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- //mastercomfig refactored
- sv_cheats 1 //prevents fog cvar spew on startup
- con_filter_enable 1
- con_filter_text_out "unknown" //filter out unknown errors in console log
- //NETWORK
- //general
- cl_cmdrate 67 //send to server at this hz
- cl_updaterate 67 //get from server at this hz
- cl_interp .0152; //reduce entity interp to minimum
- cl_interp_ratio 1;
- net_queued_packet_thread 1; //queue split packets
- net_compresspackets 0; //for slow cpus/fast nets
- net_compresspackets_minsize 957;//compress pacs above max reliable pac size
- net_maxroutable 1200;
- net_maxfragments 1200; //balance between reliability and avoid split pacs
- rate 196608; //high rate to reduce choke and scale to pac rate
- //recommended: .8(upload)
- net_splitpacket_maxrate 196608;
- //scale split pac rate up to this (1.57mbps)
- //recommended: .8(upload)
- net_maxcleartime 4; //use rate to control pac delat
- net_maxpacketdrop 1000; //use faster pac drop threshold
- net_splitrate 1; //do not split multiple pac (for bad cpu)
- cl_timeout 70; //wait for reconnection
- cl_pred_optimize 1; //reuse pred data if server didnt respond
- cl_lagcompensation 1; //ensure lag comp is on
- cl_predictweapons 1; //wep firing prediction
- cl_smooth 0; //disable smoothing of pred errors
- cl_smoothtime 0.01; //smooth out view for 0.01 seconds
- //files
- net_maxfilesize 64; //max out file upload size for extra content
- cl_downloadfilter all; //allow all server custom files
- cl_allowdownload 1; //download sprays
- cl_allowupload 1; //upload sprays
- //mm
- tf_mm_custom_ping_enabled 1; //enable ping limit
- tf_mm_custom_ping 50; //ping limit
- tf_mm_debug_level 0; //remove mm debug output
- tf_party_join_request_mode 1; //0 open; 1 request; 2 invite
- //local servers
- cl_localnetworkbackdoor 1; //network optimisation
- net_usesocketsforloopback 1; //use net sockets for local players
- sv_parallel_sendsnapshot 1; //send snapshots to clients in parallel
- //RENDERING
- //threading
- cl_threaded_client_leaf_systemm 0; //use trad behaviour (<4cores)
- r_threaded_renderables 1; //async set up bones on animated ents
- r_threaded_particles 1; //process particle syss in parallel
- r_threaded_client_window_manager 0; //use trad behaviour (<4cores)
- mat_queue_mode -1; //force queued singe threaded mode (<4cores)
- studio_queue_mode 1; //use q calls for studio renders
- host_thread_mode 1; //use threded frame behaviour (2 forces)
- //material system queue
- r_queued_decals 0; //disabled by default bc crashes
- r_queued_post_processing 0; //offload decal draws to material system
- r_queued_ropes 1; //q some rope rendering using material sys
- //lod
- r_rootlod 1; //max perf
- lod_transitiondist -1; //dont fade map objects for max perf
- r_lod -1; //use r_rootlod to properly fade thru lods
- mat_max_worldmesh_vertices 1024; //reduce to minimum
- //lighting
- r_ambientboost 0; //disable to save small amount of cpu
- r_ambientmin 0.5; //allow for ambient boosting even in bright
- //makes characters stand out
- r_rimlight 0; //disable light around character edges (gpu)
- mat_phong 0; //flatter shading
- r_lightaverage 0; //uses a lot of cpu and unnoticeable
- r_dynamic 0; //muzzle flash etc
- r_maxdlights 0; //no dynamics
- r_worldlightmin 0.004; //dont render insignificant world lighting
- r_worldlights 1; //only use this number of world lights
- mat_disable_fancy_blending 1;
- mat_disable lightwarp 1; //how light fades
- //shadows
- r_shadows 0;
- r_shadowrendertotexture 0; //dont use two mats for shadows
- cl_blobbyshadows 1; //simpler blob shadow
- r_flashlightdepthtexture 0; //cpu intensive
- r_flashlightdepthres 32; //only works when depth texts on
- r_flashlightrender 0; //disable flashlight shadow
- r_flashlightmodels 0; //disable lighting models
- r_flashlightscissor 1; //disable shadow rendering where unneeded
- nb_shadow_dist 200; //dont use shadows from far away (nextbot)
- r_shadowmaxrendered 31; //render all shadows
- //effects
- cl_ejectbrass 0;
- muzzleflash_light 0;
- cl_muzzleflash_dlight_1st 0; //muzzle flash in first person
- tracer_extra 0; //bullet line fluff to look thicker
- r_drawtracers_firstperson 0;
- cl_show_splashes 0; //water splashes
- cl_fasttempentcollision 10000; //skip collision checking (needls brass etc)
- //water
- r_cheapwaterstart 0; //always use cheap water
- r_cheapwaterend 0.01; //^
- r_waterforceexpensive 0;
- r_waterforcereflectentities 0;
- r_waterdrawrefraction 0;
- r_forcewaterleaf 0; //use true viewpoint for vis testing
- //particles
- cl_particle_batch_mode 1; //default
- tf_particles_disable_weather 1; //rain, snow, ash
- mat_reduceparticles 1;
- cl_new_impact_effects 0; //for bullet impact particles (dust)
- r_drawflecks 0; //dont create part systems when things hit
- r_particl_sim_spike_threshold_ms 0; //early finish unused stats
- //post processing
- mat_postprocessing_combine 1;
- mat_hdr_level 0; //1 for ldr and bloom, 2 for hdr and bloom
- mat_non_hdr_bloom_scalefactor 0; //disable bloom on ldr
- building_cubemaps 0; //allow for postpro & pix vis testing
- mat_colorcorrection 0; //free effect but i dont care
- mat_colorocorrection_disableentites 0;
- pyro_dof 0; //ssao depth pass for pyrovision
- pyro_vignette 0;
- pyro_vignette_distortion 0;
- pyro_max_intensity 0; //pyrovision effects shit
- pyro_max_rate 0;
- pyro_max_side_length 0;
- pyro_max_side_width 0;
- pyro_min_intensity 0;
- pyro_min_rate 0;
- pyro_min_side_length 0;
- pyro_min_side_width 0;
- //motion blur
- mat_motion_blur_enabled 0;
- //anti aliasing aa/filtering
- mat_antialiasing 0; //setting this to 1 can sometimes crash
- mat_aaquality 0; //csaa
- mat_alphacoverage 0; //disabling alpha-to-coverage improves aa
- mat_software_aa_strength 0;
- mat_software_aa_strength_vgui; //hud
- mat_trilinear 0; //do bilinear
- mat_forceaniso 1; //disable aniso (powers of 2 enable)
- //characters
- r_flex 0; //face anims
- flex_rules 0; //face anims
- anim_3wayblend 0;
- ai_expression_optimisation 1; //extra vis check above target fps
- ai_expression_frametime 0; //infinite target fps = disable expressions
- r_teeth 0;
- cl_setupallbones 0; //dont setup every anim component of a model
- flex_smooth 0;
- mp_usehwmmodels -1; //high quality models
- mp_usehwmvcds -1; //high quality facial expressions
- r_glint_procedural 0; //use cpu instead of gpu
- r_eyes 0;
- r_eyemove 0;
- tf_clientsideeye_lookats 0;
- blink_duration 0;
- //decals
- r_decals 32; //must equal mp_decals
- mp_decals 32;
- r_drawbatchdecals 0;
- r_spray_lifetime 2; //number of rounds to keep sprays
- cl_playerspraydisable 0;
- r_decale_cullsize 256; //hide decals unless close
- r_decal_cover_count 6; //overlaps
- r_decal_overlap_area 1; //0-1
- r_drawmodeldecals 0; //blood decals on bodies
- r_renderoverlayfragment 0; //decal based logos and posters
- r_maxmodeldecal 9;
- r_overlayfadeenable 0; //can cause small perf issues
- r_overlayfademax 1000;
- r_overlayfademin 999;
- //gibs
- cl_burninggibs 0;
- props_break_max_pieces 0;
- violence_hgibs 1; //human gibs (better perf)
- violence_hblood 1; //human blood (better perf)
- //props
- r_decalstaticprops 0; //also does some lighting data
- cl_phys_props_enable 0; //client side physics props
- cl_phys_props_max 20;
- cl_phys_props_respawndist 1500; //dont spawn if i can see em
- cl_phys_props_respawnrate 120; //slow respawn rate
- r_propsmaxdist 900; //max dist props are visible
- r_drawdetailprops 0;
- cl_detaildist 0;
- cl_detailfade 0;
- r_staticprop_lod 63 //63 lowest lod
- r_physpropstaticlighting 1; //use premade lighting
- //general
- mat_reducefillrate 1; //simplify material shading and use some dx8
- mat_bumpmap 0;
- mat_specular 1;
- mat_viewportscale 1;
- mat_viewportupscale 1;
- r_3dsky 0;
- r_dopixelvisibility 1; //do visibility testing for glows and lights
- r_drawpixelvisibility 0; //debug
- r_pixelvisibility_partial 0; //costly precise partial vis algo
- cl_drawmonitors 0;
- cl_jiggle_bone_framerate_cutoff 0;
- mat_drawflat 1;
- //ropes
- rope_rendersolid 0;
- r_ropetranslucent 0;
- rope_solid_minalpha 0; //draw nonsolid
- rope_solid_minwidth 0.1; //draw small ropes
- rop_smooth 0;
- rope_subdiv 0; //heavy loops
- rope_collide 0; //cpu heavy world collision
- rope_wind_dist 0; //cpu heavy wind
- rope_averagelight 1; //use average light not cpu costly shit
- //optimisation
- fps_max 120; //bro 60hz monitor chill
- engine_no_focus_sleep 0; //limit fps when alt tabbed (buggy)
- r_fastzreject 0; //first pass on cpu first then faster gpu 2nd
- r_entityclips 1; //clip ents preferably using clip planes
- disp_dynamic 0; //dynamic meshes for world geo (displacements)
- r_hunkalloclightmaps 0; //alloc lightmaps in mem/some too big for hunk
- r_frustumcullworld 1; //cull on world draw
- r_worldlistcache 1; //cache some world rendering
- mat_clipz 1; //clip whats drawn
- mat_use_compressed_hdr_textures 1;
- r_occlusion 1; //use cpu to have gpu skip invis models
- r_occludemaxarea 101; //dont skip large object occlusion
- r_occludeminarea 0.003; //occlude almost everything for bad gpus
- r_occludermincount 2; //force at least 2 occluders
- r_lightcache_zbuffercache 1; //load z cache data with map
- r_drawopaquestaticpropslast 0; //use newer rendreing mode if poss
- mat_tonemapping_occlusion_use_stencil 0; //dont use stencil buffer
- //for occlusion queries
- host_flush_threshold 0; //early finish 360 only flush task
- r_norefresh 1; //dont store useless frametime var
- fast_fogvolume 1;
- r_pixelfog 0; //use pixel shader for fog if poss (gpu)
- mat_bufferprimitives 1;
- mat_compressedtextures 1; //allow
- mat_managedtextures 1; //use d3d to manage texts, uses more mem
- mat_filterlightmaps 0;
- mat_filtertextures 0;
- mat_mipmaptextures 1; //optimise text filtering (nvidiad lul)
- mat_disable_ps_patch 0; //patching if necessary when msaa enabled
- sv_turbophysics 1; //disable phys interactions
- //HUD
- //general
- cl_hud_playerclass_use_playermodel 0; //live model in hud
- tf_mm_dashboard_slide_panel_step 10; //h offset of primary mm panel
- tf_item_inspect_model_auto_spin 0;
- tf_quest_map_tuner_wibble_magnitude 0; //contracker
- tf_simple_disguise_menu 1; //concise disguise menu
- tf_colorblindassist 1; //jarate icon
- cl_disablehtmlmotd 1;
- sv_motd_unload_on_dismissal 1;
- tf_halloween_bonus_ducks_cooldown 0;
- tf_healthicon_height_offset 10;
- tf_hud_num_building_alert_beeps 2;
- tf_rd_finale_beep-time 10;
- tf_hud_show_servertimelimit 1;
- tf_hud_target_id_alpha 100;
- tf_hud_target_id_disable_floating_health 0;
- tf_hud_target_id_offset 0;
- tf_hud_target_id_show_avatars 2; //0 never 1 everyone 2 friends
- hud_freezecamhide 0; //hide hud in freezecam
- tf_scoreboard_ping_as_text 1;
- tf_queue_spinner_color 0; //0 orange, 1 blue
- hud_combattext_red "255";
- hud_combattext_green "255";
- hud_combattext_blue "0";
- //messages
- hud_saytext_time 10;
- cl_showtextmsg 1;
- cl_showpluginmessages 1;
- cl_chatfilters 63; //not working
- // join/leave (1), name change (2), chat (4),
- // server messages (8), team change (16), achievements (32)
- // Add a combination of these numbers together to enable that combination
- // for example, name change (2) + team change (16) = 18
- // 0 for everything disabled
- cl_mute_all_comms 1; //disables text and voice for muted ppl
- hud_deathnotice_time 5.5; //how long killfeed items stays
- tf_chat_popup_hold_time 1; //how long part messages appear on main menu
- //backpack
- tf_time_loading_item_panels 0.0001;
- cl_spec_carrieditems 1;
- tf_backpack_page_button_delay 0.25;
- //killstreaks
- cl_hud_killstreak_display_time 0;
- //notifications
- cl_notifications_max_num_visible 1;
- cl_notifications_move_time 0.1;
- tf_notifications_push_bottom 0;
- cl_vote_ui_active_after_voting 0;
- cl_vote_ui_show_nomtification 0;
- tf_hud_notification_duration 2;
- //contracts
- tf_contract_progress_show 0;
- tf_quest_notification_line_delay 0.2;
- //achievements
- hud_achievement_glowtime 1;
- hud_achievement_tracker 2;
- hud_achievement_count 4;
- //info
- cl_mvm_wave_status_visible_during_wave 1;
- //console
- con_nprint_bgalpha 255; //0-255 opacity
- con_nprint_bgborder 0; //border
- //view
- glow_outline_effect_enable 0;
- tf_enable_glows_after_respawn 1;
- tf_spec_xray_disable 1;
- tf_spectate_pyrovision 0;
- //misc
- bugreporter_uploadasync 1;
- ai_frametime_limit 0.0152; //simpler ai for low fps, for sp and mods
- //memory
- mem_max_heapsize_dedicated 128; //increase mem cap
- lzma_persistent_buffer 1; //keep lzma in mem to prevent reloads
- cl_always_flush_models 0; //keep models loaded, prevents crashes
- mat_levelflush 1; //clear temp mem to prevent overloadin
- sv_forcepreload 0; //disable harmful
- //FILESYSTEM
- //sizes
- filesystem_buffer_size 262144; //256k buffer
- filesystem_max_stdio_read 64; //higher max read cap (64m)
- //general
- filesystem_native 1; //use native calls if available
- filesystem_unbuffered_io 1; //allow for unbuffered io where appropriate
- //model cache
- mod_load_anims_async 1;
- mod_load_mesh_async 1;
- mod_load_vcollide_async 1;
- //for hdds
- mod_touchalldata 1; //load submodels
- mod_forcetouchdata 1; //put submodels into cache
- mod forcedata 1; //cache submodel data
- //SOUND
- //threading
- snd_async_fullasync 1; //play sounds independent of main engine work
- snd_async_minsize 262144; //wait even longer if u stutter
- snd_mix_async 1; //use another thread to mix sounds
- phonemedelay 0.06; //dont delay a lot
- //general
- snd_musicvolume 0;
- snd_delay_sound_shift 0.01; //allow for better synced sounds
- snd_mixahead 0.08; //balance between delay and cpu demand
- //quality
- snd_pitchquality 0; //use linear mixer for perf
- snd_disable_mixer_duck 0; //enable mixin to adjust vol
- snd_surround_speakers 7; //force 7.1
- snd_legacy_surround 1; //surround effect (quad audio and better)
- //spatialisation
- dsp_enhance_stereo 1; //slight increase in quality
- dsp_slow_cpu 0; //disable enhanced spatialisation
- snd_spatialize_roundrobin 1; //every 2^x
- dsp_room 0; //auto dsp (big perf)
- dsp_facingaway 0;
- dsp_speaker 50; //admin effect
- dsp_water 0;
- dsp_spatial 40;
- dsp_db_mixdrop 0.7; //enhanced vol scaling
- dsp_db_min 80;
- dsp_mix_min 0.3;
- dsp_mix_max 0.7;
- snd_duckerattacktime 0.5; //default
- snd_duckerreleasetime 2.5;
- //optimisation
- snd_lockpartial 1; //use interleaved partial lockin sound algo
- snd_cull_duplicates 0; //skip playin dupes
- voice_steal 2; //reuse unimportant channels, inc fps + qual
- voice_buffer_ms 100; //buffer stream for better qual for delay
- snd_noextraupdate 1; //dont update sound twice
- snd_defer_trace 1; //defer dsp with tracing to next frame
- phonemefilter 0.01; //dont box filter
- phonemesnap 0; //dont crossfade second phoneme on any lod
- //INPUT
- //mouse
- cl_idealpitchscale 1.3; //when changin pitch use this rate
- //////////////////////// THIS IS IN ragdolls.cfg (called from autoexec)
- ////////i can never remember max length for aliases so i shorten ones that just seem long
- ////////also makes them much easier to read
- alias disone "cl_ragdoll_forcefade 1; cl_ragdoll_physics_enable 0; g_ragdoll_fadespeed 600";
- alias distwo "g_ragdoll_lvfadespeed 100; ragdoll_sleepaftertime 5";
- alias ragoff "disone; distwo";
- alias enone "cl_ragdoll_fade_time 1; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1";
- alias entwo "g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000; ragdoll_sleepaftertime 3";
- alias ragon "enone; entwo";
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