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- // Unexplained crashes? Try changing mat_queue_mode to `-1'.
- // ----------------------------------------------------------------------------
- // Cal's improvements on Chris' maxframes config, designed to get you an even larger performance boost
- // v1.2 | 05 January 2017
- // ----------------------------------------------------------------------------
- // Change Log:
- // ----------------------------------------------------------------------------
- // Commented some commands that rendered "unknown command" in console
- // Re-aligned some text
- // Added in some smaller commands (may provide a slight FPS boost)
- // ----------------------------------------------------------------------------
- // Launch options:
- // ----------------------------------------------------------------------------
- // -dxlevel 80/81/90 - DirectX version. Optimal for FPS is 81. IMPORTANT: Remove -dxlevel ##
- // from the launch options after the first launch!
- // -full - Full Screen
- // -sw - Windowed
- // -noborder - Removes window border on windowed mode
- // -w #### - Width
- // -h #### - Height
- // -console - Enables developer console
- // -novid - Removes Valve logo from launch
- // -useforcedmparms - Allows "-noforcemspd" and "-noforcemaccel"
- // -noforcemspd - Use Windows Mouse Speed. Made obsolete by m_rawinput 1.
- // -noforcemaccel - Use Windows Mouse Acceleration. Made obsolete by m_rawinput 1.
- //
- // ----------------------------------------------------------------------------
- // 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.
- //
- // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
- // any case, or the discrepancy between clientside frame generation and frames
- // to be sent to the server will no doubt cause you many a headache, especially
- // when it comes down to hit registration. Other than that, I recommend
- // for everyone to use the value `132' (2*66), as long as you can generally
- // keep that value stable without regular drops.
- // ----------------------------------------------------------------------------
- //cl_showfps 1 // Show unsmoothed FPS meter. Turning this FPS meter on actually decreases fps by about 3%-4%.
- //fps_max 75 // Commented due to 2011-09-02 update causing jittering when fps is capped for some. Also I'm leaving
- // this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
- //fps_max 0 //fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
- // ----------------------------------------------------------------------------
- // 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
- //
- // cl_cmdrate ## - Number of command packets sent to the server per second. The tricks
- // to get 1.4ms lerp are placebo; you're still forced to .0152
- // cl_interp # - Interpolate x seconds from game (0.02 = 20ms).cl_interp_ratio does the limiting, but this sets the minimum available.
- // Change to whatever you like for certain classes:
- // Projectiles/popping uber/flames = .0152
- // hitscan = .031
- // bad connections = .062
- // cl_interp_ratio # - Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- // cl_lagcompensation 0/1 - Perform server side lag compensation of weapon firing events.
- // cl_pred_optimize 1/2 - Optimize for not copying data if didn't receive a network update (1), and
- // also for not repredicting if there were no errors (2)
- // cl_smooth 0/1 - Attempts to smooth the view after prediction errors.
- // cl_smoothtime #.## - Time over which to smooth the view after prediction errors if cl_smooth is enabled.
- // cl_updaterate ## - Number of packets/sec requested from the server. The tricks
- // to get 1.4ms lerp are placebo; you're still forced to .0152
- // rate ###### - Max bytes/sec the host can receive data. Anything above 62,000 is completely useless;
- // anything above 48,000ish is useless in HL
- //
- // Uncomment (remove the `//' from) one of the groups if you want to use them.
- // ----------------------------------------------------------------------------
- // LAN
- //cl_cmdrate 66
- //cl_interp 0
- //cl_interp_ratio 0
- //cl_lagcompensation 0
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 66
- //rate 60000
- // Good connection
- //cl_cmdrate 66
- //cl_interp 0
- //cl_interp_ratio 1
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 66
- //rate 60000
- // Bad connection
- // cl_cmdrate 66
- // cl_interp 0
- // cl_interp_ratio 2
- cl_lagcompensation 1
- cl_pred_optimize 2
- cl_smooth 0
- cl_smoothtime 0.01
- // cl_updaterate 40
- // rate 60000 //
- // Stabby's settings
- //cl_updaterate 67
- //cl_cmdrate 67
- //cl_interp_ratio 1
- cl_interp .015
- //rate 100000
- // Comanglia's settings
- cl_cmdrate 40 //Co's default = 67
- // cl_interp 0.33
- cl_updaterate 67
- rate 60000
- // ----------------------------------------------------------------------------
- // 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
- //mat_shadowstate 0
- //r_shadowmaxrendered 0
- //r_shadowrendertotexture 0
- //r_shadows 0
- // Enable shadows -- uncomment this section if you want these settings.
- // 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 //renders "unknown command" from console
- 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
- // ----------------------------------------------------------------------------
- // Facial features
- // ----------------------------------------------------------------------------
- // Disable facial features
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- // Enable facial features -- uncomment this section if you want these settings
- // 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_lvfadespeed 0
- ragdoll_sleepaftertime 0
- // Enable ragdolls -- uncomment this section if you want these settings
- // 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 // Line 314
- violence_agibs 0
- violence_hgibs 0
- // Enable gibs -- uncomment this section if you want these settings
- // 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.
- // ----------------------------------------------------------------------------
- sv_cheats 1 // Allows some commands to be executed. Don't worry, this will be removed at the end!
- 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
- cl_show_splashes 0
- //func_break_max_pieces 3 //line 575
- glow_outline_effect_enable 1 // Cart glow effect.
- lod_transitiondist 0
- mat_antialias 0
- 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 // Line 600
- mat_colorcorrection 0
- mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- //mat_envmaptgasize 0 //line 576
- //mat_filterlightmaps 0 // Line 592
- //mat_filtertextures 0 // Line 593
- mat_forceaniso 0 //line 577
- mat_hdr_level 0
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 to get it darker//line 578
- // Only works in fullscreen. Typically 2.2 for CRT and 1.7 for LCD.
- mat_motion_blur_enabled 0
- mat_parallaxmap 0
- 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.
- mat_reducefillrate 1
- mat_reduceparticles 1
- //mat_specular 0 // Controls specularity. Setting this to 0 will make ubers //Line 594
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. Setting this to 1 on dx8 will
- // result in some strange `fire' textures replacing their
- // appropriate counterparts, especially on medals, and certain
- // hats. Setting this to 0 while trilinear is off lowers framerate for
- // reasons Comanglia doesn't understand.
- //mat_trilinear 0 // Line 595
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- //mp_decals 1 // `9' is a good value to still see the spread pattern from a // Line 585
- // scattergun without any real performance loss. 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_avglight 0
- r_cheapwaterend 1 // End of the CheapWater rendering (all behind this range is black water) // Line 579
- r_cheapwaterstart 1
- //r_decals 1 //Line 596
- r_decalstaticprops 0
- r_decal_cullsize 15 //Line 586
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- //r_maxnewsamples 2 //line 580
- r_maxsampledist 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 0
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- rope_averagelight 0
- 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
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- in_usekeyboardsampletime 0
- 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!
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
- // performed on the GPU (as opposed to on the CPU). The
- // value `-1' autodetects hardware support for this
- // feature, which is safer than forcing it.
- mod_load_anims_async 1
- mod_load_mesh_async 1
- mod_load_vcollide_async 1
- ai_expression_optimization 1
- fast_fogvolume 1
- // ----------------------------------------------------------------------------
- // 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
- snd_spatialize_roundrobin 1
- snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
- // ----------------------------------------------------------------------------
- // Threading
- // ----------------------------------------------------------------------------
- //mat_queue_mode 2 // 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.
- // -Chris
- //
- //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
- // -Comanglia
- //cl_threaded_bone_setup 0 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON //renders "unknown command" from console
- cl_threaded_client_leaf_system 0
- r_queued_decals 0
- //r_queued_ropes 1 // Line 590
- //r_queued_post_processing 1 //line 581
- //r_threaded_client_shadow_manager 0 //line 582
- //r_threaded_particles 0 //line 583
- //r_threaded_renderables 1 //line 584
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- //cl_forcepreload 1 // Force preloading //renders "unknown command" from console
- // ----------------------------------------------------------------------------
- // M0re's FPS Config
- // ----------------------------------------------------------------------------
- mat_mipmaptextures "1" // texture quality decreases with distance
- mat_bufferprimitives "1"
- mat_compressedtextures "1"
- mat_debugdepthval "0"
- mat_debugdepthvalmax "0"
- mat_hdr_enabled "0"
- mat_use_compressed_hdr_textures "1"
- mat_aaquality "0"
- mat_softwarelighting "0"
- mat_autoexposure_max "0"
- mat_autoexposure_min "0"
- mat_bloomscale "0"
- mat_bloom_scalefactor_scalar "0"
- mat_disable_ps_patch "1"
- mat_fastspecular "1"
- mat_fastnobump "0"
- mat_forcemanagedtextureintohardware "0"
- mat_framebuffercopyoverlaysize "0"
- mat_diffuse "1"
- mat_software_aa_blur_one_pixel_lines "0"
- mat_software_aa_strength "0"
- mat_software_aa_strength_vgui "0"
- mat_software_aa_tap_offset "0"
- mat_alphacoverage "0"
- mat_non_hdr_bloom_scalefactor "0"
- //mat_maxframelatency "0" //renders "unknown command" from console
- snd_mixahead "0.1"
- dsp_volume "1"
- dsp_spatial "40"
- dsp_speaker "50"
- dsp_water "14
- soundscape_flush "1" // Flushes the server & client side soundscapes
- r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
- r_dopixelvisibility "0"
- r_PhysPropStaticLighting "0"
- //r_occlusion "1" // Activate/deactivate the occlusion system. 2% FPS boost //Line 598
- r_worldlights "0" // number of world lights to use per vertex
- r_3dnow "0" // Enable/disable 3DNow code
- r_sse2 "1" // Enable/disable SSE2 code
- r_ropetranslucent "0"
- r_drawbatchdecals "0"
- r_hunkalloclightmaps "0"
- r_maxdlights "0"
- //r_maxmodeldecal "0" // Line 597
- r_minnewsamples "0"
- r_bloomtintg "0"
- r_bloomtintb "0"
- r_bloomtintexponent "0"
- r_bloomtintr "0"
- r_lightcache_zbuffercache "0"
- cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
- cl_muzzleflash_dlight_1st "0"
- cl_predictweapons "1"
- cl_predict "1"
- tf_playergib "0"
- cl_showhelp "0"
- cl_showpluginmessages "0" // Allow plugins to display messages to you
- cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
- cl_debugrumble "0" // Turn on rumble debugging spew
- cl_ragdoll_collide "0"
- rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
- sv_forcepreload "1" // forces preload to help increase performance
- jpeg_quality "100" // jpeg screenshot quality.
- commentary "0" // desired commentary mode state
- flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
- prop_active_gib_limit "0"
- showhitlocation "1"
- gl_clear "0"
- muzzleflash_light "0"
- overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
- adsp_debug "0"
- //mp_usehwmmodels "0"
- //mp_usehwmvcds "0"
- // ----------------------------------------------------------------------------
- // Stabby's commands
- // ----------------------------------------------------------------------------
- //mat_disablephong "1" //renders "unknown command" from console
- cl_software_cursor "1"
- m_customaccel_exponent "0"
- m_customaccel_max "0"
- m_customaccel_scale "0"
- m_forward "1"
- m_mousespeed "1"
- nb_shadow_dist "0"
- r_eyegloss "0"
- r_eyemove "0"
- r_eyeshift_x "0"
- r_eyeshift_y "0"
- r_eyeshift_z "0"
- r_eyesize "0"
- blink_duration "0"
- //r_ragdoll_pronecheck_distance //renders "unknown command" from console
- mat_software_aa_quality "0"
- mat_software_aa_edge_threshold "9"
- host_thread_mode "1"
- studio_queue_mode "1"
- rope_smooth_maxalpha "0"
- rope_smooth_maxalphawidth "0"
- rope_smooth_minalpha "0"
- rope_smooth_minwidth "0"
- // ----------------------------------------------------------------------------
- // Comanglia's Commands
- // ----------------------------------------------------------------------------
- cl_hud_playerclass_use_playermodel "0" // adds another hud element -3% frames
- r_drawtracers_firstperson "0" // should give small FPS boost
- mod_load_anims_async "1"
- mod_load_mesh_async "1"
- mod_load_vcollide_async "1"
- 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
- //cl_loadondemand_default "0" //renders "unknown command" from console
- 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_queue_trace "0"
- sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
- // ----------------------------------------------------------------------------
- // Cal's commands
- // ----------------------------------------------------------------------------
- mat_phong 0
- m_filter "0"
- m_customaccel "0"
- m_mouseaccel1 "0"
- m_mouseaccel2 "0"
- tf_scoreboard_ping_as_text 1
- fog_start 1
- fog_end 1
- fog_startskybox 1
- r_farz 1
- fog_endskybox 1
- cc_captiontrace 0
- // -------------------------------------------------------------------
- // Optional variations (uncomment these and comment the other option found above)
- // -------------------------------------------------------------------
- func_break_max_pieces "0" //line 251
- mat_envmaptgasize "8" // Line 265
- //mat_forceaniso "1" // Line 268
- mat_monitorgamma "2.0" //line 271
- //r_cheapwaterend "2000" //Line 300
- r_maxnewsamples "0" //Line 312
- r_queued_post_processing "0" // Line 415
- r_threaded_client_shadow_manager "1" // Line 416
- r_threaded_particles "1" // Line 417
- r_threaded_renderables "0" // Line 418
- mp_decals "9" // Line 291
- //r_decal_cullsize "5" // Line 304
- mat_queue_mode "1" //Line 328
- mp_usehwmvcds "-1" //Line 437
- mp_usehwmmodels "-1" //Line 414
- r_queued_ropes "0" //Line 351
- //mat_colcorrection_disableentities 0 // Line 224
- mat_filterlightmaps "1" // Line 266
- mat_filtertextures "1" // Line 267
- mat_specular "1" // Line 280
- mat_trilinear "1" // Line 287
- r_decals "9" //Line 302
- r_maxmodeldecal "9" // Line 471
- r_occlusion "0" // Line 463
- // ----------------------------------------------------------------------------
- // Print to console
- // ----------------------------------------------------------------------------
- sv_cheats 0
- clear
- echo "-------------------------------------------------------"
- echo " Cal's Mixture of "
- echo " Chris' Maxframes Config, "
- echo " M0re's Highframes Config, "
- echo " Stabby's FPS Config, "
- echo " and Comanglia's FPS Config "
- echo " loaded "
- echo " SUCCESSFULLY! "
- echo "-------------------------------------------------------"
- echo "Chris' FPS Configs: http://fakkelbrigade.eu/chris/configs/"
- echo "M0re's Highframes Config: http://m.gamefaqs.com/boards/437678-team-fortress-2/53044464"
- echo "Stabby's FPS Config: http://pastebin.com/GWqDFVtE"
- echo "Comanglia's FPS Config Thread: https://teamfortress.tv/thread/20172/my-fps-config/?page=1"
- echo "Cal's Public Steam Forums Profile: http://forums.steampowered.com/forums/member.php?u=1477024"
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