, disables NPC expressions when you can't see them, potentially improving performance.
I can't see a reason for this not to work on single core machines, can someone explain it to me?
This tweak is CPU-independent.
Quote
disables NPC expressions when you can't see them
maybe NPCs are using a simplified behavior which reduces CPU usage.


question:
steam-version have p3\reslists folder?

CPU independt? Ok, but in the thread it was listed under "multi-core tweaks".

Recently someone gifted me a Steam P3 key! :D
I checked and it hasn't reslists.
« Last Edit: October 15, 2012, 07:28:06 PM by Ingram »

Ingram

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Re: General Postal 3 support thread
« Reply #10 on: October 19, 2012, 03:39:06 PM »
There is also the universal max fps config for source games:

Code: [Select]
// Unexplained crashes? Try changing mat_queue_mode to `-1'.
// ----------------------------------------------------------------------------
// Chris' maxframes config, designed to get you a large performance boost
// v2.010 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
// ----------------------------------------------------------------------------
// Problems or questions? Contact me at #christf2 on QuakeNet.
// ----------------------------------------------------------------------------
// Launch options:
// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
//
// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
// Windowed:   -dxlevel 81 -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 1 // Show unsmoothed FPS meter
//fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
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 66
//cl_interp 0
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
//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

// ----------------------------------------------------------------------------
// Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these are disabled on war servers due to `sv_pure 2'
// anyway, so if you play competitive TF2, this won't help you.
// ----------------------------------------------------------------------------

// Disable sprays
cl_playerspraydisable 1
r_spray_lifetime 0

// Enable sprays -- uncomment this section if you want these settings
//cl_playerspraydisable 0
//r_spray_lifetime 2

// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------

// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0

// Enable shadows -- uncomment this section if you want these settings
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
                            // competitive TF2 players to see opponents standing
                            // near the other side of a wall. You may see some
                            // performance loss from setting this to `1'.
//r_shadows 1

// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------

// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0

// Enable facial features -- uncomment this section if you want these settings
//r_eyes 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_teeth 1

// ----------------------------------------------------------------------------
// Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------

// Disable ragdolls
//cl_ragdoll_fade_time 0
//cl_ragdoll_forcefade 1
//cl_ragdoll_physics_enable 0
//g_ragdoll_fadespeed 0
//g_ragdoll_lvfadespeed 0
//ragdoll_sleepaftertime 0

// Enable ragdolls -- uncomment this section if you want these settings
cl_ragdoll_fade_time 15
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
ragdoll_sleepaftertime "5.0f"

// ----------------------------------------------------------------------------
// Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------

// Disable 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

// Enable gibs -- uncomment this section if you want these settings
cl_phys_props_enable 1
cl_phys_props_max 128
props_break_max_pieces -1
r_propsmaxdist 1000
violence_agibs 1
violence_hgibs 1

// ----------------------------------------------------------------------------
// 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 0
cl_ejectbrass 0
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 1
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_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 1
r_cheapwaterstart 1
r_decals 1
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 // Disable weather effects on maps supporting
                               // it, for example, setting this to `1'
                               // disables rain effects on *_sawmill.

// ----------------------------------------------------------------------------
// 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 1
r_threaded_particles 1
r_threaded_renderables 1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload 1 // Force preloading

// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
echo "            Chris' maxframes config loaded.            "
echo "-------------------------------------------------------"
echo "Please direct all comments/queries/whatnot to"
echo "#christf2 on QuakeNet."

Try it, maybe reduce crashes, freezes, lagg, etc. The game will always start with the lowest settings, so every time before going to play i set texture quality to very high in advanced graphic options, and let the rest of options disabled/low.
« Last Edit: October 19, 2012, 08:03:40 PM by Ingram »

Heitri

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Re: General Postal 3 support thread
« Reply #11 on: November 17, 2012, 02:38:55 PM »
There is also the universal max fps config for source games:

Code: [Select]
// Unexplained crashes? Try changing mat_queue_mode to `-1'.
// ----------------------------------------------------------------------------
// Chris' maxframes config, designed to get you a large performance boost
// v2.010 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
// ----------------------------------------------------------------------------
// Problems or questions? Contact me at #christf2 on QuakeNet.
// ----------------------------------------------------------------------------
// Launch options:
// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
//
// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
// Windowed:   -dxlevel 81 -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 1 // Show unsmoothed FPS meter
//fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
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 66
//cl_interp 0
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
//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

// ----------------------------------------------------------------------------
// Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these are disabled on war servers due to `sv_pure 2'
// anyway, so if you play competitive TF2, this won't help you.
// ----------------------------------------------------------------------------

// Disable sprays
cl_playerspraydisable 1
r_spray_lifetime 0

// Enable sprays -- uncomment this section if you want these settings
//cl_playerspraydisable 0
//r_spray_lifetime 2

// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------

// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0

// Enable shadows -- uncomment this section if you want these settings
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
                            // competitive TF2 players to see opponents standing
                            // near the other side of a wall. You may see some
                            // performance loss from setting this to `1'.
//r_shadows 1

// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------

// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0

// Enable facial features -- uncomment this section if you want these settings
//r_eyes 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_teeth 1

// ----------------------------------------------------------------------------
// Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------

// Disable ragdolls
//cl_ragdoll_fade_time 0
//cl_ragdoll_forcefade 1
//cl_ragdoll_physics_enable 0
//g_ragdoll_fadespeed 0
//g_ragdoll_lvfadespeed 0
//ragdoll_sleepaftertime 0

// Enable ragdolls -- uncomment this section if you want these settings
cl_ragdoll_fade_time 15
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
ragdoll_sleepaftertime "5.0f"

// ----------------------------------------------------------------------------
// Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------

// Disable 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

// Enable gibs -- uncomment this section if you want these settings
cl_phys_props_enable 1
cl_phys_props_max 128
props_break_max_pieces -1
r_propsmaxdist 1000
violence_agibs 1
violence_hgibs 1

// ----------------------------------------------------------------------------
// 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 0
cl_ejectbrass 0
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 1
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_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 1
r_cheapwaterstart 1
r_decals 1
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 // Disable weather effects on maps supporting
                               // it, for example, setting this to `1'
                               // disables rain effects on *_sawmill.

// ----------------------------------------------------------------------------
// 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 1
r_threaded_particles 1
r_threaded_renderables 1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload 1 // Force preloading

// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
echo "            Chris' maxframes config loaded.            "
echo "-------------------------------------------------------"
echo "Please direct all comments/queries/whatnot to"
echo "#christf2 on QuakeNet."

Try it, maybe reduce crashes, freezes, lagg, etc. The game will always start with the lowest settings, so every time before going to play i set texture quality to very high in advanced graphic options, and let the rest of options disabled/low.


How must I use this ?

Lativle

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Re: General Postal 3 support thread
« Reply #12 on: November 17, 2012, 05:44:33 PM »


How must I use this ?
[/quote]
Copy/paste everything into autoexec.cfg, remember to delete everything from it first.

TheCloverDude

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Re: General Postal 3 support thread
« Reply #13 on: November 19, 2012, 12:38:03 AM »
This game seriously needs a make-over, patch or remake, when possible. I played it on my cousins' account - horrible, unlike any other Postal game (obviously) but just wasn't any fun with all the bugs and glitches and I doubt it would be fun with all these not present... but still, worst game next to E.T. released (OK, I'm being too harsh but you know what I mean) - and the Metacritic score isn't looking too good... Postal 1 & 2 are awesome, just a shame I found out really late that P III wasn't made by RWS but some Soviet dudes :D. About 1 year ago, found out.

Ingram

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Re: General Postal 3 support thread
« Reply #14 on: November 19, 2012, 07:42:12 AM »
just a shame I found out really late that P III wasn't made by RWS but some Soviet dudes :D. About 1 year ago, found out.


The Simpsons - Back to the USSR

 

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