Clothing Bug help

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So in the new days i joined perp. I witnessed a bug wich was that everyone having the t shirt with short sleeves on just completly white. And socks are white aswell for me

I use a CFG and i know that a command in my CFG is causing that but i dont know wich command causes people having full white shirts and sometimes cars are white for me aswell but later playing the game their color comes.

I accepted to play with that bug but it really annoys me. Often when i have to identify suspects i cant because they have a white shirt. Or in general it just startet to annoy me recently.

Does someone know wich gmod command causes it. I belive it has something to do with color correction ?

Here is the link to my old support post with a screenshot of how i see people. https://www.perpheads.com/threads/clothing-bug-help.27645/
 
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This is the CFG i use i editet some and added some commands aswell

// Unexplained crashes? Try changing "mat_queue_mode" to -1
// Car Windows are not Transparent? Try typing "mat_dxlevel 90" on the In-Game Console.


// ----------------------------------------------------------------------------
// LazP' maxframes config, designed to get you a performance boost
// v2.019 | 05 April 2016 |
// ----------------------------------------------------------------------------

// ----------------------------------------------------------------------------
// FPS Cap - Info
// ----------------------------------------------------------------------------
// 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.
// ----------------------------------------------------------------------------
//fps_max 0


// ----------------------------------------------------------------------------
// Disable Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these can be disabled on some servers.
// ----------------------------------------------------------------------------
cl_playerspraydisable 1
r_spray_lifetime 0


// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0


// ----------------------------------------------------------------------------
// Disable Facial features
// ----------------------------------------------------------------------------
r_eyes 0
r_flex 0
r_lod 2
r_teeth 0


// ----------------------------------------------------------------------------
// Disable Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce 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"


// ----------------------------------------------------------------------------
// Disable Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce 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"


// ----------------------------------------------------------------------------
// 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_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 "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 "1.8" // 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_viewportscale "1" // Almost no performance gain from viewport upscaling.
mat_viewportupscale "1"
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.
tracer_extra "0"
violence_ablood "1" // Setting ablood/hblood to 1 actually improves perf usually
violence_hblood "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, 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
snd_pitchquality "0"
snd_spatialize_roundrobin "1"

// ----------------------------------------------------------------------------
// 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" // Preloads content
con_filter_enable 1
con_filter_text_out "VehicleType:prop_vehicle_jeep:"
con_filter_text_out "Error initializing music stream. BASS_ERROR_UNKNOWN"

// ----------------------------------------------------------------------------
// Print to console (Confirming that the CFG ran)
// ----------------------------------------------------------------------------
clear
echo "-------------------------------------------------------"
echo " LazP' maxframes Config loaded. "
echo "-------------------------------------------------------"
 
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Put this in console
Code:
mat_bumpmap 1

Also, this will make your game freeze so I suggest adjusting this setting in your main menu before connecting to the server (or just adjust it in your .cfg file as it is set to 0 in there).
 
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We're going to do a clean up because of how fucked up your Garry's Mod is at this point where I'm not even sure what cvar is causing your clothes to bug out. Collier has put his suggestion in there so if that still doesn't work if you want an actual functioning and clean Garry's Mod then read on.

Delete everything inside the .cfg folder of Garry's Mod and disable Steam Cloud Synchronisation (Right click on Garry's Mod in Steam, Properties, Updates, untick the Steam Cloud option).
Next thing you want to do is put these launch options into your Garry's Mod
Code:
-default -autoconfig +host_writeconfig +mat_savechanges +quit
Remove these once Garry's Mod opened and closed itself. From there on you can set up everything again in your video options. Put these launch options in there now instead:
Code:
-high -threads 6 +mat_forcehardwaresync 0 -console -nocrashdialog -nojoy -nod3d9ex -noforcemaccel -noforcemparms -noforcemspd
I know that you want the highest performance which is why I included -nod3d9ex if you haven't already, keep in mind that you should not alt tab too often or alt tab in the first place as Garry's Mod is prone to crashes with that option but the FPS gain is nice either way. Change the number in threads with the number of physical cores that you have on your CPU, all the other options don't really do anything bad, noforce disables mouse acceleration and everything related to mouse accelerated garbage.

I updated my .cfg a lot with other cvar's so here it is if you want to use mine https://puu.sh/AGVn1/b0a179d782.cfg
Texture quality is on the highest, leave it there as higher texture quality results in more VRAM=bit more CPU/GPU usage which I have tested a lot of times before. Same goes for Anti-Aliasing, it's on 2x so it's not impactful, see if setting it higher improves your FPS.
It's recommended that you comment or just delete these options:
Code:
//Both of these are voice toggles, I'm sure you know that you can do it with togglebind but I did it the alias way
alias voicetoggle "voicetoggleon"
alias voicetoggleon "+voicerecord; alias voicetoggle voicetoggleoff"
alias voicetoggleoff "-voicerecord; alias voicetoggle voicetoggleon"
bind "v" "voicetoggle"

alias voiceon "+voicerecord; alias togglevoice voiceoff"
alias voiceoff "-voicerecord; alias togglevoice voiceon"
alias togglevoice voiceon
bind v togglevoice

//you don't have these .cfg files as they're from me so they're useless for you
exec confilter
exec tabgraph
exec nullmovement

@Creepis got knowledge of this
Thanks for noticing my 200IQ
 
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Where do i check how many threads my CPU have ? @Creepis @Collier

I have the Intel Pentium E5700 its Dual Core and i have 8 GB RAM and my GPU is Geforce 750ti


NVM i found out it has 2 logische kerne
 
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How do i make gmod run the cfg. i did everything you said @Creepis
Make a new text document instead of ctrl+s on the puu.sh, copy everything in there, save as>autoexec.cfg and select all file types, encoding type ANSI (if that doesn't work then try UTF-8)
if it still doesn't work then execute try 'exec autoexec' in the console when you started Garry's Mod, make sure you put it into your correct installation folder of Garry's Mod if you have a second copy. Just making sure because I had that case before.
 
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