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- // Launch Options: -full -w 1680 -h 1050 -novid -nocdaudio -dxlevel 81
- // Misc.
- snd_restart
- developer 0
- cl_downloadfilter "nosounds"
- sv_allow_point_servercommand always
- sv_cheats 1
- sv_pure 0
- cl_autoreload 1 // Automatically reload weapons when you're not firing.
- cl_showfps 1 0
- cl_showerror 0
- cl_autorezoom 0 // Sniper Rifle will re-zoom after firing a zoomed shot.
- cl_show_market_data_on_items 0 // Show Community Market info.
- replay_screenshotresolution 1 // Take high-resolution replay screenshots.
- tf_romevision_opt_in 0 // Enable Romevision when available.
- tf_sniper_fullcharge_bell 1 // Play a sound when the Sniper Rifle is fully charged.
- tf_remember_lastswitched 0 // Remember the 'previous weapon' between lives.
- tf_remember_activeweapon 0 // Remember the 'active weapon' between lives.
- bind "r" "hud_reloadscheme"
- // Sprays:
- cl_playerspraydisable 1 // "1" = Off | "0" = On
- r_spray_lifetime 0 // Time in seconds a spray displays for.
- // Console:
- bind "`" "toggleconsole"
- con_drawnotify 0 // Disables drawing of notification area (for taking screenshots).
- con_enable 1 // Allows the console to be activated.
- con_filter_enable 1 // Filters console output based on the setting of con_filter_text. "1" filters completely, "2" displays filtered text brighter.
- //con_filter_text 0 // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
- con_filter_text_out Compact freed // Text with which to filter OUT of console spew. Set con_filter_enable "1" or "2" to activate.
- //con_logfile 0 // Console output gets written to this file.
- con_notifytime 8 // How long to display recent console text to the upper part of the game window.
- con_nprint_bgalpha 50 // Con_NPrint background alpha.
- con_nprint_bgborder 5 // Con_NPrint border size.
- //con_timestamp 0 // Prefix console.log entries with timestamps.
- //con_trace 0 // Print console text to low level printout.
- bind "r" +reload
- viewmodel_fov 120
- // HUD:
- cl_hud_minmode 0 1
- cl_hud_playerclass_playermodel_showed_confirm_dialog 1 // 3D Playermodel confirm dialog.
- cl_hud_playerclass_use_playermodel 1 // 3D Playermodel.
- tf_hud_show_servertimelimit 0
- tf_hud_target_id_disable_floating_health 1
- tf_hud_target_id_alpha 150.00
- hud_achievement_glowtime 0 // Default "2.5" // About a 1.5% FPS boost being on "0"
- hud_achievement_count 0 // Default "8" // Max number of achievements that can be shown on your HUD.
- hud_achievement_tracker 0 // Default "1" // Show or hide the achievement tracker
- hud_combattext_batching 1
- hud_combattext_batching_window 2.0
- hud_fastswitch 1
- hud_deathnotice_time 5 // Default "6" // Death notices that usually appear at the top right of the screen.
- cl_notifications_show_ingame 0 // Default "1" // Show pop-up notifications.
- // Close Captions:
- cc_lang "clovervidiar"
- closecaption 0
- cc_subtitles 0 // You may need this on "1" for Close Captions to work, depending on your HUD.
- // Network:
- cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
- cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
- cl_interp_ratio 1
- cl_lagcompensation 1
- cl_pred_optimize 2
- cl_smooth 0
- cl_smoothtime 0.01
- cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
- rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
- // Multicore Rendering:
- mat_queue_mode 2 // "-1" = Auto | "0" = Off | "1" = Dualcore | "2" = Multicore
- host_thread_mode 1
- cl_threaded_bone_setup 1 // "1"
- cl_threaded_client_leaf_system 0 // "0"
- r_threaded_client_shadow_manager 1 // "1"
- r_threaded_particles 1 // "1"
- r_threaded_renderables 1 // "1"
- r_queued_decals 0 // "0"
- r_queued_post_processing 1 // "1"
- studio_queue_mode 1 // "1"
- mp_usehwmmodels -1 // "-1" Auto
- mp_usehwmvcds -1 // "-1" Auto
- // Transparent Viewmodels:
- // DirectX 9.0+ ONLY
- mat_motion_blur_enabled 0 // "1" To enable. The only sure-fire way to keep refract masking on.
- mat_motion_blur_strength 0 // Effectively disables motion blur (personal choice). Motion blur gets masked and looks bad with refract masking.
- mat_disable_bloom 1 // "1" To enable. Disables bloom so refract masking doesn't create a dark rectangle over light materials.
- mat_bloomscale 0 // Adjustment of the Bloom effect.
- mat_hdr_level 0 // Set to "0" for no HDR, "1" for LDR + Bloom on HDR maps & "2" for full HDR on HDR maps.
- mat_antialias 0
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- // Scoreboard:
- bind tab "+scoreboard"
- alias +scoreboard "+showscores; mem_compact"
- alias -scoreboard "-showscores"
- // Sound:
- voice_enable 1
- snd_legacy_surround 0
- snd_surround_speakers 0 // "0" = Headphones | "0" = Speakers | "5" = Surround Sound
- dsp_enhance_stereo 0
- snd_disable_mixer_duck 0
- snd_pitchquality 1
- dsp_slow_cpu 1
- snd_mix_async 1
- snd_mixahead .07 // Sets a delay before a sound is played. Lower until sounds start to get cut off.
- snd_async_fullyasync 1
- snd_async_spew_blocking 1
- soundinfo
- // Hit Sound:
- play "hitsound.wav" // Name of the file you want to use. This pre-caches the sound.
- tf_dingalingaling 1
- tf_dingaling_pitchmaxdmg 70 // Higher pitch for high damage.
- tf_dingaling_pitchmindmg 150 // Lower pitch for less damage.
- // Shadows:
- mat_shadowstate 0
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_shadows 0
- nb_shadow_dist 0
- // Facial Features:
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyesize 0
- blink_duration 0
- // Gibs:
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 0
- violence_agibs 0
- violence_hgibs 0
- violence_ablood 0
- violence_hblood 0
- // Ragdolls:
- cl_ragdoll_collide 0 // "0" Collision between corpses.
- cl_ragdoll_forcefade 1 // "0" If set to "1" then cl_ragdoll_forcefade is used.
- cl_ragdoll_fade_time 0 // "15" Fading time in seconds of corpses. "0" = No Corpses
- cl_ragdoll_physics_enable 0 // "1" Ragdoll system for the corpses. Off, off means corpses standing around with no animation.
- g_ragdoll_fadespeed 0 // "600"
- g_ragdoll_lvfadespeed 0 // "100"
- ragdoll_sleepaftertime 0 // "5.0f"
- r_ragdoll_pronecheck_distance
- // FOV:
- viewmodel_fov 140 99
- fov_desired 90
- viewmodel_fov_demo 75
- // Performance:
- prop_active_gib_limit 0
- props_break_max_pieces_perframe 0
- fov_desired 90
- cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
- mat_phong 0 // some people don't like this on I prefer it on for sniper though
- cl_muzzleflash_dlight_1st 0
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
- cl_new_impact_effects 0
- cl_show_splashes 0
- cl_rumblescale 0
- cl_showhelp 0
- cl_showpluginmessages 0
- cl_debugrumble 0
- func_break_max_pieces 0
- glow_outline_effect_enable 0 // Cart glow effect.
- lod_transitiondist 0
- mat_antialias 1
- mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players. - Chris
- // In the past I wasn't able to prove that disabling this was significant,
- // it effects fps by about 1% after several checks - Comanglia
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 1
- mat_filtertextures 1
- mat_forceaniso 1
- mat_hdr_level 0
- mat_autoexposure_max 0
- mat_autoexposure_min 0
- mat_bloomscale 0
- mat_bloom_scalefactor_scalar 0
- mat_debug_postprocessing_effects 0
- mat_debugdepth 0
- mat_debugdepthmode 0
- mat_disable_bloom 1
- mat_postprocessing_combine 0
- mat_non_hdr_bloom_scalefactor 0
- mat_bufferprimitives 1
- mat_compressedtextures 1
- mat_debugdepthval 0
- mat_debugdepthvalmax 0
- mat_forcemanagedtextureintohardware 0
- mat_framebuffercopyoverlaysize 0
- mat_hdr_enabled 0
- mat_hdr_manual_tonemap_rate 0
- mat_mipmaptextures 1
- mat_non_hdr_bloom_scalefactor 0
- mat_showlightmappage -1
- mat_softwarelighting 0
- mat_software_aa_blur_one_pixel_lines 0
- mat_software_aa_edge_threshold 9
- mat_software_aa_quality 0// was 9
- mat_software_aa_strength 0
- mat_software_aa_strength_vgui 0
- mat_software_aa_tap_offset 0
- mat_software_aa_quality 0
- mat_texture_limit -1
- mat_use_compressed_hdr_textures 1
- mat_use_compressed_hdr_textures 0
- mem_max_heapsize 2048
- mod_forcedata 1
- mod_forcetouchdata 1
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 1.8 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_parallaxmap 0
- mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst. - Doesn't really matter much what you set this too if you're cpu bound
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
- mat_trilinear 1
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 1 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 9
- r_maxmodeldecal 9
- r_decalstaticprops 0
- r_decal_cullsize 15
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 0
- r_maxsampledist 1
- r_bloomtintb 0
- r_bloomtintexponent 0
- r_bloomtintg 0
- r_bloomtintr 0
- r_occlusion 1
- r_pixelfog 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- r_drawtracers_firstperson 1
- r_dopixelvisibility 0
- r_drawbatchdecals 0
- r_hunkalloclightmaps 0
- r_lightcache_zbuffercache 0
- r_PhysPropStaticLighting 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 1 // framerates on -most- pcs are higher with these on
- violence_hblood 1
- mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
- mat_motion_blur_forward_enabled 0
- mat_motion_blur_strength 0
- r_worldlightmin 0.0001
- mp_usehwmmodels -1
- mp_usehwmvcds -1
- // Null-cancelling movement script
- // (prevents you from pressing two opposing directions, which causes you to stop moving)
- bind w +mfwd
- bind s +mback
- bind a +mleft
- bind d +mright
- alias +mfwd "-back;+forward;alias checkfwd +forward"
- alias +mback "-forward;+back;alias checkback +back"
- alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
- alias +mright "-moveleft;+moveright;alias checkright +moveright"
- alias -mfwd "-forward;checkback;alias checkfwd none"
- alias -mback "-back;checkfwd;alias checkback none"
- alias -mleft "-moveleft;checkright;alias checkleft none"
- alias -mright "-moveright;checkleft;alias checkright none"
- alias checkfwd none
- alias checkback none
- alias checkleft none
- alias checkright none
- alias none ""
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