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  1. bind [ kill
  2. bind ] explode
  3.  
  4.  
  5. exec qspawn.cfg
  6.  
  7. cl_hud_minmode 0
  8.  
  9.  
  10.  
  11. tf_hud_target_id_disable_floating_health 1
  12.  
  13. bind mwheelup "slot1; r_drawviewmodel 0"
  14. bind mwheeldown "slot2; r_drawviewmodel 0"
  15. bind q "slot3; r_drawviewmodel 1"
  16.  
  17.  
  18.  
  19. bind w +mfwd
  20. bind s +mback
  21. bind a +mleft
  22. bind d +mright
  23.  
  24. alias +mfwd "-back;+forward;alias checkfwd +forward"
  25. alias +mback "-forward;+back;alias checkback +back"
  26. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  27. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  28. alias -mfwd "-forward;checkback;alias checkfwd none"
  29. alias -mback "-back;checkfwd;alias checkback none"
  30. alias -mleft "-moveleft;checkright;alias checkleft none"
  31. alias -mright "-moveright;checkleft;alias checkright none"
  32. alias checkfwd none
  33. alias checkback none
  34. alias checkleft none
  35. alias checkright none
  36. alias none ""
  37.  
  38.  
  39.  
  40.  
  41. // NETWORK SETTINGS
  42. cl_updaterate 66
  43. cl_cmdrate 66
  44. cl_interp_ratio 1.000000
  45. cl_interp 0.0152 // "0.33" for scout/heavy/engineer/sniper "0.152" for soldier/pyro/demo/medic/spy in class cfg's.
  46. cl_lagcompensation 1
  47. rate 100000
  48. cl_smooth 0
  49. cl_smoothtime 0.01
  50. cl_pred_optimize 2
  51.  
  52.  
  53. // Good connection
  54. //cl_cmdrate 66
  55. //cl_interp 0
  56. //cl_interp_ratio 1
  57. //cl_lagcompensation 1
  58. //cl_pred_optimize 2
  59. //cl_smooth 0
  60. //cl_smoothtime 0.01
  61. //cl_updaterate 66
  62. //rate 60000
  63. cl_showerror 0
  64. cl_showfps 1
  65. //net_graph 1
  66. net_graphtext 1
  67.  
  68. // Time text chat displays for
  69. hud_saytext_time 2
  70.  
  71. // Damage number batching settings
  72. hud_combattext_batching 1
  73. hud_combattext_batching_window 2.0
  74.  
  75.  
  76. // MULTICORE RENDERING--SOME VALUES ONLY STABLE ON QUAD CORE AND/OR WITH INTEL!
  77. mat_queue_mode "1" // -1 = auto 0 = off 1 = Dual Core 2 = Multi
  78.  
  79. host_thread_mode "1" // set to "0" during single player, set to "2" for a possible bump in FPS if on quadcore
  80.  
  81. cl_threaded_bone_setup "1"
  82. cl_threaded_client_leaf_system "0"
  83. r_threaded_client_shadow_manager "1" // QUAD ONLY
  84. r_threaded_particles "1"
  85. r_threaded_renderables "1"
  86. r_queued_decals "0"
  87. r_queued_post_processing "1" // QUAD ONLY
  88. studio_queue_mode 1
  89. mp_usehwmmodels "-1"
  90. mp_usehwmvcds "-1"
  91.  
  92.  
  93. //alias stabby "connect 66.150.188.38:27015" // example of how to connect to a favorite server using an alias. This connects you to my server by entering "stabby" in the console.
  94.  
  95.  
  96. // Advanced Scoreboard (shows scoreboard, toggles filterlightmaps off, toggles "net_graph 4" on)
  97.  
  98. bind tab "+scoreboard"
  99. alias +scoreboard "+showscores;net_graph 4;developer 1;mat_filterlightmaps 1;mat_filtertextures 1;cl_detailfade 1;cl_detaildist 1"
  100. alias -scoreboard "-showscores;net_graph 0;developer 0;mat_filterlightmaps 0;mat_filtertextures 0"
  101.  
  102.  
  103. // SOUND
  104. soundinfo
  105. volume "0.3" // set to preference
  106. snd_legacy_surround 0
  107. snd_surround_speakers 0 // 0 = headphones 2= speakers 5 = surround sound (use with Razer Surround)
  108. dsp_enhance_stereo 0
  109. snd_disable_mixer_duck 0
  110. snd_pitchquality 1
  111. dsp_slow_cpu 1
  112.  
  113. /// SOUND MULTICORE
  114. snd_mix_async "1"
  115. snd_mixahead .07 // sets delay before a sound is played. Lower until sounds start to get cut off.
  116. snd_async_fullyasync 1
  117. snd_async_spew_blocking 1
  118. soundinfo
  119.  
  120. // toggle mute script
  121. bind "" "togglemute"
  122. alias togglemute "togglemuteb"
  123. alias togglemuteb "volume 0.0;alias togglemute togglemuter"
  124. alias togglemuter "volume 0.5;alias togglemute togglemuteb"
  125.  
  126. // HIT CONFIRMATION SOUND
  127. //play "hitsound.wav" //name of the file you want to use. This pre-caches the sound.
  128. tf_dingalingaling "1"
  129. //tf_dingaling_wav_override "hitsound.wav"
  130. tf_dingaling_pitchmaxdmg "50" //higher pitch for high damage
  131. tf_dingaling_pitchmindmg "200" //lower pitch for less damage
  132.  
  133.  
  134. // SHADOWS
  135. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  136. r_shadowrendertotexture "0" // def. "" was "2" # 1 = High, 0 = Low
  137. r_shadowmaxrendered "9" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  138. "r_flashlightupdatedepth" = "0"
  139. r_flashlightrenderworld 0
  140. r_flashlightscissor 0
  141. r_flashlightdepthres 1
  142. nb_shadow_dist = "200"
  143.  
  144. // RAGDOLLS
  145. cl_ragdoll_collide "0" // def. "0" # Collision between corpses on(1)/off(0)
  146. cl_ragdoll_forcefade "1" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  147. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  148. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  149. r_ragdoll_pronecheck_distance
  150. g_ragdoll_fadespeed 600
  151. g_ragdoll_lvfadespeed 100
  152. ragdoll_sleepaftertime "5.0f"
  153.  
  154. // MOUSE
  155. sensitivity 3.000000
  156. m_yaw 0.022000
  157. m_pitch 0.022000
  158. m_customaccel_exponent 0
  159. m_customaccel_max 0
  160. m_customaccel_scale 0
  161. m_filter 0
  162. m_forward 1
  163. m_mouseaccel1 0
  164. m_mouseaccel2 0
  165. m_mousespeed 1
  166. m_customaccel 0
  167. m_rawinput 1 // set to "0" if using RInput.
  168.  
  169. // FOV
  170. viewmodel_fov 90
  171. fov_desired 90
  172.  
  173. // PREC
  174. //bind kp_5 prec_mark
  175.  
  176. // 3D Character Viewmodel
  177. //cl_hud_playerclass_playermodel_showed_confirm_dialog "1"
  178.  
  179. cl_autoreload 1
  180.  
  181. // mat_viewportupscale 1 and mat_viewportscale 0.5 // For EXTREMELY weak GPU's only!!
  182.  
  183.  
  184. tf_hud_show_servertimelimit 1
  185.  
  186.  
  187. // PERFORMANCE ETC
  188.  
  189. mat_phong 0
  190. cl_jiggle_bone_framerate_cutoff 0
  191. r_drawflecks 0
  192. r_maxnewsamples 2
  193. r_maxsampledist 1
  194. tracer_extra 0
  195. mat_levelflush 1
  196. cl_software_cursor 0
  197. mat_vsync 0
  198. tracer_extra 0
  199. in_usekeyboardsampletime 0
  200. mat_levelflush 1
  201. net_graphtext 1
  202. mat_alpha_coverage 0
  203. mat_disable_d3d9ex 1
  204. mat_disable_ps_patch 1
  205. dsp_water 0
  206. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  207. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  208. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  209. r_pixelfog 1 // Supposedly increases FPS via fog, but it doesn't seem like it. Feel free to play with it to test. I'll run benchmarks later.
  210. fast_fogvolume 1 // Undocumented but I didn't experience any FPS loss with it enabled, will run benchmarks later.
  211. filesystem_native 0 // I think there's an FPS gain with this, anyway.
  212. mod_load_anims_async 1 // Loads model animations async
  213. mod_load_mesh_async 1 // Load model mesh async
  214. mod_load_vcollide_async 1 // Load model vcollide async
  215. net_queue_trace 1
  216. mat_alphacoverage 0
  217. cl_localnetworkbackdoor 0
  218. cl_cloud_settings 0
  219. cl_notifications_show_ingame 0
  220. sys_minidumpspewlines 100
  221. cl_loadondemand_default 0
  222. cl_ask_blacklist_opt_out "1"
  223. cl_ask_favorite_opt_out "1"
  224. sb_dontshow_maxplayer_warning "1"
  225. tf_explanations_backpackpanel "1"
  226. tf_explanations_charinfo_armory_panel "1"
  227. tf_explanations_charinfopanel "1"
  228. tf_explanations_craftingpanel "1"
  229. tf_explanations_discardpanel "1"
  230. tf_explanations_store "1"
  231. tf_training_has_prompted_for_forums "1"
  232. tf_training_has_prompted_for_loadout "1"
  233. tf_training_has_prompted_for_offline_practice "1"
  234. tf_training_has_prompted_for_options "1"
  235. tf_training_has_prompted_for_training "1"
  236. snd_restart
  237. hud_combattext_batching 0
  238. hud_combattext_batching_window .2
  239. mat_filterlightmaps 0
  240. r_staticprop_lod 3
  241. dsp_water 0
  242. mem_compact
  243. con_filter_enable 1
  244. con_filter_text_out Compact freed
  245. cl_loadondemand_default 0
  246. r_hunkalloclightmaps "0"
  247. r_lightcache_zbuffercache "0"
  248. r_lod 2
  249. r_rootlod 2
  250. mat_picmip -1
  251. mat_mipmaptextures 0
  252. r_flex 0
  253. r_eyegloss 0
  254. r_eyemove 0
  255. r_eyeshift_x 0
  256. r_eyeshift_y 0
  257. r_eyeshift_z 0
  258. r_eyes 0
  259. r_eyesize 0
  260. blink_duration 0
  261. r_teeth 0
  262. violence_agibs 1
  263. violence_hgibs 1
  264. cl_show_splashes 1
  265. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  266. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  267. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  268. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  269. mat_aaquality 0 // low 0
  270. cl_ejectbrass 0
  271. muzzleflash_light 0
  272. cl_muzzleflash_dlight_1st 0
  273. cl_new_impact_effects 0
  274. cl_rumblescale 0
  275. cl_debugrumble 0
  276. mat_reduceparticles 1
  277. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  278. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  279. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  280. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  281. cl_phys_props_max "5" // def. "300" # Count of physical Props
  282. 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)
  283. r_propsmaxdist "1" // def. "1200" # Behind this distance they are not rendered
  284. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  285. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  286. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  287. mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
  288. r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  289. r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
  290. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  291. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  292. 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.
  293. 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.
  294. 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.
  295. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  296. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  297. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  298. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  299. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  300. mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
  301. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  302. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  303. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  304. 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.
  305. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  306. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  307. r_worldlights "0" // def. "4" # Number of world lights to use per vertex
  308. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  309. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  310. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  311. mat_mipmaptextures "0" // def. "1" # Mipmapping on(1)/off(0)
  312. r_avglight 0
  313. r_ambientboost 0
  314. r_ambientfactor 0
  315. r_ambientmin 0
  316. // r_renderoverlayfragment 0 // test
  317. mat_max_worldmesh_vertices 512
  318. r_lod 2
  319. r_rootlod 2
  320. mat_picmip 2
  321. mat_mipmaptextures 0
  322. r_flex 0
  323. r_eyegloss 0
  324. r_eyemove 0
  325. r_eyeshift_x 0
  326. r_eyeshift_y 0
  327. r_eyeshift_z 0
  328. r_eyes 0
  329. r_eyesize 0
  330. blink_duration 0
  331. r_teeth 0
  332. cl_show_splashes 1
  333. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  334. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  335. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  336. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  337. mat_aaquality 0 // low 0
  338. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  339. cl_ejectbrass 0
  340. muzzleflash_light 0
  341. cl_muzzleflash_dlight_1st 0
  342. cl_new_impact_effects 0
  343. cl_rumblescale 0
  344. cl_debugrumble 0
  345. mat_reduceparticles 1
  346. r_3dnow 0
  347. r_3dsky 0
  348. mat_forcemanagedtextureintohardware 0
  349. cl_forcepreload 1
  350. rope_shake 0
  351. rope_smooth 0
  352. rope_wind_dist 0
  353. rope_collide 0
  354. rope_subdiv 0
  355. rope_smooth_enlarge 0
  356. rope_smooth_maxalpha 0
  357. rope_smooth_maxalphawidth 0
  358. rope_smooth_minalpha 0
  359. rope_smooth_minwidth 0
  360. rope_averagelight 0
  361. r_ropetranslucent 0
  362. cc_subtitles 1
  363. cl_downloadfilter "nosounds"
  364. cl_allowdownload 0
  365. cl_allowupload 1
  366. commentary 0
  367. overview_mode 0
  368. adsp_debug 0
  369. cl_clearhinthistory 1
  370. cl_showhelp 0
  371. cl_debugrumble "0"
  372. cl_rumblescale "0"
  373. r_waterforceexpensive 0
  374. mat_wateroverlaysize 1
  375. r_WaterDrawRefraction 0
  376. r_cheapwaterend 200
  377. r_cheapwaterstart 300
  378. cl_detaildist 0
  379. cl_detailfade 0
  380. cl_drawmonitors 0
  381. cl_ejectbrass 0
  382. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  383. cl_new_impact_effects 0
  384. cl_show_splashes 1
  385. func_break_max_pieces 0
  386. glow_outline_effect_enable 1 // Cart glow effect.
  387. lod_transitiondist 0
  388. mat_antialias 0
  389. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  390. // a strange `shine' effect to appear on all players.
  391. mat_colcorrection_disableentities 1
  392. mat_colorcorrection 0
  393. mat_disable_bloom 1
  394. mat_disable_fancy_blending 1
  395. mat_disable_lightwarp 1
  396. mat_envmapsize 8
  397. mat_envmaptgasize 8
  398. mat_filtertextures 0
  399. mat_forceaniso 1
  400. mat_hdr_level 0
  401. mat_max_worldmesh_vertices 512
  402. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  403. // to get it darker. Only works in fullscreen.
  404. mat_motion_blur_enabled 0
  405. mat_parallaxmap 0
  406. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  407. // at a range from -1 to 2, -1 being the best quality, 2 being the
  408. // worst.
  409. mat_reducefillrate 1
  410. mat_reduceparticles 1
  411. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  412. // non-shiny, and will remove some specular effects from in-game
  413. // entities which support it. Setting this to 1 on dx8 will
  414. // result in some strange `fire' textures replacing their
  415. // appropriate counterparts, especially on medals, and certain
  416. // hats.
  417. mat_trilinear 0
  418. mat_wateroverlaysize 1
  419. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  420. // scattergun without any real performance loss.
  421. r_3dsky 0
  422. r_ambientboost 0
  423. r_ambientfactor 0
  424. r_ambientmin 0
  425. r_avglight 0
  426. r_cheapwaterend 1
  427. r_cheapwaterstart 1
  428. r_decals 1
  429. r_decalstaticprops 0
  430. r_decal_cullsize 15
  431. r_drawdetailprops 0
  432. r_drawmodeldecals 0
  433. r_drawflecks 0
  434. r_dynamic 0
  435. r_forcewaterleaf 1
  436. r_lightaverage 0
  437. r_maxnewsamples 2
  438. r_maxsampledist 1
  439. r_propsmaxdist 0
  440. r_renderoverlayfragment 0
  441. r_staticprop_lod 4
  442. r_waterdrawreflection 0
  443. r_waterdrawrefraction 1
  444. r_waterforceexpensive 0
  445. r_waterforcereflectentities 0
  446. rope_averagelight 0
  447. rope_collide 0
  448. rope_rendersolid 0
  449. rope_shake 0
  450. rope_smooth 0
  451. rope_subdiv 0
  452. rope_wind_dist 0
  453. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  454. // it, for example, setting this to `1'
  455. // disables rain effects on *_sawmill.
  456. tracer_extra 0
  457. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  458. violence_hblood 1
  459.  
  460. // Misc
  461. // ----------------------------------------------------------------------------
  462. in_usekeyboardsampletime 0
  463. mat_clipz 1 // FX card users should set this to 0
  464. mat_forcehardwaresync 0
  465. mat_levelflush 1
  466. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  467. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  468. // performed on the GPU (as opposed to on the CPU). The
  469. // value `-1' autodetects hardware support for this
  470. // feature, which is safer than forcing it.
  471.  
  472.  
  473.  
  474.  
  475. mat_motion_blur_enabled 0
  476. mat_motion_blur_strength 0
  477. mat_disable_bloom 1
  478. mat_hdr_level 0
  479. mat_antialias 0
  480. mat_colcorrection_disableentities 1
  481. mat_colorcorrection 0
  482.  
  483. // for TRANSPARENT VIEWMODELS COMPATIBILITY
  484. // mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
  485. // mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
  486. // mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
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