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- // '~~~ mastercomfig TF2 config ~~~'
- // ---------------------------------
- // Version: 6.10.0 | July 31 2018
- // ---------------------------------
- // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
- sv_cheats 1 // Prevent fog cvar spew in console on startup
- // =================
- // '--- Network ---'
- // =================
- // ---------------
- // '-- General --'
- // ---------------
- // Optimizes for better networking
- //net_queued_packet_thread 1 // Queue split packets
- net_maxpacketdrop 1000 // Use faster packet drop threshold
- cl_timeout 70 // Max client timeout
- //net_maxpacketdrop 5000 // Use default packet drop threshold
- //cl_smooth 0 // Skip view smoothing operation
- hud_escort_interp 0.1 // Smooth out networked HUD updates over slightly less time
- // -------------------
- // '-- Packet Size --'
- // -------------------
- // How big packets are and how they are split up/compressed
- //net_compresspackets 1 // Compress packets to reduce network latency on fast
- // CPUs
- //net_compresspackets_minsize 957 // Compress packets above max reliable packet
- // size
- //net_compresspackets_minsize 128 // Always compress packets to reduce network
- // usage
- //net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and
- // avoiding split packets
- //net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for
- // routers that have trouble with
- // larger sizes
- //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to
- // avoid split packets more in
- // order to save CPU time and
- // packet overhead
- alias packet_size_conservative "net_compresspackets 1;net_compresspackets_minsize 128;net_maxroutable 956;net_maxfragments 956"
- alias packet_size_lowend "net_compresspackets 1;net_compresspackets_minsize 1261;net_maxroutable 1260;net_maxfragments 1260"
- alias packet_size_minimal "net_compresspackets 1;net_compresspackets_minsize 128;net_maxroutable 1260;net_maxfragments 1260"
- alias packet_size_balanced "net_compresspackets 1;net_compresspackets_minsize 128;net_maxroutable 1200;net_maxfragments 1200"
- packet_size_balanced
- // -------------------
- // '-- Upload Rate --'
- // -------------------
- // Speed of packet sending, rate limited to prevent packet overflow
- // Rate should be 80% of your stable upload speed in bytes per second
- //rate 196608 // 1.57 Mbps default rate from CS:GO
- //net_splitpacket_maxrate 196608
- //net_splitrate 1 // How many packets to split per frame
- //net_maxcleartime 0.020346
- // -------------------
- // '-- Matchmaking --'
- // -------------------
- // Adjusts casual/competitive matchmaking settings
- tf_mm_custom_ping 100 // The ping tolerance for matchmaking
- tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
- tf_mm_debug_level 0 // Remove matchmaking debug output
- //tf_mm_partyclient_debug 1 // Enable party debug output
- //tf_party_ignore_invites 1 // Ignore party invites
- tf_party_join_request_mode 1 // Mode for party join requests:
- // 0 - open join
- // 1 - request join
- // 2 - invite join
- //tf_party_force_update // Force an update to the party system
- //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team
- //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
- //tf_datacenter_ping_dump // Dump server routing debug info
- //tf_mm_dump_match_invites // Show current match invites
- // ===================
- // '--- Rendering ---'
- // ===================
- // -----------------
- // '-- Threading --'
- // -----------------
- // These settings will take advantage of CPU multi-threading
- r_threaded_particles 1 // Process particle systems in parallel
- mat_queue_mode -1 // Force multithreaded mode for the material system queue
- //mat_queue_mode 1 // Force queued single threaded mode for CPUs with less than
- // 4 threads
- host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force)
- // -----------------------------
- // '-- Material System Queue --'
- // -----------------------------
- // These settings will take advantage of the material system, depending on how mat_queue_mode is set
- r_queued_decals 1 // Offload decal draws to the material system
- r_queued_post_processing 1 // Offloads post processing to the material system
- // Performance improvement if your driver/GPU works
- // with it
- // -----------
- // '-- LOD --'
- // -----------
- // Controls the quality of objcts based on distance
- r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
- // believe. Set to 1 for the best balance between model quality and performance.
- // 2 - Maximum performance for models
- // 0 - Maximum quality for models
- r_lod -1 // Use r_rootlod to properly fade through LODs
- // 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
- lod_TransitionDist -1 // Do not fade in map objects for maximum performance
- mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh
- // count
- //mat_max_worldmesh_vertices 1024 // Reduce invididual mesh complexity for weak
- // GPUs
- // ----------------
- // '-- Lighting --'
- // ----------------
- // Lights projected onto characters and other dynamic models
- r_maxdlights 0 // Do not allow any dynamic lights
- r_worldlightmin 0.004 // Do not render insignificant world lighting
- r_worldlights 0 // Disable world lights
- mat_disable_lightwarp 1 // Disable light warps
- mat_filterlightmaps 1 // Filter lightmaps
- mat_reducefillrate 1 // Simplify material shading and use some DX8 features
- mat_filterlightmaps 1
- r_ambientboost 0
- r_ambientmin 0.1 // Ambient boost less often, realistic darkness
- r_rimlight 0
- r_lightaverage 0
- r_dynamic 0
- mat_disable_lightwarp 1
- mat_reducefillrate 1
- mat_phong 0
- // ---------------
- // '-- Effects --'
- // ---------------
- // Controls weapon and other miscellaneous effects
- tracer_extra 0
- r_drawtracers_firstperson 1
- cl_show_splashes 0
- cl_fasttempentcollision 9999
- // ==================
- // '--- Gameplay ---'
- // ==================
- // Adjusts how the game behaves
- cl_autoreload 1 // Auto reload clip
- cl_autorezoom 0 // Automatically rezoom sniper rifle
- tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged
- tf_medigun_autoheal 1 // Keep healing allies
- //tf_remember_activeweapon 1 // Remember last held weapon
- //tf_remember_lastswitched 1 // Remember quick switch weapon
- //tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes
- // -------------
- // '-- Water --'
- // -------------
- // Water reflections
- //r_cheapwaterstart 600 // The distance at which transitionary cheap water starts. Has less reflectivity.
- //r_cheapwaterstart 0 // Use cheap water as much as possible
- //r_cheapwaterstart 3000 // Do not use cheap water
- //r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
- // it is solid
- //r_cheapwaterend 0.1 // Use cheap water as much as possible
- //r_cheapwaterend 5000 // Do not use cheap water
- r_WaterDrawReflection 0 // Water reflections disabled for more performance
- r_waterforceexpensive 1 /// Force higher quality water
- r_waterforcereflectentities 0 // Do not force entity water reflections
- r_waterforcereflectentities 0 // Enable entity water reflections
- r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
- r_ForceWaterLeaf 1 // Optimize vis
- // -----------------
- // '-- Particles --'
- // -----------------
- // Particle effects
- cl_particle_batch_mode 1 // Use default particle batch mode
- //cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles
- tf_particles_disable_weather 1 // Disable rain, snow and ash particles
- mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
- // performance impact comes from creating particle systems
- cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
- r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
- // distractions
- r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
- // -------------
- // '- General -'
- // -------------
- // Standard post processing effects
- mat_postprocessing_combine 0 // Individually checked passes for post processing
- mat_hdr_level 0 // LDR
- mat_bloom_scalefactor_scalar 0
- building_cubemaps 1
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0 // Enable color correction, pretty much free effect
- //mat_postprocess_x 4 // Tessellate post processing slightly more
- //mat_postprocess_y 4 // ^
- // ----------------
- // '- Pyrovision -'
- // ----------------
- // Pyrovision visual effects
- pyro_dof 0 // Skip a SSAO depth pass for pyrovision
- //pyro_dof 1 // Enable pyrovision dof
- pyro_vignette 0 // Disable vignette for pyrovision
- // -------------------
- // '-- Motion Blur --'
- // -------------------
- // These settings will adjust the blurring effect from rotation and movement
- //mat_motion_blur_enabled 0 // Disable motion blur
- mat_motion_blur_enabled 1 // Enable motion blur
- mat_motion_blur_falling_intensity 0 // Blur intensity while falling
- mat_motion_blur_forward_enabled 0 // Enable motion blur from forward motion
- mat_motion_blur_percent_of_screen_max 0 // Maximum percentage of screen that can blur
- mat_motion_blur_rotation_intensity 0.05 // Adjust blur caused by rotational motion
- mat_motion_blur_strength 0 // Adjust overall blur strength
- // --------------------
- // '-- Antialiasing --'
- // --------------------
- // These settings will adjust the smoothing of jagged edges
- mat_alphacoverage 0 // Disable alpha-to-coverage
- mat_software_aa_strength 0 // Do not do software AA
- mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
- mat_software_aa_quality 0 // Lower quality software AA
- mat_software_aa_edge_threshold 0 // Balance between soft and sharp edges
- mat_software_aa_blur_one_pixel_lines 0 // Balance between softness and
- // sharpness on thin stuff, like
- // cables
- mat_showlightmappage -1
- mat_postprocessing_combine 1
- mat_antialias 1
- // -------------------------
- // '-- Texture Filtering --'
- // -------------------------
- // These settings will adjust the texture smoothing/filtering
- mat_trilinear 1 // Use trilinear as it improves texture filtering for little
- mat_forceaniso 1 // Disable anisotropic filtering
- // ------------------
- // '-- Characters --'
- // ------------------
- // These settings will adjust the characters in the game
- r_flex 0 // Disable facial animations
- flex_rules 0 // Disable facial animations
- anim_3wayblend 0 // Disable 3-way animation blending
- ai_expression_optimization 1 // Do an extra visibility check for flex
- // animations if we are above the target FPS,
- // otherwise disable flex anims
- ai_expression_frametime 0 // Disable expressions entirely
- r_teeth 0 // Do not render teeth, small FPS boost
- flex_smooth 0 // Do not smooth facial animations
- r_glint_procedural 0 // Use the default eye glinting method
- r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
- r_eyemove 0 // Disable eye movement
- tf_clientsideeye_lookats 0 // Disable eye lookats
- //blink_duration 0.001 // Disable blinking
- phonemefilter 0.001 // Do not box filter lip sync
- phonemesnap 0 // Do not crossfade a second lip sync on any LOD
- // -------------
- // '- General -'
- // -------------
- // Bullet holes and overall decal support
- r_decals 96
- mp_decals 96
- r_decal_cullsize 256
- r_decal_cover_count 1
- r_decal_overlap_area 0.4
- r_decal_overlap_count 0
- r_drawbatchdecals 1
- // ------------------
- // '- Model Decals -'
- // ------------------
- // Blood on hurt players and some bullet decals on props
- r_drawmodeldecals 1 // Enable blood decals for better determining how hurt
- // someone is.
- r_maxmodeldecal 9 // Optimize maximum model decal count
- // ----------------
- // '- Map Decals -'
- // ----------------
- // Decals placed by the map author
- //r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and
- // posters on walls
- r_renderoverlayfragment 0 // Disable overlays, small performance increase
- r_overlayfadeenable 1
- r_overlayfademax 2000
- r_overlayfademin 1750
- // ------------
- // '- Sprays -'
- // ------------
- // Decals sprayed by players
- // ----------------------------------------------------------------------------
- // 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
- // -------------
- // '-- Props --'
- // -------------
- // Various small objects
- r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
- cl_phys_props_enable 0 // Disable client side physics props
- r_propsmaxdist 0 // Maximum distance from where client side physics props are visible
- r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
- cl_detailfade 0 // Do not fade in detail props
- r_staticprop_lod 7 // Force lowest LOD (lowest quality)
- r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
- // ---------------
- // '-- General --'
- // ---------------
- // General/overall graphics settings
- 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
- // useful for if your GPU struggles to render a lot of pixels
- mat_viewportupscale 1 // Upscale when using mat_viewportscale
- r_3dsky 0 // Disable 3D sky
- r_dopixelvisibility 1
- r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
- cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
- // --------------
- // '- Textures -'
- // --------------
- mat_picmip 0
- mat_texture_limit -1
- mat_filtertextures 1 // Filter textures
- mat_disable_fancy_blending 1 // Disable fancy blending of textures
- mat_bumpmap 1 // Enable bumpmaps
- mat_specular 0 // Disable specular materials
- // -------------
- // '-- Ropes --'
- // -------------
- // Ropes for Mannpower grappling hook and as decoration in maps
- rope_rendersolid 0 // Skip rendering solid part of ropes
- r_ropetranslucent 0 // Skip simulating ropes
- rope_smooth 0 // Skip a long smoothing operation for ropes
- rope_subdiv 0 // Skip heavy loops for rope subdivisions
- rope_collide 0 // Skip CPU heavy world collisions for ropes
- rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
- rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
- rope_shake 0
- // --------------------
- // '-- Optimization --'
- // --------------------
- // These settings will optimize TF2 without having any very noticeable effects to
- // the user
- fps_max 0 // Prevent a possible memory leak with unlimited FPS using fps_max 0
- // Also, some Source systems assume the FPS will not go above 300
- // Finally, using 240 is a common multiple for monitor framerates,
- // which is recommended for smoothness
- mat_vsync 0 // Ensure VSync is disabled by default
- engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
- // the focus detection can be buggy on some systems or while
- // streaming and may limit your FPS, without you knowing
- r_fastzreject 0 // Has the CPU help render the image for the GPU. Not worth it for any good GPU.
- // Recommended for Intel HD or any other integrated graphics
- r_occlusion 0 // Use CPU to have the GPU skip rendering models/props you cannot see
- r_occludeemaxarea 1 // Skip occlusion of objects that are too large to test for
- r_occluderminarea 10 // Skip occluders that are too small to block anything worth our time
- mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
- host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
- r_norefresh 1 // Do not store a useless and unused frame time variable
- fast_fogvolume 1 // Use a fast path method to find the visible fog volume
- r_pixelfog 1 // Use a pixel shader for fog if possible
- //sv_alternateticks 0 // Run every tick
- sv_alternateticks 1 // Skip every other tick to reduce CPU usage
- mod_offline_hdr_switch 1
- // ==============
- // '--- View ---'
- // ==============
- // The character view and viewmodel
- fov_desired 90 // See more of the battlefield
- //tf_medieval_thirdperson 1 // Third person view in medieval mode
- glow_outline_effect_enable 0 // Disable all xrays
- tf_enable_glows_after_respawn 0 // Enable spawn xrays
- tf_spec_xray_disable 0 // Enable xrays while spectating
- tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
- // =============
- // '--- HUD ---'
- // =============
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc HUD settings
- cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
- hud_fastswitch 1
- tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise
- tf_dashboard_slide_time 0.25 // Time in seconds for dashboard transitions
- tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
- tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
- tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
- tf_colorblindassist 1 // Colorblind mode
- //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
- sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
- hud_classautokill 0 // No suicide on class change
- tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
- tf_healthicon_height_offset 10 // Offset of heath icon
- tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
- tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
- tf_hud_show_servertimelimit 1 // Show server map time
- tf_hud_target_id_alpha 100 // Transparency of target ID
- hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
- tf_hud_target_id_offset 0 // Vertical offset of target ID
- tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
- hud_freezecamhide 1 // Hide the HUD during freeze-cam
- tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
- // 0 - Use inaccurate ping bars for ping in the scoreboard
- // -------------------
- // '-- Combat Text --'
- // -------------------
- // Damage and healing text above players
- hud_combattext 1 // Enable damage text
- hud_combattext_batching 1 // Collect damage into 1 number over a time interval
- hud_combattext_batching_window 1.5 // Time in seconds to collect damage
- hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear
- hud_combattext_healing 1 // Show healing text
- // ----------------
- // '-- Messages --'
- // ----------------
- // Text chat and other messages
- hud_saytext_time 10 // How long in seconds chat messages stay on screen
- cl_showpluginmessages 1 // Show messages from server plugins
- hud_deathnotice_time 5 // How long in seconds a killfeed item stays on screen
- tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
- // ----------------
- // '-- Backpack --'
- // ----------------
- // Inventory, economy and backpack
- tf_time_loading_item_panels 0.0003 // Decrease time spent per frame loading item panels
- cl_spec_carrieditems 1 // Show spectated player items
- tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
- cl_showbackpackrarities 1 // Show item rarity color borders in backpack
- // -------------------
- // '-- Killstreaks --'
- // -------------------
- // Killstreak messages from weapons
- cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
- //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
- cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
- cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
- //cl_hud_killstreak_display_time 0 // Disable killstreak banner
- // ---------------------
- // '-- Notifications --'
- // ---------------------
- // In-game notifications for trade offers, requests, events, etc
- cl_notifications_max_num_visible 1 // Reduce number of visible notifications
- cl_notifications_move_time 0.1 // Make notification transition shorter
- tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
- cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
- cl_vote_ui_show_notification 1 // Show voting notifications
- tf_hud_notification_duration 2 // How long notifications should display
- // ---------------
- // '-- Console --'
- // ---------------
- // Developer console customization
- con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages
- //con_nprint_bgalpha 255 // Disable transparency for lowend computers
- con_nprint_bgborder 1 // Console border for special debug messages
- //con_nprint_bgborder 0 // Disable border on lowend computers
- // '-- Demos --'
- // -------------
- //demo_recordcommands 1 // Record console commands in your demos
- //demo_fov_override 0 // FOV override for demo playback, if non-zero
- // ==============
- // '--- Misc ---'
- // ==============
- // Settings that do not fit into a category
- bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
- ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
- //ai_frametime_limit 50 // Do not use simpler AI
- // ====================
- // '--- Filesystem ---'
- // ====================
- // -------------
- // '-- Sizes --'
- // -------------
- // Set buffer and file read sizes
- filesystem_buffer_size 8192 // Use a 8KB buffer for the filesystem
- //filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
- // ---------------
- // '-- General --'
- // ---------------
- // Set up filesystem parameters
- filesystem_native 1 // Use native filesystem calls if available
- filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
- filesystem_max_stdio_read 31 // Use standard read cap
- // -------------------
- // '-- Model Cache --'
- // -------------------
- // Control loading and caching models
- mod_load_anims_async 1 // Enable async animation loading
- mod_load_mesh_async 1 // Enable async mesh loading
- mod_load_vcollide_async 1 // Enable async vcollide loading
- mod_lock_mdls_on_load 0 // Do not lock models due to some issues with them being locked
- mod_forcetouchdata 1 // Put all model data into cache on load
- mod_touchalldata 1 // Load submodels
- mod_forcedata 0 // Cache submodel data
- // --------------------
- // '-- Optimization --'
- // --------------------
- // Optimizations with no noticeable effect on the listener
- snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
- snd_cull_duplicates 0 // Do not skip playing duplicate sounds
- voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
- voice_buffer_ms 200 // Buffer voice stream for better quality, at a slight delay
- snd_noextraupdate 1 // Do not update sound twice
- //snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
- //snd_defer_trace 0 // Immediately trace on the first frame
- snd_async_spew_blocking 0 // Disable async spew
- dsp_enhance_stereo 0
- snd_defer_trace 1
- snd_noextraupdate 1
- echo " "
- echo " "
- echo " "
- echo " "
- echo " ******************************** "
- echo " ******************************** "
- echo " ** mastercomfig 6.10.0 loaded ** "
- echo " ** August 2 2018 ** "
- echo " ******************************** "
- echo " ******************************** "
- echo " "
- echo " "
- echo " "
- echo "mastercomfig version: 6.10.0 | August 2 2018"
- echo " "
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