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DJ_Pau1

autoexec.cfg

Jul 25th, 2015
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  1. prec_mode 3
  2. prec_min_streak 10
  3.  
  4.  
  5. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  6. // ----------------------------------------------------------------------------
  7. // Comanglia' frames config inspired by chris, designed to get you a large performance boost
  8. // v1.7a | 17 May 2015 | https://dl.dropboxusercontent.com/u/92187841/gfx.cfg
  9. // ----------------------------------------------------------------------------
  10. // Launch options:
  11. // You don't have to remove -dxlevel from the launch options after the first launch!
  12. //
  13. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid
  14. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid
  15. // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore
  16. //
  17. // DX Levels
  18. // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98
  19. // if you can use -dxlevel 81 USE IT your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect
  20. // (some series of outdated nvidia drivers remove this affect)
  21. // ----------------------------------------------------------------------------
  22.  
  23. // Protection against server_can_execute bypass
  24. // Make your cfg/config.cfg read-only for extra protection
  25. cl_allowupload 0
  26. alias cl_allowupload "echo Blocked cl_allowupload!"
  27. alias clear "echo Blocked clear!"
  28. alias unbindall "echo Blocked unbindall!"
  29.  
  30. // Adblock for motd, extra protection:
  31. // > 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)
  32. // > Add '127.0.0.1 motd.pinion.gg' to your hosts file. This prevents a well known motd advertising network to load
  33. cl_disablehtmlmotd 1
  34. alias closed_htmlpage "echo Blocked pinion!"
  35.  
  36. // Gets rid of servers playing annoying sound files
  37. alias play "echo Blocked play!"
  38. alias sndplaydelay "echo Blocked sndplaydelay!"
  39. alias playgamesound "echo Blocked playgamesound!"
  40. alias soundfade "echo Blocked soundfade!"
  41.  
  42. // Servers don't need this
  43. alias cl_spec_mode
  44. alias rpt_connect
  45. alias r_screenoverlay
  46.  
  47.  
  48. // Fix binds--replace "[key]" with keybind of your choice
  49. bind [key] snd_restart // looping sound bug fix (cart sound, etc.)
  50. bind [key] fix // records a demo and stops; fixes various bugs--invisible players, etc.
  51. alias +fix "record fix;stop;+duck"
  52. alias -fix "-duck"
  53.  
  54. bind "space" "+jumpeh"
  55.  
  56. alias "stabby" "connect 66.150.188.38:27015;echo http://steamcommunity.com/groups/stabbyserver :B"
  57. alias "starmod" "connect 216.52.143.165:27015; echo http://steamcommunity.com/groups/STARMOD_"
  58.  
  59. // ----------------------------------------------------------------------------
  60. // FPS cap
  61. // ----------------------------------------------------------------------------
  62. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  63. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  64. // desirable than a variable but sometimes high framerate. A common
  65. // misconception is that if any more frames are generated than your monitor can
  66. // display, they are useless. This is wrong -- frames are used for much more
  67. // than mere display, and affect the way the game feels well past your
  68. // refresh rate.
  69. // ----------------------------------------------------------------------------
  70. cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
  71. fps_max 134 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
  72. //fps_max 132 // I'm leaving this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
  73.  
  74. // ----------------------------------------------------------------------------
  75. // Net settings
  76. // ----------------------------------------------------------------------------
  77. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  78. // are a fact of life in competitive TF2, and as such, they are included here.
  79. //
  80. // A common question I am asked -- what defines whether a good connection is
  81. // good or bad? Mostly personal preference. If you're not willing to make the
  82. // choice, try both and see which is better for you.
  83. //
  84. // Generally, meeting both of the following conditions would classify it as a
  85. // good connection:
  86. //
  87. // - Ping of <80 to the average server you join
  88. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  89. //
  90. // There's some pretty good documentation on this here:
  91. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  92. //
  93. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  94. // ----------------------------------------------------------------------------
  95.  
  96. // Good connection
  97. cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  98. cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
  99. cl_interp_ratio 1
  100. cl_lagcompensation 1
  101. cl_pred_optimize 2
  102. cl_smooth 0
  103. cl_smoothtime 0.01
  104. cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  105. rate 62000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
  106.  
  107. // Competitive connection // Very few servers will have these settings
  108. //cl_cmdrate 128
  109. //cl_interp .007 // this will likely have to be user defined .007 should be roughly the lowest interp, hit scan might do well at .0152 for this
  110. //cl_interp_ratio 1
  111. //cl_lagcompensation 1
  112. //cl_pred_optimize 2
  113. //cl_smooth 0
  114. //cl_smoothtime 0.01
  115. //cl_updaterate 128
  116. //rate 90000 // With higher tick rates you have more bandwidth being used
  117.  
  118. // Bad connection
  119. //cl_cmdrate 40
  120. //cl_interp 0
  121. //cl_interp_ratio 2
  122. //cl_lagcompensation 1
  123. //cl_pred_optimize 2
  124. //cl_smooth 0
  125. //cl_smoothtime 0.01
  126. //cl_updaterate 40
  127. //rate 35000
  128.  
  129. // ----------------------------------------------------------------------------
  130. // Sprays
  131. // ----------------------------------------------------------------------------
  132. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  133. // anyway, so if you play competitive TF2, this won't help you.
  134. // ----------------------------------------------------------------------------
  135.  
  136. // Disable sprays
  137. //cl_playerspraydisable 1
  138. //r_spray_lifetime 0
  139.  
  140. // Enable sprays -- uncomment this section if you want these settings
  141. cl_playerspraydisable 0
  142. r_spray_lifetime 2
  143.  
  144. // ----------------------------------------------------------------------------
  145. // Shadows
  146. // ----------------------------------------------------------------------------
  147.  
  148. // Disable shadows
  149. mat_shadowstate 0
  150. r_shadowmaxrendered 0
  151. r_shadowrendertotexture 0
  152. r_shadows 0
  153.  
  154. // Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
  155. //mat_shadowstate 1
  156. //r_shadowmaxrendered 9
  157. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  158. // competitive TF2 players to see opponents standing
  159. // near the other side of a wall. You may see some
  160. // performance loss from setting this to `1'.
  161. //r_shadows 1
  162.  
  163. // ----------------------------------------------------------------------------
  164. // Facial features
  165. // ----------------------------------------------------------------------------
  166.  
  167. // Disable facial features
  168. r_eyes 0
  169. r_flex 0
  170. r_lod 2
  171. r_rootlod 2
  172. r_teeth 0
  173.  
  174. // Enable facial features -- turning them on lowers framerate by 5ish%
  175. //r_eyes 1
  176. //r_flex 1
  177. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  178. //r_rootlod 1
  179. //r_teeth 1
  180.  
  181. // ----------------------------------------------------------------------------
  182. // Ragdolls
  183. // ----------------------------------------------------------------------------
  184. // You will have reduced performance on deaths which produce ragdolls.
  185. // ----------------------------------------------------------------------------
  186.  
  187. // Disable ragdolls
  188. cl_ragdoll_fade_time 0
  189. cl_ragdoll_forcefade 1
  190. cl_ragdoll_physics_enable 0
  191. g_ragdoll_fadespeed 0
  192. g_ragdoll_lvfadespeed 0
  193. ragdoll_sleepaftertime 0
  194.  
  195. // Enable ragdolls -- lowers by 10ish%
  196. //cl_ragdoll_fade_time 15
  197. //cl_ragdoll_forcefade 0
  198. //cl_ragdoll_physics_enable 1
  199. //g_ragdoll_fadespeed 600
  200. //g_ragdoll_lvfadespeed 100
  201. //ragdoll_sleepaftertime "5.0f"
  202.  
  203. // ----------------------------------------------------------------------------
  204. // Gibs
  205. // ----------------------------------------------------------------------------
  206. // You will have reduced performance on deaths which produce gibs.
  207. // ----------------------------------------------------------------------------
  208.  
  209. // Disable gibs
  210. cl_phys_props_enable 0
  211. cl_phys_props_max 0
  212. props_break_max_pieces 0
  213. r_propsmaxdist 1
  214. violence_agibs 0
  215. violence_hgibs 0
  216.  
  217. // Enable gibs -- 6-7% less framerate
  218. //cl_phys_props_enable 1
  219. //cl_phys_props_max 128
  220. //props_break_max_pieces -1
  221. //r_propsmaxdist 1000
  222. violence_agibs 1
  223. violence_hgibs 1
  224.  
  225. // ----------------------------------------------------------------------------
  226. // Graphical
  227. // ----------------------------------------------------------------------------
  228. // Now we come to the main brunt of the config. You probably don't want to mess
  229. // with this.
  230. // ----------------------------------------------------------------------------
  231. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  232. fov_desired 90 // seriously everyone should use this.
  233. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  234. cl_muzzleflash_dlight_1st 0
  235. cl_detaildist 0
  236. cl_detailfade 0
  237. cl_drawmonitors 0
  238. cl_ejectbrass 0
  239. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  240. cl_new_impact_effects 0
  241. cl_show_splashes 0
  242. func_break_max_pieces 0
  243. glow_outline_effect_enable 0 // Cart glow effect.
  244. lod_transitiondist 0
  245. mat_antialias 0
  246. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  247. // a strange `shine' effect to appear on all players. - Chris
  248. // In the past I wasn't able to prove that disabling this was significant,
  249. // it effects fps by about 1% after several checks - Comanglia
  250. mat_colcorrection_disableentities 0
  251. mat_colorcorrection 0
  252. mat_disable_bloom 1
  253. mat_disable_fancy_blending 1
  254. mat_disable_lightwarp 1
  255. mat_envmapsize 8
  256. mat_envmaptgasize 8
  257. mat_filterlightmaps 1
  258. mat_filtertextures 1
  259. mat_forceaniso 0
  260. mat_hdr_level 0
  261. mat_max_worldmesh_vertices 512
  262. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  263. // to get it darker. Only works in fullscreen.
  264. mat_parallaxmap 0
  265. mat_picmip -1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  266. // at a range from -1 to 2, -1 being the best quality, 2 being the
  267. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  268. mat_reducefillrate 1
  269. mat_reduceparticles 1
  270. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  271. // non-shiny, and will remove some specular effects from in-game
  272. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  273. mat_trilinear 1
  274. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  275. mat_viewportupscale 1
  276. mat_wateroverlaysize 1
  277. mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
  278. r_3dsky 0
  279. r_ambientboost 0
  280. r_ambientfactor 0
  281. r_ambientmin 0
  282. r_avglight 0
  283. r_cheapwaterend 1
  284. r_cheapwaterstart 1
  285. r_decals 9
  286. r_maxmodeldecal 9
  287. r_decalstaticprops 0
  288. r_decal_cullsize 15
  289. r_drawdetailprops 0
  290. r_drawmodeldecals 0
  291. r_drawflecks 0
  292. r_dynamic 0
  293. r_flashlightdepthtexture 0
  294. r_forcewaterleaf 1
  295. r_lightaverage 0
  296. r_maxnewsamples 0
  297. r_maxsampledist 1
  298. r_occlusion 0 // disables ambient occlusion. 2% FPS boost
  299. r_pixelfog 1
  300. r_propsmaxdist 0
  301. r_renderoverlayfragment 0
  302. r_staticprop_lod 4
  303. r_waterdrawreflection 0
  304. r_waterdrawrefraction 1
  305. r_waterforceexpensive 0
  306. r_waterforcereflectentities 0
  307. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  308. rope_averagelight 0
  309. rope_collide 0
  310. rope_rendersolid 0
  311. rope_shake 0
  312. rope_smooth 0
  313. rope_subdiv 0
  314. rope_wind_dist 0
  315. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  316. // it, for example, setting this to `1'
  317. // disables rain effects on *_sawmill.
  318. tracer_extra 0
  319. violence_ablood 1 // framerates on -most- pcs are higher with these on
  320. violence_hblood 1
  321. mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
  322. mat_motion_blur_forward_enabled 0
  323. mat_motion_blur_strength 0
  324.  
  325. // ----------------------------------------------------------------------------
  326. // Misc
  327. // ----------------------------------------------------------------------------
  328. in_usekeyboardsampletime 0
  329. mat_clipz 1 // FX card users should set this to 0
  330. mat_forcehardwaresync 0
  331. mat_levelflush 1
  332. m_rawinput 0 // Turn on raw mouse input. Commented out by default due to
  333. // silly incompatibility with the Xfire overlay. You should use
  334. // it if you can! - WHO USES XFIRE ANYMORE?
  335. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  336. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  337. // performed on the GPU (as opposed to on the CPU). The
  338. // value `-1' autodetects hardware support for this
  339. // feature, which is safer than forcing it.
  340.  
  341. ai_expression_optimization 1
  342. fast_fogvolume 1
  343. host_thread_mode 0 // Not exactly stable
  344. mod_load_anims_async 1
  345. mod_load_mesh_async 1
  346. mod_load_vcollide_async 1
  347.  
  348. // ----------------------------------------------------------------------------
  349. // Sound
  350. // ----------------------------------------------------------------------------
  351. // I'd be hesitant to say that you would see a great deal of performance
  352. // improvement from lowering the sound quality, but in my experience as a
  353. // competitive TF2 player, lowering the sound quality makes determination of
  354. // directionality and distance that much easier. You may see a small FPS gain
  355. // with these settings, or you may not, either way will likely have a
  356. // negligible effect on performance.
  357. // ----------------------------------------------------------------------------
  358. dsp_enhance_stereo 0
  359. dsp_slow_cpu 1
  360. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  361. // helpful in the past, as it seems to (for whatever
  362. // reason) reduce the number of TDRs experienced during
  363. // gameplay. There's some pretty good information on
  364. // TDRs (nerds only) here:
  365. // http://forums.nvidia.com/index.php?showtopic=65161
  366. snd_pitchquality 1
  367. snd_spatialize_roundrobin 0
  368. snd_mixahead .07 // Delay in sound from weapons below .05 has been known to be unstable
  369.  
  370. // ----------------------------------------------------------------------------
  371. // Threading
  372. // ----------------------------------------------------------------------------
  373. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  374. // defines the threading method to be used by the material
  375. // system. It has been unstable to use in the past, but
  376. // nowadays it's generally okay.
  377. //
  378. // Here are the possible values:
  379. // -2 legacy default
  380. // -1 default
  381. // 0 synchronous single thread
  382. // 1 queued single thread
  383. // 2 queued multithreaded
  384. //
  385. // If you have problems with the value `2', try setting it to
  386. // `-1'.
  387. //
  388. // As an aside, there are quite a few bugs in the demo system
  389. // that occur when mat_queue_mode is set to a value that is
  390. // not `-1'. If you intend to do work with the demo system,
  391. // maybe you should change this.
  392. //
  393. //After immense testing I've found that default works perfectly
  394. //fine with setting your Thread usage. It automatically set me
  395. //to 2 every time. I'd say it's safer and likely less buggy to
  396. //leave this at -1 than it is at 2.
  397. //
  398. //As a side not I've noticed micro stutters with mat_queue_mode 2
  399. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  400.  
  401. cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
  402. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  403. r_queued_decals 0 // lessens the impact of higher decal limits.
  404. r_queued_ropes 1
  405. r_queued_post_processing 1 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
  406. r_threaded_client_shadow_manager 1
  407. r_threaded_particles 1
  408. r_threaded_renderables 1
  409. net_queue_trace 0
  410.  
  411. // ----------------------------------------------------------------------------
  412. // HUD
  413. // ----------------------------------------------------------------------------
  414. hud_saytext_time 2 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
  415. voice_enable 0 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
  416. hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen
  417. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  418. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  419. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  420.  
  421. // ----------------------------------------------------------------------------
  422. // Test Shit
  423. // ----------------------------------------------------------------------------
  424. cl_localnetworkbackdoor 1 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
  425. cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
  426. //cl_notifications_show_ingame 0 // Pretty sure this disables Trade/Duel Notifications
  427. sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
  428. cl_loadondemand_default 0
  429.  
  430. // ----------------------------------------------------------------------------
  431. // Misc
  432. // ----------------------------------------------------------------------------
  433. cl_forcepreload 1 // Force preloading
  434. cl_ask_blacklist_opt_out "1"
  435. cl_ask_favorite_opt_out "1"
  436. sb_dontshow_maxplayer_warning "1"
  437. tf_explanations_backpackpanel "1"
  438. tf_explanations_charinfo_armory_panel "1"
  439. tf_explanations_charinfopanel "1"
  440. tf_explanations_craftingpanel "1"
  441. tf_explanations_discardpanel "1"
  442. tf_explanations_store "1"
  443. tf_training_has_prompted_for_forums "1"
  444. tf_training_has_prompted_for_loadout "1"
  445. tf_training_has_prompted_for_offline_practice "1"
  446. tf_training_has_prompted_for_options "1"
  447. tf_training_has_prompted_for_training "1"
  448. //net_graph 1 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at
  449. // net_graph 1,2,3,4,5
  450. hud_fastswitch 1
  451.  
  452. // ----------------------------------------------------------------------------
  453. // Print to console
  454. // ----------------------------------------------------------------------------
  455. echo "---------------------------------------------------------"
  456. echo "Comanglia' frames config loaded. Inspired by Chris config"
  457. echo "----------------------------------------
  458. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  459. // ----------------------------------------------------------------------------
  460. // Comanglia' Potato / Toaster config inspired by chris, designed to get you a large performance boost
  461. // v0.1beta | 15 May 2015 |
  462. // ----------------------------------------------------------------------------
  463. // Launch options:
  464. // You should remove -dxlevel xx from the launch options for superior stability with
  465. // ALT+Tabbing
  466. //
  467. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid
  468. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid
  469. // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore
  470. //
  471. // DX Levels
  472. // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98
  473. // if you can use -dxlevel 81 USE IT your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect (some series of outdated nvidia drivers remove this affect)
  474. // ----------------------------------------------------------------------------
  475.  
  476. // ----------------------------------------------------------------------------
  477. // FPS cap
  478. // ----------------------------------------------------------------------------
  479. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  480. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  481. // desirable than a variable but sometimes high framerate. A common
  482. // misconception is that if any more frames are generated than your monitor can
  483. // display, they are useless. This is wrong -- frames are used for much more
  484. // than mere display, and affect the way the game feels well past your
  485. // refresh rate.
  486. // ----------------------------------------------------------------------------
  487. cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
  488. fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
  489. //fps_max 132 // I'm leaving this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
  490.  
  491. // ----------------------------------------------------------------------------
  492. // Net settings
  493. // ----------------------------------------------------------------------------
  494. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  495. // are a fact of life in competitive TF2, and as such, they are included here.
  496. //
  497. // A common question I am asked -- what defines whether a good connection is
  498. // good or bad? Mostly personal preference. If you're not willing to make the
  499. // choice, try both and see which is better for you.
  500. //
  501. // Generally, meeting both of the following conditions would classify it as a
  502. // good connection:
  503. //
  504. // - Ping of <80 to the average server you join
  505. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  506. //
  507. // There's some pretty good documentation on this here:
  508. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  509. //
  510. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  511. // ----------------------------------------------------------------------------
  512.  
  513. // Good connection
  514. cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  515. cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
  516. cl_interp_ratio 1
  517. cl_lagcompensation 1
  518. cl_pred_optimize 2
  519. cl_smooth 0
  520. cl_smoothtime 0.01
  521. cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  522. rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
  523.  
  524. // Competitive connection // Very few servers will have these settings
  525. //cl_cmdrate 128
  526. //cl_interp .007 // this will likely have to be user defined .007 should be roughly the lowest interp, hit scan might do well at .0152 for this
  527. //cl_interp_ratio 1
  528. //cl_lagcompensation 1
  529. //cl_pred_optimize 2
  530. //cl_smooth 0
  531. //cl_smoothtime 0.01
  532. //cl_updaterate 128
  533. //rate 90000 // With higher tick rates you have more bandwidth being used
  534.  
  535. // Bad connection
  536. //cl_cmdrate 40
  537. //cl_interp 0
  538. //cl_interp_ratio 2
  539. //cl_lagcompensation 1
  540. //cl_pred_optimize 2
  541. //cl_smooth 0
  542. //cl_smoothtime 0.01
  543. //cl_updaterate 40
  544. //rate 35000
  545.  
  546. // ----------------------------------------------------------------------------
  547. // Sprays
  548. // ----------------------------------------------------------------------------
  549. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  550. // anyway, so if you play competitive TF2, this won't help you.
  551. // ----------------------------------------------------------------------------
  552.  
  553. // Disable sprays
  554. cl_playerspraydisable 1
  555. r_spray_lifetime 0
  556.  
  557. // Enable sprays -- uncomment this section if you want these settings
  558. //cl_playerspraydisable 0
  559. //r_spray_lifetime 2
  560.  
  561. // ----------------------------------------------------------------------------
  562. // Shadows
  563. // ----------------------------------------------------------------------------
  564.  
  565. // Disable shadows
  566. mat_shadowstate 0
  567. r_shadowmaxrendered 0
  568. r_shadowrendertotexture 0
  569. r_shadows 0
  570.  
  571. // Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
  572. //mat_shadowstate 1
  573. //r_shadowmaxrendered 11
  574. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  575. // competitive TF2 players to see opponents standing
  576. // near the other side of a wall. You may see some
  577. // performance loss from setting this to `1'.
  578. //r_shadows 1
  579.  
  580. // ----------------------------------------------------------------------------
  581. // Facial features
  582. // ----------------------------------------------------------------------------
  583.  
  584. // Disable facial features
  585. r_eyes 0
  586. r_flex 0
  587. r_lod 2
  588. r_rootlod 2
  589. r_teeth 0
  590.  
  591. // Enable facial features -- turning them on lowers framerate by 5ish%
  592. //r_eyes 1
  593. //r_flex 1
  594. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  595. //r_rootlod 1
  596. //r_teeth 1
  597.  
  598. // ----------------------------------------------------------------------------
  599. // Ragdolls
  600. // ----------------------------------------------------------------------------
  601. // You will have reduced performance on deaths which produce ragdolls.
  602. // ----------------------------------------------------------------------------
  603.  
  604. // Disable ragdolls
  605. cl_ragdoll_fade_time 0
  606. cl_ragdoll_forcefade 1
  607. cl_ragdoll_physics_enable 0
  608. g_ragdoll_fadespeed 0
  609. g_ragdoll_lvfadespeed 0
  610. ragdoll_sleepaftertime 0
  611.  
  612. // Enable ragdolls -- lowers by 10ish%
  613. //cl_ragdoll_fade_time 15
  614. //cl_ragdoll_forcefade 0
  615. //cl_ragdoll_physics_enable 1
  616. //g_ragdoll_fadespeed 600
  617. //g_ragdoll_lvfadespeed 100
  618. //ragdoll_sleepaftertime "5.0f"
  619.  
  620. // ----------------------------------------------------------------------------
  621. // Gibs
  622. // ----------------------------------------------------------------------------
  623. // You will have reduced performance on deaths which produce gibs.
  624. // ----------------------------------------------------------------------------
  625.  
  626. // Disable gibs
  627. cl_phys_props_enable 0
  628. cl_phys_props_max 0
  629. props_break_max_pieces 0
  630. r_propsmaxdist 1
  631. violence_agibs 0
  632. violence_hgibs 0
  633.  
  634. // Enable gibs -- 6-7% less framerate
  635. cl_phys_props_enable 1
  636. cl_phys_props_max 4
  637. props_break_max_pieces 2
  638. r_propsmaxdist 100
  639. //violence_agibs 1
  640. //violence_hgibs 1
  641.  
  642. // ----------------------------------------------------------------------------
  643. // Graphical
  644. // ----------------------------------------------------------------------------
  645. // Now we come to the main brunt of the config. You probably don't want to mess
  646. // with this.
  647. // ----------------------------------------------------------------------------
  648. sv_cheats 1 // Disabled at the end of this, may or may not do anything lol
  649. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  650. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  651. cl_muzzleflash_dlight_1st 0
  652. cl_detaildist 0
  653. cl_detailfade 0
  654. cl_drawmonitors 0
  655. cl_ejectbrass 0
  656. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  657. cl_new_impact_effects 0
  658. cl_show_splashes 0
  659. func_break_max_pieces 0
  660. glow_outline_effect_enable 0 // Cart glow effect.
  661. lod_transitiondist 0
  662. mat_antialias 0
  663. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  664. // a strange `shine' effect to appear on all players. - Chris
  665. // In the past I wasn't able to prove that disabling this was significant,
  666. // it effects fps by about 1% after several checks - Comanglia
  667. mat_colcorrection_disableentities 0
  668. mat_colorcorrection 0
  669. mat_disable_bloom 1
  670. mat_disable_fancy_blending 1
  671. mat_disable_lightwarp 1
  672. mat_envmapsize 8
  673. mat_envmaptgasize 8
  674. mat_filterlightmaps 0
  675. mat_filtertextures 0
  676. mat_forceaniso 0
  677. mat_hdr_level 0
  678. mat_max_worldmesh_vertices 512
  679. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  680. // to get it darker. Only works in fullscreen.
  681. mat_motion_blur_enabled 0
  682. mat_parallaxmap 0
  683. mat_picmip -1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  684. // at a range from -1 to 2, -1 being the best quality, 2 being the
  685. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  686. mat_reducefillrate 1
  687. mat_reduceparticles 1
  688. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  689. // non-shiny, and will remove some specular effects from in-game
  690. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  691. mat_trilinear 0
  692. mat_wateroverlaysize 1
  693. mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
  694. r_3dsky 0
  695. r_ambientboost 0
  696. r_ambientfactor 0
  697. r_ambientmin 0
  698. r_avglight 0
  699. r_cheapwaterend 1
  700. r_cheapwaterstart 1
  701. r_decals 9
  702. r_maxmodeldecal 9
  703. r_decalstaticprops 0
  704. r_decal_cullsize 15
  705. r_drawdetailprops 0
  706. r_drawmodeldecals 0
  707. r_drawflecks 0
  708. r_dynamic 0
  709. r_flashlightdepthtexture 0
  710. r_forcewaterleaf 1
  711. r_lightaverage 0
  712. r_maxnewsamples 0
  713. r_maxsampledist 1
  714. r_occlusion 0 // disables ambient occlusion. 2% FPS boost
  715. r_propsmaxdist 0
  716. r_renderoverlayfragment 0
  717. r_staticprop_lod 4
  718. r_waterdrawreflection 0
  719. r_waterdrawrefraction 1
  720. r_waterforceexpensive 0
  721. r_waterforcereflectentities 0
  722. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  723. rope_averagelight 0
  724. rope_collide 0
  725. rope_rendersolid 0
  726. rope_shake 0
  727. rope_smooth 0
  728. rope_subdiv 0
  729. rope_wind_dist 0
  730. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  731. // it, for example, setting this to `1'
  732. // disables rain effects on *_sawmill.
  733. tracer_extra 0
  734. violence_ablood 1 // framerates on -most- pcs are higher with these on
  735. violence_hblood 1
  736. sv_cheats 0
  737.  
  738. // ----------------------------------------------------------------------------
  739. // Misc
  740. // ----------------------------------------------------------------------------
  741. in_usekeyboardsampletime 0
  742. mat_clipz 1 // FX card users should set this to 0
  743. mat_forcehardwaresync 0
  744. mat_levelflush 1
  745. //m_rawinput 0 // Turn on raw mouse input. Commented out by default due to
  746. // silly incompatibility with the Xfire overlay. You should use
  747. // it if you can! - WHO USES XFIRE ANYMORE?
  748. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  749. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  750. // performed on the GPU (as opposed to on the CPU). The
  751. // value `-1' autodetects hardware support for this
  752. // feature, which is safer than forcing it.
  753.  
  754. ai_expression_optimization 1
  755. fast_fogvolume 1
  756. host_thread_mode 0 // Not exactly stable
  757. mod_load_anims_async 1
  758. mod_load_mesh_async 1
  759. mod_load_vcollide_async 1
  760.  
  761. // ----------------------------------------------------------------------------
  762. // Sound
  763. // ----------------------------------------------------------------------------
  764. // I'd be hesitant to say that you would see a great deal of performance
  765. // improvement from lowering the sound quality, but in my experience as a
  766. // competitive TF2 player, lowering the sound quality makes determination of
  767. // directionality and distance that much easier. You may see a small FPS gain
  768. // with these settings, or you may not, either way will likely have a
  769. // negligible effect on performance.
  770. // ----------------------------------------------------------------------------
  771. dsp_enhance_stereo 0
  772. dsp_slow_cpu 1
  773. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  774. // helpful in the past, as it seems to (for whatever
  775. // reason) reduce the number of TDRs experienced during
  776. // gameplay. There's some pretty good information on
  777. // TDRs (nerds only) here:
  778. // http://forums.nvidia.com/index.php?showtopic=65161
  779. snd_pitchquality 0
  780. snd_spatialize_roundrobin 1
  781. snd_mixahead .06 // Delay in sound from weapons below .05 has been known to be unstable
  782.  
  783. // ----------------------------------------------------------------------------
  784. // Threading
  785. // ----------------------------------------------------------------------------
  786. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  787. // defines the threading method to be used by the material
  788. // system. It has been unstable to use in the past, but
  789. // nowadays it's generally okay.
  790. //
  791. // Here are the possible values:
  792. // -2 legacy default
  793. // -1 default
  794. // 0 synchronous single thread
  795. // 1 queued single thread
  796. // 2 queued multithreaded
  797. //
  798. // If you have problems with the value `2', try setting it to
  799. // `-1'.
  800. //
  801. // As an aside, there are quite a few bugs in the demo system
  802. // that occur when mat_queue_mode is set to a value that is
  803. // not `-1'. If you intend to do work with the demo system,
  804. // maybe you should change this.
  805. //
  806. //After immense testing I've found that default works perfectly
  807. //fine with setting your Thread usage. It automatically set me
  808. //to 2 every time. I'd say it's safer and likely less buggy to
  809. //leave this at -1 than it is at 2.
  810. //
  811. //As a side not I've noticed micro stutters with mat_queue_mode 2
  812. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  813.  
  814. cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
  815. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  816. r_queued_decals 1 // lessens the impact of higher decal limits.
  817. r_queued_ropes 1
  818. r_queued_post_processing 1 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
  819. r_threaded_client_shadow_manager 1
  820. r_threaded_particles 1
  821. r_threaded_renderables 1
  822. net_queue_trace 0
  823.  
  824. // ----------------------------------------------------------------------------
  825. // HUD
  826. // ----------------------------------------------------------------------------
  827. hud_saytext_time 2 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
  828. voice_enable 0 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
  829. hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen
  830. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  831. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  832. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  833.  
  834. // ----------------------------------------------------------------------------
  835. // Test Shit
  836. // ----------------------------------------------------------------------------
  837. cl_localnetworkbackdoor 1 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost, disabling seems to cause minor jitter.
  838. cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
  839. //cl_notifications_show_ingame 0 // Pretty sure this disables Trade/Duel Notifications
  840. sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
  841. cl_loadondemand_default 0
  842.  
  843. // ----------------------------------------------------------------------------
  844. // Misc
  845. // ----------------------------------------------------------------------------
  846. cl_forcepreload 1 // Force preloading
  847. cl_ask_blacklist_opt_out "1"
  848. cl_ask_favorite_opt_out "1"
  849. sb_dontshow_maxplayer_warning "1"
  850. tf_explanations_backpackpanel "1"
  851. tf_explanations_charinfo_armory_panel "1"
  852. tf_explanations_charinfopanel "1"
  853. tf_explanations_craftingpanel "1"
  854. tf_explanations_discardpanel "1"
  855. tf_explanations_store "1"
  856. tf_training_has_prompted_for_forums "1"
  857. tf_training_has_prompted_for_loadout "1"
  858. tf_training_has_prompted_for_offline_practice "1"
  859. tf_training_has_prompted_for_options "1"
  860. tf_training_has_prompted_for_training "1"
  861. //net_graph 1 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at
  862. // net_graph 1,2,3,4,5
  863.  
  864. // ----------------------------------------------------------------------------
  865. // Print to console
  866. // ----------------------------------------------------------------------------
  867. echo "---------------------------------------------------------"
  868. echo "Comanglia' Potato / Toaster config loaded. Inspired by Chris config"
  869. echo "---------------------------------------------------------"
  870.  
  871.  
  872. /////////////////////////////////////////////////////////////////////////////////////////
  873. /////////////////////////////////////////////////////////////////////////////////////////
  874.  
  875. //*************** Stabby's Changes: ***************
  876.  
  877. /////////////////////////////////////////////////////////////////////////////////////////
  878. /////////////////////////////////////////////////////////////////////////////////////////
  879.  
  880.  
  881. violence_agibs 1
  882. violence_hgibs 1
  883.  
  884. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  885. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  886. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  887. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  888. r_ragdoll_pronecheck_distance
  889. g_ragdoll_fadespeed 600
  890. g_ragdoll_lvfadespeed 100
  891. ragdoll_sleepaftertime "5.0f"
  892.  
  893. mat_shadowstate 1
  894. r_shadowmaxrendered 9
  895. r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  896. // competitive TF2 players to see opponents standing
  897. // near the other side of a wall. You may see some
  898. // performance loss from setting this to `1'.
  899. r_shadows 1
  900.  
  901.  
  902. cl_show_splashes 1
  903. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  904. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  905. r_shadowmaxrendered "9" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  906. "r_flashlightupdatedepth" = "0"
  907. r_flashlightrenderworld 0
  908. r_flashlightscissor 0
  909. r_flashlightdepthres 1
  910. nb_shadow_dist = "200"
  911.  
  912. volume
  913. snd_spatialize_roundrobin 0
  914. snd_surround_speakers 5
  915. snd_disable_mixer_duck 0
  916. snd_pitchquality 1
  917. windows_speaker_config 7
  918. snd_mixahead .07
  919. soundinfo
  920.  
  921. hud_saytext_time 2 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
  922. voice_enable 0 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
  923.  
  924. cl_phys_props_enable 1
  925. cl_phys_props_max 4
  926. props_break_max_pieces 2
  927. r_propsmaxdist 100
  928.  
  929. con_filter_enable 1
  930. con_filter_text_out Compact freed
  931.  
  932. exec protect.cfg
  933. tf_hud_target_id_disable_floating_health 1
  934. cl_loadondemand_default 0
  935. r_WaterDrawRefraction 0
  936.  
  937. fps_max 0
  938.  
  939. sv_cheats 1
  940.  
  941. hud_combattext_batching 1
  942. hud_combattext_batching_window 2.0
  943. viewmodel_fov_demo 75
  944. r_staticprop_lod 3
  945. dsp_water 0
  946. cl_show_splashes 1
  947.  
  948. cl_hud_playerclass_playermodel_showed_confirm_dialog "1"
  949.  
  950.  
  951. sensitivity
  952. m_yaw 0.022000
  953. m_pitch 0.022000
  954. fov_desired 90
  955.  
  956.  
  957.  
  958. cl_showerror 0
  959. cl_showfps 0
  960.  
  961. r_renderoverlayfragment 1
  962.  
  963. host_thread_mode "0"
  964. studio_queue_mode 1
  965. mp_usehwmmodels "-1"
  966. mp_usehwmvcds "-1"
  967.  
  968. cl_updaterate 66.666666
  969. cl_cmdrate 66.666666
  970. cl_interp_ratio 1.000000
  971. cl_interp 0.152
  972. rate 62000.000000
  973. cl_smooth 1
  974. cl_smoothtime 0.1
  975. cl_pred_optimize "2"
  976.  
  977. violence_agibs 1
  978. violence_hgibs 1
  979.  
  980. tf_hud_show_servertimelimit 1
  981.  
  982. bind tab "+scoreboard"
  983. alias +scoreboard "+showscores;cl_showfps 1;net_graph 4;developer 1;cl_showerror 1;mat_filterlightmaps 1;mat_filtertextures 1;cl_detailfade 1;cl_detaildist 1;mem_compact"
  984. alias -scoreboard "-showscores;cl_showfps 0;net_graph 0;developer 0;cl_showerror 0;mat_filterlightmaps 0;mat_filtertextures 0;mem_compact"
  985.  
  986. //bind "[KEY]" "togglemute"
  987. alias togglemute "togglemuteb"
  988. alias togglemuteb "volume 0;alias togglemute togglemuter"
  989. alias togglemuter "volume .q;alias togglemute togglemuteb"
  990.  
  991. // Ding sound
  992. play "hitsound.wav" //name of the file you want to use. This pre-caches the sound.
  993. tf_dingalingaling "1"
  994. tf_dingaling_wav_override "hitsound.wav"
  995. tf_dingaling_pitchmaxdmg "150" //higher pitch for high damage
  996. tf_dingaling_pitchmindmg "50" //lower pitch for less damage
  997.  
  998. // Movement Options
  999.  
  1000. // Default
  1001. // bind "w" +fw
  1002. // alias +fw "+forward;dotxhaircolor"
  1003. // alias -fw "-forward;dotxhaircolor"
  1004.  
  1005. // bind "s" +bw
  1006. // alias +bw "+back;dotxhaircolor"
  1007. // alias -bw "-back;dotxhaircolor"
  1008.  
  1009. // bind "d" +mr
  1010. // alias +mr "+moveright;dotxhaircolor"
  1011. // alias -mr "-moveright;dotxhaircolor"
  1012.  
  1013. // bind "a" +ml
  1014. // alias +ml "+moveleft;dotxhaircolor"
  1015. // alias -ml "-moveleft;dotxhaircolor"
  1016. "
  1017.  
  1018. // Null-cancelling movement script
  1019. // (prevents you from pressing two opposing directions, which causes you to stop moving)
  1020.  
  1021. bind w +mfwd
  1022. bind s +mback
  1023. bind a +mleft
  1024. bind d +mright
  1025.  
  1026. alias +mfwd "-back;+forward;alias checkfwd +forward;dotxhaircolor"
  1027. alias +mback "-forward;+back;alias checkback +back;dotxhaircolor"
  1028. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft;dotxhaircolor"
  1029. alias +mright "-moveleft;+moveright;alias checkright +moveright;dotxhaircolor"
  1030. alias -mfwd "-forward;checkback;alias checkfwd none;dotxhaircolor"
  1031. alias -mback "-back;checkfwd;alias checkback none;dotxhaircolor"
  1032. alias -mleft "-moveleft;checkright;alias checkleft none;dotxhaircolor"
  1033. alias -mright "-moveright;checkleft;alias checkright none;dotxhaircolor"
  1034. alias checkfwd none
  1035. alias checkback none
  1036. alias checkleft none
  1037. alias checkright none
  1038. alias none ""
  1039.  
  1040. mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
  1041. mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
  1042. mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
  1043. mat_hdr_level 0
  1044. mat_antialias 0
  1045. mat_colcorrection_disableentities 1
  1046. mat_colorcorrection 0
  1047.  
  1048. // For transparent viewmodels
  1049. mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
  1050. mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
  1051. mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
  1052.  
  1053. m_Rawinput 1 // set to "0" for RInput use
  1054. cl_hud_playerclass_use_playermodel 0
  1055.  
  1056. mem_compact
  1057. /////////////////////////////////////////////////////////////////////////////////////////
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