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  1. //Reset standard binds and redefine them
  2. //-----------------------------------------------------------------------------
  3.  
  4. unbindall
  5. clear
  6.  
  7. bind ` "toggleconsole"
  8. bind DEL "hud_reloadscheme; record fix; stop"
  9. bind ALT "impulse 201"
  10. bind TAB "+showscores"
  11. alias +scoreboard "+showscores ; net_graph 1 ; cl_showfps 1"
  12. alias -scoreboard "-showscores ; net_graph 0 ; cl_showfps 0"
  13. bind HOME "screenshot"
  14. bind F6 "save_replay"
  15. bind o "cl_trigger_first_notification"
  16. bind p "cl_decline_first_notification"
  17. bind , "changeclass"
  18. bind . "changeteam"
  19. bind t "say"
  20. bind y "say_team"
  21. bind e "voicemenu 0 0"
  22. bind SHIFT "voice_menu_3"
  23. bind v "+voicerecord"
  24. bind MOUSE1 "+attack"
  25. bind MOUSE2 "+attack2"
  26. bind MWHEELUP "invnext"
  27. bind MWHEELDOWN "invprev"
  28. bind q "lastinv"
  29. bind m "open_charinfo_direct"
  30. bind n "open_charinfo_backpack"
  31. bind h "+use_action_slot_item"
  32. bind j "inspect"
  33. bind g "taunt"
  34. bind k "explode"
  35. bind l "dropitem"
  36. bind b "lastdisguise random"
  37. bind - "disguiseteam"
  38. bind 1 "slot1"
  39. bind 2 "slot2"
  40. bind 3 "slot3"
  41. bind 4 "slot4"
  42. bind 5 "slot5"
  43. bind w "+forward"
  44. bind a "+moveleft"
  45. bind s "+back"
  46. bind d "+moveright"
  47. bind c "+duck"
  48. bind SPACE "+jump"
  49.  
  50. echo "-------------------------------------"
  51. echo " KEYS SUCCESSFULLY BOUND"
  52. echo "-------------------------------------"
  53.  
  54. //-----------------------------------------------------------------------------
  55. // Custom Binds & Misc Settings
  56. //-----------------------------------------------------------------------------
  57. //Toggle Viewmodels
  58. bind r "incrementvar viewmodel_fov 0 70 70"
  59.  
  60. //MOUSE3 quick melee
  61. alias +sting "slot3;voicemenu 2 1;+attack"
  62. alias -sting "-attack;lastinv"
  63. bind MOUSE3 +sting
  64.  
  65. //Ambassador Zoom Script
  66. alias +zoom2 "viewmodel_fov 0;sensitivity 3.00;fov_desired 70"
  67. alias -zoom2 "viewmodel_fov 70;sensitivity 5.75;fov_desired 90"
  68. bind x +zoom2
  69.  
  70. //Medic Radar
  71. alias autocall_default "hud_medicautocallersthreshold 75"
  72. alias autocall_all "hud_medicautocallersthreshold 150"
  73. alias +radar autocall_all
  74. alias -radar autocall_default
  75. bind z +radar
  76.  
  77. // Loadout switcher
  78. alias +loadoutA load_itempreset 0
  79. alias +loadoutB load_itempreset 1
  80. alias +loadoutC load_itempreset 2
  81. alias +loadoutD load_itempreset 3
  82. alias -loadoutA slot2
  83. alias -loadoutB slot2
  84. alias -loadoutC slot2
  85. alias -loadoutD slot2
  86. bind "7" "+loadoutA; echo LoadoutA"
  87. bind "8" "+loadoutB; echo LoadoutB"
  88. bind "9" "+loadoutC; echo LoadoutC"
  89. bind "0" "+loadoutD; echo LoadoutD"
  90.  
  91. //Spawn Switcher
  92. alias forwardspawn_random "join_class "random";alias "forwardspawn_toggle" "forwardspawn_medic""
  93. alias forwardspawn_medic "join_class "medic";alias "forwardspawn_toggle" "forwardspawn_random""
  94. alias forwardspawn_toggle "forwardspawn_random"
  95. bind RIGHTARROW "forwardspawn_toggle"
  96.  
  97. //Dingaling pitch settings
  98. tf_dingaling_volume "0.50" //Between 0 and 1
  99. tf_dingaling_pitchmindmg "150"
  100. tf_dingaling_pitchmaxdmg "23" //lowest is 5
  101.  
  102. //Other Settings
  103. cl_autoreload 1
  104. cl_autorezoom 0
  105. cl_hud_minmode 1
  106. cl_ask_blacklist_opt_out 0
  107. cl_ask_favorite_opt_out 0
  108. hud_fastswitch 1
  109. hud_classautokill 0
  110. hud_combattext 1
  111. hud_medichealtargetmarker 1
  112. hud_freezecamhide 1
  113. pyro_vignette 0
  114. pyro_vignette_distortion 0
  115. pyro_dof 0
  116. sensitivity 5.75
  117. tf_dingalingaling 1
  118. tf_remember_lastswitched 1
  119. tf_hud_no_crosshair_on_scope_zoom 1
  120. tf_medigun_autoheal 1
  121. tf_spectate_pyrovision 0
  122. tf_respawn_on_loadoutchanges 1
  123.  
  124. echo "-------------------------------------"
  125. echo " SCRIPTS AND MISC SETTINGS LOADED"
  126. echo "-------------------------------------"
  127. //-----------------------------------------------------------------------------
  128.  
  129.  
  130. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  131. // ----------------------------------------------------------------------------
  132. // Chris' highframes config, designed to get you a large performance boost
  133. // v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
  134. // ----------------------------------------------------------------------------
  135. // Problems or questions? Contact me at #christf2 on QuakeNet.
  136. // ----------------------------------------------------------------------------
  137. // Launch options:
  138. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  139. //
  140. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  141. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  142. // ----------------------------------------------------------------------------
  143.  
  144. // ----------------------------------------------------------------------------
  145. // FPS cap
  146. // ----------------------------------------------------------------------------
  147. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  148. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  149. // desirable than a variable but sometimes high framerate. A common
  150. // misconception is that if any more frames are generated than your monitor can
  151. // display, they are useless. This is wrong -- frames are used for much more
  152. // than mere display, and affect the way the game feels well past your
  153. // refresh rate.
  154. //
  155. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  156. // any case, or the discrepancy between clientside frame generation and frames
  157. // to be sent to the server will no doubt cause you many a headache, especially
  158. // when it comes down to hit registration. Other than that, I recommend
  159. // for everyone to use the value `132' (2*66), as long as you can generally
  160. // keep that value stable without regular drops.
  161. // ----------------------------------------------------------------------------
  162. cl_showfps 1 // Show unsmoothed FPS meter
  163. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  164. fps_max 0
  165.  
  166. // ----------------------------------------------------------------------------
  167. // Net settings
  168. // ----------------------------------------------------------------------------
  169. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  170. // are a fact of life in competitive TF2, and as such, they are included here.
  171. //
  172. // A common question I am asked -- what defines whether a good connection is
  173. // good or bad? Mostly personal preference. If you're not willing to make the
  174. // choice, try both and see which is better for you.
  175. //
  176. // Generally, meeting both of the following conditions would classify it as a
  177. // good connection:
  178. //
  179. // - Ping of <80 to the average server you join
  180. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  181. //
  182. // There's some pretty good documentation on this here:
  183. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  184. //
  185. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  186. // ----------------------------------------------------------------------------
  187.  
  188. // LAN
  189. //cl_cmdrate 66
  190. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  191. // the minimum available.
  192. //cl_interp_ratio 0
  193. //cl_lagcompensation 0
  194. //cl_pred_optimize 2
  195. //cl_smooth 0
  196. //cl_smoothtime 0.01
  197. //cl_updaterate 66
  198. //rate 60000
  199.  
  200. // Good connection
  201. //cl_cmdrate 66
  202. //cl_interp 0
  203. //cl_interp_ratio 1
  204. //cl_lagcompensation 1
  205. //cl_pred_optimize 2
  206. //cl_smooth 0
  207. //cl_smoothtime 0.01
  208. //cl_updaterate 66
  209. //rate 60000
  210.  
  211. // Bad connection
  212. cl_cmdrate 40
  213. cl_interp 0
  214. cl_interp_ratio 2
  215. cl_lagcompensation 1
  216. cl_pred_optimize 2
  217. cl_smooth 0
  218. cl_smoothtime 0.01
  219. cl_updaterate 40
  220. rate 35000
  221.  
  222. // ----------------------------------------------------------------------------
  223. // Sprays
  224. // ----------------------------------------------------------------------------
  225. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  226. // anyway, so if you play competitive TF2, this won't help you.
  227. // ----------------------------------------------------------------------------
  228.  
  229. // Disable sprays
  230. cl_playerspraydisable 1
  231. r_spray_lifetime 0
  232.  
  233. // Enable sprays -- uncomment this section if you want these settings
  234. //cl_playerspraydisable 0
  235. //r_spray_lifetime 2
  236.  
  237. // ----------------------------------------------------------------------------
  238. // Shadows
  239. // ----------------------------------------------------------------------------
  240.  
  241. // Disable shadows
  242. mat_shadowstate 0
  243. r_shadowmaxrendered 0
  244. r_shadowrendertotexture 0
  245. r_shadows 0
  246.  
  247. // Enable shadows -- uncomment this section if you want these settings
  248. //mat_shadowstate 1
  249. //r_shadowmaxrendered 11
  250. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  251. // competitive TF2 players to see opponents standing
  252. // near the other side of a wall. You may see some
  253. // performance loss from setting this to `1'.
  254. //r_shadows 1
  255.  
  256. // ----------------------------------------------------------------------------
  257. // Facial features
  258. // ----------------------------------------------------------------------------
  259.  
  260. // Disable facial features
  261. r_eyes 0
  262. r_flex 0
  263. r_lod 2
  264. r_rootlod 2
  265. r_teeth 0
  266.  
  267. // Enable facial features -- uncomment this section if you want these settings
  268. //r_eyes 1
  269. //r_flex 1
  270. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  271. //r_rootlod 1
  272. //r_teeth 1
  273.  
  274. // ----------------------------------------------------------------------------
  275. // Ragdolls
  276. // ----------------------------------------------------------------------------
  277. // You will have reduced performance on deaths which produce ragdolls.
  278. // ----------------------------------------------------------------------------
  279.  
  280. // Disable ragdolls
  281. cl_ragdoll_fade_time 0
  282. cl_ragdoll_forcefade 1
  283. cl_ragdoll_physics_enable 0
  284. g_ragdoll_fadespeed 0
  285. g_ragdoll_lvfadespeed 0
  286. ragdoll_sleepaftertime 0
  287.  
  288. // Enable ragdolls -- uncomment this section if you want these settings
  289. //cl_ragdoll_fade_time 15
  290. //cl_ragdoll_forcefade 0
  291. //cl_ragdoll_physics_enable 1
  292. //g_ragdoll_fadespeed 600
  293. //g_ragdoll_lvfadespeed 100
  294. //ragdoll_sleepaftertime "5.0f"
  295.  
  296. // ----------------------------------------------------------------------------
  297. // Gibs
  298. // ----------------------------------------------------------------------------
  299. // You will have reduced performance on deaths which produce gibs.
  300. // ----------------------------------------------------------------------------
  301.  
  302. // Disable gibs
  303. cl_phys_props_enable 0
  304. cl_phys_props_max 0
  305. props_break_max_pieces 0
  306. r_propsmaxdist 1
  307. violence_agibs 0
  308. violence_hgibs 0
  309.  
  310. // Enable gibs -- uncomment this section if you want these settings
  311. //cl_phys_props_enable 1
  312. //cl_phys_props_max 128
  313. //props_break_max_pieces -1
  314. //r_propsmaxdist 1000
  315. //violence_agibs 1
  316. //violence_hgibs 1
  317.  
  318. // ----------------------------------------------------------------------------
  319. // Graphical
  320. // ----------------------------------------------------------------------------
  321. // Now we come to the main brunt of the config. You probably don't want to mess
  322. // with this.
  323. // ----------------------------------------------------------------------------
  324. cl_detaildist 0
  325. cl_detailfade 0
  326. cl_drawmonitors 0
  327. cl_ejectbrass 0
  328. cl_new_impact_effects 0
  329. cl_show_splashes 0
  330. func_break_max_pieces 0
  331. glow_outline_effect_enable 0 // Cart glow effect.
  332. lod_transitiondist 0
  333. mat_antialias 0
  334. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  335. // a strange `shine' effect to appear on all players.
  336. mat_colcorrection_disableentities 1
  337. mat_colorcorrection 0
  338. mat_disable_bloom 1
  339. mat_disable_fancy_blending 1
  340. mat_disable_lightwarp 1
  341. mat_envmapsize 8
  342. mat_envmaptgasize 8
  343. mat_filterlightmaps 1
  344. mat_filtertextures 1
  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 1 // 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 1 // 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 1
  364. mat_wateroverlaysize 1
  365. mp_decals 9 // `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 9
  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_flashlightdepthtexture 0
  382. r_forcewaterleaf 1
  383. r_lightaverage 0
  384. r_maxnewsamples 2
  385. r_maxsampledist 1
  386. r_propsmaxdist 0
  387. r_renderoverlayfragment 0
  388. r_staticprop_lod 4
  389. r_waterdrawreflection 0
  390. r_waterdrawrefraction 1
  391. r_waterforceexpensive 0
  392. r_waterforcereflectentities 0
  393. rope_averagelight 0
  394. rope_collide 0
  395. rope_rendersolid 0
  396. rope_shake 0
  397. rope_smooth 0
  398. rope_subdiv 0
  399. rope_wind_dist 0
  400. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  401. // it, for example, setting this to `1'
  402. // disables rain effects on *_sawmill.
  403. tracer_extra 0
  404. violence_ablood 0
  405. violence_hblood 0
  406.  
  407. // ----------------------------------------------------------------------------
  408. // Misc
  409. // ----------------------------------------------------------------------------
  410. in_usekeyboardsampletime 0
  411. mat_clipz 1 // FX card users should set this to 0
  412. mat_forcehardwaresync 0
  413. mat_levelflush 1
  414. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  415. // silly incompatibility with the Xfire overlay. You should use
  416. // it if you can!
  417. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  418. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  419. // performed on the GPU (as opposed to on the CPU). The
  420. // value `-1' autodetects hardware support for this
  421. // feature, which is safer than forcing it.
  422.  
  423. // ----------------------------------------------------------------------------
  424. // Sound
  425. // ----------------------------------------------------------------------------
  426. // I'd be hesitant to say that you would see a great deal of performance
  427. // improvement from lowering the sound quality, but in my experience as a
  428. // competitive TF2 player, lowering the sound quality makes determination of
  429. // directionality and distance that much easier. You may see a small FPS gain
  430. // with these settings, or you may not, either way will likely have a
  431. // negligible effect on performance.
  432. // ----------------------------------------------------------------------------
  433. dsp_enhance_stereo 0
  434. dsp_slow_cpu 1
  435. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  436. // helpful in the past, as it seems to (for whatever
  437. // reason) reduce the number of TDRs experienced during
  438. // gameplay. There's some pretty good information on
  439. // TDRs (nerds only) here:
  440. // http://forums.nvidia.com/index.php?showtopic=65161
  441. snd_pitchquality 0
  442. snd_spatialize_roundrobin 1
  443.  
  444. // ----------------------------------------------------------------------------
  445. // Threading
  446. // ----------------------------------------------------------------------------
  447. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  448. // defines the threading method to be used by the material
  449. // system. It has been unstable to use in the past, but
  450. // nowadays it's generally okay.
  451. //
  452. // Here are the possible values:
  453. // -2 legacy default
  454. // -1 default
  455. // 0 synchronous single thread
  456. // 1 queued single thread
  457. // 2 queued multithreaded
  458. //
  459. // If you have problems with the value `2', try setting it to
  460. // `-1'.
  461. //
  462. // As an aside, there are quite a few bugs in the demo system
  463. // that occur when mat_queue_mode is set to a value that is
  464. // not `-1'. If you intend to do work with the demo system,
  465. // maybe you should change this.
  466.  
  467. cl_threaded_bone_setup 0
  468. cl_threaded_client_leaf_system 0
  469. r_queued_decals 0
  470. r_queued_ropes 1
  471. r_queued_post_processing 0
  472. r_threaded_client_shadow_manager 1
  473. r_threaded_particles 1
  474. r_threaded_renderables 1
  475.  
  476. // ----------------------------------------------------------------------------
  477. // Misc
  478. // ----------------------------------------------------------------------------
  479. cl_forcepreload 1 // Force preloading
  480.  
  481. // ----------------------------------------------------------------------------
  482. // Print to console
  483. // ----------------------------------------------------------------------------
  484. echo "-------------------------------------------------------"
  485. echo " Chris' highframes config loaded. "
  486. echo "-------------------------------------------------------"
  487. echo "Please direct all comments/queries/whatnot to"
  488. echo "#christf2 on QuakeNet."
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