Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ///
- //Verkaufen:
- ///
- ///
- //Verschiedenes:
- ///
- hud_fastswitch "1"
- cl_hudhint_sound "1"
- cl_autoreload "1"
- m_rawinput "1"
- voice_enable "0"
- mat_queue_mode "2"
- net_graph "1"
- net_graphpos "1"
- net_graphheight "0"
- net_graphproportionalfont "0"
- hud_combattext_batching "1"
- cl_hud_minmode "1"
- cl_showhelp "0"
- bind "-" "say !sm_admin"
- mat_phong "1"
- ///
- //Fix All
- ///
- alias +fixall "record fixall"
- alias -fixall "stop fixall; hud_reloadscheme"
- bind "I" "+fixall"
- ///
- //Netsettings
- ///
- cl_cmdrate "66"
- cl_interp "0"
- cl_lagcompensation "1"
- cl_pred_optimize "2"
- cl_smooth "0"
- cl_smoothtime "0.01"
- cl_updaterate "66"
- rate "100000"
- ///
- //TAB
- ///
- alias +TABLOL "+showscores; net_graph 4; net_graphpos 1; net_graphheight 0"
- alias -TABLOL "-showscores; net_graph 1; net_graphpos 1; net_graphheight 0"
- bind "TAB" "+TABLOL
- ///
- //Binds
- ///
- bind "x" "voice_menu_1"
- bind "c" "voice_menu_2"
- bind "v" "voice_menu_3"
- bind "1" "voicemenu 0 2"
- bind "2" "voicemenu 1 1"
- bind "3" "voicemenu 0 1"
- bind "4" "voicemenu 2 0"
- bind "C" "voicemenu 0 6"
- bind "X" "voicemenu 0 7"
- bind "SHIFT" "voicemenu 2 7"
- bind "KP_UPARROW" "slot1"
- bind "KP_DOWNARROW" "slot2"
- bind "mouse1" "+attack"
- bind "mouse2" "+attack2"
- bind "MOUSE3" "slot3; voicemenu 2 1"
- bind "mouse5" "slot1"
- bind "mouse4" "slot2"
- bind "MWHEELUP" "invprev"
- bind "MWHEELDOWN" "invnext"
- bind "q" "lastinv"
- bind "ALT" "+use_action_slot_item"
- bind "R" "+attack3"
- ///
- //Fadenkreuz
- ///
- cl_crosshair_red "255"
- cl_crosshair_green "255"
- cl_crosshair_blue "255"
- cl_crosshair_file "crosshair7"
- cl_crosshair_scale "0" //"0" wegen xHair, sonst: "34"
- r_drawviewmodel "1"
- bind "h" "toggle r_drawviewmodel 0 1"
- viewmodel_fov "90"
- ///
- //Dingaling
- ///
- tf_dingalingaling "1" //Dingeling an/aus
- tf_dingaling_volume "10" //Dingaling Lautstärke
- tf_dingaling_pitchmindmg "100" //Tonhöhe low dmg (def="100")
- tf_dingaling_pitchmaxdmg "100" //Tonhöhe max dmg (def="100")
- ///
- //Mausbeschleunigung
- ///
- m_customaccel_exponent "0" // Mouse move is raised to this power before being scaled by scale factor.
- m_customaccel_max "0" // Max mouse move scale factor, 0 for no limit
- m_customaccel_scale "0" // Custom mouse acceleration value.
- m_filter "0" // Mouse filtering smooths input averaged over last two frames. In other words, it smooths mouse movement at the cost of accuracy.
- m_forward "1" // Mouse forward factor.
- m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
- m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
- m_mousespeed "1" // Windows mouse speed factor (range 1 to 20).
- m_customaccel "0" // Custom mouse acceleration
- ///
- //Idle-Script
- ///
- alias beginidle "cl_yawspeed 350; +right; +forward; alias idle stopidle"
- alias stopidle "-right; -forward; alias idle beginidle"
- alias idle "beginidle"
- bind "F10" "idle"
- ///
- //Idle-Script 2
- ///
- alias beginidle2 "+duck; +attack; +reload; cl_yawspeed 500; +right; alias idle2 stopidle2"
- alias stopidle2 "-duck; -reload; -right; -attack; alias idle2 beginidle2"
- alias idle2 "beginidle2"
- bind "F9" "idle2"
- ///
- //Null-cancelling movement script
- //(prevents you from pressing two opposing directions, which causes you to stop moving)
- ///
- bind w +mfwd
- bind s +mback
- bind a +mleft
- bind d +mright
- alias +mfwd "-back;+forward;alias checkfwd +forward"
- alias +mback "-forward;+back;alias checkback +back"
- alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
- alias +mright "-moveleft;+moveright;alias checkright +moveright"
- alias -mfwd "-forward;checkback;alias checkfwd none"
- alias -mback "-back;checkfwd;alias checkback none"
- alias -mleft "-moveleft;checkright;alias checkleft none"
- alias -mright "-moveright;checkleft;alias checkright none"
- alias checkfwd none
- alias checkback none
- alias checkleft none
- alias checkright none
- alias none ""
- ///
- //duckjump
- ///
- alias +duckjump "+jump; +duck"
- alias -duckjump "-duck; -jump"
- //bind SPACE "+duckjump" <-an
- bind SPACE "+jump" <-aus
- ///
- //TF2 Adblocker
- ///
- exec "protect.cfg"
- ///
- Chris Max quality
- ///
- // Unexplained crashes? Try changing mat_queue_mode to `-1'.
- // ----------------------------------------------------------------------------
- // Chris' maxquality config, designed to get you excellent quality
- // v2.007 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
- // ----------------------------------------------------------------------------
- // Problems or questions? Contact me at #christf2 on QuakeNet.
- // ----------------------------------------------------------------------------
- // Launch options:
- // IMPORTANT: Remove -dxlevel 98 from the launch options after the first launch!
- //
- // Fullscreen: -dxlevel 98 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
- // Windowed: -dxlevel 98 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
- // ----------------------------------------------------------------------------
- // ----------------------------------------------------------------------------
- // FPS cap
- // ----------------------------------------------------------------------------
- // The primary benefit of an FPS cap is to make the FPS more stable, other than
- // that, it doesn't do a lot. A moderate, consistent framerate is much more
- // desirable than a variable but sometimes high framerate. A common
- // misconception is that if any more frames are generated than your monitor can
- // display, they are useless. This is wrong -- frames are used for much more
- // than mere display, and affect the way the game feels well past your
- // refresh rate.
- //
- // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
- // any case, or the discrepancy between clientside frame generation and frames
- // to be sent to the server will no doubt cause you many a headache, especially
- // when it comes down to hit registration. Other than that, I recommend
- // for everyone to use the value `132' (2*66), as long as you can generally
- // keep that value stable without regular drops.
- // ----------------------------------------------------------------------------
- cl_showfps 0 // Don't show FPS meter
- //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
- fps_max 0
- // ----------------------------------------------------------------------------
- // Net settings
- // ----------------------------------------------------------------------------
- // Whilst net settings perhaps aren't an integral part of an FPS config, they
- // are a fact of life in competitive TF2, and as such, they are included here.
- //
- // A common question I am asked -- what defines whether a good connection is
- // good or bad? Mostly personal preference. If you're not willing to make the
- // choice, try both and see which is better for you.
- //
- // Generally, meeting both of the following conditions would classify it as a
- // good connection:
- //
- // - Ping of <80 to the average server you join
- // - Generally no/negligible choke/loss (can be checked with `net_graph')
- //
- // There's some pretty good documentation on this here:
- // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
- //
- // Uncomment (remove the `//' from) one of the groups if you want to use them.
- // ----------------------------------------------------------------------------
- // Good connection
- //cl_cmdrate 66
- //cl_interp 0
- //cl_interp_ratio 1
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 66
- //rate 60000
- // Bad connection
- //cl_cmdrate 40
- //cl_interp 0
- //cl_interp_ratio 2
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 40
- //rate 35000
- // ----------------------------------------------------------------------------
- // Graphical
- // ----------------------------------------------------------------------------
- // Now we come to the main brunt of the config. You probably don't want to mess
- // with this.
- // ----------------------------------------------------------------------------
- cl_burninggibs 1
- cl_detaildist 8096
- cl_detailfade 0
- cl_maxrenderable_dist 8096
- cl_new_impact_effects 1
- cl_phys_props_max 1024
- cl_ragdoll_collide 1
- lod_transitiondist 6400
- mat_aaquality 2
- mat_antialias 8
- mat_bumpmap 1
- mat_compressedtextures 1
- mat_envmapsize 512
- mat_envmaptgasize 512
- mat_forceaniso 16
- mat_hdr_level 2
- 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_motion_blur_enabled 0 // Disabled by default in v2.005 onwards
- mat_motion_blur_forward_enabled 0
- mat_motion_blur_strength 0
- mat_parallaxmap 1
- mat_picmip -1 // 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_postprocess_x 8
- mat_postprocess_y 8
- mat_reducefillrate 0
- mat_software_aa_blur_one_pixel_lines 0.5
- mat_software_aa_edge_threshold 0.8
- mat_software_aa_quality 2
- mat_software_aa_strength 2
- mat_software_aa_strength_vgui 2
- mat_specular 1
- mat_wateroverlaysize 512
- mp_decals 4096
- mp_usehwmmodels 1
- mp_usehwmvcds 1
- r_avglight 3
- r_decals 4096
- r_eyeglintlodpixels 4
- r_lod 0
- r_maxmodeldecal 4096
- r_radiosity 3
- r_rainradius 2250
- r_rainsplashpercentage 100
- r_rootlod 0
- r_shadowmaxrendered 1024
- r_shadowrendertotexture 1
- r_shadows 1
- r_waterdrawreflection 1
- r_waterdrawrefraction 1
- r_waterforceexpensive 1
- r_waterforcereflectentities 1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- in_usekeyboardsampletime 0
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
- // silly incompatibility with the Xfire overlay. You should use
- // it if you can!
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
- // performed on the GPU (as opposed to on the CPU). The
- // value `-1' autodetects hardware support for this
- // feature.
- // ----------------------------------------------------------------------------
- // Sound
- // ----------------------------------------------------------------------------
- // I'd be hesitant to say that you would see a great deal of performance
- // improvement from lowering the sound quality, but in my experience as a
- // competitive TF2 player, lowering the sound quality makes determination of
- // directionality and distance that much easier. You may see a small FPS gain
- // with these settings, or you may not, either way will likely have a
- // negligible effect on performance.
- // ----------------------------------------------------------------------------
- dsp_enhance_stereo 1
- dsp_slow_cpu 0
- snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
- // helpful in the past, as it seems to (for whatever
- // reason) reduce the number of TDRs experienced during
- // gameplay. There's some pretty good information on
- // TDRs (nerds only) here:
- // http://forums.nvidia.com/index.php?showtopic=65161
- snd_pitchquality 1
- snd_spatialize_roundrobin 0
- // ----------------------------------------------------------------------------
- // Threading
- // ----------------------------------------------------------------------------
- mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
- // defines the threading method to be used by the material
- // system. It has been unstable to use in the past, but
- // nowadays it's generally okay.
- //
- // Here are the possible values:
- // -2 legacy default
- // -1 default
- // 0 synchronous single thread
- // 1 queued single thread
- // 2 queued multithreaded
- //
- // If you have problems with the value `2', try setting it to
- // `-1'.
- //
- // As an aside, there are quite a few bugs in the demo system
- // that occur when mat_queue_mode is set to a value that is
- // not `-1'. If you intend to do work with the demo system,
- // maybe you should change this.
- cl_threaded_bone_setup 0
- cl_threaded_client_leaf_system 0
- r_queued_decals 0
- r_queued_ropes 1
- r_queued_post_processing 0
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_threaded_renderables 1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- cl_forcepreload 1 // Force preloading
- // ----------------------------------------------------------------------------
- // Print to console
- // ----------------------------------------------------------------------------
- echo "-------------------------------------------------------"
- echo " Chris' maxquality config loaded. "
- echo "-------------------------------------------------------"
- echo "Please direct all comments/queries/whatnot to"
- echo "#christf2 on QuakeNet."
- ///
- //Echo
- ///
- echo "^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^"
- echo "<<<<<<<<<<<<<<<<autoexec.cfg_geladen>>>>>>>>>>>>>>>>>>>>"
- echo "vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement