Advertisement
Cloudymoon

Custom.cfg

Apr 29th, 2018
1,718
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 94.77 KB | None | 0 0
  1. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 6.7.0 | April 27 2018
  5. // ---------------------------------
  6. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  7.  
  8. sv_cheats 1 // Prevent fog cvar spew in console on startup
  9. con_filter_enable 1 // Filter unknown errors in console log
  10. con_filter_text_out "unknown" // ^
  11.  
  12. // =================
  13. // '--- Network ---'
  14. // =================
  15. // ---------------
  16. // '-- General --'
  17. // ---------------
  18. // Optimizes for better networking
  19.  
  20. net_queued_packet_thread 1 // Queue split packets
  21. net_maxpacketdrop 1000 // Use faster packet drop threshold
  22. //net_maxpacketdrop 5000 // Use default packet drop threshold
  23. net_splitrate 2 // Split 2 packets per frame, reduces choke with a bit of CPU
  24. // usage
  25. //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU
  26. // intensive
  27. //net_splitrate 1 // Do not split multiple packets for bad CPUs that cannot
  28. // handle the extra load
  29. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  30. cl_pred_optimize 1 // Reuse prediction data if the server did not respond to
  31. // client data (case 1)
  32. //cl_pred_optimize 2 // Reuse prediction data in case 1, as well as if the
  33. // the server said our prediction data was within
  34. // reasonable limits of its own data (case 2)
  35. cl_lagcompensation 1 // Ensure lag compensation is turned on
  36. cl_predictweapons 1 // Ensure weapon firing prediction is turned on
  37. cl_smooth 1 // Smooth out prediction errors
  38. //cl_smooth 0 // Skip view smoothing operation
  39. cl_smoothtime 0.1 // Smooth out view for 100ms
  40. hud_escort_interp 0.1 // Smooth out networked HUD updates over slightly less time
  41.  
  42. // -----------------
  43. // '-- Snapshots --'
  44. // -----------------
  45. // Tuning client-server communication and interpolation
  46.  
  47. alias interp_congestion_unreliable "cl_interp 0.1"
  48. alias interp_congestion_safe "cl_interp 0.0666666"
  49. alias interp_congestion_balanced "cl_interp 0.0478260"
  50. alias interp_congestion_lan "cl_interp 0.0333333"
  51.  
  52. alias interp_standard_unreliable "cl_interp 0.0454545"
  53. alias interp_standard_safe "cl_interp 0.0303030"
  54. alias interp_standard_balanced "cl_interp 0.0217391"
  55. alias interp_standard_lan "cl_interp 0.015151"
  56.  
  57. alias interp_high_unreliable "cl_interp 0.0225563"
  58. alias interp_high_safe "cl_interp 0.0150375"
  59. alias interp_high_balanced "cl_interp 0.0107878"
  60. alias interp_high_lan "cl_interp 0.0075187"
  61.  
  62. //cl_cmdrate 66 // Send to server at this many times per second
  63. //cl_updaterate 66 // Get from server at this many times per second
  64.  
  65. alias packet_rate_congestion_aliases "alias interp_unreliable interp_congestion_unreliable; alias interp_safe interp_congestion_safe; alias interp_balanced interp_congestion_balanced; alias interp_lan interp_congestion_lan"
  66. alias packet_rate_standard_aliases "alias interp_unreliable interp_standard_unreliable; alias interp_safe interp_standard_safe; alias interp_balanced interp_standard_balanced; alias interp_lan interp_standard_lan"
  67. alias packet_rate_high_aliases "alias interp_unreliable interp_high_unreliable; alias interp_safe interp_high_safe; alias interp_balanced interp_high_balanced; alias interp_lan interp_high_lan"
  68.  
  69. alias packet_rate_congestion "cl_cmdrate 30; cl_updaterate 30;packet_rate_congestion_aliases;setinfo packet_rate congestion"
  70. alias packet_rate_standard "cl_cmdrate 66; cl_updaterate 66;packet_rate_standard_aliases;setinfo packet_rate standard"
  71. alias packet_rate_high "cl_cmdrate 133; cl_updaterate 133;packet_rate_high_aliases;setinfo packet_rate high"
  72.  
  73. setinfo packet_rate_congestion ""
  74. setinfo packet_rate_standard ""
  75. setinfo packet_rate_high ""
  76.  
  77. alias packet_rate packet_rate_standard
  78.  
  79. //cl_interp 0.0217391;cl_interp_ratio 1.4347827 // Use an interp timing that
  80. // accounts for occasional
  81. // snapshot interval drops
  82. //cl_interp 0.030303;cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid
  83. // issues where one snapshot is dropped
  84. // once in a while. Safest option for
  85. // most users.
  86. //cl_interp 0;cl_interp_ratio 1 // Reduce entity interpolation times to a
  87. // minimum. Recommended only on LAN
  88. //cl_interp 0.0454545;cl_interp_ratio 3 // Protect more against packet loss,
  89. // increase further for more protection.
  90. // For users with an unstable connection
  91.  
  92. alias snapshots_unreliable "interp_unreliable;cl_interp_ratio 3;setinfo snapshots unreliable"
  93. alias snapshots_safe "interp_safe;cl_interp_ratio 2;setinfo snapshots safe"
  94. alias snapshots_balanced "interp_balanced;cl_interp_ratio 1.4347827;setinfo snapshots balanced"
  95. alias snapshots_lan "interp_lan;cl_interp_ratio 1;setinfo snapshots lan"
  96.  
  97. setinfo snapshots_unreliable ""
  98. setinfo snapshots_safe ""
  99. setinfo snapshots_balanced ""
  100. setinfo snapshots_lan ""
  101.  
  102. alias snapshots snapshots_balanced
  103.  
  104. // -------------------
  105. // '-- Packet Size --'
  106. // -------------------
  107. // How big packets are and how they are split up/compressed
  108.  
  109. //net_compresspackets 1 // Compress packets to reduce network latency on fast
  110. // CPUs
  111. //net_compresspackets 0 // Disable packet compression on slow CPUs or very fast
  112. // networks (~100Mbps up or higher)
  113. //net_compresspackets_minsize 957 // Compress packets above max reliable packet
  114. // size
  115. //net_compresspackets_minsize 576 // Always compress packets to reduce network
  116. // usage. Compression further than this may
  117. // increase packet size
  118. //net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and
  119. // avoiding split packets
  120. //net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for
  121. // routers that have trouble with
  122. // larger sizes
  123. //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to
  124. // avoid split packets more in
  125. // order to save CPU time and
  126. // packet overhead
  127.  
  128. alias packet_size_conservative "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 956;net_maxfragments 956;setinfo packet_size conservative"
  129. alias packet_size_lowend "net_compresspackets 1;net_compresspackets_minsize 1261;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size lowend"
  130. alias packet_size_minimal "net_compresspackets 1;net_compresspackets_minsize 577;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size minimal"
  131. alias packet_size_balanced "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 1200;net_maxfragments 1200;setinfo packet_size balanced"
  132. alias packet_size_large "net_compresspackets 0;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size large"
  133.  
  134. setinfo packet_size_conservative ""
  135. setinfo packet_size_lowend ""
  136. setinfo packet_size_minimal ""
  137. setinfo packet_size_balanced ""
  138. setinfo packet_size_large ""
  139.  
  140. alias packet_size packet_size_balanced
  141.  
  142. // -------------------
  143. // '-- Upload Rate --'
  144. // -------------------
  145. // Speed of packet sending, rate limited to prevent packet overflow
  146. // Rate should be 80% of your stable upload speed in bytes per second
  147. // In order to calculate your net_maxcleartime if you have an upload rate higher
  148. // than the max rate, divide 1288 by your upload rate.
  149.  
  150. rate 196608 // 1.57 Mbps default rate from CS:GO
  151. net_splitpacket_maxrate 98304
  152. net_maxcleartime 4
  153.  
  154. // -------------
  155. // '-- Files --'
  156. // -------------
  157. // Controls networked file handling
  158.  
  159. net_maxfilesize 64 // Max out file upload size for extra content
  160. cl_downloadfilter all // Allow all server custom files
  161. //cl_downloadfilter nosounds // Do not download sound files a server
  162. //cl_downloadfilter mapsonly // Only downloads maps from server custom files
  163. //cl_downloadfilter none // Do not download any files from a server
  164. tf_steam_workshop_query_timeout 5 // Shorter timeout for workshop
  165.  
  166. alias download_all "cl_downloadfilter all;setinfo download all"
  167. alias download_nosounds "cl_downloadfilter nosounds;setinfo download nosounds"
  168. alias download_mapsonly "cl_downloadfilter mapsonly;setinfo download mapsonly"
  169. alias download_none "cl_downloadfilter none;setinfo download none"
  170.  
  171. setinfo download_all ""
  172. setinfo download_nosounds ""
  173. setinfo download_mapsonly ""
  174. setinfo download_none ""
  175.  
  176. alias download download_all
  177.  
  178. // -------------------
  179. // '-- Matchmaking --'
  180. // -------------------
  181. // Adjusts casual/competitive matchmaking settings
  182.  
  183. //tf_mm_custom_ping 100 // The ping tolerance for matchmaking
  184. //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  185. tf_mm_debug_level 0 // Remove matchmaking debug output
  186. //tf_mm_partyclient_debug 1 // Enable party debug output
  187. //tf_party_ignore_invites 1 // Ignore party invites
  188. tf_party_join_request_mode 1 // Mode for party join requests:
  189. // 0 - open join
  190. // 1 - request join
  191. // 2 - invite join
  192. //tf_party_force_update // Force an update to the party system
  193. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team
  194. //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
  195. //tf_datacenter_ping_dump // Dump server routing debug info
  196. //tf_mm_dump_match_invites // Show current match invites
  197.  
  198. // ---------------------
  199. // '-- Local Servers --'
  200. // ---------------------
  201. // Optimizes local server networking
  202.  
  203. cl_localnetworkbackdoor 1 // Network optimizations for local servers
  204. net_usesocketsforloopback 0 // Skip using network sockets for local servers
  205. sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel
  206.  
  207. // ===================
  208. // '--- Rendering ---'
  209. // ===================
  210. // -----------------
  211. // '-- Threading --'
  212. // -----------------
  213. // These settings will take advantage of CPU multi-threading
  214.  
  215. cl_threaded_client_leaf_system 1 // Asynchronously loop renderables for leafs
  216. //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with
  217. // less than 4 threads
  218. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  219. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 2 threads or less
  220. r_threaded_particles 1 // Process particle systems in parallel
  221. r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  222. //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with
  223. // less than 4 threads
  224. mat_queue_mode 2 // Force multithreaded mode for the material system queue
  225. //mat_queue_mode 1 // Force queued single threaded mode for CPUs with less than
  226. // 4 threads
  227. studio_queue_mode 1 // Use queue calls for studio renders
  228. host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force)
  229.  
  230. // -----------------------------
  231. // '-- Material System Queue --'
  232. // -----------------------------
  233. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  234.  
  235. r_queued_decals 0 // Disabled by default due to crashes
  236. //r_queued_decals 1 // Offload decal draws to the material system
  237. r_queued_post_processing 0 // Disabled by default because it usually fails to
  238. // render the post processing effects in time for the
  239. // frame render, resulting in a missing texture
  240. //r_queued_post_processing 1 // Offloads post processing to the material system
  241. // Performance improvement if your driver/GPU works
  242. // with it
  243. r_queued_ropes 1 // Queue some rope rendering using the material system
  244.  
  245. // -----------
  246. // '-- LOD --'
  247. // -----------
  248. // Controls the quality of objects based on distance
  249.  
  250. //r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  251. // believe. Set to 1 for the best balance between model quality and performance.
  252. r_rootlod 2 // Maximum performance for models
  253. //r_rootlod 0 // Maximum quality for models
  254. //r_lod -1 // Use r_rootlod to properly fade through LODs
  255. //r_lod 0 // Always use the highest LOD possible
  256. lod_TransitionDist -5000 // Fade map objects over a long distance to reduce
  257. // pop in and clutter while still increasing
  258. // performance
  259. //lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  260. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to
  261. // slightly reduce pop in while still increasing
  262. // performance
  263. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  264. // performance but has the least pop in
  265. //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh
  266. // count
  267. mat_max_worldmesh_vertices 1024 // Reduce invididual mesh complexity for weak
  268. // GPUs
  269.  
  270. alias lod_very_low "r_rootlod 2; r_lod -1; lod_TransitionDist -1;setinfo lod very_low"
  271. alias lod_low "r_rootlod 2; r_lod -1; lod_TransitionDist -5001;setinfo lod low"
  272. alias lod_medium "r_rootlod 2; r_lod -1; lod_TransitionDist -5000;setinfo lod medium"
  273. alias lod_medium_high "r_rootlod 1; r_lod -1; lod_TransitionDist -5000;setinfo lod medium_high"
  274. alias lod_high "r_rootlod 0; r_lod -1; lod_TransitionDist 800; setinfo lod high"
  275. alias lod_ultra "r_rootlod 0; r_lod 0; lod_TransitionDist 800;setinfo lod ultra"
  276.  
  277. setinfo lod_very_low ""
  278. setinfo lod_low ""
  279. setinfo lod_medium ""
  280. setinfo lod_medium_high ""
  281. setinfo lod_high ""
  282. setinfo lod_ultra ""
  283.  
  284. // ----------------
  285. // '-- Lighting --'
  286. // ----------------
  287. // Lights projected onto characters and other dynamic models
  288.  
  289. r_ambientboost 1 // Boosts reflected light, gives you vision advantage,
  290. // especially in darker environments
  291. //r_ambientboost 0 // Disable to save the small amount of CPU this uses
  292. //r_ambientmin 0.5 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  293. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  294. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  295. //r_ambientmin 1.1 // Ambient boost every time
  296. r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  297. //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  298. mat_phong 1 // Use a phong shader for shading/reflection
  299. //mat_phong 0 // Disable phong for flatter shading
  300. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  301. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  302. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  303. //r_dynamic 1 // Enable dynamic lighting
  304. r_maxdlights 0 // Do not allow any dynamic lights
  305. //r_maxdlights 9 // Reduce maximum dynamic lights
  306. //r_maxdlights 32 // Use the maximum number of dynamic lights
  307. //r_worldlightmin 0.004 // Do not render insignificant world lighting
  308. //r_worldlightmin 10 // Reject all world lighting
  309. r_worldlightmin 0.1 // Reject a lot of minor world lighting
  310. //r_worldlightmin 0.0002 // Render practically all world lighting
  311. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  312. r_worldlights 0 // Disable world lights
  313. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  314. //r_worldlights 4 // Use the maximum amount of world lights
  315. mat_disable_lightwarp 1 // Disable light warps
  316. //mat_disable_lightwarp 0 // Enable light warps
  317. //mat_filterlightmaps 1 // Filter lightmaps
  318. //mat_filterlightmaps 0 // Blocky lightmaps
  319.  
  320. alias lighting_very_low "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; mat_phong 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 10; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 1; mat_filterlightmaps 0;setinfo lighting very_low"
  321. alias lighting_low "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; mat_phong 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.1; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 1; mat_filterlightmaps 0;setinfo lighting low"
  322. alias lighting_medium "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; mat_phong 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.004; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting medium"
  323. alias lighting_medium_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.0002; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting medium_high"
  324. alias lighting_high "r_ambientboost 1; r_ambientmin 0.5; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 1; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting high"
  325. alias lighting_very_high "r_ambientboost 1; r_ambientmin 0.5; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 0; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting very_high"
  326. alias lighting_ultra "r_ambientboost 1; r_ambientmin 1.1; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 32; r_worldlightmin 0; r_worldlights 4; mat_disable_lightwarp 0; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting ultra"
  327.  
  328. setinfo lighting_very_low ""
  329. setinfo lighting_low ""
  330. setinfo lighting_medium ""
  331. setinfo lighting_medium_high ""
  332. setinfo lighting_high ""
  333. setinfo lighting_very_high ""
  334. setinfo lighting_ultra ""
  335.  
  336. // ---------------
  337. // '-- Shadows --'
  338. // ---------------
  339. // Shadows cast from characters
  340.  
  341. r_shadows 0 // Disable shadows for a big FPS increase
  342. //r_shadows 1 // Enable shadows
  343. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  344. //r_shadowrendertotexture 1 // Prettier shadows
  345. cl_blobbyshadows 1 // Render a blob for shadows
  346. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  347. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  348. //r_flashlightdepthtexture 1 // Even prettier shadows
  349. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  350. // on
  351. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  352. // higher quality
  353. r_flashlightrender 0 // Disable flashlight shadow
  354. //r_flashlightrender 1 // Enable flashlight shadow
  355. r_flashlightmodels 0 // Disable lighting models
  356. //r_flashlightmodels 1 // Enable lighting models
  357. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  358. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  359. r_shadowmaxrendered 0 // no shadows
  360. //r_shadowmaxrendered 18 // Do not render more shadows than needed
  361. //r_shadowmaxrendered 12 // for 6s
  362. //r_shadowmaxrendered 32 // Render more shadows
  363.  
  364. alias shadows_off "r_shadows 0; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 0;setinfo shadows off"
  365. alias shadows_very_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 12;setinfo shadows very_low"
  366. alias shadows_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows low"
  367. alias shadows_medium "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows medium"
  368. alias shadows_high "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 512; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows high"
  369. alias shadows_ultra "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 1024; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 0; r_shadowmaxrendered 32;setinfo shadows ultra"
  370.  
  371. setinfo shadows_off ""
  372. setinfo shadows_very_low ""
  373. setinfo shadows_low ""
  374. setinfo shadows_medium ""
  375. setinfo shadows_high ""
  376. setinfo shadows_ultra ""
  377.  
  378. // ---------------
  379. // '-- Effects --'
  380. // ---------------
  381. // Controls weapon and other miscellaneous effects
  382.  
  383. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  384. //cl_ejectbrass 1 // Enable shell ejection
  385. muzzleflash_light 0 // Disable muzzle flash lights
  386. //muzzleflash_light 1 // Enable muzzle flash lights
  387. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  388. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  389. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  390. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  391. //r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  392. r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  393. //cl_show_splashes 1 // Enable water splashes
  394. cl_show_splashes 0 // Disable water splashes
  395. cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  396. // and some other effects
  397. //cl_fasttempentcollision 5 // Check collisions every 5 frames
  398. //cl_fasttempentcollision 10000 // Skip collision checking
  399. //cl_fasttempentcollision 1 // Check collisions every frame
  400.  
  401. alias effects_very_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 0; cl_show_splashes 0; cl_fasttempentcollision 10000;setinfo effects very_low"
  402. alias effects_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 0; cl_fasttempentcollision 20;setinfo effects low"
  403. alias effects_medium "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium"
  404. alias effects_medium_high "cl_ejectbrass 0; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium_high"
  405. alias effects_high "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 5;setinfo effects high"
  406. alias effects_ultra "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 1;setinfo effects ultra"
  407.  
  408. setinfo effects_very_low ""
  409. setinfo effects_low ""
  410. setinfo effects_medium ""
  411. setinfo effects_medium_high ""
  412. setinfo effects_high ""
  413. setinfo effects_ultra ""
  414.  
  415. // -------------
  416. // '-- Water --'
  417. // -------------
  418. // Water reflections
  419.  
  420. //r_cheapwaterstart 600 // The distance at which transitionary cheap water starts. Has less reflectivity.
  421. r_cheapwaterstart 0 // Use cheap water as much as possible
  422. //r_cheapwaterstart 3000 // Do not use cheap water
  423. //r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  424. // it is solid
  425. r_cheapwaterend 0.1 // Use cheap water as much as possible
  426. //r_cheapwaterend 5000 // Do not use cheap water
  427. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  428. //r_WaterDrawReflection 1 // Enable water reflections
  429. r_waterforceexpensive 0 // Do not force expensive water
  430. //r_waterforceexpensive 1 /// Force higher quality water
  431. r_waterforcereflectentities 0 // Do not force entity water reflections
  432. //r_waterforcereflectentities 1 // Enable entity water reflections
  433. r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  434. //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  435. r_ForceWaterLeaf 0 // Use the true viewpoint for visibility testing
  436.  
  437. alias cheap_water_full "r_cheapwaterstart 0; r_cheapwaterend 0.1"
  438. alias cheap_water_medium "r_cheapwaterstart 500; r_cheapwaterend 900"
  439. alias cheap_water_none "r_cheapwaterstart 3000; r_cheapwaterend 5000"
  440.  
  441. alias water_very_low "cheap_water_full; alias cheap_water_override cheap_water_full; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water very_low"
  442. alias water_low "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water low"
  443. alias water_medium "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium"
  444. alias water_medium_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium_high"
  445. alias water_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water high"
  446. alias water_very_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water very_high"
  447. alias water_ultra "cheap_water_none; alias cheap_water_override cheap_water_none; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water ultra"
  448.  
  449. setinfo water_very_low ""
  450. setinfo water_low ""
  451. setinfo water_medium ""
  452. setinfo water_medium_high ""
  453. setinfo water_high ""
  454. setinfo water_very_high ""
  455. setinfo water_ultra ""
  456.  
  457. // -----------------
  458. // '-- Particles --'
  459. // -----------------
  460. // Particle effects
  461.  
  462. cl_particle_batch_mode 1 // Use default particle batch mode
  463. //cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles
  464. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  465. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  466. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  467. // performance impact comes from creating particle systems
  468. //mat_reduceparticles 0 // Use the full number of particles
  469. cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
  470. //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
  471. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  472. // distractions
  473. //r_drawflecks 1 // Draw flecks from impacts
  474. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  475.  
  476. alias particles_very_low "cl_particle_batch_mode 2; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles very_low"
  477. alias particles_low "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles low"
  478. alias particles_medium "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles medium"
  479. alias particles_high "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles high"
  480. alias particles_ultra "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 1; r_drawflecks 1;setinfo particles ultra"
  481.  
  482. setinfo particles_very_low ""
  483. setinfo particles_low ""
  484. setinfo particles_medium ""
  485. setinfo particles_high ""
  486. setinfo particles_ultra ""
  487.  
  488. // -----------------------
  489. // '-- Post Processing --'
  490. // -----------------------
  491. // Extra visual effects
  492.  
  493. // -------------
  494. // '- General -'
  495. // -------------
  496. // Standard post processing effects
  497.  
  498. //mat_postprocessing_combine 1 // Combine post processing effects
  499. mat_postprocessing_combine 0 // Individually checked passes for post processing
  500. mat_hdr_level 0 // LDR
  501. //mat_hdr_level 1 // LDR and bloom
  502. //mat_hdr_level 2 // HDR and bloom
  503. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  504. //mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR
  505. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  506. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  507. building_cubemaps 0 // Allow for post processing and pixel visibility testing
  508. //mat_colorcorrection 0 // Disable color correction to quickly skip post
  509. // processing rendering pathway
  510. mat_colorcorrection 1 // Enable color correction, pretty much free effect
  511. mat_colcorrection_disableentities 1 // Disable entity color correction
  512. //mat_colcorrection_disableentities 0 // Enable entity color correction
  513. mat_postprocess_x 4 // Tessellate post processing slightly more
  514. mat_postprocess_y 4 // ^
  515.  
  516. alias post_processing_off "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 0; mat_colcorrection_disableentities 1; mat_postprocessing_combine 0;setinfo post_processing off"
  517. alias post_processing_low "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 1; mat_postprocessing_combine 1;setinfo post_processing low"
  518. alias post_processing_medium "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium"
  519. alias post_processing_medium_high "mat_hdr_level 1; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium_high"
  520. alias post_processing_high "mat_hdr_level 2; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing high"
  521.  
  522. setinfo post_processing_off ""
  523. setinfo post_processing_low ""
  524. setinfo post_processing_medium ""
  525. setinfo post_processing_medium_high ""
  526. setinfo post_processing_high ""
  527.  
  528. // ----------------
  529. // '- Pyrovision -'
  530. // ----------------
  531. // Pyrovision visual effects
  532.  
  533. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  534. //pyro_dof 1 // Enable pyrovision dof
  535. pyro_vignette 0 // Disable vignette for pyrovision
  536. //pyro_vignette 1 // Static pyrovision vignette
  537. //pyro_vignette 2 // Dynamic pyrovision vignette
  538. pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  539. //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
  540. //pyro_max_intensity 0 // Disable more pyrovision visual effects
  541. //pyro_max_rate 0 // ^
  542. //pyro_max_side_length 0 // ^
  543. //pyro_max_side_width 0 // ^
  544. //pyro_min_intensity 0 // ^
  545. //pyro_min_rate 0 // ^
  546. //pyro_min_side_length 0 // ^
  547. //pyro_min_side_width 0 // ^
  548. //pyro_max_intensity 0.5 // Enhance more pyrovision visual effects
  549. //pyro_max_rate 0.5 // ^
  550. //pyro_max_side_length 1 // ^
  551. //pyro_max_side_width 1 // ^
  552. //pyro_min_intensity 0.2 // ^
  553. //pyro_min_rate 0.05 // ^
  554. //pyro_min_side_length 0.65 // ^
  555. //pyro_min_side_width 0.65 // ^
  556.  
  557. alias pyrovision_low "pyro_dof 0; pyro_vignette 0; setinfo pyrovision low"
  558. alias pyrovision_medium "pyro_dof 0; pyro_vignette 1; pyro_vignette_distortion 0; setinfo pyrovision medium"
  559. alias pyrovision_high "pyro_dof 1; pyro_vignette 2; pyro_vignette_distortion 1; pyro_max_intensity 0.5; pyro_max_rate 0.5; pyro_max_side_length 1; pyro_max_side_width 1; pyro_min_intensity 0.2; pyro_min_rate 0.05; pyro_min_side_length 0.65; pyro_min_side_width 0.65;setinfo pyrovision high"
  560.  
  561. setinfo pyrovision_low ""
  562. setinfo pyrovision_medium ""
  563. setinfo pyrovision_high ""
  564.  
  565. // -------------------
  566. // '-- Motion Blur --'
  567. // -------------------
  568. // These settings will adjust the blurring effect from rotation and movement
  569.  
  570. //mat_motion_blur_enabled 0 // Disable motion blur
  571. mat_motion_blur_enabled 1 // Enable motion blur
  572. //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
  573. //mat_motion_blur_falling_max 15 // Maximum blur from falling
  574. //mat_motion_blur_falling_min 5 // Minimum blur from falling
  575. //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
  576. //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
  577. //mat_motion_blur_rotation_intensity 0.05 // Adjust blur caused by rotational motion
  578. //mat_motion_blur_strength 1 // Adjust overall blur strength
  579. mat_motion_blur_strength 0 //effectively disables motion blur
  580. mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
  581.  
  582. alias motion_blur_off "mat_motion_blur_enabled 0;setinfo motion_blur off"
  583. alias motion_blur_low "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 0; mat_motion_blur_forward_enabled 0; mat_motion_blur_percent_of_screen_max 1; mat_motion_blur_rotation_intensity 0.05; mat_motion_blur_strength 1;setinfo motion_blur low"
  584. alias motion_blur_high "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 1; mat_motion_blur_falling_max 15; mat_motion_blur_falling_min 5; mat_motion_blur_forward_enabled 1; mat_motion_blur_percent_of_screen_max 4; mat_motion_blur_rotation_intensity 0.1; mat_motion_blur_strength 1;setinfo motion_blur high"
  585.  
  586. setinfo motion_blur_off ""
  587. setinfo motion_blur_low ""
  588. setinfo motion_blur_high ""
  589.  
  590. // --------------------
  591. // '-- Antialiasing --'
  592. // --------------------
  593. // These settings will adjust the smoothing of jagged edges
  594.  
  595. mat_alphacoverage 0 // Disable alpha-to-coverage
  596. //mat_alphacoverage 1 // Enable alpha-to-coverage,which improves AA on thin
  597. // overlapping surfaces
  598. mat_software_aa_strength 0 // Do not do software AA
  599. //mat_software_aa_strength 1 // Enable software AA
  600. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  601. //mat_software_aa_strength_vgui 1 // Enable VGUI software AA
  602. //mat_software_aa_quality 0 // Lower quality software AA
  603. //mat_software_aa_quality 1 // High quality software AA
  604. //mat_software_aa_edge_threshold 0.5 // Balance between soft and sharp edges
  605. //mat_software_aa_blur_one_pixel_lines 0.5 // Balance between softness and
  606. // sharpness on thin stuff, like
  607. // cables
  608.  
  609. alias aa_off "mat_alphacoverage 0; mat_software_aa_strength 0; mat_software_aa_strength_vgui 0;setinfo aa off"
  610. alias aa_medium "mat_alphacoverage 1; mat_software_aa_strength 0; mat_software_aa_strength_vgui 1; mat_software_aa_quality 0; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa medium"
  611. alias aa_high "mat_alphacoverage 1; mat_software_aa_strength 1; mat_software_aa_strength_vgui 1; mat_software_aa_quality 1; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa high"
  612.  
  613. setinfo aa_off ""
  614. setinfo aa_medium ""
  615. setinfo aa_high ""
  616.  
  617. //mat_antialias 1 // Do not do antialiasing
  618. //mat_antialias 8 // Max MSAA (8x)
  619. //mat_aaquality 0 // Disable CSAA
  620. //mat_aaquality 4 // Max CSAA (4x)
  621. //mat_disable_ps_patch 0 // Enable shader patching for MSAA
  622.  
  623. alias aa_msaa_off "mat_antialias 1; mat_aaquality 0; setinfo aa_msaa off"
  624. alias aa_msaa_2x "mat_antialias 2; mat_aaquality 0; setinfo aa_msaa 2x"
  625. alias aa_msaa_4x "mat_antialias 4; mat_aaquality 0; setinfo aa_msaa 4x"
  626. alias aa_msaa_6x "mat_antialias 6; mat_aaquality 0; setinfo aa_msaa 6x"
  627. alias aa_msaa_8x_csaa "mat_antialias 4; mat_aaquality 2; setinfo aa_msaa 8x_csaa"
  628. alias aa_msaa_16x_csaa "mat_antialias 4; mat_aaquality 4; setinfo aa_msaa 16x_csaa"
  629. alias aa_msaa_8x "mat_antialias 8; mat_aaquality 0; setinfo aa_msaa 8x"
  630. alias aa_msaa_16xq_csaa "mat_antialias 8; mat_aaquality 2; setinfo aa_msaa 16xq_csaa"
  631.  
  632. setinfo aa_msaa_off ""
  633. setinfo aa_msaa_2x ""
  634. setinfo aa_msaa_4x ""
  635. setinfo aa_msaa_6x ""
  636. setinfo aa_msaa_8x_csaa ""
  637. setinfo aa_msaa_16x_csaa ""
  638. setinfo aa_msaa_8x ""
  639. setinfo aa_msaa_16xq_csaa ""
  640.  
  641. // -------------------------
  642. // '-- Texture Filtering --'
  643. // -------------------------
  644. // These settings will adjust the texture smoothing/filtering
  645.  
  646. //mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  647. mat_trilinear 0 // Use bilinear to squeeze out every last bit of performance
  648. mat_forceaniso 1 // Disable anisotropic filtering
  649. //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
  650.  
  651. alias texture_filter_bilinear "mat_trilinear 0; mat_forceaniso 1;setinfo texture_filter bilinear"
  652. alias texture_filter_trilinear "mat_trilinear 1; mat_forceaniso 1;setinfo texture_filter trilinear"
  653. alias texture_filter_aniso2x "mat_trilinear 1; mat_forceaniso 2;setinfo texture_filter aniso2x"
  654. alias texture_filter_aniso4x "mat_trilinear 1; mat_forceaniso 4;setinfo texture_filter aniso4x"
  655. alias texture_filter_aniso8x "mat_trilinear 1; mat_forceaniso 8;setinfo texture_filter aniso8x"
  656. alias texture_filter_aniso16x "mat_trilinear 1; mat_forceaniso 16;setinfo texture_filter aniso16x"
  657.  
  658. setinfo texture_filter_bilinear ""
  659. setinfo texture_filter_trilinear ""
  660. setinfo texture_filter_aniso2x ""
  661. setinfo texture_filter_aniso4x ""
  662. setinfo texture_filter_aniso8x ""
  663. setinfo texture_filter_aniso16x ""
  664.  
  665. // ------------------
  666. // '-- Characters --'
  667. // ------------------
  668. // These settings will adjust the characters in the game
  669.  
  670. //r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  671. r_flex 0 // Disable facial animations
  672. //flex_rules 1 // Enable facial animations
  673. flex_rules 0 // Disable facial animations
  674. anim_3wayblend 0 // Disable 3-way animation blending
  675. //anim_3wayblend 1 // Enable 3-way animation blending
  676. ai_expression_optimization 1 // Do an extra visibility check for flex
  677. // animations if we are above the target FPS,
  678. // otherwise disable flex anims
  679. //ai_expression_optimization 0 // Disable expression optimization
  680. //ai_expression_frametime 0.0151 // Disable expressions if we are below ideal
  681. // FPS
  682. ai_expression_frametime 0 // Disable expressions entirely
  683. r_teeth 1 // Render teeth
  684. //r_teeth 0 // Do not render teeth, small FPS boost
  685. cl_SetupAllBones 0 // Do not force every animation component of a model to be
  686. // set up
  687. flex_smooth 0 // Do not smooth facial animations
  688. //flex_smooth 1 // Smooth facial animations
  689. mp_usehwmmodels -1 // Do not use or load high quality characters
  690. //mp_usehwmmodels 0 // Use high quality characters if supported
  691. mp_usehwmvcds -1 // Do not use or load high quality character facial
  692. // expressions
  693. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  694. r_glint_procedural 0 // Use the default eye glinting method
  695. r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
  696. r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  697. //r_eyes 0 // Disable eyes
  698. //r_eyemove 1 // Control if character eyes should move, does not really affect
  699. // performance
  700. r_eyemove 0 // Disable eye movement
  701. tf_clientsideeye_lookats 1 // Control if character eyes should look at you,
  702. // does not really affect performance
  703. //tf_clientsideeye_lookats 0 // Disable eye lookats
  704. //blink_duration 0.2 // Duration of an eye blink
  705. blink_duration 0 // Disable blinking
  706. phonemefilter 0.01 // Do not box filter lip sync
  707. //phonemefilter 0.1 // Box filter lip sync for slightly longer
  708. phonemesnap 0 // Do not crossfade a second lip sync on any LOD
  709. //phonemesnap 7 // Crossfade a second lip sync on every LOD
  710.  
  711. alias characters_very_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 0; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters very_low"
  712. alias characters_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters low"
  713. alias characters_medium "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters medium"
  714. alias characters_medium_high "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.1; phonemesnap 1;setinfo characters medium_high"
  715. alias characters_high "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.1; phonemesnap 2;setinfo characters high"
  716. alias characters_ultra "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels 0; mp_usehwmvcds 0; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.1; phonemesnap 7;setinfo characters ultra"
  717.  
  718. setinfo characters_very_low ""
  719. setinfo characters_low ""
  720. setinfo characters_medium ""
  721. setinfo characters_medium_high ""
  722. setinfo characters_high ""
  723. setinfo characters_ultra ""
  724.  
  725. // --------------
  726. // '-- Decals --'
  727. // --------------
  728. // Overlay textures on models
  729.  
  730. // -------------
  731. // '- General -'
  732. // -------------
  733. // Bullet holes and overall decal support
  734.  
  735. //r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
  736. r_decals 0 // Disable decals
  737. //r_decals 96 // Optimized high decal count
  738. //r_decals 2048 // Maximum decal count
  739. //mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
  740. mp_decals 0 // Disable decals
  741. //mp_decals 96 // Optimized high decal count
  742. //mp_decals 2048 // Maximum decal count
  743. r_drawbatchdecals 1 // Always batch decals to reduce calls
  744. //r_decal_cullsize 256 // Hide decals unless they are relatively big
  745. //r_decal_cullsize 20 // Optimized decal cullsize if you want to still see
  746. // decals from far away
  747. //r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close
  748. // to completely covering it
  749. //r_decal_cover_count 4 // Allow for more decals covering each other
  750. //r_decal_overlap_area 0.4 // Remove decal when there is another decal barely
  751. // covering it
  752. //r_decal_overlap_area 0.8 // Allow for decals to overlap each other more
  753. //r_decal_overlap_count 0 // Do not allow decals to overlap each other
  754. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  755.  
  756. alias decals_off "r_decals 0; mp_decals 0;setinfo decals off"
  757. alias decals_low "r_decals 9; mp_decals 9; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;setinfo decals low"
  758. alias decals_medium "r_decals 96; mp_decals 96; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;setinfo decals medium"
  759. alias decals_high "r_decals 96; mp_decals 96; r_decal_cullsize 20; r_decal_cover_count 4; r_decal_overlap_area 0.8; r_decal_overlap_count 3;setinfo decals high"
  760. alias decals_ultra "r_decals 2048; mp_decals 2048; r_decal_cullsize 0; r_decal_cover_count 8; r_decal_overlap_area 1.0; r_decal_overlap_count 8;setinfo decals ultra"
  761.  
  762. setinfo decals_off ""
  763. setinfo decals_low ""
  764. setinfo decals_medium ""
  765. setinfo decals_high ""
  766. setinfo decals_ultra ""
  767.  
  768. // ------------------
  769. // '- Model Decals -'
  770. // ------------------
  771. // Blood on hurt players and some bullet decals on props
  772.  
  773. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new
  774. // objects to be created that decals apply onto. This also
  775. // causes a bug with red bullet decals on some wood models
  776. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt
  777. // someone is.
  778. //r_maxmodeldecal 9 // Optimize maximum model decal count
  779.  
  780. alias decals_models_off "r_drawmodeldecals 0;setinfo decals_models off"
  781. alias decals_models_low "r_drawmodeldecals 1; r_maxmodeldecal 9;setinfo decals_models low"
  782. alias decals_models_high "r_drawmodeldecals 1; r_maxmodeldecal 32;setinfo decals_models high"
  783.  
  784. setinfo decals_models_off ""
  785. setinfo decals_models_low ""
  786. setinfo decals_models_high ""
  787.  
  788. // ----------------
  789. // '- Map Decals -'
  790. // ----------------
  791. // Decals placed by the map author
  792.  
  793. //r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and
  794. // posters on walls
  795. r_renderoverlayfragment 0 // Disable overlays, small performance increase
  796. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  797. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  798. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  799.  
  800. alias decals_art_off "r_renderoverlayfragment 0;setinfo decals_art off"
  801. alias decals_art_on "r_renderoverlayfragment 1;setinfo decals_art on"
  802.  
  803. setinfo decals_art_off ""
  804. setinfo decals_art_on ""
  805.  
  806. // ------------
  807. // '- Sprays -'
  808. // ------------
  809. // Decals sprayed by players
  810.  
  811. //cl_allowdownload 1 // Download other player custom files
  812. cl_allowdownload 0 // Block downloads of other player custom files (sprays)
  813. //cl_allowupload 1 // Upload your player custom files
  814. cl_allowupload 0 // Disable uploading your player custom files (sprays)
  815. //r_spray_lifetime 2 // Keep sprays for 2 rounds
  816. r_spray_lifetime 0 // Clear sprays immediately
  817. //cl_playerspraydisable 0 // Enable player sprays
  818. cl_playerspraydisable 1 // Disable player sprays
  819.  
  820. alias sprays_off "cl_allowdownload 0; cl_allowupload 0; r_spray_lifetime 0; cl_playerspraydisable 1;setinfo sprays off"
  821. alias sprays_on "cl_allowdownload 1; cl_allowupload 1; r_spray_lifetime 2; cl_playerspraydisable 0;setinfo sprays on"
  822.  
  823. setinfo sprays_off ""
  824. setinfo sprays_on ""
  825.  
  826. // ------------
  827. // '-- Gibs --'
  828. // ------------
  829. // Body parts created on violent deaths
  830.  
  831. cl_burninggibs 0 // Disable burning gibs as they have a performance impact
  832. //cl_burninggibs 1 // Enable burning gibs for realism
  833. //props_break_max_pieces -1 // Break gibs and some props into the pieces they
  834. // were designed to break into
  835. //props_break_max_pieces 2 // Break into a max of 2 pieces
  836. props_break_max_pieces 0 // Disables gibs and prop breaking
  837. //violence_hgibs 1 // Enable normal gibs
  838. //violence_hgibs 0 // Enable silly gibs/blood (less performance)
  839. //violence_hblood 1 // Enable normal blood
  840. //violence_hblood 0 // Enable silly gibs/blood (less performance)
  841.  
  842. alias gibs_off "cl_burninggibs 0; props_break_max_pieces 0;setinfo gibs off"
  843. alias gibs_low "cl_burninggibs 0; props_break_max_pieces 2;setinfo gibs low"
  844. alias gibs_medium "cl_burninggibs 0; props_break_max_pieces -1;setinfo gibs medium"
  845. alias gibs_high "cl_burninggibs 1; props_break_max_pieces -1;setinfo gibs high"
  846.  
  847. setinfo gibs_off ""
  848. setinfo gibs_low ""
  849. setinfo gibs_medium ""
  850. setinfo gibs_high ""
  851.  
  852. alias sillygibs_off "violence_hgibs 1; violence_hblood 1;setinfo sillygibs off"
  853. alias sillygibs_on "violence_hgibs 0; violence_hblood 0;setinfo sillygibs on"
  854.  
  855. setinfo sillygibs_off ""
  856. setinfo sillygibs_on ""
  857.  
  858. alias sillygibs sillygibs_off
  859.  
  860. // -------------
  861. // '-- Props --'
  862. // -------------
  863. // Various small objects
  864.  
  865. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  866. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  867. cl_phys_props_enable 0 // Disable client side physics props
  868. //cl_phys_props_enable 1 // Enable client side physics props
  869. //cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  870. //cl_phys_props_max 300 // Allow all physics props
  871. //cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
  872. //cl_phys_props_respawndist 3000 // Skip respawning physics props for a high distance
  873. //cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  874. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  875. //r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  876. //r_propsmaxdist 3000 // Always render client side physics props
  877. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  878. //r_drawdetailprops 1 // Enable sprites, grass etc
  879. //r_drawdetailprops 2 // Draw detail props with wireframe
  880. //cl_detaildist 900 // Draw detail props up to this distance
  881. //cl_detaildist 3000 // Always draw detail props
  882. //cl_detailfade 0 // Do not fade in detail props
  883. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  884. //cl_detailfade 100 // Fade a small distance
  885. //r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  886. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  887. r_staticprop_lod 7 // Force lowest LOD (lowest quality)
  888. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  889.  
  890. alias detail_props_none ""
  891. alias detail_props_medium "cl_detaildist 900; cl_detailfade 0"
  892. alias detail_props_full "cl_detaildist 3000; cl_detailfade 100"
  893.  
  894. alias props_low "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod 7; alias detail_props_override detail_props_none;setinfo props low"
  895. alias props_medium "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod -1; alias detail_props_override detail_props_none;setinfo props medium"
  896. alias props_high "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 20; cl_phys_props_respawndist 3000; cl_phys_props_respawnrate 120; r_propsmaxdist 900; r_drawdetailprops 1; detail_props_medium; alias detail_props_override detail_props_medium; r_staticprop_lod -1;setinfo props high"
  897. alias props_ultra "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 300; cl_phys_props_respawndist 1500; cl_phys_props_respawnrate 60; r_propsmaxdist 3000; r_drawdetailprops 1; detail_props_full; alias detail_props_override detail_props_full; r_staticprop_lod 0;setinfo props ultra"
  898.  
  899. setinfo props_low ""
  900. setinfo props_medium ""
  901. setinfo props_high ""
  902. setinfo props_ultra ""
  903.  
  904. // ----------------
  905. // '-- Ragdolls --'
  906. // ----------------
  907. // Bodies that spawn on death with adjustable physics simulation and fading
  908.  
  909. cl_ragdoll_collide 0 // Disable ragdoll collisions
  910. cl_ragdoll_fade_time -3 // Remove ragdoll fade out delay
  911. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  912. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  913. //cl_ragdoll_forcefade 0 // Enable ragdolls
  914. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  915. // from
  916. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  917. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  918. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  919. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  920. //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
  921.  
  922. alias ragdolls_off "cl_ragdoll_collide 0; cl_ragdoll_fade_time -3; cl_ragdoll_forcefade 1; cl_ragdoll_physics_enable 0; ragdoll_sleepaftertime 0; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls off"
  923. alias ragdolls_medium "cl_ragdoll_collide 0; cl_ragdoll_fade_time 15; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 1; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls medium"
  924. alias ragdolls_high "cl_ragdoll_collide 1; cl_ragdoll_fade_time 30; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 15; g_ragdoll_fadespeed 600; g_ragdoll_lvfadespeed 600;setinfo ragdolls high"
  925.  
  926. setinfo ragdolls_off ""
  927. setinfo ragdolls_medium ""
  928. setinfo ragdolls_high ""
  929.  
  930. // ---------------
  931. // '-- General --'
  932. // ---------------
  933. // General/overall graphics settings
  934.  
  935. mat_reducefillrate 0 // Increase shading quality
  936. //mat_reducefillrate 1 // Simplify material shading and use some DX8 features
  937. mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to 0.1 in increments of 0.1 or 0.05). This is
  938. // useful for if your GPU struggles to render a lot of pixels
  939. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  940. //r_3dsky 1 // Enable 3D sky
  941. r_3dsky 0 // Disable 3D sky
  942. r_dopixelvisibility 1 // Enable visibility testing for glows, halos and pretty lights
  943. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  944. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  945. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  946. cl_drawmonitors 0 // Do not draw monitors
  947. //cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  948. //cl_jiggle_bone_framerate_cutoff 1 // Never disable jigglebones
  949. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  950.  
  951. alias 3dsky_off "r_3dsky 0;setinfo 3dsky off"
  952. alias 3dsky_on "r_3dsky 1;setinfo 3dsky on"
  953.  
  954. setinfo 3dsky_off ""
  955. setinfo 3dsky_on ""
  956.  
  957. alias jigglebones_off "cl_jiggle_bone_framerate_cutoff 0;setinfo jigglebones off"
  958. alias jigglebones_on "cl_jiggle_bone_framerate_cutoff 67;setinfo jigglebones on"
  959. alias jigglebones_force_on "cl_jiggle_bone_framerate_cutoff 1;setinfo jigglebones force_on"
  960.  
  961. setinfo jigglebones_off ""
  962. setinfo jigglebones_on ""
  963. setinfo jigglebones_force_on ""
  964.  
  965. // --------------
  966. // '- Textures -'
  967. // --------------
  968.  
  969. //mat_picmip 1 // Use less memory in a 32-bit process
  970. mat_picmip 2 // Use lowest quality textures
  971. //mat_picmip -1 // Use highest quality textures
  972. //mat_texture_limit 64000 // Limit texture size in KB per frame
  973. mat_filtertextures 1 // Filter textures
  974. //mat_filtertextures 0 // Blocky textures
  975.  
  976. alias textures_very_low "mat_picmip 2; mat_filtertextures 1; mat_filtertextures 0;setinfo textures very_low"
  977. alias textures_low "mat_picmip 2; mat_filtertextures 0; mat_filtertextures 1;setinfo textures low"
  978. alias textures_medium "mat_picmip 1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures medium"
  979. alias textures_high "mat_picmip 0; mat_filtertextures 0; mat_filtertextures 1;setinfo textures high"
  980. alias textures_very_high "mat_picmip -1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures very_high"
  981.  
  982. setinfo textures_very_low ""
  983. setinfo textures_low ""
  984. setinfo textures_medium ""
  985. setinfo textures_high ""
  986. setinfo textures_very_high ""
  987.  
  988. mat_disable_fancy_blending 1 // Disable fancy blending of textures
  989. //mat_disable_fancy_blending 0 // Enable fancy blending of textures
  990.  
  991. alias texture_blending_off "mat_disable_fancy_blending 1;setinfo texture_blending off"
  992. alias texture_blending_on "mat_disable_fancy_blending 0;setinfo texture_blending on"
  993.  
  994. setinfo texture_blending_off ""
  995. setinfo texture_blending_on ""
  996.  
  997. //mat_bumpmap 1 // Enable bumpmaps
  998. mat_bumpmap 0 // Disable bumpmap materials
  999.  
  1000. alias bumpmap_off "mat_bumpmap 0;setinfo bumpmap off"
  1001. alias bumpmap_on "mat_bumpmap 1;setinfo bumpmap on"
  1002.  
  1003. setinfo bumpmap_off ""
  1004. setinfo bumpmap_on ""
  1005.  
  1006. //mat_specular 1 // Enable specular
  1007. mat_specular 0 // Disable specular materials
  1008.  
  1009. alias specular_off "mat_specular 0; setinfo specular off"
  1010. alias specular_on "mat_specular 1; setinfo specular on"
  1011.  
  1012. setinfo specular_off ""
  1013. setinfo specular_on ""
  1014.  
  1015. // -------------
  1016. // '-- Ropes --'
  1017. // -------------
  1018. // Ropes for Mannpower grappling hook and as decoration in maps
  1019.  
  1020. rope_rendersolid 1 // Render solid part of ropes
  1021. //rope_rendersolid 0 // Skip rendering solid part of ropes
  1022. r_ropetranslucent 0 // Skip simulating ropes
  1023. //r_ropetranslucent 1 // Simulate ropes
  1024. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  1025. rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
  1026. //rope_solid_minalpha 0.2 // Enable solid alpha
  1027. //rope_solid_minwidth 0 // Always render non-solid ropes
  1028. rope_smooth 0 // Skip a long smoothing operation for ropes
  1029. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  1030. //rope_subdiv 0 // Skip heavy loops for rope subdivisions
  1031. rope_subdiv 2 // Subdivide ropes
  1032. //rope_subdiv 7 // Max rope subdivides
  1033. rope_collide 0 // Skip CPU heavy world collisions for ropes
  1034. //rope_collide 1 // Enable rope collisions
  1035. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  1036. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  1037. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  1038. //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  1039.  
  1040. alias ropes_off "rope_rendersolid 0; r_ropetranslucent 0; rope_solid_minalpha 0; rope_smooth 0; rope_subdiv 0; rope_collide 0; rope_wind_dist 0;setinfo ropes off"
  1041. alias ropes_low "rope_rendersolid 1; r_ropetranslucent 0; rope_solid_minalpha 0; rope_solid_minwidth 0.1; rope_smooth 0; rope_subdiv 1; rope_collide 0; rope_wind_dist 0;setinfo ropes low"
  1042. alias ropes_high "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0.1; rope_smooth 1; rope_subdiv 2; rope_collide 0; rope_wind_dist 0;setinfo ropes high"
  1043. alias ropes_ultra "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0; rope_smooth 1; rope_subdiv 7; rope_collide 1; rope_wind_dist 1000;setinfo ropes ultra"
  1044.  
  1045. setinfo ropes_off ""
  1046. setinfo ropes_low ""
  1047. setinfo ropes_high ""
  1048. setinfo ropes_ultra ""
  1049.  
  1050. // --------------------
  1051. // '-- Optimization --'
  1052. // --------------------
  1053. // These settings will optimize TF2 without having any very noticeable effects to
  1054. // the user
  1055.  
  1056. fps_max 240 // Prevent a possible memory leak with unlimited FPS using fps_max 0
  1057. // Also, some Source systems assume the FPS will not go above 300
  1058. // Finally, using 240 is a common multiple for monitor framerates,
  1059. // which is recommended for smoothness
  1060. mat_vsync 0 // Ensure VSync is disabled by default
  1061. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
  1062. // the focus detection can be buggy on some systems or while
  1063. // streaming and may limit your FPS, without you knowing
  1064. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  1065. r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and
  1066. // then has the GPU quickly render the scene in a second pass,
  1067. // with the visible parts of the scene already calculated
  1068. r_entityclips 1 // Clip entities preferably using clip planes
  1069. disp_dynamic 0 // Do not use dynamic meshes for world geometry (displacements)
  1070. r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  1071. r_frustumcullworld 1 // Cull on world draw
  1072. r_worldlistcache 1 // Cache some world rendering
  1073. mat_clipz 1 // Clips what is drawn for a performance improvement
  1074. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  1075. r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  1076. r_occludeemaxarea 27 // Skip occlusion of objects that are too large to test for
  1077. r_occluderminarea 1.5 // Skip occluders that are too small to block anything worth our time
  1078. r_occludermincount 1 // If our occlusion settings are too strict, try out an occluder
  1079. r_lightcache_zbuffercache 0 // Skip unused cache process
  1080. r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
  1081. //mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  1082. mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak GPUs
  1083. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  1084. r_norefresh 1 // Do not store a useless and unused frame time variable
  1085. fast_fogvolume 1 // Use a fast path method to find the visible fog volume
  1086. //r_pixelfog 1 // Use a pixel shader for fog if possible
  1087. r_pixelfog 0 // Do not use a higher level pixel shader for fog on weak GPUs
  1088. mat_compressedtextures 1 // Allow for compressed textures
  1089. mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
  1090. mat_mipmaptextures 1 // Mipmap textures to optimize textures
  1091. //nb_shadow_dist 200 // Do not use shadows from far away (NextBot system)
  1092. //nb_shadow_dist 0 // Disable shadow distance
  1093. //nb_shadow_dist 400 // Default distance for NextBot shadows
  1094. cl_ShowBoneSetupEnts 0 // Ensure this debug command is disabled
  1095. sv_alternateticks 0 // Run every tick
  1096. //sv_alternateticks 1 // Skip every other tick to reduce CPU usage
  1097.  
  1098. // --------------
  1099. // '-- OpenGL --'
  1100. // --------------
  1101. // Optimizations for OpenGL platforms (Linux and macOS)
  1102.  
  1103. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  1104. //mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
  1105. // Commented by default due to possible issues on Windows systems
  1106. //mat_texture_reload_frame_swap_workaround 0 // Skip extra frame swaps
  1107. gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
  1108. gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling
  1109. gl_batch_tex_destroys 0 // ^
  1110. gl_minimize_all_tex 1 // Minimize textures by removing mipmaps if they were not requested to keep memory usage lower
  1111. gl_minimize_rt_tex 0 // Do not try to minimize textures for RTs
  1112. gl_nullqueries 0 // Queries
  1113. gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  1114. gl_debug_output 0 // Disable debug messages
  1115. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  1116. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  1117. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  1118. //gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support
  1119. //gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround
  1120.  
  1121. // ==================
  1122. // '--- Gameplay ---'
  1123. // ==================
  1124. // Adjusts how the game behaves
  1125.  
  1126. /cl_autoreload 1 // Auto reload clip
  1127. //cl_autorezoom 1 // Automatically rezoom sniper rifle
  1128. tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged
  1129. //tf_medigun_autoheal 1 // Keep healing allies
  1130. //tf_remember_activeweapon 1 // Remember last held weapon
  1131. //tf_remember_lastswitched 1 // Remember quick switch weapon
  1132. tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes
  1133.  
  1134. // =============
  1135. // '--- HUD ---'
  1136. // =============
  1137. // ---------------
  1138. // '-- General --'
  1139. // ---------------
  1140. // General/misc HUD settings
  1141.  
  1142. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  1143. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  1144. //cl_hud_minmode 1 // HUD min mode
  1145. hud_fastswitch 1 // Weapon switch behavior
  1146. // 0 - PC Buckets
  1147. // select weapons from the side of your screen, fire to confirm
  1148. // 1 - PC Fast Switch
  1149. // fast switch for PC buckets (no fire to confirm)
  1150. // 2 - Buckets Plus:
  1151. // fast switch
  1152. // weapon selection window comes up at the middle of your screen
  1153. // can select weapons without ammo (but not switch to them)
  1154. // 3 - Carousel scroll:
  1155. // fast switch
  1156. // slot 1 = last weapon, slot 2 = next weapon,
  1157. // slot 3 = swap weapon, slot 4 = previous weapon
  1158. cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
  1159. tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise
  1160. // Currently has a bug where mouse mode does not activate when spectating
  1161. //tf_scoreboard_mouse_mode 1 // Always use mouse mode when scoreboard is open
  1162. //tf_scoreboard_mouse_mode 0 // Always look around, even when the scoreboard is open
  1163. //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard
  1164. //tf_use_match_hud 1 // Show the top player bar on all servers
  1165. tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
  1166. tf_dashboard_slide_time 0.25 // Time in seconds for dashboard transitions
  1167. tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  1168. //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  1169. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  1170. tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  1171. //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  1172. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  1173. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  1174. //tf_simple_disguise_menu 0 // Concise disguise menu
  1175. //tf_colorblindassist 1 // Colorblind mode
  1176. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  1177. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  1178. //hud_classautokill 0 // No suicide on class change
  1179. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  1180. tf_healthicon_height_offset 10 // Offset of heath icon
  1181. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  1182. tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  1183. tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  1184. tf_hud_show_servertimelimit 1 // Show server map time
  1185. tf_hud_target_id_alpha 100 // Transparency of target ID
  1186. //tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  1187. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  1188. hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
  1189. tf_hud_target_id_offset 0 // Vertical offset of target ID
  1190. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  1191. //tf_spectator_target_location 0 // 0 - center (default)
  1192. // 1 - bottom left
  1193. // 2 - bottom center
  1194. // 3 - bottom right
  1195. hud_freezecamhide 0 // Show the HUD during freeze-cam
  1196. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  1197. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  1198. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  1199. //cl_hudhint_sound 0 // Disable HUD sounds
  1200. //cl_mainmenu_safemode 1 // Dev safe mode for main menu
  1201. //tf_queue_spinner_color 0 // Orange queue TF logo spinner
  1202. //tf_queue_spinner_color 1 // Blue queue TF logo spinner
  1203.  
  1204. alias hud_player_model_off "cl_hud_playerclass_use_playermodel 0;setinfo hud_player_model off"
  1205. alias hud_player_model_on "cl_hud_playerclass_use_playermodel 1;setinfo hud_player_model on"
  1206.  
  1207. setinfo hud_player_model_off ""
  1208. setinfo hud_player_model_on ""
  1209.  
  1210. // -------------------
  1211. // '-- Combat Text --'
  1212. // -------------------
  1213. // Damage and healing text above players
  1214.  
  1215. //hud_combattext 1 // Enable damage text
  1216. //hud_combattext_batching 1 // Collect damage into 1 number over a time interval
  1217. //hud_combattext_batching_window 0.3 // Time in seconds to collect damage
  1218. //hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear
  1219. //hud_combattext_healing 1 // Show healing text
  1220. //hud_combattext_red 255 // Red value for damage text color (0 to 255)
  1221. //hud_combattext_green 0 // Green value for damage text color (0 to 255)
  1222. //hud_combattext_blue 0 // Blue value for damage text color (0 to 255)
  1223.  
  1224. // ----------------
  1225. // '-- Messages --'
  1226. // ----------------
  1227. // Text chat and other messages
  1228.  
  1229. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  1230. //hud_saytext_time 0 // Disable chat
  1231. cl_showtextmsg 1 // Enable text messages in chat (voice lines)
  1232. //cl_showtextmsg 0 // Disable text messages
  1233. //cl_showpluginmessages 1 // Show messages from server plugins
  1234. //cl_showpluginmessages 0 // Deny messages from server plugins
  1235. cl_chatfilters 63 // Chat Filter - enable parts of chat (not working due to a bug):
  1236. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  1237. // achievements (32)
  1238. // Add a combination of these numbers together to enable that combination
  1239. // for example, name change (2) + team change (16) = 18
  1240. // 0 for everything disabled
  1241. //cl_chatfilters 0 // Disable all chat messages
  1242. //cl_chatfilters 59 // Disable just user chat
  1243. cl_mute_all_comms 1 // Disable text and voice for muted players
  1244. //cl_mute_all_comms 0 // Disable voice for muted players
  1245. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  1246. tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  1247.  
  1248. alias messages_enable "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 1; cl_chatfilters 63;setinfo messages enable"
  1249. alias messages_disable "hud_saytext_time 0; cl_showtextmsg 0; cl_showpluginmessages 0; cl_chatfilters 0;setinfo messages disable"
  1250. alias messages_userchat "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 0; cl_chatfilters 4;setinfo messages userchat"
  1251.  
  1252. setinfo messages_enable ""
  1253. setinfo messages_disable ""
  1254. setinfo messages_userchat ""
  1255.  
  1256. alias messages messages_enable
  1257.  
  1258. alias killfeed_off "hud_deathnotice_time 0;setinfo killfeed off"
  1259. alias killfeed_on "hud_deathnotice_time 5.5;setinfo killfeed on"
  1260.  
  1261. setinfo killfeed_off ""
  1262. setinfo killfeed_on ""
  1263.  
  1264. alias killfeed killfeed_on
  1265.  
  1266. // ----------------
  1267. // '-- Backpack --'
  1268. // ----------------
  1269. // Inventory, economy and backpack
  1270.  
  1271. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  1272. cl_spec_carrieditems 1 // Show spectated player items
  1273. //cl_spec_carrieditems 0 // Do not show spectated player items
  1274. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  1275. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  1276. //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  1277.  
  1278. // -----------------
  1279. // '-- Crosshair --'
  1280. // -----------------
  1281. // Aiming recticle or crosshair
  1282.  
  1283. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  1284. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  1285. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  1286. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  1287. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  1288. //cl_crosshair_scale 64 // Size of crosshair
  1289. //cl_crosshair_file 0 // Style of crosshair
  1290. //cl_dynamiccrosshair 1 // Change crosshair according to weapon state (ambassador)
  1291. //cl_observercrosshair 0 // Disable crosshair in spectator
  1292. //crosshair 0 // Disable crosshair
  1293.  
  1294. // -------------------
  1295. // '-- Killstreaks --'
  1296. // -------------------
  1297. // Killstreak messages from weapons
  1298.  
  1299. //cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  1300. cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  1301. cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
  1302. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  1303. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  1304.  
  1305. alias killstreaks_off "cl_hud_killstreak_display_time 0;setinfo killstreaks off"
  1306. alias killstreaks_low "cl_hud_killstreak_display_alpha 255; cl_hud_killstreak_display_time 2.25;setinfo killstreaks low"
  1307. alias killstreaks_high "cl_hud_killstreak_display_alpha 100; cl_hud_killstreak_display_time 2.25;setinfo killstreaks high"
  1308.  
  1309. setinfo killstreaks_off ""
  1310. setinfo killstreaks_low ""
  1311. setinfo killstreaks_high ""
  1312.  
  1313. alias killstreaks killstreaks_high
  1314.  
  1315. // ---------------------
  1316. // '-- Notifications --'
  1317. // ---------------------
  1318. // In-game notifications for trade offers, requests, events, etc
  1319.  
  1320. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  1321. //cl_notifications_max_num_visible 3 // Default number of visible notifications
  1322. cl_notifications_move_time 0.1 // Make notification transition shorter
  1323. //cl_notifications_show_ingame 0 // Do not show notifications in game
  1324. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  1325. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  1326. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  1327. //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  1328. cl_vote_ui_show_notification 0 // Hide voting notifications
  1329. //cl_vote_ui_show_notification 1 // Show voting notifications
  1330. tf_hud_notification_duration 2 // How long notifications should display
  1331.  
  1332. // -----------------
  1333. // '-- Contracts --'
  1334. // -----------------
  1335. // Contracts as part of campaigns
  1336.  
  1337. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  1338. // 0 - never
  1339. // 1 - all
  1340. // 2 - active only
  1341. //tf_contract_progress_show 1 // During all matches, contract visibility:
  1342. // 0 - never
  1343. // 1 - all
  1344. // 2 - active only
  1345. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  1346. //tf_quest_notification_line_delay 1 // Default voice line delay
  1347.  
  1348. // --------------------
  1349. // '-- Achievements --'
  1350. // --------------------
  1351. // Achievement effects and HUD tracker
  1352.  
  1353. hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  1354. hud_achievement_tracker 2 // Achievements tracked at once
  1355. hud_achievement_count 4 // Max achievements shown on HUD
  1356.  
  1357. // ------------
  1358. // '-- Info --'
  1359. // ------------
  1360. // Additional HUD elements for extra info
  1361. // Adding additional HUD elements decreases FPS by a small amount
  1362.  
  1363. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  1364. //cl_showpos 1 // Current position, angle and velocity
  1365. //cl_showbattery 1 // Battery meter
  1366. //cl_show_num_particle_systems 1 // Show number of particle systems
  1367. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  1368.  
  1369. alias debug_on "cl_showfps 2; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 1; developer 1;setinfo debug on"
  1370. alias debug_off "cl_showfps 0; cl_showpos 0; cl_showbattery 0; cl_show_num_particle_systems 0; developer 0;setinfo debug off"
  1371. alias debug_on_partial "cl_showfps 1; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 0;setinfo debug on_partial"
  1372.  
  1373. alias debug debug_off
  1374.  
  1375. // -----------------------
  1376. // '-- Closed Captions --'
  1377. // -----------------------
  1378. // Customization of notifications of sounds and voices in closed captions
  1379.  
  1380. //cc_linger_time 1 // Seconds for captions to stay on screen
  1381. //cc_minvisibleitems 1 // Minimum captions to shown
  1382. //cc_predisplay_time 0 // Delay between the sound and showing the caption
  1383. //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
  1384. //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
  1385.  
  1386. // ----------------
  1387. // '-- Netgraph --'
  1388. // ----------------
  1389. // Advanced HUD display of network info and FPS
  1390.  
  1391. //net_graph 0 // netgraph display
  1392. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  1393. //net_graphpos 1 // the horizontal position of the netgraph
  1394. // 0 = left, 1 = right, 2 = middle
  1395. // anything else will set the x coordinate of the graph's left edge
  1396. //net_graphheight 64 // height of the text part of the graph
  1397. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  1398. //net_scale 5 // the height of the graph portion
  1399. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  1400. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  1401. //net_graphtext 1 // draw text fields
  1402. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  1403. //net_graphshowlatency 1 // show the latency part of the graph
  1404. //net_graphshowinterp 1 // show the interpolation part of the graph
  1405.  
  1406. // ---------------
  1407. // '-- Console --'
  1408. // ---------------
  1409. // Developer console customization
  1410.  
  1411. con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages
  1412. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  1413. con_nprint_bgborder 1 // Console border for special debug messages
  1414. //con_nprint_bgborder 0 // Disable border on lowend computers
  1415.  
  1416. // ==============
  1417. // '--- View ---'
  1418. // ==============
  1419. // The character view and viewmodel
  1420.  
  1421. fov_desired 90 // See more of the battlefield
  1422. //fov_desired 75 // Render less for very lowend computers
  1423. //r_drawviewmodel 1 // Draw weapon viewmodel model
  1424. //r_drawviewmodel 0 // Hide weapon viewmodel
  1425. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  1426. //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
  1427. //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
  1428. //tf_use_min_viewmodels 0 // Use default viewmodel position
  1429. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  1430. //cl_first_person_uses_world_model 0 // Draw viewmodel
  1431. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  1432. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  1433. //tf_taunt_first_person 1 // First person taunt
  1434. glow_outline_effect_enable 1 // Enable ally and objective xrays
  1435. //glow_outline_effect_enable 0 // Disable all xrays
  1436. tf_enable_glows_after_respawn 1 // Enable spawn xrays
  1437. //tf_enable_glows_after_respawn 0 // Disable spawn xrays
  1438. tf_spec_xray_disable 0 // Enable xrays while spectating
  1439. //tf_spec_xray_disable 1 // Disable xrays while spectating
  1440. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  1441. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  1442. //spec_autodirector 0 // Choose best view mode automatically
  1443. //tf_romevision_opt_in 1 // Opt into Romevision
  1444. //tf_sheen_alpha_firstperson 0 // Disable sheens
  1445.  
  1446. alias xrays_off "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 0; tf_spec_xray_disable 1;setinfo xrays off"
  1447. alias xrays_low "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays low"
  1448. alias xrays_high "glow_outline_effect_enable 1; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays high"
  1449.  
  1450. setinfo xrays_off ""
  1451. setinfo xrays_low ""
  1452. setinfo xrays_high ""
  1453.  
  1454. // ===========================
  1455. // '--- Demos and Replays ---'
  1456. // ===========================
  1457. // Adjusts the recording and playback of demos and replays
  1458.  
  1459. // -------------
  1460. // '-- Demos --'
  1461. // -------------
  1462.  
  1463. //demo_recordcommands 1 // Record console commands in your demos
  1464. //demo_fov_override 0 // FOV override for demo playback, if non-zero
  1465.  
  1466. // --------------------
  1467. // '-- Demo Support --'
  1468. // --------------------
  1469.  
  1470. //ds_enable 0 // 0 - Manual
  1471. // 1 - Record competitive matchmaking
  1472. // 2 - Record everything
  1473. // 3 - Record mp_tournament matches
  1474. //ds_autodelete 1 // Automatically delete demos with no bookmarks or killstreaks
  1475. //ds_dir demos // Put all recorded demos in this folder (under tf/)
  1476. //ds_kill_delay 15 // Max time between kills to count for a killstreak
  1477. //ds_log 1 // Log killstreaks and bookmarks to an associated text file
  1478. //ds_mark name // Create a bookmark with a single word name
  1479. //ds_min_streak 4 // Minimum killstreak count before logging it
  1480. //ds_notify 0 // Output when getting a killstreak or bookmarking
  1481. // 0 - to console
  1482. // 1 - to console and chat
  1483. // 2 - to console and HUD
  1484. //ds_prefix "" // Prefix file names with this text
  1485. //ds_record // Start recording a demo
  1486. //ds_stop // Stop recording a demo
  1487. //ds_screens 1 // Take a screenshot of the scoreboard when the round ends
  1488. //ds_sound 1 // Play the filming sound effect for when demo support starts and stops recording
  1489.  
  1490. // ---------------
  1491. // '-- Replays --'
  1492. // ---------------
  1493.  
  1494. tf_replay_pyrovision 0 // Do not force use pyrovision in replays
  1495. //tf_replay_pyrovision 1 // Watch replays in pyrovision
  1496. //replay_cache_client_ragdolls 1 // Record client side ragdolls
  1497. //replay_voice_during_playback 1 // Play voice chat during replay playback
  1498. //replay_rendersetting_renderglow 1 // Render xray effect
  1499.  
  1500. // ==============
  1501. // '--- Misc ---'
  1502. // ==============
  1503. // Settings that do not fit into a category
  1504.  
  1505. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  1506. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  1507. //ai_frametime_limit 50 // Do not use simpler AI
  1508.  
  1509. // ================
  1510. // '--- Memory ---'
  1511. // ================
  1512. // Adjustments to memory allocation
  1513.  
  1514. mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems
  1515. mem_max_heapsize 768 // Lift the cap on heap size to be slightly higher
  1516. datacachesize 512 // Allocate max size for data cache
  1517. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  1518. cl_always_flush_models 0 // Keep models loaded in between map loads and prevent crashes from model flushing
  1519. //cl_always_flush_models 1 // Remove models from memory every map load to keep memory usage low
  1520. mat_levelflush 1 // Clear temporary memory to prevent overloading memory stores
  1521. sv_forcepreload 0 // Disable harmful force preload enabled in other configs
  1522. mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw
  1523.  
  1524. // ====================
  1525. // '--- Filesystem ---'
  1526. // ====================
  1527. // -------------
  1528. // '-- Sizes --'
  1529. // -------------
  1530. // Set buffer and file read sizes
  1531.  
  1532. filesystem_buffer_size 8192 // Use a 8KB buffer for the filesystem
  1533. //filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
  1534. filesystem_max_stdio_read 16 // Use standard read cap
  1535.  
  1536. // ---------------
  1537. // '-- General --'
  1538. // ---------------
  1539. // Set up filesystem parameters
  1540.  
  1541. filesystem_native 1 // Use native filesystem calls if available
  1542. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  1543.  
  1544. // -------------------
  1545. // '-- Model Cache --'
  1546. // -------------------
  1547. // Control loading and caching models
  1548.  
  1549. mod_load_anims_async 1 // Enable async animation loading
  1550. mod_load_mesh_async 1 // Enable async mesh loading
  1551. mod_load_vcollide_async 1 // Enable async vcollide loading
  1552. mod_lock_mdls_on_load 0 // Do not lock models due to some issues with them being locked
  1553. mod_forcetouchdata 1 // Put all model data into cache on load
  1554. mod_touchalldata 0 // Load models async (including vcollides)
  1555. //mod_touchalldata 1 // Load submodels
  1556. mod_forcedata 1 // Cache submodel data
  1557.  
  1558. // ===============
  1559. // '--- Sound ---'
  1560. // ===============
  1561. // -----------------
  1562. // '-- Hitsounds --'
  1563. // -----------------
  1564. // Damage sound played on hit and on kill
  1565.  
  1566. //tf_dingalingaling_lasthit 1 // Play killsounds
  1567. //tf_dingaling_lasthit_pitchmaxdmg 65 // Pitch for killsound on >=150 damage
  1568. //tf_dingaling_lasthit_pitchmindmg 127 // Pitch for killsound on <=10 damage
  1569. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  1570. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  1571. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  1572. //tf_dingalingaling 1 // Play hitsounds
  1573. //tf_dingaling_pitchmaxdmg 65 // Pitch for hitsound on >=150 damage
  1574. //tf_dingaling_pitchmindmg 127 // Pitch for hitsound on <=10 damage
  1575. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  1576. //tf_dingaling_volume 0.7 // Hitsound volume
  1577. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  1578. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  1579.  
  1580. // -----------------
  1581. // '-- Threading --'
  1582. // -----------------
  1583. // Threading options to take advantage of modern CPUs for the sound system
  1584.  
  1585. //snd_async_fullyasync 1 // Play sounds independently of main engine work
  1586. //snd_async_minsize 0 // Fast async check when snd_async_fullyasync is enabled
  1587. snd_async_fullyasync 0 // Do not fail to mix early if we have some sound in cache
  1588. snd_async_minsize 8192 // Lazy load sounds if they might block even if a bit is already in cache
  1589. snd_mix_async 1 // Use another thread to mix sounds
  1590. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 threads
  1591. phonemedelay 0 // Do not delay lip sync a lot with an async sound system
  1592.  
  1593. // ---------------
  1594. // '-- General --'
  1595. // ---------------
  1596. // General/misc sound settings
  1597.  
  1598. //volume 1 // Set the master volume
  1599. //snd_musicvolume 1 // Set music volume
  1600. snd_delay_sound_shift 0.01 // Give some time to allow for better synced
  1601. // sounds by providing a little bit of extra room on
  1602. // the sound processing time calculations
  1603. //snd_delay_sound_shift 0.03 // Allow for more variance in sounds processing
  1604. // delays on slow CPUs
  1605. snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  1606. //snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  1607. //snd_mixahead 0.15 // Use a longer value to batch mixing loads
  1608. //cl_soundemitter_flush // Command to clear out the loaded sounds file
  1609. //cl_soundscape_flush // Command to clear out the loaded soundscapes file
  1610.  
  1611. // ---------------
  1612. // '-- Quality --'
  1613. // ---------------
  1614. // Adjust the quality of sound
  1615.  
  1616. snd_pitchquality 0 // Use linear mixer for sound, performance benefit
  1617. //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
  1618. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  1619. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1620. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  1621. //snd_surround_speakers 0 // Force headphones
  1622. //snd_surround_speakers 2 // Force mono/stereo
  1623. //snd_surround_speakers 4 // Force quad
  1624. //snd_surround_speakers 5 // Force 5.1
  1625. //snd_surround_speakers 7 // Force 7.1
  1626. //windows_speaker_config 4 // Windows speaker configuration
  1627.  
  1628. // ----------------------
  1629. // '-- Spatialization --'
  1630. // ----------------------
  1631. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  1632.  
  1633. dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays
  1634. //dsp_enhance_stereo 1 // Enable to apply spatial DSP effects to all channels (for use with stereo, not surround sound)
  1635. //dsp_slow_cpu 0 // Use enhanced positional effects
  1636. dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
  1637. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  1638. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1639. // Pretty reasonable performance benefit, but delay in spatialization.
  1640. //snd_spatialize_roundrobin 0 // Spatialize every frame
  1641. dsp_room 0 // Disable automatic DSP
  1642. //dsp_room 1 // Enable automatic DSP, adjusts DSP according to the room type/size you are in
  1643. dsp_facingaway 0 // Disable the facing away DSP effect
  1644. //dsp_facingaway 30 // Use a low pass filter for sounds you are facing away from
  1645. //dsp_facingaway 31 // Use a low pass filter + 80ms delay for sounds you are facing away from
  1646. dsp_speaker 50 // Administrator effect (can be 50 to 59)
  1647. //dsp_speaker 0 // Disable administrator effect
  1648. //dsp_water 14 // Water muffling effect (small delay)
  1649. //dsp_water 15 // Water muffling effect (medium delay)
  1650. //dsp_water 16 // Water muffling effect (large delay)
  1651. dsp_water 0 // Disable water muffling effect
  1652. dsp_spatial 40 // Spatial delay effect for positional audio
  1653. //dsp_spatial 0 // Disable spatial effect
  1654.  
  1655. // --------------------
  1656. // '-- Optimization --'
  1657. // --------------------
  1658. // Optimizations with no noticeable effect on the listener
  1659.  
  1660. snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
  1661. snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  1662. //snd_cull_duplicates 1 // Only play one of each sound at a time
  1663. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  1664. voice_buffer_ms 200 // Buffer voice stream for better quality, at a slight delay
  1665. snd_noextraupdate 1 // Do not update sound twice
  1666. snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  1667. //snd_defer_trace 0 // Immediately trace on the first frame
  1668. snd_async_spew_blocking 0 // Disable async spew
  1669.  
  1670. alias sound_low "snd_disable_mixer_duck 1; snd_pitchquality 0; dsp_enhance_stereo 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 3; dsp_room 0; dsp_facingaway 0; dsp_speaker 0; dsp_water 0; dsp_spatial 0; snd_defer_trace 1; snd_noextraupdate 1;setinfo sound low"
  1671. alias sound_medium "snd_disable_mixer_duck 0; snd_pitchquality 0; dsp_enhance_stereo 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 0; dsp_speaker 50; dsp_water 0; dsp_spatial 40; snd_defer_trace 1; snd_noextraupdate 1;setinfo sound medium"
  1672. alias sound_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_enhance_stereo 0; dsp_slow_cpu 0; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; snd_defer_trace 1; snd_noextraupdate 1;setinfo sound high"
  1673. alias sound_very_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_enhance_stereo 0; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; snd_defer_trace 0; snd_noextraupdate 1;setinfo sound very_high"
  1674. alias sound_ultra "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_enhance_stereo 0; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 1; dsp_facingaway 31; dsp_speaker 59; dsp_water 16; dsp_spatial 40; snd_defer_trace 0; snd_noextraupdate 0;setinfo sound ultra"
  1675.  
  1676. setinfo sound_low ""
  1677. setinfo sound_medium ""
  1678. setinfo sound_high ""
  1679. setinfo sound_very_high ""
  1680. setinfo sound_ultra ""
  1681.  
  1682. // ===============
  1683. // '--- Input ---'
  1684. // ===============
  1685. // ----------------
  1686. // '-- Keyboard --'
  1687. // ----------------
  1688. // Keyboard adjustments
  1689.  
  1690. //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
  1691. //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
  1692. //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
  1693.  
  1694. // -------------
  1695. // '-- Mouse --'
  1696. // -------------
  1697. // Mouse movement and aiming
  1698.  
  1699. //m_pitch 0.022 // Pitch factor
  1700. //m_yaw 0.022 // Yaw factor
  1701. sensitivity 3 // Mouse sensitivity
  1702. m_limitedcapture_workaround 1 // Workaround for mouse capture issues
  1703. m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
  1704. //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
  1705. m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1706. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1707. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1708. m_rawinput 1 // Use raw input from mouse
  1709. m_customaccel 0 // custom mouse acceleration
  1710. // 0 - no custom acceleration
  1711. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1712. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1713. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1714. //m_customaccel_scale 0.04 // ^
  1715. //m_customaccel_max 0 // ^
  1716. //m_customaccel_exponent 1 // ^
  1717. zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped
  1718. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  1719.  
  1720. // ------------------------
  1721. // '-- Steam Controller --'
  1722. // ------------------------
  1723. // Controls Steam Controller/Steam Input
  1724.  
  1725. //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
  1726. //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
  1727. //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
  1728. //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
  1729. //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
  1730. //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
  1731. //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
  1732. //sc_show_binding_panel // Launch Steam Controller binding UI
  1733. //sc_status // Show Steam Controller status
  1734.  
  1735. // -------------------
  1736. // '-- Bumper Cars --'
  1737. // -------------------
  1738. // Input during bumper cars
  1739.  
  1740. //tf_halloween_kart_pitch 10 // Pitch value for the camera
  1741. //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
  1742. //tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow
  1743.  
  1744. echo " "
  1745. echo " "
  1746. echo " "
  1747. echo " "
  1748.  
  1749. echo " *************************** "
  1750. echo " *************************** "
  1751. echo " ** mastercomfig 6.7.0 loaded ** "
  1752. echo " ** April 27 2018 ** "
  1753. echo " *************************** "
  1754. echo " *************************** "
  1755.  
  1756. echo " "
  1757. echo " "
  1758. echo " "
  1759. echo " "
  1760.  
  1761. mem_compact // Slightly organize memory on startup
  1762. con_filter_text_out "particle" // filter out unknown particle errors
  1763. alias game_override "cheap_water_override; detail_props_override" // Set game override alias
  1764.  
  1765. // ---------------------------------
  1766. // '-- User-Overrideable Aliases --'
  1767. // ---------------------------------
  1768.  
  1769. alias class_config_scout "exec scout_c"
  1770. alias class_config_soldier "exec soldier_c"
  1771. alias class_config_pyro "exec pyro_c"
  1772. alias class_config_demoman "exec demoman_c"
  1773. alias class_config_heavyweapons "exec heavyweapons_c"
  1774. alias class_config_engineer "exec engineer_c"
  1775. alias class_config_medic "exec medic_c"
  1776. alias class_config_sniper "exec sniper_c"
  1777. alias class_config_spy "exec spy_c"
  1778.  
  1779. alias game_overrides_c "exec game_overrides_c"
  1780. alias listenserver_c "exec listenserver_c"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement