Advertisement
Guest User

Tf2 Script

a guest
Apr 11th, 2014
108
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.79 KB | None | 0 0
  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' highframes config, designed to get you a large performance boost
  4. // v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  13. // ----------------------------------------------------------------------------
  14.  
  15. // ----------------------------------------------------------------------------
  16. // FPS cap
  17. // ----------------------------------------------------------------------------
  18. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  19. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  20. // desirable than a variable but sometimes high framerate. A common
  21. // misconception is that if any more frames are generated than your monitor can
  22. // display, they are useless. This is wrong -- frames are used for much more
  23. // than mere display, and affect the way the game feels well past your
  24. // refresh rate.
  25. //
  26. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  27. // any case, or the discrepancy between clientside frame generation and frames
  28. // to be sent to the server will no doubt cause you many a headache, especially
  29. // when it comes down to hit registration. Other than that, I recommend
  30. // for everyone to use the value `132' (2*66), as long as you can generally
  31. // keep that value stable without regular drops.
  32. // ----------------------------------------------------------------------------
  33. cl_showfps 1 // Show unsmoothed FPS meter
  34. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  35. fps_max 60
  36.  
  37. // ----------------------------------------------------------------------------
  38. // Net settings
  39. // ----------------------------------------------------------------------------
  40. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  41. // are a fact of life in competitive TF2, and as such, they are included here.
  42. //
  43. // A common question I am asked -- what defines whether a good connection is
  44. // good or bad? Mostly personal preference. If you're not willing to make the
  45. // choice, try both and see which is better for you.
  46. //
  47. // Generally, meeting both of the following conditions would classify it as a
  48. // good connection:
  49. //
  50. // - Ping of <80 to the average server you join
  51. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  52. //
  53. // There's some pretty good documentation on this here:
  54. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  55. //
  56. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  57. // ----------------------------------------------------------------------------
  58.  
  59. // LAN
  60. //cl_cmdrate 66
  61. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  62. // the minimum available.
  63. //cl_interp_ratio 0
  64. //cl_lagcompensation 0
  65. //cl_pred_optimize 2
  66. //cl_smooth 0
  67. //cl_smoothtime 0.01
  68. //cl_updaterate 66
  69. //rate 60000
  70.  
  71. // Good connection
  72. //cl_cmdrate 66
  73. //cl_interp 0
  74. //cl_interp_ratio 1
  75. //cl_lagcompensation 1
  76. //cl_pred_optimize 2
  77. //cl_smooth 0
  78. //cl_smoothtime 0.01
  79. //cl_updaterate 66
  80. //rate 60000
  81.  
  82. // Bad connection
  83. //cl_cmdrate 40
  84. //cl_interp 0
  85. //cl_interp_ratio 2
  86. //cl_lagcompensation 1
  87. //cl_pred_optimize 2
  88. //cl_smooth 0
  89. //cl_smoothtime 0.01
  90. //cl_updaterate 40
  91. //rate 35000
  92.  
  93. // ----------------------------------------------------------------------------
  94. // Sprays
  95. // ----------------------------------------------------------------------------
  96. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  97. // anyway, so if you play competitive TF2, this won't help you.
  98. // ----------------------------------------------------------------------------
  99.  
  100. // Enable sprays -- uncomment this section if you want these settings
  101. //----------------------------------------------------------------------------
  102. // Shadows
  103. // ----------------------------------------------------------------------------
  104.  
  105. // Disable shadows
  106. mat_shadowstate 0
  107. r_shadowmaxrendered 0
  108. r_shadowrendertotexture 0
  109. r_shadows 0
  110.  
  111. // Enable shadows -- uncomment this section if you want these settings
  112. //mat_shadowstate 1
  113. //r_shadowmaxrendered 11
  114. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  115. // competitive TF2 players to see opponents standing
  116. // near the other side of a wall. You may see some
  117. // performance loss from setting this to `1'.
  118. //r_shadows 1
  119.  
  120. // ----------------------------------------------------------------------------
  121. // Facial features
  122. // ----------------------------------------------------------------------------
  123.  
  124. // Disable facial features
  125. r_eyes 1
  126. r_flex 0
  127. r_lod 2
  128. r_rootlod 2
  129. r_teeth 0
  130.  
  131. // Enable facial features -- uncomment this section if you want these settings
  132. //r_eyes 1
  133. //r_flex 1
  134. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  135. //r_rootlod 1
  136. //r_teeth 1
  137.  
  138. // ----------------------------------------------------------------------------
  139. // Ragdolls
  140. // ----------------------------------------------------------------------------
  141. // You will have reduced performance on deaths which produce ragdolls.
  142. // ----------------------------------------------------------------------------
  143.  
  144. // Disable ragdolls
  145. cl_ragdoll_fade_time 0
  146. cl_ragdoll_forcefade 1
  147. cl_ragdoll_physics_enable 0
  148. g_ragdoll_fadespeed 0
  149. g_ragdoll_lvfadespeed 0
  150. ragdoll_sleepaftertime 0
  151.  
  152. // Enable ragdolls -- uncomment this section if you want these settings
  153. //cl_ragdoll_fade_time 15
  154. //cl_ragdoll_forcefade 0
  155. //cl_ragdoll_physics_enable 1
  156. //g_ragdoll_fadespeed 600
  157. //g_ragdoll_lvfadespeed 100
  158. //ragdoll_sleepaftertime "5.0f"
  159.  
  160. // ----------------------------------------------------------------------------
  161. // Gibs
  162. // ----------------------------------------------------------------------------
  163. // You will have reduced performance on deaths which produce gibs.
  164. // ----------------------------------------------------------------------------
  165.  
  166. // Disable gibs
  167. cl_phys_props_enable 0
  168. cl_phys_props_max 0
  169. props_break_max_pieces 0
  170. r_propsmaxdist 1
  171. violence_agibs 0
  172. violence_hgibs 0
  173.  
  174. // Enable gibs -- uncomment this section if you want these settings
  175. //cl_phys_props_enable 1
  176. //cl_phys_props_max 128
  177. //props_break_max_pieces -1
  178. //r_propsmaxdist 1000
  179. //violence_agibs 1
  180. //violence_hgibs 1
  181.  
  182. // ----------------------------------------------------------------------------
  183. // Graphical
  184. // ----------------------------------------------------------------------------
  185. // Now we come to the main brunt of the config. You probably don't want to mess
  186. // with this.
  187. // ----------------------------------------------------------------------------
  188. cl_detaildist 0
  189. cl_detailfade 0
  190. cl_drawmonitors 0
  191. cl_ejectbrass 0
  192. cl_new_impact_effects 0
  193. cl_show_splashes 0
  194. func_break_max_pieces 0
  195. glow_outline_effect_enable 0 // Cart glow effect.
  196. lod_transitiondist 0
  197. mat_antialias 0
  198. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  199. // a strange `shine' effect to appear on all players.
  200. mat_colcorrection_disableentities 1
  201. mat_colorcorrection 0
  202. mat_disable_bloom 1
  203. mat_disable_fancy_blending 1
  204. mat_disable_lightwarp 1
  205. mat_envmapsize 8
  206. mat_envmaptgasize 8
  207. mat_filterlightmaps 1
  208. mat_filtertextures 1
  209. mat_forceaniso 1
  210. mat_hdr_level 0
  211. mat_max_worldmesh_vertices 512
  212. mat_monitorgamma 2.1 // Controls brightness, try 1.8 to make it brighter or 2.2
  213. // to get it darker. Only works in fullscreen.
  214. mat_motion_blur_enabled 0
  215. mat_parallaxmap 0
  216. mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  217. // at a range from -1 to 2, -1 being the best quality, 2 being the
  218. // worst.
  219. mat_reducefillrate 1
  220. mat_reduceparticles 1
  221. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  222. // non-shiny, and will remove some specular effects from in-game
  223. // entities which support it. Setting this to 1 on dx8 will
  224. // result in some strange `fire' textures replacing their
  225. // appropriate counterparts, especially on medals, and certain
  226. // hats.
  227. mat_trilinear 1
  228. mat_wateroverlaysize 1
  229. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  230. // scattergun without any real performance loss.
  231. r_3dsky 0
  232. r_ambientboost 0
  233. r_ambientfactor 0
  234. r_ambientmin 0
  235. r_avglight 0
  236. r_cheapwaterend 1
  237. r_cheapwaterstart 1
  238. r_decals 9
  239. r_decalstaticprops 0
  240. r_decal_cullsize 15
  241. r_drawdetailprops 0
  242. r_drawmodeldecals 0
  243. r_drawflecks 0
  244. r_dynamic 0
  245. r_flashlightdepthtexture 0
  246. r_forcewaterleaf 1
  247. r_lightaverage 0
  248. r_maxnewsamples 2
  249. r_maxsampledist 1
  250. r_propsmaxdist 0
  251. r_renderoverlayfragment 0
  252. r_staticprop_lod 4
  253. r_waterdrawreflection 0
  254. r_waterdrawrefraction 1
  255. r_waterforceexpensive 0
  256. r_waterforcereflectentities 0
  257. rope_averagelight 0
  258. rope_collide 0
  259. rope_rendersolid 0
  260. rope_shake 0
  261. rope_smooth 0
  262. rope_subdiv 0
  263. rope_wind_dist 0
  264. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  265. // it, for example, setting this to `1'
  266. // disables rain effects on *_sawmill.
  267. tracer_extra 0
  268. violence_ablood 0
  269. violence_hblood 0
  270.  
  271. // ----------------------------------------------------------------------------
  272. // Misc
  273. // ----------------------------------------------------------------------------
  274. in_usekeyboardsampletime 0
  275. mat_clipz 1 // FX card users should set this to 0
  276. mat_forcehardwaresync 0
  277. mat_levelflush 1
  278. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  279. // silly incompatibility with the Xfire overlay. You should use
  280. // it if you can!
  281. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  282. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  283. // performed on the GPU (as opposed to on the CPU). The
  284. // value `-1' autodetects hardware support for this
  285. // feature, which is safer than forcing it.
  286.  
  287. // ----------------------------------------------------------------------------
  288. // Sound
  289. // ----------------------------------------------------------------------------
  290. // I'd be hesitant to say that you would see a great deal of performance
  291. // improvement from lowering the sound quality, but in my experience as a
  292. // competitive TF2 player, lowering the sound quality makes determination of
  293. // directionality and distance that much easier. You may see a small FPS gain
  294. // with these settings, or you may not, either way will likely have a
  295. // negligible effect on performance.
  296. // ----------------------------------------------------------------------------
  297. dsp_enhance_stereo 0
  298. dsp_slow_cpu 1
  299. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  300. // helpful in the past, as it seems to (for whatever
  301. // reason) reduce the number of TDRs experienced during
  302. // gameplay. There's some pretty good information on
  303. // TDRs (nerds only) here:
  304. // http://forums.nvidia.com/index.php?showtopic=65161
  305. snd_pitchquality 0
  306. snd_spatialize_roundrobin 1
  307.  
  308. // ----------------------------------------------------------------------------
  309. // Threading
  310. // ----------------------------------------------------------------------------
  311. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  312. // defines the threading method to be used by the material
  313. // system. It has been unstable to use in the past, but
  314. // nowadays it's generally okay.
  315. //
  316. // Here are the possible values:
  317. // -2 legacy default
  318. // -1 default
  319. // 0 synchronous single thread
  320. // 1 queued single thread
  321. // 2 queued multithreaded
  322. //
  323. // If you have problems with the value `2', try setting it to
  324. // `-1'.
  325. //
  326. // As an aside, there are quite a few bugs in the demo system
  327. // that occur when mat_queue_mode is set to a value that is
  328. // not `-1'. If you intend to do work with the demo system,
  329. // maybe you should change this.
  330.  
  331. cl_threaded_bone_setup 0
  332. cl_threaded_client_leaf_system 0
  333. r_queued_decals 0
  334. r_queued_ropes 1
  335. r_queued_post_processing 0
  336. r_threaded_client_shadow_manager 1
  337. r_threaded_particles 1
  338. r_threaded_renderables 1
  339.  
  340. // ----------------------------------------------------------------------------
  341. // Misc
  342. // ----------------------------------------------------------------------------
  343. cl_forcepreload 1 // Force preloading
  344.  
  345. // ----------------------------------------------------------------------------
  346. // Print to console
  347. // ----------------------------------------------------------------------------
  348. Echo " "
  349. Echo " "
  350. echo "-------------------------------------------------------"
  351. echo " Levys Custom highframes config loaded. "
  352. echo "-------------------------------------------------------"
  353. Echo " "
  354. echo " "
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement