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  1. r_drawviewmodel 0
  2. viewmodel_fov 0
  3. bind k explode
  4.  
  5. //Null-cancelling movement script
  6. //(prevents you from pressing two opposing directions, which causes you //to //stop moving)
  7.  
  8. bind w +mfwd
  9. bind s +mback
  10. bind a +mleft
  11. bind d +mright
  12.  
  13. alias +mfwd "-back;+forward;alias checkfwd +forward"
  14. alias +mback "-forward;+back;alias checkback +back"
  15. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  16. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  17. alias -mfwd "-forward;checkback;alias checkfwd none"
  18. alias -mback "-back;checkfwd;alias checkback none"
  19. alias -mleft "-moveleft;checkright;alias checkleft none"
  20. alias -mright "-moveright;checkleft;alias checkright none"
  21. alias checkfwd none
  22. alias checkback none
  23. alias checkleft none
  24. alias checkright none
  25. alias none ""
  26.  
  27. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  28.  
  29. // ----------------------------------------------------------------------------
  30.  
  31. // Chris' highframes config, designed to get you a large performance boost
  32. // v2.016 | 25 January 2013 | fakkelbrigade.eu/chris/configs/
  33.  
  34. // ----------------------------------------------------------------------------
  35.  
  36. // Problems or questions? Contact me at #christf2 on QuakeNet.
  37.  
  38. // ----------------------------------------------------------------------------
  39.  
  40. // Launch options:
  41.  
  42. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  43.  
  44. //
  45.  
  46. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  47.  
  48. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  49.  
  50. // ----------------------------------------------------------------------------
  51.  
  52.  
  53. // ----------------------------------------------------------------------------
  54.  
  55. // FPS cap
  56.  
  57. // ----------------------------------------------------------------------------
  58.  
  59. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  60.  
  61. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  62.  
  63. // desirable than a variable but sometimes high framerate. A common
  64.  
  65. // misconception is that if any more frames are generated than your monitor can
  66.  
  67. // display, they are useless. This is wrong -- frames are used for much more
  68.  
  69. // than mere display, and affect the way the game feels well past your
  70.  
  71. // refresh rate.
  72.  
  73. //
  74.  
  75. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  76.  
  77. // any case, or the discrepancy between clientside frame generation and frames
  78.  
  79. // to be sent to the server will no doubt cause you many a headache, especially
  80.  
  81. // when it comes down to hit registration. Other than that, I recommend
  82.  
  83. // for everyone to use the value `132' (2*66), as long as you can generally
  84.  
  85. // keep that value stable without regular drops.
  86.  
  87. // ----------------------------------------------------------------------------
  88.  
  89. cl_showfps 1
  90. // Show unsmoothed FPS meter
  91.  
  92. //fps_max 132
  93. // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  94. fps_max 0
  95.  
  96.  
  97. // ----------------------------------------------------------------------------
  98.  
  99. // Net settings
  100.  
  101. // ----------------------------------------------------------------------------
  102.  
  103. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  104.  
  105. // are a fact of life in competitive TF2, and as such, they are included here.
  106.  
  107. //
  108.  
  109. // A common question I am asked -- what defines whether a good connection is
  110.  
  111. // good or bad? Mostly personal preference. If you're not willing to make the
  112.  
  113. // choice, try both and see which is better for you.
  114.  
  115. //
  116.  
  117. // Generally, meeting both of the following conditions would classify it as a
  118.  
  119. // good connection:
  120.  
  121. //
  122.  
  123. // - Ping of <80 to the average server you join
  124.  
  125. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  126.  
  127. //
  128.  
  129. // There's some pretty good documentation on this here:
  130.  
  131. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  132.  
  133. //
  134.  
  135. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  136.  
  137. // ----------------------------------------------------------------------------
  138.  
  139.  
  140. // Good connection
  141.  
  142. cl_cmdrate 66
  143. cl_interp 0
  144.  
  145. cl_interp_ratio 1
  146.  
  147. cl_lagcompensation 1
  148.  
  149. cl_pred_optimize 2
  150.  
  151. cl_smooth 0
  152.  
  153. cl_smoothtime 0.01
  154.  
  155. cl_updaterate 66
  156.  
  157. rate 60000
  158.  
  159.  
  160. // Bad connection
  161.  
  162. //cl_cmdrate 40
  163.  
  164. //cl_interp 0
  165.  
  166. //cl_interp_ratio 2
  167.  
  168. //cl_lagcompensation 1
  169.  
  170. //cl_pred_optimize 2
  171.  
  172. //cl_smooth 0
  173.  
  174. //cl_smoothtime 0.01
  175.  
  176. //cl_updaterate 40
  177.  
  178. //rate 35000
  179.  
  180.  
  181. // ----------------------------------------------------------------------------
  182.  
  183. // Sprays
  184.  
  185. // ----------------------------------------------------------------------------
  186.  
  187. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  188.  
  189. // anyway, so if you play competitive TF2, this won't help you.
  190.  
  191. // ----------------------------------------------------------------------------
  192.  
  193.  
  194. // Disable sprays
  195.  
  196. cl_playerspraydisable 1
  197.  
  198. r_spray_lifetime 0
  199.  
  200.  
  201. // Enable sprays -- uncomment this section if you want these settings
  202.  
  203. cl_playerspraydisable 0
  204.  
  205. r_spray_lifetime 2
  206.  
  207.  
  208. // ----------------------------------------------------------------------------
  209.  
  210. // Shadows
  211.  
  212. // ----------------------------------------------------------------------------
  213.  
  214.  
  215. // Disable shadows
  216. mat_shadowstate 0
  217. r_shadowmaxrendered 0
  218. r_shadowrendertotexture 0
  219. r_shadows 0
  220. // Enable shadows -- uncomment this section if you want these settings
  221.  
  222. mat_shadowstate 1
  223.  
  224. r_shadowmaxrendered 11
  225.  
  226. r_shadowrendertotexture 1
  227. // Non-blobby shadows. Sometimes turned on by
  228.  
  229. // competitive TF2 players to see opponents standing
  230.  
  231. // near the other side of a wall. You may see some
  232.  
  233. // performance loss from setting this to `1'.
  234.  
  235. r_shadows 1
  236.  
  237.  
  238. // ----------------------------------------------------------------------------
  239.  
  240. // Facial features
  241.  
  242. // ----------------------------------------------------------------------------
  243.  
  244.  
  245. // Disable facial features
  246.  
  247. r_eyes 0
  248.  
  249. r_flex 0
  250.  
  251. r_lod 2
  252.  
  253. r_rootlod 2
  254.  
  255. r_teeth 0
  256.  
  257.  
  258. // Enable facial features -- uncomment this section if you want these settings
  259.  
  260. //r_eyes 1
  261.  
  262. //r_flex 1
  263.  
  264. //r_lod 1
  265. // Needs to be set to 1, otherwise they will still be disabled.
  266.  
  267. //r_rootlod 1
  268.  
  269. //r_teeth 1
  270.  
  271.  
  272. // ----------------------------------------------------------------------------
  273.  
  274. // Ragdolls
  275.  
  276. // ----------------------------------------------------------------------------
  277.  
  278. // You will have reduced performance on deaths which produce ragdolls.
  279.  
  280. // ----------------------------------------------------------------------------
  281.  
  282.  
  283. // Disable ragdolls
  284.  
  285. cl_ragdoll_fade_time 0
  286.  
  287. cl_ragdoll_forcefade 1
  288.  
  289. cl_ragdoll_physics_enable 0
  290.  
  291. g_ragdoll_fadespeed 0
  292.  
  293. g_ragdoll_lvfadespeed 0
  294.  
  295. ragdoll_sleepaftertime 0
  296.  
  297.  
  298. // Enable ragdolls -- uncomment this section if you want these settings
  299.  
  300. //cl_ragdoll_fade_time 15
  301.  
  302. //cl_ragdoll_forcefade 0
  303.  
  304. //cl_ragdoll_physics_enable 1
  305.  
  306. //g_ragdoll_fadespeed 600
  307.  
  308. //g_ragdoll_lvfadespeed 100
  309.  
  310. //ragdoll_sleepaftertime "5.0f"
  311.  
  312.  
  313. // ----------------------------------------------------------------------------
  314.  
  315. // Gibs
  316.  
  317. // ----------------------------------------------------------------------------
  318.  
  319. // You will have reduced performance on deaths which produce gibs.
  320.  
  321. // ----------------------------------------------------------------------------
  322.  
  323.  
  324. // Disable gibs
  325.  
  326. cl_phys_props_enable 0
  327.  
  328. cl_phys_props_max 0
  329.  
  330. props_break_max_pieces 0
  331.  
  332. r_propsmaxdist 1
  333. violence_agibs 0
  334.  
  335. violence_hgibs 0
  336.  
  337.  
  338. // Enable gibs -- uncomment this section if you want these settings
  339.  
  340. //cl_phys_props_enable 1
  341.  
  342. //cl_phys_props_max 128
  343.  
  344. //props_break_max_pieces -1
  345.  
  346. //r_propsmaxdist 1000
  347.  
  348. //violence_agibs 1
  349.  
  350. //violence_hgibs 1
  351.  
  352.  
  353. // ----------------------------------------------------------------------------
  354.  
  355. // Graphical
  356.  
  357. // ----------------------------------------------------------------------------
  358.  
  359. // Now we come to the main brunt of the config. You probably don't want to mess
  360.  
  361. // with this.
  362.  
  363. // ----------------------------------------------------------------------------
  364.  
  365. cl_detaildist 0
  366.  
  367. cl_detailfade 0
  368.  
  369. cl_drawmonitors 0
  370.  
  371. cl_ejectbrass 0
  372.  
  373. cl_jiggle_bone_framerate_cutoff 0
  374. // Turns off jigglebones
  375.  
  376. cl_new_impact_effects 0
  377.  
  378. cl_show_splashes 0
  379.  
  380. func_break_max_pieces 0
  381.  
  382. glow_outline_effect_enable 0
  383. // Cart glow effect.
  384.  
  385. lod_transitiondist 0
  386.  
  387. mat_antialias 0
  388.  
  389. mat_bumpmap 0
  390. // Controls bumpmapping. Setting this to 0 on dx9 will cause
  391.  
  392. // a strange `shine' effect to appear on all players.
  393.  
  394. mat_colcorrection_disableentities 1
  395.  
  396. mat_colorcorrection 0
  397.  
  398. mat_disable_bloom 1
  399.  
  400. mat_disable_fancy_blending 1
  401.  
  402. mat_disable_lightwarp 1
  403.  
  404. mat_envmapsize 8
  405.  
  406. mat_envmaptgasize 8
  407.  
  408. mat_filterlightmaps 1
  409.  
  410. mat_filtertextures 1
  411.  
  412. mat_forceaniso 1
  413.  
  414. mat_hdr_level 0
  415.  
  416. mat_max_worldmesh_vertices 512
  417.  
  418. mat_monitorgamma 2.0
  419. // Controls brightness, try 1.8 to make it brighter or 2.2
  420.  
  421. // to get it darker. Only works in fullscreen.
  422.  
  423. mat_motion_blur_enabled 0
  424.  
  425. mat_parallaxmap 0
  426.  
  427. mat_picmip 1
  428. // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  429.  
  430. // at a range from -1 to 2, -1 being the best quality, 2 being the
  431.  
  432. // worst.
  433.  
  434. mat_reducefillrate 1
  435.  
  436. mat_reduceparticles 1
  437.  
  438. mat_specular 1
  439. // Controls specularity. Setting this to 0 will make ubers
  440.  
  441. // non-shiny, and will remove some specular effects from in-game
  442.  
  443. // entities which support it. Setting this to 1 on dx8 will
  444.  
  445. // result in some strange `fire' textures replacing their
  446.  
  447. // appropriate counterparts, especially on medals, and certain
  448.  
  449. // hats.
  450. mat_trilinear 1
  451. mat_viewportscale 1
  452. // Almost no performance gain from viewport upscaling.
  453.  
  454. mat_viewportupscale 1
  455.  
  456. mat_wateroverlaysize 1
  457.  
  458. mp_decals 9
  459. // `9' is a good value to still see the spread pattern from a
  460.  
  461. // scattergun without any real performance loss.
  462.  
  463. r_3dsky 0
  464.  
  465. r_ambientboost 0
  466.  
  467. r_ambientfactor 0
  468.  
  469. r_ambientmin 0
  470.  
  471. r_avglight 0
  472.  
  473. r_cheapwaterend 1
  474.  
  475. r_cheapwaterstart 1
  476.  
  477. r_decals 9
  478.  
  479. r_decalstaticprops 0
  480.  
  481. r_decal_cullsize 15
  482.  
  483. r_drawdetailprops 0
  484.  
  485. r_drawmodeldecals 0
  486.  
  487. r_drawflecks 0
  488.  
  489. r_dynamic 0
  490.  
  491. r_flashlightdepthtexture 0
  492.  
  493. r_forcewaterleaf 1
  494.  
  495. r_lightaverage 0
  496.  
  497. r_maxnewsamples 2
  498.  
  499. r_maxsampledist 1
  500.  
  501. r_propsmaxdist 0
  502.  
  503. r_renderoverlayfragment 0
  504.  
  505. r_staticprop_lod 4
  506.  
  507. r_waterdrawreflection 0
  508.  
  509. r_waterdrawrefraction 1
  510.  
  511. r_waterforceexpensive 0
  512.  
  513. r_waterforcereflectentities 0
  514.  
  515. rope_averagelight 0
  516.  
  517. rope_collide 0
  518.  
  519. rope_rendersolid 0
  520.  
  521. rope_shake 0
  522.  
  523. rope_smooth 0
  524.  
  525. rope_subdiv 0
  526.  
  527. rope_wind_dist 0
  528. tf_particles_disable_weather 1
  529. // Disable weather effects on maps supporting
  530.  
  531. // it, for example, setting this to `1'
  532.  
  533. // disables rain effects on *_sawmill.
  534. tracer_extra 0
  535. violence_ablood 1
  536. // Setting ablood/hblood to 1 actually improves perf usually
  537. violence_hblood 1
  538.  
  539.  
  540. // ----------------------------------------------------------------------------
  541.  
  542. // Misc
  543.  
  544. // ----------------------------------------------------------------------------
  545.  
  546. in_usekeyboardsampletime 0
  547.  
  548. mat_clipz 1
  549. // FX card users should set this to 0
  550.  
  551. mat_forcehardwaresync 0
  552.  
  553. mat_levelflush 1
  554.  
  555. //m_rawinput 1
  556. // Turn on raw mouse input. Commented out by default due to
  557.  
  558. // silly incompatibility with the Xfire overlay. You should use
  559.  
  560. // it if you can!
  561.  
  562. mat_vsync 0
  563. // Turn off vsync to avoid nasty I/O latency.
  564.  
  565. r_fastzreject -1
  566. // Values >1 enable a fast Z rejection algorithm, to be
  567.  
  568. // performed on the GPU (as opposed to on the CPU). The
  569.  
  570. // value `-1' autodetects hardware support for this
  571.  
  572. // feature, which is safer than forcing it.
  573.  
  574.  
  575. // ----------------------------------------------------------------------------
  576.  
  577. // Sound
  578.  
  579. // ----------------------------------------------------------------------------
  580.  
  581. // I'd be hesitant to say that you would see a great deal of performance
  582.  
  583. // improvement from lowering the sound quality, but in my experience as a
  584.  
  585. // competitive TF2 player, lowering the sound quality makes determination of
  586.  
  587. // directionality and distance that much easier. You may see a small FPS gain
  588.  
  589. // with these settings, or you may not, either way will likely have a
  590.  
  591. // negligible effect on performance.
  592.  
  593. // ----------------------------------------------------------------------------
  594.  
  595. dsp_enhance_stereo 0
  596.  
  597. dsp_slow_cpu 1
  598.  
  599. snd_async_fullyasync 1
  600. // Having the sound run fully asynchronous has been
  601.  
  602. // helpful in the past, as it seems to (for whatever
  603.  
  604. // reason) reduce the number of TDRs experienced during
  605.  
  606. // gameplay. There's some pretty good information on
  607.  
  608. // TDRs (nerds only) here:
  609.  
  610. // http://forums.nvidia.com/index.php?showtopic=65161
  611.  
  612. snd_pitchquality 0
  613.  
  614. snd_spatialize_roundrobin 1
  615.  
  616.  
  617. // ----------------------------------------------------------------------------
  618.  
  619. // Threading
  620.  
  621. // ----------------------------------------------------------------------------
  622.  
  623. mat_queue_mode 2
  624. // mat_queue mode is another frequently asked about cvar, it
  625.  
  626. // defines the threading method to be used by the material
  627.  
  628. // system. It has been unstable to use in the past, but
  629.  
  630. // nowadays it's generally okay.
  631.  
  632. //
  633.  
  634. // Here are the possible values:
  635.  
  636. // -2 legacy default
  637.  
  638. // -1 default
  639.  
  640. // 0 synchronous single thread
  641.  
  642. // 1 queued single thread
  643.  
  644. // 2 queued multithreaded
  645.  
  646. //
  647.  
  648. // If you have problems with the value `2', try setting it to
  649.  
  650. // `-1'.
  651.  
  652. //
  653.  
  654. // As an aside, there are quite a few bugs in the demo system
  655.  
  656. // that occur when mat_queue_mode is set to a value that is
  657.  
  658. // not `-1'. If you intend to do work with the demo system,
  659.  
  660. // maybe you should change this.
  661.  
  662.  
  663. cl_threaded_bone_setup 0
  664.  
  665. cl_threaded_client_leaf_system 0
  666.  
  667. r_queued_decals 0
  668. r_queued_ropes 1
  669.  
  670. r_queued_post_processing 0
  671.  
  672. r_threaded_client_shadow_manager 1
  673.  
  674. r_threaded_particles 1
  675.  
  676. r_threaded_renderables 1
  677.  
  678.  
  679. // ----------------------------------------------------------------------------
  680.  
  681. // Misc
  682.  
  683. // ----------------------------------------------------------------------------
  684.  
  685. cl_forcepreload 1
  686. // Force preloading
  687.  
  688.  
  689. // ----------------------------------------------------------------------------
  690.  
  691. // Print to console
  692.  
  693. // ----------------------------------------------------------------------------
  694.  
  695. echo "-------------------------------------------------------"
  696.  
  697. echo " Chris' highframes config loaded. "
  698.  
  699. echo "-------------------------------------------------------"
  700.  
  701. echo "Please direct all comments/queries/whatnot to"
  702. echo "#christf2 on QuakeNet."
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