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  1. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 6.4.2 | February 6 2018
  5. // ---------------------------------
  6. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  7.  
  8. sv_cheats 1 // Prevent fog cvar spew in console on startup
  9. con_filter_enable 1 // Filter unknown errors in console log
  10. con_filter_text_out "unknown" // ^
  11.  
  12. // =================
  13. // '--- Network ---'
  14. // =================
  15. // ---------------
  16. // '-- General --'
  17. // ---------------
  18. // Sets rates and interp for better networking
  19.  
  20. cl_cmdrate 66 // Send to server at this many times per second
  21. cl_updaterate 66 // Get from server at this many times per second
  22. //cl_interp 0.0227272;cl_interp_ratio 1.5 // Use an interp timing that accounts
  23. // for occasional snapshot interval
  24. // drops
  25. cl_interp 0;cl_interp_ratio 1 // Reduce entity interpolation times to a
  26. // minimum
  27. //cl_interp 0.0303030;cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid
  28. // issues where one snapshot is dropped
  29. // once in a while
  30. //cl_interp 0.0454545;cl_interp_ratio 3 // Protect more against packet loss,
  31. // increase further for more protection
  32. net_queued_packet_thread 1 // Queue split packets
  33. //net_compresspackets 1 // Compress packets to reduce network latency on fast
  34. // CPUs
  35. net_compresspackets 0 // Disable packet compression on slow CPUs or very fast
  36. // networks (~100Mbps up)
  37. net_compresspackets_minsize 957 // Compress packets above max reliable packet
  38. // size
  39. //net_compresspackets_minsize 0 // Always compress packets to reduce network
  40. // usage
  41. net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and
  42. // avoiding split packets
  43. //net_maxroutable 956;net_maxfragments 956 // Use max reliable packet size for
  44. // routers that have trouble with
  45. // larger sizes
  46. //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to
  47. // avoid split packets more
  48. rate 60000 // High rate (1.57 Mbps) to reduce choke and scale to packet rate
  49. // Recommended to set this to 80% of your available stable upload speed
  50. //rate 786432 // Rate for 6.2Mbps stable upload
  51. //rate 87648 // Rate for 0.7Mbps stable upload
  52. //rate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  53. net_splitpacket_maxrate 196608 // Scale split packet rate up to rate (1.57Mbps)
  54. // Recommended to set this to 80% of your available stable upload speed
  55. //net_splitpacket_maxrate 786432 // Split packet rate for 6.2Mbps stable upload
  56. //net_splitpacket_maxrate 87648 // Split packet rate for 0.7Mbps stable upload
  57. //net_splitpacket_maxrate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  58. net_maxcleartime 4 // Use rate to control packet delay
  59. //net_maxcleartime 0.015 // Override rate for a balance between reducing network delay and choke
  60. //net_maxcleartime 0.001 // Override rate for minimum network delay
  61. net_maxpacketdrop 1000 // Use faster packet drop threshold
  62. //net_maxpacketdrop 5000 // Use default packet drop threshold
  63. net_splitrate 2 // Split 2 packets per frame, reduces choke
  64. //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  65. net_splitrate 1 // Do not split multiple packets for bad CPUs that cannot handle the extra load
  66. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  67. cl_pred_optimize 1 // Reuse prediction data if the server did not respond to
  68. // client data (case 1)
  69. //cl_pred_optimize 2 // Reuse prediction data in case 1, as well as if the
  70. // the server said our prediction data was within
  71. // reasonable limits of its own data (case 2)
  72. // Currently, this means that your client side frames are
  73. // preferred over the server state, which can cause some
  74. // desync. This means it is only optimal in situations
  75. // where your CPU really needs the resource saving from
  76. // not repredicting.
  77. cl_lagcompensation 1 // Ensure lag compensation is turned on
  78. cl_predictweapons 1 // Ensure weapon firing prediction is turned on
  79. cl_smooth 1 // Smooth out prediction errors
  80. cl_smoothtime 0.08 // Smooth out view for 0.08 seconds
  81.  
  82. // -------------
  83. // '-- Files --'
  84. // -------------
  85. // Controls networked file handling
  86.  
  87. net_maxfilesize 64 // Max out file upload size for extra content
  88. cl_downloadfilter all // Allow all server custom files
  89. //cl_downloadfilter nosounds // Do not download sound files a server
  90. //cl_downloadfilter mapsonly // Only downloads maps from server custom files
  91. //cl_downloadfilter none // Do not download any files from a server
  92. cl_allowdownload 1 // Download other player custom files
  93. //cl_allowdownload 0 // Block downloads of other player custom files
  94. cl_allowupload 1 // Upload your player custom files
  95. //cl_allowupload 0 // Disable uploading your player custom files
  96.  
  97. // -------------------
  98. // '-- Matchmaking --'
  99. // -------------------
  100. // Adjusts casual/competitive matchmaking settings
  101.  
  102. tf_mm_custom_ping 70 // The ping tolerance for matchmaking
  103. tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  104. tf_mm_debug_level 0 // Remove matchmaking debug output
  105. //tf_mm_partyclient_debug 1 // Enable party debug output
  106. //tf_party_ignore_invites 1 // Ignore party invites
  107. tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
  108. //tf_party_force_update // Force an update to the party system
  109. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team (not implemented)
  110. //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
  111. //tf_datacenter_ping_dump // Dump server routing debug info
  112.  
  113. // ---------------------
  114. // '-- Local Servers --'
  115. // ---------------------
  116. // Optimizes local server networking
  117.  
  118. cl_localnetworkbackdoor 1 // Network optimizations for local servers
  119. net_usesocketsforloopback 1 // Use network sockets for local servers
  120. sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel
  121.  
  122. // ===================
  123. // '--- Rendering ---'
  124. // ===================
  125. // -----------------
  126. // '-- Threading --'
  127. // -----------------
  128. // These settings will take advantage of your CPU cores
  129.  
  130. //cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
  131. // renderables
  132. cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with less than 4 cores
  133. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  134. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
  135. r_threaded_particles 1 // Process particle systems in parallel
  136. //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
  137. //r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  138. r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
  139. //mat_queue_mode 2 // Force multithreaded mode for the material system queue
  140. mat_queue_mode -1 // Force queued single threaded mode for CPUs with less than 4 cores
  141. studio_queue_mode 1 // Use queue calls for studio renders
  142. host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force)
  143.  
  144. // -----------------------------
  145. // '-- Material System Queue --'
  146. // -----------------------------
  147. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  148.  
  149. r_queued_decals 0 // Disabled by default due to crashes
  150. //r_queued_decals 1 // Offload decal draws to the material system
  151. r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
  152. // effects in time for the frame render, resulting in a missing texture
  153. //r_queued_post_processing 1 // Offloads post processing to the material system
  154. // Performance improvement if your driver/GPU works with it
  155. r_queued_ropes 1 // Queue some rope rendering using the material system
  156.  
  157. // -----------
  158. // '-- LOD --'
  159. // -----------
  160. // Controls the quality of objects based on distance
  161.  
  162. //r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  163. // believe. Set to 1 for the best balance between model quality and performance.
  164. r_rootlod 1 // Maximum performance for models
  165. //r_rootlod 0 // Maximum quality for models
  166. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop
  167. // in and clutter while still increasing performance
  168. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  169. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
  170. // still increasing performance
  171. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  172. // performance but has the least pop in
  173. r_lod -1 // Use r_rootlod to properly fade through LODs.
  174. //r_lod 0 // Always use the highest LOD possible
  175. //mat_max_worldmesh_vertices 16384 // Use optimized mesh vertices cap
  176. //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices
  177. mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  178.  
  179. // ----------------
  180. // '-- Lighting --'
  181. // ----------------
  182. // Lights projected onto characters and other dynamic models
  183.  
  184. //r_ambientboost 1 // Boosts reflected light, gives you vision advantage,
  185. // especially in darker environments
  186. r_ambientboost 0 // Disable to save the small amount of CPU this uses
  187. r_ambientmin 0.5 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  188. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  189. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  190. //r_ambientmin 1.1 // Ambient boost every time
  191. //r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  192. r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  193. //mat_phong 1 // Use a phong shader for shading/reflection
  194. mat_phong 0 // Disable phong for flatter shading
  195. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  196. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  197. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  198. //r_dynamic 1 // Enable dynamic lighting
  199. r_maxdlights 0 // Do not allow any dynamic lights
  200. //r_maxdlights 9 // Reduce maximum dynamic lights
  201. //r_maxdlights 32 // Use the maximum number of dynamic lights
  202. r_worldlightmin 0.004 // Do not render insignificant world lighting
  203. //r_worldlightmin 2 // Reject all world lighting
  204. //r_worldlightmin 0.0002 // Render practically all world lighting
  205. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  206. r_worldlights 1 // Disable world lights
  207. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  208. //r_worldlights 4 // Use the maximum amount of world lights
  209. mat_disable_fancy_blending 1 // disable fancy blending
  210. //mat_disable_fancy_blending 0 // Enable fancy blending
  211. mat_disable_lightwarp 1 // Disable light warps
  212. //mat_disable_lightwarp 0 // Enable light warps
  213.  
  214. // ---------------
  215. // '-- Shadows --'
  216. // ---------------
  217. // Shadows cast from characters
  218.  
  219. r_shadows 0 // Disable shadows for a big FPS increase
  220. //r_shadows 1 // Enable shadows
  221. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  222. //r_shadowrendertotexture 1 // Prettier shadows
  223. cl_blobbyshadows 1 // Render a blob for shadows
  224. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  225. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  226. //r_flashlightdepthtexture 1 // Even prettier shadows
  227. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  228. // on
  229. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  230. // higher quality
  231. r_flashlightrender 0 // Disable flashlight shadow
  232. //r_flashlightrender 1 // Enable flashlight shadow
  233. r_flashlightmodels 0 // Disable lighting models
  234. //r_flashlightmodels 1 // Enable lighting models
  235. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  236. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  237. nb_shadow_dist 200 // Do not use shadows from far away (NextBot system)
  238. //nb_shadow_dist 0 // Disable shadow distance
  239. //nb_shadow_dist 400 // Default distance for NextBot shadows
  240. //r_shadowmaxrendered 17 // Do not render more shadows than needed
  241. //r_shadowmaxrendered 11 // for 6s
  242. r_shadowmaxrendered 31 // Render all shadows
  243.  
  244. // ---------------
  245. // '-- Effects --'
  246. // ---------------
  247. // Weapon and other light effects
  248.  
  249. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  250. //cl_ejectbrass 1 // Enable shell ejection
  251. muzzleflash_light 0 // Disable muzzle flash lights
  252. //muzzleflash_light 1 // Enable muzzle flash lights
  253. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  254. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  255. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  256. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  257. //r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  258. r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  259. //cl_show_splashes 1 // Enable water splashes
  260. cl_show_splashes 0 // Disable water splashes
  261. //cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  262. // and some other effects
  263. //cl_fasttempentcollision 5 // Check collisions every 5 frames
  264. cl_fasttempentcollision 10000 // Skip collision checking
  265. //cl_fasttempentcollision 1 // Check collisions every frame
  266.  
  267. // -------------
  268. // '-- Water --'
  269. // -------------
  270. // Water reflections
  271.  
  272. //r_cheapwaterstart 400 // The distance at which transitionary cheap water starts. Has less reflectivity.
  273. r_cheapwaterstart 0 // Use cheap water as much as possible
  274. //r_cheapwaterstart 3000 // Do not use cheap water
  275. //r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  276. // it is solid
  277. r_cheapwaterend 0.1 // Use cheap water as much as possible
  278. //r_cheapwaterend 5000 // Do not use cheap water
  279. //r_WaterDrawReflection 0 // Water reflections disabled for more performance
  280. //r_WaterDrawReflection 1 // Enable water reflections
  281. r_waterforceexpensive 0 // Do not force expensive water
  282. //r_waterforceexpensive 1 /// Force higher quality water
  283. r_waterforcereflectentities 0 // Do not forcing entity water reflections
  284. //r_waterforcereflectentities 1 // Enable entity water reflections
  285. //r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  286. r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  287. r_ForceWaterLeaf 0 // Use the true viewpoint for visibility testing
  288.  
  289. // -----------------
  290. // '-- Particles --'
  291. // -----------------
  292. // Particle effects
  293.  
  294. cl_particle_batch_mode 1 // Use default particle batch mode
  295. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  296. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  297. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  298. // performance impact comes from creating particle systems
  299. //mat_reduceparticles 0 // Use the full number of particles
  300. cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
  301. //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
  302. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  303. // distractions
  304. //r_drawflecks 1 // Draw flecks from impacts
  305. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  306.  
  307. // -----------------------
  308. // '-- Post Processing --'
  309. // -----------------------
  310. // Extra visual effects
  311.  
  312. mat_postprocessing_combine 1 // Combine post processing effects
  313. mat_hdr_level 0 // LDR
  314. //mat_hdr_level 1 // LDR and bloom
  315. //mat_hdr_level 2 // HDR and bloom
  316. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  317. //mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR
  318. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  319. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  320. building_cubemaps 0 // Allow for post processing effects and pixel vis testing
  321. mat_colorcorrection 0 // Disable color correction
  322. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  323. mat_colcorrection_disableentities 1 // Disable entity color correction
  324. //mat_colcorrection_disableentities 0 // Enable entity color correction
  325. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  326. //pyro_dof 1 // Enable pyrovision dof
  327. pyro_vignette 0 // Disable vignette for pyrovision
  328. //pyro_vignette 2 // Enable pyrovision vignette
  329. pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  330. //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
  331. pyro_max_intensity 0 // Disable more pyrovision visual effects
  332. pyro_max_rate 0 // ^
  333. pyro_max_side_length 0 // ^
  334. pyro_max_side_width 0 // ^
  335. pyro_min_intensity 0 // ^
  336. pyro_min_rate 0 // ^
  337. pyro_min_side_length 0 // ^
  338. pyro_min_side_width 0 // ^
  339. //pyro_max_intensity 0.5 // Enhance more pyrovision visual effects
  340. //pyro_max_rate 0.5 // ^
  341. //pyro_max_side_length 1 // ^
  342. //pyro_max_side_width 1 // ^
  343. //pyro_min_intensity 0.2 // ^
  344. //pyro_min_rate 0.05 // ^
  345. //pyro_min_side_length 0.65 // ^
  346. //pyro_min_side_width 0.65 // ^
  347.  
  348. // -------------------
  349. // '-- Motion Blur --'
  350. // -------------------
  351. // These settings will adjust the blurring effect from rotation and movement
  352.  
  353. mat_motion_blur_enabled 0 // Disable motion blur
  354. //mat_motion_blur_enabled 1 // Enable motion blur
  355. //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
  356. //mat_motion_blur_falling_max 20 // Maximum blur from falling
  357. //mat_motion_blur_falling_min 10 // Minimum blur from falling
  358. //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
  359. //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
  360. //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
  361. //mat_motion_blur_strength 1 // Adjust overall blur strength
  362.  
  363. // ------------------------------
  364. // '-- Antialiasing/Filtering --'
  365. // ------------------------------
  366. // These settings will adjust the smoothing of jagged edges and textures
  367.  
  368. //mat_antialias 1 // Do not do antialiasing (commented due to possible crashes on some systems if this setting is run on launch)
  369. mat_aaquality 0 // Disable CSAA
  370. mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
  371. //mat_alphacoverage 1 // Enable alpha-to-coverage
  372. mat_software_aa_strength 0 // Do not do software AA
  373. //mat_software_aa_strength 1 // Enable software AA
  374. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  375. //mat_software_aa_strength_vgui 1 // Enable VGUI software AA
  376. //mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  377. mat_trilinear 0 // Use bilinear filtering to squeeze out every last bit of performance
  378. mat_forceaniso 1 // Disable anisotropic filtering
  379. //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
  380.  
  381. // ------------------
  382. // '-- Characters --'
  383. // ------------------
  384. // These settings will adjust the characters in the game
  385.  
  386. //r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  387. r_flex 0 // Disable facial animations
  388. //flex_rules 1 // Enable facial animations
  389. flex_rules 0 // Disable facial animations
  390. anim_3wayblend 0 // Disable 3-way animation blending
  391. //anim_3wayblend 1 // Enable 3-way animation blending
  392. ai_expression_optimization 1 // Do an extra visibility check for flex animations
  393. // if we are above the target FPS, otherwise disable
  394. // flex anims
  395. //ai_expression_optimization 0 // Disable expression optimization
  396. //ai_expression_frametime 0.0152 // Disable expressions if we are below ideal FPS
  397. ai_expression_frametime 0 // Disable expressions entirely
  398. //r_teeth 1 // Render teeth
  399. r_teeth 0 // Do not render teeth, small FPS boost
  400. cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
  401. //cl_SetupAllBones 1 // Always setup all animation bones regardless of rules or disabled settings
  402. flex_smooth 0 // Do not smooth facial animations
  403. //flex_smooth 1 // Smooth facial animations
  404. mp_usehwmmodels -1 // Do not use or load high quality characters
  405. //mp_usehwmmodels 0 // Use high quality characters if supported
  406. mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
  407. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  408. r_glint_procedural 0 // Use the default eye glinting method
  409. //r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
  410. //r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  411. r_eyes 0 // Disable eyes
  412. //r_eyemove 1 // Control if character eyes should move, does not really affect performance
  413. r_eyemove 0 // Disable eye movement
  414. //tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect
  415. // performance
  416. tf_clientsideeye_lookats 0 // Disable eye lookats
  417. //blink_duration 0.2 // Duration of an eye blink.
  418. blink_duration 0 // Disable blinking
  419.  
  420. // --------------
  421. // '-- Decals --'
  422. // --------------
  423. // Overlay textures on models
  424.  
  425. //r_decals 32 // Allow to check bullet spread (must be the same as mp_decals)
  426. r_decals 0 // Disable decals
  427. //r_decals 96 // Optimized high decal count
  428. //r_decals 2048 // Maximum decal count
  429. //mp_decals 32 // Allow to check bullet spread (must be the same as r_decals)
  430. mp_decals 0 // Disable decals
  431. //mp_decals 96 // Optimized high decal count
  432. //mp_decals 2048 // Maximum decal count
  433. r_drawbatchdecals 0 // Do not batch decals with low max decal count
  434. r_drawbatchdecals 1 // Batch decals with decal count >18
  435. r_spray_lifetime 2 // Keep sprays for 2 rounds
  436. //r_spray_lifetime 0 // Clear sprays immediately
  437. cl_playerspraydisable 0 // Enable player sprays
  438. //cl_playerspraydisable 1 // Disable player sprays
  439. //r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  440. r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
  441. // without decal rendering elsewhere.
  442. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  443. //r_decal_cover_count 4 // Allow for more decals covering each other
  444. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  445. //r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
  446. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  447. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  448. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  449. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  450. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  451. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  452. r_maxmodeldecal 9 // Optimize maximum model decal count
  453. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  454. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  455. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  456.  
  457. // ------------
  458. // '-- Gibs --'
  459. // ------------
  460. // Body parts created on violent deaths
  461.  
  462. cl_burninggibs 0 // Disable burning gibs to avoid the performance impact from them on
  463. //cl_burninggibs 1 // Enable burning gibs for realism
  464. //props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  465. props_break_max_pieces 0 // Disables gibs and prop breaking
  466. violence_hgibs 1 // Enable normal gibs
  467. //violence_hgibs 0 // Enable silly gibs/blood (less performance)
  468. violence_hblood 1 // Enable normal blood
  469. //violence_hblood 0 // Enable silly gibs/blood (less performance)
  470.  
  471. // -------------
  472. // '-- Props --'
  473. // -------------
  474. // Various small objects
  475.  
  476. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  477. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  478. cl_phys_props_enable 0 // Disable client side physics props
  479. //cl_phys_props_enable 1 // Enable client side physics props
  480. cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  481. //cl_phys_props_max 300 // Allow all physics props
  482. cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
  483. //cl_phys_props_respawndist 3500 // Skip respawning physics props for a high distance
  484. cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  485. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  486. r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  487. //r_propsmaxdist 3000 // Always render client side physics props
  488. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  489. //r_drawdetailprops 1 // Enable sprites, grass etc
  490. //r_drawdetailprops 2 // Draw detail props with wireframe
  491. //cl_detaildist 900 // Draw detail props up to this distance
  492. //cl_detaildist 3000 // Always draw detail props
  493. cl_detaildist 0 // Do not draw detail props
  494. cl_detailfade 0 // Do not fade in detail props
  495. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  496. //cl_detailfade 400 // Fade in detail props to reduce pop in
  497. //r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  498. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  499. r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  500. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  501.  
  502. // ----------------
  503. // '-- Ragdolls --'
  504. // ----------------
  505. // Full bodies with adjustable physics simulation and fading on death
  506.  
  507. //cl_ragdoll_fade_time 1
  508. //cl_ragdoll_forcefade 1
  509. //cl_ragdoll_physics_enable 0 //old shit this block disables ragdolls
  510. //g_ragdoll_fadespeed 600
  511. //g_ragdoll_lvfadespeed 100
  512. //ragdoll_sleepaftertime "5.0f"
  513.  
  514. cl_ragdoll_collide 0 // Disable ragdoll collisions
  515. cl_ragdoll_fade_time 1 // Remove ragdoll fade out delay
  516. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  517. //cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  518. cl_ragdoll_forcefade 0 // Enable ragdolls
  519. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  520. // from
  521. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  522. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  523. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  524. //ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  525. ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
  526.  
  527. //lemmys settings that should enable ragdolls
  528. //cl_ragdoll_collide 0 // Disable ragdoll collisions
  529. cl_ragdoll_fade_time 1 // Remove ragdoll fade out delay
  530. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  531. //cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  532. cl_ragdoll_forcefade 0 // Enable ragdolls
  533. //cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  534. // from
  535. cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  536. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  537. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  538. //ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  539. ragdoll_sleepaftertime 3 // Wait a reasonable time before sleeping ragdoll physics
  540.  
  541.  
  542. // ---------------
  543. // '-- General --'
  544. // ---------------
  545. // General/overall graphics settings
  546.  
  547. //mat_reducefillrate 0 // Increase shading quality
  548. mat_reducefillrate 1 // Simplify material shading and use some DX8 features
  549. //mat_bumpmap 1 // Enable bumpmaps
  550. mat_bumpmap 0 // Disable bumpmap materials
  551. //mat_fastnobump 1 // Early checks for no bumpmap rendering
  552. //mat_specular 1 // Enable specular
  553. mat_specular 0 // Disable specular materials
  554. //mat_fastspecular 0 // Early checks for no specular rendering
  555. 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
  556. // useful for if your GPU struggles to render a lot of pixels
  557. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  558. //r_3dsky 1 // Enable 3D sky
  559. r_3dsky 0 // Disable 3D sky
  560. r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
  561. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  562. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  563. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  564. cl_drawmonitors 0 // Do not draw monitors
  565. //cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  566. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  567. //mat_picmip 1 // Use less memory in a 32-bit process
  568. //mat_picmip 2 // Use lowest quality textures
  569. //mat_picmip -1 // Use highest quality textures
  570. //mat_showlowresimage 1 // Low quality images ///!CRASHES FOR SOME REASON------------------------------------------------------------------------------------------------
  571. mat_drawflat 1 // Use flat materials only
  572.  
  573. // -------------
  574. // '-- Ropes --'
  575. // -------------
  576. // Ropes in Mannpower and as decoration in maps
  577.  
  578. //rope_rendersolid 1 // Render solid part of ropes
  579. rope_rendersolid 0 // Skip rendering solid part of ropes
  580. r_ropetranslucent 0 // Skip simulating ropes
  581. //r_ropetranslucent 1 // Simulate ropes
  582. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  583. rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
  584. //rope_solid_minalpha 0.2 // Enable solid alpha
  585. //rope_solid_minwidth 0 // Always render non-solid ropes
  586. rope_smooth 0 // Skip a long smoothing operation for ropes
  587. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  588. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  589. //rope_subdiv 2 // Subdivide ropes
  590. //rope_subdiv 7 // Max rope subdivides
  591. rope_collide 0 // Skip CPU heavy world collisions for ropes
  592. //rope_collide 1 // Enable rope collisions
  593. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  594. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  595. //rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  596. rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time //idiot
  597.  
  598. // --------------------
  599. // '-- Optimization --'
  600. // --------------------
  601. // These settings will optimize TF2 without having any very noticeable effects to
  602. // the user
  603.  
  604. fps_max 0 // Prevent a possible memory leak with unlimited FPS using fps_max 0
  605. // Also, some Source systems assume the FPS will not go above 300
  606. // Finally, using 240 is a common multiple for monitor framerates,
  607. // which is recommended for smoothness
  608. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
  609. // the focus detection can be buggy on some systems or while
  610. // streaming and may limit your FPS, without you knowing
  611. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  612. r_fastzreject 0 // Renders first pass of a scene with a z-buffer on the CPU and
  613. // then has the GPU quickly render the scene in a second pass,
  614. // with the visible parts of the scene already calculated
  615. r_entityclips 1 // Clip entities preferably using clip planes
  616. disp_dynamic 0 // Do not use dynamic meshes for world geometry (displacements)
  617. r_hunkalloclightmaps 0 // Allocate lightmaps in dynamic memory because some are too big for the hunk
  618. //r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  619. r_frustumcullworld 1 // Cull on world draw
  620. r_worldlistcache 1 // Cache some world rendering
  621. mat_clipz 1 // Clips what is drawn for a performance improvement
  622. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  623. r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  624. r_occludeemaxarea 101 // Do not skip occlusion of larger objects
  625. r_occluderminarea 2.5 // Use occluders that take up a decent amount of pixels on larger screens
  626. //r_occluderminarea 0.003 // Try to occlude almost everything for bad GPUs since
  627. // they need the savings
  628. r_occludermincount 2 // Force using at least 2 occluders so we occlude at least something even if they were skipped initially
  629. r_lightcache_zbuffercache 1 // Load z cache data with the map
  630. r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
  631. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  632. //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak GPUs
  633. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  634. r_norefresh 1 // Do not store a useless and unused frame time variable
  635. fast_fogvolume 1 // Use a fast path method to find the visible fog volume
  636. r_pixelfog 1 // Use a pixel shader for fog if possible
  637. //r_pixelfog 0 // Do not use a higher level pixel shader for fog on weak GPUs
  638. mat_bufferprimitives 1 // Buffer primitives
  639. mat_compressedtextures 1 // Allow for compressed textures
  640. mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
  641. mat_filterlightmaps 0 // Don't filter lightmaps
  642. mat_filtertextures 0 // Don't Filter textures //idiot
  643. mat_mipmaptextures 1 // Mipmap textures to optimize texture filtering
  644. mat_disable_ps_patch 1 // Force disable runtime manipulation of shaders to fix MSAA on some AMD cards
  645. //mat_disable_ps_patch 0 // Enable patching if necessary when MSAA is enabled
  646. sv_turbophysics 1 // Disable physics interactions
  647.  
  648. // --------------
  649. // '-- OpenGL --'
  650. // --------------
  651. // Optimizations for OpenGL platforms (Linux and macOS)
  652.  
  653. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  654. //mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
  655. // Commented by default due to possible issues on Windows systems
  656. //mat_texture_reload_frame_swap_workaround 0 // Skip extra frame swaps
  657. gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
  658. gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling
  659. gl_batch_tex_destroys 0 // ^
  660. gl_minimize_all_tex 1 // Minimize textures by removing mipmaps if they were not requested to keep memory usage lower
  661. gl_minimize_rt_tex 1 // ^
  662. gl_nullqueries 1 // Skip queries
  663. gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  664. gl_debug_output 0 // Disable debug messages
  665. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  666. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  667. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  668. //gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support
  669. //gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround
  670.  
  671. // ==================
  672. // '--- Gameplay ---'
  673. // ==================
  674. // Adjusts how the game behaves
  675.  
  676. cl_autoreload 1 // Auto reload gun
  677. //cl_autorezoom 1 // Automatically rezoom sniper rifle
  678. tf_medigun_autoheal 1 // Keep healing allies
  679.  
  680. // =============
  681. // '--- HUD ---'
  682. // =============
  683. // ---------------
  684. // '-- General --'
  685. // ---------------
  686. // General/misc HUD settings
  687.  
  688. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  689. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  690. //cl_hud_minmode 1 // HUD min mode
  691. //hud_fastswitch 1 // Weapon switch behavior
  692. // 0 - PC Buckets
  693. // select weapons from the side of your screen, fire to confirm
  694. // 1 - PC Fast Switch
  695. // fast switch for PC buckets (no fire to confirm)
  696. // 2 - Buckets Plus:
  697. // fast switch
  698. // weapon selection window comes up at the middle of your screen
  699. // can select weapons without ammo (but not switch to them)
  700. // 3 - Carousel scroll:
  701. // fast switch
  702. // slot 1 = last weapon, slot 2 = next weapon,
  703. // slot 3 = swap weapon, slot 4 = previous weapon
  704. //cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
  705. //tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise
  706. // Currently has a bug where mouse mode does not activate when spectating
  707. //tf_scoreboard_mouse_mode 1 // Always use mouse mode when scoreboard is open
  708. //tf_scoreboard_mouse_mode 0 // Always look around, even when the scoreboard is open
  709. //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard
  710. tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
  711. //tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  712. tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  713. //tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  714. //tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  715. tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  716. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  717. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  718. tf_simple_disguise_menu 1 // Concise disguise menu
  719. tf_colorblindassist 1 // Colorblind mode
  720. cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  721. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  722. //hud_classautokill 0 // No suicide on class change
  723. tf_halloween_bonus_ducks_cooldown 0 // Delay in seconds before BONUS DUCKS sound again
  724. tf_healthicon_height_offset 10 // Offset of heath icon
  725. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  726. tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  727. tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  728. tf_hud_show_servertimelimit 1 // Show server map time
  729. tf_hud_target_id_alpha 100 // Transparency of target ID
  730. tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  731. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  732. tf_hud_target_id_offset 0 // Vertical offset of target ID
  733. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  734. hud_freezecamhide 0 // Show the HUD during freeze-cam
  735. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  736. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  737. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  738. //cl_hudhint_sound 0 // Disable HUD sounds
  739. //cl_mainmenu_safemode 1 // Dev safe mode for main menu
  740. tf_queue_spinner_color 0 // Orange queue TF logo spinner
  741. //tf_queue_spinner_color 1 // Blue queue TF logo spinner
  742. hud_combattext_red "255"
  743. hud_combattext_green "255"
  744. hud_combattext_blue "0"
  745.  
  746. // ----------------
  747. // '-- Messages --'
  748. // ----------------
  749. // Text chat, console output, etc
  750.  
  751. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  752. //hud_saytext_time 0 // Disable chat
  753. cl_showtextmsg 1 // Enable text messages in chat (voice lines)
  754. //cl_showtextmsg 0 // Disable text messages
  755. cl_showpluginmessages 1 // Show messages from server plugins
  756. //cl_showpluginmessages 0 // Deny messages from server plugins
  757. cl_chatfilters 63 // Chat Filter - enable parts of chat (not working due to a bug):
  758. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  759. // achievements (32)
  760. // Add a combination of these numbers together to enable that combination
  761. // for example, name change (2) + team change (16) = 18
  762. // 0 for everything disabled
  763. //cl_chatfilters 0 // Disable all chat messages
  764. //cl_chatfilters 59 // Disable just user chat
  765. cl_mute_all_comms 1 // Disable text and voice for muted players
  766. //cl_mute_all_comms 0 // Disable voice for muted players
  767. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  768. tf_chat_popup_hold_time 0 // How long party messages appear on the main menu
  769.  
  770. // ----------------
  771. // '-- Backpack --'
  772. // ----------------
  773. // Inventory, economy and backpack
  774.  
  775. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  776. cl_spec_carrieditems 1 // Show spectated player items
  777. //cl_spec_carrieditems 0 // Do not show spectated player items
  778. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  779. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  780. //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  781.  
  782. // -------------------
  783. // '-- Killstreaks --'
  784. // -------------------
  785. // Killstreak messages from weapons
  786.  
  787. //cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  788. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  789. //cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
  790. //cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  791. cl_hud_killstreak_display_time 0 // Disable killstreak banner
  792.  
  793. // ---------------------
  794. // '-- Notifications --'
  795. // ---------------------
  796. // In-game notifications for trade offers, requests, events, etc
  797.  
  798. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  799. //cl_notifications_max_num_visible 3 // Default number of visible notifications
  800. cl_notifications_move_time 0.1 // Make notification transition shorter
  801. //cl_notifications_show_ingame 0 // Do not show notifications in game
  802. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  803. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  804. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  805. //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  806. cl_vote_ui_show_notification 0 // Hide voting notifications
  807. //cl_vote_ui_show_notification 1 // Show voting notifications
  808. tf_hud_notification_duration 2 // How long notifications should display
  809.  
  810. // -----------------
  811. // '-- Contracts --'
  812. // -----------------
  813. // Contracts as part of campaigns
  814.  
  815. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  816. // 0 - never
  817. // 1 - all
  818. // 2 - active only
  819. //tf_contract_progress_show 1 // During all matches, contract visibility:
  820. // 0 - never
  821. // 1 - all
  822. // 2 - active only
  823. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  824. //tf_quest_notification_line_delay 1 // Default voice line delay
  825.  
  826. // --------------------
  827. // '-- Achievements --'
  828. // --------------------
  829. // Achievement effects and HUD tracker
  830.  
  831. hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  832. hud_achievement_tracker 2 // Achievements tracked at once
  833. hud_achievement_count 4 // Max achievements shown on HUD
  834.  
  835. // ------------
  836. // '-- Info --'
  837. // ------------
  838. // Additional HUD elements for extra info
  839. // Adding additional HUD elements decreases FPS by a small amount
  840.  
  841. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  842. //cl_showpos 1 // Current position, angle and velocity
  843. //cl_showbattery 1 // Battery meter
  844. //cl_showblocking 1 // Show blocking disk operations on FPS panel
  845. // cl_show_num_particle_systems 1 // Show number of particle systems
  846. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  847.  
  848. // -----------------------
  849. // '-- Closed Captions --'
  850. // -----------------------
  851. // Customization of notifications of sounds and voices in closed captions
  852.  
  853. //cc_linger_time 1 // Seconds for captions to stay on screen
  854. //cc_minvisibleitems 1 // Minimum captions to shown
  855. //cc_predisplay_time 0 // Delay between the sound and showing the caption
  856. //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
  857. //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
  858.  
  859. // ----------------
  860. // '-- Netgraph --'
  861. // ----------------
  862. // Advanced HUD display of network info and FPS
  863.  
  864. //net_graph 0 // netgraph display
  865. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  866. //net_graphpos 1 // the horizontal position of the netgraph
  867. // 0 = left, 1 = right, 2 = middle
  868. // anything else will set the x coordinate of the graph's left edge
  869. //net_graphheight 64 // height of the text part of the graph
  870. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  871. //net_scale 5 // the height of the graph portion
  872. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  873. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  874. //net_graphtext 1 // draw text fields
  875. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  876. //net_graphshowlatency 1 // show the latency part of the graph
  877. //net_graphshowinterp 1 // show the interpolation part of the graph
  878.  
  879. // ----------------
  880. // '-- Tutorial --'
  881. // ----------------
  882. // Disable tutorial messages
  883.  
  884. //cl_ask_favorite_opt_out 1
  885. //cl_ask_blacklist_opt_out 1
  886. //replay_quitmsg_dontaskagain 1
  887. //cl_ask_bigpicture_controller_opt_out 1
  888. //tf_explanations_store 1
  889. //tf_explanations_discardpanel 1
  890. //tf_explanations_backpackpanel 1
  891. //tf_explanations_charinfopanel 1
  892. //tf_explanations_craftingpanel 1
  893. //tf_explanations_charinfo_armory_panel 1
  894. //tf_training_has_prompted_for_forums 1
  895. //tf_training_has_prompted_for_loadout 1
  896. //tf_training_has_prompted_for_options 1
  897. //tf_training_has_prompted_for_training 1
  898. //tf_training_has_prompted_for_offline_practice 1
  899. //cl_showhelp 0
  900. //tf_taunt_always_show_hint 0
  901. //sb_dontshow_maxplayer_warning 1
  902. //tf_coach_request_nevershowagain 1
  903. //tf_show_maps_details_explanation_count 0
  904. //tf_show_taunt_explanation_in_class_loadout 0
  905. //tf_show_preset_explanation_in_class_loadout 0
  906. //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  907. //tf_find_a_match_hint_viewed 1
  908. //tf_quest_map_intro_viewed 1
  909. //tf_warpaint_explanation_viewed 1
  910. //tf_inspect_hint_count 11
  911. //tf_mvm_tabs_discovered 1
  912. //tf_hud_notification_show_count_ghost_controls 1
  913. //tf_hud_notification_show_count_ghost_controls_no_respawn 1
  914. //tf_hud_notification_show_count_kart_controls 1
  915. //cl_promotional_codes_button_show 0
  916. //cl_training_class_unlock_all
  917.  
  918. // ---------------
  919. // '-- Console --'
  920. // ---------------
  921. // Developer console customization
  922.  
  923. //con_nprint_bgalpha 100 // Console translucency (0 to 255)
  924. con_nprint_bgalpha 255 // Disable transparency for lowend computers
  925. //con_nprint_bgborder 1 // Console border
  926. con_nprint_bgborder 0 // Disable border on lowend computers
  927.  
  928. // ==============
  929. // '--- View ---'
  930. // ==============
  931. // The character view and viewmodel
  932.  
  933. fov_desired 90 // See more of the battlefield
  934. //fov_desired 75 // Render less for very lowend computers
  935. //r_drawviewmodel 1 // Draw weapon viewmodel model
  936. //r_drawviewmodel 0 // Hide weapon viewmodel
  937. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  938. //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
  939. //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
  940. //tf_use_min_viewmodels 0 // Use default viewmodel position
  941. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  942. //cl_first_person_uses_world_model 0 // Draw viewmodel
  943. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  944. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  945. //glow_outline_effect_enable 1 // Enable ally and objective xrays
  946. glow_outline_effect_enable 0 // Disable all xrays
  947. tf_enable_glows_after_respawn 1 // Enable spawn xrays
  948. //tf_enable_glows_after_respawn 0 // Disable spawn xrays
  949. tf_spec_xray_disable 0 // Enable xrays while spectating
  950. //tf_spec_xray_disable 1 // Disable xrays while spectating
  951. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  952. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  953. //spec_autodirector 0 // Choose best view mode automatically
  954.  
  955. // ==============
  956. // '--- Misc ---'
  957. // ==============
  958. // Settings that do not fit into a category
  959.  
  960. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  961. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  962. //ai_frametime_limit 50 // Do not use simpler AI
  963.  
  964. // ================
  965. // '--- Memory ---'
  966. // ================
  967. // Adjustments to memory allocation
  968.  
  969. //datacachesize 512 // Increase data cache size only on systems with 8GB of RAM or more
  970. mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems
  971. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  972. cl_always_flush_models 0 // Keep models loaded in between map loads and prevent crashes from model flushing
  973. //cl_always_flush_models 1 // Remove models from memory every map load to keep memory usage low
  974. mat_levelflush 1 // Clear temporary memory to prevent overloading memory stores
  975. sv_forcepreload 0 // Disable harmful force preload enabled in other configs
  976.  
  977. // ====================
  978. // '--- Filesystem ---'
  979. // ====================
  980. // -------------
  981. // '-- Sizes --'
  982. // -------------
  983. // Set buffer and file read sizes
  984.  
  985. filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
  986. filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
  987.  
  988. // ---------------
  989. // '-- General --'
  990. // ---------------
  991. // Set up filesystem parameters
  992.  
  993. filesystem_native 1 // Use native filesystem calls if available
  994. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  995.  
  996. // -------------------
  997. // '-- Model Cache --'
  998. // -------------------
  999. // Control loading and caching models
  1000.  
  1001. mod_load_anims_async 1 // Enable async animation loading
  1002. //mod_load_anims_async 0 // Disable async animation loading
  1003. mod_load_mesh_async 1 // Enable async mesh loading
  1004. //mod_load_mesh_async 0 // Disable async mesh loading
  1005. mod_load_vcollide_async 1 // Enable async vcollide loading
  1006. //mod_load_vcollide_async 0 // Disable async vcollide loading
  1007.  
  1008. // For HDDs
  1009. mod_touchalldata 1 // Load submodels
  1010. mod_forcetouchdata 1 // Put submodels into cache
  1011. mod_forcedata 1 // Cache submodel data
  1012.  
  1013. // For SSDs
  1014. //mod_touchalldata 0 // Do not load submodels
  1015. //mod_forcetouchdata 0 // Do not put submodels into cache
  1016. //mod_forcedata 0 // Do not cache submodel data
  1017.  
  1018.  
  1019. // ===============
  1020. // '--- Sound ---'
  1021. // ===============
  1022. // -----------------
  1023. // '-- Hitsounds --'
  1024. // -----------------
  1025. // Damage sound played on hit and on kill
  1026.  
  1027. //tf_dingalingaling_lasthit 1 // Play killsounds
  1028. //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
  1029. //tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
  1030. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  1031. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  1032. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  1033. //tf_dingalingaling 1 // Play hitsounds
  1034. //tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
  1035. //tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
  1036. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  1037. //tf_dingaling_volume 0.7 // Hitsound volume
  1038. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  1039. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  1040.  
  1041. // -----------------
  1042. // '-- Threading --'
  1043. // -----------------
  1044. // Threading options to take advantage of modern CPUs for the sound system
  1045.  
  1046. snd_async_fullyasync 1 // Play sounds independently of main engine work
  1047. //snd_async_minsize 4096 // Wait a small time for audio file loading for SSDs
  1048. // with CPUs with 4 or more cores
  1049. //snd_async_minsize 65536 // If you are having audio stutter, wait until 64K of
  1050. // audio has been loaded (usually for HDDs with CPUs
  1051. // with 4 or more cores or for SSDs with CPUs with less
  1052. // than 4 cores)
  1053. snd_async_minsize 262144 // If you are still having audio stutter, wait even
  1054. // even longer (usually for HDDs with CPUs with less
  1055. // than 4 cores)
  1056. //snd_mix_async 1 // Use another thread to mix sounds
  1057. snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
  1058. // phonemedelay calculation: snd_delay_sound_shift + snd_mixahead + 0.01 when
  1059. // using snd_mix_async, + 0.03 when not
  1060. phonemedelay 0.06 // Do not delay phonemes a lot with an async sound system
  1061.  
  1062. // ---------------
  1063. // '-- General --'
  1064. // ---------------
  1065. // General/misc sound settings
  1066.  
  1067. //volume 1 // Set the master volume
  1068. snd_musicvolume 0 // Set music volume
  1069. //snd_delay_sound_shift 0 // Do not apply an extra delay to sounds
  1070. snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced
  1071. // sounds by providing a little bit of extra room on
  1072. // the sound processing time calculations
  1073. //snd_delay_sound_shift 0.1 // Allow for more variance in sounds processing
  1074. // delays on slow CPUs
  1075. //snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  1076. snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  1077. //snd_mixahead 0.15 // Use a longer value to batch mixing loads
  1078. //cl_soundemitter_flush // Command to clear out the loaded sounds file
  1079. //cl_soundscape_flush // Command to clear out the loaded soundscapes file
  1080.  
  1081. // ---------------
  1082. // '-- Quality --'
  1083. // ---------------
  1084. // Adjust the quality of sound
  1085.  
  1086. snd_pitchquality 0 // Use linear mixer for sound, performance benefit
  1087. //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
  1088. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  1089. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1090. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  1091. //snd_surround_speakers 0 // Force headphones
  1092. //snd_surround_speakers 2 // Force mono/stereo
  1093. //snd_surround_speakers 4 // Force quad
  1094. snd_surround_speakers 5 // Force 5.1
  1095. //snd_surround_speakers 7 // Force 7.1
  1096. //windows_speaker_config 4 // Windows speaker configuration
  1097. snd_legacy_surround 0 // Disable surround sound effect
  1098. //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
  1099.  
  1100. // ----------------------
  1101. // '-- Spatialization --'
  1102. // ----------------------
  1103. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  1104.  
  1105. //dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
  1106. dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
  1107. // systems
  1108.  
  1109. //dsp_slow_cpu 0 // Use enhanced positional effects
  1110. dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
  1111. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  1112. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1113. // Pretty reasonable performance benefit, but delay in spatialization.
  1114. //snd_spatialize_roundrobin 0 // Spatialize every frame
  1115. dsp_room 0 // Disable automatic DSP
  1116. //dsp_room 1 // Enable automatic DSP. Big performance hit
  1117. dsp_facingaway 0 // Disable the facing away DSP effect
  1118. //dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
  1119. dsp_speaker 50 // Administrator effect
  1120. //dsp_speaker 0 // Disable administrator effect
  1121. //dsp_water 14 // Water muffling effect
  1122. dsp_water 0 // Disable water muffling effect
  1123. dsp_spatial 40 // Spatial effect for positional audio
  1124. //dsp_spatial 0 // Disable spatial effect
  1125. dsp_db_mixdrop 0.7 // Use enhanced volume scaling
  1126. dsp_db_min 80 // ^
  1127. dsp_mix_min 0.3 // ^
  1128. dsp_mix_max 0.7 // ^
  1129. //dsp_db_mixdrop 1 // Disable volume scaling
  1130. //dsp_db_min 0 // ^
  1131. //dsp_mix_min 0 // ^
  1132. //dsp_mix_max 0 // ^
  1133. snd_duckerattacktime 0.5 // Default ducking values
  1134. snd_duckerreleasetime 2.5 // ^
  1135.  
  1136. // --------------------
  1137. // '-- Optimization --'
  1138. // --------------------
  1139. // Optimizations with no noticeable effect on the listener
  1140.  
  1141. snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
  1142. //snd_lockpartial 0 // Use the base, fully locking sound algorithm
  1143. snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  1144. //snd_cull_duplicates 1 // Only play one of each sound at a time
  1145. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  1146. voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
  1147. snd_noextraupdate 1 // Do not update sound twice
  1148. snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  1149. //snd_defer_trace 0 // Immediately trace on the first frame
  1150. phonemefilter 0.01 // Do not box filter phonemes
  1151. //phonemefilter 0.1 // Box filter phonemes for slightly longer
  1152. phonemesnap 0 // Do not crossfade a second phoneme on any LOD
  1153. //phonemesnap 63 // Crossfade a second phoneme on every LOD
  1154.  
  1155. // ===============
  1156. // '--- Input ---'
  1157. // ===============
  1158. // ----------------
  1159. // '-- Keyboard --'
  1160. // ----------------
  1161. // Keyboard adjustments
  1162.  
  1163. //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
  1164. //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
  1165. //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
  1166.  
  1167. // -------------
  1168. // '-- Mouse --'
  1169. // -------------
  1170. // Mouse movement and aiming
  1171.  
  1172. //m_pitch 0.022 // Pitch factor
  1173. //m_yaw 0.022 // Yaw factor
  1174. //sensitivity 3 // Mouse sensitivity
  1175. //m_limitedcapture_workaround 1 // Workaround for mouse capture issues
  1176. //m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
  1177. //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
  1178. //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1179. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1180. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1181. //m_rawinput 1 // Use raw input from mouse
  1182. //m_customaccel 0 // custom mouse acceleration
  1183. // 0 - no custom acceleration
  1184. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1185. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1186. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1187. //m_customaccel_scale 0.04 // ^
  1188. //m_customaccel_max 0 // ^
  1189. //m_customaccel_exponent 1 // ^
  1190. //zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped
  1191. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  1192.  
  1193. // ------------------------
  1194. // '-- Steam Controller --'
  1195. // ------------------------
  1196. // Controls Steam Controller/Steam Input
  1197.  
  1198. //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
  1199. //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
  1200. //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
  1201. //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
  1202. //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
  1203. //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
  1204. //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
  1205. //sc_show_binding_panel // Launch Steam Controller binding UI
  1206. //sc_status // Show Steam Controller status
  1207.  
  1208. // -------------------
  1209. // '-- Bumper Cars --'
  1210. // -------------------
  1211. // Input during bumper cars
  1212.  
  1213. //tf_halloween_kart_pitch 10 // Pitch value for the camera
  1214. //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
  1215. //tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow
  1216.  
  1217.  
  1218.  
  1219.  
  1220.  
  1221. /////////////////////////BELOW HERE IS ALL PUT IN PROPER PLACE IN REWRITTEN FILE
  1222.  
  1223. mat_filtertextures 0
  1224.  
  1225. mem_compact // Save some memory on startup
  1226.  
  1227. mat_monitorgamma 1.6;
  1228.  
  1229. //shit that should enable sprays
  1230.  
  1231.  
  1232. r_decals 96 // Optimized high decal count
  1233. mp_decals 200 // Tf2s default count
  1234. r_drawbatchdecals 1 // Batch decals with decal count >18
  1235. r_spray_lifetime 2 // Keep sprays for 2 rounds
  1236. cl_playerspraydisable 0 // Enable player sprays
  1237. r_decal_cullsize 1 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  1238. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  1239. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  1240. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  1241. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  1242. r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  1243. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  1244. r_maxmodeldecal 9 // Optimize maximum model decal count
  1245. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  1246. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  1247. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
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