From 0223da022ca892dcfbf887bb77d4e1e74f2c4669 Mon Sep 17 00:00:00 2001 From: boo3 Date: Thu, 3 Oct 2024 16:17:17 +0200 Subject: [PATCH] Added Files --- .gitignore | 16 + autoexec.cfg | 10 + binds.cfg | 71 ++ boo3.cfg | 2 + custom.cfg | 11 + demoman.cfg | 6 + engineer.cfg | 34 + gfx.cfg | 1784 ++++++++++++++++++++++++++++++++++++++++++ heavyweapons.cfg | 8 + local-map.cfg | 8 + medic.cfg | 10 + network.cfg | 11 + pyro.cfg | 9 + saxtonhale.cfg | 24 + scout.cfg | 9 + settings.cfg | 101 +++ sniper.cfg | 7 + soldier.cfg | 10 + spy.cfg | 8 + tweaks/confilter.cfg | 5 + tweaks/null.cfg | 30 + tweaks/scripts.cfg | 8 + tweaks/tabgraph.cfg | 10 + 23 files changed, 2192 insertions(+) create mode 100644 .gitignore create mode 100644 autoexec.cfg create mode 100644 binds.cfg create mode 100644 boo3.cfg create mode 100644 custom.cfg create mode 100644 demoman.cfg create mode 100644 engineer.cfg create mode 100644 gfx.cfg create mode 100644 heavyweapons.cfg create mode 100644 local-map.cfg create mode 100644 medic.cfg create mode 100644 network.cfg create mode 100644 pyro.cfg create mode 100644 saxtonhale.cfg create mode 100644 scout.cfg create mode 100644 settings.cfg create mode 100644 sniper.cfg create mode 100644 soldier.cfg create mode 100644 spy.cfg create mode 100644 tweaks/confilter.cfg create mode 100644 tweaks/null.cfg create mode 100644 tweaks/scripts.cfg create mode 100644 tweaks/tabgraph.cfg diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..a6a786c --- /dev/null +++ b/.gitignore @@ -0,0 +1,16 @@ + +*.txt +server_* +360controller-linux.cfg +360controller.cfg +chapter1.cfg +chapter2.cfg +chapter3.cfg +sourcevr_tf.cfg +user.scr +undo360controller.cfg +sixense_bindings.cfg +replay_example.cfg +mtp.cfg +config_default.cfg +config.cfg diff --git a/autoexec.cfg b/autoexec.cfg new file mode 100644 index 0000000..ed15bb0 --- /dev/null +++ b/autoexec.cfg @@ -0,0 +1,10 @@ +//autoexec +//Made with cfg.tf - custom Team Fortress 2 config generator + +exec gfx +exec binds +exec settings +exec network +exec custom +exec boo3 +exec tweaks/scripts \ No newline at end of file diff --git a/binds.cfg b/binds.cfg new file mode 100644 index 0000000..56d02b2 --- /dev/null +++ b/binds.cfg @@ -0,0 +1,71 @@ +//stock non class-specific binds +//Made with cfg.tf - custom Team Fortress 2 config generator +unbindall +// Reset viewmodel +r_drawviewmodel 1 +//Add binds +bind w +forward +bind a +moveleft +bind s +back +bind d +moveright +bind mouse1 +attack +bind mouse2 +attack2 +bind mouse4 +attack3 +bind mwheelup invprev +bind mwheeldown invnext +bind 0 slot10 +bind 1 slot1 +bind 2 slot2 +bind 3 slot3 +bind 4 slot4 +bind 5 slot5 +bind 6 slot6 +bind 7 slot7 +bind 8 slot8 +bind 9 slot9 +bind q lastinv +bind e "voicemenu 0 0" +bind u say_team +bind enter say +bind o taunt +bind z voice_menu_1 +bind x voice_menu_2 +bind c voice_menu_3 +bind / +voicerecord +bind , changeclass +bind . changeteam +bind m open_charinfo_direct +bind n +quickswitchmenu +bind space +jump +bind ctrl +duck +bind shift +duck +bind tab +showscores +bind escape cancelselect +bind j cl_trigger_first_notification +bind k cl_decline_first_notification +bind l dropitem +bind b lastdisguise +bind r +reload +bind f +inspect +bind k kill +bind 9 player_ready_toggle +bind g +taunt +bind h +use_action_slot_item +bind mouse4 +use_action_slot_item +//Switch Loadout +bind uparrow "load_itempreset 0" +bind leftarrow "load_itempreset 1" +bind rightarrow "load_itempreset 2" +bind downarrow "load_itempreset 3" +// Exec other settings +exec tweaks/tabgraph +exec tweaks/null +// tweaks/scripts binds +bind t toggleviewmoddel +// Voteing +// bind + "vote option1; v_yes" +// bind - "vote option2; v_no" +//bind kp_home next_map_vote 1 +//bind kp_uparrow next_map_vote 2 +//bind kp_pgup next_map_vote 3 + diff --git a/boo3.cfg b/boo3.cfg new file mode 100644 index 0000000..b586d22 --- /dev/null +++ b/boo3.cfg @@ -0,0 +1,2 @@ +//CustomConfig +mat_monitorgamma 0.01 diff --git a/custom.cfg b/custom.cfg new file mode 100644 index 0000000..fd547b8 --- /dev/null +++ b/custom.cfg @@ -0,0 +1,11 @@ +//tweaks and custom settings +//Made with cfg.tf - custom Team Fortress 2 config generator + +exec tweaks/null +exec tweaks/confilter +exec tweaks/tabgraph +///--- + +//shameless promotion +echo "----- Thanks for using CFG.TF -----" +echo "----- Create your own custom config at https://cfg.tf -----" \ No newline at end of file diff --git a/demoman.cfg b/demoman.cfg new file mode 100644 index 0000000..d33cab7 --- /dev/null +++ b/demoman.cfg @@ -0,0 +1,6 @@ +//demoman settings +//Made with cfg.tf - custom Team Fortress 2 config generator +exec binds +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate" +bind "3" "slot3;viewmoddelstate_flipped" diff --git a/engineer.cfg b/engineer.cfg new file mode 100644 index 0000000..0adb6f2 --- /dev/null +++ b/engineer.cfg @@ -0,0 +1,34 @@ +//engineer settings +//Made with cfg.tf - custom Team Fortress 2 config generator + +exec binds +viewmoddelstate +// Scripts +alias sentry "destroy 2 0; build 2 0;" +alias dispenser "destroy 0 0; build 0 0;" +alias teleport_entrance "destroy 1 0; build 1 0;" +alias teleport_exit "destroy 1 1; build 1 1;" +// Eureka Teleport TBD + +//Keybinds +bind mouse3 sentry +bind mouse4 dispenser +bind = teleport_entrance +//bind mouse5 teleport_exit +bind "0" "eureka_teleport 0" +bind "-" "eureka_teleport 1" + +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate" +bind "3" "slot3;viewmoddelstate_flipped" +bind "4" "slot4;viewmoddelstate_flipped" +bind "5" "slot5;viewmoddelstate_flipped" + +bind uparrow "load_itempreset 0" +bind leftarrow "load_itempreset 1" +bind rightarrow "load_itempreset 2" +bind downarrow "load_itempreset 3" + +// Helloween +unbind mouse5 +bind mouse5 +use_action_slot_item diff --git a/gfx.cfg b/gfx.cfg new file mode 100644 index 0000000..c85fe30 --- /dev/null +++ b/gfx.cfg @@ -0,0 +1,1784 @@ +// ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ +// '~~~ mastercomfig TF2 config ~~~' +// --------------------------------- +// Version: 6.7.0 | April 27 2018 +// --------------------------------- +// ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ + +sv_cheats 1 // Prevent fog cvar spew in console on startup + +// ================= +// '--- Network ---' +// ================= +// --------------- +// '-- General --' +// --------------- +// Optimizes for better networking + +net_queued_packet_thread 1 // Queue split packets +net_maxpacketdrop 1000 // Use faster packet drop threshold +//net_maxpacketdrop 5000 // Use default packet drop threshold +net_splitrate 2 // Split 2 packets per frame, reduces choke with a bit of CPU + // usage +//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU + // intensive +//net_splitrate 1 // Do not split multiple packets for bad CPUs that cannot + // handle the extra load +cl_pred_optimize 2 // Reuse prediction data in case 1, as well as if the + // the server said our prediction data was within + // reasonable limits of its own data (case 2) +cl_lagcompensation 1 // Ensure lag compensation is turned on +cl_predictweapons 1 // Ensure weapon firing prediction is turned on +cl_smooth 1 // Smooth out prediction errors +//cl_smooth 0 // Skip view smoothing operation +cl_smoothtime 0.1 // Smooth out view for 100ms +hud_escort_interp 0.1 // Smooth out networked HUD updates over slightly less time + +// ----------------- +// '-- Snapshots --' +// ----------------- +// Tuning client-server communication and interpolation + +alias interp_congestion_unreliable "cl_interp 0.1" +alias interp_congestion_safe "cl_interp 0.0666666" +alias interp_congestion_balanced "cl_interp 0.0478260" +alias interp_congestion_lan "cl_interp 0.0333333" + +alias interp_standard_unreliable "cl_interp 0.0454545" +alias interp_standard_safe "cl_interp 0.0303030" +alias interp_standard_balanced "cl_interp 0.0217391" +alias interp_standard_lan "cl_interp 0.015151" + +//cl_cmdrate 66 // Send to server at this many times per second +//cl_updaterate 66 // Get from server at this many times per second + +alias packet_rate_congestion_aliases "alias interp_unreliable interp_congestion_unreliable; alias interp_safe interp_congestion_safe; alias interp_balanced interp_congestion_balanced; alias interp_lan interp_congestion_lan" +alias packet_rate_standard_aliases "alias interp_unreliable interp_standard_unreliable; alias interp_safe interp_standard_safe; alias interp_balanced interp_standard_balanced; alias interp_lan interp_standard_lan" + +alias packet_rate_congestion "cl_cmdrate 33; cl_updaterate 32;packet_rate_congestion_aliases;setinfo packet_rate congestion" +alias packet_rate_standard "cl_cmdrate 66; cl_updaterate 66;packet_rate_standard_aliases;setinfo packet_rate standard" + +setinfo packet_rate_congestion "" +setinfo packet_rate_standard "" + +alias packet_rate packet_rate_standard + +//cl_interp 0.0217391;cl_interp_ratio 1.4347827 // Use an interp timing that + // accounts for occasional + // snapshot interval drops +//cl_interp 0.030303;cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid + // issues where one snapshot is dropped + // once in a while. Safest option for + // most users. +//cl_interp 0;cl_interp_ratio 1 // Reduce entity interpolation times to a + // minimum. Recommended only on LAN +//cl_interp 0.0454545;cl_interp_ratio 3 // Protect more against packet loss, + // increase further for more protection. + // For users with an unstable connection + +alias snapshots_unreliable "interp_unreliable;cl_interp_ratio 3;setinfo snapshots unreliable" +alias snapshots_safe "interp_safe;cl_interp_ratio 2;setinfo snapshots safe" +alias snapshots_balanced "interp_balanced;cl_interp_ratio 1.4347827;setinfo snapshots balanced" +alias snapshots_lan "interp_lan;cl_interp_ratio 1;setinfo snapshots lan" + +setinfo snapshots_unreliable "" +setinfo snapshots_safe "" +setinfo snapshots_balanced "" +setinfo snapshots_lan "" + +alias snapshots snapshots_balanced + +// ------------------- +// '-- Packet Size --' +// ------------------- +// How big packets are and how they are split up/compressed + +//net_compresspackets 1 // Compress packets to reduce network latency on fast + // CPUs +//net_compresspackets 0 // Disable packet compression on slow CPUs or very fast + // networks (~100Mbps up or higher) +//net_compresspackets_minsize 957 // Compress packets above max reliable packet + // size +//net_compresspackets_minsize 576 // Always compress packets to reduce network + // usage. Compression further than this may + // increase packet size +//net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and + // avoiding split packets +//net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for + // routers that have trouble with + // larger sizes +//net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to + // avoid split packets more in + // order to save CPU time and + // packet overhead + +alias packet_size_conservative "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 956;net_maxfragments 956;setinfo packet_size conservative" +alias packet_size_lowend "net_compresspackets 1;net_compresspackets_minsize 1261;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size lowend" +alias packet_size_minimal "net_compresspackets 1;net_compresspackets_minsize 577;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size minimal" +alias packet_size_balanced "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 1200;net_maxfragments 1200;setinfo packet_size balanced" +alias packet_size_large "net_compresspackets 0;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size large" + +setinfo packet_size_conservative "" +setinfo packet_size_lowend "" +setinfo packet_size_minimal "" +setinfo packet_size_balanced "" +setinfo packet_size_large "" + +alias packet_size packet_size_balanced + +// ------------------- +// '-- Upload Rate --' +// ------------------- +// Speed of packet sending, rate limited to prevent packet overflow +// Rate should be 60% of your stable upload speed in bytes per second + +rate 196608 // 1.57 Mbps default rate from CS:GO +net_splitpacket_maxrate 78643 +net_maxcleartime 0.0081889 + +// ------------- +// '-- Files --' +// ------------- +// Controls networked file handling + +net_maxfilesize 64 // Max out file upload size for extra content +//cl_downloadfilter all // Allow all server custom files +//cl_downloadfilter nosounds // Do not download sound files a server +//cl_downloadfilter mapsonly // Only downloads maps from server custom files +//cl_downloadfilter none // Do not download any files from a server +tf_steam_workshop_query_timeout 5 // Shorter timeout for workshop + +alias download_all "cl_downloadfilter all;setinfo download all" +alias download_nosounds "cl_downloadfilter nosounds;setinfo download nosounds" +alias download_mapsonly "cl_downloadfilter mapsonly;setinfo download mapsonly" +alias download_none "cl_downloadfilter none;setinfo download none" + +setinfo download_all "" +setinfo download_nosounds "" +setinfo download_mapsonly "" +setinfo download_none "" + +alias download download_all + +// ------------------- +// '-- Matchmaking --' +// ------------------- +// Adjusts casual/competitive matchmaking settings + +//tf_mm_custom_ping 100 // The ping tolerance for matchmaking +//tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance +tf_mm_debug_level 0 // Remove matchmaking debug output +//tf_mm_partyclient_debug 1 // Enable party debug output +//tf_party_ignore_invites 1 // Ignore party invites +tf_party_join_request_mode 1 // Mode for party join requests: + // 0 - open join + // 1 - request join + // 2 - invite join +//tf_party_force_update // Force an update to the party system +//tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team +//tf_datacenter_ping_debug 1 // Turn on debugging for server routing +//tf_datacenter_ping_dump // Dump server routing debug info +//tf_mm_dump_match_invites // Show current match invites + +// --------------------- +// '-- Local Servers --' +// --------------------- +// Optimizes local server networking + +cl_localnetworkbackdoor 1 // Network optimizations for local servers +net_usesocketsforloopback 0 // Skip using network sockets for local servers +sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel + +// =================== +// '--- Rendering ---' +// =================== +// ----------------- +// '-- Threading --' +// ----------------- +// These settings will take advantage of CPU multi-threading + +r_threaded_particles 1 // Process particle systems in parallel +mat_queue_mode 2 // Force multithreaded mode for the material system queue +//mat_queue_mode 1 // Force queued single threaded mode for CPUs with less than + // 4 threads +studio_queue_mode 1 // Use queue calls for studio renders +host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force) + +// ----------------------------- +// '-- Material System Queue --' +// ----------------------------- +// These settings will take advantage of the material system, depending on how mat_queue_mode is set + +r_queued_decals 0 // Disabled by default due to crashes +//r_queued_decals 1 // Offload decal draws to the material system +r_queued_post_processing 0 // Disabled by default because it usually fails to + // render the post processing effects in time for the + // frame render, resulting in a missing texture +//r_queued_post_processing 1 // Offloads post processing to the material system + // Performance improvement if your driver/GPU works + // with it +r_queued_ropes 1 // Queue some rope rendering using the material system + +// ----------- +// '-- LOD --' +// ----------- +// Controls the quality of objects based on distance + +//r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people + // believe. Set to 1 for the best balance between model quality and performance. +//r_rootlod 2 // Maximum performance for models +//r_rootlod 0 // Maximum quality for models +//r_lod -1 // Use r_rootlod to properly fade through LODs +//r_lod 0 // Always use the highest LOD possible +//lod_TransitionDist -5000 // Fade map objects over a long distance to reduce + // pop in and clutter while still increasing + // performance +//lod_TransitionDist -1 // Do not fade in map objects for maximum performance +//lod_TransitionDist -5001 // Fade map objects across a shorter distance to + // slightly reduce pop in while still increasing + // performance +//lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases + // performance but has the least pop in +mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh + // count +//mat_max_worldmesh_vertices 1024 // Reduce invididual mesh complexity for weak + // GPUs + +alias lod_very_low "r_rootlod 2; r_lod -1; lod_TransitionDist -1;setinfo lod very_low" +alias lod_low "r_rootlod 2; r_lod -1; lod_TransitionDist -5001;setinfo lod low" +alias lod_medium "r_rootlod 2; r_lod -1; lod_TransitionDist -5000;setinfo lod medium" +alias lod_medium_high "r_rootlod 1; r_lod -1; lod_TransitionDist -5000;setinfo lod medium_high" +alias lod_high "r_rootlod 0; r_lod -1; lod_TransitionDist 800; setinfo lod high" +alias lod_ultra "r_rootlod 0; r_lod 0; lod_TransitionDist 800;setinfo lod ultra" + +setinfo lod_very_low "" +setinfo lod_low "" +setinfo lod_medium "" +setinfo lod_medium_high "" +setinfo lod_high "" +setinfo lod_ultra "" + +// ---------------- +// '-- Lighting --' +// ---------------- +// Lights projected onto characters and other dynamic models + +//r_ambientboost 1 // Boosts reflected light, gives you vision advantage, + // especially in darker environments +//r_ambientboost 0 // Disable to save the small amount of CPU this uses +//r_ambientmin 0.5 // Allow for ambient boosting even in brighter light levels, makes characters stand out +//r_ambientmin 0.3 // Use TF2 default ambient boost threshold +//r_ambientmin 0.1 // Ambient boost less often, realistic darkness +//r_ambientmin 1.1 // Ambient boost every time +//r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes +//r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only +//mat_phong 1 // Use a phong shader for shading/reflection +//mat_phong 0 // Disable phong for flatter shading +//r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable +//r_lightaverage 1 // Enable time averaging of lighting to reduce popping +//r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects) +//r_dynamic 1 // Enable dynamic lighting +//r_maxdlights 0 // Do not allow any dynamic lights +//r_maxdlights 9 // Reduce maximum dynamic lights +//r_maxdlights 32 // Use the maximum number of dynamic lights +//r_worldlightmin 0.004 // Do not render insignificant world lighting +//r_worldlightmin 10 // Reject all world lighting +//r_worldlightmin 0.1 // Reject a lot of minor world lighting +//r_worldlightmin 0.0002 // Render practically all world lighting +//r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be +//r_worldlights 0 // Disable world lights +//r_worldlights 2 // Reduce maximum lights applied to a vertex +//r_worldlights 4 // Use the maximum amount of world lights +//mat_disable_lightwarp 1 // Disable light warps +//mat_disable_lightwarp 0 // Enable light warps +//mat_filterlightmaps 1 // Filter lightmaps +//mat_filterlightmaps 0 // Blocky lightmaps + +alias lighting_very_low "mat_filterlightmaps 0; r_ambientboost 0; r_ambientmin 0; r_rimlight 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.9; r_worldlights 0; mat_disable_lightwarp 1; mat_phong 0;setinfo lighting very_low" +alias lighting_low "mat_filterlightmaps 0;r_ambientboost 0; r_ambientmin 0; r_rimlight 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.1; r_worldlights 0; mat_disable_lightwarp 1; mat_phong 0; setinfo lighting low" +alias lighting_medium "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.004; r_worldlights 0; mat_disable_lightwarp 1;mat_filterlightmaps 1; mat_phong 0; setinfo lighting medium" +alias lighting_medium_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; r_lightaverage 1; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.0002; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 1;mat_phong 1;setinfo lighting medium_high" +alias lighting_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 1; mat_filterlightmaps 1;mat_phong 1;setinfo lighting high" +alias lighting_very_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 0; mat_filterlightmaps 1;mat_phong 1;setinfo lighting very_high" +alias lighting_ultra "r_ambientboost 1; r_ambientmin 0.6; r_rimlight 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 32; r_worldlightmin 0; r_worldlights 4; mat_disable_lightwarp 0; mat_filterlightmaps 1; mat_phong 1;setinfo lighting ultra" + +setinfo lighting_very_low "" +setinfo lighting_low "" +setinfo lighting_medium "" +setinfo lighting_medium_high "" +setinfo lighting_high "" +setinfo lighting_very_high "" +setinfo lighting_ultra "" + +// --------------- +// '-- Shadows --' +// --------------- +// Shadows cast from characters + +//r_shadows 0 // Disable shadows for a big FPS increase +//r_shadows 1 // Enable shadows +//r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time) +//r_shadowrendertotexture 1 // Prettier shadows +//cl_blobbyshadows 1 // Render a blob for shadows +//cl_blobbyshadows 0 // Get sharper model shape based shadows +//r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows +//r_flashlightdepthtexture 1 // Even prettier shadows +//r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are + // on +//r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is + // higher quality +//r_flashlightrender 0 // Disable flashlight shadow +//r_flashlightrender 1 // Enable flashlight shadow +//r_flashlightmodels 0 // Disable lighting models +//r_flashlightmodels 1 // Enable lighting models +//r_flashlightscissor 1 // Disable shadow rendering where it is unneeded +//r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance +//r_shadowmaxrendered 18 // Do not render more shadows than needed +//r_shadowmaxrendered 12 // for 6s +//r_shadowmaxrendered 32 // Render more shadows + +alias shadows_off "r_shadows 0; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 0;setinfo shadows off" +alias shadows_very_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 8;setinfo shadows very_low" +alias shadows_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 12;setinfo shadows low" +alias shadows_medium "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 12;setinfo shadows medium" +alias shadows_high "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 512; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows high" +alias shadows_ultra "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 1024; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 0; r_shadowmaxrendered 32;setinfo shadows ultra" + +setinfo shadows_off "" +setinfo shadows_very_low "" +setinfo shadows_low "" +setinfo shadows_medium "" +setinfo shadows_high "" +setinfo shadows_ultra "" + +// --------------- +// '-- Effects --' +// --------------- +// Controls weapon and other miscellaneous effects + +//cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc +//cl_ejectbrass 1 // Enable shell ejection +//muzzleflash_light 0 // Disable muzzle flash lights +//muzzleflash_light 1 // Enable muzzle flash lights +//cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person +//cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person +//tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker +//tracer_extra 1 // Make bullet lines more visible, low performance impact +//r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact +//r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person +//cl_show_splashes 1 // Enable water splashes +//cl_show_splashes 0 // Disable water splashes +//cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood, + // and some other effects +//cl_fasttempentcollision 5 // Check collisions every 5 frames +//cl_fasttempentcollision 10000 // Skip collision checking +//cl_fasttempentcollision 1 // Check collisions every frame + +alias effects_very_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 0; cl_show_splashes 0; cl_fasttempentcollision 10000;setinfo effects very_low" +alias effects_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 0; cl_fasttempentcollision 20;setinfo effects low" +alias effects_medium "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium" +alias effects_medium_high "cl_ejectbrass 0; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium_high" +alias effects_high "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 5;setinfo effects high" +alias effects_ultra "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 1;setinfo effects ultra" + +setinfo effects_very_low "" +setinfo effects_low "" +setinfo effects_medium "" +setinfo effects_medium_high "" +setinfo effects_high "" +setinfo effects_ultra "" + +// ------------- +// '-- Water --' +// ------------- +// Water reflections + +//r_cheapwaterstart 600 // The distance at which transitionary cheap water starts. Has less reflectivity. +//r_cheapwaterstart 0 // Use cheap water as much as possible +//r_cheapwaterstart 3000 // Do not use cheap water +//r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and + // it is solid +//r_cheapwaterend 0.1 // Use cheap water as much as possible +//r_cheapwaterend 5000 // Do not use cheap water +//r_WaterDrawReflection 0 // Water reflections disabled for more performance +//r_WaterDrawReflection 1 // Enable water reflections +//r_waterforceexpensive 0 // Do not force expensive water +//r_waterforceexpensive 1 /// Force higher quality water +//r_waterforcereflectentities 0 // Do not force entity water reflections +//r_waterforcereflectentities 1 // Enable entity water reflections +//r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise +//r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS +r_ForceWaterLeaf 1 // Optimize vis + +alias cheap_water_full "r_cheapwaterstart 0; r_cheapwaterend 0.1" +alias cheap_water_medium "r_cheapwaterstart 500; r_cheapwaterend 900" +alias cheap_water_none "r_cheapwaterstart 3000; r_cheapwaterend 5000" + +alias water_very_low "cheap_water_full; alias cheap_water_override cheap_water_full; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water very_low" +alias water_low "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water low" +alias water_medium "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium" +alias water_medium_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium_high" +alias water_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water high" +alias water_very_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water very_high" +alias water_ultra "cheap_water_none; alias cheap_water_override cheap_water_none; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water ultra" + +setinfo water_very_low "" +setinfo water_low "" +setinfo water_medium "" +setinfo water_medium_high "" +setinfo water_high "" +setinfo water_very_high "" +setinfo water_ultra "" + +// ----------------- +// '-- Particles --' +// ----------------- +// Particle effects + +//cl_particle_batch_mode 1 // Use default particle batch mode +//cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles +//tf_particles_disable_weather 1 // Disable rain, snow and ash particles +//tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS +//mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real + // performance impact comes from creating particle systems +//mat_reduceparticles 0 // Use the full number of particles +//cl_new_impact_effects 0 // Use the old particle system for bullet impact particles +//cl_new_impact_effects 1 // Use the new particle system for bullet impact particles +//r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces + // distractions +//r_drawflecks 1 // Draw flecks from impacts +r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats + +alias particles_very_low "cl_particle_batch_mode 2; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles very_low" +alias particles_low "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles low" +alias particles_medium "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles medium" +alias particles_high "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles high" +alias particles_ultra "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 1; r_drawflecks 1;setinfo particles ultra" + +setinfo particles_very_low "" +setinfo particles_low "" +setinfo particles_medium "" +setinfo particles_high "" +setinfo particles_ultra "" + +// ----------------------- +// '-- Post Processing --' +// ----------------------- +// Extra visual effects + +// ------------- +// '- General -' +// ------------- +// Standard post processing effects + +//mat_postprocessing_combine 1 // Combine post processing effects +//mat_postprocessing_combine 0 // Individually checked passes for post processing +//mat_hdr_level 0 // LDR +//mat_hdr_level 1 // LDR and bloom +//mat_hdr_level 2 // HDR and bloom +//mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR +//mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR +//r_bloomtintexponent 2.2 // Intensity of bloom effect +//mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters +building_cubemaps 0 // Allow for post processing and pixel visibility testing +//mat_colorcorrection 0 // Disable color correction to quickly skip post + // processing rendering pathway +//mat_colorcorrection 1 // Enable color correction, pretty much free effect +//mat_colcorrection_disableentities 1 // Disable entity color correction +//mat_colcorrection_disableentities 0 // Enable entity color correction +mat_postprocess_x 4 // Tessellate post processing slightly more +mat_postprocess_y 4 // ^ + +alias post_processing_off "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 0; mat_colcorrection_disableentities 1; mat_postprocessing_combine 0;setinfo post_processing off" +alias post_processing_low "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 1; mat_postprocessing_combine 1;setinfo post_processing low" +alias post_processing_medium "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium" +alias post_processing_medium_high "mat_hdr_level 1; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium_high" +alias post_processing_high "mat_hdr_level 2; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing high" + +setinfo post_processing_off "" +setinfo post_processing_low "" +setinfo post_processing_medium "" +setinfo post_processing_medium_high "" +setinfo post_processing_high "" + +// ---------------- +// '- Pyrovision -' +// ---------------- +// Pyrovision visual effects + +//pyro_dof 0 // Skip a SSAO depth pass for pyrovision +//pyro_dof 1 // Enable pyrovision dof +//pyro_vignette 0 // Disable vignette for pyrovision +//pyro_vignette 1 // Static pyrovision vignette +//pyro_vignette 2 // Dynamic pyrovision vignette +//pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision +//pyro_vignette_distortion 1 // Enable pyrovision vignette distortion +//pyro_max_intensity 0 // Disable more pyrovision visual effects +//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 // ^ +//pyro_max_intensity 0.5 // Enhance more pyrovision visual effects +//pyro_max_rate 0.5 // ^ +//pyro_max_side_length 1 // ^ +//pyro_max_side_width 1 // ^ +//pyro_min_intensity 0.2 // ^ +//pyro_min_rate 0.05 // ^ +//pyro_min_side_length 0.65 // ^ +//pyro_min_side_width 0.65 // ^ + +alias pyrovision_low "pyro_dof 0; pyro_vignette 0; setinfo pyrovision low" +alias pyrovision_medium "pyro_dof 0; pyro_vignette 1; pyro_vignette_distortion 0; setinfo pyrovision medium" +alias pyrovision_high "pyro_dof 1; pyro_vignette 2; pyro_vignette_distortion 1; pyro_max_intensity 0.5; pyro_max_rate 0.5; pyro_max_side_length 1; pyro_max_side_width 1; pyro_min_intensity 0.2; pyro_min_rate 0.05; pyro_min_side_length 0.65; pyro_min_side_width 0.65;setinfo pyrovision high" + +setinfo pyrovision_low "" +setinfo pyrovision_medium "" +setinfo pyrovision_high "" + +// ------------------- +// '-- Motion Blur --' +// ------------------- +// These settings will adjust the blurring effect from rotation and movement + +//mat_motion_blur_enabled 0 // Disable motion blur +//mat_motion_blur_enabled 1 // Enable motion blur +//mat_motion_blur_falling_intensity 1 // Blur intensity while falling +//mat_motion_blur_falling_max 15 // Maximum blur from falling +//mat_motion_blur_falling_min 5 // Minimum blur from falling +//mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion +//mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur +//mat_motion_blur_rotation_intensity 0.05 // Adjust blur caused by rotational motion +//mat_motion_blur_strength 1 // Adjust overall blur strength + +alias motion_blur_off "mat_motion_blur_enabled 0;setinfo motion_blur off" +alias motion_blur_low "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 0; mat_motion_blur_forward_enabled 0; mat_motion_blur_percent_of_screen_max 1; mat_motion_blur_rotation_intensity 0.05; mat_motion_blur_strength 1;setinfo motion_blur low" +alias motion_blur_high "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 1; mat_motion_blur_falling_max 15; mat_motion_blur_falling_min 5; mat_motion_blur_forward_enabled 1; mat_motion_blur_percent_of_screen_max 4; mat_motion_blur_rotation_intensity 0.1; mat_motion_blur_strength 1;setinfo motion_blur high" + +setinfo motion_blur_off "" +setinfo motion_blur_low "" +setinfo motion_blur_high "" + +// -------------------- +// '-- Antialiasing --' +// -------------------- +// These settings will adjust the smoothing of jagged edges + +//mat_alphacoverage 0 // Disable alpha-to-coverage +//mat_alphacoverage 1 // Enable alpha-to-coverage,which improves AA on thin + // overlapping surfaces +//mat_software_aa_strength 0 // Do not do software AA +//mat_software_aa_strength 1 // Enable software AA +//mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD +//mat_software_aa_strength_vgui 1 // Enable VGUI software AA +//mat_software_aa_quality 0 // Lower quality software AA +//mat_software_aa_quality 1 // High quality software AA +//mat_software_aa_edge_threshold 0.5 // Balance between soft and sharp edges +//mat_software_aa_blur_one_pixel_lines 0.5 // Balance between softness and + // sharpness on thin stuff, like + // cables + +alias aa_off "mat_alphacoverage 0; mat_software_aa_strength 0; mat_software_aa_strength_vgui 0;setinfo aa off" +alias aa_medium "mat_alphacoverage 1; mat_software_aa_strength 0; mat_software_aa_strength_vgui 1; mat_software_aa_quality 0; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa medium" +alias aa_high "mat_alphacoverage 1; mat_software_aa_strength 1; mat_software_aa_strength_vgui 1; mat_software_aa_quality 1; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa high" + +setinfo aa_off "" +setinfo aa_medium "" +setinfo aa_high "" + +//mat_antialias 1 // Do not do antialiasing +//mat_antialias 8 // Max MSAA (8x) +//mat_aaquality 0 // Disable CSAA +//mat_aaquality 4 // Max CSAA (4x) +//mat_disable_ps_patch 0 // Enable shader patching for MSAA + +alias aa_msaa_off "mat_antialias 1; mat_aaquality 0; setinfo aa_msaa off" +alias aa_msaa_2x "mat_antialias 2; mat_aaquality 0; setinfo aa_msaa 2x" +alias aa_msaa_4x "mat_antialias 4; mat_aaquality 0; setinfo aa_msaa 4x" +alias aa_msaa_6x "mat_antialias 6; mat_aaquality 0; setinfo aa_msaa 6x" +alias aa_msaa_8x_csaa "mat_antialias 4; mat_aaquality 2; setinfo aa_msaa 8x_csaa" +alias aa_msaa_16x_csaa "mat_antialias 4; mat_aaquality 4; setinfo aa_msaa 16x_csaa" +alias aa_msaa_8x "mat_antialias 8; mat_aaquality 0; setinfo aa_msaa 8x" +alias aa_msaa_16xq_csaa "mat_antialias 8; mat_aaquality 2; setinfo aa_msaa 16xq_csaa" + +setinfo aa_msaa_off "" +setinfo aa_msaa_2x "" +setinfo aa_msaa_4x "" +setinfo aa_msaa_6x "" +setinfo aa_msaa_8x_csaa "" +setinfo aa_msaa_16x_csaa "" +setinfo aa_msaa_8x "" +setinfo aa_msaa_16xq_csaa "" + +// ------------------------- +// '-- Texture Filtering --' +// ------------------------- +// These settings will adjust the texture smoothing/filtering + +//mat_trilinear 1 // Use trilinear as it improves texture filtering for little +//mat_trilinear 0 // Use bilinear to squeeze out every last bit of performance +//mat_forceaniso 1 // Disable anisotropic filtering +//mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16) + +alias texture_filter_bilinear "mat_trilinear 0; mat_forceaniso 1;setinfo texture_filter bilinear" +alias texture_filter_trilinear "mat_trilinear 1; mat_forceaniso 1;setinfo texture_filter trilinear" +alias texture_filter_aniso2x "mat_trilinear 1; mat_forceaniso 2;setinfo texture_filter aniso2x" +alias texture_filter_aniso4x "mat_trilinear 1; mat_forceaniso 4;setinfo texture_filter aniso4x" +alias texture_filter_aniso8x "mat_trilinear 1; mat_forceaniso 8;setinfo texture_filter aniso8x" +alias texture_filter_aniso16x "mat_trilinear 1; mat_forceaniso 16;setinfo texture_filter aniso16x" + +setinfo texture_filter_bilinear "" +setinfo texture_filter_trilinear "" +setinfo texture_filter_aniso2x "" +setinfo texture_filter_aniso4x "" +setinfo texture_filter_aniso8x "" +setinfo texture_filter_aniso16x "" + +// ------------------ +// '-- Characters --' +// ------------------ +// These settings will adjust the characters in the game + +//r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU +//r_flex 0 // Disable facial animations +//flex_rules 1 // Enable facial animations +//flex_rules 0 // Disable facial animations +//anim_3wayblend 0 // Disable 3-way animation blending +//anim_3wayblend 1 // Enable 3-way animation blending +//ai_expression_optimization 1 // Do an extra visibility check for flex + // animations if we are above the target FPS, + // otherwise disable flex anims +//ai_expression_optimization 0 // Disable expression optimization +//ai_expression_frametime 0.0151 // Disable expressions if we are below ideal + // FPS +//ai_expression_frametime 0 // Disable expressions entirely +//r_teeth 1 // Render teeth +//r_teeth 0 // Do not render teeth, small FPS boost +cl_SetupAllBones 0 // Do not force every animation component of a model to be + // set up +//flex_smooth 0 // Do not smooth facial animations +//flex_smooth 1 // Smooth facial animations +//mp_usehwmmodels -1 // Do not use or load high quality characters +//mp_usehwmmodels 0 // Use high quality characters if supported +//mp_usehwmvcds -1 // Do not use or load high quality character facial + // expressions +//mp_usehwmvcds 0 // Use high quality characters facial expressions if supported +r_glint_procedural 0 // Use the default eye glinting method +//r_glint_procedural 1 // Use CPU eye glinting for weak GPUs +//r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease +//r_eyes 0 // Disable eyes +//r_eyemove 1 // Control if character eyes should move, does not really affect + // performance +//r_eyemove 0 // Disable eye movement +//tf_clientsideeye_lookats 1 // Control if character eyes should look at you, + // does not really affect performance +//tf_clientsideeye_lookats 0 // Disable eye lookats +//blink_duration 0.2 // Duration of an eye blink +//blink_duration 0 // Disable blinking +//phonemefilter 0.01 // Do not box filter lip sync +//phonemefilter 0.1 // Box filter lip sync for slightly longer +//phonemesnap 0 // Do not crossfade a second lip sync on any LOD +//phonemesnap 7 // Crossfade a second lip sync on every LOD + +alias characters_very_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 0; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters very_low" +alias characters_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters low" +alias characters_medium "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters medium" +alias characters_medium_high "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.08; phonemesnap 1;setinfo characters medium_high" +alias characters_high "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.08; phonemesnap 2;setinfo characters high" +alias characters_ultra "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels 0; mp_usehwmvcds 0; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.08; phonemesnap 7;setinfo characters ultra" + +setinfo characters_very_low "" +setinfo characters_low "" +setinfo characters_medium "" +setinfo characters_medium_high "" +setinfo characters_high "" +setinfo characters_ultra "" + +// -------------- +// '-- Decals --' +// -------------- +// Overlay textures on models + +// ------------- +// '- General -' +// ------------- +// Bullet holes and overall decal support + +//r_decals 9 // Allow to check bullet spread (must be the same as mp_decals) +//r_decals 0 // Disable decals +//r_decals 96 // Optimized high decal count +//r_decals 2048 // Maximum decal count +//mp_decals 9 // Allow to check bullet spread (must be the same as r_decals) +//mp_decals 0 // Disable decals +//mp_decals 96 // Optimized high decal count +//mp_decals 2048 // Maximum decal count +//r_drawbatchdecals 1 // Always batch decals to reduce calls +//r_decal_cullsize 256 // Hide decals unless they are relatively big +//r_decal_cullsize 20 // Optimized decal cullsize if you want to still see + // decals from far away +//r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close + // to completely covering it +//r_decal_cover_count 4 // Allow for more decals covering each other +//r_decal_overlap_area 0.4 // Remove decal when there is another decal barely + // covering it +//r_decal_overlap_area 0.8 // Allow for decals to overlap each other more +//r_decal_overlap_count 0 // Do not allow decals to overlap each other +//r_decal_overlap_count 3 // Allow for 3 decals to overlap each other + +alias decals_off "r_decals 0; mp_decals 0;r_drawbatchdecals 0;setinfo decals off" +alias decals_low "r_decals 9; mp_decals 9; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;r_drawbatchdecals 0;setinfo decals low" +alias decals_medium "r_decals 96; mp_decals 96; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;r_drawbatchdecals 1;setinfo decals medium" +alias decals_high "r_decals 96; mp_decals 96; r_decal_cullsize 15; r_decal_cover_count 4; r_decal_overlap_area 0.8; r_decal_overlap_count 3;r_drawbatchdecals 1;setinfo decals high" +alias decals_ultra "r_decals 2048; mp_decals 2048; r_decal_cullsize 5; r_decal_cover_count 8; r_decal_overlap_area 1.0; r_decal_overlap_count 8;r_drawbatchdecals 1;setinfo decals ultra" + +setinfo decals_off "" +setinfo decals_low "" +setinfo decals_medium "" +setinfo decals_high "" +setinfo decals_ultra "" + +// ------------------ +// '- Model Decals -' +// ------------------ +// Blood on hurt players and some bullet decals on props + +//r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new + // objects to be created that decals apply onto. This also + // causes a bug with red bullet decals on some wood models +//r_drawmodeldecals 1 // Enable blood decals for better determining how hurt + // someone is. +//r_maxmodeldecal 9 // Optimize maximum model decal count + +alias decals_models_off "r_drawmodeldecals 0;setinfo decals_models off" +alias decals_models_low "r_drawmodeldecals 1; r_maxmodeldecal 9;setinfo decals_models low" +alias decals_models_high "r_drawmodeldecals 1; r_maxmodeldecal 32;setinfo decals_models high" + +setinfo decals_models_off "" +setinfo decals_models_low "" +setinfo decals_models_high "" + +// ---------------- +// '- Map Decals -' +// ---------------- +// Decals placed by the map author + +//r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and + // posters on walls +//r_renderoverlayfragment 0 // Disable overlays, small performance increase +r_overlayfadeenable 1 +r_overlayfademax 2000 +r_overlayfademin 1750 + +alias decals_art_off "r_renderoverlayfragment 0;setinfo decals_art off" +alias decals_art_on "r_renderoverlayfragment 1;setinfo decals_art on" + +setinfo decals_art_off "" +setinfo decals_art_on "" + +// ------------ +// '- Sprays -' +// ------------ +// Decals sprayed by players + +//cl_allowdownload 1 // Download other player custom files +//cl_allowdownload 0 // Block downloads of other player custom files (sprays) +//cl_allowupload 1 // Upload your player custom files +//cl_allowupload 0 // Disable uploading your player custom files (sprays) +//r_spray_lifetime 2 // Keep sprays for 2 rounds +//r_spray_lifetime 0 // Clear sprays immediately +//cl_playerspraydisable 0 // Enable player sprays +//cl_playerspraydisable 1 // Disable player sprays + +alias sprays_off "cl_allowdownload 0; cl_allowupload 0; r_spray_lifetime 0; cl_playerspraydisable 1;setinfo sprays off" +alias sprays_on "cl_allowdownload 1; cl_allowupload 1; r_spray_lifetime 2; cl_playerspraydisable 0;setinfo sprays on" + +setinfo sprays_off "" +setinfo sprays_on "" + +// ------------ +// '-- Gibs --' +// ------------ +// Body parts created on violent deaths + +//cl_burninggibs 0 // Disable burning gibs as they have a performance impact +//cl_burninggibs 1 // Enable burning gibs for realism +//props_break_max_pieces -1 // Break gibs and some props into the pieces they + // were designed to break into +//props_break_max_pieces 2 // Break into a max of 2 pieces +//props_break_max_pieces 0 // Disables gibs and prop breaking +//violence_hgibs 1 // Enable normal gibs +//violence_hgibs 0 // Enable silly gibs/blood (less performance) +//violence_hblood 1 // Enable normal blood +//violence_hblood 0 // Enable silly gibs/blood (less performance) + +alias gibs_off "cl_burninggibs 0; props_break_max_pieces 0;setinfo gibs off" +alias gibs_low "cl_burninggibs 0; props_break_max_pieces 2;setinfo gibs low" +alias gibs_medium "cl_burninggibs 0; props_break_max_pieces -1;setinfo gibs medium" +alias gibs_high "cl_burninggibs 1; props_break_max_pieces -1;setinfo gibs high" + +setinfo gibs_off "" +setinfo gibs_low "" +setinfo gibs_medium "" +setinfo gibs_high "" + +alias sillygibs_off "violence_hgibs 1; violence_hblood 1;setinfo sillygibs off" +alias sillygibs_on "violence_hgibs 0; violence_hblood 0;setinfo sillygibs on" + +setinfo sillygibs_off "" +setinfo sillygibs_on "" + +alias sillygibs sillygibs_off + +// ------------- +// '-- Props --' +// ------------- +// Various small objects + +r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props +//r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props +cl_phys_props_enable 0 // Disable client side physics props +//cl_phys_props_enable 1 // Enable client side physics props +//cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2 +//cl_phys_props_max 300 // Allow all physics props +//cl_phys_props_respawndist 1500 // Do not spawn props if we can see them +//cl_phys_props_respawndist 3000 // Skip respawning physics props for a high distance +//cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate +//cl_phys_props_respawnrate 60 // Respawn physics props faster +//r_propsmaxdist 900 // Maximum distance from where client side physics props are visible +//r_propsmaxdist 3000 // Always render client side physics props +//r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS +//r_drawdetailprops 1 // Enable sprites, grass etc +//r_drawdetailprops 2 // Draw detail props with wireframe +//cl_detaildist 900 // Draw detail props up to this distance +//cl_detaildist 3000 // Always draw detail props +//cl_detailfade 0 // Do not fade in detail props +//cl_detailfade 900 // Set to cl_detaildist to always be fading +//cl_detailfade 100 // Fade a small distance +//r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance) +//r_staticprop_lod 0 // Force highest LOD (high quality with no fading) +//r_staticprop_lod 7 // Force lowest LOD (lowest quality) +r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS + +alias detail_props_none "" +alias detail_props_medium "cl_detaildist 900; cl_detailfade 0" +alias detail_props_full "cl_detaildist 3000; cl_detailfade 100" + +alias props_low "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod 7; alias detail_props_override detail_props_none;setinfo props low" +alias props_medium "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod -1; alias detail_props_override detail_props_none;setinfo props medium" +alias props_high "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 20; cl_phys_props_respawndist 3000; cl_phys_props_respawnrate 120; r_propsmaxdist 900; r_drawdetailprops 1; detail_props_medium; alias detail_props_override detail_props_medium; r_staticprop_lod -1;setinfo props high" +alias props_ultra "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 300; cl_phys_props_respawndist 1500; cl_phys_props_respawnrate 60; r_propsmaxdist 3000; r_drawdetailprops 1; detail_props_full; alias detail_props_override detail_props_full; r_staticprop_lod 0;setinfo props ultra" + +setinfo props_low "" +setinfo props_medium "" +setinfo props_high "" +setinfo props_ultra "" + +// ---------------- +// '-- Ragdolls --' +// ---------------- +// Bodies that spawn on death with adjustable physics simulation and fading + +//cl_ragdoll_collide 0 // Disable ragdoll collisions +//cl_ragdoll_fade_time -3 // Remove ragdoll fade out delay +//cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds +//cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them +//cl_ragdoll_forcefade 0 // Enable ragdolls +//cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes + // from +//cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls +//g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks) +//g_ragdoll_lvfadespeed 10000 // ^ but in low violence +//ragdoll_sleepaftertime 0 // Instantly sleep ragdolls +//ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics + +alias ragdolls_off "cl_ragdoll_collide 0; cl_ragdoll_fade_time 0; cl_ragdoll_forcefade 1; cl_ragdoll_physics_enable 0; ragdoll_sleepaftertime 0; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls off" +alias ragdolls_medium "cl_ragdoll_collide 0; cl_ragdoll_fade_time 3; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 1; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls medium" +alias ragdolls_high "cl_ragdoll_collide 1; cl_ragdoll_fade_time 15; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 15; g_ragdoll_fadespeed 600; g_ragdoll_lvfadespeed 600;setinfo ragdolls high" + +setinfo ragdolls_off "" +setinfo ragdolls_medium "" +setinfo ragdolls_high "" + +// --------------- +// '-- General --' +// --------------- +// General/overall graphics settings + +mat_reducefillrate 0 // Increase shading quality +//mat_reducefillrate 1 // Simplify material shading and use some DX8 features +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 + // useful for if your GPU struggles to render a lot of pixels +mat_viewportupscale 1 // Upscale when using mat_viewportscale +//r_3dsky 1 // Enable 3D sky +//r_3dsky 0 // Disable 3D sky +r_dopixelvisibility 1 // Enable visibility testing for glows, halos and pretty lights +r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking +r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm +//r_pixelvisibility_partial 1 // Use partial visibility algorithm +//cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate +//cl_jiggle_bone_framerate_cutoff 1 // Never disable jigglebones +//cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones + +alias 3dsky_off "r_3dsky 0;setinfo 3dsky off" +alias 3dsky_on "r_3dsky 1;setinfo 3dsky on" + +setinfo 3dsky_off "" +setinfo 3dsky_on "" + +alias jigglebones_off "cl_jiggle_bone_framerate_cutoff 0;setinfo jigglebones off" +alias jigglebones_on "cl_jiggle_bone_framerate_cutoff 67;setinfo jigglebones on" +alias jigglebones_force_on "cl_jiggle_bone_framerate_cutoff 1;setinfo jigglebones force_on" + +setinfo jigglebones_off "" +setinfo jigglebones_on "" +setinfo jigglebones_force_on "" + +// -------------- +// '- Textures -' +// -------------- + +//mat_picmip 1 // Use less memory in a 32-bit process +//mat_picmip 2 // Use lowest quality textures +//mat_picmip -1 // Use highest quality textures +//mat_texture_limit 64000 // Limit texture size in KB per frame +//mat_filtertextures 1 // Filter textures +//mat_filtertextures 0 // Blocky textures + +alias textures_very_low "mat_picmip 2; mat_filtertextures 1; mat_filtertextures 0;setinfo textures very_low" +alias textures_low "mat_picmip 2; mat_filtertextures 0; mat_filtertextures 1;setinfo textures low" +alias textures_medium "mat_picmip 1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures medium" +alias textures_high "mat_picmip 0; mat_filtertextures 0; mat_filtertextures 1;setinfo textures high" +alias textures_very_high "mat_picmip -1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures very_high" + +setinfo textures_very_low "" +setinfo textures_low "" +setinfo textures_medium "" +setinfo textures_high "" +setinfo textures_very_high "" + +//mat_disable_fancy_blending 1 // Disable fancy blending of textures +//mat_disable_fancy_blending 0 // Enable fancy blending of textures + +alias texture_blending_off "mat_disable_fancy_blending 1;setinfo texture_blending off" +alias texture_blending_on "mat_disable_fancy_blending 0;setinfo texture_blending on" + +setinfo texture_blending_off "" +setinfo texture_blending_on "" + +//mat_bumpmap 1 // Enable bumpmaps +//mat_bumpmap 0 // Disable bumpmap materials + +alias bumpmap_off "mat_bumpmap 0;setinfo bumpmap off" +alias bumpmap_on "mat_bumpmap 1;setinfo bumpmap on" + +setinfo bumpmap_off "" +setinfo bumpmap_on "" + +//mat_specular 1 // Enable specular +//mat_specular 0 // Disable specular materials + +alias specular_off "mat_specular 0; setinfo specular off" +alias specular_on "mat_specular 1; setinfo specular on" + +setinfo specular_off "" +setinfo specular_on "" + +// ------------- +// '-- Ropes --' +// ------------- +// Ropes for Mannpower grappling hook and as decoration in maps + +//rope_rendersolid 1 // Render solid part of ropes +//rope_rendersolid 0 // Skip rendering solid part of ropes +//r_ropetranslucent 0 // Skip simulating ropes +//r_ropetranslucent 1 // Simulate ropes +//rope_solid_minalpha 0 // Skip drawing non-solid part of ropes +//rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen +//rope_solid_minalpha 0.2 // Enable solid alpha +//rope_solid_minwidth 0 // Always render non-solid ropes +//rope_smooth 0 // Skip a long smoothing operation for ropes +//rope_smooth 1 // Smooth ropes with a fake transparent rope +//rope_subdiv 0 // Skip heavy loops for rope subdivisions +//rope_subdiv 2 // Subdivide ropes +//rope_subdiv 7 // Max rope subdivides +//rope_collide 0 // Skip CPU heavy world collisions for ropes +//rope_collide 1 // Enable rope collisions +//rope_wind_dist 0 // Do not apply CPU intensive wind to ropes +//rope_wind_dist 1000 // Apply wind to ropes until this distance +rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0 +//rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time + +alias ropes_off "rope_rendersolid 0; r_ropetranslucent 0; rope_solid_minalpha 0; rope_smooth 0; rope_subdiv 0; rope_collide 0; rope_wind_dist 0;setinfo ropes off" +alias ropes_low "rope_rendersolid 1; r_ropetranslucent 0; rope_solid_minalpha 0; rope_solid_minwidth 0.1; rope_smooth 0; rope_subdiv 1; rope_collide 0; rope_wind_dist 0;setinfo ropes low" +alias ropes_high "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0.1; rope_smooth 1; rope_subdiv 2; rope_collide 0; rope_wind_dist 0;setinfo ropes high" +alias ropes_ultra "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0; rope_smooth 1; rope_subdiv 7; rope_collide 1; rope_wind_dist 1000;setinfo ropes ultra" + +setinfo ropes_off "" +setinfo ropes_low "" +setinfo ropes_high "" +setinfo ropes_ultra "" + +// -------------------- +// '-- Optimization --' +// -------------------- +// These settings will optimize TF2 without having any very noticeable effects to +// the user + +fps_max 240 // Prevent a possible memory leak with unlimited FPS using fps_max 0 + // Also, some Source systems assume the FPS will not go above 300 + // Finally, using 240 is a common multiple for monitor framerates, + // which is recommended for smoothness +mat_vsync 0 // Ensure VSync is disabled by default +engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because + // the focus detection can be buggy on some systems or while + // streaming and may limit your FPS, without you knowing +//engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2 +r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and + // then has the GPU quickly render the scene in a second pass, + // with the visible parts of the scene already calculated +r_entityclips 1 // Clip entities preferably using clip planes +disp_dynamic 0 // Do not use dynamic meshes for world geometry (displacements) +r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk +r_frustumcullworld 1 // Cull on world draw +r_worldlistcache 1 // Cache some world rendering +mat_clipz 1 // Clips what is drawn for a performance improvement +mat_use_compressed_hdr_textures 1 // Use compressed HDR textures +r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see +r_occludeemaxarea 1 // Skip occlusion of objects that are too large to test for +r_occluderminarea 10 // Skip occluders that are too small to block anything worth our time +mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries +//mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak GPUs +host_flush_threshold 0 // Early finish to a Xbox 360 only flush task +r_norefresh 1 // Do not store a useless and unused frame time variable +fast_fogvolume 1 // Use a fast path method to find the visible fog volume +r_pixelfog 1 // Use a pixel shader for fog if possible +//r_pixelfog 0 // Do not use a higher level pixel shader for fog on weak GPUs +mat_compressedtextures 1 // Allow for compressed textures +mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory +mat_mipmaptextures 1 // Mipmap textures to optimize textures +//nb_shadow_dist 200 // Do not use shadows from far away (NextBot system) +//nb_shadow_dist 0 // Disable shadow distance +//nb_shadow_dist 400 // Default distance for NextBot shadows +cl_ShowBoneSetupEnts 0 // Ensure this debug command is disabled +sv_alternateticks 0 // Run every tick +//sv_alternateticks 1 // Skip every other tick to reduce CPU usage +mod_offline_hdr_switch 1 + +// -------------- +// '-- OpenGL --' +// -------------- +// Optimizations for OpenGL platforms (Linux and macOS) + +gl_pow2_tempmem 1 // Makes memory allocation behavior more stable +//mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps + // Commented by default due to possible issues on Windows systems +//mat_texture_reload_frame_swap_workaround 0 // Skip extra frame swaps +gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround +gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling +gl_batch_tex_destroys 0 // ^ +gl_minimize_all_tex 1 // Minimize textures by removing mipmaps if they were not requested to keep memory usage lower +gl_minimize_rt_tex 0 // Do not try to minimize textures for RTs +gl_nullqueries 0 // Queries +gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS +gl_debug_output 0 // Disable debug messages +gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too +gl_paircache_rows_lg2 11 // Increase shader pair cache size +gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size +//gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support +//gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround + +// ================== +// '--- Gameplay ---' +// ================== +// Adjusts how the game behaves + +//cl_autoreload 1 // Auto reload clip +//cl_autorezoom 1 // Automatically rezoom sniper rifle +//tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged +//tf_medigun_autoheal 1 // Keep healing allies +//tf_remember_activeweapon 1 // Remember last held weapon +//tf_remember_lastswitched 1 // Remember quick switch weapon +//tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes + +// ============= +// '--- HUD ---' +// ============= +// --------------- +// '-- General --' +// --------------- +// General/misc HUD settings + +//cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug +//cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD +//cl_hud_minmode 1 // HUD min mode +//hud_fastswitch 1 // Weapon switch behavior + // 0 - PC Buckets + // select weapons from the side of your screen, fire to confirm + // 1 - PC Fast Switch + // fast switch for PC buckets (no fire to confirm) + // 2 - Buckets Plus: + // fast switch + // weapon selection window comes up at the middle of your screen + // can select weapons without ammo (but not switch to them) + // 3 - Carousel scroll: + // fast switch + // slot 1 = last weapon, slot 2 = next weapon, + // slot 3 = swap weapon, slot 4 = previous weapon +//cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS +//tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise + // Currently has a bug where mouse mode does not activate when spectating +//tf_scoreboard_mouse_mode 1 // Always use mouse mode when scoreboard is open +//tf_scoreboard_mouse_mode 0 // Always look around, even when the scoreboard is open +//tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard +//tf_use_match_hud 1 // Show the top player bar on all servers +tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel +tf_dashboard_slide_time 0.25 // Time in seconds for dashboard transitions +tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view +//tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view +tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view +tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom +//tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker +//tf_build_menu_controller_mode 1 // Use controller style engineer build menu +//tf_disguise_menu_controller_mode 1 // Controller disguise menu +//tf_simple_disguise_menu 0 // Concise disguise menu +//tf_colorblindassist 1 // Colorblind mode +//cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros) +sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD +//hud_classautokill 0 // No suicide on class change +tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again +tf_healthicon_height_offset 10 // Offset of heath icon +//tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope +tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building +tf_rd_finale_beep_time 10 // Beep time during robot destruction victory +tf_hud_show_servertimelimit 1 // Show server map time +tf_hud_target_id_alpha 100 // Transparency of target ID +//tf_hud_target_id_disable_floating_health 0 // Show floating health bar +//tf_hud_target_id_disable_floating_health 1 // Hide floating health bar +hud_medichealtargetmarker 1 // Shows medic heal target with a small marker +tf_hud_target_id_offset 0 // Vertical offset of target ID +tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends +//tf_spectator_target_location 0 // 0 - center (default) + // 1 - bottom left + // 2 - bottom center + // 3 - bottom right +hud_freezecamhide 0 // Show the HUD during freeze-cam +//hud_freezecamhide 1 // Hide the HUD during freeze-cam +tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard +//tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard +//cl_hudhint_sound 0 // Disable HUD sounds +//cl_mainmenu_safemode 1 // Dev safe mode for main menu +//tf_queue_spinner_color 0 // Orange queue TF logo spinner +//tf_queue_spinner_color 1 // Blue queue TF logo spinner + +alias hud_player_model_off "cl_hud_playerclass_use_playermodel 0;setinfo hud_player_model off" +alias hud_player_model_on "cl_hud_playerclass_use_playermodel 1;setinfo hud_player_model on" + +setinfo hud_player_model_off "" +setinfo hud_player_model_on "" + +// ------------------- +// '-- Combat Text --' +// ------------------- +// Damage and healing text above players + +//hud_combattext 1 // Enable damage text +//hud_combattext_batching 1 // Collect damage into 1 number over a time interval +//hud_combattext_batching_window 0.3 // Time in seconds to collect damage +//hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear +//hud_combattext_healing 1 // Show healing text +//hud_combattext_red 255 // Red value for damage text color (0 to 255) +//hud_combattext_green 0 // Green value for damage text color (0 to 255) +//hud_combattext_blue 0 // Blue value for damage text color (0 to 255) + +// ---------------- +// '-- Messages --' +// ---------------- +// Text chat and other messages + +//hud_saytext_time 10 // How long in seconds chat messages stay on screen +//hud_saytext_time 0 // Disable chat +//cl_showtextmsg 1 // Enable text messages in chat (voice lines) +//cl_showtextmsg 0 // Disable text messages +//cl_showpluginmessages 1 // Show messages from server plugins +//cl_showpluginmessages 0 // Deny messages from server plugins +//cl_chatfilters 63 // Chat Filter - enable parts of chat (not working due to a bug): + // 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_chatfilters 0 // Disable all chat messages +//cl_chatfilters 59 // Disable just user chat +cl_mute_all_comms 1 // Disable text and voice for muted players +//cl_mute_all_comms 0 // Disable voice for muted players +//hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen +tf_chat_popup_hold_time 2 // How long party messages appear on the main menu + +alias messages_enable "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 1; cl_chatfilters 63;setinfo messages enable" +alias messages_disable "hud_saytext_time 0; cl_showtextmsg 0; cl_showpluginmessages 0; cl_chatfilters 0;setinfo messages disable" +alias messages_userchat "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 0; cl_chatfilters 4;setinfo messages userchat" + +setinfo messages_enable "" +setinfo messages_disable "" +setinfo messages_userchat "" + +alias messages messages_enable + +alias killfeed_off "hud_deathnotice_time 0;setinfo killfeed off" +alias killfeed_on "hud_deathnotice_time 5.5;setinfo killfeed on" + +setinfo killfeed_off "" +setinfo killfeed_on "" + +alias killfeed killfeed_on + +// ---------------- +// '-- Backpack --' +// ---------------- +// Inventory, economy and backpack + +tf_time_loading_item_panels 0.0003 // Decrease time spent per frame loading item panels +cl_spec_carrieditems 1 // Show spectated player items +//cl_spec_carrieditems 0 // Do not show spectated player items +tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items +//tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options +//cl_showbackpackrarities 1 // Show item rarity color borders in backpack + +// ----------------- +// '-- Crosshair --' +// ----------------- +// Aiming recticle or crosshair + +//cl_crosshairalpha 100 // Crosshair translucency (0 to 255) +//cl_crosshairalpha 255 // Disable transparency for lowend computers +//cl_crosshair_red 156 // Crosshair red (0 to 255) +//cl_crosshair_green 39 // Crosshair green (0 to 255) +//cl_crosshair_blue 176 // Crosshair blue (0 to 255) +//cl_crosshair_scale 64 // Size of crosshair +//cl_crosshair_file 0 // Style of crosshair +//cl_dynamiccrosshair 1 // Change crosshair according to weapon state (ambassador) +//cl_observercrosshair 0 // Disable crosshair in spectator +//crosshair 0 // Disable crosshair + +// ------------------- +// '-- Killstreaks --' +// ------------------- +// Killstreak messages from weapons + +cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255) +//cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers +cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2) +cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds +//cl_hud_killstreak_display_time 0 // Disable killstreak banner + +alias killstreaks_off "cl_hud_killstreak_display_time 0;setinfo killstreaks off" +alias killstreaks_low "cl_hud_killstreak_display_alpha 255; cl_hud_killstreak_display_time 2.25;setinfo killstreaks low" +alias killstreaks_high "cl_hud_killstreak_display_alpha 100; cl_hud_killstreak_display_time 2.25;setinfo killstreaks high" + +setinfo killstreaks_off "" +setinfo killstreaks_low "" +setinfo killstreaks_high "" + +alias killstreaks killstreaks_high + +// --------------------- +// '-- Notifications --' +// --------------------- +// In-game notifications for trade offers, requests, events, etc + +cl_notifications_max_num_visible 1 // Reduce number of visible notifications +//cl_notifications_max_num_visible 3 // Default number of visible notifications +cl_notifications_move_time 0.1 // Make notification transition shorter +//cl_notifications_show_ingame 0 // Do not show notifications in game +tf_notifications_push_bottom 0 // Keep notifications at the top of the stack +//tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack +cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting +//cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting +cl_vote_ui_show_notification 0 // Hide voting notifications +//cl_vote_ui_show_notification 1 // Show voting notifications +tf_hud_notification_duration 2 // How long notifications should display + +// ----------------- +// '-- Contracts --' +// ----------------- +// Contracts as part of campaigns + +//tf_contract_competitive_show 2 // During competitive matches, contract visibility: + // 0 - never + // 1 - all + // 2 - active only +//tf_contract_progress_show 1 // During all matches, contract visibility: + // 0 - never + // 1 - all + // 2 - active only +tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract +//tf_quest_notification_line_delay 1 // Default voice line delay + +// -------------------- +// '-- Achievements --' +// -------------------- +// Achievement effects and HUD tracker + +hud_achievement_glowtime 1 // Glow achievements for a little while shorter +hud_achievement_tracker 2 // Achievements tracked at once +hud_achievement_count 4 // Max achievements shown on HUD + +// ------------ +// '-- Info --' +// ------------ +// Additional HUD elements for extra info +// Adding additional HUD elements decreases FPS by a small amount + +//cl_showfps 2 // FPS meter, 1 = show, 2 = smooth +//cl_showpos 1 // Current position, angle and velocity +//cl_showbattery 1 // Battery meter +//cl_show_num_particle_systems 1 // Show number of particle systems +cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave + +alias debug_on "cl_showfps 2; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 1; developer 1;setinfo debug on" +alias debug_off "cl_showfps 0; cl_showpos 0; cl_showbattery 0; cl_show_num_particle_systems 0; developer 0;setinfo debug off" +alias debug_on_partial "cl_showfps 1; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 0;setinfo debug on_partial" + +alias debug debug_off + +// ----------------------- +// '-- Closed Captions --' +// ----------------------- +// Customization of notifications of sounds and voices in closed captions + +//cc_linger_time 1 // Seconds for captions to stay on screen +//cc_minvisibleitems 1 // Minimum captions to shown +//cc_predisplay_time 0 // Delay between the sound and showing the caption +//cc_sentencecaptionnorepeat 4 // How many times a caption can repeat +//snd_vox_captiontrace 1 // show sentence IDs when there is no caption + +// ---------------- +// '-- Netgraph --' +// ---------------- +// Advanced HUD display of network info and FPS + +//net_graph 0 // netgraph display + // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats +//net_graphpos 1 // the horizontal position of the netgraph + // 0 = left, 1 = right, 2 = middle + // anything else will set the x coordinate of the graph's left edge +//net_graphheight 64 // height of the text part of the graph +//net_graphproportionalfont 1 // scale fonts as the screen resolution goes up +//net_scale 5 // the height of the graph portion +net_graphsolid 0 // draw height ticks as single ticks (small optimization) +//net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle +//net_graphtext 1 // draw text fields +//net_graphmsecs 400 // over how many milliseconds should the text area measure +//net_graphshowlatency 1 // show the latency part of the graph +//net_graphshowinterp 1 // show the interpolation part of the graph + +// --------------- +// '-- Console --' +// --------------- +// Developer console customization + +con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages +//con_nprint_bgalpha 255 // Disable transparency for lowend computers +con_nprint_bgborder 1 // Console border for special debug messages +//con_nprint_bgborder 0 // Disable border on lowend computers + +// ============== +// '--- View ---' +// ============== +// The character view and viewmodel + +fov_desired 90 // See more of the battlefield +//fov_desired 75 // Render less for very lowend computers +//r_drawviewmodel 1 // Draw weapon viewmodel model +//r_drawviewmodel 0 // Hide weapon viewmodel +//viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70 +//cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner +//cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner +//tf_use_min_viewmodels 0 // Use default viewmodel position +//tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen +//cl_first_person_uses_world_model 0 // Draw viewmodel +//cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel +//tf_medieval_thirdperson 1 // Third person view in medieval mode +//tf_taunt_first_person 1 // First person taunt +//glow_outline_effect_enable 1 // Enable ally and objective xrays +//glow_outline_effect_enable 0 // Disable all xrays +//tf_enable_glows_after_respawn 1 // Enable spawn xrays +//tf_enable_glows_after_respawn 0 // Disable spawn xrays +//tf_spec_xray_disable 0 // Enable xrays while spectating +//tf_spec_xray_disable 1 // Disable xrays while spectating +tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode +//tf_spectate_pyrovision 1 // Spectate in pyrovision +//spec_autodirector 0 // Choose best view mode automatically +//tf_romevision_opt_in 1 // Opt into Romevision +//tf_sheen_alpha_firstperson 0 // Disable sheens + +alias xrays_off "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 0; tf_spec_xray_disable 1;setinfo xrays off" +alias xrays_low "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays low" +alias xrays_high "glow_outline_effect_enable 1; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays high" + +setinfo xrays_off "" +setinfo xrays_low "" +setinfo xrays_high "" + +// =========================== +// '--- Demos and Replays ---' +// =========================== +// Adjusts the recording and playback of demos and replays + +// ------------- +// '-- Demos --' +// ------------- + +//demo_recordcommands 1 // Record console commands in your demos +//demo_fov_override 0 // FOV override for demo playback, if non-zero + +// -------------------- +// '-- Demo Support --' +// -------------------- + +//ds_enable 0 // 0 - Manual + // 1 - Record competitive matchmaking + // 2 - Record everything + // 3 - Record mp_tournament matches +//ds_autodelete 1 // Automatically delete demos with no bookmarks or killstreaks +//ds_dir demos // Put all recorded demos in this folder (under tf/) +//ds_kill_delay 15 // Max time between kills to count for a killstreak +//ds_log 1 // Log killstreaks and bookmarks to an associated text file +//ds_mark name // Create a bookmark with a single word name +//ds_min_streak 4 // Minimum killstreak count before logging it +//ds_notify 0 // Output when getting a killstreak or bookmarking + // 0 - to console + // 1 - to console and chat + // 2 - to console and HUD +//ds_prefix "" // Prefix file names with this text +//ds_record // Start recording a demo +//ds_stop // Stop recording a demo +//ds_screens 1 // Take a screenshot of the scoreboard when the round ends +//ds_sound 1 // Play the filming sound effect for when demo support starts and stops recording + +// --------------- +// '-- Replays --' +// --------------- + +tf_replay_pyrovision 0 // Do not force use pyrovision in replays +//tf_replay_pyrovision 1 // Watch replays in pyrovision +//replay_cache_client_ragdolls 1 // Record client side ragdolls +//replay_voice_during_playback 1 // Play voice chat during replay playback +//replay_rendersetting_renderglow 1 // Render xray effect + +// ============== +// '--- Misc ---' +// ============== +// Settings that do not fit into a category + +bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously +ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods +//ai_frametime_limit 50 // Do not use simpler AI + +// ================ +// '--- Memory ---' +// ================ +// Adjustments to memory allocation + +mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems +mem_max_heapsize 320 +lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it +cl_always_flush_models 0 // Keep models loaded in between map loads and prevent crashes from model flushing +//cl_always_flush_models 1 // Remove models from memory every map load to keep memory usage low +mat_levelflush 1 // Clear temporary memory to prevent overloading memory stores +sv_forcepreload 0 // Disable harmful force preload enabled in other configs +mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw + +// ==================== +// '--- Filesystem ---' +// ==================== +// ------------- +// '-- Sizes --' +// ------------- +// Set buffer and file read sizes + +filesystem_buffer_size 8192 // Use a 8KB buffer for the filesystem +//filesystem_max_stdio_read 64 // Use a higher max read cap (64MB) +filesystem_max_stdio_read 31 // Use standard read cap + +// --------------- +// '-- General --' +// --------------- +// Set up filesystem parameters + +filesystem_native 1 // Use native filesystem calls if available +filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async + +// ------------------- +// '-- Model Cache --' +// ------------------- +// Control loading and caching models + +mod_load_anims_async 1 // Enable async animation loading +mod_load_mesh_async 1 // Enable async mesh loading +mod_load_vcollide_async 0 // Enable async vcollide loading +mod_lock_mdls_on_load 0 // Do not lock models due to some issues with them being locked +mod_forcetouchdata 1 // Put all model data into cache on load +mod_touchalldata 1 // Load submodels +mod_forcedata 1 // Cache submodel data + +// =============== +// '--- Sound ---' +// =============== +// ----------------- +// '-- Hitsounds --' +// ----------------- +// Damage sound played on hit and on kill + +//tf_dingalingaling_lasthit 1 // Play killsounds +//tf_dingaling_lasthit_pitchmaxdmg 65 // Pitch for killsound on >=150 damage +//tf_dingaling_lasthit_pitchmindmg 127 // Pitch for killsound on <=10 damage +//tf_dingaling_lasthit_volume 0.7 // Killsound volume +//tf_dingalingaling_last_effect 0 // Which sound to use for the killsound +//tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set +//tf_dingalingaling 1 // Play hitsounds +//tf_dingaling_pitchmaxdmg 65 // Pitch for hitsound on >=150 damage +//tf_dingaling_pitchmindmg 127 // Pitch for hitsound on <=10 damage +//tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again +//tf_dingaling_volume 0.7 // Hitsound volume +//tf_dingalingaling_effect 0 // Which sound to use for the hitsound +//tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set +tf_dingalingaling_repeat_delay 0.008 + +// ----------------- +// '-- Threading --' +// ----------------- +// Threading options to take advantage of modern CPUs for the sound system + +snd_async_fullyasync 1 // Play sounds independently of main engine work +snd_async_minsize 0 // Fast async check when snd_async_fullyasync is enabled +snd_mix_async 1 // Use another thread to mix sounds +//snd_mix_async 0 // Disable async mixing on CPUs with less than 4 threads +phonemedelay 0 // Do not delay lip sync a lot with an async sound system + +// --------------- +// '-- General --' +// --------------- +// General/misc sound settings + +//volume 1 // Set the master volume +//snd_musicvolume 1 // Set music volume +snd_delay_sound_shift 0.01 // Give some time to allow for better synced + // sounds by providing a little bit of extra room on + // the sound processing time calculations +//snd_delay_sound_shift 0.03 // Allow for more variance in sounds processing + // delays on slow CPUs +snd_mixahead 0.066 // Balance between sound delay and less demand on the CPU +//snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them +//snd_mixahead 0.15 // Use a longer value to batch mixing loads +//cl_soundemitter_flush // Command to clear out the loaded sounds file +//cl_soundscape_flush // Command to clear out the loaded soundscapes file + +// --------------- +// '-- Quality --' +// --------------- +// Adjust the quality of sound + +//snd_pitchquality 0 // Use linear mixer for sound, performance benefit +//snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase +//snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume +//snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others +//snd_surround_speakers -1 // Autodetect speaker configuration from OS +//snd_surround_speakers 0 // Force headphones +//snd_surround_speakers 2 // Force mono/stereo +//snd_surround_speakers 4 // Force quad +//snd_surround_speakers 5 // Force 5.1 +//snd_surround_speakers 7 // Force 7.1 +//windows_speaker_config 4 // Windows speaker configuration + +// ---------------------- +// '-- Spatialization --' +// ---------------------- +// Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters) + +//dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays +//dsp_enhance_stereo 1 // Enable to apply spatial DSP effects to all channels (for use with stereo, not surround sound) +//dsp_slow_cpu 0 // Use enhanced positional effects +//dsp_slow_cpu 1 // Disable initialization of enhanced spatialization +//snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit. +//snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm. + // Pretty reasonable performance benefit, but delay in spatialization. +//snd_spatialize_roundrobin 0 // Spatialize every frame +//dsp_room 0 // Disable automatic DSP +//dsp_room 1 // Enable automatic DSP, adjusts DSP according to the room type/size you are in +//dsp_facingaway 0 // Disable the facing away DSP effect +//dsp_facingaway 30 // Use a low pass filter for sounds you are facing away from +//dsp_facingaway 31 // Use a low pass filter + 80ms delay for sounds you are facing away from +//dsp_speaker 50 // Administrator effect (can be 50 to 59) +//dsp_speaker 0 // Disable administrator effect +//dsp_water 14 // Water muffling effect (small delay) +//dsp_water 15 // Water muffling effect (medium delay) +//dsp_water 16 // Water muffling effect (large delay) +//dsp_water 0 // Disable water muffling effect +//dsp_spatial 40 // Spatial delay effect for positional audio +//dsp_spatial 0 // Disable spatial effect + +// -------------------- +// '-- Optimization --' +// -------------------- +// Optimizations with no noticeable effect on the listener + +snd_lockpartial 1 // Use interleaved, partial locking sound algorithm +snd_cull_duplicates 0 // Do not skip playing duplicate sounds +//snd_cull_duplicates 1 // Only play one of each sound at a time +voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality +voice_buffer_ms 200 // Buffer voice stream for better quality, at a slight delay +snd_noextraupdate 1 // Do not update sound twice +//snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame +//snd_defer_trace 0 // Immediately trace on the first frame +snd_async_spew_blocking 0 // Disable async spew +dsp_enhance_stereo 0 +snd_defer_trace 1 +snd_noextraupdate 1 + +alias sound_low "snd_disable_mixer_duck 1; snd_pitchquality 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 3; dsp_room 0; dsp_facingaway 0; dsp_speaker 0; dsp_water 0; dsp_spatial 0; setinfo sound low" +alias sound_medium "snd_disable_mixer_duck 0; snd_pitchquality 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 0; dsp_speaker 50; dsp_water 0; dsp_spatial 40; setinfo sound medium" +alias sound_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_slow_cpu 0; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; setinfo sound high" +alias sound_very_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; setinfo sound very_high" +alias sound_ultra "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 1; dsp_facingaway 31; dsp_speaker 59; dsp_water 16; dsp_spatial 40; setinfo sound ultra" + +setinfo sound_low "" +setinfo sound_medium "" +setinfo sound_high "" +setinfo sound_very_high "" +setinfo sound_ultra "" + +// =============== +// '--- Input ---' +// =============== +// ---------------- +// '-- Keyboard --' +// ---------------- +// Keyboard adjustments + +//in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only +//cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right) +//cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown) + +// ------------- +// '-- Mouse --' +// ------------- +// Mouse movement and aiming + +//m_pitch 0.022 // Pitch factor +//m_yaw 0.022 // Yaw factor +//sensitivity 3 // Mouse sensitivity +//m_limitedcapture_workaround 1 // Workaround for mouse capture issues +//m_filter 0 // Do not average mouse input over two frames, more responsive mouse input +//m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability +//m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd) +//m_mouseaccel1 0 // ^ (-noforcemaccel) +//m_mouseaccel2 0 // ^ (-noforcemaccel) +//m_rawinput 1 // Use raw input from mouse +//m_customaccel 0 // custom mouse acceleration + // 0 - no custom acceleration + // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity) + // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. + // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity +//m_customaccel_scale 0.04 // ^ +//m_customaccel_max 0 // ^ +//m_customaccel_exponent 1 // ^ +//zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped +cl_idealpitchscale 1.3 // When changing pitch, use this rate + +// ------------------------ +// '-- Steam Controller --' +// ------------------------ +// Controls Steam Controller/Steam Input + +//sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents +//sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents +//sc_look_sensitivity_scale 1 // Steam controller sensitivity scale +//sc_pitch_sensitivity 1 // Additional pitch specific sensitivty +//sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity +//sc_yaw_sensitivity 1 // Additional yaw specific sensitivity +//sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity +//sc_show_binding_panel // Launch Steam Controller binding UI +//sc_status // Show Steam Controller status + +// ------------------- +// '-- Bumper Cars --' +// ------------------- +// Input during bumper cars + +//tf_halloween_kart_pitch 10 // Pitch value for the camera +//tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast +//tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow + +echo " " +echo " " +echo " " +echo " " +echo " ******************************* " +echo " ******************************* " +echo " ** mastercomfig 6.9.0 loaded ** " +echo " ** July 14 2018 ** " +echo " ******************************* " +echo " ******************************* " +echo " " +echo " " +echo " " +echo " " +alias version_comfig "echo mastercomfig version: 6.9.0 | July 14 2018" + +alias game_override "cheap_water_override; detail_props_override" // Set game override alias + +// --------------------------------- +// '-- User-Overrideable Aliases --' +// --------------------------------- + +alias class_config_scout "exec scout_c" +alias class_config_soldier "exec soldier_c" +alias class_config_pyro "exec pyro_c" +alias class_config_demoman "exec demoman_c" +alias class_config_heavyweapons "exec heavyweapons_c" +alias class_config_engineer "exec engineer_c" +alias class_config_medic "exec medic_c" +alias class_config_sniper "exec sniper_c" +alias class_config_spy "exec spy_c" + +alias game_overrides_c "exec game_overrides_c" +alias listenserver_c "exec listenserver_c" +// Medium high preset +// Disables unoptimized features and optimize the game without making it look bad + +alias lod lod_medium_high +alias lighting lighting_medium_high +alias shadows shadows_off +alias effects effects_medium +alias water water_medium_high +alias particles particles_low +alias aa aa_medium +alias aa_msaa "" +alias post_processing post_processing_off +alias pyrovision pyrovision_low +alias motion_blur motion_blur_off +alias texture_filter texture_filter_trilinear +alias characters characters_medium_high +alias decals decals_low +alias decals_models decals_models_off +alias decals_art decals_art_on +alias sprays sprays_on +alias gibs gibs_low +alias ragdolls ragdolls_off +alias textures textures_high +alias texture_blending texture_blending_on +alias bumpmap bumpmap_on +alias specular specular_on +alias props props_medium +alias ropes ropes_low +alias xrays xrays_high +alias sound sound_high +alias messages messages_enable +alias 3dsky 3dsky_on +alias jigglebones jigglebones_on +alias hud_player_model hud_player_model_off + +echo "Medium High preset selected" diff --git a/heavyweapons.cfg b/heavyweapons.cfg new file mode 100644 index 0000000..21f4a42 --- /dev/null +++ b/heavyweapons.cfg @@ -0,0 +1,8 @@ +//heavy settings +//Made with cfg.tf - custom Team Fortress 2 config generator + +exec binds + +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate_flipped" +bind "3" "slot3;viewmoddelstate_flipped" diff --git a/local-map.cfg b/local-map.cfg new file mode 100644 index 0000000..4fb385f --- /dev/null +++ b/local-map.cfg @@ -0,0 +1,8 @@ +//CustomConfig +map mvm_ghost_town +// map plr_hightower +host_thread_mode 0 +mp_disable_respawn_times 1 +tf_forced_holiday 2 +mp_teams_unbalance_limit 99 +tf_mvm_min_players_to_start 1 diff --git a/medic.cfg b/medic.cfg new file mode 100644 index 0000000..2d57022 --- /dev/null +++ b/medic.cfg @@ -0,0 +1,10 @@ +//medic settings +//Made with cfg.tf - custom Team Fortress 2 config generator + +exec binds +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate_flipped" +bind "3" "slot3;viewmoddelstate_flipped" + +bind mouse5 +attack3 +bind mouse4 +use_action_slot_item \ No newline at end of file diff --git a/network.cfg b/network.cfg new file mode 100644 index 0000000..55c4ca8 --- /dev/null +++ b/network.cfg @@ -0,0 +1,11 @@ +//network settings +//Made with cfg.tf - custom Team Fortress 2 config generator + +cl_updaterate 66 +cl_cmdrate 66 +rate 196608 + +cl_interp 0 +cl_interp_ratio 1 + +cl_smooth 1 diff --git a/pyro.cfg b/pyro.cfg new file mode 100644 index 0000000..09e8677 --- /dev/null +++ b/pyro.cfg @@ -0,0 +1,9 @@ +//pyro settings +//Made with cfg.tf - custom Team Fortress 2 config generator +exec binds +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate_flipped" +bind "3" "slot3;viewmoddelstate_flipped" + + + diff --git a/saxtonhale.cfg b/saxtonhale.cfg new file mode 100644 index 0000000..b61f23f --- /dev/null +++ b/saxtonhale.cfg @@ -0,0 +1,24 @@ +//CustomConfig +//sv_cheats 1 +// addcond 74 +//addcond 56 +//addcond 13 +//addcond 16 +//addcond 20 +//addcond 21 +//addcond 32 +//addcond 60 +//addcond 59 +//addcond 58 +//addcond 72 +//addcond 6 +//addcond 91 +//addcond 97 +//addcond 109 +//addcond 130 + +// host_timescale 10 +bind mouse3 "ent_create tank_boss speed 400 modelscale 0.3" +bind mouse4 "ent_fire !picker setbuilder !player; ent_create obj_dispenser teamnum 2 defaultupgrade 2 spawnflags 4" +bind mouse5 "ent_create headless_hatman teamnum 2 modelscale 4" +currency_give 999999 diff --git a/scout.cfg b/scout.cfg new file mode 100644 index 0000000..5c2d31d --- /dev/null +++ b/scout.cfg @@ -0,0 +1,9 @@ +//scout settings +//Made with cfg.tf - custom Team Fortress 2 config generator +exec binds +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate" +bind "3" "slot3;viewmoddelstate_flipped" + + + diff --git a/settings.cfg b/settings.cfg new file mode 100644 index 0000000..1048a58 --- /dev/null +++ b/settings.cfg @@ -0,0 +1,101 @@ +//tf2 settings +//Made with cfg.tf - custom Team Fortress 2 config generator + +//Autoheal, min viewmodels, fastswitch etc. + +con_enable 1 +developer 0 +///--- + +fov_desired 90 +viewmodel_fov 100 +viewmodel_fov_demo 75 + +tf_use_min_viewmodels 1 + +///--- + +hud_medicautocallers 1 +// 100 - 20.5*2 (2 small first aid kits) +hud_medicautocallersthreshold 59 +///--- + +hud_combattext_batching 1 +hud_combattext_batching_window 0.7 +///--- + +tf_dingalingaling 1 +tf_dingalingaling_repeat_delay 0.0 +tf_dingaling_volume 1 +tf_dingaling_pitchmindmg 75 +tf_dingaling_pitchmaxdmg 195 + +tf_dingalingaling_lasthit 1 +tf_dingaling_lasthit_volume 1 +tf_dingaling_lasthit_pitchmindmg 100 +tf_dingaling_lasthit_pitchmaxdmg 100 +///--- + +tf_remember_activeweapon 1 +tf_remember_lastswitched 1 +m_rawinput 1 +///--- + +ds_enable 0 +ds_dir demos +ds_notify 1 +ds_sound on +ds_min_streak 4 +///--- + + +cl_training_class_unlock_all +// > Bitfield representing what classes have been used to complete training. +// 111 111 111 +cl_training_completed_with_classes 511 + +tf_training_has_prompted_for_forums 1 +tf_training_has_prompted_for_loadout 1 +tf_training_has_prompted_for_offline_practice 1 +tf_training_has_prompted_for_options 1 +tf_training_has_prompted_for_training 1 + +tf_explanations_backpackpanel 1 +tf_explanations_charinfo_armory_panel 1 +tf_explanations_charinfopanel 1 +tf_explanations_craftingpanel 1 +tf_explanations_discardpanel 1 +tf_explanations_store 1 + +tf_show_preset_explanation_in_class_loadout 0 +tf_show_taunt_explanation_in_class_loadout 0 + +tf_casual_welcome_hide_forever 1 +tf_comp_welcome_hide_forever 1 +tf_matchmaking_ticket_help 0 +tf_show_maps_details_explanation_count 0 + +cl_ask_blacklist_opt_out 1 +cl_ask_favorite_opt_out 1 + +sb_dontshow_maxplayer_warning 1 +cl_hud_playerclass_playermodel_showed_confirm_dialog 1 +tf_mvm_tabs_discovered 3 +tf_coach_request_nevershowagain 1 +///--- + +//Advanced options +hud_fastswitch 1 +cl_autoreload 1 +tf_colorblindassist 0 +cl_use_tournament_specgui 0 +cl_hud_playerclass_use_playermodel 1 +cl_disablehtmlmotd 0 +hud_classautokill 1 +tf_medigun_autoheal 1 +hud_medichealtargetmarker 1 +tf_simple_disguise_menu 0 +cl_autorezoom 1 +tf_sniper_fullcharge_bell 1 +tf_hud_no_crosshair_on_scope_zoom 1 +tf_scoreboard_ping_as_text 1 diff --git a/sniper.cfg b/sniper.cfg new file mode 100644 index 0000000..b3d3681 --- /dev/null +++ b/sniper.cfg @@ -0,0 +1,7 @@ +//sniper settings +//Made with cfg.tf - custom Team Fortress 2 config generator +exec binds +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate" +bind "3" "slot3;viewmoddelstate_flipped" + diff --git a/soldier.cfg b/soldier.cfg new file mode 100644 index 0000000..ce84dc4 --- /dev/null +++ b/soldier.cfg @@ -0,0 +1,10 @@ +//soldier settings +//Made with cfg.tf - custom Team Fortress 2 config generator +exec binds +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate" +bind "3" "slot3;viewmoddelstate_flipped" + + + + diff --git a/spy.cfg b/spy.cfg new file mode 100644 index 0000000..ef6a13a --- /dev/null +++ b/spy.cfg @@ -0,0 +1,8 @@ +//spy settings +//Made with cfg.tf - custom Team Fortress 2 config generator +exec binds + +bind "1" "slot1;viewmoddelstate" +bind "2" "slot2;viewmoddelstate" +bind "3" "slot3;viewmoddelstate_flipped" +bind "4" "slot4;viewmoddelstate_flipped" diff --git a/tweaks/confilter.cfg b/tweaks/confilter.cfg new file mode 100644 index 0000000..639f4df --- /dev/null +++ b/tweaks/confilter.cfg @@ -0,0 +1,5 @@ +//filter out "Error" from console +//Made with cfg.tf - custom Team Fortress 2 config generator + +con_filter_enable 1 +con_filter_text_out "Error" diff --git a/tweaks/null.cfg b/tweaks/null.cfg new file mode 100644 index 0000000..dd04d89 --- /dev/null +++ b/tweaks/null.cfg @@ -0,0 +1,30 @@ +//null-cancelling movement script +//Made with cfg.tf - custom Team Fortress 2 config generator + +alias null "" + +alias +nmov_forward "-back ; +forward; alias nmov_reforward +forward" +alias +nmov_back "-forward; +back ; alias nmov_reback +back" + +alias -nmov_forward "-forward; nmov_reback ; alias nmov_reforward null" +alias -nmov_back "-back ; nmov_reforward; alias nmov_reback null" +///--- + +alias +nmov_moveleft "-moveright; +moveleft ; alias nmov_removeleft +moveleft" +alias +nmov_moveright "-moveleft ; +moveright; alias nmov_removeright +moveright" + +alias -nmov_moveleft "-moveleft ; nmov_removeright; alias nmov_removeleft null" +alias -nmov_moveright "-moveright; nmov_removeleft ; alias nmov_removeright null" +///--- + +alias nmov_reforward null +alias nmov_reback null + +alias nmov_removeleft null +alias nmov_removeright null +///--- + +bind w +nmov_forward +bind s +nmov_back +bind a +nmov_moveleft +bind d +nmov_moveright diff --git a/tweaks/scripts.cfg b/tweaks/scripts.cfg new file mode 100644 index 0000000..1a6b7a7 --- /dev/null +++ b/tweaks/scripts.cfg @@ -0,0 +1,8 @@ +//CustomConfig +echo ............................................................................................................ +echo Loaded Custom viewmoddelstatmap +alias toggleviewmoddel toggleviewmoddel_on +alias toggleviewmoddel_on "alias viewmoddelstate "r_drawviewmodel 1";alias viewmoddelstate_flipped "r_drawviewmodel 1"; alias toggleviewmoddel toggleviewmoddel_off;echo Changed viewmoddelstate To On" +alias toggleviewmoddel_off "alias viewmoddelstate "r_drawviewmodel 0";alias viewmoddelstate_flipped "r_drawviewmodel 1"; alias toggleviewmoddel toggleviewmoddel_on;echo Changed viewmoddelstate To Off" + +toggleviewmoddel_off diff --git a/tweaks/tabgraph.cfg b/tweaks/tabgraph.cfg new file mode 100644 index 0000000..c9a6ef0 --- /dev/null +++ b/tweaks/tabgraph.cfg @@ -0,0 +1,10 @@ +//net_graph 4 on tab; toggle on - +//Made with cfg.tf - custom Team Fortress 2 config generator + +alias +tabgraph "+showscores; net_graph 4" +alias -tabgraph "-showscores; net_graph 0; timeleft" + +alias graphtoggle incrementvar net_graph 0 4 4 + +bind tab +tabgraph +bind - graphtoggle