alamo2914

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Jan 1st, 2018
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  1. alias "good" "cl_interp 0.0227272; cl_interp_ratio 1.5 ;rate 196608; net_splitpacket_maxrate 196608; cl_cmdrate 66; cl_updaterate 66; cl_predictweapons 1; net_maxroutable 1260; net_maxfragments 1260; net_maxcleartime 4; net_maxpacketdrop 1000; net_splitrate 2; cl_smooth 1; net_compresspackets_minsize 957"
  2.  
  3. alias "decent" "cl_interp 0.0303030; cl_interp_ratio 2 ;rate 196608; net_splitpacket_maxrate 196608; cl_cmdrate 66; cl_updaterate 66; cl_predictweapons 1; net_maxroutable 1200; net_maxfragments 1200; net_maxcleartime 4; net_maxpacketdrop 1000; net_splitrate 2; cl_smooth 1; net_compresspackets_minsize 957"
  4.  
  5. alias "bad" "cl_interp 0.0454545; cl_interp_ratio 3;rate 87648; net_splitpacket_maxrate 87648; cl_cmdrate 66; cl_updaterate 66; cl_predictweapons 1; net_maxroutable 956; net_maxfragments 956; net_maxcleartime 4; net_maxpacketdrop 1000; net_splitrate 2; cl_smooth 1; net_compresspackets_minsize 0"
  6.  
  7. alias "very_bad" "rate 20000; net_splitpacket_maxrate 15000; cl_cmdrate 10; cl_updaterate 10; cl_predictweapons 0; net_maxroutable 1260; net_maxcleartime 10; net_maxpacketdrop 10000; net_splitrate 1; cl_smooth 0; cl_interp_ratio 4; cl_interp 0.0606060606; net_compresspackets_minsize 0"
  8.  
  9. // Null-cancelling movement script
  10. // (prevents you from pressing two opposing directions, which causes you to stop moving)
  11.  
  12. bind "w" "+mfwd"
  13. bind "a" "+mleft"
  14. bind "s" "+mback"
  15. bind "d" "+mright"
  16.  
  17. alias "+mfwd" "-back;+forward;alias checkfwd +forward"
  18. alias "+mback" "-forward;+back;alias checkback +back"
  19. alias "+mleft" "-moveright;+moveleft;alias checkleft +moveleft"
  20. alias "+mright" "-moveleft;+moveright;alias checkright +moveright"
  21. alias "-mfwd" "-forward;checkback;alias checkfwd none"
  22. alias "-mback" "-back;checkfwd;alias checkback none"
  23. alias "-mleft" "-moveleft;checkright;alias checkleft none"
  24. alias "-mright" "-moveright;checkleft;alias checkright none"
  25. alias "checkfwd" "none"
  26. alias "checkback" "none"
  27. alias "checkleft" "none"
  28. alias "checkright" "none"
  29. alias "none" ""
  30.  
  31.  
  32.  
  33. //another things
  34. fps_max 121
  35. tf_hud_target_id_disable_floating_health 1
  36. tf_colorblindassist 1
  37. bind pgup "record temp; stop; snd_restart; hud_reloadscheme;heartbeat;"
  38. demo_recordcommands 1
  39.  
  40.  
  41.  
  42.  
  43.  
  44. host_thread_mode 0 // Do not use the threaded frame behavior for local servers
  45.  
  46. // Warning system
  47. sv_allow_wait_command 1;developer 1;wait 1500; echo " ****************************************************** "; echo " ****************************************************** "; echo " ****************************************************** "; echo " ****************************************************** "; echo "=> Set host_thread_mode 0 for local servers."; echo "=> Set host_thread_mode 1 once you are done with your local server.";wait 8000; developer 0; sv_allow_wait_command 0
  48.  
  49. bind tab "+scoreboard"
  50. alias +scoreboard "+showscores;net_graph 1;cl_hud_playerclass_use_playermodel 1"
  51. alias -scoreboard "-showscores;net_graph 0;cl_hud_playerclass_use_playermodel 0"
  52.  
  53.  
  54.  
  55.  
  56.  
  57.  
  58.  
  59. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  60. // '~~~ mastercomfig TF2 config ~~~'
  61. // ---------------------------------
  62. // Version: 6.4.0 | January 21 2018
  63. // ---------------------------------
  64. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  65.  
  66. con_filter_enable 1 // Filter unknown command warning due to OS specific commands
  67. con_filter_text_out "Unknown" // ^
  68.  
  69. // =================
  70. // '--- Network ---'
  71. // =================
  72. // ---------------
  73. // '-- General --'
  74. // ---------------
  75. // Sets rates and interp for better networking
  76.  
  77. cl_cmdrate 66 // Send to server at this many times per second
  78. cl_updaterate 66 // Get from server at this many times per seconds
  79. cl_interp 0.0227272;cl_interp_ratio 1.5 // Use an interp timing that accounts for
  80. // occasional snapshot interval drops
  81. //cl_interp 0;cl_interp_ratio 1 // Reduce entity interpolation times to a minimum
  82. //cl_interp 0.0303030;cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid issues where one
  83. // snapshot is dropped once in a while
  84. //cl_interp 0.0454545;cl_interp_ratio 3 // Protect more against packet loss,
  85. // increase further for more protection
  86. net_queued_packet_thread 1 // Queue split packets
  87. net_compresspackets 1 // Compress packets to reduce network latency on fast CPUs
  88. //net_compresspackets 0 // Disable packet compression on slow CPUs or very fast networks (~100Mbps up)
  89. net_compresspackets_minsize 957 // Compress packets above max reliable packet size
  90. //net_compresspackets_minsize 0 // Always compress packets to reduce network usage
  91. net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and avoiding split packets
  92. //net_maxroutable 956;net_maxfragments 956 // Use max reliable packet size for routers that have trouble with larger sizes
  93. //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to avoid split packets
  94. rate 196608 // High rate (1.57 Mbps) to reduce choke and scale to packet rate
  95. // Recommended to set this to 80% of your available stable upload speed
  96. //rate 786432 // Rate for 6.2Mbps stable upload
  97. //rate 87648 // Rate for 0.7Mbps stable upload
  98. //rate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  99. net_splitpacket_maxrate 196608 // Scale split packet rate up to rate (1.57Mbps)
  100. // Recommended to set this to 80% of your available stable upload speed
  101. //net_splitpacket_maxrate 786432 // Split packet rate for 6.2Mbps stable upload
  102. //net_splitpacket_maxrate 87648 // Split packet rate for 0.7Mbps stable upload
  103. //net_splitpacket_maxrate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  104. net_maxcleartime 4 // Use rate to control packet delay
  105. //net_maxcleartime 0.015 // Override rate for a balance between reducing network delay and choke
  106. //net_maxcleartime 0.001 // Override rate for minimum network delay
  107. net_maxpacketdrop 1000 // Use faster packet drop threshold
  108. //net_maxpacketdrop 5000 // Use default packet drop threshold
  109. net_splitrate 2 // Split 2 packets per frame, reduces choke
  110. //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  111. //net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
  112. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  113. cl_pred_optimize 0 // Skip prediction optimizations
  114. //cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
  115. //cl_pred_optimize 2 // Optimize prediction system fully
  116. cl_lagcompensation 1 // Ensure lag compensation is turned on
  117. cl_predictweapons 1 // Ensure weapon firing prediction is turned on
  118. cl_smooth 1 // Smooth out prediction errors
  119. cl_smoothtime 0.08 // Smooth out view for 0.08 seconds
  120.  
  121. // -------------
  122. // '-- Files --'
  123. // -------------
  124. // Controls networked file handling
  125.  
  126. net_maxfilesize 64 // Max out file upload size for extra content
  127. cl_downloadfilter all // Allow all server custom files
  128. //cl_downloadfilter nosounds // Do not download sound files a server
  129. //cl_downloadfilter mapsonly // Only downloads maps from server custom files
  130. //cl_downloadfilter none // Do not download any files from a server
  131. cl_allowdownload 1 // Download other player custom files
  132. //cl_allowdownload 0 // Block downloads of other player custom files
  133. cl_allowupload 1 // Upload your player custom files
  134. //cl_allowupload 0 // Disable uploading your player custom files
  135.  
  136. // -------------------
  137. // '-- Matchmaking --'
  138. // -------------------
  139. // Adjusts casual/competitive matchmaking settings
  140.  
  141. //tf_mm_custom_ping 100 // The ping tolerance for matchmaking
  142. //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  143. tf_mm_debug_level 0 // Remove matchmaking debug output
  144. //tf_mm_partyclient_debug 1 // Enable party debug output
  145. //tf_party_ignore_invites 1 // Ignore party invites
  146. tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
  147. //tf_party_force_update // Force an update to the party system
  148. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team (not implemented)
  149. //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
  150. //tf_datacenter_ping_dump // Dump server routing debug info
  151.  
  152. // ---------------------
  153. // '-- Local Servers --'
  154. // ---------------------
  155. // Optimizes local server networking
  156.  
  157. cl_localnetworkbackdoor 1 // Network optimizations for local servers
  158. net_usesocketsforloopback 1 // Use network sockets for local servers
  159. sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel
  160.  
  161. // ===================
  162. // '--- Rendering ---'
  163. // ===================
  164. // -----------------
  165. // '-- Threading --'
  166. // -----------------
  167. // These settings will take advantage of your CPU cores
  168.  
  169. cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
  170. // renderables
  171. //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with less than 4 cores
  172. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  173. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
  174. r_threaded_particles 1 // Process particle systems in parallel
  175. //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
  176. r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  177. //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
  178. mat_queue_mode 2 // Force multithreaded mode for the material system queue
  179. //mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with less than 4 cores
  180. studio_queue_mode 1 // Use queue calls for studio renders
  181. //studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
  182. host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force)
  183.  
  184. // -----------------------------
  185. // '-- Material System Queue --'
  186. // -----------------------------
  187. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  188.  
  189. r_queued_decals 0 // Disabled by default due to crashes
  190. //r_queued_decals 1 // Offload decal draws to the material system
  191. // Beneficial when decal count is above 256 or you have 4 or more CPU cores
  192. r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
  193. // effects in time for the frame render
  194. //r_queued_post_processing 1 // Offloads post processing to the material system
  195. // Performance improvement if your driver/GPU works with it
  196. r_queued_ropes 1 // Queue some rope rendering using the material system
  197. //r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
  198.  
  199. // -----------
  200. // '-- LOD --'
  201. // -----------
  202. // Controls the quality of objects based on distance
  203.  
  204. r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  205. // believe. Set to 1 for the best balance between model quality and performance.
  206. //r_rootlod 2 // Maximum performance for models
  207. //r_rootlod 0 // Maximum quality for models
  208. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  209. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
  210. // performance
  211. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
  212. // still increasing performance
  213. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  214. // performance but has the least pop in
  215. r_lod -1 // Use r_rootlod to properly fade through LODs.
  216. //r_lod 0 // Always use the highest LOD possible
  217. mat_max_worldmesh_vertices 16384 // Use optimized mesh vertices cap
  218. //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices
  219. //mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  220.  
  221. // ----------------
  222. // '-- Lighting --'
  223. // ----------------
  224. // Lights projected onto characters and other dynamic models
  225.  
  226. r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
  227. //r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  228. r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  229. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  230. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  231. //r_ambientmin 1.1 // Ambient boost every time
  232. r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  233. //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  234. mat_phong 1 // Use a phong shader for shading/reflection
  235. //mat_phong 0 // Disable phong for flatter shading
  236. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  237. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  238. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  239. //r_dynamic 1 // Enable dynamic lighting
  240. r_maxdlights 0 // Do not allow any dynamic lights
  241. //r_maxdlights 9 // Reduce maximum dynamic lights
  242. //r_maxdlights 32 // Use the maximum number of dynamic lights
  243. r_worldlightmin 0.004 // Do not render insignificant world lighting
  244. //r_worldlightmin 2 // Reject all world lighting
  245. //r_worldlightmin 0.0002 // Render practically all world lighting
  246. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  247. r_worldlights 0 // Disable world lights
  248. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  249. //r_worldlights 4 // Use the maximum amount of world lights
  250. mat_disable_fancy_blending 1 // Disable fancy blending
  251. //mat_disable_fancy_blending 0 // Enable fancy blending
  252. mat_disable_lightwarp 1 // Disable light warps
  253. //mat_disable_lightwarp 0 // Enable light warps
  254.  
  255. // ---------------
  256. // '-- Shadows --'
  257. // ---------------
  258. // Shadows cast from characters
  259.  
  260. r_shadows 0 // Disable shadows for a big FPS increase
  261. //r_shadows 1 // Enable shadows
  262. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  263. //r_shadowrendertotexture 1 // Prettier shadows
  264. cl_blobbyshadows 1 // Render a blob for shadows
  265. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  266. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  267. //r_flashlightdepthtexture 1 // Even prettier shadows
  268. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  269. // on
  270. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  271. // higher quality
  272. r_flashlightrender 0 // Disable flashlight shadow
  273. //r_flashlightrender 1 // Enable flashlight shadow
  274. r_flashlightmodels 0 // Disable lighting models
  275. //r_flashlightmodels 1 // Enable lighting models
  276. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  277. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  278. nb_shadow_dist 200 // Do not use shadows from far away (NextBot system)
  279. //nb_shadow_dist 0 // Disable shadow distance
  280. //nb_shadow_dist 400 // Default distance for NextBot shadows
  281. r_shadowmaxrendered 17 // Do not render more shadows than needed
  282. //r_shadowmaxrendered 11 // for 6s
  283. //r_shadowmaxrendered 32 // Render all shadows
  284.  
  285. // ---------------
  286. // '-- Effects --'
  287. // ---------------
  288. // Weapon and other light effects
  289.  
  290. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  291. //cl_ejectbrass 1 // Enable shell ejection
  292. muzzleflash_light 0 // Disable muzzle flash lights
  293. //muzzleflash_light 1 // Enable muzzle flash lights
  294. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  295. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  296. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  297. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  298. r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  299. //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  300. cl_show_splashes 1 // Enable water splashes
  301. //cl_show_splashes 0 // Disable water splashes
  302. cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  303. // and some other effects
  304. //cl_fasttempentcollision 5 // Check collisions every 5 frames
  305. //cl_fasttempentcollision 10000 // Skip collision checking
  306. //cl_fasttempentcollision 1 // Check collisions every frame
  307.  
  308. // -------------
  309. // '-- Water --'
  310. // -------------
  311. // Water reflections
  312.  
  313. r_cheapwaterstart 400 // The distance at which transitionary cheap water starts. Has less reflectivity.
  314. //r_cheapwaterstart 0 // Use cheap water as much as possible
  315. //r_cheapwaterstart 3000 // Do not use cheap water
  316. r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  317. // it is solid
  318. //r_cheapwaterend 0.1 // Use cheap water as much as possible
  319. //r_cheapwaterend 5000 // Do not use cheap water
  320. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  321. //r_WaterDrawReflection 1 // Enable water reflections
  322. r_waterforceexpensive 0 // Do not force expensive water
  323. //r_waterforceexpensive 1 /// Force higher quality water
  324. r_waterforcereflectentities 0 // Do not forcing entity water reflections
  325. //r_waterforcereflectentities 1 // Enable entity water reflections
  326. r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  327. //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  328. r_ForceWaterLeaf 0 // Use the true viewpoint for visibility testing
  329.  
  330. // -----------------
  331. // '-- Particles --'
  332. // -----------------
  333. // Particle effects
  334.  
  335. cl_particle_batch_mode 1 // Use default particle batch mode
  336. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  337. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  338. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  339. // performance impact comes from creating particle systems
  340. //mat_reduceparticles 0 // Use the full number of particles
  341. cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
  342. //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
  343. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  344. // distractions
  345. //r_drawflecks 1 // Draw flecks from impacts
  346. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  347.  
  348. // -----------------------
  349. // '-- Post Processing --'
  350. // -----------------------
  351. // Extra visual effects
  352.  
  353. mat_postprocessing_combine 1 // Combine post processing effects
  354. mat_hdr_level 0 // LDR
  355. //mat_hdr_level 1 // LDR and bloom
  356. //mat_hdr_level 2 // HDR and bloom
  357. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  358. //mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR
  359. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  360. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  361. building_cubemaps 0 // Allow for post processing effects and pixel vis testing
  362. mat_colorcorrection 0 // Disable color correction
  363. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  364. mat_colcorrection_disableentities 1 // Disable entity color correction
  365. //mat_colcorrection_disableentities 0 // Enable entity color correction
  366. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  367. //pyro_dof 1 // Enable pyrovision dof
  368. pyro_vignette 0 // Disable vignette for pyrovision
  369. //pyro_vignette 2 // Enable pyrovision vignette
  370. pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  371. //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
  372. pyro_max_intensity 0 // Disable more pyrovision visual effects
  373. pyro_max_rate 0 // ^
  374. pyro_max_side_length 0 // ^
  375. pyro_max_side_width 0 // ^
  376. pyro_min_intensity 0 // ^
  377. pyro_min_rate 0 // ^
  378. pyro_min_side_length 0 // ^
  379. pyro_min_side_width 0 // ^
  380. //pyro_max_intensity 0.5 // Enhance more pyrovision visual effects
  381. //pyro_max_rate 0.5 // ^
  382. //pyro_max_side_length 1 // ^
  383. //pyro_max_side_width 1 // ^
  384. //pyro_min_intensity 0.2 // ^
  385. //pyro_min_rate 0.05 // ^
  386. //pyro_min_side_length 0.65 // ^
  387. //pyro_min_side_width 0.65 // ^
  388.  
  389. // -------------------
  390. // '-- Motion Blur --'
  391. // -------------------
  392. // These settings will adjust the blurring effect from rotation and movement
  393.  
  394. mat_motion_blur_enabled 0 // Disable motion blur
  395. //mat_motion_blur_enabled 1 // Enable motion blur
  396. //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
  397. //mat_motion_blur_falling_max 20 // Maximum blur from falling
  398. //mat_motion_blur_falling_min 10 // Minimum blur from falling
  399. //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
  400. //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
  401. //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
  402. //mat_motion_blur_strength 1 // Adjust overall blur strength
  403.  
  404. // ------------------------------
  405. // '-- Antialiasing/Filtering --'
  406. // ------------------------------
  407. // These settings will adjust the smoothing of jagged edges and textures
  408.  
  409. //mat_antialias 1 // Do not do antialiasing
  410. mat_aaquality 0 // Disable CSAA
  411. mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
  412. //mat_alphacoverage 1 // Enable alpha-to-coverage
  413. mat_software_aa_strength 0 // Do not do software AA
  414. //mat_software_aa_strength 1 // Enable software AA
  415. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  416. //mat_software_aa_strength_vgui 1 // Enable VGUI software AA
  417. mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  418. //mat_trilinear 0 // Use bilinear filtering to squeeze out every last bit of performance
  419. mat_forceaniso 1 // Disable anisotropic filtering
  420. //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
  421.  
  422. // ------------------
  423. // '-- Characters --'
  424. // ------------------
  425. // These settings will adjust the characters in the game
  426.  
  427. r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  428. //r_flex 0 // Disable facial animations
  429. flex_rules 1 // Enable facial animations
  430. //flex_rules 0 // Disable facial animations
  431. anim_3wayblend 0 // Disable 3-way animation blending
  432. //anim_3wayblend 1 // Enable 3-way animation blending
  433. ai_expression_optimization 1 // Do an extra visibility check for flex animations
  434. // if we are above the target FPS, otherwise disable
  435. // flex anims
  436. //ai_expression_optimization 0 // Disable expression optimization
  437. ai_expression_frametime 0.0152 // Disable expressions if we are below ideal FPS
  438. //ai_expression_frametime 0 // Disable expressions entirely
  439. r_teeth 1 // Render teeth
  440. //r_teeth 0 // Do not render teeth, small FPS boost
  441. cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
  442. //cl_SetupAllBones 1 // Always setup all animation bones regardless of rules or disabled settings
  443. flex_smooth 0 // Do not smooth facial animations
  444. //flex_smooth 1 // Smooth facial animations
  445. mp_usehwmmodels -1 // Do not use or load high quality characters
  446. //mp_usehwmmodels 0 // Use high quality characters if supported
  447. mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
  448. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  449. r_glint_procedural 0 // Use the default eye glinting method
  450. //r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
  451. r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  452. //r_eyes 0 // Disable eyes
  453. r_eyemove 1 // Control if character eyes should move, does not really affect performance
  454. //r_eyemove 0 // Disable eye movement
  455. tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect
  456. // performance
  457. //tf_clientsideeye_lookats 0 // Disable eye lookats
  458. blink_duration 0.2 // Duration of an eye blink. Do not set to 0.
  459. //blink_duration 0 // Disable blinking
  460.  
  461. // --------------
  462. // '-- Decals --'
  463. // --------------
  464. // Overlay textures on models
  465.  
  466. r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
  467. //r_decals 0 // Disable decals
  468. //r_decals 96 // Optimized high decal count
  469. //r_decals 2048 // Maximum decal count
  470. mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
  471. //mp_decals 0 // Disable decals
  472. //mp_decals 96 // Optimized high decal count
  473. //mp_decals 2048 // Maximum decal count
  474. r_drawbatchdecals 0 // Do not batch decals with low max decal count
  475. //r_drawbatchdecals 1 // Batch decals with decal count >18
  476. r_spray_lifetime 2 // Keep sprays for 2 rounds
  477. //r_spray_lifetime 0 // Clear sprays immediately
  478. cl_playerspraydisable 0 // Enable player sprays
  479. //cl_playerspraydisable 1 // Disable player sprays
  480. r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  481. //r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
  482. // without decal rendering elsewhere.
  483. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  484. //r_decal_cover_count 4 // Allow for more decals covering each other
  485. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  486. //r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
  487. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  488. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  489. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  490. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  491. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  492. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  493. r_maxmodeldecal 9 // Optimize maximum model decal count
  494. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  495. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  496. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  497.  
  498. // ------------
  499. // '-- Gibs --'
  500. // ------------
  501. // Body parts created on violent deaths
  502.  
  503. cl_burninggibs 0 // Disable burning gibs, performance impact
  504. //cl_burninggibs 1 // Enable burning gibs for realism
  505. props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  506. //props_break_max_pieces 0 // Disables gibs and prop breaking
  507. violence_hgibs 1 // Enable normal gibs
  508. //violence_hgibs 0 // Enable silly gibs/blood
  509. violence_hblood 1 // Enable normal blood
  510. //violence_hblood 0 // Enable silly gibs/blood
  511.  
  512. // -------------
  513. // '-- Props --'
  514. // -------------
  515. // Various small objects
  516.  
  517. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  518. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  519. cl_phys_props_enable 0 // Disable client side physics props
  520. //cl_phys_props_enable 1 // Enable client side physics props
  521. cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  522. //cl_phys_props_max 300 // Allow all physics props
  523. cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
  524. //cl_phys_props_respawndist 3500 // Skip respawning physics props for a high distance
  525. cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  526. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  527. r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  528. //r_propsmaxdist 3000 // Always render client side physics props
  529. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  530. //r_drawdetailprops 1 // Enable sprites, grass etc
  531. //r_drawdetailprops 2 // Draw detail props with wireframe
  532. cl_detaildist 900 // Draw detail props up to this distance
  533. //cl_detaildist 3000 // Always draw detail props
  534. cl_detailfade 0 // Do not fade in detail props
  535. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  536. //cl_detailfade 400 // Fade in detail props to reduce pop in
  537. r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  538. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  539. //r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  540. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  541.  
  542. // ----------------
  543. // '-- Ragdolls --'
  544. // ----------------
  545. // Full bodies with adjustable physics simulation and fading on death
  546.  
  547. cl_ragdoll_collide 0 // Disable ragdoll collisions
  548. cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
  549. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  550. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  551. //cl_ragdoll_forcefade 0 // Enable ragdolls
  552. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  553. // from
  554. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  555. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  556. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  557. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  558. //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
  559.  
  560. // ---------------
  561. // '-- General --'
  562. // ---------------
  563. // General/overall graphics settings
  564.  
  565. mat_reducefillrate 0 // Increase shading quality
  566. //mat_reducefillrate 1 // Simplify material shading and use some DX8 features
  567. mat_bumpmap 1 // Enable bumpmaps
  568. //mat_bumpmap 0 // Disable bumpmap materials
  569. //mat_fastnobump 1 // Early checks for no bumpmap rendering
  570. mat_specular 1 // Enable specular
  571. //mat_specular 0 // Disable specular materials
  572. //mat_fastspecular 0 // Early checks for no specular rendering
  573. 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
  574. // useful for if your GPU struggles to render a lot of pixels
  575. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  576. r_3dsky 1 // Enable 3D sky
  577. //r_3dsky 0 // Disable 3D sky
  578. r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
  579. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  580. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  581. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  582. cl_drawmonitors 0 // Do not draw monitors
  583. cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  584. //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  585. mat_picmip 1 // Use less memory in a 32-bit process
  586. //mat_picmip 2 // Use lowest quality textures
  587. //mat_picmip -1 // Use highest quality textures
  588. //mat_showlowresimage 1 // Low quality images
  589. //mat_drawflat 1 // Use flat materials only
  590.  
  591. // -------------
  592. // '-- Ropes --'
  593. // -------------
  594. // Ropes in Mannpower and as decoration in maps
  595.  
  596. rope_rendersolid 1 // Render solid part of ropes
  597. //rope_rendersolid 0 // Skip rendering solid part of ropes
  598. r_ropetranslucent 0 // Skip simulating ropes
  599. //r_ropetranslucent 1 // Simulate ropes
  600. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  601. rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
  602. //rope_solid_minalpha 0.2 // Enable solid alpha
  603. //rope_solid_minwidth 0 // Always render non-solid ropes
  604. rope_smooth 0 // Skip a long smoothing operation for ropes
  605. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  606. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  607. //rope_subdiv 2 // Subdivide ropes
  608. //rope_subdiv 7 // Max rope subdivides
  609. rope_collide 0 // Skip CPU heavy world collisions for ropes
  610. //rope_collide 1 // Enable rope collisions
  611. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  612. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  613. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  614. //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  615.  
  616. // --------------------
  617. // '-- Optimization --'
  618. // --------------------
  619. // These settings will optimize TF2 without having any very noticeable effects to
  620. // the user
  621.  
  622. fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because
  623. // some systems in Source assume an FPS limit of 300
  624. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
  625. // the focus detection can be buggy on some systems or while
  626. // streaming and may limit your FPS, without you knowing
  627. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  628. r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and
  629. // then has the GPU quickly render the scene in a second pass,
  630. // with the visible parts of the scene already calculated
  631. r_entityclips 1 // Clip entities preferably using clip planes
  632. disp_dynamic 0 // Do not use dynamic meshes for world geometry (displacements)
  633. r_hunkalloclightmaps 0 // Allocate lightmaps in dynamic memory because some are too big for the hunk
  634. //r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  635. r_frustumcullworld 1 // Cull on world draw
  636. r_worldlistcache 1 // Cache some world rendering
  637. mat_clipz 1 // Clips what is drawn for a performance improvement
  638. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  639. r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  640. r_occludeemaxarea 101 // Do not skip occlusion of larger objects
  641. r_occluderminarea 2.5 // Use occluders that take up a decent amount of pixels on larger screens
  642. //r_occluderminarea 0.003 // Try to occlude almost for bad GPUs since they need the savings
  643. r_occludermincount 2 // Force using at least 2 occluders so we occlude at least something even if they were skipped initially
  644. r_lightcache_zbuffercache 1 // Load z cache data with the map
  645. r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
  646. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  647. //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for bad GPUs
  648. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  649. r_norefresh 1 // Do not store a useless and unused frame time variable
  650. fast_fogvolume 1 // Use a fast path method to find the visible fog volume
  651. r_pixelfog 1 // Use a pixel shader for fog if possible
  652. //r_pixelfog 0 // Do not use a higher level pixel shader for fog on bad GPUs
  653. mat_bufferprimitives 1 // Buffer primitives
  654. mat_compressedtextures 1 // Allow for compressed textures
  655. mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
  656. mat_filterlightmaps 1 // Filter lightmaps
  657. mat_filtertextures 1 // Filter textures
  658. mat_mipmaptextures 1 // Mipmap textures to optimize texture filtering
  659. mat_disable_ps_patch 1 // Force disable runtime manipulation of shaders to fix MSAA on some AMD cards
  660. //mat_disable_ps_patch 0 // Enable patching if necessary when MSAA is enabled
  661. sv_turbophysics 1 // Disable physics interactions
  662.  
  663. // --------------
  664. // '-- OpenGL --'
  665. // --------------
  666. // Optimizations for OpenGL platforms (Linux and macOS)
  667.  
  668. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  669. mat_texture_reload_frame_swap_workaround 0 // The extra frame swaps are not worth the memory savings unless you are tight on memory
  670. //mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
  671. gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
  672. gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling
  673. gl_batch_tex_destroys 0 // ^
  674. gl_minimize_all_tex 0 // Keep mipmaps even if they were not requested
  675. gl_minimize_rt_tex 0 // Keep mipmaps for RTs even if they were not requested
  676. gl_nullqueries 1 // Skip queries
  677. gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  678. gl_debug_output 0 // Disable debug messages
  679. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  680. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  681. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  682. //gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support
  683. //gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround
  684.  
  685. // ==================
  686. // '--- Gameplay ---'
  687. // ==================
  688. // Adjusts how the game behaves
  689.  
  690. //cl_autoreload 1 // Auto reload clip
  691. //cl_autorezoom 1 // Automatically rezoom sniper rifle
  692. //tf_medigun_autoheal 1 // Keep healing allies
  693.  
  694. // =============
  695. // '--- HUD ---'
  696. // =============
  697. // ---------------
  698. // '-- General --'
  699. // ---------------
  700. // General/misc HUD settings
  701.  
  702. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  703. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  704. //cl_hud_minmode 1 // HUD min mode
  705. //hud_fastswitch 1 // Weapon switch behavior
  706. // 0 - PC Buckets
  707. // select weapons from the side of your screen, fire to confirm
  708. // 1 - PC Fast Switch
  709. // fast switch for PC buckets (no fire to confirm)
  710. // 2 - Buckets Plus:
  711. // fast switch
  712. // weapon selection window comes up at the middle of your screen
  713. // can select weapons without ammo (but not switch to them)
  714. // 3 - Carousel scroll:
  715. // fast switch
  716. // slot 1 = last weapon, slot 2 = next weapon,
  717. // slot 3 = swap weapon, slot 4 = previous weapon
  718. //cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
  719. //tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise
  720. // Currently has a bug where mouse mode does not activate when spectating
  721. //tf_scoreboard_mouse_mode 1 // Always use mouse mode when scoreboard is open
  722. //tf_scoreboard_mouse_mode 0 // Always look around, even when the scoreboard is open
  723. //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard
  724. tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
  725. tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  726. //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  727. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  728. tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  729. //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  730. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  731. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  732. //tf_simple_disguise_menu 0 // Concise disguise menu
  733. //tf_colorblindassist 1 // Colorblind mode
  734. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  735. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  736. //hud_classautokill 0 // No suicide on class change
  737. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  738. tf_healthicon_height_offset 10 // Offset of heath icon
  739. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  740. tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  741. tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  742. tf_hud_show_servertimelimit 1 // Show server map time
  743. tf_hud_target_id_alpha 100 // Transparency of target ID
  744. //tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  745. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  746. tf_hud_target_id_offset 0 // Vertical offset of target ID
  747. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  748. hud_freezecamhide 0 // Show the HUD during freeze-cam
  749. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  750. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  751. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  752. //cl_hudhint_sound 0 // Disable HUD sounds
  753. //cl_mainmenu_safemode 1 // Dev safe mode for main menu
  754. //tf_queue_spinner_color 0 // Orange queue TF logo spinner
  755. //tf_queue_spinner_color 1 // Blue queue TF logo spinner
  756.  
  757. // ----------------
  758. // '-- Messages --'
  759. // ----------------
  760. // Text chat, console output, etc
  761.  
  762. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  763. //hud_saytext_time 0 // Disable chat
  764. cl_showtextmsg 1 // Enable text messages in chat (voice lines)
  765. //cl_showtextmsg 0 // Disable text messages
  766. cl_showpluginmessages 1 // Show messages from server plugins
  767. //cl_showpluginmessages 0 // Deny messages from server plugins
  768. cl_chatfilters 63 // Chat Filter - enable parts of chat (not working due to a bug):
  769. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  770. // achievements (32)
  771. // Add a combination of these numbers together to enable that combination
  772. // for example, name change (2) + team change (16) = 18
  773. // 0 for everything disabled
  774. //cl_chatfilters 0 // Disable all chat messages
  775. //cl_chatfilters 59 // Disable just user chat
  776. cl_mute_all_comms 1 // Disable text and voice for muted players
  777. //cl_mute_all_comms 0 // Disable voice for muted players
  778. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  779. tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  780.  
  781. // ----------------
  782. // '-- Backpack --'
  783. // ----------------
  784. // Inventory, economy and backpack
  785.  
  786. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  787. cl_spec_carrieditems 1 // Show spectated player items
  788. //cl_spec_carrieditems 0 // Do not show spectated player items
  789. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  790. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  791. //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  792.  
  793. // -----------------
  794. // '-- Crosshair --'
  795. // -----------------
  796. // Aiming recticle or crosshair
  797.  
  798. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  799. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  800. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  801. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  802. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  803. //cl_crosshair_scale 64 // Size of crosshair
  804. //cl_crosshair_file 0 // Style of crosshair
  805. //cl_dynamiccrosshair 1 // Change crosshair according to weapon
  806. //cl_observercrosshair 0 // Disable crosshair in spectator
  807. //crosshair 0 // Disable crosshair
  808.  
  809. // -------------------
  810. // '-- Killstreaks --'
  811. // -------------------
  812. // Killstreak messages from weapons
  813.  
  814. cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  815. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  816. cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
  817. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  818. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  819.  
  820. // ---------------------
  821. // '-- Notifications --'
  822. // ---------------------
  823. // In-game notifications for trade offers, requests, events, etc
  824.  
  825. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  826. //cl_notifications_max_num_visible 3 // Default number of visible notifications
  827. cl_notifications_move_time 0.1 // Make notification transition shorter
  828. //cl_notifications_show_ingame 0 // Do not show notifications in game
  829. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  830. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  831. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  832. //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  833. cl_vote_ui_show_notification 0 // Hide voting notifications
  834. //cl_vote_ui_show_notification 1 // Show voting notifications
  835. tf_hud_notification_duration 2 // How long notifications should display
  836.  
  837. // -----------------
  838. // '-- Contracts --'
  839. // -----------------
  840. // Contracts as part of campaigns
  841.  
  842. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  843. // 0 - never
  844. // 1 - all
  845. // 2 - active only
  846. //tf_contract_progress_show 1 // During all matches, contract visibility:
  847. // 0 - never
  848. // 1 - all
  849. // 2 - active only
  850. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  851. //tf_quest_notification_line_delay 1 // Default voice line delay
  852.  
  853. // --------------------
  854. // '-- Achievements --'
  855. // --------------------
  856. // Achievement effects and HUD tracker
  857.  
  858. hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  859. hud_achievement_tracker 2 // Achievements tracked at once
  860. hud_achievement_count 4 // Max achievements shown on HUD
  861.  
  862. // ------------
  863. // '-- Info --'
  864. // ------------
  865. // Additional HUD elements for extra info
  866. // Adding additional HUD elements decreases FPS by a small amount
  867.  
  868. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  869. //cl_showpos 1 // Current position, angle and velocity
  870. //cl_showbattery 1 // Battery meter
  871. //cl_showblocking 1 // Show blocking disk operations on FPS panel
  872. // cl_show_num_particle_systems 1 // Show number of particle systems
  873. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  874.  
  875. // -----------------------
  876. // '-- Closed Captions --'
  877. // -----------------------
  878. // Customization of notifications of sounds and voices in closed captions
  879.  
  880. //cc_linger_time 1 // Seconds for captions to stay on screen
  881. //cc_minvisibleitems 1 // Minimum captions to shown
  882. //cc_predisplay_time 0 // Delay between the sound and showing the caption
  883. //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
  884. //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
  885.  
  886. // ----------------
  887. // '-- Netgraph --'
  888. // ----------------
  889. // Advanced HUD display of network info and FPS
  890.  
  891. //net_graph 0 // netgraph display
  892. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  893. //net_graphpos 1 // the horizontal position of the netgraph
  894. // 0 = left, 1 = right, 2 = middle
  895. // anything else will set the x coordinate of the graph's left edge
  896. //net_graphheight 64 // height of the text part of the graph
  897. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  898. //net_scale 5 // the height of the graph portion
  899. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  900. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  901. //net_graphtext 1 // draw text fields
  902. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  903. //net_graphshowlatency 1 // show the latency part of the graph
  904. //net_graphshowinterp 1 // show the interpolation part of the graph
  905.  
  906. // ----------------
  907. // '-- Tutorial --'
  908. // ----------------
  909. // Disable tutorial messages
  910.  
  911. //cl_ask_favorite_opt_out 1
  912. //cl_ask_blacklist_opt_out 1
  913. //replay_quitmsg_dontaskagain 1
  914. //cl_ask_bigpicture_controller_opt_out 1
  915. //tf_explanations_store 1
  916. //tf_explanations_discardpanel 1
  917. //tf_explanations_backpackpanel 1
  918. //tf_explanations_charinfopanel 1
  919. //tf_explanations_craftingpanel 1
  920. //tf_explanations_charinfo_armory_panel 1
  921. //tf_training_has_prompted_for_forums 1
  922. //tf_training_has_prompted_for_loadout 1
  923. //tf_training_has_prompted_for_options 1
  924. //tf_training_has_prompted_for_training 1
  925. //tf_training_has_prompted_for_offline_practice 1
  926. //cl_showhelp 0
  927. //tf_taunt_always_show_hint 0
  928. //sb_dontshow_maxplayer_warning 1
  929. //tf_coach_request_nevershowagain 1
  930. //tf_show_maps_details_explanation_count 0
  931. //tf_show_taunt_explanation_in_class_loadout 0
  932. //tf_show_preset_explanation_in_class_loadout 0
  933. //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  934. //tf_find_a_match_hint_viewed 1
  935. //tf_quest_map_intro_viewed 1
  936. //tf_warpaint_explanation_viewed 1
  937. //tf_inspect_hint_count 11
  938. //tf_mvm_tabs_discovered 1
  939. //tf_hud_notification_show_count_ghost_controls 1
  940. //tf_hud_notification_show_count_ghost_controls_no_respawn 1
  941. //tf_hud_notification_show_count_kart_controls 1
  942. //cl_promotional_codes_button_show 0
  943. //cl_training_class_unlock_all
  944.  
  945. // ---------------
  946. // '-- Console --'
  947. // ---------------
  948. // Developer console customization
  949.  
  950. con_nprint_bgalpha 100 // Console translucency (0 to 255)
  951. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  952. con_nprint_bgborder 1 // Console border
  953. //con_nprint_bgborder 0 // Disable border on lowend computers
  954.  
  955. // ==============
  956. // '--- View ---'
  957. // ==============
  958. // The character view and viewmodel
  959.  
  960. fov_desired 90 // See more of the battlefield
  961. //fov_desired 75 // Render less for very lowend computers
  962. //r_drawviewmodel 1 // Draw weapon viewmodel model
  963. //r_drawviewmodel 0 // Hide weapon viewmodel
  964. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  965. //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
  966. //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
  967. //tf_use_min_viewmodels 0 // Use default viewmodel position
  968. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  969. //cl_first_person_uses_world_model 0 // Draw viewmodel
  970. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  971. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  972. glow_outline_effect_enable 1 // Enable ally and objective xrays
  973. //glow_outline_effect_enable 0 // Disable all xrays
  974. tf_enable_glows_after_respawn 1 // Enable spawn xrays
  975. //tf_enable_glows_after_respawn 0 // Disable spawn xrays
  976. tf_spec_xray_disable 0 // Enable xrays while spectating
  977. //tf_spec_xray_disable 1 // Disable xrays while spectating
  978. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  979. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  980. //spec_autodirector 0 // Choose best view mode automatically
  981.  
  982. // ==============
  983. // '--- Misc ---'
  984. // ==============
  985. // Settings that do not fit into a category
  986.  
  987. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  988. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  989. //ai_frametime_limit 50 // Do not use simpler AI
  990.  
  991. // ================
  992. // '--- Memory ---'
  993. // ================
  994. // Adjustments to memory allocation
  995.  
  996. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  997. cl_always_flush_models 0 // Keep models loaded in between map loads
  998. //cl_always_flush_models 1 // Remove models from memory every map load (for low memory systems only)
  999. mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
  1000. //mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
  1001. sv_forcepreload 0 // Disable harmful force preload enabled in other configs
  1002.  
  1003. // ====================
  1004. // '--- Filesystem ---'
  1005. // ====================
  1006. // -------------
  1007. // '-- Sizes --'
  1008. // -------------
  1009. // Set buffer and file read sizes
  1010.  
  1011. filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
  1012. filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
  1013.  
  1014. // ---------------
  1015. // '-- General --'
  1016. // ---------------
  1017. // Set up filesystem parameters
  1018.  
  1019. filesystem_native 1 // Use native filesystem calls if available
  1020. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  1021.  
  1022. // -------------------
  1023. // '-- Model Cache --'
  1024. // -------------------
  1025. // Control loading and caching models
  1026.  
  1027. mod_load_anims_async 1 // Enable async animation loading
  1028. mod_load_mesh_async 1 // Enable async mesh loading
  1029. mod_load_vcollide_async 1 // Enable async vcollide loading
  1030.  
  1031. // For HDDs
  1032. mod_touchalldata 1 // Load submodels
  1033. mod_forcetouchdata 1 // Put submodels into cache
  1034. mod_forcedata 1 // Cache submodel data
  1035.  
  1036. // For SSDs
  1037. //mod_touchalldata 0 // Do not load submodels
  1038. //mod_forcetouchdata 0 // Do not put submodels into cache
  1039. //mod_forcedata 0 // Do not cache submodel data
  1040.  
  1041. // ================
  1042. // '--- Memory ---'
  1043. // ================
  1044. datacachesize 512 // Increase data cache size
  1045. mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems
  1046.  
  1047. // ===============
  1048. // '--- Sound ---'
  1049. // ===============
  1050. // -----------------
  1051. // '-- Hitsounds --'
  1052. // -----------------
  1053. // Damage sound played on hit and on kill
  1054.  
  1055. //tf_dingalingaling_lasthit 1 // Play killsounds
  1056. //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
  1057. //tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
  1058. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  1059. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  1060. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  1061. //tf_dingalingaling 1 // Play hitsounds
  1062. //tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
  1063. //tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
  1064. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  1065. //tf_dingaling_volume 0.7 // Hitsound volume
  1066. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  1067. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  1068.  
  1069. // -----------------
  1070. // '-- Threading --'
  1071. // -----------------
  1072. // Threading options to take advantage of modern CPUs for the sound system
  1073.  
  1074. snd_async_fullyasync 1 // Play sounds independently of main engine work
  1075. snd_async_minsize 4096 // Wait a small time for audio file loading for SSDs with CPUs with 4 or more cores
  1076. //snd_async_minsize 65536 // If you are having audio stutter,
  1077. // wait until 64K of audio has been loaded
  1078. // (usually for HDDs with CPUs with 4 or more cores
  1079. // or for SSDs with CPUs with less than 4 cores)
  1080. //snd_async_minsize 262144 // If you are still having audio stutter,
  1081. // wait even longer
  1082. // (usually for HDDs with CPUs with less than 4 cores)
  1083. snd_mix_async 1 // Use another thread to mix sounds
  1084. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
  1085. phonemedelay 0.05 // Do not delay phonemes a lot with an async sound system
  1086. //phonemedelay 0.1 // Delay phonemes when async mixing is disabled
  1087.  
  1088. // ---------------
  1089. // '-- General --'
  1090. // ---------------
  1091. // General/misc sound settings
  1092.  
  1093. //volume 1 // Set the master volume
  1094. //snd_musicvolume 1 // Set music volume
  1095. snd_delay_sound_shift 0 // Do not apply an extra delay to sounds
  1096. //snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds
  1097. //snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs
  1098. snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  1099. //snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  1100. //snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow CPUs
  1101. //cl_soundemitter_flush // Command to clear out the loaded sounds file
  1102. //cl_soundscape_flush // Command to clear out the loaded soundscapes file
  1103.  
  1104. // ---------------
  1105. // '-- Quality --'
  1106. // ---------------
  1107. // Adjust the quality of sound
  1108.  
  1109. snd_pitchquality 0 // Use linear mixer for sound, performance benefit
  1110. //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
  1111. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  1112. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1113. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  1114. //snd_surround_speakers 0 // Force headphones
  1115. //snd_surround_speakers 2 // Force mono/stereo
  1116. //snd_surround_speakers 4 // Force quad
  1117. //snd_surround_speakers 5 // Force 5.1
  1118. //snd_surround_speakers 7 // Force 7.1
  1119. //windows_speaker_config 4 // Windows speaker configuration
  1120. snd_legacy_surround 0 // Disable surround sound effect
  1121. //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
  1122.  
  1123. // ----------------------
  1124. // '-- Spatialization --'
  1125. // ----------------------
  1126. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  1127.  
  1128. dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
  1129. //dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
  1130. // systems
  1131.  
  1132. dsp_slow_cpu 0 // Use enhanced positional effects
  1133. //dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
  1134. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  1135. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1136. // Pretty reasonable performance benefit, but delay in spatialization.
  1137. //snd_spatialize_roundrobin 0 // Spatialize every frame
  1138. dsp_room 0 // Disable automatic DSP
  1139. //dsp_room 1 // Enable automatic DSP. Big performance hit
  1140. dsp_facingaway 0 // Disable the facing away DSP effect
  1141. //dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
  1142. dsp_speaker 50 // Administrator effect
  1143. //dsp_speaker 0 // Disable administrator effect
  1144. dsp_water 14 // Water muffling effect
  1145. //dsp_water 0 // Disable water muffling effect
  1146. dsp_spatial 40 // Spatial effect for positional audio
  1147. //dsp_spatial 0 // Disable spatial effect
  1148. dsp_db_mixdrop 0.7 // Use enhanced volume scaling
  1149. dsp_db_min 80 // ^
  1150. dsp_mix_min 0.3 // ^
  1151. dsp_mix_max 0.7 // ^
  1152. //dsp_db_mixdrop 1 // Disable volume scaling
  1153. //dsp_db_min 0 // ^
  1154. //dsp_mix_min 0 // ^
  1155. //dsp_mix_max 0 // ^
  1156. snd_duckerattacktime 0.5 // Default ducking values
  1157. snd_duckerreleasetime 2.5 // ^
  1158.  
  1159. // --------------------
  1160. // '-- Optimization --'
  1161. // --------------------
  1162. // Optimizations with no noticeable effect on the listener
  1163.  
  1164. snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
  1165. //snd_lockpartial 0 // Use the base, fully locking sound algorithm
  1166. snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  1167. //snd_cull_duplicates 1 // Only play one of each sound at a time
  1168. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  1169. voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
  1170. snd_noextraupdate 1 // Do not update sound twice
  1171. snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  1172. //snd_defer_trace 0 // Immediately trace on the first frame
  1173. phonemefilter 0.01 // Do not box filter phonemes
  1174. //phonemefilter 0.1 // Box filter phonemes for slightly longer
  1175. phonemesnap 0 // Do not crossfade a second phoneme on any LOD
  1176. //phonemesnap 63 // Crossfade a second phoneme on every LOD
  1177.  
  1178. // ===============
  1179. // '--- Input ---'
  1180. // ===============
  1181. // ----------------
  1182. // '-- Keyboard --'
  1183. // ----------------
  1184. // Keyboard adjustments
  1185.  
  1186. //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
  1187. //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
  1188. //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
  1189.  
  1190. // -------------
  1191. // '-- Mouse --'
  1192. // -------------
  1193. // Mouse movement and aiming
  1194.  
  1195. //m_pitch 0.022 // Pitch factor
  1196. //m_yaw 0.022 // Yaw factor
  1197. //sensitivity 3 // Mouse sensitivity
  1198. //m_limitedcapture_workaround 1 // Workaround for mouse capture issues
  1199. //m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
  1200. //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
  1201. //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1202. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1203. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1204. //m_rawinput 1 // Use raw input from mouse
  1205. //m_customaccel 0 // custom mouse acceleration
  1206. // 0 - no custom acceleration
  1207. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1208. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1209. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1210. //m_customaccel_scale 0.04 // ^
  1211. //m_customaccel_max 0 // ^
  1212. //m_customaccel_exponent 1 // ^
  1213. //zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped
  1214. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  1215.  
  1216. // ------------------------
  1217. // '-- Steam Controller --'
  1218. // ------------------------
  1219. // Controls Steam Controller/Steam Input
  1220.  
  1221. //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
  1222. //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
  1223. //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
  1224. //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
  1225. //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
  1226. //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
  1227. //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
  1228. //sc_show_binding_panel // Launch Steam Controller binding UI
  1229. //sc_status // Show Steam Controller status
  1230.  
  1231. // -------------------
  1232. // '-- Bumper Cars --'
  1233. // -------------------
  1234. // Input during bumper cars
  1235.  
  1236. //tf_halloween_kart_pitch 10 // Pitch value for the camera
  1237. //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
  1238. //tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow
  1239.  
  1240. echo " "
  1241. echo " "
  1242. echo " "
  1243. echo " "
  1244.  
  1245. echo " *************************** "
  1246. echo " *************************** "
  1247. echo " ** mastercomfig 6.4.0 loaded ** "
  1248. echo " *************************** "
  1249. echo " *************************** "
  1250.  
  1251. echo " "
  1252. echo " "
  1253. echo " "
  1254. echo " "
  1255. echo " ****************************************************** "
  1256. echo " ****************************************************** "
  1257. echo " ****************************************************** "
  1258. echo " ****************************************************** "
  1259. echo "=> Having issues in local servers, like being unable to fire or move? Set host_thread_mode 0."
  1260. echo "=> Remember to set host_thread_mode 1 once you are done with your local server."
  1261. echo " ****************************************************** "
  1262. echo " ****************************************************** "
  1263. echo " ****************************************************** "
  1264. echo " ****************************************************** "
  1265. echo " "
  1266. echo " "
  1267. echo " "
  1268. echo " "
  1269.  
  1270. con_filter_text_out "unknown particle" // Filter out unknown particle spam
  1271. sv_cheats 1 // Prevent fog cvar spew in console on startup
  1272.  
  1273.  
  1274.  
  1275.  
  1276. // Maximum performance preset
  1277. // Max FPS without caring much about visibility or possible bugs
  1278. // Remove any existing 01-mastercomfig_dx folders from tf/custom
  1279. // Then copy the 01-mastercomfig_dx_maxperformance folder into tf/custom
  1280.  
  1281. cl_allowdownload 0 // Block downloads of other player custom files
  1282. cl_allowupload 0 // Disable uploading your player custom files
  1283. r_rootlod 2 // Maximum performance for models
  1284. mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  1285. r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  1286. r_ambientmin 0 // Ambient boost never
  1287. r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  1288. mat_phong 0 // Disable phong for flatter shading
  1289. r_worldlightmin 0.1 // Reject a lot of minor world lighting
  1290. nb_shadow_dist 0 // Disable shadow distance
  1291. r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  1292. cl_show_splashes 0 // Disable water splashes
  1293. cl_fasttempentcollision 10000 // Skip collision checking
  1294. glow_outline_effect_enable 0 // Disable xrays to save frames
  1295. tf_enable_glows_after_respawn 0 // Disable spawn xrays
  1296. tf_spec_xray_disable 1 // Disable xrays while spectating
  1297. r_cheapwaterstart 0 // Use cheap water as much as possible
  1298. r_cheapwaterend 0.1 // Use cheap water as much as possible
  1299. r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  1300. mat_trilinear 0 // Disable trilinear
  1301. r_flex 0 // Disable facial animations
  1302. flex_rules 0 // ^
  1303. ai_expression_frametime 0 // Disable expressions entirely
  1304. r_eyemove 0 // Disable eye movement
  1305. blink_duration 0 // Disable blinking
  1306. tf_clientsideeye_lookats 0 // Disable eye lookats
  1307. r_eyes 0 // Disable eyes
  1308. r_teeth 0 // Do not render teeth, small FPS boost
  1309. r_decals 0 // Disable decals
  1310. mp_decals 0 // Disable decals
  1311. r_spray_lifetime 0 // Clear sprays immediately
  1312. cl_playerspraydisable 1 // Disable player sprays
  1313. r_decal_cullsize 256 // Hide decals
  1314. r_renderoverlayfragment 0 // Disable overlays, small performance increase
  1315. props_break_max_pieces 0 // Disables gibs and prop breaking
  1316. r_propsmaxdist 1 // Lowest range for props
  1317. cl_detaildist 0 // No detail props
  1318. r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  1319. mat_bumpmap 0 // Disable bumpmap materials
  1320. mat_specular 0 // Disable specular materials
  1321. r_3dsky 0 // Disable 3D sky
  1322. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  1323. mat_picmip 2 // Use lowest quality textures
  1324. rope_rendersolid 0 // Skip rendering solid part of ropes
  1325. mat_filterlightmaps 0 // Do not smooth lighting
  1326. mat_filtertextures 0 // Do not smooth textures
  1327. tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  1328. tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  1329. tf_hud_target_id_show_avatars 0 // Never show avatars
  1330. cl_crosshairalpha 255 // Disable transparency for lowend computers
  1331. snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  1332. snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1333. dsp_slow_cpu 1 // Disable initialization of spatialization
  1334. snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1335. // Pretty reasonable performance benefit, but delay in spatialization.
  1336. dsp_speaker 0 // Disable administrator effect
  1337. dsp_water 0 // Disable water muffling effect
  1338. dsp_spatial 0 // Disable spatial effect
  1339. dsp_db_mixdrop 1 // Disable volume scaling
  1340. dsp_db_min 0 // ^
  1341. dsp_mix_min 0 // ^
  1342. dsp_mix_max 0 // ^
  1343.  
  1344. echo "maximum performance preset selected"
  1345.  
  1346.  
  1347.  
  1348.  
  1349.  
  1350.  
  1351.  
  1352. // Bad GPU addon
  1353. // For weak GPUs
  1354.  
  1355. r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
  1356. mat_reducefillrate 1 // Simplify material shading and use some DX8 features
  1357. mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak GPUs
  1358. rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  1359. r_occluderminarea 0.003 // Try to occlude almost for bad GPUs since they need the savings
  1360. r_pixelfog 0 // Do not use a higher level pixel shader for fog on bad GPUs
  1361.  
  1362. echo "Bad GPU addon applied"
  1363.  
  1364.  
  1365. // "surface group"
  1366. // {
  1367. // "property" "value"
  1368. // ...
  1369. // }
  1370. //
  1371. // thickness: If this value is present, the material is not volumetrically solid
  1372. // it means that the volume should be computed as the surface area times this
  1373. // thickness (for automatic mass). The inside space beneath the thickness value is air.
  1374. //
  1375. // physics parameters are:
  1376. // density: this is the material density in kg / m^3 (water is 1000)
  1377. // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
  1378. // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
  1379. // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
  1380. //
  1381. // !!! Do not edit the physics properties (especially density) without the proper references !!!
  1382. //
  1383. // Sounds
  1384. //
  1385. // stepleft: footstep sound for left foot
  1386. // stepright: footstep sound for right foot
  1387. // impactsoft: Physical impact sound when hitting soft surfaces
  1388. // impacthard: Physical impact sound when hitting hard surfaces
  1389. // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
  1390. // scraperough: Looping physics friction sound (when scraping rough surfaces)
  1391. // bulletimpact: bullet impact sound
  1392. // gamematerial: game material index (can be a single letter or a number)
  1393. //
  1394.  
  1395. // NOTE: The properties of "default" will get copied into EVERY material who does not
  1396. // override them!!!
  1397. //
  1398. // "base" means to use the parameters from that material as a base.
  1399. // "base" must appear as the first key in a material
  1400. //
  1401.  
  1402. // -----------------------------
  1403. // world materials
  1404. // -----------------------------
  1405.  
  1406. // NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
  1407. "default"
  1408. {
  1409. "density" "2000"
  1410. "elasticity" "0.25"
  1411. "friction" "0.8"
  1412. "dampening" "0.0"
  1413.  
  1414. "stepleft" "Default.StepLeft"
  1415. "stepright" "Default.StepRight"
  1416. "bulletimpact" "Default.BulletImpact"
  1417. "scraperough" "Default.ScrapeRough"
  1418. "scrapesmooth" "Default.ScrapeSmooth"
  1419. "impacthard" "Default.ImpactHard"
  1420. "impactsoft" "Default.ImpactSoft"
  1421.  
  1422. "audioreflectivity" "0.66"
  1423. "audiohardnessfactor" "1.0"
  1424. "audioroughnessfactor" "1.0"
  1425.  
  1426. "scrapeRoughThreshold" "0.5"
  1427. "impactHardThreshold" "0.5"
  1428.  
  1429. "gamematerial" "I"
  1430. "jumpfactor" "1.0"
  1431. "maxspeedfactor" "1.0"
  1432. "climbable" "0"
  1433. }
  1434.  
  1435. // NOTE: Almost nothing is solid metal - so "metal" is sheet metal
  1436. "solidmetal"
  1437. {
  1438. "density" "2700"
  1439. "elasticity" "0.1"
  1440. "audioreflectivity" "0.83"
  1441. "friction" "0.8"
  1442. "stepleft" "SolidMetal.StepLeft"
  1443. "stepright" "SolidMetal.StepRight"
  1444. "impacthard" "SolidMetal.ImpactHard"
  1445. "impactsoft" "SolidMetal.ImpactSoft"
  1446. "scraperough" "SolidMetal.ScrapeRough"
  1447. "scrapesmooth" "SolidMetal.ScrapeSmooth"
  1448. "bulletimpact" "SolidMetal.BulletImpact"
  1449.  
  1450. // "strain" "SolidMetal.Strain"
  1451.  
  1452. "gamematerial" "I"
  1453. }
  1454.  
  1455. // metal box - smaller metal box (< 2' width/height/depth)
  1456.  
  1457. "Metal_Box"
  1458. {
  1459. "base" "solidmetal"
  1460. "thickness" "0.1"
  1461.  
  1462. "stepleft" "Metal_Box.StepLeft"
  1463. "stepright" "Metal_Box.StepRight"
  1464. "bulletimpact" "Metal_Box.BulletImpact"
  1465. "scraperough" "Metal_Box.ScrapeRough"
  1466. "scrapesmooth" "Metal_Box.ScrapeSmooth"
  1467. "impacthard" "Metal_Box.ImpactHard"
  1468. "impactsoft" "Metal_Box.ImpactSoft"
  1469.  
  1470. "break" "Metal_Box.Break"
  1471. // "strain" "Metal_Box.Strain"
  1472. }
  1473.  
  1474. // Assume that everything we are building
  1475. // is large enough to be constructed out of a thin sheet of metal
  1476. // only flag a few things as "solidmetal" (I-Beams, anvils, etc)
  1477. "metal"
  1478. {
  1479. "base" "solidmetal"
  1480. "elasticity" "0.25"
  1481. "thickness" "0.1"
  1482. }
  1483.  
  1484. "metal_bouncy"
  1485. {
  1486. "base" "solidmetal"
  1487. "elasticity" "1000"
  1488. "friction" "0"
  1489. "density" "10000"
  1490. }
  1491.  
  1492. // Airboat pontoons have very low friction
  1493. // TODO: make the pontoon material separate from the rest of the airboat?
  1494. "slipperymetal"
  1495. {
  1496. "base" "metal"
  1497. "friction" "0.1"
  1498. "elasticity" "0.15"
  1499.  
  1500. "audioreflectivity" "0.83"
  1501. "audioroughnessfactor" "0.1"
  1502. }
  1503.  
  1504. // metal grating, used for decking
  1505.  
  1506. "metalgrate"
  1507. {
  1508. "thickness" "0.5"
  1509. "density" "1600"
  1510. "elasticity" "0.25"
  1511. "friction" "0.8"
  1512.  
  1513. "stepleft" "MetalGrate.StepLeft"
  1514. "stepright" "MetalGrate.StepRight"
  1515. "impacthard" "MetalGrate.ImpactHard"
  1516. "impactsoft" "MetalGrate.ImpactSoft"
  1517. "scraperough" "MetalGrate.ScrapeRough"
  1518. "scrapeSmooth" "MetalGrate.ScrapeSmooth"
  1519. "bulletimpact" "MetalGrate.BulletImpact"
  1520.  
  1521. "audioreflectivity" "0.83"
  1522.  
  1523. // "strain" "Metal_Box.Strain"
  1524.  
  1525. "gamematerial" "I"
  1526. }
  1527.  
  1528. // ~1mm thick metal
  1529.  
  1530. "metalvent"
  1531. {
  1532. "base" "metal_box"
  1533. "thickness" "0.04"
  1534. "density" "2700"
  1535. "elasticity" "0.1"
  1536. "friction" "0.8"
  1537.  
  1538. "stepleft" "MetalVent.StepLeft"
  1539. "stepright" "MetalVent.StepRight"
  1540. "impacthard" "MetalVent.ImpactHard"
  1541.  
  1542. "audioreflectivity" "0.33"
  1543. "audioroughnessfactor" "0.1"
  1544.  
  1545. "gamematerial" "I"
  1546. }
  1547.  
  1548. // thick solid steel panel - used for solid wall, floor, machine construction
  1549.  
  1550. "metalpanel"
  1551. {
  1552. "base" "metal"
  1553. "thickness" "0.1"
  1554. "density" "2700"
  1555. "elasticity" "0.2"
  1556. "friction" "0.8"
  1557.  
  1558. "audioreflectivity" "0.33"
  1559. "audioroughnessfactor" "0.1"
  1560.  
  1561. "gamematerial" "I"
  1562. }
  1563.  
  1564. "dirt"
  1565. {
  1566. "density" "1600"
  1567. "elasticity" "0.01"
  1568. "friction" "0.8"
  1569.  
  1570. "stepleft" "Dirt.StepLeft"
  1571. "stepright" "Dirt.StepRight"
  1572. "impacthard" "Dirt.Impact"
  1573. "scraperough" "Dirt.Scrape"
  1574. "bulletimpact" "Dirt.BulletImpact"
  1575.  
  1576. "audioreflectivity" "0.03"
  1577. "audiohardnessfactor" "0.25"
  1578.  
  1579. "gamematerial" "I"
  1580. }
  1581.  
  1582. "mud"
  1583. {
  1584. "base" "dirt"
  1585. "friction" "0.6"
  1586. "dampening" "6.0"
  1587.  
  1588. "stepleft" "Mud.StepLeft"
  1589. "stepright" "Mud.StepRight"
  1590.  
  1591. "audiohardnessfactor" "0.0"
  1592. "audioroughnessfactor" "0.1"
  1593. }
  1594.  
  1595. "slipperyslime"
  1596. {
  1597. "base" "dirt"
  1598. "friction" "0.1"
  1599. "jumpfactor" "0.7"
  1600.  
  1601. "stepleft" "SlipperySlime.StepLeft"
  1602. "stepright" "SlipperySlime.StepRight"
  1603.  
  1604. "audiohardnessfactor" "0.0"
  1605. "audioroughnessfactor" "0.1"
  1606. }
  1607.  
  1608. "grass"
  1609. {
  1610. "base" "dirt"
  1611. "stepleft" "Grass.StepLeft"
  1612. "stepright" "Grass.StepRight"
  1613. }
  1614.  
  1615. "tile"
  1616. {
  1617. "thickness" "0.5"
  1618. "density" "2700"
  1619. "elasticity" "0.3"
  1620. "friction" "0.8"
  1621.  
  1622. "stepleft" "Tile.StepLeft"
  1623. "stepright" "Tile.StepRight"
  1624.  
  1625. "audioreflectivity" "0.99"
  1626. "audioroughnessfactor" "0.1"
  1627.  
  1628. "bulletimpact" "Tile.BulletImpact"
  1629. "gamematerial" "I"
  1630. }
  1631.  
  1632. // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc)
  1633.  
  1634. "Wood"
  1635. {
  1636. "density" "700"
  1637. "elasticity" "0.1"
  1638. "friction" "0.8"
  1639.  
  1640. "stepleft" "Wood.StepLeft"
  1641. "stepright" "Wood.StepRight"
  1642. "bulletimpact" "Wood.BulletImpact"
  1643. "scraperough" "Wood.ScrapeRough"
  1644. "scrapesmooth" "Wood.ScrapeSmooth"
  1645. "impacthard" "Wood.ImpactHard"
  1646. "impactsoft" "Wood.ImpactSoft"
  1647.  
  1648. // "strain" "Wood.Strain"
  1649. "break" "Wood.Break"
  1650.  
  1651. "audioreflectivity" "0.33"
  1652. "audiohardnessfactor" "0.25"
  1653.  
  1654. "gamematerial" "I"
  1655. }
  1656.  
  1657. "Wood_lowdensity"
  1658. {
  1659. "base" "wood"
  1660. "density" "300"
  1661. }
  1662.  
  1663. // small crate
  1664.  
  1665. "Wood_Box"
  1666. {
  1667. "base" "Wood"
  1668.  
  1669. "stepleft" "Wood_Box.StepLeft"
  1670. "stepright" "Wood_Box.StepRight"
  1671. "bulletimpact" "Wood_Box.BulletImpact"
  1672. "scraperough" "Wood_Box.ScrapeRough"
  1673. "scrapesmooth" "Wood_Box.ScrapeSmooth"
  1674. "impacthard" "Wood_Box.ImpactHard"
  1675. "impactsoft" "Wood_Box.ImpactSoft"
  1676.  
  1677. // "strain" "Wood_Box.Strain"
  1678. "break" "Wood_Box.Break"
  1679.  
  1680. }
  1681.  
  1682. // large crate, large wood furniture (bookcases, tables)
  1683.  
  1684. "Wood_Crate"
  1685. {
  1686. "base" "Wood"
  1687.  
  1688. "stepleft" "Wood_Crate.StepLeft"
  1689. "stepright" "Wood_Crate.StepRight"
  1690. "scraperough" "Wood_Crate.ScrapeRough"
  1691. "scrapesmooth" "Wood_Crate.ScrapeSmooth"
  1692. "impacthard" "Wood_Crate.ImpactHard"
  1693. "impactsoft" "Wood_Crate.ImpactSoft"
  1694.  
  1695. // "strain" "Wood_Crate.Strain"
  1696. "break" "Wood_Crate.Break"
  1697.  
  1698. }
  1699.  
  1700. // wood board, floorboard, plank
  1701.  
  1702. "Wood_Plank"
  1703. {
  1704. "base" "Wood_Box"
  1705.  
  1706. "bulletimpact" "Wood_Plank.BulletImpact"
  1707. "scraperough" "Wood_Plank.ScrapeRough"
  1708. "scrapesmooth" "Wood_Plank.ScrapeSmooth"
  1709. "impacthard" "Wood_Plank.ImpactHard"
  1710. "impactsoft" "Wood_Plank.ImpactSoft"
  1711.  
  1712. // "strain" "Wood_Plank.Strain"
  1713. "break" "Wood_Plank.Break"
  1714.  
  1715. }
  1716.  
  1717. // solid 6x6 or greater block, post or tree
  1718.  
  1719. "Wood_Solid"
  1720. {
  1721. "base" "Wood"
  1722.  
  1723. "bulletimpact" "Wood_Solid.BulletImpact"
  1724. "scraperough" "Wood_Solid.ScrapeRough"
  1725. "scrapesmooth" "Wood_Solid.ScrapeSmooth"
  1726. "impacthard" "Wood_Solid.ImpactHard"
  1727. "impactsoft" "Wood_Solid.ImpactSoft"
  1728.  
  1729. // "strain" "Wood_Solid.Strain"
  1730. "break" "Wood_Solid.Break"
  1731.  
  1732. }
  1733.  
  1734. // small wood furniture - chairs, small tables
  1735.  
  1736. "Wood_Furniture"
  1737. {
  1738. "base" "Wood_Box"
  1739.  
  1740. "impactsoft" "Wood_Furniture.ImpactSoft"
  1741.  
  1742. // "strain" "Wood_Furniture.Strain"
  1743. "break" "Wood_Furniture.Break"
  1744.  
  1745. }
  1746.  
  1747. // wood panel - plywood panel, wood door panel
  1748.  
  1749. "Wood_Panel"
  1750. {
  1751. "base" "Wood_Crate"
  1752. "thickness" "1.0"
  1753.  
  1754. "stepleft" "Wood_Panel.StepLeft"
  1755. "stepright" "Wood_Panel.StepRight"
  1756. "bulletimpact" "Wood_Panel.BulletImpact"
  1757. "scraperough" "Wood_Panel.ScrapeRough"
  1758. "scrapesmooth" "Wood_Panel.ScrapeSmooth"
  1759. "impacthard" "Wood_Panel.ImpactHard"
  1760. "impactsoft" "Wood_Panel.ImpactSoft"
  1761.  
  1762. // "strain" "Wood_Panel.Strain"
  1763. "break" "Wood_Panel.Break"
  1764.  
  1765. }
  1766.  
  1767.  
  1768. "water"
  1769. {
  1770. "density" "1000"
  1771. "elasticity" "0.1"
  1772. "friction" "0.8"
  1773.  
  1774. "stepleft" "Water.StepLeft"
  1775. "stepright" "Water.StepRight"
  1776. "bulletimpact" "Water.BulletImpact"
  1777.  
  1778. "audioreflectivity" "0.33"
  1779. "audioroughnessfactor" "0.1"
  1780. "audiohardnessfactor" "0.0"
  1781.  
  1782. "gamematerial" "I"
  1783. }
  1784.  
  1785. "slime"
  1786. {
  1787. "density" "2000"
  1788. "elasticity" "0.1"
  1789. "friction" "0.9"
  1790. "dampening" "200.0"
  1791.  
  1792. "stepleft" "Mud.StepLeft"
  1793. "stepright" "Mud.StepRight"
  1794. "bulletimpact" "Water.BulletImpact"
  1795.  
  1796. "gamematerial" "I"
  1797.  
  1798. "audioreflectivity" "0.33"
  1799. "audiohardnessfactor" "0.0"
  1800. "audioroughnessfactor" "0.1"
  1801. }
  1802.  
  1803. "quicksand"
  1804. {
  1805. "density" "600"
  1806. "elasticity" "2.0"
  1807.  
  1808. "audioreflectivity" "0.33"
  1809. "audiohardnessfactor" "0.0"
  1810. "audioroughnessfactor" "1.0"
  1811. }
  1812.  
  1813. // wade is a water material for walking in/on water at knee height
  1814. "wade"
  1815. {
  1816. "base" "water"
  1817. "stepleft" "Wade.StepLeft"
  1818. "stepright" "Wade.StepRight"
  1819.  
  1820. "audioreflectivity" "0.33"
  1821.  
  1822. "gamematerial" "X"
  1823. }
  1824.  
  1825. // ladder is a fake material for walking on ladders
  1826. "ladder"
  1827. {
  1828. "base" "metal"
  1829. "climbable" "1.0"
  1830. "stepleft" "Ladder.StepLeft"
  1831. "stepright" "Ladder.StepRight"
  1832.  
  1833. "audioreflectivity" "0.33"
  1834.  
  1835. "gamematerial" "X"
  1836. }
  1837.  
  1838. "woodladder"
  1839. {
  1840. "base" "wood"
  1841. "climbable" "1.0"
  1842. "stepleft" "Ladder.WoodStepLeft"
  1843. "stepright" "Ladder.WoodStepRight"
  1844.  
  1845. "audioreflectivity" "0.33"
  1846.  
  1847. "gamematerial" "X"
  1848. }
  1849.  
  1850. // pane of glass, computer screen, window, glass door
  1851.  
  1852. "glass"
  1853. {
  1854. "thickness" "0.5"
  1855. "density" "2700"
  1856. "elasticity" "0.2"
  1857. "friction" "0.5"
  1858.  
  1859. "stepleft" "Glass.StepLeft"
  1860. "stepright" "Glass.StepRight"
  1861. "scraperough" "Glass.ScrapeRough"
  1862. "scrapesmooth" "Glass.ScrapeSmooth"
  1863. "impacthard" "Glass.ImpactHard"
  1864. "impactsoft" "Glass.ImpactSoft"
  1865.  
  1866. "bulletimpact" "Glass.BulletImpact"
  1867.  
  1868. // "strain" "Glass.Strain"
  1869. "break" "Glass.Break"
  1870.  
  1871. "audioreflectivity" "0.66"
  1872. "audiohardnessfactor" "1.0"
  1873.  
  1874. "audioroughnessfactor" "0.0"
  1875. "gamematerial" "I"
  1876. }
  1877.  
  1878. // computer case, tech equipment case
  1879.  
  1880. "computer"
  1881. {
  1882. "base" "metal_box"
  1883.  
  1884. "bulletimpact" "Computer.BulletImpact"
  1885. "impacthard" "Computer.ImpactHard"
  1886. "impactsoft" "Computer.ImpactSoft"
  1887.  
  1888. "gamematerial" "I"
  1889. }
  1890.  
  1891. "concrete"
  1892. {
  1893. "density" "2400"
  1894. "elasticity" "0.2"
  1895. "friction" "0.8"
  1896.  
  1897. "stepleft" "Concrete.StepLeft"
  1898. "stepright" "Concrete.StepRight"
  1899. "scraperough" "Concrete.ScrapeRough"
  1900. "scrapesmooth" "Concrete.ScrapeSmooth"
  1901. "impacthard" "Concrete.ImpactHard"
  1902. "impactsoft" "Concrete.ImpactSoft"
  1903. "bulletimpact" "Concrete.BulletImpact"
  1904.  
  1905. "audioreflectivity" "0.66"
  1906.  
  1907. "gamematerial" "I"
  1908. }
  1909.  
  1910. // Solid rock (small sounds)
  1911. "rock"
  1912. {
  1913. "base" "concrete"
  1914. "impacthard" "Rock.ImpactHard"
  1915. "impactsoft" "Rock.ImpactSoft"
  1916. "scraperough" "Rock.ImpactHard"
  1917. "scrapesmooth" "Rock.ImpactSoft"
  1918.  
  1919. }
  1920.  
  1921. // tubs, urinals, sinks
  1922.  
  1923. "porcelain"
  1924. {
  1925. "base" "rock"
  1926. }
  1927.  
  1928. // Large solid rock (large sounds)
  1929. "boulder"
  1930. {
  1931. "base" "rock"
  1932. "scraperough" "Boulder.ScrapeRough"
  1933. "scrapesmooth" "Boulder.ScrapeSmooth"
  1934. "impacthard" "Boulder.ImpactHard"
  1935. "impactsoft" "Boulder.ImpactSoft"
  1936. }
  1937.  
  1938. "gravel"
  1939. {
  1940. "base" "rock"
  1941. "friction" "0.4"
  1942. "stepleft" "Gravel.StepLeft"
  1943. "stepright""Gravel.StepRight"
  1944. }
  1945.  
  1946. "brick"
  1947. {
  1948. "base" "rock"
  1949. }
  1950.  
  1951. // 9x12 prefabricated concrete cinder blocks
  1952.  
  1953. "concrete_block"
  1954. {
  1955.  
  1956. "base" "concrete"
  1957. "impacthard" "Concrete_Block.ImpactHard"
  1958. }
  1959.  
  1960. // chainlink fencing material
  1961.  
  1962. "chainlink"
  1963. {
  1964. "thickness" "0.5"
  1965. "density" "1600"
  1966. "elasticity" "0.25"
  1967. "friction" "0.8"
  1968. "stepleft" "ChainLink.StepLeft"
  1969. "stepright" "ChainLink.StepRight"
  1970. "impacthard" "ChainLink.ImpactHard"
  1971. "impactsoft" "ChainLink.ImpactSoft"
  1972. "scraperough" "ChainLink.ScrapeRough"
  1973. "scrapesmooth" "ChainLink.ScrapeSmooth"
  1974. "bulletimpact" "ChainLink.BulletImpact"
  1975. "gamematerial" "I"
  1976. }
  1977.  
  1978. // metal chain
  1979.  
  1980. "chain"
  1981. {
  1982. "base" "chainlink"
  1983. "impacthard" "ChainLink.ImpactHard"
  1984. "impactsoft" "ChainLink.ImpactSoft"
  1985. "scraperough" "ChainLink.ScrapeRough"
  1986. "scrapesmooth" "ChainLink.ScrapeSmooth"
  1987. "bulletimpact" "ChainLink.BulletImpact"
  1988. "gamematerial" "I"
  1989. }
  1990.  
  1991. // medium sized body
  1992.  
  1993. "flesh"
  1994. {
  1995. "density" "900"
  1996.  
  1997. "stepleft" "Flesh.StepLeft"
  1998. "stepright" "Flesh.StepRight"
  1999. "bulletimpact" "Flesh.BulletImpact"
  2000. "impacthard" "Flesh.ImpactHard"
  2001. "impactsoft" "Flesh.ImpactSoft"
  2002. "scraperough" "Flesh.ScrapeRough"
  2003. "scrapesmooth" "Flesh.ScrapeSmooth"
  2004.  
  2005. // "strain" "Flesh.Strain"
  2006. "break" "Flesh.Break"
  2007.  
  2008. "audiohardnessfactor" "0.25"
  2009. "audioHardMinVelocity" "500"
  2010. "audioroughnessfactor" "0.1"
  2011.  
  2012. "gamematerial" "I"
  2013. }
  2014.  
  2015. // gibs
  2016.  
  2017. "bloodyflesh"
  2018. {
  2019. "base" "flesh"
  2020.  
  2021. "impacthard" "Flesh_Bloody.ImpactHard"
  2022.  
  2023. "gamematerial" "I"
  2024. }
  2025.  
  2026. "alienflesh"
  2027. {
  2028. "base" "flesh"
  2029.  
  2030. "gamematerial" "I"
  2031. }
  2032.  
  2033.  
  2034. // Flesh for physics, metal for bullet fx
  2035. "armorflesh"
  2036. {
  2037. "base" "flesh"
  2038. "bulletimpact" "ArmorFlesh.BulletImpact"
  2039.  
  2040. "audiohardnessfactor" "1.0"
  2041. "audioroughnessfactor" "0.1"
  2042.  
  2043. "gamematerial" "I"
  2044. }
  2045.  
  2046. "watermelon"
  2047. {
  2048. "density" "900"
  2049. "bulletimpact" "Watermelon.BulletImpact"
  2050. "impacthard" "Watermelon.Impact"
  2051. "scraperough" "Watermelon.Scrape"
  2052.  
  2053. "audiohardnessfactor" "0.25"
  2054. "audioroughnessfactor" "0.1"
  2055.  
  2056. "gamematerial" "I"
  2057. }
  2058.  
  2059. "snow"
  2060. {
  2061. "base" "dirt"
  2062. "density" "800"
  2063. "friction" "0.35"
  2064.  
  2065. "audiohardnessfactor" "0.25"
  2066. }
  2067.  
  2068. "ice"
  2069. {
  2070. "density" "917"
  2071. "friction" "0.1"
  2072. "elasticity" "0.1"
  2073.  
  2074. "audioroughnessfactor" "0.1"
  2075. }
  2076.  
  2077.  
  2078. // UNDONE: Do proper values for these - I made them up so I would have good
  2079. // initial values for all VMTs
  2080. "carpet"
  2081. {
  2082. "base" "dirt"
  2083. "density" "500"
  2084. "thickness" "0.1"
  2085. "elasticity" "0.01"
  2086. "friction" "0.8"
  2087.  
  2088. "impacthard" "Carpet.Impact"
  2089. "bulletimpact" "Carpet.BulletImpact"
  2090. "scraperough" "Carpet.Scrape"
  2091.  
  2092. "audioreflectivity" "0.03"
  2093. "audiohardnessfactor" "0.25"
  2094. "audioroughnessfactor" "0.1"
  2095. }
  2096.  
  2097. // drywall, office wall material, sheetrock
  2098.  
  2099. "plaster"
  2100. {
  2101. "base" "dirt"
  2102. "audiohardnessfactor" "0.5"
  2103. "audioroughnessfactor" "0.1"
  2104.  
  2105. "stepleft" "drywall.StepLeft"
  2106. "stepright" "drywall.StepRight"
  2107. "bulletimpact" "drywall.ImpactHard"
  2108. "scraperough" "ceiling_tile.ScrapeRough"
  2109. "scrapesmooth" "ceiling_tile.ScrapeSmooth"
  2110. "impacthard" "drywall.ImpactHard"
  2111. "impactsoft" "drywall.ImpactSoft"
  2112.  
  2113. // "strain" "Cardboard.Strain"
  2114. "break" "Cardboard.Break"
  2115.  
  2116. }
  2117.  
  2118. // carboard box
  2119.  
  2120. "cardboard"
  2121. {
  2122. "base" "dirt"
  2123. "density" "500"
  2124. "thickness" "0.25"
  2125.  
  2126. "audiohardnessfactor" "0.25"
  2127. "audioroughnessfactor" "0.25"
  2128.  
  2129. "stepleft" "Cardboard.StepLeft"
  2130. "stepright" "Cardboard.StepRight"
  2131. "bulletimpact" "Cardboard.BulletImpact"
  2132. "scraperough" "Cardboard.ScrapeRough"
  2133. "scrapesmooth" "Cardboard.ScrapeSmooth"
  2134. "impacthard" "Cardboard.ImpactHard"
  2135. "impactsoft" "Cardboard.ImpactSoft"
  2136.  
  2137. // "shake" "Cardboard.Shake"
  2138. // "strain" "Cardboard.Strain"
  2139. "break" "Cardboard.Break"
  2140.  
  2141. }
  2142.  
  2143. // larger plastic barrel, hollow, soft plastic
  2144.  
  2145. "plastic_barrel"
  2146. {
  2147. "density" "500"
  2148. "thickness" "0.25"
  2149. "elasticity" "0.01"
  2150. "friction" "0.8"
  2151.  
  2152. "audiohardnessfactor" "0.25"
  2153. "audioroughnessfactor" "0.25"
  2154.  
  2155. "stepleft" "Plastic_Barrel.StepLeft"
  2156. "stepright" "Plastic_Barrel.StepRight"
  2157. "bulletimpact" "Plastic_Barrel.BulletImpact"
  2158. "scraperough" "Plastic_Barrel.ScrapeRough"
  2159. "scrapesmooth" "Plastic_Barrel.ScrapeSmooth"
  2160. "impacthard" "Plastic_Barrel.ImpactHard"
  2161. "impactsoft" "Plastic_Barrel.ImpactSoft"
  2162.  
  2163. // "shake" "Plastic_Barrel.Shake"
  2164. // "strain" "Plastic_Barrel.Strain"
  2165. "break" "Plastic_Barrel.Break"
  2166. // "roll" "Plastic_Barrel.Roll"
  2167.  
  2168. "gamematerial" "I"
  2169. }
  2170.  
  2171. // small - medium plastic box, hard plastic
  2172.  
  2173. "Plastic_Box"
  2174. {
  2175. "density" "500"
  2176. "elasticity" "0.01"
  2177. "friction" "0.8"
  2178. "thickness" "0.25"
  2179.  
  2180. "audiohardnessfactor" "0.25"
  2181. "audioroughnessfactor" "0.25"
  2182.  
  2183. "stepleft" "Plastic_Box.StepLeft"
  2184. "stepright" "Plastic_Box.StepRight"
  2185. "bulletimpact" "Plastic_Box.BulletImpact"
  2186. "scraperough" "Plastic_Box.ScrapeRough"
  2187. "scrapesmooth" "Plastic_Box.ScrapeSmooth"
  2188. "impacthard" "Plastic_Box.ImpactHard"
  2189. "impactsoft" "Plastic_Box.ImpactSoft"
  2190.  
  2191. // "strain" "Plastic_Box.Strain"
  2192. "break" "Plastic_Box.Break"
  2193.  
  2194. "gamematerial" "I"
  2195. }
  2196.  
  2197. // smaller generic hard plastic
  2198.  
  2199. "plastic"
  2200. {
  2201. "base" "Plastic_Box"
  2202. "audioroughnessfactor" "0.1"
  2203.  
  2204. "bulletimpact" "Plastic_Box.ImpactHard"
  2205. }
  2206.  
  2207. // small med kit, smaller tech items, battery
  2208.  
  2209. "item"
  2210. {
  2211. "base" "Plastic_Box"
  2212. "density" "600"
  2213.  
  2214. "bulletimpact" "Plastic_Box.ImpactHard"
  2215. }
  2216.  
  2217.  
  2218. // This one is used for puzzles where we want something that floats
  2219. // but the player can stand on without it sinking beneath the water
  2220. "floatingstandable"
  2221. {
  2222. "base" "dirt"
  2223. "density" "800"
  2224. }
  2225.  
  2226.  
  2227. "sand"
  2228. {
  2229. "base" "dirt"
  2230. "stepleft" "Sand.StepLeft"
  2231. "stepright" "Sand.StepRight"
  2232. "bulletimpact" "Sand.BulletImpact"
  2233.  
  2234. "audioreflectivity" "0.03"
  2235. }
  2236.  
  2237. // solid rubber floor mat, solid rubber tire
  2238.  
  2239. "rubber"
  2240. {
  2241. "base" "dirt"
  2242. "elasticity" "0.2"
  2243. "friction" "0.8"
  2244.  
  2245. "stepleft" "Rubber.StepLeft"
  2246. "stepright" "Rubber.StepRight"
  2247. "impacthard" "Rubber.ImpactHard"
  2248. "impactsoft" "Rubber.ImpactSoft"
  2249. "bulletimpact" "Rubber.BulletImpact"
  2250.  
  2251. "audioroughnessfactor" "0.1"
  2252. "audiohardnessfactor" "0.2"
  2253.  
  2254. }
  2255.  
  2256. // hollow rubber tire
  2257.  
  2258. "rubbertire"
  2259. {
  2260. "base" "rubber"
  2261.  
  2262. "bulletimpact" "Rubber_Tire.BulletImpact"
  2263. "impacthard" "Rubber_Tire.ImpactHard"
  2264. "impactsoft" "Rubber_Tire.ImpactSoft"
  2265.  
  2266. // "strain" "Rubber_Tire.Strain"
  2267.  
  2268. "friction" "1.0"
  2269. }
  2270.  
  2271. "jeeptire"
  2272. {
  2273. "base" "rubber"
  2274.  
  2275. "bulletimpact" "Rubber_Tire.BulletImpact"
  2276. "impacthard" "Rubber_Tire.ImpactHard"
  2277. "impactsoft" "Rubber_Tire.ImpactSoft"
  2278.  
  2279. // "strain" "Rubber_Tire.Strain"
  2280.  
  2281. "friction" "1.337"
  2282. }
  2283.  
  2284. "slidingrubbertire"
  2285. {
  2286. "base" "rubber"
  2287. "friction" "0.2"
  2288. }
  2289.  
  2290. "brakingrubbertire"
  2291. {
  2292. "base" "rubber"
  2293. "friction" "0.6"
  2294. }
  2295.  
  2296. "slidingrubbertire_front"
  2297. {
  2298. "base" "rubber"
  2299. "friction" "0.2"
  2300. }
  2301.  
  2302. "slidingrubbertire_rear"
  2303. {
  2304. "base" "rubber"
  2305. "friction" "0.2"
  2306. }
  2307.  
  2308. // -----------------------------
  2309. // objects
  2310. // -----------------------------
  2311.  
  2312.  
  2313. // glass soda bottle, cup, plate, jar
  2314.  
  2315. "glassbottle"
  2316. {
  2317. "base" "glass"
  2318. "friction" "0.4"
  2319. "elasticity" "0.3"
  2320.  
  2321. "stepleft" "GlassBottle.StepLeft"
  2322. "stepright" "GlassBottle.StepRight"
  2323. "impacthard" "GlassBottle.ImpactHard"
  2324. "impactsoft" "GlassBottle.ImpactSoft"
  2325. "scraperough" "GlassBottle.ScrapeRough"
  2326. "scrapesmooth" "GlassBottle.ScrapeSmooth"
  2327. "bulletimpact" "GlassBottle.BulletImpact"
  2328.  
  2329. "break" "GlassBottle.Break"
  2330. }
  2331.  
  2332. // ceramic jug, mug
  2333.  
  2334. "pottery"
  2335. {
  2336. "base" "glassbottle"
  2337. "friction" "0.4"
  2338. "elasticity" "0.3"
  2339.  
  2340. "impacthard" "Pottery.ImpactHard"
  2341. "impactsoft" "Pottery.ImpactSoft"
  2342. "bulletimpact" "Pottery.BulletImpact"
  2343.  
  2344. "break" "Pottery.Break"
  2345. }
  2346.  
  2347. // solid hand grenade
  2348.  
  2349. "grenade"
  2350. {
  2351. "base" "metalpanel"
  2352. "friction" "0.9"
  2353. "elasticity" "0.01"
  2354.  
  2355.  
  2356. "audiohardnessfactor" "1.0"
  2357. "audioroughnessfactor" "0.4"
  2358.  
  2359. "stepleft" "Grenade.StepLeft"
  2360. "stepright" "Grenade.StepRight"
  2361. "bulletimpact" "Grenade.ImpactHard"
  2362. "scraperough" "Grenade.ScrapeRough"
  2363. "scrapesmooth" "Grenade.ScrapeSmooth"
  2364. "impacthard" "Grenade.ImpactHard"
  2365. "impactsoft" "Grenade.ImpactSoft"
  2366. // "roll" "Grenade.Roll"
  2367. }
  2368.  
  2369.  
  2370. // large oxygen tank, propane tank, welding tank
  2371.  
  2372. "canister"
  2373. {
  2374. "base" "metalpanel"
  2375. "impacthard" "Canister.ImpactHard"
  2376. "impactsoft" "Canister.ImpactSoft"
  2377. "scraperough" "Canister.ScrapeRough"
  2378. "scrapesmooth" "Canister.ScrapeSmooth"
  2379. // "roll" "Canister.Roll"
  2380. }
  2381.  
  2382. // larger metal barrel, metal oil drum
  2383.  
  2384. "metal_barrel"
  2385. {
  2386. "base" "metal_box"
  2387. "impacthard" "Metal_Barrel.ImpactHard"
  2388. "impactsoft" "Metal_Barrel.ImpactSoft"
  2389. "bulletimpact" "Metal_Barrel.BulletImpact"
  2390. // "roll" "Metal_Barrel.Roll"
  2391. }
  2392.  
  2393. "floating_metal_barrel"
  2394. {
  2395. "base" "metal_barrel"
  2396. "density" "500"
  2397. }
  2398.  
  2399. "plastic_barrel_buoyant"
  2400. {
  2401. "base" "plastic_barrel"
  2402. "density" "150"
  2403. }
  2404.  
  2405. // ROLLER NPC
  2406.  
  2407. "roller"
  2408. {
  2409. "base" "metalpanel"
  2410. "friction" "0.7"
  2411. "elasticity" "0.3"
  2412. "impacthard" "Roller.Impact"
  2413. }
  2414.  
  2415. // small aluminum can, full
  2416.  
  2417. "popcan"
  2418. {
  2419. "base" "metal_box"
  2420. "friction" "0.3"
  2421. "elasticity" "0.99"
  2422. "impacthard" "Popcan.ImpactHard"
  2423. "impactsoft" "Popcan.ImpactSoft"
  2424. "scraperough" "Popcan.ScrapeRough"
  2425. "scrapesmooth" "Popcan.ScrapeSmooth"
  2426. "bulletimpact" "Popcan.BulletImpact"
  2427. // strain // none
  2428. // break // none
  2429. }
  2430.  
  2431. // paint can, smaller metal can
  2432.  
  2433. "paintcan"
  2434. {
  2435. "base" "popcan"
  2436. "friction" "0.3"
  2437. "elasticity" "0.99"
  2438. "impacthard" "Paintcan.ImpactHard"
  2439. "impactsoft" "Paintcan.ImpactSoft"
  2440.  
  2441. //"roll" "Paintcan.Roll"
  2442. // strain // none
  2443. // break // none
  2444. }
  2445.  
  2446. "paper"
  2447. {
  2448. "base" "cardboard"
  2449. }
  2450.  
  2451.  
  2452. "papercup"
  2453. {
  2454. "base" "paper"
  2455. "friction" "0.8"
  2456. "elasticity" "0.1"
  2457. "impacthard" "Papercup.Impact"
  2458. "scraperough" "Popcan.ScrapeRough"
  2459. }
  2460.  
  2461. // accoustic ceiling tiles, sound baffles, crumbly plaster
  2462. "ceiling_tile"
  2463. {
  2464. "base" "cardboard"
  2465.  
  2466. "stepleft" "ceiling_tile.StepLeft"
  2467. "stepright" "ceiling_tile.StepRight"
  2468. "bulletimpact" "ceiling_tile.BulletImpact"
  2469. "scraperough" "ceiling_tile.ScrapeRough"
  2470. "scrapesmooth" "ceiling_tile.ScrapeSmooth"
  2471. "impacthard" "ceiling_tile.ImpactHard"
  2472. "impactsoft" "ceiling_tile.ImpactSoft"
  2473.  
  2474. "break" "ceiling_tile.Break"
  2475. }
  2476.  
  2477.  
  2478. // weapon models - sounds for when weapons drop
  2479. // Maybe we'll want specific materials for each weapon?
  2480. "weapon"
  2481. {
  2482. "base" "metal"
  2483. "stepleft" "weapon.StepLeft"
  2484. "stepright" "weapon.StepRight"
  2485. "bulletimpact" "weapon.BulletImpact"
  2486. "scraperough" "weapon.ScrapeRough"
  2487. "scrapesmooth" "weapon.ScrapeSmooth"
  2488. "impacthard" "weapon.ImpactHard"
  2489. "impactsoft" "weapon.ImpactSoft"
  2490. }
  2491.  
  2492. // for invisible collision materials (like sky)
  2493. "default_silent"
  2494. {
  2495. "gamematerial" "I"
  2496. }
  2497.  
  2498. // special materials for player controller
  2499. "player"
  2500. {
  2501. "density" "1000"
  2502. "friction" "0.5"
  2503. "elasticity" "0.001"
  2504.  
  2505. // player is soft & smooth for sound selection
  2506. "audiohardnessfactor" "0.0"
  2507. "audioroughnessfactor" "0.0"
  2508. }
  2509.  
  2510. "player_control_clip"
  2511. {
  2512. "gamematerial" "I"
  2513. }
  2514.  
  2515. "no_decal"
  2516. {
  2517. "density" "900"
  2518. "gamematerial" "I"
  2519. }
  2520.  
  2521. "foliage"
  2522. {
  2523. "base" "Wood_Solid"
  2524.  
  2525. "density" "700"
  2526. "elasticity" "0.1"
  2527. "friction" "0.8"
  2528.  
  2529. "gamematerial" "I"
  2530. }
  2531.  
  2532.  
  2533.  
  2534.  
  2535.  
  2536. //commands that I write here so that I won't have to change them every time the config gets updated
  2537. cl_threaded_client_leaf_system 0
  2538. r_threaded_client_shadow_manager 0
  2539. mat_queue_mode -1
  2540. r_queued_ropes 0
  2541. snd_async_minsize 262144
  2542. snd_mix_async 0
  2543. props_break_max_pieces 0
  2544. r_WaterDrawRefraction 1
  2545. r_cheapwaterstart 0
  2546. tf_contract_competitive_show 0 // Hide contracts in comp matches
  2547. tf_contract_progress_show 0 // Hide contracts
  2548. m_filter 0 // Do not average mouse input over two framesa
  2549. m_mousespeed 0 // Disable Windows mouse acceleration
  2550. m_rawinput 0 // Skip using in-engine mouse polling
  2551. fps_max 121
  2552. snd_surround_speakers 0
  2553. m_rawinput 1
  2554. cl_downloadfilter mapsonly // Only downloads maps from server custom files
  2555. cl_allowdownload 0 // Block downloads of other player custom files
  2556. cl_allowupload 0 // Disable uploading your player custom files
  2557. cl_chatfilters 0
  2558.  
  2559.  
  2560.  
  2561.  
  2562.  
  2563. //taken from stripped:
  2564. hud_saytext_time 0
  2565. cl_showtextmsg 0 // Disable chat
  2566. cl_chatfilters 0 // Filter all chat
  2567. cl_mute_all_comms 1 // Disable text and voice for muted players
  2568. hud_deathnotice_time 1
  2569. tf_chat_popup_hold_time 0 // Disable party messages on main menu
  2570. cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  2571. cl_hud_killstreak_display_fontsize 0 // Smallest killstreak font
  2572. cl_hud_killstreak_display_time 0 // Disable killstreak banner
  2573. cl_notifications_max_num_visible 0 // No notifications
  2574. cl_notifications_move_time 0 // Skip notification transition
  2575. cl_notifications_show_ingame 0 // Do not show notifications in game
  2576. con_drawnotify 0 // Disable drawing notification area
  2577. tf_notifications_push_bottom 1 // Push notifications to the bottom of the view
  2578. cl_vote_ui_active_after_voting 0 // Keep the vote UI up after voting
  2579. cl_vote_ui_show_notification 0 // Hide vote UI notifications
  2580. tf_hud_notification_duration 0 // Notifications should never display
  2581. tf_contract_competitive_show 0 // Hide contracts in comp matches
  2582. tf_contract_progress_show 0 // Hide contracts
  2583. hud_achievement_glowtime 0 // No glow in achievement UI
  2584. hud_achievement_tracker 0 // Disable achievement tracker
  2585. hud_achievement_count 0 // Hide achievements on HUD
  2586. cl_mvm_wave_status_visible_during_wave 0 // Hide extra MvM info
  2587. cl_ask_favorite_opt_out 1
  2588. cl_ask_blacklist_opt_out 1
  2589. replay_quitmsg_dontaskagain 1
  2590. cl_ask_bigpicture_controller_opt_out 1
  2591. tf_explanations_store 1
  2592. tf_explanations_discardpanel 1
  2593. tf_explanations_backpackpanel 1
  2594. tf_explanations_charinfopanel 1
  2595. tf_explanations_craftingpanel 1
  2596. tf_explanations_charinfo_armory_panel 1
  2597. tf_training_has_prompted_for_forums 1
  2598. tf_training_has_prompted_for_loadout 1
  2599. tf_training_has_prompted_for_options 1
  2600. tf_training_has_prompted_for_training 1
  2601. tf_training_has_prompted_for_offline_practice 1
  2602. cl_showhelp 0
  2603. tf_taunt_always_show_hint 0
  2604. sb_dontshow_maxplayer_warning 1
  2605. tf_coach_request_nevershowagain 1
  2606. tf_show_maps_details_explanation_count 0
  2607. tf_show_taunt_explanation_in_class_loadout 0
  2608. tf_show_preset_explanation_in_class_loadout 0
  2609. cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  2610. tf_find_a_match_hint_viewed 1
  2611. tf_quest_map_intro_viewed 1
  2612. tf_warpaint_explanation_viewed 1
  2613. con_nprint_bgalpha 255 // Disable transparency for lowend computers
  2614. r_drawviewmodel 0
  2615. viewmodel_fov 0
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