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  1. -LAUNCH OPTIONS-
  2.  
  3. -sw -w 1920 -h 1080 -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  4.  
  5. CFG: Autoexec:
  6.  
  7. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  8. // ----------------------------------------------------------------------------
  9. // Chris' maxquality config, designed to get you excellent quality
  10. // v2.007 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
  11. // ----------------------------------------------------------------------------
  12. // Problems or questions? Contact me at #christf2 on QuakeNet.
  13. // ----------------------------------------------------------------------------
  14. // Launch options:
  15. // IMPORTANT: Remove -dxlevel 98 from the launch options after the first launch!
  16. //
  17. // Fullscreen: -dxlevel 98 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  18. // Windowed: -dxlevel 98 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  19. // ----------------------------------------------------------------------------
  20.  
  21. // ----------------------------------------------------------------------------
  22. // FPS cap
  23. // ----------------------------------------------------------------------------
  24. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  25. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  26. // desirable than a variable but sometimes high framerate. A common
  27. // misconception is that if any more frames are generated than your monitor can
  28. // display, they are useless. This is wrong -- frames are used for much more
  29. // than mere display, and affect the way the game feels well past your
  30. // refresh rate.
  31. //
  32. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  33. // any case, or the discrepancy between clientside frame generation and frames
  34. // to be sent to the server will no doubt cause you many a headache, especially
  35. // when it comes down to hit registration. Other than that, I recommend
  36. // for everyone to use the value `132' (2*66), as long as you can generally
  37. // keep that value stable without regular drops.
  38. // ----------------------------------------------------------------------------
  39. cl_showfps 0 // Don't show FPS meter
  40. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  41. fps_max 0
  42.  
  43. // ----------------------------------------------------------------------------
  44. // Net settings
  45. // ----------------------------------------------------------------------------
  46. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  47. // are a fact of life in competitive TF2, and as such, they are included here.
  48. //
  49. // A common question I am asked -- what defines whether a good connection is
  50. // good or bad? Mostly personal preference. If you're not willing to make the
  51. // choice, try both and see which is better for you.
  52. //
  53. // Generally, meeting both of the following conditions would classify it as a
  54. // good connection:
  55. //
  56. // - Ping of <80 to the average server you join
  57. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  58. //
  59. // There's some pretty good documentation on this here:
  60. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  61. //
  62. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  63. // ----------------------------------------------------------------------------
  64.  
  65. // Good connection
  66. //cl_cmdrate 66
  67. //cl_interp 0
  68. //cl_interp_ratio 1
  69. //cl_lagcompensation 1
  70. //cl_pred_optimize 2
  71. //cl_smooth 0
  72. //cl_smoothtime 0.01
  73. //cl_updaterate 66
  74. //rate 60000
  75.  
  76. // Bad connection
  77. //cl_cmdrate 40
  78. //cl_interp 0
  79. //cl_interp_ratio 2
  80. //cl_lagcompensation 1
  81. //cl_pred_optimize 2
  82. //cl_smooth 0
  83. //cl_smoothtime 0.01
  84. //cl_updaterate 40
  85. //rate 35000
  86.  
  87. // ----------------------------------------------------------------------------
  88. // Graphical
  89. // ----------------------------------------------------------------------------
  90. // Now we come to the main brunt of the config. You probably don't want to mess
  91. // with this.
  92. // ----------------------------------------------------------------------------
  93. cl_burninggibs 1
  94. cl_detaildist 8096
  95. cl_detailfade 0
  96. cl_maxrenderable_dist 8096
  97. cl_new_impact_effects 1
  98. cl_phys_props_max 1024
  99. cl_ragdoll_collide 1
  100. lod_transitiondist 6400
  101. mat_aaquality 2
  102. mat_antialias 8
  103. mat_bumpmap 1
  104. mat_compressedtextures 1
  105. mat_envmapsize 512
  106. mat_envmaptgasize 512
  107. mat_forceaniso 16
  108. mat_hdr_level 2
  109. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  110. // to get it darker. Only works in fullscreen.
  111. mat_motion_blur_enabled 0 // Disabled by default in v2.005 onwards
  112. mat_motion_blur_forward_enabled 0
  113. mat_motion_blur_strength 0
  114. mat_parallaxmap 1
  115. mat_picmip -1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  116. // at a range from -1 to 2, -1 being the best quality, 2 being the
  117. // worst.
  118. mat_postprocess_x 8
  119. mat_postprocess_y 8
  120. mat_reducefillrate 0
  121. mat_software_aa_blur_one_pixel_lines 0.5
  122. mat_software_aa_edge_threshold 0.8
  123. mat_software_aa_quality 2
  124. mat_software_aa_strength 2
  125. mat_software_aa_strength_vgui 2
  126. mat_specular 1
  127. mat_wateroverlaysize 512
  128. mp_decals 4096
  129. mp_usehwmmodels 1
  130. mp_usehwmvcds 1
  131. r_avglight 3
  132. r_decals 4096
  133. r_eyeglintlodpixels 4
  134. r_lod 0
  135. r_maxmodeldecal 4096
  136. r_radiosity 3
  137. r_rainradius 2250
  138. r_rainsplashpercentage 100
  139. r_rootlod 0
  140. r_shadowmaxrendered 1024
  141. r_shadowrendertotexture 1
  142. r_shadows 1
  143. r_waterdrawreflection 1
  144. r_waterdrawrefraction 1
  145. r_waterforceexpensive 1
  146. r_waterforcereflectentities 1
  147.  
  148. // ----------------------------------------------------------------------------
  149. // Misc
  150. // ----------------------------------------------------------------------------
  151. in_usekeyboardsampletime 0
  152. mat_clipz 1 // FX card users should set this to 0
  153. mat_forcehardwaresync 0
  154. mat_levelflush 1
  155. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  156. // silly incompatibility with the Xfire overlay. You should use
  157. // it if you can!
  158. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  159. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  160. // performed on the GPU (as opposed to on the CPU). The
  161. // value `-1' autodetects hardware support for this
  162. // feature.
  163.  
  164. // ----------------------------------------------------------------------------
  165. // Sound
  166. // ----------------------------------------------------------------------------
  167. // I'd be hesitant to say that you would see a great deal of performance
  168. // improvement from lowering the sound quality, but in my experience as a
  169. // competitive TF2 player, lowering the sound quality makes determination of
  170. // directionality and distance that much easier. You may see a small FPS gain
  171. // with these settings, or you may not, either way will likely have a
  172. // negligible effect on performance.
  173. // ----------------------------------------------------------------------------
  174. dsp_enhance_stereo 1
  175. dsp_slow_cpu 0
  176. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  177. // helpful in the past, as it seems to (for whatever
  178. // reason) reduce the number of TDRs experienced during
  179. // gameplay. There's some pretty good information on
  180. // TDRs (nerds only) here:
  181. // http://forums.nvidia.com/index.php?showtopic=65161
  182. snd_pitchquality 1
  183. snd_spatialize_roundrobin 0
  184.  
  185. // ----------------------------------------------------------------------------
  186. // Threading
  187. // ----------------------------------------------------------------------------
  188. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  189. // defines the threading method to be used by the material
  190. // system. It has been unstable to use in the past, but
  191. // nowadays it's generally okay.
  192. //
  193. // Here are the possible values:
  194. // -2 legacy default
  195. // -1 default
  196. // 0 synchronous single thread
  197. // 1 queued single thread
  198. // 2 queued multithreaded
  199. //
  200. // If you have problems with the value `2', try setting it to
  201. // `-1'.
  202. //
  203. // As an aside, there are quite a few bugs in the demo system
  204. // that occur when mat_queue_mode is set to a value that is
  205. // not `-1'. If you intend to do work with the demo system,
  206. // maybe you should change this.
  207.  
  208. cl_threaded_bone_setup 0
  209. cl_threaded_client_leaf_system 0
  210. r_queued_decals 0
  211. r_queued_ropes 1
  212. r_queued_post_processing 0
  213. r_threaded_client_shadow_manager 1
  214. r_threaded_particles 1
  215. r_threaded_renderables 1
  216.  
  217. // ----------------------------------------------------------------------------
  218. // Misc
  219. // ----------------------------------------------------------------------------
  220. cl_forcepreload 1 // Force preloading
  221.  
  222. // ----------------------------------------------------------------------------
  223. // Print to console
  224. // ----------------------------------------------------------------------------
  225. echo "-------------------------------------------------------"
  226. echo " Chris' maxquality config loaded. "
  227. echo "-------------------------------------------------------"
  228. echo "Please direct all comments/queries/whatnot to"
  229. echo "#christf2 on QuakeNet."
  230.  
  231. -----------------------------------------------------
  232.  
  233. fps_max 601
  234. fov_desired 90
  235. tf_dingalingaling "1"
  236. tf_dingaling_volume "7"
  237. tf_dingaling_pitchmindmg "100"
  238. tf_dingaling_pitchmaxdmg "30"
  239.  
  240. Sensitivity 3.30
  241.  
  242.  
  243. bind "g" "+taunt"
  244. bind "x" "voice_menu_2"
  245. bind "t" "inspect"
  246.  
  247.  
  248. alias +scores "net_graph 3; +showscores"
  249. alias -scores "net_graph 0; -showscores"
  250. bind tab +scores
  251.  
  252.  
  253. hud_saytext_time 1
  254. voice_enable 1
  255.  
  256. closecaption 0
  257.  
  258.  
  259.  
  260. unbind mwheelup
  261. unbind mwheeldown
  262.  
  263.  
  264. unbind r
  265.  
  266. bind h "hud_reloadscheme"
  267.  
  268.  
  269.  
  270.  
  271. unbind space
  272. bind space "+jump"
  273.  
  274.  
  275. unbind "1"
  276. unbind "2"
  277. unbind "3"
  278. bind "1" slot1
  279. bind "2" slot2
  280. bind "3" slot3
  281.  
  282. unbind mwheelup
  283. unbind mwheeldown
  284.  
  285. bind "mouse1" "+attack"
  286. bind "mouse2" "+attack2"
  287.  
  288. //these are useful settings to add to your autoexec
  289. //refer to tf2wiki.net/wiki/Scripting or google for info about tf2 scripts
  290.  
  291. //you can also create a /tf/custom/<yourfoldername>/cfg folder and place this file there
  292.  
  293.  
  294. hud_fastswitch "1" //fast weapon switch
  295. hud_combattext "1" //damage text
  296.  
  297. cl_use_tournament_specgui "1" //enabled SpecHUD
  298. cl_spec_carrieditems "0" //hides itempanel while spectating
  299.  
  300. tf_spectator_target_location "0" //default TargetID location (others are bugged)
  301.  
  302. cl_disablehtmlmotd "1" //disables html MOTD
  303. //use the alternative file for MOTDs
  304. /if you want to see HTML content
  305.  
  306. "tf_hud_show_servertimelimit 1" //full time panel
  307.  
  308. cl_hud_minmode 1
  309. unbind b
  310.  
  311.  
  312. echo kacked
  313.  
  314. unbind k
  315.  
  316. echo bubble butt
  317.  
  318. hud_saytext_time 0
  319. hud_combattext_batching 1
  320. hud_combattext_batching_window 10.0
  321.  
  322. CLASS CONFIG:
  323.  
  324. //goodies
  325. cl_autoreload "1"
  326. cl_interp .035
  327. sensitivity 3.00
  328. r_drawviewmodel 1
  329. viewmodel_fov 84
  330.  
  331. //weps
  332. bind q "slot1; r_drawviewmodel 0"
  333. bind e "slot2; r_drawviewmodel 1"
  334. bind f "slot3; r_drawviewmodel 1"
  335.  
  336. cl_crosshair_red "0"
  337. cl_crosshair_green "255"
  338. cl_crosshair_blue "0"
  339. cl_crosshair_file "crosshair7"
  340. cl_crosshair_scale "23"
  341.  
  342.  
  343.  
  344.  
  345.  
  346. //Random binds
  347. unbind space
  348. bind space +crouchjump
  349. alias +crouchjump "+jump;+duck"
  350. alias -crouchjump "-jump;-duck"
  351. bind "mouse1" "+attack"
  352. bind "mouse2" "+attack2"
  353. unbind mwheelup
  354. unbind mwheeldown
  355. unbind mouse5
  356. unbind "r"
  357. bind r "+use_action_slot_item"
  358. unbind shift
  359. bind SHIFT "+duck"
  360. unbind "alt"
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