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- // Misc.
- cl_hud_minmode 1
- fps_max 135
- bind "`" "toggleconsole"
- tf_hud_target_id_alpha 100
- sv_allow_point_servercommand always
- sv_cheats 1
- // Network Settings:
- cl_cmdrate 67.777777
- cl_interp .0152 // ".033" for: Scout/Heavy/Engineer/Sniper. ".0152" For: Soldier/Pyro/Demo/Medic/Spy in class cfg's.
- cl_interp_ratio 1.000000
- cl_lagcompensation 1
- cl_pred_optimize 2
- cl_smooth 0
- cl_smoothtime 0.01
- cl_updaterate 67.777777
- rate 100000.000000
- // Multicore Rendering:
- mat_queue_mode 2
- host_thread_mode 2
- cl_threaded_bone_setup 0
- cl_threaded_client_leaf_system 0
- r_threaded_client_shadow_manager 0 // QUADCORE ONLY
- r_threaded_particles 1
- r_threaded_renderables 1
- r_queued_decals 0
- r_queued_post_processing 1 // QUADCORE ONLY
- studio_queue_mode 1
- mp_usehwmmodels -1
- mp_usehwmvcds -1
- // Sound:
- soundinfo
- snd_legacy_surround 0
- snd_surround_speakers 0 // 0 = headphones 2= speakers 5 = surround sound (use with Razer Surround)
- dsp_enhance_stereo 0
- snd_disable_mixer_duck 0
- snd_pitchquality 1
- dsp_slow_cpu 1
- voice_enable 1
- // Hit Sound:
- play "hitsound.wav" //name of the file you want to use. This pre-caches the sound.
- tf_dingalingaling 1
- tf_dingaling_wav_override "hitsound.wav"
- tf_dingaling_pitchmaxdmg 100 //higher pitch for high damage
- tf_dingaling_pitchmindmg 100
- // Shadows:
- r_shadows 0 // Default "1"
- r_flashlightdepthtexture 0 // Default "1" | 1 = High | 0 = Low
- r_shadowrendertotexture 0 // Default "2" | 1 = High | 0 = Low
- r_shadowmaxrendered 0 // Default "9" | 32 = High | 0 = Low
- r_flashlightupdatedepth 0
- r_flashlightrenderworld 0
- r_flashlightscissor 0
- r_flashlightdepthres 0 // Default "1"
- nb_shadow_dist 0 // Default "200"
- // 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
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- // FOV:
- viewmodel_fov 99
- fov_desired 90
- viewmodel_fov_demo 99
- // 3D Character Viewmodel:
- cl_hud_playerclass_playermodel_showed_confirm_dialog 1
- cl_hud_playerclass_use_playermodel 1
- cl_autoreload 1
- tf_hud_show_servertimelimit 1
- // Performance:
- mat_phong 0
- cl_jiggle_bone_framerate_cutoff 0
- r_drawflecks 0
- r_maxnewsamples 0 // 2
- r_maxsampledist 0 // 1
- tracer_extra 0
- mat_levelflush 1
- cl_software_cursor 0
- mat_vsync 0
- tracer_extra 0
- in_usekeyboardsampletime 0
- mat_alpha_coverage 0
- mat_disable_d3d9ex 1
- mat_disable_ps_patch 1
- dsp_water 0
- hud_achievement_glowtime 0
- hud_achievement_count 0
- hud_achievement_tracker 0
- r_pixelfog 0
- fast_fogvolume 0
- filesystem_native 0
- mod_load_anims_async 1 // Loads model animations async.
- mod_load_mesh_async 1 // Loads model mesh async.
- mod_load_vcollide_async 1 // Loads model vcollide async.
- net_queue_trace 0
- mat_alphacoverage 0
- cl_localnetworkbackdoor 0
- cl_cloud_settings 0
- cl_notifications_show_ingame 0
- sys_minidumpspewlines 100
- cl_loadondemand_default 0
- cl_ask_blacklist_opt_out "1"
- cl_ask_favorite_opt_out "1"
- sb_dontshow_maxplayer_warning "1"
- tf_explanations_backpackpanel "1"
- tf_explanations_charinfo_armory_panel "1"
- tf_explanations_charinfopanel "1"
- tf_explanations_craftingpanel "1"
- tf_explanations_discardpanel "1"
- tf_explanations_store "1"
- tf_training_has_prompted_for_forums "1"
- tf_training_has_prompted_for_loadout "1"
- tf_training_has_prompted_for_offline_practice "1"
- tf_training_has_prompted_for_options "1"
- tf_training_has_prompted_for_training "1"
- snd_restart
- mat_filterlightmaps 0
- r_staticprop_lod 3
- dsp_water 0
- mem_compact
- con_filter_enable 1
- con_filter_text_out Compact freed
- cl_loadondemand_default 0
- r_hunkalloclightmaps "0"
- r_lightcache_zbuffercache "0"
- r_lod 2
- r_rootlod 2
- mat_picmip 2
- mat_mipmaptextures 0
- r_flex 0
- r_eyegloss 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyes 0
- r_eyesize 0
- blink_duration 0
- r_teeth 0
- violence_agibs 0
- violence_hgibs 0
- cl_show_splashes 0
- mat_antialias "0" // def. "" // low 2 | Anti-aliasing on(1,2,4,8)/off(0)
- mat_filtertextures "0" // def. "1" // low 0 | Filter textures on(1)/off(0)
- mat_forceaniso "0" // def. "" // low 1 | Anisotropic filtering on(1,2,4,8,16)/off(0)
- mat_trilinear "0" // def. "" // low 1 | Trilinear filtering on(1)/off(0)
- mat_aaquality 0
- cl_ejectbrass 0
- muzzleflash_light 0
- cl_muzzleflash_dlight_1st 0
- cl_new_impact_effects 0
- cl_rumblescale 0
- cl_debugrumble 0
- mat_reduceparticles 1
- cl_detailfade "0" // def. "400" | Distance across which detail props fade in
- cl_detaildist "0" // def. "1200" | Distance at which detail props are no longer visible
- r_drawdetailprops "0" // def. "1" | 0=Off, 1=Normal, 2=Wireframe
- cl_phys_props_enable "1" // def. "1" | Physical Props on(1)/off(0)
- cl_phys_props_max "5" // def. "300" | Count of physical Props
- 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)
- r_propsmaxdist "1" // def. "1200" | Behind this distance they are not rendered
- mat_reducefillrate "1" // def. "" | Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
- tf_particles_disable_weather "1" // def. "0" | Rain like on sawmill on(0)/off(1)
- lod_TransitionDist "0" // def. "800" | When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
- mp_decals "0" // def. "200" | Count of Decals used for Multiplayer
- r_decal_cullsize "15" // def. "5" | The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
- r_decals "0" // def. "2048" | Count of Decals used by the entire SourceEngine
- r_drawmodeldecals "0" // def. "" | Render decals on the Models on(1)/off(0)
- r_maxmodeldecal "0" // def. "32" | Count of Decals to Render on the Models
- 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.
- 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.
- 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.
- mat_bloomscale "0" // def. "1" | Adjustment of the Bloomeffect (how strong it will appear)
- mat_disable_bloom "1" // def. "0" | Bloom on(0)/off(1)
- mat_motion_blur_enabled "0" // def. "" | Motion Blur on(1)/off(0)
- mat_use_compressed_hdr_textures "1" // def. "1" | Compress Textures used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
- mat_fastspecular "0" // def. "1" | Faster Spec but lower Quality on(1)/off(0)
- mat_filterlightmaps "1" // def. "1" | Filtering ligthmaps on(1)/off(0)
- mat_specular "0" // def. "1" | Specular highlight on(1)/off(0)
- r_dynamic "0" // def. "1" | Dynamic lighting of Enviroment on(1)/off(0)
- r_lightaverage "0" // def. "1" | light averaging on(1)/off(0)
- 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.
- r_PhysPropStaticLighting "0" // def. "1" | Static Lighting on props on(1)/off(0)
- r_occlusion "0" // def. "1" | Use the occlusion system from the SourceEngine on(1)/off(0)
- r_worldlights "0" // def. "4" | Number of world lights to use per vertex
- mat_disable_lightwarp "1" // def. "0" | UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
- mat_envmapsize "0" // def. "128" | EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality // 8
- mat_envmaptgasize "0" // def. "32" | UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?) // 8
- mat_mipmaptextures "1" // def. "1" | Mipmapping on(1)/off(0)
- r_avglight 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- mat_max_worldmesh_vertices 0
- cl_show_splashes 0
- mat_forcehardwaresync 0
- mat_aaquality 0
- muzzleflash_light 0
- cl_muzzleflash_dlight_1st 0
- cl_new_impact_effects 0
- cl_rumblescale 0
- cl_debugrumble 0
- mat_reduceparticles 1
- r_3dnow 0
- r_3dsky 0
- mat_forcemanagedtextureintohardware 0
- cl_forcepreload 1
- rope_shake 0
- rope_smooth 0
- rope_wind_dist 0
- rope_collide 0
- rope_subdiv 0
- rope_smooth_enlarge 0
- rope_smooth_maxalpha 0
- rope_smooth_maxalphawidth 0
- rope_smooth_minalpha 0
- rope_smooth_minwidth 0
- rope_averagelight 0
- r_ropetranslucent 0
- cc_subtitles 0
- cl_downloadfilter "nosounds"
- cl_allowdownload 0
- cl_allowupload 1
- commentary 0
- overview_mode 0
- adsp_debug 0
- cl_clearhinthistory 1
- cl_showhelp 0
- cl_debugrumble 0
- cl_rumblescale 0
- r_waterforceexpensive 0
- mat_wateroverlaysize 0
- r_WaterDrawRefraction 0
- r_cheapwaterend 0
- r_cheapwaterstart 0
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 0
- cl_new_impact_effects 0
- cl_show_splashes 0
- func_break_max_pieces 0
- glow_outline_effect_enable 0 // Cart glow effect. Only should be used for DirectX 90 and above.
- 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_fancy_blending 1
- mat_disable_lightwarp 1
- mat_filtertextures 0
- mat_forceaniso 1
- mat_hdr_level 0
- 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_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_wateroverlaysize 0
- mp_decals 0
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 0
- r_cheapwaterstart 0
- r_decals 0
- r_decalstaticprops 0
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_forcewaterleaf 0
- r_lightaverage 0
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 0
- 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
- tracer_extra 0
- mat_showlowresimage 1
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