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  1. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 8.3.5 | January 26 2020
  5. // ---------------------------------
  6. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  7.  
  8. // Full mastercomfig console variables list, check out modules too!
  9. // https://docs.mastercomfig.com/en/stable/customization/modules/
  10.  
  11. // =================
  12. // '--- Network ---'
  13. // =================
  14. // ---------------
  15. // '-- General --'
  16. // ---------------
  17. // Optimizes for better networking
  18.  
  19. //net_maxpacketdrop 0 // Use all packets
  20. //net_maxpacketdrop 5000 // Use default packet drop threshold
  21. //cl_timeout 60 // Max client timeout
  22. //cl_smooth 1 // Enable view smoothing so that your view does not stutter when juggled, airblasted, or pushed by the payload
  23. //cl_smoothtime .030303 // Sync view interp with entity interp
  24. //hud_escort_interp .2 // Smooth out payload cart progress over slightly less time
  25. //cl_pred_optimize 1 // Avoid bug with mode 2 that causes client prediction to be used over server data
  26.  
  27.  
  28. // -----------------
  29. // '-- Snapshots --'
  30. // -----------------
  31. // Tuning client-server communication and interpolation
  32.  
  33.  
  34.  
  35.  
  36.  
  37. //cl_cmdrate 66 // Send to server at this many times per second
  38. //cl_updaterate 66 // Get from server at this many times per second
  39.  
  40.  
  41.  
  42.  
  43. //cl_interp_ratio 1;cl_interp .0184848 // Use an interp timing that accounts for occasional snapshot interval drops and human tolerances for jitter
  44. //cl_interp_ratio 2;cl_interp .030303 // Interpolate over 2 snapshots to avoid issues where one snapshot is dropped once in a while. Safest option for most users.
  45. //cl_interp_ratio 1;cl_interp 0 // Reduce entity interpolation times to a minimum. Recommended only on LAN or when you do not interact with other players (e.g. rocket jumping).
  46. //cl_interp_ratio 3;cl_interp .0454545 // Protect more against packet loss, increase further for more protection. Recommended only for users with an unstable connection.
  47.  
  48.  
  49.  
  50. // -------------------
  51. // '-- Packet Size --'
  52. // -------------------
  53. // How big packets are and how they are split up/compressed
  54.  
  55. //net_compresspackets 1 // Compress packets
  56. //net_compresspackets_minsize 128 // Always compress packets at a reasonable size to reduce network usage
  57. //net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for routers that have trouble with larger sizes
  58. //net_maxroutable 1200;net_maxfragments 1200 // Use max allowable packet size to avoid split packets more in order to save CPU time and packet overhead
  59.  
  60.  
  61.  
  62. // -----------------------
  63. // '-- Game Bandwidth --'
  64. // -----------------------
  65. // Speed of packet sending, rate limited to prevent packet overflow
  66. // Rate should be 80% of your stable internet speed in bytes per second
  67. // (upload or download, whichever is slowest)
  68.  
  69. //rate 131072 // Rate used for server communication, delays packets based on this value and packet size
  70. //net_maxcleartime 0.06 // Maximum time in seconds packets can be held for
  71. //net_splitpacket_maxrate 80000 // Lower split packet rate to make sure they are transmitted properly
  72.  
  73.  
  74.  
  75. // -------------
  76. // '-- Files --'
  77. // -------------
  78. // Controls networked file handling
  79.  
  80. //net_maxfilesize 64 // Max out file upload size for extra content
  81. //cl_downloadfilter all // Download all server custom files
  82. //cl_downloadfilter nosounds // Download all server custom files, except sounds
  83. //cl_downloadfilter mapsonly // Download only maps from server custom files
  84. //cl_downloadfilter none // Do not download anything from server custom files
  85.  
  86.  
  87.  
  88. // -------------------
  89. // '-- Matchmaking --'
  90. // -------------------
  91. // Adjusts casual/competitive matchmaking settings
  92.  
  93. //tf_mm_custom_ping 50 // Ping tolerance for matchmaking
  94. //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  95. //tf_mm_debug_level 0 // Remove matchmaking debug output
  96. //tf_mm_partyclient_debug 1 // Enable party debug output
  97. //tf_party_ignore_invites 1 // Ignore party invites
  98. //tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join.
  99. //tf_party_force_update // Force an update to the party system
  100. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team
  101. //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
  102. //tf_datacenter_ping_dump // Dump server routing debug info
  103. //tf_mm_dump_match_invites // Show current match invites
  104.  
  105. // ===================
  106. // '--- Rendering ---'
  107. // ===================
  108. // -----------
  109. // '-- LOD --'
  110. // -----------
  111. // Controls the quality of objects based on distance
  112.  
  113. //r_rootlod 0 // Maximum quality for models
  114. //r_rootlod 1 // Balance between model quality and performance
  115. //r_rootlod 2 // Maximum performance for models
  116. //r_lod -1 // Use r_rootlod to properly fade through LODs
  117. //r_lod 0 // Always use the highest LOD possible
  118. //lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  119. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while still increasing performance
  120. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in and clutter while still increasing performance
  121. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases performance but has the least pop in
  122. //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh count
  123. //mat_max_worldmesh_vertices 1024 // Reduce individual mesh complexity for weak GPUs
  124.  
  125.  
  126. // ----------------
  127. // '-- Lighting --'
  128. // ----------------
  129. // Lights projected onto characters and other dynamic models
  130.  
  131. //r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
  132. //r_ambientboost 0 // Disable to save the small amount of CPU this uses
  133. //r_ambientmin .5 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  134. //r_ambientmin .3 // Use TF2 default ambient boost threshold
  135. //r_ambientmin .1 // Ambient boost less often, realistic darkness
  136. //r_ambientmin 1.1 // Ambient boost every time
  137. //r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  138. //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  139. //mat_phong 1 // Use a phong shader for shading/reflection
  140. //mat_phong 0 // Disable phong for flatter shading
  141. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  142. //r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  143. //r_dynamic 1 // Enable dynamic lighting
  144. //r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  145. //r_maxdlights 12 // Use the maximum number of dynamic lights
  146. //r_maxdlights 6 // Reduce maximum dynamic lights
  147. //r_maxdlights 0 // Do not allow any dynamic lights
  148. //r_worldlightmin .0002 // Render practically all world lighting
  149. //r_worldlightmin .1 // Reject a lot of minor world lighting
  150. //r_worldlightmin .0008 // Do not render insignificant world lighting
  151. //r_worldlightmin 10 // Reject all world lighting
  152. //r_worldlights 4 // Use the maximum amount of world lights
  153. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  154. //r_worldlights 0 // Disable world lights
  155. //mat_disable_lightwarp 0 // Enable light warps
  156. //mat_disable_lightwarp 1 // Disable light warps
  157. //mat_filterlightmaps 1 // Filter lightmaps
  158. //mat_filterlightmaps 0 // Blocky lightmaps
  159. //mat_reducefillrate 0 // Increase shading quality
  160. //mat_reducefillrate 1 // Simplify material shading and use some DirectX 8 features
  161. //r_dopixelvisibility 1 // Enable visibility testing for glows, halos and pretty lights
  162. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  163.  
  164.  
  165. // ---------------
  166. // '-- Shadows --'
  167. // ---------------
  168. // Shadows cast from characters
  169.  
  170. //r_shadows 1 // Enable shadows
  171. //r_shadows 0 // Disable shadows for a big FPS increase
  172. //r_shadowrendertotexture 1 // Prettier shadows
  173. //r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  174. //cl_blobbyshadows 1 // Render a blob for shadows
  175. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  176. //r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  177. //r_flashlightrender 0 // Disable extra flashlight stuff
  178. //r_flashlightmodels 0 // Disable flashlight effect on models
  179. //r_flashlightculldepth 0 // Skip more flashlight processes which are ultimately unused
  180. //r_flashlightscissor 0 // ^
  181. //r_shadowmaxrendered 12 // How many high quality shadows are rendered
  182. //nb_shadow_dist 400 // Distance for NextBot entity shadows
  183.  
  184.  
  185. // ---------------
  186. // '-- Effects --'
  187. // ---------------
  188. // Controls weapon and other miscellaneous effects
  189.  
  190. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  191. //tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  192. //r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  193. //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  194. //cl_show_splashes 1 // Enable water splashes
  195. //cl_show_splashes 0 // Disable water splashes
  196. //cl_fasttempentcollision 17 // Check this many frames for collisions on syringes, shell ejection, blood, and some other effects
  197. //cl_ejectbrass 1 // Bullet ejection on shots
  198. //cl_muzzleflash_dlight_1st 0 // Disable dynamic light from muzzle flash in DoD and possibly other mods
  199. //cl_drawmonitors 1 // Draw monitors in HL2 and CS
  200. //muzzleflash_light 1 // Muzzle flash lights
  201.  
  202.  
  203. // -------------
  204. // '-- Water --'
  205. // -------------
  206. // Water reflections
  207.  
  208. //r_WaterDrawReflection 1 // Enable water reflections
  209. //r_WaterDrawReflection 0 // Water reflections disabled for more performance
  210. //r_waterforceexpensive 1 /// Force higher quality water
  211. //r_waterforceexpensive 0 // Do not force expensive water
  212. //r_waterforcereflectentities 1 // Enable entity water reflections
  213. //r_waterforcereflectentities 0 // Do not force entity water reflections
  214. //r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  215. //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  216.  
  217.  
  218.  
  219. // -----------------
  220. // '-- Particles --'
  221. // -----------------
  222. // Particle effects
  223.  
  224. //cl_particle_batch_mode 1 // Use default particle batch mode
  225. //cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles
  226. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  227. //tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  228. //mat_reduceparticles 0 // Use the full number of particles
  229. //mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real performance impact comes from creating particle systems
  230. //cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
  231. //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
  232. //r_drawflecks 1 // Draw flecks from impacts
  233. //r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces distractions
  234. //r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  235. //tf_impactwatertimeenable 1 // Limit water splash particle to every second
  236. //fx_drawimpactdebris 0 // Disable bullet surface debris effect
  237. //fx_drawimpactdust 0 // Disable bullet surface dust effect
  238. //fx_drawmetalspark 0 // Disable bullet surface spark effect
  239. //cl_particle_retire_cost 1 // Remove particles larger than this fraction of 1000 screen area
  240.  
  241.  
  242. // -----------------------
  243. // '-- Post Processing --'
  244. // -----------------------
  245. // Extra visual effects
  246.  
  247. // -------------
  248. // '- General -'
  249. // -------------
  250. // Standard post processing effects
  251.  
  252. //mat_postprocessing_combine 1 // Combine post processing effects
  253. //mat_postprocessing_combine 0 // Individually checked passes for post processing
  254. //mat_hdr_level 2 // HDR and bloom
  255. //mat_hdr_level 1 // LDR and bloom
  256. //mat_hdr_level 0 // LDR
  257. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  258. //r_bloomtintr .3 // Red tint to bloom
  259. //r_bloomtintg .59 // Green tint to bloom
  260. //r_bloomtintb .11 // Blue tint to bloom
  261. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  262. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  263. //mat_colorcorrection 0 // Disable color correction to quickly skip post processing rendering pathway
  264. //mat_colcorrection_disableentities 1 // Skip most of the client think for color correction map entities
  265. //mat_autoexposure_max 2 // Max autoexposure value
  266. //mat_autoexposure_min .05 // Min autoexposure value
  267.  
  268.  
  269. // ----------------
  270. // '- Pyrovision -'
  271. // ----------------
  272. // Pyrovision visual effects
  273.  
  274. //pyro_dof 1 // Enable pyrovision dof
  275. //pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  276. //pyro_vignette 2 // Dynamic pyrovision vignette
  277. //pyro_vignette 1 // Static pyrovision vignette
  278. //pyro_vignette 0 // Disable vignette for pyrovision
  279. //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
  280. //pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  281.  
  282.  
  283. // -------------------
  284. // '-- Motion Blur --'
  285. // -------------------
  286. // These settings will adjust the blurring effect from rotation and movement
  287.  
  288. //mat_motion_blur_enabled 1 // Enable motion blur
  289. //mat_motion_blur_enabled 0 // Disable motion blur
  290. //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
  291. //mat_motion_blur_falling_max 15 // Maximum blur from falling
  292. //mat_motion_blur_falling_min 5 // Minimum blur from falling
  293. //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
  294. //mat_motion_blur_forward_enabled 0 // Disable buggy motion blur from forward motion
  295. //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
  296. //mat_motion_blur_rotation_intensity .05 // Adjust blur caused by rotational motion
  297. //mat_motion_blur_strength 1 // Adjust overall blur strength
  298.  
  299.  
  300. // --------------------
  301. // '-- Antialiasing --'
  302. // --------------------
  303. // These settings will adjust the smoothing of jagged edges
  304.  
  305. //mat_software_aa_strength 0 // Skip software AA which ultimately disables itself
  306. //mat_software_aa_strength_vgui 0 // ^
  307. //mat_alphacoverage 1 // Enable alpha-to-coverage, which improves AA on thin overlapping surfaces
  308. //mat_alphacoverage 0 // Disable alpha-to-coverage
  309.  
  310.  
  311. //mat_antialias 1 // Do not do antialiasing
  312. //mat_antialias 8 // Max MSAA (8x)
  313. //mat_antialias 16 // Try to use CSAA
  314.  
  315.  
  316. // -------------------------
  317. // '-- Texture Filtering --'
  318. // -------------------------
  319. // These settings will adjust the texture smoothing/filtering
  320.  
  321. //mat_trilinear 1 // Force trilinear as it improves texture filtering for little
  322. //mat_trilinear 0 // Use nearest filtering (or trilinear based on texture flags) to squeeze out every last bit of performance
  323. //mat_forceaniso 1 // Disable anisotropic filtering
  324. //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
  325.  
  326.  
  327. // ------------------
  328. // '-- Characters --'
  329. // ------------------
  330. // These settings will adjust the characters in the game
  331.  
  332. //r_flex 1;flex_rules 1 // Enable facial animations. Requires more bones to be setup on CPU.
  333. //r_flex 0;flex_rules 0 // Disable facial animations
  334. //anim_3wayblend 1 // Enable 3-way animation blending
  335. //anim_3wayblend 0 // Disable 3-way animation blending
  336. //r_teeth 1 // Render teeth
  337. //r_teeth 0 // Do not render teeth, small FPS boost
  338. //flex_smooth 1 // Smooth facial animations
  339. //flex_smooth 0 // Do not smooth facial animations
  340. //r_glint_procedural 1 // Use the glint texture that is cached per frame anyway
  341. //r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease.
  342. //r_eyes 0 // Do not draw character eyes
  343. //r_eyemove 1 // Control if character eyes should move, does not really affect performance.
  344. //r_eyemove 0 // Disable eye movement
  345. //tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect performance.
  346. //tf_clientsideeye_lookats 0 // Disable eye lookats
  347. //blink_duration .2 // Duration of an eye blink
  348. //blink_duration 0 // Disable blinking
  349. //phonemefilter .00001 // Do not box filter lip sync
  350. //phonemefilter .08 // Box filter lip sync
  351. //phonemesnap 0 // Do not crossfade a second lip sync on any LOD
  352. //phonemesnap 2 // Default LOD for a second lip sync
  353. //phonemesnap 7 // Crossfade a second lip sync on every LOD
  354.  
  355.  
  356. // --------------
  357. // '-- Decals --'
  358. // --------------
  359. // Overlay textures on models
  360.  
  361. // -------------
  362. // '- General -'
  363. // -------------
  364. // Bullet holes and overall decal support
  365.  
  366. //r_decals 0;mp_decals 0 // Disable decals
  367. //r_decals 9;mp_decals 9 // Allow to check bullet spread
  368. //r_decals 80;mp_decals 80 // Optimized high decal count
  369. //r_decals 2048;mp_decals 2048 // Maximum decal count
  370. //r_drawbatchdecals 1 // Always batch decals to reduce calls
  371. //r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  372. //r_decal_cover_count 4 // Allow for more decals covering each other
  373. //r_decal_overlap_area .4 // Remove decal when there is another decal barely covering it
  374. //r_decal_overlap_area .8 // Allow for decals to overlap each other more
  375. //r_decal_overlap_count 0 // Do not allow decals to overlap each other
  376. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  377.  
  378.  
  379. // ------------------
  380. // '- Model Decals -'
  381. // ------------------
  382. // Blood on hurt players and some bullet decals on props
  383.  
  384. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is
  385. //r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto. This also causes a bug with red bullet decals on some wood models.
  386. //r_maxmodeldecal 9 // Optimize maximum model decal count
  387.  
  388.  
  389. // ----------------
  390. // '- Map Decals -'
  391. // ----------------
  392. // Decals placed by the map author
  393.  
  394. //r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  395. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  396. //r_overlayfadeenable 0 // Fade map decals based on globally set distance
  397. //r_overlayfademax 2000 // Distance where they will be fully transparent
  398. //r_overlayfademin 1750 // Distance where they will be fully opaque
  399.  
  400.  
  401. // ------------
  402. // '- Sprays -'
  403. // ------------
  404. // Decals sprayed by players
  405.  
  406. //cl_allowdownload 1 // Download other player custom files
  407. //cl_allowdownload 0 // Block downloads of other player custom files (sprays)
  408. //cl_allowupload 1 // Upload your player custom files
  409. //cl_allowupload 0 // Disable uploading your player custom files (sprays)
  410. //r_spray_lifetime 2 // Keep sprays for 2 rounds
  411. //r_spray_lifetime 0 // Clear sprays immediately
  412. //cl_playerspraydisable 0 // Enable player sprays
  413. //cl_playerspraydisable 1 // Disable player sprays
  414.  
  415.  
  416. // ------------
  417. // '-- Gibs --'
  418. // ------------
  419. // Body parts created on violent deaths
  420.  
  421. //cl_burninggibs 1 // Enable burning gibs for realism
  422. //cl_burninggibs 0 // Disable burning gibs as they have a performance impact
  423. //props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  424. //props_break_max_pieces 2 // Break into a max of 2 pieces
  425. //props_break_max_pieces 0 // Disables gibs and prop breaking
  426. //violence_hgibs 1 // Enable normal gibs
  427. //violence_hgibs 0 // Enable silly gibs/blood (less performance)
  428. //violence_hblood 1 // Enable normal blood
  429. //violence_hblood 0 // Enable silly gibs/blood (less performance)
  430. //tf_playergib 1 // Control gibbing on local servers: 0: never, 1: default, 2: always.
  431.  
  432.  
  433.  
  434.  
  435. // -------------
  436. // '-- Props --'
  437. // -------------
  438. // Various small objects
  439.  
  440. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  441. //r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  442. //cl_phys_props_enable 1 // Enable client side physics props
  443. //cl_phys_props_enable 0 // Disable client side physics props
  444. //cl_phys_props_max 300 // Allow all physics props
  445. //cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  446. //cl_phys_props_respawndist 3000 // Skip respawning physics props for a high distance
  447. //cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
  448. //cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  449. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  450. //r_propsmaxdist 3000 // Always render client side physics props
  451. //r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  452. //r_drawdetailprops 1 // Enable sprites, grass and some other things
  453. //r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  454. //r_staticprop_lod 7 // Force lowest LOD (lowest quality). Makes some railings invisible.
  455. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  456. //r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  457. //r_PhysPropStaticLighting 1 // Use lighting on props
  458.  
  459.  
  460.  
  461. // ----------------
  462. // '-- Ragdolls --'
  463. // ----------------
  464. // Bodies that spawn on death with adjustable physics simulation and fading
  465.  
  466. //cl_ragdoll_fade_time 5 // Fade out ragdolls in 5 seconds, which is the cutoff for special ragdoll effects
  467. //cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  468. //cl_ragdoll_forcefade 0 // Do not instantly fade ragdolls
  469. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  470. //cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes from
  471. //cl_ragdoll_collide 1 // Enable ragdoll collisions
  472. //cl_ragdoll_collide 0 // Disable ragdoll collisions
  473. //ragdoll_sleepaftertime 1.5 // Wait a reasonable time before sleeping ragdoll physics
  474. //ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  475.  
  476.  
  477. // ---------------
  478. // '-- General --'
  479. // ---------------
  480. // General/overall graphics settings
  481. //mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to .1 in increments of .1 or .05). This is
  482. // useful for if your GPU struggles to render a lot of pixels.
  483. //mat_viewportupscale 1 // Upscale when using mat_viewportscale
  484.  
  485. //r_3dsky 1 // Enable 3D sky
  486. //r_3dsky 0 // Disable 3D sky
  487.  
  488.  
  489. //cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  490. //cl_jiggle_bone_framerate_cutoff 1 // Never disable jigglebones
  491. //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  492.  
  493.  
  494. //tf_sheen_framerate 15 // Killstreak viewmodel frame rate
  495.  
  496.  
  497.  
  498. //tf_sheen_alpha_firstperson .5 // Intensity of tint
  499.  
  500.  
  501.  
  502. // --------------
  503. // '- Textures -'
  504. // --------------
  505.  
  506. //mat_picmip -1 // Very High quality textures
  507. //mat_picmip 0 // High quality textures
  508. //mat_picmip 1 // Medium quality textures
  509. //mat_picmip 2 // Low quality textures
  510. //mat_filtertextures 1 // Filter textures
  511. //mat_filtertextures 0 // Blocky textures
  512.  
  513.  
  514. //mat_disable_fancy_blending 0 // Enable fancy blending of textures
  515. //mat_disable_fancy_blending 1 // Disable fancy blending of textures
  516.  
  517.  
  518. //mat_bumpmap 1 // Enable bumpmaps
  519. //mat_bumpmap 0 // Disable bumpmap materials
  520.  
  521.  
  522. //mat_specular 1 // Enable specular
  523. //mat_specular 0 // Disable specular materials
  524.  
  525.  
  526. // -------------
  527. // '-- Ropes --'
  528. // -------------
  529. // Ropes for Mannpower grappling hook and as decoration in maps
  530.  
  531. //r_drawropes 0 // Turn off ropes entirely
  532. //rope_rendersolid 1 // Render solid part of ropes
  533. //rope_rendersolid 0 // Skip rendering solid part of ropes
  534. //r_ropetranslucent 1 // Simulate ropes
  535. //r_ropetranslucent 0 // Skip simulating ropes
  536. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  537. //rope_smooth 0 // Skip a long smoothing operation for ropes
  538. //rope_subdiv 7 // Max rope subdivides
  539. //rope_subdiv 2 // Subdivide ropes
  540. //rope_subdiv 0 // Skip heavy loops for rope subdivisions
  541. //rope_collide 1 // Enable rope collisions
  542. //rope_collide 0 // Skip CPU heavy world collisions for ropes
  543. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  544. //rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  545. //rope_averagelight 1 // Only use average light, instead of an extra max intensity average with zero
  546. //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  547.  
  548.  
  549. // --------------------
  550. // '-- Optimization --'
  551. // --------------------
  552. // These settings will optimize TF2 without having any very noticeable effects to the user
  553.  
  554. //mat_vsync 0 // Ensure VSync is disabled
  555. //mat_powersavingsmode 0 // Ensure power savings mode is disabled
  556. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  557. //r_ForceWaterLeaf 1 // Optimization to visleafs
  558. //r_fastzreject 0 // Renders first pass of a scene with a z-buffer on the CPU and
  559. // then has the GPU quickly render the scene in a second pass,
  560. // with the visible parts of the scene already calculated.
  561. // For the scene rendering, the savings are not much on dGPUs
  562. // in exchange for the CPU cost.
  563. //r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  564. //r_occludeemaxarea 7.5 // Skip occlusion of objects that are too large to test for
  565. //r_occluderminarea 15 // Skip occluders that are too small to block anything worth our time
  566. //r_occludermincount 1 // Just in case we filter one out
  567. //mat_tonemapping_occlusion_use_stencil 0 // Force disable stencil buffer for tonemapping
  568. //r_norefresh 1 // Do not store a useless and unused frame time variable
  569. //fast_fogvolume 1 // Fast path for one leaf water data
  570. //r_pixelfog 1 // Use a pixel shader for fog if possible
  571. //r_lightcache_zbuffercache 1 // Optimize lighting data and use new lighting system
  572. //sv_alternateticks 0 // Run every tick
  573. //mod_offline_hdr_switch 1 // Skip outdated Source engine pathways
  574. //mat_forcemanagedtextureintohardware 0 // Do not do tricks to render textures into hardware
  575. //r_hunkalloclightmaps 0 // Uncap lightmaps for larger maps, FPS impact is non-existent
  576. //jpeg_quality 90 // JPEG quality percentage
  577. //mat_requires_rt_alloc_first 0 // Force disable, since new GPUs do not need to do this. Improves load times.
  578.  
  579. // --------------
  580. // '-- OpenGL --'
  581. // --------------
  582. // Optimizations for OpenGL platforms (Linux and macOS)
  583.  
  584. //gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  585. //mat_texture_reload_frame_swap_workaround 0 // Disable aggressive macOS workaround for sake of performance
  586. //gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  587. //gl_debug_output 0 // Disable debug messages
  588. //gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  589. //sdl_displayindex 0 // Which display index to use (Linux and macOS only)
  590.  
  591. // ==================
  592. // '--- Gameplay ---'
  593. // ==================
  594. // Adjusts how the game behaves
  595.  
  596. //cl_autoreload 1 // Auto reload clip
  597. //cl_autorezoom 1 // Automatically rezoom sniper rifle
  598. //tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged
  599. //tf_medigun_autoheal 1 // Keep healing allies
  600. //tf_remember_activeweapon 1 // Remember last held weapon
  601. //tf_remember_lastswitched 1 // Remember quick switch weapon
  602. //tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes
  603.  
  604. // =============
  605. // '--- HUD ---'
  606. // =============
  607. // ---------------
  608. // '-- General --'
  609. // ---------------
  610. // General/misc HUD settings
  611.  
  612. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  613. //cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD
  614. //cl_hud_minmode 1 // HUD min mode
  615. //hud_fastswitch 1 // Weapon switch behavior:
  616. // 0 - PC Buckets
  617. // Select weapons from the side of your screen, fire to confirm.
  618. // 1 - PC Fast Switch
  619. // Fast switch for PC buckets (no fire to confirm).
  620. // 2 - Buckets Plus:
  621. // Fast Switch
  622. // weapon selection window comes up at the middle of your screen,
  623. // can select weapons without ammo (but not switch to them).
  624. // 3 - Carousel scroll:
  625. // Fast Switch
  626. // slot 1 = last weapon, slot 2 = next weapon,
  627. // slot 3 = swap weapon, slot 4 = previous weapon.
  628. //cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
  629. //tf_scoreboard_mouse_mode 2 // Use mouse mode on scoreboard. 0 - disabled, 1 - always, 2 - on click (MOUSE2).
  630. //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard
  631. //tf_use_match_hud 1 // Show the top player bar on all servers
  632. //tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
  633. //tf_dashboard_slide_time .1 // Time in seconds for dashboard transitions
  634. //tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  635. //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  636. //tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  637. //tf_quest_map_tuner_wobble_magnitude .01 // Enable red tuner at the bottom
  638. //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  639. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  640. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  641. //tf_simple_disguise_menu 0 // Concise disguise menu
  642. //tf_colorblindassist 1 // Add extra icon for jarate (colorblind mode)
  643. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  644. //sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  645. //hud_classautokill 0 // No suicide on class change
  646. //tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  647. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  648. //tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  649. //tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  650. //tf_hud_show_servertimelimit 1 // Show server map time
  651. //scr_centertime 0 // Hide center text on servers
  652. //tf_hud_target_id_alpha 100 // Transparency of target ID
  653. //tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  654. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  655. //hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
  656. //tf_healthicon_height_offset 10 // Offset of heath icon
  657. //tf_hud_target_id_offset 0 // Vertical offset of target ID
  658. //tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - from everyone, 2 - from friends.
  659. //tf_spectator_target_location 0 // 0 - center (default)
  660. // 1 - bottom left
  661. // 2 - bottom center
  662. // 3 - bottom right
  663. //hud_freezecamhide 0 // Show the HUD during freeze-cam
  664. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  665. //tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  666. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  667. //cl_hudhint_sound 0 // Disable HUD sounds
  668. //cl_mainmenu_safemode 1 // Dev safe mode for main menu
  669. //tf_queue_spinner_color 0 // Orange queue TF logo spinner
  670. //tf_queue_spinner_color 1 // Blue queue TF logo spinner
  671. //tf_stats_nogameplaycheck 1 // Skip checking for gamemodes when recording stats
  672.  
  673.  
  674.  
  675.  
  676.  
  677.  
  678. // -------------------
  679. // '-- Combat Text --'
  680. // -------------------
  681. // Damage and healing text above players
  682.  
  683. //hud_combattext 1 // Enable damage text
  684. //hud_combattext_batching 1 // Collect damage into one number over a time interval
  685. //hud_combattext_batching_window .2 // Time in seconds to collect damage
  686. //hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear
  687. //hud_combattext_healing 1 // Show healing text
  688. //hud_combattext_red 255 // Red value for damage text color (0 to 255)
  689. //hud_combattext_green 0 // Green value for damage text color (0 to 255)
  690. //hud_combattext_blue 0 // Blue value for damage text color (0 to 255)
  691.  
  692. // ----------------
  693. // '-- Messages --'
  694. // ----------------
  695. // Text chat and other messages
  696.  
  697. //hud_saytext_time 10 // How long in seconds chat messages stay on screen
  698. //hud_saytext_time 0 // Disable chat
  699. //cl_showtextmsg 1 // Enable text messages in chat (voice lines)
  700. //cl_showtextmsg 0 // Disable text messages
  701. //cl_showpluginmessages 1 // Show messages from server plugins
  702. //cl_showpluginmessages 0 // Do not show messages from server plugins
  703. //cl_chatfilters 63 // Chat Filter - enable parts of chat:
  704. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  705. // achievements (32)
  706. // Add a combination of these numbers together to enable that combination
  707. // for example, name change (2) + team change (16) = 18
  708. // 0 for everything disabled
  709. //cl_mute_all_comms 1 // Disable text and voice for muted players
  710. //cl_mute_all_comms 0 // Disable voice for muted players
  711. //hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  712. //tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  713.  
  714.  
  715.  
  716.  
  717.  
  718. // ----------------
  719. // '-- Backpack --'
  720. // ----------------
  721. // Inventory, economy and backpack
  722.  
  723. //tf_time_loading_item_panels .0004 // Decrease time spent per frame loading item panels
  724. //cl_spec_carrieditems 1 // Show spectated player items
  725. //cl_spec_carrieditems 0 // Do not show spectated player items
  726. //tf_backpack_page_button_delay .25 // Decrease button delay for moving items
  727. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout items
  728. //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  729. //cl_show_market_data_on_items 1 // Show market data in backpack 0 = never, 1 = when showing borders, 2 = always
  730.  
  731. // -----------------
  732. // '-- Crosshair --'
  733. // -----------------
  734. // Aiming recticle or crosshair
  735.  
  736. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  737. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  738. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  739. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  740. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  741. //cl_crosshair_scale 32 // Size of crosshair
  742. //cl_crosshair_file "" // Style of crosshair
  743. //cl_observercrosshair 0 // Disable crosshair in spectator
  744. //crosshair 0 // Disable crosshair entirely
  745.  
  746. // -------------------
  747. // '-- Killstreaks --'
  748. // -------------------
  749. // Killstreak messages from weapons
  750.  
  751. //cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  752. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  753. //cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
  754. //cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  755. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  756.  
  757.  
  758.  
  759. // ---------------------
  760. // '-- Notifications --'
  761. // ---------------------
  762. // In-game notifications for trade offers, requests, events, etc
  763.  
  764. //cl_notifications_max_num_visible 3 // Number of visible notifications
  765. //cl_notifications_move_time .1 // Make notification transition shorter
  766. //cl_notifications_show_ingame 0 // Do not show notifications in game
  767. //tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  768. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  769. //cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  770. //cl_vote_ui_active_after_voting 1 // Keep the vote UI active after voting to see the vote progress
  771. //cl_vote_ui_show_notification 0 // Instantly show the vote UI when a vote is called
  772. //cl_vote_ui_show_notification 1 // Do not instantly show the vote UI when a vote is called. Instead, show a notification to allow the user to choose if he wants to see the vote.
  773.  
  774. // -----------------
  775. // '-- Contracts --'
  776. // -----------------
  777. // Contracts as part of campaigns
  778.  
  779. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  780. // 0 - never
  781. // 1 - all
  782. // 2 - active only
  783. //tf_contract_progress_show 1 // During all matches, contract visibility:
  784. // 0 - never
  785. // 1 - all
  786. // 2 - active only
  787. //tf_quest_notification_line_delay .2 // Shorter voice line delay after contract
  788. //tf_quest_notification_line_delay 1 // Default voice line delay
  789.  
  790. // --------------------
  791. // '-- Achievements --'
  792. // --------------------
  793. // Achievement effects and HUD tracker
  794.  
  795. //hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  796. //hud_achievement_tracker 2 // Achievements tracked at once
  797. //hud_achievement_count 4 // Max achievements shown on HUD
  798.  
  799. // ------------
  800. // '-- Info --'
  801. // ------------
  802. // Additional HUD elements for extra info
  803. // Adding additional HUD elements decreases FPS by a small amount
  804.  
  805. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  806. //cl_showpos 1 // Current position, angle and velocity
  807. //cl_showbattery 1 // Battery meter
  808. //cl_show_num_particle_systems 1 // Show number of particle systems
  809. //cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  810.  
  811.  
  812.  
  813. // -----------------------
  814. // '-- Closed Captions --'
  815. // -----------------------
  816. // Customization of notifications of sounds and voices in closed captions
  817.  
  818. //closecaption 1 // Enable closed captions
  819. //cc_subtitles 1 // Make closed captions dialog only
  820. //cc_linger_time 1 // Seconds for captions to stay on screen
  821. //cc_minvisibleitems 1 // Minimum captions to shown
  822. //cc_predisplay_time 0 // Delay between the sound and showing the caption
  823. //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
  824. //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
  825.  
  826. // ----------------
  827. // '-- Netgraph --'
  828. // ----------------
  829. // Advanced HUD display of network info and FPS
  830.  
  831. //net_graph 0 // Netgraph display
  832. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  833. //net_graphpos 1 // The horizontal position of the netgraph
  834. // 0 = left, 1 = right, 2 = middle
  835. // Anything else will set the x coordinate of the graph left edge
  836. //net_graphheight 64 // Height of the text part of the graph
  837. //net_graphproportionalfont 1 // Scale fonts as the screen resolution goes up
  838. //net_scale 5 // The height of the graph portion
  839. //net_graphsolid 0 // Draw height ticks as single ticks
  840. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  841. //net_graphtext 1 // Draw text fields
  842. //net_graphmsecs 400 // Over how many milliseconds should the text area measure
  843. //net_graphshowlatency 1 // Show the latency part of the graph
  844. //net_graphshowinterp 1 // Show the interpolation part of the graph
  845.  
  846. // ---------------
  847. // '-- Console --'
  848. // ---------------
  849. // Developer console customization
  850.  
  851. //con_enable 1 // Enable console
  852. //con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages (nprint)
  853. //con_nprint_bgalpha 0 // Disable drawing box around nprint
  854.  
  855. // ==============
  856. // '--- View ---'
  857. // ==============
  858. // The character view and viewmodel
  859.  
  860. //fov_desired 90 // See more of the battlefield
  861. //fov_desired 75 // Render less for very low end computers
  862. //r_drawviewmodel 1 // Draw weapon viewmodel
  863. //r_drawviewmodel 0 // Hide weapon viewmodel
  864. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  865. //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
  866. //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
  867. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  868. //tf_use_min_viewmodels 0 // Use default viewmodel position
  869. //cl_first_person_uses_world_model 1 // Draw character world model instead of weapon viewmodel
  870. //cl_first_person_uses_world_model 0 // Draw weapon viewmodel
  871. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  872. //tf_medieval_thirdperson 0 // First person view in medieval mode
  873. //tf_taunt_first_person 1 // First person view when taunting
  874. //tf_taunt_first_person 0 // Third person view when taunting
  875. //glow_outline_effect_enable 1 // Enable ally and objective outlines
  876. //glow_outline_effect_enable 0 // Disable all outlines
  877. //tf_enable_glows_after_respawn 1 // Enable spawn nametags
  878. //tf_enable_glows_after_respawn 0 // Disable spawn nametags and outlines
  879. //tf_spec_xray_disable 0 // Enable nametags while spectating
  880. //tf_spec_xray_disable 1 // Disable nametags and outlines while spectating
  881. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  882. //tf_spectate_pyrovision 0 // Do not force pyrovision in spectator mode
  883. //spec_autodirector 1 // Choose best view mode automatically
  884. //cl_use_tournament_specgui 1 // Use advanced tournament UI in spectator tournament mode
  885. //tf_romevision_opt_in 1 // Opt into Romevision
  886.  
  887.  
  888. // ===========================
  889. // '--- Demos and Replays ---'
  890. // ===========================
  891. // Adjusts the recording and playback of demos and replays
  892.  
  893. // -------------
  894. // '-- Demos --'
  895. // -------------
  896.  
  897. //demo_recordcommands 1 // Record console commands in your demos
  898. //demo_fov_override 0 // FOV override for demo playback, if non-zero.
  899. //demo_legacy_rollback 0 // Do not rollback player view one tick interval
  900.  
  901. // --------------------
  902. // '-- Demo Support --'
  903. // --------------------
  904.  
  905. //ds_enable 0 // 0 - Manual
  906. // 1 - Record competitive matchmaking
  907. // 2 - Record everything
  908. // 3 - Record mp_tournament matches
  909. //ds_autodelete 1 // Automatically delete demos with no bookmarks or killstreaks
  910. //ds_dir demos // Put all recorded demos in this folder (under tf/)
  911. //ds_kill_delay 15 // Max time between kills to count for a killstreak
  912. //ds_log 1 // Log killstreaks and bookmarks to an associated text file
  913. //ds_mark name // Create a bookmark with a single word name
  914. //ds_min_streak 4 // Minimum killstreak count before logging it
  915. //ds_notify 0 // Output when getting a killstreak or bookmarking
  916. // 0 - to console
  917. // 1 - to console and chat
  918. // 2 - to console and HUD
  919. //ds_prefix "" // Prefix file names with this text
  920. //ds_record // Start recording a demo
  921. //ds_stop // Stop recording a demo
  922. //ds_screens 1 // Take a screenshot of the scoreboard when the round ends
  923. //ds_sound 1 // Play the filming sound effect for when demo support starts and stops recording
  924.  
  925. // ---------------
  926. // '-- Replays --'
  927. // ---------------
  928.  
  929. //tf_replay_pyrovision 0 // Do not force pyrovision in replays
  930. //tf_replay_pyrovision 1 // Watch replays in pyrovision
  931. //replay_rendersetting_motionblur_can_toggle 1 // Allow for motion blur toggle in replays
  932. //replay_cache_client_ragdolls 1 // Record client side ragdolls
  933. //replay_voice_during_playback 1 // Play voice chat during replay playback
  934. //replay_screenshotresolution 1 // High-res replay screenshots (0 for low-res)
  935.  
  936. // ==============
  937. // '--- Misc ---'
  938. // ==============
  939. // Settings that do not fit into a category
  940.  
  941. //bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  942. //ai_frametime_limit .015 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  943.  
  944. // ================
  945. // '--- Memory ---'
  946. // ================
  947. // Adjustments to memory allocation
  948.  
  949. //lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  950. //cl_always_flush_models 0 // Keep models loaded in between map loads and keep preloading
  951. //cl_always_flush_models 1 // Remove models from memory every map load to keep memory usage low
  952. //mat_levelflush 1 // Clear temporary memory to prevent overloading memory stores
  953. //mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw
  954.  
  955. // ====================
  956. // '--- Filesystem ---'
  957. // ====================
  958. // -------------
  959. // '-- Sizes --'
  960. // -------------
  961. // Set buffer and file read sizes
  962.  
  963. //filesystem_buffer_size 32768 // 32KB for better block size optimization
  964. //filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
  965.  
  966. // -------------------
  967. // '-- Model Cache --'
  968. // -------------------
  969. // Control loading and caching models
  970.  
  971. //mod_load_anims_async 1 // Async animation loading
  972. //mod_load_mesh_async 1 // Async mesh loading
  973. //mod_load_vcollide_async 1 // Async vcollide loading
  974. //mod_forcetouchdata 1 // Put all model data into cache on load
  975. //mod_touchalldata 0 // Fully use the async pathway by skipping submodel loading
  976. //mod_forcedata 0 // Async model cache does not force data by default
  977. //mod_dynamicunloadtime 150 // How long in seconds a dynamic model can be unused for before being unloaded
  978.  
  979. // ===============
  980. // '--- Sound ---'
  981. // ===============
  982. // -----------------
  983. // '-- Hitsounds --'
  984. // -----------------
  985. // Damage sound played on hit and on kill
  986.  
  987. //tf_dingalingaling_lasthit 1 // Play killsounds
  988. //tf_dingaling_lasthit_pitchmaxdmg 65 // Pitch for killsound on >=150 damage
  989. //tf_dingaling_lasthit_pitchmindmg 127 // Pitch for killsound on <=10 damage
  990. //tf_dingaling_lasthit_volume .75 // Killsound volume
  991. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  992. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  993. //tf_dingalingaling 1 // Play hitsounds
  994. //tf_dingaling_pitchmaxdmg 65 // Pitch for hitsound on >=150 damage
  995. //tf_dingaling_pitchmindmg 127 // Pitch for hitsound on <=10 damage
  996. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  997. //tf_dingalingaling_repeat_delay .008 // .008 seconds delay to allow for all standard weapons
  998. //tf_dingaling_volume .75 // Hitsound volume
  999. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  1000. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  1001.  
  1002. // -----------------
  1003. // '-- Threading --'
  1004. // -----------------
  1005. // Threading options to take advantage of modern CPUs for the sound system
  1006.  
  1007. //snd_async_fullyasync 0 // Do not force async load
  1008. //snd_async_minsize 524288 // Defer to audio cache more, async load while playing
  1009. //snd_mix_async 1 // Use another thread to mix sounds
  1010. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 threads
  1011.  
  1012. // ---------------
  1013. // '-- General --'
  1014. // ---------------
  1015. // General/misc sound settings
  1016.  
  1017. //volume 1 // Set the master volume
  1018. //snd_musicvolume 1 // Set music volume
  1019. //snd_mixahead .066 // Balance between sound delay and less demand on the CPU. Synced with sound clock.
  1020. //cl_soundemitter_flush // Command to clear out the loaded sounds file
  1021. //cl_soundscape_flush // Command to clear out the loaded soundscapes file
  1022.  
  1023. // ---------------
  1024. // '-- Quality --'
  1025. // ---------------
  1026. // Adjust the quality of sound
  1027.  
  1028. //snd_pitchquality 0 // Use linear mixer for sound, performance benefit
  1029. //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
  1030. //snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  1031. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1032. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  1033. //snd_surround_speakers 0 // Force headphones
  1034. //snd_surround_speakers 2 // Force mono/stereo
  1035. //snd_surround_speakers 4 // Force quad
  1036. //snd_surround_speakers 5 // Force 5.1
  1037. //snd_surround_speakers 7 // Force 7.1
  1038. //windows_speaker_config 4 // Windows speaker configuration
  1039.  
  1040. // ----------------------
  1041. // '-- Spatialization --'
  1042. // ----------------------
  1043. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  1044.  
  1045. //dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays
  1046. //dsp_enhance_stereo 1 // Enable to apply spatial DSP effects to all channels (for use with stereo, not surround sound)
  1047. //dsp_slow_cpu 0 // Use enhanced positional effects
  1048. //dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
  1049. //snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  1050. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm. Pretty reasonable performance benefit, but delay in spatialization.
  1051. //snd_spatialize_roundrobin 0 // Spatialize every frame
  1052. //dsp_room 0 // Disable automatic DSP
  1053. //dsp_room 1 // Enable automatic DSP, adjusts DSP according to the room type/size you are in
  1054. //dsp_facingaway 0 // Disable the facing away DSP effect and directional FX
  1055. //dsp_facingaway 30 // Use a low pass filter for sounds you are facing away from, enable directional FX
  1056. //dsp_speaker 50 // Administrator effect (can be 50 to 59)
  1057. //dsp_speaker 0 // Disable administrator effect
  1058. //dsp_water 14 // Water muffling effect (small delay)
  1059. //dsp_water 15 // Water muffling effect (medium delay)
  1060. //dsp_water 16 // Water muffling effect (large delay)
  1061. //dsp_water 0 // Disable water muffling effect
  1062. //dsp_spatial 40 // Spatial delay effect for positional audio
  1063. //dsp_spatial 0 // Disable spatial effect
  1064. //dsp_off 1 // Turn DSP system entirely off
  1065.  
  1066. // --------------------
  1067. // '-- Optimization --'
  1068. // --------------------
  1069. // Optimizations with no noticeable effect on the listener
  1070.  
  1071. //snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  1072. //snd_cull_duplicates 1 // Only play one of each sound at a time
  1073. //voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  1074. //snd_noextraupdate 1 // Do not update sound twice
  1075. //snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  1076. //snd_defer_trace 0 // Immediately trace on the first frame
  1077. //snd_async_spew_blocking 0 // Disable async spew
  1078.  
  1079. // ------------------
  1080. // '-- Voice Chat --'
  1081. // ------------------
  1082. //voice_avggain 0.5 // How fast voice gain should be averaged
  1083. //voice_maxgain 10 // The maximum loudness for voice chat
  1084. //voice_modenable 1 // Enable voice chat
  1085. //voice_forcemicrecord 0 // Force mic input for voice chat. Try setting this to 1 if the game is not recognizing your mic.
  1086. //voice_inputfromfile 1 // Enables using a file "voice_input.wav" for input to voice chat
  1087. //voice_loopback 1 // Listen to yourself speak on voice chat
  1088. //voice_overdrive 2 // Controls how quiet voice chat makes game sounds. 2 is a 50% decrease.
  1089. //voice_overdrivefadetime 0.4 // How long to fade voice overdrive in seconds (0.0001 to disable)
  1090. //voice_recordtofile 1 // Enable recording voice chat to voice_micdata.wav and voice_decompressed.wav
  1091. //voice_scale 1 // How loud input volume is
  1092.  
  1093. //setinfo "voice_on" "Command to enable voice chat"
  1094. //setinfo "voice_off" "Command to disable voice chat"
  1095. //setinfo "voice_toggle" "Command to toggle voice chat"
  1096.  
  1097.  
  1098.  
  1099. // ===============
  1100. // '--- Input ---'
  1101. // ===============
  1102. // ----------------
  1103. // '-- Keyboard --'
  1104. // ----------------
  1105. // Keyboard adjustments
  1106.  
  1107. //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
  1108. //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
  1109. //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
  1110.  
  1111. // -------------
  1112. // '-- Mouse --'
  1113. // -------------
  1114. // Mouse movement and aiming
  1115.  
  1116. //m_pitch .022 // Pitch factor
  1117. //m_yaw .022 // Yaw factor
  1118. //sensitivity 3 // Mouse sensitivity
  1119. //m_limitedcapture_workaround 1 // Workaround for mouse capture issues
  1120. //m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
  1121. //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
  1122. //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1123. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1124. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1125. //m_rawinput 1 // Use raw input from mouse
  1126. //m_customaccel 0 // custom mouse acceleration
  1127. // 0 - no custom acceleration
  1128. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1129. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1130. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1131. //m_customaccel_scale .04 // ^
  1132. //m_customaccel_max 0 // ^
  1133. //m_customaccel_exponent 1 // ^
  1134. //zoom_sensitivity_ratio .7934714 // Use same sensitivity as when unscoped
  1135.  
  1136. // ------------------------
  1137. // '-- Steam Controller --'
  1138. // ------------------------
  1139. // Controls Steam Controller/Steam Input
  1140.  
  1141. //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
  1142. //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
  1143. //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
  1144. //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
  1145. //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
  1146. //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
  1147. //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
  1148. //sc_show_binding_panel // Launch Steam Controller binding UI
  1149. //sc_status // Show Steam Controller status
  1150.  
  1151. // -------------------
  1152. // '-- Bumper Cars --'
  1153. // -------------------
  1154. // Input during bumper cars
  1155.  
  1156. //tf_halloween_kart_pitch 10 // Pitch value for the camera
  1157. //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
  1158. //tf_halloween_kart_pitch_slow_follow_rate .5 // Follow speed for the camera when slow
  1159.  
  1160. // --------------------------
  1161. // '-- Module Shortcuts --'
  1162. // --------------------------
  1163.  
  1164.  
  1165. // ---------------------------------
  1166. // '-- User-Overrideable Aliases --'
  1167. // ---------------------------------
  1168.  
  1169.  
  1170.  
  1171.  
  1172.  
  1173. // ----------------------
  1174. // '-- Comfig Aliases --'
  1175. // ----------------------
  1176.  
  1177.  
  1178. //block_game_overrides_once
  1179.  
  1180.  
  1181. //clear
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