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- // _______________________________________________________
- // | Nique ceux qui disent mon hud est moche ! salut ! |
- // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- // More than 3 cores? Try changing mat_queue_mode to `2'.
- // ----------------------------------------------------------------------------
- // Comanglia' frames config inspired by chris, updated by mastercoms
- // December 2017 https://gist.github.com/mastercoms/f54f6476e0f2e4bdcf860ef902f1f93f
- // ----------------------------------------------------------------------------
- // Launch options:
- // You don't have to remove -dxlevel from the launch options after the first launch!
- //
- // Fullscreen: -full -w WIDTH -h HEIGHT -console -novid
- // Windowed: -sw -w WIDTH -h HEIGHT -console -noborder -novid
- // -nojoy -nosteamcontroller -noff -nohltv // disabling these modules can give up to 2% FPS boost
- //
- // GRAPHICAL
- // -softparticlesdefaultoff : disable depth blending for particles and sprites, more FPS
- // -disable_d3d9_hacks : disables some Source engine workarounds for dx9, small FPS boost
- // -nops2b : uses pixel shaders 2.0 instead of 2.0b, results in thicker fog and FPS boost
- // -small : allow for resolutions smaller than 640x480
- // -nogammaramp : override in-game gamma with your desktop's settings. If you have an .icc calibration profile for you monitor you'll want this.
- //
- // NETWORK
- // -reuse : allow network sockets to be reused when busy (sets SO_REUSEADDR), better network performance
- // -usetcp : allow usage of TCP where it would be more optimal than UDP, better network performance
- //
- // SOUND
- // -primarysound : Don't use a secondary sound buffer, small FPS boost/more reliable sound
- // -snoforceformat : Skips force setting of sound buffer format, small FPS boost/more reliable sound
- // -nostartupsound : disable game music on main menu
- // -nosound : disables sound, no performance boost unless your drivers are slow
- //
- // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore
- //
- // DX Levels
- // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98
- // Do not use dxlevel 80 or 81, it is outdated and buggy and dx9 uses your GPU more effectively, is more optimized and has many performance improvements done that were not ported to dx8
- // AMD and nvidia have dropped dx8 support in drivers, removing many effects such as rocket trails
- // if you still want to use directx 8, use -dxlevel 81 your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect
- // (some series of outdated nvidia drivers remove this affect)
- // ----------------------------------------------------------------------------
- // ----------------------------------------------------------------------------
- // FPS cap
- // ----------------------------------------------------------------------------
- // The primary benefit of an FPS cap is to make the FPS more stable, other than
- // that, it doesn't do a lot. A moderate, consistent framerate is much more
- // desirable than a variable but sometimes high framerate. A common
- // misconception is that if any more frames are generated than your monitor can
- // display, they are useless. This is wrong -- frames are used for much more
- // than mere display, and affect the way the game feels well past your
- // refresh rate.
- // ----------------------------------------------------------------------------
- cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
- fps_max 0 // There is currently a bug on some systems which caps FPS to a much lower value with fps_max 300
- //fps_max 300 // Input lag does not happen with an FPS cap as far as I can tell, and Source is better off with a frame cap of 300 due to some systems assuming FPS will not be higher than 300
- // You might want a lower cap if you have overheating issues, mainly in laptops.
- sv_cheats 0
- // ----------------------------------------------------------------------------
- // Net settings
- // ----------------------------------------------------------------------------
- // Whilst net settings perhaps aren't an integral part of an FPS config, they
- // are a fact of life in competitive TF2, and as such, they are included here.
- //
- // A common question I am asked -- what defines whether a good connection is
- // good or bad? Mostly personal preference. If you're not willing to make the
- // choice, try both and see which is better for you.
- //
- // Generally, meeting both of the following conditions would classify it as a
- // good connection:
- //
- // - Ping of <80 to the average server you join
- // - Generally no/negligible choke/loss (can be checked with `net_graph')
- //
- // There's some pretty good documentation on this here:
- // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
- //
- // Uncomment (remove the `//' from) one of the groups if you want to use them.
- // ----------------------------------------------------------------------------
- // Good connection
- cl_cmdrate 132 // Your framerate should always be higher than your cmdrate.
- //cl_cmdrate 30 // Use if you can't keep over 66 fps. Default TF2 value.
- cl_updaterate 132 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
- //cl_updaterate 20 // Use if you can't keep over 66 fps. Default TF2 value.
- cl_interp 0 // By setting this higher than cl_interp_ratio / cl_updaterate, you are slightly increasing your interp for no reason. Also, interp is mostly preference at lower values and depends on how stable your connection is.
- cl_interp_ratio 1
- cl_lagcompensation 1 // Ensure lag compensation is turned on
- cl_pred_optimize 2 // Skip repredicting if we do not need to do it
- cl_smooth 1 // This only smooths your view to prevent it jumping around, it is personal preference, but most people will like it to be on
- cl_smoothtime 0.1 // No reason to change this when cl_smooth is 0, and it is best at 0.1 when enabled
- rate 132000 // Affects how many packets you can send out (ici la cfg, je l'ai adapté pour du 133 tickrate, mais t'inquiètes, ca te prend pas plus de fps sur les serveurs normaux)
- net_compresspackets 1 // Compress packets to prevent split packets
- net_splitrate 4 // Split 4 packets per frame, reduces choke
- // Bad connection
- //cl_cmdrate 40
- //cl_updaterate 40
- //cl_interp 0
- //cl_interp_ratio 2 // Fix lag when experiencing packet loss, 3 or 4 for lots of packet loss
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 1
- //cl_smoothtime 0.1
- //rate 84480
- //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
- // ----------------------------------------------------------------------------
- // Sprays
- // ----------------------------------------------------------------------------
- // Bear in mind that these are disabled on war servers due to `sv_pure 2'
- // anyway, so if you play competitive TF2, this won't help you.
- // ----------------------------------------------------------------------------
- // Disable sprays
- cl_playerspraydisable 1
- r_spray_lifetime 0
- // Enable sprays -- uncomment this section if you want these settings
- //cl_playerspraydisable 0
- //r_spray_lifetime 2
- // ----------------------------------------------------------------------------
- // Shadows
- // ----------------------------------------------------------------------------
- // Disable shadows
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_shadows 0
- nb_shadow_dist 0
- // Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
- //mat_shadowstate 1 // Command does not exist anymore
- //r_shadowmaxrendered 11
- //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
- // competitive TF2 players to see opponents standing
- // near the other side of a wall. You may see some
- // performance loss from setting this to `1'.
- //r_shadows 1
- //nb_shadow_dist 400
- // ----------------------------------------------------------------------------
- // Facial features
- // ----------------------------------------------------------------------------
- // Disable facial features
- r_eyes 0
- r_flex 0
- //r_lod 2 // Setting r_lod 2 will cause all models to be at their second LOD level and will not let them go down to their third or lower quality LOD levels when they are small enough to do so
- r_lod -1 // -1 will use r_rootlod to determine how much LOD should be offset by, so that models can properly decrease quality even more.
- r_rootlod 2
- r_teeth 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyesize 0
- blink_duration 0.2 // 0 causes a divide by zero exception, besides, this setting doesn't affect performance
- // Enable facial features -- turning them on lowers framerate by 5ish%
- //r_eyes 1
- //r_flex 1
- //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
- //r_rootlod 1
- //r_teeth 1
- // ----------------------------------------------------------------------------
- // Ragdolls
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce ragdolls.
- // ----------------------------------------------------------------------------
- // Disable ragdolls
- cl_ragdoll_fade_time 0
- cl_ragdoll_forcefade 1
- cl_ragdoll_physics_enable 0
- //g_ragdoll_fadespeed 0
- g_ragdoll_fadespeed 10000 // This is the rate at which ragdolls fade, setting it to 0 means that it will fade by 0 every frame and thus causes a memory leak
- //g_ragdoll_lvfadespeed 0
- g_ragdoll_lvfadespeed 10000 // Same thing as g_ragdoll_fadespeed, but this is when low violence mode is enabled
- ragdoll_sleepaftertime 0
- // Enable ragdolls -- lowers by 10ish%
- //cl_ragdoll_fade_time 15
- //cl_ragdoll_forcefade 0
- //cl_ragdoll_physics_enable 1
- //g_ragdoll_fadespeed 600
- //g_ragdoll_lvfadespeed 100
- //ragdoll_sleepaftertime "5.0f"
- // ----------------------------------------------------------------------------
- // Gibs
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce gibs.
- // ----------------------------------------------------------------------------
- // Disable gibs
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 1
- //violence_agibs 0
- //violence_hgibs 0
- violence_agibs 1 // Do not set any of the violence CVars to 0, or else low violence mode will be enabled! Low violence mode reduces FPS
- violence_hgibs 1 // Do not set any of the violence CVars to 0, or else low violence mode will be enabled! Low violence mode reduces FPS
- // Enable gibs -- 6-7% less framerate
- //cl_phys_props_enable 1
- //cl_phys_props_max 128
- //props_break_max_pieces -1
- //r_propsmaxdist 1000
- //violence_agibs 1
- //violence_hgibs 1
- // ----------------------------------------------------------------------------
- // Graphical
- // ----------------------------------------------------------------------------
- // Now we come to the main brunt of the config. You probably don't want to mess
- // with this.
- // ----------------------------------------------------------------------------
- prop_active_gib_limit 0
- props_break_max_pieces_perframe 0
- fov_desired 90
- cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
- r_rimlight 0 // Disable light around character edges, small FPS increase. Rimlight uses GPU only
- mat_phong 0 // some people don't like this on I prefer it on for sniper though
- cl_muzzleflash_dlight_1st 0
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
- cl_new_impact_effects 0 // Use the old particle system which is lighter
- cl_show_splashes 0 // Disable water splashes
- cl_rumblescale 0
- cl_showhelp 0
- cl_showpluginmessages 0
- cl_debugrumble 0
- func_break_max_pieces 0
- glow_outline_effect_enable 0 // Disable xray outlines to save frames
- //lod_transitiondist 0
- lod_transitiondist -1 // 0 causes fade LODs to fade across 0 units, which causes an error. It is best to set this to -1, which lowers the distance fade LODs can be seen and also fades them across 1 unit
- //mat_antialias 1 // apparently having this in config can break the mumble overlay for some users
- mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players. - Chris
- // In the past I wasn't able to prove that disabling this was significant,
- // it effects fps by about 1% after several checks - Comanglia
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 0 ////toggle this on/off while in a server to get "minecraft" textures
- mat_filtertextures 0
- mat_forceaniso 0 // Disable higher levels of anisotropic filtering
- mat_hdr_level 0
- mat_autoexposure_max 0
- mat_autoexposure_min 0
- mat_bloomscale 0
- mat_bloom_scalefactor_scalar 0
- mat_debug_postprocessing_effects 0
- mat_debugdepth 0
- mat_postprocessing_combine 0
- mat_non_hdr_bloom_scalefactor 0
- mat_bufferprimitives 1
- mat_compressedtextures 1
- //mat_forcemanagedtextureintohardware 0 // There's no need to set this in the config. TF2 will determine if it is appropriate to use it or not.
- mat_framebuffercopyoverlaysize 0
- mat_hdr_enabled 0
- mat_hdr_manual_tonemap_rate 0
- //mat_mipmaptextures 0 // ***
- mat_mipmaptextures 1 // Don't disable mipmapping on textures, it is a performance decrease for all textures in a scene, especially ones further away
- mat_showlightmappage -1
- mat_softwarelighting 0
- mat_software_aa_blur_one_pixel_lines 0
- mat_software_aa_edge_threshold 9
- mat_software_aa_quality 0// was 9
- mat_software_aa_strength 0
- mat_software_aa_strength_vgui 0
- mat_software_aa_tap_offset 0
- mat_software_aa_quality 0
- mat_texture_limit -1
- //mat_use_compressed_hdr_textures 0
- mat_use_compressed_hdr_textures 1 // Don't disable compressed HDR textures, they help you when HDR is on and don't do anything if it's off
- mem_max_heapsize 2048
- //mod_forcedata 1
- mod_forcedata 0 // Enabling this causes models to not be loaded async
- mod_forcetouchdata 1
- //mat_max_worldmesh_vertices 512
- mat_max_worldmesh_vertices 1024 // The lowest Source will do is 1024
- mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst. - Doesn't really matter much what you set this too if you're cpu bound
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
- mat_trilinear 1
- mat_viewportscale 0.75 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_cheapwaterstart 0 // Use cheap water as much as possible
- r_cheapwaterend 0.1 // Use cheap water as much as possible
- r_decals 9
- r_maxmodeldecal 9
- r_decalstaticprops 0
- //r_decal_cullsize 15
- r_decal_cullsize 20 // You can increase the cullsize even more
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 0
- r_maxsampledist 1
- r_bloomtintb 0
- r_bloomtintexponent 0
- r_bloomtintg 0
- r_bloomtintr 0
- r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
- r_pixelfog 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 1
- //r_staticprop_lod 63 // You can decrease the LOD even more
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
- r_dopixelvisibility 0
- r_drawbatchdecals 0
- //r_hunkalloclightmaps 0
- r_hunkalloclightmaps 1 // Use a proper memory store for lightmaps
- //r_lightcache_zbuffercache 0
- r_lightcache_zbuffercache 1 // Use zcache from map data
- //r_PhysPropStaticLighting 0
- r_PhysPropStaticLighting 1 // Use static lighting for props instead of baking lighting data for them on the fly
- //rope_averagelight 0
- rope_averagelight 1 // When 0, this will do an extra calculation on top of the already done lighting computations to get the max intensity of the lighting
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 1 // framerates on -most- pcs are higher with these on
- violence_hblood 1
- mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
- mat_motion_blur_forward_enabled 0
- mat_motion_blur_strength 0
- //r_worldlightmin 0.0001
- r_worldlightmin 0.0002 // Decreasing this value makes you render more insignificant lighting! 0.0002 is the default, why lower it to 0.0001 to do more lighting work?
- r_worldlights 0
- mp_usehwmmodels -1
- mp_usehwmvcds -1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- //in_usekeyboardsampletime 0
- in_usekeyboardsampletime 1 // This does not delay keyboard input at all, only makes keyboard movement input more reliable
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
- // silly incompatibility with the Xfire overlay. You should use
- // it if you can! - WHO USES XFIRE ANYMORE?
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- //r_fastzreject -1
- r_fastzreject 0 // Auto detect with -1 is broken and just uses 1. This setting does extra stuff on the CPU for less work on the GPU. Not worth it for any good GPU.
- ai_expression_optimization 1
- fast_fogvolume 1
- host_thread_mode 1 // Turn this to 0 if you want to create a local server
- mod_load_anims_async 1
- mod_load_mesh_async 1
- mod_load_vcollide_async 1
- con_enable 1
- con_filter_enable 1
- con_filter_text_out particle
- // ----------------------------------------------------------------------------
- // Sound
- // ----------------------------------------------------------------------------
- // I'd be hesitant to say that you would see a great deal of performance
- // improvement from lowering the sound quality, but in my experience as a
- // competitive TF2 player, lowering the sound quality makes determination of
- // directionality and distance that much easier. You may see a small FPS gain
- // with these settings, or you may not, either way will likely have a
- // negligible effect on performance.
- // ----------------------------------------------------------------------------
- dsp_enhance_stereo 0
- dsp_slow_cpu 1
- snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
- // helpful in the past, as it seems to (for whatever
- // reason) reduce the number of TDRs experienced during
- // gameplay. There's some pretty good information on
- // TDRs (nerds only) here:
- // http://forums.nvidia.com/index.php?showtopic=65161
- //snd_pitchquality 0 // Use this if desperate for FPS using a very weak CPU
- snd_pitchquality 1 // The difference in quality is very noticeable and the FPS loss is negligible, if any
- //snd_spatialize_roundrobin 1
- snd_spatialize_roundrobin 0 // 1 adds a two frame delay to spatialization, not very good for competitive players
- snd_mixahead .08 // Delay in sound from weapons below .05 has been known to be unstable
- // ----------------------------------------------------------------------------
- // Threading
- // ----------------------------------------------------------------------------
- mat_queue_mode -1 // mat_queue mode is another frequently asked about cvar, it
- // defines the threading method to be used by the material
- // system. It has been unstable to use in the past, but
- // nowadays it's generally okay.
- //
- // Here are the possible values:
- // -2 legacy default
- // -1 default
- // 0 synchronous single thread
- // 1 queued single thread
- // 2 queued multithreaded
- //
- // If you have problems with the value `2', try setting it to
- // `-1'.
- //
- // As an aside, there are quite a few bugs in the demo system
- // that occur when mat_queue_mode is set to a value that is
- // not `-1'. If you intend to do work with the demo system,
- // maybe you should change this.
- //
- //After immense testing I've found that default works perfectly
- //fine with setting your Thread usage. It automatically set me
- //to 2 every time. I'd say it's safer and likely less buggy to
- //leave this at -1 than it is at 2.
- //
- //As a side not I've noticed micro stutters with mat_queue_mode 2
- //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
- // cl_threaded_bone_setup 1 // command seems to have been removed around January 2017
- //cl_threaded_client_leaf_system 0 // "DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014"
- cl_threaded_client_leaf_system 1 // It's fine to enable this
- r_queued_decals 0 // lessens the impact of higher decal limits.
- r_queued_ropes 1
- r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_threaded_renderables 1
- cl_setupallbones 0 // seems to have been added around January 2017 default is 0 and 0 gives better fps than 1 in my testing
- // ----------------------------------------------------------------------------
- // HUD
- // ----------------------------------------------------------------------------
- hud_saytext_time 0 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
- voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
- hud_deathnotice_time 6 // Default is 6, This the the death notices that usually appear at the top right of the screen
- hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
- hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
- hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
- // ----------------------------------------------------------------------------
- // Test Shit
- // ----------------------------------------------------------------------------
- cl_localnetworkbackdoor 0 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
- cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
- cl_notifications_show_ingame 1 // Pretty sure this disables Trade/Duel Notifications
- //sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
- sys_minidumpspewlines 500 // You're setting it to the default value of 500. It doesn't affect FPS or FPS variance anyway, it does not become a factor in normal play as it only is used when TF2 crashes.
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- cl_ask_blacklist_opt_out "1"
- cl_ask_favorite_opt_out "1"
- sb_dontshow_maxplayer_warning "1"
- tf_explanations_backpackpanel "1"
- tf_explanations_charinfo_armory_panel "1"
- tf_explanations_charinfopanel "1"
- tf_explanations_craftingpanel "1"
- tf_explanations_discardpanel "1"
- tf_explanations_store "1"
- tf_training_has_prompted_for_forums "1"
- tf_training_has_prompted_for_loadout "1"
- tf_training_has_prompted_for_offline_practice "1"
- tf_training_has_prompted_for_options "1"
- tf_training_has_prompted_for_training "1"
- net_graph 0 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at
- // net_graph 1,2,3,4,5
- hud_fastswitch 1
- tf_scoreboard_ping_as_text 1
- // ----------------------------------------------------------------------------
- // Print to console
- // ----------------------------------------------------------------------------
- echo "---------------------------------------------------------"
- echo "Comanglia' frames config loaded. mastercoms edition, revu par Olgha"
- echo "---------------------------------------------------------"
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