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  1. Custom Folder
  2.  
  3. Broselhud
  4. Particles
  5. Prec
  6. No Hat
  7. Lod Project
  8. No Bodygroups
  9. No SoundScapes
  10.  
  11. Launch Options
  12.  
  13. -fullscreen -32bit +mat_forcehardwaresync 0 +cl_cloud_settings 0 -w 640 -h 480 -toconsole -novid -nocdaudio -16bpp
  14.  
  15. Autoexec
  16.  
  17. unbindall
  18.  
  19. sensitivity 1.1
  20. volume 0.2
  21. cl_autoreload 1
  22.  
  23. bind "`" "toggleconsole"
  24. bind "w" "+forward"
  25. bind "s" "+back"
  26. bind "a" "+moveleft"
  27. bind "d" "+moveright"
  28. bind "CTRL" "+duck"
  29. bind "TAB" "+showscores"
  30. bind "'" "+moveup"
  31. bind "/" "+movedown"
  32. bind "PGUP" "+lookup"
  33. bind "PGDN" "+lookdown"
  34. bind "END" "centerview"
  35. bind "ALT" "+strafe"
  36. bind "INS" "+klook"
  37. bind "r" "+reload"
  38. bind "MOUSE1" "+attack"
  39. bind "MOUSE2" "+attack2"
  40. bind "1" "slot1"
  41. bind "2" "slot2"
  42. bind "3" "slot3"
  43. bind "4" "slot4"
  44. bind "5" "slot5"
  45. bind "6" "slot6"
  46. bind "7" "slot7"
  47. bind "8" "slot8"
  48. bind "9" "slot9"
  49. bind "0" "slot10"
  50. bind "MWHEELUP" "invprev"
  51. bind "MWHEELDOWN" "invnext"
  52. bind "F5" "screenshot"
  53. bind "F10" "quit prompt"
  54. bind "PAUSE" "pause"
  55. bind "ESCAPE" "escape"
  56. bind "t" "impulse 201"
  57. bind "y" "say"
  58. bind "u" "say_team"
  59. bind "v" "+voicerecord"
  60. bind "." "changeteam"
  61. bind "," "changeclass"
  62. bind "F1" "+showroundinfo"
  63. bind "g" "taunt"
  64. bind "e" "voicemenu 0 0"
  65. bind "b" "lastdisguise"
  66. bind "l" "dropitem"
  67. bind "i" "showmapinfo"
  68. bind "-" "disguiseteam"
  69. bind "m" "open_charinfo_direct"
  70. bind "n" "open_charinfo_backpack"
  71. bind "f" "inspect"
  72. bind "p" "prec_mark"
  73. bind "KP_END" "join_class scout"
  74. bind "KP_DOWNARROW" "join_class soldier"
  75. bind "KP_PGDN" "join_class pyro"
  76. bind "KP_LEFTARROW" "join_class demoman"
  77. bind "KP_5" "join_class heavyweapons"
  78. bind "KP_RIGHTARROW" "join_class engineer"
  79. bind "KP_HOME" "join_class medic"
  80. bind "KP_UPARROW" "join_class sniper"
  81. bind "KP_PGUP" "join_class spy"
  82. bind "j" "explode"
  83. bind "o" "toggle net_graph"
  84. bind "h" "+use_action_slot_item"
  85.  
  86. alias +crouchjump "+jump; +duck"
  87. alias -crouchjump "-duck; -jump"
  88. bind "space" "+crouchjump"
  89. echo "Crouch Jump Loaded Properly."
  90.  
  91. alias +zoom "fov_desired 75; viewmodel_fov 54; viewmodel_fov_demo 54; sensitivity 1.1"
  92. alias -zoom "fov_desired 90; Viewmodel_fov 80; viewmodel_fov_demo 80; sensitivity 1.1"
  93.  
  94. bind f +zoom
  95.  
  96. // Null-cancelling movement script
  97. // (prevents you from pressing two opposing directions, which causes you to stop moving)
  98.  
  99. bind w +mfwd
  100. bind s +mback
  101. bind a +mleft
  102. bind d +mright
  103.  
  104. alias +mfwd "-back;+forward;alias checkfwd +forward"
  105. alias +mback "-forward;+back;alias checkback +back"
  106. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  107. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  108. alias -mfwd "-forward;checkback;alias checkfwd none"
  109. alias -mback "-back;checkfwd;alias checkback none"
  110. alias -mleft "-moveleft;checkright;alias checkleft none"
  111. alias -mright "-moveright;checkleft;alias checkright none"
  112. alias checkfwd none
  113. alias checkback none
  114. alias checkleft none
  115. alias checkright none
  116. alias none ""
  117.  
  118. bind "q" "toggle r_drawviewmodel"
  119.  
  120. fov_desired 90
  121.  
  122. hud_saytext_time 4
  123.  
  124. exec medcheck
  125.  
  126. mat_vsync 0 // set to "1" to enable software v-sync (not recommended due to input lag)
  127.  
  128.  
  129. // no acceleration mouse settings
  130. m_filter 0
  131. m_customaccel_exponent 0
  132. m_customaccel_max 0
  133. m_customaccel_scale 0
  134. m_forward 1
  135. m_mouseaccel1 0
  136. m_mouseaccel2 0
  137. m_mousespeed 1
  138. m_customaccel 0
  139.  
  140. in_usekeyboardsampletime 0 // disable keyboard input smoothing
  141.  
  142.  
  143. // Networking
  144. fps_max 0
  145. cl_updaterate 67
  146. cl_cmdrate 67
  147. cl_interp_ratio 1
  148. cl_interp .0152 // Tweak. Recommend 0.0152 for projectiles/backstabs/DR activation
  149. rate 100000.000000
  150. cl_smooth 1 // View smoothing. Experiment with setting to "0" if you like.
  151. cl_smoothtime .1
  152. cl_pred_optimize "2"
  153. cl_showerror 0
  154. net_graph 1
  155. net_graphtext 1
  156.  
  157. // Sound
  158. soundinfo
  159. snd_legacy_surround 0
  160. snd_surround_speakers 0 // 0 = headphones 1 = speakers 5 = surround sound (virtual or real)
  161. dsp_enhance_stereo 1 // "1" for headphones, "0" for speakers or surround sound
  162. snd_disable_mixer_duck 0
  163. snd_pitchquality 1
  164. dsp_slow_cpu 1
  165. snd_spatialize_roundrobin
  166. //
  167. snd_spatialize_roundrobin 3 // low quality spatialization, not good for placing sounds, minor performance boost
  168. soundinfo
  169.  
  170.  
  171. // mat_viewportupscale 1 and mat_viewportscale 0.5 // and for setups with EXTREMELY weak GPU's only
  172.  
  173. mat_phong 0
  174. cl_jiggle_bone_framerate_cutoff 0
  175. r_drawflecks 0
  176. r_maxnewsamples 2
  177. r_maxsampledist 1
  178. tracer_extra 0
  179. mat_levelflush 1
  180.  
  181. r_hunkalloclightmaps "0"
  182. r_lightcache_zbuffercache "0"
  183.  
  184. r_lod 2
  185. r_rootlod 2
  186. mat_picmip 2
  187. mat_mipmaptextures 0
  188. r_flex 0
  189.  
  190. r_eyegloss 0
  191. r_eyemove 0
  192. r_eyeshift_x 0
  193. r_eyeshift_y 0
  194. r_eyeshift_z 0
  195. r_eyes 0
  196. r_eyesize 0
  197. blink_duration 0
  198. r_teeth 0
  199.  
  200. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  201. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  202. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  203. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  204. r_ragdoll_pronecheck_distance
  205.  
  206. cl_show_splashes 1
  207.  
  208. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  209. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  210. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  211. mat_aaquality 0
  212.  
  213.  
  214. cl_ejectbrass 0
  215. muzzleflash_light 0
  216. cl_muzzleflash_dlight_1st 0
  217. cl_new_impact_effects 0
  218. cl_rumblescale 0
  219. cl_debugrumble 0
  220.  
  221. mat_reduceparticles 1
  222.  
  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 "5" // def. "1200" # Behind this distance they are not rendered
  230.  
  231.  
  232. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  233. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  234.  
  235. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  236.  
  237. mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
  238. r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  239. r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
  240. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  241. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  242.  
  243.  
  244.  
  245. 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.
  246. 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.
  247. 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.
  248. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  249. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  250. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  251. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  252. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  253. mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
  254. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  255. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  256. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  257. r_maxdlights "1" // 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.
  258. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  259. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  260. r_worldlights "1" // def. "4" # Number of world lights to use per vertex
  261. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  262. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  263. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  264. r_shadowmaxrendered "9" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  265. nb_shadow_dist = "400"
  266. r_avglight 0
  267. r_ambientboost 0
  268. r_ambientfactor 0
  269. r_ambientmin 0
  270.  
  271. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  272. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  273. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  274. mat_max_worldmesh_vertices 512
  275.  
  276.  
  277. r_lod 2
  278. r_rootlod 2
  279. mat_picmip 2
  280. mat_mipmaptextures 0
  281.  
  282. r_flex 0
  283. r_eyegloss 0
  284. r_eyemove 0
  285. r_eyeshift_x 0
  286. r_eyeshift_y 0
  287. r_eyeshift_z 0
  288. r_eyes 0
  289. r_eyesize 0
  290. blink_duration 0
  291. r_teeth 0
  292.  
  293. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  294. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  295. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  296. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  297. r_ragdoll_pronecheck_distance
  298.  
  299. cl_show_splashes 1
  300.  
  301. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  302. mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
  303. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  304. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  305. mat_aaquality 0 // low 0
  306. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  307.  
  308.  
  309. cl_ejectbrass 0
  310. muzzleflash_light 0
  311. cl_muzzleflash_dlight_1st 0
  312. cl_new_impact_effects 0
  313. cl_rumblescale 0
  314. cl_debugrumble 0
  315.  
  316. mat_reduceparticles 1
  317.  
  318. r_3dnow 0
  319. r_3dsky 0
  320.  
  321. mat_forcemanagedtextureintohardware 0
  322. cl_forcepreload 1
  323.  
  324. // multicore rendering--if crashes occur, try toggling bone_setup, client_shadow_manager, queued_decals, and/or queued_post_processing to "0"
  325. mat_queue_mode "-1" // possible performance gain from setting to "2" for multicore or "1" for dual core
  326. host_thread_mode "2"
  327. cl_threaded_bone_setup "1"
  328. cl_threaded_client_leaf_system "0" // legacy
  329. r_threaded_client_shadow_manager "1"
  330. r_threaded_particles "1"
  331. r_threaded_renderables "1"
  332. r_queued_decals "1"
  333. r_queued_post_processing "1"
  334. r_queued_ropes 1
  335. studio_queue_mode 1
  336.  
  337. mp_usehwmmodels "-1"
  338. mp_usehwmvcds "-1"
  339.  
  340. // Advanced Sound
  341. snd_mix_async "1"
  342. snd_mixahead .1 // tweak if sounds are delayed or cut off
  343. snd_async_fullyasync 1
  344. snd_async_spew_blocking 1
  345.  
  346.  
  347. rope_shake 0
  348. rope_smooth 0
  349. rope_wind_dist 0
  350. rope_collide 0
  351. rope_subdiv 0
  352. rope_smooth_enlarge 0
  353. rope_smooth_maxalpha 0
  354. rope_smooth_maxalphawidth 0
  355. rope_smooth_minalpha 0
  356. rope_smooth_minwidth 0
  357. rope_averagelight 0
  358. r_ropetranslucent 0
  359.  
  360.  
  361. cc_subtitles 0
  362. cl_downloadfilter "nosounds"
  363. cl_allowdownload 0
  364. cl_allowupload 1
  365. commentary 0
  366. overview_mode 0
  367. adsp_debug 0
  368. cl_clearhinthistory 1
  369. cl_showhelp 0
  370. cl_debugrumble "0"
  371. cl_rumblescale "0"
  372.  
  373. r_waterforceexpensive 0
  374. mat_wateroverlaysize 1
  375. r_cheapwaterend 200
  376. r_cheapwaterstart 300
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