Advertisement
Guest User

Untitled

a guest
Apr 12th, 2015
246
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.32 KB | None | 0 0
  1. EDIT: Here is the .cfg
  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 2
  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. // SOUND
  63. soundinfo
  64. volume "" // set to preference
  65. snd_legacy_surround 0
  66. snd_surround_speakers 0 // 0 = headphones 2= speakers 5 = surround sound (use with Razer Surround)
  67. dsp_enhance_stereo 0
  68. snd_disable_mixer_duck 0
  69. snd_pitchquality 1
  70. dsp_slow_cpu 1
  71.  
  72. /// SOUND MULTICORE
  73. snd_mix_async "1"
  74. snd_mixahead .07 // sets delay before a sound is played. Lower until sounds start to get cut off.
  75. snd_async_fullyasync 1
  76. snd_async_spew_blocking 1
  77. soundinfo
  78.  
  79. // toggle mute script
  80. bind "" "togglemute"
  81. alias togglemute "togglemuteb"
  82. alias togglemuteb "volume 0.0;alias togglemute togglemuter"
  83. alias togglemuter "volume 0.5;alias togglemute togglemuteb"
  84.  
  85. // HIT CONFIRMATION SOUND
  86. play "hitsound.wav" //name of the file you want to use. This pre-caches the sound.
  87. tf_dingalingaling "1"
  88. tf_dingaling_wav_override "hitsound.wav"
  89. tf_dingaling_pitchmaxdmg "150" //higher pitch for high damage
  90. tf_dingaling_pitchmindmg "30" //lower pitch for less damage
  91.  
  92.  
  93. // SHADOWS
  94. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  95. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  96. r_shadowmaxrendered "9" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  97. "r_flashlightupdatedepth" = "0"
  98. r_flashlightrenderworld 0
  99. r_flashlightscissor 0
  100. r_flashlightdepthres 1
  101. nb_shadow_dist = "200"
  102.  
  103. // RAGDOLLS
  104. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  105. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  106. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  107. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  108. r_ragdoll_pronecheck_distance
  109. g_ragdoll_fadespeed 600
  110. g_ragdoll_lvfadespeed 100
  111. ragdoll_sleepaftertime "5.0f"
  112.  
  113. // MOUSE
  114. sensitivity 1.000000
  115. m_yaw 0.022000
  116. m_pitch 0.022000
  117. m_customaccel_exponent 0
  118. m_customaccel_max 0
  119. m_customaccel_scale 0
  120. m_filter 0
  121. m_forward 1
  122. m_mouseaccel1 0
  123. m_mouseaccel2 0
  124. m_mousespeed 1
  125. m_customaccel 0
  126. m_rawinput 1 // set to "0" if using RInput.
  127.  
  128. // FOV
  129. viewmodel_fov 75
  130. fov_desired 90
  131.  
  132. // PREC
  133. bind kp_5 prec_mark
  134.  
  135. // 3D Character Viewmodel
  136. cl_hud_playerclass_playermodel_showed_confirm_dialog "1"
  137.  
  138. cl_autoreload 1
  139.  
  140. // mat_viewportupscale 1 and mat_viewportscale 0.5 // For EXTREMELY weak GPU's only!!
  141.  
  142.  
  143. tf_hud_show_servertimelimit 1
  144.  
  145.  
  146. // PERFORMANCE ETC
  147.  
  148. mat_phong 0
  149. cl_jiggle_bone_framerate_cutoff 0
  150. r_drawflecks 0
  151. r_maxnewsamples 2
  152. r_maxsampledist 1
  153. tracer_extra 0
  154. mat_levelflush 1
  155. cl_software_cursor 0
  156. mat_vsync 0
  157. tracer_extra 0
  158. in_usekeyboardsampletime 0
  159. mat_levelflush 1
  160. net_graphtext 1
  161. mat_alpha_coverage 0
  162. mat_disable_d3d9ex 1
  163. mat_disable_ps_patch 1
  164. dsp_water 0
  165. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  166. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  167. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  168. 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.
  169. fast_fogvolume 1 // Undocumented but I didn't experience any FPS loss with it enabled, will run benchmarks later.
  170. filesystem_native 0 // I think there's an FPS gain with this, anyway.
  171. mod_load_anims_async 1 // Loads model animations async
  172. mod_load_mesh_async 1 // Load model mesh async
  173. mod_load_vcollide_async 1 // Load model vcollide async
  174. net_queue_trace 1
  175. mat_alphacoverage 0
  176. cl_localnetworkbackdoor 0
  177. cl_cloud_settings 0
  178. cl_notifications_show_ingame 0
  179. sys_minidumpspewlines 100
  180. cl_loadondemand_default 0
  181. cl_ask_blacklist_opt_out "1"
  182. cl_ask_favorite_opt_out "1"
  183. sb_dontshow_maxplayer_warning "1"
  184. tf_explanations_backpackpanel "1"
  185. tf_explanations_charinfo_armory_panel "1"
  186. tf_explanations_charinfopanel "1"
  187. tf_explanations_craftingpanel "1"
  188. tf_explanations_discardpanel "1"
  189. tf_explanations_store "1"
  190. tf_training_has_prompted_for_forums "1"
  191. tf_training_has_prompted_for_loadout "1"
  192. tf_training_has_prompted_for_offline_practice "1"
  193. tf_training_has_prompted_for_options "1"
  194. tf_training_has_prompted_for_training "1"
  195. snd_restart
  196. hud_combattext_batching 0
  197. hud_combattext_batching_window .2
  198. mat_filterlightmaps 0
  199. r_staticprop_lod 3
  200. dsp_water 0
  201. mem_compact
  202. con_filter_enable 1
  203. con_filter_text_out Compact freed
  204. cl_loadondemand_default 0
  205. r_hunkalloclightmaps "0"
  206. r_lightcache_zbuffercache "0"
  207. r_lod 2
  208. r_rootlod 2
  209. mat_picmip 2
  210. mat_mipmaptextures 0
  211. r_flex 0
  212. r_eyegloss 0
  213. r_eyemove 0
  214. r_eyeshift_x 0
  215. r_eyeshift_y 0
  216. r_eyeshift_z 0
  217. r_eyes 0
  218. r_eyesize 0
  219. blink_duration 0
  220. r_teeth 0
  221. violence_agibs 1
  222. violence_hgibs 1
  223. cl_show_splashes 1
  224. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  225. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  226. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  227. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  228. mat_aaquality 0 // low 0
  229. cl_ejectbrass 0
  230. muzzleflash_light 0
  231. cl_muzzleflash_dlight_1st 0
  232. cl_new_impact_effects 0
  233. cl_rumblescale 0
  234. cl_debugrumble 0
  235. mat_reduceparticles 1
  236. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  237. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  238. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  239. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  240. cl_phys_props_max "5" // def. "300" # Count of physical Props
  241. 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)
  242. r_propsmaxdist "1" // def. "1200" # Behind this distance they are not rendered
  243. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  244. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  245. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  246. mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
  247. r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  248. r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
  249. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  250. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  251. 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.
  252. 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.
  253. 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.
  254. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  255. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  256. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  257. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  258. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  259. mat_filterlightmaps "1" // def. "1" # Filtering ligthmaps on(1)/off(0)
  260. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  261. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  262. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  263. 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.
  264. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  265. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  266. r_worldlights "0" // def. "4" # Number of world lights to use per vertex
  267. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  268. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  269. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  270. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  271. r_avglight 0
  272. r_ambientboost 0
  273. r_ambientfactor 0
  274. r_ambientmin 0
  275. // r_renderoverlayfragment 0 // test
  276. mat_max_worldmesh_vertices 512
  277. r_lod 2
  278. r_rootlod 2
  279. mat_picmip 2
  280. mat_mipmaptextures 0
  281. r_flex 0
  282. r_eyegloss 0
  283. r_eyemove 0
  284. r_eyeshift_x 0
  285. r_eyeshift_y 0
  286. r_eyeshift_z 0
  287. r_eyes 0
  288. r_eyesize 0
  289. blink_duration 0
  290. r_teeth 0
  291. cl_show_splashes 1
  292. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  293. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  294. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  295. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  296. mat_aaquality 0 // low 0
  297. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  298. cl_ejectbrass 0
  299. muzzleflash_light 0
  300. cl_muzzleflash_dlight_1st 0
  301. cl_new_impact_effects 0
  302. cl_rumblescale 0
  303. cl_debugrumble 0
  304. mat_reduceparticles 1
  305. r_3dnow 0
  306. r_3dsky 0
  307. mat_forcemanagedtextureintohardware 0
  308. cl_forcepreload 1
  309. rope_shake 0
  310. rope_smooth 0
  311. rope_wind_dist 0
  312. rope_collide 0
  313. rope_subdiv 0
  314. rope_smooth_enlarge 0
  315. rope_smooth_maxalpha 0
  316. rope_smooth_maxalphawidth 0
  317. rope_smooth_minalpha 0
  318. rope_smooth_minwidth 0
  319. rope_averagelight 0
  320. r_ropetranslucent 0
  321. cc_subtitles 1
  322. cl_downloadfilter "nosounds"
  323. cl_allowdownload 0
  324. cl_allowupload 1
  325. commentary 0
  326. overview_mode 0
  327. adsp_debug 0
  328. cl_clearhinthistory 1
  329. cl_showhelp 0
  330. cl_debugrumble "0"
  331. cl_rumblescale "0"
  332. r_waterforceexpensive 0
  333. mat_wateroverlaysize 1
  334. r_WaterDrawRefraction 0
  335. r_cheapwaterend 200
  336. r_cheapwaterstart 300
  337. cl_detaildist 0
  338. cl_detailfade 0
  339. cl_drawmonitors 0
  340. cl_ejectbrass 0
  341. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  342. cl_new_impact_effects 0
  343. cl_show_splashes 1
  344. func_break_max_pieces 0
  345. glow_outline_effect_enable 1 // Cart glow effect.
  346. lod_transitiondist 0
  347. mat_antialias 0
  348. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  349. // a strange `shine' effect to appear on all players.
  350. mat_colcorrection_disableentities 1
  351. mat_colorcorrection 0
  352. mat_disable_bloom 1
  353. mat_disable_fancy_blending 1
  354. mat_disable_lightwarp 1
  355. mat_envmapsize 8
  356. mat_envmaptgasize 8
  357. mat_filtertextures 0
  358. mat_forceaniso 1
  359. mat_hdr_level 0
  360. mat_max_worldmesh_vertices 512
  361. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  362. // to get it darker. Only works in fullscreen.
  363. mat_motion_blur_enabled 0
  364. mat_parallaxmap 0
  365. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  366. // at a range from -1 to 2, -1 being the best quality, 2 being the
  367. // worst.
  368. mat_reducefillrate 1
  369. mat_reduceparticles 1
  370. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  371. // non-shiny, and will remove some specular effects from in-game
  372. // entities which support it. Setting this to 1 on dx8 will
  373. // result in some strange `fire' textures replacing their
  374. // appropriate counterparts, especially on medals, and certain
  375. // hats.
  376. mat_trilinear 0
  377. mat_wateroverlaysize 1
  378. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  379. // scattergun without any real performance loss.
  380. r_3dsky 0
  381. r_ambientboost 0
  382. r_ambientfactor 0
  383. r_ambientmin 0
  384. r_avglight 0
  385. r_cheapwaterend 1
  386. r_cheapwaterstart 1
  387. r_decals 1
  388. r_decalstaticprops 0
  389. r_decal_cullsize 15
  390. r_drawdetailprops 0
  391. r_drawmodeldecals 0
  392. r_drawflecks 0
  393. r_dynamic 0
  394. r_forcewaterleaf 1
  395. r_lightaverage 0
  396. r_maxnewsamples 2
  397. r_maxsampledist 1
  398. r_propsmaxdist 0
  399. r_renderoverlayfragment 0
  400. r_staticprop_lod 4
  401. r_waterdrawreflection 0
  402. r_waterdrawrefraction 1
  403. r_waterforceexpensive 0
  404. r_waterforcereflectentities 0
  405. rope_averagelight 0
  406. rope_collide 0
  407. rope_rendersolid 0
  408. rope_shake 0
  409. rope_smooth 0
  410. rope_subdiv 0
  411. rope_wind_dist 0
  412. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  413. // it, for example, setting this to `1'
  414. // disables rain effects on *_sawmill.
  415. tracer_extra 0
  416. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  417. violence_hblood 1
  418.  
  419. // Misc
  420. // ----------------------------------------------------------------------------
  421. in_usekeyboardsampletime 0
  422. mat_clipz 1 // FX card users should set this to 0
  423. mat_forcehardwaresync 0
  424. mat_levelflush 1
  425. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  426. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  427. // performed on the GPU (as opposed to on the CPU). The
  428. // value `-1' autodetects hardware support for this
  429. // feature, which is safer than forcing it.
  430.  
  431.  
  432.  
  433.  
  434. mat_motion_blur_enabled 0
  435. mat_motion_blur_strength 0
  436. mat_disable_bloom 1
  437. mat_hdr_level 0
  438. mat_antialias 0
  439. mat_colcorrection_disableentities 1
  440. mat_colorcorrection 0
  441.  
  442. // for TRANSPARENT VIEWMODELS COMPATIBILITY
  443. // mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
  444. // mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
  445. // mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement