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tf2 config

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  1. //Starting script
  2. cl_interp 0
  3. sv_allow_point_servercommand always
  4. mat_phong 0
  5. tf_dingaling_pitchmaxdmg 1
  6. tf_dingaling_pitchmindmg 140
  7. //Crouch Jump Script
  8. alias +rj "spec_mode;-duck;+cr;alias checkrj +cr";
  9. alias -rj "-cr;checkduck;alias checkrj none";
  10. alias +crouch "-cr;+duck;alias checkduck +duck";
  11. alias -crouch "-duck;checkrj;alias checkduck none";
  12. alias checkduck none;
  13. alias checkrj none;
  14. alias +cr "+jump;+duck";
  15. alias -cr "-duck;-jump";
  16. alias none "";
  17. bind space +rj;
  18. bind ctrl +crouch;
  19. // Null-cancelling movement script
  20. // (prevents you from pressing two opposing directions, which causes you to stop moving)
  21.  
  22. bind w +mfwd
  23. bind s +mback
  24. bind a +mleft
  25. bind d +mright
  26.  
  27. alias +mfwd "-back;+forward;alias checkfwd +forward"
  28. alias +mback "-forward;+back;alias checkback +back"
  29. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  30. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  31. alias -mfwd "-forward;checkback;alias checkfwd none"
  32. alias -mback "-back;checkfwd;alias checkback none"
  33. alias -mleft "-moveleft;checkright;alias checkleft none"
  34. alias -mright "-moveright;checkleft;alias checkright none"
  35. alias checkfwd none
  36. alias checkback none
  37. alias checkleft none
  38. alias checkright none
  39. alias none ""
  40. //Auto Disguise
  41. alias +disguise "+attack; lastdisguise";
  42. alias -disguise "-attack; lastdisguise";
  43. bind mouse1 +disguise;
  44. //FPS CONFIGS
  45. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  46. // ----------------------------------------------------------------------------
  47. // Chris' highframes config, designed to get you a large performance boost
  48. // v2.010 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
  49. // ----------------------------------------------------------------------------
  50. // Problems or questions? Contact me at #christf2 on QuakeNet.
  51. // ----------------------------------------------------------------------------
  52. // Launch options:
  53. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  54. //
  55. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  56. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  57. // ----------------------------------------------------------------------------
  58.  
  59. // ----------------------------------------------------------------------------
  60. // FPS cap
  61. // ----------------------------------------------------------------------------
  62. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  63. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  64. // desirable than a variable but sometimes high framerate. A common
  65. // misconception is that if any more frames are generated than your monitor can
  66. // display, they are useless. This is wrong -- frames are used for much more
  67. // than mere display, and affect the way the game feels well past your
  68. // refresh rate.
  69. //
  70. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  71. // any case, or the discrepancy between clientside frame generation and frames
  72. // to be sent to the server will no doubt cause you many a headache, especially
  73. // when it comes down to hit registration. Other than that, I recommend
  74. // for everyone to use the value `132' (2*66), as long as you can generally
  75. // keep that value stable without regular drops.
  76. // ----------------------------------------------------------------------------
  77. //cl_showfps 1 // Show unsmoothed FPS meter
  78. fps_max 999 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  79. //fps_max 0
  80.  
  81. // ----------------------------------------------------------------------------
  82. // Net settings
  83. // ----------------------------------------------------------------------------
  84. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  85. // are a fact of life in competitive TF2, and as such, they are included here.
  86. //
  87. // A common question I am asked -- what defines whether a good connection is
  88. // good or bad? Mostly personal preference. If you're not willing to make the
  89. // choice, try both and see which is better for you.
  90. //
  91. // Generally, meeting both of the following conditions would classify it as a
  92. // good connection:
  93. //
  94. // - Ping of <80 to the average server you join
  95. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  96. //
  97. // There's some pretty good documentation on this here:
  98. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  99. //
  100. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  101. // ----------------------------------------------------------------------------
  102.  
  103. //Good connection
  104. cl_cmdrate 66
  105. cl_interp 0
  106. cl_interp_ratio 1
  107. cl_lagcompensation 1
  108. cl_pred_optimize 2
  109. cl_smooth 0
  110. cl_smoothtime 0.01
  111. cl_updaterate 66
  112. rate 60000
  113.  
  114. // Bad connection
  115. //cl_cmdrate 40
  116. //cl_interp 0
  117. //cl_interp_ratio 2
  118. //cl_lagcompensation 1
  119. //cl_pred_optimize 2
  120. //cl_smooth 0
  121. //cl_smoothtime 0.01
  122. //cl_updaterate 40
  123. //rate 35000
  124.  
  125. // ----------------------------------------------------------------------------
  126. // Sprays
  127. // ----------------------------------------------------------------------------
  128. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  129. // anyway, so if you play competitive TF2, this won't help you.
  130. // ----------------------------------------------------------------------------
  131.  
  132. // Disable sprays
  133. cl_playerspraydisable 1
  134. r_spray_lifetime 0
  135.  
  136. // Enable sprays -- uncomment this section if you want these settings
  137. //cl_playerspraydisable 0
  138. //r_spray_lifetime 2
  139.  
  140. // ----------------------------------------------------------------------------
  141. // Shadows
  142. // ----------------------------------------------------------------------------
  143.  
  144. // Disable shadows
  145. mat_shadowstate 0
  146. r_shadowmaxrendered 0
  147. r_shadowrendertotexture 0
  148. r_shadows 0
  149.  
  150. // Enable shadows -- uncomment this section if you want these settings
  151. //mat_shadowstate 1
  152. //r_shadowmaxrendered 11
  153. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  154. // competitive TF2 players to see opponents standing
  155. // near the other side of a wall. You may see some
  156. // performance loss from setting this to `1'.
  157. r_shadows 1
  158.  
  159. // ----------------------------------------------------------------------------
  160. // Facial features
  161. // ----------------------------------------------------------------------------
  162.  
  163. // Disable facial features
  164. r_eyes 1
  165. r_flex 0
  166. r_lod 2
  167. r_rootlod 0
  168. r_teeth 0
  169.  
  170. // Enable facial features -- uncomment this section if you want these settings
  171. //r_eyes 1
  172. //r_flex 1
  173. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  174. //r_rootlod 1
  175. //r_teeth 1
  176.  
  177. // ----------------------------------------------------------------------------
  178. // Ragdolls
  179. // ----------------------------------------------------------------------------
  180. // You will have reduced performance on deaths which produce ragdolls.
  181. // ----------------------------------------------------------------------------
  182.  
  183. // Enable ragdolls -- uncomment this section if you want these settings
  184. cl_ragdoll_fade_time 15
  185. cl_ragdoll_forcefade 0
  186. cl_ragdoll_physics_enable 1
  187. g_ragdoll_fadespeed 600
  188. g_ragdoll_lvfadespeed 100
  189. ragdoll_sleepaftertime "5.0f"
  190.  
  191. // ----------------------------------------------------------------------------
  192. // Gibs
  193. // ----------------------------------------------------------------------------
  194. // You will have reduced performance on deaths which produce gibs.
  195. // ----------------------------------------------------------------------------
  196.  
  197. // Disable gibs
  198. cl_phys_props_enable 0
  199. cl_phys_props_max 0
  200. props_break_max_pieces 0
  201. r_propsmaxdist 1
  202. violence_agibs 0
  203. violence_hgibs 0
  204.  
  205. // Enable gibs -- uncomment this section if you want these settings
  206. //cl_phys_props_enable 1
  207. //cl_phys_props_max 128
  208. //props_break_max_pieces -1
  209. //r_propsmaxdist 1000
  210. //violence_agibs 1
  211. //violence_hgibs 1
  212.  
  213. // ----------------------------------------------------------------------------
  214. // Graphical
  215. // ----------------------------------------------------------------------------
  216. // Now we come to the main brunt of the config. You probably don't want to mess
  217. // with this.
  218. // ----------------------------------------------------------------------------
  219. cl_detaildist 0
  220. cl_detailfade 0
  221. cl_drawmonitors 0
  222. cl_ejectbrass 0
  223. cl_new_impact_effects 0
  224. cl_show_splashes 0
  225. func_break_max_pieces 0
  226. glow_outline_effect_enable 0 // Cart glow effect.
  227. lod_transitiondist 0
  228. mat_antialias 0
  229. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  230. // a strange `shine' effect to appear on all players.
  231. mat_colcorrection_disableentities 1
  232. mat_colorcorrection 0
  233. mat_disable_bloom 1
  234. mat_disable_fancy_blending 1
  235. mat_disable_lightwarp 1
  236. mat_envmapsize 8
  237. mat_envmaptgasize 8
  238. mat_filterlightmaps 1
  239. mat_filtertextures 1
  240. mat_forceaniso 1
  241. mat_hdr_level 0
  242. mat_max_worldmesh_vertices 512
  243. mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
  244. // to get it darker. Only works in fullscreen.
  245. mat_motion_blur_enabled 0
  246. mat_parallaxmap 0
  247. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  248. // at a range from -1 to 2, -1 being the best quality, 2 being the
  249. // worst.
  250. mat_reducefillrate 1
  251. mat_reduceparticles 1
  252. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  253. // non-shiny, and will remove some specular effects from in-game
  254. // entities which support it. Setting this to 1 on dx8 will
  255. // result in some strange `fire' textures replacing their
  256. // appropriate counterparts, especially on medals, and certain
  257. // hats.
  258. mat_trilinear 1
  259. mat_wateroverlaysize 1
  260. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  261. // scattergun without any real performance loss.
  262. r_3dsky 0
  263. r_ambientboost 0
  264. r_ambientfactor 0
  265. r_ambientmin 0
  266. r_avglight 0
  267. r_cheapwaterend 1
  268. r_cheapwaterstart 1
  269. r_decals 9
  270. r_decalstaticprops 0
  271. r_decal_cullsize 15
  272. r_drawdetailprops 0
  273. r_drawmodeldecals 0
  274. r_drawflecks 0
  275. r_dynamic 0
  276. r_flashlightdepthtexture 0
  277. r_forcewaterleaf 1
  278. r_lightaverage 0
  279. r_maxnewsamples 2
  280. r_maxsampledist 1
  281. r_propsmaxdist 0
  282. r_renderoverlayfragment 0
  283. r_staticprop_lod 4
  284. r_waterdrawreflection 0
  285. r_waterdrawrefraction 1
  286. r_waterforceexpensive 0
  287. r_waterforcereflectentities 0
  288. rope_averagelight 0
  289. rope_collide 0
  290. rope_rendersolid 0
  291. rope_shake 0
  292. rope_smooth 0
  293. rope_subdiv 0
  294. rope_wind_dist 0
  295. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  296. // it, for example, setting this to `1'
  297. // disables rain effects on *_sawmill.
  298. tracer_extra 0
  299. violence_ablood 0
  300. violence_hblood 0
  301.  
  302. // ----------------------------------------------------------------------------
  303. // Misc
  304. // ----------------------------------------------------------------------------
  305. in_usekeyboardsampletime 0
  306. mat_clipz 1 // FX card users should set this to 0
  307. mat_forcehardwaresync 0
  308. mat_levelflush 1
  309. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  310. // silly incompatibility with the Xfire overlay. You should use
  311. // it if you can!
  312. m_customaccel 0
  313. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  314. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  315. // performed on the GPU (as opposed to on the CPU). The
  316. // value `-1' autodetects hardware support for this
  317. // feature, which is safer than forcing it.
  318.  
  319. // ----------------------------------------------------------------------------
  320. // Threading
  321. // ----------------------------------------------------------------------------
  322. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  323. // defines the threading method to be used by the material
  324. // system. It has been unstable to use in the past, but
  325. // nowadays it's generally okay.
  326. //
  327. // Here are the possible values:
  328. // -2 legacy default
  329. // -1 default
  330. // 0 synchronous single thread
  331. // 1 queued single thread
  332. // 2 queued multithreaded
  333. //
  334. // If you have problems with the value `2', try setting it to
  335. // `-1'.
  336. //
  337. // As an aside, there are quite a few bugs in the demo system
  338. // that occur when mat_queue_mode is set to a value that is
  339. // not `-1'. If you intend to do work with the demo system,
  340. // maybe you should change this.
  341.  
  342. cl_threaded_bone_setup 0
  343. cl_threaded_client_leaf_system 0
  344. r_queued_decals 0
  345. r_queued_ropes 1
  346. r_queued_post_processing 0
  347. r_threaded_client_shadow_manager 1
  348. r_threaded_particles 1
  349. r_threaded_renderables 1
  350.  
  351. // ----------------------------------------------------------------------------
  352. // Misc
  353. // ----------------------------------------------------------------------------
  354. cl_forcepreload 1 // Force preloading
  355.  
  356. // ----------------------------------------------------------------------------
  357. // Print to console
  358. // ----------------------------------------------------------------------------
  359. echo "-------------------------------------------------------"
  360. echo " Chris' highframes config loaded. "
  361. echo "-------------------------------------------------------"
  362. echo "Please direct all comments/queries/whatnot to"
  363. echo "#christf2 on QuakeNet."
  364.  
  365. cl_hud_playerclass_use_playermodel 1
  366. cl_hud_playerclass_playermodel_showed_confirm_dialog 1
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