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  1.  
  2.  
  3. cl_hud_minmode 0
  4. fps_max 0
  5.  
  6. exec protect.cfg
  7. tf_hud_target_id_disable_floating_health 1
  8.  
  9.  
  10.  
  11.  
  12. // NETWORK SETTINGS
  13. cl_updaterate 66.666666
  14. cl_cmdrate 66.666666
  15. cl_interp_ratio 1.000000
  16. cl_interp 0.152 // "0.33" for scout/heavy/engineer/sniper "0.152" for soldier/pyro/demo/medic/spy in class cfg's.
  17. rate 100000.000000
  18. cl_smooth 0
  19. cl_smoothtime 0.01
  20. cl_pred_optimize "2"
  21.  
  22. //cl_showerror 0
  23. //cl_showfps 1
  24. //net_graph 1
  25. //net_graphtext 1
  26.  
  27. // Time text chat displays for
  28. hud_saytext_time 5
  29.  
  30. // Damage number batching settings
  31. hud_combattext_batching 1
  32. hud_combattext_batching_window 2.0
  33.  
  34.  
  35. // MULTICORE RENDERING--SOME VALUES ONLY STABLE ON QUAD CORE AND/OR WITH INTEL!
  36. mat_queue_mode "2" // -1 = auto 0 = off 1 = Dual Core 2 = Multi
  37.  
  38. host_thread_mode "1" // set to "0" during single player, set to "2" for a possible bump in FPS if on quadcore
  39.  
  40. cl_threaded_bone_setup "1"
  41. cl_threaded_client_leaf_system "0"
  42. r_threaded_client_shadow_manager "1" // QUAD ONLY
  43. r_threaded_particles "1"
  44. r_threaded_renderables "1"
  45. r_queued_decals "0"
  46. r_queued_post_processing "1" // QUAD ONLY
  47. studio_queue_mode 1
  48. mp_usehwmmodels "-1"
  49. mp_usehwmvcds "-1"
  50.  
  51.  
  52. 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.
  53.  
  54.  
  55. // Advanced Scoreboard (shows scoreboard, toggles filterlightmaps off, toggles "net_graph 4" on)
  56.  
  57. bind tab "+scoreboard"
  58. alias +scoreboard "+showscores//;net_graph 4;developer 1;cl_showerror 1;mat_filterlightmaps 1;mat_filtertextures 1;cl_detailfade 1;cl_detaildist 1"
  59. alias -scoreboard "-showscores//;net_graph 0;developer 0;cl_showerror 0;mat_filterlightmaps 0;mat_filtertextures 0"
  60.  
  61.  
  62.  
  63.  
  64. /// SOUND MULTICORE
  65. snd_mix_async "1"
  66. snd_mixahead .07 // sets delay before a sound is played. Lower until sounds start to get cut off.
  67. snd_async_fullyasync 1
  68. snd_async_spew_blocking 1
  69. soundinfo
  70.  
  71. // toggle mute script
  72. bind "" "togglemute"
  73. alias togglemute "togglemuteb"
  74. alias togglemuteb "volume 0.0;alias togglemute togglemuter"
  75. alias togglemuter "volume 0.5;alias togglemute togglemuteb"
  76.  
  77.  
  78.  
  79.  
  80. // SHADOWS
  81. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  82. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  83. r_shadowmaxrendered "9" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  84. "r_flashlightupdatedepth" = "0"
  85. r_flashlightrenderworld 0
  86. r_flashlightscissor 0
  87. r_flashlightdepthres 1
  88. nb_shadow_dist = "200"
  89.  
  90. // RAGDOLLS
  91. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  92. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  93. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  94. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  95. r_ragdoll_pronecheck_distance
  96. g_ragdoll_fadespeed 600
  97. g_ragdoll_lvfadespeed 100
  98. ragdoll_sleepaftertime "5.0f"
  99.  
  100. // MOUSE
  101. sensitivity 2.500000 //jas go smeniv ova
  102. m_yaw 0.022000
  103. m_pitch 0.022000
  104. m_customaccel_exponent 0
  105. m_customaccel_max 0
  106. m_customaccel_scale 0
  107. m_filter 0
  108. m_forward 1
  109. m_mouseaccel1 0
  110. m_mouseaccel2 0
  111. m_mousespeed 1
  112. m_customaccel 0
  113. m_rawinput 1 // set to "0" if using RInput.
  114.  
  115. // FOV
  116. viewmodel_fov 75
  117. fov_desired 90
  118.  
  119. // PREC
  120. bind kp_5 prec_mark
  121.  
  122. // 3D Character Viewmodel
  123. cl_hud_playerclass_playermodel_showed_confirm_dialog "1"
  124.  
  125. cl_autoreload 1
  126.  
  127. // mat_viewportupscale 1 and mat_viewportscale 0.5 // For EXTREMELY weak GPU's only!!
  128.  
  129.  
  130. tf_hud_show_servertimelimit 1
  131.  
  132.  
  133. // PERFORMANCE ETC
  134.  
  135. mat_phong 0
  136. cl_jiggle_bone_framerate_cutoff 0
  137. r_drawflecks 0
  138. r_maxnewsamples 2
  139. r_maxsampledist 1
  140. tracer_extra 0
  141. mat_levelflush 1
  142. cl_software_cursor 0
  143. mat_vsync 0
  144. tracer_extra 0
  145. in_usekeyboardsampletime 0
  146. mat_levelflush 1
  147. net_graphtext 1
  148. mat_alpha_coverage 0
  149. mat_disable_d3d9ex 1
  150. mat_disable_ps_patch 1
  151. dsp_water 0
  152. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  153. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  154. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  155. 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.
  156. fast_fogvolume 1 // Undocumented but I didn't experience any FPS loss with it enabled, will run benchmarks later.
  157. filesystem_native 0 // I think there's an FPS gain with this, anyway.
  158. mod_load_anims_async 1 // Loads model animations async
  159. mod_load_mesh_async 1 // Load model mesh async
  160. mod_load_vcollide_async 1 // Load model vcollide async
  161. net_queue_trace 1
  162. mat_alphacoverage 0
  163. cl_localnetworkbackdoor 0
  164. cl_cloud_settings 0
  165. cl_notifications_show_ingame 0
  166. sys_minidumpspewlines 100
  167. cl_loadondemand_default 0
  168. cl_ask_blacklist_opt_out "1"
  169. cl_ask_favorite_opt_out "1"
  170. sb_dontshow_maxplayer_warning "1"
  171. tf_explanations_backpackpanel "1"
  172. tf_explanations_charinfo_armory_panel "1"
  173. tf_explanations_charinfopanel "1"
  174. tf_explanations_craftingpanel "1"
  175. tf_explanations_discardpanel "1"
  176. tf_explanations_store "1"
  177. tf_training_has_prompted_for_forums "1"
  178. tf_training_has_prompted_for_loadout "1"
  179. tf_training_has_prompted_for_offline_practice "1"
  180. tf_training_has_prompted_for_options "1"
  181. tf_training_has_prompted_for_training "1"
  182. snd_restart
  183. hud_combattext_batching 0
  184. hud_combattext_batching_window .2
  185. mat_filterlightmaps 0
  186. r_staticprop_lod 3
  187. dsp_water 0
  188. mem_compact
  189. con_filter_enable 1
  190. con_filter_text_out Compact freed
  191. cl_loadondemand_default 0
  192. r_hunkalloclightmaps "0"
  193. r_lightcache_zbuffercache "0"
  194. r_lod 2
  195. r_rootlod 2
  196. mat_picmip 2
  197. mat_mipmaptextures 0
  198. r_flex 0
  199. r_eyegloss 0
  200. r_eyemove 0
  201. r_eyeshift_x 0
  202. r_eyeshift_y 0
  203. r_eyeshift_z 0
  204. r_eyes 0
  205. r_eyesize 0
  206. blink_duration 0
  207. r_teeth 0
  208. violence_agibs 1
  209. violence_hgibs 1
  210. cl_show_splashes 1
  211. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  212. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  213. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  214. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  215. mat_aaquality 0 // low 0
  216. cl_ejectbrass 0
  217. muzzleflash_light 0
  218. cl_muzzleflash_dlight_1st 0
  219. cl_new_impact_effects 0
  220. cl_rumblescale 0
  221. cl_debugrumble 0
  222. mat_reduceparticles 1
  223. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  224. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  225. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  226. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  227. cl_phys_props_max "5" // def. "300" # Count of physical Props
  228. 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)
  229. r_propsmaxdist "1" // def. "1200" # Behind this distance they are not rendered
  230. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  231. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  232. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  233. mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
  234. r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  235. r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
  236. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  237. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  238. 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.
  239. 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.
  240. 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.
  241. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  242. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  243. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  244. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  245. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  246. mat_filterlightmaps "1" // def. "1" # Filtering ligthmaps on(1)/off(0)
  247. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  248. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  249. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  250. 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.
  251. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  252. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  253. r_worldlights "0" // def. "4" # Number of world lights to use per vertex
  254. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  255. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  256. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  257. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  258. r_avglight 0
  259. r_ambientboost 0
  260. r_ambientfactor 0
  261. r_ambientmin 0
  262. // r_renderoverlayfragment 0 // test
  263. mat_max_worldmesh_vertices 512
  264. r_lod 2
  265. r_rootlod 2
  266. mat_picmip 2
  267. mat_mipmaptextures 0
  268. r_flex 0
  269. r_eyegloss 0
  270. r_eyemove 0
  271. r_eyeshift_x 0
  272. r_eyeshift_y 0
  273. r_eyeshift_z 0
  274. r_eyes 0
  275. r_eyesize 0
  276. blink_duration 0
  277. r_teeth 0
  278. cl_show_splashes 1
  279. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  280. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  281. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  282. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  283. mat_aaquality 0 // low 0
  284. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  285. cl_ejectbrass 0
  286. muzzleflash_light 0
  287. cl_muzzleflash_dlight_1st 0
  288. cl_new_impact_effects 0
  289. cl_rumblescale 0
  290. cl_debugrumble 0
  291. mat_reduceparticles 1
  292. r_3dnow 0
  293. r_3dsky 0
  294. mat_forcemanagedtextureintohardware 0
  295. cl_forcepreload 1
  296. rope_shake 0
  297. rope_smooth 0
  298. rope_wind_dist 0
  299. rope_collide 0
  300. rope_subdiv 0
  301. rope_smooth_enlarge 0
  302. rope_smooth_maxalpha 0
  303. rope_smooth_maxalphawidth 0
  304. rope_smooth_minalpha 0
  305. rope_smooth_minwidth 0
  306. rope_averagelight 0
  307. r_ropetranslucent 0
  308. cc_subtitles 1
  309. cl_downloadfilter "nosounds"
  310. cl_allowdownload 0
  311. cl_allowupload 1
  312. commentary 0
  313. overview_mode 0
  314. adsp_debug 0
  315. cl_clearhinthistory 1
  316. cl_showhelp 0
  317. cl_debugrumble "0"
  318. cl_rumblescale "0"
  319. r_waterforceexpensive 0
  320. mat_wateroverlaysize 1
  321. r_WaterDrawRefraction 0
  322. r_cheapwaterend 200
  323. r_cheapwaterstart 300
  324. cl_detaildist 0
  325. cl_detailfade 0
  326. cl_drawmonitors 0
  327. cl_ejectbrass 0
  328. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  329. cl_new_impact_effects 0
  330. cl_show_splashes 1
  331. func_break_max_pieces 0
  332. glow_outline_effect_enable 1 // Cart glow effect.
  333. lod_transitiondist 0
  334. mat_antialias 0
  335. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  336. // a strange `shine' effect to appear on all players.
  337. mat_colcorrection_disableentities 1
  338. mat_colorcorrection 0
  339. mat_disable_bloom 1
  340. mat_disable_fancy_blending 1
  341. mat_disable_lightwarp 1
  342. mat_envmapsize 8
  343. mat_envmaptgasize 8
  344. mat_filtertextures 0
  345. mat_forceaniso 1
  346. mat_hdr_level 0
  347. mat_max_worldmesh_vertices 512
  348. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  349. // to get it darker. Only works in fullscreen.
  350. mat_motion_blur_enabled 0
  351. mat_parallaxmap 0
  352. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  353. // at a range from -1 to 2, -1 being the best quality, 2 being the
  354. // worst.
  355. mat_reducefillrate 1
  356. mat_reduceparticles 1
  357. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  358. // non-shiny, and will remove some specular effects from in-game
  359. // entities which support it. Setting this to 1 on dx8 will
  360. // result in some strange `fire' textures replacing their
  361. // appropriate counterparts, especially on medals, and certain
  362. // hats.
  363. mat_trilinear 0
  364. mat_wateroverlaysize 1
  365. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  366. // scattergun without any real performance loss.
  367. r_3dsky 0
  368. r_ambientboost 0
  369. r_ambientfactor 0
  370. r_ambientmin 0
  371. r_avglight 0
  372. r_cheapwaterend 1
  373. r_cheapwaterstart 1
  374. r_decals 1
  375. r_decalstaticprops 0
  376. r_decal_cullsize 15
  377. r_drawdetailprops 0
  378. r_drawmodeldecals 0
  379. r_drawflecks 0
  380. r_dynamic 0
  381. r_forcewaterleaf 1
  382. r_lightaverage 0
  383. r_maxnewsamples 2
  384. r_maxsampledist 1
  385. r_propsmaxdist 0
  386. r_renderoverlayfragment 0
  387. r_staticprop_lod 4
  388. r_waterdrawreflection 0
  389. r_waterdrawrefraction 1
  390. r_waterforceexpensive 0
  391. r_waterforcereflectentities 0
  392. rope_averagelight 0
  393. rope_collide 0
  394. rope_rendersolid 0
  395. rope_shake 0
  396. rope_smooth 0
  397. rope_subdiv 0
  398. rope_wind_dist 0
  399. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  400. // it, for example, setting this to `1'
  401. // disables rain effects on *_sawmill.
  402. tracer_extra 0
  403. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  404. violence_hblood 1
  405.  
  406. // Misc
  407. // ----------------------------------------------------------------------------
  408. in_usekeyboardsampletime 0
  409. mat_clipz 1 // FX card users should set this to 0
  410. mat_forcehardwaresync 0
  411. mat_levelflush 1
  412. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  413. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  414. // performed on the GPU (as opposed to on the CPU). The
  415. // value `-1' autodetects hardware support for this
  416. // feature, which is safer than forcing it.
  417.  
  418.  
  419.  
  420.  
  421. mat_motion_blur_enabled 0
  422. mat_motion_blur_strength 0
  423. mat_disable_bloom 1
  424. mat_hdr_level 0
  425. mat_antialias 0
  426. mat_colcorrection_disableentities 1
  427. mat_colorcorrection 0
  428.  
  429. // for TRANSPARENT VIEWMODELS COMPATIBILITY
  430. // mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
  431. // mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
  432. // mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
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