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May 9th, 2015
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  1. sensitivity 0.889
  2.  
  3. alias "+jumpehs" "+jump; +duck"
  4. alias "-jumpehs" "-duck; -jump"
  5. bind "space" "+jumpehs"
  6.  
  7. bind w "+mfwd"
  8. bind s "+mback"
  9. bind a "+mleft"
  10. bind d "+mright"
  11.  
  12. alias +mfwd "-back;+forward;alias checkfwd +forward"
  13. alias +mback "-forward;+back;alias checkback +back"
  14. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  15. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  16. alias -mfwd "-forward;checkback;alias checkfwd none"
  17. alias -mback "-back;checkfwd;alias checkback none"
  18. alias -mleft "-moveleft;checkright;alias checkleft none"
  19. alias -mright "-moveright;checkleft;alias checkright none"
  20. alias checkfwd none
  21. alias checkback none
  22. alias checkleft none
  23. alias checkright none
  24. alias none ""
  25.  
  26.  
  27. tf_dingalingaling "1"
  28. tf_dingaling_volume "1"
  29. tf_dingaling_pitchmaxdmg "80"
  30. tf_dingaling_pitchmindmg "120"
  31.  
  32. unbind \
  33.  
  34. bind b prec_mark
  35. prec_delete_useless_demo 1
  36.  
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  56.  
  57.  
  58.  
  59.  
  60. // ----------------------------------------------------------------------------
  61. cl_showfps 1 // Show unsmoothed FPS meter
  62. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  63. fps_max 0
  64.  
  65. // ----------------------------------------------------------------------------
  66. // Good connection
  67. cl_cmdrate 66
  68. cl_interp 0
  69. cl_interp_ratio 1
  70. cl_lagcompensation 1
  71. cl_pred_optimize 2
  72. cl_smooth 0
  73. cl_smoothtime 0.01
  74. cl_updaterate 66
  75. rate 60000
  76.  
  77.  
  78.  
  79. // Disable sprays
  80. cl_playerspraydisable 1
  81. r_spray_lifetime 0
  82.  
  83.  
  84.  
  85.  
  86.  
  87. //Enable shadows
  88. mat_shadowstate 1
  89. r_shadowmaxrendered 11
  90. r_shadowrendertotexture 1
  91. r_shadows 1
  92.  
  93.  
  94. // Disable facial features
  95. r_eyes 0
  96. r_flex 0
  97. r_lod 2
  98. r_rootlod 2
  99. r_teeth 0
  100.  
  101.  
  102. // Disable ragdolls
  103. cl_ragdoll_fade_time 0
  104. cl_ragdoll_forcefade 1
  105. cl_ragdoll_physics_enable 0
  106. g_ragdoll_fadespeed 0
  107. g_ragdoll_lvfadespeed 0
  108. ragdoll_sleepaftertime 0
  109.  
  110.  
  111. // Disable gibs
  112. cl_phys_props_enable 0
  113. cl_phys_props_max 0
  114. props_break_max_pieces 0
  115. r_propsmaxdist 1
  116. violence_agibs 0
  117. violence_hgibs 0
  118.  
  119. // ----------------------------------------------------------------------------
  120. // Graphical
  121. // ----------------------------------------------------------------------------
  122. // Now we come to the main brunt of the config. You probably don't want to mess
  123. // with this.
  124. // ----------------------------------------------------------------------------
  125. cl_detaildist 0
  126. cl_detailfade 0
  127. cl_drawmonitors 0
  128. cl_ejectbrass 0
  129. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  130. cl_new_impact_effects 0
  131. cl_show_splashes 0
  132. func_break_max_pieces 0
  133. glow_outline_effect_enable 0 // Cart glow effect.
  134. lod_transitiondist 0
  135. mat_antialias 0
  136. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  137. // a strange `shine' effect to appear on all players.
  138. mat_colcorrection_disableentities 1
  139. mat_colorcorrection 0
  140. mat_disable_bloom 1
  141. mat_disable_fancy_blending 1
  142. mat_disable_lightwarp 1
  143. mat_envmapsize 8
  144. mat_envmaptgasize 8
  145. mat_filterlightmaps 0
  146. mat_filtertextures 0
  147. mat_forceaniso 1
  148. mat_hdr_level 0
  149. mat_max_worldmesh_vertices 512
  150. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  151. // to get it darker. Only works in fullscreen.
  152. mat_motion_blur_enabled 0
  153. mat_parallaxmap 0
  154. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  155. // at a range from -1 to 2, -1 being the best quality, 2 being the
  156. // worst.
  157. mat_reducefillrate 1
  158. mat_reduceparticles 1
  159. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  160. // non-shiny, and will remove some specular effects from in-game
  161. // entities which support it. Setting this to 1 on dx8 will
  162. // result in some strange `fire' textures replacing their
  163. // appropriate counterparts, especially on medals, and certain
  164. // hats.
  165. mat_trilinear 0
  166. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  167. mat_viewportupscale 1
  168. mat_wateroverlaysize 1
  169. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  170. // scattergun without any real performance loss.
  171. r_3dsky 0
  172. r_ambientboost 0
  173. r_ambientfactor 0
  174. r_ambientmin 0
  175. r_avglight 0
  176. r_cheapwaterend 1
  177. r_cheapwaterstart 1
  178. r_decals 1
  179. r_decalstaticprops 0
  180. r_decal_cullsize 15
  181. r_drawdetailprops 0
  182. r_drawmodeldecals 0
  183. r_drawflecks 0
  184. r_dynamic 0
  185. r_flashlightdepthtexture 0
  186. r_forcewaterleaf 1
  187. r_lightaverage 0
  188. r_maxnewsamples 2
  189. r_maxsampledist 1
  190. r_propsmaxdist 0
  191. r_renderoverlayfragment 0
  192. r_staticprop_lod 4
  193. r_waterdrawreflection 0
  194. r_waterdrawrefraction 1
  195. r_waterforceexpensive 0
  196. r_waterforcereflectentities 0
  197. rope_averagelight 0
  198. rope_collide 0
  199. rope_rendersolid 0
  200. rope_shake 0
  201. rope_smooth 0
  202. rope_subdiv 0
  203. rope_wind_dist 0
  204. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  205. // it, for example, setting this to `1'
  206. // disables rain effects on *_sawmill.
  207. tracer_extra 0
  208. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  209. violence_hblood 1
  210.  
  211. // ----------------------------------------------------------------------------
  212. // Misc
  213. // ----------------------------------------------------------------------------
  214. in_usekeyboardsampletime 0
  215. mat_clipz 1 // FX card users should set this to 0
  216. mat_forcehardwaresync 0
  217. mat_levelflush 1
  218. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  219. // silly incompatibility with the Xfire overlay. You should use
  220. // it if you can!
  221. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  222. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  223. // performed on the GPU (as opposed to on the CPU). The
  224. // value `-1' autodetects hardware support for this
  225. // feature, which is safer than forcing it.
  226.  
  227. // ----------------------------------------------------------------------------
  228. // Sound
  229. // ----------------------------------------------------------------------------
  230. // I'd be hesitant to say that you would see a great deal of performance
  231. // improvement from lowering the sound quality, but in my experience as a
  232. // competitive TF2 player, lowering the sound quality makes determination of
  233. // directionality and distance that much easier. You may see a small FPS gain
  234. // with these settings, or you may not, either way will likely have a
  235. // negligible effect on performance.
  236. // ----------------------------------------------------------------------------
  237. dsp_enhance_stereo 0
  238. dsp_slow_cpu 1
  239. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  240. // helpful in the past, as it seems to (for whatever
  241. // reason) reduce the number of TDRs experienced during
  242. // gameplay. There's some pretty good information on
  243. // TDRs (nerds only) here:
  244. // http://forums.nvidia.com/index.php?showtopic=65161
  245. snd_pitchquality 0
  246. snd_spatialize_roundrobin 1
  247.  
  248. // ----------------------------------------------------------------------------
  249. // Threading
  250. // ----------------------------------------------------------------------------
  251. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  252. // defines the threading method to be used by the material
  253. // system. It has been unstable to use in the past, but
  254. // nowadays it's generally okay.
  255. //
  256. // Here are the possible values:
  257. // -2 legacy default
  258. // -1 default
  259. // 0 synchronous single thread
  260. // 1 queued single thread
  261. // 2 queued multithreaded
  262. //
  263. // If you have problems with the value `2', try setting it to
  264. // `-1'.
  265. //
  266. // As an aside, there are quite a few bugs in the demo system
  267. // that occur when mat_queue_mode is set to a value that is
  268. // not `-1'. If you intend to do work with the demo system,
  269. // maybe you should change this.
  270.  
  271. cl_threaded_bone_setup 0
  272. cl_threaded_client_leaf_system 0
  273. r_queued_decals 0
  274. r_queued_ropes 1
  275. r_queued_post_processing 0
  276. r_threaded_client_shadow_manager 1
  277. r_threaded_particles 1
  278. r_threaded_renderables 1
  279.  
  280. // ----------------------------------------------------------------------------
  281. // Misc
  282. // ----------------------------------------------------------------------------
  283. cl_forcepreload 1 // Force preloading
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