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  1. // ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 6.2.1 | January 1 2018
  5. // ---------------------------------
  6. // ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦
  7.  
  8. // =================
  9. // '--- Network ---'
  10. // =================
  11. // ---------------
  12. // '-- General --'
  13. // ---------------
  14. // Sets rates and interp for better networking
  15.  
  16. cl_cmdrate 66 // Send to server at this many times per second
  17. cl_updaterate 66 // Get from server at this many times per seconds
  18. cl_interp_ratio 1 // Interpolate over 2 snapshots to avoid issues where one
  19. // snapshot is dropped once in a while
  20. //cl_interp_ratio 1 // Reduce entity interpolation times to minimum
  21. //cl_interp_ratio 3 // Protect more against packet loss, increase further for
  22. // more protection
  23. cl_interp 0 // Use cl_interp_ratio for a more accurate value
  24. net_queued_packet_thread 1 // Queue split packets on Windows
  25. //net_queued_packet_thread 0 // Otherwise, disable the queued packet thread (use with -NoQueuedPacketThread)
  26. net_compresspackets 0 // Disable packet compression
  27. //net_compresspackets 1 // Compression packets to reduce network usage
  28. //net_compresspackets_minsize 0 // Always compress packets to reduce network usage
  29. //net_compresspackets_minsize 957 // Only compress packets if it would send a split packet
  30. net_maxroutable 956 // Use max reliable packet size
  31. //net_maxroutable 1200 // Balance between reliability and avoiding split packets
  32. //net_maxroutable 1260 // Use max allowable packet size to avoid split packets more
  33. //rate 196608 // High rate (1.57 Mbps) to reduce choke and scale to packet rate
  34. // Recommended to set this to 80% of your available stable upload speed
  35. //rate 786432 // Rate for 6.2Mbps stable upload
  36. //rate 87648 // Rate for 0.7Mbps stable upload
  37. //rate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  38. //net_splitpacket_maxrate 196609 // Scale split packet rate up to rate (1.57Mbps)
  39. // Recommended to set this to 80% of your available stable upload speed
  40. //net_splitpacket_maxrate 786433 // Split packet rate for 6.2Mbps stable upload
  41. //net_splitpacket_maxrate 87649 // Split packet rate for 0.7Mbps stable upload
  42. net_splitpacket_maxrate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  43. //net_maxcleartime 4 // Use rate to control packet delay
  44. //net_maxcleartime 0.015 // Override rate for a balance between reducing network delay and choke
  45. net_maxcleartime 0.001 // Override rate for minimum network delay
  46. net_maxpacketdrop 1000 // Use faster packet drop threshold
  47. //net_maxpacketdrop 5000 // Use default packet drop threshold
  48. //net_splitrate 2 // Split 2 packets per frame, reduces choke
  49. net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  50. //net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
  51. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  52. cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
  53. cl_lagcompensation 1 // Ensure lag compensation is turned on
  54. cl_predictweapons 1 // Ensure weapon firing prediction is turned on
  55. cl_smooth 1 // Smooth out prediction errors
  56. cl_smoothtime 0.07 // Smooth out view for 0.07 seconds
  57.  
  58. // -------------
  59. // '-- Files --'
  60. // -------------
  61. // Controls networked file handling
  62.  
  63. net_maxfilesize 64 // Max out file upload size for extra content
  64. cl_downloadfilter all // Allow all server custom files
  65. cl_allowdownload 1 // Download other player custom files
  66. //cl_allowdownload 0 // Block downloads of other player custom files
  67. cl_allowupload 1 // Upload your player custom files
  68. //cl_allowupload 0 // Disable uploading your player custom files
  69. //cl_downloadfilter nosounds // Do not download sound files a server
  70. //cl_downloadfilter mapsonly // Only downloads maps from server custom files
  71. //cl_downloadfilter none // Do not download any files from a server
  72. // Fixes possible crash on Linux due to library segfaulting
  73.  
  74. // -------------------
  75. // '-- Matchmaking --'
  76. // -------------------
  77. // Adjusts casual/competitive matchmaking settings
  78.  
  79. //tf_mm_custom_ping 100 // The ping tolerance for matchmaking
  80. //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  81. tf_mm_debug_level 0 // Remove matchmaking debug output
  82. //tf_mm_partyclient_debug 1 // Enable party debug output
  83. //tf_party_ignore_invites 1 // Ignore party invites
  84. tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
  85. //tf_party_force_update // Force an update to the party system
  86. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team (not implemented)
  87. //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
  88. //tf_datacenter_ping_dump // Dump server routing debug info
  89.  
  90. // ===================
  91. // '--- Rendering ---'
  92. // ===================
  93. // -----------------
  94. // '-- Threading --'
  95. // -----------------
  96. // These settings will take advantage of your CPU cores
  97.  
  98. cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
  99. // renderables
  100. //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with less than 4 cores
  101. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  102. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
  103. r_threaded_particles 1 // Process particle systems in parallel
  104. //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
  105. r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  106. //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
  107. mat_queue_mode 2 // Force multithreaded mode for the material system queue
  108. //mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with less than 4 cores
  109. studio_queue_mode 1 // Use queue calls for studio renders
  110. //studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
  111. host_thread_mode 1 // Use the threaded frame behavior
  112.  
  113. // -----------------------------
  114. // '-- Material System Queue --'
  115. // -----------------------------
  116. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  117.  
  118. r_queued_decals 0 // Disabled by default due to crashes
  119. //r_queued_decals 1 // Offload decal draws to the material system
  120. // Beneficial when decal count is above 256 or you have 4 or more CPU cores
  121. r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
  122. // effects in time for the frame render
  123. //r_queued_post_processing 1 // Offloads post processing to the material system
  124. // Performance improvement if your driver/GPU works with it
  125. r_queued_ropes 1 // Queue some rope rendering using the material system
  126. //r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
  127.  
  128. // -----------
  129. // '-- LOD --'
  130. // -----------
  131. // Controls the quality of objects based on distance
  132.  
  133. r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  134. // believe. Set to 1 for the best balance between model quality and performance.
  135. //r_rootlod 2 // Maximum performance for models
  136. //r_rootlod 0 // Maximum quality for models
  137. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  138. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
  139. // performance
  140. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
  141. // still increasing performance
  142. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  143. // performance but has the least pop in
  144. r_lod -1 // Use r_rootlod to properly fade through LODs.
  145. //r_lod 0 // Always use the highest LOD possible
  146. mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices
  147. //mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  148.  
  149. // ----------------
  150. // '-- Lighting --'
  151. // ----------------
  152. // Lights projected onto characters and other dynamic models
  153.  
  154. r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
  155. //r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  156. r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  157. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  158. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  159. //r_ambientmin 1.1 // Ambient boost every time
  160. r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  161. //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  162. mat_phong 1 // Use a phong shader for shading/reflection
  163. //mat_phong 0 // Disable phong for flatter shading
  164. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  165. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  166. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  167. //r_dynamic 1 // Enable dynamic lighting
  168. r_maxdlights 0 // Do not allow any dynamic lights
  169. //r_maxdlights 9 // Reduce maximum dynamic lights
  170. //r_maxdlights 32 // Use the maximum number of dynamic lights
  171. r_worldlightmin 0.004 // Do not render insignificant world lighting
  172. //r_worldlightmin 2 // Reject all world lighting
  173. //r_worldlightmin 0.0002 // Render practically all world lighting
  174. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  175. r_worldlights 0 // Disable world lights
  176. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  177. //r_worldlights 4 // Use the maximum amount of world lights
  178. mat_disable_fancy_blending 1 // Disable fancy blending
  179. //mat_disable_fancy_blending 0 // Enable fancy blending
  180. mat_disable_lightwarp 1 // Disable light warps
  181. //mat_disable_lightwarp 0 // Enable light warps
  182.  
  183. // ---------------
  184. // '-- Shadows --'
  185. // ---------------
  186. // Shadows cast from characters
  187.  
  188. r_shadows 0 // Disable shadows for a big FPS increase
  189. //r_shadows 1 // Enable shadows
  190. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  191. //r_shadowrendertotexture 1 // Prettier shadows
  192. cl_blobbyshadows 1 // Render a blob for shadows
  193. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  194. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  195. //r_flashlightdepthtexture 1 // Even prettier shadows
  196. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  197. // on
  198. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  199. // higher quality
  200. r_flashlightrender 0 // Disable flashlight shadow
  201. //r_flashlightrender 1 // Enable flashlight shadow
  202. r_flashlightmodels 0 // Disable lighting models
  203. //r_flashlightmodels 1 // Enable lighting models
  204. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  205. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  206. nb_shadow_dist 200 // Do not use shadows from far away (NextBot system)
  207. //nb_shadow_dist 0 // Disable shadow distance
  208. //nb_shadow_dist 400 // Default distance for NextBot shadows
  209. r_shadowmaxrendered 17 // Do not render more shadows than needed
  210. //r_shadowmaxrendered 11 // for 6s
  211. //r_shadowmaxrendered 32 // Render all shadows
  212.  
  213. // ---------------
  214. // '-- Effects --'
  215. // ---------------
  216. // Weapon and other light effects
  217.  
  218. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  219. //cl_ejectbrass 1 // Enable shell ejection
  220. muzzleflash_light 0 // Disable muzzle flash lights
  221. //muzzleflash_light 1 // Enable muzzle flash lights
  222. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  223. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  224. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  225. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  226. r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  227. //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  228. cl_show_splashes 1 // Enable water splashes
  229. //cl_show_splashes 0 // Disable water splashes
  230. cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  231. // and some other effects
  232. //cl_fasttempentcollision 5 // Check collisions every 5 frames
  233. //cl_fasttempentcollision 10000 // Skip collision checking
  234. //cl_fasttempentcollision 1 // Check collisions every frame
  235.  
  236. // -------------
  237. // '-- Water --'
  238. // -------------
  239. // Water reflections
  240.  
  241. r_cheapwaterstart 400 // The distance at which transitionary cheap water starts, less reflective water
  242. //r_cheapwaterstart 0 // Use cheap water as much as possible
  243. //r_cheapwaterstart 3000 // Do not use cheap water
  244. r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  245. // it is solid
  246. //r_cheapwaterend 0.1 // Use cheap water as much as possible
  247. //r_cheapwaterend 5000 // Do not use cheap water
  248. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  249. //r_WaterDrawReflection 1 // Enable water reflections
  250. r_waterforceexpensive 0 // Do not force expensive water
  251. //r_waterforceexpensive 1 /// Force higher quality water
  252. r_waterforcereflectentities 0 // Do not forcing entity water reflections
  253. //r_waterforcereflectentities 1 // Enable entity water reflections
  254. r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  255. //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  256. r_ForceWaterLeaf 1 // Draw half of the leaf for water to optimize culls
  257.  
  258. // -----------------
  259. // '-- Particles --'
  260. // -----------------
  261. // Particle effects
  262.  
  263. cl_particle_batch_mode 1 // Use default particle batch mode
  264. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  265. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  266. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  267. // performance impact comes from creating particle systems
  268. //mat_reduceparticles 0 // Use the full number of particles
  269. cl_new_impact_effects 0 // Use the old particle system which is lighter
  270. //cl_new_impact_effects 1 // Use the new particle system which is heavier
  271. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  272. // distractions
  273. //r_drawflecks 1 // Draw flecks from impacts
  274. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  275.  
  276. // -----------------------
  277. // '-- Post Processing --'
  278. // -----------------------
  279. // Extra visual effects
  280.  
  281. mat_postprocessing_combine 1 // Combine post processing effects
  282. mat_hdr_level 0 // LDR
  283. //mat_hdr_level 1 // LDR and bloom
  284. //mat_hdr_level 2 // HDR and bloom
  285. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  286. //mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR
  287. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  288. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  289. building_cubemaps 1 // Disables various post processing effects
  290. //building_cubemaps 0 // Allow for post processing effects
  291. mat_colorcorrection 0 // Disable color correction
  292. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  293. mat_colcorrection_disableentities 1 // Disable entity color correction
  294. //mat_colcorrection_disableentities 0 // Enable entity color correction
  295. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  296. //pyro_dof 1 // Enable pyrovision dof
  297. pyro_vignette 0 // Disable vignette for pyrovision
  298. //pyro_vignette 2 // Enable pyrovision vignette
  299. pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  300. //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
  301. pyro_max_intensity 0 // Disable more pyrovision visual effects
  302. pyro_max_rate 0 // ^
  303. pyro_max_side_length 0 // ^
  304. pyro_max_side_width 0 // ^
  305. pyro_min_intensity 0 // ^
  306. pyro_min_rate 0 // ^
  307. pyro_min_side_length 0 // ^
  308. pyro_min_side_width 0 // ^
  309. //pyro_max_intensity 0.5 // Enhance more pyrovision visual effects
  310. //pyro_max_rate 0.5 // ^
  311. //pyro_max_side_length 1 // ^
  312. //pyro_max_side_width 1 // ^
  313. //pyro_min_intensity 0.2 // ^
  314. //pyro_min_rate 0.05 // ^
  315. //pyro_min_side_length 0.65 // ^
  316. //pyro_min_side_width 0.65 // ^
  317.  
  318. // -------------------
  319. // '-- Motion Blur --'
  320. // -------------------
  321. // These settings will adjust the blurring effect from rotation and movement
  322.  
  323. mat_motion_blur_enabled 0 // Disable motion blur
  324. //mat_motion_blur_enabled 1 // Enable motion blur
  325. //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
  326. //mat_motion_blur_falling_max 20 // Maximum blur from falling
  327. //mat_motion_blur_falling_min 10 // Minimum blur from falling
  328. //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
  329. //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
  330. //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
  331. //mat_motion_blur_strength 1 // Adjust overall blur strength
  332.  
  333. // ------------------------------
  334. // '-- Antialiasing/Filtering --'
  335. // ------------------------------
  336. // These settings will adjust the smoothing of jagged edges and textures
  337.  
  338. //mat_antialias 0 // Do not do antialiasing (commented due to HUD and overlay glitches, set it once and then comment it out)
  339. mat_aaquality 0 // Disable CSAA
  340. mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
  341. //mat_alphacoverage 1 // Enable alpha-to-coverage
  342. mat_software_aa_strength 0 // Do not do software AA
  343. //mat_software_aa_strength 1 // Enable software AA
  344. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  345. //mat_software_aa_strength_vgui 1 // Enable VGUI software AA
  346. mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  347. //mat_trilinear 0 // Use bilinear filtering to squeeze out every last bit of performance
  348. mat_forceaniso 0 // Disable higher levels of anisotropic filtering
  349. //mat_forceaniso 2 // Higher levels of anisotropic filtering (2, 4, 8, 16)
  350.  
  351. // ------------------
  352. // '-- Characters --'
  353. // ------------------
  354. // These settings will adjust the characters in the game
  355.  
  356. r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  357. //r_flex 0 // Disable facial animations
  358. flex_rules 1 // Enable facial animations
  359. //flex_rules 0 // Disable facial animations
  360. anim_3wayblend 0 // Disable 3-way animation blending
  361. //anim_3wayblend 1 // Enable 3-way animation blending
  362. ai_expression_optimization 1 // Do an extra visibility check for flex animations if we are above the
  363. // target FPS, otherwise disable flex anims
  364. //ai_expression_optimization 0 // Disable expression optimization
  365. ai_expression_frametime 0.0152 // Disable expressions if we are below ideal FPS
  366. //ai_expression_frametime 0 // Disable expressions entirely
  367. r_teeth 1 // Render teeth
  368. //r_teeth 0 // Do not render teeth, small FPS boost
  369. cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
  370. //cl_SetupAllBones 1 // Set up animation components that were mistakedly skipped
  371. flex_smooth 0 // Do not smooth facial animations
  372. //flex_smooth 1 // Smooth facial animations
  373. mp_usehwmmodels -1 // Do not use or load high quality characters
  374. //mp_usehwmmodels 0 // Use high quality characters if supported
  375. mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
  376. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  377. r_glint_procedural 0 // Use the default eye glinting method
  378. //r_glint_procedural 1 // Use CPU eye glinting, for fast CPUs and slow GPUs
  379. r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  380. //r_eyes 0 // Disable eyes
  381. r_eyemove 1 // Control if character eyes should move, does not really affect performance
  382. //r_eyemove 0 // Disable eye movement
  383. tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect
  384. // performance
  385. //tf_clientsideeye_lookats 0 // Disable eye lookats
  386. blink_duration 0.2 // Duration of an eye blink. Do not set to 0.
  387. //blink_duration 0.02 // Very fast eye blink
  388.  
  389. // --------------
  390. // '-- Decals --'
  391. // --------------
  392. // Overlay textures on models
  393.  
  394. r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
  395. //r_decals 0 // Disable decals
  396. //r_decals 96 // Optimized high decal count
  397. //r_decals 2048 // Maximum decal count
  398. mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
  399. //mp_decals 0 // Disable decals
  400. //mp_decals 96 // Optimized high decal count
  401. //mp_decals 2048 // Maximum decal count
  402. r_drawbatchdecals 0 // Do not batch decals with low max decal count
  403. //r_drawbatchdecals 1 // Batch decals with decal count >18
  404. r_spray_lifetime 2 // Keep sprays for 2 rounds
  405. //r_spray_lifetime 0 // Clear sprays immediately
  406. cl_playerspraydisable 0 // Enable player sprays
  407. //cl_playerspraydisable 1 // Disable player sprays
  408. r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  409. //r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
  410. // without decal rendering elsewhere.
  411. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  412. //r_decal_cover_count 4 // Allow for more decals covering each other
  413. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  414. //r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
  415. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  416. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  417. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  418. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  419. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  420. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  421. r_maxmodeldecal 9 // Optimize maximum model decal count
  422. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  423. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  424. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  425.  
  426. // ------------
  427. // '-- Gibs --'
  428. // ------------
  429. // Body parts created on violent deaths
  430.  
  431. cl_burninggibs 0 // Disable burning gibs, performance impact
  432. //cl_burninggibs 1 // Enable burning gibs for realism
  433. props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  434. //props_break_max_pieces 0 // Disables gibs and prop breaking
  435. violence_hgibs 1 // Enable normal gibs
  436. //violence_hgibs 0 // Enable silly gibs/blood
  437. violence_hblood 1 // Enable normal blood
  438. //violence_hblood 0 // Enable silly gibs/blood
  439.  
  440. // -------------
  441. // '-- Props --'
  442. // -------------
  443. // Various small objects
  444.  
  445. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  446. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  447. cl_phys_props_enable 0 // Disable client side physics props
  448. //cl_phys_props_enable 1 // Enable client side physics props
  449. cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  450. //cl_phys_props_max 300 // Allow all physics props
  451. cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
  452. //cl_phys_props_respawndist 3500 // Skip respawning physics props for a high distance
  453. cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  454. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  455. r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  456. //r_propsmaxdist 3000 // Always render client side physics props
  457. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  458. //r_drawdetailprops 1 // Enable sprites, grass etc
  459. //r_drawdetailprops 2 // Draw detail props with wireframe
  460. cl_detaildist 900 // Draw detail props up to this distance
  461. //cl_detaildist 3000 // Always draw detail props
  462. cl_detailfade 0 // Do not fade in detail props
  463. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  464. //cl_detailfade 400 // Fade in detail props to reduce pop in
  465. r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  466. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  467. //r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  468. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  469.  
  470. // ----------------
  471. // '-- Ragdolls --'
  472. // ----------------
  473. // Full bodies with adjustable physics simulation and fading on death
  474.  
  475. cl_ragdoll_collide 0 // Disable ragdoll collisions
  476. cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
  477. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  478. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  479. //cl_ragdoll_forcefade 0 // Enable ragdolls
  480. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  481. // from
  482. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  483. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  484. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  485. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  486. //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
  487.  
  488. // ---------------
  489. // '-- General --'
  490. // ---------------
  491. // General/overall graphics settings
  492.  
  493. mat_reducefillrate 0 // Increase shading quality
  494. //mat_reducefillrate 1 // Simplify material shading and use some DX8 features
  495. mat_bumpmap 1 // Enable bumpmaps
  496. //mat_bumpmap 0 // Disable bumpmap materials
  497. mat_specular 1 // Enable specular
  498. //mat_specular 0 // Disable specular materials
  499. 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
  500. // useful for if your GPU struggles to render a lot of pixels
  501. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  502. r_3dsky 1 // Enable 3D sky
  503. //r_3dsky 0 // Disable 3D sky
  504. r_dopixelvisibility 0 // Do not do CPU intensive pixelvis (disabled anyway by building_cubemaps 1)
  505. //r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
  506. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  507. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  508. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  509. cl_drawmonitors 0 // Do not draw monitors
  510. cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  511. //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  512. mat_picmip 1 // Use less memory in a 32-bit process
  513. //mat_picmip 2 // Use lowest quality textures
  514. //mat_picmip -1 // Use highest quality textures
  515.  
  516. // -------------
  517. // '-- Ropes --'
  518. // -------------
  519. // Ropes in Mannpower and as decoration in maps
  520.  
  521. rope_rendersolid 1 // Render solid part of ropes
  522. //rope_rendersolid 0 // Skip rendering solid part of ropes
  523. r_ropetranslucent 0 // Skip simulating ropes
  524. //r_ropetranslucent 1 // Simulate ropes
  525. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  526. rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
  527. //rope_solid_minalpha 0.2 // Enable solid alpha
  528. //rope_solid_minwidth 0 // Always render non-solid ropes
  529. rope_smooth 0 // Skip a long smoothing operation for ropes
  530. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  531. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  532. //rope_subdiv 2 // Subdivide ropes
  533. //rope_subdiv 7 // Max rope subdivides
  534. rope_collide 0 // Skip CPU heavy world collisions for ropes
  535. //rope_collide 1 // Enable rope collisions
  536. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  537. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  538. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  539. //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  540.  
  541. // --------------------
  542. // '-- Optimization --'
  543. // --------------------
  544. // These settings will optimize TF2 without having any very noticeable effects to the user
  545.  
  546. fps_max 120 // Some systems are experiencing FPS caps well below the limit when FPS is limited as a result of a recent bug
  547. //fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because some systems in
  548. // Source assume an FPS limit of 300
  549. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because the focus detection
  550. // can be buggy on some systems or while streaming and may limit your FPS,
  551. // without you knowing
  552. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  553. r_fastzreject 0 // Modern GPUs (hardware feature level d3d10) do not need the help
  554. //r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and then has the GPU
  555. // quickly render the scene in a second pass, with the visible parts of the scene already
  556. // calculated
  557. r_entityclips 0 // Skip clipping entities, saves CPU time
  558. //r_entityclips 1 // Clip entities when the CPU cost is worth saving GPU work
  559. disp_dynamic 0 // Do not use dynamic meshses for world geometry (displacements)
  560. r_hunkalloclightmaps 0 // If a lightmap cannot be fit into the hunk, use dynamic memory
  561. //r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  562. r_frustumcullworld 1 // Cull on world draw
  563. r_worldlistcache 1 // Cache some world rendering
  564. mat_clipz 1 // Clips what is drawn for a performance improvement
  565. r_occludermincount 0 // Do not force using any occluders
  566. //r_occludermincount 1 // Force using at least 1 occluder for performance balance between open scenes and
  567. // cluttered ones
  568. r_lightcache_zbuffercache 1 // Load z cache data with the map
  569. r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
  570. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  571. //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for iGPUs
  572. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  573. r_norefresh 1 // Do not store a useless and unused frame time variable
  574. fast_fogvolume 1 // Use optimized fog rendering
  575. r_pixelfog 1 // Use a pixel shader for fog if possible
  576. mat_bufferprimitives 1 // Buffer primitives
  577. mat_compressedtextures 1 // Allow for compressed textures
  578. mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
  579. mat_filterlightmaps 1 // Filter lightmaps
  580. mat_filtertextures 1 // Filter textures
  581. mat_mipmaptextures 1 // Mipmap textures
  582. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  583. r_occlusion 0 // Use less CPU at the cost of a bit more GPU usage
  584. //r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  585.  
  586. // --------------
  587. // '-- OpenGL --'
  588. // --------------
  589. // Optimizations for OpenGL platforms (Linux and macOS)
  590.  
  591. echo "OpenGL commands running. If you see unknown command errors on Windows, you can safely ignore them."
  592. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  593. mat_texture_reload_frame_swap_workaround 0 // The extra frame swaps are not worth the memory savings unless you are tight on memory
  594. //mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
  595. gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
  596. gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling
  597. gl_batch_tex_destroys 0 // ^
  598. gl_minimize_rt_tex 1 // Cut mipmaps for RTs if they were not requested
  599. gl_nullqueries 1 // Skip queries
  600. gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  601. gl_debug_output 0 // Disable debug messages
  602. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  603. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  604. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  605. echo "OpenGL commands finished running."
  606.  
  607. // ==================
  608. // '--- Gameplay ---'
  609. // ==================
  610. // Adjusts how the game behaves
  611.  
  612. //cl_autoreload 1 // Auto reload clip
  613. //cl_autorezoom 1 // Automatically rezoom sniper rifle
  614. //tf_medigun_autoheal 1 // Keep healing allies
  615.  
  616. // =============
  617. // '--- HUD ---'
  618. // =============
  619. // ---------------
  620. // '-- General --'
  621. // ---------------
  622. // General/misc HUD settings
  623.  
  624. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  625. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  626. //cl_hud_minmode 1 // HUD min mode
  627. //hud_fastswitch 1 // Weapon switch behavior
  628. // 0 - PC Buckets
  629. // select weapons from the side of your screen, fire to confirm
  630. // 1 - PC Fast Switch
  631. // fast switch for PC buckets (no fire to confirm)
  632. // 2 - Buckets Plus:
  633. // fast switch
  634. // weapon selection window comes up at the middle of your screen
  635. // can select weapons without ammo (but not switch to them)
  636. // 3 - Carousel scroll:
  637. // fast switch
  638. // slot 1 = last weapon, slot 2 = next weapon,
  639. // slot 3 = swap weapon, slot 4 = previous weapon
  640. tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
  641. tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  642. //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  643. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  644. tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  645. //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  646. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  647. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  648. //tf_simple_disguise_menu 0 // Concise disguise menu
  649. //tf_colorblindassist 1 // Colorblind mode
  650. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  651. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  652. //hud_classautokill 0 // No suicide on class change
  653. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  654. tf_healthicon_height_offset 10 // Offset of heath icon
  655. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  656. tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  657. tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  658. tf_hud_show_servertimelimit 1 // Show server map time
  659. tf_hud_target_id_alpha 100 // Transparency of target ID
  660. //tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  661. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  662. tf_hud_target_id_offset 0 // Vertical offset of target ID
  663. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  664. hud_freezecamhide 0 // Show the HUD during freeze-cam
  665. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  666. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  667. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  668. //cl_hudhint_sound 0 // Disable HUD sounds
  669. //cl_mainmenu_safemode 1 // Dev safe mode for main menu
  670. //tf_queue_spinner_color 0 // Orange queue TF logo spinner
  671. //tf_queue_spinner_color 1 // Blue queue TF logo spinner
  672.  
  673. // ----------------
  674. // '-- Messages --'
  675. // ----------------
  676. // Text chat, console output, etc
  677.  
  678. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  679. //hud_saytext_time 0 // Disable chat
  680. cl_showtextmsg 1 // Enable text messages in console(chat, messages)
  681. //cl_showtextmsg 0 // Disable text messages
  682. cl_showpluginmessages 1 // Show messages from server plugins
  683. //cl_showpluginmessages 0 // Deny messages from server plugins
  684. cl_chatfilters 63 // Chat Filter - enable parts of chat:
  685. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  686. // achievements (32)
  687. // Add a combination of these numbers together to enable that combination
  688. // for example, name change (2) + team change (16) = 18
  689. // 0 for everything disabled
  690. //cl_chatfilters 0 // Disable all chat messages
  691. //cl_chatfilters 59 // Disable just user chat
  692. cl_mute_all_comms 1 // Disable text and voice for muted players
  693. //cl_mute_all_comms 0 // Disable voice for muted players
  694. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  695. tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  696.  
  697. // ----------------
  698. // '-- Backpack --'
  699. // ----------------
  700. // Inventory, economy and backpack
  701.  
  702. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  703. cl_spec_carrieditems 1 // Show spectated player items
  704. //cl_spec_carrieditems 0 // Do not show spectated player items
  705. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  706. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  707. //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  708.  
  709. // -----------------
  710. // '-- Crosshair --'
  711. // -----------------
  712. // Aiming recticle or crosshair
  713.  
  714. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  715. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  716. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  717. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  718. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  719. //cl_crosshair_scale 64 // Size of crosshair
  720. //cl_crosshair_file 0 // Style of crosshair
  721. //cl_dynamiccrosshair 1 // Change crosshair according to weapon
  722. //cl_observercrosshair 0 // Disable crosshair in spectator
  723. //crosshair 0 // Disable crosshair
  724.  
  725. // -------------------
  726. // '-- Killstreaks --'
  727. // -------------------
  728. // Killstreak messages from weapons
  729.  
  730. cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  731. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  732. cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
  733. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  734. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  735.  
  736. // ---------------------
  737. // '-- Notifications --'
  738. // ---------------------
  739. // In-game notifications for trade offers, requests, events, etc
  740.  
  741. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  742. //cl_notifications_max_num_visible 3 // Default number of visible notifications
  743. cl_notifications_move_time 0.1 // Make notification transition shorter
  744. //cl_notifications_show_ingame 0 // Do not show notifications in game
  745. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  746. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  747. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  748. //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  749. cl_vote_ui_show_notification 0 // Hide voting notifications
  750. //cl_vote_ui_show_notification 1 // Show voting notifications
  751. tf_hud_notification_duration 2 // How long notifications should display
  752.  
  753. // -----------------
  754. // '-- Contracts --'
  755. // -----------------
  756. // Contracts as part of campaigns
  757.  
  758. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  759. // 0 - never
  760. // 1 - all
  761. // 2 - active only
  762. //tf_contract_progress_show 1 // During all matches, contract visibility:
  763. // 0 - never
  764. // 1 - all
  765. // 2 - active only
  766. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  767. //tf_quest_notification_line_delay 1 // Default voice line delay
  768.  
  769. // --------------------
  770. // '-- Achievements --'
  771. // --------------------
  772. // Achievement effects and HUD tracker
  773.  
  774. hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  775. hud_achievement_tracker 2 // Achievements tracked at once
  776. hud_achievement_count 4 // Max achievements shown on HUD
  777.  
  778. // ------------
  779. // '-- Info --'
  780. // ------------
  781. // Additional HUD elements for extra info
  782. // Adding additional HUD elements decreases FPS by a small amount
  783.  
  784. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  785. //cl_showpos 1 // Current position, angle and velocity
  786. //cl_showbattery 1 // Battery meter
  787. //cl_showblocking 1 // Show blocking disk operations on FPS panel
  788. // cl_show_num_particle_systems 1 // Show number of particle systems
  789. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  790.  
  791. // -----------------------
  792. // '-- Closed Captions --'
  793. // -----------------------
  794. // Customization of notifications of sounds and voices in closed captions
  795.  
  796. //cc_linger_time 1 // Seconds for captions to stay on screen
  797. //cc_minvisibleitems 1 // Minimum captions to shown
  798. //cc_predisplay_time 0 // Delay between the sound and showing the caption
  799. //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
  800. //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
  801.  
  802. // ----------------
  803. // '-- Netgraph --'
  804. // ----------------
  805. // Advanced HUD display of network info and FPS
  806.  
  807. //net_graph 0 // netgraph display
  808. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  809. //net_graphpos 1 // the horizontal position of the netgraph
  810. // 0 = left, 1 = right, 2 = middle
  811. // anything else will set the x coordinate of the graph's left edge
  812. //net_graphheight 64 // height of the text part of the graph
  813. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  814. //net_scale 5 // the height of the graph portion
  815. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  816. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  817. //net_graphtext 1 // draw text fields
  818. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  819. //net_graphshowlatency 1 // show the latency part of the graph
  820. //net_graphshowinterp 1 // show the interpolation part of the graph
  821.  
  822. // ----------------
  823. // '-- Tutorial --'
  824. // ----------------
  825. // Disable tutorial messages
  826.  
  827. //cl_ask_favorite_opt_out 1
  828. //cl_ask_blacklist_opt_out 1
  829. //replay_quitmsg_dontaskagain 1
  830. //cl_ask_bigpicture_controller_opt_out 1
  831. //tf_explanations_store 1
  832. //tf_explanations_discardpanel 1
  833. //tf_explanations_backpackpanel 1
  834. //tf_explanations_charinfopanel 1
  835. //tf_explanations_craftingpanel 1
  836. //tf_explanations_charinfo_armory_panel 1
  837. //tf_training_has_prompted_for_forums 1
  838. //tf_training_has_prompted_for_loadout 1
  839. //tf_training_has_prompted_for_options 1
  840. //tf_training_has_prompted_for_training 1
  841. //tf_training_has_prompted_for_offline_practice 1
  842. //cl_showhelp 0
  843. //tf_taunt_always_show_hint 0
  844. //sb_dontshow_maxplayer_warning 1
  845. //tf_coach_request_nevershowagain 1
  846. //tf_show_maps_details_explanation_count 0
  847. //tf_show_taunt_explanation_in_class_loadout 0
  848. //tf_show_preset_explanation_in_class_loadout 0
  849. //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  850. //tf_find_a_match_hint_viewed 1
  851. //tf_quest_map_intro_viewed 1
  852. //tf_warpaint_explanation_viewed 1
  853. //tf_inspect_hint_count 11
  854. //tf_mvm_tabs_discovered 1
  855. //tf_hud_notification_show_count_ghost_controls 1
  856. //tf_hud_notification_show_count_ghost_controls_no_respawn 1
  857. //tf_hud_notification_show_count_kart_controls 1
  858. //cl_promotional_codes_button_show 0
  859. //cl_training_class_unlock_all
  860.  
  861. // ---------------
  862. // '-- Console --'
  863. // ---------------
  864. // Developer console customization
  865.  
  866. con_nprint_bgalpha 100 // Console translucency (0 to 255)
  867. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  868. con_nprint_bgborder 1 // Console border
  869. //con_nprint_bgborder 0 // Disable border on lowend computers
  870.  
  871. // ==============
  872. // '--- View ---'
  873. // ==============
  874. // The character view and viewmodel
  875.  
  876. fov_desired 90 // See more of the battlefield
  877. //fov_desired 75 // Render less for very lowend computers
  878. //r_drawviewmodel 1 // Draw weapon viewmodel model
  879. //r_drawviewmodel 0 // Hide weapon viewmodel
  880. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  881. //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
  882. //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
  883. //tf_use_min_viewmodels 0 // Use default viewmodel position
  884. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  885. //cl_first_person_uses_world_model 0 // Draw viewmodel
  886. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  887. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  888. glow_outline_effect_enable 1 // Enable ally and objective xrays
  889. //glow_outline_effect_enable 0 // Disable all xrays
  890. tf_enable_glows_after_respawn 1 // Enable spawn xrays
  891. //tf_enable_glows_after_respawn 0 // Disable spawn xrays
  892. tf_spec_xray_disable 0 // Enable xrays while spectating
  893. //tf_spec_xray_disable 1 // Disable xrays while spectating
  894. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  895. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  896. //spec_autodirector 0 // Choose best view mode automatically
  897.  
  898. // ==============
  899. // '--- Misc ---'
  900. // ==============
  901. // Settings that do not fit into a category
  902.  
  903. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  904. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  905. //ai_frametime_limit 50 // Do not use simpler AI
  906.  
  907. // ================
  908. // '--- Memory ---'
  909. // ================
  910. // Adjustments to memory allocation
  911.  
  912. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  913. cl_always_flush_models 0 // Keep models loaded in between map loads
  914. //cl_always_flush_models 1 // Remove models from memory every map load (for low memory systems only)
  915. mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
  916. //mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
  917. sv_forcepreload 0 // Disable harmful force preload enabled in other configs
  918.  
  919. // ====================
  920. // '--- Filesystem ---'
  921. // ====================
  922. // -------------
  923. // '-- Sizes --'
  924. // -------------
  925. // Set buffer and file read sizes
  926.  
  927. filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
  928. filesystem_max_stdio_read 256 // Read up to our buffer (256KB)
  929.  
  930. // ---------------
  931. // '-- General --'
  932. // ---------------
  933. // Set up filesystem parameters
  934.  
  935. filesystem_native 1 // Use native filesystem calls if available
  936. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  937.  
  938. // -------------------
  939. // '-- Model Cache --'
  940. // -------------------
  941. // Control loading and caching models
  942.  
  943. // For HDDs
  944. mod_load_anims_async 0 // Disable async animation loading
  945. mod_load_mesh_async 0 // Disable async mesh loading
  946. mod_load_vcollide_async 0 // Disable async vcollide loading
  947. mod_touchalldata 1 // Load submodels
  948. mod_forcetouchdata 1 // Put submodels into cache
  949. mod_forcedata 1 // Cache submodel data
  950.  
  951. // For SSDs
  952. //mod_load_anims_async 1 // Enable async animation loading
  953. //mod_load_mesh_async 1 // Enable async mesh loading
  954. //mod_load_vcollide_async 1 // Enable async vcollide loading
  955. //mod_touchalldata 0 // Do not load submodels
  956. //mod_forcetouchdata 0 // Do not put submodels into cache
  957. //mod_forcedata 0 // Do not cache submodel data
  958.  
  959. // ===============
  960. // '--- Sound ---'
  961. // ===============
  962. // -----------------
  963. // '-- Hitsounds --'
  964. // -----------------
  965. // Damage sound played on hit and on kill
  966.  
  967. //tf_dingalingaling_lasthit 1 // Play killsounds
  968. //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
  969. //tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
  970. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  971. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  972. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  973. //tf_dingalingaling 1 // Play hitsounds
  974. //tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
  975. //tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
  976. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  977. //tf_dingaling_volume 0.7 // Hitsound volume
  978. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  979. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  980.  
  981. // -----------------
  982. // '-- Threading --'
  983. // -----------------
  984. // Threading options to take advantage of modern CPUs for the sound system
  985.  
  986. snd_async_fullyasync 1 // Play sounds independently of main engine work
  987. snd_async_minsize 4096 // Wait a small time for audio file loading for SSDs with CPUs with 4 or more cores
  988. //snd_async_minsize 65536 // If you are having audio stutter,
  989. // wait until 64K of audio has been loaded
  990. // (usually for HDDs with CPUs with 4 or more cores
  991. // or for SSDs with CPUs with less than 4 cores)
  992. //snd_async_minsize 262144 // If you are still having audio stutter,
  993. // wait even longer
  994. // (usually for HDDs with CPUs with less than 4 cores)
  995. snd_mix_async 1 // Use another thread to mix sounds
  996. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
  997. phonemedelay 0.05 // Do not delay phonemes a lot with an async sound system
  998. //phonemedelay 0.1 // Delay phonemes when async mixing is disabled
  999.  
  1000. // ---------------
  1001. // '-- General --'
  1002. // ---------------
  1003. // General/misc sound settings
  1004.  
  1005. //volume 1 // Set the master volume
  1006. //snd_musicvolume 1 // Set music volume
  1007. snd_delay_sound_shift 0 // Do not apply an extra delay to sounds
  1008. //snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds
  1009. //snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs
  1010. snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  1011. //snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  1012. //snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow CPUs
  1013. //cl_soundemitter_flush // Command to clear out the loaded sounds file
  1014. //cl_soundscape_flush // Command to clear out the loaded soundscapes file
  1015.  
  1016. // ---------------
  1017. // '-- Quality --'
  1018. // ---------------
  1019. // Adjust the quality of sound
  1020.  
  1021. snd_pitchquality 0 // Use linear mixer for sound, performance benefit
  1022. //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
  1023. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  1024. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1025. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  1026. //snd_surround_speakers 0 // Force headphones
  1027. //snd_surround_speakers 2 // Force mono/stereo
  1028. //snd_surround_speakers 4 // Force quad
  1029. //snd_surround_speakers 5 // Force 5.1
  1030. //snd_surround_speakers 7 // Force 7.1
  1031. //windows_speaker_config 4 // Windows speaker configuration
  1032. snd_legacy_surround 0 // Disable surround sound effect
  1033. //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
  1034.  
  1035. // ----------------------
  1036. // '-- Spatialization --'
  1037. // ----------------------
  1038. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  1039.  
  1040. dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
  1041. //dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
  1042. // systems
  1043.  
  1044. dsp_slow_cpu 0 // Use enhanced positional effects
  1045. //dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
  1046. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  1047. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1048. // Pretty reasonable performance benefit, but delay in spatialization.
  1049. //snd_spatialize_roundrobin 0 // Spatialize every frame
  1050. dsp_room 0 // Disable automatic DSP
  1051. //dsp_room 1 // Enable automatic DSP. Big performance hit
  1052. dsp_facingaway 0 // Disable the facing away DSP effect
  1053. //dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
  1054. dsp_speaker 50 // Administrator effect
  1055. //dsp_speaker 0 // Disable administrator effect
  1056. dsp_water 14 // Water muffling effect
  1057. //dsp_water 0 // Disable water muffling effect
  1058. dsp_spatial 40 // Spatial effect for positional audio
  1059. //dsp_spatial 0 // Disable spatial effect
  1060. dsp_db_mixdrop 0.7 // Use enhanced volume scaling
  1061. dsp_db_min 80 // ^
  1062. dsp_mix_min 0.3 // ^
  1063. dsp_mix_max 0.7 // ^
  1064. //dsp_db_mixdrop 1 // Disable volume scaling
  1065. //dsp_db_min 0 // ^
  1066. //dsp_mix_min 0 // ^
  1067. //dsp_mix_max 0 // ^
  1068. snd_duckerattacktime 0.5 // Default ducking values
  1069. snd_duckerreleasetime 2.5 // ^
  1070.  
  1071. // --------------------
  1072. // '-- Optimization --'
  1073. // --------------------
  1074. // Optimizations with no noticeable effect on the listener
  1075.  
  1076. snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
  1077. //snd_lockpartial 0 // Use the base, fully locking sound algorithm
  1078. snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  1079. //snd_cull_duplicates 1 // Only play one of each sound at a time
  1080. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  1081. voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
  1082. snd_noextraupdate 1 // Do not update sound twice
  1083. snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  1084. //snd_defer_trace 0 // Immediately trace on the first frame
  1085. phonemefilter 0.01 // Do not box filter phonemes
  1086. //phonemefilter 0.1 // Box filter phonemes for slightly longer
  1087. phonemesnap 0 // Do not crossfade a second phoneme on any LOD
  1088. //phonemesnap 63 // Crossfade a second phoneme on every LOD
  1089.  
  1090. // ===============
  1091. // '--- Input ---'
  1092. // ===============
  1093. // ----------------
  1094. // '-- Keyboard --'
  1095. // ----------------
  1096. // Keyboard adjustments
  1097.  
  1098. //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
  1099. //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
  1100. //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
  1101.  
  1102. // -------------
  1103. // '-- Mouse --'
  1104. // -------------
  1105. // Mouse movement and aiming
  1106.  
  1107. //m_pitch 0.022 // Pitch factor
  1108. //m_yaw 0.022 // Yaw factor
  1109. //sensitivity 3 // Mouse sensitivity
  1110. //m_limitedcapture_workaround 1 // Workaround for mouse capture issues
  1111. //m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
  1112. //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
  1113. //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1114. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1115. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1116. //m_rawinput 1 // Use raw input from mouse
  1117. //m_customaccel 0 // custom mouse acceleration
  1118. // 0 - no custom acceleration
  1119. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1120. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1121. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1122. //m_customaccel_scale 0.04 // ^
  1123. //m_customaccel_max 0 // ^
  1124. //m_customaccel_exponent 1 // ^
  1125. //zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped
  1126. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  1127.  
  1128. // ------------------------
  1129. // '-- Steam Controller --'
  1130. // ------------------------
  1131. // Controls Steam Controller/Steam Input
  1132.  
  1133. //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
  1134. //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
  1135. //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
  1136. //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
  1137. //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
  1138. //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
  1139. //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
  1140. //sc_show_binding_panel // Launch Steam Controller binding UI
  1141. //sc_status // Show Steam Controller status
  1142.  
  1143. // -------------------
  1144. // '-- Bumper Cars --'
  1145. // -------------------
  1146. // Input during bumper cars
  1147.  
  1148. //tf_halloween_kart_pitch 10 // Pitch value for the camera
  1149. //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
  1150. //tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow
  1151.  
  1152. echo " "
  1153.  
  1154. echo " *************************** "
  1155. echo " *************************** "
  1156. echo " ** mastercomfig 6.2.1 loaded ** "
  1157. echo " *************************** "
  1158. echo " *************************** "
  1159.  
  1160. echo " "
  1161.  
  1162. echo "If you are having issues in local servers, like being unable to fire or move, set host_thread_mode 0."
  1163. echo "Remember to set host_thread_mode 1 once you are done with your local server."
  1164.  
  1165. exec fpscomp
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