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  1. ModeratorVerifiziertNightbot: 400 DPI - Ingame sens 1.4
  2. ModeratorVerifiziertNightbot: 1280 x 960 ST. All settings low except global shadow quality at very high
  3. ModeratorVerifiziertNightbot: https://play.esea.net/users/687481
  4. ModeratorVerifiziertNightbot: Size 3.5, Gap -3. Thickness 1, Style 4
  5. ModeratorVerifiziertNightbot: https://pastebin.com/dc7UNDQ6
  6. This does not include my crosshair, sens, or video settings/res. Credits to KiloSwiss.
  7.  
  8.  
  9.  
  10. m_rawinput 1 // def. 0 - If set to 1, it ignores any Windows Settings.
  11. zoom_sensitivity_ratio_mouse 0.865 // def. 1 - Factor of zoomed in Mouse Sensitivity (try 0.818933).
  12. m_mousespeed 0 // def. 1 min. 0 max. 2 - Windows mouse acceleration: 0 to disable, 1 to enable.
  13. m_customaccel 0 // def. 0 Custom mouse acceleration: 0 = custom acceleration disabled 3 = mouse_acceleration.
  14. m_customaccel_exponent 1 // def. 1.05 min. 0.000100 max. 10.000000 - Mouse move is raised to this power before being scaled by scale factor.
  15. m_customaccel_scale 0.005 // def. 0.04 min. 0.000000 max. 10.000000 - Custom mouse acceleration value.
  16. m_customaccel_max 0
  17. m_mouseaccel1 0 // def. 0 Windows mouse acceleration initial threshold (2x movement).
  18. m_mouseaccel2 0 // def. 0 Windows mouse acceleration secondary threshold (4x movement).
  19. m_pitch 0.022000 // def. 0.022 sv_cheats protected - Mouse pitch factor (Vertical).
  20. m_yaw 0.022000 // def. 0.022 min. 0.000100 max. 1000.000000 - Mouse yaw factor (Horizontal).
  21. hud_showtargetid 1 // def. 1 - 0 Disables enemy player Names shown under the Crosshair (for all crosshairstyles 0/1/2/3/4/5).
  22. cl_crosshair_sniper_width 1 // def. 1 - If > 1 sniper scope crosshair lines gain extra width (use 1 for a single-pixel hairline).
  23. cl_crosshair_sniper_show_normal_inaccuracy 0 // def. 0 - Include standing inaccuracy when determining sniper crosshair blur.
  24. rate 786432 // def. 196608 min. 20480 max. 786432 - Maximum Download Bandwidth in bytes per second.
  25. cl_cmdrate 128 // def. 64 - Maximum Command Packets per second, sending to the Server. - DO NOT SET THIS HIGHER THAN YOUR MINIMAL FPS!
  26. cl_updaterate 128 // def. 64 - Maximum number of Update Packets per second, received from the Server. Gets adjusted by the Servers TickRate if Server TR < cl_updaterate.
  27. cl_interp_ratio 1.0 // def. 2 min. 1 max. 5 - Ratio of interpolation Time (values from 1 to 2 are enforced by almost all servers via the setting `sv_competitive_minspec 1`).
  28. cl_interp 0.03125 // def. 0.03125 min. 0.015625 on TR64 and min. 0.007813 on TR128 max. 0.500000 - Sets the interpolation amount (bounded on low side by server interp ratio settings).
  29. net_splitrate 1 // def. 1 - Number of fragments for a splitpacket that can be sent per frame (use `net_showsplits 1` to see them logged to console).
  30. net_maxroutable 1200 // def. 1200 min. 576 max. 1200 - Requested max packet size before packets are 'split'.
  31. steamdatagram_client_force_relay_cluster "" // Code of relay cluster to use. If not empty, we will only use relays in that clu... <-- VALVE PLS FIX THE DESCRIPTION!
  32. net_client_steamdatagram_enable_override 0 // def. 0 - 0 = Use connect method requested by GC. 1 = Always use SDR if possible. -1 = Always use direct connection to gameservers.
  33. fps_max 300 // def. 300 min. 59 - 0=unlimited - fps limiter. Frames Per Second will be capped at this value.
  34. cpu_frequency_monitoring 0 // def. 0 min. 0 max. 10 - Set CPU frequency monitoring interval in seconds. Zero means disabled.
  35. snd_mute_losefocus 0 // def. 1 - Mute Ingamesound when tabbing out of the Game.
  36. volume 1 // min. 0 max. 1 - Overall Game volume.
  37. snd_music_selection 1 // def. "1" - Tracking rotating music for players with no music packs equipped.
  38. snd_menumusic_volume 0.00 // min. 0 max. 1 - Relative volume of main menu music.
  39. snd_roundstart_volume 0.00 // min. 0 max. 1 - Relative volume of round start music.
  40. snd_roundend_volume 0.00 // min. 0 max. 1 - Relative volume of round end music.
  41. snd_deathcamera_volume 0.00 // min. 0 max. 1 - Relative volume of the death camera music.
  42. snd_mapobjective_volume 0.00 // min. 0 max. 1 - Relative volume of map objective music.
  43. snd_tensecondwarning_volume 0.50 // min. 0 max. 1 - Relative volume of ten second warning music.
  44. snd_musicvolume_multiplier_inoverlay 0 // min. 0 max. 1 - Music volume multiplier when Steam Overlay is active.
  45. voice_system_enable 1 // def. 1 - Completely disable voice system when set to 0.
  46. voice_enable 1 // Ingame voice ON / OFF - You can still transmit voice when voice_enable is set to 0!
  47. voice_scale 0.25 // min. 0 max. 1 - Volume of incoming Voice from other players.
  48. voice_loopback 0 // min. 0 max. 1 - Hear yourself speak when using ingame Voice.
  49. voice_mixer_volume -1 // min. 0 max. 1 - Volume of your microphone (affects windows microphone sensitivity setting, unless it is set to "-1").
  50. lobby_voice_chat_enabled 0 // def. 1 - Lobby microphone is enabled when this is set to 1.
  51. //voice_caster_enable 0 // Voice transmit and receive for casters, using the caster ID 0 = no caster voice.
  52. voice_caster_scale 1.00 // min. 0 max. 1 - Volume of GOTV casters voice.
  53. windows_speaker_config 1 // def. -1 - -1=Automatic 0=Headset/Headphones 2=StereoSpeakers.
  54. snd_hwcompat 0 // def. 0 - 0 = Advanced 3D Audio Processing Enabled 1 = Advanced 3D Audio Processing disabled for compatibility with audio hardware.
  55. snd_hrtf_distance_behind 100 // def. 100 - HRTF calculations will calculate the player as being this far behind the camera.
  56. dsp_enhance_stereo 0 // def. 0 - Enhanced (Software 3D) Stereo Sound.
  57. snd_mixahead 0.025 // def. .025- Soundbuffer size/length (raise value if sound is "crackling").
  58. snd_mix_async 1 // def. 1 - Sets sound to get mixed asynchronously on a different thread.
  59. snd_pitchquality 1 // def. 1
  60. //Headset/Headphone settings:
  61. snd_front_headphone_position 90 //60 //45 // def. 90 - Specifies the position (in degrees) of the virtual front left/right headphones. Try values from 45-60.
  62. snd_rear_headphone_position 90 //120 //135 // def. 90 - Specifies the position (in degrees) of the virtual rear left/right headphones.
  63. snd_headphone_pan_exponent 1.00 //1.00 //1.20 // def. 1 - Specifies the exponent for the pan xfade from phone to phone if the "exp" pan law... <- VALVE PLS FIX THE DESCRIPTION!
  64. snd_headphone_pan_radial_weight 1.00 //0.50 //0.75 // def. 1 - Apply cos(angle) * weight before pan law <-- Don't ask me what this exactly does, it's just the official description.
  65. //Stereo Speaker settings:
  66. snd_front_stereo_speaker_position 60 // def. 90 - Specifies the position (in degrees) of the virtual front left/right speakers.
  67. snd_rear_stereo_speaker_position 90 // def. 90 - Specifies the position (in degrees) of the virtual rear left/right speakers.
  68. snd_stereo_speaker_pan_exponent 1.4 // def. 1.5 - Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pa... <- VALVE PLS FIX THE DESCRIPTION!
  69. snd_stereo_speaker_pan_radial_weight .5 // def. 0 - Apply cos(angle) * weight before pan law
  70. //Surround Speaker settings:
  71. snd_front_surround_speaker_position 45 // def. 45 - Specifies the position (in degrees) of the virtual front left/right speakers.
  72. snd_rear_surround_speaker_position 135 // def. 135 - Specifies the position (in degrees) of the virtual rear left/right speakers.
  73. snd_surround_speaker_pan_exponent 1.5 // def. 1.5 - Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pa... <- VALVE PLS FIX THE DESCRIPTION!
  74. snd_surround_speaker_pan_radial_weight 0 // def. 0 - Apply cos(angle) * weight before pan law
  75. snd_ducking_off 1 // def. 1
  76. snd_duckerattacktime 0.5 // def. 0.5
  77. snd_duckerreleasetime 2.5 // def. 2.5
  78. snd_duckerthreshold 0.15 // def. 0.15
  79. snd_ducktovolume 0.55 // def. 0.55
  80. cl_righthand 1 // def. 1 - Weaponhand 1=Righthand 0=Lefthand
  81. cl_bob_lower_amt 12 // def. 21 min. 5 max. 30 - The amount the viewmodel lowers when running.
  82. cl_bobamt_lat 0.10 // def. 0.4 min. 0.1 max. 2 - Amount the viewmodel moves side to side when running (also affects the scope "wobbling").
  83. cl_bobamt_vert 0.10 // def. 0.25 min. 0.1 max. 2 - Amount the viewmodel moves up and down when running (also affects the scope "wobbling").
  84. cl_bobcycle 0.98 // def. 0.98 min. 0.1 max. 2 - Frequency at which the viewmodel bobs.
  85. cl_viewmodel_shift_left_amt 0.5 // def 1.5 min 0.5 max 2 - The amount the viewmodel shifts to the left when shooting accuracy increases.
  86. cl_viewmodel_shift_right_amt 0.25 // def 0.75 min 0.25 max 2 - The amount the viewmodel shifts to the right when shooting accuracy increases.
  87. // Gamma / Brightness
  88. mat_monitorgamma 1.6 // def. 2.2 1.6=Brightest 2.6=Darkest
  89. mat_monitorgamma_tv_enabled 0 // 1=TV (color range 16-235) 2=PC (color range 0-255)
  90. r_drawtracers_firstperson 1 // def. 1 - Toggle visibility of first person bullet tracers. HELPFUL FOR BEGINNERS as it gives visual feedback of the recoil when spraying!
  91. r_dynamic 0 // def. 1 - Dynamic lighting effect from muzzle (when firing weapons) or when a grenade explodes.
  92. mat_queue_priority 1 // def. 1 - Do not change this at all!
  93. mat_queue_mode 2 // Multicore rendering (thread queuing).
  94. cl_autowepswitch 0 // def. 1 - Automatically switch to picked up weapons if better.
  95. closeonbuy 0 // def. 0 - Close Buymenu after every bought weapon/item.
  96. cl_use_opens_buy_menu 0 // def. 1 - Pressing the "+use" key (default "E") will open the buy menu if in a buy zone.
  97. cl_playerspray_auto_apply 1 // def. 1 - Automatically apply graffiti when graffiti menu closes.
  98. cursortimeout 5 // def. 60 - Seconds before mouse cursor hides itself due to inactivity.
  99. option_duck_method 0 // def. 0 - DuckMode 0=hold 1=toggle
  100. option_speed_method 0 // def. 0 - WalkMode 0=hold 1=toggle
  101. con_enable 1 // Enable developer console (bind `toggleconsole` to toggle or use `openconsole` and `closeconsole`).
  102. gameinstructor_enable 0 // def. 1 - Ingame Instructions ON/OFF.
  103. cl_showhelp 0 // def. 1 - Set to 0 to not show on-screen help dialogues.
  104. cl_autohelp 1 // def. 1 - Disables "Switched to Burst Firemode" (and similar) Hints if set to 0.
  105. cl_downloadfilter "all" // Filter out downloads from community servers.
  106. developer 0 // Show console text output in upper left corner (not recommended, can cause performance issues).
  107. con_filter_enable 2 // def. 0 - 1=filter text 2=highlight text - Filters or highlights console output defined with "con_filter_text".
  108. con_filter_text "Damage Given" // Text with which to filter (or highlight) console spew. Set con_filter_enable 1 or 2 to activate.
  109. con_filter_text_out "Player:" // Text to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
  110. cl_showpluginmessages 0 // def. 1 - Allow server plugins to display messages to you.
  111. cl_disablehtmlmotd 1 // def. 0 - Disable HTML motd (MessageOfTheDay) welcome Screen on server join.
  112. cl_spec_mode 4 // *BROKEN* def. 0 - Spectator View Preset: 4=First Person 5=Third Person
  113. cl_spec_stats 0 // def. 1 - Show stats screen in spectator view.
  114. cl_spec_show_bindings 0 // def. 1 - Toggle the visibility of the spectator bindings.
  115. spec_usenumberkeys_nobinds 1 // def. 1 - Use number keys for votes and when spectating, if set to 0 use the slot1, slot2, slot3, etc. Keys.
  116. cl_spec_follow_grenade_key 1 // def. 0 - 0 = LALT, 1 = LSHIFT, 2 = +reload (default "R")
  117. cl_obs_interp_enable 0 // def. 1 - Enables interpolation (smooth transition) between observer targets.
  118. cl_disablefreezecam 1 // def. 0 - Disable Freezecam after You get killed.
  119. cl_show_clan_in_death_notice 0 // If set, the clan name will be shown next to player names in the death notices.
  120. cl_freezecameffects_showholiday 0 // *BROKEN* Happy holidays from the CS:GO team and Valve! THIS ANNOYING SHIT CAN NOT BE TURNED OFF FFS VALVE SERIOUSLY!
  121. cl_freezecampanel_position_dynamic 0 // def. 1 - Position of the "X killed you with Y" and "Damage taken/given" panel. 0=top 1=bottom (Shr0ud uses 0 so 1 is for plebs).
  122. spec_freeze_deathanim_time 0.8 // def. 0.8 - The time that the death cam will spend watching the player's ragdoll before goin... <-- VALVE PLS FIX THE DESCRIPTION!
  123. spec_freeze_panel_extended_time 0.0 // def. 0.0 - Time spent with the freeze panel still up after observer freeze cam is done.
  124. spec_freeze_time 3.0 // def. 3.0 - Time spend frozen in observer freeze cam.
  125. spec_freeze_time_lock 1.0 // def. 1.0 - Time players are prevented from skipping the freeze cam
  126. spec_freeze_traveltime 0.3 // def. 0.39 min. 0.010000 - Time taken to zoom in to frame a target in observer freeze cam.
  127. spec_replay_autostart 0 // def. 1 - Auto-start Killer Replay when available.
  128. spec_replay_bot 0 // def. 0 - Enable Spectator Hltv Replay when killed by bot.
  129. spec_replay_cam_delay 5 // def. 5 - Hltv Replay delay in seconds.
  130. spec_replay_cam_options 0 // def. 0 - Debug options for replay cam.
  131. spec_replay_leadup_time 5.3438 // def. 5.3438 - Replay time in seconds before the highlighted event.
  132. spec_replay_winddown_time 1 // def. 2 - The trailing time (in seconds), of replay past the event, including fade-out.
  133. spec_replay_message_time 9.5 // def 9.5 - How long to show the message about Killer Replay after death. The best setting i... <-- VALVE PLS FIX THE DESCRIPTION!
  134. spec_show_xray 1 // def. 0 - If set to 1, you can see player outlines and name IDs through walls.
  135. spec_glow_silent_factor 0.6 // def. 0.6 min. 0 max. 1 - Lurking player xray glow scaling.
  136. spec_glow_spike_time 0.0 // def. 0.0 min. 0 - Time for noisy player glow 'spike' to show that they made noise very recently.
  137. spec_glow_full_time 1.0 // def. 1.0 min. 0 - Noisy players stay at full brightness for this long.
  138. spec_glow_decay_time 2.0 // def. 2.0 min. 0 - Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time
  139. cl_forcepreload 1 // def. 0 - Force Data to preload into cache (Set it to 1 for your daily dose of placebo).
  140. engine_no_focus_sleep 20 // def. 50 - 0 = Do not slow down rendering when out of focus (tabbed out) - Reduces CPU load but can cause sound distortion (if snd_mute_losefocus 0) when set too high.
  141. cl_resend 2 // def. 6 min. 1.5 max. 20 - Seconds before sending a new connection request to the server (this has only effect BEFORE you actually join a server).
  142. cl_resend_timeout 10 // def. 60 min. 1.5 max. 20000 - Total time allowed for the client to resend the 'connect' attempt.
  143. lobby_default_privacy_bits1 6 // Lobby default permissions (0: private, 1: public, 2: clan, 4: nearby, 6: clan and nearby)
  144. cl_join_advertise 0 // def. 1 - Advertise joinable game in progress to Steam friends.
  145. cl_dm_buyrandomweapons 0 // def. 1 - Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1.
  146. econ_highest_baseitem_seen 256 // Remove the "new items" windows (additional weapons like the R8) when starting your game.
  147. cl_steamscreenshots 0 // Screenshots are automatically added to your Steam Screenshot gallery.
  148. cl_clock_24hour 1 // Time Display Format: 0 = 12h AM/PM 1 = 24h 00:00
  149. tv_nochat 1 // def. 0 - Hide chat between viewers when watching live matches trough GOTV (fuck that noise).
  150. cl_mute_enemy_team 0 // def. 0 - Block all communication from players on the enemy team (and fuck that noise too).
  151. cl_mute_all_but_friends_and_party 0 // def. 0 - Only allow communication from friends and party/lobby members.
  152. mm_csgo_community_search_players_min 5 // def. 3 - When performing CSGO community matchmaking look for servers with at least so many human players.
  153. mm_dedicated_search_maxping 50 // def. 150 min. 25 max. 350 - Highest preferred ping to dedicated servers for games.
  154. player_competitive_maplist_8_7_1_7D70A304 "mg_de_nuke,mg_de_mirage,mg_de_cache,mg_de_overpass,mg_de_inferno,mg_de_cbble,mg_de_train,mg_de_dust2"
  155. cl_teamid_overhead_always 1 // def 0 - 1 = Always show Team ID over Teammates 2 = Show TeamID and Loadout (permanent) same as +cl_showteamequipment.
  156. cl_teamid_overhead_name_alpha 150 // def. 100 min. 0 max. 255=total solid - The max alpha the overhead ID names will draw as.
  157. cl_teamid_overhead_name_fadetime 0.1 // def. 1 - How long it takes for the overhead name to fade out once your crosshair has left.
  158. player_nevershow_communityservermessage 1 // Disable the "Warning" when going to play on Community Servers (seriously VALVE?).
  159. ui_steam_overlay_notification_position topright // def. topleft - Steam overlay notification position - Available options are: topleft / topright / bottomleft / bottomright
  160. cl_teammate_colors_show 1 // def. 1 - Show teammates as separate colors in competitive MatchMaking: 0 = No, 1 = Color, 2 = Color and Letter
  161. cl_color 4 // def. 0 min. 0 max. 4 - Set your preferred teammate color (shown on radar) in Matchmaking.
  162. cl_hud_color 1 // def. 0 = Light Yellow - Hud Color:
  163. cl_hud_background_alpha 1.00// def. 0.5 Min. 0 Max. 1 - Visibility of the HUD background.
  164. cl_showloadout 1 // def. 1 - Display current loadout permanently.
  165. cl_loadout_colorweaponnames 1 // def. 0 - If set to 1, the weapon names are colored in the weapon loadout to match their rarity.
  166. cl_hud_healthammo_style 1 // def. 0 - 1 activates a different (simple) style to show ammunition left.
  167. cl_hud_playercount_pos 0 // def. 0 - Position of Playercount 0=Top 1=Bottom
  168. cl_hud_playercount_showcount 1 // def. 0 - 0 = show player avatars (default), 1 = just show alive playercount number (no avatars)
  169. cl_hud_bomb_under_radar 1 // def. 1 - Show C4 symbol below radar, additional to your inventory.
  170. cl_draw_only_deathnotices 0 // def. 0 - 1 = Show only Crosshair and killfeed.
  171. cl_drawhud_force_radar 0 // def. 0 - 1 = Force draw radar when HUD is disabled (-1 force draw no radar).
  172. cl_drawhud_force_deathnotices 0 // def. 0 - 1 = Force draw deathnotices even if other HUD is disabled (-1 to force draw no deathnotices).
  173. cl_deathnotices_show_numbers 0 // def. 0 - 0 = Draw names. 1 = Draw names as just numbers. 2 = Add number on killer and victim name.
  174. safezonex 1.00 // def. 1 min. 0.85 max. 1 - Hud horizontal adjustment.
  175. safezoney 1.00 // def. 1 min. 0.85 max. 1 - Hud vertical adjustment
  176. cl_teamid_overhead_always 1
  177. +cl_show_team_equipment
  178. voice_reset_mutelist // Command not a CVAR! Resets list of muted players.
  179. voice_threshold 4000 // def. 4000 (doesn't seem to do anything).
  180. cl_ragdoll_workaround_threshold 4 // def. 4 client - Mainly cosmetic, client-only effect: when client doesn't know the last position... <-- VALVE PLS FIX THE DESCRIPTION!
  181. spec_replay_rate_base 1 // def. 1 - Base time scale of Killer Replay.Experimental.
  182. mat_queue_report 5 // def. 0 - Report thread stalls. Positive number will filter by stalls >= time in ms. -1
  183. mm_session_search_qos_timeout 15 // def. 15.0
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