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  1. //------------------------------------------------
  2. // TF2 Anti-Virus by Casual v1.0
  3. //------------------------------------------------
  4.  
  5. // Protection against server_can_execute bypass
  6. // Make your cfg/config.cfg read-only for extra protection
  7. cl_allowupload 0
  8. alias cl_allowupload "echo Blocked cl_allowupload!"
  9. alias clear "echo Blocked clear!"
  10. alias unbindall "echo Blocked unbindall!"
  11.  
  12. // Adblock for motd, extra protection:
  13. // > Create an empty file in your tf directory named textwindow_temp.html and make it read-only (this prevents the motd from being saved & loaded)
  14. // > Add '127.0.0.1 motd.pinion.gg' to your hosts file. This prevents a well known motd advertising network to load
  15. cl_disablehtmlmotd 1
  16. alias closed_htmlpage "echo Blocked pinion!"
  17.  
  18. // Gets rid of servers playing annoying sound files
  19. alias play "echo Blocked play!"
  20. alias sndplaydelay "echo Blocked sndplaydelay!"
  21. alias playgamesound "echo Blocked playgamesound!"
  22. alias soundfade "echo Blocked soundfade!"
  23.  
  24. // Servers don't need this
  25. alias cl_spec_mode
  26. alias rpt_connect
  27. alias r_screenoverlay
  28.  
  29.  
  30. //------------------------------------------------
  31.  
  32. mat_phong 1
  33. cl_jiggle_bone_framerate_cutoff 0
  34. r_drawflecks 0
  35. r_maxnewsamples 2
  36. r_maxsampledist 1
  37. tracer_extra 0
  38. mat_levelflush 1
  39. mat_disablephong 0
  40.  
  41. // mat_viewportupscale 1 and mat_viewportscale 0.5 // for terrible GPU's only
  42.  
  43.  
  44. cl_software_cursor 0 // fixes Windows cursor appearing on screen bug
  45. mat_vsync 0
  46. fps_max 50
  47.  
  48.  
  49. // optional ideal mouse settings for no accel
  50.  
  51. m_rawinput 1
  52. m_customaccel_exponent 0
  53. m_customaccel_max 0
  54. m_customaccel_scale 0
  55. m_filter 0
  56. m_forward 1
  57. m_mouseaccel1 0
  58. m_mouseaccel2 0
  59. m_mousespeed 1
  60. m_customaccel 0
  61.  
  62. // Sound
  63. volume .5 // set to whatever for volume level
  64. developer 1
  65. soundinfo
  66. snd_legacy_surround 0
  67. snd_surround_speakers 0 // "0" for software headphone surround, "1" for stereo speakers, "5" for surround sound (headphone or speaker)
  68. dsp_enhance_stereo 1 // "0" for speakers or hardware surround
  69. snd_disable_mixer_duck 1
  70. snd_pitchquality 1 // may be set to "0" for small FPS but dramatic decrease in sound quality
  71. dsp_slow_cpu 1
  72.  
  73. /// test these
  74. snd_mix_async "1" // set to "0" if audio stuttering occurs
  75. snd_mixahead .1 // increase if beginning of sounds are cut off
  76. snd_async_fullyasync 1 // "0" if audio stuttering occurs
  77. snd_async_spew_blocking 1
  78.  
  79. soundinfo
  80. developer 0
  81.  
  82. // Network settings
  83. cl_updaterate 67
  84. cl_cmdrate 67.000000
  85. cl_interp_ratio 1.000000
  86. cl_interp .015 // Increase if too choppy
  87. rate 100000.000000
  88.  
  89. cl_smooth 1
  90. cl_smoothtime .034
  91. cl_pred_optimize "2"
  92.  
  93.  
  94. cl_ragdoll_collide "0" // def. "0" # Collision between corpses on(1)/off(0)
  95. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  96. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  97. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  98. r_ragdoll_pronecheck_distance
  99.  
  100.  
  101. cl_ejectbrass 0
  102. muzzleflash_light 0
  103. cl_muzzleflash_dlight_1st 0
  104. cl_new_impact_effects 0
  105. cl_rumblescale 0
  106. cl_debugrumble 0
  107.  
  108. mat_reduceparticles 1
  109.  
  110. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  111. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  112. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  113. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  114. cl_phys_props_max "5" // def. "300" # Count of physical Props
  115. props_break_max_pieces "-1" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
  116. r_propsmaxdist "10" // def. "1200" # Behind this distance they are not rendered
  117.  
  118.  
  119. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  120. tf_particles_disable_weather "0" // def. "0" # Rain like on sawmill on(0)/off(1)
  121.  
  122. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  123.  
  124. mp_decals "200" // def. "200" # Count of Decals used for Multiplayer
  125. r_decal_cullsize "5" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  126. r_decals "2048" // def. "2048" # Count of Decals used by the entire SourceEngine
  127. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  128. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  129.  
  130.  
  131.  
  132. 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.
  133. 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.
  134. 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.
  135. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  136. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  137. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  138. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  139. mat_fastspecular "1" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  140. mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
  141. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  142. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  143. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  144. 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.
  145. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  146. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  147. r_worldlights "1" // def. "4" # Number of world lights to use per vertex
  148. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  149. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  150. r_shadowrendertotexture "0" // def. "" was "2" # 1 = High, 0 = Low
  151. r_shadowmaxrendered "12" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  152.  
  153.  
  154.  
  155. nb_shadow_dist = "400" // distance from which shadows are visible. Tweak to your preference
  156.  
  157.  
  158. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  159. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  160. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  161.  
  162. r_avglight 0
  163. r_ambientboost 0
  164. r_ambientfactor 0
  165. r_ambientmin 0
  166.  
  167.  
  168. r_renderoverlayfragment 0
  169. mat_max_worldmesh_vertices 512
  170.  
  171.  
  172. cl_showfps 1
  173.  
  174.  
  175. r_lod 2
  176. r_rootlod 2
  177. mat_picmip 2
  178. mat_mipmaptextures 0
  179. r_flex 0
  180.  
  181. r_eyegloss 0
  182. r_eyemove 0
  183. r_eyeshift_x 0
  184. r_eyeshift_y 0
  185. r_eyeshift_z 0
  186. r_eyes 0
  187. r_eyesize 0
  188. blink_duration 0
  189. r_teeth 0
  190.  
  191. cl_ragdoll_collide "0" // def. "0" # Collision between corpses on(1)/off(0)
  192. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  193. cl_ragdoll_fade_time "0" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  194. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  195. r_ragdoll_pronecheck_distance
  196.  
  197. cl_show_splashes 1
  198.  
  199. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  200. mat_filtertextures "1" // def. "1" // low 0 # Filter textures on(1)/off(0)
  201. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  202. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  203. mat_aaquality 0 // low 0
  204. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  205.  
  206. mat_software_aa_quality 0 // was 9
  207. mat_software_aa_strength 0
  208. mat_software_aa_strength_vgui -1
  209. mat_software_aa_blur_one_pixel_lines 0
  210. mat_software_aa_edge_threshold 9
  211. mat_software_aa_tap_offset "1"
  212.  
  213. cl_ejectbrass 0
  214. muzzleflash_light 0
  215. cl_muzzleflash_dlight_1st 0
  216. cl_new_impact_effects 0
  217. cl_rumblescale 0
  218. cl_debugrumble 0
  219.  
  220. mat_reduceparticles 1
  221.  
  222. r_3dnow 0
  223. r_3dsky 0
  224.  
  225.  
  226. mat_forcemanagedtextureintohardware 0
  227.  
  228.  
  229. mat_queue_mode "-1" // "2" may give better FPS for quad-cores, "1" may give better FPS for dual-cores
  230.  
  231. host_thread_mode "1" // set to "0" when creating a listen server (i.e. tr_walkway)
  232.  
  233. cl_threaded_bone_setup "0"
  234. cl_threaded_client_leaf_system "0"
  235. r_threaded_client_shadow_manager "1" // maybe works
  236. r_threaded_particles "1"
  237. r_threaded_renderables "1"
  238. r_queued_decals "0"
  239. r_queued_post_processing "0"
  240. studio_queue_mode "1"
  241. mp_usehwmmodels "-1"
  242. mp_usehwmvcds "-1"
  243.  
  244.  
  245. rope_shake 0
  246. rope_smooth 0
  247. rope_wind_dist 0
  248. rope_collide 0
  249. rope_subdiv 0
  250. rope_smooth_enlarge 0
  251. rope_smooth_maxalpha 0
  252. rope_smooth_maxalphawidth 0
  253. rope_smooth_minalpha 0
  254. rope_smooth_minwidth 0
  255. rope_averagelight 0
  256. r_ropetranslucent 0
  257. r_queued_ropes 0
  258.  
  259.  
  260. cc_subtitles 0
  261. cl_downloadfilter "nosounds"
  262. cl_allowdownload 0
  263. cl_allowupload 1
  264. commentary 0
  265. overview_mode 0
  266. adsp_debug 0
  267. cl_clearhinthistory 1
  268. cl_showhelp 0
  269. cl_debugrumble "0"
  270. cl_rumblescale "0"
  271.  
  272.  
  273. r_waterforceexpensive 0
  274. mat_wateroverlaysize 1
  275. r_cheapwaterend 200
  276. r_cheapwaterstart 300
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