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Autoexec for Insurg

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Sep 1st, 2015
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  1. r_lod 2
  2. mat_phong 0
  3. snd_mixahead 0.05
  4. cl_forcepreload 1
  5. cl_cmdrate 128
  6. cl_interp 0
  7. cl_interp_ratio 1
  8. cl_lagcompensation 1
  9. cl_pred_optimize 2
  10. cl_smooth 0
  11. cl_smoothtime 0.01
  12. cl_showerror 1
  13. cl_updaterate 128
  14. rate 128000
  15. cl_predictweapons 1
  16. blink_duration 0
  17. cl_ejectbrass 0
  18. mat_disable_fancy_blending 1
  19. mat_filterlightmaps 1
  20. mat_filtertextures 1
  21. mat_hdr_level 0
  22. mat_monitorgamma 1.6 // Why is this a thing D=
  23. mat_specular 0
  24. mat_reducefillrate 1
  25. mat_reduceparticles 1
  26. mat_parallaxmap 0
  27. rope_averagelight 0
  28. rope_collide 0
  29. rope_rendersolid 0
  30. rope_shake 0
  31. rope_smooth 0
  32. rope_subdiv 0
  33. rope_wind_dist 0
  34. tracer_extra 1
  35. m_rawinput 1
  36. mat_picmip 0
  37. mat_bumpmap 1
  38. // NEW AFTER INSTALL
  39. hud_takesshots 1
  40. fov_desired 90
  41. sensitivity 0.23
  42. cl_ads_fov_scale 0
  43. mat_hbao 0
  44. //------------------------------------------------
  45. // TF2 Anti-Virus by Casual v1.0
  46. //------------------------------------------------
  47.  
  48. // Protection against server_can_execute bypass
  49. // Make your cfg/config.cfg read-only for extra protection
  50. cl_allowupload 0
  51. alias cl_allowupload "echo Blocked cl_allowupload!"
  52. alias clear "echo Blocked clear!"
  53. alias unbindall "echo Blocked unbindall!"
  54.  
  55. // Adblock for motd, extra protection:
  56. // > Create an empty file in your tf directory named textwindow_temp.html and make it read-only (this prevents the motd from being saved & loaded)
  57. // > Add '127.0.0.1 motd.pinion.gg' to your hosts file. This prevents a well known motd advertising network to load
  58. cl_disablehtmlmotd 1
  59. alias closed_htmlpage "echo Blocked pinion!"
  60.  
  61. // Gets rid of servers playing annoying sound files
  62. alias play "echo Blocked play!"
  63. alias sndplaydelay "echo Blocked sndplaydelay!"
  64. alias playgamesound "echo Blocked playgamesound!"
  65. alias soundfade "echo Blocked soundfade!"
  66.  
  67. // Servers don't need this
  68. alias cl_spec_mode
  69. alias rpt_connect
  70. alias r_screenoverlay
  71.  
  72. //------------------------------------------------
  73.  
  74. mat_phong 0
  75. cl_jiggle_bone_framerate_cutoff 0
  76. r_drawflecks 0
  77. r_maxnewsamples 2
  78. r_maxsampledist 1
  79. tracer_extra 0
  80. mat_levelflush 1
  81. mat_disablephong 1
  82.  
  83. // mat_viewportupscale 1 and mat_viewportscale 0.5 // for terrible GPU's only
  84.  
  85.  
  86. cl_software_cursor 1 // fixes Windows cursor appearing on screen bug
  87. mat_vsync 0
  88. fps_max 0
  89.  
  90.  
  91. // optional ideal mouse settings for no accel
  92.  
  93. m_rawinput 1
  94. m_customaccel_exponent 0
  95. m_customaccel_max 0
  96. m_customaccel_scale 0
  97. m_filter 0
  98. m_forward 1
  99. m_mouseaccel1 0
  100. m_mouseaccel2 0
  101. m_mousespeed 1
  102. m_customaccel 0
  103.  
  104. cl_muzzleflash_dlight_1st 0
  105. cl_new_impact_effects 0
  106. cl_rumblescale 0
  107. cl_debugrumble 0
  108.  
  109. mat_reduceparticles 1
  110.  
  111. cl_detailfade "0" // def. "1200" # Distance across which detail props fade in
  112. cl_detaildist "0" // def. "2000" # Distance at which detail props are no longer visible
  113. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  114. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  115. cl_phys_props_max "5" // def. "300" # Count of physical Props
  116. props_break_max_pieces "-1" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
  117. r_propsmaxdist "10" // def. "1200" # Behind this distance they are not rendered
  118.  
  119.  
  120. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  121. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  122.  
  123. lod_TransitionDist "0" // def. "850" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  124.  
  125. mp_decals "100" // def. "200" # Count of Decals used for Multiplayer
  126. r_decal_cullsize "15" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  127. r_decals "1024" // def. "2048" # Count of Decals used by the entire SourceEngine
  128. r_drawmodeldecals "1" // def. "" # Render decals on the Models on(1)/off(0)
  129. r_maxmodeldecal "32" // def. "32" # Count of Decals to Render on the Models
  130.  
  131.  
  132.  
  133. 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.
  134. mat_autoexposure_max "0" // def. "5" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
  135. mat_autoexposure_min "0" // def. "2" # 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.
  136. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  137. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  138. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  139. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  140. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  141. mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
  142. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  143. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  144. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  145. 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.
  146. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  147. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  148. r_worldlights "1" // def. "4" # Number of world lights to use per vertex
  149. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  150. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  151. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  152. r_shadowmaxrendered "12" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  153.  
  154.  
  155.  
  156. nb_shadow_dist = "400" // distance from which shadows are visible. Tweak to your preference
  157.  
  158.  
  159. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  160. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  161. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  162.  
  163. r_avglight 1
  164. r_ambientboost 1
  165. r_ambientfactor 1
  166. r_ambientmin 1
  167.  
  168.  
  169. r_renderoverlayfragment 0
  170. mat_max_worldmesh_vertices 512
  171.  
  172.  
  173. cl_showfps 0
  174.  
  175.  
  176. r_rootlod 2
  177. mat_mipmaptextures 0
  178. r_flex 0
  179.  
  180. r_eyegloss 0
  181. r_eyemove 0
  182. r_eyeshift_x 0
  183. r_eyeshift_y 0
  184. r_eyeshift_z 0
  185. r_eyes 0
  186. r_eyesize 0
  187. blink_duration 0
  188. r_teeth 0
  189.  
  190. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  191. cl_ragdoll_forcefade "1" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  192. cl_ragdoll_fade_time "1" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  193. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  194. r_ragdoll_pronecheck_distance
  195.  
  196. cl_show_splashes 1
  197.  
  198. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  199. mat_filtertextures "1" // def. "1" // low 0 # Filter textures on(1)/off(0)
  200. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  201. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  202. mat_aaquality 0 // low 0
  203. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  204.  
  205. mat_software_aa_quality 0 // was 9
  206. mat_software_aa_strength 0
  207. mat_software_aa_strength_vgui -1
  208. mat_software_aa_blur_one_pixel_lines 0
  209. mat_software_aa_edge_threshold 9
  210. mat_software_aa_tap_offset "1"
  211.  
  212. muzzleflash_light 0
  213. cl_muzzleflash_dlight_1st 0
  214. cl_new_impact_effects 0
  215.  
  216. mat_reduceparticles 1
  217. r_3dsky 0
  218.  
  219.  
  220. mat_forcemanagedtextureintohardware 0
  221.  
  222.  
  223. mat_queue_mode "2" // "2" may give better FPS for quad-cores, "1" may give better FPS for dual-cores
  224.  
  225. host_thread_mode "1" // set to "0" when creating a listen server (i.e. tr_walkway)
  226.  
  227. cl_threaded_bone_setup "0"
  228. cl_threaded_client_leaf_system "0"
  229. r_threaded_client_shadow_manager "1" // maybe works
  230. r_threaded_particles "1"
  231. r_threaded_renderables "1"
  232. r_queued_decals "0"
  233. r_queued_post_processing "0"
  234. studio_queue_mode "1"
  235. mp_usehwmmodels "-1"
  236. mp_usehwmvcds "-1"
  237.  
  238.  
  239. rope_shake 0
  240. rope_smooth 0
  241. rope_wind_dist 0
  242. rope_collide 0
  243. rope_subdiv 0
  244. rope_smooth_enlarge 0
  245. rope_smooth_maxalpha 0
  246. rope_smooth_maxalphawidth 0
  247. rope_smooth_minalpha 0
  248. rope_smooth_minwidth 0
  249. rope_averagelight 0
  250. r_ropetranslucent 0
  251. r_queued_ropes 0
  252.  
  253.  
  254.  
  255. cc_subtitles 0
  256. cl_downloadfilter "nosounds"
  257. cl_allowdownload 0
  258. cl_allowupload 1
  259. commentary 0
  260. overview_mode 0
  261. adsp_debug 0
  262. cl_clearhinthistory 1
  263. cl_showhelp 0
  264. cl_debugrumble "0"
  265. cl_rumblescale "0"
  266.  
  267.  
  268. r_waterforceexpensive 0
  269. mat_wateroverlaysize 1
  270. r_cheapwaterend 200
  271. r_cheapwaterstart 300
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