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- echo "TF2>Properties>launch options: -dxlevel 90 OR -dxlevel 80 [Remove after launching TF2 once] -nod3d9ex [disables Steam Overlay] -64bit (-32bit for 32bit OS's) +mat_forcehardwaresync 0 -refresh 60 (set to monitor hz) -window -noborder +cl_cloud_settings 0 *resolution* -w 1920 -h 1080 *resolution* -toconsole -novid +cl_showfps 1 -nocrashdialog -nojoy -noipx -nocdaudio
- echo "To revert all settings to default put "-autoconfig" in Launch Options once"
- //------------------------------------------------
- // TF2 Anti-Virus by Casual v1.0
- //------------------------------------------------
- // Protection against server_can_execute bypass
- // Make your cfg/config.cfg read-only for extra protection
- cl_allowupload 0
- alias cl_allowupload "echo Blocked cl_allowupload!"
- alias clear "echo Blocked clear!"
- alias unbindall "echo Blocked unbindall!"
- // Adblock for motd, extra protection:
- // > 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)
- // > Add '127.0.0.1 motd.pinion.gg' to your hosts file. This prevents a well known motd advertising network to load
- cl_disablehtmlmotd 1
- alias closed_htmlpage "echo Blocked pinion!"
- // Gets rid of servers playing annoying sound files
- alias play "echo Blocked play!"
- alias sndplaydelay "echo Blocked sndplaydelay!"
- alias playgamesound "echo Blocked playgamesound!"
- alias soundfade "echo Blocked soundfade!"
- // Servers don't need this
- alias cl_spec_mode
- alias rpt_connect
- alias r_screenoverlay
- //------------------------------------------------
- mat_phong 0
- cl_jiggle_bone_framerate_cutoff 0
- r_drawflecks 0
- r_maxnewsamples 2
- r_maxsampledist 1
- tracer_extra 0
- mat_levelflush 1
- mat_disablephong 1
- // mat_viewportupscale 1 and mat_viewportscale 0.5 // for terrible GPU's only
- cl_software_cursor 1 // fixes Windows cursor appearing on screen bug
- mat_vsync 0
- fps_max 0
- // optional ideal mouse settings for no accel
- m_rawinput 1
- m_customaccel_exponent 0
- m_customaccel_max 0
- m_customaccel_scale 0
- m_filter 0
- m_forward 1
- m_mouseaccel1 0
- m_mouseaccel2 0
- m_mousespeed 1
- m_customaccel 0
- // Sound
- volume .5 // set to whatever for volume level
- developer 1
- soundinfo
- snd_legacy_surround 0
- snd_surround_speakers 0 // "0" for software headphone surround, "1" for stereo speakers, "5" for surround sound (headphone or speaker)
- dsp_enhance_stereo 1 // "0" for speakers or hardware surround
- snd_disable_mixer_duck 1
- snd_pitchquality 1 // may be set to "0" for small FPS but dramatic decrease in sound quality
- dsp_slow_cpu 1
- /// test these
- snd_mix_async "1" // set to "0" if audio stuttering occurs
- snd_mixahead .1 // increase if beginning of sounds are cut off
- snd_async_fullyasync 1 // "0" if audio stuttering occurs
- snd_async_spew_blocking 1
- soundinfo
- developer 0
- // Network settings
- cl_updaterate 67
- cl_cmdrate 67.000000
- cl_interp_ratio 1.000000
- cl_interp .015 // Increase if too choppy
- rate 100000.000000
- cl_smooth 1
- cl_smoothtime .034
- cl_pred_optimize "2"
- cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
- cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
- cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
- cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
- r_ragdoll_pronecheck_distance
- 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 "-1" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
- r_propsmaxdist "10" // 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 "200" // def. "200" # Count of Decals used for Multiplayer
- r_decal_cullsize "5" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
- r_decals "2048" // 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 Texturs 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 "0" // 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 "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
- r_worldlights "1" // 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.
- r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
- r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
- r_shadowmaxrendered "12" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
- nb_shadow_dist = "400" // distance from which shadows are visible. Tweak to your preference
- mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
- mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
- mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
- r_avglight 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_renderoverlayfragment 0
- mat_max_worldmesh_vertices 512
- cl_showfps 1
- 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
- cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
- cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
- cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
- cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
- r_ragdoll_pronecheck_distance
- cl_show_splashes 1
- mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
- mat_filtertextures "1" // 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 // low 0
- mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
- mat_software_aa_quality 0 // was 9
- mat_software_aa_strength 0
- mat_software_aa_strength_vgui -1
- mat_software_aa_blur_one_pixel_lines 0
- mat_software_aa_edge_threshold 9
- mat_software_aa_tap_offset "1"
- 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
- r_3dnow 0
- r_3dsky 0
- mat_forcemanagedtextureintohardware 0
- mat_queue_mode "-1" // "2" may give better FPS for quad-cores, "1" may give better FPS for dual-cores
- host_thread_mode "1" // set to "0" when creating a listen server (i.e. tr_walkway)
- cl_threaded_bone_setup "0"
- cl_threaded_client_leaf_system "0"
- r_threaded_client_shadow_manager "1" // maybe works
- r_threaded_particles "1"
- r_threaded_renderables "1"
- r_queued_decals "0"
- r_queued_post_processing "0"
- studio_queue_mode "1"
- mp_usehwmmodels "-1"
- mp_usehwmvcds "-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
- r_queued_ropes 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 1
- r_cheapwaterend 200
- r_cheapwaterstart 300
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