//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";