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  1. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 6.10.0 | July 31 2018
  5. // ---------------------------------
  6. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  7.  
  8. sv_cheats 1 // Prevent fog cvar spew in console on startup
  9.  
  10. // =================
  11. // '--- Network ---'
  12. // =================
  13. // ---------------
  14. // '-- General --'
  15. // ---------------
  16. // Optimizes for better networking
  17.  
  18. //net_queued_packet_thread 1 // Queue split packets
  19. net_maxpacketdrop 1000 // Use faster packet drop threshold
  20. cl_timeout 70 // Max client timeout
  21. //net_maxpacketdrop 5000 // Use default packet drop threshold
  22. //cl_smooth 0 // Skip view smoothing operation
  23. hud_escort_interp 0.1 // Smooth out networked HUD updates over slightly less time
  24.  
  25. // -------------------
  26. // '-- Packet Size --'
  27. // -------------------
  28. // How big packets are and how they are split up/compressed
  29.  
  30. //net_compresspackets 1 // Compress packets to reduce network latency on fast
  31. // CPUs
  32. //net_compresspackets_minsize 957 // Compress packets above max reliable packet
  33. // size
  34. //net_compresspackets_minsize 128 // Always compress packets to reduce network
  35. // usage
  36. //net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and
  37. // avoiding split packets
  38. //net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for
  39. // routers that have trouble with
  40. // larger sizes
  41. //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to
  42. // avoid split packets more in
  43. // order to save CPU time and
  44. // packet overhead
  45.  
  46. alias packet_size_conservative "net_compresspackets 1;net_compresspackets_minsize 128;net_maxroutable 956;net_maxfragments 956"
  47. alias packet_size_lowend "net_compresspackets 1;net_compresspackets_minsize 1261;net_maxroutable 1260;net_maxfragments 1260"
  48. alias packet_size_minimal "net_compresspackets 1;net_compresspackets_minsize 128;net_maxroutable 1260;net_maxfragments 1260"
  49. alias packet_size_balanced "net_compresspackets 1;net_compresspackets_minsize 128;net_maxroutable 1200;net_maxfragments 1200"
  50.  
  51. packet_size_balanced
  52.  
  53. // -------------------
  54. // '-- Upload Rate --'
  55. // -------------------
  56. // Speed of packet sending, rate limited to prevent packet overflow
  57. // Rate should be 80% of your stable upload speed in bytes per second
  58.  
  59. //rate 196608 // 1.57 Mbps default rate from CS:GO
  60. //net_splitpacket_maxrate 196608
  61. //net_splitrate 1 // How many packets to split per frame
  62. //net_maxcleartime 0.020346
  63.  
  64. // -------------------
  65. // '-- Matchmaking --'
  66. // -------------------
  67. // Adjusts casual/competitive matchmaking settings
  68.  
  69. tf_mm_custom_ping 100 // The ping tolerance for matchmaking
  70. tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  71. tf_mm_debug_level 0 // Remove matchmaking debug output
  72. //tf_mm_partyclient_debug 1 // Enable party debug output
  73. //tf_party_ignore_invites 1 // Ignore party invites
  74. tf_party_join_request_mode 1 // Mode for party join requests:
  75. // 0 - open join
  76. // 1 - request join
  77. // 2 - invite join
  78. //tf_party_force_update // Force an update to the party system
  79. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team
  80. //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
  81. //tf_datacenter_ping_dump // Dump server routing debug info
  82. //tf_mm_dump_match_invites // Show current match invites
  83.  
  84. // ===================
  85. // '--- Rendering ---'
  86. // ===================
  87. // -----------------
  88. // '-- Threading --'
  89. // -----------------
  90. // These settings will take advantage of CPU multi-threading
  91.  
  92. r_threaded_particles 1 // Process particle systems in parallel
  93. mat_queue_mode -1 // Force multithreaded mode for the material system queue
  94. //mat_queue_mode 1 // Force queued single threaded mode for CPUs with less than
  95. // 4 threads
  96. host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force)
  97.  
  98. // -----------------------------
  99. // '-- Material System Queue --'
  100. // -----------------------------
  101. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  102.  
  103. r_queued_decals 1 // Offload decal draws to the material system
  104. r_queued_post_processing 1 // Offloads post processing to the material system
  105. // Performance improvement if your driver/GPU works
  106. // with it
  107. // -----------
  108. // '-- LOD --'
  109. // -----------
  110. // Controls the quality of objcts based on distance
  111.  
  112. r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  113. // believe. Set to 1 for the best balance between model quality and performance.
  114. // 2 - Maximum performance for models
  115. // 0 - Maximum quality for models
  116. r_lod -1 // Use r_rootlod to properly fade through LODs
  117. // 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
  118. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  119. mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh
  120. // count
  121. //mat_max_worldmesh_vertices 1024 // Reduce invididual mesh complexity for weak
  122. // GPUs
  123.  
  124. // ----------------
  125. // '-- Lighting --'
  126. // ----------------
  127. // Lights projected onto characters and other dynamic models
  128. r_maxdlights 0 // Do not allow any dynamic lights
  129. r_worldlightmin 0.004 // Do not render insignificant world lighting
  130. r_worldlights 0 // Disable world lights
  131. mat_disable_lightwarp 1 // Disable light warps
  132. mat_filterlightmaps 1 // Filter lightmaps
  133. mat_reducefillrate 1 // Simplify material shading and use some DX8 features
  134. mat_filterlightmaps 1
  135. r_ambientboost 0
  136. r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  137. r_rimlight 0
  138. r_lightaverage 0
  139. r_dynamic 0
  140. mat_disable_lightwarp 1
  141. mat_reducefillrate 1
  142. mat_phong 0
  143.  
  144. // ---------------
  145. // '-- Effects --'
  146. // ---------------
  147. // Controls weapon and other miscellaneous effects
  148. tracer_extra 0
  149. r_drawtracers_firstperson 1
  150. cl_show_splashes 0
  151. cl_fasttempentcollision 9999
  152.  
  153. // ==================
  154. // '--- Gameplay ---'
  155. // ==================
  156. // Adjusts how the game behaves
  157.  
  158. cl_autoreload 1 // Auto reload clip
  159. cl_autorezoom 0 // Automatically rezoom sniper rifle
  160. tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged
  161. tf_medigun_autoheal 1 // Keep healing allies
  162. //tf_remember_activeweapon 1 // Remember last held weapon
  163. //tf_remember_lastswitched 1 // Remember quick switch weapon
  164. //tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes
  165.  
  166. // -------------
  167. // '-- Water --'
  168. // -------------
  169. // Water reflections
  170. //r_cheapwaterstart 600 // The distance at which transitionary cheap water starts. Has less reflectivity.
  171. //r_cheapwaterstart 0 // Use cheap water as much as possible
  172. //r_cheapwaterstart 3000 // Do not use cheap water
  173. //r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  174. // it is solid
  175. //r_cheapwaterend 0.1 // Use cheap water as much as possible
  176. //r_cheapwaterend 5000 // Do not use cheap water
  177.  
  178. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  179. r_waterforceexpensive 1 /// Force higher quality water
  180. r_waterforcereflectentities 0 // Do not force entity water reflections
  181. r_waterforcereflectentities 0 // Enable entity water reflections
  182. r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  183. r_ForceWaterLeaf 1 // Optimize vis
  184.  
  185.  
  186. // -----------------
  187. // '-- Particles --'
  188. // -----------------
  189. // Particle effects
  190. cl_particle_batch_mode 1 // Use default particle batch mode
  191. //cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles
  192. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  193. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  194. // performance impact comes from creating particle systems
  195. cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
  196. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  197. // distractions
  198. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  199.  
  200. // -------------
  201. // '- General -'
  202. // -------------
  203. // Standard post processing effects
  204. mat_postprocessing_combine 0 // Individually checked passes for post processing
  205. mat_hdr_level 0 // LDR
  206. mat_bloom_scalefactor_scalar 0
  207. building_cubemaps 1
  208. mat_colcorrection_disableentities 1
  209. mat_colorcorrection 0 // Enable color correction, pretty much free effect
  210. //mat_postprocess_x 4 // Tessellate post processing slightly more
  211. //mat_postprocess_y 4 // ^
  212.  
  213. // ----------------
  214. // '- Pyrovision -'
  215. // ----------------
  216. // Pyrovision visual effects
  217. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  218. //pyro_dof 1 // Enable pyrovision dof
  219. pyro_vignette 0 // Disable vignette for pyrovision
  220.  
  221. // -------------------
  222. // '-- Motion Blur --'
  223. // -------------------
  224. // These settings will adjust the blurring effect from rotation and movement
  225. //mat_motion_blur_enabled 0 // Disable motion blur
  226. mat_motion_blur_enabled 1 // Enable motion blur
  227. mat_motion_blur_falling_intensity 0 // Blur intensity while falling
  228. mat_motion_blur_forward_enabled 0 // Enable motion blur from forward motion
  229. mat_motion_blur_percent_of_screen_max 0 // Maximum percentage of screen that can blur
  230. mat_motion_blur_rotation_intensity 0.05 // Adjust blur caused by rotational motion
  231. mat_motion_blur_strength 0 // Adjust overall blur strength
  232.  
  233. // --------------------
  234. // '-- Antialiasing --'
  235. // --------------------
  236. // These settings will adjust the smoothing of jagged edges
  237. mat_alphacoverage 0 // Disable alpha-to-coverage
  238. mat_software_aa_strength 0 // Do not do software AA
  239. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  240. mat_software_aa_quality 0 // Lower quality software AA
  241. mat_software_aa_edge_threshold 0 // Balance between soft and sharp edges
  242. mat_software_aa_blur_one_pixel_lines 0 // Balance between softness and
  243. // sharpness on thin stuff, like
  244. // cables
  245. mat_showlightmappage -1
  246. mat_postprocessing_combine 1
  247. mat_antialias 1
  248.  
  249. // -------------------------
  250. // '-- Texture Filtering --'
  251. // -------------------------
  252. // These settings will adjust the texture smoothing/filtering
  253. mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  254. mat_forceaniso 1 // Disable anisotropic filtering
  255.  
  256. // ------------------
  257. // '-- Characters --'
  258. // ------------------
  259. // These settings will adjust the characters in the game
  260. r_flex 0 // Disable facial animations
  261. flex_rules 0 // Disable facial animations
  262. anim_3wayblend 0 // Disable 3-way animation blending
  263. ai_expression_optimization 1 // Do an extra visibility check for flex
  264. // animations if we are above the target FPS,
  265. // otherwise disable flex anims
  266. ai_expression_frametime 0 // Disable expressions entirely
  267. r_teeth 0 // Do not render teeth, small FPS boost
  268. flex_smooth 0 // Do not smooth facial animations
  269. r_glint_procedural 0 // Use the default eye glinting method
  270. r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  271. r_eyemove 0 // Disable eye movement
  272. tf_clientsideeye_lookats 0 // Disable eye lookats
  273. //blink_duration 0.001 // Disable blinking
  274. phonemefilter 0.001 // Do not box filter lip sync
  275. phonemesnap 0 // Do not crossfade a second lip sync on any LOD
  276.  
  277. // -------------
  278. // '- General -'
  279. // -------------
  280. // Bullet holes and overall decal support
  281. r_decals 96
  282. mp_decals 96
  283. r_decal_cullsize 256
  284. r_decal_cover_count 1
  285. r_decal_overlap_area 0.4
  286. r_decal_overlap_count 0
  287. r_drawbatchdecals 1
  288.  
  289. // ------------------
  290. // '- Model Decals -'
  291. // ------------------
  292. // Blood on hurt players and some bullet decals on props
  293. r_drawmodeldecals 1 // Enable blood decals for better determining how hurt
  294. // someone is.
  295. r_maxmodeldecal 9 // Optimize maximum model decal count
  296.  
  297. // ----------------
  298. // '- Map Decals -'
  299. // ----------------
  300. // Decals placed by the map author
  301. //r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and
  302. // posters on walls
  303. r_renderoverlayfragment 0 // Disable overlays, small performance increase
  304. r_overlayfadeenable 1
  305. r_overlayfademax 2000
  306. r_overlayfademin 1750
  307.  
  308. // ------------
  309. // '- Sprays -'
  310. // ------------
  311. // Decals sprayed by players
  312. // ----------------------------------------------------------------------------
  313. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  314. // anyway, so if you play competitive TF2, this won't help you.
  315. // ----------------------------------------------------------------------------
  316. // Disable sprays
  317. cl_playerspraydisable 1
  318. r_spray_lifetime 0
  319.  
  320. // Enable sprays -- uncomment this section if you want these settings
  321. //cl_playerspraydisable 0
  322. //r_spray_lifetime 2
  323.  
  324. // -------------
  325. // '-- Props --'
  326. // -------------
  327. // Various small objects
  328. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  329. cl_phys_props_enable 0 // Disable client side physics props
  330. r_propsmaxdist 0 // Maximum distance from where client side physics props are visible
  331. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  332. cl_detailfade 0 // Do not fade in detail props
  333. r_staticprop_lod 7 // Force lowest LOD (lowest quality)
  334. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  335.  
  336. // ---------------
  337. // '-- General --'
  338. // ---------------
  339. // General/overall graphics settings
  340. 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
  341. // useful for if your GPU struggles to render a lot of pixels
  342. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  343. r_3dsky 0 // Disable 3D sky
  344. r_dopixelvisibility 1
  345. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  346. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  347.  
  348. // --------------
  349. // '- Textures -'
  350. // --------------
  351. mat_picmip 0
  352. mat_texture_limit -1
  353. mat_filtertextures 1 // Filter textures
  354. mat_disable_fancy_blending 1 // Disable fancy blending of textures
  355. mat_bumpmap 1 // Enable bumpmaps
  356. mat_specular 0 // Disable specular materials
  357.  
  358. // -------------
  359. // '-- Ropes --'
  360. // -------------
  361. // Ropes for Mannpower grappling hook and as decoration in maps
  362. rope_rendersolid 0 // Skip rendering solid part of ropes
  363. r_ropetranslucent 0 // Skip simulating ropes
  364. rope_smooth 0 // Skip a long smoothing operation for ropes
  365. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  366. rope_collide 0 // Skip CPU heavy world collisions for ropes
  367. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  368. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  369. rope_shake 0
  370.  
  371.  
  372. // --------------------
  373. // '-- Optimization --'
  374. // --------------------
  375. // These settings will optimize TF2 without having any very noticeable effects to
  376. // the user
  377. fps_max 0 // Prevent a possible memory leak with unlimited FPS using fps_max 0
  378. // Also, some Source systems assume the FPS will not go above 300
  379. // Finally, using 240 is a common multiple for monitor framerates,
  380. // which is recommended for smoothness
  381. mat_vsync 0 // Ensure VSync is disabled by default
  382. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
  383. // the focus detection can be buggy on some systems or while
  384. // streaming and may limit your FPS, without you knowing
  385. r_fastzreject 0 // Has the CPU help render the image for the GPU. Not worth it for any good GPU.
  386. // Recommended for Intel HD or any other integrated graphics
  387. r_occlusion 0 // Use CPU to have the GPU skip rendering models/props you cannot see
  388. r_occludeemaxarea 1 // Skip occlusion of objects that are too large to test for
  389. r_occluderminarea 10 // Skip occluders that are too small to block anything worth our time
  390. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  391. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  392. r_norefresh 1 // Do not store a useless and unused frame time variable
  393. fast_fogvolume 1 // Use a fast path method to find the visible fog volume
  394. r_pixelfog 1 // Use a pixel shader for fog if possible
  395. //sv_alternateticks 0 // Run every tick
  396. sv_alternateticks 1 // Skip every other tick to reduce CPU usage
  397. mod_offline_hdr_switch 1
  398.  
  399. // ==============
  400. // '--- View ---'
  401. // ==============
  402. // The character view and viewmodel
  403. fov_desired 90 // See more of the battlefield
  404. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  405. glow_outline_effect_enable 0 // Disable all xrays
  406. tf_enable_glows_after_respawn 0 // Enable spawn xrays
  407. tf_spec_xray_disable 0 // Enable xrays while spectating
  408. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  409.  
  410.  
  411. // =============
  412. // '--- HUD ---'
  413. // =============
  414. // ---------------
  415. // '-- General --'
  416. // ---------------
  417. // General/misc HUD settings
  418. cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  419. hud_fastswitch 1
  420. tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise
  421. tf_dashboard_slide_time 0.25 // Time in seconds for dashboard transitions
  422. tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  423. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  424. tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  425.  
  426. tf_colorblindassist 1 // Colorblind mode
  427. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  428. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  429. hud_classautokill 0 // No suicide on class change
  430. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  431. tf_healthicon_height_offset 10 // Offset of heath icon
  432. tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  433. tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  434. tf_hud_show_servertimelimit 1 // Show server map time
  435. tf_hud_target_id_alpha 100 // Transparency of target ID
  436. hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
  437. tf_hud_target_id_offset 0 // Vertical offset of target ID
  438. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  439. hud_freezecamhide 1 // Hide the HUD during freeze-cam
  440. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  441. // 0 - Use inaccurate ping bars for ping in the scoreboard
  442.  
  443. // -------------------
  444. // '-- Combat Text --'
  445. // -------------------
  446. // Damage and healing text above players
  447.  
  448. hud_combattext 1 // Enable damage text
  449. hud_combattext_batching 1 // Collect damage into 1 number over a time interval
  450. hud_combattext_batching_window 1.5 // Time in seconds to collect damage
  451. hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear
  452. hud_combattext_healing 1 // Show healing text
  453.  
  454. // ----------------
  455. // '-- Messages --'
  456. // ----------------
  457. // Text chat and other messages
  458. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  459. cl_showpluginmessages 1 // Show messages from server plugins
  460. hud_deathnotice_time 5 // How long in seconds a killfeed item stays on screen
  461. tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  462.  
  463. // ----------------
  464. // '-- Backpack --'
  465. // ----------------
  466. // Inventory, economy and backpack
  467. tf_time_loading_item_panels 0.0003 // Decrease time spent per frame loading item panels
  468. cl_spec_carrieditems 1 // Show spectated player items
  469. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  470. cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  471.  
  472. // -------------------
  473. // '-- Killstreaks --'
  474. // -------------------
  475. // Killstreak messages from weapons
  476. cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  477. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  478. cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
  479. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  480. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  481.  
  482. // ---------------------
  483. // '-- Notifications --'
  484. // ---------------------
  485. // In-game notifications for trade offers, requests, events, etc
  486.  
  487. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  488. cl_notifications_move_time 0.1 // Make notification transition shorter
  489. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  490. cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  491. cl_vote_ui_show_notification 1 // Show voting notifications
  492. tf_hud_notification_duration 2 // How long notifications should display
  493.  
  494. // ---------------
  495. // '-- Console --'
  496. // ---------------
  497. // Developer console customization
  498. con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages
  499. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  500. con_nprint_bgborder 1 // Console border for special debug messages
  501. //con_nprint_bgborder 0 // Disable border on lowend computers
  502.  
  503. // '-- Demos --'
  504. // -------------
  505.  
  506. //demo_recordcommands 1 // Record console commands in your demos
  507. //demo_fov_override 0 // FOV override for demo playback, if non-zero
  508.  
  509. // ==============
  510. // '--- Misc ---'
  511. // ==============
  512. // Settings that do not fit into a category
  513.  
  514. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  515. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  516. //ai_frametime_limit 50 // Do not use simpler AI
  517.  
  518. // ====================
  519. // '--- Filesystem ---'
  520. // ====================
  521. // -------------
  522. // '-- Sizes --'
  523. // -------------
  524. // Set buffer and file read sizes
  525. filesystem_buffer_size 8192 // Use a 8KB buffer for the filesystem
  526. //filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
  527.  
  528. // ---------------
  529. // '-- General --'
  530. // ---------------
  531. // Set up filesystem parameters
  532. filesystem_native 1 // Use native filesystem calls if available
  533. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  534. filesystem_max_stdio_read 31 // Use standard read cap
  535.  
  536. // -------------------
  537. // '-- Model Cache --'
  538. // -------------------
  539. // Control loading and caching models
  540. mod_load_anims_async 1 // Enable async animation loading
  541. mod_load_mesh_async 1 // Enable async mesh loading
  542. mod_load_vcollide_async 1 // Enable async vcollide loading
  543. mod_lock_mdls_on_load 0 // Do not lock models due to some issues with them being locked
  544. mod_forcetouchdata 1 // Put all model data into cache on load
  545. mod_touchalldata 1 // Load submodels
  546. mod_forcedata 0 // Cache submodel data
  547.  
  548. // --------------------
  549. // '-- Optimization --'
  550. // --------------------
  551. // Optimizations with no noticeable effect on the listener
  552. snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
  553. snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  554. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  555. voice_buffer_ms 200 // Buffer voice stream for better quality, at a slight delay
  556. snd_noextraupdate 1 // Do not update sound twice
  557. //snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  558. //snd_defer_trace 0 // Immediately trace on the first frame
  559. snd_async_spew_blocking 0 // Disable async spew
  560. dsp_enhance_stereo 0
  561. snd_defer_trace 1
  562. snd_noextraupdate 1
  563.  
  564. echo " "
  565. echo " "
  566. echo " "
  567. echo " "
  568. echo " ******************************** "
  569. echo " ******************************** "
  570. echo " ** mastercomfig 6.10.0 loaded ** "
  571. echo " ** August 2 2018 ** "
  572. echo " ******************************** "
  573. echo " ******************************** "
  574. echo " "
  575. echo " "
  576. echo " "
  577. echo "mastercomfig version: 6.10.0 | August 2 2018"
  578. echo " "
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