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- //scoreboard
- bind "TAB" "+BOARD";
- alias "+BOARD" "+showscores; net_graph 4";
- alias "-BOARD" "-showscores; net_graph 0";
- mat_phong 0
- r_drawviewmodel 0
- hud_saytext_2
- voice_enable 1
- 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
- cl_playerspraydisable 1
- r_spray_lifetime 0
- mat_shadowstate 0
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_shadows 0
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- 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
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- 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
- 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
- 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
- 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
- cl_forcepreload 1
- 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 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_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.
- 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
- mat_queue_mode 2
- 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
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