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Stabby's Competitive Config

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  1. // PLEASE LOOK OVER THE ENTIRE .CFG!!!! SOME OF IT NEEDS TO BE CUSTOMIZED TO YOUR SETUP/PREFERENCE!
  2.  
  3. // Launch Options (Right click TF2 in your Steam Library>Properties>Set Launch Options
  4. // -fullscreen OR -window -noborder -32bit +mat_forcehardwaresync 0 +cl_cloud_settings 0 -w 1920 -h 1080 -toconsole -novid -nocdaudio +snd_surround_speakers 0
  5.  
  6. exec protect.cfg
  7.  
  8.  
  9. fps_max 0 // Feel free to try setting this to double your refresh rate, or double the tickrate of TF2 (134). I recommend leaving uncapped.
  10. cl_showfps 1 // show your true FPS in the upper-righthand corner of your screen
  11.  
  12. // Networking Variables
  13.  
  14. cl_updaterate 66.666666
  15. cl_cmdrate 66.666666
  16. cl_interp_ratio 1.000000 // 1.35
  17. cl_interp 0.152
  18. rate 100000.000000
  19. cl_smooth 0
  20. cl_smoothtime 0.01
  21. cl_pred_optimize "2"
  22.  
  23. net_graph 1 // set to "0" to disable the net_graph text at the bottom of your screen
  24. net_graphtext 1
  25.  
  26. // Mouse settings (no accel)
  27. sensitivity // sets your in-game sensitivity--HIGHLY recommend not using over 2.7128 to avoid pixel-skipping (bad precision). Increase your mouse's DPI instead.
  28. m_customaccel_exponent 0
  29. m_customaccel_max 0
  30. m_customaccel_scale 0
  31. m_filter 0
  32. m_forward 1
  33. m_mouseaccel1 0
  34. m_mouseaccel2 0
  35. m_mousespeed 1
  36. m_customaccel 0
  37. m_rawinput 1
  38.  
  39.  
  40. // Multicore Rendering Values--MAKE SURE YOU SET MAT_QUE_MODE # to the appropriate number for your CPU's cores
  41.  
  42. mat_queue_mode "2"
  43.  
  44. host_thread_mode "2" // set to "1" for Dual Core CPU's
  45.  
  46. cl_threaded_bone_setup "1"
  47. cl_threaded_client_leaf_system "0"
  48. r_threaded_client_shadow_manager "1"
  49. r_threaded_particles "1"
  50. r_threaded_renderables "1"
  51. r_queued_decals "0"
  52. r_queued_post_processing "1"
  53. studio_queue_mode 1
  54. mp_usehwmmodels "-1"
  55. mp_usehwmvcds "-1"
  56.  
  57. snd_mix_async "1"
  58. snd_mixahead .1
  59. snd_async_fullyasync 1
  60. snd_async_spew_blocking 1
  61.  
  62.  
  63. // Scoreboard/net_graph/show-respawn times script/blocky textures script--REMOVE "mat_filterlightmaps" if you don't want blockiness!
  64. bind "tab" "+scoreboard"
  65. alias +scoreboard "+showscores;net_graph 4;mp_showrespawntimes 1;developer 1;cl_showerror 1;mat_filterlightmaps 1;mat_filtertextures 1"
  66. alias -scoreboard "-showscores;net_graph 0;mp_showrespawntimes 0;developer 0;cl_showerror 0;mat_filterlightmaps 0;mat_filtertextures 0"
  67.  
  68.  
  69. bind "[KEY]" +fix // Getting looping sounds or invisible players? Hit this bind!
  70. alias +fix "snd_restart;mat_filterlightmaps 1;record fix"
  71. alias -fix "mat_filterlightmaps 0;stop"
  72.  
  73.  
  74. bind [key] prec_mark // bind to any key for prec bookmarking
  75.  
  76.  
  77. alias stabby "connect 66.150.188.38:27015" // use aliases to connect to your favorite servers!
  78.  
  79.  
  80. cl_software_cursor 0 // set to "1" for a skinned cusor in the menu screen
  81.  
  82.  
  83. cl_autoreload 1
  84.  
  85. // mat_viewportupscale 1 and mat_viewportscale 0.5 // enable this for *extremely* weak GPU setups only. Horrible quality loss.
  86.  
  87.  
  88. hud_saytext_time 2 // sets chat to flash briefly. Adjust to liking.
  89. cl_hud_minmode 0
  90. hud_combattext_batching 1
  91. hud_combattext_batching_window 2.0 // sums up damage done in last 2 seconds. Adjust to liking.
  92. tf_hud_show_servertimelimit 1
  93. cl_hud_playerclass_playermodel_showed_confirm_dialog "1" // shows 3D player viewmodel--very useful for spy
  94.  
  95.  
  96. viewmodel_fov 99 // highest viewmodel FOV before it starts to bug out. Less viewmodel = more screen!
  97. fov_desired 90
  98.  
  99. // Sound Settings
  100.  
  101. volume // set to 0.# per your preference
  102. developer 1
  103. soundinfo
  104. snd_legacy_surround 0
  105. snd_surround_speakers 0 // "0" = headphones. Set to # of speakers (5 for surround sound setups/virtual headphone surround--7.1 does not work)
  106. windows_speaker_config 2 // Set to # of speakers (5 for surround sound setups/virtual headphone surround--7.1 does not work)
  107. dsp_enhance_stereo 1 // Set to "0" for speakers or virtual surround sound
  108. snd_disable_mixer_duck 0
  109. snd_pitchquality 1
  110. dsp_slow_cpu 1
  111. soundinfo
  112. developer 0
  113.  
  114.  
  115. // Ding sound
  116. play "hitsound.wav" //name of the file you want to use. This pre-caches the sound.
  117. tf_dingalingaling "1"
  118. tf_dingaling_wav_override "hitsound.wav"
  119. tf_dingaling_pitchmaxdmg "150" //higher pitch for high damage
  120. tf_dingaling_pitchmindmg "30" //lower pitch for less damage
  121.  
  122.  
  123. mat_vsync 0 // v-sync causes significant input lag. Turn off in your GPU suite, too.
  124.  
  125. mat_phong 0 // Turns off "phong" (the white lighting shading)
  126.  
  127.  
  128. r_staticprop_lod 3
  129. dsp_water 0
  130.  
  131. cl_jiggle_bone_framerate_cutoff 0
  132. r_drawflecks 0
  133. r_maxnewsamples 2
  134. r_maxsampledist 1
  135. tracer_extra 0
  136. mat_levelflush 1
  137.  
  138.  
  139. tracer_extra 0
  140. in_usekeyboardsampletime 0
  141. mat_levelflush 1
  142. net_graphtext 1
  143.  
  144. r_hunkalloclightmaps "0"
  145. r_lightcache_zbuffercache "0"
  146.  
  147. r_lod 2
  148. r_rootlod 2
  149. mat_picmip 2
  150. mat_mipmaptextures 0
  151. r_flex 0
  152.  
  153. r_eyegloss 0
  154. r_eyemove 0
  155. r_eyeshift_x 0
  156. r_eyeshift_y 0
  157. r_eyeshift_z 0
  158. r_eyes 0
  159. r_eyesize 0
  160. blink_duration 0
  161. r_teeth 0
  162.  
  163. violence_agibs 1
  164. violence_hgibs 1
  165.  
  166.  
  167. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  168. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  169. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  170. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  171. r_ragdoll_pronecheck_distance
  172. g_ragdoll_fadespeed 600
  173. g_ragdoll_lvfadespeed 100
  174. ragdoll_sleepaftertime "5.0f"
  175.  
  176. cl_show_splashes 1
  177.  
  178. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  179. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  180. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  181. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  182. mat_aaquality 0 // low 0
  183.  
  184.  
  185. cl_ejectbrass 0
  186. muzzleflash_light 0
  187. cl_muzzleflash_dlight_1st 0
  188. cl_new_impact_effects 0
  189. cl_rumblescale 0
  190. cl_debugrumble 0
  191.  
  192. mat_reduceparticles 1
  193.  
  194. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  195. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  196. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  197. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  198. cl_phys_props_max "5" // def. "300" # Count of physical Props
  199. props_break_max_pieces "0" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
  200. r_propsmaxdist "1" // def. "1200" # Behind this distance they are not rendered
  201.  
  202. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  203. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  204.  
  205. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  206.  
  207. mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
  208. r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  209. r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
  210. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  211. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  212.  
  213.  
  214.  
  215. mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
  216. mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
  217. mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
  218. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  219. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  220. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  221. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  222. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  223. mat_filterlightmaps "1" // def. "1" # Filtering ligthmaps on(1)/off(0)
  224. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  225. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  226. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  227. r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
  228. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  229. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  230. r_worldlights "0" // def. "4" # Number of world lights to use per vertex
  231. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  232.  
  233. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  234. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  235. r_shadowmaxrendered "9" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  236. "r_flashlightupdatedepth" = "0"
  237. r_flashlightrenderworld 0
  238. r_flashlightscissor 0
  239. r_flashlightdepthres 1
  240. nb_shadow_dist = "200"
  241.  
  242. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  243. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  244. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  245.  
  246. r_avglight 0
  247. r_ambientboost 0
  248. r_ambientfactor 0
  249. r_ambientmin 0
  250.  
  251. mat_max_worldmesh_vertices 512
  252.  
  253.  
  254.  
  255. r_lod 2
  256. r_rootlod 2
  257. mat_picmip 2
  258. mat_mipmaptextures 0
  259. r_flex 0
  260.  
  261. cl_show_splashes 1
  262.  
  263. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  264. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  265. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  266. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  267. mat_aaquality 0 // low 0
  268.  
  269.  
  270. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  271.  
  272. // mat_software_aa_quality 0 // was 9
  273. // mat_software_aa_strength 0
  274. // mat_software_aa_strength_vgui -1
  275. // mat_software_aa_blur_one_pixel_lines 0
  276. // mat_software_aa_edge_threshold 9
  277. // mat_software_aa_tap_offset "1"
  278.  
  279. cl_ejectbrass 0
  280. muzzleflash_light 0
  281. cl_muzzleflash_dlight_1st 0
  282. cl_new_impact_effects 0
  283. cl_rumblescale 0
  284. cl_debugrumble 0
  285.  
  286. mat_reduceparticles 1
  287.  
  288. r_3dnow 0
  289. r_3dsky 0
  290.  
  291.  
  292. mat_forcemanagedtextureintohardware 0
  293. cl_forcepreload 1
  294.  
  295.  
  296.  
  297. rope_shake 0
  298. rope_smooth 0
  299. rope_wind_dist 0
  300. rope_collide 0
  301. rope_subdiv 0
  302. rope_smooth_enlarge 0
  303. rope_smooth_maxalpha 0
  304. rope_smooth_maxalphawidth 0
  305. rope_smooth_minalpha 0
  306. rope_smooth_minwidth 0
  307. rope_averagelight 0
  308. r_ropetranslucent 0
  309. r_queued_ropes 1
  310.  
  311.  
  312. cc_subtitles 1
  313. cl_downloadfilter "nosounds"
  314. cl_allowdownload 0
  315. cl_allowupload 1
  316. commentary 0
  317. overview_mode 0
  318. adsp_debug 0
  319. cl_clearhinthistory 1
  320. cl_showhelp 0
  321. cl_debugrumble "0"
  322. cl_rumblescale "0"
  323.  
  324. r_waterforceexpensive 0
  325. mat_wateroverlaysize 1
  326. r_cheapwaterend 200
  327. r_cheapwaterstart 300
  328.  
  329.  
  330. cl_detaildist 0
  331. cl_detailfade 0
  332. cl_drawmonitors 0
  333. cl_ejectbrass 0
  334. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  335. cl_new_impact_effects 0
  336. cl_show_splashes 1
  337. func_break_max_pieces 0
  338. glow_outline_effect_enable 1 // Cart glow effect.
  339. lod_transitiondist 0
  340. mat_antialias 0
  341. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  342. // a strange `shine' effect to appear on all players.
  343. mat_colcorrection_disableentities 1
  344. mat_colorcorrection 0
  345. mat_disable_bloom 1
  346. mat_disable_fancy_blending 1
  347. mat_disable_lightwarp 1
  348. mat_envmapsize 8
  349. mat_envmaptgasize 8
  350.  
  351. mat_filtertextures 0
  352. mat_forceaniso 1
  353. mat_hdr_level 0
  354. mat_max_worldmesh_vertices 512
  355. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  356. // to get it darker. Only works in fullscreen.
  357. mat_motion_blur_enabled 0
  358. mat_parallaxmap 0
  359. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  360. // at a range from -1 to 2, -1 being the best quality, 2 being the
  361. // worst.
  362. mat_reducefillrate 1
  363. mat_reduceparticles 1
  364. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  365. // non-shiny, and will remove some specular effects from in-game
  366. // entities which support it. Setting this to 1 on dx8 will
  367. // result in some strange `fire' textures replacing their
  368. // appropriate counterparts, especially on medals, and certain
  369. // hats.
  370. mat_trilinear 0
  371. mat_wateroverlaysize 1
  372. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  373. // scattergun without any real performance loss.
  374. r_3dsky 0
  375. r_ambientboost 0
  376. r_ambientfactor 0
  377. r_ambientmin 0
  378. r_avglight 0
  379. r_cheapwaterend 1
  380. r_cheapwaterstart 1
  381. r_decals 1
  382. r_decalstaticprops 0
  383. r_decal_cullsize 15
  384. r_drawdetailprops 0
  385. r_drawmodeldecals 0
  386. r_drawflecks 0
  387. r_dynamic 0
  388. r_forcewaterleaf 1
  389. r_lightaverage 0
  390. r_maxnewsamples 2
  391. r_maxsampledist 1
  392. r_propsmaxdist 0
  393. r_renderoverlayfragment 0
  394. r_staticprop_lod 4
  395. r_waterdrawreflection 0
  396. r_waterdrawrefraction 1
  397. r_waterforceexpensive 0
  398. r_waterforcereflectentities 0
  399. rope_averagelight 0
  400. rope_collide 0
  401. rope_rendersolid 0
  402. rope_shake 0
  403. rope_smooth 0
  404. rope_subdiv 0
  405. rope_wind_dist 0
  406. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  407. // it, for example, setting this to `1'
  408. // disables rain effects on *_sawmill.
  409. tracer_extra 0
  410. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  411. violence_hblood 1
  412.  
  413. mat_clipz 1 // FX card users should set this to 0
  414. mat_forcehardwaresync 0
  415. mat_levelflush 1
  416. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  417. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  418. // performed on the GPU (as opposed to on the CPU). The
  419. // value `-1' autodetects hardware support for this
  420. // feature, which is safer than forcing it.
  421.  
  422.  
  423. wait 10; sv_cheats 1
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