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  1.  
  2. // Crosshair
  3. cl_crosshair_red 0
  4. cl_crosshair_green 255
  5. cl_crosshair_blue 0
  6. cl_crosshair_file ""
  7. cl_crosshair_scale 32
  8.  
  9.  
  10. //net settings
  11. cl_cmdrate 66
  12. cl_interp 0.02 // Set linear interpolation to 20ms, better than 15.2 ms, as it gives more headroom for corrections.
  13. cl_interp_all 0
  14. cl_interp_ratio 0 // 0 is the best value for accuracy, however, valve restricts it to 1 by default.
  15. cl_pred_optimize 1
  16. cl_SetupAllBones 1 // Fix for bones not setting up correctly, causes hit registration issues at 0.
  17. cl_smooth 1 // Prediction error smoothing, do not turn this off, like many others have in the past.
  18. cl_smoothtime 0.1 // Do not change this value.
  19. cl_timeout 86400
  20. cl_updaterate 66
  21. net_compresspackets 1
  22. net_compresspackets_minsize 1024
  23. net_maxcleartime 0.01
  24. net_splitpacket_maxrate 80000
  25. net_splitrate 3
  26. rate 80000
  27.  
  28. // Mouse settings
  29. sensitivity 2
  30. zoom_sensitivity_ratio 0.793471
  31.  
  32. //hitsounds
  33. tf_dingalingaling 1
  34. tf_dingaling_volume .6
  35. tf_dingaling_pitchmindmg 150
  36. tf_dingaling_pitchmaxdmg 25
  37.  
  38. voice_enable 1
  39.  
  40. tf_scoreboard_ping_as_text 1
  41.  
  42. hud_fastswitch 1
  43. cl_autoreload 1
  44.  
  45. fps_max 0
  46.  
  47. // Null-cancelling movement script
  48. // (prevents you from pressing two opposing directions, which causes you to stop moving)
  49. bind w +mfwd
  50. bind s +mback
  51. bind a +mleft
  52. bind d +mright
  53.  
  54. alias +mfwd "-back;+forward;alias checkfwd +forward"
  55. alias +mback "-forward;+back;alias checkback +back"
  56. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  57. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  58. alias -mfwd "-forward;checkback;alias checkfwd none"
  59. alias -mback "-back;checkfwd;alias checkback none"
  60. alias -mleft "-moveleft;checkright;alias checkleft none"
  61. alias -mright "-moveright;checkleft;alias checkright none"
  62. alias checkfwd none
  63. alias checkback none
  64. alias checkleft none
  65. alias checkright none
  66. alias none ""
  67.  
  68. // Joke scripts
  69. // POOTISPOOTISPOOTISPOOTIS
  70. alias pootis "load_itempreset 0; voicemenu 1 4; wait 10; load_itempreset 1"
  71. bind / "pootis"
  72.  
  73. alias yesspam "load_itempreset 0; voicemenu 0 6; wait 10; load_itempreset 1"
  74. bind \ "yesspam"
  75.  
  76. alias nospam "load_itempreset 0; voicemenu 0 7; wait 10; load_itempreset 1"
  77. bind ] "nospam"
  78.  
  79. alias battlecry "load_itempreset 0; voicemenu 2 1; wait 10; load_itempreset 1"
  80. bind [ "battlecry"
  81.  
  82. alias medspam "load_itempreset 0; voicemenu 0 0; wait 10; load_itempreset 1"
  83. bind - "medspam"
  84.  
  85. alias moveup "load_itempreset 0; voicemenu 0 3; wait 10; load_itempreset 1"
  86. bind = "moveup"
  87.  
  88.  
  89.  
  90.  
  91. // ----------------------------------------------------------------------------
  92. // Shadows
  93. // ----------------------------------------------------------------------------
  94.  
  95. // Disable shadows
  96. r_shadowmaxrendered 0
  97. r_shadowrendertotexture 0
  98. r_shadows 0
  99. nb_shadow_dist 0
  100.  
  101. // Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
  102. //mat_shadowstate 1
  103. //r_shadowmaxrendered 11
  104. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  105. // competitive TF2 players to see opponents standing
  106. // near the other side of a wall. You may see some
  107. // performance loss from setting this to `1'.
  108. //r_shadows 1
  109. //nb_shadow_dist 400
  110.  
  111. // ----------------------------------------------------------------------------
  112. // Facial features
  113. // ----------------------------------------------------------------------------
  114.  
  115. // Disable facial features
  116. r_eyes 0
  117. r_flex 0
  118. r_lod 2
  119. r_rootlod 2
  120. r_teeth 0
  121. r_eyemove 0
  122. r_eyeshift_x 0
  123. r_eyeshift_y 0
  124. r_eyeshift_z 0
  125. r_eyesize 0
  126. blink_duration 0
  127.  
  128. Enable facial features -- turning them on lowers framerate by 5ish%
  129. r_eyes 1
  130. r_flex 1
  131. r_lod 0 // Needs to be set to 1, otherwise they will still be disabled.
  132. r_rootlod 0
  133. r_teeth 1
  134.  
  135. // ----------------------------------------------------------------------------
  136. // Ragdolls
  137. // ----------------------------------------------------------------------------
  138. // You will have reduced performance on deaths which produce ragdolls.
  139. // ----------------------------------------------------------------------------
  140.  
  141. // Disable ragdolls
  142. cl_ragdoll_fade_time 0
  143. cl_ragdoll_forcefade 1
  144. cl_ragdoll_physics_enable 0
  145. g_ragdoll_fadespeed 0
  146. g_ragdoll_lvfadespeed 0
  147. ragdoll_sleepaftertime 0
  148.  
  149. // Enable ragdolls -- lowers by 10ish%
  150. //cl_ragdoll_fade_time 15
  151. //cl_ragdoll_forcefade 0
  152. //cl_ragdoll_physics_enable 1
  153. //g_ragdoll_fadespeed 600
  154. //g_ragdoll_lvfadespeed 100
  155. //ragdoll_sleepaftertime "5.0f"
  156.  
  157. // ----------------------------------------------------------------------------
  158. // Gibs
  159. // ----------------------------------------------------------------------------
  160. // You will have reduced performance on deaths which produce gibs.
  161. // ----------------------------------------------------------------------------
  162.  
  163. // Disable gibs
  164. cl_phys_props_enable 0
  165. cl_phys_props_max 0
  166. props_break_max_pieces 0
  167. r_propsmaxdist 1
  168. violence_agibs 0
  169. violence_hgibs 0
  170.  
  171. // Enable gibs -- 6-7% less framerate
  172. //cl_phys_props_enable 1
  173. //cl_phys_props_max 128
  174. //props_break_max_pieces -1
  175. //r_propsmaxdist 1000
  176. //violence_agibs 1
  177. //violence_hgibs 1
  178.  
  179. // ----------------------------------------------------------------------------
  180. // Graphical
  181. // ----------------------------------------------------------------------------
  182. // Now we come to the main brunt of the config. You probably don't want to mess
  183. // with this.
  184. // ----------------------------------------------------------------------------
  185. prop_active_gib_limit 0
  186. props_break_max_pieces_perframe 0
  187. fov_desired 90
  188. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  189. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  190. cl_muzzleflash_dlight_1st 0
  191. cl_detaildist 0
  192. cl_detailfade 0
  193. cl_drawmonitors 0
  194. cl_ejectbrass 0
  195. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  196. cl_new_impact_effects 0
  197. cl_show_splashes 0
  198. cl_rumblescale 0
  199. cl_showhelp 0
  200. cl_showpluginmessages 0
  201. cl_debugrumble 0
  202. func_break_max_pieces 0
  203. glow_outline_effect_enable 0 // Cart glow effect.
  204. lod_transitiondist 0
  205. //mat_antialias 1 // apparently having this in config can break the mumble overlay for some users
  206. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  207. // a strange `shine' effect to appear on all players. - Chris
  208. // In the past I wasn't able to prove that disabling this was significant,
  209. // it effects fps by about 1% after several checks - Comanglia
  210. mat_colcorrection_disableentities 1
  211. mat_colorcorrection 0
  212. mat_disable_bloom 1
  213. mat_disable_fancy_blending 1
  214. mat_disable_lightwarp 1
  215. mat_envmapsize 8
  216. mat_envmaptgasize 8
  217. mat_filterlightmaps 1
  218. mat_filtertextures 1
  219. mat_forceaniso 1
  220. mat_hdr_level 0
  221. mat_autoexposure_max 0
  222. mat_autoexposure_min 0
  223. mat_bloomscale 0
  224. mat_bloom_scalefactor_scalar 0
  225. mat_debug_postprocessing_effects 0
  226. mat_debugdepth 0
  227. mat_disable_bloom 1
  228. mat_postprocessing_combine 0
  229. mat_non_hdr_bloom_scalefactor 0
  230. mat_bufferprimitives 1
  231. mat_compressedtextures 1
  232. mat_forcemanagedtextureintohardware 0
  233. mat_framebuffercopyoverlaysize 0
  234. mat_hdr_enabled 0
  235. mat_hdr_manual_tonemap_rate 0
  236. mat_mipmaptextures 0 // ***
  237. mat_non_hdr_bloom_scalefactor 0
  238. mat_showlightmappage -1
  239. mat_softwarelighting 0
  240. mat_software_aa_blur_one_pixel_lines 0
  241. mat_software_aa_edge_threshold 9
  242. mat_software_aa_quality 0// was 9
  243. mat_software_aa_strength 0
  244. mat_software_aa_strength_vgui 0
  245. mat_software_aa_tap_offset 0
  246. mat_software_aa_quality 0
  247. mat_texture_limit -1
  248. mat_use_compressed_hdr_textures 0
  249. mem_max_heapsize 2048
  250. mod_forcedata 1
  251. mod_forcetouchdata 1
  252. mat_max_worldmesh_vertices 512
  253. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  254. // to get it darker. Only works in fullscreen.
  255. mat_parallaxmap 0
  256. mat_picmip -1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  257. // at a range from -1 to 2, -1 being the best quality, 2 being the
  258. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  259. mat_reducefillrate 1
  260. mat_reduceparticles 1
  261. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  262. // non-shiny, and will remove some specular effects from in-game
  263. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  264. mat_trilinear 1
  265. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  266. mat_viewportupscale 1
  267. mat_wateroverlaysize 1
  268. mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
  269. r_3dsky 0
  270. r_ambientboost 0
  271. r_ambientfactor 0
  272. r_ambientmin 0
  273. r_cheapwaterend 1
  274. r_cheapwaterstart 1
  275. r_decals 9
  276. r_maxmodeldecal 9
  277. r_decalstaticprops 0
  278. r_decal_cullsize 15
  279. r_drawdetailprops 0
  280. r_drawmodeldecals 0
  281. r_drawflecks 0
  282. r_dynamic 0
  283. r_flashlightdepthtexture 0
  284. r_forcewaterleaf 1
  285. r_lightaverage 0
  286. r_maxnewsamples 0
  287. r_maxsampledist 1
  288. r_bloomtintb 0
  289. r_bloomtintexponent 0
  290. r_bloomtintg 0
  291. r_bloomtintr 0
  292. r_occlusion 1
  293. r_pixelfog 1
  294. r_propsmaxdist 0
  295. r_renderoverlayfragment 0
  296. r_staticprop_lod 4
  297. r_waterdrawreflection 0
  298. r_waterdrawrefraction 1
  299. r_waterforceexpensive 0
  300. r_waterforcereflectentities 0
  301. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  302. r_dopixelvisibility 0
  303. r_drawbatchdecals 0
  304. r_hunkalloclightmaps 0
  305. r_lightcache_zbuffercache 0
  306. r_PhysPropStaticLighting 0
  307. rope_averagelight 0
  308. rope_collide 0
  309. rope_rendersolid 0
  310. rope_shake 0
  311. rope_smooth 0
  312. rope_subdiv 0
  313. rope_wind_dist 0
  314. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  315. // it, for example, setting this to `1'
  316. // disables rain effects on *_sawmill.
  317. tracer_extra 0
  318. violence_ablood 1 // framerates on -most- pcs are higher with these on
  319. violence_hblood 1
  320. mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
  321. mat_motion_blur_forward_enabled 0
  322. mat_motion_blur_strength 0
  323. r_worldlightmin 0.0001
  324. r_worldlights 0
  325. mp_usehwmmodels -1
  326. mp_usehwmvcds -1
  327.  
  328.  
  329. // ----------------------------------------------------------------------------
  330. // Sound
  331. // ----------------------------------------------------------------------------
  332. // I'd be hesitant to say that you would see a great deal of performance
  333. // improvement from lowering the sound quality, but in my experience as a
  334. // competitive TF2 player, lowering the sound quality makes determination of
  335. // directionality and distance that much easier. You may see a small FPS gain
  336. // with these settings, or you may not, either way will likely have a
  337. // negligible effect on performance.
  338. // ----------------------------------------------------------------------------
  339. dsp_enhance_stereo 0
  340. dsp_slow_cpu 1
  341. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  342. // helpful in the past, as it seems to (for whatever
  343. // reason) reduce the number of TDRs experienced during
  344. // gameplay. There's some pretty good information on
  345. // TDRs (nerds only) here:
  346. // http://forums.nvidia.com/index.php?showtopic=65161
  347. snd_pitchquality 0
  348. snd_spatialize_roundrobin 1
  349. snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
  350.  
  351. // ----------------------------------------------------------------------------
  352. // Threading
  353. // ----------------------------------------------------------------------------
  354. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  355. // defines the threading method to be used by the material
  356. // system. It has been unstable to use in the past, but
  357. // nowadays it's generally okay.
  358. //
  359. // Here are the possible values:
  360. // -2 legacy default
  361. // -1 default
  362. // 0 synchronous single thread
  363. // 1 queued single thread
  364. // 2 queued multithreaded
  365. //
  366. // If you have problems with the value `2', try setting it to
  367. // `-1'.
  368. //
  369. // As an aside, there are quite a few bugs in the demo system
  370. // that occur when mat_queue_mode is set to a value that is
  371. // not `-1'. If you intend to do work with the demo system,
  372. // maybe you should change this.
  373. //
  374. //After immense testing I've found that default works perfectly
  375. //fine with setting your Thread usage. It automatically set me
  376. //to 2 every time. I'd say it's safer and likely less buggy to
  377. //leave this at -1 than it is at 2.
  378. //
  379. //As a side not I've noticed micro stutters with mat_queue_mode 2
  380. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  381.  
  382. cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
  383. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  384. r_queued_decals 0 // lessens the impact of higher decal limits.
  385. r_queued_ropes 1
  386. r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
  387. r_threaded_client_shadow_manager 1
  388. r_threaded_particles 1
  389. r_threaded_renderables 1
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