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- // '--- mastercomfig---'
- // ---------------------------------
- // Version: 8.3.9 | February 23 2020
- // ---------------------------------
- // =================
- // '--- Network ---'
- // =================
- // ---------------
- // '-- General --'
- // ---------------
- // Optimizes for better networking
- net_maxpacketdrop 0 // Use all packets
- cl_timeout 60 // Max client timeout
- hud_escort_interp 0.2 // Smooth out payload cart progress over slightly less time
- cl_pred_optimize 2 // Optimize for not copying data if did not receive a network update and also for not repredicting if there were no errors
- // -----------------
- // '-- Snapshots --'
- // -----------------
- // Tuning client-server communication and interpolation
- cl_interp_ratio 1 // Interpolate over 2 snapshots to avoid issues where one snapshot is dropped once in a while. Safest option for most users.
- cl_interp 0.0303030303 // Fallback value
- cl_smoothtime 0.0151515152 // Sync view interp with entity interp
- cl_cmdrate 66 // Send to server at this many times per second
- cl_updaterate 66 // Get from server at this many times per second
- // -------------------
- // '-- Packet Size --'
- // -------------------
- // How big packets are and how they are split up/compressed
- net_compresspackets 1
- net_compresspackets_minsize 128
- net_maxroutable 1260
- net_maxfragments 1260
- // -----------------------
- // '-- Game Bandwidth --'
- // -----------------------
- // Speed of packet sending, rate limited to prevent packet overflow
- // Rate should be 80% of your stable internet speed in bytes per second
- // (upload or download, whichever is slowest)
- rate 1048576 // Rate used for server communication, delays packets based on this value and packet size
- net_maxcleartime 0.015 // Maximum time in seconds packets can be held for
- // -------------
- // '-- Files --'
- // -------------
- // Controls networked file handling
- net_maxfilesize 64 // Max out file upload size for extra content
- cl_downloadfilter all // Download all server custom files
- // -------------------
- // '-- Matchmaking --'
- // -------------------
- // Adjusts casual/competitive matchmaking settings
- tf_mm_debug_level 0 // Remove matchmaking debug output
- tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join.
- tf_party_keep_on_same_team 1 // Enforce parties being on the same team
- // ===================
- // '--- Rendering ---'
- // ===================
- // -----------
- // '-- LOD --'
- // -----------
- // Controls the quality of objects based on distance
- r_rootlod 2 // Maximum performance for models
- r_lod -1 // Use r_rootlod to properly fade through LODs
- lod_TransitionDist -1 // Do not fade in map objects for maximum performance
- mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh count
- // ----------------
- // '-- Lighting --'
- // ----------------
- // Lights projected onto characters and other dynamic models
- r_ambientboost 0 // Disable to save the small amount of CPU this uses
- r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
- mat_phong 0 // Disable phong for flatter shading
- r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
- r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
- r_maxdlights 0 // Do not allow any dynamic lights
- r_worldlightmin .0004 // Do not render insignificant world lighting
- r_worldlights 0 // Disable world lights
- mat_disable_lightwarp 1 // Disable light warps
- mat_filterlightmaps 1 // Filter lightmaps
- mat_reducefillrate 1 // Simplify material shading and use some DirectX 8 features
- r_dopixelvisibility 0 // Enable visibility testing for glows, halos and pretty lights
- mat_bumpmap 0 // Enable bumpmap materials
- mat_specular 0 // Enable specular materials
- mat_parallaxmap 0 // Disable possible dead parallax mapping shader path
- // ---------------
- // '-- Shadows --'
- // ---------------
- // Shadows cast from characters
- r_shadows 0 // Disable shadows for a big FPS increase
- r_shadowmaxrendered 0 // ^
- r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
- r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
- r_flashlightrender 0 // Disable extra flashlight stuff
- r_flashlightmodels 0 // Disable flashlight effect on models
- r_flashlightculldepth 0 // Skip more flashlight processes which are ultimately unused
- r_flashlightscissor 0 // ^
- // ---------------
- // '-- Effects --'
- // ---------------
- // Controls weapon and other miscellaneous effects
- tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
- r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
- cl_show_splashes 0 // Disable water splashes
- cl_fasttempentcollision 0 // Check this many frames for collisions on syringes, shell ejection, blood, and some other effects
- cl_ejectbrass 0 // Bullet ejection on shots
- cl_muzzleflash_dlight_1st 0 // Disable dynamic light from muzzle flash in DoD and possibly other mods
- cl_drawmonitors 0 // Draw monitors in HL2 and CS
- muzzleflash_light 0 // Muzzle flash lights
- // -------------
- // '-- Water --'
- // -------------
- // Water reflections
- r_WaterDrawReflection 0 // Disable water reflections
- r_waterforceexpensive 0 // Do not force expensive water
- r_waterforcereflectentities 0 // Do not force entity water reflections
- r_WaterDrawRefraction 0 // Disable water refraction
- // -----------------
- // '-- Particles --'
- // -----------------
- // Particle effects
- cl_particle_batch_mode 1 // Use default particle batch mode
- tf_particles_disable_weather 1 // Disable rain, snow and ash particles
- mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real performance impact comes from creating particle systems
- cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
- r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces distractions
- r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
- tf_impactwatertimeenable 1 // Limit water splash particle to every second
- fx_drawimpactdebris 0 // Disable bullet surface debris effect
- fx_drawimpactdust 0 // Disable bullet surface dust effect
- fx_drawmetalspark 0 // Disable bullet surface spark effect
- cl_particle_retire_cost 0.1 // Remove particles larger than this fraction of 1000 screen area
- // -----------------------
- // '-- Post Processing --'
- // -----------------------
- // Extra visual effects
- // -------------
- // '- General -'
- // -------------
- // Standard post processing effects
- mat_postprocessing_combine 0 // Individually checked passes for post processing
- mat_hdr_level 0 // LDR
- mat_colorcorrection 0 // Disable color correction to quickly skip post processing rendering pathway
- mat_colcorrection_disableentities 1 // Skip most of the client think for color correction map entities
- mat_autoexposure_max 0 // Max autoexposure value
- mat_autoexposure_min 0 // Min autoexposure value
- // ----------------
- // '- Pyrovision -'
- // ----------------
- // Pyrovision visual effects
- pyro_dof 0 // Skip a SSAO depth pass for pyrovision
- pyro_vignette 0 // Disable vignette for pyrovision
- // -------------------
- // '-- Motion Blur --'
- // -------------------
- // These settings will adjust the blurring effect from rotation and movement
- mat_motion_blur_enabled 0 // Disable motion blur
- // --------------------
- // '-- Antialiasing --'
- // --------------------
- // These settings will adjust the smoothing of jagged edges
- mat_software_aa_strength 0 // Skip software AA which ultimately disables itself
- mat_software_aa_strength_vgui 0 // ^
- mat_alphacoverage 0 // Disable alpha-to-coverage
- mat_antialias 1 // Do not do antialiasing
- // -------------------------
- // '-- Texture Filtering --'
- // -------------------------
- // These settings will adjust the texture smoothing/filtering
- mat_trilinear 1 // Force trilinear as it improves texture filtering for little
- mat_forceaniso 1 // Disable anisotropic filtering
- // ------------------
- // '-- Characters --'
- // ------------------
- // These settings will adjust the characters in the game
- r_flex 0 // Disable facial animations
- flex_rules 0 // ^
- anim_3wayblend 0 // Disable 3-way animation blending
- r_teeth 0 // Do not render teeth, small FPS boost
- flex_smooth 0 // Do not smooth facial animations
- r_glint_procedural 1 // Use the glint texture that is cached per frame anyway
- r_eyes 0 // Do not draw character eyes
- r_eyemove 0 // Disable eye movement
- tf_clientsideeye_lookats 0 // Disable eye lookats
- blink_duration 0 // Disable blinking
- phonemefilter .00001 // Do not box filter lip sync
- phonemesnap 0 // Do not crossfade a second lip sync on any LOD
- // --------------
- // '-- Decals --'
- // --------------
- // Overlay textures on models
- // -------------
- // '- General -'
- // -------------
- // Bullet holes and overall decal support
- r_decals 9 // Allow to check bullet spread
- mp_decals 9 // ^
- r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
- r_decal_overlap_count 0 // Do not allow decals to overlap each other
- // ------------------
- // '- Model Decals -'
- // ------------------
- // Blood on hurt players and some bullet decals on props
- r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is that decals apply onto. This also causes a bug with red bullet decals on some wood models.
- r_maxmodeldecal 9 // Optimize maximum model decal count
- // ----------------
- // '- Map Decals -'
- // ----------------
- // Decals placed by the map author
- r_renderoverlayfragment 0 // Disable overlays, small performance increase
- r_overlayfadeenable 0 // Fade map decals based on globally set distance
- // ------------
- // '- Sprays -'
- // ------------
- // Decals sprayed by players
- cl_allowdownload 0 // Block downloads of other player custom files (sprays)
- cl_allowupload 0 // Disable uploading your player custom files (sprays)
- r_spray_lifetime 0 // Clear sprays immediately
- cl_playerspraydisable 1 // Disable player sprays
- // ------------
- // '-- Gibs --'
- // ------------
- // Body parts created on violent deaths
- cl_burninggibs 0 // Disable burning gibs as they have a performance impact
- props_break_max_pieces 0 // Disables gibs and prop breaking
- violence_hgibs 1 // Enable normal gibs
- violence_agibs 1 // ^
- violence_hblood 1 // Enable normal blood
- violence_ablood 1 // ^
- tf_playergib 0 // Control gibbing on local servers: 0: never, 1: default, 2: always.
- // -------------
- // '-- Props --'
- // -------------
- // Various small objects
- r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
- cl_phys_props_enable 0 // Disable client side physics props
- r_propsmaxdist 0 // ^
- r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
- r_staticprop_lod 7 // Force lowest LOD (lowest quality). Makes some railings invisible. certain distance)
- r_PhysPropStaticLighting 0 // Do not use lighting on props
- // ----------------
- // '-- Ragdolls --'
- // ----------------
- // Bodies that spawn on death with adjustable physics simulation and fading
- cl_ragdoll_fade_time 0 // Fade out ragdolls instantly
- cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
- cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes from
- cl_ragdoll_collide 0 // Disable ragdoll collisions
- ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
- // ---------------
- // '-- General --'
- // ---------------
- // General/overall graphics settings
- mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to .1 in increments of .1 or .05). This is useful for if your GPU struggles to render a lot of pixels.
- mat_viewportupscale 1 // Upscale when using mat_viewportscale
- r_3dsky 0 // Disable 3D sky
- cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
- tf_sheen_framerate 15 // Killstreak viewmodel frame rate
- tf_sheen_alpha_firstperson 0.1 // Intensity of tint
- // --------------
- // '- Textures -'
- // --------------
- mat_picmip 2 // Very High quality textures
- mat_filtertextures 1 // Filter textures
- mat_disable_fancy_blending 1 // Disable fancy blending of textures
- // -------------
- // '-- Ropes --'
- // -------------
- // Ropes for Mannpower grappling hook and as decoration in maps
- r_drawropes 0 // Turn off ropes entirely
- rope_rendersolid 0 // Skip rendering solid part of ropes
- r_ropetranslucent 0 // Skip simulating ropes
- rope_smooth 0 // Skip a long smoothing operation for ropes
- rope_subdiv 0 // Skip heavy loops for rope subdivisions
- rope_collide 0 // Skip CPU heavy world collisions for ropes
- rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
- // --------------------
- // '-- Optimization --'
- // --------------------
- // These settings will optimize TF2 without having any very noticeable effects to the user
- mat_vsync 0 // Ensure VSync is disabled
- mat_powersavingsmode 0 // Ensure power savings mode is disabled
- engine_no_focus_sleep 0 // Linux machines suffer from this bug where notifications and window switching can unfocus the game
- r_ForceWaterLeaf 1 // Optimization to visleafs
- r_fastzreject 0 // Renders first pass of a scene with a z-buffer on the CPU and
- // then has the GPU quickly render the scene in a second pass,
- // with the visible parts of the scene already calculated.
- // For the scene rendering, the savings are not much on dGPUs
- // in exchange for the CPU cost.
- r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
- r_occludeemaxarea 7.5 // Skip occlusion of objects that are too large to test for
- r_occluderminarea 15 // Skip occluders that are too small to block anything worth our time
- r_occludermincount 1 // Just in case we filter one out
- mat_tonemapping_occlusion_use_stencil 0 // Force disable stencil buffer for tonemapping
- r_norefresh 1 // Do not store a useless and unused frame time variable
- fast_fogvolume 1 // Fast path for one leaf water data
- r_pixelfog 1 // Use a pixel shader for fog if possible
- sv_alternateticks 0 // Run every tick
- mod_offline_hdr_switch 1 // Skip outdated Source engine pathways
- mat_forcemanagedtextureintohardware 0 // Do not do tricks to render textures into hardware
- r_hunkalloclightmaps 1 // Fix a few NULL light data bugs with this off, it also caches data
- jpeg_quality 90 // JPEG quality percentage
- mat_requires_rt_alloc_first 0 // Force disable, since new GPUs do not need to do this. Improves load times.
- sys_minidumpspewlines 0 // Do not save any console output to a memory buffer in case of a crash
- cl_localnetworkbackdoor 0 // Fast path to skip backdoor
- mp_usehwmmodels -1 // Fast path skip HW morph models
- fps_max 0 // Reaching the cap within a certain timing causes CPU instrinsic pauses
- // =============
- // '--- HUD ---'
- // =============
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc HUD settings
- cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
- hud_fastswitch 1 // Weapon switch behavior:
- // 0 - PC Buckets
- // Select weapons from the side of your screen, fire to confirm.
- // 1 - PC Fast Switch
- // Fast switch for PC buckets (no fire to confirm).
- // 2 - Buckets Plus:
- // Fast Switch
- // weapon selection window comes up at the middle of your screen,
- // can select weapons without ammo (but not switch to them).
- // 3 - Carousel scroll:
- // Fast Switch
- // slot 1 = last weapon, slot 2 = next weapon,
- // slot 3 = swap weapon, slot 4 = previous weapon.
- tf_scoreboard_mouse_mode 0 // Use mouse on scoreboard. 0 - disabled, 1 - always, 2 - on click (MOUSE2).
- tf_use_match_hud 1 // Show the top player bar on all servers
- tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
- tf_dashboard_slide_time 0.1 // Time in seconds for dashboard transitions
- tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
- tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
- tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
- tf_colorblindassist 1 // Add extra icon for jarate (colorblind mode)
- cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
- sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
- tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
- tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
- tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
- tf_hud_show_servertimelimit 1 // Show server map time
- tf_hud_target_id_alpha 255 // Transparency of target ID
- tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
- hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
- tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - from everyone, 2 - from friends.
- tf_spectator_target_location 0 // 0 - center (default)
- // 1 - bottom left
- // 2 - bottom center
- // 3 - bottom right
- hud_freezecamhide 1 // Hide the HUD during freeze-cam
- tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
- tf_stats_nogameplaycheck 1 // Skip checking for gamemodes when recording stats
- // ----------------
- // '-- Messages --'
- // ----------------
- // Text chat and other messages
- hud_saytext_time 5 // How long in seconds chat messages stay on screen
- cl_showtextmsg 1 // Enable text messages
- cl_showpluginmessages 1 // Show messages from server plugins
- cl_chatfilters 63 // Chat Filter - enable parts of chat:
- // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
- // achievements (32)
- // Add a combination of these numbers together to enable that combination
- // for example, name change (2) + team change (16) = 18
- // 0 for everything disabled
- cl_mute_all_comms 1 // Disable text and voice for muted players
- hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
- tf_chat_popup_hold_time 2.5 // How long party messages appear on the main menu
- // ----------------
- // '-- Backpack --'
- // ----------------
- // Inventory, economy and backpack
- tf_time_loading_item_panels .0004 // Decrease time spent per frame loading item panels
- cl_spec_carrieditems 0 // Show spectated player items
- tf_backpack_page_button_delay .25 // Decrease button delay for moving items
- cl_showbackpackrarities 1 // Show item rarity color borders in backpack
- cl_show_market_data_on_items 1 // Show market data in backpack: 0 - never, 1 - when showing borders, 2 - always.
- // -------------------
- // '-- Killstreaks --'
- // -------------------
- // Killstreak messages from weapons
- cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
- cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
- // ---------------------
- // '-- Notifications --'
- // ---------------------
- // In-game notifications for trade offers, requests, events, etc
- cl_notifications_move_time 0.1 // Make notification transition shorter
- tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
- cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
- cl_vote_ui_show_notification 0 // Instantly show the vote UI when a vote is called
- // -----------------
- // '-- Contracts --'
- // -----------------
- // Contracts as part of campaigns
- tf_contract_competitive_show 0 // During competitive matches, contract visibility:
- // 0 - never
- // 1 - all
- // 2 - active only
- tf_contract_progress_show 0 // During all matches, contract visibility:
- // 0 - never
- // 1 - all
- // 2 - active only
- tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
- // ------------
- // '-- Info --'
- // ------------
- // Additional HUD elements for extra info
- // Adding additional HUD elements decreases FPS by a small amount
- cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
- // ---------------
- // '-- Console --'
- // ---------------
- // Developer console customization
- con_enable 1 // Enable console
- con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages (nprint)
- con_filter_enable 1 // Enable console text filter
- con_filter_text_out "particle" // ^
- // ==============
- // '--- View ---'
- // ==============
- // The character view and viewmodel
- fov_desired 90 // See more of the battlefield
- viewmodel_fov 90 // FOV for your viewmodel, recommend to adjust from 54 to 70
- glow_outline_effect_enable 0 // Disable all outlines
- tf_enable_glows_after_respawn 1 // Enable spawn nametags
- tf_spec_xray_disable 0 // Enable nametags while spectating
- tf_spectate_pyrovision 0 // Do not force pyrovision in spectator mode
- cl_use_tournament_specgui 1 // Use advanced tournament UI in spectator tournament mode
- tf_romevision_opt_in 1 // Opt into Romevision
- // ==============
- // '--- Misc ---'
- // ==============
- // Settings that do not fit into a category
- bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
- ai_frametime_limit 0.015 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
- // ================
- // '--- Memory ---'
- // ================
- // Adjustments to memory allocation
- lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
- cl_always_flush_models 0 // Keep models loaded in between map loads and keep preloading
- mat_levelflush 0 // Clear temporary memory to prevent overloading memory stores
- mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw
- // ====================
- // '--- Filesystem ---'
- // ====================
- // -------------
- // '-- Sizes --'
- // -------------
- // Set buffer and file read sizes
- filesystem_buffer_size 32768 // 32KB for better block size optimization
- filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
- // -------------------
- // '-- Model Cache --'
- // -------------------
- // Control loading and caching models
- mod_load_anims_async 0 // Async animation loading
- mod_load_mesh_async 0 // Async mesh loading
- mod_load_vcollide_async 0 // Async vcollide loading
- mod_forcetouchdata 1 // Put all model data into cache on load
- mod_touchalldata 1 // Load vcollide sync, load all peer data
- mod_forcedata 1 // Load submodel data
- // ===============
- // '--- Sound ---'
- // ===============
- // -----------------
- // '-- Threading --'
- // -----------------
- // Threading options to take advantage of modern CPUs for the sound system
- snd_async_fullyasync 0 // Do not start up async loads when we do not need to
- snd_async_minsize 131072 // Have a good threshold for loading async sounds
- snd_mix_async 1 // Use another thread to mix sounds
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc sound settings
- snd_mixahead 0.066 // Balance between sound delay and less demand on the CPU. Synced with sound clock.
- // ---------------
- // '-- Quality --'
- // ---------------
- // Adjust the quality of sound
- snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
- snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
- // ----------------------
- // '-- Spatialization --'
- // ----------------------
- // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
- dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays
- dsp_slow_cpu 0 // Use enhanced positional effects
- snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
- dsp_room 0 // Disable automatic DSP
- dsp_water 0 // Disable water muffling effect
- // --------------------
- // '-- Optimization --'
- // --------------------
- // Optimizations with no noticeable effect on the listener
- snd_cull_duplicates 0 // Do not skip playing duplicate sounds
- voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
- snd_noextraupdate 1 // Do not update sound twice
- snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
- snd_async_spew_blocking 0 // Disable async spew
- // ===============
- // '--- No Tutorials ---'
- // ===============
- cl_showhelp 0
- cl_mainmenu_updateglow 0
- cl_ask_bigpicture_controller_opt_out 1
- cl_ask_blacklist_opt_out 1
- cl_ask_favorite_opt_out 1
- sb_dontshow_maxplayer_warning 1
- replay_quitmsg_dontaskagain 1
- replay_movie_reveal_warning 0
- replay_renderqueue_first_add 1
- replay_perftip_count_enter 1
- replay_perftip_count_exit 1
- replay_perftip_count_freecam_enter 1
- replay_perftip_count_freecam_exit 1
- replay_perftip_count_freecam_exit2 1
- replay_replayeditor_rewindmsgcounter 1
- cl_promotional_codes_button_show 0
- tf_casual_welcome_hide 1
- tf_comp_welcome_hide 1
- tf_find_a_match_hint_viewed 1
- tf_coach_request_nevershowagain 1
- tf_explanations_backpackpanel 1
- tf_explanations_charinfo_armory_panel 1
- tf_explanations_charinfopanel 1
- tf_explanations_craftingpanel 1
- tf_explanations_discardpanel 1
- tf_explanations_store 1
- tf_warpaint_explanation_viewed 1
- cl_hud_playerclass_playermodel_showed_confirm_dialog 1
- tf_weapon_select_demo_time 0
- tf_hud_notification_duration 0
- tf_hud_notification_show_count_ghost_controls 3
- tf_hud_notification_show_count_ghost_controls_no_respawn 3
- tf_hud_notification_show_count_kart_controls 3
- tf_inspect_hint_count 11
- tf_quest_map_intro_viewed 1
- tf_show_maps_details_explanation_count 0
- tf_show_preset_explanation_in_class_loadout 0
- tf_show_taunt_explanation_in_class_loadout 0
- tf_taunt_always_show_hint 0
- tf_training_has_prompted_for_forums 1
- tf_training_has_prompted_for_loadout 1
- tf_training_has_prompted_for_offline_practice 1
- tf_training_has_prompted_for_options 1
- tf_training_has_prompted_for_training 1
- cl_training_class_unlock_all
- cl_training_completed_with_classes 511
- tf_romevision_skip_prompt 1
- tf_mvm_tabs_discovered 1
- echo ""
- echo ""
- echo " ********************************"
- echo " ********************************"
- echo " ** mastercomfig 8.3.8 loaded **"
- echo " ** February 12 2020 **"
- echo " ********************************"
- echo " ********************************"
- echo ""
- echo ""
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