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  1. ///
  2. //Verkaufen:
  3. ///
  4.  
  5.  
  6.  
  7. ///
  8. //Verschiedenes:
  9. ///
  10. hud_fastswitch "1"
  11. cl_hudhint_sound "1"
  12. cl_autoreload "1"
  13. m_rawinput "1"
  14. voice_enable "0"
  15. mat_queue_mode "2"
  16. net_graph "1"
  17. net_graphpos "1"
  18. net_graphheight "0"
  19. net_graphproportionalfont "0"
  20. hud_combattext_batching "1"
  21. cl_hud_minmode "1"
  22. cl_showhelp "0"
  23. bind "-" "say !sm_admin"
  24. mat_phong "1"
  25.  
  26. ///
  27. //Fix All
  28. ///
  29. alias +fixall "record fixall"
  30. alias -fixall "stop fixall; hud_reloadscheme"
  31.  
  32. bind "I" "+fixall"
  33.  
  34.  
  35. ///
  36. //Netsettings
  37. ///
  38. cl_cmdrate "66"
  39. cl_interp "0"
  40. cl_lagcompensation "1"
  41. cl_pred_optimize "2"
  42. cl_smooth "0"
  43. cl_smoothtime "0.01"
  44. cl_updaterate "66"
  45. rate "100000"
  46.  
  47. ///
  48. //TAB
  49. ///
  50.  
  51. alias +TABLOL "+showscores; net_graph 4; net_graphpos 1; net_graphheight 0"
  52. alias -TABLOL "-showscores; net_graph 1; net_graphpos 1; net_graphheight 0"
  53.  
  54. bind "TAB" "+TABLOL
  55.  
  56. ///
  57. //Binds
  58. ///
  59. bind "x" "voice_menu_1"
  60. bind "c" "voice_menu_2"
  61. bind "v" "voice_menu_3"
  62. bind "1" "voicemenu 0 2"
  63. bind "2" "voicemenu 1 1"
  64. bind "3" "voicemenu 0 1"
  65. bind "4" "voicemenu 2 0"
  66. bind "C" "voicemenu 0 6"
  67. bind "X" "voicemenu 0 7"
  68. bind "SHIFT" "voicemenu 2 7"
  69. bind "KP_UPARROW" "slot1"
  70. bind "KP_DOWNARROW" "slot2"
  71. bind "mouse1" "+attack"
  72. bind "mouse2" "+attack2"
  73. bind "MOUSE3" "slot3; voicemenu 2 1"
  74. bind "mouse5" "slot1"
  75. bind "mouse4" "slot2"
  76. bind "MWHEELUP" "invprev"
  77. bind "MWHEELDOWN" "invnext"
  78. bind "q" "lastinv"
  79. bind "ALT" "+use_action_slot_item"
  80. bind "R" "+attack3"
  81.  
  82. ///
  83. //Fadenkreuz
  84. ///
  85. cl_crosshair_red "255"
  86. cl_crosshair_green "255"
  87. cl_crosshair_blue "255"
  88. cl_crosshair_file "crosshair7"
  89. cl_crosshair_scale "0" //"0" wegen xHair, sonst: "34"
  90. r_drawviewmodel "1"
  91. bind "h" "toggle r_drawviewmodel 0 1"
  92. viewmodel_fov "90"
  93.  
  94. ///
  95. //Dingaling
  96. ///
  97. tf_dingalingaling "1" //Dingeling an/aus
  98. tf_dingaling_volume "10" //Dingaling Lautstärke
  99. tf_dingaling_pitchmindmg "100" //Tonhöhe low dmg (def="100")
  100. tf_dingaling_pitchmaxdmg "100" //Tonhöhe max dmg (def="100")
  101.  
  102. ///
  103. //Mausbeschleunigung
  104. ///
  105. m_customaccel_exponent "0" // Mouse move is raised to this power before being scaled by scale factor.
  106. m_customaccel_max "0" // Max mouse move scale factor, 0 for no limit
  107. m_customaccel_scale "0" // Custom mouse acceleration value.
  108. m_filter "0" // Mouse filtering smooths input averaged over last two frames. In other words, it smooths mouse movement at the cost of accuracy.
  109. m_forward "1" // Mouse forward factor.
  110. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
  111. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
  112. m_mousespeed "1" // Windows mouse speed factor (range 1 to 20).
  113. m_customaccel "0" // Custom mouse acceleration
  114.  
  115.  
  116. ///
  117. //Idle-Script
  118. ///
  119.  
  120. alias beginidle "cl_yawspeed 350; +right; +forward; alias idle stopidle"
  121. alias stopidle "-right; -forward; alias idle beginidle"
  122.  
  123. alias idle "beginidle"
  124.  
  125. bind "F10" "idle"
  126.  
  127.  
  128. ///
  129. //Idle-Script 2
  130. ///
  131.  
  132. alias beginidle2 "+duck; +attack; +reload; cl_yawspeed 500; +right; alias idle2 stopidle2"
  133. alias stopidle2 "-duck; -reload; -right; -attack; alias idle2 beginidle2"
  134.  
  135. alias idle2 "beginidle2"
  136.  
  137. bind "F9" "idle2"
  138.  
  139. ///
  140. //Null-cancelling movement script
  141. //(prevents you from pressing two opposing directions, which causes you to stop moving)
  142. ///
  143.  
  144. bind w +mfwd
  145. bind s +mback
  146. bind a +mleft
  147. bind d +mright
  148.  
  149. alias +mfwd "-back;+forward;alias checkfwd +forward"
  150. alias +mback "-forward;+back;alias checkback +back"
  151. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  152. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  153. alias -mfwd "-forward;checkback;alias checkfwd none"
  154. alias -mback "-back;checkfwd;alias checkback none"
  155. alias -mleft "-moveleft;checkright;alias checkleft none"
  156. alias -mright "-moveright;checkleft;alias checkright none"
  157. alias checkfwd none
  158. alias checkback none
  159. alias checkleft none
  160. alias checkright none
  161. alias none ""
  162.  
  163. ///
  164. //duckjump
  165. ///
  166.  
  167. alias +duckjump "+jump; +duck"
  168. alias -duckjump "-duck; -jump"
  169.  
  170. //bind SPACE "+duckjump" <-an
  171. bind SPACE "+jump" <-aus
  172.  
  173. ///
  174. //TF2 Adblocker
  175. ///
  176.  
  177. exec "protect.cfg"
  178.  
  179. ///
  180. Chris Max quality
  181. ///
  182.  
  183. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  184. // ----------------------------------------------------------------------------
  185. // Chris' maxquality config, designed to get you excellent quality
  186. // v2.007 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
  187. // ----------------------------------------------------------------------------
  188. // Problems or questions? Contact me at #christf2 on QuakeNet.
  189. // ----------------------------------------------------------------------------
  190. // Launch options:
  191. // IMPORTANT: Remove -dxlevel 98 from the launch options after the first launch!
  192. //
  193. // Fullscreen: -dxlevel 98 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  194. // Windowed: -dxlevel 98 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  195. // ----------------------------------------------------------------------------
  196.  
  197. // ----------------------------------------------------------------------------
  198. // FPS cap
  199. // ----------------------------------------------------------------------------
  200. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  201. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  202. // desirable than a variable but sometimes high framerate. A common
  203. // misconception is that if any more frames are generated than your monitor can
  204. // display, they are useless. This is wrong -- frames are used for much more
  205. // than mere display, and affect the way the game feels well past your
  206. // refresh rate.
  207. //
  208. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  209. // any case, or the discrepancy between clientside frame generation and frames
  210. // to be sent to the server will no doubt cause you many a headache, especially
  211. // when it comes down to hit registration. Other than that, I recommend
  212. // for everyone to use the value `132' (2*66), as long as you can generally
  213. // keep that value stable without regular drops.
  214. // ----------------------------------------------------------------------------
  215. cl_showfps 0 // Don't show FPS meter
  216. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  217. fps_max 0
  218.  
  219. // ----------------------------------------------------------------------------
  220. // Net settings
  221. // ----------------------------------------------------------------------------
  222. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  223. // are a fact of life in competitive TF2, and as such, they are included here.
  224. //
  225. // A common question I am asked -- what defines whether a good connection is
  226. // good or bad? Mostly personal preference. If you're not willing to make the
  227. // choice, try both and see which is better for you.
  228. //
  229. // Generally, meeting both of the following conditions would classify it as a
  230. // good connection:
  231. //
  232. // - Ping of <80 to the average server you join
  233. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  234. //
  235. // There's some pretty good documentation on this here:
  236. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  237. //
  238. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  239. // ----------------------------------------------------------------------------
  240.  
  241. // Good connection
  242. //cl_cmdrate 66
  243. //cl_interp 0
  244. //cl_interp_ratio 1
  245. //cl_lagcompensation 1
  246. //cl_pred_optimize 2
  247. //cl_smooth 0
  248. //cl_smoothtime 0.01
  249. //cl_updaterate 66
  250. //rate 60000
  251.  
  252. // Bad connection
  253. //cl_cmdrate 40
  254. //cl_interp 0
  255. //cl_interp_ratio 2
  256. //cl_lagcompensation 1
  257. //cl_pred_optimize 2
  258. //cl_smooth 0
  259. //cl_smoothtime 0.01
  260. //cl_updaterate 40
  261. //rate 35000
  262.  
  263. // ----------------------------------------------------------------------------
  264. // Graphical
  265. // ----------------------------------------------------------------------------
  266. // Now we come to the main brunt of the config. You probably don't want to mess
  267. // with this.
  268. // ----------------------------------------------------------------------------
  269. cl_burninggibs 1
  270. cl_detaildist 8096
  271. cl_detailfade 0
  272. cl_maxrenderable_dist 8096
  273. cl_new_impact_effects 1
  274. cl_phys_props_max 1024
  275. cl_ragdoll_collide 1
  276. lod_transitiondist 6400
  277. mat_aaquality 2
  278. mat_antialias 8
  279. mat_bumpmap 1
  280. mat_compressedtextures 1
  281. mat_envmapsize 512
  282. mat_envmaptgasize 512
  283. mat_forceaniso 16
  284. mat_hdr_level 2
  285. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  286. // to get it darker. Only works in fullscreen.
  287. mat_motion_blur_enabled 0 // Disabled by default in v2.005 onwards
  288. mat_motion_blur_forward_enabled 0
  289. mat_motion_blur_strength 0
  290. mat_parallaxmap 1
  291. mat_picmip -1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  292. // at a range from -1 to 2, -1 being the best quality, 2 being the
  293. // worst.
  294. mat_postprocess_x 8
  295. mat_postprocess_y 8
  296. mat_reducefillrate 0
  297. mat_software_aa_blur_one_pixel_lines 0.5
  298. mat_software_aa_edge_threshold 0.8
  299. mat_software_aa_quality 2
  300. mat_software_aa_strength 2
  301. mat_software_aa_strength_vgui 2
  302. mat_specular 1
  303. mat_wateroverlaysize 512
  304. mp_decals 4096
  305. mp_usehwmmodels 1
  306. mp_usehwmvcds 1
  307. r_avglight 3
  308. r_decals 4096
  309. r_eyeglintlodpixels 4
  310. r_lod 0
  311. r_maxmodeldecal 4096
  312. r_radiosity 3
  313. r_rainradius 2250
  314. r_rainsplashpercentage 100
  315. r_rootlod 0
  316. r_shadowmaxrendered 1024
  317. r_shadowrendertotexture 1
  318. r_shadows 1
  319. r_waterdrawreflection 1
  320. r_waterdrawrefraction 1
  321. r_waterforceexpensive 1
  322. r_waterforcereflectentities 1
  323.  
  324. // ----------------------------------------------------------------------------
  325. // Misc
  326. // ----------------------------------------------------------------------------
  327. in_usekeyboardsampletime 0
  328. mat_clipz 1 // FX card users should set this to 0
  329. mat_forcehardwaresync 0
  330. mat_levelflush 1
  331. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  332. // silly incompatibility with the Xfire overlay. You should use
  333. // it if you can!
  334. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  335. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  336. // performed on the GPU (as opposed to on the CPU). The
  337. // value `-1' autodetects hardware support for this
  338. // feature.
  339.  
  340. // ----------------------------------------------------------------------------
  341. // Sound
  342. // ----------------------------------------------------------------------------
  343. // I'd be hesitant to say that you would see a great deal of performance
  344. // improvement from lowering the sound quality, but in my experience as a
  345. // competitive TF2 player, lowering the sound quality makes determination of
  346. // directionality and distance that much easier. You may see a small FPS gain
  347. // with these settings, or you may not, either way will likely have a
  348. // negligible effect on performance.
  349. // ----------------------------------------------------------------------------
  350. dsp_enhance_stereo 1
  351. dsp_slow_cpu 0
  352. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  353. // helpful in the past, as it seems to (for whatever
  354. // reason) reduce the number of TDRs experienced during
  355. // gameplay. There's some pretty good information on
  356. // TDRs (nerds only) here:
  357. // http://forums.nvidia.com/index.php?showtopic=65161
  358. snd_pitchquality 1
  359. snd_spatialize_roundrobin 0
  360.  
  361. // ----------------------------------------------------------------------------
  362. // Threading
  363. // ----------------------------------------------------------------------------
  364. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  365. // defines the threading method to be used by the material
  366. // system. It has been unstable to use in the past, but
  367. // nowadays it's generally okay.
  368. //
  369. // Here are the possible values:
  370. // -2 legacy default
  371. // -1 default
  372. // 0 synchronous single thread
  373. // 1 queued single thread
  374. // 2 queued multithreaded
  375. //
  376. // If you have problems with the value `2', try setting it to
  377. // `-1'.
  378. //
  379. // As an aside, there are quite a few bugs in the demo system
  380. // that occur when mat_queue_mode is set to a value that is
  381. // not `-1'. If you intend to do work with the demo system,
  382. // maybe you should change this.
  383.  
  384. cl_threaded_bone_setup 0
  385. cl_threaded_client_leaf_system 0
  386. r_queued_decals 0
  387. r_queued_ropes 1
  388. r_queued_post_processing 0
  389. r_threaded_client_shadow_manager 1
  390. r_threaded_particles 1
  391. r_threaded_renderables 1
  392.  
  393. // ----------------------------------------------------------------------------
  394. // Misc
  395. // ----------------------------------------------------------------------------
  396. cl_forcepreload 1 // Force preloading
  397.  
  398. // ----------------------------------------------------------------------------
  399. // Print to console
  400. // ----------------------------------------------------------------------------
  401. echo "-------------------------------------------------------"
  402. echo " Chris' maxquality config loaded. "
  403. echo "-------------------------------------------------------"
  404. echo "Please direct all comments/queries/whatnot to"
  405. echo "#christf2 on QuakeNet."
  406.  
  407.  
  408. ///
  409. //Echo
  410. ///
  411.  
  412. echo "^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^"
  413. echo "<<<<<<<<<<<<<<<<autoexec.cfg_geladen>>>>>>>>>>>>>>>>>>>>"
  414. echo "vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv"
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