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Oct 1st, 2016
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  1. //scoreboard
  2. bind "TAB" "+BOARD";
  3. alias "+BOARD" "+showscores; net_graph 4";
  4. alias "-BOARD" "-showscores; net_graph 0";
  5. mat_phong 0
  6. r_drawviewmodel 0
  7.  
  8. hud_saytext_2
  9.  
  10. voice_enable 1
  11.  
  12. cl_cmdrate 66
  13. cl_interp 0
  14. cl_interp_ratio 1
  15. cl_lagcompensation 1
  16. cl_pred_optimize 2
  17. cl_smooth 0
  18. cl_smoothtime 0.01
  19. cl_updaterate 66
  20. rate 60000
  21.  
  22. cl_playerspraydisable 1
  23. r_spray_lifetime 0
  24.  
  25. mat_shadowstate 0
  26. r_shadowmaxrendered 0
  27. r_shadowrendertotexture 0
  28. r_shadows 0
  29.  
  30. r_eyes 0
  31. r_flex 0
  32. r_lod 2
  33. r_rootlod 2
  34. r_teeth 0
  35.  
  36. cl_ragdoll_fade_time 0
  37. cl_ragdoll_forcefade 1
  38. cl_ragdoll_physics_enable 0
  39. g_ragdoll_fadespeed 0
  40. g_ragdoll_lvfadespeed 0
  41. ragdoll_sleepaftertime 0
  42.  
  43. cl_phys_props_enable 0
  44. cl_phys_props_max 0
  45. props_break_max_pieces 0
  46. r_propsmaxdist 1
  47. violence_agibs 0
  48. violence_hgibs 0
  49.  
  50. cl_detaildist 0
  51. cl_detailfade 0
  52. cl_drawmonitors 0
  53. cl_ejectbrass 0
  54. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  55. cl_new_impact_effects 0
  56. cl_show_splashes 0
  57. func_break_max_pieces 0
  58. glow_outline_effect_enable 0 // Cart glow effect.
  59. lod_transitiondist 0
  60. mat_antialias 0
  61. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  62.  
  63. mat_colcorrection_disableentities 1
  64. mat_colorcorrection 0
  65. mat_disable_bloom 1
  66. mat_disable_fancy_blending 1
  67. mat_disable_lightwarp 1
  68. mat_envmapsize 8
  69. mat_envmaptgasize 8
  70. mat_filterlightmaps 0
  71. mat_filtertextures 0
  72. mat_forceaniso 1
  73. mat_hdr_level 0
  74. mat_max_worldmesh_vertices 512
  75. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  76.  
  77. r_3dsky 0
  78. r_ambientboost 0
  79. r_ambientfactor 0
  80. r_ambientmin 0
  81. r_avglight 0
  82. r_cheapwaterend 1
  83. r_cheapwaterstart 1
  84. r_decals 1
  85. r_decalstaticprops 0
  86. r_decal_cullsize 15
  87. r_drawdetailprops 0
  88. r_drawmodeldecals 0
  89. r_drawflecks 0
  90. r_dynamic 0
  91. r_flashlightdepthtexture 0
  92. r_forcewaterleaf 1
  93. r_lightaverage 0
  94. r_maxnewsamples 2
  95. r_maxsampledist 1
  96. r_propsmaxdist 0
  97. r_renderoverlayfragment 0
  98. r_staticprop_lod 4
  99. r_waterdrawreflection 0
  100. r_waterdrawrefraction 1
  101. r_waterforceexpensive 0
  102. r_waterforcereflectentities 0
  103. rope_averagelight 0
  104. rope_collide 0
  105. rope_rendersolid 0
  106. rope_shake 0
  107. rope_smooth 0
  108. rope_subdiv 0
  109. rope_wind_dist 0
  110. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  111.  
  112. cl_threaded_bone_setup 0
  113. cl_threaded_client_leaf_system 0
  114. r_queued_decals 0
  115. r_queued_ropes 1
  116. r_queued_post_processing 0
  117. r_threaded_client_shadow_manager 1
  118. r_threaded_particles 1
  119. r_threaded_renderables 1
  120.  
  121. cl_forcepreload 1
  122.  
  123.  
  124.  
  125. cl_detaildist 0
  126. cl_detailfade 0
  127. cl_drawmonitors 0
  128. cl_ejectbrass 0
  129. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  130. cl_new_impact_effects 0
  131. cl_show_splashes 0
  132. func_break_max_pieces 0
  133. glow_outline_effect_enable 0 // Cart glow effect.
  134. lod_transitiondist 0
  135. mat_antialias 0
  136. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  137. // a strange `shine' effect to appear on all players.
  138. mat_colcorrection_disableentities 1
  139. mat_colorcorrection 0
  140. mat_disable_bloom 1
  141. mat_disable_fancy_blending 1
  142. mat_disable_lightwarp 1
  143. mat_envmapsize 8
  144. mat_envmaptgasize 8
  145. mat_filterlightmaps 0
  146. mat_filtertextures 0
  147. mat_forceaniso 1
  148. mat_hdr_level 0
  149. mat_max_worldmesh_vertices 512
  150. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  151. // to get it darker. Only works in fullscreen.
  152. mat_motion_blur_enabled 0
  153. mat_parallaxmap 0
  154. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  155. // at a range from -1 to 2, -1 being the best quality, 2 being the
  156. // worst.
  157. mat_reducefillrate 1
  158. mat_reduceparticles 1
  159. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  160. // non-shiny, and will remove some specular effects from in-game
  161. // entities which support it. Setting this to 1 on dx8 will
  162. // result in some strange `fire' textures replacing their
  163. // appropriate counterparts, especially on medals, and certain
  164. // hats.
  165. mat_trilinear 0
  166. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  167. mat_viewportupscale 1
  168. mat_wateroverlaysize 1
  169. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  170. // scattergun without any real performance loss.
  171. r_3dsky 0
  172. r_ambientboost 0
  173. r_ambientfactor 0
  174. r_ambientmin 0
  175. r_avglight 0
  176. r_cheapwaterend 1
  177. r_cheapwaterstart 1
  178. r_decals 1
  179. r_decalstaticprops 0
  180. r_decal_cullsize 15
  181. r_drawdetailprops 0
  182. r_drawmodeldecals 0
  183. r_drawflecks 0
  184. r_dynamic 0
  185. r_flashlightdepthtexture 0
  186. r_forcewaterleaf 1
  187. r_lightaverage 0
  188. r_maxnewsamples 2
  189. r_maxsampledist 1
  190. r_propsmaxdist 0
  191. r_renderoverlayfragment 0
  192. r_staticprop_lod 4
  193. r_waterdrawreflection 0
  194. r_waterdrawrefraction 1
  195. r_waterforceexpensive 0
  196. r_waterforcereflectentities 0
  197. rope_averagelight 0
  198. rope_collide 0
  199. rope_rendersolid 0
  200. rope_shake 0
  201. rope_smooth 0
  202. rope_subdiv 0
  203. rope_wind_dist 0
  204. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  205. // it, for example, setting this to `1'
  206. // disables rain effects on *_sawmill.
  207. tracer_extra 0
  208. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  209. violence_hblood 1
  210.  
  211. // ----------------------------------------------------------------------------
  212. // Misc
  213. // ----------------------------------------------------------------------------
  214. in_usekeyboardsampletime 0
  215. mat_clipz 1 // FX card users should set this to 0
  216. mat_forcehardwaresync 0
  217. mat_levelflush 1
  218. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  219. // silly incompatibility with the Xfire overlay. You should use
  220. // it if you can!
  221. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  222. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  223. // performed on the GPU (as opposed to on the CPU). The
  224. // value `-1' autodetects hardware support for this
  225. // feature, which is safer than forcing it.
  226.  
  227.  
  228. dsp_enhance_stereo 0
  229. dsp_slow_cpu 1
  230. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  231. // helpful in the past, as it seems to (for whatever
  232. // reason) reduce the number of TDRs experienced during
  233. // gameplay. There's some pretty good information on
  234. // TDRs (nerds only) here:
  235. // http://forums.nvidia.com/index.php?showtopic=65161
  236. snd_pitchquality 0
  237. snd_spatialize_roundrobin 1
  238.  
  239. mat_queue_mode 2
  240. cl_threaded_bone_setup 0
  241. cl_threaded_client_leaf_system 0
  242. r_queued_decals 0
  243. r_queued_ropes 1
  244. r_queued_post_processing 0
  245. r_threaded_client_shadow_manager 1
  246. r_threaded_particles 1
  247. r_threaded_renderables 1
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