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  1. //
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 6.4.0 | January 21 2018
  5. // ---------------------------------
  6. //
  7.  
  8. con_filter_enable 1 // Filter unknown command warning due to OS specific commands
  9. con_filter_text_out "Unknown" // ^
  10.  
  11. // =================
  12. // '--- Network ---'
  13. // =================
  14. // ---------------
  15. // '-- General --'
  16. // ---------------
  17. // Sets rates and interp for better networking
  18.  
  19. cl_cmdrate 66 // Send to server at this many times per second
  20. cl_updaterate 66 // Get from server at this many times per seconds
  21. cl_interp 0.0227272;cl_interp_ratio 1.5 // Use an interp timing that accounts for
  22. // occasional snapshot interval drops
  23. //cl_interp 0;cl_interp_ratio 1 // Reduce entity interpolation times to a minimum
  24. //cl_interp 0.0303030;cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid issues where one
  25. // snapshot is dropped once in a while
  26. //cl_interp 0.0454545;cl_interp_ratio 3 // Protect more against packet loss,
  27. // increase further for more protection
  28. net_queued_packet_thread 1 // Queue split packets
  29. net_compresspackets 1 // Compress packets to reduce network latency on fast CPUs
  30. //net_compresspackets 0 // Disable packet compression on slow CPUs or very fast networks (~100Mbps up)
  31. net_compresspackets_minsize 957 // Compress packets above max reliable packet size
  32. //net_compresspackets_minsize 0 // Always compress packets to reduce network usage
  33. net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and avoiding split packets
  34. //net_maxroutable 956;net_maxfragments 956 // Use max reliable packet size for routers that have trouble with larger sizes
  35. //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to avoid split packets
  36. rate 196608 // High rate (1.57 Mbps) to reduce choke and scale to packet rate
  37. // Recommended to set this to 80% of your available stable upload speed
  38. //rate 786432 // Rate for 6.2Mbps stable upload
  39. //rate 87648 // Rate for 0.7Mbps stable upload
  40. //rate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  41. net_splitpacket_maxrate 196608 // Scale split packet rate up to rate (1.57Mbps)
  42. // Recommended to set this to 80% of your available stable upload speed
  43. //net_splitpacket_maxrate 786432 // Split packet rate for 6.2Mbps stable upload
  44. //net_splitpacket_maxrate 87648 // Split packet rate for 0.7Mbps stable upload
  45. //net_splitpacket_maxrate 1048576 // Maximum rate, requires 8.4Mbps stable upload
  46. net_maxcleartime 4 // Use rate to control packet delay
  47. //net_maxcleartime 0.015 // Override rate for a balance between reducing network delay and choke
  48. //net_maxcleartime 0.001 // Override rate for minimum network delay
  49. net_maxpacketdrop 1000 // Use faster packet drop threshold
  50. //net_maxpacketdrop 5000 // Use default packet drop threshold
  51. net_splitrate 2 // Split 2 packets per frame, reduces choke
  52. //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  53. //net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
  54. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  55. cl_pred_optimize 0 // Skip prediction optimizations
  56. //cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
  57. //cl_pred_optimize 2 // Optimize prediction system fully
  58. cl_lagcompensation 1 // Ensure lag compensation is turned on
  59. cl_predictweapons 1 // Ensure weapon firing prediction is turned on
  60. cl_smooth 1 // Smooth out prediction errors
  61. cl_smoothtime 0.08 // Smooth out view for 0.08 seconds
  62.  
  63. // -------------
  64. // '-- Files --'
  65. // -------------
  66. // Controls networked file handling
  67.  
  68. net_maxfilesize 64 // Max out file upload size for extra content
  69. cl_downloadfilter all // Allow all server custom files
  70. //cl_downloadfilter nosounds // Do not download sound files a server
  71. //cl_downloadfilter mapsonly // Only downloads maps from server custom files
  72. //cl_downloadfilter none // Do not download any files from a server
  73. cl_allowdownload 1 // Download other player custom files
  74. //cl_allowdownload 0 // Block downloads of other player custom files
  75. cl_allowupload 1 // Upload your player custom files
  76. //cl_allowupload 0 // Disable uploading your player custom files
  77.  
  78. // -------------------
  79. // '-- Matchmaking --'
  80. // -------------------
  81. // Adjusts casual/competitive matchmaking settings
  82.  
  83. //tf_mm_custom_ping 100 // The ping tolerance for matchmaking
  84. //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  85. tf_mm_debug_level 0 // Remove matchmaking debug output
  86. //tf_mm_partyclient_debug 1 // Enable party debug output
  87. //tf_party_ignore_invites 1 // Ignore party invites
  88. tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
  89. //tf_party_force_update // Force an update to the party system
  90. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team (not implemented)
  91. //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
  92. //tf_datacenter_ping_dump // Dump server routing debug info
  93.  
  94. // ---------------------
  95. // '-- Local Servers --'
  96. // ---------------------
  97. // Optimizes local server networking
  98.  
  99. cl_localnetworkbackdoor 1 // Network optimizations for local servers
  100. net_usesocketsforloopback 1 // Use network sockets for local servers
  101. sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel
  102.  
  103. // ===================
  104. // '--- Rendering ---'
  105. // ===================
  106. // -----------------
  107. // '-- Threading --'
  108. // -----------------
  109. // These settings will take advantage of your CPU cores
  110.  
  111. cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
  112. // renderables
  113. //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with less than 4 cores
  114. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  115. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
  116. r_threaded_particles 1 // Process particle systems in parallel
  117. //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
  118. r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  119. //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
  120. mat_queue_mode 2 // Force multithreaded mode for the material system queue
  121. //mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with less than 4 cores
  122. studio_queue_mode 1 // Use queue calls for studio renders
  123. //studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
  124. host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force)
  125.  
  126. // -----------------------------
  127. // '-- Material System Queue --'
  128. // -----------------------------
  129. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  130.  
  131. r_queued_decals 0 // Disabled by default due to crashes
  132. //r_queued_decals 1 // Offload decal draws to the material system
  133. // Beneficial when decal count is above 256 or you have 4 or more CPU cores
  134. r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
  135. // effects in time for the frame render
  136. //r_queued_post_processing 1 // Offloads post processing to the material system
  137. // Performance improvement if your driver/GPU works with it
  138. r_queued_ropes 1 // Queue some rope rendering using the material system
  139. //r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
  140.  
  141. // -----------
  142. // '-- LOD --'
  143. // -----------
  144. // Controls the quality of objects based on distance
  145.  
  146. r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  147. // believe. Set to 1 for the best balance between model quality and performance.
  148. //r_rootlod 2 // Maximum performance for models
  149. //r_rootlod 0 // Maximum quality for models
  150. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  151. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
  152. // performance
  153. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
  154. // still increasing performance
  155. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  156. // performance but has the least pop in
  157. r_lod -1 // Use r_rootlod to properly fade through LODs.
  158. //r_lod 0 // Always use the highest LOD possible
  159. mat_max_worldmesh_vertices 16384 // Use optimized mesh vertices cap
  160. //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices
  161. //mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  162.  
  163. // ----------------
  164. // '-- Lighting --'
  165. // ----------------
  166. // Lights projected onto characters and other dynamic models
  167.  
  168. r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
  169. //r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  170. r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  171. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  172. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  173. //r_ambientmin 1.1 // Ambient boost every time
  174. r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  175. //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  176. mat_phong 1 // Use a phong shader for shading/reflection
  177. //mat_phong 0 // Disable phong for flatter shading
  178. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  179. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  180. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  181. //r_dynamic 1 // Enable dynamic lighting
  182. r_maxdlights 0 // Do not allow any dynamic lights
  183. //r_maxdlights 9 // Reduce maximum dynamic lights
  184. //r_maxdlights 32 // Use the maximum number of dynamic lights
  185. r_worldlightmin 0.004 // Do not render insignificant world lighting
  186. //r_worldlightmin 2 // Reject all world lighting
  187. //r_worldlightmin 0.0002 // Render practically all world lighting
  188. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  189. r_worldlights 0 // Disable world lights
  190. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  191. //r_worldlights 4 // Use the maximum amount of world lights
  192. mat_disable_fancy_blending 1 // Disable fancy blending
  193. //mat_disable_fancy_blending 0 // Enable fancy blending
  194. mat_disable_lightwarp 1 // Disable light warps
  195. //mat_disable_lightwarp 0 // Enable light warps
  196.  
  197. // ---------------
  198. // '-- Shadows --'
  199. // ---------------
  200. // Shadows cast from characters
  201.  
  202. r_shadows 0 // Disable shadows for a big FPS increase
  203. //r_shadows 1 // Enable shadows
  204. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  205. //r_shadowrendertotexture 1 // Prettier shadows
  206. cl_blobbyshadows 1 // Render a blob for shadows
  207. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  208. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  209. //r_flashlightdepthtexture 1 // Even prettier shadows
  210. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  211. // on
  212. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  213. // higher quality
  214. r_flashlightrender 0 // Disable flashlight shadow
  215. //r_flashlightrender 1 // Enable flashlight shadow
  216. r_flashlightmodels 0 // Disable lighting models
  217. //r_flashlightmodels 1 // Enable lighting models
  218. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  219. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  220. nb_shadow_dist 200 // Do not use shadows from far away (NextBot system)
  221. //nb_shadow_dist 0 // Disable shadow distance
  222. //nb_shadow_dist 400 // Default distance for NextBot shadows
  223. r_shadowmaxrendered 17 // Do not render more shadows than needed
  224. //r_shadowmaxrendered 11 // for 6s
  225. //r_shadowmaxrendered 32 // Render all shadows
  226.  
  227. // ---------------
  228. // '-- Effects --'
  229. // ---------------
  230. // Weapon and other light effects
  231.  
  232. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  233. //cl_ejectbrass 1 // Enable shell ejection
  234. muzzleflash_light 0 // Disable muzzle flash lights
  235. //muzzleflash_light 1 // Enable muzzle flash lights
  236. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  237. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  238. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  239. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  240. r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  241. //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  242. cl_show_splashes 1 // Enable water splashes
  243. //cl_show_splashes 0 // Disable water splashes
  244. cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  245. // and some other effects
  246. //cl_fasttempentcollision 5 // Check collisions every 5 frames
  247. //cl_fasttempentcollision 10000 // Skip collision checking
  248. //cl_fasttempentcollision 1 // Check collisions every frame
  249.  
  250. // -------------
  251. // '-- Water --'
  252. // -------------
  253. // Water reflections
  254.  
  255. r_cheapwaterstart 400 // The distance at which transitionary cheap water starts. Has less reflectivity.
  256. //r_cheapwaterstart 0 // Use cheap water as much as possible
  257. //r_cheapwaterstart 3000 // Do not use cheap water
  258. r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  259. // it is solid
  260. //r_cheapwaterend 0.1 // Use cheap water as much as possible
  261. //r_cheapwaterend 5000 // Do not use cheap water
  262. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  263. //r_WaterDrawReflection 1 // Enable water reflections
  264. r_waterforceexpensive 0 // Do not force expensive water
  265. //r_waterforceexpensive 1 /// Force higher quality water
  266. r_waterforcereflectentities 0 // Do not forcing entity water reflections
  267. //r_waterforcereflectentities 1 // Enable entity water reflections
  268. r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  269. //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  270. r_ForceWaterLeaf 0 // Use the true viewpoint for visibility testing
  271.  
  272. // -----------------
  273. // '-- Particles --'
  274. // -----------------
  275. // Particle effects
  276.  
  277. cl_particle_batch_mode 1 // Use default particle batch mode
  278. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  279. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  280. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  281. // performance impact comes from creating particle systems
  282. //mat_reduceparticles 0 // Use the full number of particles
  283. cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
  284. //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
  285. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  286. // distractions
  287. //r_drawflecks 1 // Draw flecks from impacts
  288. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  289.  
  290. // -----------------------
  291. // '-- Post Processing --'
  292. // -----------------------
  293. // Extra visual effects
  294.  
  295. mat_postprocessing_combine 1 // Combine post processing effects
  296. mat_hdr_level 0 // LDR
  297. //mat_hdr_level 1 // LDR and bloom
  298. //mat_hdr_level 2 // HDR and bloom
  299. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  300. //mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR
  301. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  302. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  303. building_cubemaps 0 // Allow for post processing effects and pixel vis testing
  304. mat_colorcorrection 0 // Disable color correction
  305. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  306. mat_colcorrection_disableentities 1 // Disable entity color correction
  307. //mat_colcorrection_disableentities 0 // Enable entity color correction
  308. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  309. //pyro_dof 1 // Enable pyrovision dof
  310. pyro_vignette 0 // Disable vignette for pyrovision
  311. //pyro_vignette 2 // Enable pyrovision vignette
  312. pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  313. //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
  314. pyro_max_intensity 0 // Disable more pyrovision visual effects
  315. pyro_max_rate 0 // ^
  316. pyro_max_side_length 0 // ^
  317. pyro_max_side_width 0 // ^
  318. pyro_min_intensity 0 // ^
  319. pyro_min_rate 0 // ^
  320. pyro_min_side_length 0 // ^
  321. pyro_min_side_width 0 // ^
  322. //pyro_max_intensity 0.5 // Enhance more pyrovision visual effects
  323. //pyro_max_rate 0.5 // ^
  324. //pyro_max_side_length 1 // ^
  325. //pyro_max_side_width 1 // ^
  326. //pyro_min_intensity 0.2 // ^
  327. //pyro_min_rate 0.05 // ^
  328. //pyro_min_side_length 0.65 // ^
  329. //pyro_min_side_width 0.65 // ^
  330.  
  331. // -------------------
  332. // '-- Motion Blur --'
  333. // -------------------
  334. // These settings will adjust the blurring effect from rotation and movement
  335.  
  336. mat_motion_blur_enabled 0 // Disable motion blur
  337. //mat_motion_blur_enabled 1 // Enable motion blur
  338. //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
  339. //mat_motion_blur_falling_max 20 // Maximum blur from falling
  340. //mat_motion_blur_falling_min 10 // Minimum blur from falling
  341. //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
  342. //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
  343. //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
  344. //mat_motion_blur_strength 1 // Adjust overall blur strength
  345.  
  346. // ------------------------------
  347. // '-- Antialiasing/Filtering --'
  348. // ------------------------------
  349. // These settings will adjust the smoothing of jagged edges and textures
  350.  
  351. //mat_antialias 1 // Do not do antialiasing
  352. mat_aaquality 0 // Disable CSAA
  353. mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
  354. //mat_alphacoverage 1 // Enable alpha-to-coverage
  355. mat_software_aa_strength 0 // Do not do software AA
  356. //mat_software_aa_strength 1 // Enable software AA
  357. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  358. //mat_software_aa_strength_vgui 1 // Enable VGUI software AA
  359. mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  360. //mat_trilinear 0 // Use bilinear filtering to squeeze out every last bit of performance
  361. mat_forceaniso 1 // Disable anisotropic filtering
  362. //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
  363.  
  364. // ------------------
  365. // '-- Characters --'
  366. // ------------------
  367. // These settings will adjust the characters in the game
  368.  
  369. r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  370. //r_flex 0 // Disable facial animations
  371. flex_rules 1 // Enable facial animations
  372. //flex_rules 0 // Disable facial animations
  373. anim_3wayblend 0 // Disable 3-way animation blending
  374. //anim_3wayblend 1 // Enable 3-way animation blending
  375. ai_expression_optimization 1 // Do an extra visibility check for flex animations
  376. // if we are above the target FPS, otherwise disable
  377. // flex anims
  378. //ai_expression_optimization 0 // Disable expression optimization
  379. ai_expression_frametime 0.0152 // Disable expressions if we are below ideal FPS
  380. //ai_expression_frametime 0 // Disable expressions entirely
  381. r_teeth 1 // Render teeth
  382. //r_teeth 0 // Do not render teeth, small FPS boost
  383. cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
  384. //cl_SetupAllBones 1 // Always setup all animation bones regardless of rules or disabled settings
  385. flex_smooth 0 // Do not smooth facial animations
  386. //flex_smooth 1 // Smooth facial animations
  387. mp_usehwmmodels -1 // Do not use or load high quality characters
  388. //mp_usehwmmodels 0 // Use high quality characters if supported
  389. mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
  390. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  391. r_glint_procedural 0 // Use the default eye glinting method
  392. //r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
  393. r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  394. //r_eyes 0 // Disable eyes
  395. r_eyemove 1 // Control if character eyes should move, does not really affect performance
  396. //r_eyemove 0 // Disable eye movement
  397. tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect
  398. // performance
  399. //tf_clientsideeye_lookats 0 // Disable eye lookats
  400. blink_duration 0.2 // Duration of an eye blink. Do not set to 0.
  401. //blink_duration 0 // Disable blinking
  402.  
  403. // --------------
  404. // '-- Decals --'
  405. // --------------
  406. // Overlay textures on models
  407.  
  408. r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
  409. //r_decals 0 // Disable decals
  410. //r_decals 96 // Optimized high decal count
  411. //r_decals 2048 // Maximum decal count
  412. mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
  413. //mp_decals 0 // Disable decals
  414. //mp_decals 96 // Optimized high decal count
  415. //mp_decals 2048 // Maximum decal count
  416. r_drawbatchdecals 0 // Do not batch decals with low max decal count
  417. //r_drawbatchdecals 1 // Batch decals with decal count >18
  418. r_spray_lifetime 2 // Keep sprays for 2 rounds
  419. //r_spray_lifetime 0 // Clear sprays immediately
  420. cl_playerspraydisable 0 // Enable player sprays
  421. //cl_playerspraydisable 1 // Disable player sprays
  422. r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  423. //r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
  424. // without decal rendering elsewhere.
  425. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  426. //r_decal_cover_count 4 // Allow for more decals covering each other
  427. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  428. //r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
  429. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  430. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  431. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  432. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  433. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  434. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  435. r_maxmodeldecal 9 // Optimize maximum model decal count
  436. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  437. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  438. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  439.  
  440. // ------------
  441. // '-- Gibs --'
  442. // ------------
  443. // Body parts created on violent deaths
  444.  
  445. cl_burninggibs 0 // Disable burning gibs, performance impact
  446. //cl_burninggibs 1 // Enable burning gibs for realism
  447. props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  448. //props_break_max_pieces 0 // Disables gibs and prop breaking
  449. violence_hgibs 1 // Enable normal gibs
  450. //violence_hgibs 0 // Enable silly gibs/blood
  451. violence_hblood 1 // Enable normal blood
  452. //violence_hblood 0 // Enable silly gibs/blood
  453.  
  454. // -------------
  455. // '-- Props --'
  456. // -------------
  457. // Various small objects
  458.  
  459. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  460. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  461. cl_phys_props_enable 0 // Disable client side physics props
  462. //cl_phys_props_enable 1 // Enable client side physics props
  463. cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  464. //cl_phys_props_max 300 // Allow all physics props
  465. cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
  466. //cl_phys_props_respawndist 3500 // Skip respawning physics props for a high distance
  467. cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  468. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  469. r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  470. //r_propsmaxdist 3000 // Always render client side physics props
  471. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  472. //r_drawdetailprops 1 // Enable sprites, grass etc
  473. //r_drawdetailprops 2 // Draw detail props with wireframe
  474. cl_detaildist 900 // Draw detail props up to this distance
  475. //cl_detaildist 3000 // Always draw detail props
  476. cl_detailfade 0 // Do not fade in detail props
  477. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  478. //cl_detailfade 400 // Fade in detail props to reduce pop in
  479. r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  480. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  481. //r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  482. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  483.  
  484. // ----------------
  485. // '-- Ragdolls --'
  486. // ----------------
  487. // Full bodies with adjustable physics simulation and fading on death
  488.  
  489. cl_ragdoll_collide 0 // Disable ragdoll collisions
  490. cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
  491. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  492. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  493. //cl_ragdoll_forcefade 0 // Enable ragdolls
  494. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  495. // from
  496. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  497. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  498. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  499. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  500. //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
  501.  
  502. // ---------------
  503. // '-- General --'
  504. // ---------------
  505. // General/overall graphics settings
  506.  
  507. mat_reducefillrate 0 // Increase shading quality
  508. //mat_reducefillrate 1 // Simplify material shading and use some DX8 features
  509. mat_bumpmap 1 // Enable bumpmaps
  510. //mat_bumpmap 0 // Disable bumpmap materials
  511. //mat_fastnobump 1 // Early checks for no bumpmap rendering
  512. mat_specular 1 // Enable specular
  513. //mat_specular 0 // Disable specular materials
  514. //mat_fastspecular 0 // Early checks for no specular rendering
  515. mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to 0.1 in increments of 0.1 or 0.05). This is
  516. // useful for if your GPU struggles to render a lot of pixels
  517. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  518. r_3dsky 1 // Enable 3D sky
  519. //r_3dsky 0 // Disable 3D sky
  520. r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
  521. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  522. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  523. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  524. cl_drawmonitors 0 // Do not draw monitors
  525. cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  526. //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  527. mat_picmip 1 // Use less memory in a 32-bit process
  528. //mat_picmip 2 // Use lowest quality textures
  529. //mat_picmip -1 // Use highest quality textures
  530. //mat_showlowresimage 1 // Low quality images
  531. //mat_drawflat 1 // Use flat materials only
  532.  
  533. // -------------
  534. // '-- Ropes --'
  535. // -------------
  536. // Ropes in Mannpower and as decoration in maps
  537.  
  538. rope_rendersolid 1 // Render solid part of ropes
  539. //rope_rendersolid 0 // Skip rendering solid part of ropes
  540. r_ropetranslucent 0 // Skip simulating ropes
  541. //r_ropetranslucent 1 // Simulate ropes
  542. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  543. rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
  544. //rope_solid_minalpha 0.2 // Enable solid alpha
  545. //rope_solid_minwidth 0 // Always render non-solid ropes
  546. rope_smooth 0 // Skip a long smoothing operation for ropes
  547. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  548. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  549. //rope_subdiv 2 // Subdivide ropes
  550. //rope_subdiv 7 // Max rope subdivides
  551. rope_collide 0 // Skip CPU heavy world collisions for ropes
  552. //rope_collide 1 // Enable rope collisions
  553. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  554. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  555. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  556. //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  557.  
  558. // --------------------
  559. // '-- Optimization --'
  560. // --------------------
  561. // These settings will optimize TF2 without having any very noticeable effects to
  562. // the user
  563.  
  564. fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because
  565. // some systems in Source assume an FPS limit of 300
  566. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
  567. // the focus detection can be buggy on some systems or while
  568. // streaming and may limit your FPS, without you knowing
  569. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  570. r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and
  571. // then has the GPU quickly render the scene in a second pass,
  572. // with the visible parts of the scene already calculated
  573. r_entityclips 1 // Clip entities preferably using clip planes
  574. disp_dynamic 0 // Do not use dynamic meshes for world geometry (displacements)
  575. r_hunkalloclightmaps 0 // Allocate lightmaps in dynamic memory because some are too big for the hunk
  576. //r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  577. r_frustumcullworld 1 // Cull on world draw
  578. r_worldlistcache 1 // Cache some world rendering
  579. mat_clipz 1 // Clips what is drawn for a performance improvement
  580. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  581. r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  582. r_occludeemaxarea 101 // Do not skip occlusion of larger objects
  583. r_occluderminarea 2.5 // Use occluders that take up a decent amount of pixels on larger screens
  584. //r_occluderminarea 0.003 // Try to occlude almost for bad GPUs since they need the savings
  585. r_occludermincount 2 // Force using at least 2 occluders so we occlude at least something even if they were skipped initially
  586. r_lightcache_zbuffercache 1 // Load z cache data with the map
  587. r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
  588. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  589. //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for bad GPUs
  590. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  591. r_norefresh 1 // Do not store a useless and unused frame time variable
  592. fast_fogvolume 1 // Use a fast path method to find the visible fog volume
  593. r_pixelfog 1 // Use a pixel shader for fog if possible
  594. //r_pixelfog 0 // Do not use a higher level pixel shader for fog on bad GPUs
  595. mat_bufferprimitives 1 // Buffer primitives
  596. mat_compressedtextures 1 // Allow for compressed textures
  597. mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
  598. mat_filterlightmaps 1 // Filter lightmaps
  599. mat_filtertextures 1 // Filter textures
  600. mat_mipmaptextures 1 // Mipmap textures to optimize texture filtering
  601. mat_disable_ps_patch 1 // Force disable runtime manipulation of shaders to fix MSAA on some AMD cards
  602. //mat_disable_ps_patch 0 // Enable patching if necessary when MSAA is enabled
  603. sv_turbophysics 1 // Disable physics interactions
  604.  
  605. // --------------
  606. // '-- OpenGL --'
  607. // --------------
  608. // Optimizations for OpenGL platforms (Linux and macOS)
  609.  
  610. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  611. mat_texture_reload_frame_swap_workaround 0 // The extra frame swaps are not worth the memory savings unless you are tight on memory
  612. //mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
  613. gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
  614. gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling
  615. gl_batch_tex_destroys 0 // ^
  616. gl_minimize_all_tex 0 // Keep mipmaps even if they were not requested
  617. gl_minimize_rt_tex 0 // Keep mipmaps for RTs even if they were not requested
  618. gl_nullqueries 1 // Skip queries
  619. gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  620. gl_debug_output 0 // Disable debug messages
  621. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  622. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  623. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  624. //gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support
  625. //gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround
  626.  
  627. // ==================
  628. // '--- Gameplay ---'
  629. // ==================
  630. // Adjusts how the game behaves
  631.  
  632. //cl_autoreload 1 // Auto reload clip
  633. //cl_autorezoom 1 // Automatically rezoom sniper rifle
  634. //tf_medigun_autoheal 1 // Keep healing allies
  635.  
  636. // =============
  637. // '--- HUD ---'
  638. // =============
  639. // ---------------
  640. // '-- General --'
  641. // ---------------
  642. // General/misc HUD settings
  643.  
  644. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  645. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  646. //cl_hud_minmode 1 // HUD min mode
  647. //hud_fastswitch 1 // Weapon switch behavior
  648. // 0 - PC Buckets
  649. // select weapons from the side of your screen, fire to confirm
  650. // 1 - PC Fast Switch
  651. // fast switch for PC buckets (no fire to confirm)
  652. // 2 - Buckets Plus:
  653. // fast switch
  654. // weapon selection window comes up at the middle of your screen
  655. // can select weapons without ammo (but not switch to them)
  656. // 3 - Carousel scroll:
  657. // fast switch
  658. // slot 1 = last weapon, slot 2 = next weapon,
  659. // slot 3 = swap weapon, slot 4 = previous weapon
  660. //cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
  661. //tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise
  662. // Currently has a bug where mouse mode does not activate when spectating
  663. //tf_scoreboard_mouse_mode 1 // Always use mouse mode when scoreboard is open
  664. //tf_scoreboard_mouse_mode 0 // Always look around, even when the scoreboard is open
  665. //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard
  666. tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
  667. tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  668. //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  669. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  670. tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  671. //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  672. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  673. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  674. //tf_simple_disguise_menu 0 // Concise disguise menu
  675. //tf_colorblindassist 1 // Colorblind mode
  676. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  677. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  678. //hud_classautokill 0 // No suicide on class change
  679. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  680. tf_healthicon_height_offset 10 // Offset of heath icon
  681. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  682. tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  683. tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  684. tf_hud_show_servertimelimit 1 // Show server map time
  685. tf_hud_target_id_alpha 100 // Transparency of target ID
  686. //tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  687. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  688. tf_hud_target_id_offset 0 // Vertical offset of target ID
  689. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  690. hud_freezecamhide 0 // Show the HUD during freeze-cam
  691. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  692. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  693. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  694. //cl_hudhint_sound 0 // Disable HUD sounds
  695. //cl_mainmenu_safemode 1 // Dev safe mode for main menu
  696. //tf_queue_spinner_color 0 // Orange queue TF logo spinner
  697. //tf_queue_spinner_color 1 // Blue queue TF logo spinner
  698.  
  699. // ----------------
  700. // '-- Messages --'
  701. // ----------------
  702. // Text chat, console output, etc
  703.  
  704. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  705. //hud_saytext_time 0 // Disable chat
  706. cl_showtextmsg 1 // Enable text messages in chat (voice lines)
  707. //cl_showtextmsg 0 // Disable text messages
  708. cl_showpluginmessages 1 // Show messages from server plugins
  709. //cl_showpluginmessages 0 // Deny messages from server plugins
  710. cl_chatfilters 63 // Chat Filter - enable parts of chat (not working due to a bug):
  711. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  712. // achievements (32)
  713. // Add a combination of these numbers together to enable that combination
  714. // for example, name change (2) + team change (16) = 18
  715. // 0 for everything disabled
  716. //cl_chatfilters 0 // Disable all chat messages
  717. //cl_chatfilters 59 // Disable just user chat
  718. cl_mute_all_comms 1 // Disable text and voice for muted players
  719. //cl_mute_all_comms 0 // Disable voice for muted players
  720. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  721. tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  722.  
  723. // ----------------
  724. // '-- Backpack --'
  725. // ----------------
  726. // Inventory, economy and backpack
  727.  
  728. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  729. cl_spec_carrieditems 1 // Show spectated player items
  730. //cl_spec_carrieditems 0 // Do not show spectated player items
  731. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  732. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  733. //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  734.  
  735. // -----------------
  736. // '-- Crosshair --'
  737. // -----------------
  738. // Aiming recticle or crosshair
  739.  
  740. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  741. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  742. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  743. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  744. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  745. //cl_crosshair_scale 64 // Size of crosshair
  746. //cl_crosshair_file 0 // Style of crosshair
  747. //cl_dynamiccrosshair 1 // Change crosshair according to weapon
  748. //cl_observercrosshair 0 // Disable crosshair in spectator
  749. //crosshair 0 // Disable crosshair
  750.  
  751. // -------------------
  752. // '-- Killstreaks --'
  753. // -------------------
  754. // Killstreak messages from weapons
  755.  
  756. cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  757. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  758. cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
  759. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  760. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  761.  
  762. // ---------------------
  763. // '-- Notifications --'
  764. // ---------------------
  765. // In-game notifications for trade offers, requests, events, etc
  766.  
  767. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  768. //cl_notifications_max_num_visible 3 // Default number of visible notifications
  769. cl_notifications_move_time 0.1 // Make notification transition shorter
  770. //cl_notifications_show_ingame 0 // Do not show notifications in game
  771. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  772. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  773. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  774. //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  775. cl_vote_ui_show_notification 0 // Hide voting notifications
  776. //cl_vote_ui_show_notification 1 // Show voting notifications
  777. tf_hud_notification_duration 2 // How long notifications should display
  778.  
  779. // -----------------
  780. // '-- Contracts --'
  781. // -----------------
  782. // Contracts as part of campaigns
  783.  
  784. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  785. // 0 - never
  786. // 1 - all
  787. // 2 - active only
  788. //tf_contract_progress_show 1 // During all matches, contract visibility:
  789. // 0 - never
  790. // 1 - all
  791. // 2 - active only
  792. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  793. //tf_quest_notification_line_delay 1 // Default voice line delay
  794.  
  795. // --------------------
  796. // '-- Achievements --'
  797. // --------------------
  798. // Achievement effects and HUD tracker
  799.  
  800. hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  801. hud_achievement_tracker 2 // Achievements tracked at once
  802. hud_achievement_count 4 // Max achievements shown on HUD
  803.  
  804. // ------------
  805. // '-- Info --'
  806. // ------------
  807. // Additional HUD elements for extra info
  808. // Adding additional HUD elements decreases FPS by a small amount
  809.  
  810. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  811. //cl_showpos 1 // Current position, angle and velocity
  812. //cl_showbattery 1 // Battery meter
  813. //cl_showblocking 1 // Show blocking disk operations on FPS panel
  814. // cl_show_num_particle_systems 1 // Show number of particle systems
  815. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  816.  
  817. // -----------------------
  818. // '-- Closed Captions --'
  819. // -----------------------
  820. // Customization of notifications of sounds and voices in closed captions
  821.  
  822. //cc_linger_time 1 // Seconds for captions to stay on screen
  823. //cc_minvisibleitems 1 // Minimum captions to shown
  824. //cc_predisplay_time 0 // Delay between the sound and showing the caption
  825. //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
  826. //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
  827.  
  828. // ----------------
  829. // '-- Netgraph --'
  830. // ----------------
  831. // Advanced HUD display of network info and FPS
  832.  
  833. //net_graph 0 // netgraph display
  834. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  835. //net_graphpos 1 // the horizontal position of the netgraph
  836. // 0 = left, 1 = right, 2 = middle
  837. // anything else will set the x coordinate of the graph's left edge
  838. //net_graphheight 64 // height of the text part of the graph
  839. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  840. //net_scale 5 // the height of the graph portion
  841. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  842. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  843. //net_graphtext 1 // draw text fields
  844. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  845. //net_graphshowlatency 1 // show the latency part of the graph
  846. //net_graphshowinterp 1 // show the interpolation part of the graph
  847.  
  848. // ----------------
  849. // '-- Tutorial --'
  850. // ----------------
  851. // Disable tutorial messages
  852.  
  853. //cl_ask_favorite_opt_out 1
  854. //cl_ask_blacklist_opt_out 1
  855. //replay_quitmsg_dontaskagain 1
  856. //cl_ask_bigpicture_controller_opt_out 1
  857. //tf_explanations_store 1
  858. //tf_explanations_discardpanel 1
  859. //tf_explanations_backpackpanel 1
  860. //tf_explanations_charinfopanel 1
  861. //tf_explanations_craftingpanel 1
  862. //tf_explanations_charinfo_armory_panel 1
  863. //tf_training_has_prompted_for_forums 1
  864. //tf_training_has_prompted_for_loadout 1
  865. //tf_training_has_prompted_for_options 1
  866. //tf_training_has_prompted_for_training 1
  867. //tf_training_has_prompted_for_offline_practice 1
  868. //cl_showhelp 0
  869. //tf_taunt_always_show_hint 0
  870. //sb_dontshow_maxplayer_warning 1
  871. //tf_coach_request_nevershowagain 1
  872. //tf_show_maps_details_explanation_count 0
  873. //tf_show_taunt_explanation_in_class_loadout 0
  874. //tf_show_preset_explanation_in_class_loadout 0
  875. //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  876. //tf_find_a_match_hint_viewed 1
  877. //tf_quest_map_intro_viewed 1
  878. //tf_warpaint_explanation_viewed 1
  879. //tf_inspect_hint_count 11
  880. //tf_mvm_tabs_discovered 1
  881. //tf_hud_notification_show_count_ghost_controls 1
  882. //tf_hud_notification_show_count_ghost_controls_no_respawn 1
  883. //tf_hud_notification_show_count_kart_controls 1
  884. //cl_promotional_codes_button_show 0
  885. //cl_training_class_unlock_all
  886.  
  887. // ---------------
  888. // '-- Console --'
  889. // ---------------
  890. // Developer console customization
  891.  
  892. con_nprint_bgalpha 100 // Console translucency (0 to 255)
  893. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  894. con_nprint_bgborder 1 // Console border
  895. //con_nprint_bgborder 0 // Disable border on lowend computers
  896.  
  897. // ==============
  898. // '--- View ---'
  899. // ==============
  900. // The character view and viewmodel
  901.  
  902. fov_desired 90 // See more of the battlefield
  903. //fov_desired 75 // Render less for very lowend computers
  904. //r_drawviewmodel 1 // Draw weapon viewmodel model
  905. //r_drawviewmodel 0 // Hide weapon viewmodel
  906. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  907. //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
  908. //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
  909. //tf_use_min_viewmodels 0 // Use default viewmodel position
  910. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  911. //cl_first_person_uses_world_model 0 // Draw viewmodel
  912. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  913. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  914. glow_outline_effect_enable 1 // Enable ally and objective xrays
  915. //glow_outline_effect_enable 0 // Disable all xrays
  916. tf_enable_glows_after_respawn 1 // Enable spawn xrays
  917. //tf_enable_glows_after_respawn 0 // Disable spawn xrays
  918. tf_spec_xray_disable 0 // Enable xrays while spectating
  919. //tf_spec_xray_disable 1 // Disable xrays while spectating
  920. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  921. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  922. //spec_autodirector 0 // Choose best view mode automatically
  923.  
  924. // ==============
  925. // '--- Misc ---'
  926. // ==============
  927. // Settings that do not fit into a category
  928.  
  929. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  930. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  931. //ai_frametime_limit 50 // Do not use simpler AI
  932.  
  933. // ================
  934. // '--- Memory ---'
  935. // ================
  936. // Adjustments to memory allocation
  937.  
  938. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  939. cl_always_flush_models 0 // Keep models loaded in between map loads
  940. //cl_always_flush_models 1 // Remove models from memory every map load (for low memory systems only)
  941. mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
  942. //mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
  943. sv_forcepreload 0 // Disable harmful force preload enabled in other configs
  944.  
  945. // ====================
  946. // '--- Filesystem ---'
  947. // ====================
  948. // -------------
  949. // '-- Sizes --'
  950. // -------------
  951. // Set buffer and file read sizes
  952.  
  953. filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
  954. filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
  955.  
  956. // ---------------
  957. // '-- General --'
  958. // ---------------
  959. // Set up filesystem parameters
  960.  
  961. filesystem_native 1 // Use native filesystem calls if available
  962. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  963.  
  964. // -------------------
  965. // '-- Model Cache --'
  966. // -------------------
  967. // Control loading and caching models
  968.  
  969. mod_load_anims_async 1 // Enable async animation loading
  970. mod_load_mesh_async 1 // Enable async mesh loading
  971. mod_load_vcollide_async 1 // Enable async vcollide loading
  972.  
  973. // For HDDs
  974. mod_touchalldata 1 // Load submodels
  975. mod_forcetouchdata 1 // Put submodels into cache
  976. mod_forcedata 1 // Cache submodel data
  977.  
  978. // For SSDs
  979. //mod_touchalldata 0 // Do not load submodels
  980. //mod_forcetouchdata 0 // Do not put submodels into cache
  981. //mod_forcedata 0 // Do not cache submodel data
  982.  
  983. // ================
  984. // '--- Memory ---'
  985. // ================
  986. datacachesize 512 // Increase data cache size
  987. mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems
  988.  
  989. // ===============
  990. // '--- Sound ---'
  991. // ===============
  992. // -----------------
  993. // '-- Hitsounds --'
  994. // -----------------
  995. // Damage sound played on hit and on kill
  996.  
  997. //tf_dingalingaling_lasthit 1 // Play killsounds
  998. //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
  999. //tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
  1000. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  1001. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  1002. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  1003. //tf_dingalingaling 1 // Play hitsounds
  1004. //tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
  1005. //tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
  1006. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  1007. //tf_dingaling_volume 0.7 // Hitsound volume
  1008. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  1009. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  1010.  
  1011. // -----------------
  1012. // '-- Threading --'
  1013. // -----------------
  1014. // Threading options to take advantage of modern CPUs for the sound system
  1015.  
  1016. snd_async_fullyasync 1 // Play sounds independently of main engine work
  1017. snd_async_minsize 4096 // Wait a small time for audio file loading for SSDs with CPUs with 4 or more cores
  1018. //snd_async_minsize 65536 // If you are having audio stutter,
  1019. // wait until 64K of audio has been loaded
  1020. // (usually for HDDs with CPUs with 4 or more cores
  1021. // or for SSDs with CPUs with less than 4 cores)
  1022. //snd_async_minsize 262144 // If you are still having audio stutter,
  1023. // wait even longer
  1024. // (usually for HDDs with CPUs with less than 4 cores)
  1025. snd_mix_async 1 // Use another thread to mix sounds
  1026. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
  1027. phonemedelay 0.05 // Do not delay phonemes a lot with an async sound system
  1028. //phonemedelay 0.1 // Delay phonemes when async mixing is disabled
  1029.  
  1030. // ---------------
  1031. // '-- General --'
  1032. // ---------------
  1033. // General/misc sound settings
  1034.  
  1035. //volume 1 // Set the master volume
  1036. //snd_musicvolume 1 // Set music volume
  1037. snd_delay_sound_shift 0 // Do not apply an extra delay to sounds
  1038. //snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds
  1039. //snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs
  1040. snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  1041. //snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  1042. //snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow CPUs
  1043. //cl_soundemitter_flush // Command to clear out the loaded sounds file
  1044. //cl_soundscape_flush // Command to clear out the loaded soundscapes file
  1045.  
  1046. // ---------------
  1047. // '-- Quality --'
  1048. // ---------------
  1049. // Adjust the quality of sound
  1050.  
  1051. snd_pitchquality 0 // Use linear mixer for sound, performance benefit
  1052. //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
  1053. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  1054. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1055. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  1056. //snd_surround_speakers 0 // Force headphones
  1057. //snd_surround_speakers 2 // Force mono/stereo
  1058. //snd_surround_speakers 4 // Force quad
  1059. //snd_surround_speakers 5 // Force 5.1
  1060. //snd_surround_speakers 7 // Force 7.1
  1061. //windows_speaker_config 4 // Windows speaker configuration
  1062. snd_legacy_surround 0 // Disable surround sound effect
  1063. //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
  1064.  
  1065. // ----------------------
  1066. // '-- Spatialization --'
  1067. // ----------------------
  1068. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  1069.  
  1070. dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
  1071. //dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
  1072. // systems
  1073.  
  1074. dsp_slow_cpu 0 // Use enhanced positional effects
  1075. //dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
  1076. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  1077. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1078. // Pretty reasonable performance benefit, but delay in spatialization.
  1079. //snd_spatialize_roundrobin 0 // Spatialize every frame
  1080. dsp_room 0 // Disable automatic DSP
  1081. //dsp_room 1 // Enable automatic DSP. Big performance hit
  1082. dsp_facingaway 0 // Disable the facing away DSP effect
  1083. //dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
  1084. dsp_speaker 50 // Administrator effect
  1085. //dsp_speaker 0 // Disable administrator effect
  1086. dsp_water 14 // Water muffling effect
  1087. //dsp_water 0 // Disable water muffling effect
  1088. dsp_spatial 40 // Spatial effect for positional audio
  1089. //dsp_spatial 0 // Disable spatial effect
  1090. dsp_db_mixdrop 0.7 // Use enhanced volume scaling
  1091. dsp_db_min 80 // ^
  1092. dsp_mix_min 0.3 // ^
  1093. dsp_mix_max 0.7 // ^
  1094. //dsp_db_mixdrop 1 // Disable volume scaling
  1095. //dsp_db_min 0 // ^
  1096. //dsp_mix_min 0 // ^
  1097. //dsp_mix_max 0 // ^
  1098. snd_duckerattacktime 0.5 // Default ducking values
  1099. snd_duckerreleasetime 2.5 // ^
  1100.  
  1101. // --------------------
  1102. // '-- Optimization --'
  1103. // --------------------
  1104. // Optimizations with no noticeable effect on the listener
  1105.  
  1106. snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
  1107. //snd_lockpartial 0 // Use the base, fully locking sound algorithm
  1108. snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  1109. //snd_cull_duplicates 1 // Only play one of each sound at a time
  1110. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  1111. voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
  1112. snd_noextraupdate 1 // Do not update sound twice
  1113. snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  1114. //snd_defer_trace 0 // Immediately trace on the first frame
  1115. phonemefilter 0.01 // Do not box filter phonemes
  1116. //phonemefilter 0.1 // Box filter phonemes for slightly longer
  1117. phonemesnap 0 // Do not crossfade a second phoneme on any LOD
  1118. //phonemesnap 63 // Crossfade a second phoneme on every LOD
  1119.  
  1120. // ===============
  1121. // '--- Input ---'
  1122. // ===============
  1123. // ----------------
  1124. // '-- Keyboard --'
  1125. // ----------------
  1126. // Keyboard adjustments
  1127.  
  1128. //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
  1129. //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
  1130. //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
  1131.  
  1132. // -------------
  1133. // '-- Mouse --'
  1134. // -------------
  1135. // Mouse movement and aiming
  1136.  
  1137. //m_pitch 0.022 // Pitch factor
  1138. //m_yaw 0.022 // Yaw factor
  1139. //sensitivity 3 // Mouse sensitivity
  1140. //m_limitedcapture_workaround 1 // Workaround for mouse capture issues
  1141. //m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
  1142. //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
  1143. //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1144. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1145. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1146. //m_rawinput 1 // Use raw input from mouse
  1147. //m_customaccel 0 // custom mouse acceleration
  1148. // 0 - no custom acceleration
  1149. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1150. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1151. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1152. //m_customaccel_scale 0.04 // ^
  1153. //m_customaccel_max 0 // ^
  1154. //m_customaccel_exponent 1 // ^
  1155. //zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped
  1156. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  1157.  
  1158. // ------------------------
  1159. // '-- Steam Controller --'
  1160. // ------------------------
  1161. // Controls Steam Controller/Steam Input
  1162.  
  1163. //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
  1164. //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
  1165. //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
  1166. //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
  1167. //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
  1168. //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
  1169. //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
  1170. //sc_show_binding_panel // Launch Steam Controller binding UI
  1171. //sc_status // Show Steam Controller status
  1172.  
  1173. // -------------------
  1174. // '-- Bumper Cars --'
  1175. // -------------------
  1176. // Input during bumper cars
  1177.  
  1178. //tf_halloween_kart_pitch 10 // Pitch value for the camera
  1179. //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
  1180. //tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow
  1181.  
  1182. echo " "
  1183. echo " "
  1184. echo " "
  1185. echo " "
  1186.  
  1187. echo " *************************** "
  1188. echo " *************************** "
  1189. echo " ** mastercomfig 6.4.0 loaded ** "
  1190. echo " *************************** "
  1191. echo " *************************** "
  1192.  
  1193. echo " "
  1194. echo " "
  1195. echo " "
  1196. echo " "
  1197. echo " ****************************************************** "
  1198. echo " ****************************************************** "
  1199. echo " ****************************************************** "
  1200. echo " ****************************************************** "
  1201. echo "=> Having issues in local servers, like being unable to fire or move? Set host_thread_mode 0."
  1202. echo "=> Remember to set host_thread_mode 1 once you are done with your local server."
  1203. echo " ****************************************************** "
  1204. echo " ****************************************************** "
  1205. echo " ****************************************************** "
  1206. echo " ****************************************************** "
  1207. echo " "
  1208. echo " "
  1209. echo " "
  1210. echo " "
  1211.  
  1212. con_filter_text_out "unknown particle" // Filter out unknown particle spam
  1213. sv_cheats 1 // Prevent fog cvar spew in console on startup
  1214. host_thread_mode 0 // Do not use the threaded frame behavior for local servers
  1215. sv_cheats 0 // Disable cheats (was turned on during startup)
  1216.  
  1217. // Warning system
  1218. sv_allow_wait_command 1;developer 1;wait 1500; echo " ****************************************************** "; echo " ****************************************************** "; echo " ****************************************************** "; echo " ****************************************************** "; echo "=> Set host_thread_mode 0 for local servers."; echo "=> Set host_thread_mode 1 once you are done with your local server.";wait 8000; developer 0; sv_allow_wait_command 0
  1219. // Maximum performance preset
  1220. // Max FPS without caring much about visibility or possible bugs
  1221. // Remove any existing 01-mastercomfig_dx folders from tf/custom
  1222. // Then copy the 01-mastercomfig_dx_maxperformance folder into tf/custom
  1223.  
  1224. cl_allowdownload 0 // Block downloads of other player custom files
  1225. cl_allowupload 0 // Disable uploading your player custom files
  1226. r_rootlod 2 // Maximum performance for models
  1227. mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  1228. r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  1229. r_ambientmin 0 // Ambient boost never
  1230. r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  1231. mat_phong 0 // Disable phong for flatter shading
  1232. r_worldlightmin 0.1 // Reject a lot of minor world lighting
  1233. nb_shadow_dist 0 // Disable shadow distance
  1234. r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  1235. cl_show_splashes 0 // Disable water splashes
  1236. cl_fasttempentcollision 10000 // Skip collision checking
  1237. glow_outline_effect_enable 0 // Disable xrays to save frames
  1238. tf_enable_glows_after_respawn 0 // Disable spawn xrays
  1239. tf_spec_xray_disable 1 // Disable xrays while spectating
  1240. r_cheapwaterstart 0 // Use cheap water as much as possible
  1241. r_cheapwaterend 0.1 // Use cheap water as much as possible
  1242. r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  1243. mat_trilinear 0 // Disable trilinear
  1244. r_flex 0 // Disable facial animations
  1245. flex_rules 0 // ^
  1246. ai_expression_frametime 0 // Disable expressions entirely
  1247. r_eyemove 0 // Disable eye movement
  1248. blink_duration 0 // Disable blinking
  1249. tf_clientsideeye_lookats 0 // Disable eye lookats
  1250. r_eyes 0 // Disable eyes
  1251. r_teeth 0 // Do not render teeth, small FPS boost
  1252. r_decals 0 // Disable decals
  1253. mp_decals 0 // Disable decals
  1254. r_spray_lifetime 0 // Clear sprays immediately
  1255. cl_playerspraydisable 1 // Disable player sprays
  1256. r_decal_cullsize 256 // Hide decals
  1257. r_renderoverlayfragment 0 // Disable overlays, small performance increase
  1258. props_break_max_pieces 0 // Disables gibs and prop breaking
  1259. r_propsmaxdist 1 // Lowest range for props
  1260. cl_detaildist 0 // No detail props
  1261. r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  1262. mat_bumpmap 0 // Disable bumpmap materials
  1263. mat_specular 0 // Disable specular materials
  1264. r_3dsky 0 // Disable 3D sky
  1265. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  1266. mat_picmip 2 // Use lowest quality textures
  1267. rope_rendersolid 0 // Skip rendering solid part of ropes
  1268. mat_filterlightmaps 0 // Do not smooth lighting
  1269. mat_filtertextures 0 // Do not smooth textures
  1270. tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  1271. tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  1272. tf_hud_target_id_show_avatars 0 // Never show avatars
  1273. cl_crosshairalpha 255 // Disable transparency for lowend computers
  1274. snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  1275. snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1276. dsp_slow_cpu 1 // Disable initialization of spatialization
  1277. snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1278. // Pretty reasonable performance benefit, but delay in spatialization.
  1279. dsp_speaker 0 // Disable administrator effect
  1280. dsp_water 0 // Disable water muffling effect
  1281. dsp_spatial 0 // Disable spatial effect
  1282. dsp_db_mixdrop 1 // Disable volume scaling
  1283. dsp_db_min 0 // ^
  1284. dsp_mix_min 0 // ^
  1285. dsp_mix_max 0 // ^
  1286.  
  1287. echo "maximum performance preset selected"
  1288. // TF2 + mastercomfig maxperformance dxsupport overrides
  1289. "dxsupport"
  1290. {
  1291. "0"
  1292. {
  1293. "name" "80"
  1294. "ConVar.mat_specular" "0"
  1295. "ConVar.r_shadowrendertotexture" "0"
  1296. "ConVar.mat_bumpmap" "0"
  1297. "ConVar.r_screenfademinsize" "150"
  1298. "ConVar.r_screenfademaxsize" "250"
  1299. "ConVar.r_drawdetailprops" "0"
  1300. "ConVar.props_break_max_pieces" "2"
  1301. "ConVar.r_dynamic" "0"
  1302. "ConVar.cl_detaildist" "0"
  1303. "ConVar.cl_detailfade" "0"
  1304. "ConVar.r_dopixelvisibility" "0"
  1305. "ConVar.cl_particle_retire_cost" "0.0001"
  1306. "ConVar.r_lightcache_zbuffercache" "1"
  1307. "ConVar.r_flex" "0"
  1308. "ConVar.r_drawropes" "0"
  1309. "ConVar.cl_ragdoll_fade_time" "5"
  1310. "ConVar.cl_ragdoll_forcefade" "1"
  1311. "ConVar.mem_min_heapsize" "144"
  1312. "ConVar.snd_spatialize_roundrobin" "3"
  1313. "ConVar.snd_cull_duplicates" "1"
  1314. "ConVar.fx_drawimpactdebris" "0"
  1315. "ConVar.fx_drawimpactdust" "0"
  1316. "ConVar.fx_drawmetalspark" "0"
  1317. "ConVar.tf_impactwatertimeenable" "1"
  1318. "ConVar.dsp_off" "1"
  1319. }
  1320. "1"
  1321. {
  1322. "name" "81"
  1323. "ConVar.mat_specular" "0"
  1324. "ConVar.r_shadowrendertotexture" "0"
  1325. "ConVar.mat_bumpmap" "0"
  1326. "ConVar.r_screenfademinsize" "150"
  1327. "ConVar.r_screenfademaxsize" "250"
  1328. "ConVar.r_drawdetailprops" "0"
  1329. "ConVar.props_break_max_pieces" "2"
  1330. "ConVar.r_dynamic" "0"
  1331. "ConVar.cl_detaildist" "0"
  1332. "ConVar.cl_detailfade" "0"
  1333. "ConVar.r_dopixelvisibility" "0"
  1334. "ConVar.cl_particle_retire_cost" "0.0001"
  1335. "ConVar.r_lightcache_zbuffercache" "1"
  1336. "ConVar.r_flex" "0"
  1337. "ConVar.r_drawropes" "0"
  1338. "ConVar.cl_ragdoll_fade_time" "5"
  1339. "ConVar.cl_ragdoll_forcefade" "1"
  1340. "ConVar.mem_min_heapsize" "144"
  1341. "ConVar.snd_spatialize_roundrobin" "3"
  1342. "ConVar.snd_cull_duplicates" "1"
  1343. "ConVar.fx_drawimpactdebris" "0"
  1344. "ConVar.fx_drawimpactdust" "0"
  1345. "ConVar.fx_drawmetalspark" "0"
  1346. "ConVar.tf_impactwatertimeenable" "1"
  1347. "ConVar.dsp_off" "1"
  1348. }
  1349. "2"
  1350. {
  1351. "name" "90"
  1352. "ConVar.cl_particle_retire_cost" "0.0001"
  1353. "ConVar.mem_min_heapsize" "144"
  1354. "ConVar.fx_drawimpactdebris" "0"
  1355. "ConVar.fx_drawimpactdust" "0"
  1356. "ConVar.fx_drawmetalspark" "0"
  1357. "ConVar.tf_impactwatertimeenable" "1"
  1358. "ConVar.dsp_off" "1"
  1359. "ConVar.r_screenfademinsize" "150"
  1360. "ConVar.r_screenfademaxsize" "250"
  1361. }
  1362. "3"
  1363. {
  1364. "name" "92"
  1365. "ConVar.cl_particle_retire_cost" "0.0001"
  1366. "ConVar.mem_min_heapsize" "144"
  1367. "ConVar.fx_drawimpactdebris" "0"
  1368. "ConVar.fx_drawimpactdust" "0"
  1369. "ConVar.fx_drawmetalspark" "0"
  1370. "ConVar.tf_impactwatertimeenable" "1"
  1371. "ConVar.dsp_off" "1"
  1372. "ConVar.r_screenfademinsize" "150"
  1373. "ConVar.r_screenfademaxsize" "250"
  1374. }
  1375. "4"
  1376. {
  1377. "name" "95"
  1378. "ConVar.cl_particle_retire_cost" "0.0001"
  1379. "ConVar.mem_min_heapsize" "144"
  1380. "ConVar.fx_drawimpactdebris" "0"
  1381. "ConVar.fx_drawimpactdust" "0"
  1382. "ConVar.fx_drawmetalspark" "0"
  1383. "ConVar.tf_impactwatertimeenable" "1"
  1384. "ConVar.dsp_off" "1"
  1385. "ConVar.r_screenfademinsize" "150"
  1386. "ConVar.r_screenfademaxsize" "250"
  1387. }
  1388. "5"
  1389. {
  1390. "name" "98"
  1391. "ConVar.cl_particle_retire_cost" "0.0001"
  1392. "ConVar.mem_min_heapsize" "144"
  1393. "ConVar.fx_drawimpactdebris" "0"
  1394. "ConVar.fx_drawimpactdust" "0"
  1395. "ConVar.fx_drawmetalspark" "0"
  1396. "ConVar.tf_impactwatertimeenable" "1"
  1397. "ConVar.dsp_off" "1"
  1398. "ConVar.r_screenfademinsize" "150"
  1399. "ConVar.r_screenfademaxsize" "250"
  1400. }
  1401. "8"
  1402. {
  1403. "name" "ATI Radeon IGP 320"
  1404. "VendorID" "0x1002"
  1405. "MinDeviceID" "0x4136"
  1406. "MaxDeviceID" "0x4136"
  1407. "ConVar.cl_particle_retire_cost" "10"
  1408. }
  1409. "9"
  1410. {
  1411. "name" "ATI Radeon IGP 340/RS200"
  1412. "VendorID" "0x1002"
  1413. "MinDeviceID" "0x4137"
  1414. "MaxDeviceID" "0x4137"
  1415. "ConVar.cl_particle_retire_cost" "10"
  1416. }
  1417. "10"
  1418. {
  1419. "name" "ATI Radeon 9500/9700 Series"
  1420. "VendorID" "0x1002"
  1421. "MinDeviceID" "0x4144"
  1422. "MaxDeviceID" "0x4144"
  1423. "ConVar.mat_reducefillrate" "1"
  1424. "ConVar.r_shadowrendertotexture" "0"
  1425. "ConVar.r_screenfademinsize" "40"
  1426. "ConVar.r_screenfademaxsize" "60"
  1427. "ConVar.props_break_max_pieces" "4"
  1428. "ConVar.r_dynamic" "0"
  1429. "ConVar.mat_hdr_level" "1"
  1430. "ConVar.cl_particle_retire_cost" "75"
  1431. "ConVar.r_lightcache_zbuffercache" "1"
  1432. "ConVar.cl_ragdoll_fade_time" "10"
  1433. "ConVar.cl_ragdoll_forcefade" "1"
  1434. "ConVar.fx_drawimpactdust" "0"
  1435. }
  1436. "11"
  1437. {
  1438. "name" "ATI Radeon 9800 Series"
  1439. "VendorID" "0x1002"
  1440. "MinDeviceID" "0x4145"
  1441. "MaxDeviceID" "0x4145"
  1442. "ConVar.mat_reducefillrate" "1"
  1443. "ConVar.r_shadowrendertotexture" "0"
  1444. "ConVar.r_screenfademinsize" "40"
  1445. "ConVar.r_screenfademaxsize" "60"
  1446. "ConVar.props_break_max_pieces" "4"
  1447. "ConVar.r_dynamic" "0"
  1448. "ConVar.mat_hdr_level" "1"
  1449. "ConVar.cl_particle_retire_cost" "75"
  1450. "ConVar.r_lightcache_zbuffercache" "1"
  1451. "ConVar.cl_ragdoll_fade_time" "10"
  1452. "ConVar.cl_ragdoll_forcefade" "1"
  1453. "ConVar.fx_drawimpactdust" "0"
  1454. }
  1455. "12"
  1456. {
  1457. "name" "ATI Radeon 9600TX "
  1458. "VendorID" "0x1002"
  1459. "MinDeviceID" "0x4146"
  1460. "MaxDeviceID" "0x4146"
  1461. "ConVar.mat_reducefillrate" "1"
  1462. "ConVar.r_shadowrendertotexture" "0"
  1463. "ConVar.r_screenfademinsize" "40"
  1464. "ConVar.r_screenfademaxsize" "60"
  1465. "ConVar.props_break_max_pieces" "4"
  1466. "ConVar.r_dynamic" "0"
  1467. "ConVar.mat_hdr_level" "1"
  1468. "ConVar.cl_particle_retire_cost" "75"
  1469. "ConVar.r_lightcache_zbuffercache" "1"
  1470. "ConVar.cl_ragdoll_fade_time" "10"
  1471. "ConVar.cl_ragdoll_forcefade" "1"
  1472. "ConVar.fx_drawimpactdust" "0"
  1473. }
  1474. "13"
  1475. {
  1476. "name" "ATI FireGL Z1 AGP Pro (9500)"
  1477. "VendorID" "0x1002"
  1478. "MinDeviceID" "0x4147"
  1479. "MaxDeviceID" "0x4147"
  1480. "ConVar.cl_particle_retire_cost" "75"
  1481. }
  1482. "14"
  1483. {
  1484. "name" "ATI Radeon 9800 SE"
  1485. "VendorID" "0x1002"
  1486. "MinDeviceID" "0x4148"
  1487. "MaxDeviceID" "0x4148"
  1488. "ConVar.mat_reducefillrate" "1"
  1489. "ConVar.r_shadowrendertotexture" "0"
  1490. "ConVar.r_screenfademinsize" "40"
  1491. "ConVar.r_screenfademaxsize" "60"
  1492. "ConVar.props_break_max_pieces" "4"
  1493. "ConVar.r_dynamic" "0"
  1494. "ConVar.mat_hdr_level" "1"
  1495. "ConVar.cl_particle_retire_cost" "75"
  1496. "ConVar.r_lightcache_zbuffercache" "1"
  1497. "ConVar.cl_ragdoll_fade_time" "10"
  1498. "ConVar.cl_ragdoll_forcefade" "1"
  1499. "ConVar.fx_drawimpactdust" "0"
  1500. }
  1501. "15"
  1502. {
  1503. "name" "ATI Radeon 9500 "
  1504. "VendorID" "0x1002"
  1505. "MinDeviceID" "0x4149"
  1506. "MaxDeviceID" "0x4149"
  1507. "ConVar.mat_reducefillrate" "1"
  1508. "ConVar.r_shadowrendertotexture" "0"
  1509. "ConVar.r_screenfademinsize" "40"
  1510. "ConVar.r_screenfademaxsize" "60"
  1511. "ConVar.props_break_max_pieces" "4"
  1512. "ConVar.r_dynamic" "0"
  1513. "ConVar.mat_hdr_level" "1"
  1514. "ConVar.cl_particle_retire_cost" "75"
  1515. "ConVar.r_lightcache_zbuffercache" "1"
  1516. "ConVar.cl_ragdoll_fade_time" "10"
  1517. "ConVar.cl_ragdoll_forcefade" "1"
  1518. "ConVar.fx_drawimpactdust" "0"
  1519. }
  1520. "16"
  1521. {
  1522. "name" "ATI Radeon 9800 XT"
  1523. "VendorID" "0x1002"
  1524. "MinDeviceID" "0x414A"
  1525. "MaxDeviceID" "0x414A"
  1526. "ConVar.mat_reducefillrate" "1"
  1527. "ConVar.r_shadowrendertotexture" "0"
  1528. "ConVar.r_screenfademinsize" "40"
  1529. "ConVar.r_screenfademaxsize" "60"
  1530. "ConVar.props_break_max_pieces" "4"
  1531. "ConVar.r_dynamic" "0"
  1532. "ConVar.mat_hdr_level" "1"
  1533. "ConVar.cl_particle_retire_cost" "75"
  1534. "ConVar.r_lightcache_zbuffercache" "1"
  1535. "ConVar.cl_ragdoll_fade_time" "10"
  1536. "ConVar.cl_ragdoll_forcefade" "1"
  1537. "ConVar.fx_drawimpactdust" "0"
  1538. }
  1539. "17"
  1540. {
  1541. "name" "ATI Radeon 9600 Series"
  1542. "VendorID" "0x1002"
  1543. "MinDeviceID" "0x4150"
  1544. "MaxDeviceID" "0x4150"
  1545. "ConVar.mat_reducefillrate" "1"
  1546. "ConVar.r_shadowrendertotexture" "0"
  1547. "ConVar.r_screenfademinsize" "40"
  1548. "ConVar.r_screenfademaxsize" "60"
  1549. "ConVar.props_break_max_pieces" "4"
  1550. "ConVar.r_dynamic" "0"
  1551. "ConVar.mat_hdr_level" "1"
  1552. "ConVar.cl_particle_retire_cost" "75"
  1553. "ConVar.r_lightcache_zbuffercache" "1"
  1554. "ConVar.cl_ragdoll_fade_time" "10"
  1555. "ConVar.cl_ragdoll_forcefade" "1"
  1556. "ConVar.fx_drawimpactdust" "0"
  1557. }
  1558. "18"
  1559. {
  1560. "name" "ATI Radeon 9600 Series"
  1561. "VendorID" "0x1002"
  1562. "MinDeviceID" "0x4151"
  1563. "MaxDeviceID" "0x4151"
  1564. "ConVar.mat_reducefillrate" "1"
  1565. "ConVar.r_shadowrendertotexture" "0"
  1566. "ConVar.r_screenfademinsize" "40"
  1567. "ConVar.r_screenfademaxsize" "60"
  1568. "ConVar.props_break_max_pieces" "4"
  1569. "ConVar.r_dynamic" "0"
  1570. "ConVar.mat_hdr_level" "1"
  1571. "ConVar.cl_particle_retire_cost" "75"
  1572. "ConVar.r_lightcache_zbuffercache" "1"
  1573. "ConVar.cl_ragdoll_fade_time" "10"
  1574. "ConVar.cl_ragdoll_forcefade" "1"
  1575. "ConVar.fx_drawimpactdust" "0"
  1576. }
  1577. "19"
  1578. {
  1579. "name" "ATI Radeon 9600 Series"
  1580. "VendorID" "0x1002"
  1581. "MinDeviceID" "0x4152"
  1582. "MaxDeviceID" "0x4152"
  1583. "ConVar.mat_reducefillrate" "1"
  1584. "ConVar.r_shadowrendertotexture" "0"
  1585. "ConVar.r_screenfademinsize" "40"
  1586. "ConVar.r_screenfademaxsize" "60"
  1587. "ConVar.props_break_max_pieces" "4"
  1588. "ConVar.r_dynamic" "0"
  1589. "ConVar.mat_hdr_level" "1"
  1590. "ConVar.cl_particle_retire_cost" "75"
  1591. "ConVar.r_lightcache_zbuffercache" "1"
  1592. "ConVar.cl_ragdoll_fade_time" "10"
  1593. "ConVar.cl_ragdoll_forcefade" "1"
  1594. "ConVar.fx_drawimpactdust" "0"
  1595. }
  1596. "20"
  1597. {
  1598. "name" "ATI Radeon 9550 (RV350LX)"
  1599. "VendorID" "0x1002"
  1600. "MinDeviceID" "0x4153"
  1601. "MaxDeviceID" "0x4153"
  1602. "ConVar.mat_reducefillrate" "1"
  1603. "ConVar.r_shadowrendertotexture" "0"
  1604. "ConVar.r_screenfademinsize" "40"
  1605. "ConVar.r_screenfademaxsize" "60"
  1606. "ConVar.props_break_max_pieces" "4"
  1607. "ConVar.r_dynamic" "0"
  1608. "ConVar.mat_hdr_level" "1"
  1609. "ConVar.cl_particle_retire_cost" "75"
  1610. "ConVar.r_lightcache_zbuffercache" "1"
  1611. "ConVar.cl_ragdoll_fade_time" "10"
  1612. "ConVar.cl_ragdoll_forcefade" "1"
  1613. "ConVar.fx_drawimpactdust" "0"
  1614. }
  1615. "21"
  1616. {
  1617. "name" "ATI FireGL T2 (9600)"
  1618. "VendorID" "0x1002"
  1619. "MinDeviceID" "0x4154"
  1620. "MaxDeviceID" "0x4154"
  1621. "ConVar.mat_reducefillrate" "1"
  1622. "ConVar.r_shadowrendertotexture" "0"
  1623. "ConVar.r_screenfademinsize" "40"
  1624. "ConVar.r_screenfademaxsize" "60"
  1625. "ConVar.props_break_max_pieces" "4"
  1626. "ConVar.r_dynamic" "0"
  1627. "ConVar.mat_hdr_level" "1"
  1628. "ConVar.cl_particle_retire_cost" "75"
  1629. "ConVar.r_lightcache_zbuffercache" "1"
  1630. "ConVar.cl_ragdoll_fade_time" "10"
  1631. "ConVar.cl_ragdoll_forcefade" "1"
  1632. "ConVar.fx_drawimpactdust" "0"
  1633. }
  1634. "22"
  1635. {
  1636. "name" "ATI Radeon 9600 Series"
  1637. "VendorID" "0x1002"
  1638. "MinDeviceID" "0x4155"
  1639. "MaxDeviceID" "0x4155"
  1640. "ConVar.mat_reducefillrate" "1"
  1641. "ConVar.r_shadowrendertotexture" "0"
  1642. "ConVar.r_screenfademinsize" "40"
  1643. "ConVar.r_screenfademaxsize" "60"
  1644. "ConVar.props_break_max_pieces" "4"
  1645. "ConVar.r_dynamic" "0"
  1646. "ConVar.mat_hdr_level" "1"
  1647. "ConVar.cl_particle_retire_cost" "75"
  1648. "ConVar.r_lightcache_zbuffercache" "1"
  1649. "ConVar.cl_ragdoll_fade_time" "10"
  1650. "ConVar.cl_ragdoll_forcefade" "1"
  1651. "ConVar.fx_drawimpactdust" "0"
  1652. }
  1653. "23"
  1654. {
  1655. "name" "ATI Radeon 9500/9700 Series"
  1656. "VendorID" "0x1002"
  1657. "MinDeviceID" "0x4164"
  1658. "MaxDeviceID" "0x4164"
  1659. "ConVar.mat_reducefillrate" "1"
  1660. "ConVar.r_shadowrendertotexture" "0"
  1661. "ConVar.r_screenfademinsize" "40"
  1662. "ConVar.r_screenfademaxsize" "60"
  1663. "ConVar.props_break_max_pieces" "4"
  1664. "ConVar.r_dynamic" "0"
  1665. "ConVar.mat_hdr_level" "1"
  1666. "ConVar.cl_particle_retire_cost" "75"
  1667. "ConVar.r_lightcache_zbuffercache" "1"
  1668. "ConVar.cl_ragdoll_fade_time" "10"
  1669. "ConVar.cl_ragdoll_forcefade" "1"
  1670. "ConVar.fx_drawimpactdust" "0"
  1671. }
  1672. "24"
  1673. {
  1674. "name" "ATI Radeon 9800 Series"
  1675. "VendorID" "0x1002"
  1676. "MinDeviceID" "0x4168"
  1677. "MaxDeviceID" "0x4168"
  1678. "ConVar.mat_reducefillrate" "1"
  1679. "ConVar.r_shadowrendertotexture" "0"
  1680. "ConVar.r_screenfademinsize" "40"
  1681. "ConVar.r_screenfademaxsize" "60"
  1682. "ConVar.props_break_max_pieces" "4"
  1683. "ConVar.r_dynamic" "0"
  1684. "ConVar.mat_hdr_level" "1"
  1685. "ConVar.cl_particle_retire_cost" "75"
  1686. "ConVar.r_lightcache_zbuffercache" "1"
  1687. "ConVar.cl_ragdoll_fade_time" "10"
  1688. "ConVar.cl_ragdoll_forcefade" "1"
  1689. "ConVar.fx_drawimpactdust" "0"
  1690. }
  1691. "25"
  1692. {
  1693. "name" "ATI Radeon 9600 Series"
  1694. "VendorID" "0x1002"
  1695. "MinDeviceID" "0x4170"
  1696. "MaxDeviceID" "0x4170"
  1697. "ConVar.mat_reducefillrate" "1"
  1698. "ConVar.r_shadowrendertotexture" "0"
  1699. "ConVar.r_screenfademinsize" "40"
  1700. "ConVar.r_screenfademaxsize" "60"
  1701. "ConVar.props_break_max_pieces" "4"
  1702. "ConVar.r_dynamic" "0"
  1703. "ConVar.mat_hdr_level" "1"
  1704. "ConVar.cl_particle_retire_cost" "75"
  1705. "ConVar.r_lightcache_zbuffercache" "1"
  1706. "ConVar.cl_ragdoll_fade_time" "10"
  1707. "ConVar.cl_ragdoll_forcefade" "1"
  1708. "ConVar.fx_drawimpactdust" "0"
  1709. }
  1710. "26"
  1711. {
  1712. "name" "ATI Radeon 9600 Series"
  1713. "VendorID" "0x1002"
  1714. "MinDeviceID" "0x4171"
  1715. "MaxDeviceID" "0x4171"
  1716. "ConVar.mat_reducefillrate" "1"
  1717. "ConVar.r_shadowrendertotexture" "0"
  1718. "ConVar.r_screenfademinsize" "40"
  1719. "ConVar.r_screenfademaxsize" "60"
  1720. "ConVar.props_break_max_pieces" "4"
  1721. "ConVar.r_dynamic" "0"
  1722. "ConVar.mat_hdr_level" "1"
  1723. "ConVar.cl_particle_retire_cost" "75"
  1724. "ConVar.r_lightcache_zbuffercache" "1"
  1725. "ConVar.cl_ragdoll_fade_time" "10"
  1726. "ConVar.cl_ragdoll_forcefade" "1"
  1727. "ConVar.fx_drawimpactdust" "0"
  1728. }
  1729. "27"
  1730. {
  1731. "name" "ATI Radeon 9600 Series"
  1732. "VendorID" "0x1002"
  1733. "MinDeviceID" "0x4172"
  1734. "MaxDeviceID" "0x4172"
  1735. "ConVar.mat_reducefillrate" "1"
  1736. "ConVar.r_shadowrendertotexture" "0"
  1737. "ConVar.r_screenfademinsize" "40"
  1738. "ConVar.r_screenfademaxsize" "60"
  1739. "ConVar.props_break_max_pieces" "4"
  1740. "ConVar.r_dynamic" "0"
  1741. "ConVar.mat_hdr_level" "1"
  1742. "ConVar.cl_particle_retire_cost" "75"
  1743. "ConVar.r_lightcache_zbuffercache" "1"
  1744. "ConVar.cl_ragdoll_fade_time" "10"
  1745. "ConVar.cl_ragdoll_forcefade" "1"
  1746. "ConVar.fx_drawimpactdust" "0"
  1747. }
  1748. "28"
  1749. {
  1750. "name" "ATI Radeon 9550"
  1751. "VendorID" "0x1002"
  1752. "MinDeviceID" "0x4173"
  1753. "MaxDeviceID" "0x4173"
  1754. "ConVar.mat_reducefillrate" "1"
  1755. "ConVar.r_shadowrendertotexture" "0"
  1756. "ConVar.r_screenfademinsize" "40"
  1757. "ConVar.r_screenfademaxsize" "60"
  1758. "ConVar.props_break_max_pieces" "4"
  1759. "ConVar.r_dynamic" "0"
  1760. "ConVar.mat_hdr_level" "1"
  1761. "ConVar.cl_particle_retire_cost" "75"
  1762. "ConVar.r_lightcache_zbuffercache" "1"
  1763. "ConVar.cl_ragdoll_fade_time" "10"
  1764. "ConVar.cl_ragdoll_forcefade" "1"
  1765. "ConVar.fx_drawimpactdust" "0"
  1766. }
  1767. "29"
  1768. {
  1769. "name" "ATI Radeon 8500 AIW"
  1770. "VendorID" "0x1002"
  1771. "MinDeviceID" "0x4242"
  1772. "MaxDeviceID" "0x4242"
  1773. "ConVar.cl_particle_retire_cost" "10"
  1774. }
  1775. "30"
  1776. {
  1777. "name" "ATI Radeon 9000 Series"
  1778. "VendorID" "0x1002"
  1779. "MinDeviceID" "0x4966"
  1780. "MaxDeviceID" "0x4967"
  1781. "ConVar.cl_particle_retire_cost" "10"
  1782. }
  1783. "31"
  1784. {
  1785. "name" "ATI Radeon 9000 Series"
  1786. "VendorID" "0x1002"
  1787. "MinDeviceID" "0x496E"
  1788. "MaxDeviceID" "0x496E"
  1789. "ConVar.cl_particle_retire_cost" "10"
  1790. }
  1791. "38"
  1792. {
  1793. "name" "ATI Mobility Radeon 9800"
  1794. "VendorID" "0x1002"
  1795. "MinDeviceID" "0x4A4E"
  1796. "MaxDeviceID" "0x4A4E"
  1797. "ConVar.mat_reducefillrate" "1"
  1798. "ConVar.r_shadowrendertotexture" "0"
  1799. "ConVar.r_screenfademinsize" "40"
  1800. "ConVar.r_screenfademaxsize" "60"
  1801. "ConVar.props_break_max_pieces" "4"
  1802. "ConVar.r_dynamic" "0"
  1803. "ConVar.mat_hdr_level" "1"
  1804. "ConVar.cl_particle_retire_cost" "75"
  1805. "ConVar.r_lightcache_zbuffercache" "1"
  1806. "ConVar.cl_ragdoll_fade_time" "10"
  1807. "ConVar.cl_ragdoll_forcefade" "1"
  1808. "ConVar.fx_drawimpactdust" "0"
  1809. }
  1810. "52"
  1811. {
  1812. "name" "ATI Mobility Radeon 8500"
  1813. "VendorID" "0x1002"
  1814. "MinDeviceID" "0x4C59"
  1815. "MaxDeviceID" "0x4C59"
  1816. "ConVar.cl_particle_retire_cost" "10"
  1817. }
  1818. "53"
  1819. {
  1820. "name" "ATI Mobility FIRE GL 9000 "
  1821. "VendorID" "0x1002"
  1822. "MinDeviceID" "0x4C64"
  1823. "MaxDeviceID" "0x4C64"
  1824. "ConVar.cl_particle_retire_cost" "10"
  1825. }
  1826. "54"
  1827. {
  1828. "name" "ATI Mobility Radeon 9000"
  1829. "VendorID" "0x1002"
  1830. "MinDeviceID" "0x4C66"
  1831. "MaxDeviceID" "0x4C66"
  1832. "ConVar.cl_particle_retire_cost" "10"
  1833. }
  1834. "55"
  1835. {
  1836. "name" "ATI Radeon 9000 PRO "
  1837. "VendorID" "0x1002"
  1838. "MinDeviceID" "0x4C67"
  1839. "MaxDeviceID" "0x4C67"
  1840. "ConVar.cl_particle_retire_cost" "10"
  1841. }
  1842. "56"
  1843. {
  1844. "name" "ATI Radeon 9700 PRO"
  1845. "VendorID" "0x1002"
  1846. "MinDeviceID" "0x4E44"
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  2200. "486"
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  2864. "ps_static" "151488"
  2865. "vs_dynamic" "1"
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  2874. "vs_dynamic" "5"
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  2911. "ps_dynamic" "1"
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  2913. "90"
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  2918. "ps_static" "276560"
  2919. "vs_dynamic" "1"
  2920. "ps_dynamic" "4"
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  2922. "91"
  2923. {
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  2927. "ps_static" "0"
  2928. "vs_dynamic" "1"
  2929. "ps_dynamic" "50"
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  2931. "93"
  2932. {
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  2936. "ps_static" "1280"
  2937. "vs_dynamic" "5"
  2938. "ps_dynamic" "20"
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  2940. "94"
  2941. {
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  2945. "ps_static" "144800"
  2946. "vs_dynamic" "5"
  2947. "ps_dynamic" "8"
  2948. }
  2949. "95"
  2950. {
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  2954. "ps_static" "861440"
  2955. "vs_dynamic" "1"
  2956. "ps_dynamic" "28"
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  2958. "96"
  2959. {
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  2963. "ps_static" "143440"
  2964. "vs_dynamic" "1"
  2965. "ps_dynamic" "28"
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  2968. {
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  2972. "ps_static" "0"
  2973. "vs_dynamic" "1"
  2974. "ps_dynamic" "2"
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  2976. "98"
  2977. {
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  4239. "ps" "shadowbuildtexture_ps20b"
  4240. "vs_static" "0"
  4241. "ps_static" "0"
  4242. "vs_dynamic" "5"
  4243. "ps_dynamic" "0"
  4244. }
  4245. "263"
  4246. {
  4247. "vs" "lightmappedgeneric_vs20"
  4248. "ps" "lightmappedgeneric_ps20b"
  4249. "vs_static" "256"
  4250. "ps_static" "2359488"
  4251. "vs_dynamic" "1"
  4252. "ps_dynamic" "50"
  4253. }
  4254. "264"
  4255. {
  4256. "vs" "Downsample_vs20"
  4257. "ps" "downsample_nohdr_ps20b"
  4258. "vs_static" "0"
  4259. "ps_static" "0"
  4260. "vs_dynamic" "0"
  4261. "ps_dynamic" "0"
  4262. }
  4263. "265"
  4264. {
  4265. "vs" "skin_vs20"
  4266. "ps" "skin_ps20b"
  4267. "vs_static" "48"
  4268. "ps_static" "861440"
  4269. "vs_dynamic" "5"
  4270. "ps_dynamic" "24"
  4271. }
  4272. "266"
  4273. {
  4274. "vs" "skin_vs20"
  4275. "ps" "skin_ps20b"
  4276. "vs_static" "48"
  4277. "ps_static" "144720"
  4278. "vs_dynamic" "5"
  4279. "ps_dynamic" "28"
  4280. }
  4281. }
  4282. precache
  4283. {
  4284. "scriptsound" "TFPlayer.CritHit"
  4285. "scriptsound" "TFPlayer.FreezeCam"
  4286. "scriptsound" "Building_Dispenser.Heal"
  4287. "scriptsound" "Announcer.ControlPointContested"
  4288. "scriptsound" "Announcer.ControlPointContested_Neutral"
  4289. "scriptsound" "Game.HappyBirthday"
  4290. "scriptsound" "Weapon_Grenade_Pipebomb.Explode"
  4291. "scriptsound" "BaseExplosionEffect.Sound"
  4292. "scriptsound" "Hud.Warning"
  4293. "scriptsound" "Fire.Engulf"
  4294. "scriptsound" "Camera.SnapShot"
  4295. "scriptsound" "Game.Domination"
  4296. "scriptsound" "Game.Nemesis"
  4297. "scriptsound" "Game.Revenge"
  4298. "scriptsound" "Game.YourTeamLost"
  4299. "scriptsound" "Game.YourTeamWon"
  4300. "scriptsound" "Game.SuddenDeath"
  4301. "scriptsound" "Game.Stalemate"
  4302. "scriptsound" "Game.Overtime"
  4303. "scriptsound" "Hud.EndRoundScored"
  4304. "scriptsound" "Hud.ProjectorScreenUp"
  4305. "scriptsound" "Hud.ProjectorScreenDown"
  4306. "scriptsound" "Hud.ProjectorMovie"
  4307. "scriptsound" "Hud.Warning"
  4308. "scriptsound" "Hud.AchievementIncremented"
  4309. "scriptsound" "TV.Tune"
  4310. "scriptsound" "Bullets.DefaultNearmiss"
  4311. "scriptsound" "Weapon_Sapper.Removed"
  4312. "scriptsound" "Achievement.Earned"
  4313. "scriptsound" "Announcer.Cart.Warning"
  4314. "scriptsound" "Announcer.Cart.FinalWarning"
  4315. "scriptsound" "Cart.Warning"
  4316. "scriptsound" "Cart.WarningSingle"
  4317. "scriptsound" "Hud.PointCaptured"
  4318. "scriptsound" "Announcer.SecurityAlert"
  4319. "scriptsound" "Game.HappyBirthdayNoiseMaker"
  4320. "scriptsound" "MVM.BombWarning"
  4321. "scriptsound" "Octopus.StepCommon"
  4322. "scriptsound" "Halloween.Merasmus_TP_In"
  4323. "scriptsound" "Quest.StatusComplete"
  4324. "scriptsound" "MatchMaking.ScoreboardPanelSlide"
  4325. "scriptsound" "Announcer.CompSummaryScreenOutlierQuestion"
  4326. "scriptsound" "Announcer.CompSummaryScreenOutlierYes"
  4327. "scriptsound" "Announcer.CompSummaryScreenOutlierNo"
  4328. "scriptsound" "Announcer.CompGameBeginsFight"
  4329. "scriptsound" "Announcer.CompFinalGameBeginsFight"
  4330. "scriptsound" "Announcer.CompGame1Begins60Seconds"
  4331. "scriptsound" "Announcer.CompGame1Begins30Seconds"
  4332. "scriptsound" "Announcer.CompGame1Begins10Seconds"
  4333. "scriptsound" "Announcer.CompGameBegins05Seconds"
  4334. "scriptsound" "Announcer.CompGameBegins04Seconds"
  4335. "scriptsound" "Announcer.CompGameBegins03Seconds"
  4336. "scriptsound" "Announcer.CompGameBegins02Seconds"
  4337. "scriptsound" "Announcer.CompGameBegins01Seconds"
  4338. "scriptsound" "Announcer.CompRoundWinBlu"
  4339. "scriptsound" "Announcer.CompRoundWinRed"
  4340. "scriptsound" "Announcer.CompRoundStalemate"
  4341. "scriptsound" "Announcer.CompMatchWinBlu"
  4342. "scriptsound" "Announcer.CompMatchWinRed"
  4343. "scriptsound" "Announcer.SummaryScreenWinners"
  4344. "scriptsound" "MatchMaking.MatchEndBlueWinMusic"
  4345. "scriptsound" "MatchMaking.MatchEndRedWinMusic"
  4346. "scriptsound" "MatchMaking.RoundEndBlueWinMusic"
  4347. "scriptsound" "MatchMaking.RoundEndRedWinMusic"
  4348. "scriptsound" "MatchMaking.RoundEndStalemateMusic"
  4349. "scriptsound" "MatchMaking.RoundStart"
  4350. "scriptsound" "Medigun.DrainCharge"
  4351. "scriptsound" "DemoSupport.StartRecording"
  4352. "scriptsound" "DemoSupport.EndRecording"
  4353.  
  4354. "model" "sprites/white.vmt"
  4355. "model" "sprites/physbeam.vmt"
  4356.  
  4357. "model" "models/vgui/UI_team01.mdl"
  4358. "model" "models/vgui/UI_class01.mdl"
  4359. "model" "models/vgui/UI_welcome01_screen.mdl"
  4360. "model" "models/vgui/UI_team01_blue.mdl"
  4361. "model" "models/vgui/UI_team01_red.mdl"
  4362. "model" "models/vgui/UI_team01_random.mdl"
  4363. "model" "models/vgui/UI_team01_spectate.mdl"
  4364. "model" "models/class_menu/random_class_icon.mdl"
  4365. "model" "models/vgui/ui_arena01.mdl"
  4366. "model" "models/vgui/ui_arenadoor01.mdl"
  4367. "model" "models/vgui/versus_doors.mdl"
  4368. "model" "models/props_ui/banner.mdl"
  4369.  
  4370. "model" "models/items/medkit_small.mdl"
  4371. }
  4372. "models"
  4373. {
  4374. }
  4375. soundscapes_manifest
  4376. {
  4377. }
  4378. // "surface group"
  4379. // {
  4380. // "property" "value"
  4381. // ...
  4382. // }
  4383. //
  4384. // thickness: If this value is present, the material is not volumetrically solid
  4385. // it means that the volume should be computed as the surface area times this
  4386. // thickness (for automatic mass). The inside space beneath the thickness value is air.
  4387. //
  4388. // physics parameters are:
  4389. // density: this is the material density in kg / m^3 (water is 1000)
  4390. // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
  4391. // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
  4392. // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
  4393. //
  4394. // !!! Do not edit the physics properties (especially density) without the proper references !!!
  4395. //
  4396. // Sounds
  4397. //
  4398. // stepleft: footstep sound for left foot
  4399. // stepright: footstep sound for right foot
  4400. // impactsoft: Physical impact sound when hitting soft surfaces
  4401. // impacthard: Physical impact sound when hitting hard surfaces
  4402. // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
  4403. // scraperough: Looping physics friction sound (when scraping rough surfaces)
  4404. // bulletimpact: bullet impact sound
  4405. // gamematerial: game material index (can be a single letter or a number)
  4406. //
  4407.  
  4408. // NOTE: The properties of "default" will get copied into EVERY material who does not
  4409. // override them!!!
  4410. //
  4411. // "base" means to use the parameters from that material as a base.
  4412. // "base" must appear as the first key in a material
  4413. //
  4414.  
  4415. // -----------------------------
  4416. // world materials
  4417. // -----------------------------
  4418.  
  4419. // NOTE: "default" properties are assigned to ALL other materials unless overriden!!!
  4420. "default"
  4421. {
  4422. "density" "2000"
  4423. "elasticity" "0.25"
  4424. "friction" "0.8"
  4425. "dampening" "0.0"
  4426.  
  4427. "stepleft" ""
  4428. "stepright" ""
  4429. "bulletimpact" ""
  4430. "scraperough" ""
  4431. "scrapesmooth" ""
  4432. "impacthard" ""
  4433. "impactsoft" ""
  4434.  
  4435. "audioreflectivity" "0.66"
  4436. "audiohardnessfactor" "1.0"
  4437. "audioroughnessfactor" "1.0"
  4438.  
  4439. "scrapeRoughThreshold" "0.5"
  4440. "impactHardThreshold" "0.5"
  4441.  
  4442. "gamematerial" "C"
  4443. "jumpfactor" "1.0"
  4444. "maxspeedfactor" "1.0"
  4445. "climbable" "0"
  4446. }
  4447. // Override this file in your mod directory so you can load the base HL2 file as well
  4448. // as new properties.
  4449. // NOTE: Listing a property twice (e.g. in separate files) means that
  4450. // the values in the second definition will override the first definition
  4451.  
  4452. // NOTE: Each file must have a unique name. The physics system does not understand mods and will not
  4453. // parse the same file (compared by name) twice.
  4454.  
  4455. surfaceproperties_manifest
  4456. {
  4457. "file" "scripts/surfaceproperties.txt"
  4458. }
  4459. models/bots/boss_bot/tank_tracks
  4460. models/bots/boss_bot/tankbody1
  4461. models/bots/boss_bot/tankbody1_damage1
  4462. models/bots/boss_bot/tankbody1_damage2
  4463. models/bots/boss_bot/tankbody1_damage3
  4464. models/bots/boss_bot/tankbody2
  4465. models/bots/boss_bot/tankbody2_final
  4466. models/bots/demo/demo_bot_blue
  4467. models/bots/demo/demo_bot_exp
  4468. models/bots/demo/demo_bot_head_blue
  4469. models/bots/demo/demo_bot_head_normal
  4470. models/bots/demo/demo_bot_head_red
  4471. models/bots/demo/demo_bot_red
  4472. models/bots/engineer/engineer_bot_blue
  4473. models/bots/engineer/engineer_bot_head_blue
  4474. models/bots/engineer/engineer_bot_head_red
  4475. models/bots/engineer/engineer_bot_red
  4476. models/bots/heavy/heavy_bot_blue
  4477. models/bots/heavy/heavy_bot_exp
  4478. models/bots/heavy/heavy_bot_head
  4479. models/bots/heavy/heavy_bot_head_exp
  4480. models/bots/heavy/heavy_bot_red
  4481. models/bots/medic/bot_medic_blue
  4482. models/bots/medic/bot_medic_exp
  4483. models/bots/medic/bot_medic_head_blue
  4484. models/bots/medic/bot_medic_head_normal
  4485. models/bots/medic/bot_medic_head_red
  4486. models/bots/medic/bot_medic_red
  4487. models/bots/pyro/pyro_bot_blue
  4488. models/bots/pyro/pyro_bot_exp
  4489. models/bots/pyro/pyro_bot_head
  4490. models/bots/pyro/pyro_bot_head_exp
  4491. models/bots/pyro/pyro_bot_red
  4492. models/bots/scout/bot_scout_blue
  4493. models/bots/scout/bot_scout_exp
  4494. models/bots/scout/bot_scout_head_blue
  4495. models/bots/scout/bot_scout_head_red
  4496. models/bots/scout/bot_scout_red
  4497. models/bots/skeleton/hwn_skeleton_blue
  4498. models/bots/skeleton/hwn_skeleton_green
  4499. models/bots/skeleton/hwn_skeleton_orange
  4500. models/bots/skeleton/hwn_skeleton_red
  4501. models/bots/sniper/sniper_bot_blue
  4502. models/bots/sniper/sniper_bot_exp
  4503. models/bots/sniper/sniper_bot_head_blue
  4504. models/bots/sniper/sniper_bot_head_exp
  4505. models/bots/sniper/sniper_bot_head_normal
  4506. models/bots/sniper/sniper_bot_head_red
  4507. models/bots/sniper/sniper_bot_red
  4508. models/bots/soldier/bot_soldier_blue
  4509. models/bots/soldier/bot_soldier_exp
  4510. models/bots/soldier/bot_soldier_head_blue
  4511. models/bots/soldier/bot_soldier_head_normal
  4512. models/bots/soldier/bot_soldier_head_red
  4513. models/bots/soldier/bot_soldier_red
  4514. models/bots/spy/spy_bot_body_blue
  4515. models/bots/spy/spy_bot_body_red
  4516. models/bots/spy/spy_bot_head_blue
  4517. models/bots/spy/spy_bot_head_red
  4518. models/bots/tw2/boss_bot/tw2_tankbody1
  4519. models/bots/tw2/boss_bot/tw2_tankbody1_damage1
  4520. models/bots/tw2/boss_bot/tw2_tankbody1_damage2
  4521. models/bots/tw2/boss_bot/tw2_tankbody1_damage3
  4522. models/bots/tw2/boss_bot/tw2_tankbody2
  4523. models/bots/tw2/boss_bot/tw2_tankbody2_final
  4524. models/buildables/dispenser/disp_blueprint_build
  4525. models/buildables/dispenser/disp_blueprint_model
  4526. models/buildables/dispenser/dispenser
  4527. models/buildables/dispenser/dispenser_blue
  4528. models/buildables/dispenser/dispenser_gibs
  4529. models/buildables/dispenser/dispenser_gibs_blue
  4530. models/buildables/dispenser/dispenser_phongmask
  4531. models/buildables/dispenser/dispenser_upgrades_animated
  4532. models/buildables/dispenser/dispenser_upgrades_animated2
  4533. models/buildables/dispenser/dispenser_upgrades_blue
  4534. models/buildables/dispenser/dispenser_upgrades_red
  4535. models/buildables/dispenser/dispenser_upgrades_selfillum
  4536. models/buildables/sapper/sapper_deployed
  4537. models/buildables/sapper/sapper_deployed_phongmask
  4538. models/buildables/sentry1/blueprint_build
  4539. models/buildables/sentry1/blueprint_model
  4540. models/buildables/sentry1/mini_sentry_blue
  4541. models/buildables/sentry1/mini_sentry_light_blue
  4542. models/buildables/sentry1/mini_sentry_light_red
  4543. models/buildables/sentry1/mini_sentry_red
  4544. models/buildables/sentry1/sentry1
  4545. models/buildables/sentry1/sentry1_blue
  4546. models/buildables/sentry1/sentry1_gibs
  4547. models/buildables/sentry1/sentry1_gibs_blue
  4548. models/buildables/sentry1/sentry1_normal
  4549. models/buildables/sentry1/sentry_pulse
  4550. models/buildables/sentry1/sentry_pulse2
  4551. models/buildables/sentry1/sentry_pulse_blue
  4552. models/buildables/sentry1/sentry_pulse_red
  4553. models/buildables/sentry2/sentry2
  4554. models/buildables/sentry2/sentry2_blue
  4555. models/buildables/sentry2/sentry2_gibs
  4556. models/buildables/sentry2/sentry2_gibs_blue
  4557. models/buildables/sentry2/sentry2_normal
  4558. models/buildables/sentry3/4rockets
  4559. models/buildables/sentry3/sentry3
  4560. models/buildables/sentry3/sentry3_blue
  4561. models/buildables/sentry3/sentry3_gibs
  4562. models/buildables/sentry3/sentry3_gibs_blue
  4563. models/buildables/sentry3/sentry3_normal
  4564. models/buildables/teleporter/teleporter_blueprint_enter
  4565. models/buildables/teleporter/teleporter_blueprint_exit
  4566. models/buildables/teleporter/teleporter_blueprint_model
  4567. models/buildables/teleporter/teleporter_gibs
  4568. models/buildables/teleporter/teleporter_gibs_blue
  4569. models/buildables/teleporter/teleportspin_blue
  4570. models/buildables/teleporter/teleportspin_red
  4571. models/buildables/teleporter/tp_direction
  4572. models/buildables/teleporter/tp_direction1
  4573. models/buildables/teleporter/tp_lights_blue
  4574. models/buildables/teleporter/tp_lights_red
  4575. models/buildables/teleporter/tp_sheet_blue
  4576. models/buildables/teleporter/tp_sheet_red
  4577. models/buildables/toolbox/toolbox_blue
  4578. models/buildables/toolbox/toolbox_red
  4579. models/passtime/ball/passtime_ball_blu
  4580. models/passtime/ball/passtime_ball_neu
  4581. models/passtime/ball/passtime_ball_normal_spec
  4582. models/passtime/ball/passtime_ball_red
  4583. models/player/items/all_class/all_class_ring
  4584. models/player/items/all_class/all_class_ring_warp
  4585. models/player/items/all_class/all_guts
  4586. models/player/items/all_class/drg_badge
  4587. models/player/items/all_class/drg_badge_copper
  4588. models/player/items/all_class/drg_badge_normal
  4589. models/player/items/all_class/drg_badge_silver
  4590. models/player/items/crafting/coin_invasion
  4591. models/player/items/crafting/coin_invasion_exponent
  4592. models/player/items/crafting/coin_invasion_normal
  4593. models/player/items/crafting/coin_summer2015_bronze
  4594. models/player/items/crafting/coin_summer2015_bronze_back
  4595. models/player/items/crafting/coin_summer2015_bronze_normal
  4596. models/player/items/crafting/coin_summer2015_bronze_normal_back
  4597. models/player/items/crafting/coin_summer2015_gold
  4598. models/player/items/crafting/coin_summer2015_gold_back
  4599. models/player/items/crafting/coin_summer2015_gold_normal
  4600. models/player/items/crafting/coin_summer2015_gold_normal_back
  4601. models/player/items/crafting/coin_summer2015_gravel
  4602. models/player/items/crafting/coin_summer2015_gravel_back
  4603. models/player/items/crafting/coin_summer2015_gravel_normal
  4604. models/player/items/crafting/coin_summer2015_gravel_normal_back
  4605. models/player/items/crafting/coin_summer2015_silver
  4606. models/player/items/crafting/coin_summer2015_silver_back
  4607. models/player/items/crafting/coin_summer2015_silver_normal
  4608. models/player/items/crafting/coin_summer2015_silver_normal_back
  4609. models/player/items/crafting/stat_clock_blue_happy
  4610. models/player/items/crafting/stat_clock_blue_sad
  4611. models/player/items/crafting/stat_clock_red_happy
  4612. models/player/items/crafting/stat_clock_red_sad
  4613. models/player/items/crafting/weapons_case
  4614. models/player/items/crafting/weapons_case_01_concealed
  4615. models/player/items/crafting/weapons_case_02_powerhouse
  4616. models/player/items/demo/crown
  4617. models/player/items/engineer/guitar/strings
  4618. models/player/items/engineer/guitar/w_guitar
  4619. models/player/items/engineer/guitar/w_guitar_normal
  4620. models/player/items/heavy/hwn_heavy_hat
  4621. models/player/items/heavy/sr3_heavy_mask
  4622. models/player/items/heavy/sr3_heavy_warp
  4623. models/player/items/heavy/xms_colored_lights_normal
  4624. models/player/items/heavy/xms_coloredlights_anim
  4625. models/player/items/heavy/xms_coloredlights_blue_anim
  4626. models/player/items/heavy/xms_coloredlights_exponent
  4627. models/player/items/heavy/xms_coloredlights_white_anim
  4628. models/player/items/mvm_loot/all_class/fob_engy
  4629. models/player/items/mvm_loot/all_class/fob_engy_blue
  4630. models/player/items/mvm_loot/all_class/fob_engy_gold
  4631. models/player/items/mvm_loot/all_class/fob_heavy
  4632. models/player/items/mvm_loot/all_class/fob_heavy_diamond
  4633. models/player/items/mvm_loot/all_class/fob_heavy_diamond_black
  4634. models/player/items/mvm_loot/all_class/fob_heavy_gold
  4635. models/player/items/mvm_loot/all_class/fob_heavy_normal
  4636. models/player/items/mvm_loot/all_class/fob_heavy_rust
  4637. models/player/items/mvm_loot/all_class/fob_heavy_rust_paint
  4638. models/player/items/mvm_loot/all_class/mvm_flask_ammo
  4639. models/player/items/mvm_loot/all_class/mvm_flask_build
  4640. models/player/items/mvm_loot/all_class/mvm_flask_generic
  4641. models/player/items/mvm_loot/all_class/mvm_flask_krit
  4642. models/player/items/mvm_loot/all_class/mvm_flask_tele
  4643. models/player/items/mvm_loot/all_class/mvm_flask_uber
  4644. models/player/items/mvm_loot/engineer/chain_engineer
  4645. models/player/items/mvm_loot/heavy/chain_heavy
  4646. models/player/items/mvm_loot/medic/chain_medic
  4647. models/player/items/mvm_loot/medic/chain_medic_blue
  4648. models/player/items/mvm_loot/scout/chain_scout
  4649. models/player/items/mvm_loot/sniper/chain_sniper
  4650. models/player/items/mvm_loot/soldier/chain_soldier
  4651. models/player/items/mvm_loot/spy/chain_spy
  4652. models/player/items/mvm_loot/spy/chain_spy_blue
  4653. models/player/items/pyro/drg_pyro_bubblehelmet
  4654. models/player/items/pyro/drg_pyro_fueltank
  4655. models/player/items/pyro/drg_pyro_fueltank_normal
  4656. models/player/items/pyro/mtp_bubble_wand
  4657. models/player/items/scout/scout_skeleton
  4658. models/player/items/sniper/knife_shield
  4659. models/player/items/soldier/medals
  4660. models/player/items/soldier/medals_blue
  4661. models/player/items/taunts/anim_beer_bottle_cerveza
  4662. models/player/items/taunts/beercrate_taunt
  4663. models/player/items/taunts/bumpercar/bumpercar_base_blue
  4664. models/player/items/taunts/bumpercar/bumpercar_base_exponent
  4665. models/player/items/taunts/bumpercar/bumpercar_base_red
  4666. models/player/items/taunts/cash_wad
  4667. models/player/items/taunts/chicken
  4668. models/player/items/taunts/chicken_bucket
  4669. models/player/items/taunts/chicken_normal
  4670. models/player/items/taunts/coffee_bag_blue
  4671. models/player/items/taunts/coffee_bag_normal
  4672. models/player/items/taunts/coffee_bag_red
  4673. models/player/items/taunts/engy_chair_toolbox_blue
  4674. models/player/items/taunts/engy_chair_toolbox_red
  4675. models/player/items/taunts/engy_chair_umbrella_blue
  4676. models/player/items/taunts/engy_chair_umbrella_red
  4677. models/player/items/taunts/engy_new_chair_beer_bottle_blue
  4678. models/player/items/taunts/engy_new_chair_beer_bottle_red
  4679. models/player/items/taunts/lighter_taunt
  4680. models/player/items/taunts/limes
  4681. models/player/items/taunts/medic_xray_viewer
  4682. models/player/items/taunts/nuke_bottle
  4683. models/player/items/taunts/soldier_mug
  4684. models/weapons/c_items/c_8mm_camera
  4685. models/weapons/c_items/c_ambassador_opt
  4686. models/weapons/c_items/c_ambassador_opt_blue
  4687. models/weapons/c_items/c_ambassador_opt_blue_gold
  4688. models/weapons/c_items/c_ambassador_opt_blue_xmas
  4689. models/weapons/c_items/c_ambassador_opt_gold
  4690. models/weapons/c_items/c_ambassador_opt_xmas
  4691. models/weapons/c_items/c_arrow
  4692. models/weapons/c_items/c_arrow_xmas
  4693. models/weapons/c_items/c_axtinguisher
  4694. models/weapons/c_items/c_axtinguisher_gold
  4695. models/weapons/c_items/c_axtinguisher_xmas
  4696. models/weapons/c_items/c_backburn
  4697. models/weapons/c_items/c_backburn_blue
  4698. models/weapons/c_items/c_bow
  4699. models/weapons/c_items/c_boxing_gloves
  4700. models/weapons/c_items/c_boxing_gloves_blue
  4701. models/weapons/c_items/c_boxing_gloves_flames
  4702. models/weapons/c_items/c_boxing_gloves_flames_blue
  4703. models/weapons/c_items/c_boxing_gloves_normal
  4704. models/weapons/c_items/c_boxing_gloves_xmas
  4705. models/weapons/c_items/c_boxing_gloves_xmas_blue
  4706. models/weapons/c_items/c_bread_baguette
  4707. models/weapons/c_items/c_bread_burnt
  4708. models/weapons/c_items/c_bread_burnt_normal
  4709. models/weapons/c_items/c_bread_cinnamon_normal
  4710. models/weapons/c_items/c_bread_cornbread
  4711. models/weapons/c_items/c_bread_cornbread_normal
  4712. models/weapons/c_items/c_bread_crumpet
  4713. models/weapons/c_items/c_bread_crumpet_exponent
  4714. models/weapons/c_items/c_bread_crumpet_normal
  4715. models/weapons/c_items/c_bread_plainloaf
  4716. models/weapons/c_items/c_bread_pretzel
  4717. models/weapons/c_items/c_bread_ration
  4718. models/weapons/c_items/c_bread_russianblack
  4719. models/weapons/c_items/c_breadmonster
  4720. models/weapons/c_items/c_breadmonster_exp
  4721. models/weapons/c_items/c_breadmonster_goo
  4722. models/weapons/c_items/c_breadmonster_normal
  4723. models/weapons/c_items/c_breadmonster_sapper
  4724. models/weapons/c_items/c_breadmonster_sapper_normal
  4725. models/weapons/c_items/c_buffbanner
  4726. models/weapons/c_items/c_buffpack
  4727. models/weapons/c_items/c_buffpack_xmas
  4728. models/weapons/c_items/c_buffpack_xmas_normal
  4729. models/weapons/c_items/c_bugle
  4730. models/weapons/c_items/c_carnival_mallet
  4731. models/weapons/c_items/c_carnival_mallet_blue
  4732. models/weapons/c_items/c_claymore
  4733. models/weapons/c_items/c_claymore_gold
  4734. models/weapons/c_items/c_claymore_ice
  4735. models/weapons/c_items/c_claymore_xmas
  4736. models/weapons/c_items/c_claymore_xmas_blue
  4737. models/weapons/c_items/c_directhit
  4738. models/weapons/c_items/c_double_barrel
  4739. models/weapons/c_items/c_double_barrel_gold
  4740. models/weapons/c_items/c_energydrink
  4741. models/weapons/c_items/c_energydrink_blu
  4742. models/weapons/c_items/c_energydrink_purp
  4743. models/weapons/c_items/c_fireaxe
  4744. models/weapons/c_items/c_flaregun
  4745. models/weapons/c_items/c_flaregun_blue
  4746. models/weapons/c_items/c_flaregun_shell
  4747. models/weapons/c_items/c_flaregun_shell_blue
  4748. models/weapons/c_items/c_frontierjustice
  4749. models/weapons/c_items/c_frontierjustice_blue
  4750. models/weapons/c_items/c_frontierjustice_gold
  4751. models/weapons/c_items/c_frontierjustice_phongmask
  4752. models/weapons/c_items/c_frontierjustice_xmas
  4753. models/weapons/c_items/c_frying_pan
  4754. models/weapons/c_items/c_frying_pan_gold
  4755. models/weapons/c_items/c_grappling_hook
  4756. models/weapons/c_items/c_hippocrates_bust
  4757. models/weapons/c_items/c_hippocrates_bust_normal
  4758. models/weapons/c_items/c_leather_watch
  4759. models/weapons/c_items/c_leather_watch_normal
  4760. models/weapons/c_items/c_leechgun
  4761. models/weapons/c_items/c_leechgun_blu
  4762. models/weapons/c_items/c_leechgun_gold
  4763. models/weapons/c_items/c_lollichop
  4764. models/weapons/c_items/c_medigun
  4765. models/weapons/c_items/c_natascha
  4766. models/weapons/c_items/c_p2rec
  4767. models/weapons/c_items/c_p2rec_eye
  4768. models/weapons/c_items/c_pickaxe
  4769. models/weapons/c_items/c_pickaxe_s2
  4770. models/weapons/c_items/c_pocket_watch
  4771. models/weapons/c_items/c_proto_backpack_blue
  4772. models/weapons/c_items/c_proto_backpack_red
  4773. models/weapons/c_items/c_proto_medigun
  4774. models/weapons/c_items/c_proto_medigun_blue
  4775. models/weapons/c_items/c_proto_medigun_glass
  4776. models/weapons/c_items/c_proto_syringegun
  4777. models/weapons/c_items/c_proto_syringegun_blue
  4778. models/weapons/c_items/c_rainblower
  4779. models/weapons/c_items/c_rainblower_blue
  4780. models/weapons/c_items/c_revolver
  4781. models/weapons/c_items/c_robo_sandwich
  4782. models/weapons/c_items/c_robo_sandwich_blue
  4783. models/weapons/c_items/c_sandwich
  4784. models/weapons/c_items/c_sandwich_xmas
  4785. models/weapons/c_items/c_sandwich_xmas_blue
  4786. models/weapons/c_items/c_sandwich_xmas_normal
  4787. models/weapons/c_items/c_sapper
  4788. models/weapons/c_items/c_sapper_xmas
  4789. models/weapons/c_items/c_sapper_xmas_blue
  4790. models/weapons/c_items/c_shovel
  4791. models/weapons/c_items/c_sniperrifle_scope
  4792. models/weapons/c_items/c_specimin_jar
  4793. models/weapons/c_items/c_syringegun
  4794. models/weapons/c_items/c_syringegun_blue
  4795. models/weapons/c_items/c_syringegun_glass
  4796. models/weapons/c_items/c_targe
  4797. models/weapons/c_items/c_targe_ice
  4798. models/weapons/c_items/c_targe_xmas
  4799. models/weapons/c_items/c_targe_xmas_cables
  4800. models/weapons/c_items/c_tfc_sniperrifle
  4801. models/weapons/c_items/c_toolbox_blue
  4802. models/weapons/c_items/c_toolbox_red
  4803. models/weapons/c_items/c_ubersaw
  4804. models/weapons/c_items/c_ubersaw_xms
  4805. models/weapons/c_items/c_urinejar_cap
  4806. models/weapons/c_items/c_urinejar_glass
  4807. models/weapons/c_items/c_urinejar_glass_phongmask
  4808. models/weapons/c_items/c_urinejar_urine
  4809. models/weapons/c_items/c_wrangler
  4810. models/weapons/c_items/c_wrangler_blue
  4811. models/weapons/c_items/c_wrangler_phongmask
  4812. models/weapons/c_items/c_wrangler_xmas
  4813. models/weapons/c_items/c_wrangler_xmas_blue
  4814. models/weapons/c_items/c_wrangler_xmas_phongmask
  4815. models/weapons/c_items/c_wrench
  4816. models/weapons/c_items/c_wrench_gold
  4817. models/weapons/c_items/c_xms_backburner_horns
  4818. models/weapons/c_items/c_xms_double_barrel
  4819. models/weapons/c_items/c_xms_double_barrel_blue
  4820. models/weapons/c_items/c_xms_energydrink
  4821. models/weapons/c_items/c_xms_energydrink_blu
  4822. models/weapons/c_items/c_xms_energydrink_bow
  4823. models/weapons/c_items/c_xms_energydrink_bow_blue
  4824. models/weapons/c_items/c_xms_festive_ornament
  4825. models/weapons/c_items/c_xms_festive_ornament_blue
  4826. models/weapons/c_items/c_xms_flaregun_festives
  4827. models/weapons/c_items/c_xms_flaregun_festives_blue
  4828. models/weapons/c_items/c_xms_urinejar
  4829. models/weapons/c_items/c_xms_urinejar_blue
  4830. models/weapons/c_items/c_xms_urinejar_glass
  4831. models/weapons/c_items/c_xms_urinejar_glass_blue
  4832. models/weapons/c_items/c_xms_urinejar_glass_phongmask
  4833. models/weapons/c_items/festive_battery
  4834. models/weapons/c_items/festive_lights_blue
  4835. models/weapons/c_items/festive_lights_red
  4836. models/weapons/c_items/pumpkin_axe
  4837. models/weapons/c_items/ttg_watch
  4838. models/weapons/c_models/c_flamethrower/c_flamethrower
  4839. models/weapons/c_models/c_flamethrower/c_flamethrower_blue
  4840. models/weapons/c_models/c_flamethrower/c_flamethrower_exp
  4841. models/weapons/c_models/c_flamethrower/c_flamethrower_gold
  4842. models/weapons/c_models/c_grenadelauncher/c_grenadelauncher
  4843. models/weapons/c_models/c_grenadelauncher/c_grenadelauncher_gold
  4844. models/weapons/c_models/c_knife/c_knife
  4845. models/weapons/c_models/c_knife/c_knife_gold
  4846. models/weapons/c_models/c_medigun/c_medigun
  4847. models/weapons/c_models/c_medigun/c_medigun_blue
  4848. models/weapons/c_models/c_medigun/c_medigun_exp
  4849. models/weapons/c_models/c_medigun/c_medigun_gold
  4850. models/weapons/c_models/c_minigun/c_minigun
  4851. models/weapons/c_models/c_minigun/c_minigun_exp
  4852. models/weapons/c_models/c_minigun/c_minigun_gold
  4853. models/weapons/c_models/c_minigun/c_minigun_natascha
  4854. models/weapons/c_models/c_pistol/c_pistol
  4855. models/weapons/c_models/c_pistol/c_pistol_exp
  4856. models/weapons/c_models/c_revolver/c_revolver
  4857. models/weapons/c_models/c_revolver/c_revolver_exp
  4858. models/weapons/c_models/c_revolver/c_revolver_xmas
  4859. models/weapons/c_models/c_rocketjumper/c_rocketjumper
  4860. models/weapons/c_models/c_rocketlauncher/c_rocketlauncher
  4861. models/weapons/c_models/c_rocketlauncher/c_rocketlauncher_exp
  4862. models/weapons/c_models/c_rocketlauncher/c_rocketlauncher_gold
  4863. models/weapons/c_models/c_scattergun/c_scattergun
  4864. models/weapons/c_models/c_scattergun/c_scattergun_exp
  4865. models/weapons/c_models/c_scattergun/c_scattergun_gold
  4866. models/weapons/c_models/c_shotgun/c_shotgun
  4867. models/weapons/c_models/c_shotgun/c_shotgun_exp
  4868. models/weapons/c_models/c_smg/c_smg
  4869. models/weapons/c_models/c_smg/c_smg_exp
  4870. models/weapons/c_models/c_smg/c_smg_gold
  4871. models/weapons/c_models/c_sniperrifle/c_sniperrifle
  4872. models/weapons/c_models/c_sniperrifle/c_sniperrifle_exp
  4873. models/weapons/c_models/c_sniperrifle/c_sniperrifle_gold
  4874. models/weapons/c_models/c_sniperrifle/c_sniperrifle_scope
  4875. models/weapons/c_models/c_sticky_jumper/c_sticky_jumper
  4876. models/weapons/c_models/c_stickybomb_launcher/c_stickybomb_launcher
  4877. models/weapons/c_models/c_stickybomb_launcher/c_stickybomb_launcher_exp
  4878. models/weapons/c_models/c_stickybomb_launcher/c_stickybomb_launcher_gold
  4879. models/weapons/c_models/c_ubersaw/c_ubersaw
  4880. models/weapons/c_models/c_ubersaw/c_ubersaw_selfillummask
  4881. models/weapons/c_models/c_wrench/c_wrench
  4882. models/weapons/c_models/c_wrench/c_wrench_gold
  4883. models/weapons/csgo_awp/w_csgo_awp
  4884. models/weapons/csgo_awp/w_csgo_awp_normal
  4885. models/weapons/shells/all_shells
  4886. models/weapons/shells/all_shells_normal
  4887. models/weapons/syringe_projectile/syringe_projectile
  4888. models/weapons/syringe_projectile/syringe_projectile_blue
  4889. models/weapons/v_baseball/baseball_normal
  4890. models/weapons/v_baseball/baseball_sheet
  4891. models/weapons/v_bat/v_bat
  4892. models/weapons/v_bat/v_bat_phongwarp
  4893. models/weapons/v_bat/v_wooden_bat
  4894. models/weapons/v_bonesaw/c_bonesaw_xmas
  4895. models/weapons/v_bonesaw/c_bonesaw_xmas_lights
  4896. models/weapons/v_bonesaw/v_bonesaw
  4897. models/weapons/v_bottle/v_bottle
  4898. models/weapons/v_builder/v_builder
  4899. models/weapons/v_cigarette_case/v_cigarette_case
  4900. models/weapons/v_grenadelauncher/v_grenadelauncher
  4901. models/weapons/v_grenadelauncher/v_grenadelauncher_gold
  4902. models/weapons/v_grenadelauncher/v_grenadelauncher_phongmask
  4903. models/weapons/v_knife/v_knife
  4904. models/weapons/v_knife/v_knife_gold
  4905. models/weapons/v_machete/v_machete
  4906. models/weapons/v_pda_engineer/v_pda_engineer
  4907. models/weapons/v_pda_engineer/v_pda_engineer_screen
  4908. models/weapons/v_revolver/v_revolver
  4909. models/weapons/v_sapper/v_sapper_glass
  4910. models/weapons/v_sapper/v_sapper_glass_normal
  4911. models/weapons/v_shotgun/v_shotgun
  4912. models/weapons/v_sniperrifle/v_sniperrifle_scope
  4913. models/weapons/v_stickybomb_defender/v_stickybomb_defender
  4914. models/weapons/v_stickybomb_defender/v_stickybomb_defender_phongmask
  4915. models/weapons/v_syringegun/v_syringegun_glass
  4916. models/weapons/v_watch/v_watch
  4917. models/weapons/w_cannonball/w_cannonball_blue
  4918. models/weapons/w_cannonball/w_cannonball_red
  4919. models/weapons/w_grenade_grenadelauncher/w_grenade_blue
  4920. models/weapons/w_grenade_grenadelauncher/w_grenade_red
  4921. models/weapons/w_repair_claw/w_repair_claw_blue
  4922. models/weapons/w_repair_claw/w_repair_claw_gib
  4923. models/weapons/w_repair_claw/w_repair_claw_red
  4924. models/weapons/w_revolver/w_revolver01
  4925. models/weapons/w_rocketlauncher/w_rocket01
  4926. models/weapons/w_stickybomb/w_stickybomb2_blue
  4927. models/weapons/w_stickybomb/w_stickybomb2_red
  4928. models/weapons/w_stickybomb/w_stickybomb_blue_noalpha
  4929. models/weapons/w_stickybomb/w_stickybomb_d_blue
  4930. models/weapons/w_stickybomb/w_stickybomb_d_red
  4931. models/weapons/w_stickybomb/w_stickybomb_destroyed
  4932. models/weapons/w_stickybomb/w_stickybomb_red_noalpha
  4933. models/weapons/w_stickybomb/w_stickybomb_selfillum
  4934. models/weapons/w_stickybomb_launcher/w_stickybomb_launcher_defender
  4935. models/weapons/w_stickybomb_launcher/w_stickybomb_launcher_normal
  4936. models/workshop/cases/invasion_case/invasion_case
  4937. models/workshop/cases/invasion_case/invasion_case_cordon
  4938. models/workshop/cases/invasion_case/invasion_case_normal
  4939. models/workshop/cases/invasion_case/invasion_case_rare
  4940. models/workshop/cases/invasion_case/invasion_case_rare_cordon
  4941. models/workshop/player/items/all_class/taunt_burstchester/taunt_burstchester_1_blue_color
  4942. models/workshop/player/items/all_class/taunt_burstchester/taunt_burstchester_1_color
  4943. models/workshop/player/items/all_class/taunt_burstchester/taunt_burstchester_color
  4944. models/workshop/player/items/all_class/taunt_burstchester/taunt_burstchester_normal
  4945. models/workshop/player/items/all_class/zoomin_broom/zoomin_broom_color
  4946. models/workshop/player/items/demo/demo_booties/demo_booties
  4947. models/workshop/player/items/demo/pegleg/pegleg
  4948. models/workshop/player/items/engineer/bucking_bronco/bucking_bronco_blue_color
  4949. models/workshop/player/items/engineer/bucking_bronco/bucking_bronco_color
  4950. models/workshop/player/items/engineer/bucking_bronco/bucking_bronco_normal
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  4952. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_blue
  4953. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_demo
  4954. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_demo_blue
  4955. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_engy
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  4957. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_heavy
  4958. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_heavy_blue
  4959. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_medic
  4960. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_medic_blue
  4961. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_phongexponent
  4962. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_pyro
  4963. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_pyro_blue
  4964. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_red
  4965. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_saxton
  4966. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_scout
  4967. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_scout_blue
  4968. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_sniper
  4969. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_sniper_blue
  4970. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_soldier
  4971. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_soldier_blue
  4972. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_spy
  4973. models/workshop/player/items/pyro/eotl_ducky/eotl_ducky_spy_blue
  4974. models/workshop/player/items/pyro/ghost_aspect/ghost_aspect_1_color
  4975. models/workshop/player/items/pyro/ghost_aspect/ghost_aspect_blue_color
  4976. models/workshop/player/items/pyro/ghost_aspect/ghost_aspect_color
  4977. models/workshop/player/items/pyro/pyro_halloween_gasmask/pyro_halloween_gasmask_blue_color
  4978. models/workshop/player/items/pyro/pyro_halloween_gasmask/pyro_halloween_gasmask_color
  4979. models/workshop/player/items/pyro/pyro_halloween_gasmask/pyro_halloween_gasmask_normal
  4980. models/workshop/player/items/pyro/threea_nabler/threea_nabler
  4981. models/workshop/player/items/sniper/croc_shield/croc_shield
  4982. models/workshop/player/items/sniper/croc_shield/croc_shield_normal
  4983. models/workshop/player/items/sniper/killer_solo/killer_solo_color
  4984. models/workshop/player/items/sniper/killer_solo/killer_solo_normal
  4985. models/workshop/player/items/sniper/killer_solo/sax
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