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- //*************MR SLIN'S autoexec first*******************
- //Rcons and server connects
- alias surf "connect 216.52.143.58:27015"
- alias susu "connect 162.248.92.11:27015"
- alias nsurf "connect surf.justplay.tf:27010"
- alias susurf "connect prosurf.justplay.tf:27015"
- alias reddit "connect 173.234.164.114:27205"
- alias mge "connect thepit2.game.nfoservers.com:27015"
- alias mge2 "connect 66.150.188.127:27017"
- alias mge3 "connect 68.68.32.209:27015"
- alias "atlanta" "connect 173.234.164.114:27205"
- alias chiDM "connect 64.74.97.61:27015"
- alias dalDM "connect 74.91.114.228:27015"
- alias jump "connect 66.151.244.214:27015"
- alias ammomod "connect 72.5.195.29:27015"
- alias tftv "connect 173.208.239.18:27028"
- alias vtv "connect relay.vanillatv.org:27100"
- alias pub1 "connect 74.201.57.61:27015"
- alias star "connect 70.42.74.33:27015"
- alias sig "connect sigacrew.game.nfoservers.com:27015"
- alias db "connect 208.43.4.58:27015"
- alias bball "connect 74.91.125.39:27015; bind f kill; bind mouse2 dropitem"
- alias rays "connect 162.248.88.149:27015"
- alias sndrec "connect 70.54.125.119:27015"
- alias skial "connect 66.150.155.158:2000"
- // -----------
- // rcon config
- // -----------
- // -Maps
- alias mge "rconpass; rcon changelevel mge_training_v8_beta4b"
- alias badlands "rconpass; rcon changelevel cp_badlands"
- alias granary "rconpass; rcon changelevel cp_granary"
- alias snakewater "rconpass; rcon changelevel cp_snakewater_final1"
- alias gullywash "rconpass; rcon changelevel cp_gullywash_final1"
- alias viaduct "rconpass; rcon changelevel koth_pro_viaduct_rc4"
- alias metalworks "rconpass; rcon changelevel cp_metalworks_rc5"
- alias gpit "rconpass; rcon changelevel cp_gravelpit"
- alias process "rconpass; rcon changelevel cp_process_final"
- alias coalplant "rconpass; rcon changelevel koth_coalplant_b7"
- // -Configs
- alias esea_push "rconpass; rcon exec esea_push.cfg"
- alias esea_stopwatch "rconpass; rcon exec esea_stopwatch.cfg"
- alias esea_koth "rconpass; rcon exec esea_koth.cfg"
- alias cevo_push "rconpass; rcon exec cevo_push.cfg"
- alias cevo_stopwatch "rconpass; rcon exec cevo_stopwatch.cfg"
- alias cevo_koth "rconpass; rcon exec cevo_koth.cfg"
- alias ultiduo "rconpass; rcon exec koth_ultiduo.cfg"
- alias soap_off "rconpass; rcon exec soap_off.cfg"
- alias soap_on "rconpass; rcon exec soap_on.cfg"
- sv_cheats 1
- r_drawvgui 1
- con_filter_enable 1
- con_filter_text_out particle
- tf_hud_target_id_disable_floating_health 1
- cl_disablehtmlmotd "0"
- cl_notifications_show_ingame "1"
- cl_hud_playerclass_use_playermodel "0"
- hud_combattext_healing "0"
- hud_combattext_batching "1"
- viewmodel_fov_demo 90
- volume 0.02
- voice_enable 0
- hud_medicautocallers 1
- //keybindings
- bind "mouse1" "+attack"
- bind "mouse2" "+attack2"
- bind "escape" "cancelselect"
- bind "`" "toggleconsole"
- bind "1" "slot1"
- bind "2" "slot2"
- bind "3" "slot3"
- bind "4" "slot4"
- bind "5" "slot5"
- bind "6" "slot6"
- bind "8" "cl_trigger_first_notification"
- bind "9" "use_action_slot_item"
- bind "0" "cl_decline_first_notification""
- bind "w" "+forward"
- bind "a" "+moveleft"
- bind "s" "+back"
- bind "d" "+moveright"
- bind "q" "lastinv"
- bind "e" "voicemenu 0 0"
- bind "y" "messagemode"
- bind "u" "messagemode2"
- bind "g" "+use_action_slot_item"
- bind "t" "impulse 201"
- bind ] "prop_physics_create /props_c17/oildrum001_explosive.mdl"
- bind "\" "ToggleWav"
- bind "home" "kill"
- bind "pgup" "bind "r" "record asdfasdfasdf;stop"
- bind "del" "taunt"
- bind "end" "bind "r" "voicemenu 2 5;donkey"
- bind "shift" "+duck"
- bind "capslock" "+scores"
- bind "ctrl" "+duck"
- bind "." "changeteam"
- bind "," "changeclass"
- bind "LEFTARROW" "changeteam"
- bind "RIGHTARROW" "changeclass"
- bind "DOWNARROW" "changeclass"
- bind "tab" "+scores"
- //global melee weapon switch and attack
- alias +melee "slot3; exec default_crosshair; +attack"
- alias -melee "-attack; wait; slot1"
- //PREC SETTINGS - AUTOMATICALLY RECORDS POV DEMO WHEN TOURNAMENT MODE STARTS. FILES LOCATED IN TF/ADDONS FOLDER
- prec_check_update 1
- prec_log 1
- prec_notify 2
- prec_min_streak 3
- prec_mode 2
- prec_sound 1
- PREC_delete_useless_demo 0
- //hitsound settings
- cl_hud_minmode 1
- play hitsound.wav
- tf_dingalingaling "1"
- tf_dingaling_pitchmaxdmg "5"
- tf_dingaling_pitchmindmg "150"
- tf_dingaling_volume "1.00"
- tf_dingaling_wav_override "\hitsound.wav"
- exec defaultconfig.cfg
- engine_no_focus_sleep 1
- // ----------------------------------------------------------------------------
- // Sprays
- // ----------------------------------------------------------------------------
- // Bear in mind that these are disabled on war servers due to `sv_pure 2'
- // anyway, so if you play competitive TF2, this won't help you.
- // ----------------------------------------------------------------------------
- // Disable sprays
- //cl_playerspraydisable 1
- //r_spray_lifetime 0
- // Enable sprays -- uncomment this section if you want these settings
- cl_playerspraydisable 0
- r_spray_lifetime 2
- // ----------------------------------------------------------------------------
- // Shadows
- // ----------------------------------------------------------------------------
- // Disable shadows
- //mat_shadowstate 0
- //r_shadowmaxrendered 0
- //r_shadowrendertotexture 0
- //r_shadows 0
- // Enable shadows -- uncomment this section if you want these settings
- mat_shadowstate 1
- r_shadowmaxrendered 11
- r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
- // competitive TF2 players to see opponents standing
- // near the other side of a wall. You may see some
- // performance loss from setting this to `1'.
- r_shadows 1
- // ----------------------------------------------------------------------------
- // Facial features
- // ----------------------------------------------------------------------------
- // Disable facial features
- //r_eyes 0
- //r_flex 0
- //r_lod 2
- //r_rootlod 2
- //r_teeth 0
- // Enable facial features -- uncomment this section if you want these settings
- r_eyes 1
- r_flex 1
- r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
- r_rootlod 1
- r_teeth 1
- // ----------------------------------------------------------------------------
- // Ragdolls
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce ragdolls.
- // ----------------------------------------------------------------------------
- // Disable ragdolls
- cl_ragdoll_fade_time 0
- cl_ragdoll_forcefade 1
- cl_ragdoll_physics_enable 0
- g_ragdoll_fadespeed 0
- g_ragdoll_lvfadespeed 0
- ragdoll_sleepaftertime 0
- // Enable ragdolls -- uncomment this section if you want these settings
- //cl_ragdoll_fade_time 15
- //cl_ragdoll_forcefade 0
- //cl_ragdoll_physics_enable 1
- //g_ragdoll_fadespeed 600
- //g_ragdoll_lvfadespeed 100
- //ragdoll_sleepaftertime "5.0f"
- // ----------------------------------------------------------------------------
- // Gibs
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce gibs.
- // ----------------------------------------------------------------------------
- // Disable gibs
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- // Enable gibs -- uncomment this section if you want these settings
- //cl_phys_props_enable 1
- //cl_phys_props_max 128
- //props_break_max_pieces -1
- //r_propsmaxdist 1000
- //violence_agibs 1
- //violence_hgibs 1
- // ----------------------------------------------------------------------------
- // Graphical
- // ----------------------------------------------------------------------------
- // Now we come to the main brunt of the config. You probably don't want to mess
- // with this.
- // ----------------------------------------------------------------------------
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
- cl_new_impact_effects 0
- cl_show_splashes 0
- func_break_max_pieces 0
- glow_outline_effect_enable 1 // Cart glow effect.
- lod_transitiondist 0
- mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players.
- mat_colcorrection_disableentities 1
- mat_queue_mode 0
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 0
- mat_filtertextures 0
- mat_forceaniso 0
- mat_hdr_level 0
- mat_max_worldmesh_vertices 512
- 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
- mat_parallaxmap 0
- mat_picmip 2 // 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_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. Setting this to 1 on dx8 will
- // result in some strange `fire' textures replacing their
- // appropriate counterparts, especially on medals, and certain
- // hats.
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 9 // `9' is a good value to still see the spread pattern from a
- // scattergun without any real performance loss.
- r_3dsky 0
- r_rootlod 2
- r_shadowrendertotexture 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 9
- r_decalstaticprops 0
- r_decal_cullsize 15
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 2
- r_maxsampledist 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
- violence_hblood 1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- in_usekeyboardsampletime 0
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- m_rawinput 0 // 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, which is safer than forcing it.
- // ----------------------------------------------------------------------------
- // 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 0
- dsp_slow_cpu 1
- 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 0
- snd_spatialize_roundrobin 1
- // ----------------------------------------------------------------------------
- // 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
- wait 180
- exec gabe.cfg
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